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Human Paragon Wizard (Netherese Arcanist) 41/Archmage 10

CN Medium humanoid (human, mythic)
Init +123M; Senses aura sight, blindsense 60 ft., darkvision 120 ft., enchantment sight, low-light vision x2, read magic, speechreader’s sight, true seeing; Perception +97

Aura lord presence (120 ft., DC 86, less than 20 HD, 41 damage)
DEFENSE

AC 165, touch 135, flat-footed 139 (+35 armor, +26 deflection, +26 Dex, +43 insight, +30 luck, +23 natural)

hp 3,679 (41d20+2,899) fast healing 50

Fort +105, Ref +105, Will +112

Defensive Abilities hard to kill, immortal, mythic saving throws, recuperation, unstoppable; DR 75/cursed and epic; Immune cold, fire; Resistance Terrestrial Hazard; PR/SR 81 (86 vs. arcane spells)

OFFENSE

Speed 90 ft.

Melee +6 impact quarterstaff of speed +82/+82/+77/+72/+67 (1d8+29)

Special Attacks force of will, mythic power (21/day, surge +1d12), true netherese battle curse (–11; DC 83 + arcs spend)

Spell-Like Abilities (CL 71th; concentration +127)

At willlimited wish

Wizard Spells Know (CL 71th; concentration +143; arcs 793/day; save DC (if any) 87 + spell level or 83 + spell level if universal)

Epic Spells per day: (4) +137 Spellcraft for cast epic spells

Epic Spells Know: crown of vermin (DC 97), eclipse, let go of me, living lightning (DC 97), lord of nightmares, nailed to the sky (DC 97), rain of fire, safe time, time duplicate

13th-21st—metamagic

12thkarsus’s avatar

11thlegendary wish

10thlefeber’s weave mythal, proctiv’s move mountain, tolodine’s killing wind (DC 97)

9th—all spells of the wizard spell list

8th—all spells of the wizard spell list

7th—all spells of the wizard spell list

6th—all spells of the wizard spell list

5th—all spells of the wizard spell list

4th—all spells of the wizard spell list

3rd—all spells of the wizard spell list

2nd—all spells of the wizard spell list

1st—all spells of the wizard spell list

0 (at will)—all spells of the wizard spell list
STATISTICS
Str 56, Dex 62, Con 62, Int 97, Wis 62, Cha 62
Base Atk +20; CMB +73; CMD 178
Feats Extra Path Ability (component freedom)M, Greater Spell Focus (mentalism, invention, variation), Greater Spell Penetration, Improved InitiativeM, Presence of Mind, Spell Focus (mentalism, invention, variation)M, Spell Penetration
Metamagic Feats Ectoplasmic Spell, Enlarge Spell, Extend Spell, Intensified Spell, Reach Spell, Selective Spell, Silent Spell, Still Spell, Widen Spell
Epic Metamagic Feats Automatic Metamagic Capacity, Greater Intensified Spell (+4, removes the maximum cap), Metamagic Freedom, Unbound Spell
Epic Feats Epic Skill Focus (Spellcraft), Superior Initiative
Wizard Bonus Feats Empower Spell, Epic Spellcasting, Heightened Spell, Maximize Spell, Quicken Spell, Scribe Scroll
Skills All skills 71 (74 if class skill) + ability modifier
Languages Abyssal, Aklo, Celestial, Elven, Draconic, Giant, Infernal, Loross, Netherese, plus other 75; comprehend languages and tongues
SQ amazing initiative, arcane bond (major ring of spell storing), arcane discovery (fast study, practiced piercer +23, time stunner 7 rounds/day), archmage arcana (arcane surge), craftsman of myths, epic spellcasting, eternal study, field specialization (major: mentalism; lord of illusion, mental overlord 41/day, peer beyond the veil; invention: prince of creation, living artifice, transdimensional emperor; variator: master of many forms, arcane dictator, monarch of undeath), forceful presence, fortuity, inherent bonuses, legendary craftsman, legendary hero, magnum opus, maven, mythic abilities (channel power, component freedom, display of intelligence, eldritch reciprocation, flexible school [invention, variation], harmonious mage [variation], infectious spell, mirror dodge, perfect preparation, sanctum), mythic magic, true archmage

Gears crown of karsus (major artifact, headband of mental superiority +10 plus road of epic rulership; already calculated the bonus to Spellcraft), braces of Karsus (braces of epic armor +35), major ring of spell storing (lefeber’s weave mythal), belt of physical perfection +6, cloak of epic resistance +23, eyes of the dragon, winged boots, gauntlets of the weaponmaster, amulet of epic natural armor +23, gate key

Forceful Presence (Ex)
Karsus adds his Intelligence modifier as an insight bonus to his Armor Class and on all of his saving throws. In addition, Karsus uses his Intelligence score as well as his Constitution score when calculating hit points.

Fortuity (Ex)
The paragon adds a +30 luck bonus to: armor class; attack rolls; checks (ability checks, caster level checks, manifester level checks, skill checks, etc.); damage rolls; difficulty class (for any powers, psi-like abilities, special abilities, spell-like abilities, spells); initiative; power resistance; saving throws; spell resistance; channel resistance (if applicable) and caster/manifestion/initiator levels to all Spells, Spell Like Abilities, Psionic Manifestations, or Maneuvers Abilities (Tome of Battle and Path of War).

Inherent Bonuses (Ex)
Karsus has used wish spells to gain a +5 inherent bonus to all of his ability scores and a legendary wish spell for grants himself a +6 inherent bonus to Intelligence.

Mythic Magic (Ex)
Karsus can use any of his spell and spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. He can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities.

Permanent Spells
Through the use of permanency, Karsus is constantly under the effect of the following spells: aura sight, comprehend languages, enchantment sight, read magic, speechreader’s sight, tongues, and true seeing.
Where does one find the 10th-12th level spells that Karsus knows?
 

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Where does one find the 10th-12th level spells that Karsus knows?
 


Human Paragon Wizard (Netherese Arcanist) 41/Archmage 10

CN Medium humanoid (human, mythic)
Init +123M; Senses aura sight, blindsense 60 ft., darkvision 120 ft., enchantment sight, low-light vision x2, read magic, speechreader’s sight, true seeing; Perception +97

Aura lord presence (120 ft., DC 86, less than 20 HD, 41 damage)
DEFENSE

AC 165, touch 135, flat-footed 139 (+35 armor, +26 deflection, +26 Dex, +43 insight, +30 luck, +23 natural)

hp 3,679 (41d20+2,899) fast healing 50

Fort +105, Ref +105, Will +112

Defensive Abilities hard to kill, immortal, mythic saving throws, recuperation, unstoppable; DR 75/cursed and epic; Immune cold, fire; Resistance Terrestrial Hazard; PR/SR 81 (86 vs. arcane spells)

OFFENSE

Speed 90 ft.

Melee +6 impact quarterstaff of speed +82/+82/+77/+72/+67 (1d8+29)

Special Attacks force of will, mythic power (21/day, surge +1d12), true netherese battle curse (–11; DC 83 + arcs spend)

Spell-Like Abilities (CL 71th; concentration +127)

At willlimited wish

Wizard Spells Know (CL 71th; concentration +143; arcs 793/day; save DC (if any) 87 + spell level or 83 + spell level if universal)

Epic Spells per day: (4) +137 Spellcraft for cast epic spells

Epic Spells Know: crown of vermin (DC 97), eclipse, let go of me, living lightning (DC 97), lord of nightmares, nailed to the sky (DC 97), rain of fire, safe time, time duplicate

13th-21st—metamagic

12thkarsus’s avatar

11thlegendary wish

10thlefeber’s weave mythal, proctiv’s move mountain, tolodine’s killing wind (DC 97)

9th—all spells of the wizard spell list

8th—all spells of the wizard spell list

7th—all spells of the wizard spell list

6th—all spells of the wizard spell list

5th—all spells of the wizard spell list

4th—all spells of the wizard spell list

3rd—all spells of the wizard spell list

2nd—all spells of the wizard spell list

1st—all spells of the wizard spell list

0 (at will)—all spells of the wizard spell list
STATISTICS
Str 56, Dex 62, Con 62, Int 97, Wis 62, Cha 62
Base Atk +20; CMB +73; CMD 178
Feats Extra Path Ability (component freedom)M, Greater Spell Focus (mentalism, invention, variation), Greater Spell Penetration, Improved InitiativeM, Presence of Mind, Spell Focus (mentalism, invention, variation)M, Spell Penetration
Metamagic Feats Ectoplasmic Spell, Enlarge Spell, Extend Spell, Intensified Spell, Reach Spell, Selective Spell, Silent Spell, Still Spell, Widen Spell
Epic Metamagic Feats Automatic Metamagic Capacity, Greater Intensified Spell (+4, removes the maximum cap), Metamagic Freedom, Unbound Spell
Epic Feats Epic Skill Focus (Spellcraft), Superior Initiative
Wizard Bonus Feats Empower Spell, Epic Spellcasting, Heightened Spell, Maximize Spell, Quicken Spell, Scribe Scroll
Skills All skills 71 (74 if class skill) + ability modifier
Languages Abyssal, Aklo, Celestial, Elven, Draconic, Giant, Infernal, Loross, Netherese, plus other 75; comprehend languages and tongues
SQ amazing initiative, arcane bond (major ring of spell storing), arcane discovery (fast study, practiced piercer +23, time stunner 7 rounds/day), archmage arcana (arcane surge), craftsman of myths, epic spellcasting, eternal study, field specialization (major: mentalism; lord of illusion, mental overlord 41/day, peer beyond the veil; invention: prince of creation, living artifice, transdimensional emperor; variator: master of many forms, arcane dictator, monarch of undeath), forceful presence, fortuity, inherent bonuses, legendary craftsman, legendary hero, magnum opus, maven, mythic abilities (channel power, component freedom, display of intelligence, eldritch reciprocation, flexible school [invention, variation], harmonious mage [variation], infectious spell, mirror dodge, perfect preparation, sanctum), mythic magic, true archmage

Gears crown of karsus (major artifact, headband of mental superiority +10 plus road of epic rulership; already calculated the bonus to Spellcraft), braces of Karsus (braces of epic armor +35), major ring of spell storing (lefeber’s weave mythal), belt of physical perfection +6, cloak of epic resistance +23, eyes of the dragon, winged boots, gauntlets of the weaponmaster, amulet of epic natural armor +23, gate key

Forceful Presence (Ex)
Karsus adds his Intelligence modifier as an insight bonus to his Armor Class and on all of his saving throws. In addition, Karsus uses his Intelligence score as well as his Constitution score when calculating hit points.

Fortuity (Ex)
The paragon adds a +30 luck bonus to: armor class; attack rolls; checks (ability checks, caster level checks, manifester level checks, skill checks, etc.); damage rolls; difficulty class (for any powers, psi-like abilities, special abilities, spell-like abilities, spells); initiative; power resistance; saving throws; spell resistance; channel resistance (if applicable) and caster/manifestion/initiator levels to all Spells, Spell Like Abilities, Psionic Manifestations, or Maneuvers Abilities (Tome of Battle and Path of War).

Inherent Bonuses (Ex)
Karsus has used wish spells to gain a +5 inherent bonus to all of his ability scores and a legendary wish spell for grants himself a +6 inherent bonus to Intelligence.

Mythic Magic (Ex)
Karsus can use any of his spell and spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. He can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities.

Permanent Spells
Through the use of permanency, Karsus is constantly under the effect of the following spells: aura sight, comprehend languages, enchantment sight, read magic, speechreader’s sight, tongues, and true seeing.
Love the things you make, and always been interested in Netheril, so this one is great. Quick question, which version of paragon did you use, I've seen a few.
 

Love the things you make, and always been interested in Netheril, so this one is great. Quick question, which version of paragon did you use, I've seen a few.
A revisited version of Mr.Satan

“Paragon” is a template that can be added to any creature (referred to hereafter as the “base creature”). The paragon uses all the base creature’s statistics and special abilities, except, as noted here.

Size and Type: Animals and vermin become magical beasts. Otherwise, Type is unchanged. Size is unchanged.

Hit Dice: The paragon uses d20's for Hit Dice and has maximum hit points.

Speed: All movement speeds are tripled.

Armor Class: The paragon retains the armor bonuses of the base creature and gains the following:

Deflection Bonus (Ex): The paragon gains a deflection bonus equal to it's Charisma modifier.

Luck Bonus (Ex): The paragon gains a +30 luck bonus (see Fortuity).

Special Attacks: The paragon retains the special attacks of the base creature and gains the following:

Paragon Presence (Ex): The paragon radiate an aura of pure presence (Radius: 25 ft. + 5 ft./2 Hit Dice). All creatures with less than half the paragon HD must make a Will save DC 10 + ½ paragon HD + paragon Charisma modifier or fall unconscious for the overwhelming presence of the paragon for 2 hours. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). If a creature make his save is instead staggered for a number of rounds equal to the paragon Charisma modifier. Once a creature make with success his save, he is immune to the Paragon Presence of that paragon for 1 day. Against unattended abject in the area (like the squares of the floor) Paragon Presence deal 1 damage x HD of the paragon every round which apply only half of the hardness. The paragon can exclude any number of creatures of objects from suffer the effects of this aura. This is a fear, mind-affecting effect.

Spell-Like Abilities (Sp): At will – limited wish. Caster Level = Hit Dice + 30 (see Fortuity). The save DC is Charisma-based.

Special Qualities: The paragon retains all the special qualities of the base creature and gains the following:

Adaptation (Ex): The paragon gains resistance to Terrestrial Hazards.

Damage Reduction (Ex): The paragon gains damage reduction 75/cursed and epic.

Fast Healing (Ex): The paragon gains fast healing 50/round.

- Fortuity (Ex): The paragon adds a +30 luck bonus to: armor class; attack rolls; checks (ability checks, caster level checks, manifester level checks, skill checks, etc.); damage rolls; difficulty class (for any powers, psi-like abilities, special abilities, spell-like abilities, spells); initiative; power resistance; saving throws; spell resistance; channel resistance (if applicable) and caster/manifestion/initiator levels to all Spells, Spell Like Abilities, Psionic Manifestations, or Maneuvers Abilities (Tome of Battle and Path of War).

Immunities (Ex): The paragon gains immunity to cold and fire.

Maven (Ex): The paragon has mastered many skills. It gains maximum ranks in all it's class skills.

Mythic (Ex): The paragon has Mythic Power (X/day, Surge +Y) and counts as a X-rank Mythic creature. The paragon can use any of his spell and spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. He can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities. X his equal to 1/5 his HD and Y is the Surge suitable for the rank.

Spell/Power Resistance (Ex): The paragon gains spell and power resistance equal to 10 + Hit Dice + 30 (see Fortuity).

Saves: The paragon gains a +30 luck bonus to all saves (see Fortuity).

Abilities: The paragon gains a +37 bonus to all ability scores.

Feats: The paragon gains 5 bonus feats.

Organization: Any, usually same as the base creature.

Treasure: Double standard.

Alignment: Any, usually same as the base creature.
 

Black Barrel (High Metempiric artifact)

Slot none; Aura overwhelming (all schools); CL 1,000,000th; Weight 8 lbs.

Damage 1d4 (medium; see special) Critical x2 (see special) Type untyped

Range Increment line of sight Capacity 1

Misfire none/AP

Category two-handed ranged Proficiency exotic

Weapon Group firearms

The black barrel is a "Conceptual Weapon of natural life-span", capable of imposing the notion of limited life-span into the body of immortal creatures. Composed of pure metempitic powers, bullets fired from the gun will disintegrate all instances of Quintessence and similar energy (like Prana) they come into contact with, ignoring any parameters of beings that intake either substance to deliver direct damage. The greater the quantity of Quintessence or similar energy, the more damage will be inflicted upon the enemy, and it is impossible to even hold it unless the body is free of such substances. Due to Immortals and Hyperborean possessing extremely large quantities of Quintessence and Prana, it is extremely effective against them, giving it the nickname of "a gun that kills gods."

The bullets of the black barrel ignore any Damage Reduction, Hardness, or reduction/immunity against damage the target possess.

The black barrel can only be fire as a full-round action and while firearms normally consume bullets and black powder when fired, the black barrel fire bullets made of metempiric power and supernaturally reload the instant the wielder fire it.

The black barrel first range of increment is equal to the line of sight of the wielder (thus stacking with Cosmic Consciousness and similar abilities).

Against creatures with a Divine rank or equivalent (like Hyperboreans with their Perfection bonus) of at least 1, the black barrel:
  • ignore any immunity or resistance to critical hit.​
  • ignore any ability that negate attacks in automatic (like Deflect Arrows feat and the Perfect Defense Transcendental Ability).​
  • suppress any fast healing and regeneration the target possess for 1 minute before dealing damage. A creature with regeneration suppressed can die normally in this time frame. A creature with regeneration unstoppable (like the Tarrasque) can have its regeneration suppressed in this way, allowing to permanently slay him in this time frame.​
  • ignore any ability that give a change to possibly negate an attack (like the Undimensional Omnific Ability).​
  • ignore any ∞ the creature may possess (like for the AC and hp), including the Infinite and Omnific Toughness Omnific Abilities.​
  • destroy any barrier originated by “divine power” (like the Invincible Shields Metempiric Ability) protecting the target before dealing damage.​
  • automatically overcome the creature ability to not be destroyed (like Cosmic String, Transmortality, or the Metamerism Metempiric Ability).​
  • negate the creature ability to create a copy of itself (like a Lich phylactery, or the Metaphysical Metempiric Ability) or automatically reincarnate/resurrecting for 1 round before dealing damage. If the creature is slay before this time expire, the ability does not reactivate until it is returned to life with external ways.​
  • when the black barrel slay a deity this counts as if it destroy him in his native plane (godly realm) to make sure he really died.​
  • A creature has his soul destroyed and cannot return to life or be resurrected by any means unless a creature use wish or miracle first with a successfully caster level check DC 1,000,000 (same caster level of black barrel) for reform the soul.​
When used against creatures, the black barrel has different effects based on the target.
  • Against a mortal, the rifle deals 1d4 damage on a hit and has a 20/x2 critical multiplier.​
  • Against creatures mainly composed of Quintessence (like extraplanar outsiders composed of their original Plane matter) or similar energy, the rifle deals 2d6 damage on a hit and has a 20/x2 critical multiplier.​
  • Against creatures with a Divine rank or equivalent of at least 1, the rifle deals 10d20 damage on a hit and has a 19-20/x2 critical multiplier.​
  • Against creatures with a Divine rank or equivalent of at least 7 (Intermediate Deity level), the rifle deals 40d20 damage on a hit and has a 17-20/x3 critical multiplier.​
  • Against creatures with a Divine rank or equivalent of at least 17 (Elder One level), the rifle deals 80d100 damage on a hit and has a 15-20/x4 critical multiplier and every attack is automatically a critical threat.​
  • Against creatures with a Divine rank or equivalent of at least 49 (Demiurge Stage I level), the rifle deals 120d1,000 damage on a hit and has a 12-20/x8 critical multiplier and every attack is automatically a confirmed critical hit.​
  • Against creatures with a Divine rank or equivalent of at least 129 (Time Lord level), the rifle deals 1,000d10,000 damage on a hit and has an 8-20/x14 critical multiplier and every attack is automatically a confirmed critical hit.​
  • Against creatures with a Divine rank or equivalent of at least 2,000 (High Lord Rank 10th level), the rifle deals 10,000d100,000 damage on a hit and has a 4-20/x20 critical multiplier and every attack is automatically a confirmed critical hit.​
  • Against creatures with a Divine rank or equivalent of at least 10,000 (High Lord Rank 50th level), the rifle deals 1,000,000d100,000 damage on a hit and has a 1-20/x100 critical multiplier and every attack is automatically a confirmed critical hit.​
The damage of the rifle is modified as normal by the Might of the wielder, but the damage dice and the number of dices of damage cannot downgrade below the listed amount.

DESTRUCTION
The black barrel must be stomped at the same time by 10 Ultimate Ones*.

*an Ultimate One in my setting is the strongest being in a specific Multiverse (Muzaloth) excluding any external invasions or occasional descents of Akashic beings from Aravoth.
 
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Is the Black Barrel meant to be a supernal-level artifact?
The black barrel is intended for be the maximum level of a Metempiric artifact before Ultra. Ultra artifacs are created by the Supreme Being himself and are "absolute" in what they do.
Also, what are the 10 Ultimate Ones?
My mistake for not specifying: an Ultimate One in my setting is the strongest being in a specific Multiverse (Muzaloth) excluding any external invasions or occasional descents of Akashic beings from Aravoth.
 

The black barrel is intended for be the maximum level of a Metempiric artifact before Ultra. Ultra artifacs are created by the Supreme Being himself and are "absolute" in what they do.

My mistake for not specifying: an Ultimate One in my setting is the strongest being in a specific Multiverse (Muzaloth) excluding any external invasions or occasional descents of Akashic beings from Aravoth.
So the Ultimate Ones would be only one step below the Supreme Being then?
 

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