A Tournament of Cosmic Propotions! (Immortal's Handbook Rules)

Okay, I have a new entrant. I... think he's more or less in line power-wise, though I know his sword is about 1.5 times what he should have, but he kind of needs to have it if he exists at all. It's pretty essential to his character.

I actually might have short-changed him on divine abilities, I'm not sure, since I first advanced the Concordant Slayer to 90 HD, then applied the template. Artifact ECL gets kind of tricky at that point. Let me know if he seems off in either direction.

[sblock] Austere

The Bringer of Equilibrium, The Self-Annihilated

This entity is one of utter serenity, seeming to lack all traces of emotions or even a personality. It was born long, long ago as the assassin of a long-dead Intermediate Power (whom it slew to gain its Deicide Portfolio) and served exceptionally in that role, slaying all manner of alignmnet exemplars are lesser divine creatures. As it attained more and more power, it became increasingly harder for its Immortal master to control, and further and further zealous in its approach to rendering cosmic balance.

Eventually, the scale was tipped and the entity who would later be given the name Austere killed its creator as per the dictates of its sense of balance, absorbing the god's quintessence and asencding an a Power of deicide. Since then, it has acted of its own accord, seeking out and killing gods and cosmic entities of extreme (and lesser) alignments.

In order to justify its actions in accord with its own beliefs, Austere was forced to destroy what little sense of self it possessed at its birth. Through long centuries of meditation, it achieved a nirvana mortal monks may only dream of and transcended its own identity, becoming a roving absense in the Kosmos, existing only to hunt and destroy those entities who unbalance the mutliverse.

Advanced Concordant Slayer, Greater Deity
Large Outsider (extra-planar)
Hit Dice: 90d20 +3,510 (x4) (24,840 hp)
Initiative: +59, always first (+35 Dexterity, +16 Divine, +8 Superior Initiative)
Speed: 360 ft., fly 1,080 ft. (good)

Armor Class: 240 (-1 Size, +39 Deflection +35 Dexterity, +16 Divine, +35 Dodge, +16 Insight, +90 Natural)
Flat-Footed: 160 Touch: 145

Base Attack/Grapple: +90/+149
Space/Reach: 10 ft./ 10 ft.

Attack: Retribution+290/+285/+280/+275 2d8 +122 +15d8 Chaotic/Holy/Lawful/Unholy +90d3 Anti-Divine +360 Smite (+720 vs. extreme alignment) 15-20/x3(x8 on Natural 20)

Special Abilities: Divine Aura (1,000 ft.), Double Deicide Portfolio, Smite, Spell-like Abilities

Special Qualities: Aligned Defenses, Darkvision 600 ft., Divine Bonus (+16), DR 45/--, Immunities, Low-Light Vision (20x), Know Alignment, SR 116, True Seeing

Saving Throws: Fort +157 Ref +153 Will +156

Abilities: Str 92 Dex 81 Con 88 Int 80 Wis 86 Cha 88

Skills: Omnicompetent, all skills = 109 + relevant ability modifier

Feats: Alertness, Combat Expertise, Dodge, Improved Initiative, Improved Critical (Greatsword), Power Attack, Quicken Spell, Weapon Focus (Greatsword)

Epic Feats: Automatic Metamagic Capacity (4), Combat Mastery, Dire Charge, Expert Strike, Fire Baptism, Great Smiting, Greater Power Attack, Improved Combat Expertise, Improved Critical Multiplier (Greatsword), Improved Dodge, Sixth Sense, Supreme Dodge, Superior Initiative, Weapon Abatement

Divine Abilities: Adjuration, Force Field (6), Learned Spell Immunity, Perfect Initiative, Seventh Sense, Spell Abatement, Superior Critical (Greatsword), Superior Smiting, True Strike, Uncanny Dodge, Unknowing Body, Unknowing Mind, Unknowing Soul

Cosmic Abilities: Cogency, Inner Eye, Total Charisma

ECL: 215
CR: 143
Environment: Planar
Alignment: True Neutral
Possessions: Retribution (Large +45 Metaline, Vorpal, Anarchic/Axiomatic/Holy/Unholy Scion Greatsword)

COMBAT

Austere ignores the first spell to target him each round. Once Austere is affected by a spell, he is forevermore immune to the effects of that spell cast by that specific oppoent.

Austere gains a cumulative +1 Dodge Bonus to Armor Class per round, so long as he remains fighting the same opponent.

Austere gains a cumulative +1 bonus to Attack Rolls each round he consecutively fights the same opponent.

Austere Power Attacks at a 4:1 ratio.

Austere maximizes all die-rolls.

Austere adds the highest Charisma score in his Divine Aura (1,000 ft.) to his own.

Austere may replay 16 rounds of combat per day.

Adjuration

Once per day, Austere may call 180 Hit Dice of creatures to his aid, none of whom can be great than CR 61. He typically uses this ability to summon 4 Force Golem Sentinels. He cannot use this ability to call anything with a Divine Bonus or that casts Divine Spells.

Aligned Defenses

Austere is constantly protected by the effects of the following spells: Cloak of Chaos, Holy Aura, Shield of Law, Unholy Aura. These spells function at quadruple strength. Furthermore, the effects are doubled if Austere is facing an opponent of extreme Alignment, increasing the Deflection and Resistance bonuses from the spells to +32. The +16 bonus is factored into Austere's stats. If this aura is dispelled (CL 106), it reforms at the beginning of Austere's next turn.

Double Deicide Portfolio

Smite Immortal – 16 times per day, Austere may Smite an Immortal, dealing extra damage on his next attack equal to the Immortal's Divine Bonus.
Obessesed – Austere acts last if there is no opponent with a Divine Bonus in his Divine Aura (1,000 ft.) at the beginning of the round.
Lunatic's Atheism – Austere cannot flee battle if there remains an opponent with a Divine Bonus in his Divine Aura (1,000 ft.)
Anathema – Austere cannot summon allies who possess a Divine Bonus, nor compel them to his service. All creatures with a Divine Bonus treat him as Hostile and he cannot improve his relation to them by any means.
Pernicious Ascendancy – Austere is immune to Divine damage. Furthermore, he is not considered an Immortal for effects which negatively affect Immortals.
Greater Scion of Godslaughter – Austere's Divine Bonus is increased by double that of the most powerful Immortal within his Divine Aura (1,000 ft.), or that of the two most powerful Immortals therein if he is facing multiple Immortals (these bonuses are not doubled).
Profane Ritual – Austere's summoned allies cannot be banished.
Execration Ritual – Austere's summoned allies maximize all Attack and Damage rolls against Immortals.
Anti-Divinity – Anything without a Divine Bonus is immune to Austere's Divine damage. Any opponent with a Divine Bonus takes +100% damage from Austere's Divine damage.
Vile Divinity – Any Divine damage dealt by Austere is Permanent damage, however this damage can be healed as normal in the Outlands.
Superior Divine Effect (x2) – Austere may assault his enemies with corrupted divine power. He uses this as a Strike ability, adding +90d3 Permanent Divine damage to all melee attacks against Immortals.
Fundament of Sacrilege – Austere gains Regeneration equal to the combined Divine Bonus of all Immortals within his Divine Aura (1,000 ft.)
Font of Perdition – Immortals within Austere's Divine Aura (1,000 ft.) lose a number of HP each round equal to the combined Divine Bonus of all Immortals within Austere's Divine Aura, including his own.

Force Field


Austere is protected by a Force Field with 960 Hit Points. It regains 96 Hit Points per round.

Immunities

Austere is immune to the following effects: Acid damage, Cold damage, Electricity damage, Fire damage, Petrification, and Poison, and all natural (non-magical) effects.

Know Alignment

Austere is constantly under the effects of the following spells: Detect Chaos, Detect Evil, Detect Good, Detect Law.

Smite

All of Austere's attacks against opponents with non-Neutral components to their Alignments are Smite attacks, gaining a +39 to the Attack roll and +360 to the Damage roll. Against opponents of the extreme alignments (Chaotic Evil, Chaotic Good, Lawful Evil, Lawful Good) the bonus to Damage roll is instead +720.

Spell-like Abilities

CL 106th DC 65 + Spell Level, 4 levels of Automatic Metamagic (Quicken Spell)

QuickenedAnti-Magic Field, Destruction, Dimensional Anchor, Dismissal, Doom, Gate, Non-Dectection, Trap the Soul, Undetectable Alignment
At Will Analyze Dweomer,Blasphemy, Commune, Dictum, Dream, Etherealness, Forcecage, Geas/Quest, Greater Dispel Magic, Greater Invisibility, Greater Teleport, Holy Word, Mage Armor, Magic Missile, Mage's Sword, Magic Jar, Mind Blank, Resilient Sphere, Sending, Shield,Telekinetic Sphere, Tongues, Plane Shift, Wall of Force, Word of Chaos
16/dayWish


True Seeing

Austere is constantly under the effects of a True Seeing spell. This effect has a range of 240 ft. [/sblock]
 
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Damn, that is one hardcore bird. I'd say the most dangerous thing about it is the cosmic fire blood it has. Most of the fighters here who rely on lots of attacks will kill themselves before they kill it. I was gonna say Perfection might have a decent chance, but his beam will likely knock it to half health, after which it can just immolate and repeat, staying out of his reach until it kills him.

The blood originally had a save, but most melee fighters have Evasion, so if it had a save it wouldn't actually do anything nineteen times out of twenty (and those are exactly the people it will have trouble hitting with any of its attacks). It's half-damage against most things anyway, because fire immunity is so easy to get, so it's not as good as it looks. The ECL's still a little low, but it's probably not too far off. Immolation is a one-shot ability, it appears I didn't make that totally clear in the writeup.

Also, is it supposed to have d100s? That hp figure doesn't look quite right.

You're right. The +5k doesn't take into account its Legendary Constitution, but the actual figure is correct.
 

I think it's okay, it's a powerful ability, but that's what this tournament is all about.

When you get a chance, if you could, let me know how Austere looks, I worry that his overall stats are kind of lacking, but, he gets a lot of situational bonuses, so I'm not sure.

I'm not sure if not allowing Alabaster's Godslayer abilities to affect him is completely fair, but from a flavor standpoint, there is absolutely no reason a god with the Deicide portfolio should be vulnerable to a Godslayer. The whole reason I made it was to be able to have an anti-god without needing a bunch of new rules. Would like thoughts on this, though.
 
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I think it's okay, it's a powerful ability, but that's what this tournament is all about.

When you get a chance, if you could, let me know how Austere looks, I worry that his overall stats are kind of lacking, but, he gets a lot of situational bonuses, so I'm not sure.

His overall stats presumably jump up when in actual combat. Against a typical Greater deity with charisma as a dump stat he's still getting +52 to basically everything on top of those stats, and another +32 to attack against anyone who's not TN. Against another Cha-user he's pretty much unbeatable. He doesn't really need bigger numbers.

Expert Strike and Fire Baptism don't work the way you think they do. It's +1 per round, not per miss/hit.

EDIT: The deicide portfolio could be toned down a little. It's mostly fine, but Permanent damage, to me, is the realm of Umbrals and Sidreals, not mere Deities. Even the Entropy portfolio doesn't give out Permanent damage. If Anathema is supposed to be a weakness, it needs to be worse. "All the gods hate you" is nice for flavour, but in practice it's a non-drawback in 1v1 and could actually be useful in a team battle (If he piles on the defences, the rest of the team doesn't have to worry about being attacked. Getting aggro is actually an advantage if you can prepare for it. And someone wielding a Defending weapon with full Combat Expertise basically can't be hit.) Perhaps "Gods and outsiders with Divine bonuses will not answer your summons, even if compelled. They also cannot be brought to a better attitude than Indifferent with Diplomacy or Perform, and start Hostile by default." would keep it in line with the other weaknesses. Or some other effect to the line of "Gods hate you so much that even magic isn't very good at getting them to do what you want."
 
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*scratches head* Where's the +32 to attacks against non-TN opponents coming from? (I'm positive I'll feel like a moron when you tell me)

Thanks for pointing out my error on those feats, will fix. Though, maybe those could be divine abilities with the feats as prerequisites... not that he has room for them.

And, Total Charisma is certainly a prime Abrogate target, I'd imagine.

And how about vile damage rather than permanent? (I'm assuming wish/miracle can heal vile the same way they heal permanent, if not just transfigure it to regular damage with one casting.) Or... anything else you can come up with for that slot?

And I like that suggestion for the weakness, editing in.

Oh, and I made a mistake the Scion weapon effect is +15d8, not +25d6, was thinking of Nexus. Will change that.

Edit: Oh, and I'm going to throw Adjuration on him just so that really does look like a weakness to him. I doubt he'll ever use it in the tournament.

Edit 2: I had another error in his Aligned Defenses, I thought they were Protection from X for some reason, so his natural bonus is 32, increases to 64 against alignment extremes. Blah, will fix tomorrow. Unless that seems too powerful, in which case I can drop it to just quadruple strength.
 
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*scratches head* Where's the +32 to attacks against non-TN opponents coming from? (I'm positive I'll feel like a moron when you tell me)

Sorry, it's +39, from his Smite Everything ability.

And how about vile damage rather than permanent? (I'm assuming wish/miracle can heal vile the same way they heal permanent, if not just transfigure it to regular damage with one casting.) Or... anything else you can come up with for that slot?

I thought about Vile damage, but that's inherently Evil, and is countered by Good, which doesn't fit his flavour. Perhaps permadamage, but adding in the condition that it can be healed as normal while in the Outlands.

Edit 2: I had another error in his Aligned Defenses, I thought they were Protection from X for some reason, so his natural bonus is 32, increases to 64 against alignment extremes. Blah, will fix tomorrow. Unless that seems too powerful, in which case I can drop it to just quadruple strength.

I'd say from a flavour perspective, he's a Second Choir exemplar, which only get quadruple-strength protection, not octuple. If you want something to replace it, you could make his True Seeing a double-radius version. Also noticed that you've put "Low-light vision 600ft.", that should probably be "Low Light Vision x20", since low light vision doesn't have a specific radius.
 


Actually you're correct Bel. I took a good look at his stat-block and even with the adjustments I made to him he'd get roasted. I was thinking of giving Alabaster a few more awesome artifacts to beef him up a little more. I've statted several contenders now that I'm sure could have a solid chance of defeating him with relative ease.

Boccob... does he even bear mentioning right now? :p

Yes he does. In fact he's one of the main reasons I'm making this post. More on that in a minute.

Also, is it supposed to have d100s? That hp figure doesn't look quite right.

Anyway, Buugi, that is one of the most elegant monsters I have ever seen. Serious respect.

That's high praise coming from this man. If you have his respect, rest assured you have mine good sir. I couldn't possibly concur with my associate any more than I do. The Phoenix is nothing shy of magnificent. <3 Buugi.

Oh good. So he can only deal 335,790 damage per round by casting Empowered x43 Twinned x3 Force Missiles 13 times a round, one-shotting any competitor. For a second there I thought he was too good. They're immune to magic? Or have Spell Abatement and Learned Spell Immunity? Doesn't matter since he penetrates Magic immunity 50% of the time, and the highest-hp competitor only has 100k HP. Creatures without the Chaotic subtype (Most Creatures) have it worse. Empowered x37 Twinned x3 Maw of Chaos, because it does 585,585 damage per round, and not even Force Immunity will stop it. Neither spell has a save.

Perhaps he's wanting to kill some Sidereals where 600k damage isn't enough?
You can drop Maw of Chaos in a Time Stop because it has a duration. Persist Time Stop (more than 300 feet from your target, to avoid Spell Stowaway) and alternate rounds of Twinned x57 Spell Enhancer (+58 to CL for his next spell, combined with Alter Reality and Inner Eye giving him a caster level of 312 to penetrate SR, enough to beat the SR of most First Ones) and Twinned x7 Empowered x81 Maw of Chaos (512,008 damage per round). Do this all day (infinite spells per day, so why not?). As soon as your Time Stop ends, your unfortunate target takes 3.7 billion damage, unless they're immune to magic, where it's only 1.8 billion. Take the time to cast (Widened) Forcecage, Dimensional Lock, Solid Fog, and a few other movement-restricting spells (at an insignificant reduction in damage) and they take that every round and can't escape. Make them all Tenacious with Anyfeat and even dropping a Disjunction every round while magic immune only cuts the damage to 400 million.

I'm so eternally grateful that you showed me these figures and made me take a second look at my Improved Spell capacity system and realize though it did successfully combine two systems, the systems combined were both broken in their own ways and the combination did not serve to fix them per say, merely make them exponentially more powerful. Seriously, thank you for showing me the error of my ways. Boccob will be getting a new stat-block before the tournament starts, rest assured.

Personally i'm a fan of the Feanmerc system and I like the way it works. The AMMC feats by themselves are extremely powerful, so much so that once a character has acquired the meta-magic,particularly meta-magic freedom and improved meta-magic, both insanely powerful feats they desire, they might as well select nothing but AMMC FOR THE REST OF THEIR CAREERS. The same is true for ISC (Improved Spell Capacity) for the Feanmerc side of the coin.

So yeah, to be honest I've given it a LOT....trust me... a LOT of thought and unfortunately I have decided to ban my own creation. :(

*Sheds a tear....then whacks Improved Spell Mastery & Improved Power Mastery with a banhammer*

:.-(

*regains composure*

Anyway, now that we've passed that, the more I read up on the rules that both Belz & Buugi have posted the more I find myself liking them. Particularly the epic feats/divine abilities that modify magic/martial/psionic abilities with something similar to meta-magic.

However, I will more than likely still use something very similar to Feanmerc and allow epic spells,powers & possibly even maneuvers can be custom made from the ground up, just not to a point of game-breaking ridiculousness. The Feanmerc rules for Improved Spell & Power Mastery will be temporarily re-instated, but I'm deciding to also allow the abilities, Epic Meta-magic feats and the like, to be used as well.

Unless of course someone has a better idea....

EDIT1- I was considering allowing the epic/divine versions of meta-magic/psionic/martial abilties might actually be able to apply to epic spells, but I don't see the sense of trading one broken FX system for another.

If anyone wants to crunch some numbers for me I'd be grateful. I kinda suck at math.

On second note, Bel, do you still have that Excel document you designed for taking divine abilities multiple times to power up their damage and over-all usefulness? Well I don't have the file available but I remember I studied the chart fairly extensively and to be honest, even with the significant improvements you made to the system the damage on them still sucked. Perhaps their HP Multipliers apply to them as well, or make another divine/cosmic ability to increase their damage output further, without simply stacking the same redundant ability a dozen times? Just a thought, if you can find some more of our old data, try crunching some numbers and let me know what you guys think. Post em up when you get time friend.

The tournament roster is actually growing very nicely. I daresay this project will actually see it's end before spring of 2012. Many thanks to everyone who has contributed anything, even a single post to this thread. Special thanks to Buugi and Belz for being awesome. Come on boys, we're half way there!
 
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The AMMC feats by themselves are extremely powerful, so much so that once a character has acquired the meta-magic,particularly meta-magic freedom and improved meta-magic, both insanely powerful feats they desire, they might as well select nothing but AMMC FOR THE REST OF THEIR CAREERS.

The following is a line from one of my players' character sheets: "Multifaceted x5 (Automatic Metamagic Capacity x25, Multispell x5)". This is on top of the fact that over half his feats are either Improved Spell Capacity, Multispell or Automatic Metamagic Capacity.

On second note, Bel, do you still have that Excel document you designed for taking divine abilities multiple times to power up their damage and over-all usefulness. Well I don't have the file available but I remember I studied the chart fairly extensively and to be honest, even with the significant improvements you made to the system the damage on them still sucked. Perhaps their HP Multipliers apply to them as well, or make another divine/cosmic ability to increase their damage output further, without simply stacking the same redundant ability a dozen times? Just a thought, if you can find some items, try crunching some numbers and let me know what you guys think.

I'd be wary of upping [Effect] damage, even if limited to only damage-dealing ones. Strike is the best [Effect] at the moment, and its damage usually ends up being a significant proportion of a character's DPT. There are builds out there that can get 36 attacks per round, every round. I have a Lesser Deity that got 105 attacks a round (albeit once per day), and that's not even as high as I could get it. Strike is fine as it is, so anything you do to [Effects] should probably make the others better without changing Strike. I allowed Third Eye to stack with itself for Beamspam builds (and also gave it minor search and spot boosts, and made it boost gaze attack). Metabreath feats can make the Breath effects more worthwhile, so some kind of ability that granted easier access to them would make Breath effects more useful. Storm is probably fine as it is. It's got many applications for kiting. Immolation is intended for special circumstances only. Blast and Gaze never seem to be taken, so they're the ones you should buff up.

Possibly:

Metabreath Reserve[Epic]
Prerequisites: At least one Metabreath feat, breath weapon, Con 25
Benefit: In every round which you do not use your breath weapon you gain 1 reserve point. You can store as many reserve points as your Constitution modifier. You may expend a reserve point to reduce the number of additional turns a metabreath feat makes you wait before using your breath weapon again by one. In addition, you may apply any Metabreath feat you have multiple times, applying the increased delay for each one.

Automatic Heighten Breath[Epic]
Prerequisites: Heigthen Breath, breath weapon, Con 25
Benefit: Every round of breath delay induced by your metabreath feats increases the save DC against that use of the breath weapon by 1 (up to a maximum additional DC equal to your constitution modifier), as if every adjustment included a free application of Heighten Breath.

Spell Breath[Epic]
Prerequisites: One other Metabreath feat, Con 19, Breath Weapon
Benefit: Choose any spell which modifies a breath weapon. You may apply the effects of that spell as if it were a metabreath feat with a delay increase of half the spell's level minus one (minimum +1).
Special: You may select this feat multiple times. Each time you may select a different spell to use as a metabreath feat.
 

The following is a line from one of my players' character sheets: "Multifaceted x5 (Automatic Metamagic Capacity x25, Multispell x5)". This is on top of the fact that over half his feats are either Improved Spell Capacity, Multispell or Automatic Metamagic Capacity.

That's kind of what I wanted to get away from. I'm still contemplating on whether or not the epic meta-FX feats should be allowed to apply to epic spells prepared using FEANMERC or any similar system. My first instinct says no, but honestly I don't even know where to begin on crunching those types of numbers, plus I haven't slept in close to 30 hours so my brain is a bit on the fritz. Lots of drugs in my system to keep me awake. Mostly Caffine and Cannabinoids. However, now that my brain is feeling the relief of making progress on this problem which has been on my mind constantly since you made the post crunching Boccob's numbers, I may well pass out soon due to exhaustion.

Have you had any experience with allowing meta-magic feats to affect epic spells? good idea/bad idea? Numbers crunched? data of any sort?

I'd be wary of upping [Effect] damage, even if limited to only damage-dealing ones. Strike is the best [Effect] at the moment, and its damage usually ends up being a significant proportion of a character's DPT. There are builds out there that can get 36 attacks per round, every round. I have a Lesser Deity that got 105 attacks a round (albeit once per day), and that's not even as high as I could get it. Strike is fine as it is, so anything you do to [Effects] should probably make the others better without changing Strike. I allowed Third Eye to stack with itself for Beamspam builds (and also gave it minor search and spot boosts, and made it boost gaze attack). Metabreath feats can make the Breath effects more worthwhile, so some kind of ability that granted easier access to them would make Breath effects more useful. Storm is probably fine as it is. It's got many applications for kiting. Immolation is intended for special circumstances only. Blast and Gaze never seem to be taken, so they're the ones you should buff up.

Yeah, in fact I believe the particular excel document Belz sent to me over googledocs used a Blast ability for damage comparison. Maybe that's why the damage output seemed to be so low, despite investing doezens of DVAs.

Possibly:

Metabreath Reserve[Epic]
Prerequisites: At least one Metabreath feat, breath weapon, Con 25
Benefit: In every round which you do not use your breath weapon you gain 1 reserve point. You can store as many reserve points as your Constitution modifier. You may expend a reserve point to reduce the number of additional turns a metabreath feat makes you wait before using your breath weapon again by one. In addition, you may apply any Metabreath feat you have multiple times, applying the increased delay for each one.

Automatic Heighten Breath[Epic]
Prerequisites: Heigthen Breath, breath weapon, Con 25
Benefit: Every round of breath delay induced by your metabreath feats increases the save DC against that use of the breath weapon by 1 (up to a maximum additional DC equal to your constitution modifier), as if every adjustment included a free application of Heighten Breath.

Spell Breath[Epic]
Prerequisites: One other Metabreath feat, Con 19, Breath Weapon
Benefit: Choose any spell which modifies a breath weapon. You may apply the effects of that spell as if it were a metabreath feat with a delay increase of half the spell's level minus one (minimum +1).
Special: You may select this feat multiple times. Each time you may select a different spell to use as a metabreath feat.

Those abilities are awesome. not only are they awesome but I'd even go so far as to say allowable in the tournament. Will keep them in mind for when I design the numerous dragons that may make appearances for this Cosmic Upheaval in the making.

I must say Buugi, you sir have just been full of one awesome surprise after another. How many more aces do you have up those sleeves of yours I wonder?

Also on a completely Unrelated note, I'm considering adding Thor into the Competition. He will probably be an immortal of double Strength and will only gain access to the Thunder portfolio via his Hammer. He's actually going to be a lot more like the Marvel version of Thor than the original Norse god Thor, but that's just because my universe is just insane in that regard.

Probably would have levels in Threat, Swordsage/Crusader...maybe even a paladin seeing as he is Bloody fearless. I DM a lot more than just D&D. I also run d20 modern and BESMd20 which can be applied to just about any universe. I've run games of just about every genre. Everything from Pokemon, to Dragonball Z/GT, To Call of Cthulu based Resident Evil Style D20 Modern campaigns, to running characters through various scenes in Disney and Studio Ghibli films. My experience as a DM has shown me that with D20 I can create anything my brain can dream up. Allow me to paint a picture for you of why I'm trying to include Thor in my tournament before the roster completely fills up. The following piece of fluff is basically a scene replayed from a short film by Marvel Studios, released back in 2009. If you haven't seen it, WATCH IT. It's mind-blowingly epic. My friends and I were able to replicate this fight almost exactly as it happened down to the letter using D20 combat rules. With Thor Statted as an Intermediate Deity with rules from the d20 BESM game, combined with IH rules, where 10 character points = 1 divine ability. the rest translates amazingly fluidly between systems. (D20 MODERN, D&D and OFC D20 BESM) particularly a character class, simply called "SUPERHERO". Unfortuneatly the Thor I use in this tournament will be made using D&D rules, since this is a D&D tournament, but his abilities will almost identically match the Thor from Marvel's films and comics.

For those who aren't familiar with the BESM D20 revised edition supplement, I highly encourage giving it a shot if you like anime/cartoons/comics or anything d20 related. It's FREE. Meant to be shared and distributed as such. Never pay to download a PDF of this file. Even the website that published it allows it to be downloaded for free.

BESM - D20 - Revised Edition.pdf - 4shared.com - document sharing - download

The sacred ground of Asgard rumbles with distant thunder once again. The end of the Odinsleep is almost arrived. Seven days and nights of pure battle have come and passed, only at dusk of the seventh day, are the Heroes of the realm truly tested. Tested against the impossible might of a mortal beast, which is a walking nightmare, a continuous storm of rage that knows no boundaries of strength or stamina.

The last of the wicked trolls, dark elves, frost giants and demons lay dead, dying or helpless, but Rage itself would seek to tear down the walls of Asgard this day, and lay low her sacred and immortal warriors. The Hulk has come to Asgard. Not a god, but a mortal beast from Midgard. The Incredible Hulk has just sent the Mighty Thor, who in vain tried to defend his brothers in arms from the beasts' might, crashing through a stone tower and into the ground, to be covered in rubble from the partially collapsed structure. As Thor Struggles to regain his composure, The Incredible Hulk, being mind controlled by his wicked step-brother Loki, of course, steps toward the Fallen Mjolnir, seeking to claim it as his own.


"Come to your new master Mjolnir," spoke both Loki and the terrible and massive green form of the Hulk, in perfect unison with the Manifestation of the god Himself. "And let us smite my Step-brother. For there are none stronger than Loki now" say both god and mortal beast with equally terrifying and wicked grins upon their faces.

Both mortal green Hulk, and Immortal Wicked Loki reach down to grasp Mjolnir's hilt. Titanic Muscles strain with impossible strength as the Hulk attempts to bring the Legendary Warhammer to bear, but Mjölnir will not rise.

"RISE CURSED HAMMER!" Scream both god and beast in unison, the Hulk's voice sounding exactly the same as the god of Mischiefs'.

"LOKI! Enough! Your own rage fuels the beast! I can feel the spell breaking!" warns Amora, her right hand to her temple as the epic spell she wove to link Loki and the beast together, begins to snap under the sheer weight of the Hulks' impossible rage.

"I will... have... this... HAMMER!" Screams the god of mischief, too blind with rage to heed Amora's warning.

Suddenly, just before the spell fully snaps like a twig under the inconceivable rage of the Incredible Hulk, the Hulk's enormous green face goes wide-eyed as
Mjölnir returns to it's one and only true Master. The son of Odin. the Mighty Thor.

"Nay! You will have it's THUNDER!!!"
Screams Thor as he plant's Mjölnir's hilt in the ground and the Hulk is BLASTED with a pillar of holy Lightning.

-A scene from Hulk Vs. Thor (Copyright Marvel Studios 2009), replayed in D20 besm by my friends and I.

Disclaimer - This was not my idea. Someone else made this up. Check out the movie's Wikipedia page for more info on who the real credit goes to. I was merely running this as an experiment to test cross-system compatibility.

Hulk Vs - Wikipedia, the free encyclopedia
 

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