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<blockquote data-quote="Phantom Llama" data-source="post: 3306866" data-attributes="member: 41488"><p><span style="font-size: 12px"><strong>NIRN</strong></span></p><p><strong>Greater Deity</strong></p><p><strong>Age:</strong> 80,000 years</p><p><strong>Aliases:</strong> The Winter</p><p><strong>Allies:</strong> Vya, CE(N) intermediate deity of Darkness and Sky.</p><p><strong>Enemies:</strong> Hatsav, LE intermediate deity of Death and Secrets.</p><p><strong>Home Plane:</strong> The Hall of Slain Tempests (The Prime Material)</p><p><strong>Alignment:</strong> Neutral Evil</p><p><strong>Pantheon:</strong> The Lords of the Seasons (deceased)</p><p><strong>Portfolios:</strong> Entropy, Winter</p><p><strong>Relatives:</strong> Vya (daughter)</p><p></p><p><strong>LEGEND</strong></p><p>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.</p><p></p><p>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.</p><p></p><p><strong>PERSONALITY</strong></p><p>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.</p><p><strong>Vulnerabilities:</strong> Slow to act, dismissive of potential threats.</p><p></p><p><strong>GOALS</strong></p><p>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.</p><p></p><p><strong>THREATS</strong></p><p>There are few threats of import to Nirn remaining.</p><p><strong>Extraplanar forces:</strong> 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.</p><p><strong>The Blessed:</strong> 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.</p><p><strong>The Fire Within:</strong> 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.</p><p></p><p><strong>DEATH OF NIRN</strong></p><p>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.</p><p></p><p><strong>ADVENTURE IDEAS</strong></p><p><strong>Sub-cosmic:</strong> 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.</p><p><strong>High Epic:</strong> 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.</p><p><strong>Low Cosmic:</strong> 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.</p><p></p><p><strong><span style="font-size: 12px">Manifestation of Nirn (CR 106)</span></strong></p><p><strong>Greater Deity of Entropy and Winter</strong></p><p><strong>Medium Outsider (Cold)</strong></p><p><strong>80th-level Wizard</strong></p><p><strong>Hit Dice:</strong> 80d20+1200 (2800 hp) or 5600 hp in the Hall of Slain Tempests</p><p><strong>Initiative:</strong> +27 (+11 Dex, +16 divine)</p><p><strong>Speed:</strong> 90 ft. (18 squares), fly 270 ft (good)</p><p><strong>Armour Class:</strong> 104 (+11 Dex, +40 armour, +20 natural, +7 deflection, +16 divine), touch 44, flat-footed 93</p><p><strong>Base Attack/Grapple:</strong> +40/+79</p><p><strong>Attack:</strong> <em>Last Taste of Winter</em> +111 mêlée (1d6+23 plus 120 cold)</p><p><strong>Full Attack:</strong> <em>Last Taste of Winter</em> +111/+106 mêlée ()</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> Divine aura (900 ft., DC 33), spells, spell-like abilities</p><p><strong>Special Qualities:</strong> DR 40/Epic, divine bonus (+16), divine senses x10, godly realm, grant spells, immortality, natural immunity, SR 106</p><p><strong>Saves:</strong> Fort +72, Reflex +68, Will +82</p><p><strong>Abilities:</strong> Str 56, Dex 32, Con 40, Int 72, Wis 48, Cha 24</p><p><strong>Skills:</strong> Concentration +114, Craft (all) +130, Decipher Script +130, Knowledge (all) +130, Profession (all) +118, Spellcraft +130</p><p><strong>Feats:</strong> 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</p><p>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</p><p><strong>Divine Abilities:</strong> </p><p><em>• Abnormality:</em> Nirn has a pair of wings granting her a fly speed of 270ft.</p><p><em>• Divine Sorcery:</em> Nirn has twice the normal number of spells per day.</p><p><em>• Moderate Eradication:</em> Nirn has a 50% chance of penetrating critical immunity.</p><p><em>• Fire Immunity:</em> Nirn has conquered the Sun, and so is not threatened by flames.</p><p><strong>Cosmic Abilities:</strong> </p><p><em>• Abrogate:</em> Nirn negates her opponents’ greatest abilities.</p><p><em>• Uncanny Withering (Dexterity) Mastery:</em> See table 1.</p><p><strong>Environment:</strong> The Hall of Slain Tempests</p><p><strong>Organisation:</strong> Solitary</p><p><strong>Challenge Rating:</strong> 107</p><p><strong>Treasure (Artefacts):</strong> Crystal Prison, Furs of the Great White Bear, Last Taste of Winter, Throne of the Gods.</p><p><strong>Treasure (Non-Epic Items):</strong> Ring of Resistance +5</p><p><strong>Alignment:</strong> Neutral Evil</p><p><strong>Advancement:</strong> By character class</p><p><strong>ECL:</strong> 160</p><p><em>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.</em></p><p></p><p><strong>Divine Traits (Greater Deity) (Ex):</strong> 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.</p><p></p><p><strong>Entropy Portfolio Traits (Lesser Deity):</strong></p><p><em>Void Shield (Ex):</em> Nirn is immune to nullification and gains Cold resistance 40 (obsolete).</p><p><em>Void Born (Ex):</em> Nirn gains a +16 competence bonus to attack rolls, damage rolls and armour class if in a vacuum.</p><p><em>Children of the Void (Su):</em> All summoned creatures within Nirn’s divine aura are automatically banished.</p><p><em>Illusion (Su):</em> Pending.</p><p><em>Greater Touch of the Void (Su):</em> Nirn has the Uncanny Negative Energy Mastery divine ability (see table 1, but halve damage).</p><p><em>Heart of the Void (Ex):</em> Nirn gains regeneration 40 when in a vacuum.</p><p></p><p><strong>Winter Portfolio Traits (Lesser Deity):</strong></p><p><em>Cold Immunity (Ex):</em> Nirn is immune to Cold damage.</p><p><em>Ice Born (Ex):</em> Nirn gains a +16 competence bonus to attack rolls, damage rolls and armour class in sub-zero temperatures.</p><p><em>Icy Brethren (Su):</em> Creatures of the [Cold] subtype summoned by Nirn have 50% more hit dice than usual.</p><p><em>Instrument of Cold (Su):</em> Immunities and resistances are only 50% effective against Nirn’s cold-based attacks.</p><p><em>Extreme Grip of Cold (Su):</em> Nirn has the Uncanny Cold Mastery divine ability (see table 2).</p><p><em>Cold-Hearted (Su):</em> Nirn is healed by Cold damage.</p><p></p><p><strong>Spell-Like Abilities (Sp):</strong> 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.</p><p></p><p><strong>Spells (Su):</strong> As 80th-level Wizard (Caster Level 96th). Save DC 57+spell level (+3 with cold, evocation or necromancy spells).</p><p><em>Wizard Spells per day:</em> 8/16/16/16/15/15/15/15/14/14</p><p><em>Wizard Spells known:</em> 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.</p><p><em>Typical Wizard spells prepared:</em> Hahaha no.</p><p></p><p>[CODE]Table 1: Uncanny Withering (Dexterity) Mastery (Nirn)</p><p>Effect: Damage: Range/Radius: Action: DC:</p><p>Beam (Ray) 40 Long (3600 ft.) Standard -</p><p>Blast 20 Long (3600 ft.) Standard 81/half</p><p>Blood 10 Mêlée Free 81/half</p><p>Breath 40 225 ft cone Standard 81/half</p><p>Hand 80 Mêlée touch Standard -</p><p>Immolation 80 Aura Free 81/half</p><p>Storm 10 Aura Free -</p><p>Strike 10 Mêlée touch Free -</p><p>Wrath (Gaze) 20 Close (225 ft) Both 81/none</p><p></p><p>Table 2: Uncanny Cold Mastery (Nirn)</p><p>Effect: Damage (avg): Range/Radius: Action: DC:</p><p>Beam (Ray) 80d6 (280) Long (3600 ft.) Standard -</p><p>Blast 40d6 (140) Long (3600 ft.) Standard 81/half</p><p>Blood 20d6 (70) Mêlée Free 81/half</p><p>Breath 80d6 (280) 225 ft cone Standard 81/half</p><p>Hand 160d6 (560) Mêlée touch Standard -</p><p>Immolation 160d6 (560) Aura Free 81/half</p><p>Storm 20d6 (70) Aura Free -</p><p>Strike 20d6 (70) Mêlée touch Free -</p><p>Wrath (Gaze) 40d6 (140) Close (225 ft) Both 81/none[/CODE]</p><p></p><p><strong>Possessions:</strong></p><p><strong>Last Taste of Winter: </strong> </p><p><em>Last Taste of Winter</em> 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.</p><p></p><p><strong>The Crystal Prison:</strong> </p><p>This beautiful diamond, apparently a perfect sphere, is the prison containing the Sun God. If empty, the wielder may use <em>Trap the Soul</em> 1/day, with a caster level of 130 and heightened to 68th level (Will save DC 112 negates). The <em>Crystal Prison</em> 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.</p><p></p><p><strong>Furs of the Great White Bear:</strong> </p><p>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 <em>wish</em> or greater effect. A single creature can only suffer one luck penalty at a time from this effect.</p><p></p><p><strong>Throne of the Gods:</strong> Nirn has bested the skyfather of her pantheon, and so taken his throne.</p><p></p><p></p><p><span style="font-size: 9px">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.</span></p></blockquote><p></p>
[QUOTE="Phantom Llama, post: 3306866, member: 41488"] [SIZE=3][B]NIRN[/B][/SIZE] [B]Greater Deity[/B] [B]Age:[/B] 80,000 years [B]Aliases:[/B] The Winter [B]Allies:[/B] Vya, CE(N) intermediate deity of Darkness and Sky. [B]Enemies:[/B] Hatsav, LE intermediate deity of Death and Secrets. [B]Home Plane:[/B] The Hall of Slain Tempests (The Prime Material) [B]Alignment:[/B] Neutral Evil [B]Pantheon:[/B] The Lords of the Seasons (deceased) [B]Portfolios:[/B] Entropy, Winter [B]Relatives:[/B] Vya (daughter) [B]LEGEND[/B] 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. [B]PERSONALITY[/B] 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. [B]Vulnerabilities:[/B] Slow to act, dismissive of potential threats. [B]GOALS[/B] 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. [B]THREATS[/B] There are few threats of import to Nirn remaining. [B]Extraplanar forces:[/B] 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. [B]The Blessed:[/B] 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. [B]The Fire Within:[/B] 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. [B]DEATH OF NIRN[/B] 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. [B]ADVENTURE IDEAS[/B] [B]Sub-cosmic:[/B] 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. [B]High Epic:[/B] 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. [B]Low Cosmic:[/B] 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. [B][SIZE=3]Manifestation of Nirn (CR 106)[/SIZE] Greater Deity of Entropy and Winter Medium Outsider (Cold) 80th-level Wizard[/B] [B]Hit Dice:[/B] 80d20+1200 (2800 hp) or 5600 hp in the Hall of Slain Tempests [B]Initiative:[/B] +27 (+11 Dex, +16 divine) [B]Speed:[/B] 90 ft. (18 squares), fly 270 ft (good) [B]Armour Class:[/B] 104 (+11 Dex, +40 armour, +20 natural, +7 deflection, +16 divine), touch 44, flat-footed 93 [B]Base Attack/Grapple:[/B] +40/+79 [B]Attack:[/B] [I]Last Taste of Winter[/I] +111 mêlée (1d6+23 plus 120 cold) [B]Full Attack:[/B] [I]Last Taste of Winter[/I] +111/+106 mêlée () [B]Space/Reach:[/B] 5 ft./5 ft. [B]Special Attacks:[/B] Divine aura (900 ft., DC 33), spells, spell-like abilities [B]Special Qualities:[/B] DR 40/Epic, divine bonus (+16), divine senses x10, godly realm, grant spells, immortality, natural immunity, SR 106 [B]Saves:[/B] Fort +72, Reflex +68, Will +82 [B]Abilities:[/B] Str 56, Dex 32, Con 40, Int 72, Wis 48, Cha 24 [B]Skills:[/B] Concentration +114, Craft (all) +130, Decipher Script +130, Knowledge (all) +130, Profession (all) +118, Spellcraft +130 [B]Feats:[/B] 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 [B]Divine Abilities:[/B] [I]• Abnormality:[/I] Nirn has a pair of wings granting her a fly speed of 270ft. [I]• Divine Sorcery:[/I] Nirn has twice the normal number of spells per day. [I]• Moderate Eradication:[/I] Nirn has a 50% chance of penetrating critical immunity. [I]• Fire Immunity:[/I] Nirn has conquered the Sun, and so is not threatened by flames. [B]Cosmic Abilities:[/B] [I]• Abrogate:[/I] Nirn negates her opponents’ greatest abilities. [I]• Uncanny Withering (Dexterity) Mastery:[/I] See table 1. [B]Environment:[/B] The Hall of Slain Tempests [B]Organisation:[/B] Solitary [B]Challenge Rating:[/B] 107 [B]Treasure (Artefacts):[/B] Crystal Prison, Furs of the Great White Bear, Last Taste of Winter, Throne of the Gods. [B]Treasure (Non-Epic Items):[/B] Ring of Resistance +5 [B]Alignment:[/B] Neutral Evil [B]Advancement:[/B] By character class [B]ECL:[/B] 160 [I]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.[/I] [B]Divine Traits (Greater Deity) (Ex):[/B] 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. [B]Entropy Portfolio Traits (Lesser Deity):[/B] [I]Void Shield (Ex):[/I] Nirn is immune to nullification and gains Cold resistance 40 (obsolete). [I]Void Born (Ex):[/I] Nirn gains a +16 competence bonus to attack rolls, damage rolls and armour class if in a vacuum. [I]Children of the Void (Su):[/I] All summoned creatures within Nirn’s divine aura are automatically banished. [I]Illusion (Su):[/I] Pending. [I]Greater Touch of the Void (Su):[/I] Nirn has the Uncanny Negative Energy Mastery divine ability (see table 1, but halve damage). [I]Heart of the Void (Ex):[/I] Nirn gains regeneration 40 when in a vacuum. [B]Winter Portfolio Traits (Lesser Deity):[/B] [I]Cold Immunity (Ex):[/I] Nirn is immune to Cold damage. [I]Ice Born (Ex):[/I] Nirn gains a +16 competence bonus to attack rolls, damage rolls and armour class in sub-zero temperatures. [I]Icy Brethren (Su):[/I] Creatures of the [Cold] subtype summoned by Nirn have 50% more hit dice than usual. [I]Instrument of Cold (Su):[/I] Immunities and resistances are only 50% effective against Nirn’s cold-based attacks. [I]Extreme Grip of Cold (Su):[/I] Nirn has the Uncanny Cold Mastery divine ability (see table 2). [I]Cold-Hearted (Su):[/I] Nirn is healed by Cold damage. [B]Spell-Like Abilities (Sp):[/B] 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. [B]Spells (Su):[/B] As 80th-level Wizard (Caster Level 96th). Save DC 57+spell level (+3 with cold, evocation or necromancy spells). [I]Wizard Spells per day:[/I] 8/16/16/16/15/15/15/15/14/14 [I]Wizard Spells known:[/I] 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. [I]Typical Wizard spells prepared:[/I] 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[/CODE] [B]Possessions:[/B] [B]Last Taste of Winter: [/B] [I]Last Taste of Winter[/I] 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. [B]The Crystal Prison:[/B] This beautiful diamond, apparently a perfect sphere, is the prison containing the Sun God. If empty, the wielder may use [I]Trap the Soul[/I] 1/day, with a caster level of 130 and heightened to 68th level (Will save DC 112 negates). The [I]Crystal Prison[/I] 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. [B]Furs of the Great White Bear:[/B] 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 [I]wish[/I] or greater effect. A single creature can only suffer one luck penalty at a time from this effect. [B]Throne of the Gods:[/B] Nirn has bested the skyfather of her pantheon, and so taken his throne. [SIZE=1]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.[/SIZE] [/QUOTE]
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