squall255
Hireling
Gunblade Specialist
Posts: 16
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Post by squall255 on Dec 4, 2007 22:52:44 GMT -5
Hey Guys, It's your DM Squall here. Please note a typo in the game time: Gathering will be at 12:30, with plot starting at 1. Be there at 12:30 to meet your fellow Champions. Questions and rule posts will be put here, you guys are required to post your build here before the convention for DM approval. Basic rules so far: Stats: 34 point buy (DMG 169) HP: Average for HD size as set in DMG page 198. BASE CL caps at 20. About half of the more powerful EPIC spellcasting feats are banned in order to restore balance along the Fighter - Caster axis. Books allowed: All except BoVD. You guys will be playing champions of the Good Deities, so make your backstory fit/ applicable. LA is negotiable. I'm a big fan of strange races, so if you want to play something odd, now's your chance Sanity is required in character design Auto Quick: Only taken once Epic Spellcasting: Banned Imp Spell Capacity: YOu may gain slots based on highest you can can cast, max 9th. Talk to me becasue more slots may be granted if low level is selected. Multispell: Only taken once Starting Gold: 15,000,000 GP More rules later, Ask questions if you have them.
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Post by thedude51 on Dec 9, 2007 2:03:28 GMT -5
Jain Zar, the Storm of Silence Paragon Elf Paladin 2 / Warblade 8 / Ftr 4 / Eternal Blade 10 Speed: 140 feet (Fly 170 feet: Perfect) (Tumble Mod: +56)
HP: 1,000 (Fast Healing 20, DR 10/Epic, Robilar’s) AC: 97 (75 Touch) (Displacement, Retributive Amulet) Initiative: +26 (19dex, 2comp, 5insight)
Zhai Morren: AB: +78/+78/+73/+68/+63 Damage: 1d6+51+1 con damage Special: Wounding, Wrathful Healing Critical: (15-20) x2, Auto-Confirm
Jainas Mor: AB: +78/+78/+73/+68 Damage: 1d6+40+1 con damage Special: Wounding, Wrathful Healing Critical: (15-20) x2, Auto-Confirm
Attack Routine WITH Eldrad’s Song: AC: 63 (41 touch) Zhai Morren: AB: +122/+122/+117/+112/+107 Damage: 1d6+51+1 con damage + 24d6 sonic Special: Wounding, Wrathful Healing Critical: (15-20) x2, Auto-Confirm
Jainas Mor: AB: +122/+122/+117/+112 Damage: 1d6+40+1 con damage + 24d6 electric Special: Wounding, Wrathful Healing Critical: (15-20) x2, Auto-Confirm
Options: Eternal Training: 5/day, gain +13 attacks/damage against one creature type Swift Action to ignore DR of one enemy for a turn Swift Action for +13 Dodge AC against one enemy Swift Action for any enemies hit for the round take -13 AC Island in Time 1/Encounter
Zhai Morren: +8 Cold Iron Wounding Wrathful Healing Scimitar
Jainas Mor: +8 Cold Iron Wounding Wrathful Healing Scimitar
(Wrathful Healing is Enemies & Allies, p20)
Str: 52 (10pts, 15paragon, 4levels, 5inherent, 12enhance) Dex: 48 (10pts, 2racial, 15paragon, 5inherent, 6enhance, 4sacred) Con: 48 (10pts, -2racial, 15paragon, 2levels, 5inherent, 12enhance) Int: 36 (2pts, 15paragon, 5inherent, 6enhance) Wis: 34 (15paragon, 5inherent, 6enhance) Cha: 40 (2pts, 15paragon, 5inherent, 6enhance, 4sacred)
AB Breakdown: BAB: +22 Paragon: +25 Strength: +21 Enhancement: +8 Weapon Focus: +1 Haste: +1 Morale: +2 TWF: -2 Total: +78
Damage Breakdown: Base: 1d6 Paragon: +20 Strength: +21 / +10 Enhancement: +8 Morale: +2
AC Breakdown: Base: 10*† Dexterity: 19* Insight: 12*† Luck: 12*† Natural: 10† Wisdom: 12*† Armor: 8† Shield: 4† Sacred: 5*† Dodge: 5*
Total: 97
Touch AC (*): 75 Flat-Footed A (†): 73 [Uncanny Dodge] Touch & Flat-Footed: 51 [Uncanny Dodge]
Saves: Fort: +77 (18base, 10insight, 19con, 15cha, 10res, 5sacred) Reflex: +64 (5base, 10insight, 19con, 15cha, 10res, 5sacred)[Evasion] Will: +57 (5base, 10insight, 12wis, 15cha, 10res, 5sacred)
Special Qualities: DR 10/Epic SR 35 Fast Healing 20 Spell-Like Abilities: 3/day: Greater Dispel Magic, See Invisibility, Haste (CL15)
Maneuvers: Known (12) Time Stands Still Diamond Defense Quicksilver Motion
Raging Mongoose Girallon Windmill Flesh Rip Dancing Mongoose
Scything Blade Iron Heart Focus Iron Heart Surge
White Raven Tactics Clarion Call Warmaster’s Charge
Readied (7) Time Stands Still Raging Mongoose Dancing Mongoose Warmaster’s Charge Quicksilver Motion Iron Heart Focus Diamond Defense
Stances (3) Stance of Alacrity (x) Press the Advantage Wolverine Stance
Feats: Paragon: HD1: Two-Weapon Fighting HD3: Weapon Focus (Scimitar) HD6: Improved Two-Weapon Fighting Warblade 5: Combat Reflexes HD9: Improved Combat Reflexes Warblade 9: Ironheart Aura HD12: Robilar’s Gambit Ftr1: Improved Two-Weapon Fighting Ftr2: Greater Two-Weapon Fighting HD15: Stormguard Warrior Ftr 4: Double Hit HD18: Greater Combat Reflexes
Epic Feats: HD21: Improved Combat Reflexes HD24: Epic Leadership (Leadership Score: 58)
Skills (27 ranks each): Tumble: +56 Concentration: +56 Diplomacy: +52 Sense Motive: +49 Bluff: +52 Knowledge (History): +50 Knowledge (Religion): +50 Knowledge (Planes): +50
Background: Jain Zar is the sublime champion of the elven race. Sent by Corellan Larethian as a prophet and champion of the elves, Jain Zar has spent a lifetime of battle against the forces of evil, leading the Elven Host to victory on a thousand battlefields over hundreds of years. Hardened by centuries of battle, Jain Zar is generally grim and silent, spending most of her time out of battle meditating and conferring with the spirits of her ancestors. After leading a crusade into the Underdark and razing the Drow metropolis of Menzoberranzan, shattering the Orc Empire of Ghazfang and slaying the Prophet of the Whaaaag!, the main threats to the elven race on the Material Plane have been destroyed. Jain Zar has been recently called back to the outer planes to participate in a special crusade coordinated by various good deities.
Items: Head: Headband if Iron Thought Face: Lenses of True Vision Neck: Amulet of Avoidance Shoulders: Cloak of Sacred Fortification Body: Adamant Vestments Torso: Rainment of Purity Arms: Bracers of Mighty Blows Hands: Gloves of Dexterity +6 Ring1: Ring of Sure Strikes Ring2: Ring of Shield and Sustenance Waist: Belt of Battle Feet: Boots of Swiftness Carried: +1 Warning Dagger
Custom Items: Headband of Iron Thought +6 Intelligence (36,000) +6 Charisma (36,000) Continual Mind Blank (120,000) Total: 192,000
Ring of Wraithstrike: Continual Wraithstrike (8,000) Continual Haste (120,000) Total: 128,000
Bracers of Mighty Blows: Continuous Dolorous Blow on held weapon (2x): 60,000 +12 Strength: 1,440,000 Total: 1,500,000
Amulet of Avoidance Evasion (25,000) +5 Sacred Bonus to AC (62,500) +5 Dodge Bonus to AC (62,500) Total: 150,000
Cloak of Sacred Fortification Cloak of Epic Resistance +10: 1,000,000 Retributive Amulet (BoED): 56,000 Total: 1,056,000
Rainment of Purity Continuous Death Ward (144,000) +5 Sacred Bonus to Saves (50,000) Universal Energy Immunity (2,160,000) Continuous Inner Beauty (120,000) Continuous Heroism (45,000) Total: 2,519,000
Boots of Swiftness Continuous Elemental Body (Air): 182,000 Continuous Freedom of Movement: 108,000 Continuous Cloud Wings: 12,000 Continuous Footsteps of the Divine (Farlanghn): 120,000 Total: 422,000
Belt of War Belt of Battle (12,000) +12 Constitution (1,440,000) +5 Natural Armor Bonus to AC (50,000) Shaped Antimagic Field at will (Standard activation, excludes my square) (118,800) Total: 1,620,800
Lenses of True Vision Continuous True Sight: 205,000 Continuous See Invisibility: 18,000 +20 on Spot checks: 40,000 Total: 263,000 Ring of Defense Continuous Shield (8000) Sustenance (2500) Continual Displacement (120,000) Total: 130,500
Adamant Vestments +6 Wisdom (36,000) Monk’s Belt (13,000) +8 Armor Bonus to AC (64,000) Total: 113,000
Tome +5 to all stats (825,000)
Other: Portable Hole (14,000)
Loose Change: 269,800
Cohort: Eldrad Ulthran Elf Sorcerer 2 / Bard 2 / Warblade 20 / Warchanter 10
HP: 629 AC: 100 (Retributive Amulet, Displacement, Uncanny Dodge) Touch AC: 68 Speed: 80, Fly 110 (Perfect) Initiative: +27 (8dex, 8 sup init, 4 hummingbird familiar, 5insight, 2comp)
Abilities: Str: 8 Dex: 26 (4pts, 2racial, 5inherent, 1level, 6enhance) Con: 36 (12pts, -2racial, 5inherent, 6levels, 12enhance) Int: 10 (2pts) Wis: 24 (4pts, 5inherent, 1level, 6enhance) Cha: 16 (10pts)
Longsword: AB: +42 / +37 / +32 / +27 Damage: 1d6 - 1 + 24d6 sonic
Inspire Recklessness: Allies can subtract up to BAB from AC and add it as morale bonus to attacks
Inspire Legion: All allies within 60 feet set BAB to +34
Inspire Courage: +24 morale Bonus to attacks and damage -OR- +24d6 sonic damage on all attacks
Saves: Fort: +40 (10base, 7epic, 5res, 5sacred, 13con) Ref: +37 (8base, 7epic, 5res, 5sacred, 8dex, 4epicReflexes) (Evasion) Will: +35 (11base, 7epic, 5res, 5sacred, 7wis)
Feats: Song of the White Raven Song of the Heart (+1 inspire courage bonus) Words of Creation Draconic Heritage (Battle Dragon) Dragonfire Inspiration Improved Initiative (Warblade bonus) Subsonics Weapon Finesse
Epic Feats: Superior Initiative Epic Reflexes Epic Inspiration Epic Inspiration Epic Inspiration
Item Effects (these are spread through various items. I’m too lazy to sort them into groups and fit them into the various body slots) Badge of Valor (+1 inspire courage bonus) Item of Inspirational Boost at will (+1 inspire courage bonus) (1800gp) Retributive Amulet (56,000) +5 Sacred AC (62,500) +5 Dodge AC (62,500) +5 Luck AC (62,500) +5 Insight AC (62,500) +5 Natural AC (50,000) +10 Mithril Breastplate (1,000,000) +10 Mithril Heavy Shield (1,000,000) +5 Deflection AC (50,000) Continuous Mind Blank (120,000) Evasion (20,000) Continuous Death Ward (144,000) +5 Sacred to Saves (50,000) +5 Resistance to Saves (25,000) Universal Energy Immunity (2,160,000) Continual Elemental Body (Air): (182,000) Continual Footsteps of the Divine: (120,000) Continual Cloud Wings: (12,000) Continuous Freedom of Movement (108,000) +12 Constitution: (1,440,000) +5 Tomes of Con, Dex, and Wis (412,500) Monk’s Belt: (13,000) +6 Enhancement to Dexterity and Wisdom (72,000) Continual Displacement (120,000) Shaped Antimagic Field at will (118,800) Superior Invisibility 4/day (172,800) +1 Warning Dagger (8000) +5 Defending Armor Spikes (72,000) +5 Defending Shield Spikes (72,000) Belt of Battle (12,000) +8 Defending Rapier (1,620,000) +30 competence to concentration (90,000) Portable Hole (14,000)
Spare Change: 478,100
AC Breakdown: 10 base 5 insight 5 sacred 5 dodge 5 luck 5 natural 5 deflection 15 armor 12 shield 8 dex 7wis 18 defending weapons Total: 100
Initiator Level: 27 Maneuvers: Known (13): Warmaster’s Charge Order Forged From Chaos White Raven Tactics
Iron Heart Focus Iron Heart Surge
Diamond Defense Mind over Body Action Before Thought Moment of Perfect Mind Quicksilver Motion
Readied (7): Warmaster’s Charge Order Forged From Chaos White Raven Tactics Quicksilver Motion Diamond Defense Mind Over Body Action Before Thought
Stances (4): Leading the Charge (x) Stance of Alacrity (x) Supreme Blade Parry Pearl of Black Doubt
Relevant Skills: Perform (Song): +40 (37ranks, 3charisma) Concentration: +80 (37 ranks, 13con, 30comp)
Eldrad Ulthran is a great elven musician, poet, and warrior. He has accompanied Jain Zar on the great elven Crusades, and proved himself time and again in the firmament of battle. An inspirational leader, Ulthran was chosen as the one among all elves to accompany Jain Zar on her mission for the Gods.
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Post by laharl on Dec 14, 2007 20:13:36 GMT -5
Sir Eddard of Balacenia Male Feral Quickened Anthromorphic Cachalot Whale (LA 9) 3/Lion Totem Barbarian 10/Frenzied Berserker 10/Champion Of Gwynharwyf 8 Chaotic Good
ABILITIES Strength 16+8racial+4feral+2levels+4inh+8enh=42 Dexterity 13+6racial-2feral+8quickened+1level+5inh+9enh=40 Constitution 16+6racial+2feral+2quickened+4levels+4inh+8enh=42 Intelligence 10-4feral=6 Wisdom 13+6racial+2feral+10ins+5inh+8enh=44 Charisma 10
STATISTICS HP: 30d12+12+31Con=712 AC: 75=10+15Dex+9nat-1size+18belt+10armor+5defl+4shield+5luck Touch: 52 FF: 75 (Touch FF 52) Speed: 50, fly 180 (good) Initiative: +15=+15Dex BAB/Grapple: +26/+46
SAVES Fort +68 = +15Con+17Wis+12base+5epic+4morale+10resistance+5luck Ref +54 = +15Dex+17Wis+8base+5epic+4morale+10resistance+5luck Will +65 = +16Wis+17Wis+8base+5epic+4morale+10resistance+5luck *+5 vs [Evil] or spells from evil
ATTACKS 1) Holy Devastator Bonus: +58/+53/+48/+43=+26bab+7enh+16Str-1size+4morale+6luck Damage: 2d8+23Str+7enh+6luck Attack Options: +6d6+1neg vs evil, PA 4:1, charging x2 + PA 8:1 Smite: +16/+16 *On pounce, 2 rakes (+52), 2d6+8Str+6luck=2d6+14 (x2)
Feat: Bonus: Dodge Bonus: Mobility Bonus: Spring Attack 1HD: Power Attack 3HD: Cleave 6HD: Destructive Rage 9HD: Intimidating Rage 12HD: Improved Bull Rush 15HD: Righteous Wrath [BOED] 18HD: Knight of Stars [BOED] 21HD: Serenity [Dragon Compendium] 24HD: Shock Trooper 27HD: Leap Attack 30HD: Reckless Rage[Races of Stone]
BARBARIAN ABILITIES Mighty Tireless Rage 6/day (+10Str/Con, +4 Will, -4 AC) Trap Sense +3 (Improved) Uncanny Dodge (Rog level 14) DR 2/- Pounce
CHAMPION OF GWYNHARWYF ABILITIES Immunity to charms and compulsions +2 morale vs enchantment Smite Evil 2/day DR 4/- Divine Grace Furious Spellcasting Detect Evil
FRENZIED BERSERKER ABILITIES Greater Frenzy 5/day Deathless Frenzy Supreme Power Attack Supreme Cleave Inspire Frenzy 2/day
MISC DR 6/- Quickening 5/day, 28 rounds Pounce Rake Rend Improved Grab Darkvision 120 Blindsight 60 Fast Healing 5
Stuffz: Tomes (read and returned to local library): +4 Manual of Bodily Health, 110,000GP +5 Manual of Quickness of Action, 137,500GP +4 Manual of Gainful Exercise, 110,000GP +5 Tome of Understanding, 137,500GP
Amulet of Enhancement: Empowered Divine Agility (CDiv): 728,000 Greater Heroism[command word]: 118,800 Deeper Darkness: 15,000 Elemental Body[SC, Earth]: 182,000 Divine Favor[CL 18]: 144,000 Wisdom +8: 640,000
Goggles of Sight: True Seeing[Hathran Mask of True Seeing, UE]: 75,000 See Invisibility: 18,000 Ebon Eyes: 1500
Ring of Defense: Protection +5: 50,000 Owl's Insight [CL 20, command word]: 180,000 Death Ward: 112,000 Universal Elemental Immunity: 2,160,000 Sustenance: 2500 Shield: 4000 Evasion: 20,000 Freedom of Movement: 40,000 Second Wind[SC, command word]: 1800
Ring of Evasion, Solar Wings and Wings of Swift Flying, 140,000GP Cloak of Resistance +10, 1,000,000P Monk's Belt of Constitution + 8 and Strength + 8, 653,000 Bracers of Armor +10, 100,000GP Valorous Shadowstriking[Tome of Magic] Holy Devastator with Blood Frenzy[SC] 5/day, 7,220,325 Boots of Luck: +5 luck saves: 62,500 +5 luck AC: 62,500 Dolorous Blow: 60,000 Spent: 14,925,440
Rage stats: Str 52 Con 52 AC 73 HP 821 Attack +63/+58/+53/+48, 2d8+43
Rage/Frenzy: Str 62 Con 52 AC 71 Attack +68/+68/+63/+58/+53, 2d8+51
History: Sir Eddard of Balacenia began his days as the whale he still resembles, swimming through the seas, his only concern how many plankton he could snarf before mating season. After several cycles of this life, his pod was snatched from the sea without warning and plunged into a horror none of them could have imagined. Countless spells were cast on them, changing their very nature in twisted, excructiatingly painful ways. After an indeterminate, hazy, time in this nightmare, the few survivors were released back, without ever knowing the precise identities of their captors beyond hints here and there. They had been turned into some sort of man-whale thing, though one had pointy ears, implying she was a different sort of man-whale-thing. Without a clue where they had been dropped, the five started to wander in hopes of finding the sea. They were driven out of several villages as 'freaks', never giving up on their dream, however. Years passed as they wandered. One died on the way and another two gave up from the demands of the journey, finding hot springs with caves they could live in, leaving only the elf-whale and one man-whale. They reached the sea after another five years, reaching the sea just ahead of a lynch mob demanding they be sacrificed. Pushed into the waves, they tried to swim and restart their lives under the waves. Unfortunately for them, the spells cast on them robbed them of their swimming stamina and their new bodies were far from hydrodynamic. They were able to reach an island, exhausted, and were welcomed into the village there. The male was given the name Eddard and the female Arya, as they had no need of names before. Eddard joined the guard, while Arya apprenticed with the village healer. He rose quickly and gained a reputation for fairness as well as valor. After rising quickly through the guard, he was promoted to its commander after an orcish raid. A week later, Arya was killed during another raid while Eddard and the majority of the guard were out 'chastising' the orcs. Eddard went berserk, slaughtering every orc and a few of the guard members before the others could stop him. The village shaman sent him to a sage who could help him control this animalistic rage. The sage, Maester Aemon, lived in a mountain back on the mainland. After a long and arduous journey, Eddard reached the sage, though the rage had not only grown in strength, it was the only thing that had kept him alive at several junctures. Aemon sent him on a meditation quest and Eddard conquered his rage, mastered it, and shackled it to his will. No more would it dominate him, but instead he would dominate it and drive it to his will. With this victory, Aemon sent him to Kesh, a tolerant kingdom on the mainland, where he joined the army and rose quickly. His reputation for justice spread far and wide, as did the word of his strength. He spent fifteen fairly happy years in Kesh, until he left under a cloud of confusion after an incident in which he was ordered to massacre a village of innocents. He refused and slipped away before he could be apprehended, doing some serious structural damage en route. As he wandered, righting wrongs a la Robin Hood with a touch of borderline excessive force, he was contacted by an agent of Celestia and offered a position there, where he could be assured that nothing he would be asked to do would violate his moral code. He accepted and has served the armies of Good ever since. Personality: Eddard is good, if simple, and, well, dumb. He's like a small child: quick to anger, quick to fight, and quick to forget. He has a strong moral code, though he is easily manipulated. Appearance: Eddard is, in a word, big. Rippling muscles cover his body. He does, however, look like a whale with arms and legs. It's every bit as weird as it sounds.
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Post by evangelion1010 on Dec 19, 2007 10:11:57 GMT -5
Are we using standard item generation rules? If so every additional ability on an item except the most expensive one is multiplied by 1.5...
Not that I have a problem with doing it this way, but if we do it this way there's no point to having a limitation on slots... I can make 1 item of +10 resist +12 stat + 5 luck AC/Resist True seeing ... and it costs the same as if I put those abilities on 3 different items.
As for my character, I should be putting it up sometime over the next week or two. I'm also likely going to be taking 10 levels of swiftblade, provided the DM/thedude don't mind.
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squall255
Hireling
Gunblade Specialist
Posts: 16
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Post by squall255 on Dec 19, 2007 19:44:01 GMT -5
I don't mind, and multiple abilities to the same item don't cost extra within reason. Try to limit it to 3 or 4 abilities that make sense for the item. Themed items are good too. Like an item of Luck that is Luck bonus to everything, or an item of Defense that is +everything to AC and/or saves. I don't mind you leaving a few slots blank, but one item with like 12 enhancements will be split.
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Post by Nick Kruse on Jan 18, 2008 17:32:24 GMT -5
Todd the Builder Old Human (NG) Classes: Sorcerer 6/ Fighter 14/ Pale Master 10/Master Transmogrifer 10
BAB: +27/+22/+17/+12 Caster Level: 20
HD: 26d4+14d10+120+40 HP: (302) AC: 27 (2dex, 10armor, 2natural, 3deflection) Touch AC: 15 Flat-Footed AC: 25 Initiative: +10 Speed: 30
Ray: Attack Bonus: +27 Base +2 Dexterity +5 enhancement +4 (focus) Total: +38
Abilities: Str: 22(+6) (6pts, +5 inherent, -3 age) Dex: 14(+2) (4pts, +5 inherent, -3 age) Con: 16(+3) (0pts, +5 inherent, +6 enhancement -3 age) Int: 26(+8) (6pts, 2 age, 5inherent, 4 enhancement, 1lvl) Wis: 27(+8) (6pts, 2 age, 5 inherent, 2 enhancement, 4lvl) Cha: 36(+13) (10pts, 2 age, 5 inherent, 8 enhancement, 5 levels)
Saves: Fortitude: +23 (17base, 3abil, 3res) Reflex: +17 (12base, 2abil, 3res) Will: +34 (23base, 8abil, 3res)
Feats (16): Skill focus religion Sacred vow Vow of poverty (bonus exalted feat): Improved familiar Lantern Archon. Eschew mat. Imp. toughness Weapon Focus (ray) Greater weapon Focus (ray) Weapon Specialization (ray) Greater weapon specialization (ray) Improved Initiative Precise shot Point blank shot Arcane preparation Sudden maximize Sudden maximize Energy substitution electricity
Epic Feats (8): Extraordinary. concentration Spell Stowaway (Time Stop) Ignore Material components Multi-Spell Auto Quicken (1-3) Epic Weapon Focus (ray) Epic Weapon Specialization (ray) Superior Initiative
Poverty: +5 weapon enhancement bonus Resistance 15 to all elements Ability score enhancements DR 10/evil AC bonus +10 Deflection bonus to AC +3 True seeing Resistance bonus to saves +3 Natural Armor +2 Greater Sustenance (no need to eat, drink or breath)
Skills [ranks][ability][competence][other] Bluff [24][13]=37 Concentration [43][3]=46 Craft: Architecture [43][8]=51 Craft: Raw Materials [43][8]=51 Disguise: [15][13]=28 Heal: [14][8]=22 Spellcraft: [43][8]=51 Knowledge: religion [18][8]=26 Knowledge: Arcana [43][8]=41 Knowledge: Architecture and Engineering [43][8]=51
Spells: DC 28+spell level, CL18 1 (6) True Strike, expeditious retreat, shield, grease, feather fall 2 (6) Alter Self, Cat's grace, Darkness, Obscure object 3 (6) Non-detection, Tongues, Heroism, Haste 4 (6) Dimension Door, Polymorph, wall of fire, remove curse 5 (6) Break Enchantment, Wall of Force, Telekinesis, Duel Ward 6 (6) Contingency, Geas, Anti- Magic field 7 (6) Elemental Immunity, sequester, teleport (greater) 8 (6) Polymorph any Object, Moment of Presence, Mind Blank 9 (6) Time Stop, Shape Change, Mage's Disjunction
Class Abilities: Sorceror: Familiar Fighter: None Pale Master: Animate Dead Darkvison Undead armor affinity (20%) Control Undead deathless vigor (+4 fort saves) Undead graft, paralyzing touch Tough as bone: immune to disease non-lethal damage and stunning. Undead Cohort Deathless Mastery: immune to poison, sleep effects, paralysis, death effects, critical hits, ability drain, energy drain and damage to physical ability scores. Master Transmogrifist: Favored shape (9) Extended Change: Extend transmutation into favored shape Manifest senses: gain extraordinary senses of favored shape Battle mastery +6 (to attack when in favored shape) Effortless change: stilled and silent transmutation into favored shape Shape changer: auto-permanent Alter Self, shapechanger subtype Reflexive change: Transmute into favored shape as an immediate action, lose your next turn Manifest qualities: gain extraordinary qualities of favored shape Infinite variety: Splice one aspect of another creature onto one of your favored shapes.
Favored Forms:
Protean Scourge form: As above except Medium Monstrous Humanoid;Spd 40ft, climb 10ft; AC 39, touch 19, ff 33; Hp 582, Grp +34, atk na, Space/reach 5/5. SA Split. SQ Change shape, damage reduction 10/silver, dark-vision 60, immunity to petrification and poison, SR 24. SV Fort +30, Reflex +22. Str25(7), Dex22(6), Con30(10)
Ocher Jelly form: As above except Large Ooze; Spd 10ft, climb 10ft; AC 17, touch , flat footed; HP 662, Grp 32, atk claw 2d6+10, fullatk 2 claws 2d6+10, gore 1d8+7,, Space/reach 10/5. SA Improved grab, constrict. SQ Blindsight 60, split, ooze traits, SV Fort +32, Reflex +13; Str 20(+5), Dex 6(-2), Con 33(+12). Split (Ex) Slashing and piercing weapons and electricity attacks deal no damage to an ochre jelly. Instead the creature splits into two identical jellies, each with half of the original’s current hit points (round down). A jelly with 10 hit points or less cannot be further split and dies if reduced to 0 it points.
Shambling Mound Form: As above except Large Plant Spd: 20ft, swim 20ft. Hp 462, AC 35, touch 14, ff 33, Grp +38, atk slam 34 melee (2d6+7) full atk 2 slams. Space/reach 10/10 SA Improved grab, constict 2d10+10. SQ Darkvision 60ft, immunity to electricity (+1d4 con), SV Fort 27 Ref 17; Str 26 (+7), Dex 15(+2), Con25(+7).
Shambling Army Form As Shambling Mound Form except add Ocher Jelly SA Split (see above)
War Troll Same as above except Large Monstrous Humanoid; Spd 40ft, AC , touch 17, ff 35; HP 782, Grp 39, atk Claw +51 1d8+18 fulatk 2 claws +51 1d8+18 bite +46 1d6+11 Space/Reach 10/10, SA Dazing blow (Ex) (Fort 31), SA DR 5/adamantine, darkvision 90ft, low light vision, regeneration 9 (acid), scent, spell resistance 20. Fort: +35, Reflex: +20
Indomitable War Troll As War Troll, except with Arcane Ooze SA Immunity to Magic (see below)
Choker Form: As above except Small Aberration; Spd 20ft, climb 10ft; AC 17, touch , flat footed; HP 462, Grp , atk na, Space/reach 5/10. SA Improved grab, constrict. SQ Darkvison 60, quickness (extra standard or move action) SV Fort +27, Reflex +18; Str 21(+5), Dex 19(+4), Con 24(+7).
Other Creatures Often Used:
Protean Swarm form (shapechange only): As Protean Scourge form except add Ghaele light ray Ex.rngd touch atk +48, Auto quicken Alter Self into Gargoyle (2claws 1d4+10) fly speed 60
Laser Jelly Artillery Form (shapechange only): As Ocher Jelly Form except add Ghaele SA Light Ray (See below) rngd atk +40
Ghaele: Ex: Light Ray 2d12 (+8) ranged attack, range 300ft, bypasses all damage reduction.
Arcane Ooze Ex: Immunity to Magic: An arcane ooze is immune to any spell of spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. A magical attack that deals electricity damage increases an arcane ooze's speed as if it had been affected by the haste spell for 3 rounds. A magical attack that deals acid damage heals an arcane ooze of an amount of damage equal to half the acid damage that the spell would have normally caused.
Yugloth, Nycaloth (Familiar uses this form) atk 4 claws 1d6+5 Bleeding Wounds (Ex) A wound from a nycaloth's claw attack continues to bleed after the injury was inflicted. Each wound bleeds for 1 point of damage per round thereafter. The bleeding can be stopped only by a successful DC 15 Heal check or application of a cure spell.
Daily Buffs: Immunity to Acid (lvl 7 spell CA) Immunity to Sonic (lvl 7 spell CA) Alter self (dirty peasant) Contingency (polymorph)(lvl 6 cast yesterday): Turns into a War Troll with an Arcane Ooze's Extra-Ordinary Special Quality: Immunity to Magic, directly before taking damage. Moment of Presence (lvl 8) Mind Blank (lvl 8)
Contingent Spells (Crafted): Spell lvl* caster lvl* 100 Freedom when affected by any of the conditions that freedom relieves. 15,300gp 5X Wall of Force when an anti-magic field is 10 feet away or less. Each wall is positioned on a different side of the antimagic field closing it in. Caster level 10, max range 50ft. 25,000gp Dimension door, when anti-magic field is 5 feet away or less, teleport away 300 feet. 2800gp Greater Teleport, when anti-magic field fills any adjacent square, teleport to the inner sanctum of the church of Moradin. 9100gp Greater Spell Immunity vs Dispel magic, Greater dispel magic when either spell targeted within 20ft. 12,000gp
Lantern Archon Familiar. Wears a tiara worth 1500 (loans it for shape change) Hovers nearby.
Equipment: Rags Small Bag (nonmagical) One days rations Walking Stick
Total Gold Used: 751,700gp Gold spent to build low income housing for poor people: 14,248,300gp
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squall255
Hireling
Gunblade Specialist
Posts: 16
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Post by squall255 on Jan 18, 2008 18:34:00 GMT -5
Nick, I'm sorry, but Pale Master does not quite fit into Champions of Good. Unfortunately, I'm going to have to nix that class from you. I'll allow VoP for you though, you don't seem to be abusing it too much.
Suggestion: Drop two levels of Fighter, pick up 2 levels of Rogue, and go Spell Warped Sniper from Complete Scoundrel. if you need the info, e-mail me.
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Post by Nick Kruse on Jan 19, 2008 0:44:01 GMT -5
I understand wanting to nix pale master from a power gaming standpoint. It is a very powerful class. Although if you object from a role playing standpoint I can see a couple of alternatives.
1) Todd prays to Evening Glory(Libris Mortis), the eternal lover, who is true neutral, though like St. Cuthbert, leans toward the good side of neutral. Evening Glory is the god of eternal love. In this case Todd would be able to keep his Undead Cohort (his raised lover). Todd would also be free to stay true neutral even after completing the pale master class, but it would make sense to me if he became neutral good. Successfully bringing one's soul mate back from the dead would lighten up the coldest most calculating of neutral alignments.
2) Though Todd was heavily immersed in the dark arts in his youth he has since seen the light. He has turned his back on even his old and mummified form preferring that of an average human peasant. He even banished his undead cohort. Todd is a devout follower of Moradin the Creator. (this is what I had originally intended, since it seemed most balanced what with giving up about half of the things granted by the pale master prestige class, besides a lot of good people have a dark past)
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Post by nickkruse on Jan 19, 2008 20:03:59 GMT -5
If the pale master build really doesn't cut it here is an alternative. I like it slightly less, but it is more believable as a good character.
Todd the Builder Old Human (NG) Classes: Sorcerer 6/ Fighter 14/ Lore Master 10/Master Transmogrifer 10
BAB: +27/+22/+17/+12 Caster Level: 20
HD: 26d4+14d10+120+40 HP: (302) AC: 27 (2dex, 10armor, 2natural, 3deflection) Touch AC: 15 Flat-Footed AC: 25 Initiative: +10 Speed: 30
Ray: Attack Bonus: +27 Base +2 Dexterity +5 enhancement +4 (focus) +1 Weapon trick Total: +39
Abilities: Str: 22(+6) (6pts, +5 inherent, -3 age) Dex: 14(+2) (4pts, +5 inherent, -3 age) Con: 16(+3) (0pts, +5 inherent, +6 enhancement -3 age) Int: 26(+8) (6pts, 2 age, 5inherent, 4 enhancement, 1lvl) Wis: 27(+8) (6pts, 2 age, 5 inherent, 2 enhancement, 4lvl) Cha: 36(+13) (10pts, 2 age, 5 inherent, 8 enhancement, 5 levels)
Saves: Fortitude: +25 (17base, 3abil, 3res, 2lore master) Reflex: +19 (12base, 2abil, 3res, 2lore master) Will: +36 (23base, 8abil, 3res, 2lore master)
Feats (16): Skill focus religion Sacred vow Sudden maximize Sudden maximize Energy substitution electricity Vow of poverty (bonus exalted feat): Improved familiar Lantern Archon. Eschew mat. Imp. toughness Weapon Focus (ray) Greater weapon Focus (ray) Weapon Specialization (ray) Greater weapon specialization (ray) Improved Initiative Precise shot Point blank shot Extraordinary. concentration
Epic Feats (8): Spell Stowaway (Time Stop) Ignore Material components Multi-Spell Auto Quicken (1-3) Epic Weapon Focus (ray) Epic Weapon Specialization (ray) Superior Initiative Familiar Spell (Teleport, Greater) 1/day
Poverty: +5 weapon enhancement bonus Resistance 15 to all elements Ability score enhancements DR 10/evil AC bonus +10 Deflection bonus to AC +3 True seeing Resistance bonus to saves +3 Natural Armor +2 Greater Sustenance (no need to eat, drink or breath)
Skills [ranks][ability][competence][other] Bluff [24][13]=37 Concentration [43][3]=46 Craft: Architecture [43][8]=51 Craft: Raw Materials [43][8]=51 Decipher Script:[20][8]=28 Disguise: [15][13]=28 Heal: [14][8]=22 Spellcraft: [43][8]=51 Knowledge: religion [18][8]=26 Knowledge: Arcana [43][8]=41 Knowledge: Architecture and Engineering [43][8]=51
Spells: DC 28+spell level, CL18 1 (6) True Strike, expeditious retreat, shield, grease, feather fall 2 (6) Alter Self, Cat's grace, Darkness, Obscure object 3 (6) Non-detection, Tongues, Heroism, Haste 4 (6) Dimension Door, Polymorph, wall of fire, remove curse 5 (6) Break Enchantment, Wall of Force, Telekinesis, Duel Ward 6 (6) Contingency, Geas, Anti- Magic field 7 (6) Elemental Immunity, sequester, teleport (greater) 8 (6) Polymorph any Object, Moment of Presence, Mind Blank 9 (6) Time Stop, Shape Change, Mage's Disjunction
Class Abilities: Sorceror: Familiar Fighter: None Lore Master: 5 secrets: Secret Health Secrets of inner strength The lore of true stamina Secret knowledge of avoidance Weapon Trick Lore Greater Lore True Lore 2 Bonus Languages (Silvan, Dwarven) Master Transmogrifist: Favored shapes (9 see below) Extended Change: Extend transmutation into favored shape Manifest senses: gain extraordinary senses of favored shape Battle mastery +6 (to attack when in favored shape) Effortless change: stilled and silent transmutation into favored shape Shape changer: auto-permanent Alter Self, shapechanger subtype Reflexive change: Transmute into favored shape as an immediate action, lose your next turn Manifest qualities: gain extraordinary qualities of favored shape Infinite variety: Splice one aspect of another creature onto one of your favored shapes.
Favored Forms:
Protean Scourge form: As above except Medium Monstrous Humanoid;Spd 40ft, climb 10ft; AC 39, touch 19, ff 33; Hp 582, Grp +34, atk na, Space/reach 5/5. SA Split. SQ Change shape, damage reduction 10/silver, dark-vision 60, immunity to petrification and poison, SR 24. SV Fort +32, Reflex +24. Str25(7), Dex22(6), Con30(10) (MMIII)
Ocher Jelly form: As above except Large Ooze; Spd 10ft, climb 10ft; AC 17, touch , flat footed; HP 662, Grp 32, atk claw 2d6+10, fullatk 2 claws 2d6+10, gore 1d8+7,, Space/reach 10/5. SA Improved grab, constrict. SQ Blindsight 60, split, ooze traits, SV Fort +34, Reflex +15; Str 20(+5), Dex 6(-2), Con 33(+12). Split (Ex) Slashing and piercing weapons and electricity attacks deal no damage to an ochre jelly. Instead the creature splits into two identical jellies, each with half of the original’s current hit points (round down). A jelly with 10 hit points or less cannot be further split and dies if reduced to 0 it points.
Shambling Mound Form: As above except Large Plant Spd: 20ft, swim 20ft. Hp 462, AC 35, touch 14, ff 33, Grp +38, atk slam 34 melee (2d6+7) full atk 2 slams. Space/reach 10/10 SA Improved grab, constict 2d10+10. SQ Darkvision 60ft, immunity to electricity (+1d4 con), SV Fort 29 Ref 19; Str 26 (+7), Dex 15(+2), Con25(+7).
Shambling Army Form As Shambling Mound Form except add Ocher Jelly SA Split (see above)
Leechwalker As above except Medium-size Vermin; speed 30 swim 20; AC: na, touch: 14 ff:na HP 502, Grp 33, atk 2 tenticle rakes 1d8 +7 1d8+4+wounding, 5/5, SA Blood drink, improved grab, wounding. SQ All-around vision, immunities, vermin traits. Fort 29, Ref 19, Str 23, Dex 15, Con 27. (MMII)
Deathproof Leechwalker As Leechwalker but add the regeneration Ex. ability of a war troll.
Choker Form: As above except Small Aberration; Spd 20ft, climb 10ft; AC 17, touch , flat footed; HP 462, Grp 28, atk na, Space/reach 5/10. SA Improved grab, constrict. SQ Darkvison 60, quickness (extra standard or move action) SV Fort +29, Reflex +20; Str 21(+5), Dex 19(+4), Con 24(+7).
Other Creatures Often Used:
Protean Swarm form (shapechange only): As Protean Scourge form except add Ghaele light ray Ex.rngd touch atk +48,
Laser Jelly Artillery Form (shapechange only): As Ocher Jelly Form except add Ghaele SA Light Ray (See below) rngd atk +40
Ghaele: Ex: Light Ray 2d12 (+8) ranged attack, range 300ft, bypasses all damage reduction.
Daily Buffs: Immunity to Acid (lvl 7 spell CA) Immunity to Sonic (lvl 7 spell CA) Alter self (dirty peasant, duration permanent) Contingency (polymorph)(lvl 6 cast yesterday): Turns into a Deathproof Leechwalker when about to take damage while in a humanoid form. Moment of Presence (lvl 8) Mind Blank (lvl 8)
Contingent Spells (Crafted): Spell lvl* caster lvl* 100 Freedom when affected by any of the conditions that freedom relieves. 15,300gp Dimension door, when anti-magic field is 5 feet away or less, teleport away 300 feet. 2800gp Greater Teleport, when anti-magic field fills any adjacent square, teleport to the inner sanctum of the church of Moriden. 9100gp Greater Spell Immunity vs Dispel magic, Greater dispel magic when either spell targeted within 20ft. 12,000gp Death Ward when a death effect, or negative energy effect occurs within 10ft CL 20 8,000
Lantern Archon Familiar. Wears a tiara worth 1500 (loans it for shape change) Hovers nearby.
Equipment: Rags Small Bag (nonmagical) One days rations Walking Stick
Total Gold Used: 734,700gp Gold spent to build low income housing for poor people: 14,265,300gp
Typical Attack Sequence: Turn 1 Shapechange into Choker Form (Extended, Silenced, Stilled) Use quickness SQ to cast sudden maximized time stop (5 round duration) Auto quickened expeditious retreat on self. Turn 2 (first round of time stop) As a free action change to Protean Swarm form (see above) Auto quicken Alter Self into Gargoyle (2claws 1d4+10) fly speed 60 Full attack self for 2d4+20. 20 damage is negated due to DR 10/evil. Take 2d4 damage split twice into 4 bodies. Turn 3 (second round of time stop) attack self, 1d4 damage taken by each body, split into 8 bodies Move away from enemies (70ft) Turn 4 (third round of time stop) full attack self, 2d4 damage taken by each body, split into 32 bodies Turn 5 (fourth round of time stop) attack self, 1d4 damage taken by each body, split into 64 bodies move away from each-other (Max 70ft) Turn 6 (fifth and last round of time stop) All selves prep to use light ray against enemy as soon as time stop ends [Timestop ends] 64 light rays attack from max distance of 300ft dealing 128d12+512 damage.
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squall255
Hireling
Gunblade Specialist
Posts: 16
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Post by squall255 on Jan 21, 2008 0:15:52 GMT -5
two things: Problem with your tactics, you can't attack ANYTHING, including yourself in Time Stop.
here's a link to epic VoP:http://forums.gleemax.com/showthread.php?t=554563
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Post by nickkruse on Jan 21, 2008 0:53:25 GMT -5
The SRD doesn't say anything about being unable to attack yourself. In fact is seems to suggest that it is possible to attack anyone you want, it just won't do damage to "other creatures" "While the time stop is in effect, other creatures are invulnerable to your attacks and spells" It also mentions that "Normal and magical fire, cold, gas, and the like can still harm you." this suggests that for the person in time stop damage is handled normally.
Thank you for the VoP link. I think I've got a little more work to do. I bet the DR goes up making the whole attack myself thing not work so well.
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Post by propagandist on Jan 21, 2008 3:02:09 GMT -5
i'm not sure my schedule, if i'll even make it by lunch on saturday, but if i do come, i'd like to play in your epic game. i'd like to play something like this
race: shifter(eberron and mm3) other lvl adjuster Saint template +2 la (exalted deeds).
Classes: paladin 4/ monk 16/ warshaper 4(complete warrior)/ devoted defender 3 (sword and fist)/risen martyr 9(exalted deeds)/sword of righteousness 2(exalted deeds)
BAB: +25 or 24flurry caster lvl:4
HD: 38d12 (deathless template) 247hp AC: 97 (12dex, 15armor, 10natural, 17insight(wis from saint template, 12 deflection, 21 monk) 136 AC with 25 improved combat expertise, 2 dodge for defensive fighting, 12 enhancement for defender weapon Touch AC: 72 Flat-Footed AC: 85 Initiative: +12 Speed: 70ft
Primary Hand: +12 defending siangham Attack Bonus: +24 Base +17 wisdom +12 enhancement +1 luck Total: +54/54/54/49/44 (1d6+21)
Unarmed lawful/magic/adamantite/holy large fists 24base +17 wis +1 luck +1 focus total: +43/43/43/38/33 (4d8+9) (vs evil 4d8+3d6+10)
Abilities: Str: 29 (4 racial, 5 inherent, 12 enhancement) Dex: 35 (4 pts, 2 racial, 5 inherent, 12 enhancement 1lvl) Con: - (nonexistant deathless) Int: 10 (4pts, -2racial) Wis: 45 (16pts, 2racial, 5 inherent, 12 enhancement, 8lvl) Cha: 35 (8pts, 4racial, 5inherent 12 enhancement)
Saves: Fort: +36 (23 base +6 char +1 luck) Refl: +51 (20 base +12 dex+12 char+1 luck+6 feats) Will: +53 (23 base+17 will+12 char+1 luck)
Feats: weapon focus unarmed alertness aescetic knight (complete warrior) combat reflexes combat expertise nimbus of light (exalted deeds) servant of the heavens (exalted deeds) lighning reflexes epic reflexes (epic) exceptional deflection(epic) infinite deflection(epic) holy (ki) strike(epic) improved combat expertise(epic)
sword of righteosness bonus exalted feats gift of grace intuitive attack
monk bonus feats stunning fist deflect arrows improved disarm
racial/class abilities scent (shifter, also gives con, but not applicable) shift 1/day 3 rounds smite 5/day +20dmg divine grace aura of good detect evil at will lay on hands 68hp/day turn undead 20/day improved unarmed strike greater flurry improved evasion still mind - na immune to mind effecting/charm/sleep/stun/paralysis ki strike-magic lawful adamantite holy purity of body/wholeness of body, again na, immune to disease poison ect, anything that requires fort save cept for negative energy dmg abundant step 1/day slowfall 80ft diamond soul-SR26 quivering palm 1/week fortdc 35 morphic immunities morphic weapons morphic body morphic reach morphic healing 2 - overrided by fast healing 10 harms way - at will defensive strike deflect attack +1 reflex dc 20+magic bonus holy purpose +4 spiritual body charisma bonus to ac (deflection) wisdom bonus to ac (insight) fire resist 10 immunity to cold acid electricity dr 10/evil persistant holy aura as per spell tounges celestial brilliance 1/day daylight at will free action bless, guidance, virute, resistance at will darkvision 60 imune to those listed above and ability drain/dmg subdual dmg destroyed at 0hp gain benifits from consecrate/hallow hindered by descrate unhallow no need to eat/sleep/breath holy power holy touch 1d6 to evil, 1d8 to evil outisers
skills[ranks][ability][competence][other] diplomacy 22 escape artist 32 heal 20 knowledge religion 18 knowledge arcana 3 knowledge dm 5billion trillion, jk search 4 sense motive 21 spot 37 tumble 34
Spells: 5/day lvl 1 pally DC 21 CL4 read magic lesser restoration cure light woundsx3 1d8+4
Equipment +12 defending saingham bracers of epic armor +15 amulet of natural armor +10 periapt of wisdom +12 gloves of dex +12 boots of giant str +12 cloak of charisma +12 ring of energy immunity fire manuals and tomes +5 str dex wis charisma luckstone gem of seeing rope of entanglement daerns instant fortress monks belt puts me around 14.4mil, so have 600k left for another ring and mundane items, food lodging ect
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Post by propagandist on Jan 21, 2008 3:09:28 GMT -5
now you may not realize that with only 3 lvls of devoted defender, that is the point of the class i pick a target, and make me not get hit instead of them get hit. as you can see with my attacks averaging 25dmg i'm not here to kill stuff. i'm here to stand next to the glass cannon or healer, or whoever i'm protecting and jump in the way with my 136ac and elemental immunities and hopefully neither of us will die, again. also i have auras up the ass, i eminate a magic circle vs evil at 10ft radius, give all good aligned +12 to their saves if they don't already have divine grace, and can turn undead with my whopping 4 caster lvl ! lol
by the way, there was a lot of redundant immunities and abilites, so i have to figure out which are extrordanary and can't be dispelled, and what gives me the highest spell resistance
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Post by propagandist on Jan 23, 2008 2:15:16 GMT -5
nick, true, call it a typo
thats also why i didn't take the last lvl of risen martyr cause you basically ascend and become an outsider. basically the only thing that really matters in class order is that monk is in the first 20 lvls, for the good saves.
as far as broken dmg dealers, last year i made a rogue that sneak attack of opportunty anytime someone freind or foe within 10 ft was struck in combat, and could feint as a free action to catch it's target flatfooted, but it ended up doing less dmg than straight rage class with power attack
and mystic theurge isn't as powerful with no epic spellcasting and ur preist is out, being evil and all, and caster lvl caps at 20 so spell resistance is over powered. although i think true necromancer and geomancer can make your arcane and divine classes stack, actually capping it at 40, if i remember
i think i'm gonna draw up a straight bezerker melee class now
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Post by propagandist on Jan 23, 2008 4:01:59 GMT -5
so, i'm looking at the protean scourge timestop combo, and i think its mostly right except for one thing. shapechange says the form of one nonunique critter your familiar with. your "protean swarm" is not a nonunique critter since it doesn't appear in a monster manual. now what you can do is use protean scourge's change shape ability to turn into the appearance of a light form ghaele. mm3 doesn't specify what amount of time if any this takes, so whether its a free action, or standard action, i dunno. even if it is a standard action, thats one less attack during timestop, so youd still have 64d12 +256dmg but you have to hit with them all, ranged touch attack and all. i do however like it alot. also makes me glad it took infinite deflection
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soronthebeast
appointed officers
Impeacher
I LIKE CAKE
Posts: 152
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Post by soronthebeast on Jan 23, 2008 13:36:37 GMT -5
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squall255
Hireling
Gunblade Specialist
Posts: 16
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Post by squall255 on Jan 23, 2008 17:05:09 GMT -5
My real name is Eric, XPH is allowed, but I will be putting in limits just as with epic casting. Also note that the reason Psionics is normally termed broken is because most DM's go for 1 battle per day, not the recommended 2-4 that the system is ballanced for. I'm not that naive.
Illithid Savant seems pretty cool, but you're going to have to justify how those abilities are GOOD. Stealing peoples memory tends to be frowned upon.
Yes you do understand what I meant by base CL. no matter what class combination you use, base CL caps at 20. so if you have two classes that stack CL, both have a COMBINED cap of 20.
I meant any 3.5 wizards of the coast book, as well as some material from 3.0 books like masters of the wild, Sword and Fist, etc.
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soronthebeast
appointed officers
Impeacher
I LIKE CAKE
Posts: 152
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Post by soronthebeast on Jan 23, 2008 19:08:52 GMT -5
Do I know you? (I know some eric's you old prez of the club eric?)
Illithid Savant seems pretty cool, but you're going to have to justify how those abilities are GOOD. Stealing peoples memory tends to be frowned upon. WHAT?..... Um.... Let me see if I can't get to your change your mind on that one: Sample level 40 Character, by Taylor Connor (This is a ruff draft, i am not up on all the books yet(downloading them now) and I assume/hope you will just say "no" when I am done, if not I will add items) Sorry in advance for the spelling or grammar errors. First a story: Ith (his real name unpronounceable by people without 4 tentacles and telepathy) was born insane. Unlike the other mindflayers, he was not merely telepathic he was emphatic. His was 'born' with it this defect. From the moment he gained conciseness after his larva form implanted itself in the brain of a drow, he felt the pain of his host as it died. But, unlike other sane mindflayers, he did not revel in that pain, he shared it. He could not function as a normal member of mindflayer society. He felt the pain of those around him, even the humanoid slaves. But what was even worse, was he felt their joy as well. Normal mindflayers can only feel negative emotions (see lords of madness). Ith did not. he felt the whole spectrum of emotions, and one truly drove him mad, guilt. No knowing what to do, he new he could not turn to the other mindflayers, who wanted little t do with him, and who were discussing if he could even have the honor of being eaten by the Elder Brain, since his defect might spread to it, like a virus. He ran away.
Through the underdark he stumbled not knowing were he was going, simply wanting to get away from the well of dark emotions that was his home. As he wandered aimlessly he felt him self being drawn to something, like a moth to a flame. He felt, for the first time in his life, true joy. Happiness and caring(the slaves were manly drow, who where not exactly into joy, especially when they where slaves) drew him. He happened on a group of powerful (good) adventures that were in the underdark. When he came upon them, the paladin in the group started to attack him, and Ith, seeing his intent begged for his life. The paladin was slightly taken aback by the mindflayer that ran at him, and then started to cower. Doing what any paladin does when he is confused, he detected evil. Ith was, it seems, good. The paladin and his party thought at first it might be a trick. But the mage and cleric could not find any fowl magic at work, and slowly the party realized, they really did have a good mindflayer infront of them. They let Ith join them. (they where in the underdark to see if they could kill the beast while it slept, but the info they got was wrong, and they could not find it) Ith had many adventures with the group. It turns out they were trying to kill the Tarrasque, who had killed the paladin's father and mage's home town (and to ride the world of its evil). Ith liked his new friends and with them learned to control his empathic and telepathic abilities. The group did find and kill the Tarrasque, and the level 25 true necromancer that was trying to control it. Ith has recently decided to go his own way, but tries to stay in touch with them. He also hopes that some day he will be a better mindflayer, and his old elder brian will eat his brain when he dies.
Ith, the Empathetic (NG) [shadow=red,left,300][glow=green,2,300](Items and Spells will be added after DM's approval of this part)[/glow][/shadow] Mindflayer 14(8hd+7LA)/ Illithid Savant 9/ Psion(telepath) 17 ABILITIES Strength 10+2racial=12 Dexterity 10+4racial=14 Constitution 13+2racial+1lvl=16 Intelligence 16+8racial+6lvl=30 Wisdom 16+6racial=22 Charisma 10+6racial=16
STATISTICS HP: 8d8+ 10d4+16d4+3*33=183 AC: 15=10+2Dex+3nat Touch: 12 Speed: 30, Initiative: +2 BAB/Grapple: +18/+18 SAVES: For: +13 Rex: +12 Will: +28 1HD: TBA 3HD: TBA 6HD: TBA 9HD: TBA 12HD: TBA 15HD: TBA 18HD: TBA 21HD: TBA 24HD: TBA 27HD: TBA 30HD: TBA
MINDFLAYER: Darkvision 60 (telepathy 100 ft.) Natural attacks: Tentacles Special: Mind Blast(DC17), Psionics, Improved Grab, Extract Spell Resist: 51
PSION: PP:(332) Powers know:33 up to 9th level (the powers are TBA) 4 bonus feats, discipline: Telepath.
ILLITHID SAVANT: Acquire Skill 3: TBA Acquire Feat 4: TBA Lore 8/day:+20 Acquire Class Feature 2: 20lvl wizard/ 20 level cleric Spell lvl; Bonus Wizard; Bonus Cleric 1 1+3 1+1 2 1+3 1+1 3 1+2 1+1 4 1+2 1 5 1+2 1 6 1+2 1 7 1+1 1 8 1+1 1 9 1+1 1 Special Attack(I am assuming no Tarrasque's regen) hu.... www.wizards.com/default.asp?x=dnd/ei/20030608a that's got troll regen... cso i should beable to get Tarrasque.....
Shoot I just found/remembered this page: www.wizards.com/default.asp?x=dnd/ei/20030608a I will redo if this is excepted
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Post by nickkruse on Jan 23, 2008 19:16:42 GMT -5
nick, true, call it a typo thats also why i didn't take the last lvl of risen martyr cause you basically ascend and become an outsider. basically the only thing that really matters in class order is that monk is in the first 20 lvls, for the good saves. Read the end of Risen Martyr again. I'm pretty sure that you ascend only when you gain a level beyond ten (like level 11). Its confusing to have a ten level prestige class tell you what to do at level 11, but Risen Martyr is the only class I know to have a level 0, it might as well have a level 11 too.
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Post by nickkruse on Jan 23, 2008 20:35:38 GMT -5
Taylor, Please don't play a Psion. I hate Psions, they just make things too complex. All the rules for Psions are a big pain in the neck. Stick with Wizard, Cleric, and the two best Extra Ordinary Qualities in the game. You can leave Psionics out and still be ok.
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