Goblin god: Maglubiyet

Krishnath said:
Banestrike (Humanoids (Elves or Orcs)

i'm curious as to why you suggest elves and orcs for banestrike? yes, goblins hate those races aplenty, but their racial enemies are clearly dwarves and gnomes. yeah, i know, the orc/goblin war and all that... but still, i see the short fellows as more ideal picks.



so, i will do as you suggest and read up on SDAs. i'm still going with him having 21, and this is my working list:

Alter Reality, Alter Size, Avatar, Banestrike (gnomes and/or dwarves), Battlesense, Call Creatures (goblinoids), Control Creatures (goblinoids), Divine Blast, Divine Shield, Divine Weapon Focus (battleaxe), Divine Weapon Specialization (battleaxe), Extra Domain (Law, right?), Hand of Death, Mass Divine Blast, Wound Enemy

when i read up a bit more (hopefully today), i will add some other picks.


and here i go repeating myself: ;) (what i'm looking for here is your opinion on whether or not we need to keep this stuff, and if it works better as an SDA, or if there's another way we can fit it in.)

as far as more salient divine abilities, should we consider the following passage from Monster Mythology?
"The avatar can project burning hands for 16hp damage 1/turn, haste himself 1/day, and speak an unholy word 1/day. If the avatar is slain, the body explodes as a 10HD fireball."

i think the unholy word is covered by having blasphemy as a spell-like ability. any way we can/should give him burning hands and haste as powers - besides normal spellcasting abilities? and i think the fireball death throes is a must to keep - probably as an SDA.
 

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Now that you mention it Dwarves do seem like a better choice for banestrike, but gnomes I am not so sure about, as gnomes an kobolds tend to come into conflict more often than gnomes and goblins do. (I know that Kurtulmak hates the gnome deities with a vengance since one of them as a joke caused a cave-in that destroyed his lair.)
So dwarves are the best option for the Banestrike SDA.
The other SDA's I agree with completely, but I still think we should give him a giant half-fiend Worg as a mount... :D

As for the avatar, wait until you have read the SDA's before deciding.


Edit: Forgot some stuff...
 
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Finishing Up, part 1

ok, here it goes. i read up on SDA's. yes, the fireball death throes will stay as a unique SDA. :)

Divine Celerity would take care of his haste power, and Energy Burst (fire) would likewise do for his burning hands power.

so, that's 3, which leaves 3 more. i think Alter Form, Frightful Presence, and either Increased Damage Reduction or Divine Fast Healing would take care of them. if those don't sound right, i was also considering these as options:

Annihilating Strike, Divine Storm, Grow Creature (goblins), Irresistible Blows, Lay Curse, Sunder and Disjoin, Supreme Initiative


Edit: ROFL, i had to fix it so that it no longer said "Sunder nad Disjoin"...
 
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Finishing Up, part 2

Skills: i took all of Mags' skill points and divided them up roughly evenly between all of his skills, then added bonuses from feats, racial bonuses, divine bonus, and ability bonuses. obviously, this makes him pretty bland, skill-wise, but it's a good place to start. i will consider how to better divide this up.

Alchemy +50, Balance +53, Bluff +51, Climb +53, Concentration +54, Craft (armorsmithing) +51, Craft (metalworking) +50, Craft (stoneworking) +50, Craft (weaponsmithing) +51, Diplomacy +51, Disable Device +50, Disguise +51, Escape Artist +53, Hide +53, Intimidate +51, Jump +53, Knowledge (arcana) +50, Knowledge (architecture and engineering) +50, Listen +52, Move Silently +57, Open Lock +53, Pick Pocket +53, Ride +53, Scry +50, Search +50, Sense Motive +50, Spellcraft +50, Spot +52, Swim +53.
 

Finishing Up, part 3

here are my initial calculations for the avatar's stats:

Avatar of Maglubiyet: As Maglubiyet except divine rank 8; AC 58 (touch 41, flat-footed 58); Atk +68/+63/+58/+53 melee (1d8+16/20/x3, +5 keen unholy battleaxe of wounding), or spell + melee touch or + ranged touch; SQ DR 43/+4, fire resistance 28, SR 40, divine aura (800 ft., DC 27); SV Fort +54, Ref +53, Will +48; all skill modifiers are reduced by 8.
Salient Divine Abilities: Banestrike (dwarves), Battlesense, Divine Celerity, Divine Shield, Divine Weapon Focus (battleaxe), Divine Weapon Specialization (battleaxe), Energy Burst (fire), Extra Domain (Law), Fiery Death+, Wound Enemy
Spell-Like Abilities: Caster level 18th; saving throw DC 27 + spell level.


note: i bumped up the battleaxe to a +5 weapon, since i noticed that practically all of the weapons in DDG were +5. :)
 

LOL! As for the 'deathtroes' I would suggest chaning the damage to divine, he is a deity after all, and we wouldn't want something as simple as fire immunity prevent the damage, now would we ;)

As for which domain to choose for the 'extra' domain SDA, it doesn't really matter.

AS for the remaning three...hmm...you have taken into account that he gets no less than 21! SDA's (He gets his divine rank, and 5 bonus SDA's for being a Greater Deity)... anyways...

Alter Form (Trickery)
Frightful Presence (Evil)
Annihilating Strike (Law, War/Destruction)

Now, which one was it, war or destruction? Personally I would prefer War as goblins are more enclined for war than destruction.

Later,


Edit: Please check out my conversion of the Tasked Administrator Genie, and leave a few comments. :D
 
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cool, i'll fix this up tomorrow. thanks a lot, krish! how does "divine" fire damage work? overrides fire immunity and spell resistance? i think i had it set up for 21 SDAs didn't i? let me recount it...

looks like what remains is to cement his skill points, and figure out the last remaining details - i mean to finish with mags today!!


Ok, as for the worg mount, how about just Grow Creatures SDA as a replacement for one of the other SDAs? that way, he wouldn’t have to keep an attachment to a specific worg, and could just “create” a new mount as needed – if the current one is destroyed, it would be easy enough to replace. ;)

now, on to the other details...

i need to figure out the attack value for melee touch and ranged touch attacks. is this as difficult as i’m making it out to be? wouldn’t melee touch be the same as a melee weapon attack, minus magical bonus for the weapon (+5 battleaxe), and weapon focus? would it then be +66 for the first attack instead of +76? and how the hell do i figure out ranged touch?

mags would have a familiar, as he is part illusionist. for deities, this works in the way that any animal of a given type would become a familiar of the deity, if said deity willed it. so, could/should i use worgs for this?

also, since he is an illusionist, he has two prohibited wizard schools. which two should we deprive him of? ;)

i’ll continue to look through his stats, and if i find anymore items that need fixing, i’ll bring them up here. :)
 

Divine fire damage cannot be preveneted by fire immunity at least, check out the flamestrike spell for that... :D Also increasing the damage to 20d6 (As with a flamestrike spell) would be feasible, he is ment to be a threat to epic entities at the least.

As for the Grow Creatures SDA I'm not so sure, I don't think neither animals nor nature is part of his portfolio, but making a race of giant fiendish worgs wouldn't really be that hard. Take a worg, add the dire template/advance it until it's huge and add the half-fiend template and there you go.

As for what magic schools to remove, he only needs to remove two if we remove necromancy and divination, but since he is evil, I think we need to hold on to necromancy, so removing abjuration seems to be the best choice.

Melee touch is equal to his BAB + Str boonus, the ranged touch is equal to his BAB + Dex bonus, so to calculate it easily, remove the bonuses from feats/weapon enhancements from his primary attack form for the melee touch attack bonus, then remove the Str bonus and add the dex bonus to get the ranged touch attack bonus.

AS for the skills, you're on your own :D

Later,
 

skills are taken care of. :)

i don't think i need to make up a new race just for this conversion, but it could be done in the future at some point. worgs are magical beasts, so i think they would be an exception to his portfolio, as they are neither truly animals or natural. :D and do you think they would work as his familiars?

where are the rules on divine fire given? i'd like to see that. :)

i will attempt to fix up his attack bonuses. i will post the newest document in a few minutes. :)
 

Boz: The SDA's in Deities and Demigods are just suggestions. If you want Mags to be able to create giant worgs, just write it in his description. Or maybe a deity of wolves at one time allied itself with mags and they created the Worg to be mounts and allies for the small and relatively weak goblin. The possibilities are endless.

As for the Divine Fire, open up your players handbook on page 205, read the description of Flamestrike carefully, and go from there. :D

Later,
 

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