Things from my setting

Obly99

Adventurer
Umbrals are these creatures from the lowest dimension (entropy). They haven't been given stats yet, but are mentioned in the Epic bestiary, and in this thread How do you kill an Umbral? Upper Krust explains what they are like.
I know that page but it is really too shallow on how they are mechanically made on sheet to be able to make it clear in little time what an Umbral is.
 

log in or register to remove this ad

Beefermatic

Adventurer
OK summing up the whole discussion:
1) Apepsnake has traumatized Beefer who now every time he sees "It Cannot Be Abrogated" has a reaction like Denzel Crocker of Fairly Oddparents. PS. This is the most important consideration of course.
2) We have confirmed that a First One party that does not behave like my players (i.e. charge head down and improvise on the spot after the bear trap placed in the middle of the path IN PLAIN SIGHT has closed in their face) and relying on that 100 to mental characteristics can face it and even defeat it if they make a good plan and strategy. Never fall into arrogance especially at high levels. Who knows if that little pixie isn't actually a dangerous anomaly that can consume dimensionis?
3) For the opening scene described you can get a glimpse here: this scene inspired me with its terrifying aspect

This monster can be dealt with but with difficulty. If you are a First One you can face it but you have to do a REALLY good preparation and strategy to be able to stop it since it is a span above you (I considered it in my setting as the manifestation of the Time Lord's fear, nightmares and paranoia when he has sundered himself to become a Demiurge) and also may seek alliances around the universe to fight him instead of sending soldiers or just yourself as you usually would for another opponent in a normal situation. The Nowhere King is very much on the edge between being a Sidereal and an Anomaly.
See that's what I was thinking too, it seemed far more like a legit Anomaly as all Abomination type beings have unique powers that are only quantifiable by the type of being they happen to be or force of nature they're spawned from
 

Obly99

Adventurer
See that's what I was thinking too, it seemed far more like a legit Anomaly as all Abomination type beings have unique powers that are only quantifiable by the type of being they happen to be or force of nature they're spawned from
I know but I didn't put it as Anomaly for two reasons:
I created the Entity trait but for the Anomaly I still work it and it's not ready.
I wanted to insert it as an integral part of the reality of my universe, not as an external cyst but as an internal tumor.
 

Beefermatic

Adventurer
I know but I didn't put it as Anomaly for two reasons:
I created the Entity trait but for the Anomaly I still work it and it's not ready.
I wanted to insert it as an integral part of the reality of my universe, not as an external cyst but as an internal tumor.
That's actually really badass, I'd love to see your Entity and Anomaly traits once they're finished.
 

Obly99

Adventurer
That's actually really badass, I'd love to see your Entity and Anomaly traits once they're finished.
First I tried to do as for the Entities and do a simple upgrade but it doesn't work, they can't even remotely cope with the current stuff even to a simple Time Lord "Anomalies are extra-cosmic abominations, creatures otherwise superfluous to cosmic balance but possessed of power enough to give even a time lord pause ". The difference is just too overwhelming.
 




Obly99

Adventurer
Anomaly

Anomalies are extra-cosmic abominations, creatures otherwise superfluous to cosmic balance but possessed of power enough to give even a time lord pause. While abominations are perversions of immortal portfolios and entities are corruptions of the dimensions, anomalies are twisted interpretations of infinite aspects of reality. Known anomalies include: the dead demiurge known as the Garganaut and the inconceivable Infinitaur, terminator of time lords. Though it is likely that other anomalies exist within the boundless parameters of the great rift.

Anomalies Traits

Hit Dice

Anomalies have at least 240 HD. If in any way they fall below this value, they become entities instead. They have d1000 for hit dice and they have maximum hit points per Hit Die. They have a x2 hit points multiplier. At 300 HD and every 100 HD thereafter their hit point multiplier increases by +1. At 1000 HD this increase to x1000. At 2000 HD and every 1000 HD thereafter their hit point multiplier increases by +1000.

Deflection Bonus (Ex)
Anomalies gain a deflection bonus to their armor class equal to their Charisma modifier.

Alter Reality (Su)
Once per round as a free action an anomaly can duplicate any spell of 9 + number of automatic metamagic capacity feats (CL=HD+Divine Bonus). This ability can also duplicate any epic spells of a DC equal to its spellcraft check +20. Other use of this ability are GM’s discretion.

Cosmic String (Ex)
Anomalies can only be permanently destroyed by a being of equal or better divine status. If an Anomalies is destroyed by a being of a lower divine status it simply rejuvenates instantly.

Divine Aura (Su)
Anomalies have extreme divine aura (1.600 ft. + 160/HD). The anomaly can choose from the following effects each round as a free action. The saving throw to resist effects has a DC of 10 + the anomaly’s Charisma modifier + the anomaly’s divine rank.

  • Death: Those within the anomaly’s aura must make a Fortitude save or die. The anomaly can only slay up to a total of 100 hit points for each of its own hit die per round (although it can choose which targets suffer first).
  • Fear: Those within the anomaly’s aura must make a Will save or be panicked until they exit the divine aura and for a number of rounds thereafter equal to the anomaly HD.
  • Insanity: Those within the anomaly’s aura must make a Will save or become permanently insane.
  • Perfect Heroism: Allies within the anomaly’s aura gain a morale bonus on attack rolls, saves and skill checks equal to the anomaly divine bonus.

Divine Ability (Var.)
Anomalies have a number of divine ability slots equal to their divine bonus. They can select Divine, Cosmic, and Transcendental abilities. At 300 HD and every 100 HD thereafter, an anomaly can totally retrain its divine abilities knowed.

Divine Bonus (Ex)
Anomalies add a divine bonus equal to 1/5 their HD to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. An anomaly’s natural attacks or any weapons it wields, are treated as epic for the purpose of overcoming damage reduction.

Cosmic Consciousness (Ex)
The senses of an anomaly extend to the borders the current universe it inhabit or to 50 billion light years while in the Pleroma.

Fast Healing (Ex)
Anomalies have fast healing equal to their total Hit Dice x divine bonus x hit point multiplier.

Immortality (Ex)
An anomaly does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.

Immunities (Ex)
An anomaly is unaffected by any magical or natural effects such as: ability damage, disease, natural elements (cold, drowning, fire, lava, lightning etc.), poison and so forth. They can still be affected by artifacts (epic magic items) and epic spells. Anomalies are immune to polymorphing, petrification, or any form-altering attack. They are not subject to energy drain, ability drain, or ability damage. They are immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), death from massive damage, and are immune to three of five energy types (specific to the anomaly). Anomalies are immune to Terrestial/Stellar/Dimensional/Universal Hazards and to the effect of the Pleroma space. Anomalies are immune to Dead Magic zones.

Maven (Ex)
Anomalies have maximum rank in all skills they know.

Mythic (Ex)
Anomalies have Mythic Power (x/day, Surge +y) and counts as a xth-rank Mythic creature. Anomalies can use any of them Alter Reality effects as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. They can also expend Mythic Power to use the augmented versions of these spells. X is equal to the divine rank of the anomaly and y is the corresponding surge.

Natural Armor (Ex)
Determine natural armor bonuses as follows:

  • Amorphous/fluid body: Natural armor = 1/6 HD + size bonuses only.
  • Skin/furred body: Natural armor = 1/4 HD + any bonuses for size.
  • Scaly skin/exoskeleton: Natural armor = 1/2 HD + any bonuses for size.
  • Carapace plated/mineral-like body: Natural Armor = HD + any bonuses for size.

Omnicompetent (Ex)
Anomalies know all skills.

Portfolio (Var.)
Anomalies gain two portfolio or one double portfolio as a First One.

Predator of Gods (Ex)
Anomalies ignore transmortality unless the immortal have a divine rank equal or higher than the anomaly in question. When an anomaly kill a deity this counts as if it killed him in his native plane (godly realm) to make sure he really died.

Predator of the Multiverse (Ex)
Anomalies are Resistant to Multiversal Hazards (Probability Crack, Logic Paradox, Anti-Maxim).

Regeneration (Ex)
Anomalies have regeneration equal to their total Hit Dice x divine bonus. This regeneration will be negated by Expression of Power [Effect], Omnific Might, and Transcendental Might.

Resistances (Ex)
Anomalies have damage reduction /– equal to their HD x divine rank. At 1000 HD and higher this change to HD x hp multiplier. Anomalies resist detection, and are all treated as if affected by a mindblank spell of a caster level equal to the anomaly’s HD and have the Apocrypha divine ability as a bonus ability.

Rejected from Creation (Ex)
Anomalies are not part of creation and resist that power. At 1000 HD they gain immunity to Abrogate and Evil Eye unless generated by a Time Lord or equivalent.

Speed (Ex)
Anomalies have a base speed of Superluminar and have Starflight.

Spell Resistance/Spell Reflection (Ex)
Anomalies have spell resistance equal to 10 + HD + Divine Bonus. Any spell which fails to penetrate the anomaly’s spell resistance is reflected back upon the caster.

Starflight (Su)
An anomaly can reach any destination in the Multiverse in 10d20 minutes (10 minutes with Inner Eye).

Summon Creatures (Sp)
Anomalies can summon creatures associated with their godly progenitor, the Time Lords (like Neutronium Leviathan) or with their Portfolio (like Umbrals for Double Entropy Portfolio). Summoned creatures serve the anomaly without question. Summoned creatures automatically return whence they came after 1 hour, or sooner if slain. See specific anomaly entries for additional details on summoning.

Special Qualities (Ex)
All anomalies have the True Seeing and X-Ray Vision divine ability and the Inner Eye and Slipstream cosmic abilities. Anomalies have the blindsight extraordinary ability, low-light vision, darkvision and see in darkness. Anomalies can choose both nonepic and epic feats as part of their feat selection. Of the two type of energy the anomaly is not immune, one is absorbed by the anomaly and heal instead of damaging it and the other is reflected (as the Energy Absorption and Energy Reflection of the nehaschimic dragons).

Telepathy (Su)
Anomalies can communicate telepathically with any creature that has a language.

Transcendental Might (Ex)
Anomalies deals d100's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and their damage dice cannot go below this dice but this cannot increase to more dice than their HD (Ie: a dagger wielded by a medium anomaly with 600 HD and 1000 Str would deal 1000d100 damage). At 1000 HD this increase to Omnific Might and d1000 instead of d100.

Transcendental Traits
Anomalies gain two bonuses to: armor class; attack rolls; difficulty class (for any special abilities, spell-like abilities, spells); CMD; initiative and saving throws. The type of bonuses gained are different for each anomaly. Some gain a luck bonus and a sacred bonus; some gain foresight and insight bonuses, while others gain both a profane bonus and a gravitic mastery bonus. The value of this bonus is equal to the divine bonus of the anomaly. An anomaly cannot have both a profane and sacred bonuses or an anarchic and axiomatic bonuses from this ability at the same time unless it is Beyond Alignment.

Unique Abilities
All anomalies have at least one unique abilities tied to their godly parent’s, or to their Portfolios. These abilities are on the same power level as the Transcendental abilities, but very rarely an anomaly is born with one of these abilities instead on par with an Omnific ability.

Universal Mastery (Var.)
All anomalies are hated and despised and very few of them can say that they know even for a short time the happiness or affection of another creature but for this very reason the universe gives them a gift.

Anomalies gain one of the following six abilities:

  • Evil Eye: You can manipulate the destiny of any beings within your divine aura. For instance you could choose to always gain the best dice rolls for you and your allies and bestow the worst on your enemies. Any being with the Inner Eye cosmic ability cannot have their destiny tampered with in this manner, however, they themselves would no longer always gain the best dice rolls (as per the benefits of the Inner Eye ability).

  • Transcorporeal: You cannot be physically injured by any matter native to your native universe (with the exception of one artifact). If you are born in the Pleroma, you must select a universe of your choice for this ability.

  • Transfinite: You can add the inherant power of your opponent to that of your own. You can choose any opponent within your divine aura and further increase your divine bonus and ability scores by an amount equivalent to the benefit given by their divinity template.

  • Transmortality: You are truly immortal and cannot be permanently destroyed, even by beings of a higher divine status (except by one specific individual).

  • Transtemporal: You can travel freely in time. Any being with the Slipstream cosmic ability cannot be undermined by time travel. However, a transtemporal being still gains triple actions against such opponents simultaneously acting from the immediate past, present and future.

  • Unreal: You cannot be affected by magic from your universe (with the exception of one spell/ritual). If you are born in the Pleroma, you must select a universe of your choice for this ability.

Ability Score
Anomalies have at least 200 in all ability score at the creation (after the adjustment for Portfolio and virtual size). This does not prevent it from being reduced through external sources (like Withering [Effect] if overcome the immunity to ability drain).


Anomalies speak Draconic, Pleromian (the Common of the Pleroma) and other languages suited to the single anomaly.
 

Attachments

  • scarletking.jpg
    scarletking.jpg
    2.1 MB · Views: 27
  • anomaly.jpg
    anomaly.jpg
    89.2 KB · Views: 26
Last edited:

Beefermatic

Adventurer
Anomaly

Anomalies are extra-cosmic abominations, creatures otherwise superfluous to cosmic balance but possessed of power enough to give even a time lord pause. While abominations are perversions of immortal portfolios and entities are corruptions of the dimensions, anomalies are twisted interpretations of infinite aspects of reality. Known anomalies include: the dead demiurge known as the Garganaut and the inconceivable Infinitaur, terminator of time lords. Though it is likely that other anomalies exist within the boundless parameters of the great rift.

Anomalies Traits

Hit Dice

Anomalies have at least 240 HD. If in any way they fall below this value, they become entities instead. They have d1000 for hit dice and they have maximum hit points per Hit Die. They have a x2 hit points multiplier. At 300 HD and every 100 HD thereafter their hit point multiplier increases by +1. At 1000 HD this increase to x1000. At 2000 HD and every 1000 HD thereafter their hit point multiplier increases by +1000.

Alter Reality (Su)
Once per round as a free action an anomaly can duplicate any spell of 9 + number of automatic metamagic capacity feats (CL=HD+Divine Bonus). This ability can also duplicate any epic spells of a DC equal to its spellcraft check +20. Other use of this ability are GM’s discretion.

Cosmic String (Ex)
Anomalies can only be permanently destroyed by a being of equal or better divine status. If an Anomalies is destroyed by a being of a lower divine status it simply rejuvenates instantly.

Divine Aura (Su)
Anomalies have extreme divine aura (1.600 ft. + 160/HD). The anomaly can choose from the following effects each round as a free action. The saving throw to resist effects has a DC of 10 + the anomaly’s Charisma modifier + the anomaly’s divine rank.

  • Death: Those within the anomaly’s aura must make a Fortitude save or die. The anomaly can only slay up to a total of 100 hit points for each of its own hit die per round (although it can choose which targets suffer first).
  • Fear: Those within the anomaly’s aura must make a Will save or be panicked until they exit the divine aura and for a number of rounds thereafter equal to the anomaly HD.
  • Insanity: Those within the anomaly’s aura must make a Will save or become permanently insane.
  • Perfect Heroism: Allies within the anomaly’s aura gain a morale bonus on attack rolls, saves and skill checks equal to the anomaly divine bonus.

Divine Ability (Var.)
Anomalies have a number of divine ability slots equal to their divine bonus. They can select Divine, Cosmic, and Transcendental abilities. At 300 HD and every 100 HD thereafter, an anomaly can totally retrain its divine abilities knowed.

Divine Bonus (Ex)
Anomalies add a divine bonus equal to 1/5 their HD to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance.

Cosmic Consciousness (Ex)
The senses of an anomaly extend to the borders the current universe it inhabit or to 50 billion light years while in the Pleroma.

Fast Healing (Ex)
Anomalies have fast healing equal to their total Hit Dice x divine bonus x hit point multiplier.

Immortality (Ex)
An anomaly does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.

Immunities (Ex)
Anomalies are immune to polymorphing, petrification, or any form-altering attack. They are not subject to energy drain, ability drain, or ability damage. They are immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), death from massive damage, and are immune to three of five energy types (specific to the anomaly). Anomalies are immune to Terrestial/Stellar/Dimensional/Universal Hazards and to the effect of the Pleroma space. Anomalies are immune to Dead Magic zones.

Maven (Ex)
Anomalies have maximum rank in all skills they know.

Mythic (Ex)
Anomalies have Mythic Power (x/day, Surge +y) and counts as a xth-rank Mythic creature. Anomalies can use any of them Alter Reality effects as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. They can also expend Mythic Power to use the augmented versions of these spells. X is equal to the divine rank of the anomaly and y is the corresponding surge.

Natural Armor (Ex)
Determine natural armor bonuses as follows:

  • Amorphous/fluid body: Natural armor = 1/6 HD + size bonuses only.
  • Skin/furred body: Natural armor = 1/4 HD + any bonuses for size.
  • Scaly skin/exoskeleton: Natural armor = 1/2 HD + any bonuses for size.
  • Carapace plated/mineral-like body: Natural Armor = HD + any bonuses for size.

Omnicompetent (Ex)
Anomalies know all skills.

Portfolio (Var.)
Anomalies gain two portfolio or one double portfolio as a First One.

Predator of Gods (Ex)
Anomalies ignore transmortality unless the immortal have a divine rank equal or higher than the anomaly in question. When an anomaly kill a deity this counts as if it killed him in his native plane (godly realm) to make sure he really died.

Predator of the Multiverse (Ex)
Anomalies are Resistant to Multiversal Hazards (Probability Crack, Logic Paradox, Anti-Maxim).

Regeneration (Ex)
Anomalies have regeneration equal to their total Hit Dice x divine bonus. This regeneration will be negated by Expression of Power [Effect], Omnific Might, and Transcendental Might.

Resistances (Ex)
Anomalies have damage reduction /– equal to their HD x divine rank. At 1000 HD and higher this change to HD x hp multiplier. Anomalies resist detection, and are all treated as if affected by a mindblank spell of a caster level equal to the anomaly’s HD and have the Apocrypha divine ability as a bonus ability.

Rejected from Creation (Ex)
Anomalies are not part of creation and resist that power. They are immune to Abrogate and Evil Eye unless generated by a Time Lord or equivalent.

Speed (Ex)
Anomalies have a base speed of Superluminar and have Starflight with 2d6 minutes.

Spell Resistance/Spell Reflection (Ex)
Anomalies have spell resistance equal to 10 + HD + Divine Bonus. Any spell which fails to penetrate the anomaly’s spell resistance is reflected back upon the caster.

Summon Creatures (Sp)
Anomalies can summon creatures associated with their godly progenitor, the Time Lords (like Neutronium Leviathan) or with their Portfolio (like Umbrals for Double Entropy Portfolio). Summoned creatures serve the anomaly without question. Summoned creatures automatically return whence they came after 1 hour, or sooner if slain. See specific anomaly entries for additional details on summoning.

Special Qualities (Ex)
All anomalies have the True Seeing and X-Ray Vision divine ability and the Inner Eye and Slipstream cosmic abilities. Anomalies have the blindsight extraordinary ability, low-light vision, darkvision and see in darkness. Anomalies can choose both nonepic and epic feats as part of their feat selection. Of the two type of energy the anomaly is not immune, one is absorbed by the anomaly and heal instead of damaging it and the other is reflected (as the Energy Absorption and Energy Reflection of the nehaschimic dragons).

Telepathy (Su)
Anomalies can communicate telepathically with any creature that has a language.

Transcendental Might (Ex)
Anomalies deals d100's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and their damage dice cannot go below this dice but this cannot increase to more dice than their HD (Ie: a dagger wielded by a medium anomaly with 600 HD and 1000 Str would deal 1000d100 damage). At 1000 HD this increase to Omnific Might and d1000 instead of d100.

Transcendental Traits
Anomalies gain two bonuses to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative and saving throws. The type of bonuses gained are different for each anomaly. Some gain a luck bonus and a sacred bonus; some gain foresight and insight bonuses, while others gain both a profane bonus and a gravitic mastery bonus. The value of this bonus is equal to the divine bonus of the anomaly. An anomaly cannot have both a profane and sacred bonuses or an anarchic and axiomatic bonuses from this ability at the same time unless it is Beyond Alignment.

Unique Abilities
All anomalies have at least one unique abilities tied to their godly parent’s, or to their Portfolios. These abilities are on the same power level as the Transcendental abilities, but very rarely an anomaly is born with one of these abilities instead on par with an Omnific ability.

Universal Mastery (Var.)
All anomalies are hated and despised and very few of them can say that they know even for a short time the happiness or affection of another creature but for this very reason the universe gives them a gift.

Anomalies gain one of the following six abilities:

  • Evil Eye: You can manipulate the destiny of any beings within your divine aura. For instance you could choose to always gain the best dice rolls for you and your allies and bestow the worst on your enemies. Any being with the Inner Eye cosmic ability cannot have their destiny tampered with in this manner, however, they themselves would no longer always gain the best dice rolls (as per the benefits of the Inner Eye ability).

  • Transcorporeal: You cannot be physically injured by any matter native to your native universe (with the exception of one artifact). If you are born in the Pleroma, you must select a universe of your choice for this ability.

  • Transfinite: You can add the inherant power of your opponent to that of your own. You can choose any opponent within your divine aura and further increase your divine bonus and ability scores by an amount equivalent to the benefit given by their divinity template.

  • Transmortality: You are truly immortal and cannot be permanently destroyed, even by beings of a higher divine status (except by one specific individual).

  • Transtemporal: You can travel freely in time. Any being with the Slipstream cosmic ability cannot be undermined by time travel. However, a transtemporal being still gains triple actions against such opponents simultaneously acting from the immediate past, present and future.

  • Unreal: You cannot be affected by magic from your universe (with the exception of one spell/ritual). If you are born in the Pleroma, you must select a universe of your choice for this ability.

Ability Score
Anomalies have at least 200 in all ability score at the creation (after the adjustment for Portfolio and virtual size). This does not prevent it from being reduced through external sources (like Withering [Effect] if overcome the immunity to ability drain).


Anomalies speak Draconic, Pleromian (the Common of the Pleroma) and other languages suited to the single
This is really cool! I think it's super freaking strong but really awesome and makes sense for an anomaly.

The only thing I'd alter is make their Rejected By Creation power only make them immune to Abrogate at a thousand HD.

Also 2d6 minutes for starflight is like 5 times faster than a Time Lord who's only at 3d20 minutes which was supposed to be astronomically faster than anything else, which I believe was at 3d20 days, I can't help but feel that makes no sense. Makes me want to go back and alter the time lord, I dont think a freaking Anomaly should be faster than a time lord any more than I think an abomination should be faster than a Greater Deity.

Otherwise I think it's bad ass. Seems great honestly. 👍
 
Last edited:

Obly99

Adventurer
Also 2d6 minutes for starflight is like 5 times faster than a Time Lord who's only at 3d20 minutes which was supposed to be astronomically faster than anything else, which I believe was at 3d20 days, I can't help but feel that makes no sense.
Hell, I seemed to remember that your Sidereals have 3d20 minutes and your Time Lords have 1d3 minutes. I got confused, I fix it right away.
The only thing I'd alter is make their Rejected By Creation power only make them immune to Abrogate at a thousand HD.
The reason I gave him immunity to Abrogate and Evil Eye under the rank of Time Lord is because of how I conceived it and the line of text "Anomalies are extra-cosmic abominations, creatures otherwise superfluous to cosmic balance but possessed of power enough to give even a time lord pause ". My anomalies are practically the half-abandoned children of superficial rich parents who don't care about them. They are much weaker than their equivalents (Eternals) and for this they become bullies towards those weaker than them (Sidereals and below). If an anomaly enters a universe where the Demiurge is asleep it is not a disaster, it is a catastrophe. Being immune to Abrogate and Evil Eye and at the same time, however, applying it to others, is practically a one-way massacre. Would you say that applying it from 1000 HD would make more sense?
 
Last edited:

Beefermatic

Adventurer
Hell, I seemed to remember that your Sidereals have 3d20 minutes and your Time Lords have 1d3 minutes. I got confused, I fix it right away.
I think Thychen has 1d3 minute Starflight, or maybe the Aspects do but the Time Lords only have 3d20 mins. I appreciate it btw bro, ty.

The reason I gave him immunity to Abrogate and Evil Eye under the rank of Time Lord is because of how I conceived it and the line of text "Anomalies are extra-cosmic abominations, creatures otherwise superfluous to cosmic balance but possessed of power enough to give even a time lord pause ". My anomalies are practically the half-abandoned children of superficial rich parents who don't care about them. They are much weaker than their equivalents (Eternals) and for this they become bullies towards those weaker than them (Sidereals and below). If an anomaly enters a universe where the Demiurge is asleep it is not a disaster, it is a catastrophe. Being immune to Abrogate and Evil Eye and at the same time, however, applying it to others, is practically a one-way massacre. Would you say that applying it from 1000 HD would make more sense?
I think given that they gain a Time Lord's x1000 hp modifier at level 1000, I think it would be more in line with a sort of "Ascension" of sorts imo.

A thousand HD time lord-ish Anomaly moving into a Demiurge's domain unimpeded makes sense to me, but a level 300 one does not.
 




Beefermatic

Adventurer
I'll be honest, I was afraid of Triggering you terrible with Predator of Gods.
I mean the power is strong af but no moreso than like Dominance. Predator of the Gods can be circumvented by just being a higher level, honestly it doesn't bother me. It's like a Sidereal with Cosmic String, if you're a God level being, no matter how hard you fight the thing or how many times you win, you can't actually win without being high enough level to fight a Sidereal as Cosmic String will always return it to life. I see this ability much the same way.

Lol also want to say, I don't mean to bust your chops man, I'm sorry. I just point stuff out, I really do like your work though for what it's worth. If I didn't want to implement it in my own games or didn't appreciate or like it I wouldn't comment honestly.

I wouldn't care.

Nonetheless I'm not trying to like induce PTSD in you brother. 😅😬
 
Last edited:

Obly99

Adventurer
Lol also want to say, I don't mean to bust your chops man, I'm sorry. I just point stuff out, I really do like your work though for what it's worth. If I didn't want to implement it in my own games or didn't appreciate or like it I wouldn't comment honestly.

I wouldn't care.

Nonetheless I'm not trying to like induce PTSD in you brother. 😅😬
Don't worry, it was yesterday's sudden blast for the Nowhere King that got me half baffled by something I thought was pretty marginal all things considered.
However, I forgot to put the Charisma as a deflection bonus, standard Sidereal immunities, and removed Transcendental traits to checks. Edited.
 
Last edited:


Obly99

Adventurer
What are the "multiversal hazards" mentioned under "predator of the multiverse?"
 

Obly99

Adventurer
Ok tonight I bring you a revisiting of my setting. User Beefermatic created Hyperboreans, powerful warriors who gained powers through spiritual growth (Enemies, Allies, and Ideas for Sidereals, Eternals, and above). His template is great and well done. For my setting I changed the cards on the table though: as the Elder Mythos / Helioeides of my setting are a separate and parallel system, so are the Hyperboreans from me. While in Beefermatic setting they are an expanding empire that assimilates various cultures, in my setting they are a terrorist group that does not even reach ten thousand members (of which only a hundred above 1000 HD). Their degree of power gain was even if not in some cases higher than that of normal deities. They are a brutal group who want to eliminate the gods to replace them, and they do so in the fastest and most brutal way possible. If this leads to the deaths of billions of innocent people (like killing a Time Lord by collapsing a universe with all its inhabitants) it doesn't matter to them in the least. The only thing is that a dirty deity is dead. Although they are so few (compared to an entire multiverse), they are extremely feared by the gods (for a more than fair reason since my template makes them god killer) and there have been many wars in the past with even Highlord coalitions to annihilate the empire of the Hyperboreans and exterminate them but without succeeding completely. It will greatly reduce the number and destroyed their empire, certain, but they never completely erased them. In fact, their story in my setting is very similar to that of the Sith from Star Wars: a group of dissidents with the current order of things that grows into a large empire that rules over multiple universes only to be crushed by multiple coalitions, to disperse into small groups that are difficult to trace.
Small clarification if you ever use it: DO NOT repeat DO NOT put a Hyperborean against your players if they are gods and he has more perfection bonus than them divine rank (especially if the Hyperborean is above 500 HD). The poor player will be slaughtered very badly with almost no chance of fighting back. Conversely, if your players are Hyperboreans expect that almost any Immortal will end up in the meat grinder and many fights will become useless. That said, the template is deliberately broken. It is actually an exterminator of gods. :)

Spike them
Poke them
Taunt and provoke them
Laugh and tease them
Mess with their heads
Score them
Gore them
Skin them and wear them
Burn them
Grill them
Rattle their bones
Bite them
Eat them
Torture and beat them
Maim them kill them
Cut of their heads
Slay them
Flay them
Kick them and roll them
Dance on their graves
Cos now they're dead!

Ode to the massacre of the immortals. Hyperborean Empire. Approximately ATW 23455

Hyperborean Code:
  • A battle of any kind is a battle regardless, I'll give my best.​
  • There is honor in a death in battle, but my companions would suffer, I can withdraw from a lost battle, but only after my companions have withdrawn.​
  • I will not accept to absorb Quintessence and become a "Divinity", they are cowards who have chosen the easy way to a false power that depends on others.​
  • Once an oath is made, my honor requires me to keep it, even if I can interpret it however I want if it is not formulated well.​

Hyperboreans template

Gained: Hyperborean is a template that can be applied to any being hereafter referred to as the "base creature". The creature's type and size remain unchanged, however it gains the "Augmented" subtype.

Alignment: Any, but almost always any Evil.

-Hit Dice: The base creature gain max Hit Points, at 30 HD their base Hit Dice become d20s, at 120 HD their Hit Dice change to d100s, at 200 HD and every 100 HD thereafter their hit point multiplier increases by +1 (ie: a being with 200 HD of Spiritual Strength would have x2 health, 300 HD would have x3, and so on..), at 480 HD their base HD increases to d1000s. At 1000 HD, their hit point Multiplier increases from +1 per 100 HD, to +10 per 100 HD (1000 HD being would have x100 hp) this is retroactive. At 2000 HD their hit point multiplier increases to +1/4 their total hit dice (2000 HD would have x500 hp). Finally at 10.000 HD their base HD increases to d10.000s.

-Senses: At 30 HD the base creature's senses increase x3. At 60 HD the sense multiplier increase to x10. At 120 HD the creature gains Cosmic Consciousness that extend to the borders of the current Layer they inhabit. At 160 HD this increase to the Plane they inhabit. At 240 HD this increase to the current Dimension they inhabit. At 480 HD this increase to the current Universe they inhabit. While outside an Universe (like in the Pleroma) the Cosmic Consciousness is limited to 50 billion lightyears in radius centered on the Hyperborean.

-Speed: At 30 HD the base creature's speed increases by x3. At 120 HD the speed multiplier increases to x10 and they gain standard Starflight with a speed of 3d20 days to reach any point in the Kosmos. At 480 HD they become Superluminal. At 2000 HD their Starflight increases to 10d20 minutes, on par with a Time Lord. At 10.000 HD they gain Space Folding.

Space Folding (Ex)

The creature is able to fold space to instantly travel to any point in the universe at any time, this effectively makes the creature occupy all spaces for all positive benefits or effects, and not occupy any space that would be considered non beneficial. Essentially allowing the creature to target a foe without being able to be targeted itself. Only other creature with space-folding can target this creature.

-BaB: A Hyperborean has BaB equal to her HD, despite any class BaB or racial BaB.

-Spellcasting: A Hyperborean caster level, for all, is equal to her total Hit Die + Perfection Bonus unless is higher.

Armor Class
-Deflection and Insight: The base creature gains a Deflection bonus to their AC equal to their Charisma Modifier and an Insight bonus equal to their Wisdom Modifier.

-Perfection Bonus: They also gain a +1 Perfection bonus to their AC for every 5 HD.

-Cosmic String (Ex): A Hyperborean with 120 HD gains the Cosmic String Cosmic Ability as a bonus ability withouth the need to meet its prerequisite. A Hyperborean can be permanent killed everywhere (unlike Sidereals), but only by entities with divine rank or perfection bonus equal or higher than her perfection bonus. She reform instantly (like the Eternals) in the same spot if not killed by entities with divine rank or perfection bonus equal or higher than her perfection bonus.

-Natural Armor Bonus: The base creature gains an amount of Natural Armor bonus that varies depending on how naturally tough they are (this replace the base natural armor of the creature, if lessere). If the base creature has little or no natural armor normally, they gain 1/4th their HD in Nat AC. If the base being is naturally scaly or tough, they gain 1/2 their HD in Nat AC. If the base creature naturally has heavy armor plating or is incredibly tough to hurt, they gain Nat AC equal to their Hit Dice.

-Butcher of the gods (Ex): A Hyperborean of 2.000 HD gain immunity to Abrogate and Evil Eye unless generated by a Time Lord or equivalent.

Special Attacks:

-Aura: This work like the divine aura with the following difference: The aura is range close with HD 1-14, Medium with HD 15-84, Long with HD 85-244 and extreme with 245+ HD. The save DC is 10 + the hyperborean Charisma modifier + the perfection bonus.

-Integrated Class Features: The base creature gains class features equal to ½ her racial HD (for creature with only 1 racial HD, no Integrated Class Features).

-Spell Like Abilities: At 10th HD, they gain Limited Wish 1/day (CL= 10 + Hit Dice + perfection bonus), at 30 HD this improved to Wish 1/day, and at 120 HD this improved to Wish at-will. At 240 HD they gain Alter Reality as the Sidereals ability.

-Prana Blast (Su): Treated as an "Effect" power, the base creature begins to be able to manipulate it's own life force to assault it's foes. The base creature radiates an aura of bright light (color of your choice) that can be extinguished at will. Initially it deals 1d3 divine damage per HD of the base creature, though it does not destroy magic barriers, and dazzles targets that fail a DC 10 + ½ HD + their Perfection bonus save for 1 round, and manifests as a single Effect type power of the Hyperborean choosing (ray, blast, strike, touch, etc), every 10 HD he gains an additional attack form and it grows in strength as per the Effect list in the Ascension handbook (each power grows in strength as if it were selected one more time). At 30 HD, it is treated as an Uncanny Effect with the Hyperborean gaining access to all Effect type attack forms and dazzles targets for a number of rounds equal to the dice damage done and the -1 to attack rolls and sight based perception is replaced with a minus equal to the Hyperborean's Perfection modifier (and any Divine bonus they may also have) and also affects the armor class of an opponent reducing dodge and Dex based AC equal to the Perfection and Divine Bonus of the Hyperborean to a maximum of the opponent's total dodge and dex based armor bonus (Treat the range increment as if they were an equal leveled Deity and with a divine rank equal to its perfection bonus). At 60 HD the damage increase to d10's. At 120 HD the damage increase to d20's. At 480 HD the damage increase to d100's. At 1.000 HD the damage increase to d1000's. At 10.000 HD the damage increase to d10.000's.

-Terminus (Ex): A Hyperborean count her perfection bonus as divine rank for overcome the Cosmic String. A Hyperborean of 500 HD, ignore the Transmortality Trascendental ability of enemy if her perfection bonus is equal or greater than her opponent divine rank. When a Hyperborean kill a deity this counts as if it killed him in his native plane (godly realm) to make sure he really died. A Hyperborean attacks, effects, and spells always count as epic for the purpose of overcome the DR and affect gods (immortals have DR/epic and Sidereal and above are immune to non epic effects).

Special Abilities:
-Ageless (Ex): The base creature at 15 HD takes no penalty to her physical ability scores from advanced age. If she is already taking such penalties, they are removed at this time. The base creature stop aging and gains immune to aging affect. An Hyperborean can live forever. They do not need to breathe, eat or sleep.

-Damage Reduction (Ex): The base creature gains DR/— equal to ½ its HD. At 30 HD this increases to equal its HD. At 120 HD DR is increased to 10xHD, and at 1000 HD to 1000xHD (1,000,000 at 1000 HD).

-Perfection (Ex): The base creature gains a Perfection Bonus equal to 1/5 his HD on AC, Attack Rolls, all Checks, DCs, Initiative, Saves, and SR. At 480 HD the Hyperborean gains a single ability between Elusion, Invincibility or Sophism based on their character concept as they learn to tap into the higher reality of true Perfection.

-Purity of Body (Ex): A Hyperborean is immune to disease and poison.

-God Hunter (Var): A Hyperborean of 20 HD gains the Deicide portfolio using her Perfection bonus as Divine Rank for calculate when they gain the powers but unlike the normal Deicide portfolio in which the bonus are obtained at minimum rank, the bonus are obtained at maximum rank (8 rank for Lesser Deity, 16 for Greater Deity, 48 for First One, etc.). At 500 HD this increase to double Deicide portfolio.

-Might (Ex): A Hyperborean of 60 HD deals d10's for base damage dice of all melee, ranged weapon, natural weapon, and unarmed attacks with virtual size categories, and their damage dice cannot go below this dice but they cannot deal more dice than their HD (Ie: a dagger wielded by a Hyperborean with 60 HD and 500 Str would deal 60d10 damage). An Hyperborean of 160 HD increase the d10's to d20's. An Hyperborean of 480 HD increase the d20's to d100's. An Hyperborean of 1000 HD increase the d100's to d1000's. An Hyperborean of 10.000 HD increase the d1000's to d10.000's.

-Mythic (Ex): A Hyperborean has Mythic Power (X/day, Surge +Y) and counts as a X-rank Mythic creature. A Hyperborean can use any of their spell and spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. They can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities. X his equal to the Perfection bonus of the Hyperborean and Y is the Surge suitable for the rank.

-Spell Resistance (Ex): Gain an SR equal to 10 + HD + Their Perfection Bonus. At 300 HD they become immune to non-epic spells (unless the Hyperborean want to suffer the effect).

-Adaption (Ex): At 30 HD the base creature's form has grown tough enough to survive the test of space and time. They gain resistance* to Terrestrial Hazards: Volcano High temperatures, Arctic Freezing Temperatures, Sea Trench Pressures, Lightning Storms, etc. At 80 HD they gain immunity to Terrestrial Hazards and resistance to Stellar Hazards: Surface of the Sun, Outer Space, Extreme Pressure Environments (Planetary/Stellar cores), Heavy Gravity, Cosmic Storms, etc. At 160 HD they gain immunity to Stellar Hazards and resistance to Dimensional Hazards: Black Holes, Worm Holes, Quasars, Gamma Rays, Time Storms, etc. At 480 HD they gain immunity to Dimensional Hazards and resistance to Universal Hazards: Big Bang (planck) effects, Tears in Reality, Cosmic Cysts, Star Plagues, Collapsing Space, etc and to the effects of the Pleroma Space. At 1000 HD they gain immunity to Universal Hazards, to the effects of the Pleroma Space and resistance to Multiversal Hazards: Probability Crack, Logic Paradox, Anti-Maxim, etc. At 10.000 HD they gain immunity to Multiversal Hazards.

*Resistance is different from immunity and the GM’s is the judge to how they are affected by a given phenomenon (to give an example, Sidereals are resistant but not immune to Dimensional Hazard: a black hole might be used to imprison a sidereal with the high EMF essentially functioning as dead-magic zones)..

-Antimagic Resistance (Ex): At 20 HD the Hyperborean gains immunity to antimagic effects (like antimagic field) and can freely cast spell, spell-like abilities and use supernatural abilities but non-epic items or magic (spells of 9th-level or below) even when used by an Hyperborean are affected by anti-magic.

-Divine Power: The base creature gains 1 Divine Ability for every 5 HD it has (Treat the range increment as if they were an equal leveled Deity and with a divine rank equal to its perfection bonus) and every time they gains a HD/level they can change feats with divine abilities with a ratio of 6:1.

-Multifaceted: At 30 HD a Hyperborean is considered to have effectively mastered mortal and epic techniques and gains Mutifaceted as a bonus Divine Ability.

-Cosmic Power: At 120 HD, they gain a single Cosmic Ability of their choice and every time they gains a HD/level they can change divine abilities with cosmic abilities with a ratio of 6:1.

-Transcendent Power: At 480 HD, they gain a single Transcendental Ability of their choice and every time they gains a HD/level they can change divine abilities with cosmic abilities or transcendental abilities with a ratio of 36:6:1.

-Omnific Power: At 2000 HD, they gain a single Omnific Power of their choice and every time they gains a HD/level they can change divine abilities with omnific abilities with a ratio of 200:1.

-Metempiric Power: At 10.000 HD, they gain a single Metempiric Power of their choice and every time they gains a HD/level they can change divine abilities with metempiric abilities with a ratio of 2000:1.

-Saves: The base creature adds it's Perfection bonus to all Saving Throws.

-Abilities: Add +2 to all ability scores for every 5 HD the base creature possesses.

-Skills: The base creature gains it's Perfection bonus to all Skills
 

Attachments

  • dreadsamurai1.jpg
    dreadsamurai1.jpg
    411.7 KB · Views: 17
  • dreadsamurai.jpg
    dreadsamurai.jpg
    773.2 KB · Views: 17
  • darkeldar.jpg
    darkeldar.jpg
    661.4 KB · Views: 16
Last edited:

Dungeon Delver's Guide

An Advertisement

Advertisement4

Top