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First Look at the Complete Divine
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<blockquote data-quote="Westwind" data-source="post: 1538506" data-attributes="member: 3241"><p>I just got a copy of the Complete Divine today and I'm skimming through it for the first time right now. Here are a few tidbits, I'll try to post more later on tonight but I might not be around.</p><p></p><p>Chaper 1: The Devoted</p><p>This chapter covers new 20-level clesses (Spirit Shaman, Shugenja, and Favored Soul). Spirit Shaman is the only new one and it looks pretty cool. Access to a set number of spells/day and some nifty anti-spirit (fey, elemental, incorporeal undead, astral forms) powers. No unarmed martial powers.</p><p></p><p>Chapter 2: Prestige Classes</p><p>I think they've all been covered elsewhere. The only one that struck me as being a possible problem is the Radiant Servant of Pelor, which looks unchanged from its Dragon version.</p><p></p><p>Chapter 3: Supplemental Rules</p><p>Feat, feats, and more feats. Two "new" types of feats: divine and wild. Divine feats let you spend a turn attempt to do something else (there are 10 of them plus True Believer), wild feats are the same except you spend a wild shape use for a physical improvement for a short period of time. In general, some of the feats look very nice (Augment Healing: +2 to healing spells/level, Spontaneous Healer: allows non-clerics to swap out spells for healing spells--this could break the Druid). There are also variant rules for faith points and feats you can use faith points (sort of like action points from UA). Epic rules are included as well at the end.</p><p></p><p>Chaper 4: Magic Items</p><p>Somewhere between artifacts and magic items there are relics. They seem pretty cool actually. They have "prices" but it's not like you'll find them for sale. You need either True Believer+ X number of HD or the sacrifice of a given level spell slot to use them. Also included are some new non-relic staves.</p><p></p><p>Chapter 5: Deities</p><p>Each core deity is described in terms of portfolio, domains, cleric training (who they take in), quests, prayers (role-playing device), temples, rites, herald, and relics. The herald is just a very brief description ("almost always a 20th level Wizard," not a stat block). Brief write-ups are also given for Beltar, Bralm, Celestian, Cyndor, Delleb, Geshtai, Incabulos, Istus, Iuz, Joramy, Lirr, Llerg, Mouqol, Osprem, Pholtus, Procan, Pyremius, Rao, Telchur, Tharizdun, Trithereon, Wastri, Xan Yae, and Zuoken. Monster deities are also here.</p><p></p><p>Chapter 6: The Divine World</p><p>Things to do in Denver (or another plane) when you're dead. This chapter details what dying entails, where you might go, and things you can do once you're there. It also talks about church organizations, sects, schisms, and cults.</p><p></p><p>Chapter 7: Domains and Spells</p><p>New domains include Celerity, Cold, Community, Competition, Creation, Domination, Dream, Force, Glory, Inquisition, Liberation, MadnessMind, Mysticism, Oracle, Pact, Pestilence, Purification, Summoner, and Weather. Some were new to me, but the majority were revisions or reprints. Also some new spells that I haven't looked over yet.</p><p></p><p>There are a few editing errors and the infamous page XX shows up, but it looks like a pretty crunchy book all-in-all. If you already have the 3.0 versions you can do most of the conversions on your own, but it's worth buying if you are running 3.5 and play divine-based characters. Maybe I missed it, but I would've liked to have seen more "everyday life and the divine" material.</p></blockquote><p></p>
[QUOTE="Westwind, post: 1538506, member: 3241"] I just got a copy of the Complete Divine today and I'm skimming through it for the first time right now. Here are a few tidbits, I'll try to post more later on tonight but I might not be around. Chaper 1: The Devoted This chapter covers new 20-level clesses (Spirit Shaman, Shugenja, and Favored Soul). Spirit Shaman is the only new one and it looks pretty cool. Access to a set number of spells/day and some nifty anti-spirit (fey, elemental, incorporeal undead, astral forms) powers. No unarmed martial powers. Chapter 2: Prestige Classes I think they've all been covered elsewhere. The only one that struck me as being a possible problem is the Radiant Servant of Pelor, which looks unchanged from its Dragon version. Chapter 3: Supplemental Rules Feat, feats, and more feats. Two "new" types of feats: divine and wild. Divine feats let you spend a turn attempt to do something else (there are 10 of them plus True Believer), wild feats are the same except you spend a wild shape use for a physical improvement for a short period of time. In general, some of the feats look very nice (Augment Healing: +2 to healing spells/level, Spontaneous Healer: allows non-clerics to swap out spells for healing spells--this could break the Druid). There are also variant rules for faith points and feats you can use faith points (sort of like action points from UA). Epic rules are included as well at the end. Chaper 4: Magic Items Somewhere between artifacts and magic items there are relics. They seem pretty cool actually. They have "prices" but it's not like you'll find them for sale. You need either True Believer+ X number of HD or the sacrifice of a given level spell slot to use them. Also included are some new non-relic staves. Chapter 5: Deities Each core deity is described in terms of portfolio, domains, cleric training (who they take in), quests, prayers (role-playing device), temples, rites, herald, and relics. The herald is just a very brief description ("almost always a 20th level Wizard," not a stat block). Brief write-ups are also given for Beltar, Bralm, Celestian, Cyndor, Delleb, Geshtai, Incabulos, Istus, Iuz, Joramy, Lirr, Llerg, Mouqol, Osprem, Pholtus, Procan, Pyremius, Rao, Telchur, Tharizdun, Trithereon, Wastri, Xan Yae, and Zuoken. Monster deities are also here. Chapter 6: The Divine World Things to do in Denver (or another plane) when you're dead. This chapter details what dying entails, where you might go, and things you can do once you're there. It also talks about church organizations, sects, schisms, and cults. Chapter 7: Domains and Spells New domains include Celerity, Cold, Community, Competition, Creation, Domination, Dream, Force, Glory, Inquisition, Liberation, MadnessMind, Mysticism, Oracle, Pact, Pestilence, Purification, Summoner, and Weather. Some were new to me, but the majority were revisions or reprints. Also some new spells that I haven't looked over yet. There are a few editing errors and the infamous page XX shows up, but it looks like a pretty crunchy book all-in-all. If you already have the 3.0 versions you can do most of the conversions on your own, but it's worth buying if you are running 3.5 and play divine-based characters. Maybe I missed it, but I would've liked to have seen more "everyday life and the divine" material. [/QUOTE]
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