Batmuk
Batmuk is one of the THP Five. This is really just a placeholder.
Divine Domains
Priests of Nardo have access to the following Domain Lists:
Minor Access allows access to spells leveled 1 to 3 in that domain list.
Prohibited Access prohibits access to any spells on that domain list.
Restricted Access restricts acces to only spells of levels 1 to 3 on that domain list, but they are cast at a penalty.
- Major Access
- All
- Combat
- Elemental - Earth
- Necromantic
- Protection
- Minor Access
- Guardian
- Plant
- Wards
- Prohibited Access
- Elemental - Air
- Animal
- Sun
- Restricted Access
- Astral
- Summoning
Minor Access allows access to spells leveled 1 to 3 in that domain list.
Prohibited Access prohibits access to any spells on that domain list.
Restricted Access restricts acces to only spells of levels 1 to 3 on that domain list, but they are cast at a penalty.
Artifacts
Introductory Text:
Location: Where is it?
Owner: Who owns it?
Name of Item
What is it?Location: Where is it?
Owner: Who owns it?
Holy Books & Codes
Title of the book
Describe it.Tenets of Faith
Tagline for the tennant
Describe the tenent.Holidays
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Divine Goals & Aspirations
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Physical Description
General Physical Condition
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Body Features
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Facial Features
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Mental characteristics
Intellectual Characteristics
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Morality & Philosophy
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Taboos
Thou shalt not...
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An additional line for formatting.
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Social
Contacts & Relations
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Family Ties
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Game Mechanics
Divine Abilities
Ageless - The gods are nearly immortal. They do not age. The only way for a god to die is to be slain on their home plane of existance. If reduced to zero hit points on the prime material plane, they disperse and materialize on their home plane after d100 days.Teleport without Error - The gods posess the ability to teleport without error to any location on the same plane of existance. This aability my be used at will.
Perfect Initiative - When interacting with mortals, gods always win initiative compared to the mortals. e.g. if 2 gods and 2 mortals are in combat, the two gods roll against each other and the 2 mortals roll against each other.
Comprehend Languages - All gods understand and can speak any language. It is assumed that this includes written and spoken languages as well as other, more unusual, forms of communication like the light and color based dialect of the will o'wisp.
Magic Use - All gods may use any spell of any level. This includes the spells of priests or wizards and does not requires the use of spell books, prayers. or material. verbal. and somatic components. In short, invoking such powers requires the slightest act of will on the part of these incredible beings.
Shapeshifting - Greater gods can change into any animate or inanimate object they desire. The is no limit on the size of this shapeshifting. Greater gods have assumed celestial object sized proportions on occasion.
Magic Resistance - Greater gods are 100% resistant to magic cast by non gods, 75% resistant to magic wielded by gods who are not of greater god status, 50% resistant to magic of other greater gods.
Saving Throws - Greater gods always make their saving throws. They don't roll, they just make them.
Planar Travel - Greater gods can travel between planes at will. No physical or material barrier can hinder such transit and they have no chance of error.
Sensing Ability - Greater gods always know what is happening everywhere on their home plane of existence. Greater gods also always know what is happening within 10 miles of themselves. They can extend their senses to include knowledge of all that is transpiring within 10 miles of any of their worshipers or any of their holy objects.
Nardo also knows what is happening everywhere on Krinard.
Creation - Greater gods can create any object animate or inanimate. There are limitations, but no mortal has ever analyzed those limitations.
Life and Death - Greater gods can kill mortals with a thought and bestow life to the dead on a whim. n.b. Another greater god could do the opposite if they desired.
Communication - Greater gods can communicate with any being on their home plane, the Prime Material Plane, or inner plane at will.
n.b. Nardo can also communicate this way with beings on Krinard. Gods may not communicate through time with this power.
Granted Abilities - Greater gods can grant any spell level or powers to his or her priests.
Colors
Umber, Khaki, Moss Green
Gemstone
Topaz
Precious Metal
Mithral
Holy Number
4
Celestial Body
Dragmar
Physical Gesture
A pantomime of grabbing a hand of dirt and letting it fall between your fingers.
Oral Response
Ooof!
Omens
Mole Hills, Rock Slide, Badger, Volcanic Eruption
Animal Avitar
Badger
Home Plane of Existence
Limbo
Spheres of Clerical Spells
All, Combat, Elemental - Earth, Necromantic, Protection, Guardian, Plant, Wards1,2
Undead Action
Control
Str:14, Con: 14
Allowed Alignments
True Neutral, Chaotic Neutral, Chaotic Good, Chaotic Evil
Allowed Weapons
Mattock, Pick, Hammer
Allowed Armor
Any
2%
Umber, Khaki, Moss Green
Gemstone
Topaz
Precious Metal
Mithral
Holy Number
4
Celestial Body
Dragmar
Physical Gesture
A pantomime of grabbing a hand of dirt and letting it fall between your fingers.
Oral Response
Ooof!
Omens
Mole Hills, Rock Slide, Badger, Volcanic Eruption
Animal Avitar
Badger
Home Plane of Existence
Limbo
Spheres of Clerical Spells
All, Combat, Elemental - Earth, Necromantic, Protection, Guardian, Plant, Wards1,2
Undead Action
Control
Requirements of the Priesthood
Ability ScoresStr:14, Con: 14
Allowed Alignments
True Neutral, Chaotic Neutral, Chaotic Good, Chaotic Evil
Allowed Weapons
Mattock, Pick, Hammer
Allowed Armor
Any
Additional Game Mechanics
Base Percentage of Intercession2%
Children
Pronouns
He/Him
Sex
Male
Gender
Man
Presentation
Masculine
Eyes
Brown and Squinty
Hair
Bald with Withe Beard
Skin Tone/Pigmentation
Aged, Pale, and Leathery
Height
6' 6"
Weight
320 lbs
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