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 Revised Deities (3.5e): Talos, the Stormlord
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LordofBones
Master of Realmslore

1540 Posts

Posted - 01 Aug 2024 :  13:48:05  Show Profile Send LordofBones a Private Message  Reply with Quote  Delete Topic
TALOS
The Destroyer, the Storm Lord, the Stormstar, the Raging One, the Wildfire
Greater Power of Pandemonium
Symbol
Three bolts of lightning of different colors radiating from one point or an explosive lightning strike
Realm Towers of Ruin (Pandemonium/Pandesmos)
Alignment Chaotic Evil
Aliases Bhaelros (Calimshan), Kozah (among the Bedine, Netheril), Malyk (the Underdark)
Superior none (AO)
Allies Garyx, Iborighu, Moander (dead), Sekolah, Shar, Vanua, Velsharoon, Zinzerena (as Malyk; distant)
Foes Aerdrie Faenya, Alathrien Druanna, Amaunator (dead), Angharradh, Araleth Letheranil, Arvoreen, Chauntea, Corellon Larethian, Cyrrollalee, Darahl Firecloak, Deneir, Eldath, Fanthros, Fionnghuala, Gond, Grond, Hanali Celanil, Helm, Hiatea, Krocaa, Lathander, Lliendil, Mellifleur, Mielikki, Mystra (current incarnation and as Mystryl), Mythrien Sarath, Oberon, Oghma, Relluvar Danuvien, Rillifane Rallathil, Savras, Sehanine Moonbow, Selune, Sheela Peryroyl, Shiallia, Silvanus, Skerrit, Solonor Thelandira, Stronmaus, Sune, Surminare, Syranita, Tapann, Titania, Tyche (dead), Tyr, Valkur, the Whale Mother, Yondalla
Servants Auril, Malar, Umberlee (the Gods of Fury); Dierdre Kendrick (Chosen, dead).
Servitor Creatures acid-born creatures, aerial servants, air demons, avalanchers (anarchic or fiendish only), behirs, chaos beasts, chimeras, dragons (fang, howling and force; always chaotic or evil), eagles (normal, behemoth and dire, always anarchic or fiendish), earth demons, elementals (air, earth, fire, storm and water of all types, always anarchic or fiendish), elemental and paraelemental monoliths of all types, evil genies, fire demons, hydras, invisible stalkers, living holocausts, manticores, mephits of all types, monoliths of all types (anarchic or fiendish only), perytons, quasits, rocs (anarchic or fiendish only), shocker lizards (anarchic or fiendish only), tempests, vargouilles, water demons, weirds of all types, yeth hounds
Manifestations titanic, bellowing laughter in the heart of a gale sometimes accompanied by two eyes like giant blazing coals surrounded by swirling maelstroms of air, with the loss of at least one ship if at sea; two fist-sized, swirling storm clouds arcing with lightning
Signs of Favor red-hued lightning in a straight-line bestowing healing, spells or other benefits (favor); bolt of lightning leaping from his cloud manifestation to deal damage (disfavor)
Worshipers destructive or insane spellcasters (primarily evokers), elemental savants, evil barbarians, evil druids, evil fighters, evil genasi, evil half-orcs, master specialists (evocation), rage mages, sea witches, stormcasters, those who fear or revere the destructive power of nature, warmages, wild mages
Cleric Alignments CE, CN, NE
Specialty Priests Stormlord
Holy Days Calling Down the Thunder (annual seasonal festivals – Greengrass, Midsummer, etc)
Important Ceremonies the Fury
Portfolio conflagrations, destruction, earthquakes, rebellion, storms, vortices
Domains Air, Chaos, Destruction, Earth, Evil, Fire, Fury, Storm, Water, Weather, Wrath
Favored Weapon lightning bolt (longspear, shortspear, or halfspear)

TALOS
Male Barbarian 25, Evoker 20, Rage Mage 10, Stormcaster 10
CE Medium Outsider (Chaotic, Evil, Extraplanar)
Divine Rank 16
Init 37 (+13 Dex, +4 Improved Initiative); Senses 16-mile-radius; Listen 117, Spot 74; remote sensing (20 locations), portfolio sense
Aura divine aura (16 miles, Will DC 78); Languages can communicate with any living creature; Dark Speech
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AC 105, charging 108, raging 100, touch 59, flat-footed 92 (+17 armor, +20 deflection, +13 Dex, +16 divine, +29 natural); improved uncanny dodge as a 25th level rogue
hp 1,800 or 2,125 when raging (25d12 + 30d4 + 10d8 plus 1,300 [1,625 raging]), divine shield 23/day (160 hp); DR 40/epic, good and cold iron, 7/-
Immune ability damage, ability drain, acid, antimagic, banishment, cold, death effects, disease, disintegration, electricity, energy drain, fire, imprisonment, mind-affecting effects, paralysis, poison, rebuking and turning, sleep, sonic, stunning, transmutation
Resist cold 36 (46 raging), electricity 30 (40 raging), fire 36 (46 raging), sonic 30 (40 raging); SR 80 (90 raging)
Fort 90 Ref 77 Will 77
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Speed 70 ft. (14 squares), fly 160 ft. (perfect)
Melee lightning bolt 119/114/109/104 (69 plus 18 electricity plus 18 fire plus 18 sonic plus 18 chaos and 1 negative level vs law plus 18 unholy and 1 negative level vs good/19-20/x3 plus 12 overwhelming plus death [Fort DC 64] plus 54 electricity plus 54 fire plus 54 sonic plus 54 chaos and 3 negative levels vs law plus 54 unholy and 3 negative levels vs good) [+5 to all attack and physical damage rolls when raging] or
Melee iron staff 119/114/109/104 (67 plus 18 electricity/19-20/x2 plus 6 overwhelming plus death [Fort DC 64] plus 36 electricity) [+5 to all attack and damage rolls when raging] or
Melee silver staff 119/114/109/104 (67 plus 18 cold/19-20/x2 plus 6 overwhelming plus death [Fort DC 64] plus 36 cold) [+5 to all attack and damage rolls when raging] or
Melee wooden staff 119/114/109/104 (67 plus 18 acid/19-20/x2 plus 6 overwhelming plus death [Fort DC 64] plus 36 acid) [+5 to all attack and damage rolls when raging] or
Melee spell 102 or
Ranged lightning bolt 109/104/98/94 (69 plus 18 electricity plus 18 fire plus 18 sonic plus 18 chaos and 1 negative level vs law plus 18 unholy and 1 negative level vs good/19-20/x3 plus 12 overwhelming plus death [Fort DC 64] plus 54 electricity plus 54 fire plus 54 sonic plus 54 chaos and 3 negative levels vs law plus 54 unholy and 3 negative levels vs good) [+5 to all attack and damage rolls when raging] or
Ranged spell 92
Base Atk 63; Grp 102
Atk Options destructive smite 16/day (+4 atk, +65 damage), divine blast 23/day (16 miles, 432 damage), divine ruinous terrifying tireless spell rage 16/day, furious strike 16/day (+2 profane bonus on attack rolls against the designated creature or object and deal +2 damage with each successful strike); Arcane Strike, Battlecaster Offense, Clap of Thunder (6 sonic damage/highest sonic spell level as a melee touch attack plus Fort save at spell’s DC or be deafened for one round), Cleave, Combat Brute, Combat Expertise, Combat Reflexes, Energy Gestalt, Great Cleave, Improved Bull Rush, Improved Sunder, Leap Attack, Power Attack, Robilar’s Gambit, Shock Trooper
Special Actions alter reality, call storm 1/week, rebuke or turn any elemental 23/day as a 65th level cleric (check 40, damage 92), shield of winds 3/day, spell fury 1/rage, thunderclap, warrior cry, wrath 16/day for 65 rounds (subtract up to 65 points from Wisdom and add 1 point to Strength for every 2 Wisdom); Storm Bolt (6 electricity damage/highest electricity spell level in a 20 ft line; Ref save at spell’s DC halves)
Combat Gear lightning bolts

Spell-like Abilities (CL 65th; +1 chaos and evil spells, +2 air and water spells, +3 electricity and sonic spells)
At will – abyssal frenzy (DC 43), acid fog, air walk, animate objects, blasphemy (DC 43), bull’s strength, burning hands (DC 37), call lightning (DC 39), call lightning storm (DC 42), chain lightning (DC 42), chaos hammer (DC 40), cloak of chaos (DC 44), cone of cold (DC 42), contagion (DC 39), control water, control weather, control winds (DC 41), create undead, desecrate, disintegrate (DC 43), dispel good (DC 41), dispel law (DC 41), divine power, earthquake (DC 44), elemental swarm (air, cold, earth, fire), entropic shield, fire seeds (DC 42), fire shield, fire storm (DC 43), fog cloud, gaseous form, great shout (DC 43), gust of wind (DC 38), harm (DC 42), horrid wilting (DC 44), ice storm, implosion (DC 45), incendiary cloud (DC 44), inflict critical wounds (DC 40), inflict light wounds (DC 37), iron body, magic circle against good, magic circle against law, magic stone, mass abyssal frenzy (DC 45), mass inflict light wounds (DC 41), obscuring mist, produce flame, protection from good, protection from law, rage, resist energy, rhino’s rush, righteous might, shatter (DC 38), shout (DC 41), sleet storm, soften earth and stone, song of discord (DC 42), spike stones (DC 40), stone shape, stoneskin, storm of vengeance (DC 45), summon monster IX (chaos and evil only), tenser’s transformation, true strike, unholy aura (DC 44), unholy blight (DC 40), wall of fire, water breathing, whirlwind (DC 44), wind wall, word of chaos (DC 43).

Evoker Spells per Day (CL 34th or 59th for abjuration, conjuration, evocation, necromancy, or transmutation spells; 50th vs SR or 75th for abjuration, conjuration, evocation, necromancy, or transmutation spells; +1 chaos and evil spells, +2 air and water spells, +3 electricity and sonic spells; all evocation spells are intensified; all spells are electricity and sonic admixtured)
20th (4/day) – heightened repeated twinned chain lightning (DC 75), heightened detonate (DC 82), intensified quickened maw of chaos (DC 60), acid-admixtured fire-admixtured twinned polar ray.
19th (4/day) – quickened repeated twinned halaster’s blacksphere (DC 70), heightened reality maelstrom (x2) (DC 70), heightened sphere of ultimate destruction (DC 70).
18th (4/day) – acid-admixtured fire-admixtured quickened chain lightning (x2) (DC 68), acid-admixtured cold-admixtured repeated delayed blast fireball (x2) (DC 69).
17th (4/day) – enhanced intensified acid storm (DC 56), fire-admixtured quickened burst of glacial wrath (DC 71), acid-admixtured enhanced deadly sunstroke (DC 71), acid-admixtured cold-admixtured meteor swarm (DC 71).
16th (5/day) – repeated intensified disintegrate (DC 57), fire-admixtured quickened lightning ring (DC 70), intensified ring of fire (x2) (DC 60), enhanced repeated sphere of ultimate destruction (DC 60).
15th (5/day) – cold-admixtured repeated fire storm (DC 70), acid admixtured cold admixtured explosive firebrand (DC 67), enhanced repeated horrid wilting (DC 59), intensified twinned orb of electricity (DC 55), intensified twinned orb of sound (DC 55).
14th (5/day) – repeated twinned delayed blast fireball (x2) (DC 69), enhanced twinned disintegrate (DC 57), explosive twinned halaster’s blacksphere (x2) (DC 70).
13th (5/day) – twinned burst of glacial wrath (DC 71), twinned deadly sunstroke (DC 70), quickened mordenkainen’s disjunction (DC 60), acid-admixtured ring of fire (DC 60), quickened towering thunderhead.
12th (6/day) – heightened abyssal rift (DC 63), chained detonate (DC 71), quickened earthquake (DC 70), twinned fire storm (x2) (DC 70), quickened polar ray.
11th (6/day) – repeated twinned dalamar’s lightning lance (x2) (DC 66), explosive three thunders lash of force (DC 71), explosive three thunders meteor swarm (x2) (DC 71), acid-admixtured monsoon (DC 58).
10th (6/day) – fire-admixtured acid storm (x2) (DC 57), chained delayed blast fireball (DC 69), chained finger of death (DC 58), explosive repeated firebrand (DC 67), acid-admixtured storm of ice and fire (DC 68).
9th (8/day) – deadly sunstroke (DC 71), three thunders erupt (DC 60), three thunders meteor swarm (x2) (DC 71), quagmire vortex (DC 71), raise volcano (DC 60), shapechange, sphere of ultimate destruction (DC 60).
8th (9/day) – repeated cyclonic blast (DC 67), deadly lahar (DC 59), earthquake (DC 70), flashflood, greater celerity, three thunders greater shout (DC 70), lightning ring (DC 70), twinned mordenkainen’s force missiles, zajimarn’s field of icy razors (DC 70).
7th (9/day) – antimagic ray (DC 58), empowered call lightning storm (DC 67), finger of death (DC 58), glorious master of the elements, monsoon (DC 58), scalding touch (DC 69), explosive shard storm (DC 69), quickened shivering touch, whirlwind of teeth (DC 69).
6th (9/day) – blood sirocco (DC 68), chain lightning (x2) (DC 68), fiery vision, haze of smoldering stone (DC 68), empowered lightning fog (DC 55), lingering flames (DC 68), mudslide (DC 57), chained sound lance (DC 65).
5th (9/day) – cacophonic burst (DC 67), channeled sound blast (DC 67), greater electric vengeance (DC 67), greater fireburst (DC 67), flaywind burst (DC 67), lightning leap (DC 56), reciprocal gyre (DC 56), explosive scintillating sphere (x2) (DC 65).
4th (10/day) – blistering radiance (DC 66), channeled pyroblast (DC 66), defenestrating sphere (DC 66), three thunders explosive cascade (DC 66), incendiary surge (DC 66), magnetic pulse (DC 55), meteoric strike (x2) (DC 66), parboil (x2) (DC 66).
3rd (10/day) – capricious zephyr (DC 65), fireball (x2) (DC 65), three thunders great thunderclap (x2) (DC 65), three thunders lightning bolt (x2) (DC 65), prismatic mist (DC 65), resonating bolt (DC 65), rust ray (DC 54).
2nd (10/day) – aganazzar’s scorcher (DC 64), battering ram, blast of force (DC 64), crackling sphere (DC 64), three thunders gedlee’s electric loop (DC 64), forcewave, ray of the python (DC 64), scorching ray, seeking ray (x2).
1st (10/day) – chill touch (DC 52), critical strike, horizikaul’s boom (x2) (DC 63), kelgore’s fire bolt (DC 63), magic missile (x2), parching touch (DC 52), ray of flame (DC 63), shocking grasp.
Cantrips (4/day) – acid splash, flare (DC 62), read magic, ray of frost.
Prohibited Schools enchantment, illusion

Epic Spells Prepared 6 arcane, up to Spellcraft DC 132 or 137 for evocation spells; Epic Spells Known animus blast, animus blizzard, cataract of fire, coldfire blast, diluvial torrent, dire drought, dire winter, epic mage armor, epic repulsion, global warming, greater ruin, hellball, horrendous dessication, living lightning, nailed to the sky, part the waters, raise island, ruin, seas of blood, shadar’s primal devastation, verdigris tsunami, volcano. Talos has additionally devised many new epic spells to that bring destruction and ruin, utilizing his favored element of lightning. In addition, he almost certainly knows the unique epic spells devised by his servitor Gods of Fury.
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Abilities Str 56, Dex 36, Con 50, Int 50, Wis 36, Cha 50
SQ angry spell, avatar, dashing step, divinity, eye of the storm, fast movement, fearsome gaze, immortality, improved uncanny dodge, lord of the storm, storm spell power +2, thunderbolt, trap sense +8, weather domain (rain and snow don’t penalize Talos’s Spot and Search checks; Talos can move through snow-covered and icy terrain at his normal movement; wind effects, whether natural or magical, affect him as if he were one size category larger)
Feats Arcane Strike, Battlecaster Offense, Born of the Three Thunders, Chain Spell, Clap of Thunder, Cleave, Combat Brute, Combat Casting, Combat Expertise, Combat Reflexes, Dark Speech (B), Empower Spell, Energy Admixture (acid, cold, electricity, fire, sonic) (B), Energy Substitution (acid, cold, electricity, fire, sonic) (B), Energy Gestalt, Explosive Spell, Great Cleave, Greater Spell Focus (evocation), Improved Bull Rush, Improved Critical (longspear), Improved Initiative, Improved Sunder, Instantaneous Rage (B), Leap Attack, Maximize Spell (B), Power Attack, Quicken Spell, Repeat Spell, Robilar’s Gambit, Scribe Scroll (B), Shock Trooper, Spell Focus (evocation), Storm Bolt, Storm Magic, Twin Spell, Weapon Focus (longspear)
Epic Feats Devastating Critical (longspear), Enhance Spell, Epic Spell Focus (evocation), Epic Spellcasting (B), Epic Weapon Focus (longspear), Improved Heighten Spell, Intensify Spell, Overwhelming Critical (longspear), Ruinous Rage (B), Terrifying Rage (B)
Salient Divine Abilities Alter Form, Annihilating Strike (Fort DC 80 or die; destroy 16,000 feet of cubic matter), Automatic Metamagic (energy admixture [electricity, sonic]), Divine Air Mastery, Divine Earth Mastery, Divine Fire Mastery, Divine Rage, Divine Spell Focus (evocation), Divine Spellcasting, Divine Water Mastery, Divine Weapon Focus (longspear), Divine Weapon Specialization (longspear), Energy Burst (128 points of acid, cold, electricity, fire or sonic damage; 160 ft radius; Fort or Ref DC 78 half), Energy Storm (17 acid, cold, electricity, fire, or sonic and 17 holy damage/round; 160 ft emanation), Lord of Destruction (unique salient divine ability), Mass Divine Blast (90 targets no more than 16 miles apart; cone 1600 ft long; burst or spread 800 ft radius; cylinder 800 ft radius and 160 ft height), Power of Nature (16 miles, 16 minutes plus concentration), Primordial Destroyer (unique salient divine ability), Shapechange, Sunder and Disjoin (DC 78), Wave of Chaos (160 ft spread, Will DC 78)
Skills Balance 78, Bluff 81, Climb 127, Concentration 124, Decipher Script 124, Diplomacy 97, Disguise 81 (85 acting or under observation), Gather Information 89, Handle Animal 70, Intimidate 135, Jump 131, Knowledge (arcana) 124, Knowledge (architecture and engineering) 124, Knowledge (dungeoneering) 124, Knowledge (geography) 124, Knowledge (local) 124, Knowledge (nature) 132, Knowledge (nobility and royalty) 124, Knowledge (religion) 124, Knowledge (the planes) 124, Listen 117, Ride 63, Search 81 (89 secret doors and compartments), Sense Motive 74, Spellcraft 132 (134 evocation spells, 137 evocation epic spells or epic spell seeds), Spot 74, Survival 124 (132 above ground, avoid getting lost, avoid natural hazards, extraplanar, tracking and underground), Swim 127, Tumble 82
Possessions lightning bolts, +10 half-plate of great reflection

Angry Spell (Ex) When Talos casts a spell of the abjuration, conjuration, evocation, necromancy, or transmutation school while raging, the save DC for the spell increases by +4.

Call Storm (Sp) Talos only feels fully at home within the confines of a storm. He has the ability to use a control weather effect once per week but can only create a windstorm, thunderstorm, or hurricane-force winds (see page 214 of the Player's Handbook and pages 94—95 of the Dungeon Master's Guide). He is treated as a druid when using this ability (or when casting control weather through his own spellcasting power) for the purpose of duration and area of the spell.

Dashing Step Talos has mastered the technique of rushing into combat. He does not take a -2 penalty to Armor Class when charging. Furthermore, he adds one-third of his barbarian level (+8) to his AC against attacks of opportunity when charging. This replaces his trap sense ability.

Divinity Talos is an embodiment of ancient divine power. As such, reality is his to shape as he sees fit.
Alter Reality: Talos may alter reality within the bounds of his portfolio. This functions as a wish spell that requires no XP or material cost. The limits of this ability are fully described in Deities and Demigods. He can additionally alter his size from Fine to Colossal and may additionally alter up to 100 pounds of objects in the same manner.
Avatar: Talos can have up to twenty avatars at any given time. When Talos is seen, which is seldom, he appears as a broad-shouldered, bearded young man with a single good eye, the other covered by a dark patch. Some sages say the empty eye socket is filled with whirling stars. He dresses in a half-suit of field plate armor (sans helm) worn over smooth black leather armor and black leather gloves. When he appears as Bhaelros in Calimshan, he often manifests in the form of a turbaned genie with dusky skin rising out of a sandstorm.
Divine Blast: Talos can create a ray of divine power that extends for up to 16 miles, dealing up to 432 points of damage, as a ranged touch attack with no saving throw. Talos can unleash a divine blast 23 times per day, and alter the visual, auditory and sensation-based qualities of his divine blast as he desires. Talos’s divine blasts generally take the form of red or blue-white lightning bolts accompanied by booming thunder.
Divine Shield: As a free action 23 times per day, Talos can create a shield that lasts 10 minutes and stops 160 points of damage from attacks. Once the shield stops that much damage, it collapses. Any damage Talos is naturally immune to does not count towards the shield’s limits.

Eye of the Storm (Ex) Even in a storm, the winds whipping around Talos leave him unaffected. He ignores the penalties associated with ranged attack rolls and Listen checks due to high winds and can share this protection with any number of allies within 30 feet. Granting (or removing) this benefit from any number of allies is a free action.

Fearsome Gaze Talos’s merest glance can break a man's will to fight. He gains a +4 bonus on Intimidate checks and uses Strength instead of Charisma as his key ability for Intimidate. He and his target must be within 60 feet and must be able to see one another. This replaces his indomitable will ability.

Lord of Destruction (unique salient divine ability) Talos is the darkest and most destructive aspect of nature at its most primal. Even by divine standards, he commands near-unrivalled power over all forms of destruction and elemental ruin.

Talos adds his barbarian level to his arcane caster level for the purposes of casting spells from the schools that benefit from his Angry Spell class ability and all his rages are Spell Rages. All evocation spells cast by the Destroyer are automatically intensified. Furthermore, Talos’s damaging evocation spells and energy-based effects ignore energy resistance, deal half-damage to creatures normally immune to such effects, and deal double damage to creatures vulnerable to such effects. The Stormlord treats all evocation spells and all spells with an elemental or energy descriptor as part of the arcane spell list.

Talos is instantaneously aware of any spell with an energy descriptor or weather-based effect cast within range of his divine senses or within his divine realm. He can seize control of such effects and use them as he sees fit unless an opposing caster level check against CL 81st is made. Talos is immune to all weather-based effects unless derived from his Primordial Destroyer salient divine ability.

The Stormlord’s primal nature is such that all his salient divine abilities that deal a specific type of elemental damage are instead modified so that Talos can choose the type of damage he wishes to deal. The destructive power of nature within Talos’s being affects even his magic and rage, and thus the Stormlord treats Energy Admixture and Energy Substitution in all elements, Instantaneous Rage, Ruinous Rage and Terrifying Rage as bonus feats.

Finally, Talos possesses great power over storms and winds. He can surround himself with a double-strength towering thunderhead effect for as long as he desires. He can fly at will at a speed of 160 feet with perfect maneuverability.

Lord of the Storm (Su) Talos’s mastery of the power of the storm is complete. He has resistance to electricity 30 and resistance to sonic 30. He is immune to being blown away, knocked down, or checked by high winds (whether natural or magical) and has a +2 competence bonus on saves against spells with the air or water descriptor.

Primordial Destroyer (unique salient divine ability) The primordial energies of destruction writhe within Talos’s body, held in check only by the most mundane of seals. He can unleash these destructive energies, at will, in the following manners:

Eyepatch: Behind Talos’s eyepatch is a field of whirling stars. When he lifts his eyepatch, a bolt of lightning forks out at a target of his choice within 16 miles and deals 192 points of electricity damage and 192 points of divine damage unless a Reflex save (DC 78 half) is made, and arcs to up to 65 targets, each of which can be no more than 16 miles apart. The secondary targets must also attempt Reflex saves to resist the effect. Any creature that takes damage is also stunned for 1d10 rounds. Due to the storm within him, Talos is immune to electricity damage.

Right Glove: Bone-chilling frost seethes within Talos’s hollow right arm. If he removes his right glove (and the hand along with it), an immense cone of frost mixed with hailstones, shards and icicles, up to 1,600 feet in length, roars out and deals 384 points of damage, half of which is cold and half of which is either bludgeoning, piercing or slashing damage. Talos can unleash his right glove in place of a full attack action, in which case he unleashes multiple cones of frost equal to the number of attacks he would make. The cold within Talos is greater than any frost and grants him immunity to cold.

Staff of Iron: Within Talos’s left arm resides three staves, one of which is made from the first iron smelted in the Realms and commands absolute power over wind. This functions as control winds, but Talos can always shift the category of wind up or down as an immediate action and can stabilize it as he wishes without spending time to concentrate. Tales can also simultaneously form a combined wind wall and greater whirlwind around himself of incredible strength, capable of affecting even the largest projectiles.

Staff of Silver: The second staff within Talos's left arm is made from the first silver smelted in Faerûn and can call up deadly waves, waterspouts, whirlpools, or part water with such power as to lay bare the bottom of a river, lake, or harbor. He can create maelstroms and tsunamis (as the spells of the same name and are otherwise intensified as per the metamagic feat) and can affect a radius of up to 16 miles in diameter.

Staff of Wood: The third staff within Talos's left arm is carved from the first tree felled in Faerûn (said to be a shadowtop), and it can move earth swiftly and over a large enough area to open great rifts in the land or can cause earthquakes. This move earth ability is as the arcane spell, but Talos can affect whatever terrain he wishes up to 16 miles square in length and width and until bedrock is struck in depth and completes all casting and movement in no more than five rounds. The earthquake ability functions as the spell, is intensified, and otherwise affects an area of up to 16 miles.

Talos can use any of the staves as weapons in place of his lightning – as melee weapons, the iron staff is a +10 lightning blast quarterstaff, the silver staff is a +10 icy blast quarterstaff and the wood staff is a +10 acidic blast quarterstaff. The staves benefit from the existing bonuses of his Weapon Focus and similar feats.

If Talos takes damage from his own staves and their powers, his right glove’s powers or the lightning of his eyepatch, it bypasses his immunities and resistances and banishes him to the Towers of Ruin for 4d10 days, during which he does not grant spells or manifest in Faerun.

Shield of Winds (Sp) Talos can call up high winds to cast aside the arrows of his foes 3 times per day. As an immediate action he can surround his space with an effect equal to a wind wall for 1 round.

Spell Fury (Sp) Talos can quicken one spell of 4th level or lower (as if he had used the Quicken Spell feat), but without adjusting the spell’s level or casting time. He may use this ability once during each rage.

Spell Rage (Ex) Talos can cast spells while in a rage, as long as the spell’s casting time is no more than 1 full round. When he casts a spell of the abjuration, conjuration, evocation, necromancy, or transmutation school while in a rage, he uses his character level (65) as his caster level.

Storm Spell Power (Ex) Talos is truly skilled in the use of spells that wield the power of the stormy seas. Any spell he casts that has the air, electricity, sonic, or water descriptor is cast at +2 caster level.

Thunderbolt (Ex) Talos uses his knowledge of the storm to add the power of thunder to his lightning-based spells. Any spell he casts that deals electricity damage also deals an extra 1 point of sonic damage per spell level and stuns any creature damaged by the spell for 1 round (Fortitude save negates; DC equals the save DC of the spell, even if the spell wouldn't normally allow a save).

Thunderclap (Su) Talos can channel stored spell energy into pure sonic energy. He can lose any prepared spell or spell slot in order to generate a 30-foot-radius burst of sonic energy. The burst deals 1d4 points of sonic damage per level of the spell slot to all targets in the area; any creature damaged by this effect is stunned for 1 round. A Fortitude save halves this damage and negates the stun effect. He is immune to his own thunderclap power. This otherwise functions like the cleric's spontaneous casting class feature.

Warrior Cry (Sp) Talos may scream out a cry once per day as a free action on his turn and gain the benefit of the Tenser’s transformation spell, with one exception: he does not lose his spellcasting ability for the duration of this effect. Talos’s caster level for the purpose of this effect is equal to his character level (65).

Possessions

Talos preferred method of combat is with explosive lightning bolts that he can create at will. Each bolt of lightning is a crackling spear of writhing, barely-restrained electricity that functions as a +10 fiery, lightning and sonic blast longspear of chaotic and unholy power that can assume any size from halfspear to longspear or more. Talos can wield his lightning as ranged weapons without penalty; as a ranged weapons, his lightning gains the distant shot, triple-throw and unerring accuracy abilities. In either form, on a critical hit, a sonic-admixtured chain lightning arcs out from the point of origin and deals both weapon damage in addition to the spell damage. (CL 65th).

The Stormlord also wears +10 half-plate of great reflection (as the shield epic property) with no armor or Dexterity penalty or spell failure chance. His armor is treated as studded leather armor for the purpose of his barbarian class abilities. (CL 65th).

Other Divine Powers
As a greater power, Talos 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 Talos can see (using normal vision or darkvision), hear, touch, and smell at a distance of 16 miles. As a standard action, he can perceive anything within 16 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 16 hours.
Portfolio Sense Talos is aware of any act of destruction, and any natural or magical disaster, regardless of the number of people involved up to 16 weeks in the past and 16 weeks in the future.
Automatic Actions Talos can use any skill related to his portfolio as a free action if the DC for the task is 30 or lower. He can perform up to twenty such free actions each round.
Create Magic Items Talos can craft any magical item that inflicts damage, creates or promotes disasters and cataclysms, or uses magic meant to harm, including artifacts.

NEW SPELLS

Crackling Sphere [Dragonlance Campaign Setting 105]
Evocation [Electricity]
Level: Sorcerer/Wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft / level)
Area: 3ft-radius sphere
Duration: 1 round / level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes
A crackling globe of electricity flies in whichever direction you point, electrocuting those it strikes. It moves 30 feet per round, though if it enters a space with a creature, it stops moving for the round and deals 1d4 points of electricity damage for every two levels of the spellcaster (maximum 5d4). (The subject can negate this damage with a successful Reflex save.)

The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and crackles. The surface of the sphere is yielding, so does not cause damage except from the electricity. It cannot push aside unwilling creatures or batter down large obstacles. The sphere winks out if it exceeds the spell range.

Dalamar’s Lightning Lance [Dragonlance Campaign Setting 105]
Evocation [Electricity]
Level: Sorcerer/Wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft / level)
Area: One lightning-lance / five levels (maximum three)
Duration: Instantaneous
Saving Throw: Fortitude half; see text
Spell Resistance: Yes
You create a crackling lance of lightning that you can hurl at your foes. You must succeed at a ranged touch attack roll to hit. The lance deals 3d6 points of damage from the impact, plus 1d6 electricity damage per caster level (maximum 10d6). The impact damage is not subject to being reduced by protection from elements (electricity), spark shield, and similar magic or effects, but the target is entitled to a Fortitude save to halve the electricity damage.

You can create and hurl a second lightning lance at 10th-level, and a third at 15th-level. All bolts must be aimed at enemies within 30 feet of each other.
Material Component: An amber, crystal, or glass rod.

Magnetic Pulse [Far Corners of the World: Foundations of Stone]
Conjuration (Creation)
Level: Druid 4, Sorcerer/Wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 30-ft.-radius burst
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No
You call upon the powerful magnetic forces of the vast lodes of metal hidden deep within the mountains to focus on a specific point in range. All unattended ferrous metallic objects that weigh less than 10 pounds per caster level are immediately hurled in a random direction to a point just beyond the area of the spell's burst. All creatures in the area take 5d6 points of damage. Alternatively, you can direct the spell inward, and all unattended ferrous metallic objects are hurled toward the center of the area; this inflicts 3d6 points of damage to all of the objects and to all creatures in the area . A successful Reflex saving throw negates the damage done by either type of magnetic pulse.

Attended ferrous metal objects are affected differently by this spell. Fairly small ferrous metal objects worn on the body (such as jewelry) are whisked off the creature's body unless he makes a Reflex save. Most jewelry pieces (especially magic items), however, are not made of ferrous metal. Characters in ferrous metal armor (which is most metal armor) are subjected to a trip attack made by a Large creature with an effective Strength of 22 (the bonus on the trip attack is +4 for size and +6 for Strength for a total bonus of +10). Similarly, the spell makes a disarm attack (using your base attack bonus + 6 for the spell's effective Strength) against any ferrous weapons or objects held in an affected creature's hands. Creatures made primarily of ferrous metal (such as iron golems) are subjected to a bull rush attack from a Large creature. The effective Strength is 22 (+4 size and +6 Strength for +10 bonus on the check) in the direction of the pulse.

If this spell is cast in mountainous terrain, the area is doubled to a 60-foot-radius burst, and the pulse's effective Strength score increases to 30 (+10 Strength bonus).
Material Component: A lodestone.

Monsoon [Kalamar: Salt and Seadogs 44]
Conjuration (Summoning) [Cold]
Level: Druid 7
Components: V, S
Casting Time: 1 round
Range: Medium (100 ft + 10 ft / level)
Area: 20ft-radius spread
Duration: Instantaneous; see text
Saving Throw: Fortitude half
Spell Resistance: Yes
You summon a powerful, sudden downpour that soaks everyone in the area with preternaturally cold rain. All creatures within the area of effect instantly take 1d4 points of cold damage per caster level (maximum 20d4), and in addition are treated as one category more encumbered than they actually are (light to medium, medium to heavy, etc.) as the rain soaks into their clothing and gear, making it heavy and awkward. This encumbrance penalty lasts for 10 minutes or until the affected creatures find a way to dry themselves.

Quagmire Vortex [Far Corners of the World: Mine and Mud]
Evocation [Earth, Water]
Level: Druid 9
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 80-ft.-radius spread
Duration: 1 round / level (D)
Saving Throw: See text
Spell Resistance: No
This devastating spell can be cast only in swampy or muddy environments; the entirety of the spell's spread must be located in this terrain or the spell fails.

When cast, the bog in this area lurches into a sluicing life, forming a vortex made of mud and peat not unlike a huge whirlpool. The violent churning motion of the vortex knocks down creatures, collapses structures, and inexorably pulls anything caught in its area toward its center.

Each creature standing in the area must make a Reflex save (DC 15) each round they remain in the area or fall down. Structures in the area take 50 points of damage per round. Any creature caught inside a structure that collapses takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble. A creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned creature falls unconscious, he or she must make a Constitution check (DC 15) or take 1d6 points of lethal damage each minute thereafter until freed or dead. Unfortunately, pinned creatures may be in for an even more terrible fate as they are drawn toward the center of the vortex.

Each round, all creatures that have fallen down and all structures that have collapsed move in the same circular pattern around the center of the vortex at a speed of 30. Each round, this motion draws objects 10 feet closer to the vortex's center.

Creatures on the ground that have not been knocked prone move in this manner as well, but this movement does not count against their maximum movement for the round, and, on their turn, such creatures can take move actions to move in any direction they wish. The thick mud reduces the base land speed of Large or smaller creatures to 5 feet, and it does not hinder creatures larger than this. If a creature has a natural swim speed, it may use this speed instead while in the mud.

Once an object or creature reaches the center of the vortex, it is pulled down into the mud at a rate of 30 feet per round to a maximum depth of 80 feet. Creatures pulled into the mud begin to drown whenever they can no longer hold their breath (see the Swim skill description in Chapter 4 of the Player's Handbook, and Drowning in Chapter 8 of the Dungeon Master's Guide). Characters held below the surface of the vortex can swim back toward the surface with a successful Swim Check (DC 35 + 1 per consecutive round of being under the surface).

Once the spell's duration ends, the vortex instantly calms. Trees and other natural vegetation are naturally returned to their positions before the vortex began, but creatures and artificial objects (including ruined structures) pulled down into the vortex become imprisoned in the mud; living creatures that do not have burrowing speeds quickly suffocate if not rescued.

Raise Volcano [Far Corners of the World: Fire and Ash]
Conjuration (Creation) [Earth, Fire]
Level: Druid 9
Components: V, S, M, DF, XP
Casting Time: 1 round
Range: Long (400 ft. + 40 ft./level)
Effect: One volcano (see text)
Duration: Concentration
Saving Throw: Reflex partial, see text
Spell Resistance: No
The potent raise volcano spell opens a fissure deep in the earth that leads down to an underlying pool of magma and causes it to explode upward, creating a relatively small (but still quite devastating) artificial volcano.

You select a point to be the center of the volcano you create. Immediately, the ground in a 10-foot radius around that point swells into a cone 10 feet high, with a small vent at the peak. Every creature in this area must make a Reflex save or fall to the base of the cone, taking 1d6 points of damage. Structures in the area take 8d6 points of damage.

One round after the vent appears, an 80-foot-radius area around the center of the spell's effect is struck with a terrific tremor that duplicates the effect of an earthquake spell. At the same time, gouts of lava and ash blast from the central cone. Any creature inside of the cone (falling or flying up) takes 20d6 fire damage each round they remain inside the cone with no saving throw. Creatures and objects directly above the cone's rim (to a height of 10 feet per caster level) and within 10 feet of the cone's rim also suffer this fire damage, but they can make Reflex saving throws each round they remain in the danger zone to take half damage.

Each round you concentrate, the radius of cone and the radius of the earthquake effect grows by 5 feet, and the top of cone rises 10 feet.

Starting on round 4, the earthquake zone is pelted with burning chunks of molten rock, and all creatures and objects in this area take 2d6 points of fire damage per round (with a successful Reflex save negating the damage).

Starting on round 8, the entire earthquake zone is blanketed in a thick cloud of ash and smoke to a height of 5 feet per caster level; all creatures in this area suffer as if caught within a wall of smoke spell.

The volcano ceases to grow once it reaches its maximum radius of 5 feet per caster level. The earthquake zone ceases to grow once it reaches its maximum radius of 80 feet per caster level. The volcano's growth also ends if the spell's magic is dispelled or you cease concentrating on the spell. Once the spell's duration ends, the volcano stops erupting, and the cone collapses into a pit as deep and wide as the cone. One round later the pit closes up; anything inside the pit when it closes is crushed. Those inside the pit take 20d6 points of damage and become entombed in the ground; if they cannot escape via magic or burrowing, they remain there until they suffocate, die of thirst or hunger, or are rescued by outside forces.

Material Component: A block of obsidian that has been magically shaped into a miniature volcano, the caldera of which must be filled with rubies totaling no less than 5,000 gp.
XP Cost: 5,000 XP.

Edited by - LordofBones on 01 Aug 2024 17:18:45

Galuf the Dwarf
Senior Scribe

USA
630 Posts

Posted - 17 Aug 2024 :  20:25:08  Show Profile Send Galuf the Dwarf a Private Message  Reply with Quote
Ha! Those were the exact Prestige Classes I saw him having!

Galuf's Baldur's Gate NPC stats: forum.candlekeep.com/topic.asp?TOPIC_ID=8823
Galuf's 3.5 Ed. Cleric Domains: forum.candlekeep.com/topic.asp?TOPIC_ID=14036
Galuf's Homebrew 4th Edition Races: forum.candlekeep.com/topic.asp?TOPIC_ID=13787
Galuf's Homebrew Specialty Priest PrCs: forum.candlekeep.com/topic.asp?TOPIC_ID=14353
Galuf's Forgotten Realms Heralds and Allies thread: forum.candlekeep.com/topic.asp?TOPIC_ID=8766
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Delnyn
Senior Scribe

USA
967 Posts

Posted - 20 Aug 2024 :  01:01:25  Show Profile Send Delnyn a Private Message  Reply with Quote
Since Talos is already immune to acid, cold, electricity, fire and sonic attacks, I propose we can safely remove these attacks for the Resist line.
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LordofBones
Master of Realmslore

1540 Posts

Posted - 21 Aug 2024 :  15:53:58  Show Profile Send LordofBones a Private Message  Reply with Quote
quote:
Originally posted by Delnyn

Since Talos is already immune to acid, cold, electricity, fire and sonic attacks, I propose we can safely remove these attacks for the Resist line.



I left them there for the sake of redundancy, but go ahead.
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