Deities and demigods pdf download




















The coded modules — are listed by module code. Modules made after the code system was dropped — are displayed in alphabetical order. Note: There is considerable overlap caused by the transition period and early pre-advertising for some modules.

Module codes in brackets indicate implied codes either by earlier advertising or place in a series; some of these modules did not actually have codes printed on the cover.

They can also form an extended campaign following T and followed by G. They are generally associated with Mystara albeit quite generic. Mostly they are independent adventures, set in Mystara. They can also form an extended campaign following G, and followed by Q. DL—Dragonlance introduced the Dragonlance campaign.

They can also form an extended campaign following A, and followed by D. However the 15th product in this Mystara Gazetteer series, Dawn of the Emperors: Thyatis and Alphatia , was instead sold as a boxed set without an official GAZ-module code. It was originally planned to be a series of five linked modules, but only three were ever published. R1—4 were later revised and abridged as I Mentzer initially intended the 'R' series to take place in Greyhawk on a different continent from Oerik as part of an 'Acquaria' or 'Aqua-Oeridian' campaign.

The original concept was to use these modules to form the basis of a new Greyhawk boxed set, although TSR never went forward with these plans and as such the modules are not officially for Greyhawk. WG—World of Greyhawk was a series of stand-alone adventures set in Greyhawk for 1st edition except as noted. No modules were ever assigned codes WG1—WG3. The planned third module became instead the Greyhawk Wars boxed wargame. Other publishers [ edit ] The phoenix is fully detailed in Paizo Publishing's book Mythical Monsters Revisited , on pages 46— Monstrous Compendium Outer Planes Appendix.

First printing provided for location in Greyhawk Ratik, the Pale or Tenh , although subsequent printings did not. Generic in terms of setting, though 's Return to the Keep on the Borderlands retroactively placed the keep in Greyhawk.

Ranked 7th greatest adventure of all time [1]. This module had an orange-covered preliminary version which was taken off the market shortly after its publication. This rare original version can be downloaded here: Official download.

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This website uses cookies to improve your experience. This chapter goes on to talk about what influence the deities have on your campaign world, what deities are like, and where they live.

It closes with some concrete advice on how to build your own pantheon of deities for your campaign. Chapter 2: Deities Defined delves into the rules that help quantify deities. Next, the concept of portfolios is defined. Following that are descriptions of nearly one hundred salient divine abilities— special powers available only to deities.

Chapter 2 continues with suggestions for the Dungeon Master on how to roleplay a god. It describes two types of divine minions, the proxy and the petitioner, and it concludes with information on how to read the deity descriptions that make up the bulk of the four chapters that follow. Chapter 4: The Olympian Pantheon is the first of three chapters dedicated to mythological pantheons loosely based on historical religions.

The deities of the Olympian pantheon were worshiped in ancient Greece, and many of them are wellknown names that are found in contemporary literature as well as the classical tales and sagas where they first appeared. The chapter begins with a short discussion of Olympian theology and Olympian cosmology before presenting detailed statistics and general information about each of the nineteen deities that make up the pantheon. Following the deity descriptions is a brief treatment of the religious philosophy known as the Academy, as well as a section on Olympian monsters that includes game information for two types of cyclopes and the race of fey known as fauns.

Chapter 5: The Pharaonic Pantheon is structured the same as Chapter 4. At the end of the chapter are descriptions of two new weapons, game statistics for the minion of Set a new monster , and details about a new template, the greater mummy.

Chapter 6: The Asgardian Pantheon deals with the deities of the ancient Norse religion. Following the descriptions of the twenty deities in this pantheon is a section on Asgardian monsters, ncluding three types of einherjar, two types of giants, and the valkyries. At the end of the chapter is a new prestige class, the berserk, which is especially suited for use with the Asgardian pantheon. Chapter 7: Other Religions provides examples of three alternative religious models: a monotheistic religion the Faith of the Sun , a dualistic religion Following the Light , and a mystery cult that is not connected to a pantheon Dennari.

These are all-new fantasy religions, not derived from historical faiths. The chapter also includes two new prestige classes: the justiciar of Taiia and the soldier of light. It also contains twelve new spells, each of which is associated with one of the new domains. Appendix 2: Divine Ascension describes the process of divine ascension—the means by which a player character can become a deity if you choose to allow this option in your campaign.

This chapter examines the role of these forces in your campaign in two distinct sections. First, it discusses various models of religion: pantheons, monotheism, dualism, animism, mystery cults, and nondeist beliefs forces and philosophies.

You need to decide which of these models your campaign will use before you can populate your world with deities. Second, this chapter walks you through various decisions about the nature of the gods in your campaign.

Are they actively involved in the world, or are they remote and uncaring? Do they depend on worshipers or some other external source for their power, or are they worshiped because of their power? Can they be killed? In other words, deities are parts of religions, the centers of cults and churches, the objects of worship and ritual, and the receivers of prayer and sacrifice. In a fantasy setting, as in the real world, religion can take many forms.

Deities and Demigods refers to this model as a loose pantheon. Other groups of deities, such as the Pharaonic deities, also form a pantheon, but their worship is more closely interrelated. All the deities show at least some respect for a particular philosophical principle or overdeity.

These pantheons are called tight pantheons. Not all religions in a fantasy world need to revolve around a pantheon of deities. In your campaign, you can create monotheistic religions worship of a single deity , dualistic systems centered around two deities or forces , mystery cults involving personal devotion to a single deity, usually as part of a pantheon system , animistic religions revering the spirits inherent in nature , or even forces and philosophies that do not center on deities.

This section discusses how religion works in each of these types of systems: how people worship, how clerics function, and other implications for your campaign.

While the book includes plenty of information on advancing characters to godhood, we thought it would be helpful, as you begin to explore the book, to have at hand an example of a recently ascended deity. Presented here for your use and enjoyment is a divine character— Erbin, the beggar god—for your player characters to encounter in any of five different divine ranks. All rights reserved.

To use this web enhancement, you must already have the new edition of Deities and Demigods. Erbin was once a beggar and petty street thief who, through some circumstance, became a deity. Erbin appears at the beginning rank for each divine category quasi, demi, lesser, intermediate, and greater. Cast a critical eye at his abilities, because his power level edges up sharply in each category.

Even as a quasi-deity, he can give unprepared mortals a difficult time. Erbin functions best when at least some of the player characters are active on the Material Plane. He can focus his vengeful attention instead on deities, if you want to fit him into an inactive pantheon. He is a human male who stands 5 ft.

His feet are bare and filthy, his face spattered with open sores. One hand clutches his cloak around him, and the other constantly reaches out, begging for coins. A fringe of lank gray hair circles the crown of his skull, and a greasy, unkempt beard hangs from his chin. Spell-Like Abilities: Erbin uses these abilities as a 10th-level caster.

Blasphemy, change self, circle of doom, confusion, contagion, create undead, desecrate, disintegrate, dispel good, earthquake, false vision, harm, implosion, inflict critical wounds, inflict 2 light wounds, invisibility, magic circle against good, mislead, nondetection, polymorph any object, protection from good, screen, shatter, summon monster IX evil spell only , time stop, unholy aura, unholy blight.

If the attack scores a critical hit, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap or an unarmed strike, Erbin can make a sneak attack that deals subdual damage instead of normal damage. He cannot use a weapon that deals normal damage to deal subdual damage with a sneak attack.

Erbin can sneak attack only living creatures with discernable anatomies. Any creature immune to critical hits is not vulnerable to sneak attacks. Erbin must be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. He cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Outsider Traits: Darkvision 60 ft. Traps: Erbin can use the Search skill to locate traps when the task has a DC higher than Finding a nonmagical trap has a DC of at least 20, higher if it is well hidden. Erbin can use the Disable Device skill to disarm magic traps. Divine Immunities: Acid, cold, electricity, transmutation, draining and ability damage, mind effects, disease, poison, paralysis, stunning, disintegration, and death effects.

Immortality: Deities are naturally immortal and cannot die from natural causes. They do not age and do not need to eat, sleep, or breathe.

The only way for a deity to die is through special circumstances—most often, being slain in magical or physical combat with deities of higher stature. Spell-Like Abilities: Erbin uses these abilities as an 11th-level caster.

Blasphemy, change self, circle of doom, confusion, contagion, create undead, desecrate, disintegrate, dispel good, earthquake, false vision, harm, implosion, inflict critical wounds, inflict light wounds, invisibility, magic circle against good, mislead, nondetection, polymorph any object, protection from good, screen, shatter, summon monster IX evil spell only , time stop, unholy aura, unholy blight.

Other Divine Powers Senses: Erbin can see, hear, touch, and smell at a distance of 1 mile. As a standard action, he can perceive anything within 1 mile of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour, or any location when an act of unnecessary cruelty to a mortal occurs.

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 up to 1 hour. Portfolio Sense: Erbin senses all events of unnecessary cruelty against intelligent beings when 1, or more such beings are involved. He can perform up to two such free actions each round. Erbin generally chooses either the daze or frighten effect.

Immortality: Same as for demigod. Domain Powers: Same as for demigod. Spell-Like Abilities: Erbin uses these abilities as a 16th-level caster. Other Divine Powers Senses: Erbin can see, hear, touch, and smell at a distance of 6 miles. As a standard action, he can perceive anything within 6 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 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 6 hours.

Portfolio Sense: Erbin senses all events of unnecessary cruelty against intelligent beings when or more such beings are involved.



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