Talk:Demigod (3.5e Prestige Class)

Behind the Scenes
When ahead and posted the next layer, so others can see how this go. Compare this to quasideity.

Here, the big draw is harder to show. It's the portfolios which will be giving the most power. To expound, portfolios will grant either... A) A domain, which functions much akin to a Sphere. A power and a series of SLAs, 1/day.  This also determines your actual domains and as such, is based on current domains.  B) A salient ability, which I'm tearing a new one in the name of balance. Consider these feats, related to augmenting their Divine Home and giving them various thematic powers appropriate for their type of god. Also, if we ever complete them for Complete Sublime, Styles go here too for the martial-minded gods. You can get Moderate/Major Spheres/domains by taking the same thing multiple times, thus you can have a case like Apollo.... main gimmick is god of the sun (major Sun Domain), minor gimmick with music (minor Music Domain), and probably some salient abilities like a fire aura and stuff like that.

And as always, it gets fuzzier to tell the power level the higher we go. This goes to Lesser, Intermediate, and Greater. -- Eiji-kun 05:38, 19 August 2012 (UTC)

(Continuing) Partly inspired by Tarkis's comments elsewhere, and for my own personal notes here I also present an alternative idea which, at the very least, will be able to compress all of these classes into one. It effectively makes it a 25 level class, and it has the pre-req that you need the quasideity template (gained by rank 0 and not a class level), and to take levels in "God" you need rank equal to the level you want. That is, you have 6 ranks? The most levels you can go on is 6, until you get more somehow. And the class adds or improves the aspects of the template (mostly adding, especially if this is an LA 0 template, I'm not sure how I could do quasideityship justice at LA 0 unless I pull my LA into RHD trick, but that's practically taking "Level 0" in "God").

I do like this idea. I'm just struggling on how to pull it off mechanically. All well and good though to stop here with the deities, as I'm mostly concerned with quasi and demigods right now. Comments welcome. -- Eiji-kun 07:00, 19 August 2012 (UTC)

Divine Traits to Emulate
Consider this my to-do list. These are the various divine traits I seek to emulate. You can see most of them already as part of the classes.


 * Maximum Hp per HD (Easily done, as I already have the extraordinary health trait.)
 * Speed Increases (Also easily done. I find it easier to express it as "your original speed x2/x4/x8/etc" and forgo the clunky chart ELH gives us)
 * AC bonus (I found the scaling troubling, and eventually dumped it. Instead, they get a flat miss chance, between 20% and 80%.  80% is powerful, and for greater deities, but by that level equal opponents will have many ways to lower or bypass even their miss chance.)
 * Bypassing DR/Alignment Subtype (no change here)
 * Damage Reduction (God DR is silly low, and DR/epic to boot. I changed it to cosmic, and inflated the numbers.  10/20/40/80/160.  The DR gets better with time, but on the other hand the greater deities are probably taking thousands of damage, so it evens out.)
 * Saving throws (Rank to saves is troubling, and I have not really found an analog. However due to the AC/SR change, it might be redundant.)
 * Immunities (Gods have lots of immunities, and I don't blame them. Being unkillable is a main godly trait.  So far, I decided to let people pick their own immunities one level at a time.  After all, there might be a warforged god whose immunities would be redundant, or a god who simply chooses not to be immune to blindness in favor of other things.  But what do I do when they run out of immunities?  Also, somewhat weaker than it indicates since "immunity reduction/bypass" is a thing I want to promote for Epic Level Beings.)
 * Divine Aura (I altered the changes and cleaned the effects, but Awe/Fear/Resolve is the same.)
 * Spell Resistance (Removed and folded into the AC miss chance, for the same reasons.)
 * SLAs (Greater Teleport and Plane Shift will be standard for the higher levels, demi, and then lesser. Also, SLAs done via domains.)
 * Domains (Domains are gained at 1 per rank, or spent on salient abilities. I define how these work above, like Spheres.  Also, I make them choose between a salient ability OR a domain.  This is also my explanation on why gods have a seemingly arbitrary number of domains.)
 * Minimum Roll (Unfair if PCs used it, DD helped me come up a good way to do this. Take the god's HD - the enemy HD.  The difference is the minimum you will roll on a d20, up to your minimum die.  Thus 40 HD - 38 HD on a demigod, aka minimum 5, is a difference of 2.  You can roll no lower than a 2.  40 HD - 30 HD = 10, but your minimum is 5 so you can roll no lower than a 5.  Promotes superiority over mooks, but gives little against even fights.  The no fumbles for rank 1 and above is just gravy.)
 * Create Magic Items (Minor changes in how it works, same fluff. Considering dropping and making a salient ability for crafting gods to pick up.)
 * Things I Added (Adapt Body. It seemed fitting.  Also, speaking while silenced.  And reviving... one thing that says "god" to me is difficulty to kill.  Much like a lich, you can't easily kill a god, and this is moreso the more powerful and primal they are.  God of White Rats?  Dead by sword.  God of the Sun?  Will require more than a sword to keep down for good.  This is the main "gimmick" I run with this "class".  While others might focus on spells or stabbing faster or whatever, I think deityship should be taylored on resisting the unresistable, and even when they die, they tend to come back if you don't do another step.)

Anyway, here's my notes for your digestion. Open Source Sourcebookmaking. -- Eiji-kun 07:19, 19 August 2012 (UTC)