Deicide: The slaying of Cyric. 3.5 Epic

So bear with me: I'm thinking of running a Changling Rogue 7 | Fighter 2 | Warshaper 4 | Nightsong Enforcer 7. Definitely Melee based, BAB of +18, looking at two-weapon fighting, sneak attack of 7d6.

This would not be "the face." Thoughts?
 

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Ethandrew: sonuds nice, warshaper is always good for the ability bonuses. Source on Nightsong Enforcer?

CM: sad to see you leave, but you know your own time best. Umm can't you ask someone over at the Asylum to hand over a lvl 20 sheet you can rp with?
 

Nightsong Enforcer is in Complete Adventurer. It's a +1 BAB/Level plus it'll give me +3d6 SA within those 7 levels, as well as other goodies. It's a very good melee rogue PrC.
 

[sblock=Deven] Deven

Lawful Good Male Human Cleric 15 / Hierophant 5

Patron Deity: Torm

EXP: 190,000

Strength 26 (+8) [15 base] + 1 [level] + 4 [inherent] + 6 [item]
Dexterity 12 (+1) [9 base] + 3 [inherent]
Constitution 22 (+6) [12 base] + 4 [inherent] + 6 [item]
Intelligence 14 (+2) [11 base] + 3 [inherent]
Wisdom 30 (+10) [16 base] + 3 [level] + 5 [inherent] + 6 [item]
Charisma 26 (+8) [14 base] + 1 [level] + 5 [inherent] + 6 [item]


Size: Medium
Age: 29
Height: 6' 1"
Weight: 220 lb
Eyes: light blue
Hair: sandy brown, shoulder length
Skin: white

[sblock=Appearance] Stocky and robust in his full plate Deven is like a handsome knight out of old love stories. Clean shaven and he has a few scars about his person do to training. [/sblock]

Total Hit Points: 280

Speed: 20' = [30' base] , [20' while in armor]

Armor Class: 32 = 10 + 1 [dexterity] + 13 [+5 full plate] + 7 [+5 heavy steel shield] + 1 [feat]
DR: 2/- (lose when lose Dex bonus to AC)
Touch AC: 11
Flat-footed: 31

Caster Level: 15
Spell DC: 10 + Spell Level + 10 (Wis)

Initiative modifier: + 1 = 1 [dexterity]
Fortitude save: + 24 = 16 [base] + 8 [constitution]
Reflex save: + 8 = 7 [base] + 1 [dexterity]
Will save: + 26 = 16 [base] + 10 [wisdom]
Attack (handheld): + 21 = 13 [base] + 8 [strength]
Attack (missile): + 14 = 13 [base] + 1 [dexterity]
Grapple check: + 21 = 13 [base] + 8 [strength]

[sblock=Special]
Aura (Ex) - Good
Spells: cast divine spells drawn from the cleric list
Domains: Protection and Good
Granted Powers: Good: cast all good spells at +1 caster level; Protection: Protective Ward (Su) grants someone touched a resistance bonus equal to your cleric level on thier next saving throw. Activating this power is a standard action, and an abjuration effect with a duration of one hour that is usable once per day.
Domain Spells: May cast one domain spell per spell level from either of the spells on your domain list for that level.
Spontaneous Casting: A cleric can "lose" any prepared spell (that is not a domain spell), in order to cast any cure spell of the same level or lower.
Alignment Spells: Deven cannot cast spells with the Evil descriptor.
Turn Undead (Su):
* Times per day: 15 = 3 [base] + 8 [charisma] + 4 [feat]
* Range: 60' (turn closest undead first and you do not need line of sight just line of effect)
* Turn check: +10 = + 8 [charisma] + 2 [synergy bonus]
* Turning damage: 2d6 + 23 = + 15 [cleric lvl] + 8 [charisma]
Divine Reach (Su): (takin twice) Can use touch spells on targets up to 60 feet away. If a spell requires a melee touch attack it instead becomes a range touch attack.
Resurrection (Sp): usable twice per day (lose one 7th lvl spell slot)
Dispel magic, Greater(Sp): usuable twice per day (lose one 6th lvl spell slot)
[/sblock]

Weapon proficiency: all simple weapons
Armor proficiency: prof. with all types of armor and with shields (except tower shields)
Languages: Common


[sblock=Feats]Sacred Healing (bonus)
Sacred Purificationl (lvl 1)
Extra Turning (lvl 3)
Weapon Focus: Heavy mace (lvl 6)
Extend Spell (lvl 9)
Maximize Spell (lvl 12)
Shield Specialization (lvl15) PHB2 pg. 82
Armor Specialization (lvl 18) PHB2 pg. 75
Heighten Spell (bonus from Prc)
[/sblock]

[sblock=Skills]Appraise + 2 = 2 [Int]
Balance - 5 = 1 [Dex] - 6 [ACP]
Bluff + 8 = 8 [Cha]
Climb + 2 = 8 [Str] - 6 [ACP]
Concentration + 16 = + 10 [base] + 6 [Con]
Craft + 2 = 2 [Int]
Diplomacy + 21 = 13 [base] + 8 [Cha]
Disguise + 8 = 8 [Cha]
Escape Artist - 5 = 1 [Dex] - 6 [Dex]
Forgery + 2 = 2 [Int]
Gather Information + 8 = 8 [Cha]
Heal + 10 = 10 [Wis]
Hide - 5 = 1 [Dex] - 6 [ACP]
Intimidate + 8 = 8 [Cha]
Jump + 2 = 8 [Str] - 6 [ACP]
Knowledge (Religion) + 25 = 23 [base] + 2 [Int]
Knowledge (History) + 12 = 10 [base] + 2 [Int]
Listen + 10 = 10 [Wis]
Move Silently - 5 = 1 [Dex] - 6 [ACP]
Ride + 1 = 1 [Dex]
Search + 2 = 2 [Int]
Spot + 10 = 10 [Wis]
Sense Motive + 10 = 10 [Wis]
Spellcraft + 15 = 13 [base] + 2 [Int]
Survival + 10 = 10 [Wis]
Swim - 4 = 8 [Str] - 12 [ACP]
Use Rope + 1 = 1 [Dex]
[/sblock]


[sblock=Spells]
Spells/Day
0 level: 6
1 level: 8+1 = 5 + 3 [Wis]
2 level: 8+1 = 5 + 3 [Wis]
3 level: 7+1 = 5 + 2 [Wis]
4 level: 6+1 = 4 + 2 [Wis]
5 level: 6+1 = 4 + 2 [Wis]
6 level: 4+1 = 3 + 2 [Wis] - 1 [PrC ability]
7 level: 2+1 = 2 + 1 [Wis] - 1 [PrC ability]
8 level: 2+1 = 1 + 1 [Wis]

Prepared spells:

0 level: Read Magic, Detect Magic, Detect Magic, Guidance, Create Water, Purify Food & Drink
1 level: Bless, Bless, Bless, Comprehend Languages, Shield of Faith, Shield of Faith, Remove Fear, Divine Favor, d-Protection from Evil
2 level: Find Traps, Find Traps, Hold Person, Make Whole, Remove Paralysis, Shield Other, Spiritual Weapon, Zone of Truth, d-Aid
3 level: Spiritual Weapon(extended), Bull's Strength(extended), Dispel Magic, Remove Curse, Continual Flame, Remove Blindness/Deafness, Invisiblity Purge, d-Protection from Energy
4 level: Restoration, Tongues, Divine Power, Dispel Magic(hieghtened), Sending, Dismissal, d-Spell Immunity
5 level: Divine Power(extended), Flame Strike, Dispel Evil, Break Enchantment, Commune, Righteous Might d-Spell Resistance
6 level: Heal, Heal, Blade Barrier, Banshiment, d-Antimagic Field
7 level: Hold Person(heightened),Restoration,greaterd-Holy Word
8 level: Flame Strike(max), Spell Immunity,greater d-Holy Aura
[/sblock]




[sblock=Human]
* Size: Medium
* Speed: Base speed is 30'
* Feat: Bonus feat at first level
* Skills: gain an additional four skill points at first level and an additional skill point every level after first
* Bonus Languages: none
* Favored Class: any[/sblock]

Light load: 306 lb. or less
Medium load: 306-613 lb.
Heavy load: 613-920 lb.
Lift over head: 920 lb.
Lift off ground: 1,840 lb.
Push or drag: 4,600 lb.

[sblock=Equipment]
Starting Gold: 1,000,000gp

Magical Items:

Tome of leadership and influence +5 (read) 137,500
Tome of understanding +5 (read) 137,500
Manual of gainful exercise +4 (read) 110,000
Manual of bodily health +4 (read) 110,000
Tome of clear thought +3 (read) 82,500
Manual of quickness in action +3 (read) 82,500

Cloak of Charisma +6 36,000
Girdle of Health +6 (same as amulet) 36,000
Peripat of Wisdom +6 36,000
Guantlets of Giant Strength +6 (same as belt) 36,000

+5 full platemail 26,650
+5 heavy steel shield 25,170

Mace of Smiting 75,312
+2 ghost touch dagger 18,302
mw light crossbow 335
+1 bolts (50) 2,350

Rod of Metamagic, maximize lesser 14,000
Strand of Prayer Beads (karma, healing, smiting) 25,800
Ring of Substance 2,500
Wand of Cure Moderate Wounds (50 charges) 4,500

Leftover GP = 86 (will use to buy basic equipment before game)
[/sblock]

[sblock=Background]
Cloistered in a small church while Torm was still a servant of Tyr, Deven was givin a great education at Torm's instructions. It was believed that the God of Justice knew of the future to come and told his followers to perpare Deven for it.

During his younger years the wayward youngster never left the church grounds, he was to study and pray most of his days. As he grew older he was trained in the use of arms and armor and that was added to his studies and praying. Finally when the Champion was ready he was presented to a small circle of mages who equiped the young man and instructed him on what it was he was to do.
[/sblock]

[/sblock]
 
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Looks prety good! I'll share some of my off-the-cuff reactions...please don't take them as criticism though. I think the design you have here is good. I just want to throw out some ideas for consideration.

1) Consider investing some cash into making that full plate of yours adamantine. That makes your DR 4/-, and makes the armor MUCH more durable.

2) You need save boosters. I didnt see a vest or cloak of resistance in your gear...I realize it's tough to find slots. Get the Ioun Stone of Resistance if you must. It's incredibly important.

3) I noticed some spells in your default load that might not be "optimum," though spell lists are easy to revise as we go. In particular, Dispel Magic heightened to 4rth level? The only reason I can think of to do that is to get it past a Minor Globe of Invulnerability...a very rare event to encounter, and easily dealt with via Greater Dispel. Consider loading that slot with a cure spell, of which your default load is very sparse on (I saw the CMW curestick, but CMW won't always cut it in combat, and Heal is best saved for emergencies).

4) Since you're clearly angling to be a melee cleric, you should probably try to get a better AC. Ring of Protection plus some Natual Armor can get it to 42, which is fine. Of course, you can get all that and more from appropriate spells too, so if that's the plan, good deal. :)
 

Thanks for the look through I am actually going anti spell caster as Cyric will be a formabidale foe when it comes to spells so immunities/break enchantment and such. That was a default everyday list to have what may be needed if I knew we wpuld be going into combat or something it would change.

The Dispel(hieghtened) wasn't for breaking globes- I didn't see that. But was just to have another. Not to many useful 4th lvl spells I believe.

I could use the RoP but not much I can loose from my funds, I think I needed more than 1,000,000gp LOL. Spent almost half at the library. It was cheapest to take the maximum +5 on normal armor.

And DMG pg. 283 says heavy armor gets DR 3/- for 15,000gp is that an error. I got DR 2/- for my feat.

I can spontaneously cast maximum cure spells if I use higher slots correct. So some of those spells are there (like Banishment) "just in case" but will probably be traded out for cures anyway.

And Deven can cast them from 60' away that is way cool

Thanks again the spells are default nothing happening that day, and will probably not be my spells for the day once I know we are going to be busy finding Cyric. And not enough money for everything, so I tried a little of everything instead of focusing on one thing.


HM
 

HolyMan, good catch on the spontaneous spells...I completely spaced that. Also, the DMG is correct...its DR 3/- for adamantine heavy armor.

If you have access to Spell Compendium, you'll find a plethora of great 4rth level spells. If you don't, I'd be happy to suggest some. :)

Myth, I've a question for ya. Are we allowed to make customized magic items? That is, using the charts to add functions to existing items (like a Ring of Arcane Might that also gives +5 deflection bonus for example), or new items that have daily charges of spells or something?
 

HM, at a glance this looks awesome! I'll nitpick it later on today (as I'm in the office now). Now, isn't this sheet format much easier to use once done? :)

So this is what you are aspiring for Kye to be when we get to lvl 20 in the VOTD? :)

Shayuri: you are. I beleive the rules are in the Magic Item Compendium, I know i made a Circlet of Rapid Casting +4 INT at no exra cost for Gandalf's game. So long as both base items share the slot, adding the benefit doesn't cost extra. So you can have a cloak of Cha +6 and Protection +6 all at once for the cost of the two separate cloaks put together.

Oh don't forget you get 5000 XP to "burn" on wishes/miracles. Keep that in a separate tab, you'll need it once you get 9th level spells.
 
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Oh, I have 9th level spells to start with. :)

No item crafting feats though. Those are generally better for a wizard. I figure this character's custom items were commissions (and paid full gp price for).

I was thinking of spending that exp reservoir on a few Permanent spells...kind of a risky gambit though, given their vulnerability to Dispels.

I guess I can save it until I have Gate. Or use it when I cast Limited Wish.
 

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