EHL: A big bad evil guy I made, what epic characters have you made?

clockworkjoe

First Post
I created a level 26 lich (technically level 27, but I burned the extra experience for items) with 2.9 million gold pieces worth of equipment a few weeks ago. The game he was made for didn't last but I thought it would be fun to compare the different types of epic characters out there.


Name: Octavius Potentus
Race: Lich, formerly elf
Type: Undead
Alignment: Lawful Evil
Patron God: Kaelor

Classes: Wizard 5, Cleric 5, True Necromancer 10, Archmage 5, Mindbender 1

Stats
Str 10
Dex 16 +6 from boots of swiftness 22
Con -
Int 18 +2 lich +6 ability increase +5 tome +6 headband = 37 +13
wis 12 +2 lich +2 Ioun stone = 16 +3
Cha 17 +2 lich +5 tome +6 cloak = 30 +10

Hit points 26d12 272 +26 profane desecrate bonus TOTAL 298
AC 10 +5 Natural +4 deflection +6 dex

Initative bonus: +11

Speed: 60

Base attack bonus +4 cleric +2 wizard +5 true necromancer +3 epic +1 competence +1 profane TOTAL +16/+11
damage: touch attack 1d8+5 points of damage to living creatures; a Will save with a DC of 33 reduces the damage by half

Fort save +4 resist +3 epic +1 competence +5 cleric +1 wizard +3 true necromancer +1 profane TOTAL +18
Reflex save +4 resist +3 epic +1 competence +2 cleric +1 wizard +3 true necromancer +6 dex +1 profane TOTAL +21
Will save +4 resist +3 epic +1 competence +5 cleric +4 wizard +7 true necromancer +3 wis +1 profane TOTAL +28

Supernatural abilities

Spell Resistance: 40 from mantle

Fire, Acid, Sonic resistance: 30 from ring

Evasion: As the rogue ability from boots

Spell-battle: Can automatically identify any spell cast within 60 feet (even if not visible) with a spellcraft roll (DC 15+spell level) and 1/day redirect the spell to a new target or dispel magic (at 10th level).

Fear Aura (Su): Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed at a Will save (DC 33) or be affected as though by fear as cast by a sorcerer of the lich’s level.

Paralyzing Touch (Su): Any living creature the lich touches must succeed at a Fortitude save (DC 33) or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a successful Spot check (DC 20) or Heal check (DC 15) reveals that the victim is still alive. This power works in conjunction with the lich’s damaging touch (see above).

Turn Resistance (Ex): A lich has +4 turn resistance (see page 10).

Damage Reduction (Su): A lich’s undead body is tough, giving the creature damage reduction 15/+1.

Immunities (Ex): Liches are immune to cold, electricity, polymorph, and mind-affecting attacks.

Unholy Aura: a good creature succeeds at a melee attack against a warded creature, the offending attacker takes 1d6 points of temporary Strength damage (Fortitude save negates) DC 22. +4 deflection AC +4 resist save bonus, blocks mental control/possession, SR 25 vs good spells.

Descerate: 260 radius around Octavius. This spell imbues an area with negative energy. All Charisma checks made to turn undead within this area suffer a –3 profane penalty. Undead entering this area gain a +1 profane bonus to attack rolls, damage rolls, and saving throws. Undead created within or summoned into a desecrated area gain +1 hit points per HD.

Necromancer: all spellcasting levels stack for death domain and necromancy spells (cast as level 20 spellcaster for divine level 26 for arcane).

Command/rebuke undead: as a level 19 evil cleric (5 cleric, 10 true necromancer, 4 bracers).

Create Undead 1/day: As the spell caster level

Create Greater Undead 1/day: as the spell

Energy Drain 1/day: as the spell level 26 spellcaster.

High Arcana: Spell Power +3, Mastery of shaping, Spell like ability: Gate 2/day

Telepathy: Can communicate telepathically with any creature that has a language 100 foot range.

MAGIC ABILITY:

Cleric of Kaelor level 5
level 0: 5
level 1: 4
level 2: 3
level 3: 2
Domains: Death, Law

Wizard level 21
level 0:4
level 1:8
level 2:8
level 3:7
level 4:7
level 5:5
level 6:6
level 7:5
level 8:6
level 9:4

MAGIC ITEM SLOTS
1 headband, hat, or helmet: headband of intellect +6
1 pair of eye lenses or goggles: Lenses of perfect mystic knowledge
1 cloak, cape, or mantle: Mantle of Epic Spell Resistance
1 amulet, brooch, medallion, necklace, periapt, or scarab: Hand of Glory (ring of spell battle)
1 suit of armor
1 robe: robes of charisma +6
1 vest, vestment, or shirt: Vestments of retribution
1 pair of bracers or bracelets: Bracers of Kaelor's might
1 pair of gloves or gauntlets
2 rings: Ineffable evil & major universal elemental resistance
1 belt: Belt of greater counterspelling
1 pair of boots: Boots of swiftness


EXPERIENCE SPENT
26,000 to spend

4,800 lich
5,000 Mithral Golem
1,440 robes of charisma +6
1,728 lenses
5,600 vestments
3,424 Bracers
800 Belt
1,600 Nimblewright
600 3 Glass Stained Golems

Total 24,992, 1,008 left

Crafted magic items and constructs
Robes of Charisma +6 36,000 base price, 18k spent, 1,440 exp

Lenses of perfect mystic knowledge
+30 spellcraft 18k
+30 concentration 18k
+30 scry 18k
wearer must be a wizard to benefit from lenses
54,000*0.8= 43,200 base price, 21,600 spent 1,728 exp spent

Vestments of Retribution (as armor of Retribution)
140,000 base price, 70k spent, 5600 exp spent

Bracers of Kaelor's Might
+4 armor bonus 16,000
+5 Initative bonus 25,000
Time Stop (at caster level 17) 1/day 55,080
Command/rebuke undead 4 levels higher 11,000
Must be Evil to benefit from bracers
Total 85600 42,800 spent 3,424 exp spent

Belt of Greater Counterspelling
As ring of counterspelling but can store 1 spell up to 9th level
(stores Mord's Disjunction)
20,000 base cost, 10k spent 800 exp spent

Equipment
Soul phylactery 120,000 gp
Ring of Ineffable Evil 250,000
Ring of univeral major elemental resistance 216,000 GP
Boots of Swiftness 256,000
Headband of Intellect +6 36,000
Robes of Charisma +6 18,000
Mantle of Epic Spell Resistance (SR 40) 290,000
Lenses of perfect mystic knowledge 21,600
Vestments of Retribution 70,000
Bracers of Kaelor's Might 38,500
Pale green Prism Ioun Stone 20,000 +1 competence bonus to attack rolls, saves, and checks
3 Vibrant purple Ioun Stones, 36,000 2 harm spells, 1 greater dispelling
Incandescent blue Ioun Stone, 8,000 +2 enhancement bonus to Wisdom
Dark Blue Ioun Stone 8,000 Alertness (as the feat)
4 Blessed Books 38,000
Belt of Greater Counterspelling 10,000
Heward’s Handy Haversack 2,000
Portable hole 14,000
Scarab, Golembane (all) 2,500
Rod of Fortification 466,000
Hand of Glory 7,200
Ring of Spell-Battle (on hand of glory) 67,000
Spell scrolls 100,000
Mithral Golem 250,000
Tome of Charisma +5, Tome of Intelligence +5, 275,000

For Stronghold/followers
Lyre of Building 13,000
Orb of Storms 38,000
3 decanters of endless water 27,000
Mattock of the Titans 23,000
Pipes of the Sewers 1,510

Nimblewright 35,000
3 Glass Stained Golems 30,000

Total spent 2,786,500


feats
7 base
2 epic

leadership
landlord
spell focus necromancy
spell focus enchantment
skill focus spellcraft
spellcasting prodigy
Craft Magic Arms and Armor
epic leadership
craft epic magic arms and armor

wizard bonus feats
scribe scroll
craft wondrous item
familiar: weasel

skills
concentration 29 ranks +30 enhancement TOTAL +59
scry 29 ranks +30 enhancement +13 int TOTAL +72
spellcraft 29 ranks +30 enhancement +13 int TOTAL +72
knowledge arcana 29 ranks +13 int TOTAL +42
knowledge religion 29 ranks +13 int TOTAL +42
knowledge the planes +20 ranks +13 int TOTAL +33
listen +2 alert +8 lich +3 wis
spot +2 alert +8 lich +3 wis
hide +8 lich +6 dex
search +8 lich +3 wis
move silently +8 lich +6 dex
bluff 4 ranks +10 cha
diplomacy 4 ranks +10 cha
intimidate 4 ranks +10 cha
sense motive 4 ranks +10 cha +8 lich
ride +6 dex
tumble +20 competence +6 dex TOTAL +26
jump +20 competence TOTAL +20
climb +20 competence TOTAL +20
balance +20 competence +6 dex TOTAL +26

Leadership score 42
Followers
level 1
1200: 500 kobolds (300 experts, 200 warriors), 450 hobgoblins (350 warriors, 100 experts), 60 humans, 60 elves, 60 dwarf spies and agents (experts), and 50 slaves of various races

level 2: 120 level 3: 60 level 4: 30 level 5: 15 level 6: 8

level 7
4: level 4 hobgoblin cleric, level 4 kobold psion, level 4 kobold sorcerer, level 4 hogbgoblin ranger

level 8
2: level 5 kobold bard and level 5 kobold cleric

level 9
1: level 6 Hobgoblin cleric

Cohort, Plutarch the dragon, Very Old Blue Dragon

Huge Dragon (Earth)
Hit Dice: 30d12+180 (475 hp)
Initiative: +4
Speed: 40 ft, fly 150 ft (poor), burrow 20 ft
AC: 37 (-2 size, +29 natural)

Attacks: Bite +39 melee, 2 claws +34 melee, 2 wings +34 melee, tail slap +34 melee
Damage: Bite 2d8+11, claw 2d6+5, wing 1d8+5, tail slap 2d6+16
Face/Reach: 10 ft by 20 ft / 10 ft
Special Attacks: Breath weapon, create/destroy water, spell-like abilities, frightful presence
Special Qualities: Sound imitation, immunities, DR 15/+2, blindsight, keen senses, SR 25

Saves: Fort +23, Ref +17, Will +21
Abilities: Str 33, Dex 10, Con 23, Int 18, Wis 19, Cha 18
Skills: Bluff +34, Concentration +36, Diplomacy +34, Escape Artist +30, Knowledge (history) +34, Listen +36, Scry +34, Search +34, Sense Motive +34, Spellcraft +34, Spot +36
Feats: Hover, Flyby Attack, Power Attack, Cleave, Snatch, Improved Initiative, Spell Focus (Evocation), Alertness
Alignment: Lawful evil

SA–Breath Weapon (Su): Line of lightning, 100 feet long, every 1d4 rounds; damage 18d8, Reflex half DC 31.
SA–Frightful Presence (Ex): Dragons can unsettle foes with their mere presence. This ability takes effect automatically (radius 270 ft) whenever the dragon attacks, charges, or flies overhead. A potentially affected creature (one with less than 30 HD) that succeeds at a Will save (DC 29) remains immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with more than 5 HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

SA–Create/Destroy Water (Sp): 3/day, this dragon can create or destroy water. It works like the create water spell, except that the dragon can decide to destroy water instead of creating it, which automatically spoils liquids containing water. Magic items (such as potions) and items in creature's possessions must succeed at a Will save (DC 29) or be ruined.

SA–Spell-Like Abilities: 3/day - ventriloquism; 1/day - hallucinatory terrain.
SQ–Immunities (Ex): Immune to electricity, sleep, paralysis.
SQ–Sound Imitation (Ex): Mimic any sound heard; Will negates DC 29.
SQ–Blindsight (Ex): Dragons can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibrations and other environmental clues); this dragon's range is 270 feet.
SQ–Keen Senses (Ex): Dragons can see four times as well as humans in low-light conditions and twice as well in normal light. They also have darkvision (range 900 feet).
Spells Known (cast 6/7/7/7/7/4; as a level 11 sorcerer): 0–detect magic, resistance, detect poison, read magic, dancing lights, ghost sound, mage hand, open/close, mending; 1–endure elements, mage armor, true strike, cure light wounds, shield; 2–bull's strength, cat's grace, fog cloud, endurance, alter self; 3–haste, dispel magic, protection from elements, Clairvoyance 4–Enervation, spell immunity, Death ward, improved invisibility; 5–Dominate Person, Teleport.
 
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Anders

First Post
Possible SPOILER

I now DM the Return to the Temple of Elemental Evil for very high epic level players. I use special templates, and other own stuff to make the foes tougher. It is a momentous task, but it's worth it.

I present a reworked D'Gran from the Bridge Complex.

D’Gran: Male half-fiend ogre magi Ftr 3/Blackguard 47; CR 60; Large outsider (chaotic, evil); HD 5d8+60 plus 3d10+36 plus 47d10+564; hp 1,119; Init +13; Spd 30 ft., fly 40 ft. (good); AC 41 (touch 29, flat-footed 32); Atk +73/+68/+63/+53 melee (2d8+27/19-20, +8 full blade) and +59 melee (1d8+6, bite), or +64 melee (1d8+13, bite) and +59 melee (1d6+6, 2 claws); SA Aura of despair, command undead 22/day, smite good 5/day, sneak attack +16d6, spell-like abilities; SQ Dark blessing, darkvision 60 ft., detect good, fiendish servant, poison immunity, poison use, regeneration 2 (not acid, fire), resistance 20 (acid, cold, electricity, fire); SR 18; AL CE; SV Fort +75, Ref +62, Will +67; Str 37, Dex 28, Con 35, Int 27, Wis 31, Cha 49.

Skills and Feats: Concentration +53, Diplomacy +90, Hide +45, Iaijutsu Focus +59, Intimidate +90, Knowledge (religion) +48, Listen +50, Speak Language (4), Spellcraft +27, Spot +50; Break Fortification, Cleave, Divine Might, Epic Prowess (x10), Extra Smiting (x4), Great Smiting (x13), Improved Initiative, Power Attack, Quick Draw, Sunder, Weapon Focus (full blade).

Languages: Common, elf, celestial, chondathan, abyssal, goblin, infernal, illuskan, giant, orc, undercommon.

Special Attacks: Aura of Despair (Su): Enemies within 10 ft. suffers a –2 morale penalty to saving throws. Smite Good (Su): +19 attack and +658 damage against good. Spell-Like Abilities (Sp): As a Sor 9: At will—darkness, invisbility; 1/day—charm person, cone of cold, gaseous form, polymorph self, sleep. As a Clr 58: 3/day—darkness, poison, unholy aura; 1/day—blasphemy, contagion, desecrate, destruction, horrid wilting, summon monster IX, unhallow, unholy blight.

Special Qualities: Enhanced abilities (Ex): +5 inherent bonus to all abilities (included).

Blackguard Spell Prepared (5/5/4/3; base DC 20 + spell level): 1st—boneblast, doom, seething eyebane (corrupt), summon undead I (2); 2nd—devil’s eye, devil’s tongue, Lahm’s finger darts (corrupt), shatter, summon undead II ; 3rd—celestial bane weapon, love’s pain (corrupt), masochism, sadism; 4th—freedom of movement, vile lance, summon undead IV.

Possessions: +8 Full blade, belt of giant strength +6, periapt of wisdom +6, gloves of Dexterity +6, bracers of health +6, cloak of charisma +6, ring of competence +5 (as pale green ioun stone), +5 heavy fortification dastanas, rich green ioun stone +5, dark green ioun stone +5, quicksilver ioun stone (20 rds.), 3 potion of heal, potion of divine favor (18th), vibrant purple prism ioun stone (holding 5 true strike, 1 shield).

Preparations: Round 1—activates haste (free action), uses Hide skill, uses Divine Might (+19 to damage); Round 2—casts celestial bane weapon on full blade, casts devil’s eye on himself; Round 3—casts sadism and masochism on himself. Round 4—casts unholy aura, and freedom of movement on himself. Round 5—casts invisbility on himself and desecrate on the area. Round 6—casts summon monster IX. Round 7—casts summon undead IV etc.
At any time when combat do occur he drinks his potion of divine favor (+6 luck bonus to attack and damage rolls). He first attempts to smite all enemies before he uses darkness spells to hide and sneak.
[
 
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clockworkjoe

First Post
CR 60? Wow, and I thought epic games were hard enough to play/run in the high 20s.

Our epic game fell apart because no one wanted to do all the book keeping for all the powers and magic we had by that part.
 

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