To be honest with you I wanted to make my sword an intelligent items at one point... but without my item to give me a better will save I advised against it.... well to be honest I wasn't sure it would be allowed in the first place... but I would have loved to have my sword as an intelligent item...
__________________ Ashes to Ashes, Dust to Dust....... ok who casted disintegrate!? You Bastard! Has Returned! Check Us Out! Players Wanted!!!
Here is what i have so far, the problem is that i don't know how to list the elemental traits. What she is immune to, what her type is... Bah! Also, i was thinking of having her ride a horse, i have to check if i can swap Riding for any of the skills i have taken. I would need some suggestions for spells and items as well
work in progress
Silivrenniel Louet
"The Sunkeeper"
Chaotic Good Female Sun Elf Wizard 5 / Elemental Savant (Fire) 10 / Archmage 5
Size: Medium
Age: 238
Height: 5' 0"
Weight: 92 lb
Eyes: Emerald Green with bright yellow marks (Elemental Savant trait)
Hair: Light Blonde
Skin: Pale Brown with a slight yellow glow (Elemental Savant trait)
Appearance: A very short and slender elven woman with delicate features, who wears her shoulder length, wheat coloured hair, tucked away in a tight bun at the back of her head. She very rarely undoes her hair, but when she does it shows it's waviness.
Silivrenniel possesses natural elven beauty and elegance, but her stern features and the power and authority emanating from her glowing eyes, make the observant more likely to be intimidated than to find her attractive. Due to delving deep in the mysteries of the element of Fire, Silivrenniel now bears the marks of her ties to it as an Elemental Savant. Her eyes are littered with constantly shifting gold-coloured lights, as if beams of sunlight are reflecting in a pond.
Her skin, the usual light tan colour of a Sun Elf, now seems of a lighter complexion as it emanates a permanent soft glow of a yellow tint, barely noticeable during the day, but present nevertheless.
Silivrenniel is a powerful spellcaster and her strength and knowledge give her confidence, making her bold and decisive. She does not make friends easily, as everything must first be ground to dust by her frighteningly potent mind, before it is allowed a place near her defenses.
* +2 Intelligence, –2 Constitution.
* Humanoid (Elf)
* Medium: As Medium creatures, sun elves have no special bonuses or penalties due to their size.
* Sun elf base land speed is 30 feet.
* Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
* Low-Light Vision: A sun elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
* Weapon Proficiency: Sun elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
* +2 racial bonus on Listen, Search, and Spot checks. A sun 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.
* Automatic Languages: Common and Elven. Bonus Languages: Auran, Celestial, Chondathan, Draconic, Gnome, Halfling, Illuskan, Sylvan.
* Favored Class: Wizard. A multiclass sun elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.
* Level Adjustment: +0
Silivrenniel Louet's Equipment:
Backpack 2 gp 2 lb
Mirror 10 gp 1/2 lb
Flint & Steel 1 gp
Waterskins x1 1 gp 4 lb
Blanket, winter 5 sp 3 lb
Sewing needle 5 SP
Soap 5 SP 1 lb
Bedroll 1 sp 5 lb
Trail rations x 3: 1 gp 5 sp, 3 lb
Spell component pouch 2 lb
_____
Total:
GP on person:
More about Silivrenniel Louet:
The Louets were an ordinary human family, living in a rural village nested deep in the fertile farmlands. They owned a farm and had no trouble providing for themselves, but were not rich by anyones standards. The family consisted of Robert, the grey haired father and patriarch of the family, Milinda his wife and mother of the four childredn - Jessy, the youngest daughter and Mark, John and Carla.
On a late summer evening the kids found an exquisitly carved wooden cradle, made of cherrywood and adorned with gold and silver, lying across the farm's doorstep. Inside was a tiny, crying baby girl, with a single note written in elaborate script, saying: Silivrenniel
The Louets were kind hearted folk and adotped the girl (who they were surprised to find out was Elven), and Silivrenniel (or Sila as they called her for short) became part of the family. The girl's youth was a happy and care free time, spent playing with her brothers and sisters and helping around the farm. She was different in that she did not sleep as the humans did, and could see much better during the night. But, the other kids did not condemn Silivrenniel for being of Elven descent - on the contary, she became an odity and quite popular with the boys, especially once she entered adolescense.
Her older sister Carla, was the only one who did not like Silivrenniel much, and never truly accepted her as a part of the family, since she had been fourteen when the baby girl appeared on the doorstep.
As they worked during the summer and their whole existense was dependant on the mercy of the sun, Silivrenniel became more and more fascinated with it as a symbol of good. The nearby village's priest had already identified Sila as a Sun Elf, and now the girl had began exploring the roots of her existense. But, seeing as how her family lived hundreds of leauges away from any Elven settlements, and no one knew much about Sun Elves in particular, the girl clung to the name and the belief that the sun is indeed the life giving entity that supports the whole world.
As luck would have it, an experienced Wizard decided to settle in the village when Sila was seventeen, the arcane spellcaster trying to evade the distractions of the larger cities. He quickly noticed the girl's aptitude for magic and her quick wits, and Silivrenniel's parents were overjoyed when he offered to tutor her free of charge.
Silivrenniel spent the next eleven years studiyg witht the Wizard. By the time all her brothers and sisters were married and with children, Sila was still blossoming in to womanhood and had just become a full fledged Wizard.
When her mentor decided to go travel the planes, in search of a legendary artifact, Sila decided it was time to part ways with her family. From then on, her life escalated in to much quicker pace, and the girl had become an adventurer.
Silivrenniel was amazed at the vastness of this world and the other worlds she visited with her mentor, and she quickly outgrew the little farm of her foster parents and the boring life of a human peasant. She was eternally grateful, however, and visited them at least once per year, leaving gold and presents each time.
Being an Elf ment that eventually, Silivrenniel would outlive everyone - her parents, siblings, her mentor, even her nephews, nieces and their children as well. For more than two hundred years Sila was known as a benefactor to the Louet family, a recurring ancient relative that would tell them stories of their great great grand parants and that always help out with money, knowledge or even magic.
In her own personal quest to research the sun and it's nature, Silvanriel abandoned the broad studies of general Wizardry, for the more specified path of an Elemental Savant. It took her years of dedicated experimentation and study to become fully attuned with the element of Fire, but Sila's determination never faultered.
She had already made some contact with her own kind - the Sun Elves, but no one recognized her, and as she had been raised by humans, many viewed her as unsophisticated and plain. Silivrenniel did not like the assumptions her own kind made about her, and in stead dedicated herself to study of the sun and it's element.
Years had passed, and Sila had now gained formidable knowledge in the ways of magic. She had already gained immortality trough her link with the plain of fire, and had amassed a small fortune trough adventuring with various groups. The time had come for her to delve in to the high secres of arcane magic, and for that she needed seclusion and time to concentrate. Silivrenniel once again came home, some two hundred and twenty years after she had been brought here as an infant.
The original spot, where her parents had built thier farm so long ago, now hosued a much larger building, made of solid bricks and with wooden corrals for cows and horses. Silivrenniel chose a spot in the nearby woods, where she paid masons and laborers to erect a three story stone tower for her, made of white marble. Inside she had several rooms filled with various tomes, magical ingredients and even a small forge (as she had dedicated much of her time to explore the effects fire had over different metals). The last eighteen yers, Silivrenniel spent in unlocking the fearsome potential of the best arcane spells she could learn, truly earning the title of Archmage.
Her family was now a bit reluctant to seek her out, as simple folk feared magic and Elves. Sila, however, never forgot the kindness of her foster parents, and thus, the Louet family enjoyed her support nevertheless.
Things left to do:
Decide what to spend rest of money on.
Complete Tatterdemalion's skills and feats.
Complete Sigil's feats.
Questions left to ask:
One thing I'm considering would be a mobile stronghold, like a floating tower or a large airship or even a house with legs. Easily doable in the rules, but I wanted to see if that would be inappropriate for the game or the setting.
I'm really hung up on what feat to take for my "human bonus feat." Possibilities include: Spell Penetration. Arcane Mastery. Ability Affinity: Eldritch Blast. Iron Will. Great Fortitude.
Suggestions from anyone are welcome, including ideas I haven't listed here.
Spoiler:
Name: "Sigil"
Race: Human (fey)
Class/Level: Warlock 20
Exp:
Desc: The woman who now calls herself Sigil is as apt as not to cloak herself in various illusionary guises, finding the exercise of creativity and imagination somewhat invigorating. Her natural form is beautiful, if showing some signs of her alien heritage. She is tall and slim, with an ageless face and skin that is tinted greenish blue. She tends to wear relatively simple, but elegant garb...silk gowns and dresses, sometimes leaning towards more gossamer materials; typically in shades of green, violet and blue. At one hip she carries a long, slender wand of spiraling, tapering crystal. At the other is a broad-bladded fencing dagger that she wields in her left hand. Around her shoulders is an aquamarine shawl that loops around her arms.
Alignment: Neutral Good
AC: 32 (10 +7 dex +8 armor +5 deflection, +2 insight), Flatfoot 25, Touch 24
Buffed AC: 36 (+4 force shield)
Hit Points: 182
Movement: 30' Ground, 30' flight, Good
Init: +7
Base Attack Bonus: +15/+10/+5
Melee Attack: +15/+10/+5
Ranged Attack: +22
Fort: +16 (+6 base +5 resist +5 Con)
Reflex: +20 (+6 base +5 resist +7 dex +2 insight)
Will: +18 (+12 base +5 resist, +1 wis)
Race Abilities
Bonus Feat
Bonus Skills
Class Abilities:
Eldritch Blast 11d6
Detect Magic at will
DR 5/cold iron
Deceieve Item (take 10 on UMD checks, even under stress)
Fiendish Resiliance 5
Energy Resistance 10: Fire and Cold
Imbue Item
Feats
1 Fey Heritage (+3 to save vs Enchantment)
1
3 Craft Wondrous Item
6 Leadership
9 Quicken Spell Like Ability: Eldritch Blast
12 Extra Invocation: Eldritch Chain
15 Craft Contingent Spell
18 Extra Invocation: Eldritch Cone
Languages - Common, Sylvan, Elven
Invocations (CL 20, Base DC 22)
Least
- Eldritch Spear
- Beguiling Presence (+6 to Bluff, Diplomacy, and Intimidate)
- See the Unseen (See Invis + Darkvision 60')
Lesser
- Eldritch Chain
- Charm (Charm Monster, Will DC 26, only 1 victim at a time)
- Fell Flight (fly speed = ground speed)
- Flee the Scene (75' dim door, leaves Major Image of caster)
Greater
- Eldritch Cone (Ref DC 27 for 1/2)
- Devour Magic (+15 melee touch, +20 caster level)
- Noxious Blast (Fort DC 28 to avoid Nauseated for 1 min)
- Painful Slumber of the Ages (Will Save DC 28)
Dark
- Retributive Invisibility
- Dark Foresight
- Eldritch Doom (Ref DC 30 for 1/2)
Money - 165k (26exp left to spend)
Weapons -
Grimbich - A rod of iron as thick as a man's thumb, about which coils the ornately and breathtakingly realistically sculpted serpentine body of a black dragon, wings held close to its body and head facing outward along the rod's axis. When Sigil empowers the rod with her magic, the tiny dragon animates and spews forth magically intense acid! Sigil created this to help her deal with the minions of the Winter Queen, many of which were resistant to pure magic, but which magically conjured materials, like acids, could harm normally.
Rod of Eldritch Power (Greater Invocation: Vitriolic Blast), 54,000 (self crafted for 27,000 + 2160xp)
Armour -
Arms of War - Forearm vambraces clearly designed to protect the wearer in battle, the Arms are overlarge, stretching from wrist to elbow, and arch out away from the arms in a gentle, finlike slope. They're made of magically empowered leather made from the hides of fantastic beasts, and reinforced with the bright white/silver of mithril.
Bracers of Armor +8 and Con +6, 59,000gp (32,000 + (18,000 + 9,000)), 4720xp
Gear -
-
- On person
2 scroll cases, 2gp, 1lb
2 belt pouches, 2gp, 1lb
- In Pouches
Small steel mirror, 10gp, .5lb
Money
Magic -
Jahara's Exquisite Looking Glass (mirror of Mental Prowess) - A full length mirror in a frame of gold and platinum formed into bas relief of strange creatures, both fair and foul, twining and curling and merging into one another. The mirror's surface is not glass, nor metal, nor any substance easily identified. 175,000.
Annulus Pax (ring of spell turning) - A ring of intense magic, originally made by a fey lord who forsook the courts and the intrigue, and instead made himself a diplomat and peacemaker. He's credited now with the uneasy truce between Seelie and Unseelie, and a good many other pacts and oaths that limit the wild nature of Faerie to make it less overtly violent. The ring's magic is simple enough. It turns force back on itself. Spells are rebounded back to the origin. 98,280gp
Crown of the Summer Queen - This circlet is made of a golden band and a silver band, interwoven together in helixes with foil leaves and vines curling and twining around each other. At the forehead sits a bright, finely cut diamond. The resplendence of it enhances the wearer's presence, lending them an aura of magnificence and regality.
Charisma +6, 36,000 and Circlet of Persuasion, 6750, Self crafted for (21,375gp and 1710xp)
Mask of Lies - An elegant masquerade mask that fits over the upper nose, eyes and forehead. Black, with swirls of white that seem to writhe and twist slowly. It can cast Disguise Self continuously, blocks any detection of alignment, and the subtle hypnotic effect of the white lines gives the wearer +5 circumstance bonus to Bluff checks. (Self crafted for 8500gp and 680xp)
Greater Chauseble of Fey Power - A long, shawl-like garment of light blue and silver hue, the Chauseable is worn across her shoulders, and twines loosely around her arms. When she casts elfbolts (eldritch blasts), crackles of energy discharge down its length. (self crafted for 9000gp and 720xp)
Vest of Resistance +5, - A short, brief garment of gold-trimmed royal blue silk, embroidered with protective runes and symbols. 25,000.
Ring of Protection +5 - A simple steel band with the icon of a shield on top that projects magical force at incoming attacks to knock them away. 50,000.
Gloves of Dexterity +6, 36,000
Handy Haversack, 2000
Tome of Leadership +5, 137500
Tome of Dexterity +4, 110000
Tome of Con +2, 55000
Wand of Shield, 750
Contingent Spells: (21,300gp total)
When I am reduced to 20 hit points or less: Heal (3300, 264xp)
When I fail a save against Feeblemind: Heal (3300, 264xp)
When I am subject to a spell causing instant death: Death Ward (1400, 112xp)
When I am subject to life energy drain: Death Ward (1400, 112xp)
When I am swallowed whole: Dimension Door (1400, 112xp)
When I am grappled for more than 2 rounds: Freedom of Movement (1400, 112xp)
When I am paralyzed: Freedom of Movement (1400, 112xp)
When I am subject to Imprisonment: Freedom (7650, 612xp)
When I fall more than 10 feet: Feather Fall (50, 4xp)
Background: Pending
Cohort
Tatterdemalion
Pixie Bard 13
Small Fey
Hit Dice: 13d6+52 (100 hp)
Initiative: +9
Speed: 20 ft. (4 squares), fly 60 ft. (good)
Armor Class: 27 (+1 size, +9 Dex, +1 natural, +4 armor, +2 deflection), touch 22, flat-footed 18
Base Attack/Grapple: +9/+3
Attack: Short sword +24 melee (1d4+3/19–20) or longbow +24 ranged (1d6+3/x3)
Special Attacks: Spell-like abilities, special arrows, Spells
Special Qualities: Bardic music, damage reduction 10/cold iron, greater invisibility, low-light vision, spell resistance 28
Saves: Fort +13, Ref +21, Will +16
Abilities: Str 6, Dex 28, Con 18, Int 16, Wis 16, Cha 31
Skills: 36+72
Feats: DodgeB, Weapon FinesseB, Captivating Melody, Versatile Performer, Versatile Spellcaster, Subsonics, 12
Greater Invisibility (Su): A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.
Spell-Like Abilities: Caster level 8th. The save DCs are Charisma-based.
1/day - lesser confusion (DC 21), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 21), dispel magic, entangle (DC 21), permanent image (DC 26; visual and auditory elements only)
Special Arrows (Ex):
Memory Loss: An opponent struck by this arrow must succeed on a DC 21 Will save or lose all memory. The save DC is Charisma-based and includes a +2 racial bonus. The subject retains skills, languages, and class abilities but forgets everything else until he or she receives a heal spell or memory restoration with limited wish, wish, or miracle.
Sleep: Any opponent struck by this arrow, regardless of Hit Dice, must succeed on a DC 21 Fortitude save or be affected as though by a sleep spell.
Bardic Music:
Countersong
Fascinate
Inspire Courage +2
Inspire Competence
Suggestion
Inspire Greatness
Song of Freedom
Equipment: 260gp
Weapon
Short Sword +5, 50,310
Short Bow +5, 50,330
Armor
Bracers of Armor +4
Gear
Masterwork Harp, 100gp
Cloak of Charisma +6, 36,000
Gloves of Dexterity +6, 36,000
Amulet of Health +4, 16,000
Bracers of Armor +4, 16,000
Vest of Resistance +5, 25,000
Ring of Protection +2, 8,000
Goggles of Night, 12,000
Location: Beijing, China...and Santa Barbara, Cali
Posts: 420
Myth - What is the function of your Craft Magic Arms and Armor feat? I don't even see any magical armor or weapons on your sheet. With the build you're going for right now, might I recommend the Feat Practiced Spellcaster from Complete Arcane (I think), instead of CMagic Arms and Armor?
Practiced Spellcaster will give you up to +4 on Caster Level up to your HD. It will let you be a full CL 20 even though Elemental Savant causes you to not get +1 spells at a couple of levels. Note: it does not increase your # of spells known or per day, only your CL for variable spell effect like duration and dice and opposed checks etc.
Jemal - what do you think of the Paragnostic info I posted for you yesterday? Is the class/concept cool with you?
__________________ ”Neither evil tongues, Rash judgments, nor the sneers of selfish men, Nor greetings where no kindness is, nor all The dreary intercourse of daily life, Shall e’er prevail against us.”
--William Wordsworth (1770-1850)
Chaotic Good Human Fighter
S:9 D:14 C:10 I:14 W: 11 Ch: 11
Tactician 75%, Power Gamer 67%, Story Teller 67%, Butt-Kicker 58%, Specialist 58%, Method Actor 58%, Casual Gamer 17%
Shayuri: You could grab Ability Focus for one of your Invocations to add +2 to its Difficulty Class, though that might be better spent at a higher level than as a bonus Human Feat to add more breadth as to which ones you could select.
I gave her the craft feat so that she can make herself one of these once we hit epic But, i was thinking, when i hit lvl 22 i will get the level 9 spells i am missing right? I will finish this char tonight or on Friday (as tomorow i will be out)
Location: Beijing, China...and Santa Barbara, Cali
Posts: 420
Myth - you'll need this feat below, but it's prereq's are Craft Magic Arms & Armor + Craft Wonderous Item. I'm sure if you're looking at Epic it might require an epic version as well since all the other craft feats seem to have Epic analogs.
As for Caster Level, there is a difference between what level spells you can cast, how many of them per day & "Caster Level".
As an Elemental Savant those "-" under the Spellcasting column in level advancement, mean that right now you cast spells as an 18th level Caster (I think ES' have 2 "-" entries). So for penetrating other people's SR, you will be 1d20+18 and you only get the spells of a 18th level wizard and all the "X/caster level" parts of your spells will only be 18x.
With your current build you will get the full spell complement of a Wiz 20 and have a Caster Level of 20 at Character Level 22. I.e. full spells/day & 1d20+20 and all "x/caster level" will be 20x.
If you take Practiced Spellcaster on the other hand, right now you will have the spells/day & known of a Wiz 18, but your Caster Level will be 20. So you would roll 1d20+20 to penetrate SR, and all "x/caster level" effects would be 20x. Then at level 22, you will ahve the full spells/day & known as a Wiz 20, but a Caster Level of 22
Hopefully this makes sense to you.
__________________ ”Neither evil tongues, Rash judgments, nor the sneers of selfish men, Nor greetings where no kindness is, nor all The dreary intercourse of daily life, Shall e’er prevail against us.”
--William Wordsworth (1770-1850)
Chaotic Good Human Fighter
S:9 D:14 C:10 I:14 W: 11 Ch: 11
Tactician 75%, Power Gamer 67%, Story Teller 67%, Butt-Kicker 58%, Specialist 58%, Method Actor 58%, Casual Gamer 17%
Is there a feat that would "stack" with improved Natural attack? It reads that it can be taken multiple times, but each time to a different natural weapon..... so do I need to qualify what I am putting the Improved Natural Attack feat on?
__________________
Shorrin stat block
Shorrin- Male Dragonborn Fighter 1
Passive Perception: 11, Passive Insight: 11
AC:20, Fort:16, Ref:13, Will:11 -- Speed:5
HP:33, Bloodied:16, Surge Value:12, Surges Per-Day 13
Initiative +1
Action Points: 1, Second Wind: not used
Powers: Reaping Strike, Tide of Iron, Spinning Sweep,Dragon Breath, Villian's Menace
Below this line is must have.....
_________________________________________
Improved Toughness
Thick Skinned x2
can someone more versed in feat selection look over these feats and possibly make some suggestions at to alternate feats to make my fighter/barb a little harder hitting?
__________________ Ashes to Ashes, Dust to Dust....... ok who casted disintegrate!? You Bastard! Has Returned! Check Us Out! Players Wanted!!!
What makes you think you're not hard hitting enough?
The easiest way would be to use a greatsword instead of a longsword, I guess...but even that wouldn't necessarily be a big jump. Average damage on a long sword is 4.5, while it's 7 for a greatsword.
Not that big a diff, in the long run.
The real big thing is that Power Attack is more efficient at raising the damage on a 2 hander, so if you want to do explosive damage, using a 2 handed weapon and power attack is the way to go.
Damage Reduction: 6/-
Spell Resistance: 40
See Invisibility [Permanent via Miracle to cast Permanency: 1000xp]
Rage Info:
Per Day: 3/day
Str: 34 +12
Attack: Korinna(Magic Falchion): +40/+35/+30/+25 [16-20x2] for 2d4+25 (+2d6 against evil aligned beings)
Con: 32 +11
Will Save: +14
AC: 38
Extra HP: 40
Rage (Ex)
A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies).A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action.
Light load: 466 lb. or less
Medium load: 467-933 lb.
Heavy load: 934-1400 lb.
Lift over head: 1400 lb.
Lift off ground: 2800 lb.
Push or drag: 7000 lb.
Languages: Abyssal Celestial Common Draconic Spiritfolk Elven
This character also has 4 ranks in Speak Languages.
Human:
* Extra feat at first level (already included)
* Four extra skill points at first level (already included)
* One extra skill point at each additional level (already included)
Barbarian:
* Rage
* Fast Movement (already included)
* Uncanny Dodge (level 2)
* Trap Sense (level 3)
* Improved Uncanny Dodge (level 5)
* Damage Reduction 1/- (level 7)
* Damage Reduction 2/- (level 10)
Fighter:
* Bonus Feats (already included)
Arineil Silverwing's Equipment:
Bedroll
Blanket, winter x1
Block and tackle
Case (for map or scroll)
Crowbar
Flint and steel
Grappling hook
Lantern (bullseye)
Oil flasks x5
Paper sheets x5
Parchment sheets x10
Pouch x4
Rations (1 day) x10
Rope (50', silk) x10
Signet ring
Waterskins x2
Whetstone
Holy symbol [Heironeius] (silver)
Magic Items:
Mantle of Epic Spell Resistance (290,000)
Manual of Gainful Exercise +4 (110,000)
Belt of Giant Strength +6 (18,000) [Crafted] *1440 xp*
Manual of Bodily Health +5 (137,000)
+5 Mithril Fullplate of Heavy Fortification (110,650)
+5 Animated Large Steel Shield (49170)
+4 Holy Ghost Touched Cold Iron Falchion (104,450)
Bracers of Resistance +5 (18750) [As Cloak of Resistance: Crafted] *1500 xp*
Ring of Protection +4 (32,000)
Ring of Freedom of Movement (40,000)
Boots of Striding and Sprining (5,500)
Amulet of Health +6 and Nat Armor +5 (55,000) [Crafted] *4400 xp*
Handy Haversack (2000)
Helm of Comprehend Languages and Read Magic (5200)
+2 Cpmposite Longbow +7 (9,100)
Money
Platinum: 18
Gold: 1,000
Silver:
Copper:
XP Pool: 8340 xp Spent/1660 Remaining
More about Arineil Silverwing:
Arineil shot out of bed coated in a thin sheen of sweat. Before she had woken her mind was alive with dream dream and prophecy that would overwhelm normal beings. A voice whispered to her
"You have found the chosen of another faith, the holder of lore and knowledge, you quest is far from over my blessed one, you must not falter as your greatest quest will be laid before you very soon." the voice uttered low and then faded to nothing.
Arineil saw her past before her next, where it all began first. A small nomadic band of savages were family to her in the beginning and life up to this point was very basic from this now divinely important woman. Hunting, fishing, and of course tribal squabbles were her daily life and it did not take her long to rise to the forefront of her tribes most powerful war born leaders. Arineil was no skirmisher to say the least her prowess was nearly solely based at this point on sheer brute force and powerful 'charge in and kill them all before they blink' tactics. It was obvious to anyone with intelligence that this barbarian woman was meant for greater purposes and greater things. Arineil was given her Silverwing title for the great metal wings she would don as she charged into battle with wild rage. When ask by other members of her tribe why she wore them into battle she would tell them she was just doing as she saw the ones in her dreams do. Great glowing winged beings would charge from the skies into battle with massive spanse of wings flowing behind them. In battle the wings would be coated in the blood of her enemies giving her the look of a deadly servant of the heavens and some witnesses to her carnage would speak of her aura mid combat akin to that of a raging guardian angel of an unknown deity as she collided with foe after foe ending in sheer and undeniable victory for the savage woman.
Arineils dreams continued to fill her with power and in some cases fear as well as she could feel them taking a grip within her mind and her body and before long Arineil was not even aware of just exactly how savage and powerful she had become. Something within her watched over her in battle and in life in general but never showed signs to her save for her dreams. One dream was particularly overwhelming for the barbarian.
Her tribe in this dream was slaughtered for her transgressions and because her enemies feared her so much they took the steps to destroy those around her in hope of demoralizing her enough to form a weakness within her. Taking this dream to heart she fled her tribe to keep them safe, her first act in many that would show she was not like most savages that she was meant for better things, she put those around her before herself, she in fact showed her first sign of compassion. In the nights to come her dreams showed her that her tribe would struggle without her prowess as a battle leader but in turn they would survive and to her this was what was acceptable.
Arineil found it hard to live life alone at first. No one to share stories with or break bread with, no one to protect or to command in battle, her purpose in life seemed to have left her with nothing and no other knowledge for anything else but blood and carnage, mind body and soul she was lost. Thoughts of suicide rand through her slowly advancing mind as she watched other civilizations from afar and each day without her tribe slowly drove her father into depression and heightened her thoughts of ending her time here on this planet. Arineil rested her chest against the very sword she used to cut down countless scores of her enemies as he closed her eyes intent on ending her suffering. Before she would get the chance to though she was stoped as bolt of heavenly fire struck her where she stood and encased her mind in darkness for what seems like an eternity. The voice was the one she had heard many times in dream after dream and she looked up into the darkness as it spoke.
"You must ease your mind my chosen... You must know up until now your life has been lived for me... you have been given the skills and knowledge to fight.. to take on the pain and suffering that will be required for your future. Within you lies great potential and now I will show you the path to true salvation. You will learn honor, justice, and valor in combat. You will learn control and patience in battle and in everyday life, through me you will become whole and good."
Arineil awoke in a alter many many miles from where she was struck. The alter was carved into a stone face and depicted a white hand gripping a bolt of holy lightning and upon the alter lay a sword of a quality the barbarian had never seen before. Curious as she was she stood from her prone position and moved to the alter with shaky steps. The sword was dull and looked well used yet not worn. The blade was un-chipped and unbelievably sharp, the flat of the blade was coated nearly completely in runes and words foreign to Arineil. The stone platform in which it rested upon had only one carved saying just below the sword again in the same foreign language and Arineil sat down before the carving and studied it. The voice had told her she was to learn patience and so looked upon the sword and stone alter and tried with all her mental might to decipher its meaning and in doing so why she had been brought here.
Frustrated with her inability to read the carvings Arineil decided to forage for shelter, grabbing large limbs and the like to cobble together a makeshift lean-to to cover herself with before the alter itself refusing to leave alone or give up on her task at hand. Her dreams this night seemed to be a bit more controlled than any other than she had had before. The angelic beings spoke to her this time, this was not normal to her as it was the norm to see them battling great demonic beings or powerful mages in her dreams not talking in the least from what she could remember of them. Five long days and nights past her by as she sat before the alter in the daytime and encountered more talking in her dreams at night. Before long she seemed to be witnessing angelic beings talking amongst themselves rather than to her directly and it was these dreams that helped her being to understand a word here and there as she watched them talk and converse. One the sixth day she awoke and moved to the nearby river to wash her face and it hit her. she finally knew what the stone alter was trying to tell her. She rushed back to read what she had learned to read from her dreams. Looking upon the stone she read it aloud to herself.
"Take the sword my child, and once you do you will know the true meaning of warrior, use it to defend honor and justice, and in time I will call upon you when I need you most."
Arinel reached out slow and gripped the hilt of her new calling. She hefted the nearly weightless sword to eye level and read upon it the inscriptions of the god Heironeous. I was his most gifted teachings of valorous battle and compassionate protection. The barbarian could feel the rush of knowledge within her as if the god had bestowed unto her the ability to see the world with new eyes. Her path was clear to her now and she fled the alter she had grown so fond of in search to rid the world of her Gods enemies. Arineil was now armed with the foresight of godly knowledge and battle prowess nearly unmatched. Over the next few years Arineil did what her dreams directed her to do. She smote down the evil in the world where she would find between major quests Heironeous would task her to do. It was a new and revitalized life's purpose for the battle queen and she was proudly loving every moment of it. It would not be long however before she was given her hardest test yet, she must find the creator of many things.
Arineil's dream this night told her of one not much unlike herself, yet very different. He was one faith as she now had but his would be different. His deity would be the creator of vast and great knowledge and he would be able to craft for Arineil the things she needed for her next task, and she was to follow him in his quests as it would lead her to her next part of her destiny. For many months Arineil spent her days traveling to destinations given to her in code within her dreams before she would find what she was looking for. A Devout follower of Boccob himself Chevik Quintillion was the most intelligent and wise man Arineil had ever met. She just knew he was the one her deity told her she was meant to find and in before long she asked him to create things for her. She would describe to Chevik objects from her dreams and he would spend late nights creating them for her. Now that her newest quest was finally complete she would fulfill the last part of her dreams prophecy and would stay with the vessel of untold knowledge and protect him until her dreams gave her a different task.
Rathan: In addition to Shayuri's input -- and this is merely my own opinion, so by all means take it with nothing but a grain of salt -- but Quick Draw is rather meh since after you attain a +1 BAB you can draw your weapon(s) as part of a Move Action anyway unless, of course, you're just adamant on being able to utilize your Full Attack on the first round of combat. As a suggestion (which you are, of course, free to disregard), I'd recommend Weapon Mastery (Slashing) from the Player's Handbook II. It adds another +2 to Attack and Damage rolls as well as passing your Weapon Focus and Weapon Specialization feats on to all Slashing weapons with which you're proficient with. Doing so also paves the way for you to take Weapon Supremacy (Slashing) later down the road if you intend on continuing down the Fighter class.
I gave her the craft feat so that she can make herself one of these once we hit epic But, i was thinking, when i hit lvl 22 i will get the level 9 spells i am missing right? I will finish this char tonight or on Friday (as tomorow i will be out)
Arcane Thesis: Cone of Cold might be good. Depending on how its interpreted Energy Substituted Energy Admixed Cone would be either a 7th or 8th level slot doing 15d6 twice over a huge area. This assumes you'll be taking Hole in the Middle as one of your Archmage abilities (which you should). And/or you may want to request Searing Spell since a whole lot of critters will have fire resistance at this level. Also note that Quicken Spell is absolutely amazing at epic levels but at 20th you may be better off with a Rod of Metamagic Quicken. Speaking of Rods, I'd grab a couple of Greater Empower Rods. This is all assuming that you you want to specialize in blasting (which not the best thing to do power-wise, but Elemental Savant does have really nice flavor). If you want to go hardcore blaster, consider specializing in Evocation or even using the Focused Specialist option from Comp Mage (lose 3 schools total and a slot from each spell level but gain 3 extra evocations at each spell level.
In any case, item-wise I suggest getting a Headband of Intellect, Amulet of Health, Cloak of Resistance, Bracers of Armor, Ring of Evasion, and some Pearls of Power. Spell selection is a large subject. Here is a good place to look for advice.
Shayuri, I would fit in Vitriolic Blast, since SR will be common. Entropic Warding and Chilling Tentacles are also very good. I'm not sure if Eldritch Doom is worth it, since presumably you'll try to avoid have a bunch of enemies within 20' of you. Perhaps replace with Utterdark Blast? Also, if you can fit it in, the flyby Attack feat would be vry nice.
Below this line is must have.....
_________________________________________
Improved Toughness
Thick Skinned x2
can someone more versed in feat selection look over these feats and possibly make some suggestions at to alternate feats to make my fighter/barb a little harder hitting?
Leap Attack and Shock Trooper are huge. Combat Brute is also good. Karmic Strike and Robilar's Gambit will get you extra attacks at the price of AC. The Lion Totem substitution from Comp Champ gets you pounce.
Shayuri, I would fit in Vitriolic Blast, since SR will be common. Entropic Warding and Chilling Tentacles are also very good. I'm not sure if Eldritch Doom is worth it, since presumably you'll try to avoid have a bunch of enemies within 20' of you. Perhaps replace with Utterdark Blast? Also, if you can fit it in, the flyby Attack feat would be vry nice.
I have Vitriolic Blast through my rod already, though it's listed under the rod description, not in the invocation list. Eldritch Doom is a prerequisite for the Eldritch Sculptor epic feat, which I'll be taking as soon as we level to 21. It gives a bonus to hit, as well as doubling all ranges and areas, and allowing me to use 2 eldritch blasts per turn. Also, I recently realized Eldritch Doom covers an area, but only targets enemies within that area...making it more useful than I originally thought it was.
Flyby Attack would be great, but sadly I can't take it at 1st level because I couldn't fly then...and I only have my 1st level bonus feat open. None of the other feats I've chosen can be shuffled down to lower levels.
First things first: Sorry I forgot to put up the RG. Here it is
Rathan
High will save isn't needed vs intelligent items unless they disagree with you (And have a high ego), don't forget you only have to make the save once every 24 hours(and only if you and the item are in disagreement). Since not everybody's done their character, feel free to add one if you feel like it. Though keep in mind that it's personality should be based partially off that of the person creating it, partially off it's alignment, and partially off what it's meant for.. IE it's powers. (A vicious, Vorpal sword for example would probably be much different from a Merciful Holy sword).
Truthfully, I was kinda hoping there'd be one intelligent item in the party. I do so enjoy them.
I do have a suggestion to up your damage: Switch to a Bastard Sword. it's only a 1pt increase in dice, BUT if you're willing to sacrifice one level, it'll get you access to the exotic weapon master PrC, which has some very neat little tricks in it. Specifically: Uncanny Blow (When wielding a one handed exotic weapon in two hands, you treat it as two-handed for power attack purposes, AND add 2X your str bonus to damage).
(ALSO Shayuri forgot to note that G.Sword lets you add 1.5X str bonus to damage, instead of just the 1x used by the one-handed long sword, which makes it a bit more viable option.)
As far as Feats - I would suggest agaisnt Karmic Strike/Robillars gambit. Firstly b/c I just dislike them, secondly: As I've stated before, I work off the 'mutually assured destruction' mode of DMing, so if you take them there's a good chance you'll meet someone with them at some point, and have a good old fashioned 1-round double ko.
Feat selection I'd suggest Exotic Proficiency(Bastard Sword), W. Focus, W.Spec, Power Attack, Cleave, Great Cleave, Imp Crit as highest on the list.
Quick Draw has limited usage, and Improved Initiative is only worth taking if you really need to go first (IMO), such as for sneak attackers.
I'm not too fond of Greater weapon focus/specialization, but they're good filler feats if you've got nothing better.
Also, Pain Mastery can be interesting if you're playing the tank type. Note that it's not 50pts of damage in a single attack, it's just +2(UNNAMED) bonus to STR for each 50 dmg you take in the encounter, though you become exhausted afterwards.
OnlytheStrong
My apologies, I was under the impression it DID stack with itself. Kinda OP now that I look back on it *L* thnx guys for pointing that out. Tell you what, I'll let you take an improvement to it as a single advancement to it for pointing out my flaw. Call it Greater Natural Attack (Think of it as 1 more stack).
Shayuri
Depends on which rules you're talking about using to create your 'mobile fortress'. It'd have to be something permanent to count for Leadership (IE not Daerns instant fortress or Mord's Mansion-style ability)
For Feats, How about Thick Skinned? (From Savage Species) It would up your DR to 7/cold iron, which is fairly respectable.
Or, Supernatural Transformation (Also savage species). It's been 'officially' erratad that only racial SLA's count, but I've always disagreed and felt that warlock invocations should be considered innate. and I'm the DM, so :P. Hell, take supernatural transformation: Eldritch blast and you now have a supernatural eldritch blast that overcomes SR (Though it would become an SLA if you used any invocations on it, unless they were also supernatural)
Myth
Heh. constructs.
Biggest concern: Don't ride a horse. Unless you can get a mount that's got some meat to it, your mount will be dead the first combat. A single fireball/lightning bolt/stray arrow and your beloved animal is gone.
Hmm.. If you want, we could talk about you taking a horse as a familiar.
For elemental traits all you really have to do is create a section on your sheet called Special Qualities or some such, and just copy all of your traits there.
A few questions & Suggestions:
Why Spell focus Necromancy? Wouldn't conjuration make more sense for a fire mage?
Energy Admixture can be fun, and greater spell focus may be useful, but at Epic, Fire Immunity/resistance isn't all that uncommon. I think if you're looking for a fire mage, you'd be better off finding room for the Searing Spell metamagic feat, as voidrazor suggested. I'd be ok with it for a dedicated fire mage.
Not sure what you're planning on spending your archmage lvls on, but I'd suggest using at least one of them for mastery of shaping, so you don't boom your buddies.
For the others.. spellpower+4 can be fun.
I'd recommend Weapon Mastery (Slashing) from the Player's Handbook II. It adds another +2 to Attack and Damage rolls as well as passing your Weapon Focus and Weapon Specialization feats on to all Slashing weapons with which you're proficient with.
Wait, so the Weapon Mastery bonuses stack onto the preexisting bonuses? Hmm, of this I was not aware.
Can anyone confirm this? I thought it just transferred those bonus to all other weapons, like rpgramen states.