T O P I C R E V I E W |
LordofBones |
Posted - 29 Oct 2024 : 14:51:39 HELM He of the Unsleeping Eyes, the Watcher, the Vigilant, the Vigilant One, the Great Guard, the God of Guardians Intermediate Power of Mechanus Symbol An open, staring eye with a blue pupil and outline painted on the back of a right-hand war gauntlet or the palm of a left-hand war gauntlet Realm Everwatch (Mechanus) Alignment Lawful Neutral Aliases none Superior none (AO) Allies Arvoreen, Clangeddin Silverbeard, Cyrrollalee, Gaerdal Ironhand, Gorm Gulthyn, Koriel, Moradin, Murdane (consort, dead), Parrafaire, Torm, Yondalla Foes Auril, Bane, Cyric, Garagos, Iyachtu Xvim (dead), Malar, Mask, Shar, Talos, Umberlee Servants none Servitor Creatures animated objects, constructs of all types, einheriar, helmed horrors, inevitables, living steels, spectators, watchghosts Manifestations an upright, palm-out metal gauntlet making a “stop” or warding gesture; a closed, watchful war helm; vivid warnings in dreams; consecrated weapons that thrum, sing, glow, dance, or vibrate in warning Signs of Favor none Worshipers bodyguards, devoted defenders, enforcers of law and order, explorers, fighters, guardians paramount, guardsmen, knights, mercenaries, paladins, protectors, soldiers, wardens Cleric Alignments LE, LG, LN Specialty Priests Watcher Holy Days Ceremony of Honor (Shieldmeet) Important Ceremonies Consecrations of Postulants or Glymtuls, the Holy Vigil, the Purification Portfolio Guardians, protectors, protection Domains Endurance, Humility, Inquisition, Insight, Law, Mechanus, Planning, Protection, Strength Favored Weapon Ever Watchful (bastard sword)
HELM Male Fighter 20, Devoted Defender 20, Guardian Paramount 20 LN Medium Outsider (Extraplanar, Lawful) Divine Rank 12 Init +28 (+15 Dex, +5 insight, +8 Superior Initiative), Supreme Initiative; Senses 12-mile-radius; Listen 151, Spot 151; Clearsight (120 ft); remote sensing (10 locations), portfolio sense Aura divine aura (Will DC 72, 1200 ft); Languages can communicate with any living creature; Dark Speech, Words of Creation ___________________________________________________________________________________________________________
AC 106, touch 63, flat-footed 91 (+18 armor, +10 defending, +15 deflection, +15 Dex, +1 Dodge, +12 divine, +25 natural); improved uncanny dodge hp 1,840 (40d10 + 20d12 plus 1200), divine shield 23/day (120 hp); DR 35/epic, chaotic and adamantine Immune ability damage, ability drain, antimagic, banishment, cold, death effects, disease, disintegration, energy drain, fire, imprisonment, mind-affecting effects, paralysis, poison, rebuking, sleep, stunning, transmutation, turning Resist acid 32, electricity 32; SR 74 Fort +70 Ref +59 (+68 deflect attack) Will +63; improved evasion, improved mettle of fortitude, improved mettle of will ___________________________________________________________________________________________________________
Speed 60 ft. (12 squares) Melee ever watchful +92/+87/+82/+77/+72 (1d10 + 61 plus 3d6 axiomatic and 1 negative level vs chaos/18-20/x2 +1d6 plus 6d6 axiomatic and 2 negative levels vs chaos plus death [Fort DC 61] plus vorpal) or Melee spell +73 or Ranged spell +67 Base Atk +40; Grp +73 Atk Options defensive strike +9, deflect attack +9, divine blast 18/day (12 miles; 27d12 damage), smite chaos 13/day (+15 attack and +65 damage); Armed Deflection, Blind-Fight, Cleave, Combat Awareness, Combat Brute, Defensive Expert, Defensive Opportunist, Defensive Strike, Defensive Sweep, Exceptional Deflection, Exhausting Defense, Great Cleave, Improved Bull Rush, Improved Combat Expertise, Improved Combat Reflexes, Improved Sunder, Infinite Deflection, Karmic Strike, Power Attack, Reflect Arrows, Robilar’s Gambit, Shock Trooper, Snatch Arrows, Stalwart Defense Special Actions adjust probability 7/day, alter reality, call back 3/day, evasive preceptor 7/day, feat of endurance 12/day (+30 Con for 1 minute), feat of strength 12/day (+60 Str for 1 round), harm’s way, protective aura 6/day, protective ward 12/day (+60 resistance bonus to next save for 1 hour), uncanny dodge enabler 9/day; Blinding Speed, Combat Defense, Combat Focus, Constant Guardian, Hindering Opportunist Combat Gear ever watchful
Spell-like Abilities (CL 60th or 61st for divination spells; +1 law spells) At will – antimagic field, augury, bear’s endurance, bestow curse (DC 40), bigby’s clenched fist, bigby’s crushing hand, bigby’s grasping hand, bull’s strength, call marut, calm emotions (DC 39), clairaudience/clairvoyance, command (DC 38), commune, deathwatch, detect chaos, detect scrying, detect thoughts (DC 40), dictum (DC 44), discern location, discern lies (DC 41), dispel chaos (DC 42), divination, endure elements, energy drain (DC 46), enervation, enlarge person (DC 38), geas/quest, globe of invulnerability, greater arcane sight, greater scrying (DC 44), heroes’ feast, hold monster (DC 43), hold person (DC 39), imprisonment (DC 46), iron body, locate object, magic circle against chaos, magic vestment, mantle of law, mass bear’s endurance, mass hold person (DC 44), mass owl’s wisdom, mechanus mind, mind blank, moment of prescience, mordenkainen’s disjunction, order’s wrath (DC 41), prismatic sphere (DC 46), protection from chaos, protection from energy, ray of exhaustion (DC 41), reduce person (DC 38), refreshment, repulsion (DC 44), righteous might, sanctuary (DC 38), shield of law (DC 45), shield other, spell immunity, spell resistance, spell turning, status, stoneskin, summon monster IX (lawful only), sustain, symbol of weakness (DC 44), time stop, true seeing, true strike, wall of gears (DC 42), waves of fatigue, zone of truth (DC 39) ___________________________________________________________________________________________________________
Abilities Str 52, Dex 40, Con 51, Int 40, Wis 48, Cha 40 SQ armor class bonus +10, avatar, divinity, evasion, immortality, improved evasion, improved mettle of fortitude, improved mettle of will, improved uncanny dodge, inquisition (+4 dispel checks), mettle of fortitude, mettle of will, uncanny dodge Feats Alertness, Blind-Fight, Cleave, Combat Awareness, Combat Brute, Combat Defense, Combat Expertise, Combat Focus, Combat Reflexes, Constant Guardian, Dark Speech (B), Defensive Expert, Defensive Opportunist, Defensive Strike, Defensive Sweep, Dodge, Exhausting Defense, Great Cleave, Great Fortitude (B), Hindering Opportunist, Improved Bull Rush, Improved Combat Expertise, Improved Critical (bastard sword), Improved Initiative, Improved Sunder, Iron Will (B), Karmic Strike, Lightning Reflexes (B), Melee Weapon Mastery (slashing), Mobility, Power Attack, Robilar’s Gambit, Shock Trooper, Skill Focus (Listen, Spot), Slashing Flurry, Snatch Arrows, Stalwart Defense, Weapon Focus (bastard sword), Weapon Specialization (bastard sword), Words of Creation (B) Epic Feats Armed Deflection, Blinding Speed, Devastating Critical (bastard sword), Epic Fortitude (B), Epic Reflexes (B), Epic Skill Focus (Listen, Spot), Epic Weapon Focus (bastard sword), Epic Weapon Specialization (bastard sword), Epic Will (B), Exceptional Deflection, Improved Combat Reflexes, Infinite Deflection, Overwhelming Critical (bastard sword), Reflect Arrows, Superior Initiative Salient Divine Abilities Annihilating Strike (Fort DC 72 or die, destroy 12,000 cubic feet of matter), Area Divine Shield (120 square foot area; 12 ft radius sphere or hemisphere), Battlesense, Clearsight (120 ft), Divine Skill Focus (Listen, Spot), Divine Weapon Focus (bastard sword), Divine Weapon Specialization (bastard sword), Extra Sense Enhancement (sight), Hand of the Guardian (unique salient divine ability), Indomitable Strength, Irresistible Blows (Fort DC 72 or be stunned for 1d10 rounds), Power of Truth (12 creatures per day, Will DC 67), Shield of the Guardian (unique salient divine ability), Supreme Initiative, The Great Guard (unique salient divine ability), The Unsleeping Eye (unique salient divine ability) Skills Balance 76, Climb 116 (120 ropes), Craft (armorsmithing) 110, Craft (weaponsmithing) 110, Diplomacy 120, Gather Information 76, Knowledge (arcana, local, nobility and royalty, religion, the planes) 72, Handle Animal 87, Intimidate 110, Jump 120, Listen 151, Profession (guard) 116, Ride 96, Search 110, Sense Motive 114, Spot 151, Swim 116, Tumble 78, Use Rope 72 Possessions Ever Watchful, +10 heavy fortification full plate of elemental warding
Adjust Probability (Ex) Helm has the ability to affect probability. Seven times per day, he can force a reroll of one attack roll, check, or saving throw that another creature within 25 feet—friend or enemy—just made. The Great Guard can find out whether the attack roll, check, or save would have succeeded before using this ability. The recipient must take the second roll, whether it’s better or worse than the original roll. The use of this ability takes place outside the normal initiative order, but he can’t use it if he is flat-footed or unable to see the situation resulting in the roll. Helm must decide whether to reroll as soon as the result of the attack roll, check, or save is known.
Alter Reality Helm is an embodiment of divine power and reality is his to alter as he sees fit. This effectively functions as the wish spell that costs him no XP and requires a standard action to implement. In effect, this allows Helm to duplicate any effect as long as it relates to his area of influence. For example, he can duplicate any class skill, ability or spell that relates to protection and defense. He can create summon beings of law and order from across the planes, prevent all forms of slumber or confound the abilities of any thief. He can conjure barriers to ward and protect from incursion, create any lawful or protective effect, or make mute the steps of any guard to all but themselves.
The Great Guard can create temporary, nonmagical objects, magic items or creatures for up to 4 hours, and can also create permanent nonmagical objects. He can also render a magical or supernatural effect permanent and reshape landscapes. The limits to these abilities are fully defined in Deities and Demigods.
Alter Size As a free action, Helm can assume any size from Fine to Colossal. He also can change the size of up to 1,200 pounds of objects he touches
Armor Class Bonus +10 The Great Guard concentrates on defense, both for himself and his charge. He receives this dodge bonus to AC as a result of that focus. This bonus applies only when Helm is actively engaged in protecting his charge from an attack.
Avatar Helm can have up to ten avatars at any given time. Since the Time of Troubles, Helm has been increasingly reluctant to appear in Faerûn in avatar form, typically doing so only when a senior priest or temple is directly threatened and he is called upon. Helm always appears as a giant man in full plate armor, his face concealed by his helm. His height varies from one appearance to the next. If the God of Guardians appears in a place too small to permit his full height, only his upper torso appears, floating and flying about.
Call Back (Sp) Helm has the ability to return a dead creature that he has previously used any of his other class abilities on back to life, as if he had cast true resurrection as a 20th-level cleric. He can use this ability three times per day.
Defensive Strike Helm can make an attack of opportunity against any adjacent opponent who attacks his charge in melee. He gains a +9 bonus to this attack roll.
Deflect Attack Helm can attempt to parry a melee attack against his charge. He must be within 5 feet of his charge to attempt this and holding a melee weapon or shield to deflect the attack. Once per round when his charge would normally be hit with a melee weapon, Helm may make a Reflex saving throw against DC 20. (If the melee weapon has a magic bonus to attack, the DC increases by that amount). He has a +9 competence bonus to his Reflex save. If he succeeds, he deflects the blow as a free action. He must be aware of the attack beforehand and not flat-footed.
Divine Blast Helm can create a ray of divine power that extends for up to 12 miles, dealing up to 27d12 points of damage, as a ranged touch attack with no saving throw. Helm can unleash a divine blast 18 times per day, and alter the visual, auditory and sensation-based qualities of his divine blast as he desires. Helm’s divine blasts generally take the form of thin beams of lightning.
Divine Shield As a free action 23 times per day, Helm can create a shield that lasts 10 minutes and stops 120 points of damage from attacks. Once the shield stops that much damage, it collapses. Any damage Helm is naturally immune to does not count towards the shield’s limits.
Evasion (Ex) Helm can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.
Evasive Preceptor (Ex) Seven times per day, Helm can extend his improved evasion to include any one creature he designates within 5 feet of him.
Hand of the Guardian (unique salient divine ability) Helm often manifests as an upright, palm-out metal gauntlet making a stop or warding gesture or a closed, watchful war helm. Any creature within 120 feet of the manifestation immediately benefits from a true seeing effect. Furthermore, any servant of Helm that casts abjuration or divination spells does so with a +6 divine bonus to their caster level, and any martial characters that are similarly dedicated to the Guardian receive a +6 divine bonus to their attack and damage rolls as long as they remain within the area.
In addition, Helm can communicate both his pleasure and wrath through such manifestations. The Unsleeping Eye may cast any of these spells through the Hand of the Guardian: banishment, call marut, chain lightning, dimensional anchor, heal, imbue with spell ability, lightning bolt, solid fog, any spell from the Law or Protection domains or any spell with ‘wall’ in its name.
Harm's Way Helm may elect to place himself in the path of danger in order to protect his single charge. Any time that he is within 5 feet of his charge, and his charge suffers an attack, he may switch places with your charge and receive the attack in his place. Helm must declare this before the attack roll is made. He selects his charge when he rolls initiative, and it is a free action to do so. He may not change his charge for the duration of that combat.
Improved Evasion (Ex) When subjected to an effect that allows a Reflex save for half damage, Helm takes only half damage on a failed save (and no damage on a successful save, just as with evasion).
Improved Mettle of Fortitude (Ex) If Helm is subjected to an effect that allows a Fortitude save for a partial or half effect, he takes only the partial or half effect on a failed save (and no effect on a successful save, just as with mettle of fortitude).
Improved Mettle of Will (Ex) If Helm is subjected to an effect that allows a Will save for a partial or half effect, he takes only the partial or half effect on a failed save (and no effect on a successful save, just as with mettle of will).
Improved Uncanny Dodge (Ex) Helm cannot be flanked and is only subject to sneak attacks from a 76th level rogue.
Mettle of Fortitude (Ex) If Helm is exposed to any effect that normally allows a character to attempt a Fortitude save for a partial or half effect (such as slay living), he suffers no effect with a successful saving throw.
Mettle of Will (Ex) If Helm is exposed to any effect that normally allows a character to attempt a Will save for a partial or half effect (such as an inflict wounds spell), he suffers no effect with a successful saving throw.
Protective Aura (Sp) Six times per day, Helm can use a special form of shield other. When he creates a protective aura, the transferred wounds are dealt to him as nonlethal damage, not normal damage, as with the shield other spell. Otherwise, Helm’s protective aura functions like the shield other spell cast by an 8th-level cleric.
Shield of the Guardian (unique salient divine ability) Shields are the undisputed symbols of protection, and Helm can draw upon this universal law to manifest a ring of up to 12 floating shields that reflects all magic, psionic, breath weapon, and gaze attacks back at their sources if he wishes up to 12 times per day. Each shield has hardness 40, AC 63, 126 hp and fly at a speed of 120 ft. (perfect). If destroyed, a shield explodes into a cone of cold (100 ft. long, 20 ft. wide) that deals 30d12 damage (Ref DC 67 halves).
The Great Guard (unique salient divine ability) Helm is unshakeable and indomitable. The God of Guardians cannot be knocked down, knocked prone, or overthrown; he stands firm against all known explosions, forces, earthquakes, and eruptions.
In addition, Helm’s unceasing vigilance has not only sharpened his reflexes but fortified his mind and body. The Watcher gains Epic Fortitude, Epic Reflexes, Epic Will, Great Fortitude, Iron Will and Lightning Reflexes as bonus feats and also possesses the evasion, mettle of fortitude, mettle of will and uncanny dodge (and their improved versions) abilities as a 72nd level character.
Finally, Helm’s presence aids and empowers the vigilant and the watchful. Any guard, bodyguard or protector within a 1,200 ft radius that is under the effect of magical or non-magical sleep, nausea or a mind-affecting effect that prevents the character from protecting or defending its charge is returned to full wakefulness with all harmful effects purged. Such characters also gain blindsight and a +12 divine bonus to saving throws and Listen and Spot checks for 24 hours or until Helm departs, whichever is later.
The Unsleeping Eye (unique salient divine ability) Helm is ever-vigilant and ever-watchful, and his gaze pierces through all falsehoods. The God of Guardians is immune to any sort of deleterious illusion or illusion-based effect, and the caster of any illusion spell cast within the range of his divine senses is instantly subject to a power word: stun with no maximum hit point limit. His presence passively empowers divinatory effects and weakens illusions; divination spells cast within the range of his divine aura have their numeric bonuses increased by +2 while harmful illusion spells that affect Helm or his allies function at -12 to caster level.
Helm’s unsleeping gaze can also chill the very lifeblood, shred magical protections and even blast foes apart into nothingness. As a standard action, Helm may lift his visor to unleash a cone of cold up to 120 feet long that deals 30d12 points of damage (Ref DC 67 half). He can also unleash a cone-shaped superb dispelling or disintegrate (Fort DC 67 partial) of similar dimensions through his gaze.
Uncanny Dodge (Ex) Helm can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker.
Uncanny Dodge Enabler (Ex) Nine times per day, Helm can extend the features of his uncanny dodge ability to include any one creature he designates within 5 feet of him (he can designate a creature or change designations as a free action once per round).
Possessions Helm’s favored weapon is an otherwise unadorned and unremarkable but well-made and well-cared for bastard sword known as Ever Watchful, a +10 illusion bane and vorpal bastard sword of axiomatic power and warning with the powers of a mace of ruin. Ever watchful cuts through both ethereal and incorporeal creatures normally while ignoring miss chances and dealing normal damage, and extraplanar creatures struck by it must succeed at a Will save (DC 72) or be banished to their home planes. Ever watchful always bestows its enhancement bonus as a shield bonus to its wielder’s armor class.
The God of Guardians also wears +10 major fortification full plate of elemental warding.
Other Divine Powers As an intermediate deity, Helm automatically receives a die roll of 20 on any check. He treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal. Senses Helm can see (using normal vision or darkvision), hear, touch, and smell at a distance of 12 miles. As a standard action, he can perceive anything within 12 miles of his worshippers, 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 12 hours. Portfolio Sense Helm can sense any act taken by a bodyguard or protector, or any act taken in the defense of another, 12 weeks before it happens and retains the sensation for 12 weeks after the event occurs. Automatic Actions Helm can use any skill related to his portfolio as a free action if the DC for the task is 25 or lower, or Listen and Spot if the DC is 37 or lower. He can perform up to 10 such free actions each round. Create Magic Items Helm can any kind of magic item associated with defense and protection, as long as the item’s market price does not exceed 200,000 gp.
NEW FEATS
Defensive Expert [General, Fighter] [Dragon #315] You excel at fighting while entrenched. Region: Irongate, Shield Lands, Sunndi, valley elf, Valley of the Mage, Yeomanry. Benefit: You gain a +6 bonus to AC when benefiting from cover instead of the normal +4 bonus to AC. (If you use the rules for varying level of cover, you gain a bonus to AC +2 higher than normal.) You gain a +3 dodge bonus to AC when fighting defensively instead of the normal +2 dodge bonus. If you have 5 ranks of Tumble, you gain a +4 dodge bonus to AC when fighting defensively instead of the usual +3 dodge bonus. Special: You may take this feat as a fighter bonus feat. Normal: You gain a +4 bonus to AC from cover and a +2 bonus to AC when fighting defensively. If you have 5 ranks of Tumble, you gain a +3 dodge bonus to AC when fighting defensively instead of the usual +2 dodge bonus.
Defensive Opportunist [General, Fighter] [Dragon #340] You patiently parry and avoid your opponent's blows while waiting for just the right opening. Prerequisite: Int 13, Tumble 5 ranks, Combat Expertise. Benefit: The penalty on attack rolls imposed by fighting defensively does not apply to any attacks of opportunity you make. Special: A fighter may select Defensive Opportunist as one of his fighter bonus feats.
Exhausting Defense [Tactical] [Dragon #345] Your fighting style invites attackers to wear themselves out against your stalwart defense. Prerequisite: Combat Expertise, Dodge, base attack bonus +5. Benefit: The Exhausting Defense feat enables the use of three tactical maneuvers. Fatigue the Foe: To use this maneuver, you must fight using the Combat Expertise feat for at least three consecutive rounds against the same opponent, whom you have also designated as the target of your Dodge feat. The penalty you take on your attacks must be -2 or more. After the first three rounds, each round your opponent continues to attack you he must make a DC 15 Fortitude save or become fatigued. If you stop attacking that opponent, or he ceases attacking you, you must restart the three rounds fighting with Combat Expertise before using this maneuver against that opponent again. An opponent affected by this maneuver remains fatigued until the end of the encounter. Exhaust the Foe: To use this maneuver, you must first face a fatigued opponent. In addition, you must fight using the Combat Expertise feat for at least three consecutive rounds against the same opponent, whom you have also designated as the target of your Dodge feat. Rounds that count toward your Fatigue the Foe maneuver do not count for this maneuver. The penalty you take on your attacks must be -4 or more. Beginning on the third round your target attacks you, it must make a DC 15 Fortitude save or become exhausted. If you break off combat with your target, you must restart the two rounds fighting with Combat Expertise before using this maneuver against that creature again. If you stop attacking that opponent, or he ceases attacking you, you must restart the two rounds fighting with Combat Expertise before using this maneuver against that opponent again. An opponent affected by this maneuver remains exhausted until the end of the encounter, at which time he becomes fatigued until he rests. The Best Offense: To use this maneuver, you must face a fatigued or exhausted opponent. You must then spend a round using the total defense action. The round after that, you must then attack your foe without using Combat Expertise at all. For that round, your foe is flat-footed against your attacks and you gain a +2 bonus on all attacks against that foe until your next turn. Special: Constructs, oozes, undead, and creatures immune to fatigue are immune to these maneuvers. A fighter may select Exhausting Defense as one of his fighter bonus feats. |
6 L A T E S T R E P L I E S (Newest First) |
Delnyn |
Posted - 31 Oct 2024 : 17:17:20 I'm still curious as to why the churches of Helm and Torm at odds with each other. The two gods get along just fine. |
LordofBones |
Posted - 31 Oct 2024 : 15:46:49 quote: Originally posted by Delnyn
Makes me wonder if Helm still resents Lathander over what happened to Murdane.
Oh, definitely. He doesn't hate Lathander, but there's most likely a chill whenever they meet.
Lathander, for his part, quietly accepts Helm's resentment. |
Delnyn |
Posted - 30 Oct 2024 : 02:40:12 Makes me wonder if Helm still resents Lathander over what happened to Murdane. |
The Sage |
Posted - 29 Oct 2024 : 22:41:48 Mention of Murdane sparks my Jhaamdath-silly theories on both her and Helm in the realm’s last days. :snickers:
Very nice write up! |
LordofBones |
Posted - 29 Oct 2024 : 20:21:28 Guardian paramount is from the ELH and was updated in the 3.5 SRD. |
Galuf the Dwarf |
Posted - 29 Oct 2024 : 15:02:29 Ah, I was wondering if/when you were going to continue with this.
Devoted Defender, I can DEFINITELY see him having levels in. Guardian Paramount, I am not familiar with, however.
In my case, I was tempted to give him levels in the Knight Class (from PHB2) in place of Fighter and keep him with 10 levels of Ranger (for the sake of his use of skills like Listen and Spot). Otherwise, I'd give him all 10 levels of Devoted Defender.
As far as the divine relics from Complete Divine, I gave him St. Cuthbert's Tabard of the Great Crusade and a completely new relic called the Helm of the Eternal Vigil. It normally acts as a Helm of Telepathy, but a True Believer also doesn't need to eat or sleep while it is worn, and regains spells by meditating for 1 hour. |
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