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<blockquote data-quote="mercucio" data-source="post: 3248472" data-attributes="member: 7928"><p><span style="font-size: 15px"><strong>Mercucio</strong></span></p><p><span style="font-size: 10px">Fighter 8/Wizard 5/<a href="http://dicefreaks.com/phpBB2/viewtopic.php?p=156778#156778" target="_blank">Phantasmal Harrier</a> 35</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Medium Outsider (Augmented, Human, Native)</span></p><p><span style="font-size: 10px"><strong>Hit Dice:</strong> 8d10+64 plus 5d4+40 plus 35d6+280 (697 hp, 1394 in godly realm)</span></p><p><span style="font-size: 10px"><strong>Initiative:</strong> +27 (+15 Dex, +8 Superior Initiative, +4 divine) </span></p><p><span style="font-size: 10px"><strong>Speed:</strong> 190 ft. (38 squares)</span></p><p><span style="font-size: 10px"><strong>Armor Class:</strong> 83 (+12 natural, +15 Dex, +15 circumstance, +10 armor, +10 dodge, +7 deflection, +4 divine), touch 61, flat-footed 68. 30% miss chance..</span></p><p><span style="font-size: 10px"><strong>Base Attack/Grapple:</strong> +30/+37</span></p><p><span style="font-size: 10px"><strong>Attack:</strong> <em>Runewhisper</em> +74/+69/+64 melee (1d8+25/12-20/x2 plus 10d6 plus steal spell); or by spell +65 melee touch or +65 ranged touch </span></p><p><span style="font-size: 10px"><strong>Full Attack:</strong> <em>Runewhisper</em> +74/+74/+69/+64/+59 melee (1d8+25/12-20/x2 plus 10d6 plus steal spell); or by spell +65 melee touch or +65 ranged touch</span></p><p><span style="font-size: 10px"><strong>Space/Reach:</strong> 5 ft./5 ft. </span></p><p><span style="font-size: 10px"><strong>Special Attacks:</strong> cozen, phantom strike 14/day, sneak attack +10d6, spells, spell-like abilities, steal spells</span></p><p><span style="font-size: 10px"><strong>Special Qualities:</strong> ananke’s rebellious son, anyfeat, bend chance, destiny portfolio, elusive defense +8, ghost-eyes, haladin traits, hide in plain sight, human traits, improved uncanny dodge, nescient, spell resistance 66, superior mirage step, unpresence.</span></p><p><span style="font-size: 10px"><strong>Saves:</strong> Fort +35(50), Ref +43(58), Will +32(47)</span></p><p><span style="font-size: 10px"><strong>Abilities:</strong> Str 16, Dex 40, Con 26, Int 40, Wis 20, Cha 24</span></p><p><span style="font-size: 10px"><strong>Skills:</strong> Balance +25, Bluff +60, Climb +25, Concentration +60, Craft (painting) +45, Decipher Script +45, Diplomacy +25*, Escape Artist +70, Hide +70(90), Jump +84, Knowledge (arcana) +65, Knowledge (history) +40, Knowledge (planes) +45, Knowledge (religion) +45, Listen +60, Move Silently +70, Open Lock +60, Ride +30, Search +60, Sense Motive +30*, Sleight of Hand +65, Spellcraft +60, Spot +60, Swim +25, Tumble +70, Use Magic Device +45.</span></p><p><span style="font-size: 10px"><strong>Feats:</strong> Arcane Strike, Amplify Spell, Bounding Assault, Darkstalker, Dodge, Empower Spell, Exotic Weapon (thinblade), Heighten Spell, Melee Weapon Mastery (slashing), Power Attack, Quicken Spell, Rapid Blitz, Spell Mastery, Spring Attack, Telling Blow, Weapon Finesse, Weapon Focus (longsword)</span></p><p><span style="font-size: 10px"><strong>Epic Feats:</strong> Automatic Metamagic x3, <a href="http://www.dicefreaks.com/phpBB2/viewtopic.php?p=115017#115017" target="_blank">Consume Magic</a>, Improved Spell Capacity x7, Improved Weapon Finesse, Metamagic Freedom, Self-Concealment x3, Spell Stealer, Superior Initiative, <a href="http://www.dicefreaks.com/phpBB2/viewtopic.php?p=115382#115382" target="_blank">Superior Mirage Step</a>, <a href="http://www.dicefreaks.com/phpBB2/viewtopic.php?p=78040#78040" target="_blank">Tenacious Spell</a></span></p><p><span style="font-size: 10px"><strong>Divine Abilities:</strong> Anyfeat, Bend Chance, Cozen (Anyfeat), Nescient, Sealed Life</span></p><p><span style="font-size: 10px"><strong>Divine Weakness:</strong> Death-touched</span></p><p><span style="font-size: 10px"><strong>Environment:</strong> Any </span></p><p><span style="font-size: 10px"><strong>Organization:</strong> Unique</span></p><p><span style="font-size: 10px"><strong>Treasure:</strong> <em>Anharion’s tear, runewhisper, sash of swift lightning, Selene’s favor</em>.</span></p><p><span style="font-size: 10px"><strong>Challenge Rating:</strong> 42</span></p><p><span style="font-size: 10px"><strong>Alignment:</strong> Chaotic Neutral with Good tendencies</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">The sandy-haired man standing before you is of above average height, dressed in finely made robes, and bears several expensive looking pieces of jewelery. Belted at his waste is an oddly shaped, silver-hilted sword in a sheath of dark gray leather.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">“<em>Just because you have</em> a <em>destiny does not mean it is your</em> only <em>destiny</em>.”</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>COMBAT</strong></span></p><p><span style="font-size: 10px"><strong>Ananke’s Rebellious Son:</strong> Child of Mosheh and Ysis and spiritually the bastard child of Ananke, Mercucio has inherited a fraction of their combined powers, granting him the following benefits:</span></p><p><span style="font-size: 10px">—Damage reduction 10/epic.</span></p><p><span style="font-size: 10px">—Mercucio adds his Charisma bonus (minimum 1) as a deflection bonus to his AC.</span></p><p><span style="font-size: 10px">—Mercucio adds a +4 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); save DC of all special abilities, spell-like abilities, and spells; initiative; saving throws, and spell resistance.</span></p><p><span style="font-size: 10px">—Godly Realm: Mercucio’s godly realm has a diameter of 1.7 miles and Mercucio has ruled it for 3200 years. Within his divine realm Mercucio can impose a -4 divine penalty on all rolls to any or all characters (even more powerful deities).</span></p><p><span style="font-size: 10px">—Mercucio can grant spells of up to 7th level.</span></p><p><span style="font-size: 10px">—Mercucio can spend 10% of his total quintessence to create an avatar with 24 levels and the Prophet template. An avatar’s ability scores are equal to 7+ 1/2 (round down) the same ability score possessed by his manifestation. If Mercucio gains levels or increases an ability score, so too do his avatars.</span></p><p><span style="font-size: 10px">—Immortality: Mercucio does not age, requires no air to breathe, no food or drink, nor sleep.</span></p><p><span style="font-size: 10px">—Immunities: Mercucio is unaffected by natural effects such as: ability damage, disease, natural elements (cold, drowning, fire, lava, lightning etc.), poison and so forth. He can still be affected by magical cold, magical disease, magical fire etc.</span></p><p><span style="font-size: 10px">—Mercucio possesses spell resistance equal to his level +14.</span></p><p><span style="font-size: 10px">—Level Adjustment: +13</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Ghost-Eyes (Ex):</strong> Raised in the Pale Woods amongst the shades of the dead, Mercucio’s enviroment has changed him in many subtle ways, granting him the following benefits:</span></p><p><span style="font-size: 10px">—Lowlight vision, can see five times further than a human.</span></p><p><span style="font-size: 10px">—Darkvision 180 feet.</span></p><p><span style="font-size: 10px">—Mercucio can see any objects or beings that are invisible within his range of vision, as well as any that are astral or ethereal, as if they were normally visible.</span></p><p><span style="font-size: 10px">—Mercucio is a native of both the Ethereal and Prime Material Plane. Unlike other native outsiders Mercucio is not automatically proficient with all simple and martial weapons.</span></p><p><span style="font-size: 10px">—Mercucio suffers a -2 penalty on all Charisma-related checks (except Intimidate) when dealing with mortal creatures.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Haladin Traits:</strong> In addition to the normal traits humans receive, Haladin also receive the following benefits:</span></p><p><span style="font-size: 10px">—+2 Con, +2 Int, +2 Wis.</span></p><p><span style="font-size: 10px">—Natural Prowess (Ex): Mercucio receives an additional bonus feat from the fighter bonus feat list at 1st level and every ten levels after that (10th, 20th, ect).</span></p><p><span style="font-size: 10px">—Level Adjustment: +2</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Anyfeat (Divine):</strong> Mercucio gains any two feats he meets the prerequisites for. Once per round as a free action per feat Mercucio can change the feat granted by this ability to any other feat he could qualify for. Mercucio cannot change the Anyfeat while he has a previous use of the Anyfeat in effect.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Bend Chance (Divine):</strong> As the renegade child of the Ananke, Mercucio possesses incredible chance-altering abilities, allowing him to do the following:</span></p><p><span style="font-size: 10px">—Reroll a roll he has just made and keep the better of the two results. Activating this effect doesn't take an action; Mercucio can even activate it on another character's turn if needed. This an extraordinary ability.</span></p><p><span style="font-size: 10px">—As an immediate action Mercucio can force another creature to re-roll a roll it has just made and use whichever result he prefers. This is an supernatural ability</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Cozen (Divine):</strong> Any time Mercucio successfully sneak attacks an opponent, he may steal one of their divine abilities. Mercucio can posssess up to 4 stolen abilities at any one time and stolen divine abilities are either returned by him voluntarily or upon his death. </span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Death-Touched (Divine Weakness):</strong> Mercucio registers as a undead creature for spells and effects that sense undead. Spells or effects that deal additional hit point damage to undead deal their increased damage to Mercucio. He does not, however, suffer any additional non-hit point related effects.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Destinty Portfolio:</strong> Mercucio possesses the Destiny portfolio, granting him the following powers:</span></p><p><span style="font-size: 10px">—<em>Secrets of Destiny (Su)</em>: Mercucio can sense the presence of any creature with a luck bonus with the area of his divine aura as if he possessed the blindsense ability.</span></p><p><span style="font-size: 10px">—<em>Serendipty (Su)</em>: Mercucio do not treat the roll of a “1” on a d20 as an automatic failure. </span></p><p><span style="font-size: 10px">—<em>Self-Conviction (Ex)</em>: Once per round you can add a luck bonus equal to your divine rank to any die roll or your Armor class against a single attack.</span></p><p><span style="font-size: 10px">—<em>Kin of the Chosen (Ex)</em>: Creatures you summon add your divine rank as a luck bonus to attack rolls, saving throws, and skill checks.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Divine Aura (Su):</strong> Mercucio’s divine aura has a radius of 145 feet and once per round as a free action Mercucio can choose from one the following effects (Will save DC 36 negates):</span></p><p><span style="font-size: 10px">—<em>Daze</em>: Creatures within the aura’s area of effect must make a Will save or be unable to act, other than defend themselves.</span></p><p><span style="font-size: 10px">—<em>Fear</em>: Creatures within the aura’s area of effect must make a Will save or be shaken and suffer a -2 morale penalty on attack rolls, saves and checks.</span></p><p><span style="font-size: 10px">—<em>Heroism</em>: Allies within the aura’s area of effect gain a +2 morale bonus on attack rolls, saves and skill checks.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Elusive Defense (Ex):</strong> Mercucio receives a +8 dodge bonus to AC and gains a +70 bonus to his land speed. Mercucio suffers no penalty to his AC or melee attack rolls when kneeling, sitting, or prone. This ability only works if Mercucio wears light or no armor and carries no more than a light load.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Familiar:</strong> Mercucio gains one additional metamagic feat at 1st level in place of a familiar.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Hide in Plain Sight (Su):</strong> As long as Mercucio is within 10 feet of some sort of shadow, he can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Improved Uncanny Dodge (Ex):</strong> Mercucio retains his Dexterity bonus to AC even if he is caught flat-footed or struck by an invisible attacker and can no longer be flanked, except by a 36th level or higher rogue.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Nescient (Divine):</strong> Mercucio ignores all feat prerequisites.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Phantom Strike (Su):</strong> Up to 14 times per day Mercucio may use a swift action at the beginning of his turn to resolve all melee attacks he makes that round as touch attacks. While this ability is active his attacks gain the ghost touch property. </span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Sealed Life (Divine):</strong> Mercucio is immune to ability damage and drain, death effects, and negative levels.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Sneak Attack (Ex):</strong> When fighting an foe whom he flanks or who is denied their Dexterity bonus to AC againt his attacks, Mercucio inflicts 10d6 extra points of damage on a successful melee attack. Creatures without a discernable immunity or immune to critical hits are immune to this damage.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Spell-like Abilities:</strong> At will—<em>augury, astral projection, bestow greater curse</em> (DC 44), <em>blink, choose destiny, commune, delay death, dispel magic (greater), dream casting, etherealness, freedom of movement, geas</em> (DC 42), <em>moment of prescience, omen of peril, plane shift, rope trick, see invisible, screen, sending, shadow walk, stalwart pact, teleport</em> (greater), <em>tongues, warp destiny</em>; 4/day—<em>miracle</em> (DC 45). Caster level 52nd. The save DCs are Charisma-based.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Spell Resistance (Su):</strong> Mercucio possesses a spell resistance score equal to 15 + his phantasmal harrier class level.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Superior Mirage Step (Ex or Su):</strong> Mercucio’s ghostly nature grants him the following benefits:</span></p><p><span style="font-size: 10px">—Mercucio ignores all terrain-based penalties to movement. This is an extraordinary ability.</span></p><p><span style="font-size: 10px">—Mercucio can travel through the air as if under the benefits of an air walk spell. If Mercucio does not move at least 10 feet each round he loses the benefit of this ability at the end of his turn. This is a supernatural ability.</span></p><p><span style="font-size: 10px">—Mercucio can turn incorporeal. Each sqaure of incorporeal movement taken counts as 2 sqaures of normal movement. If Mercucio does not move at least 10 feet each round he loses the benefit of this ability at the end of his turn. If Mercucio is within solid matter when this ability ends he is shunted to the closest open space, taking 1d6 points of damage per 5 ft. square travelled.This is a supernatural ability.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Unpresence (Su):</strong> Any creature attempting to use a divination spell, clairsentience power, or similar effect to locate Mercucio must make a successful caster level (in the case of spells, spell-like abilities, and powers) or level check (in the case of extraordinary or supernatural abilities) against a DC of 67.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Weapon & Armor Proficiencies:</strong> Mercucio is proficient with all simple and martial weapons, light armor, medium armor, heavy armor, and shields.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Wizard Spells Per Day:</strong> 4/7/6/6/5/6/6/6/6/5 and 3/3/2/2/2/2/1 or 796 spell points per day. Caster level 52nd. Save DCs are 44 + spell level.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><em>Epic Spells Known</em></span></p><p><span style="font-size: 10px">10th <em>spiritual awareness</em>.</span></p><p><span style="font-size: 10px">11th <em>unseen</em>.</span></p><p><span style="font-size: 10px">12th <em>ghost ring</em>.</span></p><p><span style="font-size: 10px">13th <em>rune of cancellation</em>, <em>wondrous reflection</em>.</span></p><p><span style="font-size: 10px">14th <em>knights of mist and shadow</em>.</span></p><p><span style="font-size: 10px">15th none.</span></p><p><span style="font-size: 10px">16th <em>five steps ahead</em>.</span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>EQUIPMENT </strong></span></p><p><span style="font-size: 10px"><strong>Anharion’s Tear:</strong> Appearing as a tear-shaped diamond with a bluish tint, legend hold this relic to be the crystalized tear of an elder one of magic. Once affixed beneath its bearer’s eye <em>Anharion’s tear</em> may only be removed by the bearer or once the bearer is slain. <em>Anharion’s</em> tear grants the bearer the following benefits:</span></p><p><span style="font-size: 10px">—<em>Anharion’s tear</em> functions as 2000 point experience reserve Mercucio can draw of of instead of his own when casting spells. Mercucio can divide this reserve between multiple spells and it automatically refreshes every 24 hours.</span></p><p><span style="font-size: 10px">—Any bearer who meets the prerequisites gains access to the following feeats: Automatic Metamagic Capacity x3, Eschew Materials, Improved Spell Resistance x2, and Spell Stowaway (time stop).</span></p><p><span style="font-size: 10px">—Any bearer who meets the prerequisites gains the Cunning Soul and Cunning Spirit divine abilities.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><em>Caster Level</em>: 48th.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Runewhisper:</strong> This ancient blade resembles an elven thinblade but is too austere to be of elven make, with only a dusting of precious inlays and none of the decorative hilt and pommel-work elven smiths are so fond of. <em>Runewhisper</em> is a mithril <em>ghost-touch keen sure-striking elven thinblade +6</em> that grants Divine Sneak Attack, Greater Critical (thinblade), and Silent Spell to any wielder who meets the prerequisites.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><em>Runewhisper</em> can cloak its bearer in absolute silence whenever the bearer desires. While this ability is active the bearer automatically succeeds Move Silently checks as if he were an incorporeal creature and is immune to any effect that requires the bearer to hear it. Conversely the bearer automatically fails any Listen check while cloaked in <em>silence</em> and cannot cast any spell with a verbal spell component (barring Silent Spell).</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><em>Caster Level</em>: 48th.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Mantle of Swift Lightning:</strong> This suit of beautifully crafted armor is made from the skin of an abomination slain by Mercucio. The <em>mantle of swift lighting</em> appears to be made from the finest suede leather in shades of dark gray and mithril reinforcements and reinforcement. The <em>mantle of of swift lightning</em> has the same statistics as a mithril chainmail, however it also grants the Blinding Speed, Light Armor Mastery, and Light Fortification feats to any bearer who meets the prerequisites. The mantle retains much of the divine power of the abomination it was take from, granting the bearer immunity to electricity, the Quickness divine ability, and a +20 competence bonus Hide checks.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><em>Caster Level</em>: 48th.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Selene’s Favor:</strong> This pin takes the form of thin silver band of elaborate silver knotwork. <em>Selene’s favor</em> grants a bearer who meets the prerequisites the following divine abilities: Cunning Body, Cunning Mind, Divine Spell Preparation, Energy Immunity (cold).</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><em>Caster Level</em>: 48th, <em>Cost</em>: 6,250,000gp.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Other Equipment:</strong> +2 Dex graft, +20 points of inherent bonuses.</span></p><p><span style="font-size: 10px">______________________________________________________________________________</span></p><p><span style="font-size: 10px"><strong>Designer Notes</strong></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 9px">1. Merucio (and Auric) were designed using the quasi-deity templates without the extra wealth levels. The current divine wealth system, however, does not account for buying epic spells, ect. As a result we agreed allow each character to possess NPC wealth equal to their non-divine ECL that could be spent on epic spells, inherent bonuses, grafts, epic magic items, ect.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">2. In cases where a PC has left over fractions of +'s for magic items they are allowed to convert that to gp and add that to their total wealth.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">3. Haladin is a human sub-race created by Feanaro of Dicefreaks in conjunction with his Middle Earth d20 conversion.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">4. Phantasmal Harrier is a new PrC I wrote. Consume Magic is also a feat I wrote. Tenacious Spell is an adaption of the normal Tenacious [X] feat found in the SRD and has a +6 spell level adjustment.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">5. Portfolios are Destiny (see the main IH thread) and Transitive.</span></p></blockquote><p></p>
[QUOTE="mercucio, post: 3248472, member: 7928"] [size=4][b]Mercucio[/b][/size] [size=2]Fighter 8/Wizard 5/[url=http://dicefreaks.com/phpBB2/viewtopic.php?p=156778#156778]Phantasmal Harrier[/url] 35 Medium Outsider (Augmented, Human, Native) [b]Hit Dice:[/b] 8d10+64 plus 5d4+40 plus 35d6+280 (697 hp, 1394 in godly realm) [b]Initiative:[/b] +27 (+15 Dex, +8 Superior Initiative, +4 divine) [b]Speed:[/b] 190 ft. (38 squares) [b]Armor Class:[/b] 83 (+12 natural, +15 Dex, +15 circumstance, +10 armor, +10 dodge, +7 deflection, +4 divine), touch 61, flat-footed 68. 30% miss chance.. [b]Base Attack/Grapple:[/b] +30/+37 [b]Attack:[/b] [i]Runewhisper[/i] +74/+69/+64 melee (1d8+25/12-20/x2 plus 10d6 plus steal spell); or by spell +65 melee touch or +65 ranged touch [b]Full Attack:[/b] [i]Runewhisper[/i] +74/+74/+69/+64/+59 melee (1d8+25/12-20/x2 plus 10d6 plus steal spell); or by spell +65 melee touch or +65 ranged touch [b]Space/Reach:[/b] 5 ft./5 ft. [b]Special Attacks:[/b] cozen, phantom strike 14/day, sneak attack +10d6, spells, spell-like abilities, steal spells [b]Special Qualities:[/b] ananke’s rebellious son, anyfeat, bend chance, destiny portfolio, elusive defense +8, ghost-eyes, haladin traits, hide in plain sight, human traits, improved uncanny dodge, nescient, spell resistance 66, superior mirage step, unpresence. [b]Saves:[/b] Fort +35(50), Ref +43(58), Will +32(47) [b]Abilities:[/b] Str 16, Dex 40, Con 26, Int 40, Wis 20, Cha 24 [b]Skills:[/b] Balance +25, Bluff +60, Climb +25, Concentration +60, Craft (painting) +45, Decipher Script +45, Diplomacy +25*, Escape Artist +70, Hide +70(90), Jump +84, Knowledge (arcana) +65, Knowledge (history) +40, Knowledge (planes) +45, Knowledge (religion) +45, Listen +60, Move Silently +70, Open Lock +60, Ride +30, Search +60, Sense Motive +30*, Sleight of Hand +65, Spellcraft +60, Spot +60, Swim +25, Tumble +70, Use Magic Device +45. [b]Feats:[/b] Arcane Strike, Amplify Spell, Bounding Assault, Darkstalker, Dodge, Empower Spell, Exotic Weapon (thinblade), Heighten Spell, Melee Weapon Mastery (slashing), Power Attack, Quicken Spell, Rapid Blitz, Spell Mastery, Spring Attack, Telling Blow, Weapon Finesse, Weapon Focus (longsword) [b]Epic Feats:[/b] Automatic Metamagic x3, [url=http://www.dicefreaks.com/phpBB2/viewtopic.php?p=115017#115017]Consume Magic[/url], Improved Spell Capacity x7, Improved Weapon Finesse, Metamagic Freedom, Self-Concealment x3, Spell Stealer, Superior Initiative, [url=http://www.dicefreaks.com/phpBB2/viewtopic.php?p=115382#115382]Superior Mirage Step[/url], [url=http://www.dicefreaks.com/phpBB2/viewtopic.php?p=78040#78040]Tenacious Spell[/url] [b]Divine Abilities:[/b] Anyfeat, Bend Chance, Cozen (Anyfeat), Nescient, Sealed Life [b]Divine Weakness:[/b] Death-touched [b]Environment:[/b] Any [b]Organization:[/b] Unique [b]Treasure:[/b] [i]Anharion’s tear, runewhisper, sash of swift lightning, Selene’s favor[/i]. [b]Challenge Rating:[/b] 42 [b]Alignment:[/b] Chaotic Neutral with Good tendencies The sandy-haired man standing before you is of above average height, dressed in finely made robes, and bears several expensive looking pieces of jewelery. Belted at his waste is an oddly shaped, silver-hilted sword in a sheath of dark gray leather. “[I]Just because you have[/I] a [I]destiny does not mean it is your[/I] only [I]destiny[/I].” [b]COMBAT[/b] [b]Ananke’s Rebellious Son:[/b] Child of Mosheh and Ysis and spiritually the bastard child of Ananke, Mercucio has inherited a fraction of their combined powers, granting him the following benefits: —Damage reduction 10/epic. —Mercucio adds his Charisma bonus (minimum 1) as a deflection bonus to his AC. —Mercucio adds a +4 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); save DC of all special abilities, spell-like abilities, and spells; initiative; saving throws, and spell resistance. —Godly Realm: Mercucio’s godly realm has a diameter of 1.7 miles and Mercucio has ruled it for 3200 years. Within his divine realm Mercucio can impose a -4 divine penalty on all rolls to any or all characters (even more powerful deities). —Mercucio can grant spells of up to 7th level. —Mercucio can spend 10% of his total quintessence to create an avatar with 24 levels and the Prophet template. An avatar’s ability scores are equal to 7+ 1/2 (round down) the same ability score possessed by his manifestation. If Mercucio gains levels or increases an ability score, so too do his avatars. —Immortality: Mercucio does not age, requires no air to breathe, no food or drink, nor sleep. —Immunities: Mercucio is unaffected by natural effects such as: ability damage, disease, natural elements (cold, drowning, fire, lava, lightning etc.), poison and so forth. He can still be affected by magical cold, magical disease, magical fire etc. —Mercucio possesses spell resistance equal to his level +14. —Level Adjustment: +13 [b]Ghost-Eyes (Ex):[/b] Raised in the Pale Woods amongst the shades of the dead, Mercucio’s enviroment has changed him in many subtle ways, granting him the following benefits: —Lowlight vision, can see five times further than a human. —Darkvision 180 feet. —Mercucio can see any objects or beings that are invisible within his range of vision, as well as any that are astral or ethereal, as if they were normally visible. —Mercucio is a native of both the Ethereal and Prime Material Plane. Unlike other native outsiders Mercucio is not automatically proficient with all simple and martial weapons. —Mercucio suffers a -2 penalty on all Charisma-related checks (except Intimidate) when dealing with mortal creatures. [b]Haladin Traits:[/b] In addition to the normal traits humans receive, Haladin also receive the following benefits: —+2 Con, +2 Int, +2 Wis. —Natural Prowess (Ex): Mercucio receives an additional bonus feat from the fighter bonus feat list at 1st level and every ten levels after that (10th, 20th, ect). —Level Adjustment: +2 [b]Anyfeat (Divine):[/b] Mercucio gains any two feats he meets the prerequisites for. Once per round as a free action per feat Mercucio can change the feat granted by this ability to any other feat he could qualify for. Mercucio cannot change the Anyfeat while he has a previous use of the Anyfeat in effect. [b]Bend Chance (Divine):[/b] As the renegade child of the Ananke, Mercucio possesses incredible chance-altering abilities, allowing him to do the following: —Reroll a roll he has just made and keep the better of the two results. Activating this effect doesn't take an action; Mercucio can even activate it on another character's turn if needed. This an extraordinary ability. —As an immediate action Mercucio can force another creature to re-roll a roll it has just made and use whichever result he prefers. This is an supernatural ability [b]Cozen (Divine):[/b] Any time Mercucio successfully sneak attacks an opponent, he may steal one of their divine abilities. Mercucio can posssess up to 4 stolen abilities at any one time and stolen divine abilities are either returned by him voluntarily or upon his death. [B]Death-Touched (Divine Weakness):[/B] Mercucio registers as a undead creature for spells and effects that sense undead. Spells or effects that deal additional hit point damage to undead deal their increased damage to Mercucio. He does not, however, suffer any additional non-hit point related effects. [b]Destinty Portfolio:[/b] Mercucio possesses the Destiny portfolio, granting him the following powers: —[i]Secrets of Destiny (Su)[/i]: Mercucio can sense the presence of any creature with a luck bonus with the area of his divine aura as if he possessed the blindsense ability. —[i]Serendipty (Su)[/i]: Mercucio do not treat the roll of a “1” on a d20 as an automatic failure. —[i]Self-Conviction (Ex)[/i]: Once per round you can add a luck bonus equal to your divine rank to any die roll or your Armor class against a single attack. —[i]Kin of the Chosen (Ex)[/i]: Creatures you summon add your divine rank as a luck bonus to attack rolls, saving throws, and skill checks. [b]Divine Aura (Su):[/b] Mercucio’s divine aura has a radius of 145 feet and once per round as a free action Mercucio can choose from one the following effects (Will save DC 36 negates): —[i]Daze[/i]: Creatures within the aura’s area of effect must make a Will save or be unable to act, other than defend themselves. —[i]Fear[/i]: Creatures within the aura’s area of effect must make a Will save or be shaken and suffer a -2 morale penalty on attack rolls, saves and checks. —[i]Heroism[/i]: Allies within the aura’s area of effect gain a +2 morale bonus on attack rolls, saves and skill checks. [b]Elusive Defense (Ex):[/b] Mercucio receives a +8 dodge bonus to AC and gains a +70 bonus to his land speed. Mercucio suffers no penalty to his AC or melee attack rolls when kneeling, sitting, or prone. This ability only works if Mercucio wears light or no armor and carries no more than a light load. [b]Familiar:[/b] Mercucio gains one additional metamagic feat at 1st level in place of a familiar. [b]Hide in Plain Sight (Su):[/b] As long as Mercucio is within 10 feet of some sort of shadow, he can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow. [b]Improved Uncanny Dodge (Ex):[/b] Mercucio retains his Dexterity bonus to AC even if he is caught flat-footed or struck by an invisible attacker and can no longer be flanked, except by a 36th level or higher rogue. [b]Nescient (Divine):[/b] Mercucio ignores all feat prerequisites. [b]Phantom Strike (Su):[/b] Up to 14 times per day Mercucio may use a swift action at the beginning of his turn to resolve all melee attacks he makes that round as touch attacks. While this ability is active his attacks gain the ghost touch property. [b]Sealed Life (Divine):[/b] Mercucio is immune to ability damage and drain, death effects, and negative levels. [b]Sneak Attack (Ex):[/b] When fighting an foe whom he flanks or who is denied their Dexterity bonus to AC againt his attacks, Mercucio inflicts 10d6 extra points of damage on a successful melee attack. Creatures without a discernable immunity or immune to critical hits are immune to this damage. [b]Spell-like Abilities:[/b] At will—[i]augury, astral projection, bestow greater curse[/i] (DC 44), [i]blink, choose destiny, commune, delay death, dispel magic (greater), dream casting, etherealness, freedom of movement, geas[/i] (DC 42), [i]moment of prescience, omen of peril, plane shift, rope trick, see invisible, screen, sending, shadow walk, stalwart pact, teleport[/i] (greater), [i]tongues, warp destiny[/i]; 4/day—[i]miracle[/i] (DC 45). Caster level 52nd. The save DCs are Charisma-based. [b]Spell Resistance (Su):[/b] Mercucio possesses a spell resistance score equal to 15 + his phantasmal harrier class level. [b]Superior Mirage Step (Ex or Su):[/b] Mercucio’s ghostly nature grants him the following benefits: —Mercucio ignores all terrain-based penalties to movement. This is an extraordinary ability. —Mercucio can travel through the air as if under the benefits of an air walk spell. If Mercucio does not move at least 10 feet each round he loses the benefit of this ability at the end of his turn. This is a supernatural ability. —Mercucio can turn incorporeal. Each sqaure of incorporeal movement taken counts as 2 sqaures of normal movement. If Mercucio does not move at least 10 feet each round he loses the benefit of this ability at the end of his turn. If Mercucio is within solid matter when this ability ends he is shunted to the closest open space, taking 1d6 points of damage per 5 ft. square travelled.This is a supernatural ability. [b]Unpresence (Su):[/b] Any creature attempting to use a divination spell, clairsentience power, or similar effect to locate Mercucio must make a successful caster level (in the case of spells, spell-like abilities, and powers) or level check (in the case of extraordinary or supernatural abilities) against a DC of 67. [b]Weapon & Armor Proficiencies:[/b] Mercucio is proficient with all simple and martial weapons, light armor, medium armor, heavy armor, and shields. [b]Wizard Spells Per Day:[/b] 4/7/6/6/5/6/6/6/6/5 and 3/3/2/2/2/2/1 or 796 spell points per day. Caster level 52nd. Save DCs are 44 + spell level. [i]Epic Spells Known[/i] 10th [i]spiritual awareness[/i]. 11th [i]unseen[/i]. 12th [i]ghost ring[/i]. 13th [i]rune of cancellation[/i], [i]wondrous reflection[/i]. 14th [i]knights of mist and shadow[/i]. 15th none. 16th [i]five steps ahead[/i]. [b]EQUIPMENT Anharion’s Tear:[/b] Appearing as a tear-shaped diamond with a bluish tint, legend hold this relic to be the crystalized tear of an elder one of magic. Once affixed beneath its bearer’s eye [i]Anharion’s tear[/i] may only be removed by the bearer or once the bearer is slain. [i]Anharion’s[/i] tear grants the bearer the following benefits: —[i]Anharion’s tear[/i] functions as 2000 point experience reserve Mercucio can draw of of instead of his own when casting spells. Mercucio can divide this reserve between multiple spells and it automatically refreshes every 24 hours. —Any bearer who meets the prerequisites gains access to the following feeats: Automatic Metamagic Capacity x3, Eschew Materials, Improved Spell Resistance x2, and Spell Stowaway (time stop). —Any bearer who meets the prerequisites gains the Cunning Soul and Cunning Spirit divine abilities. [i]Caster Level[/i]: 48th. [b]Runewhisper:[/b] This ancient blade resembles an elven thinblade but is too austere to be of elven make, with only a dusting of precious inlays and none of the decorative hilt and pommel-work elven smiths are so fond of. [i]Runewhisper[/i] is a mithril [i]ghost-touch keen sure-striking elven thinblade +6[/i] that grants Divine Sneak Attack, Greater Critical (thinblade), and Silent Spell to any wielder who meets the prerequisites. [i]Runewhisper[/i] can cloak its bearer in absolute silence whenever the bearer desires. While this ability is active the bearer automatically succeeds Move Silently checks as if he were an incorporeal creature and is immune to any effect that requires the bearer to hear it. Conversely the bearer automatically fails any Listen check while cloaked in [i]silence[/i] and cannot cast any spell with a verbal spell component (barring Silent Spell). [i]Caster Level[/i]: 48th. [b]Mantle of Swift Lightning:[/b] This suit of beautifully crafted armor is made from the skin of an abomination slain by Mercucio. The [i]mantle of swift lighting[/i] appears to be made from the finest suede leather in shades of dark gray and mithril reinforcements and reinforcement. The [i]mantle of of swift lightning[/i] has the same statistics as a mithril chainmail, however it also grants the Blinding Speed, Light Armor Mastery, and Light Fortification feats to any bearer who meets the prerequisites. The mantle retains much of the divine power of the abomination it was take from, granting the bearer immunity to electricity, the Quickness divine ability, and a +20 competence bonus Hide checks. [i]Caster Level[/i]: 48th. [b]Selene’s Favor:[/b] This pin takes the form of thin silver band of elaborate silver knotwork. [i]Selene’s favor[/i] grants a bearer who meets the prerequisites the following divine abilities: Cunning Body, Cunning Mind, Divine Spell Preparation, Energy Immunity (cold). [i]Caster Level[/i]: 48th, [i]Cost[/i]: 6,250,000gp. [b]Other Equipment:[/b] +2 Dex graft, +20 points of inherent bonuses. ______________________________________________________________________________ [B]Designer Notes[/B] [/size] [size=1]1. Merucio (and Auric) were designed using the quasi-deity templates without the extra wealth levels. The current divine wealth system, however, does not account for buying epic spells, ect. As a result we agreed allow each character to possess NPC wealth equal to their non-divine ECL that could be spent on epic spells, inherent bonuses, grafts, epic magic items, ect. 2. In cases where a PC has left over fractions of +'s for magic items they are allowed to convert that to gp and add that to their total wealth. 3. Haladin is a human sub-race created by Feanaro of Dicefreaks in conjunction with his Middle Earth d20 conversion. 4. Phantasmal Harrier is a new PrC I wrote. Consume Magic is also a feat I wrote. Tenacious Spell is an adaption of the normal Tenacious [X] feat found in the SRD and has a +6 spell level adjustment. 5. Portfolios are Destiny (see the main IH thread) and Transitive.[/size] [/QUOTE]
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