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<blockquote data-quote="Obly99" data-source="post: 8697285" data-attributes="member: 7035194"><p>For my setting I use the version of Dante and Mr. Satan's Paragon and Amidah (<a href="https://www.enworld.org/threads/paragon-revision-discussion-thread.236781/post-4514850" target="_blank">Paragon Revision Discussion Thread</a>) plus with some custom abilities. Beefermatic had the brilliant idea of an intermediate step between the two, creating the Prime (<a href="https://www.enworld.org/threads/current-campaign-setting.674038/post-8334829" target="_blank">Current campaign setting</a> ), I created a mine intermediate version, here is the Lord.</p><p></p><p>In the unlikely event that an Amidah voluntarily relinquishes its power, it replaces the Amidah template with the Lord.</p><p></p><p>(The Lord of Individuality Transcendent Ability grants this template until that being defeats or becomes the Amidah as only 1 can exist from a given universe at a time)</p><p></p><p>“Lord” is a template that can be added to any paragon or immortal creature (referred to hereafter as the base creature). The lord template overlaps with the paragon template instead of stacking. The lord uses all the base creatures statistics and special abilities except as noted here.</p><p></p><p><strong>Size and Type:</strong> Animals and vermin become magical beasts. Otherwise, Type is unchanged. Size is unchanged.</p><p></p><p><strong>Hit Dice: </strong>The lord uses d20's for Hit Dice and has maximum hit points.</p><p></p><p><strong>Speed:</strong> All movement speeds are decupled or change to supersonic (6,756 ft. = 1,351.2 squares), whichever is minor (this not stack with the Supersonic cosmic ability).</p><p></p><p><strong>Armor Class:</strong> The lord retains the armor bonuses of the base creature and gains the following:</p><p></p><p>– <em>Deflection Bonus (Ex):</em> The lord gains a deflection bonus equal to it's Charisma modifier.</p><p></p><p>– <em>Luck Bonus (Ex):</em> The lord gains a +45 luck bonus (see Fortuity).</p><p></p><p><strong>Special Attacks:</strong> The lord retains the special attacks of the base creature and gains the following:</p><p></p><p>– <em>Spell-Like Abilities (Sp)</em>: At will – limited wish. 3/day – wish. Caster Level = Hit Dice + 45 (see Fortuity). The save DC is Charisma-based.</p><p></p><p>– <em>Lord Presence (Ex):</em> The lord radiate an aura of pure presence (Radius: 100 ft. + 10 ft. per Hit Dice). All creatures with less than ¾ the lord HD must make a Will save DC 10 + ½ lord HD + lord Charisma modifier or fall unconscious for the overwhelming presence of the lord for 24 hours. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). If a creature make his save is instead staggered for a number of rounds equal to the lord Charisma modifier. Once a creature make with success his save, he is immune to the Lord Presence of that lord for a number of rounds equal to his HD + his Charisma modifier. This ability ignore the immunity to fear or mind-affecting effects of creatures with less than ½ the HD of the lord. Against unattended abject in the area (like the squares of the floor) Lord Presence deal 5 damage x HD of the lord every round which apply only half of the hardness. The lord can exclude any number of creatures of objects from suffer the effects of this aura. This is a fear, mind-affecting effect.</p><p></p><p><strong>Special Qualities:</strong> The lord retains all the special qualities of the base creature and gains the following:</p><p></p><p>– <em>Adaptation (Ex):</em> The lord gains immunity to Terrestrial Hazards and resistance to Stellar Hazards.</p><p></p><p>– <em>Damage Reduction (Ex):</em> The lord gains damage reduction 115/cursed and epic.</p><p></p><p>– <em>Fast Healing (Ex):</em> The lord gains fast healing 75/round.</p><p></p><p>– <em>Fortuity (Ex):</em> The lord adds a +45 luck bonus to: armor class; attack rolls; checks (ability checks, caster level checks, manifester level checks, skill checks, etc.); damage rolls; difficulty class (for any powers, psi-like abilities, special abilities, spell-like abilities, spells); initiative; power resistance; saving throws; spell resistance; channel resistance (if applicable) and caster/manifestion/initiator levels to all Spells, Spell Like Abilities, Psionic Manifestations, or Maneuvers Abilities (Tome of Battle and Path of War).</p><p></p><p>– <em>Insight (Ex):</em> The lord adds its Wisdom modifier as an insight bonus to AC, attack rolls, all checks, and saving throws.</p><p></p><p>– <em>Immunities (Ex):</em> The lord gains immunity to cold and fire.</p><p></p><p>– <em>Inner Eye (Ex):</em> The lord can automatically (no action required) manipulate it's fate. For example...The lord gains the best or worst (it's choice) results on all dice rolls. However, a natural “20” is not an automatic success and a natural "1" is only an automatic failure if it opts to automatically fail.</p><p></p><p>– <em>Might (Ex): </em>The lord deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and his damage dice cannot go below this dice but this cannot increase to more dice than his HD.</p><p></p><p>– <em>Mythic (Ex): </em>The lord has Mythic Power (X/day, Surge +Y) and counts as a X-rank Mythic creature. The lord can use any of his spell and spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. He can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities. X his equal to 1/5 his HD and Y is the Surge suitable for the rank.</p><p></p><p>– <em>Maven (Ex):</em> The lord has mastered many skills. It gains maximum ranks in all it's class skills.</p><p></p><p>– <em>Omnicompetent (Ex):</em> The lord knows all skills. All skills become class skills for it.</p><p></p><p>– <em>Spell/Power Resistance (Ex):</em> The lord gains spell and power resistance equal to 10 + Hit Dice + 45 (see Fortuity).</p><p></p><p><strong>Saves:</strong> The lord gains a +45 luck bonus to all saves (see Fortuity).</p><p></p><p><strong>Abilities:</strong> The lord gains a +56 bonus to all ability scores.</p><p></p><p><strong>Feats:</strong> The lord gains 20 bonus feats.</p><p></p><p><strong>Organization:</strong> Any, usually same as the base creature.</p><p></p><p><strong>Challenge Rating: </strong>Same as the base creature +50.</p><p></p><p><strong>Treasure:</strong> Triple standard.</p><p></p><p><strong>Alignment:</strong> Any, usually same as the base creature.</p></blockquote><p></p>
[QUOTE="Obly99, post: 8697285, member: 7035194"] For my setting I use the version of Dante and Mr. Satan's Paragon and Amidah ([URL='https://www.enworld.org/threads/paragon-revision-discussion-thread.236781/post-4514850']Paragon Revision Discussion Thread[/URL]) plus with some custom abilities. Beefermatic had the brilliant idea of an intermediate step between the two, creating the Prime ([URL='https://www.enworld.org/threads/current-campaign-setting.674038/post-8334829']Current campaign setting[/URL] ), I created a mine intermediate version, here is the Lord. In the unlikely event that an Amidah voluntarily relinquishes its power, it replaces the Amidah template with the Lord. (The Lord of Individuality Transcendent Ability grants this template until that being defeats or becomes the Amidah as only 1 can exist from a given universe at a time) “Lord” is a template that can be added to any paragon or immortal creature (referred to hereafter as the base creature). The lord template overlaps with the paragon template instead of stacking. The lord uses all the base creatures statistics and special abilities except as noted here. [B]Size and Type:[/B] Animals and vermin become magical beasts. Otherwise, Type is unchanged. Size is unchanged. [B]Hit Dice: [/B]The lord uses d20's for Hit Dice and has maximum hit points. [B]Speed:[/B] All movement speeds are decupled or change to supersonic (6,756 ft. = 1,351.2 squares), whichever is minor (this not stack with the Supersonic cosmic ability). [B]Armor Class:[/B] The lord retains the armor bonuses of the base creature and gains the following: – [I]Deflection Bonus (Ex):[/I] The lord gains a deflection bonus equal to it's Charisma modifier. – [I]Luck Bonus (Ex):[/I] The lord gains a +45 luck bonus (see Fortuity). [B]Special Attacks:[/B] The lord retains the special attacks of the base creature and gains the following: – [I]Spell-Like Abilities (Sp)[/I]: At will – limited wish. 3/day – wish. Caster Level = Hit Dice + 45 (see Fortuity). The save DC is Charisma-based. – [I]Lord Presence (Ex):[/I] The lord radiate an aura of pure presence (Radius: 100 ft. + 10 ft. per Hit Dice). All creatures with less than ¾ the lord HD must make a Will save DC 10 + ½ lord HD + lord Charisma modifier or fall unconscious for the overwhelming presence of the lord for 24 hours. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). If a creature make his save is instead staggered for a number of rounds equal to the lord Charisma modifier. Once a creature make with success his save, he is immune to the Lord Presence of that lord for a number of rounds equal to his HD + his Charisma modifier. This ability ignore the immunity to fear or mind-affecting effects of creatures with less than ½ the HD of the lord. Against unattended abject in the area (like the squares of the floor) Lord Presence deal 5 damage x HD of the lord every round which apply only half of the hardness. The lord can exclude any number of creatures of objects from suffer the effects of this aura. This is a fear, mind-affecting effect. [B]Special Qualities:[/B] The lord retains all the special qualities of the base creature and gains the following: – [I]Adaptation (Ex):[/I] The lord gains immunity to Terrestrial Hazards and resistance to Stellar Hazards. – [I]Damage Reduction (Ex):[/I] The lord gains damage reduction 115/cursed and epic. – [I]Fast Healing (Ex):[/I] The lord gains fast healing 75/round. – [I]Fortuity (Ex):[/I] The lord adds a +45 luck bonus to: armor class; attack rolls; checks (ability checks, caster level checks, manifester level checks, skill checks, etc.); damage rolls; difficulty class (for any powers, psi-like abilities, special abilities, spell-like abilities, spells); initiative; power resistance; saving throws; spell resistance; channel resistance (if applicable) and caster/manifestion/initiator levels to all Spells, Spell Like Abilities, Psionic Manifestations, or Maneuvers Abilities (Tome of Battle and Path of War). – [I]Insight (Ex):[/I] The lord adds its Wisdom modifier as an insight bonus to AC, attack rolls, all checks, and saving throws. – [I]Immunities (Ex):[/I] The lord gains immunity to cold and fire. – [I]Inner Eye (Ex):[/I] The lord can automatically (no action required) manipulate it's fate. For example...The lord gains the best or worst (it's choice) results on all dice rolls. However, a natural “20” is not an automatic success and a natural "1" is only an automatic failure if it opts to automatically fail. – [I]Might (Ex): [/I]The lord deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and his damage dice cannot go below this dice but this cannot increase to more dice than his HD. – [I]Mythic (Ex): [/I]The lord has Mythic Power (X/day, Surge +Y) and counts as a X-rank Mythic creature. The lord can use any of his spell and spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. He can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities. X his equal to 1/5 his HD and Y is the Surge suitable for the rank. – [I]Maven (Ex):[/I] The lord has mastered many skills. It gains maximum ranks in all it's class skills. – [I]Omnicompetent (Ex):[/I] The lord knows all skills. All skills become class skills for it. – [I]Spell/Power Resistance (Ex):[/I] The lord gains spell and power resistance equal to 10 + Hit Dice + 45 (see Fortuity). [B]Saves:[/B] The lord gains a +45 luck bonus to all saves (see Fortuity). [B]Abilities:[/B] The lord gains a +56 bonus to all ability scores. [B]Feats:[/B] The lord gains 20 bonus feats. [B]Organization:[/B] Any, usually same as the base creature. [B]Challenge Rating: [/B]Same as the base creature +50. [B]Treasure:[/B] Triple standard. [B]Alignment:[/B] Any, usually same as the base creature. [/QUOTE]
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