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<blockquote data-quote="Obly99" data-source="post: 9836549" data-attributes="member: 7035194"><p>Inspired by the legends of local deities and powerful kami of Japan</p><p></p><p style="text-align: center"><strong><span style="font-size: 26px">Local Deity (CR +9)</span></strong></p><p></p><p>A local deity is a mighty and ancient being tied to a specific region, whose very essence is intertwined with the land it protects. Imbued with divine power, this entity is often venerated as a guardian or spirit of the place it calls home, influencing the world around it in profound and mystical ways. A local deity is both the protector and embodiment of its territory, able to alter the environment, sense the land, and wield divine powers over nature and those who dwell within its domain. While its connection to the land grants it tremendous strength and endurance, this bond also brings a crucial weakness: a local deity cannot leave its territory, forever bound to the land it watches over.</p><p>A local deity retains most of the abilities and traits of the base creature it represents, but is transformed into a powerful force of nature and divinity. The creature’s physical form and mind become deeply attuned to the land, granting it the ability to sense and influence its surroundings in ways beyond mortal comprehension.</p><p></p><p style="text-align: center"><strong><span style="font-size: 18px">Creating a Local Deity</span></strong></p><p>“Local Deity” is an acquired template that can be added to any creature (referred to hereafter as the base creature). A local deity uses the base creature’s stats and abilities except as noted here.</p><p></p><p><strong>CR:</strong> As base creature +9.</p><p></p><p><strong>Alignment:</strong> Usually move one step toward good.</p><p></p><p><strong>Type:</strong> The creature lose any extraplanar subtype (if any) and gains the kami subtype. Animals and vermin become magical beasts (adjust their HD, BAB, Saves, traits, and skill points)</p><p></p><p><strong>Saves:</strong> A local deity gains its Charisma modifier as a racial bonus to all saving throws (see one with the land) and +4 divine bonus.</p><p></p><p><strong>Senses:</strong> A local deity gains blindsight 60 ft., see in darkness and sense the land.</p><p></p><p><strong>Sense the Land (Su)</strong></p><p>As long as it is within its territory (either merged with it or in its physical form, see bound with the land), a local deity can observe the world (with all its senses) from any point within its territory as if it were at that point. While merged with its territory, it can observe all points simultaneously in this way.</p><p></p><p><strong>Aura:</strong> A local deity gains divine aura, frightful presence (60 ft.) and altered weather.</p><p></p><p><strong>Divine Aura (Su)</strong></p><p>A local deity has a divine aura with a range of close (25 ft. + 5 ft./2 HD). The divine aura is a direct extension of the local deity’s will. As if the local deity’s subconscious desires exist beyond mere physical limitations and can reach out and interact with the reality around him. This presence manifests as an intangible emanation of power. Creatures with a divine aura can automatically sense when their own aura is in contact with that of another such being and both will be able to sense the others divine status. Each round, at the start of his turn, the local deity can chose one of the following effects. Many divine abilities can enhance the range and effects of a local deity’s divine aura. If an effect of a divine aura require a save, the DC is 10 + DR of the local deity + his Charisma modifier.</p><ul> <li data-xf-list-type="ul"><p style="text-align: left"><em>Daze:</em> Opponents with 10 or less HD compared to the local deity within his aura must make a Will save at the start of their turn or be dazed for 1 round.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>Fear:</em> Opponents within the local deity’s aura must make a Will save or be shaken for 1 round.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>Heroism:</em> Allies within the local deity’s aura gain a +2 morale bonus on attack rolls, saves and skill checks.</p> </li> </ul><p><strong>Altered Weather (Su)</strong></p><p>A local deity reshapes the weather of its entire territory, with the effect of the <em>control weather</em> spell and based on his emotional state, at the GM's discretion. If the local deity dies, the weather returns to normal immediately.</p><p></p><p><strong>Armor Class:</strong> A local deity gains its Charisma modifier as a deflection bonus to AC (see one with the land) and +4 divine bonus.</p><p></p><p><strong>Defensive Abilities:</strong> A local deity gains <strong>DR</strong> 5/epic (if HD 10 or less) or 10/epic (if HD 11+); <strong>immune</strong> to ability damage and drain, bleed, energy drain, death effects, petrification, and unwilling polymorph effects; <strong>Resist</strong> acid 20, electricity 20, fire 20; and <strong>SR</strong> 16 + its HD + 4 divine. Local deities also gain the following defensive abilities.</p><p></p><p><strong>Land Insight (Ex)</strong></p><p>When in its territory, the land whisper to the local deity and grant him the uncanny dodge and improved uncanny dodge abilities using its HD as its Barbarian level.</p><p></p><p><strong>Immune to Magical Control (Ex)</strong></p><p>A local deity is immune to nearly all forms of mind control, including all <em>charm monster</em>, <em>command plants</em>, <em>control plants</em>, <em>suggestion</em>, and <em>dominate monster</em> spells. It is similarly immune to <em>magic jar</em> and possession attempts.</p><p>Confusion and other mind-affecting effects that don’t allow another creature to control a local deity directly work normally. Rare effects that allow a creature to manipulate the exact effects of confusion on a creature provide one of the few ways to magically control a local deity, essentially pushing it in a particular direction. Other methods, particularly those tied to strange and powerful artifacts, may work normally (GM’s discretion).</p><p></p><p><strong>One with the Land (Ex)</strong></p><p>A local deity in its territory adds its Charisma modifier as a racial bonus on all its saving throws, and as a deflection bonus to its Armor Class and gains fast healing 10. Unlike a normal fast healing, if a local deity loses a limb, it regrows in 1d4+4 hours. It will regrow in 1 minute if the severed member is held against the stump. This “regeneration” only functions in the local deity's territory.</p><p></p><p><strong>Weaknesses:</strong> Local deities gain the following abilities.</p><p></p><p><strong>Trapped (Ex)</strong></p><p>A local deity is unable to leave its territory by any means, and effects such as <em>plane shift</em>, <em>shadow walk</em>, <em>teleport</em>, and even <em>wish</em> fail. A destroyed local deity can only be restored to life with a carefully worded <em>wish</em> spell, a <em>true resurrection</em> spell, or a direct divine intervention.</p><p></p><p><strong>Speed:</strong> All speeds of the base creature’s increase by +30 ft.</p><p></p><p><strong>Attacks:</strong> A local deity gains a primary slam attack if the base creature’s lack it (2d8 damage for a Medium local deity).</p><p></p><p><strong>Spell-Like Abilities:</strong> A local deity gains the following spell-like abilities. CL equals the creature’s HD + 7 (or the CL of the base creature’s spell-like abilities, whichever is higher).</p><p></p><p><strong>At will</strong>—<em>speak with animals</em>, <em>speak with plants</em>, <em>stone tell</em>, <em>true seeing</em></p><p></p><p><strong>3/day</strong>—<em>detect thoughts</em>, <em>greater teleport</em> (only within the boundaries of its territory), <em>stone shape</em>, <em>wood shape</em></p><p></p><p><strong>1/day</strong>—<em>wish</em> (granted to a mortal only)</p><p></p><p>Finally, a local deity can also cast the spells of its domains (see divine source) 1/day each as spell-like abilities as long the spell level is equal or lower than ½ its HD.</p><p></p><p><strong>Special Qualities:</strong> A local deity retains all the special qualities of the base creature and the following.</p><p></p><p><strong>Bound to the Land (Ex)</strong></p><p>The local deity's territory work as its ward and usually cover an entire region but usually has a radius of 10 miles x HD of the local deity (including underground and into the sky). As a standard action, it can convey information about a creature within its ward (effectively imparting a description and exact location) to all kami within its territory. This alters the ward ability of the kami subtype.</p><p></p><p><strong>Deity Stride (Ex)</strong></p><p>A local deity can pass through its territory without leaving a trace, ignores difficult terrain both mundane and magical and it cannot be tracked in such environment.</p><p></p><p><strong>Divine Abilities (Var.)</strong></p><p>A local deity gains 4 divine abilities.</p><p></p><p><strong>Divine Form</strong></p><p>A local deity has her body mutated because of its divine spark. It gains an evolution pool as an unchained eidolon, using its HD as its summoner level (to a maximum level of 20th), except that it can select any evolution, ignoring any subtype prerequisite. Also, when first gaining this template, the local deity select an eidolon base form between aberrant, biped, quadruped, and serpentine. Its aspect become a fusion between its original form and the new form (eg. a human that select serpentine or a snake that select biped end up usually similar to a lamia matriarch, with the upper body human and the lower body of a snake; but how that manifest is unique and decided by each local deity). The local deity count as that base form for meet prerequisites for evolution.</p><p></p><p><strong>Divine Source</strong></p><p>A local deity grant divine spells to those who follow its cause, allowing them to select itself as their deity for the purposes of determining their spells and domains. Select 3 domains and up to 3 subdomains. These domains must be alignment domains matching its alignment if possible, unless its alignment is true neutral. The local deity grant access to these domains as if it is a deity. This does not require any specific action on the local deity’s behalf. Creatures that gain spells from him receive spells per day of levels up to ½ the HD of the local deity; they don’t lose spell slots of a higher level, but cannot prepare true spells of higher level in it, only spells of a lower level (including ones with metamagic apply to them). Also, a local deity automatically hear any prayer direct to it while made inside its territory. Finally, as a move action, the local deity may gather information from one of his worshiper. This ability functions as per the Bond Senses class feature of the summoner, except that it uses the worshiper instead of the Eidolon. This ability does not have a range or time limit.</p><p></p><p><strong>Divine Traits</strong></p><p>A local deity has a small fragment of true divine energy and as such add a +4 divine bonus to: armor 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. Local deities natural attacks or any weapons they wield, are treated as epic for the purpose of overcoming damage reduction. Local deities do not age, are immune to aging effects, requires no air to breathe, nor food or drink to sustain themselves.</p><p></p><p><strong>Manipulate Terrain (Su)</strong></p><p>A local deity can help any number of creatures travel within its territory. Creatures aided in this way receive a +20 bonus on Survival checks and do not suffer reductions to overland movement from terrain or lack of a highway or other roadway, regardless of the presence of roads or the type of terrain they actually travel through. Alternatively, a local deity can make terrain more difficult for any number of creatures to travel through, imparting a –20 penalty on all Survival checks and causing overland movement to be reduced to one-tenth its normal speed (minimum of 5 ft.) A local deity can affect as many creatures as it wishes with this ability, selecting whether it aids or impedes travel for each, as long as it can notice the creature (like with its sense the land) and the creature is within its territory. A local deity may use this ability while merged with its territory.</p><p></p><p><strong>Mythic (Ex)</strong></p><p>A local deity has Mythic Power (3/day, Surge +1d6) and counts as a 3rd-rank Mythic creature. It does not gains any other mythic ability, feat, or traits. A local deity must select one of the following options.</p><ul> <li data-xf-list-type="ul"><p style="text-align: left"><em>Caster:</em> A local deity can use any of its spells and spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spells.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>Fighter:</em> When a local deity expends mythic power to add a Surge die to an attack roll, it also adds a Surge die to that attack’s damage roll. This is not an action and does not require it to expend any additional uses of Mythic Power to use this ability.</p> </li> </ul><p>A local deity with 8 or more HD counts as a 6th-rank Mythic creature and has Mythic Power (6/day, Surge +1d8).</p><p>A local deity with 14 or more HD counts as a 10th-rank Mythic creature and has Mythic Power (10/day, Surge +1d12).</p><p></p><p><strong>Telepathy (Su)</strong></p><p>A local deity can communicate telepathically with any creature within its territory that it can pinpoint (like with its sense the land), even when merged wit its territory.</p><p></p><p><strong>Abilities:</strong> Str +8, Dex +4, Con +6, Int +4, Wis +6, Cha +8. If the creature final scores are lower than 20 or its mindless, that score is increased to 20.</p><p></p><p><strong>Feats:</strong> A local deity gains Alertness, Combat Reflexes, Greater Fortitude, Improved Initiative, Iron Will, Persuasive, and Toughness as bonus feats. Previously mindless local deities also gains feats appropriate for their HD.</p><p></p><p><strong>Skills:</strong> A local deity has a +8 racial bonus on all skills plus +4 divine and can make all skill checks untrained. Recalculate the skills ranks appropriate for the local deity increased Intelligence score. Previously mindless local deities also gains skills ranks appropriate for their HD.</p></blockquote><p></p>
[QUOTE="Obly99, post: 9836549, member: 7035194"] Inspired by the legends of local deities and powerful kami of Japan [CENTER][B][SIZE=7]Local Deity (CR +9)[/SIZE][/B][/CENTER] A local deity is a mighty and ancient being tied to a specific region, whose very essence is intertwined with the land it protects. Imbued with divine power, this entity is often venerated as a guardian or spirit of the place it calls home, influencing the world around it in profound and mystical ways. A local deity is both the protector and embodiment of its territory, able to alter the environment, sense the land, and wield divine powers over nature and those who dwell within its domain. While its connection to the land grants it tremendous strength and endurance, this bond also brings a crucial weakness: a local deity cannot leave its territory, forever bound to the land it watches over. A local deity retains most of the abilities and traits of the base creature it represents, but is transformed into a powerful force of nature and divinity. The creature’s physical form and mind become deeply attuned to the land, granting it the ability to sense and influence its surroundings in ways beyond mortal comprehension. [CENTER][B][SIZE=5]Creating a Local Deity[/SIZE][/B][/CENTER] “Local Deity” is an acquired template that can be added to any creature (referred to hereafter as the base creature). A local deity uses the base creature’s stats and abilities except as noted here. [B]CR:[/B] As base creature +9. [B]Alignment:[/B] Usually move one step toward good. [B]Type:[/B] The creature lose any extraplanar subtype (if any) and gains the kami subtype. Animals and vermin become magical beasts (adjust their HD, BAB, Saves, traits, and skill points) [B]Saves:[/B] A local deity gains its Charisma modifier as a racial bonus to all saving throws (see one with the land) and +4 divine bonus. [B]Senses:[/B] A local deity gains blindsight 60 ft., see in darkness and sense the land. [B]Sense the Land (Su)[/B] As long as it is within its territory (either merged with it or in its physical form, see bound with the land), a local deity can observe the world (with all its senses) from any point within its territory as if it were at that point. While merged with its territory, it can observe all points simultaneously in this way. [B]Aura:[/B] A local deity gains divine aura, frightful presence (60 ft.) and altered weather. [B]Divine Aura (Su)[/B] A local deity has a divine aura with a range of close (25 ft. + 5 ft./2 HD). The divine aura is a direct extension of the local deity’s will. As if the local deity’s subconscious desires exist beyond mere physical limitations and can reach out and interact with the reality around him. This presence manifests as an intangible emanation of power. Creatures with a divine aura can automatically sense when their own aura is in contact with that of another such being and both will be able to sense the others divine status. Each round, at the start of his turn, the local deity can chose one of the following effects. Many divine abilities can enhance the range and effects of a local deity’s divine aura. If an effect of a divine aura require a save, the DC is 10 + DR of the local deity + his Charisma modifier. [LIST] [*][LEFT][I]Daze:[/I] Opponents with 10 or less HD compared to the local deity within his aura must make a Will save at the start of their turn or be dazed for 1 round.[/LEFT] [*][LEFT][I]Fear:[/I] Opponents within the local deity’s aura must make a Will save or be shaken for 1 round.[/LEFT] [*][LEFT][I]Heroism:[/I] Allies within the local deity’s aura gain a +2 morale bonus on attack rolls, saves and skill checks.[/LEFT] [/LIST] [B]Altered Weather (Su)[/B] A local deity reshapes the weather of its entire territory, with the effect of the [I]control weather[/I] spell and based on his emotional state, at the GM's discretion. If the local deity dies, the weather returns to normal immediately. [B]Armor Class:[/B] A local deity gains its Charisma modifier as a deflection bonus to AC (see one with the land) and +4 divine bonus. [B]Defensive Abilities:[/B] A local deity gains [B]DR[/B] 5/epic (if HD 10 or less) or 10/epic (if HD 11+); [B]immune[/B] to ability damage and drain, bleed, energy drain, death effects, petrification, and unwilling polymorph effects; [B]Resist[/B] acid 20, electricity 20, fire 20; and [B]SR[/B] 16 + its HD + 4 divine. Local deities also gain the following defensive abilities. [B]Land Insight (Ex)[/B] When in its territory, the land whisper to the local deity and grant him the uncanny dodge and improved uncanny dodge abilities using its HD as its Barbarian level. [B]Immune to Magical Control (Ex)[/B] A local deity is immune to nearly all forms of mind control, including all [I]charm monster[/I], [I]command plants[/I], [I]control plants[/I], [I]suggestion[/I], and [I]dominate monster[/I] spells. It is similarly immune to [I]magic jar[/I] and possession attempts. Confusion and other mind-affecting effects that don’t allow another creature to control a local deity directly work normally. Rare effects that allow a creature to manipulate the exact effects of confusion on a creature provide one of the few ways to magically control a local deity, essentially pushing it in a particular direction. Other methods, particularly those tied to strange and powerful artifacts, may work normally (GM’s discretion). [B]One with the Land (Ex)[/B] A local deity in its territory adds its Charisma modifier as a racial bonus on all its saving throws, and as a deflection bonus to its Armor Class and gains fast healing 10. Unlike a normal fast healing, if a local deity loses a limb, it regrows in 1d4+4 hours. It will regrow in 1 minute if the severed member is held against the stump. This “regeneration” only functions in the local deity's territory. [B]Weaknesses:[/B] Local deities gain the following abilities. [B]Trapped (Ex)[/B] A local deity is unable to leave its territory by any means, and effects such as [I]plane shift[/I], [I]shadow walk[/I], [I]teleport[/I], and even [I]wish[/I] fail. A destroyed local deity can only be restored to life with a carefully worded [I]wish[/I] spell, a [I]true resurrection[/I] spell, or a direct divine intervention. [B]Speed:[/B] All speeds of the base creature’s increase by +30 ft. [B]Attacks:[/B] A local deity gains a primary slam attack if the base creature’s lack it (2d8 damage for a Medium local deity). [B]Spell-Like Abilities:[/B] A local deity gains the following spell-like abilities. CL equals the creature’s HD + 7 (or the CL of the base creature’s spell-like abilities, whichever is higher). [B]At will[/B]—[I]speak with animals[/I], [I]speak with plants[/I], [I]stone tell[/I], [I]true seeing[/I] [B]3/day[/B]—[I]detect thoughts[/I], [I]greater teleport[/I] (only within the boundaries of its territory), [I]stone shape[/I], [I]wood shape[/I] [B]1/day[/B]—[I]wish[/I] (granted to a mortal only) Finally, a local deity can also cast the spells of its domains (see divine source) 1/day each as spell-like abilities as long the spell level is equal or lower than ½ its HD. [B]Special Qualities:[/B] A local deity retains all the special qualities of the base creature and the following. [B]Bound to the Land (Ex)[/B] The local deity's territory work as its ward and usually cover an entire region but usually has a radius of 10 miles x HD of the local deity (including underground and into the sky). As a standard action, it can convey information about a creature within its ward (effectively imparting a description and exact location) to all kami within its territory. This alters the ward ability of the kami subtype. [B]Deity Stride (Ex)[/B] A local deity can pass through its territory without leaving a trace, ignores difficult terrain both mundane and magical and it cannot be tracked in such environment. [B]Divine Abilities (Var.)[/B] A local deity gains 4 divine abilities. [B]Divine Form[/B] A local deity has her body mutated because of its divine spark. It gains an evolution pool as an unchained eidolon, using its HD as its summoner level (to a maximum level of 20th), except that it can select any evolution, ignoring any subtype prerequisite. Also, when first gaining this template, the local deity select an eidolon base form between aberrant, biped, quadruped, and serpentine. Its aspect become a fusion between its original form and the new form (eg. a human that select serpentine or a snake that select biped end up usually similar to a lamia matriarch, with the upper body human and the lower body of a snake; but how that manifest is unique and decided by each local deity). The local deity count as that base form for meet prerequisites for evolution. [B]Divine Source[/B] A local deity grant divine spells to those who follow its cause, allowing them to select itself as their deity for the purposes of determining their spells and domains. Select 3 domains and up to 3 subdomains. These domains must be alignment domains matching its alignment if possible, unless its alignment is true neutral. The local deity grant access to these domains as if it is a deity. This does not require any specific action on the local deity’s behalf. Creatures that gain spells from him receive spells per day of levels up to ½ the HD of the local deity; they don’t lose spell slots of a higher level, but cannot prepare true spells of higher level in it, only spells of a lower level (including ones with metamagic apply to them). Also, a local deity automatically hear any prayer direct to it while made inside its territory. Finally, as a move action, the local deity may gather information from one of his worshiper. This ability functions as per the Bond Senses class feature of the summoner, except that it uses the worshiper instead of the Eidolon. This ability does not have a range or time limit. [B]Divine Traits[/B] A local deity has a small fragment of true divine energy and as such add a +4 divine bonus to: armor 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. Local deities natural attacks or any weapons they wield, are treated as epic for the purpose of overcoming damage reduction. Local deities do not age, are immune to aging effects, requires no air to breathe, nor food or drink to sustain themselves. [B]Manipulate Terrain (Su)[/B] A local deity can help any number of creatures travel within its territory. Creatures aided in this way receive a +20 bonus on Survival checks and do not suffer reductions to overland movement from terrain or lack of a highway or other roadway, regardless of the presence of roads or the type of terrain they actually travel through. Alternatively, a local deity can make terrain more difficult for any number of creatures to travel through, imparting a –20 penalty on all Survival checks and causing overland movement to be reduced to one-tenth its normal speed (minimum of 5 ft.) A local deity can affect as many creatures as it wishes with this ability, selecting whether it aids or impedes travel for each, as long as it can notice the creature (like with its sense the land) and the creature is within its territory. A local deity may use this ability while merged with its territory. [B]Mythic (Ex)[/B] A local deity has Mythic Power (3/day, Surge +1d6) and counts as a 3rd-rank Mythic creature. It does not gains any other mythic ability, feat, or traits. A local deity must select one of the following options. [LIST] [*][LEFT][I]Caster:[/I] A local deity can use any of its spells and spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spells.[/LEFT] [*][LEFT][I]Fighter:[/I] When a local deity expends mythic power to add a Surge die to an attack roll, it also adds a Surge die to that attack’s damage roll. This is not an action and does not require it to expend any additional uses of Mythic Power to use this ability.[/LEFT] [/LIST] A local deity with 8 or more HD counts as a 6th-rank Mythic creature and has Mythic Power (6/day, Surge +1d8). A local deity with 14 or more HD counts as a 10th-rank Mythic creature and has Mythic Power (10/day, Surge +1d12). [B]Telepathy (Su)[/B] A local deity can communicate telepathically with any creature within its territory that it can pinpoint (like with its sense the land), even when merged wit its territory. [B]Abilities:[/B] Str +8, Dex +4, Con +6, Int +4, Wis +6, Cha +8. If the creature final scores are lower than 20 or its mindless, that score is increased to 20. [B]Feats:[/B] A local deity gains Alertness, Combat Reflexes, Greater Fortitude, Improved Initiative, Iron Will, Persuasive, and Toughness as bonus feats. Previously mindless local deities also gains feats appropriate for their HD. [B]Skills:[/B] A local deity has a +8 racial bonus on all skills plus +4 divine and can make all skill checks untrained. Recalculate the skills ranks appropriate for the local deity increased Intelligence score. Previously mindless local deities also gains skills ranks appropriate for their HD. [/QUOTE]
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