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Old 3rd October 2002, 04:48 PM   #41 (permalink)
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Gulp!

But here's my favorite part:

"Lay on Hands (390hp/day)"

Now THAT'S a paladin!
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Old 3rd October 2002, 05:20 PM   #42 (permalink)
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Diplomacy +47!?!?!?!!?

No wonder he got everyone to surrender. I don't have the books in front of me right now, but I think you need to roll a 50 to get someone bent on killing you to be your best friend or something like that.

-BG

PS Great update in the Story Hour, Sepulchrave
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Old 3rd October 2002, 05:30 PM   #43 (permalink)
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How long is Eadric gonna stay "Graced"?

Cuz it's going to be a helluva fall when he comes down!

Don't you love the ELH, though?
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Old 3rd October 2002, 06:49 PM   #44 (permalink)
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Quote:
Originally posted by Broccli_Head
How long is Eadric gonna stay "Graced"?

Cuz it's going to be a helluva fall when he comes down!

Don't you love the ELH, though?
In the SH, Sep said it lasted twenty rounds.
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Old 3rd October 2002, 08:22 PM   #45 (permalink)
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Quote:
Originally posted by BiggusGeekus@Work
[b]Diplomacy +47!?!?!?!!?

-/B]
Eadric probably could have danced a jig and made Brey cry also with a Perform of +31!

It didn't seem like 20rds would have been long enough for all the after battle stuff to occur.
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Old 3rd October 2002, 09:56 PM   #46 (permalink)
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Quote:
having fun with the ELH are we?
Yep. I feel that now is a good time to foreshadow some of its contents: after all, the PCs will soon be eligible for some of the stuff in it. Will also make the transition less abrupt.

Technically, Ortwin with an ECL of 22, already is eligible. Makes me a bit nervous.

As requested:


Hullu

Human Male Barbarian 5 / Fighter 12; medium sized humanoid (Human); HD 5d10+25 plus 12d10+60; hps 183; Init +7 (+3 Dex, +4 Improved); Speed 40 ft; AC 23 (+3 Dex, +5 Natural, +4 Armour, +1 Shield); Attack: BAB: +17/+12/+7/+2; +25/+20/+15/+10 (Magical Longsword) or +20/+15/+10/+5 (Longbow); Dmg: 1d8+9 (19-20/x2) (Magical Longsword) or 1d8+3 (20/x3) (Longbow), SV Fort +17, Ref +7, Will +7; AL CG(N Tendencies); Str 16, Dex 17, Con 20, Int 14, Wis 16, Cha 17.

Languages: Common, Tunthi, Thalassine

Skills: Literacy, Climb +12, Handle Animal +13, Intimidate+18, Intuit Direction +13, Jump +13, Listen +13, Ride +7, Swim +9, Wilderness Lore +23

Feats: Dodge, Combat Reflexes, Mobility, Expertise, Spring Attack, Weapon Focus (Longsword), Weapon Specialization (Longsword), Improved Critical (Longsword), Power Attack, Cleave, Improved Unarmed Strike, Quick Draw, Track, Improved Initiative

Special Abilities: Fast Movement, Rage 2/day, Uncanny Dodge (Can’t be Flanked)


Items:

‘Melancholy.’ A +4 Chaotic Longsword of Wounding. +2d6 vs Lawful Creatures. Int 14, Wis 13, Cha 15. Communicates through empathy. Primary ability: See Invisible at will. Extraordinary Ability: Passwall at will. Special Purpose: Slay all Lawfuls. Special Purpose Power: Slay Living. Melancholy has an Ego of 19.

+5 Amulet of Natural Armour

+3 Mighty Composite Longbow
24 Arrows – 12 of which are coated in Wyvern Poison
MW Chainmail Shirt
MW Small Shield
2 vials Wyvern Poison


5’5"; 154 lbs; 33 Years.
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Old 4th October 2002, 07:05 AM   #47 (permalink)
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Whenever you have a chance, Sepulchrave, I'd love to see Troap's stats. What can I say? Something about a goblin enchanter charms me...
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Old 4th October 2002, 07:03 PM   #48 (permalink)
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Um, something about Hullu seems bad. While it seems that Eadric could take him, mostly because of gear, he's still pretty tough.

However the real problem is that he's got an EGO 19 sword - that hates and wants to destroy all lawful creatures - with a +7 Will save. Not good odds.
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Old 5th October 2002, 10:54 PM   #49 (permalink)
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Quote:
Originally posted by rackabello
Whenever you have a chance, Sepulchrave, I'd love to see Troap's stats. What can I say? Something about a goblin enchanter charms me...
I'll second that rackabello
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Old 6th October 2002, 04:02 PM   #50 (permalink)
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Quote:
Originally posted by Victim
Um, something about Hullu seems bad. While it seems that Eadric could take him, mostly because of gear, he's still pretty tough.

However the real problem is that he's got an EGO 19 sword - that hates and wants to destroy all lawful creatures - with a +7 Will save. Not good odds.

Don't you love the way Sep hints to us, these little things without ever actually telling us he's hinting...
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Old 9th October 2002, 07:40 PM   #51 (permalink)
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OMFGOMFGFOMGLDLKJFLASOYF-erk! *dies*

GOOOOO EADRIC! <waves his ghostly banner>

Mommy....
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Old 27th October 2002, 09:00 PM   #52 (permalink)
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other wizards?

Sep, given the increased activity and presence of the wizards in the storyline, it would be great to peruse their stats: Rimilin, Shoemi, and Daunton in particular, although Troap would be cool too
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Old 31st October 2002, 09:42 PM   #53 (permalink)
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Originally posted by Sepulchrave II
‘Melancholy.’ A +4 Chaotic Longsword of Wounding. +2d6 vs Lawful Creatures. Int 14, Wis 13, Cha 15. Communicates through empathy. Primary ability: See Invisible at will. Extraordinary Ability: Passwall at will. Special Purpose: Slay all Lawfuls. Special Purpose Power: Slay Living. Melancholy has an Ego of 19.
Gaaaaaaaaa! I can't believe I didn't realize what could be done with something like that.
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Old 27th November 2002, 09:25 PM   #54 (permalink)
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I'd like to request the geneology/history of the Kings of Wyre. Why is a 12-year-old on the throne? When was the kingdom founded, and by whom? Actually, I'd be happy with just the whys and wherefores of the current High Brat, but why not ask for everything? If there's 1/4 the thought that went into Wyrish religion applied to the kings, then there must be reams of paper laying about on the subject.
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Old 28th November 2002, 07:42 AM   #55 (permalink)
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Dan, I think you'd be better off typing your query in the Rape of Morne Story Hour forum vs. here. Sep doesn't read this forum too much...

...as evidenced by the lack of Troap stats and the rest of Wyre's wizardly folk...

...and the lack of Mostin spells...

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Old 9th January 2003, 11:07 PM   #56 (permalink)
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Pfff, who cares about Mulissu? She can't even cast Endure Elements. We want Shomei!!

Err, seriously, I would love to see Shomei's stats. A short account of her rise to power and how she became enamored with Devils would be nice too, but I'd be satisfied with her stats.

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Old 18th January 2003, 05:27 AM   #57 (permalink)
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Submitted for your interest. “There is always someone better”

Mulissu

Human Cleric 1 / Wizard (Evoker) 9 / Elemental Savant 11; medium sized humanoid (Elemental); HD 1d8+2 plus 9d4+18 plus 11d4+22; hps 101; Init +4 (+4 Dex); Speed 30 ft, Fly 100 ft. (Perfect); AC 26 (+5 Dex, +5 Natural, +6 Deflection); Attack: BAB: +9/+4; +11/+6 (+1 Dagger) Dmg: 1d4+1 (18-20/x2) (Dagger), SV Fort +10, Ref +10, Will +21; AL CN(G Tendencies); Str 10, Dex 19, Con 14, Int 28 (34), Wis 16 (22) , Cha 17.

Age bonuses and penalties in effect for 39 year old human.
Intelligence includes a +5 inherent bonus.
Dexterity includes a +2 inherent bonus.


Mostin the Metagnostic
Human Diviner 8 / Alienist 10; medium-size outsider (human); HD 8d4+8 plus 10d4+10 +6 (Insane Certainty); hp 74; Init +3; Speed 30 ft; AC 22 (touch 17, flat-footed 19); Attack: +10/+5 MW Rapier melee; Dmg: 1d6+1 MW Rapier melee (18-20/x2), SV Fort +7, Ref +9, Will +18; AL N(G Tendencies); Str 11, Dex 16, Con 13, Int 27 (33), Wis 16 (18), Cha 12.

Intelligence includes a +5 Inherent bonus.



Languages: Common, Draconic, Celestial, Old Borchian, Infernal, Auran, Ignan, Terran, Aquan, Elven, Sylvan


Languages: Common, Draconic, Celestial, Abyssal, Infernal, Auran, Ignan, Terran, Aquan, Elven



Skills: Knowledge (Arcana) +36, Knowledge (Djinn Culture) +36, Knowledge (The Planes) +36, Knowledge (Nature) +36, Spellcraft +66, Alchemy +36, Scry +36, Concentration +26, Craft (Engraving) +36, Diplomacy +27, Handle Animal +27, Sense Motive +17, Intuit Direction +17, Gather Information +14, Perform +8, Spot +17

Skills: Knowledge (Arcana) +32, Knowledge (The Planes) +32, Knowledge (History) +32, Knowledge (Geography) +32, Knowledge (Nobility) +20, Knowledge (Engineering) +20, Spellcraft +32, Alchemy +32, Scry +32, Concentration +32, Craft (Illumination) +21, Craft (Engraving) +21, Ride +5.


Feats: Scribe Scroll, Craft Wondrous Item, Quicken Spell, Maximize Spell, Energy Substitution (Electricity), Empower Spell, Spell Focus (Evocation), Greater Spell Focus (Evocation), Widen Spell, Energy Admixture (Electricity).
Epic Feat: Epic Spellcasting

Feats: Martial Weapon Proficiency (Rapier), Scribe Scroll, Brew Potion, Alertness, Craft Wondrous Item, Quicken Spell, Still Spell, Maximize Spell, Chain Spell, Energy Substitution (sonic), Empower Spell, Spell Focus (Conjuration).


Special Abilities: Immune to Magical Sleep Effects, Darkvision 60 ft., Immune to Paralysis, Immune to Stunning, Elemental Focus (+4 on Save DC vs Electrical Attacks), Elemental Penetration (+3 on checks to beat SR if using Electricity), Elemental Perfection (Elemental Form, Air Mastery, Whirlwind, Not Subject to Critical Hits. Acid/Earth Vulnerability.). Immunity to Electricity.



Special Abilities: Alien Blessing (+1 Insight Bonus on Saving Throws), Extra Summoning, Summon Alien, Insane Certainty, Timeless Body, Pseudonatural Familiar, Transcendence

Phobia: birds.


Cleric Spells: 3 x 1st level, +1 Domain (Air and Knowledge) per day.

Wizard Spells: 4/7/7/7/7/6/6/5/5/3 per day. Specialty: Evocation (+1 spell/level/day). Prohibited: Abjuration and Illusion.

The Save DCs against Mulissu’s spells are 22 + Spell Level, 26+ Spell Level for spells with the Electrical descriptor, 26 + Spell Level for Evocations, and 30+ Spell Level for Electrical Evocations.


Spells: 4/7/7/7/6/6/6/5/4/3 per day. Specialty: Divination (+1 spell/level/day). Extra Summoning = 1 x Summon Monster IX. Prohibited: Necromancy.
Save DC 21 + spell level (or 23 + spell level for Conjurations).


Known:

0lvl: All nonprohibited PHB Cantrips.

1st Level: (Conj) Mage Armour, Mount, Summon Monster I, Unseen Servant; (Div) Comprehend Languages, Identify, Know Protections, True Strike; (Ench) Charm Person, Hypnotism, Sleep; (Evoc) Arcane Bolt, Flame Streak, Force Wave, Lesser Fire Orb, Lesser Electric Orb, Lesser Sonic Orb, Magic Missile, Tenser’s Foating Disc; (Necro) Cause Fear, Chill Touch, Ray of Enfeeblement, Spirit Worm; (Trans) Animate Rope, Burning Hands, Chromatic Orb, Enlarge, Erase, Expeditious Retreat, Jump, Low-Light Vision, Magic Weapon, Message, Reduce, Scatterspray, Shocking Grasp, Spider Climb.

Known:

0lvl: All PHB Cantrips.

1st lvl: Sleep, Charm Person, Alarm, Ventriloquism, Know Protections, Lesser Acid Orb, Enlarge, Chromatic Orb, Expeditious Retreat, Mount, Message, Summon Monster, Comprehend Languages, Detect Undead, Identify, True Strike, Jump, Spider Climb, Magic Missile.


2nd Level: (Conj) Choke, Fog Cloud, Glitterdust, Ice Knife, Summon Monster II, Summon Swarm, Web; (Div) Detect Thoughts, Locate Object, See Invisibility, Understand Object; (Ench) Indifference, Mindless Rage, Tasha’s Hideous Laughter; (Evoc) Cloud of Bewilderment, Combust, Continual Flame, Darkness, Daylight, Flame Dagger, Flaming Sphere, Force Ladder, Gedlee’s Electric Hoop, Shatter; (Necro) Command Undead, Death Armour, False Life, Ghoul Touch, Life Bolt, Scare, Shroud of Undeath, Spectral Hand; (Trans) Alter Self, Blindness/Deafness, Bull’s Strength, Cat’s Grace, Darkvision, Endurance, Fox’s Cunning, Knock, Levitate, Mirror Image, Owl’s Wisdom, Pyrotechnics, Rope Trick, Whispering Wind.

2nd lvl. Detect Thoughts, Summon Swarm, Tasha’s Hideous Laughter, Summon Monster II, Web, Locate Object, Detect Invisibility, Darkness, Alter Self, Knock, Cat's Grace, Bull's Strength, Eagle's Splendour, Fox’s Cunning, Arcane Lock, Continual Flame, Obscure Object, Whispering Wind, Dimensional Pocket, Mostin's Aura of Inscrutability, Mostin's Arhythmic Apoplexy, Mostin's Myopic Emanation


3rd Level: (Conj) Bands of Bilarro, Flame Arrow, Phantom Steed, Sleet Storm, Stinking Cloud, Summon Monster III; (Div) Arcane Sight, Clairaudience/Clairvoyance, Tongues; (Ench) Hold Person, Chamber, Fireball, Gust of Wind, Ice Burst, Leomund’s Tiny Hut, Lightning Bolt, Scintillating Sphere, Shatterfloor, Wind Wall; (Necro) Feign Death, Gentle Repose, Halt Undead, Healing Touch, Negative Energy Burst, Spider Poison, Vampiric Touch; (Trans) Amanuensis, Blink, Fly, Gaseous Form, Greater Magic Weapon, Haste, Keen Edge, Repair Serious Damage, Shrink Item, Slow, Water Breathing.

3rd lvl: Avoid Planar Effects, Phantom Steed, Stinking Cloud, Summon Monster III, Fireball, Lightning Bolt, Magic Circle Against Chaos/Evil/Good/Law, Nondetection, Arcane Sight, Dispel Magic, Tongues, Fly, Clairaudience/Clairvoyance.

4th Level: (Conj) Ethereal Mount, Evard’s Black Tentacles, Leomund’s Secure Shelter, Minor Creation, Summon Monster IV; (Div) Arcane Eye, Detect Scrying, Zone of Revelation; (Ench) Charm Monster, Confusion, Emotion, Lesser Geas; (Evoc) Cold Orb, Electric Orb, Explosive Cascade, Fire Shield, Fire Orb, Ice Storm, Mordenkainen’s Force Missiles, Otiluke’s Resilient Sphere, Shout, Sonic Orb, Thunderlance, Wall of Fire, Wall of Ine; (Necro) Contagion, Enervation, Fear, Negative Energy Wave; (Trans) Attune Form, Bestow Curse, Dimension Door, Fire Stride, Improved Cat’s Grace, Improved Eagle’s Splendour, Improved Fox’s Cunning, Improved Owl’s Wisdom, Mass Darkvision, Polymorph Self, Polymorph Other, Rary’s Mnemonic Enhancer, Scramble Portal, Spell Enhancer.

4th lvl: Dimensional Anchor, Evard's Black Tentacles, Minor Creation, Summon Monster IV, Arcane Eye, Detect Scrying, Locate Creature, Leomund’s Secure Shelter, Scrying, Charm Monster, Stoneskin, Phantasmal Killer, Shadow Conjuration, Zone of Respite, Ethereal Mount, Vitriolic Sphere, Improved Bull’s Strength, Improved Cat’s Grace, Improved Fox’s Cunning, Attune Form, Polymorph Self, Mostin's Interminable Sermon, Mostin's Torque Tendril, Zone of Revelation.

5th Level: (Conj) Cloudkill, Lesser Planar Binding, Major Creation, Summon Monster V, Wall of Iron, Wall of Stone; (Div) Contact Other Plane; Prying Eyes, Rary’s Telepathic Bond; (Ench) Feeblemind, Hold Monster, Mind Fog; (Evoc) Ball Lightning, Cone of Cold, Firebrand, Sending, Tenser’s Destructive Resonance, Wall of Force; (Necro) Animate Dead, Kiss of the Vampire, Magic Jar, Spiritwall; (Trans) Fabricate, Ghostform, Passwall, Telekinesis, Teleport, Transmute Mud to Rock, Transmute Rock to Mud, Xorn Movement; (Univ) Permanency.


5th lvl: Dismissal, Lesser Planar Binding, Cloudkill, Major Creation, Summon Monster V, Contact Other Plane, Fabricate, Prying Eyes, Rary's Telepathic Bond, Dream, Nightmare, Mestil’s Acid Sheath, Wall of Force, Sending, Teleport, Mostin's Metempsychotic Reversal, Mostin's Paroxysm of Fire, Permanency, Tenser’s Destructive Resonance.


6th Level: (Conj) Fire Spiders, Planar Binding, Summon Monster VI; (Div) Analyse Dweomer, True Seeing; (Ench) Geas/Quest, Mass Suggestion; (Evoc) Cacophonic Shield, Chain Lightning, Contingency, Otiluke’s Freezing Sphere, Prismatic Eye; (Necro) Circle of Death, Trollish Fortitude; (Trans) Control Water, Control Weather, Disintegrate, Energy Transformation Field, Eyebite, Fiendform, Flesh to Stone, Hardening, Make Manifest, Mass Fly, Mass Haste, Move Earth, Stone to Flesh, Tenser’s Transformation.

6th lvl: Repulsion, Gate Seal, Eyebite, Make Manifest, Hardening, Contingency, Acid Storm, Antimagic Field, Fiendform, Disintegrate, Planar Binding, Summon Monster VI, Analyze Dweomer, Legend Lore, True Seeing, Chain Lightning, Guards and Wards, Tenser's Transformation, Mass Haste, Mostin's Id Eruption

7th Level: (Conj) Mordenkainen’s Magnificent Mansion, Power Wod Stun, Summon Monster VII; (Div) Greater Scrying, Vision; (Ench) Insanity; (Evoc) Bigby’s Grasping Hand, Delayed Blast Fireball, Forcecage, Great Thunderclap, Prismatic Spray, Reality Maelstrom; (Necro) Control Undead, Finger of Death; (Trans) Elemental Body, Ethereal Jaunt, Mass Teleport, Plane Shift, Reverse Gravity, Statue, Teleport Without Error; (Univ) Limited Wish.


7th lvl: Banishment, Sequester, Energy Immunity, Vipergout, Delayed Blast Fireball, Teleport Without Error, Spell Turning, Summon Monster VII, Greater Scrying, Vision, Insanity, Plane Shift, Ethereal Jaunt, Limited Wish, Reality Maelstrom, Mordenkainen's Magnificent Mansion.


8th Level: (Conj) Greater Planar Binding, Incendiary Cloud, Maze; (Div) Discern Location; (Ench) Binding, Demand; (Evoc) Bigby’s Clenched Fist, Flensing, Great Shout, Sunburst; (Necro) Clone, Horrid Wilting; (Trans) Etherealness, Mass Manifest, Polymorph any Object; (Univ) Symbol

8th lvl: Mind Blank, Greater Planar Binding, Great Shout, Summon Monster VIII, Sympathy, Trap the Soul, Discern Location, Binding, Etherealness, Mostin's Metagnostic Inquiry, Polymorph any Object, Mass Manifest, Symbol, Maze.

9th Level: (Conj) Gate, Power Word Kill, Summon Monster IX; (Div) Foresight; (Ench) Dominate Monster; (Evoc) Bigy’s Crushing Hand, Chain Contingency, Meteor Swarm; (Necro) Astral Projection; (Trans) Shapechange, Temporal Stasis; (Univ) Wish

9th lvl: Summon Monster IX, Wish, Gate, Time Stop, Prismatic Sphere, Imprisonment.

Magic Items

The Sapphire of Mutable Coruscations
Ring of Protection +6
Amulet of Natural Armour +5
Crystal Ball with Telepathy
Mostin’s Metamorphic Apparatus
+1 Shocking Burst Rapier
2 Gloves of Storing
Ring of Spellcraftiness (adds +30 to Spellcraft skill checks)
Mostin’s Pseudonatural Helper
+1 Dagger
Folding Boat
Periapt of Wisdom +6
Obsidian Steed
Bag of Holding (IV)
Scrolls to the Value of 75,000 gp: these include duplicates of her original spells, and a number of spells from banned schools (Illusion, Abjuration) which are maintained for trade value.


The Sapphire of Mutable Coruscations is a perfectly spherical gemstone the size of a walnut, which can be seen to swirl with all shades of blue, yellow and white. Its origins are unknown, but it was known to be coveted by the Xorn King Krygnasz before falling into the hands of Mulissu.
The Sapphire grants its owner a +6 enhancement bonus to intelligence, and allows him or her to summon an Elder Air Elemental of maximum hit points once per day. The Elemental serves unfailingly for a period of one hour. Once per week, the Sapphire can be used to invoke a Prismatic Sphere. All spell abilities are at 20th level where appropriate.

Magic Items:

Looking Glass of Urm Nahat (Mirror of Mental Prowess)
Portable Hole
Bracers of Armour +4
Ring of Protection +4
Incandescent Blue Sphere Ioun Stone (+2 Wis)
Pale Green Prism Ioun Stone (Sustains without Air)
Iridescent Spindle Ioun Stone (Sustains without Food or Water)
Amulet of Absorption (21 Spell Levels Remain): 3 currently stored
Headband of Intellect +6
Robe of Eyes
Belt of Many Pockets
Mostin's Comfortable Retreat
4 Potions of "Cure Serious Wounds
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Old 18th January 2003, 05:36 AM   #58 (permalink)
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tleilaxu Goblin Sharpshooter (Lvl 2)
mostin should increase his spells known at al levels.

does he have any plans for crafting more wonderous items? i suggest a belt of constitution.
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Old 18th January 2003, 05:39 AM   #59 (permalink)
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tleilaxu Goblin Sharpshooter (Lvl 2)
look at these spell progressions... mostin is almost there...

4/7/7/7/7/6/6/5/5/3
4/7/7/7/6/6/6/5/4/3
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Old 11th February 2003, 06:46 AM   #60 (permalink)
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Sepulchrave II Hobgoblin Soldier (Lvl 3)
Here is Titivilus. I'll add the final version of Graz'zt shortly.

TITIVILUS (Duke of Hell)

Medium-Size Outsider (Evil, Lawful)
Hit Dice: 22d8+110 (209 hp)
Initiative: +11 (+7 Dex, +4 Improved Initiative)
Speed: 40 ft, fly 60 ft (average)
AC: 32 (+7 Dex, +15 natural), touch 17, flat-footed 25
Attacks: +4 speed wounding longsword +31/+31/+26/+21/+16 melee
Damage: +4 speed wounding longsword 1d8+9 and wounding
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Fear touch, spell-like abilities, spells.
Special Qualities: Baatezu traits, DR 30/+3, regeneration 5, SR 30, spontaneous casting of divine spells, summon baatezu.
Saves: Fort +18, Ref +20, Will +19
Abilities: Str 20, Dex 25, Con 20, Int 29, Wis 22, Cha 24
Skills: Bluff +62, Concentration +17, Diplomacy +32, Disguise +19, Escape Artist +25, Gather Information +32, Innuendo +32, Intimidate +27, Knowledge (arcana) +26, Knowledge (history) +26, Knowledge (philosophy) +29, Knowledge (religion) +34, Knowledge (the planes) +34, Listen +18, Move Silently +19, Scry +26, Search +21, Sense Motive +26, Spellcraft +28, Spot +19
Feats: Craft Wondrous Item, Dark Speech, Improved Initiative, Quicken Spell-Like Ability, Violate Spell, Weapon Focus (longsword)
Climate/Terrain: Any land and underground
Organization: Solitary or troupe (Titivilus and 2-4 erinyes)
Challenge Rating: 24
Treasure: Double standard plus +4 speed wounding longsword
Alignment: Always lawful evil
Advancement:



Titivilus, the Confuser, is the Nuncio of Dispater, who bears messages between his liege and both mortal disciples and other Devils alike. His reputation is such that even the Arch-Devils are wary of dealing with him, and he enjoys a degree of autonomy enjoyed by few other Dukes of Hell.

Titivilus appears in his natural form as a pale-skinned and ruddy-cheeked satyr, with short horns protruding from a bald or shaved head, and with stunted wings which protrude from his back which look too small to allow him to fly. When dealing with mortals, he generally assumes the guise of an aesthete, scholar or philosopher of forceful opinion and confident demeanour.

Titivilus is an enigmatic Devil, and he strives to maintain his inscrutability. He is known to be on favourable terms with Dukes opposed to Dispater’s camp, as well as other powerful entities who dwell outside of the Hells altogether. Amongst the Oronthonians his antiparallel is held to be the Celestial Salaiz, an Exemplar Deva who is a Captain in the twenty-third host under Chahel.



COMBAT

Titivilus prefers to avoid combat altogether, using his wits and guile and confusion ability to refrain from it. If necessary, he will use his spell-like abilities to eliminate foes as quickly as possible, though he will use his sword if pressed into melee. At the first sign of possible defeat, he will summon other devils to cover his escape. His general preferences for seduction, obfuscation, confusion and bewilderment mean that he would rather corrupt and turn foes against one another, than engage them directly. Nonetheless, if forced into a confrontation, his tactical mind and ability to exploit weakness is not to be underestimated.

Favoured combinations against very dangerous foes where escape is impossible include a quickened symbol of discord followed by a violated fire storm. Unholy Aura will be employed against good foes, and Titivilus will not hesitate to Gate in a Pit Fiend or Malebranche into the fray. Powerful spellcasters will be targeted ruthlessly with implosion, destruction and symbols. Quickened charm monster spell-like effects will be directed at Fighter-types.

Spell-Like Abilities: At will—animate dead, blasphemy, charm monster, create undead, desecrate, detect good, detect magic, dispel magic, hold person, hypnotism, improved invisibility, magic circle against good, major image, produce flame, polymorph self, pyrotechnics, see invisibility, suggestion, teleport without error (self plus 50 pounds of objects only), true seeing, tongues, unholy aura, unhallow, ventriloquism, and whispering wind; 1/day—feeblemind, symbol (any), and limited wish. These abilities are as the spells cast by a 20th-level sorcerer (save DC 17 + spell level).

Spells: Titivilus spontaneously casts spells as an 18th level Cleric with access to the Diabolic, Evil, Knowledge and Trickery domains. He does not need a Divine Focus for any spells which normally require them, and need not use material components if their value is less than 1000gp. Titivilus enjoys an effective experience point cushion of 5000xp per week when casting spells which have an xp component.

Outsider Traits: Titivilus has darkvision (60-foot range). He cannot be raised or resurrected.

Confusing Speech (Su): As a standard action, Titivilus may evoke a confusion effect in all creatures within 15 ft. by speaking aloud, unless they succeed at a Will save (DC 28). Even other devils are not immune to this effect. Those who successfully save cannot be affected for 24 hours.

Sublime Glibness (Ex): Titivilus is among the greatest of all diabolic liars. He receives a +30 competence bonus to all Bluff skill checks.

Fear Touch (Su): A creature touched by Titivilus must succeed at a Will save (DC 28) or be affected by a fear effect.

Summon Devils (Sp): Twice per day, Titivilus can automatically summon 1d4 erinyes.

Regeneration (Ex): Titivilus takes normal damage from holy and blessed weapons of at least +3 enchantment.

Baatezu Traits: Titivilus can communicate telepathically with any creature within 100 feet that has a language. He can see perfectly in darkness of any kind, even that created by deeper darkness spells. Titivilus is immune to fire and poison, and has cold and acid resistance 20.



I've also appended the Infernal Hierarchy. This is the outline document and doesn't go into much detail. My main Historical Sources were Dante's Inferno, the Lesser Key of Solomon the gnostic Testament of Solomon, the Sacred Magic of Abramelin the Mage and the Pseudomonarchia Daemonum.

And the 1e Monster Manual 2, of course
Attached Files
File Type: rtf infernalhierarchy.rtf (97.3 KB, 593 views)
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