Lore of the Gods - Final preview today

BastionPress_Creech said:
Religions from role-playing games should never be taken as real for any reason, even when there is historical precedence concerning the specific religion.

As a member of one of the religions depicted in the book this sentence bothers me, a lot. I'm assuming that you intended no insult with this and merely wanted to avoid claims (ala the 1980s) of trying to seduce young children into service of the devil or some such. Please reword this to something that doesn’t slight my faith. Something that states that this is only a game manual and not a religious treatise would be good.

In addition, the quality of the picture of Thor is good, but the details are all wrong. The sandals, helm are the wrong style, the hammer is too long, and he's got no pants! For the record, he should have pants, no wings on the helm, boots, and the haft of the hammer should be much shorter.

Aside from the points above I liked the snippets posted so far and I'm sure the book will live up to the excellent quality of Bastion's other products.
 

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BastionPress_Creech said:
How's this instead?
Religions depicted for the purposes of gaming should not be misinterpreted with actual religious practices, even when there is historical precedence concerning the specific religion.

Looks good. Although I think grammatically it should be "confused with" or "misinterpreted as". Thanks for making the change. I may not use it, but I'm inclined to buy it anyway just on goodwill.
 

BastionPress_Creech said:
Deities & Demigods mentions that deities may automatically grant spells but it doesn't say that every deity can grant spells up to 9th level and beyond. I like the idea of having limitations on the minor powers. This sets up the framework for political and power struggles within the pantheon as certain powers seek to increase their heriarchy and status.

I think I am going to leave the subject of PC godhood alone and make the assumption that the character becomes an NPC and is retired.

In that case (and this may open a can of worms), you may want to add a line in the feat that says something to the effect of, "once a PC attains divine rank 5, his or her character generally becomes an NPC."

Altenatively, since playing a PC at Divine Ranks 1-4 may be a bit too overpowered, you could just remove the "Special" part of the Divine Potential Feat, as well as the second part of the feat, and instead add another feat such as "Full Divine Ascendence" which then provides Divine Rank 1, and contains the part of the current Divine Potential feat that starts with "The final stage of the character’s journey..." Alternatively, this part could be a prerequisite to the "Full Divine Ascendence" feat, rather than a part of that feat.
 

I'd make a sidebar that basically says playing characters of divine rank may not be the best idea since they are very powergful, but let the DMs choose if they want to do it.
 

BastionPress_Creech said:
So basically, you folks want rules that cover the following:

-Divine Ascension (what events must happen before a character can ascend?)
-Attaining divine power and abilities through followers/worshippers (and their numbers)
-Advancing a deity's status/rank within a pantheon

Anything else I'm missing?

- At least an outline or suggestions for the above that don't rely on counting the faithful. Divine power IMC does not wholly rely on number of followers -- the children of gods are likely to become gods themselves, and not become commonly worshipped until sometime after that.

- Some kind of smooth transition from "mortal" to "divine rank 0"

- The Finnish pantheon (yeah, I know, it's too late for that...maybe I'll just write the darned thing myself...).

Cheers,
Nell.

**Edit** OK, I see I'm a bit late coming into this thread...I'm looking forward to this book -- I've had it on preorder for ages!
 
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PC Divine Ascension

Steve,

I have an excel file that covers a divine ascension progression for PCs that I used for my own homebrew. It is based on the Deities & Demigods books and follows a PC through 20 divine "class" levels as she approaches Divine Rank 0. It was posted here on EnWorld awhile ago and went through some editing. The intent being to slow Divine ascension for a mortal so the game won't break.

If Bastion Press is interested (even just to glance at), you can drop me a line at: ronjr [AT] psaltd [DOT] com
 

And now for another preview

Here's your Friday snippet to feast upon...

Heroes
Ancient mythology is filled with examples of mortals and half-gods who braved foe after foe, trial after trial, and treachery from every corner, only to succeed in an epic quest. Often times, these were quests delivered by the gods themselves. Other times, the hero took it upon himself to answer the call of duty and thrust headlong into the mouth of danger. This section details some of the better-known heroes of the various mythologies presented. While trying to remain true to the spirit of the hero, presenting each in game mechanics that can be quantified sometimes resulted in the necessity to be imaginative regarding the character’s abilities, class or possessions. These are not the definitive versions of these heroes, but merely our ‘take’ on them and are meant to serve as NPCs to interact with and use with the heroes of your world.

Autolycus
Autolycus was the greatest thief in all of ancient Greece. So renowned were his skills and penchant for guile and duplicity that it was widely belived he was the son Hermes. Autolycus is renown for such dramatically infamous thefts as plifering the cattle of the king of Thessaly and stealing a magical helmet from an tomb-maze of such complexity it was thought to drive men mad. Autolycus was also the grandfather of Odysseus and was said to have taught Heracles the art of wrestling.

Autolycus, Male Human Rogue 10/Shadowdancer10: CR 20; medium humanoid; HD10d6 and 10d8+80; 160 hp; Init +4; Spd 30 ft. (6 squares); AC 23 (+4 Dex, +6 shadow, silent moves leather, +3 deflection) (flatfooted 23, touch 17); Base Atk +14; Grp +16; Atk +3 distance, flaming burst, wounding handcrossbow +21 ranged 1d4+3 plus 1d6 fire plus 1 Con /19-20x2, plus 1d10 fire or +3 icy burst, keen dagger +19 melee 1d4+5 plus 1d6 cold 17-20/x2 plus 1d10 cold or +21 ranged 1d4+5 plus 1d6 cold 17-20/x2 plus 1d10 cold or +4 anarchic, distanace, throwing, returning dagger +20 melee 1d4+6 plus 2d6 vs. lawful creatures 19-20/x2 or +4 anarchic, distanace, throwing, returning dagger +22 ranged 1d4+6 plus 2d6 vs. lawful creatures 19-20/x2; Full Atk +3 distance, flaming burst, wounding handcrossbow +21/+16/+11 ranged 1d4+3 plus 1d6 fire plus 1 Con /19-20x2, plus 1d10 fire or +3 icy burst, keen dagger +19/+14/+9 melee 1d4+5 plus 1d6 cold 17-20/x2 plus 1d10 cold or +21 ranged 1d4+5 plus 1d6 cold 17-20/x2 plus 1d10 cold or +4 anarchic, distanace, throwing, returning dagger +20/+15/+10 melee 1d4+6 plus 2d6 vs. lawful creatures 19-20/x2 or +4 anarchic, distanace, throwing, returning dagger +22 ranged 1d4+6 plus 2d6 vs. lawful creatures 19-20/x2; Space/Reach 5 ft. /5 ft.; SA crippling strike, sneak attack +5d6; SQ darkvision 60 ft., defensive roll, evasion, hide in plain sight, improved evasion, shadow illusion, shadow jump (160 ft.), summon shadow, slippery mind, uncanny dodge (Dex bonus to ac), uncanny dodge (cannot be flanked), uncanny dodge (+4 against traps); AL CN; SV Fort +10, Ref +18, Will +8; Str 15, Dex 19, Con 18, Int 16, Wis 14, Cha 14
Skills & Feats: Appraise +13, Balance +18, Bluff +7, Climb +7, Concentration +5, Decipher Script +10, Diplomacy +11, Disable Device +15, Disguise +12, Escape Artist +14, Forgery +10, Gather Information +13, Hide +24, Intimidate +8, Jump +10, Listen +13, Move Silently +24, Open Lock +9, Perform +9, Pick Pocket +18, Search +13, Sense Motive +14, Spot +15, Survival +9, Swim +6, Tumble +16, Use Rope +9; Alertness, Blind-Fight, Combat Reflexes, Dodge, Exotic Weapon Proficiency (handcrossbow), Mobility, Point Blank Shot, Precise Shot, Spring Attack.
Possessions: +3 distance, flaming burst, wounding handcrossbow, +3 icy burst, keen dagger, +4 anarchic, distanace, throwing, returning dagger, gloves of arrow snaring, +4 shadow, silent moves leather, ring of feather falling, ring of protection +3.

Jason of Argos
Jason was one of the most intrepid heroes of all Greece. After the king of Iolcos heard a prophecy that Jason would someday harm him, he sent him on a quest to recover an artifact called the golden fleece. He assembled a band of heroes called the Argonauts, so named after the vessel Argo, a massive ship that Jason had constructed for his journey. During the course of the quest, Jason met the sorceress Medea whose magic helped him overcome the challenges and win the fleece. The two became lovers, and on their return to Ioclos, they plotted the murder of the king. Upon his death, they fled to Corinth where they married and had several children. Years later, Jason betrayed his marriage with the daughter of King Creon. Medea’s vengeance was brutal and murderous, and she slew the king, his daughter, and her own children and left Jason to spend the rest of his life in grief and mourning. Jason was finally killed working on the Argos, when a stray timber accidently fell on him and split his skull.

Jason of Argos, Male Human Fighter 10/Ranger 5: CR 15; medium humanoid; HD 10d10 + 5d10+45; 111 hp; Init +6; Spd 30 ft. (6 squares); AC 23 (+2 Dex, +7 chainmail shirt, +4 deflection), touch 16, flat-footed 21; Base Atk +15 Grp +19; Atk +5 bane (+7 giants), shocking, thundering longsword +23 melee 1d8+9 plus 2d6 vs giants plus 1d6 elcetricity, plus 1d6 sonic/17-20 plus 1d6 sonic Fort save (DC14) or deafened or unarmed strike +17 melee 1d3+2 or +5 bane (+7 giants), shocking, thundering longsword +19 melee 1d8+9 plus 2d6 vs giants plus 1d6 electricity, plus 1d6 sonic/17-20 plus 1d6 sonic Fort save (DC14)or deafened and unarmed strike +13 melee 1d3+2; Full Atk +5 bane (+7 giants), shocking, thundering longsword +23/+18/+13 melee 1d8+9 plus 2d6 vs giants plus 1d6 elcetricity, plus 1d6 sonic /17-20 x2 plus 1d6 sonic Fort save (DC14) or deafened or unarmed strike +17/+12/+7 melee 1d3+2 or +5 bane (+7 giants), shocking, thundering longsword +19/+14/+9 melee 1d8+9 plus 2d6 vs giants plus 1d6 electricity, plus 1d6 sonic /17-20 x2 plus 1d6 sonic Fort save (DC14) or deafened and unarmed strike +13/+8/+3 melee 1d3+2; Space/Reach: 5 ft. /5 ft.; SA Favored enemies (giants +4, aberrations +2); SQ Animal companion, combat style (two–weapon combat), wild empathy; AL LG; SV Fort +14, Ref +6, Will +5; Str 15, Dex 15, Con 16, Int 14, Wis 12, Cha 15
Skills & Feats: Balance +5, Climb +5, Concentration +4, Handle Animal +7, Heal +4, Hide +5, Jump +5, Listen +9, Move Silently +9, Ride +9, Search +6, Spot +10, Survival +9, Swim +3, Use Rope +6; Alertness, Blind-Fight, Dodge, Enduranceb, Expertise, Improved Critical (longsword), Improved Initiative, Improved Unarmed Strike, Leadership, Mobility, Spring Attack, Trackb, Two-Weapon Fightingb, Weapon Finesse, Weapon Focus (longsword), Weapon Specialization (longsword).
Ranger Spells per Day (1; DC 11 + spell level): 1st – resist elements.
Possessions: +3 chainmail shirt, ring of protection +4, +5 bane (giants), shocking, thundering longsword.

Sigurd
Sigurd is possibly the greatest warrior of Teutonic legend. The subject of many sagas, he is acclaimed for his fearlessness and cunning. He slew the gold-hording dragon Fafnir, the shapechanging brother of his foster father, by stabbing it in the belly with his father’s reforged sword. In addition to reovering the stolen horde of dwarven gold, he also gained great wisdom by drinking Fafnir’s blood. In another saga, he is said to have rescued his friend’s Gunnar’s lover, the valkyre Brunhilde by waking her from Odin’s enchantments of slumber. The two became lovers, but Sigurd was ultimately tricked in to beraying her by the witch-queen Grimhild. Her magic potions caused Sigurd to fall in love with her daughter Gudrun and when Brunhild, learned of Sigurd’s affair, she killed herself. Tragically, her suicide upset Gunner so much, that he swore vengeance against Sigurd. He fed another one of Grimhild’s potions to his younger brother that sent him into a murderous rage, and both his brother and Sigurd slew eachother in a terrible swordfight.

Sigurd, Male Human Fighter 16: CR 16; medium humanoid; HD16d10+48; 175 hp; Init +7; Spd 20 ft. (4 squares); AC 21 (+2 Dex, +9 fire resistance chainmail), touch 12, flat-footed 19; Base Atk +16; Grp +20; Atk +3 shocking burst dagger +23 melee or +3 shocking burst dagger +22 ranged (1d4+7 plus 1d6 electricity/19-20 plus 1d10 electricity or +4 bane (+6 vs dragons), icy burst, keen greatsword +27 melee 2d6+10 plus 2d6 vs dragons plus 1d6 cold/15-20 plus 1d10 cold) or Unarmed Strike +20 melee 1d3+4; Full Atk +3 shocking burst dagger +23/+18/+13/+8 melee or +3 shocking burst dagger +22 ranged (1d4+7 plus 1d6 electricity/19-20 plus 1d10 electricity or +4 bane (+6 vs dragons), icy burst, keen greatsword +27/+22/+17/+12 melee 2d6+10 plus 2d6 vs dragons plus 1d6 cold/15-20 plus 1d10 cold) or Unarmed Strike +20/+15/+10/+5 melee 1d3+4; Space/Reach: 5 ft. /5 ft.; AL LG; SV Fort +13, Ref +8, Will +7; Str 19, Dex 16, Con 17, Int 13, Wis 15, Cha 13
Skills & Feats: Climb +10, Handle Animal +9, Hide +13, Jump +10, Listen +6, Move Silently +3, Ride +13, Search +5, Spot +5; Blind-Fight, Cleave, Combat Expertise, Deflect Arrows, Dodge, Great Cleave, Greater Weapon Focus (greatsword), Improved Critical (greatsword), Improved Initiative, Improved Unarmed Strike, Improved Sunder, Mobility, Power Attack, Spring Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword).
Possessions: +4 fire resistance chainmail, cloak of elvenkind, +3 shocking burst dagger, +4 bane (dragons), icy burst, keen greatsword.

We're halfway there in our series of daily previews. I know you are all chomping at the bit... ;)
 

Funeris said:
Steve,

I have an excel file that covers a divine ascension progression for PCs that I used for my own homebrew. It is based on the Deities & Demigods books and follows a PC through 20 divine "class" levels as she approaches Divine Rank 0. It was posted here on EnWorld awhile ago and went through some editing. The intent being to slow Divine ascension for a mortal so the game won't break.

If Bastion Press is interested (even just to glance at), you can drop me a line at: ronjr [AT] psaltd [DOT] com

Sounds interesting. I'll drop you a line later today. It's too late to really make any more drastic changes with the book, but this might be something I can utilize as a web enhancement for further optional rules.
 


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