The Progenitor, The Creator
Greater Deity (20)
Portfolio: Creation, elemental forces, magic, supreme, time
Worshipers: Wizards, sorcerers, psions, mystics, artisans, artists
Cleric Alignments: LN, NG, N, NE, CN
Domains: Air, Creation, Earth, Fire, Knowledge, Magic, Water
Favored Weapon: Quarterstaff
Wizard 20/ Cleric 20/ Psion 20
In the beginning, there was darkness. Then a single flame burned in the darkness and it was Diben Maraud, the first god to come into existence. He molded the world and created or fathered most of the more powerful gods. After finishing his work he departed for realms unknown.
Millenia later when he returned, he arrived in the midst of a war between the other gods. He halted the fighting before it destroyed his creation and then withdrew to become an observer of his creation.
He holds himself aloof from gods and men and makes sure that the more unruly gods do not get out of line. He acknowledges his priests and grants their spells, but rarely participates in mortal concerns.
Diben Maraud appears as a tall man in dark robes edged with fire. He appears to be old, yet still very strong. His short black hair is streaked with white and his eyes are completely black, with no pupils. He carries a staff of black metal.
Patience, self-sufficiency and respect for natural forces.
Clergy and Temples
Priests of Diben Maraud preach the philosophies of patience, self-sufficiency and respect for the natural forces used to fashion the world. They keep themselves aloof from what they consider "mortal matters." Things like the internal affairs of nations and even wars. They are more concerned with the big picture, things that would affect continents or even the whole world. They constantly monitor for signs of otherworldly intrusions, extra-planar or from outside the crystal sphere, and seek to contain them. They sometimes serve as neutral arbiters between nations when an impartial outside party is required. Priests of Diben Maraud command a great deal of respect from other clergy, even the priests of Azgorth.
Wizard 20/Cleric 20/Psion 20
Divine Rank: 20
Hit Dice: 20d8+140 (outsider) plus 20d4+140 (Wizard) plus 20d8+140 (Cleric) plus 20d4+140 (Psion) (1040 hp)
Initiative: +11 (+7 Dex, +4 Improved Initiative)
Speed: 60 ft.
AC: 79 (+7 Dex, +20 divine, +33 natural, +9 deflection)
Attacks*: The Starheart, Melee: (+77/+72/+67/+62), Ranged: (+77/+72/+67/+62) *Always receives a 20 on attack rolls; roll die to check for critical hit.
Damage*: The Starheart 1d6+12 +1d6 acid +1d6 cold +1d6 electricity +1d6 fire +1d6 sonic/on a critical +1d10 acid +1d10 cold +1d10 electricity +1d10 fire +1d10 sonic *Always does maximum damage (quarterstaff 18 points +6 acid +6 cold +6 electricity +6 fire +6 sonic)
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Domain powers, salient divine abilities, spell-like abilities.
Special Qualities: Divine immunities, DR 30/epic, immune to fire, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 20 miles, remote communication, godly realm, teleport without error at will, plane shift at will, SR 52, divine aura (20 miles, DC 39).
Saves*: Fort +68, Ref +68, Will +77. *Always receives a 20 on saves.
Abilities: Str 24, Dex 24, Con 24, Int 57, Wis 42, Cha 29
Skills*: Appraise+73, Bluff+59, Concentration+94, Craft (Alchemy)+106, Craft (Blacksmithing)+106, Craft (Brewing)+103, Craft (Carpentry)+106, Craft (Gemcutting)+103, Craft (Glassmaking)+103, Craft (Leatherworking)+103, Craft (Painting)+103, Craft (Stoneworking)+106, Decipher Script+106, Diplomacy+72, Disguise+53, Heal+62, Knowledge (Arcana)+106, Knowledge (Architecture and Engineering)+106, Knowledge (Geography)+106, Knowledge (History)+103, Knowledge (Local)+103, Knowledge (Nature)+103, Knowledge (Psionics)+106, Knowledge (Religion)+106, Knowledge (The Planes)+106, Perform (Sing)+49, Profession (Herbalist)+96, Profession (Scribe)+96, Sense Motive+66, Spellcraft+149, Spot+66 . *Always receives a 20 on checks.
Feats: Brew Potion, Craft Magic Arms and Armor, Chain Spell, Combat Casting, Combat Reflexes, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Empower Spell, Enhance Spell X2, Enlarge Spell, Epic Spell Penetration, Eschew Materials, Extend Spell, Forge Ring, Greater Spell Penetration, Improved Combat Casting, Improved Counterspell, Improved Initiative, Intensify Spell, Maximize Spell, Multispell X2, Quicken Spell, Silent Spell, Spell Penetration, Spell Opportunity, Still Spell
Divine Immunities: Ability damage, ability drain, acid, banishment, cold, death effects, disease, disintegration, electricity, energy drain, imprisonment, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation.
Salient Divine Abilities: Alter Reality, Arcane Mastery, Avatar, Craft Artifact, Create Greater Object, Create Object, Divine Creation, Divine Fire Mastery, Divine Shield, Divine Skill Focus (Spellcraft), Divine Spellcasting, Energy Storm (Fire), Extra Domain (Air), Extra Domain (Earth), Extra Domain (Knowledge), Extra Domain (Time), Extra Domain (Water), Increased Spell Resistance, Instant Counterspell, Lord Arcane*, Lord Divine*, Lord Psionic*, Master Crafter, See Magic, Spontaneous Wizard Spells (*Unique abilities)
Domain Powers: Cha bonus+3/day, turn or destroy earth creatures, or rebuke or command air creatures. You cast conjuration (creation) spells at +1 caster level. Cha bonus+3/day, turn or destroy air creatures, or rebuke or command earth creatures. Cha bonus+3/day, turn or destroy water creatures, or rebuke or command fire creatures. All Knowledge skills are class skills. You cast divinations at +1 caster level. Use spell completion or spell trigger devices as Wiz30. Free Improved Initiative feat. Cha bonus+3/day, turn or destroy fire creatures, or rebuke or command water creatures.
Spell-Like Abilities: Diben Maraud uses these abilities as a 30-level caster. The save DCs are 39+spell level. Obscuring Mist, Wind Wall, Gaseous Form, Air Walk, Control Winds, Chain Lightning, Control Weather, Whirlwind, Elemental Swarm (air only), Create Water, Minor Image, Create Food and Water, Minor Creation, Major Creation, Heroes' Feast, Permanent Image, True Creation, Genesis, Magic Stone, Soften Earth and Stone, Stone Shape, Spike Stones, Wall of Stone, Stoneskin, Earthquake, Iron Body, Elemental Swarm (earth only), Burning Hands, Produce Flame, Resist Elements (cold or fire only), Wall of Fire, Fire Shield, Fire Seeds, Fire Storm, Incendiary Cloud, Elemental Swarm (fire only), Detect Secret Doors, Detect Thoughts, Clairaudience/Clairvoyance, Divination, True Seeing, Find the Path, Legend Lore, Discern Location, Foresight, Nystul's Undetectable Aura, Identify, Dispel Magic, Imbue with Spell Ability, Spell Resistance, Antimagic Field, Spell Turning, Protection From Spells, Mordenkainen's Disjunction, True Strike, Gentle Repose, Haste, Freedom of Movement, Permanency, Contingency, Mass Haste, Foresight, Time Stop, Obscuring Mist, Fog Cloud, Water Breathing, Control Water, Ice Storm, Cone of Cold, Acid Fog, Horrid Wilting, Elemental Swarm (water only)
Cleric Spells/Day: (Levels 0-16) 6/10/10/10/10/9/8/8/8/7/3/3/3/2/2/2/2; base DC = 28 + spell level
Psionic Power Points/Day: 653; base DC = 35 + power level
Wizard Spells/Day: (Levels 0-23) 4/10/10/10/10/9/9/9/9/8/5/5/4/4/4/4/3/3/3/3/2/2/2/2; base DC = 35 + spell level
Lord Arcane: When Diben Maraud casts arcane spells, all his class levels stack for purposes of determining their effect. He does not gain access to higher-level spells any faster than normal, but his arcane spells behaves as though cast by someone of that higher level.
Lord Divine: When Diben Maraud casts divine spells, all his class levels stack for purposes of determining their effect. He does not gain access to higher-level spells any faster than normal, but his divine spells behaves as though cast by someone of that higher level.
Lord Psionic: When Diben Maraud manifests psionic powers, all his class levels stack for purposes of determining their effect. He does not gain access to higher-level powers any faster than normal, but his psionic powers behaves as though manifested by someone of that higher level. He can manifest any power that he has knowledge of.
Possessions: Diben Maraud carries the Starheart, a black metal staff that he carved from the heart of a star. It is a +5 caustic burst dancing flaming burst freezing burst shocking burst spell storing thundering quarterstaff/+5 caustic burst dancing flaming burst freezing burst shocking burst spell storing thundering quarterstaff. It holds 150 charges, Diben Maraud can recharge it through a daylong ceremony in the heart of a star. It combines the abilities of a staff of cosmos, a staff of fiery power, a staff of prism, a staff of rapid barrage and a staff of winter.
Other Divine Powers
As a greater deity, Diben Maraud automatically receives the best possible result on any die roll he makes (including attack rolls, damage, checks, and saves). He is immortal.
Senses: Diben Maraud can see, hear, touch, and smell at a distance of 20 miles. As a standard action, he can perceive anything within 20 miles of his worshippers, holy sites, objects, or any location where one of his titles or names was spoken in the last hour. He can extend his senses to up to twenty locations at once. He can block the sensing powers of deities of his rank or lower at up to two remote locations at once for 20 hours.
Portfolio Sense: Diben Maraud senses any act of creation, all magic use, and any act that affects the world as a whole 20 weeks before it happens and retains the sensation for 20 weeks after the event occurs.
Automatic Actions: Diben Maraud can use any of his skills 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: As a god of creation and magic, Diben Maraud can create any kind of magic item.