Constructing and Working out the Epic Game


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I "set" my Int raise to kick in at at level 26, giving 10 levels of beneficial skill points. Since I don't have an Int item (might not get one for Ftr/Rog) might not need it. If that's not acceptable, let me (us) know.
 

Here's my char, no name or history or description yet. Abilities listed in brackets are unmodified stats, skill points don't include any increase in Int.

Character's name here, Monk 32/Hero 5
Medium-sized Outsider (Human)
HD: 32d8+5d4+148
Initiative: +10 (Dex)
Speed: 140ft, Climb 70ft
AC: 49 (+10 Dex, + 16 Monk, +3 Deflection, +10 bracers of armor)
Attacks: Unarmed attack +35/+32/+29/+26/+23 melee
Damage: Unarmed attack d20+6 slashing, threat range 18-20
Face/Reach: 5ft by 5ft/ 5ft (10ft with Unarmed attacks)
Special Attacks: Abundant Step, Ghost Touch, Haste, Heightened Accuracy (Unarmed attack), Increased Reach (Unarmed Attack), Ki Strike +3, Quivering Palm, Unarmed Strike, Stunning Attack
Special Qualities: Diamond Body, Diamond Soul, Empty Body, Enhanced Vision, Fast Recovery, Heightened Defenses, Improved Evasion, Inechaustible Endurance, Leap of the Clouds, Perfect Self, Purity of Body, Self-subsistent, Slow Fall (Any distance), Spiderclimb, Still Mind, Timeless Body, Tongue of the Sun and Moon, Water Breathing, Wholeness of Body
Saves: Fort +26, Ref +30, Will +29
Abilities: Str (11) 23 (+6), Dex (18) 31 (+10), Con (12) 23 (+6)
Int (10) 21 (+5), Wis (16) 29 (+9), Cha (17) 30 (+10)
Skills: Climb 43, Diplomacy 40, Jump 37, Listen 38, Spot 38, Tumble 50
Feats:Combat Reflexes, Dodge, Expertise, Improved Critical (Unarmed attack), Leadership, Mobility, Spring Attack, Weapon Focus (Unarmed attack), Whirlwind Attack.
Epic Feats:Epic Leadership, Epic Weapon Focus (Unarmed attack), Exceptional Deflection, Improved Whirlwind Attack, Infinite Deflection, Keen Strike, Legendary Commander.
Alignment: Lawful Neutral

Abilities
Abundant Step: Can Dimension Door 1400ft as a spell-like ability.
Diamond Body: Immune to poison.
Diamond Soul: SR 42
Empty Body: Etherealness 32 rounds/day, need not be consecutive. Supernatural.
Enhanced Vision: Superpowered, persistent. Gained low-light vision. Base cost 2.
Fast Recovery: Superpowered, persistent. Heals twice as fast as normal. Base cost 2.
Ghost Touch: Supernatural, persistent. Unarmed attacks affect incorporeal creatures normally. Base cost 5, -1 reduction because supernatural.
Haste: Supernatural, persistent. Gains an extra partial action each round, doesn't stack with haste. Base const 12, -1 reduction because supernatural.
Heightened Accuracy (Unarmed attacks): Superpowered, persistent. +3 bonus to unarmed attack rolls. Base cost 1, heightened accuracy x2 (4 points), -2 only affects unarmed attacks.
Heightened Defenses: Superpowered, persistent. Gains a +3 deflection bonus to AC. Base cost 2, increased effect x2 (4 points).
Improved Evasion: No damage on a succesfull Ref save, half damage on a failed one.
Increased Reach (Unarmed attacks): Superpowered, persistent. Increase natural reach by 5ft. Base cost 2, -1 because only affects unarmed attacks.
Inexhaustible Endurance: Superpowered, persistent. Always succeeds in Constitution checks related to endurance. Can never become fatigued, exhausted. Base cost 4.
Ki Strike: Can penetrate Damage Reduction as if attacking with a +3 weapon.
Leap of the Clouds: No limit on jumping distance.
Perfect Self: Becomes an Outsider, gains darkvision 60ft, DR 20/+1.
Purity of Body: Immune to all diseases except magical diseases.
Quivering Palm: 1/week. Duration 32 weeks. Fort DC 35. Supernatural.
Self-subsistent: Superpowered, persistent. Doesn't need to sleep (base cost 1), drink (base cost 1) or eat (base cost 1).
Slow Fall: If within arm's reach of a wall, takes no fall damage.
Spiderclimb: Superpowered, external gadget. Can climb any normal surface automatically. +25 climb. Needs to wear climbing claws (Tiny, AC 17, Hardness 5, 1hp). Base cost 5, -2 external gadget.
Still Mind: +2 saves against spell and effects of Enchantment school.
Stunning Attack: 32/day. Fort DC 35 or stunned. Supernatural.
Timeless body: Doesn't suffer penalties due to age, can't be magically aged.
Tongue of the Sun and Moon: Can speak with any living creature.
Unarmed Strike: Doesn't provoke an AoO when attacking unarmed, Flurry of Blows, can deal subdual damage without penalty.
Water Breathing: Superpowered, persistent. Quite self-explanatory. Base cost 1.
Wholeness of Body: Can cure up to 64hp, supernatural.

Possessions
Belt of Constitution +6, Bracers of Armor (+10) and Str (+6), Gloves of Epic Dexterity +8, Headband of Epic Wisdom (+8) and Intelligence (+6), Vest of Epic Charisma +8. All +5 Tomes and Manuals read.
Total cost: 3,525,000gp, rest of the money will be spent on martial arts school.
Now, I need to know if I counted the price for the headbad right: I took the price of an Epic Wisdom +8 and added double the price of Intelligence +6 (since it costs less).

Followers and Cohort
20,000 1st level
2,000 2nd level
1,000 3rd level
500 4th level
250 5th level
130 6th level
70 7th level
40 8th level
20 9th level
10 10th level
Total: 24,020 followers. Levels 1-2 are warriors, level 3 experts, upper level ones are monks.
(Corrected error in number of followers.)

Cohort: Human Monk24/Hero 5
Stats to come later.
 
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I took the Hero levels at character levels 21-25, to represent what I gained from Perfect Self. My cohort will take the same package.
 

I didn't know we were supposed to post here. DM, any word on that?

My character is done except for background and possessions. Still working on it.
 

I was wondering, for wildshape purposes, will you allow me to abuse the wildshape rules that say I change by type?

I was hoping to be able to fly around as a paragon air elemental.

Anyway, because I can expect that to not be allowed, what creatures will I be familiar with for the use of wildshape and shapechange? You would think I would be extremely affluint with all of the different types of monsters. I was thinking of being familiar with all creatures with CR 36 or less, considering I am epic and am pretty sure I have seen all of them. Just curious.:D
 
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Lichtenhart
I'd like very much to play a half-celestial ancient gold Dragon, Creamsteak. Please.

Reply: That is fine. I'm having trouble coming up with a blanket rule for templates myself. How about we focus just on the ability scores provided. Add them all up, +6 = +1 ECL, +12 = +2 ECL, +18 = +3 ECL, +24 = +4 ECL. Also, there's a limiter. For ECL +1 you can have no bonus greater than +2. For ECL +2 you can have no bonus greater than +4. For ECL +3 you can have no bonus greater than +6. So... if you were an absolute templeted paragon, with +10 to all attributes (+60 total), you would be ECL +10, same as divine rank 0. Seems pretty fair to me.

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Ashrem Bayle
I'm looking at:

Human Psion 20 / Metamind 10 / Crystal Master 6

I'm going to assume you are allowing Bruce Cordell's varients and If Thoughts Could Kill.

Let me know what you need.

Reply: Depends on your co-DM. If they have the book, then that's good enough. If they don't you will need to post the applicable rules in your post in the rogues gallery, when it's opened.

Note: ITCK is fine.

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Janos Audron
I'm thinking about wiz 16, Rank 1...

Note: k.

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The Forsaken One
Ah what the heck I'll just be a 36 HD dragon

Note: k.

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Janos Audron
Is there *any* race *at all* which has a +2 charisma bonus, without ECL?

Reply: Or else a race with +4 charisma and some ECL?

+2 Charisma, -2 somethign, and write up the race. If you have no other recourse, this is what I recommend.

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Dalamar
Hmm...
No word from creamy yet if I can use FCTF rules...
I'll go ahead and make the char with them, he can be edited to take them away if I'm not allowed to use them.

Reply: Yes, you can use them, but your co-dm will have to either have the book, or you will need to type up the rules that apply to your character for me. I think I'm getting the signal people want to play psionics are different, tell me if so.

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Cloudgatherer
I "set" my Int raise to kick in at at level 26, giving 10 levels of beneficial skill points. Since I don't have an Int item (might not get one for Ftr/Rog) might not need it. If that's not acceptable, let me (us) know.

Reply: What's the official way of dealing with it? I thought you gain skill points for every normal, racial, and bonus int modifier point for every character level, as if you always had that much INT, but items don't apply.

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Cloudgatherer
I didn't know we were supposed to post here. DM, any word on that?

My character is done except for background and possessions. Still working on it.

Reply: cool. I wouldn't say don't post here, this is the construction thread, which I'll subdivide into three or so threads when the time comes. One will be for characters, one for storylines, plots, continents and such, and one for us to work on rules and stuff.

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Zack2216
I was wondering, for wildshape purposes, will you allow me to abuse the wildshape rules that say I change by type?

I was hoping to be able to fly around as a paragon air elemental.

Anyway, because I can expect that to not be allowed, what creatures will I be familiar with for the use of wildshape and shapechange? You would think I would be extremely affluint with all of the different types of monsters. I was thinking of being familiar with all creatures with CR 36 or less, considering I am epic and am pretty sure I have seen all of them. Just curious.

Reply: If it's against the rules, I don't see why you should break them. If you feal it should be part of the campaign world as some divine feat, epic feat, normal feat, prestige class, or such, just tell me.
 

My current character stat block

The Lady of the Frozen Orb
Yuki-On-Na Khanduran Sorceress 8/Ice Elemental Savant 20
Medium-Size Fey (Cold, Spirit)
Hit Dice: 8d6+24 (fey) + 8d4+24 (khanduran sorceress) + 20d4+60 (elemental savant) (191 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 19 (+1 Dex, +4 deflection, +4 natural)
Attacks: Touch +17 melee touch
Damage: Touch 1d10 cold
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Chill metal, cold focus 7, cold penetration 6, ice mastery, mental warmth 4/day, paralyzing gaze, spell-like abilities, sorcerer spells
Special Qualitites: Cold subtype, elemental, lose the way, ice paraelemental perfection
Saves: Fort +16, Ref +17, Will +29
Abilities: Str 8, Dex 13, Con 17, Int 13, Wis 21, Cha 35
Skills: Bluff +23 (11), Concentration +31 (28), Knowledge (Arcana) +29 (28), Knowledge (The Planes) +29 (28), Listen +16 (11), Sense Motive +16 (11), Spellcraft +29 (28), Spot +17 (11)
Feats: Arcane Preperation, Alertness, Dodge, Energy Admixture (Cold), Energy Substitution (Cold), Heighten Spell, Greater Spell Focus (Evocation), Improved Initiative, Spell Focus (Evocation).
Epic Feats: Epic Spell Focus (Evocation), Improved heighten Spell, Improved Heighten Spell, Improved Spell Capacity, Improved Spell Capacity, Spell Knowledge.

Chill Metal (Su): As an elemental savant of 10th level, the savant has learned how to perform the ice paraelemental's signiture attack. This power functions like the druid spell of the same name [DC 23 (20 + Constitution modifier)], except that it affects everything within the given radius. As with the spell, it takes 3 rounds for affected metal to reach the freezing stage. Once it does, it remains at that stage until the ice paraelemental takes a standard action to end the effect. The metal returns to its starting temperature 2 rounds later, just as with the spell.

Cold Focus (Ex): +7 to all spell DCs with the Cold Subtype.

Cold Penetration (Ex): +6 to caster level checks in order to overcome spell resistance

Ice Mastery (Ex): The sorceress can magnify the effect of a sorcery spell that deals cold damage. This ability allows a second damage roll, and the sorceress takes the best roll of the two. For example, if 6d6 points of damage are called for, a sorceress rolls 6d6 twice and takes the highest total.
Special: The sorceress must be stationary the round of casting to exert mastery.

Mental Warmth (Su): By mentally tracing the secret runes of conception, the sorceress can try to replenish her magical energy. Doing so requires an Intelligence check with a DC equal to 15 plus the spell's level. If the check is successful, the sorceress regains the ability cast a spell of the chosen level. A sorceress cannot take 10 or 20 on this check.
Special: The sorceress can attempt this ability once per day per two levels (round down).

Paralyzing Gaze (Su): A yuki-on-na can paralyze creatures with a look. This is similar to a gaze attack, except the yuki-on-na must take a standard action, and those merely looking at it are not affected. Anyone the yuki-on-na targets must succeed at a Will save [(DC 40) 10 + 1/2 HD + Charisma Modifier] or be affected as though by a hold monster spell cast by an 8th-level sorcerer. The ability has a range of 30 feet.

Spell-Like Abilities: At will - change self, comprehend languages, detect thoughts. These abilities are as the spells cast by an 35th-level sorcerer (save DC 22 + spell level).

Sorcerer Spells Per Day: 6/9/9/9/9/8/8/8/8/7/3/3/3
Prepared Spells
10th Level - Energy Admixed (Cold) Chain Lightning (DC 45/38) x3
11th Level - Energy Admixed (Cold) Thunder Storm (DC 46/39) x3
12th Level - Energy Admixed (Cold) Delayed Blast Fireball (DC 47/40) x3

Sorcerer Spells Known:
0 Level Spells - Arcane Mark, Detect Magic, Light, Mage Hand, Open/Close, Prestidigitation, Read Magic, Resistance, Ray of Frost
1st Level Spells - Fire Bolt, Ice Bolt, Lesser Cold Orb, Lesser Electric Orb, Lesser Fire Orb
2nd Level Spells - Charged Bolt, Frost Nova, Ice Blast, Inferno, Static Field
3rd Level Spells - Blaze, Fireball, Frozen Armor, Lightning Bolt, Nova, Shiver Armor, Telekinetic Blast
4th Level Spells - Glacial Spike, Fire Wall, Teleport Self
5th Level Spells - Energy Shield, Meteor, Cone of Cold
6th Level Spells - Chain Lightning, Enchant, Greater Dispelling
7th Level Spells - Chilling Armor, Energy Immunity, Thunder Storm
8th Level Spells - Blizzard, Delayed Blast Fireball, Frozen Orb, Hydra
9th Level Spells - Gate, Meteor Swarm, Time Stop, Wish


Cold Subtype (Ex): Cold immunity; double damage from fire except on a successful save.

Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

Lose the Way (Sp): Once per day, a yuki-on-na can touch a victim and cause him to be completely unable to find his way anywhere for the next 3d6 hours. The character cannot use the Intuit Direction skill, and cannot use Wilderness Lore to avoid becoming lost. The character cannot even find his way out of a closet without assistance, though he is perfectly capable of following other characters.
 

My character's backgorund will involve Frigidarch from the creature collection. He's the bad guy on the plane of ice, I'm the good girl. Basically I fight against him and his evil, and he tries to rid me from his worries. Detailing it will be fun, and likely my characters main motivation will be fightin him, and possibly crushing enemies of my allies when I get spare time.
 

Someone was curious about divine ranks as they are associated with ability scores. I can't find the hard rule, and I don't know if there is one, but I'll give a shot at trying to deduce what they have done.

I'm basing my deduction on Hercules from the Olympiant Pantheon. As a rank 5 demi-god, he's a decent starting point

Str 55, Dex 25, Con 28, Int 20, Wis 21, Cha 24

He's level 40, so I'll be the 10 points of ability scores were applied to strength

Str 45

If we reduce all of his abilities by 10....

Str 35, Dex 15, Con 18, Int 10, Wis 11, Cha 14...

So only strength is blown out of proportion... ok here's what I'm betting...

He has +30 to 1 stat, +10 to 5 other stats. So, for each of his divine ranks he has +6, +2, +2, +2, +2, +2.

So my ruling, based on just 1 god is that for each divine rank, you get to distribute these bonuses:

+6, +2, +2, +2, +2, +2.

There is no bonus for Rank 0.
 

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