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| Adrez Nesnsid11-21-04, 12:25 AM | Lets make a list of 1001 homebrew salient divine abilities; I feel that the list in Deities & Demigods could use some expansion. I'll get the ball rolling: 1.) Divine Psychic: Prerequisites: Mind OR Mentalism OR Knowledge domain, 120+ power points per day Benefits: The deity gains the Phrenic template described in the Expanded Psionics Handbook, The deity's power point reserve automatically recharges at a rate of one power point per divine rank per hour, even without resting, and the deity gains knowledge of one additional psionic power, of any level that they can manifest, per divine rank. 2.) Power of Gravity: Benefits: The deity treats any plane that they are on as if it had the Subjective Directional Gravity trait. The deity has no maximum carrying capacity and treats anything carried as a light load or no load. The deity can change the gravity trait in any area as if they were a greater deity changing the gravity trait in their divine realm, AND, when actually IN their own divine realm, any changes that they make to the gravity trait there take only ten minutes, in addition, the deity can control the weight of anything within twenty feet per (divine rank squared). The deity can also automatically dispel any gravity affecting spell not cast by another deity of higher Divine rank, and can make any gravity affecting spell permanent. |
| Gemstone11-21-04, 05:27 AM | 3. Divine senses Prerequistes: Wis 30, knowledge domain Benefit: The deity can extend his remote sense to one more location than normal. This benefit stacks, so if the deity takes this two times, he can remote sense two more locations. 4. Improved Avatar Prerequsites: Divine rank 12, Avatar salient divine ability, cha 29 Benefit: The time it takes for the deity to create an avatar, is halved and the divine rank of the avatar increases by 1. Thus the divine rank of the avatar is (Deities/2)+1. 5. Create chosen Prerequsites: Divine rank 6, cha 29 Benefit: The deity has the ability to grant a mortal creature some of its powers, without controling the mortal. When this is done, the mortal gains a template which correspondense to the deity. Thus could Bane create a chosen of Bane and not a chosen of Cyric. |
| Adrez Nesnsid11-21-04, 11:32 AM | Excellant! Keep 'em coming. 6.) Divine Swashbuckler Prerequisites: Level 20 in the Swashbuckler core class from [i]The Complete Warrior Benefits: When struck by an opponent whom the deity is applying their class dodge bonus to, the deity may make a reflex save (DC 10+damage dealt) to negate all damage. (if they also have the dodge feat and the Divine Rogue SDA and are applying the bonus from the dodge feat to the same opponent, they get two saves) The Reflex Save bonus from the deity's grace ability increases by 3 The dodge bonus from the deity's dodge ability increases by four The Deity gains a +4 bonus to Jump and Tumble checks and a +2 bonus to balance, climb, and swim checks If the deity fights for more than two consecutive minutes with the same kind of weapon, their critical threat range with that weapon is increased by one for the duration of that combat. |
| Adrez Nesnsid11-21-04, 01:09 PM | 7.) Divine Weapon Finesse Prerequisites: Weapon Finesse Benefits: The deity can apply their dexterity modifier in place of their strength modifier on attack rolls with ANY weapon; For weapons affected by the regular weapon finesse feat, they apply their Dexterity modifier PLUS their strength modifier (if positive (Yeah, like it would really be negative :D)) 8.) Divine Wilder Prerequisites: Wilder level 20 Benefits: The deity never suffers from psychic enervation from their surges unless they are trying to affect a deity of higher divine rank with an offensive psionic power The deity's volitile mind ability drains an additional two power points from people attempting to affect them with telepathy powers, beyond what it usually would. The deity gains knowledge of an additional power of every level that they can manifest The bonus granted by the deity's surging euphoria ability increases by one for demideities and lesser deities, and by two for intermediate and greater deities The deity gains 10 additional power points, plus one power point per two divine ranks 9.) Divine Focus (No pun intended) Prerequisites: Autohypnosis 10 ranks, Concentration 20 ranks Benefits: The diety gains a bonus to concentration and autohypnosis checks equal to 5+the number of bonus salient divine abilities that the deity recieves. The deity can maintain a second psionic focus, plus one additional psionic focus per two divine ranks (round up) 10.) Divine Psion prerequisites: Psion level 20 Benefits: The deity has access to the the discipline powers and class skills of every discipline The deity gains additional power points per day equal to twice their intelligence score The deity gains ten additional powers known plus one additional power known for every bonus SDA that the deity is entitled to due to divine rank 11.) Divine Healer Prerequisites: Healing domain, Heal 20 ranks Benefits: The deity can use the heal skill heal hit point damage equal to the results of a heal check, minus ten, or heal ability damages equal to the results of the heal check minus ten and divided by five, or energy/level drain equal to the results of the heal check minus ten, then divided by ten. All of these uses take only as long as giving first aid |
| the Horc11-21-04, 01:40 PM | Question, do they have to be serious? |
| Adrez Nesnsid11-21-04, 04:18 PM | Question, do they have to be serious? I'd prefer serious ones, but they don't have to be, as long as they make sense in terms of the game rules. (I'm assuming that by non-serious SDAs you mean SDAs that have strange themes to them, either not befitting a deity, or being obvious anachronisms, or the like, such as something like 'Power Of McDonalds", or "Divine Garbageman'. That kind of thing would be OK as long as the SDA is fully devoloped and has meaningful benefits, at least in role-playing terms (for example, the "Power of McDonalds" sda from my previous example could give the deity the power to make food more delicious and/or more fattening, and to temporarily change any of its minions into either Ronald McDonald, Grimace, or the Hamburgler, stats and all, or, for the "Divine Garbageman" SDA, the deity could gain the ability to teleport rubbish to other places, to handle garbage telekinetically, to turn trash into some kind of "Trash golem", and to seperate garbage from recyclables with the power of their mind) and as long as any prerequisites make sense.) I would prefer mainly serious SDAs, but a few funny ones are OK too, as long as they're not gibberish. |
| Adrez Nesnsid11-21-04, 08:17 PM | 12.) Alignmental Aura Prerequisites: The appropriate alignment domains, OR a true neutral alignment Benefits: The area Within the deity's divine aura takes on the 'strongly aligned' alignment trait(s) for the deity's alignment 13.) power of The Moon Prerequisites: 'Moon' or 'Night' as a portfolio element Benefits: The deity can activate or deactivate any effect that is based on the phases of the moon (Lycanthropy, Moon Rat intelligence boosts, et cetera) The deity can cure or inflict lycanthropy on a target within 100 feet per divine rank (Save DC = 10+the deity's charisma mod+the deity's divine rank) once per day per divine rank. The deity can see as well in moonlight as they could in daylight. 14.) Curse of Incompetance Benefits: Once per day per divine rank the deity can inflict a curse that causes the victim to fail frequently at whatever they do. The range of values indicating automatic failure for any roll that the target makes is increased by four, and the threat range for critical failures on any roll that the target makes is increased by two. Alternately the deity can curse the target's compteance on a single type of skill check, saving throw, or other kind of roll. In this case, the deity can opt to increase the automatic failure range by six, instead of four, and increase the critical failure threat range by three instead of two. Mortals get no save to resist this effect, deities of equal or lower divine rank are entitled to a willpower save at DC 10+divine rank+charisma modifier, deities of higher divine rank or with access to the luck domain are automatically unaffected. The curse can only be removed by a deity of equal or greater divine rank, or with luck or competance as portfolio items 15.) Indomitable Luck Prerequisites: Luck Domain Benefits: Whenever involved in In any game of chance that involves predicting the outcome of some event, there is a 50% chance, plus 1% per divine rank, that whatever outcome the deity predicts, no matter how outrageous, will automatically be the outcome of the game (unless such an event would directly interfere with the machinations of a deity of equal or greater divine rank). The deity can also make such predictions outside of games of chance, but at such times the predictions only have a 10%+1% per two divine ranks (round down) chance (beyond any chance that there would usually be) of coming true. The deity can reroll one die roll per minute per two divine ranks (round up) The deity gains a +2 luck bonus to die rolls to confirm critical successes on rolls related to their portfolio. |
| the Horc11-21-04, 11:51 PM | It's just that I was GMing a very silly campaign, and one of the gods I made was a god of Munchkins. Character Sheet Mastery Pre-reqs:Munchkin Domain, Red Mage Level 10+ Once per day per divine rank, a deity can invoke the right of stat swap, completely overhauling his character sheet. He can change any of his classes, skills, feats, alignment or even race, or swap around values of his base scores. These changes last for 10 minutes per divine rank. Red Mage 22 (http://www.nuklearpower.com/redmage22.php) |
| Degobah11-21-04, 11:53 PM | Divine Fertility Con 29+, Healing domain The deity can crossbreed with any other creature, irrespective of race. The deity can increase the maturation process of a living creature so that it grows from maturity to adulthood in 1 hour, 1/day per divine rank. The deity can ensure good crop yields in an area of up to 100 square miles per day. Divine Wrath Prerequisites: Rage 6/day The deity adds its divine rank to the number of times per day it may rage. Master of the Heavens Prerequisites: Int 15+ The deity can control the sky. 1/year per divine rank, the deity may create an eclipse. The deity can produce falling stars, rainbows, and other nondestructive weather conditons at will. It can duplicate any spell or other effect influencing the weather as a free action. |
| Gemstone11-22-04, 03:10 AM | 20. Divine song: Singing is a part of this deities life and it may use it almost whenever it want Prerequsites: Bard 20th level, Cha 29 Benefit: The Deity adds its divine rank to the number of times per day he/she may use Bardic music. The save DC's for the deities bardic music increases by 2 and each use of the bardic music has a 1% chanc per divine rank to NOT count against the deities daily limit. 21. Divine weapon familiarity: Familiar with all weapons, the deity can use all weapons without trouble Prerequsites: Fighter 20th Benefit: The deity treats all weapons as if he she had proficiency and weapon focus with them. 22. Divine speed The deity moves at a speed that astounds even other deities Prerequsites: Dex 29 OR Con 29 Benefit: Increase the deities speed with 30 ft. This stacks with any oter speed increasing effects, including Epic speed. The deity can also make one more attack during a round, once per day 23. Force control The deity has the ability to manifest and control force, aswell as any other ability Prerequsites: Cha 29, Wis 29, Divine rank 6 Benefit: The deity can control force and all that comes with it. The deity can, as a free action transform any spell it casts so it becomes a force spell, aswell as it has Force resistance, 12+divine rank. twice per day, the deity can transform itself into pure force and bypass any barrier that a force spell could. The deity can also imprison beings as with Force cage, and takes no damage from non-force magical spells. This transformation lasts for 3 rounds, plus the deities constitution modifier. While in force form, the deity is immune to grappling, tripping and overrun. 24. Extra attacks By the ability of his divinity, the deity transcends the limit of attacks per round Prerequsites: ftr20 OR brb20 OR rng20 OR pal20, war portfolio, divine rank 6 Benefit: The deity gains one more attack per round at his lowest base attack bonus -5. This may give the deity more than 4 attacks per round. This ability stack, but for each Extra attacks SA the deity has, he needs one more divine rank above 6, for every extra attacks except the first. Thus a deity with four of these abilities would need divine rank 9. 25. Giantslayer Some of the gods from the norse pantheon has been trained, or was born with, the ability to kill giants in combat Prerequsites: Being a member of the Norse pantheon (Thor, Odin, Tyr etc.) or must spend at least ten years in Asgard, strength 29, divine rank 5 Benefit: Any weapon that the deity wields are treated as a bane weapon, that deals an additional 4d6 of damage towards giants. The weapon is also treated as if it had an enchanment of three higher than the actual enchantment, to overcome Giant's damage reduction. 26. Power of the sun The deity has intensive control of the sun, and may thus project abilities linked to this celestial body Prerequsites: sun portfolio Benefit: Once every three rounds, the deity may project a ray of light, that deals 5d8+divine rank damage (ref save for half; DC 10+deities charisma modifier +divine rank) as a standard action. Against undead, the ray deals 5d10+divine rank damage instead. The diety also has intensive control over the sun and may use the Daylight at will, that is Empowered and Extended. The diety can also perform actions that has with the sun to do. For example, the deity could hinder the sun from shining over a specific area for one day per divine rank, before he must renew the command. The deity could also make the sun shine extremely much on an area to create periods of dryness and heat. |
| AesirRaven11-22-04, 10:18 AM | I don't have any specific SDA ideas, but one thing I was thinking about for campaigns with multiple pantheons were pantheon-based SDAs: SDAs with membership in a certain pantheon as a prereq. Maybe this will be of some use to someone. |
| Gemstone11-22-04, 11:26 AM | I heeded thy call :D |
| Adrez Nesnsid11-22-04, 01:30 PM | I heeded thy call :D I don't get it :confused:. |
| Adrez Nesnsid11-22-04, 01:45 PM | Oh, now I see, you expanded your last post. :) Uh, anyway 27.) Wide open Mind Benefits: The deity gains five bonus feats. 28.) Expanded Spell List: Prerequisites: Ability to Spontaneously cast 4th level or higher Arcane Spells and level 15+ in the character class that the spellcasting ability derives from. Benefits: The deity's arcane spells known are added to the deity's clerics' (or other followers who cast divine spells) spell lists, and the deity can spontaneously cast those spells using its spell slots from any divine spellcasting class which it may have/belong to |
| Adrez Nesnsid11-22-04, 02:02 PM | I like your ideas for SDAs Gemstone, but two of them are a tad underpowered 20. Divine song: Singing is a part of this deities life and it may use it almost whenever it want Prerequsites: Bard 20th level, Cha 29 Benefit: The Deity adds its divine rank to the number of times per day he/she may use Bardic music. This sounds good for lesser, intermediate, and greater deities, but for demideities it has about the same power level as a feat or an epic feat (Depending on DvR), You should add that it always adds at least five uses per day and add a 0.5% chance per divine rank that any given use of the deity's bardic music ability won't be counted against their maximum uses of the ability per day. 22. Divine speed The deity moves at a speed that astounds even other deities Prerequsites: Dex 29, Con 29 Benefit: Increase the deities speed with 30 ft. This one is underpowered compared to the Divine Celerity and Free Move SDAs, and is essentially identical to the "Epic Speed" epic feat, which has lower prerequisites. I suggest adding a +2 bonus to reflex saves and initiative checks, and increasing the number by which the deity's speed is multiplied while running by one. OR alternately, you could simply drop the prerequisites, which would make it slightly more powerful than "Epic Speed" due to the fact that Epic Speed does not stack with magical speed enhancements and this does |
| Adrez Nesnsid11-22-04, 02:09 PM | Master of the Heavens Prerequisites: Int 15+ The deity can control the sky. 1/year per divine rank, the deity may create an eclipse. The deity can produce falling stars, rainbows, and other nondestructive weather conditons at will. It can duplicate any spell or other effect influencing the weather as a free action. For the creation of eclipses, to they get a seperate set of uses per year for every major celestial body, or do all uses draw from a common pool of uses per year. (I'm thinking the second possibility, but I want to make sure). |
| IceFractal11-22-04, 02:25 PM | 28) Master of War Anything that the deity wields becomes a deadly weapon. Preq: Divine Weapon Familiarity (#21 on this thread) Benefit: The deity can use improvised weapons and weapons of any size category without penalty. By spending a full round action they can make any weapon or up to 50 pieces of ammunition count as magic, epic, and any alignments the deity has for purposes of overcoming DR, which lasts until they stop using it. |
| Gemstone11-22-04, 02:31 PM | 28) Master of War Anything that the deity wields becomes a deadly weapon. Preq: Divine Weapon Familiarity (#21 on this thread) Benefit: The deity can use improvised weapons and weapons of any size category without penalty. By spending a full round action they can make any weapon or up to 50 pieces of ammunition count as magic, epic, and any alignments the deity has for purposes of overcoming DR, which lasts until they stop using it. :OMG!: *Bows and thanks* :OMG! I never thought I would inspire anyone with my SA ^_^ Thanks |
| Gemstone11-22-04, 03:00 PM | 29. Power of War The furry of Acheron is nothing compared to the deity of war, who can hit AND run Prerequsites: Master of War (number #28 on this thread) Benefit: The deity no longer has to use a full round action to use its full attack action. The deity can make a full attack action as a standard action and then use a move action and any free actions it wishes. Besides that, the deity can wield a selected two-handed weapon (for the deity that is) as a one handed weapon and thus wield two of these weapons. 30. Power of disease Prerequsites: cha 29, divine rank 5 Benefit: As a free action, the deity can create any disease, aswell as make up his own disase with any DC, ranging from 5 to 10+deities charisma modifier+divine rank. The deity can also cause any mortal creature within 10 ft. per divine rank to be striken by this disease and thus requiring it to make a Fort save with a -5 penalty or fall ill. By spending a awful lot time alone, the deity can try to create a disease that may affect even deities. This requires a Craft (Disease) check against the following DCs: Quasi-deity DC 50 Demi-god DC 65 Lesser DC 80 Intermidate DC 100 Greater DC 125 When a deity is to save against this disease, he/she can't apply her Divine rank to the savingthrow. Its a very dangerous process to create a disease like this however, and thus the creator has a 5% chance to accidently expose himself to the disease and if this happens, he/she must make a saving throw against it for his own. |
| Mirtek11-22-04, 03:07 PM | 7.) Divine Weapon Finesse Prerequisites: Weapon Finesse Benefits: The deity can apply their dexterity modifier in place of their strength modifier on attack rolls with ANY weapon; For weapons affected by the regular weapon finesse feat, they apply their Dexterity modifier PLUS their strength modifier (if positive (Yeah, like it would really be negative :D)) I know that this is actually an official SDA (well, a little expanded), but IMO that is too weak for an SDA. It should make an epic feat, but not an SDA |
| Starmage2111-22-04, 03:26 PM | the "Of War" SDA tree that has been constructed here is very nice. Its rare to see real creativity like that when people work together. NICE! Improved Automatic Metamagic Prereqs: Automatic Metamagic Benefit: The diety may apply automatic metamagic feats that are considered Epic Metamagic Feats (Intensify, Enhance...etc.) Normally, a diety cannot apply epic metamagic feats using the Automatic Metamagic Salient Divine Ability. |
| Gemstone11-22-04, 04:18 PM | 32. Divine spell immunity The deity is surrounded by a powerful aura that negates even powerful spells. Requirment: Con 29, Divine rank 6, must be deity of a race with spell resistance Benefit: The deity is unnafected by spells of 4th level or lower. By taking this SA several times, the deity increases his/hers immunity towards higher level spells. Each time a deity takes this ability, it become immune to the spell level that is one higher than the one its already immune to. Thus a deity taking this twice, would be immune to 5th level spells. This SA can be taken three times, thus extending into 7th level. The deity also gains 2 extra points of SR per for each time it selects this SA. Note: The following text has nothing with SDas to do, but a friend of mine wanted the skill Craft(disease) described, so enjoy :D Craft(disease) By intensive studying of the different diseases flowing through the world, a skilled craftsman can cause diseases. But the skill they wield is not limited to that... by spending time alone, the craftsman can actually craft diseases, that may affect even the most stalvart warrior. Check: Study disease: By spending time and studying a disease, a skilled craftsman also learn how to counter a dissease, or to make it stronger or cause it. By spending one day for each 4 DC on the fortitude save and then succeding with a Craft(dissease) check, the craftsman can halt a dissease and grant a temporary +4 fortitude save to one person. For each person beyond that, add another day. Its a prerequiste to study a disease before any other check can be made. Cause disease: By spreading a dissease, the craftsman can make it harder to resist a given disease. By spending 1 day for each 4 DC the disease has, the craftsman increases the DC by +3 to resist the disease. This can only be done once for each disease, but several diseases can be spread on the same place however. The spreader must spend at least three hours per day with each disease for it to have this effect. Craft disease: The secret beyond making diseases, are commonly only known to the gods themselves, but by using this skill you can create your own diseases. The DC to craft a disease is equal to 10+disease resist DC. It takes two days per 4 DC of the craft check to craft the disease in question. There are special effects that you may use to strengthen or weaken the disease: For each 1d6 ability damage: +5 DC Make the disease require a will save instead of fortitude save: +14 Making the disease require a reflex save instead of fortitude save: +12 For each extra day of sickness: +2 DC |
| Adrez Nesnsid11-22-04, 05:05 PM | 33.) Divine Inventor (http://boards1.wizards.com/showthread.php?t=297060&page=1&pp=30): (Note, this is based on Dave1001's Inventor Base Class (http://boards1.wizards.com/showthread.php?t=297060&page=1&pp=30) ) Prerequisites: Inventor (http://boards1.wizards.com/showthread.php?t=297060&page=1&pp=30) level 20 Benefits: The deity's technology point limit increases by 25+two per divine rank The number of tech points which the deity can spend per day increases by 75+the number of SDAs that the deity has The deity can maintain an additional one construct per two inventor levels plus one construct per divine rank in full working order Any item which the deity creates is allowed saving throws as if it were a magic item, with a +6 base save bonus for all saves The deity can use the "Analyze" ability four additional times per day, and the bonus to combat rolls granted by said ability increases by one and the bonus to skill checks granted by said ability increases by two The deity gains any one of the epic feats associated with the inventor class. |
| Adrez Nesnsid11-22-04, 05:10 PM | Note: The following text has nothing with SDas to do, but a friend of mine wanted the skill Craft(disease) described, so enjoy :D Craft(disease) By intensive studying of the different diseases flowing through the world, a skilled craftsman can cause diseases. But the skill they wield is not limited to that... by spending time alone, the craftsman can actually craft diseases, that may affect even the most stalvart warrior. Check: Study disease: By spending time and studying a disease, a skilled craftsman also learn how to counter a dissease, or to make it stronger or cause it. By spending one day for each 4 DC on the fortitude save and then succeding with a Craft(dissease) check, the craftsman can halt a dissease and grant a temporary +4 fortitude save to one person. For each person beyond that, add another day. Its a prerequiste to study a disease before any other check can be made. Cause disease: By spreading a dissease, the craftsman can make it harder to resist a given disease. By spending 1 day for each 4 DC the disease has, the craftsman increases the DC by +3 to resist the disease. This can only be done once for each disease, but several diseases can be spread on the same place however. The spreader must spend at least three hours per day with each disease for it to have this effect. Craft disease: The secret beyond making diseases, are commonly only known to the gods themselves, but by using this skill you can create your own diseases. The DC to craft a disease is equal to 10+disease resist DC. It takes two days per 4 DC of the craft check to craft the disease in question. There are special effects that you may use to strengthen or weaken the disease: For each 1d6 ability damage: +5 DC Make the disease require a will save instead of fortitude save: +14 Making the disease require a reflex save instead of fortitude save: +12 For each extra day of sickness: +2 DC I think that this skill would work better as a specialized use of the Heal skill usable by people who take a special feat (Prerequisites: Heal 7 ranks, int 15+ ????) |
| Gemstone11-23-04, 01:54 AM | Perhaps, but I felt that it became more unique if I made it a skill instead of a feat, thus I made it a skill. Perhaps I should limit it to deities however... |
| Adrez Nesnsid11-25-04, 11:26 PM | And now, here are some variants on the "Divine Paladin" SDA for use with the variant paladin classes from Unearthed Arcana: 34.) DIVINE PALADIN (of Freedom) Prerequisites: Paladin (of freedom) level 20th. Benefit: The deity’s aura of resolve grants a +8 morale bonus on saving throws against complusion effects and extends to all allies within 100 feet of the deity. The deity’s special mount, if any, gains the celestial template. The deity can smite evil ten times per day, and gets an extra 3 points of damage per class level on a successful smite attempt. Suggested Portfolio Elements: Good, intrigue, justice, freedom, perserverance, valor, war. 35.) DIVINE PALADIN (of Tyrrany) Prerequisites: Paladin level (of Tyranny) Level 20th. Benefit: The deity’s aura of despair imposes a -4 morale penalty on all saving throws and extends to all enemies within 100 feet of the deity. The deity’s special mount, if any, gains the Fiendish template. The deity can smite good ten times per day, and gets an extra 3 points of damage per class level on a successful smite attempt. Suggested Portfolio Elements: Evil, intrigue, Judgement, Tyranny, law, nobility, war. 36.) DIVINE PALADIN (of Slaughter) Prerequisites: Paladin (of Slaughter) level 20th. Benefit: The deity’s debilitating aura imposes a -2 penalty to armor class (no specified type) and extends to all enemies within 100 feet of the deity. The deity’s special mount, if any, gains the fiendish template. The deity can smite good ten times per day, and gets an extra 3 points of damage per class level on a successful smite attempt. Suggested Portfolio Elements: Evil, strife, slaughter, chaos, anarchy, madness, war. oh, and discord too. |
| Adrez Nesnsid11-25-04, 11:51 PM | 37.) Absorb Power: benefits:The deity gains three spelltouched feats (for which they meet the requirements) (see Unearthed Arcana, pg.92-94) for free. Once every ten days the deity can swap these feats out for three other spelltouched feats for which they meet the requirements. Additionally, the Deity also gains the "Planar Touchstone" feat (From (the) "Planar Handbook") for free. The diety can use the Vampiric Touch spell once per week per two divine ranks (round up). Whenever the deity scores a critical success on their save against a trageted spell or power requiring a fortitude or willpower saving throw, they absorb the spell or power's power and use it to recharge their remaining spells or power points per day (with 80+divine rank % efficiency (keep track of partial spell levels and power points) |
| DemonDragonJ11-26-04, 08:40 AM | Here are some of my ideas for new salient divine abilities: (Any assistance that you can offer would be much appreciated) CRAFT PSIONIC ARTIFACT The deity can create psinoic items of great power. Prerequisites: Craft Cognizance Crystal, Craft Dorje, Craft Psicrown, Craft Psionic Arms and Armor, Craft Psionic Construct, Craft Universal Item, Imprint Stone, Sribe Tattoo. Benefit: the deity can create psionic artifacts (such as a weapon with a +6 enhancement). DIVINE SOULKNIFE The deity is the epitome of soulknives, and has abilities that far surpass mortal soulknives. Prerequisite: soulknive level 20. Benefit: the deity's mindblade is treated as a +5 weapon, his pyschic strike deals an additional +6d8 points of damage, the deity does not have to concentrate for eight hours to give a new special quality to his mindblade, the deity can shape his mind blade as a free action, he may give his mind blade properties that could not normally be assigned to it (such as the brilliant energy special ability), and he gains weapon specialization (mind blade), greater weapon specialization (mind blade), and improved critical (mind blade) as bonus feats. DIVINE PSIONICS MASTERY The deity is an accomplished manifester of psionic powers. Prerequisites: psion level 20, psychic warrior level 20, or wilder level 20. Benefit: the deity gains access to every power on its class list. DIVINE COLD MASTERY Prerequisite: cold domain Benefit: the deity is immune to the effects of cold and ice, the deity gains a +5 competecne bonus on attack and damage rolls if both it and its opponent are touching ice or snow or if they are wielding frost or icy burst weapons, the deity can control nonmagical ice, snow, or cold water, and can duplicate the effect of any spell with the cold descriptor as a standard action. |
| Murr-Quan Lord #211-26-04, 12:29 PM | Edited! Sorry. |
| strenoth11-27-04, 03:39 PM | Here are some of my ideas for new salient divine abilities: (Any assistance that you can offer would be much appreciated) DIVINE SOULKNIFE The deity is the epitome of soulknives, and has abilities that far surpass mortal soulknives. Prerequisite: soulknive level 20. Benefit: the deity's mindblade is treated as a +5 weapon, his pyschic strike deals an additional +6d8 points of damage, the deity does not have to concentrate for eight hours to give a new special quality to his mindblade, the deity can shape his mind blade as a free action, he may give his mind blade properties that could not normally be assigned to it (such as the brilliant energy special ability), and he gains weapon specialization (mind blade), greater weapon specialization (mind blade), and improved critical (mind blade) as bonus feats. wouldn't "Be treated as a +6 weapon" Work better for a diety who would quite possibly be facing creatures with epic damage reduction? |
| Jaerom Darkwind11-28-04, 04:41 PM | I've got about 15 unique SDAs for deities I've created, that may be appropriate for others, as well. Would you like me to post those, too? DIVINE ARCHMAGE [Salient Divine Ability] You have an extraordinary mastery of magic, even by divine standards. . Prerequisite: Int 45 OR Cha 45, Divine Spellcasting, Divine Spell Focus (spellcraft), archmage level 5th, divine rank 6th. . Benefits: You know a number of high arcana equal to your divine rank. You must sacrifice spell slots for these high arcana normally. You have an effective archmage level equal to your rank for the purpose of calculating high arcana effects. In addition, any high arcana whose use normally requires a standard action (except spell-like abilities) may be used as an automatic action. . Suggested Portfolio Elements: Archmage, supreme deity of magic. ELDRITCH KNOWLEDGE [Salient Divine Ability] . Prerequisites: Spellcaster level 20th, Cha 35, Spellcraft 24 ranks, Knowledge (arcana) 24 ranks, Epic Spellcasting, divine rank 1st. . Benefit: You gain the number of bonus spells indicated on the table in chapter 1 of the Player's Handbook as bonus spells known. Add your rank to your Charisma modifier for the purpose of determining this number. . Special: You may gain this salient divine ability more than once, the effects stack. . Suggested Portfolio Elements: Knowledge, magic. ELDRITCH MASTERY [Salient Divine Ability] You have mastered the secrets of epic spellcasting. . Prerequisites: Divine Spellcasting, Arcane Mastery OR Eldritch Knowledge OR divine spellcaster level 20th, Epic Spellcasting. . Benefits: You can create new epic spells without researching them, and cast any epic spell you know without preparing it in advance. . You may use your rank as a mitigating factor on all epic spells you create, and gain a Backlash Resistance rating equal to your rank. . Your number of epic spell slots is equal to your ranks in Knowledge (arcana) divided by five. . Normal: You must research an epic spell and expend time, resources, and experience points to do so. Your number of epic spells per day is equal to your ranks in Knowledge (arcana) divided by ten. . Suggested Portfolio Elements: Magic, spells. GREATER AUTOMATIC METAMAGIC[Salient Divine Ability] Your skilled control of magic is unequaled. . Prerequisites: Automatic Metamagic (any), Improved Metamagic, any 8 metamagic feats, two of which must be epic. . Benefits: Your automatic metamagic ability applies to all of your non-epic metamagic feats. . Suggested Portfolio Elements: Magic, spells. SUPREME ELDRITCH KNOWLEDGE [Salient Divine Ability] . Prerequisites: Divine Spellcasting, Eldritch Knowledge, Eldritch Mastery, Spellcaster level 20th, Cha 35, Spellcraft 24 ranks, Knowledge (arcana) 24 ranks, Epic Spellcasting, divine rank 11th. . Benefit: You know all spells from the sorcerer/wizard spell list, and can create new spells without researching them. . Suggested Portfolio Elements: Knowledge, magic. |
| Elrond's Dad11-28-04, 07:15 PM | Your Mom [SDA] You are the god of taunts. Prerequisite: Divine Inspiration, Intimidate ranks 33+, Cha 30+ Benefit: As a move action, you may taunt any creature with fewer divine ranks than yourself that is within 10 feet per divine rank. You may target up to one creature per rank at a time. Targets of this ability must make a Will save (DC 20+divine rank+Cha modifier) or become enraged, as per the Barbarian class ability. This rage-like effect stacks with any normal such effect. Despite the seemingly beneficial effect of this power, all creatures so affected automatically attempt to enter into a grapple with you as quickly as possible, foregoing any spells, weapons, or other tactics which would normally overshadow such a fool-hardy approach. This effect lasts for one round per divine rank, and you may only attempt to use such divine insults on a single creature once every day. Those creatures who succeed at their initial Will save are immune to your taunts for one day. Clown Time [SDA] You are such a goofball. Prerequisites: Cha 30+ Benefit: You can spend a move action to afflict all creatures within 100 feet per divine rank with an effect that functions as a combination of an irresistible dance and an insanity spell. The effective caster level for this ability is either your own caster level (for any spellcasting class(es) you might have) or 20+divine rank+Cha modifier, whichever is higher. This ability is extraordinary and is not considered a mind-affecting effect. E. Honda [SDA] You are akin to that fatso from Street Fighter II Benefit: You cannot be tripped, overrun, bull-rushed, or grappled. All attempts to perform such actions agaisnt you automatically fail unless the attacker is of higher divine rank. Additionally, you may create a cone-effect with a range equal to your reach. All creatures within the area of effect suffer 1d10 points of bludgeoning damage per divine rank, no save. Finally, if you are ever (for whatever reason) reduced to 0 hit points or less, you fall graceless to the ground onto your back. Your legs spread unattractively apart (revealing whatever you've got down there) and all foes within sight of this debacle who dealt damage to you in the last hour suffer 4d6 points of Charisma drain if they fail a Will save (DC 20+divine rank+Cha modifier). |
| SphericalTime11-28-04, 11:50 PM | E. Honda [SDA] You are akin to that fatso from Street Fighter II Benefit: You cannot be tripped, overrun, bull-rushed, or grappled. All attempts to perform such actions agaisnt you automatically fail unless the attacker is of higher divine rank. Additionally, you may create a cone-effect with a range equal to your reach. All creatures within the area of effect suffer 1d10 points of bludgeoning damage per divine rank, no save. Finally, if you are ever (for whatever reason) reduced to 0 hit points or less, you fall graceless to the ground onto your back. Your legs spread unattractively apart (revealing whatever you've got down there) and all foes within sight of this debacle who dealt damage to you in the last hour suffer 4d6 points of Charisma drain if they fail a Will save (DC 20+divine rank+Cha modifier).You actually have some good abilites, despite the names. This one is too powerful though, but I like the first line. That would make a great SDA of it's own: Divine Freedom You can't be interfered with through mortal means. Benefit: You cannot be tripped, overrun, bull-rushed, or grappled. All attempts to perform such actions agaisnt you automatically fail unless the attacker is of higher divine rank. Mortal magics that normally impede your movement such as solid fog, slow and web automatically fail. |
| Elrond's Dad11-29-04, 08:45 AM | You actually have some good abilites, despite the names. This one is too powerful though, but I like the first line. That would make a great SDA of it's own: Hahaha, thanks. I've made so much serious work at Dicefreaks, it feels good to just let loose and make some funny SDAs. Clown Time is my personal favorite from those I listed and, aside from that, E. Honda would need more than just the immovability power to justify being an SDA. Haven't you ever played Street Fighter II? If so, have you never beaten E. Honda? He does that! |
| SphericalTime12-02-04, 09:47 PM | Nope, I'm afraid that I've never played Street Fighter II. I'm sure that you're right though. ;) And just because it's the only non Deity specific SDA that I have floating around: Divine Smith: The deity can use item creation feats to create magic items even without the prerequisite spell caster levels or spell-like ability for that feat or item. |
| Melpomene12-02-04, 09:58 PM | ...I like Honda... |
| Adrez Nesnsid01-29-05, 05:31 PM | :bump: BUMP!!!!!!!! |
| Gemstone01-30-05, 06:32 AM | Divine Cohort Prereq: Divine rank 6, Cha 29 Benefit: When determining the level of your cohort, you add your divine rank to that number. Divine servant Prereq: Divine rank 6, Cha 29 Benefit: Your familiar or mount, are granted a divine rank equal to one fifth of yours. |
| strenoth01-30-05, 05:56 PM | Here's some of my own that have been sitting aroudn for a while. updated them to 3.5 :) Divine Accuracy: Prerequisites: Wis 33+, Divine Dodge Benifit: the deity with this ability applies his own divine ranks as a negative percentage to the miss chance of an opponent when he attacks. ie, if Deity A (rank 11) has divine dodge, and Deity B(13 ranks) has Divine Accuracy, then Deity A’s chance of being missed (Normally 61%) is reduced to 48% when Deity A attacks or casts a spell at Deity B. this applies only to attacks originiating from the Deity with Divine Accuracy. This also applies to concealment or blink-type miss chances (A Rank 20 deity with this ability who attacks a foe he can not see has a 30% miss chance, not 50%) Divine Spell Knowledge 1: Prerequisites: Must be able to spontaneously cast 3rd level Arcane spells, Caster level 20+, Cha 31+ This ability gives the Deity knowledge and access all arcane spells of levels 0-3 of one class that the deity can cast 3rd level arcane spells in. Divine Spell Knowledge 2: Prerequisites: Must be able to spontaneously cast 6th level Arcane spells, Caster level 20+, Cha 35+, Divine Spell Knowledge 1 This ability gives the Deity knowledge and access all arcane spells of levels 0-6 of one class that the deity can cast 6th level arcane spells in. Divine Spell Knowledge 3: Prerequisites: Must be able to spontaneously cast 9th level Arcane spells, Caster level 20+, Cha 39+, Divine Spell Knowledge 1 & 2 This ability gives the Deity knowledge and access all arcane spells of levels 0-9 of one class that the deity can cast 9th level arcane spells in. Divine Psionic Knowledge 1: Prerequisites: Must be able to manifest 3rd level Psionic Powers, Manifester level 20+, Primary Ability Score 31+ Benifit: This ability gives the Deity knowledge and access all psionic powers of levels 1-3 of one class that the deity meets the requirements for. Divine Psionic Knowledge 2: Prerequisites: Must be able to manifest 6th level Psionic Powers, Manifester level 20+, Primary Ability Score 35+, Divine Psionic Knowledge 1 Benifit: This ability gives the Deity knowledge and access all psionic powers of levels 0-6 of one class that the deity meets the requirements for Divine Psionic Knowledge 3: Prerequisites: Must be able to manifest 9th level Psionic Powers, Manifester level 20+, Primary Ability Score 39+, Divine Psionic Knowledge 1&2 Benifit: This ability gives the Deity knowledge and access all psionic powers of levels 0-9 of one class that the deity meets the requirements for Divine Total Armor Mastery: Prerequisites: Armor Proficiency (light, medium, & heavy), Divine Armor Mastery, War Domain. Benifit: the Deity ignores the maximum Dexterity bonus on all armors. Improved Automatic Metamagic: Prerequisite: Spellcaster level 21st+, Automatic metamagic Benefit: As Automatic Metamagic, except that any metamagic feat can be applied, including those that require a spellcasting level of 21 or higher, so long as the deity has a high enough spellcaster level to get that metamagic feat. Increased Spell Penetration The deity's spells are harder to resist. Prerequisites: Spell Penetration, Greater Spell Penetration, Epic Spell Penetration, Spellcaster level 20th+ Benefit: The deity gains a +20 bonus to caster level checks made to break a creatures spell resistance. This ability can be taken multiple times and its effects stack (thus a deity with three instances of this salient ability would gain a +60 bonus to caster level checks made to break spell resistance). |
| strenoth01-30-05, 06:05 PM | oh,a nd the reaon for 3 DSA to know all sorcerer or psion spells/powers is to balance it against wizard a bit, as it takes 3 DSAs for a wizard to be abel to spontaneously cast any wizard spell. |
| Jaerom Darkwind01-30-05, 06:16 PM | 3 SDAs? It only takes Arcane Mastery and Spontaneous Wizard Spells. Plus, Arcane Mastery allows a wizard access to all possible epic spells, and to spells above 9th level, and yours don't. |
| Gothenem01-30-05, 10:48 PM | Wow, been a long time since I posted here! Well, here's an SDA I whipped up for a character in a deity game I run on RPOL If anyone is interested in the game, here is a link. http://rpol.net/game.cgi?gi=5113&gn=3.5+Conquest+of+the+Immortals Anyways, on to the Salient Divine Ability: Divine Warlock Prerequisites: Warlock level 20th Benefit: You know all warlock Invocations. In addition, you eldritch blast damage increases by 3d6. Your damage reduction from being a deity includes "and cold iron". Thus a Lesser deity with Divine Warlock would have a Damage reduction of 15/epic and cold iron. |
| strenoth01-31-05, 12:50 AM | Hmm, I thought it was three... ::double checking:: huh so it is 2. I thougth there was 1 SDA to make all spells already known prepable w/o a spell book, and a second one to actually know all spells, and a third one to cast 'em spontaneously. Ok, so make it 1 feat for arcane casters, same as Divine Psioncs Mastery above, and drop my divine psionic knowledge SDAs. Oh, and I don;t think that wizard one gives access to epic spells. Epic spells are NOT class based, so would not be "Wizard spells" Oh,a nd as for the weakness of the three-teir DSA I listed before: I initially suggested 1 DSA when this topic orignally came up long ago, but was given feedback sayign that people thought it was horribly over powered. |
| Jaerom Darkwind01-31-05, 02:14 AM | I split it into two (Eldritch Knowledge and True Eldritch Knowledge), the first being bonus spells known based on Cha, and the second being all spells. And epic spells are definitely wizard spells, since you don't see any fighters walking around casting them. They have to be prepared the same way asall other spells and are treated as normal spells in most respects. And since it specifically mentions that you can create new spells without researching them... Of course, you could just as easily say that since the gods have existed pretty much forever, they've already reasearched every possible epic spell that they can cast. |
| Gothenem02-15-05, 01:38 AM | Epic Spells are not Wizard Spells, they are Epic Spells. Clerics, Bards, Druids, Paladins, Rangers, Hex-Blades, Spirit Shamans, Shugenja's, Warmages, Wu Jens, Wizards, Assassins, Blackguards, ect. can all cast Epic Spells with the appropriate Feat. (Or feats for those who need several Improved Spellcasting feats to get the 9th-level spell requirement for Epic Spellcasting). Thus it cannot be said that they are Sorcerer/Wizard spells. They belong to anyone who has the Epic Spellcasting feat, regardless of Class. Epic spells are NOT treated as other spells for research or really anything. Including casting them. |
| Jaerom Darkwind02-15-05, 02:12 AM | Epic Spells are not Wizard Spells, they are Epic Spells. Clerics, Bards, Druids, Paladins, Rangers, Hex-Blades, Spirit Shamans, Shugenja's, Warmages, Wu Jens, Wizards, Assassins, Blackguards, ect. can all cast Epic Spells with the appropriate Feat. (Or feats for those who need several Improved Spellcasting feats to get the 9th-level spell requirement for Epic Spellcasting). Thus it cannot be said that they are Sorcerer/Wizard spells. They belong to anyone who has the Epic Spellcasting feat, regardless of Class. Epic spells are NOT treated as other spells for research or really anything. Including casting them. Actually, there are definite restrictions based on class. For example, sorcerers cast their epic spells spontaneously, wizards must prepare them in advance. A Mystic Theurge can only cast her epic spells that utilize the heal seed through specific spell slots (which ones? Why the ones that correspond to her cleric levels). Most definitely class-specific spells. |
| TemporalEnergon02-15-05, 10:33 PM | SUPREME ELDRITCH KNOWLEDGE [Salient Divine Ability] . Prerequisites: Divine Spellcasting, Eldritch Knowledge, Eldritch Mastery, Spellcaster level 20th, Cha 35, Spellcraft 24 ranks, Knowledge (arcana) 24 ranks, Epic Spellcasting, divine rank 11th. . Benefit: You know all spells from the sorcerer/wizard spell list, and can create new spells without researching them. . Suggested Portfolio Elements: Knowledge, magic. The SDA Arcane Mastery already lets you do this! :eek: I'm assuming this was for Sorcerors, but you may need to lower the Pre Reqs. significantly since Arcane Mastery does more for far lower requirements. |
| Jaerom Darkwind02-16-05, 12:18 AM | The SDA Arcane Mastery already lets you do this! :eek: I'm assuming this was for Sorcerors, but you may need to lower the Pre Reqs. significantly since Arcane Mastery does more for far lower requirements.No, this is the counterpart to Spontaneous Wizard Spells. You see, when a sorcerer gets this, she can cast any spell on the list spontaeously. Arcane Mastery only lets a wizard prepare any spell on the list. |
| Gemstone05-29-05, 03:45 PM | Divine Madness Prereq: Cha 28, Divine rank 2 Benefit: When fighting, the deity may enter a divine madness, becoming a blurr of blows, parries and wrath. This grants the deity a +4 dodge bonus to AC, a +4 holy bonus to Dex and a 20% miss chance. The deity is also granted an extra move action every round. Master Crafter Prereq: any craft skill 23 ranks Benefit: Select a craft skill. Every item crafted with that skill is a master work item and has an enchantment bonus depending on the deities divine rank for free. This enchantment bonus can be divided into special abilities as well, but may not exceed the limitation. By paying extra xp and gold, the deity may increase this bonus. The deity also crafts all items with this skill as a full round action. Demi-god: +1 Lesser deity: +4 Intermidate deity: +7 Greater deity: +10 |
| Voila!05-30-05, 03:10 AM | 67) Spatial Insanity Prerequisites: Cha 33+; Madness Domain; ability to cast, manifest, or invoke a teleportation spell, power, or invocation; ability to cast feeblemind or a similar effect; divine rank 16+ (how does this seem?) Your very presence can tear reality asunder. As a standard action, you can manifest the madness of the Far Realm itself within a 100-foot radius, which lasts for 4d6 hours (the DM ultimately decides exactly what happens, but in general all living creatures should take at least 2d6 damage every round that isn't subject to SR, DR, regeneration, fast healing, etc., or pseudonatural creatures bleedthrough to the existing plane that vanish when the effect ends (the template from the ELH)). 68) Mastery of the Void Prerequisites: Cha 25; Wis 23; ability to summon creatures with a spell or power of 9th level or higher; 20th caster or manifester level; nongood alignment As a full-round action, 2/year per divine rank, you can create a sphere of annihilation that remains in existence for 1d6 months, or forego two yearly uses to instead summon an umbral blot that serves you utterly for a week. |
| TempestadiossA05-30-05, 03:15 PM | You got some very good ideas there, Jaerom Darkwind's being the most fantastic (as all of his creations, if you ask me). They're particularly useful to me, as I'm currently working on a custom pantheon. Keep 'em coming! :) |
| Gemstone05-30-05, 04:47 PM | 69) Mindsight Prereq: Clearsight, Divine rank 8 Benefit: The deity can not only see through disguises such as transmutations, but by simply viewing a creature it learns the creature's alignment, as well as spells left and what protective spells the creature is under. Suggested portfolio Elements: Secrets, knowledge 70) Superior spellcasting Prereq: Divine spellcasting Benefit: The deity's caster level is equal to its HD. Suggested portfolio Elements: Magic |
| Adrez Nesnsid06-05-05, 05:27 PM | 71) Voice of Heaven "Anybody who isn't dead, or from another plane of existance would be wise to cover their ears right about now!" Prerequisites: Good alignment, charisma 28 Benefit: Whenever the deity speaks, the sound of their voice is treated as the equivalent of a Holy Word spell. This ability can be suppressed, but only if the deity makes a DC 70 willpower save. This ability only applies when the deity is actually present, not when they are communicating remotely. 72) Voice of Evil/Voice of Hell "Anybody whi isn't dead, or from another plane of existance would be wise to cover their ears right about now!" Prerequisites: Evil alignment, charisma 28 Benefit: Whenever the deity speaks, the sound of their voice is treated as the equivalent of a Blasphemy spell. This ability can be suppressed, but only if the deity makes a DC 70 willpower save. This ability only applies when the deity is actually present, not when they are communicating remotely. 73) Voice of Order "Anybody whi isn't dead, or from another plane of existance would be wise to cover their ears right about now!" Prerequisites: Lawful alignment, charisma 28 Benefit: Whenever the deity speaks, the sound of their voice is treated as the equivalent of a Dictum spell. This ability can be suppressed, but only if the deity makes a DC 70 willpower save. This ability only applies when the deity is actually present, not when they are communicating remotely. 74) Voice of Entropy "Anybody whi isn't dead, or from another plane of existance would be wise to cover their ears right about now!" Prerequisites: Chaotic alignment, charisma 28 Benefit: Whenever the deity speaks, the sound of their voice is treated as the equivalent of a Word of Chaos spell. This ability can be suppressed, but only if the deity makes a DC 70 willpower save. This ability only applies when the deity is actually present, not when they are communicating remotely. |
| Adrez Nesnsid06-06-05, 01:48 PM | 175) True Epic Spellcasting: Prerequisites: Divine Spellcasting SDA, 28+ in primary spellcasting ability, Epic Spellcasting epic feat, Magical Aptitude OR Skill Focus(Spellcraft) Benefits: the deity gains a bonus on spellcraft checks to cast epic spells equal to (Their Divine Rank + 10)^(1.5 +(DvR/100)) (the "^" sign means "to the power of", in case you didn't know) If you don't want to Calculate all that, the bonuses are as follows: DvR 1 = +36.48 DvR 2 = +41.56 DvR 3 = +46.87 DvR 4 = +52.38 DvR 5 = +58.09 DvR 6 = +64 .... DvR 20= +164.31 Round them either up or down, as suits your whim. I designed this SDA after I realized that the DCs for many of the DCs for some of the epic spells from the Epic Level handbook are well beyond the scope of, let's say, Boccob (or, for that matter, Thoth, Heckate, Odin, Mystra, Wee Jas, Vecna, Shar, Hermes, et cetera; pretty much every god deity that has been statted). |
| Gurthoron06-08-05, 12:13 PM | These are some we have created for our god campaigns to fulfill special abilities. Avatar of Peace Prereqs: Subduing Strike, Warrior of Peace (Homebrew feat, gives bonus to attacks when subduing) Benefits: This grants a bonus to diplomacy checks equal to the character's divine rank. It also gives the character the ability to stun, daze, and do subdual damage to creatures usually immune to those effects. (Constructs, undead, etc.) Does not work on dieties of equal or higher level. (The last was added in to prevent my warhulk god of peace from just stunning every god we came across into submission if they attacked us) Divine Compulsion Prereqs: Spellcaster lvl 20, ability to cast at least one spell classified as a compulsion effect. Benefits: Character's ability to sway the minds and hearts of others is unlimited. The diety can use his compulsions and mind-affecting spells on any creature of at least intelligence 1. Does not work on dieties of equal or higher level. Time Control Prereqs: Spellcaster lvl 20, ability to cast at least one time-type effect (slow, haste, time stop), Wis 24 Benefits: The diety can affect the flow of time around him. It takes a full round action to put in effect, and another full-round to end. The diety changes the timeflow for himself, either making time pass very quickly or very slowly in relation to him. The maxamum change is in accordance to his divine rank. A diety or rank 3 could speed up time to a maximum to 3 times normal, or slow it down to a third of normal. Thus, 6 rounds of the diety's time could equal either 2 seconds of real time or 18 seconds. The diety cannot physically interact with other living creatures while his time is being affected. |
| TempestadiossA06-11-05, 09:56 AM | RETRIBUTIVE SPELL RESISTANCE Prereqs: Divine Rank 11+, Increased Spell Resistance SDA, mustn't belong to any spellcasting class. Benefit: The deity's spell resistance increases by it's divine rank. Any spell that fails to overcome the deity's spell resistance automatically affects the caster upon the deity's will. ANTIMAGIC SPELL RESISTANCE Prereqs: Divine Rank 16+, Spell Resistance 90+ Benefit: The deity is utterly immune to any arcane or divine spell of 5th level or lower. This ability can be suppressed and resumed at will as a free action that doesn't count against the total number of free action the deity can perform in one round. Spells cast by deities of higher divine rank are affected as well. Special: This ability can be taken more than once; if the deity selects "arcane spells" both times, then it is immune to arcane spells of 10th level or lower, whereas if it chooses "arcane spells" the first time and "divine spells" the second time, it becomes immune to spells (either arcane or divine) of 5th level or lower. WRATHFUL DAMAGE REDUCTION Prereqs: Divine Rank 16+, Increased Damage Reduction SDA, Protection OR War domain Benefit: Damage absorbed by the deity's damage reduction is dealt to the attacker and isn't subject by the latter's own damage reduction. Doesn't work against deities of higher divine rank. Doesn't stack with the Vampiric Damage Reduction SDA. VAMPIRIC DAMAGE REDUCTION Prereqs: Divine Rank 16+, Increased Damage Reduction SDA, Protection OR Healing domain Benefit: The deity is granted a cumulative bonus to its Constitution score equal to (damage absorbed by it's damage reduction/4, rounded down) each time it is struck. These boni last an amount of rounds equal to the deity's rank. Attacks made by deities of higher divine rank are unaffected. Doesn't stack with the Wrathful Damage Reduction SDA. BLOOD OF THE IMMORTAL Prereqs: Divine Rank 19+, Constitution 40+, Increased Fast Healing SDA, Increased Damage Reduction SDA. Benefit: The deity's fast healing increases by two times its divine rank and becomes regeneration; the deity's spell resistance increases by two times its divine rank; the deity's damage reduction becomes of the "X/(deity's divine rank)" type; the deity permanently gains 20 hit points per hit die. INVINCIBLE WARLORD Prereqs: Divine Rank 17+, Strength 60+, Irresistible Blows SDA, Strength AND War domains Benefit: Any attack made by the deity with the selected weapon can't possibly miss and ignores all kinds of damage reduction (save that of a deity of higher rank) and miss chance (save that from the Divine Dodge SDA of a deity of higher rank). More to come, feedback is welcome :) |
| Gemstone06-11-05, 11:08 AM | INVINCIBLE WARLORD Prereqs: Divine Rank 17+, Strength 60+, Irresistible Blows SDA, Strength AND War domains Benefit: Any attack made by the deity with the selected weapon can't possibly miss and ignores all kinds of damage reduction (save that of a deity of higher rank) and miss chance (save that from the Divine Dodge SDA of a deity of higher rank). A bit powerful there. I would instead make it grant an unnamed bonus to attack rolls equal to the deities divine rank and reduce miss chance by divine rank. But perhaps it's fine |
| Jaerom Darkwind06-11-05, 12:49 PM | Well, a few of those, including that one, are obviously unique SDAs, not for general use. |
| Blackstar106-12-05, 11:57 PM | DIVINE MINDMAGE The deity is the epitome of the Arcane/Psion, a so called “Mindmage”, and has abilities that far surpass those of mortal dual casters. Prerequisites: Divine rank 6, Spellcaster level 10, Manifester level 10, any 5 metamagic / metapsionic feats, least one from each group Benefit: The deity is able to use their metamagic feats on their psionic powers, or use metapsionic feats on their spells. It takes 2 power points to offset the first two spell level increase the feat normally requires; and 2 extra points for each further spell level. For example: 2 spell level equal 2 power points / 6 power points equal 4 spell level (like in the ExPHb). Other rules still apply (The deity still expand their focus when using a metamagic feat on a spell, uses a full round action when use a metapsionic feat as a sorcerer etc.). In addition, the deity’s Spell/Power Penetration feats affect both caster classes (psionic-magic transparency). Spell Focus, caster level feats like Practiced Spellcaster or Epic Spellcasting (and psionic equals) belong specific to one class and can’t be replaced. Suggested Portfolio Elements: magic, psionics, mind I created this SDA to make the arcane/psion combo equal to a divine/arcane caster. It seems stupid that a mystic theurge or any other dual caster can apply his quicken spell feat to each of his spells but a cerebremancer must take two different feats to create the same effect. Maybe it could also be a general house rule? |
| Janusunaj06-13-05, 12:29 AM | Lord of Magic/King of Spells Pre-requisites- Divine Rank 26+ Benefit- When casting spells, you need no spell slots. |
| Jaerom Darkwind06-13-05, 02:41 AM | Deities with DvRs higher than 20 don't have stats. |
| Janusunaj06-13-05, 02:03 PM | Deities in real life don't have stats. This is D&D, if it moves, it should have stats. Cancer should have stats. Ergo, why not real gods? |
| Jaerom Darkwind06-13-05, 02:17 PM | Deities in real life don't have stats. This is D&D, if it moves, it should have stats. Cancer should have stats. Ergo, why not real gods?You'll have to develop an entire system for statting overdeities from the ground-up, then, not just a single SDA. The existing rules can't accomodate them. |
| Janusunaj06-13-05, 02:33 PM | I've always thought, why even call the D&D deities gods? Uthgar is beatable by abysmally weak epic characters. |
| BloodSpill06-13-05, 10:18 PM | I've always thought, why even call the D&D deities gods? Uthgar is beatable by abysmally weak epic characters. Well the problem is that if they were invulnerable to mortals then Netheril would never have fallen. It's all plot related. That's what the term 'god' means to the inhabitants of a D&D world. |
| Jaerom Darkwind06-13-05, 10:20 PM | I've always thought, why even call the D&D deities gods? Uthgar is beatable by abysmally weak epic characters.Who is Uthgar? DF deities will give any epic character a run for her money. And kep in mind that very few deities in the real world have omnipotence attributed to them. In many mythologies powerful mortals could contend with deities. |
| Jaerom Darkwind06-13-05, 10:22 PM | I like those language-based SDAs, btw. |
| Janusunaj06-13-05, 11:11 PM | Thanks :cool: |
| Gemstone06-14-05, 05:44 AM | I've always thought, why even call the D&D deities gods? Uthgar is beatable by abysmally weak epic characters. Well... imagine that every single human being in our world is level 1-3, then imagine what a character at level 30 would be... and not to mention what POWER a divine being would have... it give me shudders up my spine by simply trying to understand that power. It's like... superman, but bigger |
| Adrez Nesnsid06-14-05, 09:18 AM | Deities in real life don't have stats. This is D&D, if it moves, it should have stats. Cancer should have stats. Ergo, why not real gods? Logical Impossibility; Contradiction in terms. |
| Adrez Nesnsid06-14-05, 09:28 AM | You'll have to develop an entire system for statting overdeities from the ground-up, then, not just a single SDA. The existing rules can't accomodate them. Well, the thing is, that placing the cutoff for overdieities at DvR 20 seems like it was simply an arbitrary decision1. In fact, if overdeities are statted differently, there's no reason why a Divine Rank cap is even necessary at all2. Footnotes: 1. The only reasoning I can see behind it, is that 20 is also the number of levels where the cutoff is between epic and non-epic characters. 2. If you thing of overdeities not in terms like Over-Deities:Deities::Epic Characters:Regular characters but in the terms Over-Deities:Deities::Deities:Epic Characters |
| Jaerom Darkwind06-14-05, 11:19 AM | Logical Impossibility; Contradiction in terms.I'm not even going to touch that one. But as some friendly advice, don't bring it up again. Well, the thing is, that placing the cutoff for overdieities at DvR 20 seems like it was simply an arbitrary decision1. In fact, if overdeities are statted differently, there's no reason why a Divine Rank cap is even necessary at all2. Footnotes: 1. The only reasoning I can see behind it, is that 20 is also the number of levels where the cutoff is between epic and non-epic characters. 2. If you thing of overdeities not in terms like Over-Deities:Deities::Epic Characters:Regular characters but in the terms Over-Deities:Deities::Deities:Epic CharactersOverdeities have always been treated as effectively omnipotent. See, for example, how Ao was powerful beyond the combined ability of all the Torilian pantheons to harm, or how the Lady maintains Sigil free from all the divinities of the infinite Prime worlds. The proper analogy would be Overdeities : deities :: deities : regular characters |
| Gemstone06-14-05, 05:25 PM | I simply treat deties this way: gods of a rank lesser than the other god can't effect the one above (can, but very litte). Im not talking about divine rank, but simply greater, intermidate, lesser etc. |
| Adrez Nesnsid06-20-05, 08:13 PM | Overdeities have always been treated as effectively omnipotent. See, for example, how Ao was powerful beyond the combined ability of all the Torilian pantheons to harm, or how the Lady maintains Sigil free from all the divinities of the infinite Prime worlds.... Except for Vecna; Don't forget the events of Die Vecna, Die. |
| Jaerom Darkwind06-20-05, 08:14 PM | Except for Vecna; Don't forget the events of Die Vecna, Die.That never happened. |
| Adrez Nesnsid06-20-05, 08:16 PM | Overdeities have always been treated as effectively omnipotent. See, for example, how Ao was powerful beyond the combined ability of all the Torilian pantheons to harm, or how the Lady maintains Sigil free from all the divinities of the infinite Prime worlds. The Oh, and what about the repeated implication in various sources, both official and unofficial, that Asmodeus was an overdeity at one point until some unknown entity beat the living **** out of him and stripped him of most of his power (thus implying that overdeities can be killed (or at least (horribly) maimed)). |
| Jaerom Darkwind06-20-05, 08:35 PM | Oh, and what about the repeated implication in various sources, both official and unofficial, that Asmodeus was an overdeity at one point until some unknown entity beat the living **** out of him and stripped him of most of his power (thus implying that overdeities can be killed (or at least (horribly) maimed)).In official sources, Asmodeus has never been an Overpower. Even Guide to Hell only made him a Greater Power. Now then, in the Dicefreaks Cosmology, he's an Overpower (the Asmodeus we know and love being an avatar of said Overpower), but in the Dicefreaks Cosmology no "unknown entity beat the living **** out of him." Rather, he was originally a part of the Serpent of Law, the Circle of Three that shaped the Cosmos. Unfortunately, he was tainted by morality, and so was another of the three entities. The Serpent was forced to tear the essences of both entities from itself and cast them away. The LE splinter was cast down to the LE sector of the Ring, where his fall formed the Pit, the Nine Hells of Perdition, and his blood the Lake of Fire. The LG splinter was thrown upwards; the Mountain of the Seven Heavens of Celestia formed from the scorching wind of her passing, and the Silver Sea from her blood. The remaining Serpent, much weakened, crashed into the part of the Ring that corresponded with LN, and there it shattered, the fragments of its body forming the Cogs of the Clockwork Nirvanna of Mechanus and splinters of its consciousness being scattered across time. |
| Adrez Nesnsid10-22-05, 03:16 PM | BUMP!!!! :bump: |
| Quarionthegolden11-07-05, 09:19 AM | burn presiquite: fire domain, divine rank 15 benefit:you become lava hot. grappling you causes D6 per divine rank of damage. this does not effect water creatures, but it does X2 to cold creatures. |
| Gemstone11-07-05, 04:08 PM | 37. Divine Spellcaster THe pure magical energy hewn forth from the deity's hand is much more difficult to resist than normal Prerequsites: Cha 29 or Int 29, caster level 20 Benefit: Increase the Saving Throw DC of the spells that the deity cast by +5. Special: This bonus stacks with spell focus, greater spell focus and any other DC increasing feats or abilities. It can be taken more than once, each time improving a deity's Saving Throw DC by another +5. 38. Divine Mantle You can weave your divine power into a mantle that surrounds you Prereq: Cha 35, DvR 6 Benefit: You can create a mantle of power that protects you from both divine sight and divine attacks. For 1/hour per divine rank, you can uphold a mantle that reduces any attack against you (even divine blasts) with 1 dice. You're also affected as if under an improved invisiblity spell that not even true seeing can percieve. 39. Utter annihilation Those you slay stay dead Prerequisties: Death portfolio OR War portfolio, Cha 29 Benefit: Whenever you slay an enemy, you also scatters the soul. This causes any mortal restoration attempt to fail and divine attempts must succed with a DvR check (1d20+DvR) against a DC of 15+your divine rank+your charisma modifier |
| Quarionthegolden11-22-05, 11:20 AM | 40. fiery retribution presiquetes: burn SDA benefit: when reduced to 0 or more HP, you release a blast of fire dealing 100 damage per divine rank. |
| Gemstone11-22-05, 12:02 PM | 41. Divine Retribution of fire [SDA] The magical energy released when you die, causes even other divine beings to feel your wrath Prerequsites: Fiery Retribution (#40 in this thread) Benefit: All the damage done by your fiery retribution is divine damage and is not subject to damage reduction. Those struck by this, must make a will save (DC 10+your cha modifier+your divine rank+˝ HD) or become confused for as many rounds as your divine rank. This includes other deities normal immune to mind effects. 42. Aura of Utter Resistance [SDA] With nothing but a wave, you can imbue other creatures with a resistance like that of divine beings like yourself. Prerequsites: DvR 6, Cha 29, Base fort +12, Base ref +12, Base will +12 Benefit: As a standard action you may grant all allies within 30 ft per divine rank with a divine bonus to their saving throws equal to half our divine rank. This bonus lasts for a number of rounds equal to the bonus granted. You can, as a move action, create an aura around you and granting yourself either half your divine rank as a divine bonus to your saving throws, or your divine rank as a bonus to a single saving throw. This bonus lasts for half your divine ranks rounds. 41. True Energy magic [Metamagic SDA] You can send forth spells that causes so much energy damage that they simply outright destroy your foe Prerequsites: 4 meta magic feats, Cha 25 OR Int 25 OR Wis 25, Caster level 20th Benefit: You may modify a spell so that it deals extra energy damage. You add the same number of dice as the base spell, but of all other energy types. Thus a fireball that normaly deals 10d6 fire damage, will deal 10d6 damage of each energy type. Modifying a spell like this increases its spellslot by +5 |
| Gemstone11-22-05, 12:09 PM | I'm not even going to touch that one. But as some friendly advice, don't bring it up again. Overdeities have always been treated as effectively omnipotent. See, for example, how Ao was powerful beyond the combined ability of all the Torilian pantheons to harm, or how the Lady maintains Sigil free from all the divinities of the infinite Prime worlds. The proper analogy would be Overdeities : deities :: deities : regular characters Perhaps there should be some kind of Epic Salient Divine Abilities for those deities above DvR 20 if you need to stat them out. Personaly, I just like the thought of having deities stated out. It's not like I'm ever going to use them... except for our epic campaign, were our characters is thinking about destroying Mystra and her Chosen. What they don't know however, is that an entierly new overpower has made its home on Faerűn... (which for the battle between them and it will be a greater deity thanks to a sacrifice by the rest of the gods in Faerűn). But still, each to his own :) Also, I don't understand your analogy. Why do you mention deities more than once? Am I missing something here? |
| Jaerom Darkwind11-22-05, 01:52 PM | The analogy translates to 'Overdeities are to deities as deities are to regular characters.' |
| Gemstone11-22-05, 03:15 PM | The analogy translates to 'Overdeities are to deities as deities are to regular characters.' Aha, I see. Altough my opinion differs from yours here, I can clearly see what you mean :) I prefer to view them as above anything with less than 19 or 20 DvR. Only those with 19 or 20 DvR can challenge overdeities, and even then, they stand farely huge chance of loosing. |
| Jaerom Darkwind11-22-05, 03:48 PM | Well, as Phaedros recently pointed out, there's nothing in any edition of the game, or the novels that relate to any CS, that so much as implies that overdeities can be challenged (in any meaningful fashion), let alone harmed, by even the mightiest Greater God (DvR 20). While overdeities would certainly be able to fight amongst themselves if necessary, the gulf between DvR 20 and DvR 21 is, for all intents and purposes, infinite. |
| Quarionthegolden11-22-05, 07:52 PM | 44.inferno tempest presiquete:burn SDA, must have a flammable substance nearby. benefit: you can use fire inside your body to make an inferno blast(50 D. per 2 divine ranks)that's deadly. |
| Kreegor01-18-06, 12:48 AM | Deities with DvRs higher than 20 don't have stats. In my campaign world, I have an Overdeity with stats. The way I determine how deity's are created is that the Overdeity shares some of their Divine Essence (Rank). Normally I would never try and Stat an overdeity, but the one I stated is very young and is basically the child of the main Overdeity of my realm (who self exiled himself after the new overdeity's creation). So the overdeity is statted, but still in a "growth" phase as her Divine Rank continues to increase every hundred years or so (only 400 years old right now). Which spawned my SDA of... Divine Spark The deity can create gods. Prerequisite: Divine Rank 22+, Create Object salient divine ability, Create Greater Object sailent divine ability, Divine Creation salient divine ability. Benefit: The deity can use their divine essence (Rank) to imbue any creature with divine power. The deity chooses an ammount of divine ranks no greater than 20 to imbue in the chosen target. Once imbued the target becomes a deity of stature equal to their divine rank. Divine Spark can be used as many times per day as the deity wishes, but using it can never bring the deities own rank to less than 21. A Deity with a Divine Rank of 38 could only create deities with a divine rank of up to 17. Divine Rank gained through this ability is permanent and only a deity of greater stature can undo the effects of Divine Spark. Divine Ranks used to create other deities return to the overdeity at a rate of 1 / year. |
| Quarionthegolden01-27-06, 10:32 AM | divine force presiquete:force domain benefit:all force damage done is half force damage, half holy damage(X2 against undead). .p.s. I made this for a god of force basing from a force dragon! -Quarion |
| Adrez Nesnsid02-16-06, 09:02 AM | BUMP!!!! :bump: |
| Adrez Nesnsid06-20-06, 07:15 PM | BUMP!!!! :bump: |
| Talkkno06-21-06, 12:57 AM | Divine truenamer Prerequisites:The ablity to speak 6th level Uttrances Benefit: The deity knows all Uttrances, in addition the diety never fails his his truespeak check, expect agaisnt the dietys of a higher rank, in this case, he makes his truespeak check as normal |
| Adrez Nesnsid06-27-06, 08:29 PM | BUMP! :bump: |
| Adrez Nesnsid11-08-06, 09:21 AM | BUMP :bump: |
| Draconian_Cloud11-11-06, 08:24 AM | Improved Divine Cohort Prereq: Divine rank 9, Cha 39, Divine Cohort SDA Benefit: When determining the level of your cohort, you add your divine rank to that number +3, your cohort becomes a DvR 0 quasi-deity Greater Divine Cohort Prereq: Divine rank 20, Cha 49, Epic Leadership, Divine Cohort SDA,Improved Divine Cohort Benefit: When determining the level of your cohort, you add your divine rank to that number +6, your cohort becomes a DvR 5 demigod. (Note these SDAs do not stack on top of each other they replace the stats gained from previous Divine Cohort SDAs.) |
| Draconian_Cloud11-11-06, 08:37 AM | Added for anyone who wants to try to make an overdeity if u do i would like to see your work, plz. Overdeity Divine Cohort Prereq: Divine rank 21, Cha 60, Epic Leadership, Divine Cohort SDA, Improved Divine Cohort SDA, Greater Divine Cohort SDA Benefit: When determining the level of your cohort, you add your divine rank to that number +9, your cohort becomes a DvR 10 lesser deity (Note these SDAs do not stack on top of each other they replace the stats gained from previous Divine Cohort SDAs.) Help bring this back to life. |
| Draconian_Cloud11-15-06, 08:38 PM | Bump! |
| Janusunaj11-15-06, 09:42 PM | Sacred Blast Pre-req: 16+ Divine Rank Benefit: As divine blast, except it is usable at will. |
| efraker11-15-06, 11:57 PM | Interposing Omnipresence Pre-req: Chaotic alignment, Divine Rank Benefit: Conversation and spell-casting with verbal components all have a 20% chance of failing within audible range of this deity, due to the constant chatter and knock-knock jokes. *begins casting miracle* "Hey. Hey Bob. Bob!!!! I'm talking to you!" "I'm sorry, I was just calling upon yo-""Dude, I know. I'm your god, dude. Hey did you hear the one about the interrupting cow?" "The interrupti-"MOOOOOOOOOOOOO!!"oh. I see. I see... I knew I should have been a Cleric of Vecna..." |
| Adrez Nesnsid11-16-06, 10:26 PM | That's awesome man!!! |
| Saros12-30-06, 04:36 PM | I'd like some opinions on the balance of these two warlock-focused salient divine abilities. Thanks! DIVINE INVOKER Prerequisites: Able to use dark invocations, Charisma 29. Benefit: You immediately learn four dark invocations. Any invocations learned through this salient divine ability can be traded in for two invocations of a lower grade. DIVINE WARLOCK Prerequisites: Warlock level 20th, Charisma 25. Benefit: The damage caused by your eldritch blast improves by 2d6. You learn two invocations of any grade up to dark; the fast healing granted by your fiendish healing improves by 5, lasts an additional number of minutes equal to your divine rank, and can be used a number of additional times per day equal to your divine rank. Finally, the DCs for all of your invocations increase by 1. |
| Dastari12-30-06, 09:51 PM | IMPROVED DIVINE ARMOR MASTERY Prequisites: Divine Armor Mastery, Divine Rank 11 Benefit: The deity ignores the maximum dexterity limit for heavy armor. |
| Adrez Nesnsid06-23-07, 09:12 PM | Here's some that were posted by Nilborg: Please tell me if these are balanced. Energy Guard Benefit: If the deity is hit with any melee attack, the attacker suffers 3d8 points of damage. The damage can be acid, cold, electricity, fire, or sonic damage, but each deity can use only one type of energy. Mouth of the Deep Prerequisites: Water domain, divine rank 6+ Benefit: Against opponents in water, the deity can create a whirlpool which stuns and crushes foes. The whirlpool may be of any size up to 80 feet in radius. Creatures in the whirlpool take 1d10 damage per point of the deity’s Charisma bonus and must make a Reflex save (DC 20 + deity’s Charisma modifier) or be stunned for 1d6+1 rounds. Creating the whirlpool is a standard action and may be done at will. Supreme Spellcaster Prerequisites: Magic domain, spellcaster level 21+, divine rank 11+ Benefit: The deity gains a +15 divine bonus on Spellcraft checks to cast epic spells. The save DC of the deity’s epic spells are increased by +3. Give him some Feedback (http://boards1.wizards.com/showthread.php?t=864996) |
| phoenix73708-03-07, 12:13 AM | pheonix furryprrrequesites: sun domain fire domain aloows god to make exploshone (i cant spell) of holy fire dealin 2d6 per divine rank half fire half holy and summoning four pheonixes 2 the gods aid |
| Andorxor08-03-07, 06:29 AM | Steal Memory Prerequisites: Divine Rank 5+ ,20 Ranks in sleight of hand Benefit: You can add 10 to the DC,whenever you steal a item with Sleight of hand and if you are succesfull every being with a divine rank lower than yours forgetts this item. Trickster Prerequisites: Divine Rank 5+,20 Levels of rogue Benefit: Add your divine rank to Sleight of hand ,disguise and bluff checks |
| tridiak08-06-07, 04:30 AM | Isolate Prerequisites DvRk 16+, Cha 35, Area Divine Shield Effect The deity can isolate a section of any plane (though not another divine realm) with an impenetrable shield. A Divine Blast can punch a hole in the shield, but the hole regenerates in one rd. The shield has 12HP per DvRk only for the purpose of resisting Divine Blast. The shield blocks anything and all forms of access. It extends to border ethereal and any other coterminius planes. Only deities of a higher rank could penetrate it and they must make an opposed check (d20+Cha modifier+rank). The shield can be transparent, one-way to opaque. The shield can allowed exceptions, but they must be decided at creation time. The isolated region is up one one mile diameter per DvRk. Creating the shield takes one day of concentration and "power charge-up". No other SDA can be used during this time. The edity need not be present but they must be able to sense or "see" the area. Once created, the shield remains until the deity removes it, another deity destroys it (somehow) or another shield is generated elsewhere. Only one shield can be created at anyone time. Planar Isolation Prerequisites DvRk 16+, Cha 40, Area Divine Shield, Isolate Effect This ability can be used to isolate an entire plane. The shield is impenetrable to all forms of access and power (except for maybe an overdeity). The plane can only be a prime material plane. Exceptions are allowed. The catch with this power is that the deity must either sacrifice all their power (effectve DvRk drops to zero) OR the go into a coma. In either case, they are vulnerable. And all clerics and other followers lose all their powers and spells. The upshot is that the shield is totally impenetrable, except by overdeities. Deities with greater rank may send "short" messages or signs to their worshippers. It is generally better for the deity to be inside the shield when created. Another benefit is no spells or powers from any other deity can be granted unless their granting deity's rank is higher. He must do this personally, not through the usual agents, so only a handful of his worshippers will get any spells or powers. The shield can be removed at anytime by the deity or if the deity is "seriously" harmed or killed. A deity who was in a coma temporarily loses all his DvRks. In both cases, their Con & Cha drops by 15pts at regenerates at the rate set out below. The deities ranks regenerate at the rate of one per (time the shield was activate). |
| locustechpriest08-10-07, 09:35 PM | 15.) Indomitable Luck Prerequisites: Luck Domain Benefits: Whenever involved in In any game of chance that involves predicting the outcome of some event, there is a 50% chance, plus 1% per divine rank, that whatever outcome the deity predicts, no matter how outrageous, will automatically be the outcome of the game (unless such an event would directly interfere with the machinations of a deity of equal or greater divine rank). The deity can also make such predictions outside of games of chance, but at such times the predictions only have a 10%+1% per two divine ranks (round down) chance (beyond any chance that there would usually be) of coming true. The deity can reroll one die roll per minute per two divine ranks (round up) The deity gains a +2 luck bonus to die rolls to confirm critical successes on rolls related to their portfolio. Divine Betrayal Prerequisites: Luck Domain, Trickery Domain, Indomitable Luck SDA Benefit: Whenever you reroll a failed save, skill or ability check, and succeed on the reroll, you may pass the concequences of a failure (if applicable) on to any creature within your divine aura. Deities of greater divine rank must make a save or check of their own, but anything with a lesser divine rank (or none at all) receives no save. Nice for reflecting particularly powerful effects. Lucky in the extreme, practically defines tricky. =D |
| Vyrexuviel10-01-07, 11:13 AM | :bump: GREAT work here, people! I'm helping a friend design a pantheon for an upcoming game, and we're actually RPing out how the gods became gods. in this instance, we're using the premise of divine ascension thru the idea that if a mortal (epic) consumes a divine spark, s/he absorbs a portion of the divine rank of the destroyed deity. so far, this has occured once, but the leader of the group (the one who killled an intermidiate deity and gained DvR 12) has granted demigod status to two of the other chars. one of them is the future god of war, and I LIKE the "of War" SDAs here. the other's a bit hard to categorize, being 20 Soulknife / 20 monk, and with the ability to apply mindblade stuff to her unarmed strikes. If anyone has any suggestions / SDAs that pertain to this, please share! |
| Adrez Nesnsid10-02-07, 08:11 PM | Divine truenamer Prerequisites:The ablity to speak 6th level Uttrances Benefit: The deity knows all Uttrances, in addition the diety never fails his his truespeak check, expect agaisnt the dietys of a higher rank, in this case, he makes his truespeak check as normal Looks OK, perhaps a just a tiny bit overpowered (except when compared to Alter Reality, but Alter Reality is extremely overpowered, even for an SDA). Maybe a +20 bonus to truespeak checks instead. Also, personally, I would change the name from "Divine Truenamer" to "Logos". |