Author Topic: The Lords of the Sun! [Combat Techniques/Exaltations.]  (Read 2016 times)

Offline Amechra

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The Lords of the Sun! [Combat Techniques/Exaltations.]
« on: July 18, 2012, 01:03:23 AM »
Exaltations: You gain the first set of abilities at 1st level, the second at 5th level, the 3rd at 9th level, and the 4th at 13th level. You may only have a single Exaltation connected to a given character, and you cannot have them removed or changed in any way, except through completely rebuilding your character from the ground up.

In addition, each type of Exaltation supplies a certain overarching Thematic Ability. All Exaltation abilities are Ex abilities.

Exaltations as Combat Techniques: If your group allows it and is using this rules variant, you may take an Exaltation as a Combat Technique; however, treat your BAB as if it were equal to your character level for this purpose, and all your class levels as if they were associated with the Exaltation.

Special Note: All of these abilities are adapted from The Demented One's Exalted Epic Destinies over on the Giantitp boards.

Solar Thematic Ability
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Dawn Caste
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Zenith Caste
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Twilight Caste
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Night Caste
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Eclipse Caste
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Tips on fluffing these abilities
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So, if anyone likes these, I'll convert the rest of the destinies.
« Last Edit: July 18, 2012, 09:50:22 AM by Amechra »
"There is happiness for those who accept their fate, there is glory for those that defy it."

"Now that everyone's so happy, this is probably a good time to tell you I ate your parents."

Offline Garryl

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Re: The Lords of the Sun! [Combat Techniques/Exaltations.]
« Reply #1 on: July 18, 2012, 09:05:43 AM »
Solar Thematic Ability: Should specify exactly when the action point goes away. At the end of the encounter, right?

Dawn Caste - Solar Hero Supremacy: Is the replacement permanent? Does it modify the total effective gp or enhancement bonus value of the weapon? Can you replace enhancement bonuses? Can you replace that first +1 enhancement bonus normally needed to have special properties?

Dawn Caste - Iron Whirlwind: Please clarify how this works with TWF. The way I understand it, only the total penalty to all your attacks is reduced, not the penalty on subsequent TWF atatcks granted by Improved/Greater TWF. For example, at ECL 9 with BaB +9 and ITWF, wielding a one-handed weapon in the off-hand (-4 penalty), the attack sequence would be +8/+6 (main hand) /+8/+3 (off-hand). Also, the example seems to indicate that the cumulative penalty to your Base Attack Bonus for each iterative attack beyond the first is reduced by ECL/3, not the total penalty on a given attack. It should be clarified as such, since "iterative penalty" is vague and could mean either.

Dawn Caste - Heavenly Guardian Defense: Super Wall of Blades. Cool.

Dawn Caste - Invincible Fury of Dawn: Enemy AC will usually be greater than twice your level. An AC of only 26 at level 13 is paltry and you should be hitting it on a 2, anyways (especially with the reduced iterative penalty due to Iron Whirlwind). Advise reworking this ability.

Zenith Caste - Sun's Glance: What's with all that unnecessary baggage about how you are able to turn undead? Why not just say "If you are able to turn undead through a class feature..."?

Zenith Caste - Transcendent Hero: That's a laundry list of immunities. I'd list them out if possible for two reasons. One, so people don't have to refer to an uncommonly-used document to figure out what this ability does. Two, so people aren't confused about whether this makes you immune to effects that target only creatures of a certain type. For example, would you be immune to enlarge person by virtue of Undead not being targetable by it?

More later.

Offline Amechra

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Re: The Lords of the Sun! [Combat Techniques/Exaltations.]
« Reply #2 on: July 18, 2012, 09:31:28 AM »
Alright, I'll fix up Sun's Glance; Solar Hero Supremacy is only until you feel like swapping it back. I'll add more definition.

Iron Whirlwind... I'll just say that it gives a bonus to all your attacks in a round equal to the number of attacks beyond the first that you make in full-round action that you make equal to 1/3 your character levels, to a maximum of your attack bonus for the first main hand attack that you made that round. And then I'll just set it so that the first attack you make with your main hand takes no penalty due to fighting with multiple weapons or otherwise getting additional attacks.

So, basically, if you are a TWF Rogue, and you go for Dawn Caste, you take no penalty to TWF with light weapons at 6th level, for free.

By 9th level, if they took Improved TWF, they don't get a penalty to any of their attacks. Even Fighter McFightypants, our 9th level Dawn Caste Fighter, has a load-out for his iteratives of +9/+7.

Invincible Fury of Dawn: How about twice your character level, plus 1/2 your BAB? That means that Fighter McFightypants would auto-hit anyone with less than an AC of 50 at 20th level. Which is what he should ALREADY BE DOING, DAMN IT!

And... Transcendent Hero? Nah, I'll just list the immunities. I just typed it like that so that no-one goes "woah, that's a lot to drop in one spot."

I look forward to your reviews of the rest of them! I hope you like them, because otherwise I would be spitting into the wind.
"There is happiness for those who accept their fate, there is glory for those that defy it."

"Now that everyone's so happy, this is probably a good time to tell you I ate your parents."