Diablos ex Machina
Nowhere will you find a greater hive of scum and villainy...
[sblock="Character Creation"]Stats: 32 point buy, plus level and racial bonuses
ECL: 20th
LA: Limited to +5, but any LA will be adjusted via racial traits (see house rules)
Alignment: Any non-good, but Lawful and Evil will have certain perks. And remember, Evil != jerk.
Races: Most any, pending approval, provided the net LA/HD is less than 5.
Classes: Most any, pending approval.
Wealth: Standard for 20th level.
Starting XP: 190,000 + (1,000 * 1d10)
Rolling: Invisible Castles. For the love of Benji, post the correct link to the results, not to the rolling page.[/sblock]
[sblock="House Rules"]
Nowhere will you find a greater hive of scum and villainy...
[sblock="Character Creation"]Stats: 32 point buy, plus level and racial bonuses
ECL: 20th
LA: Limited to +5, but any LA will be adjusted via racial traits (see house rules)
Alignment: Any non-good, but Lawful and Evil will have certain perks. And remember, Evil != jerk.
Races: Most any, pending approval, provided the net LA/HD is less than 5.
Classes: Most any, pending approval.
Wealth: Standard for 20th level.
Starting XP: 190,000 + (1,000 * 1d10)
Rolling: Invisible Castles. For the love of Benji, post the correct link to the results, not to the rolling page.[/sblock]
[sblock="House Rules"]
- Epic Levels: I'm not going to be using the standard epic rules, but a variant based on the E6 concept. But that's a bridge to cross when we get to it.
- Skills as Saves
- Racial Abilities It won't be 100% like that, but you'll get the general idea of it.[sblock=Warforged]<otherwise same as core>
• 4th level ability: Improved Damage Reduction, an experience warforged has learned to use it's metal plating to absorb blows, and instinctively shifts his body to do so.
• 8th level ability: Enhanced Fortification, more time in the world has taught the warforged the places it does not want to get struck. With a few minor modifications to it's body, along with an improved sense of awareness, the warforged now has a 50% chance to negate a critical hit or precision based damage.
• 12th level ability: +1 bonus to Constitution or Strength
• 16th level ability: Fluidity, by now the warforged has learned to move in a more fluid and natural way, compensating from imperfections in it's base design. A warforged with either the Adamantine Body or Mithral Body feat has it's armor check penalty reduced by 1 and it's max dexterity bonus increased by 1.
A warforged without these feats has it's base land speed increased by 10 feet.
In either case, the warforged's arcane spell failure chance is reduced by 5%.
• 20th level ability: +1 bonus to Constitution or Strength[/sblock]
[sblock="Ogre"]• 8th level ability: Power Attack
• 12th level ability: Improved Darvision, an ogre's eyes learn to make out more detail and adjust even more to the darkness letting him add another 60 feet to his Darkvision range.
• 16th level ability: Smash; When taking the full attack option to make a melee attack, an ogre can forgo interative attacks, making only a single attack for which his normal strength bonus is doubled, as is any damage bonus from Power Attack.[/sblock] - Weapon Group Feats
- Armor as DR
- Vitality and Wound Points I will have to tweak this a bit, as I've found that at high levels Fort saves are so high that it can take *Days* for something to die once you get it to 0 WP.
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