You are all GODS!!

stats 32 points buy (rest must come from lvl raises and feats)

lvl 40 with max one PRC and max 3 base classes (remember ECL if u chose somthing weird)

That the gods start as lesser deties divine rank 6-10(All at same rank) and salint divine abilitys must be chosen to fit domains (would recomend rank 7)

Like it lets use thos as the base and see what we get we can add/subtract if we really need to.

Hold off on Divine Ranks a couple days I have no knowledge of them but thanks to ML I will be reading up on them he next couple days. ;)

What if we put a limit on what items can be brought in instead of money.

- 1-2 weapons of your choice
- a set amount of rods, wands, scrolls, etc
- 1 set of armor, other defensive item, robe, etc
- set number of mgic items that don't fall under any of the othe categories

That is a great way to handle items FM everyone will have a "favored weapon" and I will think on wat else to allow.

Keep the ideals a coming.

I say no magic items. No gold. It'll have no sense at all: If one can create a demiplane, creating a magical item would be trivial, regardless of how powerfull it could be.
Sure, weapons are ok, but non magical weapons.
And... Wands? Scrolls? Why would a deity bother with that when it can cast his domain spells at will?

Cast domain spells at will?? I do not know anything about this either. All his domain spells from all four domains? Some things may make no sense and you are right createing a homeplane makes all other things small potatoes, but even some gods ae collectors/tinkers and what about giving a god an ability that mimics an item and takes the slot, that way he doesn't have pointless gloves of dex. +6 just a natural agility that even other gods envy.
 

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I'm just putting out a small bit of info on my god, he is not stupid or a maniac so he will play nice with other gods, even if they are opposed in nature. The very idea that all of the gods are meeting means that they all have some form of common goal in mind and, I believe, have come together to do something that none of them can do on there own. This way of thinking will make gods, like Duretep a CN god which does have worshippers among the aberrations and Sirion a LN god who hates aberrations, to get along.

again just an opinoin, don't want to cause any problems
 

im guesing that the magic items must be non-epic and non-artifacs then so that we dont se a Keen, Vopal, Ghost touch, Throwing, Returning, Distance, + ALL the energi bursts Greataxe +666 :)

What about the set number of things that dosent fall into catergori, how many?

And if its a 6 armed god of war who would like 6 magic weapons to wield s/he could use the other catergori options to reach 6 weapons?

Maby one artifact Homemade or chosen becaus it just the one artifact for that religion/god
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as for co-DM first of im honured that u ask but before i can answer i need to know what and how
 

Hrrr, why don't we stick to the book guys? I mean, do you think we can do a better job than WOTC? Here is the entry on magic items and deities:

Create Magic Items: A deity of rank 1 or higher can create magic items related to its portfolio without any requisite item creation feat, provided that the deity possesses all other prerequisites for the item. The maximum item value a deity can create is a function of its divine rank (see the table below). The item’s cost and creation time remain unchanged, but the deity is free to undertake any activity when not laboring on the item (see Creating Magic Items in the DUNGEON MASTER’S Guide).

Divine Rank: 1-5, Max market price: 4,500
Divine Rank: 6-10, Max market price: 30,000
Divine Rank: 11-15, Max market price: 200,000 (any nonartifact)
Divine Rank: 16-20, Max market price: no maximum (including artifact)

For example, a demigod of fire could create a wand of burning hands without the Craft Wand feat, provided that the demigod knows the burning hands spell. If a deity has the item creation feat pertaining to the item it wishes to create, the cost (in gold and XP) and creation times are halved.

On SLA's and Domain powers:

Spell-Like Abilities: A deity can use any domain spell it can grant as a spell-like ability at will. The deity’s effective caster level for such abilities is 10 + the deity’s divine rank. The saving throw DC for such abilities is 10 + the spell level + the deity’s Charisma bonus (if any) + the deity’s divine rank.

There is a whole table on salient abilities. They are tied with ability scores and character levels. For example, the Divine Bard salient ability requires 20 levels of Bard, while Possess Mortal requires 29 CHA.

32 point buy and Epic Feats for upgrading will be insufficient to get half of the Salient abilities out there. Check out Zeus's stats for example:

Abilities: Str 51, Dex 30, Con 34, Int 28, Wis 28, Cha 28.

Nowhere in his [sblock=Feats]Feats: Alertness, Blind-Fight, Blindsight 5-ft. Radius, Cleave, Combat Reflexes, Divine Might, Dodge, Endurance, Energy Substitution (electricity), Expertise, Eyes in the Back of Your Head, Great Cleave, Great Fortitude, Hold the Line, Improved Bull Rush, Improved Critical (longspear), Improved Disarm, Improved Grapple, Improved Initiative, Improved Sunder, Improved Trip, Improved Unarmed Strike, Knock-Down, Leadership, Mobility, Power Attack, Power Critical (shortspear), Sacred Spell, Spring Attack, Sunder, Superior Expertise, Weapon Focus (shortspear), Weapon Specialization (shortspear), Whirlwind Attack.[/sblock] do we see stat gaining feats. We do see Epic Feats however, and i think that the Epic Level Handbook will need to be allowed. (HM i can provide that too)

Epic spellcasting - never got to figure it out. Some help here? Is it not up to the DM after all, to allow or disallow certain effects? For example, even with a 200 roll in Spellcraft, if i want to set the world on fire i should not be able to succeed.
 

To be honest with you Myth I think you're getting a bit more complicated than HM really can get with his limited access to source materials... I have the same problem... I have some sources like the ELH and what such... however I just think you adding more rules than really NEED to be used on a heavily RP based God(dess) game... mind you this is my personal opinion....
 

Hmm i can see your point about it being heavy RP. However, this is exactly why we need to adhere to the rulebooks as far as character creation is concerned. If everyone has a different idea of what a god can or can't do it will be a mess. Also, i provided the book on the previous page, in case you missed it.
 

For the magic items I personal wasent thinking about portfolio items but all the other things, mabey the god of chaos and fire would like a ring of proctektion +5, and so on (i were thinking that the portfolio creation thing was natural, my bad)

and for the bard just take 20 lvls! and for the cha with 18 to start 40 lvls (10 stats bonus) and one epic feat you got cha 29 and thats before racial bonuses, but i se your point mabye it should be more along the line of 50-60 points but thats just so much

as for epic spellcasting: yes evry thing is ip to the DM but something are just so broken to start with that its just better writing it off.

Not going into the rule mecanic of the thing deeply but does the non-casterclasses have anything epic scaling the same way:
My opineon NO
the casters still have epic metamagic and the spell slot option about 9 lvl (for meta enchanced spells off 9 lvl and below) it should be more the adequit.

And as Myth says it important that we agre on the rules before the game, i dont think there will be great need off it but if it happens its best that we are on the same page when the show down (if ever) comes, personaly all the numbers and letter (read stats and abilitys) are ther to give os a better idea about the charekters so we can roleplay not so we know who hit the hardest with its axe (althoug for some this would be wery ingame for som carekters to wanna know)
 
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How many points for the point buy are you suggesting we have Myth? for God Creation my vote would be for 60-85 maybe? I think that would be a good number with a max base in any one score of what?.... 22?.... 24? This would be BEFORE any item, racial, or level increases... Any suggestions?

By my calculations at stat of base 24 would cost 40 buy points if I got the progression of the point buy system correct in my head... I'm pretty sure if we go 60-85 points for the buy 24 is a good base max...
 
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Stat=point price

8=0, 9=1, 10= 2, 11=3, 12=4, 13=5, 14=6, 15=8, 16=10, 17=13, 18=16, 19=20, 20=24, 21=29, 22=34, 23=40, 24=46, 25=54, 26=62, 27=71, 28=80
im doing some number crounching and comming back with a suggestion later, my thoughts right now are maby 80 points buy, standart lvl raise and epic feats + 5 free stat raises per Divine rank, this might do it but ill do som math and return.

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using the point buy and the 5*divine rang stat raise zeus can be made with 31 points

70 HD gives 70 lvl. stat raises and Divine Rank 19 gives 95 = 112 total raises

Str = 14 (6P) +8 size large +29 raises = 51 Str
Dex= 13 (5P) + 17 raises = 30 Dex
Con= 13 (5P) + 21 raises = 34 con
Int= 13 (5P) +15 raises = 28 Int
Wis= 13 (5P) +15 raises = 28 Wis
Cha= 13 (5P) +15 raises = 28 Cha
Total = (31P) (112 raises) = Zeuses stats

now I have only done zeus but it would seems this might be the way to go (32 points plus Divine rank X5 free stat raises)
 
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I don't want to step on anyone's toes, but I also think you are complicating things beyond the scopes of the game. I think we should get a simplyfied god character. Perhaps not as powerful. Think that it will only be our characters in this little world. The more simple, the more even the characters will turn out.
Crazymonkey has come up with a nice and simple way to make gods, I'll copy it here, since I think is way simplier and allows lots of favor.

Ability Scores

25 Point Buy (see page 169 of the Dungeon Master's Guide).

20 Hit Dice of Outsider

This provides the character with:

160 hit points (+Con mod x 20)

+20 BAB

+12 Base saves

184 + (Int bonus x 23) skill points (max ranks 23 for class skills, 11 1/2 for cross-class skills)

10 Class Skills of the player's choice

7 Feats

5 Level Based Ability Score increases (+1 at 4, 8, 12, 16, and 20 HD)

Darkvision

Proficiency with all Simple and Martial weapons

20 (1 per HD) Special Traits

Special Traits

These can be any special ability possessed by a monster in the SRD (though not class features). Run special traits by the GM before taking it, just in case.

Notes on specific abilities follow.

Ability Score Increases - Each time this special trait is taken the character may add +2 to any ability score. Note that the Monstrous Size trait can affect ability scores as well. Each size category larger than Medium gives the character a cumulative +4 to Str, -2 to Dex, and +2 to Con. Each size category smaller than Medium gives the character a cumulative -2 to Str and +2 to Dex. So, a Huge character has a +8 to Str, -4 to Dex, and +4 to Con. A Tiny character has a -4 to Str and a +4 to Dex.

Monstrous Size - All characters start at Medium size and may take Monstrous Size to increase or decrease their size by one stage. This special trait can be taken more than once to advance to larger or smaller sizes. For example, in order for a character to be Huge, they would need to take the Monstrous Size trait twice.

Spell-Like Abilities - Characters can take any spell from the SRD as a spell-like ability, with certain limitations. A 0-3rd level spell can be taken as an at-will spell like ability. A 4th-7th level spell can be taken as a 3/day spell like ability. An 8th or 9th level spell can be taken as a 1/day spell like ability. Spells with an XP cost or material or focus component cost higher than 1 gp can be taken but take up one special trait slot per 1000 XP or 1000 gp of their cost. For example, wish would take up five special trait slots. All such expensive spells, regardless of level, can only be used 1/day. Caster Level for spell-like abilities is 20. Save DC is 10 + Spell level + Charisma mod.

Subtypes - Any subtype can be taken as a special trait, but the character is limited to two alignment subtypes (Good or Evil + Lawful or Chaotic), one element subtype (Earth, Air, Fire, Water, or Cold) and one species subtype (Angel, Archon, Baatezu, Eladrin, Goblinoid, Guardinal, Reptillian, Tanar'ri, or any of the standard races [Elf, Dwarf, Orc, etc]) and one other subtype (anything not listed above, such as Aquatic, Incorporeal, Psionic, or Shapechanger). Note that the Extraplanar and Native subtypes cannot be taken because they depend on where the character is, not what the character is. The Swarm subtype can be taken (the character thus being a sentient collective of creatures) but the character must also take the Monstrous Size special trait at least twice (to become Tiny or smaller). Note that a character with an alignment subtype can bypass damage reduction with its attacks as if wielding a weapon of the same subtype (for example, a character with the Good subtype can bypass damage reduction as if it were wielding a good aligned weapon).

Monstrous Form - All characters start as a basic humanoid figure. With one species trait, the character's native form can be that of any creature type (Magical Beast, Dragon, Aberration, etc). Note that the character must spend additional special traits to gain abilities inherent to the form chosen (for example, choosing a dragon shape does not confer flight until the character takes that special trait as well).

Natural Attacks - The character can choose any sort of natural attack, claws, bite, gore, slam, etc. Damage is dependent on size (see page 296 of the Monster Manual).

Movement Modes - Character base land speed is 60 feet (though this will vary based on size if the Monstrous Size trait is taken). Special Traits can be spent on other movement modes, such as flying, climbing, swimming, or burrowing. Base speed for flight is double base land speed with maneuverability based on size (Medium = Average, Large = Poor, Huge or larger = Clumsy, Small = Good, Tiny or smaller = Perfect). Maneuverability can be improved by spending another special trait. Base climb speed is 20 feet. Base swim speed is 20 feet. Base burrow speed is 5 feet. Any movement mode speed can be increased by increments of 20 feet per special trait.

Divine Rank

Every character starts with a Divine Rank of 0. This provides the following traits.

Divine Bonus to AC equal to Divine Rank.

Natural Armor Bonus to AC equal to 13 + Divine Rank.

Divine Bonus to attack rolls equal to Divine Rank.

Divine bonus to saving throws equal to Divine Rank.

Divine bonus to skill checks, ability checks, caster level checks, turning checks and other sorts of checks equal to Divine Rank.

Immunity to Transmutation (including polymorph and petrification, though the deities own abilities used on itself work normally), Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects.

Damage Reduction 10/Epic.

Fire Resistance 5 + Divine Rank.

Spell Resistance 32 + Divine Rank.

Immortality (the character does not age)

Domains and Spell-Like Abilities - Each character can choose three cleric domains. The deity can use all of the spells in those domains as at will spell like abilities with a Save DC of 10 + the level of the spell + the character's Charisma mod + Divine Rank. The character's caster level is 10 + Divine Rank.

Grant Spells - Though characters start with no worshippers, once they acquire them, the character can grant spells to clerics and rangers who worship them. A character with levels in Paladin, Druid and prestige classes that cast divine spells can grant spells to worshippers of those types as well.

Portfolio - The character does not gain any special abilities related to its porfolio yet, but choose one aspect of existence that the character favors.

Character Level 1

Finally, the character has one level in a regular character class. The character recieves a feat for 21st level, skill points as a multi-class character, maximum hit points for the class's hit die, and the class features of the class's 1st level. However, BAB and Base saves are handled as an Epic level character (+0 Epic bonus to saves, +1 Epic bonus to attack rolls).

Note that this 1st character level may be a Prestige Class level if the character qualifies for it via its Outsider HD and abilities.

Note that characters are considered Epic level and may take epic level feats (assuming they qualify for them).
 

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