Rarafin: Deep Dwarven Atheist
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- Judging__Eagle
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Rarafin: Deep Dwarven Atheist
I've got this idea for a Deep Dwarven character that uses the Defiler of Temples PrC from the Dungenomicon.
Rolling healer and trapsmith into one NPC could be handy for bringing an NPC when the PC rogues aren't playing.
The problem is finding some domains that work for such a character.
I'm seriously thinking of creating an Atheism domain and/or a Meditation domain for such a character, but I'm a bit stuck for ideas.
Basically this character finds all Deities obscene and thus all clerics, so he's a cleric of the ideal of "put down all deities and their clerics, everywhere."
Putting Defiler of Temples right up his alley.
Also, are there any weapons that anyone can think of that aren't a dieties favoured weapon?
I'm pretty sure that the shortsword and most polearms and longbow would be okay for a gods-hating dwarf to use.
Any and all questions and comments would be appreciated.
Rolling healer and trapsmith into one NPC could be handy for bringing an NPC when the PC rogues aren't playing.
The problem is finding some domains that work for such a character.
I'm seriously thinking of creating an Atheism domain and/or a Meditation domain for such a character, but I'm a bit stuck for ideas.
Basically this character finds all Deities obscene and thus all clerics, so he's a cleric of the ideal of "put down all deities and their clerics, everywhere."
Putting Defiler of Temples right up his alley.
Also, are there any weapons that anyone can think of that aren't a dieties favoured weapon?
I'm pretty sure that the shortsword and most polearms and longbow would be okay for a gods-hating dwarf to use.
Any and all questions and comments would be appreciated.
The Gaming Den; where Mathematics are rigorously applied to Mythology.
While everyone's Philosophy is not in accord, that doesn't mean we're not on board.
While everyone's Philosophy is not in accord, that doesn't mean we're not on board.
- Cielingcat
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Re: Rarafin: Deep Dwarven Atheist
Go Ur-Priest FTW!
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Re: Rarafin: Deep Dwarven Atheist
Yeah, Ur-priest is taylor-made for that character.
Re: Rarafin: Deep Dwarven Atheist
Judging_Eagle wrote:I'm seriously thinking of creating an Atheism domain and/or a Meditation domain for such a character, but I'm a bit stuck for ideas.
If you come up with anything for an Atheism domain, I'd be interested in knowing about it--I've been vaguely wanting to play a Cleric of Deliberately Confusing Theology for a while now.
Maybe you can raid clairsentience powers for a Meditation domain? It kind of makes sense from a flavor standpoint, but I'm not sure what sort of crunch you're looking for...
Re: Rarafin: Deep Dwarven Atheist
AFAIK, nobody favors most polearms (exception: longspear), nor crossbows (indeed, I think favored weapons are always melee, but all that elven pantheon may beg, or demand, to disagree).
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Username17
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Re: Rarafin: Deep Dwarven Atheist
Atheism Domain
You have Spell Resistance equal to 11 + Character level. This SR only affects spells which have an alignment subtype. Your attacks penetrate the DR of creatures which have an alignment subtype.
-Username17
You have Spell Resistance equal to 11 + Character level. This SR only affects spells which have an alignment subtype. Your attacks penetrate the DR of creatures which have an alignment subtype.
- desecrate
- Planar Tolerance (SC)
- Hand of the Faithful
- Dismissal
- Dispel Chaos/Evil/Good/Law (choose when cast)
- Forbiddance
- Dimensional Lock
- Unbinding
- Gate
-Username17
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Brobdingnagian
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Re: Rarafin: Deep Dwarven Atheist
Make the Atheist Domain about knocking out magic, covering yourself up, and getting rid of... "outside interference".
Atheist Domain
Granted Power: Once per day, you may remove all magical effects from one creature per cleric level within thirty feet. This functions as a Dispel Magic, except is automatically successful. You never need pray for spells; you must still rest eight hours to regain your spells for the day, and you still may only gain spells once each day.
1: Erase
2: Dispel Magic
3: *Magic Circle against Religion
4: Invisibility, Greater
5: Banishment
6: Antimagic Field
7: Sequester
8: Binding
9: Mordenkainen's Disjunction
*Magic Circle against Religion
As Magic Circle against Evil, except only effective against characters who cast divine spells.
I dunno, just some ideas.
Atheist Domain
Granted Power: Once per day, you may remove all magical effects from one creature per cleric level within thirty feet. This functions as a Dispel Magic, except is automatically successful. You never need pray for spells; you must still rest eight hours to regain your spells for the day, and you still may only gain spells once each day.
1: Erase
2: Dispel Magic
3: *Magic Circle against Religion
4: Invisibility, Greater
5: Banishment
6: Antimagic Field
7: Sequester
8: Binding
9: Mordenkainen's Disjunction
*Magic Circle against Religion
As Magic Circle against Evil, except only effective against characters who cast divine spells.
I dunno, just some ideas.
- Judging__Eagle
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Re: Rarafin: Deep Dwarven Atheist
No, no Ur-Priestness.
I was already thinking about it, and I don't want it.
I want a cleric who is exactly like a cleric, and pillages temples of good, evil, lawful and chaotic deites.
From level 1+ I want him able to use divine magic and turn/destroy undead or create them.
He's Neutral; seriously, he should be a Neutral Evil cleric that can spontanteously cure and turn, but the fluff is that he uses [good] spells if he has to. I could always make him an Eberron cleric.
In that campaign setting, alignment has nothing to do with curing/inflicting, turning/rebuking or alignment restrictions on spells. So there are seriously high ranked neutral evil clerics of the Silver Flame (read: Racist, Coatl/Demon/Paladin-Flame Thing-worshiping, Paladins and Clerics) that can turn undead, spontaneously cast cures and cast almost exclusively [good] spells (compared to [evil] spells at least) and do it all for their own personal (and most definately evil) agendas.
Honesty, I'm not sure what I want from a mechanical perspective.
Edit:
I think that the Atheist Domain that Frank wrote up works, the granted power is useful and limited enough to work as a Domain power. Although, I'd have it give SR versus any divine spell cast by anyone that worships a deity; a bit more useful, but stops you from being immune to arcane Blasphemies.
Brodbingnagian, I already talked with you, the domain is hawt, and the abilities all work together to do a certain theme, but it's not Atheism; it's more like the "Book Burning" domain than anything else.
Argh, Biblophobia (fear/hatred of books) is the best I can look up.
I think that creating an "Ur-Priest-like" PrC that you can't get in till level 10 might also be in order; I'll remove getting 9th lvl spells in a 10 lvl PrC (instead you get full casting) and instead you simply progress your spellcasting while gaing the abilites that Ur-Priests normally recieve.
So, this character would look like this:
Deep Dwarf Cleric 5/Defiler of Temples 5/Null-Priest 5/X 5
Creating some sort of crazy 15th lvl enterable PrC called the Anti-Priest (Priest is 'some' priestly power, Null Priest is not priestly power and Anti-Priest is less than possible priestly power) might also be in order. In a year, or five.
In any case, a great deal of thanks.
I was already thinking about it, and I don't want it.
I want a cleric who is exactly like a cleric, and pillages temples of good, evil, lawful and chaotic deites.
From level 1+ I want him able to use divine magic and turn/destroy undead or create them.
He's Neutral; seriously, he should be a Neutral Evil cleric that can spontanteously cure and turn, but the fluff is that he uses [good] spells if he has to. I could always make him an Eberron cleric.
In that campaign setting, alignment has nothing to do with curing/inflicting, turning/rebuking or alignment restrictions on spells. So there are seriously high ranked neutral evil clerics of the Silver Flame (read: Racist, Coatl/Demon/Paladin-Flame Thing-worshiping, Paladins and Clerics) that can turn undead, spontaneously cast cures and cast almost exclusively [good] spells (compared to [evil] spells at least) and do it all for their own personal (and most definately evil) agendas.
Honesty, I'm not sure what I want from a mechanical perspective.
Edit:
I think that the Atheist Domain that Frank wrote up works, the granted power is useful and limited enough to work as a Domain power. Although, I'd have it give SR versus any divine spell cast by anyone that worships a deity; a bit more useful, but stops you from being immune to arcane Blasphemies.
Brodbingnagian, I already talked with you, the domain is hawt, and the abilities all work together to do a certain theme, but it's not Atheism; it's more like the "Book Burning" domain than anything else.
Argh, Biblophobia (fear/hatred of books) is the best I can look up.
I think that creating an "Ur-Priest-like" PrC that you can't get in till level 10 might also be in order; I'll remove getting 9th lvl spells in a 10 lvl PrC (instead you get full casting) and instead you simply progress your spellcasting while gaing the abilites that Ur-Priests normally recieve.
So, this character would look like this:
Deep Dwarf Cleric 5/Defiler of Temples 5/Null-Priest 5/X 5
Creating some sort of crazy 15th lvl enterable PrC called the Anti-Priest (Priest is 'some' priestly power, Null Priest is not priestly power and Anti-Priest is less than possible priestly power) might also be in order. In a year, or five.
In any case, a great deal of thanks.
The Gaming Den; where Mathematics are rigorously applied to Mythology.
While everyone's Philosophy is not in accord, that doesn't mean we're not on board.
While everyone's Philosophy is not in accord, that doesn't mean we're not on board.
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Brobdingnagian
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Re: Rarafin: Deep Dwarven Atheist
Whoop, Frank beat me to it.
- Judging__Eagle
- Prince
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- Joined: Fri Mar 07, 2008 7:54 pm
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Re: Rarafin: Deep Dwarven Atheist
Oh, I'm also coming up with an Enlightenment custom domain.
The spells are really what I need a hadn with; they have to be, for the most part Divintations. I got the following by looking at the SRD.org, but I'm very open to new ideas.
Elightenment
You gain a Perfection bonus of +1 per four level (minimum +1) to all of your skill checks and saving throws. This ability caps at a maximum of +5 at lvl 20.
1. True Strike
2. Detect Thoughts
3. Arcane Eye
4. Scrying
5. Contact other Plane (or Telepathic Bond?)
6. Legend Lore
7. Vision
8. Moment of Prescience
9. Foresight
In any case, this guy is the equivalent of a very militant buddisht monk. Atheism and Enlightenment; and a long straight blade.
Man, I should have made him a monk. Maybe I'll give him the Mental Armour feat, so he can run around in loose clothing and rely on his 'mental' armour.
Seven League boots will give him the 'speed' and 'jumping' (7 league boots have Exp. Retreat and Jump; for +30 speed and about +22 on jump checks (+10 Jump, +12 if you now have 60 movement; in this case Rarafin only has a +18 to jump from gear).
The spells are really what I need a hadn with; they have to be, for the most part Divintations. I got the following by looking at the SRD.org, but I'm very open to new ideas.
Elightenment
You gain a Perfection bonus of +1 per four level (minimum +1) to all of your skill checks and saving throws. This ability caps at a maximum of +5 at lvl 20.
1. True Strike
2. Detect Thoughts
3. Arcane Eye
4. Scrying
5. Contact other Plane (or Telepathic Bond?)
6. Legend Lore
7. Vision
8. Moment of Prescience
9. Foresight
In any case, this guy is the equivalent of a very militant buddisht monk. Atheism and Enlightenment; and a long straight blade.
Man, I should have made him a monk. Maybe I'll give him the Mental Armour feat, so he can run around in loose clothing and rely on his 'mental' armour.
Seven League boots will give him the 'speed' and 'jumping' (7 league boots have Exp. Retreat and Jump; for +30 speed and about +22 on jump checks (+10 Jump, +12 if you now have 60 movement; in this case Rarafin only has a +18 to jump from gear).
The Gaming Den; where Mathematics are rigorously applied to Mythology.
While everyone's Philosophy is not in accord, that doesn't mean we're not on board.
While everyone's Philosophy is not in accord, that doesn't mean we're not on board.
- Judging__Eagle
- Prince
- Posts: 4671
- Joined: Fri Mar 07, 2008 7:54 pm
- Location: Lake Ontario is in my backyard; Canada
Re: Rarafin: Deep Dwarven Atheist
Okay, this was the old mental weaponry feat (a rogue in my Sanctum Mages campaign is using it, but he's not using TWFing in order to get dual force damage daggers).
Mental Weaponry [Skill: Concentration]
Benefit: As an immediate action, you may create any melee ot thrown weapon or weapons which you are proficient with in your main hand and/or your off hand(s).
This weapon or weapons have all the attributes of the original and deal damage as if they were a normal weapon of it's type. You may dismiss these weapons as a free action. If any weapon ever leaves your grasp, it dissipates. It has a hardness and hit point value equal to what normal weapon that you are creating.
Concentration also becomes a class skill for you at all levels.
This ability is based of of your ranks in the Concentration Skill as noted below.
Ranks: Benefit
4: You can ranged attacks with your Mental Weapons. If the weapon you wish to attack with does not normally have a range increment, it now has a range increment of 10 feet. The Mental Weapons never actually leaves your hand, you simply can make ranged attacks with it instead of melee attacks. In addition, your Mental Weapons deal 1 point of damage per 2 ranks you have in the Concentration Skill.
9: Your Mental Weaponry is treated as though it were a Force effect and it deal Force damage. [Note: this is now an energy type and thus bypasses DR and Hardness, it can also hit incorporeal targets]
14: Your range increments with your Mental Weaponry double. In addition your Mental Weaponry deals extra damage per hit equal to your ranks in concentration; this replaces the similar benefit gained at 4 ranks in concentration.
19: Your Mental Weaponry can strike targets with Touch Attacks.
Special: A Samurai may use one set of Mental Weapons as his ancestral weapon, as long as its form is exalted by the Samurai's warrior culture. The Samurai may select more than one weapon to qualify; however all weapons thus chosen must be weapons that he can wield at the same time. Thus a Daisho (Katana and Wakisashi) is permissable for most creatures that can use two weapons. A Glaive and a Greatsword are not, unless the creature can wield both at the same time.
Now, the Mental Armour bit needs work, so I'm posting here to get some ideas on modding it.
old:
An Armour bonus of 4 + 1/2 your ranks in concentration; and a sheild bonus of 1 + 1/3 your ranks in concentration.
new:
Armour Bonus = Concentration Ranks +2
Sheild Bonus = 1/2 Concentration Ranks +1
old:
They have an armour check penalty, but no max dex and then give you better stuff as time passes;
new:
Max Dex +3
ACP of -6
ASP of 0
[So, at +8 BaB, your max dex is +4 and so on]
Level 1
old:
uhm, I don't know what to do for 1st lvl actually. ROFL
new:
The armour is a force effect that works so long as you are concious and spend a standard action to activate. It remains active so long
Level 5
Old:
resistance to crits (75% 10 ranks, lvl 7-ish),
new:
I dunno.
Level 10
old:
ability to add the armour class granted against touch attacks (15 ranks, lvl 10-ish), but your AC goes down by one until your round starts. [you ejected a small portion of the armour to help absorb/deflect the attack]
new:
I dunno.
Level 15
old:
ability to layer the armour this feat provides with an other armour, you get the worn armours full AC and 1/2 the AC of what your mental armour would provide gets added to that. Same with sheilds; that's a lvl 15 ability.
new:
I dunno.
Mental Weaponry [Skill: Concentration]
Benefit: As an immediate action, you may create any melee ot thrown weapon or weapons which you are proficient with in your main hand and/or your off hand(s).
This weapon or weapons have all the attributes of the original and deal damage as if they were a normal weapon of it's type. You may dismiss these weapons as a free action. If any weapon ever leaves your grasp, it dissipates. It has a hardness and hit point value equal to what normal weapon that you are creating.
Concentration also becomes a class skill for you at all levels.
This ability is based of of your ranks in the Concentration Skill as noted below.
Ranks: Benefit
4: You can ranged attacks with your Mental Weapons. If the weapon you wish to attack with does not normally have a range increment, it now has a range increment of 10 feet. The Mental Weapons never actually leaves your hand, you simply can make ranged attacks with it instead of melee attacks. In addition, your Mental Weapons deal 1 point of damage per 2 ranks you have in the Concentration Skill.
9: Your Mental Weaponry is treated as though it were a Force effect and it deal Force damage. [Note: this is now an energy type and thus bypasses DR and Hardness, it can also hit incorporeal targets]
14: Your range increments with your Mental Weaponry double. In addition your Mental Weaponry deals extra damage per hit equal to your ranks in concentration; this replaces the similar benefit gained at 4 ranks in concentration.
19: Your Mental Weaponry can strike targets with Touch Attacks.
Special: A Samurai may use one set of Mental Weapons as his ancestral weapon, as long as its form is exalted by the Samurai's warrior culture. The Samurai may select more than one weapon to qualify; however all weapons thus chosen must be weapons that he can wield at the same time. Thus a Daisho (Katana and Wakisashi) is permissable for most creatures that can use two weapons. A Glaive and a Greatsword are not, unless the creature can wield both at the same time.
Now, the Mental Armour bit needs work, so I'm posting here to get some ideas on modding it.
old:
An Armour bonus of 4 + 1/2 your ranks in concentration; and a sheild bonus of 1 + 1/3 your ranks in concentration.
new:
Armour Bonus = Concentration Ranks +2
Sheild Bonus = 1/2 Concentration Ranks +1
old:
They have an armour check penalty, but no max dex and then give you better stuff as time passes;
new:
Max Dex +3
ACP of -6
ASP of 0
[So, at +8 BaB, your max dex is +4 and so on]
Level 1
old:
uhm, I don't know what to do for 1st lvl actually. ROFL
new:
The armour is a force effect that works so long as you are concious and spend a standard action to activate. It remains active so long
Level 5
Old:
resistance to crits (75% 10 ranks, lvl 7-ish),
new:
I dunno.
Level 10
old:
ability to add the armour class granted against touch attacks (15 ranks, lvl 10-ish), but your AC goes down by one until your round starts. [you ejected a small portion of the armour to help absorb/deflect the attack]
new:
I dunno.
Level 15
old:
ability to layer the armour this feat provides with an other armour, you get the worn armours full AC and 1/2 the AC of what your mental armour would provide gets added to that. Same with sheilds; that's a lvl 15 ability.
new:
I dunno.
The Gaming Den; where Mathematics are rigorously applied to Mythology.
While everyone's Philosophy is not in accord, that doesn't mean we're not on board.
While everyone's Philosophy is not in accord, that doesn't mean we're not on board.
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Brobdingnagian
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Re: Rarafin: Deep Dwarven Atheist
Scaling Feat Levels = 1, 6, 11, 16. Get it right.
Gods, you're the one who introduce me to this crap and I've corrected you on this at least four times now.
Gods, you're the one who introduce me to this crap and I've corrected you on this at least four times now.
