Epic Problem... Epic Solution


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  1. #1
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    Jemal's Avatar

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    ø Ignore Jemal

    Epic Problem... Epic Solution

    Here's the Rogues Gallery for the characters for my Epic Problem level 30 game.

    Please post your character here when finished.

    OOC : http://www.enworld.org/showthread.php?t=189736
    IC GOOD : http://www.enworld.org/showthread.php?t=190920&page=1
    IC EVIL : http://www.enworld.org/showthread.php?t=190929&page=1
    Last edited by Jemal; Monday, 9th April, 2007 at 10:58 PM.
    Intelligence is the capacity to understand old Ideas.
    Imagination is the ability to come up with New Ideas.

    Eagles may soar, but Weasels don't get sucked into jet engines.

    This isn't evil! You're just a bunch of NERDS!

 

  • #2
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    ø Ignore Ivellious
    Tharivol Dementra
    Half Elf
    Lvl 20 Paladin of Corellon Larethian/ 5 Purple Dragon Knight/ 5 Divine Emissary of Corellon Larethian
    Age 50
    Height 5'4"
    Weight 120lbs
    Straight Brown Hair
    Green Eyes
    Beardless
    Speed 30ft (base) 20ft (armor)

    Stats

    Str 34 = +10 Point Buy+3 Stat Points+5 Manual of Gainful Exercise+10 Belt of Epic Strength
    Dex 16 = +2 Point Buy+6 Boots of Swiftness
    Con 29 = +6 Point Buy+5 Manual Of Bodily Health+ 10 Bracers of Epic Health
    Int 12 = +4 Point Buy
    Wis 15 = +8 Point Buy
    Char 27=+10 Point Buy+4 Stat Points+5 Tome of Leadership and Influence+2 Cloak of Charisma

    Hp = 513

    AC 35 = 10 [Base]+1 [Dex bonus]+13 [Armor bonus]+5 [Natural Armor bonus]+4 [Deflection bonus]+3 [Shield bonus]

    Bab 25/20/15/10
    Melee AB 37/32/27/22
    Ranged AB 29/24/19/14
    Holy Avenger TH46/41/36/31[+5 sword+12 Str+1 Weapon Focus+2 Epic Weapon Focus+1 Pale Green Ioun Stone] DMG1d8+1d6[Against Evil Creatures]+18[+5 sword+12 Str+1 Pale Green Ioun Stone] 19-20/x2 Slashing

    Fort Save 31=13 [Base]+9 [Con Mod]+8 [Divine Grace]+1 [Pale Green Ioun Stone]
    Ref Save 20=8 [Base]+3 [Dex Mod]+8 [Divine Grace]+1 [Pale Green Ioun Stone]
    Will Save 19=8 [Base]+2 [Wis Mod]+8 [Divine Grace]+1 [Pale Green Ioun Stone]

    Skills Mod=Ranks+Ability Mod+Misc Mod-Armor Check
    Concentration 20=10+9+1 [Pale Green Ioun Stone]
    Diplomacy 45=30+8+7 [2 Half Elf Trait+ 2 Negotiator+ 2 Sense Motive+1 Pale Green Ioun Stone]
    Gather Information 11=0+8+3 [2 Half Elf Trait+1 Pale Green Ioun Stone]
    Handle Animal 19=10+8+1 [1 Pale Green Ioun Stone]
    Knowledge(Religion) 12=10+1+1 [1 Pale Green Ioun Stone]
    Listen 6=2+2+2 [1 Half Elf Trait+1 Pale Green Ioun Stone]
    Ride 30=24+3+3 [Handle Animal+1 Pale Green Ioun Stone]
    Search 3=0+1+2 [1 Half Elf Trait+1 Pale Green Ioun Stone]
    Sense Motive 17=11+3+3 [2 Negotiator+1 Pale Green Ioun Stone]
    Spot 6=2+2+2 [1 Half Elf Trait+1 Pale Green Ioun Stone]

    Feats
    Mounted Combat
    Negotiator
    Weapon Focus (Long Sword)
    Leadership
    Ride By Attack
    Spirited Charge

    Epic Feats
    Epic Leadership
    Epic Weapon Focus (Long Sword)
    Great Smiting
    Legendary Commander (I know this feat is pretty much useless this campaign but it's there for Character Flavor)

    Class Features

    Paladin Features
    Aura of good
    Detect Evil
    smite evil 5/day
    Divine Grace
    Lay on Hands
    Aura of Courage
    Divine Health
    Turn Undead +3 to check [2 Knowledge(Religion)+1 Pale Green Ioun Stone]
    Special Mount
    Remove Disease 5/week

    Purple Dragon Knight Features
    Heroic Shield
    Rallying Cry
    Inspire Courage 2/day
    Fear
    Oath of Wrath
    Final Stand

    Divine Emissary
    Divine Inspiration 2/day
    Granted Domain (War)
    Extra Smite 3/day
    Greater Planar Ally 1/day


    Spells Per Day Dc
    1st lvl 4 spells+ 1 domain 14
    2nd lvl 4 spells+ 1 domain 15
    3rd lvl 3 spells+ 1 domain 16
    4th lvl 3 spells+ 1 domain 17

    Spells Prepared (normally)
    domain slot Spiritual Weapon
    1st lvl x2 Divine Favor, Read Magic, Lesser Restoration
    2nd lvl x2 Shield Other,Resist Energy, Remove Paralysis
    3rd lvl Heal Mount, x2 Cure Moderate Wounds
    4th lvl Death Ward, Break Enchantments, Restoration

    Light Load 932 lbs or less
    Medium Load 933lbs or 1864lbs
    Heavy Load 1865lbs or 2800lbs
    Lift Over Head 2800lbs
    Lift Off Ground 5600lbs
    Push or Drag 14000lbs


    equipment

    Item Cost Weight
    Tome of Leadership and Influence +5(used) 137,500gp
    Manual of Gainful Exercise +5(used) 137,500gp
    Manual Of Bodily Health +5(used) 137,500gp
    Ring of Virtuous Good 250,000gp
    Ring of Iron Skin 400,000gp
    Amulet of Natural Armor +5 50,000gp
    Dragon Companion/ Cohort 20,000gp
    Pale Green Ioun Stone 20,000gp
    Belt of Epic Strength +10 1,000,000gp 1lb
    Bracers of Epic Health +10 1,000,000gp 1lb
    Dragonskin Armor Silver 564,550gp 50lbs
    Heavy Steel Shield +1 of Heavy Fortification 360,170gp 15lbs
    Boots of Swiftness 256,000gp 1lb
    Holy Avenger 120,315gp 4lbs
    Helm of Underwater Action 24,000gp 3lbs
    Horn of Blasting 12,000gp 3lbs
    Bag of Holding Type 2 5,000gp 25lbs
    Cloak of Charisma +2 4,000gp 1lb
    Spyglass 1,000gp 1lb
    Everburning Torch 110gp 1lb
    Noble's Outfit 75gp 10lbs
    Exotic Military Saddle 60gp 40lbs
    Holy Symbol, Silver 25gp 1lb
    Tent 10gp 20lbs
    12 Rations 6gp(5sp apiece) 12lbs
    Signet Ring 5gp -
    Back Pack 2gp 2lbs
    Traveler's Outfit 1gp 5lbs
    Waterskin 1gp 4lbs
    Signal Whistle 8sp -
    Bedroll 2sp 5lbs
    Whetstone 2cp -
    --------------------------------------------------------------------
    total 4499829gp 10 sp 2cp 200lbs

    Gold
    169gp
    8cp


    background

    Tharivol Dementra has always heard the call of Corellon Larethian from when he was little, and with the mark on his hand, Tharivol knew he was destined for great things. How great though had always alluded him. When he became of age he joined the Paladin sect of the church, and quickly began his one man campaign against evil, which went expectationally well. He quickly began getting noticed and fame, and amassing an army to help him fight the evils, but he also got one thing all Paladins dream of, a dragon mount. Deraixa the sliver dragon allied herself with Tharivol, and shortly after an elven maiden named Derailia Xiloscient joined his army as one of his officers. Tharivol quickly fell in love with Derailia, and soon they were inseparable, with only battles coming between them as he fought from upon of Deraixa. Things went even better for Tharivol when Corellon Larethian called him to be his Divine Emissary as it proved to his army that their god was with them. But destiny has a funny way of throwing a wrench into the works. In the midst of a battle with an opposing army controlled by a Lich by the name of Draven Damsca riding atop of the Red Dragon Scarlax, Deraixa was mortally wounded by Scarlax, but not before she killed Scarlax, grounding Draven to the ground. As Deraixa fell to the ground, Tharivol prepared to battle with Draven calling out to the Lich that Tharivol will destroy him in return for Deraixa's wounds. The Lich, and the Paladin began to battle with Tharivol destroying Draven. Then Tharivol rushed back to Deraixa's side, only to find the dragon missing, and seeing Derailia bleeding out in the dragons place. "I've lied to you my love, for I've not been entirely honest with you. My name isn't Derailia, for I am actually Deraixa. I became Derailia so I could help you with your plans to root out evil, but my time in this world is short, and I wanted you to know the truth, and know that I will always love you." She said to Tharivol as she slumped in his arms, and began reverting to her true form. After that day Tharivol had an armor craft a suit of armor from Deraixa scales, as so she could always protect him and would always be with him. To this day Tharivol still fights evil with his new partner Xialanet, a silver dragon


    Xialanet the Silver

    Alignment Lawful Good
    Speed 50ft fly 160ft(poor)
    Age 50

    Str 27 [+5 point buy +9 racial adjustment+ 5 paladin mount]
    Dex 14 [+6 point buy]
    Con 19 [+4 point buy +7 racial adjustment]
    Int 20 [+4 point buy +8 racial adjustment]
    Wis 22 [+5 point buy+ 9 racial adjustment]
    Cha 22 [+6 point buy+ 8 racial adjustment+2 HD up points]

    Hp 328

    Ac 36=10[base]+2[Dex Mod]+25[Natural{15 normal+10 paladin Mount}]-1[size]

    Int +4
    BAB 23
    Melee 30
    Ranged 26
    Fort 18
    Ref 16
    Will 20

    Race Abilities
    Breath Weapon: 8d8 40' cold cone, 40' paralysis cone (1d6+4 rounds) DC 21
    Sorceror Caster Level 3
    Darkvision 120'
    Immune to Acid, Cold, Paralysis, Sleep
    Feather Fall 2/day
    Cloudwalk (Su)
    Alternate Form 3/day
    Empathic Link
    Improved Evasion
    Share Spells
    Share Saving throws
    Improved Speed
    Command Creatures of its kind
    Spell Resistance 20

    Weapons -
    Bite, +30, 2d6+8, 10ft reach
    2 Claws, +28, 1d8+4, 5ft reach
    2 Wings, +28, 1d6+4, 5ft reach
    1 tailslap, +28, 1d8+12, 5ft reach

    Skills Mod=Ranks+Ability Mod+Misc Mod-Armor Check
    Appraise 19= 14 + 5
    Bluff 38= 28 + 6 + 4 [4 Epic Reputation]
    Concentration 18= 14 + 4
    Decipher Script 19= 14 + 5
    Diplomacy 30= 14 + 6 + 10 [2 Bluff+2 Knowledge (Nobility and Royalty)+2 Sense Motive+ 4 Epic Reputation]
    Gather Information 26= 14 + 6 + 6 [4 Epic Reputation+2 Knowledge (Local)]
    Intimidate 26= 14 + 6 + 6 [2 Bluff + 4 Epic Reputation]
    Knowledge (Arcana) 19= 14 + 5
    Knowledge (History) 19= 14 + 5
    Knowledge (Local) 19= 14 + 5
    Knowledge (Nobility and Royalty) 19= 14 + 5
    Listen 20= 14 + 6
    Search 19= 14 + 5
    Sense Motive 20= 14 + 6
    Spellcraft 21= 14 + 5 + 2 [2 Knowledge (Arcana)]
    Spot 20= 14 + 6
    Survival 15= 9 + 6

    Feats
    Hover
    Wingover
    Multiattack
    Flyby Attack
    Power attack
    Cleave

    Epic Feats
    Energy Resistance (fire)
    Epic Reputation

    Spells Per Day
    0th 6 DC(16)
    1st 7 DC(17)

    Spells Know
    0th lvl
    Detect Magic
    Read Magic
    Arcane Mark
    Message
    Daze

    1st
    Identify
    Magic Missile
    Mage Armor

    Items
    Ring Major Elemental Resistance
    Hoard gold 186,000gp


    Brief Character concept
    Xialanet is younger than most dragons asked to take up the mantle of a Paladin's protector, but Corellon Larethian noticed that Tharivol Dementra was starting to lose faith, even though the half elven paladin would never admit it, after the death of his beloved Derailia Xiloscient, or better known as Deraixa the Silver Dragon. The God asked Xialanet to become the half elf's protector to give him new hope, and to show that life does move on. Xialanet is eager to please her charge, and often is rash in her choices. Though Tharivol has to bail out his mighty protector from her stupidity at times, he has warmed up to the dragon more quickly than he thought he would. The two are slowly becoming as one in mind and thought as the young dragon learns her why in the world.
    Last edited by Ivellious; Monday, 12th March, 2007 at 02:22 AM.
    I am Method Actor 92% Storyteller 83% Tactician 75% Butt-Kicker 50% Specialist 50% Power Gamer 33% Casual Gamer 33%
    And a True Neutral Elf Bard with the stats
    Str:5
    Dex: 11
    Con: 11
    Int: 10
    Wis: 9
    Cha: 7 I must be a really crappy bard then lol

  • #3
    Mary Polis
    Human, Female, Brown Eyes, Brown Hair, 5'6'', 110 lbs, White Skin, Diety (none)
    4 Paladin, 16 Bard, 10 Seeker of the Song
    Spoiler:

    Str: 24/+7 (13 Base + 5 Inherent + 6 Enhancement)
    Dex: 24/+7 (13 Base + 5 Inherent + 6 Enhancement)
    Con: 24/+7 (13 Base + 5 Inherent + 6 Enhancement)
    Int: 19/+4 (14 Base + 5 Inherent)
    Wis: 16/+3 (11 Base + 5 Inherent)
    Cha: 40/+15 (18 Base + 7 Level + 5 Inherent + 10 Enhancement)

    BAB: +21
    Fort: +41 = 14 Base + 7 Con + 5 Resistance + 15 Divine Grace
    Reflex: +42 = 15 Base + 7 Dex + 5 Resistance + 15 Divine Grace
    Will: +38 = 15 Base + 3 Wisdom + 5 Resistance + 15 Divine Grace
    AC: 32 = 10 Base + 6 Dex + 4 Armor + 5 Natural Armor + 5 Deflection + 2 Shield
    Initiative: +7
    Speed: 60ft
    HP: 4d10 + 26d6 + 210 (357)

    Non-Epic Feats: Divine Might, Skill Focus (Perform), Chord of Distraction, Divine Shield, Words of Creation, Versatile Performance (Wind Instruments, Dance, Sing, Oratory), Lyric Spell, Devoted Performer

    Epic Feats: Inspire Excellence, Epic Inspiration, Music of the Gods, Lasting Inspiration

    Skills: (272) Ranks/Total Plusses
    Speak Language: All in PHB (19 Ranks)
    Knowledge (All but Arcana in PHB): 1/+5 (9 Ranks)
    Knowledge Arcana: 33/+37
    Escape Artist: 33/+40
    Tumble: 33/+40
    Hide: 33/+40
    Spot: 33/+37
    Bluff: 33/+48
    Perform (Percussion Instruments): 33/+53
    Decipher Script: 1/+5
    Disable Device: 1/2 /+4
    Handle Animal: 1/2 /+15
    Open Lock: 1/2 /+7
    Slieght of Hand: 1/+10
    Spellcraft: 1/+5
    Use Magic Device: 1/+16
    Profession (Cook): 1/+4
    Profession (Sailer): 1/+4
    Profession (Guide): 1/+4
    Profession (Hunter): 1/+4
    Profession (Guard): 1/+4

    Special Abilities: Smite Evil 1/Day, Divine Grace, Lay on Hands, Aura of Good, Bardic Music (30/day), Bardic Knack, Seeker Music, Rapture of the Songs, Combine Songs, Subvocalize
    Turn Undead, Aura of Courage, Divine Health

    Item Based Special Abilities: SR 32, Evasion, DR 50/magic, Immunity to Critical Hits, Constant Spellturning

    Spells Known:
    0: Stick, Message, Summon Instrument, Read Magic, Detect Magic, Know Direction
    1: Inspirational Boost, Improvisation, Serene Visage, Ventriloquism, Comprehend Languages
    2: Grace, Ray of the Python, Warcry, Invisibility,
    3: Haste, See Invisibility, Confusion, Summon Monster III
    4: Sirine's Grace, Ruin Delver's Fortune, Greater Mirror Image, Lingering Chorus
    5: Greater Heroism, Greater Blink, Dragon Sight, Cacaphonic Burst
    6: Otto's Irresistable Dance, Revenance

    Spells/Day:
    0: 4
    1: 8
    2: 8
    3: 7
    4: 6
    5: 5
    6: 3

    Attacks:
    Scimitar: +33/+28/+23/+18 1d6+12 damage, 15-20 x2 crit
    Longbow: +29/+24/+19/+14 1d8+ 4 damage, x3 crit

    Equipment:
    Spoiler:

    Equipment:
    All +5 Tomes (825,000)
    Cloak of Charisma +10 (1,000,000)
    Mithril Buckler +1, Great Reflection (1,211,015)
    Mithril Shirt +5, Ghost Touch, Glamered (157,800)
    Belt of Giants Strength +6 (36,000)
    Rod of Invulnerability (600,000)
    Ring of Deflection +5 (50,000)
    Ring of Invisibility (20,000)
    Amulet of Health +6 (36,000)
    Boots of Swiftness (256,000)
    Gloves of Storing x2 (20,000)
    Portable Hole (20,000)
    Heward’s Handy Haversack (2,000)
    Scarab of Golembane (2,500)
    Adamantine Scimitar +5 Wounding, Keen, Ghost Touch, Defending (203,015)
    Masterworked Bell (300)
    Wand of Restoration (26,000)
    Wand of Cure Light Wounds x4 (3,000)
    Iridescent Ioun Stone (18,000)
    Mighty +4 Masterworked Composite Longbow +1 Exit Wound (8,800)
    Rod of Quicken (75,500)
    Immovable Rod x2 (10,000)
    100 Adamantine Arrows (300)
    1,000 Cold Iron Arrows (100)
    1,000 Silver Arrows (200)
    100 Candles (1)
    100 ft Chain (300)
    Flint + Steel (1)
    Grappling Hook (1)
    Masterworked Manacles (50)
    500ft Silk Rope (100)
    Disguise Kit (50
    Healers Kit (50)
    10 Days Trail Rations (5)
    Everburning Torch (110)
    10 Smoke Sticks (100)
    4,702 gp

    Background:

    Spoiler:

    Mary lived a sheltered life, growing up inside a Paladin Temple to Heironeous. Being hidden away from the evils of the world, she led a peaceful, happy life. Because of this carefree lifestyle she had inherited, she was capable of growing up a happy, cheerful person, despite the fact that outside the guarded walls of her home, a world of corruption, hate, and hardships. When she eventually took up the sword of her order and became exposed to the shocking reality, she reacted to it in a unique way. She came to dislike the militaristic methods of her order, and grew angry that they were more concerned with their persecution of evil than helping the common man. Her idealism caused her to leave the safety of her home and travel across the world helping assisting people in need. Believing that even a simple cheerful song in a persons heart could steer them towards the proper path, she went to work feeding the poor, performing for anyone she came across, and doing any odd tasks that she could to help people. While she refused to go out looking for a fight however, when she stumbled across one, she would gladly step in to help the good underdogs. Inspiring mere peasants to take on and defeat trained bandits and soldiers, Mary became known across the land as someone who could single handedly turn the tides of war and has even been dubbed with the nickname "Lady Luck". Because she took up these great challenges, she quickly grew in power, and has since emerged as an Epic Warrior of Good.

    Mary has an obsession with the color red, and dresses accordingly. With the exception of her boots, cape, gloves, and belt, which are black, all her clothing comes in shades of red. Her armor is disguised as basic adventurer's clothing, though her shield gives a hint of her fighter nature. The hand of the shield arm always carries her Rod of Invulnerability around, but has a masterworked bell mounted to it to double as her instrument. Her other hand carries inside a glove of storing her scimitar, Sirine. The blade to it has been treated to be blood red with blue streaking around it like lightning. Her family crest is placed in a deeper shade of red on her chest and buckler and is composed of a Tiger backgrounded by a lightning bolt, though her own personal touch has been added in the form of a little bird flying away from the it.

    When approached with the news that the mark on her wrist, something she had simply thought of as an old birthmark and for no reason lucky charm, was in fact a symbol of destiny, Mary was sceptical. However, learning of the suffering happening on the prime, especially by people who had cast away their power and were now defenseless against their epic aggressors, has inspired her to assist in any way she can, even if she does not yet accept the mark as being a sign of great importance.
    Last edited by Darimaus; Tuesday, 5th June, 2007 at 06:27 PM.

  • #4
    Salarassa lvl7 Rakshasa/lvl3 Bard/lvl13 Lyric Thaumaturge
    Lawful Neutral Rakshasa. Male, 6'1 and 210lbs, red and gold fur, dark green eyes. 340 years old.

    Str 18
    Dex 26
    Con 30
    Int 18
    Wis 14
    Cha 46

    Speed: 80

    HP 338
    AC 29
    SR 43

    Saves
    Fort 26
    Ref 29
    Will 40

    BaB 19

    Staff of Power
    1d6+6 +28/+23/+18


    Feats
    Extra Music
    Leadership
    Epic Leadership
    Captivating Melody
    Improved Spell Capacity
    Force of Personality
    Versatile Performer
    Practiced Spellcaster
    Spell Penetration
    Evasion


    SKILLS (ranks+modifier+other=total)
    Appraise 5+4+10=19
    Bluff 26+18+8=52
    Craft:Tattoo 5+4=9
    Deplomacy 26+18+4=48
    Disguise 10+18+20=48
    Knowledge:Arcana 26+4=30
    Knowledge:History 5+4=9
    Knowledge:Planes 26+4=30
    Listen 10+2=12
    Perform 26+18+2=46
    Sense Motive 10+2=12
    Spellcraft 26+4+2=32
    Spot 10+2=12
    Use Magic Device 13+18=31
    Balance 20+4=24
    Climb 20+4=24
    Jump 20+4=24


    Equipment
    Cloak of Epic Charisma +12
    Gate Key
    Staff of Power (glass)
    Tome of Leadership and Influince +5 (used)
    Robe of the Archmagi
    Handy Haversack
    Luck Blade (three wishes left!)
    Force Shield Ring
    Ring of Mind Shielding
    Belt of Giant Strength +6
    Gloves of Dexterity +6
    Manual of Bodily Health +4 (used)
    Amulet of Health +6
    Lyre of Building
    Pipes of Pain
    Faustian Contract x13
    Masterwork Golden Fiddle
    Magical Fiddle (Timestop fiddle?)
    Boots of Swiftness


    SPELLS
    Sorcerer
    lvl1, 5 known, 11/day, dc29 - Featherfall, Endure Elements, Sirene Visage*, Magic Missiles, Expeditious Retreat
    lvl2, 3 known, 11/day, dc30 - Create Magic Tattoo*, Spider Climb, Touch of Idiocy
    lvl3, 2 known, 8/day, dc31 - Fly, Protection from Energy

    Bard
    lvl1, 6 known, 10/day, dc29 - Cure Light Wounds, Appraising Touch*, Distort Speech*, Improvisation*, Tasha's Hideous Laughter, Remove Fear
    lvl2, 5 known, 10/day, dc30 - Tongues, Cure Moderate Wounds, Invisibility, Shatter, Sonorous Hum*
    lvl3, 5 known, 8/day, dc31 - Allegro*, Creaking Cacophany*, Unluck*, Charm Monster, Cure Serious Wounds
    lvl4, 5 known, 7/day, dc32 - Ruin Delvers Fortune*, Sirine's Grace*, Voice of the Dragon*, Fugue*, Cure Critical Wounds
    lvl5, 5 known, 7/day, dc33 - Greater Dispel Magic, Cacophonic Burst*, Body Harmonic*, Persistant Image, Hidden Lodge*
    lvl6, 3 known, 5/day, dc34 - Greater Shout, Analyze Dweomer, Hindsight*
    lvl7, 0 known, 3/day

    * denotes that the spell can be found in the Spell Compendium

    Constant Buffs
    Create Magic Tattoo - +3 attack, +1 AC
    Appraising Touch - +10 Appraise check, never more than 50% off value

    Appearance, Nature, and Background

    Salarassa in his natural form appears to be a leonine creature with a golden-red mane and black claws, with eyes of dark emerald green. When passing as a normal being, he looks like a human with long black hair tied back into a slick pony-tail, with shockingly bright green eyes. In either state, he dresses in luxuriously rich reds and purples, adorned with gems of every shape, color, and size, tastefully arranged. His voice is deep and commanding, just short of a growl, but smoother than silk. His accent is clipped, and he chooses his words carefully.

    He is, first and foremost, a pragmatist. Undeniably charming, and liked by even his blood enemies, Salarassa has long ago decided that either supporting an evil or good lifestyle is naive, wasteful, and dangerous. While he acknowledges that his base desires, which he occasionally relents to, are soemwhat...unwholesome, he does his best not to allow them to interfere with his buisiness dealings with the members of the higher planes. Most of them acknowledge that Salarassa, while evil, is certainly the lesser evil is a universe of many. He manages to maintain this working relationship by being scrupulously careful about not breaking local laws or taboos. If he's in the mood to torture a few virgins to death, he can always take a short vacation to the lower plans for such revelry.

    Salarassa did not grow up. No living Rakshasa ever does. To grow up implies beginning from a place of innocence and trust. Such cubs are killed by their bretherin the moment those tendancies are reveiled. The others are allowed to get older, until other weaknesses are exposed. Salarassa realized while he was still fairly young that the only way to stay alive was to have something someone wanted. Females had their bodies, warriors had their martial talent, wizards had arcane knowledge, and merchants had their gold.

    Salarassa made sure from this point onwards to always have something that someone wanted. If he couldn't obtain the object itself, he'd figure out how to get it, where to find it, or at least who had it. While other Rakshasa commited themselves to petty plans and schemes for power, Salarassa slowly acumulated wealth and knowledge. While others perished to a mix of heroic adventurers, corrupt partners, and their own incompetince, he gained in power, and through power came the freedom to escape the stifling and dangerous culture of the Rakshasa. At the age of two hundred and fifty years, Salarassa took the palatial home of a prince of the City of Brass for his own, in exchange for a debt owed. Ever since he had expanded his power-base, gaining servants and enclaves throughout dozens of planes.

    GORASHIK (advanced noble salamander cohort)


    Str 30
    Dex 11
    Con 22
    Int 16
    Wis 15
    Cha 15

    284hp
    AC32
    Huge size
    BaB/Grapple +23/+41

    Fort 19
    Ref 13
    Will 15

    additional feats: weapon focus (longspear), improved critial

    +5 Axiomatic Huge Longspear +37/+32/+27/+22
    3d6+1d8Fire+20 crit:19-20, x3 (vs. Chaotic +2d6)
    Tail Slap +31/+26/+21/+16
    3d8+1d8Fire+5 crit:20, x2

    (More to come!)
    Last edited by pallandrome; Tuesday, 15th May, 2007 at 01:07 AM.

  • #5
    Registered User
    Gallant (Lvl 3)

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    Jool the Drogorn

    Spoiler:
    DETAILS
    Jool the Drogorn
    Female Half-Dragon (Blue)/Half-Ogre Fighter 21 (half-dragon +3 ecl, ogre +2 ecl & 4 levels of giant, 20 levels of fighter, 1 level of epic fighter = 25 character levels + 5 ecl)
    Alignment: Lawful Evil
    Height: 13' 8''
    Weight: 2200#
    Hair: Black
    Eyes: Black
    Age: 50
    XP: 463,000
    Next: 465,000

    Str: 58 (+24) [13 points, +10 giant, +8 half-dragon, +5 inherent, +6 level, +12 belt]
    Dex: 22 (+6) [5 points, -2 giant, +5 inherent, +6 gloves]
    Con: 24 (+7) [13 points, +4 giant, +2 half-dragon, +5 inherent]
    Int: 14 (+2) [3 points, -4 giant, +2 half-dragon, +5 inherent]
    Wis: 16 (+3) [3 points, +5 inherent]
    Cha: 14 (+2) [3 points, -4 giant, +2 half-dragon, +5 inherent]

    Ogre Racial Abilities: +10 Str, -2 Dex, +4 Con, -4 Int, -4 Cha, large size, space/reach: 10ft/10ft, base speed 40 ft, darkvision 60 ft, racial hit dice: 4 levels of giant, +3 BAB, +4 Fortitude, +1 Reflex, +1 Will, racial skills (Climb, Listen, Spot), +5 natural armor, +2 LA.

    Half-Dragon Racial Abilities: +8 Str, +2 Con, +2 Int, +2 Cha, type changes to dragon, increase base creature’s HD by one die size, wings and can fly at twice base land speed with average maneuverability, +4 natural armor, two claw attacks and a bite attack, breath weapon: 60ft line of lightning (6d8 damage; Reflex save DC 15 for half), low-light vision, immunity to sleep, immunity to paralysis, immunity to electricity, 56 racial skill points, +3 LA.

    Items Special Abilities: immunity to acid, immunity to cold, immunity to fire, immunity to sonic, spell resistance 21, teleport 3 times/day.

    Hit Dice: 25d10+175 [4d10+28 giant (increased to d10s by half-dragon template), 20d10+140 fighter, 1d10+7 epic fighter]
    HP: 353 [59 giant, 280 fighter, 14 epic fighter]
    AC: 36 (10 base, +5 Dex, +5 amulet, +8 bracers, +5 natural giant, +4 natural half-dragon, -1 size)
    ACP: +0
    Init: +10 (+6 Dex, +4 feat)
    Base Speed: 40ft, fly 80ft (average)

    Saves:
    Fortitude +23 [+4 giant, +10 fighter, +2 epic, +7 Con]
    Reflex +11 [+1 giant, +5 fighter, +2 epic, +6 Dex]
    Will +11 [+1 giant, +5 fighter, +2 epic, +3 Wis]

    BAB: +22 (+3 giant, +16 fighter, +3 epic)
    Grapple: +50 (+22 BAB, +24 Str, +4 size)

    Weapons:
    +7 Large Greatsword (+54, 3d6+47, 17-20/x2, S) [AB: +22 BAB, +24 Str, +7 weapon, +2 feats, -1 size; Dmg: +36 Str, +7 weapon, +4 feats]
    Claw (+45, 1d6+24, x2) [AB: +22 BAB, +24 Str, -1 size; Dmg: +24 Str]
    Bite (+43, 1d8+12, x2) [AB: +22 BAB, +24 Str, -1 size, -2 penalty; Dmg: +12 Str]

    Skills:
    Climb +52 [7 ranks giant, 20 ranks fighter, 1 rank epic fighter, +24 Str]
    Heal +6 [3 ranks cc giant, +3 Wis]
    Intimidate +26 [3 ranks cc giant, 20 ranks fighter, 1 rank epic fighter, +2 Cha]
    Jump +48 [3 ranks cc giant, 20 ranks fighter, 1 rank epic fighter, +24 Str]
    Listen +15 [7 ranks giant, +5 ranks cc fighter, +3 Wis]
    Search +5 [3 ranks cc giant, +2 Int]
    Spot +15 [7 ranks giant, +5 ranks cc fighter, +3 Wis]
    Swim +27 [3 ranks cc giant, +24 Str]
    Tumble +8 [2.5 ranks cc giant, +0.5 ranks cc epic fighter, +6 Dex]

    Feats:
    Character Level Feats:
    Weapon Focus [Greatsword] (1)
    Multiattack (3)
    Improved Bull Rush (6)
    Endurance (9)
    Diehard (12)
    Hover (15)
    Run (18)

    Epic Character Level Feats:
    Additional Magic Item Space [Ring] (21)
    Additional Magic Item Space [Ring] (24)

    Fighter Bonus Feats:
    Blind-Fight (1)
    Power Attack (2)
    Cleave (4)
    Weapon Specialization [Greatsword] (6)
    Improved Critical [Greatsword] (8)
    Improved Overrun (10)
    Greater Weapon Focus [Greatsword] (12)
    Greater Weapon Specialization [Greatsword] (14)
    Great Cleave (16)
    Improved Initiative (18)
    Improved Sunder (20)

    Languages: Common, Giant.

    Encumbrance: 25.6 tons Light; 51.2 tons Medium; 76.8 tons Heavy; 153.6 tons Lift; 384 tons Drag

    Equipment
    Large Traveler’s Outfit (worn)
    Belt of Epic Strength +12 (1,440,000gp, 1#, worn)
    +7 Large Greatsword (980,400gp, 16#, held)
    Amulet of Natural Armor +5 (50,000gp, worn)
    Bracers of Armor +8 (64,000gp, 1#, worn)
    Gloves of Dexterity +6 (36,000gp, worn)
    Mantle of Spell Resistance (90,000gp, worn)
    Boots of Teleportation (49,000gp, 3#, worn)
    Ring of Acid Immunity (240,000gp, worn)
    Ring of Cold Immunity (240,000gp, worn)
    Ring of Fire Immunity (240,000gp, worn)
    Ring of Sonic Immunity (240,000gp, worn)
    Manual of Bodily Health +5 (137,500gp, used)
    Manual of Gainful Exercise +5 (137,500gp, used)
    Manual of Quickness in Action+5 (137,500gp, used)
    Tome of Clear Thought +5 (137,500gp, used)
    Tome of Leadership and Influence +5 (137,500gp, used)
    Tome of Understanding +5 (137,500gp, used)
    Backpack (2gp, 2#, back)
    Sustaining Spoon (5400gp, backpack)
    Everburning Torch (110gp, 1#, backpack)
    Iron Pot (5sp, 10#, backpack)
    Money (87gp, 5sp, 2#, backpack)
    ------------------------------
    Total (4,500,000gp, 36#)
    Jool the Drogorn
    Female Half-Dragon (Blue)/Half-Ogre Fighter 21
    Alignment: Lawful Evil
    Height: 13' 8''
    Weight: 2200#
    Hair: Black
    Eyes: Black
    Age: 50

    Str: 58 (+24)
    Dex: 22 (+6)
    Con: 24 (+7)
    Int: 14 (+2)
    Wis: 16 (+3)
    Cha: 14 (+2)

    Ogre Racial Abilities: +10 Str, -2 Dex, +4 Con, -4 Int, -4 Cha, large size, space/reach: 10ft/10ft, base speed 40 ft, darkvision 60 ft, racial hit dice: 4 levels of giant, +3 BAB, +4 Fortitude, +1 Reflex, +1 Will, racial skills (Climb, Listen, Spot), +5 natural armor, +2 LA.

    Half-Dragon Racial Abilities: +8 Str, +2 Con, +2 Int, +2 Cha, type changes to dragon, increase base creature’s HD by one die size, wings and can fly at twice base land speed with average maneuverability, +4 natural armor, two claw attacks and a bite attack, breath weapon: 60ft line of lightning (6d8 damage; Reflex save DC 15 for half), low-light vision, immunity to sleep, immunity to paralysis, immunity to electricity, 56 racial skill points, +3 LA.

    Items Special Abilities: immunity to acid, immunity to cold, immunity to fire, immunity to sonic, spell resistance 21, teleport 3 times/day.

    Hit Dice: 25d10+175
    HP: 353
    AC: 36
    ACP: +0
    Init: +10
    Base Speed: 40ft, fly 80ft (average)

    Saves:
    Fortitude +23
    Reflex +11
    Will +11

    BAB/Grapple: +22/+50

    Weapons:
    +7 Large Greatsword (+54, 3d6+47, 17-20/x2, S)
    Claw (+45, 1d6+24, x2)
    Bite (+43, 1d8+12, x2)

    Skills:
    Climb +52
    Heal +6
    Intimidate +26
    Jump +48
    Listen +15
    Search +5
    Spot +15
    Swim +27
    Tumble +8

    Feats: Additional Magic Item Space [Ring], Additional Magic Item Space [Ring],
    Blind-Fight, Cleave, Diehard, Endurance, Great Cleave, Greater Weapon Focus [Greatsword], Greater Weapon Specialization [Greatsword], Hover, Improved Bull Rush, Improved Critical [Greatsword], Improved Initiative, Improved Overrun, Improved Sunder, Multiattack, Power Attack, Run, Weapon Focus [Greatsword], Weapon Specialization [Greatsword],

    Languages: Common, Giant.

    Encumbrance: 25.6 tons Light; 51.2 tons Medium; 76.8 tons Heavy; 153.6 tons Lift; 384 tons Drag

    Equipment
    Large Traveler’s Outfit (body)
    Vigora: Belt of Epic Strength +12 (1#, waist)
    Sculptor: +7 Large Greatsword (16#, held)
    Amulet of Natural Armor +5 (worn)
    Bracers of Armor +8 (1#, worn)
    Gloves of Dexterity +6 (hands)
    Mantle of Spell Resistance (body)
    Boots of Teleportation (3#, feet)
    Ring of Acid Immunity (left ring finger)
    Ring of Cold Immunity (right index finger)
    Ring of Fire Immunity (right ring finger)
    Ring of Sonic Immunity (left index finger)
    Backpack (2#, back)
    Sustaining Spoon (backpack)
    Everburning Torch (1#, backpack)
    Iron Pot (10#, backpack)
    Money (87gp, 5sp, 2#, backpack)
    ------------------------------
    Total (36#)

    Background: From as far back as Jool can remember she has been a warrior. She feeds on the battle and it sustains her very being. She comes from an entire half-dragon (blue) / half-ogre tribe of warriors that call themselves the Drogorns. Ever since she was of age she has battled for many things. As a young adult she began hiring herself out to any mercenary group that would take her. Many an enemy had underestimated her because she was female. A mistake that they never had the chance to rectify.
    Last edited by Tailspinner; Wednesday, 30th April, 2008 at 05:06 PM. Reason: Reset Character

  • #6
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    Acolyte (Lvl 2)

    Wrahn's Avatar

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    ø Ignore Wrahn
    Minathiel
    Large Male Outsider (Outsider, Archon, Good, Lawful)
    LA 8/Outsider 19/Cleric 1/Paladin 2
    Lawful Good
    Height 8’6”
    Weight: 511 lbs
    Appearance: Eight and a half foot tall heavily muscled bald elf with green skin and large white feathered wings. He usually wears white and gold
    Stats

    Str 46/62 (18 Base +18 Race +5 Inherent +5 Level) (+12 Enhancement +4 Unnamed)
    Dex 26/28 (11 Base +4 Race +5 Inherent +6 Enhancement) (+2 Unnamed)
    Con 36/52 (15 Base +16 Race +5 Inherent) (+12 Enhancement +4 Unnamed)
    Int 20/22 (10 Base +6 Race +4 Inherent) (+2 Unnamed)
    Wis 32/36 (15 Base +6 Race +5 Inherent +6 Enhancement) (+4 Unnamed)
    Cha 30/34 (11 Base +6 Race +5 Inherent +8 Enhancement) (+4 Unnamed)

    Abilities

    Outsider:
    -Darkvision out to 60 feet.
    -Unlike most other living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life.
    -Proficient with all simple and martial weapons and any weapons mentioned in its entry.
    -Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish).

    Archon:
    -Darkvision out to 60 feet and low-light vision.
    -Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours. (DC 31/33)
    -Immunity to electricity and petrification.
    -+4 racial bonus on saves against poison.
    -Magic Circle against Evil (Su): A magic circle against evileffect always surrounds an archon (caster level equals 19). (The defensive benefits from the circle are not included in an archon’s statistics block.)
    Teleport (Su): Archons can use greater teleport at will, as the spell (caster level 14th), except that the creature can transport only itself and up to 50 pounds of objects.
    Tongues (Su): All archons can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

    Trumpet Archon:
    -Size: Large
    -Move 40ft/80ft Ground 90ft/180ft (good) fly
    -Natural Armor +17
    -Damage Reduction 10/evil
    -Spell Resistance: 39
    -A trumpet archon’s natural weapons, as well as any weapons it wields, are treated as good-aligned and lawful-aligned for the purpose of overcoming damage reduction.
    -At will - detect evil, continual flame, message.
    -Trumpet (Su): An archon’s trumpet produces music of utter clarity, piercing beauty, and, if the trumpet archon wills it, paralyzing awe. All creatures except archons within 100 feet of the blast must succeed on a DC 25 Fortitude save or be paralyzed for 1d4 rounds. The save DC is Charisma-based. The archon can also command its trumpet to become a +4 greatsword as a free action. If a trumpet is ever stolen, it becomes a chunk of useless metal until the owner can recover it. Woe betide any thief caught with one.

    Cleric:
    -Turn Undead 13/day
    -Domain: Courage, Radiate an aura of courage granting a +4 Morale bonus against Fear to allies within 20ft
    -Domain: Competition, +1 to all opposed checks

    Paladin:
    -Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
    -Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
    -Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.
    -Smite Evil (Su): Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
    -Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus on all saving throws.
    Lay on Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level x her Charisma bonus. (20/24) A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.
    Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

    Combat

    HP: 20d8 + 2d10 + 286 (422/598 hp) + 0/27 Temp HP

    Initiative: +8/+9

    AC 55/60 (10 Base + 12 Armor +3/+7 Shield + 8/+9 Dex + 5 Deflection + 17 Natural Armor, +1 Insight - 1 Size)

    BAB 19 +1 Epic/ 30 BAB
    +41/+36/+31/+26 (+19 BAB +18 Str +1 Enhancement, +1 Competence, +1 Epic, +1 feat -1 Size)
    +65/+60/+55/+50 (+20 BAB, +26 Str, +5 Enhancement, +2 Morale, +6 Luck, +1 Competence, +1 Feat, +5 Epic, -1 Size)
    3d6 + 28 (+27 Strength +1 Enhancement) (+2d6 Holy, +1d6 Electric, +1d6 Frost +1 Con Damage)
    3d6 + 50 (+39 Strength +5 Enhancement +6 Luck) (+2d6 Holy, +1d6 Electric, +1d6 Frost +1 Con Damage)

    Saves

    Fort +44 /+52 (13 Class + 13/+21 Con +10/+12 Cha +5 Resistance +1 Luck, +1 Epic, +1 Competence)
    Refl +39/+42 (11 Class +8/+9 Dex +10/+12 Cha +5 Resistance +1 Luck, +1 Epic, +1 Competence)
    Will +43/+47 (13 Class +11/+13 Wis +10/+12 Cha +5 Resistance +1 Luck, +1 Epic, +1 Competence)

    Feats

    1. Extend Spell
    3. Persistent Spell
    6. Divine Metamagic (Persistent)
    9. Power Attack
    12. Reach Spell
    15. Weapon Focus: Greatsword
    18. Extra Turning
    21. Epic Spellcasting

    Skills

    (Outsider 286, Cleric 7, Paladin 14)
    Concentration +37/+45 (22 Ranks +13/+21 Con +1 Luck +1 Competence)
    Diplomacy +34/+36 (22 Ranks +10/+12 Cha +1 Luck +1 Competence)
    Escape Artist +32/+33 (22 Ranks +8/+9 Dex +1 Luck +1 Competence)
    Handle Animal +34/+36 (22 Ranks +10/+12 Cha +1 Luck +1 Competence)
    Knowledge (Religion) +31/+32 (24 Ranks +5/+6 Int +1 Luck +1 Competence)
    Listen +35/+37 (22 Ranks +11/+13 Wis +1 Luck +1 Competence)
    Move Silently +32/+33 (22 Ranks +8/+9 Dex +1 Luck +1 Competence)
    Perform (wind instruments) +34/+36 (22 Ranks +10/+12 Cha +1 Luck +1 Competence)
    Ride +32/+33 (22 Ranks +8/+9 Dex +1 Luck +1 Competence)
    Sense Motive +35/+37 (22 Ranks +11/+13 +1 Luck +1 Competence)
    Spell craft +21/+32 (24 Ranks +5/+6 Int +1 Luck +1 Competence)
    Spot +35/+37 (22 Ranks +11/+13 Wis +1 Luck +1 Competence)
    Use Rope +32/+33 (22 Ranks +8/+9 Dex +1 Luck +1 Competence)

    Spells

    6/8+1/8+1/8+1/7+1/7+1/6+1/6+1/5+1/5+1 Caster Level 22 DC 21/23 + spell level
    0. Read Magic, Guidance, Light, Detect Magic, Purify Food and Drink, Create Water
    1. Divine Favor, Protection From Evil, Shield of Faith, Doom, Bless, Entropic Shield, Sanctuary, Command, +Remove Fear
    2. Power Sight, Hold Person, Spiritual Weapon, Status, Zone of Truth, Aid, Darkness, Make Whole, +Zeal
    3. Invisibility Purge, Dispel Magic, Magic Vestment (x2), Wind Wall, Remove Disease, Remove Curse, +Prayer
    4. Greater Magic Weapon (x3), Freedom of Movement, Death Ward, Divine Power, Assay Resistance +Heroism
    5. True Seeing, Extended Deathward, Break Enchantment, Disrupting Weapon, Righteous Might, Greater Command, Extended Freedom of Movement, +Valiant Fury
    6. Quickshift, Heal (x4), Cometfall, +Extended Valiant Fury
    7. Holy Word (x2), Greater Scrying, Destruction (x2), Persistent Divine Favor +Greater Heroism
    8. Firestorm, Discern Location (x2), Anti-magic Field (x2), +Moment of Prescience
    9. True Resurrection, Miracle, Mass Heal (x2), Greater Visage of Deity, +Greater Cloak of Bravery

    Equipment

    Develop Epic Spells:
    171,000 Strength of 10 men (DC19) (6,840 xp)
    171,000 Resilience of Iron (DC 19) (6,840 xp)

    297,000 Rod of Epic Splendor
    256,000 Boots of Swiftness
    400,000 Ring of Ironskin
    687,500 Book +5 (x5)
    110,000 Book +4

    25,000 Cloak of Resistance +5
    50,000 Ring of Protection +5
    36,000 Periapt of Wisdom +6
    616,300 Armor of the Celestial Battalion
    101,020 +1Animated Heavy Mithral Shield of Heavy Fortification and Arrow Deflection
    723,050 Trumpet: +6 Adamantine Greatsword
    202,400 +1 Holy Cold Iron Greatsword of Speed, Wounding, Frost and Shock
    20,000 Luckstone
    51,600 Standard strand of prayer beads (x2)
    16,000 Scabard of Keen edges
    5,000 Ioun Stone: Dusty Rose Prism: +1 Insight to AC
    30,000 Ioun Stone: Orange Prism: +1 Caster level
    30,000 Ioun Stone: Pale Green Prism: +1 Competence Bonus
    125,000 Helm of Brilliance
    10,000 Gloves of Storing
    25,000 Greater Bracers of Archery
    5,000 Material components for True seeing (x20)
    50,000 Material components for True Resurrection (x2)
    1,800 Hat of Disguise
    2,000 Handy Haversack
    2,500 Silversheen (x10)
    5,000 +1 Composit Longbow (+26 Str)
    1 Arrows (x20)
    14,700 Incense of Meditation (x3)
    70,000 Crystal Ball with telepathy
    81,000 Pearl of Power (9th)
    64,000 Pearl of Power (8th)
    16,000 Pearl of Power (4th)
    15,300 Pearl of the Sirens
    2,829 unspent


    Buffs

    Strength of 10 Men (40 hour Duration)
    Resilience of Iron (40 Hour Duration)
    Using the Bead of Karma
    (Divine) Persistent Greater Visage of Deity (CL27)
    Greater Cloak of Bravery (27 hour duration) (CL 27)
    (Divine) Persistent Quickshift (CL27)
    (Divine) Persistent Divine Might (CL27)
    Persistent Divine Favor (CL 27))
    Moment of Prescience (27 hour duration)
    Magic Vestments (on Shield) (27 hour duration)
    Greater Magic Weapon (on Vorpal Sword) (27 hour duration)
    Greater Magic Weapon (on Holy Sword) (27 hour duration)

    Background

    The only noise that sounded was the distant chirping of birds as he walked down the marbled halls of the hospital. Though archons were a common sight in the skies of the celestial city of Empyrea, he noted a larger number of more alert Archons paying closer attention to this hospital. Raziel, sometimes called the Firestar, was here and that was why he came here.

    The archons eyed him curiously, though not with alarm. He was known to them as a champion of Law and Good, but he rarely left his command of the elite strike team which the Hebdomad use to solve problems with force when the need arises. In the planes, needs can arise very quickly, which was why he rarely left his unit. His presence here spoke of unusual need.

    He entered the infirmary to find Raziel talking quietly to one of the patients. Minathiel waited patiently by the entrance for him to finish. A moment later Raziel walked out signaling Minathiel to follow.

    When they arrived at a nearby courtyard, Raziel turned to him, “What brings you here my friend?”

    Minathiel pushed back his bracer and armor to expose his wrist which bore a character written in an ancient language. “It appeared there over night.”

    Raziel looked at the mark and then Minathiel, “I presume you are aware of the situation?”

    “I am.”

    “I don’t think there is any question that you must go.” Raziel spoke after a brief pause.

    “I concur. To that end, Undariel should make a good replacement for me.”

    “Very well, she shall be acting commander until your return.” Raziel paused, “Are you prepared for this?”

    “I am not sure. Everyone before me that has born this mark has died, but whatever is happening on the Prime must be addressed and I would prefer it to be me than someone else. So I suppose I am prepared as I am able.”

    “You are undoubtedly in peril, and many before you have fallen, but you have been in that situation before and you are still here. Those before you have not had the power of Heaven at their call. If there is a solution to this, you shall find it.”

    “It is a kindness of you to say my friend. Let us hope you are correct.”

    Raziel nodded, “They are gathering soon, you should make haste.”

    Minathiel drew his sword and saluted his commander, his wings unfurling, with a downward swing they lifted him aloft, into the celestial sky to meet his destiny.
    Last edited by Wrahn; Wednesday, 29th August, 2007 at 06:34 PM.

  • #7
    Registered User
    Lama (Lvl 13)

    Shayuri's Avatar

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    I Defended The Walls!

    ø Ignore Shayuri
    My communities:

    I think it's basically done! Feats adjusted so dragon can craft necessary items. Exp adjusted to reflect crafting. Funds spent acceptable (with some bankroll left over for expenses). Cohort feats adjusted to remove item crafting. Inventories finalized.

    Spoiler:
    Name: Athearkepeskorn
    Race: Silver Dragon
    Class/Level: Mature Adult
    Gender: Male
    Exp: 442,960/465,000

    Desc: Like all silver dragons of his age, Athearkepeskorn is a majestic sight, looking at first like a giant statue made from poured and set silver. Only up close to the tiny, close-set scales become visible, rippling liquidly over his considerable muscles...even for a dragon. In addition to the prodigious collection of magic items that adorns his body, spoils of his many battles against evils and fiends over the past hundred years, Athear is marked with peculiar dark symbols that seem part and parcel of the scales on his forelimbs and foreclaws.

    Strength (STR) 50 (13 pts + 18 racial + 5 inherent +10 enhancement)
    Dexterity (DEX) 24 (5 pts + 5 inherent + 6 enhancement)
    Constitution (CON) 40 (10 pts + 10 racial + 4 inherent + 10 enhancement)
    Intelligence (INT) 24 (2 pts + 10 racial +4 inherent)
    Wisdom (WIS) 28 (5 pts + 10 racial + 5 inherent)
    Charisma (CHA) 28 (5 pts + 10 racial + 5 inherent)

    Alignment: Lawful Good
    AC: 59 (10 -2 size + 7 Dex + 8 armor +29 natural + 5 Deflection + 1 insight + 1 competence)
    Hit Points: 603/603
    Movement: 40' / 150' poor

    Init: +7
    Base Attack Bonus: +25
    Melee Attack: +44
    Ranged Attack: +28
    Fort: +37
    Reflex: +21
    Will: +31

    Race Abilities
    Breath Weapon: 14d8 50' cold cone, 50' paralysis cone (1d6+7 rounds) DC 39
    Frightful Presence DC 32
    Sorceror Caster Level 9
    Blindsense 60'
    4x Low Light Vision
    Darkvision 120'
    DR 10/magic
    SR 24
    Immune to Acid, Cold, Paralysis, Sleep
    Feather Fall 2/day
    Fog Cloud 3/day
    Cloudwalk (Su)
    Alternate Form 3/day

    Class Abilities:
    None

    Skills: 308
    Listen +35 (25 ranks + 9 Wis + 1 competence)
    Search +33 (25 ranks + 7 Int + 1 competence)
    Spot +35 (25 ranks + 9 Wis + 1 competence)
    Concentration +41 (25 ranks + 15 Con + 1 competence)
    Diplomacy +36 (22 ranks + 9 Cha + 4 synergy + 1 competence)
    Intimidate +35 (25 ranks + 9 Cha + 1 competence)
    Knowledge (Arcana) +33 (25 ranks + 7 Int + 1 competence)
    Knowledge (History) +33 (25 ranks + 7 Int + 1 competence)
    Knowledge (Planes) +19 (11 ranks + 7 Int + 1 competence)
    Sense Motive +35 (25 ranks + 9 Wis + 1 competence)
    Use Magic Device +35 (25 ranks + 9 Cha + 1 competence)
    Bluff +35 (25 ranks + 9 Cha + 1 competence)
    Disguise +35 (25 ranks + 9 Cha + 1 competence)

    Feats
    1 Power Attack
    3 Multiattack
    6 Leadership
    9 Flyby Attack
    12 Ability Focus: Breath Weapon
    15 Craft Wondrous Item
    18 Wingover

    21 Epic Leadership (Leadership score 44)
    24 Fast Healing

    Languages - Common, Draconic, Elven, Sylvan, Giant, Goblin, Celestial, Auran,

    Spellcasting

    0 - 6/6, 1 - 9/9, 2 - 8/8, 3 - 8/8, 4 - 6/6

    0 Arcane Mark, Prestidigitation, Message, Mending, Detect Magic, Mage Hand, Create Water, Cure

    Minor Wounds
    1 Protection from Evil, Shield, Divine Favor, Disguise Self, Grease
    2 See Invisible, Invisibility, Cure Moderate Wounds, Lesser Restoration
    3 Heroism, Sleet Storm, Blinding Breath
    4 Dimension Door, Breath Weapon Substitution

    Money - 131,920 (100,000 given to cohort)

    Weapons -
    Bite, +49, 2d8+25, 15' reach
    2 Claws, +47, 2d6+15, 10' reach
    2 Wings, +47, 1d8+15, 10' reach
    1 tailslap, +47, 2d6+35, 10' reach

    1 Crush, +47, 2d8+35, 10' reach, Only vs Small creatures

    Armour -

    Gear -

    Magic -
    Bracers of Epic Constitution +10, 1,000,000
    Belt of Epic Strength +10, 1,000,000
    Vestment of Epic Resistance +7, 490,000

    Ring of Protection +5, 25,000
    Ring of Spell Turning, 98,280
    Ring of Immunity to Fire, 240,000 (not always worn, swapped with another ring when needed)
    Amulet of Mighty Fists +5, 150,000
    Gloves of Dexterity +6, 36,000
    Type IV Bag of Holding, 10,000
    Instant Fortress, 55,000
    Orb of Storms, 48,000
    Boots of Teleportation, 49,000
    Radiant Crown of Armor +8, crafted
    Collar of Iron Scales, crafted

    Dusty Rose Ioun Stone, 5,000
    Pale Green Prism Ioun Stone, 30,000

    Staff of Life, 155,750

    Tomes 770,000
    Cha +5 137500
    Int +4 110000
    Con +4 110000
    Dex +5 137500
    Str +5 137500
    Wis +5 137500

    Crafted Items:

    For Cohort:
    Greater Chauseble of Fell Power
    - Market Cost: 18,000
    - Spells needed: (1) Eldritch Blast
    - Item Slot: Amulet
    - Effect: Use-activated +2d6 damage to eldritch blasts
    - Creation costs: 9000gp, 720exp

    Bracers of Health +6
    - Market Cost: 36,000
    - Spells needed: Bear's Endurance
    - Item Slot: Bracer
    - Effect: Use-activated +6 enhancement bonus to Constitution
    - Creation costs: 18000gp, 1440exp

    Horizon Goggles
    - Market Cost: 8,000
    - Spells needed: (2) Near Horizon
    - Item Slot: Goggles/Lenses
    - Effect: Use-activated +50% range to ranged weapons, and ranged touch spells
    - Creation costs: 4000gp, 320exp

    For Self
    Radiant Crown of Armor +8
    - Market Cost: 64,000
    - Spells needed: Mage Armor
    - Item Slot: Headgear/Helmet
    - Effect: Use-activated +8 armor bonus (force).
    - Creation costs: 32000gp, 2560exp

    Collar of Iron Scales
    - Market Cost: 50,000
    - Spells needed: Barkskin
    - Item Slot: (3) Collar
    - Effect: Use-activated +5 enhancement bonus to natural armor
    - Creation costs: 25000gp, 2000exp

    (1) For this item, the creator must either be able to use eldritch blast or work with someone who

    can. Alternatively the spell Chaos Hammer can substitute.

    (2) Near Horizon is a spell in Complete Mage. Not sure, therefore, if it's legal. Please advise.

    (3) As per Draconomicon, the "collar" item slot corrosponds to the "robe" item slot on humans.

    Totals: 88,000, 7040 exp

    Background:
    None

    ------------------------

    Cohort:
    Name: Rhodia Alwynaxius
    Race: Elf
    Class/Level: Warlock 17, Enlightened Spirit 10
    Gender: Female
    Exp: ?

    Desc

    Strength (STR) 10 (2 pts)
    Dexterity (DEX) 22 (6 pts + 2 racial + 6 enh)
    Constitution (CON) 20 (6 pts -2 racial + 2 levelup + 6 enh)
    Intelligence (INT) 12 (4 pts)
    Wisdom (WIS) 10 (2 pts)
    Charisma (CHA) 26 (10 pts + 4 levelup + 6 enh)

    Alignment: Lawful Good
    AC: 36 (10 + 6 dex + 9 armor +5 deflection + 3 sacred + 2 insight + 1 competence)
    Hit Points: 245/245
    Movement: 30'/ 30' good

    Init: +6
    Base Attack Bonus: +18/+13/+8
    Melee Attack: +18/+13/+8
    Ranged Attack: +25/+20/+15
    Fort: +24
    Reflex: +27
    Will: +24

    Race Abilities
    +2 Dexterity, –2 Constitution.
    Immunity to magic sleep effects
    +2 racial saving throw bonus against enchantment spells or effects.
    Low-Light Vision
    Weapon Proficiency: longsword, rapier, longbow (inc comp longbow), shortbow (inc comp shortbow)
    +2 racial bonus on Listen, Search, and Spot checks
    An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check

    to notice it as if she were actively looking for it.

    Class Abilities:
    Eldritch Blast 15d6
    Detect Magic
    Damage Reduction: 4/cold iron
    Decieve Item
    Fiendish Resiliance 2
    Energy Resistance 5 to acid and fire
    Imbue Item

    Aura of Courage
    Aura of Menace
    Spirit Armor +3
    Tongues
    Shape Invocation (Chain Blast)
    Resistance 5 to cold and lightning
    Death Ward

    Skills: 12+78
    Bluff +15 (6 ranks + 8 Cha + 1 competence)
    Concentration +26 (20 ranks + 5 Con + 1 competence)
    Diplomacy +23 (10 ranks + 8 Cha + 4 synergy + 1 competence)
    Knowledge (Planes) +7 (5 ranks + 1 Int + 1 competence)
    Knowledge (religion) +7 (5 ranks + 1 Int + 1 competence)
    Sense Motive +11 (10 ranks + 0 Wis + 1 competence)
    Spellcraft +12 (10 ranks + 1 Int + 1 competence)
    Use Magic Device +33 (24 ranks + 8 Cha + 1 competence)

    Feats
    1 Point Blank Shot
    3 Precise Shot
    6 Iron Will
    9 Spell Penetration
    12 Greater Spell Penetration
    15 Empower Spell-Like Ability: Eldritch Blast
    18 Maximize Spell-Like Ability: Eldritch Blast

    21 Epic Fortitude
    24 Epic Reflexes
    27 Epic Spell Penetration

    Languages - Common, Elven, Draconic

    Invocations (CL 27, DC 18+lvl)

    Least -
    Dark One's Own Luck (Cha bonus to any one save, default is Will)
    Seen the Unseen (See Invis and Darkvision)
    Eldritch Spear (250' eldritch blast)

    Lesser
    Walk Unseen (invisibility)
    Flee the Scene (100' teleport, leaves image of caster behind)
    Brimstone Blast (fire damage, Ref DC 21 or catch fire)
    Spirit Blast (+1 damage per die to undead, no incorp miss chance)
    Celestial Flight (fly at ground move rate, good manuever)

    Greater
    Repelling Blast (Ref DC 24 or be knocked back and prone)
    Vitriolic Blast (Acid damage, ignore SR, extra 2d6 damage on following 5 turns)
    Warlock's Call (As Sending, but subject can try to save. 1d10dmg to warlock on succ save)
    Holy Blast (+1 damage per die to evil outsiders, plus dimensional anchor)
    Transform Magic (touch range greater dispel, heals damage per spell level dispelled)

    Dark
    Dark Foresight (as Foresight, but 24hr duration and allows telepathic communication when used on
    another being)

    Money - 11,320

    Weapons -
    Eldritch Blast, +25 to hit, 15d6 dmg, ranged touch

    Armour -
    +5 mithril Chain Shirt +9 ac, 26,000

    Gear -

    Magic -
    Handy Haversack, 2,000
    Boots of Swiftness, 256,000
    Pale Green Prism Ioun Stone, 30,000
    Ring of Protection +5, 50,000
    Ring of Spell Turning, 98, 280
    Vest of Resistance +5, 25,000
    Cloak of Charisma +6, 36,000
    Wand of Protection from Energy (CL12), 27,000
    Wand of Cure Moderate Wounds, 4500

    Donated Items (crafted by PC)
    Greater Chauseble of Fell Power
    Bracers of Health +6
    Horizon Goggles
    Last edited by Shayuri; Sunday, 11th March, 2007 at 09:08 AM.

  • #8
    Only fluff missing.

    Xis’talamarisk
    Male Kobold Sorceror 1/ Wizard 4/ Ultimate Magus 20/ Geometer 5
    Lawful Neutral

    Str 12 -- (3 pts) -4 racial +5 inherent
    Dex 16 -- (2 pts) +2 racial +4 inherent
    Con 22 -- (4 pts) -2 racial +4 inherent +8 enhancement
    Int 40 -- (16 pts) +6 level +4 inherent +12 enhancement
    Wis 14 -- (2 pts) +4 inherent
    Cha 22 -- (13 pts) +1 level +4 inherent

    Hit Points 297 (91+180 -4 +30 temporary)
    AC 32 (10 base +3 dex +6 natural +5 deflection +6 armor +2 insight), Touch 18, Flat 27
    Init +7
    BAB +9, Epic AB +5, Grap +16
    Speed 30 (base 30 ft, load 0/32, no armor)
    Fort +26 (5 Base +5 Epic +6 Con +10 Resistance), Ref +25 (5 Base +5 Epic +3 Dex +10 Resistance +2 insight), Will +34 (17 Base +5 Epic +2 Wis +10 Resistance)

    Small, 2'3" tall, 42 lbs, 24 yrs old
    Bald, Dark copper eyes with golden flecks, Reddish-black scaly skin with golden highlights.

    Speaks Draconic, Common, Undercommon, Terran

    +39 Concentration (33)
    +32 Decipher Script (15 + 2cc)
    +24 Disable Device (5 + 4cc)
    +4 Heal (0) +2 racial
    +48 Knowledge (arcane) (33)
    +44 Knowledge (the planes) (29)
    +30 Knowledge (religion) (15)
    +48 Spellcraft (33)
    +26 Search (5 + 4cc) +2 racial
    +35 Use Magic Device (27 + 2cc)
    +2 Listen (0)
    +2 Spot (0)

    Feats
    -Dragonwrought (Gold Dragon)
    -Practiced Spellcaster (Sorceror)
    -Eschew Materials
    -Extend Spell
    -Persistent Spell
    -Maximize Spell
    -Quicken Spell
    -Improved Initiative
    -Draconic Resevoir

    Epic Feats
    -Multispell
    -Improved Spell Capacity
    -Enhance Spell
    -Automatic Quicken Spell (0-3)
    -Automatic Quicken Spell (4-6)
    -Ignore Material Components

    Kobold Traits
    -+2 Dexterity, -4 Strength, -2 Constitution
    -Small Size
    -Dragon Type (Reptilian subtype)
    -Base Land Speed: 30ft.
    -+1 Natural Armor Bonus
    -Darkvision 60 ft.
    -Low-light Vision
    -Craft (trapmaking) is a class skill
    -+2 racial bonus to Craft (trapmaking), Heal, Profession (miner) and Search checks
    -Light Sensitivity
    -Immune to magical sleep and paralysis effects
    -Automatic Language: Draconic. Bonus Languages: Common and Undercommon
    -Favored Class: Sorceror

    Wizard Abilities
    - Summon Familiar
    - Scribe Scroll (bonus feat)

    Sorceror Abilities
    -Metamagic Specialist 18/day

    Ultimate Magus Abilities
    -Arcane Spell Power +4
    -Expanded Spell Knowledge 9th or lower
    -Augmented Spellcasting 13/day
    -Bonus Feat (2 pre-epic, 2 post-epic)

    Geometer Abilities
    -Glyph of Warding
    -Draw Spellglyph
    -Book of Geometry
    -Sigilsight
    -Pass Sigil
    -Powerful Spellglyph
    -Greater Glyph of Warding

    Spells Prepared Day 4|4+4/4+4/4+4/4+3/4+3/4+3/8+3/4+2/4+2/1+2/0+2/0+1/0+1/0+1/0+1 CL: 32
    0th- Mage Hand x2, Predisgitation x2
    1st- Karmic Aura, Protection from Evil x2, Protection from Good x2, Protection from Chaos x2, Protection from Law
    2nd- Detect Thoughts x3, Rope Trick, Heart of Air x2, Powersight x2
    3rd- Greater Mage Armor x3, Unluck x3, Heart of Water x2
    4th- Assay Spell Resistance x2, Enervation x2, Greater Invisibility x2, Heart of Earth
    5th- Dimension Jumper x3, Greater Blink x3, Heart of Fire
    6th- Greater Anticipate Teleportation, Chasing Perfection, Greater Teleportation x2, True Seeing x2, Acid Fog
    7th- Forcecage x2, Avasculate x2, Finger of Death x3, Spell Matrix x2, Energy Immunity x2
    8th- Maze, Wrathful Castigation, Chain Dispel x2, Greater Prying Eyes, Avascular Mass
    9th- Foresight, Absorption x2, Reaving Dispell, Wail of the Banshee, Time Stop
    10th- Extended Prismatic Sphere x2, Extended Absorption
    11th-Maximized Greater Prying Eyes x2
    12th-Quickened Chain Dispel
    13th- Enhanced Maw of Chaos
    14th-Quickened Extended Absorption
    15th- Persistent Foresight

    Spellbook
    0th- All cantrips
    1st- Identify, Alarm, Ray of Enfeeblement, Protection from Evil, Protection from Law, Protection from Good, Protection from Chaos, Ray of Clumsiness, Karmic Aura
    2nd-Detect Thoughts, Web, Rope Trick, Heart of Air, Powersight
    3rd-Glyph of Warding, Haste, Greater Mage Armor, Unluck, Karmic Backlash, Heart of Water
    4th-Heart of Earth, Assay Spell Resistance, Dimensional Anchor, Enervation, Solid Fog, Greater Invisibility, Celerity
    5th-Dimension Jumper, Heart of Fire, Feeblemind, Greater Blink, Graymantle
    6th-Greater Glyph of Warding, Greater Anticipate Teleportation, Karmic Retribution, Acid Fog, True Seeing, Chasing Perfection, Greater Teleportation, Cloak of the Sea
    7th-Forcecage, Avasculate, Spell Matrix, Energy Immunity, Finger of Death
    8th-Avascular Mass, Wrathful Castigation, Chain Dispel, Greater Prying Eyes, Greater Celerity, Moment of Prescience, Maze, Antipathy, Screen
    9th-Foresight, Time Stop, Prismatic Sphere, Reaving Dispel, Absorption, Maw of Chaos, Hindsight, Wail of the Banshee

    Spells Per Day 6|6+2/6+2/6+1/6+1/6+1/6+1/12/6/6 CL: 28
    0th- Message, Mage Hand, Dancing Lights, Ghost Sound, Amanuensis, Silent Portal, Stick, Arcane Mark, Predisgitation
    1st- Karmic Aura, Wings of Bounding, Feather Fall, Magic Missile, Instant Diversion, Dead End
    2nd- Detect Thought, Dark Way, Wings of Cover, Insight of Good Fortune, Earth Lock, Scorching Ray
    3rd- Karmic Backlash, Fireball, Chain Missile, Sense of the Dragon, Spellcaster’s Bane
    4th- Celerity, Greater Mirror Image, Orb of Sound, Dragon Breath, Flight of the Dragon
    5th- Dimensional Jumper, Lightning Leap, Telekinesis, Rary’s Telepathic Bond, Overland Flight
    6th- Karmic Retribution, Aura of Terror, Lingering Flames, Repulsion
    7th- Energy Immunity, Antimagic Ray, Reverse Gravity, Greater Shadow Conjuration
    8th- Greater Celerity, Greater Arcane Fusion, Greater Shadow Evocation, Field of Icy Razors
    9th- Time Stop, Absorption, Sphere of Ultimate Destruction, Freedom


    Spell-like Abilities: Deep Breath 3/day CL 30

    Daily spell buffs:

    24 hrs or more
    Heart of Air
    Heart of Water
    Heart of Fire
    Heart of Earth
    Greater Anticipate Teleportation
    Persistent Foresight
    Persistent Karmic Aura
    Persistent Karmic Backlash
    Persistent Karmic Retribution
    Energy Immunity for all five elements
    Greater Mage Armor








    Manual of Gainful Exercise +5 137,500 gp
    Manual of Bodily Health +4 110,000gp
    Manual of Quickness of Action +4 110,000gp
    Tome of Clear Thought +4 110,000gp
    Tome of Leadership and Influence +4 110,000gp
    Tome of Understanding +4 110,000gp
    Headband of Epic Intellect +12 1,440,000gp
    Portable Hole 20,000 gp
    Dusty Rose Prism Ioun Stone 5,000 gp
    Pale Green Prism Ioun Stone 30,000 gp
    Orange Prism Ioun Stone 30,000 gp
    Sundark Goggles 10 gp
    Cloak of Epic Resistance +10 1,000,000 gp
    Bracers of Epic Health +8 640,000 gp
    Ring of Epic Wizardry (VII) 490,000 gp
    Statuette of elephant ivory with gems (focus) 1500gp
    Platinum and Crystal hourglass filled with diamond dust. (focus) 1000 gp
    Sapphire 1000 gp
    Draconic Rite of Passage 100 gp
    Greater Draconic Rite of Passage 1000 gp
    Ring of Protection +5 50,000 gp
    Amulet of Natural Armor +5 50,000 gp
    2x Spell Component Pouch 10 gp
    Wizard’s Spellbook (Steel Plate cover with 200 vellum pages and slipcase, 10 lbs.) 320 gp
    Whip (focus) 1 gp
    Silver Shuriken (focus) 50 gp
    A pair of small iron bars attached to two small canine statuettes, one black and one white (focus) 50 gp

    56, 959 gp left
    Last edited by Avalon®; Friday, 6th April, 2007 at 04:19 PM.

  • #9
    Registered User
    Minor Trickster (Lvl 4)

    Quartz's Avatar

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    Aberdeen
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    Quote Originally Posted by Ivellious
    Tharivol Dementra
    Half Elf
    Lvl 15 Paladin of Corellon Larethian/ 5 Purple Dragon Knight/ 10 Divine Emissary of Corellon Larethian
    You need BAB +23 to be a Divine Emissary, so you can't fit 10 levels of DE. Earliest possible entry is L22. You get BAB +1 (=21) from levels @ L21 and BAB+1 Epic Prowess as your fighter feat for L1 fighter and BAB +1 from Epic Prowess as your every third level general feat. So you'd be Pal 15 / PD 5 / F1 / DE 9

  • #10
    Ijazim Kalar

    Human Cleric 30 (Madness and Magic)

    Character Specifics

    XP: lvl 30+15000-10240+12000+2500+2000=257260
    Alignment: NE
    Age: 42
    Gender: Male
    Ht: 6'2
    Wt: 130 lbs
    Move: 20
    Initiative: +7

    Str: 19/+4 (11+6(item))
    Dex: 16/+3 (10+6(item))
    Con: 26/+8 (15+5(tome)+6(item))
    Int: 20/+5 (14+6(item))
    Wis: 41/+15 (17+7(lvl)+5(tome)+12(item))
    Effective Wisdom for Spellcasting: 56/+23
    Effective Wisdom for skills and Saves: 26/+8
    Cha: 26/+8 (15+5(tome)+6(item)

    Insanity Score: 15 (The Insanity score is added to Wisdom for spellcasting, but subtracted from wisdom for saves and skills)
    Effective Wisdom for Spellcasting: 56/+23
    effective Wisdom for skills and Saves: 26/+8

    HD/HP: 30d8+240 / 422
    Bab/Eab/Grapple: 15/5/22

    Attack: By weapon or spell.

    AC: 38 (10(base)+13(armour)+3(dex)+5(deflection)+7(shield )+1(ioun))
    Touch/ Flatfooted: 14/35

    Fort: 31 (12(cleric)+5(epic)+8(con)+5(item)+1(ioun))
    Ref: 20 (6(cleric)+5(epic)+3(dex)+5(item)+1(ioun))
    Will: 31 (12(cleric)+5(epic)+8(wis)+5(item)+1(ioun))

    Skillpoints/Skills: 198 (33x6)

    Concentration (Con):............42 (33+8+1)
    Diplomacy (Cha):..................41 (33+7+1)
    Knowledge (arcana) (Int):......25 (19+5+1)
    Knowledge (history) (Int):......23 (17+5+1)
    Knowledge (religion) (Int):......39 (33+5+1)
    Knowledge (the planes) (Int):.36 (30+5+1)
    Spellcraft (Int):....................39 (33+5+1)

    Feats: 1+1+3+6+9+12+15+18+21+24+27+30+23+26+29
    Non Epic: 8

    Quicken Spell
    Spell Penetration
    Greater Spell Penetration
    Craft Wondrous Item
    Leadership (17th, 135, 13, 7, 4, 2, 2)
    Improved Initiative
    Power Attack
    Cleave

    Epic: 7

    21: Multispell
    23: Multispell
    24: Multispell
    26: Multispell
    27: Automatic Quicken Spell (slvl 0,1,2,3)
    29: Automatic Quicken Spell (slvl 4,5,6)
    30: Automatic Quicken Spell (slvl 7,8,9)

    Class Abilities:
    Rebuke Undead 10x/day (Control up to 10 times your level in HD of undead)
    http://www.d20srd.org/srd/combat/sp...nOrRebukeUndead
    Spontaneous Casting (Inflict)


    Equipment: (4,500,000 GP) *=Worn

    *Periapt of Wisdom +12: 1,440,000 gp
    *Cloak of resistance +5: 25,000 gp
    *Ring of Protection +5: 50,000 gp
    Ring of X-ray vision: 25,000 gp
    *Ring of Invisibility: 20,000 gp
    *Goggles of Night: 12000 gp

    *Glamered Mithral Full Plate Armour+5 of Heavy Fortification: 9000+1500+100000+2700: 113,200 gp
    (Full plate 1,500 gp ac+13, maxdex3, acpen-2, 20 ft., 25 lb.)

    *Animated (+2) Adamantium heavy Shield +5 (ac 2+5): 51000 gp

    Carpet of Flying (5ft. by 5ft. 200lb. 40ft. lb.) 20,000 gp
    Cube of Force: 62,000 gp.
    Incense of Meditation: 4,900 gp
    Mirror of Mental Prowess: 175,000 gp
    Portable Hole: 20,000 gp
    Prayer Bead of Karma x2 (caster level +4 for 10 min): 40,000 gp
    Rod of Absorption: 50,000 gp
    Rod of Metamagic, Maximize (lvl 0-6): 54,000 gp

    Tome of Wisdom +5: 137,500 gp
    Tome of Constitution +5: 137,500 gp
    Tome of Charisma +5: 137,500 gp

    Ioun Stones:
    Clear Spindle (Sustains creature without food or water): 4,000 gp
    Dusty rose Prism (+1 insight bonus to AC): 5,000 gp
    Iridescent Spindle (Sustains creature without air): 18,000 gp
    Pale green Prism (+1 competence bonus on attack rolls, saves, skill checks, and ability checks): 30,000 gp
    Orange Prism (+1 caster level): 30,000 gp

    Pearls of Power:
    1,000 gp (1st): x 20 : 20,000 gp
    4,000 gp (2nd): x 15 : 60,000 gp
    9,000 gp (3rd): x 10 : 90,000 gp
    16,000 gp (4th): x 5 : 80,000 gp
    25,000 gp (5th): x 5 : 125,000 gp
    36,000 gp (6th): x 5 : 180,000 gp
    49,000 gp (7th): x 7 : 343,000 gp
    64,000 gp (8th): x 5 : 320,000 gp
    81,000 gp (9th): x 4 : 324,000 gp

    Created Items:

    *Belt of the Body (+6 to Str, Dex and Con)
    Market value: 36000 + 36000x1.5x2 = 144000 gp
    Crafting Cost: 72,000 gp : 5760 xp

    *Headband of the Mind (+6 to Int and Cha)
    Market Value: 36000 + 36000x1.5 = 36000+54000 = 90000 gp
    Crafting Cost: 45,000 gp : 3600 xp

    Pearl of Undead Turning (+4 levels to turning and rebuking Undead):
    M V: 22,000gp
    C C: 11,000 gp : 880 xp

    Summoning Stone (Won after the Battle of Grennet)

    100,000 gps in spell components and foci


    57,400 gp remaining


    Spells:

    Spells:
    0: 6 . . :
    Create Water, Detect magic x3, Read magic, Mending.
    1: 9+1 : DC: 34
    Comprehend Languages, Command, Deathwatch, Divine Favor, Obscuring Mist, Protection from Good, Protection from Evil, Sanctuary, Hide from Undead, +Lesser Confusion.
    2: 9+1 : DC: 35
    Align Weapon, Augury, Desecrate, Hold Person, PowerSight, Sound Burst x3, Silence, +Identify.
    3: 9+1 : DC: 36
    Blindness/Deafness x2, Contagion, Invisibility Purge, Locate Object, Magic Circle against Good, Protection from Energy, Speak with Dead, Wind Wall, +Rage.
    4: 8+1 : DC 37
    Death Ward, Dimensional Anchor, Dismissal, Divination, Divine Power, Freedom of Movement, Restoration, Tongues, +Confusion.
    5: 8+1 : DC: 38
    Greater Command, Disrupting Weapon, Flame Strike, Righteous Might, Scrying, Spell Resistance, True Seeing, Wall of Stone, +Bolts of Bedevilment.
    6: 7+1 : DC: 39
    Antilife Shell, Banishment, Blade Barrier x2, Greater Dispell Magic, Heal, Word of Recall, +Antimagic Field.
    7: 7+1 : DC 40
    Blasphemy x2, Destruction x4 (x1), +Spell Turning.
    8: 6+1 : DC 41
    Create Greater Undead, Discern Location, Earthquake, Fire Storm x2, Greater Spell Immunity, +Maddening Scream.
    9: 6+1 : DC 42
    (Gate), Mass Healx1 (1), Miracle x1 (1), Soul Bind, +Disjunction.

    Used Pearls of Power:
    (1st): x 20 : 1
    (2nd): x 15 : 5
    (3rd): x 10 : 2
    (4th): x 5 : 4
    (5th): x 5 : 5
    (6th): x 5 : 3
    (7th): x 7 : 7
    (8th): x 5 : 4
    (9th): x 4 : 4


    New Spells:

    0: 6 . . :
    Create Water, Detect magic x3, Read magic, Mending.
    1: 9+1 : DC: 34
    Comprehend Languages, Deathwatch, Divine Favor, Obscuring Mist, Protection from Good, Protection from Evil, Sanctuary, Hide from Undead, Updraft(SCmp)(dd300ftupthendriftdown) +Lesser Confusion.
    2: 9+1 : DC: 35
    Align Weapon, Augury, Desecrate, Infernal Wound(SCmp)(30rdwounding2hps), PowerSight, Sound Burst x3, Silence, +Identify.
    3: 9+1 : DC: 36
    Blindness/Deafness, Invisibility Purge, Locate Object, Magic Circle against Good, Protection from Energy, Speak with Dead, Wind Wall, Wrackx2(SCmp)(saveorblindingincapacitatingpainfor3 0rds) +Rage.
    4: 8+1 : DC 37
    Death Ward, Dimensional Anchor, Dismissal, Assay Resistance(SCmp)(get+10againstoneenemiesSR), Divine Power, Freedom of Movement, Restoration, Tongues, +Confusion.
    5: 8+1 : DC: 38
    Greater Command, Disrupting Weapon, Flame Strike, Righteous Might, Scrying, Spell Resistance, True Seeing, Wall of Stone, +Bolts of Bedevilment.
    6: 7+1 : DC: 39
    Antilife Shell, Blade Barrier, Cold Snap (SCmp)(-5degees/CLfor2d4H,casting1min), Energy Immunity(24h), Greater Dispell Magic, Heal, Word of Recall, +Antimagic Field.
    7: 7+1 : DC 40
    Blasphemy x2, Destruction x5, +Spell Turning.
    8: 6+1 : DC 41
    Create Greater Undead, Discern Location, Earthquake, Fire Storm, Greater Spell Immunity, General of Undeath(SCmp)(controlupto300hdsofundeadfor24H)+Mad dening Scream.
    9: 6+1 : DC 42
    Gate, Mass Healx2, Miracle x2, Soul Bind, +Disjunction.




    Prose:

    He was raised always to be polite and respectful, and he was. He flayed his parents alive without once losing his calm and pleasant manner. The greatest horrors imaginable he performs, observes and suffers with the same peaceful little smile on his lips. Those are the times he is happy, and he seeks gratification in everything he does. He is a monster, yes, he knows that and enjoys the power it gives him, yet he is civilized to a fault. There is nothing he detests more than crude people.
    And yet, he is not an uncomplicated person. He is not above making grand gestures of unreasonable generosity, and though his gifts often turn out to be barbed he has indisputably improved the lot of some fortunates. His relaxed self confidence and apparent kindness has won him some unusual friends for a cleric of his faith and he is popular with the less fanatical of Vecna's acolytes. Nevertheless he enjoys a good, from his side nearly familiar, relationship with his deity. And though he is adamantly loyal he still nurtures private ambitions.



    Domains
    Spoiler:

    Madness Domain
    Granted Power
    The character gains an Insanity score equal to half his or her class level. For spellcasting (determining bonus spells and DCs), the character uses his or her Wisdom score plus his or her Insanity score in place of Wisdom alone.

    For all other purposes, such as skills and saves, use Wisdom minus Insanity in place of Wisdom.

    Once per day, the character can see and act with the clarity of true madness. Use the character’s Insanity score as a positive rather than a negative modifier on a single roll involving Wisdom. Choose to use this power before the roll is made.

    Madness Domain Spells
    Lesser confusion
    Touch of madness
    Rage
    Confusion
    Bolts of bedevilment
    Phantasmal killer
    Insanity
    Maddening scream
    Weird


    Magic Domain
    Granted Power
    Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack.

    Magic Domain Spells
    Magic Aura: Alters object’s magic aura.
    Identify: Determines properties of magic item.
    Dispel Magic: Cancels magical spells and effects.
    Imbue with Spell Ability: Transfer spells to subject.
    Spell Resistance: Subject gains SR 12 + level.
    Antimagic Field: Negates magic within 10 ft.
    Spell Turning: Reflect 1d4+6 spell levels back at caster.
    Protection from Spells M F: Confers +8 resistance bonus.
    Mage’s Disjunction: Dispels magic, disenchants magic items.




    equipment notes
    Spoiler:

    Cube of Force: 62,000 gp.
    This device is about ¾ inch across and can be made of ivory, bone, or any hard mineral. It enables its possessor to put up a special wall of force 10 feet on a side around her person. This cubic screen moves with the character and is impervious to the attack forms mentioned on the table below. The cube has 36 charges, which are renewed each day. The possessor presses one face of the cube to activate a particular type of screen or to deactivate the device. Each effect costs a certain number of charges to maintain for every minute (or portion of a minute) it is in operation. Also, when an effect is active, the possessor’s speed is limited to the maximum value given on the table.

    When the cube of force is active, attacks dealing more than 30 points of damage drain 1 charge for every 10 points of damage beyond 30 that they deal. Spells that affect the integrity of the screen also drain extra charges. These spells (given in the list below) cannot be cast into or out of the cube:

    Cube Face Charge Cost
    per Minute Maximum Speed Effect
    1 1 30 ft. Keeps out gases, wind, etc.
    2 2 20 ft. Keeps out nonliving matter
    3 3 15 ft. Keeps out living matter
    4 4 10 ft. Keeps out magic
    5 6 10 ft. Keeps out all things
    6 0 As normal Deactivates

    Attack Form Extra Charges
    Horn of blasting 6
    Wall of fire 2
    Passwall 3
    Disintegrate 6
    Phase door 5
    Prismatic spray 7

    Moderate evocation; CL 10th; Craft Wondrous Item, wall of force; Price 62,000 gp.


    Mirror of Mental Prowess
    This mirror resembles an ordinary looking glass 5 feet tall by 2 feet wide. The possessor who knows the proper commands can cause it to perform as follows.

    Read the thoughts of any creature reflected therein, as long as the owner is within 25 feet of the mirror, even if those thoughts are in an unknown language.
    View other places as if with clairvoyance, but vision extends even onto other planes if the viewer is sufficiently familiar with them.
    Use it as a portal to visit other places. The user first views the place with the clairvoyance function, then steps through the mirror to the place pictured. Others can follow her through the mirror if they like. An invisible portal remains on the other side where she arrives, and she can return through that portal. Once she returns, the portal closes. The portal closes on its own after 24 hours (trapping the user if she’s still in the other place), and the user can also close it with a command word. Creatures with Intelligence of 12 or higher might notice the portal just as they might notice a magical sensor from a scrying spell. Any creature who steps through the portal appears in front of the mirror.
    Once per week the mirror accurately answers one short question regarding a creature whose image is shown on its surface (giving answers similar to those from the legend lore spell).
    Strong conjuration and divination; CL 17th; Craft Wondrous Item, detect thoughts, clairaudience/clairvoyance, gate, legend lore; Price 175,000 gp; Weight 40 lb.


    Pearl of Power
    This seemingly normal pearl of average size and luster is a potent aid to all spellcasters who prepare spells (clerics, druids, rangers, paladins, and wizards). Once per day on command, a pearl of power enables the possessor to recall any one spell that she had prepared and then cast. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day (each of a different level, 6th or lower).

    Strong transmutation; CL 17th; Craft Wondrous Item, creator must be able to cast spells of the spell level to be recalled; Price 1,000 gp (1st), 4,000 gp (2nd), 9,000 gp (3rd), 16,000 gp (4th), 25,000 gp (5th), 36,000 gp (6th), 49,000 gp (7th), 64,000 gp (8th), 81,000 gp (9th), or 70,000 gp (two spells).



    Cohort


    Archduchess Miranel Dohon (aka. "Duchess")

    Cohort ecl 17

    Human Ghost (Undead, Incorporeal, la 5), Sorcerer 12

    Move: fly 30ft, perfect.
    Initiative: +1
    Height: 5ft
    Weight: 0
    Age: 340 years
    Apparent age: 340 years

    30 pt buy:

    Str: 4/-3 (10-6(age))
    Dex: 4/-3 (10-6(age))
    Con: --/--
    Int: 17/+3 (14+3(age))
    Wis: 13/+1 (10+3(age))
    Cha: 34/+12 (18+3(age)+4(ghost)+6(enhancment)+3(level))

    HD/HP: 12d12 / 111

    Fort: 9 (4+0+5)
    Ref: 6 (4-3+5)
    Will: 14 (8+1+5)

    AC: 27 (10-3(dex)+12(deflection)+8(armour)

    Attack: +3/-2
    Damage: -

    Skills

    Skills: 75
    Hide:..............................5 (0-3+8*)
    Search:...........................9 (0+1+8*)
    Spot:..............................9 (0+1+8*)

    Bluff (Cha):....................27 (15+12)
    Concentration (Con):.......15 (15)
    Spellcraft (Int):..............18 (15+3)

    Disguise (cha):...............19 (7,5+12)
    Listen:..........................16 (7,5+1+8*)

    *= Ghost

    Feats: 1,1,3,6,9,12

    Ability Focus (Frightful Moan DC +2)
    Ability Focus (Malevolence DC +2)
    Improved Initiative
    Spell Penetration
    Greater Spell Penetration
    Eschew Spell Components

    Spells:
    0:6
    1:6+3
    2:6+3
    3:6+3
    4:6+3
    5:5+2
    6:3+2

    Spells Known:

    0:9: Detect Magic, Message, Prestigigitation, Ghost Sound, Resistance, Dancing Lights, Light, Mending, Arcane Mark.
    1 Alarm, Protection from Good, Shield, Grease, Comprehend Languages, Ray of Enfeeblement.
    2 Glitterdust, Web, Detect Thoughts, Touch of Idiocy, Mirror Image.
    3 Protection from Energy, Fireball, Displacement, Major Image.
    4 Dimensional Anchor, Solid Fog, Confusion.
    5 Feeblemind, Teleport.
    6 Mass Suggestion.


    Special attacks:

    Frightful Moan (Su) DC: 10+6+12+2: 30
    A ghost can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours.

    Malevolence (Su) DC: 10+6+12+2: 30
    Once per round, an ethereal ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost’s Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be manifested and it must try move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 15 + ghost’s Cha modifier). A creature that successfully saves is immune to that same ghost’s malevolence for 24 hours, and the ghost cannot enter the target’s space. If the save fails, the ghost vanishes into the target’s body.

    Telekinesis (Su) DC: 10+6+12: 28
    A ghost can use telekinesis as a standard action (caster level 12th or equal to the ghost’s HD, whichever is higher). When a ghost uses this power, it must wait 1d4 rounds before using it again.


    Special qualities:

    Manifestation (Su)
    Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

    When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets.

    A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

    Rejuvenation (Su)
    In most cases, it’s difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.

    Turn Resistance (Ex)
    A ghost has +4 turn resistance.


    GP: ?
    Ghostly Equipment:

    Cloak of Charisma +6: 36,000 gp
    Bracers of Armour +8: 64,000 gp
    Ring of Resistance +5: 25,000 gp

    Remaining: ?


    Prose:

    Miranel Dohon grew up in the highest tiers of the nobility in a decadent nation on a decadent world. She was beautiful, and enjoyed her superiority in every way, without a thought for the suffering she carelessly inflicted upon others. She lived a good life, a life of complete fulfillment, until the day she spotted to first hint of a wrinkle on her lovely face. Suddenly she saw the world around her in a new light, and she saw the whole world rotting, decaying into hideousness and death. The stench of elderdom haunted her dreams, and she grew malicious in the pain of her vanity.
    Despairing she sought a way to escape the inevitable and remain young and beautiful forever. Finding no other alternative her steps soon turned towards the forbidden faiths, the hidden temples of dark and deranged deities, and there she found her answer in undeath. Her body and soul were ravaged by perverse rituals, and once the pain ended she was no longer young and no longer beautiful. And yet she would now live eternally and any body, even those lovelier than she had been herself, could now be hers until it too began to bore her.
    She lived a long time that way and, with her obsession now easily satable, her mind began to turn to other matters. A sorceress by trade, the aquisition of power came naturally to her, and her attention was soon directed towards an interesting new rumour. A few men and women marked by destiny to attain great power. A young cleric of ----- cought her roving eye and she began to make herself a part of his life.

    Reason for living: Living. The pursuit of beauty and power, enjoying the pleasures of mind and flesh.
    Last edited by Nephtys; Monday, 27th August, 2007 at 11:38 PM.

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