[EPIC] Characters and Creatures

Creamsteak

Explorer
Creation
Ability Scores
Ability Scores are generated through an Alternative Point Buy method. This method allows ECL adjustments to be trade-offs for lower point values.

ECL+0 Races recieve 60 Points
ECL +1 Races recieve 48 Points
ECL +2 Races recieve 36 Points
ECL +3 Races recieve 30 Points
ECL +4 Races recieve 24 Points
ECL +5 Races recieve 18 Points
ECL +6 Races recieve 12 Points

This kind of adjustment is capped at ECL +6. You can, for instance, take an ECL +6 race, and sacrifice 6 character levels in order to retain a 60 point buy, or sacrifice 2 levels and start with a 24 point buy. Another option is to take an ECL +12 race with a sacrifice of 6 character levels, starting with 12 points. Double check with Creamsteak before deciding on any non-core races.

Code:
Ability Score	Point Cost
8	0
9	1
10	2
11	3
12	4
13	5
14	6
15	8
16	10
17	13
18	16




Races
Players handbook races and many monsters-as-races are options available to the players. There are also a few setting-specific races, and some options that have already been examined. The following material has already been accepted as options for players:

Players Handbook Races
Core Races at These ECLs
The Monster Manual II, at the given ECLs
The Epic Level Handbook, at the given ECLs
The Wild Spellcaster Template from Natural 20's Arcane Mysteries: Wild Spellcraft at +0 ECL
The Psionic Template from the Psionics Handbook at +6 ECL.
Campaign Setting Specific Races: Argonian, Breton, Dark Elf, High Elf, Imperial, Khajiit, Nord, Orc, Redguard, and Wood Elf.

Argonian ECL+2. +2 Str, +2 Con, -2 Int. +2d8 HD. +1 base attack. +3 Ref. +5 natural armor. -3 ranks/skill, +6 Jump, +8 Swim, +4 Balance. Multiattack, Immune to Poison, +4 Fortitude Bonus to Resist Disease. Weapon Proficiency.

Breton ECL +1. +2 Wis, +2 Cha. +2 Listen, +2 Spot, +2 Heal, +2 Religion, Spell Resistance 7+Class Level. Casts Light 1/day as a 1st level Sorcerer. Acid, cold, and electricity resistance 5.

Dark Elf ECL +2. +2 Dex, -2 Con, +2 Int, +2 Cha. +2 Listen, +2 Search, +2 Spot. Elf Traits. Spell Resistance 11+Class Level. +2 Racial bonus to Will saves against spells/spell-like abilities. 1/day - dancing lights, darkness, and faerie fire as a 1st level sorcerer. Darkvision 120 feet. Light Blindness. Fire Resistance 5+Class Level, Damage Reduction 1/-.

High Elf ECL +0. -2 Str, +2 Dex, -2 Con, +2 Int. +1 on all Saving Throws. +2 Alchemy, +2 Arcana, +2 Listen, +2 Search, +2 Spellcraft, +2 Spot. Elf Traits. Elf Weapon Proficiencies.+2 Alchemy, +2 Arcana, +2 Spellcraft, +1 to all Saving Throws

Imperial ECL +0. +2 Dex, +2 Int, -2 Cha. +2 Bluff, +2 Diplomacy, +2 Hide, +2 Gather Information. Fire, Cold, and Electricity Resistance 5. 1/day - Charm Person, Darkness as a 1st level sorcerer. +2 Bluff, +2 Diplomacy, Imperial Weapon Proficiency.

Khajiit ECL +0. +2 Con, -2 Cha. +2 Hide, +2 Move Silently, Nezumi Traits (Oriental Adventures). +2 Hide, +2 Jump, +2 Move Silently, +2 Reflex, -2 Will.

Nord ECL +0. 1 extra feat. +2 skill (ranks = level +3). +2 Weaponsmithing, Cold Resistance 5+ Class Level, Nordic Weapon Proficiency.

Orc ECL+0. +4 Str, -2 Int, -2 Wis, -2 Cha. Light Sensitivity. +4 Armorsmithing, Rage 1/day, Orc Armor Proficiency.

Redguard ECL +0. 1 extra feat. +1 skill (max ranks = level + 3). +2 Climb, +2 Jump, +2 Fortitude, +2 Reflex, +10 Speed.

Wood Elf ECL +0. +2 Dex, -2 Int. +2 Listen, +2 Search, +2 Spot. Elf Traits. Elf Weapon Proficiencies. +2 Balance, +2 Tumble, Speak to Plants & Animals 1/day as a 1st level Sorcerer.



Classes
Some important house-rules are in affect concerning ECL. To summarize it simply, all characters -no matter what race or point buy alotment- are still considered to have an exact ECL of 20. How does this work mechanically? Well, first off, the total number of points used for point buy is taken into account for ECL. To demonstrate, the inversion chart is included here. The mechanics for this are as follows:

Point Buy 60 = +0 Point Buy Level
Point Buy 48 = +1 Point Buy Level
Point Buy 36 = +2 Point Buy Level
Point Buy 30 = +3 Point Buy Level
Point Buy 24 = +4 Point Buy Level
Point Buy 18 = +5 Point Buy Level
Point Buy 12 = +6 Point Buy Level

A characters Class Level = CLVL
A characters Racial ECL Modifier = ELVL
A characters Point Buy Level = PLVL

CLVL + ELVL - PLVL = Total Equivelent Character Level (ECL), this should always =20 for a new character

Class Selection: Players Handbook, Psionics, Oriental Adventures have already been OK'd. The alignment restriction of the Paladin has been shifted, a Paladin can be any good alignment. The Multi-classing restriction of the Monk has been lifted. Other material is handled on a case/case basis. Get your progression OK'd before finishing your character.

Prestige Class Selection: Prestige Classes are always handled on a case/case basis. Theme will be considered along with functionality.

We are also using an alternative experience chart. Experience is rewarded normally, however, the leveling is handled on this table:

Code:
1	0
2	750
3	2250
4	4500
5	7500
6	11250
7	15750
8	21000
9	27000
10	33750
11	41250
12	49500
13	58500
14	68250
15	78750
16	90000
17	102000
18	114750
19	128250
20	142500
21	157500
22	173250
23	189750
24	207000
25	225000
26	243750
27	263250
28	283500
29	304500
30	326250

Characters begin play with 150,000 experience points, putting them just over level 20, and not far from level 21.



Skills
Players Handbook and Psionics Handbook skills are in affect as is. The skill "Use Technological Device" has been added, available to any class that would normally have "Use Psionic Device" or "Use Magic Device" as a class skill. From Oriental Adventures, Iaijutsu Focus is a Restricted Skill, only available to the Samurai and Monk classes.



Feats
The following material is open to Feat selection: Players Handbook, Wizards of the Coast Splatbooks, Arcane Mysteries: Wild Spellcraft, Oriental Adventures, the Psionics Handbook, and the Epic Level Handbook. All other books must be dealt with on a case/case basis.



Equipment
Characters begin play with 800,000 gold pieces worth of equipment. This can be devoted to your worldly resources, or to your actual adventuring gear. It is important to note that the only encumbrance rule in play is that you cannot take more gear than you can carry INTO the dungeon, though you can leave with as much as you find. Note that the only OK'd resources for purchasing equipment will be the Players Handbook, Dungeon Master's Guide, Psionics Handbook, and Oriental Adventures. All other material must be OK'd on a case/case basis.



Magic
Players Handbook, Psionics Handbook, and Oriental Adventures Only. Everything else on a Case/Case basis. Because of the high level of this game, it's not an issue, but this campaign setting is 'Necromancy and Illussion Light' due to a political and religious purging of these schools. Due to the level involved, it's reasonable for you to have broken those rules. Just make sure you get anything unique OK'd first.
 
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Veit Ungart
Male Dwarven Mage 20
Str 18 (+4), Dex 12 (+1), Con 20 (+5), Int 33 (+11), Wis 18 (+4), Cha 23 (+6)

HP 170 AC 31 (+1 Dex, +10 armor, +5 Deflection, +5 Natural), Touch 16, Flat-footed 30
Saves: Fort +11, Ref +7, Will +16
Melee +14/+9 Ranged +11/+6
Skills and Feats: Climb +15,5; Concentration +28, Craft (Stonecutting) +23, Craft (Weaponsmithing) +15, Dispel Magic +26, Divination +26, Jump +15,5; Knowledge (Arcana) +32, Scry +32, Spellcraft +32;
Armor Proficiency (Light), Combat Casting, Eschew Materials, Extend Spell, Greater Spell Penetration, Persistent Spell, Quicken Spell, Spell Penetration

Magical Boons: Armored Casting (Light armor), Bonus Feat (Extend Spell), Chosen Spell list (Evoke Earth), Moderate Magical Infusion (Earth, Metal +1 level-based effects), Major Magical Infusion (Increased Darkvision +60, Immune to severe side-effects of Earth(dirty, crushing, suffocation))

Spell lists (Save DC 16+spell level)
Abjure [Element] (11): Acid, Air, Biomatter, Crystal, Earth, Fire, Ice, Lightning, Metal, Shadow, Sonic
Abjure Magic
Alter Reality
Animate Object
Bind [Element] (5): Biomatter, Crystal, Earth, Fire, Metal
Create [Element] Object (6): Biomatter, Crystal, Earth, Fire, Light, Metal
Enervate & Restore
Evoke [Element] (10): Acid, Air, Biomatter, Crystal, Death, Earth, Fire, Ice, Lightning, Metal
Evoke Area [Element] (10): Acid, Air, Biomatter, Crystal, Death, Earth, Fire, Ice, Lightning, Metal
Infuse Creature with [Element] (9): Acid, Air, Biomatter, Death, Earth, Fire, Ice, Metal, Sonic
Infuse Object with [Element] (8): Acid, Air, Biomatter, Crystal, Earth, Ice, Metal, Light
Invisibility
Polymorph [Element] (7): Acid, Air, Biomatter, Earth, Fire, Ice, Metal
Sight
Summon [Element] (6): Acid, Air, Earth, Fire, Metal, Water
Wall of [Element] (3): Fire, Earth, Metal
Magic Points: 449 (310 base +139 bonus from high Int), So I could dumb out 26 9th level, 1 3rd level and 1 1st level effect and be left empty.


Equipment:
+5 mithral chainmail (29,300)
Ring of Elemental Comman (Earth) (200,000)
Ring of Protection +5 (50,000)
Vestments of Health +6 (36,000)
Gloves of Strenght +6 (36,000)
Bag of Holding I (2,500)
Helm of Intelligence +6 (36,000)
Cloack of Charisma +6 (36,000)
Tome of Intelligence +5 (137,500) (Read)
Chime of Opening (3,000)
Bead of Force x5 (2,000 x5)
Amulet of Natural Armor +5 (50,000)
Cash left: 73,700gp

Passwall
Spell list Abjure Earth 9, Elemental Attunement
Effect Can move own speed in any direction inside Earth (half speed up, double speed down)
Duration 1 hour/level

Magic Immunity
Spell list Abjure Magic 5, Antimagic
Effect Creature touched is surrounded by a personal range antimagic field
Duration 1 minute/level

Earth's Cudgel
Spell list Create Earth Object 1, Weapon
Effect Creates a weapon out of Earth. Attacking with is a touch attack (whether it is a ranged (Close range) or melee is chosen at the time of casting)
The weapon does d8 earth damage makes the attacked target dirty. Duration 1 round/level

Weaken
Spell list Enervate & Restore 3, Enervate
Effect Creature touched takes d6+1/2 levels temp ability damage to chosen ability, Will DC 19 negates.
Duration Instantaneous

Magic Missile, 5 missiles
Spell list Evoke Force 5
Effect 5 missiles, each dealing d4 +1/level. Each can be targeted to a different creature, no two of which can be more than 50ft apart. Must succeed at a ranged touch attack.
Line of Sight range.

Magic Missile, 9 missile
Spell list Evoke Force 9
Effect 9 missiles, each dealing d4 +1/level. Each can be targeted to a different creature, no two of which can be more than 90ft apart. Must succeed at a ranged touch attack.
Line of Sight range.

Earth's Pummel
Spell list Evoke Earth 6
Effect A ray (Long range) shoots out to a target, dealing 11d6 +1/level Earth damage (Ref DC 23 for half) and the target becomes dirty.

Fireball
Spell list Evoke Area Fire 4
Effect Shoots a pellet up to Long range, which explodes to a 25ft radius sphere. Everybody caught in the sphere takes 7d6 +1/level damage (Ref DC 20 for half)
Creatures must also make a Reflex save (DC 15) or catch on fire.

Strenght of Earth
Spell list Infuse Creature with Earth 9, Body
Effect One creature touched gains a +12 enhancement bonus to Strength. The target is also protected from high intesity side effects of Earth.
Duration 1 hour/level

Hide and Go Seek
Spell list Infuse object with Fire 4, Skill Enhancement
Effect One object (such as cloack or boots) is infused with the element of Fire, granting a +10 enhancement bonus to one Dexterity based skill chosen at the time of casting. The item must be somehow related to the skill.
Common target is cloak for Hide and boots for Move Silently.
Duration 1 hour/level

Reinforce Item
Spell list Infuse object with Earth 4, Strengthen
Effect One object of up to 100lbs/level becomes stronger, gaining +5 HP/inch of thickness and its Break DC is increased by +5. The object also becomes immune to the moderate side-effects of Earth.
Duration 1 hour/level

Stalker
Spell list Invisibility 6
Effect Target touched becomes invisible as improved invisibility except the target can't be heard. Nor can the target be seen with see invisible.
Duration 1 minute/level

Earth to Soil
Spell list Polymorph Earth 6
Effect Earth or stone object of up to Huge size in medium range is altered. Size can be changed up to 3 categories. Moderate changes to the substance can be made (examples include changing steel to copper).
Used mainly to change stone and such to mud or soil. Attended objects get a Fort (DC 22) save to negate the effect.
Duration Permanent

True Darkvision
Spell list Sight 7
Effect Creature touched gains Darkvision up to its normal range of vision
Duration 10 minutes/level

Call Huge Earth Elemental
Spell list Summon Earth 9
Effect A huge earth elemental is brough and does as it is conmmanded. It appears within Close range.
Duration 1 round/level

Wall of Stone
Spell list Wall of Earth 5
Effect Creates one 5ft square/level of 1 inch/4 levels thick stone wall.
Creatures locked inside a structure made with the wall starts to slowly suffocate (see DMG p.88)
Duration Instantaneous (Note: if the DM decides that such a wall has a gp value, I must pay 1 XP for each 10 gp of value)

And still no history
 
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Rearden the Smith

M Human Fighter20 CR 20; Size:M Type Humanoid; HD (20d10)+60; hp 203; Init +7 (+3 Dex, +4 Misc); Spd Walk 40'; AC 36 (flatfooted 33, touch 18) Optionally goes to AC 43 if using shield, *Warhammer +4 (Impact/Speed/Adamantine) +36/+36/+31/+26/+21 0'/B (1d8+22 or 1d8 +17 if one handed 18-20/x3 threat range doubled, grants 1 extra attack each round at highest bonus) or Crossbow +2 (Light) +25/+20/+15/+10 80'/P (1d8+2 19-20/x2 Neither S ) ; SA: ; Vision: Normal AL: NG; Sv: Fort +20, Ref +14, Will +15; Str 33(includes use of Manual of Gainful Exercise +5), Dex 16, Con 16, Int 18, Wis 14, Cha 12

Skills and Feats: Alchemy +10, Craft (Armorsmithing) +26, Use Technological Device +13, Craft (Metalworking) +26, Craft (Trapmaking) +17, Craft (Weaponsmithing) +26, Disable Device +13, Jump +19, Knowledge (Engineering) +12, Open Lock +13, Search +10, Listen +7; Armor Proficiency (Heavy),Armor Proficiency (Light),Armor Proficiency (Medium),Cleave,Combat Reflexes,Dodge,Expertise,Rapid Reload ,Follow Through(allows a 5' step during a cleave, from AEG WAR),Great Cleave,Improved Critical (Warhammer),Improved Initiative,Improved Sunder,Iron Will,Light Sleeper(Allows listen checks while sleeping from AEG Dungeon),Martial Weapon Proficiency,Power Attack,Power Critical (Warhammer),Power Lunge,Shield Proficiency,Simple Weapon Proficiency,Sunder,Alertness ,Weapon Focus (Warhammer),Weapon Specialization (Warhammer)
Possessions: 10.0 Acid (Flask), 10.0 Alchemist's Fire (Flask), 1.0 Alchemist's Lab, 1.0 Amulet of Natural Armor +5, 1.0 Artisan's Tools(Masterwork), 1.0 Belt of Giant Strength +6 ,50.0 Bolt (Crossbow/Silvered), 1.0 Boots of Striding and Springing, 1.0 Brazier (Bronze), 1.0 Camouflage Kit (Forest/Masterwork), 1.0 Cloak of Resistance +5, 1.0 Decanter of Endless Water, 1.0 Dust of Appearance, 1.0 Expandable Pole, 1.0 Full Plate +5 (Fortification (Heavy)/Mithral/Called), 1.0 Gauntlet of Rust, 1.0 Goggles of Night, 1.0 Heward's Handy Haversack, 1.0 Longreach tongs, 1.0 Magnifying Glass, 1.0 Manual of Gainful Exercise +5(used, but included to account for the cost), 1.0 Portable Hole, 1.0 Pot of Metal Melting, 1.0 Ring (Regeneration), 1.0 Ring +5 (Protection), 1.0 Rope of Climbing, 1.0 Scale (Merchant's), 1.0 Shield +5 (Large/Steel/Mithral), Shovel, 1.0 Spool of Endless Rope, 5.0 Tanglefoot Bag, 1.0 Thieves' Tools (Masterwork), 1.0 Warhammer +4 (Impact/Speed/Adamantine), 5.0 Waterskin.

Rearden is an oddity in this world. He is an avowed technologist. He firmly believes that most things are better solved using technology and skill rather than magic. However, he is not stupid, and certainly will use magic when it is to his advantage. He is quite civil to arcane spell casters, but in a rather glacial way. Rearden is reasonably affable with divine casters, as the power of the gods are a different matter than simple magic, not to mention healing spells have saved his butt on many occaisions.

He is quite paranoid when making camp and will generally have a party stop early on any given day so he can construct an elaborate set of defenses in any given camp. Magical aid will be welcomed in this effort since he doesn't like the blister end of a shovel any more than the next peasant. He has been ambushed at night so many times that he practically sleeps with one eye open. His hammer basically never leaves his side. He enjoys travelling around helping craftsmen improve their skills. Stomping the forces of evil into the dust helps to pass the time.
 

Malibeem Lightfoot

I threw this together rather hastily. It seemed perfect for a dungeon crawl and I based the number stuff on some things Sollir helped me with on another character. If something isn't right let me know. I just wanted to get something up to keep the idea moving forward. I am looking forward to checing out Epic Rules.

Ranger 1 / Rogue 19
Neutral
Hit dice 193
Initiative +13
Speed 20’ walk / 90’ fly (3/4 while blinking)
AC: 41 [56] Flat foot: 41 Touch 28
(+1 Size +9 Arm. +13 Dex +4 Prot +4 N Arm.)-(+7 Shield +4 Haste +1 Dodge +4 AoO)
Attacks: dagger: 31/31/26/26/21/21 (31ExTact/31 Haste) or S.bow 33/28/23 (33/33)
Damage: +10d6 Sneak
Special Attacks: Sneak Attack, Crippling Strike,
Special Defense: Blinking, Displacement, Uncanny Dodge, Improved Evasion,
Special qualities: Can’t be flanked, Defensive Roll, Skill Mastery (7), Speaks all Lang. in PHB
Saves: F 19 R 30 (+3 vs. Traps) W 15
Abilities S 12 I 18 W 16 D 36 C 20 Ch 10

Crippling Strike: When the rogue damages an opponent with a sneak attack, the target also takes 1 point of Strength damage.

Defensive Roll: Once per day, when a rogue would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. She makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. The rogue must be aware of the attack and able to react to it in order to execute the defensive roll — if the Dexterity bonus to AC is denied, the rogue can't roll. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue's evasion ability does not apply to the defensive roll.

Improved Evasion: The rogue takes only half damage on a failed save.

Feats
Ambidexterity (Bonus)
Two Weapon Fighting (Bonus)
Tracking (Bonus)
Weapon Finesse – Dagger (1)
Combat Reflexes (3)
Dodge (6)
Mobility(9)
Expert Tactician (12)
Improved two Weapon Fighting (15)
Greater two weapon Fighting (18)


Skills: Tot Ranks Abil. Syner. Tools Other
Hide* 46
Jump 7
Move Sil.* 48
Open Lock* 46
Mag. Dev* 18
Search* 37
Appraise 20
Spot* 26
Balance 18
Tumble 29
Climb 11
Disable Device* 37
Escape Artist 27
Tracking 25
Listen 15
Language Points 20
Gather Information 21

* Skill Mastery – . When making a skill check with one of these skills, the rogue may take 10 even if stress and distractions would normally prevent the rogue from doing so.

Magic Items Cost
Boots Flying & Speed 24000
Cloak Displacement (Major) 50,000
Vest of the Wight * 5000
Robe Resistance +5 25000
Bracers of Natural Armor +4 32000
Armor Mith Shirt +5, Grace 37100
Goggles Night 8000
Ring Blinking 30000
Ring Telekinesis 75000
Hat 0
Amulet Natural Health+4 16000
Gloves Dexterity +6 36000
Belt Protection +4 32000
(2) +4 Ghost Touch Daggers 100604
Rod of Negation 44600
Gem of Seeing 75000
Chime of Opening 3000
Portable Hole 14000
Heward’s Handy Haversack 2000
Manual of Quickness in Action 137500
Lens of Detection 3500
+3 Short Bow Mighty (+1) 18525
Tools of the Wight 5000
Mundane Items 790
Deck of Illusions 9200
2 Wands CLW 1500
Wand of Endurance 4500
Wand of Knock 4500
Wand of Shield 750
795,069

*Vest of the Wight (+10 Move Silently and Hide) – 10x10x20 + [10x10x20]1.5=5,000
*Tools of the Wight (+10 Open Lock/disable Device) 10x10x20 + [10x10x20]1.5=5,000

Mundane Items: 100’ silk rope, 100’ string, 60 days of Rations, Candle, Caltrops x 10, 4 waterproof sacks, 100 MW arrows, 100 Arrows, 10 daggers,

History

This character is into "acquisitions & recovery" . Sometimes for monetary gain, other times simply to challenge himself. He keeps keeps his background to himself, but makes his expertise known when planning with a group…nothing is worse than being caught.

He prefers to be in and out undetected, however, if forced to fight does so with unyeilding ferocity. He believes in having a wide network of friends and in "keeping his ear to the ground". Outwardly he is very trusting, inside he knows he fully trusts people about as far as he can throw them (and keep in mind, he is a halfling).

Edit: Fixed Gauntlet of Dex to +6 and adjusted all related stats.
Edit: Added a couple of items and fixed GP value for Armor and Bow (I forgot to add the price of the armor and MW bow itself originally).



Last edited by GoldenEagle on 01-01-2003 at 07:12 PM
 


Does this look like a crash dummy or actual char so far?

Kathryn Merteuil
Female False Lover
Disciple of Mammon 10
Medium-size Undead (Unhallowed)
HD: 20d12 (183)
Initiative:+12
Speed: 60 ft.
AC: 32 (+8 dexterity, +6 natural, +8 bracers of armor)
Attacks: Slap +21 melee
Damage: 1d3+1 (subdual)
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: None
Special Qualities: Invulnerable, pleasing illusion, unearthly glamour, undead
Saves: Fort +12, Ref +24, Will +30
Abilities: Str 12, Dex 20 (26), Con -, Int 22 (28), Wis 20 (26), Cha 38 (44)
Skills:
Feats (5): Ability Focus (Unearthly Glamour), Disciple of Darkness (BoVD), Improved Initiative, Iron Will, Weapon Finesse (Unarmed Strike)
Alignment: Lawful Evil

False Lover Traits:
Invulnerable (Ex): Until confronted by their crimes on holy ground, the Unhallowed cannot be slain. If they are reduced to 0 hit points during a battle, they simply vanish before attackers' eyes, only to return to the mortal plane the following night.
Pleasing Illusion (Su): The false lover is capable of concealing her undead features with clever illusions, allowing her to change appearance at will. For this reason, these creatures have an effective Charisma of 38 (44 with Item) when determining reaction rolls, followers, etc. Victims may see through the illusion only with a successful Will save (DC 29) and only if they know to look for it specifically.
Unearthly Glamour (Su): Such is the power of the false lover's glamour that even the hardest of hearts can be seduced into her service. The false lover can pick a single target in a combat round and subject the victim to the full force of her charms. The target must immediately make a Will save (DC 39) or fall under the false lover's sway. The victim is under the creature's direct control so long as they remain within sight of each another. Once the two are separated the control ebbs, but the victim is never quite the same again,a nd if the creature uses its glamour on the person again the victim's DC is increased to 54.
Undead: The false lover is immune to poison, sleep, paralysis, stunning, and disease. It's not subject to critical hits, subdual damage, ability damage, energy drain or death from massive damage.

Disciple of Mammon Abilities:
Lie (Su): +4 competence on Bluff checks and SR 21 against spells that reveal falsehood, such as zone of truth and discern lies, even when SR is normally not allowed.
Cheat (Sp): 10/day, a disciple of Mammon can produce an effect identical to that of a cheat spell cast by a 15th-level caster.
Thief (Ex): +4 competence bonus on Pick Pocket and Open Lock checks.
Steal (Sp): Can call a single unattended object weighing 5 lbs. or less to her as if using telekinesis. Functions as if cast by a 15th-level caster.
Divert Attack (Ex): 3/day, Kathryn can manuever events so that an opponent's melee attack meant for her is actually directed at another character within the attacker's reach. The new target mus be a foe of the attacker. If there is no such foe within reach, the manuever fails.
Summon Osyluth (Sp): 1/day can summon an Osyluth for 15 rounds as per a Summon Monster spell. Functions as if cast by a 15th-level acster.
Take Object (Ex): +4 competence bonus on attempts to disarm, no attacks of opportunity for attempting to disarm while unarmed.
Enhance Value (Ex): By careful, slight modifications, Kathryn can increase the value of a nonmagical item of value, such as a gem, an art object, or a piece of equipment. She spends 1 hour performing these modifications and then makes an Appraise check, increasing the value of the object by 1% per point of the check result. A disciple of Mammon cannot enhance something with a readily obvious value, such as a coin, and she cannot enhance the same object twice.
Divert Spell (Ex): 1/day Kathryn can manuever events so that an opponent's spell targeted on her is actually targeted at another instead. The new target must be within range and must also be a foe of the attacker. If there is no such foe within reach, the manuever fails.
Nondetection (Sp): Kathryn is constantly effected by a nondetection spell cast by an 18th-level caster (DC 33). This ability cannot be dispelled, but it can be suppressed.
Summon Gelugon (Sp) 1/day acn summon a Gelugon for 18 rounds as per a Summon Monster spell. Functions as if cast by an 18th-level caster.

Equipment: Kathryn has benefitted from a Tome of Leadership and Influence +5 ( 137,500)

Bracelets of Armor +8 (64,000)
Chime of Opening (3,000)
Coat (Cloak) of Resistance +5 (25,000)
Gem of Seeing (75,000)
Gloves of Dexterity +6 (36,000)
Hairpin of Intellect +6 (36,000)
Luckstone (10,000)
Necklace of Charisma +6 (36,000)
Ring of Spell Turning (150,000)
Ring of Three Wishes (97,950)
Sandals of Striding and Springing (6,500)
Sash of Wisdom +6 (36,300)
Vest of Displacement (50,000)
1750

Pic: http://us.imdb.com/EGallery?source=ss&group=0139134&photo=6&path=gallery&path_key=0139134
 
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Draconic Template(Just FYI):
This template can be added to any living, corporeal, non-dragon type creature.
+1 Natural Armour
Claw attack (1d3 damage med size)
Lowlight Vision
Darkvision 60'
+4 racial bonus to saves vs sleep and paralysis.
+2 Str, +2 Cha
+2 racial bonus to intimidate and Spot.
Level Adjustement : +1


William Masterson
Human Draconic Sorcerer 15/ArchMage 5
Align: CN

Str: 10 (0 Points, +2 Race)
Dex: 22 (10 Points, +6 magic)
Con: 20 (6 Points, +6 magic)
Int: 16 (10 Points)
Wis: 20 (6 Points, +6 magic)
Cha: 36 (16 points, +2 race, +5 level, +5 Inherent, +6 magic)

HP: 161 AC: 27(23 Touch, 21 Flatfoot)
Saving Throws:Fort: +16 Ref: +20 Will: +23
Initiative: +6

BAB:9/4
Melee: +9/4
Ranged: +15/10

Skills:
SpellCraft(+26/23), Concentrate(+28/23), Knowledge:Arcana(+26/23), Spot(+19/11.5),
Diplomacy(+24/11.5), Intimidate(+26/11.5),
*Sense Motive(+13/10) from Intelligent Circlet

Feats:
Spell Focus(Evocation)
Spell Focus(Enchantment)
Extra Spell
Extend Spell
Persistant Spell
(T&B)Cooperative Spell
(FR/T&B)Energy Admixture(Electric)
(FR/T&B)Energy Admixture(Sonic)
*Mobility
*Energy Substitution(All)

*=Virtual Feat
FR=Forgotten Realms
T&B=Tome & Blood

Languages: Common, Auran, Draconic, Elven

High Arcana(Spell Slot permanently Lost):
Mastery of Elements (8th level)
Spell Power +1(5th level)
Spell Power +2(7th level)
Spell Power +3(9th level)
Spell-like Ability(5th Level+9th level): 2/day as spell-like ability can cast Time Stop.

Special Abilities:
Lowlight Vision
Darkvision 60'
Telepathic Bond with Brother
True Seeing
Detect Magic
Polymorph
No need to breath, Eat, or Drink.
Only require 2 hrs sleep/day
Anyone striking William with a Melee attack takes 1d6+20 Electric, 1d6+20 Fire, and 1d6+20 Cold damage.
Half damage from Fire, Cold, and Electricity if saving throw fails(Or if no saving throw allowed), or No damage if save is made
Acid Resistance(30)
Sonic Resistance (15)
Damage reduction 10/+5 vs ranged attacks (discharged after having prevented 100 pts of damage)
Time Stop as spell-like ability 2/day.
Immune to Magic Missiles from front
3/4 cover from front

Spells always on (Every day cast)
Mage Armour(lvl 1)
Polymorph Self(Lvl 4)
Persistant Protection from Arrows (Lvl 6)
Persistant Shield (Lvl 5)
Persistant Detect Magic (Lvl 4)
3 Persistant Fire Shields(Warm, Chill, Shocking) (3 Lvl 8s)

Spells/Day(Not Used): 6/9/9/9/13/6/7/7/4/6
Spells Known: 9/5/5/4/4/4/3/3/3/3
Spell Save DC: 29/30/31/32/33/34/35/36/37/38
Evoc/Encht DC: 31/32/33/34/35/36/37/38/39/40

0 Level:
Light
Mending
Mage Hand
Read Magic
Ghost Sound
Ray of Frost
Detect Magic
Detect Poison
Dancing lights

1st Level:
Alarm
Shield
Mage Armour
Magic Missile
Nystul's Undetectable Aura

2nd Level:
Web
Knock
Rope Trick
Expeditious Retreat
Protection From Arrows

3rd Level:
Gust of Wind(Ev)
Lighting Bolt(Ev)
Clairaudience/Clairvoyance
Suggestion(En)

4th Level:
Polymoph Self
Fire Shield(Ev)
Charm Monster(En)
Enervation

5th Level:
Teleport
Telekinesis
Hold Monster(En)
Cone of Cold(Ev)

6th Level:
Disintegrate
Ottilukes Freezing Sphere(Ev)
Move Earth

7th Level:
Plane Shift
Mordenkainens Sword(Ev)
Delayed Blast Fireball(Ev)

8th Level:
Mass Charm(En)
Prismatic Wall
Ottilukes Telikinetic Sphere(Ev)

9th Level:
Time Stop
Meteor Swarm(Ev)
Dominate Monster(En)
Mordenkainens Disjunction

Misc Money Spent:
Read a Tome of Leadership and Influence +5(137,500)
Had WISH cast to make Rarys Telepathic Bond permanent with Brother(26,530)

Equipment:
*Intelligent Circlet of Wisdom+6 And Disguise(95,000)
+1 Moderate Fortification Silk Shirt(16,175)
Scarab of Protection(38,000)
Cloak of Charisma+6/Resistance+5(86,000)
Ring of Invisibility/Major Elemental Resistance:Acid, Minor Elemental Resistance:Sonic(96,000)
Ring of Sorcery 4/Sustenance/(105,000)
Belt of Constitution+6(36,000)
Gloves of Dexterity +6/Storing(44,800)
LEFT GLOVE: Wand of Protection From Elements
RIGHT GLOVE: Rod of Absorption
Bag of Holding 1(2,500)
Rod of Absorption(50 charges)(50,000)
Rod of Security(61,000)
50 Potions of Cure Light Wounds(in bag)(5,000)
2 Spell Component Pouch(10)
2 Bottles of Wine(20)
Small Silver Mirror(20)

345 GP

*=Intelligent Circlet of Wisdom: Speech, Telepathy, Int: 18 Wis: 16 Cha: 12 Alignment: CN
Languages: Common, Gnome, Goblin, Halfling, Terran
Primary Abilities: Item Sense Motive (+13), Wielder doesn't need to breath, Wielder has Mobility
Extraordinary Ability: True Seeing at will
EGO: 20
 
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Equipment thus far (* indicates additional ability at double normal cost)

Name: Jaren
1/2 Celestial Redguard male
LG
Monk 19, Order of the Phoenix Master (Shiba Protector?) 1

STR 14 ->20 +5 (26 +8)
DEX 14 ->16 +3 (22 +6)
CON 14 ->18 +4 (22 +6)
INT 12 -> 14 +2
WIS 15 -> 22 +6 (28 +9)
CHA 8 -> 12 +1

Spd: 200 Su (60), Fly 60 (good)
Ini: +10

Atts: base, unarmed base, unarmed, flurry
+14, +14, +43, +41
+9, +11, +40, +41
+4, +8, +37, +38
none, +5, +34, +35
none, +2, +31, +32
none, zip, zip, +29

Dmg: 1d20+22 18-20/x2 +2d6 vs evil, ghost touch

Atts: Shuriken:
(+36 x 3)/(+31 x 3)/(+26 x3)

Dmg: 1 +9 Wis =10 each

AC: 45; touch 32; flat footed 38
(+8 armor, +6 dex, +3 monk, +5 natural, +1 insight, +9 Wis, +3 luck)

HD 20d8 + 120
HP: 242

F: +13 base, +31: (6 Con, 5 resist, 3 luck, 2 comp, +2 racial)
R: +11 base, +29: (6 Dex, 5 resist, 3 luck, 2 comp, +2 racial)
W: +13 base, +34 (9 Wis, 5 resist, 3 luck, 2 comp, +2 feat): also has +2 versus mind affecting

Feats:
1: Improved Initiative; 1h: Alertness; 3: Expertise; 6: Iron Will; 9: Weapon Focus: unarmed; 12: Combat Reflexes; 15: Expert Tactician; 18: Improved Critical: unarmed; Monk: Deflect Arrows; Monk: Pain Touch* (swapped in for Improved Trip)

Skills:

Hide 20 +38
Move Silently 20 +38
Balance 15 +25
Jump 15 +38
Tumble 15 +27
Iajitsu Focus 23 +26
Listen 20 +33
Knowledge Arcana 5 +9
Knowledge Religion 5 +9
Knowledge the Planes 1 +5
Diplomacy 1 +4
Concentration 5 +13
Climb 5 +15
Intuit Direction 1 +11
Swim 5 +15 - Encumberance

Sense Motive 1 +27
Spot 0 +28

Languages: Common, Celestial, Infernal

Unarmed Attacks
(Su)Stunning Attack+Pain touch: 19/day, DC 33, 1 round stun + 1 round nasuea
Evasion
Improved Evasion
Deflect Arrows
Still Mind
Slow Fall: Any distance
Leap of the Clouds: unlimited jump
Purity of Body: immune: disease
(Su)Wholeness of Body: 38 HP/day
(Su)Ki Strike +3
(Su)Diamond Body: immune: poison
(Sp)Abundant Step: Dimension Door 1/day, level 9
Diamond Soul: 29 SR
(Su)Quivering Palm: death attack 1/week, DC 28
Timeless Body: immune: aging
Tongue of Sun and Moon: can speak to any living creature
(Su)Empty Body: go Ethereal for up 19 rounds per day

(Ex)No Thought: Wis bonus to attack and damage

Low Light vision
Immune: Acid, Cold, disease (again), Electricity
+4 versus poison
+1 natural armor (useful in AMF)
Spell like powers: caster level 20, DC 19+spell level
Light, at will
Protection from Evil, 3/day
bless, 1/day
Aid, 1/day
Detect Evil 1/day
Cure Serious Wounds, 1/day
Neutralize Poison, 1/day
Holy Smite DC 23, 1/day
Remove Disease 1/day (super useful!)
Dispel Evil, 1/day
Holy Word, 1/day
Holy Aura DC 27, 3/day
Hallow, 1/day
Symbol DC 27, 1/day
Summon Monster 9, celestials only, 1/day
Resurrection 1/day

Items:
Skin of the Hero (psi) 68
Heward's Handy Haversack 2

Ring of the Mighty Fist +5 (S&F) 150
Ring of Endurance 55 (+5 natural armor 50, sustenance* 5)
Gloves of Stunning Speed 46 (+6 Dex 36, Ki straps* [S&F] 10)
Belt of Mighty Prowess 68 (+6 STR 36, +4 CON* 32)
Headband of the Grandmaster 40 (+2 competence to attack, saves, checks, as pale green ioun stone, half price for being a space using item, x4 for double normal bonus)
Robe: empty
Vest of Force Armor 64 +8 armor
Armor: empty for monk abilities
Bracers of Celestial Fury 66 (Bracers of Striking 2, Ghost-touch, Impact, Holy: +4 equiv, 2x16x2=64)
Amulet of Insight 46 (+6 WIS 36, +1 insight to attack* and AC* [2.5 for odd bonus x 1^2 x 2 no space = 5 x 2 for the other insight bonus = 10])
Mantle of Stealth 33 (+5 resistance to saves 25, +10 hide* 4, +10 MS* 4)
Piercing the Veil 93 (True Seeing 75, +15 Sense Motive* 9, +15 Spot* 9) Not an item, but a magical ability. However, wearing a magical goggles or similar eye slot items interferes with ability.
Sandals of the Tiger's Pounce 36 (Speed for up to 30 rounds/day 24, Tiger's Leap* 7, Striding and Springing* 12)
Necklace of Adaptation 19k, not currently worn
5 Cure Serious Potions (5) 3750gp

About 200 pp remaining.

150 feet of silk rope
Grappling hook
Bedroll
20 pieces of Chalk
3 Belt Pouches
3 Sacks
Soap, 2 lb
Flint and Steel
Spade
Monk's outfit
Mirror
Super heavy metal sphere
5 pitons
hammer
5 ink vials
journal
15 days rations
45 shuriken
Gear not worn is stored in the haversack.

Iajitsu Focus:
DC 10: +1d6
15: +2d6
20: +3d6
25: +4d6
30: +5d6
35: +6d6
40: +7d6
45: +8d6
50: +9d6

Flurry of Blows guide:
Roll, AC: Normal attacks. +1 attack. +2 attacks
20 (AC 63+): Always flurry
19 (AC 62): Always attack normally
15 (AC 58): Flurry. Normal. Normal
11 (AC 54): Flurry. Equivalent. Normal
10 (AC 53): Flurry. Equivalent. Normal
9 (AC 52): Flurry. Flurry. Normal
6 (AC 49): Flurry. Flurry. Equivalent
5 (AC 48): Always Flurry.
 
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Rom

Male Pixie Wiz 20; Small-size Fey; HD 20d4+180; hp 240; Init +17; Spd 20 ft. fly 60 ft.; AC 39 (10 + 5 luck + 4 Mage Armor + 5 Ring + 13 Dex +1 Natural +1 Size (touch 33, flat-footed 30); Atk +29/+24 melee or 27/+22 ranged touch (by spell); AL TN; SV Fort +24, Ref +29, Will +23;

Str: 6
Dex: 34 -> 36
Con: 20 -> 28
Int: 40 -> 50
Wis: 12
Cha: 14

Ra: Dodge
Ra: Point Blank Shot
Ra: Rapid Shot
Ra: Weapon Finesse (Dagger)
Ra: Weapon Focus (Shortbow)
01: Scribe Scroll
01: Weapon Focus (Touch)
03: Battle Touch
05: Precise Touch
06: Weapon Finesse (Touch)
09: Eschrew Material Components
10: Extend Spell
12: Empower Spell
15: Silent Spell
15: Magical Talent
18: Lace Spell [Unravel]
20: Improved Initiative

Active Spells:
6x Empowered Extended Endurance [23]
6x Empowered Extended Cat's Grace [23]
6x Empowered Extended Fox Cunning [23]
Magic Tattoo (+1 Caster Level) [20, 21, 22]
Mind Blank [23]
Nondetection [23]
Chain Contingency (When in the area of a Mordenkainen's Disjunction I did not cast. Spells: Precise Touched Delayed Blast Fireball, Shield, Antimagic Field.) [23]

Equipment:
Tome of Dexterity +4 (110,000)
Bracers of Dexterity +6 (36,000)
Tome of Intelligence +5 (135,000)
Headband of Intellect +6 (36,000)
Cloak of Resistance +5 (25,000)
Ring of Deflection +5, Sustenance (55,000)
Ring of Nine Lives, Counterspelling (78,000) [9]
Lesser Rod of Empowerment (16,200)
Lesser Rod of Empowerment (16,200)
Lenses of Luck (187,500)
Spells (a lot)
Boccobs Blessed Book (9,500)
Wand of Spectral Hand [5th, 23] (3,750)
10x Nodetection M component (500)
Shapechange F component (1,500)
Chain Contingency F component (1,500)
Duplicate M component (1,000)
4x True Seeing M component (1,000)
2x Magic Jar F component (200)
Familiar [Toad] (100)
Bladed boot +1 with 3 times Spellblade (Greater Dispel Magic, Harm, Trap the Soul) (32,000)
Bladed boot +1 with 3 times Spellblade (Imprisonment, Temporal Stasis, Finger of Death) (32,320)

Skills:
Scry +43
Alchemy +43
Spellcraft +45
Concentration +31
Knowledge (Arcana) +45
Knowledge (Religion) +43
Listen +12.5
Spot +12.5
Hide +24.5
Move Silently +24.5
Search 31.5
(skills are not completely correct, but I think I've spent too little skill points, so I hope that's not a problem)

Spell List:
level 0:
PHB

Level 1:
Magic Missile
Mage Armor
Shield
Charm Person
Chill Touch
Shocking Grasp
True Strike
Protection from Evil
Detect Secret Doors

Level 2:
Melf's Acid Arrow
Spectral Hand
Endurance
Cat's Grace
Fox Cunning
Knock
Rope Trick

Level 3:
Haste
Nondetection (M, 50)
Clairvoyance
Fireball
Vampiric Touch
Slow
Foil Tracer
Blindsight

Level 4:
Otiluke's Resilient Sphere
Enervation
Dimension Door
Gird The Warrior

Level 5:
Dominate Person
Hold Monster
Cone of Cold
Magic Jar (F, 100)
Quitelemental Blast
Overcome Force
Wall of Force

Level 6:
Antimagic Field
Greater Dispelling
True Seeing (M, 250)
Disintegrate
Prorogate Death

Level 7:
Spell Turning
Delayed Blast Fireball
Finger of Death
Teleport Without Error
Limited Wish
Energy Immunity

Level 8:
Mind Blank
Horrid Wilting
Polymorph Any Object
Etherealness
Mark of Death
Utter Thrall

Level 9:
Mordenkainen's Disjunction
Gate
Foresight
Magma Burst
Dominate Monster
Energy Drain
Shapechange (F, 1500)
Time Stop
Wish
Arcana Form
Duplicate (M, 1000)
Chain Contingency (F, 1500?)

Memorized Spells:

4/8/8/8/7/7/7/7/5/5

0: Light, Detect Magic, Read Magic, Arcane Mark
1: Charm Person, Shield x2, True Strike x2, Mage Armor, Detect Secret Doors, Protection from Evil
2: Precise Touched Fireball x3, Rope Trick, Knock, Create Magic Tattoo x3
3: Haste x3, Non Detection, Clairvoyance, Vampiric Touch, Fireball, Blindsight
4: Dimension Door x2, Precise Touched Cone of Cold x2, Enervation x2, Gird the Warrior
5: Hold Monster x2, Dominate Person, Overcome Force,
Quitelemental Blast x3
6: Greater Dispelling x2, Precise Touched Delayed Blast Fireball x2, True Seeing x2, Disintegrate
7: Finger of Death x2, Energy Immunity x2, Teleport Without Error x2, Limited Wish
8: Mind Blank, Horrid Wilting, Utter Trall, Mark of Death, Precise Touched Magma Burst
9: Mordenkainen's Disjunction, Gate, Time Stop, Wish, Shapechange

Spells cast today:

3x Create Magic Tattoo
Mage Armor
Mind Blank
Blindsight
Teleport Without Error
Haste
Precise Touched Delayed Blast Fireball
 
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El`Duran Maturis
Male Dark Elf Ghost Monk10/Shintao Monk10

STR 10, DEX 12, CON -, INT 10, WIS 17, CHA 18

HP: 240
AC: 22 (10 + 1 Dex + 3 Wis + 4 Deflection + 4 Monk)
Init: +5
Speed: 90

Fort: -
Ref: +15
Will: +17

Attacks:
Unarmed - +15/+12/+9/+6/+3 (1d20, 19-20 x2)

Abilities:
SR 31; DR 1/-; Darkvision 120'; Dancing Lights, Darkness, Faerie Fire 1/day; Fire Resistance 25; Unarmed Strike; Stunning Attack; Improved Evasion; Still Mind; Slow Fall 50'; Purity of Body; Leap of the Clouds; Ki Strike +1; Touch the Void Dragon; Detect/Smite Evil; Speak to the Soul; Grasp the Earth Dragon; Purity of Shinsei; Channel the Fire Dragon; Great Silence; Steal the Air Dragon; Ancestral Guidance; Ride the Water Dragon; Kukan Do

Feats:
1 - Expertise
Mnk2 - Unbalancing Strike
3 - Improved Init
6 - Expert Tactician
Mnk7 - Pain Touch
Shn1 - Freezing the Lifeblood
9 - Death Blow
Shn3 - Falling Star Strike
Shn5 - Meditation of War Mastery
12 - Fists of Iron
Shn7 - Superior Expertise
15 - Weapon Focus(Unarmed Strike)
Shn9 - Improved Grapple
18 - Improved Critical(Unarmed Strike)



That's what I've got for now. Skills and Equipment (which will adjust things considerably) to be added later. Proabably not until Friday morning. :(
 
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