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Converting Epic Level Beings

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Only as an afterthought. ;)

Seriously, though, I meant 1E D&DG.

I agree with the animal and health suggestions. Here's a few:

Here's the animal spells culled from the druid lists for potential spell-like inclusion:

Calm Animals: Calms (2d4 + level) HD of animals.
Charm Animal: Makes one animal your friend.
Detect Animals or Plants: Detects kinds of animals or plants.
Hide from Animals: Animals can’t perceive one subject/level.
Speak with Animals: You can communicate with animals.
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Trance: Fascinates 2d6 HD of animals.
Hold Animal: Paralyzes one animal for 1 round/level.
Reduce Animal: Shrinks one willing animal.
Dominate Animal: Subject animal obeys silent mental commands.
Magic Fang, Greater: One natural weapon of subject creature gets +1/three levels on attack and damage rolls (max +5).
Animal Growth: One animal/two levels doubles in size.
Awaken X: Animal or tree gains human intellect.
Commune with Nature: Learn about terrain for 1 mile/level.
Animal Shapes: One ally/level polymorphs into chosen animal.
Summon Nature’s Ally I-IX: Calls creature to fight.

Of these, at will--animal messenger, animal trance, calm animals, charm animal, detect animals and plants, greater magic fang, and speak with animals; 1/day--awaken.

He gets summon nature's ally spontaneously for his druid levels.

For the health-related abilities, I'd add: At will--neutralize poison, remove disease; 1/day--regenerate, reincarnate.
 

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cool. :)

also, reworked the clay to make it a bit less harsh (sorry). :) also, this sounds more like the original description (and is one of the main reasons i wanted to make sure we did epi after prommy):

Clay of Creation (Su): At will, as a full-round action, Epimetheus can shape clay into the form of any living non-unique creature that is not of extraplanar origin. The sculpture becomes a living creature with average statistics for its type. This creature will serve him until it dies, though Epimetheus usually sets it free after a specific service.

Epimetheus can control only 50 HD worth of such creatures at a given time. If he exceeds this number, all the newly created creatures fall under his control, and any excess creatures from previous castings become uncontrolled. (Epimetheus chooses which creatures are released.)

Epimetheus may also create a ball of clay, at will, as a full-round action, to give to another character. The character may activate the clay at any time by tossing the ball to the ground. The clay will instantly take the form of any creature of 4 Hit Dice or less that the character desires, as described above. This creature will serve the character until it dies, or until the character sets it free.

Something about Epimetheus’ clay makes the creatures unstable sometimes. Any creature that Epimetheus makes for himself may go berserk at the moment of its creation if he does not succeed on a DC 44 Will save. The uncontrolled creation goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. Once a creation goes berserk, no known method can reestablish control. A creature created from a ball of clay may go berserk at the moment of its creation if the character that created it does not succeed on a DC X Will save.


Note: with the Will save DC instead of percentage (you rarely see % nowadays, besides I think Will save suits it better), you’ll see that I tried to emulate a 45% miss chance. Think about this: if his Will save is +35, and 10 is the average roll (50%) on a d20, then 45% must be a 9 instead; therefore a roll of 44 or higher should simulate a 45% chance of something going wrong?

As for the 60% chance, not sure what to do there. It’s not important to get a scientifically accurate approximation… maybe beat a DC 20? Or maybe we should give it a variable DC to keep it around 60% for all characters, or just stick with % for that one?
 

BOZ said:
Note: with the Will save DC instead of percentage (you rarely see % nowadays, besides I think Will save suits it better), you’ll see that I tried to emulate a 45% miss chance. Think about this: if his Will save is +35, and 10 is the average roll (50%) on a d20, then 45% must be a 9 instead; therefore a roll of 44 or higher should simulate a 45% chance of something going wrong?
Oddly enough, the golem's berserk chance (from which I borrowed the idea) uses a percentage chace. :uhoh:

I'm fine with the Will save, though, if you wanna go that route for Epi.

BOZ said:
As for the 60% chance, not sure what to do there. It’s not important to get a scientifically accurate approximation… maybe beat a DC 20? Or maybe we should give it a variable DC to keep it around 60% for all characters, or just stick with % for that one?
This is actually a case where the percentage would work better. If we set the DC even remotely high, a low-level character would only have a sliim chance of making the save, making it go berserk much more often that usual. I get the impression that he would often give a cow to a farmer, etc., to make their lives easier. In this manner, Farmer Bob's family wouldn't survive long. ;)

And honestly, it doesn't really make sense why the monster would be less likely to go berserk for a high-level character than a commoner.
 

ok, you sold me. :)

how does this look:

Spell-Like Abilities: At will – animal messenger, animal trance (DC 22), calm animals (DC 21), chain lightning (DC 26), charm animal (DC 21), charm monster (DC 24), cure critical wounds (DC 24), daylight, detect animals or plants, fire storm (DC 27), greater dispel magic, hold monster (DC 25), holy smite (DC 24), invisibility, invisibility purge, levitate, neutralize poison, persistent image (DC 25), polymorph (humanoid forms only, duration 1 hour), protection from energy, read magic, remove curse (DC 23), remove disease (DC 23), speak with animals; 3/day – etherealness, freedom of movement, greater teleport, summon nature’s ally IX, word of chaos (DC 27); 1/day – awaken (DC 25), gate, greater restoration, maze, meteor swarm (DC 29), plane shift, regenerate (DC 27), reincarnate, wind walk. Caster level 25th. The save DCs are Charisma-based.
 


It looks good. Sorry, I've been a bit slow responding today, since I've got to DM tonight. These monsters don't advance themselves, you know. :D
 

you're advancing Titans? :o ;)

okie dokie. :D

the two biggest obstacles to completion remaining are the usual ones; skills and feats:

Skills: 860
There are the standards:
Balance, Bluff, Climb, Concentration, Decipher Script, Diplomacy, Gather Information, Heal, Intimidate, Jump, Listen, Search, Sense Motive, Spellcraft, Spot

Plus, some possibles:
Craft (basketweaving, heh?, maybe carpentry, definitely sculpting)
Knowledge (arcana, nature, religion, the planes)
Perform (maybe comedy, heh, or wind instruments, or sing)
Escape Artist, Survival, Swim


Feats: 7+7 epic
(I would avoid anything that gives him a sense of intuition or awareness of his surroundings, such as Alertness and Combat Expertise)

some ideas (culled this list from the other Titans – keep in mind prerequisites!):
Feats: Power Attack/Cleave/Great Cleave/Improved Sunder/Improved Bull Rush/Awesome Blow; (tree)
Weapon Focus (slam)/Weapon Specialization (slam)/Greater Weapon Specialization (slam);
Improved Unarmed Strike/Improved Grapple
Combat Casting, Empower Spell-Like Ability, Endurance, Great Fortitude, Improved Critical (slam), Improved Initiative, Quicken Spell-Like Ability, Skill Focus (Craft [sculpting]), Track,

Epic Feats: Devastating Critical (slam), Epic Endurance, Epic Fortitude, Epic Prowess, Epic Reflexes, Epic Skill Focus (Craft [sculpting]), Epic Toughness, Epic Weapon Focus (slam), Epic Weapon Specialization (slam), Fast Healing, Improved Darkvision, Legendary Climber, Legendary Leaper, Legendary Tracker, Legendary Wrestler, Overwhelming Critical (slam), Spellcasting Harrier
 

BOZ said:
you're advancing Titans? :o ;)
I wish...it probably would have gone faster. ;) I ended up putting together a great wyrm spinewyrm, added 10 fighter levels to a mur-zhagul troll, and a 21st-level Red Wizard of Thay and his henchmen. :]

BOZ said:
Skills: 860
There are the standards:
Balance, Bluff, Climb, Concentration, Decipher Script, Diplomacy, Gather Information, Heal, Intimidate, Jump, Listen, Search, Sense Motive, Spellcraft, Spot

Plus, some possibles:
Craft (basketweaving, heh?, maybe carpentry, definitely sculpting)
Knowledge (arcana, nature, religion, the planes)
Perform (maybe comedy, heh, or wind instruments, or sing)
Escape Artist, Survival, Swim
I think we should try to preserve his "bumbling" nature. Since he totally fell for the Pandora fiasco, I wouldn't give him particularly high Sense Motive. Handle Animal might be worth adding, since he's tasked with giving positive traits to animals.

I like Craft (sculpting), Handle Animal, Knowledge (arcana, nature, religion, the planes), Perform (comedy, oratory, sing), Survival, and Swim in addition to the titan standards.

Suggested Feats: Animal Affinity, Craft Wondrous Item, Empower Spell-Like Ability (cure critical wounds), Power Attack, Quicken Spell-Like Ability (greater teleport), Skill Focus (Craft [sculpting]), Track.

Suggested Epic Feats: Craft Epic Wondrous Item, Epic Skill Focus (Craft [sculpting]), Epic Fortitude, Improved Darkvision, Legendary Climber, Legendary Leaper, Legendary Tracker.
 
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how about these ranks:
Balance +39, Bluff +29, Climb +39, Concentration +36, Craft (sculpting) +43, Decipher Script +35, Diplomacy +29, Gather Information +29, Handle Animal +36, Heal +29, Intimidate +36, Jump +39, Knowledge (arcana) +39, Knowledge (nature) +39, Knowledge (religion) +36, Knowledge (the planes) +29, Listen +29, Perform (comedy) +35, Perform (oratory) +29, Perform (sing) +29, Search +29, Sense Motive +14, Spellcraft +39, Spot +29, Survival +39, Swim +29

I’m fine with your skill selections. :) they work for a woodsy-outdoorsy survivor type like epi.
 


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