Immortals Handbook - ASCENSION

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U_K!
I just finished looking over the new update. The Portfolio section is looking good. :)
As usual, a few questions/nitpicks: :)

With the omnific power that gives you every portfolio, is that equal to having the "single" version of each portfolio or the "double" version?

Within some of the [Effect] descriptions you list effects being tied to 1/4 a deitiy's HD. This can get confusing if you try to cross reference it with the table. (Especially with Rusting Effect, and thelemic effect)

With Thelemic Effect, the way it is written, it seems like it gets weaker if I take it multiple times. (Now the "hand effect" hits multiples of 16, which hit less opponents) Also, perhaps this should allow a save? You have this neat Dominance power, and it doesnt seem like it applies to too much. (Divine aura and Atomic effect are the only ones that come to mind, asside from spells and class features)

Atomic Effect is really confusing as to how much of what effect is being used. Its possible to figure out, but It might be best to list it out in a table or something. (Ex: 1d4 Force damage per X HD, Ability score damage to Str, Dex, Con per X HD, etc)

Spelling out Digestio makes it even better. :)

The new use for Alter reality is cool.

Listing effects as "200% more" is misleading; It might be more accurate to say either "300% normal" or "Triple normal". (For such things as superior summoning and a few of the Porfolios)

Some of the divinity templates have built in powers that don't match the written text of a power in the powers section. (Like the dimentional powers) (Though you probably are going to update all those after the powers section is over and done with, right?)

And my last nitpick: Temporal effects. Especially Transtemporal. It says that beings with Slipstream can't get "Owned" by this power, but what kind of "Own-age" does this power dish out? Does it mean I can essentially go back in time and roundhouse kick my foes' relatives if he or she doesn't have slipstream? (Basically anyone without Slipstream versus a being with Transtemporal instantly dies/doesnt exist?)

Asside from my random nitpicks, I didn't see too many typos. (I'll wait to list 'em in case someone else is throwing together a list)
 

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U_K, I just wanted to let you know that I got the latest revision. It'll take me a few days to get back to you, as I'm currently having a rather full week.
 

The Intellectual Body/Mind/Soul/Spirit and Cunning Body/Mind/Soul/Spirit Divine Abilities seem very redundant. Is this an error?

I am building, as an experiment, a timelord with the following powaz:

Transcendental/Cosmic/Divine/Efficient Architect
Adamantine/Iron/Ersatz Body
Polymath
Cosmic Inspiration
Enlightenment/Ensorcelled, Divine Wizardy/Sorcery, Total/Legendary Intelligence
Intellectual Body/Mind/Soul/Spirit,
Egg/Sweat Born, Uncanny Cold Mastery, Divine Immensity x4, Improved Toughness x4

Feat Packages: (Metamagic x2, AMC x35, Divine Wizard 1, Craft 2)

It seems too easy to take Cunning as well as Intellectual....
 
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By the way WarDragon - CRGreathouse was right about what I meant regarding taking a Charisma penalty. ;)

Hiya Ltheb mate! :)

Ltheb Silverfrond said:
U_K!
I just finished looking over the new update. The Portfolio section is looking good. :)

By the end of today I should have all the portfolios done to (at least) the same standard of the first ten. So it will then just be a case of working through them and tightening everything up.

Ltheb Silverfrond said:
As usual, a few questions/nitpicks: :)

With the omnific power that gives you every portfolio, is that equal to having the "single" version of each portfolio or the "double" version?

Double.

Ltheb Silverfrond said:
Within some of the [Effect] descriptions you list effects being tied to 1/4 a deitiy's HD. This can get confusing if you try to cross reference it with the table. (Especially with Rusting Effect, and thelemic effect).

I don't see any easier way to explain it. :confused:

Ltheb Silverfrond said:
With Thelemic Effect, the way it is written, it seems like it gets weaker if I take it multiple times. (Now the "hand effect" hits multiples of 16, which hit less opponents) Also, perhaps this should allow a save?

I think Thelemic Effcet needs some straightening out, but if it allows a save then I think it becomes worthless.

Ltheb Silverfrond said:
You have this neat Dominance power, and it doesnt seem like it applies to too much. (Divine aura and Atomic effect are the only ones that come to mind, asside from spells and class features)

Well it applies to anything that forces a saving throw. So if thats not 'much' to you I don't know what is. :p

Ltheb Silverfrond said:
Atomic Effect is really confusing as to how much of what effect is being used. Its possible to figure out, but It might be best to list it out in a table or something. (Ex: 1d4 Force damage per X HD, Ability score damage to Str, Dex, Con per X HD, etc)

I know - I need to fix Atomic Effect.

Ltheb Silverfrond said:
Spelling out Digestio makes it even better. :)

The new use for Alter reality is cool.

Glad you like them. :)

Ltheb Silverfrond said:
Listing effects as "200% more" is misleading; It might be more accurate to say either "300% normal" or "Triple normal". (For such things as superior summoning and a few of the Porfolios).

Mmmm.

Ltheb Silverfrond said:
Some of the divinity templates have built in powers that don't match the written text of a power in the powers section. (Like the dimentional powers) (Though you probably are going to update all those after the powers section is over and done with, right?)

Thats right - and generally applies to the Sidereal/Eternal stuff.

Ltheb Silverfrond said:
And my last nitpick: Temporal effects. Especially Transtemporal. It says that beings with Slipstream can't get "Owned" by this power, but what kind of "Own-age" does this power dish out? Does it mean I can essentially go back in time and roundhouse kick my foes' relatives if he or she doesn't have slipstream? (Basically anyone without Slipstream versus a being with Transtemporal instantly dies/doesnt exist?).

Pretty much.

I don't see any other 'out'.

Ltheb Silverfrond said:
Asside from my random nitpicks, I didn't see too many typos. (I'll wait to list 'em in case someone else is throwing together a list)

Thanks for the help mate - much appreciated.
 

Hi Alzrius dude! :)

Alzrius said:
U_K, I just wanted to let you know that I got the latest revision. It'll take me a few days to get back to you, as I'm currently having a rather full week.

Take your time mate. No hurry, I have my hands full with Chapter 3 at the moment.
 

Hey Anabstercorian dude! :)

Anabstercorian said:
The Intellectual Body/Mind/Soul/Spirit and Cunning Body/Mind/Soul/Spirit Divine Abilities seem very redundant. Is this an error?

I am building, as an experiment, a timelord with the following powaz:

Transcendental/Cosmic/Divine/Efficient Architect
Adamantine/Iron/Ersatz Body
Polymath
Cosmic Inspiration
Enlightenment/Ensorcelled, Divine Wizardy/Sorcery, Total/Legendary Intelligence
Intellectual Body/Mind/Soul/Spirit,
Egg/Sweat Born, Uncanny Cold Mastery, Divine Immensity x4, Improved Toughness x4

Feat Packages: (Metamagic x2, AMC x35, Divine Wizard 1, Craft 2)

It seems too easy to take Cunning as well as Intellectual....

Well there are two additional ways of adding a particular ability score to AC/Attack/Saves.

Intelligence has 2...

Cunning (Circumstance)

Intellectual (Competence)

Wisdom has 3...

Profane (Profane)

Sacred (Sacred)

Unknowing (Insight)

Charisma has 3...

Heavenly (good Luck for you)

Cursed (bad Luck for oppoenents) - a cosmic power

Daunting (Morale penalty for opponents) - a cosmic power

So its simply a case of me making a power around every type of bonus, rather than making multiple powers for each ability score.
 

Upper_Krust said:
...
I don't see any easier way to explain it. :confused:
...

Yea, it is pretty complicated. Perhaps you could say, for rusting effect for example, "... this ability bestows a -1 penalty to the items' effectiveness for every 4 Hit die, and are further reduced by the chosen effect type" or something like that. The confusion comes when looking at the table then referencing the power. Do I divide by 4, or take that 1/16 storm offers?
Its not overly hard to figure it out, but I ran it by some of my friends and they didn't instantly catch the per 4 hit dice part.
 

U_K, I wondered if you have any comments on this quote. It's from Gary Gygax on the Q&A thread, on the differences between superheroes and high-level D&D characters.

The mythological and fantasy archetypes are very human, quite mortal save for some of their magical attributes, mostly gained through brave deeds. Robin Hood, Lancelot, Sir Roland, and the host of examples in fairy tales told by Andrew Lang, even Fafhed and the Gray Mouser and Harold Shea are very much human, within normal human mental and physical bounds. Conan has marvelous strength, bit is is at best preternatural.

Superheroes are generally superior species or mutats, or else rely on fantastic science to be vastly superior to all but others of their ilk. Their purpose is different from the fantasy RPG norm as well, although in fantasy one can move to any extreme and remain within the bounds of the genre. The main difference is the miindset of the game and those that play.
 

Upper_Krust said:
Hey Anabstercorian dude! :)



Well there are two additional ways of adding a particular ability score to AC/Attack/Saves.

Intelligence has 2...

Cunning (Circumstance)

Intellectual (Competence)

Wisdom has 3...

Profane (Profane)

Sacred (Sacred)

Unknowing (Insight)

Charisma has 3...

Heavenly (good Luck for you)

Cursed (bad Luck for oppoenents) - a cosmic power

Daunting (Morale penalty for opponents) - a cosmic power

So its simply a case of me making a power around every type of bonus, rather than making multiple powers for each ability score.


Personally, I'd scrap Cunning and move Unknowing to Intelligence.
 

Hiya mate! :)

Ltheb Silverfrond said:
Yea, it is pretty complicated. Perhaps you could say, for rusting effect for example, "... this ability bestows a -1 penalty to the items' effectiveness for every 4 Hit die, and are further reduced by the chosen effect type" or something like that. The confusion comes when looking at the table then referencing the power. Do I divide by 4, or take that 1/16 storm offers?
Its not overly hard to figure it out, but I ran it by some of my friends and they didn't instantly catch the per 4 hit dice part.

I'll maybe add something like.

The rusting effect deals 1 'yadda yadda yadda' per hit die of the immortal. However, treat the immortal as if they had 1/4 their normal amount of hit die for the purposes of determining this ability.

Even looking at that above it doesn't seem too great. :confused:
 

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