Building a Pragon Path (and possibly an Epic Destiny) for a new group in a campaign

Post/Author/DateTimePost
#1

karossii

May 08, 2009 12:31:13
I am playing in a campaign in which my character is an invoker who does not believe in any of the gods. Long story, and somewhat inaccurate - he believes the gods exist, but only as illusory facades to the raw divine power which he truly believes in. The gods are given form only by the belief of the ignorant masses who worship them.

Thus he has used the name of just about every god in the worst possible way when channeling his powers, to prove to those around him that the 'gods' have to respond to his demands because they don't truly exist - channeling the power of asmodeus against a group of his clerics, the power of bahamut against one of his paladins, etc.

We are nearing paragon levels, and the DM has okayed me creating a paragon path tailored to this belief; mostly because I have converted others in the world to my views and my main long term goal is to found a church of sorts to spread this belief system. So the organization will need some structure, which can most readily be represented by a paragon path or two.

I am not altogether bad at creating custom content; I have literally hundreds of well reviewed and well liked 3.5 classes and PRCs under my belt, and even a couple 4E classes/paragon paths/epic destinies which I have designed. However I am stuck on how I should represent this callous disbelief and treatment of the false gods mechanically.

I thought to focus on channel divinity powers, granting some ability to use as many s one wishes from any deity desired (assuming you spend feats to get them - which you could bypass the worship requiremets to gain such feats) but that seems a bit limited mechanically and very blah flavor-wise to me.

So how would you suggest I might design a PP or ED to carry on this belief system?
#2

Nerpherder

May 08, 2009 13:09:51
Next to Topic: My fighter in 3.x would have follwed you, he belived the gods were just powerful humans who had their power go to their heads and set themselves up as gods.

On topic: Im not that versed on home brewing in 4e yet. Why not allow the Paragon Path to give a free Divinity feat, even if they dont meet the Prereq. You could then also maybe allow them to swap the feat after an extended rest. Maybe give the feat at 11 then the ability to change it at 16th.

-Nerp
#3

ff6shadow

May 09, 2009 8:28:29
It would take some refluffing, but I suggest you look into the Revered One epic destiny (PHB2 pg. 175.)

It's 24th level ability let's you use each indifidual Channel Divinity once per encounter, and it lets you choose as many Channel Divinity feats as you want, disregarding the prerequisites. Seems right up the alley of what you were wanting.
#4

rockrurr

May 10, 2009 0:04:50
Am I just totally ignorant, or were "paragon paths" added in a late edition? My latest books are 2E and I have no idea where the correct forum is, so I have no idea what's going on.
#5

karossii

May 10, 2009 0:31:26
Assuming you're serious and not joking around or trying to troll the forum (i.e., how would you know to call it 2E when it was never referred to as such before the "3rd edition" was released), yes Paragon Paths are specific to 4th edition.

In 3rd (and 3.5) edition, they added a new optional class you could take only at higher levels, if you met certain requirements, called a 'prestige' class. It had requirements to begin, and based on those requirements and the 'fluff' of what the class was about, granted varying powers.

In 4th edition, you are required to focus into some ... well, focused ... class starting at 11th level, called a paragon path. It takes your base class and amplifies it. And then at 21st level (the game is now designed to run through to 30th), you gain a less focused but more powerful enhancement called an epic destiny.
#6

rowl

May 11, 2009 16:54:50
I am playing in a campaign in which my character is an invoker who does not believe in any of the gods. Long story, and somewhat inaccurate - he believes the gods exist, but only as illusory facades to the raw divine power which he truly believes in. The gods are given form only by the belief of the ignorant masses who worship them.

Thus he has used the name of just about every god in the worst possible way when channeling his powers, to prove to those around him that the 'gods' have to respond to his demands because they don't truly exist - channeling the power of asmodeus against a group of his clerics, the power of bahamut against one of his paladins, etc.

We are nearing paragon levels, and the DM has okayed me creating a paragon path tailored to this belief; mostly because I have converted others in the world to my views and my main long term goal is to found a church of sorts to spread this belief system. So the organization will need some structure, which can most readily be represented by a paragon path or two.

I am not altogether bad at creating custom content; I have literally hundreds of well reviewed and well liked 3.5 classes and PRCs under my belt, and even a couple 4E classes/paragon paths/epic destinies which I have designed. However I am stuck on how I should represent this callous disbelief and treatment of the false gods mechanically.

I thought to focus on channel divinity powers, granting some ability to use as many s one wishes from any deity desired (assuming you spend feats to get them - which you could bypass the worship requiremets to gain such feats) but that seems a bit limited mechanically and very blah flavor-wise to me.

So how would you suggest I might design a PP or ED to carry on this belief system?

What's your character's name?

PS - Revered One is PHB2 p175.

I don't think there's a problem with a 11th or 16th lv feature allowing the char to take any Channel Divinity feat he wants, but NOT to use all of them 1/e - that part is definitely Epic and seems to be mostly what the Revered One's 24th lv feature is mostly about. The thing about allowing the taking of the feats at a lower level is that it allows you to pick up more of them, and in deference to a lot of other power building options, particularly in Paragon.
#7

karossii

May 11, 2009 19:40:11
First, I must not have phrased things right, I was hoping for insight as to OTHER ways to bring mechanics to that style of belief system, as I felt just opening up multiple channel divinity powers to be boring and not really much of a focus on not believing in the gods.

Second, I hadn't planned on allowing them all 1/encounter - my initial thoughts were to grant a free use of a Channel Divinity with an action point (i.e. use the action point to use a channel divinity power instead of gaining an extra action. if you have already used a channel divinity power, you can still do this. If you haven't, this use doesn't count against the normal limit per encounter). I also thought of granting a free channel divinity feat whenever another channel divinity feat is selected (buy one, get one free). As well as (obviously) removing the 'must worship XXX' requirements from all channel divinity feats for the character. Those were the two 11th level features I came up with. I hadn't created a 16th level feature or any of the powers yet, when I realized I just didn't like that focus for a paragon path.

Third, I looked at revered one, and while it has the same general power flavor as my initial thoughts, for the same reasons, I just don't think it fits my character's future and/or his ideals for a 'church' or 'cult' or whatnot. Yes he flagrantly 'abuses' the power of the gods to smite their own followers as an attempt to show off they don't really exist (or at least that they can't exert the power to stop him), but the channel divinity feats just don't really seem to represent enough of the individual deities' powers to qualify for that flavor-wise; also that is just one facet of his abuse of the gods.

The biggest problem is that I just can't come up with anything better.
#8

rowl

May 11, 2009 21:37:27
First, I must not have phrased things right, I was hoping for insight as to OTHER ways to bring mechanics to that style of belief system, as I felt just opening up multiple channel divinity powers to be boring and not really much of a focus on not believing in the gods.

Second, I hadn't planned on allowing them all 1/encounter - my initial thoughts were to grant a free use of a Channel Divinity with an action point (i.e. use the action point to use a channel divinity power instead of gaining an extra action. if you have already used a channel divinity power, you can still do this. If you haven't, this use doesn't count against the normal limit per encounter). I also thought of granting a free channel divinity feat whenever another channel divinity feat is selected (buy one, get one free). As well as (obviously) removing the 'must worship XXX' requirements from all channel divinity feats for the character. Those were the two 11th level features I came up with. I hadn't created a 16th level feature or any of the powers yet, when I realized I just didn't like that focus for a paragon path.

Third, I looked at revered one, and while it has the same general power flavor as my initial thoughts, for the same reasons, I just don't think it fits my character's future and/or his ideals for a 'church' or 'cult' or whatnot. Yes he flagrantly 'abuses' the power of the gods to smite their own followers as an attempt to show off they don't really exist (or at least that they can't exert the power to stop him), but the channel divinity feats just don't really seem to represent enough of the individual deities' powers to qualify for that flavor-wise; also that is just one facet of his abuse of the gods.

The biggest problem is that I just can't come up with anything better.

Those 2 11th level features can be combined, methinks (in the same way that the Revered One is combined). EDIT- OOPs! nvm. I missed the 'buy one get one' concept. Yup, both 11th lv features.

I think we got what you were trying to say, just commenting on the concepts you noted as a quick post. I think it requires more thought to devise other concepts though.

I'll ask though, and maybe I didn't understand - did you decide that the Channel Divinity concepts were what you DIDN'T want the flavor of the PP to be geared towards? In that case, I would drop the AP feature and figure something else out... I'll consider that more and post later.

Also, ffff said that Revered One would need some tweaking to classify as what you are looking for, not to use it wholly.

And WHAT IS YOUR CHARACTER'S NAME?
#9

karossii

May 11, 2009 22:07:03
And WHAT IS YOUR CHARACTER'S NAME?

LOL, not sure I should say... so far my character's goals are somewhat secretive... at least to the group I play with; do you think you know me? ;)
#10

xiahouxu

May 12, 2009 10:42:35
Hmmm... I quite like this idea...

How about, call it the 'Original force' path, I dunno... Not sure what covenant the Invoker is, so...

New Keyword: Oversoul. The Original Force powers all have the Oversoul keyword. This means the invoker may expend a healing surge to add + A dice I'm not sure of yet) to the damage roll of the power. This represents the channeling of the energy behind multiple gods, which can be wild and uncontrollable, but also devestating.

Force-wielder's Action(11th level): Whenever you spend an action point, you may add your (Secondary stat) bonus to your damage rolls until the end of your next turn.

Belief is no shield (Utility power)
You believe in nothing. No deity will shield you from the harsh blows of life. All the better that you're prepared for them when they come then, isn't it?
Immediate interrupt, encounter
Trigger: You are hit by an attack
You may add your (Secondary stat of 11th level feature)