Buugipopuu
First Post
Is monstrous humanoid actually a type in 3.5 or is it a subtype? If it is taken I couldn't tell you which combatant has that type/subtype right off the top of my head. I don't think it would hurt to have two if you have another combatant to suggest.
Types & Subtypes :: d20srd.org
Okay I think I'm done re-writing all of the divine abilities. To my surprise most of them were okay as published, with a few exceptions. The exceptions are in the attached RTF document.
You thought Bane effect was fine as written? It Deals four times the damage of Divine Effect and is actually of a better damage type (nothing resists bane damage), and the existence of Animus means that one DvA is all you need to make it apply against all enemies.
Just some of the other specific (rather than general) issues with the DvAs:
Similarly, Aligned Effect sucks, as +1 damage per die on average over the already weak Energy Effect doesn't justify an ability that does nothing two thirds of the time.
Blood Strike trades HP for damage 1:1, which is clearly not worth a DvA.
Disheartening Dodge, as written, doesn't do anything. It applies a morale penalty, but it doesn't say to what said penalty applies.
Dragon Companion needs to specify how it interacts with the Animal Companion ability. Does it reduce effective Druid level like other advanced animal companions (in which case it's useless, and by how much does it reduce it)?
Legendary Companion and the other similar abilities need to specify how they interact with bonus HD granted by class features. And if they can be applied to non-Animal companions. Dragons gained by Dragon Companion, for instance (and does this grant extra age categories to said dragon*?).
Spell Absorption doesn't actually do anything 90% of the time, since you can't use Free Actions when it's not your go, so you would need to ready an action to use it (making the free action part pointless, as it always takes a Standard action to ready an action).
Telelocation doesn't actually define 'creature you are hunting'. Does it let you arbitrarily decide to 'hunt' something, meaning you know the location of any creature whose existence of which you are aware? (I have it require the use of Track to locate tracks of a creature to be considered 'hunting' something, and you can't hunt more than one creature at once).
Theopoea is silly, as it doesn't define "Place of Worship", so you can just carry a portable shrine around (mounted on a Golem) and get a bunch of golems to tag along with you, which clearly isn't the intent of the ability.
Thieving effect is useless because nobody carries liquid assets, and there's no way you can get its damage high enough to steal artefacts. And if you could it would immediately become far too good.
X-Ray Vision really sucks. A DvA that lets you see through walls should not take considerable effort and several rounds to see through walls generated by low level magic spells.
*It shouldn't, but the ability doesn't say.
Lord of Blood and Lord of Bone have been banned.
Moonstruck has also been banned.
What's wrong with these? They're not really that good, compared to, say, Heavenly Mind and its ilk (not that that should be the standard by which DvAs are judged). And if you are banning them, why not ban Lord of Maggots and Lord of Spirit as well. Lord of Maggots is easily the best of the template DvAs (3,000 ft blindsight when on a deity, +20 Insight to AC, a suite of immunities, no loss of Con score and the ability to completely shut someone down with a touch attack) when you're not allowing Lord of Bone to grant Dry Lich. Well, it would be if Mutability is being played sensibly, rather than as written (which causes you to lose your Intelligence score and go blind).
Polymorph is okay... but seems underpowered in my opinion... suggestions anyone?
Polymorph sucks, but it has to suck, because it's basically a DvA tax on Shapechange, which is still too good even at a cost of 2 DvAs. Well, it would be, if it did anything, but as written you lose all your Su abilities when you change, and it itself is a Su ability, so either you can change and you can't change back, or you change and then immediately change back. It's good when taken with minimum HD deities (Lesser deities turning into Elder Quintessence Elementals. Intermediate deities turning into Cherubim.) But when taken by someone with lots of HD and a low-level divine template, things just get stupid. An extreme case would be an ECL 100 Prophet, with 90 HD, turning into one of the Seraphim, gaining Cosmic String, and the ability to instakill anything with 88HD or less (which is going to be most things at that level).
Regeneration seems like it should be stackable, but have a limit on how many times it should be stacked.
I made these in my DvA rewrite:
NEW. IMPROVED REGENERATION (SU)
Your regeneration becomes harder to penetrate.
Prerequisites: Con 50, Regeneration
Benefit: Your Regeneration improves, regenerating an additional number of hitpoints per round equal to half your hit dice. You may select one damage type that currently deals lethal damage to you, that damage type now deals nonlethal damage as normal.
NEW. SUPERIOR REGENERATION (SU)
Your regeneration becomes harder to penetrate.
Prerequisites: Con 50, Regeneration
Benefit: Your Regeneration improves, regenerating an additional number of hitpoints per round equal to half your hit dice. You may select alignment that currently deals lethal damage to you, effects affiliated with that alignment now deal nonlethal damage as normal.
Less clumsy than having an ability that can stack a limited number of times.