Eschaton OOC

Voidrazor

First Post
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:

log in or register to remove this ad

Voidrazor

First Post
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:


hero4hire

Explorer
Beta Version

jester.gif
Code:
------------------------------------------------------------------------
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    :  [URL=http://invisiblecastle.com/find.py?id=815520]250[/URL]                         | 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)
----------------------------------------------------------------------------
RACE/CLASS ABILITIES & FEATS   
[U]Race [/U]                            
+2 vs sleep/charm
Natural Linguist
Minor Change Shape

[U]Class[/U]
Ki Power 7/day
Sudden Strike +1d6
Trapfinding
Ghost Step (Invisible)
Hexblade Curse 1/day DC 18
Arcane Resistance
Mettle
Dark Companion
Morphic Immunities
Morphic Weapons
Morphic Body
Morphic Reach
Morphic Healing
Aptitude Focus +4 3/day
Ability Boon +6
Double Aptitude
Rapid Refocus

[U]Feats[/U]
Able Learner
Master Linguist
Racial Emulation
Persona Immersion
Quick Change
Disturbing Visage
Jack of all Trades



----------------------------------------------------------------------------
LANGUAGES
Abyssal, Aquan, Auran, Celestial, Common, Draconic, Druidic, Dwarven, Elven, Giant,
Gnome, Goblin, Gnoll, Halfling, Ignan, Infernal, Orc, Sylvan, Terran, Undercommon,
2 free
----------------------------------------------------------------------------
SKILLS                    
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


                           
   
----------------------------------------------------------------------------
WEAPON               
[I]Everchanging Blade[/I]  attack +28, full attack +28/+23/+18, 1d8+13 damage (may vary)



                                                  TOTAL WEIGHT:        LB
----------------------------------------------------------------------------
                        ARMOUR CHECK    MAX  SPELL
ARMOUR          TYPE    BONUS  PENALTY  DEX  FAIL  SPEED  WGHT  PROPERTIES
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.)


HEXBLADE SPELLS (LEVEL)

LEVEL     0  1  
Known:    -  2  
Per Day:  0  2  

CHAMELEON SPELLS (LEVEL)

LEVEL     0   1   2   3   4   5   6   
Known:    -   -   -   -   -   -   -   
Per Day:  4   6   6   5   5   4   2

SPELL BOOK

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 )





PREPARED ARCANE SPELLS

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 )


PREPARED CLERIC SPELLS

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:
GEMS:

                                                  TOTAL WEIGHT:        LB
----------------------------------------------------------------------------
GEAR                                                            WEIGHT LB
TBA


                                                  TOTAL WEIGHT:        LB
----------------------------------------------------------------------------
LOAD:  LIGHT   MEDIUM (-3) HEAVY/MAX (-6)  LIFT (X 2)  PUSH/DRAG (X 5)
          306 LB     613 LB         920LB              1840LB           4600LB
----------------------------------------------------------------------------
MAGIC ITEMS
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
----------------------------------------------------------------------------
DESCRIPTION
Varies, often will appear as a Jester wearing a porcelin masque.


----------------------------------------------------------------------------
PERSONALITY
Mischievous, and mysterious. Enjoys playing pranks, learning secrets, causing an uproar, 
and pretending to be who he is not.  (Much more to come)
----------------------------------------------------------------------------
BACKGROUND
The Jack of Many Faces is the mercurial ringleader of an Interdimensional [I]Karnivale[/I]; 
a pleasure planet that is one huge amusement park. (Much more to come)


----------------------------------------------------------------------------
 
Last edited:

Rino

First Post
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]

Feats:

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.

Spells: [sblock]
Level 1 spells: 8 per day DC: 16[sblock]
Bane
bestow wound [sblock] Transmutation
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.[/sblock]
cause fear
chill touch
detect magic
detect undead
doom
hide from undead
inflict light wounds
ray of enfeeblement
summon undead I[sblock] 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
humanoid.
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
Ghoul
Troll skeleton
Ogre zombie
4th Level
Allip
Ghast
Wyvern zombie
5th Level
Mummy
Shadow
Vampire spawn
Wight[/sblock]
undetectable alignment[/sblock]

Level 2 spells: 8 per day DC 17[sblock]
Blindness/deafness
command undead
darkness
death knell
false life
gentle repose
ghoul touch
inf lict moderate wounds
scare
spectral hand
summon swarm
summon undead II[/sblock]

Level 3 spells: 8 per day DC: 18[sblock]
Crushing despair
death ward
halt undead
inflict serious wounds
ray of exhaustion
speak with dead
summon undead III
vampiric touch[/sblock]

Level 4 spells: 8 per day DC: 19[sblock]
Animate dead
bestow curse
contagion
deathward
dispel magic
enervation
Evard’s black tentacles
fear
giant vermin
inflict critical wounds
phantasmal killer
poison
summon undead IV[/sblock]

Level 5 spells: 7 per day DC 20[sblock]
Blight
cloudkill
fire in the blood[sblock] Transmutation
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.[/sblock]
greater dispel magic
insect plague
lesser planar binding
magic jar
mass inflict light wounds
nightmare
oath of blood
slay living
summon undead V
undeath to death
unhallow
waves of fatigue[/sblock]

Level 6 spells: 7 per day DC 21[sblock]
Acid fog
circle of death
create undead
eyebite
geas/quest
harm
mass inflict moderate wounds
planar binding
waves of exhaustion[/sblock]

Level 7 spells: 7 per day DC 22[sblock]
Control undead
destruction
finger of death
greater harm[sblock] 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.[/sblock]
mass inflict serious wounds
song of discord
vile death[sblock] 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.
[/sblock] [/sblock]

Level 8 spells: 6 per day DC 23[sblock]
Create greater undead
horrid wilting
mass inflict
critical wounds
symbol of death[/sblock]

Level 9 spells 3 per day DC 24[sblock]
Energy drain
imprison soul[sblock] Necromancy [Evil]
Level: Cleric 9, dread necromancer
9, Spite 9
Components: V, S, M, F
Casting Time: 1 standard action; see
text
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
descriptions.[/sblock]
mass harm[sblock] Level: Dread necromancer 9
Range: 20 ft.
Area: 20-ft.-radius burst centered on
caster
Targets: All creatures except the caster
in the area[/sblock]
plague of undead [sblock] 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
range
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.[/sblock]
wail of the banshee[/sblock] [/sblock]



Human:

* 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:[sblock]
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)[/sblock]

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[sblock] 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)[/sblock]
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
450gc

Familiar
Imp [sblock]
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.
Combat

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.
[/sblock]

bio: [sblock]
near death experience[/sblock]

agenda: [sblock]
edit later[/sblock]
 
Last edited:

Eela6

First Post
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?
 

Shayuri

First Post
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.
 



Valeas

First Post
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.

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


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

Skills:


Feats:
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
Spellcasting

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
Tongues
+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)


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

Background:



Personality:


Non-Core Items:
 
Last edited:

Remove ads

AD6_gamerati_skyscraper

Remove ads

Upcoming Releases

Top