Channel Divinity feats for evil gods

Post/Author/DateTimePost
#1

belegan

Oct 26, 2008 2:03:44
I was wondering whether there has been any official news about an upcoming web article given us the channel divinity feats for the evil gods of the FR pantheon?

Otherwise has anybody made their own?
#2

lord_karsus

Oct 26, 2008 22:14:44
-Don't expect there to be any official ones.
#3

Obsidianjaerc

Oct 26, 2008 23:54:09
There are some on the ENWorld boards, though I can't find the link. A little sleuthing should help you find it though.
#4

belegan

Oct 27, 2008 3:19:27
I found one on Enworld, but it's with the core gods - now I know that I can take Bane, Gruumsh and Lloth from there but I was hoping for all FR evil gods.
#5

lord_karsus

Oct 27, 2008 10:09:12
I found one on Enworld, but it's with the core gods - now I know that I can take Bane, Gruumsh and Lloth from there but I was hoping for all FR evil gods.

-You can always use ones that already exist, and rename them to suit your needs.
#6

Obsidianjaerc

Oct 28, 2008 2:42:38
-You can always use ones that already exist, and rename them to suit your needs.

Filing off the serial numbers works exceptionally badly for Channel Divinity feats, as they are typically tied both mechanically are and fluffwise to their specific deity.

Your best bet is to find or write new ones.

Like this.

Channel Divinity: Bane's Heavy Hand (Feat Power)
When your prove your might, the tireless tyranny of bane weighs upon the soul of your foe at a crucial moment.
Encounter * Divine
Minor Action * Ranged 10
Target: One creature

Effect: When you successfully make a melee attack against a target. One creature within the range takes 5 damage and suffers a -2 penalty to their Will defense until the end of your next turn.
Special You must take the Bane's Heavy Hand feat to use this power.
#7

belegan

Oct 28, 2008 3:53:29
Filing off the serial numbers works exceptionally badly for Channel Divinity feats, as they are typically tied both mechanically are and fluffwise to their specific deity.

Your best bet is to find or write new ones.

Like this.

Channel Divinity: Bane's Heavy Hand (Feat Power)
When your prove your might, the tireless tyranny of bane weighs upon the soul of your foe at a crucial moment.
Encounter * Divine
Minor Action * Ranged 10
Target: One creature

Effect: When you successfully make a melee attack against a target. One creature within the range takes 5 damage and suffers a -2 penalty to their Will defense until the end of your next turn.
Special You must take the Bane's Heavy Hand feat to use this power.

Yeah I think that might be the end of it. I just find it odd that no-one has had the need for these feats in their games yet?

I was thinking that maybe the Initiate Feats for Player's Guide to Faerun would be a good starting point. For instance with Cyric, "You gain complete immunity to normal and magical fear." That could be the base of the Channel Divinity feat of Cyric
#8

zousha_omenohu

Oct 28, 2008 9:30:06
Yeah I think that might be the end of it. I just find it odd that no-one has had the need for these feats in their games yet?

Maybe because playing a servant of an evil god in a party of primarily Lawful Good, Good or Unaligned characters is a sure source of interparty conflict?

IMAGE(http://www.geneticanomaly.com/RPG-Motivational/slides/judas.jpg)
#9

rinonalyrna_fathomlin

Oct 28, 2008 9:32:33
Without a doubt, the core rulebooks encourage PC parties of goodly or unaligned characters and discourage PC "villains" (evil characters). The potential for party conflict was one stated reason for that (although personally, I think the DM should decide if that's a problem).
#10

lord_karsus

Oct 28, 2008 10:56:27
Filing off the serial numbers works exceptionally badly for Channel Divinity feats, as they are typically tied both mechanically are and fluffwise to their specific deity.

-Not necessarily, particularly. "Glittergold's Gambit" can be turned into "Mask's Gambit", with just changing the name of it. The effect, to simulate luck turning in your favor, is Maskish. "Chauntea's Blessing" can be turned into "Bane's Blessing", with just changing the name. The effect, a morale bonus, is Baneish. There's plenty of them.
#11

belegan

Oct 28, 2008 13:32:48
Without a doubt, the core rulebooks encourage PC parties of goodly or unaligned characters and discourage PC "villains" (evil characters). The potential for party conflict was one stated reason for that (although personally, I think the DM should decide if that's a problem).

I know but I don't mind having an evil character in the party as long as he is ready to face the consequences. A lot of good roleplaying has been done in our party with one of the characters being a secret servant of Cyric.

Anyway it would be nice to have the feats to give NPCs.

What would your focus on a Cyric, Shar, and Malar feats be?
#12

lord_karsus

Oct 28, 2008 15:59:07
What would your focus on a Cyric, Shar, and Malar feats be?

Cyric: Murder/Homicide, Insanity, Lies, Intrigue

Shar: Darkness, Shadow, Secrets, The Unknown

Malar: Animalistic Rage, Animalistic Fury, Blood, Gore
#13

rinonalyrna_fathomlin

Oct 28, 2008 18:41:03
I know but I don't mind having an evil character in the party as long as he is ready to face the consequences. A lot of good roleplaying has been done in our party with one of the characters being a secret servant of Cyric.

Well, if it works for you, that's what matters.
#14

Obsidianjaerc

Oct 28, 2008 21:04:56
Karsus I wasn't saying it couldn't work just that there was a better option.

Building off ideas I'd suggest mechanics similar to these for

Cyric: ?
Shar: H) Grant cover to creatures P) force them to be excluded from bursts E) Mimic at-will or encounter power just witnessed.
Malar: H) Grant striker-like-damage ability tied to bloodying self or target.
#15

zousha_omenohu

Oct 29, 2008 23:09:48
I still say it's enabling. The lack of evil Channel Divinity feats serves as a deterrent for playing evil characters, who no matter how well developed they are become "DeathKill McStabbyPants" at the slightest provocation.
#16

lord_karsus

Oct 29, 2008 23:18:49
I still say it's enabling. The lack of evil Channel Divinity feats serves as a deterrent for playing evil characters, who no matter how well developed they are become "DeathKill McStabbyPants" at the slightest provocation.

-That's a problem with the players, and not the game and/or mechanics however. You can get to the root of the argument with an analogy- Should guns be made not available to the masses because a small minority uses them in a destructive way, that those who make the guns don't intend the weapons to be used for? Some will say yes, some will say no. Me, personally, I'm all for restricting the rights of civilians to possess firearms, but...Goes to show it's a complex issue, in the RPG world.
#17

zousha_omenohu

Oct 29, 2008 23:26:33
There's a reason the evil gods are only given a brief mention in the Player's Handbook. Playing an evil character always makes trouble. My brother once played in an all evil campaign. It was nuts!
#18

lord_karsus

Oct 29, 2008 23:30:46
-And, like I said, that's a problem with players, and not the game itself, which is an unthinking, unliving, undoinganything thing. With this in mind, do you cut such things off completely, to stop those who might abuse such things, at the expense of those who might not, or do you take the alternative route, and include such things for those who might not abuse them, at the expense of enabling those who might? There's no right answer, but...BUT...
#19

zousha_omenohu

Oct 29, 2008 23:34:27
A man with a fireball for a head who set a theater on fire by spitting on the curtain when no one liked his Shakespeare recitation? A half-orc named Sir B****smacker who had a smutty magazine and fought with dynamite-loaded cabers? Getting turned into a vampire, and then your teammates take off your hood in sunlight? Burning you to get the last worm from a Worm-That-Walks because it crawled up your butt? Sitting down to take a crap and suddenly teleporting to a banquet hall in Celestia for no apparent reason, accidentally defecating in the lap of the hostess?
#20

lord_karsus

Oct 30, 2008 10:00:29
-I hope you're not talking about the average day at the office where ever you are.
#21

zousha_omenohu

Oct 30, 2008 10:49:07
I'm talking about the evil campaign my brother was in briefly. His half-red dragon sorcerer was the one who became a vampire, and then his teammates pulled off his hood in sunlight.
#22

lord_karsus

Oct 30, 2008 10:52:41
-Sounds..."fun".
#23

zousha_omenohu

Nov 02, 2008 18:23:18
Was that a sarcastic "fun" or a serious "fun"?
#24

lord_karsus

Nov 02, 2008 21:23:56
-Fun in a sarcastic manner. Regardless if you found said encounter fun (and, given the context, I don't think you did, but I could be reading it wrong), I, based on what was written, don't think I'd find it fun.
#25

zousha_omenohu

Nov 02, 2008 22:38:31
I didn't think it would have been fun. (It was my brother who played with this group. I only learned about these events secondhand from him.)
#26

ChrisTheS

Nov 03, 2008 9:45:21
For Shar, I'm imagining a tossup between Raven Queen's Blessing and Sehanine's Reversal. Or, you could take Eyes of Selune and reverse it, so that instead of rerolling a failed save, you force an enemy to reroll a successful save.
#27

shoonvii

Nov 04, 2008 16:35:08
I still say it's enabling. The lack of evil Channel Divinity feats serves as a deterrent for playing evil characters, who no matter how well developed they are become "DeathKill McStabbyPants" at the slightest provocation.

This is patently untrue. The best campaigns I've ever ran or played in had evil characters in them. "Shades of gray" campaigns are the best if you have mature players and good role-players.

If I were playing with immature teenagers or whatever (which I wouldn't to begin with) I wouldn't allow this of course.

For the designers to purposely leave out feats, powers, paragon paths, etc. for the reason of encouraging players to play good guys is pretty silly, imo. I think that was a part of the equation, but they've also purposely made NPCs more like monsters, in that they are fairly hard to recreate using PC-creation rules.

Maybe future supplements will expound upon this problem; after all, Hasbro wants to make money and this is a good way to go about it.

This all kinda sucks because it's going to be hard for me to recreate any of those "bad guy" PCs that survived the Spellplague.