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View Full Version : So you want to play a god (3.5, Base Class, PEACH)



Zaydos
2013-09-30, 11:40 PM
Incarnation


Put a quote by or about a member of your class here!

An Incarnation is a god made flesh. Whether an established god taking a lesser mortal form to interact on the Prime directly, or sealed by an enemy who has bested them, a dead god reborn in mortal form to retain their godhood, or a god not yet arisen on their way to true godhood. An Incarnation is a being which is a god in limited and mortal form, whether due to mischance, divine will, or simply a step towards fulfilling their deific destiny.

Balance Point: This class is meant to be a god, or well a partial god, a god’s mortal manifestation, etc therefore I am aiming for it to be balanced against a sorcerer plus prestige classes (as a sorcerer is going to PrC out). Its access to domains should hopefully give it the raw power to keep up somewhat, but still leave them behind a sorcerer making room for their defensive immunities and deific traits. Does it work, though? Are they too strong? Are they too weak? If the latter, excellent I can give them more neat abilities (feel free to suggest some neat ones). If the former, drat, let’s fix it.

Adventures: An Incarnation’s reason for adventuring is as varied as their reason for being. Some Incarnations are gods sealed in mortal form, and naturally seek to return to their full divine glory, seeking the means to break their seals; this could be specific artifacts, or merely the accumulation of personal and spiritual power best gained by facing a series of ordeals and trials. Others have taken mortal form voluntarily, seeking to fix some wrong in the world, or set things towards their liking. Some Incarnations seek a means to revive themselves into their divine glory, some to obtain it for the first time, and some see their divine nature as undeniable and instead seek to set the world right in accordance to their portfolio. A Incarnation of a god of Good may crusade to cleanse the world of evil, one of a god of war to face mighty opponents in battle, and one of a god of magic to find the secrets of sorcery lost for a thousand ages.

Characteristics: Incarnations have powerful defenses, coupled with a varied pool of potential spell-like abilities. Their characteristics will vary with their divine portfolio.

Alignment: Incarnations come in all alignments. Incarnations are part of the mortal world, and often reflect the alignments more closely than a true god; a good Incarnation does not act in ways beyond mortal understanding as they are merely a mortal aspect of the divine with most of their limitations.

Religion: An Incarnation follows only one god, themselves. As the physical manifestation of a god you really rather have no reason to worship any other.

Background: An Incarnation is born an Incarnation. Sometimes they do not know it immediately and it takes some event to catalyze their godhood into even this meager awakening. Sometimes they form full grown and fully aware of their true nature and purpose.

Races: An Incarnation can be of any race, as all races have gods.

Other Classes: An Incarnations dealings with most other classes is dependent upon their portfolio. Some notable trends though are seen when dealing with wizards and clerics. Incarnations, regardless of their portfolio, tend to treat wizards with respect often bordering on fear; Incarnations recognize them as one of the most potent threats to their very being as wizards are among the few mortals who can challenge the gods themselves much less a limited avatar such as an Incarnation. Clerics, even those of opposed deities, tend to treat the physical manifestation of a god with respect and awe, meanwhile an Incarnation recognizes that clerics wield the same source of power as they in a different though not necessarily lesser way and as such can wield vast power which threatens their reduced state. Even so Incarnations tend to get along fairly well with clerics of related or allied gods, and are usually openly hostile towards clerics of opposing or enemy gods. When dealing with their own clerics, Incarnations can get somewhat bossy and arrogant.

Role: An Incarnation’s role depends upon their domains. Any Incarnation can serve as a backup face or melee character, with their Deific Wrath giving them an opening attack. An Incarnation’s domains can push them towards a primary melee combatant with buff heavy domains, a healer with the heal domain, a stealth-based scout with the trickery domain, etc.

Adaptation: An Incarnation could simply be a favored saint or chosen one of their deity, possibly filling a role much like that of a favored soul. An Incarnation could also represent a half-god, earning their way into godhood, gaining such powers as their spirit expands to encompass their divinity. An Incarnation could also be made more distinctly merely an avatar of a god, a fraction of their divine power which exists independent of the god who continues to operate in (nearly) their full power elsewhere on the Outer Planes (I tried to make that an option in the default fluff but I doubt I did it well). Another option is to have an Incarnation be a mortal who has somehow obtained a level of perfection above and beyond the norm of mankind and thus approaches the divine; or even remove some of the magical traits by exchanging their SLAs for so many martial maneuvers. An Incarnation could also be adapted to serve as the incarnation, or juvenile form, of a demon lord. To do such might require the addition or change of certain abilities (increased energy resistances/immunities, and teleportation with the possible removal of many of the deity based immunities and eventual Divine Rank 0).

GAME RULE INFORMATION
Incarnations have the following game statistics.
Abilities: What class features an Incarnation has that key off of an ability do so from Charisma making it very important to the class. Beyond that they benefit from high Strength or Dexterity for combat purposes, and Constitution provides hit points. Depending upon portfolio an Incarnation may find that they also rely on Intelligence or Wisdom to maintain their godly superiority.
Alignment: An Incarnation can be any alignment.
Hit Die: d8
Starting Age: As sorcerer; an Incarnation my not actually be this age, but most appear such at their moment of creation or awakening.
Starting Gold: As barbarian.

Class Skills
The Incarnation's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Knowledge (the Planes) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Swim (Str), and Use Magic Device (Cha).
Special: An Incarnation with the Trickery domain adds Move Silently and Sleight of Hand to their class skills in addition to Disguise, and Hide. An Incarnation with the Animal domain adds Handle Animal to their class skills in addition to Knowledge (Nature). An Incarnation with the Magic domain adds Spellcraft to their class skills, and an Incarnation with the Knowledge domain adds Martial Lore and Spellcraft. An Incarnation with the War domain adds Martial Lore.

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

INCARNATION


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
SLA Spell Level


1st

+0

+2

+2

+2
2 Domains, Deific Wrath, Divine Recuperation
1st


2nd

+1

+3

+3

+3
Lay on Hands, Deadly Touch, Divine Vigor (2)
1st


3rd

+2

+3

+3

+3
Body of the Divine (+2 Str or Dex), Lesser Godly Mind
2nd


4th

+3

+4

+4

+4
Godly Flesh
2nd


5th

+3

+4

+4

+4
3rd Domain, Divine Vigor (3)
3rd


6th

+4

+5

+5

+5
Perfection Irreducible, Fast Movement +10-ft
3rd


7th

+5

+5

+5

+5
Protected Essence, Body of the Divine (+2 Con)
4th


8th

+6

+6

+6

+6
Defy the Ground, Divine Vigor (4)
4th


9th

+6

+6

+6

+6
Greater Divine Recuperation
5th


10th

+7

+7

+7

+7
4th Domain, Bestow Divine Power
5th


11th

+8

+7

+7

+7
Body of the Divine (+2 Str or Dex), Divine Vigor (5), Defy the Ground (at-will)
6th


12th

+9

+8

+8

+8
Godly Mind, Fast Movement +20-ft
6th


13th

+9

+8

+8

+8
Sight of the Divine
7th


14th

+10

+9

+9

+9
Divine Vigor (6), Immutable Form
7th


15th

+11

+9

+9

+9
5th Domain, Body of the Divine (+2 Con)
8th


16th

+12

+10

+10

+10
Domain Transcendency, Spell Resistance
8th


17th

+12

+10

+10

+10
Divine Vigor (7), Domain Transcendency
9th


18th

+13

+11

+11

+11
Domain Transcendency, Fast Movement +30-ft
9th


19th

+14

+11

+11

+11
Domain Transcendency, Body of the Divine (+2 Str or Dex)
9th


20th

+15

+12

+12

+12
Domain Transcendency, Deification, True Sight of the Divine
9th



Class Features
All of the following are class features of the Incarnation.

Weapon and Armor Proficiencies: An Incarnation is proficient in all simple weapons and one martial weapon of choice, as well as light and medium armor and shields (excluding tower shields). An Incarnation with the War domain may add another 3 martial weapons or Heavy Armor.

Deific Abilities
I used this term to designate abilities that while definitely supernatural in nature are tied to the Incarnation’s divine nature to such an extent that they cannot be suppressed by anti-magic fields and other effects which suppress supernatural abilities except those imposed by a god with at least 6 divine ranks or special powers in this field.

This is why it is seen on abilities such as DR /magic which is normally always Su, but not seen on abilities like most of the immunities which can be Ex.

Domains (Deific/Sp): An Incarnation begins play with access to 2 cleric domains of their choice forming the core of their portfolio. In addition to gaining the domains’ granted powers (replacing all references to Cleric or Cleric levels with Incarnation/Incarnation levels) an Incarnation gains the ability to use spells from these domains as spell-like abilities once per day. An Incarnation gains access to 1st level spells from these domains as spell-like abilities, gaining access to a new level of spells at each odd incarnation level beyond 1st. In addition an Incarnation gains an extra use of each spell-like ability they possess every 2 levels beyond that which gave them access to spells of its level.

An Incarnation must pay any XP cost of these spells as normal, and they are cast at their normal casting time (instead of as a standard action) if it is greater than 1 full round, or less than one standard action.

Incarnation gains access to a 3rd domain at 5th level, a 4th domain at 10th, and their 5th and final domain at 15th.

If you gain access to a Domain which grants Greater Turning as its granted power you instead gain Turn Undead (unless you already have Turn Undead), if you gain a Domain which grants Extra Turning you instead gain either Turn Undead or Rebuke Undead (as determined by your alignment) if you do not already have either. If a domain otherwise improves Turn Undead or Rebuke Undead you gain either Turn Undead or Rebuke Undead determined by your alignment if you do not already have either unless the domain's effect specifies one or the other, in which case you gain it if you do not have it or the normal domain effect if you do.

If you gain access to the Spell Domain when you first use Anyspell or Greater Anyspell each day you select a spell and replace your uses of Anyspell or Greater Anyspell with that spell. You gain Dispel Magic in place of Mnemonic Enhancer (yes it's a Lv 3 spell in a 4th level slot, you just got Anyspell so I have to reduce the power somehow).

Planar Domains: An Incarnation may select a Planar Domain even if it does not match their alignment. This Planar Domain counts as both of their 1st level domains. Each Planar Domain has 2 Domain Transcendencies each of which is selected separately.

Daily SLA uses by level


Incarnation Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st-2nd
1
-
-
-
-
-
-
-
-


3rd-4th
2
1
-
-
-
-
-
-
-


5th-6th
3
2
1
-
-
-
-
-
-


7th-8th
4
3
2
1
-
-
-
-
-


9th-10th
5
4
3
2
1
-
-
-
-


11th-12th
6
5
4
3
2
1
-
-
-


13th-14th
7
6
5
4
3
2
1
-
-


15th-16th
8
7
6
5
4
3
2
1
-


17th-18th
9
8
7
6
5
4
3
2
1


19th-20th
10
9
8
7
6
5
4
3
2



Deific Wrath (Su): Even incarnated into a mortal form the wrath of a god has its ways to manifest against targets. Activating this ability is a standard action. When activated this ability deals 1d6 damage per class level to one target (either a creature or an object) within 20-ft +10-ft per class level. This damage is pure divine force, not subject to damage reduction or energy resistance, and deals full damage to objects although hardness still applies. The source of this damage takes on a thematic appearance (a war god’s deific wrath might appear as a weapon of energy striking the target, while a fire god’s is spontaneous combustion), but while this may change the cosmetics of the ability it does not affect the type of damage dealt. No attack roll is required and there is no save to resist this effect. Once an Incarnation uses this ability they must wait 5 rounds before using it again. No combination of feats or abilities may allow you to use your Deific Wrath more often than once every other round.

Beginning at 15th level your Deific Wrath is sublimely divine and is now a true Deific power instead of a Supernatural one.


Alternate Class Feature: Deific Curse (Su): Some Incarnation's wrath manifests in less direct ways, weakening an opponent's ability to succeed instead of damaging its body. When activated one target creature within 20-ft +10-ft per class level suffers a -2 penalty to attack rolls, ability checks, skill checks, and saving throws until the end of your next turn. This penalty increases by -1 for every 4 levels you have in a class which advances Deific Wrath. Once an Incarnation uses this ability they must wait 5 rounds before using it again. No combination of feats or abilities may allow you to use your Deific Curse more often than once every other round. Beginning at 15th level your Deific Curse is sublimely divine and is now a true Deific power instead of a Supernatural one.


Divine Recuperation (Ex): An Incarnation has some of the regenerative properties of a true god. When an Incarnation would normally regain hit points due to rest they regain hp equal to their max hp +10 and fully heal all ability damage (including burn). In addition an Incarnation can regrow lost limbs and body parts, though doing so takes 1d3+1 weeks.

Lay on Hands (Su): An Incarnation gains Lay on Hands as a paladin using their Incarnation level in place of their paladin level.

Deadly Touch (Su): An Incarnation gains Deadly Touch as a paladin of slaughter using their Incarnation level in place of their paladin of slaughter level (Deadly Touch is the inverse of Lay on Hands).

Divine Vigor (Ex): An Incarnation has the vigorous spark of the divine. Beginning at 2nd level an Incarnation re-rolls ones for Incarnation hp (if using average hp this means an Incarnation gains 5 hp per die), and if they did not take their first level in Incarnation they re-roll the hp for that level and keep it if it is better. Beginning at 5th level an Incarnation re-rolls 1s and 2s for hp on Incarnation levels (if using average hp this means an Incarnation gains 5 hp/die if low average, 6/die if high average, and alternates if an alternating average) and re-rolls previous dice keeping their new hp if better. At every 3rd level there after the Incarnation increases their minimum roll on Incarnation hit dice by one, re-rolling previous health and keeping the new health if better (average hp becomes 6 when they reroll 3s, 6 for low and 7 for high when they reroll 4s, 7 when they reroll 5s, 7 for low and 8 for high when they reroll 6s) until 20th level when they automatically have maximum hit points on all hit dice.

Body of the Divine (Ex): An Incarnation may be a god in mortal form, but a god nonetheless and any body they are in reaches towards the limits of the mortal form if not reaching above it. At 3rd level an Incarnation gains a permanent +2 bonus to their choice of Strength or Dexterity, this is an untyped bonus and applies even when the Incarnation is not in their natural form. At 11th and 19th level the Incarnation gains another +2 (stacking) bonus to their choice of Strength or Dexterity. At 7th and 15th level an Incarnation also gains a +2 bonus to Constitution.

In addition as an Incarnation gains levels they look less and less mortal their body taking on features of their divinity. This ability is purely cosmetic, but allows for such changes as (non-functional) wings, vestigial arms, tails, third eyes, etc.

Lesser Godly Mind (Ex): The mind of a god is resistant to control, while magic may nudge it in the proper direction it can never be broken to total domination. Beginning at 3rd level an Incarnation is immune to Charm and Dominate effects, whether from spell, supernatural, or extraordinary abilities.

Godly Flesh (Deific): The body of a god, even a physically incarnate one, is inviolate by nature’s laws. You gain a deflection bonus equal to one half your class level or your Charisma modifier (whichever is lower) and damage reduction overcome by magic of ½ your class level.

Perfection Irreducible (Ex): The form of a god is hard to reduce, and is not as easily crippled as most mortal bodies. Beginning at 6th level an Incarnation is immune to ability damage and ability drain, except when it comes as a cost of activating an ability that they willingly activate.

In addition an Incarnation does not age, gaining neither benefits nor penalties and never dies of old age unless they choose to allow it.

If you have the Pleasure domain its now redundant domain power is replaced with an aura which grants allies (including yourself) within 15-ft a +4 bonus on saves versus fear and despair.

Fast Movement (Ex): An Incarnation moves with the speed of a god. Beginning at 6th level their base land speed increases by 10-ft and it increases by another 10-ft per 6 levels they obtain thereafter.

Protected Essence (Ex): The life force of a god is hard to extinguish, almost impossible. Beginning at 7th level an Incarnation is immune to energy drain, negative levels, and death effects.

Defy the Ground (Su): A god’s incarnation is capable of propelling themselves through the air with an ease and grace. Beginning at 8th level an Incarnation can fly for a number of rounds each day equal to their class level with a speed equal to their land speed and good maneuverability. These rounds do not need to be consecutive. Beginning at 11th level an Incarnation may use this ability at will and is no longer limited by number of rounds.

Greater Divine Recuperation (Ex): Wounds that would take a mortal days to heal, an incarnated god can heal in moments. Beginning at 9th level an Incarnation gains fast healing equal to one half their class level.

Bestow Divine Power (Deific): An Incarnation can bestow upon the faithful the power to draw upon a fraction of their godhead. Beginning at 10th level an Incarnation can bless any number of holy symbols to them within 30-ft; these holy symbols must clearly show the Incarnation’s personal holy sign. In addition they may have clerics which can obtain levels up to one less than the Incarnation’s class level (these clerics must obtain these levels normally). Finally by sacrificing access to the Spell-like Abilities granted by one of their domains, an Incarnation can grant a faithful creature (including themselves) the ability to cast spells as a cleric of one-half their Incarnation level; this does not grant access to domains or domain spells. Doing so is only a standard action, but they must prepare spells as normal. An Incarnation can revoke such powers as another standard action, but do not regain their Spell-like Abilities for another 24 hours.

Godly Mind (Ex): An Incarnation’s mind becomes more and more that of a true god’s. This armors their mind and soul warding off hostile influences. Beginning at 12th level an Incarnation is immune to all mind-affecting effects.

Sight of the Divine (Deific): Mortal tricks are nothing before the vision of a god, and their powerful sight pierces magical concealment to see a creature’s true nature. Beginning at 13th level an Incarnation has continuous See Invisibility, and may use True Seeing for a number of rounds each day equal to one-half their Incarnation class level; these rounds do not need to be continuous and activating this ability is a move action (ending it is a free one).

Immutable Form (Ex): An Incarnation’s form is that crafted by a god and cannot be manipulated by lesser beings. Beginning at 14th level an Incarnation is immune to polymorphing, petrification, or any other attack that alters its form. Any shape-altering powers the Incarnate might have work normally on itself.

Domain Transcendency (Deific): An Incarnation wields great power related to their portfolio. While their power is initially quite limited, as an Incarnation nears a return to their true power they obtain a connection with their domains that is deep and powerful. Beginning at 16th level and every level thereafter an Incarnation selects one of their domains and gains the Domain Transcendency power associated with it. Any save DCs associated with a Domain Transcendency ability is 10 + ½ your Incarnation level + your Charisma modifier.

Spell Resistance (Deific): An Incarnation is a being of power equal to that of magic if not passing beyond it. Even as a mere fraction of such power manifest on the physical plane an Incarnation can resist the powers of sorcery. Beginning at 16th level an Incarnation gains Spell Resistance 12 + their Incarnation level.

True Sight of the Divine (Su): Your deific sight improves, becoming less strenuous on you. Beginning at 20th level you may now use the True Seeing granted by Sight of the Divine for 10 rounds per Incarnation class level.

Deification: You have nearly become full divine once more. Your type becomes Outsider and you gain the Augmented subtype associated with your previous type. You gain Divine Rank 0 and all abilities which come with it except as noted here or those already granted by the Incarnation class. Your Fast Movement does not stack with the increased speed from Divine Rank 0 (only use the better value) and your flight speed increases to the land speed of a quadrupedal deity instead of twice it. Your Damage Reduction from Divine Flesh becomes penetrable only by Epic weapons and not mere Magic ones. You do not gain any natural armor bonus due to this ability. You do gain Fire Resistance 5.

Zaydos
2013-09-30, 11:41 PM
Domain Transcendencies

If a domain transcendency grants you bonus a Item Creation feat or feats, or you possess a domain transcendency for a domain which grants you bonus Item Creation feat or feats, you may emulate any Cleric, Druid, Sorcerer, or Wizard spell of level 8 or lower for the purposes of making magic items with that feat. If you are at least 20th level (character level) you may emulate 9th level spells from these lists. If you have the Air, Earth, Fire, Metal, or Water Domain you may replicate Wu Jen and Shugenja spells of the corresponding element, if you have the Plant Domain you may replicate Wu Jen spells of the Wood element. If you have the Song domain you may replicate Bard spells. You do not need the corresponding transcendency to gain these list expansions.

Air: You gain the Air subtype. Your flight speed triples and becomes deific. You are immune to negative effects caused by wind and can create gusts of wind (as the spell but lasting only 1 round) as a standard action at will. In addition you can control wind speed within 1 mile of you, changing it by one grade as a free action each round. Inducing Hurricane force winds requires a full round action, and inducing a tornado requires another standard action beyond that and requires concentration each round to maintain otherwise it will subside to merely hurricane force winds. Finally you may command twice the regular number of hit dice of air elemental creatures.

Animal: Gain an animal companion, wild empathy (as a druid), and the ability to speak with animals continuously. Once per day you may call upon a host of animals from across reality. Doing so is a full round action and they arrive over the course of 1 minute. Most of this host is comprised of CR ¼ or less animals (100 per Incarnation level), with 20 CR 1/3 to CR 2 animal per Incarnation level forming the backbone of your army, in addition it summons 1 CR 3 to 6 animal per Incarnation level, 1 CR 7-9 animal per two incarnation levels, and 1 CR 10-12 animal per 4 incarnation levels. The lesser (CR 2 or lower) animals serve you for 1 hour before the power summoning them releases them back to the world they came from, the CR 3-9 creatures disappear after 2 minutes per Incarnation level, with the most powerful animals only remaining for 1 minute per 2 Incarnation levels. 10% (minimum 1) of each group arrives per round, a group which has less than 10 members will arrive before the full 1 minute has passed.

Archery: Homebrew domain found here (http://www.giantitp.com/forums/showthread.php?p=9042745#post9042745). You may used ranged weapons out to their maximum range increment with no penalty to attack rolls. In addition you may aim and fire bows more quickly gaining an extra attack at your highest attack bonus each round when making a full attack or attack action with a bow (including when using Manyshot or Greater Manyshot); this stacks with extra attacks granted by Haste and similar effects.

Army: (http://www.giantitp.com/forums/showthread.php?166746-Domains-of-Conquest) Two times per day when you use a 6th level or lower Incarnation spell-like ability that affects a single target and has a range greater than touch you may have it chain. It affects the initial target normally and then affects a number of secondary targets equal to your Incarnation level. The save DC (if any) for these secondary targets is reduced by 2. You may use this ability on a 1st level Incarnation spell-like ability without expending a use as long as you have at least 1 use remaining.

Artifice: Each day when you regain your domain spell-like abilities select one Item Creation feat. You gain the benefits of that feat for the day. You do not need to meet the prerequisites of the selected feat unless it is an epic feat.

Additionally you automatically pass all Use Magic Device checks related to items which require the selected feat in their creation.

Balance: Your Deific Wrath deals +1 damage/die to creatures with no neutral portion to their alignments and any such creature damaged by your Deific Wrath must make a Will save or be slowed (as spell) for 1 round.

Blackwater: You gain the ability to breathe water as easily as air (or air as easily as water) and a swim speed equal to your land speed. Any other creature standing in water or submerged in it within 360-ft (you must have line of effect but the water surface does not block line of effect ofr this ability) of you suffers 1 negative level per round. You, your worshipers, and undead creatures instead gain 5 temporary hit points each round (these temp hp last 1 hour but do not stack with themselves).

Celerity: : Your movement speeds double. In addition you may move up to your land, climb, or swim speed as a swift action each round; you may not use this ability to fly or burrow.

Chaos: 1/day, as a move action, you may radiate an aura of instability. Any attack made, supernatural or extraordinary ability activated, spell cast, spell-like ability used, or similar abilities activated by enemies within 200-ft of you has a 15% + your Charisma modifier (if positive) chance of failing (Charisma of 30 would give them a 25% chance of failure). This ability lasts 1 round per 4 Incarnation levels.

Charm: When you activate your Granted Power you may choose either to gain a Charming Appearance or to have it apply to all of your worshipers as well as yourself and allies within 120 ft. If you choose the Charming Appearance for as long as the ability is active any creature which gazes upon you must make a Will save (DC 10 + 1/2 Incarnation level + Cha modifier) or be charmed for 1 hour; a creature which save is immune to that use of your Charm domain ability.

In addition Charm and Dominate effects you create ignore the protection provided by Protection from Evil and similar effects (this has no effect on direct immunity to compulsion or mind-affecting effects).

Competition: The bonus from the domain power increases to equal your Charisma modifier. In addition twice per day you may declare an opposed check involving you unbalanced as a free action before rolling. If you do so you are treated as having rolled a 20 while the opponent is treated as having rolled a 1.

Community: As a standard action see and hear anything that at least 10 creatures within 1 mile can see or hear. In addition whenever a creature within 120-ft of you would gain a benefit to a roll or AC from the Aid Another action or through flanking you may, as an immediate action, grant them a sacred (if Good or Neutral) or Profane (if Evil) bonus on that roll or their AC equal to your Charisma modifier; if the bonus would apply to multiple rolls (such as flanking) the bonus from this ability still only applies to a single roll.

Conquest: (http://www.giantitp.com/forums/showthread.php?166746-Domains-of-Conquest) Your BAB improves to full. In addition whenever you down an enemy with a melee attack you may move up to your speed; if you have the Cleave and/or Great Cleave feat(s) you may make this movement before making the bonus attack from that feat. If you also have the War domain transcendence you gain +3 to your DR.

Corruption: You may now use this domain's granted power at-will. In addition the first time you damage an opponent each round they take 2 points of damage to the ability score of your choice, or 1 point if you choose Constitution.

Courage: Your aura of courage bonus extends to any ally which can see you or hear your voice. You and allies within 30-ft of you are immune to fear effects and gain a +2 sacred (if you are good or neutral) or profane (if you are evil) bonus to attack and weapon or deific wrath damage rolls.

Craft: When crafting objects you progress at 50 times the normal rate. In addition each day you can create objects (including magic items) worth up to 1000 GP per Incarnation level, single use items are considered 5 times their normal value for this purpose. Doing so requires 10 minutes, but you do not need to create all your daily items at once. These objects last for 1 hour per Incarnation level, but a successful Appraise check (DC 25) or Spot or Spellcraft check (DC 30) reveals their temporary nature.

Creation: You can use your Create Food and Water spell-like ability as a standard action (instead of 10 minutes) and the food you create is luxurious as opposed to bland (if quality must be determined you gain a +30 to any check, probably Profession, to determine this quality), and you may use your true creation ability to create magic items and the XP cost to use that spell-like ability is now 1/5th the GP cost of the created object instead of its normal cost. Finally you gain 2 bonus item creation feats and may emulate any 8th level or lower Cleric, Druid, Sorcerer, Wizard, or Wu Jen spell for the purposes of creating items with item creation feats (this increases to any 9th level or lower spell if you have a character level of 20 or higher).

Darkness: You gain the ability to see in darkness, even magical darkness, as easily as if it were full daylight. In addition when in less than total daylight you may hide without cover or concealment and/or while being observed.

Death: You are healed by negative energy if you were not already. 1/day you may invoke your divine dominance killing up to 10 HD of creatures per Incarnation class level that are all within 1000-ft of you (you must have line of sight and effect). This is a Death effect and any creature that would be affected is allowed a Fortitude save to negate this effect, though on a success they suffer 2 negative levels which fade after 1 minute. Deathward and similar magical protections (such as magic items) do not prevent this effect unless their caster level is at least equal to your Incarnation level.

Deathbound: You gain the ability to use Animated Dead at-will, and can control 8 times your Incarnation class level in undead with this ability (instead of 3 times as per the Deathbound granted power). Any undead you animate with this ability gain a +4 bonus to Strength and Dexterity and +2 hit points per hit die.

Deathless: You gain the Deathles type and all its features but retain your regular hit dice and Constitution score although gaining immunities as if you had a non-ability for Constitution. You are immune to Turn/Rebuke Undead as well as the Command Deathless, and Control Deathless spells. In addition you gain a +4 to your effective cleric level for the purposes of Turn Undead and deathless within 60-ft of you are immune to Turn/Rebuke Undead other than yours.

Demonic: You gain the Outsider type and the Tanar'ri subtype, gaining the Augmented whatever your previous type was subtype as well as all traits and features of the obtained type and subtypes.

Destruction: Double deadly touch pool, 1/day may destroy target creature or object (up to one 30-ft cube), Fort save negates. A creature destroyed this way is destroyed utterly and cannot be revived short of direct divine interference.

Diabolic: You gain the Outsider type and Baatezu subtype, gaining the Augmented whatever your previous type was subtype as well as all traits and features of the obtained type and subtypes.

Domination: Creatures following a compulsion effect you have placed upon them gain a +4 sacred (if you are good or neutral) or profane (if you are evil) bonus to Strength, Dexterity, and Constitution. They also gain a +2 sacred (if you are good or neutral) or profane (if you are evil) bonus to saving throws against effects not generated by you. Your compulsion and charm effects gain more potency, they are able to affect creatures under a Protection from Evil or similar effect and if another creature attempts to override your charm or compulsion with one of their own generated by a spell or spell-like ability they must succeed at a caster level check (DC = twice your Incarnation level) or their spell fails and is wasted.

Dragon: You gain functional wings (granting you an Ex fly speed equal to your speed with Average maneuverability), you gain 2 claws (dealing 1d6 if medium) and a bite (dealing 1d8 if medium). You gain the Wrathful Breath feat as a bonus feat (or another Wrath feat if you already have it), and 1/day may release your breath in a 300-ft cone or 1000-ft line.

Dream: You are automatically aware of any non-mindless creature sleeping within 1000-ft of you, their type, numbers, alignment, and current mental ability scores. In addition you may spend 1 minute to send a mental message to any sleeping creature on the same plane of existence as you are. Once per day when sending such a message you may weave hypnotic effects within it; the target must make a Will save or be affected as if through the Suggestion spell when it awakes (using your Incarnation level as your caster level). A mindblank spell protects a creature both from detection and these messages.

Dwarf: You gain Stonecunning or your existing Stonecunning increases by 10-ft and the bonus increases by +2. In addition your Spell Resistance now applies against SR: No spells (except instantaneous Creation effects) and supernatural abilities.

Earth: You gain the Earth subtype. You gain Tremorsense out to 300-ft and the earth glide ability of an earth elemental.

Envy: When you use your Deific Wrath any creature damaged by it suffers 4 points of damage to an ability score of your choice and you gain a +4 sacred (if good or neutral) or profane (if evil) bonus to that ability score for 1 minute per incarnation level.

Evil: You gain the Evil subtype and any weapon you wield is considered Evil for the purpose of overcoming DR. Your DR becomes only penetrable by Magic (or Epic depending upon level) and Good. Your Deific Wrath deals an additional point of damage per die against Good creatures and nauseates them for 1 round if they fail a Fortitude save. You may also use your Deific Wrath again one round earlier than usual.

Family: As a standard action you may Scry on any creature which worships you, observing it for as long as you concentrate. While observing a creature this way you also know its status as per a Status spell. Finally you may cast single target spell-like abilities on the observed creature, even those with a range of personal, from any distance, when casting a standard action SLA this way you may concentrate on this ability as a move action (you may not cast SLAs with a casting time greater than a standard action this way).

Fate: At a glance you can determine the time until the end of a creature’s natural lifespan. In addition 3 times per day you may declare a creature doomed to failure as an immediate action forcing it to roll twice taking the worst result on its next roll; you must use this ability before any rolls are made. If used against an effect which would normally be set to a certain number (such as damage on a maximized spell, or a roll affected by the Luck Domain Ascension) they instead roll once and use it or the preset number whichever is lower.

Fear: (http://www.dandwiki.com/wiki/Fear_%283.5e_Cleric_Domain%29) Your fear effects are no longer considered mind-affecting effects. In addition you radiate a 10-ft radius fear aura which causes enemies that begin their turn within 10-ft of you must make a Will save or be shaken for as long as they are in your aura and 5 rounds thereafter; a creature which successfully makes its saving throw is immune to your fear aura for 24 hours.

Fey: Cold Iron is necessary to overcome your DR in addition to whatever normally would be required. You gain Wild Empathy as a druid of your Incarnation level, and Fey creatures must make a Will save (DC 10 + 1/2 Incarnation level + Charisma modifier) to attack you and cannot touch you.

Fire: You gain the Fire subtype, but do not suffer cold vulnerability. You may command twice the regular hit dice worth of fire elemental creatures with your rebuke fire elementals and 1/day you may create a fiery burst that affects any number of squares within 1 mile, dealing 1d6 damage per Incarnation level. Half of this damage is fire, but the other half is pure divine energy not affected by energy resistance. Any creature in this area may make a Reflex save for half.

Force: You are immune to force damage and may move through force effects as if they did not exist, you must be consciously aware of them to do so and consciously will yourself to do so. In addition your Deific Wrath may deal Force damage and a creature damaged by it must make a Fort save (DC 10 +1/2 your Incarnation level + your Charisma modifier) or be knocked prone by the force of the effect. You may use your Deific Wrath one round more quickly than normal.

Glory: You gain Blasting Wrath as a bonus feat (or may gain another feat if you already have it). Allies (including yourself) in the area of your Deific Wrath do not take damage from it. In addition any ally within the area of your Deific Wrath, other than yourself, gain a +3 morale bonus to attack rolls, saving throws, skill checks, and weapon damage for 1 minute after you successfully deal damage to a hostile creature with your Deific Wrath. This bonus is double if you successfully kill a target that is at least CR 10 or higher.

Gnome: You can speak with burrowing mammals at all times as if through the Speak with Animals spell, and may create alchemical items (with craft) alchemy at 10 times the normal rate (with Craft domain this results in a total of 59 times the normal rate). In addition once per day you may expend one of your Gnome domain spell-like abilities to create a shadow version of an arcane evocation or conjuration spell of any level lower than the expended spell-like ability. This is an Illusion (Shadow) effect that functions like Shadow Conjuration or Shadow Evocation except all save DCs are based off of the spell level of the SLA, it functions on any Divinely Morphic plane even if they are unconnected to the Plane of Shadow and is 25% real +5% per spell-level of the expended SLA.

Good: You gain the Good subtype and any weapon you wield is considered Good for the purpose of overcoming DR. Your DR becomes only penetrable by Magic (or Epic depending upon level) and Evil. Your Deific Wrath deals an additional point of damage per die against Evil creatures and blinds them for 1 round if they fail a Fortitude save. You may also use your Deific Wrath again one round earlier than usual.

Greed: You gain DR 5 penetrated only by damage from natural weapons or manufactured weapons worth less than 100 GP (including material and enchantments). In addition 3 times per day you may teleport an object weighing no more than your light load that you can see (even if only through a remote viewing effect) and that is on the same plane as you into your hand. An attended object, a magic object part of a larger object, or an intelligent magic object may make a Will save to negate this effect.

Hatred: When you gain this Domain Ascendency you may either select a dedicated hatred to a certain kind of creature, or focus in a more general ire. If you select dedicated hatred you gain Favored Enemy (as the ranger ability) against 1 creature type or humanoid/outsider subtype (as a ranger) with a +8 bonus, in addition your Deific Wrath deals +1 damage a die against creatures of that type and any spell-like ability, supernatural ability, extraordinary ability, deific ability, or spell you use on a creature of that type has its save DC increased by 3. If you select a more general hatred you may change what your Favored Enemy is each day but the bonus granted by Favored Enemy is only +4, you only deal +1 damage per 2 dice of Deific Wrath against creatures of that type, and the save DC increase is only +2.

Healing: Gain an aura of healing which grants allies within 30-ft your fast healing quality. 1/day as a free action may double the strength of your fast healing and increase the aura to 10-ft/class level for 1 minute.

Hunger: You gain the ability to rebuke and command ghouls and their variants (ghasts, gravetouched ghouls, lacedons, half-ghouls, etc) as an evil cleric of your Incarnation level rebukes and commands undead; if you can already rebuke/command undead you instead gain a +4 to Turning Damage and are automatically considered to have rolled a 20 on your Turning Check when rebuking/commanding ghouls and may command twice the normal number of such undead. In addition your bite attack (granted by the domain) can now paralyze targets for 1 round if they fail a Fortitude save (this DC is Constitution based instead of being based off of Charisma). Any creature with a Divine Rank of 0 or higher, Incarnations and paladins of at least 9th level, or elven incarnations or paladins of at least 4th level, are immune to your bite’s paralysis effect.

Incarnum: You gain the Shape Soulmeld feat as a bonus feat, and the ability to bind any one soulmeld you possess to your Heart, Throat, Waist, Crown, Brow, Arms, Feet, Shoulders, or Hands chakra, and bonus essentia which may only be invested in the soulmeld occupying this special bind equal to the soulmeld’s essentia capacity. Your meldshaper level for Soulmelds you have obtained through Shape Soulmeld increases to be your Incarnation level or half your character level whichever is higher. This ability does not unlike these chakras except for one soulmeld at a time.

Knowledge: You are automatically treated as having rolled a 20 whenever you make a Knowledge check.

Law: You gain the Lawful subtype and any weapon you wield is considered Lawful for the purpose of overcoming DR. In addition any ally (including yourself) within 300-ft gains a +1 competence bonus on attack rolls, saving throws, skill checks, AC, and weapon damage for every consecutive round in which they perform the same set of actions (for these purposes it does not matter which specific spell they cast, maneuver they use, etc); this means that they must spend their swift action on the same thing, their move action on the same thing, and their standard action on the same action (if they cast a quickened spell, move 20-ft, and use a spell-like ability to gain this bonus they must cast a quickened spell, move with their move action, and use a spell-like ability). The bonus from this ability on a creature can never exceed your charisma modifier. For this ability invocations are separate from spell-like abilities and eldritch blast, supernatural abilities granted by vestiges are separate from other Su abilities, as are breath weapons and the activated abilities of meldshapes, and changing essentia is considered an action.

Luck: 3/day you can declare a roll made by you or one of your allies to be a natural 20. You must use this ability before any roll is made. This does not activate Vorpal Weapons.

Lust: Any creature within 60-ft which shares your creature type (or a creature type for which you have the augmented subtype) which looks upon you must make a Will save or be Charmed as the Charm Monster spell, a creature which successfully saves is immune for 1 hour. Despite this ability’s deific (and supernatural) nature it can be dispelled (or disjoined), but uses your 10 + your Incarnation level for its effective caster level for resisting dispel effects. Suppressing this ability requires a move action each round. In addition you gain a sacred (if good or neutral) or profane (if evil) bonus on Charisma checks and Charisma based skill checks other than Use Magic Device equal to one half your class level.

Madness: You always see with the clarity of true madness, even if others do not realize it. You may no longer use this domain’s 1/day activated ability but add half your Incarnation level to all Wisdom-based skill checks and Will saves. In addition you can grant up to your Charisma modifier in creatures that carry your holy symbol immunity to Feeblemind and Confusion and spells/abilities which copy their effects. You may change which creatures gain these immunities as a standard action, but this does not end such effects if they are already in place.

Magic: You gain a continuous Arcane Sight. In addition 1/day as a standard action you may restore any spell effect which was dispelled, ended due to its duration, or otherwise ended within 10-ft/Incarnation level in the last 1 round/Incarnation level to existence. These spell effects have a duration equal to half their initial duration.

Mentalism: Three times per day you may do one the following as an immediate action: allow a creature (or intelligent magic item) within 360 ft to make a Will save in place of a Fort or Ref save, or cause a creature (or intelligent magic item) within 360 ft to automatically pass a Will save and suffer no effect as if it were Will no instead of Will halves or Will partial. All three uses do not have to be the same one of the two abilities.

Moon: As a standard action you may change into the form of any medium sized animal (or your size whichever is smaller) or any creature of your type with no more racial hit dice than you possess as if with the Change Shape special quality. As a swift action you may force all creatures within 60-ft of you that are not currently in their natural forms to return to their natural form. Any abilities which allow them to enter another form are suppressed for 3 rounds, any spells which change their form are dispelled automatically.

Oracle: You gain the benefits of a continual Foresight spell. In addition you may use your Augury spell-like ability as a swift action, and your Divination spell-like ability as a standard action.

Pact: You may create binding pacts. As a standard action you can seal a pact made by 2 creatures in your presence. They must agree to the pact after the binding is initiated and can sense the effects of the binding intuitively and the punishment for breaking it. A creature which is compelled to accept the pact through magical means is exempt from it. A pact must outline a duty for each of the two sides, and if either side breaks their end of the agreement they suffer the effects of a Greater Bestow Curse decided upon when the pact was made; alternatively you may have breaking the pact result in death or death without the chance for resurrection, in this case the punishment is a death effect. This curse cannot be removed except by the direct act of a deity with 1 or more divine ranks or by joint agreement between you and the wronged party (magical compulsion cannot force this agreement). The punishment for both sides must be approximately equal and meaningful to both sides, and if a side intentionally forces or tricks the other side into breaking the pact then they suffer the punishment as opposed to the side that actually broke the pact (this is intuitively understood by both sides). A kolyrut inevitables will be assigned to enforce the broken pact, this is not actually a part of this ability but due to the nature of inevitables.

In addition you gain a +4 bonus to Appraise, Diplomacy, Intimidate, and Sense Motive checks as long as you have told no lies within the last minute.

Plant: Any plants within 10 miles of you grow at 10 times their normal rate, and as a standard action you may kill any non-magical non-creature plant within this range (you must be aware of this plant in some fashion but do not need line of sight or effect). Finally once per day you may summon a powerful plant creature. Treat this creature as an elder earth elemental except it is of the plant type instead of elemental, lacks the earth subtype, and does not possess Earth Mastery. In addition this powerful tree spirit gains a +8 bonus to Strength and Constitution.

Pleasure: Allies within 60-ft of you may gain morale bonuses even if immune to mind-affecting effects, even from specifically mind-affecting sources. In addition allies within this range (including youself) gain a +3 morale bonus to saving throws.

Protection: You have an aura that grants all allies within 120 ft of you (including yourself) DR X/- equal to your Charisma modifier. This does not stack with other forms of DR.

Renewal: Your Renewal Domain power can now be used against attacks that would reduce you to -10 or fewer hp, retroactively increasing your hp to avoid death. In addition this power now heals six times the normal amount, all ability damage, and negative levels and allies within 300-ft gain these benefits as well and a +2 morale bonus to attack and damage for 1 minute as divine energy flows into them.

Repose: You gain a trio of abilities. Firstly you may use your Repose Domain’s death touch ability 1/5 rounds instead of 1/day. Secondly you may ward a body as if with a gentle repose spell at-will, this is a supernatural ability (and thus cannot be dispelled) and lasts 1 hour per Incarnation level, but you may designate a number of ward equal to your Charisma modifier which are longer lasting, persisting as long as you are alive and do not exceed this limit (at which point one ward at random is lost). Finally you may 1/day free souls within 100-ft as a standard action. When you do so any souls bound in containers through magic are freed to go on to their final resting points (note this does not affect pacts or bargains which determine a soul’s final resting place, such as a faustian bargain, only those which trap a soul such as Soul Bind). Unintelligent undead in this burst are automatically destroyed, intelligent undead which did not voluntarily become undead must make a Will save (DC 10 + ½ Incarnation level + Charisma modifier) or be destroyed, intelligent undead which voluntarily became undead are unaffected.

Retribution: Your Deific Wrath recharges 1 round quicker. In addition when a creature damages you, you may use a Retributive Wrath upon them. This Retributive Wrath deals 1/2 the damage of your Deific Wrath and does not gain any other effects of your Deific Wrath. Once you use your Retributive Wrath you must wait a number of rounds equal to the wait time on your Deific Wrath before using it again, but you may use your Deific Wrath while your Retributive Wrath is recharging and vice versa.

Rune: You may read and write in any language and may read magic continuously. You automatically recognize any magical runes, symbols, or glyphs that you see, their purpose, and their CL (if any). Your looking upon and/or reading runes, symbols, and glyphs does not trigger them unless you wish it. You may use any scroll regardless of its caster level or what spell list the spell is from. 1/day when a scroll is used within 60-ft of you you may, as an immediate action or as a free action if reading the scroll yourself, create a rune of power. This rune appears somewhere on your body and functions as a copy of that spell from the scroll which only you can use. If the spell has an XP cost you must pay it.

Shadow: You may see normally in total darkness, even magical darkness, as if it were full daylight. In addition you may focus on a location within 50 miles per Incarnation level, as a standard action, if it has shadowy or dark illumination you may see and hear in a 10-ft radius centered at that location as if you were there. Additionally you automatically hear any time you are discussed within an area with shadowy or dark illumination within this range and know the distance and direction relative to yourself.

Slime: You are affected by a continuous Freedom of Movement effect, in addition your form becomes ooze-like and shifting granting you immunity to critical hits and flanking as if you had the ooze type and acid resistance equal to twice your Incarnation class level. You are able to reshape your features, as the spell Disguise Self save that this is a physical (though merely cosmetic) not an illusion effect and cannot affect your clothes or equipment, and are able to squeeze through any space at least 2 inches thick.

Spell: Select one sorcerer/wizard spell of each level 8 or lower. You may use each of these spells as a spell-like ability 1/day, but you must pay any XP cost of these spells and provide any material component which costs more than 500 GP. Each day you may change 1 chosen spell with 1 hour of meditation. You may use a higher level spell-like ability granted by this transcendency to activate a lower level one.

Spite: You gain a +3 to attack rolls against any creature which has attacked you within the last round (this includes casting a spell on you, and using a supernatural or extraordinary ability on you). In addition your Deific Wrath deals +1 damage per die against such creatures, and they must make a Fort save or take 2d4 Strength damage and your Deific Wrath recharges 1 round quicker.

Storm: Gain a continual Control Weather effect which affects an area of your Charisma modifier (min +1) miles.

Strength: Gain +4 to Strength, and you gain +30 to your Strength for the purposes of determining your Carrying Capacity.

Suffering: Whenever you use your Deific Wrath ability you gain temporary hit points for 1 round equal to 1/2 the damage dealt. If you instead have Deific Curse you gain temporary hit points for 1 round equal to 1/2 any damage they receive while under its effect, but each attack or source of damage is counted separately (so if they are attacked 4 times and take 40, 80, 60, and 78 damage you'd gain 40 temp hp as the temp hp from the attacks would not add together). In addition you gain a bonus to attack rolls, saving throws, AC, and skill and ability checks equal to one-tenth the damage you have taken since the end of your last turn (maximum +10).

Summoning: You may use each of your Planar Ally SLAs without paying the normal XP cost or without providing a gift (as long as the task would not normally require an extra expensive gift) 1/day, and 1/day when you use Gate to summon a creature you pay only half the normal XP cost. Whenever you summon a creature with a Summon Monster SLA you may summon one additional creature of that type, and you may use a Summon Monsterspell of the appropriate level in place of any Summoning domain SLA.

Sun: You radiate intense light. This light counts as a 10th level spell for the purposes of interaction with magical darkness, and is treated as full natural sunlight by all sources. It provides bright illumination out to 360-ft, and shadowy out to 720-ft. Suppressing this ability requires a move action each round. 1/day as a standard action you may permanently blind any number of targets within the bright illumination of your light (successful Fort save reduces to 1 round of blindness).

Teleportation: (http://www.giantitp.com/forums/showthread.php?418301-So-I-heard-you-like-Teleportation-%28Feats-Domain-and-PrC%29) When you cast a (teleportation) spell which affects a fixed number of targets greater than 1 (such as teleport or plane shift but not teleportation circle or a spell which teleports all creatures within an area) you may transport twice the normal number of targets. If the spell would transpose the target you select two pairs of target and transpose each set separately. In addition 1/day you may transport up to 1 creature per incarnation level, all of which must be within your line of sight, and transport them to any where regardless of local conditions on either side; a Will save (DC 10 + 1/2 incarnation level + Cha modifier) can resist this transportation.

Time: You are able to detach yourself from the flow of time, allowing yourself to act more quickly within what time others perceive. Once every three rounds you may make a single attack action (using your full base attack bonus), move up to your base land speed or your movement rate in your selected mode of movement (whichever is lower), or use your deific wrath (you must still abide by its normal recharge time) as a swift action. In addition you automatically recognize if an object or creature is outside its rightful place in time or in temporal stasis, and may spend a standard action analyzing an object or creature that you can see to know its exact age.

Travel: All your movement speeds double and any supernatural movement mode you possess becomes deific. You may walk or hustle continuously without suffering penalties for forced march or hustling for more than 1 hour in a day, and in fact may treat doing so as sleep.

Trickery:: You gain a continual Glibness effect but the bonus is reduced to +10, and whenever you use your Invisibility SLA neither See Invisibility nor True Seeing allows a creature to penetrate it. 1/day you may become invisible to all senses besides touch and even True Seeing does not allow a creature to see through this invisibility, you do not become visible upon attacking a creature, and this ability lasts 1 round per 2 Incarnation levels.

Undead:
You gain the Undead type and all its features but retain your regular hit dice and Constitution score although gaining immunities as if you had a non-ability for Constitution. You are immune to Turn/Rebuke Undead as well as the Command Undead, and Control Undead spells. In addition you radiate an aura of desecration (as the spell Desecrate treating yourself as an altar of your god) out to 360-ft.

War: Gain proficiency in all weapons, and suffer no penalty for wielding improvised weapons. Also your BAB improves to full.

Water: You gain the Water subtype. You gain a swim speed equal to twice your land speed. You are immune to the negative effects of water pressure, and gain a continuous Freedom of Movement effect. Finally you may use your ability to rebuke water subtype creatures to rebuke/command any creature with the Aquatic subtype a well as the Water subtype and may command twice the regular number of hit dice of aquatic/water elemental creatures.

Wealth: You unerringly know the value of any non-magical object you can see. In addition each day you can create objects (including magic items) worth up to 1000 GP per Incarnation level, single use items are considered 5 times their normal value for this purpose. Doing so requires 10 minutes, but you do not need to create all your daily items at once. These objects last for 1 hour per Incarnation level, but a successful Appraise check (DC 25) or Spot or Spellcraft check (DC 30) reveals their temporary nature.

Wrath (SpC): You are able to kindle rage in the hearts of yourself and others. Once per day you may enter a Mighty Rage as a 20th level barbarian, this is considered the ability to rage 1/day and you are not fatigued at the end of this rage, but any ability that would grant additional rages grant you rage as a 1st level barbarian (+4) as opposed to Mighty Rage (+8). In addition you may 1/day, as a free action, invoke rage in twice your Charisma modifier creatures other than yourself which carry your holy symbol (they need not be willing). This functions as a (1st level) barbarian's rage for each creature but they cannot end it prematurely.


Planar Domains

Abyss:
Transcendency 1: Once per day as a swift action you may assume the form of a Balor. In this form you lose your own racial abilities, and the benefits of Godly Body, but gain a +24 racial bonus to Strength, +14 racial bonus to Dexterity, +20 racial bonus to Constituon, a +19 to natural armor, DR 15/cold iron and good, darkvision 60 ft., flaming body, immunity to electricity, fire, and poison, resistance to acid 10 and cold 10, spell resistance 28, telepathy 100 ft., true seeing, 40 ft base speed, 90 ft base fly speed (good), +8 racial bonus to Listen and Spot. You may remain in Balor form for a number of rounds equal to your Charisma modifier. Your gear merges into your form during this effect unless it is a magic item which can still be worn (and which resizes)

Transcendency 2: Within 360 ft of you the plane becomes increasingly Chaotic and Evil. If the plane has the Good or Law Aligned traits they are reduced one step (Major becomes Minor, Minor is removed), if it does not have one of those traits it instead gains the Evil or Chaos Aligned trait or have its existing Evil or Chaos aligned trait increased in strength. This ability checks each alignment axis separately (i.e. on Baator it would reduce its Lawful alignment and increase its Evil alignment to make it Major Evil Aligned, on Mechanus it would decrease Law and grant Evil to make it Minor Law and Minor Evil aligned, and on Elysium it would grant Chaos and reduce Good for Minor Chaotic aligned). In addition once per day you may invoke hell on earth causing (your choice of) a severe of complete breach between the plane you are on and the Abyss.

Arborea:
Transcendency 1: You gain the benefits of Freedom of Movement continuously.

Transcendency 2: You are able to assume the form of a globe of light. In this form your fly speed doubles (or you gain a fly speed equal to your base land speed), your flight maneuverability becomes perfect, you become incorporeal, your deflection bonus to AC from Godly Flesh doubles, and you gain the ability o fire light beams as a ranged touch attack which deals 1d8 damage per two Incarnation levels. In this form you cannot perform somatic components, manipulate objects, or use natural weapons. You are a ball of glowing energy.

Baator:
Transcendency 1: You gain the ability to summon a fiendish servitor. This fiendish servitor is based upon your Incarnation level. If your fiendish servitor dies you must wait 1 month before you can reofrm it with an hour long ritual. If it is somehow completely annihilated you must travel to Baator and stand by the shores of the River Styx on Avernus for 1 day to forge a new servitor from the hellish waters and landscape. Your fiendish servitor is completely loyal to you, formed as it is from the hellish landscape and your will.

LevelBonus Hit DiceNatural ArmorSpecial16-17+0-Share Spells and Spell-like Abilities
18-19+2+2Major Domo
20+4+4Relay

Bonus Hit Dice: Your fiendish servitor gains the listed bonus (outsider) hit dice. They gain +2 BAB, +1 to all saves, and 16 + 2 x Int skill points, as well as feats as normal for gaining additional racial hit dice, but they do not increase in size.

Natural Armor: Your fiendish servitor gains the listed increase to their natural armor.

Share Spells and Spell-like Abilities: You may share spells and spell-like abilities with your fiendish servitor. If you cast a spell (or use a spell-like ability) which targets yourself you may also have it affect your fiendish servitor as long as they remain within 5 ft of you, in addition you may cast spells with the range of Self on your servitor with a touch.

Major Domo (Ex): Your fiendish servitor gains a +3 to skill checks and may use all skills untrained.

Relay (Su): You may communicate telepathically with your fiendish servitor as long as it is on the same plane as you. In addition you may use your fiendish servitor as the origin point of any spell-like ability you use. To do so it must spend a standard action or whatever type of action the spell-like ability requires whichever is quicker, and you must use the spell-like ability normally. You may also use this to cast self range spells on your fiendish servitor at any distance. You may cast a touch spell this way in which case your servitor holds the touch spell and may deliver it.

You may select a Lemure, imp, nupperibo, legion devil, spined devil, abishai (any color), bearded devil, chain devil, steel devil, amnizu, hellcat, pain devil, erinyes, orthon, or bone devil to be your Fiendish Servitor. If you are level 18 or higher you may select an assassin devil, or barbed devil in which case you treat your Incarnation level as 2 lower for the purposes of your Fiendish Servitor. If you are 20th level you may select a gelugon or malebranche in which case you treat your Incarnation level as 4 lower for the purposes of your Fiendish Servitor. You may promote your fiendish servitor to a new form by spending 1 hour in meditation for each day for a week.

Transcendence 2: You gain the ability to rebuke/command outsiders with the Baatezu subtype as an evil cleric rebukes undead, 3 plus Charisma modifier times per day. This ability turns/destroys creatures with the tanar'ri, obyrith, and loumura subtypes like a good cleric turns undead. These creatures gain "turn resistance" equal to 1/3rd their Charisma modifier if positive, and any outsider with divine ranks is immune. In addition when you summon one or more creatures with the Baatezu subtype with a Summon Monster spell-like ability you summon an additional creature of the same type.

Celestia Domain:
Transcendence 1: You continuously radiate an aura of menace as described in the Celestia domain power.

Transcendence 2: Within 360 ft of you the plane becomes increasingly Lawful and Good. If the plane has the Evil or Chaotic Aligned traits they are reduced one step (Major becomes Minor, Minor is removed), if it does not have one of those traits it instead gains the Good or Law Aligned trait or have its existing Good or Law aligned trait increased in strength. This ability checks each alignment axis separately (i.e. on Baator it would reduce its Evil alignment and increase its Lawful alignment to make it Major Law Aligned, on Mechanus it would grant Good to make it Major Law and Minor Good aligned, and on Elysium it would grant Law for Minor Law and Major Good aligned). In addition Evil creatures within this area suffer a -4 penalty to saves versus fear and have their alignment auras made visible to all creatures as if with a detect evil spell except there is never a penalty for viewing an Overwhelming aura.

Zaydos
2013-09-30, 11:43 PM
Reserved in case I need 2 posts of Domain Transcendency powers. But since I haven't needed them for that yet I'm putting ACF's

Hell Lord (ACF)

Prerequisites: Alignment any Evil.

Description: You are not becoming a god, but an arch-fiend existing as a fragment of the power of one of the Lower Planes.

Benefits: You do not gain Divine Recuperation, Greater Divine Recuperation, Flesh of the Divine, Perfection Irreducible,

Instead at Lv 1 you gain Hellish Resilience (Energy Resistance 5 +1/2 Incarnation level to one energy type based upon alignment [acid if NE, electricity if CE, and fire is LE] and +4 to saves against poison), at Lv 9 this upgrades to Greater Hellish Resilience (Energy Immunity to said energy type and Poison Immunity). At level 4, instead of gaining Flesh of the Divine you gain Flesh of Hell, granting DR X/good or material based on your alignment (silver if lawful or neutral, cold iron if chaotic) equal to the amount you'd normally have gained from Flesh of the Divine an Energy Resistance of 5 + 1/2 of your Incarnation level to 2 or three energy types based on your alignment (acid and cold if LE, fire, acid, and cold if CE, or fire, electricity and cold if NE); you still gain immortality. At level 6 instead of Perfection Irreducible you gain Soul of Hell, which changes your type to Outsider granting you alignment subtypes matching your alignment and the native subtype, grants you telepathy out to 10-ft per class level, and if you are lawful the ability to see in darkness. At 12th level your DR is no longer overcome by weapon material. At 15th level you gain the outsider subtype of your alignment (tanar'ri, baatezu, or yugoloth). At level 18 your DR now requires both the alignment and material. At level 20 your DR now also requires Epic weapons (due to Divine Rank 0).

Special: If you select the Diabolic or Demonic Domain Transcendency matching your ethical alignment (Diabolic if Lawful, Demonic if Chaotic) you gain the benefits of Perfection Irreducible, the Deflection bonus from Flesh of the Divine, Divine Recuperation, and Fast Healing equal to 1/4 your Incarnation level.

Special: At 1st level you may choose to forgo one of your domains to gain 1 warlock invocation of each grade at the same level as a warlock gains access to the same grade of invocations. At level 18 or higher instead of a domain ascendancy you may instead select a Hellish Regalia from the list below. Hellish Regalia are

Cloak of Dread: You gain a Fear Aura. Any enemy or creature with hostile intent towards you coming within 30-ft of you must make a Will save (DC 10 + 1/2 Incarnation level + Charisma modifier) or be shaken for 24 hours, succeed or fail they do not need to save again for 24 hours. If they have hit dice equal to or less than one half your Incarnation level they are Frightened for 10 minutes, and again for 10 minutes each time they see you for a day. If they have 5 or less hit dice they are panicked for the duration instead of shaken. This ignores any immunity to fear granted by spells, or Mind-Blank effects. You may suppress or reactivate this ability as a free action.

Dread Powers: Your Invocations are considered Deific Abilities (they are Su but ignore Anti-magic fields except from Divine Rank 6 entities, and some artifacts, etc). In addition you gain an additional Least and Lesser Invocation.

Gatekeeper: As a standard action you may, once per day per Incarnation level, open a gateway to any Evil Aligned Plane or your native plane. This gateway appears within 40-ft per class level and may not appear where a creature would fall into it, remains open for up to 1 1 minute per Incarnation level (chosen when you open it) though you may close it prematurely as a standard action, and may be up to a 15-ft tall and 30-ft wide semi-circle. This gateway allows for two way travel between these planes as long as it remains open and you may select the location it opens onto in the other plane to within 10d6-10 miles as long as you have studied carefully or are very familiar (as defined by teleport with the location or open it to a random location. In addition once per day when using this ability you may call an ultroloth (if you have the yugoloth subtype), a nabassu or glabrezu (if you have the Tanar'ri subtype), or a malebranche or ice devil (if you have the Baatezu subtype) when you use this ability, if you do so it opens to the location of the nearest such fiend to your desired location on the plane (you must open it to a lower plane that the fiend is liable to be upon, not the prime or a plane that they may not be found upon). The fiend enters through the portal and serves you loyally for 2 rounds per Incarnation level after which point it is free to leave and work its will upon the world you just called it into.

Hell Stepper You gain the ability to use Greater Teleport as a spell-like ability at-will. You may only carry yourself and your lift over head value, you may not transport other creatures unless they are your familiar, animal companion, or similar such creature.

Hellish Charisma Any Evil creature with hit dice no greater than 1/2 your Incarnation level coming within 100-ft must make a Will save or have their attitude towards you improved to helpful (this is an instantaneous effect); Outsiders with your Baatezu/Tanar'ri/Yugoloth subtype are considered to have 4 less hit dice for this effect. In addition you gain a +6 profane bonus to Charisma checks and skill checks made to interact with Evil creatures.

Fiend Lord ACF and Planar Domains: A character with the Fiend Lord ACF may select the planar domain that corresponds with their outsider subtype. If they do so they do not gain a domain at 5th level and do not gain Invocations until 5th level, gaining the Planar Domain at 1st level.


True Incarnation (Self-Gestalt Option)
Sometimes you want to play a god who does not look at his clerics and wonder, "Why can't I do that?" Of course the reason is obvious, balance. Now in Gestalt you could play an Incarnation|Cleric, or Incarnation|Favored Soul but the first introduces MAD and the second... well Favored Soul kind of sucks. So I am presenting rules for granting an Incarnation in Gestalt spellcasting and some class features in exchange for their second class.

Benefits:
You gain divine spellcasting. You cast spells spontaneously, with spells known as shown on the table below and your domain spells are automatically considered to be known in addition to those you select, and you may re-select your non-domain spells known once per day when your clerics would prepare spells and you regain spells. You have cleric spells per day except you do not gain a domain spell slot instead gaining an additional spell slot of that level each day, and you use Charisma to determine maximum spell level available, spell save DCs, and bonus spells. In addition you gain the ability to Turn or Rebuke Undead based upon your alignment.

In addition you gain a bonus rank in Knowledge (Religion) each level (4 if it is your first level), and a +2 circumstance bonus to Caster Level with spells from your first two domains (whether cast as spells or used as spell-like abilities) and a +1 to save DCs with them; this stacks with any CL bonus granted by the domain itself. You never need a Divine Focus, substituting your own divine self for such an object.

Disadvantage: This counts as your second class in gestalt. At the DM's discretion you may take this class level by class level, not gaining casting progression, turn/rebuke undead progression, or the free Knowledge (Religion) rank, for levels in which you choose not to take this "side" of your gestalt.

It is possible to turn this side of the gestalt into a full (variant cleric or favored soul) class. In that case it has Medium BAB, Medium and Light Armor proficiencies, Simple Weapons, and Shields (except tower shields). It has 2 + Int skills per level, and retains the bonus rank per level in Knowledge (Religion); it's skill list is Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int), but if you have the Magic domain Knowledge (Arcana) is added unlike for a normal cleric. It starts with 2 domains and does not gain the special bonus to CL and Save DCs with these domains and does not gain additional domains via level up, and they retain the need to use a Divine Focus for spells.

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Zaydos
2013-09-30, 11:44 PM
Wrath Feats:
Some feats have the Wrath descriptor. These feats improve an Incarnation’s Deific Wrath ability in some way. The recharge period on an Incarnation’s Deific Wrath is reduced by 1 round for every Wrath feat they have.


Feats

Augur's Wrath [Wrath]
Your deific wrath grants you glimpses of the target's future, guiding you in combat against the target.
Prerequisites: Deific Wrath, and one of the Destiny, Fate, Knowledge, Oracle, or Time Domain.
Benefits: When you damage a creature with your Deific Wrath ability you gain a +2 insight bonus to attack rolls, AC, opposed checks and saving throws against that creature for 1 round per Wrath feat you possess.

Avenging Wrath [Wrath]
Your deific wrath is particularly against those which have harmed your allies.
Prerequisites: Deific Wrath, and one of Community, Family, or Wrath (BoED version) Domain.
Benefit: Your Deific Wrath deals +1 damage/die to creatures which have dealt damage to one of your allies within the last round.

Blasting Wrath [Wrath]:
Your Deific Wrath affects an area instead of a single creature, devastating all within the area.
Prerequisites: Deific Wrath which deals at least 11d6 damage.
Benefits: You may have your Deific Wrath affect a 20-ft radius burst within its normal range instead of a single or object. You, and your allies, are not immune to this effect if you are within its area.

Corrupt Power [Vile]
Your unholy power flows naturally through you granting you a wider variety of spells and powers, though often at a cost.
Prerequisites: Incarnation level 5+, Evil domain, Evil alignment.
Benefits: Each day when you regain your daily uses of your spell-like abilities you may exchange access to any 1 spell-like ability from the Good domain for the ability to use a Corrupt spell (see Book of Vile Darkness) of that level as a spell-like ability in its place. You must still pay any Corrupt component (possibly waving one of your immunities to do so). You may use Apocalypse from the Sky without a material component and with its corruption cost reduced to 1d6 Constitution damage and 2d6 Wisdom drain due to your deific nature (having access to it does not cause damage as preparing it would).

Cowing Wrath [Wrath]
Your deific wrath forces foes into a position of supplication.
Prerequisites: Charisma 15+, Deific Wrath
Benefits: When you damage a creature with your Deific Wrath ability that creature must make a Reflex save (DC 10 +1/2 Incarnation level + Charisma modifier) or be knocked prone.

Curing Wrath [Wrath]
Your deific wrath can heal the wounded.
Prerequisites: Healing Domain, Deific Wrath
Benefits: You may choose to use your Deific Wrath as positive energy instead of pure divine power. If used this way it heals living creatures (and other creatures healed by positive energy) that are at less than half health 1 hit point per point of damage it would have dealt up to restoing it to half health. If used on a creature damaged by positive energy that creature takes damage as normal and must make a Will save or take a -2 penalty to attacks, AC, saves, skills and ability checks for 1d4 rounds.

Degenerating Wrath [Wrath]:
Your Deific Wrath weakens a creature leaving it momentarily easier to harm and a lasting impact on its strength.
Prerequisites: Deific Wrath, one of Corruption, Destruction, or Entropy Domain.
Benefits: Any creature damaged by your Deific Wrath also takes 2 points of Strength damage and, until the end of your next turn, have any damage reduction or hardness they possess reduced by 5.

Deific Judgment [Wrath]:
You place a curse of divine judgment on an individual.
Prerequisites: Deific Wrath.
Benefits: When using your Deific Wrath on a target you may forgo dealing damage and instead select an action or set of action that if the creature performs they take your Deific Wrath damage as if you had used Deific Wrath on them. No creature may have more than one set of Deific Judgment on them at a time, and if you die your Deific Judgments die with you.

Delayed Wrath [Wrath]:
Your wrath wraps around the fate of your target becoming their destined doom.
Prerequisites: Deific Wrath, one of Fate, Planning or Time Domain.
Benefits: You may choose to note have your Deific Wrath immediately damage a creature (or if used with Blasting Wrath all creatures in its area of effect when this ability was used), but instead either damage them at a later time. If you delay your Deific Wrath by at least 2 rounds it deals an additional point of damage per die, and if you delay it by at least 5 rounds it deals an additional 2 points of damage per die. A creature may not have more than one delayed wrath affecting them at a time, and can feel the doom hanging over them sensing as it grows closer. A delayed wrath may not be delayed by more than a week. You may not place a delayed wrath on yourself (if using an area of effect wrath that would include yourself you instead take damage immediately).
Special: Yes you may put a delayed wrath on your allies with a long duration to prevent others using a delayed wrath on you.

Devastating Wrath [Wrath]:
Your Deific Wrath is more powerful, but carries with it the potential to harm you as well.
Prerequisites: Deific Wrath, Destruction Domain.
Benefits: You may increase the damage dealt by your Deific Wrath by +1 per die, but if you do so you take damage equal to the extra damage dealt by this feat.

Discordant Wrath [Wrath]:
Your Deific Wrath evokes a feeling of rage in those struck by it.
Prerequisites: Deific Wrath dealing at least 6d6, Chaos, Madness or Wrath Domain.
Benefits: Any creature that takes damage from your Deific Wrath and is left at less health than the damage you dealt via Deific Wrath must make a Will save (DC 10 + 1/2 your level in classes which grant Deific Wrath + your Charisma modifier) or enter a state identical to a barbarian's rage for 1 round. While in this state the creature attacks the nearest creature regardless of friend or foe to the best of its ability.

Disrupting Wrath [Wrath]:
Your Deific Wrath carries with it the brilliant power of the sun which brings light and banishes the undead.
Prerequisites: Deific Wrath, Sun or Glory Domain
Benefits: You may make your Deific Wrath a Disrupting Wrath. If you do so it deals +1 damage per die to undead creatures and any creature struck by it radiates light as the Daylight spell for 1 round.

Dispelling Wrath [Wrath]
Your deific wrath can strip the effects of magic from a target.
Prerequisites: Deific Wrath, and one of the Magic, Rune, or Spell domains, Character level 6+.
Benefit: When you deal damage to a creature with your Deific Wrath you may also attempt to dispel spell effects on them as if with an area dispel magic (CL = incarnation level) or, if your character level is at least 11, greater dispel magic.

Easy Domain Power
You are able to use the power of a single domain more easily.
Prerequisites: Incarnation level 1+.
Benefit: Select one domain you possess which has an ability with limited uses per day. You may use the selected domain ability an extra time per day.
Special: You may take this feat multiple times each time you must select a different applicable domain.

Extra Domain
Your portfolio is more expansive than most god’s granting you access to a wider variety of domains.
Prerequisites: Incarnation level 6+.
Benefits: You gain access to an extra domain. While you gain its granted power, you do not gain access to its spells as spell-like abilities. Each day when you regain your Incarnation spell-like abilities you may, as a free action, choose to trade those from one of your other domains for the day to gain access to the spell-like abilities from this domain for 1 day.

Forceful Wrath [Wrath]
Your deific wrath hits foes with a tangible force, blasting them back away from you.
Prerequisites: Deific Wrath
Benefits: When you damage a creature with your Deific Wrath ability that creature must make a Fortitude save (DC 10 +1/2 Incarnation level + Charisma modifier)or be forced 10-ft away from the source of effect (you, or the center of the burst if a burst) +5-ft for every 5 points by which they failed the Fortitude save.

Frightening Wrath [Wrath]:
Your Deific Wrath causes fear in those which it strikes, cowing the foes who dared stand before a god.
Prerequisites: Deific Wrath, Charisma 13+
Benefits: Any creature targeted by your Deific Wrath must make a Will save (DC 10 +1/2 Class level + your Charisma modifier) or be Shaken for 1 round per Incarnation level you possess (or level in another class which advances Deific Wrath). This portion of the ability is a mind-affecting fear effect.

Illusory Wrath [Wrath]
You are able to apply the effects of your displeasure without directly harming your foes.
Prerequisites: Deific Wrath, and one of Fey, Illusion, Suffering, or Trickery domains.
Benefits: You may have your Deific Wrath deal no damage, instead simply applying any additional effects which would be applied to targets that were damaged. If you do so your deific wrath recharges 1 round faster than normal (to a minimum of 1 round); if you use this ability two rounds in a row this recharge time reduction does not apply the second time (so r1 fake wrath, r2 fake wrath, r3 wait, r4 fake wrath is as quick as it can get you).

Key to the Gates:
You are able to use revitalizing magic.
Prerequisites: Incarnation level 9+.
Benefits: You gain the ability to use Reincarnation, Raise Dead, RevivifySpC, and Last BreathSpC as spell-like abilities by expending a 5th level spell-like ability (in the case of Reincarnation and Last Breath) or 6th level spell-like ability (in the case of Revivify or Raise Dead). You may use the abilities granted by this feat up to your Charisma modifier times per day (minimum 1).

Mantled Power
Your mind allows you to subtly alter your divine powers manifesting them in different ways.
Prerequisites: Incarnation level 5+, and Psionic subtype.
Benefits: When you take this feat select one domain you have. Each day when you regain your spell-like abilities you may exchange access to all daily uses of a spell-like ability from that domain to gain that many uses of a single psionic power of the same level from a corresponding Psionic Mantle (see Complete Psionic) fully augmented. See table below for domains and their corresponding mantles. You do not gain any granted power of the selected Mantle.



Domain
Mantle


Animal
Natural World


Celerity
Freedom


Chaos
Chaos


Conflict
Conflict


Corruption
Corruption and Madness


Creation
Creation


Darkness
Light and Darkness


Death
Death


Destruction
Destruction


Evil
Evil


Fate
Fate


Gluttony
Consumption


Good
Good


Healing
Life


Knowledge
Knowledge


Law
Law


Liberation
Freedom


Madness
Corruption and Madness


Magic
Magic


Mentalism
Mental Power


Mind
Mental Power


Plant
Natural World


Protection
Guardian


Sloth
Repose


Spell
Magic


Strength
Physical Power


Suffering
Pain and Suffering


Summoning
The Planes


Sun
Light and Darkness


Time
Time


Trickery
Deception



Martial God
War is your nature and wellspring of your power.
Prerequisites: Martial Stance, Incarnation level 3+, War domain.
Benefits: When you take this feat select one martial discipline (see Tome of Battle). You add that discipline’s skill to your Incarnation class skills and each day when you regain spell-like abilities you may replace up to half of the spell levels of spell-like abilities granted by the War domain with one maneuver or stance of the replaced level from your selected discipline. You do not need to meet any prerequisites for these selected maneuvers, and cannot use them to fulfill prerequisites. You may recover one maneuver each round as a swift action, but may not use a maneuver the same turn your recover it. By spending 5 minutes in meditation you may exchange these maneuvers for any maneuvers of the same levels from the same discipline. Your initiator level for these maneuvers is equal to your Incarnation level + 1/2 your levels in other classes.

Mighty Wrath [Wrath]:
Your Wrath is more powerful, striking down foes with more power than would otherwise be expected.
Prerequisites: 1 or more Wrath feats, Incarnation level 5+.
Benefits: Your Deific Wrath deals +4 damage +2 more for each Wrath feat you possess.

Miraculous Revival:
You are able to revive the dead.
Prerequisites: Key to the Gates, ability to use 9th level spell-like abilities as an Incarnation.
Benefits: 1/week you may expend one of your 9th level spell-like abilities to use True Resurrection as a spell-like ability.

Necromantic Wrath [Wrath]:
Your Deific Wrath causes those robbed of life by its power to rise again for a time as your servants.
Prerequisites: Deific Wrath, Charisma 15+, Death, Deathbound, or Undead domain.
Benefits: Any living creature reduced to negative hit points takes an additional 5 damage from your Deific Wrath, and any living creature killed by your Deific Wrath reanimate as zombies 1 round later. These zombies last 1 minute per Incarnation level.

Passive Wrath [Wrath]:
Your sheer presence causes damage to those which oppose your morality, wearing away at those who shelter Evil (or Good) in their hearts.
Prerequisites: Deific Wrath, Domain Transcendency (Good or Evil).
Benefits: You radiate an aura of power which deals 1d8 damage per 4 Incarnation (or other class which progresses Deific Wrath) levels you possess to Evil aligned creatures (if you possess Domain Transcendency (Good)) or Good aligned creatures (if you possess Domain Transcendency (Evil)) within 30-ft of you. This effect does not benefit from any effect which enhances your Deific Wrath. You may suppress this effect as a Move Action each round.

Planar Deity:
You are able to transport yourself and others between the plane of your physical incarnation and the plane that resonates with your soul.
Prerequisites: Incarnation level 9+.
Benefits: When you take this feat select one plane which either matches your alignment on both axes. If you have an alignment domain which does not match your alignment treat your alignment on that axis as that of your domain. If you have a planar domain you instead simply treat that plane as your selected plane. If you have an elemental domain (Air, Earth, Fire, Water) you may select the corresponding Elemental Plane instead. You may expend a 5th level spell-like ability granted to you as an Incarnation to use Plane Shift to that plane or to your native plane. You may expend a 9th level spell-like ability granted to you as an Incarnation to use Gate to create a portal to that plane or your native plane, this Gate cannot be used to call creatures.

Sanctified Power [Exalted]
Your holy power flows naturally through you granting you a wider variety of spells and powers, though often at the cost of a sacrifice.
Prerequisites: Incarnation level 5+, Good domain, Good alignment.
Benefits: Each day when you regain your daily uses of your spell-like abilities you may exchange access to any 1 spell-like ability from the Good domain for the ability to use a Sanctified spell (see Book of Exalted Deeds) of that level as a spell-like ability in its place. You must still pay any sacrifice component (possibly waving one of your immunities to do so). You may ignore Abstinence, Archon, and Celestial components due to your deific nature.
Special: Despite having the Exalted tag this feat is not lost if you act in a way less than good as long as you have a Good alignment (and is regained if your alignment becomes Good once more).

Smith's Wrath [Wrath]
Your wrath severes your foes from items of magic making them incapable of activating them.
Prerequisites: Deific Wrath, and one of Artifice, Craft, Creation, Magic, or Metal Domain.
Benefit: When a creature takes damage from your deific wrath they lose the ability to activate magic items for a number of rounds equal to your Charisma modifier.

Thieving Wrath [Wrath]
Your deific wrath siphons away a portion of the targets essence, empowering you temporarily.
Prerequisites: Deific Wrath, Envy, Greed, or Trickery Domain.
Benefits: When you use your Deific Wrath any target damaged by this ability suffers a -2 penalty to your choice of Attack rolls, saving throws, or AC for one round per Wrath feat you possess.

You gain a +2 to sacred bonus to the same rolls for that duration.

Warrior’s Wrath [Wrath]:
You show your Deific Wrath through the blows of your mortal weapons and not merely through the more abstract force of your divine will.
Prerequisites: Deific Wrath and the Fury, Strength, or War Domain.
Benefits: You may channel your Deific Wrath through a weapon as part of a single attack made as an attack action or part of a full attack action (but not as part of a maneuver). If you do so you gain a +2 to hit and deal Deific Wrath damage in addition to your weapon damage to any creature struck by the attack. If the attack misses that use of Deific Wrath is wasted.
Special: You may qualify for this feat with the Elf or Archery Domain instead of one of the three listed above; if you do it only applies to ranged weapons.

Wrathful Breath [Wrath]
You are capable of releasing your deific wrath in the form of a devastating breath weapon.
Prerequisites: Deific Wrath, and one Domain with Dragon in the name.
Benefit: You may release your Deific Wrath in the form of a 30-ft cone or 60-ft line, if you do so it allows a Ref save for half.

Zaydos
2013-09-30, 11:45 PM
Reserved just in case for PrCs or something. Feel free to start posting, will try to have Domain Transcendencies up, at least in an alpha state, for the PHB domains within the next 10 minutes. Might not have the best formatting immediately.

Zakaroth
2013-10-01, 01:54 AM
This is pretty cool. Its good concept for a base class, it allows for may choices and does something new. Its much like the new and improved favored soul.
Although I don't have time now to read it all in detail, I do have some quick comments: It might be better if the transition into these divine abilities is a bit slower/smoother, for example getting Divine Recuperation at first level seems a bit early to me (not from a balance standpoint). The Lay of Hands / Deadly Touch are good starting points. Btw, in my opinion, you should merge these into a single ability.
Also, you might incorporate some abilities/choices based on the characters alignment, as it often is a big deal for deities.

Zaydos
2013-10-03, 01:12 PM
Added some feats.


This is pretty cool. Its good concept for a base class, it allows for may choices and does something new. Its much like the new and improved favored soul.
Although I don't have time now to read it all in detail, I do have some quick comments: It might be better if the transition into these divine abilities is a bit slower/smoother, for example getting Divine Recuperation at first level seems a bit early to me (not from a balance standpoint). The Lay of Hands / Deadly Touch are good starting points. Btw, in my opinion, you should merge these into a single ability.
Also, you might incorporate some abilities/choices based on the characters alignment, as it often is a big deal for deities.

Thanks for the review (yeah Favored Soul always disappointed me).

I put Divine Recuperation at first level because it's a minor ability (except for the Ability Damage healing) and it gives you a feeling that you have something divine in excess to what a cleric does even at first level. That said I am unsure about the rate of abilities because it does seem is rushed and uneven especially at mid levels but most of them are needed at lower level than 16 or minor at high levels so it was awkward to make.

I originally was going to have Lay on Hands/Deadly Touch as a single ability but decided to leave them split so that they could interact with feats, items, and abilities that currently improve one or the other (mostly Lay on Hands).

Yeah, I currently have 2 feats in my mind to work with Good or Evil respectively, but any suggestions for more would be appreciated.

NosferatuZodd
2013-10-03, 02:16 PM
Could you maybe write up a domain ability for the Hunger domain?

Zaydos
2013-10-03, 04:01 PM
Could you maybe write up a domain ability for the Hunger domain?

Done, and added Undead and Deathbound as well. Hope you like it (being the ghoul themed domain the power is more themed towards ghouls than gluttony).

Tacitus
2013-10-03, 05:38 PM
Is Deitific Wrath an autohit, no save? Ranged Attack? Ranged Touch? No Attack, but a saving throw?

Zaydos
2013-10-03, 06:11 PM
Is Deitific Wrath an autohit, no save? Ranged Attack? Ranged Touch? No Attack, but a saving throw?

For now autohit, no save. I tried to keep the damage where it was at least reasonable for that with the cooldown and when compared to what a sorcerer could do and used it to represent the unavoidable power of a god; one can be too tough to be defeated by it, but one cannot face it without injury. It's more damage than Hellfire based spells, which are also no save, no SR, no roll, AoEs. At low levels it's good but even as a human with both feats dedicated to it you're just dealing 1-8 damage (average 4.5) every 3 rounds with one or two minor rider effects (Will versus 1 round Shaken, -2 to one type of rolls for 2 rounds are the strongest I can think of atm) which I doubt is stronger than say a martial maneuver or even punishing stance (better than a basic melee attack because it will hit).

TimeLegend
2013-10-03, 08:10 PM
I'd like to request you kind OP of what the Divine Transcendency is for these Domains. You don't have to do them immediately but me and my brother our starting a game with this fun looking class. These domains are in the Spell Compendium if you wish to go over them.

The Domains are Dream,Domination,Time,Creation,and Fate

NosferatuZodd
2013-10-03, 08:26 PM
Very nice write-ups. I'm gonna try to play this class the next time I get a chance to play 3.5

Xefas
2013-10-03, 08:32 PM
I like it. I think Domains were a potentially awesome, but sorely misused and underutilized idea in 3.5 material. This class does cool stuff with them! So that's good. I'm kinda 'eh' on the Deific Wrath thing - not just for the unblockableness, but more that I think it'd be cool to have options, if you're going for a more cerebral, pacifist, or subtle and indirect deity. Some way to spend standard actions to be useful with m' brain.

Also, as long as we're dog-piling you with requests, hows about some love for the Incarnum domain? IIRC, the Magic of Incarnum book is specific about there being no god of Incarnum. To me, that just means available real estate.

Fiery Diamond
2013-10-03, 09:52 PM
My problem with Deific Wrath is that you can use it all day long, whereas similarly powered moves by a sorcerer are limited by your number of appropriate spell slots. Also, it's a little unclear whether you get to target one creature per level or whether you deal 1d8 per level the way it's currently worded. I assumed the latter (and that seems to be what you meant based on the feats), which is pretty strong, especially when you add appropriate feats to it. I mean, I'd play this class solely for that ability - I come from a low-op background, you see, playing non-mailman style blaster casters.

Zaydos
2013-10-03, 11:05 PM
I'd like to request you kind OP of what the Divine Transcendency is for these Domains. You don't have to do them immediately but me and my brother our starting a game with this fun looking class. These domains are in the Spell Compendium if you wish to go over them.

The Domains are Dream,Domination,Time,Creation,and Fate

They should be up, kind of called in Creation though and worried Time's might be too strong especially as Time is already a relatively strong domain.

I've actually been working on SC ones for a bit, but haven't had reliable internet or much time the last few days.


Very nice write-ups. I'm gonna try to play this class the next time I get a chance to play 3.5

Thank you :smallbiggrin:


I like it. I think Domains were a potentially awesome, but sorely misused and underutilized idea in 3.5 material. This class does cool stuff with them! So that's good. I'm kinda 'eh' on the Deific Wrath thing - not just for the unblockableness, but more that I think it'd be cool to have options, if you're going for a more cerebral, pacifist, or subtle and indirect deity. Some way to spend standard actions to be useful with m' brain.

Also, as long as we're dog-piling you with requests, hows about some love for the Incarnum domain? IIRC, the Magic of Incarnum book is specific about there being no god of Incarnum. To me, that just means available real estate.

Thanks.

I do like the idea of an alternative to Deific Wrath for pacifistic/trickster deities, I just haven't been able to think of a good one. I will keep on it, though (just like how I'm trying to figure out a set of ACFs for picking up Baatezu/Tanar'ri traits so you can be a nascent arch-fiend).

Added Incarnum Domain Ascendency not sure how well it works; I don't have much experience with Incarnum in play (none of my players ever bother to work it out and when I used it for a PC I was using Midnight Occultist so it was different) and it's one thing I've never been able to brew (I have two half completed Incarnum classes on my computer).

TimeLegend
2013-10-04, 12:05 AM
They should be up, kind of called in Creation though and worried Time's might be too strong especially as Time is already a relatively strong domain.

I've actually been working on SC ones for a bit, but haven't had reliable internet or much time the last few days.

Thanks! :smallbiggrin:

Me and my brother really like what we see and think we'll be doing some really fun things. :smallamused:

Tacitus
2013-10-04, 01:53 AM
I know true seeing comes online around 13 for most tier 1, but full on true seeing on all the time seems a bit much. Maybe start with see invis and then upgrade to true seeing? Especially as True Seeing isn't a perk of DvR0, but things like some of the other immunities are.
I say this because I've had a DM allow it, on the condition that True Seeing is lowered to see invis.

Other than that, I'm loving it. Maybe something to turn the Wrath into other forms beside fireball-esque? Line, cone, etc.
I was going to suggest ranged attack, but then I reread the warrior wrath, which doesn't specify melee, so thumbs up there. (Maybe add a line that you can have a domain like Elf for ranged only?)

Zaydos
2013-10-04, 09:12 AM
My problem with Deific Wrath is that you can use it all day long, whereas similarly powered moves by a sorcerer are limited by your number of appropriate spell slots. Also, it's a little unclear whether you get to target one creature per level or whether you deal 1d8 per level the way it's currently worded. I assumed the latter (and that seems to be what you meant based on the feats), which is pretty strong, especially when you add appropriate feats to it. I mean, I'd play this class solely for that ability - I come from a low-op background, you see, playing non-mailman style blaster casters.

That's my classic niche too. I'm going to do so math research with MM and ToB before I change anything (by mid levels warblade has an accuracy of ~90% in my experience and both are usually single target) seeing how many it takes to kill a target on average, and how it compares to +damage maneuvers.

Sorry I missed this one last night, was having internet connection problems.


Thanks! :smallbiggrin:

Me and my brother really like what we see and think we'll be doing some really fun things. :smallamused:

You're welcome, and thanks the reason to homebrew is to hope it'll be used.


I know true seeing comes online around 13 for most tier 1, but full on true seeing on all the time seems a bit much. Maybe start with see invis and then upgrade to true seeing? Especially as True Seeing isn't a perk of DvR0, but things like some of the other immunities are.
I say this because I've had a DM allow it, on the condition that True Seeing is lowered to see invis.

Other than that, I'm loving it. Maybe something to turn the Wrath into other forms beside fireball-esque? Line, cone, etc.
I was going to suggest ranged attack, but then I reread the warrior wrath, which doesn't specify melee, so thumbs up there. (Maybe add a line that you can have a domain like Elf for ranged only?)

I think I can figure out what I was thinking, but you're right, I dropped it to See Invisibility with so many rounds of True Seeing each day and the ability to get 20 minutes (200 rounds) of True Seeing at Lv 20 which ought to be enough for most practical purposes (I might make a feat to improve it for certain types of Incarnations).

I'll try and think of a cone or line version of Wrath, they won't be high on my priorities list but they'll probably get done sooner than things that are higher (because I could probably throw them together in a few minutes).

I'll contemplate it (at some point in my notes it was two feats one for the Archery domain and one for others, then I remembered that I don't even know if there is an official Archery domain).

Zaydos
2013-10-07, 12:28 AM
Update:

Reduced Deific Wrath to Xd6 instead of Xd8 because the damage was higher than a med-opt martial strike for most levels (~5-16).

Added 5 feats to expand your SLA selection a little, not sure if they're too much of a power boost or just helps it compete with optimized full casters' options. In theory they could give you about twice the selection at Lv 12 but cost 6 or 7 feats (depending upon if you are a naturally psionic race). So would require flaws and for you to have the Good or Evil domain and the War domain.

BornValyrian
2013-10-07, 12:15 PM
I do like the idea of an alternative to Deific Wrath for pacifistic/trickster deities, I just haven't been able to think of a good one.

Might I suggest for this, especially with tricksters, something like an auto-fail on the next roll they make? It seems in keeping with the unavoidable nature of divine wrath. I mean this is especially what I think a fate/luck god would do, rather than full on melting their face with divine power.

Awesome class, though. Keep up the good work!

Zaydos
2013-10-09, 10:09 PM
Might I suggest for this, especially with tricksters, something like an auto-fail on the next roll they make? It seems in keeping with the unavoidable nature of divine wrath. I mean this is especially what I think a fate/luck god would do, rather than full on melting their face with divine power.

Awesome class, though. Keep up the good work!

Thanks for the suggestion. While auto-fail is too much a (level based) penalty does sound like a good idea, I'll just have to hammer out the numbers... was waiting to reply till I had but have been without reliable access to books so I instead decided to read The Lord of Light by Zelasny to see if it gave me any inspiration.

Zaydos
2013-10-10, 10:01 PM
Added Deific Curse ACF and would like a critique or at least a glance over of that before I make variations to Domain Ascendencies that play off of Deific Wrath.

Also added Balance, Competition, Courage, Envy, Gnome, Greed, Lust, Madness, and Summoning domain ascendencies.

TimeLegend
2013-10-13, 12:08 PM
I would like to make some more requests for domains transcendence for Hatred,Spite,Slime,and Suffering

Zaydos
2013-10-13, 03:25 PM
I would like to make some more requests for domains transcendence for Hatred,Spite,Slime,and Suffering

Added, as well as Family.

Mind if I ask what kind of character you're building, if any? it seems like it could be neat.

silphael
2013-10-13, 09:04 PM
Your Deification begins with "you gain" and finish with "they gain". You should correct it.

TimeLegend
2013-10-18, 11:26 AM
Added, as well as Family.

Mind if I ask what kind of character you're building, if any? it seems like it could be neat.

Sorry I missed this, but these won't be my characters, It's for my brother and his friend. Sadly I don't know the details of the game except that it's a evil campaign.

My brother also made another request for the domains of Force and Celerity.

Zaydos
2013-10-18, 05:56 PM
Your Deification begins with "you gain" and finish with "they gain". You should correct it.

Fixed.


Sorry I missed this, but these won't be my characters, It's for my brother and his friend. Sadly I don't know the details of the game except that it's a evil campaign.

My brother also made another request for the domains of Force and Celerity.

Added them both. Took me a while since I had done most of the work on my laptop and didn't have it at the moment and had to double check whether I'd made a Celerity domain that hadn't been posted yet or not.

Zaydos
2013-10-27, 01:01 PM
Added a few domain ascendancies (Craft, Demonic, Diabolic, Glory, Renewal, and Wealth) and an Alternate Class Feature (in post 3) for playing a nascent demon lord. I currently have one half made for getting 4 invocations (one each at levels 1, 6, 11, 16) in exchange for a domain but I haven't figured out a domain ascendancy equivalent (maybe something to do with controlling a portion of an Outer Plane but that seems more a campaign goal/reward than a class feature).

Any suggestions on that, or comments on the ACF in general, are appreciated.

Zaydos
2013-11-09, 01:52 PM
God of Wrath: Prestige Class

Some deities turn away from their ability to destroy, but to others it becomes the hallmark and greatest power. Among the latter are those who forsake defensive strengths in exchange for greater power and versatility in their wrath.

Prerequisites:
Deific Wrath: 6d6 or greater.
Feats: At least 2 Wrath feats.

Class Skills: The God of Wrath's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Knowledge (the Planes) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Swim (Str), and Use Magic Device (Cha).
Special: Any domain which adds class skills to your Incarnation class skill list also adds them to your God of Wrath class skill list.

Skill points per level: 4 + Intelligence modifier.

HD type: d10.



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+2

+0

+2
Advancement, Improved Wrath


2nd

+1

+3

+0

+3
Bonus Wrath Feat


3rd

+2

+3

+1

+3
Mighty Wrath


4th

+3

+4

+1

+4
Bonus Wrath Feat, Selective Wrath


5th

+3

+4

+1

+4
Improved Wrath, Swift Wrath



Weapon and Armor: A God of Wrath gains no new weapon or armor proficiencies.

Advancement: You may add your God of Wrath levels to your Incarnation level for determining when you gain Deification, your Deific Wrath, Divine Vigor (which applies to God of Wrath levels; their average is 1 higher than Incarnation), any granted powers from your domains, your caster level for Incarnation spell-like abilities, as well as access to new levels and daily uses of spell-like abilities. You may add your God of Wrath levels minus one to your Incarnation level for determining access to Domain Transcendancy powers, and add your God of Wrath level in full to your Incarnation level to determine the effectiveness of any Domain Transcendancy abilities based on your Incarnation level (if you select the War Transcendancy your God of Wrath Base Attack Bonus is also increased). You do not gain other features of the Incarnation class, including access to new domains (or Deific Sight, Bestow Divine Power, Spell Resistance, Greater Deific Rejuvenation, etc).

Improved Deific Wrath: Your Deific Wrath deals an additional die of damage, and at 5th level its damage increases by anothr die.

Bonus Wrath Feat: At 2nd and 4th level you gain a Wrath feat. You do not have to meet any Domain requirement of the selected Wrath feat, but must meet any other requirements.

Mighty Wrath: The die size of the damage dealt by your Deific Wrath is increased from d6 to d8; this increase applies to the damage granted by Improved Deific Wrath.

Selective Wrath: If you use your Deific Wrath as an area of effect you may choose to freely exclude specific creatures from its effect; you may even do this with the Passive Wrath feat's aura of damage.

Swift Wrath: Three times per day you may use your Deific Wrath as a swift action, you must still wait the normal period before using your Deific Wrath again.

gorfnab
2013-11-10, 12:18 AM
Any ideas for Darkness and Shadow domains?

Zaydos
2013-11-10, 01:37 AM
Added some Domains and Wrath feats since last time I stated it. Feel free to request more Transcendancies, and any suggestions for the warlock invocation transcendancy is welcome (or comments on Hell Lord ACF in general).


Any ideas for Darkness and Shadow domains?

Added.

gparali
2013-12-03, 06:14 AM
Nice class. :smallsmile:

One question. Do the Daily spell-like abilities on the table are for each domain separately or as a total? Meaning 20th level character has 2 9th level spell per day, or 10(5 domainsx2).

Also in a campaign with sorcerers, warblades, and spellshapers (DonQuixote Spellshaping rules), would he outshine the others or be in the same level?

Has anyone tried the class?

Zaydos
2013-12-03, 01:56 PM
To answer your question: 10. Most domains do not have good spells of half their levels so most of them will not be that useful.

This moves in to the next question. They should be no more powerful than a sorcerer assuming similar levels of optimization. They probably have a higher optimization floor (if a sorcerer just selects blasting spells and you pick domains for say HP healing you have a better chassis similar to cleric compared to wizard) but a lower optimization ceiling (you can't go mailman, you can't go Wings of Cover/Flurry, you are much more limited in your spell selection as you get sets of 9 spells which tend to be thematically linked and are often mechanically redundant). Unless built to obsolete a warblade you should not be obsoleting the warblade (though one might should not allow the Martial God feat in a game with a warblade), and I am unfamiliar with Spellshapers at all so can't say anything on that front.

As for has it been played, if anyone has I'd love to hear about it. I have 3 people intending to play them (in a high level gestalt) but through a combination of midterms, one of them being sick enough they couldn't go to class for a week, followed by finals starting this next week the start of the game has been delayed.

Zaydos
2014-01-26, 04:07 PM
So decided to make a theurge class for this and another homebrew class I've made, and maybe some more on request, so without further ado:


MYTHBORN

An incarnation is a demigod, a being on their way to godhood. A Tall Tale (http://www.giantitp.com/forums/showthread.php?t=326799) is a hero whose feats become legend, rivaling those of the gods themselves. A Mythborn is both at once, a tall tale on their way to godhood, a demigod whose feats can surpass the gods.

ENTRY REQUIREMENTS
Exaggerated Skills: Three or more Exaggerated Skills
Special: Lesser Godly Mind

Class Skills
The Mythborn's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Knowledge (the Planes) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Swim (Str), and Use Magic Device (Cha) as well as any granted by your Incarnation domains.
Skills Points at Each Level: 2 + int

Hit Dice: d8



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+2

+2

+2
Continued Exaggerated Skills, Incarnation Powers


2nd

+1

+3

+3

+3
Perfection Irreducible


3rd

+2

+3

+3

+3
Godly Body (+2 Con), Godly Skill Focus


4th

+3

+4

+4

+4
Protected Essence, Fast Movement +10-ft


5th

+3

+4

+4

+4
Divine Flesh, Skill Mastery


6th

+4

+5

+5

+5
Divine Stunt


7th

+5

+5

+5

+5
Godly Skill Focus, Godly Body (+2 Str or Dex)


8th

+6

+6

+6

+6
Bestow Blessing, Fast Movement +20-ft


9th

+6

+6

+6

+6
Skill Mastery


10th

+7

+7

+7

+7
Domain Transcendancy, Storied Skill



Weapon Proficiencies: A Mythborn gains no new armor or weapon proficiencies.

Continued Exaggerated Skills: A Mythborn continues to gain new Exaggerated Spells as if they were advancing in Tall Tale, and add their Mythborn level to their Tall Tale level to determine how many skill ranks they gain with a new Exaggerated Skill, when they gain access to higher tiers of Exaggerated Skills, and their Tall Tale levels for the purposes of Exaggerated Skills.

Incarnation Abilities: A Mythborn adds their Mythborn level to their Incarnation level to determine the following: Deific Wrath, spell-like abilities, access to Domains, and access to Domain Transcendancies. So an Incarnation 8/Tall Tale3/Mythborn 9 would have 5 domains, access to 9th level SLAs 1/day each, and 2 domain transcendancies (an Incarnation 7/Tall Tale 3/Mythborn 10 would have a 3rd Domain Transcendancy due to the Mythborn 10th level ability).

Perfection Irreducible (Ex): The form of a myth is hard to reduce, and is not as easily crippled as most mortal bodies. Beginning at 2nd level a Mythborn is immune to ability damage and ability drain, except when it comes as a cost of activating an ability that they willingly activate.

In addition a Mythborn does not age, gaining neither benefits nor penalties and never dies of old age unless they choose to allow it.

Godly Body (Ex): A Mythborn has the body of a burgeoning god, growing in strength and vitality as their deific power swells. At 3rd level they gain a permanent +2 bonus to Constitution, and again at 7th level they gain a permanent +2 bonus to either Strength or Dexterity.

Godly Skill Focus (Ex): A Mythborn is a hero surpassing heroes, their skill in their specialized areas are beyond human limits. At 3rd level a mythborn selects one skill, they add their Charisma modifier as a miscellaneous bonus to that skill. At 7th level a mythborn may select an additional skill to receive this benefit. This counts as Skill Focus in that skill for the purposes of fulfilling prerequisites.

Protected Essence (Ex): The life force of a god is hard to extinguish, almost impossible. Beginning at 4th level a Mythborn is immune to energy drain, negative levels, and death effects.

Fast Movement (Ex): An Mythborn moves with the speed of a god. Beginning at 4th level their base land speed increases by 10-ft and it increases by another 10-ft at 8th level.

Divine Flesh (Su): A mythborn is a being of legend, hard for mundane foes to harm and warded by their divine nature. Beginning at 5th level a mythborn gains a deflection bonus equal to their Charisma modifier to a maximum of their class level and Damage Reduction bypassed by magic equal to their class level.

Skill Mastery (Ex): A Mythborn is a master of their skills. At 5th level a Priest of Tales selects 1 skill they have as an Exaggerated Skill, they may take 10 on that skill even if distracted and/or threatened. At 9th level a Mythborn selects another skill they have as an Exaggerated Skill to gain these benefits.

Divine Stunt (Su): A Mythborn can reach mythic heights, going beyond the beyond. Beginning at 6th level, 3 times per day a Mythborn can add their character level to one skill check they make with an Exaggerated Skill.

Bestow Blessing (Deific): A Mythborn is capable of bestowing their divine blessing upon a creature. As a full round action they may bless one creature that worships them or that they have line of sight and line of effect to. This blessing allows a Mythborn to transfer one of their Exaggerated Skills to another creature, granting them ranks in that skill to bring their ranks up to their character level +3, as well as granting them all Exaggerated Skill abilities you have in that Skill. While a creature is blessed this way you lose all access to the Exaggerated Skill abilities associated with that Skill (it is still an Exaggerated Skill you have). This blessing lasts until the Mythborn spends a standard action to end the effect (or dies) and has no maximum range. You may use Bestow Blessing up to your Charisma modifier times per day, but may only have one use active at a time.

Domain Transcendancy (Deific): A Mythborn is a being of myth and legend, and at their pinnacle they stand as one with their portfolio. At 10th level a Mythborn gains a Domain Transcendancy for 1 domain they have access to as an Incarnation.

Storied Skill (Ex/sometimes other): Despite their personal power a Mythborn’s skills and feats are the things of mythic proportions not just their divine power. At 10th level a Mythborn gains a Storied Exaggerated Skill in a skill they have the Greater Exaggerated Skill in.

NarcoticSqurl
2014-02-04, 07:13 PM
(Hope I'm not breaking the two week thread necro limit). I really enjoy this class, good work. Question though, since this is technically a homebrew class would you consider a transcendence for a homebrew domain? It's not mine but it fits perfectly with a level 30 bbeg I created (supposed to be of mimic to the archdukes of hell, as they don't exist in my setting). It's a fear domain: http://www.dandwiki.com/wiki/Fear_(3.5e_Cleric_Domain)

Zaydos
2014-02-04, 07:42 PM
Added. Not sure if it's the sweet spot but it gets around the greatest weakness of fear effects (they're mind-affecting and therefore blocked by Int -, many types, and Mind Blank), and a little something else.

NarcoticSqurl
2014-02-04, 07:53 PM
Sweet indeed. Thumbs up.

Zaydos
2015-04-12, 08:28 PM
Added

Self-Gestalt rules for Incarnation because you wanted to be a god so much I put some godliness in your god to create super god!

...ok I really just made a spontaneous cleric variant that used a Spirit Shaman like spells retrieved system and Charisma based casting to get non-MAD Incarnation Cleric with more of a god feel in that you cast spontaneously while hopefully maintaining Tier 1 with Domains, Turn Undead, and changeable spells known... why didn't I give it, it's own thread as a simple Favored Soul fix :smallconfused:

Edit:
And finally "finished" Invocation using Hell Lord variant adding Hellish Regalia such as Fear Aura that can leave inconsequential creatures (5 or less HD at 18th level) panicked for 24 hours, teleport yourself around at-will, or open gates to Hell, or just get worshiped by evil on sight.

Zaydos
2015-09-08, 10:57 AM
Added:

Several new domain transcendencies, new (mostly Wrath) feats, clarification on how Item Creation feats granted by domain transcendencies function (or more augmentation), rules for Planar Domains (only 4 out of 8 with domain transcendencies), a growing hatred of the fact that I named them domain transcendencies instead of ascendancies.