Epic D&D campaign (still recruiting)

Omega is amoral, at least to start with. He has a series of directives that are hardcoded into him to fulfill. Previously, anything outside of those directives was also outside of his interest.

Now, however, most of the directives are obsolete. The only one that still applies is his self-preservation directive.

It is very likely he'll be modeling his morality after whichever group he winds up being part of.
 

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Nephy, two problems with the monster of legend concept
A: Applies only to animal, magical beast, or humanoid, changes type to outsider. (Marilith is allready an outsider and so Not Applicable)
B: Level Adjustment +7. Even with the LA reduction to 10 that Dharuhk has decided on, that would put you at lvl 33.
 

So I've been going through the knowledge DC's posted so far, and I came across this which confused me
Vertexx69 said:
DC 18 The Vampire that sired him was named Evaine. Hanshu tried to kill her for weeks after she
turned him. She met her final death during the cleansing of Mon'Sharu, after living with him
there for many decades.

DC 27 Hanshu was known on many planes as The White Elf. Reputed to have been given to him by a
demonic beast who's name has been lost to the sands of time. But it was rumored that the loss of
several limbs was involved.

DC 29 Caused the 1st crusade after his vampiric army became a scrouge to the entirety of living
society, leading to the genocide of all things unnatural.

DC 35 Founded Mon'Sharu, the city of shadows in a mountain ravine.

DC 35 Before he was turned into a vampire, Hanshu supposedly fathered more than 1000 children by
nearly as many women. His line has survived to this day.

DC 36 Hanshu spawned the vampiric plague that began the second age of monsters, by slaughtering
the entire population of a small city single handedly, who then rose and spread across the land.

DC 41 The Master of Nine that taught Hanshu his true mastery of combat manuevering was Clu'Thrah.
Near the end of his time training Hanshu, the Thri Kreen died of extreme old age on the demiplane
of shadow.

DC 43 Hanshu's father was the Ambassador Tasau Mon'saru, who tried to kill Hanshu for streetfighting
as he saw it as an afront to his reputation. He is also where Hanshu got his legendary mean streak.
He was one of the first people Hanshu ate after rising as a vampire.

DC 55 The traitorous vampires Anlar, Ronshuvian and Bakalus hired the mercenary army that cleansed
the city of Mon'Sharu that ultimately lead to Hanshu's slaying.

Random Knowledge mods (1d20=17, 1d20=3, 1d20=15, 1d20=9, 1d20=16, 1d20=5, 1d20=1, 1d20=20, 1d20=3)
So, are the numbers from your rolls added onto what it allready is, or were they added allready? If added allready, that would make your starting DC's
1, 24, 14, 26, 19, 31, 40, 23, 52..
If after, that would make the dc's..
35, 30, 44, 44, 51, 41, 42, 63, 58.

Either way is a bit confusing.. Why would you have such seemingly random DC's.. arent' they supposed to be like 5/10/15/20/etc before the randoms?
I got curious as I was going through other peoples DC's trying to decide what to put mine as.. Is there a limit to how high/low the initial DC should be?
 

Nephy, two problems with the monster of legend concept
A: Applies only to animal, magical beast, or humanoid, changes type to outsider. (Marilith is allready an outsider and so Not Applicable)
B: Level Adjustment +7. Even with the LA reduction to 10 that Dharuhk has decided on, that would put you at lvl 33.

A: You got me there.

B: The CR is only +2, I don't see anything about the LA.

So, what can I do with my 4 levels that's legally overpowered? I'm looking to maximize the nr of attacks and make them hurt by using Devastating Critical (the required feats eat almost my entire allowance but it should be pretty nice). I'm also looking at the Multiweapon tree. Strength + whatever I can synergize with 1 or 2 level dips are my prioritized stats.
 


OK, ideas so far:
For the levels:

Half dragon barbarian (+10 speed, flight, bonus strength, 1 bab)

Half celestial : More amusing than powerful, the half angelic fiend would have a reason to be caught between two worlds. Would require GM ruling to allow it to be added to the marilith (As it states it's requires a non-evil base creature)

Swashbuckler3/fgtr 1: Bonus feat, 4 bab, Intelligence to dmg with all attacks (Doesn't hurt things with immunity to crits/sneak attacks)

Fgtr1/Dervish 3 : A standard for dual wielders. Bonus feat, 4 bab, Dervish 2/day for move+attack and +2 atk/dmg.

Other stuff:
Fiendish grafts.. on a fiend.. who's trying not to be evil. I don't know, I find it amusing. (And some of them are rather powerful), depending on what the DM thinks.

Feat from Rokugan: Hand of Osano-wo. This is a must-have for dual-wielders (Or multi-weapon fighters), it allows you to add your full str bonus to dmg with all attacks instead of half with the off-hand attacks.

Quicken Spell-Like ability for Greater Teleport (To close the gap so you don't have to charge and loose all your bonus attacks.. assuming you're not taking dervish dancing.


Another option would be instead of 6 weapons, wielding some combination of Falchion & Scimitars(If you want improved threat range), Scythe/Picks(For improved crit damage), or Greatsword/shortsword(For just straight damage).
1 BIG as primary, 4 LIGHT as off-hands


Also, keep in mind that at 20HD you won't be getting any epic feats, so Devastating Crit is kinda out.
 
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Well while I'm at it I might as well look at all the other characters and give my opinions.. wanted or not. :P

Lets start with Omega, since Warlock's my favourite class.

Shayuri, first off I have to say that you are one of the best Epic Warlock creators I have ever seen.
Aside from myself, of course.
Gaming in front of a mirror..
Which I do...
Every day...
In ze nude.
;) *EDit: Cookie/xp to any who get the reference. ;)

Anyways.. *L* The only thing I have to say about the character is that I would highly suggest swapping your Cha and Dex.

I understand that Charisma is the 'warlock stat', but that's a bit misleading.. What exactly are you using your epic charisma FOR?
Dark luck: Bonus to one save.
Eldritch Cone, Eldritch Doom, Retributive Invisibility, Utterdark Blast: Save DC

OK granted that's more than I usually use, but the Dex would grant Reflex and Attack bonus which I believe will be far more useful (Especially since your attack bonus is very low as is). The Dc's for your abilities are currently max of 31 (For Doom and Utterdark), which for almost everything/person we'll be fighting is an instance of "Don't Nat 1", so I doubt loosing the ~4 DC for swapping to Dex would make a difference.
 

I calculate my DC for any Blast-related effect as being DC 34.

The reason is that the DC for EB's is based either on the blast or shape "spell level" or on the generic "spell level" of the EB which is 1/2 your character level. Whichever is more.

Still, you have a point. Sadly, my chassis limits the Dex bonus to my AC...
 

Ghostcat: Hold onto your Lugnuts, it's time for an overhaul. :)

high lvl Ranger is nice fluff-wise, but it's not exactly all that good for power level. Also the Swashbuckler is a nice class, but I don't think the 6 dmg for 3 lvls is really all that worth it (Especially since it won't apply to things immune to crit/sneak)

A few suggestions, I have.
Primarily, I suggest replacing your Swashbuckler and most of your Ranger with Scout(It's from Complete Adventurer, and is thematically very similar to Ranger, and seems more in line with your characters proposed style), and since you're a dextrous, unarmoured character anyways, why not add the token monk level? Plus a lvl of fighter for the bonus feat...

My suggestions:
Levels: Scout16/Ranger2/Monk1/Fighter1/Dervish10

Feats:
From complete Scoundrel,
Swift Hunter allows your ranger and scout levels to stack for Skirmish and Favoured Enemy, and allows your Skirmish damage to affect your favoured enemies even if they're immune to critical hits/sneak attack damage.

From Complete Adventurer,
Improved Skirmish: An additional +2d6 dmg and +2 ac if you skirmish 20' rather than 10'.

From Rokugan: Hand of Osano Wo (See previous post to Nephy for details, also requires DM to OK it since it's an odd source)

Epic Feats:
Drop Combat Casting since there's no more casting.
Drop Epic Will b/c.. well.. meh.. +4 will saves for an Epic feat doesn't seem useful to me(Also your will save shouldn't take a hit due to other changes)
Two Weapon Defense is nice, but the +1 AC isn't all that useful as an Epic Feat.

This buys you three Epic Feats. Some suggestions I could make are Two Weapon Rend(More damage), Fast Healing(Always fun), Armor Skin (+2ac, better than Two weapon defense), Epic Weapon Focus(+2 attack), Epic Speed(+30' movement is fun for a mobile fighter), Penetrate Damage Reduction. Also, Epic Speed, Fast Heal, and Armour Skin are all stackable if you want to pick something and just spam it(Though I'd suggest not)

Stats: Drop Con to 17 to raise Wis to 17, and buy +5 books for both, as well as a +6 enhancement to wis. This would raise your Wisdom to 28, (increasing your Will save even despite loosing the epic will feat). It also gives you +9 AC from Monk (Since you're not wearing armour/wielding a shield anyways).
GAIN STRENGTH. Sure you add other things to damage, and don't use it for attack, but it's still extra dmg. Even just a +4inherent/+6 magical would only cost 146,000 for +5 dmg(This is assuming hand of osano wo is available, if not then it's kind of a tossup).

First 20 lvls:
Scout6/Ranger2/Monk1/Fighter1/Dervish10.
BAB 17, Base fort+16(+2 battle fortitude), Ref+17, Will+7*But +6 from wisdom increase*

OK, so what's different?

You would loose your ranger spellcasting*twirls finger*, 3 bab, and a couple minor ranger abilities(Wild Empathy, Animal Companion, Woodland stride, Swift Tracker), You also loose Insightful strike, Weapon Finesse, Improved/Greater Two Weapon Fighting, and Endurance
Most of the important ranger abilities ones are recreated by the new bonuses, and the favoured enemies would keep improving thanks to the Swift Hunter feat.

You would GAIN:
Well primarily is Skirmish+5d6/4ac: Whenever you move 10' or more in a round before your attacks deal +5d6 damage(Precision based, so useless against things immune to sneak attack/crit) and you gain +4 Competence bonus to AC. Since you're a dervish, this would likely be your standard attack form anyways..

Other things you gain: Trapfinding, uncanny dodge, +20 enhancment to speed(Does not stack with Dervish sadly, but would give you a net +5 increase to speed), trackless step, Battle Fortitude(+2Fort/Init), evasion, flawles stride, blindsense 30', Monk Wisdom bonus to AC, Flurry of Blows, Improved Unarmed Strike.
You would keep the rangers Camouflage and Hide in plain sight abilities.

By my calculations, your saves would change as follows: Fort+8, Ref+4, Will+0
Also, Bonus Feats:
Scout: Swift Hunter, Dodge, Mobility, Combat Expertise(From Scout), Any Fighter : Weapon Finesse to replace the loss of Swashbuckler, I guess?
Monk: Improved Unarmed Strike and either Imp Grapple or Stunning fist(Meh..)

Also since you gained Dodge, Mobility, Combat Expertise, Imp TWF, and Weapon Finesse from bonus feats, that leaves you with Greater TWF required on your feat list gained by level, and then you have 2 more feats to select. If Hand of Osano Wo is allowed, there's one, leaving you with one open (Improved Skirmish is a maybe, or you could take two weapon defense as a non-epic feat, but Improved Skirmish is better in almost every way).


Your saves would improve for the most part (Though Fort would likely drop somewhat), your AC would improve (How much Depends on how much you drop the Bracers and how much you invest in other things). Due to the Monk&Monks belt, even if you dropped your Bracers by 6, your ac would be up by 3(+10 monk, -6 Armour, -1 Shield for loosing TW Defense). This would go up an additional 4 when you're skirmishing, and could be augmented if you take Armour Skin.
 
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Still, you have a point. Sadly, my chassis limits the Dex bonus to my AC...

Aye, but not to anything else.

As for the DC's, I was assuming Invocation level. Going by Half warlock lvl , then that would make them 10+15lvl+13Cha=38, which..actually, isn't that bad. Vertex, Albedo, and I all make that easily regardless of what save it is(Except FOrt for Vertex, though that don't matter since he's undead), but we're kinda on the high end of saving throws. I'd Assume a Save bonus of ~ +30 is what you have to beat, a DC 38 would then mean a 35% chance of failure. Under that assumption, it's not a bad investment, though my personal preference would still be for the Attack bonus.


WILPHE: Unfortunately I know nothing about Marshal or how to play it, and I don't really have any input on a leadership-based character (Especially since I'm not sure how it would work in this type of campaign.. Do you gain a new cohort/followers, or were they resurected along with you? Are the followers even viable at Epic since most people/monsters could likely wipe them out with little effort? Is the DM designing the Cohort or leaving that up to you?)
 
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