Friday, February 24, 2012

D&D 3.5 - Captain Max Dragonfly (The Diety - Stats)

Many have asked me questions about my character that eventually rose to divinity and I have had no problem telling the tales. And there are a lot since he is as old as 2nd Edition D&D. I thought, what the heck, I'll blog post his stats, if anyone wants a Pirate God Stats for 3.5
- Enjoy





Dragonfly
Lord of Sail and Sea
Lesser Deity
Symbol:
Open ocean with a ship in the middle
Home Plane: Brightwater
Alignment: Chaotic Neutral
Portfolio: Ocean, Sailors, Pirates, Naval Combat, Ships, Sea Trade
Worhipers: Sailors, Sentient Sea Creatures, Rogues, Traders, Planar Travellers
Cleric Alignment: CG, CN, CE
Domains: Ocean, Travel, Luck, Trickery
Favored Weapon: “Shahannah” Quickbladed Rapier

Captain Maxwell Dragonfly is a fair and lighthearted fellow, who has been known to make decisions based on what he thinks is either for the greater good, or for himself and his people. Few understand the worlds economy better than he. If there is a good time to be had or an event that is held he makes sure he will want to be there. When something needs to be done that will come in the morning.
Dragonfly has weaved himself in and out of danger, history, and stories throughout years always upping his own ante. Bards tell of his tales and he is well known for the large amounts of loyal followers he had as a mortal being.

Clerics of Dragonfly usually take up homes in ports or on ships. The priests always pray for their spells at midday (noon) in case that Dragonfly is not up before then to answer after long nights. They usually try to face the nearest large body of water that which can be sailed. If none are present then they pray to the sky in case he is sailing a flying ship.

History/Relationships:
Dragonfly was made into a diety Twice. The first time with his sheer number for followers then by saving the Life of Mask, and helping Beshaba gain the lost powers and memories of her dead sister, and making wild promises to the gods of war and trade then finally be defeating Valkur in ship tot ship combat through use of trickery and deception. He was granted divinity. However his Immortality was split and taken from him and his mortal part continued. While his immortal self sacrificed his being to create a new unbreakable chain to lock away Kezef the Chaos Hound whom Cyric let loose.

It was later that he found his way to a divine competition of chosen mortals that while convincing the other Dieties that he had not lost his powers but instead become more powerful that Dragonfly Conned Umberlee into giving trading him her most powerful portfolio, the Ocean Portfolio. Upon regaining his Divinity he regained his portfolios as well as some of the ones from His Fallen friend/enemy Valkur.

Dragonfly readily sides himself with the Dieties that are more good than evil. Including the New Outlook of Beshaba whom he consistently attempts and sometimes successfully Romances. As well as allied with Sune, Selune, Mask, and Waukeen. Also in his days as a Mortal he was close friends with the new Dieties of Tashel the God of Magic and Bollum the High Dwarven God. Some Clergy of Dragonfly say that it is from these two Dieties that Dragonfly maintains the Churches Funding through a Series of Gambling meetings between the three.

Dragonfly has many Enemies, such as any rulers of the Hell Levels, Cyric, Aumenter(formerly Pelor/Lothander), and his two greatest enemies Shar(who nearly Killed him when his spirits were split) and Umberlee(whom He cheated some of Her Divinity)

Dogma: Taking calculated risks to ensure your own future through any means necessary is how to live life. Keeping in mind how it effects the others around you. Your life is only as good as the friends you keep and how you help keep them happy. Destroying the world and taking everything for yourself will not keep the world at balance or yourself happy. No good deed goes unpunished and no bad deed is without reward. However making the right decision to keep everything in check yet helping yourself in the interim is the best way to go. There is always a believe in getting a second chance. The stories tell of many second chances between Dragonfly’s Friends, Family, and his deeds of granting second chances to even his largest rivals and betrayers.

Clergy/Temples: Worshipers of the Lord of Sail and Sea are not hard to find. They generally have no problem making themselves known. Sometimes their arrogance is a flaw. However it is usually with great skill that they have and can amass large listeners. Often their services are more of tales and stories. With good reason, these are far easier to spread than stale preachings in a temple of forbidden drink. There are always reasons to the story with morals and points. As the church tells, if someone didn’t give Dragonfly a chance to begin with, even an impossible defeat a demon kind of chance. He would have died in a cage somewhere before anything ever happened. Anyone down on their luck, Sailors, Merchants and travelers and almost anyone from any walk of life have been known to walk in and hear a tale and remember it and offer up a prayer.

Clerics of Dragonfly are usually Sailors themselves or work out of a port. Some places such as Haluura have sky temples that worship Dragonfly as the master of the Sky Ships. And even Sigil and Union have temples to this planar travelling sailor.
The former pirate Isles now owned by the church of the Sail and Sea God and houses a heavy trading city and also houses Churches of Selune, Waukeen, Taschel. IT is guarded by members of the Mithril Guards and a trade agreement by many countries to neutrality and hold by law the laws of the Island set forth years ago by the old Pirate King Immuruk. The church believes that currently the Curse of Immuruk is Held in place directly by Dragonfly himself. It is in this city that once a year a celebration is held at the head temple of Dragonfly at the top of the mountain once Mansion to the Pirate King. This celebration lasts for Four days. The first day to celebrate the dawning of a new King. Here people test their skill to find a possible new pirate king. The second day is a day of Food, Party, and all forms of Debauchery. This day celebrates his first Completion to Divine Status. The third day is the Day of Sacrifice. To represent his willingness to give it all up for all of his friends family and the world at large. This day none speak, party or drink. But instead they fill a Caravel ship with items that they choose as a sacrifice to give up and they set the ship to sea and shoot it down at sunset. Where all the sacrifices indeed go missing. On the fourth day a Large feast is held at morning then at noon the church goes into silent prayer. The day ends with all of the pilgrims setting sail him for their new future at sundown. This represents Dragonfly and his final station as the Lord of Sail and Sea.
The secret Underground Catacombs Hosts the Churches Living Vault. That only the Head Cleric and Certain Chosen Have Access to.

-Priest of Dragonfly Joke – “A priest of Taschel, a priest of Bollum, and a Priest of Dragonfly Walk into a bar. The Priest of Taschel prays for his spells. But does not get them, worried he looks at the priest of Bollum who Prays for Divine guidance at Craftmaking and Doesn’t Get them. They both Look at the Preist of Dragonfly who Prays for a bit of Luck. The Priest of Dragonfly gains spells and the ability to craft the greatest items. He then looks at the other two and says. “Guess we know who won the card game last night!””

Dragonfly
Sorc 20/Drd Pirate 15/ Rogue 13/Leg Capt 3/ Ftr 2
Medium Sized Outsider (Chaotic, Neutral)
Divine Rank :
10
Hit Dice: 20d10+180(ftr,dr pir,legcap) plus 13d8+117(rog) plus 20d4+180(sorc) (861 Hp)

Initiative:
+19, Always First (+15 dex, +4 Imp Initiative, Supreme Initiative)
Speed: 140, Swim 140, Fly 60
AC: 66
Attacks: +6 QB Rapier +67/+62/+57/+52
Or +6 QB Rapier +65/+60/+55/+50 plus +5 Hook +64
Damage: QB Rapier Elemental Aura Burst 2d6+17 plus crit 15-20 X2 plus Elemental Burst 1d10 15-20
Face/Reach: 5 feet by 5ft/5ft
Special Attack: Disarm +79 (Plus +25 always moment of prescience), Sneak Attack(attack of opportunity) +8d6, Domain Powers, Salient Divine Abilities, Spell Like Abilities,
Special Qualities: Immune Prismatic Spells and Effects, Immune Fire, Never Flatfooted Balancing or climbing, Evasion, Defensive Roll, Uncanny Dodge(improved), Trapsense +4, Trapfinding, Seamanship, Rally Crew, Acrobatic Charge, Epic Dodge, DR 45/Epic, Spell Resist 42, All spells and attacks have a 60% Mischance, Ability to Speak, Read, and Understand all languages, Can Speak Directly to all beings within 10 miles. Teleport Without Error at Will up to 1000lbs, Plane Shift at Will up to 100lbs of objects, Godly Realm (1 mile outer plane, 1000 Feet Material Plane) Any Dragonfly within 10 miles can be used as a Familiar as well as his own Familiar. +10 to AC and Attack when Diety and Foe are in same body of Water. Tidal Wave,
Saves: Fort +44, Ref + 55, Will +52
Abilities: Str 33, Dex 40, Con 29, Int 17, Wis 17, Cha 43
Skills: Appraise +21, Balance +95, Bluff +94, Climb +74, Concentration +53, Diplomacy +48, Escape Artist +37, Gather Information +39, Intimidate +54, Jump +41, Knowledge Arcana + 65, Knowledge Planes + 38, Knowledge Geography +23, Perception + 24, Sneak +35, Open Lock +30, Profession Gambling + 53, Profession Sailor +106, Search + 23, Sense Motive +38, Sleight of Hand +59, Spellcraft +66, Swim +29, Tumble + 57, Use Rope +38
Feats: Combat Expertise, Improved Disarm, Greater Disarm, Epic Disarm, Combat Reflexes, Exotic Weapon Prof. QBladed Rapier, QuickDraw, Two Weapon Fighting, Weapon Finesse, Force of Personality, Infusion of Balance, Snatch Weapon, Epic Skill Focus Bluff, Epic Skill Focus Balance, Epic Dodge, Epic Spellcasting, Eschew Materials, Ignore Material Components, Maximize Spell, Improved Sneak attack, Sneak Attack of Opportunity, Epic Reputation, Epic Skill Focus Prof Sailor,

Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind Effecting Effects, Electricity, Cold, Acid, Disease, Poison, Stunning, Sleep, Paralysis, Death Effects, Disintegration, Imprisonment Effects, Banishing Effects,
Salient Divine Abilities: Alter Reality, Avatar, Divine Dodge, Divine Water Mastery, Extra Domain (Trickery), Instant Counterspell, Lay Quest, Power of Luck, Power of Nature, Stride, Supreme Initiative.
Domain Powers: Reroll any Dice Roll 10/day, 10 Rounds of Freedom Movement,
Spell Like Abilities:
Sorc Spells/day: (0 – 16th) 6/10/10/10/10/9/9/9/9/8/3/3/3/2/2/2/2 Epic Spells/Day 4
Sorc Spells Known: Repair Minor Damage, Detect Poison, Detect Magic, Read Magic, Light, Ray Of Frost, Mending, Prestidigitation, | Grease, Unseen Servant, True Strike, Animate Rope, Featherfall, | Earthbind, Web, Locate Object, Shatter, Misdirection | Fireball, Wind Wall, Detect Ship, Water Breathing | Dimension Door, Scrying, Hallucinatory Terrain, Raise from the Deep | Break Enchantment, Fabricate, Permanency, Prismatic Ray | Dispel Magic Greater, Suggestion Mass, Imbue Familiar with Spell Ability | Mordenkainens Magnificent Mansion, Plane Shift, Reverse Gravity | Prismatic Wall, Clone, Mordenkainen’s Capable Caravel | Prismatic Sphere, Meteor Swarm, Wish | (Epic – Living Vault, Raise Island)
Possessions: Shahannah – Epic Version of Elminsters Pipe – Celestial Battalion Armor – Lucky Amulet

Other Divine Powers
As a Lesser Deity Dragonfly may take a 10 on any check. Dragonfly treats a 1 on an attack roll or saving throw normally and is not automatic failure. He is Immune to Massive Damage. He is Immortal
Senses: Dragonfly can see with normal vision, hear, touch and smell at a distance of ten miles. As a standard Action he can perceive anything within ten miles of his worshipers, holy sites, objects, or any location where his name or titles was spoken within the last hour. He can extend his senses to up to five 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 up to 10 hours.
Portfolio Senses: Dragonfly senses any conflict on the sea, at a port, or navel battle in the air as long as the event in question effects at least 500 people. He is likewise able to sense any changes of the Ocean as long as it effects at least 500 sentient beings.
Automatic Actions: Dragonfly can make any Skill checks as a free action as long as the Check DC is equal or less than 20. He can Perform up to five such free actions in a single round.
Create Magic Items: Dragonfly can create any Magical item that is consistent with a Sailors Profession or anything related to the Sea or Ocean as long as the items market price does not exceed 30,000 GP.
Divine Aura: Dragonfly’s Divine Aura is a Mind Effecting Effect – This Aura Can Extend up to 1,000 feet. A Successful Will Save DC 36 Grants Immunity to Dragonfly’s Divine Aura for a day. Upon Failing Dragonfly can choose the following effects. Daze, Fright, or Resolve.
Communication:



Chosen of Dragonfly
Referred to as “The Captains”

Prerequisites: Each Chosen of Dragonfly has a prerequisite they must meet or maintain. Most common but not always, is holding Captaincy of your own ship. If you lose Captaincy or the ship you have 2 months to get and maintain for a month a new ship. (In the instance of Beowulf, instead he must maintain a Chaotic Good Alignment at all times)

As a Chosen of Dragonfly you gain the following…

Speed(Ex): A Chosen of Dragonfly gain a Swim Speed of 30
Preferred Weapon (Ex): Automatically Gain Proficiency with Quickbladed Rapier

Special Qualities: A chosen of Dragonfly retains all the characters special Qualities and gains those Listed below.
Strong Personality (Ex): Gain a Luck Bonus to your Will Save Equal to your charisma Bonus
Charming Repertoire (Ex): You gain a Dodge Bonus to your AC Equal to your Charisma. Any time you would lose your Dodge Bonus you lose this bonus.
Immunities (Ex): A chosen of Dragonfly is Immune to Cold, Drowning Effects, and Prismatic Effects
Water Breathing (Su): A chosen of Dragonfly can breathe water and survive high pressures underwater.
Tailored Skills (Ex): A chosen of Dragonfly always considers the following skills Class Skills. Balance, Bluff, Climb, Profession Sailor, Profession Gambler, Swim, Tumble. The chosen may also choose a number of these skills equal to their Intelligence Modifier and gain the ability to take a ten even while under stress with the chosen skills.

Abilities: Dex +2, Con +2, Cha +4

Spell Like Abilities:
Servant Horde(Always Maximized) (Sp): 3/day
Favorable Wind (Sp): 3/day

Domain: A Chosen of Dragonfly Gains the Ocean Domain as a Cleric equal to their total class levels


A Chosen of Dragonfly is a Template that gives and ECL +3

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