| Post/Author/DateTime | Post |
|---|---|
| Lankaster01-01-08, 07:35 AM | The following rules are the ones I use for deities in my campaigns. They are mainly due to the Dicefreaks` variants, but with some alterations. Here is the statistics and HD/level cap for Humanoid deities of medium size. Strength, Dexterity, and Constitution can reach up to 70, while Intelligence, Wisdom, and Charisma can reach up to 60. Draconic deities have a Strength, Dexterity, and Constitution cap of 70 + Size Modifier + Divine or Cosmic Rank. Mortals can reach up to 50 HD/levels. Divine Rank/Cosmic Rank 0 entities can reach up to 52 HD/levels. Divine Rank/Cosmic Rank 1 - 5 entities can reach up to 60 HD/levels. Divine Rank/Cosmic Rank 6- 10 entities can reach up to 66 HD/levels. Divine Rank/Cosmic Rank 11- 15 entities can reach up to 72 HD/levels. Divine Rank/Cosmic Rank 16 - 17 entities can reach up to 78 HD/levels. Divine Rank/Cosmic Rank 18 - 19 entities can reach up to 84 HD/levels. Divine Rank/Cosmic Rank 20 entities can reach up to 90 HD/levels. Here are a few modifications of a few Salient Divine Abilities. Know Secrets (Vecna only): Vecna can use this power an unlimited number of times on mortals, and the Save DC is 10 + 1/2 Vecna`s HD/levels + Vecna`s Divine Rank + Vecna`s Charisma modifier. Divine Paladin (Heironeous only): Heironeous can Smite Evil unlimited times per day. Finally, here is a Salient Divine Ability I made up. Divine Multispell The Deity can cast spells at an astonishing rate. Preriquisites: Divine Rank 6+, Caster level 50 in spellcasting class to be chosen, Divine Spellcasting of chosen class, Automatic Metamagic (Quicken spells of chosen spells). Benefit: The Deity can cast a number of Quickened spells or spell-like abilities equal to or less than the free actions deserved to a Deity of the appropriate status. For instance, if Boccob chose this for his Wizard spells, he would be able to cast up to 20 Quickened Wizard spells every round. Epic Spells are unaffected by this ability. If you think there is something wrong about it, please tell me, I am trying to see if there is an imbalance about it. So far, I am only concerned about the alteration of Heironeous` Divine Paladin Salient Divine Ability, but, oh well... What do you think? |
| Witch01-01-08, 07:54 AM | Divine Multispell is a bad idea, much like the original Multispell being takeable more than once is. |
| Lankaster01-01-08, 10:08 AM | Hmmmmm.... How do you handle the issue of Multispell in Dicefreaks? Also, I have another question, how many times is it reliable for a PC or NPC to choose Great Smiting? I mean, if a lvl 50 mortal Paladin chose it 9 times, that would be 10 times his level in damage (500)! Isn`t it a bit too much? |
| Witch01-01-08, 11:01 AM | I don't think Dicefreaks has an official position on it. But I do know that even having it exist a single time is dangerous to game balance, allowing you to start doubling your damage per round with a single feat. However, once may be manageable, even if it promotes nova-ing. The more you allow it, the more problematic it gets. A rule I've seen often is to allow it once per ten caster levels, but I'm not sure of its balance. I figure it may be best to see how Multispell affects your personal campaign, and limit it that way. Oh, and I don't have a clue as to how many times Great Smiting is taken. |
| Bloodsoul01-03-08, 03:38 PM | Great Smiting can be taken multiple times, just like Multispell. Technically I believe Divine Spellcasting doesn't apply solely to a single class, but to whatever classes are applicable (I think their example was something like a 21st Lv Wizard/8th Lv Cleric in which it'd apply to Wizard [20+ levels] but not Cleric [less than 20 levels]). |
| Kihon01-04-08, 03:52 PM | What's the point of Super High Level Spell battles... with the right spells prepared they win initative every time, then start with quicken Meteor Swarm & maximized time stop. Then during the time stop cast 1 quicken and 1 'normal' spell for the length of the maximized time stop (so at least 8 unanswered spells, and with epic-multi spell - more). If an epic wizard can't win a battle in a round it's usually because they aren't prepared, or the others are prepared for it. In which case greater teleport away and play "catch me if you can" and with plane shift possibilities -good luck. Or just Gate in few Solars / Balors and let them play around. No epic caster, cosmic entity, or divine being should ever be caught with their pants down - so to speak. Lots of allies, etc... Now as to your rules - hmmm, a few problems pointed out: High level beings casting dozens of spells in a round gets to be a major problem - I mean 1 round and it's over - winner, or whoever goes first - take all. You can have as many smites for as much damage as you want, if you give me the ability to cast a dozen spells in a round - in addition to what I'm going to do to you with time stop - you'll never stand a chance (imo). |