You are all GODS!!

I must say I also like the simplified system from Crazymonkey that Voda Vosa posted, though I also like the Deities & Demogods system - both seem good.

However, I think 25 point point buy is too little. This is merely standard point buy and would need to be significantly higher to even remotely simulate godling power (I generally favor rolling both as a DM/GM and as a player, but I can see why that would be problematic online). I would say at an absolute minimum, the 32 point point buy (high powered for normal characters) would be appropriate.
 

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Well.. here's my attempt VV... let me know what you think.....

[sblock=Lavaria Goddess of Fire and Chaos]Lavaria Goddess of Fire and Chaos
Medium Sized Outsider 20/Sor 1
Divne Rank 0
Domains: Fire, Choas, Evil

Special Trait Points Spent: 20


Str: 10 +0 [2 Points]
Dex: 20 +5 (+6 Divine) [6 Points]
Con: 18 +4 (+6 Divine) [4 Points]
Int: 14 +2 (+2 Divine) [4 Points]
Wis: 18 +4 (+1 Level, +6 Divine) [3 Points]
Cha: 38 +14 (+4 Level, +20 Divine) [6 Points]

HP: 248 / 248
AC: 28 [10 +5 Dex, +13 Natural]
BAB: +21

Fort: 16 [12 Base, +4 Con]
Refl: 17 [12 Base, +5 Dex]
Will: 16 [12 Base, +4 Wis]

Special Qualities: Fire Subtype, Choas Subtype, Evil Subtype, Flight (120 ft Perfect Mauv.), Flaming Body (Su, From Balor), telepathy 100 ft. (From Hezrou), Fast Healing 15 (from Hydra), Blindsense 60 ft (From Dragons), Breath Weapon (From Great Wyrm Red Dragon: 24d10, 70 ft cone), 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. DR 10/Epic, SR 32, Immortality

Spell Like Abilities (Caster Level 21): Detect Magic at-will, Scorching Ray (DC 26) at-will, Summon Monster III (Small Fire Elemental) at-will, True Seeing 3/day, Flamestrike (DC 29) 3/day, Geas/Quest (No Save) 3/day, Greater Teleport 3/day, Fire Storm (DC 32) 1/day, Summon Monster IX (Elder Fire Elemental) 1/day

Skills: (230 Total Skill Points) [Class Skills: Bluff, Concentration, Diplomacy, Knowledge [Arcana], Knowledge [The Planes], Search, Sense Motive, Spellcraft, Spot, Use Magic Device]

Bluff +37 [23 Ranks, +14 Cha]
Concentration +27 [23 Ranks, +4 Con]
Diplomacy +37 [23 Ranks, +14 Cha]
Knowledge [Arcana] +25 [23 Ranks, +2 Int]
Knowledge [The Planes] +25 [23 Ranks, +2 Int]
Search +25 [23 Ranks, +2 Int]
Sense Motive +27 [23 Ranks, +4 Wis]
Spellcraft +25 [23 Ranks, +2 Int]
Spot +27 [23 Ranks, +4 Wis]
Use Magic Device +37 [23 Ranks, +14 Cha]

Feats:

Quicken Spell-Like Ability (Flamestrike)
Empower Spell-Like Ability (Firestorm)
Hover
Quicken Spell-Like Ability (Scorching Ray)
Empower Spell-LIke Ability (Scorching Ray)
Spell Penetration
Greater Spell Penetration
Sorcerer 1: Improved Familiar (Fire Elemental)

Familair: Fire Elemental [Small] (Jorgen, Prince of the Dancing Flame)
"HD": 21
HP: 124 / 124
BAB: +21
Attacks: Slam 1d4
Saves: Fort: +12, Refl: +13, Will: +12
Special Qualities: Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Mistress, Speak with Elementals, SR 26, Scry on Familiar, Familiar Spell [Firestorm Spell-Like] (Epic)[/sblock]
 
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Some stats to me there seem a bit low.. like AC.... for a God(dess) that is.. and saves.. I can't even make the save for my own firestorm spell for example... I think some aspects of the rule set need to be upped a little... the two mentioned above being the most predominant that I can see thusfar...

just some food for thought heh...
 

I'm still sticking to the official source as the better solution IMO. I do value RPing more than anything else, so I'll go with either system, but I consider the rulebook created specifically for this purpose superior to any one man's home creation.

On maximization, there is a passage there that says that a deity never has needs for maximize spell as he always gets the most beneficial die roll when making a check. Thus, a dietiy's spells are always maximized by default.
 

Well I do like the simple one and chapter 2 is well writin so I feel we will combine both with some homebrewed rules of my own for spice. Ok then let's get cooking:

First Questions:
1) VV how did crazymonkey come up with these numbers? hp-160 base skill points-184?
2) and a +20 BAB does that mean +20/+15/+10/+5??Also not all gods are warriors so I will be adding a HR here
3) it seems that the system let's you make a character with the race being Outsider and you add A Divine template(Immortal) to that to get ECL +20 and then pick your class, or am I off base?

Ok changes in bold add-ons to come:

Ability Scores 35 Point Buy (think that is what I used in Off to War)
20 Hit Dice of Outsider

This provides the character with:
160 hit points (+Con mod x 20)
+20 BAB (may add 5 and lose one feat or subtract 5 an add an additional feat) note: 4 attacks max +25/+20/+15/+10
+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)
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.

Divinity Template:

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.
Deflection Bonus to AC equal to CHA modifier.
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 = 35 + Divine Rank/ +4
Resistance to Energy(All) 2 + 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.
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).

What it looks like to me is by making everyone Divine Rank 0 he made the characters easier to make as you don't get alot of abilities till Divine Rank 1: more immunities, Salient Divine abilities, Domain Powers, Senses, Divine Aura

Needless to say your characters will be advancing as the game progresses both in character lvl and Divine Ranks so we will be adding all that as we go. Really the only difference in the systems is the special traits option which I see as a character molder making the outwordly appearence more than anything else.

VV please thank crazymonkey for me

HM
 
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Some stats to me there seem a bit low.. like AC.... for a God(dess) that is.. and saves.. I can't even make the save for my own firestorm spell for example... I think some aspects of the rule set need to be upped a little... the two mentioned above being the most predominant that I can see thusfar...

just some food for thought heh...

Great character by the way makes me think I should start an RG so we can have them where we can find them for changes as we twik these character gene rules.

BRB and I'll edit an RG link in :)

EDIT: http://www.enworld.org/forum/plots-places/271814-pantheon-grey-mist.html

HM
 
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HM... one last thing I wanted to mention... can we take the Fire Resistance out of the lineup please?... perhaps replace it with something else as it really nerfs my characters concept a bit as she's a fire being and uses fire attacks nearly exclusively... really it just doesn't seem feasible that EVERY godling being would have immunity to fire....

EDIT: Also can I drop my BAB by 10 and gain two feats or can you only do this once?

EDIT2: Also... I still feel the Base Saves need to be raised JUST a bit if possible... I mean as I said before I FRY myself with my own Firestorm... without rolling a nat 20 I can't save against my own spell for example heh

EDIT3: ummm HM?... what's the DR type we all have?.. is it still Epic? I don't understand the +4 you have there now...
 
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I was thinking of doing that and it looks like crazymonkey dropped it from 20 + DR to 5 I'm not sure that it is fair for anyone that they have this ability and at Divine Rank 1 they are immune to electricity, cold, and acid.

Is your character immune to fire??? It seems she should be I see her able to take a swim in a lava pool.

I think to make it fair all around deities should have a resistance based on there DR so I will edit the above to read:

Resistance to energy(all) 2 + Divine Rank

And get rid of those immunities ..What do you think??

HM

EDIT: You may only do this once. And should I state the feat should be non epic??

EDIT2:Stilll wish I knew how he came up with these neumbers let me look at my DD pdf it... it says the outsider HD and character level determine base saves so that would be base is +20 (is that to high?) then add your class save base
need some help with this one
 
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She has the Fire Subtype making her immune to fire but has a vulnerability to Ice... so yes.. she swims in lava like I nice heated pool heh....

Perhaps give us a list of Elements we can be resistant to.... we pick one at character creation and get Resistance 10 + Divine RankX2 to picked element?

Just throwing that out there...
 

Well I do like the simple one and chapter 2 is well writin so I feel we will combine both with some homebrewed rules of my own for spice. Ok then let's get cooking:

First Questions:
1) VV how did crazymonkey come up with these numbers? hp-160 base skill points-184?
2) and a +20 BAB does that mean +20/+15/+10/+5??Also not all gods are warriors so I will be adding a HR here
3) it seems that the system let's you make a character with the race being Outsider and you add A Divine template(Immortal) to that to get ECL +20 and then pick your class, or am I off base?

I can answer those:

1) The base skill points and hit points are both derived from outsider hit dice. Outsiders get 8 skill points per hit die (4 x 8 at 1st level) not counting the multiples of the intelligence bonus, so it works out to 184 + 23 x Intelligence bonus at 20 outsider hit dice. The same applies to hit points - outsiders get d8 hit points per level + Constitution bonus. Even 0 Divine Rank godlings get maximum hit points per level, though, so that amounts to 160 hit points plus 20 x Constitution bonus at 20 HD.

2) Again, the BAB is derived from outsider hit dice - your house-rule sounds fine though.

3) You are basically correct.
 

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