Stat the Gods!!!


Homebrew and House Rules

151 to 200 of 227 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
GM Rednal wrote:
@Alzirus: They expand it literally. In Mummy's Mask #6, the article "The River of Souls" explains what happens to the departed. A great many of them simply end up merging with the plane itself (as in physically enhancing it), and even dead Outsiders tend to contribute to their homes in the same way.

Which speaks not at all to deities having to do anything.

Quote:
Deities, meanwhile, tend to rule over specific realms - and the more petitioners they get, the sturdier their realms are likely to become.

Except that's going to happen anyway, since there's no particular shortage of souls with any particular alignment or other inclination towards a particular planar destination. Having deities try to shepherd souls towards a plane that already has souls going to it is like hand-cranking a windmill on a blustery day.

A plane that doesn't have souls going to it is in deep trouble (unless it's, say, a demiplane safely encased in another plane). Which, come to think of it, could make for a pretty awesome planar adventure...

Which would cause a deity about as much inconvenience as having to move to a new house, since there's no reason they can't just skip out on a neighborhood that's going to seed (e.g. a plane that's crumbling) and set up a new realm elsewhere.


Alzrius wrote:
MannyGoblin wrote:
A big difference with the Pathfinder deities is that they don't have the 'Must have worship' baggage that the FR deities and perhaps the DL deities have. So slipping up and down the divine ladder isn't something that happens.

I personally don't care for that. Having gods depend on the amount of worship they receive nicely gives them an incentive to care about what's happening on the mortal plane. Otherwise, you need to come up with another reason for why the gods care so much about how things are going on the Material Plane.

I can't find where, but I've seen people bring this up to James Jacobs, to which he's replied "the reason why the gods have an interest in mortal worship is a secret," which strikes me as an evasion rather than an answer.

I do like the Sandman/Vertigo take on the dependance of worship and how gods are part of Dream.


GM Rednal wrote:

Well, we know that mortal worshipers tend to go to a deity's divine realm after they die. Functionally, that can expand the amount of territory they control, as well as generally support their alignment. The Maelstrom tends to reclaim everything else at a certain pace, and if my understanding of Pathfinder's cosmology is correct, a certain amount of new souls coming in is basically required maintain the plane.

So, y'know, there's the whole basic self-preservation bit. XD

Yea, that is the whole 'Eventually become part of the plane' thing. In fact that is rather terrifying and why a number of people I know on other boards reallly hate The Wall of the Faithless from FR. Which makes you fully aware that you are being eaten essentialy.


1 person marked this as a favorite.

There is a heck of a lot of gods out there and even statting one up took a ridiculous amount of time so my friend and I didn't fully stat the gods unless it was obvious that a battle between gods was imminent.

The primary things we focused on was portfolio sense, domains, and salient divine abilities. Seriously, SDAs are insane powers (obviously) and those are pretty much the primary thing you should have to worry about for the most part. Oh, and knowing how many divine ranks something has is super important as well since divine ranks is like a multiplier on many powers for gods. It's the difference in knowing how big is your enemy's field of detection and whether or not you can get away with an ambush on them.

Mind you, all that is only really relevant between deities within the same divine ranks range as the gap in power levels between, say for example, demigods and lesser gods is akin to the difference between level 1-5 characters and level 6-11 characters, albeit in a much larger scale.

Another reason why we didn't fully stat them out is length. For example, the character that I play in that campaign (a gestalt epic level pc who was sponsored by an epic level deity) has a barebones stat block that is 2 pages long. 2 pages! A fully detailed stat block for him was over 15 pages. I'm not kidding.

To be fair though, the vast majority of those pages were due to listing and explaining every single one of his class features and abilities. When you're gestalt, you tend to rack up a lot of different class features. So by the time he hit 36th level, he had leveled dipped in something like 7 classes or so? Plus, he had levels in some really weird prestige classes from Dragon magazine.

The only thing you almost never have to worry about is loot because using mortal magic is detrimental to a God in the long run (it's a reliance/ego thing; the only exceptions were artifacts and epic items didn't count as artifacts).

Anyways, what I can tell you is that in terms of stats, we used the 3rd edition version of Deities and Demigods, and then expanded on that to include powers that were featured in the Immortals box set.

We are currently running through the old Immortals modules (he's the DM, I'm the player), and let me tell you, it is not "other gods" that is giving me a hard time, it's those damned riddles and puzzles. Honestly, it took me 2 weeks working on and off before I figured out the answers. Old-school d&d puzzles and riddles are insane!

Oh, there is one thing we noticed though. Pretty much all of the gods were born gods have generic classes but they also had 20 HD as an outsider. Back in 3.5, outsiders had good saves across the board and full BAB. Hence they rarely failed saving throws.

On the other hand, deities who are ascended or sponsored mortals don't have those extra outsider HD but they tend to have more class levels and may have levels in non-standard classes.

I hope that helps. Sorry for the rambling here.

CB out.


Have you played 'Best of Intentions' yet? I adore the art in it.


The first one we did was Wrath of Olympus (damn newbies trying to ruin it for the rest of the gods). I think some of the ideas we came up with actually was different from the expectations in the module but the end result was more or less the same.

The second one and current one we are on is the Immortal Storm (I think that is what it is called). Damn thing is making me think outside the box a lot, heh. I like how it is giving a lot more in-depth view of the politics of the gods and the behind the scenes in the operation of the fundamental creation aspects of the multiverse (not sure it is all part of the module or what, if any, is stuff my friend expanded on to blend into the narrative). I really struggled with the first riddle (the "poem") because I had very little experience dealing with anagram puzzles. It was like dealing with an Inception kind of anagram. Lol.

I don't know anything about Best of Intentions (I am avoiding reading about the modules' contents so that I can't metagame or cheat myself of amazing role-playing moments), but from what I noticed on the cover, it seems like Best of Intentions is a lot more focused into the Mystara setting, which might make it a bit more problematic to adapt to a narrative that encompasses the multiverse instead of just the Hollow World.

Cheers!

CB out.


Oh! I just remembered (while reading here) a kind of lesser stat build I came up with a while back - mostly dealing with how a god has influence over a certain area of interest or portfolio. I'll need to see if I can dig it up. I'm posting this as kind of a self-reminder.

It's not meant for phenomenal cosmic gods - it's meant more to reflect the idea of limited gods but with vast influence over a specific thing in a local part of the universe.


1 person marked this as a favorite.

Best of Intentions focuses on a murder mystery that is happening to the Immortal candidates on the mortal world. The art inside makes things seem more goofy but it can be played completely straight. Holloway is a long time D&D artist.


1 person marked this as a favorite.
Et cetera et cetera wrote:

{. . .}

** spoiler omitted **...

Still a typo in your Divine Resurrection spell -- where it says "For example a deity could bring someone who died at age 86 back to life at any age between 0 and 86, but could make that same person 87 or older with this spell" you probably want "For example a deity could bring someone who died at age 86 back to life at any age between 0 and 86, but could not make that same person 87 or older with this spell".


2 people marked this as a favorite.

A few things I can share, plus some things I like to mention here regarding some issues folks have brought up in this discussion.

Folks bring up two points that might be not be related at first: (a) why do the gods care so much about what happens on the Prime Material Plane, and (b) why do the gods (in some settings at least) refrain from taking a more active "physical" role in the Prime Material Plane (i.e., why don't they show up to solve all the problems?)

The answers lies in the need for the deities to replenish and swell their numbers. It turns out that a lot more deities are born/created/sponsored across the multiverse than most people suspect, but the "attrition rate," as it were, is stupidly high as well. Cause of death? Take your pick: other gods, exploring new regions in the multiverse and encountering naturally occurring phenomena there that turned out to be quite lethal, lack of replenishing their own divine energies (it's not infinite after all; mortal worship is merely the most common and easiest method, by comparison, to refill their "divine batteries" so to speak), attacks by things from beyond the multiverse (i.e., "deities" from the Far Realm), other "divine" entities, and in some really specific cases, death by heavily advanced nuclear reactors going bye-bye.

However, the cause of new deities? Not that many ways to get a new deity (and by new, I really mean a new and original deity, not an avatar or aspect of a deity [long story short, aspects is really how deities, especially whole pantheons, manage to have a version of their original deific self be present in a totally different Prime Material world, and why such versions are inevitably different from the original deity]).

The only ways we figured out are: (1) natural phenomena in the multiverse (i.e., there was a void in an universal concept) or reality has evolved to include a new universal law/concept/notion/idea/domain (you get the idea here); (2) deities giving "birth" (there is a trick here actually); and (3) mortals being sponsored or discovering a means to divinity.

In the latter two cases for new deities, it's a bit of a misconception (well, at least according to the collective lore we read through all of the previous D&D editions up to and including 3.5). In those cases, deities are not exactly made whole from nothing. Divine energy has to come from somewhere, and in about 95% of the time, it is coming from another deity. So when a deity gives "birth" to another deity? That first deity is actually giving up divine ranks (at minimum, 1 divine rank) to the newborn deity, and thus losing a divine rank in the process. Most deities are LOATHE to do this intentionally because divine ranks (like character levels) are not easy at all to replenish (even with mortal worship). Same thing with sponsoring a mortal to divinity; once approved by the pantheon leadership or whichever divine entity that is in charge within a given crystal sphere, the sponsor gives up a divine rank to the candidate.

Still, there are the rare few immortal candidates who discover (or given by a sponsor) a path to divinity that usually requires the destruction of an artifact or being empowered to divinity by absorbing divine energy from the artifact in question (a good example of this particular narrative in current rpgs is Paizo's own Starstone).

So, back to the question. Why care about the mortals? Because they are often the best way to get new deities while simultaneously screening suitable applicants (to ensure "balance" between the 5 spheres of influence - long story there, I urge readers to check out the Player's Guide in the Immortals box set).

But wait? What about deities who have created multiple deities from something as easy as losing blood? (Zeus is the biggest offender of this.) Well, it turns out that there is a salient divine ability (SDA) that explains this: Divine Blood (or something like that). You effectively create new life (usually mortal life) from your own essence. Combined with an involuntary loss of divine power (this particular type of loss happens automatically when deities fight each other), powerful gods like Zeus with this SDA ends up making new deities by accidents. Corellon Larethian and Gruumsh are also prime examples of this happening.

Now, we know why the deities care so much about the mortal realm. But why don't they get involved more (in some settings; in other settings, they get involved way too much and that actually has consequences of its own)? Well, again, based on lore, a good reason that many posters have brought up is that a battle between rival deities would smoke the world the mortals live on (well, yes and no, but we're not going to delve into that today). However, the primary reason is this: preserving the mystique of deities. If deities became too commonplace in the world, slowly but surely their mystique starts to lose its allure. Mortal worship starts to fade from genuine worship to lip service and, in some cases, mortals begin to find "reasons" to explain the gods' power ("Oh, they are really just high level wizards, using magic. Whatever, nothing really divine about them." - that's an example in the narrative sense).

Furthermore, if deities solve every problem or are everywhere, well, that kind of kills the drive, desire, and ambition for a mortal to choose and work towards divinity themselves. Why bother trying to become a deity yourself (besides the fact that's incredibly difficult to achieve) to change the world and reality to how you think things should be run when you can pray to whatever deity you want and they answer your prayers? You want to give the mortals incentives to reach divinity themselves - again, this is both a screening method (weeds out the incompetent ones, for the most part) and ensures that although the rate of suitable applicants isn't amazing high, it's at least sufficient for the needs of the "divine community," shall we say?

Phew, I said a lot here, so let me take a break from "fluff" and move on to "crunch" a little bit later on.

Cheers!

CB out.

Dark Archive

1 person marked this as a favorite.

In other words, mortals are batteries, or are the that bill you pay the electric company.


2 people marked this as a favorite.

Lol, well, to be more accurate, and by that I mean in terms of actual mechanics, the mortal worship first serves as a "temporary pool of experience points." Meaning, the energy the deities derive from mortal worship is first and foremost used for things that require the expenditure of experience points. In earlier D&D editions, this usually was the reason why deities could (a) craft so many damn magical items and (b) blow experience bonus on mortal magic like wish and miracle like they had a weekly allowance to do so.

The means by which deities could increase/replenish their actual divine energies via mortal worship is due to the hierarchy and social ranking that the deities placed upon themselves: which divine ranks plays a direct role into. The number of worshipers a deity who offers divine spells has limits the deity to the highest divine rank they could achieve. So more followers meant the potential to achieve a higher rank (it didn't automatically granted it but rather raised the "glass ceiling" as it were). For deities who never grant spells, they are getting their divine energy elsewhere (and this is often the case for divine entities that are often the "apocalypse" in a given world). That's a whole other issue.

However, there are deities who specifically don't grant spells to mortals/immortals who chose to worship them and yet such followers still get divine spells. So how is this possible? Well, it is usually because either another deity is granting the spells and thus stealing the worship via trickery OR the hierarch (the highest ranking divine entity in a sphere of influence) is providing the divine spells because doing so serves the interest of their sphere.

For example, the sphere of Chaos - providing divine spells to loco mortals who want to worship a thing of utter destruction is in the best of interest of the hierarch of Chaos because that promotes more Chaos in the multiverse and by that extension, increases the influence of Chaos, resulting in more overall power for everyone in the sphere of Chaos and less power for everyone else. All of which is really the name of the game for everyone in their respective spheres.

Mind you, all of the above is what we learned from previous D&D editions. With a bit of work, we could incorporate the lore from Pathfinder as well into the mechanics as a whole without discarding anything. The trick isn't finding a specific mechanic to incorporate the deities from Pathfinder; the trick is finding the right narrative for Pathfinder deities that allows them to function with the mechanics for deities that previous editions have put out.

But yes, in an almost literal sense, mortal worship provides most of the energy that deities use on a regular basis to do pretty much everything that mortals can do if they had the time and resources to do so; it is just that deities can do it quicker and better, especially with regards to things that involve their portfolio. If they don't "pay the bills," as it were, they eventually have to spend their own divine essence for things that require the expenditure of experience points. If they want to avoid doing that, they have to either get that energy from elsewhere (consumption of mortal souls is a good example; literal buckets of xp!) OR choose not to spend energy on the things that deity who grant spells almost take for granted (i.e., item crafting, altering reality at a whim, etc.).

O.k., that was a lot said and I am starting to feel like I might be boring some people, lol.

Cheers!

CB out

EDIT: added some clarifications, corrected spelling/grammar errors, and added more stuff into the original post here.


1 person marked this as a favorite.
Alzrius wrote:
MannyGoblin wrote:
A big difference with the Pathfinder deities is that they don't have the 'Must have worship' baggage that the FR deities and perhaps the DL deities have. So slipping up and down the divine ladder isn't something that happens.

I personally don't care for that. Having gods depend on the amount of worship they receive nicely gives them an incentive to care about what's happening on the mortal plane. Otherwise, you need to come up with another reason for why the gods care so much about how things are going on the Material Plane.

I can't find where, but I've seen people bring this up to James Jacobs, to which he's replied "the reason why the gods have an interest in mortal worship is a secret," which strikes me as an evasion rather than an answer.

The flip side is that a lot of the neutral and evil gods don't make sense with significant amounts of worshipers. For instance, Rovagug is never going to have many worshippers.

By requiring worship, you constrain what kind of gods you can create.

Edit: Also, the gods have obvious incentives for worshippers. Those worshippers go to the gods plane when they die. The god isn't directly empowered by the worshippers, but he does get helpers who can do his bidding.


2 people marked this as a favorite.

From what I know based on Pathfinder lore, Rovagug, like many deities who don't care for mortals much (if at all), may not have a ridiculous number of mortal followers but he does have a lot more immortal followers than most mortals believe. Basically, his immortal followers are the things he spawns and other numerous outsiders and aberrations who want him free for a really good time (to their perspective at least) or because his release suits their needs/plans. This is a case where deities are getting their additional juice from elsewhere (there is a reason why intelligent creatures are sacrificed; buckets of xp for the deity in question).

Just because the deity doesn't acknowledge or care for the sacrifice or worship in general, it doesn't mean they don't USE it for their purposes in some fashion somewhere along the line.

Again, this is just a narrative to explain something but it doesn't necessarily mean it's the only solution.

Cheers!

CB out


1 person marked this as a favorite.
Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
johnlocke90 wrote:
The flip side is that a lot of the neutral and evil gods don't make sense with significant amounts of worshipers.

I don't quite understand why neutral or evil gods wouldn't have significant number of worshipers the way good deities would. It's not like the afterlives for one are different than the other; they're all basically you taking an eternal job in that god's service. Few evil deities actively punish their followers for living a life of evil.

Quote:
For instance, Rovagug is never going to have many worshippers.

As I understand it, it's still questionable whether or not Rovagug is a god or some sort of super-powerful qlippoth.

Quote:
By requiring worship, you constrain what kind of gods you can create.

I don't believe that to be the case, if for no other reason than you can have plenty of cults that worship eschatolic or nihilistic deities, despite how insane that is.

Quote:
Edit: Also, the gods have obvious incentives for worshippers. Those worshippers go to the gods plane when they die. The god isn't directly empowered by the worshippers, but he does get helpers who can do his bidding.

Except, again, those petitioners aren't worth very much. It's more worth a god's time to recruit a stronger creature - which will be almost anything - rather than to rely on a horde of CR 1 petitioners.


1 person marked this as a favorite.
Et cetera et cetera wrote:
kyrt-ryder wrote:
I am willing to take requests though, just understand it might take up to a week depending on my obligations.
Hey kytr-ryder, I have a request for you. Stat any deity you want, but keep it a surprise as to what deity you stat until you share it on this thread.

I'll take that as a challenge then. Gonna see if I'm able to whip it up.


1 person marked this as a favorite.
Alzrius wrote:
johnlocke90 wrote:
The flip side is that a lot of the neutral and evil gods don't make sense with significant amounts of worshipers.

I don't quite understand why neutral or evil gods wouldn't have significant number of worshipers the way good deities would. It's not like the afterlives for one are different than the other; they're all basically you taking an eternal job in that god's service. Few evil deities actively punish their followers for living a life of evil.

Quote:
For instance, Rovagug is never going to have many worshippers.

As I understand it, it's still questionable whether or not Rovagug is a god or some sort of super-powerful qlippoth.

Quote:
By requiring worship, you constrain what kind of gods you can create.

I don't believe that to be the case, if for no other reason than you can have plenty of cults that worship eschatolic or nihilistic deities, despite how insane that is.

Quote:
Edit: Also, the gods have obvious incentives for worshippers. Those worshippers go to the gods plane when they die. The god isn't directly empowered by the worshippers, but he does get helpers who can do his bidding.
Except, again, those petitioners aren't worth very much. It's more worth a god's time to recruit a stronger creature - which will be almost anything - rather than to rely on a horde of CR 1 petitioners.

Rovugag is in fact a full deity as he has 5 domains and only full deities get 5 domains.

Regarding petitioners, per the mass combat rules 100 CR 1 petitions is equivalent to 1 CR 9 monster. And petitioners are way more common than CR 9 monsters. An army of petitioners is much stronger than you think.

Edit: The afterlifes are vastly different. In hell you basically spend all your time getting tortured. The Abyss you start out as a disgusting Larvae thing that lives off the filth of the abyss. In Abaddon you get hunted down by daemons that permanently end your existence.

Even if you survive and get promoted it sucks. The promotion process for devils is stuff like "be impaled on a spike for 100 years, turn into a slightly stronger devil".


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
johnlocke90 wrote:
Rovugag is in fact a full deity as he has 5 domains and only full deities get 5 domains.

That's a technicality; I'm suggesting that he might be some sort of incredibly powerful non-divine entity that, insofar as mortals are concerned, can still grant spells, similar to things like the Eldest or the Great Old Ones.

Quote:
Regarding petitioners, per the mass combat rules 100 CR 1 petitions is equivalent to 1 CR 9 monster. And petitioners are way more common than CR 9 monsters. An army of petitioners is much stronger than you think.

No, they're exactly as strong as I think, which is not very. The idea that petitioners are "more common" than higher-CR creatures is entirely made up, since there are no rarity ratings for creatures. All this idea shows is that a CR 9 creature is one hundred times more worthwhile than any single petitioner, to say nothing of higher-CR monsters.

Quote:

Edit: The afterlifes are vastly different. In hell you basically spend all your time getting tortured. The Abyss you start out as a disgusting Larvae thing that lives off the filth of the abyss. In Abaddon you get hunted down by daemons that permanently end your existence.

Even if you survive and get promoted it sucks. The promotion process for devils is stuff like "be impaled on a spike for 100 years, turn into a slightly stronger devil".

All the more reason to worship evil deities, then. That way, you can be as evil as you want to be, and you'll go to their realms when you die, rather than be left out in the wilds of the evil planes all by yourself. So that right there incentivizes evil worshipers.


1 person marked this as a favorite.

Most of the worshippers of Evil deities think that they are the ones that are going to get the cushy corner office job in Hell/Abaddon/The Abyss, and that the disgusting suffering part is going to be for most of the other fools who didn't do the Evil worship shtick right. Actually, it's not all that different from getting people to vote for an Evil candidate . . . .


1 person marked this as a favorite.
Tacticslion wrote:

Actually Rovagug can be killed. Just drop him on Azathoth.

(At least Rovagug v. Azathoth, Azathoth wins, according to James Jacobs.)

:D

... but carry on!

How much fall damage does a falling Rovagug cause?


Pathfinder Lost Omens Subscriber

this is why i prefer my gods like Olympians, they're just a bunch of people who killed the previous gods and just used that power to set things to how they are today.

Zues is just a high level druid for instance.


1 person marked this as a favorite.
Alzrius wrote:
johnlocke90 wrote:
The flip side is that a lot of the neutral and evil gods don't make sense with significant amounts of worshipers.

I don't quite understand why neutral or evil gods wouldn't have significant number of worshipers the way good deities would. It's not like the afterlives for one are different than the other; they're all basically you taking an eternal job in that god's service. Few evil deities actively punish their followers for living a life of evil.

Quote:
For instance, Rovagug is never going to have many worshippers.

As I understand it, it's still questionable whether or not Rovagug is a god or some sort of super-powerful qlippoth.

Quote:
By requiring worship, you constrain what kind of gods you can create.

I don't believe that to be the case, if for no other reason than you can have plenty of cults that worship eschatolic or nihilistic deities, despite how insane that is.

Quote:
Edit: Also, the gods have obvious incentives for worshippers. Those worshippers go to the gods plane when they die. The god isn't directly empowered by the worshippers, but he does get helpers who can do his bidding.
Except, again, those petitioners aren't worth very much. It's more worth a god's time to recruit a stronger creature - which will be almost anything - rather than to rely on a horde of CR 1 petitioners.

Do cr1 petitioners stay cr1 petitioners? And if you say 'but it takes a long time!' Does it really, on the time scales that gods care about, to advance them? It's like making an investment, with time and interest all those small amounts add up.


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
RDM42 wrote:
Do cr1 petitioners stay cr1 petitioners? And if you say 'but it takes a long time!' Does it really, on the time scales that gods care about, to advance them? It's like making an investment, with time and interest all those small amounts add up.

The idea of advancement is true for everything, not just petitioners. Any creature can gain class levels, improved natural Hit Dice, templates, mythic tiers, etc. We might as well ask "do CR 9 creatures stay CR 9 creatures?"


1 person marked this as a favorite.
Et cetera et cetera wrote:

We all know our fine friends at Paizo don't want to stat the gods of the Pathfinder Campaign Setting. Now that's fine for some. But personally I want to see some stats for the gods! I always want to know just how powerful things are. What level spells can deities cast? Just how much damage can Rovagug do per round? If Asmodeus and Sarenrae were in a fight who would win? These are the types of questions that need answers!

That means we must stat the gods!

Here's some suggestions/ideas I came up with for stating the gods.

1) Personally I'd imagine the deities as being between CR 31 - CR 40. Gods like Pharasma and Rovagug would naturally be on the higher end of the spectrum. Not every deity is CR 40.

2) Ever deity must have some way it can be killed, other than Rovagug.

3) Every deity should have some AWESOME unique power.

4) If you could add tactics to best utilize a deity that would be fantastic!

You can stat any Pathfinder god or goddess you want! You can make as many deities as you want. You can put them all in one post or spread them out between posts. Be creative and have fun! That sounds really cliché doesn't it?

If you're a Paizo employee feel free to join on the fun!

1. NO

2. NO!

3. NO!!

4. NO!!!

Also...

NO!!!!


1 person marked this as a favorite.
Alzrius wrote:
RDM42 wrote:
Do cr1 petitioners stay cr1 petitioners? And if you say 'but it takes a long time!' Does it really, on the time scales that gods care about, to advance them? It's like making an investment, with time and interest all those small amounts add up.
The idea of advancement is true for everything, not just petitioners. Any creature can gain class levels, improved natural Hit Dice, templates, mythic tiers, etc. We might as well ask "do CR 9 creatures stay CR 9 creatures?"

You might as well ask why baseball teams bother with the minor leaguers instead of just only signing players currently in the majors.


1 person marked this as a favorite.
Rogar Valertis wrote:
Et cetera et cetera wrote:

We all know our fine friends at Paizo don't want to stat the gods of the Pathfinder Campaign Setting. Now that's fine for some. But personally I want to see some stats for the gods! I always want to know just how powerful things are. What level spells can deities cast? Just how much damage can Rovagug do per round? If Asmodeus and Sarenrae were in a fight who would win? These are the types of questions that need answers!

That means we must stat the gods!

Here's some suggestions/ideas I came up with for stating the gods.

1) Personally I'd imagine the deities as being between CR 31 - CR 40. Gods like Pharasma and Rovagug would naturally be on the higher end of the spectrum. Not every deity is CR 40.

2) Ever deity must have some way it can be killed, other than Rovagug.

3) Every deity should have some AWESOME unique power.

4) If you could add tactics to best utilize a deity that would be fantastic!

You can stat any Pathfinder god or goddess you want! You can make as many deities as you want. You can put them all in one post or spread them out between posts. Be creative and have fun! That sounds really cliché doesn't it?

If you're a Paizo employee feel free to join on the fun!

1. NO

2. NO!

3. NO!!

4. NO!!!

Also...

NO!!!!

Is that (no+no+no+no)NO=(4*no)*NO=4*(no*NO)=4*yes?


1 person marked this as a favorite.
The Sideromancer wrote:
Rogar Valertis wrote:
Et cetera et cetera wrote:

We all know our fine friends at Paizo don't want to stat the gods of the Pathfinder Campaign Setting. Now that's fine for some. But personally I want to see some stats for the gods! I always want to know just how powerful things are. What level spells can deities cast? Just how much damage can Rovagug do per round? If Asmodeus and Sarenrae were in a fight who would win? These are the types of questions that need answers!

That means we must stat the gods!

Here's some suggestions/ideas I came up with for stating the gods.

1) Personally I'd imagine the deities as being between CR 31 - CR 40. Gods like Pharasma and Rovagug would naturally be on the higher end of the spectrum. Not every deity is CR 40.

2) Ever deity must have some way it can be killed, other than Rovagug.

3) Every deity should have some AWESOME unique power.

4) If you could add tactics to best utilize a deity that would be fantastic!

You can stat any Pathfinder god or goddess you want! You can make as many deities as you want. You can put them all in one post or spread them out between posts. Be creative and have fun! That sounds really cliché doesn't it?

If you're a Paizo employee feel free to join on the fun!

1. NO

2. NO!

3. NO!!

4. NO!!!

Also...

NO!!!!

Is that (no+no+no+no)NO=(4*no)*NO=4*(no*NO)=4*yes?

Note there was the addition of a fifth no.


RDM42 wrote:
The Sideromancer wrote:
Rogar Valertis wrote:
Et cetera et cetera wrote:

We all know our fine friends at Paizo don't want to stat the gods of the Pathfinder Campaign Setting. Now that's fine for some. But personally I want to see some stats for the gods! I always want to know just how powerful things are. What level spells can deities cast? Just how much damage can Rovagug do per round? If Asmodeus and Sarenrae were in a fight who would win? These are the types of questions that need answers!

That means we must stat the gods!

Here's some suggestions/ideas I came up with for stating the gods.

1) Personally I'd imagine the deities as being between CR 31 - CR 40. Gods like Pharasma and Rovagug would naturally be on the higher end of the spectrum. Not every deity is CR 40.

2) Ever deity must have some way it can be killed, other than Rovagug.

3) Every deity should have some AWESOME unique power.

4) If you could add tactics to best utilize a deity that would be fantastic!

You can stat any Pathfinder god or goddess you want! You can make as many deities as you want. You can put them all in one post or spread them out between posts. Be creative and have fun! That sounds really cliché doesn't it?

If you're a Paizo employee feel free to join on the fun!

1. NO

2. NO!

3. NO!!

4. NO!!!

Also...

NO!!!!

Is that (no+no+no+no)NO=(4*no)*NO=4*(no*NO)=4*yes?
Note there was the addition of a fifth no.

This.


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
RDM42 wrote:
You might as well ask why baseball teams bother with the minor leaguers instead of just only signing players currently in the majors.

Inapplicable analogy is inapplicable. Real-world basketball teams don't have magic (or, since we're talking about gods, divine powers) to heal injuries, ward off aging, resurrect the dead, etc. To say nothing of the startling differences between a CR 1 creature and a CR 9 creature being far and away more than what you'll find between a starting lineup rookie and a major league player.


1 person marked this as a favorite.

The fifth no is not in the list. Hence, I used it as a factor.


1 person marked this as a favorite.

As I mentioned earlier up-thread, it's time for a little bit of crunch.

In the Gods campaign my friend and I run, we figured out early on that because deities are impeded by continued reliance on mortal magic for long periods of time (particularly magic items), high level/epic level pcs would eventually have ability scores much higher than the standard deity, and so would monsters (especially epic level monsters or anything with the paragon template). So we got down to thinking how the deities got the ability scores that they do have in Deities and Demigods (3.0/3.5). The answer was that deities has no limit to inherent bonuses.

So the breakdown was like this: upon reaching divine rank 1, a deity gains a massive inherent bonus to all stats (it should be the same amount for all deities, regardless of type, origins, etc.). Then at every divine rank thereafter, the deity can a +1 inherent bonus to an ability score of their choice. The only restriction is that inherent bonuses derived from mortal magic doesn't stack with the inherent bonuses gained as a deity. Deities could still benefit from other bonuses to ability scores but those had consequences over time.

Deities continue to add a +1 to an ability score of their choice for every 4 HD they have as normal.

So you typically get deities with ability scores above 25 in every stat, with one or two usually in the 40 to 60 range before any other bonuses. Enhancement bonuses from artifacts are common since deities suffer no consequences from using artifacts that they created or infused with their own divine essence.

That's it for now on crunch. I will be reviewing Rovagug and seeing if I can take a stab at developing a stat block for it based on Deities & Demigods.

Cheers!

CB out.

Dark Archive

Please stop ending your posts like that. Also your imposingbrules of a different game and universe on Golarion.

Dark Archive

1 person marked this as a favorite.

"If you stat it, the players will try to kill it."

Now if you want a game where the players have a crazy idea of taking on the deities of their world, have at it. Otherwise stating the gods and goddesses will just be asking for trouble.


3 people marked this as a favorite.

I for one lik reading CB's posts, if others can't stop making their posts 'Stop liking what I don't like!" then hide the thread.


1 person marked this as a favorite.

You know, I think we need more actual stats here. XD For... reasons... I once made the stats for an Avatar of Death. It's not as powerful as the full deity would be, or even as powerful as one of their avatars could be, but it's the closest I've got.

Perhaps unsurprisingly, I did make use of 3PP material - including the Horrifically Overpowered feats line (which avatars of deities in my games would definitely have access to).

Avatar of Death:
Death
Female human death mage 20/fighter (weapon master) 20/dread 20/Champion 10 (Pathfinder RPG Advanced Player's Guide 109, Ultimate Psionics 40)
N Medium humanoid (human)
Init +39; Senses all-around vision, darkvision 120 ft.; Perception +45
Aura protection from undead, ward against death (30 ft., 20 rounds/day)
--------------------
Defense
--------------------
AC 46, touch 19, flat-footed 46 (+14 armor, +5 deflection, +3 Dex, +1 dodge, +5 natural, +8 shield)
hp 1546 (60 HD; 40d8+20d10+710)
Fort +42, Ref +41, Will +49; +5 bonus vs. effects targetting a Scythe held by you, +2 trait vs. fear effects
Defensive Abilities deny death, fortification 75%, hard to kill, mythic saving throws, protection from undead, unstoppable; Immune fear; Resist acid 30, cold 30, electricity 30, fire 30, sonic 30; SR 22
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +5 vorpal Legendary adamantine scythe +72/+67/+62/+57 (2d4+29/19-20/×5)
Special Attacks critical specialist, deadly critical, destroyer[MA], eldritch breach[MA], mythic power (29/day, surge +1d12+1), reap, reliable strike, unstoppable strike, weapon mastery, weapon training
Domain Spell-Like Abilities (CL 20th; concentration +34)
. . 15/day—gentle rest
Death Mage Spell-Like Abilities (CL 20th; concentration +34)
. . 1/day—deathly abeyance, final guide
. . —wisdom of the grave
Death Mage Spells Prepared (CL 20th; concentration +34)
. . 9th—astral projection, dance macabre IX (2), energy drain (2), soul bind (DC 33), wail of the banshee[D] (DC 33)
. . 8th—clone, dance macabre VIII (2), greater shadow evocation (2, DC 32), symbol of death (DC 32), waves of exhaustion[D]
. . 7th—dance macabre VII (2), destruction[D] (DC 31), destruction (2, DC 31), finger of death (DC 31), waves of exhaustion
. . 6th—circle of death (DC 30), dance macabre VI (2), improved shadow conjuration, shadow walk (DC 30), undeath to death[D] (DC 30), undeath to death (2, DC 30)
. . 5th—dance macabre V (2), insect plague (2), shadow evocation (DC 29), slay living[D] (DC 29), slay living (DC 29), waves of fatigue
. . 4th—bestow curse (DC 28), dance macabre IV (2), death ward[D] (DC 28), death ward (2, DC 28), inflict critical wounds (DC 28), shadow conjuration
. . 3rd—anti-undead shell (2, DC 27), dance macabre III (2), halt undead (DC 27), ray of exhaustion (DC 27), speak with dead[D] (DC 27), speak with dead (DC 27)
. . 2nd—dance macabre II (2), death knell (DC 26), fog cloud (2), gentle repose[D] (DC 26), gentle repose (DC 26), ghoul touch (DC 26), scare (DC 26)
. . 1st—chill touch (DC 25), dance macabre I (2), deathwatch[D], deathwatch, grave shield (2), obscuring mist, spectral eye
. . 0 (at will)—detect magic, disrupt undead, read magic, touch of fatigue (DC 24)
. . D Domain spell; Domain Repose
Dread Powers Known (power points 268, ML 20th; concentration +48)
. . 6th—personal barred mind
. . 5th—dream message, induce nightmare (DC 29), pierce the veils, planar travel, psychic crush (DC 29)
. . 4th—aura sight, deadly fear (DC 28), power leech (DC 28), sensory cascade (DC 28)
. . 3rd—dispatch, ectoplasmic form, guarded sleep
. . 2nd—deflect, id insinuation (DC 26), sidestep, true terror (DC 26)
. . 1st—demoralize (DC 25), slumber (DC 25), untouchable aura (DC 25)
. . 0 (at will)—empathy, unearthly terror (DC 24)
--------------------
Statistics
--------------------
Str 32, Dex 31, Con 32, Int 36, Wis 35, Cha 39
Base Atk +50; CMB +64; CMD 90 (95 vs. disarm, 95 vs. sunder)
Feats Accurate Critical, Advanced Weapon Training, Advanced Weapon Training, Advanced Weapon Training, Butcher's Blow, Combat Casting, Combat Reflexes, Craft Magic Arms & Armor, Craft Wondrous Item, Critical Focus[M], Critical Mastery, Critical Versatility[ARG], Deadly Finish[UC], Defiant Luck[ARG], Denied, Devastating Assault, Disciple Of Fear, Dodge, Dual Path[M], Eschew Materials, Extra Meta-attack, Extra Mythic Power[M], Extra Terrors, Extra Terrors, Go First, Great Fortitude, Greater Shield Focus, Impaling Critical[UC], Improved Critical (scythe), Improved Great Fortitude, Improved Impaling Critical[UC], Improved Initiative[M], Improved Iron Will, Improved Lightning Reflexes, Iron Will, Lightning Reflexes, Lucky Surge[M], Martial Focus, Perfect Blow, Potent Surge[M], Shattering Critical, Shield Focus, Shield Specialization[APG], Shielded Casting, Strike Back, Touch Of Terror, Ultimate Defense, Vorpal Critical, Weapon Focus (scythe)[M], Weapon Material Mastery, Weapon Specialization (scythe)
Traits fear nothing, grave robbery, sacred touch
Skills Acrobatics +30 (+26 to jump), Appraise +36, Bluff +37, Climb +31, Diplomacy +74, Disable Device +27, Disguise +34, Escape Artist +30, Fly +30, Handle Animal +37, Heal +32, Intimidate +102, Knowledge (arcana) +76, Knowledge (dungeoneering) +36, Knowledge (engineering) +36, Knowledge (geography) +36, Knowledge (history) +76, Knowledge (local) +76, Knowledge (nature) +73, Knowledge (nobility) +33, Knowledge (planes) +76, Knowledge (psionics) +36, Knowledge (religion) +73, Linguistics +36, Perception +45, Perform (dance) +34, Perform (sing) +34, Ride +30, Sense Motive +75, Sleight of Hand +27, Spellcraft +76, Stealth +30, Survival +35, Swim +31, Use Magic Device +37; Racial Modifiers secrets of the dead
Languages All Languages, Common, Dead; tongues[MA], voice of the dead
SQ always a chance[MA], amazing initiative, arcane surge[MA], aura of fear, channel terror, clean blade[MA], component freedom[MA], death bond (repose), devastating touch, dominion over outsiders[], extra mythic feat[MA], extra mythic feat[MA], extra mythic power[MA], extra mythic power[MA], fear incarnate, fearsome insight, final rest[], foe-biting, force of will, immortal, legendary champion, legendary hero, legendary item[MA], legendary item[MA], legendary item[MA], legendary power, legendary surge, maximized critical[MA], mythic bond, pale road (reaper mage), perfect surge, recuperation, returning, shadow twin, still the blade[], sudden attack[MA], tear apart[MA], terror, terrors (concealed nightmare, concealed nightmare, improved, consuming nightmare, fear incarnate, incite fear, nightmare form, nightmare touch, overwhelming fear, persistent nightmare form, soul-chilling fear), tip the balance[], titan's bane[MA], tongues[MA], twin fear, unstoppable strike, unyielding, weapon guard
Other Gear +5 greater acid resistance greater cold resistance greater electricity resistance greater fire resistance heavy fortification greater sonic resistance mithral full plate, +5 buckler, +5 vorpal Legendary adamantine scythe, amulet of natural armor +5, belt of physical perfection +6, headband of mental superiority +6, manual of bodily health +5, manual of gainful exercise +5, manual of quickness of action +5, ring of inner fortitude (greater)[UE], ring of splendid security, robe of eyes, stormcrusher gauntlets, tome of clear thought +5, tome of leadership and influence +5, tome of understanding +5, 150 gp
--------------------
Special Abilities
--------------------
Accurate Critical Your critical hits set you up to make even more accurate attacks.
Advanced Weapon Training (x3) You are specially trained to use your weapon skills in new ways.
All-Around Vision (Ex) You can see in all directions and cannot be flanked.
Always a Chance (Ex) You don’t automatically miss when you roll a 1 on an attack roll.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Arcane Surge (Su) Use 1 power, cast known/mem arcane spell for free, non-mythic save 2x (take low) & roll 2x vs. SR.
Aura of Fear (Su) At 3rd level, a dread radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of a dread
Butcher's Blow Your attacks often flay muscle from your foe’s bones.
Channel Terror (Su) At 3rd level, the dread learns how to channel her terrors through any melee weapon she is holding or through her devastating touch class feature, even if using devastating touch as a ranged attack (such as through the mindlock terror). If channeling
Clean Blade (10 rounds) (Ex) After critical hit, ranged touch attack vs. foe within 30 ft. sickens or blinds.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Reflexes (11 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Component Freedom (1 components) (Ex) Ignore focus, material, somatic, or verbal components when casting spells (up to max listed).
Concealed Nightmare, Improved While using the Nightmare Form terror, the dread gains total concealment (50% miss chance). The dread must have the Nightmare Form and Concealed Nightmare terrors to select this option. This terror is used when Nightmare Form is activated and does no
Consuming Nightmare (DC 34) Kill target if they fail a WillSave.
Critical Focus [Mythic] Auto confirm crits vs. non-mythic foes and roll fortification twice to negate, taking worse.
Critical Mastery (2 Critical feats) Apply extra Critical feats to a critical hit rather than one.
Critical Specialist: Scythe (Ex) Increase the save DC of any critical hit effects by +4 for your chosen weapon.
Darkvision (120 feet) You can see in the dark (black and white only).
Dazzling Intimidation (Scythe) (Ex) Add weapon training bonus to Intimidate checks to demoralize opponents.
Deadly Critical: Scythe (3/day) (Ex) Increase the critical damage multiplier of your chosen weapon
Deadly Finish Foes you knock out must make a Fort save or die
Death Mage Domain (Repose) Granted Powers: You see death not as something to be feared, but as a final rest and reward for a life well spent. The taint of undeath is a mockery of what you hold dear.
Deathly Abeyance (1/day) (Su) Target gains +34 temp HP, or a 2nd ST, or remain alive for 20min/rounds.
Defiant Luck (1/day) Reroll a natural 1 on a save, or force a reroll of a critical hit confirmation roll.
Denied (1/day) You can simply refuse to be affected by a specific attack, spell, or ability.
Deny Death +20 (-42) (Ex) You gain +20 hit points. You don’t die until you reach -42 hp.
Destroyer (Ex) Ignore hardness when attacking objects, but not objects that are creatures.
Devastating Assault (DC 46) Full rd: make your normal number of attacks, all at your highest bonus, but only count one hit
Devastating Touch (1d6+20)(+14 for Touch of Terror) (Su) A dread is able to channel psionic energy from fear and nightmares into a touch that causes pain. To use this ability, a dread must make a melee touch attack as a standard action on a living target. If the attack hits, it deals 1d6 points of damage p
Disciple of Fear You have studied the intricacies of terror and fear, being able to use this knowledge to further your own powers beyond what would normally be available for you.
Dominion over Outsiders +10 (Ex) Add tier to Cha checks against called creature, and to CL checks to prevent escape.
Eldritch Breach (Su) Roll twice and take better roll when dispelling or overcoming spell resistance.
Energy Resistance, Acid (30) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (30) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (30) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (30) You have the specified Energy Resistance against Fire attacks.
Energy Resistance, Sonic (30) You have the specified Energy Resistance against Sonic attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Extra Meta-Attack (2/day) You gain additional uses of meta-attack feats.
Fear Incarnate At 20th level the dread no longer acts as a simple conduit between the realm of nightmares and the Material Plane, but becomes the embodiment of nightmares. The dread’s type changes to Outsider (native), she gains DR 10/psionic, and she gains the a
Fear Incarnate Intimidate bonus while in Nightmare Form.
Fearsome Insight +20 Insight bonus to Intimidate.
Final Guide (1/day) (Sp) Restore a creature to life 1/day.
Final Rest (1d10x10, DC 34) (Su) Sense presence of undead. Spend 1 power to make touch attack vs. undead.
Foe-Biting When this item deals damage, its user can use mythic power to double the total amount of damage it deals. If the attack is a normal attack, the bearer can expend one use of legendary power to double the total amount of damage. If the attack is a conf
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Fortification 75% You have a chance to negate critical hits on attacks.
Gentle Rest (15/day) (Sp) As a standard action, melee touch staggers living 1 rd (sleep if already staggered), longer duration vs. undead.
Go First No one can move before you. No one.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immortal (Su) Ressurrect next day, unless killed by an artifact's crit.
Immunity to Fear (Su) You are immune to all fear effects.
Impaling Critical (Scythe) May impale and deal extra damage to opponent with a critical hit
Improved Great Fortitude (1/day) Can re-roll a Fort save, but must take the second result.
Improved Impaling Critical (- custom / magic weapon -) Impaled opponent must succeed at a grapple maneuver to pull your weapon out
Improved Initiative [Mythic] When rolling initiative, use 1 power to treat the roll as a natural 20.
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Improved Lightning Reflexes (1/day) Can re-roll a Ref save, but must take the second result.
Incite Fear (DC 34) Target becomes shaken for 1d4 rounds if they fail a WillSave.
Legendary Champion (Ex) On a miss against a non-mythic foe, reroll and take 2nd result. Activate when roll 20 to regain 1 power.
Legendary Hero (Su) One use of mythic power is regained each hr.
Legendary Power (8/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Lucky Surge [Mythic] Roll surge dice twice and take the highest result (or thrice if already roll twice).
Martial Focus (Heavy Blades) You have honed your skills with a group of related weapons.
Maximized Critical (Ex) Maximise the weapon dice on a critical hit.
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Nightmare Form The dread’s internal connection to the realm of nightmares allows her to take on the form of nightmares herself. The dread can use Ectoplasmic Form as a psi-like ability at a manifester level equal to her dread level. The dread is still able to use
Nightmare Touch Use Devastating Touch when in Nightmare Form.
Overwhelming Fear (DC 34) Target cowers for 1 round if they fail a Fort Save.
Perfect Blow (1/day) You can make a perfect attack.
Perfect Legendary Surge (+1d6+2 to Attack Rolls - All, Combat Maneuver Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
Perfect Surge This item's legendary surge can apply to any d20 roll. The surge adds a further +2 bonus when applied to one of the types of rolls initially chosen for it. A legendary item must be a major artifact to have this ability.
Persistent Nightmare Form The dread can maintain her Nightmare Form inside areas of Null Psionics or dead magic areas. The dread must be at least 18th level and have the Nightmare Form terror to select this option.
Potent Surge [Mythic] Add 1 to the result of any surge roll.
Protection From Undead +0 (20 r., 20/day) (Su) Gain +0 to AC and ST for 20 against Undead and dead effect.
Reap +14 - +3d6/+6d6 (17/day) (Su) Your attack gains +14 to hit and +3d6/+6d6 to damage. Undead: bypass any DR, strikes incorporeal & ethereal.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Reliable Strike: Scythe (4/day) (Ex) Reroll attack roll, critical confirmation, miss chance or damage roll for your chosen weapon
Returning (Plane-Crossing) The creature bonded to this item can expend one use of mythic power to teleport the item to her waiting hand, as if using teleport object. The item must be on the same plane as the bonded creature for this ability to function. This ability can
Secrets of the Dead +20 (Su) + 20 to Knowledge check regarding dead or death.
Shadow Twin (14/day) (Su) Form shadowy replica from the fears and nightmares.
Shattering Critical Your attack lands and causes your foe’s armor to shatter or weakens its natural
defenses.
Shield Specialization (Buckler) You have mastered the use of one type of shield.
Shielded Casting You have learned to cast spells with your shield arm.
Soul-chilling Fear (DC 34) Target gains 1 negative level (+1 / 3PP spent) if they fail a Will Save.
Spell Resistance (22) You have Spell Resistance.
Still the Blade (DC 34) (Su) Spend 1 power to prevent target from attacking another creature (Will negates).
Strike Back A readied melee attack can be used against a foe whose reach allows them to attack you, but whom you could not attack.
Sudden Attack (Ex) As a swift action, use 1 power to make melee att, roll twice with +10 bonus and bypass all DR.
Surge (1d12+1) (Su) Use 1 power to increase any d20 roll by the listed amount.
Tear Apart (Ex) Sunder check to reduce opponent's armor bonus, natural armor, or shield bonus by half your tier.
Terror (40/day) (Su) Beginning at 2nd level, a dread learns to harness the power of fear in a variety of ways called terrors. Using a terror is a swift action. Some terrors are channelled through her devastating touch class feature. These terrors charge a dread’s touch
Tip the Balance (10 minutes) (Ex) Spend 1 power to make attacks count as alignment needed to overcome DR.
Titan's Bane (Ex) Move through space of creature two sizes larger without AoO, can share its space.
Tongues (Sp) You can understand and speak any language, as the tongues spell.
Trained Initiative (Scythe) (Ex) Wielding weapon from chosen group, add training bonus to initiative checks.
Twin Fear (Su) If panicked or frightened creature in 30', Shadow Twin gains own action pool.
Ultimate Defense (1/day) You are capable of avoiding attacks that have you dead-to-rights.
Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.
Unstoppable Strike This weapon bypasses all armor. The wielder can expend one use of legendary power when attacking to make the attack against touch AC. If she instead expends two uses of legendary power, the weapon also bypasses any deflection bonus to AC the target h
Unstoppable Strike: Scythe (Ex) Standard action: a single attack with your chosen weapon is a touch attack that ignored DR or hardness.
Unyielding A legendary item with this ability has double the hardness of a typical item of its type and triple the hit points. Furthermore, it's immune to all attempts to sunder it made by non-mythic creatures. This is a persistent ability.
Voice of the Dead (Su) Gain common language with any dead/undead.
Vorpal Critical Your critical hits behead things. Even jabberwocks.
Ward Against Death (30 ft., 20 rounds/day) (Su) 30'r aura immunity to death effects, energy drain, and suppresses negative levels.
Weapon Focus [Mythic, Scythe] As a swift action, use 1 power to add half tier to attack with selected weapon.
Weapon Guard +5: Scythe (Ex) +5 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.
Weapon Mastery (Ex) The fighter gains a weapon mastery feat (see pages 20–23) as a bonus feat, even when not wielding a weapon from the appropriate weapon group. He must meet all of the feat’s prerequisites.
Weapon Mastery (Scythe) (Ex) Chosen weapon always confirms critical threats, and cannot be disarmed.
Weapon Material Mastery (DC 46) Apply extra effects when you hit with a weapon made of a special material
Weapon Training +5: Scythe (Ex) +5 to hit and damage with your chosen weapon.
Wisdom of the Grave (Sp) Ask 1 question of creature dead for 1 rnd.


1 person marked this as a favorite.
Rogar Valertis wrote:
RDM42 wrote:
The Sideromancer wrote:
Rogar Valertis wrote:
Et cetera et cetera wrote:

We all know our fine friends at Paizo don't want to stat the gods of the Pathfinder Campaign Setting. Now that's fine for some. But personally I want to see some stats for the gods! I always want to know just how powerful things are. What level spells can deities cast? Just how much damage can Rovagug do per round? If Asmodeus and Sarenrae were in a fight who would win? These are the types of questions that need answers!

That means we must stat the gods!

Here's some suggestions/ideas I came up with for stating the gods.

1) Personally I'd imagine the deities as being between CR 31 - CR 40. Gods like Pharasma and Rovagug would naturally be on the higher end of the spectrum. Not every deity is CR 40.

2) Ever deity must have some way it can be killed, other than Rovagug.

3) Every deity should have some AWESOME unique power.

4) If you could add tactics to best utilize a deity that would be fantastic!

You can stat any Pathfinder god or goddess you want! You can make as many deities as you want. You can put them all in one post or spread them out between posts. Be creative and have fun! That sounds really cliché doesn't it?

If you're a Paizo employee feel free to join on the fun!

1. NO

2. NO!

3. NO!!

4. NO!!!

Also...

NO!!!!

Is that (no+no+no+no)NO=(4*no)*NO=4*(no*NO)=4*yes?
Note there was the addition of a fifth no.
This.

There were 5 nos in the equation: (no+no+no+no)NO

Also, check your assumptions. not(not(boolean statement)) = boolean statement, but no*no might in fact distribute to become "nono".


1 person marked this as a favorite.

On the other hand, the last no was prefixed with an "also". Using linguistic conventions, I feel like using it as a multiple instead of simply adding it might have been inappropriate.


1 person marked this as a favorite.
Rednal wrote:
On the other hand, the last no was prefixed with an "also". Using linguistic conventions, I feel like using it as a multiple instead of simply adding it might have been inappropriate.

Hmm. Perhaps the original interpretation was wrong. Would it be something more like:

no + no! + (no!)! + ((no!)!)! + (((no!)!)!)!

I'm not exactly sure how to handle no factorial.


1 person marked this as a favorite.

To GM Rednal: wow, that might a while to read it all, ;)

To MannyGoblin: thank you kindly; I will continue to post more stuff for Etc. Etc. And others who *like* to stat up deities. As for those who continue to attempt to derail the thread with negative bombast, eh, hakuna matata.

Although I must admit the repeated No'es remind me of the commercials for the No-No Hair gadget. *shrugs* Meh.

Cheers!

CB out.


2 people marked this as a favorite.
Klorox wrote:
Odin is clearly a top notch god, Master Shaman, Master wizard, Master Bard, not a bad rogue and warrior... and as for Thor, he's got Mjöllnir and his belt of completely out of the scale strength and the gloves to catch the hammer even when red hot from one shotting some poor jötunn with lightning...yeah, he may not be the brightest bulb in the lamp shop, but he's fully up to Marvel Thor shenanigans.

Actually, Odin is both a cheapskate and a pretty lousy schemer. He doesn't like paying for services, so he typically offers something that he'd never actually get away with or be willing to part with, such as offering a goddess for payment, by demanding an impossible condition along with the job.. i.e. rebuild the walls of Asgard in an impossibly short time. Then he'd get into a jam where the contractor would actually be capable of fulfilling his impossible demand, and it would be up to Loki to bail him out.

And that's why Odin tolerates Loki. The latter keeps getting Odin out of the corners the latter constantly paints himself into, and Odin like Trump, generally offers no gratitude to Loki in return. No wonder he turned against the gods in Ragnarok.


1 person marked this as a favorite.
MannyGoblin wrote:
GM Rednal wrote:

Well, we know that mortal worshipers tend to go to a deity's divine realm after they die. Functionally, that can expand the amount of territory they control, as well as generally support their alignment. The Maelstrom tends to reclaim everything else at a certain pace, and if my understanding of Pathfinder's cosmology is correct, a certain amount of new souls coming in is basically required maintain the plane.

So, y'know, there's the whole basic self-preservation bit. XD

Yea, that is the whole 'Eventually become part of the plane' thing. In fact that is rather terrifying and why a number of people I know on other boards reallly hate The Wall of the Faithless from FR. Which makes you fully aware that you are being eaten essentialy.

You must have really taken DC Comic's SourceWall from Kirby's "New Gods" rather badly. It's made up of all of the beings that have tried to reach the Source.. and failed, becoming giant statues of what they once were, fused together into a cosmic wall.

From an Eastern viewpoint which doesn't have the fixation on individuality, becoming One with the All isn't something to be feared.


2 people marked this as a favorite.
Drahliana Moonrunner wrote:
Klorox wrote:
Odin is clearly a top notch god, Master Shaman, Master wizard, Master Bard, not a bad rogue and warrior... and as for Thor, he's got Mjöllnir and his belt of completely out of the scale strength and the gloves to catch the hammer even when red hot from one shotting some poor jötunn with lightning...yeah, he may not be the brightest bulb in the lamp shop, but he's fully up to Marvel Thor shenanigans.

Actually, Odin is both a cheapskate and a pretty lousy schemer. He doesn't like paying for services, so he typically offers something that he'd never actually get away with or be willing to part with, such as offering a goddess for payment, by demanding an impossible condition along with the job.. i.e. rebuild the walls of Asgard in an impossibly short time. Then he'd get into a jam where the contractor would actually be capable of fulfilling his impossible demand, and it would be up to Loki to bail him out.

And that's why Odin tolerates Loki. The latter keeps getting Odin out of the corners the latter constantly paints himself into, and Odin like Trump, generally offers no gratitude to Loki in return. No wonder he turned against the gods in Ragnarok.

Could we can the politics in this forum?


2 people marked this as a favorite.
RDM42 wrote:
Drahliana Moonrunner wrote:
Klorox wrote:
Odin is clearly a top notch god, Master Shaman, Master wizard, Master Bard, not a bad rogue and warrior... and as for Thor, he's got Mjöllnir and his belt of completely out of the scale strength and the gloves to catch the hammer even when red hot from one shotting some poor jötunn with lightning...yeah, he may not be the brightest bulb in the lamp shop, but he's fully up to Marvel Thor shenanigans.

Actually, Odin is both a cheapskate and a pretty lousy schemer. He doesn't like paying for services, so he typically offers something that he'd never actually get away with or be willing to part with, such as offering a goddess for payment, by demanding an impossible condition along with the job.. i.e. rebuild the walls of Asgard in an impossibly short time. Then he'd get into a jam where the contractor would actually be capable of fulfilling his impossible demand, and it would be up to Loki to bail him out.

And that's why Odin tolerates Loki. The latter keeps getting Odin out of the corners the latter constantly paints himself into, and Odin like Trump, generally offers no gratitude to Loki in return. No wonder he turned against the gods in Ragnarok.

Could we can the politics in this forum?

I was thinking of boxing it, then leaving it for some Greek lady to find.


1 person marked this as a favorite.

I did some looking over the artwork for Rovagug and the information on him/her/it, and quite frankly Rovagug comes across to me more as a massive monster whose destructive might is on par with the gods. If I had to put it in terms from older d&d editions, Rovagug feels more like either an epic deity (level 21 or higher deity) who has gone mad or an Immortal beast who has feasted on the energy of so many souls and gods (PF lore stats he has killed entire planets and other gods) that he has gained and developed his own divinity.

The artwork makes me think of some kind of crossbreed between a purple worm, a remorhaz, and that weird spawn creature featured in one of the Dungeons magazine that has a Savage Tide adventure in it (the one where they go underneath the Isle of Dread). I would be reluctant to give Rovagug class levels but if he did have them, barbarian seems most appropriate, and maybe fighter levels (one of those archetypes that focuses on sunder attacks or unarmed attacks).

Hmm, I will have to dwell some more on the idea.

Cheers!

CB out.


1 person marked this as a favorite.
Pathfinder Lost Omens Subscriber

this is how I would stat the gods

reference

Strength: א‎0!
Dexterity: א‎0!
Constitution: א‎0!
Intelligence: א‎0!
Wisdom: א‎0!
Charisma: ~8

BAB: א‎0!
CMB: א‎0!
CMD: א‎0!

obviously they can cast all spells with as many meta magic feats as they want. they don't need to prepare spells but can choose to if they want.

spells per day:
0: at will
1: א‎8!
2: א‎7!
3: א‎6!
4: א‎5!
5: א‎4!
6: א‎3!
7: א‎2!
8: א‎1!
9: א‎0!

saves:
good: א‎1!
bad: א‎0!

skills: +א‎0!

etc.


1 person marked this as a favorite.
Drahliana Moonrunner wrote:
Klorox wrote:
Odin is clearly a top notch god, Master Shaman, Master wizard, Master Bard, not a bad rogue and warrior... and as for Thor, he's got Mjöllnir and his belt of completely out of the scale strength and the gloves to catch the hammer even when red hot from one shotting some poor jötunn with lightning...yeah, he may not be the brightest bulb in the lamp shop, but he's fully up to Marvel Thor shenanigans.

Actually, Odin is both a cheapskate and a pretty lousy schemer. He doesn't like paying for services, so he typically offers something that he'd never actually get away with or be willing to part with, such as offering a goddess for payment, by demanding an impossible condition along with the job.. i.e. rebuild the walls of Asgard in an impossibly short time. Then he'd get into a jam where the contractor would actually be capable of fulfilling his impossible demand, and it would be up to Loki to bail him out.

And that's why Odin tolerates Loki. The latter keeps getting Odin out of the corners the latter constantly paints himself into, and Odin like Trump, generally offers no gratitude to Loki in return. No wonder he turned against the gods in Ragnarok.

Being a top notch deity with many skills is no guarantee of character, just look at Zeus... Well, I take that back, Zeus has a very limited bag of tricks beyond polymorphing and casting lightning...


2 people marked this as a favorite.

and his blood makes creatures appear^^


1 person marked this as a favorite.
Bandw2 wrote:

this is how I would stat the gods

reference

Strength: א‎0!
Dexterity: א‎0!
Constitution: א‎0!
Intelligence: א‎0!
Wisdom: א‎0!
Charisma: ~8
{. . .}

Why the 8 for Charisma?

At any rate, other than that, this isn't so far off from what I was thinking of with Divine Ranks, but with the twist that while each Divine Rank takes you up another rank of Countable Infinities, something that is just 1 Divine Rank short of its opponent has a (LOOOOOONNNNG) shot against its opponent (so maybe Divine Ranks correspond to semi-ranks of Countable Infinities?), again working non-linearly with respect to things further apart in Divine Ranks.


1 person marked this as a favorite.

Woohoo! We finally have deity stats! Those are a bit complicated I must say, perhaps a guide to using Avatar of Death is in order. Thanks again everyone for contributing! Let's not stop now.

I feel like I should say something productive on my own thread. I have been productively been using my free time to stat a deity. I'd be done now but life gets in the way.

I'll say this, Rovagug is breaking free as you read this very post!

151 to 200 of 227 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Stat the Gods!!! All Messageboards

Want to post a reply? Sign in.