Dragon #251 God
This is what I have
I would be great full if you could point me in the right direction . He came out of a Dragon Mag
and maybe first or second ed. Dogma the code the worshipers follow like it gives in all the Faith books.
Darahl Firecloak
The Even-Tempered, Lord of the Green Flame
Demigod
Symbol: Two outstretched hands holding a green flame between them
Home Plane: Peaceable Kingdoms of Arcadia/Abellio/The Twin Towers
Portfolio: Earth and flame phenomena, earth and fire magic
Worshipers: Earth elemental savants, fire elemental savants, druids, paladins
Cleric Alignments: LN, LG
Domains: Earth, Elf, Fire
Favored Weapon: Longsword
Darahl is a god with a long and checkered past, particularly so for a member of the Seldarine. Long ago he was known as Tilvenar, and he served Rillifane Rallathil, but he suffered a loss of power and prestige when an avatar of his was made insane by touching the The Kyrashar Rose (a cursed artifact created by Lolth and the Queen of Air and Darkness to hurt and destroy elves). The insanity spread to several of his avatars and they rampaged through many communities. In time his avatars were restrained and cured of their affliction, but the damage to his following was irrevocable. The elves largely forsook him, his following drifted and waned, and over the course of time he began to look for a place outside of Arvandor to call his home. It was only after settling in Arcadia that he finally dropped his old name and began calling himself Darahl Firecloak. By “reinventing” himself, he hoped to begin anew among the elves and eventually to establish himself as an Intermediate power again.
Darahl is the master of fire- and earth-based magic and phenomena, and as such has strong ties among gods whose portfolios tie into that. He now considers himself friends with the dwarven power Dumathoin and several of the gnomish powers (including the halfling god of earth, Urogalan), but at the expense of his friendships among the Seldarine, of whom only Tarsellis and Tethrin are close to him. However, he’s also gained a few new enemies during the course of time. Darahl has not been picky about new converts, so he has tried to sway more neutrally-aligned members of the Underdark races to join with him. This has angered the drow and duergar gods Lolth and Laduguer especially, but he’s also gained the unwelcome attention of Selvetarm and Urdlen (likely Malyk, since Darahl’s more even-styled approach to magic conflicts with his own). It’s hard to say who would help him more in a fight, the Seldarine or his new allies, but it’s not something he wants to test just yet.
Darahl lives on the first layer of Arcadia, among the mountains in a castle known as the Twin Towers. It’s called that because, although only one such tower is visible on the surface, an inverted tower is visible of equal size exists underneath, its roof pointing downward (and leading to portals to the Elemental Planes of Earth and Fire, respectively). The irony, of course, is that although the outside is barren, inside are many flame-proofed tapestries and paintings depicting the most beautiful aspects of life on Arvandor. It’s clear to visitors that Darahl has not forgotten his ties to the elven pantheon or people.
Clerics of Darahl are known to multiclass as druids, wizards, earth elementals savants, or fire elemental savants.
Dogma
Clergy and Temples
The clergy of Darahl Firecloak are known as Firecloaks and wear robes of yellow, red, and brown (decorated with green flaming symbols, some magical). Often Darahl is venerated at the outset of a new venture or discovery, whether it’s a new tunnel into the Underdark, a new magical item of an elemental nature, or a new convert to be brought into the faith. He is also worshipped during tremors, forest fires,and other such natural phenomena, but it’s more for his help in finding a way to end such occurrences. At such times, precious minerals or items of minor magic are sacrificed or left behind as offerings to him. When anticipating battle, they protect themselves as best they can and arm themselves to the teeth. They’re a small priesthood at the moment, and none of them is considered expendable.
DARAHL FIRECLOAK
Wizard 10/Earth Elemental Savant 10/Cleric 10/Fire Elemental Savant 10
Medium Outsider (Law)
Divine Rank: 5
Hit Dice: 20d8+140 (outsider) plus 10d4+70 (Wizard) plus 10d4+70 (Earth Elemental Savant) plus 10d8+70 (Cleric) plus 10d4+70 (Fire Elemental Savant) (780 hp)
Initiative: +13 (+9 Dex, +4 Improved Iniative)
Speed: 60 ft., burrow 60 ft.
AC: 51 (+9 Dex, +5 divine, +18 natural, +9 deflection) touch 33, flat-footed 42
Base Attack/Grapple: +40/+52
Attack: +5 acidic burst flaming burst keen longsword +58 melee; or spell +52 melee touch or +54 ranged touch
Full Attack: +5 acidic burst flaming burst keen longsword +58/+53/+48/+43 melee; or spell +52 melee touch or +54 ranged touch
Damage: +5 acidic burst flaming burst keen longsword 1d8+12 plus 1d6 acid plus 1d6 fire/17-20; or by spell.
Face/Reach: 5 ft./5 ft.
Special Attacks: Turn undead (+6 to turn checks) 12/day, domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (law).
Special Qualities: Elf traits, divine immunities, DR 15/epic, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 5 miles, remote communication, godly realm, greater teleport at will, SR 37, elemental specialty (acid and fire), immunity to sleep, energy penetration +4, energy focus +2, darkvision 60 ft., immunity to paralysis and poison, elemental perfection, energy immunity (acid and fire), divine aura (50 ft., DC 24).
Saves: Fort +44, Ref +46, Will +49
Abilities: Str 24, Dex 29, Con 24, Int 35, Wis 35, Cha 29
Skills: Appraise +37, Balance +38, Climb +32, Concentration +52 (+56 when casting defensively), Craft (alchemy) +37, Craft (armorsmithing) +37, Craft (blacksmithing) +37, Craft (stonemasonry) +37, Craft (weaponsmithing) +37, Decipher Script +37, Diplomacy +38, Escape Artist +34, Handle Animal +34, Heal +37, Hide +34, Intimidate +34, Jump +36, Knowledge (arcana) +57, Knowledge (architecture and engineering) +37, Knowledge (dungeoneering) +37, Knowledge (geography) +37, Knowledge (history) +37, Knowledge (nature) +51, Knowledge (religion) +57, Knowledge (the planes) +47, Listen +44, Move Silently +34, Perform (dance) +34, Perform (sing) +34, Profession (miner) +42, Search +44 (+48 with secret or hidden doors), Sense Motive +37, Spellcraft +63, Spot +44, Survival +37 (+41 underground, avoid getting lost, aboveground, other planes and follow or finding tracks), Tumble +38.
Feats: Combat Casting, Craft Magic Arms and Armor, Craft Wondrous Item, Elemental Healing, Elemental Smiting, Empower Spell, Energy Admixture (acid), Energy Admixture (fire), Energy Substitution (acid), Energy Substitution (fire), Enhance Spell, Epic Spellcasting, Eschew Materials, Improved Combat Casting, Improved Iniative, Intensify Spell, Maximize Spell, Point Blank Shot, Quicken Spell, Scribe Scroll, Silent Spell, Spell Penetration, Still Spell, Twin Spell, Weapon Focus (longsword)
Elf Traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow.
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: Alter Reality, Divine Blast, Divine Earth Mastery, Divine Fire Mastery, Divine Shield, Power of Nature
Domain Powers: 12/day turn or destroy air creatures, or rebuke or command earth creatures; 12/day turn or destroy water creatures, or rebuke or command fire creatures.
Spell-like Abilities: Darahl Firecloak uses these abilities as a 15th-level caster. The save DCs are 24 + spell level. Antipathy, burning hands, cat’s grace, commune with nature, earthquake, elemental swarm (as earth or fire spell only), find the path, fire seeds, fire shield, fire storm, incendiary cloud, iron body, liveoak, magic stone, produce flame, resist energy, snare, soften earth and stone, spike stones, stone shape, stoneskin, sunburst, tree stride, true strike, wall of fire, wall of stone.
Wizard Spells/Day: 4/7/7/7/7/6/6/5/5/3; base DC = 22 + spell level; DC 24 + spell level with acid and fire spells.
Cleric Spells/Day: 6/9/9/9/9/7/7/6/6/4; base DC = 22 + spell level; DC 24 + spell level with acid and fire spells.
Arcane Epic Spells per Day: 4
Divine Epic Spells per Day: 4
Possessions: Darahl Firecloak wields Eliatavel, the “Green Flame” a +5 longsword with the acidic burst, flaming burst, and keen special abilities.
Other Divine Powers
As a demigod, Darahl Firecloak treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal.
Senses: Darahl Firecloak can see, hear, touch, and smell at a distance of five miles. As a standard action, he can perceive anything within five 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 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 5 hours.
Portfolio sense: Darahl Firecloak is aware of any earth and fire phenomena or magic that affects at least 1,000 elves.
Automatic actions: Darahl Firecloak can use Concentration, Knowledge (arcana), Knowledge (nature), Knowledge (religion), Knowledge (the planes) and Spellcraft as a free action if the DC for the task is 15 or lower. He can perform up to two such free actions each round.
Create Magic Items: Darahl Firecloak can create any kind of magic item dealing with earth or fire, as long as the item’s market price does not exceed 4,500 gp.
Sources: Dragon #251, PHB 3.5, DMG 3.5, MM 3.5, Deities and Demigods (3E), Races of the Wild (3.5E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Epic Level Handbook (3E), Complete Arcane (3.5E), and Complete Divine (3.5E).
The Kyrashar Rose (artifact): This artifact was created by the followers of Lolth and the Queen of Air and Darkness. Soulless elves under the control of the Queen of Air and Darkness took a Black Shard and used it to cut into an oak tree, causing it to bleed as it died. Into this mixture was added the poison from a thousand black roses. Then Lolth’s avatar appeared, magically transformed the sap into the shape of a rose, then caused it to harden into amber (but with a greater strength than even steel or mithral). Because some of the residue of the Black Shard fell in with the sap, it became a very potent weapon for use against good elves. It is said to have caused Darahl Firecloak’s avatars to go murderously insane, thus attesting to its efficacy.
The Kyrashar Rose provides the following powers:
* Darkness at will
* The user is able to cast two spells of each level from the illusion school as a 19th-level caster.
* Slay living 1/day, usable only on elves or fey.
* Fly at will
* Levitate at will
* Summon 1-3 yeth hounds or 1 quickling 1/day, they serve for 1 hour before leaving.
* Summon 3-36 fey with the unseelie template (see Dragon #304) or 2-20 evil elves (or drow) 1/week.
* Wearer gains a +3 profane bonus to Charisma-based checks with regard to drow, evil elves, and evil fey.
* Charm person 3/day; elves do not gain their racial bonus to saves against enchantments.
* Suggestion 3/day; evil actions suggested to good creatures does not automatically negate the effect of the spell.
* Create food and water 1/day – Those eating the food must make a successful DC 30 Will save or become dominated by the wielder as if under the effect of a dominate monster spell, doing their bidding in any way possible so that they can have more of this magical feast as a reward.
* Poison 1/day
The Kyrashar Rose was created to cause havoc among elves, spread evil, and destroy the grip of the Seldarine. Whenever the slay living, darkness, or summoning powers are used, there is 9% base chance that the attention of Lolth and/or the Queen of Air and Darkness is drawn to them. This chance increases by 1%/level of the one using the powers of the Rose, increasing to 100% if the wielder is a proxy, Chosen, or avatar of a deity of the Seldarine. If this occurs, the wielder must make a DC Will save equal to the divine rank and Charisma modifier of both deities or become dominated by these two deities. Depending on the status of the Rose’s wielder, either Lolth or the Queen of Air and Darkness becomes the primary dominator, issuing commands as desired and turning the wielder chaotic evil. In the case of an avatar in contact with Kyrashar Rose, however, both goddesses work together and issue contradictory commands to break down the avatar’s mind and cause the avatar to blame the nearest elves for its madness, seeking to slay them. This homicidal frenzy does not stop until the avatar is slain or avatars of other elven deities show up to cast heal and other dispelling spells to end the domination effect.
Another side-effect concerns good or neutral-aligned elves who touch or use the Rose for any non-evil purpose. If three such attempts are made and the wielder resists the domination of both deities, the thorns on the stem of the rose prick the wielder, who must make a DC Fort save equal to the divine rank and Charisma modifier of both deities or suffer the Fate of Sleeping Death. The wielder immediately falls into a deep slumber and cannot be awakened by any means short of a limited wish (which awakens the victim for only 1d4 hours) or a wish or miracle spell. Ironically, the victim does not age and cannot be harmed by any force while in this state.
Possible means of destruction:
* Sending the rose to the elemental plane of fire to burn into ash
* Having Corellon Larethian strike the rose with his sword in Arvandor.