Divine Hero: Another DvR 0 Template [Archive] - Wizards Community

Post/Author/DateTimePost
BillTheManiac

06-17-07, 10:29 AM
There are some individuals whose stories become legend. They accomplish things impossible to ordinary men, or so the stories say. They have bluffed the gods, supported the world with their strength, solved riddles no one else can solve, or so the stories say. They are invincible to mortal men, so the stories say. These stories, when passed around, can imbue the divine spark in the soul of the creature, whether dead or alive when it occurs, or even spontaneously create the object of the stories. The myths become truth. This is the origin of the divine hero.

Divine Hero

Divine Hero is a template that can be added to any creature without DvR. Its type does not change.

Hit Dice: The creature gains maximum hit points per HD.

Luck Modifier: The creature gains a luck modifier equal to its Charisma
bonus. This modifier is a luck bonus on AC and saves against creatures
without divine rank. It can increase the luck modifier by 1 by spending a
feat.

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.
....Brute Force (Ex): The creature can double its ability modifier and cut
its skill ranks in half for the purpose of skill checks, if this would produce a higher bonus.
....Survival (Ex): Once per day per point of luck modifier, the creature can force an attacker to reroll an attack roll against it.
....Tricky Liar (Ex): The creature adds its Intelligence modifier to Bluff checks.

Special Qualities:
....Lies (Su): The creature can make a Cha vs. Wis check to fool magical

sensing, as the Nondetection spell. It gets one check per spell.
....Truth (Su): The creature can make a Wis vs. Cha check to defeat magical

illusions, as the True Seeing spell. It gets one check per spell.

Ability Scores: The creature adds twice its ability modifier to all its

ability scores. Divine heroes are often particularly strong or fast or

smart, but not always all of those.

CR: Add 3+Total previous ability modifier/5
LA: Add 6+Total previous ability modifier/3

Wise Raven
Size/Type: Colossal Outsider (Extraplanar)
Hit Dice: 21d8+352 (420 hp)
Initiative: +32 (+24 Dex, +8 Superior Initiative)
Speed: 20 ft., fly 160 ft. (poor)
Armor Class: 36 (+24 Dex, -8 size, +10 natural) (+6 vs. nondivine)
Base Attack/Grapple: +21/+53
Attack: Claw +37 melee (5d10+14)
Full Attack: 2 claws +37 melee (5d10+14), bite +32 melee (4d12+7)
Space/Reach: 30 ft./20 ft.
Special Attacks:
Special Qualities: Evasion, Lies +6, Truth +8, SR 30
Saves: Fort +24, Ref +36, Will +22 (+6 vs. nondivine)
Abilities: Str 39, Dex 58, Con 35, Int 23, Wis 27, Cha 22
Skills: Diplomacy +30, Jump +10, Knowledge (geography, history, nature +33, religion, the planes, arcana, psionics) +30, Listen +34, Search +30, Sense Motive +32, Bluff +36, Spot +42, Survival +32
Feats: Alertness, Endurance, Flyby Attack, Improved Initiative, Iron Will, Skill Focus (Knowledge (Nature)), Weapon Finesse
Epic Feats: Superior Initiative
Environment: Any mountain
Organization: Solitary
Challenge Rating: 28
Treasure: None
Alignment: Always chaotic neutral
Advancement: 22-42 HD (Colossal)
bluemage55

06-18-07, 02:56 AM
And once again, you have created a template when it is completely inappropriate.

Why would you force all hero-deities to have junk abilities such as "Lies" and "Truth"?

What if the hero-dieties have nothing to do with either? Or if it goes against their very nature to have one or the other?

You've also made their ability scores far too high to be appropriate. Hero-deities usually have one or two ability scores far above the norm. Your template makes all of them extremely high.

Please, stop making templates until you figure out what templates are for. :rolleyes:
BillTheManiac

06-18-07, 07:06 AM
It's not for hero deities or whatever they're called. It's a very specific form of hero deities. Those with abilities similar to heroes in myth. Different ones will use different ability scores. The abilities will be useless if you don't have the right scores. That's the point. They won't use them.
Ability scores: Fighter 20. Str 20, Con 14, Dex 13, Int 10, Wis 12, Cha 8 goes to Str 30, Con 18, Dex 15, Int 10, Wis 14, Cha 8. One ability score far above the norm, one a little above. Fair?

Actually, I realized I should drop Lies, Truth, Luck, Survival, and Tricky liar. In their place just a flat bonus to AC and saves against non-divines. Shouldn't be too big, maybe +2 or +3. Is that better?
Necroramo

06-19-07, 06:45 PM
Please, stop making templates until you figure out what templates are for. :rolleyes:

Seriously!
BillTheManiac

06-19-07, 08:07 PM
Seriously!

sup, Andrew? So, what are templates for?
Necroramo

06-19-07, 10:32 PM
sup, Andrew? So, what are templates for?

Making it easier to replicate a VERY specific group, such as vampire, tauric, and legendary monster, not something really broad like divine hero or abomination (the latter of which is actually a subtype!). Fun, eh? For things like making your own divine hero, abomination, etc., it would make much more sense to make the thing from scratch instead of EVERYTHING coming from that template to be exactly the same.

Did you see the nice template that I made back at your board? Same premise, demons would be awful if one template would be applied to all of them.