Vishnu
Originally Posted by Green Giant of the Wizards Community forums.
Vishnu
The Preserver
Greater Deity
Symbol: Sun, shell, lotus, mace
Home Plane: Seven Mounting Heavens of Celestia/Mercuria/the Divine Lotus
Portfolio: Mercy, light
Worshipers: Nobles, kshatriya (samurai), healers, muni (monk), devapala (sohei)
Cleric Alignments: LG, NG, LN
Domains: Good, Healing, Law, Protection, Sun
Favored Weapon: Mace
Dogma
Clergy and Temples
Vishnu | |
Shaman 20/monk 20 | |
Medium outsider (Good, Law, Spirit) | |
Divine Rank | 18 |
Hit Dice | 20d8+180 (outsider) plus 20d6+180 (Shaman) plus 20d8+180 (monk) (980 hp) |
Initiative | +14, always first (+10 Dexterity, +4 Improved Iniative, Supreme Iniative) |
Speed | 120 ft. |
AC | 98 (+10 Dexterity, +18 divine, +31 natural, +19 monk, +10 deflection) touch 67, flat-footed 88 |
Base Attack/Grapple | +40/+68 |
Attack | +5 disruption holy merciful heavy mace +73 melee; or +5 axiomatic keen vorpal unarmed strike +73 melee; or spell +68 melee touch or +68 ranged touch |
Full Attack | +5 disruption holy merciful heavy mace +73/+68/+63/+58 melee; or +5 axiomatic keen vorpal unarmed strike +73/+73/+73/+68/+63/+58 melee; or spell +68 melee touch or +68 ranged touch |
Damage* | +5 disruption holy merciful heavy mace 1d8+15; or +5 axiomatic keen vorpal unarmed strike 2d12+15/19-20; or by spell *Always does maximum damage (heavy mace 23, unarmed strike 39) |
Face/Reach | 5 ft./5 ft. |
Special Attacks | Turn undead (+6 to turn checks) 17/day, Improved Unarmed Strike, greater flurry of blows, ki strike (magic, lawful, adamantine), quivering palm, domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (good, law). |
Special Qualities | Divine immunities, DR 30/epic, fire resistance 23, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 18 miles, remote communication, godly realm, greater teleport at will, plane shift at will, animal companion as druid, spirit sight, spirits’ favor, evasion, fast movement, still mind, slow fall any distance, purity of body, wholeness of body, improved evasion, diamond body, abundant step, diamond soul, timeless body, tongue of the sun and moon, empty body, perfect self, SR 50, divine aura (18 miles, DC 38). |
Saves | Fort +69, Ref +70, Will +77 |
Abilities | Strength 30, Dexterity 30, Constitution 29, Intelligence 30, Wisdom 40, Charisma 30 |
Skills* | Balance +94, Bluff +53, Climb +53, Concentration +87 (+91 when casting defensively), Craft (calligraphy) +53, Diplomacy +102, Escape Artist +88, Heal +93, Hide +60, Iaijutsu Focus +88, Jump +94, Knowledge (Arcana) +88, Knowledge (history) +63, Knowledge (local) +63, Knowledge (nature) +88, Knowledge (nobility and royalty) +63, Knowledge (religion) +88, Knowledge (spirits) +88, Listen +68, Move Silently +60, Perform (oratory) +53, Profession (scribe) +58, Search +53, Sense Motive +93, Spellcraft +94, Spot +68, Swim +53, Tumble +94. *Always receives a 20 on checks. |
Feats | Augment Healing, Blind-Fight, Brew Potion, Combat Casting, Combat Expertise, Combat Reflexes, Consecrate Spell, Craft Wondrous Item, Deflect Arrows, Disciple of the Sun, Divine Cleansing, Divine Vigor, Dodge, Extra Turning, Heighten Spell, Improved Disarm, Improved Grapple, Improved Heighten Spell, Improved Initiative, Improved Unarmed Strike, Iron Will, Ki Shout, Mobility, Quicken Spell, Sacred Boost, Sacred Healing, Scribe Scroll, Spell Penetration, Spring Attack, Stunning Fist |
Divine Immunities | Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, Paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. |
Salient Divine Abilities | Alter Reality, Alter Size, Area Divine Shield, Avatar, Battlesense, Clearsight, Divine Fast Healing, Divine Inspiration (hope), Divine Monk, Divine Radiance, Divine Shield, Divine Spellcasting, Divine Splendor, Energy Storm (positive), Extra Domain (Law), Extra Domain (Protection), Gift of Life, Lay Quest, Life and Death, Mass Life and Death, Power of Truth, Rejuvenation, Supreme Initiative |
Domain Powers | Cast good spells at +1 caster level; cast healing spells at +1 caster level; cast law spells at +1 caster level; 19/day protective ward (touched subject gains +20 resistance bonus on next saving throw, maximum duration 1 hour); 19/day greater turning. |
Other Divine Powers
As greater deities, Vishnu automatically receives the best possible result on any die roll he makes (including attack rolls, damage, checks and saves). He is immortal.
Senses: Vishnu can see, hear, touch, and smell at a distance of eighteen miles. As a standard action, he can perceive anything within eighteen miles of his worshipers, 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 twenty 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 18 hours.
Portfolio sense: Vishnu sense any act of healing or mercy nineteen weeks before it happens and retain the sensation for nineteen weeks after the event occurs. He also senses every dusk and dawn, and knows when any source of light is lit or extinguished.
Automatic actions: Vishnu can use Balance, Concentration , Diplomacy, Heal, Jump, Knowledge (Arcana), Knowledge (nature), Knowledge (religion), Knowledge (spirits), Sense Motive, Spellcraft, and Tumble 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: Vishnu can create any magic item that has the power to shed light or flame as well as having the power to heal injuries or restore life.
Spell-like Abilities: Vishnu uses these abilities as a 28th-level caster, except good, healing, and law spells, which he uses as a 29th-level caster. The save DCs are 39 + spell level.
Aid, antimagic field, blade barrier, calm emotions, cure critical wounds, cure light wounds, cure moderate wounds, cure serious wounds, dictum, dispel chaos, Dispel Evil, endure elements, fire seeds, fire shield, flame strike, heal, heat metal, Hold monster, holy aura, holy smite, Holy word, Magic Circle Against Chaos, magic circle against evil, mass cure critical wounds, mass cure light wounds, mass heal, mind blank, orders wrath, Prismatic sphere, protection from chaos, protection from energy, protection from evil, regenerate, repulsion, Sanctuary, searing light, Shield of law, shield other, spell immunity, Spell Resistance, summon monster IX (as good or law spell only), Sunbeam, sunburst.
Shaman Spells/Day (0-15): 6/10/10/10/9/9/8/8/7/7/3/3/2/2/2/2; base DC = 26 + spell level.
Possessions: Vishnu uses a +5 heavy mace with the disruption, holy, and merciful special abilities.
Avatars
Avatar of Vishnu: As Vishnu except divine rank 9; Spd 120 ft.; AC 80 (touch 58, flat-footed 70); Atk +40; Grp +59; Atk +64 melee (1d8+15, +5 disruption holy merciful heavy mace); or +64 melee (2d12+15/19-20, +5 axiomatic keen vorpal unarmed strike); or spell +59 melee touch or +59 ranged touch; Full Atk +64/+59/+54/+49 melee (1d8+15, +5 disruption holy merciful heavy mace); or +64/+64/+64/+59/+54/+49 melee (2d6+15/19-20, +5 axiomatic keen vorpal unarmed strike); or spell +59 melee touch or +59 ranged touch; SQ DR 20/epic, fire resistance 14, SR 41, divine aura (900 ft., DC 29); SV Fort +60, Ref +61, Will +68; all skill modifiers reduced by 10.
Salient Divine Abilities: Alter Reality, Alter Size, Clearsight, Divine Fast Healing, Divine Monk, Divine Radiance, Divine Shield, Extra Domain (Law), Extra Domain (Protection), Gift of Life, Lay Quest
Spell-like Abilities: Caster level 19th; saving throw DC 29 + spell level.
Sources: On Hallowed Ground (2E), PHB 3.5, DMG 3.5, MM 3.5, Oriental Adventures (3E), Deities and Demigods (3E), Epic Level Handbook (3E), Complete Warrior (3.5E), Complete Divine (3.5E), and Dragon Magazine #318.