Immortals Handbook - ASCENSION

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Hi Alzrius mate! :)

Alzrius said:
U_K, I just wanted to let you know that I'm still working on the editing of chapter four. The main reason it's taking so long is that I'm going through and logging every instance where a feat/power's listing has prerequisites that differ from the given prerequisites on the summary table. Needless to say, that happens quite a lot.

I'll get it to you the instant I finish it.

No hurry dude - I appreciate the fact you are helping me out for little more than a free copy.

Also I am the last person in the world to scold someone for being late on a deadline. :uhoh:
 

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Hi WarDragon mate! :)

WarDragon said:
Hmm... how about a Quasi-deity losing all three of them, as a single handicap?

No. I don't think its worth an extra ability for a quasi-deity.

WarDragon said:
Are you saying it's worth less than one ability for a spellcaster, or more than one for a non-caster?

Its certainly at least worth one ability for a non-spellcaster.

Difficult to say about a spellcaster. I'd robably just go with one anyway.

WarDragon said:
Ok. I wasn't connecting it to a portfolio though, even though the deity in question does have Fire.

I was just thinking out loud. I meant in terms of measuring it against one divine ability.

WarDragon said:
As for Merc's abilities, I'm in favor of them, since I had a hand in helping develop them. You yourself said that any doubling was usually Cosmic...

Usually. Depends what you are doubling though. Doubling your initiative wouldn't be a cosmic ability for instance.
 

First, glad you like the proposed changes for Divine Sorcery/Wizardry. :)

Next:
Upper_Krust said:
Chaotic Power is +8.

But the principle is sound, so yes you could add a +6 weapon ability as a divine ability.

Where the complication arises is in the difference between weapon and armour special abilities (specifically the difference of the costs).
I may have actually solved that problem since I (and WD) ran into the other day when trying to price items. Instead of dividing by 2 for items with a 10k multiplier and 2.8 for items with a 20k multiplier instead use the following:

Base Item Value: ECL/2
Grants a bonus costing (X^2 * 10k): normal price (i.e. resistance bonus to saves)
Grants a bonus costing (X^2 * 20k): 1.4 multiplier (e.g. enhancement bonus to attack/damage, sacred to saves)
Grants a bonus costing (X^2 * 25k): 1.6 multiplier (e.g. insight to AC)

Thus using this system a +30 item can grant the following:
+10 insight to AC (+10 adj * 1.6 = +16 adjustment)
+10 insight to saves (+10 * 1.4 = +14 adjustment)

OR
+10 sacred to saves (+10 adj * 1.4 = +14 adjustment)
+8 enhancemnt to Strength (+8 adj * 1 = +8)
+8 enhancemnt to Wisdom (+8 adj * 1 = +8)

ect.

And now I have to leave work, so will I leave raising the issue of free inherent bonuses at Quasi-deity and above until I get home :).
 

Hey guys! :)

Okay I just updated.

Not a great update even by my standards, but I do think I have cracked the Portfolios (see the first two and let me know what you think).
 

Upper_Krust said:
Hey guys! :)

Okay I just updated.

Not a great update even by my standards, but I do think I have cracked the Portfolios (see the first two and let me know what you think).

Ahh, the portfolios have much-improved formatting. I wasn't sure how comparing them to schools of magic sat with me, but this idea is MUCH better. :)

Also, the table looks nice for Algol. I think it takes up more space as a table, but it doesn't obstruct the text this way. (You don't have to scroll through half a page of how he kills you to get to the rest of the information)

Other than that, the powers section still could use a bit of work. (Atomic Effect could use formulas :)) And you Need to finish the portfolio section soon. :) 'Tis a lot of work, but once that is done, the rest seems pretty cut and dry. (touch up other chapters, throw together sample gods and their writeups, and add Resonance rules) and then... You'll be done... With the text anyway. The artwork is still to come. But I would think that would be the most fun part; If I recall, a few of your suggested illustrations are of Thrin :). That, or of omni-powerful beings duking it out. I would think just thinking about what that looks like would be fun.
 

Algol looks good, yes.... but please, PLEASE finish the rest of the portfolios! Everyone trying to stat gods is left hanging until they're done. :(
 

WarDragon said:
Algol looks good, yes.... but please, PLEASE finish the rest of the portfolios! Everyone trying to stat gods is left hanging until they're done. :(
Nonsense! You can have a perfectly viable (if a little small) pantheon with only the Art and Chaos portfolios.

1 Greater Deity with Art and Chaos portfolios.
6 Intermediate deities:
  1. Double Art
  2. Art and Chaos
  3. Double Chaos
  4. Double Art, and Extra Portfolio (Chaos)
  5. Double Chaos, and Extra Portfolio (Art)
  6. Double Art, and 2x Extra Portfolio (Chaos)

...then you have the same for Lesser Deities and a sprinkling of demideities and you're set. You're only 3 down in two of the 'major' ranks.

;)
 

Phantom Llama said:
Nonsense! You can have a perfectly viable (if a little small) pantheon with only the Art and Chaos portfolios.

1 Greater Deity with Art and Chaos portfolios.
6 Intermediate deities:
  1. Double Art
  2. Art and Chaos
  3. Double Chaos
  4. Double Art, and Extra Portfolio (Chaos)
  5. Double Chaos, and Extra Portfolio (Art)
  6. Double Art, and 2x Extra Portfolio (Chaos)

...then you have the same for Lesser Deities and a sprinkling of demideities and you're set. You're only 3 down in two of the 'major' ranks.

;)

What a productive pantheon. Sounds like one U_K might follow.
 

Now that I have some more info on portfolios to work with :), here are some ideas for a Destiny portfolio's powers

Destiny
Aspects: Fate, Fortune, ???
Opposed Portfolio: Luck/Chance(?)
Examples: -
Favored Animal: Any animal considered by the native culture to be auspicious
Favored Class: Any
Favored Place: Anywhere an a single event has occured that affected hundreds if not thousands of people
Favored Sacrifice: Variable
Favored Time: Anniversary of legendary deeds
Favored Weapon: Any
Portfolio Trial: -
Prerequisites: Cannot possess the Luck portfolio
Responsibilities: The immortal must promote the fufilment of destiny.
Symbol: Eight arrows of a radial pattern
Typical Quote: "You do not have just one destiny, but many. It is up to you choose who you will become."


Destiny Template (Single Portfolio)
Appearance: ??.

Demeanor: ???.

Destiny Spell-like Abilities (Disciple): As a standard action, you can use any chaos domain spell as a spell-like ability, provided the spell level is no greater than 1/2 the deity’s hit die (round fractions up).

The deity’s effective caster level is equal to the deity’s hit die + the deity’s divine rank. The saving throw DC for such abilities is 10 + the spell level + the deity’s Charisma bonus (if any) + the deity’s divine rank.

Secrets of Destiny (Disciple) (Su): You automatically sense the presence of any creature with a luck bonus with the area of your divine aura as if you possessed the blindsense ability.

Serendipty (Prophet) (Su): You do not treat the roll of a “1” on a d20 as an automatic failure.

Self-Conviction (Hero-deity) (Ex): Once per round you can add a luck bonus equal to your divine rank to any dice roll.

Kin of the Chosen (Quasi-deity) (Ex): Creatures you summon add your divine rank as a luck bonus to attack rolls, saving throws, and skill checks.

Hand of Fate (Demi-deity) (Su): Your opponents only receive half their normal luck bonuses when facing you. Immunities and resistances are only 50% effective against your luck-based attacks (including ??? damage). Those with immunity to luck-based effects that offer a saving throw gain a +10 circumstance bonus to their save.

Gift of Fortune (Lesser Deity) (Su): You gain the Superior [Aligned] [Effect] ability. Half the damage dealt by this ability is Anarchic and half is Axiomatic.

Greater Gift of Fortune (Intermediate Deity) (Su): You gain the Uncanny [Alignment] Mastery divine ability. Half the damage dealt by this ability is Anarchic and half is Axiomatic.

Heart of Destiny (Greater Deity) (Su): You gain a fast healing score equal to the highest luck bonus currently affecting you. You reduce any luck penalty affecting you by half.

Messiah of Fortune (Elder One) (Su): You cannot be harmed, either willingly or unwillingly, by creatures of a lower divine status who possess a luck bonus.

Rune of Destiny (Old One) (Su): As a free action you can transform any creatures within the radius of your divine aura to creatures that possess luck bonuses. Those within your divine aura must make a Fortitude save (DC 10 + 1/2 hit die + divine rank + Charisma modifier) or be transformed.



Destiny Portfolio (Double)
Providence (Disciple) (Su): Your foes do not treat the roll of a “20” as an automatic success when interacting with you.

Mirror of Fate (Prophet) (Su): You reflect any type of luck-based attack activated or affecting anyone within your divine aura.

Destiny’s Champion (Hero-deity) (Ex): Same as the single portfolio except that the lcuk bonus is equal to double your divine rank.

Prince of the Chosen (Quasi-deity) (Ex): Creatures you summon add twice your divine rank as luck bonus to attack rolls, saving throws, and skill checks.

Avatar of Fortune (Demi-deity) (Su): Your opponents do not receive any luck bonuses they might otherwise possess when facing you. Immunities and resistances ineffective effective against your luck-based attacks (including ??? damage). Those with immunity to luck-based effects that offer a saving throw no longer gain a circumstance bonus to their save.

Aria of Fate (Lesser Deity) (Su): You gain the Superior [Aligned] [Effect] divine ability. Half the damage inflicted is Axiomatic and half the damage is Anarchic. You are treated as if having twice as many hit die, when determining the power of this ability .

Crescendo of Destiny (Intermediate Deity) (Su): You gain the Uncanny [Aligned] Mastery divine ability. Half the damage inflicted is Axiomatic and half the damage is Anarchic. You are treated as if having twice as many hit die, when determining the power of this ability.

Favored Soul (Greater Deity) (Ex): You gain a fast healing score equal to twice the highest luck bonus currently affecting you. You reduce any luck penalty affecting you by half.

Master of Destiny (Elder One) (Su): You automatically dominate (no save) any creatures of a lower divine status with a luck bonus within the radius of your divine aura.

Weaver of Fate (Old One) (Su): As a standard action you can create any creature that possesses a luck bonus out of nothingness. The creature cannot have a challenge rating greater than 2/3rd’s the deities total hit die.

Destiny Incarnate (First One) (Su): You control all randomness and probability within the universe. You always use the best possible dice results and your enemies always gain the worst.
 
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