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Converting Epic Level Beings

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Hmm i either way DvrO or Abomination it gets Spell like abiklitys. I vote abomination myself as it seems to hate gods (Dady issues maybe eh?). to keep it with the rules we can give it like one spell like ability at will (there are no Guidelines as to how many spells it can call.) like Discern location or something. Maybe the Stone thingy isnt a magic item so much as its Summoning ability like 10/day By focusing on its stone thingy it can call any weapon of upto say (this is just a number i am throwing out.) +20 bonus. This weapon remains untill Ma-Yuan summons another weapon.

6d6 sounds good for his bite. sense he has a t-rex head i just staged up the damage two spaces for a t rex. with this in mind he might have a swollow whole ability.

also with its 3 eyes Perhapse a bonus to spot checks?

keeping suit with the SRD a colossal abomination dose 8d6 withs its claws and 16d6 with a bite. though none of the abiminations that are actualy listed in the srd use these values so this dosent seem like such a big deal. not to mention 71 HD.
 

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i don't favor sticking anything into the abomination set of rules, but i wouldn't mind modelling him after what they have set out.
 

BOZ said:
i don't favor sticking anything into the abomination set of rules, but i wouldn't mind modelling him after what they have set out.

Are you suggesting giving him similar resistances and immunities, but not using the abomination subtype? That's fine by me, since we don't really have any indication that he was the child of a god.

Another advantage to this is that we can leave off spell-like abilities, which don't really fit him and could affect his CR.

I've given more thought to his "triangle thingee", and think it should have the following powers:

  • It should be a major artifact so it cannot simply be destroyed at a deity's whim
  • Can take the shape of any simple or martial weapon, sized for a Colossal creature
  • Ignores any divine bonus to AC (as all deities over DR 0 have)
  • Treated as epic (if its enhancement bonus isn't already +6 or higher) for purposes of overcoming damage reduction
  • Is treated as a bane or dread weapon vs. deities
  • If wielded by a creature of divine rank 1 or higher, that creature loses all benefits associated with its divine rank until the weapon is no longer wielded (this keeps deities from gunning for him to steal it for their own ends)
 

i think it should have some protean abilities as it seemed that it could become numerous types of magical weapons.

Cliff
 

Shade said:
Are you suggesting giving him similar resistances and immunities, but not using the abomination subtype? That's fine by me, since we don't really have any indication that he was the child of a god.

bingo. i'll post some more thoughts to this thread tomorrow or over the weekend. :)
 


let's lay off his artifact for a little bit so we can focus on his personal abilities a bit more. :)

Clifford said:
6d6 sounds good for his bite. sense he has a t-rex head i just staged up the damage two spaces for a t rex. with this in mind he might have a swollow whole ability.

also with its 3 eyes Perhapse a bonus to spot checks?

that all sounds good. :) a bonus to Spot, Search, and Listen maybe?
 


Immunities (Ex): Abominations are immune to polymorphing, petrification, or any form-altering attack. They are not subject to energy drain, ability drain, or ability damage. They are immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and are immune to one of five energy types (specific to the abomination).

yeah... that all sounds fine to me. :)

Resistances (Ex): Abominations have fire resistance 20, cold resistance 20, and damage reduction of at least 10/epic (certain abominations have higher damage reduction). Abominations all have significant spell resistance. Abominations resist detection, and are all treated as if affected by a nondetection spell of a caster level equal to the abomination’s HD.

OK.

Special Qualities (Ex): All abominations have the spell-like ability to use true seeing at will. Abominations are not subject to death from massive damage, and they have maximum hit points per Hit Die. Abominations have the blindsight extraordinary ability to a range of 500 feet. Abominations can choose both nonepic and epic feats as part of their feat selection.

I guess those are fine.

Telepathy (Su): Abominations can communicate telepathically with any creature within 1,000 feet that has a language.

Sure. :)

Summon Creature (Sp): Abominations can summon creatures associated either with the portfolio of their godly progenitor or with their imprisonment. Summoned creatures serve the abomination without question. Summoned creatures automatically return whence they came after 1 hour, or sooner if slain. See specific abomination entries for additional details on summoning.

Nope.

Fast Healing and Regeneration: Most abominations have some measure of fast healing and regeneration, ranging from 5 to 55 for both abilities. Usually, higher HD abominations have higher values for fast healing and regeneration, though this not always the case. If an abomination has regeneration, it is usually subject to normal damage from at least two sources, one of which is the antithesis for their subtype, and the other of which is somehow tied to some unique feature of the abomination.

We got fast healing already, yep. :)

Natural Armor: All abominations have some degree of natural armor bonus ranging from +10 to +100. Usually, higher HD abominations have higher natural armor bonuses, but this is not always the case.

Yep!

Spell-Like Abilities: All abominations have access to a variety of spells in the form of spell-like abilities, which they can use as 20th-or higher-level casters, depending on the abomination. No rule governs how many or how few spell-like abilities an abomination may claim.

I don't think he needs them.

Unique Abilities: All abominations have at least one or more unique abilities tied to their godly parent’s portfolio, or to the manner of their incarceration.

I don't think this applies...

Spell Resistance: As a general rule of thumb, abominations have spell resistance equal to their CR +12.

already done! :)

Abominations speak Abyssal, Celestial, Infernal, and often a language associated with their imprisonment.

sure.

---------------------------------------- OR ---------------------------------------

Hit Points: Deities receive maximum hit points for each Hit Die.

no.

Speed: Deities can move much more quickly than mortals. A deity’s base land speed depends on its form (biped or quadruped) and its size, as shown on the following table. Some deities are exceptions, with speeds faster or slower than the norm.

Size Biped* Quadruped*
Colossal 140 ft. 180 ft.
*Or any form with two or fewer legs.
**Or any form with three or more legs.

Note: Use the Biped column for burrow and swim speeds for all deities regardless of form. Use half the value in the Biped column for climb speeds for all deities. Use twice the value in the Quadruped column for fly speeds for all deities capable of flying.

maybe.

Bypassing Damage Reduction: As outsiders with alignment subtypes, the natural attacks of deities, as well as any weapons they wield, are considered aligned the same as the deity for the purposes of bypassing damage reduction.

got that covered already. :)

Immunities: Deities have the following immunities. Individual deities may have more immunities. Unless otherwise indicated, these immunities do not apply if the attacker is a deity of equal or higher rank.

Transmutation: A deity is immune to polymorphing, petrification, or any other attack that alters its form. Any shape-altering powers the deity might have work normally on itself.

isn't that covered above?

Energy Drain, Ability Drain, Ability Damage: A deity is not subject to energy drain, ability drain, or ability damage.

maybe.

Mind-Affecting Effects: A deity is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

isn't that covered above as well?

Damage Reduction: A deity has damage reduction as shown below

Divine Rank Damage Reduction
Quasi-deity (0) 10/epic

If the deity also has damage reduction from another source this damage reduction does not stack with the damage reduction granted by divine ranks. Instead, the deity gets the benefit of the best damage reduction in a given situation. Whenever a deity has a second kind of damage reduction that might apply to an attack, that damage reduction is listed in parentheses after the damage reduction entry in the deity’s statistics block.

already there. :)

Resistances: All deities have at least the following resistances. Individual deities may have additional resistances.

Energy Resistance: A deity has fire resistance of 5 + its divine rank.

at least! :)

Spell Resistance: A deity has spell resistance of 32 + its divine rank.

at least! :)

Immortality: All deities (even those of rank 0) are naturally immortal and cannot die from natural causes. Deities do not age, and they do not need to eat, sleep, or breathe. The only way for a deity to die is through special circumstances, usually by being slain in magical or physical combat. Deities of rank 1 or higher are not subject to death from massive damage.

sure, I guess so.
 


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