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    Ogre in the Playground
    Join Date
    Jan 2012
    Half past Crazy

    Default The Power of the Divine- God-blooded and Demigod

    Those who follow my homebrew (that is to say... no one) will know that I enjoy crafting classes to play as gods. This is the latest incarnation of that idea and, in my opinion, the best.

    The gods are people just like the rest of us. They have kids every once in a while. Those children and their close descendants are known as god-blooded.

    Level BAB Fort Save Ref Save Will Save Special
    1st +0 +2 +0 +2 Divine Blood, Divine Spellcasting
    2nd +1 +3 +0 +3
    3rd +2 +3 +1 +3
    4th +3 +4 +1 +4
    5th +3 +4 +1 +4
    6th +4 +5 +2 +5
    7th +5 +5 +2 +5 Divine Pact
    8th +6/+1 +6 +2 +6
    9th +6/+1 +6 +3 +6
    10th +7/+2 +7 +3 +7
    11th +8/+3 +7 +3 +7
    12th +9/+4 +8 +4 +8
    13th +9/+4 +8 +4 +8
    14th +10/+5 +9 +4 +9 Divine Pact
    15th +11/+6/+1 +9 +5 +9
    16th +12/+7/+2 +10 +5 +10
    17th +12/+7/+2 +10 +5 +10
    18th +13/+8/+3 +11 +6 +11
    19th +14/+9/+4 +11 +6 +11
    20th +15/+10/+5 +12 +6 +12

    Hit Die: d8
    Class Skills: The God-blooded’s class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex) and Use Magic Device (Cha).
    Skill Points per level: 6 + Int modifier (x4 at first level)

    Class Features:
    All of the following are class features of the god-blooded.

    Weapon and Armor Proficiency: God-blooded are proficient with all simple weapons. God-blooded are proficient with light armor and shields (but not tower shields).

    Divine Blood (Ex): The god-blooded has divine power flowing through their blood. This grants them many useful abilities. The god-blooded gains the effects of divine health, becoming immune to diseases and poisons. They are also ageless, never aging beyond beyond adulthood.

    Divine Spellcasting: The god-blooded has the ability to cast divine spells drawn from their own power (they are the source of their own spells). At first level, the ascendant must choose one of their ability scores as their casting stat.

    To cast a spell, the god-blooded's chosen casting stat must be at least 10 + the spell level. The Difficulty Class for a saving throw against a god-blooded’s spell is 10 + the spell level + their casting stat modifier.

    A god-blooded’s selection of spells is extremely limited. At first level, the god-blooded must choose 5 domains from the cleric domain list; they must choose the domains of their alignments (Good, Evil, Law, Chaos). They know all of the spells of the chosen domains along with the following spells at the following spell levels:

    0—Create Water, Cure Minor Wounds, Detect Magic, Guidance, Inflict Minor Wounds, Light, Mending, Read Magic, Resistance, Virtue.
    1st—Bane, Bless, Command, Comprehend Languages, Endure Elements, Sanctuary.
    2nd—Aid, Augury, Calm Emotions, Enthrall, Owl’s Wisdom.
    3rd—Create Food and Water, Dispel Magic, Magic Vestment, Prayer.
    4th—Dismissal, Sending, Tongues.
    5th—Atonement, Plane Shift.
    6th—Heroes’ Feast.

    In addition, they have the granted powers of all 5 of their chosen domains.

    Unlike a wizard or a cleric, a god-blooded does not need to prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their spells per day for that spell level. They do not have to decide ahead of time which spells they will cast.

    Like other spellcasters, a god-blooded can cast only a certain number of spells of each spell level per day. Their daily spell allotment is given on on the following table. In addition, they receive bonus spells per day if they have a high casting stat.

    Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st 3 2 — — — — — — — —
    2nd 4 3 — — — — — — — —
    3rd 5 4 2 — — — — — — —
    4th 5 5 3 — — — — — — —
    5th 5 5 4 2 — — — — — —
    6th 5 5 5 3 — — — — — —
    7th 5 5 5 4 2 — — — — —
    8th 5 5 5 5 3 — — — — —
    9th 5 5 5 5 4 2 — — — —
    10th 5 5 5 5 5 3 — — — —
    11th 5 5 5 5 5 4 2 — — —
    12th 5 5 5 5 5 5 3 — — —
    13th 5 5 5 5 5 5 4 2 — —
    14th 5 5 5 5 5 5 5 3 — —
    15th 5 5 5 5 5 5 5 4 2 —
    16th 5 5 5 5 5 5 5 5 3 —
    17th 5 5 5 5 5 5 5 5 4 2
    18th 5 5 5 5 5 5 5 5 5 3
    19th 5 5 5 5 5 5 5 5 5 4
    20th 5 5 5 5 5 5 5 5 5 5

    Divine Pact: Starting at level 7, the god-blooded can borrow power from other gods. With the consent of another god, the god-blooded can "borrow" a domain from the consenting god (most gods within one alignment step are willing if you donate 200 gp to their church). The lending god does not lose access to the domain. The god-blooded knows and can cast the spells from the borrowed domain; however, they do not gain the granted power of the borrowed domain. The lending god can retract the borrowed domain at any time.

    The god-blooded can borrow one domain per day and can have one domain borrowed at a time. At level 14, the god-blooded may have a second borrowed domain; they may still only borrow one domain per day.

    Some seek to please the gods, to sing praise onto their names; others seek to curse them, to spit in their faces. However, a rare few seek to join them; they seek to ascend to the title of god. Those who seek the power of the gods are known as demigods.

    Spellcasting: Can cast third level divine spells.
    Special: One of the following:
    * You must be descended from a god/goddess.
    * You must have the approval of a god/goddess.
    * You must have some other claim on divine power.

    Level BAB Fort Save Ref Save Will Save Special
    1st +0 +2 +0 +2 Divine Gift, Divine Form
    2nd +1 +3 +0 +3 Inspire Mortal
    3rd +2 +3 +1 +3 Pure Prayer, Judgement
    4th +3 +4 +1 +4 Divine Contact, Divine Realm, Planar Bridge
    5th +3 +4 +1 +4 Divine Power, Divine Gaze, Call the Faithful

    Hit Die: d8
    Class Skills: The Demi-god’s class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex) and Use Magic Device (Cha).
    Skill Points per level: 6 + Int modifier

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

    Spellcasting: When a new demigod level except the first is gained, the character gains new spells per day as if they had also gained a level in any one divine spellcasting class they belonged to previously. They do not, however, gain any other benefit a character of that class would have gained.

    If a character had more than one divine spellcasting class before they became a demigod, they must decide to which class they add each level of demigod for the purpose of determining spells per day.

    Divine Gift (Ex): The divine power flowing through a demigod is powerful enough to share with others. The demigod is now a valid source for providing divine spells, offering five domains as follows:

    First, you offer all of the domains you can cast spells from.
    Next, you offer the domains of your alignment (Good, Evil, Law, Chaos).
    Last, you offer the domains of your choice to total five domains offered.
    Divine casters drawing their spells from the demigod are known as their followers.

    The demigod's followers can only grow so powerful. None of a demigod's followers can reach a divine casting class level exceeding the following total:
    • Take the demigod's highest divine casting class level.
    • Add their level in the Demigod class.
    • Subtract 2.

    The demigod can also take away the power they give. If the demigod knows of a follower whose behavior they disapprove of, they can choose to withhold spells from that caster as a free action, which prevents the caster from preparing new spells or recovering used slots (reversing this choice is also a free action). They can also selectively withhold spells (e.g. take away all spells above fourth level or deny all aggressive spells). This restriction lasts until the demigod removes it, which they can do as a free action.

    The demigod counts as a god rather than as a mortal for the effects of divine abilities.

    Divine Form (Sp): Demigods can take on another form. As a standard action, the demigod can change their creature type to Outsider; they can reverse this change as a standard action. Changing creature type does not change their appearance.

    While changing creature type is a spell-like ability, the duration is Instantaneous and so can't be dispelled or removed.

    Inspire Mortal (Sp): Starting at second level, the demigod can use their divine power to inspire mortals to follow them.

    By spending 100 xp, the demigod can choose a mortal within 100 feet of them. That mortal receives a glimpse of divine power. How they respond to that glimpse depends on several factors:

    If they aren't within one step of the demigod's alignment, nothing happens; they reject the demigod on moral terms.
    If they already have a purpose in life (e.g. PC class levels or importance in the story), nothing happens; they have no need for the demigod.
    Otherwise, they take up this divine power. Within 1 week, they become a first level cleric of the demigod (losing their prior levels).

    Furthermore, they can develop further as follows:
    • If demigod provides at least 1000 gp, the cleric will use that money to build a church of you in the town. The cleric is in charge of that church.
    • Every 2 months, the cleric gains 1000 xp. This xp gain continues until they reach demigod's maximum follower level.
    • If the demigod spends 50 xp, the cleric (who must be at least level 3) starts training an acolyte. This acolyte is a first level cleric and does not gain xp. If the cleric training him dies or retires, he takes the cleric's place (including running a church). A cleric may only have one acolyte at a time.

    The demigod's clerics provide the following services:
    • They will shelter the demigod and their companions, providing food and shelter.
    • They will cast their cleric spells on the demigod's behalf at no charge; the demigod must provide any expensive material components.
    • They will follow any reasonable requests the demigod makes.
    • They will not enter battle unless they are attacked.
    • They will not travel with the demigod.

    Pure Prayers (Ex): Starting at 3rd level, the demigod can hear the cries of the faithful. When a follower of the demigod prays to them, the demigod is informed of the general contents of the prayer and who made it. This information does not distract the demigod.

    Judgement (Ex): Starting at 3rd level, the demigod knows when his clerics stray from the path. While they should have done so sooner, the demigod must devise a general code of conduct for their followers; up to 5 rules can be part of this class feature. Whenever one of the demigod's followers violates this code of conduct, the demigod is instantly informed of who violated the code and what rule they broke. This information doesn't distract the demigod.

    Divine Contact (Ex): Starting at 4th level, the demigod can communicate with their followers and colleagues. They have a pool of Contact points equal to their divine caster level minus three; this pool resets to maximum at the start of each day. By spending 1 Contact point as a standard action, the demigod can do either of the following:
    • Send a 5 word message to a follower.
    • Send a message of any length to another god.

    Neither of these abilities grants the target the ability to respond.

    Divine Realm (Ex): Starting at 4th level, the demigod gains a divine realm. This divine realm is a demiplane coterminous with a spot on the outer plane of your alignment. It starts at 250 feet in radius.

    The demigod determines the environment within the demiplane when they gain this class feature, reflecting most any desire they can visualize. They determine factors such as atmosphere, water, temperature, and the general shape of the terrain (this allows them to establish things such as weather or seasons if they wish). This also allows them to choose the amount of light on the plane (including establishing a day/night cycle).

    They can even create basic life (such as normal plants and animals) and basic construction (such as buildings and roads). This feature can not create any material more valuable than iron (1 sp per pound).

    All planar traits of the plane match the demigod's native plane.

    The demigod can, by performing an hour-long ritual expending no resources, change the enviroment of their realm. They may choose any environment they could have chosen when creating the plane. Creatures on the plane are uneffected (creatures the demigod could add can also be removed, if they wish).

    The demigod can, as a standard action, dismiss any creature within their divine realm (DC 20 Will save negates, no maximum range).

    Planar Bridge (Sp): Starting at level 4, the demigod can cross the planes to reach their divine realm. They can use each of the following abilities once per day.
    • Plane shift (as the spell) to their divine realm.
    • Plane shift (as the spell) from their divine realm.

    Divine Power (Ex): As the demigod grows in power, their divine power grants them additional abilities. At level 5, the demigod gains the following benefits:
    • +1 bonus on attack and damage rolls.
    • +1 bonus to armor class.
    • +1 bonus to all saving throws.
    • Damage Reduction 1/epic.
    • Resistance 1 to Acid, Cold, Electricity and Fire.

    Divine Gaze (Ex): The demigod can see what transpires on the world. Starting at level 5, the demigod can, as a standard action, scry on one of the following:
    • One of their followers. They can see and hear everything within 10 feet of the chosen follower. The follower receives no saving throw.
    • One of their churches. They can see and hear everything within 10 feet of the altar.

    The demigod must be on their divine realm to use this ability; they may use this ability up to three times per day. Each of these effects lasts 1 minute per demigod level. This is a Scrying effect.

    Call the Faithful (Ex): Starting at level 5, the followers of the demigod are called to a final rest.

    Whenever a follower of a demigod dies, the demigod may choose to claim their soul. If the demigod does, the caster becomes a solid soul on the demigod's divine realm, which acts as their afterlife.

    They retain all memory of life, but do not retain their abilities from life. Instead, their stats undergo the following changes:
    • Ability Scores stay the same.
    • All class levels except their first two are lost.
    • Their hit dice become 2d8.
    • Their BAB is set to +2.
    • They retain all skills they had in life.
    • They lose all Ex, Su and Sp abilities/attacks from race/template.
    • Their type changes to Outsider.
    • They can not leave your demi-plane.
    • They are immune to mind-affecting effects.
    • If someone so changed is restored to life (as this is their afterlife), they are restored to their previous form.

    For each soul the demigod accepts into their realm, the radius of the plane increases by 5 feet (this radius increase remains even if the soul is later restored to life).

    In addition, the demigod's soul is also pulled to their realm. If they die, they move to this plane for their afterlife. They remain the same except they can not leave the plane (unless raised from the dead, which pulls them back), nor can they raise themselves from the dead.
    Last edited by qwertyu63; 2017-03-11 at 11:50 AM.

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

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