Idylean Young God (3.5e Template)

From Dungeons and Dragons Wiki
Jump to: navigation, search

This template is made to work with the level adjustment dice variant rule.


Homebrew.png
Author: Leziad (talk)
Date Created: 16th February
Status: Finished
Editing: Clarity edits only please
 Ratings for this homebrew:
Average:
NA
/ 4

 2 users favored it (4/4).
 0 users liked it (3/4).
 0 were neutral on it (2/4).
 0 users disliked it (1/4).
 0 users opposed it (0/4).

RatingPending.png
Rate this article
Discuss this article

Idylean Young God[edit]

Outside the Great Wheel the peaceful world of Idylis exists. Its denizens are young gods ready to rise to glory and take their place. The young gods of Idylis are beings of great power, born from the essences of dead primordial deities and the wishes and desires of the mortal masses. Those young gods do not need the worship of mortals, although created indirectly from mortals, most prefer to stay on Idylis and live a peaceful eternal life but quite a few adventure out of their peaceful home for many different reasons.

The Young Gods are majorly good aligned, with some being neutral and a very few being evil. Those that leave Idylis are typically chaotically aligned, searching for adventure or perhaps in a quest to aid mortals. A few venture out to recover stolen technology or to avenge some mortal acts but that happens very rarely. Evil young gods are typically forced to stay on Idylis, stuck in a gilded cage of some kind, allowed to live a peaceful and comfortable existence but restrained there until they change their ways.

Despite being called young gods, some of them are extremely old, however none of them were present for the creation of the multiverse and are thus cosmologically young. Young Gods have a society of their own. While peaceful and utopian-esque, it is not perfect, and some seek to escape what they see as a restricting life to take their chances within the great wheel.

It said the denizens of Idylis are fighting a secret war against a powerful and alien enemy, but only the highest ranked Idylean god would know for sure.

Creating an Idylean Young God[edit]

Idylean Young God is inherited template that can be applies to any humanoid, giant or outsider (native).

Hit Point: An Idylean Young God always receives max hit points per level.

Ability Scores: An Idylean Young God receives a +6 bonus on all ability scores.

Size and Type: An Idylean Young God's type change to outsider (augmented humanoid). Do not recalculate base attack bonus, saves, hit points or skill points. Size is unchanged. Unlike normal outsiders Idylean Young God need to breath, drink, eat and sleep.

Feat: An Idylean Young God receive one additional feat at 1st level, it must meet the prerequisites for the feats as well Grimoire Endurance feat as bonus feats (suing their level +3 instead of ranks in Survival to determine which bonus they gain).

Skills: A Idylean Young God receives 8 extra skill points at 1st level and 2 extra skill points at each additional level. All skills are considered class skills for any class taken by an Idylean Young God.

Saving Throw: An Idylean Young God gain a +2 bonus on all it saving throws.

Immunities and Resistance A Idylean Young God are immune to disease, poison, death-effect, polymorphing, petrification, possession-effects (such as magic jar) and form-altering effects. Their powerful mental resistance grant them a +4 bonus against mind-affecting effects.

Regeneration: Idylean Young God are nearly impervious to nonmagical harm, they have regeneration infinity bypassed by magic. Effectively healing up nonlethal completely every round, but not healing any wounds inflicted by a magical weapon, spell, power or supernatural effects. Creatures with a CR equal or higher than the Idylean Young God's ECL automatically bypass it regeneration even with nonmagical weapons. If a Idylean Young God loses a limb or body part, the lost portion regrows in 3d6 minutes, however unlike normal creature with regeneration the loss of the head is still fatal for a young god. Idylean young Gods stop regenerating while under 0 or less, making a powerful mundane damage (such as falling from a mountain) capable of knocking them out for a long time while not killing them.

Denizen of Idylis:The young deities hail from Idylis, a demiplane said to be outside the great wheel. Idylean Young Gods are capable of using Idylean technology instinctively. All young god in good standing are welcomed in Idylis (see below) and possess a Idylean Smart Cube. Because of their training under Idylis's heavy gravity, young gods do not take penalties from moving and fighting while under heavy gravity.

Immortality: All Idylean Young God are immortal, they do not age and do not accrue bonuses or penalties from aging. If they are slain in combat or due to another disaster their essence scatter and they are reborn within 1d4 years on Idylis at the Tree of Rebirth. Upon death their form scatter into energy, leaving any carried and worn item behind.

However if they are killed while under the effect of nitrion poisoning (see weaknesses) they truly die, their essence destroyed (and cannot be raised or resurrected in any ways) and explode in a furious explosion as their part of the godforce leave their body, the radius and effect of the explosion depend on their ECL.

Table: Young God's 'Death Scream'
ECL Effect
5-8 Widened Fireball (all damage purely magical)
9-12 Superexplosion (all damage purely magical)
13-16 Nine Acre Fire (all damage purely magical)
17-20 Megaton (all damage purely magical)
21+ Widened Widened Widened Megaton (all damage purely magical)

New God Spark: Idylean Young Gods count as deities for interacting with items and effect when beneficial. Young Gods have powerful magical abilities over a single domain, at character creation it choose one domain and gain it granted power as if it was a cleric of it ECL. Additionally it may use the spell granted by the domain as as spell-like abilities as long as their ECL would allow them to cast (so an ECL 7 young deity could use the spell granted at 4th level as a spell-like ability but no higher). The highest spell-like ability granted by the domain is usable once per day, the second highest is usable twice per day, the third highest is usable three time a day and all other are usable at will. Unlike normal spell-like abilities the new god still need to pay any XP and expensive (1000 gp or more) material components that would be normally required.

When the young god take level in god it receive the chosen domain as a bonus domain.

Young God's Power: Idylean Young Gods possess incredible latent powers, however much of it is hidden within each individual young deity. A Idylean Young God receive scaling abilities based on it ECL or CR, whichever is appropriate for your game.

Table: Young God's Power
ECL Ability
6 The Becoming
7
8 Command Mortal (Command)
9 Bonus Feat
10
11 Bend Reality 1/day
12
13 Command Mortal (Geas/Quest)
14 Bend Reality 2/day
15
16
17 Bend Reality 3/day
18 Bonus Feat
19 Reject 1/day
20 Bend Reality at Will, Godspark

The Becoming: Upon attaining ECL 6, an Idylean Young God is called for the Becoming, a purely mental and spiritual trial.While the trail take several day in the spiritual realm it take a few seconds in the material world. The trials are difficult and harrowing but essentially impossible to fail, and upon completing them the young deity is granted access to much of it latent potential. The Idylean Young God must choose one of the following bonuses:

  • Complete Warrior: The Idylean Young God receive a [Fighter] bonus it meet the prerequisite and proficiency with a single martial or exotic weapon of their choice.
  • Mystic: The Idylean Young God receive spellcasting as a 3rd level Cleric, Druid, Favored Soul or Sorcerer. This stack with any levels they may already possess in the class.
  • Unfettered: The Idylean Young God receives a bonus feat she meets the prerequisite for and an additional skill point per level.

Command Mortal (Su): Idylean Young God of 8th level or higher are able to command mortals with ease. As a free action each 1d4 round they may use command as a supernatural ability. Unlike the spell it does not have the [mind-affecting] tag nor the (compulsion) subschool but it may only affect mortals, creature of the humanoid, monstrous humanoid, animal, magical beats and giant type. If a mortal save against this ability it become immune for 24 hours and gain a permanent +4 bonus against any future attempts.

At 13th level she may use geas as a supernatural ability with the same specification (lack of tag and subschool) and type restrictions as above. The casting time is the same as the spell.

Bonus Feat: At 9th and 18th, an Idylean Young God receive a bonus feat she meet the prerequisite of.

Bend Reality (Sp): Idylean Young God of 11th level or higher are capable of bending reality to their will, replicating the effects of limited wish. They start with a single use per day at 11th but gain an additional use at 14th and 17th before being able to use it at will at 20th. Reality only accept being altered so much, after using this ability they cannot do so for 1 hour. The DC is based on the Idylean Young God's highest ability score.

Reject (Sp): A 19th level Idylean Young God can cast reject as a spell-like ability once per day.

Godspark: At ECL 20 young deity is referred to as an Idylean God, she gain the godpsark template without undergoing the task of ascension. Since they are natural deities, Idylean Gods do not need to undertake any particular task when gaining divine ranks (see God).

Level Adjustment: +5

Weaknesses[edit]

Idylean Young God are not without their share of weaknesses, the being born on Idylis are all very very vulnerable to a substance known as nitrion. A semi gaseous blue substance with a strange ethereal hue, it origin is unknown and any attempts to recreate it with magic failed. The substance is highly toxic to all life (each pound count as one refined darklight rod that ignore immunities) but it is much much more devastating against the young deities.

Each round the young god find herself within 10 feet of a nitrion source of at least one pound she will take 5d6 damage and become sickened. However if an Idylean Young God is wounded by or come in direct contact with a sufficient amount of nitrion (at least one pound) she will begin suffering from nitrion sickness. She will start burning permanently, unlike normal burning this condition burn away max hit points instead of normal hit points. Secondly she will take 1 point of ability burn to all her ability scores at the beginning of each round, this ability burn is extremely slow to heal (see below). The Idylean Young God becomes nauseated (bypassing immunity to nausea) for as long as she suffers from the sickness and for the entire recovery time, making her often unable to help herself. A DC 40 heal check on Idylis or the application of a miracle/wish spell can stop the sickness but nothing else.

After the nitrion sickness is dealt with the young god will stop burning but still need to recover. She recovers one point of ability burn per day of extended rest. The young god will stay nauseated until all her ability scores have recovered, forcing Young Gods who suffered from nitrion poisoning to a long bedridden recovery period.

A less lethal weakness is their inability to use any supernatural and spell-like ability granted by this template while 'under the gaze of the old gods'. They may not use any supernatural or spell-like ability granted by this template while inside temples dedicated to traditional gods and similar places. If they attempt to do so they take 1 nonlethal damage per hit dice and the ability fail. A Idylean Young God that take level in the god class lose this weakness.

Welcome to Idylis[edit]

Idylis is the home of the young deities, and thus unless it behaved extremely poorly every Idylean young god are welcomed there, it and any of it allies are granted lodging, food and other accommodations for free. The only way to travel to Idylis is through the gate spell (typically through a smart cube) and transportation to pretty much anywhere within the multiverse is available in Idylis.

Idylean Young God Racial Progression[edit]

This class is meant to be taken if you do not use level adjustment dice, although you may still use it with the DM's permission. This racial progression allows you to play an Idylean Young God without level adjustment or at low level. The LA 5 template is spread over 6 levels, which are essentially outsider hit dice with class features.

Balance Option: For Dungeon Masters who prefer lower level of balance, instead of basing the class level on outsider hit dice lower the hit die to d6, the base attack bonus to 3/4 of level (as cleric), the skills per level at 4 + Int and change the save progression to one good (player's choice).

Base Traits: The Idylean Young God must take the racial progression class at 1st level and is forced to take it until she finishes it. She starts with the following base traits from the template (as described in the template's main entry).

  • Base race traits
  • Type change to outsider, lose native subtype if it had it.
  • Always max hit point per hit dice.
  • Denizen of Idylis
  • Immortality
  • Weaknesses

Table: The Idylean Young God

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Ability
Score
Increase
Immunity Gained Regeneration
Fort Ref Will
1st +1 +2 +2 +2 Bonus Feat, Immortality, Young God Skills Disease, Poison 1
2nd +2 +3 +3 +3 Mental Conditioning +2, New God Spark All +2 5
3rd +3 +3 +3 +3 Endurance Death-Effect 10
4th +4 +4 +4 +4 Mental Conditioning +4 All +4 Possession-Effect 15
5th +5 +4 +4 +4 New God's Grace Polymorphing, Petrification 20
6th +6 +5 +5 +5 Young God's Power All +6 Form-Altering effects Infinity

Class Skills (8 + Int modifier per level)
All. All skills are considered class skill for any class taken by a Idylean Young God.

Weapon and Armor Proficiency: An Idylean Young God is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (except tower shields).

Bonus Feat: An Idylean Young God receives one additional feat at 1st level. It must meet the prerequisites for the feat.

Immunities: An Idylean Young God receives immunities based on its level in the racial progression class.

Regeneration: An Idylean Young God has regeneration bypassed by magic weapons or attacks, the amount she regenerates is based on its level in the racial progression class. Creatures with a CR higher than the Idylean Young God's ECL automatically bypass its regeneration even with nonmagical weapons.

Young God's Skills: An Idylean Young God receives 8 extra skill points at 1st level and 2 extra skill points at each additional level. All skills are considered class skills for any class taken by a Idylean Young God.

Mental Conditioning: At 2nd level an Idylean Young God gain a +2 bonus on saving throw against mind-affecting effect. This bonus increases to +4 at 4th level.

New God's Grace:A 5th level Idylean Young God gain a +2 bonus to all it saving throws.



Back to Main Page3.5e HomebrewMonstersTemplates

Leziad's Homebrew (4431 Articles)
Leziadv
AuthorLeziad +
Identifier3.5e Template +
Level Adjustment5 +
Rated BySpanambula + and Planterobloon +
RatingRating Pending +
Skill Points8 +
SummaryOutside the Great Wheel the peaceful world of Idylis exists. Its denizens are young gods ready to rise to glory and take their place. +
TitleIdylean Young God +