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The Demented One
2009-02-22, 03:11 PM
Lunar Exalted

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

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, 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. Kissed by Luna, the goddess of transformation and mystery, some heroes become Lunar Exalted, champions and guardians of nature. Those of the Full Moon Caste take on mighty predator forms to defend nature, while the cunning Changing Moon Caste tricksters take on agile animal shapes to beguile and outwile their foes...all under the careful watch of the No Moon Caste’s shamans, masters of druidic magic. But not even Luna is perfect, for sometimes her Exaltation goes awry, transforming its recipient into the abominations known as the Casteless. By the three-fold effort of the three Lunar Castes, the world might be preserved...if the Casteless do not first destroy it.

The Demented One
2009-02-22, 03:13 PM
Full Moon Caste Exalted

http://wizards.com/dnd/images/ss_gallery/49121.jpg

As the moon shines brightest, the strength of Luna’s Exalted waxes full. The Full Moon Caste are the Silver Fangs of Luna, warriors and berserkers who hunt down prey ranging from demon princes to Far Realm abominations to hostile divinities. Their strength and rage is unmatched by any mere mortal, on par with the might of behemoths or the legendary tarrasque.

Requirements: 21st level

{table=head]Level|Benefit
21st|Spirit Shape, Lightning Stroke
24th|Prey-Hobbling Bite
27th|Unstoppable Juggernaut
30th|Relentless Lunar Fury
[/table]

Spirit Shape (Su)
You can take on the totemic shapes of ferocious predators. As a swift action, you may enter spirit shape, taking on the form of any predatory animal of your choice. Regardless of which animal you choose, the benefits you gain are the same. You retain your normal HD, hit points, base attack bonus, saving throws, and skill ranks. You retain all of your special abilities, except for those that require some particular feature of your anatomy. All your carried or held gear merges into your new form, and cannot be used while you are in spirit shape. You cannot cast spells while in spirit shape. In spirit shape, you gain a +10 bonus to both Strength and Constitution. You may choose to increase your size by up to two steps, although doing so does not grant you any additional ability score bonuses. You gain a +20 natural armor bonus to AC, and a +4 bonus on all saving throws. You gain a primary bite attack that deals 1d8 damage, and two secondary claw attacks that deal 1d6 damage (for Medium creatures). All your natural weapons gain an enhancement bonus equal to one-quarter your caster level, rounded down. You may suppress or resume this ability at will as a swift action.

Lightning Stroke (Ex)
The mighty Full Moon Caste’s warriors move with inhuman speed, striking down their prey with relentless speed. Whenever you make a full attack, you may make iterative attacks with your primary natural weapon.

Prey-Hobbling Bite (Ex)
The fangs of the Full Moon Caste sever tendons and crush bone, leaving prey incapable of flight. At 24th level, whenever you damage a creature with your bite attack, it takes one Dexterity damage and a cumulative -5 ft. penalty to all forms of movement, to a minimum of 5 ft. Each point of Dexterity damage healed reduces the penalty by 5 ft.

Unstoppable Juggernaut (Ex)
The Silver Fangs will not fall until the hunt is completed. Whenever you are dealt damage while in your spirit shape, an amount of damage equal to your Constitution modifier is subtracted from the total. This damage is not prevented, but transferred to a delayed damage pool. At the end of the encounter, all of the damage in your delayed damage pool is dealt to you, and it cannot be prevented by any means.

Relentless Lunar Fury (Ex)
At the peak of evolution, you become capable of becoming the ultimate predator. Once per encounter, while in your spirit shape, you may enter relentless lunar fury as a swift action. The fury lasts for a number of rounds equal to 5 + your Constitution modifier. While in the fury, the bonuses to Strength and Constitution from your spirit shape increase by 8, and you gain damage reduction 20/silver. The benefits of your lightning stroke and prey-hobbling bite destiny features also apply to your claws. In addition, you gain regeneration at an amount equal to 1/25 of the damage in your delayed damage pool from the unstoppable juggernaut class feature, rounded down. Silver weapons still damage you normally. If you are at full health, then this regeneration heals damage that is in your delayed damage pool. Once the relentless lunar fury ends, you are forced out of spirit shape, and cannot reassume it for ten minutes. You are also exhausted.

Immortality: 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
2009-02-22, 03:16 PM
Changing Moon Caste Exalted

http://wizards.com/dnd/images/roe_gallery/88265.jpg

As the moon waxes and wanes, its tide of light blesses Luna’s Exalted with shifty cunning. The Changing Moon Caste are the Silver Thieves of Luna, tricksters and rogues who beguile archdevils and assassinate aberrant overlords. While a Full Moon Lunar may be the might of a pack, and a No Moon the wisdom of the pack, a Changing Moon, silver-tongued and ever-cunning, is the pack’s unquestionable leader.

Requirements: 21st level

{table=head]Level|Benefit
21st|Spirit Shape, Face of the Moon
24th|Lesson of the Winter Wolf
27th|Butterfly Eyes
30th|Clover Can’t Be Found
[/table]

Spirit Shape
You can take on the totemic shapes of cunning hunters and stalkers. As a swift action, you may enter spirit shape, taking on the form of any predatory animal of your choice. Regardless of which animal you choose, the benefits you gain are the same. You retain your normal HD, hit points, base attack bonus, saving throws, and skill ranks. You retain all of your special abilities, except for those that require some particular feature of your anatomy. All your carried or held gear merges into your new form, and cannot be used while you are in spirit shape. You cannot cast spells while in spirit shape. In spirit shape, you gain a +10 bonus to both Dexterity and Constitution. You gain a +15 natural armor bonus to AC, and a +4 bonus on all saving throws. You gain a primary bite attack that deals 1d8 damage, and two secondary claw attacks that deal 1d6 damage (for Medium creatures). All your natural weapons gain an enhancement bonus equal to one-quarter your caster level, rounded down. You may choose to take on an aquatic form, in which you gain a swim speed of 60 ft. and the ability to breath water, or an aerial form, in which you gain a fly speed of 60 ft., with good maneuverability. You may suppress or resume this ability at will as a swift action.

Face of the Moon (Ex)
The Changing Moon Caste’s rogues and tricksters can leader entire armies hidden under the light of the moon. Whenever any ally you can see would make a Hide check, you may make the Hide check to conceal them instead, rolling with your own Hide modifier. In addition, you and all allies within 60 ft. of you gain a 20% miss chance even when not concealed.

Lesson of the Winter Wolf (Ex)
You and your allies forge a sworn pact, learning to fight more effectively together. Whenever you and one or more allies flank an enemy, you may use the base attack bonus of any flanking ally when you attack that enemy if theirs is higher than your own. In addition, if you have any class features that allow you to deal precision damage, such as sneak attack or skirmish, then all allies flanking that enemy are treated as having them to. However, they must still meet the conditions for the ability–for example, in order for them to benefit from your skirmish class feature, they must have moved 10 ft., or to benefit from your sudden strike class feature, the enemy must be flatfooted.

Butterfly Eyes (Ex)
Your every movement is an elaborate feint, throwing your opponents off guard. Whenever you are attacked with a melee or ranged attack, you may make a Bluff check as an immediate action. You may use the higher of your AC or the result of the check when determining if that attack hits. You use the same result against all other attacks made against you until the beginning of your next round. You cannot use this ability if you are flatfooted or helpless. In addition, you may feint as a free action, although you may only feint once per round.

Clover Can’t Be Found (Ex)
None can find a Changing Moon Lunar who wishes not to be found. You may make a Bluff check in place of any melee or ranged attack roll. In addition, whenever you make a Hide or Move Silently check, you automatically win any opposed checks–other creatures simply cannot see or hear you, no matter how high their Spot or Listen modifier is, unless they have a Wisdom score that exceeds your Dexterity by 10 or more or are deities. Using this ability together with your face of the moon destiny feature allows you to extend the same concealment to your allies. This ability also prevents you and your allies from being perceived by blindsense or blindsight. Only epic spells or artifacts could pierce this concealment.

Immortality: Go Find Everything
The curiosity of a Changing Moon Lunar is never satiated, not even in death. You may die of old age, or silvered blades...but after a while, you grow tired of being dead, and decide to be alive again. Maybe you’ll be a tree for a while, or a star, or a poem, or a multiverse...but only for a little while. There are so many things to be.

The Demented One
2009-02-22, 03:19 PM
No Moon Caste Exalted

http://wizards.com/dnd/images/ph2_gallery/97108.jpg

As the moon fades away to darkness, Luna’s Exalted unveil their most secret lore. The No Moon Caste are the Silver Witches of Luna, shamans and priests whose command of the elements is unparalleled. Taking on the forms of sacred or revered animals, their harmony with nature gives them the wisdom of the owl, coupled with the ferocity of the hawk.

Requirements: 21st level

{table=head]Level|Benefit
21st|Spirit Shape, Inevitable Genius Insight
24th|Predator is Prey
27th|Furious Recourse
30th|Lessons in the Blood
[/table]

Spirit Shape (Su)
You can take on the totemic shapes of animals revered for their mystic associations. As a swift action, you may enter spirit shape, taking on the form of any predatory animal of your choice. Regardless of which animal you choose, the benefits you gain are the same. You retain your normal HD, hit points, base attack bonus, saving throws, and skill ranks. You retain all of your special abilities, except for those that require some particular feature of your anatomy. All your carried or held gear merges into your new form, and cannot be used while you are in spirit shape. Unlike all other Lunar Exalted, those of the No Moon Caste can cast spells while in spirit shape. They must still supply the necessary vocal and somatic components, but they can do so in their animal form. In spirit shape, you gain a +10 bonus to both Wisdom and Constitution. You may choose to reduce your size by one step, although doing so does not grant you any additional ability score bonuses. You gain a +15 natural armor bonus to AC, and a +4 bonus on all saving throws. You gain a primary bite attack that deals 1d8 damage (for Medium creatures). This natural weapon gain an enhancement bonus equal to one-quarter your caster level, rounded down. You may choose to take on an aquatic form, in which you gain a swim speed of 60 ft. and the ability to breath water, or an aerial form, in which you gain a fly speed of 60 ft., with good maneuverability. You may suppress or resume this ability at will as a swift action.

Inevitable Genius Insight (Ex)
You are treated as being trained in all Knowledge skills, and do not roll when you make Knowledge checks–instead, you are treated as having received a roll of 20 on all Knowledge checks. In addition, when crafting any non-epic magic item or researching any non-epic spell, you reduce all gp and xp costs to create it by 50%, and reduce the crafting or research time to eight hours. This ability does not stack with other abilities that reduce such costs or crafting times.

Predator is Prey (Su)
Gifted with divine insight, you master the magic of your foes. At 24th level, whenever you deal damage to an enemy with your natural attack, you may steal their magics. You immediately learn which metamagic feats that have, and may choose any one, as long as its spell level adjustment is no greater than half your Wisdom modifier. You may apply that feat to any spell you cast for the duration of the encounter without changing their level or casting time. You may only have a number of metamagic feat’s benefits equal to this Wisdom modifier at a time, and you may only apply the effect of one feat you have with this ability to a spell at a time. If you damage an enemy who has feats that parallel metamagic feats, such as Quicken Spell-Like Ability or Maximize Power, then you may treat them as the normal metamagic version for purposes of this ability.

Furious Recourse (Su)
Even the mages of the Lunar Exalted are ferocious in battle. At the beginning of each encounter, you may choose a number of spells equal to your Wisdom modifier. Whenever an enemy provokes an attack of opportunity from you, you may instead cast one of your chosen spells in place of your attack. Even if you have prepared a chosen spell multiple times or have it as a spell known, you may only cast it once as an attack of opportunity, unless you explicitly designate it twice when choosing your spells for this ability. In addition, there is no limit to the number of attacks of opportunity you may make each round.

Lessons in the Blood (Su)
Mastering magic requires adaptation, and Lunars are masters of that. You may taste the blood of a helpless or dead foe in order to add any one of the spells they knew, had in their spellbook, or had as a spell-like ability to your class spell list. You immediately gain it as a spell known if you cast spells spontaneously, and may scribe it into your spellbook for free if you have one. The maximum number of spells you may learn through this ability is equal to the base modifier of your Wisdom score. Once you have reached that limit, you must replace a spell you have already learned with this ability in order to learn a new one.

Immortality: Wyld Paradise
With the magics of the mortal world mastered, you leave creation for the worlds beyond, strange and alien dreamworlds where will reigns supreme. You fashion a timeless world to match your every desires, a crucible for your soul. Some No Moons find apotheosis within their Wyld Paradise, becoming gods, while others merely use their newfound immortality to gain unlimited magical power.

The Demented One
2009-02-22, 03:25 PM
Casteless Exalted

http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG35b.jpg

Some Exaltations go wrong. Some who Luna bless find they cannot hear the call of nature, their protean form shifting and mutating wildly. They become the Moon-Mad, chimeric abominations despised by other Lunars...and yet, for all their monstrosity, they may remain enough of a trace of humanity to hate.

Requirements: 21st level, Chaotic Evil alignment

{table=head]Level|Benefit
21st|Spirit Shape, Besieging the Bastion of Form
24th|Wyld Infliction
27th|Wound-Mastering Body Evolution
30th|Mirror-Shattering Word
[/table]

Spirit Shape (Su)
You can take on the totemic shapes of horrifically twisted beasts. As a swift action, you may enter spirit shape, taking on the form of an aberrant monstrosity. Regardless of which animal you choose, the benefits you gain are the same. You retain your normal HD, hit points, base attack bonus, saving throws, and skill ranks. You retain all of your special abilities, except for those that require some particular feature of your anatomy. All your carried or held gear merges into your new form, and cannot be used while you are in spirit shape. You cannot cast spells while in spirit shape. In spirit shape, you gain a +12 bonus to both Strength, Dexterity, and Constitution, but your Wisdom score falls to 1. You may choose to increase your size by up to two steps, although doing so does not grant you any additional ability score bonuses. You gain a +20 natural armor bonus to AC, and a +4 bonus on all saving throws. You gain four primary tentacle attacks that deal 1d6 damage (for Medium creatures) and have a reach 10 ft. greater than normal. All your natural weapons gain an enhancement bonus equal to one-quarter your caster level, rounded down. You gain Aberrant Blood as a bonus feat while in Spirit Shape. You may suppress or resume this ability at will as a swift action.

Besieging the Bastion of Form (Su)
Your mutated tentacles writhe with supernatural disease. Once per encounter, you may use besieging the bastion of form as a swift action when you make an attack with one of your natural weapons. If the attack hits, the creature damaged must make a Fortitude save, DC 10 + 1/2 your character level + your Constitution modifier, or contract a supernatural disease known as wyld affliction. Wyld affliction has no incubation time, requires three saving throws to overcome, and can affect even creatures normally immune to disease–only deities are immune to its effects. Instead of dealing ability damage like most other diseases, it causes those afflicted with it to take one point of Constitution burn each round until it is cured. Creatures normally immune to Constitution burn (but not those with no Constitution score) are still affected by this disease, but only take one point of Constitution burn per hour, not per round. Only epic spells, artifacts, and deities can cure wyld affliction.

Wyld Infliction (Ex)
You react to the dangers of the world around you. At 24th level, in each round that you are dealt more than 25 damage, you evolve, your spirit form developing some new advantage that lasts until the end of the encounter, chosen from the following list:

One additional tentacle.
Natural armor increases by 2.
One bonus aberrant feat. You must meet all of its prerequisites.
Immunity to any one energy type you already have resistance to.
Resistance 20 to one energy type.
Spell Resistance 12 + character level.

Wound-Mastering Body Evolution (Ex)
Casteless abominations are nigh-immortal. At 27th level, you gain damage reduction 20/silver and fast healing 1. In addition, both increase based on how damaged you are, as below:

{table=head]Damage|Damage Reduction|Fast Healing

Three-Quarters Max HP|
25/silver|
2

Half Max HP|
30/silver|
3

One-Quarter Max HP|
40/silver|
5

Below 10 HP|
50/silver|
10

Below 0 HP|
100/silver|
20
[/table]

Mirror-Shattering Word (Su)
You rend the sanity of your mortal foes. Any creature suffering from the effects of your besieging the bastion of form destiny feature is also rendered insane, as the insanity spell, until the disease is cured.

Immortality: In the Mouth of Madness
You utterly abandon all humanity, becoming a monstrous, formless being. Rending asunder reality, you escape to the Far Realms to slumber in inchoate dreams, only occasionally disturbed by the prayers of mortal cultists calling upon your eldritch power.

Stycotl
2009-02-23, 03:02 PM
where to begin?

first off, cool; better than any of the others you've done. very nice. the castless exalted was specifically neat.

i have some issues though.

full moon, changing moon, and no moon seem weak compared to most of your other epic destinies, especially with the amount of drawbacks that they have. i will get into the specifics in a moment.


Spirit Shape

both full moon and changing moon mention that they can shift into predaotry animals. no moon specifies that they can also take aerial or aquatic forms. you should specify that full and changing moons can't take those forms then, if that is actually your intent.

i'd argue that full and changing moons should be able to take more than terrestrial forms as well, and give the no moons a different bonus to this ability (though the ability to cast while shifted is a hefty bonus; this should also be specified in the individual destiny descriptions).

next, changing moon (and depending on how you handle the above issue, no moon as well) get lesser benefits in the shift. full moon has a whole +10 minimum natural armor on the other two (+15 on no moon), and the rest of the abilities are roughly the same (again, this might be moot dependent upon how no moon ends up). this discrepancy might be balanced against the destinies as a whole, and not simply against the spirit shape ability, but that in and of itself shouldn't be the case in my opinion, since the abilities, like class abilities, come level by level. in my opinion, the individual spirit shapes should be balanced against each other, and changing moon gets jipped in that regard. give him a +40-foot bonus to all movement rates, or something.


Relentless Lunar Fury (Ex)

cool, but very costly for a 1/day, somewhat minor benefit, as compared to the god-stomping powers of some of the other destinies that don't have appreciable drawbacks.

i'd increase the benefits if you want to keep the drawbacks, give it a few times/day use (maybe wis mod or something), or just get rid of the drawbacks (or severely weaken them).



Face of the Moon (Ex)



Lesson of the Winter Wolf (Ex)

both of these abilites are very party-dependent, which is cool, and can potentially make this destiny more powerful than some of the others, dependent upon the party, but it feels somewhat out of place against the rest of the purely individual epic destinies.

now on to the casteless...


Besieging the Bastion of Form (Su)

hella powerful disease there. i'd almost think that it would work better as a poison instead. as a disease, requiring 3 saves (which you can only make once per day, i should add), this means that if the character fails a save, it takes 1 point of ability *burn* every 6 seconds for 24 hours until it gets to save again.

14,400 points of ability *burn* that need to be mitigated in order to even survive long enough to make the next save! auto kill.

i kept having to reread this to make sure that i was understanding it right. please tell me i'm missing something very important here...

i'd just make it a poison, and have it deal 2d8 ability burn with a failed save. something liek that. it already affects creatures immune to disease, and even 2d8 ability damage is massive, especially as a poison where every hit requires new saves.


Wyld Infliction (Ex)

add a couple more of these; this is very creative.

over all, i really like these ones. but they suffer from some balance problems. luckily, in my opinion, most of the balance issues need to go up, so it gives you room to add more abilities, or just make the existing ones weightier.

Ascension
2009-02-23, 03:11 PM
Wait, are you converting Exalted to 3.5? Would that be, like, intentionally flunking your game or something?

The Demented One
2009-02-23, 05:44 PM
Wait, are you converting Exalted to 3.5? Would that be, like, intentionally flunking your game or something?
Less of a converting Exalted to 3.5 than a making epic destinies inspired by the best system for epicness ever. Really, the inspiration for these is Krimm's fault–he has a character in one of my games that's about to hit epic, and it just screams to be a Dusk Caste. The rest just sort of came along with it.


both full moon and changing moon mention that they can shift into predaotry animals. no moon specifies that they can also take aerial or aquatic forms. you should specify that full and changing moons can't take those forms then, if that is actually your intent.

i'd argue that full and changing moons should be able to take more than terrestrial forms as well, and give the no moons a different bonus to this ability (though the ability to cast while shifted is a hefty bonus; this should also be specified in the individual destiny descriptions).

next, changing moon (and depending on how you handle the above issue, no moon as well) get lesser benefits in the shift. full moon has a whole +10 minimum natural armor on the other two (+15 on no moon), and the rest of the abilities are roughly the same (again, this might be moot dependent upon how no moon ends up). this discrepancy might be balanced against the destinies as a whole, and not simply against the spirit shape ability, but that in and of itself shouldn't be the case in my opinion, since the abilities, like class abilities, come level by level. in my opinion, the individual spirit shapes should be balanced against each other, and changing moon gets jipped in that regard. give him a +40-foot bonus to all movement rates, or something
I think I'll give Changing Moons the ability to take on aerial and aquatic forms, but not the Full Moons. I'll probably give up their AC to match the No Moon's, too–however, the Full Moons get the highest because they have to give up heavy armor to get it, while the average Changing Moon is only going to be wearing light or mithral medium.





cool, but very costly for a 1/day, somewhat minor benefit, as compared to the god-stomping powers of some of the other destinies that don't have appreciable drawbacks.

i'd increase the benefits if you want to keep the drawbacks, give it a few times/day use (maybe wis mod or something), or just get rid of the drawbacks (or severely weaken them).
Maybe do it 1/encounter, and limited drawbacks.



both of these abilites are very party-dependent, which is cool, and can potentially make this destiny more powerful than some of the others, dependent upon the party, but it feels somewhat out of place against the rest of the purely individual epic destinies.
They are party dependant, but that sort of fits the role of the Changing Moons as the leaders of the Lunars. Face of the Moon is a nice constant defensive bonus for all your allies and a huge boost for Stealth missions, especially once you get to Clover Can't Be Found–you can hide a whole party! Lesson of the Winter Wolf is probably on par with most other melee destiny features in terms of the damage it does–letting everyone sneak attack an enemy can be pretty potent.



hella powerful disease there. i'd almost think that it would work better as a poison instead. as a disease, requiring 3 saves (which you can only make once per day, i should add), this means that if the character fails a save, it takes 1 point of ability *burn* every 6 seconds for 24 hours until it gets to save again.
I think I'll just limit it to one/encounter. A powerful save or die isn't too bad at this level, but having every attack be save or die is too much.

Agrippa
2009-02-23, 06:55 PM
Looking at some of the older (late 80's to early 90's) Holmesian D&D rules this basically look like a re-importation of Immortals Handbook concepts into 3.5 edition. Not exactly, but a rough approximation, with its Spheres of Immortality such as Energy, Thought, Time, Matter and Entropy. It didn't have Daiklaives, oversized axes and hammers, the kind of charms and godly martial arts or heroin peeing dinos of Exalted, but if the players wanted to make those things as gods and the DM didn't object you could always have house rules.

The Demented One
2009-02-23, 07:03 PM
Looking at some of the older (late 80's to early 90's) Holmesian D&D rules this basically look like a re-importation of Immortals Handbook concepts into 3.5 edition.
It's actually an import of 4e's epic destinies into 3.5, based on a web supplement.


Immortality such as Energy, Thought, Time, Matter and Entropy. It didn't have Daiklaives, oversized axes and hammers, the kind of charms and godly martial arts or heroin peeing dinos of Exalted, but if the players wanted to make those things as gods and the DM didn't object you could always have house rules.
I'm working on homebrew rules for the five magical materials, and anyone can call a +5 vorpal keen holy orichalcum greatsword a daiklave if they want to. Really, it's okay.

Agrippa
2009-02-23, 07:53 PM
It's actually an import of 4e's epic destinies into 3.5, based on a web supplement.

Well not the Epic Destiny parts so much as the Exalted groupings (Solar, Lunar, Sidreal and Abyssal Exalted) seem rather similar to the old Energy, Matter, Time, and Entropy Spheres. That's what I meant to say. I'm not sure what the closest equvalent to the Thought Sphere would be though.


I'm working on homebrew rules for the five magical materials, and anyone can call a +5 vorpal keen holy orichalcum greatsword a daiklave if they want to. Really, it's okay.

I suppose you're right. I wasn't necessarily talking about 3rd edition but those do look like reasonable stats for a daiklave.

The Demented One
2009-02-23, 08:19 PM
Well not the Epic Destiny parts so much as the Exalted groupings (Solar, Lunar, Sidreal and Abyssal Exalted) seem rather similar to the old Energy, Matter, Time, and Entropy Spheres. That's what I meant to say. I'm not sure what the closest equvalent to the Thought Sphere would be though.
Oh...those are actually from another game, Exalted, although the correspondences do seem to work out pretty well. Don't think the Dragonblooded really fit as an equivalent to Thought, though.

arguskos
2009-02-23, 08:23 PM
Do you plan to do the Dragonblooded Exalted as Epic Destinies? Just curious. :smallwink:

The Demented One
2009-02-23, 08:30 PM
Do you plan to do the Dragonblooded Exalted as Epic Destinies? Just curious. :smallwink:
I am, just haven't finished it yet. Air aspect will be a good one for rogues, Water for monks. Earth and fire are both focused on melee, and Wood on ranged combat. Sound good to you?

arguskos
2009-02-23, 08:59 PM
Hmm. Seems interesting. Truth be told, I merely like the fluff of Exalted, and wanted to see some D&D stats for it. (Gameplay-wise, it feels like if you made a game that was 9000 over "It's OVER 9000!!!!!", but that's just me :smallwink:)

Agrippa
2009-02-23, 09:26 PM
Oh...those are actually from another game, Exalted, although the correspondences do seem to work out pretty well. Don't think the Dragonblooded really fit as an equivalent to Thought, though.

Even then there are some difference between the Abyssal Exalteds and the Entropic Immortals. While all Abyssal Exalteds want to see the destruction of all creation the same can not always be said about Entropic Immortals. Some Entrpoic Immortals seek non exisitance, others just desire utter anarchy, the total collapse of civilization and for the strong (those with power or talent) to overpower and dominate the weak with impunity. Chaotic Evil classic.

Agrippa
2009-06-15, 04:24 PM
Hi, I'm posting to tell you who much I appreciate your work on making Epic Destinies based off of the Exalted castes. You're doing a very good job of it Demented One. Keep up the good work.

Also after some great deal of thought I realized that the closest Exalted paralell to the D&D Immortals Rules Thought sphere would also be the Sidereal Exalted. The Dragonblooded would cover Energy (Fire), Time (Wood and Water), Matter (Earth) and Thought (Air, due to the quick thinking such stealth requires). In addition the Twilight, Night, Jade, Moonsilver, No-Moon, Daybreak and Day castes would also have a strong affinity with Thought as well.

The Rose Dragon
2009-06-15, 04:43 PM
My Casteless, high Compassion and very very good Lunar is going to kill you for making Casteless CE only.

Of course, he doesn't even have stunts as an NPC, but still...

The Tygre
2009-06-15, 06:39 PM
I've actually been thinking of ways to link the Exalted Destinies to the realities system from The Immortals Handbook stuff. It's just a quick breakdown, but still:

Sol = The Outer Planes, Metatron
Luna = Limbus, The Far Realms
The Maidens = The Temporal Planes, Lady Fate
The Void = The Void*
The Elemental Dragons = The Elemental Planes**

*... Not really a lot to change there, I guess.
** Okay, I'll be honest. I'm not too fond of the IH's implementation of the Elemental Planes being ruled by the dreams of a slumbering Satan, a malevolent force. The Inner Planes struck me as needing to be neutral. So for here, I prefer just to use the Elemental Princes or gods. Hell, there's nothing that says the Dragons can't be slipped in at all as the living avatars of the planes. They may not necessarily have to be -dragons-, but you get the general idea.

Cieyrin
2009-06-16, 09:12 AM
The destinies look alright, though I have a slight question about Spirit Form, in that I wonder why the natural weapon enhancement is based off of caster level and not character level, as only the no moons are likely to have any significant casting ability.

readsaboutd&d
2009-06-21, 01:23 PM
Also, is there any way for druids (for whom no moon is more or less made for) to stack spirit form and wildshape. And he probably meant character level.