A Tournament of Cosmic Propotions! (Immortal's Handbook Rules)

Eh... I don't exactly hang out there anymore, don't really feel comfortable going back to try and reconnect with people, if you don't mind.

I'm the three of us can come up with something suitable if we put our minds to it. I'll see what I can think of tomorrow after I get some sleep.

Rest well friend. Would you at least mind sending EMG a PM and let him get a link to this thread? He deserves that much at least. he isn't responding to me on AIM.
 

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Anyway, I always that the "You get X template" abilities were kind of dumb, considering the character could just... take the template if they wanted it.

Most of the time, they can't. You can hardly go back in time and turn one of your parents into a Dragon/Celestial/Fiend, or if you're a Lich but think you'd rather be a Vampire, destroy your phylactery and find someone else to resurrect you and find a Vampire to bite you. Polymorpheus doesn't actually qualify for either Dry Lich or Lich because the former requires Walker in the Waste levels, which would require some spellcaster levels, while the latter requires arcane spellcaster levels, neither of which fit his theme. Becoming a Worm that Walks without arcane spellcaster levels is also impossible without the ability.
 


He should have breakdowns of AC and Initiative at the very least (breakdowns of other derived quantities is also preferable, but I haven't been doing it because that would basically be posting my entire 25-page spreadsheet into the thread).

How's he getting 16 attacks on a flurry? He's got superior flurry which brings him up to 8, another one if he's hasted. Where are the other 7 coming from? He doesn't have TWF (although that would still leave two unaccounted for),

His BAB is too high. He doesn't have Uncanny Weapon Focus, so the maximum he can get is +60 with 100 HD. In fact he should only have 55, since his first 20 levels are going to be Medium BAB at best, and probably worse with all the multiclassing he's doing.

Now for the main thing. Did you even read any of the prerequisites for any of the options he's taken? He doesn't qualify for about half the stuff on his sheet, and that's just the stuff I know he doesn't qualify for (some of those custom DvAs and PrCs could also be unqualified).

His Cha isn't high enough to qualify for Disheartening Dodge. It needs to be at least 40. It also has Fire Baptism as a prerequisite, which he lacks. It also won't do anything until an opponent has missed at least 23 times, since morale bonuses don't stack with each other.

His Int isn't high enough to qualify for Nescient. It also needs to be at least 40.

He doesn't have Weapon Focus or Greater Weapon Focus, which are prerequisites of Perfect Weapon Focus.

While he qualifies for Superior Charge through Nescient (or would, if he qualified for Nescient), it doesn't actually function for non-mounted characters, so doesn't do anything for him.

He doesn't qualify for Slide into the Depths because he needs three other Placid Lake manoeuvres. This one is especially blatant since you listed the prerequisites right there, and then completely ignored them.

He doesn't qualify for Uncanny Dodge as he doesn't have Dodge (which also means he doesn't qualify for any of his Enlightened Ninja levels, and also can't satisfy the Sneak Attack prerequisite by the time he needs to. He needs +35d6, and his Rogue and Ninja levels only give him 15d6, so he needs to take improved Sneak Attack 20 times before 70th level, but he only has 16 epic feat slots before 70th level, and one of those has to go on Epic Dodge, so he's 5 short). He doesn't qualify for Perfect Initiative because he doesn't have Improved Initiative. He doesn't qualify for Counter-Strike as he doesn't have True Strike, nor is his BAB 70 or more. He doesn't qualify for Oblique Strike as his Charisma is too low (it needs to be at least 70).

His Dex is 54 points too high. Legendary Dexterity does not double bonuses granted by items and other temporary modifiers.

His Withering damages are ten times what they should be.

A +48 enhancement to unarmed attack and damage ability is already too expensive for the item its on, even without the price of Disheartening Dodge. Necklaces of Natural Attacks are priced at 6000*bonus squared, not 2000*bonus squared, because it can potentially apply to several weapons.

Items cannot grant odd-numbered enhancement bonuses to ability scores, and Morale bonuses to AC cost 2500*bonus squared, not 2000, so that item is also too valuable (even before you add a multiple abilities on one item premium, or deal with the fact that it's not really in the proper body slot)
 

He should have breakdowns of AC and Initiative at the very least (breakdowns of other derived quantities is also preferable, but I haven't been doing it because that would basically be posting my entire 25-page spreadsheet into the thread).

How's he getting 16 attacks on a flurry? He's got superior flurry which brings him up to 8, another one if he's hasted. Where are the other 7 coming from? He doesn't have TWF (although that would still leave two unaccounted for),

His BAB is too high. He doesn't have Uncanny Weapon Focus, so the maximum he can get is +60 with 100 HD. In fact he should only have 55, since his first 20 levels are going to be Medium BAB at best, and probably worse with all the multiclassing he's doing.

Now for the main thing. Did you even read any of the prerequisites for any of the options he's taken? He doesn't qualify for about half the stuff on his sheet, and that's just the stuff I know he doesn't qualify for (some of those custom DvAs and PrCs could also be unqualified).

His Cha isn't high enough to qualify for Disheartening Dodge. It needs to be at least 40. It also has Fire Baptism as a prerequisite, which he lacks. It also won't do anything until an opponent has missed at least 23 times, since morale bonuses don't stack with each other.

His Int isn't high enough to qualify for Nescient. It also needs to be at least 40.

He doesn't have Weapon Focus or Greater Weapon Focus, which are prerequisites of Perfect Weapon Focus.

While he qualifies for Superior Charge through Nescient (or would, if he qualified for Nescient), it doesn't actually function for non-mounted characters, so doesn't do anything for him.

He doesn't qualify for Slide into the Depths because he needs three other Placid Lake manoeuvres. This one is especially blatant since you listed the prerequisites right there, and then completely ignored them.

He doesn't qualify for Uncanny Dodge as he doesn't have Dodge (which also means he doesn't qualify for any of his Enlightened Ninja levels, and also can't satisfy the Sneak Attack prerequisite by the time he needs to. He needs +35d6, and his Rogue and Ninja levels only give him 15d6, so he needs to take improved Sneak Attack 20 times before 70th level, but he only has 16 epic feat slots before 70th level, and one of those has to go on Epic Dodge, so he's 5 short). He doesn't qualify for Perfect Initiative because he doesn't have Improved Initiative. He doesn't qualify for Counter-Strike as he doesn't have True Strike, nor is his BAB 70 or more. He doesn't qualify for Oblique Strike as his Charisma is too low (it needs to be at least 70).

His Dex is 54 points too high. Legendary Dexterity does not double bonuses granted by items and other temporary modifiers.

His Withering damages are ten times what they should be.

A +48 enhancement to unarmed attack and damage ability is already too expensive for the item its on, even without the price of Disheartening Dodge. Necklaces of Natural Attacks are priced at 6000*bonus squared, not 2000*bonus squared, because it can potentially apply to several weapons.

Items cannot grant odd-numbered enhancement bonuses to ability scores, and Morale bonuses to AC cost 2500*bonus squared, not 2000, so that item is also too valuable (even before you add a multiple abilities on one item premium, or deal with the fact that it's not really in the proper body slot)

And this is the reason he hadn't been posted yet. I haven't so much as looked at this character in over a year, and I asked Neo to take a good look at him to make sure everything was up to snuff, which he apparently did. I frankly do not have time to do much of anything with him at this point. It took me weeks just to find the time to sit and read through this entire thread.
 

So, since Fey isn't taken, I'm doing a Joystealer gish. Some epic spells for said build:

Bateleur’s Insight

[SBLOCK]
Spellcraft DC 43
Transmutation
Components V, S
Spell Level 11
Casting Time 1 standard action
Target You
Duration 10 hours
Saving Throw Fortitude negates (harmless)
Spell Resistance Yes (harmless)
To Develop 387000 gp, 15480 XP
Seeds Owl’s Insight (DC 22)
Factors Change from Wisdom bonus to Charisma bonus (Ad Hoc +5), Increase Duration to 10 hours (+18)
Mitigating Factors Change from Touch to Personal (-2)
As you cast this spell, your face is overlaid with the image of a bateleur. The image fades as you bestow your ally with comprehension.
You gain an insight bonus to Charisma equal to 1/2 your caster level.
[/SBLOCK]

Blade of Blackest Night

[SBLOCK]
Spellcraft DC 188
Conjuration
Components V, S, F
Spell Level 25
Casting Time 1 standard action
Target You
Duration 1 round/level
Saving Throw Fortitude negates
Spell Resistance Yes
To Develop 1692000 gp, 67680 XP
Seeds Black Blade of Disaster (DC 30), Greater Magic Weapon (DC 18), Ward (DC 14)
Factors Generate any weapon type the wielder is proficient with (ad hoc +5), Ward user against effects of the spell (DC +16), Benefit from 55 additional caster levels (+110)
Mitigating Factors Change from Close to Personal (-2), Focus Requirement (-1), Focus takes up Ring slot (ad hoc -2)
As you cast the spell, a large black tear in the universe appears in the form of a crackling ebony sword made of the material of the planes, and floats into your waiting hand.
You create a black blade-shaped planar rift about 3 feet long, in the form of any weapon you are proficient with. It has an Enhancement bonus to attack and damage of +1 for every four caster levels (maximum +18). The blade strikes at any creature within its range, as you desire, starting the round you cast the spell. The blade makes a melee touch attack against its designated target once each round. Its attack bonus is equal to your base attack bonus + your Intelligence bonus or your Charisma bonus (for wizards and sorcerers, respectively) + its enhancement bonus. While independent, the form the weapon takes does not change its abilities in any way. The wielder is unharmed by the blade, and may grasp it as though drawing a weapon, allowing it to be wielded as a normal weapon of its type, although the blade is massless and deals no base damage (damage modifiers function as normal). It hits on a touch attack, and disintegrates anything it touches in the same manner when being wielded.
Anything hit by the blade is disintegrated if it fails a Fortitude save, taking 2d6 points of damage per caster level (maximum 150d6), or 5d6 points of damage if the saving throw is successful. The blade can pass through any magical barrier equal to or less than its spell level, but cannot penetrate dead magic areas or an antimagic field (although due to its Epic nature, the antimagic field must succeed on a caster level check to affect the blade). It can harm ethereal and incorporeal creatures as if it were a force effect.
When independent, the blade always strikes from your direction. It does not get a flanking bonus or help a combatant get one. If the blade exceeds its range or goes out of your line of sight, the spell ends. You can direct the blade to attack another target as a standard action.
A gate spell can be used to counterspell a blade of blackest night. A dimensional anchor spell cast at the blade dispels it automatically. The blade cannot be harmed by physical attacks, but dispel magic, a sphere of annihilation, or a rod of cancellation can affect it, using the normal rules for sundering. If you drop the blade or are disarmed, it floats in your space, following you wherever you go, and always moving to a convenient place for you to draw it, but takes no other actions (and you may resume wielding it as if you were drawing a weapon), or may direct it to attack on its own again as a Standard action.
Focus: A black diamond ring carved with the symbol of an inverted triangle with five vertical lines above it, worth at least 2,500gp, and worn on the caster’s weapon hand.
[/SBLOCK]

A classic, but I think I may as well reproduce its text here:
Esoteric Aegis

[SBLOCK]
Spellcraft DC 83
Abduration
Components V, S
Spell Level 15
Casting Time 1 minute
Target You
Area 10-foot radius emanation
Duration 24 hours
Saving Throw None
Spell Resistance No
To Develop 747000 gp, 29880 XP
Seeds Ward (DC 14), Transform (DC 21)
Factors gain +10 bonus on DC to avoid being dispelled (ad hoc +20), make spell effect tenacious (as per the feat) (ad hoc +10), end dispel checks that fail to dispel this spell automatically (ad hoc +4), ward against mage’s disjunction (+16).
Mitigating Factors Change from Touch to Personal (-2)
The caster calls upon the very fabric of magic to fashion a ward to protect his own working of the Word from those that would tear it down. A shimmering, dusky globe surrounds the caster, intercepting any attempts to end his spells by means of dispel magic, or similar spells and epic spells, and providing a +10 bonus on the DC against which the dispel attempt must succeed. Any dispel attempt which succeeds can then proceed as normal, but:) esoteric aegis works as if under the effects of the 
Tenacious Magic feat, and thus cannot be dispelled, only suppressed for 1d4 rounds. Dispel attempts that fail are not entitled to checks against lesser spells within the area of effect (this differs from the usual procedure of area dispel magic attempts). Furthermore, mage’s disjunction is warded against in its entirety.
[/SBLOCK]

Spell Supercharger

[SBLOCK]
Spellcraft DC 178
Transmutation
Components V
Spell Level 24
Casting Time 1 swift action
Target You
Duration 1 round
Saving Throw None
Spell Resistance No
To Develop 1602000 gp, 64080 XP
Seeds Spell Enhancer (DC 20)
Factors Increase Duration to 2 rounds (+2), Increase DC of next spell by a further +74 (+148), don’t discharge on copies of itself or spell enhancer (ad hoc +8)
You utter an ancient word tied to the fundamental principles of magic and immediately begin casting another spell.
This spell enhances the next spell you cast, making it more difficult for targets to resist. The next spell you cast within this or the following round other than Spell Enhancer or Spell Supercharger is cast at +2 caster level, and its save DC increases by 75.
[/SBLOCK]

Teleport Rush

[SBLOCK]
Spellcraft DC 98
Transmutation
Components V
Spell Level 16
Casting Time 1 swift action
Target You and objects touched
Range 600 ft.
Duration 1 round/level
Saving Throw None
Spell Resistance No
To Develop 882000 gp, 35280 XP
Seeds Greater Dimension Jumper (DC 30), Greater Blink (DC 22)
Factors Increase range to 600 ft (+18), Allow use as normal movement (ad hoc +28)
You whisk yourself from place to place as if it were second nature
For the duration of this spell, you gain the ability to teleport yourself up to 600 feet once per round as a swift action. In addition, any time you would be entitled to move as part of one of your actions, you may also teleport yourself up to 600 feet, either before, after or during your movement. You can bring along held or carried objects, as long as their weight doesn't exceed your maximum load. You can't transport other creatures except for a familiar. You must be able to see your destination; if you attempt to teleport into a solid object, the action is wasted but the spell remains in effect. If you don't end your teleport on a solid surface, you fall immediately. Even when not moving, you constantly teleport around in your square, and end up spending 50% of your time on the Ethereal plane, granting you a 50% miss chance that does not interfere with your own abilities.[/SBLOCK]
 

I'm back. Sorry about getting myself whacked with a banhammer. I'm an idiot like that sometimes.

So yeah, I was thinking...again. I've decided to uphold my ruling banning Improved Spell mastery & Improved Power Mastery. Considered overturning said ruling. Not gonna do it. However that leaves a big hole in my combat system. Since I've banned Epic Spellcasting, AMMC and my own rules....what the hell is an epic Caster to do? I'm honestly stumped here. Basically what I'm saying is... every single epic spell system I, as a DM, have ever read is flawed and unbalanced.

Therefore, I propose we (Belz, Buugi, Kapi and myself, as well as anyone else who wishes to participate in this discussion both seriously and intelligently) start making suggestions for a brand new epic spell system.

A few guideliens to start us out.

1.No stacking feats to infinity. We want our casters, manifesters and possibly even martial adepts to be unique, not carbon copies of one another.

2. Feanmerc/ELH Epic Spellcasting seems to be a nice idea, but is ultimately flawed and easily exploitable. Suggestions? Anyone? Seriously I got nothin' here.

3. Meta-magic freedom should, in my opinion, allow one to apply any meta-magic feat one possesses to any SLA the character in question is able to use, since immortals and epic characters in general seem to all have a TRUCK LOAD of spell like abilities...why not make them enhanceable?

4.Divine meta-magic/psionic abilities? Thoughts? Suggestions? Anyone? If yes, Cosmic/Trans? Omni?

@Kapi . Good to see you on the boards at last brother. Can't wait for you to post Genji and show these fine folks who defeated Al the first time.
 
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Since I've banned Epic Spellcasting, AMMC and my own rules....what the hell is an epic Caster to do? I'm honestly stumped here. Basically what I'm saying is... every single epic spell system I, as a DM, have ever read is flawed and unbalanced.

You're banning Automatic Metamagic Capacity but not Improved Metamagic? Shouldn't it be the other way around? Splitting AMC and ISC back into two different feats and banning Improved Metamagic leaves casters in a strong but not incredibly unbalanced position, assuming you do the smart thing and cap the damage of certain uncapped spells (Force Missiles, Avasculate, Maw of Chaos) and restrict Twin Spell and Repeat Spell in the same way that you restrict Quicken Spell (This change makes the ISC AMC combination scale linearly rather than quadratically with level). Perhaps a general proclamation that all spells that deal damage that scales with caster level cap at 25th level unless they explicitly have a cap at a higher level, and benefitting from more caster levels requires the application of metamagic. I usually make Enhance Spell just say "you can benefit from 8 additional caster levels in the case of capped spell effects".

Of course, to really fix the spell system you'll need to fix save-or-lose spells, but that's a much bigger problem with the game than just spells.

1.No stacking feats to infinity. We want our casters, manifesters and possibly even martial adepts to be unique, not carbon copies of one another.

Since spellcasters basically stop advancing once they hit 20th level without feats, stacking feats are pretty much required. Things like school specialisation, portfolios and prestige classes will mean casters aren't short on options to make them unique. Maybe there could be a DvA that did the job of either AMC or ISC and scaled with caster level, but there's no way that's going to be balanced.

3. Meta-magic freedom should, in my opinion, allow one to apply any meta-magic feat one possesses to any SLA the character in question is able to use, since immortals and epic characters in general seem to all have a TRUCK LOAD of spell like abilities...why not make them enhanceable?

I made a separate feat (Innate Metamagic Freedom) to do that. It lacked the prerequisites of Metamagic Freedom because none of them made sense with SLAs. Requiring ranks in Spellcraft and four metamagic feats means that SLA-users who want to take it have to take four useless feats and put ranks in a useless (possibly cross-flavour) skill to get it. And many of the 9th level portfolio spells are really good, so giving spellcasters the ability to metamagic them up for free hardly helps balance.

4.Divine meta-magic/psionic abilities? Thoughts? Suggestions? Anyone? If yes, Cosmic/Trans? Omni?

I'm of the opinion that Cosmics should apply to specific class-features only sparingly, and Transcendental abilities and above should never be class-specific, so metamagic at that level isn't a great idea. Divine Metamagic abilities were something I had considered, but there aren't many that aren't just epic metamagic feats, but better. The ideas I had were: Hyperdimensional Spell (has Transdimensional Spell as a prerequisite, +12 slot adjustment), which affects all coexistent planes simultaneously, like Transdimensional Spell, but also ignores almost everything when calculating line of effect (3D objects don't block LoS for 4D effects), bypasses the miss chance from Interdimensional, and ignores anything an incorporeal touch attack would ignore. Some metamagic effect that gave infinite range (needs Enlarge, +12 slot adjustment) (and another for AoE needing Widen, at +18 slot adjustment). Permanent Spell (needs Extend and Persistent, changes spell duration to Permanent, probably +36 slot adjustment). Interdimensional Spell (prerequisites were Hyperdimensional, Transdimensional, Enlarge and whatever the Divine version of Enlarge is called, +42 slot adjustment), lets you target other planes, although it doesn't let you view other planes inherently, so you're firing blind without some method of remote viewing. Omnidimensional Spell (needing Interdimensional, the Divine version of Widen and all their prerequisites, +64 slot adjustment), lets a spell affect every plane simultaneously. Perceptual Spell (+6 slot adjustment, probably an epic feat) Allows mind-affecting abilities to ignore any immunity to mind-affecting effects other than having an Int of -. Most of those are just beefed-up versions of sub-epic metamagic though. Making Contingency into a metamagic feat might also be a thing.
 

Fey character done. There's a page on skills and one on spells omitted, but she knows all the epic spells I previously posted plus Epic Mage Armour. She uses a slightly houseruled Sorcerer which gives it bonus Heritage feats whenever a Wizard would gain bonus metamagic feats, and Eschew Materials at first level. Also it boosts their HD to d6, but that does nothing because she has Divine Toughness. Given that heritage feats kind-of suck (especially the ones I picked, since she has a background from the Inner Planes), and that Sorcerer is considered to be weaker than Wizard, this isn't really going to break the game.

Shoutan Nanami, the Thrice-Cursed

Nanami is an incredibly old Joystealer, old enough to have been around before her race was enslaved by the Ethergaunts, and personally organised a rebellion against them, and adapting their magical knowledge to better suit her martial art, itself a hybrid of styles from both Greyhawk and Rokugan (one presumes Nanami was not her original name, since she is a native to Eberron, but anyone in a position to know her original name is by now either comatose, dead, or both). She has brass-coloured eyes and a pair of small horns protruding from her forehead, which would suggest Efreeti in her family tree, if such a thing were not impossible. Researchers postulate the involvement of Ambrosia, a notoriously meddlesome Fertility goddess with an obsession for producing unlikely hybrid races (Ambrosia herself is currently unavailable for comment, being involved in a protracted conflict against various planar factions). Nanami's most notable contribution to magic, beyond eating the emotions of thousands of victims and is the spell Blade of Blackest Night, which allows spellswords and other martial arcanists to pick up and wield their own rend in the fabric of reality, and no longer forces them to look upon the Black Blade of Disaster spell's shoddy swordsmanship with contempt. Her title refers to her being successively banished from several entire planar cosmologies by managing to annoy the gods of said settings so much, yet being practically indefeasible in a direct confrontation.

Nanami resembles a short female elf of sinister demeanour, although the natural androgynous looks of the Joystealers means this is barely apparent. Her red hair is combed back to proudly display the horns on her forehead, and cut in a short bob. She holds a burnt orange scabbard in a red-gloved hand, and wears a pair of dark red loose trousers and an opulent patterned cloak fastened to a heavy Adamantine (imitation cold iron) collar. Rumours have it that the blade of her sword has inscribed upon it her original name, but nobody has seen her blade out of its scabbard for long enough to verify this, as her quick draw technique is fast enough to even foil precognition. What she wears under her cloak, if anything, is also unknown to common knowledge, as her fighting style is so minimalistic that onlookers typically report her fights with tales along the lines of "One moment her enemy was there. The next he was in two pieces. All Nanami did was stand perfectly still."

Driven by the need to feed on emotions, Nanami's aims are to consume the emotions of successively more powerful warriors, as she claims that's the source of her impossible speed. Whether this is true or not, people who disagree with her to her face tend to die with alarming consistency. She claims that the emotion of surprise of a warrior who felt himself invincible is the most delicious of all. Her swordplay partially evolved from the need to cut down enemies so quickly so that she might feed on their emotions before they even realised that they've been killed. She has entered into the tournament with the aim of finding the tastiest morsels and consuming them.

[SBLOCK]
LE Paragon Joystealer, Major Efreeti Bloodline
Battle Sorcerer 20/Fighter 20/Marshall 20/Iaijutsu Master 50/Weapon Master 10/Swiftblade 10/Abdurant Champion 5/Uncanny Trickster 3
Size/Type: Medium Fey (Incorporeal)
Hit Dice: 135d20+4,050 (7,200 hp)
Initiative: +366, Perfect, Sixth Sense
Speed: Fly 140 ft. (28 squares, perfect)
Armour Class: 261 (+71 Dexterity, +12 Insight, +12 Luck, +55 Dodge, +101 Deflection), touch 251, flat-footed 135
Base Attack/Grapple: +136/-
Attack: +5 Kakita Duelling Katana +237/+237/+237 melee (1d10+114 plus 2d6 plus 1d6+1 fire plus 1d6 electricity/15-20/x3 plus 2d10 fire plus 2d10 electricity)
Attack: Incorporeal Touch +237 melee touch (1d4 Cha)
Full Attack: +5 Kakita Duelling Katana +328/+333/+328/+328/+328/+328 melee (1d10+114 plus 2d6 plus 1d6+1 fire plus 1d6 electricity/15-20/x3 plus 2d10 fire plus 2d10 electricity)
Space/Reach: 5 ft./5 ft.
Special Attacks: Drain Emotions, Incorporeal Touch, SLAs, Auras, Spells
Attack Options: Ki damage 13/day, Increased Multiplier 5/day, Ki Whirlwind Attack, One Strike Two Cuts, Echoes of the Edge 14/day, Spirit Strike 13/day, Swift Surge, Bounding Assault, Weapon Supremacy, Slashing Flurry, Spectral Strike, Point Blank Shot, Distant Shot, Moderate Eradication, Preemptive Strike
Defence Options: Supreme Dodge, Epic Dodge, Weapon Abatement, Tricky Defence, Improved Combat Mastery, Superior Combat Reflexes
Special Qualities: Incorporeal Traits, Sense Emotions 60 ft., Low Light Vision, DR 10/epic, 5/cold iron, Resist Fire 10, Cold 10, Electricity 5, Immune to Fire , Fast Heal 20, SR 137, 50% Concealment, 50% Miss Chance vs Targeted Spells, Evasion
Saves: Fort +195, Ref +238, Will +203, +2 vs Air/Fire effects
Abilities: Strength -, Dexterity 116, Constitution 46, Intelligence, 46, Wisdom 46, Charisma 212
Skills: See Full Breakdown
Feats: Quick Draw, Combat Casting, Alertness, Precise Shot, Eschew Material Components, Weapon Focus (Bastard Sword), Martial Proficiency (Longsword, Bastard Sword), Improved Initiative, Improved Precise Shot, Rapid Metamagic, Fire Heritage, Dodge, Extend Spell, Far Shot, Improved Fire Heritage, Air Heritage, Spell Focus (Conjuration), Greater Spell Focus (Conjuration), Improved Air HeritageCombat Reflexes, Whirlwind Attack, Greater Weapon Focus (Katana), Weapon Specialisation (Katana), Greater Weapon Specialisation (Katana), Improved Critical (Katana), Slashing Weapon Mastery, Weapon Supremacy (Katana), Slashing Flurry, Point Blank Shot, Twin Spell, Quicken Spell, Heighten Spell, Combat Expertise, Spring Attack, Bounding Assault, Skill Focus (Diplomacy), Mobility, Persist Spell, Skill Focus (Iaijutsu Focus)
Epic Feats: Improved Spell Capacity, Sixth Sense, Epic Spell Focus (Conjuration), Ignore Material Components, Distant Shot, Improved Combat Casting, Uncanny Accuracy, Great Charisma x5, Metamagic Freedom, Automatic Heighten Spell, Improved Automatic Heighten Spell, Epic Skill Focus (Iaijutsu Focus), Spell Stowaway (Time Stop), Improved Iaijutsu Focus, Spell Stowaway (Greater Celerity), Superior Initiative, Epic Weapon Specialisation (Katana), Improved Dodge, Epic Weapon Focus (Katana), Supreme Dodge, Epic Dodge, Light Eradication, Spring Attack, Improved Critical Multiplier(Katana), Combat Mastery, Improved Combat Expertise, Improved Finesse, Preemptive Strike, Weapon Abatement, Lasting Aura, Multiaura, Spectral Strike, Epic Reflexes, Epic Prowess
Item-Granted Abilities: Legendary Charisma, Perfect Initiative, True Strike, Uncanny Dodge, Evasion, Legendary Dexterity, Anyfeat x2, Divine Toughness, Heavenly Mind, Heavenly Soul, Learned Spell Immunity, Spell Abatement, Perfect Weapon Focus, Uncanny Weapon Focus, Moderate Eradication, Improved Spell Capacity x7, Automatic Metamagic Capacity x11
Skill Tricks: Conceal Spellcasting[f], False Theurgy[f], Twisted Charge[f], Nimble Stand, Back on Your Feat, Hidden Blade, Mosquito’s Bite
Environment: Cold Mountains
Organisation: Solitary (Unique)
Challenge Rating: 113
Treasure: Cloak of Legendary Charisma, Hakama of Magnificence +6, Saya of Falling Leaves, Collar of Freedom, The Red Hand, +5 Ghost Touch Flaming Burst Shocking Burst Kakita Duelling Katana of Focus and Initiative
ECL: 169
[/SBLOCK]

Items:
[SBLOCK]
Hakama of Magnificence: Provides a +6 Enhancement bonus to all ability scores
+5 Ghost Touch Flaming Burst Shocking Burst Kakita Duelling Katana of Focus and Initiative
Artefacts:
Cloak of Legendary Charisma: Provides a +48 Enhancement bonus to Charisma and Legendary Charisma
Saya of Falling Leaves: This burnt-orange saya was crafted by fey of autumn, as a gift to a half-ghost warrior-gardener, it was stolen before it could reach its intended recipient, and was never used to hold its intended legendary sword. However, its powers were said to be greater even than the sword for which it was made. It provides anyone who holds it with a +256 competence bonus to Iaijutsu Focus checks.
The Red Hand: This is a single lace elbow glove, which was once white, but has been dyed with the blood of a thousand warriors who attempted to slay its owner, a nameless god of Revenge. Nanami killed her in less than three tenths of a second, and took this glove as a trophy. It provides the abilities Legendary Dexterity, Perfect Initiative, Evasion, True Strike, Uncanny Dodge and a +24 Enhancement bonus to Dexterity.
Collar of Freedom: Supposedly a reminder of her people's enslavement at the hands of the alien Ethergaunts, any historian worth his Epic Skill Focus will tell you that this cold iron collar is a complete fabrication, as the Ethergaunts never used anything as crude as physical chains to keep their slaves, and that a physical restraint, even one made from cold iron would fail to bind a Joystealer as they're naturally incorporeal. Actually made from Adamantine and cunningly disguised to appear Cold Iron (Appraise or Craft (Metalworking) DC 35 reveals that it's a fake). It houses various abilities that Nanami has collected over the decades, and currently provides the abilities Divine Toughness, Heavenly Mind, Heavenly Soul, Learned Spell Immunity, Spell Abatement, Perfect Weapon Focus, Uncanny Weapon Focus and Moderate Eradication. In addition, it grants two copies of Anyfeat, seven copies of Improved Spell Capacity, and eleven copies of Automatic Metamagic Capacity.
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