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Zexion
2010-03-10, 08:10 PM
So, the idea for this was to come up with a way to have a demigod slowly develop his powers from weakling to powerful. This is basically a version of the cleric, redesigned to allow more heritage-based abilities. So, without further ado:

DEMIGOD
Alignment: Usually no more than one step away then parent god.
Hit Die: 1d8
Class Skills: Bluff, Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Handle Animal, Heal, Intimidate, Jump, Knowledge (any), Listen, Move Silently, Search, Speak Language, Spot, Survival, Swim, Tumble, Use Magic Device
Skill Points at 1st Level: 4 + Int modifier x 4
Skill Points at Each Additional Level: 4 + Int modifier

DEMIGOD
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+2|Divine Blood, Divine Blast 1d6, Divine Guidance

2nd|
+2|
+3|
+0|
+3|Minor Divine Ability 1, Domain Spell 1

3rd|
+3|
+3|
+1|
+3|Divine Capabilities, Minor Divine Ability 2, Divine Blast 2d6,

4th|
+4|
+4|
+1|
+4|Minor Divine Ability 3

5th|
+5|
+4|
+1|
+4|Domain Spell 2, Minor Divine Ability 4, Divine Blast 3d6

6th|
+6/+1|
+5|
+2|
+5|

7th|
+7/+2|
+5|
+2|
+5|Domain Spell 3, Divine Blast 4d6

8th|
+8/+3|
+6|
+2|
+6|Standard Divine Ability 1

9th|
+9/+4|
+6|
+3|
+6|Divine Blast 5d6, Standard Divine Ability 2

10th|
+10/+5|
+7|
+3|
+7|Domain Spell 4, Standard Divine Ability 3

11th|
+11/+6/+1|
+7|
+3|
+7|Standard Divine Ability 4, Divine Blast 6d6

12th|
+12/+7/+2|
+8|
+4|
+8|Domain Spell 5

13th|
+13/+8/+3|
+8|
+4|
+8|Divine Blast 7d6

14th|
+14/+9/+4|
+9|
+4|
+9|

15th|
+15/+10/+5|
+9|
+5|
+9|Domain Spell 6, Divine Blast 8d6, Major Divine Ability 1

16th|
+16/+11/+6/+1|
+10|
+5|
+10|Major Divine Ability 2

17th|
+17/+12/+7/+2|
+10|
+5|
+10|Major Divine Ability 3

18th|
+18/+13/+8/+3|
+11|
+6|
+11|Domain Spell 7, Divine Blast 9d6, Major Divine Ability 4

19th|
+19/+14/+9/+4|
+11|
+6|
+11|Request Miracle

20th|
+20/+15/+10/+5|
+12|
+6|
+12|Divine Blast 10d6, Domain Spell 8, Divine Transformation[/table]

Divine Blood: A demigod is not quite human, and therefore possesses spell resistance to mind-affecting spells and enchantments equal to 18 plus his class level. A demigod also gains proficiency with his divine parent’s favoured weapon, and has a bonus to any attack rolls using that weapon equal to one-third his class level. For example, a 15th level Demigod of Poseidon would have a 5+ bonus to any attack he made with a trident (Poseidon’s favored weapon)
Divine Blast: A demigod may manifest a part of his divine power as a powerful blast of energy. This ability manifests in the form of something from the god’s cleric domains, be it water, fire, acid, or blades. This ability can do any form of energy or melee damage. A demigod can only use one type of blast, so they may not burn the opponent with fire then freeze him with ice. A demigod may apply his Wisdom modifier to the damage inflicted by this ability. The damage inflicted by this ability does 1d6 damage, plus 1d6 more damage every odd class level.
Divine Guidance: A demigod demonstrates innate skill on almost anything he does. A demigod adds his full ability score minus 10 to any skill check that he makes. So, a demigod with 18 Strength would add 8 to any skill check that uses your Strength modifier.
Divine Ability: A demigod gains special abilities based on the cleric domains of his godly parent. These abilities are divided into minor, standard, and major abilities. Minor abilities can be gained at any level. Standard abilities require a class level of 8 or more to be useable. Major abilities require a class level of 15 or higher. A demigod may not have more than three types of abilities. So, a 8th level demigod of Zeus would have the minor and standard abilities from any four of Zeus's domains.
Domains and the divine abilities that they come from are detailed in my next post)
Divine Capabilities: A demigod usually has superhuman abilities, be it awesome strength, extremely quick reflexes, or exceptional insight. At 3rd level, a demigod gains a 1+ bonus to an ability score of his choice. Every four class levels, this bonus increases by one. At 10th level, a demigod may choose a second ability score to increase. This ability increases again at 14th and 18th level.
Domain Spells: As a demigod learns about his powers, he learns about more powerful applications of his heritage: the ability to use the energy flowing through his body to affect the outer world in more powerful ways. At 3rd level, a demigod gains the ability to cast 1st level spells of up to three domains that belong to his godly parent. A demigod gains the ability to cast spells that are one spell level more powerful every 2.5 levels (rounded down). A demigod may cast these spells a number of times per day equal to his class level divided by the spell level. Therefore, a 15th level demigod would be able to cast fifteen 1st level spells, seven 2nd level spells, five 3rd level spells, three 4th level spells, three 5th level spells, and two 7th level spells per day.
Miracle: At 19th level, a demigod has realized that his powers are limited and sometimes he must rely on others for help. As a move action, a demigod may telepathically contact his godly parent and request assistance. This assistance can manifest itself in many ways, but the most common is requesting a blessing to win a battle. If the request takes the form of a spell of up to 7th level, there is no EXP cost. If the request is anything more, there is an EXP cost of 5000. Note that this ability is not a spell, it is a request for a spell, and can very easily be denied if it would go against the deity's nature. This ability can be used once per week.
Divine Transformation: At 20th level, the demigod has developed his powers to the point that he can become an immortal demigod. He must go to the gods and request to gain Divine Rank 0. He is usually accepted. Reasons he might not be accepted include he having angered more than one god, him turning against the gods, or some other (usually major) choice that he made that he knew would anger the gods.

Zexion
2010-03-10, 08:13 PM
DIVINE ABILITIES (Organized by Domain)
Air:
Minor: A demigod gains a Fly speed of 10 ft., with average maneuverability.
Standard: The Fly speed of a demigod increases to 30 ft, with good maneuverability.
Major: The Fly speed of a demigod increases to 50 ft, with perfect maneuverability.
Animal:
Minor: A demigod gains the ability to communicate telepathically with any animal or magical beast.
Standard: The attitude of animals that a demigod encounters will always be no worse than Neutral, and a demigod gains a 6+ bonus to all Diplomacy attempts with animals.
Major: The attitude of animals that a demigod encounters will always be no worse than Friendly, and a demigod gains a 12+ bonus to all Diplomacy attempts with animals.
Chaos:
Minor: A demigod gains the ability to, as a free action, designate a roll that uses a d20 as “risky.” For a risky roll, roll 2d20, subtract twelve, and multiply the result by 2. A risky roll has the potential to allow you to do things you could not do otherwise, but also gives you the chance of failing miserably. A risky roll may be used once per hour.
Standard: The penalty to a risky roll decreases from -12 to -8, and you may declare a risky roll twice per hour.
Major: The penalty to a risky roll decreases from -8 to -4, and a risky roll may be declared three times per hour.
Death:
Minor: A demigod gains the ability to bypass up to (class level x 2) points DR of undead, and may remove (class level x 2) points of damage from negative energy, and instead use it to heal themselves. However, positive energy 2d6 less hit points.
Standard: By this point a demigod is capable of animating the dead, and can imbue them with extra power. A demigod may add up to (class level/4) HD to any undead they animate, but they take 1 point of nonlethal damage per HD added.
Major: At this point, a demigod is so close to the power of death that if he is killed, he will reform in 4d8 days at a random location without divine intervention, as true resurrection. This ability may not be used more than twice a year. If this ability is used more than twice a year, then the demigod stays dead until the year is up, plus 6d8 days.
Destruction:
Minor: A demigod gains a 10+ bonus on Sunder attempts to break the opponent’s weapon, and gains the effects of the Improved Sunder feat. The demigod also gains a 4+ bonus on Strength checks made to break something.
Standard: A demigod can quickly and easily break the most well-crafted swords, shields, and doors. A demigod can make Sunder attempts or Strength checks as a swift action, and the bonus on both increases by +4 (to +14 and +8, respectively)
Major: A demigod is powerful enough to make things implode with a glance. As a swift action, the demigod may roll 1d6 per class level. If the total is more than the HP of the target, the target is destroyed. If the total is less, there is no effect.
Earth:
Minor: A demigod gains the ability to become as solid as a rock for short periods, and see through the earth. The demigod gains the ability to give himself 6 x HD temporary Hit Points for one round per hour, and gains Tremorsense 10 ft.
Standard: A demigod move through earth more easily then on land. A demigod gains a tunnel speed of their base land speed + 20, and Tremorsense 30 ft.
Major: A demigod at this power level can easily shake or shift the earth. The demigod gains the ability to cast earthquake or move earth three times per day (CL 30th). The demigod also gains Tremorsense 60 ft.
Fire:
Minor: A demigod gains the ability to survive flames. The demigod gains DR 5 against fire. A demigod’s Divine Blast attack does 1 more point of damage.
Standard: A demigod gains DR 15 against fire, and their Divine Blast does 1d6 additional fire damage.
Major: A demigod gains immunity to fire. Also, when hit with a fire attack, a demigod heals one third the amount of damage they would otherwise take. When in direct contact with fire, treat all attacks by the demigod as having a 1+ bonus to the attack roll and damage, and treat the demigod as having Rapid Healing 15. A demigod’s Divine Blast does 1d6 additional damage per nine class levels.
Healing:
Minor: A demigod gains the ability to recover quickly from attacks. He gains DR 1/magic and Rapid Healing 2.
Standard: A demigod improves his ability to survive massive attacks. He dies at -50 Hit Points and becomes immune to any save-or-die effects, instead being knocked out to -10 HP if they fail the save. This ability includes the instant death effect from massive damage.
Major: A demigod further improves his ability to recover, and can use the energy from missed attacks to heal himself. When an melee attack roll against the demigod fails by 5 or more, the demigod heals half of the damage that would be dealt, up to his maximum Hit Points.
Knowledge:
Minor: A demigod gains indirect knowledge: that is, when asked something, they sometimes know it even if they haven’t learned it. If the demigod fails a Knowledge check, he may reroll with a bonus of his class level. This ability may be used once per day. Also, the demigod gains a bonus on all Knowledge checks of one half his class level.
Standard: A demigod has an almost instinctive knowledge of the world, and can use it to his advantage in combat. When in combat, the demigod may make a Knowledge check, with the type chosen by the DM, to gain an advantage. The advantage might be realizing that if the opponent steps forward to attack, he will unbalance the tile (engineering), giving the demigod a 2+ bonus to his AC for that attack, or it might be something else. Whatever the bonus is, the bonus cannot exceed one quarter the demigod’s class level. This ability cannot be used more than once every 1d4 rounds.
Major: The demigod can see things as they really are, breaking past illusions. The demigod gains a 4+ bonus to Will saves to disbelieve illusions, and can be affected by the spell true seeing at will. True seeing cannot be used for more than 1 minute per class level per day.
Law:
Minor: It becomes difficult to lie when speaking to the demigod. Any creature attempting to lie to the demigod must succeed on a Will Save, DC 10 + Class Level + the demigod’s Wisdom modifier.
Standard: A demigod can make everything in the world go as he plans. The demigod can Take 10 even when he is threatened. The demigod can also Take 20 in ten times the time is would take to make one check, instead of twenty times.
Major: A demigod can “stabilize” unstable parts of probability, including raw chance, to give themselves an advantage. Once per round, a demigod can make an opponent roll 3d6-2 on a roll that would normally use 1d20, including attack rolls.
Luck:
Minor: A demigod seems to be strangely lucky. When making a skill check, if they fail, they may roll again. This ability can be used 1 time/2 class levels per day.
Standard: A demigod seems to be extraordinarily lucky. When making a skill check that has a 10% or less chance of succeeding, roll 1d6. If the result is less than the demigod’s Wisdom modifier, they automatically succeed. This ability can be used 1/4 class levels per day.
Major: A demigod is so lucky they may “steal” someone else’s luck. When an opponent rolls a 15 or higher on a d20, the demigod rolls 1d20. If the result is less than the demigod’s class level, the opponent takes a penalty to that roll of 3d2. The amount taken is then added to a d20 roll of the demigod’s choice. The next roll must take place before the next round.
Magic:
Minor: A demigod can cast spells that are quite powerful. A demigod adds uses 1.5 times his class level as his CL when using a Domain Spell.
Standard: A demigod can cast spells that are more powerful than spells are supposed to be. The demigod adds one third his class level to the caster level limits on spells. Also, a demigod can add 1 level of Metamagic to any Domain Spell they cast without increasing the spell level.
Major: A demigod can cast spells so quickly that opponents are. A demigod can quicken one spell per 1d4 rounds without increasing the spell level. Also, any spell that does not do damage but has variables (for example, time stop) is automatically empowered.
Plant:
Minor: A demigod can use the plants around them to gain an advantage over their opponent. When standing within 5 ft. of a tree, the demigod gains a 1+ enhancement bonus to all attack rolls he makes, plus a 2+ bonus to his AC. The demigod also gains a 5+ bonus to Survival checks.
Standard: A demigod use trees to move himself around very quickly. As a move action, the demigod may use a tree adjacent to him to move a distance up to the tree’s height + the demigod’s class level (rounded down to a multiple of 5). The demigod also gains a 10+ bonus on Survival checks.
Major: A demigod has grown so used to the natural world around him that he can move through it faster than he could normally. When walking through any living plant terrain that would slow him down, the demigod may move at his base speed + 15 ft. Also, when running in living plant terrain, the demigod can change direction up to 5 times during his turn. 
Protection:
Minor: A demigod can survive things that would kill a mortal. Once per day, the demigod may give himself DR 5/- for a number of rounds equal to his class level divided by four.
Standard: A demigod can generate a protective field when needed, to shield his allies. The demigod can create a hemispherical force field to block incoming attacks. This shield has a maximum radius of one-seventh the demigod’s class level. The shield can take up to 10 points of damage per class level. The shield lasts for, if not destroyed, up to one round per 2 class levels. The demigod chooses who is allowed inside the shield when he starts. People who are not allowed but would be inside the shield are shunted to the closest square outside of the shield. This ability can be used once per day.
Major: A demigod is capable of protecting his allies and him from incredible damage. The demigod can project a temporary shield to absorb incoming spell. This ability blocks one spell level per three class levels. When the spell levels of protection are gone, the shield disappears. This ability can be used twice per day. The demigod also permanently becomes immune to massive damage.
Strength:
Minor: A demigod is capable of impressive feats of strength. The demigod calculates his Grapple modifier and his carrying capacity as if he were one size category larger.
Standard: A demigod is capable of amazing feats of strength. The demigod calculates his Grapple modifier and his carrying capacity as if he were two size categories larger. This does not stack with the Minor Strength ability.
Major: A demigod is capable of incredible feats of strength. The demigod calculates his Grapple modifier as if he were two size categories larger. He calculates his carrying capacity as if he were two size categories larger and a quadruped. This does not stack with the Minor or Standard Strength abilities.
Sun:
Minor: A demigod is stronger when in the light. He gains an enhancement bonus of +2 on all attack rolls when in sunlight. Also, he gains a 4+ on Spot checks, because of his keen eyes.
Standard: A demigod can use sunlight to blind and burn his opponents. Once per 2d4 rounds, the demigod may use a swift action to focus sunlight on his opponents. Subjects must make a Fortitude save (DC 10 + ½ class level + Wis modifier) or be blinded and take 1d4 fire damage each round for the next 2d4 rounds.
Major: A demigod is capable of using the sunlight to view the world from above. Once per day, the demigod can create a number of arcane eyes (as the spell) equal to his class level to view the world. Each eye can scan an area equal to two square miles.

Travel:
Minor: A demigod can move very quickly, passing many obstacles in his wake. When running, a demigod can turn as many times as he wants. Also, a demigod can run for twice as long before becoming fatigued, and gains a +5 ft. bonus to his land speed.
Standard: A demigod can attack and move around with blinding speed. Instead of taking a 5 ft. step, the demigod may move half his land speed. The demigod can also take an extra Swift action every round, and gains an additional +5 ft. bonus to his land speed.
Major: A demigod is capable of moving so fast you’re not quite sure whether he’s actually here on the plane. The demigod can take an extra Move action every round, and can run as a Standard action instead of as a Full-Round Action.
Trickery:
Minor: A demigod can trick many people. The demigod gains a 5+ bonus to Bluff, Diplomacy, and Forgery checks.
Standard: A demigod can trick people to do things that they wouldn’t do otherwise. The demigod gains a 10+ bonus to Bluff, Diplomacy, and Forgery checks (does NOT stack).
Major: A demigod can even trick people into thinking he is in another place. Every ranged or melee attack on the demigod has a 20% miss chance. Scrying spells have a 35% chance of showing a false location, with the demigod inserted into the picture.
War:
Minor: A demigod can fight very well. The demigod gains a 2+ bonus on all attack actions, and a 2+ bonus on Intimidate checks.
Standard: A demigod can use his weapon to cause incredible amounts of damage to others and to the personal property of others. When using a weapon that he has the Weapon Focus feat with, any attack that he makes with that weapon does 2d6 extra damage. The demigod also gains DR 3/-.
Major: A demigod can call upon the blessing of his parent god to give him incredible fighting abilities for 4d8 rounds. The demigod gains a 10+ bonus on any attacks that he might make. Any circumstance penalties on the demigod are removed, and the demigod gains a Fear Aura (DC 26) with a range of 50 ft. This ability is useable once per week, and cannot be used if the demigod and his godly parent are on less than friendly terms.
Water:
Minor: The demigod gains the ability to breathe underwater, and "feel" what is around him. The demigod now can breathe underwater and has Tremorsense 10 when touching water. Also, the demigod can communicate emotionally with any creature with the subtypes Aquatic or Water. The demigod gains a Swim speed of 15 ft.
Standard: When in contact with water, the demigod becomes much more powerful, gaining Fast Healing 3 and a 2+ insight bonus on any attack he makes. This ability cannot function for more minutes per day then the demigod's class level. The demigod also gains a Swim speed of 30 ft., and has perfect nautical bearings at sea.
Advanced: The demigod has become incredibly powerful, being able to control water and use it to attack his opponents. The demigod makes a DC 12 Wisdom check whenever he uses his Divine Blast attack. If he succeeds, the blast does 2d8 additional Cold damage. The demigod also gains a Swim speed of 60 ft. 

Zexion
2010-03-10, 09:22 PM
Is anyone going to comment? Anyone at all? Even to say that the idea sucks?

JoshuaZ
2010-03-10, 09:37 PM
Is anyone going to comment? Anyone at all? Even to say that the idea sucks?

Be patient. The post has only been up for an hour. (Also sometimes it isn't a bad idea to PM particular people who say in their sig that they are willing to look at homebrew especially if they are people who have opinions you respect).

I'm not quite sure why you call this class a demigod. That doesn't quite seem to be what the fluff and crunch represent.

You also should specify which abilities are supernatural, which are spell-like and which are extraordinary.

I don't see any discussion of how many times daily the Miracle effect works. Also can it duplicate spells contrary to your alignment or your deity's alignment? So if I have a good deity with a good character can they use this to duplicate an [evil] spell?

Desmond Tiny
2010-03-10, 09:44 PM
First wait a bit before you bump your own thread.

Also I think this is a good concept and I like most of the abilities.

The capstone should make you Divine Rank 0. That really fits the theme and seems like it would be a cool ability.

Ralasha
2010-03-10, 09:51 PM
Maybe make the Divine Blast a D8 standard. Specify which types of enemies it can injure, and which it cannot. Power down some of the abilities, fast healing 5 and damage reduction at level 2 seems... a bit drastic. You could alter the abilities they gain to increase as they grow in levels, rather than giving them full benefit right away. Especially in abilities like the healing ones. Aside from those, the fire (Minor), and earth ones(Minor). Mainly in due to the huge fire damage reduction, and tremor sense.

The Mentalist
2010-03-10, 09:54 PM
Miracle: At 20th level, a demigod has realized that his powers are limited and sometimes he must rely on others for help. As a move action, a demigod may telepathically contact his godly parent and request assistance. This assistance can manifest itself in many ways, but the most common is requesting a blessing to win a battle. If the request takes the form of a spell of up to 8th level, there is no EXP cost. If the request is anything more, there is an EXP cost of 5000.

Three things:
1. This is at will Miracle... even the 8th level spell version of that is sick, that's quite a few of the most powerful spells in the game from any list.
2. As a move action, that makes no sense personally, there are as far as I know no move action cast effects.
3. Level of ability The text says 20th, the table says 19, which is it?


That seems to be the most absurdly overpowered ability. Is there any reason to take any other class (Other than Wizard and even that's close)?

I'm seeing a warlock, spliced with a minor cast cleric, mixed with full BaB and saves, plus other goodies. Just seems to be too much.

Ralasha
2010-03-10, 10:00 PM
Indeed, instead of 0 Rank, or Miracle, they could become a Hero Deity, as opposed to a 0 rank, they would not gain immortality, but would still be far harder to kill, since they would gain DR 5/Epic. Knock the SR down to 11/10+Class Level. Leave them the choice of good save, bad saves, I created an Average Save for one of my classes, it ends at +9, rather than +12 or +6. It's the Battle Dancer. You could also give the option of all good saves and average BAB. While I do understand where you were trying to go with this, It would only be suitable for a monster class.

Zexion
2010-03-10, 10:05 PM
@JoshuaZ: All abilities are extraordinary, as they do not function the same as magic, they are more like an innate power (so they can't be dispelled)
@Desmond Tiny: I was considering making that the capstone, but I thought that it might be better to make a more overall powerful class, instead of making a pretty good class with one exceptional ability.
@Relasha: I like the idea of making the blast attack a d8. I'll change it. Also, you are completely correct, fast healing 5 at 2nd level is way too high. I'll tone it down to fast healing 2, okay? Also, why would it only be suitable for a monster class?
@The Mentalist: The idea is that it is a request for an ability, not an automatic kill. It is somewhat like the godly parent coming in and helping his demigod offspring.
Just a note: I decided to not include Good or Evil domain powers, as they bring up a kind of black and white morality that I do not like.

JoshuaZ
2010-03-10, 10:21 PM
@JoshuaZ: All abilities are extraordinary, as they do not function the same as magic, they are more like an innate power (so they can't be dispelled)

Um, a lot of these sound more like supernatural than extraordinary.

Ralasha
2010-03-10, 10:21 PM
The reason it is only suitable as a monster class, is things like in example, the ability to become effectively immortal, through damage reduction fast healing and death point dropping to -50. You'd be tougher than a Terrasque.

Miracle as an ability, that is free up to 8th level spell effects, woot, Regeneration, and fast healing! Now try to kill me!

Etc.



Just a note: I decided to not include Good or Evil domain powers, as they bring up a kind of black and white morality that I do not like.

Indeed, because Evil isn't necessarily evil... even if the dragon did devour someones child, have you asked it why?

On a side note, they are all Su abilities. if you grant them as Extraordinary... then they become that much more powerful, perhaps if the character grew into them, such as wings to fly.

On the other hand, you could make the least abilities similar to the Domain abilities.

Also, drop the skill points to 4.

Zexion
2010-03-10, 10:34 PM
I suppose they do belong as Supernatural abilities. I'll fix that.
Also, I'm dropping the skill points down to 4. Thanks for the suggestion.

Ralasha
2010-03-10, 10:39 PM
There is a Life domain, a retribution domain, a renewal domain... many many domains.

JoshuaZ
2010-03-10, 10:40 PM
Still need to specify how many times the abilities can be used. How frequently for example can I use the miracle ability? I should hope that it isn't at will.

Zexion
2010-03-10, 10:40 PM
Yes, that is why I have put it in as a WIP. The domains are not complete yet. If someone else could help, do some of the extra domains found in the Deities and Demigods rulebook, I would be much obliged.
Also, SOME of the minor abilities are actually based on the domain abilities, but some domain abilities do not fit the theme, and so we do not use them.

Milskidasith
2010-03-10, 10:53 PM
At will EX miracles twice per round with no optimization (two move actions) is nuts, even for a capstone.

The divine blast is pointlessly weak.

Some of the abilities are stronger/less strong than others. For example, Destruction is completely worthless (1d6 per level will not instagib anything, even without a save) while some are incredibly powerful (against less than optimized foes, an optimized AC bot with the healing power will be nigh unkillable, Air is worthless because you can get it from spells from Miracle, and Chaos is a reroll with a huge bonus, but not absurdly powerful.

The domain spells are worthless in face of at will miracles.

The base stat bonuses are... eh?

Overall, besides the miracle, it's not particularly powerful, but with a good domain choice and good domain abilities (though it never states how many you get, or when you get later ones), it could be a decent melee combatant.

Zexion
2010-03-10, 10:59 PM
I repeat, the at will miracle is not supposed to work every time. It's more of a catchall, requesting that your godly parent help you out because if they don't then you're dead. It requires the following:
1. You need to be on good terms with the god, which is harder than it seems.
2. You need to have no other way of solving the problem.
3. It needs to be a big enough problem to require the god's attention.
4. It has to be something the god approves of.
5. You need to not abuse the power.
6. All of the above, but instead of the "god," it is "the DM"

Looking at that, are you still sure that an "at will" miracle is easy? It's not actually "at will" miracle, it's an "i hope he's feeling nice today, because if he isn't I'm dead" miracle. Right?

Milskidasith
2010-03-10, 11:01 PM
I repeat, the at will miracle is not supposed to work every time. It's more of a catchall, requesting that your godly parent help you out because if they don't then you're dead. It requires the following:
1. You need to be on good terms with your godly parent, which is harder than it seems.
2. You need to have no other way of solving the problem.
3. It needs to be a big enough problem to require the god's attention.
4. It has to be something the god approves of.
5. You need to not abuse the power.

Looking at that, are you still sure that an "at will" miracle is easy? It's not actually "at will" miracle, it's an "i hope he's feeling nice today, because if he isn't I'm dead" miracle. Right?

DM Adjudication is not a viable way to judge balance for a class. Actually, that's wrong. Any class that requires it's most powerful ability to be moderated by DM balance insults the very notion of trying to be balanced. It's utterly pointless to ask us to PEACH your work and then say "But since I say you aren't supposed to abuse the absurdly powerful ability, it's balanced" instead of actually accepting the valid criticisms made against your class.

Zexion
2010-03-10, 11:02 PM
Quite true. I'm going to put a 1/week limit on it and make the spell level 7. Any other suggestions for making it more balanced?

Milskidasith
2010-03-10, 11:08 PM
Quite true. I'm going to put a 1/week limit on it and make the spell level 7. Any other suggestions for making it more balanced?

1/day normal miracle would actually be fair enough. Depends on the tier this is aimed at, though.

Zexion
2010-03-10, 11:13 PM
I think 1/week is fine, considering that the people might get Divine Rank 0 at level 20. I think immortality would really unbalance this, so I think I'll just take away that.
Any thoughts?

Ralasha
2010-03-10, 11:25 PM
Drop reflex to poor.

Zexion
2010-03-10, 11:28 PM
Reflex was supposed to be poor. I'll fix that right now.

TabletopNuke
2010-03-11, 08:37 PM
The Draconomicon (spelled right?) has a class called "dragon ascendant" that gradually turns the character into a demigod. You should look into it, both for gauging power and getting class feature ideas. I've entertained the idea of adapting it into a PC class, but never was able to come up with a balanced way to do so.

To give you an idea of power progression, dragon ascendant is a 12-level epic class restricted to true dragons. It's capstone ability is divine rank 0.

waterpenguin43
2010-03-11, 08:42 PM
Silly boy! :smalltongue: You forgot the ever important Water Domain!
I had made a similar concept, which you can see as Godly Heritage.

Zexion
2010-03-11, 11:23 PM
I was actually really looking forward to doing the Water domain. Percy Jackson and all of that stuff. Here's my first attempt at it:
Water:
Minor: The demigod gains the ability to breathe underwater, and "feel" what is around him. The demigod now can breathe underwater and has Tremorsense 10 when touching water. Also, the demigod can communicate emotionally with any creature with the subtypes Aquatic or Water. The demigod gains a Swim speed of 15 ft.
Standard: When in contact with water, the demigod becomes much more powerful, gaining Fast Healing 3 and a 2+ insight bonus on any attack he makes. This ability cannot function for more minutes per day then the demigod's class level. The demigod also gains a Swim speed of 30 ft.
Advanced: The demigod has become incredibly powerful, being able to control water easily to attack his opponents. The demigod makes a DC 12 Wisdom check whenever he uses his Divine Blast attack. If he succeeds, the blast does 2d8 additional Cold damage. The demigod also gains a Swim speed of 60 ft.

Zexion
2010-03-12, 02:33 PM
Okay, I need some help here. I'm stumped on what the Advanced Sun Domain Ability should be. Here are the other abilities:
Sun:
Minor: A demigod is stronger when in the light. He gains an enhancement bonus of +2 on all attack rolls when in sunlight. Also, he gains a 4+ on Spot checks, because of his keen eyes.
Standard: A demigod can use sunlight to blind and burn his opponents. Once per 2d4 rounds, the demigod may use a swift action to focus sunlight on his opponents. Subjects must make a Fortitude save (DC 10 + ½ class level + Wis modifier) or be blinded and take 1d4 fire damage each round for the next 2d4 rounds.
Major: [no idea, need some help here]

What do you think the advanced ability should be?

Fortuna
2010-03-12, 02:53 PM
A major Sun ability? Hm.

How about the ability to see everything that the sun sees for 1 minute/day? That's moderately awesome, and quite powerful.

Zexion
2010-03-12, 02:55 PM
Perfect. Some sort of scrying effect?
EDIT: First draft of the scrying effect is up. Also the other abilities are posted.

Desmond Tiny
2010-03-12, 06:49 PM
I think 1/week is fine, considering that the people might get Divine Rank 0 at level 20. I think immortality would really unbalance this, so I think I'll just take away that.
Any thoughts?

Where do you get DR 0 at level 20?

Also immortality by itself does not really affect game balance. How often do you die of old age in a fight? The only unbalancing thing about getting DR 0 is all of the immunities it grants.

Zexion
2010-03-12, 06:52 PM
I said that I was thinking of giving Divine Rank 0 as a capstone. I'm just not sure whether it would be a good idea for balancing it. Divine immunities, as you said, would be a large problem.

Fortuna
2010-03-13, 12:05 AM
Another domain for you.

Artifice
Minor: The demigod has a knack for making items. He gains +5 to all Craft rolls, and gains a bonus Crafting feat.
Standard: Withour understanding how, the demigod manufactures almost anything. The demigod is treated as knowing up to one spell (the spell level may not be greater than half his class level) per 5 levels of demigod for the purpose of crafting magic items, andg gains a bonus Crafting feat.
Major: The demigod's power permits him to manufacture almost anything quickly and efficiently. He gains one 'floating' Crafting feat that may be changed at-will, and may halve either time required, gold spent or experience points spent for any crafting.

Zexion
2010-03-13, 12:17 AM
Thank you very much for helping. I was actually working on an Artifice domain, but yours is much much better. If you want to help with the domain abilities, just say which ones you want to do.
I CALL THE MADNESS DOMAIN!!!

Fortuna
2010-03-13, 12:30 AM
You're welcome. I'll just do whatever ones take my fancy, if you don't mind, but I'll leave any you call. Deal?

Zexion
2010-03-13, 12:34 AM
Sure. I'm glad for some help.

Forever Curious
2010-03-13, 01:16 AM
Just at a glance, 18 SR at first level seems quite powerful to be, particularly at early levels. Not one to critique balance, though, so it may be fine.

The Domain Spells look superfluous, in my eyes. Make Divine Blast scale a bit better (maybe as a Warlock's Eldrich Blast?) and I think this call will be solid.

Also, Divine Rank/Hero Deity capstone would be sweet.

Zexion
2010-03-13, 01:21 AM
Okay. Thanks for the advice.

Zexion
2010-03-13, 01:25 AM
Um, the SR is only against enchantments. So it's not actually that useful.

Fortuna
2010-03-13, 01:34 AM
The Mind domain for you

Mind
Minor: The demigod is able to control his thoughts far more easily than a normal mortal. He adds half his class level to all Concentration and Autohypnosis checks.
Standard: The demigod's control over his mind becomes more complete. He chooses one psionic power from the Psion list of equal level for each Mind domain spell he may cast, and may use the psionic power instead of the Mind spell.
Major: The demigod's control extends to others. The demigod may use Suggestion as a Psi-like ability at-will. If one of his domain spells or chosen psionic powers is Suggestion or its psionic version, he may replace the spell or power with another of the same level from the Cleric or Psion list respectively.

Zexion
2010-03-13, 01:36 AM
Nice!
I'm kind of stumped on what to put in for the Nobility and Scalykind domains. Do you think that Scalykind is unnecessary? There\s only one god that uses that domain, after all...

Forever Curious
2010-03-13, 01:39 AM
Um, the SR is only against enchantments. So it's not actually that useful.

...oh. Misread that part. Carry on then. :smallbiggrin:

Fortuna
2010-03-13, 01:57 AM
Scalykind is interesting, but honestly looks like someone was bored. Ignore it, it's basically animal but for snakes/reptiles.

As to nobility, it's interesting. With a focus on leading others and some social abilities. Something like this, perhaps:

Nobility
Minor: The demigod has that special something, the bright spark that men will follow to the ends of the earth. Any allies within line of sight that recignise him as a respectable leader gain a +2 bonus to initiative checks and a +1 on all damage rolls before any multipliers.
Standard: The power, grace and style of the upper echelons come naturally to the demigod. Any intelligent being that would have been Neutral on meeting him otherwise is instead Friendly.
Major: The demigod's stance, his gaze, his appearance, these speak volumes for his character, but the demigod's true power is to lead by example. Once per hour, when the demigod successfully affects an enemy or ally with a spell or spell-like ability or hits an enemy with an attack all allies with line of sight to him gain a bonus on their next d20 roll equal to 1/2 the demigod's class level.

Zexion
2010-03-13, 01:34 PM
Perfect!!! The Advanced bonus probably shouldn't apply to checks that use Int as their modifier, however.

Zexion
2010-03-13, 02:28 PM
What about if we had feats that only demigods with a certain domain could use? Something like a feat that focused on enhancing one Divine Ability...

AustontheGreat1
2010-03-13, 03:40 PM
The standard ability for the war domain is pretty disappointing.

"A demigod can fight with incredible vigor."

Zexion
2010-03-13, 03:42 PM
Forgot about that one. I'll fix it.

Zexion
2010-03-13, 03:46 PM
"A demigod can use his weapon to cause incredible amounts of damage to others and to the personal property of others."
How about that?

Lix Lorn
2010-03-13, 03:46 PM
To spite you all:

Scalykind Domain

Minor: The demigod has a great affinity with scaly creatures-he gains a +4 bonus to handle animal checks with scaled animals. He also gains a +4 to all diplomacy checks to characters with the Dragon or Dragonblood subtype.
Standard: The demigod, when viewed from the corner of the eye, seems to take on the aspect of a mighty creature-a dragon. This unsettling sight disturbs all around him. He gains the Frightful Presence ability.
Major: The demigod's heritage manifests itself fully-he gains the Dragon subtype, with all abilities than entails.

Zexion
2010-03-13, 03:52 PM
Look at that. Someone did free work for me. Thank you very much. Just a question:
If a "scaly" god had a kid with a human mortal (as is the background of all demigods), what would the child look like?

Lix Lorn
2010-03-13, 04:02 PM
Would be a half dragon demigod, right? XD Scaly gods tend to be dragons. (Example: Tiamat.)

Zexion
2010-03-13, 04:05 PM
I suppose. However, let's get BACK ON TOPIC!!!

Zexion
2010-03-13, 09:28 PM
Would this be a Tier 2 or a Tier 3 class?

Tier 2: Has as much raw power as the Tier 1 classes, but can't pull off nearly as many tricks, and while the class itself is capable of anything, no one build can actually do nearly as much as the Tier 1 classes. Still potencially campaign smashers by using the right abilities, but at the same time are more predictable and can't always have the right tool for the job. If the Tier 1 classes are countries with 10,000 nuclear weapons in their arsenal, these guys are countries with 10 nukes. Still dangerous and world shattering, but not in quite so many ways. Note that the Tier 2 classes are often less flexible than Tier 3 classes... it's just that their incredible potential power overwhelms their lack in flexibility.
The demigod's abilities are actually rather limited. There are a lot of them, but you can only combine a couple of them. "Can't pull off as many tricks" fits the theme, as does "incredible potential power overwhelms their lack of flexibility."


Tier 3: Capable of doing one thing quite well, while still being useful when that one thing is inappropriate, or capable of doing all things, but not as well as classes that specialize in that area. Occasionally has a mechanical ability that can solve an encounter, but this is relatively rare and easy to deal with. Challenging such a character takes some thought from the DM, but isn't too difficult. Will outshine any Tier 5s in the party much of the time.
This also fits the theme, with "capable of doing one thing quite well, while still being useful when that one thing is inappropriate."

What do all of you good Playgrounders think?

waterpenguin43
2010-03-13, 09:38 PM
Would this be a Tier 2 or a Tier 3 class?

The demigod's abilities are actually rather limited. There are a lot of them, but you can only combine a couple of them. "Can't pull off as many tricks" fits the theme, as does "incredible potential power overwhelms their lack of flexibility."


This also fits the theme, with "capable of doing one thing quite well, while still being useful when that one thing is inappropriate."

What do all of you good Playgrounders think?

Tier 2, in my opinion. It has lots of power, but not all that much versatility.

Zexion
2010-03-13, 09:59 PM
Thanks for the professional help.

Ralasha
2010-03-14, 09:46 AM
Instead of giving them fast healing for free, use the Renewal Domain, lesser Fast healing 1 per 3 levels. standard (or whatever you call it) immunity to diseases and poisons magical or mundane. greater regeneration.

Retribution: lesser: whenever an opponent attacks, he gets an AoO.
Normal: As his HP lowers he gains bonuses to attack and damage.
Greater: If he is knocked unconcious, his opponent takes damage equal to the demigods HP divided by his level. This damage is divine, and not reduced by damage reduction, or resistance.
If he his killed, the opponent must make a fortitude save equal to 10+the demi-gods level, or die.

boomwolf
2010-03-14, 10:31 AM
Well, nice class overall. and I'll need time to review all the Divine Aviliries, but a few things I noticed by now:

1-you gain accesses to all 4 of your major divine abilities. I would have made you get only 2 mayor abilities and 3 standard abilities (keeping 4 minor), this makes you choose what to get instead of just the order of getting it. but that's a matter of personal preference.

2- Some levels are just too crowded, while others are empty. move abilities around, even if it brakes patterns, dead levels are worse then broken patterns.
For example-moving all "Divine Blast" one level lower from 1d6 to 8d6. it would clear out one dead level, fix a pattern, AND give you more free room to look into suggestion #1 I've made as it creates some more levels were "Divine Blast" and "Divine Ability" overlap.

3-The "wish" ability is weak. and is a subject to DM fiat. If I were you I would have changed it to being an at-will wish at normal XP costs, or daily at reduced XP costs.

4-Divine Ability issues:
The major ability of the fire domain generates a loophole that allows you to endlessly heal yourself with Divine Blast.
The major destruction ability seems to be worded such it can hit creatures too, making it too powerful. the rapid healing (you mean fast healing i assume) clause is also too good as being constantly on fire is easy.
Healing domain has problems in wording (again fast healing, not rapid healing.), the standard ability should clarify you are REDUCED to -10, to prevent heal abuse if you are under and the major ability causes problems if you know anyone that is a terrible hitter and you have decent AC.
The luck domain needs a total rework. its too odd, unclear and confusing.
Water advanced (you mean major right?) is on the weak side of town.

ScionoftheVoid
2010-03-14, 06:08 PM
This looks very interesting, great idea.

The wording does need to be tightened up and (Ex), (Su), (Sp) and (Ps) tags would be helpful on all the abilities. Any damage type bar ability damage on the divine blast seems a bit weird and it definitely needs a tag of some sort, I suggest (Sp) (making it comparable to a Warlock's Eldritch Blast, still more powerful than it whatever tag it's given so you may want to weaken it a bit. Even once every three level increase, rather than every odd level, would go a long way. 1d6/4 levels is probably better with all the Demigod's other abilities, saves, BAB and HD in mind, IMO). This is all based on making it Tier 3ish however, so ignore the slowing Divine Blast if you're aiming for more Tier 2. Ability tags, specific types for the Blast and the wording issues still remain even going for Tier 2 though.

Anyone mind if I take a shot at the sinful (Lust, Gluttony, Wrath, etc.) Domains at some point? In the Spell Compendium and some other books, IIRC. Anyone else's suggestions for them will probably be better, of course, but I'd like to try to help.

Zexion
2010-03-14, 08:30 PM
Anyone can try making a domain. I really appreciate the help!

ScionoftheVoid
2010-03-15, 03:39 PM
Anyone can try making a domain. I really appreciate the help!

Awesome. I won't be able to get to it for a while though. Maybe at the weekend.

GoC
2010-03-15, 07:59 PM
I'm going to brutally nitpick here so get ready...:smallamused:


Domain Spells: As a demigod learns about his powers, he learns about more powerful applications of his heritage: the ability to use the energy flowing through his body to affect the outer world in more powerful ways. At 3rd level, a demigod gains the ability to cast 1st level spells of up to three domains that belong to his godly parent. A demigod gains the ability to cast spells that are one spell level more powerful every 2.5 levels (rounded down). A demigod may cast these spells a number of times per day equal to his class level divided by the spell level. Therefore, a 15th level demigod would be able to cast fifteen 1st level spells, seven 2nd level spells, five 3rd level spells, three 4th level spells, three 5th level spells, and two 7th level spells per day.
I think you mean 6th.


Chaos:
Minor: A demigod gains the ability to, as a free action, designate a roll that uses a d20 as “risky.” For a risky roll, roll 2d20, subtract twelve, and multiply the result by 2. A risky roll has the potential to allow you to do things you could not do otherwise, but also gives you the chance of failing miserably. A risky roll may be used once per hour.
Standard: The penalty to a risky roll decreases from -12 to -8, and you may declare a risky roll twice per hour.
Major: The penalty to a risky roll decreases from -8 to -4, and a risky roll may be declared three times per hour.
Broken. It basically says "I don't need to roll saves or important attack rolls".


Minor: A demigod gains the ability to bypass up to (class level x 2) points DR of undead, and may remove (class level x 2) points of damage from negative energy, and instead use it to heal themselves. However, positive energy 2d6 less hit points.
This is incomprehensible.


Standard: By this point a demigod is capable of animating the dead, and can imbue them with extra power. A demigod may add up to (class level/4) HD to any undead they animate, but they take 1 point of nonlethal damage per HD added.
Is this 1 point on non-lethal damage semi-permanent? Because otherwise it's pointless book keeping.


Major: At this point, a demigod is so close to the power of death that if he is killed, he will reform in 4d8 days at a random location without divine intervention, as true resurrection.
How random? Anywhere on the plane? Anywhere on any plane?


Earth:
Minor: A demigod gains the ability to become as solid as a rock for short periods, and see through the earth. The demigod gains the ability to give himself 6 x HD temporary Hit Points for one round once per hour, and gains Tremorsense 10 ft.
Bolded correction on wording?


Healing:
Minor: A demigod gains the ability to recover quickly from attacks. He gains DR 1/magic and Rapid Healing 2.
I know of no ability called Rapid Healing. Do you mean Fast Healing?


Standard: A demigod improves his ability to survive massive attacks. He dies at -50 Hit Points and becomes immune to any save-or-die effects, instead being knocked out to -10 HP if they fail the save. This ability includes the instant death effect from massive damage.
Broken ability. The only way to kill you is now hitpoint damage (there are many ways to act while at negative hp).

Luck:

Standard: A demigod seems to be extraordinarily lucky. When making a skill check that has a 10% or less chance of succeeding, roll 1d6. If the result is less than the demigod’s Wisdom modifier, they automatically succeed. This ability can be used 1/4 class levels per day.
Broken. Check out Truenaming and the epic uses of skills (turn country into fanatical worshippers!).


Magic:
Minor: A demigod can cast spells that are quite powerful. A demigod adds uses 1.5 times his class level as his CL when using a Domain Spell.
Standard: A demigod can cast spells that are more powerful than spells are supposed to be. The demigod adds one third his class level to the caster level limits on spells. Also, a demigod can add 1 level of Metamagic to any Domain Spell they cast without increasing the spell level.
Broken. Example: Holy Word/Blasphemy/Dictum/Word of Chaos.


Major: A demigod can cast spells so quickly that opponents are ????????. A demigod can quicken one spell per 1d4 rounds without increasing the spell level. Also, any spell that does not do damage but has variables (for example, time stop) is automatically empowered.
Broken. Especially when combined with your metamagic reduction.


number of rounds equal to his class level divided by four (to a minimum of one).
Should probably have the bolded part added because otherwise it could do absolutely nothing at the level you get it. This goes for all similar effects.


Standard: A demigod can generate a protective field when needed, to shield his allies. The demigod can create a hemispherical force field to block incoming attacks. This shield has a maximum radius of one-seventh the demigod’s class level.
So a 1ft radius? How small is this demigod again?:smalltongue:
Can attacks pass through the shield from the inside? Can characters get out?
Is projecting the shield a standard action?


Major: A demigod is capable of protecting his allies and him from incredible damage. The demigod can project a temporary shield to absorb incoming spell. This ability blocks one spell level per three class levels. When the spell levels of protection are gone, the shield disappears. This ability can be used twice per day. The demigod also permanently becomes immune to massive damage.
Should mention shield size, duration and activating action.


Strength:
Minor: A demigod is capable of impressive feats of strength. The demigod calculates his Grapple modifier and his carrying capacity as if he were one size category larger.
Standard: A demigod is capable of amazing feats of strength. The demigod calculates his Grapple modifier and his carrying capacity as if he were two size categories larger. This does not stack with the Minor Strength ability.
Major: A demigod is capable of incredible feats of strength. The demigod calculates his Grapple modifier as if he were two size categories larger. He calculates his carrying capacity as if he were two size categories larger and a quadruped. This does not stack with the Minor or Standard Strength abilities.
Heh. Kinda funny that you've got some completely broken abilities and some almost completely useless ones like this one.


Travel:
Minor: A demigod can move very quickly, passing many obstacles in his wake. When running, a demigod can turn as many times as he wants. Also, a demigod can run for twice as long before becoming fatigued, and gains a +5 ft. bonus to his land speed.
Standard: A demigod can attack and move around with blinding speed. Instead of taking a 5 ft. step, the demigod may move half his land speed. The demigod can also take an extra Swift action every round, and gains an additional +5 ft. bonus to his land speed.
Travel+Magic=CHEESE


War:
Major: A demigod can call upon the blessing of his parent god to give him incredible fighting abilities for 4d8 rounds. The demigod gains a 10+ bonus on any attack rolls that he might make. Any circumstance penalties on the demigod are removed, and the demigod gains a Fear Aura (DC 26) with a range of 50 ft. This ability is useable once per week, and cannot be used if the demigod and his godly parent are on less than friendly terms.
Bolded my recommendation.
More details on Fear Aura needed (save how often? immune after successful save?). Look at Monster Manual for examples.


Water:
Minor: The demigod gains the ability to breathe underwater, and "feel" what is around him. The demigod now can breathe underwater and has Tremorsense 10 when touching water. Also, the demigod can communicate emotionally with any creature with the subtypes Aquatic or Water. The demigod gains a Swim speed of 15 ft.
Needs better wording. Sprinkling some water on yourself shouldn't give you tremorsense.

Overall assessment? Needs work. Balance is quite off with some options ridiculous and others useless.

Zexion
2010-03-15, 08:24 PM
Okay... thanks for the detailed review.

ArcanistSupreme
2010-03-16, 04:24 PM
Divine Blast: A demigod may manifest a part of his divine power as a powerful blast of energy. This ability manifests in the form of something from the god’s cleric domains, be it water, fire, acid, or blades. This ability can do any form of energy or melee damage. A demigod can only use one type of blast, so they may not burn the opponent with fire then freeze him with ice. A demigod may apply his Wisdom modifier to the damage inflicted by this ability. The damage inflicted by this ability does 1d6 damage, plus 1d6 more damage every odd class level.

This is kind of confusing. What is the range? When does the Demigod pick the damage type? Does he need to pick the type at creation and stick with it forever? The different energy types could be very unbalancing because sonic damage=/=fire damage. The "blades" thing is kind of vague. Does this kind of blast do slashing damage? Why can't they do clubs or spears in that case to do other types of damage?

Lix Lorn
2010-03-16, 04:28 PM
It can do slashing, piercing, bludgeoning.


This ability can do any form of energy or melee damage

But you are right.

Knaight
2010-03-16, 04:39 PM
Divine Guidance: A demigod demonstrates innate skill on almost anything he does. A demigod adds his full ability score minus 10 to any skill check that he makes. So, a demigod with 18 Strength would add 8 to any skill check that uses your Strength modifier.

I would also allow this to straight ability checks. It just needs to stay away from saves and attack bonuses. Also, note that this only applies to positive scores.

Jallorn
2010-04-29, 12:40 AM
Death:
Minor: A demigod gains the ability to bypass up to (class level x 2) points DR of undead, and may remove (class level x 2) points of damage from negative energy, and instead use it to heal themselves. However, positive energy Heals? 2d6 less hit points.
Standard: By this point a demigod is capable of animating the dead, and can imbue them with extra power. A demigod may add up to (class level/4) HD to any undead they animate, but they take 1 point of nonlethal damage per HD added.
Major: At this point, a demigod is so close to the power of death that if he is killed, he will reform in 4d8 days at a random location without divine intervention, as true resurrection. This ability may not be used more than twice a year. If this ability is used more than twice a year, then the demigod stays dead until the year is up, plus 6d8 days.

This is a little confusing. What is the DR mentioned in Minor, is it Damage Reduction (as I assume), or something else? The wording could be better as well, since the way it is now is just confusing. Try something more like, "A demigod gains the ability to bypass undead DR up to twice their class level."

And as for the Negative energy stuff, it might be better to say, "when hit by negative energy negates an amount of the damage equal to twice their class level, and then gains an amount of hitpoints equal to twice class level or the original damage of the attack, whichever is lower." I'd also make the hitpoints temporary at least till Standard.

Does the Standard advantage apply only when the Demigod is creating undead in some other way? If so, that's a bit under powered. You should be providing a way to create undead, like the Warlock's invocation (can't remember the name).

The capstone for this seems a bit high. Basically, you can't be killed. I would say usable no more than once every six months, and if you die when you can't be resurrected, you stay dead.

Haven't looked at any of the others, but they may need review too. I think I'll give this entire class a full review sometime, it's a great idea, and I like it, so I'd like to help make it better.

Zexion
2010-04-29, 12:21 PM
This is a little confusing. What is the DR mentioned in Minor, is it Damage Reduction (as I assume), or something else? The wording could be better as well, since the way it is now is just confusing. Try something more like, "A demigod gains the ability to bypass undead DR up to twice their class level."

And as for the Negative energy stuff, it might be better to say, "when hit by negative energy negates an amount of the damage equal to twice their class level, and then gains an amount of hitpoints equal to twice class level or the original damage of the attack, whichever is lower." I'd also make the hitpoints temporary at least till Standard.

Does the Standard advantage apply only when the Demigod is creating undead in some other way? If so, that's a bit under powered. You should be providing a way to create undead, like the Warlock's invocation (can't remember the name).

The capstone for this seems a bit high. Basically, you can't be killed. I would say usable no more than once every six months, and if you die when you can't be resurrected, you stay dead.

Haven't looked at any of the others, but they may need review too. I think I'll give this entire class a full review sometime, it's a great idea, and I like it, so I'd like to help make it better.
Thank you for the review. The replenishing health ability against undead is not really OP, because it is a singular advantage. Against a Tarrasque, for example, the Air abilities are useful, because you can fly. The Death class abilities are specialized enough that they don't really harm. Also, I believe that the lessened effects of positive energy more than make up for the ability to be healed by negative energy.
Passing through DR, on the other hand, is my attempt at balancing an occurrence in the Percy Jackson series, which this class is based off of. I believe it is in the third book, when Bianca hits an invincible skeleton with a dagger and it bursts into flame. I view Bianca's ability to hurt the invincible skeleton as bypassing DR.