Howdy Nezkrul!
Nezkrul said:
New Divine Ability:
Potent Planar Channeling
Prereq's: Channel Positive Energy (or Negative), Planar Turning Epic Feat, Cha 30, Wis 30
Benefit: You may ignore an Outsider's turn resistance derived from its spell resistance when you attempt to turn or rebuke it (or destroy or command).
Thanks.
Ok, and Sorry krust for me sounding kinda hostile, didn't mean to. But I will answer your questions.
No worries amigo, didn't sound hostile at all.
Having the Sun domain, and/or having at least 1 level in the Radiant Servant of _insert Sun Deity_ PrC, or having an effective turning level of at least double the target's hit dice. My example character has all 10 levels of the PrC, the other 30 in cleric. I don't think the PrC forces a roleplaying penalty onto you once you become a deity yourself, I think it simply helps define what kind of deity you will become, since not every cleric is built like yours.
Indeed.
Yes, all is fair in love and war (and DnD). What ever the players can do, the GM can do (and do it better). The only thing stopping the GM from making the game not fun for the players is the fact that he might not have players anymore. But, IMO, the GM has every right to use an evil cleric with the new divine ability I put up top, who did exactly what I did in building himself, the only thing is he WON'T have the Radiant Servant ability to have more than 1 greater turning attempt every day, so that would by my character's advantage. He likely won't even have ANY greater turning attempts, depends on if an evil character can take the Sun domain.
True but I think this would get massively annoying to players.
In this case, I would call that evil cleric my Archnemesis, and a very nice and indepth story or roleplaying experience would likely ensue, since neither of us want to risk losing initiative against the other on our home plane. We would both likely research powers that would either make us resistant to turning or immune, and then we may challenge eachother, however such research wouldn't protect our friends/minions so those would still get toasted... if we ever had a showdown, it would likely be on neutral ground (more often than not).
Cool...although it need not be an evil cleric necessarily.
Epic is all about being broken, and then if you acquire deific power, then well, yah. I hope you don't expect your players to build gimped characters just for the sake of roleplaying such that you have to modify encounters so they can roleplay and not die to the rollplay.
Epic is about characters breaking the laws of physics rather than necessarily breaking the laws of the game.
Wizards do this from level 7 and up. Sorcerers 8 and up. Druids can do it from 9 and up, and Clerics can do it from 9 and up. No deific power required. Unless of course, what you mean when you say "above your level" is actually "vastly above your character's level where he should just be able to one shot you", to which I say ORLY? I can't one shot him but it's ok for him to one shot me?
This would allow a saving throw AND spell resistance. Your ability ignores turning resistance and is just an auto-kill, slight difference.
I'm ok with the GM running his game however he wants, adapt and overcome his challenges, even if they are hard. It's how you define your character as he advances, if he had the easy street the whole time he'll be a show off know-it-all that thinks he can beat anyone.... likewise if he had gotten his arse beat at every turn, sometimes even ended up dead and luckily got brought back (sometimes more than once) he would be a cautious, scrutinizing, shrewd tactician whenever he encountered something or someone he has never seen before.
One problem that could arise is that in order to challenge the party, the DM now has to use monsters so much more powerful that the party can't defeat them.
again this is something that has been happening since level 7 for the wizard, etc... One hit kills are 99% better than just damage dealing spells, and Save or Screw'ds or the Word series of spells are just as good as one hit kills because they let the party win easily. Magic is powerful, you just gotta deal with it, it's part of the game.
...or something that should be errata'ed.
I'm going to suggest a saving throw to resist the destruction, something along the lines of 10 +1/2 levels in turning classes +CHA mod +Divine Rank; or you could call it temporary destruction on a creatures homeplane since all it is really doing is using positive or negative energy to disrupt the manifestation - not actually destroy it utterly... that would still allow the defeated to rejuvenate (and so it would be nigh useless against Sidereals and higher, but at that point combat shouldn't be occurring)
Sounds like a good idea.
I was looking for opinions because I was thinking I had found a powerful way to deal with evil deities and other nasties. Looks like I did, but like I said earlier it requires all of the character's resources to work; and that trade-off to me makes it ok. The hard part is getting enough turning damage. You need a really high charisma score, the glory domain, and the empower turning feat to make it work. Not to mention the turning level.
The problem with this sort of advantage is that every 'roll'-player would play that build.
And he can't do it to all outsiders, only evil ones, so if some of them potential enemies get smart, they'll start putting up contingent atonement's with their wishes or alter reality ability strictly for shifting their alignment to neutral whenever they get attacked by a holy sun cleric from on high
The power might belong to a sun demon, evil sun god, or possibly undead. I was planning a monster called an Egregori (Shining Shadow) which is like a reverse shadow that can turn player characters.
Which brings me to a few rules questions. Does a deity's wishes/day ability or their alter reality ability cost them XP or QP?
In my opinion it should cost them XP/QP.
When you become a hero-deity (or higher), do you spend money/xp/qp to gain your artifacts? how does one go about acquiring them? For instance, how does a Fighter based hero-deity get his 4 artifacts?
I don't think there is any one method here.
One character might find an artifact, another might create one, a weapon you have been carrying for ages might reveal itself to have always been an artifact, a god may grant a character an artifact. So there is no one way.
What might be possible is spinning a quest around obtaining an artifact much in the same way as gaining a portfolio.
I'm sure this one has been asked before but what is the level adjustment of the divinity templates? Is it just the ECL bump? Cuz after making a simple Hero-Deity I was kinda sad that it would now suddenly take this guy like 30 times as long to gain his next class level (based off ECL bump being LA).
That's all for now.
Well it shouldn't take 30 times as long because you will be fighting enemies (on average) 30 CR higher.