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View Full Version : Pathfinder Looking for critique on the templates I'm using for gods.



Oudyn
2015-07-30, 05:33 PM
Hello there! I've created the following templates for beings of deific power. I use them for gods in my setting. (In my setting, gods are more powerful than normal mortals, but still killable. A lot of them are actually only mid level characters with one of these templates applied).

Template: Class X God (CR + 4)

Deific Speed
Class X Gods have two separate turns. They roll for initiative twice at the start of combat, and have a full allotment of actions each turn. When they reach 50% maximum HP, they lose access to the turn with the lower initiative value.

Mythic Being (Ex)
Class X Gods gain Mythic tiers equal to (1/2 Adjusted CR). Class X gods must select the Mythic Trickster or Archmage path, if they do not already have a Mythic Path. Despite this, they still gain the Wild Arcana and Inspired Spell abilities. Mythic Ranks do not increase a God’s CR.

Inspired Spell (Su)
Class X Gods can expend one use of mythic power to cast any one divine spell, treating their caster level as 2 levels higher. This spell must be on their divine spell list (or their domain or mystery spell list) and must be of a spell level that Class X Gods can cast using that divine spellcasting class. If they are a spontaneous spellcaster, they don't need to have the spell prepared, nor does it need to be on their list of spells known. Using this ability does not expend a prepared spell or available spell slot. Class X Gods can apply any metamagic feats they know to this spell, but its total spell slot level must be a slot level they can normally cast.

Wild Arcana (Su)
As a swift action, Class X Gods can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of their arcane class spell lists and must be of a level that Class X Gods can cast with that arcane spellcasting class.
Class X Gods don't need to have the spell prepared, nor does it need to be on their list of spells known. When casting a spell in this way, Class X Gods treat their caster level as 2 levels higher for the purpose of any effect dependent on level. Class X Gods can apply any metamagic feats they know to this spell, but its total adjusted level can't be greater than that of the highest-level arcane spell they can cast from that spellcasting class.

Feats (Sp)
Class X Gods gain (Adjusted CR/5) Bonus feats. Class X Gods may take any feat in these slots, even ones they do not qualify for.

Godly Resilience (Ex)
Class X Gods have double the hit points (both bonus and from hit dice) that normal creatures do. Class X Gods also have DR 20/Magic and immunity to harmful spells of 2nd level or lower (the heighten spell feat can circumvent this).


Class X Gods have the least raw power of the deity types, but are no means pushovers. What they lack in brute force, they make up for in versatility. They refuse to play fair, and keep enemies on their toes through minions and illusions.



Template: Class Y God (CR + 6)

Behemoth Subtype: Class Y Gods gain the behemoth subtype, but unlike most behemoths, are capable of speech.
• Blindsense 60 feet.
• Immunity to ability damage, aging, bleed, disease, energy drain, fire, mind-affecting effects, negative levels, paralysis, permanent wounds, petrification, poison, and polymorph. Some behemoths possess additional immunities.
• Regeneration (Ex) No form of attack can suppress a behemoth's regeneration—it regenerates even if disintegrated or slain by a death effect. If a behemoth fails a save against an effect that would kill it instantly, it rises from death 3 rounds later with 1 hit point if no further damage is dealt to its remains. It can be banished or otherwise transported away as a means to save a region, but the only way to truly kill a behemoth is to use miracle or wish to negate its regeneration (see below).
• DR 15/epic.
• SR equal to 11 + the behemoth's CR.
• Behemoths eat, but do not breathe or sleep.
• Ruinous (Su) A behemoth's natural attacks penetrate damage reduction as if they were epic and magic, and ignore up to 20 points of hardness on objects struck. As a swift action, whenever it strikes a creature or object with a spell effect in place, it can attempt to dispel one randomly determined spell effect on that creature as if with a greater dispel magic (CL 20th).
• Unstoppable (Ex) If a behemoth starts its turn suffering from any or all of the following conditions, it recovers from them at the end of its turn: blind, confused, dazed, deafened, dazzled, exhausted, fatigued, nauseated, sickened, slowed, staggered, and stunned.
• Vulnerable to Miracles and Wishes (Su) A spell effect created by a miracle or wish spell is particularly effective against a behemoth. A spellcaster gains a +6 bonus on its caster level check to penetrate a behemoth's SR with a miracle or wish spell, and the behemoth suffers a –6 penalty on saves against these spells. A miracle or a wish spell can negate a behemoth's regeneration, but only for 1d4 rounds per casting.

Deific Fury
Class Y Gods do not roll for initiative. Instead, they have two separate turns at initiative values (Adjusted CR) and (1/2 Adjusted CR). In addition, Class Y Gods gain more turns as they are injured. When below 75% maximum HP, a god gains a third turn, which resolves at initiative value (3/4 Adjusted CR). At 50% and 25% maximum HP, the god gains a fourth and fifth turn. These turns resolve at (1/4 Adjusted CR) and (2 x Adjusted CR), respectively.

Mythic Being (Ex)
Class Y Gods gain Mythic tiers equal to (1/2 Adjusted CR). Class Y gods must select the Mythic Champion, Guardian, Hierophant or Archmage path, if they do not already have a Mythic Path. Despite this, they still gain the Wild Arcana and Inspired Spell abilities regardless of the path they select. Mythic Ranks do not increase a God’s CR.

Inspired Spell (Su)
Class Y Gods can expend one use of mythic power to cast any one divine spell, treating their caster level as 2 levels higher. This spell must be on their divine spell list (or their domain or mystery spell list) and must be of a spell level that Class Y Gods can cast using that divine spellcasting class. If they are a spontaneous spellcaster, they don't need to have the spell prepared, nor does it need to be on their list of spells known. Using this ability does not expend a prepared spell or available spell slot. Class Y Gods can apply any metamagic feats they know to this spell, but its total spell slot level must be a slot level they can normally cast.

Wild Arcana (Su)
As a swift action, Class Y Gods can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of their arcane class spell lists and must be of a level that Class Y Gods can cast with that arcane spellcasting class.

Class Y Gods don't need to have the spell prepared, nor does it need to be on their list of spells known. When casting a spell in this way, Class Y Gods treat their caster level as 2 levels higher for the purpose of any effect dependent on level. Class Y Gods can apply any metamagic feats they know to this spell, but its total adjusted level can't be greater than that of the highest-level arcane spell they can cast from that spellcasting class.

Feats (Sp)
Class Y Gods gain (Adjusted CR/10) Bonus feats. Class Y Gods may take any feat in these slots, even ones they do not qualify for.

Godly Resilience (Ex)
Class Y Gods have quardruple the hit points (both bonus and from hit dice) that normal creatures do. Class Y Gods also have immunity to both non-magical weapons and harmful spells of below 4th level (the heighten spell feat can circumvent this).

Class Y Gods are the opposite of their class X cousins - not nearly as subtle, these gods use their sheer divine might to leave their enemies devastated. The strongest Class Y Gods are above CR 40, and very difficult for even a Mythic Party to stand against, though not impossible.



Template: Class Z God (CR + 12)

Omniscience
Class Z Gods gain a +100 circumstance bonus to initiative checks.

Infinite Reach
Class Z gods have double the reach on all melee attacks, and the range increment on all their ranged attacks is twice the normal value. Any spells cast by a Class Z God effect double the area. If a Class Z God’s spell originally affected only one creature, they can now choose to affect any number of creatures within a 15 foot blast centered on the target of the spell cast.

Mythic Being (Ex)
Class Z Gods gain Mythic tiers equal to (1/2 Adjusted CR). Class Z gods also gain the Wild Arcana and Inspired Spell abilities regardless of the path they select. Mythic Ranks do not increase a God’s CR.

Inspired Spell (Su)
Class Z Gods can expend one use of mythic power to cast any one divine spell, treating their caster level as 2 levels higher. This spell must be on their divine spell list (or their domain or mystery spell list) and must be of a spell level that Class Z Gods can cast using that divine spellcasting class. If they are a spontaneous spellcaster, they don't need to have the spell prepared, nor does it need to be on their list of spells known. Using this ability does not expend a prepared spell or available spell slot. Class Z Gods can apply any metamagic feats they know to this spell, but its total spell slot level must be a slot level they can normally cast.

Wild Arcana (Su)
As a swift action, Class Z Gods can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of their arcane class spell lists and must be of a level that Class Z Gods can cast with that arcane spellcasting class.

Class Z Gods don't need to have the spell prepared, nor does it need to be on their list of spells known. When casting a spell in this way, Class Z Gods treat their caster level as 2 levels higher for the purpose of any effect dependent on level. Class Z Gods can apply any metamagic feats they know to this spell, but its total adjusted level can't be greater than that of the highest-level arcane spell they can cast from that spellcasting class.

Feats (Sp)
Class Z Gods gain (Adjusted CR/10) Bonus feats. Class Z Gods may take any feat in these slots, even ones they do not qualify for.

Indestructible (Ex)
Class Z Gods have eight times the hit points (both bonus and from hit dice) that normal creatures do. Class Z Gods also have immunity to both non-epic weapons and harmful spells of below 6th level (the heighten spell feat can circumvent this). If a Class Z God is killed, it returns to life after 1 round, via true resurrection, but is staggered for 1d6 rounds (nothing can remove this staggered effect). Class Z gods are immune to animate dead.

Lastly, the Class Z Gods are something more akin to the gods of Golarion or the Forgotten Realms - CR 50 or higher, and completely unkillable, at least by mortal methods. Class Z gods should never be faced directly.

So, what do you guys think? Any critique and constructive criticism will be much appreciated!

noob
2015-07-30, 07:10 PM
I think there is a missing line:
Immunity to murder hobo: No matter the awesomeness the perfection and the impossibility to fail of the plan of a player wanting to kill a god it simply does not works even it it would not make sense it would nor work simply because murder hobo killing gods is super annoying(Still apply is the player is super ultra omnipotent).
also do not say "like true ressurection" because it does nothing on a living zombie and then as the zombie does not have the immortality of a god it can be killed(kill animate kill again works against gods with what you wrote)
Reason why zombies does not keep immortality.
"Defensive Abilities: Zombies lose their defensive abilities and gain all of the qualities and immunities granted by the undead type. Zombies gain DR 5/slashing."

Oudyn
2015-07-30, 07:19 PM
I think there is a missing line:
Immunity to murder hobo: No matter the awesomeness the perfection and the impossibility to fail of the plan of a player wanting to kill a god it simply does not works even it it would not make sense it would nor work simply because murder hobo killing gods is super annoying(Still apply is the player is super ultra omnipotent).
also do not say "like true ressurection" because it does nothing on a living zombie and then as the zombie does not have the powers of a god it can be killed(kill animate kill again works against gods with what you wrote)

The entire reason I'm statting gods is because I WANT players to be able to kill them. The gods in my setting equate to - any being with worshipers. Not all of them are epic level reality warping nightmares. Though you have a point on the true ressurection thing (I basically put that because I'm no expert at creative wording. I'll edit it to say they are immune to animate dead.) The class Z gods were more or less intended to be invincible, but the other gods - you can very well hope to fight and kill, though the odds are likely against you.

noob
2015-07-30, 07:22 PM
Not just animate dead they must be immune to all the effects who make them loose the power "immortal"(If I remember well there was multiple ways to make someone loose an ext power)
And also to soul eating(there is creatures who can eat the soul of someone preventing it from being resurrected with true resurrection(like 50% chance or 100% chance of doing this))