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Eadric et. al. (The Paladin and his Friends).
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<blockquote data-quote="Sepulchrave II" data-source="post: 3859939" data-attributes="member: 4303"><p>Yeshe is a badass. A slightly tweaked Paladin of Slaughter (aura of despair sits better than debilitating aura), with Favored Soul and Cosmic Descryer. Uber-epic 50-point build, with +5 inherent bonuses. She gets a bonus feat instead of wings. She also gets the widely-hailed-as-broken Cosmopolitan feat; what can I say – a DM's got to do what a DM's got to do.</p><p></p><p>It was important that the big 3 – Temenun, Sibud and Yeshe – should be approximately equal in power; their primary defenses are rather different: Temenun's SR is very high, Sibud has comprehensive immunities and Yeshe has incredibly robust saving throws.</p><p>Temenun's power is barely enough to assure his pre-eminence, and either Yeshe or the Vampire might displace him. The Rakshasa's magical seniority and deific suavity hold things in a fragile balance. </p><p></p><p></p><p><span style="font-size: 15px"><span style="color: SlateGray"><strong>Yeshe the Binder</strong></span></span></p><p></p><p><strong>Female Human Paladin of Slaughter 4 / Favored Soul 18 / Cosmic Descryer 7</strong>; CR 35; Medium outsider (augmented humanoid; native, quasi-deity); Hit Dice 4d10+28 plus 18d8+126 plus 7d4+49; hp 415; Init +9; Spd 40ft.; AC 36 (+12 deflection, +1 Dex, +13 armor; touch 23, flat-footed 35); Base Atk +20; Atk +34 melee (1d10+18/19-20x3); Full Atk +34/+34/+29/+24/+19 melee (1d10+18/19-20x3); SA Aura of despair, aura of evil, detect good, divine grace, divine health, rebuke undead. smite good 1/day, spells; SQ Cosmic connection (1/day), DR 10/epic and 3/-, enduring <em>gate</em>, immunities (ability damage, ability drain, diseases, energy drain, mind-affecting effects, transmutation), naturalization, resistances (acid, sonic, cold and electricity 10; fire 5), SR 32, superior planar summoning.SV Fort +42 Ref +36 Will +44; Str 25 Dex 19 Con 25 Int 26 Wis 35 Cha 34</p><p><strong>Skills:</strong> Bluff +44, Concentration +39, Craft (masonry) +40, Diplomacy +56, Intimidate +48, Knowledge (arcana) +40, Knowledge (nobility) +40, Knowledge (the planes) +40, Knowledge (religion) +40, Sense Motive +44, Spellcraft +74</p><p><strong>Feats: </strong>Augment Summoning, Combat Reflexes, Cosmopolitan (Knowledge: the planes), Energy Resistance (sonic), Epic Spellcasting, Improved Aura of Despair, Improved Initiative, Greater Spell Focus (Conjuration), Greater Spell Penetration, Practised Spellcaster, Spell Focus (Conjuration), Spell Penetration, Weapon Focus (glaive), Weapon Specialization (glaive), Widen Aura of Despair</p><p></p><p></p><p><strong>Immortal:</strong> Yeshe does not need to eat, breathe or sleep. She does not age. The source of Yeshe's immortality is unknown.</p><p></p><p><strong>Naturalization:</strong> Yeshe cannot be <em>banished</em> or otherwise magically expelled from the Plane of Shadow, the Abyss or from Pandemonium. </p><p></p><p><strong>Smite Good (Su):</strong> Once per day, Yeshe can make a melee attack at +12 against a good creature to deal an additional 4 points of damage.</p><p></p><p><strong>Superior Planar Summoning:</strong> Any <em>summon monster IX</em> or <em>greater planar ally</em> spell cast by Yeshe has its HD cap increased by +8 for the purposes of determining a target's eligibility.</p><p></p><p><strong>Spells:</strong> (Caster Level 25; 6/9/9/9/9/8/8/8/8/7 per day; Save DC 22+ spell level, conjurations 24+ spell level)</p><p></p><p><em><strong>1st</strong> – command, detect good, doom, entropic shield, resurgence, sanctuary </em></p><p><em><strong>2nd</strong> – enthrall, hold person, undetectable alignment, resist energy, silence, wither limb. </em></p><p><em><strong>3rd</strong> – clutch of Orcus, contagion, cure serious wounds, magic circle against good, speak with dead, wrack</em></p><p><em><strong>4th</strong> – castigate, damning darkness, death ward, dimensional anchor, divination, tongues</em></p><p><em><strong>5th</strong> – commune, plane shift, righteous might, spell resistance, unhallow, true seeing</em></p><p><em><strong>6th</strong> – banishment, forbiddance, greater dispel magic, snare astral traveller, wind walk, word of recall</em></p><p><em><strong>7th</strong> – bestow greater curse, blasphemy, greater scrying, imprison soul, wretched blight</em></p><p><em><strong>8th</strong> – antimagic field, brain spider, discern location, greater planar ally</em></p><p><em><strong>9th</strong> – gate, soul bind, summon monster IX</em> </p><p></p><p></p><p><strong>Equipment</strong></p><p><em>Rod of excellent magic, +6 adamantine keen wounding speed glaive, Yeshe's scarab, armor of Usil, oneiric distillate of Khaajh</em></p><p></p><p><em>Yeshe's Scarab</em> (Minor Artifact) This: <em>+30 Spellcraft talisman</em> conveys the ability to use <em>telekinesis</em> at will and grants the wearer a +6 enhancement bonus to Intelligence, Charisma and Wisdom. Caster level 30th.</p><p></p><p><em>Armor of Usil</em> (Major Artifact): This baroque <em>+5 adamantine greater fortification full plate armor</em> was forged by elder titans. It confers +6 enhancement bonus to Str and Con and a +5 resistance bonus to saving throws</p><p></p><p><em>Oneiric Distillate of Khaajh</em> (Major Artifact): The essence of Khaajh – the Shuthite goddess of prophetic dreams who failed to predict her own demise – captured within a shard of Abyssal jet. The bearer of the distillate may use any of the following spell-like abilities at will: <em>astral projection, demand, dream, dreamscape, nightmare, sending, telepathic bond, vision</em>. Caster Level 30th. The bearer's Charisma determines the DC.</p><p></p><p></p><p><strong>Epic Spells</strong></p><p>Yeshe can cast 3 epic spells per day; she has multiple iterations of stat buffs, various <em>superb dispellings</em> and a wide range of epic summons.</p><p></p><p></p><p><strong>The Pillars At Khu and Yeshe's Binding Suite</strong></p><p>The Pillars at Khu were destroyed long ago, and even their exact location is debated – presumably Yeshe, having made them, would remember where they were.</p><p></p><p>I wanted different methodologies to be available for those conjuring powerful extraplanars, and the <em>summon</em> seed wasn't cutting it. Finding an arbitrary non-balance with epic spells is always fun :/ </p><p></p><p>Yeshe's method would be through specially constructed circles – <em>pristine</em> areas formed from raw magic – which would then serve as the basis upon which subsequent magic could be worked. Like <em>verdigris tsunami</em>, Yeshe's <em>conjure edifice</em> cheats by applying an area factor to the <em>conjure</em> seed; in fact, the whole suite 'cheats' in order to bypass normally prohibitive Spellcraft DCs, and becomes the mechanical basis of a kind of epic goetia which relies on deceit as much as force of will in order to gain compliance from called entities.</p><p></p><p>Not counting the initial investment of XP for a suitable site, to call and bind a named demon – such as Pazuzu – costs Yeshe over 7000XP, which seems reasonable enough.</p><p></p><p><strong>Conjure Edifice</strong> (DC 84): conjure (+21), fortify (+17); change area (20ft. radius) (+2) increase area by 100% (+4), permanent (x5); extend casting to 30 days (--80), burn 5600XP (-56). </p><p></p><p>Yeshe evokes thirty slender adamantine pillars in a circle with a diameter of 80ft. – each pillar is around 60 feet high, and each is exquisitely carved in multiple likenesses of ugras as depicted in Cheshnite lore. To succeed at the task, Yeshe must make a DC 40 Craft check. Use of the <em>fortify</em> seed allows the edifice to subsequently receive an additional tied effect from <em>unhallow</em>, and to act as a reception site for the <em>gate shroud</em>.</p><p></p><p></p><p><strong>Impressing the Edifice:</strong> the edifice is <em>unhallowed</em>, and an inward-focused <em>magic circle</em> and <em>dimensional anchor</em> are tied to it. It now acts as a thaumaturgic diagram. </p><p></p><p></p><p><strong>Gate Shroud</strong> (DC 84): <em>conceal</em> (+17), <em>delude</em> (+14), <em>ward</em> (+14); nullify <em>augury</em> (+4), <em>commune</em> (+8), <em>divination</em> (+6), <em>true seeing</em> (+10), and <em>foresight</em> (+16); +20 Save DC (+40), +20 spell penetration (+40); extend casting by 10 mins (-20), use pillar edifice (ad hoc –20), burn 4500XP (-45).</p><p></p><p>Illusion (figment). This spell prepares an edifice for a subsequent casting of a <em>gate</em> spell; for 200 minutes any <em>gate</em> spell cast at the location of a <em>gate shroud</em> is perceived by the target creature in the most favorable way – unique beings usually under no compulsion to respond to the <em>gate</em> will desire to do so unless they make a Will saving throw (DC52). If the target creature is in possession of the ability to otherwise perceive the true nature of the <em>gate</em>'s purpose, or the <em>gate shroud</em> itself through <em>augury, commune, divination, true seeing</em> or <em>foresight</em>, that ability is suspended for the duration of the spell.</p><p></p><p>(Creatures <em>gated</em> into the edifice are confined within it in the same manner as a <em>planar binding</em>. This allows a more leisurely casting of the next spell):</p><p></p><p><strong>Dominate Ugra</strong> (DC 84): compel (+19), ward (+14); nullify <em>protection from evil, magic circle against evil</em> (+4), and <em>mind blank</em> (+14); +20 Save DC (+40) +20 spell penetration (+40), stricter compulsion (+10); extend casting 10 mins (-20), burn 3700XP (-37).</p><p></p><p>Compulsion [Mind-Affecting]. Any creature who is the target of this spell is <em>dominated</em> for a period of 20 hours. Creatures protected by <em>protection from evil, magic circle against evil</em> or <em>mind blank</em> have these protections suspended for the purpose of <em>dominate Ugra</em>. Creatures receive a saving throw (Will DC 52) to resist the effects of <em>dominate Ugra</em>; Yeshe gains a +20 bonus on her caster level check to penetrate a target's SR.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 3859939, member: 4303"] Yeshe is a badass. A slightly tweaked Paladin of Slaughter (aura of despair sits better than debilitating aura), with Favored Soul and Cosmic Descryer. Uber-epic 50-point build, with +5 inherent bonuses. She gets a bonus feat instead of wings. She also gets the widely-hailed-as-broken Cosmopolitan feat; what can I say – a DM's got to do what a DM's got to do. It was important that the big 3 – Temenun, Sibud and Yeshe – should be approximately equal in power; their primary defenses are rather different: Temenun's SR is very high, Sibud has comprehensive immunities and Yeshe has incredibly robust saving throws. Temenun's power is barely enough to assure his pre-eminence, and either Yeshe or the Vampire might displace him. The Rakshasa's magical seniority and deific suavity hold things in a fragile balance. [SIZE=4][COLOR=SlateGray][B]Yeshe the Binder[/B][/COLOR][/SIZE] [B]Female Human Paladin of Slaughter 4 / Favored Soul 18 / Cosmic Descryer 7[/B]; CR 35; Medium outsider (augmented humanoid; native, quasi-deity); Hit Dice 4d10+28 plus 18d8+126 plus 7d4+49; hp 415; Init +9; Spd 40ft.; AC 36 (+12 deflection, +1 Dex, +13 armor; touch 23, flat-footed 35); Base Atk +20; Atk +34 melee (1d10+18/19-20x3); Full Atk +34/+34/+29/+24/+19 melee (1d10+18/19-20x3); SA Aura of despair, aura of evil, detect good, divine grace, divine health, rebuke undead. smite good 1/day, spells; SQ Cosmic connection (1/day), DR 10/epic and 3/-, enduring [I]gate[/I], immunities (ability damage, ability drain, diseases, energy drain, mind-affecting effects, transmutation), naturalization, resistances (acid, sonic, cold and electricity 10; fire 5), SR 32, superior planar summoning.SV Fort +42 Ref +36 Will +44; Str 25 Dex 19 Con 25 Int 26 Wis 35 Cha 34 [B]Skills:[/B] Bluff +44, Concentration +39, Craft (masonry) +40, Diplomacy +56, Intimidate +48, Knowledge (arcana) +40, Knowledge (nobility) +40, Knowledge (the planes) +40, Knowledge (religion) +40, Sense Motive +44, Spellcraft +74 [B]Feats: [/B]Augment Summoning, Combat Reflexes, Cosmopolitan (Knowledge: the planes), Energy Resistance (sonic), Epic Spellcasting, Improved Aura of Despair, Improved Initiative, Greater Spell Focus (Conjuration), Greater Spell Penetration, Practised Spellcaster, Spell Focus (Conjuration), Spell Penetration, Weapon Focus (glaive), Weapon Specialization (glaive), Widen Aura of Despair [B]Immortal:[/B] Yeshe does not need to eat, breathe or sleep. She does not age. The source of Yeshe's immortality is unknown. [B]Naturalization:[/B] Yeshe cannot be [I]banished[/I] or otherwise magically expelled from the Plane of Shadow, the Abyss or from Pandemonium. [B]Smite Good (Su):[/B] Once per day, Yeshe can make a melee attack at +12 against a good creature to deal an additional 4 points of damage. [B]Superior Planar Summoning:[/B] Any [I]summon monster IX[/I] or [I]greater planar ally[/I] spell cast by Yeshe has its HD cap increased by +8 for the purposes of determining a target's eligibility. [B]Spells:[/B] (Caster Level 25; 6/9/9/9/9/8/8/8/8/7 per day; Save DC 22+ spell level, conjurations 24+ spell level) [I][B]1st[/B] – command, detect good, doom, entropic shield, resurgence, sanctuary [/I] [I][B]2nd[/B] – enthrall, hold person, undetectable alignment, resist energy, silence, wither limb. [B]3rd[/B] – clutch of Orcus, contagion, cure serious wounds, magic circle against good, speak with dead, wrack [B]4th[/B] – castigate, damning darkness, death ward, dimensional anchor, divination, tongues [B]5th[/B] – commune, plane shift, righteous might, spell resistance, unhallow, true seeing [B]6th[/B] – banishment, forbiddance, greater dispel magic, snare astral traveller, wind walk, word of recall [B]7th[/B] – bestow greater curse, blasphemy, greater scrying, imprison soul, wretched blight [B]8th[/B] – antimagic field, brain spider, discern location, greater planar ally [B]9th[/B] – gate, soul bind, summon monster IX[/I] [B]Equipment[/B] [I]Rod of excellent magic, +6 adamantine keen wounding speed glaive, Yeshe's scarab, armor of Usil, oneiric distillate of Khaajh[/I] [I]Yeshe's Scarab[/I] (Minor Artifact) This: [I]+30 Spellcraft talisman[/I] conveys the ability to use [I]telekinesis[/I] at will and grants the wearer a +6 enhancement bonus to Intelligence, Charisma and Wisdom. Caster level 30th. [I]Armor of Usil[/I] (Major Artifact): This baroque [I]+5 adamantine greater fortification full plate armor[/I] was forged by elder titans. It confers +6 enhancement bonus to Str and Con and a +5 resistance bonus to saving throws [I]Oneiric Distillate of Khaajh[/I] (Major Artifact): The essence of Khaajh – the Shuthite goddess of prophetic dreams who failed to predict her own demise – captured within a shard of Abyssal jet. The bearer of the distillate may use any of the following spell-like abilities at will: [I]astral projection, demand, dream, dreamscape, nightmare, sending, telepathic bond, vision[/I]. Caster Level 30th. The bearer's Charisma determines the DC. [B]Epic Spells[/B] Yeshe can cast 3 epic spells per day; she has multiple iterations of stat buffs, various [I]superb dispellings[/I] and a wide range of epic summons. [B]The Pillars At Khu and Yeshe's Binding Suite[/B] The Pillars at Khu were destroyed long ago, and even their exact location is debated – presumably Yeshe, having made them, would remember where they were. I wanted different methodologies to be available for those conjuring powerful extraplanars, and the [I]summon[/I] seed wasn't cutting it. Finding an arbitrary non-balance with epic spells is always fun :/ Yeshe's method would be through specially constructed circles – [I]pristine[/I] areas formed from raw magic – which would then serve as the basis upon which subsequent magic could be worked. Like [I]verdigris tsunami[/I], Yeshe's [I]conjure edifice[/I] cheats by applying an area factor to the [I]conjure[/I] seed; in fact, the whole suite 'cheats' in order to bypass normally prohibitive Spellcraft DCs, and becomes the mechanical basis of a kind of epic goetia which relies on deceit as much as force of will in order to gain compliance from called entities. Not counting the initial investment of XP for a suitable site, to call and bind a named demon – such as Pazuzu – costs Yeshe over 7000XP, which seems reasonable enough. [B]Conjure Edifice[/B] (DC 84): conjure (+21), fortify (+17); change area (20ft. radius) (+2) increase area by 100% (+4), permanent (x5); extend casting to 30 days (--80), burn 5600XP (-56). Yeshe evokes thirty slender adamantine pillars in a circle with a diameter of 80ft. – each pillar is around 60 feet high, and each is exquisitely carved in multiple likenesses of ugras as depicted in Cheshnite lore. To succeed at the task, Yeshe must make a DC 40 Craft check. Use of the [I]fortify[/I] seed allows the edifice to subsequently receive an additional tied effect from [I]unhallow[/I], and to act as a reception site for the [I]gate shroud[/I]. [B]Impressing the Edifice:[/B] the edifice is [I]unhallowed[/I], and an inward-focused [I]magic circle[/I] and [I]dimensional anchor[/I] are tied to it. It now acts as a thaumaturgic diagram. [B]Gate Shroud[/B] (DC 84): [I]conceal[/I] (+17), [I]delude[/I] (+14), [I]ward[/I] (+14); nullify [I]augury[/I] (+4), [I]commune[/I] (+8), [I]divination[/I] (+6), [I]true seeing[/I] (+10), and [I]foresight[/I] (+16); +20 Save DC (+40), +20 spell penetration (+40); extend casting by 10 mins (-20), use pillar edifice (ad hoc –20), burn 4500XP (-45). Illusion (figment). This spell prepares an edifice for a subsequent casting of a [I]gate[/I] spell; for 200 minutes any [I]gate[/I] spell cast at the location of a [I]gate shroud[/I] is perceived by the target creature in the most favorable way – unique beings usually under no compulsion to respond to the [I]gate[/I] will desire to do so unless they make a Will saving throw (DC52). If the target creature is in possession of the ability to otherwise perceive the true nature of the [I]gate[/I]'s purpose, or the [I]gate shroud[/I] itself through [I]augury, commune, divination, true seeing[/I] or [I]foresight[/I], that ability is suspended for the duration of the spell. (Creatures [I]gated[/I] into the edifice are confined within it in the same manner as a [I]planar binding[/I]. This allows a more leisurely casting of the next spell): [B]Dominate Ugra[/B] (DC 84): compel (+19), ward (+14); nullify [I]protection from evil, magic circle against evil[/I] (+4), and [I]mind blank[/I] (+14); +20 Save DC (+40) +20 spell penetration (+40), stricter compulsion (+10); extend casting 10 mins (-20), burn 3700XP (-37). Compulsion [Mind-Affecting]. Any creature who is the target of this spell is [I]dominated[/I] for a period of 20 hours. Creatures protected by [I]protection from evil, magic circle against evil[/I] or [I]mind blank[/I] have these protections suspended for the purpose of [I]dominate Ugra[/I]. Creatures receive a saving throw (Will DC 52) to resist the effects of [I]dominate Ugra[/I]; Yeshe gains a +20 bonus on her caster level check to penetrate a target's SR. [/QUOTE]
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