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qwertyu63
2013-07-26, 06:22 PM
Godling
Some men worship the gods, others seek to become them. You are in the latter group. Almost any can walk this path, but you must be sure of yourself and your power.

Requirements:
Skills: 8 ranks in any skill.
Special: Must have have been to any outer plane or have directly spoken to a god/goddess.

Godling

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialClass
1st
+0
+2
+0
+0Divine Beginnings
2nd
+1
+3
+0
+0Divine Right+1 level of existing class
3rd
+2
+3
+1
+1Divine Might+1 level of existing class
4th
+3
+4
+1
+1Divine Spark, Inspire Mortal
5th
+3
+4
+1
+1
Divine Might, Divine Growth+1 level of existing class
6th
+4
+5
+2
+2Divine Realm, Inspire Mortal+1 level of existing class
7th
+5
+5
+2
+2Divine Might, Divine Growth, Divine Link
8th
+6
+6
+2
+2Divine Call, Call the Faithful, Rule Master+1 level of existing class
9th
+6
+6
+3
+3Divine Might, Divine Growth, Divine Ascension, Rule Master+1 level of existing class


Skills:
The godling’s class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Knowledge (any) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex), Use Magic Device (Cha).

Skill Points at Each Additional Level:
6 + Int modifier.

Hit Die:
d8

Class Features:
At every level except levels 1, 4 and 7, you gain class features (including spellcasting ability) and an increase in effective level as if you had also gained a level in a class to which you belonged before adding the prestige class level.
You do not, however, gain the benefit of your previous class’s Hit Dice, attack progression, skill points, or saving throws. If you had more than one class before becoming an godling, you must decide to which class to add each level for the purpose of determining class features.

Divine Beginnings (Ex):
As they start the path towards godhood, the godling gains the effects of divine health, becoming immune to diseases and poisons. They are also immune to aging, becoming ageless.

In addition, this sliver of divine power grants them increased inner power. They select any one ability score; they gain a +2 inherent bonus to that ability score.

Divine Right (Ex/Sp):
At second level, the godling creates a spark of divine magic within themselves. They select any one domain. They gain the granted powers of that domain, usable as a cleric of their godling level. In addition, they get the first level spell of that domain as a spell-like ability, usable at will as a cleric of their godling level (saving throws are Cha-based).

Divine Might (Sp):
At third level, the godling develops more divine magic. They select any one first level cleric or druid spell and gain that spell as a spell-like ability, usable thrice per day as a cleric of their godling level (saving throws are Cha-based).

As the godling grows stronger, they gain more divine magic. At fifth level, they may select any second or lower level cleric or druid spell, gaining it as a spell-like ability. At seventh level, they may select any third or lower level cleric or druid spell, gaining it as a spell-like ability. At ninth level, they may select any fouth or lower level cleric or druid spell, gaining it as a spell-like ability. All of these spell like abilities are usable thrice per day as a cleric of their godling level (saving throws are Cha-based).

Divine Flare (Ex):
At third level, the godling's divine spark is strong enough to shelter them from divine abilities. They no longer count as a mortal for the effects of divine abilities.

Divine Spark (Ex):
At fourth level, the divine spark within the godling is strong enough to flare out into others. With this flare, the godling can truly call themselves a god. Though this spark is still weak, they can bring it to great power. They gain a number of benefit as listed here:

They are a valid source for providing divine spells, offering the domains of their alignments and 3 other domains of their choice. For each element of their alignment that is neutral, they may choose an extra domain (so a true neutral character gets 2 extra domains). If they know of someone drawing spells from you whose behavior you disapprove of, they can choose to withhold spells from the caster as a free action, which prevents the caster from preparing new spells/recovering used slots (reversing this choice is also a free action). They also must choose their favored weapon. They may also decide what the code of conduct is for their church.

Inspire Mortal (Su):
With divine power comes the power to inspire worshippers. Godlings of at least fourth level can, as a full round action that costs 500 xp, choose a mortal within a city where they don't have a church. This ability only works if the targeted mortal has few levels in an NPC class* and no PC levels. Within a week, a small church of the godling is built within that city. The mortal targeted becomes the high cleric of that church, who is a 2nd level cleric of the godling. They will do as the godling requests (including providing shelter and food and up to 15 gp/day of non-magical resources), but can not leave the city.

(*: The meaning of "few" varies from one campaign to another. Few is however many levels nameless commoners have in that campaign.)

If the godling's high cleric holds that title for 2 uninterrupted months, the cleric's level increases by 1. This increase stacks with itself the godling's godling level +1. If the high cleric of a godling's church should die, a new cleric will take their place within a week (starting at level 2). If one of a godling's churches is destroyed, the high cleric of that church will rebuild it within a week. If both the high cleric and church are gone at the same time, they have been wiped out, and will not be replaced.

Starting at level 6, godlings can request that one of their high clerics travel with them. That cleric is treated as a cohort. The godling can only have one such cleric at a time; if they request a second, the first returns home. While gone, the cleric is replaced by a first level acolyte.

Divine Growth (Ex/Sp):
At fifth level, the godling's personal divine power grows farther. They select any one domain they offer; they gain the granted powers of that domain, usable as a cleric of their godling level. In addition, they select any first level spell from any domain they offer; they gain that spell as a spell-like ability, usable at will as a cleric of their godling level (saving throws are Cha-based).

As the godling grows stronger, they gain this control over other domains they offer. At seventh and ninth level, the godling chooses another domain they offer and gain the granted power of that domain. In addition, at those levels they select any second or lower level spell from one of their domains to gain as a spell like ability usable at will as a cleric of their godling level (saving throws are Cha-based).

Divine Realm (Ex/Sp):
As the godling gains more divine power, their spark forms a plane for them to rule from. Starting at level 6, they gain access to a small demi-plane 200 feet in radius, which increases in radius by 50' for every additional godling feature they gain after this one. The planar traits of this plane match their home plane and can not be changed (except with Alignment, seen later).

This plane begins as a flat empty field of dirt with breathable air (which magically replaces itself when used), but the godling can declare certain features to exist, as follows:

Water and wind: The plane contains bodies of water (the exact placement is up to the godling) along with a proper water cycle and weather.
Pure Water (Requires Water and Wind): The plane's atmosphere is replaced with water.
Green Waves (Requires Water and Wind): Grass is planted in the layer of dirt.
Stone and fire: The plane has thick stone below the surface of the dirt, and there are bodies of lava in the stone (the exact depth of the stone and placement of the lava is up to the godling).
Hellfire (Requires Stone and Fire): The dirt layer is removed and the lava/stone comes to the top.
Sun and stars*: The plane has a day/night cycle (the length of which is up to the godling).
Alignment*: The plane is mildly aligned with your alignments.

They select these features upon attaining the demi-plane, and they can change them via a 1 week ritual (which costs nothing but time). Changing any feature except those marked with an asterisk results in resetting the plane, which destroys anything built up on it (Creatures on the plane are unharmed).

This plane is lying coterminous to one spot in the Outer Plane of the godling's alignment, but only those allowed in by the godling can enter.

The godling gains the ability to travel to and from their demi-plane, via a limited Plane Shift SLA which you can use 2/day, and which can only take them to their demi-plane or their home plane.

Divine Link (Sp):
Starting at seventh level, the godling's spark ties them more closely to their clerics. Each of their high clerics gains a special Sending SLA they can use 1/day, which may only target the godling and which has a casting time of 1 minute. In addition, the godling gains a special Sending SLA they can use 1/day, which may only target one of their high clerics and which has a casting time of 1 minute.

Divine Call (Ex):
Starting at eighth level, the godling's divine spark calls out to the multivers for aid. 2 others (here on called outsider assistants) somehow find their way to the godlings demi-plane. These two are Aasimar or Tiefling the godling chooses which kind, they need not be the same kind). Both are second level, one is an adept and the other is a warrior. They will do as the godling requests, but can not leave the demi-plane. Despite being Native Outsiders, they don't need to eat. If they should die, someone will show up to take their place within a week.

Call the Faithful (Ex):
Starting at eighth level, the godling's divine realm is developed enough to come into its true role- an afterlife for the godlings followers. Their divine realm calls out to their most faithful. Whenever a divine caster who draws their spells from a godling dies, the godling may choose to claim their soul. If the godling does, the caster becomes a solid soul on the godlings demi-plane, which acts as their afterlife. They retain all memory of life, but do not retain their abilities from life. Instead, their stats undergo the following changes:


Ability Scores stay the same.
All class levels except their first two are lost.
Their hit dice become 2d8.
Their BAB is set to +2.
They retain all skills they had in life.
They lose all Ex, Su and Sp abilities/attacks from race/template.
Their type changes to outsider.
They can not leave your demi-plane.
They are immune to mind-affecting effects.

If someone so changed is restored to life (as this is their afterlife), they are restored to their previous form. For each soul the godling accepts into their plane, the radius of the plane increases by 5 feet. However, the godling is expected to provide places for them in the plane. For every 10 souls in a godlings plane, their outsider assistants increase in level by 1, up to a limit of the godling's godling level +1.

In addition, the godling's soul is also pulled to their plane. If they die, they move to this plane for their afterlife. They remain the same except they can not leave the plane (unless raised, which pulls them back), nor can they raise themselves.

Rule Master (Ex):
Godlings can tell, to a certain degree, what their clerics are doing. At eighth and ninth level, the godling creates a triggering rule (such as "says my full name" or "kills an innocent creature"). Whenever a divine caster who draws their spells from the godling triggers one of these rules, the godling knows this; they know who triggered the rule, what rule they triggered and where they are.

Divine Ascension (Ex):
At ninth level, the godling completes their path to godhood; the true might of the divine swells up within them. All of their ability scores gain a +2 inherent bonus (stacking with the bonus from Divine Beginnings). They take on a slightly different form, allowing them to treat their creature type as outsider or their normal type, which ever is more convenient.

Godling
Some men worship the gods, others seek to become them. You are in the latter group. Almost any can walk this path, but you must be sure of yourself and your power.

Requirements:
Abilities: 18 in any ability score. Magic items may not be counted for this.
Skills: 9 ranks in any skill.
Special: Must have have been to any other plane or have directly spoken to a god/goddess.

Godling

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialClass
1st
+0
+2
+0
+0Divine Spark, Worshipers
2nd
+1
+3
+0
+0Divine Gift, Sanctify Relic+1 level of existing class
3rd
+2
+3
+1
+1Worshiper's Tribute, Domain Control+1 level of existing class
4th
+3
+4
+1
+1Divine Gift, Divine Realm
5th
+3
+4
+1
+1Worshiper's Tribute, True Prayer+1 level of existing class
6th
+4
+5
+2
+2Divine Gift, Domain Control+1 level of existing class
7th
+5
+5
+2
+2Worshiper's Tribute, Divine Call
8th
+6
+6
+2
+2Divine Gift, Call the Fallen+1 level of existing class
9th
+6
+6
+3
+3Worshiper's Tribute, Domain Control+1 level of existing class
10th
+7
+7
+3
+3Divine Gift, Ascend, Domain Master+1 level of existing class


Skills:
The godling’s class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Knowledge (any) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex), Use Magic Device (Cha).

Skill Points at Each Additional Level:
6 + Int modifier.

Hit Die:
d8

Class Features:
At every level except levels 1, 4 and 7, you gain class features (including spellcasting ability) and an increase in effective level as if you had also gained a level in a class to which you belonged before adding the prestige class level.
You do not, however, gain the benefit of your previous class’s Hit Dice, attack progression, skill points, or saving throws. If you had more than one class before becoming an godling, you must decide to which class to add each level for the purpose of determining class features.

Divine Spark (Ex):
You seize a small spark of divine power. You are now a valid source for providing divine spells, offering the domains of your alignments and 3 other domains of your choice (If you are true neutral, you may select 4 domains instead of three). If you know of someone drawing spells from you whose behavior you disapprove of, you can choose to withhold spells from them as a non-action, which prevents them from preparing new spells/recovering used slots (reversing this choice is also a non-action). You also must choose your favored weapon.

In addition, you are also immune to aging, becoming ageless. Finally, you gain immunity to all diseases and poisons. If you are a cleric, you may become the source of your divine spells.

Worshipers (Ex):
Every god needs followers, and so you need them as well. Your sliver of divine power sparks out into the minds of some. Within a week, small churches spring up in various places around the world. Choose 3 settlements with a population of at least 500 people. A small church you you is built in each of these settlements within a week. If one of these churches is destroyed, a new one will be built within a week within the same settlement. If one of the settlements is destroyed, you need to pick a new one. For every additional godling level you take, you may select a new settlement to put a church in.

Within each of these churches, you will find the high cleric of that church, who is a third level cleric of you. They will do as you request (including providing shelter and food and up to 10 gp of non-magical resources), but can not leave the settlement. If they should die, someone will take their place within a week. If a high cleric of yours holds that title for 1 uninterrupted year, their level increases by 2 (this increase only happens once per cleric). You may decide what the code of conduct is for your church.

Divine Gift (Su):
On reaching 2nd level, your divine spark grows more powerful. You gain the ability of your choice from the following list:


Hand of Creation: Minor Creation 2/day (CL 2).
Fluid Form: Disguise self at will (CL 5).
Divine Life: Fast healing 2, Cure Moderate Wounds 3/day (CL 3).
Call Follower: Summon Monster II 2/day (CL 3).
Eyes of Gods: You get a +6 sacred/profane (choose when taken) bonus on all Spot/Search/Sense Motive checks.
Commanding Voice: Command at will (Save DC 17).
Retribution Bolt: Lightning Bolt 2/day (CL 5, Save DC 17)

At levels 4, 6, 8, and 10, you may select an additional ability from this list.

Sanctify Relic (Su):
On reaching 2nd level, your spark imprints itself on lesser objects you control. If you carry a non-magical weapon that is your favored weapon for 1 uninterrupted week, you can sanctify that weapon into a minor relic. When sanctifying a weapon, you need to choose 1 of the domains you offer.

Sanctifying a weapon grants the weapon special abilities, but only in the hands of you or a divine caster who draws their spells from you. In the hands of such a person, the minor relic has a +1 enhancement bonus and can, once per day, cast the 1st level spell of the domain you chose while sanctifying it (Caster level equal to your godling level).

You may only have 1 minor relic from you in existence at a time. If you still one, you may not create another one unless you forsake the former one, which removes the special powers it has for being a minor relic. Forsaking a minor relic requires a small ritual, which takes 1 minute but no materials and doesn't require you to have the weapon. If your minor relic is destroyed or enchanted, it is automatically forsaken.

Worshiper's Tribute (Ex):
On reaching 3rd level, your church grows more powerful. They gain the ability of your choice from the following list:


Grand Cleric: The high cleric of each church increases in level by 2, and they further have 2 level 2 cleric students.
Improved Resources: Due to contacts with merchants, your church can provide a non-magical item worth 100 gp or less to you once per day.
Spreading Faith: New churches are founded. The number of cities in which you can have a church increases by 50%.
Arcane Patronage: You gain some non-typical followers. Each of your churches gains a wizard who visits once a week. The level of this wizard matches the level of the high cleric of that church. He will cast spells you request, but can not leave the city or spare any resources. If he dies, someone replaces him within a week.
Divine Protection: Your spark shelters your followers. Any worshiper of you within one of your churches gets a +10 sacred/profane (choose when taken) bonus to AC.
???: ???

At levels 5, 7 and 9, you may select an additional ability from this list.

Domain Control (Ex/Su/Sp):
On reaching 3rd level, your control over your domains grows. Select one of the domains you offer. You gain the granted powers of that domain, usable as a cleric of twice your godling level. At levels 6 and 9, you may select another domain you offer and gain its granted powers as well.

Divine Realm (Su):
On reaching 4th level, your spark forms a plane for you to rule from. You gain access to a small demi-plane 200 feet in radius, which increases in radius by 50' for every additional Godling level you take. The planar traits of this plane match your home plane and can not be changed (except with Alignment, seen later).

This plane begins as a flat empty field of dirt with breathable air (which magically replaces itself when used), but you can declare certain features to exist:


Water and wind: The plane contains bodies of water (the exact placement is up to you) along with a proper water cycle and weather.
Pure Water (Requires Water and Wind): The plane's atmosphere is replaced with water.
Green Waves (Requires Water and Wind): Grass is planted in the layer of dirt.
Stone and fire: The plane has thick stone below the surface of the dirt, and there are bodies of lava in the stone (the exact depth of the stone and placement of the lava is up to you).
Hellfire (Requires Stone and Fire): The dirt layer is removed and the lava/stone comes to the top.
Sun and stars: The plane has a day/night cycle (the length of which is up to you).
Alignment: The plane is mildly aligned with your alignments.

You select these features upon attaining the demi-plane, and you can change them via a 1 week ritual (which costs nothing but time). Changing any feature results in resetting the plane, which destroys anything built up on it (Creatures on the plane are unharmed).

True Prayer (Sp):
On reaching 5th level, the connection between you and your follower's grows stronger. Each of your high clerics gains a special Sending SLA they can use 1/day, which may only target you and which has a casting time of 1 minute. In addition, you gain a special Sending SLA you can use 1/day, which may only target one of your high clerics and which has a casting time of 1 minute.

Divine Call (Ex):
On reaching 7th level, your spark calls out to the multiverse and some outsiders heed the call, coming to your aid. 2 others (here on called your outsider assistants) somehow find their way to your demi-plane. These outsiders are Aasimar or Tiefling (they don't have to be the same race). Both are third level, one is an adept and the other is a warrior. They will do as you request, but can not leave the demi-plane. Despite being Native Outsiders, they don't need to eat. If they should die, new outsiders will show up to take their place within a week.

Call the Fallen (Ex):
On reaching 8th level, your divine realm calls out to your most faithful. Whenever a divine caster who draws their spells from you dies, you may choose to claim their soul. If you do, they become a solid soul on your demi-plane, which acts as their afterlife. They retain all memory of life, but do not retain their abilities from life. Instead, their stats undergo the following changes:


Ability Scores stay the same.
All class levels except the first divine casting level are lost.
Their hit dice become 2d8.
Their BAB is set to +2.
They retain all skills they had in life.
They lose all Ex, Su and Sp abilities/attacks.
Their type changes to outsider.
They can not leave your demi-plane.
They are immune to mind-affecting effects.

If someone so changed is restored to life (as this is their afterlife), they are restored to their previous form. For each soul you accept into your plane, the radius of the plane increases by 5 feet. You are expected to provide places for them in your plane. If you have at least 30 souls in your plane, your outsider assistants increase in level by 2.

In addition, your soul is also pulled to your plane. If you die, you move to this plane for your afterlife. You remain the same except you can not leave the plane (unless raised, which pulls you back), nor can you raise yourself.

Ascend (Ex):
On reaching 10th level, your spark reaches its fullest power. With this increase in power, all of your ability scores gain an inherent +2 bonus. In addition, you may treat your creature type as outsider or your normal type, whichever is more convenient. Also, your high clerics and outsider assistants increase by 2 levels. Furthermore, the enhancement bonus of your minor relic increases to +2. Lastly, you no longer count as a mortal for the effects of salient divine abilities.

Domain Master (Sp):
At 10th level, your control over your domains swells. You can use the level 1 domain spells of the domains you grant as a spell-like ability at will. Your effective caster level for such abilities is level 10. The saving throw DC for such abilities is 10+the spell level+your Charisma bonus (if any).

Legendary Godling (Epic PrC)
Long ago, you rose to the mantle of godhood... but now your spark grows once more. You rise to greater levels of power and divine authority.

Requirements:
Skills: 24 ranks in any skill.
Class features: Ascend class feature.


LevelSpecialClass
1stRising Divinity, Resurgence+1 level of existing class
2ndDivine Right. Wise Teachings---
3rdCaring God, Divine Power+1 level of existing class
4thGreater Claim, Divine Ears---
5th???+1 level of existing class


Skills:
The legendary godling’s class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Knowledge (any) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex), Use Magic Device (Cha).

Skill Points at Each Level:
6 + Int modifier.

Hit Die:
d8

Class Features:
At every odd numbered level, you gain class features (including spellcasting ability) and an increase in effective level as if you had also gained a level in a class other than Godling to which you belonged before adding the prestige class level.

You do not, however, gain the benefit of your previous class’s Hit Dice, attack progression, skill points, or saving throws. If you had more than one class before becoming a legendary godling, you must decide to which class to add each level for the purpose of determining class features.

Rising Divinity (Ex):
Add your legendary godling level to your godling level for all godling class features that scale based on level. Divine Gift and Worshipers Tribute do not scale in this fashion.

Resurgence (Ex):
Your divine word spreads far and wide. In addition to the churches given by the Worshipers class feature, you also have a church within every city of at least 25,000 people. If you previously chose such a city to have a church, you may change that choice.

Divine Right (Sp):
You have the power to warp reality. Starting at 2nd level, you may use Lesser Wish or True Creation as a spell-like ability (3/day shared between the two spells, save DC Cha-based). In either case, the XP cost is ignored, but may not exceed 300 XP.

Wise Teachings (Ex):
All of your worshipers grow in power yet again. The high cleric of each church increases in level by 2, as do any students they may have. They also gain two students at level 2 (these students do not gain the levels this class feature gives).

Caring God:
At level 3, the connection between you and your clerics grows stronger. Each of you and your high clerics can use your special sending ability from True Prayer 3 times per day instead only once per day.

Divine Power (Sp):
At level 3, you gain even greater control over your domains. You can use all of the level 1-3 domain spells you can grant as as a spell-like ability at will. Your effective caster level for such abilities is level 20, and the save DC's are Cha-based.

Greater Claim (Ex):
Starting at level 4, The radius of your demi-plane is increased by a factor of 10. You may claim the soul of any creature that worships you (instead of just those who get spells from you).

Divine Ears (Su):
Starting at level 4, you know when any creature speaks your name or title. You know who spoke it and where they are. You are under no requirement to respond, and this information does not distract you.

Cheiromancer
2013-07-26, 07:35 PM
Charming!

What sort of control do you have over your demiplane? Can you set the planar traits? Can you add flowers and trees and water and such? I mean, it will take forever for you to fix it up with your minor creation power. Is it in the astral, or is it nestled between the layers of an outer plane (the one corresponding to your alignment, I presume)?

You only get two outsiders to accompany you in your demi-plane? Is there any way for them to level up? Will your clerics ever advance past 3rd level? I'm not saying they should, since you are only a godling, but I just want to be sure.

It is a very nice class. Not overpowered, which is hard to do when you are becoming a deity.

qwertyu63
2013-07-26, 07:48 PM
Charming!

What sort of control do you have over your demiplane? Can you set the planar traits? Can you add flowers and trees and water and such? I mean, it will take forever for you to fix it up with your minor creation power. Is it in the astral, or is it nestled between the layers of an outer plane (the one corresponding to your alignment, I presume)?

You only get two outsiders to accompany you in your demi-plane? Is there any way for them to level up? Will your clerics ever advance past 3rd level? I'm not saying they should, since you are only a godling, but I just want to be sure.

It is a very nice class. Not overpowered, which is hard to do when you are becoming a deity.

I'll go down the line here.

The planar traits all match your home plane, I'll note that. You can add flora and fauna, but you have to do it manually (think gardening, not magic). The plane is sitting in the astral plane, which I also need to note.

The class gives you those two; if you want more assistants, you'll have to hire them. They don't level up normally, but I was thinking of having them gain 2 more levels when you hit Ascend. The cleric's don't advance further, but I was also thinking of having them advance upon Ascend as well.
EDIT: I have now done so.

Thank you. I was hoping I didn't go into crazy OP land.

EDIT 2: Very random side note, until today I had never heard the word godling before and when I called the class that I didn't know it was a real word.

Cheiromancer
2013-07-27, 10:21 AM
As your worshipers die, some of them at least should end up as petitioners in your demiplane, right? I think there should be some sort of mechanic for that.

Maybe specify how many worshipers you have in total (20 per level? 50?), most of whom appear in large cities (as you describe). Although you might be a rural or forest deity - maybe it should be decided between the DM and the player where the temples spring up. Thing is, given a number of worshipers and the average life span of the race, you should be able to figure out how many petitioners you get. If you have 500 worshipers who live 100 years, then an average of 5 per year will die and show up for an afterlife in your demiplane.

Maybe have your demiplane expand 5 ft. per additional petitioner? The number and power of your aasimar/tiefling servants should also increase proportionately.

And I don't see how your demiplane will be able to support life. There should be a source of clean water, and some provision for day and night and seasons. Maybe some godlings will have a realm that is an eternal summer afternoon, but not all of them. And you really need a spring or a pool or something if you are going to garden. Plus there might be a variety of planes. The realm of a godling of fire, the forge and caverns should look different than the realm of a godling of the sea.

Does the godling control access to the demiplane? It would be sad if your neutral good paradise were invaded by demons who discovered its color pool in the astral plane.

Amechra
2013-07-27, 10:59 AM
I like it; I actually think you could even bump the power level up a bit without being overpowered.

Part of me actually thinks this would make a hilarious set of 10 feats for E6; the first feat would grant you the level 1 benefits, the 2nd would grant you the level 2 benefits, and so on and so forth.

Also, for Divine Call, could I interest you in having them be Humans with this template? (http://www.giantitp.com/forums/showthread.php?t=115617) Allows for a bit more versatility in your divine followers.

For Domain Control, shouldn't that be twice your Godling level?

I think there needs to be more Divine Gifts, and they need to be bumped up in their power level a bit. The same applies to Worshiper's Tribute.

Actually, a thought I had for Domain Control; maybe you can get a class feature that allows you to use 1/day domain granted abilities extra times per day?

qwertyu63
2013-07-27, 11:49 AM
As your worshipers die, some of them at least should end up as petitioners in your demiplane, right? I think there should be some sort of mechanic for that.

I thought of that, I am just having issues writing it. The main issue is the place getting full. Done, kind of. You can take in your most faithful.


Maybe specify how many worshipers you have in total (20 per level? 50?), most of whom appear in large cities (as you describe). Although you might be a rural or forest deity - maybe it should be decided between the DM and the player where the temples spring up. Thing is, given a number of worshipers and the average life span of the race, you should be able to figure out how many petitioners you get. If you have 500 worshipers who live 100 years, then an average of 5 per year will die and show up for an afterlife in your demiplane.

I was thinking of replacing the "you have them in cities this big" with "you have this many, place them where you see fit". I have now done this.


Maybe have your demiplane expand 5 ft. per additional petitioner? The number and power of your aasimar/tiefling servants should also increase proportionately.

I left them low level to avoid what I call the "Leadership problem". Giving characters as a class feature is always an issue.


And I don't see how your demiplane will be able to support life. There should be a source of clean water, and some provision for day and night and seasons. Maybe some godlings will have a realm that is an eternal summer afternoon, but not all of them. And you really need a spring or a pool or something if you are going to garden. Plus there might be a variety of planes. The realm of a godling of fire, the forge and caverns should look different than the realm of a godling of the sea.

...nothing to say here, you are just right. I'll put it on the "large things to write" list, just after I write the afterlife rules. Or I'll do it sooner.


Does the godling control access to the demiplane? It would be sad if your neutral good paradise were invaded by demons who discovered its color pool in the astral plane.

Yes, only they know how to get in. I'll note it.



I like it; I actually think you could even bump the power level up a bit without being overpowered.

Bump it up? I was mostly worried about going too high.


Part of me actually thinks this would make a hilarious set of 10 feats for E6; the first feat would grant you the level 1 benefits, the 2nd would grant you the level 2 benefits, and so on and so forth.

I am amused by this thought.


Also, for Divine Call, could I interest you in having them be Humans with this template? (http://www.giantitp.com/forums/showthread.php?t=115617) Allows for a bit more versatility in your divine followers.

Reading that, I like it. Using.


For Domain Control, shouldn't that be twice your Godling level?

I meant what I wrote, but I see what you mean (so it finishes at 20).


I think there needs to be more Divine Gifts, and they need to be bumped up in their power level a bit. The same applies to Worshiper's Tribute.

I've rather run out of ideas for those, but I'll keep thinking.


Actually, a thought I had for Domain Control; maybe you can get a class feature that allows you to use 1/day domain granted abilities extra times per day?

Huh... I'll think on that. EDIT: How does this sound? "Domain Mastery (Ex/Su/Sp): At level X, your control over your domains reaches its peak. Every domain granted power you possess through Domain Control that can be used a limited number of times per day can be used one additional time per day. Every class skill you have gained via domain granted powers receives a +5 untyped bonus."

Amechra
2013-07-27, 01:39 PM
Quite frankly, the power level of this PrC is, if anything, really low.

You really don't get much that is really impressive with this PrC: most of the class features are only useful from a fluff standpoint.

Let's take any of the class features that grant you "followers."

By the time you hit 19th level, the strongest of those followers is going to be 5th level equivalent.

In addition, you have restrictions on their abilities that makes them kinda useless for anything but fluff purposes. I'm not exactly sure what you are going to use your Outsiders for, since they really can't defend your plane very effectively against any of your enemies (since any enemy capable of invading your plane is probably a lot stronger than a 5th level character with levels in an NPC class.)

Plus, the services that any of your followers can give you could be replicated for 150 gp. Tops. And this is coming at a level where things that cost 1000s of gp are literally in range of your pocket change.

I mean, for a start, you could change Divine Protection to be a scaling benefit that you grant at the 1st level of the PrC, and make your Divine Realm count as one of your churches for the purposes of that feature.

qwertyu63
2013-07-27, 02:12 PM
Quite frankly, the power level of this PrC is, if anything, really low.

You really don't get much that is really impressive with this PrC: most of the class features are only useful from a fluff standpoint.

The class is intended to be fluff-heavy. That's the biggest reason I gave it half-progression of their previous class.


Let's take any of the class features that grant you "followers."

By the time you hit 19th level, the strongest of those followers is going to be 5th level equivalent.

It should be 18th if I did the math right, but the point stands. I will have to raise their levels. Done.


In addition, you have restrictions on their abilities that makes them kinda useless for anything but fluff purposes. I'm not exactly sure what you are going to use your Outsiders for, since they really can't defend your plane very effectively against any of your enemies (since any enemy capable of invading your plane is probably a lot stronger than a 5th level character with levels in an NPC class.)

The outsiders are meant to run the place while you are gone, but I will go raise their levels as well. Done.


Plus, the services that any of your followers can give you could be replicated for 150 gp. Tops. And this is coming at a level where things that cost 1000s of gp are literally in range of your pocket change.

Raising their levels to address this. Done. Admittedly, this I've only raised the amount you could save on one spell to 450 gp, but those spells could be more powerful (The one of note is of course Raise Dead, but the party has that by then).


I mean, for a start, you could change Divine Protection to be a scaling benefit that you grant at the 1st level of the PrC, and make your Divine Realm count as one of your churches for the purposes of that feature.

Nothing to say here.

Side note: Should I lower the skills requirement? I'm thinking of either doing that, changing the advancement of a prior class to be more often, or granting one more cleric who would always be two levels below you and can go anywhere. What say you guys?

Amechra
2013-07-27, 02:34 PM
I like the changes so far.

And the skill prereqs can be dropped if you want people to get in earlier; you can fulfill the requirements by 7th level otherwise, iirc (and by 1st level if you ignore fluff prerequisites.)

qwertyu63
2013-07-27, 02:41 PM
I like the changes so far.

And the skill prereqs can be dropped if you want people to get in earlier; you can fulfill the requirements by 7th level otherwise, iirc (and by 1st level if you ignore fluff prerequisites.)

The skills prereq is just there to set a minimum level, the question is what level should I put it at? I was thinking of lowering it to 9 ranks in any skill. Enter on level 7, finish on 16, with an effective level of 11 in your former class. I've now done this.

I was also thinking of changing it to only lose levels 1, 4 and 7 for progression of your former class. (Combining the changes, you would finish on level 16, with a effective level of 13 in your former class.)

forsaken1111
2013-08-23, 09:25 AM
Asking my DM if this homebrew is ok as it would fit well with my character idea.

Have you considered simply granting Divine Rank 0 at the 10th level of this PrC when gaining Ascend?

This is supposed to be 'becoming a god' but at the end you're not really a god, just a guy with a plane and some followers. The class has a delicious flavor but not a lot of power, which is okay since I'd be taking this mostly for fluff/roleplay but there isn't a lot here you can't replicate with a wizard that takes the leadership feat.

qwertyu63
2013-08-23, 11:44 AM
Asking my DM if this homebrew is ok as it would fit well with my character idea.

Have you considered simply granting Divine Rank 0 at the 10th level of this PrC when gaining Ascend?

This is supposed to be 'becoming a god' but at the end you're not really a god, just a guy with a plane and some followers. The class has a delicious flavor but not a lot of power, which is okay since I'd be taking this mostly for fluff/roleplay but there isn't a lot here you can't replicate with a wizard that takes the leadership feat.

I did consider just giving Divine Rank 0, but I decided that would be too powerful.

forsaken1111
2013-08-23, 11:49 AM
Yeah thinking on it, probably best if granting divine rank remains a GM fiat thing rather than being tied to a class progression.

forsaken1111
2013-08-27, 11:06 AM
I was also thinking of changing it to only lose levels 1, 4 and 7 for progression of your former class. (Combining the changes, you would finish on level 16, with a effective level of 13 in your former class.)Have you decided on this? It would bump the power level up a small amount depending on your previous class but it doesn't seem overpowered to me.

qwertyu63
2013-08-27, 12:42 PM
Have you decided on this? It would bump the power level up a small amount depending on your previous class but it doesn't seem overpowered to me.

No, I haven't. Do you think I should?

forsaken1111
2013-08-27, 12:45 PM
No, I haven't. Do you think I should?

I think my opinion would be biased since my DM approved the class for me, but I don't think it would alter the power level too much either.

qwertyu63
2013-08-27, 06:32 PM
Well, I've done it. This class delays your main class by 3 levels.