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<blockquote data-quote="Beefermatic" data-source="post: 6230947" data-attributes="member: 6670757"><p>For the Hyperboreans, and Spiritual Growth based beings, I made a few modifications to the chart for progression/ challenge's sake. Here is the chart I use, hopefully some of you might find it useful or fun. In most regards it is the same as the chart on page 17 of the IH: Ascension book. Unlike that chart however, this is an actual template, vice just a growth system for outsiders, and it is heavily expanded upon to make it interesting for even Mid- High Cosmic campaigns.</p><p></p><p>___________________</p><p></p><p>-<strong>Hyperboreans</strong></p><p></p><p>Beings with Spiritual Strength are powerful mortals and outsiders who through perfection, discipline and enlightenment, have gained power nearing with the gods themselves. Also known as Hyperboreans, they are essentially the mortal equivalent of the Adamic Dragons.</p><p></p><p><strong>Gained</strong>: Hyperborean is a template that can be applied to any being hereafter referred to as the "base creature". The creature's type and size remain unchanged, however it gains the "Augmented" subtype.</p><p></p><p>-<strong>Hit Dice</strong>: The base creature gain max Hit Points, at 30 HD their base Hit Dice become d20s, at 120 HD their Hit Dice change to d100s, at 200 HD and every 100 HD thereafter their hit point multiplier increases by +1 (ie: a being with 200 HD of Spiritual Strength would have x2 health, 300 HD would have x3, and so on..), at 480 HD their base HD increases to d1000s. At 1000 HD, their hit point Multiplier increases from +1 per 100HD, to +10 per 100 HD (1000 HD being would have x100 hp) this is retroactive. Finally at 2000 HD their hit point multiplier increases to +1/4 their total hit dice (2000 HD would have x500 hp).</p><p></p><p>-<strong>Speed</strong>: At 30 HD the base creature's speed increases by x3, at 120 HD speed increases by x10 and they gain standard Starflight with a speed of 3d20 days to reach any point in the Kosmos, at 480 HD they become Superluminal, at 2000 HD their Starflight increases to 1d3 minutes, on par with a Time Lord.</p><p></p><p><strong>Armor Class</strong></p><p><strong>-Deflection or Insight</strong>: The base creature gains a Deflection bonus to their AC equal to their Charisma Modifier, or an Insight bonus equal to their Wisdom Modifier.</p><p></p><p><strong>-Perfection Bonus</strong>: They also gain a +1 Perfection bonus to their AC for every 5 HD.</p><p></p><p><strong>-Natural Armor Bonus</strong>: The base creature gains an amount of Natural Armor bonus that varies depending on how naturally tough they are. If the base creature has little or no natural armor normally, they gain 1/4th their HD in Nat AC. If the base being is naturally scaly or tough, they gain 1/2 their HD in Nat AC. If the base creature naturally has heavy armor plating or is incredibly tough to hurt, they gain Nat AC equal to their Hit Dice.</p><p></p><p><strong>Special Attacks</strong>:</p><p>-<strong>Integrated Class Features</strong>: You gain class features equal to 1/2 your HD.</p><p></p><p><strong>-Spell Like Abilities</strong>: The base creature gains spell like abilities based on it's portfolios, if any. At 30th level, they gain <em>Limited Wish</em> 1/day, at 120th level, they gain <em>Wish</em> 1/round, CL=Hit Dice</p><p></p><p><strong>-Prana Blast (Su):</strong> Treated as an "Effect" power, the base creature begins to be able to manipulate it's own life force to assault it's foes. The base creature radiates an aura of bright light (color of your choice) that can be extinguished at will. Initially it deals d3 divine damage, though it does not destroy magic barriers, and dazzles targets that fail a DC 10+1/2 HD+ their Perfection bonus save for 1 round, and manifests as a single Effect type power of the Hyperborean choosing (ray, blast, strike, touch, etc), every 10 HD he gains an additional attack form and it grows in strength as per the Effect list in the Ascension handbook. At 30 HD, the damage dice is increased from d3's to d10's and it is treated as an Uncanny Effect with the Hyperborean gaining access to all Effect type attack forms and dazzles targets for a number of rounds equal to the dice damage done and the -1 to attack rolls and sight based perception is replaced with a minus equal to the Hyperborean's Perfection modifier (and any Divine bonus they may also have) and also affects the armor class of an opponent reducing dodge and Dex based AC equal to the Perfection and Divine Bonus of the Hyperborean to a maximum of the opponent's total dodge and dex based armor bonus, at 120 HD, this increases to Uncanny Cosmic Effect dealing d20 damage though still does not destroy magic barriers, at 480 HD the increases to Uncanny Transcendental Effect, at 2000 HD this damage is increased to d1000s, or 'Uncanny Omnific Effect' if you prefer. (Treat the range increment as if they were an equal leveled Diety)</p><p></p><p><strong>Special Abilities</strong>:</p><p><strong>-Damage Reduction</strong>: Equal to 1/2 their HD. At 30 HD this increases to =to their HD. At 120 HD DR is increased 10x, at 1000 HD this increases by x100 again. (1,000,000 at 1000 HD)</p><p></p><p>-<strong>Perfection</strong>: The base creature gains a Perfection Bonus equal to 1/5th their hit dice on AC, Attack Rolls, all Checks, DCs, Initiative, Saves, and SR. At 480 HD the Hyperborean gains a single ability chosen by the DM, Elusion, Invincibility or Sophism based on their character concept as they learn to tap into the higher reality of true Perfection.</p><p></p><p><strong>-Spell Resistance</strong>: Gain an SR equal to 10+ HD+ Their Perfection Bonus. At 2000 HD they become immune to non-epic magic.</p><p></p><p>-<strong>Adaption</strong> (Ex): At 120 HD the base creature's form has grown tough enough to survive the test of space and time. They gain limited immortality if they did not possess it before and no longer die by aging or natural causes. They take no damage from any natural effect though are still effected by other non damaging effects (ie. They wouldn't be burned by a star they were standing on, but unless they were strong enough to stand up themselves, and had the ability to survive without breath, they'd be pinned by the star's massive gravity and be suffocated.). Though with time and effort, they can fully adapt to any environment. At 480 HD they are considered immune to most if not all environments and environmental effects.</p><p></p><p><strong>-Divine Power</strong>: The base creature gains 1 Divine Ability for every 5 HD it has.</p><p></p><p><strong>-Multifaceted:</strong> At 30 HD a Hyperborian is considered to have effectively mastered mortal and epic techniques and gains Mutifaceted as a bonus Divine Ability</p><p></p><p><strong>-Cosmic Power</strong>: Once the base creature has used Spiritual Strength for 120 HD, they gain a single Cosmic Ability of their choice.</p><p></p><p><strong>-Transcendent Power</strong>: At 480 HD, they gain a single Transcendental Ability of their choice.</p><p></p><p><strong>-Omnific Power</strong>: At 2000 HD, they gain a single Omnific Power of their choice.</p><p></p><p>-<strong>Saves</strong>: The base creature adds it's Perfection bonus to all Saving Throws.</p><p></p><p>-<strong>Abilities</strong>: Add +2 to all ability scores for every 5 HD the base creature possesses.</p><p></p><p>-<strong>Skills</strong>: The base creature gains it's Perfection bonus to all Skills</p><p></p><p><strong>-Challenge Rating</strong>: Equal to 2/3rd's it's ECL</p><p></p><p><strong>-Effective Class Level:</strong> Equal to double it's total Hit Dice.</p><p></p><p>_____________</p><p></p><p>Spiritual Strength offers few advantages to Divine Ascendency, but since it is done via the person's own grit and badassery vice Quintessence, it is not subject to QP drain, or effects dependent on QP. All of their levels are gained the old fashioned way as well; there are no magical shortcuts, or Worshipper Points, just Exp. Also, as the Hyperborean tends to be far weaker than it's divine counterpart, this is more meant for NPCs, though if done correctly it might be a viable option for PCs looking for a challenge.</p><p></p><p>The Hyperborean Soldier I'll be posting next should give you guys a good estimate at what it looks like on paper.</p><p></p><p>If divine PCs wish to take levels of Spiritual Strength, I allow them to do so. It is just treated as a separate template, though the Perfection bonuses and the bonus Cosmic, Transcendental, and Omnific powers are gained relative to how many levels the being has actually had the template for, so it is not retroactive, (If a 240 hit dice First One takes Spiritual Strength for the first time, they'd gain the power as if they were only level 1) though I realize this is somewhat clunky, it's simply a balancing mechanism to avoid exploitation and loophole gestalting, and it works, for the most part.</p><p></p><p>The only exception I make to this rule is for high level vanilla mortals who take it, or non-deific outsiders. The abilites become fully retroactive, and they are able to fully enjoy the template's power, as it is more intended as a substitute to Divinity, vice another level of it.</p><p></p><p>Hope you guys enjoy. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Beefermatic, post: 6230947, member: 6670757"] For the Hyperboreans, and Spiritual Growth based beings, I made a few modifications to the chart for progression/ challenge's sake. Here is the chart I use, hopefully some of you might find it useful or fun. In most regards it is the same as the chart on page 17 of the IH: Ascension book. Unlike that chart however, this is an actual template, vice just a growth system for outsiders, and it is heavily expanded upon to make it interesting for even Mid- High Cosmic campaigns. ___________________ -[B]Hyperboreans[/B] Beings with Spiritual Strength are powerful mortals and outsiders who through perfection, discipline and enlightenment, have gained power nearing with the gods themselves. Also known as Hyperboreans, they are essentially the mortal equivalent of the Adamic Dragons. [B]Gained[/B]: Hyperborean is a template that can be applied to any being hereafter referred to as the "base creature". The creature's type and size remain unchanged, however it gains the "Augmented" subtype. -[B]Hit Dice[/B]: The base creature gain max Hit Points, at 30 HD their base Hit Dice become d20s, at 120 HD their Hit Dice change to d100s, at 200 HD and every 100 HD thereafter their hit point multiplier increases by +1 (ie: a being with 200 HD of Spiritual Strength would have x2 health, 300 HD would have x3, and so on..), at 480 HD their base HD increases to d1000s. At 1000 HD, their hit point Multiplier increases from +1 per 100HD, to +10 per 100 HD (1000 HD being would have x100 hp) this is retroactive. Finally at 2000 HD their hit point multiplier increases to +1/4 their total hit dice (2000 HD would have x500 hp). -[B]Speed[/B]: At 30 HD the base creature's speed increases by x3, at 120 HD speed increases by x10 and they gain standard Starflight with a speed of 3d20 days to reach any point in the Kosmos, at 480 HD they become Superluminal, at 2000 HD their Starflight increases to 1d3 minutes, on par with a Time Lord. [B]Armor Class -Deflection or Insight[/B]: The base creature gains a Deflection bonus to their AC equal to their Charisma Modifier, or an Insight bonus equal to their Wisdom Modifier. [B]-Perfection Bonus[/B]: They also gain a +1 Perfection bonus to their AC for every 5 HD. [B]-Natural Armor Bonus[/B]: The base creature gains an amount of Natural Armor bonus that varies depending on how naturally tough they are. If the base creature has little or no natural armor normally, they gain 1/4th their HD in Nat AC. If the base being is naturally scaly or tough, they gain 1/2 their HD in Nat AC. If the base creature naturally has heavy armor plating or is incredibly tough to hurt, they gain Nat AC equal to their Hit Dice. [B]Special Attacks[/B]: -[B]Integrated Class Features[/B]: You gain class features equal to 1/2 your HD. [B]-Spell Like Abilities[/B]: The base creature gains spell like abilities based on it's portfolios, if any. At 30th level, they gain [I]Limited Wish[/I] 1/day, at 120th level, they gain [I]Wish[/I] 1/round, CL=Hit Dice [B]-Prana Blast (Su):[/B] Treated as an "Effect" power, the base creature begins to be able to manipulate it's own life force to assault it's foes. The base creature radiates an aura of bright light (color of your choice) that can be extinguished at will. Initially it deals d3 divine damage, though it does not destroy magic barriers, and dazzles targets that fail a DC 10+1/2 HD+ their Perfection bonus save for 1 round, and manifests as a single Effect type power of the Hyperborean choosing (ray, blast, strike, touch, etc), every 10 HD he gains an additional attack form and it grows in strength as per the Effect list in the Ascension handbook. At 30 HD, the damage dice is increased from d3's to d10's and it is treated as an Uncanny Effect with the Hyperborean gaining access to all Effect type attack forms and dazzles targets for a number of rounds equal to the dice damage done and the -1 to attack rolls and sight based perception is replaced with a minus equal to the Hyperborean's Perfection modifier (and any Divine bonus they may also have) and also affects the armor class of an opponent reducing dodge and Dex based AC equal to the Perfection and Divine Bonus of the Hyperborean to a maximum of the opponent's total dodge and dex based armor bonus, at 120 HD, this increases to Uncanny Cosmic Effect dealing d20 damage though still does not destroy magic barriers, at 480 HD the increases to Uncanny Transcendental Effect, at 2000 HD this damage is increased to d1000s, or 'Uncanny Omnific Effect' if you prefer. (Treat the range increment as if they were an equal leveled Diety) [B]Special Abilities[/B]: [B]-Damage Reduction[/B]: Equal to 1/2 their HD. At 30 HD this increases to =to their HD. At 120 HD DR is increased 10x, at 1000 HD this increases by x100 again. (1,000,000 at 1000 HD) -[B]Perfection[/B]: The base creature gains a Perfection Bonus equal to 1/5th their hit dice on AC, Attack Rolls, all Checks, DCs, Initiative, Saves, and SR. At 480 HD the Hyperborean gains a single ability chosen by the DM, Elusion, Invincibility or Sophism based on their character concept as they learn to tap into the higher reality of true Perfection. [B]-Spell Resistance[/B]: Gain an SR equal to 10+ HD+ Their Perfection Bonus. At 2000 HD they become immune to non-epic magic. -[B]Adaption[/B] (Ex): At 120 HD the base creature's form has grown tough enough to survive the test of space and time. They gain limited immortality if they did not possess it before and no longer die by aging or natural causes. They take no damage from any natural effect though are still effected by other non damaging effects (ie. They wouldn't be burned by a star they were standing on, but unless they were strong enough to stand up themselves, and had the ability to survive without breath, they'd be pinned by the star's massive gravity and be suffocated.). Though with time and effort, they can fully adapt to any environment. At 480 HD they are considered immune to most if not all environments and environmental effects. [B]-Divine Power[/B]: The base creature gains 1 Divine Ability for every 5 HD it has. [B]-Multifaceted:[/B] At 30 HD a Hyperborian is considered to have effectively mastered mortal and epic techniques and gains Mutifaceted as a bonus Divine Ability [B]-Cosmic Power[/B]: Once the base creature has used Spiritual Strength for 120 HD, they gain a single Cosmic Ability of their choice. [B]-Transcendent Power[/B]: At 480 HD, they gain a single Transcendental Ability of their choice. [B]-Omnific Power[/B]: At 2000 HD, they gain a single Omnific Power of their choice. -[B]Saves[/B]: The base creature adds it's Perfection bonus to all Saving Throws. -[B]Abilities[/B]: Add +2 to all ability scores for every 5 HD the base creature possesses. -[B]Skills[/B]: The base creature gains it's Perfection bonus to all Skills [B]-Challenge Rating[/B]: Equal to 2/3rd's it's ECL [B]-Effective Class Level:[/B] Equal to double it's total Hit Dice. _____________ Spiritual Strength offers few advantages to Divine Ascendency, but since it is done via the person's own grit and badassery vice Quintessence, it is not subject to QP drain, or effects dependent on QP. All of their levels are gained the old fashioned way as well; there are no magical shortcuts, or Worshipper Points, just Exp. Also, as the Hyperborean tends to be far weaker than it's divine counterpart, this is more meant for NPCs, though if done correctly it might be a viable option for PCs looking for a challenge. The Hyperborean Soldier I'll be posting next should give you guys a good estimate at what it looks like on paper. If divine PCs wish to take levels of Spiritual Strength, I allow them to do so. It is just treated as a separate template, though the Perfection bonuses and the bonus Cosmic, Transcendental, and Omnific powers are gained relative to how many levels the being has actually had the template for, so it is not retroactive, (If a 240 hit dice First One takes Spiritual Strength for the first time, they'd gain the power as if they were only level 1) though I realize this is somewhat clunky, it's simply a balancing mechanism to avoid exploitation and loophole gestalting, and it works, for the most part. The only exception I make to this rule is for high level vanilla mortals who take it, or non-deific outsiders. The abilites become fully retroactive, and they are able to fully enjoy the template's power, as it is more intended as a substitute to Divinity, vice another level of it. Hope you guys enjoy. :) [/QUOTE]
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