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Demiurge Destiny

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Post  conantheghost Wed Aug 28, 2013 10:43 pm

Demiurge
By conantheghost
Assisted by Pingcode and LoganAura

This was originally supposed to be a slight variant of Planeshaper. I was...upset with how ecclectic the original distiny was, and the recent buff seems like yet more odd and ends tacked on. The thing was a mess, and I wanted a personal plane to play with...and actually affect the game.

So here ya go! It's much more focused on the plane than the player and kinda treads on the ground of Boons, but I like how it turned out. Criticism and suggestions are welcome!

Note: as of now there is nothing left of the original Planeshaper left in Demiurge. The only remote similarity is the gain of your own personal extradimensional clubhouse, but even that is wildly dissimilar.

Level 4 - Cosmic Shard:

Level 7 - Pocket Demesne:

Level 10 - Planemaster:


Flavorless Demiurge:


Alternate Level 10 - Plainmaster:


Last edited by conantheghost on Wed Sep 25, 2013 8:48 pm; edited 7 times in total
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Post  Xel Unknown Wed Aug 28, 2013 11:14 pm

While I do like the idea of this... Perosnally I think it also needs a travel-freindly enterece option to one's personal realm.
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Post  conantheghost Wed Aug 28, 2013 11:28 pm

Modified level 7 utility Pocket Door to better reflect the flavor and spirit of this destiny, and to have a travel-friendly entrance.
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Post  Zarhon Thu Aug 29, 2013 2:03 am

The lvl 10 of "Creating life" is a big challenge on the DM and player to "create" creatures, especially the "gaps". It's not quite clear whether the creatures can exit your plane or just remain within it (in which case it's not much of a benefit). "Eternal life" is sort of useless, with its whopping one year duration (good luck finding a party or DM willing to keep watch over you or extending the adventure until you revive a year later).
The "weekly effort" bit is probably overkill as well - some campaigns can take its entire course in less than a month!
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Post  Z2 Thu Aug 29, 2013 2:44 am

'Eternal Renewal's' caveat that you can't protect yourself seems a little suspect, and it's a bit annoying that if you DON'T want a plane that's 100% trees you now have to spend a lot of time inserting some variance... Also, 25 seems like an ABSURDLY easy DC for breaking into your dimension. I might suggest a few alterations:

(Eternal Renewal)
...If you ever die or are killed(inside or outside your plane), your plane resurrects you in the heart of itself one year later. During the intervening year, your new body exists in a cocoon at the center of your original shard, vulnerable to any who may come to finish you off. You may not protect yourself or leave your cocoon during this time, but may psychically talk to any who touch your cocoon and ask for help.

Becomes...

If you die outside of your plane, you immediately return to the heart of your plane. Though you regenerate to full health, you cannot leave your plane for 1 week following your regeneration. In addition, if your death was the result of concentrated effort by a hostile party; they realize what has happened and may follow you to your plane, appearing 1 mile away from the heart after a 1d20 hour delay.

This way it becomes less debilitating, and can make for some decent drama as your party desperately rushes to your aid, and you consider what you can do to stand against whoever is coming to finish you off. '1d20 hours' might be an awkward choice, though, so that one might be subject to change...

Aside from that modification, the rest of it is probably a worthy replacement - if an occasionally awkward one.
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Post  conantheghost Fri Sep 06, 2013 3:44 pm

Made a few modifications.
-Shortened duration on gate placement requirement to 1 day.
-Increased passive level 10 plane growth to 100 feet in diameter.
-Eternal Renewal no longer leaves you vulnerable, but you are trapped in your plane for 1 year.
-Added clauses in Eternal Renewal to indicate that that 1 year can be waived/reduced in campaigns of a shorter duration, and added a clause to indicate that foes can and will come after you in certain circumstances.
-Let There Be Light now grants you an "Eve." This is an NPC helper with complete level 1 stats, and racials based on your created race. They have Eternal Renewal, but you may only one at a time, to indicate the dominant race on your plane. May nerf later.
-Specified in Let There Be Light that your race can leave your plane. Placed restriction that means they have to make a concerted effort.

The two level 10 powers, if you couldn't tell, are based on Celestia and Luna. The level 7s are primarily based on stuff from Equestria Girls. The whole thing is pretty much: "You get to be [Celestia] and create the [Ponies]. This also makes a [Luna], and you will over the centuries create an entire world for your [Ponies]. You get to create [Magical Mirrors] that lead to and from your old world in hidden locations such as [The Wondercolts Statue]."
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Post  Stairc -Dan Felder Fri Sep 06, 2013 3:48 pm

Really neat job so far. I'm looking forward to seeing how this develops.
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Post  conantheghost Wed Sep 25, 2013 3:40 am

Hum. Looking to ditch the 4/day Fabricate. It fit with the orginally manipulation-based Planshaper Destiny, but Demiurge has lost almost all the things that made it that way. As much as I like having free fabricate uses per day, it no longer fits the theme or even the power direction of the Destiny.

Any suggestions for replacement powers?

For the record:
~Added the explicit ability to tell when someone has tried/is trying to break into your shard/demesne/plane.
~Added a short flavorless version for quick reference and reflavoring.
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Post  conantheghost Wed Sep 25, 2013 9:02 pm

Sorry for the double-post, but this update is a good deal larger than the last. This one is a buff, but mostly to fill out level 4 and 10, and to get rid of the 4/day Fabricate.

~Moved Spectral Retainer to Level 4 and combined it with the other skill bonus ability.
~Specified that the exclusion of the recipient of the Spectral Retainer does not benefit fro the passive power until the Talent has been used again.
~Removed the abiltiy to alter your Demesne via "Shape reality" concentration, since you no logner get "Shape reality." You keep the ability to grow your demesne.
~Added a bonus of 3 racial trait points to both level 7 and level 10. The 7 fills out the gap the move of Retainer leaves, the 10 makes the final level a little more full. (Totally overestimated the "cost" of a time-limited slef-resurrection power.)
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Post  Xel Unknown Wed Sep 25, 2013 9:07 pm

Looks interesting... But still say the year time limit for both of those level 10 features makes them worthless in my opinion.
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Post  Pingcode Wed Sep 25, 2013 9:19 pm

I'm not fond of pumping loose racial points into this thing like so much space putty. It treads on the Evolution destiny too much.
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