Tyche of Constantinople

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The Tyche (Fortune) of Antioch. Marble, Roman copy after a Greek bronze original of the 1st century BC.

The Tyche (Fortune) of Antioch. Marble, Roman copy after a Greek bronze original of the 1st century BC.

Tyche is the presiding deity that governs the fortune and prosperity of Constantinople and its destiny. She wears a mural crown like the walls of the city. She is the daughter of Hermes and Aphrodite she appears on the coins of Constantinople.

Deities & Demigods

By Rich Redman, Skip Williams, James Wyatt

Tyche
Lesser Deity
Symbol:
Red pentagram
Home Plane: Olympus
Alignment: Neutral
Portfolio: Luck
Worshipers: Those wishing luck
Cleric Alignments: CN, LN, N, NE, NG
Domains: Luck, Protection, Travel
Favored Weapon: Short sword

Tyche is the deity of good luck in the Olympian pantheon. She appears as human-sized—small compared to most of the other Olympians—with a slim, agile body. She wears a sky-blue tunic and carries either a cornucopia or a rudder, indicating that she steers mortal life.

Tyche is the daughter of Hermes and Aphrodite. Tyche won her city of Constantinople by siding with Zeus and his siblings against the Titans, helping them seize control of the universe.

Dogma

Tyche has a variety of faces. She is the giver of good fortune and the bringer of evil, a god of whimsy and an emblem of inescapable destiny. Tyche propagates different dogmas among different people at different times, leading to a wide variety of views about her true nature.

Some followers of Tyche believe that life is essentially a game of dice, where every situation’s outcome is determined by chance. They offer prayers and sacrifices to Tyche in the hope that she will turn their dice to high numbers, allowing them success in their endeavors.

Others believe that the course of life is all laid out by the gods in advance and cannot be altered—except by Tyche. Tyche, they believe, can liberate mortals from the fate that lies before them, freeing them from the tyrannical whim of destiny and allowing them to forge their own destiny.

While many followers of the Olympian pantheon humbly accept whatever fate the gods choose for them, followers of Tyche try to take their fate into their own hands.

Clergy and Temples

Tyche’s clerics wear blue tunics. They make themselves available in their temples and elsewhere: taverns, gambling houses, streets, and anywhere else that people might call on Tyche for luck.

They lead prayers and offer sacrifices in Tyche’s name and are popular among the common folk.

Tyche has small shrines in many locations, but no grand temples.

Tyche
Rogue 20/Cleric 10/Sorcerer 10
Medium-Size outsider
Divine Rank 8
Hit Dice 20d8+160 (outsider) plus 20d6+160 (Rog) plus 10d8+80 (Clr) plus 10d4+80 (Sor) (880 hp)
Initiative +13, always first (+9 Dexterity, +4 Improved Initiative, Supreme Initiative)
Speed 60 ft.
AC 66 (+9 Dexterity, +8 divine, +21 natural, +18 deflection)
Attacks Touch +56 melee touch; or luck blade +57/+52/+47/+42 melee; or spell +56 melee touch or +57 ranged touch
Damage Touch 1d6 points of permanent Constitution drain; luck blade 1d6+9; or by spell
Face/Reach 5 ft. by 5 ft./5 ft.
Special Attacks Constitution drain, domain powers, salient divine abilities, sneak attack +10d6, spell-like abilities, turn undead 21/day.
Special Qualities Divine immunities, DR 43/+4, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 8 miles, remote communication, godly realm, teleport without error at will, plane shift at will, familiar (cats), crippling strike, defensive roll, evasion, fire resistance 28, improved evasion, opportunist, traps, uncanny dodge (cannot be flanked, +4 against traps), SR 40, divine aura (800 ft., DC 36).
Saves Fort +49, Ref +50, Will +49.
Abilities Strength 26, Dexterity 29, Constitution 26, Intelligence 30, Wisdom 26, Charisma 46.
Skills Appraise +58, Balance +59, Bluff +66, Climb +36, Concentration +66, Diplomacy +80, Escape Artist +57, Gather Information +71, Heal +26, Hide +57, Intimidate +28, Jump +58, Knowledge (arcana) +48, Knowledge (religion) +28, Listen +63, Move Silently +57, Pick Pocket +59, Read Lips +58, Scry +38, Search +63, Sense Motive +56, Spellcraft +68, Spot +63, Tumble +64, Use Magic Device +66, Use Rope +37, Wilderness Lore +26.
Feats Alertness, Ambidexterity, Blind-Fight, Blindsight 5-ft. Radius, Combat Reflexes, Dodge, Enlarge Spell, Combat Expertise, Extend Spell, Heighten Spell, Improved Disarm, Improved Initiative, Improved Trip, Jack of All Trades, Mobility, Power Attack, Quick Draw, Spring Attack, Superior Expertise, Whirlwind Attack.
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, Alter Size, Avatar, Create Object, Divine Celerity, Divine Rogue, Instant Move, Power of Luck, Supreme Initiative.
Domain Powers 8/day reroll a die roll once after it is made; 8/day protective ward (touched subject gains +10 resistance bonus on next saving throw, maximum duration 1 hour); 8 rounds/day freedom of movement.
Spell-Like Abilities Tyche uses these abilities as an 18th-level caster. The save DCs are 36 + spell level. aid, antimagic field, astral projection, break enchantment, dimension door, entropic shield, expeditious retreat, find the path, fly, freedom of movement, holy aura, locate object, mind blank, miracle, mislead, phase door, prismatic sphere, protection from energy, repulsion, sanctuary, shield other, spell immunity, Spell Resistance, spell turning, teleport without error.

Cleric Spells/Day: 6/7/7/6/6/4; base DC = 18 + spell level.

Sorcerer Spells Known (6/11/11/10/9/7; base DC = 28 + spell level):

0—daze, detect magic, Detect Poison, flare, ghost sound, light, mage hand, read magic, resistance;

1st—mage armor, magic weapon, ray of enfeeblement, shield, true strike;

2nd—darkvision, detect thoughts, mirror image, protection from arrows;

3rd—blink, displacement, greater magic weapon;

4th—bestow curse, confusion;

5th— interposing hand.

Other Divine Powers

As a lesser deity, Tyche may take 10 on any check. Tyche treats a 1 on an attack roll or saving throw normally and not as an automatic failure. She is immortal.

Senses: Tyche can see, hear, touch, and smell at a distance of eight miles. As a standard action, she can perceive anything within eight miles of her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to five locations at once. She can block the sensing power of deities of her rank or lower at up to two remote locations at once for 8 hours.

Portfolio Sense: Tyche has no portfolio sense.

Automatic Actions: Tyche can use Bluff, Diplomacy, Escape Artist, Hide, Listen, Pick Pocket, Read Lips, Spot, Use Magic Device, or Use Rope as a free action if the DC is 20 or lower. She can perform up to five such free actions in a round.

Create Magic Items: Tyche can create any magic item that grants a luck bonus, as long as its market price does not exceed 30,000 gp.

Avatars

Tyche’s avatars wander the earth, doling out good or bad fortune according to their whim. They appear as normal humans, male or female.

Avatar of Tyche:

As Tyche except divine rank 4;
AC 58 (touch 41, flat-footed 58);
Atk +52 melee touch (Constitution drain, touch); or +53/+47/+43/+37 melee (1d6+9, luck blade); or spell +52 melee touch or +53 ranged touch;
SQ DR 39/+4, fire resistance 24, SR 36, divine aura (40 ft., DC 32);
SV Fort +45, Ref +46, Will +45;
all skill modifiers reduced by 4.
Salient Divine Abilities: Alter Reality, Divine Celerity, Instant Move, Power of Luck, Supreme Initiative.
Spell-Like Abilities: Caster level 14th; saving throw DC 32 + spell level.

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