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Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

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Old 07-01-2009, 01:01 PM   Top  -  End  -  #1
GrassyGnoll
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Default The Doctors are in [3.5, PrC]

A few months ago I wrote up a god for one of the numerous divine games running on these boards before bowing out due to... well, laziness really.

The idea was a worm god of recycling and decomposition and while he/she (they, really) never took off I did whip this up. You can twist the fluff however you wish to fit other gods of nature, but the general idea is a creepy crawly healer.

Cenobites of the Foundation (fluff)
Spoiler



Worm Shepherd

Worm shepherds are what seem to the laypeople as Xochitl's cardinals. While they hold no higher office than other members of the Cenobites of the Foundation it is true they are respected veterans of the clergy. A worm shepherd specializes in the arts of healing and destruction of the undead. The most potent of their kind even carry Xochitl's blessings in their body and conduct freely with the creatures of their lord.

Spoiler

Requirements:
Alignment: Any good
Skills: Knowledge (religion) or (nature) 8 ranks
Special: Must have served as a Cenobite of the Worm for at least 1 year

LevelBABFort SaveReflex SaveWill SaveSpecialSpellcasting
1st+0+2+0+2Worm Tongue, Speaker for the Dead, Merciful Casting 
2nd+1+3+0+3Apothecary Adept+1 level of divine spellcasting class
3rd+2+3+1+3Bonus Feat+1 level of divine spellcasting class
4th+3+4+1+4Maggot Medicine+1 level of divine spellcasting class
5th+3+4+1+4Servitors of the Worm God+1 level of divine spellcasting class
6th+4+5+2+5 +1 level of divine spellcasting class
7th+5+5+2+5Blessing of Putrescence+1 level of divine spellcasting class
8th+6+6+2+6Bonus Feat+1 level of divine spellcasting class
9th+6+6+3+6Maggot Miracle+1 level of divine spellcasting class
10th+7+7+3+7Wanderer of the Endless Forest+1 level of divine spellcasting class
Hit Die: d8
Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (religion) (Int), Knowledge (nature) (Int), Spellcraft (Int), Spot (Wis), Survival (Wis)
Skill Points at Each Level: 2+ Int Modifier

Weapon and Armor Proficiency: Worm Shepherds gain no proficiency with any weapon or armor.

Worm Tongue (Ex): The worm anchorite gains Terran as a bonus language.

Speaker for the Dead (Su): A worm anchorite gains the ability to use Speak with Dead as a spell-like ability 3 + Cha modifier times per day with caster level of 10. When the worm anchorite exceeds CL 10, he may use his own.

Merciful Casting: A number of times per day equal to 2 + 1/2 worm shepherd class levels the worm anchorite may spontaneously apply the effects of the Nonlethal Substitution feat with no increase in spell slot usage.

Apothecary Adept (Ex): A 2nd level worm shepherd's effective caster level when casting spells with the [healing] descriptor increases by two. The shepherd's effective caster level of spells with the [good] descriptor also increases by 2 when cast offensively against the undead.

Bonus Feat: At 3rd and again at 8th level a worm shepherd may choose a bonus feat from the following list: Sacred Healing, Divine Metamagic, Natural Bond, Sacred Vow, Vow of Nonviolence, Vow of Poverty, Child of Winter, Vermin Companion, Vermin Shape, or Purify Spell.

Maggot Medicine (Ex): A worm shepherd of 4th level may add maggots as a material component to a healing spell three times per day. This causes the spell to benefit from the affects of Empower Spell with no increase in spell slot expended.

Servitors of the Worm God: A 5th level the worm shepherd gains the Leadership feat, but may only pick a maggot archon or drider cohort. Calculate the respective +3/+4 LAs when selecting cohorts.

Blessing of Putrescence (Su): A 7th level the worm shepherd loses a chunk of his own flesh to putrefaction, inflicting a -2 penalty on his Constitution score. The rotting flesh serves both as a reminder of his faith's humility and a vessel for a Worm of Xochitl. The worm grants the worm shepherd access to additional spells and accelerates the decay of the supplicant to the point where he can not be raised by the spells resurrection or animate dead (true resurrection and reincarnation still affect the worm anchorite's body).
2nd: Path of Worms
3rd: Subsume the Parasite
3th: The Worm Within
4th: Mindworms
5th: Servant of the Great Foundation
7th: Extrude Wormspawn

Descriptions here. All focuses are the worm hosted by the worm anchorite's body
Spoiler


Maggot Miracle (Ex): At 9th level a worm shepherd gains two extra uses of maggot medication per day, but may apply Maximize Spell to the two additional affected healing spells

Wanderer of the Endless Forest (Su): A master worm shepherd may cast Gate once a week to connect to the Endless Forest. Creatures available for calling include: celestial lucent worm, maggot seraph (maggot archon, level 16 paladin), or sacred watcher drider (base creature human, level 13 ranger); the worm shepherd pays only 1/2 of the XP cost for calling.


I'd love some critiquing and if you'd like to scrutinize my ramblings further you're welcome to examine my psionic Alienist. Specifically, the level 10 class feature which have so far escaped comment.
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Last edited by GrassyGnoll : 08-26-2010 at 10:04 PM.
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Old 07-01-2009, 01:04 PM   Top  -  End  -  #2
GrassyGnoll
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Default Re: The Doctors are in [3.5, PrC]

Maggot Archon

In a line up the maggot archon looks out of place as part of Xochitl's choir. Stunningly beautiful beings with pale, silken skin and silver hair, they stand apart from his usual company. Their beginning, however, are just as humble. A maggot archon is just that, a maggot, one which has fed of a saintly mortal or divine being. Their appearance reflects that of their gracious host and is a tribute to the individual's deeds. Archons are responsible for the distribution of compost and maintaining the nodes between the Endless Forest and Material plane. Being its only servants capable of intelligible speech Xochitl grudgingly employs them as heralds. The Worm God feels their beauty is a distraction to mortals and detracts from the modesty its proselytizers must project.

Medium Outsider (Good, Extraplanar, Archon)
Hit Dice: 4d8+4 (23 hp)
Initiative: +2
Speed: 30 ft.
Armor Class: 20 (+2 Dex, +3 natural, +5 deflection), touch 17, flat footed 18
Base Attack/Grapple: +4/+5
Attack: Quarterstaff +4 melee (1d6)
Full Attack: Quarterstaff +4 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Archon traits, damage reduction 5/evil, holy grace, spell resistance 9
Saves: Fort +5, Ref +6, Will +9
Abilities: Str 11, Dex 14, Con 13, Int 12, Wis 15, Cha 20
Skills: Concentration +8, Diplomacy +12, Handle Animal +12, Knowledge (nature) +8, Knowledge (religion) +8, Listen +9, Sense Motive +9, Spot +9, Survival +9
Feats: Force of Personality,
Environments: The Endless Forest
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: 3
Treasure: No coins; Double goods, standard items
Alignment: Always neutral good
Level Adjustment: +3 LA

Spell-like Abilities: At will- aid, calm emotions, detect evil, entangle; 3/day- plant growth, summon swarm, tree shape; 1/day- shillelagh. Caster level 4th.

Aura of Menace (Su): Will DC 16 negates.

Holy Grace (Ex): A maggot archon gains its Cha modifier as a deflection bonus to armor.

Maggot Archons as Characters
Maggot archons possess the following racial traits.

* +2 Wisdom, +4 Charisma.
* Medium size.
* A maggot archon's base land speed is 30 feet.
* Racial Hit Dice: A maggot archon begins with four levels of outsider, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +4, Ref +4, and Will +4.
* Racial Skills: A maggot archon's outsider levels give it skill points equal to 7 × (8 + Int modifier). Its class skills are Concentration, Diplomacy, Handle Animal, Knowledge (nature), Knowledge (religion), Listen, Sense Motive, Spot, Survival.
* Racial Feats: A maggot archon's outsider levels give it two feats.
* +3 natural armor bonus.
* Archon Traits (see page 16): Darkvision 60 ft., low-light vision, aura of menace (Will DC 11 + character's Cha modifier), immunity to electricity and petrification, +4 racial bonus on saves against poison, magic circle against evil, teleport, tongues.
* Special attacks: Spell-like Abilities.
* Special qualities: Damage reduction 5/evil, Holy grace, spell resistance 5 + hit dice
* Automatic Languages: Common, Terran. Bonus Languages: Celestial, Draconic, Infernal.
* Favored class: Paladin.
* Level adjustment: +3.
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Old 07-01-2009, 01:47 PM   Top  -  End  -  #3
DracoDei
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Default Re: The Doctors are in [3.5, PrC]

For Apothacary Adept, do [Healing] spells have to be used offensively to gain the bonus, or only [Holy] spells? Speaking of which I have never heard of [Holy] used as a spell catagory, and assume you mean [Good].
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Old 07-01-2009, 02:04 PM   Top  -  End  -  #4
GrassyGnoll
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Default Re: The Doctors are in [3.5, PrC]

Quote:
Originally Posted by DracoDei View Post
For Apothacary Adept, do [Healing] spells have to be used offensively to gain the bonus, or only [Holy] spells? Speaking of which I have never heard of [Holy] used as a spell catagory, and assume you mean [Good].
Healing spells do not have to be used offensively to gain the bonus.

Fixed the [Holy] bit, must've spaced out on that.
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Old 07-15-2009, 09:37 PM   Top  -  End  -  #5
GrassyGnoll
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Default Re: The Doctors are in [3.5, PrC]

I believe this is idea is dead in the water, not because of the mechanics but because of the fluff twisting needed to achieve it. Not going to be able to work a worm god of compost in established settings with much ease and some of the later abilities hinge on that.
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Old 07-15-2009, 11:49 PM   Top  -  End  -  #6
DracoDei
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Default Re: The Doctors are in [3.5, PrC]

That goes for most new gods I should think.

Don't let it stop you, I liked that aspect of it. (and at some point I need to read the WHOLE think more carefully, rather than just skimming, which is what I assume I did).
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Old 07-16-2009, 04:39 AM   Top  -  End  -  #7
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Default Re: The Doctors are in [3.5, PrC]

Quote:
Originally Posted by LordOfTheDucks View Post
I believe this is idea is dead in the water, not because of the mechanics but because of the fluff twisting needed to achieve it. Not going to be able to work a worm god of compost in established settings with much ease and some of the later abilities hinge on that.
Don't let that fact get you down. If all your gods are as interesting and detailed as this, you should make a setting where they all coexist in harmony.

Frankly, this is one of the more delicious bits of homebrew I've had the good fortune to run across in my day, and I've found some truly amazing things. I'd personally like to see more information on this god, Xochitl, and any other gods you've ever come up with.
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Old 07-16-2009, 07:56 AM   Top  -  End  -  #8
Realms of Chaos
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Default Re: The Doctors are in [3.5, PrC]

Isn't path of worms already a spell from dragon magazine dedicated to the worship of Kyuss (the evil worm god)?

Well, either way, it's good to have a good worm god out there.
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Old 07-16-2009, 08:17 AM   Top  -  End  -  #9
Ashtagon
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Default Re: The Doctors are in [3.5, PrC]

Looks good, but I'd rename it. Judging from the fluff, an anchorite is pretty much the polar opposite of what this class typically does. "Shepherd of the Worm", would perhaps be better.

Last edited by Ashtagon : 07-16-2009 at 08:17 AM.
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Old 07-27-2009, 11:38 PM   Top  -  End  -  #10
GrassyGnoll
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Default Re: The Doctors are in [3.5, PrC]

New thread is up.

Most of Xochitl was lost in the forum purge, but I'll knock around something soon enough.
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Old 07-28-2009, 12:50 PM   Top  -  End  -  #11
The Neoclassic
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Default Re: The Doctors are in [3.5, PrC]

Very interesting concept! I wish I could help more with balance, but the idea and the god behind it sounds intriguing. *Wanders off to your other thread...*
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