Custom divine abilities, portfolios, etc.

Obly99

Hero
So, Ive been thinking about a photographic memory epic feat, but I'm not sure what it would do. I was thinking maybe you get a+5 to all knowledge skills, and, if you are a wizard or other "preparation" character, you can prepare spells without a spellbook, as you can just memorize the all the spells. Does this sound reasonable?
Photographic Memory [Epic]
Your memory is legendary.
Prerequisites: Intelligence or Wisdom 25+.
Benefits: You gain +2 insight bonus on all Knowledge check in which you have at least 1 rank. You no longer need to prepare spells from a spellbook (like a magus or wizard) or a familiar (like a witch). You still must spend the normal amount of time preparing spells. You may keep or discard your spellbook or familiar. Also, with your incredibile memory you always remember all things you see and read at the perfection.
 

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I like the familiar focused abilities. Now I am imagining a god who looks like a normal human but with a giant dragon familiar with atomic breath. Also makes familiars more viable in this level of play I think
 

Obly99

Hero
Standing Till the End [Epic]
The One Piece...Is Real!!!!!!!
Prerequisites: Base Fortitude and Will save 12+.
Benefits: When you die you can decide a physically possible pose for your body. Instead of fall to the ground in a disarray, you remain in that pose even after death. If you have an immediate action available at the moment of death, you can use it to speak a sentence of up to 25 words.
 

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Obly99

Hero
Mythic Familiar [Divine]
Your familiar developed new powers and a deeper link with you.
Prerequisite: Divine Familiary Divine Ability.
Benefit: Your familiar become the Mythic version of the base creature (a standard Imp become a Mythic Imp). If your familiar dies, you may replace it in 24 hours by calling on the source of your mythic power. However, doing so causes you to have 1 fewer uses of mythic power per day for the next 30 days.
Special: If you have the Greater Familiar Divine Ability and your familiar mythic version gains a variable mythic tier (like the mythic lycanthrope, mythic lich or mythic warm that walk), use your HD as the base creature CR for calculate the final mythic rank. Also, if you have the Greater Familiar, for select this ability, your caster level must be higher of at least three times compared to the CR of the Mythic version of the familiar (an Aboleth is a CR 7 and you can take it at caster level 21, but a Mythic Aboleth is a CR 9/MR 3 and you must have a caster level of at least 27 for select this ability with an Aboleth familiar).

Companion Cohort [Divine]
Your animal companion is more than a simple pet, it's your most precious ally.
Prerequisite: Animal Companion with Int 3+, Epic Leadership, Greater Companion.
Benefit: Your animal companion becomes your cohort. Choose one class. The creature’s Hit Dice, hit points, BAB, saving throws, feats and skill ranks are still calculated as normal for an animal companion, but it gains class abilities from the chosen class, treating its effective Hit Dice as class levels (up to the maximum cohort level allowed by your leadership score or your level –1, whichever is lower). The animal companion cannot multiclass or take prestige class. This includes any relevant ability score modifiers, ability score advancements, and favored class bonuses. If you have, or later take, the Boon Companion feat or the Legendary Companion Divine Ability, this affects only the creature’s animal companion abilities, and not its class abilities.
Special: If your animal companion have integrated class feature, when you take this ability they are removed. It still count as having integrated class features for meet prerequisites.

Divine Companion [Divine]
You share a tiny bit of your divine nature with your animal companion.
Prerequisites: You must have an animal companion.
Benefit: Your animal companion gains 1 DR and 1 Divine Ability slot. The animal companion must respect any prerequisites for this ability. Unlike normal, it cannot give up 6 feats for 1 Divine Ability slot. Instead of a Divine Ability (at the GM’s discretion), it can gain one monster mythic abilities suitable for a creature of its type, or one ability from its master’s mythic path (if any). You can take this ability more than once; each time you select it, your animal companion gains an additional Divine Rank and Divine Ability, up to a maximum of 1/2 of your own current DR.

Greater Companion [Divine]
You can choose a more powerful creature as your animal companion.
Prerequisites: You must have an animal companion.
Benefit: Any willing creature with a CR lower that your druid level (or any effective level you use for calculate your animal companion) and without class levels can become your animal companion. Subtract the chosen creature’s Challenge Rating (CR, minimum 1) from your effective Druid level to determine when you can gain it as a companion (once your effective level with that creature is 1 or more) and when it starts gaining additional bonuses. Companions with an Intelligence score of 3 or more do not gain tricks. Instead of the typical progression of an animal companion, the greater companion gains the type of HD (d6, d8, d10, etc.), BaB, saves progression, number of skills per HD and class skills as the base creature (a fey Greater Companion gains d6 Hit Die, Base attack bonus progression equal to 1/2 total Hit Dice, Good Reflex and Will Saves progressino, Skill points equal to 6 + Int modifier (minimum 1) per Hit Die and Acrobatics, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (geography), Knowledge (local), Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, and Use Magic Device as class skills) but some template (like a Divine template) or specific creature can not follow the general rule for the type, in that case follow the specific creature instead of the generel rule. Because of the powerful nature of this ability, for the racial ability DC and all they variables (including integrated class features or abilities from template, like the Hyperborean), they are only calculated using the base creature HD, not any extra HD gained as animal companion or gained with Legendary Companion Divine Ability. Also, you no longer lose your animal companion if it is subject to the awaken spell. The animal companion continues to progress as an animal companion instead of becoming an NPC or cohort.
Special: The creature must be suited for your portfolios and concept as a deity (a mummy is well suited for a Deity with Death and Desert portfolios but for a Deity with the Consumation and Winter portfolio a Wendigo is more suited). For gaining a non-suited creature you must make an appropriate quest.

Mythic Companion [Divine]
Your animal companion cohort developed new powers and a deeper link with you.
Prerequisite: Divine Companion, Greater Companion.
Benefit: Your animal companion become the Mythic version of the base creature (a standard Aboleth become a Mythic Aboleth). If your animal companion dies, you may replace it in 24 hours by calling on the source of your mythic power. However, doing so causes you to have 1 fewer uses of mythic power per day for the next 30 days.
Special: For select this ability, your druid level for the animal companion must be higher of at least 1 compared to the CR of the Mythic version of the animal companion (a Lamia is a CR 6, but a Mythic Lamia is a CR 7/MR 3 and you must have a druid level for the animal companion of at least 8 for select this ability with a Lamia companion). Also, if your animal companion mythic version gains a variable mythic tier (like the mythic lycanthrope, mythic lich or mythic warm that walk), use your HD as the base creature CR for calculate the final mythic rank.

Companion Versatily [Cosmic]
Your animal companion is the ultimate versatily.
Prerequisite: Companion Cohort.
Benefit: Your animal companion, with the class granted with Companion Cohort, can freely multiclass and take prestige class.

Conqueror Companion [Cosmic]
Your animal companion is more powerful.
Prerequisites: Greater Companion.
Benefit: For the racial ability DC and all they variables (including integrated class features or abilities from template, like the Hyperborean) of your animal companion, they are now calculated using the base creature HD plus any extra HD gained as animal companion (you still cannot using any extra HD gained with the Legendary Companion Divine Ability).

Cosmic Companion [Cosmic]
You share a tiny bit of your cosmic nature with your animal companion.
Prerequisites: Divine Companion, must have access normally as Cosmic Abilities (not as Esoteric).
Benefit: Your animal companion gains 1 Cosmic Ability. The animal companion must respect any prerequisites for this ability. You can take this ability more than once; each time you select it, your animal companion gains an additional Cosmic Ability.

Lord of Companion [Cosmic]
Your animal companion can contend with the gods.
Prerequisite: Companion Cohort.
Benefit: Your animal companion gains the Paragon template.

Transcendental Companion [Transcendental]
You share a tiny bit of your transcendental nature with your animal companion.
Prerequisites: Cosmic Companion, must have access normally as Transcendental Abilities (not as Esoteric).
Benefit: Your animal companion gains 1 Transcendental Ability. The animal companion must respect any prerequisites for this ability. You can take this ability more than once; each time you select it, your animal companion gains an additional Transcendental Ability.
 
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Obly99

Hero
Devasting Strike [Divine]
Your attack is particularly devastating.
Prerequisites: Vital Strike.
Benefit: Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, multiply all damage (even damage from sources that wouldn’t normally be multiplied on a critical hit) by 2 if you are using Vital Strike, by 3 if you are using Improved Vital Strike, or by 4 if you are using Greater Vital Strike. Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, your attack ignores a value of damage reduction, energy resistance, and hardness your target possesses equal to your Divine Rank multiplied by your hit point multiplier. This effect replace the base benefit of Vital Strike, Improved Vital Strike, and Greater Vital Strike.
Special: If you have the Ultimate Weapon Specialization Transcendental Ability, when using Vital Strike, Improved Vital Strike, or Greater Vital Strike, multiply all damage by (1/5 base attack bonus +1) instead of the usual value of this ability.

Divine Versatile Channeler [Divine]
You can switch freely between channeling the power of life and death.
Prerequisites: Versatile Channeler.
Benefit: You no longer treat your cleric level as 2 lower when channeling the opposite type of energy. In addition, you may channel both negative and positive energy simultaneously, dividing your total number of channeling dice between the two. You must still decide whether you are channeling each type of energy to harm or heal. Feats and abilities that allow you to exclude or target specific creatures within your burst can be applied to either or both types of energy, but the total number of creatures you can exclude remains unchanged.

Vermin Monarch [Divine]​

As a monarch among vermin you can exert mastery over all drones.
Prerequisite: Any "vermin" portfolio (like Spider).
Benefit: Natural vermin with a lower Divine Rank of your have a starting attitude of friendly towards you. Against a controlled or summoned vermin, you may make a Charisma check as a move action opposed by its controller’s Charisma check. If this check is successful, this creature will refuse to harm you unless you attack it first. It may still share your space as normal. In addition, you may spend one use of mythic power as a standard action to make an additional Charisma check, opposed by its controller’s Charisma check. If you are successful, you gain control of the vermin for 1 round per Divine Rank (or until it returns to its place of origin, if summoned).
 
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Obly99

Hero
Seed of Corruption [Divine]
You have discovered how to dance on the edge of the abyss without falling into it.
Prerequisites: Any non-good alignment.
Benefit: Select one corruption (Corruption – d20PFSRD). You gain that corruption with a Manifestation level of 5 and Stage 2. If you have a Divine Rank of 3 (or equivalent) or higher instead the Manifestation level is 9. Unlike a normal corruption, you do not gain the Stain of a Manifestation unless it specific you must take both the gift and the stain, your Alignment does not shift to the usual of the corruption for a Manifestation Stage 2, you never need to make the save of the Progression and your Corruption Stage can never advance to 3 (you never lose you character). Because of the fact that you select this corruption willing, it can never be removed or reduced, even with the specific methot for that corruption, the spells Alleviate Corruption (Alleviate Corruption – d20PFSRD) or wish or similar abilities.

Lord of Corruption [Cosmic]
You wallow in the corruption.
Prerequisites: Seed of Corruption.
Benefit: Select another corruption. You gain all the benefits of that corruption as if you have select it with Seed of Corruption.
Special: This ability can be selected multiple times, every time selecting another corruption.
 
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Seed of Corruption [Divine]
You have discovered how to dance on the edge of the abyss without falling into it.
Prerequisites: Any non-good alignment.
Benefit: Select one corruption (Corruption – d20PFSRD). You gain that corruption with a Manifestation level of 5 and Stage 2. If you have a Divine Rank of 3 (or equivalent) or higher instead the Manifestation level is 9. Unlike a normal corruption, you do not gain the Stain of a Manifestation unless it specific you must take both the gift and the stain, your Alignment does not shift to the usual of the corruption for a Manifestation Stage 2, you never need to make the save of the Progression and your Corruption Stage can never advance to 3 (you never lose you character). Because of the fact that you select this corruption willing, it can never be removed or reduced, even with the specific methot for that corruption, the spells Alleviate Corruption (Alleviate Corruption – d20PFSRD) or wish or similar abilities. Abrogate cannot remove this ability directly: it must select every Manifestation specificatly while Divine Nullification instead work as normal.

Lord of Corruption [Cosmic]
You wallow in the corruption.
Prerequisites: Seed of Corruption.
Benefit: Select another corruption. You gain all the benefits of that corruption as if you have select it with Seed of Corruption. Abrogate cannot remove this ability directly: it must select every Manifestation specificatly while Cosmic Nullification instead work as normal.
Special: This ability can be selected multiple times, every time selecting another corruption.
While I like the powers I don't think it shouldn't be able to be abrogated. That makes no sense and immediately makes me not want to allow it in campaign.

Other powers that grant multiple abilities such as Legendary or Lord of Individuality or Lord of Maggots can be abrogated just fine.

I get you don't want your new power to just be negatable, but that perk doesn't make any sense, and it should be as vulnerable as any other ability, especially as a divine power, and needing Cosmic Nullification, a literal Omnific Power to get rid of the second corruption is ridiculous.

Get rid of that and I think its a great, customizable power, otherwise it's too strong and very unbalanced.
 
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Greater Manifestation (Divine)
Your Manifestation is stronger, fiercer and more powerful than that of your peers.
Prerequisites: None
Benefit: You gain the Advanced template. You gain a +4 bonus to all Ability Scores and a +2 bonus to Natural AC
 
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