New seed
Seed: Empower
Transmutation
Spellcraft DC: 14
Components: V,S
Casting Time: 1 minute
range: touch
target: creature or weapon touched
Duration:20 minutes
Saving throw: will negates
Spell Resistance: yes
you can enchant a natural or artificial weapon (or weapons in the case of natural) with magical energy, giving it a +1 enhancement bonus to attacks and damage rolls. This allows you to penetrate +1 or weaker damage reduction. Alternatively, you can affect up to fifty bullets, arrows, or bolts. If you are a good aligned divine caster, the weapon is considered blessed.
You can increase the enhancement bonus by +1 by adding +1 to the spellcraft DC. Once the enhancement bonus reaches +5, you must add +3 to the Spellcraft DC for each additional +1 to the enhancement bonus (ie. a +10 enhancement bonus would have a DC of 34)
Gaea's Energy Claws
Transmutation, Evocation (Acid, Fire, Electricity, Cold, or Sonic)
Spellcraft DC:35
Components: V,S
Casting time: 100 days, 11 minutes
range: touch
target: weapon or living creature touched
Duration: Permenant
Saving throw: will, harmless
Spell resistance: yes
To develope:315,000 gp,12,600 xp,7 days
Seed: Empower (DC 14), Energy (19) Factors: +14 to enhancement bonus (total +15) (+32), +3d6 energy (total +5d6) (+6), x5 permanent. Increase casting time by 10 minutes (-20); Burn 10,000 exp. (-100); increase casting time by 100 days (-200)
This spell allows the caster to enchant a weapon or natural weapon permenantly (in the case of a natural weapon, it can be dispelled and resumed by the enchanted at will. Also, If the caster is to assume a different form (polymorph, shapechange, or wildshape) this spell stays in effect, and the enchanted can choose what natural weapon (or weapons) is/are effected.
The enchanted weapon has a +15 enhancement bonus to attack and damage, and adds +5d6 energy damage of the chosen single element (chosen apon casting) to damage. This extra energy damage isn't increased during a crit(I think...).
Note, natural weapons enchanted and used in this way harm the enchanted by the listed elemental damage if they aren't protected from it.
I used the energy aura option from the enrgy seed to add elemental damage to the weapons damage. I was wondering, should there be some ad hoc in there? just curious. I thought that if it is a natural weapon and you get harmed by the spell for using it, then it would make up for the possible ad hoc, even though high level casters can easily protect against its affects. But it's too bad that druid minions don't get this benifit.
When I had cast it, I cast it on myself and chose sonic damage.
Storm Crow
Paragon level 1 monk/30 druid
Hit dice 1d8+30d8+372+620 (1240)
Initiative +13 (dex)
Speed 180'
AC 116 (22 e.b.++26 wis+ 13 dex+5 nat+12 insight+12 luck+ 16 r.o.p.)
Attacks: unarmed strike +75/+70/+65
damage: 6d6 (1d6 bludg.+5d6 sonic)+50
Face/reach: 5'by5'/5'
speacial attacks:-
Speacial qualities: blindsight 120', control weather (3 mile radius), unarmed strike, evasion, haste 3/day, greater dispelling 3/day, see invisibility 3/day
Saves: fort +48, ref +36, Will +54
abilities: str 40, dex 36, con 50, wis 62, int 43, cha 41
Ability score breakdown:
Strength- 8 base, +15 paragon, +5 book, + 12 amulet of relentless might
Dexterity- 8 base, +15 paragon, +5 book, +8 circlet of ages
Constition- 18 base, +15 paragon, +5 book, +12 amulet of relentless might
Wisdom-18 base, +15 paragon, +5 book, +16 circlet of ages, +1 age, +7 level
Intelligence- 16 base, +15 paragon, +5 book, +6 circlet of ages,
+1 age
Charisma-14 base, +15 paragon, +5 book, +1 age, +6 circlet of ages
skills:
Monk, 4 ranks each(this isn't included in the calculations below)
dex-balance-+13(human)+20(boots)
str-climb-+15(human)+20(boots)
con-concentration-+20(human)+10(paragon)
int-craft(woodworking)-+16+10(paragon)
cha-diplomacy-+15+10(paragon)
dex-escape artist-+13+10
dex-hide-+13+40
str-jump-+15+10
int-knowledge(arcane)-+16+10
wis-listen-+26+10
dex-move silently+13+40
cha-perform-+15+10
wis-proffession(herbalism)-+26+10
str-swim-+15-+10
dex-tumble-+13+10
Druid, 33 ranks each(this isn't included in the calculations below)
cha-animal empathy-+16+10
con-concentration-+20+10
int-craft(woodworking)-+16+10
cha-diplomacy-+15+10
cha-handle animal-+15+10
wis-heal-+26+10
wis-intuit direction-+26+10
int-knowledge(nature)-+16+10
wis-proffesion(herbalism)-+26+10
int-scry-+16+10
int-spellcraft-+16+10
Cross Class-17 ranks each (not calculated in there)
dex-ride(horse)-+13+10
cha-gather information-+15+10
dex-disguise-+13+10
dex-tumble-+13+10
dex-hide-+13+10
str-jump-+15+10
wis-spot-+26+10(only 10.5 ranks)
Feats
extend spell, fast healing, empower spell, natural spell, snatch, blindsight (120'), extra wildshape, permanent emanation (control weather), gargantuan wildshape, colossal wildshape, vermin wildshape, improved elemental wildshape, beast wildshape, epic spellcasting, combat casting, improved combat casting
Spells:
0-6;1-12;2-12;3-11;4-11;5-11;6-10;7-9;8-9;9-9
Stuff!(equipment listing & price)
Circlet of ages ( jade circlet) 5,096,000
+16 wis, +8 dex, +6 int, +6 cha (wilding clasp attached)
Nature's Fury (staff) 500000
Epic bracers of armor +22 4,840,000
(note: I have a wilding clasp on each bracer so that I gain the armor bonus in wildshape)
Amulet of relentless might 4384,000 (wilding clasp attached)
+12 str, +12 con
Ring of Protection +16 5,120,000 (wilding clasp attached)
Ring of Universal elemental immunity 2,160,000 (wilding clasp attached)
8 wilding clasps 32 k (4 k each)
Boots of swiftness 256,000 (wilding clasp attached x2)
Mantle of great stealth 242,000(wilding clasp attached)
Bag of holding type 4 10,000
holds:
nature's fury (already accounted for)
staff of life x2 260,000 (130,000 each)
Staff of the Hierophants 501,187
cabinet of feasting 288,000
63 scrolls (8 spells each) of maximized, empowered, admixtured(sonic), daylong(or whatever it's called that makes the spell last all day), greater call lightning(450 damage, save dc 27)
My home: a druid grove. I live in a very large woodshaped tree that acomodates many (at most me and 10 guests). The outlying area is densely wooded with trees as large as mine (to hide mine). In my 'back yard' I have a standing stone circle, with a natural spring in the center( not very deep). In the spring, a stone pedastal stands (which is where I make my offerings to use the standing stones). Surrounding My Home, I always have 4-9 shambling mounds on guard (which last 14 months instead of 7)
Standing stones:
shambler(57,750), heal(42,350), Greater scrying (42,350), transport via plants(33,600), control weather (42,350), true reincarnate(57,750)
The sacrifice for the standing stones(all of them) is the burning of several berries, that can be found in bushes in the surrounding wood.
My last 1,285,853 gp horde is inside my home.
Favored forms for combat
Advanced gold dragon
77d12; 170 AC (-8 size, +26 wis, +22 bracers, +16 ring of prot., +4 dex, +12 luck, +12 insight)
48d10 cone of fire(or cone of weakening gas, 24 str damage)(80 ft.). ref DC 77; Fear DC63; 71 spell resistance; 55/+10 DR
120' land, 600' fly, 120' swim; 84 stength, 18 dex, 69 con
Fire subtype, water breathing, immune to sleep and paralysis
720' blinsight, 2,400' darkvision
Attack: +89 bite, +88 claw x2, +87 wing x2, +87 tail
Damage: 13d6+72 bite, 4d8 +5d6+53 claw, 9d6+53 wing, 4d8+5d6+90 tail
Feats: alertness, cleave, improved init, power attack, weapon focus(claw), flyby attack, hover, snatch(24d6 throw), wingover, improved flight, multiattack, improved spell capacity x7, great strength, improved spell resistance x7
It's late, so I will post the other 3 dragons later...