I'm working on making a template for each god in the theme of the Lolth-Touched template. I want them all to be of closely equivalent power and to fit their gods as much as possible (Lolth's is actually really good for spiders specifically).
Critiques are welcome, although as with a lot of homebrew it's often difficult to justify edits because most critiques end up feeling theoretical (Because unlike published official material, this stuff isn't getting play-tested regularly). Hextor's template, for example, used to be +10 to opposed checks and in the original thread people posted both that +10 was not that impressive and that +10 was too good. I dropped it to +6 because the stat bonuses are still solid for +1 LA, but the point of the example was to illustrate the difficulty in estimating the power of a lot of homebrew.
God-Touched Templates
Boccob
Neutral
+4 Intelligence
+4 Charisma
+4 to all Knowledge and Decipher Script checks
Uncaring (Ex): You are immune to compulsions and any spells or effects that would change your alignment.
You gain Weapon Focus with the quarterstaff. If you have Weapon Focus from another source you instead gain Weapon Specialization with the quarterstaff.
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Bad-Touched by Corellon Larethian
Chaotic Good
+6 Dexterity
Augmented Critical (Ex): Your critical threat range with all weapons, including natural weapons, weapon-like spells, and unarmed strikes, is doubled. You gain a +4 bonus to confirm critical threats.
+4 Ride and Tumble checks
Fast Healing: You gain Fast Healing equal to your constitution modifier (If your constitution modifier is 0 or negative, you gain no fast healing). This stacks with other sources of fast healing.
You gain proficiency with long swords.
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Ehlonna-loved
Neutral Good
+6 Wisdom
+6 Dexterity
+10 to all movement speeds, and you ignore difficult terrain of all kinds in any wooded area.
+4 Survival and Knowledge (nature) checks.
You gain proficiency with longbows, including composite longbows.
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Spared by Erythnul
Chaotic Evil
Bloodthirsty (Ex): +2 bonus to attack and +2 damage at all times. Increases by +1 attack and damage any time you drop an enemy to 0 or fewer hit points, and an additional +1 attack and damage if you kill an enemy with a coup de gras. Bonuses accumulate, but disappear 1 minute after the last time you dropped a foe to 0 or fewer hit points. These bonuses do not apply to non-lethal damage, mercy gains you no favor with Erythnul.
Home in Slaughter (Ex): Creatures Erythnul favors have immunity to sickening and nausea.
You gain Weapon Focus with morningstars. If you already had Weapon Focus from another source, you instead gain Weapon Specialization with morningstars.
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Companion of Fharlanghn
Neutral
+6 Constitution
+10 to all movement speeds for each 5 HD you possess.
+2 to Spot, Listen, and Survival
Immune to fatigue and exhaustion as long as you end each round at least 10 feet from where you began it.
You gain Weapon Focus with the quarterstaff. If you have Weapon Focus from another source you instead gain Weapon Specialization with the quarterstaff.
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Glittering Fellow
Neutral Good
+6 Charisma
+4 Intelligence
+6 Craft, Perform, Search, and Spot checks
Immunity to Charisma damage.
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Watched by Gruumsh
Chaotic Evil
+8 Strength
+4 attack and damage + Greater Cleave against enemies with fewer Hit Dice than you or of a smaller size category
Gain Uncanny Dodge. Gaining Uncanny Dodge when you already have it allows you to instead gain Improved Uncanny Dodge.
Half-way there I turned back (Ex): You are immune to blindness.
You gain Weapon Focus with the spear. If you have Weapon Focus from another source you instead gain Weapon Specialization with the spear.
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Vanguard of Heironeous
Lawful Good
+6 Strength
+6 Charisma
Unyielding Valor (Ex): You are immune to profane damage and fear effects.
You gain proficiency with longswords.
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Hextor's Chosen
Lawful Evil
+4 Str
+4 Int
Your base AC is 12 instead of 10.
Dominant (Ex): +6 on all opposed checks
You gain proficiency with flails.
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Kord-Touched
Chaotic Good
+6 Strength
You gain the Powerful Build extraordinary ability.
You also gain Fast Healing equal to your Constitution modifier.
Fearless (Ex): Kord-Touched creatures have immunity to all fear effects.
You gain proficiency with great swords.
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Lolth-Touched (Monster Manual IV, page 93) - I have this in here so I can keep looking at it for balance/power. Every template should be roughly as good/bad as this.
Chaotic Evil
+6 Strength
+6 Constitution
+4 on Hide and Move Silently checks
Fearless (Ex): Lolth-Touched creatures have immunity to all fear effects.
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Moradin-Forged
Lawful Good
+8 Constitution
Your 5-foot steps become 10-foot steps. This never interferes with any of your abilities or prohibits you from benefiting from them. These new 10-foot steps are counted as 5-foot steps any time you would suffer for moving more than 5 feet.
+4 Craft and Knowledge (architecture and engineering) checks
You gain proficiency with the warhammer.
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Claimed by Nerull
Neutral Evil
+4 Charisma
You gain the undead type, losing your Constitution score as usual.
Strength in Death (Ex): You gain bonus hit points from HD equal to your Charisma modifier or your Strength modifier, whichever is higher.
Reaper (Ex): You can perform a coup de gras as a free action.
You gain proficiency with the scythe.
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Obad-Hai
Neutral
+2 Strength
+2 Dexterity
+2 Constitution
+2 Intelligence
+2 Wisdom
+2 Charisma
+1 to all saves
You may always take a 20 on Survival checks, even when distracted or threatened. This does not increase the time required to use the skill.
You gain Weapon Focus with the quarterstaff. If you have Weapon Focus from another source you instead gain Weapon Specialization with the quarterstaff.
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Olidammarra
Chaotic Neutral
+4 Dexterity
+2 Intelligence
+4 Charisma
+4 Bluff, Disguise, Sleight of Hand checks
Laugh it off (Ex): You are immune to spells and effects that automatically overcome disguises or compel you to tell the truth. You can still be identified by the spot and sense motive skills when they overcome your disguise or bluff checks.
You gain proficiency with the rapier.
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Pelor
Neutral Good
+4 Strength
+2 to all Saves
Life Bloom (Ex): You gain fast healing equal to half your HD, which you can share with anyone by touching them. If you touch an undead with this ability, they will take damage equal to your fast healing value. Doing so requires a melee touch attack which does not provoke attacks of opportunity. This attack can be made in place of any normal melee attack, but only once per round.
You gain Weapon Focus with maces. If you have Weapon Focus from another source you instead gain Weapon Specialization with maces.
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St. Cuthbert
Lawful Neutral
+4 Constitution
+4 Wisdom
Vengeful (Ex): You gain a +1 cumulative bonus to attack and damage every time you are damaged in combat. This fades 1 minute from the last occasion you took damage.
You gain Weapon Focus with maces. If you have Weapon Focus from another source you instead gain Weapon Specialization with maces.
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Vecna
Neutral Evil
+6 Intelligence
You leave no trail, as the "Trackless Step" feature of the Druid class, only not restricted to any particular terrain.
+1 arcane caster level
+2 Disguise, Hide, and Move Silently checks. In addition all of these are now class skills for you. No ability or effect that would automatically detect you works as it should. Those who would notice your or divine your identity must always succeed on the appropriate spot or listen check to do so.
You gain Weapon Focus with daggers. If you have Weapon Focus from another source you instead gain Weapon Specialization with daggers.
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Wee Jas
Lawful Neutral
+6 Charisma
+1 arcane and divine caster level
+1 save DCs to all of your spells
You gain Weapon Focus with daggers. If you have Weapon Focus from another source you instead gain Weapon Specialization with daggers.
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Yondalla
Lawful Good
+6 Dexterity
+2 Dodge Bonus to AC
+2 Bonus on all saving throws
+6 Survival checks
You gain proficiency with the short sword.
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Finally got around to transferring them over! A friend pointed out that one of the balances on Lolth-Touched is that it is highly race-specific and Drow suck so badly already. Without disagreeing with either of his points, I will still mostly ignore them.
I will agree that someone who wears a God-Touched template should have always either gained the favor of the respective god or spend a lot of time and effort trying to do so. Most campaigns will only make the "trying to do so" possible, since the gods won't directly intervene and they won't always be the ones you worship, but in one campaign I've played we actually dealt with aspects who rewarded us with templates (Thus the "gained the favor of" option). The point is that you don't allow people to ignore the implications of their template. If you want a god-touched template, you had better get on board with that god's agenda. If you aren't willing to do so, your GM shouldn't allow you to have it.