The Great Spirit (Wakȟáŋ Tȟáŋka)
“To the Hopi, the Great Spirit is all powerful. He taught us how to live, to worship, where to go and what food to carry, gave us seeds to plant and harvest. He gave us a set of sacred stone tablets into which he breathed all teachings in order to safeguard his land and life. In these stone tablets were inscribed instructions, prophecies and warnings.”
The Great Spirit is a conception of a supreme being prevalent among Native American and First Nations cultures. Also called The Creator, or The Great Maker.
The Great Spirit is personal, close to the people, and immanent in the fabric of the material world. He ruled the Happy hunting grounds.
Originally Posted by Tebryn14 of the Wizards Community forums.
The Great Spirit
The Master of Light, The Breath of Life, Master of Life, Father of the Sky, Great Mystery, Wakonda, Tirawa, Arch of Heaven, The Kitcki Manitou
Greater Deity
Symbol: White disk
Home Plane: The Happy hunting ground (demiplane)
Alignment: Lawful Good
Portfolio: Nature, creation, light, life.
Worshippers: American Indians, hunters, commoners, druid, rangers, magical beasts, farmers.
Servitor Creatures: Manitou
Cleric Alignments: LG, NG, LN
Domains: Animal, Good, Law, Plant, Sun, Weather
Favored Weapon: The natural weapons of the animal whose form he assumes, or a longbow in humanoid form.
The Great Spirit is the most powerful deities in the American Indian Pantheon, and, indeed, throughout the multiverse. Like Gaea, , and a handful of other powers, he gains power simply from the existence of the Prime material, in addition to the millions of worshippers he has amassed throughout dozens of spheres. In the American Indian mythos, all things are simply manifestations in a way of the Great Spirit. Though this cant possibly be true for both Brahman and the Great Spirit, it is true that they have a measure of power that few pantheon leaders (if indeed you can call them that) ever manage to get a hold of. The Great Spirit manifests himself as any animal form, or occasionally as a humanoid. However, no matter the guise, he always appears to be made of light, brighter than the sun.
The Great Spirit | |
Druid 30/Ranger 20 | |
Medium-Size outsider (Lawful, Good, Spirit, Extraplanar) | |
Divine Rank | 20 |
Hit Dice | 20d8+180 (outsider) plus 30d8+270 (druid) plus 20d8+180 (ranger) (1,190 hp) |
Initiative | +14 |
Speed | 60 ft. |
AC | 83 (+20 divine, +10 Dexterity, +10 deflection, +33 natural) |
Base Attack/Grapple | +45/+78 |
Attacks* | +5 holy lawful brilliant energy natural weapon (by animal form) +83/+78/+73/+68 melee; or +5 speed holy keen longbow with +5 arrows +85/+85/+80/+75/+70 ranged; or by spell +78 melee touch, or +75 ranged touch. *Always receives a 20 on attack rolls; roll die to check for critical hit. |
Damage* | +5 holy lawful brilliant energy natural weapon by animal form +18; or +5 speed holy keen longbow 1d8+10/19-20; or by spell. *Always deals maximum damage (longbow 18). |
Face/Reach | 5 ft. by 5 ft./ 5 ft. |
Special Attacks | Domain powers, salient divine abilities, spell-like abilities. |
Special Qualities | A thousand faces, divine aura (20 miles. DC 40), divine immunities, DR 30/epic, favored enemies (Aberrations +5/Undead +4/Constructs +3/Demons +2/Devils+1), fire resistance 25, godly realm (100 miles), plane shift at will, remote communication 20 miles, resist nature’s lure, spontaneous casting of divine spells, SR 52, greater teleport at will, trackless step, understand, speak and read all languages and speak directly to all beings within 20 miles, venom immunity, wild shape (Fine-Colossal 6/day, Animal, plant, Elemental, magical beast), woodland stride, wild empathy +79, combat style (archery), improved combat style, combat style mastery, evasion, swift tracker, camouflage, hide in plain sight, fast healing 40. |
Saves* | Fort +66, Ref +67, Will +75. *Always receives a 20 on saves. |
Abilities | Strength 36, Dexterity 30, Constitution 29, Intelligence 26, Wisdom 48, Charisma 30. |
Skills* | Balance +50, Climb +63, Concentration +93, Craft (bowmaking) +48, Diplomacy +74, Handle Animal +99, Heal +79, Hide +50, Intimidate +59, Jump +63, Knowledge (Arcana) +63, Knowledge (Geography) +48, Knowledge (history) +48, Knowledge (nature) +90, Knowledge (planes) +58, Knowledge (religion) +63, Listen +91, Move Silently +50, Ride +50, Search +48, Sense Motive +64,Spellcraft +78, Spot +91, Survival +101, Swim +73. *Always receives a 20 on checks. |
Feats | Alertness, Automatic Quicken Spell (druid, x3, levels 1-9) Cleave, CombatExpertise, Combat Reflexes, Dodge, Empower Spell, Endurance, Enhance Spell, Enlarge Spell, Extend spell, Great Wisdom x2, Heighten Spell, Improved Initiative, Improved Precise Shot, Manyshot, Mobility, Multispell, Power Attack, Primitive Caster, Quicken Spell, Rapid Shot, Silent Spell, Spring Attack, Still Spell, Track. |
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 Form, Alter Reality (DC 49 for duplicated spells), Alter Size, Avatar (20), control plants, Create Greater Objects, Create Objects, Divine Animation*, Divine Creation, Divine Druid, Divine Fast Healing, Divine Radiance*, Divine Ranger, Divine Shield (13/day, stops 200 points of damage), Divine Spellcasting, Extra Domain (Sun), Extra Domain (Weather), Extra Domain (Plant), Gift of Life, Instant Counterspell, Life and Death, Mass Life and Death, Power of Nature (20 miles), Shapechange, True Shapechange. |
Domain Powers | Cast animal friendship 20/day; Cast good spells at +1 caster level; cast lawful spells at +1 caster level; rebuke or command plants 13/day; Greater turning 20/day. |
Spell-Like Abilities | The Great Spirit uses these abilities as a 30th level caster, except for lawful andgood spells, which he uses as a 31st level caster. Save DCs are 40+spell level. Calm Animals, Hold Animal, Dominate Animal, Repel Vermin, Commune with Nature, Antilife Shell, Animal Shapes, Creeping Doom, Shapechange, Protection from Evil, Aid, magic circle against evil, Holy Smite, Dispel Evil, blade barrier, Holy word, holy aura, summon monster IX, protection from chaos, calm emotions, Magic Circle Against Chaos, Order’s Wrath, dispel chaos, Hold monster, dictum, Shield of law, entangle, barkskin, plant growth, control plants, wall of thorns, repel wood, Changestaff, command plants, Shambler, endure elements, heat metal, searing light, fire shield, flame strike, fire seeds, Sunbeam, sunburst, prismatic sphere, obscuring mist, fog cloud, call lightning, sleet storm ice storm, control winds, control weather, Whirlwind, storm of vengeance.Cast as a lawful or good spell only. |
*Unique or Variant SDA, see below.
*Divine Radiance
In addition to the normal powers granted by this ability, any mortal that sees that Great Spirit in any way (including scrying or other divinations) is immediately blinded (no save). Only a greater power may restore his or her vision.
*Divine Animation (Unique SDA)
At will, the Great Spirit may animate any substance or object. The maximum amount of matter he is allowed to animate is 1,000,000 cubic feet of matter. The newly animated being is under his control and remains animate for up to 20 hours.
In addition, this ability grants all the powers of the Mind of the Beast, except that all such changes are automatically permanent should the Great Spirit wish it, and the Great Spirit is limited to 200 creatures per day instead of 20.
druid Spells/Day (Levels 0-19): 6/10/10/10/9/9/8/8/7/7/4/4/3/3/3/3/2/2/2/2; save DC=31+spell level.
ranger Spells/Day (Levels 0-19): 8/8/8/7/5/5/5/5/4/4/4/3/3/3/3/2/2/2/2; save DC=31+spell level.
Other Divine Powers
As a greater deity, The Great Spirit automatically receives the best possible result on any die roll he makes (including attack rolls, damage, check, and saves). He is immortal.
Senses: The Great Spirit 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 name was spoken in the last hour. He can extend his senses to up to 20 locations simultaneously. He can block the sensing powers of deities of up to his rank at two such remote locations at once for 20 hours.
Portfolio Sense: The Great Spirit senses anything that affects nature on any world in which he has a presence 20 weeks before it happens and retains the sensation from 20 weeks after the event occurs. He likewise senses any birth or act of creation.
Automatic Actions: The Great Spirit can use Concentration , Heal, Knowledge (nature), Survival as a free action, if the DC for the task is 30 or less. He can perform up to 20 such actions per round.
Create Magic Items: The Great Spirit may create any item made from natural materials, as well as any item that grants life, or involves animals or nature.