Excerpts 04/05/2002


Deities and Demigods
by Rich Redman, Skip Williams, and James Wyatt



This book provides everything you need to create, control, and call upon the most powerful beings in your campaign. Included are descriptions and statistics for more than 70 deities from four fully detailed pantheons. Along with suggestions for creating your own gods, Deities and Demigods also includes information on advancing characters to godhood.

In these excerpts from the new book, you'll discover for yourself divine powers that reach beyond the scope of mortal imagination to humble even the greatest of heroes. Below are statistics and descriptions for two deities from the new book: Imhotep from the Egyptian pantheon and Kord from the D&D pantheon.



Imhotep

Demigod (1)
Symbol: A step pyramid
Home Plane: TheOffering Fields
Alignment: Neutral good
Portfolio: Crafts, medicine
Worshipers: Scientists, architects, physicians
Cleric Alignments: CG, LG, NG
Domains: Artifice, Healing, Knowledge
Favored Weapon: Quarterstaff

Imhotep is the only ascended mortal in the Pharaonic pantheon -- an advisor to kings, builder of pyramids, and paragon of knowledge who rose to become the god of healing and science. He appears as a normal human dressed in a white robe and carrying a staff. (As an ascended mortal, Imhotep does not have outsider Hit Dice as other members of the pantheon do.)

Dogma

Imhotep's key doctrine is that knowledge, science, and magic should be used to help humanity. While Thoth teaches the collection of knowledge for knowledge's sake, and Anubis guards secrets of herbalism and magic, Imhotep insists that knowledge is only useful if it is used, and it must be used for the good of all. Though Imhotep is not a god of magic, his doctrine applies to magic as much as to the science of engineering. The appropriate use of magic is to help others, not harm them.

While not explicitly pacifistic, Imhotep places much more emphasis on healing than on warfare, in stark contrast to other Pharaonic deities.

Clergy and Temples

Imhotep's clerics are generally peaceful healers who strive for the betterment of all humanity. Many dabble in the sciences, particularly architecture, and they often serve as the chief architects and engineers for the construction of temples to all the gods in the pantheon. These clerics are vastly popular among the common people, who rely on them for all varieties of healing. They wear the white robes common to most Pharaonic clergy, and shave their heads if they are male (which most are).

Imhotep's temples double as hospitals and centers of scientific learning.

Imhotep

Expert 20
Medium-Size Outsider
Divine Rank: 1
Hit Dice: 20d6+140 (260 hp)
Initiative: +7
Speed: 60 ft.
AC: 26 (+7 Dex, +1 divine, +1 natural, +7 deflection)
Attacks:+3 speed disruption quarterstaff (speed end)+25/+25/+20/+15 melee, +3 speed disruption quarterstaff (disruption end)+25/+20 melee
Damage: +3 speed/disruption quarterstaff 1d6+10 plus 1d6+6
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Domain powers, salient divine abilities, spell-like abilities.

Special Qualities: Divine immunities, DR 36/+4, fire resistance 21, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 1 mile, remote communication, godly realm, teleport without error at will, SR 33, divine aura (10 ft., DC 18).

Saves: Fort +14, Ref +14, Will +23.

Abilities: Str 24, Dex 24, Con 24, Int 43, Wis 31, Cha 25.

Skills: Alchemy +27, Appraise +27, Craft (calligraphy) +40, Craft (sculpting) +27, Craft (stonemasonry) +40, Diplomacy +18, Disable Device +27, Heal +36, Knowledge (arcana) +27, Knowledge (architecture and engineering) +40, Knowledge (geography) +40, Knowledge (history) +40, Knowledge (local) +27, Knowledge (nature) +40, Knowledge (nobility and royalty) +40, Knowledge (the planes) +27, Knowledge (religion) +28, Listen +23, Open Lock +18, Profession (apothecary) +22, Profession (engineer) +36, Profession (herbalist) +22, Profession (scribe) +36, Spot +13.

Feats: Alertness, Ambidexterity, Improved Two-Weapon Fighting, Skill Focus (Profession [scribe]), Skill Focus (Profession [engineer]), Two-Weapon Fighting, Weapon Focus (quarterstaff).

Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation.

Salient Divine Abilities: Gift of Life, Master Crafter.

Domain Powers: Cast conjuration (creation) spells at +1 caster level; cast healing spells at +1 caster level; cast divination spells at +1 caster level.

Spell-Like Abilities: Imhotep uses these abilities as an 11th-level caster, except for conjuration (creation) spells, divination spells, and healing spells, which he uses as a 12th-level caster. The save DCs are 18 + spell level. Animate rope, clairaudience/clairvoyance, cure critical wounds, cure light wounds, cure moderate wounds, cure serious wounds, detect secret doors, detect thoughts, discern location, divination, fabricate, find the path, foresight, hardening*, heal, healing circle, legend lore, major creation, mass heal, minor creation, prismatic sphere, regenerate, stone shape, true creation*, true resurrection, true seeing, wood shape.

Other Divine Powers

As a demigod, Imhotep treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal.

Senses: Imhotep can see, hear, touch, and smell at a distance of one mile. As a standard action, he can perceive anything within one mile of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to two locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 1 hour.

Portfolio Sense: Imhotep instantly senses when at least one thousand people are involved in a project of construction, such as the building of a pyramid.

Automatic Actions: Imhotep can use Heal or any Craft, Profession, or Knowledge skill -- even those he has no ranks in -- as a free action if the DC for the task is 15 or lower. He can perform up to two such free actions in a round.

Create Magic Items: As a god of crafting, Imhotep can create any magic item whose primary purpose is healing or building, such as a wand of cure moderate wounds, a periapt of proof against poison, or sovereign glue, as long as the item's market price does not exceed 4,500 gp.

Kord

The Brawler
Intermediate Deity (14)
Symbol: A star of spears and maces
Home Plane: Ysgard
Alignment: Chaotic good
Portfolio: Strength, athletics, sports, brawling, courage
Worshipers: Barbarians, fighters, rogues, athletes
Cleric Alignments: CG, LG, NG
Domains: Chaos, Good, Luck, Strength
Favored Weapon: Greatsword

Kord (kohrd), deity of strength, appears as a hugely muscular man with long red hair and beard, wearing white dragonhide gauntlets, blue boots, and fighting girdle of red leather. A hedonistic being, he is known for tackling physical challenges of all sorts just for the fun of it. He is also reputed to have dallied with beautiful humans, elves, or even giants, and tales are told of the great heroes that are born of such liaisons. He fights with his intelligent dragon-slaying greatsword Kelmar, and when wounded he often enters an intense blood rage.

Dogma

Kord loves physical challenges and contests, and he promotes nonlethal sports as a method for resolving disputes among his followers. His teachings say that the strong and fit should lead the weaker, and that bravery is the greatest quality anyone can have, ruler and citizen alike. Everyone should scorn cowardice, says Kord.

Clergy and Temples

Kord's clerics are expected to be leaders. They value strength but not domination. They train people to become stronger, organize athletic tournaments, and participate in challenging physical activities. Doubting their fitness is a grave insult, and they go to great lengths to prove their physical abilities (although they realize the difference between difficult and suicidal challenges). They favor attire in red and white.

Kord's temples tend to be spacious and airy. They always include at least one gymnasium and usually extensive baths. They invariably have adjoining fields for athletic competitions.

Kord

Fighter 20/Barbarian 20
Medium-Size Outsider (Chaotic, Good)
Divine Rank: 14
Hit Dice: 20d8+200 (outsider) plus 20d10+200 (Ftr) plus 20d12+200 (Bbn) (1,200 hp)
Initiative: +12 (+8 Dex, +4 Improved Initiative)
Speed: 70 ft.
AC: 68 (+8 Dex, +14 divine, +27 natural, +9 deflection)
Attacks:Kelmar (+5 greatsword)+86/+81/+76/+71 melee; or spell +76 melee touch or +62 ranged touch
Damage: Kelmar (+5 greatsword) 2d6+54/17–20; or by spell
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Domain powers, salient divine abilities, spell-like abilities.

Special Qualities:
Divine immunities, DR 49/+4 (4/–), fire resistance 34, sonic resistance 34, fast healing 34, understand, speak, and read all languages and speak directly to all beings within 14 miles, remote communication, godly realm, teleport without error at will, plane shift at will, fast movement, uncanny dodge (cannot be flanked, +4 against traps), SR 46, divine aura (1,400 ft., DC 33).

Saves:
Fort +58, Ref +54, Will +53.

Abilities:
Str 55, Dex 27, Con 30, Int 24, Wis 24, Cha 29.

Skills*:
Balance +26, Bluff +46, Climb +76, Concentration +47, Diplomacy +29, Escape Artist +45, Handle Animal +43, Hide +45, Intimidate +45, Intuit Direction +41, Jump +103, Listen +64, Move Silently +48, Perform +46, Ride (horse) +64, Search +54, Sense Motive +54, Spot +57, Swim +99, Tumble +61, Use Rope +36, Wilderness Lore +51. *Always receives a 20 on checks.

Feats:
Blind-Fight, Cleave, Combat Reflexes, Deflect Arrows, Dodge, Endurance, Expertise, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (greatsword), Improved Critical (unarmed strike), Improved Disarm, Improved Grapple, Improved Initiative, Improved Trip, Improved Unarmed Strike, Mobility, Power Attack, Quick Draw, Run, Spring Attack, Stunning Fist, Sunder, Superior Expertise, Track, Weapon Focus (greatsword), Weapon Focus (unarmed strike), Weapon Specialization (greatsword), Weapon Specialization (unarmed strike), Whirlwind Attack.

Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.

Salient Divine Abilities: Alter Reality, Alter Size, Area Divine Shield, Avatar, Divine Battle Mastery, Divine Blast, Divine Blessing (Strength), Divine Fast Healing, Divine Inspiration (courage), Divine Rage, Divine Shield, Divine Weapon Focus (greatsword), Divine Weapon Specialization (greatsword), Extra Domain (Luck), Extra Energy Resistance (sonics), Gift of Life, Indomitable Strength.

Domain Powers: Cast chaos spells at +1 caster level; cast good spells at +1 caster level; 14/day reroll a die roll once after it is made; 14/day feat of strength (+14 enhancement bonus to Str for 1 round).

Spell-Like Abilities: Kord uses these abilities as a 24th-level caster, except for chaos spells and good spells, which he uses as a 25th-level caster. The save DCs are 33 + spell level. Aid, animate objects, Bigby's clenched fist, Bigby's crushing hand, Bigby's grasping hand, blade barrier, break enchantment, bull's strength, chaos hammer, cloak of chaos, dispel evil, dispel law, endure elements, entropic shield, freedom of movement, holy aura, holy smite, holy word, magic circle against evil, magic circle against law, magic vestment, miracle, mislead, protection from elements, protection from evil, protection from law, righteous might, shatter, spell immunity, spell turning, stoneskin, summon monster IX (as chaos or good spell only), word of chaos.

Divine Rage: The following changes are in effect as long as Kord rages: AC 63; hp 1,500; Atk +91/+86/+81/+76 melee (2d6+59/17–20, +5 greatsword); SQ Fire resistance 44, sonic resistance 44, SR 56; SV Fort +63, Will +58; Str 65, Con 40; Climb +81, Concentration +52, Jump +108, Swim +104. His rage can be used 14 times per day, it lasts for 1 hour (or until ended), and he is not winded afterward.

Possessions: Kord's greatsword, Kelmar, is an adamantine +5 greatsword with the bane special ability against dragons. Kelmar is intelligent, with Intelligence, Wisdom, and Charisma scores of 24. It can speak and communicate telepathically. It has a chaotic good alignment and has the following special powers, usable at will: detect lawful evil alignment, find traps, detect magic, locate object (120-foot radius), and true seeing. It also can use detect thoughts three times per day. Kelmar has a special purpose to slay lawful evil dragons. When the sword strikes such a dragon, the dragon must make a Will save (DC 23) or die.

Caster Level: 20th; Weight: 15 lb.

Other Divine Powers

As an intermediate deity, Kord automatically receives a die result of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal.

Senses: Kord can see, hear, touch, and smell at a distance of fourteen miles. As a standard action, he can perceive anything within fourteen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 14 hours.

Portfolio Sense: Kord senses any act of courage the instant it happens and retains the sensation for fourteen weeks after the event occurs. He is likewise aware of any athletic competition and any outstanding achievement of stamina or physical prowess (such as climbing a mountain).

Automatic Actions: Kord can use any Strength- or Dexterity-related skill as free action if the DC for the task is 25 or lower. To use a skill as a free action, Kord must have ranks in the skill, or the skill must be usable untrained. Kord cannot do anything as a free action if the task would be a move action or part of a move action. Kord likewise can perform anything that can be accomplished with a simple Strength or Dexterity check as a free action. For example, Kord could kick down a door or tie a knot as a free action but he could not jump, climb, or swim as a free action because the latter three tasks are all move actions. He can perform up to ten such free actions each round.

Create Magic Items: Kord can create simple or martial magic weapons and nonwritten items that boost physical abilities (Strength, Dexterity, or Constitution), as long as the item's market price does not exceed 200,000 gp.

Avatars

Kord makes little use of avatars, preferring to experience the world himself, though he occasionally sends an avatar to congratulate an athlete or adventurer who has just completed some epic achievement, or to oversee a contest to ensure its fairness.

Avatar of Kord: As Kord except divine rank 7; AC 54 (touch 34, flat-footed 54); Atk +79/+74/+69/+64 melee (2d6+47/19–20, +5 greatsword) or spell +69 melee touch or +55 ranged touch; SQ DR 42/+4, fire resistance 27, SR 39, divine aura (700 ft., DC 26); SV Fort +51, Ref +47, Will +46; all skill modifiers reduced by 7.

Salient Divine Abilities: Divine Battle Mastery, Divine Fast Healing, Divine Inspiration (courage), Divine Rage, Divine Shield, Divine Weapon Focus (greatsword), Divine Weapon Specialization (greatsword), Extra Domain (Luck), Indomitable Strength.

Divine Rage: The following changes are in effect as long as Kord's avatar rages: AC 49; hp 1,500; Atk +84/+79/+74/+69 melee (2d6+52/19–20, +5 greatsword); SQ Fire resistance 37, sonic resistance 37, SR 49; SV Fort +56, Will +51; Str 65, Con 40; Climb +74, Concentration +45, Jump +101, Swim +97. His rage can be used 7 times per day, it lasts for 1 hour (or until ended), and he is not winded afterward.

Spell-Like Abilities: Caster level 17th; saving throw DC 26 + spell level.

Recent Excerpts
(MORE)
Recent Articles
(MORE)

About Us Jobs New to the Game? Inside Wizards Find a Store Press Help Sitemap

©1995- Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved.

Terms of Use-Privacy Statement

Home > Games > D&D > Articles 
You have found a Secret Door!
Printer Friendly Printer Friendly
Email A Friend Email A Friend
Discuss This Article Discuss This Article