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Alterations

Deities I create use altered rules from the Immortal's Handbook -- usually because the previous abilities were far too weakDR 150/- and regen 300 when you have a million+ hit points and enemy deities can easily dish out half that with a full attack? don't make me laugh.

If any of my creatures' abilities contradict this list, this list trumps the individual statistics (in this case, general beats specific).

Remember, remember that divine abilities for mortals, cosmic abilities for gods, and transcendental abilities for sidereals/overgods are esoteric and thus they should never, ever have them unless there's a very good reason, such as being the direct aspect or avatar of such a being, or something. That is, a god should never, ever have the Cosmic Abilities line in its statistics for the exact same reason a 10th-lvl human fighter should never, ever have the Epic Feats or Divine Abilities lines in his statistics, unless you're intentionally making that monster a bad enough dude to warrant it. In addition, treat omnific abilities as the joke they are.

Before I thought not to, I broke this convention with some of my godly monsters (notably my siddies Rainlight and Chaos) because everybody was doing it. Never again.

Cosmic Firmament Modifier

Sidereals and above have a cosmic firmament modifier. It serves as a multiplier for range calculations (short, medium, etc), damage reduction, fast healing, regeneration, divine bonus to hit points, maximum hit points, and similar for beings with cosmic power (for details, look under their respective subsections). Starts at 4 for elder ones (or equivalent) and increases at the same rate per status as divine bonuses do from quasi-deity onward. Old ones have +6, first ones have +8.

Aeons continue the progression but it's doubled for those at demiurge stage I, then tripled at stage II, quadrupled at stage III, and a time lord's is multiplied by five. The multiplier increases by five with every additional universe (x10 at high lord: decad, x15 at triad, x20 at tetrad, etc).

Optional: Lesser Deities have a pseudo-CFM of 1.5, Intermediate Deities have a pseudo-CFM of 2, and Greater Deities have a pseudo-CFM of 3. But they don't have any other feature of Cosmic Firmament except this number to multiply hit point bonuses, damage reduction from divinity, etc. Only do this if you feel that "real" gods need to be even more hardcore.
Optional: CFM also multiplies the base hit point (and only hit point) damage of spells like fireball and [effect] abilities like divine blast. Only if you feel these attacks need a leg-up.

Damage Reduction

Their damage reduction is as thus (this is assuming you DON'T nerf weapon damage output, especially with divine or above abilities; if you have, consider dropping it a bit; note that in IH games, artifacts made of adamantine ignores up to 20 points of damage reduction just like normal adamantine weapons ignore up to 20 points of hardness, and artifacts made of obdurium (Stronghold Builder's Guidebook) ignore up to 30 points of DR and hardness with each hit):

Undergods have DR equal to half their hit dice (rounded down to nearest multiple of 5), which can be pierced by epic weapons (minimum 5/epic).
Immortals have DR equal to their hit dice (rounded down, minimum 10/epic).
Immortals of Lesser Deity status and above have DR equal to their hit dice plus divine rank. It is considered divine damage reduction (i.e. #/divine) which can only be pierced by natural and manufactured weapons wielded by deities of an equal or higher divine status. It cannot be pierced by abilities that say they ignore or reduce damage reduction except by beings of two fewer or greater divine status' (e.g. 35th-lvl demigod crusader hitting with Ancient Mountain Hammer can overcome the DR of intermediate deities, but not greater deities) or by major artifacts made of adamantine or something. Weapons that count as divine are treated as epic and magic for the purpose of overcoming damage reduction.
Sidereals have DR equal to their hit dice plus divine rank, the total multiplied by their cosmic firmament modifier. It cannot be pierced (i.e. #/-), even by abilities that say they ignore or reduce damage reduction except by beings of one lesser or higher divine status, and by sidereal artifacts made of orichalcum and such.
Eternals have DR equal to their hit dice plus divine rank times five, the total multiplied by their cosmic firmament modifier. It cannot be pierced (i.e. #/-), even by abilities that say they ignore or reduce damage reduction except by beings of equal or greater divine status, and by eternal artifacts made of neutronium and such.
Eternals of Time Lord status and above have DR equal to twice their hit dice plus divine rank times five, the total multiplied by their cosmic firmament modifier.
Supernals have infinite damage reduction, which can never be pierced, ever, except by the Supreme Being (who automatically pierces all damage reduction ever). Only with Strike [Effect] and divine abilities which convert weapon damage to divine damage (which ignores damage reduction and immunities, including immunity to critical hits) such as Divine Sneak Attack can damage a Supernal without spells or supernatural attacks.

Divine Aura

The DC's for an immortal's divine aura are 20 + deity's Charisma modifier + deity's divine bonus. An aura of fear, when the deity has Greater Aura, instead causes the Frightened condition on a failed Will save, and the creature remains so until it leaves the divine aura and for 1 round afterwards.

An aura of fear, when the deity has Superior Aura, instead causes the Panicked condition on a failed save (Shaken on a success), and the creature remains so until it leaves the divine aura and for 1 minute afterwards.
An aura of fear, when the deity has Perfect Aura, instead kills a creature if they fail their save vs. the fear effect (Frightened on a successful save until they leave the divine aura and for 10 minutes afterwards).
Sounds REALLY powerful, until you consider that pretty much only gods with a CR in the low hundreds have Perfect Aura, and then they could already force you to Will save or go permanently insane, or Fort save or die. Plus, what creature with more than fifty hit dice isn't immune to mind-affecting effects? A walking Darwin Award, that's who! So this doesn't add much, just flavorful and makes it scale (a big plus in my book).

An aura of pain (from the divine ability Greater Aura) imposes penalties equal to the deity's divine rank (rather than -4), but only when the deity also has Perfect Aura. An aura of death (from the divine ability Perfect Aura) can affect up to 100 hp per divine rank (multiplied by the deity's Cosmic Firmament Modifier, if any) per turn. An aura of perfect heroism aura (Perfect Aura) gives morale bonuses equal to the deity's divine rank, and the imparted temporary hit points equal 10 times divine rank (further multiplied by the deity's Cosmic Firmament Modifier, if any).

Epic+ Dragons

Epic/divine dragons and higher (e.g. force and prismatic dragons) gain a draconic bonus to all die rolls, including weapon damage rolls. I forget the exact progression.

I toyed with the idea of giving true/mortal dragons a draconic bonus equal to half their age category, but they don't need any help being hardcore to their peers (that is, mortal prey), whereas divine dragons and above do, badly. Yeah, that time dragon summoned by Lumrenescim? Would totally have his spine made a toothpick by the weakest cosmic god, and groups of lesser and intermediate deities find them a good exercise routine. Transcendental dragons have it even WORSE. But that's D&D 3.5 for you. Without fundamental alterations to the way things work, the higher your level, the more everything either completely pwns the players or is one-shotted, but I digress from my digression. This draconic bonus isn't a solution, but it helps (maybe) in making them just tough enough that they aren't wormfood for that which they really ought not to be, as per the dragon's fluff text:
Neotic dragons fight epic mortals and gods.
Divine dragons of epic power: force, platinum, timber; the greatest of which are gods themselves, or the serpentine foe of an entire pantheon: Apep, Jormungandr, Tiamat.
Adamic dragons fight powerful gods and sidereals.
Multi-headed (or no-headed) dimensional dragons of cosmic power, who dwell IN SPAAACE!!: cometary/time dragons, planetary/matter dragons, solar/spirit? dragons, void/entropy dragons.
Nehaschimic dragons fight powerful sidereals and the least eternals
Transcendental-level monsters who exist in interdimensional space: nexus (between space and entropy), quasar (between thought and time).
Muhlatimic dragons fight eternals, whereas the greatest wyrms can challenge the supernals.
Pleroma-dwelling reptilian conduits of the Akashic Records: no known examples.

Fast Healing and Regeneration

Any divine ability (e.g. most portfolio powers at Greater Deity level) that give fast healing or regeneration is equal to the base DR gained from your divinity template. It is not increased with abilities like Pugnacious (cosmic ability which doubles DR), and is not reduced to zero with abilities like Natural Damage Induction (transcendental abilityimmune to all weapon damage except from natural weapons; no longer benefits from damage reduction). Sidereals and other cosmic-level creatures with DR #/- count as having Perfect Damage Reduction and all its prerequisites for qualifying for abilities like Pugnacious.

Hit Points

All deities and equivalent creatures with an ability like Divine Traits (Ex) gain a divine bonus per hit die equal to their divine bonus, further multiplied by their cosmic firmament modifier (if any).

Optionalmultiply total hit points of every creature by 1/10th CR once it reaches 11. That is, an elder air elemental (CR 11) would have 224 hp (1.1 204), a ha-naga (CR 22) would have 682 hp (2.2 310), and the infamous neutronium golem (who in actual play is a pushover, much like the tarrasque -- and HE'S the monk of the Monster Manual!) would have 1,517,175,912 hp.
Note that in IH games, CR = 2/3 ECL and ECL = 1.5 CR, so your PCs won't be getting this until level 17, as a 17th-lvl wizard is a CR 11 monster (give or take; if you want to be exact, a 16th-lvl char multiplies her hit points by 1.067). [off-topic] This honestly makes sense, IMO, when reading this line from the Dungeon Master's Guide (pg. 48)"A monster's Challenge Rating (CR) tells you the level of the party for which that monster [as in, singular] is a good challenge. A monster of CR 5 is an appropriate challenge for a group of four 5th-level characters." and this line in the Monster Manual (pg. 7 under Challenge Rating [naturally])"This shows the average level of a party of adventurers for which one creature would make an encounter of moderate difficulty. Assume a party of four fresh characters (full hit points, full spells, and equipment appropriate to their levels)." Emphasis' mine (who elses'). [/off-topic]
As an aside, even without either of these in place, blasting (using spells like Fireball and Meteor Swarm instead of Solid Fog and Enervation) is even more useless the higher your level. I recommend [http: //www.enworld.org/forum/eternity-publishing-hosted-forum/265703-immortals-metamagic.html boosting spell damage] while nerfing attacks in regards to gods and even high level mortals -- such as weapon damage/power attack multipliers only working with the original power attack/weapon damage number, then adding to each other (I think Tome games already do this) [http: //community.wizards.com/go/thread/view/75882/19872838/Little_Red_Raiding_Hood: _A_Tale_of_38;_Guide_to_the_3.5_Dragoon&post_num=2#338481554 instead of the insanity of multiplying multipliers which are already multiplying multipliers], then beating down the damage output possible by the cosmic and transcendental chains of Weapon Focus/Specialization and Foo Critical [Multiplier] (that Ultimate Weapon Specialization gives you a bonus hit per attack [or something like that] for every 5 BAB you have, when your character at the level you should have access to transcendental abilities such as these has at least 320 hit dice [though realistically it's 500-1000], is BULL), and VSC's increasing by maybe +10d10 or +5d10 each once your base damage reaches 10d10 -- though if you do this, consider dropping my DR alteration significantly... or don't, and make deities rely on DR-ignoring attacks, or attach weapon properties that ignore DR.

Portfolio/Domain Spell-Likes

According to IHA, all domain spells matching a deity's portfolio are cast as standard actions. This makes spells normally cast as swift actions (Lion's Charge) useless, and certain spells that last a long, long time for a good reason (Awaken, Control Weather, Genesis) utterly broken. But we want deities to cast their own portfolio spells better than other guys, right? Therefore, these deities' spell-likes from their own portfolios work as follows:

Casting times for domain spells and spell-like abilities from a deity's single portfolio (including spells known and prepared, but not from items) are reduced as thus:
Standard action or faster = no change.
Full round = standard action
Multiple rounds (up to 1 minute) = 1 full round
Multiple minutes (up to 1 hour) = 1 minute
Multiple hours (up to 24 hours) = 1 hour
Multiple days (up to 1 week) = 1 day
Multiple weeks (up to 1 month) = 1 week
Multiple months (up to 1 year) = 1 month
And so on...
Casting times for domain spells and spell-like abilities from a deity's double portfolio (including spells known and prepared, but not from items) are reduced as thus:
Swift or immediate action = free action 1/round (immediate can be used freely outside your turn, etc)
Standard action = swift action
Full-round = swift action
Multiple rounds (up to 1 minute) = standard action
Multiple minutes (up to 1 hour) = 1 full round
Multiple hours (up to 24 hours) = 10 minutes
Multiple days (up to 1 week) = 6 hours
Multiple weeks (up to 1 month) = 1 day
Multiple months (up to 1 year) = 1 week
And so forth...

Miscellaneous

Immortals of quasi-deity to greater deity status can use miracle or wish as an SLA a number of times per day equal to their divine rank (rather than just wish; miracle makes more sense, but it's weaker than wish, so a deity can use both). Hero deities can cast limited wish or minor miracle 3/day (rather than just limited wish 3/day).

Divine, Cosmic, and Transcendental Power

My creatures use modified abilities as seen here. Think of this as unofficial errata for my IH: A dudes and beasts. If any of my creatures' abilities contradict this list, this list trumps the individual statistics (in this case, general beats specific).

I've also decided to stick modified feats and epic feats here, too.

Brachiation

You can move through medium and dense forest areas at your normal land speed. You must be at least 5' further than the normal reach for your size from the ground.

Leap Attack

Combine a jump with a charge against an opponent. If your jump covers at least 10' of horizontal distance and ends in a square which threatens your opponent, the normal bonus damage from Power Attack is doubled. This does not increase the damage from any other source of bonus damage from other increasers, multipliers, etc. of Power Attack bonus damage.

Epic Speed

The +30 speed bonus is untyped, just like the barbarian's fast movement. It applies to all speeds. It can be taken multiple times, each time your speed increases by another 30 feet.

Saw no reason for it to not stack with haste and the like.

Epic Spell Focus

Adds +2 to DC, rather than +1.

Just 'cus. Also to make it line up with Immortal Spell Focus.

Good Fortitude/Reflexes/Will

Change prerequisites to Great Fortitude & Epic Fortitude, Lightning Reflexes & Epic Reflexes, & Iron Will & Epic Will, respectively.

Abjuration

Each day, the deity can summon creatures (each time this ability is used, regardless of the number of creatures summoned, is a standard action, and they stick around for a number of minutes equal to your HD plus divine rank or until dismissed) whose total HD is no greater than twice your total HD and twice your divine rank. No creature may have a CR greater than 1/2 your HD plus your Divine Rank.

This ability may be taken multiple times. Each time, double the total amount of hit dice in creatures summoned that you can summon daily (in this case, double-double = triple).
Any type of creature may be summoned, but the DM is encouraged to limit them to beings related thematically to the summoning deity.
This is a summoning effect (not necessarily conjuration, unless that would be advantageous). If an adjured creature has the adjuration ability, it cannot use it while adjured.
Much of this information was left out of Ascension, so I just made it up.

Anyfeat

Prerequisites: Must have the shapechanger subtype, or have the class features of either a 20th-lvl factotum or a 10th-lvl chameleon, or have a portfolio related to being a shape-shifty-type or being versatile or whatever.

This unique ability shouldn't be allowable by just about anybody, especially for more stoic and rigid deities.

Apocrypha

All divination, detection, and scrying effects, even those that normally do not, allow a saving throw. The deity gains a +50 bonus against being detected or scryed, or against any divination effect. Prereqs: Hide 40 ranks.

+50 bonus against divinations is quite useless on its own, as probably no core divination spell even allows a saving throw.

Asomatous

Can switch from incorporeal to corporeal, and from corporeal to corporeal, as a free action 1/round. Prereqs: Move Silently 33 ranks.

Makes the ability a little more versatile, and becomes useful to holy ghosts and such.

Cunning Body/Mind/Soul/Spirit

Make the bonuses foresight, rather than circumstance, to make it better fit flavor. Also, delete Intellectual X as one makes the other redundant.

If a deity takes two of the same kind of this line of divine abilities (e.g. Cunning Body and Profane Body, or Sacred Spirit and Unknowing Spirit), the bonuses from each are only three-quarters (*0.75) the norm. If three or four of the same kind, the bonuses are two-thirds (*0.6 repeating). If five or more, one-half (*0.5)

As circumstance bonuses stack with each other as long as they're from different circumstances, adding such a bonus as a selectable ability is just too much, even for the gods.
Diminishing returns also make deities think twice about taking a whole bunch of these to supersize that bonus.

Divine Architect

Specify that the minimum time to craft an item is 1 hour.

Divine Immensity

With a free action once per round, increase or decrease your size category by one step. You take on all the characteristics of the new size (size modifier, ability score modifiers, natural armor, base die for natural attacks...). Stacks with temporary effects like Reduce Person or Righteous Might (your new size category is treated as if permanent).

Slight nerfage, plus it doesn't make sense for someone to grow from the size of a flea to the size of Mt. Everest in a split second.

Eternal Freedom/Self-Hypnosis/True Seeing

Extraordinary ability, and can be raised or lowered with a free action once per round. Otherwise the same. This True Seeing divine ability goes out to line of sight (to the maximum of the edge of your divine aura; or Short Range if you do not have one [minimum 120' in either case]).

Force Field

Blocks all hit point damage (so long as it doesn't ignore force effects, such as the natural weapons of a force dragon); blocks up to 500 times divine rank (the total multiplied by cosmic firmament modifier, if any), and the force field regenerates its protection at a rate of 10 times your divine rank (times CFM, if any) each round. Prerequisite: Force Mastery or an epic or greater creature of force, such as a force dragon or a deity with a hypothetical force portfolio.

Goetic Blood

Each time the immortal is injured, summoned monsters grow from its wounds. The severity of the wound determines the power of monster(s) summoned. Every ten points of damage (rounded down) equates to one spell level of the summon monster spell.

E.g. if a deity suffered 52 points of damage from a single attack, it would gain the benefits of a summon monster V spell.
Injuries of less than 10 hit points do not summon any monsters.
Injuries greater than 100 damage transcend summon monster IX. In such cases it can summon a monster with a CR up to equal to the spell level x1.33, or 1d3 monsters of up to 85% the x1.33 result, or 1d4+1 monsters of up to 60% of the x1.33 result.
E.g. if the immortal with this ability suffered 152 points of damage with a single attack, it would gain the benefits of a summon monster XV spell, which could summon a creature with a CR of 22.
Injuries of 260 damage and higher lower the x1.33 result by 1% every 10 points (minimum CR 52 at SM LVII and up), to a minimum of 10%, regardless of the level of the summon monster spell.
No creature summoned with Goetic Blood may have a CR higher than 1/3 your HD plus divine rank, regardless of the level of the summon monster spell.
You may only have as many creatures summoned with Goetic Blood up to your divine rank. If any more appear from your wounds, the first one(s) summoned die.
Just like with Abjuration, the DM is encouraged to limit the summoned creatures to those thematically related to the deity with goetic blood.
As there's heavy math involved, you can download this spreadsheet (Goetic Blood.ods) where it was all done for you.

Greater/Superior/Perfect Aura

See Divine Aura, above.

Heavenly Body/Mind/Soul/Spirit

Renamed to Auspicious X, as Heavenly X sounds too holy, gives the wrong impression and looks funny when in a divine ability slot of a hellspawn.

Same diminishing returns as Cunning X.

Intellectual Body/Mind/Soul/Spirit

Deleted. Cunning X makes this redundant.

Nescience

Prerequisites: Anyfeat, and the same prereqs of Anyfeat.

Otherwise this unique ability is so good one can't imagine NOT taking it.

Perfect Body/Mind

As before, but also increases the cap for inherent bonuses to physical/mental ability scores (respectively) to be equal to your divine rank (minimum 5).

Makes it still useful for gods who take advantage of their DR/day Wish SLAs.

Polymorph/Shapechange

Prerequisites: shapechanger subtype, or wild shape 10/day, or similar. Gives you the shapechanger subtype if you did not already have it.

Otherwise so good that one can't NOT imagine taking it. Also, only shape-shifty-types ought to have this so not everyone just steals their thunder.

Profane Body/Mind/Soul/Spirit

Same diminishing returns as Cunning X.

Quickness

Always hasted (extraordinary ability). The bonus to speed is treated as if it were always part of its base speed (and is retroactively multiplied by divinity and abilities like Celerity).

Razor Tongue

As a free action once per round, you deal damage to a number of opponents equal to your divine rank who can hear and understand you equal to 1d20 + your Perform skill.

Sacred Body/Mind/Soul/Spirit

Same diminishing returns as Cunning X.

Threatening Critical

This is now a normal feat, you select one weapon with this like any critical hit feat, and it has the following prerequisites: Improved Critical, Power Critical, and proficiency in the weapon to be selected, BAB +12.

This ability is nowhere near powerful enough to be a divine ability, or an epic feat.

Uncanny Weapon Specialization

You add your own virtual size categories to wielded manufactured weapons, if any. Stacks with the inherent VSCs of especially dense materials like orichalcum and neutronium.

Unknowing Body/Mind/Soul/Spirit

Same diminishing returns as Cunning X.

X Body

Same diminishing returns as Cunning X.

X Mind

(e.g. Cunning Mind, Sacred Mind)

Prerequisite: X Body (same type; need Intellectual Body before taking Intellectual Mind, etc, same as the below two), original prereqs.

Same diminishing returns as Cunning X.

Honing body comes before honing mind. Also makes one think twice before slapping on all the +attack divines they qualify for to get +500 attack bonus before becoming even a lesser deity.

X Soul

Split into three each: X Fortitude, X Reflex, X Will, and each gives a bonus to that one saving throw equal to your divine rank. Respective prerequisites: Great Fortitude/Lightning Reflexes/Iron Will, Epic Fortitude/Reflexes/Will, Good Fortitude/Reflexes/Will, original prereqs.

Same diminishing returns as Cunning X.

An easy +30-80 to each saving throw, with a single divine ability, is just too much. Even a +30-80 to one should be equivalent to a cosmic ability -- covered under New Phenomenal Power. Otherwise, X Soul is so good that one can't imagine NOT taking it (heck taking ALL of them to get +900 to every saving throw!).

X Spirit

Prerequisite: X Fortitude or X Reflex or X Will.

Same diminishing returns as Cunning X.

If there's anything more powerful than raising your saving throws in D&D 3.5, it's raising your DC's to beat another's saving throws.

X-Ray

Penetrates 1 inch of metal per divine rank, 1 foot of stone per divine rank, and 3 feet of wood or dirt per divine rank (each multiplied by CFM if any). Penetrates especially dense metals like adamantine, gold, lead, or silver only if your divine rank is 24 or higher. Penetrates extremely dense material like pure orichalcum only if your divine rank is 32 or higher. Penetrates indescribably dense material like pure neutronium only if your divine rank is 48 or higher. Penetrates ultimately dense material like the shell of Kuvachim only if your divine rank is 200 or higher -- trying to snoop on the Supreme Being likely upsets the Spectrals.

Abrogate

Prerequisite: entropy portfolio or obviously entropic cosmic creature like a void dragon or a sidereal-level unelemental or umbral. Allow a saving throw (20 + deity's ChaMod + whatever else), and entropic creatures are immune except to other entropic beings of a higher divine rank.

Keeps it unique to flavorful entities, and otherwise so good one can't imagine NOT taking it.
Absolutes are bad, hm'kay?

[Aligned] Messiah

Allow a saving throw from affected creatures (20 + deity's ChaMod + whatever else).

Absolutes are bad, hm'kay?

Apostasy

Ignores all alignment-based prerequisites; the overdeity can be equally vile and exalted. Prereqs: no Charisma prereq, but instead must have been all the nine alignments, for at least one century each (need not be consecutive).

Cosmic Architect

Specify that the minimum crafting time is 1 minute.

Cosmic Firmament

Name it something else as it's a different ability than what everyone gets at elder one status and above.

Cursed/Daunting Soul

Reduce saving throw penalties to equal your divine rank.

Even with this, it's almost so good one can't imagine NOT taking them, but it's not so devastating as to lower your opponents' saving throws by 50-100 each!

Divine Inspiration/Nescience

Make prereqs similar to Anyfeat/Nescience, for the same reasons as stated before.

Elusion

Can be used a number of times per day equal to your divine rank.

Great Breath

Should be a divine ability.

It's not THAT powerful or useful, and plenty of deities can make natural creatures.

Inner Eye

Should be a transcendental.

Otherwise it's so good one can't imagine NOT taking it. Also, you should only get abilities when your peers have a chance of defeating it (Evil Eye).

Innocence

Allow a saving throw.

Absolutes are bad, hm'kay?

Legendary [Ability Score]

Does not double temporary increases, but does double inherent bonuses and all future permanent increases.

Lord of Individuality

Rename to Lord of Perfection, as per the table.

Nebulous

Stacks with other miss chances (such as Displacement and Self-Concealment); roll for this miss chance, then roll for the next.

Nullification

Prerequisite: Abrogate, all of Abrogate's prerequisites. Allow a saving throw (20 + deity's ChaMod + whatever else). Entropic creatures are immune except to other entropic beings of a higher divine rank.

Same reason as with Abrogate.

Psychometry

Prerequisites: original prereqs plus Mathesis and Phrenology. Require the same Spot check from Mathesis and Phrenology.

Absolutes are bad, hm'kay?

Quixotic

Prerequisites: originals plus Fortuity, Heavenly Body, Heavenly Mind, Heavenly Spirit; or just Luck portfolio.

Rotting [Effect]

Immunity to disease does not protect against this, but it does give a circumstance bonus to saving throws and AC vs. this ability equal to divine rank.

Shroud of Death

Prerequisites: originals plus undead or Death Portfolio.

Thelemic [Effect]

Allow a saving throw (DC 20 + deity's ChaMod + whatever).

Absolutes are bad, hm'kay?

Transmogrify

Increase your VSCs up to one-quarter your divine rank.

Unearthly Weapon Specialization

Use d20's in place of d10's for weapon damage. Prereq: weapon (manufactured, natural, or otherwise) to be selected that uses d10's for damage, all original prereqs.

Astro [Effect]

Prerequisites: Eternal-level entropic being (e.g. demiurge with Entropy portfolio). Allow a saving throw (DC 20 + deity's ChaMod + whatever). Entropic beings are immune except to entropic creatures of a higher divine rank.

Absolutes are bad, hm'kay?

Cosmic Inspiration/Nescience

Add prereqs of Divine Inspiration/Nescience/etc, for the same reasons.

Dead Zone

Eternals with this ability ignore all zones of dead magic, including those of other Eternals with Dead Zone. May deactivate and reactivate Dead Zone as a free action once per round.

Make it so all supernaturals and magics of enemy deities, sidereals, eternals, and even supernals are nullified, including like 9/10ths of all divine/cosmic/transcendental abilities and a good portion of the divine template itself? Nuh-uh, sista, now we have a counter! It's still so good that one can't imagine NOT taking it, though. But really, only demiurges and time lords should have trannies, and who the heck is playing at those levels?

Divine Nullification

Same as the other nullification abilities.

Absolutes are bad, hm'kay?

Edifying Presence

Allow a saving throw (DC 20 + deity's ChaMod + whatever)

Absolutes are bad, hm'kay?

Evil Eye

Allow a saving throw (DC 20 + deity's ChaMod + whatever)

Absolutes are bad, hm'kay?

Interdimensional

Stacks with Nebulous and other miss chances.

Invincibility

The DC is equal the the attacking enemy's damage divided by 1,000. Roll after a successful hit (or otherwise affected by damage) but before the damage is rolled. Usable a number of times per day equal to your divine rank. Rolling a saving throw to avoid damage from one full attack counts as a single use, though the aeon can elect to apply the DC against individual attacks (the aeon chooses before the enemy full attacks).

"DC = damage", when at this level you're dishing out half a million damage with each hit? Puh-leeze.

Multidimensional

Additional manifestations do not have the Multidimensional trannie, and the divine auras of any of your manifestations cannot overlap. If you or any of your secondary manifestation's divine auras are forced together (e.g. one of you are bull rushed towards the other), your manifestation disappears and you can make it reappear just far enough back or forward so the divine auras are no longer overlapping.

No flanking with two yous for you.
That last bit gives this ability a reasonable weakness, and gives an incentive to not lay on the Enlarge Aura icing too thick of you're going this route.

Omega [Effect]

Can restore 1 obliterated hit die with a wish or miracle (restores +1 more hit die with every 9 applications of heighten or fortify spell) each regardless of how long ago it was obliterated.

Absolutes are bad, hm'kay?

Rectify

Prerequisites: Eternal-level entropic being (e.g. demiurge with Entropy portfolio). "Treated as having never existed" = become an equal-ECL umbral which can eventually escape the void and go on a quest to restore all your abilities.

Absolutes are bad, hm'kay?

Sophism

Saving throw equals opponent's hit dice. Usable a number of times per day equal to your divine rank.

Transattack Period

Can make an additional standard attack (i.e. your Attack: line in your stats) or one additional full attack (i.e. your Full Attack: line) each combat round after the first, provided you keep attacking the same opponent.

Transcendental Architect

Specify that the minimum craft time is 1 second.

Transilient Fortitude

Prerequisites: Base Fort save +640, Great Fortitude, Epic Fortitude, Good Fortitude, Cunning/Heavenly/etc Fortitude (see above), Excellent Fortitude (see below), Invincibility. Does stack with Invincibility, but only once per round.

Transilient Reflexes

Prerequisites: Base Reflex save +640, Lightning Reflexes, Epic Reflexes, Good Reflexes, Cunning/Heavenly/etc Reflexes (see above), Elusion, Excellent Reflexes (see below). Does stack with Elusion, but only once per round.

Transilient Will

Prerequisites: Base Will save +640, Iron Will, Epic Will, Good Will, Cunning/Heavenly/etc Will (see above), Excellent Will (see below), Sophism. Does stack with Sophism, but only once per round.

Transmigration

Should be a cosmic ability.

Transmute

Should be a cosmic ability. Allow a saving throw from wielded artifacts.

Absolutes are bad, hm'kay?

Transtemporal

Prerequisite: eternal-level temporal creature (e.g. demiurge with the Time portfolio). Additional actions do not stack with the additional actions from Time Dilation.

Ultimate Weapon Specialization

Use d100's for weapon damage in place of d20's (see Unearthly Weapon Specialization, above). Prereq: weapon (manufactured, natural, or otherwise) to be selected that uses d20's for damage, all original prereqs.

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gollark: >dial 03014696920
gollark: >dial 03014696920
gollark: >daily
gollark: >daily
gollark: ++remind 1d >daily
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