Did someone say Epic Weeaboo Fightan Magic rules? These ones were written for my IH variant, which has a number of houserules (no unfinished PrCs, no multiclass exp penalties under any circumstance, LA may not exceed HD under any circumstance, no double portfolios, no custom divinity templates, no divine handicaps, no more than 4 distinct abilities on any artefact, no more than 4 sub-epic items worn by any creature that has artefacts, no Esoteric abilities unless the DM feels like it, the DM never feels like giving your character Esoteric abilities, and nerfs about 25% of the DvAs) to blunt the power curve compared to normal IH games, so they might be a bit weak for any setting where Lesser Deities are running around with Cosmic Abilities on their artifacts.
O.O Wow that's a ton of house rules. Most of those don't seem entirely necessary in my campaigns, at least not from my experience gaming at these levels, but my experience is fairly limited past level 130+. I'll take some of them into Consideration for my campaign, but I can't see any of them as needed for the ruleset i'm trying to test.
My experience also shows that you want a houserule to increase randomness. I have a script to roll all my dice which multiplies everyone's Divine bonus by a random number between 0 and 2 (rounding up) before every d20 roll, which seems to solve the problem of rolls falling in a 20-point range when bonuses are in the hundreds.
Again, seems unnecessary in my opinion, but if it works for you, good on ya. Might try this rule in my next campaign just to see how it works in combat. Mind sending the script via e-mail/PM?
My ECL 120 tournament suggests that no arena is ever big enough. My no-full-casters rule did nothing to stop teleport hax, and four of the six entrants all had means of crossing the 1000-foot arena in a single action without expending any significant resources. For ECL 190, you'll want a two-mile wide arena at least. And probably full of dangerous terrain. Otherwise it's the equivalent of a fight between two low-level characters in a 10x10 room.
Ahhh... I'm glad you mentioned the Arena because It's high time I go ahead and mentioned the rules of the actual plane itself. You may need to refer to the Manual of the planes for some of the rules mentioned below.
The Graveyard of Swords (Demiplane)
Physical Traits:
Gravity:Heavy Gravity (Extreme): Characters with a strength score of less than 30 cannot move at all due to the extreme gravity, without aid of Freedom of Movement or similar effect. Equipment Carried by any character entering the plane quadruples in weight. Characters with wings with a strength score of less than 50 cannot fly due to the extreme gravity, without magical aid. All other flying creatures have their maneuverability lowered one category unless their flight is somehow better than perfect, it brings it down to "good" for most flying creatures. Balance, Climb, Jump, Ride, Swim & Tumble checks all suffer a -14 circumstance penalty on this plane. The required strengths for movement increase by 10 for each size category above medium the affected creature is.
Time: The plane itself is timeless. The effects of time are greatly diminished so that even mortal creatures entering the plane may not feel the effects of hunger,thirst or even aging.
Shape and Size: Self-Contained: The Graveyard of Swords is only 5080 ft in Radius. Exactly the Radius of Alabaster's Evil eye. It is a circular graveyard, whose edge is simple the beginning of the opposite side of the graveyard. In effect, you can teleport or run an infinite distance in the same direction and still wind up in the same spot you were standing in. The Citadel of Steel (Alabaster's Fortress) takes up a radius of 3120 ft. and is also circular in design. The rest of the Graveyard is just that, a graveyard of buried gods and champions of War. The Fortress lies in the perfect center of the Plane.
Morphic Traits:
Static: Visitors to the plane find that even barring the extreme gravity here, altering objects requires a DC 90 Strength Check, and altering living (or undead) denizens of the plane is nigh impossible. This is similar to the effect when a time stop spell is cast, except that if a denizen of the plane attacks you you may defend yourself and damage them normally.
Elemental and Energy Traits
Insanely Negative Dominant: Living visitors must make a DC 85 fortitude save each round or gain a negative level. A creature slain by this effect rises as a vampire spawn under Alabaster's control. Creatures immune to negative energy are immune to this effect. Undead in this plane gain fast healing 5 (in addition to any existing fast healing).
Alignment Traits:
Strongly Evil & Chaos Aligned: Non-chaotic evil visitors to the plane suffer a -14 circumstance penalty to all intelligence,wisdom and charisma based skill checks. Lawful Good visitors suffer a -28 penalty instead.
Magic Traits:
The Graveyard: The Graveyard is a dead magic zone in which all magic ceases to function, save Alabaster. He is unaffected by the dead magic here and all his equipment and spell-like abilities function normally. Divine & Cosmic abilities function normally, but Alabaster may make use of his God-slayer abilities to deal with them.
The Citadel of Steel: Ironically, the magic inside the Citadel is merely impeded, due to the fact that the use of magic is required to support the structure under the plane's immense gravity. Casters inside the citadel must pass a successful caster level check DC 85 + spell level to use any spell or spell-like ability. These are cast a -13 caster level even if the check succeeds.
Furthermore, the following spells and spell seeds cease to function regardless of where you are on the plane. No CL check may be made to try and cast them, they simply automatically fail:
Animate Dead, Animate Objects, Anti-magic Field, Banishment, Control Undead, Contact Other Plane, Commune with Nature, Create Undead, Any Non-epic Cure Spell (Epic spells may make CL check at -13 CL), Control Weather, Disrupt Undead, Dispel Chaos, Dispel Evil, Gust of Wind, Hallow, Holy Aura, Holy Smite, Holy Sword, Holy Word, Hide From Undead, Planar Ally, Planar Binding, Planeshift, Raise Dead, Resurrection, True*, Sunbeam, Sunburst (any-non epic light-based spell is assumed to fail. epic spells using light as a seed may CL check.), Undeath to Death, Zone of Silence & Zone of Truth.
*Even Epic spells using the resurrect seed fail. The only way to resurrect someone slain in the graveyard of swords is to slay Alabaster and become the new Amidah.
Yeah I believe that's pretty much it. Just imagine a giant graveyard with a circular fortress of vampires (some slain gods) under Alabaster's command. You can't leave from the graveyard, you have to somehow get inside the fortress (which has no visible entrance or exit) to leave the plane at all, and must still make a caster level check to plane shift, using an epic spell with planeshift as a seed.
Also: Buffing HP won't stop rocket tag. Withering, Diseased, and Negative Energy [Effect], or Ultra-Empowered Energy Drain can be easily used to no-save one-shot anyone not specifically designed to counter said effects (and immunity penetration means that's difficult) regardless of HP totals.
Epic spells using the "heal" seed cure all of that. Also you can ward off negative energy effects with Death Ward. Not banned in this realm.
As for the enormous mountain of Epic martial feats/divine abilities I stand in awe of them. They're utterly amazing and very impressive in the truest sense of the word. Brave good sir. However I can see immortals with the Nescient divine ability making sick usage of those feats.
[MENTION=80514]Bel[/MENTION] Yeah I know the formatting is terrible and sometimes hard to read, but I'm too lazy to reformat them at the moment. Perhaps when I get towards finishing the whole project I will reformat some of the entries.
Now I have to redo Tempus & Red Knight
*wanders off spouting curses*