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User:Eiji-kun/CompleteEpic

5,579 bytes added, 09:35, 27 October 2012
Salient Abilities
*Divine Blast- The classic god-smite. Good, but needs something than d12s. Straight 10s or 5s? 2d6? Figure it out. In essence this is a warlock blast.
*Divine Blessing- This is dumb. Turning it into Super Animal's Affinity at will can work, but really, at this point everyone will have items of X on anyway. Unsure what to do with it. Maybe "creature has minimum score equal to half your own, aka Cha 40 for you means the blessed mook has cha 20 base if its not higher?"
*Divine Celerity-Whenever hasted, benefits are doubled and the duration is doubled.*Divine Creation-Very high level, combining Minor Creation, Major Creation, Summons without the summon-part, and slow-creation of creatures. The latter can't create unique beings.*Divine Dodge-Perfect Dodge for the whole round, but can't spam it, 1d4 cooldown.*Divine Druid-Change wildshape ala Shapechange once per round as a swift action.*Divine Earth Mastery-Level appropriate buffs (fast healing, DR, etc) but only when on the ground.*Divine Fast Healing-Fast Healing, add your divine rank. Stacks, multiple.*Divine Fire Mastery-Level appropriate buffs (fast healing, DR, etc) but only when using fire.*Divine Glibness-Not sure what to turn this into.*Divine Inspiration-Set to go off your Divine Aura, limited to one creature per level at a time.*Divine Monk-Unarmed/monk weapon pounce, lossless flurry, non-enhancement speed, damage up a size, foresight.*Divine Paladin-Constant smite, aura of good bolsters allies and inhibits evil.*Divine Radiance-Ok, but attack becomes Scorching Ray (Light) at will.*Divine Rage-Rage up one step and a host of immunities and resistances. Namely, Iron Heart Surge each round.*Divine Ranger-SoDs against baned type and ultra detect vs banes. Defenses vs banes as well.*Divine Recall-Always roll 20s on knowledge checks. He can know things that would be otherwise impossible to know (such as a persons childhood memories, or something that has happened but hasn't been introduced yet, like the events occurring in another, disconnected universe). Also see Know Secrets.*Divine Rogue-Detect Valuables at will. Vs attacks, saves, traps, etc always get a Reflex save to avoid utterly (even if it is another saving throw). DC equal to the damage, to the save, or whatever.*Divine Shield-Sulacu's shield effect, for deities.*Divine Skill Focus-Always roll 20s on the skill. Can do the skill as a free action.*Divine Sneak Attack-SA anyone with a smaller divine rank than them (no rank is -1). Bypass immunity for half. Add DR to SA damage.*Divine Spell Focus-+2 DC and mettle/evasion doesn't work on focused spells. Add DR to bypass SR.*Divine Spellcasting-Removed.*Divine Splendor-HAHAHAHAHAHA NO. SO REMOVED.*Divine Storm-Make it alignment focused, and give it an action cost, but otherwise an ok idea. It is a Storm of Goodness, Evilness, Law, or Chaos.*Divine Water Mastery-Level appropriate buffs (fast healing, DR, etc) but only when in water.*Divine Weapon Focus-Take 10 on rolls with the weapon focus'd weapon.*Divine Weapon Mastery-Redundant, removed.*Divine Weapon Specialization-Divine rank to damage +4.*Energy Burst-Instant burst effect based on HD.*Energy Storm-Divine Storm, but with energy.*Extra Domain-Removed, its irrelevant now.*Extra Energy Immunity-Just immunity to one element.*Extra Sense Enhancement-Pretty much ok. Adjust the numbers.*Footsore-Ok, but can it be worded better?*Free Move-Make it as the Travel Domain power. If you have it already, it becomes at will.*Frightful Presence-Ok. Name is misleading though.*Gift Of Life-Needs a limit on use, but otherwise good.*Grow Creature-Silly. Should be an SLA, up to 3+DR creatures a day. Duration is fine.*Hand Of Death-Ok, but like Gift of Life needs a limit.*Increased Damage Reduction-Just fine.*Increased Energy Resistance-Maybe if it applied to everything, but frankly it's growth is too slow. Not sure how to fix yet.*Increased Spell Resistance-Removed. Already covered by redone epic feats. As is, broken.*Indomitable Strength-Roll 20s on Str checks 3+DR/day.*Instant Counterspell-Turn it into an AoO out to divine aura it has LoS to. Otherwise free.*Instant Move-Misleading name but fine. Could be the entire move action.*Irresistible Blows-This can be done better. Perhaps something to the effect of multiple attacks leave one staggering (thematically, not the condition) resulting in a penalty to subsequent attacks?*Irresistible Performance-Not bad, needs polish.*Know Death-Remove. This is impossible to achieve in D&D. At the very best all you could tell is the natural lifespan remaining, maybe constant deathwatch, and/or knowing when a being has died that you've marked, and how. That might, MIGHT justify its existance, but it's rather weak.*Know Secrets-Currently overlaps with Divine Recall. Perhaps let this one have its effect as it, and Recall would have knowledge of things going on right at this moment?*Lay Curse-Just make it bestow curse at will and not touch, and also permit the concept of a dying curse.*Lay Quest-Following the spell-granting again, this time for geas, etc etc.*Life And Death-Remove. Too strong and adds nothing new.*Life Drain-Rejigger its power or raise in level, but the idea is roughly good. Needs polish.*Mass Divine Blast-Fix Divine Blast and you fix this.*Mass Life And Death-Removed for the same reason as Life and Death. Use Miracles or something instead.*Master Crafter-Change to deal with artifact creation, as well as easier creation of lesser objects.*Mind Of The Beast-Interesting. Place limits, and we're good.*Possess Mortal-Magic Jar unlimited is a high level benefit indeed, and I'll put a harsh cap on what can be possessed (no more CR than DR? Or even HD?) Limit it and slap it on high level gods.*Power Of Luck-Gain a luck pool equal to DR, to be used on d20 rolls (max 5 per use). Refreshes per encounter? Effectively, 1-4 times a minute you gain a +1 to +5 bonus on something.*Power Of Nature-A fine idea but needs to be done slower. Probably a passive power achievable in the minutes stretch of time. Due to the strength, probably will be high level.*Power Of Truth-See below via a vis spell-ness stuff.*Rejuvenation-Makes the current rejuvenation offered by the deity better than it currently is.*See Magic-See below via a vis spell-ness stuff.*Shapechange-This or Shift Form, they're almost the same thing. Keep one, remove the other. Modified wildshape into something of a CR equal to your DR? Your DR +10? I dunno, I'll think of something.*Shift Form-This or Shapechange, they're almost the same thing. Keep one, remove the other. Modified wildshape into something of a CR equal to your DR? Your DR +10? I dunno, I'll think of something.*Speak With Creatures-Turn into omni-tongues, allowing you to speak to anything, plus one thing without a language (animals, plants, or rocks).*Spontaneous Wizard Spells-Rather unclear what this is supposed to do. Remove?*Stride-Double the speed, not subject to D&D doubling. At a certain point, becomes Luminal, then Superluminal.*Sunder And Disjoin-NO! ITEMS!! EVER!!! I suppose if I made it pathfinder disjunction combined with some kind of break effect, yeah, this can work. Will need serious polish though.*Supreme Initiative-Act First, with the one bonus of divine rank wins. Though, surely something more interesting could be had.*True Knowledge-Redundant now with earlier knowledge powers.*True Shapechange-Redundant with Shift Form.*Undead Mastery-Add DR to effective cleric turning/rebuking level.*Undead Qualities-Redundant, since gods can be undead now.*Wave Of Chaos-Needs a better name, but see below via a vis effects.*Wound Enemy-Bleed damage equal to DR + something maybe?
== Epic Feats == *Distant Shot-Ok, also funny*Epic Fortitude-Ok, but don't forget When it comes to make Tarrasque's Fortitude to make your base Fort your CR +2.*Epic Leadership-Removethe granting of spells, fuse with normal Leadership.*Epic Reflexes-Okconsider (demi) the first 3 levels at will ok, but don't forget and higher levels limited to make X's Reflexes 3/day to make your base Reflex your CR +2.*Epic Spellcasting-Transformed into Epic Rituals 6th and Epic Incantations.*Epic Toughness-This is actually... ok.*Epic Will-Ok, but don't forget 1/day to make X's Will to make your base Will your CR +2.*Improved Combat Reflexes-Ok*Improved Heighten Spell-Fuse into Heighten Spell.*Improved Manyshot-Ok.*Improved Spell Capacity-Given for free, removed.*Incite Rage-This is circumstantial, but ok.*Infinite Deflection-Ok.*Legendary Commander-Needs a better effect, revamp or remove.*Mobile Defense-Remove, fused into Bulwark of Defense.*Multispell-Probably too broken, consider removing9th. If notAs the god rises in rank (lesser) this changes to first 3 levels constant, limit it to be taken oncenext three at will, and make it any swift action, not just quickened spellslast three 3/day. Change to high, non-magic specific requirements, change the name to something like Ultimate Alacrity.*Perfect Multiweapon Fighting(Intermediate) has constant-Ok*Perfect Twoconstant-Weapon Fighting-Ok*Permanent Emanation-Probably broken. Remove.*Sneak Attack Of Opportunity-Ok*Spell Knowledge-Ok.*Spell Opportunity-Ok*Spell Stowaway-Ok*Spellcasting Harrier-Ok*Spontaneous Spell-Ok*Tenacious Magic-Ok*Terrifying Rage-Ok*Undead Mastery-Ok?*Craft Epic Magic Arms And Armor-Removed, since the normal feats do fine.*Craft Epic Rod-Removed, since the normal feats do fine.*Craft Epic Staff-Removed, since the normal feats do fine.*Craft Epic Wondrous Item-Removed, since the normal feats do fine.*Forge Epic Ring-Removed, since the normal feats do fine.*Scribe Epic Scroll-Removed, since the normal feats do fine.*Epic Expanded Knowledge-Ok*Epic Psionic Focus-Ok*Improved Manifestation-Ok*Power Knowledge-Ok*Intensify Spell-Okwill and (greater) has all constants.*Diminutive Wild Shape-Ok*Fine Wild Shape-Ok*Dragon Wild Shape-Ok*Gargantuan Wild Shape-Ok*Colossal Wild Shape-Ok*Improved Elemental Wild Shape-Ok*Plant Wild Shape-Ok*Vermin Wild Shape-Ok