Set
(God of Chaos and Change)
Holy Symbol of Set |
Real Name: Vald-Thaidegor
Alignment: Diabolic Evil.
Size: 25 feet (7.6 meters) tall.
Description: Hidden behind dark armour, a Mask and black robes, the true appearance of this god is a mystery.
Attributes: I.Q.: 27, M.E.: 28, M.A.: 30, P.S.: 35, P.P.: 30,
P.E.: 27, P.B.: 24, Spd.: 33 (22.5 mph/36 km), PER.: 30, Luck: 30, REF.: 31.
Natural A.R.: 10
Hit points: 14,000
S.D.C.: 12,000
P.P.E.: 2,000
Horror/Awe Factor: 17
Experience Levels: 15th level Necromancer, 15th level Priest, 15th level Diabolist, 15th Level Wizard and 15th level Mind Mage.
Natural Abilities: Astral travel, superior vision like that of a
hawk, nightvision 4000 feet (1200 m), see the invisible, see the
infrared and ultraviolet spectrums, smell blood two miles away
(3.2 km), recognize the scent of human blood 90%, Reads, writes and speaks all
languages, regeneration
of 4D6 points of damage once every melee round, charm,
love charm, mesmerism (all three identical to the wizard spells,
saving throw of 14 or higher needed), see the invisible, summon
100-600 bats, summon 10-60 dogs or wolves, turn into mist, and
shapechange into bat, rat or wolf. Impervious to normal weapons.
Deific Powers: Thaid has the full range of power over his followers, and can perform all prototypical deific powers at regular cost, as well as the following special powers:
- Create Undead: Cost to Thaid: None
- Greater Metamorphosis: Demonic: Cost to Thaid: None
- Deific Curse: Confer Immortality: Cost to Thaid: 100 PPE
- Deific Curse: Pox: Cost to Thaid: 100 PPE
- Deific Curse: Pestilence: Cost to Thaid: 100 PPE
- Deific Curse: Death Plague: Cost to Thaid: 100 P.P.E.
Priest/Healing Powers: Exorcism 60%, turn dead 80%, remove
curse 31%, remove deific curse 21%, resurrection 33%,
curse 41%, and healing touch (2D6).
Magic Powers: All wizard and Necromancer spells, also knows all symbols, wards, curses and circles .
Note: Opponents must roll an 16 or higher to save vs magic.
Psionic Powers: 2,950 I.S.P., with all abilities.
Skills of Note: Basic math, dance, disguise, forgery, impersonate
voices & impersonation, ventriloquism, brewing, lore: dragons, demons
and monsters, and all Communications, Military and Wilderness skills
at 98%. Plus all Rogue skills at 60%
Attacks Per Melee Round: Eight physical or psionic, or four magic.
Special Bonuses (in addition to attribute bonuses): +4 on initiative, +3 to strike, +1 to parry and dodge, triple damage from behind
(back stabbing), +6 to save vs psionic attack, impervious to possession and all forms of mind control, impervious to horror factor, and +2 on all saving throws.
Favorite Weapon: Thaid only has one weapon, Skrellig, his rune pitchfork, which is constructed from the skeleton of a demon and is considered a greatest rune weapon. It has an IQ of 17, is +5 to Stike and Damage does 6D6 Damage and and has the full range of rune abilities plus the following special powers.
- Soul Drinker: The drinking of souls is the actual absorption and imprisonment of
one's life essence. The victim's blood must be drawn by this weapon before it can devour the life essence. When the soul is devoured the Demon's skull of the pitchfork opens it's mouth and lets out a blood curdling scream. A victim devoured by this rune
weapon is forever lost. Skrellig is limited to a maximum
of 1D6 souls per day. Victims of a soul drinking attack get to save vs
magic, but must roll a 14 or higher. A successful save means the victim's
essence is saved but suffers double damage
- Necromantic Magic: Able to cast the following Four Necromany spells per once per day.
- Animate Dead Animals: This spell creates undead skeletons and zombies from the bones and bodies of dead animals, specifically
vertebrates (fish, amphibians, reptiles, birds, and mammals). The animated remains obey simple verbal commands
given by the caster, regardless of the language employed. Only naturally occurring animals of no higher than semi-intelligence
can be animated with this particular spell (lizards, cats, frogs, weasels, tigers, and so on), including minimals and non-magical, giant-sized animals. These undead remain animated until they are destroyed in combat or turned; the animating magic cannot be dispelled. The number of undead that can be animated is 6D6
- Corpse Link: With this spell, a sensory link is established between the owner of the Weapon and a corpse or freshly
animated zombie of a human, demihuman, or humanoid within a 60 foot range. This link allows the caster to
gather sensory information from the vicinity of the cadaver or undead being.
- Sight: The caster can see what the corpse or undead creature sees as if looking through one of the creature's
eyes.
- Sound: The wizard can now hear through one ear, exactly as if standing at the corpse's current location (if
a wizard/thief, the caster can use his or her hear noise ability too).
- Smell: With one nostril, the wizard can now smell things exactly as if standing at the corpse's current
location. The spell conveniently masks the putrefying stench of the cadaver (if any) so that subtle variations of
aroma (like the scent of a rose) can easily be detected.
- Taste: The caster can taste any substance which is introduced into the corpse's mouth. The substance
(which may be solid or liquid) tastes exactly as if the wizard had placed it on one side of his or her own tongue.
This can be especially useful when checking for poison in food or identifying unknown potions. Thankfully, the
taste of the corpse's own rotting flesh can be masked out by the spell.
- Touch: The caster gains the ability to sense the textural and environmental conditions, with a single hand,
as if standing at the corpse's location. The wizard can gauge the surface texture and temperature of any object or
substance which is placed in contact with the corresponding hand of the corpse.
The caster collects all the sensory information through a single organ (eye,
ear, nostril, half of the tongue, or hand) belonging to the corpse or undead recipient. This organ need not be
attached to the rest of the cadaver for the spell to function properly.
While the spell is in effect, the wizard can still see/hear/smell/taste/touch normally through other (unlinked)
organs. For example, a necromancer harvests the left eye from a fresh cadaver (with a successful Anatomy
ability check) and places it on a high ledge, with a strategic view of a front door. If the spell is now cast, the
wizard's left eye would be able to see through the left eye of the corpse and spy on any visitors, while his or her
right eye remains normal.
Furthermore, if the target of the spell is a zombie, the magic enables the caster to issue simple commands
to the undead creature via this link. The commands can be no longer than four words and can deal only with the
creature's movement (turn left, walk forward two steps, and so on) If either the caster or the undead creature moves
beyond the range of the spell, the effects arc negated. Corpse link does not impart any animation to dead tissue; if
cast on a regular cadaver, it remains stationary for the duration of the spell.
- Brainkill:This spell, which operates much like a forget spell, can permanently burn from the memory
of any one creature all knowledge of either a specific place or person or a time period of up to one year (the
spellcaster may choose the desired result). The spell works on any intelligent creature by destroying a portion of its
brain, but a victim is entitled to a saving throw vs. death magic to resist the effects of the spell. If successful, the
creature suffers only a painful headache, which dissipates in 1-4 hours but is otherwise harmless. If failed, the
victim suffers 1-6 points of damage from an excruciating headache, leaving him or her with selected gaps in his
memory.
Brainkill can affect only the victim's memory and ability to recall factual information. For example, a
person thus affected might be completely unable to remember details of a place, the name, appearance, or any
traits of a person, or might have a one-year blank in his or her memory. The spell has no effect on a persons learned
abilities or skills. For instance, suppose an individual gained a swimming proficiency six months before coming
under the influence of this spell. While the victim will no longer recall the swimming lessons, he or she still retains
the ability, though it might not become evident until the victim jumps into a large body of water. Aside from
relearning it as best as one can, the lost knowledge and memories can never be regained except by a wish.
- Bone Blight:This nasty curse slowly erodes the healthy bone of any chosen creature within a range of 60 feet, who is entitled to a
saving throw vs. spells. If failed, all bone in the creature slowly begins to dissolve, eventually reducing it to a
quivering mound of formless flesh.
Except for experiencing a strange "tingling sensation" at the time of casting, the victim is not immediately
aware of the spell's effect (making it even more insidious). In the short term (starting at the moment of casting up
to the first full day), the bones of the victim become embrittled, greatly increasing his or her susceptibility to
crushing attacks or falling damage. At the onset, the subject of this spell sustains double normal damage from such
attacks; by the end of the first day, the victim's current hit points are reduced by 20%.
In the medium term (lasting ld6+l days from the time of the casting), a victim is subject to frequent, painful
fractures. All attacks by piercing and slashing weapons inflict double normal damage, while crushing attacks
inflict quadruple damage. By the end of this period, the creature's hit points are reduced by 60%. In the terminal
stage of this spell, a victim's bones finally dissolve, collapsing the subject's spine and skull, bringing a slow and
painful death.
While under the effects of this spell, the victim's body is unable to undergo normal healing processes.
Magical healing (spells or potions) slows the onset of the terminal stage, but it cannot halt the bone loss process
completely. Every 10 hp of magical healing effectively prolongs the victim's life in the intermediate stage of the
affliction for one full day. The slow dissolution of bone can only be halted by a successful dispel magic or by
remove curse, cure disease, heal, or restoration spell. Once the spell has been broken, lost hit
points can be healed by normal or magical means. This spell only works on living creatures and have no effect if cast on undead.
- Harming Abilities:
- Cause wounds: 2D6 Hit Points and 2D6 S.D.C. can be performed six times per 24 hour period.
- Curse: a 56% chance of success, four times daily.
- Turn 4D6 dead: a 55% chance of success, four times daily, duration is four hours.
- Animate & Command 2D6 dead: a 64% chance of success, four times daily, duration is four hours.
Armour: Full Plate Armour Weightless and Noiseless AR: 18 SDC: 700
Alliances & Allies: He has a very amiable relationship with
the Demon Lords (except Orcus), although one would be hard
put to call them allies, and he gets along with most of the evil gods. He has allied
himself in the past with Set and Anubis and they regularly exchange
greetings through deific messengers.
Enemies: All the Gods of Light
Vulnerabilities:- Only silver, Holy Weapons,
or magical attacks. He is unaffected by most of the other
things that hurt other vampires.
- Need for Blood. Although he has a limitless supply (after all,
he has hundreds of thousands of devoted followers), this could
still be a problem if he were to spend any time away from his
realm. He is accustomed to drinking blood every 12 hours.
- Arrogance. He tends to see everyone, even other gods, as
lesser beings. For this reason he
tends to underestimate threats.
Minions: None per say but has influence over all undead.
Back