rferries
2017-06-28, 07:43 PM
Here are the divine-themed feats for my revamped wizard class (http://www.giantitp.com/forums/showthread.php?528549-Revamped-Wizard-Take-2-(the-class)&p=22138925#post22138925). A quick note on spellcasting bonuses:
Spellcasting Bonus: This type of bonus is usually applied to a character's mental ability scores. It improves ability scores solely for the purposes of spellcasting (typically spells memorised, magic points per day and save DCs) and provides no other benefits. Spellcasting bonuses stack with each other.
Now, the feats!
Acolyte of Good [Divine]
You have been inducted into the worship of a particular deity of Good.
Prerequisites
Wizard level 1st, Knowledge (religion) 4 ranks, Charisma 12, any good alignment, alignment matching your chosen deity.
Benefit
You gain an aura of good as a 3.5 cleric of your character level.
You gain the turn evil class feature. You can turn evil outsiders, evil creatures with the [Extraplanar] or subtypes, creatures with the [Evil] subtype, and creatures called, created or summoned through evil magic (typically undead and summoned monsters). To turn evil you must expend a daily use of Willpower; the ability otherwise functions as the 3.5 cleric turn undead class feature save that you use your caster level as your effective cleric level and in place of a creature's Hit Dice you instead use the creature's CR + Charisma modifier + Turn Resistance.
You gain the good empathy class feature. This works as the 3.5 druid's wild empathy class feature save that you may only use it to influence the attitude of good outsiders, good creatures with the [Extraplanar] or subtypes, creatures with the [Good] subtype, and creatures called, created or summoned through good magic (typically [I]summoned monsters). You may also spend a daily use of Willpower to bolster such creatures (as a 3.5 evil cleric bolsters undead) or to break a magical effect controlling them (make a turn attempt as if you were turning evil, but if successful the creatures are freed of the control rather than turned or destroyed).
Special
You must act in all ways as a loyal member of your deity's religion, advancing the cause whenever possible (including abstaining from casting [Evil] spells). If you fail in this duty you lose the benefits of this feat and may suffer additional penalties (at your DM's and deity's discretion) until such time as you atone. If your alignment changes you may replace this feat and all later feats in the chain as appropriate (e.g. Acolyte of Good and Cleric of Good with Acolyte of Evil and Cleric of Evil) and worship a different deity (again requiring atonement to the new deity).
A wizard with the Acolyte of Good and 5 or more ranks in Knowledge (religion) gains a +2 bonus on turn evil and good empathy checks.
You may not take this feat more than once unless you possess the Polytheist feat. Each time you select it, choose a different deity to add to your personal pantheon of worshipped deities.
Cleric of Good [Divine]
You are a respected member of your church.
Prerequisites
Wizard level 3rd, Acolyte of Good (chosen deity), Knowledge (religion) 9 ranks, Charisma 14, any good alignment, alignment matching your chosen deity.
Benefit
Choose two domains granted by your chosen deity. You gain the granted powers of those domains and all spells from those domains are considered to be in your spellbook (though you must still be of sufficiently high level to cast them and other wizards cannot transcribe them from your spellbook). If you already have a particular domain spell in your spellbook, you may instead treat a spell of equivalent level from the 3.5 cleric spell list as though it were in your spellbook (once you select a spell in this way, that choice may not be changed).
Special
If you have selected the Polytheist feat, you need not select this feat more than once. Its benefits apply to all deities you have chosen via Acolyte of Good.
High Priest of Good [Divine]
You are a leading figure of your faith.
Prerequisites
Wizard level 6th, Acolyte of Good (chosen deity), Cleric of Good (chosen deity), Knowledge (religion) 15 ranks, Charisma 16, any good alignment, alignment matching your chosen deity.
Benefit
You gain the benefits of Cleric of Good for all your deity's domains.
Add your Charisma modifier (including any spellcasting bonuses) as a sacred bonus to your saving throws and Armour Class.
Special
If you have selected the Polytheist feat, you need not select this feat more than once. Its benefits apply to all deities you have chosen via Acolyte of Good.
These are the simple symmetrical Evil equivalents of the Good feats:
Acolyte of Evil [Divine]
You have been inducted into the worship of a particular deity of Evil.
Prerequisites
Wizard level 1st, Knowledge (religion) 4 ranks, Charisma 12, any evil alignment, alignment matching your chosen deity.
Benefit
You gain an aura of evil as a 3.5 cleric of your character level.
You gain the turn good class feature. You can turn good outsiders, good creatures with the [Extraplanar] or [Incorporeal] subtypes, creatures with the [Good] subtype, and creatures called, created or summoned through good magic (typically[I] summoned monsters). To turn good you must expend a daily use of Willpower; the ability otherwise functions as the 3.5 cleric turn undead class feature save that you use your caster level as your effective cleric level and in place of a creature's Hit Dice you instead use the creature's CR + Charisma modifier + Turn Resistance.
You gain the evil empathy class feature. This works as the 3.5 druid's wild empathy class feature save that you may only use it to influence the attitude of evil outsiders, evil creatures with the [Extraplanar] or subtypes, creatures with the [Evil] subtype, and creatures called, created or summoned through evil magic (typically undead and [I]summoned monsters). You may also spend a daily use of Willpower to bolster such creatures (as a 3.5 evil cleric bolsters undead) or to break a magical effect controlling them (make a turn attempt as if you were turning good, but if successful the creatures are freed of the control rather than turned or destroyed).
Special
You must act in all ways as a loyal member of your deity's religion, advancing the cause whenever possible (including abstaining from casting [Good] spells). If you fail in this duty you lose the benefits of this feat and may suffer additional penalties (at your DM's and deity's discretion) until such time as you atone. If your alignment changes you may replace this feat and all later feats in the chain as appropriate (e.g. Acolyte of Evil and Cleric of Evil with Acolyte of Good and Cleric of Good) and worship a different deity (again requiring atonement to the new deity).
A wizard with the Acolyte of Evil and 5 or more ranks in Knowledge (religion) gains a +2 bonus on turn evil and good empathy checks.
You may not take this feat more than once unless you possess the Polytheist feat. Each time you select it, choose a different deity to add to your personal pantheon of worshipped deities.
Cleric of Evil [Divine]
You are a respected member of your church.
Prerequisites
Wizard level 3rd, Acolyte of Evil (chosen deity), Knowledge (religion) 9 ranks, Charisma 12, any evil alignment, alignment matching your chosen deity.
Benefit
Choose two domains granted by your chosen deity. You gain the granted powers of those domains and all spells from those domains are considered to be in your spellbook (though you must still be of sufficiently high level to cast them and other wizards cannot transcribe them from your spellbook). If you already have a particular domain spell in your spellbook, you may instead treat a spell of equivalent level from the 3.5 cleric spell list as though it were in your spellbook (once you select a spell in this way, that choice may not be changed).
Special
If you have selected the Polytheist feat, you need not select this feat more than once. Its benefits apply to all deities you have chosen via Acolyte of Evil.
High Priest of Evil [Divine]
You are a leading figure of your faith.
Prerequisites
Wizard level 6th, Acolyte of Evil (chosen deity), Cleric of Evil (chosen deity), Knowledge (religion) 15 ranks, Charisma 16, any evil alignment, alignment matching your chosen deity.
Benefit
You gain the benefits of Cleric of Evil for all your deity's domains.
Add your Charisma modifier (including any spellcasting bonuses) as a profane bonus to your saving throws and Armour Class.
Special
If you have selected the Polytheist feat, you need not select this feat more than once. Its benefits apply to all deities you have chosen via Acolyte of Evil.
Initiate Druid [Divine]
You have learned the magic of the wilderness.
Prerequisites
Wizard level 1st, Knowledge (nature) 4 ranks, Wisdom 12, any neutral alignment.
Benefit
Handle Animal and Survival are always considered class skills for you. You gain 1 skill point for each cross-class rank you have already invested in these skills when you take this feat.
You gain the wild empathy class feature. This works as the 3.5 druid's wild empathy class feature save that you may use it to influence the attitude of animals, dragons, elementals, fey, magical beasts, plants, vermin, and creatures with the [Air], [Earth], [Fire], or [Water] subtypes. You may also spend a daily use of Willpower to bolster such creatures (as a 3.5 evil cleric bolsters undead) or to break a magical effect controlling them (make a turn attempt as if you were a good cleric turning evil, but if successful the creatures are freed of the control rather than turned or destroyed).
Special
You must respect and protect the natural world from the depredations of civilisation. If you fail in this duty you lose the benefits of this feat and may suffer additional penalties (at your DM's and Nature's discretion) until such time as you atone. If your alignment changes you may replace this feat and all later feats in the chain as appropriate (e.g. Initiate Druid and Druid Adept with Acolyte of Evil and Cleric of Evil) and worship a different deity (again requiring atonement to the new deity).
You may take both this feat and the Cleric feat, but the deity you select for the Cleric feat must be a nature or elemental deity unless you also possess the Polytheist feat.
A wizard with Initiate Druid and 5 or more ranks in Knowledge (nature) gains a +2 bonus on wild empathy checks.
If you have selected the Supernatural Sagacity feat, you may spend the bonus skill points from that feat on Handle Animal and Survival.
Druid Adept [Divine]
You are a renowned member of your druid Circle.
Prerequisites
Wizard level 3rd, Initiate Druid, Knowledge (nature) 9 ranks, Wisdom 14, any neutral alignment.
Benefit
Choose two domains from the following list: Air, Animal, Earth, Fire, Plant, Scalykind, Sun, Water, Weather. You gain the granted powers of those domains and all spells from those domains are considered to be in your spellbook (though you must still be of sufficiently high level to cast them and other wizards cannot transcribe them from your spellbook). If you already have a particular domain spell in your spellbook, you may instead treat a spell of equivalent level from the 3.5 druid spell list as though it were in your spellbook (once you select a spell in this way, that choice may not be changed).
Archdruid [Divine]
Nature itself pays homage to you.
Prerequisites
Wizard level 6th, Druid Adept, Initiate Druid, Knowledge (nature) 15 ranks, Wisdom 16, any neutral alignment.
Benefit
You gain the benefits of Druid Adept for all of the domains listed by that feat.
You gain the [Shapechanger] subtype and the wild shape class feature as a 3.5 druid of your level. There is no set limit on how many times per day you may use wild shape but you must spend a daily use of Willpower each time you use the ability.
Polytheist [Divine]
You don't believe in limiting your beliefs - allowing you not only to worship multiple deities but to empathise with supernatural creatures beyond your own alignment.
Prerequisite
Wizard level 1st, Charisma 12, Wisdom 12.
Benefit
Whenever a [Divine] feat requires you to have an alignment matching a deity, you may instead have an alignment that matches that deity's alignment on the moral (Good vs. Evil) axis but that is within one step of that deity's alignment on the ethical (Chaos vs. Law) axis.
You may select the Acolyte of Good or Acolyte of Evil feats more than once, each time choosing a different deity to worship. Deities you choose in this way should be allied or at least friendly with each other.
You may select both Druid Initiate and either Acolyte of Good or Acolyte of Evil even if your chosen deity is not a nature or elemental deity.
Whenever your good empathy class feature refers to a good creature, good magic, or the [Good] subtype and spell descriptors, you may treat it as if it referred to non-evil creatures, non-evil magic, and alignment subtypes and spell descriptors other than [Evil].
Whenever your evil empathy class feature refers to an evil creature, evil magic, or the [Evil] subtype and spell descriptors, you may treat it as if it referred to non-good creatures, non-good magic, and alignment subtypes and spell descriptors other than [Good].
Special
Whenever you cast a spell requiring a divine focus, you may use one that corresponds to any one of your chosen deities. A wise wizard rotates between the (un)holy symbols of their different deities, lest one of them become offended.
Spellcasting Bonus: This type of bonus is usually applied to a character's mental ability scores. It improves ability scores solely for the purposes of spellcasting (typically spells memorised, magic points per day and save DCs) and provides no other benefits. Spellcasting bonuses stack with each other.
Now, the feats!
Acolyte of Good [Divine]
You have been inducted into the worship of a particular deity of Good.
Prerequisites
Wizard level 1st, Knowledge (religion) 4 ranks, Charisma 12, any good alignment, alignment matching your chosen deity.
Benefit
You gain an aura of good as a 3.5 cleric of your character level.
You gain the turn evil class feature. You can turn evil outsiders, evil creatures with the [Extraplanar] or subtypes, creatures with the [Evil] subtype, and creatures called, created or summoned through evil magic (typically undead and summoned monsters). To turn evil you must expend a daily use of Willpower; the ability otherwise functions as the 3.5 cleric turn undead class feature save that you use your caster level as your effective cleric level and in place of a creature's Hit Dice you instead use the creature's CR + Charisma modifier + Turn Resistance.
You gain the good empathy class feature. This works as the 3.5 druid's wild empathy class feature save that you may only use it to influence the attitude of good outsiders, good creatures with the [Extraplanar] or subtypes, creatures with the [Good] subtype, and creatures called, created or summoned through good magic (typically [I]summoned monsters). You may also spend a daily use of Willpower to bolster such creatures (as a 3.5 evil cleric bolsters undead) or to break a magical effect controlling them (make a turn attempt as if you were turning evil, but if successful the creatures are freed of the control rather than turned or destroyed).
Special
You must act in all ways as a loyal member of your deity's religion, advancing the cause whenever possible (including abstaining from casting [Evil] spells). If you fail in this duty you lose the benefits of this feat and may suffer additional penalties (at your DM's and deity's discretion) until such time as you atone. If your alignment changes you may replace this feat and all later feats in the chain as appropriate (e.g. Acolyte of Good and Cleric of Good with Acolyte of Evil and Cleric of Evil) and worship a different deity (again requiring atonement to the new deity).
A wizard with the Acolyte of Good and 5 or more ranks in Knowledge (religion) gains a +2 bonus on turn evil and good empathy checks.
You may not take this feat more than once unless you possess the Polytheist feat. Each time you select it, choose a different deity to add to your personal pantheon of worshipped deities.
Cleric of Good [Divine]
You are a respected member of your church.
Prerequisites
Wizard level 3rd, Acolyte of Good (chosen deity), Knowledge (religion) 9 ranks, Charisma 14, any good alignment, alignment matching your chosen deity.
Benefit
Choose two domains granted by your chosen deity. You gain the granted powers of those domains and all spells from those domains are considered to be in your spellbook (though you must still be of sufficiently high level to cast them and other wizards cannot transcribe them from your spellbook). If you already have a particular domain spell in your spellbook, you may instead treat a spell of equivalent level from the 3.5 cleric spell list as though it were in your spellbook (once you select a spell in this way, that choice may not be changed).
Special
If you have selected the Polytheist feat, you need not select this feat more than once. Its benefits apply to all deities you have chosen via Acolyte of Good.
High Priest of Good [Divine]
You are a leading figure of your faith.
Prerequisites
Wizard level 6th, Acolyte of Good (chosen deity), Cleric of Good (chosen deity), Knowledge (religion) 15 ranks, Charisma 16, any good alignment, alignment matching your chosen deity.
Benefit
You gain the benefits of Cleric of Good for all your deity's domains.
Add your Charisma modifier (including any spellcasting bonuses) as a sacred bonus to your saving throws and Armour Class.
Special
If you have selected the Polytheist feat, you need not select this feat more than once. Its benefits apply to all deities you have chosen via Acolyte of Good.
These are the simple symmetrical Evil equivalents of the Good feats:
Acolyte of Evil [Divine]
You have been inducted into the worship of a particular deity of Evil.
Prerequisites
Wizard level 1st, Knowledge (religion) 4 ranks, Charisma 12, any evil alignment, alignment matching your chosen deity.
Benefit
You gain an aura of evil as a 3.5 cleric of your character level.
You gain the turn good class feature. You can turn good outsiders, good creatures with the [Extraplanar] or [Incorporeal] subtypes, creatures with the [Good] subtype, and creatures called, created or summoned through good magic (typically[I] summoned monsters). To turn good you must expend a daily use of Willpower; the ability otherwise functions as the 3.5 cleric turn undead class feature save that you use your caster level as your effective cleric level and in place of a creature's Hit Dice you instead use the creature's CR + Charisma modifier + Turn Resistance.
You gain the evil empathy class feature. This works as the 3.5 druid's wild empathy class feature save that you may only use it to influence the attitude of evil outsiders, evil creatures with the [Extraplanar] or subtypes, creatures with the [Evil] subtype, and creatures called, created or summoned through evil magic (typically undead and [I]summoned monsters). You may also spend a daily use of Willpower to bolster such creatures (as a 3.5 evil cleric bolsters undead) or to break a magical effect controlling them (make a turn attempt as if you were turning good, but if successful the creatures are freed of the control rather than turned or destroyed).
Special
You must act in all ways as a loyal member of your deity's religion, advancing the cause whenever possible (including abstaining from casting [Good] spells). If you fail in this duty you lose the benefits of this feat and may suffer additional penalties (at your DM's and deity's discretion) until such time as you atone. If your alignment changes you may replace this feat and all later feats in the chain as appropriate (e.g. Acolyte of Evil and Cleric of Evil with Acolyte of Good and Cleric of Good) and worship a different deity (again requiring atonement to the new deity).
A wizard with the Acolyte of Evil and 5 or more ranks in Knowledge (religion) gains a +2 bonus on turn evil and good empathy checks.
You may not take this feat more than once unless you possess the Polytheist feat. Each time you select it, choose a different deity to add to your personal pantheon of worshipped deities.
Cleric of Evil [Divine]
You are a respected member of your church.
Prerequisites
Wizard level 3rd, Acolyte of Evil (chosen deity), Knowledge (religion) 9 ranks, Charisma 12, any evil alignment, alignment matching your chosen deity.
Benefit
Choose two domains granted by your chosen deity. You gain the granted powers of those domains and all spells from those domains are considered to be in your spellbook (though you must still be of sufficiently high level to cast them and other wizards cannot transcribe them from your spellbook). If you already have a particular domain spell in your spellbook, you may instead treat a spell of equivalent level from the 3.5 cleric spell list as though it were in your spellbook (once you select a spell in this way, that choice may not be changed).
Special
If you have selected the Polytheist feat, you need not select this feat more than once. Its benefits apply to all deities you have chosen via Acolyte of Evil.
High Priest of Evil [Divine]
You are a leading figure of your faith.
Prerequisites
Wizard level 6th, Acolyte of Evil (chosen deity), Cleric of Evil (chosen deity), Knowledge (religion) 15 ranks, Charisma 16, any evil alignment, alignment matching your chosen deity.
Benefit
You gain the benefits of Cleric of Evil for all your deity's domains.
Add your Charisma modifier (including any spellcasting bonuses) as a profane bonus to your saving throws and Armour Class.
Special
If you have selected the Polytheist feat, you need not select this feat more than once. Its benefits apply to all deities you have chosen via Acolyte of Evil.
Initiate Druid [Divine]
You have learned the magic of the wilderness.
Prerequisites
Wizard level 1st, Knowledge (nature) 4 ranks, Wisdom 12, any neutral alignment.
Benefit
Handle Animal and Survival are always considered class skills for you. You gain 1 skill point for each cross-class rank you have already invested in these skills when you take this feat.
You gain the wild empathy class feature. This works as the 3.5 druid's wild empathy class feature save that you may use it to influence the attitude of animals, dragons, elementals, fey, magical beasts, plants, vermin, and creatures with the [Air], [Earth], [Fire], or [Water] subtypes. You may also spend a daily use of Willpower to bolster such creatures (as a 3.5 evil cleric bolsters undead) or to break a magical effect controlling them (make a turn attempt as if you were a good cleric turning evil, but if successful the creatures are freed of the control rather than turned or destroyed).
Special
You must respect and protect the natural world from the depredations of civilisation. If you fail in this duty you lose the benefits of this feat and may suffer additional penalties (at your DM's and Nature's discretion) until such time as you atone. If your alignment changes you may replace this feat and all later feats in the chain as appropriate (e.g. Initiate Druid and Druid Adept with Acolyte of Evil and Cleric of Evil) and worship a different deity (again requiring atonement to the new deity).
You may take both this feat and the Cleric feat, but the deity you select for the Cleric feat must be a nature or elemental deity unless you also possess the Polytheist feat.
A wizard with Initiate Druid and 5 or more ranks in Knowledge (nature) gains a +2 bonus on wild empathy checks.
If you have selected the Supernatural Sagacity feat, you may spend the bonus skill points from that feat on Handle Animal and Survival.
Druid Adept [Divine]
You are a renowned member of your druid Circle.
Prerequisites
Wizard level 3rd, Initiate Druid, Knowledge (nature) 9 ranks, Wisdom 14, any neutral alignment.
Benefit
Choose two domains from the following list: Air, Animal, Earth, Fire, Plant, Scalykind, Sun, Water, Weather. You gain the granted powers of those domains and all spells from those domains are considered to be in your spellbook (though you must still be of sufficiently high level to cast them and other wizards cannot transcribe them from your spellbook). If you already have a particular domain spell in your spellbook, you may instead treat a spell of equivalent level from the 3.5 druid spell list as though it were in your spellbook (once you select a spell in this way, that choice may not be changed).
Archdruid [Divine]
Nature itself pays homage to you.
Prerequisites
Wizard level 6th, Druid Adept, Initiate Druid, Knowledge (nature) 15 ranks, Wisdom 16, any neutral alignment.
Benefit
You gain the benefits of Druid Adept for all of the domains listed by that feat.
You gain the [Shapechanger] subtype and the wild shape class feature as a 3.5 druid of your level. There is no set limit on how many times per day you may use wild shape but you must spend a daily use of Willpower each time you use the ability.
Polytheist [Divine]
You don't believe in limiting your beliefs - allowing you not only to worship multiple deities but to empathise with supernatural creatures beyond your own alignment.
Prerequisite
Wizard level 1st, Charisma 12, Wisdom 12.
Benefit
Whenever a [Divine] feat requires you to have an alignment matching a deity, you may instead have an alignment that matches that deity's alignment on the moral (Good vs. Evil) axis but that is within one step of that deity's alignment on the ethical (Chaos vs. Law) axis.
You may select the Acolyte of Good or Acolyte of Evil feats more than once, each time choosing a different deity to worship. Deities you choose in this way should be allied or at least friendly with each other.
You may select both Druid Initiate and either Acolyte of Good or Acolyte of Evil even if your chosen deity is not a nature or elemental deity.
Whenever your good empathy class feature refers to a good creature, good magic, or the [Good] subtype and spell descriptors, you may treat it as if it referred to non-evil creatures, non-evil magic, and alignment subtypes and spell descriptors other than [Evil].
Whenever your evil empathy class feature refers to an evil creature, evil magic, or the [Evil] subtype and spell descriptors, you may treat it as if it referred to non-good creatures, non-good magic, and alignment subtypes and spell descriptors other than [Good].
Special
Whenever you cast a spell requiring a divine focus, you may use one that corresponds to any one of your chosen deities. A wise wizard rotates between the (un)holy symbols of their different deities, lest one of them become offended.