God-like Celestials

The Serge

First Post
If there are Lords of the Nine and Demon Princes, why aren't there Virtues of the Seven and Lords of Freedom? Well, if you play in my campaign, there are!!!! Yippee. Skippee.

Anyway, these are my ideas for these entities. I have the Seven Virtues of Heaven, the leader of which was once connected to Asmodeus. I have the four Heralds of Holiness who rule Elysium, and I have the Lords of Freedom who run amok in Arborea. I completely ignore the lower ranking Archons, and all Eladrins and Guardinals.

Here's one of the Virtues. This one is written up as if he's a god rather than a quasi-deity. I What do you folks think? D&D has never really concentrated on Lords of Goodness. Maybe it's time they did.

Here's the Virtue of Pure Thought. Feel free to make any suggestions.

*The edit completed 6/4/02 reflects some research I conducted on the entities used to create the Virtues of Heaven. Thus, The Virtue of Pure Thought is a little tougher than before. BTW, I have not yet corrected his Skills or Feats! Thanks!

THE VIRTUE OF PURE THOUGHT
Lord of Mercuria
Intermediate God
Symbol: A golden image of the numeral seven (in any language) on a golden background of a stylized animal image, often a sheep, a dog, or a dove.
Home Plane: The Seven Mounting Heavens of Celestia
Alignment: Lawful good
Portfolio: Meditation, Purity of Thought, Rest, Tranquility.
Cleric Alignments: N/A
Chief Domains: Animals, Good, Law, Repose
Favored Weaponb: Open-handed Slap

The Lord of Mercuria, the silent and mysterious Virtue of Pure Thought dwells on the top of one of the many mountains and plateaus of the layer. He is said to take the form of a giant of a man, easily over 50 feet tall, in resplendent white and golden robes, long well tended hair, and a calm demeanor. Despite his size, both his face, of indeterminate age, and his voice are calm. Only his height and his glowing golden eyes betray his divine status.

As the Lord of Mercuria, The Virtue of Pure Thought sees to it that the martyrs and noble warriors of many worlds are allowed to rest peacefully, their sleep filled with blissful dreams and thoughts. The Virtue of Pure Thought also defends all manner of natural animals, believing that recognizing the natural order they follow, that humanity can do the same. In the event that the Heavens are attacked, The Virtue of Pure Thought blows the Horn of Purity, an artifact whose peel can be heard throughout the Seven Heavens and awaken the sleeping heroes to fight against any threat to Celestia.

Cleric 20/Druid 15/Monk 20
Gargantuan Outsider
Divine Rank: 12
Hit Dice: 20d8+ 180(outsider) plus 20d8+180 (Cleric) plus 15d8+135 20d8+180 (Monk) (1275 hp)
Initiative: +19 (+15 Dexterity, +4 Improved Initiative)
Speed: 120 ft., 320 ft. fly.
AC: 87 (+15 Dex, +10 divine, +23 natural, +11 deflection, +21 Monk, -4 size)
Attacks: Hand of Silence (+5 holy, keen, lawful vorpal unarmed strike) +73/+68/+63/+58 melee; or +65/+60/+55/+50 spell or range touch.
Damage: Hand of Silence (+5 holy, keen, lawful, vorpal unarmed strike) 1d20+27/19-20/x2 or by spell.
Face/Reach: 20 ft. by 20 ft./20 ft.
Special Attacks: Domain power, salient divine abilities, spell-like abilities, unarmed strike, flurry of blows, stunning attack (20/day, DC 37), ki strike +3, quivering palm, turn or destroy undead 14/day.
Special Qualities: Divine Immunities, DR 45/+4, spontaneous casting of divine spells, speak and read all languages and speak directly to all beings within 10 miles, remote communication, godly realm, teleport without error at will, plane shift at will, nature sense, animal companion, woodland stride, trackless step, resist nature’s lure, wildshape 5/day, venom immunity, a thousand faces, timeless body, evasion, still mind (+2 against enchantments), slow fall (any distance), purity of body, wholeness of body (40 hp), leap of the clouds, improved evasion, diamond body, abundant step, timeless body, tongue of the sun and the moon, empty body, perfect self, SR 44, divine aura (1200 feet, DC 40).
Saves: Fort +50, Ref +56, Will +58.
Abilities: Str 54, Dex 40, Con 28, Int 25, Wis 45, Chr 32.
Skills*: Alchemy +30, Animal Empathy +34, Balance +53, Climb +23, Concentration +65, Craft (fishing) +30, Craft (Puzzle-making)+30, Diplomacy +82, Escape Artist +25, Handle Animal +23, Heal +63, Hide +63, Jump +20, Knowledge (Arcane) +46, Knowledge (Outer Planes) +30, Knowledge (Religion) +30, Listen +57, Move Silently +50, Perform (trumpet) +34, Scry +30, Sense Motive +34, Spellcraft +30, Spot +27, Swim +33, Tumble +32.*Always receives a 20 on checks
Feats: Alertness, Blindness, Brew Potion, Cleave, Combat Reflexes, Craft Wondrous Item, Dodge, Expertise, Eyes in the Back of Your Head, Great Cleave, Improved Disarm, Improved Grapple, Improved Initiative, Improved Trip, Mobility, Power Attack, Quicken Spell, Silent Spell, Spring Attack, Whirlwind Attack.
Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.
Salient Divine Abilities: Alter Reality (DC 47), Alter Size, Avatar, Call Creatures (animals), Clearsight, Create Object, Create Greater Object, Divine Blast, Divine Monk, Divine Shield, Extra Domain (Animals), Gift of Life, Know Secrets, Mind of the Beast, Speak with Creatures (animals).
Domain Powers: Cast animal friendship 12/day; cast good and lawful spells at +1 caster level; 10/day death touch (roll 20d10; if subject touched does not have at least that many hp, it dies), turn or destroy fire creatures as a cleric turns undead and/or rebuke or command water creatures as a cleric rebukes undead 14/day.
Spell-Like Abilities: The Virtue of Pure Thought uses these abilities as a 22th level caster, except for good and lawful spells, which he uses as a 23th level caster. The save DCs are 40 + spell level. aid, animal shapes, anti-life shell, blade barrier, calm animals, calm emotions, commune with nature, creeping doom, dominate animal, death ward, deathwatch, destruction, dictum, dispel chaos, dispel evil, gentle repose, hold animal, hold monster, holy aura, holy smite, holy word, magic circle against chaos, magic circle against evil, order’s wrath, protection from chaos, protection from evil, repel vermin, shapechange, shield of law, slay living, speak with dead, summon monster IX (good or lawful only), surelife, undeath to death, wail of the banshee. .
Cleric Spells/Day: 6/10+1/9+1/9+1/9+1/9+1/7+1/7+1/7+1/7+1 base DC=27+spell level.
Druid Spells/Day: 6/10/9/8/8/8/6/5/4 base DC=27+spell level
Other Divine Powers
As an intermediate deity, The Virtue of Pure Thought automatically receives a die result of 20 on any check. The Virtue of Pure Thought treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal.Senses: The Virtue of Pure Thought can see, hear, touch, and smell at a distance of twelve miles. As a standard action, he can perceive anything within ten miles of holy sites, objects, or any location where one of his titles or name was spoken in the last hour. As the Lord of Mercuria, he can sense any place within the layer as a standard action. He can extend his senses up to ten locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 12 hours.
Portfolio Sense: The Virtue of Pure Thought senses any being engaged in deep contemplation over any matter, or in the midst of mediation 12 the instant it happens and retains the sensation for twelve weeks after the event occurs. He is similarly aware of the intention to wantonly harm animals or descecrate the graves of lawful good warriors.
Automatic actions: The Virtue of Pure Thought can use Knowledge (arcana), Knowledge (nature)or Knowledge (religion) as a free action if the DC for such a task is 25 or lower. He can perform up to ten such free actions each round
Create Magic Items: The Virtue of Pure Thought can create any magic item that calms, relaxes, or silences, or any item related to the control of animals as long as the item’s market price does not exceed 200,000 gp.
 

log in or register to remove this ad

Remove ads

Top