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


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Avarice

First Post
Re: The Adversary

Great googly moogly! And to think that Demogorgon is supposed to have called this guy a 'little seraph', or some such. I think I've just lost what remained of my sanity points. :eek:
 

Atanatotatos

First Post
Yeah. I don't think the Ancient will be statted.
If it will... I suppose its only SA would be something on lines of: "Absolute void: anything that comes in any kind of contact with Demogorgone disappears from existance, save for Oronthon." :heh:
 


As requested. More will come as time permits.

Mostin's advancement was toward some kind of vague and undefined "pseudonaturalization," and a bunch of abilities were winged as we went along. This is the nascent 'tadpole' stage, negotiated to +3 ECL.:

  • Speed doubles for all movement types.
  • Con +4 Dex +4 Wis +4
  • Immunity to acid and electricity
  • At will (CL = HD): blur, dimension door, haste
  • Alternate Form (Writhing Mass): Enemies take –1 morale penalty to attack rolls
  • +8 Natural armor



Mostin the Metagnostic

The eleventh occlusion – which is say the infinitely pulcilate occlusion – is without peer in its Metagnostic capacity. This, I demonstrated in my seminal Perturbations in the Amplitudes of the Huhngs?, with which I am sure the reader has at least a passing acquaintance.


Spellwarped quasipseudonatural diviner 20 / alienist 10; ECL 36; Medium outsider (augmented aberration, native); HD 30d4+240 plus 6 (insane certainty); hp 366; Init +6; Spd 60ft.; AC 42 (+8 armor, +5 Deflection, +8 Dex, +1 insight, +10 natural), touch 32, flatfooted 34; Base Atk +15; Grp +23; Atk +24 melee (1d6+7/18-20, MW rapier) or by spell; Full Atk: +24/+19 melee (1d6/18-20, MW rapier); SA spells; SQ alien blessing, damage reduction 10/magic, immunities (acid, electricity), insane certainty, extra summoning, pseudonatural familiar, SR 41, summon alien, timeless body; SV Fort +26 Ref +26 Will +34; AL N; Str 25 Dex 27 Con 26 Int 44 Wis 30 Cha 22.

Skills: Concentration +42, Craft (alchemy) +51, Craft (engraving) +51, Craft (illumination) +51, Decipher Script +51, Gather Information +40, Knowledge (arcana) +51, Knowledge (architecture and engineering) +51, Knowledge (geography) +51, Knowledge (history) +51, Knowledge (nature) +51, Knowledge (nobility) +51, Knowledge (the planes) +51, Intimidate +23, Listen +29, Ride +26, Search +44, Sense Motive +27, Spellcraft +94 (scrolls +98), Spot +56.

Feats: Alertness, Brew Potion, Chain Spell, Craft Wondrous Item, Empower Spell, Energy Substitution (sonic), Epic Skill Focus (Spellcraft), Epic Spellcasting, Extend Spell, Improved Metamagic, Improved Spell Capacity (10th), Improved Spell Capacity (11th), Improved Spell Capacity (12th), Martial Weapon Proficiency (Rapier), Maximize Spell, Multispell, Quicken Spell, Scribe Scroll, Spell Focus (Conjuration), Spell Penetration, Still Spell.

Metagnostic Form (Su): Mostin can change form between a humanoid and a writhing mass of tentacles, or any combination in between. His most relaxed state is as a humanoid with vestigial alien features. A true seeing spell reveals Mostin as existing in all forms simultaneously. In his tentacled form, Mostin's abilities are unchanged, but enemies suffer a –1 morale penalty on their attack rolls to hit Mostin; creatures using true seeing automatically incur the penalty.

Spell Absorption: Spells which fail to penetrate his Spell Resistance confer certain advantages to Mostin. Mostin may choose to be affected in any of the following ways:

1. He gains a +4 enhancement bonus to Strength
2. He gains a +4 enhancement bonus to Dexterity
3. He gains a +4 enhancement bonus to Constitution
4. He gains (5 x spell level) temporary Hit Points
5. He gains a bonus to his speed equal to (5ft. x spell level)
6. He gains an energy resistance (fire, acid or sonic) 10

Absorption effects last for one minute.

Summon Alien: Whenever Mostin uses a summon monster spell to summon a fiendish or celestial creature, he instead summons a pseudonatural version of that creature.

Extra Summoning: Once per day, Mostin can cast an extra summon monster IX spell.

Insane Certainty: Mostin takes a –10 penalty on all Bluff, Diplomacy and Handle Animal checks made when dealing with non pseudonatural creatures.

Spell-Like Abilities: As a standard action, Mostin can use blur, haste or dimension door. Caster level 31st.

Permanent Spell Effects: Mostin is permanently under the effects of arcane sight, darkvision and see invisibility. Caster level 31st.



Spells
Mostin casts spells as a 31st-level diviner (4/9/8/8/8/8/7/7/7/7/3/3/3); Save DC 27+ spell level; Conjuration save 28+ spell level). Mostin casts one extra spell each day of each level from the Divination school. His barred school is Necromancy

Mostin may also cast three epic spells per day. He gains a +5 bonus to his Spellcraft checks if he casts an epic spell with a Divination base seed, and enjoys a -5DC mitigating factor to the DCs of spells which reflect his specialization as an Alienist. He can reliably cast spells with a Spellcraft DC of 104.


Spells Prepared
Spells assume preparation for a variety of contingencies; if Mostin anticipates conflict, his offensive and defensive capabilities are bolstered, and conjurations with long casting times (planar binding etc.) are dropped in favor of direct damage or save-or-die spells. Multiple preparations are in square parentheses.

Unused Slots

Mostin generally leaves the following spell slots empty – 1 x 10th, 1x 9th, 1 x 8th, 1 x 6th, 1 x 4th, 4 x 2nd, 4 x 1st. Additional spells may be later prepared in these slots according to his specific needs.

Armamentarium
  • Meteor swarm (sonic, maximized, empowered) (DC36) [1]
  • Dominate monster (quickened) (DC36) [1]
  • Disjunction (quickened) [1]
  • Delayed blast fireball (sonic, empowered, quickened) (DC 34) [1]
  • Delayed blast fireball (sonic, empowered) (DC34) [1]
  • Disintegrate (quickened, maximized) (DC33) [1]
  • Disintegrate (quickened, empowered) (DC33) [1]
  • Dominate monster (DC36) [1]
  • Flesh to stone (chained) (DC33) [1]
  • Banishment (DC 34) [2]
  • Baleful polymorph (DC32) [1]
  • Fire orb (sonic, empowered) [2]
  • Feeblemind (DC32) [1]
Divinations
  • Foresight (extended) [1]
  • Hindsight (quickened) [1]
  • Moment of Prescience [2]
  • Vision [2]
  • True Seeing (quickened) [1]
  • Assay spell resistance (quickened) [1]
  • Probe thoughts [1]
  • Prying eyes [1]
  • Locate creature [1]
  • True strike (quickened) [1]
  • Detect scrying [1]
  • Clairvoyance [1]
  • Analyze portal [1]
  • Locate object [1]
  • Detect thoughts [1]
  • True strike [1]
Summonings and Bindings
  • Gate [2]
  • Superior planar binding [1]
  • Summon monster IX [1]
  • Greater planar binding [1]
  • Torment [1]
  • Planar binding [1]
  • Lesser planar binding [1]
  • Dimensional anchor [2]
Defensive
  • Prismatic sphere [1]
  • Mind blank [2]
  • Antimagic field [1]
  • Nondetection [2]
  • Magic circle against evil [2]
  • Resist energy [2]
  • Protection from evil [2]
Utility
  • Greater plane shift (quickened) [1]
  • Greater teleport (quickened) [1]
  • Shapechange [1]
  • Plane shift [1]
  • Greater Teleport [1]
  • Limited wish [1]
  • Gate seal [1]
  • Mass haste [1]
  • Make manifest[1]
  • Veil [1]
  • Fabricate [1]
  • Major creation [1]
  • Secure shelter[ 1]
  • Zone of respite[ 1]
  • Greater invisibility [1]
  • Phantom steed [1]
  • Fly [2]
  • Alter self [1]
  • Enlarge person [1]
  • Expeditious retreat [1]

Spells Known:

1st – alarm, animate rope, charm person, chromatic orb, comprehend languages, detect undead, disguise self, enlarge person, expeditious retreat, grease, know protections, identify, jump, lesser acid orb, mage armor, magic aura, magic missile, message, mount, protection from chaos/evil/good/law, shield, sleep, spider climb, summon monster I, true strike, ventriloquism;

2nd – alter self, arcane lock, bear’s endurance, blur, bull's strength, cat's grace, continual flame, darkness, darkvision, detect thoughts, dimensional pocket, eagle's splendour, fog cloud, fox’s cunning, gaze screen, glitterdust, hideous laughter, hypnotic pattern, knock, locate object, minor image, Mostin's arhythmic apoplexy, Mostin's aura of inscrutability, Mostin's myopic emanation, obscure object, resist energy, see invisibility, summon monster II, summon swarm, web, whispering wind;

3rd – Acid breath, analyze portal, arcane sight, avoid planar effects, blink, clairaudience/clairvoyance, dispel magic, displacement, fireball, flame arrow, fly, greater magic weapon, haste, hold person, keen edge, lightning bolt, magic circle against chaos/evil/good/law, nondetection, phantom steed, sepia snake sigil, stinking cloud, summon monster III, shadow cache, slow, suggestion, tongues;

4th – Arcane eye, assay spell resistance, attune form, black tentacles, charm monster, detect scrying, dimensional anchor, dimension door, ethereal mount, fire orb, fire stride, greater invisibility, hallucinatory terrain, locate creature, minor creation, minor globe of invulnerability, Mostin's interminable sermon, Mostin's torque tendril, phantasmal killer, polymorph, remove curse, resilient sphere, scramble portal, scrying, secure shelter, shadow conjuration, shadow well, solid fog, stoneskin, summon monster IV, vitriolic sphere, zone of respite, zone of revelation;

5th – Acid sheath, baleful polymorph, cloudkill, contact other plane, destructive resonance, dismissal, dominate person, dream, fabricate, feeblemind, hold monster, lesser planar binding, major creation, Mostin's metempsychotic reversal, Mostin's paroxysm of fire, nightmare, permanency, private sanctum, prying eyes, seeming, sending, shadowfade, summon monster V, telepathic bond, teleport, symbol of sleep, telekinesis, wall of force, wall of iron, wall of stone;

6th – Acid fog, acid storm, analyze dweomer, antimagic field, chain lightning, contingency, disintegrate, fiendform, flesh to stone, gate seal, geas/quest, globe of invulnerability, greater dispel magic, guards and wards, hardening, legend lore, mage's transformation, make manifest, mass haste, mass suggestion, Mostin's id eruption, move earth, planar binding, probe thoughts, repulsion, stone to flesh, summon monster VI, symbol of persuasion, true seeing, veil;

7th – Banishment, delayed blast fireball, elemental body, energy immunity, ethereal jaunt, forcecage, greater arcane sight, greater scrying, greater teleport, insanity, instant summons, limited wish, magnificent mansion, plane shift, power word stun, reverse gravity, sequester, shadow walk, simulacrum, spell turning, summon monster VII, symbol of stunning, vipergout, vision, wall of greater dispel magic;

8th – Antipathy, binding, chains of antimagic, demand, dimensional lock, discern location, etherealness, ghostform, greater planar binding, greater plane shift, greater shout, maddening whispers, mass manifest, maze, mind blank, moment of prescience, Mostin's metagnostic inquiry, polymorph any object, power word blind, screen, summon monster VIII, superior invisibility, symbol of insanity, sympathy, trap the soul;

9th – Awaken construct, disjunction, dominate monster, effulgent epuration, foresight, gate, hindsight, imprisonment, meteor swarm, planar perinarch, power word kill, prismatic sphere, reality maelstrom, shades, summon monster IX, superior planar binding, teleportation circle, time stop, wish.


Possessions:

The Web of Motes (Transcendental Artifact)
Currently in Mostin's possession.

Murmuur's Tower (Infernal Artifact)
This infernal device was contrived during the Great Revolt, and requires a number of different activation words to effectively operate. The exact external appearance of Murmuur's tower corresponds to a shape determined by the user, although its form is limited to resemble some kind of artificial construction not less than thirty feet high. In its unconcealed state, Murmuur's tower appears as a three-hundred foot needle made of diabolic materials. The owner may cause the tower and its contents to greater plane shift as a standard action.

The main portal to Murmuur's towere is opened with an obscure set of sigils and incantations; its size may vary from that of a small door to a gate as large as 30-ft high and 20-ft. wide, depending on the external dimensions of the tower.

The interior of Murmuur's tower is an extensive extradimensional space, with numerous halls, galleries, reception rooms, parlours, and dining rooms. There are private suites, a ballroom, stable and bath-house; courtyards, grottoes, summoning rooms, torture chambers and so on. It may be more useful to consider Murmuur's tower as a self-contained demiplane to which the principle point of access varies, according to its current planar orientation.

In addition to its main entrance, nine additional gates grace the external walls of Murmuur's tower, although they generally remain inert and hidden. The gates may be aligned to any of the Hells; when opened, they permit passage between the plane upon which Murmuur's tower rests and the Infernal regions. Typically, one gate is aligned to each of the Nine Hells, although any number can be aligned to any Hell. The gates are opened, closed and realigned by command word.

Murmuur's tower is impervious to scrying of any kind, and its interior benefits from an effect equivalent to a dimensional lock). A staff of thirty spined devils attend to the numerous sundry tasks involved in the tower's upkeep. CL 30th

Irknaan's Cloak
This mantle of epic spell resistance is lent indefinitely to the Wizard Sho.

Mirror of Urm-Nahat
A mirror of mental prowess, this is also in Sho's possession, although Mostin reserves the right to its immediate reappropriation if he so chooses.

Mostin’s Comfortable Summer Retreat
Currently situated in Nizkur under the auspices of the sprite Orolde.

Other Items
Mostin also possesses a portable hole, robe of eyes, headband of intellect +10, belt of many pockets, bracers of armor +8, ring of death warding, ring of protection and resistance +5, stone of sendings, ioun stones (dusty rose prism, incandescent blue sphere, pale green prism, iridescent spindle, orange prism), spell talisman +30.


Notes
Mostin gains the following Ioun stone benefits: +2 Wis; sustained without air; sustaind without food or water; +1 to all Attack Rolls, Skill Checks, Saves and Ability Checks; +1 caster level; +1 insight bonus to AC.

Mostin's ability scores each include a +5 inherent bonus

Increase Mostin's enhancement bonus to Intelligence by 20 points for one week after he undergoes the First Rite of Cognition.
 
Last edited:




Roman

First Post
Thanks Sep! Are the characters being posted current with respect to the point as to where the Story Hour is at? Also, is the campaign still ongoing?
 


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