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Thread: No Luck on Request a Homebrew

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    PirateGirl

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    Default Re: No Luck on Request a Homebrew

    But how could three 30th level players even beat a deity, and also, what would you (Debihuman) substitute for Diamorus' mental ability scores?
    Technically, three 30th-level PCs should NOT be able to beat a a 60th deity--especially one divine rank 20, if you play it by the book.

    Here's a simple test to see if the PCs are up to the quest:

    Divine Aura at rank 20 affects creatures within 20 miles (1 mile per rank). The Will save is 10 + the deity's rank + deity's Charisma modifier. If one of them fails the save, he or she becomes Shaken. "The merest glance or gesture from the deity makes them Frightened, and they flees a quickly as they can...." DC is 30 + Charisma modifier (if you set Cha at 60, the modifier is +25).

    How to design your deity: Can any of your PCs beat a Will save DC 55? If not, the deity is too hard for them. [This is why Charisma at infinity is a poor design choice.] You can adjust the stats or the deity's rank to get a number YOU like.

    Can they beat the number easily (roll of 10 or better on D20) or is it going to be tough (roll of 15 or better)? It's one thing to challenge the PCs, but don't frustrate the PLAYERS. The game will stop being fun quickly if you do. If everything is too hard, it's not fun but if it is too easy, it's not challenging. It's a fine line in creature design. That's why knowing your players is so important. You can design something that's perfect for THEM.

    When you come here and ask us to homebrew, we don't know your players and we have no idea what their PCs can and can't do. We can give you a model deity, but it still may not be all that useful to you.


    Here is the mostly finished version of the deity. All I can say is how much I wish Deities and Demigods had been updated to 3.5 and been updated to include Epic rules. There are some rules updates in the official 3.5 Update Booklet (so I'm checking there as I go). Since I am using straight 3.5 rules, I've updated his hit dice and hit points to reflect this as of 8/16/12. Skills are still incomplete. I'm giving him maximum skill ranks in the skills he has (he gets 33 skills at rank 63 and epic synergies allow him +6 to skills with synergy instead of the usual +2).

    Since there was a desire to remake Diamorus as a former Pleroma (from Pathfinder Bestiary 2, open content), I've incorporated that information as well, although I've changed the focus considerably.

    Spoiler
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    Diamorus
    The Searcher
    Greater Deity
    Symbol: A boomerang with a bolt of lightning emanating from it
    Home Plane: Plane of Concordant Opposition
    Alignment: Neutral
    Portfolio:
    Common Sense, Crafts, Creation, Knowledge, Learning, Light, Wisdom, Wit
    Worshipers: Humans, half-elves, half-orcs
    Cleric Alignments:Chaotic Neutral, Lawful Neutral, Neutral, Neutral Good
    Domains: Glory, Knowledge and Time

    Once a powerful pleromaPathfinder Bestiary 2, Diamorus’ ascent to godhood rendered many changes. Diamorus now appears as a tall, lanky human male with inky black skin and eyes. He wears a full-length black cloak that covers most of his body and flutters around him whether or not there is a breeze. Swirling stars and planets float across the cloak in random patterns. The cloak is the equivalent of a robe of scintillating colors.

    As a deity, Diamorus’ focus on the acquisition of knowledge has given him an appreciation of the mortals who pray to him. Although he views his worshipers as little more than an extension of himself, this is a profound change from the typical pleroma outlook. As a result, his ascendance has narrowed his focus and given him abilities to reflect those changes.

    While he cares very little for the welfare of his followers as their lives and deaths are part of the natural order, he views undead as mockery of the natural order of things. While he does not actively hunt undead creatures, he uses his boomerang to eradicate any that cross his path.

    Diamorus, The Searcher
    Cleric 20/Wizard 20
    Medium Outsider (Aeon, Augmented Pleroma*, Extraplanar)
    Divine Rank: 20
    Hit Dice: 20d10+80 (Outsider) + 20d8+80 (Cleric) + 20d4+80 (Wizard) (680 hp)
    Initiative: +15 (+11 Dex, +4 Improved Initiative)
    Speed: 60 ft.
    Armor class: 99 (+ 11 Dex, +20 divine, +33 natural +25 deflection), Touch 66, Flat-footed 88.
    Base Attack/Grapple: +45/+65
    Attack: Energy touch +45 melee (20d8) or +5 returning seeking shocking boomerang +81 (+85 to undead) ranged (1d6+5 plus 1d6 electricity plus 4d6 to undead only**)
    Full Attack: Energy touch +45 melee (20d8) or +5 returning seeking shocking boomerang + 81 (+85 to undead) ranged (1d6+5 plus 1d6 electricity plus 4d6 to undead only*)
    Space/Reach: 5 ft/ 5 ft
    Special Attacks: Energy Touch, Salient Divine Abilities, Spell-like Abilities, Spells, Turn Undead
    Special Qualities: Automatic Actions, Communication, Damage Reduction 30/epic, Darkvision 20 miles., Divine Aura (DC 55), Divine Immunities (see below) , Envisaging, Extension of All, Familiar, Godly Realm, Grant Spells, Immortality, Remote Communication, Remote Senses, Resistance to Fire 25, Spell Resistance 52, Sphere of Creation, Sphere of Oblivion, Spontaneous Casting, Travel, Void Form
    Saves: +63 Fort, +64 Reflex, +90 Will
    Abilities: Str 10 (+0), Dex 33 (+11), Con 18 (+4), Int 61 (+25), Wis 60 (+25), Cha 61 (+25)
    Feats: Combat Casting, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Empower Spell (B), Eschew Materials (B), Extend Spell (B), Forge Ring, Improved Initiative, Precise Shot, Point Blank Shot, Scribe Scroll (B), Silent Spell (B), Quick Draw
    Epic Feats:Blinding Speed, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wand, Craft Epic Wondrous Item, Efficient Item Creation, Forge Epic Ring, Ignore Material Components,
    Salient Abilities: Alter Size, Alter Reality, Banestrike (Undead), Battlesense, Clearsight, Craft Artifact, Create Object, Divine Blessing (Intelligence), Divine Blessing (Wisdom), Divine Blessing (Charisma), Divine Celerity, Divine Dodge, Divine Inspiration, Divine Recall, Divine Shield, Divine Spellcasting, Divine Splendor, Energy Burst (Electricity), Frightful Presence, Know Secrets
    Skills: Appraise +108 (+114 to related items made with any Craft skill), Concentration +87, Craft (alchemy) +108, Craft (armorsmithing) +108, Craft (weaponsmithing) +108, Decipher Script +108, Diplomacy +113, Disable Device +108, Gather Information +114, Handle Animal +108, Intimidate +108, Knowledge (arcana) +108, Knowledge (architecture and engineering) +108, Knowledge (dungeoneering) +108, Knowledge (geography) +108, Knowledge (history), +108 Knowledge (local) +108, Knowledge (nature) +108, Knowledge (nobility & royalty) +108, Knowledge (religion) +108, Knowledge (the planes) +108, Listen +108, Move Silently +94, Open Lock +94, Perform (oratory) +108, Ride +100, Search+ 108 (+114 to find secret doors or hidden compartments), Sense Motive +108, Speak Language***, Spellcraft +114 (+120 to Spellcraft checks to decipher spells on scrolls), Spot +108 (+114 on Spot check in shadowy or other darkened areas); Use Magic Device +114 (+120 to Use Magic Device checks related to scrolls)
    Environment: Plane of Concordant Opposition
    Organization: Solitary (Unique)
    Challenge Rating: 59
    Treasure: Cloak of scintillating colors and +5 returning seeking shocking boomerang
    Alignment: Neutral
    Advancement: By Class
    Level Adjustment:
    *Designer Notes: Changes from original pleroma. -4 HD, -14 Str, +6 Dex, -8 Con, +34 Int +30 Wis, +36 Cha. He has different feats and skills. His saves include the +1 luck bonus from his cloak.
    These choices were arbitrarily chosen by me and might be overpowered.
    **See banestrike salient ability
    ***See Communication in Divine Characteristics.

    Features and traits Diamorus has (due to his Type, Subtype and Divine Rank):

    Outsider Traits

    An outsider possesses the following traits (unless otherwise noted in a creature’s entry).

    • Darkvision out to 60 feet.
    • Unlike most other living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
    • Proficient with all simple and martial weapons and any weapons mentioned in its entry.
    • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Outsiders not indicated as wearing armor are not proficient with armor. Outsiders are proficient with shields if they are proficient with any form of armor.
    • Outsiders breathe*, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe, eat, and sleep.

    *Deities don't need to breathe.

    Aeon Traits

    Envisaging (Su): Aeons communicate wordlessly, almost incomprehensibly. Caring little for the wants and desires of other creatures, they have no need to engage in exchanges of dialogue. Instead, aeons mentally scan beings for their thoughts and intentions, and then retaliate with flashes of psychic projections that emit a single concept in response to whatever the other being was thinking. The flash is usually a combination of a visual and aural stimulation, which displays how the aeon perceives future events might work out. For instance, an aeon seeking to raze a city communicates this concept to non-aeons by sending them a vivid image of the city crumbling to ash. An aeon’s envisaging functions as a non-verbal form of telepathy. Aeons cannot read the thoughts of any creature immune to mind-affecting effects.

    Extension of All (Ex): Through an aeon’s connection to the multiverse, it gains access to strange and abstruse knowledge that filters through all existence. Much of the knowledge is timeless, comprised of events long past, present, and potentially even those yet to come. Aeons gain a racial bonus equal to half their racial Hit Dice on all Knowledge skill checks. This same connection also binds them to other aeons. As a result, they can communicate with each other freely, over great distances as if using telepathy. This ability also works across planes, albeit less effectively, allowing the communication of vague impressions or feelings, not specific details or sights. Due to the vast scope of the aeon race’s multiplanar concerns, though, even the most dire reports of a single aeon rarely inspire dramatic or immediate action.

    Void Form (Su): Though aeons aren’t incorporeal, their forms are only a semi-tangible manifestation of something greater. An aeon’s void form grants it a deflection bonus equal to 1/4 its Hit Dice (rounded down). [Note that Daimorus' divine rank gives him a better deflection and so he uses that instead. Deflection bonuses do not stack.]

    Pleroma Traits

    Energy Touch (Su): Diamorus’ touch deals 20d8 points of damage from positive or negative energy, depending upon which type of energy would harm the creature touched. His touch never heals damage.

    Sphere of Creation (Su): Three times per day, Diamorus can manifest a 2-foot-diameter sphere of white energy that hovers above its left hand. By concentrating, the pleroma can control this sphere, causing it to fly slowly at a speed of 10 feet per round. The sphere can travel in any direction, but must remain within 300 feet of the pleroma or it immediately dissipates. Wherever the sphere travels, it leaves behind a 5-foot-wide path of new matter, creating either new terrain (such as swamp, tundra, desert, or forest) or a 10-foot-square wall composed of a single natural substance (such as clay, wood, or stone). Any existing matter, either living or nonliving that comes in contact with the sphere must make a DC 44 Fortitude save or be absorbed and incorporated into the new substance (only freedom, miracle, or wish can rescue creatures so trapped). Creatures that save are pushed to the nearest unoccupied location adjacent to the newly created substance. The sphere is highly unstable and only lasts 1d4 minutes before exploding with a blinding flash. All creatures within 30 feet of the flash must make a DC 44 Fortitude save or be permanently blinded. The save DCs are Constitution-based.

    Sphere of Oblivion (Su): Three times per day, Diamorus can manifest a 2-foot-diameter sphere of complete and utter darkness that hovers above its right hand. The sphere is an empty void similar to a sphere of annihilation. Any matter (living or nonliving) that touches the sphere must succeed on a DC 44 Fortitude save or be sucked into the sphere and destroyed. Larger objects (such as ships or buildings) are destroyed at a rate of one 10-foot cube per round of contact with the sphere. By concentrating, Diamorus can control this sphere, causing it to fly slowly at a speed of 10 feet per round. The sphere can travel in any direction, but must remain within 300 feet of the pleroma or it immediately dissipates. The sphere is highly unstable and only lasts 1d4 minutes before harmlessly imploding upon itself. Alternatively, the pleroma may hurl the sphere as a ranged touch attack (with a 10-foot range increment) against a single creature. When thrown in this manner, the sphere implodes immediately after the attack is resolved. The save DCs are Constitution-based.

    Divine Characteristics

    See here: http://www.d20srd.org/srd/divine/div....htm#rank16-20

    • Attacks: A deity gets its divine rank as a divine bonus on all attack rolls and as long it has divine rank 1, it does not automatically fail on a natural 1 roll.
    • Always Maximize Roll: Greater deities automatically get the best result possible on any check, saving throw, attack roll and damage roll. They never need the Maximize Spell feat because their spells have maximum effect already.
    • Saving Throws: A deity gets its divine rank as a divine bonus on all saving throws and rank 1 or higher do not automatically fail on a natural saving throw roll of 1.
    • Checks: A deity gets its divine rank as a divine bonus on all skill checks, ability checks, caster level checks, and turning checks.
    • Immunities: A deity is immune to polymorphing, petrification and any other effect that alters it form. Any shape-altering powers the deity might have work normally on itself. A deity is not subject to energy drain, ability drain and ability damage. A deity is immune to mind-affecting effects (charms, compulsions, phantasms, patterns and morale affects). Deities of rank 1 or higher are immune to electricity, cold and acid even if the attacker is a deity of higher rank. Deities of rank or higher are immune to disease, poison, stunning, sleep, paralysis, death effects and disintegration. Deities of rank 6 or higher are immune to effects that imprison or banish them. Such effects include: banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking.
    • Damage Reduction: A deity has damage reduction based on divine rank. It seems that Diamorus should have DR 30/epic. [Deities and Demigods had DR updated in the 3.5 updated booklet]
    • Immortality: All deities are naturally immortal and cannot die from natural causes. Deities do not age and they do not need to eat, sleep or breathe. The only way for a deity to die is through special circumstances, usually by being slain in magical or physical combat.
    • There are more but I'm too tired to list them all.

    Communication: A deity of rank 1 or higher can understand, speak, and read any language, including nonverbal languages. The deity can speak directly to any beings within one mile of itself per divine rank.

    Divine Aura: The mere presence of a deity of rank 1 or higher can deeply affect mortals and beings of lower divine rank. All divine aura effects are mind-affecting, extraordinary abilities. Mortals and other deities of lower rank can resist the aura’s effects with successful Will saves; the DC is 10 + the deity’s rank + the deity’s Charisma modifier. Deities are immune to the auras of deities of equal or lower rank. Any being who makes a successful saving throw against a deity’s aura power becomes immune to that deity’s aura power for one day. Divine aura is an emanation that extends around the deity in a radius whose size is a function of divine rank. The deity chooses the size of the radius and can change it as a free action. If the deity chooses a radius of 0 feet, its aura power effectively becomes non-functional. When two or more deities’ auras cover the same area, only the aura that belongs to the deity with the highest rank functions. If divine ranks are equal, the auras coexist.

    The deity can make its own worshipers, beings of its alignment, or both types of individuals immune to the effect as a free action. The immunity lasts one day or until the deity dismisses it. Once affected by an aura power, creatures remain affected as long as they remain within the aura’s radius. The deity can choose from the following effects each round as a free action.

    • Daze: Affected beings just stare at the deity in fascination. They can defend themselves normally but can take no actions.
    • Fright: Affected beings become shaken and suffer a -2 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from the deity makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight.
    • Resolve: The deity’s allies receive a +4 morale bonus on attack rolls, saves, and checks, while the deity’s foes receive a -4 morale penalty on attack rolls, saves, and checks.


    Familiar: A deity of rank 1 or higher with levels as a sorcerer or a wizard has the ability to treat any creature of a given kind as a familiar, as long as that creature is within a distance of one mile per divine rank of the deity. This special familiar ability only applies to one creature at a time, but the deity can switch between one creature and another instantaneously, as long as the second creature is within range. This special familiar ability does not replace the deity’s ability to have a normal familiar, which could be any kind of eligible creature. Diamorus treats any bird and birdlike creature as familiar and his normal familiar is a black crow.

    Remote Communication: As a standard action, a deity of rank 1 or higher can send a communication to a remote location. The deity can speak to any of its own worshipers, and to anyone within one mile per rank away from a site dedicated to the deity, or within one mile per rank away from a statue or other likeness of the deity. The creature being contacted can receive a telepathic message that only it can hear. Alternatively, the deity’s voice can seem to issue from the air, the ground, or from some object of the deity’s choosing (but not an object or locale dedicated to another deity of equal or higher rank than the deity who is speaking). In the latter case, anyone within earshot of the sound can hear it. The deity can send a manifestation or omen instead of a spoken or telepathic message. The exact nature of this communication varies with the deity, but it usually is some visible phenomenon. A deity’s communication power can cross planes and penetrate any barrier. Once communication is initiated, the deity can continue communicating as a free action until it decides to end the communication. A deity can carry on as many remote communications at one time as it can remote sense at one time.

    Spell-like Abilities (Sp): At Will—All domain spells from Glory, Knowledge and Time domains. Caster Level 30. DC 55+ spell level.

    Travel (Sp): A deity of rank 1 or higher can use greater teleport as a spell-like ability at will, as the spell cast by a 20th-level character, except that the deity can transport only itself and up to 100 pounds of objects per divine rank. A deity of rank 6 or higher also can use plane shift as a spell-like ability at will, as the spell cast by a 20th-level character, except that the deity can only transport itself and up to 100 pounds of objects. If the deity has a familiar, personal mount, or personal intelligent weapon, the creature can accompany the deity in any mode of travel if the deity touches it. The creature’s weight counts against the deity’s weight limit.


    Debby

    P.S. his is mostly finished other adding familiar stats, completing special abilities and adding spells. Adding spells is so time consuming that I'm loathe to finish this. I used to hate critiquing epic creatures and I can state that I hate designing them too.

    Changed Bonus Wizard Feats since deities have spontaneous casting and thus don't need spell mastery as a feat.
    Last edited by Debihuman; 2012-08-19 at 07:01 AM. Reason: Work In Progress
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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