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  1. - Top - End - #1
    Ogre in the Playground
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    Default It's in the Blood: Divine Blood

    First off, these rules are meant to replace the Divine Rank rules. Now, with that out of the way, lets get down to how it works.

    Divine Blood
    All sentient creatures have some small amount of divine blood within them. It is this small amount that grants them sentience. Some individuals have more of this blood then others, and in high enough quantities can grant divine power to the individual.

    The amount of divine power within an individual is based on their bloodline. Each creature's level of divine blood is measured as a level between 1 and 5:

    1: Normal.
    2: God-touched.
    3: Demi-god.
    4: God.
    5: Major god.

    To calculate the divine blood level (DBL) of a creature, you must first know the DBL of their parents. Once you have that information, you can figure out their base DBL as follows:

    1. Add together the DBL of both parents.
    2. Divide the total by two.
    3. If the result is not an integer, round in a random direction.


    The result is the DBL of the creature when it is born. If their DBL is 2 or better, they are born with the matching template.

    Increasing DBL:
    While most creatures are born with a DBL of 1, creatures can increase their DBL by completing increasingly complex rituals.

    To increase your DBL, you must complete a difficult ritual. This ritual is more difficult the higher your DBL already is. Completing the ritual takes a number of days equal to your current DBL squared, and costs 10,000 gp and 400 xp for each day it takes. In addition, completing this ritual requires assistants. You need assistants equal to the number of days the ritual will take doubled and then squared; all assistants must help for the entire length of the ritual. No skill checks are required. Successfully completing this ritual increases your DBL by 1.

    Using the Templates:
    If your DBL is high enough to qualify you for a template, you must take on the template. When taking the template, you lose any other divine templates you have and gain the LA of the template.

    Characters can choose to begin play with one of the divine templates. If they do, their DBL starts at the right level for their template.
    Last edited by qwertyu63; 2014-05-26 at 02:33 PM.

    My Homebrew-Estote clementes, et numquam desinete discere.-FanAdv

  2. - Top - End - #2
    Ogre in the Playground
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    Default Re: It's in the Blood: Divine Blood

    Godly Feats:
    To take a godly feat requires the God or Major God template, in addition to the listed requirements.

    Passage [Godly]:
    Prerequisite: Must have a demi-plane from a divine template.
    Benefit: Solid souls on your plane can pass through the coterminous point of your demi-plane to the outer plane of your alignment, and from there to other planes it is coterminous to. They can not go more than two coterminous links away, and they are plane shifted back to your plane 24 hours after leaving. This ability to move through coterminous points ignores the rule stating that solid souls can't leave the demi-plane they are part of.

    Great Force [Godly]:
    Prerequisite: Str 20
    Benefit: Whenever you make an opposed roll involving Strength, you gain a +8 bonus on your roll. This bonus only applies if you are opposed by a mortal.

    Battlesense [Godly]:
    Prerequisite: Dex 20
    Benefit: You can not be flanked by mortals.

    Endure [Godly]:
    Prerequisite: Con 20
    Benefit: You gain DR 6/- against any attacks made by a mortal.

    Omniglot [Godly]:
    Prerequisite: Int 20
    Benefit: You speak and understand all languages.

    Clearsight [Godly]:
    Prerequisite: Wis 20
    Benefit: You can see illusions, transmuted creatures and objects, and disguised creatures or objects for what they really are (as the spell true seeing).

    Frightful Presence [Godly]:
    Prerequisite: Cha 20
    Benefit: Whenever you attack, mortal foes within a 30-foot-radius burst must make Will saves (DC 18+your Charisma modifier). Foes within the burst, but not your immediate target, become shaken for 3d6 rounds if they fail their saves. Creatures you attack when it activates the ability become panicked for 3d6 rounds if they fail their saves. Foes who make successful saving throws are unaffected by this ability for one day.

    Spell Master [Godly]:
    Prerequisite: Ability to cast 9th level spells.
    Benefit: You gain 2 10th level spell slots. You can use these slots for spells prepared or cast with a metamagic feat, or for lower-level spells.
    Special: If you have more than one spellcasting class, you must choose which one gains these slots.

    War Master [Godly]:
    Prerequisite: BAB 17+.
    Benefit: All attack rolls and damage rolls you make against a mortal get a +6 bonus. Your AC gets a +6 bonus against attacks made by mortals.

    Stealth Master [Godly]:
    Prerequisite: Move Silently 20 ranks, Hide 20 ranks
    Benefit: If you are attempting to remain unseen with Move Silently and/or Hide, mortals suffer a -10 penalty on Spot and/or Listen checks to find you.

    Speech Master [Godly]:
    Prerequisite: Bluff 20 ranks, Diplomacy 20 ranks
    Benefit: You gain a +10 bonus on all Bluff or Diplomacy checks you make, if a mortal is the target.

    Forge Master [Godly]:
    Prerequisite: Craft (any two) 20 ranks
    Benefit: Any masterwork item you make provides a +3 bonus to its proper use, as follows (this bonus is in addition to the bonuses from being masterwork):
    * Weapons: +3 to attack and damage rolls.
    * Armor: +3 to armor class.
    * Masterwork tools: +3 to the matching skill.
    In addition, any masterwork item you create has its hardness tripled.

    Speed Master [Godly]:
    Prerequisite: Base land speed of at least 60 feet.
    Benefit: Your base land speed increases by 30 feet.
    Last edited by qwertyu63; 2014-02-24 at 06:54 PM.

    My Homebrew-Estote clementes, et numquam desinete discere.-FanAdv

  3. - Top - End - #3
    Ogre in the Playground
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    Default Re: It's in the Blood: Divine Blood

    God-touched Template:

    At low but still substantial amounts of divine blood, only a small shard of power shines through. This amount of blood creates those known as god-touched.

    This template grants scaling benefits based on your total hit dice.

    Level Adjustment: +1

    Hit Dice:
    1. Divine Blood


    Divine Blood:
    You gain the effects of divine health, becoming immune to diseases and poisons. In addition, you are also immune to aging, becoming ageless.

    Your divine blood grants you increased inner power. Select any one ability score. You gain a +2 inherent bonus to that ability score.

    Demi-god Template:
    Demi-gods can arise from several different places. The simplest is a powerful god or goddess having a child with a mortal. Others arise from a mortal rising in power on the path to godhood. In either case, demi-gods are a force to be reckoned with.

    This template grants scaling benefits based on your total hit dice.

    Level Adjustment: +2

    Hit Dice:
    1. Divine Blood
    2. Divine Right
    3. Divine Might
    4. Divine Flare


    Divine Blood:
    You gain the effect of the Divine Blood feature of the God-touched template.

    Divine Right:
    You gain a small fragment of divine power. Select any one domain. You gain the granted powers of that domain, usable as a second level cleric. In addition, you get the first level spell of that domain as a spell-like ability, usable at will as a second level cleric (saving throws are Cha-based).

    Divine Might:
    You gain another fragment of divine power. Select any first level cleric or druid spell. You gain that spell as a spell-like ability, usable thrice per day as a second level cleric (saving throws are Cha-based).

    Divine Flare:
    You no longer count as a mortal for the effects of Godly feats.
    Last edited by qwertyu63; 2014-02-24 at 06:50 PM.

    My Homebrew-Estote clementes, et numquam desinete discere.-FanAdv

  4. - Top - End - #4
    Ogre in the Playground
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    Half past Crazy
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    Default Re: It's in the Blood: Divine Blood

    God Template:

    The weakest actual deities, Gods hold great power. With this power, they can improve the power of others.

    This template grants scaling benefits based on your total hit dice.

    Level Adjustment: +3

    Hit Dice:
    1. Divine Blood
    2. Divine Right
    3. Divine Might
    4. Divine Flare
    5. Divine Spark
    6. Divine Growth
    7. Divine Realm
    8. Divine Link
    9. Divine Call
    10. Divine Ascension

    Benefits:
    Divine Blood:
    You gain the effect of the Divine Blood feature of the God-touched template.

    Divine Right:
    You gain the effect of the Divine Right feature of the Demi-god template.

    Divine Might:
    You gain the effect of the Divine Might feature of the Demi-god template.

    Divine Flare:
    You gain the effect of the Divine Flare feature of the Demi-god template.

    Divine Spark:
    The power of your divine blood flares, allowing you to claim the title of god for yourself. Though your spark is weak, perhaps you can bring it to power. You gain a number of benefits as listed here:

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

    You gain the power to inspire worshippers. As a full round action that costs 500 xp, you can choose a mortal within a city where you don't have a church. This ability only works if the targeted mortal has exactly one level in an NPC class. Within a week, a small church of you is built within that city. The mortal targeted becomes the high cleric of that church, who is a 2nd level cleric of you. They will do as you request (including providing shelter and food and up to 15 gp/day of non-magical resources), but can not leave the city.

    If a high cleric of yours holds that title for 2 uninterrupted months, their level increases by 1. This increase stacks with itself up to half of your hit dice plus 2 (round down). If the high cleric of one of your churches should die, a new cleric will take their place within a week. If one of your churches is destroyed, the high cleric of that church will rebuild it within a week. If both the high cleric and church are gone at the same time, they have been wiped out, and will not be replaced.

    Divine Growth:
    You gain a measure of control over one of your domains. Select one of the domains you offer. You gain the granted powers of that domain, usable as a cleric of a level equal to your hit dice. In addition, select any first level spell from one of your domains. You gain that spell as a spell-like ability, usable at will as a second level cleric (saving throws are Cha-based).

    You gain another fragment of divine power. Select any second or lower level cleric or druid spell. You gain that spell as a spell-like ability, usable thrice per day as a fourth level cleric (saving throws are Cha-based).

    Divine Realm:
    Your spark forms a plane for you to rule from. You gain access to a small demi-plane 200 feet in radius, which increases in radius by 50' for every additional divine template feature you gain after this one. The planar traits of this plane match your home plane and can not be changed (except with Alignment, seen later).

    This plane begins as a flat empty field of dirt with breathable air (which magically replaces itself when used), but you can declare certain features to exist, as follows:
    • Water and wind: The plane contains bodies of water (the exact placement is up to you) along with a proper water cycle and weather.
    • Pure Water (Requires Water and Wind): The plane's atmosphere is replaced with water.
    • Green Waves (Requires Water and Wind): Grass is planted in the layer of dirt.
    • Stone and fire: The plane has thick stone below the surface of the dirt, and there are bodies of lava in the stone (the exact depth of the stone and placement of the lava is up to you).
    • Hellfire (Requires Stone and Fire): The dirt layer is removed and the lava/stone comes to the top.
    • Sun and stars*: The plane has a day/night cycle (the length of which is up to you).
    • Alignment*: The plane is mildly aligned with your alignments.

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

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

    You gain the ability to travel to and from your demi-plane, via a limited Plane Shift SLA which you can use 2/day, and which can only take you to your demi-plane or your home plane.

    Divine Link:
    The connection between you and your follower's grows stronger. Each of your high clerics gains a special Sending SLA they can use 1/day, which may only target you and which has a casting time of 1 minute. In addition, you gain a special Sending SLA you can use 1/day, which may only target one of your high clerics and which has a casting time of 1 minute.

    You gain another domain. Choose 1 more domain. You can now grant that domain.

    You gain a measure of control over one of your domains. Select one of the domains you offer. You gain the granted powers of that domain, usable as a cleric of a level equal to your hit dice. In addition, select any second or lower level spell from one of your domains. You gain that spell as a spell-like ability, usable at will as a fourth level cleric (saving throws are Cha-based).

    You gain another fragment of divine power. Select any third or lower level cleric or druid spell. You gain that spell as a spell-like ability, usable thrice per day as a sixth level cleric (saving throws are Cha-based).

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

    Your divine realm calls out to your most faithful. Whenever a divine caster who draws their spells from you dies, you may choose to claim their soul. If you do, they become a solid soul on your demi-plane, which acts as their afterlife. They retain all memory of life, but do not retain their abilities from life. Instead, their stats undergo the following changes:
    • Ability Scores stay the same.
    • All class levels except their first two are lost.
    • Their hit dice become 2d8.
    • Their BAB is set to +2.
    • They retain all skills they had in life.
    • They lose all Ex, Su and Sp abilities/attacks from race/template.
    • Their type changes to outsider.
    • They can not leave your demi-plane.
    • They are immune to mind-affecting effects.

    If someone so changed is restored to life (as this is their afterlife), they are restored to their previous form. For each soul you accept into your plane, the radius of the plane increases by 5 feet. You are expected to provide places for them in your plane. For every 10 souls in your plane, your outsider assistants increase in level by 1, up to a limit of half your hit dice plus 2 (round down).

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

    Divine Ascension:
    The true might of the divine swells up within you. All of your ability scores gain a +2 inherent bonus (stacking with the bonus from Divine Blood). You take on a slightly different form, allowing you to treat your creature type as outsider or your normal type, which ever is more convenient.

    You gain a measure of control over one of your domains. Select one of the domains you offer. You gain the granted powers of that domain, usable as a cleric of a level equal to your hit dice. In addition, select any second or lower level spell from one of your domains. You gain that spell as a spell-like ability, usable at will as a fourth level cleric (saving throws are Cha-based).

    You gain another fragment of divine power. Select any fourth or lower level cleric or druid spell. You gain that spell as a spell-like ability, usable thrice per day as a eighth level cleric (saving throws are Cha-based).

    Major God Template:

    More powerful deities than their lesser kin, Major Gods rule over thousands of worshippers. This power commands even the respect of weaker gods.

    This template grants scaling benefits based on your total hit dice.

    Level Adjustment: --
    This template may not be taken at character creation.
    It is advised that you do not let PC's take this template. For the purposes of calculating the ECL of an NPC, use +5 as the LA.

    Hit Dice:
    1. Divine Blood
    2. Divine Right
    3. Divine Might
    4. Divine Flare
    5. Divine Spark
    6. Divine Growth
    7. Divine Realm
    8. Divine Link
    9. Divine Call
    10. Divine Ascension
    11. Divine Spread
    12. Divine Domain
    13. Divine Power
    14. Divine Protection
    15. Divine Rule
    16. Divine Claim
    17. Divine Peak

    Benefits:
    Divine Blood:
    You gain the effect of the Divine Blood feature of the God-touched template.

    Divine Right:
    You gain the effect of the Divine Right feature of the Demi-god template.

    Divine Might:
    You gain the effect of the Divine Might feature of the Demi-god template.

    Divine Flare:
    You gain the effect of the Divine Flare feature of the Demi-god template.

    Divine Spark:
    You gain the effect of the Divine Spark feature of the God template.

    Divine Growth:
    You gain the effect of the Divine Growth feature of the God template.

    Divine Realm:
    You gain the effect of the Divine Realm feature of the God template.

    Divine Link:
    You gain the effect of the Divine Link feature of the God template.

    Divine Call:
    You gain the effect of the Divine Call feature of the God template.

    Divine Ascension:
    You gain the effect of the Divine Ascension feature of the God template.

    Divine Spread:
    In addition to the churches you inspire directly, you also have a church within every city of at least 150,000 people. You may exclude cities as you see fit, and cities primarily of opposing alignments are automaticlly excluded (you may still inspire mortals there normally).

    Divine Domain:
    You gain another domain. Choose 1 more domain. You can now grant that domain.

    You gain a measure of control over one of your domains. Select one of the domains you offer. You gain the granted powers of that domain, usable as a cleric of a level equal to your hit dice. In addition, select any third or lower level spell from one of your domains. You gain that spell as a spell-like ability, usable at will as a sixth level cleric (saving throws are Cha-based).

    You gain another fragment of divine power. Select any fifth or lower level cleric or druid spell. You gain that spell as a spell-like ability, usable thrice per day as a tenth level cleric (saving throws are Cha-based).

    Divine Power:
    You have incredibly sensitive perception. Your senses (including darkvision and low-light vision, if the you have them) extend out to a radius of one mile.

    You may use Lesser Wish and True Creation as spell-like abilities. You may use one of these powers once each day. In either case, the XP cost is ignored, but may not exceed 300 XP.

    Divine Protection:
    You are immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). You may ignore this protection as you wish.

    You are immune to polymorphing, petrification, or any other attack that alters your form. Any shape-altering powers you might have work normally on you.

    You have spell resistance equal to 15 plus your ECL.

    You gain a bonus Godly feat. You must qualify for the chosen feat.

    Divine Rule:
    You gain a measure of control over one of your domains. Select one of the domains you offer. You gain the granted powers of that domain, usable as a cleric of a level equal to your hit dice. In addition, select any third or lower level spell from one of your domains. You gain that spell as a spell-like ability, usable at will as a sixth level cleric (saving throws are Cha-based).

    You gain another fragment of divine power. Select any sixth or lower level cleric or druid spell. You gain that spell as a spell-like ability, usable thrice per day as a level 12 cleric (saving throws are Cha-based).

    Each of you and your high clerics can use your special sending ability 3 times per day instead only once per day.

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

    You gain 3 more outsider assistants. They are Aasimar or Tiefling (you choose which kind, they need not be the same kind). They are the same level as your other outsider assistants, and are an adept, an expert and a warrior.

    You know when any creature speaks your name or title. You know who spoke it and where they are. You are under no requirement to respond, and this information does not distract you.

    Divine Peak:
    You may use your Lesser Wish or True Creation spell-like ability (from Divine Power) a total of 2 times per day (this replaces the previous 1/day).

    You may take 10 on any skill check.

    You do not automatically fail on a natural saving throw roll of 1.

    You gain a bonus Godly feat. You must qualify for the chosen feat.

    You may use your Plane Shift SLA from Divine Realm at will.
    Last edited by qwertyu63; 2014-03-01 at 05:32 PM.

    My Homebrew-Estote clementes, et numquam desinete discere.-FanAdv

  5. - Top - End - #5
    Ogre in the Playground
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    Default Re: It's in the Blood: Divine Blood

    Spoiler: This template is not part of the current rules. Use with care.
    Show
    Grand Deity Template:

    The greatest of deities, they command respect from the entire multiverse.

    This template grants scaling benefits based on your total effective character level, excluding the LA from this template.

    Level Adjustment: --
    This template may not be taken at character creation.
    It is greatly advised that you do not let PC's take this template. For the purposes of calculating the ECL of an NPC, use +8 as the LA.

    In addition to needing DPB 100%, there are 2 additional requirements to take this template.
    • You must have at least 17 hit dice to take this template.
    • Only one creature of each alignment can have this template at any point in time.

    If a creature of your alignment has this template, you can not take this template unless one of two things is true:
    • The current holder willingly gives up the title to you.
    • The current holder is dead.

    In either case, the current holder loses this template and gains the major god template.

    The current holder of this template has an important effect on the outer plane of their alignment. If the current holder of this template changes alignment, they lose this template and the previous holder re-gains it.

    Hit Dice:
    1. Divine Blood
    2. Divine Right
    3. Divine Might
    4. Divine Flare
    5. Divine Spark
    6. Divine Growth
    7. Divine Realm
    8. Divine Link
    9. Divine Ascension
    10. Divine Spread
    11. Divine Domain
    12. Divine Power
    13. Divine Protection
    14. Divine Rule
    15. Divine Claim
    16. Divine Peak
    17. Divine Master
    18. Divine Lord
    19. Divine Control
    20. Divine Authority
    21. Divine Apex


    Benefits:
    Divine Blood:
    You gain the effect of the Divine Blood feature of the God-touched template.

    Divine Right:
    You gain the effect of the Divine Right feature of the Demi-god template.

    Divine Might:
    You gain the effect of the Divine Might feature of the Demi-god template.

    Divine Flare:
    You gain the effect of the Divine Flare feature of the Demi-god template.

    Divine Spark:
    You gain the effect of the Divine Spark feature of the God template.

    Divine Growth:
    You gain the effect of the Divine Growth feature of the God template.

    Divine Realm:
    You gain the effect of the Divine Realm feature of the God template.

    Divine Link:
    You gain the effect of the Divine Link feature of the God template.

    Divine Ascension:
    You gain the effect of the Divine Ascension feature of the God template.

    Divine Spread:
    You gain the effect of the Divine Spread feature of the Major God template.

    Divine Domain:
    You gain the effect of the Divine Domain feature of the Major God template.

    Divine Power:
    You gain the effect of the Divine Power feature of the Major God template.

    Divine Protection:
    You gain the effect of the Divine Protection feature of the Major God template.

    Divine Rule:
    You gain the effect of the Divine Rule feature of the Major God template.

    Divine Claim:
    You gain the effect of the Divine Claim feature of the Major God template.

    Divine Peak:
    You gain the effect of the Divine Peak feature of the Major God template.

    Divine Master:
    You gain command over the outer plane of your alignment. On that plane, you have total authority (if the planar system in use has multiple planes of each alignment, you control all planes of your alignment; if your plane has planes between alignments [like the Great Wheel does], you share control of those planes with the Grand Deity of the other alignment). You may Plane Shift to that plane (or those planes) at will.

    If a dead creature of your alignment is not claimed by any other god, you must claim them for the outer plane of your alignment. They remain on that plane (if you later lose the title of grand deity, creatures you claimed in this fashion are transferred of the new holder of the title).

    Divine Lord:
    You gain another domain. Choose 2 more domains. You can now grant those domains.

    You gain a measure of control over one of your domains. Select one of the domains you offer. You gain the granted powers of that domain, usable as a cleric of a level equal to your hit dice. In addition, select any fourth or lower level spell from one of your domains. You gain that spell as a spell-like ability, usable at will as a eighth level cleric (saving throws are Cha-based).

    You gain another fragment of divine power. Select any seventh or lower level cleric or druid spell. You gain that spell as a spell-like ability, usable thrice per day as a level 14 cleric (saving throws are Cha-based).

    Divine Control:
    You gain a bonus Godly feat. You must qualify for the chosen feat.

    Your base land speed increases by 20 ft.

    Divine Authority:
    You gain a measure of control over one of your domains. Select one of the domains you offer. You gain the granted powers of that domain, usable as a cleric of a level equal to your hit dice. In addition, select any fourth or lower level spell from one of your domains. You gain that spell as a spell-like ability, usable at will as a eighth level cleric (saving throws are Cha-based).

    You gain another fragment of divine power. Select any eighth or lower level cleric or druid spell. You gain that spell as a spell-like ability, usable thrice per day as a level 16 cleric (saving throws are Cha-based).

    Divine Apex:
    Every so often, you can invoke a complete revision of reality. Thrice per day, you can create the effect of the spell Wish as a spell-like ability. The XP cost is ignored, but may not exceed 10,000 XP. You must provide any material component that the spell Wish would require.

    You gain a measure of control over one of your domains. Select one of the domains you offer. You gain the granted powers of that domain, usable as a cleric of a level equal to your hit dice. In addition, select any fifth or lower level spell from one of your domains. You gain that spell as a spell-like ability, usable at will as a eighth level cleric (saving throws are Cha-based).

    You gain another fragment of divine power. Select any ninth or lower level cleric or druid spell. You gain that spell as a spell-like ability, usable thrice per day as a level 18 cleric (saving throws are Cha-based).
    Last edited by qwertyu63; 2014-02-24 at 06:47 PM.

    My Homebrew-Estote clementes, et numquam desinete discere.-FanAdv

  6. - Top - End - #6
    Dwarf in the Playground
     
    anacalgion's Avatar

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    Default Re: It's in the Blood: Divine Blood

    Looks really cool. I'll do a more thorough review once it's done, but I'm eager to see where this goes.
    If Kymme could grant spells to clerics, his domains would be art and awesome. He also made my avatar.

    Also, I apparently made some things.
    Feats
    The Savonian Shadowlord

    Quote Originally Posted by Sith_Happens View Post
    Go to the largest library in the campaign world and tell him you're researching whether there's some powerful artifact lost to the bowels of time that could accomplish such a feat. If he doesn't take the bait, it means his DM bone is broken and he needs to be put down.

  7. - Top - End - #7
    Ogre in the Playground
     
    Flumph

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    Default Re: It's in the Blood: Divine Blood

    Would you consider putting in a Bane for each god (I cannot think of the other word, starts with an A) for your Highest level Diety? THat way the god does have a weak spot that they have to work around, and not be impossible to challenge.

  8. - Top - End - #8
    Ogre in the Playground
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    Default Re: It's in the Blood: Divine Blood

    Quote Originally Posted by Mith View Post
    Would you consider putting in a Bane for each god (I cannot think of the other word, starts with an A) for your Highest level Diety? THat way the god does have a weak spot that they have to work around, and not be impossible to challenge.
    The word you seek is Anathema.

    The way this is going to finish, adding in an anathema won't be necessary. They can be challenged and fought just like any other creature; they just have a lot of levels and some extra divine power behind them.

    My Homebrew-Estote clementes, et numquam desinete discere.-FanAdv

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    Ogre in the Playground
     
    Flumph

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    Default Re: It's in the Blood: Divine Blood

    The way this is going to finish, adding in an anathema won't be necessary. They can be challenged and fought just like any other creature; they just have a lot of levels and some extra divine power behind them.
    Ok.

    Thanks. The word eluding me, and I had to type and bolt, so I couldn't search for it.

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    Default Re: It's in the Blood: Divine Blood

    I always love reading divine mechanics.

    I spent about two hours trying to figure out how to make the gods from Princess Mononoke.

    Now, the templates seem to be fairly balanced because the abilities are spread out across levels, but I would worry slightly about the God template simply because it offers a lot of options.

    But not enough to warrant a +4 LA, I would think.


    I look forward to seeing any expansions to this.
    On a quest to marry Asmodeus, lord of the Nine Hells, or die trying.

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    Default Re: It's in the Blood: Divine Blood

    And a rough draft of the Grand Deity template is up.

    Quote Originally Posted by Zale View Post
    I always love reading divine mechanics.

    I spent about two hours trying to figure out how to make the gods from Princess Mononoke.

    Now, the templates seem to be fairly balanced because the abilities are spread out across levels, but I would worry slightly about the God template simply because it offers a lot of options.

    But not enough to warrant a +4 LA, I would think.

    I look forward to seeing any expansions to this.
    Yeah, I had issues setting the LA for the God template. I wound up just deciding that +3 would do. I actually had +4 for a while, but that seemed too steep.

    My Homebrew-Estote clementes, et numquam desinete discere.-FanAdv

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    Ogre in the Playground
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    Default Re: It's in the Blood: Divine Blood

    It looks perfectly reasonable for a major setting god.
    On a quest to marry Asmodeus, lord of the Nine Hells, or die trying.

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    Default Re: It's in the Blood: Divine Blood

    Quote Originally Posted by Zale View Post
    It looks perfectly reasonable for a major setting god.
    Thank you.

    My Homebrew-Estote clementes, et numquam desinete discere.-FanAdv

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