Upper_Krust said:
Hey guys!
I see a compromise has to be reached with regards some of the weaknesses.
Perhaps if the single portfolio drops the opposed ability score by 1/2 your divine rank, and the double portfolio by 1/divine rank?
I could also change the weakness which disallows you gaining anymore bonuses instead halving (single)/quartering (double) the bonuses...what do you think? Better fit?
Could work.
Heres an idea: What if the penalties didn't reduce attributes below 10? (So If I have 12 dexterity to start, and my portfolio says I get -20 dexterity, I am left with 10 dexterity.)
Not the best choice, but perhaps by throwing it out there, it will inspire someone to come up with something better.
I personally don't mind the current setup for portfolios, but as people have pointed out, it really hoses the basic gods. The double portfolio penalty is equal to taking two similar portfolio's penalties, but without the added strength of the double portfolio benefits, which are really, really good. No, really, really, really good! I threw together your standard "Treant-like Greater deity tree-thing" with Double nature portfolios. CR 159.
Heres a bit of the end result: The round-by-round tactics.[sblock](Note: Not the greatest tactics in the world against an equal-CR threat, but against a bunch of upstart mortals...)
Round by Round Tactics:
Before Combat – Summon many Elder Air and Earth Elementals, as well as summoning 8 Elder Treants. (All with 50% more hit dice.) cast as many protective spells on self as possible.
Round 1 – Cast Widened (x9) (10x normal area: 50,400’ radius) Plant Growth (Overgrowth) to slow speed down to 10’. Blast Victims with Poisonous Breath. Allow Elementals to Melee, with Elder Treants animating nearby trees as Treants.
Round 2 – Cast a Twinned (x7) (8x normal effect) Animate Plants, animating as many colossal trees as possible. (308 large plants, 154 huge, 77 Gargantuan, or 38 colossal) Sunder any non-artifact weaponry or equipment within reach. Continue to allow Elementals and Animated Plants to pummel foes, using aid-another grapple tactics if able. Treants join melee with animated plants. Elder Treants fire a eight-fold volley of Sunbursts.
Round 3 Cast a Twinned (x7) (8x normal effect) Animate Plants, animating still more plants. Cast Imprisonment on foes resisting attacks. Elder Treants summon Shamblers, and heal wounded Treants with Mass Cure Light Wounds.
Rounds 4 – Cast a Quickened, Heightened, Empowered (x12) Firestorm (140d6 fire damage) on foes. Use Poisonous touch on remaining foes. Cast another Animate Plants (~38 large, 17 huge, 8 gargantuan, or 4 colossal); Have minions continue restricting foes. Elder Treants send Animal Messengers to all available druids for help, then join in melee.
Rounds 5+ - Cast quickened Imprisonment spells on remaining foes. Use Perfect Iatric Breath to heal self and minions (if able). All Treants and Elder Treants join melee, grappling and sundering as appropriate.
[/sblock]
(I throw tactical writeups together for any npc/monster who is somewhat complicated, in the event I forget how exactly it's supposed to kill people most efficiently
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