Epic D&D campaign (still recruiting)

Here she is, nearly completed.
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Shahaza​

[sblock=Background]

Part 1 or 2

She stood upon the broken plane of Avernus, surveying a field of carnage. Endless rows of fiends and mortals surged forth beneath her, crashing into her enemies. Expendable. They would die killing diabolic shock troops who were themselves expendable to their master, the Lady Zariel of the First. Somewhere beyond those lines her true enemy hid, cloaked in magic. And killing her would not only win the battle but this entire stage of the endless Blood War. Unlikely as that would be, her schemes had made it a possibility. Diplomacy could someimes win greater victories than any battle.
But this battle was more than a distractrion, her enemies had important resources here in the Golden Forges of Kagat and looting them would take her closer to victory. The Diabolic line rolled back, putting her vanguard in the beginning of a bulge that would surely turn into an encirclement. She sneered. Her opposing general thought her a fool, and he could go on thinking that for a while longer. The loss of a few thousand Dretches, Manes, Rutterkin and Mortals would weaken her less than overconfidence would weaken the Baatezu. Devils were predictable when you understood their way of thinking. They would crush her vanguard, and were surely already moving up hidden troops to attack her flanks and rear. When she moved to protect her flanks they would commit their fliers and then their elite reserves. She shook her head. Her flanks would hold longer than their apparent strength would indicate, her center was unassailable (unless her opponent had the mind of a Demon), and her back protected by a few unpleasant surprises. Her opponent thought that he had chosen the site of this battle. He was mistaken.
They moved sooner than she had expected. So much the better. Fighting a Demonic army on the defensive must have unnerved them. Before the jaws of the enemies trap closed on a near third of her shock troops she felt the report of Asenavi the Merciful, her Captain of the Left. She was under heavy attack by a sizeable force of Hamatula and Barbazu, joined by a company of Osyluth and an elite core of Cornugons. It was a force designed to cut trough the corps of Babau, Bar Igura and Hezrou it attacked and in time it would. Even the skill of her officers could only delay the end. But that would have to be enough. A brief command sent a fraction of her reserves to their aid. That, and the strength of the demonic resistance would convince the enemy general that she had committed a major portion of her strength there. That and - silence.
So, her enemy had some tricks of his own. Several spellcasters of not inconsiderable level if they could act on such a scale. Lieutenants on the edge of the flank confirmed her suspicions, as did a dark miasma on the horizon. No demon would leave that part of the battlefield alive, blocked off from teleportation, burning in black flames and under assault by a force a fraction the size of their own but a dozen times their power. It wouldn't be long before the enemy would commit that force again to another part of the battlefield, all but undamaged by her defenders. She ground her teeth. Never underestimate a Devil. Now the real battle would begin and the pace shift to lightning strikes.
In the center of the battlefield the two vanguards battled on, all but irrelevant to the final outcome. Daiasath the Bold had done well in that ungrateful role, breaking the encirclement, reuniting her two forces of rabble and cutting off a slice of the enemy's rabble in the process. Clever girl, too bad her disloyalty was so obvious. Still, if she survived this she would deserve a promotion for that feat alone.
The strength of the enemies assault on her flank meant that a significant portion of their mobile forces were committed there. That would make this the perfect time to go on the offensive. Sending her center forward like an avalance in a pincer movement around the blood drenched vanguards and her right flank moving with unnatural speed into the surprised enemy Left she signalled open desperation to her unknown opponent. A feint, but not one he could afford to ignore. The attack would cause a ripple in the lines of her foes, a wave of communication that could be read and traced to their source. And then...
"My Lady," a tiny mortal in a dirty cloak, a Halfling or perhaps a Gnome if such distinctions mattered, spoke out in a weary but triumphant voice. "I believe I have found him and I know his defenses." He coughs, expelling blood and viscera, only some of it his own. "Now, can I have More?" "You can have all you desire, once our victory is complete. Those were the terms of your contract, and far more generous than you deserve. Ready yourself, and your acolytes. The time has come."
Space folded and she stepped trough. To the chanting chorus of a hundred mortal casters, the roaring of the Horde and the shrieking noise of layers of magic wards ripped apart she committed herself and her elite guard to combat. There stood the enemy general, a Pit Fiend towering over all others in the great hall, fury radiating from him in palpable waves. "Filth! Incompetent traitors!" She gave him no more time to curse his troops. With a hiss she crossed the space between them and her many weapons clashed with his flesh. He did not last long.


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[sblock=Appearance]
Marilith_by_kerembeyit.jpg

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[sblock=stats]
LA 10 / Marilith 16 HD / Fighter 2 / Marshal 1 / Monk 1

AL: LE HT: 10 ft, 22 with tail WT: 4000 lbs


90 points........base..race level Inherent Enhancement Special
Str....63/+26...17....+18..+1... +5....... +6............... +16 (motivate strength)
Dex...36/+13...17....+8..........+5........ +6
Con...42/+16...13...+18.........+5........ +6
Int....32/+11...13....+8..........+5........ +6
Wis...32/+11...13....+8..........+5........ +6
Cha...42/+16...17...+14.........+5........ +6


HP: 422 (8 + 94 + 320) (8 + 15d8 + 2d10 + 1d8 + 1d8 + 20x16)

AC: 68 (10 + 13 dex + 8 armour + 16 nat armour + 5 natural armour enhancement + 5 Deflection + 11 wisdom)
Touch AC: 39
AC at full use of defending weapons: 83 (68+15)
Touch AC at full use of defending weapons: 54 (39+15)

Saves:
For: 38 (10 Outsider +3 Fighter +2 Marshal +2 Monk +16 Con +5 resistance)
Ref: 30 (10 Outsider +0 Fighter +0 Marshal +2 Monk +13 Dex +5 resistance) + Evasion
Will: 30 (10 Outsider +0 Fighter +2 Marshal +2 Monk +11 Wis +5 resistance)

Init: +24 (13 dex + 4 competence +2 typeless +5 insight)
Space/Reach: 10 ft./10 ft.


Bab: 18
Grapple: 48 (18 bab + 26 str + 4 size)
Attack +49 (18 bab + 26 str +5 weapon)

Full Attacks

Primary hand
Conflict: +49/+44/+39/+34
Large Mithral Scimitar +5, Heavenly Burst, Bodyfeeder, Thundering
Damage: 1d8+26 /15-20x2 + Critical hit effects (1d8 sonic, 3d6 vs Evil and Bodyfeeding)

Secondary hand
Hunger: +49/+44/+39
Large Alchemical Silver Scimitar +5, Defending, Bodyfeeder, Heavenly Burst
Damage: 1d8+26 /15-20x2 + Critical hit effects (3d6 vs Evil and Bodyfeeding) + Defending

Teriary Hand
Thirst: +49/+44/+39
Large Cold Iron Scimitar +5 , Defending, Transmuting, Desiccating, Desiccating Burst
Damage: 1d8+26 /15-20x2 + 1d4/1d8 dehydrating + Critical hit effects (1d8/2d8 dehydrating, fatigue) + Defending + Transmuting

Quaternary Hand
Aurora: +49/+44/+39
Large Mithral Scimitar +5 , Bane (Evil Outsiders), Heavenly Burst, Transmuting
Damage: 1d8+26 /15-20x2 + 2d6 (Evil Outsiders) + Critical hit effects (3d6 vs Evil) + Transmuting

Quinary Hand
Eclipse: +49/+44/+39
Large Mithral Scimitar +5 , Unholy, Stunning Surge (DC 10 +1/2 char level + Cha), Transmuting
Damage: 1d8+26 /15-20x2 + 2d6 (good alignments) + Stun DC 36, 16/day + Transmuting

Senary Hand
Nemesis: +49/+44/+39
Large Mithral Scimitar +5 , Souldrinking, Defending
Damage: 1d8+26 /15-20x2 + 1 negative level + Critical hit effects (2 negative levels to target. +1d8 temp HP and +2 strength enhancement to wielder)

Tail slap +49
Damage: 4d6+39 + Improved Grab (free action grapple on hit with tail)


Skills (Total/Ranks) 348 [8x4 + 8x15 + 2x2 + 4x1 + 4x1 + 8x23] [Max rank 23]

..............................................HD.... Fighter.... Marshal.... Monk.... Ability.... Racial.... Feat.... Item.... Synergy
Bluff....................................... (19
Concentration........................... (19
Diplomacy................................ (19
Disguise (+2 acting)................... (19
Hide........................................ (19
Intimidate................................ (19
Listen...................................... (19
Move Silently............................ (19
Search..................................... (19
Sense Motive............................. (19
Spellcraft +23 (+25 scrolls).......... (19
Spot........................................ (19
Survival +4 (+6 follow tracks)....... (19
Use Mag Dev +26 (+28 scrolls)...... (19

Class Skills:
Marshal
Bluff Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Survival (Wis), and Swim (Str).
Monk
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Fighter
Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).


Feats [7+2]
Power Attack, Cleave, Great Cleave, Weapon Focus (scimitar), Improved Critical (scimitar), Multiweapon Fighting [Note: Mariliths gain no penalty for off-hand attacks], Improved Multiweapon Fighting [+1 offhand attack/hand], Greater Multiweapon Fighting [+1 offhand attack/hand], Hand of Osano Wo [Full str bonus to all attacks]

Additional Feats/Class Features:
Skill Focus (Diplomacy), Stunning Fist, Unarmed Strike, Minor Aura (Motivate Strength).


Special Attacks
Constrict 4d6+, improved grab, spell-like abilities, summon demon

Special Qualities
Damage reduction 10/good and cold iron, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 25, telepathy 100 ft.

Constrict (Ex)
A marilith deals 4d6+39 points of damage with a successful grapple check. The constricted creature must succeed on a DC 10+str Fortitude save or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter. The save DC is Strength-based.

Improved Grab (Ex)
To use this ability, a marilith must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds on the grapple check, it can constrict.

Spell-Like Abilities
At will—align weapon, blade barrier (DC 32), magic weapon, project image (DC 30), see invisibility, telekinesis (DC 31), greater teleport (self plus 50 pounds of objects only), unholy aura (DC 34). Caster level 16th. The save DCs are Charisma-based.

Summon Demon (Sp)
Once per day a marilith can attempt to summon 4d10 dretches, 1d4 hezrou, or one nalfeshnee with a 50% chance of success, or one glabrezu or another marilith with a 20% chance of success. This ability is the equivalent of a 5th-level spell.

True Seeing (Su)
Mariliths continuously use this ability, as the spell (caster level 16th).

Skills
Mariliths have a +8 racial bonus on Listen and Spot checks.

Feats
In combination with its natural abilities, a Marilith’s Multiweapon Fighting feat allows it to attack with all its arms at no penalty.
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[sblock=Equipment]

Head:
Headband of the Mind: +6 Int, +6 Wis, +6 Cha, + 10 diplomacy, +10 Bluff, +10 Perform(Sing) -- 180,000gp (36,000 + 54,000 [36,000x1,5] + 54,000 [36,000x1,5] + 36,000 [24,000x1,5]) (Greater Choker of Eloquence, Complete Adventurer)

Eyes:
Piercing Eyes: X-ray vision, +5 spot, +5 search, -- 32,500 gp (25,000 + 3,750 [2,500x1,5] + 3,750 [2,500x1,5])
On command, the ability to see into and through solid matter. Vision range is 20 feet. X-ray vision can penetrate 1 foot of stone, 1 inch of common metal, or
up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead blocks the vision. Physically exhausting, causing the wearer 1 point of Constitution damage per minute after the first 10 minutes of use in a single day.

Neck:
Amulet of the Void: Antimagic Torq (1/day), Necklace of Adaptation, +5 Natural Armour -- 101,000 gp (50,000 + 37,500 [25,000x1,5] + 13,500 [9,000x1,5]) The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases and allowing him to breathe, even underwater or in a vacuum.

Shirt:
Scarab of Unnatural Advantage: Golembane Scarab, +Scarab of Protection, -- 41,750 gp (38,000 + 3,750 [2,500x1,5])
The scarab can absorb 12 energy-draining attacks, death effects, and negative energy effects.
Detect any golem within 60 feet (a standard action). A scarab enables its possessor to combat golems with weapons, unarmed attacks, or natural weapons as if those golems had no damage reduction.

Body:
Bikini of the Roaring Bosom: +1 Mithral Bikini of Heavy Fortification (+5), Roaring (+3) (MIC, +4 competence to initiative, etc, Death Ward (1/day
automatically for 70 minutes (MIC, +1). -- 101,500 gp

Those Lucky and Attentive Spikes: +1, Eager (+2) (MIC, +2 typeless Initiative bonus, +2 damage to all attacks the first round of combat and surprise rounds),
Initiative (Oriental Adventures, 10,000 gp, +2 luck bonus on Initiative), Warning (+1) (MIC, +5 insight bonus to initiative), Luck (+1) (ExPH, reroll 1/day)
-- 60,000 gp

Waist:
Belt of the Body: +6 str, +6 Con, +6 Dex, Belt of Battle (MIC) -- 162,000 gp (36,000 gp + 54,000 [36,000x1,5] + 54,000 [36,000x1,5] + 18,000gp [12,000 x 1,5])3 charges/day, 1 charge:move, 2 charges:Standard, 3 charges: Full Round.

Shoulders:
Barbed chain of Scornful Resistance: Resistance +5, +Flesh Ring of Scorn (BoVileD) -- 37,500 gp (25,000 + 12,000 [8000x1,5])
When this ring is pierced into the flesh of an evil outsider, it allows the outsider to automatically score a critical hit against a nonoutsider whenever the
threat of a critical hit is indicated.

Wrists:
Death Defying Bracers: Deathsrike Bracers (Magic Item Compendium), Armour +8 -- 71,500 gp (64,000 + 7,500 [5000x1,5])
Activation: Swift (mental) When activated, deathstrike bracers allow you to use melee weapons to deal extra damage from critical hits and sneak attacks to
constructs, elementals, oozes, plants, and undead as if they were not immune to such extra damage. 1rd, 3/day.

Hands:
Gauntlets of Hextor's corruption -- 26,500 gp (11,500 + 15,000 [10,000x1,5] + 6000 [4,000x1,5])
Gauntlets of War (CC) +1 damage to melee attacks, +3 if you worship a deity with access to the War domain.
Gauntlets of Rusting: Once per day, it can affect an object as with the rusting grasp spell. It also completely protects the wearer and her gear from rust
(magical or otherwise), including the attack of a rust monster.
Glove of Storing: On command, one item held in the hand wearing the glove disappears. The item can weigh no more than 20 pounds and must be able to be held in one hand. A glove can only store one item at a time. Storing or retrieving the item is a free action.

Ring:
Ring of Devious tricks: Major Spell Storing (Quickened Antimagic Field), + Evasion, -- 237,500 gp (200,000 + 37,500 [25,000x1,5])

Ring:
Ring of the Stolen Paradise: Ring Of Solar Wings (BoExaltedD), +Freedom of Movement, +5 deflection: -- 253,000 gp (118,000 + 75,000 gp + 60,000 )
Gives Gleaming White Solar wings and the ability to fly at a speed of 150 ft (good maneuverability) and feather fall if removed.

Feet/Tail:
Tail Ring of Temporal Acceleration (MiC, swift action "timestop" 2rds 1/day) -- 43.000 gp


Weapons:
Conflict: Large Mithral Scimitar +5 , Heavenly Burst (+1) (MIC, 3d6 damage to evil creature on crit.), Bodyfeeder (+3) (ExPH, Critical hit gives temporary HPs equal to damage for 10 minutes), Thundering (+1) (1d8 sonic on crit) -- 202,500 gp

Hunger: Large Alchemical Silver Scimitar +5 , Defending (+1), Bodyfeeder (+3) (ExPH, Critical hit gives temporary HPs equal to damage for 10 minutes), Heavenly Burst (+1) (MIC, 3d6 damage to evil creature on crit.) -- 201,000 gp

Thirst: Large Cold Iron Scimitar +5 , Defending (+1), Transmuting (+2) (MIC, weapon overcomes targets DR after the first round it hits for 10 rounds) Desiccating (+1) (MIC, 1d4 dehydrating damage, 1d8 agaist water elementals and plants.), Desiccating Burst (+1) (MIC, + 1d8 (2d8 vs water elementals and plants) and fatigue on critical hit. -- 202,500 gp

Aurora: Large Mithral Scimitar +5 , Bane (Evil Outsiders) (+2), Heavenly Burst (+1) (MIC, 3d6 damage to evil creature on crit.), Transmuting (+2) (MIC, weapon overcomes targets DR after the first round it hits for 10 rounds) -- 202,500 gp

Eclipse: Large Mithral Scimitar +5 , Transmuting (+2) (MIC, weapon overcomes targets DR after the first round it hits for 10 rounds), Unholy (+2) (2d6 against good), Stunning Surge (+1) (MIC, Fort save (DC 10 +1/2 char level + Cha or target is stunned for 1 round, 1+Cha/day.) -- 202,500 gp

Nemesis: Large Mithral Scimitar +5 , Souldrinking (+4) (BoVD, Weapon bestows a negative level when it does damage. +1d8 temp HP and +2 strength enhancement on critical hit), Defending (+1) -- 202,500 gp


Tomes +5 x6 = 825,000 gp

Sum: 3,385,750 / 4,300,000 gp

Rods:
Rod of Absorption -- 50,000gp

Wands:
Wand of Wraithstrike 50/50: (Complete Adventurer, lvl2. Swift Action. Your Melee attacks strike as touch attacks for 1 round) -- 4500 gp
Extended Wand of Wraithstrike 50/50 -- 11,250 gp

Scrolls:
20 Scrolls of Quickened Dimension Door: 76,500 gp (3,825x20)

Misc:

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ghostcat: I didn't want them ALL to be history. Some history is manditory if you want to be a legend. :p

Nephtys: k, I've still got more looking through to do, since I don't have alot of time right now. But I did want to point out something. Your marshal aura does not add to strength. It gives a bonus on strength checks. big difference since you don't get any bonus to attack or damage.

Motivate Strength: Bonus on Strength checks and Strength-based skill checks.

Also, I noticed you are adding armor enhancements to clothing pieces. Thats not allowed. Either its armor, in which case you can't use it with monk, or its not armor in which case you can't enhance it as armor. Thats the penalty of playing a monk.

On that regard as well you can't put armor spikes on regular clothing either. They gotta be on armor.

One last thing before I'm off, I also noticed you are not paying the x2 cost for slotting items into things they aren't supposed to go into (rings into shoulders, dex into a belt, ect).

I'll finish checking it over later.
 
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If you want armour bonus as a monk, that's what Bracers of Armour are for.
Although I know I've seen the rules on Chain Mail Bikini somewhere...

On another note, I'm mostly (Re)done my spell list, and then I'll post the full character with Knowledge DC's and everything.. but right now I'm heading to sleep.. then work.. so probably sometime tommorow morning.
 

Jemal. Once again thank you for the comprehensive assessment of my character.

It certainly deserves a comprehensive reply. Before I do I would like to comment that I am not so much into optimising characters as coming up with a concept and seeing where it leads. in this case concept is a "Low Strength Fighter". So I don't want to increase Strength. This means no strength bonus. Bearing this in mind, here goes:

Classes

Scout.

Thematically Scout fits the character concept better than Ranger. However, replacing Ranger means that I loose two attacks per round, which for me is a show stopper.

As an aside, I agree with you about ranger spell casting. i did look at the No Spell Casting variant in CW but the changes did not really excite me.

Swashbuckler.

This is harder. Because I have no strength bonus I need to find some other way of increasing damage, the Swashbuckler's "Insightful Strike" is the only I can think of achieving this.

Monk

Monk doesn't really fit into the character background and would mean changing alignment. However Ninja has the same Wisdom bonus to AC and is a much better fit. Also Sudden Strike is more useful than unarmed strike, which I can't see me using.

Fighter

Keeping Hide in Plain Sight would be worth the bonus feat I would get from fighter. However, the 1 level of Nija remove this anyway and Rangers don't get anything at 16th level, taking one level of fighter for the bonus feat is now worth it. Especially as you still get full BAB with Fighter.

Epic Feats

This more or less makes sense, although I my retain "Combat Casting".

NOTE: D20 SRD has Greater Weapon Focus as a pre-requisite. So I double checked with [url="http://www.wizards.com/d20/files/v35/EpicFeats.rtf]WotC[/url] which doesn't.

Stats

Definitely worth the change.
 

@ Nephtys - The reason you can't have quickened or swift spells in spell completion items like wands and scrolls, is because activating a wand or scroll is a standard action no matter how fast the spell is cast.

A large +10 cold iron scimitar costs 402,330g before any strait money abilities as all enhancement costs are doubled on cold iron weapons.

@ Dharuhk Svahre - I did have a question about the xp penalty though. You said we were 1/3 into lvl 30 which give us roughly 445,333xp. But with my xp penalties I have 25,400xp less. I added that as a deficit to be worked off as we go, since starting with a whole hd less would require me to completely rework the character. Is this OK?
 
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Some of that's easy to change, for others it will require some rethinking.

I've added part of her background to the post above. It's not finished and I'll try to raise the quality of the writing when I go over it again.

I'm continuously revising my character to incorporate your rulings and advice.

--

I noticed somewhere that we're not allowed to use the Item creation chart. But does that mean we're not allowed to buy scrolls, wands and staffs?

Has anyone compiled the house rules for this game? If not then I guess I just volunteered myself. :heh:

--

Since Marshal's motivate strength doesn't add to to hit and damage, but to str checks and skills (and presumable str DCs) would I be better off changing the Aura to motivate Tactics, which adds cha to damage when flanking? It's about half as good as I thought motivate strength was.

If I can't add armour enchantments (or spikes, but that's kind of obvious) to clothing and can't use armour as a Monk would I be better off dumping Monk entirely and getting an Animated Tower shield instead? I'd mostly lose touch AC, but I can in part make up for that with a few more Defending enchantments on the swords.

Should I dump both Marshal and Monk? And pick up what instead? 2 levels of Fighter would get me a bonus feat but at the price of some good class skills. 1 lvl of Cleric for turning I could use for that feat that adds cha to damage cha#/day? But that would cost me another useful feat, probably greater multiweapon with 5 extra attacks. No easy choices.
 
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Nephtys: Ok, so second half of my revue:

First off, scarabs go on amulet slots, not a shirt slot.

I'm not allowing repeat items, so taking 20 scrolls of something isn't legit.

Wands and scrolls are allowed in the singular, but Vertexx already pointed out that spell triggers are standard action so quicken spells don't help.

I'm not allowing gear from the book of vile darkness into this game. This falls under my right to say no to other sources. Most of whats in the book of vile darkness has been reprinted, though you have to use the MiC rules for it. Fleshring of Scorn is a big example, I don't know if Souldrinking has been reprinted.

You don't get to pick what spell you get in a spell storing ring. Since you can't cast a quicken antimagic field, you can't put one in it.

You never put where antimagic torq was from.

I'm not allowing defending to stack with itself. You can only use it once.

Thats seems to be about it.

Vertexx: I'll allow the penalty.

ghostcat: The scout is where you would be getting a bonus to damage. The extra int mod against things not immune to crits would be less useful than skirmish.
 

GLAH.. Had a big post, internet ate it. Don't have time to rewrite it now.

Essentials are:
Scrolls can be quickened (They have those in ELH)
Ghostcat, Scout does NOT loose you any attacks, and gives you a better damage bonus than swasbuckler.

Will post more details later.
 

OK, so here's the details I'd originally tried posting before the internet decided to pull a fast one on me:

Ghostcat - I will reply to each of your comments in turn. Firstly, if you don't want strength then I won't push it. I'm not trying to change your concpt, just help you play the type of character you want more effectively.

Classes

Scout.

Thematically Scout fits the character concept better than Ranger. However, replacing Ranger means that I loose two attacks per round, which for me is a show stopper.

Swashbuckler.

This is harder. Because I have no strength bonus I need to find some other way of increasing damage, the Swashbuckler's "Insightful Strike" is the only I can think of achieving this.
OK, not sure why you think you loose any attacks, the example I posted is still full iterative attacks, and ranger doesn't give any abilities that grant extra attacks (Except the feats that the scout could take as regular feats anyways). As for Swashbuckler, as Dharuhk pointed out, Skirmish from the Scout would give you a much better damage bonus than swashbuckler, AND it wouldn't be negated by all crits (B/c if you took the swift hunter feat with it, it would still apply to favoured enemies even if they were immune to crits)

*Another note: RE Base Attack Bonus - If you take the levels in the proper order, your Base Attack bonus need be no lower than 18.
MATH: 10 Dervish = 10, 2 ranger = 2. These are classes I KNOW you will have, regardless of whether you go with swashbuckler/scout/fighter/more ranger. That leaves you with 8 levels. Even if you were to take scout for those 8 levels(3/4 base attack), that still gives another 6 BAB, leaving your total at 18.

Monk

Monk doesn't really fit into the character background and would mean changing alignment. However Ninja has the same Wisdom bonus to AC and is a much better fit. Also Sudden Strike is more useful than unarmed strike, which I can't see me using.
Meh, I'm just a monk fanboy, I think it makes everything cooler. ;) If you don't like it, don't use it. :D

Fighter

Keeping Hide in Plain Sight would be worth the bonus feat I would get from fighter. However, the 1 level of Nija remove this anyway and Rangers don't get anything at 16th level, taking one level of fighter for the bonus feat is now worth it. Especially as you still get full BAB with Fighter.
Don't see where you loose Hide in Plain Sight from, so long as you make sure you have either 17 lvls ranger or 14 Scout, they both grant the exact same hide in plain sight rule. (Or you could go the easy path and grab a single level of shadow dancer, But I didn't think it fit with the characters theme so I didn't suggest it originally.)

Epic Feats

This more or less makes sense, although I my retain "Combat Casting".
I will request once more that you seriously reconsider that. Combat casting is IMO one of the worst feats in the game at high level. I have quite literally never seen a case at Epic where a concentration check for casting defensively would have had its outcome altered by the presence or absence of +4. It IS possible to fail concentration checks, but they won't be for Fighting Defensively. The DC for that is only 15+Spell level, and provided you have ranks in it, that will be a matter of 'don't nat one' (Or if your check is high enough, you may be able to do it EVEN on a nat one).

If you're taking it for the Thematic aspect, I would suggest that just maxing out your ranks in Concentration serves the same function, as it is an indicator that the character is skilled at such things. Heck, at that point Just take the "Open Minded" feat. It grants 5 skill points, which you could put ALL into concentration for a total +5 bonus that applies to ALL usages of the skill, rather than a +4 that just applies to fighting defensively/Grapple.
The only reason I would ever advocate taking that feat at high levels is as a prereq for something else (And no, I don't mean Epic combat casting)

And the last reason I am against it is b/c.. You're giving up an EPIC feat to do it. I can see sacrificing a normal feat for theme.. I do it all the time with things like Eschew Materials and Cleave..
But EPIC feats are there to help you live up to your name, to help you do EPIC things.


In the end, it's your character, so keep in mind these are just my opinions and do what you feel like.
 
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First off, scarabs go on amulet slots, not a shirt slot.
I actually had to go and check that, I had allways thought Scarabs were a slot-less item but that you could only have one. Huh, guess you never stop learning no matter how much of a powergaming rules-muncher people call you. ;)

Wands and scrolls are allowed in the singular, but Vertexx already pointed out that spell triggers are standard action so quicken spells don't help.
'cept that the ELH seems to indicate otherwise, offering options for metamagic'd scrolls, including Quicken.

You don't get to pick what spell you get in a spell storing ring. Since you can't cast a quicken antimagic field, you can't put one in it.
Though if he were to buy a scroll/wand/staff, he could use that couldn't he? Or ask one of his fellow partymembers if they know it.

You never put where antimagic torq was from.
IIRC, It's from Forgotten realms underdark campaign setting, allows you to cast AMF 1/day for 25,000 GP.


ALSO, A note re the last two quotes: If anybody casts an antimagic field (Or a silence spell for that matter) and Kayla gets caught in it, she WILL take it personally. Impeding the flow of the musical lifeblood of the Universe may not be an explicitly EVIL act, but it's on par with casting an evil spell as far as she's concerned - You better have a damn good reason. ;)
 

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