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A Tournament of Cosmic Propotions! (Immortal's Handbook Rules)
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<blockquote data-quote="Buugipopuu" data-source="post: 5750959" data-attributes="member: 41173"><p>I did have an Epic Plant, but it was an entire forest (like an Aspen tree colony, it shared a root system), and couldn't move. Pretty sure it wouldn't actually fit inside the Graveyard of Swords even if it could move.</p><p></p><p>If your Phane looks weak, give it the abilities of a Dream Phane as well</p><p></p><p>I'm doing a variant on Polymorpheus (called Neo Polymorpheus, for the sake of puns), an undead wildshape ranger god of Death and the Desert. To this end, here's a write-up of the Desert portfolio. I gave a suite of immunities/immunity penetrations because Desiccation damage is so rare and so is the corresponding immunity, so there's not as much benefit to either as something like Fire Immunity, what with entire classes of outsiders and elementals being immune to it, and there are loads of effects which cause Fire damage. Also because it doesn't inherently let you deal any Desiccation damage, so it's not as strong as most immunity penetrations.</p><p></p><p>Desert</p><p>Aspects: Sand, Thirst</p><p>Opposed Portfolio: Sea</p><p>Examples: Set (Egyptian)</p><p>Favored Animal: Jackal</p><p>Favored Class: Cleric</p><p>Favored Place: Desert</p><p>Favored Sacrifice: Drinkable Water</p><p>Favored Time: Summer Solstice</p><p>Favored Weapon: Scimitar</p><p>Portfolio Trial: Journey into a desert without magical supplies.</p><p>Prerequisites: None</p><p>Symbol: Jackal Head</p><p></p><p>Sand Domain - See Sandstorm page 107</p><p></p><p>Single Desert portfolio (Can't be bothered with Double):</p><p></p><p>Disciple:</p><p>Spell-Like Abilities: Use any Sand domain spell as a spell like ablity</p><p>Hostile Environment (Humid) Competence penalty to all die rolls equal to divine rank when in humid environments.</p><p>Prophet:</p><p>Wasteland Immunity: You become immune to desiccation damage, and no longer need water to function. You become immune to fatigue and exhaustion. Your vision is twice as good as normal in conditions where dust, sand, smoke or other particles/gasses obscure sight.</p><p>Water Vulnerability: Water damages you like Holy Water damages undead.</p><p>Hero-Deity:</p><p>Scion of the Desert: Competence bonus (equal to divine rank) on attack rolls, damage rolls and armour class when in a dry environment (typical temperate climates are usually too humid for this)</p><p>Quasi-Deity:</p><p>Improved Summoning (Desert): Creatures with 'deserts' in their environment description you summon have 50% more HD.</p><p>Demi-Deity:</p><p>Embodiment of Thirst: Immunities to your desiccation and fatigue-causing effects are only 50% effective.</p><p>Lesser Deity:</p><p>Superior Scouring [Effect]: Assault your enemies with sand-based attacks (see below)</p><p>Intermediate Deity:</p><p>Perfect Scouring Mastery: Assault your enemies with sand-based attacks (see below)</p><p>Greater Deity:</p><p>Desert Regeneration: You gain regeneration equal to half your HD while in dry environments.</p><p>Elder One:</p><p>Desert Messiah: Creatures with 'deserts' in their environment list of lower divine rank cannot harm you (no save).</p><p>Cosmic Imperfection (Sea): One artefact in the Universe can overcome your cosmic string ability.</p><p>Old One:</p><p>Pariah of the Seas:</p><p>Water-based effects cease to function in your divine realm.</p><p></p><p><strong>Scouring [Effect] (Su)</strong></p><p>You can create blasts of scouring sand.</p><p><strong>Benefit:</strong> The effect causes 1d6 Scouring damage per hit die the deity possesses. Scouring damage is physical damage (so damage reduction and hardness applies, although the particles are made of hard silicates which ignore 8 points of hardness). Any creature with a Natural armour bonus better than its hardness may use it instead of its hardness. In addition, the area affected by the [Effect] is filled with a dust-storm which cuts visibility down to 5 feet (although this becomes 50 feet for deities, due to their Divine Senses ability) in the round following the use of the effect. If the Effect doesn't cover an area but instead targets a creature, it must make a Fortitude save or be Blinded for 1 round per two damage dice of the effect.</p><p><strong>Special:</strong> If the user has the Penetrate Damage Reduction feat, they may choose to generate 'sand' made of fine particulate matter of any material for which they have Penetrate Damage Reduction. This means it counts as being made of that material for the purposes of overcoming damage reduction, and penetrates a number of points of hardness equal to that material's hardness (and may get extra properties depending on the material, although most material special properties will be useless, as density does not change the damage of the effect). Only materials with hardness less than or equal to the number of damage dice of the attack can be generated. Materials that aren't solid at room temperature cannot be selected. Supernatural properties of materials aren't replicated.</p><p></p><p>Blah blah standard crap about taking Effects multiple times.</p><p></p><p>This is assuming that a Slashing/Piercing/Bludgeoning effect for 1d6 per HD is fine, as this is weaker than that (due to dealing less damage against natural armour). It gets special benefits from Penetrate Damage Reduction, but that feat sucks, so having to take it is a balancing factor for that extra utility.</p></blockquote><p></p>
[QUOTE="Buugipopuu, post: 5750959, member: 41173"] I did have an Epic Plant, but it was an entire forest (like an Aspen tree colony, it shared a root system), and couldn't move. Pretty sure it wouldn't actually fit inside the Graveyard of Swords even if it could move. If your Phane looks weak, give it the abilities of a Dream Phane as well I'm doing a variant on Polymorpheus (called Neo Polymorpheus, for the sake of puns), an undead wildshape ranger god of Death and the Desert. To this end, here's a write-up of the Desert portfolio. I gave a suite of immunities/immunity penetrations because Desiccation damage is so rare and so is the corresponding immunity, so there's not as much benefit to either as something like Fire Immunity, what with entire classes of outsiders and elementals being immune to it, and there are loads of effects which cause Fire damage. Also because it doesn't inherently let you deal any Desiccation damage, so it's not as strong as most immunity penetrations. Desert Aspects: Sand, Thirst Opposed Portfolio: Sea Examples: Set (Egyptian) Favored Animal: Jackal Favored Class: Cleric Favored Place: Desert Favored Sacrifice: Drinkable Water Favored Time: Summer Solstice Favored Weapon: Scimitar Portfolio Trial: Journey into a desert without magical supplies. Prerequisites: None Symbol: Jackal Head Sand Domain - See Sandstorm page 107 Single Desert portfolio (Can't be bothered with Double): Disciple: Spell-Like Abilities: Use any Sand domain spell as a spell like ablity Hostile Environment (Humid) Competence penalty to all die rolls equal to divine rank when in humid environments. Prophet: Wasteland Immunity: You become immune to desiccation damage, and no longer need water to function. You become immune to fatigue and exhaustion. Your vision is twice as good as normal in conditions where dust, sand, smoke or other particles/gasses obscure sight. Water Vulnerability: Water damages you like Holy Water damages undead. Hero-Deity: Scion of the Desert: Competence bonus (equal to divine rank) on attack rolls, damage rolls and armour class when in a dry environment (typical temperate climates are usually too humid for this) Quasi-Deity: Improved Summoning (Desert): Creatures with 'deserts' in their environment description you summon have 50% more HD. Demi-Deity: Embodiment of Thirst: Immunities to your desiccation and fatigue-causing effects are only 50% effective. Lesser Deity: Superior Scouring [Effect]: Assault your enemies with sand-based attacks (see below) Intermediate Deity: Perfect Scouring Mastery: Assault your enemies with sand-based attacks (see below) Greater Deity: Desert Regeneration: You gain regeneration equal to half your HD while in dry environments. Elder One: Desert Messiah: Creatures with 'deserts' in their environment list of lower divine rank cannot harm you (no save). Cosmic Imperfection (Sea): One artefact in the Universe can overcome your cosmic string ability. Old One: Pariah of the Seas: Water-based effects cease to function in your divine realm. [B]Scouring [Effect] (Su)[/B] You can create blasts of scouring sand. [B]Benefit:[/B] The effect causes 1d6 Scouring damage per hit die the deity possesses. Scouring damage is physical damage (so damage reduction and hardness applies, although the particles are made of hard silicates which ignore 8 points of hardness). Any creature with a Natural armour bonus better than its hardness may use it instead of its hardness. In addition, the area affected by the [Effect] is filled with a dust-storm which cuts visibility down to 5 feet (although this becomes 50 feet for deities, due to their Divine Senses ability) in the round following the use of the effect. If the Effect doesn't cover an area but instead targets a creature, it must make a Fortitude save or be Blinded for 1 round per two damage dice of the effect. [B]Special:[/B] If the user has the Penetrate Damage Reduction feat, they may choose to generate 'sand' made of fine particulate matter of any material for which they have Penetrate Damage Reduction. This means it counts as being made of that material for the purposes of overcoming damage reduction, and penetrates a number of points of hardness equal to that material's hardness (and may get extra properties depending on the material, although most material special properties will be useless, as density does not change the damage of the effect). Only materials with hardness less than or equal to the number of damage dice of the attack can be generated. Materials that aren't solid at room temperature cannot be selected. Supernatural properties of materials aren't replicated. Blah blah standard crap about taking Effects multiple times. This is assuming that a Slashing/Piercing/Bludgeoning effect for 1d6 per HD is fine, as this is weaker than that (due to dealing less damage against natural armour). It gets special benefits from Penetrate Damage Reduction, but that feat sucks, so having to take it is a balancing factor for that extra utility. [/QUOTE]
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