God Shards [PEACH] [Archive] - Wizards Community

Post/Author/DateTimePost
keyunp

07-03-07, 08:48 PM
The basic premise is that in ages past the creater of the universe died / an overdiety was killed / the cosmic forge was shattered and all that is left are small crystals that grant great power. (Some even say that they are the gods kidney stones)
Collect enough and you might even be able to become a God!

The crystal come in varies sizes, usually from toothpick to AA battery size.

[This was origionaly designed for 2 PC with the expectation that they would become Gods. Each PC was getting 10 points pretty often]

They usual size would grant from 1 to 10 points.

I'm for additional abilities, and to balance them.

Domain Access
Prerequisites:
Cost: 5 (+5 per domain you already have)
Benefit: You gain access to a single domain. You gain the Domain power and access to the spells, but have no ability to cast them.

Domain Casting
Prerequisites: Domain Access
Cost: 5 (+5 per each time taken)
Benefit: You may prepare and cast 1 spell from each spell level from the domains that you have access too. You must be able to cast them (level & Wis) as a cleric.

Stat Incease
Prerequisites:
Cost: Current stat value / 5 (round off) [ie: 17 costs 3 point]
Benefit: +1 to stat

AC Insight
Prerequisites:
Cost: Current value squared (min of 1)
Benefit: +1 insight bonus to AC

Fast Healing
Prerequisites:
Cost: 10 (+10 per point of Fast Healing you already have)
Benefit: Increase (or gain) Fast Healing by +1

Low-Light Vision
Prerequisites:
Cost: 1
Benefit: Double current multiplier. [ie: x1, x2; x4; x8; x16, ect]

Dark Vision
Prerequisites:
Cost: 1
Benefit: Gain 30', or double current value.

Alter Reality
Prerequisites:
Cost: 5
Benefit: You gain prestidigitation as a spell like ability usable at will. Any effets have a duration of 1 hour.
Upgrade Cost: 5 Benefit: Duration now 1 hour per level. Double affects.

Extend Perception
Prerequisites:
Cost: 5 x step
Benefit: Full round action to activate. Range is 5' per level. Cannot use normal senses,
Basic Connection Domain
1 1'/level fixed only like sense magic, range x2
2 5'/level 1'/level fast 3 round in 1, range x5
3 50'/level 5'/level as a swift action, range x50, view 1'/level
4 100'/level 50'/level as free action, range x100, view 5'level

Upgrade Cost: 5 Benefit: Multitask, you can have 2 different perseption active. Plus 1 for each time taken.


Gain Action Points
Cost: 5 + # of Action Points
Benefit: Add 1 action point to your pool.
Upgrade Cost:
Upgrade Benefit:

Comunication
Prerequisites:
Cost: 1
Benefit: If you hear a creature speak a language that you do not understand you may, as a full round action, now speak that language for 1 hour + 1 / Int modifier.
Upgrade Cost: 1 Benefit: You can now understand as an immediate action. The duration is now 1 day + 1 / Int modifier.
Upgrade Cost: 1 Benefit: You gain Telapathy [check actually effects and decide range]
Upgrade Cost: 1 Benefit: Decipher Script is now a class skill. You gain 1 rank in Decipher Script. You gain a bonus equal to your level to any Decipher Script checks.
keyunp

07-03-07, 08:49 PM
Omni Casting

Reserved.
keyunp

07-03-07, 08:49 PM
Investing Clerics with Power!

Need to work on what it cost to give clerics powers and what kind of return you get from worshipers.

Terms:
Clergy is and highly devoted character. (Cleric, Druid, Paladin, etc)
Faithful would be a worshiper with minor powers. (ranger, some prestige classes, and NPC class)
Worshipers are the people who beleive and pray to you (and only your) regularly
Believers are the people who say a prayer to Tempus before battle or Mages who give and offering before making an item, but do not pray exlusivly or regularly.

Cleric = 12
Druid = 11
Paladin = 5
Ranger = 2


Cost to grant powers:
Domain (you must have it already) = 1
Spell Casting (full) = 1 each new spell level (so 9 max for cleric)
Spell Casting (partial) = 1 every 2 spell levels (so 2 max for ranger)
Undead = 1
Animal Companion = 1
Druid abilities = 1
Special Mount = 1
Paladin Abilities = 1

You may wonder why you would give up your own power, but the more clergy you have, the more worshipers you have, and worshipers provide you with power. This is not a quick path to power.

Beleivers provide 1 point for every 10,000
Worshipers provide 1 point every 100

Soul Contract
Prerequisites: You must have at least 1 worshiper
Cost: 10
Benefit: Whenever a worshiper/faithful/clergy of yours dies, thier soul comes to you provideing you with a bit of power. Any power that you invested with them is returned, as well as a bit more.
You do not collect the souls of believers.
Worshipers provide you with 1 point every 1000 souls.
Faithful count as their level+1, and clergy count as twice thier level.

As well you are able to grant spells that can bring back the dead. Returning a souls has a permant cost of 1 point. If the soul belongs to another God then they uaually require payment of 1 point as well.

Upgrade Cost: Benefit: