Epic D&D 3.5: The Eye of Profane Truth [full]

Rhket wrote:
Azaar:

You know, that +2 LA carries a pretty huge opportunity cost. Consider: for two more levels, you can take one of Wizard and one of Spellsword. That gets you two bonus feats. Add in the Human bonus and that's THREE feats. For all this you get a minor stat bonus and SR 39, which isn't that great.

Extra Magic Item Space is a great feat, but not with rings, I don't think. Considering that one of the extra rings is Fast Healing, you are essentially taking the Fast Healing feat, except also paying 300,000 gp for nothing. I'd take Amulets, for the Amulet of Natural Armor. For rings, I'd go for RoP +5 and that ring that grants DR 15/Adamantine.

Energy Admixture isn't that good unless you are going full caster like Wrahn. I'd take Quicken/Persistent instead.

I'll check your crunch after you have your daily spells picked.

I know it carries a cost -- it was hard for me to decide between the prospect of extra feats and a couple of extra levels that being drow makes me miss out on -- and Lord knows, I'd LOVE another Improved Metamagic feat. But given my saves (Reflex and Will in particular), I honestly think I need the SR 39, even if it only is a stopgap measure given the odds that it'll still be bypassed by any halfway decent caster. I admit, I seriously considered ditching the two fighter levels at first for two blackguard levels and making Nethien lawful evil, to try and help boost my saves, but I made Charisma one of my two "dump" stats (Strength being the other, obviously) with this build, so I felt the two-level dip might not be worth it, although +5 to all my saves is still nothing to sneeze at.

My problem is that I'm trying very hard to go full caster with Nethien. Practiced Spellcaster gave me four caster levels back out of the six I'm losing between fighter, swashbuckler and eldritch knight. The orange ioun stone gave me my fifth caster level. The Ring of Arcane Might (which is actually the reason I went with Additional Magic Item Space (ring)) gives me the sixth caster level for all intents and purposes. Hence, I wind up at 28th caster level.

15/adamantine... that ring, I'll have to look up. I hadn't really considered DR much, but that would likely be more beneficial than fast healing 3 -- the main reason for that was I didn't have Con 25 to consider investing in Fast Healing.

As for Energy Admixture... it's no Enhance Spell, certainly. The synergy of Energy Substitution (cold)/Energy Admixture (cold)/Lord of the Uttercold, however, was very intriguing. The prospect of an uttercold cold-admixed polar ray doing 50d6 damage (half cold, half negative) was a prospect I was rather impressed with -- then again, I also admit to being rather easily impressed sometimes. But being able to potentially alter any offensive spell into a cold spell, double the damage, and then have it split between two different damage types seemed like a good idea at the time. If there's a better way for me to do it, I'm willing to make the necessary changes if someone has a better alternative -- I just haven't seen one, personally, that I like.

Personally, I wouldn't have minded Quicken Spell -- it was in the original build, before I decided that higher saves via Heighten Spell might be a better investment. The metamagic feats, in general, are something I've never really played all that much with, though.

As for spells -- do you want an entire complement, or just the spells I plan to tweak with the current build via metamagic?
 
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Okay, Lorgrane has changed ever so slightly. Added Contemplative to get a bonus domain and added it to his wizard casting side, dropped Arcane Disciple and added Divine Metamagic: Persistant. Added Geometer since I already qualified for it, lost a level of Loremaster for it. Crap! Did my saves wrong, have to go back, my will save is one less.

Anyway, spells done and I need to lose a little more off my equipment, but nearing completion.
 

Contemplative adds its class levels to a divine spellcasting class, so I am going to say that it adds its domains to the same.

Which is to say, you cannot add the domains to Wizard unless you have something like Rainbow Servant 10.
 

SR is pretty useless at these levels, yes. If you want it, it is cheaper to get the Mantle of Epic SR for 290,000.

What makes a full caster at level 30 when even a gish gets 9th level spells? It's not caster level. Most caster-level dependent spells have capped out. Assay Resistance removes most worries of SR. Caster levels really aren't that important past 25 or so. Metamagic and Improved Metamagic is where the full caster really shines, since most Gish builds are feat-starved.

50d6 = 50*3.5 = 175.

Not a whole lot. Twin Spell is more versatile and costs one feat less.

Heighten Spell... not that good, frankly. Quicken is much better than the DC improvement, since you can sling around 9th level spells with 9th level DCs anyway.

On improving saves: Polymorph Any Object + a form that gives Unearthly/Unnatural/Unholy Grace + Assume Supernatural Ability = Cha to saves, Cha to AC, and excellent stats. Or there's always Shapechange. Or Antimagic.
 

A bit of fluff.

On the four limits of the world:

The world is named Samsarra, though to most of those that dwells within, the name is irrelevant: what need have you to name to ground beneath you?

The world is a flat plane that, theoretically at least, stretches on infinitely on all sides.

The Holy Empire of Man sits at the centre of the world. Around its borders are its vassal states, land awarded to its greatest generals and heroes after its founding. The largest of these vassal states is Naramyr's kingdom, Sul Taelrim, to the north-east.

To the north are the Badlands. The Empire has steadily pushed the Orcs, Goblins and their ilk into it in the past centuries. The land becomes increasingly harsh and cold the further north, and the horde is dwindling in number, but they still trouble the border towns with endless raids. It is said that the far side of the Badlands, is where the Perfect has abandoned his rejected creations, constructions that break the laws of physics, and abominations of impossible power.

To the south is the Sea of Souls. Ships that venture too far beyond the coast are lost forever, even those propelled by magic. Yet there must be life beyond the endless water, for the mysterious Illiseans, with their strange vessels, comes for trade once in a great while. All questions of their homeland are ignored. This is the second limit of the world.

To the west is the great forest, named Viridia, once the seat of the Elven Courts. This impossibly large forest encompasses the entire western flank of the Empire. The borders of the forest are pleasant, filled with wildlife, but the further inside the more ancient and gnarled the trees become, blocking out all light, the underbrush grows thick and impassable, and swarms of poisonous, bloodsucking insects repel most would-be adventurers.

Monstrous, aberrant beasts of increasing power are sighted the further inside, making short work of the few that remain. This is the third limit of the world.

The eastern flank is characterized by mountaneous terrain, rising to majestic heights. The dwarfs have hollowed out entire mountains and built their fortress-cities within. They grudgingly allow passage to humans, and each year many enthusiasts seek to challenge themselves scaling the peaks. The hazards are relatively mild and mundane in this direction, so adventurers have scouted far. Magic that provide food or water becomes less effective the further east, and normal sources of food are almost nonexistant. Most are turned back for fear of starvation. All report mountains after mountains, stretching on without end. This is the forth limit of the world.
 


At this point, then, I have no idea what to do. At least I wasn't trying to do crazy stuff like Quicken/Still/Silent and then start taking Innate Spell to pick a single spell that I could cast at will, although I won't deny that was a rather tempting prospect. The prospect (assuming I chose right) of casting a 6th level spell at will is an interesting one, but hardly an optimized choice.
 

Shayuri:

Point Buy 2,8,10,2,2,16:

10,14,15,10,10,18

Racial mods -4 Strength, +8 Dexterity, +6 Intelligence, +4 Wisdom, +6 Charisma:

6,22,15,16,14,24

Adding Inherent & Level:

11,27,20,21,19,35

Gear effects: Dex +6, Con +8, Cha +12

11,33,28,21,19,47

So you have one too many point in both Dex and Con. Five of your six stats end up odd numbers. If you twink the point-buy a bit and make them even numbers that's an extra bit of power.


HP:

Ninja 6
Sorc 4*3
FS 5*3
DO 16*4.5
Con 9*26

total 339

BAB: non-epic: 9, Epic bonus +3, total +12

As a lvl 1 Ninja you have no way of spending your Ki-Power. So you might as well mark down that +2 to Will save for retaining Ki-Power.

You have Weapon Finesse as a racial feat, which you didn't mark down.

Skills:

Ninja 4*6
Sorc 2*4
FS 2*5
DO 2*16
Int 3*29
Total 161

You have spent a total of 219 skill points. Note that the inherent bonus to Int grants no skills. Also, you have gear (such as the ioun stone) that grants bonuses to skills, which you need to mark down.


Your base caster level is 24, modified by Practiced Spellcaster to 26. Adding the RoAM and Orange Ioun Stone, that's 28. Note that Practiced Spellcaster cannot up your caster level above your HD. In other words, it's not worth a feat.

Might want to squeeze in Cha-to-saves in that build. Also, a level of something that gives Turn Undead plus Divine Might would give great synergy.

Where is the Red Ioun Stone from?
 

Switched out the level of Contemplative for a level of Wu Jen. Strength went down (by two), Wisdom went up by 1. Did languages.

I have a little money left to spend, contemplating the best use of it. Need to buy some expensive material components and foci as well. Very Close to done.
 

Point Buy 2,8,10,2,2,16:

10,14,15,10,10,18

-- Hmm. The point buy spread you list would result in: 10, 15, 16, 10, 10, 18, unless my point buy math is oddly off. A 14 in a stat costs 6. 15 costs 8, and 16 costs 10.

Racial mods -4 Strength, +8 Dexterity, +6 Intelligence, +4 Wisdom, +6 Charisma:

6,22,15,16,14,24

-- Correct as far as it goes, but adjusting for the point-buy math: 6, 23, 16, 16, 14, 24.

Adding Inherent & Level:

-- ...and so on.

So you have one too many point in both Dex and Con. Five of your six stats end up odd numbers. If you twink the point-buy a bit and make them even numbers that's an extra bit of power.

-- I think that too many points thing you're seeing may be as a result of an error in your original price calculations from the point buy, carried forward. I'm pretty sure the figures I used were right though. I'll doublecheck the DMG.

HP:

Ninja 6
Sorc 4*3
FS 5*3
DO 16*4.5
Con 9*26

total 339

-- Ahh, my bad. I was using 2.5 as the average for Sorceror and Fatespinner, and 3.5 for Divine Oracle. I musta misread the HP rules. Thanks for the catch!

BAB: non-epic: 9, Epic bonus +3, total +12

-- True. I included the Size Bonus of +1 on the BAB just so I wouldn't forget it. Probably a bad call though, since that can influence things like iteratives that size mods wouldn't. I'll just include it in the attack breakdowns.

As a lvl 1 Ninja you have no way of spending your Ki-Power. So you might as well mark down that +2 to Will save for retaining Ki-Power.

-- Hmm...true. I thought sure they got something at 1st, but on review you are correct.

You have Weapon Finesse as a racial feat, which you didn't mark down.

-- Doh! I missed that. Thank you, sir!

Skills:

Ninja 4*6
Sorc 2*4
FS 2*5
DO 2*16
Int 3*29
Total 161

You have spent a total of 219 skill points. Note that the inherent bonus to Int grants no skills. Also, you have gear (such as the ioun stone) that grants bonuses to skills, which you need to mark down.

-- Great googly moogly...that was a pretty huge booboo on my part. My apologies; I shall correct at once.

Your base caster level is 24, modified by Practiced Spellcaster to 26. Adding the RoAM and Orange Ioun Stone, that's 28. Note that Practiced Spellcaster cannot up your caster level above your HD. In other words, it's not worth a feat.

-- Ahhh, alright. In hindsight, I shoulda asked rather than assumed, but it's easily fixed. As for not being worth a feat, I'm not so sure. Spell Penetration gives +2 caster level for SR purposes only. Spending a feat on +2 CL for all purposes doesn't seem so bad in comparison.

Might want to squeeze in Cha-to-saves in that build. Also, a level of something that gives Turn Undead plus Divine Might would give great synergy.

-- Cha to save would be awesome. The problem is alignment. There aren't many classes that grant that boon, and they tend to be very...fixated, alignmentwise.

Where is the Red Ioun Stone from?

-- My faulty memory. It's actually the Dusty Rose Ioun stone. The +1 insight to AC one.

Thanks for the great feedback! I shall make corrections and resubmit anon.
 

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