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<blockquote data-quote="Nephtys" data-source="post: 5558626" data-attributes="member: 31780"><p>Almost done</p><p> </p><p style="text-align: left">-- </p><p></p><p style="text-align: left">Shahaza</p><p></p><p>[sblock=Background]</p><p> </p><p>Part 1 or 2</p><p> </p><p>She stood upon the broken plane of Avernus, surveying a field of carnage. Endless rows of fiends and mortals surged forth beneath her, crashing into her enemies. Expendable. They would die killing diabolic shock troops who were themselves expendable to their master, the Lady Zariel of the First. Somewhere beyond those lines her true enemy hid, cloaked in magic. And killing her would not only win the battle but this entire stage of the endless Blood War. Unlikely as that would be, her schemes had made it a possibility. Diplomacy could someimes win greater victories than any battle.</p><p>But this battle was more than a distractrion, her enemies had important resources here in the Golden Forges of Kagat and looting them would take her closer to victory. The Diabolic line rolled back, putting her vanguard in the beginning of a bulge that would surely turn into an encirclement. She sneered. Her opposing general thought her a fool, and he could go on thinking that for a while longer. The loss of a few thousand Dretches, Manes, Rutterkin and Mortals would weaken her less than overconfidence would weaken the Baatezu. Devils were predictable when you understood their way of thinking. They would crush her vanguard, and were surely already moving up hidden troops to attack her flanks and rear. When she moved to protect her flanks they would commit their fliers and then their elite reserves. She shook her head. Her flanks would hold longer than their apparent strength would indicate, her center was unassailable (unless her opponent had the mind of a Demon), and her back protected by a few unpleasant surprises. Her opponent thought that he had chosen the site of this battle. He was mistaken.</p><p>They moved sooner than she had expected. So much the better. Fighting a Demonic army on the defensive must have unnerved them. Before the jaws of the enemies trap closed on a near third of her shock troops she felt the report of Asenavi the Merciful, her Captain of the Left. She was under heavy attack by a sizeable force of Hamatula and Barbazu, joined by a company of Osyluth and an elite core of Cornugons. It was a force designed to cut trough the corps of Babau, Bar Igura and Hezrou it attacked and in time it would. Even the skill of her officers could only delay the end. But that would have to be enough. A brief command sent a fraction of her reserves to their aid. That, and the strength of the demonic resistance would convince the enemy general that she had committed a major portion of her strength there. That and - silence. </p><p>So, her enemy had some tricks of his own. Several spellcasters of not inconsiderable level if they could act on such a scale. Lieutenants on the edge of the flank confirmed her suspicions, as did a dark miasma on the horizon. No demon would leave that part of the battlefield alive, blocked off from teleportation, burning in black flames and under assault by a force a fraction the size of their own but a dozen times their power. It wouldn't be long before the enemy would commit that force again to another part of the battlefield, all but undamaged by her defenders. She ground her teeth. Never underestimate a Devil. Now the real battle would begin and the pace shift to lightning strikes. </p><p>In the center of the battlefield the two vanguards battled on, all but irrelevant to the final outcome. Daiasath the Bold had done well in that ungrateful role, breaking the encirclement, reuniting her two forces of rabble and cutting off a slice of the enemy's rabble in the process. Clever girl, too bad her disloyalty was so obvious. Still, if she survived this she would deserve a promotion for that feat alone.</p><p>The strength of the enemies assault on her flank meant that a significant portion of their mobile forces were committed there. That would make this the perfect time to go on the offensive. Sending her center forward like an avalance in a pincer movement around the blood drenched vanguards and her right flank moving with unnatural speed into the surprised enemy Left she signalled open desperation to her unknown opponent. A feint, but not one he could afford to ignore. The attack would cause a ripple in the lines of her foes, a wave of communication that could be read and traced to their source. And then...</p><p>"My Lady," a tiny mortal in a dirty cloak, a Halfling or perhaps a Gnome if such distinctions mattered, spoke out in a weary but triumphant voice. "I believe I have found him and I know his defenses." He coughs, expelling blood and viscera, only some of it his own. "Now, can I have More?" "You can have all you desire, once our victory is complete. Those were the terms of your contract, and far more generous than you deserve. Ready yourself, and your acolytes. The time has come."</p><p>Space folded and she stepped trough. To the chanting chorus of a hundred mortal casters, the roaring of the Horde and the shrieking noise of layers of magic wards ripped apart she committed herself and her elite guard to combat. There stood the enemy general, a Pit Fiend towering over all others in the great hall, fury radiating from him in palpable waves. "Filth! Incompetent traitors!" She gave him no more time to curse his troops. With a hiss she crossed the space between them and her many weapons clashed with his flesh. He did not last long.</p><p> </p><p>2/2 (unfinished)</p><p> </p><p>Trough some intrigue and support from her victorious army she manages to briefly become the ruler of a level of the Abyss (let's say nr 1351). While she struggles to maintain control of her realm it's invaded by another Lord. Betrayed, she's defeated in battle, captured and put to death. A long drawn out death that makes her question her alignment. Then, some 3400 years later, she awakes in the strangest of circumstances.</p><p> </p><p> </p><p> </p><p> </p><p>[/sblock] </p><p> </p><p>[sblock=Appearance]</p><p><img src="http://fc09.deviantart.net/fs51/f/2009/331/2/f/Marilith_by_kerembeyit.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p>[/sblock] </p><p> </p><p> </p><p>[sblock=stats]</p><p>LA 10 / Marilith 16 HD / Fighter 2 / Marshal 1 / Monk 1</p><p> </p><p>AL: LE HT: 10 ft, 22 with tail WT: 4000 lbs</p><p> </p><p> </p><p>90 points........base..race level Inherent Enhancement Special</p><p>Str....47/+18...17....+18..+1... +5....... +6</p><p>Dex...36/+13...17....+8..........+5........ +6 </p><p>Con...42/+16...13...+18.........+5........ +6 </p><p>Int....32/+11...13....+8..........+5........ +6 </p><p>Wis...32/+11...13....+8..........+5........ +6 </p><p>Cha...42/+16...17...+14.........+5........ +6 </p><p> </p><p> </p><p>HP: 422 (8 + 94 + 320) (8 + 15d8 + 2d10 + 1d8 + 1d8 + 20x16)</p><p> </p><p>AC: 70 (10 + 13 dex + 8 armour + 16 nat armour + 5 natural armour enhancement + 5 Deflection + 11 wisdom +2 sacred)</p><p>Touch AC: 41</p><p>AC at full use of defending weapons: 75 (70+5)</p><p>Touch AC at full use of defending weapons: 46 (41+5)</p><p> </p><p>Saves:</p><p>For: 38 (10 Outsider +3 Fighter +2 Marshal +2 Monk +16 Con +5 resistance)</p><p>Ref: 30 (10 Outsider +0 Fighter +0 Marshal +2 Monk +13 Dex +5 resistance) + Evasion</p><p>Will: 30 (10 Outsider +0 Fighter +2 Marshal +2 Monk +11 Wis +5 resistance)</p><p> </p><p>Init: +24 (13 dex +2 typeless +2 typeless +5 insight +2 luck) </p><p>Space/Reach: 10 ft./10 ft.</p><p> </p><p> </p><p>Bab: 18</p><p>Grapple: +41 (18 bab + 19 str + 4 size)</p><p>Attack +42 (18 bab + 19 str +5 weapon)</p><p> </p><p>Attack +42 (18 bab + 19 str +5 weapon)</p><p> </p><p>Full Attacks</p><p> </p><p>Primary hand</p><p>1: +42/+37/+32/+27 </p><p>Large Mithral Scimitar +5 , Bodyfeeder, Valorous, Keen</p><p>Damage: 1d8+19+5+3 /15-20x2 + 16 Fire + Valorous (x2 on Charge) + Critical hit effects (Bodyfeeding) </p><p> </p><p>Secondary hand </p><p>2: +42/+37/+32</p><p>Large Alchemical Silver Scimitar +5, Defending, Bodyfeeder, Keen</p><p>Damage: 1d8+19+5+3 /15-20x2 + 16 Fire + Critical hit effects (Bodyfeeding) + Defending</p><p> </p><p>Teriary Hand</p><p>3: +42/+37/+32</p><p>Large Mithral Scimitar +5 , Bane (Evil Outsiders), Heavenly Burst, Keen, Stunning Surge (Fort DC 41 16/day)</p><p>Damage: 1d8+19+5+3 /15-20x2 + 16 Fire + 2d6 (Evil Outsiders) + Critical hit effects (3d6 vs Evil) </p><p> </p><p>Quaternary Hand</p><p>4: +42/+37/+32</p><p>Large Mithral Scimitar +5 , Unholy, Stunning Surge (DC 10 +1/2 char level + Cha), Keen, Heavenly Burst</p><p>Damage: 1d8+19+5+3 /15-20x2 + 16 Fire + 2d6 (good alignments) + Stun DC 36, 16/day + Critical hit effects (3d6 vs Evil) </p><p> </p><p>Quinary Hand</p><p>5: +42/+37/+32</p><p>Large Mithral Scimitar +5 , Unholy, Stunning Surge (DC 10 +1/2 char level + Cha), Keen, Heavenly Burst</p><p>Damage: 1d8+19+5+3 /15-20x2 + 16 Fire + 2d6 (good alignments) + Stun DC 36, 16/day + Critical hit effects (3d6 vs Evil) </p><p> </p><p>Senary Hand</p><p>6: +40/+35/+30 </p><p>Halberd of Vaulting +2</p><p>Damage: 1d10+19+2+3 /20x3 + 16 Fire</p><p>Special: HoV gives x2 damage with all weapons on charge </p><p> </p><p>Tail slap: +37 </p><p>Damage: 4d6+38+3 + 16 Fire + Improved Grab (free action grapple on hit with tail)</p><p> </p><p> </p><p> </p><p>Skills (Total/Ranks) 348 [8x4 + 8x15 + 2x2 + 4x1 + 4x1 + 8x23] [Max rank 23]</p><p> </p><p>...................................................(HD+Fighter+Marshal+Monk+Ability+Racial+Feat+Item+Synergy)</p><p>Bluff.........................................48 (19+0+3+0+16+0+0+10)</p><p>Concentration............................38 (19+0+0+1+18+0+0+0)</p><p>Diplomacy.................................55 (19+0+3+1+16+0+2+10+2+2)</p><p>Disguise....................................37 (19+0+0+0+16+0+0+0+2)</p><p>Hide.........................................40 (19+0+0+1+10+0+0+10)</p><p>Intimidate.................................43 (19+2+1+0+16+0+0+3+2)</p><p>Listen.......................................42 (19+0+3+1+11+8+0+0)</p><p>Move Silently.............................35 (19+0+0+1+10+0+0+5)</p><p>Search......................................35 (19+0+0+0+11+0+0+5)</p><p>Sense Motive.............................34 (19+0+3+1+11+0+0+0)</p><p>Spellcraft..................................34 (19+0+0+0+11+0+0+0+2+2)</p><p>Spot.........................................42 (19+0+3+1+11+8+0+0)</p><p>Survival.....................................37 (19+0+0+0+11+0+0+5+2)</p><p>Use Mag Dev..............................35 (19+0+0+0+11+0+0+3+2)</p><p>Handle Animal:............................22 (0+3+0+0+16+0+0+3)</p><p>Jump:........................................71 (0+21+0+1+19+0+0+30)</p><p>Knowlege (the Planes):.................31 (19+0+1+0+11+0+0+0)</p><p>Knowlege (religion):......................20 (0+0+0+9+11+0+0+0)</p><p>Perform (Sing):............................26 (0+0+0+0+16+0+0+10) </p><p> </p><p>Class Skills:</p><p>Marshal</p><p>Bluff, Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Survival (Wis), and Swim (Str).</p><p>Monk</p><p>Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex). </p><p>Fighter</p><p>Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str). </p><p> </p><p> </p><p>Feats [7+2]</p><p>Power Attack, Power Lunge, Leap Attack, Improved Bull Rush, Shock Trooper, Multiweapon Fighting [Note: Mariliths gain no penalty for off-hand attacks], Improved Multiweapon Fighting [+1 offhand attack/hand], Greater Multiweapon Fighting [+1 offhand attack/hand], Hand of Osano Wo [Full str bonus to all attacks] </p><p> </p><p>Additional Feats/Class Features: </p><p>Skill Focus (Diplomacy), Stunning Fist, Unarmed Strike, Minor Aura (Over the Top).</p><p> </p><p>Power Lunge</p><p>Type: General</p><p>Sources: Enemies and Allies</p><p>Ghostwalk</p><p>Sword and Fist</p><p>Your ferocious attack may catch an opponent unprepared.</p><p>Prerequisite: Base attack bonus +3, Power Attack.</p><p>Benefit: A successful attack roll during a charge allows you to add double your normal Strength modifier to the attack's damage, regardless of whether you're using one- or two-handed weapons. You provoke an attack of opportunity from the opponent you charged.</p><p> </p><p>Leap Attack</p><p>Type: General</p><p>Source: Complete Adventurer</p><p>You can combine a powerful charge and a mighty leap into one devastating attack.</p><p>Prerequisite: Jump 8 ranks, Power Attack.</p><p>Benefit: You can combine a jump with a charge against an opponent. If you cover at least 10 feet of horizontal distance with your jump, and you end your jump in a square from which you threaten your target, you can double the extra damage dealt by your use of the Power Attack feat. If you use this tactic with a two-handed weapon, you instead triple the extra damage from Power Attack. (Erratad to x4 for two-handed weapons)</p><p>This attack must follow all the normal rules for using the Jump skill and for making a charge, except that you ignore rough terrain in any squares you jump over. </p><p> </p><p>Shock Trooper</p><p>Type: Tactical</p><p>Source: Complete Warrior</p><p>You are adept at breaking up formations of soldiers when you rush into battle.</p><p>Prerequisite: Improved Bull Rush, Power Attack, base attack bonus +6.</p><p>Benefit: The Shock Trooper feat enables the use of three tactical maneuvers.</p><p>Directed Bull Rush: To use this maneuver, you must make a successful bull rush attempt as part of a charge. For every square you push your foe hack, you may also push that foe one square to the left or right.</p><p>Domino Rush: To use this maneuver, you must make a successful bull rush attempt that forces a foe into the same square as another foe. You may make a free trip attempt against both foes at the same rime, and neither foe gets a chance to trip you if your attempt fails.</p><p>Heedless Charge: To use this maneuver, you must charge and make the attack at the end of the charge using your Power Attack feat. The penalty you take on your attack roll must be -5 or worse. In addition to normal charge modifiers (which give you a -2 penalty to AC and a +2 bonus on the attack roll), you can assign any portion of the attack roll penalty from Power Attack to your Armor Class instead, up to a maximum equal to your base attack bonus.</p><p>Special: A fighter may select Shock Trooper as one of his fighter bonus feats.</p><p> </p><p> </p><p> </p><p> </p><p>Special Attacks</p><p>Constrict 4d6+38+3+16fire, improved grab, spell-like abilities, summon demon</p><p> </p><p>Special Qualities</p><p>Damage reduction 10/good and cold iron, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 25, telepathy 100 ft.</p><p> </p><p>Constrict (Ex)</p><p>A marilith deals 4d6+38+3+16fire points of damage with a successful grapple check. The constricted creature must succeed on a DC 29(10+19) Fortitude save or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter. The save DC is Strength-based.</p><p> </p><p>Improved Grab (Ex)</p><p>To use this ability, a marilith must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds on the grapple check, it can constrict.</p><p> </p><p>Spell-Like Abilities</p><p>At will—align weapon, blade barrier (DC 32), magic weapon, project image (DC 30), see invisibility, telekinesis (DC 31), greater teleport (self plus 50 pounds of objects only), unholy aura (DC 34). Caster level 16th. The save DCs are Charisma-based.</p><p> </p><p>Summon Demon (Sp)</p><p>Once per day a marilith can attempt to summon 4d10 dretches, 1d4 hezrou, or one nalfeshnee with a 50% chance of success, or one glabrezu or another marilith with a 20% chance of success. This ability is the equivalent of a 5th-level spell.</p><p> </p><p>True Seeing (Su)</p><p>Mariliths continuously use this ability, as the spell (caster level 16th). </p><p> </p><p>Skills</p><p>Mariliths have a +8 racial bonus on Listen and Spot checks. </p><p> </p><p>Feats</p><p>In combination with its natural abilities, a Marilith’s Multiweapon Fighting feat allows it to attack with all its arms at no penalty.</p><p>[/sblock] </p><p> </p><p>[sblock=Equipment]</p><p> </p><p>Head:</p><p>* Circlet of Persuasion: 6,750gp [4,500x1,5] </p><p>* Greater Choker of Eloquence (Complete Adventure): 36,000gp [24,000x1,5]</p><p>* Cowl of Warding (Magic of Faerûn): 200,800 gp </p><p>-- 243,550 gp</p><p>(+ 3 competence bonus on charisma checks)</p><p>(+ 10 diplomacy, +10 Bluff, +10 Perform(Sing))</p><p>(The wearer of the cowl is protected by a mind blank spell. and acts as if wearing a ring of freedom of movement. It also turns six levels of spells per day as the spell turning spell)</p><p> </p><p> </p><p>Eyes:</p><p>* Lens of Detection: 5,250gp [3,500x1,5] </p><p>* X-ray vision: 25,000gp</p><p>-- 30,250 gp</p><p>(+5 to Search and Survival)</p><p>(On command, the ability to see into and through solid matter. Vision range is 20 feet. X-ray vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker </p><p>substances or a thin sheet of lead blocks the vision.Physically exhausting, causing the wearer 1 point of Constitution damage per minute after the first 10 minutes of use in a single day.)</p><p> </p><p>Neck: </p><p>* +5 Natural Armour: 75,000gp [50,000x1,5] </p><p>* Antimagic Torq (1/day) (underdark): 37,500gp [25,000x1,5] </p><p>* Necklace of Adaptation: 13,500gp [9,000x1,5]</p><p>* Golembane Scarab: 3,750 [2,500x1,5]</p><p>* Scarab of Protection: 57,000 gp [38,000x1,5] </p><p>* Retributive Amulet (Book of Exalted Deeds): 56,000 gp.</p><p>* Heartseeking Amulet (MIC): 4,500gp [3000x1,5] </p><p>* Collar of Umbral Metamorphosis (Tome of Magic): 16,200gp [10,800x1,5] </p><p>-- 263,450 gp</p><p>(The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases and allowing him to breathe, even underwater or in a vacuum.)</p><p>(The scarab can absorb 12 energy-draining attacks, death effects, and negative energy effects).</p><p>(Detect any golem within 60 feet (a standard action). A scarab enables its possessor to combat golems with weapons, unarmed attacks, or natural weapons as if those golems had no damage </p><p>reduction.) </p><p>(+2 sacred bonus to AC. In addition, when the wearer takes damage from a melee attack made with a natural or hand-held weapon, the damage is divided equally between the attacker and the target. If the </p><p>damage is an odd number, the extra point of damage goes to the attacker.)</p><p>(Touch Attack with weapon 3/day)</p><p>(Gain the Dark creature template for 10 min a day: +8 Hide, +6 Move Silently, +10 ft move speed (all unnamed), cold resistance 10, superior low light vision, and Darkvision 60ft, ex. ability to Hide In </p><p>Plain Sight.) </p><p> </p><p>Shirt: </p><p> </p><p>Body: Clothing</p><p> </p><p>Waist:</p><p>*Belt of Magnificence (Miniatures Handbook): 200,000gp </p><p>*Belt of Battle (MIC): + 18,000gp [12,000 x 1,5])</p><p>-- 218,000 gp</p><p>(+6 to all stats)</p><p>(3 charges/day, 1 charge:move, 2 charges:Standard, 3 charges: Full Round.)</p><p> </p><p>Shoulders:</p><p>*Epic Cloak of Spell Resistance: 290,000gp</p><p>*Elvenkind: 3,750gp [2,500x1,5] </p><p>*Resistance +5: 37,500gp [25,0001,5] </p><p>*Cloak of Stone: Underdark: 31,200gp [20,800x1,5] </p><p>-- 362,450 gp</p><p>(SR 40)</p><p>(+5 competence bonus to Hide)</p><p>(+5 resistance to saving throws)</p><p>(+5 circumstance bonus on Hide and Move Silently checks, meld into stone spell twice a day)</p><p> </p><p>Wrists: </p><p>*Armour +8: 64,000gp </p><p>*Deathsrike Bracers (MIC): 7,500gp [5000x1,5]</p><p>*Bracers of Blinding Strike: 7,500gp [5000x1,5] </p><p>*Counterstrike Bracers: 3,750gp [2,500x1,5]</p><p>-- 82,750 gp</p><p>(Activation: Swift (mental) When activated, deathstrike bracers allow you to use melee weapons to deal extra damage from critical hits and sneak attacks to constructs, elementals, oozes, plants, and undead </p><p>as if they were not immune to such extra damage. 1rd, 3/day.)</p><p>(+2 Init, 3/day extra attack)</p><p>(2/day free aoo against an opponent who fails to hit you with melee attack.)</p><p> </p><p>Hands:</p><p>*Mithral Gauntlets: +1, Eager (+2) (MIC, +2 typeless Initiative bonus, +2 damage to all attacks the first round of combat and surprise rounds), Initiative (Oriental Adventures, 10,000 gp, +2 luck bonus on </p><p>Initiative), Warning (+1) (MIC, +5 insight bonus to initiative), Luck (+1) (ExPH, reroll 1/day) -- 60,000 gp</p><p>*Gauntlets of War (CC): 15,000gp [10,000x1,5]</p><p>*Gauntlets of Rusting: 6000gp [4,000x1,5]</p><p>*Glove of Storing: 17,250gp [11,500x1,5] </p><p>*Gauntlets of Heartfelt Blows (Dragon #314): 18,000gp [12,000x1,5] </p><p>-- 116,250 gp</p><p>(+1 damage to melee attacks, +3 if you worship a deity with access to the War domain.)</p><p>(Once per day, it can affect an object as with the rusting grasp spell. It also completely protects the wearer and her gear from rust (magical or otherwise), including the attack of a rust monster.) </p><p>(On command, one item held in the hand wearing the glove disappears. The item can weigh no more than 20 pounds and must be able to be held in one hand. A glove can only store one item at a time. Storing or </p><p>retrieving the item is a free action.)</p><p>(The wearer's melee attacks cause extra points of fire damage equal to his Charisma bonus (+16). This bonus damage also applies to touch attacks.)</p><p> </p><p>Ring: </p><p>*Major Spell Storing (-): 200,000gp </p><p>*Evasion: 37,500gp [25,000x1,5]</p><p>*Flesh ring of Scorn (MiC) 12,000gp [8,000x1,5]</p><p>-- 249,500 gp</p><p>(Automatically confirms a critical threat against an opponent 3/day, but also deals 2d6 damage to the wearer)</p><p> </p><p>Ring: </p><p>*Ring Of Solar Wings (BoExaltedD): 118,000gp </p><p>*+5 deflection: 75,000gp [50,000] </p><p>-- 193,000 gp </p><p>(Gives Gleaming White Solar wings and the ability to fly at a speed of 150 ft (good maneuverability) and feather fall if removed.) </p><p> </p><p>Feet/Tail: </p><p>*Elvenkind: 3,750gp [2,500x1,5]</p><p>*Speed: 18,000gp [12,000x1,5]</p><p>*Striding and Springing: 8,250gp [5,500x1,5]</p><p>*Temporal Acceleration (MiC) 64,500gp [43.000x1,5]</p><p>*Boots of Tremorsense (Underdark): 45,000gp </p><p>*Tailbands of Impact (Dragon Magic): 9,000gp [6,000x1,5]</p><p>-- 148,500 gp</p><p>(+5 competence bonus on Move Silently)</p><p>(Haste 10rds/day)</p><p>(land speed +10, +5 to Jump checks)</p><p>(swift action "timestop" 2rds 1/day)</p><p>(The wearer can automatically sense the location of any creature or object within 30 feet that is in contact with the ground.)</p><p>(Str bonus on tail attacks: x 1-1/2 -> Str bonus x 2.)</p><p>Worn items Sum 1,370,450gp /4,300,000gp</p><p> </p><p>Weapons:</p><p>4 Large Mithral Scimitars +5(+10) : 202,500gp x4= 810,000gp</p><p>1 Large Alchemical Silver Scimitar +5(+10): 201,000 gp</p><p>1 Halberd of Vaulting: 20,310gp</p><p> </p><p>Weapon Enchantments:</p><p>Bodyfeeder (+3) (ExPH, Critical hit gives temporary HPs equal to damage for 10 minutes)</p><p>Valorous (+1) (Unapproachable East, doubles weapons damage on a Charge), </p><p>Stunning Surge (+1) (MIC, Fort save (DC 10 +1/2 char level + Cha or target is stunned for 1 round, 1+Cha/day.)</p><p>Heavenly Burst (+1) (MIC, 3d6 damage to evil creature on crit.) </p><p>Transmuting (+2) (MIC, weapon overcomes targets DR after the first round it hits for 10 rounds) </p><p> </p><p>6: Halberd of Vaulting (Arms and Equipment Guide) </p><p>(This +2 halberd allows its wielder to make powerful leaping attacks. The halberd of vaulting gives its wielder a +30 bonus on Jump checks and removes the usual maximums for jumping distance. Whenever the </p><p>wielder takes the charge action, she may attempt a vaulting charge. If the wielder can make a running high jump at least 5 feet high during the charge, the charge attack deals double damage. To make a </p><p>vaulting charge, the wielder must have a clear path through the air to the target.</p><p> </p><p>Weapons Sum: 1031,310gp /4,300,000gp</p><p> </p><p> </p><p>Misc. Items:</p><p> </p><p>Tomes +5 x6 (read): 825,000 gp </p><p>Handy Haversack: 2,000 gp</p><p>Portable Hole: 20,000 gp</p><p>Cephalometer (Underdark): 36,450 gp</p><p>Serpent's Eye (Dungeon #115): 30,000 gp</p><p>(Foresight (as the spell) once per day. 50 charges.</p><p>Rod of Absorption: 50,000gp</p><p>Stone of Good Luck (Luckstone): 20,000 gp.</p><p>(Its possessor gains a +1 luck bonus on saving throws, ability checks, and skill checks)</p><p>Dusty rose Prism: +1 insight bonus to AC: 5,000 gp</p><p>Antimagic Shackles (Book of Exalted Deeds): 132,000 gp</p><p>(These adamantine manacles fit any Small to Large creature and create an antimagic field to a radius of 5 feet when they are fastened. The DC to slip out of the shackles 28, break DC 40 Strength check)</p><p>Note: One of the cuffs is always attacked to one of her arms</p><p>Mirror of Mental Prowess: 175,000gp</p><p>Mirror of Opposition: 92,000gp</p><p>Rod Of Security: 61,000gp</p><p>Healing Blood Flesh Graft (Lords of Madness, fast healing 2): 182,000gp</p><p> </p><p>Misc items Sum: 1,630,450gp /4,300,000gp</p><p> </p><p> </p><p>Remaining gold: 267,790gp</p><p> </p><p> </p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Nephtys, post: 5558626, member: 31780"] Almost done [LEFT]-- [/LEFT] [LEFT]Shahaza[/LEFT] [sblock=Background] Part 1 or 2 She stood upon the broken plane of Avernus, surveying a field of carnage. Endless rows of fiends and mortals surged forth beneath her, crashing into her enemies. Expendable. They would die killing diabolic shock troops who were themselves expendable to their master, the Lady Zariel of the First. Somewhere beyond those lines her true enemy hid, cloaked in magic. And killing her would not only win the battle but this entire stage of the endless Blood War. Unlikely as that would be, her schemes had made it a possibility. Diplomacy could someimes win greater victories than any battle. But this battle was more than a distractrion, her enemies had important resources here in the Golden Forges of Kagat and looting them would take her closer to victory. The Diabolic line rolled back, putting her vanguard in the beginning of a bulge that would surely turn into an encirclement. She sneered. Her opposing general thought her a fool, and he could go on thinking that for a while longer. The loss of a few thousand Dretches, Manes, Rutterkin and Mortals would weaken her less than overconfidence would weaken the Baatezu. Devils were predictable when you understood their way of thinking. They would crush her vanguard, and were surely already moving up hidden troops to attack her flanks and rear. When she moved to protect her flanks they would commit their fliers and then their elite reserves. She shook her head. Her flanks would hold longer than their apparent strength would indicate, her center was unassailable (unless her opponent had the mind of a Demon), and her back protected by a few unpleasant surprises. Her opponent thought that he had chosen the site of this battle. He was mistaken. They moved sooner than she had expected. So much the better. Fighting a Demonic army on the defensive must have unnerved them. Before the jaws of the enemies trap closed on a near third of her shock troops she felt the report of Asenavi the Merciful, her Captain of the Left. She was under heavy attack by a sizeable force of Hamatula and Barbazu, joined by a company of Osyluth and an elite core of Cornugons. It was a force designed to cut trough the corps of Babau, Bar Igura and Hezrou it attacked and in time it would. Even the skill of her officers could only delay the end. But that would have to be enough. A brief command sent a fraction of her reserves to their aid. That, and the strength of the demonic resistance would convince the enemy general that she had committed a major portion of her strength there. That and - silence. So, her enemy had some tricks of his own. Several spellcasters of not inconsiderable level if they could act on such a scale. Lieutenants on the edge of the flank confirmed her suspicions, as did a dark miasma on the horizon. No demon would leave that part of the battlefield alive, blocked off from teleportation, burning in black flames and under assault by a force a fraction the size of their own but a dozen times their power. It wouldn't be long before the enemy would commit that force again to another part of the battlefield, all but undamaged by her defenders. She ground her teeth. Never underestimate a Devil. Now the real battle would begin and the pace shift to lightning strikes. In the center of the battlefield the two vanguards battled on, all but irrelevant to the final outcome. Daiasath the Bold had done well in that ungrateful role, breaking the encirclement, reuniting her two forces of rabble and cutting off a slice of the enemy's rabble in the process. Clever girl, too bad her disloyalty was so obvious. Still, if she survived this she would deserve a promotion for that feat alone. The strength of the enemies assault on her flank meant that a significant portion of their mobile forces were committed there. That would make this the perfect time to go on the offensive. Sending her center forward like an avalance in a pincer movement around the blood drenched vanguards and her right flank moving with unnatural speed into the surprised enemy Left she signalled open desperation to her unknown opponent. A feint, but not one he could afford to ignore. The attack would cause a ripple in the lines of her foes, a wave of communication that could be read and traced to their source. And then... "My Lady," a tiny mortal in a dirty cloak, a Halfling or perhaps a Gnome if such distinctions mattered, spoke out in a weary but triumphant voice. "I believe I have found him and I know his defenses." He coughs, expelling blood and viscera, only some of it his own. "Now, can I have More?" "You can have all you desire, once our victory is complete. Those were the terms of your contract, and far more generous than you deserve. Ready yourself, and your acolytes. The time has come." Space folded and she stepped trough. To the chanting chorus of a hundred mortal casters, the roaring of the Horde and the shrieking noise of layers of magic wards ripped apart she committed herself and her elite guard to combat. There stood the enemy general, a Pit Fiend towering over all others in the great hall, fury radiating from him in palpable waves. "Filth! Incompetent traitors!" She gave him no more time to curse his troops. With a hiss she crossed the space between them and her many weapons clashed with his flesh. He did not last long. 2/2 (unfinished) Trough some intrigue and support from her victorious army she manages to briefly become the ruler of a level of the Abyss (let's say nr 1351). While she struggles to maintain control of her realm it's invaded by another Lord. Betrayed, she's defeated in battle, captured and put to death. A long drawn out death that makes her question her alignment. Then, some 3400 years later, she awakes in the strangest of circumstances. [/sblock] [sblock=Appearance] [IMG]http://fc09.deviantart.net/fs51/f/2009/331/2/f/Marilith_by_kerembeyit.jpg[/IMG] [/sblock] [sblock=stats] LA 10 / Marilith 16 HD / Fighter 2 / Marshal 1 / Monk 1 AL: LE HT: 10 ft, 22 with tail WT: 4000 lbs 90 points........base..race level Inherent Enhancement Special Str....47/+18...17....+18..+1... +5....... +6 Dex...36/+13...17....+8..........+5........ +6 Con...42/+16...13...+18.........+5........ +6 Int....32/+11...13....+8..........+5........ +6 Wis...32/+11...13....+8..........+5........ +6 Cha...42/+16...17...+14.........+5........ +6 HP: 422 (8 + 94 + 320) (8 + 15d8 + 2d10 + 1d8 + 1d8 + 20x16) AC: 70 (10 + 13 dex + 8 armour + 16 nat armour + 5 natural armour enhancement + 5 Deflection + 11 wisdom +2 sacred) Touch AC: 41 AC at full use of defending weapons: 75 (70+5) Touch AC at full use of defending weapons: 46 (41+5) Saves: For: 38 (10 Outsider +3 Fighter +2 Marshal +2 Monk +16 Con +5 resistance) Ref: 30 (10 Outsider +0 Fighter +0 Marshal +2 Monk +13 Dex +5 resistance) + Evasion Will: 30 (10 Outsider +0 Fighter +2 Marshal +2 Monk +11 Wis +5 resistance) Init: +24 (13 dex +2 typeless +2 typeless +5 insight +2 luck) Space/Reach: 10 ft./10 ft. Bab: 18 Grapple: +41 (18 bab + 19 str + 4 size) Attack +42 (18 bab + 19 str +5 weapon) Attack +42 (18 bab + 19 str +5 weapon) Full Attacks Primary hand 1: +42/+37/+32/+27 Large Mithral Scimitar +5 , Bodyfeeder, Valorous, Keen Damage: 1d8+19+5+3 /15-20x2 + 16 Fire + Valorous (x2 on Charge) + Critical hit effects (Bodyfeeding) Secondary hand 2: +42/+37/+32 Large Alchemical Silver Scimitar +5, Defending, Bodyfeeder, Keen Damage: 1d8+19+5+3 /15-20x2 + 16 Fire + Critical hit effects (Bodyfeeding) + Defending Teriary Hand 3: +42/+37/+32 Large Mithral Scimitar +5 , Bane (Evil Outsiders), Heavenly Burst, Keen, Stunning Surge (Fort DC 41 16/day) Damage: 1d8+19+5+3 /15-20x2 + 16 Fire + 2d6 (Evil Outsiders) + Critical hit effects (3d6 vs Evil) Quaternary Hand 4: +42/+37/+32 Large Mithral Scimitar +5 , Unholy, Stunning Surge (DC 10 +1/2 char level + Cha), Keen, Heavenly Burst Damage: 1d8+19+5+3 /15-20x2 + 16 Fire + 2d6 (good alignments) + Stun DC 36, 16/day + Critical hit effects (3d6 vs Evil) Quinary Hand 5: +42/+37/+32 Large Mithral Scimitar +5 , Unholy, Stunning Surge (DC 10 +1/2 char level + Cha), Keen, Heavenly Burst Damage: 1d8+19+5+3 /15-20x2 + 16 Fire + 2d6 (good alignments) + Stun DC 36, 16/day + Critical hit effects (3d6 vs Evil) Senary Hand 6: +40/+35/+30 Halberd of Vaulting +2 Damage: 1d10+19+2+3 /20x3 + 16 Fire Special: HoV gives x2 damage with all weapons on charge Tail slap: +37 Damage: 4d6+38+3 + 16 Fire + Improved Grab (free action grapple on hit with tail) Skills (Total/Ranks) 348 [8x4 + 8x15 + 2x2 + 4x1 + 4x1 + 8x23] [Max rank 23] ...................................................(HD+Fighter+Marshal+Monk+Ability+Racial+Feat+Item+Synergy) Bluff.........................................48 (19+0+3+0+16+0+0+10) Concentration............................38 (19+0+0+1+18+0+0+0) Diplomacy.................................55 (19+0+3+1+16+0+2+10+2+2) Disguise....................................37 (19+0+0+0+16+0+0+0+2) Hide.........................................40 (19+0+0+1+10+0+0+10) Intimidate.................................43 (19+2+1+0+16+0+0+3+2) Listen.......................................42 (19+0+3+1+11+8+0+0) Move Silently.............................35 (19+0+0+1+10+0+0+5) Search......................................35 (19+0+0+0+11+0+0+5) Sense Motive.............................34 (19+0+3+1+11+0+0+0) Spellcraft..................................34 (19+0+0+0+11+0+0+0+2+2) Spot.........................................42 (19+0+3+1+11+8+0+0) Survival.....................................37 (19+0+0+0+11+0+0+5+2) Use Mag Dev..............................35 (19+0+0+0+11+0+0+3+2) Handle Animal:............................22 (0+3+0+0+16+0+0+3) Jump:........................................71 (0+21+0+1+19+0+0+30) Knowlege (the Planes):.................31 (19+0+1+0+11+0+0+0) Knowlege (religion):......................20 (0+0+0+9+11+0+0+0) Perform (Sing):............................26 (0+0+0+0+16+0+0+10) Class Skills: Marshal Bluff, Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Survival (Wis), and Swim (Str). Monk Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex). Fighter Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str). Feats [7+2] Power Attack, Power Lunge, Leap Attack, Improved Bull Rush, Shock Trooper, Multiweapon Fighting [Note: Mariliths gain no penalty for off-hand attacks], Improved Multiweapon Fighting [+1 offhand attack/hand], Greater Multiweapon Fighting [+1 offhand attack/hand], Hand of Osano Wo [Full str bonus to all attacks] Additional Feats/Class Features: Skill Focus (Diplomacy), Stunning Fist, Unarmed Strike, Minor Aura (Over the Top). Power Lunge Type: General Sources: Enemies and Allies Ghostwalk Sword and Fist Your ferocious attack may catch an opponent unprepared. Prerequisite: Base attack bonus +3, Power Attack. Benefit: A successful attack roll during a charge allows you to add double your normal Strength modifier to the attack's damage, regardless of whether you're using one- or two-handed weapons. You provoke an attack of opportunity from the opponent you charged. Leap Attack Type: General Source: Complete Adventurer You can combine a powerful charge and a mighty leap into one devastating attack. Prerequisite: Jump 8 ranks, Power Attack. Benefit: You can combine a jump with a charge against an opponent. If you cover at least 10 feet of horizontal distance with your jump, and you end your jump in a square from which you threaten your target, you can double the extra damage dealt by your use of the Power Attack feat. If you use this tactic with a two-handed weapon, you instead triple the extra damage from Power Attack. (Erratad to x4 for two-handed weapons) This attack must follow all the normal rules for using the Jump skill and for making a charge, except that you ignore rough terrain in any squares you jump over. Shock Trooper Type: Tactical Source: Complete Warrior You are adept at breaking up formations of soldiers when you rush into battle. Prerequisite: Improved Bull Rush, Power Attack, base attack bonus +6. Benefit: The Shock Trooper feat enables the use of three tactical maneuvers. Directed Bull Rush: To use this maneuver, you must make a successful bull rush attempt as part of a charge. For every square you push your foe hack, you may also push that foe one square to the left or right. Domino Rush: To use this maneuver, you must make a successful bull rush attempt that forces a foe into the same square as another foe. You may make a free trip attempt against both foes at the same rime, and neither foe gets a chance to trip you if your attempt fails. Heedless Charge: To use this maneuver, you must charge and make the attack at the end of the charge using your Power Attack feat. The penalty you take on your attack roll must be -5 or worse. In addition to normal charge modifiers (which give you a -2 penalty to AC and a +2 bonus on the attack roll), you can assign any portion of the attack roll penalty from Power Attack to your Armor Class instead, up to a maximum equal to your base attack bonus. Special: A fighter may select Shock Trooper as one of his fighter bonus feats. Special Attacks Constrict 4d6+38+3+16fire, improved grab, spell-like abilities, summon demon Special Qualities Damage reduction 10/good and cold iron, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 25, telepathy 100 ft. Constrict (Ex) A marilith deals 4d6+38+3+16fire points of damage with a successful grapple check. The constricted creature must succeed on a DC 29(10+19) Fortitude save or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter. The save DC is Strength-based. Improved Grab (Ex) To use this ability, a marilith must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds on the grapple check, it can constrict. Spell-Like Abilities At will—align weapon, blade barrier (DC 32), magic weapon, project image (DC 30), see invisibility, telekinesis (DC 31), greater teleport (self plus 50 pounds of objects only), unholy aura (DC 34). Caster level 16th. The save DCs are Charisma-based. Summon Demon (Sp) Once per day a marilith can attempt to summon 4d10 dretches, 1d4 hezrou, or one nalfeshnee with a 50% chance of success, or one glabrezu or another marilith with a 20% chance of success. This ability is the equivalent of a 5th-level spell. True Seeing (Su) Mariliths continuously use this ability, as the spell (caster level 16th). Skills Mariliths have a +8 racial bonus on Listen and Spot checks. Feats In combination with its natural abilities, a Marilith’s Multiweapon Fighting feat allows it to attack with all its arms at no penalty. [/sblock] [sblock=Equipment] Head: * Circlet of Persuasion: 6,750gp [4,500x1,5] * Greater Choker of Eloquence (Complete Adventure): 36,000gp [24,000x1,5] * Cowl of Warding (Magic of Faerûn): 200,800 gp -- 243,550 gp (+ 3 competence bonus on charisma checks) (+ 10 diplomacy, +10 Bluff, +10 Perform(Sing)) (The wearer of the cowl is protected by a mind blank spell. and acts as if wearing a ring of freedom of movement. It also turns six levels of spells per day as the spell turning spell) Eyes: * Lens of Detection: 5,250gp [3,500x1,5] * X-ray vision: 25,000gp -- 30,250 gp (+5 to Search and Survival) (On command, the ability to see into and through solid matter. Vision range is 20 feet. X-ray vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead blocks the vision.Physically exhausting, causing the wearer 1 point of Constitution damage per minute after the first 10 minutes of use in a single day.) Neck: * +5 Natural Armour: 75,000gp [50,000x1,5] * Antimagic Torq (1/day) (underdark): 37,500gp [25,000x1,5] * Necklace of Adaptation: 13,500gp [9,000x1,5] * Golembane Scarab: 3,750 [2,500x1,5] * Scarab of Protection: 57,000 gp [38,000x1,5] * Retributive Amulet (Book of Exalted Deeds): 56,000 gp. * Heartseeking Amulet (MIC): 4,500gp [3000x1,5] * Collar of Umbral Metamorphosis (Tome of Magic): 16,200gp [10,800x1,5] -- 263,450 gp (The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases and allowing him to breathe, even underwater or in a vacuum.) (The scarab can absorb 12 energy-draining attacks, death effects, and negative energy effects). (Detect any golem within 60 feet (a standard action). A scarab enables its possessor to combat golems with weapons, unarmed attacks, or natural weapons as if those golems had no damage reduction.) (+2 sacred bonus to AC. In addition, when the wearer takes damage from a melee attack made with a natural or hand-held weapon, the damage is divided equally between the attacker and the target. If the damage is an odd number, the extra point of damage goes to the attacker.) (Touch Attack with weapon 3/day) (Gain the Dark creature template for 10 min a day: +8 Hide, +6 Move Silently, +10 ft move speed (all unnamed), cold resistance 10, superior low light vision, and Darkvision 60ft, ex. ability to Hide In Plain Sight.) Shirt: Body: Clothing Waist: *Belt of Magnificence (Miniatures Handbook): 200,000gp *Belt of Battle (MIC): + 18,000gp [12,000 x 1,5]) -- 218,000 gp (+6 to all stats) (3 charges/day, 1 charge:move, 2 charges:Standard, 3 charges: Full Round.) Shoulders: *Epic Cloak of Spell Resistance: 290,000gp *Elvenkind: 3,750gp [2,500x1,5] *Resistance +5: 37,500gp [25,0001,5] *Cloak of Stone: Underdark: 31,200gp [20,800x1,5] -- 362,450 gp (SR 40) (+5 competence bonus to Hide) (+5 resistance to saving throws) (+5 circumstance bonus on Hide and Move Silently checks, meld into stone spell twice a day) Wrists: *Armour +8: 64,000gp *Deathsrike Bracers (MIC): 7,500gp [5000x1,5] *Bracers of Blinding Strike: 7,500gp [5000x1,5] *Counterstrike Bracers: 3,750gp [2,500x1,5] -- 82,750 gp (Activation: Swift (mental) When activated, deathstrike bracers allow you to use melee weapons to deal extra damage from critical hits and sneak attacks to constructs, elementals, oozes, plants, and undead as if they were not immune to such extra damage. 1rd, 3/day.) (+2 Init, 3/day extra attack) (2/day free aoo against an opponent who fails to hit you with melee attack.) Hands: *Mithral Gauntlets: +1, Eager (+2) (MIC, +2 typeless Initiative bonus, +2 damage to all attacks the first round of combat and surprise rounds), Initiative (Oriental Adventures, 10,000 gp, +2 luck bonus on Initiative), Warning (+1) (MIC, +5 insight bonus to initiative), Luck (+1) (ExPH, reroll 1/day) -- 60,000 gp *Gauntlets of War (CC): 15,000gp [10,000x1,5] *Gauntlets of Rusting: 6000gp [4,000x1,5] *Glove of Storing: 17,250gp [11,500x1,5] *Gauntlets of Heartfelt Blows (Dragon #314): 18,000gp [12,000x1,5] -- 116,250 gp (+1 damage to melee attacks, +3 if you worship a deity with access to the War domain.) (Once per day, it can affect an object as with the rusting grasp spell. It also completely protects the wearer and her gear from rust (magical or otherwise), including the attack of a rust monster.) (On command, one item held in the hand wearing the glove disappears. The item can weigh no more than 20 pounds and must be able to be held in one hand. A glove can only store one item at a time. Storing or retrieving the item is a free action.) (The wearer's melee attacks cause extra points of fire damage equal to his Charisma bonus (+16). This bonus damage also applies to touch attacks.) Ring: *Major Spell Storing (-): 200,000gp *Evasion: 37,500gp [25,000x1,5] *Flesh ring of Scorn (MiC) 12,000gp [8,000x1,5] -- 249,500 gp (Automatically confirms a critical threat against an opponent 3/day, but also deals 2d6 damage to the wearer) Ring: *Ring Of Solar Wings (BoExaltedD): 118,000gp *+5 deflection: 75,000gp [50,000] -- 193,000 gp (Gives Gleaming White Solar wings and the ability to fly at a speed of 150 ft (good maneuverability) and feather fall if removed.) Feet/Tail: *Elvenkind: 3,750gp [2,500x1,5] *Speed: 18,000gp [12,000x1,5] *Striding and Springing: 8,250gp [5,500x1,5] *Temporal Acceleration (MiC) 64,500gp [43.000x1,5] *Boots of Tremorsense (Underdark): 45,000gp *Tailbands of Impact (Dragon Magic): 9,000gp [6,000x1,5] -- 148,500 gp (+5 competence bonus on Move Silently) (Haste 10rds/day) (land speed +10, +5 to Jump checks) (swift action "timestop" 2rds 1/day) (The wearer can automatically sense the location of any creature or object within 30 feet that is in contact with the ground.) (Str bonus on tail attacks: x 1-1/2 -> Str bonus x 2.) Worn items Sum 1,370,450gp /4,300,000gp Weapons: 4 Large Mithral Scimitars +5(+10) : 202,500gp x4= 810,000gp 1 Large Alchemical Silver Scimitar +5(+10): 201,000 gp 1 Halberd of Vaulting: 20,310gp Weapon Enchantments: Bodyfeeder (+3) (ExPH, Critical hit gives temporary HPs equal to damage for 10 minutes) Valorous (+1) (Unapproachable East, doubles weapons damage on a Charge), Stunning Surge (+1) (MIC, Fort save (DC 10 +1/2 char level + Cha or target is stunned for 1 round, 1+Cha/day.) Heavenly Burst (+1) (MIC, 3d6 damage to evil creature on crit.) Transmuting (+2) (MIC, weapon overcomes targets DR after the first round it hits for 10 rounds) 6: Halberd of Vaulting (Arms and Equipment Guide) (This +2 halberd allows its wielder to make powerful leaping attacks. The halberd of vaulting gives its wielder a +30 bonus on Jump checks and removes the usual maximums for jumping distance. Whenever the wielder takes the charge action, she may attempt a vaulting charge. If the wielder can make a running high jump at least 5 feet high during the charge, the charge attack deals double damage. To make a vaulting charge, the wielder must have a clear path through the air to the target. Weapons Sum: 1031,310gp /4,300,000gp Misc. Items: Tomes +5 x6 (read): 825,000 gp Handy Haversack: 2,000 gp Portable Hole: 20,000 gp Cephalometer (Underdark): 36,450 gp Serpent's Eye (Dungeon #115): 30,000 gp (Foresight (as the spell) once per day. 50 charges. Rod of Absorption: 50,000gp Stone of Good Luck (Luckstone): 20,000 gp. (Its possessor gains a +1 luck bonus on saving throws, ability checks, and skill checks) Dusty rose Prism: +1 insight bonus to AC: 5,000 gp Antimagic Shackles (Book of Exalted Deeds): 132,000 gp (These adamantine manacles fit any Small to Large creature and create an antimagic field to a radius of 5 feet when they are fastened. The DC to slip out of the shackles 28, break DC 40 Strength check) Note: One of the cuffs is always attacked to one of her arms Mirror of Mental Prowess: 175,000gp Mirror of Opposition: 92,000gp Rod Of Security: 61,000gp Healing Blood Flesh Graft (Lords of Madness, fast healing 2): 182,000gp Misc items Sum: 1,630,450gp /4,300,000gp Remaining gold: 267,790gp [/sblock] [/QUOTE]
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