I'm A Banana
Potassium-Rich
So, (a) there's no house rules forum, (b) the link in my sig is long out of date, and (c) I made this, and I'm kind of excited as to how it turned out.
Note that this version of The Athar is designed to be an organization or character rules element that you can stick into an ongoing D&D game just as easily as you could insert any theme, PP, ED, or background. It is presented to be used in ANY 4e D&D game, not just a Planescape game, but you shouldn't even need to tweak it if you've got a PS4e game up and running.
For those un-initiated, I'd say just check out the link and let me know what you think -- the necessary fluff is there, and isn't too long.
For those who know their berks from their bashers, maybe you could let me know how this comes across.
For everyone, let me know if you like it, if it seems borked (overpowered or underpowered in some way), or if you'd make any changes. Also, let me know if you'd use it! I wish I could add it to everyone's DDI, but we'll go with this for now.
Design notes below:
[sblock=Wonk]
Fiction: I'm pretty excited with the way the Athar philosophy is described. It's always been a little weird to present a D&D version of "atheism-esque" beliefs, what with the literal gods and angels and all that. I took it in a little more of a "humanist" direction, which still seems consistent with the core of the Athar philosophy, while adding a bit of depth, so they weren't just a club of anti-clerics, but actually had a robust grounding. I think it added some interesting twists to "The Great Unknown," too, as an internal rather than external force, and gave the idea of a conspiracy of deities a little more plausibility.
Theme: The basic idea of the theme was to give the player a sense of playing a character who did not do as they were told. The features are a little on the weak side, but theme features often are no great shakes. Nearly all of the effects are defensive, with the player essentially saying "Nu-uh!" when the DM wallops them with something. The one "aggressive" utility gives the player a sense of control and self-determination that I hope gets across the feel of the Athar pretty well.
Paragon Path: I wanted a paragon path that could be used by a variety of characters, not just a single class or build, but that still kept the idea of what a "priest of the GU" should feel like (ie: a divine character). Giving the character Channel Divinity, and having them use it with every opportunity, helped give it that divine feel, and kept it within that "spark of divinity within all of us" flavor. The PP still favors divine characters, but any character with a good Wisdom and Charisma can get a lot of use out it. Okay, that'll STILL mostly be clerics...
Epic Destiny: Mostly, I wanted a class that was focused on removing a lot of the bonuses that the gods stated up so far had, and who was well-suited to go up against solos in general, in order to match the theme of the ED. I think the class mostly succeeds on the idea of making a Solo monster less of a beast. More importantly, I think I scored a victory on what it feels like to be a slayer-of-gods in the fiction, without making it something of a joke, or an evil villain type. A Good character could still go around slaying the evil gods, and the Good gods could then offer to give up their power -- for the Greater Good, after all. The gods who cling to their power are the ones who meet this hero's ire, but by the time a hero of this caliber exists, most of the gods are probably already doubting their usefulness to the world.
[/sblock]
Note that this version of The Athar is designed to be an organization or character rules element that you can stick into an ongoing D&D game just as easily as you could insert any theme, PP, ED, or background. It is presented to be used in ANY 4e D&D game, not just a Planescape game, but you shouldn't even need to tweak it if you've got a PS4e game up and running.
For those un-initiated, I'd say just check out the link and let me know what you think -- the necessary fluff is there, and isn't too long.

For everyone, let me know if you like it, if it seems borked (overpowered or underpowered in some way), or if you'd make any changes. Also, let me know if you'd use it! I wish I could add it to everyone's DDI, but we'll go with this for now.

Design notes below:
[sblock=Wonk]
Fiction: I'm pretty excited with the way the Athar philosophy is described. It's always been a little weird to present a D&D version of "atheism-esque" beliefs, what with the literal gods and angels and all that. I took it in a little more of a "humanist" direction, which still seems consistent with the core of the Athar philosophy, while adding a bit of depth, so they weren't just a club of anti-clerics, but actually had a robust grounding. I think it added some interesting twists to "The Great Unknown," too, as an internal rather than external force, and gave the idea of a conspiracy of deities a little more plausibility.
Theme: The basic idea of the theme was to give the player a sense of playing a character who did not do as they were told. The features are a little on the weak side, but theme features often are no great shakes. Nearly all of the effects are defensive, with the player essentially saying "Nu-uh!" when the DM wallops them with something. The one "aggressive" utility gives the player a sense of control and self-determination that I hope gets across the feel of the Athar pretty well.
Paragon Path: I wanted a paragon path that could be used by a variety of characters, not just a single class or build, but that still kept the idea of what a "priest of the GU" should feel like (ie: a divine character). Giving the character Channel Divinity, and having them use it with every opportunity, helped give it that divine feel, and kept it within that "spark of divinity within all of us" flavor. The PP still favors divine characters, but any character with a good Wisdom and Charisma can get a lot of use out it. Okay, that'll STILL mostly be clerics...
Epic Destiny: Mostly, I wanted a class that was focused on removing a lot of the bonuses that the gods stated up so far had, and who was well-suited to go up against solos in general, in order to match the theme of the ED. I think the class mostly succeeds on the idea of making a Solo monster less of a beast. More importantly, I think I scored a victory on what it feels like to be a slayer-of-gods in the fiction, without making it something of a joke, or an evil villain type. A Good character could still go around slaying the evil gods, and the Good gods could then offer to give up their power -- for the Greater Good, after all. The gods who cling to their power are the ones who meet this hero's ire, but by the time a hero of this caliber exists, most of the gods are probably already doubting their usefulness to the world.
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