Sepulchrave II
Legend
So, the character is a Paladin 15 / Divine Disciple 5, who is about to go Epic. If you've read my story hour, you'll know who he is.
The player's idea is to focus upon transcendence - i.e. the quality which grants 'Native Outsider' status to certain classes (Monk, Alienist, Divine Disciple etc.) The player intends to become a quasi-deity (and why not?). I need to find some kind of way to reflect this without hideously overbalancing him.
Here are some possibilities:
1) Grant him increasing ECL - effectively having him advance in 'virtual' levels - until he achieves the desired result. I'm inclined to advance via the planetouched and half-celestial templates into full-blown quasi-deityhood over 10 ECLs if this path is followed. This was my idea in the initial post (now in small print), below.
This has problems because it goes against established mechanical precedents - there would be no increase in skills, HD etc., as posters have already commented.
2) Extend the Divine Disciple PrC from 5 levels. This also goes against the grain, but might be a possibility. Obviously, 5-level PrCs are not supposed to go any further...
3) Create a custom prestige Epic PrC which takes the character to quasi-deityhood over 20 levels. There is no precedent for a 20-level Epic PrC either.
I really need help here. Suggestions. Anything....
Sanctification
This idea is being bandied around in my campaign at the moment – rather than a 20th level character continuing to advance in epic levels, he is becoming ‘sanctifed,’ or drawing closer to his deity. I’ve okayed the principle, but I’m hoping that some balance issues that I haven’t considered might be brought to my attention. This is a rough sketch - all comments are much appreciated.
Mechanically, sanctification will be represented in an increasing number of abilities being acquired – progressively taking the character from the ‘planetouched’ state, through the ‘half-celestial’ state, to that of a quasi-deity: a living master in campaign parlance. The normal ideas of ‘planetouched’ and ‘half-celestial’ – i.e. descended from a celestial by degree - will need to be suspended. They are simply convenient mechanical packages which we can use to represent anything we want: in this case, the advance of a character towards divinity.
The mechanics depend on two premises: first, that the concept of ECL is an accurate measure of character power; and second, that my guess at combining the ECL for quasi-divine qualities with the half-celestial template is even remotely accurate. Each time the charcater earns enough XP to advance to the next level, he instead earns an ECL adjustment of +1 – advancing into the next template in the series, as it were.
I’ve called these ten effective levels beatitudes – they use the Good/Celestial paradigm, but creating an Evil/Fiendish (execrations?), Elemental, or Shadow etc. variation would be quite straightforward. In order to detail quasi-deities who are more portfolio-specific, it might be possible to swap out some of the spell-like abilities granted by the half-celestial template: e.g. hallow becomes commune for a sybilline or prophetic representative of the deity etc., always with an eye to balance and utility, of course.
Beatitudes
Ascension to the beatitudes requires 20 or more character levels, and the class ability of transcendence and native outsider status granted by certain classes (Monk, Divine Disciple (FR), Divine Agent (MotP), Contemplative (DotF).
(Possible future variations for Alienist, Elemental Savant, Acolyte of the Skin.)
And, obviously, requiring DM approval for campaign suitability.
ECL +1 (Planetouched)
The Character’s illumination begins: he or she gains +2 Wis, +2Cha; acid, cold & electricity resistance 5; the ability to use light 1/day as a spell-like ability; and darkvision 60 ft. [c.f. aasimar]
ECL +2
The Character gains +2 Str, +2 Con, +2 Dex; natural armor +1; acid, cold & electricity resistance 10; low light vision; the ability to use light 3/day; protection from evil, ]bless, aid, detect evil each 1/day as a spell-like ability.
ECL +3
The Character gains a further +2 Int, +2 Wis, +2 Cha; acid, cold & electricity resistance 15; +4 racial bonus against poison; cure serious wounds, neutralize poison, holy smite, remove disease 1/day; protection from evil 3/day; holy aura 1/day; light at will as a supernatural ability.
ECL +4 (Half-Celestial)
The character gains +2 Str, +2 Con; acid, cold & electricity immunity; holy aura 3/day; dispel evil, holy word, hallow, symbol, summon monster IX (celestials), resurrection 1/day. In campaign terms, this state is called illuminated and is mechanically identical to possession of the half-celestial template. The character does not possess wings.
ECL +5
SR 12, DR 20/+1; fire resistance 5; +4 bonus on saving throws against transmutation and mind-affecting effects; base speed increases to 40 ft. for medium-sized creatures.
ECL +6
SR 16; +8 bonus on saving throws against transmutation and mind-affecting effects; immune to ability drain and ability damage.
EL +7
SR 20, DR 25/+2; fire resistance 10; base speed 50 ft; immunity to transmutation and mind-affecting effects.
ECL +8
SR 24; Cha modifier added as deflection bonus to AC; immune to energy drain attacks.
ECL +9
SR 28, DR 30/+3; fire resistance 20; base speed 60 ft.; maximum hit points per die.
ECL +10 (Radiant; Living Master; Ascended Master)
SR 32, DR 35/+4; immortality (cannot die from natural causes, does not age, does not need to eat, sleep or breathe.) The character is a hero-deity with a divine rank of 0.
Thoughts? Good or bad idea? Balanced over 10 ECLs, or more, or less?
Any and all feedback appreciated.
The player's idea is to focus upon transcendence - i.e. the quality which grants 'Native Outsider' status to certain classes (Monk, Alienist, Divine Disciple etc.) The player intends to become a quasi-deity (and why not?). I need to find some kind of way to reflect this without hideously overbalancing him.
Here are some possibilities:
1) Grant him increasing ECL - effectively having him advance in 'virtual' levels - until he achieves the desired result. I'm inclined to advance via the planetouched and half-celestial templates into full-blown quasi-deityhood over 10 ECLs if this path is followed. This was my idea in the initial post (now in small print), below.
This has problems because it goes against established mechanical precedents - there would be no increase in skills, HD etc., as posters have already commented.
2) Extend the Divine Disciple PrC from 5 levels. This also goes against the grain, but might be a possibility. Obviously, 5-level PrCs are not supposed to go any further...
3) Create a custom prestige Epic PrC which takes the character to quasi-deityhood over 20 levels. There is no precedent for a 20-level Epic PrC either.
I really need help here. Suggestions. Anything....
Sanctification
This idea is being bandied around in my campaign at the moment – rather than a 20th level character continuing to advance in epic levels, he is becoming ‘sanctifed,’ or drawing closer to his deity. I’ve okayed the principle, but I’m hoping that some balance issues that I haven’t considered might be brought to my attention. This is a rough sketch - all comments are much appreciated.
Mechanically, sanctification will be represented in an increasing number of abilities being acquired – progressively taking the character from the ‘planetouched’ state, through the ‘half-celestial’ state, to that of a quasi-deity: a living master in campaign parlance. The normal ideas of ‘planetouched’ and ‘half-celestial’ – i.e. descended from a celestial by degree - will need to be suspended. They are simply convenient mechanical packages which we can use to represent anything we want: in this case, the advance of a character towards divinity.
The mechanics depend on two premises: first, that the concept of ECL is an accurate measure of character power; and second, that my guess at combining the ECL for quasi-divine qualities with the half-celestial template is even remotely accurate. Each time the charcater earns enough XP to advance to the next level, he instead earns an ECL adjustment of +1 – advancing into the next template in the series, as it were.
I’ve called these ten effective levels beatitudes – they use the Good/Celestial paradigm, but creating an Evil/Fiendish (execrations?), Elemental, or Shadow etc. variation would be quite straightforward. In order to detail quasi-deities who are more portfolio-specific, it might be possible to swap out some of the spell-like abilities granted by the half-celestial template: e.g. hallow becomes commune for a sybilline or prophetic representative of the deity etc., always with an eye to balance and utility, of course.
Beatitudes
Ascension to the beatitudes requires 20 or more character levels, and the class ability of transcendence and native outsider status granted by certain classes (Monk, Divine Disciple (FR), Divine Agent (MotP), Contemplative (DotF).
(Possible future variations for Alienist, Elemental Savant, Acolyte of the Skin.)
And, obviously, requiring DM approval for campaign suitability.
ECL +1 (Planetouched)
The Character’s illumination begins: he or she gains +2 Wis, +2Cha; acid, cold & electricity resistance 5; the ability to use light 1/day as a spell-like ability; and darkvision 60 ft. [c.f. aasimar]
ECL +2
The Character gains +2 Str, +2 Con, +2 Dex; natural armor +1; acid, cold & electricity resistance 10; low light vision; the ability to use light 3/day; protection from evil, ]bless, aid, detect evil each 1/day as a spell-like ability.
ECL +3
The Character gains a further +2 Int, +2 Wis, +2 Cha; acid, cold & electricity resistance 15; +4 racial bonus against poison; cure serious wounds, neutralize poison, holy smite, remove disease 1/day; protection from evil 3/day; holy aura 1/day; light at will as a supernatural ability.
ECL +4 (Half-Celestial)
The character gains +2 Str, +2 Con; acid, cold & electricity immunity; holy aura 3/day; dispel evil, holy word, hallow, symbol, summon monster IX (celestials), resurrection 1/day. In campaign terms, this state is called illuminated and is mechanically identical to possession of the half-celestial template. The character does not possess wings.
ECL +5
SR 12, DR 20/+1; fire resistance 5; +4 bonus on saving throws against transmutation and mind-affecting effects; base speed increases to 40 ft. for medium-sized creatures.
ECL +6
SR 16; +8 bonus on saving throws against transmutation and mind-affecting effects; immune to ability drain and ability damage.
EL +7
SR 20, DR 25/+2; fire resistance 10; base speed 50 ft; immunity to transmutation and mind-affecting effects.
ECL +8
SR 24; Cha modifier added as deflection bonus to AC; immune to energy drain attacks.
ECL +9
SR 28, DR 30/+3; fire resistance 20; base speed 60 ft.; maximum hit points per die.
ECL +10 (Radiant; Living Master; Ascended Master)
SR 32, DR 35/+4; immortality (cannot die from natural causes, does not age, does not need to eat, sleep or breathe.) The character is a hero-deity with a divine rank of 0.
Thoughts? Good or bad idea? Balanced over 10 ECLs, or more, or less?
Any and all feedback appreciated.
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