Ascension ability questions

Hello again Betrayor! :)

Betrayor said:
Hey, UK thanls for the answers.....

Thats what I am here for. ;)

I have one more question and then I can start the game.....

Fire away.

Do you think it would be okay to give to an Epic character ,who does not have divine ranks, divine abilities?

For example could a 60 level Wizard who hates the gods and wants nothing to do with them take divine abilities instead of 6 feats....

As always any answers are appreciated...

Definately.

In fact I would encourage it, so as to cut down on feat related book-keeping.
 

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Also, Betrayor, in the same vein, you could check this thread for epic prestige classes for mortals that can compete with Immortals of the same level, at least for a while (past level 100 or so they slide off in power). Specifically, my Battle Ascendant and Godslayer, and Real Sorcerer's Arcanite.
 



I have a question.

Divine Bonus is supposed to apply to all die rolls. It's even noted as doing so in various sections. Such as...

Absolute...

"Benefit: You gain a divine bonus on all die rolls..."

"This stacks with your existing divine bonus."

Divine Right
"...gain a divine bonus on all dice rolls equal to your deities divine rank"

"Adventure Idea: Its possible that the immortal loses its divine bonus
for that particular round..."

So...my question is...why isn't it noted in the description of Divine Bonus...that Divine Bonus applies to all rolls, let alone noted that it also applies to damage rolls?

I was considering that you may have been thinking of a way to make the Force Field divine ability functional for gods, which would make little sense since anyone can just take Divine Strike and completely negate your force field.

I pondered this some and decided that it made more sense to just create a second tier Force Field ability called "Greater Force Field" or "Improved Force Field" or some other such title.

To this end I offer...

Improved Force Field (Su)
Prerequisites: Force Field
Benefit: Your force field is no longer subject to annihilation (as per a sphere of annihilation), cancellation (as per a rod of cancellation), disintegration, or mage's disjunction.

Greater Force Field (Su)
Prerequisites: Force Field, Improved Force Field
Benefit: Your force field is no longer subject to automatic destruction or penetration by divine damage.
Special: Your force field can still be damaged normally by divine damage.

Perfect Force Field (Su)
Prerequisites: Force Field, Greater Force Field, Improved Force Field
Benefit: Your force field is no longer subject to damage and effects you are not subject to.

I'm honestly surprised nobody thought of this sooner, or posted it if they have.

I have another question as well. Force Field is similar to a wall of force. A wall of force blocks spells going into or out of it. This implies that the ability prevents divinities from using their own abilities and I doubt this is what you intended. So on that note I offer the following revision...

Force Field (Su)
You generate a personal force field.
Benefit: You generate a personal force field (similar to a wall of force) that can absorb 50 points of damage (magical, etc.), thereafter it is nullified until it regenerates to 1 point of protection.
Your force field can't nullify a special attack that accompanies an attack unless the entire amount of damage of the attack is absorbed.
Your force field regenerates 1 point of protection/round.
Your force field does not nullify your abilities, nor extend beyond yourself, and is not immobile.
Your force field does protect any equipment on your person.
Your force field otherwise functions as a wall of force.
Special:You can gain this ability multiple times. It's effects stack. Each time you gain this ability, your force field can absorb +50 points of damage and regenerate +1 point of protection/round.
 
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I'm confused. Either my version of Ascension is out of date, or yours is, because...that entire post seems like totally new information to me, and I have my copy of Ascension almost memorized. (And I'm pretty sure there wasn't an update after I bought it...maybe, though.)

Also, I've always thought that Force Field was far too weak to be of use (the version in mine shields 50 points and regenerates 1 point per round, I believe.) I've modified for personal use to shielding 50 points per Divine Rank, multiplied by Sidereal-and-higher HP multipliers, and regenerating at 1/50th of that value per round.

For example, an Old One taking it once would gain a Force Field that blocks 9,600 damage and regenerates at 192 points per round, which is about right for that level, in terms of usefulness.
 

I'm confused. Either my version of Ascension is out of date, or yours is...

Mine's v1.6, it has a lot of errors in it. Some things improperly worded, lots of copypasta errors. Then there are the conflicting bits of information.

I use a lot of feat, abilities, and variations of existing feats and abilities that might prove to be useful for everyone here, so I'll post it all just for the hell of it.

To be honest, none of the ideas are truly original. I just expanded upon some ideas I liked or corrected some errors here and there.

But I'm not claiming credit for any of them, nor interested in profit...so...strictly for the purposes of gaming and fun...here they are.
[Insert blah blah blah copyright disclaimer here]

<style type="text/css">p { margin-bottom: 0.08in; }</style> New Feats


Aquatic Manifesting [Psionic]
You know how to manifest powers that work equally well in or out of water.
Benefit: Water does not impede your powers. Creatures partially or completely submerged do not gain cover or total cover when you manifest a power from outside the water. The surface does not block line of effect for any power, including powers with the fire descriptor. You need not make a Psicraft check to manifest a fire power underwater.
Normal: Partially or completely submerged creatures gain improved or total cover against attacks from land. The water surface blocks line of effect for fire powers. Fire powers do not function underwater unless the caster succeeds on a Psicraft check (DC 20 + power level).


Automatic Learning [Epic, Psionic]
Any power you see in action is automatically learned.
Prerequisites: Int 25, Imprint Stone.
Benefit: As soon as you see a power in operation; either in the act of being manifested or its ongoing effects, you automatically learn such a power.


Corrupt [General]
You skillfully bring a good creature into the darkness and show it the wrong and improper path.
Prerequisites: Tempt, Charisma 15, evil alignment
Benefit: As Tempt (see The Book of Hallowed Might), but you require only half the number of days listed there to make a check. In addition, the creature type does not modify the Difficulty Class, although conditions can still influence the saving throw.


Cypher Script
Through researching endless ancient magical script, you have discovered a more efficient method to record spells.
Prerequisite: Int 12, Decipher Script 4 ranks.
Benefit: Any spell you scribe in your prayerbook/spellbook costs half as much and takes up only half the room it normally would. In addition, it only takes you 12 hours to add a new spell to your prayerbook/spellbook.


Eidetic Spellbook [General]
You are so familiar with your prayerbooks/spellbooks that you have them completely memorized.
Prerequisite: Spell Mastery.
Benefit: You may apply the benefits of the Spell Mastery feat to all of the spells in your prayerbooks and/or spellbooks.
Special: When you discover a new spell, you must still write it into one of your prayerbooks/spellbooks as normal before this feat applies to it.


Epic Anticipate Power [Epic, Psionic]
You can anticipate any number of powers each round.
Prerequisites: Combat Reflexes, Improved Anticipate Power, Improved Initiative, Psicraft 20 ranks, Quicken Power, Reactive Anticipate Power.
Benefit: Any number of times per round, you can anticipate an opponents power even if you have not readied an action to do so. Such an anticipation doesn't count against your later actions for the round. You can use this feat even when flat-footed.
Normal:Without this feat, a character must ready an action in each round that he wishes to anticipate a power. A character with the Reactive Anticipate Power can anticipate an opponent's power if he hasn't readied an action, but only once per turn and not when flat-footed.


Epic Multiweapon Defense [Epic]
When fighting with two or more weapons, your defenses are extremely strong.
Prerequisites: Dex 21, Greater Multiweapon Defense, Improved Multiweapon Defense, Multiweapon Defense, Multiweapon Fighting, base attack bonus +21.
Benefit: When wielding two or more weapons (not including natural weapons or unarmed strikes), you gain a +4 shield bonus to your AC.
When you are fighting defensively or using the total defense action, this shield bonus increases to +8.
Special: Weapons crafted from denser materials multiply this shield bonus accordingly.


Epic Multiweapon Rend [Epic]
You wield two or more weapons with an artisan’s precision. Each strike builds on the next, allowing you to deal more damage.
Prerequisites: Base attack bonus +21, Dex 20, Greater Multiweapon Fighting, Multiweapon Fighting, Multiweapon Rend, Perfect Multiweapon Fighting.
Benefit: If you successfully hit an opponent with two or more weapons (wielded in different hands), you deal extra damage equal to 1d6/rend + your Strength bonus + 1/2 your Strength bonus/rend. This extra damage is treated as the same type that your off-hand weapon deals normally for the purpose of overcoming damage reduction and other effects related to damage type. You gain one rend per round (plus one rend per round per set of iterative attacks), per successful hit, per weapon beyond the first against a given opponent. (i.e a 20 HD marilith with Perfect Multiweapon Fighting could gain 20 rends per round.)
Special: This feat replaces Epic Two-weapon Rend for creatures with more than two arms.


Epic Rapid Blitz [Epic]
When using the Spring Attack feat, you receive your normal complement of iterative attacks.
Prerequisites: Dex 13, Bounding Assault, Dodge, Mobility, Rapid Blitz, Spring Attack, base attack bonus +24.
Benefit: When using the Spring Attack feat, you receive your normal complement of iterative attacks. You can designate as many targets as you currently threaten, although, you are still limited to you normal complement of iterative attacks.


Greater Multiweapon Defense
Prerequisites: Dex 19+, Multiweapon Fighting, Multiweapon Defense, Improved Multiweapon Defense, base attack bonus +11 or higher
Benefit: When wielding a double weapon or two or more weapons (not including natural weapons or unarmed strikes), the character gains a +3 shield bonus to his AC. When he is fighting defensively or using the total defense action, this shield bonus increases to +6. Wielding a weapon in this case means having the weapon drawn and available to parry incoming attacks.
Special: Weapons crafted from denser materials multiply this shield bonus accordingly.


Improved Anticipate Power [Psionic]
You can anticipate powers without displays and freely manifested powers can be anticipated.
Prerequisites: Anticipate Power.
Benefit: You can anticipate powers without displays and freely manifested powers can be anticipated.
Normal: Without this feat, powers without displays and freely manifested powers cannot be anticipated.


Improved Combat Manifestion [Epic, Psionic]
You can manifest powers without opening yourself to attack.
Prerequisite: Combat Manifestation, Concentration 25 ranks
Benefit: You don't incur attacks of opportunity for manifesting powers when threatened.


Improved Multiweapon Defense
Prerequisites: Dex 17+, Multiweapon Fighting, Multiweapon Defense, base attack bonus +6 or higher
Benefit: When wielding a double weapon or two or more weapons (not including natural weapons or unarmed strikes), the character gains a +2 shield bonus to his AC. When he is fighting defensively or using the total defense action, this shield bonus increases to +4. Wielding a weapon in this case means having the weapon drawn and available to parry incoming attacks.
Special: Weapons crafted from denser materials multiply this shield bonus accordingly.


Infer Power [Psionic]
You can learn powers from psionic items.
Prerequisite: Erudite level 1st.
Benefit: You can learn powers from psionic items. You must study the item for one day per level of the power you are attempting to learn. The item must be able to produce an effect identical to the power you are learning.
After the period of study you must make a psicraft check identical to copying a power from another's repertoire (DC 15+ the level of the power). If you fail you are subject to the same limitations as when failing to copy a power from another's repertoire. The power must be one you are normally permitted to learn.


Master Battlemanifester [Psionic]
You have mastered the ability to combine psionics and war-skill on the battlefield.
Prerequisite: Combat Manifesting, Base attack bonus +6, Concentration 8 ranks, Ability to manifest second level powers
Benefit: During a full attack action, you may expend your psionic focus and sacrifice a single attack of your highest attack bonus in order to manifest a power. Manifesting a power in combat in this manner is difficult and requires a Concentration check (DC 20 + power level) to do successfully. Manifesting a power while threatened by an opponent still triggers an Attack of Opportunity, which may be avoided by manifesting defensively.


Monk Weapon Mastery [Special]
Through dedication, training and hard work, a monk can master any weapon
Prerequisite: Proficient With Chosen Weapon, Weapon Focus (with Weapon), Base attack bonus +6
Benefit: Choose any single weapon that meets the above requirements. The monk can now use that weapon with their flurry of blows (or flailing strike) ability.


Multiweapon Defense
Prerequisites: Dex 15+, Multiweapon Fighting
Benefit: When wielding a double weapon or two or more weapons (not including natural weapons or unarmed strikes), the character gains a +1 shield bonus to his AC. When he is fighting defensively or using the total defense action, this shield bonus increases to +2. Wielding a weapon in this case means having the weapon drawn and available to parry incoming attacks.
Special: Weapons crafted from denser materials multiply this shield bonus accordingly.


Multiweapon Rend [General]
You wield two or more weapons with an artisan’s precision. Each strike builds on the next, allowing you to deal more damage.
Prerequisites: Base attack bonus +11, Dex 15, Multiweapon Fighting.
Benefit: If you successfully hit an opponent with two or more weapons (wielded in different hands), you deal extra damage equal to 1d6/rend + your Strength bonus + 1/2 your Strength bonus/rend. This extra damage is treated as the same type that your off-hand weapon deals normally for the purpose of overcoming damage reduction and other effects related to damage type. You can gain one rend per round, per successful hit, per weapon beyond the first against a given opponent. (i.e. a marilith could gain 5 rends per round.)
Special: This feat replaces the Two-Weapon Rend feat for creatures with more than two arms.


Perfect Combat Reflexes [Epic]
You react to any drop in your opponents' guard with blinding speed.
Prerequisite: Base attack bonus +17, Dex 17, Combat Reflexes, Greater Combat Reflexes, Improved Combat Reflexes.
Benefit: For any given opportunity in melee combat, you can make four attacks of opportunity. The second attack is at a -5 penalty, just like your second normal attack in any given round. The third attack is at a -10 penalty, just like your third normal attack in any given round. The fourth attack is at a -15 penalty, just like your fourth normal attack in any given round. You still cannot exceed your normal maximum number of attacks of opportunity in a round.


Power Thematics [Psionic]
Your powers manifest with a distinctive theme or appearance.
Prerequisites: Manifester level 1st.
Benefit: Due to the unusual appearance of your powers, the DC of any Psicraft check made to identify a power you have just manifested increases by +4. In addition, you may designate one power you know per power level as a thematic power and cast it at +1 manifester level. As you gain access to new power levels, you can designate new thematic powers; you don't need to select this feat again to acquire new thematic powers. Nearly any theme is possible, so long as you can describe a visual link for unification. For example, your theme might be “lightning”, “spheres”, or “screaming skulls”. If you choose spheres as your theme, your energy ray might take the form of a glowing sphere of light, and your astral constructs might emerge from mysterious rainbow-colored globes. If your theme is lightning your astral caravan might manifest as a bright green spark that leaps from ally to ally. You can't use this feat to make your powers invisible, nor do your power thematics change the type of damage a power deals, regardless of it's appearance.


Preconscious Spell [Metamagic]
You can cast spells against foes even when indisposed.
Prerequisites: Caster level 5th, Subconscious Spell.
Benefit: The magical complexus of your mind is aware, even when you are not. You can cast a spell on your action even if you are unconscious. Unlike with Subconscious Spell, your Preconscious Spell allows you to target foes even if you would not normally sense them. For example, if you are at –3 hit points and unconscious, you could use fireball against an enemy even as you lie sprawled out and apparently senseless. You can't use preconscious spells if in stasis, suspended animation, brain locked, or in similar straits.
Using this feat increases the spell level of the spell by 4.


Psychic Opportunist [Psionic]
Your knowledge of the supernatural allows you to exploit most attempts to manipulate psionic energies.
Prerequisites: Knowledge (psionics) 5 ranks, Psicraft 5 ranks.
Benefit: You may make an attack of opportunity against an opponent you threaten who dismisses a power, directs or redirects an active power, manifests a quickened or swift power, or attempts to expend their psionic focus. If your attack is successful, you opponent must make a Concentration check (DC 10 + damage dealt) or lose the action that provoked the attack of opportunity.


Reactive Anticipate Power [Psionic]
You can react quickly to counter powers manifested by opponents.
Prerequisites: Anticipate Power, Improved Anticipate Power, Improved Initiative.
Benefit: Once per round, you can anticipate an opponent's power even if you have not readied an action to do so. This anticipation takes the place of your next turn. You can't use this feat if you are flat-footed.
Normal: Without this feat, you must ready an action each round that you wish to anticipate a power.


Scorpion's Eyes [General]
Your eyes can adapt to conditions of poor illumination.
Benefit: You gain the benefits of low-light vision.


Shorthand Script [General]
You discovered a shorthand method for recording spells in a prayerbook/spellbook.
Benefit: You scribe spells in a prayerbook/spellbook using a shorthand that lets you transcribe faster and to occupy less space than normal. This shorthand cuts in half the time required to write a spell in a prayerbook/spellbook. Such spells also take up half as many pages and require half as much of the special materials normally used. The Spellcraft DC to learn or prepare a spell from a borrowed prayerbook/spellbook written in shorthand equals 25 + spell level.
Special: A prayerbook/spellbook written with this method holds more spells and is thus worth more than a normal prayerbook/spellbook of the same number of pages.
A spellcaster that prepares spells from a prayerbook/spellbook may take this as a class bonus feat.


Spell Mastery [General]
Prerequisite: Able to prepare spells from a prayerbook/spellbook.
Benefit: Each time you take this feat, choose a number of spells equal to your Intelligence modifier that you already know. From that point on, you can prepare these spells without referring to a prayerbook/spellbook.
Normal: Without this feat, you must use a prayerbook/spellbook to prepare all your spells, except read magic.


Spell Thematics [General]
Your spells manifest with a distinctive theme or appearance.
Prerequisites: Spellcaster level 1st.
Benefit: Due to the unusual appearance of your spells, the DC of any Spellcraft check made to identify a spell you have just cast increases by +4. In addition, you may designate one spell you know per spell level as a thematic spell and cast it at +1 caster level. As you gain access to new spell levels, you can designate new thematic spells; you don't need to select this feat again to acquire new thematic spells. Nearly any theme is possible, so long as you can describe a visual link for unification. For example, your theme might be “lightning”, “spheres”, or “screaming skulls”. If you choose spheres as your theme, your magic missile might take the form of a glowing spheres of light, and your summoned monsters might emerge from mysterious rainbow-colored globes. If your theme is lightning your haste spell might manifest as a bright green spark that leaps from ally to ally. You can't use this feat to make your spells invisible, nor do your spell thematics change the type of damage a spell deals, regardless of it's appearance.


Spirit Sense
You can see and communicate with the souls of the recently departed.
Prerequisites: Wisdom 12, must have had a near- death experience (that is, must have fallen below 0 hit points).
Benefit: You can see the spirits of creatures who have died within a number of minutes equal to your Wisdom bonus.
For instance, if your Wisdom is 17 (+3 bonus), you can see the spirits of creatures that have died within the past 3 minutes.
You can speak with these spirits, but you gain no special ability to command them or to communicate with them if you do not share a language.
In addition, you gain a +4 circumstance bonus on Listen or Spot checks made to detect incorporeal creatures.
Special: You cannot see or communicate with spirits that have crossed over entirely.


Subconscious Spell [Metamagic]
You can cast spells on yourself even when indisposed.
Prerequisite: Unconditional Spell.
Benefit: The magical complexus of your mind is aware, even when you are not. You can cast a spell on your action even if you are unconscious. You can cast subconscious spells that either have you as a target or are personal spells only.
For instance, if you are at –3 hit points and unconscious, you could use cure light wounds as a subconscious power to cure yourself. You can't use Subconscious Spell if in stasis, suspended animation, or if you are brain locked. You cannot subconsciously cast spells adjusted by any other metamagic feats, and you cannot subconsciously activate magic items of any type.
Using this feat increases the spell level of the spell by 4.


Uncanny Forethought [General]
You cunningly prepare your spells for any exigency.
Prerequisites: Int 17, Spell Mastery.
Benefit: When preparing your daily allotment of spells, you can reserve a number of spell slots equal to your Intelligence.
modifier. As a standard action, you can use one of these slots to cast a spell that you selected for the Spell Mastery feat. The level of the slot used must be equal to or greater than the level of the spell you intend to cast.
Alternatively, as a full-round action, you can use a reserved slot to cast any spell that you know. The spell is resolved as normal, but for the purpose of the spell, your caster level is reduced by two. The level of the slot used must be equal to or greater than the level of the spell you intend to cast.


Weapon Mastery [Epic] (Ex)
You are adept with all weapons.
Prerequisites: Base Attack Bonus +25, Weapon Focus, Weapon Specialization.
Benefit: Bonuses from (and feats, etc. dependent on) Weapon Focus and Weapon Specialization (including Greater, etc. extensions) apply to one weapon category (i.e. bludgeoning, missile, piercing, or slashing).
Special: You can take this feat four times. Each time it applies to a different weapon category.




New Divine Abilities


Abnormality [Extra Eyes] (Ex)
You gain extraneous eyes.
Prerequisites: Wis 40.
Benefit: You gain extraneous eyes equal in number to 6 x your divine rank. You gain a +1 racial bonus on Search and Spot checks per 2 extraneous eyes (round down). You can’t be flanked.
You choose where on your body your extraneous eyes manifest. This choice, once made, is permanent, unless you possess ooze traits.
Your extraneous eyes can be collectively and/or individually concealed by merely closing them. You lose a portion of the benefits of this ability commensurate with the number of extraneous eyes concealed.
Special: You can gain this ability multiple times. It's effects stack.


Adamant Concentration (Ex)
Your concentration is unbreakable.
Prerequisites: Combat Casting and/or Combat Manifesting, Con 40 (or Cha 40 for those with no Con score).
Benefit: Your concentration cannot be broken when casting a spell and/or manifesting a power.
In effect you cast all spells as spell-like abilities and/or manifest all powers as psi-like abilities.


[Aligned] Body (Ex)
Prerequisites: Any [Aligned] alignment, Wis 40.
Benefit: You can add your divine rank as an [Aligned] bonus to your Armor Class.


[Aligned] Mind (Ex)
Prerequisites: Any [Aligned] alignment, Wis 40.
Benefit: You can add your Wisdom modifier as an [Aligned] bonus to attack rolls.


[Aligned] Soul (Ex)
Prerequisites: Any [Aligned] alignment, Wis 40.
Benefit: You can add your Wisdom modifier as an [Aligned] bonus to your saving throws.


[Aligned] Spirit (Ex)
Prerequisites: Any [Aligned] alignment, Wis 40.
Benefit: You can add your divine rank as an [Aligned] bonus to the save DCs of any saving throws you force others to make. This could be from abilities, spells, spell-like abilities, etc.


Force Field (Su)
You generate a personal force field.
Benefit: You generate a personal force field (similar to a wall of force) that can absorb 50 points of damage (magical, etc.), thereafter it is nullified until it regenerates to 1 point of protection.
Your force field can't nullify a special attack that accompanies an attack unless the entire amount of damage of the attack is absorbed.
Your force field regenerates 1 point of protection/round.
Your force field does not nullify your abilities, nor extend beyond yourself, and is not immobile.
Your force field does protect any equipment on your person.
Your force field otherwise functions as a wall of force.
Special:You can gain this ability multiple times. It's effects stack. Each time you gain this ability, your force field can absorb +50 points of damage and regenerate +1 point of protection/round.


Goetic Necrosis (Su)
Summoned undead spring from your wounds.
Benefit: Each time you are injured summoned undead grow from your wounds. The severity of the wound determines the power of the undead summoned. Every ten points of damage (rounded down) equates to one spell level of the summon undead spell.
Injuries of less than 10 hit points damage do not summon any undead.
Injuries greater than 59 damage transcend summon undead V. In such cases you can summon an undead with a Challenge Rating equal to the spell level x1.33.


Improved Force Field (Su)
Prerequisites: Force Field
Benefit: Your force field is no longer subject to annihilation (as per a sphere of annihilation), cancellation (as per a rod of cancellation), disintegration, or mage's disjunction.

Greater Force Field (Su)
Prerequisites: Force Field, Improved Force Field
Benefit: Your force field is no longer subject to automatic destruction or penetration by divine damage.
Special: Your force field can still be damaged normally by divine damage.

Lord of Flesh (Ex)
Become a mummy.
Prerequisites: You gain the mummified creature template.
Special: The mummified creature template can be found within Libris Mortis.


Mortal Ancestry/Ancestor (Ex)
You descend from/spawned a lineage of mortals.
Benefit: You gain the appearance and traits of one mortal (non-construct, non-fey, non-outsider, non-undead) race.
The selected race cannot have a Challenge Rating exceeding your Divine Rank.
Special: Your manifestation retains any desirable traits.
Example: A marilith taking this ability may elect to retain it's extra arms and/or serpentine lower body.


Numinous Power (Su)
Your power seems inexhaustible.
Prerequisites: Psicraft 40 Ranks (manifesters) or Spellcraft 40 Ranks (spellcasters).
Benefit: Double your number of Power Points (manifesters), Unique Powers per Day (erudites), and Epic Power Slots (manifesters) or Spell Slots (spellcasters) for each level.
Special: This ability can be taken twice. Each time you take it, it applies to either your manifesting classes (manifesters) or your spellcasting classes (spellcasters).


Numinous Spirit (Su)
You transcend the normal limitations of psionics or magic.
Prerequisites: Psicraft 40 Ranks (manifesters) or Spellcraft 40 Ranks (spellcasters).
Benefit: You transcend the normal limitations of psionics or magic and can learn powers or spells from any source, be they arcane, divine, or even psionic.
Special: This ability can be taken twice. Each time you take it, it applies to either your manifesting classes (manifesters) or your spellcasting classes (spellcasters).


Perfect Force Field (Su)
Prerequisites: Force Field, Greater Force Field, Improved Force Field
Benefit: Your force field is no longer subject to damage and effects you are not subject to.


[School] Immunity (Ex)
You are immune to a single school of magic.
Benefit: You are immune to a single school of magic and related effects.
Your own spells and effects function normally.


X-Ray Vision (Ex)
Your vision can penetrate matter.
Prerequisites: Spot 40 Ranks.
Benefit: When you concentrate, your vision can penetrate matter and functions as if you were in normal light, even if there is no illumination.
For each round of concentration, your vision can penetrate 3ft. of earth, 1 ft. of stone, or 1 in. of metal; or similarly dense substances.
Thinner substances are easier to penetrate. Thicker substances, or a thin sheet of lead, block your vision.



New Cosmic Abilities


Gestalt (Ex)
You gain gestalt class levels.
Benefit: You gain gestalt class levels equal to your class levels/integrated class levels.


Greater Integration (Ex)
Your integrated class levels equal your racial Hit Dice.
Benefit: Your integrated class levels equal your racial Hit Dice.




New Weapon Special Abilities


Everdread: A weapon with this ability functions as a dread weapon against all creature types.
Overwhelming conjuration; CL 75th; Craft Epic Arms and Armor, summon monster IX; Price +25 bonus.


Everfull: A weapon with this ability replenishes/replicates it's own ammunition (enchanted or otherwise).
This consists of the most recent ammunition (enchanted or otherwise) utilized.
Ammunition is replenished/replicated after missing or striking it's target (or targets).
Ammunition disintegrates after missing or striking it's target (or targets).
CL 17th; Craft Magic Arms and Armor, wish, Market Price: +4 bonus.


Lashing: This property triples the reach of a melee weapon.
CL 13th; Craft Magic Arms and Armor, limited wish, Market Price: +3 bonus.


Materializing: A weapon with this ability can dematerialize/materialize as a free action.
The weapon is bound to your person. The weapon is destroyed if you are destroyed.
While dematerialized the weapon can't be found by normal means.
If materialized and released, it dematerializes.
Faint Transmutation; CL 3th; Craft Magic Arms and Armor, blink;Price +1 bonus.


Surety: Opponents cannot disarm you of this weapon.
Faint Transmutation; CL 2nd; Craft Magic Arms and Armor, magic weapon; Price +1 bonus.
 
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The following is actually my creation. Of the previous only Abnormality [Extra Eyes] was my creation. I have a thing about abnormalities.

I've been considering doing a whole bunch of them just for fun. I realize that the following abnormality isn't really all that abnormal from common perspective. However, the idea of a greedy dwarven demigod mutating into a dragon is just appealing to me.

It's actually balanced as far as rules go. It's less powerful than polymorph. Much less. But it has that permanency polymorph lacks. Most of the abilities are subsumed by the various divine templates, but it's potent as an esoteric ability.


<style type="text/css">p { margin-bottom: 0.08in; }</style> Abnormality [Draconic] (Ex)
Your manifestation is draconic.
Prerequisites: Con 40 (or Cha 40 for those with no Con score).
Benefit: You gain the Dragon type. Your size is unchanged.
Your Hit Dice become d12s.
You become semi-bipedal. All your statistics, except your speed, are bipedally based.
Your base land speed is bipedally or quadrupedally based (freely chosen from moment to moment).
Your remaining speeds are quadrupedally based (except, when mimicking bipeds).
You gain the physical attacks of a dragon. Your tail has 2x your normal reach.
You gain the Blindsense and Keen Senses of a dragon.
You gain the Frightful Presence feat.
Special: You don't acquire wings or a fly speed by virtue of this ability.
Your manifestation retains any desirable traits.


About the force field ability...I always found it useful...until it kept getting negated in physical combat. It was useful for defending against non-damaging touch attacks (ranged or otherwise) that had various effects. It was also useful against attacks from mortals. Unfortunately, that's about where it's usefulness ended.

One thing about the divinities in Ascension that kinda bothered me was their seeming lack of sensory type abilities and their seeming lack of control over their own Godly Realms. One could imagine that more magical divinities would have more power over their realms via spells and such, but in Deities and Demigods, extrasensory abilities and the ability to control one's divine realm were built in features.

While overall the divinities in Ascension are a vast improvement over divinities in Deities and Demigods, they seemed to be lacking some basic fundamental abilities that should be common to all beings possessed of a divine realm. Such as the ability to control portals, shape the environment as they see fit, alter the way magic works in their realm, etc.

The also need some sort of inherent Telepathy or ability to project their voice throughout their aura.

 
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Howdy Mr Satan! :)

Mr.Satan said:
I have a question.

Fire away.

Divine Bonus is supposed to apply to all die rolls. It's even noted as doing so in various sections. Such as...

Absolute...

"Benefit: You gain a divine bonus on all die rolls..."

"This stacks with your existing divine bonus."

Divine Right
"...gain a divine bonus on all dice rolls equal to your deities divine rank"

"Adventure Idea: Its possible that the immortal loses its divine bonus
for that particular round..."

So...my question is...why isn't it noted in the description of Divine Bonus...that Divine Bonus applies to all rolls, let alone noted that it also applies to damage rolls?

I thought it did apply to all rolls. I think its possible that I didn't initially have it apply to damage, but I think we discussed that here and I changed my mind.

I was considering that you may have been thinking of a way to make the Force Field divine ability functional for gods, which would make little sense since anyone can just take Divine Strike and completely negate your force field.

They can...? :confused:

I pondered this some and decided that it made more sense to just create a second tier Force Field ability called "Greater Force Field" or "Improved Force Field" or some other such title.

To this end I offer...

Force Field is actually set up so that it can stack with itself. Six force fields would be 300 hp regenerating at 6hp/round.

Improved Force Field (Su)
Prerequisites: Force Field
Benefit: Your force field is no longer subject to annihilation (as per a sphere of annihilation), cancellation (as per a rod of cancellation), disintegration, or mage's disjunction.

Greater Force Field (Su)
Prerequisites: Force Field, Improved Force Field
Benefit: Your force field is no longer subject to automatic destruction or penetration by divine damage.
Special: Your force field can still be damaged normally by divine damage.

Perfect Force Field (Su)
Prerequisites: Force Field, Greater Force Field, Improved Force Field
Benefit: Your force field is no longer subject to damage and effects you are not subject to.

I'm honestly surprised nobody thought of this sooner, or posted it if they have.

Hmmm.

I have another question as well. Force Field is similar to a wall of force. A wall of force blocks spells going into or out of it. This implies that the ability prevents divinities from using their own abilities and I doubt this is what you intended. So on that note I offer the following revision...

You can cast spells out of your own force field - otherwise it would be a bit pants. ;)

Force Field (Su)
You generate a personal force field.
Benefit: You generate a personal force field (similar to a wall of force) that can absorb 50 points of damage (magical, etc.), thereafter it is nullified until it regenerates to 1 point of protection.
Your force field can't nullify a special attack that accompanies an attack unless the entire amount of damage of the attack is absorbed.
Your force field regenerates 1 point of protection/round.
Your force field does not nullify your abilities, nor extend beyond yourself, and is not immobile.
Your force field does protect any equipment on your person.
Your force field otherwise functions as a wall of force.
Special:You can gain this ability multiple times. It's effects stack. Each time you gain this ability, your force field can absorb +50 points of damage and regenerate +1 point of protection/round.

Okay.
 

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