eduar said:hi thanks
for feats, divine abilities..., the bonus squared X 1000
if i craft an amulet +5 automatic metamagic capacity the cost is 25,000
eduar said:
3 questions
first, the weapon mastery feat apply to perfect weapon focus divine, perfect weapon specialization, etc?
second why the divine bonus don't apply to damage?
third the alter reality cosmic ability add bonus to SR, AC and DC?
Betrayor said:Hello,
as you can see I am new here....
I have a question and I didn't want to create a topic just for this.....
In Ascension it says that an outsider should be treated as a deity of the appropiate rank, so my question is: Would for example a Balor have more powers than it allready has in the Monster Manual?
In other words would I apply the hero-deity template to the balor?
Thanks for any answers....
Also I apologise for any mistakes as English is not my native tongue....
Ltheb Silverfrond said:U_K!
Actually, I have some questions concerning Ascension. I think I (or someone else) had asked some of these long ago, but a lengthy search produced no results.
I may be soon in be running a 3.5E IH game. It'll be sandbox-y romp through the forgotten realms, and a giant train wreck of awesome. The PCs will be starting at level 1, and the game will go on as long as the PCs live or care to continue. (I can't conceive they'd get higher level than Greater God, but who knows)
Given this brand of insanity, I have some questions on the 3E Ascension rules, rulings, and interpretations.
Further, If a deity has a 'rank 5/6' effect, can they use it to use all of their effects in a single round, or would they need to split their HD for it, or just limited to one at a time? (difficult to adjudicate blood/Immolation in this case, since they are reactionary)
2. Ascension. Basically, since I don't want this game to drag, I plan on completely ignoring that rule about '1 level per adventure' If the Level 1 PCs earn 800k Xp in their first adventure, some how, well darn it they are level 20-something now. (there is a lot of content in the realms as far as potential adventures, but not ~80 some levels of it) Along the way, I will also be tracking any Worship Points, Power, etc the PC will have accumulated. Given that adventures are greedy, power-hungry psychopaths regardless of alignment, they will likely have a few deities in the party pretty quick. (Maybe a few disciples/prophets early on)
Do you have any advice concerning administering portfolio trials? I plan to work some of the easier ones into the adventures themselves, but Ascension is pretty vague on the concept other than you do them when you first become a god to earn your portfolios.
3. Virtual Size Categories. What to do about them? The consensus was, if I am not mistaken, that they can get out of hand pretty easily. (I recall an example where a hypothetical Greater God of Strength could tack on far, far too many and sunder the omniverse; actually, I think you fixed that issue when you re-wrote the portfolios, but you know players: If they see an advantage, they will abuse it) At the levels of play where the game mechanics still vaguely apply (1-40), they probably won't be a problem. (And in fact, will help rebalance the gap between casters and non-casters)
4. Pantheons. Specifically, the insanely massive Forgotten Realms Pantheon. I know it's a giant train-wreck, but I want to keep everything as 'Forgotten-realms cannon' as possible. The realms has the most unbalanced Pantheon ever. More greater Gods than anything else, and certain portfolios (*Cough*Magic*Cough*) are more 'valuable' in the in setting context. Short of ret-coning deities' ranks, any suggestions? I can 'spell-plague' about half of them out of existence, but that only goes so far...

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.