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

"I see an eye of crystal and an eye of obsidian, whirling 'round a great orb in the void, always on opposite sides so that one can never see the other. The black eye touches the world, and flames and screams rise in its wake. The white eye dares not, but it sheds tears that it tries to put the flames out with. Yet the tears catch fire as they fall, they blacken, and become brittle...and in the end I cannot see if they will put out the fire, die in it, or start more of their own."

The old woman stops her nigh-constant muttering. She raises her head suddenly and stares at you with her beady eyes. For a moment, you thought you detect in them a hint of anger and surprise. The moment passes, and she grins, shaking her head.

"Truth is like glass, dearie. Careful not to cut youself, yeah?"

Shard shakes her head and replies unhappily, "I know that I am broken. I am all that's left of what was something else...something greater, and something that was made. Whoever made what I was may still have a string to me. Whoever broke me, also has a string." She pauses, and adds, "In coming here, in listening to you, I've given you a string too. And the others that fell with me...they have strings, and I feel them always tugging at me." Shard lifts her chin then, "But I have a string too! I may not be free, but I do have something to say about what I do and why."

The woman looks down, seemingly engrossed in picking at the dirt in the cracks of her crystal ball. You cannot shake the feeling, though, that she is doing so to hide her eyes from you.

"How can I, and the other who fell, be made whole again?"

"Made whole? The words are correct, but you are still askin' the wrong question, you are. Still, here's your answer: by rememberin', that's how."

"Who will help us?"

"What is our most dangerous foe?"

She shrugged. "There is always a choice, even when there isn't. Don't ask Etna to decide for you."

The old woman picks up the sunstone you gave her and sniffs at it.

"Aah, the smell of the sun. You are cruel, child, to remind Etna of such things. Go now. Etna is tired of answers."
 
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"In my dreams I see nothing but fog. The fog from which I was born, the mist of nothingness." He pauses. "In my nightmares I see the impossibility of the life I never led. I see the friends I never made, the lovers I never took, the family I was never born to. In my nightmares I see decades of existence pass. And when I wake I long all the more for the fog of my dreams."

"What if Etna told you that all those things did take place? All them friends, your love, your family. What if Etna told you they were once as real as you are?"

The old crone leers at you, her voice laced with a little malice. "But Etna wouldn't tell you such things. It'd be cruel of her, wouldn't it? For it is a lucky man who does not remember what he's lost. A foolish man, but a lucky one."

"I bring you the eyes of the blind seeress Oksana of the Empire of Dreaming Petals. If you place one into a lit brazier, the smoke will show you the death of a loved one. Also, the tongue of Abdul ab-Nezar, the greatest liar in the Thousand Shiekhdoms. Cooked with the entrails of a virgin goose and eaten, it will let you speak with a fallen ancestor." He tossed the parcel to her. "You are welcome to them."

She takes your gifts without word. The eyeballs turn into smoke in her hands, and you concentrate into it, expectant. But the smoke disperses without effect, leaving you feeling a little disappointed. Etna, though, seemed to have been expecting this. She snorts derisively and tucks away the tongue.

"Does my existence matter to the Perfect?"

"Of course it does. For you to be standing here, now, as you do - do you think it was easy? His Lordship loves you, in his own way. Not that it'll do you or him much good, mind you."

"What will happen if I fail?"

"Maybe nothing. Maybe Naramyr wins. Maybe His Lordship will. Or maybe they make such a ruckus that it wake the dead'un and we all die. Etna knows not what the future holds. Etna is too old to have interest in such things."

"Will I be unmade if I succeed?"

"Ha! Finally, Someone thinks to ask me this! But your question comes five hundred years too late, child. Its answer will do you no good now."

You go on to say more, but she waves you away impatiently. It seems that she is tired of your presence.
 
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Lord_raven: being half-giant doesn't qualify you for warhulk. Powerful Build only makes you count as being Large in very specific circumstances; Qualification for PrCs is not one of them.

I'll tell you what will work, though: A Permanency-ed Enlarge Person.
 

Rkhet said:
Lord_raven: being half-giant doesn't qualify you for warhulk. Powerful Build only makes you count as being Large in very specific circumstances; Qualification for PrCs is not one of them.

I'll tell you what will work, though: A Permanency-ed Enlarge Person.
I thought it would qualify, as the Goliaths (from Races of Stone) also have powerful build as a racial trait, among other things this allows them to qualify for the rock hurling feat, which normally requires being large.

But if you don't want to allow this, I'll look into the 'Permanent Enlarge Person' or something similiar.
 

I submit Crunch!

Here be the stats for Shard...broken and mad, yet possessed by moments of startling, but all-too-short clarity.

[sblock=Shard]Name: Shard
Race: Human
Class/Level: Sorceror 10/Initiate of 7 Veils 7/Archmage 3/Wild Mage 10
Gender: Female
Exp

Desc: Pending

Strength (STR) 8 -1
Dexterity (DEX) 25 +7 (6)
Constitution (CON) 21 +5 (10)
Intelligence (INT) 19 +4 (6)
Wisdom (WIS) 10 +0 (2)
Charisma (CHA) 40 +15 (16)

Alignment: Chaotic Neutral
AC: 36 (10 +7 Dex +9 armor +10 Deflection) +4 shield W/Shield
Hit Points: 77+150
Movement: 30'

Init: +7
Base Attack Bonus: +14
Melee Attack: +13
Ranged Attack: +21
Fort: +21
Reflex: +23
Will: +25

Race Abilities
Bonus Feat
Bonus skills

Class Abilities:
Sorceror
- Metamagic Specialist (PHB2 variant)

Initiate of the Seven Veils
- Warding 4/day
- Red, Orange, Yellow, Green, Blue, Indigo, Violet veils
- Unimpeachable Abjuration (+7 DC to dispel any of her Abjuration effect)
- Unanswerable Strike +4 (+4 to caster level for Dispelling abjurations)
- Reactive Warding (create warding as an immediate action)
- Double Warding (Create warding that uses 2 colors at once)
- Kaleidoscopic Doom (Targeted Greater Dispel that inflicts a Veil per spell/effect negated)

Archmage
- High Arcana: Spell Power +1 (-5th level)
- High Arcana: Mastery of Counterspelling (-7th level)
- High Arcana: Mastery of Elements (-8th level)

Wild Mage
- Wild Magic (-3 base caster level, but +1d6 when each spell cast)
- Random Deflector 3/day (redirect some spells/attacks to random target within 20')
- Student of Chaos (When using magic device that offers random result, roll twice and select)
- Chaotic Mind (immune to Confusion & Insanity, constant Nondetection effect)
- Reckless Dweomer (Can expend slot of 1st level or higher to produce Rod of Wonder effect)
- Wildstrike (Target afflicted by a field for 2d6 that converts 50% of spells cast to Wonder)

Skills: 65s + 35ini + 15am + 50wm
Bluff +48 (33 ranks +15 Cha)
Concentration +38 (33 ranks +5 Con)
Knowledge Arcana +39 (33 ranks +4 Int +2 Synergy)
Knowledge Nature +8 (4 ccranks +4 Int)
Knowledge Planes +9 (5 ranks +4 Int)
Spellcraft +39 (33 ranks +4 Int +2 feat)
Use Magic Device +29 (6 ccranks +6 ranks +2 feat +15 Cha)

Languages - Common, Draconic, ?

Feats
1 Magic Aptitude
1 Eschew Materials
3 Spell Focus: Abjuration
6 Greater Spell Focus: Abjuration
9 Skill Focus: Spellcraft
12 Spell Focus: ?
15 Heighten Spell
18 Improved Counterspell

21 Improved Spell Capacity
24 Ignore Material Components
27 Improved Heighten
30 Quicken SPell

Spells (Base DC 25+lvl, Caster level 27+(1d6+2))
0 6/6 - Acid Splash, Mending, Message, Ghost Sound, Light, Disrupt Undead, Prestidigitation,
Arcane Mark, Detect Poison
1 10/10 - Shield, Alarm, Magic Missle, Charm Person, Disguise Self
2 10/10 - Insight of Good Fortune, Black Karma Curse, Invisibility, Mirror Image, Scorching Ray
3 10/10 - Protection from Energy, Arcane Sight, Heroism, Melf's Unicorn Arrow
4 9/9 - Dimensional Anchor, Stoneskin, Ennervation, Resiliant Sphere
5 8/8 - Dismissal, Telekinesis, Overland Flight, Dimension Shuffle
6 9/9 - Disintegrate, True Seeing, Analyze Dweomer
7 8/8 - Limited Wish, Prismatic Spray, Greater Scrying
8 7/7 - Horrid Wilting, Moment of Prescience, Chain Dispel
9 8/8 - Meteor Swarm, Gate, Dominate Monster

10 3/3


Money - 3,150

Weapons -
+5 Defending Quarterstaff, 72,000

Armour -
Dyrr's Impervious Vestment, +9 armor, 123,000

Gear -
NOne

Magic -
Vest of Resistance +5, 25,000
Ring of Spellbattle, 67,600
Helm of Teleportation, 73,500
Boots of Levitation, 7,500
Orange Ioun Stone, 30,000
Gloves of Dexterity +6, 36,000
Handy Haversack, 2000
Efficient Quiver, 1800

Staff of Life, 155,750
Staff of Passage, 170,500
Wand of Cure Serious Wounds, 11,250
Wand of Death Ward, 21,000

Cloak of Charisma +10, 1mil
Ring of Protection +10, 2mil
Rod of Excellent Magic, 650,000

Tomes 550000
Cha +5 137500
Int +5 137500
Con +5 137500
Dex +5 137500

Background:
Pending[/sblock]
 

While your char is legal, it's not so great crunchiness wise.

But it's coo. We've got time. Let's see...

- Personally, I'd always get Wizard over Sorceror at these levels. But to each his own.
- Don't buy epic +x items. The money is much better spent buying stuff that doesn't get the x10 penalty.
- No Disjunction? Even after I nerfed it, it is still the only uncapped Dispel effect at lvl 30. Chain Spell caps at 20, if I remember correctly.
- Gotta have Shapechange. And Time Stop.
- Shore up your saves. At level 30 a well-crunched character should have +35 or so at least. I suppose the easiest way for you is to Shapechange into something with Cha-to-saves.
- On the same note, if you're gonna have a high Cha score, then you should have a few more Cha-to-x effects going. A level of Cleric + Divine Feats, maybe, or Marshall.
- Quickened Spell should go in a non-epic slot. Epic slots are expensive opportunity-cost wise.
- With only one Improved Spell Capacity you shouldn't get Improved Heighten. Also you're too feat-starved to have Ignore Material Components. Look into more ISCs, Multispell, Permanent Emanation and Additional Magic Item Space (Amulet).
- Feats you should consider getting:
Practiced Spellcaster
Persistent Spell
Arcane Strike
Arcane Disciple
- Items you need:
Rods of Metamagic
Boots of Swiftness
Luckstone
Pale Green Ioun Stone
+6 items for every single stat. they're only 36,000 each.

Check the 'magic items on the body' entry in the SRD. try to have an item in every slot.
 

This sort of thing is why I'm reconsidering my concept. I'm looking now at LE or NE as alignment, although most likely LE -- Epic Infiltrator is nice and all, but I don't think I can pull it off given my original build (especially since Epic Infiltrator requires a nonchaotic alignment, and I was originally looking at being chaotic neutral). Right now, I'm thinking this:

Warlock 20 / Blackguard 2 / Assassin 8 OR

Warlock 20 / Blackguard 2 / Chameleon 8

I honestly think a Cloak of Epic Charisma +12 would be wonderful for this character: not only to boost my DCs on my warlock invocations, but also the added benefit of Dark Blessing and having my Charisma modifier added to my saves. Right now, if I go the way I've been thinking of going, that would give me a +10 to all my saves, never mind additional equipment to bolster saves and my ability modifiers (with equipment) to further boost the saves. Otherwise, though, the +6 to all stats sounds like a winner in terms of what to get for equipment.

Anyways, back to the crunch. Hopefully I'll have stats ready by tomorrow night.
 

Thanks for feedback! Some responses.

- Personally, I'd always get Wizard over Sorceror at these levels. But to each his own.

-- I realize that wizards are substantially better, mechanically...especially at these levels. However, I've always been a sucker for sorcery. I can't help it. :)

- Don't buy epic +x items. The money is much better spent buying stuff that doesn't get the x10 penalty.

-- Normaly I do that...but we had -five million gp-. I could buy the entire contents of the PHB for that, and have nowhere near enough slots to use it all. :)

- No Disjunction? Even after I nerfed it, it is still the only uncapped Dispel effect at lvl 30. Chain Spell caps at 20, if I remember correctly.

-- Chain Dispel caps at 25. Disjunction doesn't -have- a cap. It merely dissassembles any magic in its path. But it also eats treasure. Unless the party wants me madly disenchanting all the cool lewt, I figured Disjunction was a bad choice. :)

- Gotta have Shapechange. And Time Stop.

-- I didn't want to deal with Shapechange, though I considered it. Tracking down all those high power monsters, working out the stat changes...it's a pain. I decided to go with other strategies. Time Stop is okay, but it's mainly a self-buffing spell. Most of my critical buffs can be Quickened or cast as Immediate actions, so I don't have to rely on Time Stop to get them up.

- Shore up your saves. At level 30 a well-crunched character should have +35 or so at least. I suppose the easiest way for you is to Shapechange into something with Cha-to-saves.

-- Hehe. My saves aren't as critical as you may think. I've designed the character to rely on stopping incoming spells and attacks before they can require saves. Moment of Prescience awaits in the wings, for situations where other defenses fail. However, I shall look again for places I can improve. Shapechanging may not be an option...though I suppose perhaps I could lose Gate for it. Will planar travel be important in the game?

- On the same note, if you're gonna have a high Cha score, then you should have a few more Cha-to-x effects going. A level of Cleric + Divine Feats, maybe, or Marshall.

-- What would you say to a level of Monk, and the Ascetic Mage feat from Complete Adventurer? It's shameless cheese, but if you're okay with it, I'm okay with it. :)

- Quickened Spell should go in a non-epic slot. Epic slots are expensive opportunity-cost wise.

-- Yeah, that HURT. But the progression of feats in non epic slots is completely eaten by prereqs for the PrC's. I COULD take an epic feat -other- than Quicken Spell...but the fact is, I didn't see anything I wanted -more- than Quicken. I suppose I could drop Wild Mage...it's unlikely that I'll NEED that extra layer of protection, and I could easily cast Nondetection on my own... I shall consider it. But Wild Mage fits so well with the whole "madness mage" concept. :)

- With only one Improved Spell Capacity you shouldn't get Improved Heighten. Also you're too feat-starved to have Ignore Material Components. Look into more ISCs, Multispell, Permanent Emanation and Additional Magic Item Space (Amulet).

-- I have to have one ISC and Improved Heighten in order to counterspell 9th level spells. Because metamagic feats don't increase the level of spell required to counter, with Improved Heighten, one ISC, and Improved Counterspell, I can counterspell any spell in the game. And in most cases reflect it back at the caster. This dynamic is the whole central strategy of the character.

- Feats you should consider getting:
Practiced Spellcaster

-- Wouldn't do me any good...all my classes grant full caster progression. I don't think it'd compensate for the Wild Mage reduction, since that's not technically a loss of caster levels per HD. Your call, I s'pose.

Persistent Spell

-- Most of my spells last long enough or can be recast enough that I didn't feel the need...

Arcane Strike

-- Hugely not a melee caster.

Arcane Disciple

-- This is a PrC isn't it? It's from Faerun though...not on your approved list.

- Items you need:
Rods of Metamagic

-- Yar, I seriously considered this, and I may yet add some. Equipment is still a bit fiddly...

Boots of Swiftness

-- Nearly got 'em. Decided not to. Instead I got the same boost from gloves, and with Overland Flight and Boots of Levitation arranged to simply never, ever, touch the ground. Thus ground movement speed becomes irrelevant...as do Jump, Climb, etc... :)

Luckstone

-- Yar...I'd intended to get one. Musta forgotten.

Pale Green Ioun Stone
+6 items for every single stat. they're only 36,000 each.

-- True true...though they can eat item spaces I'd rather sometimes spend on other items.

----------------

I realize this character is a bit oddball at first glance. :) However, the munch in her is stronger than it first appears. Think of her as practicing the Aikkido of magic. Her design principle is to use the strength of her attacker against him. Not via the highly unpredictable, easily circumvented, and quickly exhausted tactic of Spell Turning, but via the nearly impossible to prevent tactic of Improved/Mastered Counterspelling. This is augmented by the epic feats required to make sure there is no (nonepic) spell she can't handle, and the Ring of Spellbattle, which allows her to counterspell once per day even if it's not her turn (vital if she loses initiative).

Naturally, even with the counterspells, "Waiting for the other guy to go first" is a dangerous strategy at these levels. Hence the PrC's, Initiate of the Seven Veils and Wild Mage. Initiate gives her the ability to erect, even when it's not her turn, a curtain of energy that can block any attack except an actual melee strike from a creature...and even then the creature risks some very bad effects. That works 4 times a day. She can also use Wild Mage abilities to cause incoming ranged attacks and targeted spells to randomly be shifted to any targets in her vicinity. And of course, Wildstrike gives enemy casters a flat 50% of failing to cast effectively in the first place.

Shard's own spells are decent, if not spectacular. What makes her unique is that the cheesier -her foe- is...the more dangerous she becomes. :)

-----

That's the idea anyway. I'm not opposed to redesigning if you honestly think the concept won't work in this game. And again, thanks for the feedback!
 

Normaly I do that...but we had -five million gp-. I could buy the entire contents of the PHB for that, and have nowhere near enough slots to use it all.

Heh. Five million is less than you think. I've made a couple of chars based on the same rules for a previous game, and I always come up starved for funds. Well, if you run out, you know where to begin the budget cut.


Unless the party wants me madly disenchanting all the cool lewt, I figured Disjunction was a bad choice.
Disjunction is nerfed, and no longer eats items. Check my original post for details.

What would you say to a level of Monk, and the Ascetic Mage feat from Complete Adventurer? It's shameless cheese, but if you're okay with it, I'm okay with it.

It's coo. All builds are fine long as they're legal.

Wouldn't do me any good...all my classes grant full caster progression. I don't think it'd compensate for the Wild Mage reduction, since that's not technically a loss of caster levels per HD. Your call, I s'pose.

According to the errata, practiced spellcaster bumps wild mage caster level up to their HD. Which is to say, on their d6 caster level roll, rolls below 3 counts as 3. Hmmm... Second thought, that mightn't be worth a feat unless you get non-caster prcs.

Persistent Spell

-- Most of my spells last long enough or can be recast enough that I didn't feel the need...

The most vital resource at these levels is the Action. If you could have a buff on for 24 hours, it means you won't need to spend an action to cast it. Which is also why you'd want Time Stop. After all, even if you spend a whole round buffing, that's only two buffs, one standard and one quickened.

That said, you're rich enough that you could just grab a stack of scrolls instead.

Arcane Disciple

This lets you cast spells from a cleric domain, once per day per spell level. It's from Complete Divine, I think.

I suppose your build could work, though. We'll see.
 

Heh. Five million is less than you think. I've made a couple of chars based on the same rules for a previous game, and I always come up starved for funds. Well, if you run out, you know where to begin the budget cut.

-- Hah! That's for sure. :)

Disjunction is nerfed, and no longer eats items. Check my original post for details.

-- Oh ho! My apologies, sir. Yes, this changes things a bit...

Arcane Disciple

-- Ah yes, from Complete Divine. The catch is that you can only cast each domain spell once per day. I can get that from wands, scrolls, or Limited Wish (buffered with the Rod). Probably not worth a feat...especially with all those prereqs...

As for actions, you're right...but the primary line of defense is the Warding from 7fold Veils. That doesn't use a "real" action. The secondary line is Wild Mage redirection...which similarly takes place during the opponent's turn. The final line of defense is MOment of Prescience, which is a long-term buff. Cast once during the day and forget. Sorceror spell choice is crucial...if I don't absolutely -need- time stop, I can't afford to take it.

That said, I'll probably be revamping equipment and spell picks, so I will keep that in mind.

Thanks again!
 

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