Name - Pelagius
Titles - God of Oceans, Master of Storms, Lord of the Deep
Other Aliases: Hydrograph (Alara)
Power: Lesser
Divine Rank: 10
Symbol: Cresting Wave Pierced by Lightning Bolt
Home Plane: Prime Material/Blackwater/Nantar
Alignment: Chaotic Neutral
Portfolio: Dragons, Nature, Ocean, Storms, Water, Weather
Superior: None
Known Confidants: None
Known Allies: None
Worshippers: Druids, Water Breathing Dragons, Dread Pirates, Fishermen, Legendary Captains, Sailors, Stormcasters, Swashbucklers, Wavekeepers
The Church: Pelagius temples are built of very sturdy construction, able to with stand the largest storms. Most display the weathering of years of being around the water. Though all donations are welcomed, the clergy and their congregation will draw owners of seagoing vessels into conversation readily. Sailors and fishermen that worship can always find  simple fare that is filling. Most others are ignored unless they bring news about shipping lanes, weather, etc.
Dogma: Pelagius requires little from his followers beyond sacrifices. His clerics sacrifice precious gems worth 100 gm monthly, but not pearls, by grinding them into a powder and drinking them infused in wine. And he looks favorably upon ships that have been blessed by one of his clerics with an offering of burnt incense before sailing from port.
Day-to-Day Activities: They spend their day studying and predicting the weather for sailors and merchants that are about to set sail. And for fees, will aid in business negotiations. They maintain boating supplies like canvas, ropes and tar, which are available for donations.
Holy Days/Important Ceremonies: Every month at midnight for the three days of the full moon, sacrifices are made to Pelagius. Sailors ask for favorable winds and fair skies. While fishermen ask for a bountiful catch. Annual on the first day of summer a special sacrifice is made before the storm season starts. Asking for the currents and winds to keep the costal villages safe. And for any ships at sea to be able to avoid them. Sailors  or their families will make weekly burnt offerings or gifts of oil or coin, along with prayers of safety and welfare.
Major Centers of Worship: His temples are almost always within view of the ocean or sea. Any temples built inland must have a large pool of seawater. Any kingdoms with a large maritime fleet while have a large temple in its capital. Those situated on the coast usually have a dock.

Priestly Vestments: Cassocks of sea foam green with pearl white trim.
Adventuring Garb: May wear what ever is comfortable as long as the garments are not made from any creature of the sea. And they prominently display their holy symbol.
Cleric Alignments: CN, LN, N, NE, NG
Domains: Blackwater, Ocean, Thunder, Time, Water, Weather
Favoured Weapon: Natural Attack
Chosen & High Priests: The head of my church is the Archdruid  Marius Swain (male human, Drd 20/Strm Cst 6, CN)
Racial Alliances: Aquatic Elves, Merfolk, Humans
Cohorts & Followers: Animal Companion - Plesiosaur,  Familiar -  Wyrmling Topaz Dragon, Special Familiar -  Adult Topaz Dragon
Group Membership: Nantarian Pantheon
Affiliated Orders: These are groups and holy orders that the character sponsors or is associated with, but not a member of.
Major Enemies: None
Appearance: A very well built human that stands 6'4" and weighs 220 lbs with 2% body fat. He has skin is tan with grey shading. A long blue-black hair. He wears no shirt or shoes, and has sharkskin pants. Held up by a black leather belt.
Other Manifestations: May appear to followers in the form of any creature of the sea. Water Elemental being one of his most common forms.
Current Plots/Goals: To keep the civilization of the surface world and the oceanic realms separate and distinct. Only interaction between the two that he tolerates is communication and trade.
Description: Pelagius is a tempestuous as his domains. He is a temperamental deity.


Race  Feral Human
Size Type (Subtypes)   Medium (Amphibious Augmented Monstrous Humanoid)
Classes Levels Planar Druid of the Waters 20 /Stormcaster 10 /WaveKeeper 10 /Sorcerer 2 /Barbarian 2 /  Dragon Disciple 10/  Warshaper 5 / ECL +1
Divine Rank: 10
Hit Dice: 59d12 + 826 (1,534 hp)
Initiative: +13
Speed: 80 feet,  swim 160 feet,  fly 80 feet (average)
Armor Class: 81
Base Attack: +62/+57/+52/+47 Grapple: +87
Attack: Greater Magic Fang Claw (+7 to overcome DR): +86/+80/+75/+70 melee; or Spell +76 melee touch or +72 Ranged touch; or Breath
Full Attack: Greater Magic Fang Claw x2 : +86/+80/+75/+70 melee and Greater Fang Magic Bite (+7 to over come  DR): +83/+78/+73/+68
Damage: Claw 3d6+35; Bite 2d6+31 ; Breath Inaudible Sonic Cone 6d8+10 DC: 61
Space/Reach: 5' by 5'/10'
Special Attacks: Domain Powers, Spells, Salient Abilities, Spell-Like Abilities, Storm Spell Power, Thunderclap,  Wave Master, Rage 1/day, Improved Grab, Pounce, Rake, Rend
Special Qualities: Fast Healing 10, Divine Aura (1,000 ft., DC 35 ), Divine Immunities, Evasion, Uncanny Dodge
Saves:    Fort +59, Ref +46, Will +56
+2 Save vs Spell-Like Abilities of Outsider and vs Spells with the Air or Water Descriptor; +4 Save vs Spell-Like Abilities of Fey
Abilities: Str 38,  Dex 30,  Con 38, Int 30, Wis 34, Cha  40
Skills: +20 Appraise, +40 Balance, +41 Bluff, +53 Climb, +82 Concentration, +30 Craft: Alchemy, +25 Decipher Script, +62 Diplomacy, +21 Disable Device, +28 Disguise, +46 Escape Artist, +20 Forgery, +48 Gather Information, +46 Handle Animal, +42 Heal, +20 Hide, +56 Intimidate, +56 Jump, +55 Knowledge: Arcana, +55 Knowledge: Arch & Eng, +53 Knowledge: Dungeoneering, +75 Knowledge: Geography, +75 Knowledge: History, +75 Knowledge: Local, +82 Knowledge: Nature, +45 Knowledge: Nobility & Royal, +70 Knowledge: Religion, +75 Knowledge: the Planes, +44 Listen, +40 Move Silently, +21 Open Lock, +26 Perform: Oratory, +30 Profession: Navigation, Profession: Sailor, +38 Ride, +30 Search, +22 Sense Motive, +23 Sleight of Hand, +84 Spellcraft, +44 Spot, +88 Survival, +36 Swim, +41 Tumble, +27 Use Magic Device(+29 scroll), +24 Rope, +51 Wild Empathy              
Feats: Alertness, Armor Proficiency  (Light), Armor Proficiency  (Medium), Automatic Quicken Spell, Bonus Domain (Time), Combat Casting, Combat Reflexes, Dragon Familiar, Epic Weapon Focus (Natural Attacks), Epic Weapon Specialization (Natural Attacks), Eschew Materials, Fast Healing, Great Dexterity, Ignore Material Components, Improved Combat Casting, Improved Initiative, Improved Natural Attacks, Improved Swimming, Mobile Spellcasting, Multiattack, Multispell, Natural Spell, Penetrate Damage Reduction, Quicken Spell, Shield Proficiency (No Tower), Spell Opportunity, Weapon Focus (Natural Attacks), Weapon Proficiency (Martial), Weapon Proficiency (Natural Attacks), Weapon Proficiency (Simple) 
Items: Belt of Many Pockets, Boots of Swiftness,
Divine Immunities: Damage Reduction 45/+4, Spell Resistance 42, Critical Hits, Transmutation, Mind-Affecting Effects, Fire, Electricity, Cold, Sonic, Acid, Disease, Poison, Stunning, Sleep, Paralysis, Death Effects, Disintegration, Imprison and Banish, Turning and Rebuking,  High Wind Effects, Immune to Pressure Damage from the greatest Ocean Depths, Ward against all 1st through 9th spells that target Palagius which causes all these spells to be reflected back on caster.
Salient Divine Abilities: Divine Blast, Divine Druid, Divine Shield, Divine Spellcasting, Divine Water Mastery, Extra Energy Immunity, Master of Heaven, Power of Nature,  Sonic Energy Blast, Supreme Initiative
Domain Powers:   19/day turn or destroy fire creatures, or rebuke or control water creatures; Water Breathing,; Inclimate weather has less of an effect on you

Spell-Like Abilities:   All below abilities can be used at will. Caster level 20, DC 35+ spell level
Acid, Fog, Binding Winds, Blackwater Taint, Blackwater Tentacle, Call Lightning, Call Lightning Storm, Cause Fear, Chain Lightning, Cloudwalkers, Cone of Cold, Contingency, Control Water, Control Weather, Dark Tide, Doom of the Seas, Elemental Swarm, Endure Elements, Evard's Black Tentacles, Find Path, Fog Cloud, Foresight, Freedom of Movement, Gentle Repose, Greater Shout, Greater Whirlwind, Gust of Wind, Haste, Horrid Wilting, Ice Storm, Lightning Bolt, Maelstrom, Obscuring Mist, Otiluke's Freezing Sphere, Pressure Sphere, Shatter, Sound Burst, Storm of Vengeance, Teleport without Error, Time Hop, Time Stop, Transformation of the Deeps, True Strike, Permanency, Plane Shift ,  Wall of Ice, Water Breathing, Waterspout, Wave Form, Whirlwind

The following abilities have uses per day. 
Wild Shape: 6/day, Elemental Shape: 3/day
Wild Shape: May assume the form of any animal, beast, dragon, elemental, magical beast, plant, or vermin form from fine to colossal in size.
Sorcerer Spells/Day: 6/10/10/10/10/9/9/9/9/8/3/3/3/2/2/2/6   DC = 35 + Spell Level
Druid Spells/Day:      6/8/8/8/8/7/6/6/6/5/2/2/5   DC = 32 + Spell Level
Epic Spells: Dragon Knight (Non-Ritual) DC:68, Epic Mage Armor DC:46, Epic Spell Reflection DC:68, Spell Worm DC:45, Time Duplicate DC:71, Verdigris DC:58
Other Divine Powers
Palagius treats 1's on any roll normally and not as an automatic failure. Any skill check may Take 10, if check is even needed. Spells in effect: Epic Mage Armor, Epic Spell Reflection, and Greater Magic Fang
Senses: Low-Light Vision, Darkvision, Blindsense, See, hear, touch and smell at a distance of 10-mile radius. Plus  Remote sensing 5 areas at once around any worshiper, holy sites or scared areas; this power can even cross planes and penetrates any barriers (except Divine Shield). Block Sensing of deities of divine rank of 10 or lower, same distances as above, 2 remote locations and last 10 hours each.
Portfolio Sense: Automatically sense any event in Nature, Ocean, Storms, Water or Weather  that involves 500 or more people.
Automatic Actions: When performing an action/skill within Portfolio, Maximun DC Automatic Action 20, 5 free actions/rd
Create Magic Items: Create any Nature or water related items as long as item's market price does not exceed 30,000 gp.
Divine Aura: 1000 ft radius, Daze, Fright, Resolve  DC 35
Grant Spells: May grant Druid, Domain, and Initiate  Spells to mortals.
Spontaneous Casting: May Spontaneously Cast All Spells
Communication: Can Understand, speak and read any language, including nonverbal languages. May speak directly to any beings within 10 miles of itself. Can also communicate at a remote location with any of his worshipers, anyone within 10 miles of a site dedicated to him, or within 10 miles of a statue or other likeness of him. Deity may send telepathic message only one can hear, our boom his voice from the air. He may also send a manifestation or omen. May communicate across planes and penetrate any barrier.
Godly Realm: Castle at bottom of ocean with alters and links to Astral Plane.
Familiar: May have an additional special familiar. May take any Amphibious or Aquatic creature within 10 miles of him and make it a familiar. May change it at will.








INITIATE OF PELAGIUS [INITIATE]
You have been taught the secrets of Ocean and Storms from the leaders of your church.
Prerequisites: Druid or Ranger level 3rd, patron deity Pelagius, Neutral in alignment.
Benefit: You gain a +1 sacred bonus on saving throws against Electricity and water spells.
In addition, you add the following spells to your druid or ranger spell list:
2nd: Gust of Wind
3rd:  Tongues
4th:  Wall of Ice
Return
Hosted by www.Geocities.ws

1