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4th Edition and the Immortals Handbook
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<blockquote data-quote="Upper_Krust" data-source="post: 4445512" data-attributes="member: 326"><p>Hi all! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Been pondering some of the changes that will apply to 4E immortals and trying to boil everything down to some easily maintainable level.</p><p></p><p>New Features will likely include...</p><p></p><p>1. Portfolios replacing Class Levels above 30. </p><p>2. Aura </p><p>2b. Some nice 'Expend Aura' powers of course. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p>3. Realm (You gain an extra Action Point while within your Realm)</p><p>3b. Taint (Basically an effect similar to half your aura applies to your entire Realm) </p><p>4. Reconstitution (Okay, you know those Epic Destiny features where you don't die, well, like that only you need an Action Point for them to function)</p><p>5. Pantheon Pledges (Replace Paragon Paths between Levels 31-40)</p><p></p><p>Things I am still working on (mainly balancing issues)...</p><p></p><p>6. Artifacts (these will be more powerful than regular items). One option might be to not have items above 30th-level except artifacts - though I am not sure if that idea is totally palatable?</p><p>7. Avatars/Creatures (such as steeds)</p><p>8. Aspects/Minions </p><p></p><p>At the moment, one idea is that instead of choosing the new Aura ability (which comes with each Portfolio), you could instead either: create an artifact, create an avatar or some other creature, create multiple aspects or minions. You gain a new portfolio every five levels (31, 36, 41, 46) so using this method you could:</p><p></p><p>a) Concentrate on Aura and have a really powerful Aura by 46th-level.</p><p>b) Concentrate on artifacts and be really tooled up.</p><p>c) Gain multiple creatures or avatars.</p><p>d) Have loads of minions/aspects.</p><p>e) Or any combination of the above.</p><p></p><p>Seemingly the easiest way to balance things is to have:</p><p></p><p>Avatars = Standard Monsters = Immortal -5 Levels</p><p>Aspects = Minion Monsters = Immortal -5 Levels (but you get four of them).</p><p></p><p>eg. Orcus (Level 42 as a PC) would have a Level 37 Avatar or standard monster/pet/steed, or a group of Level 37 Minions as Aspects/</p><p></p><p>Applying that to NPCs.</p><p></p><p>eg. Orcus (Solo 33) would have a Level 28 Avatar and Level 28 Aspects. </p><p></p><p>Initially I wanted Avatars at -10 and Aspects at -20, but then they make virtually no sense in terms of aiding PCs as anything less than about -5 Levels is likely to be worthless in combat.</p><p></p><p>Arguably you could choose Elite Monsters bu using two slots and Solo monsters by using five. I sort of like the idea of creating Elite and Solo artifacts. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Any comments?</p></blockquote><p></p>
[QUOTE="Upper_Krust, post: 4445512, member: 326"] Hi all! :) Been pondering some of the changes that will apply to 4E immortals and trying to boil everything down to some easily maintainable level. New Features will likely include... 1. Portfolios replacing Class Levels above 30. 2. Aura 2b. Some nice 'Expend Aura' powers of course. ;) 3. Realm (You gain an extra Action Point while within your Realm) 3b. Taint (Basically an effect similar to half your aura applies to your entire Realm) 4. Reconstitution (Okay, you know those Epic Destiny features where you don't die, well, like that only you need an Action Point for them to function) 5. Pantheon Pledges (Replace Paragon Paths between Levels 31-40) Things I am still working on (mainly balancing issues)... 6. Artifacts (these will be more powerful than regular items). One option might be to not have items above 30th-level except artifacts - though I am not sure if that idea is totally palatable? 7. Avatars/Creatures (such as steeds) 8. Aspects/Minions At the moment, one idea is that instead of choosing the new Aura ability (which comes with each Portfolio), you could instead either: create an artifact, create an avatar or some other creature, create multiple aspects or minions. You gain a new portfolio every five levels (31, 36, 41, 46) so using this method you could: a) Concentrate on Aura and have a really powerful Aura by 46th-level. b) Concentrate on artifacts and be really tooled up. c) Gain multiple creatures or avatars. d) Have loads of minions/aspects. e) Or any combination of the above. Seemingly the easiest way to balance things is to have: Avatars = Standard Monsters = Immortal -5 Levels Aspects = Minion Monsters = Immortal -5 Levels (but you get four of them). eg. Orcus (Level 42 as a PC) would have a Level 37 Avatar or standard monster/pet/steed, or a group of Level 37 Minions as Aspects/ Applying that to NPCs. eg. Orcus (Solo 33) would have a Level 28 Avatar and Level 28 Aspects. Initially I wanted Avatars at -10 and Aspects at -20, but then they make virtually no sense in terms of aiding PCs as anything less than about -5 Levels is likely to be worthless in combat. Arguably you could choose Elite Monsters bu using two slots and Solo monsters by using five. I sort of like the idea of creating Elite and Solo artifacts. :) Any comments? [/QUOTE]
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