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Epic Level 3.5 game

OnlytheStrong

Explorer
I have 183,518gp left that you can use to create an intelligent weapon. Feel free to use it all. I would prefer to have a Composite Shortbow (can't use a longbow). Other than that, you can do whatever you want to the weapon. Oh, just um........... make sure it doesn't want to kill me :)
 
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Shayuri

First Post
Oooo...or one of those celestial warlocks from Complete Mage!

Is Complete Mage an okay source?

I'm considering either a monk/sorceror of Thoth, or a Warlock with that celestial warlock PrC (who's name I can't remember, argh) from Complete Mage. Either way, CM would be a good source of feats and spells and powers, and for the second concept the PrC would be needed for a warrior of Ra....
 

Brazeku

First Post
Here you go OnlytheStrong, I've modified the shortbow. I took out hold person (because it will never work on anything in epic levels), and detect thoughts (because divination magic is banned), and I've replaced them with different effects. I'll let you have this for 170,000, if you want it.

The Arm of Set (Intelligent Flaming Composite Shortbow +4)

Int: 19 +4 mod
Wis: 19 +4 mod
Cha: 10 +0 mod

Ego Score: 26

120ft Darkvision, blindsense, hearing

4 Lesser Powers: Cure Moderate Wounds (3/day), 10 ranks in Sense Motive, 10 ranks in Search, +2 universal saving throw bonus (divine bonus)

4 Greater Powers: Cast Daylight (3/day, may be centered on an arrow as it is fired as a swift action), Cast Deeper Darkness (3/day, may be centered on an arrow as it is fired as a swift action), Sand Shield (at will as a move action, creates an orb of swirling sand around the holder. Provides damage reduction 5/piercing, and a +1 dodge bonus to AC. The effect persists until deactivated as a free action.), Foot of the Desert Swift (when on sand, the holder may take a 10 foot step as opposed to a 5 foot step. Sand shield can trigger this effect.)



Shayuri: complete Mage is a-ok!
 
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OnlytheStrong

Explorer
Sounds great. I'll add it to my sheet. I have a question for anyone who cares to help. I read in the DM book that you can combine attributes of magical items. I wanted an Amulet of Health and the Amulet of Natural Armor. The way I figured the price, they cost over 100k, which is fine. I just wanted to know if I did things right or not.
 

Shayuri

First Post
Most likely. You take the full value of the most expensive, add the value of the lesser costing, plus 50%.

Illustrated:

Amulet of Natural Armor +5 = 50,000
Amulet of Health +6 = 36,000
+50% of cost of Amulet of Health +6 = 18,000

Total = 104,000

That's my understanding at least.
 

Nac Mac Feegle

First Post
That was my calculation too.

Also, on another note, being the party healer and being undead means I finally have a good excuse to prep lots of inflicts and harms and such, since I still spontaneously cast healing :)

Here's the cleric:

[sblock=Stats]Asar
Male Human Cleric 9/Walker in the Waste 10/Heirophant 1
Alignment: N
Deity: Anubis
Age: Dead
XP: 20th Level

Str: 24 (+7) [8 points, +1 Level, +6 Item, +2 Racial]
Dex: 12 (+1) [4 points]
Con: - (+0) [6 points]
Int: 10 (+0) [2 points]
Wis: 32 (+11) [10 points, +2 Priest, +2 Level, +6 Item, +2 Tome, +4 Racial]
Cha: 26 (+8) [10 points, +2 Level, +6 Item, +2 Racial]

Racial Abilities: 1 bonus feat at first level, +4 skill points at first level, +1 skill point/level past first, Aura of Despair (DC 27 Will Save or be shaken for 1d4 rounds), Constitution Drain (1d6 Con Drain on any touch attack, DC 27 fort save to resist, gain 5hp per point drained), Turn Resistance +6, DR 10/Bludgeoning and Magic, Fast Healing 2, Immunities (Dehydration, Heat, Polymorph, Mind-Affecting spells and abilities), Unholy Toughness, Water Weakness, Racial Skill Bonuses.

Class Abilities: Divine Spells, Turn Undead, Desiccating Touch (5d6), Improved Heat Endurance, The Wasting, Withered Toughness, Pillar of Salt, Create Sand Golem, Create Salt Mummy, Greater Drought, Dry Lich, Divine Reach.

Hit Dice: 20d12+140
HP: 295/295
AC: 40 (+1 Dex, +12 Armor, +12 Natural, +5 Deflection), Touch 16, FF 39
Init: +1 (+1 Dex)
Speed: 20 ft

Saves:
Fortitude +11 [+6 base, +0 Con, +5 Resistance]
Reflex +12 [+6 base, +1 Dex, +5 Resistance]
Will +31 [+15 base, +11 Wis, +5 Resistance]

BAB/Grapple: +11/+18
Dessicating Touch: Touch Attack +18, 5d6 desiccating damage (Fort DC 31 for half).

Skills :
Concentration: +23 [23 ranks, +0 Con]
Hide +9 [+8 Racial, +1 Dex]
Intimidate +16 [+8 Racial, +8 Cha]
Knowledge (Religion): +23 [23 ranks, +0 Int]
Listen +19 [+8 Racial, +11 Wis]
Move Silently +9 [+8 Racial, +1 Dex]
Search +8 [+8 Racial, +0 Int]
Spellcraft +23 [23 ranks, +0 Int]
Spot +19 [+8 Racial, +11 Wis]

Feats:
1st: Divine Vigor
Human Bonus: Searing Spell
3rd: Heat Endurance
6th: Divine Searing Spell
9th: Quicken Spell
Walker Bonus: Improved Heat Endurance
12th: Sudden Maximize
15th: Extra Turning
18th: Divine Quicken

Languages: Common

Domains: Death, Sand.

Spell Save DC: 21 + Spell Level

Spells Prepared: 6/8+1/8+1/8+1/7+1/6+1/5+1/5+1/5+1/3+1
0th: Amanuensis, Detect Magic x2, Read Magic x2, Guidance.
1st: Endure Elements x4, Lesser Vigor, Bless, Bane, Divine Favor, [Waste Strider]
2nd: Dessicate, Hydrate, Inflict Moderate Wounds x2, Spiritual Weapon x2, Hold Person, Close Wounds, [Black Sand]
3rd: Black Sand, Control Sand, Soul of the Waste, Inflict Serious Wounds x2, Protection from Energy x2, Dispel Magic, [Haboob]
4th: Death Ward, Life Ward, Recitation, Inflict Critical Wounds x2, Divine Power, Mass Shield of Faith, [Blast of Sand]
5th: Greater Dispel Magic, Flame Strike x2, Commune, Revivify, Mass Curse of Ill Fortune, [Flaywind Burst]
6th: Mass Dessicate, Mummify, Harm x2, Cometfall, [Awaken Sand]
7th: Quickened Soul of the Waste, Bestow Greater Curse, Control Weather, Mass Spell Resistance, Resurrection, [Destruction]
8th: Earthquake, Flashflood, Firestorm, Mass Death Ward, Heat Drain, [Desert Binding]
9th: Summon Elemental Monolith, Implosion, Storm of Vengeance, [Wail of the Banshee]

Equipment:
Shawl of Charisma +6 (36,000)
Vest of Resistance +5 (25,000)
Belt of Strength +6 (36,000)
Periapt of Wisdom +6 combined with Natural Armor +5 (104,000)
5 Canopic Jars (100,000)
2 Sand Golems (54,000)
Tome of Understanding +2 (55,000)
+4 Freedom Dragonhide Full Plate (84,300) [Continual Freedom of Movement spell].
Ring of Protection +5 (50,000)
Ring of Spell Turning (98,280)
Pearl of Power: 9th Level (81,000)
Diamond worth 10,000gp (component for Resurrection)
Diamond worth 20,000gp (component for True Resurrection)

Escort: 2 Sand Golems (usually only used to keep watch)
[/sblock]

[sblock=Background]The first thing I remember is death. I did not know why I died, or who I might have been before Anubis claimed my soul, and so I was born from death into a new, greater life by the hands of the Jackal-headed god. I have walked the path from the Underworld into the desert, and by Anubis' will it has made me strong. I will bring the words of death into the world, for they have been forgotten in the sands of time. I am the desert. I am the end that must befall us all.[/sblock]
 
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Ryfte

First Post
Shayuri said:
Most likely. You take the full value of the most expensive, add the value of the lesser costing, plus 50%.

Illustrated:

Amulet of Natural Armor +5 = 50,000
Amulet of Health +6 = 36,000
+50% of cost of Amulet of Health +6 = 18,000

Total = 104,000

That's my understanding at least.

Actually... if you use the MIC for reference on magic item creation now certain common enchantments do not accrue extra cost for being combined. Stat modifiers as long as they are applied to items of suitable slot locations are one of those thus the +6 con would be at normal cost and there wouldn't be any increase. That of course would have to be approved by Brazeku as the volunteered DM though. ;)
 

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