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As you may have guessed it, this is to extend the VoP fix by Drolyt and Vaynor's Epic progression. I needed levels 31 - 40 for a game I am running and here ya go.
Force Armor +17, Improved Greater plane shift, Regeneration (15/varies)
40
Empowered Strike +12, Energy Immunity, Demigod (Rank 1)
Greater plane shift (Su): At 31st level you gain the ability plane shift at will. By concentrating for five minutes, you may shift planes as the spell greater plane shift. This ability only affects you.
Regeneration (Ex): At 33rd level your regeneration increases exponentially, you recover 5 points of damage per round and all damage dealt to you is converted to non lethal damage. Your regeneration can be overcome by Good aligned weapons and spells (if Evil), Evil aligned Weapons and spells (if Good), Chaotic aligned weapons and spells (if Lawful), Lawful aligned weapons and spells (if Chaotic), or 1 energy type (pick either Electricity, Acid, Fire or Cold, this cannot be an energy you are immune to) weapons and spells (if you are Neutral). If your alignment has multiple components, pick one. A regenerating creature that has been rendered unconscious through nonlethal damage can be killed with a coup de grace. The attack cannot be of a type that automatically converts to nonlethal damage.
This ability increases by 5 at levels 36th and 39th. (To a maximum of 15 @ 39th level)
Energy Immunity: At levels 35th and 40th you may select another energy type. You are now immune to that energy type. You may not select an energy type that corresponds with your Regeneration ability (if any).
Improved Teleport (Su): At 35th level your ability to transport yourself long distances becomes easier to manifest, you may now cast Greater Teleport as a full round action instead of 10 minutes.
Improved Greater plane shift (Su): At 35th level your ability to transport yourself long distances becomes easier to manifest, you may now cast Greater Plane Shift as a full round action instead of 5 minutes.
Bonus Feats: At 33rd and 37th you gain a bonus feat, this can be a bonus feat, bonus Epic Feat, you must still meet all the prerequisites.
Demigod: At 40th level you have risen above the mortal realm of even a Quasi deity and have realized your destiny, you have become a Demigod with Divine rank 1 with all the benefits according a deity of Divine rank 1. Your natural armor bonus changes from +5 to 13 + your divine rank, You no longer fail on a natural 1 for attack rolls or saving throws, you are immune to all disease, poison, stunning, sleep, paralysis, death affects and disintegration. Your DR changes from 25/Varies to 35 + divine rank/Epic, if you do not have it already you gain Fire resistance 20 + divine rank, you gain an additional salient ability (that you meet the requirements for), you may use your domain powers an additional time per day equal to your divine rank, you gain the ability to cast any of your domain spells at will, you add your divine rank to the DC's of your spells and spell like abilities.
Your senses increase in range equal to a mile per divine rank, the domains you have (from the VoP) now act as your portfolio and you now have a limited sense of things that happen within your portfolio (see DaD for more information, pg 28), you may perform 2 free skill checks per round as long as the DC does not exceed 15, you may create magic items worth up to 4500 gp without the item creation feats as long as it relates to your portfolio (you must still meet all other requirements), if you have the related feat the XP cost is halved for the creation of the item.
You gain a divine aura out to 10ft with a DC of 50 + Divine rank + Cha modifier, Deities with equal or greater rank are immune to your aura, this is a Mind affecting extraordinary ability, once a creature saves they become immune to it for 24 hours, you may choose from the following affects each round as a free action:
Daze: The creature stands in awe of you and can only defend themselves, otherwise they stand slack jawed capable of doing nothing.
Fright: Cowering in fear the creature receives -2 to attacks, damage rolls, skill checks, AC and saves. The slightest look or gesture from the deity frightens them and they flee as fast as they can.
Resolve: Allies of the deity receive a +4 Morale bonus to attack rolls, damage rolls, saves and skill checks while his enemies receive a -4 penalty to the same rolls.
You grant spells to clerics and rangers who worship you, you may grant any spell on the cleric and ranger spell list, and any domain that you have. If you have levels in Druid or Paladin you may grant Druid spells and Paladin spells.
If you have levels in a divine spellcasting class you can cast any spells it grants spontaneously, you must still have the required ability score and level to cast the spell.
And lastly you gain the ability to form a Godly realm as the spell Genesis except with no components and no XP cost, the maximum radius of the Godly realm is 1000 ft (+1000ft per divine rank over 1), for more information see DaD pg 29.
Notes
Spoiler
None as of yet.
Book references: DaD = Deities and Demigods
For ease of Reference I have consolidated the three tables.
Force Armor +17, Improved Greater plane shift, Regeneration (15/varies)
40
Empowered Strike +12, Energy Immunity, Demigod (Rank 1)
Force Armor (Su): At 1st level you gain a +4 armor bonus to AC. This bonus increases to +5 at 3rd level, and increases by +1 every three levels thereafter. This bonus does not apply to touch attacks, but does apply to incorporeal touch attacks.
Deflection (Su): At 2nd level you gain a +2 deflection bonus to AC. This bonus increases to +3 at 6th level, and by an additional +1 every 6 levels thereafter.
Natural Armor (Ex): At 3rd level you gain a +2 enhancement bonus to natural armor. This bonus increases by +1 at 6th level and every 3 levels thereafter, to a maximum of +5 at 12th level.
Endure Elements (Ex): At 3rd level you become immune to the effects of being in a hot or cold environment. You can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves (as described int the Dungeon Master's Guide).
Empowered Strike (Su): At 4th level you gain a +1 enhancement bonus on all attack and damage rolls. In effect, any weapon you wield functions as a +1 magic weapon, and can overcome the damage reduction of a creature as though it were a magic weapon. This enhancement increases by +1 at 8th level and every 4 levels thereafter. At 10th level any weapon you wield is also considered to have your alignment, so for example if you were Chaotic Good you would ignore damage reduction x/good and x/chaotic. At 7th level, and again every 4 levels thereafter, choose one of the following magic weapon special abilities to apply to any weapon you wield: Bane, Defending, Flaming, Frost, Ghost Touch, Keen, Ki Focus, Merciful, Mighty Cleaving, Spell Storing, Shock, Throwing, Thundering, Vicious.
Ability Score Enhancement (Ex): At 4th level you gain a +2 enhancement bonus to one ability score. At 8th level and every four levels thereafter you gain a +2 enhancement bonus to an additional ability score, and each previous ability's enhancement increases by +2.
Resistance (Ex): At 4th level you gain a +1 resistance bonus to saving throws. This bonus increases by +1 at 8th level and every 4 levels thereafter.
Sustenance (Ex): At 5th level you no longer need to eat or drink.
Bonus Feats: At 5th, 7th, 11th, 13th, 17th, and 19th levels you gain a bonus feat. You must meet all prerequisites for the feat.
Flight (Su): At 6th level you gain a fly speed equal to your base land speed with average maneuverability. At 12th level this increases to double your base land speed with good maneuverability, and at 18th level it increases again to triple your base land speed with perfect maneuverability.
Fortification (Ex): Starting at 7th level, when you are affected by a sneak attack or critical hit you have a chance to negate the effect and take normal damage, depending on level: 7th: 25% 11th: 50% 15th: 75% 19th: 100%.
Mind Shielding (Ex): At 8th level you become immune to detect thoughts, discern lies, and any attempt to discern your alignment.
Damage Reduction (Su): You gain damage reduction 5/magic at 10th level. At 15th level this increases to 5/magic and silver (if you are lawful), or 5/magic and cold iron (if you are chaotic), or 5/magic and adamantine (if you are neutral). At 20th level this increases to 10/epic and silver (if you are lawful), or 10/epic and cold iron (if you are chaotic), or 10/epic and adamantine (if you are neutral).
Energy Resistance (Ex): At 10th level you gain resistance 5 against acid, cold, electricity, fire, and sonic energy. This increases to resistance 10 at 15th level and resistance 15 at 20th level.
Spell Resistance (Su): Starting at 11th level you gain spell resistance equal to your ECL + 10.
Greater Sustenance (Ex): At 12th level you no longer need to breath.
Freedom of Movement (Ex): Starting at 14th level you can act as if continually under the effect of a freedom of movement spell.
Regeneration (Ex): Starting at 17th level you heal 1 point of damage per level every hour rather than every day. (This ability cannot be aided by the Heal skill.) Nonlethal damage heals at a rate of 1 point of damage per level every 5 minutes.
True Seeing (Su): At 18th level you gain a continuous true seeing ability, as the spell.
Perfection: At 20th level you transcend mortal limits. You become an outsider, gaining the outsider type with appropriate alignment subtypes and the native subtype (though you do not need to eat, sleep, or breath).
Mind Blank (Su): At level 21 the character gains a mind blank effect, as the spell mind blank.
Empowered Strike: At level 22, and every 3 levels thereafter, the weapons you wield's enhancement bonus increases by +1. Additionally, at level 22, and every 4 levels thereafter, you gain an additional enhancement bonus (+5 at level 22, +6 at level 26, etc.) that can be used to add weapon enhancements to the weapons you wield. This enhancement bonus may be used for any magical weapon ability, and can be reallocated when you gain a level.
Domain (Sp): At level 23 you may select a single domain. You gain 9 spell-like abilities, one for each spell level. These SLA's are usable 1/day. You also gain the domain ability if it applies to your classes. At level 26 you may select another domain, or lose access to your previous domain and gain a planar domain (SpC 282). A planar domain is effectively two domains). You gain 18 SLA's when you gain a planar domain, two for each spell level. You must meet all prerequisites for planar domains. At level 29 you gain a third domain (or second, if you chose to use a planar domain). Use your highest ability score to determine pertinent information such as Difficulty Class. Your caster level for these SLA's is equal to your ECL. You may choose the same domain twice, gaining each SLA twice instead of just once. However, you do not gain the effects of the domain ability twice.
If the character already has access to domains from a class, then the spells from the domains selected are considered domain spells for that class only. For example, a level 23 cleric with the Law and Healing domains that selected Sun as their level 23 domain could prepare any spell from the Sun domain in their domain spell slots, as well as any spell from the Law and Healing domains as normal.
Energy Immunity: At level 30 you may select an energy type. You are now immune to that energy type.
Teleportation (Su): At level 23 you gain the ability to teleport at will. By concentrating for one minute, you may teleport as the spell greater teleport. This ability only affects you.
Plane Shift (Su): At level 27 you gain the ability to plane shift at will. By concentrating for five minutes, you may shift planes as the spell plane shift. This ability only affects you.
Wish (Sp): At level 29 you gain the ability to cast wish once per day. The base 5,000 XP cost is halved, however any additional XP costs incurred by wish must be paid in full.
Enlightenment (Ex): You have achieved the pinnacle of your spiritual enlightenment. At level 30, you become a quasi-deity, granting divine rank 0. You are immortal, and no longer can die from old age. Additionally, you no longer suffer aging penalties (any previously incurred penalties are still in effect) but still gain the benefits of aging. You gain benefits of being a quasi-deity with divine rank 0, including and limited to the following: all future hit die are maximized, your base land speed increases to 60 ft., a deflection bonus to your AC equal to your Charisma modifier, immunity to transmutation, immunity to energy drain, ability damage, and ability drain. You are not able to grant spells.
Greater plane shift (Su): At 31st level you gain the ability plane shift at will. By concentrating for five minutes, you may shift planes as the spell greater plane shift. This ability only affects you.
Regeneration (Ex): At 33rd level your regeneration increases exponentially, you recover 5 points of damage per round and all damage dealt to you is converted to non lethal damage. Your regeneration can be overcome by Good aligned weapons and spells (if Evil), Evil aligned Weapons and spells (if Good), Chaotic aligned weapons and spells (if Lawful), Lawful aligned weapons and spells (if Chaotic), or 1 energy type (pick either Electricity, Acid, Fire or Cold, this cannot be an energy you are immune to) weapons and spells (if you are Neutral). If your alignment has multiple components, pick one. A regenerating creature that has been rendered unconscious through nonlethal damage can be killed with a coup de grace. The attack cannot be of a type that automatically converts to nonlethal damage.
This ability increases by 5 at levels 36th and 39th. (To a maximum of 15 @ 39th level)
Energy Immunity: At levels 35th and 40th you may select another energy type. You are now immune to that energy type. You may not select an energy type that corresponds with your Regeneration ability (if any).
Improved Teleport (Su): At 35th level your ability to transport yourself long distances becomes easier to manifest, you may now cast Greater Teleport as a full round action instead of 10 minutes.
Improved Greater plane shift (Su): At 35th level your ability to transport yourself long distances becomes easier to manifest, you may now cast Greater Plane Shift as a full round action instead of 5 minutes.
Bonus Feats: At 33rd and 37th you gain a bonus feat, this can be a bonus feat, bonus Epic Feat, you must still meet all the prerequisites.
Demigod: At 40th level you have risen above the mortal realm of even a Quasi deity and have realized your destiny, you have become a Demigod with Divine rank 1 with all the benefits according a deity of Divine rank 1. Your natural armor bonus changes from +5 to 13 + your divine rank, You no longer fail on a natural 1 for attack rolls or saving throws, you are immune to all disease, poison, stunning, sleep, paralysis, death affects and disintegration. Your DR changes from 25/Varies to 35 + divine rank/Epic, if you do not have it already you gain Fire resistance 20 + divine rank, you gain an additional salient ability (that you meet the requirements for), you may use your domain powers an additional time per day equal to your divine rank, you gain the ability to cast any of your domain spells at will, you add your divine rank to the DC's of your spells and spell like abilities.
Your senses increase in range equal to a mile per divine rank, the domains you have (from the VoP) now act as your portfolio and you now have a limited sense of things that happen within your portfolio (see DaD for more information, pg 28), you may perform 2 free skill checks per round as long as the DC does not exceed 15, you may create magic items worth up to 4500 gp without the item creation feats as long as it relates to your portfolio (you must still meet all other requirements), if you have the related feat the XP cost is halved for the creation of the item.
You gain a divine aura out to 10ft with a DC of 50 + Divine rank + Cha modifier, Deities with equal or greater rank are immune to your aura, this is a Mind affecting extraordinary ability, once a creature saves they become immune to it for 24 hours, you may choose from the following affects each round as a free action:
Daze: The creature stands in awe of you and can only defend themselves, otherwise they stand slack jawed capable of doing nothing.
Fright: Cowering in fear the creature receives -2 to attacks, damage rolls, skill checks, AC and saves. The slightest look or gesture from the deity frightens them and they flee as fast as they can.
Resolve: Allies of the deity receive a +4 Morale bonus to attack rolls, damage rolls, saves and skill checks while his enemies receive a -4 penalty to the same rolls.
You grant spells to clerics and rangers who worship you, you may grant any spell on the cleric and ranger spell list, and any domain that you have. If you have levels in Druid or Paladin you may grant Druid spells and Paladin spells.
If you have levels in a divine spellcasting class you can cast any spells it grants spontaneously, you must still have the required ability score and level to cast the spell.
And lastly you gain the ability to form a Godly realm as the spell Genesis except with no components and no XP cost, the maximum radius of the Godly realm is 1000 ft (+1000ft per divine rank over 1), for more information see DaD pg 29.
Notes
Spoiler
I have yet to consolidate some redundant ability explanations
Bonus Feats: At 33rd and 37th you gain a bonus feat, this can be a bonus feat, bonus Epic Feat or a Salient Divine Ability (from DaD), you must still meet all the prerequisites.
the bolded part is pointless, because (unless you've gained divine ranks otherwise) you can never qualify for a salient divine ability, as they all require at least a DR of 1... other than that, this seems like a decent extension of VoP... I'd say "balanced", but is anything really "balanced" when it comes to epic?
the bolded part is pointless, because (unless you've gained divine ranks otherwise) you can never qualify for a salient divine ability, as they all require at least a DR of 1... other than that, this seems like a decent extension of VoP... I'd say "balanced", but is anything really "balanced" when it comes to epic?
So true, easy enough to remedy however, thanks for pointing that out, for some reason I thought divine rank 0 was enough. ah well.
Divine Rank 0 should be enough to qualify, but some salient divine abilities are based on your Divine Rank, so that may be a problem when your Divine Rank = 0. Other than that, I like it so I think I'll file this away somewhere for future use.
Divine Rank 0 should be enough to qualify, but some salient divine abilities are based on your Divine Rank, so that may be a problem when your Divine Rank = 0. Other than that, I like it so I think I'll file this away somewhere for future use.
To be honest, I really struggle with the idea that not carrying stuff around for a really long time is a legitimate condition for divinity. The other stuff - cool. Becoming a demigod should require a substantial effort, though... some sort of quest, some spell, some divine boon. I always assumed that VoP's benefits (more or less) were essentially a replacement for the advantages of items. Should that list include godhood?
Yah, it says it at the beginning of the chapter, even though several salient abilities are useful without a divine rank as Dante & Vergil said.
Quote:
Originally Posted by Eleven
To be honest, I really struggle with the idea that not carrying stuff around for a really long time is a legitimate condition for divinity. The other stuff - cool. Becoming a demigod should require a substantial effort, though... some sort of quest, some spell, some divine boon. I always assumed that VoP's benefits (more or less) were essentially a replacement for the advantages of items. Should that list include godhood?
It seems to me as the logical progression, you have forsworn any items and therefore become closer to being divine, you gain perfection at 20th, quasi divinity at 30th and Divinity (rank 1) at 40th, to me that establishes the actual power level of more powerful gods. (Level = rank x 10 +30)
And If they are 40th they should be pretty darn close if not all ready, plus I do believe there are several Epic Destiny's that do similar things, maybe to a lesser extent as there is really nothing written for 31+ level of play.
Quote:
Originally Posted by NineThePuma
Something that's always bugged me.
Why is there a cap on the Natural Armor boost but not the Deflection boost?
I have had the same feeling but I did not want to rewrite Vaynor's and/or Drolyts original idea, it has become the standard VoP on these boards and I don't want to mess with it.
I would most likely change it to a standard increase like the Deflection bonus or make it equal to your Constitution Modifier.
I'd drop the initial boost to +1 and have it rise every 4 levels. That makes it a +5 at level 19 and carries it into epic, while still scaling faster than Deflection bonii.
Ok I have wanted to expand upon this table for a couple of days, and a few hours to kill at work.
Here you go, VoP all the way to 105.
*Please note, it is slightly different to the above version, due to reshuffling some things, and have continuity among abilities (i.e every 6 levels...etc)
Force Armor +14, Deflection +7, Natural Armor +11, Flight (5 times base speed), Damage Reduction (20/Varies), Energy Resistance (25), Energy Immunity, Enlightenment(Rank 0)
Force Armor +39, Natural Armor +36, Bonus Feat, Damage Reduction (95/Varies), Energy Resistance (100), Regeneration (65/Varies)
Force Armor (Su): At 1st level you gain a +4 armor bonus to AC. This bonus increases to +5 at 3rd level, and increases by +1 every three levels thereafter. This bonus does not apply to touch attacks, but does apply to incorporeal touch attacks.
Deflection (Su): At 2nd level you gain a +2 deflection bonus to AC. This bonus increases to +3 at 6th level, and by an additional +1 every 6 levels thereafter.
Natural Armor (Ex): At 3rd level you gain a +2 enhancement bonus to natural armor. This bonus increases by +1 at 6th level and every 3 levels thereafter.
Endure Elements (Ex): At 3rd level you become immune to the effects of being in a hot or cold environment. You can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves (as described int the Dungeon Master's Guide).
Empowered Strike (Su): At 4th level you gain a +1 enhancement bonus on all attack and damage rolls. In effect, any weapon you wield functions as a +1 magic weapon, and can overcome the damage reduction of a creature as though it were a magic weapon. This enhancement increases by +1 at 8th level and every 4 levels thereafter. At 10th level any weapon you wield is also considered to have your alignment, so for example if you were Chaotic Good you would ignore damage reduction x/good and x/chaotic. At 7th level, and again every 4 levels thereafter, you may choose to apply any magic weapon special ability to any weapon you wield.
If your level is higher than 20th, you may choose epic Weapon special abilities.
Ability Score Enhancement (Ex): At 4th level you gain a +2 enhancement bonus to one ability score. At 8th level and every four levels thereafter you gain a +2 enhancement bonus to an additional ability score, and each previous ability's enhancement increases by +2.
Resistance (Ex): At 4th level you gain a +1 resistance bonus to saving throws. This bonus increases by +1 at 8th level and every 4 levels thereafter.
Sustenance (Ex): At 5th level you no longer need to eat or drink.
Bonus Feats: At 5th, and every odd level thereafter you gain a bonus feat. You must meet all prerequisites for the feat. If your level is above 20th, you may choose an Epic Feat instead.
Flight (Su): At 6th level you gain a fly speed equal to your base land speed with average maneuverability. At 12th level this increases to double your base land speed with good maneuverability, at 18th level it increases to triple your base land speed with perfect maneuverability and continues to increase in speed for every 6 levels to a maximum of x5 your base land speed.
Fortification (Ex): Starting at 7th level, when you are affected by a sneak attack or critical hit you have a chance to negate the effect and take normal damage, depending on level: 7th: 25% 11th: 50% 15th: 75% 19th: 100%.
Mind Shielding (Ex): At 8th level you become immune to detect thoughts, discern lies, and any attempt to discern your alignment.
Damage Reduction (Su): You gain damage reduction 5/magic at 10th level. At 15th level this increases to 5/magic and silver (if you are lawful), or 5/magic and cold iron (if you are chaotic), or 5/magic and adamantine (if you are neutral). At 20th level this increases to 10/epic and silver (if you are lawful), or 10/epic and cold iron (if you are chaotic), or 10/epic and adamantine (if you are neutral).
This improves by 5 every 5 levels.
Energy Resistance (Ex): At 10th level you gain resistance 5 against acid, cold, electricity, fire, and sonic energy. This increases by 5 every 5 levels.
Spell Resistance (Su): Starting at 11th level you gain spell resistance equal to your ECL + 11.
Greater Sustenance (Ex): At 12th level you no longer need to breath.
Freedom of Movement (Ex): Starting at 14th level you can act as if continually under the effect of a freedom of movement spell.
Regeneration (Ex): Starting at 17th level you heal 1 point of damage per level every hour rather than every day. (This ability cannot be aided by the Heal skill.) Nonlethal damage heals at a rate of 1 point of damage per level every 5 minutes.
At 33rd level your regeneration increases exponentially, you recover 5 points of damage per round and all damage dealt to you is converted to non lethal damage. Your regeneration can be overcome by Good aligned weapons and spells (if Evil), Evil aligned Weapons and spells (if Good), Chaotic aligned weapons and spells (if Lawful), Lawful aligned weapons and spells (if Chaotic), or 1 energy type (pick either Electricity, Acid, Fire or Cold, this cannot be an energy you are immune to) weapons and spells (if you are Neutral). If your alignment has multiple components, pick one. A regenerating creature that has been rendered unconscious through nonlethal damage can be killed with a coup de grace. The attack cannot be of a type that automatically converts to nonlethal damage.
This improves by 5 every 6 levels.
True Seeing (Su): At 18th level you gain a continuous true seeing ability, as the spell.
Perfection: At 20th level you transcend mortal limits. You become an outsider, gaining the outsider type with appropriate alignment subtypes and the native subtype (though you do not need to eat, sleep, or breath).
Mind Blank (Su): At level 21 the character gains a mind blank effect, as the spell mind blank.
Domain (Sp): At level 23 you may select a single domain. You gain 9 spell-like abilities, one for each spell level. These SLA's are usable 1/day. You also gain the domain ability if it applies to your classes. At level 33 you may select another domain, or lose access to your previous domain and gain a planar domain (SpC 282). A planar domain is effectively two domains). You gain 18 SLA's when you gain a planar domain, two for each spell level. You must meet all prerequisites for planar domains. At level 43 you gain a third domain (or second, if you chose to use a planar domain). Use your highest ability score to determine pertinent information such as Difficulty Class. Your caster level for these SLA's is equal to your ECL. You may choose the same domain twice, gaining each SLA twice instead of just once. However, you do not gain the effects of the domain ability twice.
If the character already has access to domains from a class, then the spells from the domains selected are considered domain spells for that class only. For example, a level 23 cleric with the Law and Healing domains that selected Sun as their level 23 domain could prepare any spell from the Sun domain in their domain spell slots, as well as any spell from the Law and Healing domains as normal.
You gain an additional Domain every 10 levels to a maximum of 4 at 53rd level.
Energy Immunity: At level 30 you may select an energy type. You are now immune to that energy type. You may not select an energy type that corresponds with your Regeneration ability (if any).
You gain an additional energy of your choice at 40th, 50th, and 60th levels.
Teleportation (Su): At level 22 you gain the ability to teleport at will. By concentrating for one minute, you may teleport as the spell greater teleport. This ability only affects you.
Plane Shift (Su): At level 26 you gain the ability to plane shift at will. By concentrating for five minutes, you may shift planes as the spell plane shift. This ability only affects you.
Wish (Sp): At level 29 you gain the ability to cast wish once per day. The base 5,000 XP cost is halved, however any additional XP costs incurred by wish must be paid in full.
Enlightenment (Ex): You have achieved the pinnacle of your spiritual enlightenment. At level 30, you become a quasi-deity, granting divine rank 0. You are immortal, and no longer can die from old age. Additionally, you no longer suffer aging penalties (any previously incurred penalties are still in effect) but still gain the benefits of aging. You gain benefits of being a quasi-deity with divine rank 0, including and limited to the following: all future hit die are maximized, your base land speed increases to 60 ft., a deflection bonus to your AC equal to your Charisma modifier, immunity to transmutation, immunity to energy drain, ability damage, and ability drain. You are not able to grant spells.
Greater plane shift (Su): At 34th level you gain the ability plane shift at will. By concentrating for five minutes, you may shift planes as the spell greater plane shift. This ability only affects you.
Greater Teleport (Su): At 38th level your ability to transport yourself long distances becomes easier to manifest, you may now cast Greater Teleport as a full round action instead of 10 minutes.
Improved Greater plane shift (Su): At 46th level your ability to transport yourself long distances becomes easier to manifest, you may now cast Greater Plane Shift as a full round action instead of 5 minutes.
Gate (Su): At 58th level you gain the ability Gate at will.
Entourage (Ex): You gain an Entourage, you may attract a number of subcohorts. A sub-cohort’s ECL = 1/4 the your Leadership Score (rounded down) + 5. The number of sub-cohorts you can attract is equal to 1/10th your Leadership Score (rounded down).
Divine Salient Ability: At 62nd level, and every 4 levels thereafter you gain a bonus Divine Salient Ability. You must meet all prerequisites for the Divine Salient Ability.
Demigod: At 40th level you have risen above the mortal realm of even a Quasi deity and have realized your destiny, you have become a Demigod with Divine rank 1 with all the benefits according a deity of Divine rank 1. You no longer fail on a natural 1 for attack rolls or saving throws, you are immune to all disease, poison, stunning, sleep, paralysis, death affects and disintegration. You gain a Divine salient ability (that you meet the requirements for), you may use your domain powers an additional time per day equal to your divine rank, you gain the ability to cast any of your domain spells at will, and you gain a deflection bonus to your AC equal to your Charisma modifier.
You may add your Divine rank as a Divine bonus to all of your attack, damage rolls, saves, skill checks, turning checks, spell penetration checks, caster level checks and to the DC's of your spells and spell like abilities.
Your senses increase in range equal to a mile per divine rank, the domains you have (from the VoP) now act as your portfolio and you now have a limited sense of things that happen within your portfolio (see DaD for more information, pg 28), you may perform 2 free skill checks per round as long as the DC does not exceed 15, you may create magic items worth up to 4500 gp without the item creation feats as long as it relates to your portfolio (you must still meet all other requirements), if you have the related feat the XP cost is halved for the creation of the item.
You gain a divine aura out to 10ft with a DC of 50 + Divine rank + Cha modifier, Deities with equal or greater rank are immune to your aura, this is a Mind affecting extraordinary ability, once a creature saves they become immune to it for 24 hours, you may choose from the following affects each round as a free action:
Daze: The creature stands in awe of you and can only defend themselves, otherwise they stand slack jawed capable of doing nothing.
Fright: Cowering in fear the creature receives -2 to attacks, damage rolls, skill checks, AC and saves. The slightest look or gesture from the deity frightens them and they flee as fast as they can.
Resolve: Allies of the deity receive a +4 Morale bonus to attack rolls, damage rolls, saves and skill checks while his enemies receive a -4 penalty to the same rolls.
You grant spells to clerics and rangers who worship you, you may grant any spell on the cleric and ranger spell list, and any domain that you have. If you have levels in Druid or Paladin you may grant Druid spells and Paladin spells.
If you have levels in a divine spellcasting class you can cast any spells it grants spontaneously, you must still have the required ability score and level to cast the spell.
And lastly you gain the ability to form a Godly realm as the spell Genesis except with no components and no XP cost, the maximum radius of the Godly realm is 1000 ft (+1000ft per divine rank over 1), for more information see DaD pg 29.
Lesser Deities
Lesser Deities (Divine Rank 6) may take 10 on any skill checks, turning checks, spell penetration checks and, caster level checks.
Lesser Deities are also immune to any Imprison or banishment effects, such as Banishment, Binding, Dimensional Anchor, Dismissal, Imprisonment, Repulsion, Soul Bind, Temporal Stasis, Trap the soul and Turning/rebuking.
Ermahgerd, that's a huge progression!!!
At levels 40 and 50, you have divine rank 1 on each, and the rest of the progression increases after level 50 at the intervals. Was that intentional?
Ermahgerd, that's a huge progression!!!
At levels 40 and 50, you have divine rank 1 on each, and the rest of the progression increases after level 50 at the intervals. Was that intentional?
Not sure if this is still WIP (for purposes of thread necro), but I've just noticed that the bonus feat intervals became on every odd levels...
Originally (Drolyt's) it was at every odd levels that are non-divisible by 3, which basically means at every odd levels were bonus feats aren't gained. I just noticed because some people from another thread were complaining for the possible feat excess brought by this.
My 2cp:
If a simpler feat progression is what's needed, gaining a feat after every three levels starting from L1 actually yields approximately the same amount of feat as that of in Drolyt's fix.