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Phantom Llama

First Post
One guy in charge and a couple of demigods is hardly a pantheon on the same scale as what is normally understood by the term.

Besides, he'd be cooler if he was an intermediate deity. Making him a greater-power-skyfather-superbeing removes the thing that made kobolds cool in the first place* - their sense of being the underdog (amplified by the resultant juxtaposition with their draconic cousins). It defeats the object.


*Most 'little people' races, especially in vanilla D&D, are notable for being staggeringly, fingernail-chiselingly lame. Don't let kobolds go the way of the rest of them.
 

Kalitharus

First Post
WarDragon said:
And I say that not making him a Greater Power in the first place, like the heads of every other racial pantheon, was "really bad judgment."

I could see him as a weak Intermediate god. In 2E they increased his status to Intermediate; but he was -by far- the weakest Intermediate god in the entire Monster Mythology book.
 

WarDragon

First Post
Phantom Llama said:
One guy in charge and a couple of demigods is hardly a pantheon on the same scale as what is normally understood by the term.

Besides, he'd be cooler if he was an intermediate deity. Making him a greater-power-skyfather-superbeing removes the thing that made kobolds cool in the first place* - their sense of being the underdog (amplified by the resultant juxtaposition with their draconic cousins). It defeats the object.


*Most 'little people' races, especially in vanilla D&D, are notable for being staggeringly, fingernail-chiselingly lame. Don't let kobolds go the way of the rest of them.
I don't follow. Would not letting people think him weak, while actually being on the Skyfather level, be much cooler than actually being a sniveling excuse for a god who gives kobolds no reason to worship him rather than a more powerful dragon deity?

Kalitharus said:
I could see him as a weak Intermediate god. In 2E they increased his status to Intermediate; but he was -by far- the weakest Intermediate god in the entire Monster Mythology book.
And I see no reason to make the same nonsensical mistake.
 

Phantom Llama

First Post
NIRN
Greater Deity
Age: 80,000 years
Aliases: The Winter
Allies: Vya, CE(N) intermediate deity of Darkness and Sky.
Enemies: Hatsav, LE intermediate deity of Death and Secrets.
Home Plane: The Hall of Slain Tempests (The Prime Material)
Alignment: Neutral Evil
Pantheon: The Lords of the Seasons (deceased)
Portfolios: Entropy, Winter
Relatives: Vya (daughter)

LEGEND
Every morning, the Sun was born from the land and passed over the sky, giving light and warmth. Then the Night approached under cover of darkness and slew him, bringing him falling back to the world caked in blood. But the Sun is immortal, and was reborn anew in the morning. Then Nirn the Winter approached and cursed him with weakness, leaving him barely able to lift himself above the ground. Yet still her daughter was unable to slay him, as the Sun is immortal, and was reborn anew in the Spring. So things continued in the cycle of the seasons, endlessly circling.

Then Nirn trapped the Sun in a diamond prison, and the Eternal Night fell across the land. The forests died, the rivers froze, and men huddled around volcanic fortresses to await the world's demise. Nirn has finally won, and the cycle is over forevermore.

PERSONALITY
Nirn is dispassionate, callous and arrogant. She has already overcome the one being that can best her, stolen his power, and destroyed most of her peers, so she sees little to do except to wait for her inevitable victory.
Vulnerabilities: Slow to act, dismissive of potential threats.

GOALS
Nirn is currently waiting for the last vestiges of life and animation to pass away. The only light remaining is the fire within the world, which will fade in time as she leaches its heat away, and already has a canker of death nestled within it. It is possible that when the last living thing dies Nirn will gain the power of an Elder One, and create a new minor plane between paraelemental ice and negative energy. From there she will be well placed to cast a frigid shadow over the rest of the cosmos.

THREATS
There are few threats of import to Nirn remaining.
Extraplanar forces: While Nirn has slain all within her pantheon who threaten her, there still exist entities of comparable or greater power elsewhere in the universe. However, she has closed the world which she rules to planar travel, and it is so dead and wasted that there would be little to conquer/liberate if one did invade. Hence, her extraplanar peers largely ignore the situation.
The Blessed: The surviving intermediate deity Hatsav is fostering the creation of undead to save the world from extinction. Such beings need not fear the cold or lack of food, and so are known as ‘the blessed’ by the surviving humans. While Nirn has commanded her followers to destroy undead where found, if they gain a major foothold they may force Nirn or Vya to ride out and destroy them, leaving her vulnerable to attack.
The Fire Within: Nirn is aware that a powerful divine spark antithetical to hers lies buried against the planet’s core. Nirn does not see this as cause for concern however, since it shows no signs of animation or mindful action. She is also aware of a powerful force of death gathered within it, which she interprets as indicative of the beginning of its death throes.

DEATH OF NIRN
If Nirn were to be slain it might be possible to release the Sun from its prison and begin the regeneration of the world. If Vya the Night were still alive, it is likely she would flee across space to some other world, and try to establish worship there.

ADVENTURE IDEAS
Sub-cosmic: The PCs find themselves stranded on Nirn’s world. While they are not greatly threatened by the bleak conditions, their power may attract the attention of Nirn and her servants if they linger too long.
High Epic: In the heart of the coldest wasteland, at the airless summit of her great palace, Nirn sits and watches the death of the world. In her hand she holds a perfect diamond containing the spirit of the Sun. Perhaps if some brave souls approach her they can free the Lord of Light, whether by guile, wit or force of arms.
Low Cosmic: Nirn has won. The last living thing on her world has died, Hatsav lies slain at the feet of Vya, and Nirn has claimed the mantle of a Daitya. Even now, the cosmos warps as a new elemental plane comes into being between Frost and Negation, and Nirn prepares to defend her newfound power. But meanwhile, the shift in dimensional tectonics threatens to release an even greater power from its planar prison.

Manifestation of Nirn (CR 106)
Greater Deity of Entropy and Winter
Medium Outsider (Cold)
80th-level Wizard

Hit Dice: 80d20+1200 (2800 hp) or 5600 hp in the Hall of Slain Tempests
Initiative: +27 (+11 Dex, +16 divine)
Speed: 90 ft. (18 squares), fly 270 ft (good)
Armour Class: 104 (+11 Dex, +40 armour, +20 natural, +7 deflection, +16 divine), touch 44, flat-footed 93
Base Attack/Grapple: +40/+79
Attack: Last Taste of Winter +111 mêlée (1d6+23 plus 120 cold)
Full Attack: Last Taste of Winter +111/+106 mêlée ()
Space/Reach: 5 ft./5 ft.
Special Attacks: Divine aura (900 ft., DC 33), spells, spell-like abilities
Special Qualities: DR 40/Epic, divine bonus (+16), divine senses x10, godly realm, grant spells, immortality, natural immunity, SR 106
Saves: Fort +72, Reflex +68, Will +82
Abilities: Str 56, Dex 32, Con 40, Int 72, Wis 48, Cha 24
Skills: Concentration +114, Craft (all) +130, Decipher Script +130, Knowledge (all) +130, Profession (all) +118, Spellcraft +130
Feats: Craft Magic Arms and Armour, Craft Rod, Craft Staff, Craft Wondrous Item, Empower Spell, Energy Admixture (Cold), Eschew Materials, Forge Ring, Light Eradication, Quicken Spell, Maximise Spell, Scribe Scroll, Silent Spell, (Greater) Spell Focus (Cold, Evocation, Necromancy), (Greater) Spell Penetration, Still Spell
Epic Feats: Automatic Metamagic Capacity XV, Automatic Writing, Craft Epic Magic Arms and Armour, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Epic Spellcasting, Epic Spell Focus (Cold, Evocation, Necromancy), Epic Spell Penetration, Forge Epic Ring, Metamagic Freedom, Scribe Epic Scroll, Spell Opportunity
Divine Abilities:
• Abnormality: Nirn has a pair of wings granting her a fly speed of 270ft.
• Divine Sorcery: Nirn has twice the normal number of spells per day.
• Moderate Eradication: Nirn has a 50% chance of penetrating critical immunity.
• Fire Immunity: Nirn has conquered the Sun, and so is not threatened by flames.
Cosmic Abilities:
• Abrogate: Nirn negates her opponents’ greatest abilities.
• Uncanny Withering (Dexterity) Mastery: See table 1.
Environment: The Hall of Slain Tempests
Organisation: Solitary
Challenge Rating: 107
Treasure (Artefacts): Crystal Prison, Furs of the Great White Bear, Last Taste of Winter, Throne of the Gods.
Treasure (Non-Epic Items): Ring of Resistance +5
Alignment: Neutral Evil
Advancement: By character class
ECL: 160
You see a skeletally thin female figure, six feet tall with grey skin, ice-blue hair and an aging face. She is draped in shaggy white furs caked in blood, and has two great wings of razor-sharp ice crystals sprouting from her shoulder blades. Large chunks of flesh appear to be simply absent, revealed as invisible only by the faint rime of frost covering them.

Divine Traits (Greater Deity) (Ex): As a greater deity, Nirn gains a +16 divine bonus to: armour class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance.

Entropy Portfolio Traits (Lesser Deity):
Void Shield (Ex): Nirn is immune to nullification and gains Cold resistance 40 (obsolete).
Void Born (Ex): Nirn gains a +16 competence bonus to attack rolls, damage rolls and armour class if in a vacuum.
Children of the Void (Su): All summoned creatures within Nirn’s divine aura are automatically banished.
Illusion (Su): Pending.
Greater Touch of the Void (Su): Nirn has the Uncanny Negative Energy Mastery divine ability (see table 1, but halve damage).
Heart of the Void (Ex): Nirn gains regeneration 40 when in a vacuum.

Winter Portfolio Traits (Lesser Deity):
Cold Immunity (Ex): Nirn is immune to Cold damage.
Ice Born (Ex): Nirn gains a +16 competence bonus to attack rolls, damage rolls and armour class in sub-zero temperatures.
Icy Brethren (Su): Creatures of the [Cold] subtype summoned by Nirn have 50% more hit dice than usual.
Instrument of Cold (Su): Immunities and resistances are only 50% effective against Nirn’s cold-based attacks.
Extreme Grip of Cold (Su): Nirn has the Uncanny Cold Mastery divine ability (see table 2).
Cold-Hearted (Su): Nirn is healed by Cold damage.

Spell-Like Abilities (Sp): At will – anti-life shell, chill metal, chill touch, commune, cone of cold, control weather, dream, energy drain, enervation, entropic shield, etherealness, freezing sphere, greater dispel magic, greater teleport, horrid wilting, invisibility, magic jar, polar ray, quest, sending, sleet storm, slow, tongues, waves of exhaustion, wail of the banshee, wall of ice, waves of fatigue; 16/day – wish.

Spells (Su): As 80th-level Wizard (Caster Level 96th). Save DC 57+spell level (+3 with cold, evocation or necromancy spells).
Wizard Spells per day: 8/16/16/16/15/15/15/15/14/14
Wizard Spells known: Nirn knows all spells from the PHB and Frostburn. She is also familiar with a number of spells from other sources, and automatically learns any spell she sees being cast.
Typical Wizard spells prepared: Hahaha no.

Code:
Table 1: Uncanny Withering (Dexterity) Mastery (Nirn)
Effect:     Damage:  Range/Radius:     Action:       DC:
Beam (Ray)    40     Long (3600 ft.)   Standard       -
Blast         20     Long (3600 ft.)   Standard    81/half
Blood         10     Mêlée             Free        81/half
Breath        40     225 ft cone       Standard    81/half
Hand          80     Mêlée touch       Standard       -
Immolation    80     Aura              Free        81/half
Storm         10     Aura              Free           -
Strike        10     Mêlée touch       Free           -
Wrath (Gaze)  20     Close (225 ft)    Both        81/none

Table 2: Uncanny Cold Mastery (Nirn)
Effect:     Damage (avg):  Range/Radius:     Action:       DC:
Beam (Ray)    80d6 (280)   Long (3600 ft.)   Standard       -
Blast         40d6 (140)   Long (3600 ft.)   Standard    81/half
Blood         20d6 (70)    Mêlée             Free        81/half
Breath        80d6 (280)   225 ft cone       Standard    81/half
Hand          160d6 (560)  Mêlée touch       Standard       -
Immolation    160d6 (560)  Aura              Free        81/half
Storm         20d6 (70)    Aura              Free           -
Strike        20d6 (70)    Mêlée touch       Free           -
Wrath (Gaze)  40d6 (140)   Close (225 ft)    Both        81/none

Possessions:
Last Taste of Winter:
Last Taste of Winter is a +32 frozen nexus spear. It was carved from a single great ice crystal retrieved from the solar system’s Oort Cloud by Vya., and appears as a long, crooked icicle carved with runes and patterns.

The Crystal Prison:
This beautiful diamond, apparently a perfect sphere, is the prison containing the Sun God. If empty, the wielder may use Trap the Soul 1/day, with a caster level of 130 and heightened to 68th level (Will save DC 112 negates). The Crystal Prison is not limited in the maximum number of HD it can trap, but it cannot trap an entity with a minimum size larger than the prison itself (15 cm across), not can it contain more than one entity at a time.

Furs of the Great White Bear:
These cursed furs were cut from the impenetrable hide of the legendary god-slaying beast that once stalked the southern pole of the world. They grant a +40 armour bonus to AC, DR 12/-, and impose a -5 luck penalty on all rolls to anyone who successfully strikes Nirn in combat. The penalty lasts indefinitely until removed by a wish or greater effect. A single creature can only suffer one luck penalty at a time from this effect.

Throne of the Gods: Nirn has bested the skyfather of her pantheon, and so taken his throne.


Notes: I made up the Spell Focus (Cold) feat for this build to fill space (It may already exist in some supplement, I don’t know). Its effects should be obvious.
 

Phantom Llama

First Post
Wardragon said:
I don't follow. Would not letting people think him weak, while actually being on the Skyfather level, be much cooler than actually being a sniveling excuse for a god who gives kobolds no reason to worship him rather than a more powerful dragon deity?
No. You don't get underdog-coolness if you aren't actually an underdog. The inverse - that he's actually pretty weak by 'pantheon' head standards, but he likes to talk big - is a much more fun character. Wildly unjustified pretension and self-aggrandisement is one of the most fundamental aspects of awesome*, and this is a perfect place to employ it.

A Kobold sucks. This is fundamental to their character. This is why Asmodeus vs. Kurtulmak was so illustrative. This is why it is fun to beat overconfident PCs up with them. Thus Kurtulmak, as the divine exemplar of A Kobold, should also suck (relatively).

And as for ‘snivelling excuse for a god’: He’s an intermediate deity. One of 'the divine ruling class'. There's no shame in being one. And greater godhood in the UKniverse is more exclusive than in the standard divine rules.


*This is actually a lie, but a lecture on the technicalities of awesomegeneric mysticism would be a little off-topic for this thread.
 

WarDragon

First Post
No. You don't get underdog-coolness if you aren't actually an underdog. The inverse - that he's actually pretty weak by 'pantheon' head standards, but he likes to talk big - is a much more fun character.
I personally think it's refreshing to a powerful evil being, that everyone thinks is too weak to be worth wasting time on. It's like when Wormtongue pulls the knife on Saruman, only instead of finally snapping under years of abuse, he's been planning it all along.

A Kobold sucks. This is fundamental to their character.
It should be obvious by now that I disagree. I've said it before, but they actively try to be underestimated, while actually being a force to be reckoned with. Kurtulmak represents not the weakness of an individual kobold, but the overpowering collective might of the race.

There's no shame in being one. And greater godhood in the UKniverse is more exclusive than in the standard divine rules.
In the Kosmos, Kurtulmak and the rest of the "default pantheon" don't even exist, due to copyright issues, overlapping portfolios, and the way U_K generally has things set up. I'm just using his system to stat them, because I like it better than other methods of representing divinity in game mechanics.
 

mercucio

First Post
Fieari said:
On the other hand, shouldn't he more obviously be lesser than Tiamat?
Also: Tiamat in the Kosmos is a great, great, great wyrm polychromatic dragon giving her 98HD (though I'd probally advance her 3 age categories past great wyrm). In addition she receives a +17 divine bonus, epic spell reflection, Improved Spell Resistance x14, and who knows what other special abilities.
 
Last edited:

Fieari

Explorer
And can be found statted out here, yes, I know. My point was that Tiamat is classified as a greater deity, and as such I'd want the kobold god to be a classification lower. Also, at these levels, being within 8 HD of each other is hardly a difference of all. They're far too evenly matched, even considering the kobold domain making him physically weaker.

We may have to agree to disagree on this point.
 


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