Converting Epic Level Beings

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and i fixed these up, thanks to the dryad and astral deva, respectively:

Wild Empathy (Ex): This power works like the druid’s wild empathy class feature. Prometheus adds a +30 competence bonus (guessing!) and his Charisma modifier (+12) to the 1d20 roll to determine the wild empathy check result.

Improved Uncanny Dodge (Ex): Prometheus retains his Dexterity bonus to AC when flat-footed, and he cannot be flanked except by a rogue of at least 52nd level. He can flank characters with the uncanny dodge ability as if he were a 48th-level rogue.

and this one from looking at what we gave Atlas:
Improved Evasion (Ex): If Prometheus makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage, and takes only half damage on a failed save. If helpless, Prometheus does not gain the benefit of improved evasion.
 

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Looking good so far. For clay of creation, I'd suggest making it 50 HD worth of controlled creatures. I based this on animate dead, assuming a caster level of 25 for this ability, the same caster level as his spell-like abilities.
 

sounds good. :) and that's 50 HD, not including those creatures he has set free or given to other beings, so that's more than enough.

i want to wrap up prommy, so i would like to work on his spellcasting this week. (today if possible) here is the setup, feel free to shout out some suggestions on spells he may have prepared, and such.

Spells: Prometheus can cast divine spells as a 13th-level cleric. Prometheus has access to the following domains: (Good, Fire). The save DCs are Wisdom-based.

Typical Cleric Spells Prepared (6/10/10/8/8/7/6/4; save DC 24 + spell level):
0 – ;
1st – ;
2nd – ;
3rd – ;
4th – ;
5th – ;
6th – ;
7th – .
*Domain spell.

Spells: Prometheus can cast arcane spells as a 15th-level wizard (or sorcerer?).

He has access to the following spells: 0 – acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue;
1st – ;
2nd – ;
3rd – ;
4th – ;
5th – ;
6th – ;
7th – ;
8th – . The save DCs are Intelligence-based.

Typical Wizard Spells Prepared (4/8/8/8/7/7/6/5/3; save DC 25 + spell level);
0 – ;
1st – ;
2nd – ;
3rd – ;
4th – ;
5th – ;
6th – ;
7th – ;
8th – .
 

Here's my take on the cleric spells prepared:


Typical Cleric Spells Prepared (6/10/10/8/8/7/6/4; save DC 24 + spell level):
0 – create water, detect magic, light, mending, purify food and drink, read magic;
1st – Bless (x2), bless water, burning hands*, detect evil, divine favor, entropic shield, protection from evil, remove fear, sanctuary, shield of faith;
2nd – Aid, augury, bear's endurance, bull's strength, eagle's splendor, make whole, owl's wisdom, produce flame*, shield other, silence, status;
3rd – Continual flame, daylight, helping hand, locate object, prayer, resist energy*, searing light, stone shape, water walk;
4th – Air walk, death ward, dimensional anchor, dismissal, divination, freedom of movement, holy smite*, sending, tongues;
5th – Commune, dispel evil, fire shield*, flame strike, mass cure light wounds, plane shift, scrying, true seeing;
6th – Banishment, blade barrier*, greater dispel magic, heal, heroes' feast, mass cure moderate wounds, wind walk;
7th – Fire storm*, holy word, mass cure critical wounds, regenerate, ressurection.
*Domain spell.
 

D’oh! Forgot he needs 2 more domains to pick from. How about Knowledge, and then Healing, Luck, or Protection?
 

I like Knowledge and Protection. If you agree, I'd revise the cleric spells prepared as follows:

Typical Cleric Spells Prepared (6/10/10/8/8/7/6/4; save DC 24 + spell level):
0 – create water, detect magic, light, mending, purify food and drink, read magic;
1st – Bless (x2), bless water, burning hands*, detect evil, divine favor, entropic shield, protection from evil, remove fear, sanctuary, shield of faith;
2nd – Aid, augury, bear's endurance, bull's strength, eagle's splendor, make whole, owl's wisdom, produce flame*, shield other, silence, status;
3rd – Clairaudience/clairvoyance*, continual flame, daylight, helping hand, locate object, prayer, searing light, stone shape, water walk;
4th – Air walk, death ward, dimensional anchor, dismissal, divination, freedom of movement, holy smite*, sending, tongues;
5th – Commune, dispel evil, fire shield*, flame strike, mass cure light wounds, plane shift, scrying, true seeing;
6th – Banishment, blade barrier*, greater dispel magic, heal, heroes' feast, mass cure moderate wounds, wind walk;
7th – Fire storm*, holy word, mass cure critical wounds, regenerate, ressurection.
*Domain spell.
 

i might as well just use those. :) do you think we should go with sorcerer or wizard? i could see him going either way. he's most likely studious enough to be a Wiz, but i could see him just tapping into the energy like a Sor.
 

I agree that he could go either way. I'm leaning towards wizard, though, as he seems like he'd spend alot of time in study.
 

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