Epic Cinematic (Recruiting)

Albedo

First Post
This is going to be a level 30 campaign for probably about 4 players. I'm looking for people who can post at least once every 3 days. However, this is going to vary slightly from conventional D&D. This is going to be a discriptive game. This will mean a few important things PCs have to keep in mind.

I) First and foremost, conventional D&D physics are out the window. All PCs in game will have their movement speeds increased by x15. Please keep in mind that if you had a starting speed of 30ft, being changed into 450ft, this would grant you a +168 to any jump check. This will allow you considerably more manueverability and keep you options open for creative movement.

II) Every action made will need to come with a detailed description. If you attack, I want you to tell me how you attack. The amount of detail is up to you, but I will be giving bonuses based off of these descriptions, so use your imagionations, and try to find circumstancial bonuses to aid you.

Ex: Farlgor charges attacks his opponent with his greatsword.

Can to changed to: Farlgor brings his greatsword down in a powerful overhead swing, intending to crush his smaller opponent under the weight of the blow.

III) Unlike most D&D, this campaign will be done in Third Person Limited, as if the character you guys represent isn't actually your PCs, but actually someone else watching your PCs from the side. Don't post on things like what your character is thinking, only focus on things visible to other people. I would also like to keep dialogue to a minimal here as well. The view I am going for here is like you are a character just outside hearing range of normal talking voices.


Now, there are few additional rules I am adding to spice things up a little. These rules, as well as the forementioned speed bonus, are applicable only to PCs, and important NPCs, so you guys are going to feel very special compared to the normal folk.

1. Immediate actions will no longer take away swift actions from the following round. They are now just once/round.
2. Every character gains the ability to take an extra move action every round as an immediate action.
3. If you use a fullround action, and your immediate action, you can move while making a full attack, provided you move at least 10ft per attack. This movement still provokes attack of opportunity.
4. When you charge, you have a chance to take additional attacks, at the same attack bonuses you make as if you were using a full attack action (I.E. first attack at +10, second at +5). Everytime you hit with an attack off of a charge, you get to take an additional attack. In additon, everytime you attack them you make an opposed Str check, gaining a +1 bonus for every 5 damage the attack would deal (whether or not you hit them with it). If you succeed on this check, your opponent is pushed back 5 ft, and cannot move next turn. He can still attack and act normally, he just cannot leave his square, with one exception. He may take a withdraw action to get away from you. If you move away from your opponent, he can move again.
5. Heroic Surge (Not the D20 Modern Feat): Once per day as a free action you regain all lost hit points and remove all negetive status effects.
6. Pcs now have access to a new feat: Foe Catcher - If any opponent adjacent to you attempts a tumble check, you gain an attack of opportunity. Your opponents AC becomes his tumble check result.
Prerequisites:
Combat Reflexes, BAB +15
7.All hit point totals are multiplied by x5. In addition, any levels taken with Epic Base Classes have the HP gained at that level at x5 normal hit points. As well, levels in Epic Prestige Classes gain x2 normal HP.
Ex: A fighter gaining 3/4 Hp would gain 7.5 HP/level, plus max at first, adding up to 227.5 hp at 30th level. However, in this system, the fighter would be gaining 37.5 hp a level at epic, changing its level 30 total to 452.5. Add the "every hp total is x5 higher", and you have 2262.5 hp without factoring a con score.

These rules will increase mobility in combat, and when paired with good descriptions and use of surroundings and cirumstantial bonuses, should make for some very interesting combat.



Character Creation Rules:

Every character must use a weapon as his primary fighting style. I don't want any characters to be primarily spell users. I don't have problems with people having spellcasting abilities to supplement themselves, and buff fighters are still an option. This also doesn't mean you can't attack with spells, but I would prefer you keep them to killing mooks and normal people. Shapechanging will require discussion.

Any Wizard Hardcover sources are allowed to begin with, but every class, item, feat, etc should have a book and page number added so I can reference it quickly. I reserve the right to Veto anything I don't like, or that won't fit in this system.

Stats: 90 points, spent on a 1 for 1 basis. Max 18, Min 8

HP: Max at first, 3/4 for every other level

Gold: You guys start with 10,000,000gp, but over half of it needs to be spent on a single item.

Crafting: I'm not allowing you guys to have precrafted items, sorry.

Setting: Because I want characters to feel involved in the world, I'm leaving everything blank for now. I will create things as I go along, and PCs can feel free to add in their ideas as well. To follow this ideal, every character must submit a name for the island you all start on with your characters. Backstory is completly up to you, though I would like an explanation as to why you guys are as powerful as you are, since you are much stronger than the average inhabitants of said island.

Special Descriptive Features: What your moves, items, attacks, etc look like are completely up to you guys, as long as they don't alter the rules OOC. As such, feel free to describe special attacks or succesion techniques however you feel like. You can cover you hands in flames, slash out with dark energy, or glow with power when you fight. Your only limit is yourself. Just remember that damage types are still dependant on the D&D rules.


One more thing for posting actions in combat. When you attack someone, describe it to the point just before impact with your opponent. This leaves room for description of his defending himself. At the same time, I will do the same thing with you guys. Like everything else, proper description of you defense can give you bonuses. Also, an important thing to note is that unless it is completely wrong or out of place, anything you guys write essentially becomes fact. To make up for things like immediate actions, and your extra move action, if something happens that makes it so that you are not where the other person figures your supposed to be when he takes his action, you leave an afterimage. If you immediatly move out of the way of a charging opponent, he slices through your image and it dissapears. If he uses his immediate move to get beside you before he swings, he appears next to you and his image of attacking you also dissappears.


So... any questions?
 
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Several :)

Which Source material is allowed, specifically are Tome of Battle and Savage Species ok?

Do you allow the Flaws option from UA to grant extra feats?

Would you allow the mutation option from d20 future srd.

What would the LA be for the paragon and psuedonatural templates from the ELH.

Is there A maximum number of classes and or PrCs that a given character can have? (Highly recomended to stop front loaders)

My wish concept would be a mutated paragon thri kreen, swordsage/crusader/master of nine. With his 1 5 mil item being an enhanced set of beast claws(6).
 
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Tome of Battle and Savage Species are fine in and of themselves, though I AM scetchy about a few of the concepts available in Tome of Battle, so I will be a keeping an eye on your character if you use it.

I will not be allowing flaws from UA

I know I said Wizards sources, but I'm gonna specify it more with D&D wizard sources. No d20 Modern. It doesn't seed well.

Paragon template will be LA 20, Psuedunatural will be LA 18. Its a little high, but some of the worst things I've seen in d&d have stemmed off these 2 templates.

You have 10 mil to spend, at least 5 of it has to be on one item. I'm not sure where you got the 15 mil from.

I'm gonna have to say no on the Thri-Kreen. For the LA it represents, its hideously overpowered.

If you get up to 10 classes, check with me :p

I need book and page numbers for all your stuff. Makes it alot easier to find.
 
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Btw, I missed some of my rules. Its going up in the first post, but I'm putting it here so all who have read this already know where it is.

Heroic Surge (Not the D20 Modern Feat): Once per day as a free action you regain all lost hit points and remove all negetive status effects.

Pcs now have access to a new feat: Foe Catcher - If any opponent adjacent to you attempts a tumble check, you gain an attack of opportunity. Your opponents AC becomes his tumble check result.
Prerequisites:
Combat Reflexes, BAB +15

All hit point totals are multiplied by x5. In addition, any levels taken with Epic Base Classes have the HP gained at that level at x5 normal hit points. As well, levels in Epic Prestige Classes gain x2 normal HP.

Ex: A fighter gaining 3/4 Hp would gain 7.5 HP/level, plus max at first, adding up to 227.5 hp at 30th level. However, in this system, the fighter would be gaining 37.5 hp a level at epic, changing its level 30 total to 452.5. Add the "every hp total is x5 higher", and you have 2262.5 hp without factoring a con score.
 
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I would like to use an epic warlock (Complete arcane). Perhaps some kind of epic feat that allows him to make fullattacks with hideous blow? If not I would go with eldritch glaive from Dragon Magic. What about the epic warlock feats from the WotC website?

link: http://64.223.12.31/default.asp?x=dnd/ei/20061027a

I imagine a flying fighter, using a dark-purple glowing reach weapon with special effects, who uses his spell-like abilities to confuse his fows and get tactical advantages.
 
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Albedo - I don't think he meant 15 mil, there's a space between the 1 and the 5, I believe he was refering to his One 5-million item(You said 10 mil and half must be spent on a single item, hence one 5-million GP item)

Also, a few questions: Is heroic surge a feat we can take, or an ability that all PC's have?

RE: HP I assume from your example that all those multipliers are cumulative then? IE it would be X25 total for epic base classes and X10 for epic prestige classes (Counting everything)
I figured I'd ask for clarification, even though my concept won't benefit too much from that rule.

I'm planning on using a character I've played at lvl 20 on ENWorld before, in the game "No Mans Land", run by Darimaus.
[sblock=Whin Zacharius Roe, Background]
Whin Zacharius Roe was born to human parents, Father a great General, Mother
a powerful mage, both patriots. They had been specifically bred together in
the hopes of producing a powerful weapon for their country. From the moment
of his birth, the burning eyes and scaled skin let the powers that be know
that they had suceeded. Whin was raised not by parents, but by the country
itself, his every want and need looked after as he was trained many hours a
day. He was outfitted with a Ring of Sustenance while still young, to
maximize the time he could spend training. As such, Whin does not eat or
drink, neither as habit, courtesy, or for pleasure. When he reached 13, he
received a rather unusual surprise... A powerful devil had been summoned by
the High Mage to bestow a present on the young prodigy, and Whin was taken
away for a week. When he returned, having recovered from the diabolic
surgery, his arms and legs had been replaced, he had large bat wings, and
any childish innocence he may have retained had been whiped away by the evil
influences. By the time he was 17, he could best his father in martial
combat, and was nearly the equal of his mother in spellcasting.

Over the next years, whenever he had spare time Whin would read through the
extensive library on his quest for more. He taught himself the basics of
martial arts, and soon learned of secret ways to harness truley powerful
abjuration spells, as well as various forms of instantaneous transportation.
He learned of other's like himself, of an entire Spellscale race, and set
about learning all he could about them, attempting to fill in the holes he
felt in himself. He realized that he shared much with them.. Curiosity,
drive, a love of magic, and he also learned of their sacred rituals, which
he realized he had been performing for years without even knowing it. Once
he had learned what he could, he secretly destroyed the books to keep them
from being used against him, and then continued with his training and work.
On his 20th birthday, Whin was presented with a special crafted gift, a
"ForceLance" they called it, it was just like him... a custom combination of
martial and magical power.

Soon thereafter, Whin was called to perform his duties for his country. His
first assignment was to destroy a tribe of trolls holed up in an old dwarven
mine that the country wanted to reopen. Next was a dragon; then a band of
adventurers trying to 'overturn the corrupt and evil government'; a powerful
Lich; a coven of hags; A Baron planning to take over; etc, etc.

Most recently, he was sent to destroy a tribe of Ogre-magi. When he got
there, however, it had allready been destroyed, and all that remained was a
rather unusual goblin. Desiring to know who or what had done this, in order
to discover if it posed a threat, he began questioning the goblin. To his
surprise, the goblin claimed it had been he, 'Meekor', that had destroyed
the tribe. Enraged by the goblin's incredulous lies, Whin moved to strike
him down, only to discover much to his surprise that this goblin was,
indeed, very skilled in the divine arts. This being something Whin had no
experience with, he decided instead to learn what he could about this
'Meekor', and his powers. They travelled together for a short time, becoming
strangely close allies for their divergent lives.. Both desired the same
things above all else... power, and to be in control of their own lives.
When he returned to his country, Whin lied for the first time, omiting the
existance of his friend... And of the God, Boccob, that he had come to
worship. A year later, Whin awoke during the night from a dream... He had
seen Meekor, and a figure he knew to be Boccob, beckoning him to the Oceans,
to an island. After a week of the dream repeating every night, Whin decided
to figure out some way of leaving, but as it turned out, he didn't have to.
The Fiendish being that his King (And parents, and most of his country)
worshiped had decreed that all of the best warriors and mages were to be
sent to sea, to deal with a problem that had arisen. Though they did not
tell him explicitely, Whin knew from his dream that this problem extended
beyond their kingdom, beyond his parent's false god and his King's desires.
He also knew that on this quest, he would find true power.

Once he arrived at the port, he quickly went about the town, secretly
gathering books that he'd never had before. Knowledge, after all, was power,
else why would they have tried to keep him in the dark about so much? After
finding his books, he went to meet with Meekor, but to his annoyance, could
not find the priest. When the boats began to sail and he still hadn't found
the goblin, the only true companion he'd ever had, he quickly boarded the
first boat. During the voyage, he would have much to do... Find out where
they were heading and why, discover all he could about his travelling
companions, see what they knew, keep up his training, find his lost friend Meekor, and (if
time permitted) maybe do a litle reading about the world at large. All Whin
knew was that from this point on, his life would never be the same. He was
done working for the Government, he would do this for himself.

Appearance :
Whin is a rather creepy looking individual. His face is hollow and harsh,
his scales seem angry, his eyes show a soul tainted by evil since birth, and
his long, silver hair is spiked. He wears no armour, and his clothing
consists of Red&Black shorts and vest, revealing his fiendish appendages,
which have been his so long that his scales now cover part of them, making
them look as if they've always been a part of him. Large Bat-like wings
extend from his back, unhindered by the jewelry embroidered cloak he is so
accustomed to wearing. A pair of black gloves fit his hands like a second
skin, sharp claws sticking out the specially fitted holes in the ends.
[/sblock]

My planned progression will probably be something along the lines of
Male Spellscale Monk2/Swash3/Sorc6/E.Knight13/Ab.Champ5/Argent Savant 1, though that may change.
Question on that note, btw.. the abjurant champion's(Complete Mage pg50) abilities all refer to 'abjuration spells', but they also refer to Mage Armour, and the example character USES an enhanced mage armour. The problem is, Mage Armour isn't actually an abjuration spell in 3.5. Would it be safe to assume that this was an oversight and that the Abj.Champ's abilities are supposed to function with mage armour/greater mage armour?

More questions : Fiendish grafts (From Fiend Folio) Yay/nay? Specifically looking at Fiendish Legs, Arms, and Wings.

As far as magic items, you said 1 item that costs 5 mil or more, is this single item allowed to have multiple abilities (Via the DMG 'adding abilities', pg 288)? I ask b/c the characters main weapon is a Magical staff, which is designed much like he is, it's both useful for fighting and spellcasting (A standard staff with spells in it, and then enchanted as a weapon). I wouldn't be enchanting both ends of it as a double weapon, just the whole thing (as a 2-handed weapon).

Also, a note : Though he is a fairly powerful spellcaster, Whin is primarily a melee fighter using his immense arcane potential as buffs, backups, and to destroy opponents he deems not worth the time (Fireballing hordes of minions, etc).
I think he'll work very well in this campaign, he was designed basically as a powerful/epic anime-styled character (Think DBZ, Bleach, or Gundams. (Hence the name, Whin. Z.Roe: wing zero, or as his government calls him, W. Z.Roe: Weapon Zero)

ALso, Vertex - Front loading may seem twinky, but sometimes taking levels in many different classes is the only way to get the character you want. For example, a concept for a melee fighter who's physically weak may take a few levels in monk, swashbuckler, and duelist (Among many others I could think of), to offset his low str/dex.
 
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I'm interested... I'll see what I can put together today. I have a hankering for some twin daggers... Are there rules for animal companions?

Hey, Jemal, this reminds me...are you still gonna run your epic? :)
 

Shay - yep. See that thread.

Albedo - Updated concept a little bit, dropped the argent savant for another level of E.Knight.

Here's a rough/not-finished draft of Whin, if anybody wants to look it over.

[sblock=Whin Z. Roe]
Whin Z. Roe
Male Spellscale(Originally human) Swashbuckler3/Monk2/Sorc6/E.Knight14/Abjurant Champion5
{Levels up to 20 for bab/save math: Swash3/Sorc6/E.Knight6/Abj.Champ5}
AL: LE HT: 5'5"(10'10" enlarged) WT: 154 (1238 enlarged) Age: 29 Hair: Silver/spiked Eyes: Red

*stats/AC/etc are assuming all buffs cast*
(Base stats may vary**)
STR: 42 (+16) [17 Base + 10 Enhancement + 5 Inherent + 8 Arms + 2 size]
DEX: 30 (+10) [17 Base + 8 Enhancement + 5 Inherent - 2 size + 2 Level]
CON: 20 (+5) [12 Base + 6 Enhancement + 4 Inherent - 2 Racial]
INT: 30 (+10) [16 Base + 10 Enhancement + 4 Inherent]
WIS: 20 (+5) [10 Base + 6 Enhancement + 4 Inherent]
CHA: 40 (+15) [18 Base + 10 Enhancement + 5 Inherent + 2 Racial + 5 Level]

HP: 1717 (8d10+2d8+10d6+6d4+130)X5 + (4d6+20)X10 (Epic E.Knight)
AC: 71 (10 Base + 10 Dex + 15 Cha + 2 Class + 5 Deflection + 6 Natural Armour + 11
Armour + 9 Shield + 2 Luck +2 Insight - 1 size) [63 Flat Footed, 55 touch]
Saves:
FORT: +32 (14 base + 5 con + 6 Resistance + 2 Luck + 5 Epic)
REF: +30 (7 base + 10 dex + 6 Resistance + 2 Luck + 5 Epic)
WILL: +28 (10 base + 5 wis + 6 Resistance + 2 Luck + 5 Epic)


Init: + 9. Move : 1800', 3600' fly.

Bab: 22 Grapple : +42 Trip : +20
Forcelance(Collosal) : + 38/33/28/23, 6d6+34 damage.
Claws : +38/38, 1d8+16 damage.
Full Flurry : Forcelance +36/36/31/26/21, 6d6+34 PLUS claws +36/36, 1d8+16

Skills(Total/Ranks):[201 Points] Balance(+37/5), Concentration(+39/30), Know:Arcana(+37/25),
Spellcraft(+37/25), Jump(+951/25), Tumble(+57/25), Spot(+58/33), Listen(+58/33), 2 points
*cc=cross class*
**Inherent bonus to Int figured for skills as though gained lvl 20**

Feats: [7] Aesetic Mage(C.Adv), Empower Spell[+1], Twin Spell[+3](C.Arc), Sun School(C.War), Quicken Spell[+2], Practical Metamagic:Quicken,
Improved Speed(Draconomicon)

Bonus Feats: W.Focus: Forcelance(E.Knight), Improved Grapple(Monk), Deflect Arrows(Monk)

Epic Feats: [5] Improved Spell capacity, Improved Metamagic, Multispell,


Racial Features(RoDragon) : +2 cha, -2 con. Low-Light Vision, Blood
Quickening. [Common Meditations : *Astilabor(+20 Appraise, Eshcew
Materials), Chronepsis(+20 Listen, Silent Spell), IO(+20 Spellcraft, Empower
3/day), Lendys(+20 Concentration, Still Spell)]

Class Features: Sorc Spellcasting@Level 24, Metamagic Specialist(PHB2),
Improved Unarmed Strike, Abjurant Armour(+5), Extended Abjuration, Swift
Abjuration, Arcane Boost(+5), Martial Arcanist(N/A)

SPELLS: CL 24
Spells (per day) - Known - List
LVL 0 (6) - 9 - Light, Detect Magic, Prestidigitation, Stick,
LVL 1 (10)- 5 - Reduce Person, Shield, Benign Transposition+, True Strike,
Ebon Eyes+
LVL 2 (10)- 5 - Wraith Strike+, See Invisibility, Heroics+, Heroism,
Scorching Ray
LVL 3 (10)- 4 - Greater Mage Armour+, Ray of the Python+, Dolorus Blow+,
Ferocity of Sanguine Rage#, Greater Mighty Wallop(RoDrag)
LVL 4 (10)- 4 - Orb of Force+, Orb of Acid+, Dimension Door, Chain Missile+,
Wings of Flurry(RoDrag)
LVL 5 (9) - 4 - Arcane Fusion*, Lightning Leap*, Greater Blink+, Greater
Enlarge Person+
LVL 6 (9) - 3 - Greater Anticipate Teleport+, Superior Resistance+,
LVL 7 (9) - 3 - Arcane Spell Surge#, Avasculate, Energy Absorption*, Greater Teleport
LVL 8 (9) - 3 - Greater Arcane Fusion*, Moment of Presience,
LVL 9 (8) - 3 - Absorption, Foresight
LVL 10 (3)
(*=C.Mage, +=Spell Compendium, #=Dragon Magic)
Italics = Trying to decide what to drop for this.

*Runestaff Spells, usable 3/day each, uses spell slot*
Cone of cold(5), Continual Flame(2), Fireball(3), Globe of
Invulnerability(4), Hold Monster(5), Levitate(2), Lightning Bolt(3), Magic
Missile(1), Ray of Enfeeblement(1), Wall of Force: 5' radius hemisphere
centered on caster(5)

Daily Cast Buffs :
Greater Mage Armour (+11 Armour to AC), 48 hour duration
Energy Absorption (Resist:10 all energy types; can gain immunity/Heal half
damage once- ends spell), 48 hour duration
Greater Enlarge Person(Enlarged), 48 hour duration
Greater Mighty Wallop(Collosal weapon damage), 24 hour duration.
Superior Resistance(+6 saves), 24 hour duration
Moment of Presience (+24 to one roll), 24 hour duration

Languages: Common, Draconic, Goblin, Infernal

Other Buffs:
Shield (Swift Action, +9 Shield bonus to AC), 48 round duration
Foresight (4 hour duration)
To Be Edited/Expanded

Equipment: 10,000,000 GP (1 item minimum 5 Million)
BOOKS : Dex+5, CHA+5, Str+5, Int+4, Wis+4, Con+4 (742,500)
*ForceLance: RuneStaff of Power and Speed [+X] (5,000,000)
Monk's Belt of Strength +10 (1,019,500)
Gloves of Storing(20,000)
[Forcelance in one Storing Glove]
Circlet of Awareness(+6 Wis + 6 Int + 20 Spot/Listen): (208,000)
Vest of Constitution +6 (36,000)
Cloak of Charisma +10 (1,000,000)
Amulet of Natural Armour +5 (50,000)
Ring of Protection +5 (50,000)
Ring of Fast Healing/Sustenance (303,750)
Boots of Improved Swiftness(Dex+8) (856,000)
(ff)Fiendish Wings (10,000)
(ff)2 Fiendish Legs (11,000)
(ff)2 Fiendish Arms (100,000)

6,193,250 GP (At least 5 mil must be spent on forcelance)

*=Magic Item Compendium, ff=Fiend Folio.

[sblock=extra numbers for my own reference]
Swash: 3D10 HD, 3 BAB, 3 Fort, 1 Ref, 1 Will, 4 Skills/lvl
Sorc: 6D4 HD, 3 BAB, 2 Fort, 2 Ref, 5 Will, 2 Skills/lvl
Abj Champ: 5D10 HD, 5 BAB, 4 Fort, 1 Ref, 1 Will, 2 Skills/lvl
E.Knight: 14D6 HD, 6 BAB, 5 Fort, 3 Ref, 3 Will, 2 Skills/lvl
Monk: 2D8 HD, 4 Skills/lvl

BAB: 17
FORT: 14
REF: 7
WILL: 10
Skills: 201
[/sblock]
[/sblock]
 

Ok then lets try the Utrixior, the feral half ogre (SS p.116&217 LA+2) human, Swordsage13/Fighter4/Warblade2/Master of Nine5/bloodclaw Master2/Sorcerer1/Crusader1.

Would the feat Superior Unarmed Fighting (ToB), which raises unarmed dmg based on HD, just raise the dmg by X steps if you start with higher than 1d3 dmg? For example at 8-11 HD it raises 1d3 dmg past 1d4, 1d6 to 1d8 or 3 levels, So if my character's starting dmg was 2d6 with 16+ HD, would it be raised 5 steps as well past 3d6, 4d6, 6d6, 8d6 to 12d6 per claw (as per natural attack progression in the MM)? Because having to beat through a single epic mob with 5000+ HP at 2d6+20/hit in PbP would take about a year :)

Does rend only work once a round, or for every 2 claw hits you make?

Can I have an item with a continuous lvl 1 spell effect (Bloodwind [SpCom]: lets me resolve all my natural attacks normally, but with a 20' range increment)? costs 8000 using the DMG creation guildlines.

Are we using the standard enhancement price break for multiple enh from pg 248 of the MIC?
 
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