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

Arcane Strike's only good for melee though, really. And this build is really really bad at melee. +19 base to hit with a finesseable weapon, plus 9 and 9d4 damage if I blow a 9th level slot. That's still only +28 to hit, maybe +33 if it's a +5 weapon, and 10d4 damage (with a small rapier, say)...and using the same spell slot as a Meteor Swarm. And my low BAB only gives me two iteratives, the last of which is very unlikely to hit. It just seems to me, if I'm gonna try to make this character a caster, I should probably focus on what she's good at (spells) rather than what she's bad at (melee).

That said, I welcome the feedback. I'll consider other feats for that slot, and if you've other suggestions I'll gladly entertain them. In the meantime, almost done with the skill adjustments. Some hard choices to make there. :)
 

log in or register to remove this ad

Caster feats, eh...

Delay Spell would be nice, if you swap out a lvl 9 spell for Timestop.

Split Ray is good for Enervation and Polar Ray (if you swap something for it).

Mobile Spellcasting lets you move and cast as a single standard action.
 

Hmm. I need to do some thinking as well, especially with feat swap-outs. Given my build as-is, what would be good to swap out, insofar as metamagic feats go, for Energy Substitution (cold), Energy Admixture, and Lord of the Uttercold? I likely will swap out Heighten Spell for Quicken Spell; I'm considering just making Energy Substitution (acid) rather than (cold). Should I perhaps consider Silent/Still Spell metamagic and set myself up for the potential for Innate Spell later on, or work towards Extend/Empower/Enhance?

Rhket: I'm tempted to go ahead and make Nethien human and add the level of wizard and spellsword like you suggested, but I'm still worried about saves (Reflex in particular, since it will only improve by 1, while the others will apparently improve by 2 by having the full 30 levels to play with instead of the 28 I currently have). I know I can use shapechange (in fact, a quickened shapechange might very well become one of my 11th level spell slots for some race with Cha-to-AC/saves, even though that won't be worth much since Cha was my dump stat along with Str). Any other suggestions?
 

Rkhet said:
Shayuri: hrm. You're right about the point buy thing.

Voidrazor: I will consider it if you submit a complete character for review. Everybody's being so slow... maybe I'll kick out the slowest. :-)

Looking over, I have to conclude I'm just not cut out for epic gaming. I don't have the appropriate mindset for building a character to spec. So consider me kicked out. :)
 

Rkhet said:
Lord_raven:

Hit points:

Monstrous 8+4*6
Fighter 8*7.5
Occslayer 5*6
Warhulk 10*9
Con 12*28
Toughness 9

Total: 557


You have +1 Insight to AC from the Ioun Stone. Since your AC total is also off by 1, that brings AC to 36 (Touch 15, FF 31).

Buy staffs. The Yak Folk has this great Use Staff ability. Closest you'll get to UMD.

Get a Luckstone. Every epic character worth his salt should have one.

Saves:

Monstrous (5) 1 4 4
Fighter (8) 6 2 2
OccSlayer (5) 1 1 4
Warhulk (2) 3 0 0
Epic 4 4 4
Statmod 12 6 4
Resistance 5 5 5
Competence 1 1 1
33 23 24

You have +4 Epic bonus to BAB, so BAB +22, Grapple +54.

The threat range for your greatsword is 17-20 after Improved Critical.

Note that you can Power Attack with the Epic portion of your BAB as well.

You didn't list the competence mod to your skill checks.

Where is the Gazeblind Goggles from?

Your gloves slot is empty. I'm guessing you meant have +6 Gloves of Dex in there, since you've an Enhancement bonus to Dex listed.

Armor:

Note that you have to pay for the special material cost twice, being large. (consider it HRed)

+10: 100,000
Greater Res(all): 330,000
Glamered 27,000
Ethereal 49,000
Mith BP (x2 for L) 8,400
490,100


On a similiar note, your greatsword should cost 206100 (adamantine includes Masterwork cost).

Remove the Shrink Item related stuff, as I have said before.

Go over your item costs and total. I'll be double-checking after you're finished with it.
I've made all of the changes as you suggested and I should be able to post a revised version of my character later on today.

Also regarding +6 enhancement bonus for Durkons Dex, that results from his boots of swiftness, as of yet I haven't found anything I want to place in his glove slot.
 

I've updated Durkons character sheet, Rkhet I've selected two 'clawed hands' grafts and added weapons grafts to each of them, so Durkon has 4 pairs of hands two normal hands and two fiendish hands that both end in magical greatswords. Let me know if you're okay with this.

Also I'm not entirely happy with Stormbrand so any suggestions or comments regarding this would be helpful.

Thanks
 

Azaar said:
Hmm. I need to do some thinking as well, especially with feat swap-outs. Given my build as-is, what would be good to swap out, insofar as metamagic feats go, for Energy Substitution (cold), Energy Admixture, and Lord of the Uttercold? I likely will swap out Heighten Spell for Quicken Spell; I'm considering just making Energy Substitution (acid) rather than (cold). Should I perhaps consider Silent/Still Spell metamagic and set myself up for the potential for Innate Spell later on, or work towards Extend/Empower/Enhance?

Rhket: I'm tempted to go ahead and make Nethien human and add the level of wizard and spellsword like you suggested, but I'm still worried about saves (Reflex in particular, since it will only improve by 1, while the others will apparently improve by 2 by having the full 30 levels to play with instead of the 28 I currently have). I know I can use shapechange (in fact, a quickened shapechange might very well become one of my 11th level spell slots for some race with Cha-to-AC/saves, even though that won't be worth much since Cha was my dump stat along with Str). Any other suggestions?

Several things:

Pick your Epic Feats first. They come from a shorter list and are more important. NEVER place a normal feat in an epic slot.

Specifically, pick up two Improved Metamagics (shame EK doesn't grant it as a bonus feat, or else you should get three). Also pick up Multispell. Those are the staples of a high-level mage.

For nonepic metamagics: now that all metamagics are at -2 spell level, you should take a look at the more expensive ones.

Quicken goes without saying.

Extend/Persistent is more or less a necessity for a Gish. Check out Wraithstrike from Complete Adventurer.

Twin Spell is pretty good at +2. It is awesome at +1 but alas.

Split Ray is like Twin Spell, though limited to rays. It's only +1 level though, and it stacks with Twin.

Maximize is good at +1.

Admixture is good too, though it's expensive (two feats) and more limited. I'd only pick that up when there are no better choices.

Delay Spell finds use almost solely with Time Stop. If you want to go that way, then there you go.

Non-metamagical caster feats:

Mobile Spellcasting
Extraordinary Spell Aim
Arcane Thesis (pick the spell carefully, though)

On your existing feats:

Improved Critical isn't worth a feat. Just cast Extended Keen Edges on your weapon.

Why did you take EWP? The difference between an Elven Thinblade and a Rapier is an average of 1 damage per strike. Definitely not worth a feat.

Improved Feint isn't worth it. Analyse the Feint mechanic: with I.F. it's a move action. Which means you need a standard action to take advantage. The two together is the same as a full-round action. If you can afford to spend a full-round action pounding away, though, then full-attack is almost always the better choice.

For Shapechange: don't limit youself to forms with Cha-to-Saves. A form that has godly Con and Dex works just as well. Will saves can be shielded against with Mind Blank. Stick to the humanoid forms, though, or your gear won't work.
 
Last edited:

Kafkonia said:
Looking over, I have to conclude I'm just not cut out for epic gaming. I don't have the appropriate mindset for building a character to spec. So consider me kicked out. :)

That is... unfortunate.

Ah. Well. Now the party lacks a full Cleric. My recommendations:

a. Pool your money and buy some True Resurrection scrolls.
b. Everyone needs to have his own source of healing.

That is, unless Voidrazor or Bloodweaver are willing to fill in the slot. Either way, you'll have to whip up a character real quick. Or take up Kafkonia's.
 

Lord_Raven88 said:
I've updated Durkons character sheet, Rkhet I've selected two 'clawed hands' grafts and added weapons grafts to each of them, so Durkon has 4 pairs of hands two normal hands and two fiendish hands that both end in magical greatswords. Let me know if you're okay with this.

Also I'm not entirely happy with Stormbrand so any suggestions or comments regarding this would be helpful.

Thanks

The Clawed Arm graft replaces a normal arm, so no.

Regarding the weapon: my advice is to just get a nonepic +10. Those are much more cost-effective.

Souldrinker is an Artifact in this campaign and is therefore not available. So is the Holy Devastator (not that it matters to any of you).

Lastly, check out Brutal Strike from PHB II. Might want to use a heavy flail.
 

Wrahn:

Here's a thought: if you pick up Improved Spell Capacity three times, you can have Persistent Greater Divine Visage in your 12th level slot. Saves you the Divine Metamagic for, say, Quicken.

Hmmm...
 
Last edited:

Remove ads

Top