Talk:Lightning Brother (3.5e Creature)

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Ability Scores[edit]

Starting (avg): 13, 12, 11, 10, 9, 8)

Str 8, Dex 12, Con 9, Int 11, Wis 13, Cha 10


44 ability score increases for 22 outsider hit dice: +25 Dex, +4 Int, +9 Wis, +6 Cha

Str 8, Dex 37, Con 9, Int 15, Wis 22, Cha 16


size increases (IH): +10 Str, -2 Dex, +4 Con

Str 18, Dex 35, Con 13, Int 15, Wis 22, Cha 16


quasi-deity increases (rearranged +8/each): +7 Str, +5 Dex, Con +7. Int +5, Wis +14, Cha +10

Str 25, Dex 40, Con 21, Int 20, Wis 36, Cha 26

For the Father[edit]

Start: Str 30 (+10), Dex 45 (+17), Con 22 (+6), Int 25 (+7), Wis 41 (+15), Cha 31 (+10)

+5 wis (norm advance)

+8 all (divine bonus)

+10 Str, -2 Dex, +4 Con (size)

+9 Dex & Wis (advancement)

+6 Cha (advancement)

+4 Con & Int (advancement)

-4 con (divine penalty)

Finish: Str 48 (+19), Dex 60 (+25), Con 34 (+12), Int 37 (+13), Wis 63 (+26), Cha 45 (+17)

grapple: 48 (bab + size) +8 (divine) +19 (str)

attack rolls: 38 (bab - size), +24 (dex), +8 (divine), +20 (Sup Nat Atk)

saves: 22 (base) +8 (divine) fort +14 (con), ref +24 (dex), will +26 (wis)


Note that SLAs from portfolios are supposed to always be castable with a standard action by the deity with that portfolio, but I decided a standard action Genesis was too much, even for a god!

Custom Portfolios[edit]

Creation Portfolio


Aspects: Conjuration, creating from nothing, world-building

Opposed Portfolio: Destruction

Synergistic Portfolios: Arts, Fertility

Examples: Ranginui and Papatuanuku (Maaori)

Favored Animal: Nest-making bird (natural), ravid (unnatural)

Favored Class: Conjuror

Favored Place: A fountain, a volcano

Favored Sacrifice: Remains of that which has ruined beyond repair (not by you or a friend)

Favored Time: Last day of winter

Favored Weapon: Quarterstaff


Portfolio Trial: You must make something with no help and minimal tools that will last and inspire or horrify for generations

Prerequisite: Cannot have conjuration as a banned school.

Symbol: Crossed ink quill and sewing needle

Typical Quote: "You have destroyed so much. What is it, exactly, that you have created? Can you name even one thing?"

Creation Domain

Granted Power: Cast conjuration (creation) spells at +2 caster level. (Those with access to both the Artifice and Creation domains cast conjuration (creation) spells at +3 caster level.)

1: Create Water

2: Minor Image

3: Create Food and Water

4: Minor Creation

5: Major Creation

6: Heroes' Feast

7: Permanent Image

8: True Creation

9: Genesis

Realm

Your realm is a volcano of raw creativity. Not merely of construction (that's Crafts and Artifice), but a celebration of formation from nothing. What exactly is made depends on the nature and temperament of the immortal. Your realm is always positive-dominant, unless you're also a deity of death or undeath, in which your realm is negative-dominant, a lair of dark creation, the birthplace of many horrors.

Hazards: Even if the creatures themselves aren't dangerous, overcrowding may be an issue.

Inhabitants: Life (or unlife) is abundant in most of these realms. Whatever you would encounter in similar realms is amplified manyfold here.


Creation Template (Single Portfolio)

Appearance: You are as the stereotypical creator god, brimming with light (or darkness) and power. What aspect this is concentrated in, if any, is often dependent on your other portfolio.

If you assume another form, such as with Polymorph or Wild Shape, this trait passes on.

Demeanor: You have the mindset of an artist and/or a parent, with all that entails.


Creation Template (Double Portfolio) Appearance: As single template, but far more intense. Lesser beings fall to their knees before you.

Demeanor: As single template, but far moreso. You are always uneasy when not creating something or in the presence of your proudest creations. Evil immortals are likely to summarily execute all critics.


Single Creation Portfolio

Disciple - Spell-like Abilities (Sp): Use any creation portfolio domain spell as spell-like ability (standard action [or faster if it's swift or immediate or whatever]) provided the spell level is no greater than 1/2 the deity’s hit die (round fractions UP).

Hostile Environment (Void) (Ex): Competence penalty (equal to your divine rank) on all die rolls while in a vacuum or void, where creation is nonexistent.

Permanent Damage Vulnerability (Ex): Permanent damage 50% more effective against you.

Prophet - Conjuration Immunity (Ex): You are immune to enemy's conjuration effects.

Hero-deity - Scion of Making (Ex): Anything you make with a [creation] effect (including magic items and golems so long as they're imbued with any [creation] spell while crafted) has double hardness (or hardness equal to your divine rank, whichever is higher) and its base hit points multiplied by your divine rank. Furthermore, creatures created by you (see Great Breath cosmic ability) gain a divine bonus to AC and saving throws, and a divine bonus to maximum hit points per hit die equal to your divine bonus at the time of creation.

Quasi-deity - Creative Brethren (Ex): Creatures summoned can use any one conjuration and/or (creation) spell that you know, can prepare, or have as a spell-like or supernatural ability at-will as their own spell-like ability, chosen at the time of a creature's summoning and cannot be changed (CL = 1/2 their HD plus your divine bonus or its own CL, whichever is higher).

Demi-deity - Instrument of Creation (Ex): All conjuration and (creation) effects you cast, use, etc. have its CL and DC's increased by your divine rank. Conjuration (creation) effects have the same bonus.

Lesser Deity - Superior Divine [Effect] (Su): Punish foes with divine energy.

Intermediate Deity - Uncanny Divine Mastery (Su): Punish foes with divine energy.

Greater Deity - Great Breath (Ex): Can create natural creatures who can themselves reproduce. Without this ability, immortals can only create outsiders.

Elder One - Lord of Perfection (Ex): You gain the paragon creature template.

Cosmic Imperfection (Destruction) (Ex): One artifact in the universe can defeat your cosmic string ability.

Old One - Extra Portfolio (Creation) (Var.): You now have the double creation portfolio as well as any other portfolios you may have had.


Double Creation Portfolio

Disciple - Spell-like Abilities (Sp): Use two creation domain spells each round (standard + swift)

Hostile Environment (Void) (Ex): Competence penalty (equal to double your divine rank) on all die rolls while in a vacuum or void, where creation is nonexistent.

Permanent Damage vulnerability (Ex): Permanent damage 100% more effective against you.

Prophet - Conjuration Reflection (Su): Reflect conjuration-based attacks.

Hero-deity - Sire of Making (Ex): As Scion of Making, except the thing you made has quadruple hardnes (or hardness equal to twice your divine rank, whichever is higher) and its base hit points multiplied by twice your divine rank. Furthermore, created creatures gain a divine bonus to AC and saving throws, and a divine bonus to maximum hit points per hit die equal to twice divine bonus.

Quasi-deity - Very Creative Brethren (Ex): Creatures summoned can use any four conjuration and/or (creation) spells that you know, can prepare, or have as a spell-like or supernatural ability at-will as their own spell-like abilities, chosen at the time of a creature's summoning and cannot be changed (CL = their HD plus double your divine bonus, whichever is higher).

Demi-deity - Embodiment of Creation (Ex): All conjuration and (creation) effects you cast, use, etc. have its CL and DC's increased by twice your divine rank. Conjuration (creation) effects have the same bonus.

Lesser Deity - Uncanny Divine Mastery (Su): Punish foes with divine energy.

Intermediate Deity - Uncanny Divine Mastery (x2 HD) (Su): Punish foes with divine energy.

Greater Deity - Greater Breath (Ex): Can create natural creatures who can themselves reproduce. Without this ability, immortals can only create outsiders. All creatures made have 20% your quintessence spent to create them, rather than 10%.

Elder One - Lord of Perfection (x2) (Ex): You gain the paragon creature template, doubling all bonuses.

Cosmic Imperfection (Destruction) (Ex): Two artifacts in the universe can defeat your cosmic string ability.

Old One - Cosmic Firmament (Ex): Your divine bonus doubles while within your godly realm (or quadruples, if you began as a double creation deity).

First One - Lord of Individuality (Ex): You become the amidah.


Lightning Portfolio


Aspects: Electricity, thunderstorms

Opposed Portfolio: Winter

Synergistic Portfolios: Air, Thunder

Examples: Quetzacoatl (Aztec)

Favored Animal: Shocker lizard (unnatural)

Favored Class: Druid or evoker

Favored Place: Any place the dark clouds blanket from horizon to horizon

Favored Sacrifice: Blood from a beast who has seen the stormy sky only once

Favored Time: Summer Solstice

Favored Weapon: Shortspear

Portfolio Trial: Must live beneath (non-epic) or within (epic) an eternal lightning storm of deific power (its bolts divine electric) for a month and a day, never leaving for a moment.

Prerequisite: Must be able to regularly deal significant electricity damage (e.g. knows or can prepare spells like lightning bolt, or have a breath weapon like a blue dragon's)

Symbol: Arc of electricity between two or more things related to its other portfolio, or three bolts of lightning like a claw mark (double lightning portfolio)

Typical Quote: "BLAST!!"


Lightning Domain

Granted Power: Deal bonus electricity damage with all [Electricity] effects (spells, supernatural abilities, weapons with the shocking burst property...) per damage die (if any): +2 or equal to your divine rank (whichever is higher).

1: Faerie Fire (resembles crackling static)

2: Lightning Bolt

3: Great Thunderclap (SpC pg 107)

4: Arc of Lightning (SpC pg 15)

5: Energy Immunity (electricity and/or sonic only; SpC pg 80)

6: Elemental Body (air only; SpC pg 78)

7: Shocking Storm (as fire storm, but electric)

8: Stormrage (SpC pg 210)

9: Summon Nature's Ally IX (air or storm elementals* only)

* MM3 pg 48; 1 elder, or 1d3 greater, or 1d4+1 huge or smaller


Realm

Your realm borders the quasi-elemental plane of lightning.

Hazards: The frequent storms that scour these realms can catch non-natives unaware.

Inhabitants: Creatures of the storm such as blue dragons and storm giants are attracted to these places.


Lightning Template (Single Portfolio)

Appearance: Some parts of the immortal's manifestation (usually related to their other portfolio) crackles with electricity. When the immortal adopts a different form (through Shapechange or Wild Shape, for instance), this trait is also adopted.

Demeanor: These immortals are fast and flashy in everything they do.


Lightning Template (Double Portfolio)

Appearance: Same as the single portfolio except the immortal's entire manifestation appears composed of electricity.

Demeanor: Such deities act as greased lightning no matter what they're doing or saying.


Single Lightning Portfolio

Disciple - Spell-like Abilities (Sp): Use any lightning domain spell as spell-like ability (standard action [or faster if it's swift or immediate or whatever]) provided the spell level is no greater than 1/2 the deity’s hit die (round fractions UP).

Hostile Environment (Cold) (Ex): Competence penalty (equal to your divine rank) on all die rolls while in an environment with a temperature band of severe or lower (<0F).

Fly's Endurance (Ex): Penalty to Constitution equal to your divine rank.

Prophet - Electricity Immunity (Ex): You are immune to electricity.

Hero-deity - Scion of Lightning (Ex): Competence bonus (equal to your divine rank) on attack rolls, weapon damage rolls, and armor class when in a stormy or highly electric environment, or while bathed in lightning.

Quasi-deity - Improved Summoning (Electric): Electricity creatures summoned have 50% more HD.

Demi-Deity - Divine Electricity (Ex): Your electricity damage is treated as 50% divine damage. (Though still treated as electricity for other effects, such as the bonus damage from your domain power.)

Lesser Deity - Superior Electricity [Effect] (Su): Assault your foes with deific lightning.

Intermediate Deity - Uncanny Electricity Mastery (Su): Assault your foes with deific lightning.

Greater Deity - Electricity Absorption (Su): Electricity damage heals you.

Elder One - Messiah of Lightning (Su): Electricity creatures of a lower divine rank cannot harm you (no save)

Cosmic Imperfection (Cold) (Ex): One artifact in the universe can defeat your cosmic string ability.

Old One - Cosmic Thunder (Ex): Substitute cosmic (d20's) damage for all uses of electricity.


Double Lightning Portfolio

Disciple - Spell-like Abilities (Sp): Use two lightning domain spells each round (standard + swift)

Hostile Environment (Cold) (Ex): Competence penalty (equal to double your divine rank) on all die rolls while in an environment with a temperature band of cold or lower (<40F).

Fly's Endurance (Ex): Penalty to Constitution equal to double your divine rank.

Prophet - Electricity Reflection (Su): Reflect any electricity based effect.

Hero-deity - Sire of Lightning (Ex): Competence bonus (equal to double your divine rank) on attack rolls, weapon damage rolls, and armor class when in a stormy or highly electric environment, or while bathed in lightning.

Quasi-deity - Perfect Summoning (Electric): Electricity creatures summoned have 200% more HD.

Demi-Deity - Perfect Divine Electricity (Ex): Your electricity damage is treated as 100% divine damage. (Though still treated as electricity for other effects, such as the bonus damage from your domain power.)

Lesser Deity - Uncanny Electricity Mastery (Su): Assault your foes with deific lightning.

Intermediate Deity - Uncanny Electricity Mastery (x2 HD) (Su): Assault your foes with deific lightning.

Greater Deity - Improved Electricity Absorption (Su): Use single source of electricity damage to give temporary hit points that round.

Elder One - Lord of Thunder (Su): Dominate electrical creatures within your divine aura/realm.

Cosmic Imperfection (Cold) (Ex): Two artifacts in the universe can defeat your cosmic string ability.

Old One - Legendary Dexterity (Ex): Your Dexterity is doubled.

First One - Transcendental Thunder (Ex): Substitute transcendental (d100's) damage for all uses of electricity.


Special: Since the Thunder portfolio is so thematically similar, a deity with both the Lightning and Thunder portfolios are treated in some ways as being either a Double Lightning or Double Thunder god, as detailed below:

Disciple - Spell-like Abilities (Sp): Use any lightning and thunder domain spell as spell-like abilities. Either swift or standard; if a thunder domain is used as a swift that, you can only use a lightning domain as a standard action that round, and vice versa.

Prophet - Electricity Reflection (Su): As above.

Demi-Deity - Perfect Divine Electricity (Ex): As above.

Lesser & Intermediate Deity - Uncanny Electricity/(x2 HD) (Su): As above.

Greater Deity - Improved Electricity Absorption (Su): As above.

Elder One - Lord of Thunder (Su): As above.

First One - Transcendental Thunder (Ex): As above. (As an aside: Double Thunder was probably meant to have this instead of cosmic thunder as a first one, as that's weaksauce for the 1% of deities who are double portfolio'd, and also for a deity of this level, of which there are likely fewer than ten in the entire cosmos [until your players come along and wreck everything they can, as usual (: ]) ScryersEve 10:00, 18 September 2011 (MDT)