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THE BOOK OF ASCENTION The Heroes Rise To The Final Level A Dungeons & Dragons 3.0 Supplement Sample (This book is only a supplement and requires the core rules of Dungeons & Dragons 3.0 or file3.5 to use) Contents 1. Foreword……………………………………………………………………………………………………………..…..Pg: 1 2. Becoming A God………………………………………….……………………………………………………...Pg: 2 a. Standard Divine Ranks and Powers………………………………………………..…Pg: 3 3. Devine Abilities And Feats………………………………………………………………….……………..Pg: 10 a. Table: Divine Spell Casting…………………………………………………..………..….…Pg: 24 b. Feats……………………………………………….………………………………………………….…...…Pg: 39 c. Additional Domains……………………………………………………………....…….…….…Pg: 43 d. Divine Spells........................................................................................................................................Pg: 46 4. Divine Minions……………………………………………………………………………………………………....Pg: 51 5. Epic Appendices……………………………………………………………………….………………….……….Pg: 54 a. Epic Level Basics…………………………………………………………………….………….…....Pg: 54 b. Class features………………………………………………………………………..….……………...Pg: 54 c. Adding a Second Class……………………………………………………………...…………Pg: 55 6. Epic Feats…………………………………………………………………………………………….……………..…….Pg: 56 a. Feats………………………………………………………………………………………….……….……….Pg: 56 b. Table: Epic Leadership……………………………………………………………….….………Pg: 61 c. Table: Example Special Epic Cohorts……………………………………….……….Pg: 62 d. Table: Expanded Ability Modifiers and Bonus Spells………………..…Pg: 68 7. Epic Skills……………………………………………………………………………………………………...…………Pg: 79 a. Skill Synergy………………………………………………………………………………..…………....Pg: 79 b. Skill Descriptions………………………………………………………………………………….....Pg: 79 8. Psionic Skills…………………………………………………………………………………………………………....Pg: 87 9. Epic Spells………………………………………………………………………………………………….…………....Pg: 89 a. What Are Epic Spells………………………………………………………………………….......Pg: 89 b. Acquiring Epic Spells………………………………………………………..………………...…Pg: 89 c. Epic Spell Development…………………………………………………….……..…………...Pg: 89 d. Epic Spell Casting………………………………………………………….……………………….Pg: 89 e. Epic Spell Terms……………………………………………………………………………………...Pg: 90 f. Epic Spell Formulas and Calculations…………………………………..…………..Pg: 90 g. Dispelling Epic Spells and Antimagic Shield……………………………….…..Pg: 90 h. Epic Spell Descriptions……………………………………………………………….………….Pg: 90 10. Developing Epic Spells………………………………………………………………………..……………….Pg: 109 a. Table: Epic Seeds……………………………………………………………………..……………..Pg: 109 b. Table: Epic Spell Factors……………………………………………………………..………..Pg: 111 c. Table: Epic Spell Mitigating Factors……………………………………..…………....Pg: 112 d. Table: Additional Participants in Ritual………………………………….………...Pg: 113 11. Seed Descriptions…………………………………………………………………………………...…….….…....Pg: 113 12. Epic Psionic Powers……………………………………………………………………...…………………….....Pg: 126 13. Table: Psionic Seeds…………………………………………………………………..………………………….Pg: 126 14. Table: Psionic Factors…………………………………………………………………………………………...Pg: 126 15. Non-Epic Spell……………………………………………………………………………………..………………..Pg: 127 16. The Planes of Existence…..………………………………………………………...……………………….Pg: 128 a. What is a Plane…………………………………………………………………..…………….……Pg: 128 Sampleb. Planar Traits………………………………………………………………………………………….….Pg: file 128 c. Physical Traits……………………………………………………………….………………………...Pg: 128 d. Elemental and Energy Traits………………………………………….…………………….Pg: 130 e. Alignment Traits……………………………………………………………………………………...Pg: 131 f. Magic Traits…………………………………………………………………………….………………..Pg: 132 g. How Planes Interact………………………………………………………...……………………..Pg: 133 h. Plane Descriptions………………………………………………………………………………….Pg: 133 i. The Material Plane………………………………………………………………………………….Pg: 133 j. The Ethereal Plane………………………………………………………………………………….Pg: 134 k. Plane of Shadow……………………………………………………………………..……………....Pg: 134 l. The Astral Plane………………………………………………………………….………………….Pg: 135 m. Elemental Plane of Air………………………………………………………..…….…………...Pg: 135 n. Elemental Plane of Earth………………………………………………………….…………...Pg: 135 o. Elemental Plane of Fire……………………………………………………….….……………..Pg: 135 p. Elemental Plane of Water………………………………………………...…………………...Pg: 136 q. Negative Energy Plane………………………………………………………….……..………...Pg: 136 r. Positive Energy Plane…………………………………………………………………………….Pg: 136 s. Map: Overview of The Outer Planes………………………………………………..Pg: 137 t. Map: Layout for The Outer Planes…………………………………………..……….Pg: 138 17. Closing…………………………………………………………………………………………………………………….Pg: 139 18. OGL Licence………………………………………………………………………………………………………….Pg: 140 THE BOOK OF ASCENTION The Heroes Rise To The Final Level This book is a supplement for the Dungeons & Dragons d20 3.0 or above rule systems and the core rule books as well as the Epic Handbook and Deities & Demigods folio are required in order to use this work properly. Sample file Rules, Continuity, and Cannon (Foreword) This book is a direct excerpt of the Deities and Demigods opening chapters that were more or less focused on the status of the divine in any D&D gaming world. The status they remark upon is nearly all encompassing including Player character ascension, the variables that may be involved in such an act, and the life and even death of new and old gods alike. How gods can be built like characters, whether they can be killed like their mortal counterparts or not, and the vast scope of possible religious types of worship are all covered to some degree. The problem with that tome is that for a book that makes the deification of the PC’s characters possible the notion is quickly dismissed by most players in standard D&D 3rd edition games. The reason is that they will never see such lofty heights of power, and therefore can only aspire to heroism within the borders of the 20 level Core Rule system. The Core Rules suddenly strain under the weight of the Epic campaign, and though the Epic Level Source Book is an official 3rd Edition Core Rule supplement it is often woefully inept for the needs of the truly long road of the mighty Epic campaigns of many a DM. The fundamental basics become muddled when, though only the opening chapters are required, a player needs to look in the 3rd Edition Deities and Demigods Book. With no guidelines for epic campaigning set forth by WoTC officially, and no true Official Modules produced in the 3rd Edition line of products both DM and players must look elsewhere for their insights and inspirations. The players often begin to compare their Characters with the beings in the austere tome D&DG though the actuality is that most of the Gods presented there will fall shy of the Epic scale of grandeur. They were tailor made for the safe and cozy 20 level Core Rules system, and not the vast level expansion of the Epic campaign setting in mind. This all said it should be noted that all of the D&D games have taken their fair stabs at the Immortal genre and some were more successful than others. Basic D&D had the Immortals Campaign setting and Modules, AD&D had the Gods and Heroes supplement,(though short lived), that allowed players to create and play a God of their own, and the Throne of Bloodstone Module series that took the cap off of the levels system by allowing players up to 100th level! Now of course we have the Epic Level Handbook which all but makes the players characters god-like, though they still be mortal. However, with the Outsider subtype being a playable avenue for the Players of the game the worlds of adventure can now hold more than the promise of gold, jewels, magic, military conquest or personal glory. Now the ring of Godhood is within their grasp, and all they really have to do is climb. The official rules more often than not for purposes of game balance and continuity attempts to preserve the status quo so that levels over 20 are nigh impossible to achieve, and truly great magics stay forever beyond the grasp of the players. The Epic Level Handbook changed all of that, and now that the wall has come down between the players and the possibility of greater glories one can only expect them to want to explore them. Though the rules in the Epic Level Handbook expand the boundaries, the rules in the Deities and Demigods Book add the final gateway to the farthest of horizons any Player Character can achieve…. Godhood. One thing to keep in mind though while salivating over the powers, feats, and epic spell prowess of the divine is that the rules herein are all totally cannon,(i.e.: 100% official 3rd /3.5 Edition D&D), and were verbatim extrapolated from the actual manuscript for the Deities and Demigods Tome. If the DM of your campaign so chooses to utilize the rules of Ascension then you may be lucky enough to advance to the cosmic level of one of the longest live RPG experiences in the world. On the other side of this particular mirror nothing is ever completely what it seems and the monsters, threats, and villains are even more challenging than ever. It’s time to look Demogorgon in the eye, bash giants in Niflehiem alongside The Mighty Thor, and unravel the evil schemes of Set the Egyptian God of Evil and the Night. The open plains of the Happy Hunting grounds are open to you now as are the skies of the Seven Heavens. You can finally sit beside the likes of Hercules, and Achilles on mount Olympus while you feast with Zeus, or you can delve into the depths of the unexplored nether realms of death. Prometheus is unbound here and you can use the knowledge herein to go places before thought unattainable! What are you waiting for…you’re a God now! Get in there! Sample file 1 BECOMING A GOD The Path to Divinity The path to godhood is certainly not for everyone, and certainly it is a mantle that at