Meeric (3.5e Deity)

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Meeric[edit]

Greater Deity
Symbol:
Home Plane: Plane of Shadow
Alignment: Chaotic Evil
Portfolio: Illusions, Shadow, Thieves, Tricks
Clergy Alignments: Chaotic Evil, Chaotic Neutral, Neutral Evil
Domains: N/A
Favored Weapon: Spiked Chain
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Meeric is the god of illusion and trickery. He is the trickster god, the annoyance for all the other gods. He is not well liked by all the gods, although he shares a familiarity with Volgan the god of darkness. Meeric has a special dislike for Kolec. Meeric is a thief and a lier and would do anything in his power to get ahead of another god or goddess. He can never be trusted. Mortals rarely worship him, though some thieves and assassins look to him for power, and to conceal them in the shadows.

Dogma[edit]

Meeric encourages those who do follow him to disrupt society, and to actively work against established empires. He enjoys seeing mortals turned against one another, especially close relatives. Meeric has no clergy or temples, having them would be completely against what he stands for as a deity. He would rather those who do follow his ideals be out in the world wreaking havoc upon others.

Vestige - The Deceiver[edit]

Vestige Level: 3rd
Binding DC: 21
Special Requirement: Yes

Special Requirement: To summon Meeric you must place a Gray Cora Stone within the center of his seal. Despite how Meeric manifests himself the stone never moves from where it is placed. If you are bound to Kolec, Meeric will refuse to be bound to you and will refuse to answer your summons.

Manifestation: As you perform the summoning ritual shadows begin to play around the circular seal. Soon a small humanoid figure appears, his garb is gray and black. Oddly, the form does not project a shadow. When he speaks, his voice fills your ears from all directions, no direction, above, and behind. It moves about you as if toying with your senses. His body discorporates before you, yet his voice continues to speak eerily.

Sign: While manifesting Meeric's sign you project no shadow.

Influence: While under the influence of Meeric you become dodgy and elusive. You are overconfident as if you always have an extra option that no one knows about, even in the worst of circumstances.

Granted Abilities: Meeric grants abilities of illusion and trickery.

Silent Stealth: You gain a +6 competence bonus to Hide and Move Silently checks.

Sneak Attack: You gain the ability to make sneak attacks which deal an extra 2d6 points of damage.

Image: As a standard action at will, you may use the spell major image. You must still concentrate on the image to manipulate it.



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