Custom divine abilities, portfolios, etc.


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DETERMINATION [Divine/Low-Cosmic??]

No matter the odds, you refuse to yield, even when faced with death itself.

Prerequisites: You must have a Will save modifier of at least +60.

Effects: You become immune to fear effects and mind-affecting abilities cast by creatures at or below your Divine Rank, and once per day, when you would reach zero HP, you can instead choose to not take any damage from the effect that would drop you to zero HP.
 


Obly99

Hero

School enchantment and evocation; Level 12

CASTING

Casting Time 6 hours

Components V, S, M (see below)

EFFECT

Range unlimited

Target one Lesser, Intermediate, or Greater Deity (but see below)

Duration instantaneous

Saving Throw no; Spell Resistance no

DESCRIPTION
The pinnacle of power and pride of ancient Netheril manifested by the archmage Karsus in the form of a spell. Only a mortal can cast this spell. This spell ignore immunity to enchantment and evocation but not immunity to magic (like the one of the akalich). The caster must select a deity of which knows the secret true name when he start the casting of this mighty incantation. The god in question is not automatically aware of the casting of the spell. When the spell is finally cast the deity is automatically slay and the caster gains all the former deity quintessence and appropriate divine template for that amount. The caster gains the Portfolio of the slay deity, even if not compatible (like the Evil Portfolio if Good). The caster does not need to make the test of faith or Portfolio trails.
Sidereals and above are normally immune to this spell, but when they are sleeping (like when bound in the fabric of the reality) become vulnerable to it (provided that the caster know their secret true name).
Due to the nature of this spell being completely opposite to their own, creatures with a Divine Rank automatically fail any Knowledge (arcana) and Spellcraft checks involving it (like identify it as is being cast, learn it from a spellbook or scroll, or decipher a scroll of it), this ignore any ability that allow an immortal to automatically succeed a Knowledge (arcana) or Spellcraft check. Creatures with a Perfection bonus instead automatically succeed the Spellcraft check for identify Karsus's Avatar as is being cast, even if untrained in Spellcraft.
Materials:
  • The gizzard of a Great Wyrm Gold Dragon filled with the stone remain of a Primal Earth Elemental, with the epidermis of the pituitary gland of the Tarrasque, and with the heart of a Young Adult or older Time Dragon (epic version of Dragon #359).
  • One scroll of wish for every Divine Rank of the target deity.​
  • The remains of a phylactery of a destroy Akalich.​
  • Residue of an Elder Quintessence Elemental.​
 

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Obly99

Hero
Wormhole

Psychoportation (creation)

Psicraft DC: 128

Display: Mental and Visual

Manifestation Time: 1 minute

Range: 10 ft.

Effect: One wormhole

Duration: Concentration (up to 1 round/level)

Saving Throw: None

Power Resistance: No

To Develop: 1,152,000 gp; 24 days; Seed: transport (DC 21). Factor: interplanar travel allowed (+4), no weight limit (+40 DC), no passage through the Astral Plane (+4 DC), increase range to 10 ft. (+4 DC), change duration to concentration and up to 1 round/level (+25 DC), increase from touch to portal (+20 DC), portal area increase with manifester level (+10 DC).

Manifesting wormhole creates a portal within 10 ft. of yourself connection between your plane of existence and another place in the universe you specify, allowing travel between those two points in either direction.

The wormhole itself is a circular hoop or disk from a minimum of 5 ft. to up to 10 ft x per 2 manifester level in diameter (manifester’s choice) oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional window looking into the place you specified when manifesting the power, and anyone or anything that moves through is shunted instantly to the other side.

A wormhole has a front and a back. Creatures moving through the wormhole from the front are transported to the other place; creatures moving through it from the back are not.

A wormhole power functions much like a gate spell (planar travel option), except that the wormhole can be opened to another point on the same plane and the portal distorts space, temporarily connecting the two points without resorting to the Astral Plane.
 
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Obly99

Hero
Alter Reality

Clairsentience

Psicraft DC: 342

Display: Mental and Visual

Manifestation Time: 1 standard action

Duration: See text

Saving Throw: See text

Power Resistance: See text

To Develop: 3,078,000 gp; 62 days; Seed: fortify (DC 17), transport (DC 21). Factor: replicate reality revision (+20 DC), replicate any power or spell of 9th level or lower (+10 DC), create a non-psionic item of up to 100,000 gp (+30 DC), grant a creature a +6 inherent bonus (+10 DC), interplanar travel allowed (+4), no weight limit (+40 DC), undo misfortune (+40 DC), replicate a direct divine intervention (+150 DC).


As reality revision, but with more far-reaching effects. A reality revision can produce any one of the following effects.
  • Duplicate any power or spell of 9th level or lower, even if it’s a power on a discipline-restricted list that you do not have access to.​
  • Undo the harmful effects of many other powers, such as microcosm, geas/quest and insanity.​
  • Create a non-psionic item of up to 100,000 gp in value.​
  • Grant a creature a +6 inherent bonus to an ability score that already has a +5 inherent bonus.​
  • Remove injuries and afflictions. A single alter reality can aid one creature per manifester level, and all subjects are cured of all kinds of afflictions. For example, you could heal all the damage you and your companions have taken, and remove all poison effects from everyone in the part.​
  • Revive the dead. An alter reality can bring a dead creature back to life by duplicating a true resurrection spell. An alter reality can also revive a dead creature whose body has been destroyed (unlike a reality revision power which requires two uses: one to recreate the body and another to infuse the body with life again). An alter reality also prevents a character who was brought back to life from gaining a permanent negative level. This can also revive characters obliterated by the story who cannot even be returned with the power of a deity, like a monk of the healing hands that use its final sacrifice class feature.​
  • Transport travelers. An alter reality can lift two creatures per manifester level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and power resistance (if any) applies.​
  • Undo misfortune. An alter reality can undo a single recent event. The alter reality forces the success or failure of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, an alter reality could undo an opponent’s successful save, a foe’s successful critical hit (either the attack roll or the critical roll), a friend’s failed save, and so on. The result does not count as a natural 20 or a natural 1 but does count as a success or failure. An unwilling target gets a Will save to negate the effect, and Power Resistance (if any) applies.​
  • You may try to use an alter reality to produce greater effects than these, but doing so is dangerous. (The alter reality may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment, at the GM’s discretion; Per GM discretion, this use of an alter reality may attract the attention of a deity or similarly powerful being.) This generally is equivalent in power to a direct divine intervention.​
Duplicated powers and spells allow saves and Power/Spell Resistance as normal (but save DCs are for 9th-level powers and spells and are further increased by) and the power is treated as if manifested with 20 power points, allowing the manifester to choose any appropriate augment options. Powers without augment options are simply manifested as normal, but with 9th level save DCs.

After manifesting an alter reality you are exhausted and sickened. After 10 minutes, a successful DC 25 Fortitude save removes the sickened condition; this save attempt may also be repeated every 10 minutes until it is lifted. The exhausted condition persists indefinitely until 1 hour of complete rest or it is otherwise magically removed.

Manifesting alter reality requires channeling psionic power through specially-treated crystals similar to cognizance crystals that cost 100,000 gp. The crystal is consumed in the manifestation and becomes inert, unable to be used again and losing any value. If a power or spell duplicated by alter reality has a material component that costs more than 100,000 gp, you must provide that component or additional crystals of the same value.
 

Obly99

Hero
Body of Adamantine

Metacreativity (creation)

Psicraft DC: 163

Display: Auditory

Manifestation Time: 1 round

Range: Personal

Target: You

Duration: 1 min./level (D)

To Develop: 1,467,000 gp; 30 days; Seed: fortify (DC 17), transform (DC 21). Factor: replicate body of iron (+20 DC), gain DR (+10 DC), gain fast healing (+10 DC), gain destructive strike (+10 DC), gain indestructible (+30 DC), gain trample (+5 DC), immunity to non-adamantine damage (+40 DC).


You transform your body into living adamantine, which grants you several powerful resistances and abilities. While this power is active, you cannot manifest powers or cast spells or spell-like abilities.

You gain DR 15/epic and fast healing 10. You gain the destructive strike, indestructible, and trample (same damage as your unarmed strike) special abilities of an adamantine golem. Your destructive strike ability apply to your unarmed attacks instead of slam (same damage as your unarmed strike).

You are also immune to physical damage of non adamantine objects. A mundane sword or a landslide do not inflict damage to you. Any damage that overcome DR/adamantine (like the unarmed strike of a monk of 16th level, a weapon with a +4 or higher enhancement bonus, or a smite evil of a paladin) inflict damage as normal to you, provided that overcome your damage reduction. A power or spell that inflict direct physical damage (like conjure deadfall) inflict damage as normal to you, provided that overcome your damage reduction and your immunity to magic.

You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all powers or attacks that affect your physiology or respiration, because you have no physiology or respiration while this power is in effect. You take only half damage from acid and fire. However, you also become vulnerable to all special attacks that affect adamantine golem.

Your size increase by two, giving you a +12 size bonus to your Strength score, a +8 size bonus to Constitution, but you take a –6 penalty to Dexterity as well (to a minimum Dexterity score of 10), and your speed is reduced to half normal. You have –12 armor check penalty. You cannot drink (and thus can’t use potions) or play wind instruments.

Your unarmed attack deals 3d10 damage (for Medium characters) and overcome DR and hardness as made of adamantine, and you are considered armed when making unarmed attacks.

Your weight increases by a factor of 32, causing you to sink in water like a stone. However, you could survive the lack of air at the bottom of the ocean—at least until the duration expires.
 
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Obly99

Hero
A revision of the Science Portfolio

Science

Aspects: Artifice, Invention, Technology

Opposed Portfolio: Entropy

Examples:

Favored Animal: Monkey

Favored Class: Any specialized in crafting

Favored Place: Laboratory

Favored Sacrifice: Patents

Favored Time: Summer solstice

Favored Weapon: Weapon with mechanical parts

Portfolio Trial: You must invent something that changes society

Prerequisites: Intelligence must be your highest ability score

Symbol: Any invention that you create

Typical Quote: “Order, entropy; a never ending cycle: every problem solved is another revealed.”

SCIENCE DOMAIN​

Granted Power: You gain the Test Subject ability.

*Test Subject (Ex)
The immortal has obtained or even grown a special animal companion who follows him, and is often the subject of his experiments. Test subjects follow the rules of a druid's animal companion, using the immortal HD as his druid level, with the following changes.
  • Its type changes to aberration (augmented)​
  • Gains darkvision 60 ft.​
  • Has Bad Fortitude and Reflex saves​
  • Has Good Will saves​
  • Skill points equal to 4 + Int modifier (minimum 1) per Hit Die​
  • The following are class skills for test subjects: Acrobatics, Climb, Escape Artist, Fly, Intimidate, Knowledge (pick one), Perception, Spellcraft, Stealth, Survival, and Swim​
  • At druid level 6, instead of devotion the test subject gains Fast Healing 3​
  • At druid level 15, instead of improved evasion the test subject gains Regeneration 5 (acid or fire)​
In addition, the test subject gains a dim but palatable sentience over its fellow animals. It does not learn bonus tricks, instead it's Int score becomes 3 + double the number of bonus tricks normally listed for an animal companion and speak all languages know by his immortal. Like a druid, an immortal may gain a new subject with 24 uninterrupted hours. Some seek out appropriate animals, but others, generally less morally strict immortals, grow new companions out of cell cultures and magic for the sole purpose of becoming their battle ally.

If the Immortal already has an animal companion, this change apply to him and also gains the Monster of Legend template (it does not change its type in outsider).

1 Technomancy: As detect magic, except detects the presence of technological objects instead of magical objects.

2 Protection from Technology: +2 to AC and saves, plus additional protection against technology.

3 Magic Circle against Technology: All creatures within the area gain the effects of a protection from technology spell.

4 Greater Make Whole: As make whole, but repairs 1d6+1/level damage to a max of 10d6+10.

5 Rebuke Technology: Deactivate one technological object or creature.

6 Greater Discharge: As discharge, except it can discharge multiple technological objects and can be used to target an area.

7 Antitech Field: As antimagic field, except block technological instead of magic.

8 Polymorph Any Object: Changes a subject into anything else.

9 Create Greater Demiplace: As create demiplane, but larger and with more planar traits.

REALM​
The realm of an immortal with the Science Portfolio is an immense workshop, with lots of laboratories from different research fields.
Hazards: The realm is not inherently hostile, but failed experiments or leaks of dangerous substances are common hazards.
Inhabitants: Constructs are common in this realm.

Science Template (Single Portfolio)​
Appearance: The immortal appears normal.
Behavior: These immortals are inquisitive and always tinkering with some idea or contraption.

Science Template (Double Portfolio)​
Appearance: The immortal appears normal.
Demeanor: The immortal is more often than not preoccupied with some equation or interpreting situations as equations to better formulate a true strategy.

(Single) Science Portfolio
Divine Status
Ability/Weakness Gained
Benefit/Penalty
Action
Disciple​
Spell-like Abilities
Lemming’s Wisdom (Weakness)
Sloth’s Grace (Weakness)
Use any science domain spell as spell-like ability
Competence penalty to Wisdom equal to your divine rank


Competence penalty to Dexterity equal to your divine rank
Standard


Always Active
Prophet​
Mind Over Body (Ex)​
You gain a bonus to Intelligence (equal to divine rank)​
Always Active​
Hero-deity​
Appliance of Science (Ex)​
Competence bonus (equal to divine rank) on checks, initiative, and armor class​
Always Active​
Quasi-deity​
Creator of Science (Ex)​
Those summoned gain Intelligence bonus equal to your divine rank​
Always Active​
Demi-deity​
Divine Electricity (Su)​
Electricity based effects you cause are 50% divine damage​
Always Active​
Lesser Deity​
Superior Electricity [Effect] (Su)​
Assault your enemies with electricity base attacks​
Variable​
Intermediate Deity​
Uncanny Electricity Mastery (Su)​
Assault your enemies with electricity base attacks​
Variable​
Greater Deity​
Biological Awakening (Ex)​
You gain Fast Healing equal to ½ your HD​
Always Active​
Elder One​
Cosmic Architect (Ex)
Cosmic Imperfection (Entropy)
Creation times measured in minutes

One artifact in the universe can defeat your cosmic string ability
Always Active




Always Active
Old One​
Legendary Intelligence (Ex)​
Intelligence score is doubled​
Always Active​

(Double) Science Portfolio
Divine Status
Ability/Weakness Gained
Benefit/Penalty
Action
Disciple​
Spell-like Abilities
Lemming’s Wisdom (Weakness)
Sloth’s Grace (Weakness)
Use two science domain spell as spell-like ability
Competence penalty to Wisdom equal to double your divine rank

Competence penalty to Dexterity equal to double your divine rank
Standard+Swift


Always Active
Prophet​
Electricity Immunity (Ex)​
You gain immunity to electricity​
Always Active​
Hero-deity​
Greater Appliance of Science (Ex)​
Competence bonus (equal to double divine rank) on checks, initiative, and armor class​
Always Active​
Quasi-deity​
Greater Creator of Science (Ex)​
Those summoned gain Intelligence bonus equal to double your divine rank​
Always Active​
Demi-deity​
Divine Architect (Ex)​
Creation times measured in hours instead of days​
Always Active​
Lesser Deity​
Superior Electricity [Effect] (Su) (x2 HD)​
Assault your enemies with electricity base attacks​
Variable​
Intermediate Deity​
Uncanny Electricity Mastery (Su) (x2 HD)​
Assault your enemies with electricity base attacks​
Variable​
Greater Deity​
Perfect Biological Awakening (Ex)​
You gain Fast Healing equal to your HD​
Always Active​
Elder One​
Lord of Perfection (Ex)
Cosmic Imperfection (Entropy)
You gain the Paragon template
Two artifacts in the universe can defeat your cosmic string ability
Always Active


Always Active
Old One​
Legendary Intelligence (Ex)​
Intelligence score is tripled​
Always Active​
First One​
Transcendental Architect (Ex)​
Creation times measured in seconds​
Always Active​
 

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