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 [3.5e] Revised Deities: Tyr, the Even-Handed

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T O P I C    R E V I E W
LordofBones Posted - 02 Jul 2025 : 14:38:34
TYR
The Even-Handed, Grimjaws, the Maimed God, the Evenhanded, the Blind, Blind Tyr, Wounded Tyr, the Just God, the Blind Overlord, the Wounded One, the One-Handed, the Blind One, the Eyeless One, Feeder of the Wolf
Greater Power of Mount Celestia and Ysgard
Symbol
A balanced set of scales set upon the head of an upright warhammer
Realm The Court (Mount Celestia/Lunia) and Asgard (Ysgard)
Alignment Lawful Good
Aliases Anachtyr (Calimshan)
Superior none (AO); Odin outside Realmspace
Allies the Aesir (except for Loki), Bahamut, Koriel, Lathander, Tethrin Veraldé
Foes Bane, Bhaal (dead), Fenris, Kezef, Loki, Mask, Surtr, Talos, Thrym
Servants Sigurd (proxy); Ilmater, Torm (the Triad)
Servitor Creatures aasimon, archons, inevitables, war dogs (normal and celestial)
Manifestations the echoing stroke of a gong, accompanied by an exultant wordless chord sung by unseen male voices; the image of an upright, glowing war hammer accompanied by telekinetic effects that may also move, point, strike, or emit spells
Signs of Favor as manifestations
Worshipers barristers, bureaucrats, guards, inquisitors, lawmakers, lawyers, legal advocates, judges, jurists, paladins, those who seek justice, the wrongfully accused
Cleric Alignments LG, LN, NG
Specialty Priests Holy Justice/Justiciar
Holy Days Seeing Justice on the first day of each month, the Maiming on the 13th day of the month, the Blinding on the 22nd day of each month
Important Ceremonies the Awakening (dawn), the Hammer at Highsun (noon), High Justice (evenfeast), the Remembrance of the Just Fallen (evening)
Portfolio justice (in Realmspace); courage, law, swordsmanship (among the Aesir)
Domains Courage, Good, Inquisition, Insight, Knowledge, Law, Patience, Protection, Temperance, Truth, War
Favored Weapon Justiciar (longsword)

TYR
Male Paladin 20, Cleric 15, Church Inquisitor 10, Justiciar 20
LG Medium Outsider (Extraplanar, Good, Lawful)
Divine Rank 18
Init 39 (+11 Dex, +8 Superior Initiative), Supreme Initiative; Senses 18-mile-radius; Clearsight 180 ft., Listen 85, Spot 128; remote sensing (20 locations), portfolio sense
Aura divine (18 miles, Will DC 77), absolute law, banishment, courage, good (20th level); Languages can communicate with any living creature; Words of Creation
____________________________________________________________________________________________________________

AC 101, touch 55, flat-footed 91 (+15 armor, +17 deflection, +10 Dex, +18 divine, +31 natural); uncanny dodge as a 65th level rogue; Battlesense
hp 1,795 (20d10 + 45d8 plus 1,235), divine shield 23/day (380 hp); DR 40/epic, evil and adamantine
Immune ability damage, ability drain, antimagic, banishment, cold, compulsions, death effects, disease, disintegration, enchantment (charm) spells and effects, energy drain, fire, imprisonment, mind-affecting effects, paralysis, poison, possession, rebuking, sleep, stunning, transmutation, and turning
Resist acid 38, electricity 38; SR 82
Fort 109 Ref 95 Will 111; +17 vs. spells with the chaotic descriptor and spell-like and supernatural abilities of chaotic outsiders
____________________________________________________________________________________________________________

Speed 60 ft. (12 squares)
Melee justiciar 120/115/110/105 (48 plus 24 vs evil outsiders plus 18 axiomatic and 1 negative level plus 18 holy and 1 negative level/18-20/x2 plus 6 plus 36 axiomatic and 1 negative level plus 36 holy and 1 negative level plus death [Fort DC 64] plus decapitation); +4 attack vs evil outsiders; or
Melee dómr 120/115/110/105 (48 plus disruption [DC 64] plus 24 vs undead plus 48 vs evil outsiders/19-20/x3 plus 12 plus death [Fort DC 64] plus death [evil outsiders and undead, Fort DC 64]); +4 attack vs undead and +8 vs evil outsiders; or
Melee spell 103 or
Ranged spell 93
Base Atk 63; Grp 103
Atk Options blade of justice, divine blast 20/day (18 miles, 420 damage), force shapechange, smite anarchy 5/day (+17 attack, +40 damage), smite evil 10/day (+17 attack, +100 damage or 120 damage with justiciar); Divine Might, Epic Divine Might, Law Devotion 1/day (+1 extra use per 3 turn attempts expended), Power Attack
Special Actions alter reality, alter size, lay on hands (340 points), learn the truth 3/day (DC 37), order’s calm (DC 37), patience 18/day (delay the effect of a spell that affects Tyr for 10 rounds as an immediate action), protective ward 18/day (+65 resistance bonus to next save within 1 hour), turn undead and evil outsiders or rebuke non-evil outsiders as a 32nd level cleric 24/day (check 63, damage 59); Divine Censure, Divine Justice, Invoke Divine Wrath
Combat Gear dómr, justiciar

Spell-like Abilities (CL 65th or 67th for divination spells; +1 force and good spells, +3 law spells)
At will – aid, antimagic field, atonement, augury, blade barrier (DC 51), calm emotions (DC 47), clairaudience/clairvoyance, cloak of bravery, commune, contingency, delay poison, detect chaos, detect evil, detect secret doors, detect thoughts (DC 47), dictum (DC 52), dispel chaos (DC 50), dispel evil (DC 50), dispel magic, discern lies (DC 49), discern location, divination, divine power, flame strike (DC 50), find the path, force shapechange (DC 51), foresight, geas/quest, greater arcane sight, greater cloak of bravery, greater heroism, greater teleport, heroes’ feast, heroism, hold monster (DC 50), holy aura (DC 53), holy smite (DC 49), holy word (DC 52), imprisonment (DC 54), illusion purge, iron body, legend lore, locate object, lion’s roar (DC 53), magic circle against chaos, magic circle against evil, magic vestment, magic weapon, mass bear’s endurance, mass owl’s wisdom, mass true seeing, mind blank, moment of prescience, neutralize poison, order’s wrath (DC 50), plane shift (DC 50), power word blind, power word kill, power word stun, prismatic sphere (DC 52), protection from chaos, protection from energy, protection from evil, remove fear, repulsion (DC 52), sanctuary (DC 46), see invisibility, sequester (DC 53), shield other, slow (DC 49), spell immunity, spell resistance, spiritual weapon, summon monster IX (good or lawful only), symbol of stunning (DC 52), time stop, true seeing, true strike, valiant fury, zone of truth (DC 49)

Cleric Spells per Day (CL 40th or 42nd for divination spells; 58th vs SR or 60th for divination spells; +1 force and good spells, +3 law spells)
22nd (3+1/day) – DC 77 or 90 for law spells
21st (3+1/day) – DC 76 or 89 for law spells
20th (3+1/day) – DC 75 or 88 for law spells
19th (3+1/day) – DC 74 or 87 for law spells
18th (4+1/day) – DC 73 or 86 for law spells
17th (4+1/day) – DC 72 or 85 for law spells
16th (4+1/day) – DC 71 or 84 for law spells
15th (4+1/day) – DC 70 or 83 for law spells
14th (5+1/day) – DC 69 or 82 for law spells
13th (5+1/day) – DC 68 or 81 for law spells
12th (5+1/day) – DC 67 or 80 for law spells
11th (5+1/day) – DC 66 or 79 for law spells
10th (6+1/day) – DC 65 or 78 for law spells
9th (8+1/day) – DC 64 or 77 for law spells
8th (8+1/day) – DC 63 or 76 for law spells
7th (8+1/day) – DC 62 or 75 for law spells
6th (9+1/day) – DC 61 or 74 for law spells
5th (10+1/day) – DC 60 or 73 for law spells
4th (10+1/day) – DC 59 or 72 for law spells
3rd (10+1/day) – DC 58 or 71 for law spells
2nd (11+1/day) – DC 57 or 70 for law spells
1st (11+1/day) – DC 56 or 69 for law spells
Orisons (6/day) – DC 55 or 68 for law spells
*Tyr prefers to cast his clerical spells spontaneously

Paladin Spells per Day (CL 20th or 22nd for divination spells; 38th vs SR or 40th for divination spells; +1 force and good spells, +3 law spells); Battle Blessing
4th (8/day) – DC 59 or 72 for law spells
3rd (8/day) – DC 58 or 71 for law spells
2nd (9/day) – DC 57 or 70 for law spells
1st (9/day) – DC 56 or 69 for law spells
*Tyr prefers to cast his paladin spells spontaneously

Epic Spells per Day 6 divine, up to Spellcraft DC 131; Epic Spells Known Tyr has developed many epic spells that call only the power of law to uphold order and devastate those who selfishly defy and pervert authority to their own ends.
____________________________________________________________________________________________________________

Abilities Str 54, Dex 32, Con 48, Int 44, Wis 54, Cha 44
SQ axiomatic spellcasting +2, avatar (20), bureaucratic knowledge +20, divine health, divine grace, divine spirit, divinity, godly realm (Mount Celestia and Ysgard, 180 miles), immortality, immune to possession, inquisition domain (+4 dispel checks), maimed god’s boon, pierce disguise, pierce illusion, temperance (when preparing spells, heal 1 hit point per spell level of prepared domain spells Tyr still has prepared from the previous day)
Feats Battle Blessing, Consecrate Spell, Divine Censure, Divine Justice, Divine Might, Empower Spell, Extra Turning, Greater Spell Focus (law), Heighten Spell, Holy Warrior, Improved Critical (longsword, warhammer), Improved Initiative, Law Devotion, Maximize Spell (B), Power Attack, Purify Spell, Skill Focus (Profession [judge], Sense Motive), Spell Focus (law), Weapon Focus (longsword {b}, warhammer), Words of Creation (B)
Epic Feats Devastating Critical (longsword, warhammer), Epic Divine Might, Epic Skill Focus (Profession [judge], Sense Motive), Epic Spellcasting (B), Epic Weapon Focus (longsword, warhammer), Great Smiting, Improved Alignment-based Casting (law), Improved Heighten Spell, Intensify Spell, Invoke Divine Wrath, Overwhelming Critical (longsword, warhammer), Planar Turning, Superior Initiative
Salient Divine Abilities Annihilating Strike (Fort DC 82 or die; destroy 18,000 ft. of matter), Area Divine Shield (180 square foot area; 18 ft radius sphere or hemisphere), Banestrike (evil outsiders), Battlesense, Call Creatures (18 lawful celestials with up to 38 HD each), Clearsight (180 ft.), Divine Armor Mastery, Divine Paladin, Divine Recall (law), Divine Skill Focus (Profession [judge], Sense Motive), Divine Spell Focus (law), Divine Spellcasting, Divine Weapon Focus (longsword, warhammer), Divine Weapon Specialization (longsword, warhammer), Know Secrets (Will DC 77), Lay Quest (18 creatures per day), Mass Divine Blast (420 damage to 90 targets each no more than 18 miles apart; 1800 ft. cone, 900 ft. radius burst or spread, 900 ft. radius and 180 ft. high cylinder), Oath of Gleipnir (unique salient divine ability), Power of Truth (18 creatures per day, Will DC 77), Réttr (unique salient divine ability), Supreme Initiative
Skills Appraise 80 (88 books, scrollwork, weaponry), Concentration 125, Craft (calligraphy, weaponsmithing) 123, Decipher Script 123, Diplomacy 143, Escape Artist 74, Gather Information 131, Handle Animal 70, Heal 128, Intimidate 123 (125 evil outsiders), Jump 89, Knowledge (arcana, history, local, nobility and royalty, religion, the planes) 123, Listen 85, Profession (judge) 169, Search 123, Sense Motive 234, Spellcraft 131, Spot 128 (132 vs Disguise), Swim 85, Tumble 89; Others bureaucratic knowledge (+20 Knowledge and Gather Information checks related to laws or legal proceedings, +20 Charisma-based skill checks to argue legal matters), truth domain (+65 Sense Motive checks)
Possessions +10 armor of the celestial battalion, dómr, justiciar

Alter Reality Tyr 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 Tyr 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 law, justice or courage. He can create any lawful effect and summon guardians of order and justice from across the planes. He can render judgements that affect the fates of entire worlds and bind and banish even the foulest of entities. He can see past the most complex illusions and reveal the truth behind the most insidious lies.

The Maimed God can create temporary, nonmagical objects, magic items or creatures for up to 18 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, Tyr can assume any size from Fine to Colossal. He also can change the size of up to 1,800 pounds of objects he touches.

Aura of Absolute Law (Su) Tyr is such a shining beacon of order and justice that chaos cannot stand against him. He is surrounded by a constant dispel chaos effect at all times. Driving a chaotic outsider back to its home plane or dispelling a chaotic enchantment spell temporarily discharges and ends this effect, but Tyr may reactivate it as a free action on his next turn.

Aura of Banishment An invisible aura surrounds Tyr that prevents fiends from extraplanar travel onto his plane. An aura of banishment surrounds him to a distance of 30 feet. Only evil outsiders can feel the aura and suffer from its effects. No evil outsider with less than 20 Hit Dice can be summoned into this area, nor can such creatures use summoning or teleporting effects. In addition, the aura grants Tyr a +2 bonus on Intimidate checks against evil outsiders. Tyr has traded away his ability to remove disease for this ability.

Avatar Tyr can have up to twenty avatars at any given time. The Maimed God appears as a fearless, burly, bearded warrior in light armor who is missing his right hand. He does not disguise or bandage the stump and is always armed with a magical longsword or warhammer. His eyes are a fierce steel-gray when he first appears, but always fade away to leave black, empty sockets before he vanishes. His brow is continuously surrounded by an imperial white radiance that marks him as divine to all.

Axiomatic Spellcasting (Ex) Tyr’s devotion to the cause of law infuses and empowers his spells. The save DC (if any) for any spell with the lawful descriptor that he casts increases by +2.

Blade of Justice (Su) 17 times per day, Tyr may imbue his melee weapon with the raw power of justice. He may cause any melee weapon he is currently wielding to behave as an axiomatic weapon (dealing an extra 2d6 points of damage against chaotic foes). Each usage of this ability is a free action, and the effect lasts for 1 round.

Bureaucratic Knowledge (Ex) Tyr has a thorough grasp of legal processes in civilizations all across Faerûn. He has a +20 bonus to all Knowledge and Gather Information checks related to laws or legal proceedings (such as recalling whether carrying weapons is illegal in a certain city or researching proper courtroom etiquette). He also gains the same bonus on Charisma-based skill or ability checks made to argue legal matters.

Divine Blast Tyr can create a ray of divine power that extends for up to 18 miles, dealing up to 420 points of damage, as a ranged touch attack with no saving throw. Tyr can unleash a divine blast 20 times per day, and alter the visual, auditory and sensation-based qualities of his divine blast as he desires. Tyr’s divine blasts generally take the form of echoing gong strokes with no visual component or as glowing thrown warhammers.

Divine Shield As a free action 23 times per day, Tyr can create a shield that lasts 10 minutes and stops 380 points of damage from attacks. Once the shield stops that much damage, it collapses. Any damage Tyr is naturally immune to does not count towards the shield’s limits.

Divine Spirit In place of a special mount, Tyr has forged a bond with celestial spirits whose aid he can call upon when needed. Using this ability is a standard action that does not provoke attacks of opportunity. The following entries describe how each of the different spirits function. Unless otherwise specified, all spirits share some characteristics, as set out below.
• A spirit occupies a 5-foot square.
• When summoned, a spirit appears on the battlefield within 30 feet of Tyr. He can use a free action to have it move once per round. The spirit has a land speed of 30 feet.
• All spirits are insubstantial and transparent. Any creature can move through them normally, and they do not block line of sight or line of effect.
• A spirit cannot attack or be attacked. It is not undead and cannot be turned. It is subject to dispel magic, dismissal, or banishment as if it were a summoned by a 20th level caster.
• If Tyr loses line of sight to a spirit, it disappears immediately.
• Each spirit can be summoned once per day.
• A spirit remains for 20 rounds, until it is dismissed, or until special conditions in the spirit's description are met.

Spirit of Healing: This spirit increases Tyr’s ability to heal damage dealt to him or his allies. When summoned, it can heal up to 680 points of damage. Once the spirit has used all its healing ability, it dissipates.

Spirit of Combat: This spirit enhances combat ability. Whenever an ally (including Tyr) is adjacent to the spirit of combat or occupying its space, that character gains holy fervor. Holy fervor grants a +5 sacred bonus on attacks and damage rolls. In addition, affected characters' weapons are treated as good-aligned for the purpose of overcoming damage reduction.

Spirit of Heroism: This spirit automatically occupies Tyr’s space and does not leave until dismissed or dispelled, or the duration of the summoning ends. Tyr gains DR 10/-. In addition, he gains the benefit of the Diehard feat and can use his lay on hands ability as a free action once per round instead of as a standard action.

Spirit of the Fallen: While Tyr or any of his allies are adjacent to this spirit, it grants fast healing 10 to those characters. If an affected character's hit points drop to 0 or fewer while within 30 feet of this spirit, it revives that character at the start of his next turn, allowing him to take his action as normal. The character heals 20 damage, though if his hit points are still at -10 or below, he still dies. The spirit can use its revive ability once per round.

A spirit of the fallen cannot revive creatures whose bodies have been destroyed (such as by a disintegrate spell), nor can it reverse the effects of bodily changes, such as from flesh to stone or baleful polymorph, or other effects that slay a character without dealing damage.

Force Shapechange (Su) At will, Tyr can force a creature into its natural form. He must make a successful melee touch attack against the creature. If the attack is successful, he makes a caster level check as if casting dispel magic against the shapechanging effect and his +4 bonus on dispel checks (the Inquisition domain granted power) applies to this check. This ability undoes the effect of alter self, polymorph, shapechange, and alternate form abilities, whether exceptional, spell-like, or supernatural in nature. The affected creature cannot change its shape again for 1d6 rounds.

Immune to Possession (Ex) Tyr is immune to magic jar, soul bind, trap the soul, a ghost's Malevolence ability, and all other spells or effects that displace or replace a character’s life force. He can still travel to the planes via astral projection, if so desired.

Learn the Truth (Su) By touching a creature that has lied to him, Tyr can force the creature to tell the truth. The creature can make a Will save (DC 37) to resist this mind-affecting compulsion effect. If the saving throw fails, the creature must speak the true version of the lie it uttered. Tyr can use this ability at will.

Maimed God's Boon (Su) Tyr is protected from the ravages of disorder and anarchy. He has a bonus equal to his Charisma bonus (+17) on all saving throws against spells with the chaotic descriptor and against the spell-like and supernatural abilities of chaotic outsiders. This bonus stacks with that provided by his divine grace ability.

Oath of Gleipnir (unique salient divine ability) In antiquity, Tyr aided both the Aesir in the binding of Fenrir, Wolf of Ragnarök, and the Faerunian pantheon with the Torilian Elder Evil Kezef, offering his hand in exchange. Eighteen times per day, Tyr may replicate these great feats and bind a creature that is not already in his service to an oath in the form of a symbolic challenge. Tyr must offer a gift or item of equal value to the oath he wishes to obtain, and the affected creature must make a successful opposing Wisdom check against Tyr, who gains a +18 bonus to his check. If the creature fails its check, it is bound to an oath of Tyr’s choosing.

Tyr cannot bind a hostile creature to an oath; such sacred tasks must be undertaken willingly.

Order's Calm (Su) Once per day with his touch, Tyr may negate any of the following effects: heroism, rage, symbol of insanity, any fear effect, or a barbarian's rage ability. To use this ability on an unwilling target, Tyr must make a successful melee touch attack, and the target receives a Will save (DC 37) to avoid the effect.

Pierce Disguise (Ex) Tyr has a +4 competence bonus on Spot checks against the Disguise skill.

Pierce Illusion (Su) Tyr has the supernatural ability to penetrate illusions and disguises at will. Whenever he sees an illusion or disguise spell of any sort, he immediately makes a Will save to see through it. He need not interact with or touch the illusion; visual contact is enough to give the Will save.

Réttr (unique salient divine ability) Tyr gains a +18 sacred bonus to opposed skill checks, caster level, attack rolls, and damage rolls against any creature with beguiler, mountebank, rogue or spellthief class levels (and similar classes that emphasize larceny and deception) or class features (such as sneak attack). He is always aware of any such being within 180 ft. of him.

Smite Anarchy (Su) Five times per day, Tyr may attempt to smite a chaotic opponent with one normal melee attack. He adds his Charisma bonus (+17) to the attack roll and deals 40 extra points of damage. If Tyr accidentally smites a creature that is not chaotic, the smite has no effect but is still used up for that day.

Possessions
Tyr carries justiciar, a +10 vorpal longsword of axiomatic and holy power with the powers of a holy devastator. When he desires, any creature struck by justiciar is affected by mark of justice and additionally suffers a -8 penalty to saving throws against effects with the [law] descriptor. Tyr can deal lethal or subdual damage with justiciar. Any creature attempting to use the Bluff skill for criminal or larcenous purposes when justiciar is unsheathed suffers divine damage equal to twice its Bluff roll.

Dómr, Tyr’s gavel, is a +10 disruption warhammer of evil outsider and undead dread. When wielded, it bestows upon Tyr a +8 sacred bonus to attack and damage rolls against the brood of Loki and their servitors. The saving throw DC against dómr’s effects is 64.

The Maimed God also wears plain-looking +10 armor of the celestial battalion.

Other Divine Powers
As a greater power, Tyr automatically receives the best possible result on any die roll he makes (including attack rolls, damage, checks, and saves). He treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal.
Senses Tyr can see (using normal vision or darkvision), hear, touch, and smell at a distance of 18 miles. As a standard action, he can perceive anything within 18 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 20 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 18 hours.
Portfolio Sense Tyr is aware of the creation of any law or act of justice or fair judgement, regardless of the number of people involved up to 18 weeks in the past and 18 weeks in the future. He similarly aware of any act of valor or display of swordsmanship.
Automatic Actions Tyr can use any skill related to his portfolio as a free action if the DC for the task is 30 or lower, or up to DC 48 for Profession [judge] and Sense Motive. He can perform up to twenty such free actions each round.
Create Magic Items Tyr can craft any magical item associated with courage, justice, law or swordsmanship, including artifacts.

NEW FEATS
Epic Divine Might [Divine] [Epic] (Epic Insights: Epic Divine Feats)

You can channel energy to greatly increase the damage you deal in combat.
Prerequisites: Cha 21, Str 21, Divine Might, Power Attack, ability to turn or rebuke creatures.
Benefit: Spend one of your turn/rebuke undead attempts to add twice your Charisma bonus to your weapon damage for a number of rounds equal to twice your Charisma modifier. The effects of this feat stack with those granted by Divine Might.

Invoke Divine Wrath [Divine] [Epic] (Epic Insights: Epic Divine Feats)
You can channel energy directly from your deity to cause devastating damage to your enemies.
Prerequisites: Knowledge (religion) 26 ranks, Extra Turning, ability to cast gate, ability to turn or rebuke creatures, ability to smite.
Benefit: As a full-round action, you can spend one of your turn/rebuke undead attempts to blast a single creature within 60 feet with divine energies channeled directly from your deity. The targeted creature must make a successful Fortitude saving throw (DC = 10 + half your turning class level + your Charisma modifier) or take 1d8 points of damage per two class levels. Although damage done by Invoke Divine Wrath looks like a blast of fire in a color associated with your deity, the damage itself is divine in nature and penetrates all forms of damage reduction and energy resistance.
1   L A T E S T    R E P L I E S    (Newest First)
Galuf the Dwarf Posted - 02 Jul 2025 : 16:26:27
Fun fact: When adapting the divine relics from Complete Divine for Tyr, I decided to give him Heironeus' Sword of Virtue Beyond Reproach as well as Saint Cuthbert's Cudgel That Never Forgets but adapted the latter as a Warhammer and renamed it the Gavel That Never Forgets.

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