Epic D&D campaign (still recruiting)

Vertex - I believe the thing you're refering to is if a skill is on a creatures skill list it's a racial skill for them. Don't recall racial bonuses giving class skills (Otherwise all elves would have Spot/listen, all halflings would have Hide/move silent/listen, All Half-elves would have diplomacy, etc..)

If you want to simplify things, (and your base rase is human) I'd suggest the Able Learner feat, it makes all skills cost 1 skill point regardless of cc or not.. Which means all you have to figure out at Epic is if a skill was a class skill for ANY of your classes. If so, its 1/rank and max as a class skill=HD+3. If not, it's 1/rank and max as a cc skill=(HD+3)/2.


And in regards to the Geomancer, I've done some work on my sublime chord, and allthough he's infinitely more complicated, he's also a LOT more fun, and I've allready got lots of backstory for him and his rod.. er, perhaps I should rephrase that.. You see, he has a magical stick that.. wait, wait..
I gave him an Intelligent Item, which is also an epic 1.6Million(Not counting intelligent cost) multi-purpose Rod. I knew I had to use the sublime chord over the wearbear when I realized I'd had more fun making the Rod, it's purpose, its personality, and their combined backstory than I did making the bear. Heck, I even added in Rod of Lordly might and Immovable Rod to its powers simply b/c they fit with it's Stubborn/Regal Personality! I love it when stuff like that happens :D

Anyways, here's the dirty I've got so far. It was originally copied from a lvl 20 sorc, so there may be some things I missed in the changing. And I've yet to finish his spell selection, so it's not included (He casts as a lvl 6 bard, Full Sublime Chord, Full Wu Jen).

Gotta head to work but will post up backstory next time.

[sblock=The Messenger]
Human Bard2/Paladin2/Wu Jen3/Ultimate Magus 10/Mindbender1/Lyric Thaumaturge 5/E.Knight1/Sublime Chord 1/Magical Trickster3/Archmage2
*First 20 lvls = Bard2/Paladin2/WuJen3/Magus6/Sublime1/Mindbender1/Knight1/Lyric4
AL: CG HT: 5'11" WT: 150 Hair: Red with Silver Highlights Eyes: Sea-green

{91 Points *+1 for guessing near-correct on hundred headed hydra*}
STR: 10 (+0) [10 Points]
DEX: 30 (+10) [15 Points +5 Inherent +6 Enhancement +4 Sacred]
CON: 28 (+9) [17 Points +5 Inherent +6 Enhancement]
INT: 28 (+9) [18 Points +4 Inherent +6 Enhancement]
WIS: 24 (+7) [13 Points +5 Inherent +6 Enhancement]
CHA: 40 (+15) [18 Points + 7 level +5 Inherent +6 Enhancement +4 Sacred]

HP: (3d10+11d6+16d4+270) AC: 58 (10 base +10 dex +12 Armour +6 Shield +5 Nat.Armour + 15 Deflection)
Saves:
FORT: +45 (11 base +9 con +5 Epic +5 Resistance +15 Cha)
REF: +45 (10 base +10 dex +5 Epic +5 Resistance +15 Cha)
WILL: +53 (21 base +7 wis +5 Epic +5 Resistance +15 Cha)
Init: +10 (10 dex)

Bab: 16
Ranged Touch Attacks: +26

Skills(Total/Ranks):[273 Points, Max rank 33]
Knowledges: Arcana(+42/33), History(+42/33), Royalty(+20/11)
Bluff(+20/5), Concentration (+10/1), Diplomacy(+48/33), Intimidate(+20/5), Listen(+20/13), Spot(+45/33), Spellcraft(+40/28), Perform[Dance](+16/1), Perform[String](+50/33), Perform[Sing](+16/1), Profession[Astrologer](+13/6), Sense Motive(+12/5), Sleight of Hand(+18/8), Tumble(+42/12)
Skill Tricks: Point it out, Listen to this, Collector of Stories, Back on your feet, Acrobatic Backstab, Nimble Stand, Conceal Spellcasting, False Theurgy (12 pts)
*No synergy bonuses yet*

Feats: [13] Skill Focus(Spellcraft), Spell Focus(Transmutation, Evocation), Melodic Casting, Extra Music, Maximize Spell, Rapid Metamagic, Empower Spell, Heighten Spell, Persistant Spell, Quicken Spell, Twin Spell, Extend Spell

Epic Feats: [4] Intensify Spell, Improved Spell Capacity(Sublime), Improved Metamagic, Epic Heighten

Bonus Feats/Class Features:
Bardic Music(12/day), Bardic Knowledge(+21), Inspire Courage +1, Competence, Fascinate, Countersong, Captivating Melody, Bonus Spells(1st, 2nd, 3rd, 4th), Spell Secret(1st & 2nd lvl Wu Jen spell known), Sonic Might(+1d6/spell lvl), Sublime Casting(Add to WuJen CL) Arcane Spellpower+4, Expanded Spell Knowledge(From Wujen to Bard: 1st,2nd,3rd; From Wujen to Sublime: 4th,5th), Augmented Casting(5th or lower, 8/day), Telepathy, Spontaneous Trickster, Metamagic Trick, Tricky Magic
High Arcana: Arcane reach(7th), Mastery of Elements(8th)

Languages: Common, Draconic, Sylvan, Celestial, Giant


Equipment: 4,300,000
Read Books: Dex+5, Cha+5,Con+5, Int+4, Wis+5(660,000)
Armour of the Celestial Battalion (616,300)
+5 Mithril Buckler of Heavy Fortification (101,015)
Cloak of Charisma+6/Resistance+5 (73,500)
Boots of Swiftness(256,000)
Circlet of Awareness[Int+6, Wis+6] (90,000)
Amulet of Supreme Health[Con+6, Immune to Disease/Poison, Wound Closure, Adaptation] (123,750)
Ring of Magic [Arcane Might, Spell Battle] (97,600)
Ring of Defense [Universal Energy Resistance, Sustenance, Freedom of Movement] (279,750)
Horizon Goggles of the Eagle(+5 spot) (11,750)
MW Lyre of Building(13,100)
Strings of Spell Storing (45,000)
Spool of Endless Rope (2,000)
Caster GloveX2 (40,000)
Portable Hole (20,000)
Hewards Handy Haversack (2,000)

Immovable Metamagic Lordly Rod "OF" [Immovable, Lordly Might + Lesser, Normal, and Greater of each: Chain, Empower, Maximize, Quicken, Enlarge, Extend, Silent](1,608,300) (+ 236,000) Intelligent)
Intelligent Item: Immovable Metamagic Lordly Rod "OF" :
Int 10, Wis 19, Cha 19, AL: CN, Speech, Telepathy, 120' Darkvision, Blindsense, Hearing
Dedicated Purpose: Slay Dragons. Dedicated Power: Waves of Exhaustion.
Primary Powers: Dimensional Anchor 1/day, Status at will, Haste 3/day
Lesser Powers: Intimidate(+16), Bluff(+14), Diplomacy(+18), Sense Motive(+14)
Ego: 27
Remaining: 23,935
[/sblock]
[sblock=Math Breakdowns]
Human Bard2/Paladin2/Wu Jen3/Ultimate Magus10/Sublime Chord1/Mindbender1/E.Knight1/Lyric Thaumaturge 5/Magical Trickster3/Archmage2
*First 20 lvls = Bard2/Paladin2/WuJen3/Magus6/Sublime1/Mindbender1/Knight1/Lyric4
*lvl order= Bard2/Paladin2/WuJen3/Magus3/Sublime1/Magus3/Mindbender1/Knight1/Lyric5/Magus4/Arch2/Trickster3

HD: Bard2d6+Paladin2d10+WuJen3d4+Magus10d4+Sublime1d6+Bender1d4+Knight1d10+Lyric5d6+Trickster3d6+Arch2d4


BAB:
Bard 1, Pal 2, Wu Jen 1, Magus 3, Lyric 3, Knight 1, + 5 Epic = 16

Saves:
Fort: Bard+0 Paladin+3 Wujen+1 Magus+2 Sublime+0 Mindbender+2 Knight+2 Lyric+1=11
Ref: Bard+3 Paladin+0 Wujen+1 Magus+2 Sublime+0 Mindbender+0 Knight+0 Lyric+4=10
Will: Bard+3 Paladin+0 Wujen+3 Magus+5 Sublime+2 Mindbender+2 Knight+2 Lyric+4=21

Skills:
Bard 6x2, Pal 2x2, Wu Jen 2x3, Lyric 4x5, Knight 2, Sublime 4, Bender 2, Archmage 2x2, Trickster 4x3, Magus10x2 Human&Int= 5x33 +2 Amplified Int @lvl20 = 11X2 = 273 Skill points

CL Math:
Bard2/Wujen3
Bard3/Wujen3(Magus1*Bard*)
Bard4/Wujen4(Magus2)
Bard5/Wujen5(Magus3)
Bard5/Sublime1/Wujen5(Sublime1)
Bard5/Sublime2/Wujen5(Magus4*Sublime*)
Bard5/Sublime3/Wujen6(Magus5)
Bard5/Sublime4/Wujen7(Magus6)
Bard5/Sublime4/Wujen8(Bender1*Wujen*)
Bard5/Sublime4/Wujen9(Lyric1*Wujen*)
Bard5/Sublime4/Wujen10(Lyric2*Wujen*)
Bard5/Sublime4/Wujen11(Lyric3*Wujen*)
Bard5/Sublime4/Wujen12(Lyric4*Wujen*)
Bard5/Sublime4/Wujen13(Lyric5*Wujen*)
Bard5/Sublime5/Wujen13(Magus7*Sublime*)
Bard5/Sublime6/Wujen14(Magus8)
Bard5/Sublime7/Wujen15(Magus9)
Bard5/Sublime8/Wujen16(Magus10)
Bard5/Sublime10/Wujen16(Trickster3*Sublime*)
Bard5/Sublime10/Wujen18(Archmage2*Wujen*)
CL: Bard 10, Sublime 33, Wujen 33

[/sblock]
 
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Ok.

What do we do about inherent bonuses to INT and skill points?
ie: When are we considered to have read tomes?


What about XP penalties for multiclasing?


Are we allowed to buy off LA as per UA?

I do use XP penalties for multiclassing. I don't allow unearthed arcana. Inherant bonuses kick in at level 20 with one exception based off of if you put any level bonus into int. You have to have the int bonus put into it at the level the bonus would take effect.
+1 into int = +1 Inherant at level 19
+2 into int = +1 at 18, +2 at 19
+3 into int = +1 at 17, +2 at 18, +3 at 19
+4 into int = +1 at 16, +2 at 17, +3 at 18, +4 at 19

UA was nixed as an available source, that most likely means no LA buyoff.

@ Dharuhk Svahre - I've added a handy Lore section with various Knowledge checks, where I condensed the pertinent bits of Hanshu's background. Hope that makes it clearer :)

Thanks. A lore section will make things alot easier.

Albedo: Everything looks good. Hope to see your character up soon.

Jemal: Sounds fun. I look forward to seeing the item in action.
 

Name: Omega
Race: Warforged
Class/Level: Warlock 30

Description: Omega stands a little taller than an average human at exactly six feet, though it walks with a slight hunch that makes it look a few inches shorter. Its head is set on a short articulated neck that angles forward, furthering the visual impression that the construct is constantly 'leaning forward.' Its arms are long, but spindly-looking. Its right arm has some kind of complicated weapon system built into it. Its left arm has a reinforced forearm brace with a round plate of metal attached. Its legs are more powerful looking, with digitigrade posture and some kind of advanced 'exoskeleton' built around the feet and ankles.

The construct's 'skin' is silvery metal that gleams like quicksilver. Etched into it, all over, are arcane runes that gleam with gentle blue effulgence. Potent abjurations glare out of every one, creating formidable mystic defenses against harm both magic and physical. There are plates and portions which look removable that radiate magic and could perhaps be adapted to serve as magical items for other creatures. It has no mouth, but can speak in a hollow, inflectionless voice. The only facial 'feature' it has are the red eyes that burn out of its angular head.

[sblock=Combat Ministats]AC 44, FF 37, Tou 23 (Incorp Touch 33)
Fort: +29, Ref +31, Will +30 (+13 luck bonus to 1)
DR 9/cold iron
SR 40
Resistance: Fire 10, Cold 10, Acid 30
Fast Healing 3 (Boost to 25 for 5min/day)
HP: 397
Base Atk: +32 rngd tch, 16d6 dmg, 120' rng, x2 on Full Attack
Immunities: Immune to poison, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain, starvation, thirst, sleep, mind-affecting effects, detection via divinations, grapples, effects that slow or immobilize, critical hits, sneak attacks, surprise, any 'normal' projectile attack (as per arrow deflection).

Special Abilities: Constant True Seeing, Blindsight 60', Recognizes arcane and divine spellcasters on sight and can determine highest spell level they can cast, does not incur AoO due to spellcasting in threatened spaces.[/sblock]

[sblock=Game Stats]Strength (STR) 10
Dexterity (DEX) 36 (18 + 7 level + 5 inherent + 6 enh)
Constitution (CON) 30 (20 +4 inh + 6 enh)
Intelligence (INT) 10
Wisdom (WIS) 18 (16 - 2 race = +4 inherent)
Charisma (CHA) 28 (18 -2 race + 4 inherent + 8 enh)

Alignment: Neutral
AC: 44 (10 +6 dex +10 armor +6 shield +5 deflection, +5 natural +2 insight), Flatfoot 37, Touch 23)
Hit Points: 397
Movement: 30' (30' flight, Good)

Init: +13
Base Attack Bonus: +20/+15/+10
Melee Attack: +20/+15/+10
Ranged Attack: +36
Fort: +29 (+6 base +8 resist +10 Con + 5 epic +1 competence)
Reflex: +35 (+6 base +8 resist +13 dex + 5 epic +2 insight + 1 competence)
Will: +30 (+12 base +8 resist + 4 Wis + 5 epic + 1 competence)

Race Abilities
Construct type, living subtype
Immune to poison, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
Cannot heal damage naturally.
Cannot be healed by Cure spells
Stasis at 0 through -10 HP.
Does not eat, sleep, or breathe.
Composite plating: +2 armor bonus, as light armor.
Light Fortification, 25% chance to avoid critical hits/sneak attacks.
Natural weapon, one slam attack for 1d4+Str.

Class Abilities:
Eldritch Blast 16d6
Detect Magic at will
DR 9/cold iron
Deceieve Item (take 10 on UMD checks, even under stress)
Fiendish Resilience 25, 5 minutes, 1/day
Energy Resistance 10: Fire and Cold
Imbue Item

Skills: 8 + 58
Concentration +20 (10 ranks + 10 Con)
Knowledge (The Planes) +24 (24 ranks + 0 Int)
Spellcraft +24 (24 ranks + 0 Int)
Use Magic Item +17 (8 ranks + 9 cha)

Spot +12
Listen +12
Sense Motive +12

Feats
1 Mithril Body
3 ?
6 Extra Invocation: Dark One's Luck
9 Extra Invocation: Void Sense
12 Improved Fortification (no crits)
15 Craft Contingent Spells
18 Thick Skinned (+2 DR/cold iron)

21 Eldritch Sculptor
23
24 Epic Fiendish Resilience
26 Extra Invocation: Dark Foresight
27 Paragon Visionary
29 Improved Combat Casting
30 Fast Healing

Languages - Common

Invocations (All Eldritch Blast effects are DC 28 to resist, where applicable)
Least
- Eldritch Spear (500' range)
- Devil's Sight (see in magical darkness)
- See the Unseen (See invisible/Darkvision 60')
- Dark One's Luck (+Cha mod to one save)

Lesser
- Eldritch Chain (120' range, 60' secondary blast, 6 secondary blasts)
- Fell Flight (fly = ground speed, good maneuverability)
- Flee the Scene (100' range dimension door that leaves illusion of self behind)
- Voidsense (60' blindsight)

Greater
- Eldritch Cone (120' range)
- Devour Magic (+20 greater dispel on touch)
- Vitriolic Blast (+2d6 acid for 4 turns)

Dark
- Dark Foresight (As Foresight spell, plus can communicate telepathically with recipient within 100')
- Retributive Invisibility (As greater invis, explodes for 4d6 sonic if dispelled)
- Eldritch Doom (40' radius)
- Path of Shadows (As Shadow Walk, heals 1 day per hour.)

Equipment
Cash: 1620gp

Armor
- +5 Mithril Body, +10 AC, Max Dex +6, ACP 0, 166k
-- Ghost Touch +3
-- Death Ward +1
-- Nimbleness +1
-- Greater Acid Resistance +66k

Repulsor Plate, +6 AC, ACP 0, 1.21mil
- +5 Mithril Buckler
-- Infinite Deflection +6

Weapons
Slam, +20 to hit, 1d4 dmg
Eldritch Blast, +36 ranged touch, 16d6 dmg, 2 atks on full action

Gear
Mantle of Epic Spell Resistance, .29mil
Vest of Epic Resistance +8, .64mil
Headpiece of Epic Charisma +8, .64mil
Boots of Swiftness, .256mil
Third Eye of Concealment, 120,000
Belt of Constitution +6, 36,000
Pale Green Prism Ioun Stone, 30,000
Ring of Projected Force, 150,000
- Telekinesis, 75,000
- Protection +5, 50,000
- 50% Combo charge, 25,000
Ring of Implosive Fields, 158,280
- Spell Turning, 98,280
- Freedom of Movement, 40,000
- 50% Combo charge, 20,000
Essence of Offense and Defense, 77,000
- Natural Armor +5, 50,000
- Greater Chauseble of Fell Power, 18,000
- 50% Combo charge, 9,000
Rod of Mystic Precision, 12,000

Wands
Wand of Ray Deflection 50/50 (CL 7), 21,000
Wand of Targeting Ray 50/50 (CL 15), 11,250

Contingent Spells 13350, 534xp
When I am in the area of effect of a Disjunction: Antimagic Field (3300, 132xp)
When I am subject to a spell causing instant death that penetrates all other defenses: Death Ward (1400, 112xp)
When I am subject to a negative energy spell or effect that reduces ability scores and penetrates all other defenses: Death Ward (1400, 112xp)
When I am subject to Imprisonment that penetrates all other defenses: Freedom (7650, 612xp)

Tomes: 467,500
+4 Dex, 110,000
+4 Con, 110,000
+4 Wis, 110,000
+5 Cha, 137,500[/sblock]

Knowledge Checks:

[sblock=DC 10+19 (arcana)] Though resembling a small golem in some respects, Omega displays intelligence and cunning far beyond that of a normal 'mindless' construct.[/sblock]

[sblock=DC 15+20 (arcana)] The intricacy and power of the runes and layered magical defenses and attacks represents advanced techniques that have been lost for thousands of years. Even if those techniques were recovered though, the expense of creating something like this could bankrupt an entire kingdom.[/sblock]

[sblock=DC 20+3 (arcana)] The specific runes and sigils in the construct's hide are of a particular alphabet used almost exclusively by an ancient mageocratic country called Predas. The nation fell to the superior military might of Targas Empire during their third, and last, campaign to extend their borders by warfare. [/sblock]

[sblock=DC 25+19 (arcana)] Records from the Targas Empire during its decline made mention of a 'demon of metal and fury' attacking their border outposts and eventually even razing villages. As this destructive force slowly, but relentlessly, pierced farther into the Empire they were obliged to commit ever larger forces to try to stop it. This weakened their borders sufficiently that barbarian invaders finished what this 'demon' began, and the Empire slowly collapsed over the course of a hundred years.[/sblock]

[sblock=DC 30+4 (arcana)] The demon was said to fight craftily, engaging from afar to pick off commanders and mages (whom it appeared to be able to discern regardless of disguise) before appearing in the midst of the army, blasting indiscriminately with rapid-firing magical bolts that could dissolve flesh or 'devour souls.' Its hide was unnaturally tough, and it rapidly self-repaired what little damage could be done to it. All accounts agree on one element; the beast's furious speed, both of attack and of movement.[/sblock]

[sblock=DC 40+8 (arcana)] The so-called 'demon of Predas' was finally destroyed as it assaulted the capital city of the Empire in an apparent attempt to kill the Emperor himself. One of the Emperor's bodyguards knew enough magic to read a scroll, but evidently not enough to merit assassination by sniping. As the demon murdered the honor guard, and the few mages' still alive watched their spells bounce harmlessly off of its hide and shield, this guard read a scroll of Antimagic, surrounding himself in a globe of negation. He then jumped the monster from behind and latched on as tightly as he could. To his astonishment, he discovered the creature was not particularly strong, and he had no trouble holding off its attempts to dislodge him. In the absence of the magic it depended on, the remaining guard had much less trouble defeating its defenses and finally managed to beat it until it stopped repairing itself. Its inert body was then made into a statue. By that time however, the disastrous toll it had taken on the already overextended Empire made its eventual dissolution assured.[/sblock]

[sblock=A Little History]3000 years ago, The Targas Empire was the force that unified most of the disparate tribes, petty kingdoms and far flung nations of the continent for nearly two thousand years. It is because of the Targas that there can now be said to be a 'common' language, and a common system of measuring weights for coin and other materials. Though it didn't fall in one night, when it fell it took a great deal with it; ushering in a 500 year dark age of ignorance and degeneration that is only now beginning to lift.

The Targas were originally primitive tribal humans who, unusually for such people, had all pledged to serve one man who's name was...shockingly...Targas. The individual became an office when he died, with warriors battling for the honor and privilege of becoming the next Targas. In time the entire people took that name for their ethnicity as well. Because the tribes acknowledge a single leader, they could more easily coordinate actions. Disputes could be arbitrated, rather than leading to bloodshed. As the tribes prospered, they began to need more land and more food. The obvious solution was to expand. This happened again, in three intervals. By the end of the third, the Empire was so stretched that its garrisons were needed on all frontiers to quell unrest. When trouble struck at home, requiring troops to be diverted...the subsequent weakening of the borders started a chain reaction that eventually led to the destruction of the Empire. The last Emperor is recorded as being slain in the Imperial Year 1997, and while there was squabbling for the throne afterwards, no one ever convincingly managed to claim it. Even so, it was 500 years later before most scholars agree that the Empire was truly dead. [/sblock]
 
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Excellent work there Shayuri. I enjoyed the read.

You only need 2 more small things. First off, you need to add the random d20 modifer to all of your knowledge DCs, in addition you need to pick when Omega's life span took place between years 1-10,000. This will allow other characters who come after you to be able to know your story.

If you felt like it you could add dates to any events that occur in the backstory as well, but it is not required.
 

Dizzy May Ember, The Lady of Dismay
[sblock]

Race: Human, Height: 5'11", Weight: 160lbs, Hair: Long Blonde, Eyes: One Green, One Blue, Skin: White, Lived between the years 234 and 263

10 Chameleon, 3 Champion of Gwynharwyf, 9 Geomancer, 1 Cleric, 1 Barbarian, 1 Contemplative, 3 Wizard, 1 Fighter, 1 Holy Liberater

Level Order: 1 Barbarian, 3 Wizard, 1 Fighter, 1 Cleric, 3 Chameleon, 3 Champion of Gwynharwyf, 8 Geomancer, 1 Contemplative, 2 Geomancer, 7 Chameleon

Str: 56/+23 (11 Base + 5 Inherant + 16 Enhancement + 6 Chameleon + 8 Size + 2 Graft + 4 Morale + 4 Sacred)
Dex: 28/+9 (11 Base + 5 Inherant + 6 Enhancement + 2 Size + 2 Graft + 4 Sacred + 4 Morale - 6 Iron Body)
Con: 42/+16 (15 Base + 5 Inherant + 4 Size + 8 Enhancement + 2 Graft + 4 Morale + 4 Sacred)
Int: 41/+15 (18 Base + 5 Inherant + 12 Enhancement + 6 Chameleon)
Wis: 47/+18 (17 Base + 5 Inherant + 8 Enhancement + 17 Insight)
Cha: 54/+22 (18 Base + 5 Inherant + 10 Enhancement + 6 Chameleon + 7 Level + 4 Profane + 4 Sacred)


AC: 71 = 10 Base + 14 Armor + 10 Natural Armor + 22 Deflection + 9 Dex + 2 Insight + 3 Profane + 1 Haste

Touch AC: 47 = 10 Base + 22 Deflection + 9 Dex + 2 Insight + 3 Profane + 1 Haste

Without Dex AC: 62 = 10 Base + 14 Armor + 10 Natural Armor + 22 Deflection + 2 Insight + 3 Profane + 1 Haste
Touch AC without Dex: 38 = 10 Base + 22 Deflection + 2 Insight + 3 Profane + 1 Haste

Fort: +81 = 17 Base + 14 Con + 8 Ability Focus + 6 resistance + 5 Morale + 22 Divine Grace + 5 Epic + 4 Sacred

Ref: +55 = 5 Base + 8 Dex + 6 Resistance + 5 Morale + 22 Divine Grace + 5 Epic + 4 Sacred

Will: +83 = 13 Base + 18 Will + 8 Ability Focus + 6 Resistance + 5 Morale + 22 Divine Grace + 5 Epic + 4 Sacred

BAB: +14
HP: 603
Initiative: +26 = 9 Dex + 4 Graft + 5 Nerveskitter + 4 Signs + 4 Improved Initiative
Speed: 75 = 30ft base + 10ft Barbarian + 5ft Geomancer + 30ft Haste
Fly Speed: 120 (Perfect) = 60ft Base + 30ft Cloud Wings + 30ft Haste
Languages: Common, Celestial, Infernal, Abyssal, Sylven


Feats: Able Learner (1st), Extend Spell (Human), Scribe Scroll (Wizard), Sacred Vow (3rd), Knight of the Stars (6th), Nymph's Kiss (6th), Improved Initiative (Fighter), Spell Mastery (Chameleon), Persistant Spell (9th), Divine Metamagic (Persistant Spell) (12th), Extra Turning (15th), Divine Might (18th), Sanctify Weapon (20th), Vow of Poverty (21st), Nymphs Kiss (22nd), Righteous Wrath (24th), Improved Spell Capacity (Chameleon)(24th), Touch of Golden Ice (26th), Improved Spell Capacity (Chameleon)(27th), Gift of Grace (28th), Ranged Smite Evil (30th), Improved Spell Capacity (Chameleon)(30th),


Special Abilities: Rage, Fast movement, Summon Familiar, Domains (Plant, Fire, Earth) Rebuke Undead 29/day(Cleric), Rebuke Plants 29/day, Rebuke Fire Elementals 29/day, Rebuke Air Elementals 29/day, Aptitude Focus 3/day (+4), Bonus Feat, Mimic Class Feature 3/day, Ability Boon +6, Double Aptitude, Rapid Refocus, Aura of Good, Smite Evil 2/day, Detect Evil, Divine Grace, Furious Casting, Geomancer Drifts (Cat's Tail, Touch Wilt's Flowers, Swift as an Elk, Eyes of the Owl, Eyes of the Eagle, Lion Claws, Grab Like Bear, Trip Like Wolf, Move Like Cheetah, Tremorsense of Earthworm), Leyline (Forest/+3), Spell Versitility 9, Bonus Domain, Divine Health


Grafts: Flexible Spine, Silthilar Bones, Silthilar Muscles, Silthilar Tendons, Healing Blood


Skills: 313
Knowledge Religion: 33/+52
Knowledge Planes: 33/+48
Knowledge Arcana: 6/+25
Knowledge History: 1/+16
Spellcraft: 4/+25
Concentration: 33/+49
Sense Motive: 33/+51
Survival: 18/+346Listen: 33/+51
Intimidate: 33/+55
Diplomacy: 33/+57
Spot: 16/+35
Knowledge Nature: 6/+25
Tumble: 8/+17
Disuise 8/+30
Hide: 0/+13


Spells:
Chameleon (Arcane/Caster Level 34) Spells Known: Greater Reduce Person, Inner Beauty, Ruin Delver's Fortune, Greater Anticipate Teleport, Wings of Cover, Rope Trick, Greater Dimension Jumper, Foresight, Investiture of the Horned Devil, Energy Immunity, Investiture of the Pit Fiend, Nerveskitter, Greater Arcane Sight, Misdirection, Detect Scrying
0 (4): Mage Hand x4
1 (8): Nerveskitter x8
2 (8): Wings of Cover x7, Misdirection
3 (8): Wings of Cover x5, Extended Rope Trick x3
4 (7): Inner Beauty, Ruin Delver's Fortune x5, Detect Scrying
5 (6): Extended Ruin Delver's Fortune x6
6 (4): Greater Anticipate Teleport, Extended Greater Reduce Person x3
7 (4): Energy Immunity x4
8 (3): Investiture of the Horned Devil, Greater Arcane Sight, Extended Energy Immunity
9 (3): Foresight, Greater Dimension Jumper, Investiture of the Pit Fiend


Chameleon (Divine/Caster Level 34)
0 (4): Create Water x4
1 (9): Divine Favor x3
2 (9): Cloud Wings, Extended Conviction, Extend Comprehend Languages x3, Extended Divine Favor x2, Extended Ebon Eyes
3 (8): Blindsight x5, Extended Undetectable Alignment, Speak with Dead, Extended Speak with Plants
4 (8): Investiture of the Orthon, Non-Detection, Tongues, Greater Wing's of Air, Divine Power x4
5 (7): Righteous Might, Owls Insight, Extended Divine Power x3, Triadspell (Extended Divine Favor), Triadspell (Extended Conviction),
6 (5): Bite of the Werebear, Sirine's Grace, Superior Resistance, Spell Resistance, Triad Spell (Extended Ebon Eyes)
7 (4): Aura of Vitality, Investiture of the Ice Devil, Persistant Crabwalk, Persistant Investiture of the Spined Devil
8 (4): Persistant Haste Swift, Persistant Investiture of the Chain Devil, Persistant Lion's Charge, Holy Transformation
9 (4): Investiture of the Hellfire Engine, Persistant Investiture of the Steel Devil, Persistant Devil's Ego, Persistant Charge of the Triceratops


Champion of Gwynharwyf (Caster Level 7)
1 (7): Divine Favor x3, Divine Sacrifice x4
2 (6): Shield Other x2, Extended Divine Favor x2, Extended Divine Sacrifice
3 (5): Blessed Sight, Magic Circle Against Evil x2, Prayer x2
4 (4): Restoration, Glory of the Martyr, Extended Magic Circle Against Evil, Extended Prayer


Cleric (Caster Level 1)
0 (3): Create Water x3
1 (6+1): Signs x6, (Entangle)

Wizard (Caster Level 3)
0 (4): Message x4
1 (7): Wings of Cover x7
2 (6): Wings of Cover x6


Daily Buff Spells: Misdirection, Persistant Inner Beauty, Detect Scrying, Greater Anticipate Teleport, Extended Greater Reduce Person x3, Enegy Immunity x5 (all), Persistant Investiture of the Horned Devil, Persistant Greater Arcane Sight, Persistant Foresight, Persistant Greater Dimension Jumper, Persistant Investiture of the Pit Fiend, Sign, Cloud Wings, Extended Conviction x3, Extend Comprehend Languages x3, Extended Ebon Eyes x3, Extended Undetectable Alignment, Persistant Investiture of the Orthon, Non-Detection, Tongues, Persistant Greater Wing's of Air, Persistant Righteous Might, Persistant Owl's Insight, Persistant Bite of the Werebear, Persistant Siren's Grace, Superior Resistance, Persistant Auro of Vitality, Persistant Investiture of the Ice Devil, Persistant Crabwalk, Persistant Investiture of the Spined Devil, Persistant Swift Haste, Persistant Investiture of the Chain Devil, Persistant Lion's Charge, Persistant Holy Transformation, Persistant Invesiture of the Hellfire Engine, Persistant Investiture of the Steel Devil, Persistant Devil's Ego, Persistant Charge of the Triceratops, Persistant Spell Resistance

Attack:
Gore: Attack+55 = +14 BAB + 5 Epic BAB + 21 Str + 7 Enhancement + 1 Haste + 3 Profane + 4 Ability Focus/Damage 1d8+41+1d6 Cold = +34 Str + 7 Enhancement + 1d6 Cold


Full Attack:
Gore (Primary) x2: Attack+55 = +14 BAB + 5 Epic BAB + 21 Str + 7 Enhancement + 1 Haste + 3 Profane + 4 Ability Focus/Damage 1d8+45+1d6 Cold = +34 Str + 7 Enhancement + 4 Ability Focus + 1d6 Cold
Claws x2: Attack +56 = +20 BAB + 5 Epic BAB - 5 Secondary + 21 Str + 7 Enhancement + 1 Haste + 3 Profane + 4 Ability Focus/Damage 2d6+22+1d6 Cold = +11 Str + 7 Enhancement + 4 Ability Focus + 1d6 Cold
Wings: Attack +56 = +20 BAB + 5 Epic BAB - 5 Secondary + 21 Str + 7 Enhancement + 1 Haste + 3 Profane + 4 Ability Focus/Damage 2d6+22+1d6 Cold = +11 Str + 7 Enhancement + 4 Ability Focus + 1d6 Cold
Bite: Attack +54 = +14 BAB + 5 Epic BAB - 2 Secondary + 21 Str + 7 Enhancement + 1 Haste + 3 Profane + 4 Ability Focus /Damage 2d8+22+1d6 Cold = +11 Str + 7 Enhancement + 4 Ability Focus + 1d6 Cold

Description: The Lady of Dismay has become warped and disfigured after her descent into hell. Her body holds some likeness to a hound archon, but the comparison can easily be missed by the horn sticking out of her head, her demonic wings and claws, her bear-like mouth, lions feet, and cat's tail. Her skin is dark and metallic as if made of cold-iron, and her eyes and mouth emit the eerie glow of hellfire. She wears the same tattered robes she ventured into hell with, all color blackened away as it was near burnt to a crisp from her ordeals. Her only other possesion being a pouch attached to her hip containing components that allow her to use her magical powers. [/sblock]

Backstory:
[sblock]
The tale of the Lady of Dismay is one of trajedy. The forest her clan had lived in for as long as their history draws back had over the last hundred years had become filled with wandering devils. They had long since dedicated themselves to the eradication of the evil invaders, with their clan producing a long line of devil hunters. Dizzy's mother was a story teller, charged with making sure the children of the clan knew their history and role to play in protecting the forest. One night however, she became possessed and started slaughtering the village's children. Dizzy watched as her mother was cut down, as the twisted fiend controlling her popped out and laughed as it scurried into the woods. It was on this day Dizzy's fate as Devil hunter was sealed.
When she was 16, the age of adulthood in her clan, she went with her father on her first hunt. She came back wounded, but in high spirirts as they had brough back the heads of a dozen vile creatures. Her skills continued to develop until she became one of the best hunters in the whole clan. When she was 19, her hunting party stumbled on an excavation site being run by devils and slaves. They launched an attack on the site, and her entire hunting party was slain including her father. However the site was destroyed and all the devils had been slain or run off. She found what looked like a piece to a strange artifact at the site and decided that it must be what the devils were after. She dropped it off at a town bordering the edge of the forest, leaving it with the local church to protect. As she travelled home, she ran into a devious looking sorcerer. The man ranted and raved about how she years of hard work and planning. She knew the man to be dangerous so she drew her sword but it was far too late. With a flick of his hand she lost her ability to move. Laughing maniacally, he introduced himself as Kainin, and proceded to cast a dark and evil incantation on her. Telling her death was too quick, he cursed her and then let her go.

Upon returning to her clan's village, she was greeted by a sight of destruction and agony. The village in ruins, all of her clan slaughtered on the ground. She knew it had to be that damned sorcerer's doing. She buried all of her fallen clan members in their ancestral burial grounds and left the forest in search of Kainin. The devils had spread to the entire area, making her find alot of work as a devil hunter over the next few years. But she began noticing an odd feeling whenever she slayed one. Unsure of what was happening to her, she sought out divine assistance from a church. At first she was turned away, the church members being suspicious of her for some reason. After explaining her plight, they revealed to her that she had a distinctly evil aura around her. They attempted to break the curse that Kainin had set upon her, but his magic was too powerful. Dizzy kept wandering, searching for Devil's to kill, searching for Kainin so she could extract her revenge, searching for a cure for the curse that was afflicting her. It was not long before she noticed the taint of her curse was spreading into her gear. Her sword and armor gained voices, whispering poison into her ear. She resisted them. They instead began to reach out to the people around her, corrupting them into performing evil acts. She would then be accused of working with devils and chased out of town. She knew it was time to get rid of her gear, passed down to her from her father as it was passed down to him for generations. She returned home to lay the items to rest in her clan's burial grounds. She returned a week later to destroy the her familys undead bodies that were ressurected by them.

The act of slaughtering her family was too much for Dizzy, and she finally gave up on life. Screaming to the heaven's, she demanded to know what to do. She was shocked to recieve a response. Out of the forest emerged a whirlwind of glittering sand. Dizzy watched in awe as the sand reformed itself into an elf-like being. The stories her mother had taught her as a child came to mind as Dizzy finally realized who it was that had come calling. Gwynharwyf herself was standing before Dizzy, and the prescense of such a divine entity left Dizzy absent of words. Gwynharwyf informed Dizzy that a great evil was sweeping the lands. And that Dizzy's fate had wound up entwined with that evil. Long ago a wizard with an obssessive quest for knowledge had wanted access to the planes of the gods themselves. When denied, he began constuction of a great portal that could force open any realm. When the gods discovered this plot, they punished the wizard, but found that whatever he had used to overcome the planar protections of the gods made the gate indusctructable. So they dismantled it, and scattered the pieces over the world. The evil sorcerer Kainin was attempting to reconstruct that gate for his master Mephistopheles, ruler of the 8th layer of hell. With that gate they could lay siege to any plane, putting the balance of the world at risk. As for Dizzy's involvement, she had unknowingly prevent Kainin from getting one of the pieces of the gate. The curse placed on Dizzy was designed to corrupt her with the essence of every devil she cut down. Such corruption would eventually consume her and make her a new powerful pawn for the dark sorcerer. However the divine Eladrin offered Dizzy assistance in order to harness the dark powers attempting to consume her soul, and use them to defeat the very man who had placed them upon her to begin with.

Dizzy renewed her quest, backed by the divine power of Gwynharwyf herself. Channeling her dark curse, she found new and powerful ways to employ it to her advantage. Yet, the more powerful she became, the more powerful devils she began to slay, the more powerful devils, the stronger the curse, and the dark manifestations began to appear on her body. Ignoring her deteriorating state, she hunted after Kainin and attempted to prevent him from getting his hands on all the gate pieces. After years of struggling however, Dizzy failed in her quest. The dark spellcaster successfuly collected all the pieces and fled into the depths of hell. Informed by Gwynharwyf, she knew she had to follow. Followers of Gwynharwyf had secured a passageway to the first layer of hell for Dizzy, and she descended into its depths without a second thought. Fighting her way through each layer of hell, she finally made her way down to 8th layer where the portal was being assembled. She finally located Kainin, but was told if she killed him the curse would never go away. The portal was now active and a hoard of devils were travelling to the material plane. She had to act fast. She defeated him and tried to force him to release the curse, but he ended up being slain by an agent of his master Mephistopheles. In the Devil's hand was a soulstone connect to the bargain Mephestopheles had made with Kainin, glowing with the soul of the only man that could save Dizzy. She fought with the beast, but when he was about to lose he used Kainin's soulstone as a spell component in an attempt to empower a spell strong enough to defeat Dizzy. even though the spell failed to stop her, the true damage was done, as the soul of the only person who could break the curse was now forever destroyed. She cut the Devil's head off and proceeded to destroy the magical power sources to the portal. Then she used the divine energy implanted into her by Gwynharwyf to tranport the gate deep into the heart of Celestia where the dvils could not reach it again. The unstable portal itself was still not completely closed after its source was cut off, and Dizzy managed to leap through the rift in order to escape back to the material plane.

Dizzy was expecting to face the devil horde that had crossed through the portal when she reached the other side. She was instead greeted by an army of paladins who had arrived to fight the devils. Corpses of slain fiends littered the earth as the paladins finished off the last of the invaders. Turning to Dizzy, they began to attack her as well. She tried to tell them to stop, but soon realized that the number of Devil's she had butchered on her way though hell had completely transformed her into an abomination of hell. They would not leave her be. Knowing she could not bring herself to attack the forces of good, she was forced to surrender to the paladins. Exhaustion from all the ordeals she was forced to face finally caught up with her as they decided on a scentence of death. The last thought going through her head was that she could finally rest as they chopped it off. [/sblock]

Knowledge Checks:
[sblock]
Knowledge History DC 10/22: The Lady of Dismay was a cursed woman who roamed around the world searching for a cure, never to find peace. Her place in history is that of a joke or cruel nursery rhyme.

Knowledge History/Planes DC 20/26: While her goals were never accomplished in life, she bears the honer of being one of the few mortals who braved the fires of hell all the way down to level 8 and successfully returned, though where she ended up after is a mystery.

Knowledge History/Religion DC 30/50: She comes from a long line of Devil hunters, and was known throughout the land for her skill in such regards.

Knowledge Arcana DC 35/52: Her curse was consumed the essence of all the Devils she slayed and used that power to corrupt her from the inside. The goal of such a curse is to make her more and more tainted as she gets more and more powerful until she finally turns to the side of darkness as an extremely powerful new pawn. She was cursed by a powerful dark sorcerer named Kainin who was a servant of Mephistopheles, the Lord of the 8th layer of Hell.

Knowledge Religion DC 35/42: The Lady of Dismay was doomed to be overcome by her curse. It was only through intervention by Gwynharwyf that she was able to overcome the darkness inside of her and harness it to give her the strength to continue fighting.

Knowledge Religion/Planes DC 40/52: While her life goal was to break her curse, The Lady of Dismay's true purpose for venturing into hell was to prevent Mephistopheles from using an artifact gate to invade the material plane. She actually accomplished this goal, thwarting the Devil Lord's plan and saving the material plane.

Knowledge History DC 40/53: Her curse had turned her body into a horrific abomination, and when she returned to the material plane she was captured and executed by an army of paladins.
[/sblock]




 
 
 
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I was under the impression that profane and sacred bonuses were mutually exclusive? By having a good alignment you lose access to any spells with the evil descriptor regardless of class features?

Ah ha found it under cleric:

Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells
of an alignment opposed to his own or his deity’s (if he has one). For
example, a good cleric (or a neutral cleric of a good deity) cannot cast
evil spells. Spells associated with particular alignments are indicated
by the chaos, evil, good, and law descriptors in their spell
descriptions (see Chapter 11: Spells).
~ PHB pg 33
 
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Thats a clerical casting rule, as well as druid I believe. I cast using Chameleon, who can cast any divine spells. Origionally I was going to be an evil character using an ur-priest to cast good spells, but I thought this way was more interesting (and party friendly).

Anyways, I added my character backstory. Now all I need are my knowledge checks and description and I'll finally be done.
 

OK, Update time!
Still no Spellblock yet, will get it in next update.
[sblock=Kayla Elzmyr, the Messenger of the Song]
Human Bard2/Paladin2/Wu Jen3/Ultimate Magus 10/Mindbender1/Lyric Thaumaturge 5/E.Knight1/Sublime Chord 1/Magical Trickster3/Archmage2
*First 20 lvls = Bard2/Paladin2/WuJen3/Magus6/Sublime1/Mindbender1/Knight1/Lyric4
AL: CG HT: 5'11" WT: 150 Hair: Red with Silver Highlights Eyes: Sea-green

{91 Points *+1 for guessing near-correct on hundred headed hydra*}
STR: 10 (+0) [10 Points]
DEX: 30 (+10) [15 Points +5 Inherent +6 Enhancement +4 Sacred]
CON: 28 (+9) [17 Points +5 Inherent +6 Enhancement]
INT: 28 (+9) [18 Points +4 Inherent +6 Enhancement]
WIS: 24 (+7) [13 Points +5 Inherent +6 Enhancement]
CHA: 40 (+15) [18 Points + 7 level +5 Inherent +6 Enhancement +4 Sacred]

HP: (3d10+11d6+16d4+270) AC: 58 (10 base +10 dex +12 Armour +6 Shield +5 Nat.Armour + 15 Deflection)
Saves:
FORT: +45 (11 base +9 con +5 Epic +5 Resistance +15 Cha)
REF: +45 (10 base +10 dex +5 Epic +5 Resistance +15 Cha)
WILL: +53 (21 base +7 wis +5 Epic +5 Resistance +15 Cha)
Init: +10 (10 dex)

Bab: 16
Ranged Touch Attacks: +26

Skills(Total/Ranks):[291 Points, Max rank 33]
Knowledges: Arcana(+47/33), History(+47/33), Royalty(+20/6), Other(+14/0)
Bluff(+20/5), Concentration (+10/1), Diplomacy(+48/33), Hide(+20/5), Intimidate(+20/5), Listen(+20/13), Move Silent(+20/5), Perform[Dance](+20/5), Perform[String](+22/5), Perform[Sing](+48/33), Profession[Astrologer](+13/6), Sense Motive(+12/5), Sleight of Hand(+20/10), Spellcraft(+40/28), Spot(+50/33), Tumble(+42/12) *3 unspent*
Skill Tricks: Point it out, Listen to this, Collector of Stories, Back on your feet, Acrobatic Backstab, Nimble Stand, Conceal Spellcasting, False Theurgy (12 pts)
*No synergy bonuses yet*

Feats: [13] Skill Focus(Spellcraft), Spell Focus(Transmutation, Evocation), Melodic Casting, Extra Music, Maximize Spell, Rapid Metamagic, Empower Spell, Heighten Spell, Persistant Spell, Quicken Spell, Twin Spell, Extend Spell

Epic Feats: [4] Intensify Spell, Improved Spell Capacity(Sublime), Improved Metamagic, Epic Heighten

Bonus Feats/Class Features:
Bardic Music(12/day), Bardic Knowledge(+26), Inspire Courage +1, Competence, Fascinate, Countersong, Captivating Melody, Bonus Spells(1st, 2nd, 3rd, 4th), Spell Secret(1st & 2nd lvl Wu Jen spell known), Sonic Might(+1d6/spell lvl), Sublime Casting(Add to WuJen CL) Arcane Spellpower+4, Expanded Spell Knowledge(From Wujen to Bard: 1st,2nd,3rd; From Wujen to Sublime: 4th,5th), Augmented Casting(5th or lower, 8/day), Telepathy, Spontaneous Trickster, Metamagic Trick, Tricky Magic
High Arcana: Arcane reach(7th), Mastery of Elements(8th)

Languages: Common, Draconic, Sylvan, Celestial, Giant

Equipment: 4,300,000
Armour of the Celestial Battalion (616,300)
+5 Mithril Buckler of Heavy Fortification (101,015)
Cloak of Charisma+6/Resistance+5 (73,500)
Boots of Swiftness(256,000)
Circlet of Awareness[Int+6, Wis+6] (90,000)
Amulet of Supreme Health[Con+6, Immune to Disease/Poison, Wound Closure, Adaptation] (123,750)
Ring of Magic [Arcane Might, Spell Battle] (97,600)
Ring of Defense [Universal Energy Resistance, Sustenance, Freedom of Movement] (279,750)
Robes of Elvenkind [+5Hide/Move Silent] (6,250)
Horizon Goggles of Draconic Vision(+10 spot, Lowlight, 60'Darkvision) (58,000)
MW Lyre of Building(13,100)
Spool of Endless Rope (1,400)
Caster Glove (20,000) *Holds Rod*
Glove of Storing (10,000) *Holds Book*
Portable Hole (20,000)
Hewards Handy Haversack (2,000)

Songbook of the Ages [Boccobs Blessed Book, Scrolls of Uncertain Provenance](24,500)
*This book also gave the inherent bonuses Dex+5, Cha+5, Con+5, Wis+5, Int+4. I'm not increasing the cost for this b/c they are one use and it's a flavour thing, having zero in-game impact*(660,000)

Immovable Metamagic Lordly Rod "OF" [Immovable, Lordly Might + Lesser, Normal, and Greater of each: Chain, Empower, Maximize, Quicken, Enlarge, Extend, Silent](1,608,300) (+ 236,000) Intelligent)
Intelligent Item: Immovable Metamagic Lordly Rod "OF" :
Int 10, Wis 19, Cha 19, AL: CN, Speech, Telepathy, 120' Darkvision, Blindsense, Hearing
Dedicated Purpose: Defeat/slay Dragons. Dedicated Power: Waves of Exhaustion.
Primary Powers: Dimensional Anchor 1/day, Status at will, Haste 3/day
Lesser Powers: Intimidate(+16), Bluff(+14), Diplomacy(+18), Sense Motive(+14)
Ego: 27

Remaining: 2535[/sblock]

[sblock=MATH Breakdown]
Human Bard2/Paladin2/Wu Jen3/Ultimate Magus10/Sublime Chord1/Mindbender1/E.Knight1/Lyric Thaumaturge 5/Magical Trickster3/Archmage2
*First 20 lvls = Bard2/Paladin2/WuJen3/Magus6/Sublime1/Mindbender1/Knight1/Lyric4
*lvl order= Bard2/Paladin2/WuJen3/Magus3/Sublime1/Magus3/Mindbender1/Knight1/Lyric5/Magus4/Arch2/Trickster3

HD: Bard2d6+Paladin2d10+WuJen3d4+Magus10d4+Sublime1d6+Bender1d4+Knight1d10+Lyric5d6+Trickster3d6+Arch2d4

BAB:
Bard 1, Pal 2, Wu Jen 1, Magus 3, Lyric 3, Knight 1, + 5 Epic = 16

Saves:
Fort: Bard+0 Paladin+3 Wujen+1 Magus+2 Sublime+0 Mindbender+2 Knight+2 Lyric+1=11
Ref: Bard+3 Paladin+0 Wujen+1 Magus+2 Sublime+0 Mindbender+0 Knight+0 Lyric+4=10
Will: Bard+3 Paladin+0 Wujen+3 Magus+5 Sublime+2 Mindbender+2 Knight+2 Lyric+4=21

Skills:
Bard 6x5, Pal 2x2, Wu Jen 2x3, Lyric 4x5, Knight 2, Sublime 4, Bender 2, Archmage 2x2, Trickster 4x3, Magus10x2 Human&Int= 5x33 +2 Amplified Int @lvl20 = 11X2 = 291 Skill points

CL Math:
Bard2/Wujen3
Bard3/Wujen3(Magus1*Bard*)
Bard4/Wujen4(Magus2)
Bard5/Wujen5(Magus3)
Bard5/Sublime1/Wujen5(Sublime1)
Bard5/Sublime2/Wujen5(Magus4*Sublime*)
Bard5/Sublime3/Wujen6(Magus5)
Bard5/Sublime4/Wujen7(Magus6)
Bard5/Sublime4/Wujen8(Bender1*Wujen*)
Bard5/Sublime4/Wujen9(Lyric1*Wujen*)
Bard5/Sublime4/Wujen10(Lyric2*Wujen*)
Bard5/Sublime4/Wujen11(Lyric3*Wujen*)
Bard5/Sublime4/Wujen12(Lyric4*Wujen*)
Bard5/Sublime4/Wujen13(Lyric5*Wujen*)
Bard5/Sublime5/Wujen13(Magus7*Sublime*)
Bard5/Sublime6/Wujen14(Magus8)
Bard5/Sublime7/Wujen15(Magus9)
Bard5/Sublime8/Wujen16(Magus10)
Bard5/Sublime10/Wujen16(Trickster3*Sublime*)
Bard5/Sublime10/Wujen18(Archmage2*Wujen*)
CL: Bard 10, Sublime 33, Wujen 33
[/sblock]

I just need to add specific Knowledge info & DC's to flesh out the background.
[sblock=Background]
Kayla Elzmyr was descended from a long line of heroes and legends. The Elzmyrs before her had all been mighty and noble.. Paladins, Sorcerors, even a few Dragons were amongst her ancestors. Her youthful obsession with music came, needless to say, as somewhat of a letdown to her parents. While her siblings were beginning their careers in politics, studying the finer arts, or off adventuring, all she seemed interested in was music.

Ever since she had been a child, Kayla had heard the Song, it was inside her, all around her, in everything... But when she tried to express it, the sounds she produced came as a shock to those around her.. Metallic, loud, sometimes jarring, and rarely melodic. It wasn't long before she was sent to the temple for some 'military and spiritual guidance'. The two years she spent there, although informative, were hard - both on Kayla and those around her. She was not cut out for the life of a paladin, and though she managed to tap into the divine spark, she could tell that she was 'doing it wrong'. Her power came not from a deity, but from something else, something that called to her. Her time at the temple did settle her somewhat though, calming the chaos within her.

After her unsuccessful attempts to join the ranks of the holy knights, it was decided that perhaps the minor arcane proficiency she'd developed (at the great consternation of the temples head paladin) could be focused into something constructive. Thus was Kayla sent east, to enter the tutelage of her uncle, a wise and powerful master of arcane secrets. She learned quickly under him, and her focus and clarity grew, taking her beyond the shortsightedness that had hindered her as a child. It was while she was attempting to learn the art of combining her different magical styles that she heard it again - The music that had been her life when she was young - only know, it came through so clearly, and at last she understood. It wasn't just about the sound, she was actually hearing the magic behind the world itself... Her mind had just been so unfocused before that it had been unable to translate what she heard. And again, something was calling to her.. but this time, she could follow the call.

Her journey took her deep within the bowels of the earth, over pits of tar, beyond a portal of fire, past the corridor of contradiction, and through the hall of the mountains king she travelled. She bested a devil in a musical duel, convinced a Trumpet Archon that she was worthy of his blessing, and crept past a dragon asleep for so long it had become covered in stalagmite formations.
Finally, Kayla found herself in a chamber untouched for millenia. The song of the ages reverberated throughout the auditorium, and in the center was a pedastal holding an ornate book, its silver-trimmed exterior covered in musical and magical symbols. Above the book floated an imposing looking mace, which introduced itself as the defender of the song.

With the help of "OF", and a great deal of time, Kayla was able to translate and understand the mystical music of the Songbook of the Ages, finally tapping into the song of the universe. Once she understood the book (Or at least a good portion of it, there are verses yet beyond even her grasp) she set out into the world, to spread the word.. Or at least, that was the intention. On her way out of the cavern, she passed once more the sleeping ancient wyrm, and such was OF's hatred of the beast that he could not keep silent, crying out for its death. Although she was able to (just barely, with the help of the universal song) defeat it, it inflicted her with an ancient curse which stole her voice.

Through her magical prowess, Kayla forged powers of telepathy that allowed her to converse with those around her once more, but without her voice, she was unable to properly spread the song, and fell into a great depression. She gave in for a time to OF's hatred of dragons, for their part in the fall of the song, and the two of them quested after many great wyrms, destroying any they came across. It was while hunting a Great Silver, a reputed relative of hers, that she heard the song for the last time, and understood how far off the path she had gone. Her actions had become meaningless, almost evil, and there was but one way to atone. Against OF's very vocal objections, she offered her life to the Silver, convinced that if the curse could not be lifted, the song should find a new messenger. Impressed by her offer, and chagrined at his races part in the downfall of the Song, the Silver made her an offer. Its power could not match the evil drake she had fought before, even in final death, but together they could. The two wove a communal spell, breaking the curse and freeing the Song at the cost of both of their lives, knowing that it was now unrestrained, and would find a new messenger, she died at peace, not knowing that it would once more choose her.
[/sblock]
As far as your scale of how old we are, not sure how to indicate that, but her story should be as recently as possible. I also wanted to talk to you about some Fluff Stuff for the book..

[sblock=MR DM RE: SongBook of the Ages]
I was hoping to make the book a big, epic item much like the rod, to show its significance and importance, but I couldn't really find any magical books that aren't artifacts. So, instead I've just taken some liberties with having it contain a lot of information. Essentially most of the Knowledges Kayla has are from reading the songs in the book (Many of which detail past, and maybe even future events). I also added the 'manual/tomes' of Inherent stat bonuses to it as a flavour thing. Any other ideas? (Also feel free to use it as a plot device to pass along any info/insight you wish, I make a very good DM Shill. ;) )
[/sblock]
 
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New question for DM: How do you rule Nat 1's/Nat 20's?
I assume they are auto fail/success for Attacks/Saves(As is standard for most games), but what about Skill Checks? I've played with and DM'd several variants, from 'nothing special, a 1 is a 1 and a 20 is a 20', to the auto success/failure, and a variant in between which is what I usually use when I'm DMing myself: +/-10 (Or 20 if you wanna make it really big).
Essentially a 1 is treated as a -10, a 20 is treated as a 30.
IE: if you had a +20 skil modifier, a 1 would be treated as a result of 10, and a 20 would be a result of 50.

Just wondering which you use? It occured to me that not accounting for a 'nat one' doing something bad to me, I know everything about Omega, and everything but the highest DC on Hanshu (Which requires an 8, or 3 if I expend my Collector of Stories).
It does makes sense though, considering she's wielding the book that contains the epic balads devoted to each of the legends.. :D
 

Thats a clerical casting rule, as well as druid I believe. I cast using Chameleon, who can cast any divine spells. Origionally I was going to be an evil character using an ur-priest to cast good spells, but I thought this way was more interesting (and party friendly).
Don't mind me, just my reflexive rules laywer rearing his ugly head :p (thought I had beaten him into submission a couple years ago). Mellow game with the craziest sillyness we can come up with :D raaar!
 
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