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Scarred Lands deities

Alzrius

The EN World kitten
Since it's pretty obvious I'm gaga for gods (which is rather ironic with my sig file, I know), I made these conversions a while back. I was originally planning on converting all of theScarred Lands deities from the format in The Divine & the Defeated to that of Deities & Demigods (albeit 3.5E)...then reality set back in after I did two.

After having them sit in my computer for a year or two, I decided to post them here, where they might at least do someone some good. Here's the first one I did: arguably the most popular deity of the Scarred Lands, Corean (who, for the record, has the domains of Fire, Good, Law, Protection, and War).

Corean
Cleric 15/Fighter 15/Paladin20
Medium-Size Outsider (Extraplanar, Good, Lawful)
Divine Rank:
19
Hit Dice: 20d8+340 (Outsider) plus 15d8+255 (Cleric) plus 15d10+255 (Fighter) plus 20d10+340 (Paladin) (1,820 hp)
Initiative: +13 (+9 Dex, +4 Improved Initiative)
Speed: 60 ft.
AC: 96 (+13 armor, +13 deflection, +9 Dex, +19 divine, +32 natural), touch 51 (+13 deflection, +9 Dex, +19 divine), flat-footed 96 (+13 armor, +13 deflection, +9 Dex, +19 divine, +32 natural)
Base Attack/Grapple: +45/+86
Attack*: Corean’s Honor +94 melee (1d8+45/17-20) or Adamantine Lance +93 (1d8+43/x3) or ranged +73 *Always receives a 20 on attack rolls (including grapples); roll due to check for critical hit. Always does maximum damage.
Full Attack*: Corean’s Honor +94/+89/+84/+79 melee (1d8+45/17-20) or Adamantine Lance +93/+88/+83/+78 melee (1d8+43/x3) or ranged +73/+68/+63/+58 *Always receives a 20 on attack rolls (including grapples); roll due to check for critical hit. Always does maximum damage.
Space/Reach: 5 ft./5 ft.
Special Attacks: Turn undead 16/day (effective cleric level 32nd), domain powers, smite evil 10/day, salient divine abilities, spell-like abilities
Special Qualities: Aura of courage, aura of good, detect evil, divine aura (19 miles, DC 42), divine grace, divine health, divine immunities, DR 35/epic and evil, fire immunity, godly realm, greater teleport at will, lay on hands, plane shift at will, remove disease 5/week, sonic immunity, spontaneous casting of divine spells, summon special mount, SR 51, understand, speak, and read all languages and speak directly to all beings within 19 miles, remote communication.
Saves*: Fort +86, Ref +78, Will +85. *Always receives a 20 on saves.
Abilities: Str 47, Dex 29, Con 45, Int 38, Wis 42, Cha 36.
Skills*: Appraise +49, Balance +41, Climb +57, Concentration +50, Craft (alchemy) +49, Craft (armorsmithing) +49, Craft (blacksmithing) +49, Craft (gemcutting) +49, Craft (weaponsmithing) +49, Decipher Script +49, Diplomacy +49, Disable Device +49, Handle Animal +49, Heal +53, Intimidate +47, Jump +59, Knowledge (arcana) +49, Knowledge (architecture and engineering) +49, Knowledge (geography) +49, Knowledge (history) +49, Knowledge (nature) +49, Knowledge (nobility and royalty) +49, Knowledge (religion) +49, Knowledge (the planes) +49, Listen +52, Open Lock +39, Perform (oratory) +47, Profession (stablehand) +53, Ride +44, Search +49, Sense Motive +53, Spellcraft +49, Spot +52, Survival +52, Swim +57, Tumble +41, Use Magic Device +49. *Always receives a 20 on checks.
Feats: Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Dodge, Eschew Materials, Forge Ring, Great Cleave, Greater Weapon Focus (longsword), Improved Bullrush, Improved Disarm, Improved Feint, Improved Grapple, Improved Initiative, Improved Overrun, Improved Sunder, Improved Trip, Improved Unarmed Strike, Leadership, Mobility, Mounted Combat, Power Attack, Quick Draw, Ride-By Attack, Spirited Charge, Spring Attack, Trample, Weapon Focus (lance), Weapon Focus (longsword), Weapon Specialization (longsword), 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, Alter Size, Area Divine Shield, Avatar, Battlesense, Divine Blast, Divine Fire Mastery, Divine Inspiration (courage), Divine Paladin, Divine Shield, Divine Storm, Divine Weapon Focus (lance), Divine Weapon Focus (longsword), Divine Weapon Specialization (lance), Divine Weapon Specialization (longsword), Energy Storm (fire), Extra Domain (Fire), Extra Domain (Law), Extra Energy Immunity (sonic), Increased Damage Reduction, Increased Energy Resistance (sonic), Mass Divine Blast, Power of Truth, Supreme Initiative.
Domain Powers: Cast good spells at +1 caster level; Cast law spells at +1 caster level; 19/day protective ward (touched subject gains +15 resistance bonus on next saving throw, maximum duration 1 hour); 19/day turn or destroy water creatures, or rebuke or command fire creatures.
Spell-Like Abilities: Corean uses these abilities as a 29th-level caster, except for good spells and law spells, which he uses as a 30th-level caster. The save DCs are 42 + spell level. Aid, antimagic field, blade barrier, burning hands, calm emotions, dictum, dispel chaos, dispel evil, divine power, elemental swarm (as fire spell only), fire seeds, fire shield, fire storm, flame strike, hold monster, holy aura, holy smite, holy word, incendiary cloud, magic circle against chaos, magic circle against evil, magic vestment, magic weapon, mind blank, order’s wrath, prismatic sphere, produce flame, protection from energy, protection from evil, protection from chaos, power word blind, power word kill, power word stun, resist energy (as fire spell only), repulsion, sanctuary, shield of law, shield other, spell immunity, spell resistance, spiritual weapon, summon monster IX (as good or law spell only), wall of fire.
Cleric Spells/Day: 6/10/10/10/9/8/7/6/5; base DC = 26 + spell level.
Paladin Spells/Day: 7/7/7/7; base DC = 26 + spell level.

Other Divine Powers
As a greater deity, Corean automatically receives the best possible result on any die roll he makes (including attack rolls, damage, checks, and saves). He is immortal.
Senses: Corean can see, hear, touch, and smell at a distance of nineteen miles. As a standard action, he can perceive anything within nineteen miles of his worshippers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to twenty 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 19 hours.
Portfolio Sense: Corean senses anything that threatens the well-being of the people nineteen weeks before it happens and retains the sensation for nineteen weeks after it happens. He is similarly aware of any large bonfire or war.
Automatic Actions: Corean can use Craft (armorsmithing), Craft (weaponsmithing), or Knowledge (royalty and nobility) skill as a free action if the DC for the task is 30 or lower. He can perform up to twenty such free actions each round.
Create Magic Items: Corean can create simple or martial magic weapons, armor, shields, or tools.

Avatar of Corean: As Corean except divine rank 9; AC 76, touch 41, flat-footed 76; Base Atk +45; Grp +76; Atk +6 flaming holy keen vorpal longsword +78 melee (1d8+35/17-20) or +6 holy lance of wounding +77 melee (1d8+33/x3) or +63 ranged; Full Atk +6 flaming holy keen vorpal longsword +78/+73/+68/+63 melee (1d8+35/17-20) or +6 holy lance of wounding +77/+72/+67/+62 melee (1d8+33/x3) or +63/+58/+53/+48 ranged; SQ 20/epic, SR 41, divine aura (900 ft., DC 32); SV Fort +76, Ref +68, Will +75; all skill modifiers reduced by 10.
Salient Divine Abilities: Alter Size, Battlesense, Divine Fire Mastery, Divine Inspiration (courage), Divine Paladin, Divine Weapon Focus (lance), Divine Weapon Focus (longsword), Divine Weapon Specialization (lance), Divine Weapon Focus (longsword), Extra Domain (Fire), Extra Domain (Law).
Spell-Like Abilities: Caster level 19th; saving throw DC 32 + spell level.
 
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The only other Scarred Lands deity conversion I made was Drendari, the demigoddess of shadows. Note that since her listings in both the Creature Collection I and The Divine & the Defeated neglected to mention what domains she had, I assigned her the Chaos, Darkness (from D&Dg), and Trickery domains.

Drendari
Rogue 20/Shadowdancer 10/Duelist 10
Medium-size Outsider (Chaotic, Extraplanar)
Divine Rank:
5
Hit Dice: 20d8+80 plus 20d6+80 plus 10d8+40 plus 10d10+40 (700 hp)
Initiative: +21 (+13 Dex, +4 Improved Initiative, +4 improved reaction)
Speed: 60 ft.
AC: 54 (+6 canny defense, +12 deflection, +13 Dex, +5 divine, +18 natural), touch 36 (+6 canny defense, +12 deflection, +13 Dex, +5 divine), flat-footed 54 (+6 canny defense, +12 deflection, +13 Dex, +5 divine, +18 natural)
Base Attack/Grapple: +40/+48
Attack: Sword of Shadow +63 melee (1d6+2d6+7/17-20) or +58 ranged.
Full Attack: Sword of Shadow +63/+58/+53/+48 melee (1d6+2d6+7/17-20) or +58/+53/+48/+43 ranged.
Space/Reach: 5 ft./5 ft.
Special Attacks: acrobatic charge, crippling strike, domain powers, opportunist, precise strike +2d6, salient divine abilities, sneak attack +13d6, spell-like abilities.
Special Qualities: canny defense, darkvision, defensive roll, deflect arrows, divine aura (50 ft., DC 27), divine immunities, DR 15/epic, elaborate parry, enhanced mobility, evasion, fire resistance 10, godly realm, grace, greater teleport at will, hide in plain sight, improved evasion, improved reaction +4, improved uncanny dodge, remote communication, shadow illusion, shadow jump 160 ft., slippery mind, sonic resistance 5, summon shadow, SR 37, trapfinding, trap sense +6, uncanny dodge, understand, speak, and read all languages and speak directly to all beings within 5 miles.
Saves: Fort +41, Ref +54, Will +44.
Abilities: Str 16, Dex 36, Con 18, Int 22, Wis 24, Cha 35.
Skills: Appraise +31, Balance +49, Bluff +52, Climb +36, Concentration +35, Decipher Script +40, Disable Device +41, Disguise +43, Escape Artist +50, Forgery +36, Hide +62, Intimidate +40, Knowledge (arcana) +29, Knowledge (geography) +30, Knowledge (history) +33, Knowledge (religion) +37, Knowledge (the planes) +33, Listen +42, Move Silently +52, Open Lock +40, Perform (dance) +38, Search +34, Sense Motive +21, Sleight of Hand +45, Spellcraft +23, Spot +36, Swim +19, Tumble +30, Use Magic Device +24
Feats: AlertnessB, Blind-FightB, Combat Casting, Combat Expertise, Combat Reflexes, Dodge, Eschew Materials, Greater Spell Penetration, Improved Critical (short sword), Improved Disarm, Improved Feint, Improved Initiative, Improved Trip, Lightning Reflexes, Mobility, RunB, Silent Spell, Skill Focus (Hide), Spell Penetration, Spring Attack, Stealthy, Still Spell, Weapon Finesse, Weapon Focus (short sword).

Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation.
Salient Divine Abilities: Alter Size, Divine Glibness, Divine Rogue, Divine Sneak Attack, Supreme Initiative, Increased Energy Resistance (Sonic).
Domain Powers: Cast chaos spells at +1 caster level.
Spell-Like Abilities: Drendari uses these abilities as a 15th level caster, except for chaos spells, which she uses as a 16th level caster. The save DCs are 27 + spell level. Animate objects, armor of darkness, blacklight, blindness/deafness, chaos hammer, cloak of chaos, confusion, disguise self, dispel law, false vision, invisibility, magic circle against law, mislead, nightmare, nondetection, obscuring mist, polymorph any object, power word blind, power word kill, protection from law, prying eyes, screen, shatter, summon monster V (only summons 1d3 shadows), summon monster IX (as chaos spell only), time stop, word of chaos.

Other Divine Powers
As a demigod, Drendari treats a 1 on an attack roll or saving throw normally and not as an automatic failure. She is immortal.
Senses: Drendari can see, hear, touch, and smell at a distance of five miles. As a standard action, she can perceive anything within five miles of her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to two locations at once. She can block the remote sensing power of deities of her rank or lower at up to two remote locations at once for five hours.
Portfolio Sense: Drendari is aware of any theft that involves one thousand or more people, and any act of espionage provided it is known to at least one thousand people.
Automatic Actions: Drendari can perform any Escape Artist, Hide, Move Silently check as a free action is the DC for the check is 15 or lower. She can perform up to two such free actions each round.
Create Magic Items: Drendari can create any wondrous item that deals with stealth or boosting Dexterity or Dexterity-keyed skills, as long as the item’s market price does not exceed 4,500 gp.
 

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