Math fab Mathonwy
Math fab Mathonwy is a mythological figure in Welsh mythology who was a powerful king and magician.
- Pantheon: Celtic Pantheon
- Deity Title: God of Wisdom and Magic
- Deity Symbol: A wand or staff
- Home Plane: The Otherworld
- Deity Level: Intermediate
- Alignment: Neutral
- Aliases: Math ap Mathonwy
- Superior: The Dagda
- Traditional Allies: The goddess Brigid, the god Lugh
- Traditional Foes: The Fomorians, beings of chaos and darkness
- Divine Artifact: The Staff of Math, a powerful magical artifact that allows the wielder to control the tides of battle.
- Servants: Fairies and other supernatural beings associated with wisdom and magic.
- Servitor Creatures: Ravens, snakes, and other animals associated with wisdom and magic.
- Sacred Animal: The Raven
- Manifestations: Math is known to appear to his followers in the form of a wise old man or a powerful wizard.
- Signs of Favor: Symbols of wisdom and magic, such as magical runes or wands, may appear to followers as signs of Math’s favor.
- Worshipers: Druids, bards, scholars, and other seekers of knowledge and magic.
- Specialty Priests: Wizards, Sorcerers, Bards
- Cleric Alignments: Neutral, Lawful Neutral, Chaotic Neutral
- Holy Days: The Summer Solstice and the Winter Solstice
- Portfolio: Wisdom, Magic, Knowledge, Education, Science
- Domains: Knowledge, Magic, Trickery
- Favored Weapon: Staff
- Favored Class: Wizard
- Favored Race: Elves
- Duties of the Priesthood: To seek out knowledge and wisdom, to protect and teach others, to defend against dark magic and chaos.
- Major Cult/Temple Sites: The Isle of Gwydel, a sacred island where Math was said to have lived.
- Benefits: The blessings of Math may include increased knowledge and magical power, protection from dark forces, and wisdom in decision making.
Math fab Mathonwy is a legendary figure in Welsh mythology, known for his great wisdom, powerful magic, and political prowess. As a prince of the Britons, he is determined to lead his people to prosperity and defend their lands from foreign invaders. His story is one of struggle and triumph, as he faces numerous challenges and adversaries throughout his life.
Math is a man of great intelligence and cunning, with a keen eye for strategy and a deep understanding of the natural world. He has spent years studying the ancient lore of his people, learning the secrets of magic and mastering the arts of divination and prophecy. As a result, he is highly respected by his peers and feared by his enemies, who know that his power is unmatched.
Despite his many talents, Math is not without his flaws. He can be stubborn and prideful at times, and is prone to making rash decisions when his emotions get the better of him. However, he is fiercely loyal to his friends and family, and will stop at nothing to protect them from harm.
Math fab Mathonwy is a tall and imposing figure, with broad shoulders and a muscular build. He has long, flowing hair that falls in waves around his face, and a thick beard that adds to his commanding presence. His features are sharp and angular, with deep-set eyes that seem to glow with an inner fire. Despite his age, he moves with the grace and agility of a much younger man, and his every gesture exudes a sense of power and authority. When he speaks, his voice is deep and resonant, with a hint of gravel that adds to his gravitas.
Above all else, Math is driven by a deep sense of duty to his people. He knows that the fate of his kingdom rests on his shoulders, and he is willing to make any sacrifice necessary to ensure its survival. Whether he is negotiating with rival chieftains, leading his warriors into battle, or delving into the mysteries of magic, Math is always focused on one goal: securing the future of his people and building a better world for all who call Britain home.
- Math fab Mathonwy, Welsh God of Magic and Warriors 5e Stat Block
- Math fab Mathonwy, Archmage of Gwynedd 5e NPC Stat Block
- Math Mathonwy 3.5 StatBlock
Math fab Mathonwy, Welsh God of Magic and Warriors
Armor Class: 40 Hit Points: 1,000 (50d20 + 500) Speed: 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
30 (+10) | 30 (+10) | 30 (+10) | 40 (+15) | 40 (+15) | 30 (+10) |
Skills: Arcana +30, History +30, Insight +30, Perception +30
Senses: Truesight 120 ft., passive Perception 40
Languages: All
Challenge Rating: 35 (500,000 XP)
Traits:
- Divine Magic. Math fab Mathonwy can cast spells from the following domains at will: Knowledge, War, and Trickery.
- Immortal. Math fab Mathonwy cannot die of old age, and is immune to all diseases and poisons.
- Divine Weapons. Math fab Mathonwy’s weapon attacks are considered magical, and deal an extra 20 (4d8) radiant damage on a hit.
- Legendary Resistance. Math fab Mathonwy can choose to succeed on any saving throw that would otherwise result in a failed save, three times per day.
- Spellcasting. Math fab Mathonwy has an innate spellcasting ability and can cast any spell at will without expending a spell slot.
Actions:
- Multiattack. Math fab Mathonwy can make three weapon attacks or three spell attacks per turn.
- Divine Weapon Attack. Melee Weapon Attack: +30 to hit, reach 10 ft., one target. Hit: 70 (10d10 + 15) slashing damage plus 20 (4d8) radiant damage.
- Divine Spellcasting. Math fab Mathonwy can cast any spell from any class or domain at will without expending a spell slot.
Legendary Actions: Math fab Mathonwy can take three legendary actions per round, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. Math fab Mathonwy regains all expended legendary actions at the start of his turn.
- Divine Weapon Attack. Math fab Mathonwy makes one weapon attack.
- Divine Spell. Math fab Mathonwy casts any spell at will.
- Divine Resistance. Math fab Mathonwy can choose to succeed on any saving throw that would otherwise result in a failed save.
Divine Artifact:
- Cadair Mathonwy (Mathonwy’s Chair). This magical chair allows Math fab Mathonwy to perform great feats of magic and grants him incredible insight into battle strategy. When sitting in the chair, Math fab Mathonwy gains a +10 bonus to Intelligence, Wisdom, and Charisma, as well as the ability to cast the following spells: Time Stop, Meteor Swarm, Power Word Kill, and Wish, once per day each.
Lair Actions: On initiative count 20 (losing initiative ties), Math fab Mathonwy takes a lair action to cause one of the following magical effects. Math fab Mathonwy cannot use the same effect two rounds in a row.
- Summon Allies. Math fab Mathonwy summons 1d4 of his most loyal and powerful warrior servants to aid him in battle.
- Arcane Blast. Math fab Mathonwy unleashes a powerful blast of arcane energy in a 60-foot cone. Each creature in the area must make a DC 30 Dexterity saving throw, taking 40d10 force damage on a failed save, or half as much damage on a successful one. Legendary Actions:
Math fab Mathonwy can take three legendary actions per round, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. Math fab Mathonwy regains all expended legendary actions at the start of his turn.
Divine Weapon Attack. Math fab Mathonwy makes one weapon attack. Divine Spell. Math fab Mathonwy casts any spell at will. Divine Resistance. Math fab Mathonwy can choose to succeed on any saving throw that would otherwise result in a failed save.
Regional Effects:
The area within 1 mile of Math fab Mathonwy’s temple or other place of power is infused with powerful magical energy, granting the following benefits and drawbacks:
Benefits:
- Creatures within the area have advantage on saving throws against spells and magical effects.
- Non-magical weapons and attacks made by creatures within the area are treated as magical for the purposes of overcoming resistance and immunity to non-magical attacks and damage.
- The area is filled with the sound of battle, inspiring courage in Math fab Mathonwy’s allies. Creatures within the area gain a +5 bonus to initiative rolls and attack rolls.
Drawbacks:
- The area is wreathed in a thick mist, reducing visibility to a range of 30 feet.
- The area is under the constant effects of the Silence spell, preventing creatures within the area from using verbal components to cast spells or communicate with each other.
- The area is subject to random magical effects, as determined by the DM using the Wild Magic Surge table in the Player’s Handbook.
d100 | Effect |
---|---|
01-02 | Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. |
03-04 | For the next minute, you can see any invisible creature if you have line of sight to it. |
05-06 | A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. |
07-08 | You cast Fireball as a 3rd-level spell centered on yourself. |
09-10 | You cast Magic Missile as a 5th-level spell. |
11-12 | Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If it’s even, you grow. |
13-14 | You cast Confusion centered on yourself. |
15-16 | For the next minute, you regain 5 hit points at the start of each of your turns. |
17-18 | You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. |
19-20 | You cast Grease centered on yourself. |
21-22 | Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. |
23-24 | Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect. |
25-26 | An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. |
27-28 | For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. |
29-30 | You teleport up to 60 feet to an unoccupied space of your choice that you can see. |
31-32 | You are surrounded by faint, ethereal music for the next minute. |
33-34 | You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth. |
35-36 | A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile. |
37-38 | You are immune to being intoxicated by alcohol for the next 5d6 days. |
39-40 | Your hair falls out but grows back within 24 hours. |
41-42 | For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame. |
43-44 | You regain 2d10 hit points. |
45-46 | You turn invisible for the next minute. During that time, anything you are carrying or wearing is invisible with you. |
47-48 | If you die within the next minute, you immediately come back to life as if by the Reincarnate spell. |
49-50 | Your size increases by one size category for the next minute. |
51-52 | You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. |
53-54 | You are surrounded by a gentle, harmless breeze for the next minute. |
55-56 | Your clothing becomes uncomfortably tight for the next minute. |
57-58 | You gain the effect of the Etherealness spell for the next minute, but you can only move in the Ethereal Plane by moving through objects. |
59-60 | You can take one additional action immediately. |
61-62 | For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. |
63-64 | You regain all expended sorcery points. |
65 -66 | Maximize the damage of the next damaging spell you cast within the next minute. |
67-68 | Teleport up to 60 feet to an unoccupied space of your choice that you can see. |
69-70 | Surrounded by faint, ethereal music for the next minute. |
71-72 | Regain 2d10 hit points. |
73-74 | Gain resistance to all damage for the next minute. |
75-76 | Hair falls out but grows back within 24 hours. |
77-78 | Become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell. |
79-80 | If you die within the next minute, you immediately come back to life as if by the reincarnate spell. |
81-82 | Size increases by one size category for the next minute. |
83-84 | You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. |
85-86 | Surrounded by a faint, pungent smell for the next minute. All creatures within 30 feet of you must succeed on a Constitution saving throw or become poisoned for 1 minute. |
87-88 | Regain your lowest-level expended spell slot. |
89-90 | For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. |
91-92 | Emit a powerful blast of energy. All other creatures within 30 feet of you must make a Dexterity saving throw. They take 2d10 fire damage on a failed save, or half as much damage on a successful one. |
93-94 | Regain all expended sorcery points. |
95-96 | Maximize the damage of the next damaging spell you cast within the next minute. |
97-98 | Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. |
99-00 | Regain all of your expended hit points. |
Math fab Mathonwy, Archmage of Gwynedd
- Alias – Math fab Mathonwy
- Gender – Male
- Race – Welsh human
- Occupation – Prince, warrior, magician
- Religion – Celtic polytheism
- Allies – His family, fellow warriors and magicians, the kingdom of Gwynedd
- Enemies – The neighboring kingdom of Dyfed, who he has warred with in the past
- Abode/ Base of operations – A castle in the kingdom of Gwynedd
- Nationality – Welsh
- Languages – Welsh, Latin, Old Irish
- Alignment – Lawful Good
- Affiliation (s) – The ruling family of Gwynedd, the warrior and magician classes
- Significant others – None recorded in myth
Medium humanoid (human), neutral good
Armor Class: 16 (mage armor) Hit Points: 207 (18d8 + 108) Speed: 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 14 (+2) | 22 (+6) | 30 (+10) | 16 (+3) | 20 (+5) |
Saving Throws: Int +18, Wis +11, Cha +13 Skills: Arcana +18, History +18, Insight +11, Perception +11 Senses: passive Perception 21 Languages: Common, Draconic, Elvish, Gnomish, Sylvan Challenge: 25 (75,000 XP)
Legendary Resistance (3/day): If Math fab Mathonwy fails a saving throw, he can choose to succeed instead.
Spellcasting: Math fab Mathonwy is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 26, +18 to hit with spell attacks). Math fab Mathonwy can cast any spell from the wizard spell list, and has the following spells prepared:
Cantrips (at will): fire bolt, light, mage hand, mending, prestidigitation 1st level (4 slots): detect magic, mage armor, magic missile, shield 2nd level (3 slots): detect thoughts, invisibility, mirror image 3rd level (3 slots): counterspell, dispel magic, fireball 4th level (3 slots): banishment, blight, greater invisibility 5th level (3 slots): cone of cold, dominate person, wall of force 6th level (2 slots): chain lightning, globe of invulnerability 7th level (2 slots): delayed blast fireball, finger of death 8th level (1 slot): dominate monster, power word stun 9th level (1 slot): time stop, wish
Actions:
Staff of Mathonwy: Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, or 14 (2d10 + 4) bludgeoning damage if used with two hands.
Arcane Blast: Ranged Spell Attack: +18 to hit, range 120 ft., one target. Hit: 77 (22d6) force damage.
Meteor Swarm (1/day): Math fab Mathonwy calls down four meteors to strike points he can see within 1 mile, each meteor exploding in a 40-foot radius. Each creature within the area must make a DC 26 Dexterity saving throw, taking 140 (20d6 + 60) fire damage and 140 (20d6 + 60) bludgeoning damage on a failed save, or half as much damage on a successful one.
Legendary Actions: Math fab Mathonwy can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Math fab Mathonwy regains spent legendary actions at the start of his turn.
- Cantrip: Math fab Mathonwy casts a cantrip.
- Teleport (Costs 2 Actions): Math fab Mathonwy magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see. Counterspell (Costs 3 Actions): Math fab Mathonwy uses his reaction to cast counterspell.
Equipment: Staff of Mathonwy, Robe of the Archmagi, Amulet of Health, Ring of Protection, Bag of Holding, Spellbook
Lair Actions: On initiative count 20 (losing initiative ties), Math fab Mathonwy can take a lair action to cause one of the following magical effects:
- Magical darkness spreads from a point Math fab Mathonwy chooses within 60 feet of him, filling a 20-foot-radius sphere until initiative count 20 on the next round.
- Math fab Mathonwy causes a thunderous boom to erupt from a point he can see within 120 feet of him. Each creature within 60 feet of that point must succeed on a DC 26 Constitution saving throw or take 35 (10d6) thunder damage and become deafened for 1 minute.
- Math fab Mathonwy creates an illusory wall of fire in a 60-foot radius centered on a point he can see within 120 feet of him. The wall lasts for 1 minute or until Math fab Mathonwy uses this lair action again. Each creature that ends its turn within the wall or passes through it takes 35 (10d6) fire damage.
Math fab Mathonwy was a powerful prince, warrior, and magician of the Welsh kingdom of Gwynedd. He was a devout follower of Celtic polytheism and believed in the power of the gods to aid him in his battles and magical endeavors. He had many allies among his family, fellow warriors, and magicians in the kingdom, all of whom respected his leadership and skill in battle.
However, Math also had enemies, chief among them the neighboring kingdom of Dyfed, who he had warred with in the past. Despite this, Math was a fair and just ruler, always striving to do what was best for his people and his kingdom.
Math’s abode was a grand castle in Gwynedd, where he oversaw the day-to-day affairs of the kingdom and planned his military and magical campaigns. He was fluent in Welsh, Latin, and Old Irish, allowing him to communicate with a wide range of people in his travels and negotiations.
As a lawful good character, Math always strived to uphold the principles of justice, order, and protection. He was deeply committed to his people and his faith, and used his powers as a magician to defend and serve them. Though he never had any significant others recorded in myth, his loyalty and dedication to his family and allies were unmatched.
Math Mathonwy
Math fab Mathonwy is the reclusive Celtic god god of magic and sorcery, who introduced wizardry to the Celtic lands. He is primarily interested in his researches on the occult and magic, and seldom intervenes in the affairs of the others.
The only exception of this seclusion is to avenge himself of those who try to take advantage of him. Math is told to live in a great magical castle, served by a host of Blodeuwedd, all of whom must be virgins.
He carries a mighty magical staff and wears a torc given to him by the other gods. As master of his household, Math insists that his feet rest in the lap of a maiden whenever possible.
He does not tolerate mistreatment of his Blodeuwedd foot warmers, nor does he abide treachery on their part, and has vented his wrath upon many who have violated his trust. He saves his magic mainly for his own purposes, keeping his family in check, and seldom casts spells for the good of his followers or priests.
Math Mathonwy seldom goes into the world of men without some mission. It is rare that he will become embroiled in the affairs of humans unless there is some magical experimentation involved. Math Mathonwy is always in search of new magics and humans knowing this can trick his avatar into action, but they might suffer his wrath at a later time.
A powerfully magical being, he greedily hoards his powers, only using his magic for the good of his family, completely ignoring his followers, servants, and whatever may pass for his friends. However, he is intensely curious about any new magical secret, and may, if swayed, share some of his secrets in return. Mathonwy appears as an elderly man in a heavy tunic and robes.
Originally written by Dom of D20 / D&D 3e Netbooks and Downloads.
Special Benefit: Filidh of Math-Mathonwy who take the Loremaster prestige class, get a special “secret” ability of their own. That is, at 1st, 3rd, 5th, 7th, and 9th levels, instead of a normal “secret” they can choose three arcane spells that they will be able to get as divine spells (i.e.: they are added to the cleric spell list for that filidh).
They can thus choose any spell they want on the wizard spell list, provided it is of a level equal or lower to the character’s loremaster level (for example: a 7th-fili /2nd-lormaster can cast 5th level divine spells, but may only get 1st and 2nd level arcane spells to be available afterwards as divine spells). Once spells have been chosen, they cannot be changed thereafter.
Duties of priesthood: Filidh of Math-Mathonwy are expected to spend their time researching knowledge and magical things. As such, they will often travel to remote lands, mysterious place, or The Otherworld, as a way to gain more knowledge of the occult. On the other hand, they have no obligations concerning the mundane affairs of the Celtic society, and seldom participate into its religious rites. They nonetheless share their discoveries with the Druidical order, of which they are the “college of magic”.
Originally Posted by Tebryn14 of the Wizards Community forums.
Math Mathonwy | |
---|---|
Wizard 20/Cleric 7/Mystic Theurge 10/Archmage 5 | |
Medium-Size outsider (Evil, Extraplanar) | |
Divine Rank | 14 |
Hit Dice | 20d8+160 (outsider) plus 20d4+160 (wizard) plus 7d8+56 (cleric) plus 10d4+80 (mystic theurge) plus 5d4+40 (archmage) (852 hp) |
Initiative | +13 |
Speed | 60 ft. |
AC | 69 (+14 divine, +9 Dexterity, +27 natural, +9 deflection) |
Base Attack/Grapple | +41/+62 |
Attacks | +6 quarterstaff +68/+63/+58/+53 melee; or by spell +63 melee touch, or +65 ranged touch. |
Damage | +6 quarterstaff 1d6+16+transformation into water; or by spell. |
Face/Reach | 5 ft. by 5 ft./ 5ft. |
Special Attacks | Domain powers, salient divine abilities, spell-like abilities, rebuke undead 12/day, arcane fire (600 ft., 5d6+1d6spell level). |
Special Damage | Arcane reach, mastery of counterspelling, mastery of elements, spell power +1, divine aura (1,400 ft., DC 33), divine immunities, DR 25/epic, familiar (rats), fire resistance 19, godly realm (10 miles), plane shift at will, greater teleport at will, remote communication 14 miles, spontaneous casting of divine spells, SR 66, understand, speak, and read all languages and speak directly to all beings within 14 miles. |
Saves | Fort +55, Ref +56, Will +59 |
Abilities | Strength 24, Dexterity 28, Constitution 26, Intelligence 46, Wisdom 32, Charisma 29. |
Skills* | Appraise +76, Bluff +45, Climb +37, Concentration +92, Craft (Alchemy) +92, Decipher Script +78, Diplomacy +67, Gather Information+65, Heal +45, Hide +63, Intimidate +43, Knowledge (Arcana) +97, Knowledge (Architecture and engineering) +84, Knowledge (Geography) +84, Knowledge (History) +90, Knowledge (Nature) +84, Knowledge (Nobility and royalty ) +84, Knowledge (The Planes) +92, Knowledge (Religion ) +96, Listen +70, Move Silently +63, Search +75, Sense Motive +73, Spellcraft +101, Spot +70, Use Magic Device +43. *Always receives a 20 on checks. |
Feats | Alertness, Brew Potion, Craft Construct, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Dodge, Empower Spell, Enlarge Spell, Extend spell, Forge Ring, Heighten Spell, Greater Spell Penetration, Improved Initiative, Iron Will, Maximize Spell, Quicken Spell, Silent Spell, Skill Focus (Spellcraft), Spell Mastery, Spell Penetration, Still Spell, Weapon Focus (ray). |
Divine Immunities | Ability damage, ability drain, acid, cold, death effect, disease, disintegration, electricity, energy drain, mind-affecting effects, Paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. |
Salient Divine Abilities | Alter Reality (DC 43 for duplicated spells), Arcane Mastery, Automatic Metamagic (quickened Wizard Spells), Automatic Metamagic (Silent Wizard Spells), Avatar (10), Clearsight (140 ft.), Craft Artifact, Divine Blast (12/day; 23d12 points of damage; 14 miles), Divine Shield (11/day; 140 points of damage); Divine Spellcasting, Extra Domain (Magic), Extra Domain (Spell), Increased SR, Instant Counterspell, Know Secrets (DC 33), See Magic, Spontaneous Wizard Spells. |
Domain Powers | cast evil spells at +1 caster level; +2 bonus to Appraise , Open Lock, and Slight of Hand checks; cast divinations at +1 caster level; use spell completion and spell trigger items as a Wiz 38; +2 bonus on Spellcraft and Concentration checks. |
Spell-like Abilities | Mathonwy uses these abilities as a 24th level caster, except for evil and divination spells, which he uses as a 25th level caster. The save DCs are 35+spell level. protection from evil, desecrate, magic circle against good, unholy blight, Dispel Good, create undead, blasphemy, unholy aura, summon monster IX*, Cheat, Entice Gift, knock, fire trap, fabricate, guards and wards, teleport object, Phantasmal Thief, sympathy, detect secret doors, detect thoughts, clairaudience/clairvoyance, Divination, true seeing, find the path, Legend Lore, discern location, Foresight, Undetectable Aura, identify, Dispel magic, imbue with spell ability, Spell Resistance, antimagic field, spell turning, protection from spells, mage’s disjunction, mage armor, silence, Anyspell, mnemonic enhancer, Break Enhancement, Greater Anyspell, limited wish.*Cast as an evil spell only. |
Cleric Spells/Day | 6/8/8/8/7/6/6/5/3/2; base DC=23+spell level. |
Wizard Spells/Day (Levels 0-18) | 4/9/9/8/8/7/8/5/6/6/4/3/3/3/3/2/2/2/2; base DC=30+spell level. |
Organization Unique with solitary, pair, or gathering (3-8) of Blodeuwedd
Possessions Mathonwy carries his staff, which acts as a +6 quarterstaff. In addition, any creature struck by it must succeed at a DC 55 Fortitude save or be permanently transformed into water.
Other Divine Powers
As an intermediate deity, Mathonwy automatically receives a die result of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal.
Senses Mathonwy can see, hear, touch, and smell at a distance of 14 miles. As a standard action, she can perceive anything within 15 miles of her worshippers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her sense to up to ten locations at once. She can block the sensing power of deities her rank and lower at up to two remote locations at once for up to 14 hours.
Portfolio Sense Mathonwy senses any use of magic by a worshipper of a Celtic deity the instant it happens and retains the sensation for 15 tendays. He likewise senses any magical discovery made by such a person.
Automatic Actions Mathonwy can use any Knowledge skills, Concentration , or Spellcraft as a free action as long as the DC is 25 or lower. He can perform up to 10 such free actions each round.
Create Magic Items Mathonwy can create any magic item as long as the market price does not exceed 200,000 gp.
Currently
Math fab Mathonwy, a legendary figure from Welsh mythology, has found himself transported to the year 1450, and is currently living in the midst of the tumultuous events of the late Middle Ages. As a man of great wisdom and magical power, Math has quickly realized that he can make a difference in this new world, and has set his sights on achieving a number of important goals.
One of Math’s primary concerns is the ongoing conflict between the English and the French, which has been raging for decades and shows no signs of abating. Though he has no direct stake in this struggle, Math understands that the fate of the British Isles is intimately tied to the outcome of this war, and he has been working tirelessly to ensure that the right side emerges victorious.
To this end, Math has been working behind the scenes to influence key players on both sides of the conflict, using his powers of divination and prophecy to predict the outcome of battles and advise commanders on the best course of action. He has also been using his magic to heal wounded soldiers and protect civilians caught in the crossfire, earning the respect and gratitude of many who might otherwise have been his enemies.
In addition to his efforts in the war, Math has also been working to improve the lives of the common people of Britain. He has been using his knowledge of agriculture and natural resources to help local farmers increase their yields and improve their livelihoods, and has been advocating for reforms to the feudal system that he sees as holding back progress and stifling innovation.
Overall, Math sees his mission in this new world as one of enlightenment and progress. He believes that with his wisdom and magical powers, he can help guide the people of Britain towards a brighter future, one in which war and strife are replaced by peace and prosperity. Though he knows that his task will not be easy, Math remains steadfast in his determination, convinced that his efforts will ultimately be rewarded with success.