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  1. #1
    Hero nibel's Avatar
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    Default Divine feats and deities

    Currently on DDO, you have six deities to choose to your characters: Amaunator (Iconics only, no other choice), Sovereign Host, Silver Flame, Undying Court (Elf only), Lord of Blades (warforged/bladeforged only), and Vulkoor (drow only). Each one give you a special ability feat at favored soul, cleric or paladin level 6, and give you a "favored weapon" that boost other divine feats and enhancements.

    I think right now, there is very few benefits in actually choosing anything other than Sovereign Host for the 10-minute cooldown "supreme heal" clickie. Going with any other deity is mostly a flavor option.

    I propose that the devs add more deities to the game, and make that level 6 ability really useful to be used through the whole leveling process and at cap without losing efficiency. As a side note, also buff the divine feats to make them more relevant than a watered down form of weapon focus.

    "Favored Weapon" is the deity/pantheon weapon. You gain free proficiency with this weapon. While wielding a weapon that matches your deity FW, you gain a +1 bonus to hit and damage. Enhancements and extra divine feats improved the efficacy of your deity's favored weapon.

    "Channel Divinity" is an alternate use of Turn Undead that you gain at level 1, when you choose your deity. While those scales with class level, they are not intended to be game-changer for being a level 1 ability.

    "Divine Ability" is the ability you gain for free when you reach level 6 in a divine class (FvS, Cleric, Paladin). Those scale with class level.

    Sovereign Host

    The Sovereign Host is the only major religion of Eberron. They are a marked contrast to the majority of deities in the rest of the D&D campaign worlds due to the fact that they are removed, distant, and uninvolved in the affairs of Eberron. The Sovereign Host is composed of nine gods, each one encompassing one characteristic of civilization.

    Favored Weapon: Longsword.

    Channel Divinity: Sovereign Justice (Cooldown: 6 seconds): Expend a Turn Undead. For the next 20 seconds, every time you take damage, all allies nearby (Haste range) will receive 2 temporary hit point per class level.

    Divine Ability: Unyielding Sovereignty (Cooldown: 10 minutes): Same as today. No reason to change the only good divine ability in the game.

    Silver Flame

    The Silver Flame is not an anthropomorphic deity. It is a celestial force comprised of a vast multitude of noble spirits. It neither requires sacrifices of gold or spices, nor does it want praise in the form of prayer. Instead, it needs bold warriors and pure ministers who will embrace the light and use that inspiration to banish evil from the world.

    Favored Weapon: Longbow. If you are a paladin, you can use Smite Evil with a longbow (but not other ranged or throw weapons).

    Channel Divinity: Exorcist's Arrows (Cooldown: 3 seconds): Expend a Turn Undead. Activate this ability to generate a stack of 1000 Flametouched Iron Metalline arrows.

    Divine Ability: Shield of the Silver Flame (Cooldown: 5 minutes): You and all allies nearby (Haste range) are cured and become immune to all Fear and Charm effects for 24 seconds plus 6 seconds per character level.

    Undying Court

    The elves are not content with their long life spans and have found a way to preserve their ancestors beyond death, anchoring them to the world of the living through devotion and spiritual sacrifice. The Undying Court is seated in Shae Mordai, guiding the nation from there.

    Favored Weapon: Scimitar. You receive a -20 penalty to your Positive Healing, and gain a 50 base Negative Healing. If you are a cleric, your spontaneous casting ability gives your equivalent Inflict spells instead of Cure spells (eg, Inflict Serious Wounds instead of Cure Serious Wounds). You can still prepare positive healing spells in your normal spell slots.

    Channel Divinity: Deathless Embrace (Cooldown: 6 seconds): Expend a Turn Undead. An ally targeted by this ability will gain a 50 base Negative Healing and -50 penalty to Healing and Repair Amplification for one minute per class level. While under the effects of this ability, the target is considered Undead for all effects where creature type matters (eg, immune to Hold Person, take extra damage from Searing Light).

    Divine Ability: Call of the Undying (Cooldown: 5 minutes): Activate this ability to raise a dead party member. If they are an elf, drow, half-elf or sun elf, they will be raised as a Mummy (takes 50% extra fire damage, DR 5/-, +4 Str, +4 Con, +2 Cha, can apply Mummy Rot and Mummy Curse on melee attacks). If they are of any other race, they will be raised as a Zombie (DR 5/Slashing, -10% movement and attack speed, +10 Melee Power, +4 Str, +4 Con, -2 Dex, all mental stats drop to 1). In both forms, they have 100 base Negative Healing, immunity to positive and repair healing spells, and will take damage equal to twice their class level every 2 seconds. Even if they are kept alive, after 5 minutes, the Call will end, and they will instantly die. The DR value of both types will raise to 10 at class level 12 and 15 at class level 18. Mummy fire vulnerability is reduced to 25% at level 12 and removed at level 18.

    The Lord of Blades

    No one knows exactly when or where the enigmatic entity known as the Lord of Blades was created. Currently he resides in an undisclosed location in the Mournland where he leads a band of warforged who seek to destroy or enslave all races of the flesh.

    Favored Weapon: Greatsword. You add all Repair spells (but not Reconstruct) to your spell list. If you are a cleric, your spontaneous casting ability gives your equivalent Repair spells instead of Cure spells (eg, Mass Repair Light Damage instead of Mass Cure Light Wounds). You can still prepare positive healing spells in your normal spell slots.

    Channel Divinity: Improved Fortification (Cooldown: 6 seconds): Expend a Turn Undead. You or an ally targeted by this power will receive a +50% bonus to fortification and a -50 penalty to Positive and Negative Healing Amplification for 1 minute per class level.

    Divine Ability: Bladesworn Transformation (Cooldown: 5 minutes): For the next 24 seconds plus 6 seconds per class level, you become immune to Positive and Negative healing spells, gains +100% Fortification, +100 divine bonus to Repair Amplification, temporary hit points equal your total hit points, +10 divine bonus to Melee and Ranged Power, +20 divine bonus to PRR/MRR, and a Base Attack bonus equal to your character level. Spells cast while under this form will have triple their normal cooldown.

    Vulkoor

    Vulkoor is a god to the main cultural group of drow. Drow who worship him are referred to as Vulkoori. These drow worship their god by being hunters who take care of themselves. They also honor their god by retelling stories of the great accomplishments of their god and his follows.

    Favored Weapon: Shortsword. While wielding a shortsword, you gain a bonus to Hide and Move Silently equal to half your class level. While you are also wearing Light Armor, you gain a +5 divine bonus to Melee and Ranged power.

    Channel divinity: Vulkoor's Speed (Cooldown:30 seconds): Expend a Turn Undead. You receive a movement speed bonus equal to your class level and you can move at full speed while stealthed for 20 seconds.

    Divine Ability: Vulkoor's Avatar (Once per rest): Ask Vulkoor to send a Drow Scorrow to destroy your enemies. The servant is under your full control (ie, have a "hireling bar" like a palemaster skeleton) and have a CR equivalent to your class level + epic levels. It will follow you until it is destroyed, when it returns to Vulkoor's side (ie, don't leave a soul stone).

    Amaunator:

    Amaunator is the Netherese solar deity of order, the sun, law and time. He is viewed as a harsh but fair deity, revered by many rulers, soldiers and powerful wizards. It was also worshipped under the name of Lathander while its was dormant before the Spellplague.

    Favored Weapon: Heavy Mace.

    Channel Divinity: Amaunator's Brilliance (Cooldown: 6 seconds): Expend one Turn Undead. You are under the effects of Fire Shield (hot) for 24 seconds plus 6 seconds per class level.

    Divine Ability: Bathed in Light (Cooldown: 10 minutes): For the next 24 seconds, plus 6 seconds per class level, you gain 95% Light and Fire absorption. Every time you take fire or light damage, you receive a +1 divine bonus to weapon critical multiplier and +0.5 divine bonus to spell critical multiplier for the next 6 seconds. This bonus can stack up to 5 times (but expires all at once, not one stack every 6 seconds).

    =========================================

    Divine Feats

    Follower of the <deity>: Requires level 1 divine class and you must worship the deity. You gain a +1 bonus to hit and damage with your deity's favored weapon. You also receive the following bonus:

    • Sovereign Host: While wielding a longsword you receive a +10 combat style bonus to Universal Spell Power.
    • Silver Flame: While wielding a longbow, you receive the benefits of the Rapid Shot feat.
    • Undying Court: Scimitars you wield receive the Ghost Touch property.
    • Lord of Blades: While you are wielding a greatsword, you receive a +2 shield bonus to AC, and +5 PRR/MRR.
    • Vulkoor: While wielding two shortswords, you receive the benefits of Two Weapon Fighting, even if you do not qualify for the feat.
    • Amaunator: While wielding a heavy mace, you receive a +10 bonus to Positive and Fire spellpower.


    Child of the <deity>: Requires level 6 divine class, and the feat Follower of the <deity>. Your favored weapon are always considered a implement in your hands. In addition, your weapon receive a bonus, as the following table:

    • Sovereign Host: Longswords you wield gain a +1 bonus to critical multiplier (basically, turn all longswords into khopeshes)
    • Silver Flame: You can use your Charisma modifier to the damage roll of longbows.
    • Undying Court: Scimitars you wield deal an extra 0.5[W] damage.
    • Lord of Blades: While wielding a greatsword, you receive DR 2/Adamantine. If you have the Adamantine Body feat, this bonus stacks.
    • Vulkoor: While wielding two shortswords, you receive the benefits of Improved Two Weapon Fighting, even if you do not qualify for the feat.
    • Amaunator: Heavy Maces you wield gain a +1 bonus to critical multiplier. (Making them equivalent to battleaxes)


    Beloved of the <deity>: Requires level 12 divine class, and the feat Child of the <deity>. Your favored weapon gain a +3 bonus to its enhancement value. In addition, you receive additional bonuses, as the following table:

    • Sovereign Host: Longswords you wield receive a +1 critical threat range (becomes 18-20/x3). In addition, you receive a +20 combat style bonus to Universal Spell Power.
    • Silver Flame: While wielding a longbow, you receive a +10 bonus to doubleshot.
    • Undying Court: Scimitars you wield add a stack of Bleed on hit, dealing 1d6 bleed damage every 2 seconds (stacks 10 times). Bleed damage scales with 200% Melee Power.
    • Lord of Blades: Greatswords you wield receive a +1 critical multiplier. In addition, while you are wielding a greatsword, you receive a +4 shield bonus to AC, and +5 PRR/MRR (total +10 PRR/MRR).
    • Vulkoor: While wielding two shortswords, you receive the benefits of Greater Two Weapon Fighting, even if you do not qualify for the feat.
    • Amaunator: Heavy Maces you wield receive a +2 critical threat range (becomes 18-20/x3). IN addition, you receive a +20 bonus to Positive and Fire spellpower.


    NEW <deity>'s Avatar: Requires 18 divine class level and the feat Beloved of the <deity>. You gain a new ability, depending on your deity choice:

    • Sovereign Host: When you vorpal with a Longsword, you and every ally nearby is healed by 6d3+18 positive healing, plus 2d3+6 for every epic level you have (scales with Positive spellpower). This ability do not damage nearby undead creatures.
    • Silver Flame: When you vorpal with a Longbow, if the target is an extraplanar creature that have less than 3000 HP, it must make a Will save (DC 10 + Character Level + Charisma Modifier) or be instantly banished back to its home plane. Success in the save will make them take 300 damage (scales with Force spellpower) and be dazed for 3 seconds instead. If the target is not an extraplanar creature, instead, they take extra 100 bane damage (scales with Force spellpower).
    • Undying Court: When you vorpal with a Scimitar, you and every undead ally nearby is healed by 6d3+18 negative healing, plus 2d3+6 for every epic level you have (scales with Negative spellpower). This ability damage nearby living enemies.
    • Lord of Blades: When you Vorpal with a Greatsword, you and every construct ally nearby receive a +5% bonus to doublestrike for 12 seconds. This ability can stack up to 5 times, and fades one stack at a time.
    • Vulkoor: You gain 3d6 sneak attack damage. When you take damage, there is a 5% chance that you are affected by a Greater Invisibility effect that lasts for 6 seconds.
    • Amaunator: When you vorpal with a heavy mace, you call a Flame Strike upon the enemy you just hit (scales with Fire spellpower). This costs no spell points, and is considered Heightened and Empowered.


    =========================

    I'm open to feedback, as always.
    Last edited by nibel; 05-12-2015 at 03:59 PM.
    Amossa d'Cannith, Sarlona, casually trying Completionist (12/14) [<o>]
    Almost-never-played-alts: Arquera - Chapolin - Fabber - Herweg - Mecanico - Tenma


    I want DDO to be a better game. Those are my personal suggestions on: Ammunition, Archmage, Combat Stances, Deities, Dispel Magic, Epic Destiny Map, Fast Healing, Favor, Favored Enemy, Half-elf Enhancements, Monk Kensai, Monk Stances, Past Life, Potency, Potions, Ranger Spells, Summons, Tiered Loot.

  2. #2
    Hero nibel's Avatar
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    New Eberron-Based Deities

    ================================

    The Blood of Vol

    The faithful of the Blood of Vol are captivated by the literal and figurative meaning of blood and of heredity, seeing blood as a source of power and divinity. They focus their energy on self-improvement, shunning higher forces. Worshipers believe in the power of what is physical and present, and focus on the affairs of day-to-day life, not on an illusory otherworldly power. Blood is the divinity within, the source of life, and, if one’s faith is strong and one’s abilities mastered, the only true path to immortality.

    Adherents of the Blood of Vol are often distrusted by members of other faiths because of rumors that the Blood of Vol worships the undead. Widely misunderstood, the teachings of the religion are dark and driven, but not evil. The same can be said of its followers.


    Since the faith doctrine is based in the strength of the blood, warforgeds can't follow the path of the Blood of Vol.

    Favored Weapon: Dagger.

    Channel Divinity: Power of Blood (Cooldown: 6 seconds): Expend a Turn Undead. You or an ally targeted by this ability gain a +50 divine bonus to Positive Healing Amplification.

    Divine Ability: Source of Immortality (Cooldown: 10 minutes): One ally targeted by this ability can't die for 12 seconds, plus 3 seconds per class level. They still take damage, and their hit points goes normally into the negative. If they are at 0 HP or lower when this effect ends, they instantly goes unconscious (if above the negative threshold) or die.

    Follower of the Blood of Vol: While wielding a Dagger, you gain a +20 combat style bonus to Positive Healing Amplification, and you recover 1 HP every time you damage an enemy with a melee attack.

    Child of the Blood of Vol: While wielding a Dagger, you gain a +40 combat style bonus to Positive Healing Amplification, and enemies you hit with a melee attack get a -20 penalty to Positive, Negative, and Repair Healing Amplification.

    Beloved of the Blood of Vol: Daggers you wield gain +1 to critical multiplier. While wielding a Dagger, you gain a +60 combat style bonus to Positive Healing Amplification, and you recover 1d3 HP every time you damage an enemy with a melee attack.

    Vol's Avatar: When you vorpal with a Dagger, if the target is an undead creature that have less than 3000 HP, it must make a Fortitude save (DC 10 + Character Level + Charisma Modifier) or be instantly destroyed. Success in the save will make them take 300 damage (scales with Force spellpower) and be Shaken for 3 seconds instead. If the target is not an undead creature, instead, they take extra 100 bane damage (scales with Force spellpower).

    The Path of Light

    The followers of the Light believe in a celestial force they call il-Yannah, "the Great Light." They engage in meditation and strict physical, preparing mind and body for battle against a force they call the Dreaming Dark. However, the nature of this conflict is difficult for outsiders to understand. While the kalashtar occasionally engage in physical combat with their foes, the true struggle is one based philosophy and dreams, something that cannot be seen with the eye.

    I'm ok with holding this religious sect until Kalashtars are added to the game, and become their unique religious faith, like the court and vulkoor.

    Favored Weapon: Unarmed Strike. Your unarmed strike deal 1d6 damage per hit, and you get the feat Unarmed Strike, giving you the attack animation of a monk. You are not required to be centered (Ie, you can use any armor).

    Channel Divinity: Ancestral Guidance (Cooldown: 30 seconds): Expend a Turn Undead. For the next 20 seconds, you gain a bonus to damage and tactical DC equal to half your Wisdom modifier.

    Divine Ability: Light Within (Cooldown: 2 minutes): Use this ability to create a circle of enlightenment on the ground. Allies inside the circle gets a 1d6 positive healing every 2 seconds they are within the circle, and receive a +5 divine bonus to Melee, Ranged, and Universal Spell Power. The circle lasts for 20 seconds.

    Follower of the Path of Light: You gain the Flurry of Blows feat (+1 to hit with unarmed attack at level 1 and every 4 levels after), without the requirement of being centered.

    Child of the Path of Light: Your unarmed attacks deal +1[W] damage (Total: 2[1d6]). You gain +1 critical multiplier while attacking unarmed (20/x3).

    Beloved of the Path of Light: Your unarmed attacks deal +1[W] damage (Total: 3[1d6]). You gain +1 critical threat while attacking unarmed (19-20/x3).

    il-Yannah's Avatar: When you Vorpal with an unarmed strike, you evoke a Sunburst, dealing 6d6 Light damage (scales with Light spellpower) to every enemy nearby, and they must pass a Reflex save (DC 10 + character level + Wisdom Modifier) or be permanently blinded. Light-vulnerable undead that fail this reflex save are also instantly destroyed.

    Aureon

    The Sovereign of Law and Lore, Aureon is the patron of wizards and a figure venerated by scholars and librarians. He is the god of magic as a tool for mortals to use. Although all members of the Host are considered equal it is typically written that the Host follows Aureon's guidance due to his vast wisdom.

    Favored Weapon: Quarterstaff. While wielding a quarterstaff, you gain a +10 combat style bonus to Universal Spell Power. You gain the Arcane Lore feat.

    Channel Divinity: Aureon's Willpower (Cooldown: 6 seconds): Expend a Turn Undead. For one minute per class level, you or an ally targeted by this ability have the benefits of Slippery Mind.

    Divine Ability: Power of Arcana (Cooldown: 5 minutes): For the next 30 seconds you add your Intelligence modifier to the DC of all your spells and spell-like abilities.

    Follower of Aureon: While wielding a quarterstaff, you gain a +15 combat style bonus to Universal Spell Power. You add Sonic Blast and Magic Missiles to your spell list as first level spells.

    Child of Aureon: While wielding a quarterstaff, you gain a +20 combat style bonus to Universal Spell Power. You add Fireball and Frost Lance to your spell list as fourth level spells (third level to paladins).

    Beloved of Aureon: While wielding a quarterstaff, you gain a +30 combat style bonus to Universal Spell Power. If you are a Favored Soul or Cleric, add Cloudkill and Prismatic Ray to your spell list as sixth level spells. If you are a Paladin, add True Seeing to your spell list as a fourth level spell.

    Aureon's Avatar: When you cast any offensive spell, there is a 5% chance that it will make the target Exhausted for 6 seconds, and dispels a beneficial effect from it. When you cast a beneficial spell, there is a 5% chance that it will give the target temporary hit points equal to your character level. When you vorpal with a quarterstaff, the target is affected by a Shattermantle effect, reducing its Spell Resistance by 6 for 30 seconds. When you take damage, there is a 5% chance that you will receive temporary spell points equal your character level.

    Olladra

    The Sovereign of Feast and Good Fortune, she is worshiped by bards, rogues, gamblers, hedonists, merchants and any who seek good fortune. Even her most devout Vassals can not come to grips with why she chooses to bless or curse on a whim.

    Favored Weapon: Sickle.

    Channel Divinity: Imminent Luck (Cooldown: 6 seconds): Expend a Turn Undead. The next time you roll a d20, it will roll 20.

    Divine Ability: Fates roll on (Cooldown: 10 minutes): Activate this ability and during the next 2 minutes, you will always roll odd or even numbers in your d20 rolls. If you activate Imminent Luck while under this effect, it ignores this effect for the next roll. (The idea is that it doubles the chance of you rolling a 20 or an 1)

    Follower of Olladra: Every sickle you wield gets a +1 critical threat range (19-20/x2). This bonus do not stack with the Swashbuckling stance. Every time you rest, you gain a +2 divine bonus to a random saving throw until your next rest.

    Child of Olladra: Every sickle you wield gets a +1 critical threat multiplier (19-20/x3). This bonus do not stack with the washbuckling stance. Every time you rest, you gain +10 divine bonus to a random energy resistance until your next rest.

    Beloved of Olladra: Every sickle you wield gains the Greater Bloodletter effect. Every time you rest, you gain a +1 bonus to the DC of a random spell school between Evocation, Conjuration, Enchantment, and Necromancy.

    Olladra's Avatar: Every time you vorpal with a sickle, the target gets 10 stacks of Bleed (Bleed deal 1d6 bleed damage every 2 seconds for 12 seconds, and fade one stack at a time. This damage scales with 200% Melee Power). Every time you cast a spell there is a 5% chance that it will either deal extra 6d6 damage of a random element (acid, cold, fire, eletric, sonic, force, light, bane; scales with respective spellpower) to all enemies nearby the target, or heal 6d6 damage (scales with positive spellpower) to all allies nearby target while NOT harming undeads nearby (50% chance each).

    =========================

    I might add one or two more deities in the future, and I'll inform it on the topic later. Probably will be Balinor, Onatar, and The Traveler.
    Last edited by nibel; 05-12-2015 at 04:00 PM.
    Amossa d'Cannith, Sarlona, casually trying Completionist (12/14) [<o>]
    Almost-never-played-alts: Arquera - Chapolin - Fabber - Herweg - Mecanico - Tenma


    I want DDO to be a better game. Those are my personal suggestions on: Ammunition, Archmage, Combat Stances, Deities, Dispel Magic, Epic Destiny Map, Fast Healing, Favor, Favored Enemy, Half-elf Enhancements, Monk Kensai, Monk Stances, Past Life, Potency, Potions, Ranger Spells, Summons, Tiered Loot.

  3. #3
    Hero nibel's Avatar
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    New Forgotten Realms-Based Deities

    This list will assume that the deities will be available to all characters, instead of iconics only.

    I know nothing about FR lore at all. Then, I know I will probably not make justice to any FR deity. If anyone that knows more about FR and want to make lore-relevant critics, I'm all ears.

    ======================

    Torm

    Torm, or The Loyal Fury, is the god of law and a lawful good greater deity whose portfolio consisted of duty, loyalty, and righteousness. Torm's worshipers consist of those who favored the cause of both Good and Law. Righteousness, honesty, loyalty and truth are their primary pursuits.

    Favored Weapon: Greatsword.

    Channel Divinity: Torm's Justice (Cooldown: 5 seconds): Expend a Turn Undead. For one minute, if you are wielding a greatsword, it will deal +1d6 light damage on hit.

    Divine Ability: Righteous Brand (Cooldown: 10 minutes): You become a beacon of light and hope. For the next 24 seconds plus 6 seconds per class level, you acquire an Aura of Purification (like Divine Crusader epic destiny) and allies within your aura receive a +2 bonus to damage.

    Follower of Torm: While you are wielding a greatsword, you receive a +10 bonus to Positive and Light Spellpower.

    Child of Torm: Greatsword you wield bypass lawful DR. In addition, while your are wielding a greatsword, you receive +2 bonus to all saving throws.

    Beloved of Torm: Greatswords you wield receive a +1 critical threat range. In addition, while you are wielding a greatsword, you receive a +2 shield bonus to AC and +5 PRR/MRR.

    Torm's Avatar: Every time you vorpal with a greatsword, you and every ally nearby receive +5 bonus to Melee and Ranged Power for 12 seconds. This bonus can stack up to 5 times, and expire one stack at a time.

    =========================

    I might add one or two more deities in the future, and I'll inform it on the topic later. Probably will be Silvanus, Sune, and Tempus.
    Last edited by nibel; 05-12-2015 at 04:24 PM.
    Amossa d'Cannith, Sarlona, casually trying Completionist (12/14) [<o>]
    Almost-never-played-alts: Arquera - Chapolin - Fabber - Herweg - Mecanico - Tenma


    I want DDO to be a better game. Those are my personal suggestions on: Ammunition, Archmage, Combat Stances, Deities, Dispel Magic, Epic Destiny Map, Fast Healing, Favor, Favored Enemy, Half-elf Enhancements, Monk Kensai, Monk Stances, Past Life, Potency, Potions, Ranger Spells, Summons, Tiered Loot.

  4. #4
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    Nice write up Nibel!

    I had very similar ideas I posted on the council forums. (note: It was a player [me] suggested thread, so please no confusion that anything like this is in the works currently)

    My ideas also used the Divine Feats to improve the favored weapon in a hope to balance out those that were underperforming as well as add different spell power bonuses for those that didn't melee. I'll do some compare and contrasting but at a glance I see some of your ideas I like better than mine and vice versa.

    One thing I noticed. You have some abilities that are charged by Turn Undeads. How do you envision a Favored Soul to use these abilities?
    Git off mah lawn!

    If, If's and But's was Candies and Nuts, we'd all have a Merry Christmas.

  5. #5
    Hero nibel's Avatar
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    Quote Originally Posted by Braegan View Post
    One thing I noticed. You have some abilities that are charged by Turn Undeads. How do you envision a Favored Soul to use these abilities?
    There is only one ability that requires Turns. FvS can't access those unless they can acquire turns from another source. They still are ahead because they get three of the four deity feats for free in their class leveling, including access to "Child of" at level 3 instead of 6.

    One extra source I have for turn undeads before epics and that don't involve multiclass is my revamped Cleric active past life, but that list is not finished yet.
    Amossa d'Cannith, Sarlona, casually trying Completionist (12/14) [<o>]
    Almost-never-played-alts: Arquera - Chapolin - Fabber - Herweg - Mecanico - Tenma


    I want DDO to be a better game. Those are my personal suggestions on: Ammunition, Archmage, Combat Stances, Deities, Dispel Magic, Epic Destiny Map, Fast Healing, Favor, Favored Enemy, Half-elf Enhancements, Monk Kensai, Monk Stances, Past Life, Potency, Potions, Ranger Spells, Summons, Tiered Loot.

  6. #6
    Community Member voodoogroves's Avatar
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    Good stuff to think about.

    Another thing I've often thought ... what if the divine feats that a FVS / etc. can take were expanded to include (as examples)

    Silver Flame: Point Blank, Rapid, Precise, Improved Precise, Manyshot
    Past: Choose scimitar vs falchion feats; Alertness
    WF: Body feat (mithral or adamantine); Mithral Fluidity; Improved DR; Self Sufficient
    Vulkoor: TWF chain, TWD; Stealthy
    Host: Dragonmark, Combat Casting, Negotiator, Acrobatic, Any skill focus

    That might give some nifty options.
    Ghallanda - now with fewer alts and more ghostbane

  7. #7
    Community Member fmalfeas's Avatar
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    Well, I know FR pretty well. So I'll give you a brief rundown of the most popular /and/ appropriate deities they have. (Sorry guys, no Bane or Cyric.)

    Chauntea - NG - The Earthmother, she /is/ the land, so to speak. Beloved of farmers, druids, rangers, and nearly anyone who lives in the wilds or off the land. Even those who follow other nature gods pay her tribute as well. She is also the patron of indentured servants, offering them succor. Favored Weapon - Scythe.

    Torm - LG - Torm the True, god of Duty, Loyalty, and Protection. When the chips are down, Torm does not waver. He is sometimes known as The God of Paladins, due to his behavior, and the immense number of Paladins he has. No other god comes close. During the Time of Troubles, he was the only god who selected the primary site of his worship to be cast down to, and there he stayed, answering prayers and protecting his followers, even when Bane came to slaughter them...and he destroyed Bane (for a time) at the cost of his own life. For his unwavering devotion, AO restored Torm to life. His devotion to the concept of Lawful Good behavior even has raised his popularity outside of humanoid realms...there are Gold and Silver dragons who worship him, and a trio of Great Gold Wyrms directly serves him, one as a mount, and two as bodyguards. In no way, however, is he a 'soft' god. Torm believes that evil is unredeemable in the end, and will always fall again...thus it should be rooted out and struck down without hesitation. The area surrounding Tantras (the city dedicated to him, and site of his main temple) is remarkably safe due to this, as the large number of paladins constantly scours the countryside, and smites any evil they find to the last one. Favored Weapon - Greatsword.

    Silvanus - TN - The Oakfather, Silvanus is the god of forests. Friend to Chauntea, the wild places are where his followers are most at home. Druids, Rangers, Wood Elves, and Dryads are the vast majority of his followers. He loathes wanton destruction, fire, and Talos (the Stormlord, god of Storms and Destruction), but when pressed, will not balk from striking with all the fury of nature. Favored Weapon - Maul.

    Kossuth - TN - The Fire Lord - By merest technicality, some would say that Kossuth is not a god. This is because Kossuth is not dependent on worship, and really doesn't care if he's worshipped or not...but if you do so, do it right, or risk his wrath. Kossuth is the driving force, the incarnate spirit, the elemental lord of Fire itself. Neither good nor evil, both the inferno that razes a city and it's inhabitants, and the hearthfire that keeps babies warm and alive are his. The murderous Darkflame Zealots serve him, which causes many to perceive him as evil mistakenly. He simply does not care why or what the fire burns, so long as it burns. He does, however, believe strongly in a powerful religious hierarchy amongst his faithful, and will directly enforce it from time to time. This earned him the nickname 'The Flame Tyrant'. There was also a point where powerful wizards joined forces and summoned him, and compelled him to raze a city for them. The /instant/ the spell wore off, they discovered the reason you do not provoke the flame...he burned their city to ashes instantly, and much of the area around it, and let the flames spread as they would. They ravaged much of the coastline, and blazed for 10 years. Kossuth believes the other elemental deities are inferior to him, and is in constant conflict with them because of this. Favored Weapon - Spiked Chain.

    That's just a brief sampling.

    Also present in the realms, via multiversal nosiness - the entire Egyptian pantheon (yes, Horus, Ra, Bast, etc), Correllon (Creator of all Elves, estranged husband of Arushnee), Moradin (Creator of all Dwarves), Lloth (we know her well, but did you know her real name is Arushnee? The only reason she survived to become this powerful is because Correllon couldn't bring himself to kill his wife, and kept trying to redeem her instead. Kinda too late now.)

    Also, one that could be interesting, is Gond, The Wondermaker. The Faerunian god that Eberron would adore having show up, he's the god of inventors, science, and technomagic.

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    Hero nibel's Avatar
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    Quote Originally Posted by fmalfeas View Post
    Well, I know FR pretty well. So I'll give you a brief rundown of the most popular /and/ appropriate deities they have.
    Thanks for the list. Chauntea and Kossuth will have the problem of their favored weapons not being in DDO, but I'll read more about those four and see what I can do to make them unique options.
    Amossa d'Cannith, Sarlona, casually trying Completionist (12/14) [<o>]
    Almost-never-played-alts: Arquera - Chapolin - Fabber - Herweg - Mecanico - Tenma


    I want DDO to be a better game. Those are my personal suggestions on: Ammunition, Archmage, Combat Stances, Deities, Dispel Magic, Epic Destiny Map, Fast Healing, Favor, Favored Enemy, Half-elf Enhancements, Monk Kensai, Monk Stances, Past Life, Potency, Potions, Ranger Spells, Summons, Tiered Loot.

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    Community Member fmalfeas's Avatar
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    Other popular ones, without going into detail (because I just got home, and I'm hungry) are Sune Firehair (goddess of beauty and...um...love in the more physical sense...fidelity doesn't really matter that much to her), Oghma (God of Knowledge), Waukeen (Goddess of Commerce and Wealth...which means yes, adventurers like her too, because of all the wealth they find. They also pray to her for better prices when they sell their loot.)

    Now, there's one that I feel I have to give a bit of detail on. Tempus, the Lord of War. CN - Favored Weapon, Longsword or Greatsword. Tempus loves war. Any war. But if you're winning, you probably shouldn't pray to him, because you're basically praying that the war ends quickly, and he doesn't like that. No, he's on the side of the underdog...whoever happens to be the underdog at the moment. When battles are big enough, Tempus has been known to send an avatar down, frequently manifesting as an armored warrior standing on horses. Yes, plural. Two horses, one foot on each saddle. The horses charge, and he slaughters anyone of the side he's not supporting...until he changes sides. He is the shifting tides of war. The carnage of the battlefield. He's also the father of The Red Knight, Goddess of Strategy, Tactics, and Victory.

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    Hero nibel's Avatar
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    Added my take on Torm.
    Amossa d'Cannith, Sarlona, casually trying Completionist (12/14) [<o>]
    Almost-never-played-alts: Arquera - Chapolin - Fabber - Herweg - Mecanico - Tenma


    I want DDO to be a better game. Those are my personal suggestions on: Ammunition, Archmage, Combat Stances, Deities, Dispel Magic, Epic Destiny Map, Fast Healing, Favor, Favored Enemy, Half-elf Enhancements, Monk Kensai, Monk Stances, Past Life, Potency, Potions, Ranger Spells, Summons, Tiered Loot.

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    Community Member fmalfeas's Avatar
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    That's actually pretty fitting for the walking talking epitome of protection via smiting of threats.

    (Torm has always been my favorite of FR's human good deities.)

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    I'd prefer replacing the current half-done deity system with a full proper implementation of Domains to cover all the various deities.

    This game is how many years old, and they still haven't even finished implementing one of the major class features of a base class in that whole time?
    Quote Originally Posted by Vargouille View Post
    As a general rule we don't intend for a single spawn area to cause any dungeon alert, and certainly not red dungeon alert. This basically isn't ever a goal in our designs

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