NEW Immortals Handbook - Ascension thread

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One of the benefits of the method I detailed earlier is that you can determine a very precise "item ECL" for each item.

Let's take a demigod, again.

ECL 60.
Max Item Bonus +20. (ECL/3)
Average Item Value 6mgp
Gross Gold Piece Limit 24mgp
Free Item Value 237.6kgp

If we assume wealth is 1/3 the total ECL, then we can extrapolate how many ECLs each item is worth. The above deity has a -20 ECL if he has absolutely no items (above his Free Item Value); each of a set of four artifacts for this demigod would have an item ECL of +5; if you divide the Gross Gold Piece value by 1/3 the ECL, you know the gold piece value of each ECL accounted for by wealth. In this case, each of the demigod's item ECLs is worth 1,200,000.

So if the demigod omitted any wealth, each item ECL can be 'traded' for any of the following:

+12 ability points (since Great [Ability] should be a +2)
+1 class level or hit dice
+1 divine ability
+1 divine rank (w/out additional divine ability)

You could then invert that, and burn any of the above for more equipment at the exchange rate of item ECLs-vs.-gold discussed above.
 
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I don't think you would need to up their ECL, but let them know that the artifacts value is formulated on an assumption of 4, so having more than that will make you more powerful than your level would allow. Sort of a 'stealth level adjustment'.

Another example:
Bob the level 1 cleric finds the 'Mace of Total Win.' he already has a good set of armor, Shield, a magic holy symbol, and boots of speed. (Why a 1st level guy has stuff like this IDK, but for the sake of argument just go with it.) Lets also say that the mace's total power would be +1 LA worth of power (about a +6 mace; wow thats an overpowered 1st level character!) Lets also say he defeats a kobold fighter. He would earn, by the book, about 300 xp. If he used his magical Mace of Win, you should treat him as a 2nd level character because it gives him power above what a 1st level character should have, and assign him what a 2nd level character should get for XP. (Ironically, if you follow the DMG guidelines, I think he still earns 300 xp)

If you don't want to up the ECL of the character but want them to be able to carry some more artifacts, have them split the bonuses equally between them. IE: If Bob could have a +5 Weapon or +7 Anything else, his artifacts total pluses shouldn't exceed 20-28. So he could have 10 items of +2 'something'. (like +1 returning daggers)

Either one has it's mathematical loopholes and oddities, so paying attention the the PCs capabilities is important. I would recommend talking with your group about which way you want the game to be weighted.
 

Excellent suggestions, I think we will go with splitting the artifacts into groups of lesser artifacts for the sake of simplicity.

Like making a +16 everdancing, ect. weapon into two +8 dancing, ect. weapons. This would be reasonable and quite fair for the gaming group, which has recently acquired another missile specialist (darts) and another who likes being a walking arsenal, even if his weapons do kinda suck.
 

DISCLAIMER: If I missed this in a previous post, forgive me.

If I recall correctly wealth is 1/3 your ECL/LA in Ascension. Assuming I am not mistaken each additional artifact would raise your LA by 1/12, right?
 

Upper_Krust said:
I would refer to the powers of Stormbringer (or Blackrazor I suppose) from the 1st Ed D&Dg. Each soul feeds/nourishes you (akin to how energy drain feeds undead). I'd suggest a temporary strength/constitution bonus (or damage/hp bonus, slightly easier to remember I guess).

Lets say the weapon(?) can hold a total of 16 souls (or one DvR 16 spirit, etc.) and gives a +1 str & con bonus (modifier that is) per soul. Souls eaten at midnight, so you habve the power until then.

Thinking of that though it seems a bit weak to have 16 mooks equal to a greater deities spirit. So some thought needs to be put into the balance.
Blood and souls for my lord Arioch really isn't what I have in mind (though Michael Moorcock is phenomenal :)).

Here's what I ended up going with:

Tear of Night: The tear of night is a mithral spear +10 that inflicts an additional 1d8 points of divine cold damage per strike, or 5d8 on successful critical hit. The tear of night grants the Greater Critical (spear) and Improved Critical Multiplier (spear) feats any wielder who meets the prerequisites.

If the tear of night delivers the killing blow to a opponent the wielder can imprison the soul of said foe in the tear of night with a successful level check (DC 11 + targeted creature’s HD + divine bonus). The tear of night can contain up to 8 souls at any one time, with immortals imprisoned count as their divine rank in prisoners. A non-divine soul can be used to cast a single non-epic spell at no cost, including no XP cost so long as the XP cost is less than or equal 100 * the level of the soul. A divine soul can be used to cast a single epic spell at no cost (including XP costs and backlash damage).


Pricing
+14 +10 enhancement bonus (10 * 1.4)
+6 divine cold damage (as divine ability: reduce energy by 1 step to 1d4, reduce overall damage by 1/2 to multiply on crit)
+6 soul stealing as divinie ability
+2 grant 2 feats
=+28
 

Couple more questions:

1.) Looking through the Surtur preview, it seems that the full Cosmic Strike damage can be applied to all attacks in a full attack action. Does that mean a 120 HD Elder One with Perfect Cosmic Strike and Perfect Three-Weapon Fighting can add 30d20 divine damage to each and every one of his 12+ attacks? How about if he wields additional everdancing weapons like Alabaster: does he get to apply the full 30d20 divine damage to these attacks as well?

2.) Do Virtual Size Categories increase the base damage for a monk's unarmed strikes? For example, let's say a Medium-sized immortal had 20 levels in monk, giving him 2d10 base damage for his unarmed strikes. If said immortal had 265 Strength (and thus 17 VSCs and a base damage multiplier of x384), do his unarmed strikes deal 768d10 base damage? If he were wielding an appropriately dense greatsword forged from Black Hole Matter instead, he'd only do 480d10 base damage.
 

I've come across another problem. Divine Aura...

How is anyone supposed to be able to hide, when they have this divine aura giving away their location all the time. Shouldn't a deity be able to suppress this aura? Or is this aura going to ruin all rogues for all time?

In deities and demigods you had the option of lessening your aura or reducing your aura to nothing.

While aura effects were nicely detailed, the aura itself wasn't explained very well.

Must it always act as a beacon? Or can it be suppressed?

Another thing...what can you sense in your aura? Everything? How does this work against those attempting to hide from you?

Is there some sort of opposed level check?

The aura effect caused a huge argument between some of my older players. Some thought you should be able to suppress it, some thought it was just part of being a deity, some thought both sides of the argument were stupid and just went to get more Doritos while they reached a compromise.

The compromise never came and the game was brought to an halt until this could be resolved.

On another note...

"My Tallest, my Tallest hey! My Tallllest! My Tallest! My-m-my Tallest. Myyy Taaaallest!! Hey, hey, hey over here. My Tallest. My Tallest? My Taaaallest. My Tallest! My Tallest! Hey, my Tallest, my Tallest, my Tallest! Hey! Hey! Hey! Hey! My Tallest! My Tallest! My Taaaaallest!!! My Tallllllest! My Tallest! Hey! MY TALLEST!!!!! My Tallest!! My Tallest!! My Tallest!! My Taaaaaallest!! Hey, hey, my Tallest! M-my, my Tall… Hey my Tallest! It’s me! Look at me! My Tallest, my Tallest, my Tallest….."

...when's the next update? =^.^=
 
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Of course you can suppress your divine aura. Otherwise how could gods travel incognito among mortals ala Odin and a bunch of other deities who travel among humanity?
 

Yeah, but that's not how it's worded...which was precisely the argument that broke out. Some clarification needs to be made on how exactly this works. Most people will just take it as it is written.

Of course I will house rule it, but the official rules need the clarification for others who might encounter the same dilemma.

And then there is the whole sensory thing, what exactly can a divinity sense within their divine aura?
 

Hello! :)

dante58701 said:
Non epic items are just stupid.

Seriously, what exactly is it that would prevent a person who can wield six swords from wielding 6 artifact swords? That's just lame.

Nothing would prevent a 1st-level character wielding a +5 vorpal sword either, but its not advisable, hence you have wealth limits. They don't make sense in the game, they make sense at the gaming table though.

Nothing would physically prevent them, simply that two of the six artifacts wouldn't function.

The capability is there...they can reach down and pick up the six swords, they can use six swords, so just because all six are artifacts 2 suddenly become unusable?!?

No, they become depowered.

What do they do, fly out of your hand and impale the DM?!?

No but they might impale a monster and break your game balance.

Think of them as akin to overloading with magic items.

What's the point of 3 weapon fighting if two of your weapons are essentially useless against any enemy you have?!? What is the point of three weapon fighting if you can't make the most of it?!?

You can make the most of it. You get four artifacts and any number of non-epic items.

Ok, maybe it's just me, but the illogic of it all especially comes into play when you have 3 portfolios, rather than just 2.

So don't ever take three portfolios then. No one gets that as standard.

Considering that Artifacts are opposed to each portfolio, shouldn't it, at the very least, make sense that someone with multiple portfolio could have 6 Artifacts?

It isn't meant to make sense inside the game, its meant to make sense at the gaming table.

Logically speaking, wasn't that partly the point of Portfolio Weaknesses regarding artifacts?

Clearly you don't understand that particular portfolio power, which won't manifest for demi-deities.

Why include Artifacts at all if they aren't going to be more balanced than this?

Artifacts are balanced, you simply want to remove that balance and have infinite artifacts.

Example...Dooby is a demi-deity, he has 3 portfolios, this means 3 weapons exist that can destroy him rather than 2. Shouldn't his artifact total be proportional to the increase in artifacts vulnerabilities?

The whole "3 artifacts can now destroy them" doesn't actually take effect until elder one level power (off the top of my head).

2 vulnerabilities = 4 Artifacts
3 vulnerabilities = 6 Artifacts

Babbling.

Perhaps Artifacts of lesser power than is standard. But a lateral limitation like this makes no sense when you have feats and divine abilities that let you wield more than 4 weapons at once.

Some deities have multiple arms, but they didn't necessarily wield an artifact in each arm. Go read 1st Ed. D&Dg.

Additionally you have Time Dilation, you might as well be letting someone wield 8 Artifacts.

Red Herring.

So shouldn't a cosmic ability, at the very least, allow additional artifacts?

No, because artifact power is based on your power, not a fixed ability.

I guess I just kinda look at the three weapon fighting thing and go..."whats the friggin point"

If its too taxing a concept for you to comprehend, don't use it.

Especially since you've already given Alabaster 6 Artifact swords.

Thanks for making me regret it everyday since.

I pray to the 4e gods to get the Christmas Tree monkey off my back.

Setting up in the minds of all that such a thing should be inherently possible by your own rules.

One of his swords splits into three weapons - I just never mentioned it in the text.

Ur putting people between a rock and a hard place.

Essentially ur saying that people are limited to nonepic items beyond the 4 artifacts. That just doesn't make sense.

D&D doesn't make sense a lot of the time.

Why couldn't they just have weaker artifacts and more of them?

If you don't impose a limit, then its a free for all, then four items isn't good enough, so it'll be six, then ten, then twenty, then a hundred, then a thousand.

To impose such a nonsensical limitation basically strips any DM of bargaining potential when it comes to players who want to use three weapon fighting or abilities that allow the use of multiple weapons.

Strips the DM of bargaining potential!?!? :confused:

Maybe people don't want to have that one pretty sword that does a lot of damage in one swipe. Maybe they would rather fill their item slots with weaker artifacts instead of wasting their time on items that are complete crap.

SO fill their item slots wth weaker (read: non-epic) items.

You said yourself that deities won't typically bother with nonepic items...so why not formulate a compromise and just limit it to a total value of artifacts with no single artifact being greater than 1/2 your ECL.

So just do it then, why do you need my approval?

Why the number 4 anyways? It's a rather arbitrary number considering the abilities and expectations you have already delineated along the way with NPCs like Alabaster.

I was trying to parallel the mind, body, soul and spirit.
 

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