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| BillTheManiac06-14-07, 01:49 PM | I am attempting to create a more mechanical way to create abominations, so we could create an abomination of a paragon efreet and Obad-Hai or an abomination of an advanced iron golem and Yondalla, whatever the heck those would be. I'm going to dig up a deity from The Iron Siege and use it as the example creature. This is a rough draft. I need to find a way to add more influence from the base deity. How does it look? Creating A Half-Deity Creature “Half-deity” is a template that can be added to any creature (referred to hereafter as the base creature) and any creature with Divine Rank 1 or higher (referred to hereafter as the base deity). It is suggested that you first advance and/or apply the paragon template to the base creature. The base creature’s type remains unchanged if it is a construct or undead. Otherwise, it becomes an outsider. Do not recalculate hit dice, BAB, or saves. The half-deity creature uses all the base creature’s statistics and special abilities except as noted here. HD The creature gains maximum hit points on each hit die. AC As base creature. Natural armor is increased by the base deity’s divine rank. Spell-Like Abilities (Sp) The half-deity gains true seeing at will. In addition, give it spell-like abilities by calculating power points per day as a psion of its old CR, including bonus spells. Then divide those points up into per-day spell-like abilities. One use of a spell costs twice that spells level minus one. At will use costs five times that spell's level. The caster level is equal to the abomination’s new CR. Special Attacks: The half-deity gains one major special attack or quality, plus one more per 40 hit dice. Special Qualities: Half-deities gain the following special qualities. Immunities (Ex) Half-deities are immune to polymorphing, petrification, or any form-altering attack. They are not subject to energy drain, ability drain, or ability damage. They are immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and are immune to one of five energy types (usually one the base deity is immune to). They are also immune to death by massive damage. Resistances (Ex) Half-deities have fire resistance 20, cold resistance 20, and damage reduction 10/epic. If the base creature has DR of at least epic quality (such as DR 15/epic and adamantine), add the DRs together (in the same example, DR 25/epic and adamantine). The base creature gains SR 12+new CR. Half-deities resist detection, and are all treated as if affected by a nondetection spell of a caster level equal to the abomination’s HD. Blindsight 500’ (Ex) Telepathy (Su) Half-deities can communicate telepathically with any creature within 1,000 feet that has a language. Summon Creature (Sp) Half-deities can summon creatures associated either with the portfolio of the base deity or with the base creature. Summoned creatures serve the half-deity without question. Summoned creatures automatically return whence they came after 1 hour, or sooner if slain. They can summon a creature five times a day, with a CR less then or equal to half their hit dice. Fast Healing (Su) equal to twice the divine rank of the base deity plus three. Abilities: Add 1/10 the base deity's ability scores to the base creature's ability scores. Then add +16 Str and +6 Con. Organization: Solitary or with base creature Challenge Rating: ????? Treasure: Standard for a creature of the adjusted CR. Alignment: As the base creature, but moving one step away from the deity if possible Advancement: Same as the base creature. |
| rob_douglas06-14-07, 02:31 PM | It seems like overkill to come up with a full template. Alignment should be evil - Abominations are all evil. They are not wanted and know it. They all have DvR0. That is not directly mentioned in the ELH, but it is where all their immunities and certain other abilities come from. ROB |
| BillTheManiac06-14-07, 02:48 PM | Anaxims aren't evil. Plus it would be fun to have an abomination of an evil deity fighting evil. I meant for them to have DvR 0 as well. I'm thinking of giving half-deities bonus SDAs based on the divine strata of the patron deity. Also I want to add mechanics to the "special abilities". How about this? The half-deity gains one supernatural ability, plus one per 40 hit dice. Treat these abilities as epic spells with a DC of 10+Half-deity's HD. The second ability has a DC 20 less, the third has a DC 40 less, et cetera. They are either abilities usable at will or constant abilities, as long as the spell has a duration of at least 24 hours. Also, even cut in half, the natural armor bonus is way too high. I'm thinking I should add some kind of bonus on attack rolls. |
| Kain Darkwind06-14-07, 03:49 PM | Don't treat 'abomination' as a template, treat it as a subtype, like demon or fire. That's the first step. Step two goes something like.... Infernal, Lesser Large Outsider (Abomination, Chaotic, Evil, Extraplanar) Hit Dice: 20d8 + 200 (360 hp) Initiative: +9 Speed: 40 ft., fly 120 ft. (perfect) Armor Class: 47 (+9 deflection, +9 Dex, +20 natural, -1 size) touch 27, flat-footed 38 Base Attack/Grapple: +20/+38 Attack: Claw +33 melee (3d6 + 14) Full Attack: 2 claws +33 melee (3d6 + 14) and bite +31 melee (3d8 + 7 and spell suck) and 2 wings +31 melee (1d8 + 7) and tail +31 melee (3d8 + 7) Space/Reach: 10 ft. /10 ft. Special Attacks: Improved grab, spell suck, spell-like abilities, summon fiend Special Qualities: Damage reduction 20/major good, fast healing 10, nondetection, regeneration 5, resistance to cold 20 and fire 20, spell resistance 33, telepathy 500 ft. Saves: Fort +22, Ref +21, Will +21 Abilities: Str 39, Dex 28, Con 30, Int 28, Wis 28, Cha 28 Skills: Bluff +32, Concentration +33, Diplomacy +36, Disguise +32 (+34 acting), Escape Artist +32, Hide +28, Intimidate +34, Knowledge (arcana) +32, Knowledge (the planes) +32, Knowledge (religion) +32, Listen +32, Move Silently +32, Search +32, Sense Motive +32, Spellcraft +34, Spot +32, Use Magic Device +32 (+34 scrolls), Use Rope +9 (+11 bindings) Feats: Cleave, Dark Speech, Fly-by Attack, Improved Sunder, Multiattack, Power Attack, Quicken Spell-like Ability Climate/Terrain: The Lower Planes Organization: Solitary Challenge Rating: 21 Treasure: Double Standard Alignment: Always Evil (any) Improved Grab (Ex): A lesser infernal must hit a Large sized or smaller creature with its claw attack to use this ability. If it gets a hold, it deals automatic claw and spell suck damage every round. Spell Suck (Su): A creature bitten by a lesser infernal loses its highest level spell slot available. If the caster prepares spells, the caster can select which spell is lost. If the creature cannot lose spells for whatever reason (including not being able to cast spells in the first place), it takes 2 points of Intelligence damage instead. Spell-like Abilities: Always active- tongues, true seeing; at will- animate dead, blasphemy, blur, charm person (DC 20), create undead, deeper darkness, desecrate, detect chaos, detect good, detect law, detect magic, fear (DC 23), fireball (DC 22), greater dispel magic, greater invisibility, greater teleport, hold person (DC 22), magic circle against good, major image (DC 22), produce flame, polymorph, pyrotechnics, read magic, scrying, suggestion (DC 22), symbol of fear (DC 25), symbol of pain (DC 24), symbol of stunning (DC 26), symbol of weakness (DC 26), telekinesis (DC 24), unhallow, unholy aura (DC 27), unholy blight (DC 23), wall of fire (DC 23); 1/day – fire storm (DC 26), implosion (DC 28), meteor swarm (DC 28). Caster level 20th Summon Fiend (Sp): Once per day a lesser infernal can summon 4 ice devils, mariliths or nycaloths, depending on its ethical alignment. It may summon these fiends all at once or singly, as suits its needs. Learned Spell Immunity (Su): Once affected by a spell, a lesser infernal is thereafter immune to repeated castings of that spell by its spellcaster. It can still be affected (once) by the spell if cast by another spellcaster. Nondetection (Ex): A lesser infernal is constantly under the effect of nondetection. (Caster level 20th) Regeneration (Ex): Good aligned weapons and spells deal normal damage to a lesser infernal and Godson Medium Outsider (Extraplanar) Hit Dice: 20d8 + 220 (340 hp) Initiative: +7 Speed: 40 ft. Armor Class: 37 (+9 deflection, +3 Dex, +15 natural) touch 22, flat-footed 34 Base Attack/Grapple: +20/+38 Attack: Slam +28 melee (2d6 + 8) Full Attack: 2 slams +28 melee (2d6 + 8) Space/Reach: 5 ft. /5 ft. Special Attacks: Divine blast, divine shield, spell-like abilities, summon fiend Special Qualities: Damage reduction 15/epic, DvR 0, fast healing 10, nondetection, powerful build, resistance to cold 20 and fire 20, spell resistance 34 Saves: Fort +22, Ref +21, Will +21 Abilities: Str 27, Dex 16, Con 31, Int 21, Wis 24, Cha 28 Skills: Balance +5, Bluff +32, Diplomacy +36, Disguise +32 (+34 acting), Intimidate +34, Jump +14, Knowledge (the planes) +28, Knowledge (religion) +28, Listen +30, Move Silently +26, Search +32, Sense Motive +30, Spot +30, Survival +30, Tumble +26 Feats: Cleave, Diehard, Endurance, Improved Initiative, Improved Sunder, Improved Toughness, Power Attack Climate/Terrain: Mortal Coil Organization: Solitary Challenge Rating: 20 Treasure: Double Standard Alignment: Any Divine Blast (Su): Once per hour, a godson can release a blast of divine power as a 200 foot ray, dealing 9d12 points of damage. Divine Shield (Su): Once per hour as an immediate action, a godson can shape divine energy around him to ward him from harm. This absorbs 50 points of damage before collapsing. Spell-like Abilities: Always active- tongues, true seeing; at will- chain lightning (DC 25), charm monster (DC 23), cure critical wounds (DC 23), fire storm (DC 26), greater dispel magic, hold monster (DC 24), invisibility, levitate, persistent image (DC 24), polymorph ; 3/day – summon monster IX, summon nature’s ally IX; 1/day – gate, maze, meteor swarm (DC 28). Caster level 20th In addition, godsons have access to two domains granted by their divine parent. They can cast the 1st through 4th level spells at will, the 5th through 7th level spells 3/day and the 8th and 9th level spells 1/day. They may make use of the granted domain power as if they were 20th level clerics. If the domain power has a limited usage per day, the godson can make use of it once per hour. Nondetection (Ex): A godson is constantly under the effect of nondetection. (Caster level 20th) |
| BillTheManiac06-14-07, 04:42 PM | You posted 2 new abominations. What does that have to do with a mechanical system for creating new abominations? Creating A Half-Deity Creature “Half-deity” is a template that can be added to any creature (referred to hereafter as the base creature) and any outsider with Divine Rank 1 or higher (referred to hereafter as the base deity). It is suggested that you first advance and/or apply the paragon template to the base creature. The base creature’s type remains unchanged if it is a construct or undead. Otherwise, it becomes an outsider. Do not recalculate hit dice, BAB, or saves. The half-deity creature uses all the base creature’s statistics and special abilities except as noted here. HD The creature gains maximum hit points on each hit die. AC As base creature. Natural armor is increased by the base deity’s divine rank. Attacks: The half-deity gains a divine bonus on attacks equal to the base deity's divine rank. Spell-Like Abilities (Sp) The half-deity gains true seeing at will, at a caster level equal to the new CR or current caster level of the base creature, whichever is higher. In addition, for each spell-like ability of the base creature, increase the spell level by 2, give it a new ability at the same level and times per day, or double the times per day (6/day counts as at will). Supernatural Abilities: The half-deity gains one supernatural ability, plus one per 40 hit dice. Treat these abilities as epic spells with a DC of 10+Half-deity's HD. The second ability has a DC 20 less, the third has a DC 40 less, et cetera. They are either abilities usable at will or constant abilities, as long as the spell has a duration of at least 24 hours. SDAs: The half-deity gains 1 bonus SDA chosen from the base deity's SDAs. Special Qualities: Half-deities gain the following special qualities. Immunities (Ex) Half-deities are immune to polymorphing, petrification, or any form-altering attack. They are not subject to energy drain, ability drain, or ability damage. They are immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and are immune to one of five energy types (usually one the base deity is immune to). They are also immune to death by massive damage. Resistances (Ex) Half-deities have fire resistance 20, cold resistance 20, and damage reduction 10/epic. If the base creature has DR of at least epic quality (such as DR 15/epic and adamantine), add the DRs together (in the same example, DR 25/epic and adamantine). The base creature gains SR 12+new CR. Half-deities resist detection, and are all treated as if affected by a nondetection spell of a caster level equal to the abomination’s HD. Blindsight 500’ (Ex) Telepathy (Su) Half-deities can communicate telepathically with any creature within 1,000 feet that has a language. Summon Creature (Sp) Half-deities can summon creatures associated either with the portfolio of the base deity or with the base creature. Summoned creatures serve the half-deity without question. Summoned creatures automatically return whence they came after 1 hour, or sooner if slain. They can summon a creature five times a day, with a CR less then or equal to half their hit dice. Fast Healing (Su) equal to twice the divine rank of the base deity plus three. Abilities: Add 1/10 the base deity's ability scores to the base creature's ability scores. Then add +16 Str and +6 Con. Organization: Solitary or with base creature Challenge Rating: Base creature +2+1 per 2 DvRs of base deity. Treasure: Standard for a creature of the adjusted CR. Alignment: As the base creature, but moving one step away from the deity if possible Advancement: Same as the base creature. I'm going to post a creature when I'm done making it. |
| Witch06-14-07, 04:46 PM | He explained that there's no need to actually make a template for them. Just like you don't need a template for making a Tanar'ri or Baatezu out of something. You design a creature with it, just like you design a creature with any other subtype. |
| BillTheManiac06-14-07, 06:37 PM | Then why is there a template for all the ranks of devils (archdukes, dukes, etc.)? There are templates to create a common mechanical thread beyond just the traits. Dark Breath Size/Type: Colossal Outsider (Air, Extraplanar, Augmented Elemental) Hit Dice: 64d8+696 (2344 hp) Initiative: +26 (+18 Dex, +8 Superior Initiative) Speed: Fly 100 ft. (perfect) Armor Class: 87 (-8 size, +18 Dex, +67 natural) Base Attack/Grapple: +48/+84 Attack: Slam +83 melee (4d8+18) or Storm Ray +84 ranged touch (16d6 electricity and 16d6 sonic) Full Attack: 2 Slams +83 melee (4d8+18) or Storm Ray +84 ranged touch (16d6 electricity and 16d6 sonic) Space/Reach: 30 ft./30 ft. Special Attacks: Air mastery, whirlwind, summon creature (paragon air elemental monolith), twisted grove, storm ray SDAs: Control Elves Special Qualities: Outsider traits, abomination traits,DR 20/-, immune electricity, fire resistance 20, cold resistance 20, SR 58, blindsight 500’, telepathy, fast healing 41 Saves: Fort +34, Ref +54, Will +30 Abilities: Str 47, Dex 47, Con 36, Int 12, Wis 16, Cha 17 Skills: Listen +50, Spot +59 Feats: Alertness, Combat Reflexes, Dodge, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Mobility, Lightning Reflexes, Spring Attack, Weapon Finesse, Weapon Focus (slam) Epic Feats: Blinding Speed (Ĺ~2), Epic Prowess (Ĺ~2), Epic Toughness (Ĺ~4), Epic Will, Superior Initiative Environment: Any land Organization: Solitary Challenge Rating: 46 Treasure: None Alignment: Always chaotic evil Advancement: 65-288 HD (Colossal) Primal air elementals speak Auran. Combat Air Mastery (Ex) Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental. Whirlwind (Su) The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 32 rounds. In this form, the elemental can move through the air or along a surface at its fly speed. A primal air whirlwind is 10 feet wide at the base, 40 feet wide at the top, and up to 80 feet tall. The elemental controls its exact height, but it must be at least 10 feet. Gargantuan or smaller creatures might take damage when caught in the whirlwind and may be lifted into the air. An affected creature must succeed at a Reflex save (DC 60) when it comes into contact with the whirlwind or take 4d8 points of damage. It must also succeed at a second Reflex save (DC 60) or be picked up bodily and held suspended in the powerful winds, automatically taking 4d8 points of damage each round. A creature that can fly is allowed a Reflex save (DC 60) each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane. If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check (DC 60) to cast a spell. The DC is Strength-based. Twisted Grove (Su): As a standard action, a dark breath can enchant a tree to become a dark paragon treant for 20 rounds. Storm Ray (Su): The dark breath’s storm ray is a ranged touch attack that deals 16d6 electricity and 16d6 sonic damage. Half of this damage is corrupt damage rather then elemental damage. This creature was formed of the last words Corellion Larethian said to Lolth before he realized she was evil. The taint of the betrayal infected the breath. It drifted accross a planar gate to the Abyss, turning into the shape of a dark-green evil version of Corellian Larethian's face, and then to the Elemental Plane of Air, infecting a primal air elemental with its dark desires. It seeks to corrupt and mix the elven and drow people into one evil race under its control. |
| Witch06-14-07, 06:43 PM | Because those templates are acquired. Entire species, on the other hand, are abominations. |
| fnord06-14-07, 06:55 PM | Almost all Abominations have regeneration, which is left out. |
| bluetooth06-14-07, 07:05 PM | Template or not, I'd like a more step-by-step approach for creating such things, including Abominations as well as Devils or Demons. |
| BillTheManiac06-14-07, 07:41 PM | Wow. This is fun. Different from what I expected, but fun. 1. I like the idea of creating abominations with a specific process. That way I can create more abominations with a unique flavor, but a common mechanical process. I like having a specific origin for a specific abomination. This is just a method to create new monsters. An example would be the d20 modern rules for creating fiends. If I posted the dark breath as a standalone creature would you be okay? 2. I'll check to see what range it is and make it version 2.1. I thought regeneration and fast healing were mutually exclusive. 3. Step-by-step? What does that mean? Different levels? More choices? |
| rob_douglas06-14-07, 09:41 PM | The templates you are talking about for ArchDevils and Dukes, etc, are from Dicefreaks - it was their invention. I won't defend it. :) Love that they do all that stuff, and respect it. I think those templates were a way of categorizing those levels of power, much as Divine Rank is for categorizing Deities power. I think the ELH rules on creating your own Abominations are sufficient. Besides - here is one problem with the template as you have it. Stats are based on the original deity's stats. What if you don't have stats for them, or haven't decided what level to make them fit in your cosmology? Sure, you could be using Deities and Demigods, or Dicefreaks, but your template requires that the Deities to be used be "fully" statted out first, which is the opposite order. Half-Celestial doesn't get different traits based on which type of celestial provided the half. ROB |
| BillTheManiac06-15-07, 06:58 AM | Well Kain is from dicefreaks, right? Requires stats for deities thing: Making the ability scores for deities is easy because it doesn't depend on anything else. The only other thing based on the deity is divine rank (easy) and SDAs (just make sure to include that SDA). Besides, if you decide to change it, your players won't notice. It's only a few stat points. Half-fiend used to depend, I think. Like Lemorians from Savage Tide. Also, half-celestial should depend. This is obvious when you're crossbreeding demons and devils, for example. There are two different equally valid stat blocks for the creature. |
| bluemage5506-15-07, 09:33 PM | The only thing that characterizes a half-deity is DvR 0. Nothing else. Any other abilities that may be possessed by a creature born of a deity and a mortal are specific to that creature or that specific type of breeding. Abominations, for example, have certain similar abilities, but so do Bhaalspawn. Every divine creature should be handled individually, rather than with a template that would serve only to make them too similar. |
| BillTheManiac06-16-07, 08:14 AM | Except that 100% of the changes are based on (a) the abomination subtype, (b) the deity's stats, or (c) completely new. It's really just a system for creating the b and c stuff. |
| bluemage5506-16-07, 08:33 AM | It's really just a system for creating the b and c stuff. No, it's not. It's forcing all half-deities to have certain characteristics that they actually don't. A creature that has one divine parent and one mortal parent is a quasi-deity. Only specific combinations result in something else, and those specific combinations all have unique abilities. Your version gives all half-deities telepathy, cold resistance, fire resistance 20, blindsight, and more, and NOT ALL HALF-DEITIES HAVE THEM. Your version also screws with their ability scores when it should not do so. +16 Str? What about the child of a goblin and a wizard deity? Should the child get +16 Str??!!! Abominations are not a template. Your attempt to make it as such is FLAWED. Give it up already. |
| BillTheManiac06-16-07, 08:44 AM | 1.Do you want me to quote the Abomination rules where it says they get those traits? 2.+16 Str is based on the difference between average stats for size and average abomination stats by size. Abominations are really strong. That wizard deity would only have about 20ish strength, and he would have less strength then the average Small abomination. Then, because he is a wizard, he would have elite array, putting the 8 in Strength. He'd be strong for a goblin but weak for an abomination. 3. Hey look, now it depends on the parent some more. Creating A Half-Deity Creature “Half-deity” is a template that can be added to any creature (referred to hereafter as the base creature) and any outsider with Divine Rank 1 or higher (referred to hereafter as the base deity). It is suggested that you first advance and/or apply the paragon template to the base creature. The base creature’s type remains unchanged if it is a construct or undead. Otherwise, it becomes an outsider. Do not recalculate hit dice, BAB, or saves. The half-deity creature uses all the base creature’s statistics and special abilities except as noted here. HD The creature gains maximum hit points on each hit die. AC As base creature. Natural armor is increased by the base deity’s divine rank. Attacks: The half-deity gains a divine bonus on attacks equal to the base deity's divine rank. Spell-Like Abilities (Sp) The half-deity gains true seeing at will, at a caster level equal to the new CR or current caster level of the base creature, whichever is higher. In addition, for each spell-like ability of the base creature, increase the spell level by 2, give it a new ability at the same level and times per day, or double the times per day (6/day counts as at will). Supernatural Abilities: The half-deity gains one supernatural ability, plus one per 40 hit dice. Treat these abilities as epic spells with a DC of 10+Half-deity's HD. The second ability has a DC 20 less, the third has a DC 40 less, et cetera. They are either abilities usable at will or constant abilities, as long as the spell has a duration of at least 24 hours. SDAs: The half-deity gains 1 bonus SDA chosen from the base deity's SDAs. Special Qualities: Half-deities gain the following special qualities. Immunities (Ex) Half-deities are immune to polymorphing, petrification, or any form-altering attack. They are not subject to energy drain, ability drain, or ability damage. They are immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and are immune to one of five energy types (usually one the base deity is immune to). They are also immune to death by massive damage. Resistances (Ex) Half-deities have fire resistance 20, cold resistance 20, and damage reduction 10/epic. If the base creature has DR of at least epic quality (such as DR 15/epic and adamantine), add the DRs together (in the same example, DR 25/epic and adamantine). The base creature gains SR 12+new CR. Half-deities resist detection, and are all treated as if affected by a nondetection spell of a caster level equal to the abomination’s HD. Blindsight 500’ (Ex) Telepathy (Su) Half-deities can communicate telepathically with any creature within 1,000 feet that has a language. Summon Creature (Sp) Half-deities can summon creatures associated either with the portfolio of the base deity or with the base creature. Summoned creatures serve the half-deity without question. Summoned creatures automatically return whence they came after 1 hour, or sooner if slain. They can summon a creature five times a day, with a CR less then or equal to half their hit dice. Fast Healing (Su) equal to twice the divine rank of the base deity plus three. Regeneration (Su) equal to fast healing. Choose 2 types of damage to be affected by. Abilities: Add 1/4 the base deity's ability scores to the base creature's ability scores. Then add +12 Str, -4 Dex, +2 Con. The divine power surging through their bodies makes them bigger and tougher, but not so much faster. Organization: Solitary or with base creature Challenge Rating: Base creature +2+1 per 2 DvRs of base deity. Treasure: Standard for a creature of the adjusted CR. Alignment: As the base creature, but moving one step away from the deity if possible Advancement: Same as the base creature. |
| goro06-16-07, 10:42 AM | Type/Subtype: The creatures type changes to Native Outsider. Size: The base creatures size does not change. Speed: Increase the creatures base speed by +10 feet. Hit Dice: The creature gains maximum hit points per HD. Armor Class: The creature gains natural armor +5. If the base creature already has natural armor use whichever is better. Improve the creatures natural armor +1 per 3 HD. Special Abilities: The base creature gains the following special abilities; ....DvR 0: the creature gains Immunity to polymorphing, petrification, or any other attack that alters its form.The creaure is not subject to energy drain, ability drain, or ability damage. The creature is immune to mind-affecting effects. The creature is immortal and cannot die from natual causes. The creature does not age, and does not need to eat, sleep, or breathe. the only way for the creature to die is tthrough special circumstances. Spell Resistance: The creature gains spell resistance equal to (CR adjustment +10 or LA adjustment +5) + (CR or HD) ....Spell-like Abilities: The creature can use Detect magic as a spell-like ability At Will. The creature gains a the use of a new spell-like ability every 3 levels. The maximum level of the new spell-like ability equals 1/2 your HD. (i.e. at 9th level you gain a new spell-like ability whose maximum level can be no higher than 3rd level). The caster level for the creatures spell-like bilities is equal to its HD. You can use spell-like abilities of level 1-3 3/day, 4-6 1/day, 7-9 1/week, 10-12 1/month, 13-15 1/year. You must be able to cast the SLA you choose at the level you choose to cast it. Every 5 HD you may increase the uses of your existing SLA's one step. 3/dat becomes at will, 1/day becomes 3/day, 1/week becomes 1/day, etc. Special Qualities: The base creature gains the following special qualities; ....Tongues (Su): The base creature has a continuous Tongues ability ....True Seeing (Su): The base creature has a continuous True seeing ability ....Saving Throws: The base creature gains a +1resistance bonus to saving throws. This bonus increase by +1 per 4 HD/Class levels. Ability Scores: The creature gains +20 to ability scores divided as the designer chooses. Automatic Languages: Celestial, Infernal, Draconic, and Common. If the parent deity had an elemental type/subtype the base creature can speak that elemental language as well. |
| BillTheManiac06-16-07, 02:02 PM | Kept some of mine, changed some to yours. In particular mine depends more on DvR and less on HD, and conforms your template to some of the abomination traits. I'm dropping the Str > Con > Dex thing because it's stupid and makes no sense. Armor Class: Natural armor is increased by the base deity’s divine rank, to a minimum of 5. Attacks: The half-deity gains a divine bonus on attacks equal to the base deity's divine rank. Special Abilities: The base creature gains the following special abilities; ....DvR 0: the creature gains Immunity to polymorphing, petrification, or any other attack that alters its form.The creaure is not subject to energy drain, ability drain, or ability damage. The creature is immune to mind-affecting effects. The creature is immortal and cannot die from natual causes. The creature does not age, and does not need to eat, sleep, or breathe. the only way for the creature to die is through special circumstances. Spell Resistance: The creature gains spell resistance equal to its new CR +12. ....Spell-like Abilities: The creature can use Detect magic as a spell-like ability At Will. The creature gains a the use of a new spell-like ability every 3 levels. The maximum level of the new spell-like ability equals 1/2 your HD. (i.e. at 9th level you gain a new spell-like ability whose maximum level can be no higher than 3rd level). The caster level for the creatures spell-like bilities is equal to its HD. You can use spell-like abilities of level 1-3 3/day, 4-6 1/day, 7-9 1/week, 10-12 1/month, 13-15 1/year. You must be able to cast the SLA you choose at the level you choose to cast it. Every 5 HD you may increase the uses of your existing SLA's one step. 3/day becomes at will, 1/day becomes 3/day, 1/week becomes 1/day, etc. Supernatural Abilities: The half-deity gains one supernatural ability, plus one per 40 hit dice. Treat these abilities as epic spells with a DC of 10+Half-deity's HD. The second ability has a DC 20 less, the third has a DC 40 less, et cetera. They can be abilities usable once per 5xcasting time rounds or they can be constant abilities. SDAs: The half-deity gains 1 bonus SDA chosen from the base deity's SDAs. Special Qualities: The base creature gains the following special qualities; ....Tongues (Su): The base creature has a continuous Tongues ability ....Nondetection (Su): The base creature has a continuous Nondetection ability ....True Seeing (Su): The base creature has a continuous True seeing ability ...Fast Healing (Su): The base creature gains fast healing equal to twice the divine rank of the base deity plus three. ...Regeneration (Su): The base creature gains regeneration equal to fast healing. Choose 2 types of damage to be affected by. ....Saving Throws: The base creature gains a divine bonus on saving throws equal to the base deity's divine rank. Ability Scores: Add 1/5 the base deity's ability scores to each of the base creature's ability scores. Automatic Languages: Celestial, Infernal, Draconic, and Common. If the parent deity had an elemental type/subtype the base creature can speak that elemental language as well. CR: Unknown, playtest at 3+DvR LA: Twice CR |
| goro06-16-07, 02:23 PM | But with yours, you would need to know the parent deity. Also should onl have regeneration or fast heling, not both to start with. It should scale by HD or class levels, so it could be more available for players too. maybe add one or two more scaleable special abilities or qualities as well as some DR. I forgot to add scaleable DR before. |
| BillTheManiac06-16-07, 02:50 PM | I like knowing the parent deity. Mine depends on the first two things you decide: DvR and ability scores. So really, that part of creation is easy. It's important to know the patron deity for the previously mentioned goblin-wizard effect. And I forgot DR 10/epic. If we want to make it available to players we can cap the DvR bonuses by HD, so a 1-HD abomination would get +1 to natural armor, attacks, and saves. Remember, these are the epic boards. DR 10/epic and regeneration isn't gamebreaking at 21st level. The tough part would be high natural armor+items=invincible AC. What EL would be appropriate for 40th level DvR 4 characters in Dicefreaks? |
| goro06-16-07, 03:06 PM | DR 10/epic is really under powered for this level though. Maybe; DR 20/Epic and Good or DR 20/Epic and Evil or DR 20/+6 And increase DR +5 per 5 CR/10 HD. At CR 40 add another material to bypass DR (DR 30/Epic and Evil or Epic and Silver). At CR 60 change the or to and (DR 40/Epic, Good, and Silver). And would still rather not have anything dependent on the DvR, HD/level, or the alignment of the parent deity. Make all the abilities scaleable from lower levels (i.e. pre-epic levels). Maybe turn it into an actual class (Racial HD). |
| BillTheManiac06-16-07, 03:31 PM | I think monsters should be the primary priority. Many of them already have DR. I'm going to change the way DR stacks to: If the base creature already has DR, add 10 to the number and add "and epic" to the conditions necessary to bypass it. Well your version had no customizable abilities at all, right? Or very few? Mine added SDAs, Supernatural abilities, ability adjustments, and DvR bonuses to make it more dependent. I think it should be dependent, or else it's just another paragon-style improve-everything template. |
| bluemage5506-16-07, 07:02 PM | 1.Do you want me to quote the Abomination rules where it says they get those traits? Not all half-deities are abominations. The only thing that all half-deities have in common is the quasi-deity template. |
| goro06-16-07, 07:35 PM | I think most of what I had was scaleable. SLAs, SR, DR, fast healing or regeneration, AC bonus, and saving throw bonuses. It would be better if the template could be applied to playable characters as well as monsters. If neccessary, you could break everything down and make it a racial template by spreading the abilities out over multiple levels, like in savage species, culminating in DvR 0 at level 20, and you can add those unique special abilities/qualities at 20th level. SLAs: allow the template to be able to change SLAs at a level up, but lose the increase in uses per day for that ability. (i.e. at 6th level you choose fireball, at 10th level you increase its uses per day to at will. At 12th level you change it to Chain lightning, but its only usable 1/day, you lose the increased uses you gained at 10th level for that ability.) |
| BillTheManiac06-16-07, 09:25 PM | Not all half-deities are abominations. The only thing that all half-deities have in common is the quasi-deity template. Could you please read the thread title? |
| bluemage5506-18-07, 02:51 AM | Could you please read the thread title? I have, and it doesn't change the fact that you are disregarding my statement, and making a "half-deity" template that's really just an abomination template. |
| BillTheManiac06-18-07, 07:03 AM | Control-F Find/Replace Find: Half-deity Replace: Half-deity (only abominations) OK? |
| Necroramo06-19-07, 10:40 PM | Control-F Find/Replace Find: Half-deity Replace: Half-deity (only abominations) OK? No, see what all the Dicefreaks people have said. |