Versatility was the portfolio I decided to share first, because some of the others we came up with are so radically different in concept from traditional mythic archetypes (not to mention using new concepts we're using in rules terms) that I needed to make some changes to bring them into line with "core Ascension." The one below, Diplomacy, was the "universe-granted" portfolio for a Bard who actually quested to gain the Teamwork portfolio (but more on that in a future post). Also, several of the Portfolios we've come up with are sadly incomplete in terms of the "fluff" side, because we're still working things out there. The games are ongoing and very much an exploration in progress.
I should mention, before sharing the Portfolio itself, that we made a change to the way the Diplomacy skill works in our game- to keep things interesting in the high-Epic realm we're now exploring. Rather than use the base DCs given in the SRD/PHB, we instead use a formula to get a Diplomacy DC to alter a target NPC's attitude: 15 + (X * HD), where HD is the NPC's hit dice and X is the number of "attitude steps" you want to adjust by along the track. The track, to remind everyone, is Hostile - Unfriendly - Indifferent - Friendly - Helpful - Fanatic (Fanatic is in the Epic rules and actually has game effects similar to Barbarian Rage). So, to raise a 25-HD creature from Hostile to Helpful, a difference of 4 steps along the track, the Diplomacy DC would be 15 + (4 * 25) = 115. By contrast, the DC to raise the creature from Hostile to merely Unfriendly is only 40. The DC to raise a Hostile 100-HD creature to Unfriendly, though, is also 115, while the DC to raise it all the way to Helpful would be a whopping 415! Also, because Fanatic has a clearly distinct role in the game from Helpful, and the DCs required to raise a creature to that level are significantly higher than those required to raise to Helpful even in the SRD, we postulated that Fanatic should be considered three steps above Helpful (so going from Hostile to Fanatic would actually require an effective seven steps, not five).
I will also note that the Portfolio below makes use of a new Divine ability we came up with specially for this, though it isn't intended to be Portfolio-only. I'll detail the new ability in a post following this one.
Diplomacy Portfolio
Aspects: (need some!)
Opposed Portfolio: Insults
Examples: none mythological (again)
Favored Animal: (need some!)
Favored Class: Bard
Favored Place: (need some!)
Favored Sacrifice: (need some! -though Weapons are pretty obvious to me...)
Favored Time: (need some!)
Favored Weapon: None (or Words)
Portfolio Trial: Through negotiation alone, you must bring an end to a war which has raged for at least a generation.
Prerequisites: -
Symbol: (needs one!)
Typical Quote: (needs one- "Can't we all just get along?" is too obvious and cheesy.)
Diplomacy Domain
Granted Power: Whenever you make a rushed Diplomacy check, the penalty is only -5, instead of -10.
Diplomacy Domain Spells
1. Sanctuary: Opponents can't attack you, and you can't attack.
2. Tongues: Speak any language.
3. Suggestion: Compels subject to follow stated course of action.
4. Discern Lies: Reveals deliberate falsehoods.
5. Mass Sanctuary: One creature/level can't be attacked, and can't attack. [from Spell Compendium]
6. Mass Suggestion: As Suggestion, plus one subject/level.
7. Brain Spider: Eavesdrop on thoughts of up to eight other creatures. [from Spell Compendium]
8. Mind Blank: Subject is immune to mental/emotional magic and scrying.
9. Demand: As Sending, plus you can send Suggestion.
Dominion
Realm:
Elder One:
Old One:
First One:
Diplomacy template (Single)
Appearance: -
Behavior: -
Diplomacy template (Double)
Appearance: -
Behavior: -
(Single) Diplomacy Portfolio
Spell-like Abilities (Disciple): Use any Diplomacy domain spell once per round as a standard action.
Fly's Endurance (Weakness): Penalty to Constitution equal to your Divine Rank.
Stay Thy Hand (Weakness): Penalty to attack rolls equal to your Divine Rank.
Self-Hypnosis (Prophet): You gain the benefits of being Mind Blanked.
Scion of Diplomacy (Hero-deity): Competence bonus on Diplomacy checks equal to 10 times your Divine Rank.
Spirit of Communication (Quasi-deity): Allies within your divine aura gain the Polyglot epic feat.
Instrument of Diplomacy (Demi-deity): Immunities against your Enchantment effects are only 50% effective.
Superior Emotional [Effect] (Lesser deity): Change your targets' emotional state with divine energy.
Uncanny Emotional Mastery (Intermediate deity): Change your targets' emotional state with divine energy.
Soul of Diplomacy (Greater Deity): Gain Regeneration equal to half your HD while no creatures hostile to you are within your divine aura.
Innocence (Elder One): You cannot be harmed until you yourself attack.
Cosmic Imperfection (Insults) (Weakness): One artifact in the universe can defeat your Cosmic String ability.
Abrogate (Old One): You negate an enemy's single greatest ability.
(Double) Diplomacy Portfolio
Spell-like Abilities (Disciple): Use two Diplomacy domain spells per round (one standard, one swift).
Fly's Endurance (Weakness): Penalty to Constitution equal to double your Divine Rank.
Stay Thy Hand (Weakness): Penalty to attack rolls equal to double your Divine Rank.
Unflappable Negotiator (Prophet): You gain the benefits of being Mind Blanked, and are immune to effects which would damage or drain your CHA.
Greater Scion of Diplomacy (Hero-deity): Competence bonus on Diplomacy checks equal to 20 times your Divine Rank.
Vanguard Will (Quasi-deity): Allies within your divine aura use your Will save modifier in place of their own.
Embodiment of Diplomacy (Demi-deity): Immunities against your Enchantment effects are totally ineffective.
Superior Emotional [Effect] (x2 HD) (Lesser deity): Change your targets' emotional state with divine energy.
Uncanny Emotional Mastery (x2 HD) (Intermediate deity): Change your targets' emotional state with divine energy.
Greater Soul of Diplomacy (Greater Deity): Gain Regeneration equal to your HD while no creatures hostile to you are within your divine aura.
Specular (Elder One): Enemies suffer same damage they inflict upon you.
Cosmic Imperfection (Insults) (Weakness): Two artifacts in the universe can defeat your Cosmic String ability.
Exclusivity (Old One): You can only be affected by one opponent each round.
Transpersonal (First One): An attack that affects you also affects all opponents.
Before moving on to Emotional [Effect], I'll note that the way we designed it was such that it would obviously be granted to Diplomacy's opposite number, Insults, just as it is to Diplomacy. When you read the ability, you'll see why.
I should mention, before sharing the Portfolio itself, that we made a change to the way the Diplomacy skill works in our game- to keep things interesting in the high-Epic realm we're now exploring. Rather than use the base DCs given in the SRD/PHB, we instead use a formula to get a Diplomacy DC to alter a target NPC's attitude: 15 + (X * HD), where HD is the NPC's hit dice and X is the number of "attitude steps" you want to adjust by along the track. The track, to remind everyone, is Hostile - Unfriendly - Indifferent - Friendly - Helpful - Fanatic (Fanatic is in the Epic rules and actually has game effects similar to Barbarian Rage). So, to raise a 25-HD creature from Hostile to Helpful, a difference of 4 steps along the track, the Diplomacy DC would be 15 + (4 * 25) = 115. By contrast, the DC to raise the creature from Hostile to merely Unfriendly is only 40. The DC to raise a Hostile 100-HD creature to Unfriendly, though, is also 115, while the DC to raise it all the way to Helpful would be a whopping 415! Also, because Fanatic has a clearly distinct role in the game from Helpful, and the DCs required to raise a creature to that level are significantly higher than those required to raise to Helpful even in the SRD, we postulated that Fanatic should be considered three steps above Helpful (so going from Hostile to Fanatic would actually require an effective seven steps, not five).
I will also note that the Portfolio below makes use of a new Divine ability we came up with specially for this, though it isn't intended to be Portfolio-only. I'll detail the new ability in a post following this one.
Diplomacy Portfolio
Aspects: (need some!)
Opposed Portfolio: Insults
Examples: none mythological (again)
Favored Animal: (need some!)
Favored Class: Bard
Favored Place: (need some!)
Favored Sacrifice: (need some! -though Weapons are pretty obvious to me...)
Favored Time: (need some!)
Favored Weapon: None (or Words)
Portfolio Trial: Through negotiation alone, you must bring an end to a war which has raged for at least a generation.
Prerequisites: -
Symbol: (needs one!)
Typical Quote: (needs one- "Can't we all just get along?" is too obvious and cheesy.)
Diplomacy Domain
Granted Power: Whenever you make a rushed Diplomacy check, the penalty is only -5, instead of -10.
Diplomacy Domain Spells
1. Sanctuary: Opponents can't attack you, and you can't attack.
2. Tongues: Speak any language.
3. Suggestion: Compels subject to follow stated course of action.
4. Discern Lies: Reveals deliberate falsehoods.
5. Mass Sanctuary: One creature/level can't be attacked, and can't attack. [from Spell Compendium]
6. Mass Suggestion: As Suggestion, plus one subject/level.
7. Brain Spider: Eavesdrop on thoughts of up to eight other creatures. [from Spell Compendium]
8. Mind Blank: Subject is immune to mental/emotional magic and scrying.
9. Demand: As Sending, plus you can send Suggestion.
Dominion
Realm:
Elder One:
Old One:
First One:
Diplomacy template (Single)
Appearance: -
Behavior: -
Diplomacy template (Double)
Appearance: -
Behavior: -
(Single) Diplomacy Portfolio
Spell-like Abilities (Disciple): Use any Diplomacy domain spell once per round as a standard action.
Fly's Endurance (Weakness): Penalty to Constitution equal to your Divine Rank.
Stay Thy Hand (Weakness): Penalty to attack rolls equal to your Divine Rank.
Self-Hypnosis (Prophet): You gain the benefits of being Mind Blanked.
Scion of Diplomacy (Hero-deity): Competence bonus on Diplomacy checks equal to 10 times your Divine Rank.
Spirit of Communication (Quasi-deity): Allies within your divine aura gain the Polyglot epic feat.
Instrument of Diplomacy (Demi-deity): Immunities against your Enchantment effects are only 50% effective.
Superior Emotional [Effect] (Lesser deity): Change your targets' emotional state with divine energy.
Uncanny Emotional Mastery (Intermediate deity): Change your targets' emotional state with divine energy.
Soul of Diplomacy (Greater Deity): Gain Regeneration equal to half your HD while no creatures hostile to you are within your divine aura.
Innocence (Elder One): You cannot be harmed until you yourself attack.
Cosmic Imperfection (Insults) (Weakness): One artifact in the universe can defeat your Cosmic String ability.
Abrogate (Old One): You negate an enemy's single greatest ability.
(Double) Diplomacy Portfolio
Spell-like Abilities (Disciple): Use two Diplomacy domain spells per round (one standard, one swift).
Fly's Endurance (Weakness): Penalty to Constitution equal to double your Divine Rank.
Stay Thy Hand (Weakness): Penalty to attack rolls equal to double your Divine Rank.
Unflappable Negotiator (Prophet): You gain the benefits of being Mind Blanked, and are immune to effects which would damage or drain your CHA.
Greater Scion of Diplomacy (Hero-deity): Competence bonus on Diplomacy checks equal to 20 times your Divine Rank.
Vanguard Will (Quasi-deity): Allies within your divine aura use your Will save modifier in place of their own.
Embodiment of Diplomacy (Demi-deity): Immunities against your Enchantment effects are totally ineffective.
Superior Emotional [Effect] (x2 HD) (Lesser deity): Change your targets' emotional state with divine energy.
Uncanny Emotional Mastery (x2 HD) (Intermediate deity): Change your targets' emotional state with divine energy.
Greater Soul of Diplomacy (Greater Deity): Gain Regeneration equal to your HD while no creatures hostile to you are within your divine aura.
Specular (Elder One): Enemies suffer same damage they inflict upon you.
Cosmic Imperfection (Insults) (Weakness): Two artifacts in the universe can defeat your Cosmic String ability.
Exclusivity (Old One): You can only be affected by one opponent each round.
Transpersonal (First One): An attack that affects you also affects all opponents.
Before moving on to Emotional [Effect], I'll note that the way we designed it was such that it would obviously be granted to Diplomacy's opposite number, Insults, just as it is to Diplomacy. When you read the ability, you'll see why.
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