Constructing and Working out the Epic Game


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*preliminary version*

ANCIENT HALF-CELESTIAL GOLD DRAGON
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Gargantuan Outsider (Fire, Good, Lawful)
Hit Dice: 35d12+350 (577 hp)
Hit Points: 583
Initiative: +5
Speed: 60 ft, fly 250 ft (clumsy), swim 60 ft
AC: 42 (+1 Dex, -4 size, +35 natural)
Attacks: Bite +51 melee, 2 claws +46 melee, 2 wings +46 melee, tail slap +46 melee
Damage: Bite 4d6+20, claw 2d8+10, wing 2d6+10, tail slap 2d8+30
Face/Reach: 20 ft by 40 ft / 15 ft
Special Attacks: Breath weapon, spell-like abilities, luck bonus, detect gems, half-celestial spell-like abilities, frightful presence
Special Qualities: +4 save vs. poison, water breathing, immunities, DR 15/+2, blindsight, keen senses, SR 30
Saves: Fort +29, Ref +20, Will +32
Abilities: Str 50 (+20), Dex 12 (+1), Con 30 (+10), Int 34 (+12), Wis 36 (+13), Cha 40 (+15)
Skills: Bluff +50, Concentration +45, Diplomacy +50, Escape Artist +36, Jump +55, Knowledge (arcana, architecture, geography, history, nature, nobility, planes, religion, plus any 3) +47, Listen +50, Scry +47, Search +47, Sense Motive +48, Spellcraft +47, Spot +50
Feats: Hover, Flyby Attack, Power Attack, Cleave, Snatch, Improved Initiative, Spell Focus (Evocation), Alertness, Wingover
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Challenge Rating: 24
Alignment: Always lawful good

SA–Breath Weapon (Su): Cone of fire, 60 feet long, every 1d4 rounds; damage 20d10, Reflex half DC 37. This dragon can use a cone of weakening gas instead, forcing subjects who fail a Fortitude save to take 10 points of temporary Strength damage.
SA–Frightful Presence (Ex): Dragons can unsettle foes with their mere presence. This ability takes effect automatically (radius 300 ft) whenever the dragon attacks, charges, or flies overhead. A potentially affected creature (one with less than 35 HD) that succeeds at a Will save (DC 42) remains immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with more than 5 HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.
SA–Spell-Like Abilities: 3/day - polymorph self and bless; 1/day - geas/quest (DC 31), sunburst (DC 33).
SA–Luck Bonus (Sp): Once per day the dragon can touch one gem (usually embedded in the dragon's hide) and enchant it to bring good luck. As long as the dragon carries the gem, it and every good creature in a 100 foot radius receives a +1 luck bonus as per stone of good luck. If the dragon gives the gem to another creature, only the bearer gets the bonus. The enchantment lasts 1d3+30 hours but ends if the gem is destroyed.
SA–Detect Gems (Sp): 3/day, the dragon can use this ability. Similar to detect magic, this spell finds only gems. Studying for one round reveals presence or absence of gems, 2 rounds reveals exact number of gems, and 3 rounds reveals exact location, type, and value.
SA–Half-Celestial Spell-Like Abilities: 3/day-protection from evil, holy aura (DC 31); 1/day-bless, aid, detect evil, cure serious wounds, neutralize poison, holy smite (DC 27), remove disease, dispel evil (DC 28), holy word, hallow, symbol (DC 31), summon monster IX (celestials only), resurrection.
SQ–Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
SQ–Immunities (Ex): Immune to acid, cold, disease, electricity, sleep, paralysis.
SQ–Water Breathing (Ex): This dragon can breathe underwater indefinitely and can freely use its breath weapons, spells, and other abilities while submerged.
SQ–Blindsight (Ex): Dragons can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibrations and other environmental clues); this dragon's range is 300 feet.
SQ–Keen Senses (Ex): Dragons can see four times as well as humans in low-light conditions and twice as well in normal light. They also have darkvision (range 1000 feet).
Spells Known (cast 6/10/10/10/9/9/9/7; as a level 15 sorcerer):
0-arcane mark, cure minor wounds, detect magic, detect poison, ghost sound, mage hand, mending, prestidigitation, read magic (DC 25);
1-expeditious retreat, cure light wounds, divine favor, protection from chaos, shield (DC26);
2-bull's strength, calm emotions, cat's grace, endurance, mirror image (DC 27);
[3–haste, dispel magic, protection from elements, slow; 4–spell immunity, dimension door, improved invisibility, detect scrying; 5–cloudkill, righteous might, dominate person, teleport; 6–heal, greater dispelling, harm; 7–spell turning, destruction.]
 
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I'm against an Infernal at ECL 30 because Infernals have DR 0 as an abomination quality. Hence if you take an infernal and save the 7 levels you need only 3 more levels for divine rank 1. Is anyone going to tell me that Luithi with 3 more class levels is even remotely as powerful as that will end upl ?
 

Kal ok now I'll start whining again about that alter reality is too powerfull since you can just take away anything you wish at will from any other non deity PC at your disposal. U want the whining u can have it... IMO alter reality is way too powerfull but you don't see me crying. You wanna be the deity, be my guest but that's your choise and live with it. I just pick my thing that's ok according to a "core" book and oeee it might be more powerfull (which it won't be since you can just wish all its powers away) then my min maxed munchy god dude with alter reality *G*

So now you wanna start teh whining be my guest.
 

Where the heck did you get the stuff about wishing away other Peoples abilities, its mentioned in precisely 0 books. So what are you talking about ?
 


And next up, I'm 20 levels below everyone else for the divine bonuses you get, now I think this should get some compensation, Alter Reality is the only ability I've got that even has a chance of getting through the SR of the average CR 37 creature.
 


Yes, it is my choice. My point was that I paid for Alter Reality, not that I dislike my choice. If you would actually like to make some logical rebuttal of my above argument against the ECL 30 Infernal be my guest, if its a good argument I will withdraw my complaint.
 

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