Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Pantheon of The Grey Mist
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Voda Vosa" data-source="post: 5084453" data-attributes="member: 51271"><p>[sblock= The one and the Many][code]Name: The One and the Many</p><p>Class: Druid/Monk</p><p>Race: Plant</p><p>Size: Huge</p><p>Gender: Male</p><p>Alignment: Chaotic neutral</p><p></p><p>Level: 20 outsider / 3 monk / 3 druid / 1 DR</p><p>BAB: +19(/14/+9/+4) +1 for DR</p><p> Initial(Cost) Race Level Size Misc Total Bonus</p><p>Str: 8 (0p.) +8 16 +3 </p><p>Dex: 16 (10p) +3 -4 +6 25 +7</p><p>Con: 16 (10p) +2 +4 +2 24 +7</p><p>Int: 12 (4p.) 12 +1</p><p>Wis: 13 (5p.) +1 +2 16 +3 </p><p>Cha: 14 (6p.) +2 16 +3</p><p></p><p>HP: 160+(7x20)+8+7+8+7+(12x2+14): 368 Dmg Red: 15/Epic</p><p>Grapple: +36 Spell Res: 53</p><p>Speed: 120'(tree form) 80' (swarm form) Spell Fail: 0%</p><p>Init: +11 Spell Save: +3</p><p>ACP: 0</p><p></p><p></p><p></p><p></p><p></p><p> Base Armor Shld Dex Size Nat Misc Total</p><p>Armor: 10 +0 +0 +7 +4 +14 +6 41</p><p>Touch: 21 Flatfooted: 26</p><p></p><p> Base class Mod Misc Total</p><p>Fort: 21 6 +7 +3 +37</p><p>Ref: 21 4 +7 +9 +41</p><p>Will: 21 6 +3 +3 +33</p><p></p><p>Weapon Attack Damage Critical</p><p>(SM)Slam +25/+20/+15/+10 2d6+5 x2</p><p></p><p>Add another attack with flurry of blows</p><p></p><p>Languages:</p><p></p><p>[sblock=Abilities]</p><p></p><p>[B]Deity:[/B]</p><p>Immunities: Electricity, Cold, Acid, Polymorph, Petrification, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Disease, Poison, Stunning, Sleep, </p><p></p><p>Paralysis, Death Effects, Disintegration, Not subject to death from massive damage. Immortal.</p><p>Damage Reduction 15/Epic.</p><p>Fire Resistance 5 + Divine Rank.</p><p>Spell Resistance 32 + Divine Rank.</p><p>Immortality</p><p>Domains: Plant, Earth, Chaos</p><p>Domain Powers: usable DR/day times or more if stated in the description. For those requiring Cleric levels use your DR level instead if you don't have Cleric as a </p><p></p><p>class.</p><p>Save DC for Domain spells is +1 (for DR 1)</p><p>Senses extended to 1 mile around him for DR 1.</p><p>Remote Sensing (2 locations)</p><p>Remote Sense Blocking (2 locations + self)</p><p>Portfolio Sense</p><p>Automatic Actions (2 free actions/round)</p><p>Create magic items related to portfolio up to 4,500 gp.</p><p>Divine Aura (10 ft.)</p><p>Grant Spells</p><p>Spontaneous Casting (for divine spells we can grant if we have Cleric levels)</p><p>A deity of rank 1 or higher can understand, speak, and read any language, including nonverbal languages. The deity can speak directly to any beings within one mile of </p><p></p><p>itself per divine rank.</p><p>Remote Communication</p><p>Greater Teleport at will </p><p></p><p></p><p>[B]Salient Divine abilities:[/B]</p><p>Improved spell resistance: +20 to spell resistance</p><p>Divine Earth mastery</p><p></p><p></p><p>Druid: 1)Animal companion, nature sense, wild empathy, spells</p><p>2) Woodland stride</p><p>3) Trackless step</p><p></p><p>Monk:1) flurry of blows (+0/+0), unarmed strike, bonus feat (Stunning Fist),</p><p>2) Bonus feat(Deflect Arrows), evasion</p><p>3) Still mind (+2 bonus on saving throws against spells and effects from the school of enchantment.)</p><p></p><p>[B]Swarm:[/B]</p><p>Distraction DC 26</p><p>Damage Aura (5d6)</p><p>Immune to Critical hits</p><p>No Weapon Damage</p><p>Immune to individually targeted target spells (like disintegrate)</p><p>Vulnerable to area affect spells (50% more damage).</p><p></p><p>[B]Plant:[/B]</p><p>Low-light vision.</p><p>Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).</p><p>Immunity to poison, sleep effects, paralysis, polymorph, and stunning.</p><p>Not subject to critical hits.</p><p>Plants breathe and eat, but do not sleep.</p><p></p><p>[B]Shambling Mound:[/B] (Inmediate effects: Grants smlam attack, raises STR, lowers 4 in AC and ref, lowers 80 max HP)</p><p>Str 21, Dex 10, Con 17, slam attack,</p><p>Improved Grab (Ex)</p><p>To use this ability, a shambler must hit with both slam attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If </p><p></p><p>it wins the grapple check, it establishes a hold and can constrict.</p><p>Constrict (Ex)</p><p>A shambler deals 2d6+7 points of damage with a successful grapple check.</p><p>Immunity to Electricity (Ex)</p><p>Shamblers take no damage from electricity. Instead, any electricity attack used against a shambler temporarily grants it 1d4 points of Constitution. The shambler loses </p><p></p><p>these points at the rate of 1 per hour.</p><p></p><p>[B]Special Traits: [/B](20 points)</p><p>Monstrous Size: Huge (1 points) Diminute parts (2 points)</p><p>Subtypes: Swarm (1 Point) Plant (1 Point)</p><p>Fast healing 5 (1 Point)</p><p>Paralysis (1 point) DC: 28</p><p>Poison: Black lotus extract: Contact DC 28 3d6 Con initial damage and 3d6 Con secondary damage (1 Point)</p><p>Ability Score Increases: +4 to Dex and +2 Wis Con and Cha (5 points)</p><p>Alternate form: Shambling mound (1 point)</p><p>Tremorsense (1 point)</p><p></p><p>Stunning fists: Fort DC: 24. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything </p><p></p><p>held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC (6/day)</p><p></p><p>[B]Spell-Like abilities:[/B]</p><p>Speak with Plants: at will (1 point)</p><p>Transport via Plants: 3/day (1 point)</p><p>Living Oak: 3/day (1 point) </p><p>Heal: 3/day (1 point)</p><p>Creeping Doom: 3/day (1 point)</p><p></p><p>Druid Spells: L0: 4</p><p> L1: 3</p><p> L2: 2</p><p> </p><p>Prepeared spells</p><p>Detect magic x2</p><p>Create water x2 (creates 57 gallons of water)</p><p>Faerie Fire x2 (cancels concealmente like bluur etc.)</p><p>Longstrider x1 (+10ft of movement)</p><p>Resist Energy x2 (10 resist energy type)</p><p></p><p>[B]Domain Spells:[/B]</p><p></p><p>Plant Domain Spells</p><p></p><p> 1. Entangle: Plants entangle everyone in 40-ft.-radius.</p><p> 2. Barkskin: Grants +2 (or higher) enhancement to natural armor.</p><p> 3. Plant Growth: Grows vegetation, improves crops.</p><p> 4. Command Plants: Sway the actions of one or more plant creatures.</p><p> 5. Wall of Thorns: Thorns damage anyone who tries to pass.</p><p> 6. Repel Wood: Pushes away wooden objects.</p><p> 7. Animate Plants: One or more trees animate and fight for you.</p><p> 8. Control Plants: Control actions of one or more plant creatures.</p><p> 9. Shambler: Summons 1d4+2 shambling mounds to fight for you.</p><p></p><p></p><p>Earth Domain Spells</p><p></p><p> 1. Magic Stone: Three stones become +1 projectiles, 1d6 +1 damage.</p><p> 2. Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.</p><p> 3. Stone Shape: Sculpts stone into any shape.</p><p> 4. Spike Stones: Creatures in area take 1d8 damage, may be lowed.</p><p> 5. Wall of Stone: Creates a stone wall that can be shaped.</p><p> 6. Stoneskin M: Ignore 10 points of damage per attack.</p><p> 7. Earthquake: Intense tremor shakes 80-ft.-radius.</p><p> 8. Iron Body: Your body becomes living iron.</p><p> 9. Elemental Swarm*: Summons multiple elementals.</p><p></p><p></p><p>Water Domain Spells</p><p></p><p> 1. Obscuring Mist: Fog surrounds you.</p><p> 2. Fog Cloud: Fog obscures vision.</p><p> 3. Water Breathing: Subjects can breathe underwater.</p><p> 4. Control Water: Raises or lowers bodies of water.</p><p> 5. Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.</p><p> 6. Cone of Cold: 1d6/level cold damage.</p><p> 7. Acid Fog: Fog deals acid damage.</p><p> 8. Horrid Wilting: Deals 1d6/level damage within 30 ft.</p><p> 9. Elemental Swarm*: Summons multiple elementals.</p><p>[/sblock]</p><p></p><p></p><p>[B]Skills [/B] Ranks Mod Misc Total</p><p></p><p>Climb 20 +3 +1 +24</p><p>Intimidate 10 +2 +1 +13</p><p>Spot 20 +3 +1 +24</p><p>Listen 20 +3 +1 +24</p><p>Swim 20 +3 +1 +24</p><p>Hide 23 +3 +13 +39</p><p>Move silently 21 +3 +1 +25</p><p>Concentration 23 +6 +1 +30</p><p>Sense Motive 20 +3 +1 +24</p><p>Spellcraft 23 +1 +1 +25</p><p></p><p>[B]Feats:[/B]</p><p>Improved initiative</p><p>Ability Focus Paralysis</p><p>Ability Focus Poison</p><p>Spell Focus (conjuration)</p><p>Augment Summoning</p><p>Lightning Reflexes</p><p>Epic reflexes[Epic]</p><p>Eschew Materials</p><p>Reflect Arrows</p><p>Exceptional Deflection</p><p>[/code]</p><p>[/sblock]</p><p></p><p></p><p><strong>Mythos</strong></p><p></p><p>Eons ago, a god long forgotten, forged a world of earth and water, and created creatures of all kind. Humanoids crafted at the god's appearance, and several other creatures for their siblings to feed and live off.</p><p>But deep inside, the seed of doubt grew in the god's heart. His creations were not as he meant them. He tried to erase them from the face of his world, but the creatures had grew too powerful. They developed technology and powerful weapons to war against one another. Now, the unnamed god wanted to exterminate them, and they had one single enemy.</p><p>Great wars raged over the world, destroying most of it's natural beauty. The irate god destroyed city after city, but his sons found a weakness. Themselves.</p><p>Only a handful of creatures remained faithful to the old god. That gave the divinity it's power. Killing his followers, the creatures weakened their former god, and finally defeated him. But before he felt, he unleashed a plague that was incurable, and with that, exterminated his sons, fulfilling his wish.</p><p>The world was left godless, with no sentient being over it's surface. With the passage of ages, the plants, the weather and the the time itself, engoulfed the remains of the civilization, until no trail was left of it.</p><p></p><p>The living organisms that remained in the world developed with the time, a self consciousness. Several sentient plants, fungi and vermin evolved like tribes in the forest. Eventually, these organisms' life force created a new entity. They all acquire the same mind, the same feelings, the same thoughts. A hive mind was born, and fueled with the life forces of an entire planet, it became almighty. It spawned more of itself around the glove, and changed the global weather, effectively destroying desserts and frozen wastes, transforming them into jungles forests and swamps.</p><p>In few years, the planet reshaped it's surface entirely, and the life thrived peacefully.</p><p>But in the mind of many of the tribal creatures, a new feeling, and new thought began to take shape. "What if we could spread ourselves into another world?" The thought began to spread like a disease. And so, the spiritual form of the entity left Geas and traveled the planes until it reached the Grey mist. There, a new chapter in the history of Geas began to write itself.</p><p></p><p>The One and the Many is the spawner of forests, swamps, jungles, greasslands, saltmarshes and any kind of vegetated landscapes. He inhabits one and all at the same time, travelling through the plants. It shapes the earth to fit the needs of the plants it spawns. It's chaotic nature distancing it from regular structures, like blocks posts or similar objects. It tends to destroy and reshape things, twisting it's original form. He wanders the forests and jungles, spawning new plants, fungi and mosses, and eating up the dead ones. It also spawns thousand of vermin to help it in that task. </p><p>The One and The Many can creat oasis in the middle of deserts, creating rain and lakes, and populating them with evergreen plants. </p><p></p><p>Geas: A rocky world with bast rivers and lakes, and few oceans. The world's temperature ins high and the entire surface is heavily vegetated, jungles swamps forests and grassplains extent worldwide. The only living creatures in this world are analogs to plants mosses and fungi, along with vermin.</p><p></p><p>The followers of the One and the Many are sentient plants and fungi, like myconids, shambling mounds and treants for example. </p><p></p><p><img src="http://www.wizards.com/dnd/images/art_preview/20080508_114854_0.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>Portfolio: </p><p>Plants, Fungi and Vermin</p><p>Renewal, Soil and Agriculture </p><p>Frashwater, Rain and Life</p><p></p><p></p><p>Possible Salient Divine Ability</p><p></p><p>Divine Earth Mastery</p><p>Divine Fast Healing</p><p>Gift Of Life</p><p>Increased Spell Resistance</p><p>Mind Of The Beast</p><p>Power Of Nature</p><p>Rejuvenation</p><p>Call Creatures</p><p>Command Plants</p></blockquote><p></p>
[QUOTE="Voda Vosa, post: 5084453, member: 51271"] [sblock= The one and the Many][code]Name: The One and the Many Class: Druid/Monk Race: Plant Size: Huge Gender: Male Alignment: Chaotic neutral Level: 20 outsider / 3 monk / 3 druid / 1 DR BAB: +19(/14/+9/+4) +1 for DR Initial(Cost) Race Level Size Misc Total Bonus Str: 8 (0p.) +8 16 +3 Dex: 16 (10p) +3 -4 +6 25 +7 Con: 16 (10p) +2 +4 +2 24 +7 Int: 12 (4p.) 12 +1 Wis: 13 (5p.) +1 +2 16 +3 Cha: 14 (6p.) +2 16 +3 HP: 160+(7x20)+8+7+8+7+(12x2+14): 368 Dmg Red: 15/Epic Grapple: +36 Spell Res: 53 Speed: 120'(tree form) 80' (swarm form) Spell Fail: 0% Init: +11 Spell Save: +3 ACP: 0 Base Armor Shld Dex Size Nat Misc Total Armor: 10 +0 +0 +7 +4 +14 +6 41 Touch: 21 Flatfooted: 26 Base class Mod Misc Total Fort: 21 6 +7 +3 +37 Ref: 21 4 +7 +9 +41 Will: 21 6 +3 +3 +33 Weapon Attack Damage Critical (SM)Slam +25/+20/+15/+10 2d6+5 x2 Add another attack with flurry of blows Languages: [sblock=Abilities] [B]Deity:[/B] Immunities: Electricity, Cold, Acid, Polymorph, Petrification, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Disease, Poison, Stunning, Sleep, Paralysis, Death Effects, Disintegration, Not subject to death from massive damage. Immortal. Damage Reduction 15/Epic. Fire Resistance 5 + Divine Rank. Spell Resistance 32 + Divine Rank. Immortality Domains: Plant, Earth, Chaos Domain Powers: usable DR/day times or more if stated in the description. For those requiring Cleric levels use your DR level instead if you don't have Cleric as a class. Save DC for Domain spells is +1 (for DR 1) Senses extended to 1 mile around him for DR 1. Remote Sensing (2 locations) Remote Sense Blocking (2 locations + self) Portfolio Sense Automatic Actions (2 free actions/round) Create magic items related to portfolio up to 4,500 gp. Divine Aura (10 ft.) Grant Spells Spontaneous Casting (for divine spells we can grant if we have Cleric levels) A deity of rank 1 or higher can understand, speak, and read any language, including nonverbal languages. The deity can speak directly to any beings within one mile of itself per divine rank. Remote Communication Greater Teleport at will [B]Salient Divine abilities:[/B] Improved spell resistance: +20 to spell resistance Divine Earth mastery Druid: 1)Animal companion, nature sense, wild empathy, spells 2) Woodland stride 3) Trackless step Monk:1) flurry of blows (+0/+0), unarmed strike, bonus feat (Stunning Fist), 2) Bonus feat(Deflect Arrows), evasion 3) Still mind (+2 bonus on saving throws against spells and effects from the school of enchantment.) [B]Swarm:[/B] Distraction DC 26 Damage Aura (5d6) Immune to Critical hits No Weapon Damage Immune to individually targeted target spells (like disintegrate) Vulnerable to area affect spells (50% more damage). [B]Plant:[/B] Low-light vision. Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Immunity to poison, sleep effects, paralysis, polymorph, and stunning. Not subject to critical hits. Plants breathe and eat, but do not sleep. [B]Shambling Mound:[/B] (Inmediate effects: Grants smlam attack, raises STR, lowers 4 in AC and ref, lowers 80 max HP) Str 21, Dex 10, Con 17, slam attack, Improved Grab (Ex) To use this ability, a shambler must hit with both slam attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Constrict (Ex) A shambler deals 2d6+7 points of damage with a successful grapple check. Immunity to Electricity (Ex) Shamblers take no damage from electricity. Instead, any electricity attack used against a shambler temporarily grants it 1d4 points of Constitution. The shambler loses these points at the rate of 1 per hour. [B]Special Traits: [/B](20 points) Monstrous Size: Huge (1 points) Diminute parts (2 points) Subtypes: Swarm (1 Point) Plant (1 Point) Fast healing 5 (1 Point) Paralysis (1 point) DC: 28 Poison: Black lotus extract: Contact DC 28 3d6 Con initial damage and 3d6 Con secondary damage (1 Point) Ability Score Increases: +4 to Dex and +2 Wis Con and Cha (5 points) Alternate form: Shambling mound (1 point) Tremorsense (1 point) Stunning fists: Fort DC: 24. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC (6/day) [B]Spell-Like abilities:[/B] Speak with Plants: at will (1 point) Transport via Plants: 3/day (1 point) Living Oak: 3/day (1 point) Heal: 3/day (1 point) Creeping Doom: 3/day (1 point) Druid Spells: L0: 4 L1: 3 L2: 2 Prepeared spells Detect magic x2 Create water x2 (creates 57 gallons of water) Faerie Fire x2 (cancels concealmente like bluur etc.) Longstrider x1 (+10ft of movement) Resist Energy x2 (10 resist energy type) [B]Domain Spells:[/B] Plant Domain Spells 1. Entangle: Plants entangle everyone in 40-ft.-radius. 2. Barkskin: Grants +2 (or higher) enhancement to natural armor. 3. Plant Growth: Grows vegetation, improves crops. 4. Command Plants: Sway the actions of one or more plant creatures. 5. Wall of Thorns: Thorns damage anyone who tries to pass. 6. Repel Wood: Pushes away wooden objects. 7. Animate Plants: One or more trees animate and fight for you. 8. Control Plants: Control actions of one or more plant creatures. 9. Shambler: Summons 1d4+2 shambling mounds to fight for you. Earth Domain Spells 1. Magic Stone: Three stones become +1 projectiles, 1d6 +1 damage. 2. Soften Earth and Stone: Turns stone to clay or dirt to sand or mud. 3. Stone Shape: Sculpts stone into any shape. 4. Spike Stones: Creatures in area take 1d8 damage, may be lowed. 5. Wall of Stone: Creates a stone wall that can be shaped. 6. Stoneskin M: Ignore 10 points of damage per attack. 7. Earthquake: Intense tremor shakes 80-ft.-radius. 8. Iron Body: Your body becomes living iron. 9. Elemental Swarm*: Summons multiple elementals. Water Domain Spells 1. Obscuring Mist: Fog surrounds you. 2. Fog Cloud: Fog obscures vision. 3. Water Breathing: Subjects can breathe underwater. 4. Control Water: Raises or lowers bodies of water. 5. Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across. 6. Cone of Cold: 1d6/level cold damage. 7. Acid Fog: Fog deals acid damage. 8. Horrid Wilting: Deals 1d6/level damage within 30 ft. 9. Elemental Swarm*: Summons multiple elementals. [/sblock] [B]Skills [/B] Ranks Mod Misc Total Climb 20 +3 +1 +24 Intimidate 10 +2 +1 +13 Spot 20 +3 +1 +24 Listen 20 +3 +1 +24 Swim 20 +3 +1 +24 Hide 23 +3 +13 +39 Move silently 21 +3 +1 +25 Concentration 23 +6 +1 +30 Sense Motive 20 +3 +1 +24 Spellcraft 23 +1 +1 +25 [B]Feats:[/B] Improved initiative Ability Focus Paralysis Ability Focus Poison Spell Focus (conjuration) Augment Summoning Lightning Reflexes Epic reflexes[Epic] Eschew Materials Reflect Arrows Exceptional Deflection [/code] [/sblock] [B]Mythos[/B] Eons ago, a god long forgotten, forged a world of earth and water, and created creatures of all kind. Humanoids crafted at the god's appearance, and several other creatures for their siblings to feed and live off. But deep inside, the seed of doubt grew in the god's heart. His creations were not as he meant them. He tried to erase them from the face of his world, but the creatures had grew too powerful. They developed technology and powerful weapons to war against one another. Now, the unnamed god wanted to exterminate them, and they had one single enemy. Great wars raged over the world, destroying most of it's natural beauty. The irate god destroyed city after city, but his sons found a weakness. Themselves. Only a handful of creatures remained faithful to the old god. That gave the divinity it's power. Killing his followers, the creatures weakened their former god, and finally defeated him. But before he felt, he unleashed a plague that was incurable, and with that, exterminated his sons, fulfilling his wish. The world was left godless, with no sentient being over it's surface. With the passage of ages, the plants, the weather and the the time itself, engoulfed the remains of the civilization, until no trail was left of it. The living organisms that remained in the world developed with the time, a self consciousness. Several sentient plants, fungi and vermin evolved like tribes in the forest. Eventually, these organisms' life force created a new entity. They all acquire the same mind, the same feelings, the same thoughts. A hive mind was born, and fueled with the life forces of an entire planet, it became almighty. It spawned more of itself around the glove, and changed the global weather, effectively destroying desserts and frozen wastes, transforming them into jungles forests and swamps. In few years, the planet reshaped it's surface entirely, and the life thrived peacefully. But in the mind of many of the tribal creatures, a new feeling, and new thought began to take shape. "What if we could spread ourselves into another world?" The thought began to spread like a disease. And so, the spiritual form of the entity left Geas and traveled the planes until it reached the Grey mist. There, a new chapter in the history of Geas began to write itself. The One and the Many is the spawner of forests, swamps, jungles, greasslands, saltmarshes and any kind of vegetated landscapes. He inhabits one and all at the same time, travelling through the plants. It shapes the earth to fit the needs of the plants it spawns. It's chaotic nature distancing it from regular structures, like blocks posts or similar objects. It tends to destroy and reshape things, twisting it's original form. He wanders the forests and jungles, spawning new plants, fungi and mosses, and eating up the dead ones. It also spawns thousand of vermin to help it in that task. The One and The Many can creat oasis in the middle of deserts, creating rain and lakes, and populating them with evergreen plants. Geas: A rocky world with bast rivers and lakes, and few oceans. The world's temperature ins high and the entire surface is heavily vegetated, jungles swamps forests and grassplains extent worldwide. The only living creatures in this world are analogs to plants mosses and fungi, along with vermin. The followers of the One and the Many are sentient plants and fungi, like myconids, shambling mounds and treants for example. [IMG]http://www.wizards.com/dnd/images/art_preview/20080508_114854_0.jpg[/IMG] Portfolio: Plants, Fungi and Vermin Renewal, Soil and Agriculture Frashwater, Rain and Life Possible Salient Divine Ability Divine Earth Mastery Divine Fast Healing Gift Of Life Increased Spell Resistance Mind Of The Beast Power Of Nature Rejuvenation Call Creatures Command Plants [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Pantheon of The Grey Mist
Top