Author Topic: [3.5e] Divine Magic redone  (Read 7574 times)

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SiggyDevil

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[3.5e] Divine Magic redone
« on: September 30, 2010, 08:48:41 PM »
Divine Spells

Turn Undead
Abjuration [Light]
Level 1 Divine spell
Verbal, Somatic, Divine Focus
Casting Time: 1 standard action
Range: Personal
Target: All Undead within 60 foot radius
Duration: Instant
Save: Will negates

Deal 2d6 + level + Charisma modifier damage to all Undead within range.
If the caster has twice as many levels as an Undead damaged by this spell, destroy that Undead instead.
Undead damaged by this spell flee at maximum speed or cower (if cornered) for 10 rounds.


Rebuke Undead
Necromancy
Level 1 Divine spell
Verbal, Somatic, Divine Focus
Casting Time: 1 standard action
Range: Personal
Target: All Undead within 60 foot radius
Duration: Instant
Save: Will negates

All Undead within range are Fascinated until attacked or they lose sight of the caster. They may be instructed to safely follow the caster but will not obey other commands.
If the caster has twice as many levels as an Undead affected by this spell, gain control of the Undead instead.
Undead affected by this spell are under control for up to 10 rounds.

As by the Animate Undead spell, the controller may not have more than 4 x level Hit Dice worth of Undead under control at any time.


Cure Wounds
Abjuration (Healing)
Level 1 Divine spell
Somatic, Divine Focus
Casting Time: 1 standard action
Range: Personal
Target: 1 touched being
Duration: Instant
Save: None

This spell uses Positive energy to either restore Hit Points to a living being or deal damage to an Undead being.
The amount of Hit Points altered is equal to 1d6 per every 5 levels (1, 6, 11, and 16), and 5 x level, plus a single additional status removal effect that is added per casting;
Level   Removal Effect
3          Blindness, Deafness, Dazed, Sickened
6          Nauseated, Stunned, Poison, Disease, Ability Damage (one score)
11        Confused, Ability Drain (one score)
16        Negative Levels





CHANGES TO SPELLS

Level 0
Virtue - Gain 1 temporary HP per level, lasts until sleep.
Cure Minor Wounds - Heals 1d6 HP

Level 1
Bless Water - Add effect of Purify Food and Drink to this.
Hide From Undead - Affects self and all allies touched.
Detect Chaos/Evil/Good/Law - Renamed "Detect Alignment", detects all alignments opposing that of the user.
Protection from Chaos/Evil/Good/Law - Renamed "Protection", alignment aspect works against all alignments opposing that of the user.
Darkness - Moved from Level 2 to Level 1
Gentle Repose - Moved from Level 2 to Level 1
Make Whole - Moved from Level 2 to Level 1
Water Breathing - Moved from Level 2 to Level 1. Duration of 24 hours.

Level 2
Aid - Grants +10 HP instead of 1d8
Death Knell - Grants +10 HP instead of 1d8
remove Enthrall (Bard only)
remove Find Traps
Resist Energy - Choose any descriptor from Acid, Air, Sonic, Force, Fire, Electricity, Cold, Light, Water, Earth, and Darkness. Alternatively, apply half the resistance value instead to all elements rather than choose one when casting.
Sound Burst - Increase damage by 1d8 at levels 4, 8, 12, 16, and 20.
Tongues - Moved from Level 4 to Level 2

Level 3
Bestow Curse - Remove the "50% chance of losing each action". Victim gets a new save at the start of each day to end the curse, but failing 3 times makes it permanent.
Magic Circle against Chaos/Evil/Good/Law - Renamed "Magic Circle", alignment aspect works against all alignments opposing that of the user.
Protection From Energy - See Resist Energy for same changes.
Remove Affliction  - add Remove Curse, Remove Blindness/Deafness, and Remove Disease together as "Remove Affliction".
Word of Recall - Moved from Level 6 to Level 3.

Level 4
Dimensional Anchor - Change shape from Ray to 100 foot radius, no save. Add duration of 1 minute per level.
remove Divine Power
Restoration - Add effect of Neutralize Poison and Break Enchantment to this.
remove Neutralize Poison (see Restoration)

Level 5
Dispel Chaos/Evil/Good/Law - Renamed "Dispel Alignment", works against all alignments opposing that of the user.
Disrupting Weapon - Attacks deal 5 extra Light damage per caster level against undead.
Raise Dead - Time limit on raising changes from days to years.
Slay Living - Touch deals 1d6 Darkness damage per caster level to living.
remove Break Enchantment (see Restoration)

Level 6
Dimensional Lock - Change radius to 1 mile per level. Moved from Level 8 to Level 6.

Level 7
Repulsion - Limit range to 10 foot radius.

Level 8
remove Antimagic Field
Antimagic Barrier - In all aspects the same as Antimagic Field, does not affect anything inside of the area, and only effects all spells attempting to cross the radius threshold.
Symbol of Death - Instead of killing outright with a hit point limit, deal 5 Darkness damage per caster level on a failed Fortitude save.

Level 9
Implosion - Instead of the destruction effect, deal 10 Air damage per level on a failed save.



Divine

Class FeatsSpellcaster Feats
Ideally every character gets the same number of bonus feats, but not so with "full spellcasters". The reason for this is because spells are more powerful than many abilities as it is. Characters won't begin with spellcasting, but must add it for their class through feats.
So, the maximum spell level cast and number of spell slots increase by the number of times "Spellcasting" is gained (in a specific class).

In any round while a character is casting a spell, they are flat-footed until the beginning of their next turn. Spell disruption occurs each time they are hit or fail a save.


CLERIC

Spellcasting (SpL): Choose a spellcasting class. For every odd time this feat is gained, increase the spellcaster level by 1 for that class, gaining all spell level, spells known, and spell slot benefits. For instance, 1 iteration of this feat grants 0-level and 1st-level spells of a single class, while the 2nd-level spells don't show up until the 3rd time this feat is taken.
The feat may not be taken more than once per level.

Divine Aura / Unholy Aura (Ex): Good or Evil. The character gains a +4 bonus to saves against spells that affect them due to their alignment, and +1 Deflection bonus to AC for every 5 levels (1, 6, 11, and 16). They appear to glow as if affect with a Light spell when appearing to users of the Detect (Alignment) spell effect. This ability replaces the Cleric class ability "Aura".

Dedicated Healer (Su): As a Standard action by touch the character heals 5 HP per level + WIS bonus + CHA bonus to any target. All damage removal of Cure spells and similar healing is maximized. At level 11 the healing touch cures an additional 5 HP per level and 1 hostile status effect of choice with each action.

Ranged Cure (Ex): Level 3. Healing spells, spell-like abilities, supernatural abilities, and effects that remove status effects gain a range of Close if shorter range by default. At level 11 those spells gain a range of Medium.


DRUID

Spellcasting (SpL): Choose a spellcasting class. For every odd time this feat is gained, increase the spellcaster level by 1 for that class, gaining all spell level, spells known, and spell slot benefits. For instance, 1 iteration of this feat grants 0-level and 1st-level spells of a single class, while the 2nd-level spells don't show up until the 3rd time this feat is taken.
The feat may not be taken more than once per level.

Wild Empathy (Ex): The character is affected by a constant Speak With Animals effect as by the spell description.

Animal Companion (Ex): Any Summon Nature's Ally spell cast may be given a duration of "Permanent (D)". Monsters summoned by the spell remain the same as an average entry; improvements are impossible. Personal spells may be shared with the animal if within touching range. At level 5 the character may sense what the summoned animal senses.


PALADIN

Divine Grace (Ex): Divine Aura, Good. Add Charisma to saves as a Divine bonus (up to a maximum of +1 per level) if positive.

Purifying Touch (Su): Level 7+. The character is immune to natural disease and poison, and gains a +4 bonus to resist supernatural disease and poison. Touching as a standard action will remove all disease and poison from a target.

Smite Evil (Su): Attacks deal +1d6 damage to Evil foes. Any critical hit against an Evil foe causes Dazed until the end of the target's next turn. At level 6 any Evil foe struck is subject to a Dispel Magic. At level 11 the character is constantly affected by Dispel Evil as by the spell description. At level 16 any critical hit against an Evil foe causes a Holy Word effect against them as by the spell description.

Special Mount (Su): Level 4+. The character may create a Phantom Steed at will as the spell but with a duration of "24 hours (D)". It gains the Celestial or Abyssal template to match the character's alignment, or as by choice if neutral. If the mount's HP is reduced to 0, it can not be recreated until after sleep.

Holy Light (Su): WIS 13+ or CHA 13+, Level 5+. A target within Medium range hit with a ranged touch attack takes damage equal to a single melee attack + CHA or WIS modifier (whichever is higher, if positive) + 5 more damage per odd level, double against Evil Outsiders and Undead. The damage dealt is Light type.

Holy Smite (SpL): Level 7+. As the spell.

Divine Rescue (Su): Divine Aura, Level 9+. As the spell effect Raise Dead affecting self only if the character dies with their body intact, but the character is optionally Teleported (if within range) to a temple or shrine of the same faith and may take place any time within limit of Raise Dead after the character has died. No level or Constitution point is lost.


BLACKGUARD / DARK PALADIN

Dark Blessing (Ex): Unholy Aura, Evil. Add Charisma to saves as a Profane bonus (up to a maximum of +1 per level) if positive.

Aura of Despair (Su): Overwhelming Aura (Su): Unholy Aura, CHA 13+, Level 7+. Enemies with less levels within 60 feet begin their turns Shaken as long as they remain within distance for that round. Attacks made against the character cause the enemy to become further Shaken (causing Frightened) if they fail a DC 20 Will save against Fear after the attack succeeds and if within range of the aura. Characters that pass their save are unaffected for the rest of the encounter.

Dark Shout (Su): CHA 15+, Level 11+. By speaking Dark Speech as a Full-Round action, all enemies within 100 feet must make a DC (10 + 1/2 level + CHA) Will save against Fear or become both Deafened and Fascinated while the character continues to speak, and take 1d6 Sonic damage per odd level.

Blood Eye (Su): WIS 13+ or CHA 13+, Level 5+. A target within Medium range hit with a ranged touch attack takes damage equal to a single melee attack + CHA or WIS modifier (whichever is higher, if positive) + 5 more damage per odd level, and the character heals a same amount. The damage dealt is Darkness type.

Unholy Blight (SpL): Level 7+. As the spell.

Smite Good (Su): Attacks deal +1d6 damage to Good foes. Any critical hit against an Good foe causes Dazed until the end of the target's next turn. At level 6 any Good foe struck is subject to a Dispel Magic. At level 11 the character is constantly affected by Dispel Good as by the spell description. At level 16 any critical hit against an Good foe causes a Blasphemy effect against them as by the spell description.

Polarity Shift (Su): Unholy Aura, Level 9+. As the spell effect Create Undead affecting self only, granting the character a ghoul template upon death. A Raise Dead or Resurrection restores the character to life, removing the ghoul template.


MONK
Simple, Martial, and Monk Weapons
Light Armor
Full BAB
4+INT skill points
d10 HD

Martial Defense (Ex): The character adds their Strength modifier as a Shield bonus to their AC if greater than 0. This ability only works if the character either has a melee weapon readied or an empty hand.

Mystic Eye (Ex): The character adds their Wisdom modifier as an Insight bonus to their AC if greater than 0. This ability only works if the character is wearing light armor or less.

Unarmed Strike (Ex): Divine Fist (Su): The character's melee, thrown, and unarmed attacks and damage gain a +1 enhancement bonus and another +1 every 4 levels (5, 9, 13, and 17). At level 8 such attacks add the character's alignment(s) to the damage type. The character glows with light out to 20 foot radius while the enhancement bonus is active.

Enhancing Touch (Su): All magical weapons used by the character gain weapon Special Abilities from the DMG of a combined modifier value up to +1 bonus and another +1 every 4 levels (5, 9, 13, and 17). The abilities may be swapped out after each sleep period.

Flurry of Blows (Ex): DEX 13+ or WIS 13+. The character may make an extra unarmed melee attack at no penalty when using a Full Attack action.

Slow Fall (Ex): The character is affected by Feather Fall effect at any time they choose. At level 5 and higher the character is constantly affected by a constant Air Walk as by the spell effect.

Iron Body (Ex): CON 13+, Level 3+. Gain Damage Reduction equal to the character's Constitution modifier + level, but with a weakness to attacks made with equal or greater Hardness.

Water Step (Su): The character is affected by Water Walk at any time they choose.

Ki Strike (Su): Level 4+. The character's unarmed and natural attacks may count as magic weapons and get an additional +1d6 + WIS modifier damage of a descriptor of the player's choice when this ability is gained. Possible descriptors are Acid, Air, Sonic, Force, Fire, Electricity, Cold, Light, Water, Earth, and Darkness. This damage increases by +1d6 every 8 levels after (at 12 and 20). At the player's option for each attack, all of the attack's damage may be of the Ki Strike's chosen type.

Diamond Soul (Ex): WIS 13+, Level 5+. Gain Spell Resistance equal to 10 + level + Wisdom modifier. If the character has SR from another source, instead add 5 + WIS modifier to it.

Perfect Step (Su): DEX 13+ or WIS 13+, Level 5+. The character gains +10 + WIS modifier Enhancement bonus to Jump, Tumble, and Balance checks, and my Take 10 at any time on these skills. They may use Water Walk by touch at will and as a permanent effect as long as touching.

Dispelling Sign (Ex): WIS 13+, Level 5+. As a Swift action the character may use Dispel Magic by touch, adding WIS modifier to the check.

Kiai (Ex): CON 13+, Level 7+. As a Full-Round action a Shout effect may be created as the spell. At level 15 a Greater Shout effect may be created.

Wind Strike (Su): Level 6+. By spending a Swift action, all of the character's melee attacks for the round count as Medium range thrown weapons made of shockwaves. A confirmed critical hit with one of these attacks causes Checked to the target for 1 round. The damage type changes to Air.

Tremor Strike (Su): Level 6+. By spending a Swift action, all of the character's melee attacks for the round count as thrown touch attacks against any opponent standing on the same surface within Close range. A confirmed critical hit with one of these attacks causes Entangled to the target for 1 round. The damage type changes to Earth.

Greater Wind Strike (Su): Wind Strike, Level 12+. Attacks made with Wind Strike may attempt to hit all opponents and free objects within the maximum desired distance, and hit all targets that fail a Reflex save against a DC of 10 + the character's attack roll bonus.

Greater Tremor Strike (Su): Tremor Strike, Level 12+. Attacks made with Tremor Strike may gain a radius burst of 20 feet originating from the target, and hit all targets that fail a Reflex save against a DC of 10 + the character's attack roll bonus.

At One With The World (Ex): Level 10+. The character does not need to eat, and is constantly affected by Endure Elements and True Seeing effects.

Intercepting Charge (Ex): BAB 11+. The character may Run in a straight line and make a Full Attack action as a charge.

Empty Body (Su): Level 8+. The character may enter an incorporeal state for one round every hour. At level 12 the character's duration is increased to one round for every level every hour. At level 15 the character may become ethereal instead.

Masterful Touch (Ex): DEX 13+ or WIS 13+, Level 9+. Anything within reach may be subjected to a Telekinesis effect until the end of the round, within the limits of attacks or movements possible with a single application of Telekinesis each round. Use WIS modifier instead of INT modifier for the Telekinesis effects.

Extradimensional (Su): WIS 15+, Level 9+. As a Full-Round action, the character may Teleport once per hour. At level 15 the character may either use Greater Teleport instead, or Teleport once each round, or Teleport within Medium range and make a single attack action.

Solid Aura (Su): WIS 15+, Level 15+. The character may manifest a Telekinetic Sphere around their self at will.

Perfect Wind Strike (Su): Greater Wind Strike, Level 15+. As a Full-Round action, the character may use Wind Strike to hit a single target within line of sight, to a maximum distance of 1000 feet.

Perfect Tremor Strike (Su): Greater Tremor Strike, Level 15+. As a Full-Round action, an Earthquake effect may be caused centered on the character's location, affecting everything but the character causing it.

Walk Between Worlds (Su): Extradimensional, Level 18+. The character may use Plane Shift once every hour. Once per day they may use Gate (Planar Travel).

At One With The Cosmos (Ex): Level 20+. The character does not need to breathe, is immune to aging (apply mental benefits of aging but no physical penalties), resists 20 damage of all damage types, and is constantly affected by Foresight effect.


SiggyDevil

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Re: [3.5e] Divine Magic redone
« Reply #2 on: October 07, 2010, 04:58:39 AM »
Nerfed some spells. For Sorcerers and Wizards using the same spells, refer to any new spell level changes here (they'll affect when Arcane casters get the spells too)

RobbyPants

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Re: [3.5e] Divine Magic redone
« Reply #3 on: October 07, 2010, 02:39:31 PM »
Level 0
Virtue - Gain 1 temporary HP per level, lasts until sleep.
It certainly becomes more worth while.  This also is almost as good as False Life, and is better on average after 16th level.  I don't think it's overpowered, but you probably won't see too many people using False Life with this variant.
My balancing 3.5 compendium
Elemental mage test game

Quotes
[spoiler]
Quote from: Cafiend
It is a shame stupidity isn't painful.
Quote from: StormKnight
Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
Quote from: Grand Theft Otto
Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
Quote from: CryoSilver
I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
Quote from: claypigeons
I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
[/spoiler]


RobbyPants

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Re: [3.5e] Divine Magic redone
« Reply #5 on: October 07, 2010, 04:24:56 PM »
I do like your idea of turning being spells, although, so much of what I like about turning is all the additional support it's been given with splat books.  I can totally see the desire to drop that, though.
My balancing 3.5 compendium
Elemental mage test game

Quotes
[spoiler]
Quote from: Cafiend
It is a shame stupidity isn't painful.
Quote from: StormKnight
Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
Quote from: Grand Theft Otto
Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
Quote from: CryoSilver
I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
Quote from: claypigeons
I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
[/spoiler]


The_Mad_Linguist

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Re: [3.5e] Divine Magic redone
« Reply #7 on: October 07, 2010, 08:51:12 PM »
Level 0
Virtue - Gain 1 temporary HP per level, lasts until sleep.
It certainly becomes more worth while.  This also is almost as good as False Life, and is better on average after 16th level.  I don't think it's overpowered, but you probably won't see too many people using False Life with this variant.
Who uses false life?  Vampiric touch with bonus dice is where it's at.
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RobbyPants

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Re: [3.5e] Divine Magic redone
« Reply #9 on: October 08, 2010, 09:55:23 AM »
Never mind the False Life comment.  I just noticed that on an Orison.  Besides, they're cross spell list anyway.

I'm curious to see how the Cleric's maximized/ranged healing and the Druid's perma-SNA work out in game play.

As for Diamond Body, should that be DR #/- instead of hardness?  Also, rather than a flat +5 every five levels, why not add the class level as a static bonus?  It gives less break points in the class.  Personally I think Con mod + level is a bit high, but I guess I'd have to see it in action to really judge that.  I've always used a rough bench mark of 1/2 level for permanent DR effects, but I don't have much playtesting to back up that preference either. ;)
My balancing 3.5 compendium
Elemental mage test game

Quotes
[spoiler]
Quote from: Cafiend
It is a shame stupidity isn't painful.
Quote from: StormKnight
Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
Quote from: Grand Theft Otto
Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
Quote from: CryoSilver
I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
Quote from: claypigeons
I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
[/spoiler]

archangel.arcanis

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Re: [3.5e] Divine Magic redone
« Reply #10 on: October 08, 2010, 12:14:52 PM »
I thought half of hardness was applied to energy attacks and that was why he did that, but it isn't. It is just a property of objects to take half damage from energy other than acid and sonic.
Clerics and Druids are like the 4 and 2 in 42. Together they are the answer to the ultimate question in D&D.
Retire the character before the DM smacks you with the Table as the book will feel totally inadequate now.-Hazren

Garryl

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Re: [3.5e] Divine Magic redone
« Reply #11 on: October 08, 2010, 01:26:12 PM »
I thought half of hardness was applied to energy attacks and that was why he did that, but it isn't. It is just a property of objects to take half damage from energy other than acid and sonic.

Hardness applies to all effects, even energy attacks and untyped damage spells. However, objects take 1/2 damage from fire/electricity, 1/4 damage from cold, and full damage from acid/sonic (and depending on your reading of the passage, may have their hardness ignored by acid/sonic, YMMV).
A Guide to Free D&D - A resource of free, official D&D resources on the web.
General listing of my homebrew.
Links to things I've worked on
[spoiler]
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
[/spoiler]

RobbyPants

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Re: [3.5e] Divine Magic redone
« Reply #12 on: October 08, 2010, 03:32:38 PM »
That makes more sense then.  I wasn't thinking about energy damage.
My balancing 3.5 compendium
Elemental mage test game

Quotes
[spoiler]
Quote from: Cafiend
It is a shame stupidity isn't painful.
Quote from: StormKnight
Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
Quote from: Grand Theft Otto
Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
Quote from: CryoSilver
I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
Quote from: claypigeons
I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
[/spoiler]



RobbyPants

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Re: [3.5e] Divine Magic redone
« Reply #15 on: October 11, 2010, 09:50:01 AM »
Something else I noticed when reading for more detail:

Symbol of Death - Instead of killing outright with a hit point limit, deal 5 Death damage per caster level on a failed Fortitude save.
When you say "Death damage", does this mean that stuff like Death Ward protects against it?  Is it negative energy damage?
My balancing 3.5 compendium
Elemental mage test game

Quotes
[spoiler]
Quote from: Cafiend
It is a shame stupidity isn't painful.
Quote from: StormKnight
Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
Quote from: Grand Theft Otto
Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
Quote from: CryoSilver
I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
Quote from: claypigeons
I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
[/spoiler]