Custom divine abilities, portfolios, etc.

For me it's okay to create an ability that gives an inherent bonus greater than +5 or that specifies that that bonus stacks with the wish bonus (specific rule>general rule). Inherent bonus is very unclear in both 3.5 and PF because neither WOTC nor Paizo has ever written any clear rules about it other than the skimpy line of the spell wish. I use that as a general rule but anyone is free to use another interpretation because everything is very smoky. I'd say this forum response you posted sums it up perfectly: "Agreed, the bloodline powers and items would break the +5 rule, but those are specific cases. In this case the "general rule" is given by the spell, so anything that didn't specifically say it gave a higher bonus than the general +5 would work, but if it simply said it granted an inherent bonus then the stacking rules and +5 cap would apply because the dumbass designers couldn't be bothered to properly define "inherent bonus" until the Rules Compendium for 3.5, and perhaps nowhere at all in PF"
Fair enough. I generally have assumed inherent bonuses, given that they're "inherent" are like natural bonuses. So an Orc's +4 Strength or a dwarf's +2 Con, or any bonus granted via templates. I've always allowed those to stack because otherwise that would just be stupid.

So, let's define it. I'd say that Inherent bonuses are any bonus granted not from equipment magic or from a specific source like divine bonuses. I'd say they're natural bonuses, or bonuses made from improving your natural form, like wishes or a character working out or studying.
 

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Fair enough. I generally have assumed inherent bonuses, given that they're "inherent" are like natural bonuses. So an Orc's +4 Strength or a dwarf's +2 Con, or any bonus granted via templates. I've always allowed those to stack because otherwise that would just be stupid.

So, let's define it. I'd say that Inherent bonuses are any bonus granted not from equipment magic or from a specific source like divine bonuses. I'd say they're natural bonuses, or bonuses made from improving your natural form, like wishes or a character working out or studying.
I quite agree on this topic. PS: the bonus of +4 Str of an Orc or +2 Con of a Dwarf is a racial bonus, not an untyped. "A racial bonus comes from the culture a particular creature was brought up in or because of innate characteristics of that type of creature. If a creature’s race changes (for instance, if it dies and is reincarnated), it loses all racial bonuses it had in its previous form."
And here the comic stuff begins
As an example I will post the Bard Shensen from the AP Hell's Rebels
"Reincarnated Shensen was born a drow noble but was reincarnated into an aquatic half-elf; she retains her +2 bonuses to Intelligence, Wisdom, and Charisma from her birth heritage, and a +2 bonus to Dexterity from her current incarnation. She also retains proficiency with the hand crossbow and poison use, but rarely uses such weapons or tactics. She’s lost all other drow abilities as the result of the reincarnation."
And the Circus continues gentlemen! As a RAW she should lose ALL bonuses but apparently she only loses the physical ones by swapping them for those of the new race. Another embarrassing moment of RAW against RAI. RAW reincarnation makes you change all the bonuses, RAI changes only the physiques (as it should be seen that only the body changes). ;)
Moral of the story? If RAW sucks (yes, I'm looking at you, naval combat and caravan rules), apply common sense and some homebrews.
 

I quite agree on this topic. PS: the bonus of +4 Str of an Orc or +2 Con of a Dwarf is a racial bonus, not an untyped. "A racial bonus comes from the culture a particular creature was brought up in or because of innate characteristics of that type of creature. If a creature’s race changes (for instance, if it dies and is reincarnated), it loses all racial bonuses it had in its previous form."
And here the comic stuff begins
As an example I will post the Bard Shensen from the AP Hell's Rebels
"Reincarnated Shensen was born a drow noble but was reincarnated into an aquatic half-elf; she retains her +2 bonuses to Intelligence, Wisdom, and Charisma from her birth heritage, and a +2 bonus to Dexterity from her current incarnation. She also retains proficiency with the hand crossbow and poison use, but rarely uses such weapons or tactics. She’s lost all other drow abilities as the result of the reincarnation."
And the Circus continues gentlemen! As a RAW she should lose ALL bonuses but apparently she only loses the physical ones by swapping them for those of the new race. Another embarrassing moment of RAW against RAI. RAW reincarnation makes you change all the bonuses, RAI changes only the physiques (as it should be seen that only the body changes). ;)
Moral of the story? If RAW sucks (yes, I'm looking at you, naval combat and caravan rules), apply common sense and some homebrews.
I honestly agree with the changes to mental and physical stats. If someone is reincarnated as a dog, they shouldn't retain the same mental aptitude as they had as a human, their physical brain us much smaller.

Likewise an orc likely has a smaller brain than a human, so, theoretically they'd have a lower intelligence by proxy. It shouldn't change their morality, nor their memories of being smarter but it should have a penalty I think.

Just saying my pov.

Good to know regarding racial ability scores btw. There's too many barely defined terms with hypocritical rules.
 

Undeath Potency [Divine]
Your minions are particularly powerful.
Prerequisites: Undead Master.
Benefit: When you create a mindless zombie or skeleton (and any of they variants like blood skeleton or plague zombie but not an intelligent variant like juju zombie or skeletal champion) with animate dead, its HD improved to d20's and are maximized. If the undead final HD are less than your HD, they become equal to yours. If you use this ability in your Divine Realm (or your base for creature without Divine Realm, like the Hyperborea, DM discretion of what is a base) the created undead gains a x2 hp multiplier.

Cosmic Undeath Potency [Cosmic]
Your minions are particularly powerful.
Prerequisites: Undeath Potency.
Benefit: As Undeath Potency but the undead HD become d100 and if create in your Divine Realm (or base) the hp multiplier of the undead is equal to yours.

Transcendental Undeath Potency [Transcendental]
Your minions are particularly powerful.
Prerequisites: Cosmic Undeath Potency.
Benefit: As Cosmic Undeath Potency but the undead HD become d1000 and the hp multiplier is given even of the undead is created outside the Divine Realm (or base).
 
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Undeath Potency [Divine]
Your minions are particularly powerful.
Prerequisites: Undead Master.
Benefit: When you create a mindless zombie or skeleton (and any of they variants like blood skeleton or plague zombie but not an intelligent variant like juju zombie or skeletal champion) with animate dead, its HD improved to d20's and are maximuzed. If the undead final HD are less than your HD, they become equal to yours.

Cosmic Undeath Potency [Cosmic]
Your minions are particularly powerful.
Prerequisites: Undeath Potency.
Benefit: As Undeath Potency but the undead HD become d100.

Transcendental Undeath Potency [Transcendental]
Your minions are particularly powerful.
Prerequisites: Cosmic Undeath Potency.
Benefit: As Undeath Potency but the undead HD become d1000 and gains an hp multiplier equal to your Divine Rank.
I think the hp multiplier is a bit much but otherwise it looks good. Remember in PF undead get their Charisma mod to their hp pool so their hp will be high to begin with. I'd make a second ability to give them that bonus.
 

I think the hp multiplier is a bit much but otherwise it looks good. Remember in PF undead get their Charisma mod to their hp pool so their hp will be high to begin with. I'd make a second ability to give them that bonus.
I gave the hp multiplier because the ability work only on mindless zombie or skeleton. No feat, no special ability, no special attack, only a tons of hp. A Transcendental level the simple d1000 HD is no longer sufficient for be a sack that takes the beating, for this I gave a hp multiplier.
PS: I play PF 1st edition with some element taken from 3.0/5 (such as feats, monsters or prestige classes), however converted to the new rules of the system. I have take in consideratione that the undead have the Charisma to the hp but both skeleton and undead start with Charisma 10 so for me is not to much of a problem.
 
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I gave the hp multiplier because the ability work only on mindless zombie or skeleton. No feat, no special ability, no special attack, only a tons of hp. A Transcendental level the simple d1000 HD is no longer sufficient for be a sack that takes the beating, for this I gave a hp multiplier.
If you could summon just a few undead that's one thing but you're talking about being able to summon hundreds of them. If each of them get 30 billion health, and there's no stopping you from just summoning more, it seems obvious that this will get out of control very quickly.

Maybe it's not as big of a deal, and it is a Transcendental power. Still though, seems very strong, like disjointed so. If you're going to add a multiplier, you should put a multiplier on the lesser versions too then. Maybe a x2 health multiplier if those undead are summoned in your Divine realm for the base version and a bonus equal to your own modifier for the Cosmic version.
PS: I play PF 1st edition with some element taken from 3.0/5 (such as feats, monsters or prestige classes), however converted to the new rules of the system. I have take in consideratione that the undead have the Charisma to the hp but both skeleton and undead start with Charisma 10 so for me is not to much of a problem.
Still, you should be able to increase their capabilities by a huge margin at those levels with Alter Reality, there's no reason you wouldn't really.
 




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