Creation God (3.5e Racial Paragon Class)

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This page is of questionable balance. Reason: Features need to state if they are Ex, Sp or Su; how many times per day can they be used; some features don't make sense: targets of gravity push "take 1d5" - 1d5 what? Damage? Why a d5?


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God's Apprentice

Every 1000 years, the Supreme God choose a mortal being to pass his knowledges. God's Apprentice think of themselves as higher beings. They also are immortal but can be killed.

Making a God's Apprentice

God's Apprentice are supposed to be strong, able to take a hit, and are wise. The are not very charismatic but are great leaders, due to their impartiality.


Races: Any.

Alignment: True Neutral, Chaotic Good, Neutral Good, Lawful Good. Never Evil.

Starting Gold: starting gold; 10d100 ×10 gp ( 1050gp).

Starting Age: Immortal.

Divine Rank: Each level of this class counts as a Divine Rank.

Table: God's Apprentice

Hit Die: d12

Level Base Attack Bonus Saving Throws Special Spells1
FortRefWill 01st2nd3rd4th5th6th7th8th9th
1st+1+0+0+0 Gravity's Knowledge, Immortality, Mind Knowledge, Energy's Knowledge 52+1
2nd+2+0+1+0 Resurrection, Explosive Shot, Cosmic Aura 63+1
3rd+3+1+2+1 True Resurrection, God's Knowledge 64+10+1
4th+4+2+2+2 God's Gift, Energy's Knowledge(2/day) 65+13+1
5th+5+3+3+2 Resurrection(2/day), Explosive Shot(2/day) 65+14+10+1
6th+6/+1+3+4+3 True Resurrection(2/day) 75+15+13+1
7th+7/+2+4+4+4 Energy's Knowledge(3/day) 75+15+14+10+1
8th+8/+3+5+4+5 Resurrection(3/day), Explosive Shot(3/day) 85+15+15+13+1
9th+9/+4+6+5+5 Omnipresent, True Resurrection(3/day) 85+15+15+14+10+1
10th+10/+5+6+5+6 Locked Mind, Energy's Knowledge(4/day) 95+15+15+15+13+1
11th+11/+6/+1+7+6+6 Resurrection(4/day), Explosive Shot(4/day) 95+15+15+15+14+10+1
12th+12/+5/+2+7+7+6 True Resurrection(4/day) 95+15+15+15+15+13+1
13th+13/+6/+3+8+7+6 Energy's Knowledge(5/day) 95+15+15+15+15+14+10+1
14th+14/+7/+4+8+8+7 Resurrection(5/day), Explosive Shot(5/day) 95+15+15+15+15+15+13+1
15th+15/+8/+5+9+8+7 True Resurrection(5/day) 95+15+15+15+15+15+14+10+1
16th+16/+9/+6/+1+9+9+8 Energy's Knowledge(6/day) 95+15+15+15+15+15+15+13+1
17th+17/+10/+7/+2+9+10+8 Resurrection(6/day), Explosive Shot(6/day) 95+15+15+15+15+15+15+14+10+1
18th+18/+11/+8/+3+10+11+9 True Resurrection(6/day) 95+15+15+15+15+15+15+15+13+1
19th+19/+12/+9/+4+10+11+9 Energy's Knowledge(7/day) 95+15+15+15+15+15+15+15+14+1
20th+20/+13/+10/+5+11+12+10 Resurrection(7/day), Explosive Shot(7/day) 95+15+15+15+15+15+15+15+15+1

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str),Decipher Script(Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Open Lock (Dex), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Class Features

Weapon and Armor Proficiency: Simple and exotic weapons.

Gravity's Knowledge(Ex)- God Apprentice can use the gravity to push and pull any creature or item with range of 30ft (times level).If it's used to push the target is knocked away taking 1d8 contusion damage(+ an extra dice for every level) and it can only be done once per turn. If it's used to pull, the target is pulled to the center if more than one object is being pulled it takes 1d4 if it's a weapon add it's damage as well(can only be preformed once per turn)

Immortality - God Appretice doesn't age.

Energy's Knowledge(Ex)- God Apprentice learned how the energy of living beings works. He is able to give his own energy(HP), to restore an ally, even if he's dead (The target must have been killed recently). God Apprentice's can make the reverse too, and absorb energy, it deals 2d6 damage to the target and gains the same amount dealt as additional life. It increase to 3d6 at level 10 and 4d6 at level 20 (critical hits are effective). Your target loses 1 level during the time as well.(this effect lasts for 1 hour)

Cosmic Aura(Ps) - An white aura appears around the God Apprentice body, it's always active and will only disappear if he stop his progression.This aura provides:

(Level 2)+1 bonus to natural armor that's increase by 1 every two levels.
(Level 2)Luminosity in dark places of 10ft.
(Level 4)Detect Life (60ft)
(Level 8)Psychometry - You can attempt to see the past of a particular person, place, or object with which you are in contact.
(Level 15)Composition - You know of what is made everything that you touch.

Resurrection(Sp)- revive a creature back to full health but the creature losses 1 level(doesn't work with machines, undead, and a few other select races.

Mind Knowledge(Ps)- can speak to others with your mind

Explosive Shot(Sp)- fires a projectile when it makes contact with a solid object if explodes dealing 2d10 damage to an creature not directly hit by the shot if hit directly by Explosive shot deals 3d10 damage(explosion reaches 10 feet.

Locked Mind(Ps)- Your mind is beyond all ken and understanding. You cannot be affected by any mind compulsion of any sort. Any mortal attempting to access your thoughts will instantly have their Intelligence reduced to 0 without a save.

God's Knowledge(Ps)- At 3rd level, the God Apprentive gains a +2 bonus to Intelligence and Wisdom. This bonus increases by +2 every three levels after 3rd.

God's Gift(Su)- On reaching 4th level, your bond with God grows more powerful. You gain the ability of your choice from the following list:

  • Hand of Creation: True Creation 2/day (CL 8, Duration changed to Instantaneous).
  • Fluid Form: Alter self at will (CL 5).
  • Divine Life: Regenerate (CL 7).
  • Call Follower: 1/day summon a first level warrior (all scores 10, has leather armor and dagger, 1/min duration).
  • Eyes of God: You get a +8 sacred/profane (choose when taken) bonus on all Spot/Search/Sense Motive checks.
  • Commanding Voice: Command 2/day (Will test, DC 10 + 5(magic level) + 1/2 level + modifier).
  • Retribution Bolt: Lightning Bolt 2/day (CL 5, Save DC 17)

At levels 5, 7, 9, and 11, you may select an additional ability from this list.

True Resurrection(Sp)- Can revive creture to full health without a level loss (can not revive machines and undead.)

Omnipresent(Sp)- God's Apprentice learned how to be in everywhere at the same time. At 9th level he learns Greater Teleport and can be used as a free action.

Spells: A God Apprentice can cast any type of spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).

To learn or cast a spell, a god apprentice must have a Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a god apprentice’s spell is 10 + the spell level + the god apprentice’s Intelligence modifier + 1/2 his level.

Like other spellcasters, a god apprentice can cast only a certain number of spells of each spell level per day (Check mage's table in player's handbook). In addition, he receives bonus spells if he has a high Wisdom score.

Ex-Creation Gods

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God Apprentice Starting Package

Armor: Leather.

Weapons: Shuriken(40) Siangham(3).

Gear: Common Lamp, oil(2 pints) White cloak with the Creator Embelm that provides immunity to Fire, Ice and the Temperature.

Gold: 1000gp.

Playing a Creation God

Religion: .

Other Classes: .

Combat: .

Advancement: .

Creation Gods in the World

—,


Daily Life: .

Notables: .

Organizations: .

NPC Reactions: .

Creation God Lore

Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DCResult
5.
10.
15.
20.

Creation Gods in the Game


Adaptation: .

Sample Encounter: .

EL whatever: .


Back to Main Page 3.5e Homebrew Classes Racial Paragon Classes

gollark: Humans aren't exactly rational.
gollark: > Only if “fitness” =/= truthWell, yes, it's obviously not the same.
gollark: No, I mean yours isn't incompatible with selection occurring.
gollark: That doesn't really seem incompatible with natural selection on ideas happening.
gollark: Ideas which spread well live. Ideas which don't die. It's not exactly the same.
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