Constructing and Working out the Epic Game


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Luithi
Luithi the Wanderer
Demigod
Symbol: A blurred hooden figure against a gold background
Home Plane: Arborea
Alignment: Chaotic Good
Portfolio: Freedom, Eladrin
Worshippers: Wanderers, Holy Liberators, Eladrin
Cleric Alignments: Neutral Good, Chaotic Good, Chaotic Neutral
Domains: Magic,Liberation,Trickery
Favored Weapon: Taleanthia (The Light of the Stars) (Lightblade) ( Rapier)

Luithi (Lew-ith-ee), god of freedom and Eladrin, appears as a tall ,7 feet, golden-haired green-eyed elven lord, draped in a robe of shimmering colours, or when he walks the mortal realms he appears as a brown cloaked itinerant elf, carrying only a bow, a quiver, a backpack and a quarterstaff.

Luithi is a Tulani Eladrin so ancient that he has ceased to merely represent the force of freedom, and has come to incarnate it.
Luithi wanders the Prime plane,under his veil, accompanied by his consort, Larentha, in order to better combat the machinations of devils and demons on the mortal world.

When no threat is present they retreat to their Twilight Court in Arborea. A demiplane which serve both as Luithi's Divine Realm and as a home for Larentha's and his Twilight Court, as well as a home for their most loyal mortal servants.

Luitihi is somewhat cold, he has seen to many good people die to easily form close relationships with mortal creatures. But he is of kind spirit and seeks to aid those not of evil weal, and can be very generous to those who aid the cause of freedom.

Dogma
Do what is noble and good, do not give your word lightly and when given follow the spirit of the agreement over the letter, do not twist things to your advantage. Keep fit in mind and body and bring battle to tyrants, help those less able than yourself and never forget they beauty of the world.

Clergy and Temples
Lutithi has few organized temples and his clergy tend to be Eladrin. His mortal clergy are patient and prone to wander seeking to bring freedom where it is needed.


Luithi
Divine Rank 1
Male Tulani (Celestial,Eladrin,greater) Contemplative 1
Medium-Sized Outsider (Chaotic, Good)
Hit Dice: 16d8+256 + 1d6 + 16 (414 hp) [16d8+208 + 1d6 + 13 (355 hp)]
Initiative: +22 (+18 Dex +4 Improved Inititiative, Always First) [+19 (+15 Dex,+4 Improved Initiative, Always First) ]
Speed: 120 (60 ft.), Fly 200 ft. (perfect)
AC: 79 (+18 Dex, +14 Natural,+1 Divine, + 24 Deflection, +8 Armour, +4 Haste) [73 (+15 Dex, +14 Natural,+1 Divine, + 21 Deflection, + 8 Armour, +4 Haste)]
Attacks:+10 keen lightblade +44(+41)/+44(41)/+39((36)/+(34(31)/+28(25); or Eladrin Greatbow +40(37)/+35(32)/+30(27)/+25(22); or alternate form attacks from any other eladrin
Damage: +10 keen lightblade 2d4+27(24)+2d8 positive energy ; Eladrin Greatbow 1d8+22 (19) variable alternate damages
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Domain Powers,salient divine abilities, Spell-like abilities, spells, gaze, positive energy
Special Qualities: Alternate forms,Celestial qualities,Divine Immunities, Damage reduction 36/+4,Fire Resistance 21, SR 33, understand,speak and read all languages and speak directly to all beings within 1 mile, remote communication, godly realm, teleport without error at will, Divine Aura (10 feet, DC 35 (32)) , Divine Health, Prestige Domain (Mysticism),Haste
Saves: Fort +48 (+42), Ref +52 (+46), Will +60 (+54)
Abilities: Str 44 (38) Dex 47 (41) Con 42 (36) Int 44 (38) Wis 58 (52) Cha 58 (52)
Skills: Animal Empathy +44(41), Concentration +38(35), Diplomacy +45(42), Escape Artist +38 (35), Hide +38 (35),Iajitsu Focus +55(52), Intuit Direction +29(26) Knowledge (Religion,Arcana) +38(35),Knowledge (Planes) +38(35) Listen +44(41), Move Silently +38(35),Perform ( Dance, Drama, Epic, Fiddle, Flute, Lute, Speech, Storytelling,Tea Ceremony,Violin) +35(32),Scy +38(+35) Sense Motive +45(+42), Search +37(+34),Spellcraft +38(+35), Spot +44(+41), Tumble +38(+35), Wilderness Lore +44(41)
Feats: Improved Initiative,Leadership, Quicken Spell-Like Ability (Teleport w/o Error), Track
Epic Feats:Epic Leadership, Epic Skill Focus(Iajitsu Focus)
Alignment: Chaotic Good

Attack Bonus
Ranged Touch AB: +35 (+32) Touch: +34 (+31)
Melee AB: +34/29/24/19 (+31) Ranged AB: 35/30/25/20 (+32)

Divine Immunities: Ability Damage,Ability Drain,Acid,Cold,Death Effects,Disease,Disintegration,Energy Drain,Mind-affecting effects, paralysis, poison, sleep, stunning, transmutation

Salient Divine Abilities : Alter Reality (DC 45 (42)),Supreme Initiative

Domain Powers: Use scrolls, wands, and other devices with spell completion or spell trigger activation as a 8th level wizard,Bluff, Disguise, and Hide are class skills, +2 morale bonus on all saves vs enchantment spells or effects.

Spell-Like Abilities:
At will: Change Self,Invisibility,Nondetection,Confusion,False Vision,Mislead,Screen,Polymorph any Object, Time Stop,Nystul's Undetectable Aura,Identify,Dispel Magic,Imbue with Spell Ability,Spell Resistance,Antimagic Field, Spell Turning, Protection from Spells, Mordekainen's Disjunction,Remove Fear,Remove Paralysis,Remove Curse,Freedom of Movement,Break Enchantment,Greater Dispelling,Refuge,Mind Blank,Unbinding all as an 11th level sorceror. (Save DC 35(32) + Spell Level)

Also
At will—alter self, color spray, comprehend languages, chain lightning, cure light wounds, dancing lights, daylight, detect evil, detect thoughts, dispel magic, hold monster, mass charm, persistent image, polymorph any object, prismatic spray, telekinesis, teleport without error, wall of force; 1/day—meteor swarm, power word: kill, time stop; 1/year—grant another’s wish. These abilities are as the spells cast by a 15th-level sorcerer (save DC 34 + spell level).

Cleric Spells/Day (0-9) 6/11+1/10+1/10+1/10+1/9+1/8+1/7+1/6+1/5+1 as a 17th level cleric. (Save DC 34(31)+ Spell Level) (Can spontaneously cast and has no metamgic feats so no use having a spell list here)

Domain Spells (Air, Animal, Chaos, Good,Mysticism Plant, and Protection)
1 Sanctuary
2 Shield Other
3 Protection from Elements
4 Holy Smite
5 Dispel Evil
6 Repel Wood
7 Holy Word
8 Holy Aura
9 Elemetal Swarm (Air spell only)

Other Divine Powers
As a demigod Luithi treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal.

Senses: Luithi can see, hear,touch and smell at a distance of 1 mile. As a standard action he can percieve anything within 1 mile of his worshippers,holy sites,objects, or any location where one of his titles or names was spoken in the last hour. He can extend his senses to up to two locations at once. He can block the sensing power of dieties of his rank or lower at up to two remote locations at once for 1 hour.

Portfolio Sense: Luithi is aware of any effort for freedom that involves at least 1000 people or any danger to the wellfare of the Eladrin race.

Automatic Actions: Luithi can use any Eladrin racial skill as a free action if the DC is 15 or lower. To use the skill as a free action Luithi must have ranks in the skill or the skill must be useable untrained. Luithi cannot do anything as a free action if the task would be a move action or part of a move action. Luithi can likewise perform any task that can be accomplished with a simple Charisma or Dexterity check as a free action. He can perform up to 2 such free actions a round.

Create Magic Items: Luithi can create any simple or martial weapon or any item that protects the wearer from mind altering effects (eg Ring of Mindshielding), increases movement (eg Boots of Speed) or eases travel (eg Bag of Holding) as long as the item's market value does not exceed 4,500 gp.

Enhanced Statistics-Luithi has used alter reality to give himself a +5 Inherent Bonus to all statistics.

Haste (Su) Luithi is permanently under the effects of a haste spell as cast by a 17th level sorceror. If Dispelled Luithi needs to use Alter Reality to produce a Haste effect and render it permanent again, requiring 170 minutes rest.

Tulani Abilities

The tulani have no need for weapons and armor; their unearthly forms naturally resist damage, and at will (as a free action) they can create a swordlike blade of fiery light in their fist.

Fly (Su): A tulani in humanoid form can fly unaided as a free action.

Gaze (Su): In humanoid form—slay evil creatures of fewer than 8 HD, range 80 ft., Will negates DC 39, but even if successful the creature is blinded and stricken with fear for 2d10 rounds. If the opponent is of any nonevil alignment or is evil and of 8 HD or more, then it suffers blindness and fear only if it fails to save.

Positive Energy (Ex): The tulani’s blade of light deals an additional 2d8 points of positive energy damage to evil creatures.

Celestial Qualities: Protective aura (double strength magic circle against evil and magic circle against law in a 20’ radius and only one or the other functions against any particular enemy, minor globe of invulnerability, protection from arrows, any evil creature must make a Will save DC 42(39) to be able to approach within 20 ft. of a tulani), electricity and petrification immunity, tongues (always active), +4 save against poison.

Alternate Forms (Su): A tulani can assume the secondary form of any other eladrin as a free action, or assume its humanoid form from any alternate form as a standard action. The tulani keeps its AC and base attack bonus (+16) but causes double the damage of a bralani, noviere, or firre eladrin’s alternate form. In the ghaele’s form, its light-beams strike for 3d12 points of damage each and never miss. A tulani can use its spell-like abilities and spells in any form it chooses to assume, and of course its celestial qualities are always functional.
A tulani remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but a tulani always reverts back to its primary, humanoid form if killed. A true seeing spell reveals the tulani’s humanoid form.

Spells: Tulani can cast divine spells from the cleric list and the Air, Animal, Chaos, Good, Plant, and Protection domains as 16th-level clerics. (In Divine Abilities)


Alternate Forms:

Bralani form
Speed: fly 200 ft. (perfect)
Attacks: 2 sand- or snow-blasts +35(32) ranged touch
Damage: sand/snow blasts 2d10

Blast Attack (Ex): A tulani in whirlwind form can attack with two scourging sand- or snow-blasts for 2d10 points of damage each, inflicted upon any caught within the area of effect. The blasts are 20-foot long cones.
Alternate Form (Su): Any creature within 20 feet of the tulani in whirlwind form suffers -2 to attacks due to stinging sand in its eyes, Will negates DC 18. Any medium-size or smaller creature within 5 feet of a bralani in its whirlwind form is swept off its feet by the raging winds and thrown 10 to 30 feet, Ref negates DC 31.

Coure
Speed: Fly 200 ft. (perfect)

Firre (greater)
Speed: fly 200 ft. (perfect)
Attacks: burning rays +35(32)/+35(32) ranged touch
Damage: burning rays 6d6/6d6
Fire Ray (Ex): A firre in pillar form can lash out with flame rays to a range of 200 feet.

Ghaele (greater)
Speed: fly 200ft. (perfect)
Attacks: 2 light rays ranged touch (auto hit)
Damage: light ray 3d12
Light Ray (Ex): A ghaele in globe form can project light rays with a range of 300 feet.

Noviere (Lesser)
Speed: Swim 60 ft.
Attacks: Dolphin strike +34(31) (at least, see below)
Damage: ram 4d8+17(14) plus possible envelopment
Alternate Form (Su): A noviere can shift between its humanoid form and its dolphin form as a standard action. In humanoid form, novieres can cast spells, attack with weapons, and use spell-like abilities. In dolphin form they cannot do any of these things, but they have their ram attack. And of course if the noviere's opponent is not accustomed to underwater combat, the ram attack will likely gain substantial bonuses to hit.
A noviere remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the noviere revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously.
Envelopment (Ex): On a natural attack roll of 19 or 20 with her ram attack, a noviere can envelope their foes in the watery mass of their own bodies. To break free an enemy must make a strength check DC 20 or find a way to drive the noviere away with magic. Neither the held opponent nor the noviere can make any attacks while the opponent is held. If the noviere was engaged in mortal combat with her enemy and envelopes it, she will often simply hold the opponent underwater until it drowns.

Shiere
Speed: Fly 200 ft. (perfect)

Possesions:

Eladrin Greatbow (As Elven Greatbow except only major function works for eladrin only) 2,900,400
Add Keen and Increase Lightblade to +10 (4,372,000)
Quiver of Ehlonna (1,800 gp)
Luithi's Travelling Pack (61,000 gp)
Robes of the Tulani (+6 Str,Dex,Con,Int,Wis,Cha,As Boots of Springing and Striding,Evasion Ability, Cloak of Major Displacement) (644,000)
Bracers of Armour (+8) 64,000
60 Arrows
Holy Symbol of Luithi
Material Components Pouch

1,856,777 GP still to spend



Luithi's Travelling Pack

A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material equal to as much as 150 cu. ft cubic feet in volume or 1,000 lb pounds in weight. The large central portion of the pack can contain up to 250 cu. ft cubic feet or 1,500 lb. pounds of material. Even when so filled, the backpack always weighs only 5 pounds.

While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a travelling pack is a free action. Luithi's Travelling Pack and whatever it contains gain a +5 resistance bonus to all saving throws.

Caster Level: 9th; Prerequisites: Craft Wondrous Item, Leo_mund’s secret chest; Market Price: 61,000 gp; Weight: 5 lb.





Epic Leadership (Leadership Score (43/43/44)
Cohort (26th level)


Larentha
Tulani (greater)
Divine Rank 0
Medium-Sized Outsider (Chaotic, Good)

Hit Dice: 16d8 + 128 (256 hp)
Initiative: +9 (+9 Dex)
Speed: 60 ft., Fly 200 ft. (perfect)
AC: 45 (+9 Dex, +13 Natural, +14 Deflection)
Attacks: +4 lightblade +32/+32/+27/+22/+17; or alternate form attacks from any other eladrin
Damage: +4 lightblade 2d4+16+2d8 positive energy; variable alternate damages
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spell-like abilities, spells, gaze, positive energy
Special Qualities: Damage reduction 35/+4, SR 32, celestial qualities,divine immunities,understand speak and read all languages alternate forms, Enhanced Abilities
Saves: Fort +18, Ref +19, Will +24
Abilities: Str 35, Dex 29, Con 27, Int 29, Wis 38, Chr 38
Skills: Animal Empathy +33, Concentration +27, Diplomacy +33, Escape Artist +28, Hide +28, Knowledge (Religion,Nature) +28, Listen +33, Move Silently +28, Sense Motive +33, Search +28, Spot +33, Tumble +28, Wilderness Lore +33
Feats: Leadership, Quicken Spell-Like Ability (Teleport w/o Error), Maximise Spell-Like Abilty (Chain Lightning),Track
Epic Feats:Epic Leadership,

Divine Immunities
Immune to Transmutation,Energy Drain,Ability Drain and Ability Damage,Mind-Affecting Effects

Cleric Spells/Day (0-8) 6/9+1/9+1/8+1/7+1/7+1/6+1/5+1/4+1 (As a 16th level cleric) Save DC 24+ Spell Level


Cleric Spells Prepared
0- Detect Magic, Create Water, Purify Food and Drink, Resistance,Virtue,Mending
1- Deathwatch, Detect Law, Detect Undead, Obscuring Mist, Protection from Evil, Protection from Law,Shield of Faith, Invisibilty to Undead,Bless
2- Gentle Repose,Silence,Shield Other,Consecrate,Find Traps, Resist Elements (Sonic),Spiritual Weapon,Zone of Truth
3- Create Food and Water, Invisibilty Purge,Locate Object, Magic Circle Against Law,Magic Circle Against Evil,Searing Light,Speak with Plants,Prayer
4- Control Water, Death Ward (x2), Discern Lies, Status, Spell Immunity, Neutralize Poison
5- Atonement, Healing Circle, Flame Strike,Insect Plague,Plane Shift,True Seeing, Wall of Stone
6- Find the Path,Heal (x2),Greater Dispelling,Wind Walk,Word of Recall
7- Greater Restoration,Holy Word,Word of Chaos,Control Weather,Regenerate
8- Discern Location,Mass Heal,Fire Storm,Greater Planar Ally

Domain Spells (Air, Animal, Chaos, Good, Plant, and Protection)
1 Entangle
2 Aid
3 Plant Growth
4 Control Plants
5 Commune with Nature
6 Anti-Life Shell
7 Change Staff
8 Creeping Doom

Other Divine Powers
As a quasidiety, Larentha is immortal.

Tulani Qualities
The tulani have no need for weapons and armor; their unearthly forms naturally resist damage, and at will (as a free action) they can create a swordlike blade of fiery light in their fist. When provoked to combat by dire circumstances, tulani are devastating opponents, utilizing all the powers at their disposal to ruthlessly ensure the swiftest possible victory.

Spell-Like Abilities: At will-alter self, color spray, comprehend languages, chain lightning, cure light wounds, dancing lights, daylight, detect evil, detect thoughts, dispel magic, hold monster, mass charm, persistent image, polymorph any object, prismatic spray, telekinesis, teleport without error, wall of force; 1/day-meteor swarm, power word: kill, time stop; 1/year-grant another’s wish. These abilities are as the spells cast by a 15th-level sorcerer (save DC 24 + spell level).

Fly (Su): A tulani in humanoid form can fly unaided as a free action.

Gaze (Su): In humanoid form-slay evil creatures of fewer than 8 HD, range 80 ft., Will negates DC 32, but even if successful the creature is blinded and stricken with fear for 2d10 rounds. If the opponent is of any nonevil alignment or is evil and of 8 HD or more, then it suffers blindness and fear only if it fails to save.

Positive Energy (Ex): The tulani’s blade of light deals an additional 2d8 points of positive energy damage to evil creatures.

Celestial Qualities: Protective aura (double strength magic circle against evil and magic circle against law in a 20’ radius and only one or the other functions against any particular enemy, minor globe of invulnerability, protection from arrows, any evil creature must make a Will save DC 32 to be able to approach within 20 ft. of a tulani), electricity and petrification immunity, fire, cold, and acid resistance 20, tongues (always active), +4 save against poison.

Alternate Forms (Su): A tulani can assume the secondary form of any other eladrin as a free action, or assume its humanoid form from any alternate form as a standard action. The tulani keeps its AC and base attack bonus (+16) but causes double the damage of a bralani, noviere, or firre eladrin’s alternate form. In the ghaele’s form, its light-beams strike for 3d12 points of damage each and never miss. A tulani can use its spell-like abilities and spells in any form it chooses to assume, and of course its celestial qualities are always functional.
A tulani remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but a tulani always reverts back to its primary, humanoid form if killed. A true seeing spell reveals the tulani’s humanoid form.

Enhanced Abilties: Larentha has benefitted from Luithi's Alter Reality and as such has a +5 Inherent Bonus to all statistics.

Alternate Forms:

Bralani form
Speed: fly 200 ft. (perfect)
Attacks: 2 sand- or snow-blasts +25 ranged touch
Damage: sand/snow blasts 2d10

Blast Attack (Ex): A tulani in whirlwind form can attack with two scourging sand- or snow-blasts for 2d10 points of damage each, inflicted upon any caught within the area of effect. The blasts are 20-foot long cones.
Alternate Form (Su): Any creature within 20 feet of the tulani in whirlwind form suffers -2 to attacks due to stinging sand in its eyes, Will negates DC 18. Any medium-size or smaller creature within 5 feet of a bralani in its whirlwind form is swept off its feet by the raging winds and thrown 10 to 30 feet, Ref negates DC 26.



Coure
Speed: Fly 200 ft. (perfect)



Firre (greater)
Speed: fly 200 ft. (perfect)
Attacks: burning rays +25/+25 ranged touch
Damage: burning rays 6d6/6d6
Fire Ray (Ex): A firre in pillar form can lash out with flame rays to a range of 200 feet.



Ghaele (greater)
Speed: fly 200ft. (perfect)
Attacks: 2 light rays ranged touch (auto hit)
Damage: light ray 3d12
Light Ray (Ex): A ghaele in globe form can project light rays with a range of 300 feet.


Noviere (Lesser)
Speed: Swim 60 ft.
Attacks: Dolphin strike +28 (at least, see below)
Damage: ram 4d8+14 plus possible envelopment
Alternate Form (Su): A noviere can shift between its humanoid form and its dolphin form as a standard action. In humanoid form, novieres can cast spells, attack with weapons, and use spell-like abilities. In dolphin form they cannot do any of these things, but they have their ram attack. And of course if the noviere's opponent is not accustomed to underwater combat, the ram attack will likely gain substantial bonuses to hit.
A noviere remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the noviere revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously.
Envelopment (Ex): On a natural attack roll of 19 or 20 with her ram attack, a noviere can envelope their foes in the watery mass of their own bodies. To break free an enemy must make a strength check DC 20 or find a way to drive the noviere away with magic. Neither the held opponent nor the noviere can make any attacks while the opponent is held. If the noviere was engaged in mortal combat with her enemy and envelopes it, she will often simply hold the opponent underwater until it drowns.

Shiere
Speed: Fly 200 ft. (perfect)



Epic Leadership
Leadership Score (34/34/35)

Cohort (22nd level)
Alexand,Knight Regent of the Court
Ghaele Eladrin Holy Liberator 8
Male Ghaele Eladrin
Medium-Size Outsider (Chaotic, Good)

Hit Dice: 14d8+70+8d10+40 (205 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 50 ft., fly 150ft. (perfect)
AC: 28 (+4 Dex, +14 natural)
Attacks: +4 greatsword +37/32/27/22 melee; or 2 light rays +26 ranged touch
Damage: +4 greatsword 2d6+19 and positive energy; light ray 2d12
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spell-like abilities, spells, gaze, positive energy, subversion
Special Qualities: Damage reduction 25/+3, SR 28, celestial qualities, alternate form, Resist Enchantment,Divine Grace,Smite Evil 1/day (+8 to attack and +8 to damage),Turn Undead (15/day as a 6th level cleric),Enhanced Statistics, Immunity to Compulsion and Charm.
Saves: Fort +27, Ref +23, Will +31
Abilities: Str 32 Dex 21 Con 20 Int 24 Wis 24 Cha 26
Skills:
Animal Empathy +25, Concentration +30,Diplomacy +33, Escape Artist +22,Handle Animal +12, Hide +22, Knowledge (Nobility) +32,Knowledge (Religion) +32, Listen +26, Move Silently +21, Sense Motive +32, Spot +26
Feats: Blind-Fight,Divine Might,Divine Vengeance,Power Attack,Extra Turning, Improved Initiative,Iron Will
Alignment: Chaotic good

Alexand is the Knight Regent of the Court of Luithi and Larentha and as such is usually found therein, despite (or perhaps because of) his lord and ladies wanderings, Alexand is a competent steward and is usually more than adequate protection from any interloper.

Combat

Ghaeles who enter combat prefer direct confrontation and damaging attacks to more subtle or insidious methods. They usually fight in their humanoid forms, wielding incandescent +4 greatswords. If a ghaele desires mobility, it assumes its globe form and blasts the enemy with light rays.

Spell-Like Abilities: At will-aid, alter self, charm monster, color spray, comprehend languages, continual flame, cure light wounds, dancing lights, detect evil, detect thoughts, dispel magic, hold monster, improved invisibility (self only), major image, see invisibility, and teleport without error (self plus 50 pounds of objects only); 1/day-chain lightning, prismatic spray, and wall of force. These abilities are as the spells cast by a 12th-level sorcerer (save DC 18 + spell level).


Gaze (Su): In humanoid form-slay evil creatures of 5 or fewer HD, range 60 feet, Will negates DC 25. Even if the save succeeds, the creature is affected as though by a fear spell for 2d10 rounds. Nonevil creatures, and evil creatures with more than 5 HD, must succeed at a Will save (DC 25) or suffer the fear effect.

Positive Energy (Ex): The ghaele’s incandescent sword deals an additional 2d6 points of positive energy damage to evil creatures.

Celestial Qualities: Protective aura (double strength magic circle against evil and magic circle against law in a 20’ radius and only one or the other functions against any particular enemy, minor globe of invulnerability, protection from arrows), electricity and petrification immunity, fire, cold, and acid resistance 20, tongues (always active), +4 save against poison.

Alternate Form (Su): A ghaele can shift between its humanoid and globe forms as a standard action. In humanoid form, it cannot fly or use its light rays, but it can use its gaze attack and spell-like abilities, make physical attacks, and cast spells. In globe form, it can fly, use its light rays, and use spell-like abilities, but it cannot cast spells or use its gaze attack.
A ghaele remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the ghaele revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously.

Light Ray (Ex): A ghaele in globe form can project light rays with a range of 300 feet.

Vulnerability to Cold-Wrought Iron (Ex): Weapons made of specially crafted cold iron deal damage to ghaeles at normal efficiency, even if their enchantment bonus is lower than +3.

Enhanced Statistics: Alexand has benefitted from Luithi's Alter Reality and as such has a +5 Inherent Bonus to all statistics.


Spells: Ghaeles in humanoid form can cast divine spells from the cleric list and the Air, Animal, Chaos, Good, and Plant domains as 14th-level clerics (save DC 17 + spell level).

Spells 0-7 6/7+1/7+1/6+1/5+1/4+1/4+1/3+1 as a 14th level cleric

0- Detect Magic, Guidance, Mending, Resistance, Virtue, Read Magic
1- Bless, Detect Law, Entropic Shield, Sanctuary, Shield of Faith, Remove Fear, Magic Stone
2- Augury, Gentle Repose,Shield Other,Shatter,Silence,Sound Burst,Spiritual Weapon
3- Magic Circle against Evil, Protection from Elements (Sonic), Speak with Dead, Speak with Plants,Stone Shape,Remove Curse
4- Status, Spell Immunity, Neutralize Poison, Greater Magic Weapon, Discern Lies
5- Commune, Ethereal Jaunt, Flame Strike, Plane Shift
6- Banishment, Greater Dispelling, Heal, Harm
7- Ressurection,Destruction, Holy Word

Domain Spells
1 Protection from Law
2 Aid
3 Magic Circle Against Evil
4 Holy Smite
5 Dispel Evil
6 Blade Barrier
7 Control Weather


Spells 1-4 4/3/3/2 as an 8th level Holy Liberator (DC 17 +Spell Level)
1 Bless Weapon, Divine Favour, Detect Poison, Magic Weapon
2 Shield Other, Bull's Strength,Calm Emotions
3 Greater Magic Weapon, Prayer, Remove Curse
4 Holy Sword*2

Celestial Companion
Celestial Eagle (Goldfeather)
Magical Beast
HD 9d8+9 (49 hp)
Initiative: +2 Dex
Speed: 10ft, fly 80 ft average
AC: 21 (+1 Size, +2 Dex, +8 Natural)
Attacks: 2 claws +9 bite +4 melee
Claw: 1d3+2 Bite 1d4+1
Face/Reach: 5 ft x 5 ft/5 ft
Special Attacks: Smite Evil 1/day (+9 Damage to an evil foe)
Special Qualities: Darkvision 60',Improved Evasion, Share Spells, Empathic Link, Share Saving Throws, Speak with Holy Liberator, Blood bond, SR 18, Acid,Cold,Electricity Resistance 15, DR 5/+2
Str: 14 Dex 15 Con 12 Int 9 Wis 14 Cha 6
Skills: Listen: +6, Spot +6*
Feats: Weapon Finesse (claw,bite)
Saves: Fort +16 Ref +13 Will +17
Alignment: Chaotic Good

Luithi's Followers (Unless otherwise noted Split as 50% Elves, 25% Half-Elves, 12% Gnomes, 12% Halflings, 1% Human)

1st 1400 (933 Experts (466 Farmers, 467 Other) 467 Warriors) 2nd 140 (93.3 Experts (46 Farmers. 47 Other) 47 Warriors)
3rd 70 (35 Adepts and 35 Aristocrats)
4th 35 ( 4x Barbarian , 5x Bard , 5x Cleric# , 4xDruid ,4xFighter,4xRanger,4xSorceror,5xWizard)
5th 18 (Coure Eladrin)
6th 9 (" with 1 PC Class level) (1x Bard, 2x Rogues, 1x Wizard, 1x Sorceror, 2x Cleric#, 1x Ranger, 1x Fighter)
7th 5 (" with 2 PC Class Levels) ( 2x Cleric#, 2x Rangers, 1x Fighter)
8th 3 (with 3 PC Class levels) (1x Wizard, 1x Bard , 1x Rogue)
9th 2 (Novier Eladrin)
10th 1 (Bralani Eladrin)

Talentha's Followers (Unless otherwise noted Split as 50% Elves, 25% Half-Elves, 12% Gnomes, 12% Halflings, 1% Human)
1st 590 (392 Experts (196 Farmers, 197 Other) 197 Warriors)
2nd 59 (39 Experts (19 Farmers, 20 Other), 20 Warriors)
3rd 30 (15 Adepts and 15 Aristocrats)
4th 15 ( 1x Barbarian , 2x Bard , 2x Cleric# , 2xDruid ,2xFighter,2xRanger,2xSorceror,2xWizard)
5th 8 (Coure Eladrin)
6th 4 (" with 1 PC Class level) (2x Cleric*, 2x Rangers)
7th 2 (" with 2 PC Class levels) (1x Cleric*, 1x Ranger)
8th 1 (" with 3 PC Class levels) (1x Cleric*)

*(Plant and Animal Domains)
# (Liberation and Magic Domains)



The Court of the Setting Sun
(Ethereal Demiplane Coterminous with Arborea)
. Normaly Gravity
. Normal Time
. Finite Size (180 Mile Radius)
. Divinely Morphic
. No Elemental or Energy Traits
. Mildly Good-Aligned and Mildly Chaos-Aligned
Evil or lawful characters suffer a -2 penalty on all Charisma-based checks. Lawful Evil characters suffer a -4 penlty.
. Normal Magic


The Court of Wandering stars is accessible from 1 location on Arborea, set by Luithi or Larentha, the location of the connection may be changed at will.

The Court of the Setting Sun is a vast sprawling forest with a small village and castle in the centre. The castle was created through the use of the Alter Reality ability to create the materials and many months of work by Luithi and his followers to assemble and is constructed entirely of an unknown radiant white stone. (The central 100 foot radius of the castle serves as Luithi's Godly Realm) (Hardness and Hit Points as normal stone)

The demiplane serves as a a home to Luithi and Larentha and there most loyal followers (those from the Leadership feat). The Demiplane also serves as a retreat in times of need. However usually Luithi and Larentha are absent from the demiplane leaving Alexand in charge, unless the mighty Ghaele is elsewhere on the prime material plane serving the forces of good in his own way.



(Things to do Possessions)
 
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Hey why don't we just all become rank 1 deities and get together in a large hall with mugs of endless beer and drink and have fun and bad conversations until the end of eternity and let our followers and cohorts do all the bad s hit?
 
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The Forsaken One said:
Cream... reality change or alter reality from deities... you just *MIGHT* want to look in that.

Duplicate any spell of 9th level or lower doesn't seem to go to far, but there should be a rest period if you use spells outside of your normal spellcasting capability. For instance, if your a Wiz 16 you can cast wizard spells up to 8th level using this ability (taking a standard action at least). If you try to cast other spells (except domain spells) you must rest for 1 round per spell level I guess...

Duplicating spells with metamagic feats could be taken too far (using a spell that multiplies the damage by 50 as a standard action and then resting for an hour would seem a bit much). I'll limit this element on individual cases.

Redering an effect permanent seems fine.

Temporary nonmagical objects is fine.

Temporary magic items or creatures that last for 1-5 hours seems fine, including the rest period.

Reshaping landscape and stuff seems fine.

Using it for other purposes though is subject to discretion...

What do you think?
 

The Forsaken One said:
Hey why don't we just all become rank 1 deities and get together in a large hall with mugs of endless beer and drink and have fun and bad conversations until the end of eternity and let our followers and cohorts do all the bad s hit?

Actually don't a lot of pantheon's do that already? :)

As you can see, I'm not going to play a god, so it's not everybody.
 

The 440,000 gp limit is gone, I dropped it about a page back.

Also, I'm going to be very particular about what story elements you bring to the game. If you don't add something to the story, your going to have to write something up.
 

Enhanced Statistics-Luithi has used alter reality to give himself a +5 Inherent Bonus to all statistics.

Kal, you know better than me, but is that under Alter Reality? I know it's under wish, but it's not specifically under alter reality.
 

Creamsteak, if I want a weapon, which is essentially a Black Blade of Disaster, but then instantaneous and further enhanceable, how much is that gonna cost me (remember, I have the Alter Reality ability)?
 

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