Eschaton OOC
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  1. #1

    Eschaton OOC

    I'm interested in running a high level PbP game with some experimental features. The structure of the very homebrew world may take some effort to wrap one's brain around, but will allow PC's to have simultaneous interactions with each other across worlds. Hopefully this will help ameliorate the glacial pacing of PbP.

    Each PC would be an established member of a multidimensional society. Characters would have titular control of their own world (or similar resources). Although the Leadership feat itself won't be allowed, each PC will have a staff of spirits (outsiders, undead, etc.) chosen by the player. I'd like input from interested players before setting the CR distribution, however. Templates will be allowed on spirits but no class levels.

    My intent is for the game to be intrigue and RP. But given the power level of the campaign I expect a fair amount of creative and tactical use of kewl powerz will come into play. There may even be some PvP, but True Resurrection will be freely available and society's powers-that-be frown upon soul destruction/soul capture.

    This is a game for mature players only. Those who might be offended by profanity, graphic violence, or sex should look elsewhere. That said, PM me for permission before any post that involves non-consensual sex. Rape of other PCs will not be allowed under any circumstances.

    Instead of standard experience progression, characters will receive a major boon at the conclusion of each 'storyline' (or more often at DM discretion). The boon can take the form of and artifact, custom ability, powerful follower or something similar; player picked but subject to DM approval.

    Character Generation:
    -ECL 17 for full casters. ECL 18 for character with up to 8th level spells/powers. ECL 19 for up to 7th ... ECL 21 for characters with spells/powers of 5th level or below.
    -40 point buy
    -Standard wealth by level, with 980,000gp at 21st.
    -Max HPs at 1st, 50% after that. Round up on even level and down on odd ones.
    -Subject to DM approval/adaptation any 3.5/3.0 d20 resource is allowed. This includes Dragon and non WotC products. This also includes D20 Future stuff, just ask me for pricing. -Submission of custom material is also encouraged so long as it isn't broken. Physical augmentations that don't stack with polymorph/shapechange will come with a signifigant price reduction.
    -Certain items will have adjustments to their price. Grafts will be cheaper, rods of absorption will be much more expensive.
    -No pre-game crafting with the exception of an artificer's crafting reserve.

    Character Submission Guidelines:
    This is not a first come first served game. Characters will be selected on various criteria most notably, how well the character concept fits the world and perceived posting reliability.

    Feel free to go fairly nuts on the stat crunch. But please clearly explain any "dirty tricks" being used. No recursion or 'nanobot' builds. I will probably give extra stuff to less optimized build to help address balance issues.

    Again, custom material, especially races, is ecouraged. But the goal of custom stuff should be flavor not power.

    Let me know if you have read any novels set in post-scarcity worlds. Examples include Walter Jon Williams Aristoi and John C. Wright's Golden Age trilogy. Both are highly recommended as background material.

    PC's are expected to be at least mildly proactive. Charactersubmissions should include an agenda as well as the standard background personality etc.
    Last edited by Voidrazor; Saturday, 16th August, 2008 at 11:45 PM.

  2. #2

    Intro fluff and world notes

    Dizorxthon had lost patience with reliving the same battles on various planes. It had been an obsession lasting three and a half subjective centuries. Since the conquest of M'zzlorca Prime, a campaign in which Dizorxthon had lost its first life, it had devoted every moment to re-fighting a war that could not be won.

    Upon reincarnation, it had found others of races previously unknown to him who chafed under the bridle of the meta-civilization known as Eschaton. As a reborn autarch Dizorxthon fought on a sub-1% likelihood "past" dimension as part of a coalition of independent races resisting interstellar dominion. And even in that improbable scenario, it and those with whom it fought alongside were slaughtered. Again and again. Yet, even after that hell, it found rulership even more bitter.

    Where others might have taken solace in Citizenship and mastery of their own world, Dizorxthon could only agonize that in founding a new colony within Eschaton it aided those who had brought low its people. At first there had been some hope that old wounds might be healed in founding a paradise of sorts for its own kind. But if there was one thing it shared with the general populace of Eschaton, it was a distaste for tyranny. Dizorxthon was eager to share the powers of government equally among all M'zzlorcani. Those born after the conquest of their old world soon came to outnumber those who remembered. And so it came to pass that other races were allowed to settle and share fully in the bounty of the new world. In a matter of a few decades, the character of the planet had changed utterly, absorbed into the star-spanning multidimensional culture of Eschaton.

    Yet, in this vile turn of events, a new opportunity arose. As founder of an arising Governed world, Dizorxthon was granted a new vista, its own pocket dimension. Here it could re-create its home in exact detail, or indulge in variations large or small. In earnest the war was fought again countless times. And despite all that Dizorxthon had learned of all things martial, despite stacking the deck favorably in various subtle ways, always the same results occurred in the end, as they had in the original catastrophic conflict.

    Its obsession of centuries tasting of ashes, Dizorxthon ventured upon the higher planes in search of some other way to prevail. Beyond paths of shining iridium and cold fire, passing enchanting deadly perfumes and living thoughts, it reached Atziluth Nexus. In a grove of trees singing sweet praises, attended by lovely, androgynous devas, whose feet did not harm the flowers they trod, reclined the Knower of All Paths. If Dizorxthon had been human, the figure before it might have had the head of an elephant and danced with grace among his attendants. But Ganesh, here, appeared somewhat similar to Dizorxthon's own form. Like its own, his "torso" was a translucent hypercube but skewed forward as a rhomboid. Symmetrical branch-like limbs also extended from the acute angles. But unlike Dizorxthon, there was an impossible complexity to the pattern of the god's limbs. Moreover, they shifted subtly in a hypnotic fashion.

    "It is a sad day when stubbornness becomes hubris. Yet fecund with possibility when the latter finally gives way to reason."

    Dizorxthon bristled at the god's remark, despite its friendly, elegant tone. "But is there yet hope?"

    "Hope? It is the simplest of matters to rejoin your kin at a point previous to and never leading to Eschaton contact. But you will not choose that path."

    "No, better enforced subjugation than subtle surrender."

    "And better to look forward than back in any case" replied the deity.

    "We can still win back independence?"

    Ganesh's forelimbs twitched in the equivalent of something between mild annoyance and a shrug. "In meaningless pockets only. But those who brought about the fall, and in countless timelines continue in the conquest of many worlds beside your own can be dealt a measure of comeuppance."

    "How can this be achieved?"

    The tips of the god's forelimbs spread in a smile, "Listen with care scion of M'zzlorca ..."

    Here are some notes on Eschaton society to mull over while coming up with character concepts.
    -Far-future where magic (esp. harnessing of spirits) is dominant over traditional technologies in human space. Nanotech and many forms of advanced physics are also relatively common, but human space is nearly as dependant on spirits as current society is upon oil.

    -While humanity makes up only a fraction of society (Several thousand races), they are much of the impetus towards expansion.

    -The civilization is spread over some 3 trillion worlds and continues to spread rapidly. Such is the rate that every resident can be given titular control of an entire planet after 100 years.
    The core or ‘Governed’ worlds have a highly democratic policy-making apparatus and are obligated to maintain numerous rights and a millionaire-esqe standard of living. While many other worlds strive for these standards, the only requirement, demanded of even the most barbaric, is that any sentient that dies is allowed to transmigrate to any other world that will accept them.

    -The bureaucracy of Governed worlds and Eschaton central government is made up of numerous committees and subcommittees. Most of these groups frame ballot questions upon which the larger population votes. Others investigate or perform advisory functions
    Although there are many exceptions, Eschaton society has three castes: Spirits, Autarchs, and Citizens.

    -The Spirit caste is composed of sentient but soulless beings. In addition to traditional spirits such as elementals angels and demons, many AI’s and fabricated life forms fall under this category. While many such entities are vastly smarter than the average human, all their actions are ultimately predictable as none can act against their nature. As the lowest caste, Spirits receive few if any social benefits and are often pressed into long contracts of indentured servitude.

    -Autarchs (literally self-rulers) for the middle rung of Eschaton society. Most Autarchs have a substantial estate, a bevy of spirit servants, physical immortality, and communal access to world-spanning telepathic net and instantaneous Gateway system. It is this class that administers the government of core worlds and spearheads the growth of the most successful colonies. Those who are judged by their piers to have provided “a century of meritorious service” graduate to the Citizen caste.

    -When raised, Citizens are provided with an entire planet, a small army of Spirits, and control of a Gateway system. But many Citizens find such colonies to be a gift built on quicksand. Any planet capable of supporting life eventually develops a somewhat godlike world-spirit. While rarely openly hostile, these entities can cause a lot of trouble if crossed. Also, mainstream Eschaton society is not well known for loyalty. Autarchs who agree to help found colonies generally do so to promote their own agenda. Many Citizens content themselves with population solely of Spirits. But such civilizations lack a certain spark and tend to be ignored by greater society. Other world-rulers abduct or recruit free-willed beings from other dimensions. While mass-abduction is considered completely barbaric by polite society, tyrannical Citizens are allowed to do so and even use mass-mind control.

    -A multitude of quasi-legal star-faring civil organizations work to curb the more barbaric Citizen practices. Judicial Committees tend not to interfere with such disputes so long as such groups remain subtle and Citizens contain their actions to their own domains.
    Last edited by Voidrazor; Friday, 14th November, 2008 at 11:17 PM.

  3. #3

  4. #4
    Cutpurse (Lvl 5)

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    Name  : Jack of All Faces   | Race  :  Changeling       | Height: varies
    Player:  H4H                | Gender:  ?                | Weight: varies
    Update: 1/11/07             | Age   :  ?                | Eyes  : varies
    Align :  CN                 | Size  :  M                | Hair  : varies
    Deity :                     | Speed :  30               | Hand  : left
     Class  Ninja 2/Hexblade 4/Warshaper 4/Chameleon 10              
    STR   26 (+1 level, +1 inherent, +6 enhancement, +4 class)                           
    DEX   20 (+6 enhancement)                           
    CON   24 (+6 enhancement, +4 class)                          
    INT   22 (+6 enhancement)                           
    WIS   22 (+2 level, +6 enhancement)                            
    CHA   22 (+2 level, +6 enhancement)                           
            Total   Current   Subdual |         Total   Dex   Misc
    HP    :  250                         | Init  :   5    =   5  + 0
            Total         Armour   Shield   Dex   Size   Natural   Defl   Misc
    AC    : 40    =    10  +9     +6        +5    +0      +5        +5     +0
            Total   Base   Str   Size |         Total   Base   Dex   Size
    Melee : +23 = 15  + 8     + 0  | Range : +20 =  15     +5     +0
    SAVES      Key                    Ability
             Ability   Bonus     Base   Mod   Magic   Misc
    Fort  :    Con  +19    =  8    + 7    + 4      (+25 vs arcane)
    Ref   :    Dex  +17    =  8    + 5    + 4      (+23 vs arcane)
    Will  :    Wis  +18    =  8    + 6    + 4      (+20 vs sleep/charm, +24 vs arcane, +26 arcane sleep/charm)
    +2 vs sleep/charm
    Natural Linguist
    Minor Change Shape
    Ki Power 7/day
    Sudden Strike +1d6
    Ghost Step (Invisible)
    Hexblade Curse 1/day DC 18
    Arcane Resistance
    Dark Companion
    Morphic Immunities
    Morphic Weapons
    Morphic Body
    Morphic Reach
    Morphic Healing
    Aptitude Focus +4 3/day
    Ability Boon +6
    Double Aptitude
    Rapid Refocus
    Able Learner
    Master Linguist
    Racial Emulation
    Persona Immersion
    Quick Change
    Disturbing Visage
    Jack of all Trades
    Abyssal, Aquan, Auran, Celestial, Common, Draconic, Druidic, Dwarven, Elven, Giant,
    Gnome, Goblin, Gnoll, Halfling, Ignan, Infernal, Orc, Sylvan, Terran, Undercommon,
    2 free
    Appraise +6
    Balance +5
    Bluff +30 (22 ranks, 2 race, 6 cha)
    Climb +8
    Concentration +20 (13 ranks, 7 con)
    Craft +6
    Dec. Script +6
    Diplomacy +10 (2 synergy, 2 race, 6 cha)
    Dis. Device +6
    Disguise +41 (23 ranks, 10 compentance, 2 synergy, 6 cha)
    Escape Artist +5
    Forgery +6
    Gather Info +20 (14 ranks, 6 cha)
    Handle Animal +6
    Heal +6
    Hide +20 (15 ranks, 5 dex)
    Intimidate +10 (2 synergy, 2 race, 6 cha)
    Jump +8
    Knowledge +6
    Knowledge Arcana +8 (2 synergy, 6 int)
    Listen +13 (7 ranks, 6 wis)
    Move Silent +20 (15 ranks, 5 dex)
    Open Lock +5
    Perform +6
    Profession +6
    Ride +5
    Search +13 (7 ranks, 6 int)
    Sense Motive +20 (12 ranks, 2 race, 6 wis)
    Sleight of Hand +12 (5 ranks, 2 synergy, 5 dex)
    Spellcraft +11 (5 ranks, 6 int) +13 w/ decipher scrolls
    Spot +13 (7 ranks, 6 wis)
    Survival +6
    Swim +8
    Tumble +5
    Use Magic Device +16 (10 ranks, 6 cha) +19 w/ scrolls
    Everchanging Blade  attack +28, full attack +28/+23/+18, 1d8+13 damage (may vary)
                                                      TOTAL WEIGHT:        LB
                            ARMOUR CHECK    MAX  SPELL
    Mithral Chainshirt
                                                      TOTAL WEIGHT:        LB
    WIZARD                    Total        Ability Mod    Misc
    SPELL SAVE: Spell Level +       = 10 +              +
    CLERIC                    Total        Ability Mod    Misc
    SPELL SAVE: Spell Level +       = 10 +              +
    (Below is an example of spell layout, mix, match and add as required.)
    LEVEL     0  1  
    Known:    -  2  
    Per Day:  0  2  
    LEVEL     0   1   2   3   4   5   6   
    Known:    -   -   -   -   -   -   -   
    Per Day:  4   6   6   5   5   4   2
    LEVEL 0 (DC:16 )
    LEVEL 1 (DC:17 )
    LEVEL 2 (DC:18 )
    LEVEL 3 (DC:19 )
    LEVEL 4 (DC:20 )
    LEVEL 5 (DC:21 )
    LEVEL 6 (DC:22 )
    LEVEL 0 (DC:16 )
    LEVEL 1 (DC:17 )
    LEVEL 2 (DC:18 )
    LEVEL 3 (DC:19 )
    LEVEL 4 (DC:20 )
    LEVEL 5 (DC:21 )
    LEVEL 6 (DC:22 )
    LEVEL 0 (DC:16 )
    LEVEL 1 (DC:17 )
    LEVEL 2 (DC:18 )
    LEVEL 3 (DC:19 )
    LEVEL 4 (DC:20 )
    LEVEL 5 (DC:21 )
    LEVEL 6 (DC:22 )
    COIN:    PP:    GP:     SP:     CP:
                                                      TOTAL WEIGHT:        LB
    GEAR                                                            WEIGHT LB
                                                      TOTAL WEIGHT:        LB
    LOAD:  LIGHT   MEDIUM (-3) HEAVY/MAX (-6)  LIFT (X 2)  PUSH/DRAG (X 5)
              306 LB     613 LB         920LB              1840LB           4600LB
    Manual of Gainful Exercise +1  27500gp
    Belt of Magnificence +6 200,000gp
    Amulet of Natural Armor +5 50,000gp
    Ring of Protection +5 50,000gp
    Mithral Glamered, Twilight, Chainshirt +5 39,800gp
    Mithral Buckler +5 26,015gp
    Metalline, Morphing, Sizing Longsword +5 162,315gp
    Ring of Evasion 25,000gp
    Wand of Stoneskin 50 charges 33,500gp
    Vest of Resistance +4 16,000gp
    Cloak of Etherealness 55,000gp
    Rod of Quicken Spell, Lesser 75,000gp
    Varies, often will appear as a Jester wearing a porcelin masque.
    Mischievous, and mysterious. Enjoys playing pranks, learning secrets, causing an uproar, 
    and pretending to be who he is not.  (Much more to come)
    The Jack of Many Faces is the mercurial ringleader of an Interdimensional Karnivale; 
    a pleasure planet that is one huge amusement park. (Much more to come)
    Last edited by hero4hire; Friday, 12th January, 2007 at 02:13 AM.

  5. #5
    Novice (Lvl 1)

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    Gimor Direspirit
    Human Dread Necromancer 17
    Neutral Evil

    Strength 12 (+1)
    Dexterity 20 (+5)
    Constitution 20 (+5)
    Intelligence 14 (+2)
    Wisdom 12 (+1)
    Charisma 26 (+8)

    Size: Medium
    Height: 6' 2"
    Weight: 190 lb
    Skin: Pale
    Eyes: Grey
    Hair: Black

    Total Hit Points: 155

    Speed: 30 feet

    Armor Class: 22 = 10 +7 [chain shirt] +5 [dexterity]

    Touch AC: 15
    Flat-footed: 17

    Initiative modifier: +9 = +5 [dexterity] +4 [improved initiative]
    Fortitude save +10 = 5 [base] +5 [constitution] +5 [cloak]
    Reflex save: +10 = 5 [base] +5 [dexterity] +5 [cloak]
    Will save: +11 = 10[base]+1 [wisdom] +5 [cloack]
    Attack (handheld): +9/+4 = 8 [base] +1 [strength]
    Attack (unarmed): +9/+4 = 8 [base] +1 [strength]
    Attack (missile): +13/+8 = 8 [base] +5 [dexterity]
    Grapple check: +9/+4 = 8 [base] +1 [strength]

    Light load: 43 lb. or less
    Medium load: 44-86 lb.
    Heavy load: 87-130 lb.
    Lift over head: 130 lb.
    Lift off ground: 260 lb.
    Push or drag: 650 lb.

    Languages: Common Infernal Undercommon

    +10/+5 +1 unholy Greatsword [2d6+3, crit 19-20/x2, 8 lb., two-handed, slashing]


    Combat Casting
    Eschew Materials
    Improved Initiative
    Quick Draw
    Spirit Sense
    Craft Wand
    Weapon Focus x1 Weapon(s): Greatsword

    Bluff Cha 18 = +8 +10
    Concentration Con 22 = +2 +20
    Diplomacy Cha 10 = +8 +2 [bluff]
    Intimidate Cha 20 = +8 +10 +2 [bluff]
    Knowledge (arcana) Int 17 = +2 +15
    Knowledge (religion) Int 17 = +2 +15
    Knowledge (planes) Int 10 = +2 +8
    Listen Wis 5 = +1 +4
    Spot Wis 6 = +1 +5

    Bluff >=5 ranks gives +2 on disguise checks to act in character.
    Know Planes >=5 ranks gives +2 on survival checks on other planes.


    Level 1 spells: 8 per day DC: 16

    bestow wound
    Level: Dread necromancer 1, sorcerer/
    wizard 1, Spite 1
    Components: V, S, M
    Casting Time: 1 action
    Range: Touch
    Target: Living creature touched
    Duration: Instantaneous
    Saving Throw: Fortitude negates
    Spell Resistance: Yes
    If wounded, you can cast this spell
    and touch a living creature. The target
    takes damage equal to your wounds
    at the rate of 1 point of damage per
    your caster level, or the amount
    needed to bring you up to your
    maximum hit points, whichever is
    less. At the same time, you heal that
    much damage, as if a cure spell had
    been cast on you.
    Material Component: A small eye
    agate worth at least 10 gp.

    cause fear
    chill touch
    detect magic
    detect undead
    hide from undead
    inflict light wounds
    ray of enfeeblement
    summon undead I
    Conjuration (Summoning) [Evil]
    Level: Blackguard 1, cleric 1, dread
    necromancer 1, sorcerer/wizard 1
    Components: V, S, F/DF
    Casting Time: 1 round
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: One summoned creature
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No
    This spell functions like summon
    monster I (see page 285 of the Player’s
    Handbook), except that you summon
    an undead creature.
    Summon undead I conjures one of the
    creatures from the 1st-level list in the
    Summon Undead table at right. You
    choose which creature to summon, and
    you can change that choice each time
    you cast the spell. Summoned undead
    do not count toward the total Hit Dice
    of undead that you can control with
    animate dead, plague of undead, or other
    command undead abilities. No undead
    creature you summon can have more
    Hit Dice than your caster level +1.
    Focus: A tiny bag, a small candle
    (not lit), and a carved bone from any
    Note: The descriptions of the summon
    undead spells presented here supersede
    earlier published descriptions

    Summon Undead
    1st Level
    Human warrior skeleton
    Kobold zombie
    2nd Level
    Owlbear skeleton
    Bugbear zombie
    3rd Level
    Troll skeleton
    Ogre zombie
    4th Level
    Wyvern zombie
    5th Level
    Vampire spawn

    undetectable alignment

    Level 2 spells: 8 per day DC 17

    command undead
    death knell
    false life
    gentle repose
    ghoul touch
    inf lict moderate wounds
    spectral hand
    summon swarm
    summon undead II

    Level 3 spells: 8 per day DC: 18

    Crushing despair
    death ward
    halt undead
    inflict serious wounds
    ray of exhaustion
    speak with dead
    summon undead III
    vampiric touch

    Level 4 spells: 8 per day DC: 19

    Animate dead
    bestow curse
    dispel magic
    Evard’s black tentacles
    giant vermin
    inflict critical wounds
    phantasmal killer
    summon undead IV

    Level 5 spells: 7 per day DC 20

    fire in the blood
    Level: Cleric 5, Spite 5
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 minute/level
    Saving Throw: None
    Spell Resistance: No
    This unsettling spell enables you to
    make deadly weapons of your own
    arteries and veins. Once the spell is
    cast, your blood takes on a mystical
    potency that makes it more corrosive
    than the strongest acid to anyone who
    draws it from you. From then on,
    until the spell’s duration has elapsed,
    anyone who deals slashing or piercing
    melee damage on you is sprayed with
    your blood in retribution. The blood
    deals a cumulative 1d6 points of damage
    per attack upon your attacker,
    with no save or spell resistance
    applicable, up to a maximum of 5d6.
    Thus, the fi rst time a foe hits you with
    a slashing or piercing weapon, he
    instantly takes 1d6 points of damage
    from the sanguinary backlash. The
    second time that same foe strikes
    you, he takes 2d6 points of damage.
    As soon as any single foe has taken
    5d6 points of damage in a single
    spray from your corrosive blood, the
    spell ends.
    Opponents striking you with magical
    attacks that do not manifest in a
    slashing or piercing manner, or those
    striking you with only bludgeoning
    weapons, do not trigger the retributive
    blood spray.
    The arc and direction of the blood
    spray is magical in nature, and the
    spray does not splatter adjacent
    squares or parties, no matter how
    close together they might be. Each
    spray strikes only the one responsible
    for the wound.
    Material Component: A drop of your
    own blood.

    greater dispel magic
    insect plague
    lesser planar binding
    magic jar
    mass inflict light wounds
    oath of blood
    slay living
    summon undead V
    undeath to death
    waves of fatigue

    Level 6 spells: 7 per day DC 21

    Acid fog
    circle of death
    create undead
    mass inflict moderate wounds
    planar binding
    waves of exhaustion

    Level 7 spells: 7 per day DC 22

    Control undead
    finger of death
    greater harm
    Level: Cleric 7, dread necromancer 7
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    As harm (see page 239 of the Player’s
    Handbook), except as noted above and
    in that this spell deals 1d12 points of
    damage per caster level, to a maximum
    of 20d12 at 20th level.

    mass inflict serious wounds
    song of discord
    vile death
    Conjuration (Calling) [Evil]
    Level: Cleric 9, dread necromancer 7,
    sorcerer/wizard 9
    Components: V, S, M, XP
    Casting Time: 1 hour
    Range: Touch
    Target: One corporeal undead creature
    Duration: Permanent (D)
    Saving Throw: None
    Spell Resistance: Yes
    You summon the spirit of a fi end from
    the depths of Hell or the Abyss and
    bind it into the body of a corporeal
    undead creature.
    Binding the fiend applies the
    fiendish template (see page 108 of
    the Monster Manual) to the undead
    creature. The resulting creature is
    independent of you and can act on
    its own. Its initial attitude toward
    you is indifferent.
    Material Component: A bit of brimstone
    and a bloodstone worth at least
    500 gp.
    XP Cost: 100 XP.

    Level 8 spells: 6 per day DC 23

    Create greater undead
    horrid wilting
    mass inflict
    critical wounds
    symbol of death

    Level 9 spells 3 per day DC 24

    Energy drain
    imprison soul
    Necromancy [Evil]
    Level: Cleric 9, dread necromancer
    9, Spite 9
    Components: V, S, M, F
    Casting Time: 1 standard action; see
    Range: Touch
    Target: Creature touched
    Duration: Permanent; see text
    Saving Throw: Will negates
    Spell Resistance: Yes
    By casting imprison soul, you place the
    subject’s soul in a receptacle, such as
    a gem, ring, or some other miniscule
    object, leaving her body lifeless. While
    trapped, the subject takes 1d4 points
    of Constitution damage per day until
    dead or freed. The rituals to prepare the
    receptacle require three days. Destroying
    or opening the receptacle ends the
    spell, releasing the soul.
    To cast the spell, you must know the
    name of the target. The receptacle must
    be within spell range and you must
    know where it is.
    Material Component: A portion of the
    target’s body (a fi ngernail, a strand of
    hair, or some other small part).
    Focus: A Tiny or smaller object to be
    the receptacle for the subject’s soul.
    Note: This updated version of this
    spell supersedes earlier published

    mass harm
    Level: Dread necromancer 9
    Range: 20 ft.
    Area: 20-ft.-radius burst centered on
    Targets: All creatures except the caster
    in the area

    plague of undead
    Necromancy [Evil]
    Level: Cleric 9, dread necromancer 9,
    sorcerer/wizard 9
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Targets: One or more corpses within
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No
    This spell unleashes great necromantic
    power, raising a host of undead creatures.
    Plague of undead turns the bones
    or bodies of dead creatures within
    the spell’s range into undead skeletons
    or zombies with maximum hit
    points for their Hit Dice. The undead
    remain animated until destroyed. (A
    destroyed skeleton or zombie can’t be
    animated again.)
    Regardless of the specifi c numbers
    or kinds of undead created with this
    spell, a single casting of plague of undead
    can’t create more HD of undead than
    four times your caster level.
    The undead you create remain under
    your control indefinitely and follow
    your spoken commands. However,
    no matter how many times you use
    this spell or animate dead (see page
    198 of the Player’s Handbook), you can
    only control 4 HD worth of undead
    creatures per caster level; creatures
    you animate with either spell count
    against this limit. If you exceed this
    number, newly created creatures fall
    under your control and any excess
    undead from previous castings of this
    spell or animate dead become uncontrolled.
    Anytime this limit causes
    you to release some of the undead
    you control through this spell or animate
    dead, you choose which undead
    are released.
    The bones and bodies required for
    this spell follow the same restrictions
    as animate dead. All the material to be
    animated by this spell must be within
    range when the spell is cast.
    Material Component: A black sapphire
    worth 100 gp or several black
    sapphires with total value of 100 gp.

    wail of the banshee


    * Extra feat at first level (already included)
    * Four extra skill points at first level (already included)
    * One extra skill point at each additional level (already included)

    Dread Necromancer:

    Charnel touch (melee touch 1d8+4 or heals Undead +5 HP)
    rebuke undead
    Advanced learning
    Fear aura Enemies in the area must succeed on a Will save (DC 26)or become shaken.
    summon familiar
    Advanced learning
    undead mastery (gain a +4 enhancement bonus to Strength and Dexterity and 2
    additional hit points per Hit Die. Control 204 HD of UD for animate death, 170 HD for control UD)
    Negative energy resistance (+4 bonus on saving throws made to resist negative energy effects, including energy drain, some ability drain, and inflict spells.)
    Advanced learning
    enervating touch
    Negative energy burst 3/day 17d4 within 5ft save will DC 26
    Mental bastion (+4 bonus on saving throws made to resist sleep, stunning,paralysis, poison, or disease.)
    Lich body DR 8/-
    Advanced learning
    scabrous touch 3/day disease Fortitude save (DC 26)
    Enervating touch (give upto 8 negative lvls/day with Charnel touch, no more then 2 lvls/ touch DC 26)
    light fortification 50% (like the armor)

    equipment: 340k

    headband of charisma +6 36k
    gloves of dex +4 16k
    amulet of health +6 36k
    cloak of Resistance +5 25k
    rod of many wands (CM) 27k
    - wand of cure crit. wounds 21k
    - wand of wall of fire 21k
    - wand of restoration 26k
    +5 mithril chain shirt 26.1k
    +1 unholy greatsword 18.35k
    staff of the planes 43.1k
    Designed as an aid to planar
    travelers, this staff allows use of the
    following spells.
    • Analyze portal (1 charge)
    • Gate (3 charges)
    • Summon monster VI (2 charges)

    Ring of Dragonshape 23k (change to young red dragon 1/day for 1 hour)
    ioun stone clear spindle 4k
    Belt of many pockets 11k
    27 k in various gems


    Size/Type: Tiny Outsider (Evil, Extraplanar, Lawful)
    Hit Dice: 72
    Initiative: +3
    Speed: 20 ft. (4 squares), fly 50 ft. (perfect)
    Armor Class: 29 (+2 size, +3 Dex, +14 natural), touch 19, flat-footed 26
    Base Attack/Grapple: +3/-5
    Attack: Sting +8 melee (1d4 plus poison)
    Full Attack: Sting +8 melee (1d4 plus poison)
    Space/Reach: 2½ ft./0 ft.
    Special Attacks: Poison, spell-like abilities
    Special Qualities: Alternate form, damage reduction 5/good or silver, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 5, Scry on familiar by Master, Spell resistance 24, Speak with master, Deliver touch spells, Alertness, improved evasion, share spells, empathic link
    Saves: Fort +3, Ref +6, Will +4
    Abilities: Str 10, Dex 17, Con 10, Int 14, Wis 12, Cha 14
    Skills: Diplomacy +8, Hide +17, Knowledge (any one) +8, Listen +7, Move Silently +9, Search +6, Spellcraft +8, Spot +7, Survival +1 (+3 following tracks)
    Feats: Dodge, Weapon Finesse
    Environment: A lawful evil-aligned plane
    Organization: Solitary
    Challenge Rating: 2
    Treasure: None
    Alignment: Always lawful evil
    Advancement: 4-6 HD (Tiny)
    Level Adjustment: — (Improved Familiar)

    In its natural form, an imp stands almost 2 feet tall and weighs about 8 pounds.

    Imps are craven, but not so timid as to pass up an opportunity for a surprise attack using their invisibility and alternate form ability. In its natural form, an imp attacks with the wicked stinger on its tail. It quickly flies out of reach if a foe manages to strike back effectively.

    An imp’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
    Poison (Ex)

    Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus.
    Spell-Like Abilities

    At will—detect good, detect magic, invisibility (self only); 1/day—suggestion (DC 15). Caster level 6th. The save DC is Charisma-based.

    Once per week an imp can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).
    Alternate Form (Su)

    An imp can assume another form at will as a standard action. Each imp can assume one or two forms from the following list: Small or Medium monstrous spider, raven, rat, and boar.


    near death experience


    edit later
    Last edited by Rino; Monday, 8th January, 2007 at 08:36 PM. Reason: character

  6. #6
    Could be very, very interesting. I'd have to say I'm iffy on the concept of Epic - it tends to cause more headaches than it allows. Mind giving me a little time to work on a concept?

  7. #7
    Grandmaster of Flowers (Lvl 18)

    Join Date
    Jun 2002
    Minnapolis, MN
    Read 0 Reviews
    I Defended The Walls!

    ø Block Shayuri

    ø Friend+
    Dude, I am totally in! This reminds me, in spirit at least, of a very cool game where the PC's all played nascent gods... Sadly the game folded, but it had some awesome potential. And I don't mean similar in terms of power level, but rather in terms of the focus and the emphasis on RP and resource management over combat and bling.

    Smee. I shall post an entry as soon as I can cobble the crunch.

  8. #8
    Im also interested.

    Some kind of Jade Phoenix Mage will be my most likely submission.

  9. #9
    Thanks for the interest so far! I've included some additional info in the intro posts.

  10. #10
    I´ve started working on a character and wanted to post the skeleton of it now to give you the chance to say if you´re having any problems with it before I start working on the details.

    Male Phrenic Saint Human
    Human Paragon3/Cloistered Cleric1/Crusader2/Ruby Knight Vindicator10

    Str 20 +5 (6 pts)(+6 Enhancement)
    Dex 20 +5 (6 pts)(+6 Enhancement)
    Con 22 +6 (6 pts)(+2 Saint, +6 Enhancement)
    Int 18 +4 (2 pts)(+2 Phrenic, +6 Enhancement)
    Wis 30 +10 (10 pts)(+2 Saint, +2 Phrenic, +6 Enhancement, +4 inherent)
    Cha 40 +15 (10 pts)(+4 Saint, +4 Phrenic, +4 Level, +2 Human Paragon, +6 Enhancement, +4 inherent)

    Hit Points ??
    AC ??
    Touch ??
    Flat ??

    Init +5
    BAB +14, Grap +19
    Speed 30
    Fort +21(+1 Human Paragon, +2 Cloistered Cleric, +3 Crusader, +3 Ruby Knight Vindicator, +6 Con, +6 Resistance)
    Ref +15(+1 Human Paragon, +0 Cloistered Cleric, +0 Crusader, +3 Ruby Knight Vindicator, +5 Dex, +6 Resistance)
    Will +43(+3 Human Paragon, +2 Cloistered Cleric, +0 Crusader, +7 Ruby Knight Vindicator, +10 Wis, +15 Cha(Indomitable Soul), +6 Resistance)

    Medium, 5'5" tall, 155 wt, 35 yrs old
    Black hair, green eyes

    Speaks Common and Celestial


    Nymphs Kiss(Human)
    Exalted Spell Resistance(lvl1)
    Extend Spell(Planning Domain)
    Persistent Spell(lvl3)
    Divine Metamagic(Persistant Spell)(Human Paragon)
    Sanctify Weapon(lvl6)
    Combat Reflexes(lvl9)
    Power Attack(lvl12)
    Divine Might(lvl15)

    Human Traits:
    Bonus Feat
    +1 skillpoint/lvl

    Human Paragon Abilities:
    Bonus Feat
    +2 Cha
    Adaptive Learning(??)

    Cloistered Cleric Abilities:
    Domains: (Planning, Spell, Knowledge)
    Turn Undead

    Crusader Abilities:
    Furious Counterstrike
    Steely Resolve 5
    Indomitable Soul

    Ruby Knight Vindicator Abilities:
    Divine Recovery
    Armored Stealth
    Divine Impetus
    Divine Fury

    Saint Abilities:
    Outsider[native] Type
    Wisdom bonus as Insight bonus to AC
    Holy Power(+2 to all DCs)
    Holy Touch(+1d6 damage vs evil, +1d8 vs undead & evil outsiders)
    Spell-like abilities:
    at Will- guidance, resistance, virtue, bless
    DR 10/evil
    Fast Healing 10
    Immune to acid, cold, electricity & petrification
    Low-light vision
    60ft Darkvision
    Protective Aura
    Resistance fire 10
    +4 to saves vs poison
    +2 Con, +2 Wis, +4 Cha

    Phrenic Abilities:
    natural psionic(1pp)
    Power Resistance 26(30 vs spells with the [evil] descriptor and spell-like abilities of evil outsiders)
    Int +2, Wis +2, Cha +4
    Psi-like abilities:
    1/day - force screen(+7), body adjustment(7d12), brain lock(DC 29, humanoid, animal, fey, giant, magical beast, monstrous humanoid, aberration, dragon, elemental, or outsider), aversion(DC 35), psychic crush(DC 35, 6d6), psionic dominate(DC35, 9pp for augmentations), energy current(DC35, 16d6), tower of iron will(PR 26, 8 rounds)
    3/day - defensive precognition(+6 or +4 as swift action), empty mind(+9), mind thrust(DC 35, 16d10), intellect fortress(9 rounds), psionic teleport

    Stances & Maneuver:
    Stances Known:
    1st- Iron Guards Glare, Bolstering Voice
    3rd- Thicket of Blades
    5th- Press the Advantage

    Maneuvers Known:
    1st- Leading the Attack, Crusaders Strike
    2nd- Battle Leaders Charge, Foehammer, Shield Block
    3rd- White Raven Tactics
    4th- Entangling Blade
    5th- Shadow Stride
    6th- Rallying Strike
    7th- Shadow Blink

    Divine Spells:
    0th- 2x Light, 2x Detect Magic, 2x Read Magic
    1st- 7x Lesser Vigor(SC), Divine Favor, Nystuls Magic Aura(D)
    2nd- Elation(BoED), Divine Insight(SC), Divine Protection(SC), Calm Emotions, Silence, Lesser Restoration, Status, Identify(D)
    3rd- Magic Vestment, Mass Align Weapon(SC), Grace(SC), Blessed Sight(BoED), Mass Resurgence(SC), Dispel Magic, Dispel Magic(D)
    4th- Death Ward, Restoration, Wrack(SC), Greater Magic Weapon, Recitation, Divination(D)
    5th- Revivify(SC), 2x Righteous Wrath of the Faithful(SC), Righteous Might, Break Enchantment, True Seeing(D)
    6th- Superior Resistance(SC), Anti-Life Shell, 2x Heal, Heroes Feast(D)

    Belt of Magnificence +6(worn) 200k gp
    Tome of Leadership and Understanding +4(read) 110k gp
    Tome of Understanding +4(read) 110k gp



    Non-Core Items:
    Last edited by Valeas; Monday, 8th January, 2007 at 01:50 AM.

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