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Epic Cinematic (Recruiting)


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Vertexx69 said:
...my whole concept was based off of the enhanced beastclaws (from my first post). I'll have to think about an alternative or whatever...

Vertexx, I don't mean to sound mean or anything, but thank you for proving why I hate enhancing preexisting weapons and why I shall be saying no to yours. You tried to enhance a pair of weapons as a single weapon. Not happening. Since their is no easy way of progressing the cost of the weapons, and since you apparently thought that sinced they were priced as a single item, the enhancement rules wouldn't multiply, I am not a huge fan of this concept. You are going to have to do a major equipment overhaul.

If you want enhanced claws, the standard and legit way of doing it is an amulet of mighty fists, or in your case it would be cheaper going with a Necklace of Natural Weapons (savage species). The price will still be essentially the same as if you had the 2 weapons, but since its a single item, it would be capable of fulfilling the single item worth 5 mil clause, and since you already have claws you still fight the same way.

Another option would be altered spiked gauntlets to look like claws, but they wouldn't gain any of the extras the ones from savage species got, specifically the extra 1d6 damage.
 
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Yah I was kranky last night when I wrote that. I have already changed the character and reposted it to the RG. I made some minor changes to some other stuff as well like having a CL 7 now instead of 1. I gave up some of his lower end attacks, but it makes him a bit more flexible I think.

The things I didn't make page refs for are all from the SRD material. The wep mods you mentioned are all in reference to the "martial discipline" which I took 3 times for Tiger Claw, Diamond Mind and Devoted Spirit which now has a page ref added on the sheet.

I ended up putting the mods on a Necklace of Natural Weapons (for both his hands) but had take a -4 to hit and dmg per attack due to the cost multiplier.
 
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whoops, sorry vertex. I found some extra info while I was checking your sheet, and changed my last post hoping nobody read it yet. Please re-read.
 


Yens 3.0

OK, here is a resubmission. no two weapon fighting, just made him a chain fighter instead. Also, bumped up the swashbuckler in place of weretouched which was just weak. High level swash gives slippery mind which allows for dextrous will, which is very useful.

Question: How much would a CL20 permanent 3rd level spell cost? I can't find the formula.

Anyway, tell me what you think.

[sblock]Yens Halfulfen, Male Shifter (humanoid, shapechanger), CG
Rogue 4, Fighter 4, Swashbuckler 18 (CoWar p12), Swordsage 4 (Bo9s p16).

[sblock=progression: ]
1 – Rogue, Longtooth elite
2 – Swashbuckler, weapon finesse
3 – Swashbuckler, Fierce mind
4 – Fighter, Exotic Weapon Prof. – Spike Chain
5 – Rogue
6 – Rogue, Daring Outlaw
7 – Fighter, Weapon Focus (bite)
8 – Fighter
9 – Fighter, Spec. (Bite) and Daring Warrior and Power Attack
10 – Swashbuckler
11 – Swashbuckler, Cleave
12 – Swashbuckler, extra shifter trait, beasthide
13 – Swashbuckler, Improved Init.
14 – Swashbuckler
15 – Swashbuckler, Melee Weapon. Mastery, Piercing and reactive shifting
16 – Swashbuckler,
17 – Swashbuckler, Combat Reflexes
18 – Swashbuckler, and beasthide elite
19 – Swashbuckler, Combat Expertise
20 – Rogue, penetrating strike alt.
21 – Swashbuckler, Epic Reflexes
22 – Swashbuckler, Improved Trip
23 – Swashbuckler,
24 – Swashbuckler, Improved Disarm and Dextrous Will
25 – Swashbuckler,
26 – Swashbuckler, Foe Catcher
27 – Swordsage, Fast Healing
28 – Swordsage
29 – Swordsage
30 – Swordsage, Shadow Blade
[/sblock]

Description:

[sblock=Agenda: ]
[/sblock]

[sblock=Personality: ]
Chaotic Good
[/sblock]

Space/Reach: 5 ft./5ft (15ft. w/ chain)
Move: 450 ft or 900 ft.; (30 or 60)*15

HP: 2,360 (6+24*3/4+220*3/4+32*3/4+240)*5

AC 69/74, touch 54/55, flat-footed 69/74 (10, armor +15, natural +5/9, dex +14/15, swordsage +8, monk’s belt +9, deflection +5, insight +1, shield +2)
Also, +4 melee dodge versus one opponent.

Special Qualities to be aware of:
Spell Resistance 40, opponents have 50% miss chance, DR 15/adamantine, immune to negative dominant trait and negative levels, evasion, uncanny dodge, can’t be flanked, resist acid/cold/electricity/fire/sonic 30, immune to detection by divinations or mental influence.

Init +19/20

BAB: +19
Grapple: +28

Fort +32 (BASE=13, + con +7, resistance +5, +1 luck, +1 competence, + 5 epic)
Ref +40/41 (BASE=9, + dex 14/15, + grace +3, + resistance +5, +1 luck, +1 competence, +5 epic, +4 epic feat)
Will +26 (BASE=6, + wis 8, + resistance +5, +1 luck, +1 competence, +5 epic)
- may use the 1/day lucky ability to reroll a failed save.
- +5 versus saves versus death effects, and can reroll 1/day.

[sblock=Abilities; ability checks are at modifier +2 luck/competence]
Str 26/ (15 + 5 inherent, + 6 item + 0/4 shifting) = +8/
Dex 38/40 (18 + 2 race, + 5 inherent, +7 raises, + 6 item + 0/4 shifting) = +14/15
Con 26 (15 + 5 inherent, + 6 item + 0/2 shifting) = +8
Int 26 (17 - 2 race, + 5 inherent, + 6 item) = +8
Wis 26 (17 + 3 inherent, + 6 item) = +8
Cha 14 (8 - 2 race + 2 inherent, + 6 item) = +2
[/sblock]

Melee Attacks

Full Attack w/ Lifelink w/ haste: +57*/57/52/47/42 for 2d6 + 46 + 13d6 sneak attack + 1d6 fire from helm + wounding + 1d6 or 2d6 sacred; (strength +12, dex +14, intelligence +8, enhancement +10, piercing mastery +2)
*(19 bab, +14 dex, +1 weapon focus, +2 piercing mastery, +4 martial ability, +10 enhancement, +5 epic, +1 competence, +1 haste); Note, if tiger claw strike used, additional +3 to attack (martial ability) and +8 to damage.


Full Attack w/ shifting, haste, and raging mongoose:
Lifelink: +61/61/61/61/56/51/46 (2d6+55+13d6+1d6fire +1d6/2d6sacred+wounding)
Bite: +43/43/43 (1d8+44+13d6+wounding)

Ranged Attack
Throw Lifelink or burn them with helm of brilliance if they stay too far away!

[sblock=Racial Features: ]Shifting (longtooth, 3/day, 17 rounds, natural armor +4, +2 dex, 1d8 + 8 (level) + special/mastery/magic/str/dex/int/wis? (wounding) bite with +1 for weapon focus[/sblock]

[sblock=Class Abilities: ] Sneak attack +11d6, trapfinding, evasion, penetrating strike (dungeonscape p???, rogue alternate class ability that replaces trap sense; gives ½ sneak attack to un-sneakables, but only if flanking), uncanny dodge, bonus feats, grace +3, insightful strike (+ int to damage), melee dodge +4, acrobatic charge, improved flanking (+4), lucky, acrobatic skill mastery, weakening critical, slippery mind, quick to act +1, discipline focus (shadow hand weapon focus), AC bonus, discipline focus (tiger claw insightful strike). [/sblock]

[sblock=Feats (shifter in bold): ]Longtooth Elite (RoE p114), Weapon Finesse (swashbuckler bonus), Fierce Mind (DR355 p76), Exotic Weapon Proficiency (spiked chain), Daring Outlaw (CoSco), Weapon Focus (Bite and Shadow hand weapons), Weapon Specialization (Bite), Daring Warrior (CoSco), Power Attack, Cleave, Extra shifter trait (beasthide) (RoE p114), Improved Initiative, Reactive Shifting (RoE p115), Combat Expertise, Beasthide Elite (Eb p51), Combat Reflexes, Epic Reflexes, Improved Trip, Improved Dissarm, Foe Catcher, Dextrous Will, Shadow Blade[/sblock]

[sblock=Languages: ]Common, Giant, Sylvan, Elven.[/sblock]

[sblock=Skills: ]
(258; tome read at 16th character level, i.e. 216+42)
Code:
needs competence from iouon stone factored in, not done yet…

				ranks 	+ modifiers 	+ ability 	= total
Balance			5 	+ 6 		+ 13/15 	= +24/+25
Bluff				5 	+ 2 		+ 2 		= +9
Climb				5	+ 4		+ 8		= +17
Concentration			19  	+ 2 		+ 8		= +29
Diplomacy			0 	+ 6 		+ 2 		= +8
Disable Device		12	+ 4		+ 8		= +24
Gather information		0 	+ 2 		+ 2 		= +4
Hide 				33 	+ 2 or 22 	+ 14/16	=  +49/50 or +69/70 (if invisible)
Jump 				5 	+ 174 or 349 	+ 8 		= +187 or +364
Listen				11 	+ 2 		+ 8 		= +21
Move silently			33 	+ 2		+ 14/16	=  +49/50
Open locks			10	+ 4		+ 14/16	= +28/29
Sense motive			5 	+ 2 		+ 8		= +15
Search				10	+12		+ 8 		= +30
Spot				33 	+12 		+ 8		= +53
Swim				5 	+ 2 		+ 8	  	= +15
Tumble			33	+14 		+ 14/16	= +61/62
Use Magic Device		16 	+2		+ 2		= +20
[/sblock]

[sblock=Skill tricks: ]Back on your feet, Speedy Ascent, Quick Swim, Twisted Charge (each 1/encounter)[/sblock]

[sblock=Items: ]
Heward’s handy haversack (2000, DMG p259)

Rings: Spell Storing (50,000) + Acid Resist 30 (44,000 MIC p234) + Force Shield (8500, DMG ???)*1.5 + Freedom of movement (40,000, DMG p???)*1.5
347,464

Rings: Ironskin (400,000) + Ring of Negative Protection (36,000)*1.5 + Invisibility (20,000, DMG???)*1.5 + Deflection +5 (50,000, MIC 234)
734,000

Eyes: Third Eye of Conceal (120,000 MIC p) + Intelligence +6 (36,000, MIC 234)
156,000

Head: Helm of Brilliance (125,000) + Wisdom +6 (36,000, MIC 234)
161,000

Belt: Belt of Battle (12,000, MIC p73)*1.5 + Monk’s Belt (13,000 DMG )
31,000

Boots: Boots of Speed (12,000*1.5, DMG 250) and teleportation (49,000, DMG 350)
67,000

Shoulders: Cloak of Displacement, Major (50,000, DMG 253) + Electricity Resist 30 (44,000 MIC p234) + Charisma +6 (36,000, MIC 234)

86,000

Throat: Scarab of Invulnerability (40,000, MIC 132) + Constitution +6 (36,000, MIC 234)
76,000

Torso: Mantle of Epic Spell resistance (290,000, Epic p146) + resistance +5 (25,000, MIC 234) + Cold Resist 30 (44,000 MIC p234)
315,000

Hands: Gauntlets of Throwing (2000, MIC 104) + Gloves of Dexterity +6 (36,000, MIC 234)
81,000

Arms: Deathstrike Bracers (5000, MIC 93)*1.5 + Strongarm Bracers (6000, MIC p139)*1.5 + Strength +6 (36,000, MIC 234) + Epic Armor +15 (2,250,000 Epic?????).
2,370,000

Armor Augment Crystal (worn on Bracers: Greater Crystal of Lifekeeping (5000, MIC p26)

Body/Armor: Robe of Eyes (120,000 DMG????) + Sonic Resist 30 (44,000 MIC p234)

Weapons: 5,43,300

Lifelink (spiked chain)
Large Adamantine +6000 (MIC p27), Everbright +2000 (MIC p34), Martial Discipline (shadow hand, tiger claw; Bo9s p148) +2, Defending +1 (DMG p224), Wounding +2 (DMG p226), Sacred (MIC p40ish), +10 enhancement
= 5,125,000

Weapon Augment Crystals: Greater Truedeath (10,000 MIC p66), Greater Fiendslayer (5,000 MIC p65), Greater Demolition (6000, MIC p65), Greater Security (3000, MIC p65, generally starts Lifelink with this one until undead or constructs or outsiders are encountered)

Permanent spells: Greater Magic Fang on Bite, (????)

Manual of bodily health +5 (87,500 DMG 261)
Manual of gainful exercise +5 (137,500 DMG 262)
Manual of quickness +5 (137,500 DMG 262)
Tome of clear thought +5 (137,500 DMG 268)
Tome of leadership and influence +2 (55,000 DMG 268)
Tome of understanding +3 (137,500 DMG 268)
Luck Stone (20,000)
Pale Green Prism Iuoun Stone (30,000)
Dusty Rose Prism Iuoun Stone (5,000)
Iridescent Spindle Iuoun Stone (18,000)
Skin of Nimbleness (10,000)
Masterwork thieves tools (100)
Climber’s kit (80)
Wand of Fly (50 ch., 11,250)
Wand of Wraithstrike (50 ch., 4500, Spell compendium ???)
Wand of Enlarge Person (50 ch. 750)
Scrolls of Extended Improved Invisibility (X10, 11,250)
Scrolls Energy Immunity (X10, 16,500)

9,989,173
[/sblock]

[sblock=Currency: ]
[/sblock]

[sblock=Maneuvers (9 known, 4 readied): ]
(bold are typically readied):

Claw at the moon (2nd, taken at SS1, dropped at fourth)
Shadow Blink (7th, taken at SS1)
Stalker in the Night (6th, taken at SS1)
Inferno Blade (7th, taken at SS1)
Ring of Fire (6th, taken at SS1)
Desert Tempest (6th, taken at SS1)
Dancing Mongoose (5th, taken at SS1)
Girralon Windmill Flesh Rip (8th, taken at SS2)
Raging Mongoose (8th, taken at SS3)
Swooping Dragon Strike (7th, taken at SS4)

Stances: Assassin’s stance and Balance on the Sky (shadow).
[/sblock]


[/sblock]
 

Questions and observations:

Can armor crystals be used in Bracers of Armor?

How is your Monk's Belt giving you +9 to AC? You already have your Wis to AC from Swordsage. Pretty sure even if this does give wis to AC, it wouldn't let you do it twice, any more than taking a level of monk and a level of ninja let you do it twice. :)

He's using a Large chain? How's that work?

The Ring of Force Shield doesn't let you get the shield bonus while using a 2 handed weapon. Just something to bear in mind. You could flick it on and off real fast, but on a round you attack with the weapon, you still couldn't get the shield bonus.

With Shadow Blade, there is a point of disagreement between descriptions. It would be useful to get GM clarification. Shadow Blade lets you add Dex bonus to damage with a Shadow Hand weapon when in a Shadow Hand stance. One description says that this damage is -instead- of Str bonus, one doesn't say that. I've operated under the assumption that it's Dex instead of Str, in much the same way Weapon Finesse is Dex instead of Str...but I haven't read the errata, so I don't know for sure.

Those are the only things that jumped out at me that I couldn't work out so far. Looks pretty strong!
 

For the Dex to damage issue, I'm pretty sure Albedo said he doesn't use Eratta, if so you go to the old fall-back. If text and chart contradict, text is correct. At least that's usually been Wizards official stance.

As far as Bracers of Armour and Augment Crystals (I assume that's what you were referring to) yes, they do work together. It specifically uses 'bracers of armour +1' as an example of something a lesser augment crystal would be able to fit into, and stats that they function on 'armour, shields, or any magic item that gives an armour bonus to AC'. Meaning you could put them on Robes of the Arch-Magi if you wanted.

Also, Re: Force Shield. It functions as if you were wielding a shield, so you'd loose any bonus to AC you get from being unarmoured, Such as monk (and Swordsage? don't know what it does..)

I can't really look over this character that much, As I've never used Bo9S, but there's my input.
 

Also, Arabesu...

There's no 'set formula' for buying permanent spells, but I do know how to figure it out using a combination of other formulae.

Permanency has a list of spells under it which can be made permanent on others (Which if you're hiring someone else to do, would be the only list available to you). Each of them has an XP cost.

NOW, where the 'formula' part comes into play is thus : In several places throughout wizards books, it has been suggested/stated that 1XP payed to cast a spell is equivalent to 5 GP. Thus, if the permanency you want costs 1000 XP, that would be 5,000 GP. Mages usually charge twice what they payed for a spell (Looking at magic item creation), so that would translate to 10,000 gp.

PLUS you have to hire the same caster to cast both the spell AND the permanency. If it's a 3rd level spell from a 20th lvl caster, then it's simple. Refering to Page 129, PHB : Spellcasting and Services, it costs CLX(10Xspell level) to hire a caster to cast a single spell for you.

SO, that would cost 20X30=600 for the 3rd lvl spell, and 20X60=1200 for the permanency itself, totalling to 1800GP + cost for XP. + Any extra costs depending on which third level spell it is. (meaning if said spell has any xp cost or costly material component)
 


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