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A Tournament of Cosmic Propotions! (Immortal's Handbook Rules)
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<blockquote data-quote="Buugipopuu" data-source="post: 5765542" data-attributes="member: 41173"><p>I made Bane Effect not an Effect on its own. Anti-Human Breath, or Giant Killing Beamz that fire pure Ranger-ness seemed dumb. I made it a single DvA that let you add your Favoured Enemy damage bonus to your effective HD when determining Effect damage dice, and your Favoured Enemy skill bonus to save DCs from your Effects.</p><p></p><p></p><p></p><p>While I agree (in the case of non-Withering/Diseased/Negative Energy non-Strike Effects), it's still bad even compared to Energy Effect. I'd make it harm all non-coaligned creatures with a d4 damage die, so it at least does something 2/3rds of the time. And explicitly state that it counts as a spell of the relevant alignment descriptor for the purposes of overcoming Regeneration.</p><p></p><p></p><p></p><p>Rather than making another ability tree, why not just let you take your Power Attack penalty to HP instead of attack, and add Power Attack to its prereqs? Then it's only 1:1 in the worst case of single-handed weapons with no Power Attack feats.</p><p></p><p></p><p>It's not terrible. Spell Abatement is still worth taking even though it's bypassed by someone appending Quickened Magic Missile to their spell routine. It's an extra Spell Abatement that lets you ignore crappy spells intended to only use up your Spell Abatement. I'd make it an Attack of Opportunity (still limited to 1/round, an Infinite Deflection equivalent is clearly Cosmic at least), because not enough abilities use AoOs for things other than hitting stuff. I think I planned on adding a feat that made Counterspelling an AoO, and I've already made Deflect Arrows go off AoOs (to the point where I'm renaming them Reactive Actions, since attacks are now only one of several things they can be used for).</p><p></p><p></p><p></p><p>It seems a bit crazy even for a feat. Sure there are feats that let you fly and see Ethereal creatures (If it's to become a feat it should definitely have Etheric Vision as a Prerequisite), but I'm not totally sure about those either, they're on the borderline of 'too magical to be something you can just learn'. If you removed the Concentration requirement, and put the ranges up to something reasonable (say, five times the listed ones at least, or perhaps even Spot Ranks/5 times the listed ones, and an explicit mention that it doesn't stack with Divine Senses, maybe even allowing penetration of denser materials with concentration, since it clearly doesn't use actual X-Rays) it could be quite useful. Being able to ignore heavy rainfall, whiteout and sandstorm conditions is good, as if you're not prepared for it, someone dropping Dire Winter or Storm of Vengeance can ruin your day if you're not prepared for it. Even with divine senses, 50-foot visibility isn't really enough to stop you from being Spring Attacked to death, given high movement rates, and the size of epic battlefields means the chance of guessing where someone is at random is low. Blindsight can deal with this, but many classes won't be able to access it easily, and X-Ray Vision would negate all penalties to visibility caused by atmospheric effects. Not being completely destroyed by burrowing creatures with tremorsense (and having a better sense than tremorsense for when you're burrowing) is also pretty useful. Megadamage is good, but what really wins epic fights is the information battle.</p><p></p><p></p><p></p><p>They're intended to supplement the one printed in the IH, so that with the IH Regeneration you can be harmed by opposed alignments (or extreme alignments, in the case of a TN Outsider) if you're an Outsider, and any two energy types (your choice, although not picking Fire if you've got the Cold subtype or other similar portfolio-related weaknesses is lame) and taking those abilities both improves your regeneration rate, and removes one of the things which penetrates your regeneration (you can qualify for them without the DvA named Regeneration, which means it may be possible to use them to gain impenetrable regeneration, but that's not too bad, since there are sources of damage that hurt even the Tarrasque). Assume that anything I post to this thread is up for grabs (and anything on my webspace, but you may want to ask first in that case, since a lot of that stuff isn't even remotely balanced and not intended for serious play. My write-ups of the Eldrazi, for instance.)</p></blockquote><p></p>
[QUOTE="Buugipopuu, post: 5765542, member: 41173"] I made Bane Effect not an Effect on its own. Anti-Human Breath, or Giant Killing Beamz that fire pure Ranger-ness seemed dumb. I made it a single DvA that let you add your Favoured Enemy damage bonus to your effective HD when determining Effect damage dice, and your Favoured Enemy skill bonus to save DCs from your Effects. While I agree (in the case of non-Withering/Diseased/Negative Energy non-Strike Effects), it's still bad even compared to Energy Effect. I'd make it harm all non-coaligned creatures with a d4 damage die, so it at least does something 2/3rds of the time. And explicitly state that it counts as a spell of the relevant alignment descriptor for the purposes of overcoming Regeneration. Rather than making another ability tree, why not just let you take your Power Attack penalty to HP instead of attack, and add Power Attack to its prereqs? Then it's only 1:1 in the worst case of single-handed weapons with no Power Attack feats. It's not terrible. Spell Abatement is still worth taking even though it's bypassed by someone appending Quickened Magic Missile to their spell routine. It's an extra Spell Abatement that lets you ignore crappy spells intended to only use up your Spell Abatement. I'd make it an Attack of Opportunity (still limited to 1/round, an Infinite Deflection equivalent is clearly Cosmic at least), because not enough abilities use AoOs for things other than hitting stuff. I think I planned on adding a feat that made Counterspelling an AoO, and I've already made Deflect Arrows go off AoOs (to the point where I'm renaming them Reactive Actions, since attacks are now only one of several things they can be used for). It seems a bit crazy even for a feat. Sure there are feats that let you fly and see Ethereal creatures (If it's to become a feat it should definitely have Etheric Vision as a Prerequisite), but I'm not totally sure about those either, they're on the borderline of 'too magical to be something you can just learn'. If you removed the Concentration requirement, and put the ranges up to something reasonable (say, five times the listed ones at least, or perhaps even Spot Ranks/5 times the listed ones, and an explicit mention that it doesn't stack with Divine Senses, maybe even allowing penetration of denser materials with concentration, since it clearly doesn't use actual X-Rays) it could be quite useful. Being able to ignore heavy rainfall, whiteout and sandstorm conditions is good, as if you're not prepared for it, someone dropping Dire Winter or Storm of Vengeance can ruin your day if you're not prepared for it. Even with divine senses, 50-foot visibility isn't really enough to stop you from being Spring Attacked to death, given high movement rates, and the size of epic battlefields means the chance of guessing where someone is at random is low. Blindsight can deal with this, but many classes won't be able to access it easily, and X-Ray Vision would negate all penalties to visibility caused by atmospheric effects. Not being completely destroyed by burrowing creatures with tremorsense (and having a better sense than tremorsense for when you're burrowing) is also pretty useful. Megadamage is good, but what really wins epic fights is the information battle. They're intended to supplement the one printed in the IH, so that with the IH Regeneration you can be harmed by opposed alignments (or extreme alignments, in the case of a TN Outsider) if you're an Outsider, and any two energy types (your choice, although not picking Fire if you've got the Cold subtype or other similar portfolio-related weaknesses is lame) and taking those abilities both improves your regeneration rate, and removes one of the things which penetrates your regeneration (you can qualify for them without the DvA named Regeneration, which means it may be possible to use them to gain impenetrable regeneration, but that's not too bad, since there are sources of damage that hurt even the Tarrasque). Assume that anything I post to this thread is up for grabs (and anything on my webspace, but you may want to ask first in that case, since a lot of that stuff isn't even remotely balanced and not intended for serious play. My write-ups of the Eldrazi, for instance.) [/QUOTE]
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