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THE BOOK OF ASCENTION The Heroes Rise To The Final Level A Dungeons & Dragons 3.0 Supplement (This book is only a supplement and requires the core rules of Dungeons & Dragons 3.0 or 3.5 to use) Sample file

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THE BOOK OF ASCENTION The Heroes Rise To The Final Level A Dungeons & Dragons 3.0 Supplement (This book is only a supplement and requires the core rules of Dungeons & Dragons 3.0 or 3.5 to use)

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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

b. Planar Traits………………………………………………………………………………………….….Pg: 128

c. Physical Traits……………………………………………………………….………………………...Pg: 128

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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.

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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!

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BECOMING A GOD

The Path to Divinity

The path to godhood is certainly not for everyone, and certainly it is a mantle that at times comes

upon those who least desire or even want it. For some it was thrust upon them as a matter of their heritage,

the blood of gods coursing through their veins. Some whether from a form of madness or the most unshakable

of beliefs stride through the bloody pages of history to seize godhood by the collar for themselves. Whichever

path they choose the path fraught with death, misery, and hardships uncountable eventually brings a steadfast

few to the attention of the gods themselves. A chosen few they will favor and possibly even raise up to be

counted among their own ranks.

But then the question becomes is there but one way to that most vaunted of places in the realms of

fantasy? The answer is simply “No.” There are many ways for the daring and intrepid heroes to find their own

places in the halls of the gods. The paths are as many and varied as mythology. One of the heroes may have

Immortality unwontedly thrust upon him by a godly relic during the course of a quest, another may discover it

in his heritage whilst yet another follows a darker path and seeks to usurp the power of a god by means both

foul and dark.

Overall the DM is the ultimate arbiter of the situation. If the DM has chosen to allow his assortment

of heroes to cross into the higher planes for more adventures then the decision has already been made about

the status of the heroes’ immortality, but the DM may wish to work out a story arc if they have not already

done so to explain why or how the heroes have risen to godhood. That is where this book comes in handy.

Just about everything you need, except the core rules and monster manuals, is here to help put together the

newly minted gods of your realm.

On Becoming a God Firstly any DM is cautioned about going this route in the first place. The 3.0 system itself is not well

suited for this level of play. Also it is ill advised that such power come without some sort of serious price. Epic

quests and power brokering should be common along the long path to the summit but ultimately there should

be grave consequences or inescapable hard choices to help forge the first step of a new legend. The good hero

may have to choose between friends and the love of his god or the evil character may have to accept the

irrevocable consequence of his horrid appearance in exchange for his stolen infernal godhood.

Once the final act of contrition is performed that is when the powers that be impart the

divine/infernal spark the makes the once mortal hero/anti-hero a true immortal. This is all important to give the

feel of a characters foundation, and to impart a sense of importance for the characters accomplishment. So all

of this said if the DM is allowing for the official stamp of approval you may as well make it as epic as possible

by making the story around the new godlings as immersive as possible.

The next thing of import is for the DM to determine the power level of their newly made immortals.

From past experience and from much consultation with numerous DM’s it is hardly required to let any PC

newly made into a God/Goddess sit at the peak of greater godhood right away. The tiers of godhood above

them might still be earned and should be. Rising up the ranks should be at least as difficult as gaining Epic

levels if not more so. The intrigues of the gods and greater infernal powers lie before them to unravel. Their

reward might be more divine power, or beneficial marriage to another god or goddess that could strengthen

their position in the pantheon. So starting out at Rank 0 or Rank 1 is perfectly acceptable. Besides everyone

starts somewhere.

The burden of Godhood is not all on the DM however. Those players who have earned this highest

of rewards must consistently prove they are worthy of it. They must attend to their followers needs, and seek to

advance the goals of their pantheon and fellow gods. They must adhere to the tenets of their religion and

alignment just as they did before the ascension. This all should go without saying, but is important enough to

remind everyone who is going to try to follow this path. Of course everyone, DM and players alike, needs to

also keep in mind that which the gods have bestowed they can also take away.

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Standard Divine Ranks and Powers

Ascension Rule addendum:

DDG FAQ, page 2 All the deities in Deities and Demigods have a standard array of ability scores (similar to the standard

array for NPCs in Chapter 2 of the DUNGEON MASTER’s Guide). The standard array is 35, 28, 25, 24, 24,

24. To this standard divine array, the Deities and Demigods designers added +1 for every 4 class levels a deity

had and +1 for every point of divine rank. Certain deities also received racial ability adjustments for the races

they created or rule over. For example, Corellon Larethian received elf racial adjustments.

All the deities in the book have ability scores generated this way, including the ones that are (or are

reputed to be) ascended mortals. If you include divine ascension in your game and you want to use the

standard divine array, you can require these scores before ascension (the Epic Level Handbook offers some

ideas and information on how characters can acquire these high scores), or you can just give the characters the

scores as a benefit of ascension.

Divine Ranks

Each deity has a divine rank. A deity’s divine rank determines how much power the entity has.

Rank 0

Creatures of this rank are sometimes called quasi-deities or hero deities. Creatures that have a mortal and a

deity as parents also fall into this category. These entities cannot grant spells, but are immortal and usually have

one or more ability scores that are far above the norm for their species. They may have some worshipers.

Ordinary mortals do not have a divine rank of 0. They lack a divine rank altogether.

Rank 1-5

These entities, called demigods, are the weakest of the deities. A demigod can grant spells and perform a few

deeds that are beyond mortal limits. A demigod has anywhere from a few hundred to a few thousand devoted

mortal worshipers and may receive veneration or respect from many more. A demigod controls a small godly

realm (usually on an Outer Plane) and has minor control over a portfolio that includes one or more aspects of

mortal existence. A demigod might be very accomplished in a single skill or a group of related skills, gain

combat advantages in special circumstances, or be able to bring about minor changes in reality itself related to

their portfolio.

Rank 6-10

Called lesser deities, these entities grant spells and can perform more powerful deeds than demigods can. Lesser

deities have anywhere from a few thousand to tens of thousands of worshipers and control larger godly realms

than demigods. They also have keener senses where their portfolios are concerned.

Rank 11-15

These entities are called intermediate deities. They have hundreds of thousands of mortal worshipers and

control larger godly realms than demigods or lesser deities.

Rank 16-20

Called greater deities, these entities may have millions of mortal worshipers, and they command respect even

among other deities. The most powerful of greater deities rule over other deities just as mortal sovereigns rule

over commoners.

Rank 21+

These entities are beyond the ken of mortals and care nothing for worshipers. They do not grant spells, do not

answer prayers, and do not respond to queries. If they are known at all, it is to a handful of scholars on the

Material Plane. They are called overdeities. In some pantheistic systems, the consent of an overdeity is required

to become a god.25.

Divine Characteristics

Most deities are creatures of the outsider type (usually with 20 outsider Hit Dice). All deities that are outsiders

have all alignment subtypes that correspond with their alignment. Unlike other outsiders, they have no

darkvision unless noted in the deity description. Deities’ physical characteristics vary from deity to deity. A

deity’s outsider type, along with its class or classes, determines its weapon proficiencies, feats, and skills. Deities

have some or all of the following additional qualities, depending on their divine rank.

Levels

Most deities are 20 HD outsiders with 30 to 50 character levels as well. These additional character levels

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