Eadric et. al. (The Paladin and his Friends).

Sheyd

First Post
Oh another wonderful character write up that I've been looking for. :) I don't want to ask questions that have already been answered elsewhere but do you have any special method for creating your Epic spells other then what's in the Epic Handbook?
 

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Yay! :D Was dying to read her new stats after she got reincarnated and the scene where she rose to power in Fumaril!

Nice one Sep :D. That Paling is kinda taxing though, steady XP drain.
 

Cheiromancer

Adventurer
Couple of questions about Visuit's Sword:

Vampiric weapon: is this the version from Magic of Faerun? (+2 enhancement, target loses 1d4 additional hit points (if they fail a DC 16 Fort save) which are added to your total, and they are not temporary until you exceed your maximum).

Censure Servant of the Sun: The sword has to hit the target to be censured, right? Does this happen automatically, or does it take some kind of action? Can it be used multiple times per round? Does it trigger a cleave? I have this vision of Visuit cleaving ranks of paladins into Hell.
 

Vampiric weapon: is this the version from Magic of Faerun? (+2 enhancement, target loses 1d4 additional hit points (if they fail a DC 16 Fort save) which are added to your total, and they are not temporary until you exceed your maximum).

Actually, I'd assumed 1d4 Con -> 5 temporary hit points, no Save, as vampire.

Cheiro said:
Censure Servant of the Sun: The sword has to hit the target to be censured, right?

Yep.

Does this happen automatically

Yep.

Can it be used multiple times per round?

Yep.

Cheiro said:
Does it trigger a cleave?

That's a good question. I don't see why not.

I have this vision of Visuit cleaving ranks of paladins into Hell.

Yes.
 

Erevanden

Explorer
Most magnificent creations Sepulchrave, truly spectacular, bravo !! :D

Do you intend on posting the remaining Cheshnite Hierophants (especially Prahar, but I'm also very curious about Choach, Jahi and Naatha), and perhaps Rede, hmmm ?? :)
 

Cheiromancer

Adventurer
Sepulchrave II said:
Yep... Yep... Yep... I don't see why not... Yes.
You make me laugh. To think that some DM's say they have trouble challenging their high level PCs. Way to knock it out of the park, Sep.

I'm thinking about boundaries between different world-views. I mean, Visuit has her own meaning within Cheshnite myth and theology, but she obviously has to exist in an Oronthonian view of the world, too. All the Chesnite cabal do, otherwise they wouldn't be on the scene when the Oronthonian paradigm gets reshuffled.

I'm thinking it is like the tension between law and goodness which is problematic in Oronthonian theology. This might have to do more with Oronthon's goodness and purity, so incandescent that the sun would cast a shadow in his presence. In this point of view, even the purest paladin is a dark, loathsome speck. I'm thinking sort of Johnathan Edwards here (although this isn't the place to discuss his theology, of course!). The paradox that even paladins deserve Hell is deeply rooted in the Oronthonian point of view.

In other words, the "shadow side" of having a solar deity is that normal mortals just don't measure up- the "censure servants of the sun" ability merely reflects this and makes it tangible. Probably the other folks in the Chesnite cabal also reflect problems and anxieties of Oronthonian belief. Sibud is "why do we die", but also "will we someday be forgotten" and any number of other questions.

Just some idle speculation- your stat-blocks are more of a stimulus to thought than most story hours.
 

Nehael's manifestation well after her transition to the Uediian reality, as the Viridity accelerates. Nehael embodies a spontaneous passivity which continually adapts to circumstances: a succubus stripped of all malice, and her remaing focus (sexuality) elevated and hallowed; unlike Soneillon, Nehael is not absorptive, but fertile and expansive. She's a newborn archetype, sealing 'Tree and Eros' together in a semiotic union which becomes as authentic as, say, 'Sun and Good' or 'Death and Darkness.'

Nehael's evolution was informed by Nwm's choices, both story and mechanical: through him, the Viridity became associated with the VOP feat, and spontaneous epic casting. My original intention was to rework a number of [Exalted] feats and give them [Green] tags instead, but I never got around to it. Nehael still enjoys many VOP benefits to 40th-level. Many of her epic [divine] feats are 3.0 relics which were never updated, but they fit rather well.

She's built with the divine array + succubus racial adjustments – in fact, the ability score adjustments are all that remain of her former self; her hybrid essence is captured primarily in her portfolio and domains.

Nehael is a channeler, and her Planar Turning ability is very potent: she deals with both celestials and fiends with absolute moral authority. In theory, Nehael can rebuke any celestial with less status than Enitharmon, can turn any fiend with less power than the Adversary: exceptions exist (powerful chthonics, deified creatures etc.), but these have generally become derailed from conventional Oronthonian reality in any case. Balors are simply snuffed out.

When she invokes Divine Spell Power and casts a cleric spell, Nehael's caster level rises to 54th: a holy word spoken by her on the prime plane would instantly slay a demon of even Orcus or Graz'zt's stature and send a pile of smoking debris back to the Abyss; a goddess such as Visuit would be blinded and deafened. Nehael can freely metamagick spell effects to 19th level. She casts spontaneous epic spells.

As well as an obvious appeal to Uediians, Nehael has sparked a fusion of Irrenite and Sophist philosophy which affords her Aeonic status.

CR in the high 50s somewhere, or maybe 60, I guess.



Nehael
The Green Aeon. Image of Uedii.

Lesser Goddess
Symbol: Tree
Home Plane: The Primordial Tree
Alignment: Neutral Good
Portfolio: Love, Trees
Worshippers: Any
Domains: Charm, Lust, Plant
Favored Weapon: None

Cleric 40
Medium Outsider (Good, Green, Native)
Divine Rank: 6
Hit Dice: 20d8+240 (outsider) plus 40d8+480 (Clr) (1200 hp)
Initiative: +20
Speed: 60 ft.
Armor Class: 95 (+12 Dex, +28 deflection, +6 divine, +13 exalted, +2 insight, +24 natural), touch 58, flat-footed 81
Base Attack/Grapple: +40/+58
Attack:
Full Attack:
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, spells, turn undead
Special Qualities: Divine aura (60 ft., save DC 74), divine immunities, DR 25/ epic and evil, exalted strike +8, immortal, remote communication, resistance +7, resistance to fire and sonic 30, salient divine abilities, SR 58, understand, speak and read all languages, speak directly to all beings within 6 miles, interplanar transport via plants.
Saves: Fort +57, Ref +59, Will +64
Abilities: Str 34, Dex 35, Con 35, Int 40, Wis 48, Cha 67
Skills: Balance +50, Bluff +97, Climb +61, Diplomacy +115, Disguise +77 (+83 acting), Escape Artist +81, Gather Information +77, Handle Animal +97, Intimidate +83, Jump +86, Knowledge (arcana) +84, Knowledge (geography) +64, Knowledge (nobility) +69, Knowledge (the planes) +84, Knowledge (religion) +84, Listen +88, Ride +77, Sense Motive +88, Spellcraft +90, Spot +88, Survival +88 (+94 on other planes), Swim +41, Tumble +62
Feats: Divine Spell Power, Empower Spell, Eschew Material Components, Empower Turning, Extra Turning, Greater Spell Focus (Abjuration), Heighten Spell, Heighten Turning, Improved Turning, Improved Initiative, Quicken Spell, Quicken Turning, Spell Focus (Abjuration), Words of Creation
Epic Feats: Autoimmolator, Enhance Turning, Epic Spell Focus (Abjuration), Epic Spellcasting, Ignore Material Components, Ignore Turn Resistance, Improved Heighten Spell, Intensify Turning, Multiturning, Planar Turning, Positive Energy Aura, Spontaneous Epic Caster, Superior Initiative

Divine Immunities: Ability damage, ability drain, acid, banishment, cold, death-effects, disease, disintegration, electricity, energy drain, imprisonment, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, turning and rebuking.
Salient Divine Abilities: Alter Reality, Aura of Awakening, Divine Spellcasting, Divine Spell Resistance, Divine Vow, Image of Uedii, Memory of Pain, Viridescent Mind
Domain Powers: Six times per day as a free action, Nehael can grant herself a +40 enhancement bonus to her Charisma which lasts for 1 round; six times per day, she can also grant herself +4 unnamed bonus to Charisma which lasts for 1 minute. Nehael may rebuke or command plant creatures as though they were undead, should the need ever arise.
Spell-Like Abilities: Nehael uses these abilities at will as a 16th-level caster. The save DCs are 44+ spell level: Animate plants, barkskin, calm emotions, charm monster, charm person, clairaudience/clairvoyance, command plants, control plants, demand, dominate monster, entangle, geas/quest, good hope, plant growth, insanity, invisibility, lesser planar ally, refuge, repel wood, scrying, suggestion, symbol of persuasion, sympathy, shambler, trap the soul, wall of thorns
Interplanar Transport via Plants (Su): Nehael may use this ability at will. Caster Level 60th.


Other Divine Powers

As a lesser goddess, Nehael treats a 1 on an attack roll or a saving throw normally and not as an automatic failure. She is immortal.

Senses: Nehael can see, hear, touch and smell at a distance of 6 miles. As a standard action she can perceive anything within 6 miles of her worshippers, holy sites, objects or any location where her name was spoken in the last hour. She can extend her senses to up to five locations at once. She can block the sensing power of deities of her rank or lower at up to two remote locations at once for 6 hours.
Portfolio Sense: Nehael instantly detects any event which involves five hunderd or more people and is related to her portfolio.
Automatic Actions: Nehael can use any skill related to her portfolio – even those she has no ranks in – as a free action, provided that the DC is 20 or less. She can perform up to five such free actions in a round.
Create Magic Items: Nehael can create magic items related to her portfolio without the requisite item creation feat provided she meets all other prerequisites for the item, and the item's market price does not exceed 30,000gp.
Divine Aura: As a free action on her turn, Nehael may choose to emanate or suppress an aura of daze, fright or resolve with a radius of 600ft.

Spellcasting

Cleric Spells
Nehael casts divine spells as a Cleric (CL 46th; 6/10/10/10/9/9/8/8/7/7/4/4/3/3/3/3/2/2/2/2 spells per day, Save DC 30+ spell level or 33+ spell level for abjurations). Nehael can cast any spell on the cleric list or from her domains spontaneously without needing to prepare a slot, and may freely apply any metamagic effects that she knows up to 19th-level.

Epic Spellcasting
Nehael can spontaneously devise and cast epic divine spells, provided that their final Spellcraft DC is 0 (or less); she may use XP (drawn against her reservoir) or Backlash as mitigating factors, but Nehael ignores the first 40 dice of backlash damage caused by casting an epic spell. She can cast six epic spells per day in this fashion.


Special Attacks and Qualities

Turning/Rebuking (Su): Nehael may turn or destroy undead. She may also turn or destroy evil outsiders and rebuke or command good outsiders as if they were undead. Due to her divinity and high Charisma, Nehael generally benefits from the maximum bonus to her Turning checks: she can turn or rebuke creatures with 49HD or less whose combined Hit Dice do not exceed 88, and can automatically destroy or command creatures of 20 or fewer Hit Dice. Turn resistance is ineffective against Nehael's power. She may use this ability 35 times per day. Multiturning allows her to turn or rebuke twice per round.

Divine Spell Power (Su): Nehael can spend a turn attempt to gain a +8 bonus to the caster level of the next divine spell she casts.

Green Subtype (Ex): Nehael is always considered a native of the Prime Material plane, Faerie, Primordial Tree and the Planes of Spirit for the purposes of effects which target outsiders.

Positive Energy Aura (Su): Undead within 15ft. with 30HD or less are automatically turned by Nehael; those with 20HD or less are automatically destroyed.

Divine Spellcasting (SDA): Nehael gains the Spell Focus feat for every spell which she casts; she never incurs attacks of opportunity for casting when threatened. She has access to spell slots through 19th-level.

Alter Reality (SDA): Nehael can replicate any spell effect of 9th-level or lower (caster level 46th, where appropriate). Use of this ability costs 5000 xp, and is drawn against Nehael's weekly 30,000xp cushion.

Viridescent Mind (Unique SDA) (Ex): Nehael enjoys an effect similar to a continual commune with nature. The range of the Viridescent Mind is 60 miles (10 miles per divine rank), except Nehael's perception also extends into Faerie, and coterminous Spirit planes. She may share her perception with any number of other willing creatures within range.

Image of Uedii (Unique SDA) (Ex): Animals, plant creatures, feys, magical beasts, vermin, elementals and spirits with a connection to the natural world cannot harm or be compelled to harm Nehael in any way, and the initial attitude of such creatures towards her is always one of fanatic loyalty (ELH, p.40).

Aura of Awakening (Unique SDA) (Su): As a free action, Nehael may emanate an aura which automatically awakens all plants and animals within 600 feet, and communicates her needs to them. Awakened creatures return to their normal state when Nehael suppresses the aura, she moves beyond range, or they leave its area.

Memory of Pain and Injustice (Unique SDA) (Su): Nehael's skin provides immunity to all spells, spell-like abilities and supernatural attacks from outsiders with the either the good or evil subtype. If Nehael is targeted by or falls within the area of such an attack, it is automatically reflected back upon the attacker as if affected by spell turning, accompanied by an effect equivalent to a symbol of pain (Fort DC 74 negates). Nehael can voluntarily suspend this ability as a free action to allow spells to affect her. The Save DC is Charisma-based.

Divine Vow (Unique SDA): Nehael shuns all manufactured artifacts, and rejects violent action; she gains the benefit of the Vow of Poverty and Vow of Peace feats as a 40th-level character without needing to meet the normal prerequisites. Nehael does not gain the bonus [exalted] feats usually associated with asceticism. Nehael's Vow of Peace extends only to animals, plants, feys, vermin, magical beasts, spirit creatures and elementals; it specifically excludes undead, constructs and outsiders with the evil subtype. Although disinclined to cause harm to most other creature types, Nehael is not bound by her vow to avoid it.


Divine Vow Benefits

Aura of Calm (Su): Creatures within 20 ft. of Nehael are subject to a calm emotions effect (Will DC 74 negates). This is a mind-affecting compulsion effect.

Bonuses (Su or Ex): Nehael receives a +8 enhancement bonus to all ability scores, a +13 exalted bonus to AC, a +7 resistance bonus to all saving throws, and her natural armor bonus increases by +5.

Exalted Strike (Su): Natural weapons, and any weapons which Nehael wields automatically possess a +8 enhancement bonus; they are considered epic, good, adamantine, silver, cold iron weapons with the ghost touch special ability for the purposes of overcoming damage reduction.

Shattering Skin (Ex): Manufactured weapons which strike Nehael must make a Fortitude saving throw (DC 58) or be destroyed, leaving her unharmed. The Save DC is Constitution-based.

Supernatural Powers and Faculties (Su): These abilities are always in effect upon Nehael: freedom of movement, true seeing, mind blank, foresight. Caster Level 60th, where appropriate.
 
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Justin

Explorer
Sepulchrave II said:
Nehael
The Green Aeon. Image of Uedii.

I'm in love. :D

Wow. Just wow.

Sepulchrave, what exactly does it mean for her to be an Aeon? You've described them a bit with Pharamne, but can you expand on that?

Also, I'm curious as to why she is a Cleric. She seems like a really decked out Druid / Apostle of Peace?

Thanks for posting her, Sep!

EDIT: Found this descriptive footnote: "Aeons are (or were) understood to be cosmic celestial entities; emanations (or possibly avatars) of Oronthon. They are charged with tasks of great magnitude: establishing physical and metaphysical laws; the creation and maintenance of matter, space, energy and time. Orthodox Oronthonianism denies their existence, and long ago branded speculation regarding Aeons as heretical. Both Irrenite and Urgic belief, however, have a place for Aeons within their respective schemas: they are amoral or trans-moral but finite; removed by several degrees from the standard celestial hierarchy, and unconcerned by relative terms such as good and evil. Irrenite belief links them with the Inevitables, who otherwise occupy a very inconsistent place within the Orthodox world-view."
 
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Wow the good stuff just keeps on comming!

And this girl came a long long way from where it all started out in that chappel....

Awsome writeup Sep, Nehael looks great! Nice abilities as well and when she enters the ballpark she's not one to be bossed around.

Cheers!


Just one Question, does she function in the way of an aspect of Uedii? Is she part of Uedii in the divine entity sense, not as in as how all living natural things are a part of her in the end.
 

Rackhir

Explorer
I am curious Sep, how do you deal with the Rock-Paper-Scissors, nature of very high level play?

I had a little experience with running even just a 18th lvl no-holds barred for a couple of sessions and even with that. I found that for example, if a monster had an AC that the fighter was challenged by, the other char had no hope of hitting it. Or if a creature/character had a weak save then it had no hope of making the save vs an attack against that weak save. Things like that.
 

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