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<blockquote data-quote="Obly99" data-source="post: 8698640" data-attributes="member: 7035194"><p style="text-align: center"><strong><span style="font-size: 26px">Celestial Tribulation (Mortal)</span></strong></p><p></p><p>Beyond Alignment Macro-Medium outsider (air, elemental, extradimensional)</p><p></p><p><strong>Init</strong> +32 (always first); <strong>Senses</strong> all possible senses, cosmic consciousness (plane/planet); Perception +63</p><p></p><p><strong>Aura</strong> frightful presence (10.000 ft., DC 43), thunderstorm (10.000 ft., DC 43)</p><p></p><p><strong>AC</strong> 34, touch 24, flat-footed 10 (+12 deflection, +18 Dex, +6 divine, +6 dodge, +10 natural, -28 size)</p><p></p><p><strong>hp</strong> 2.960 hp (40d20+680) x2 regeneration 30 (epic)</p><p></p><p><strong>Fort </strong>+47, <strong>Ref</strong> +46, <strong>Will</strong> +40;</p><p></p><p><strong>Defensive Abilities</strong> cosmic string, evasion, freedom of movement, stormcloak; <strong>DR</strong> 30/epic; <strong>Immune</strong> ability damage and drain, charm effects, compulsion effects, death effects, disease, electricity, enchantment effects, energy drain, exhaustion, fatigued, illusion effects, mind-affecting effects, nonlethal damage, paralysis, poison, polymorph, sleep, elemental traits, and death from massive damage; <strong>Resistance</strong> all elements 30; <strong>SR</strong> 56</p><p></p><p><strong>Speed</strong> fly 1.000 ft. (perfect)</p><p></p><p><strong>Melees</strong> 2 slam touch +37 (8d10 electricity)</p><p></p><p><strong>Space</strong> 5.335 ft.; <strong>Reach</strong> 8.000 ft.</p><p></p><p><strong>Special Attacks</strong> mythic surge 10/day (+1d12), lesser alter reality, tribulation</p><p></p><p><strong>Spell-Like Abilities</strong> (CL 46th, concentration +59)</p><p></p><p><strong>Constant</strong>—freedom of movement, true seeing</p><p></p><p><strong>Str</strong> –, <strong>Dex</strong> 46, <strong>Con</strong> 44, <strong>Int</strong> 26, <strong>Wis</strong> 30, <strong>Cha</strong> 24</p><p></p><p><strong>Base Atk</strong> +40; <strong>CMB</strong> +92; <strong>CMD</strong> 120</p><p></p><p><strong>Feats</strong> Alertness, Combat Reflexes, Dodge, Greater Fortitude, Greater Vital Strike, Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Mobility, Run, Spring Attack, Stand Still, Vital Strike, Weapon Focus (slam), Whirlwind Attack</p><p></p><p><strong>Epic Feats</strong> Good Fortitude, Improved Dodge, Sixth Sense, Superior Initiative</p><p></p><p><strong>Skills</strong> All ability 49 + ability modifier</p><p></p><p><strong>Languages </strong>all possible languages (cannot speak)</p><p></p><p><strong>SQ</strong> consult the archive, gaseous, instrument of akasha, maven, might, omnicompetent, perfect divine electricity</p><p></p><p><u><strong>Divine Abilities</strong></u></p><p></p><p>• Eternal Freedom (Ex): You are immune to spells and effects which impede movement.</p><p></p><p>• Mercurial (Ex): You gain a cumulative +1 attack per round (beginning after the first) provided you keep attacking the same opponent.</p><p></p><p>• Perfect Initiative (Ex): You always go first.</p><p></p><p>• Saviour (Su): Suffer damage instead of your allies.</p><p></p><p>• Self Mastery (Ex): Your body parts can operate independently.</p><p></p><p>• Seventh Sense (Ex): Reply a round.</p><p></p><p><u><strong>Uncanny Electricity Mastery</strong></u></p><p></p><p>Beam (Ray) 40d6; 10.000 ft.</p><p></p><p>Blast 20d6; 10.000 ft./125 ft. Standard action Ref 33/half</p><p></p><p>Blood 10d6; Melee automatic ability Ref DC 43/negate</p><p></p><p>Breath* 40d6; 10.000 ft. (cone) 10.000 ft. (line) Standard Ref 43/half</p><p></p><p>Hand 60d6; Melee Touch</p><p></p><p>Immolation 60d6; 10.000 ft. radius Free/Standard Ref 43/half</p><p></p><p>Storm 10d6; 10.000 ft. radius Standard/Free – Special Ref 33/half</p><p></p><p>Strike 10d6; Melee (bonus) Free -</p><p></p><p>Wrath (Gaze) 20d6; all creature within 10.000 ft. – Will 33/negate</p><p></p><p><strong>Consult the Archive (Su)</strong></p><p>A Celestial Tribulation can consult the archive of Akasha. It always know if an external person intervening in a test is going to really help the one who is trying to ascend or is pretending to help to make the test fail.</p><p></p><p><strong>Gaseous (Ex)</strong></p><p>A Celestial Tribulation has a body composed of storm clouds. It can pass through sand, water, small holes, narrow openings, and even mere cracks. It has no Strength score and cannot manipulate objects as a result.</p><p></p><p><strong>Instrument of Akasha (Su)</strong></p><p>A Celestial Tribulation ignore immunity or resistance of the target of the tribulation.</p><p></p><p><strong>Lesser Alter Reality (Su)</strong></p><p>Once per minute, as a full-round action, a Celestial Tribulation can duplicate any spell of 9th-level or less.</p><p></p><p><strong>Might (Ex)</strong></p><p>A Celestial Tribulation deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and its damage dice cannot go below this dice but this cannot increase to more dice than the Tribulation HD.</p><p></p><p><strong>Mythic (Ex)</strong></p><p>A Celestial Tribulation has Mythic Power (10/day, Surge +1d12) and counts as a 10th-rank Mythic creature. A Tribulation can use any of its Alter Reality and spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. A Celestial Tribulation can also expend Mythic Power to use the augmented versions of these spells.</p><p></p><p><strong>Perfect Divine Electricity (Ex)</strong></p><p>A Celestial Tribulation electricity damage is treated as 100% divine damage.</p><p></p><p><strong>Stormcloak (Su)</strong></p><p>A Celestial Tribulation is constantly shrouded in a cloak of winds. Its stormcloak allows it to ignore the effects of wind on movement, and gives it immunity to winds caused by spells or supernatural effects unless it chooses to be affected by them.</p><p></p><p><strong>Stormsight (Ex)</strong></p><p>A Celestial Tribulation can see through fog, mist, snowfall, and obscuring storm effects as if they were perfectly clear, ignoring the miss chance for these obstructions, up to its normal range of vision.</p><p></p><p><strong>Thunder Storm (Su)</strong></p><p>A Celestial Tribulation generates a lightning storm in a radius of 10.000 ft. centered on itself. Itself and the object of the tribulation are immune to this lightning storm. This also extend the range of its Effects to 10.000 ft.</p><p></p><p><strong>Tribulation (Ex)</strong></p><p>A Celestial Tribulation test the strength of the mortal who want to ascend to immortal. The Tribulation lasts 10 minutes. During this 10 minutes the mortal suffer the Storm and Wrath version of the Uncanny Electricity Mastery every round but can make the save for negate the Wrath version as normal.</p><p></p><p>After 1 minute from the start the mortal must make an ability check with DC 25 using his higher ability score and survive the Breath version of the Uncanny Electricity Mastery. After that there is a pause in which the Celestial Tribulation does nothing to allow the ascendant to recover and prepare (even the Storm and Wrath stopped).</p><p></p><p>At 5 minutes from the start the mortal must make a saving throw with DC 40 using his higher saving throw and survive the Beam version of the Uncanny Electricity Mastery (this attack automatically hit, ignore any miss chance, etc.; the Celestial Tribulation only roll for see if its a critical hit). After that there is a pause in which the Celestial Tribulation does nothing to allow the ascendant to recover and prepare (in which however each round suffers Storm and Wrath).</p><p></p><p>At 10 minutes from the start the mortal must make a skill check with DC 50 using his higher skill and survive the Hand version of the Uncanny Electricity Mastery (this attack automatically hit, ignore any miss chance, etc.; the Celestial Tribulation only roll for see if its a critical hit).</p><p></p><p>If the mortal is still alive and has passed all tests without failing any, he ascends to Hero-Deity successfully.</p><p></p><p>If the mortal fail any of the test, the test fail, the mortal take 4d6 negative levels and his quintessence is reseted to the minimum of the rank.</p><p></p><p>If an external person intervenes in the test the Celestial Tribulation always knows if he is an ally or an enemy of the ascendant (see consult the archive).</p><p></p><p>If he is indeed an ally then the test fails and the Celestial Tribulation will attempt to kill the offender and the one who attempted the ascension. The Celestial Tribulation will automatically retreat after one minute, regardless of whether they are still alive. If they manage to defeat him before it retires the Tribulation counts as overcome and the mortal still ascends to Hero-Deity. If, on the other hand, it was an enemy who pretended (or didn’t even tried to pretend and tried directly to eliminate his enemy by exploiting his moment of vulnerability), Akasha's anger is terrifying for having dared to interfere in the sacred test. The tribulation does not automatically fail and the Celestial Tribulation will try to eliminate the offense by taking power directly from Akasha. Its Uncanny Electricity Mastery increase the damage from d6 to d100, its HD for the Effect count as they are 1.000 instead of 40, gains Abrogate and Evil Eye (not removable or counterable with Abrogate and Evil Eye unless the enemy is a Supernal) and Quantum Effect. All this it’s hurled against the offender and not against the one who seeks to ascend. The attacks will not stop until the offender is dead. After eliminating the offender the tribulation will use its Alter Reality to try to undo any damage done to the ascendant and then resume the test. This abilities boost does not happen in the case of failure because a person tries to help the ascendant and the tribulation fights them with its basic sheet.</p></blockquote><p></p>
[QUOTE="Obly99, post: 8698640, member: 7035194"] [CENTER][B][SIZE=7]Celestial Tribulation (Mortal)[/SIZE][/B][/CENTER] Beyond Alignment Macro-Medium outsider (air, elemental, extradimensional) [B]Init[/B] +32 (always first); [B]Senses[/B] all possible senses, cosmic consciousness (plane/planet); Perception +63 [B]Aura[/B] frightful presence (10.000 ft., DC 43), thunderstorm (10.000 ft., DC 43) [B]AC[/B] 34, touch 24, flat-footed 10 (+12 deflection, +18 Dex, +6 divine, +6 dodge, +10 natural, -28 size) [B]hp[/B] 2.960 hp (40d20+680) x2 regeneration 30 (epic) [B]Fort [/B]+47, [B]Ref[/B] +46, [B]Will[/B] +40; [B]Defensive Abilities[/B] cosmic string, evasion, freedom of movement, stormcloak; [B]DR[/B] 30/epic; [B]Immune[/B] ability damage and drain, charm effects, compulsion effects, death effects, disease, electricity, enchantment effects, energy drain, exhaustion, fatigued, illusion effects, mind-affecting effects, nonlethal damage, paralysis, poison, polymorph, sleep, elemental traits, and death from massive damage; [B]Resistance[/B] all elements 30; [B]SR[/B] 56 [B]Speed[/B] fly 1.000 ft. (perfect) [B]Melees[/B] 2 slam touch +37 (8d10 electricity) [B]Space[/B] 5.335 ft.; [B]Reach[/B] 8.000 ft. [B]Special Attacks[/B] mythic surge 10/day (+1d12), lesser alter reality, tribulation [B]Spell-Like Abilities[/B] (CL 46th, concentration +59) [B]Constant[/B]—freedom of movement, true seeing [B]Str[/B] –, [B]Dex[/B] 46, [B]Con[/B] 44, [B]Int[/B] 26, [B]Wis[/B] 30, [B]Cha[/B] 24 [B]Base Atk[/B] +40; [B]CMB[/B] +92; [B]CMD[/B] 120 [B]Feats[/B] Alertness, Combat Reflexes, Dodge, Greater Fortitude, Greater Vital Strike, Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Mobility, Run, Spring Attack, Stand Still, Vital Strike, Weapon Focus (slam), Whirlwind Attack [B]Epic Feats[/B] Good Fortitude, Improved Dodge, Sixth Sense, Superior Initiative [B]Skills[/B] All ability 49 + ability modifier [B]Languages [/B]all possible languages (cannot speak) [B]SQ[/B] consult the archive, gaseous, instrument of akasha, maven, might, omnicompetent, perfect divine electricity [U][B]Divine Abilities[/B][/U] • Eternal Freedom (Ex): You are immune to spells and effects which impede movement. • Mercurial (Ex): You gain a cumulative +1 attack per round (beginning after the first) provided you keep attacking the same opponent. • Perfect Initiative (Ex): You always go first. • Saviour (Su): Suffer damage instead of your allies. • Self Mastery (Ex): Your body parts can operate independently. • Seventh Sense (Ex): Reply a round. [U][B]Uncanny Electricity Mastery[/B][/U] Beam (Ray) 40d6; 10.000 ft. Blast 20d6; 10.000 ft./125 ft. Standard action Ref 33/half Blood 10d6; Melee automatic ability Ref DC 43/negate Breath* 40d6; 10.000 ft. (cone) 10.000 ft. (line) Standard Ref 43/half Hand 60d6; Melee Touch Immolation 60d6; 10.000 ft. radius Free/Standard Ref 43/half Storm 10d6; 10.000 ft. radius Standard/Free – Special Ref 33/half Strike 10d6; Melee (bonus) Free - Wrath (Gaze) 20d6; all creature within 10.000 ft. – Will 33/negate [B]Consult the Archive (Su)[/B] A Celestial Tribulation can consult the archive of Akasha. It always know if an external person intervening in a test is going to really help the one who is trying to ascend or is pretending to help to make the test fail. [B]Gaseous (Ex)[/B] A Celestial Tribulation has a body composed of storm clouds. It can pass through sand, water, small holes, narrow openings, and even mere cracks. It has no Strength score and cannot manipulate objects as a result. [B]Instrument of Akasha (Su)[/B] A Celestial Tribulation ignore immunity or resistance of the target of the tribulation. [B]Lesser Alter Reality (Su)[/B] Once per minute, as a full-round action, a Celestial Tribulation can duplicate any spell of 9th-level or less. [B]Might (Ex)[/B] A Celestial Tribulation deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and its damage dice cannot go below this dice but this cannot increase to more dice than the Tribulation HD. [B]Mythic (Ex)[/B] A Celestial Tribulation has Mythic Power (10/day, Surge +1d12) and counts as a 10th-rank Mythic creature. A Tribulation can use any of its Alter Reality and spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. A Celestial Tribulation can also expend Mythic Power to use the augmented versions of these spells. [B]Perfect Divine Electricity (Ex)[/B] A Celestial Tribulation electricity damage is treated as 100% divine damage. [B]Stormcloak (Su)[/B] A Celestial Tribulation is constantly shrouded in a cloak of winds. Its stormcloak allows it to ignore the effects of wind on movement, and gives it immunity to winds caused by spells or supernatural effects unless it chooses to be affected by them. [B]Stormsight (Ex)[/B] A Celestial Tribulation can see through fog, mist, snowfall, and obscuring storm effects as if they were perfectly clear, ignoring the miss chance for these obstructions, up to its normal range of vision. [B]Thunder Storm (Su)[/B] A Celestial Tribulation generates a lightning storm in a radius of 10.000 ft. centered on itself. Itself and the object of the tribulation are immune to this lightning storm. This also extend the range of its Effects to 10.000 ft. [B]Tribulation (Ex)[/B] A Celestial Tribulation test the strength of the mortal who want to ascend to immortal. The Tribulation lasts 10 minutes. During this 10 minutes the mortal suffer the Storm and Wrath version of the Uncanny Electricity Mastery every round but can make the save for negate the Wrath version as normal. After 1 minute from the start the mortal must make an ability check with DC 25 using his higher ability score and survive the Breath version of the Uncanny Electricity Mastery. After that there is a pause in which the Celestial Tribulation does nothing to allow the ascendant to recover and prepare (even the Storm and Wrath stopped). At 5 minutes from the start the mortal must make a saving throw with DC 40 using his higher saving throw and survive the Beam version of the Uncanny Electricity Mastery (this attack automatically hit, ignore any miss chance, etc.; the Celestial Tribulation only roll for see if its a critical hit). After that there is a pause in which the Celestial Tribulation does nothing to allow the ascendant to recover and prepare (in which however each round suffers Storm and Wrath). At 10 minutes from the start the mortal must make a skill check with DC 50 using his higher skill and survive the Hand version of the Uncanny Electricity Mastery (this attack automatically hit, ignore any miss chance, etc.; the Celestial Tribulation only roll for see if its a critical hit). If the mortal is still alive and has passed all tests without failing any, he ascends to Hero-Deity successfully. If the mortal fail any of the test, the test fail, the mortal take 4d6 negative levels and his quintessence is reseted to the minimum of the rank. If an external person intervenes in the test the Celestial Tribulation always knows if he is an ally or an enemy of the ascendant (see consult the archive). If he is indeed an ally then the test fails and the Celestial Tribulation will attempt to kill the offender and the one who attempted the ascension. The Celestial Tribulation will automatically retreat after one minute, regardless of whether they are still alive. If they manage to defeat him before it retires the Tribulation counts as overcome and the mortal still ascends to Hero-Deity. If, on the other hand, it was an enemy who pretended (or didn’t even tried to pretend and tried directly to eliminate his enemy by exploiting his moment of vulnerability), Akasha's anger is terrifying for having dared to interfere in the sacred test. The tribulation does not automatically fail and the Celestial Tribulation will try to eliminate the offense by taking power directly from Akasha. Its Uncanny Electricity Mastery increase the damage from d6 to d100, its HD for the Effect count as they are 1.000 instead of 40, gains Abrogate and Evil Eye (not removable or counterable with Abrogate and Evil Eye unless the enemy is a Supernal) and Quantum Effect. All this it’s hurled against the offender and not against the one who seeks to ascend. The attacks will not stop until the offender is dead. After eliminating the offender the tribulation will use its Alter Reality to try to undo any damage done to the ascendant and then resume the test. This abilities boost does not happen in the case of failure because a person tries to help the ascendant and the tribulation fights them with its basic sheet. [/QUOTE]
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