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Garrus
2012-06-28, 02:29 PM
The Divinity of Light and Darkness
http://th06.deviantart.net/fs37/300W/f/2008/246/1/b/Divinity_of_Pride_by_Patrifu.png

Long ago, a particularly demented and powerful nihilistic cult found discovered an obscure means of isolating an entities soul and distilling it to the most basic level, until all that remained was a slush of strength, thoughts, and the emotions that originally motivated the entity. Using this means, they would take a great warrior or a wise sage, unmake them, and spread that person's power among themselves, each individually becoming stronger with each victim. This cult eventually developed enough strength through this oddly vampiric means of growth, that they saw their true goal within their reach: They could take down the deities they had denounced.

First, they killed a now long-forgotten deity of darkness and shadow, taking her soul, and, as a result, her divine spark, at the end of the battle, immediately beginning to distill it. However, the other gods took notice of this fact, and, in a rare move, actually rounded against the cult in-person. In the battle that followed, the cult proved to be stronger than any had before realized, but was still not strong enough to fight off twenty gods. They need more strength still. Eventually, they managed to fell one deity, a god of the sun, and immediately took him back into their temple to be added to the distilled soul of the night-goddess.

The cult was eradicated before they could ever finish the process, of course. Though, the gods did not know a way to undo what had been done to their brethren, nor could they seem to take the power of the souls for themselves. So, they chose to hide the elixir of divine spark away, where the mortal realm could not be tainted by it's temptation. There it lay, for several thousand generations of all races, fermenting, stewing.

Though, as is to be expected, this lock was not to last, and eons later the cache where it had been stored was uncovered, and a band of heroes carried the vats of fluid to the surface. They did not know what power they had, nor could anyone discern the properties of this gaseous slush, and so, they distributed it among the people of the world, selling it at exorbitant rates as "a mysterious, magical elixir." Eventually, one foolhardy sorcerer, bent on uncovering the secrets of this fluid, attempted to consume an extremely small portion of it. Thus, the first divinity was born.

The fermentation process, combined with the fact that the mingled souls had never been fully distilled, meant that consuming too much of the elixir would unmake a man before he gained the power hinted at within. Of course, just a single drop of the stuff could begin the process towards becoming a divinity. Now, those along the way towards becoming a divinity felt the memories and emotions that had originally motivated the two gods, but, as they could only consume a very small amount, they only had an inkling, not a full blown knowledge, of these things. This has lent them towards caution, as they feel they are the progeny of two gods, but know hardly anything of the gods they represent. So, they are not well known.

As small vials of the elixir are found, and adventurous (or stupid) people drink them, more divinities are born, and, sometimes, find the order of them that has slowly begun to form. Of course, the side effects of the elixir are difficult to hide, as black mist that seem to catch light in funny ways begin to appear around the divinity. This motivates divinities to become more reclusive, which decreases the chances which they have of encountering other divinities. So, there are several divinities that go their entire lives believing they are the only one.

Organization: Not all divinities succeed. Some consumed too much of the elixir, and other too little. Those who fail, die slowly. Those who succeeded, of course, eventually go on to become truly immortal. It is these immortal divinities that lead the secret organizations of their kind, slowly pulling together strings from across history, building strength, and setting down roots. Their motivations are myriad and vary from individual to individual, but with infinite time to work, they are patient at obtaining these goals.

Hit Die: d6


Prerequisites
Skills: 13 Ranks in any one skill.
Special: Must have consumed a small amount of long-lost elixir that is actually the half-distilled and fermented coupling of two deities souls.

Divinity Class Features

Class Skills: The divinities class skills (and the key ability for each skill) are: Appraise (Int), Balance (Dex), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight Of Hand (Dex), Spot (Wis), Tumble (Dex), Use Magic Device (Cha)

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

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

1st|
+0|
+0|
+2|
+2|Balance of Night and Day, Flight, Torque

2nd|
+1|
+0|
+3|
+3|Dawn or Dusk, Progression

3rd|
+2|
+1|
+3|
+3|Flight Trick

4th|
+3|
+1|
+4|
+4|Dawn or Dusk, Equity of Night and Day

5th|
+3|
+1|
+4|
+4|Improved Flight BonusTrick

6th|
+4|
+2|
+5|
+5|Dawn or Dusk

7th|
+5|
+2|
+5|
+5|Greater Flight Trick, Harmony of Night and Day

8th|
+6/+1|
+2|
+6|
+6|Dawn or Dusk, Twilight Spark[/table]

Balance of Night and Day (Su): Starting at first level, the divinity begins to exhibit the strange balance between the two gods whom he embodies, and can begin to mirror life with death, darkness with light, wounds with vitality. Whenever an effect under the divinities control results in a creature losing hp or gaining hp, he may have the opposite happen at a rate of one half (rounded up). For example, if a divinity hit someone with an ax and dealt 63 damage to them, he could that person be healed by 32 hit points instead. Likewise, if a divinity cast heal on a creature and had them healed for 120 hit points, he could choose to have that spell deal 60 damage instead. The visual effect of whatever action was taken remains unchanged: getting hit with an ax still results in a cut. This often results in much confusion on the recipients part.

Flight (Ex): At first level, the effects of the elixir on the divinities body begin to have an immediate effect. With each divinity this change manifests differently, as some become wreathed in constant black mists that can lift them off their feet, others sprout large, feathery wings, and others actually find steps of light appearing wherever they wish to place their feet. However, the end result is always the same: he gains a means of locomotion that boils down to 'flight'. His flight speed is 50 feet per round, and has average maneuverability.

Torque: The thoughts and emotions of the ancient gods that flow through the minds of every divinity are often vivid, and overpowering to the weak mind. It begins to change your perspective. Things become comfortable that weren't before. Places no longer hold their appeal. At night, he finds himself longing to see the dawn, and in the sun, he finds himself pining for the cover of nightfall. Everytime a character takes a level in divinity, he must make a Fortitude save (DC 20 +2 for each other level in divinity he has). If he fails, he has his alignment moved to Neutral on the Law-Chaos axis, and perhaps one step towards good or evil, depending on which class features he has selected. Not only this, but he becomes so overwhelmed by the alien thoughts coursing through his mind, so in need of sorting himself out from everything else in his mind, that he will specifically avoid going outside or taking actions in general, unless he deems the actions absolutely necessary for his survival, and even then, he will try to finish the task quickly. This period of madness lasts for three days for each point the divinity failed the save by. For example, if he failed the save by 10, he'd be reluctant to go outside for 30 days.

Dawn or Dusk (Su): At each even level, the divinity manifests some strength belonging to the deities whom he carries the spirit of. Some divinities emulate the god of the sun more than the night-goddess, and others vice versa. Whenever the divinity gains this class feature, he chooses one of the upgrades from the following list. (Each Dawn or Dusk power is designated as Good, Neutral, or Evil. If the divinity has more of one designation than another, then, when and if his alignment is changed by the Torque class feature, his alignment is also moved one step towards the appropriate alignment on the Good-Evil axis.)
The World Is Lit: The divinity can, as a standard action, unleash a line of power 1,000 feet long by 5 feet tall and wide. Anything and everything within this line of power, whether it is sentient, mobile, or being worn or carried, is suddenly affected as though having had the daylight (http://www.d20srd.org/srd/spells/daylight.htm) spell cast upon it. This light burns for 1 hour and there is no save against this effect. This power is Good-aligned.
For All To See: The divinity can, as a standard action, suddenly flare with a light that instantly negates any form of invisibility (http://www.d20srd.org/srd/specialAbilities.htm#invisibility) being employed by creatures within 60 feet of him for 1 full minute. This power is Good-aligned.
To The Horizon: The divinity can sit down for half an hour and meditate about any place that he feels he needs to examine or know about. At the end of this half an hour, if he has not been interrupted, a mental image of the place is imparted to the divinities mind. This ability can be used as often as the divinity wants, but only really gives generalities: perhaps a floor plan, the relative size of the place, or whether there has been fighting or other activities going on there as he meditated. This power is Good-aligned.
Heard Or Seen: Creatures within 40 feet of the divinity with this power cannot tell lies, whether directly or through omission, unless they specifically have some ability that would allow them to do so. This power is Good-aligned.
Until Twilight: The divinity can sit down for half an hour and shroud everything within 100 feet of him in mist. Until next dawn or next dusk, any creature who happens to be in the area will be unable to find anything there except for whatever scenery is fitting, regardless of how thoroughly they search. The divinity must wait 24 hours before he can use this ability again, once he's used it. Once dawn or dusk rolls around, the mist dissipates and the area can once again be found and searched through. This power is Neutral-aligned.
Lost In The Haze: As a standard action, the divinity can summon a wave of fog 40 feet wide that extends 400 feet in a straight line away from him. Within this fog, all sight is obscured beyond 5 feet, including darkvision. Even then, a creature within 5 feet still has concealment (http://www.d20srd.org/srd/combat/combatModifiers.htm#concealment). Creatures farther away than that have total concealment (http://www.d20srd.org/srd/combat/combatModifiers.htm#totalConcealment). No strength of wind can dissipate this fog bank, though it goes away on it's own after 10 rounds. This power is Neutral-aligned.
Time Of Change: As a standard action, the divinity can move up to three creatures within 60 feet of him each 5 feet in any direction he wishes. The directions do not have to be the same. He can also change the facing and orientation of the creatures, if he wishes. There is no saving throw against this effect and the creatures do not feel the change, though they may notice it just the same. This power is Neutral-aligned.
Beginning Or End: The divinity can mark any creature within his sight as a swift action. After that, for the next 24 hours, the creature will leave a trail that the divinity can track without fail. He will know and be able to figure out where the creature went even if it has used a means to teleport from one place to another. This effect does not work if the target creature has some effect that specifically makes them untrackable. This power is Neutral-aligned.
Cover Of Darkness: As a standard action, the divinity can create a blanket of suffocating shadows 80 feet wide and 600 feet long extending in a straight line away from him. Within this area, darkness isn't more prevalent, but instead, everything else is doused. Light sources in this area only illuminate out to a maximum of 5 feet (15 feet for shadowy illumination), and listen penalties inflicted due to distance are doubled as sound is muffled within the blanket. This area lasts for an hour before dissipating. This power is Evil-aligned.
Travel By Night: With a single night of travel, the divinity and everyone traveling with him can make their way to anywhere that the divinity has been before, as long as they spend the entire night, dusk till dawn, traveling. This power can even allow the divinity and those that travel with him to make their way to another plane entirely. This power is Evil-aligned.
Fight The Break Of Dawn: As long as it's night, the divinity can take any person with an attitude of unfriendly or better towards him, and spend the rest of the night with them. After a full night, from the point of dawn onward, that person will always be Helpful towards the divinity, regardless of what may happen between the two. No Diplomacy roll is needed for this change in attitude. This ability does not work against creatures somehow immune to positive emotion control. This power is Evil-aligned.
Ghosts In The Dark: As a standard action, the divinity can create a two illusory specters anywhere within 60 feet of him. These illusions are completely real to all senses, and read as Chaotic Evil Ghosts to any and all possible divination spells, until some manner of physical action is directed at one of them, at which point that one dissipates into mist. Once created, these illusions float aimlessly about, behave aggressively, but do not actually take any real actions. There is never any roll to disbelieve these illusions, they always fully appear to be real, and they last for 10 rounds before dissipating on their own. This power is Evil-aligned.

Progression: At second level, the divinity has overcome the initial overflow of thoughts and emotions from the forgotten deities that rushed over him, and begins to recall his training, while still maintaining that he is now something different within his mind. When the divinity gains this class feature, he may choose any other class he has levels in. The divinity adds his divinity class levels minus 1 to his level in that class for the purpose of any class feature belonging to that class which has a relatively unique column in the class table (A Wizard's spellcasting or a Monk's speed and unarmed damage bonuses, for example).

Flight Trick: At third level, the effects of the elixir upon the divinity have begun to grow more intense, resulting in darkening of features, unnatural light shining from within his skin, or a thin blanket of fog sweeping out away from wherever he makes a footfall. Not only this, but the form of movement that he obtained at first level has begun to refine itself, wings growing stronger, steps of light appearing faster, or mists turning into weather patterns that carry him across the sky like the sun or moon. The divinity may choose one of the following bonuses and gain it to his flight speed:
An increase of his maneuverability to good.
Twilight Wings: During dawn or dusk, your flight speed increases to 100 feet a round and your maneuverability increases to good.
Cloudwalk: The divinity can tread on any cloud or fog bank larger than himself as though on solid ground. The divinity can choose to simply fall through a cloud as well, if he wishes, though, otherwise, this effect is continuous.

Equity of Night and Day (Su): At fourth level, a divinities ability to replace life with death and vice versa reach a new level, and he learns how to increase the rate at which one is traded with the other to a 1 for 1 swap. So, for example, if the divinity dealt 102 damage to a creature with a disintegrate spell, he could instead have that creature be healed by 102 hit points. Alternatively, if a creature would be healed by 49 hit points by the divinity, he could instead have that creature take 49 points of damage.

Improved Flight Trick: By the point that the divinity has reached fifth level, he is no longer recognizable as what he was before. His face and body structure are the same, but his skin tint has begun to change, he doesn't feel comfortable in anything but a dark, loose robe, his eyes lack iris or pupil, and that perpetual black fog rolls everywhere in his wake. He has begun to take more to dark back rooms, trying to not be seen, hiding this unsettling change. His mode of transportation has also grown more audacious, wings prominent enough to see from across town, a path of light coiling through the sky, and an ever-present fog bank resting atop whichever dwelling he chooses. The divinity may choose one of the following bonuses and gain it to his flight speed:
An increase to his flight speed of +50 feet per round.
Jet Stream: The divinity gains the ability to ignore attacks of opportunity as long as he is moving in a straight line while flying. Likewise, as long as he moves in a straight line, he can move through barriers with plausible gaps, such as walls with average-sized windows, without slowing down.
Wings of the Sun: During daytime, the divinities flight speed increases to 200 feet a round and his maneuverability increases to good. This upgrade requires the Twilight Wings upgrade from level three.
Wings of the Moon: During nighttime, the divinities flight speed increases to 150 feet a round and his maneuverability increases to perfect. This upgrade requires the Twilight Wings upgrade from level three.
Path of Clouds: When flying in the higher atmosphere (at least 1 mile in the air), the divinities flight speed increases to 500 feet a round, but his maneuverability falls to clumsy while moving at this rate. When moving this way, he can choose to leave a trail of clouds in his wake, effectively emulating a Control Weather (http://www.d20srd.org/srd/spells/controlWeather.htm) spell, except that he can only create a swath of dark clouds or thunderstorms in his wake. This upgrade requires the Cloudwalk upgrade from level three.

Greater Flight Trick: A pale face under a cavernous hood, eyes only two stars in the voids of his eye sockets. Black mist rises from his skin perpetually, vast, white wings stretching out to each side. Where he steps, surely it must be the sun under his feet. He shuns all human contact now, except the company of other dark individuals, as intimidating as he is. The divinity may choose one of the following bonuses and gain it to his flight speed:
An increase of his flight speed of +100 feet per round and an increase of his flight speed to perfect.
Dive: The divinity can make a dive attack, as long as he begins his move somewhere in the air and higher in elevation than his target, he can make a double move with a full round attack at the end. To use this ability, the divinity must move in a straight line during his entire double move action.
The Chariot that Carries the Sun and the Moon: The divinity can rise up into the high atmosphere and actually hitch a ride on twilight. This effectively puts the divinity into geosynchronous orbit, remaining constantly in dawn or dusk, which is, assuming the game world is about the same dimensions as Earth, approximately 9500 feet a round. At such astronomical speeds, it becomes difficult for the divinity to know precisely where to stop when traveling, so, a good system is to treat this means of travel like Shadow Walk (http://www.d20srd.org/srd/spells/shadowWalk.htm) spell, minus the risk of injury. When using this means to travel, he is not actually putting forward any active effort, instead simply sitting on the border between day and night and being carried along for the ride. Some divinities like to use this as a place to rest, hidden from the rest of the world and unreachable. This upgrade requires either the Wings of the Sun or the Wings of the Moon upgrade from level five.
The Bringer of Noon Darkness and Midnight Light: Not only can the divinity bring a storm in his wake, but he can bring a storm of such unparalleled power and density, that it's clouds blacken the sun during the day, and it's lightning serves as artificial sun at night. As long as the divinity has flown in the air above the area in question for at least an hour, he can create artificial day or night. In addition, when using his Control Weather (http://www.d20srd.org/srd/spells/controlWeather.htm) power, he is capable of creating a hurricane-force storm in any terrain and during any season. This upgrade requires the Path of Clouds upgrade from level three.

Harmony of Night and Day (Su): Once the divinity reaches seventh level, he has truly begun to find the balance of creation and destruction within him becoming more acute, up until the point that he can take both sides at the same time. In this way, if an effect under his control would deal damage or heal hit points, he may either have it have the exact opposite effect, or he may have someone else who was within range of the effect take the exact opposite effect and the original take the original effect. So, for example, if the divinity dealt 96 damage to a creature with a scythe in the gut, he could either have that creature be healed by 96 hit points, or have someone else whom he could have attacked (himself included) be healed by 96 hit points. Or, if a creature would be healed by 22 hit points by the divinity, he could instead either have that creature take 22 points of damage, or have another target within the range of the original effect take 22 points of damage instead.

Twilight Spark (Ex): At eighth level, the effects of the elixir have run their course, and a miniature version of the divine spark is lit within the divinity, making him truly worthy of the title. At this point, so much black mist obscures his visage that one could mistake him for a sentient cloud, which is actually strengthened by the lines of purest light, like lightning, that play across and throughout the dark gas. Other divinities are marked by blazing white eyes and wings of blistering white light folded behind him, which is only offset by the deep darkness that everything else of his body shows. At this level, the divinity is fully immortal. He has no maximum age, but ages as normal, not that anyone would be able to tell by looking at him. The divinity gains the full memories of the deities that spawned his power, and is thus automatically succeeds any knowledge check directly involving anything belonging to the deities portfolios, even if he has no ranks in the knowledge skill, including day, night, dawn, dusk, the sun, and the moon. The divinity is also able to find lines of divine power that the deities once used, and gains Commune (http://www.d20srd.org/srd/spells/commune.htm) as a spell-like ability once per day, with a duration of 8 rounds. Using this commune ability, he can contact any god currently alive, and he always gets the god itself, not it's representatives, as he is specifically using the channels that deities use, as though he were giving the god a phone call. In addition to this, if the divinity dies, he will simply return to life, alighting from darkness and light the next time that dawn or dusk rolls around. This can be bypassed via sealing the divinities soul some way, of course.

Virdish
2012-06-29, 10:41 PM
I have not finished reading this yet but I must say one thing and then I will later go back and give a full review. Your class ability Torque to me makes this class near unplayable at least in my mind. the fact that it has some rather harsh and dibilitating penalties (Death and not being able to do anything that is not absolutely neccesary which to me means re roll). I like the flavor of the class. Perhaps think about toning down the negatives.

Cipher Stars
2012-06-30, 02:05 PM
I have not finished reading this yet but I must say one thing and then I will later go back and give a full review. Your class ability Torque to me makes this class near unplayable at least in my mind. the fact that it has some rather harsh and dibilitating penalties (Death and not being able to do anything that is not absolutely neccesary which to me means re roll). I like the flavor of the class. Perhaps think about toning down the negatives.



The negatives of this class do outweigh the benefits to a degree. I'd agree that the penalties could use a bit of trimming.
My Godsblade class had high negative side effects, and no one was happy until I cut them back despite the Godsblade's ability to deal massive damage.

Network
2012-06-30, 03:52 PM
The requirements are just weird. ECL requirement are just bad and inappropriate. 13 ranks in any one skill would be better and not too restrictive.

And some monsters doesn't have LA at all (not LA +0, but LA -), such as the monsters of legacy. Those should not be able to select this class at second level, but they should be allowed later.

Zale
2012-07-01, 09:35 PM
Cool fluff.

Perhaps you could shift the nasty leveling penalties to other things.

Reaction penalties due to their strange appearance, perhaps.

Garrus
2012-07-01, 10:29 PM
On the subject of restrictions, I was thinking that the player would be taking as many precautions as possible, buffing their Fort save whenever they gain a level, and, at level 10, a DC 10 (required to clear the actual mechanical difficulties) should be automatic. DC 12 at level 11, ect. In fact, I wouldn't even call it risky for anyone who doesn't have an absolutely terrible fort save until level 15, breaking over the halfway point of the class, at which point your defenses should be that much stronger. If the death thing is really that much of a turn off, though, I could just shave that off.


The requirements are just weird. ECL requirement are just bad and inappropriate. 13 ranks in any one skill would be better and not too restrictive.

And some monsters doesn't have LA at all (not LA +0, but LA -), such as the monsters of legacy. Those should not be able to select this class at second level, but they should be allowed later.

Well, can you suggest any skill that would be thematically fitting? That's the biggest issue that I had with this, because, effectively, anyone should be capable of becoming one just by drinking the elixir, but, it's far too specific in flavor to be a base class. So, I'm stuck between two rigid walls.


Cool fluff.

Perhaps you could shift the nasty leveling penalties to other things.

Reaction penalties due to their strange appearance, perhaps.

Thank you. Did you have anything specific in mind?

Virdish
2012-07-02, 08:58 AM
The only problem is as of now the second level of the penalties you still lose your character because a character that wont go outside can't adventure and you have no time limit on it.

Network
2012-07-02, 10:03 AM
Well, can you suggest any skill that would be thematically fitting? That's the biggest issue that I had with this, because, effectively, anyone should be capable of becoming one just by drinking the elixir, but, it's far too specific in flavor to be a base class. So, I'm stuck between two rigid walls.

There are some official PrC with a requirement of ''X ranks in any skill''. The first I can think of is the Exemplar (CAd), but there's also the Exalted martyr (BoED). Both have other ones, but just ''13 ranks in any skill'' will be sufficient.

Still, even if they can easily make DC 15 fort saves, they can always roll a 1, so taking this class comes with high risk. I would suggest adding one or two base save requirements, and changing ''you die on a 1'' with something else.

Edit : Mistake of mine, it's not exalted martyr but risen martyr. Can I suggest to make the penalties temporary, and remove ''you die if you fail by 10 or more''? Maybe with an increasing time as the result is lower, but never more than a year.

Garrus
2012-07-04, 05:18 AM
Changes have been made.

Network
2012-07-04, 01:31 PM
Good, but I still suggest to put a maximum time limit for his madness. I mean, there's nothing wrong with alignment changes or penalties, as long as a natural 1 won't damn the character permanently. A limit of 90 days on a natural 1 (or even more) seems fine, but you are the creator, do as you like.

I'm also remembering there is a PrC in Heroes of Horror that force you to take more levels in it on a failed will save. This PrC is called tainted scholar, so just at the name, it makes a whole lot of sense.:smallbiggrin: