Owen O'Connell Character in Rhelm Again | World Anvil
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Owen O'Connell

Divine Domains

Dragon

Mighty serpents of fang and flame have their place in many fantastic worlds, but your hero is not just any shell-damp drakeling. Your hero is a dread paragon among their kind, a fell and terrible serpent-lord who can bring terror to armies. This concept Word can be used to emulate all the classical abilities of dragons known to story and fable, whether their abilities are to easily devour masses of lesser creatures, exhibit tremendous physical power, or exert unnatural influence over the weak-willed. If your concept revolves around certain physical abilities such as great strength or swift-winged flight, you should purchase those gifts at the start of the game. For dragons that only occasionally call upon their wyrmish prowess or the magical flight abilities of the pearl in their brains, such gifts might be used as miracles instead. Your hero is a dragon. Whatever the particular shape you might desire the dragon to take, you have a base Armor Class of 3, your unarmed attacks inflict 1d10 damage as a magic weapon, and your Strength is automatically raised to 18. You are whatever size both you and the GM agree is appropriate.  

Lesser Gifts

  A Second Skin Action   You can transform into humanoid shapes of your choice as a Main Action. Your transformed aspect is dressed and equipped in any way normal to the guise you assume and you can automatically speak any language or adopt any mannerisms appropriate to the chosen disguise. All your gifts and innate powers remain accessible in human form.   Breath of Death (Smite) Action   Commit Effort for the scene. You exhale a wave of some noxious substance, be it fire, venom, razor-sharp gemstones, or anything else appropriate to your concept. You can take this gift more than once to have more than one type of deadly breath. The breath does 1d6 damage per Godbound level, or triple to Mobs. Targets and Mobs of creatures with only 1 hit die are instantly killed. The wave is a cone up to fifty feet long per character level and just as wide at its furthest extent. You have sufficient control to avoid harming unwanted targets within that area. You have an invulnerable defense against substances you can exhale.   Inexhaustible Hoard Constant   Wealth somehow finds its way to you, and your hoard is fathomlessly vast. You can always afford anything costing 1 Wealth or less, and you may Commit Effort for the day once per week to afford a single purchase of up to Wealth 10 magnitude. In addition, every week you may make purchases worth a number of Wealth points equal to your character level; these purchases count as "real", non-magical Wealth for purposes of fueling Theotechnical low magic or other ritual requirements. Your hoard cannot be stolen so long as you live, as it simply refuses to leave its appointed place.   Sinews of the Serpent Constant   You have tremendous physical might. While it is not precise enough to be relevant in normal attacks, you can smash through stone construction as many feet thick as you have character levels, crush wooden structures, carry weights no heavier than a small ship, and otherwise perform feats of draconic strength.   Terror of the Skies Constant   You have wings, and can fly at twice your normal ground movement rate. When allowed uninterrupted flight over long distances, you can travel up to one hundred miles an hour. You are sufficiently maneuverable to hover or perform other intricate aerial maneuvers if needed.   Whispers of the Wyrm Action   Your words and gaze combine to induce a hypnotic sort of acquiescence in your prey. By Committing Effort for the scene and targeting a creature who is looking at you, you may temporarily take control of their will. Lesser foes get no save, while worthy ones can resist with a save versus Spirit. Affected victims will perform any act you command that does not threaten their own lives or those of their loved ones. Worthy foes can shake it off after the scene ends, but lesser foes remain subject to you until they are have been entirely separated from your voice and presence for one month.  

Greater Gifts

  Iron Scales of the God-Wyrm Instant   Commit Effort for the scene. You negate an otherwise successful attack or source of physical damage. The blow may land on you, but you are simply too large or strong to be hindered by it. As a Constant effect, gain a bonus of 2 hit points per character level to your maximum hit points.   Legion's Bane Constant   All physical damage you inflict against Mobs may be read straight, whether inflicted by normal attacks or gifts. Physical attacks or physical damage-inflicting powers used against targets or Mobs of creatures with maximum hit dice equal to or less than half your level in hit dice, rounded down, are automatically successful and instantly fatal to the hapless targets. If you choose to use this gift as part of an attack, any creatures you reduce to zero hit points are killed, and cannot be non-fatally subdued.   World Eater On Turn   Commit Effort for the scene when rolling an attack or using a power that inflicts damage dice. If a normal attack, it is automatically successful and does maximum damage. If an offensive power that rolls damage dice, roll them twice and take the best result.  

Entropy

Godbound of Entropy are avatars of disorder and decay, the eidolons who cause things to fall apart and ensure the center cannot hold. Matter, passions, plans… these things crumble before the Godbound's will. Yet this Word is not entirely negative, for one with the Word of Entropy can also cause it to withdraw its eroding influence from a chosen subject, preserving it in perfect and unnatural order until that favor is withdrawn. They cannot heal, but they can keep things from getting worse for that which they guard. The Word of Entropy grants a Godbound no need for food, drink, sleep, or air, and they also seem to be functionally unaging. They can destroy any non-divine inanimate object they touch as a Main Action, or up to three cubic feet of a larger object per round.  

Lesser Gifts

Disordered Minds Action   Commit Effort for the scene and target a visible creature while nominating some purpose or action the creature is trying to carry out, whether killing a foe or proclaiming a royal edict. They will immediately perform the most harmful and disruptive action they can take in contradiction of that goal, whether an intentional miss or critically garbling the edict in transmitting it. They will be convinced they are behaving sensibly despite all argument until released by the Godbound. Lesser foes cannot resist this gift, while worthy foes can save versus Spirit to break free before each round of bungling.   Functional Lifespan Action   Commit Effort for the scene and target a visible creature or an object or part of an object no larger than a cottage. The target becomes immune to natural weathering, decay, or aging, though it can still be damaged normally by intentional action or uncharacteristic abuse. Supernatural creatures or humans with more than 1 HD can't be made immortal this way, though their lifespan can be maximized.   Low Impact Instant   Commit Effort for the scene and target a visible attack or injurious event that has just happened. Harm is negated as the force drains away uselessly or the object remains undisrupted by the attack. This gift normally only applies to hit point damage or physical disruption.   Perfect Efficiency Constant   Gain one point of Effort. Also, as an On Turn action, Commit Effort to ignore a number of points of an Uncreated's Cold Breath ability equal to half your level, rounded down, while it remains Committed.   Sap the Force Instant   The Godbound targets a creature that has just Committed Effort for any reason. The Effort is lost and the creature must Commit it again as an Instant action if their desired effect is to come to pass. This gift can be used only once per scene on a given target.   Things Fall Apart Constant   The Godbound's displeasure causes physical decay, dissolution, and collapse. They may use it as a magical ranged weapon out to sight distance, doing 1d10 damage. Against inanimate objects, this damage is always maximum, and can erode a sphere up to 6 feet in diameter of non-divine matter every round.   Zero Functional Lifespan Action   Target a visible object no larger than a person, or Commit Effort for the day to target an object no larger than a large sailing ship. The object immediately decays as if aged up to one century per character level, a span usually sufficient to destroy all but the most obdurate materials or magical items designed to last indefinitely. If used against a magical vehicle, Godwalker, or other artifice that requires maintenance, the target immediately takes 1d8 damage per two character levels of the user, rounded up.  

Greater Gifts

Atomized Souls Action   Commit Effort for the day and target a visible creature. Choose one or more emotional relationships they have, or simply nominate an entire class of relationships. They and those in the relationships lose all feeling for each other, whether positive or negative, and cannot develop it again until the Godbound permits it. Lesser foes cannot resist this apathy, while worthy foes can save versus Spirit to retain their feelings toward the other, though this sentiment may be one-sided if the other is a lesser foe.   Best Laid Plans Action   The Godbound targets a particular plan or purpose, whether one specifically known to them or merely a hypothetical goal. They immediately get an intuitive sense of the most useful act they could presently take toward promoting or hindering this goal, according to their wishes and the GM's best judgment. They may not understand why this action would be so helpful or harmful to the goal, and the act may be difficult for them to perform, but it will always be very helpful or harmful in turn as they intend. This gift cannot be used as a miracle. This gift cannot be used again on the same or a similar topic until the action has been taken or seriously attempted.   Undisrupted Order On Turn   The Godbound focuses on maintaining personal coherence, and gains an invulnerable defense against all physical harm or physical alteration until the start of their next turn. Using this gift a second or further time in the same scene requires that Effort be Committed for the day each further time this gift is used. Note that this gift is an On Turn gift rather than an Instant one, so it must be used on the Godbound's turn.  

Sun

Light, hope, vision and purity are the purviews of the Sun Word. The sun banishes malevolent sorcery and gives courage with its radiance. Miracles of the sun might be used to break spells, reveal truths, give hope, or blast the impure with torrents of celestial flame. The sun’s eye is all-seeing, and gifts of vision also fall under this sphere. Heroes with the Sun Word may shed daylight at will up to 200 feet, cannot be blinded or their vision impaired by darkness or mists, and have an invincible defense against fire damage. Their vision can pierce blindfolds or survive even the physical removal of their eyes.  

Lesser Gifts

Body of Burning Light On Turn   Commit Effort. Your brilliance makes you almost impossible to target, by creatures who operate by means of vision. While you shine, your natural AC is 3 against creatures with sight. Your weapons or unarmed attacks count as a magical weapon with a range of 200 feet, and do a minimum of 1d10 damage. Your corona counts as natural sunlight for susceptible creatures. Armor and shields don't aid this AC.   Hasten to the Light Action   Commit Effort for the scene. Instantly appear in any place lit by natural sunlight or your own radiance, provided it's within one mile. You appear at the nearest valid light to your desired destination. This gift can't move you more than a mile of total distance per hour.   Hope of the Dawn On Turn   Commit Effort. You and allies within your general area gain a Morale of 12 and an invincible defense against magical emotional influence. Allied NPCs gain +1 hit die and +1 to hit. Those in sight of you have an instinctive awareness of your wishes, though they are not compelled to obey.   Illumine That Which Is On Turn   Commit Effort. Your radiance limns magical effects on people, banishes magical darkness, dispels mortal illusion, and reveals magical items. Those with the gifts of Deception or Night may make a Spirit saving throw to maintain their illusions or gloom.   Purity of Brilliant Law Instant   Commit Effort for the scene. Defensively dispel a hostile magical effect on yourself or offensively dispel another gift for a round as if with a miracle. This gift functions more swiftly than a conventional miracle of dispelling, and the Effort need not be committed for so long.   Sunlit Sight Action   Commit Effort. Choose a place you’ve been that is currently lit directly by the sun. While the Effort is committed, see and hear everything in that place as if present. Your voice can be heard there by those present.  

Greater Gifts

Creation’s First Light On Turn   Commit Effort. Your vision penetrates any non-magical barrier, allowing you to see anything and everything out to the horizon. Focusing on something not in the immediate area requires a round. This vision automatically penetrates illusions and sees the true shape of shapeshifters. It cannot pierce the gifts of the Deception Word, however.   Purging Noonday Blaze Action   Commit Effort for the scene. A burning light permanently banishes all undesired low magic out to sight range. If the Effort is committed for a day, it suppresses all offensive gifts or magical powers of a single target for one round, as if by a successful miracle applied to each. This gift can be used for such offensive dispelling only once per scene.   Sunstrike (Smite) Action   Commit Effort for the scene. If the sun is in the sky, its radiance strikes a desired visible foe for 1d10 fire damage per level of the Godbound, This blaze will penetrate any roof or ceiling not proof against divine gifts in order to strike the target. If the sun is not in the sky the bolt does 1d6 damage per level. Creatures not of this world, such as summoned entities, angels or Uncreated, always take 1d10 damage per level and roll the damage twice to take the harshest result.
Divine Classification
Proto-god
Children

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