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The Demented One
2008-07-31, 07:47 PM
The Exalted

After years of adventuring, heroes find themselves faced with one last quest. As they pursue their final journey, they realize and achieve their epic destinies (http://www.wizards.com/default.asp?x=dnd/drfe/20080428), and eventually attain immortality if they can succeed. Some are destined to be great mages or immortal warriors...and then there are those chosen to be exalted. The Exalted are those who have been chosen as champions of some great and fundamental force of the world, destined to act as its guardian and avatar. The Solar Exalted are avatars of good and life, and eventually they as ascend to the heavens, their souls becoming one with the heavenly host. The Lunar Exalted are guardians of freedom and the wild, eventually losing their mortal forms and becoming immortal, legendary beasts. The Terrestrial Exalted are upholders of balance and order, eventually joining in divine union with the elements. The Sidereal Exalted are agents of fate and destiny, themselves destined to direct the fate of the world with their will. And the corrupt Abyssal Exalted are incarnations of death and decay, who long to become one with the void.

Thanks to Krimm Blackleaf for inspiring this whole idea, and doing the Abyssals.

The Demented One
2008-07-31, 07:48 PM
Solar Exalted

http://tn3-1.deviantart.com/fs9/300W/i/2006/059/0/7/Exalted_signature_characters_by_kunkka.jpg

Solar Exalted are champions of good, their souls imbued with such holy essence that their entire nature is transformed. They do not serve any god or ruler, though they are steadfast allies of any good deity. Instead, they serve pure goodness itself, fighting as its champions against evil.

Requirements: 21st level, any good alignment.

{table=head]Level|Benefit
21st|Solar Caste
24th|Heaven-Graced Blow
27th|Adamant Skin
30th|Solar Hero
[/table]

Solar Caste (Su)
All Solar Exalted belong to one of five castes. At 21st level, you choose which caste you belong to, and gain benefits based on your choice. You can never change the caste you belong to. In addition to your caste ability, you gain the Good subtype.

Dawn Caste: Known as Ascending Suns, those of the Dawn Caste are soldiers, generals, and swordsmen. Whenever you attack or charge, all enemies within 60 ft. of you that can see you must make a Will save, DC 10 + 1/2 your character level + your Charisma modifier, or be shaken for the rest of the encounter. Once an enemy successfully saves against this ability, it is immune to it for 24 hours.

Eclipse Caste: Known as Crowned Suns, those of the Eclipse Caste are diplomats, couriers, and lawmakers. You are constantly surrounded by a zone of truth effect, caster level 30th, with a Will save DC of 10 + 1/2 your character level + your Charisma modifier. In addition, if you witness a bargain, oath, contract, or promise being made between two or more parties (you may be one of the parties), you may choose to sanctify it. All parties must make the agreement of their own free will, and cannot be compelled by any means mundane or magical. Any creature that violates a sanctified oath takes a -6 penalty to all ability scores, though it can never lower a score below 1, and gains one negative level for every five character levels it has, rounded down. These negative levels do not risk becoming permanent, but cannot be removed by spells and abilities that could normally remove them. The penalties only end if the transgressed against party forgives the violator, or if you choose to dismiss them.

Night Caste: Known as Hidden Suns, those of the Night Caste are assassins and spies who serve the cause of good. Once per round, when you deal precision damage, such as sneak attack or skirmish damage, to an evil creature, you deal an additional amount of damage equal to half your character level, and that creature must make a Fortitude save, DC 10 + 1/2 your character level + your Dexterity score, or be stunned for 1 round. In addition, you may sneak attack undead of evil alignment.

Twilight Caste: Known as Descending Suns, those of the Twilight Caste are artificers, mages, and scholars. The effects of the Consecrate Spell (http://realmshelps.dandello.net/cgi-bin/feats.pl?Consecrate_Spell,BE) and Purify Spell (http://realmshelps.dandello.net/cgi-bin/feats.pl?Purify_Spell,BE) metamagic feats are applied to all spells you cast, without changing their level. In addition, you gain a sacred bonus equal to one-half of your character level on caster level checks to overcome the spell resistance of evil creatures or to dispel spells cast by evil creatures.

Zenith Caste: Known as Resplendent Suns, those of the Zenith Caste are priests and mystics. You gain fast healing 5 while in areas lit by natural sunlight. In addition, you may channel positive energy at will as a swift action, targeting a single creature at close range (25 ft. + 5 ft./2 levels). This heals the creature a number of points equal to half your character level, or damages it an equal amount if it is undead.

Heaven-Graced Blow (Ex)
Once per encounter, as a swift action, you may used this ability. You add a +20 sacred bonus to all attack rolls for attacks made against evil creatures, and add +5 to the DC of any spell with the good descriptor that you cast for 1 round.

Adamant Skin (Ex)
At 27th level, you gain damage reduction 20/adamantine and epic.

Solar Hero (Su)
At 30th level, any weapon you wield, as well as your unarmed strike and any natural weapons you have, is treated as being good-aligned and adamantine for overcoming damage reduction. In addition, as a free action, you may grant any weapon you wield the brilliant light special quality. You may dismiss it as a free action. In addition, spells with the good descriptor that you cast ignore the spell resistance of evil creatures.

Celestial Host
Once you have achieved your epic destiny, the holy essence of your soul can no longer be contained by your mortal flesh. It ascends to the Upper Planes, fusing with their very essence. Every celestial born from the Upper Planes is imbued with a shard of your soul, following in your holy path.

The Demented One
2008-07-31, 07:49 PM
Lunar Exalted

http://tn3-1.deviantart.com/fs9/300W/f/2006/342/0/9/Lunar_Exalted_by_DeadXCross.jpg

Lunar Exalted are children of chaos. They acts as guardians of all that wild and chaotic in the souls of mortals, ensuring that no law or order can ever stifle the freedoms that ought belong to all. They are capable of changing their form, shifting from their mortal form into animalistic forms. In time, the abandon their old forms, becoming legendary beasts of the wild.

Requirements: 21st level, any non-lawful

{table=head]Level|Benefit
21st|Animal Totem, Lunar Caste
24th|Invite the White Wolf
27th|Silver Lunar Restoration
30th|Heart-Theft of the Behemoth
[/table]

Animal Totem (S)
A Lunar Exalted with the wild shape ability (regardless of whether they gain it from the Druid class or from the Lunar Exalted destiny) can only use it to take on the forms of animals, unless specifically granted the ability to take on other forms by this destiny. However, while shapeshifted into an animal, you gain a +5 sacred bonus on attack rolls, damage rolls, and on all ability checks or skill checks based on Strength, Dexterity, or Constitution.

In addition, you pick one specific animal as your totem. Whenever you use wild shape to take on the form of your animal totem, or variants of it (such as a dire version), you may choose to take on a hybrid form, like that of a lycanthrope.

Lunar Caste (Su)
All Lunar Exalted belong to one of five castes. At 21st level, you choose which caste you belong to, and gain benefits based on your choice. You can never change the caste you belong to. In addition to your caste ability, you gain the Chaos subtype.

Changing Moon Caste: Known as Children of the Shifting Moon, Changing Moon Lunars are scoundrels and trickster. The damage dice of any precision damage you deal, such as sneak attack or skirmish damage dice, are increased by one step. In addition, if you have the wild shape class feature, you gain 20% concealment while shapeshifted, as shadows wrap around you to veil you. If you do not have the wild shape ability, then you gain it as a Druid of half your character level, though you do not gain concealment.

Full Moon Caste: Known as Children of the Burning Moon, Full Moon Lunars are mighty warriors. You gain a sacred bonus to your natural armor equal to your Wisdom modifier, maximum +5. You retain this bonus even if you change your shape. In addition, if you have the wild shape class feature, you may choose to increase the size of the creature you transform into by one step. If you do, the damage die of all that form’s natural weapons increase by one step, and that form’s Strength and Constitution scores increase by 6, though its Dexterity score decreases by 2. If you do not have the wild shape ability, then you gain it as a Druid of half your character level, though you cannot increase the size of the form you take.

New Moon Caste: Known as Children of the Hidden Moon, New Moon Lunars are sages and sorcerers. You gain the benefits of the Natural Spell feat, and gain a +3 bonus to caster level while using the wild shape ability. If you have the wild shape class feature, you can apply any metamagic feat you know to a spell you cast by spending a use of wild shape. The feat cannot have a spell level adjustment greater than your Wisdom modifier. If you do not have the wild shape ability, then you gain it as a Druid of half your character level, though you cannot spend uses of it to apply metamagic feats to your spells.

The Casteless: Not at Lunars have a caste. Some, known as the Unblooded, lack ties to any caste, free of their bonds. A Casteless Lunar may choose either to gain the natural armor bonus of a Full Moon Lunar, the bonus precision damage of a Changing Moon Lunar, or the bonus to caster level of a New Moon Lunar. In addition, if you have the wild shape class feature, you can use it to transform into aberrations, magical beasts, and vermin. If you do not have the wild shape ability, then you gain it as a Druid of half your character level, though you cannot turn into aberrations, magical beasts, or vermin.

Invite the White Wolf (Ex)
At 24th level, you can cripple foes while in wild shape. While in wild shape, the critical threat range of all your natural weapons is doubled. In addition, once per round, when you damage a creature with a natural weapon, that creature must make a Fortitude save, DC 10 + 1/2 your character level + your Wisdom modifier, or take 1d6 Constitution damage.

Silver Lunar Restoration (Ex)
While in wild shape, you gain regeneration 5. Only silver weapons overcome this regeneration.

Heart-Theft of the Behemoth (Su)
At 30th level, you steal the secrets of the greatest beasts in all creation. You can transform into a dragon with your wild shape class feature.

Mythic Beast
Your epic destiny achieved, you forget your mortal life, and transform into a legendary beast, to be the stuff of myths and legends for centuries. You flee into the depths of the wild, roaming eternally free.

The Demented One
2008-07-31, 07:50 PM
Terrestrial Exalted

http://tn3-2.deviantart.com/fs13/300W/f/2006/356/8/7/Exalted_2nd_Ed___SC_Colors_by_chriss2d.jpg

Terrestrial Exalted are heroes chosen to maintain order in the world. They are often called Dragonblooded, as there power to impose their will on the elements of the world often make them seem to have the same power as dragons. In truth, there is no tie between the two, though some Terrestrial Exalted would prefer that be believed. The highest duty of the Dragonblooded is to see that order is kept throughout the world, and that any threat to balance and stability be dealt away with.

Requirements: 21st level, any non-chaotic alignment.

{table=head]Level|Benefit
21st|Terrestrial Caste
24th|Dragon Claw Strike
27th|Jade Crucible
30th|Dragon-Blessed Magnificence
[/table]

Terrestrial Caste (Su)
All Terrestrial Exalted belong to one of five castes. At 21st level, you choose which caste you belong to, and gain benefits based on your choice. You can never change the caste you belong to. In addition to your caste ability, you gain the Law subtype.

Aspects of Air: Known as Azure Dragonblooded, those of this caste have power over air, wind, and lightning. You gain a fly speed of 60 ft., with perfect maneuverability. In addition, you gain the Air subtype, and immunity to electricity. Azure Dragonblooded have electricity as their associated energy type.

Aspects of Earth: Known as Ivory Dragonblooded, those of this caste bend earth and stone to your will. You gain damage reduction 5/–. In addition, you gain the Earth subtype, and gain immunity to sonic. Ivory Dragonblooded have sonic as their associated energy type.

Aspects of Fire: Known as Crimson Dragonblooded, these hot-blooded exalted are lords of fire. Any creature that hits you in melee with a weapon (except a reach weapon), a touch attack, a natural weapon, or an unarmed strike takes fire damage equal to half your character level. In addition, you gain the Fire subtype, gaining immunity to fire and vulnerability to cold. Crimson Dragonblooded have fire as their associated energy type.

Aspects of Water: Known as Sable Dragonblooded, these cunning exalted claim dominion over ice and water. You can breath underwater and in air, and gain a swim speed of 60 ft. A vortex of water constantly swirls around you, granting you damage reduction 10/bludgeoning and magic. In addition, you gain the Water subtype, and gain immunity to cold and vulnerability to fire. Sable Dragonblooded have cold as their associated energy type.

Aspects of Wood: Known as Emerald Dragonblooded, those of the caste are one with the natural world, controlling plants and wood. You gain immunity to poison and disease. Whenever you roll a natural 1 on a Fortitude save, you may reroll it, keeping the result of the reroll even if it is a 1. You gain immunity to acid. Emerald Dragonblooded have acid as their associated energy type.

Dragon Claw Strike (Su)
At 24th level, you can channel elemental energy through your attacks. Once per encounter, as a swift action, you may use this ability. You deal an additional amount of damage of your caste’s associated energy damage equal to your character level on every melee attack you make until the beginning of your next turn.

Jade Crucible (Su)
At 27th level, you respond to overwhelming force by unleashing hidden reserves of strength, rising to their challenge. Once per day, when you are reduced to 0 hp or less, you may immediately gain the benefit of the heal spell, caster level 21st. If you do, you also gain fast healing 5 and a +4 sacred bonus to Strength, Dexterity, and Constitution for the duration of the encounter.

Dragon-Blessed Magnificence (Su)
At 30th level, you gain the ability to impose order on the world with your might. Once per round, you may imbue one of your melee attacks with dragon-blessed magnificence, before you make the attack roll. If the attack hits, half the damage it deals is of your caste’s associated energy type, and the creature hit is affected as by the dictum spell, caster level 30th, with DC equal to 17 + your Wisdom modifier.

Genius Loci
You retreat into nature, becoming one with the elements. Wherever a fire burns, a river flows, a storm thunders, a stone falls, a tree grows, your soul is there.

The Demented One
2008-07-31, 07:51 PM
Sidereal Exalted

http://images.tfaw.com/covers_tfaw/400/se/sep074827e.jpg

Your actions have shaped the fate of the world, and now you are chosen as an agent of Fate itself. The Sidereal Exalted act throughout the world, subtly influencing the course of history to see that destiny runs its appointed course. They can bend Fate to their will, altering reality with their power. Eventually, they transcend their mortal forms, becoming one with Fate.

Requirements: 21st level, any neutral alignment

{table=head]Level|Benefit
21st|Sidereal Caste
24th|Fateful Excellency
27th|Another’s Destiny
30th|Weave the Pattern of Fate
[/table]

Sidereal Caste (Su)
All Sidereal Exalted belong to one of five castes. At 21st level, you choose which caste you belong to, and gain benefits based on your choice. You can never change the caste you belong to.

Chosen of Battles: Known as Shieldbearers, those of this caste tend to the course of wars and battles, seeing to it that they reach their destined outcome. Once per day, at the start of an encounter, after initiative has been rolled, you may choose to have you and all your allies take a round of action before any others do, even before the surprise round. You and all your allies may each take a normal round of action, but they cannot take any action that would harm their enemies, as with the time stop spell. In addition, time stop, temporal acceleration, and similar effects cannot be used as part of that round. If two Sidereal Exalted both use this ability, then the extra rounds are taken in the order of the Sidereals’ initiative count.

Chosen of Endings: Known as Reckoners, those of this caste preside over the ends of mortal destinies. The damage dice of any precision damage you deal, such as sneak attack or skirmish damage dice, are increased by one step. In addition, whenever you roll a 1 on a precision damage die, you may reroll it with a +1 bonus, keeping the result of the reroll.

Chosen of Journeys: Known as Harbingers, those of this caste see to it that all things carry out the journey to their own destiny. You gain a +30 ft. sacred bonus to all forms of movement you possess, and gain the constant benefit of a freedom of movement ability.

Chosen of Secrets: Known as Oracles, those of this caste are entrusted with the secrets of Fate and foreknowledge of the future. You may use foresight once per day as a supernatural ability, and may use divination at will, both with caster level 21st.

Chosen of Serenity: Known as Joybringers, those of this caste preside over happiness and joy, ensuring nothing keeps a man from the happiness he is fated for. You and all allies within 30 ft. of you gain morale bonus on all attack rolls, saving throws, ability checks, and skill checks equal to your Charisma modifier, maximum +5.

Fateful Excellency (Su)
Fate itself conspires to aid your every undertaking. Once per encounter when you would roll a d20, you may choose to instead not roll, and treat the result as a 20. It is not considered a natural 20. In addition, whenever you roll a 1 on an attack roll, saving throw, ability check, or skill check, you may reroll it, keeping the result of the reroll even if it is a 1.

Another’s Destiny (Su)
At 27th level, your destiny refuses to be cut short. Once per day, when you are reduced to 0 or less hp, you may have time regress by one round, as the time regression psionic power. You do not have to pay the power’s XP cost. However, this ability is not without a price. The continuance of your destiny comes at the cost of another’s, causing it to be cut short at some time before their fated death.

Weave the Pattern of Fate (Su)
You can alter reality to fit your will, reshaping fate where it has digressed from what you think it should be. Once per day, you may use the reality revision psionic power as a supernatural ability. You must pay the power’s XP cost.

Agent of Destiny
With your epic destiny achieved, you become one with Fate. Your mortal body dies, crumbling to dust, but your soul and mind become part of the world, your will shaping fate throughout the multiverse.

The Demented One
2008-07-31, 07:53 PM
Abyssal Exalted

http://i7.photobucket.com/albums/y265/Nny2/Abyssals.jpg

The Abyssal Exalted are vicious life destroyers and the servants of a pantheon of dead gods, avatars of decay and evil. Their one and only duty is to destroy all life and to bring about nothingness and death. The Abyssal Exalted are also known as Deathknights, as they represent the power of entropy, death, and decay.

Requirements: 21st level, any evil alignment.

{table=head]Level|Benefit
21st|Abyssal Caste
24th|Artful Maiming
27th|Deathly Body
30th|Champion of Death
[/table]

Abyssal Caste (Su)
All Abyssal Exalted belong to one of five castes. At 21st level, you choose which caste you belong to, and gain the benefits based on your choice. You can never change the caste you belong to. Additionally, you gain the Evil subtype.

Daybreak Caste: Also known as the the Children of Bone, Daybreak Caste Abyssals are artisans and scientists of death, masters of necromancy, necrosurgery and magic. The effects of the Corrupt Spell (http://realmshelps.dandello.net/cgi-bin/feats.pl?Corrupt_Spell,BV) and Violate Spell (http://realmshelps.dandello.net/cgi-bin/feats.pl?Violate_Spell,BV) metamagic feats are applied to all spells you cast, without changing their level. In addition, you gain a profane bonus equal to one-half of your character level on caster level checks to overcome the spell resistance of good creatures or to dispel spells cast by good creatures.

Day Caste: Also known as the Children of Blood, Day Caste Abyssals are the spies, assassins and thieves that walk among the living during the day. Whenever you deal precision damage, such as sneak attack or skirmish damage, to a good creature, you deal an additional amount of damage equal to your character level, and that creature must make a Fortitude save, DC 10 + 1/2 your character level + your Dexterity score, or be stunned for 1 round. In addition, you may reroll a single save of each type once per encounter, making the reroll after you roll the save but before you see if it succeeds or not, and keeping the higher of the two results.

Dusk Caste: Also known as the Children of Ash, Dusk Caste Abyssals are the dark generals, soldiers, and martial champions of death. Whenever you attack or charge, all enemies within 60 feet of you must make a Will save, DC 10 + 1/2 your character level + your Charisma modifier, or be shaken for the duration of the encounter.

Midnight Caste: Also known as the Children of Silence, Midnight Caste Abyssals are dark priests, prophets and mad mystics in worship of death. You are constantly surrounded by an unhallow effect and you count as a permanent shrine to an evil god for the purposes of the spell, caster level 21st. In addition, you may channel negative energy at will as a swift action, targeting a single corpse at close range (25 ft. + 5 ft./2 levels). This animates the corpse as though by the animate dead spell, with a caster level of 21st. The total HD of undead you may animate with this ability is equal to twice your character level.

Moonshadow Caste: Also known as the Children of Dust, Moonshadow Caste Abyssals are bureaucrats, diplomats and couriers, those who excel at social interaction. Any creature that willingly lies within 30 ft. of you takes damage equal to your character level, with a Will save, DC 10 + 1/2 your character level + your Charisma modifier, to half the damage. In addition, if you witness a bargain, oath, contract, or promise being made between two or more parties (you may be one of the parties), you may choose to corrupt it. All parties must make the agreement of their own free will, and cannot be compelled by any means mundane or magical. Any creature that violates a corupted oath takes a -6 penalty to all ability scores, though it can never lower a score below 1, and gains one negative level for every five character levels it has. These negative levels do not risk becoming permanent, but cannot be removed by spells and abilities that could normally remove them. The penalties only end if the transgressed against party forgives the violator, or if you choose to dismiss them.

Artful Maiming (Ex)
Once per encounter, as a swift action, you may used this ability. You add a +20 profane bonus to all weapon attack rolls and and variable spell damage against good creatures for 1 round.

Deathly Body (Ex)
At 27th level, you gain immunity to to critical hits, nonlethal damage, ability drain, energy drain, fatigue, exhaustion, and ability damage to Strength, Dexterity, or Constitution. Negative energy heals you as if you were an undead creature, though positive energy does not harm you.

Champion of Death (Su)
At 30th level, any weapon you wield, as well as your unarmed strikes and any natural weapons you have, is considered to have the unholy and good outsider bane weapon qualities. In addition, all attacks you make and spells that deal damage that you cast deal an additional 3d8 points of negative energy damage. In addition, spells with the evil descriptor that you cast ignore the spell resistance of good creatures.

Death Itself
Your body decays and even if your skeleton walks it must eventually become one unto the nothingness of the void. Whenever a creature cries out in agony for the final time, whenever the walking dead rise and destroy the living, whenever any mortal coil is cut or bent to the will of death, your soul is a part of it, as another fiber of the tapestry that is nothingness.

Guyr Adamantine
2008-07-31, 07:57 PM
Are we really talking about Exalted, the uber-powered rpg?
Coz that's awesome!

The Demented One
2008-07-31, 07:58 PM
Are we really talking about the uber-rpg? Coz that's awesome!
Yep, that's the one. Once Krimm showed me the epic destinies for 3.5, it kind of became a forgone crossover.

GryffonDurime
2008-07-31, 09:56 PM
Oh my giddy aunt Ciesta. I had almost given up on being able to make a proper character for your very own game, but this? Now this is how you can motivate someone. :smallbiggrin:

Edit: Just as a question, the Lunar Exalted mentions that you can gain Wildshape from the Destiny, but I don't see that feature...am I just glossing over something obvious? Oh, and the Lunar sorcerers are the No-Moons, not the New-Moons. Other than that nitpick, this is a really wonderful piece of work.

dyslexicfaser
2008-07-31, 10:14 PM
Pretty slick. I like that you can choose what sub-caste of your over-arching Destiny to be, rather than shoe-horned into one specific role.

The Demented One
2008-07-31, 10:39 PM
Oh my giddy aunt Ciesta. I had almost given up on being able to make a proper character for your very own game, but this? Now this is how you can motivate someone. :smallbiggrin:

Edit: Just as a question, the Lunar Exalted mentions that you can gain Wildshape from the Destiny, but I don't see that feature...am I just glossing over something obvious? Oh, and the Lunar sorcerers are the No-Moons, not the New-Moons. Other than that nitpick, this is a really wonderful piece of work.
Thought you'd like that. The wild shape ability comes from the caste; if you don't have it already, you gain it as a druid of half your level. As to the No Moon/New Moon thing...No Moon just sounds wrong to me, while New Moon sounds much better. Just a personal taste thing, I guess.


Pretty slick. I like that you can choose what sub-caste of your over-arching Destiny to be, rather than shoe-horned into one specific role.
Yeah, I was aiming for something that someone from any class could take and prosper.

Primal Fury
2008-08-01, 12:18 AM
Oh. This is nice. About the lunars though; do you plan on adding the other two castes as well?

Stycotl
2008-08-01, 01:20 AM
very cool. and krimm's illustration is very nice.

Reptilius
2008-08-01, 01:34 AM
NICE. Love the whole thing. I'd think the Sidereal Exalted for my character.

Krimm_Blackleaf
2008-08-01, 01:46 AM
very cool. and krimm's illustration is very nice.

Nah, that's not my drawing. That's from the Abyssals 1st ed. book. I did the text-work for the Abyssals.

The Demented One
2008-08-01, 07:57 AM
Oh. This is nice. About the lunars though; do you plan on adding the other two castes as well?
I'm going by 2e, in which Waxing Moon, Waning Moon, and Half Moon are all rolled into the Changing Moons.

Stycotl
2008-08-01, 11:05 AM
Nah, that's not my drawing. That's from the Abyssals 1st ed. book. I did the text-work for the Abyssals.

ah. my bad. still cool drawing though.

GryffonDurime
2008-08-01, 11:49 AM
I just noticed that one of the Lunar abilities is named "Invite the White Wolf."

I chuckled. :smallbiggrin:

MammonAzrael
2008-08-01, 11:52 AM
Holy awesome. I was trying to figure out which Epic Destiny I'd want in your campaign, and had settled mostly on Demi-god, but these look super promising. I can't wait to give them all a through read-through!

The Demented One
2008-08-01, 12:59 PM
I just noticed that one of the Lunar abilities is named "Invite the White Wolf."

I chuckled. :smallbiggrin:
Don't blame me, the name's right out of the Manual of Exalted Power. Very subtle.

Duke of URL
2008-08-01, 01:07 PM
I think Shredder (if accepted) may want to go with Sidereal (Harbinger caste).

What, exactly, is the negative effect of "Another's Destiny"? It certainly implies that something bad will happen to somebody...

Guyr Adamantine
2008-08-01, 02:37 PM
A little error in the Abyssal Exalted block:


Artful Maiming (Ex)
Once per encounter, as a swift action, you may used this ability. You add a +20 sacred bonus to all weapon attack rolls and and variable spell damage against good creatures for 1 round.

Should be profane.

The Demented One
2008-08-01, 03:18 PM
What, exactly, is the negative effect of "Another's Destiny"? It certainly implies that something bad will happen to somebody...
There's no explicit mechanical penalty, but every time they use it, they cause someone's life to end a few years sooner than it should. Shouldn't have any in-game effect, just a bit of flavor (and angst, if you want to play it that way).

Bitzeralisis
2008-08-01, 04:21 PM
Exalted plus Dungeons and Dragons? Sweet.

MammonAzrael
2008-08-01, 04:38 PM
Daybreak Caste: Also known as the the Children of Bone, Midnight Caste Abyssals are artisans and scientists of death, masters of necromancy, necrosurgery and magic.

Should be Daybreak Caste. :smallsmile:

ErrantX
2008-08-01, 06:50 PM
Is the Lunar's wildshape going to allow for hybrid forms like in the picture? Or is that not possible. Half the fun of the Lunars was taking Deadly Beastman Transformation and tearing apart mooks.

-X

The Demented One
2008-08-01, 06:55 PM
Is the Lunar's wildshape going to allow for hybrid forms like in the picture? Or is that not possible. Half the fun of the Lunars was taking Deadly Beastman Transformation and tearing apart mooks.

-X
It's just normal wild shaping. I might work up a way to do hybrid forms.

ErrantX
2008-08-01, 09:04 PM
Well, why not just do sorta what DBmT does and have the Lunar select a totem animal and use the Lycanthropy rules to build a hybrid form and use the animal form (and upgrade the animal form to a dire form at a later level, perhaps?)

Just a few thoughts.

Otherwise, I like it. Makes me sad I'm running Eberron right now and can't use this. :P

-X

The Demented One
2008-08-02, 01:45 AM
Well, why not just do sorta what DBmT does and have the Lunar select a totem animal and use the Lycanthropy rules to build a hybrid form and use the animal form (and upgrade the animal form to a dire form at a later level, perhaps?)

Just a few thoughts.

Otherwise, I like it. Makes me sad I'm running Eberron right now and can't use this. :P

-X
Done. You can now go as furry as you please.

EvilElitest
2008-08-02, 01:57 AM
best cross over ever, i've always said taht Exalted was better than epic D&D. But shouldn't these guys be races?
from
EE

The Demented One
2008-08-02, 10:36 AM
In the game, Exalted are just normal humans who get, well, exalted by one of the various divine forces. Epic destinies seemed the best way to replicate that.

Guyr Adamantine
2008-08-02, 12:53 PM
I just read the Lunar Exalted (Favorite with the Abyssal exalted), and thought of a way to make Hybrid Forms. Instead of giving Wildshape, give Shapeshift (Like the alternate Druid Class Feature in the PHb 2), and allow the players to keep all his normal abilities, such a opposed thumbs and other goodies.

cezyou
2008-08-18, 08:58 PM
Nice. I like the whole thing (never played this "Exalted" game everyone is talking about, though:smalltongue:).
Also, what's this "your game" people mention?

The Demented One
2008-08-18, 09:16 PM
Nice. I like the whole thing (never played this "Exalted" game everyone is talking about, though:smalltongue:).
It's quite fun, especially good if you're fond of epic-level D&D.


Also, what's this "your game" people mention?
I'm running a high-level game called Paradox Wars at the moment; epic destinies are standard for all characters once they reach 21st level.

Guyr Adamantine
2008-08-26, 08:10 AM
Sorry about the thread raising, but I had a question about Casteless Lunar Exalted and the Heart-Theft of the Behemoth abilities.

Do they gain Supernatural attacks? I think they should, even if the rules aren't headed that way, but I wanted to know if it was an oversight.

The Demented One
2008-08-26, 11:58 AM
Sorry about the thread raising, but I had a question about Casteless Lunar Exalted and the Heart-Theft of the Behemoth abilities.

Do they gain Supernatural attacks? I think they should, even if the rules aren't headed that way, but I wanted to know if it was an oversight.
Yup, wild shape specifies that supernatural and spell-like abilities are gained.

Guyr Adamantine
2008-08-26, 12:11 PM
Yup, wild shape specifies that supernatural and spell-like abilities are gained.

:smalleek:

I missed that. I guess it makes Master of many Forms even more powerful than I thought.

Thanks!