Immortals Handbook - ASCENSION

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mercucio said:
I couldn't disagree less. If going the route that deities should be able use their SLAs for freemiracle fits the whole...what's this book's subject about again...that right! Divinity! :p

Seriously, miracle fits the whole theme of divine intervention better than wish...and has fewer permanent complications (i.e. inherent bonuses, ect).

Ignoring the "greater effect that is totally DM controlled" parts of the spells, both Wish and Miracle are just opposites of each other, but have essentially the same effect. I personally think either one would work. I think Wish has an easier to arbitrate Greater effect, however. (DM either Corrupts said wish, grants the wish, or says it fails)
 

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U_K,

When you gain a template via a Divine Ability (Profane Lord, Sacred Lord, ect) do you gain the ability score bonuses granted by that template?
 

I have two quick questions. What's the conceptual difference between a quasi-god and a hero-god, if any? Would there be any serious effects if I decided only to use one of the two and had a step skipped in the progression?
 

Hiya mate! :)

You know I could have sworn I replied to this post yesterday. :confused:

WarDragon said:
U_K, question about Portfolios. If a deity already has, by virtue of race or another template, the immunity one of his Portfolios grants (say, a devil or red dragon god of Fire), is that ability wasted? Or do they get a higher up one instead (healing or reflection)?

The ability would be wasted.

While chosen divine abilities can be manipulated and changed, the portfolios are set.

WarDragon said:
Agreed. A few free wishes a day is not a bad thing at the levels we're talking about.

Its a bad thing in the context of servants though. So its not simply a matter of casting a few wishes at 50th-level or whatever, its granting a near infinite number of wishes to lower-level servants.
 

Hi mercucio mate! :)

mercucio said:
I couldn't agree less. If going the route that deities should be able use their SLAs for free miracle fits the whole...what's this book's subject about again...that right! Divinity! :p

Seriously, miracle fits the whole theme of divine intervention better than wish...and has fewer permanent complications (i.e. inherent bonuses, ect).

As long as they (or their servants) pay for the wish then I think it works out okay.

I would say you could use the non-XP parts of casting miracle* and not have to expend any XP/QP. Anything else should cost you.

*Spell duplication, undoing the effects of a harmful spell.
 


Hi CRGreathous matey! :)

CRGreathouse said:
I have two quick questions.

Fire away! :)

CRGreathouse said:
What's the conceptual difference between a quasi-god and a hero-god, if any?

I think there is very little difference, more mechanical than philosophical for sure.

If there is one difference I think then it is that Hero-deities will still more often than not live amongst mortals occasionally venturing into the realm of immortals (Outer Planes) - at least until their own natural lifespan would be ended (a century or thereabouts). Whereas with Quasi-deities the opposite is true in that they live amongst immortals and are occasionally called to mortal realms.

CRGreathouse said:
Would there be any serious effects if I decided only to use one of the two and had a step skipped in the progression?

Not as long as you keep the mechanics intact.
 

So, what can we look forward to in the impending update?
Will it be on time (on the 31st?) or do you have NYE plans?
How are the portfolios looking?
 

Ive come to the conclusion that only one thing displeases me about divinities. Their abilities and ability scores start at a base of 10 (human average) before divine modifiers, size modifiers, and virtual size modifiers are added. While this simplifies things, it strips outsiders of ability scores they should have (racial adjustments such a a pit fiends inordinate strength or a solars incredibly high wisdom). So for all my divinities, I will create the creature first, then apply the divinity template. A base of 10 over simplifies it. Especially since certain outsiders traditionally have an ability set that does not equal out to a divine or cosmic ability in many cases. In fact in many cases most of an outsiders abilities can be linked to their ecology and physiology. Thus...a blank slate makes no sense. A base of 10 is essentially a blank slate. If you avoid the base of 10 and the blank slate tactic, it makes it so no revisions are needed for the Epic Beastiary (thus saving you time) and allows for ecology and physiology, ect. to play a factor in the creation of a race.

Example...a troll that becomes a lesser deity or is even born a deity is not going to have a strength of 46 (10 (base) +16 (divine) +10 size), this just makes no sense.

As for divine abilities, I have a teensy problem with Regeneration. It should be Extraordinary or Supernatural, or you should have a two tier step for Regeneration...maybe three

Regeneration (Su) tier 1
Superior Regeneration (Regeneration (Ex)) tier 2
Perfect Regeneration (Regeneration (Ex), like a tarrasque) tier 3

just an Idea.

Love everything else thus far, especially the portfolios
 

Example...Revised Solar

Angel, Solar
Large Outsider (Angel, Extraplanar, Good)
Hit Dice: 22d8+110 (209 hp)
Initiative: +9
Speed: 40 ft. (8 squares), fly 120 ft. (good)
Armor Class: 22 (-1 size, +5 Dex, +7 natural), touch 14, flat-footed 16
Base Attack/Grapple: +22/+36
Attack: +5 dancing greatsword +41 melee (3d6+15/19-20) or +2 composite longbow (+5 Str bonus) +27 ranged (2d6+7/×3 plus slaying) or slam +36 melee (1d6+10)
Full Attack: +5 dancing greatsword +41/+36/+31/+26 melee (3d6+19/19-20) or +2 composite longbow (+5 Str bonus) +27/+22/+11/+12 ranged (2d6+7/×3 plus slaying) or slam +36 melee (1d6+10)
Space/Reach: 10 ft./5 ft.
Special Attacks: Spell-like abilities, spells
Special Qualities: Angelic traits (third choir), damage reduction 10/epic and evil, regeneration 10, spell resistance 32
Saves: Fort +18 (+22 against poison), Ref +18, Will +20
Abilities: Str 30, Dex 20, Con 20, Int 23, Wis 25, Cha 25
Skills: Concentration +30, Craft or Knowledge (any five) +33, Diplomacy +34, Escape Artist +30, Hide +26, Listen +32, Move Silently +30, Search +31, Sense Motive +32, Spellcraft +31, Spot +32, Survival +7 (+9 following tracks), Use Rope +5 (+7 with bindings)
Feats: Cleave, Dodge, Great Cleave, Improved Initiative, Improved Sunder, Mobility, Power Attack, Track
Environment: Upper Planes
Organization: Solitary or pair
Challenge Rating: 23
Treasure: No coins; double goods; standard items
Alignment: Always good (any)
Advancement: 23-33 HD (Large); 34-66 HD (Huge)
Level Adjustment: —

The creature resembles a towering, powerfully built human, with brilliant topaz eyes, silvery (or golden) skin and gleaming white wings.

Solars are the greatest of angels, usually close attendants to a deity or champions of some cosmically beneficent task (such as eliminating a particular type of wrongdoing).

A solar has a deep and commanding voice, and stands about 9 feet tall. It weighs about 500 pounds.

Combat

Solars are puissant champions of good. Only the most powerful fiends approach their power. Even more fearsome than their +5 dancing greatswords are their +2 composite longbows that create any sort of slaying arrow when drawn.

A solar’s natural weapons, as well as any weapons it wields, are treated as good-aligned and epic for the purpose of overcoming damage reduction.

Angelic Traits (Third Choir):

- Darkvision out to 60 feet and low-light vision.

- Immunity to acid, cold and petrification.

- Resistance to electricity 10 and fire 10.

- +4 racial bonus on saves against poison.

- Protective Aura (Su): Acts as a double strength magic circle against evil (+4 deflection and +4 resistance bonuses) and a lesser globe of invulnerability for anyone within its area of effect. Both effects have a radius of 25 ft. + 5ft./2 Hit Dice of the angel (caster level equals angel’s Hit Dice plus divine bonus, if any). This aura can be dispelled, but the angel can create it again as a free action on its next turn.

- Spell-like Abilities (Sp): At will – tongues.

Cleric Abilities: Solars functions as 22nd-level Clerics.

- Spells: As 22nd-level Cleric (Caster level 44th). A solar has access to two of the following domains: Air, Destruction, Good, Law, or War (plus any others from its deity). The
save DCs are Wisdom-based.

Typical Cleric Spells Prepared (6/8/8/8/7/7/6/6/5/5; save DC 17 + spell level)

0—create water, detect magic, guidance (2), resistance (2); 1st—bless (2), cause fear, divine favor (2), entropic shield, obscuring mist*, shield of faith; 2nd—align weapon,
bear’s endurance (2), bull’s strength (2), consecrate, eagle’s splendor, spiritual weapon*; 3rd—daylight, invisibility purge, magic circle against evil, magic vestment*, prayer
(2), protection from energy, wind wall; 4th—death ward (2), dismissal (2), divine power*, neutralize poison (2); 5th—break enchantment, control winds*, dispel evil, plane
shift, righteous might (2), symbol of pain; 6th—banishment, chain lightning*, heroes’ feast, mass cure moderate wounds, undeath to death, word of recall; 7th—control
weather*, destruction, dictum, ethereal jaunt, holy word, regenerate; 8th—fire storm, holy aura, mass cure critical wounds (2), whirlwind*; 9th— etherealness, elemental
swarm (air)*, mass heal, miracle, storm of vengeance.

*Domain spell. Domains: Air and War.

- Turn Undead (Su): As a 22nd-level Cleric.

Regeneration (Ex): A solar takes normal damage from epic evil-aligned weapons, and from spells or effects with the evil descriptor.

Spell-Like Abilities: Always active—detect evil, detect snares and pits, discern lies (DC 21), see invisibility, true seeing. They can be dispelled, but the solar can reactivate them as a free action. At will—aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite (DC 21), imprisonment (DC 26), invisibility (self only), lesser restoration (DC 19), polymorph (self only), remove curse (DC 20), remove disease (DC 20), remove fear (DC 18), resist energy, summon monster VII, speak with dead (DC 20), waves of fatigue; 3/day—blade barrier (DC 23), earthquake (DC 25), heal (DC 23), mass charm monster (DC 25), permanency, resurrection, waves of exhaustion; 1/day—greater restoration (DC 24), power word blind, power word kill, power word stun, prismatic spray (DC 24), wish. Caster level 44th. The save DCs are Charisma-based.

Although I know a solar could conceivably have a lower caster level I was stuck between a rock and a hard place. I decided that instead of adding additional hit dice to keep the solars spellcasting up to par...I would bump up it's integrated class features to equal it's hit dice, which would effectively make it's caster level 44th for all things. Notable this leaves me with a few problems. It's caster level is excessive and it's hit dice too low. So Im going to actually increase it's base hit dice, which I am loathe to do, to keep the solars other abilities on par with it's spellcasting. Because a Solars most powerful ability is it's spellcasting.

I will, however, keep the size to LARGE. And increase it to Huge at 45-66HD


how would you revise a solar (MM outsiders are in DIre need of Epic BEstiary style revisions and we might want to start a thread just for that)?
 
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