Epic D&D campaign (still recruiting)

I'm coming up 1 feat short in my build, can we take a flaw from Unearthed Arcana for 1 extra feat?

Is this going to be an alternate prime, where a vampire can walk around in the sun without bursting into flame, or am I going to need some kind of continual darkness item?

Unfortunatly I won't be allowing Unearthed Arcana. And Vampires will burst into flame so finding a way around that might be a good idea. Either darkness, or a transmutation to change out of being a vampire during the day.
 

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I think he's about ready now:

[sblock=Hanshu]
Code:
[B]Name:[/B] Hanshu Mon'saru
[B]Class:[/B] Rogue/Swordsage/Master of Nine
[B]Race:[/B] Elven Vampire
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Chaotic Neutral

[B]Str:[/B] 52 +21 (18/+6R/+5L/+5I/+10E/+8P)    [B]Level:[/B] 10/7/5 (+8 LA)            [B]XP:[/B] 435,000 (-15,067 with xp Penalty)
[B]Dex:[/B] 30 +10 (18/+6R/+6E)                        [B]BAB:[/B] 15/10/5                     [B]HP:[/B] 152/153 (22d12)
[B]Con:[/B] -- --- (-)                                  [B]Grapple:[/B] +32                  [B]Dmg Red:[/B] 10/S/M
[B]Int:[/B] 20 +05 (18/+2R)                            [B]Speed:[/B] 60'/60'/120'(G)    [B]Spell Res:[/B] -
[B]Wis:[/B] 32 +11 (18/+2R/+4I/+6E/+2Trivia)       [B]Init:[/B] +16                 [B]Spell Save:[/B] -
[B]Cha:[/B] 22 +06 (18/+4R)                              [B]ACP:[/B] -2               [B]Miss Chance:[/B] 20%/50% vs ranged

                   [B]Base  Armor Shld   Dex  Wis   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +12   +7    +10    +10   +11    +10    74(79)
[B]Touch:[/B] 55(60) I60(65)  [B]Flatfooted:[/B] ---

                         [B]Base   Mod  Misc*  Total[/B] (*SS/R/L/C/I) +1 Sacred bonus vs evil
[B]Fort:[/B]                      9    +0    +11   +20  (5/2/3/1/0)
[B]Ref:[/B]                       13   +10   +15   +38  (5/5/3/2/0)
[B]Will:[/B]                      9    +11   +15   +35  (5/2/3/1/4)

[B]Weapon                        Attack             Damage     Critical[/B]
Large Katana         (+46 single) +44/+39/+34    2d8+35    17/20 X2
Large Katana                 +44/+39             2d8+20
Guantlet                       +46              4d6+28       X2
Large Comp LongBow (+21)       +30           2d6+22 Force    X3

[B]Languages:[/B] Common, Elven, Draconic, Infernal, Auran, Giant, Abyssal

[B]Abilities:[/B]

Rogue
Sneak Attack +8d6 (9d6 when denied Dex)
Trapfinding
Improved Evasion
Improved Uncanny Dodge
Trap Sense +4

Elf
+2 Racial bonus to Listen, Search, Spot
Immune to magic sleep

Vampire
Undead Traits
Slam 1d6+18
Blood Drain
Children of the Night
Dominate
Create Spawn
Energy Drain
Alternate Form
DR 10 / Silver & Magic
Fast Healing 5
Gaseous Form
Resistances 30 Acid/Sonic/Fire/Cold/Electricity
Spider Climb
Turn resistance +4
Skills +8 racial bonus on Bluff, Hide, Listen,
Move Silently, Search, Sense Motive, and Spot checks.
Bonus Feats

Swordsage
Initiator level 17
Quick to Act - +2 to initiative
Discipline Focus WF (Diamond Mind)
AC Bonus - +10 Wis bonus to AC
Discipline Focus IS (Tiger Claw) +11 dmg with TC strikes
Sense Magic
Manuevers - K/R 12/6
Stances - 3

Master of Nine
Dual Stance - 10/10 rounds/day
Perfect Form - +1 save DC for manuevers
Counter Stance - Change stance during the use of a counter
Master of 9 - +2 to hit & +9 dmg with all strikes
Manuevers K/R 8/5
Stances 2

Item abilities
Swim - 60ft, Immune to dissolution by submersion in running water
Flying - 120ft (Good), immune to tremorsense
Scentblind - Immune to Scent
Sequestered - Invisible to all sight including see Invisible and true seeing, 
- doesn't become visible after attacks
Nondetection - Divinations and detection items don't work
Ghost fighting - Ignore Icorporeal miss chance
Revelation - Evil Outsiders glow red, Undead glow White, anyone else glows green
Immune to Positive energy spells and effects and blindness
Freedom of movement
Steadfast - Always considered to have main Katana readied against a charge. (AoO deals 4d8+70)
Everbright - Katnanas and shield immune to acid and rusting effects.

[B]Feats:[/B] 
01 2WF
-- I2WF (Bonus Item)
03 EWP (Bastard Sword)
-- Alertness (Bonus Vampire)
-- Combat Reflexes (Bonus Vampire)
-- Dodge (Bonus Vampire)
-- Improved Initiative (Bonus Vampire)
-- Lightning Reflexes (Bonus Vampire)
06 Blind Fighting
09 O2WF
12 Extra Readied Manuever
-- WF (Bastard Sword, Rapier, Short Spear, Trident) (Bonus Swordsage 1)
15 Adaptive Style
18 Darkstalker
21 2WR (epic)

[B]Stances:[/B]
Giant Killing Style - +2 to hit +4 to dmg vs larger enemies
Assassin Stance - +2d6 SA
Giant's Stance - +5ft reach
Aura of Chaos* - Open ended dmg
Crusader Strike - heal 2 per hit to self or ally within 10ft

[B]Manuevers: (Known 20)[/B]
SS1 Saphire Nightmare Blade - Enemy is FF +1d6 with con check
SS1 Counter Charge - Force charging foe to move away from me
SS1 Mountain Hammer - +1d6 ignores DR and hardness
SS1 Stone Bones - DR 5/- with attack
SS1 Wolf Fang Strike - Make an attack with each weapon as standard action
SS1 Soaring Raptor Strike - Jump DC 20  vs larger foe +4 to hit +4d6 dmg
SS2 Burning Blade 
SS3 Shadow Stride - Teleport 50ft as move action
SS4 Searing Charge - Flying Charge deals +5d6 fire dmg
--- Retrain Burning Blade to Emerald Blade - Make melee attack against touch AC
SS5 Pouncing Charge - Make full attack at end of charge
SS6 Disrupting Blow (Will DC38) - Steal actions from foe for 1 round
SS7 Greater Insightful Strike - Deal Con check X2 dmg on regular hit
MN1 Shield Block - Give adjacent ally +11 shield bonus vs 1 melee attack as immediate Interupt
MN1 Divine Surge - +8d8 holy dmg
MN2 Steel Wind - attack 2 foes with standard action
MN3 Iron Heart Surge - end any 1 effect on me with a standard action and gain +2 moral bonus to next hit
MN3 Douse the Flame - foe loses abilty to make AoO for 1 round
MN4 Swooping Dragon Strike - Jump DC = foes AC, foe FF vs hit, +10d6 dmg and fort save DC=Jump for stun
--- Retrain Wolf Fang Strike to Raging Mongoose - Gain 2 extra attacks with each weapon as ImIn
MN5 Feral Death Blow - (Fort DC42) or foe dies, +20d6 if save is made.
MN5 Time Stands Still - Make 2 full attacks

[B]Manuevers: (Readied 12)[/B]
Time Stands Still
Counter Charge
Shadow Stride
Divine Surge
Iron Heart Surge
Searing Charge
Mountain Hammer
Douse the Flame
Feral Death Blow
Pouncing Charge
Swooping Dragon Strike
Raging Mongoose

[B]Skill Points:[/B] 301       [B]Max Ranks:[/B] (25*) 
[B]Skills                   Ranks   Mod  Misc  Total[/B]
Bluff (19)                 19 (25)     +06    +25
Sense Motive  (25)         25 (25)     +19    +44
Search  (19)               19 (25)     +24    +43
Spot (19)                  19 (25)     +30    +49
Listen  (22)               22 (25)     +22    +44
Hide  (25)                 25 (25)     +47(87)+72(112)
Move Silently (22)         22 (25)     +47    +69
Jump  (25)                 25 (25)     +76    +101
Tumble  (25)               01 (01)     +28    +29
Sleight of Hand  (19)      19 (25)     +11    +30
Use Magic Device (19)      19 (25)     +06    +25
Martial Lore  (18)         10 (10)     +06    +16
Knowledge (History)        10 (10)     +06    +16
Knowledge (Nob & Roy)      10 (10)     +06    +16
Knowledge (Religion)       05 (10)     +06    +11
Knowledge (The Planes)     05 (10)     +06    +11

[B]Equipment: (4,300,000g)                Cost  Weight[/B]

+05 Large Adamantine Katana         203,370g  12lb
-Necrotic Focus +3
-Deadly Precision +2
-Everbright                           2,000g
-Prismatic Burst                     30,000g
-Greater Fiendslayer Crystal          6,000g  --

+05 Large Adamantine Katnana         53,370g  12lb
-Everbright                           2,000g
-Prismatic Burst                     30,000g
-Greater Fiendslayer Crystal          6,000g  --

+05 Defensive Gauntlet               72,302g  01lb

+05 Spellstrike Gauntlet             72,302g  01lb

+1 Large Composite Longbow (22)      52,600g  06lb
-Force +2
-Seeking +1
-Precise +1
-Greater Crystal of Acid Assualt      6,000g

Quiver of Energy                     15,000g  01lb
-Elona's                              2,700g
-Large Arrows X120                       12g

+05 Heavy Adamantine Shield          67,170g  07lb
-Animated
-Ghost Ward
-Everbright                           2,000g
-Greater Agility (+5 Ref)             8,000g  --
-Greater Arrow Deflection Crystal     5,000g  --

Phylactory of Virtue                  6,500g

Sundark Goggles of Insight           20,000g  --
-Detection                           15,000g
-Mindarmor                           15,000g
-Raptor Mask                          5,250g
-Revelation                           2,100g

+5 Amulet of Natural Armor           50,000g
-Wisdom +6                           54,000g  --
-Scentblinder                        12,000g
-Vampire Torc  2/2                    7,500g
-Heartseeking  3/3                    4,500g
-Badge of Glory                       5,400g

Mantle of Great Stealth             242,000g
-Turn Resistance                     16,500g
-Mantle of the Predator              12,000g  02lb

Arms of the Naga                     56,000g  08lb
-Rogues Vest                         27,000g
-Ephod of Authority                   1,200g

Skin of the Hero                     68,000g

+07 Celestial Batalion Armor        616,300g  40lb
-Greater Crystal of Screening         3,000g  --

Gloves of the Balanced Hand           8,000g  --
-Ghost Fighting                       6,000g
-Finned                               5,250g

Strongarm Bracers                     6,000g  10lb
-Bands of Bloodrage   3/3             3,900g

Ring of Sequestering                300,000g  --
-Elemental Resist 30 X5             270,000g  --
-Freedom of Movement                 60,000g
-Positive Protection                 54,000g

+05 Ring of Protection               50,000g  --
-Entropic Deflection                 12,000g
-Arming                               7,500g

+10 Belt of Epic Strength         1,000,000g  01lb
-Cord of Favor                        4,500g

Boots of Swiftness 3/3              256,000g  02lb
-Steadfast                            2,100g

Pale Green (Red Garnet) Ione Stone   30,000g
Dusty Rose Prism Ione Stone           5,000g

Greater Trudeath Crystal X2          20,000g  --
Greater Demolition Crystal X2        12,000g  --

Permenant Girallon's Blessing (CL30)  8,400g  --
Permenant Fuse Arms (CL30)            8,400g  --

+05 Manual of Gainful Excersise     137,000g  --
+04 Tome of Understanding           110,000g  --

Portable Hole                        20,000g
-Silver Coffin w/pipe                   100g
-50 cubic feet of home soil            FREE!

Beltpouch                                 1g  01lb
Orb of Mental Renewal                 3,100g
-Eternal wand of Deeper Darkness     10,900g  01lb
-Eternal Wand of Devil Eye           10,900g  01lb
-Feather Tokens of the Tree X6        2,400g  --
474g

[B]Total Weight:[/B]lb 

                           [B]Lgt   Med     Hvy     Lift     Push[/B]
[B]Max Weight:[/B]        14,900    200    300    600    1,500

[B]Age:[/B] 1,024
[B]Height:[/B] 6'0"
[B]Weight:[/B] 170lb
[B]Eyes:[/B] Blue
[B]Hair:[/B] White
[B]Skin:[/B] White
[sblock=Fluff]Appearance:
In the classic fashion of a bygone era, this striking man could blend into any crowd, on any prime material plane just after sunset. His polished white skin is marbled with the softest network of grey veins. A pair of thin braids fall in front of his long and delicately pointed ears, creating a divider between the white of his stern face and the shining white of the rest of his perfectly combed long hair. When he deigns to slide the pair of burning red lenses down his perfect nose, his pale blue eyes can stop nearly anyone in their tracks.

Dressed in the finest black silks, his supple leather boots and gloves have
been dyed the deepest crimson. While the outside of the cloak he wears is the fine black fur of some type of hunting cat, but the inside of it is blood red. And the fact that the garment hangs several feet below his hanging feet only accentuates the truth that Hanshu's boots rarely if ever touch the ground. Nobody is surprised when Hanshu simply vanishes from every form of perception, and ragged wounds appear on the enemy before they fall to pieces.

All of his jewelry and accessories, including the pair of prism crystals that
orbit his head, are made of varying shades of red gemstones set in silver.
Although he seems to carry no weapons beyond the blackened leather gauntlets on his hands and a quiver on his back, without the slightest indication he can be wielding a huge bow or a pair of immpossibly long black curved blades that shimmer with all the colors of the rainbow if any light reflect off of them. An equally menacing black shield floats beside the ancient vampire, also set with a dark red gem that seems to pull it in front of projectiles sent in its owner's direction.

Personality:
Having been around for over a thousand years before being
staked, Hanshu has gotten over the whole "Blah I'm evil!" thing and has become something of an altruist. And while he loves nothing more than a good long conversation with a beautiful woman, he is still occasionally plagued by fits of horrendous violence that can be the stuff of blackest nightmare. But for the most part he is the very model of a cultured, if flying, gentleman. This vampire from an age long past is eloquent to a fault, as if his linguistic banter is all that keeps him from slaughtering every living thing in sight.

Background:
Hanshu was a legendary thief, even before he drew the attention of the undead
fiend that killed him... the first time.

The Early Years
Born of wealth and privledge, a son of the tyranical ambassador Tasau (DC 40)
stole away during the night to live a secret life. In those dark hours that his
cruel father would have never allowed, he discovered the truth of the world.
Hanshu's days as a boy were filled with harsh lessons of decorum and poise on
more than threat of violent reproach, should his presentation be anything but
perfect. But by night he learned of excess and to hone his instincts, moving
through alleys that not one of his illustrious tutors would walk down on a dare.
And while he learned to play the part of the dutiful son like a true prodigy,
the lavish galas that he was forced to attend, at all the neighboring palaces
and mansions, became an endless series of scouting missions to case the most
valuable treasures. Later he would return to liberate these baubles, even though
he rarely kept what he stole from the oppulent collections.

The military precision of his daily fencing lessons with the palace gaurd served
him well on more than one occasion, augmented by the savage improv of barroom
brawlers and backalley sneakthieves. During his formative years Hanshu learned
the brutally versatile mastery of the katana in secret, while using the much
lighter western blades of a "gentleman" inside the walled courtyard of his
fathers home. The young aristocrat's fighting style soon became known however,
and during one of his nightly outings, a wealthy onlooker caught the end of an
arguement between a pair of hooded ruffians where swords were drawn. Word moved
quickly through the circles of highest society, and Hanshu was forced to flee
for his life when his father flew into such a murderous rage at the slight to
his reputation.

Needing money for the first time in his life, the highborn rogue was very glad to
possess the skills to suvive. He traveled far from the reach of his blood-thirsty
father. During a spectacular display of athleticism however the elf attracted the
most unfortunate attention of a different kind of creature that hungered for the
blood running through his veins. Hanshu had become quite adept at using words just
as effectively as a sword and had no trouble finding a soft place to lay his beatiful
face each night. His reputation as a legendary lover seemed to almost move faster than
he could, as women began seeking him out to test the legend for themselves. One in
particular watched from the shadows of the brothels and winehalls, to the parlors
and more private chambers of the proper ladies he visited throughout many empires.
And he let her watch, never letting on that he saw her.

Over the decades that followed, rumors abounded that a young elven rogue had fathered
more than a thousand children throughout the whole of the land. Born of everyone
from the lowliest of tavern wenches to the royal consorts of numerous thrones. (DC 30)
He crossed seas and stole fortunes, from the most ruthless beasts and ancient families,
Nothing and no woman was safe from either the skill or the charms of the gentleman
thief, and wherever he went, the mysterious woman with the fiery eyes watched,
and waited. Until he discovered her watching him one night. The woman didn't smile,
or introduce herself, or take him to her bed. She simply tore out his throat with
her teeth and drank his blood until it stopped pumping out of him, and left his body
laying in the street. Nothing more than a meal with an interesting story.

The Arisen
Waking in a box not withstanding, discovering himself now a member of the undead
was quite a shock. In all his dealings before that bitch killed him, he had never
run across any monsters besides those stinking dwarven merchants or those hafling
pipsqueaks. His beautiful golden hair and tanned skin had been drained of all their
lustrous color, leaving him a pale imitation of his former self. But this didn't
seem to matter to the ladies who took him in that night just before dawn. They
fawned over his pale skin and lovely long white hair, saying over and over how
lovely and exotic his features were. At sunset he woke covered in their blood,
and ran screaming from the house in a mindless rage.

For an entire year he fought and screamed in denial at the thing he had become.
He hacked off his hair and carved his flesh only to find himself as handsome and
whole as ever moments later. Weapons did not cut him, poisons could not slay him,
and Hanshu suffered in anguish until he once more felt the craving for blood.
And then she was there again, that bitch that had done this horrible thing to him,
the woman with the fiery eyes.

He attacked her with a fury that he never even knew was inside him. For hours they
fought, tearing hunks out of eachother with hair and blood flying in all directions.
As the first hints of sunlight touched the horizon, the woman put a bit of distance
between them, and told him they could keep fighting after sunset if he really needed
to continue. So they met every night for weeks, fighting nonstop from dusk til dawn.
It became more of a dance after while, once they learned eachother's moves she began
talking to him as he tried to kill her. She told him what he was, how she thought
he could appreciate the gift she had given him, and that she was Evaine (DC 15). But
his rage could not be placated, and as they continued he started getting closer and
closer to casuing her serious harm. So with a wink, she blew him a kiss and vanished
right before his eyes...

The Fury
He raged for centuries, absolutely sure that if he was going to be a monster he would
do it properly. The elf laid waste to friends, families, sleepy hamlets, and after a
time systematically razed an entire city that gave rise to an entire army of vampire
spawn loyal to the legendary progenitor of the great vampiric plague (DC 35) during
the second age of monsters, Hanshu. He carted away moutnains of treasure now that he
had no qualms about slaughtering the owners. The shiny bits he had become so acustomed
to grabbing whenever the opportunity arose became second nature.

Nothing was safe from his endless rampage be it humanoid, beast, undead or aberration.
Anything that had a mind grew to understand that this unassuming White Elf (DC 10) was
a being so purely malevolent and unmerciful that the only thing they could do if they
happened to see him coming, was run in the opposite direction. The mindless rabble that
trudged across the surface of the realm stood little chance against the hell that
followed with him. At the head of a tidal wave of pestilence, nations were divided by
the swaths of destruction he wrought across whole continents. Many fiends and monstrous
races crawled out of the woodwork as they were driven into the open by death weilding
swords instead of the more traditional scythe.

Petty squabbles were put aside, power struggles were paused, and kingdoms that had been
at war for generations were suddenly facing an adversary that they could not vanquish
on their own. Legions of heroes, adventurers, and treasure seekers arose as the 1st
crusade (DC 20) swung into full gear. The cowering masses of civilization grew angry
and took to the streets, burning out every sewer, swarming through every abandoned
building, and scouring every cave for any creature unlike themselves...and kill it.
The parade of hunters that saught Hanshu out to make a name for themselves, honed his
skill with his katanas that he could channel massive energy through his blades...

The Awakened
Eight hundred years of slaughter saw The White Elf span not only several entire material
planes but many inner and outer planes as well. Slowly and against all odds, Hanshu had
grown weary of the sounds of screams. So he desided to seek knowledge for a while
instead of carnage. He began to quest for the most ancient keepers of secret lore and
martial ways...the Masters of the Nine. Atop the highest spire of a forgotten mountain
range on the plane of shadow sat the timeless ruin of a temple. In the center of this
temple, an insectoid being hovered before a single candle in the lotus position. Its
four segmented hands continually moved through a series of alien gestures in smooth
and flowing motions as it stared past the flame. Hanshu wasn't sure if the creature was
conscious or blind or insane as it did not acknowledge his presence as the powerful
vampire stepped through the broken archway and took a seat opposite the tiny flame,
without uttering a word.

Clu'Thrah (DC 25) was a true Master of Nine and had also grown tired of the incessant
noise of other things some time before. So the Thri Kreen became the instructor to
a vampire that was nearly 750 years his senior. Each movement was copied as closely
as a different species could, and the energy flowed between them. From far across the
demi-plane of shadow massive flashes of light could be seen silloueting the temple
against the empty blackness above the ground of that desolate place.

Placing the last great stone at the foot of the master's grave Hanshu placed a pale
hand on the sarcophogus he had fashioned for his friend and teacher in the center of
the temple that become a home for many years. Without the life force of the old bug
however, the ruin suddenly seemed like nothing more than a pile of rocks. So he left
the plane of shadow for the last time, it was time to go back and see the plane he had
originally called his own.

His material plane had changed a great deal since the last time he had seen it. Monsters
openly roamed the countryside while the peoples of the land cowered in their homes.
The great cities that had dotted the lands had been razed nothing but ash, and the great
nations that had claimed them had been all but forgotten. Fueldal lords claimed as much
land as they could, but no more as the terrors that strode through the heavy fog banks
were more than most bands could handle. A few of the people he passed in the towns he
visited bore a passing resemblance to the vampire that passed them unnoticed in the dark.
He found vampire spawn hiding here and there in his travels cowering in graveyards and
ancient sewer systems, snatching babies and drunks in the night.

Hanshu eventually figured he should do something with the veritable ocean of cash he had
accumulated in a myriad of hidden places throughout the lands he had demolished centuries
before. So he decided to build a city just for his kind. He found a bottomless fissure
deep in the misty eastern mountain range and set out hiring every stonemason he could find
to carve a city from the living rock in the insides of the great chasm. The city of
Mon'Sharu (DC 20) was completed in a mere twenty years with the limitless wealth that
the White Elf had at his dispossal.

Word spread through the underworld that vampires were welcome in the new city of shadows.
Beastly spellstitched barbaric vampires came flooding off the windswept plains. Little
more than mindless slavering atrocities, Hanshu was ashamed of his own race for the first
time in half a millenium. Eventually other old vampire would trickle into town, trying to
throw their weight around in the same old ways about the same old topics. This way is
better than that way, or my idea is better than your idea. And the vampire nation suddenly
had a capital. Living workers were brought in from all over and slowly farmed for food
without leaving a huge festering pile of bodies for families to miss and get angry about.
Things were going well in Mon'Sharu for quite some time, when who should walk into the
private chambers of Hanshu himself but the fiery eyed Evaine in the 2 millenium old flesh.
"You ready for the next round?"

The Cleansing of Mon'Sharu
Like so many other societies and kingdoms before, people like having something to blame
besides themselves. Hanshu and Evaine stroll across one of the bridges that span the two
sides of the fantastic city he had built, hand in hand getting ready to retire for the
short day. None of the other vampires were allowed on the lowest levels where they shared
quarters. The sun was just touching the top of the western face as the warning bells
sounded as clay pots of oil began to rain into the chasm of Mon'Sharu shattering against
the high stone walls. Soldiers began to flow into the city, down the steps and ladders
and bridges like water. Every moment that passed brought the sun closer to flooding the
open portions of the city in deadly sunlight. The vampires tore through soldiers as if
they were made of tissue paper, but the living horde of enemy soldiers were spurred on
by the deep pockets of greedy men who wanted the prosperous city of shadows for themselves.

The elder vampires emerged from their chambers to wade into the fray with prescious little
time to spare before the sun bathed them in fiery death. An eerie Deeper darkness rose from
the bottom of the city as Hanshu himself entered the battle to protect what he had spent so
long creating. Wooden arrows rained down from above as battalions of archers on the slopes
above, emptied quivers in high arcs toward the yawning mouth of the fissure in the side of the
mountainous peaks. A few of the elder vampires were not among these undead warriors however,
Anlar, Ronshuvian and Bakalus (DC 35) could not be found.

From outside the city and down the slope of the mountain, a dark curtain started to rise from
the chasm like a sunrise in reverse. Hanshu flashed up into the air above the edge of the cliff
face with that all too familiar burning rage bright in his eyes. He slaughtered hundreds in a
strait line from the city to the malevolently grinning generals at the back of the army.
This wasn't some ragtag army of a neighboring kingdom, but a quiltwork merc army of specialized
squads. This army wasn't on any crusade - they had been hired. Moments before the white elf got
to the leaders of this rabble however, the order was given and a special platoon of fire archers
let blazing arrows fly into the oil soaked city.

The wall of flame that was belched forth from the enterance of the hidden city shot hundreds
of feet into the sky. And to make matters worse, within moments of that fateful instant the sun
reached its zenith and the open center of Mon'Sharu was illuminated by the harsh light of day.
The roars of ancient vampires exploding rocked the montainside, knocking half the remaining
army from their already shaky feet as hanshu cut the last of the generals in half with a massive
single blow that spun him back towards the city just as all this happened. He raced back to the
burning city as fast as he could cut a path back through the milling sea of archers, his arms
and legs peirced by so many arrows that he could barely swing his massive swords. So dismissing
them to the ring that was their sheath, he flew up above the flailing bodies to get back to her.

Topping the edge of the city once more, Hanshu saw all that he had built charred black. The
darkness that traveled with him creating a small area of shade from the burning sun. He flew
down to where Evaine had been fighting before, but the ashes of fallen vampires and men was thick
on these lowest levels. He tore through the deeper chambers where the suns rays and splashed oil
could not penetrate to no avail. Crossing to the other side of the city in a frenzy, he could
not believe what his eyes saw there. The group of old and sodded vampires had Evaine on her knees,
and beheaded her right in front of him, her body falling to ash from the bridge where she was
executed by her own kind. The roar that escaped him then silenced all other sounds of battle, as
the satisfied smirks vainshed from the undead faces that now looked upon their final deaths.

As Hanshu rose from bridge to close with the traitorous fiends, a trio of wicked black arrows
sprouted from his chest, unable to have passed anywhere but strait through his cold dead heart.
The gorgeous white skin of his chiseled face withered into the blackened husk of anything that
had been dead for almost a thousand years must look like. And the last thing he saw as he fell into
the abyss beneath his city of Mon'Sharu was the grins return to the greedy faces of petty things
before he vanished beyond the reach of the suns rays.

Bouncing off the rocky walls of the chasm, the body was broken and battered as a sound Hanshu could
barely hear grew louder and louder. The fissure actually did have a bottom, as an underground river
raged from one end to another, and that would be his true end. No vamipre could sink beneath the
surface of rushing water without being utterly destroyed forever. However when the desicated body
of Hanshu finally hit the bottom, it was not reported with a splash, but with a bristly dry crunch.
His staked form had become wedged in a rocky outcrop, barely a few yards from the roiling black
water where no vampire could come to find it. So there he laid slain and oblivious...again, little
more than a chunk of firewood wrapped in spectacular magic items where nobody ever thought or
cared to look for the legendary White Elf - Hanshu.[/sblock]The Lore of Hanshu [sblock=Knowledge (History)]
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)[/sblock][sblock=Knowledge (Planes)]
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 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.[/sblock][sblock=Knowledge (Nobility and Royalty)]DC 35 Before he was turned into a vampire, Hanshu supposedly fathered more than 1000 children by
nearly as many women, including many in the royal courts of several thrones. His line has survived to this day.

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.[/sblock][/sblock]

Below is a test attack with my big power, the Feral Death Blow. Figuring the enemy makes its DC 42 fort save to not die outright, with flanking against an evil outsider that isn't immune to crits with my dual stance power active using aura of chaos and assassin's stance:
 
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Okay, here's my Works In Progress. They're not ready for primetime...but any questions and comments are welcome. I have two concepts, both warlocks. One is an ancient tool of pyrrhic vengeance; a sentient doomsday machine of magic and technology unleashed on one ancient empire by another as it fell.

Omega has two things in its favor: firepower and durability. It hasn't got much fluffy noncombat abilities or skills. With 2 blasts per turn doing 16d6 each, Omega outputs the equivalent of a Meteor Swarm every turn that it can take a full attack. It cannot be fooled by illusion or concealment. It can fly, and engage in combat while completely invisible. It doesn't feel hunger, thirst, or fatigue. And it absolutely will not stop...ever...until your species is dead.

Damage reduction, spell resistance, and a mithril buckler that repulses anything that requires a ranged attack roll all spell serious defenses. Melee is Omega's weak spot...and it is quite effective at avoiding it.

[sblock=Omega]Name: Omega
Race: Warforged
Class/Level: Warlock 30
Exp:

Desc: Khachaturian

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

Alignment: Chaotic 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: +9
Base Attack Bonus: +20/+15/+10
Melee Attack: +20/+15/+10
Ranged Attack: +29/+24/+19
Fort: +28 (+6 base +8 resist +10 Con + 5 epic)
Reflex: +30 (+6 base +8 resist +9 dex + 5 epic +2 insight)
Will: +29 (+12 base +8 resist + 4 Wis + 5 epic)

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
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 +20 (8 ranks + 12 cha)

Spot +12
Listen +12
Search +8
Intimidate +13

Feats
1 Mithril Body
3 Ability Focus: Eldritch Blast
6 Extra Invocation: Hideous Blow
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 Extra Invocation: Path of Shadows
24 Epic Fiendish Resilience
26 Extra Invocation: Dark Foresight
27 Paragon Visionary
29
30 Fast Healing

Languages - Common

Invocations (All Eldritch Blast effects are DC 34 to resist, where applicable)
Least
- Eldritch Spear
- Devil's Sight
- See the Unseen
- Hideous Blow

Lesser
- Eldritch Chain
- Fell Flight
- Flee the Scene
- Voidsense

Greater
- Eldritch Cone
- Devour Magic
- Vitriolic Blast

Dark
- Dark Foresight
- Retributive Invisibility
- Utterdark Blast
- Eldritch Doom
- Path of Shadows

Equipment 25,220

Armor
- +5 Mithril Body, +10 AC, Max Dex +6, ACP 0, 100k
-- Ghost Touch +3
-- Death Ward +1
-- Nimbleness +1

Repulsor Plate, +6 AC, ACP 0, 1.69mil
- +5 Mithril Buckler
-- Exceptional Deflection +8

Weapons
Slam, +20 to hit, 1d4 dmg
Eldritch Blast, +31 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
Third Eye of Concealment, 120,000
Belt of Prowess, 90,000
- +6 enh to Dex, 36,000
- +6 enh to Con, 36,000
- 50% combo charge, 18,000
Ring of Protection +5, 50,000
Ring of Spell Turning, 98,280
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

Tomes: 467,500
+4 Dex, 110,000
+4 Con, 110,000
+4 Wis, 110,000
+5 Cha, 137,500


Background: Pending
[/sblock]


My second concept is a pixie...one of the really old ones who's managed to accrue some real power. This character is more personable, more "flexible" in terms of powers and skills, but pays for it with a reduction in firepower and durability. Blast is down to 14d6 (x2), though she has some powers other than blasts to toss now too. DR is actually higher, but hit points are down and, crucially, the protection against ranged attacks is gone. Ironically, this could mean I'll take Hideous Blow and have the pixie specialize more in short-range and melee combat...using superior mobility to freely switch things up.

Pixie is more fragile, but...unlike Omega...can be healed magically, so there's that too.

[sblock=Pixie Power!]Name: Something
Race: Pixie
Class/Level: Warlock 26
Exp:

Desc: Khachaturian

Strength (STR) 6
Dexterity (DEX) 26 + 4 inherent + 6 enh = 36
Constitution (CON) 18 +4 inh + 6 enh = 28
Intelligence (INT) 16
Wisdom (WIS) 16 + 4 race +4 inherent = 24
Charisma (CHA) 18 +6 race + 6 level + 4 inherent + 8 enh = 42

Alignment: Chaotic Neutral
AC: 45 (10 +13 dex +8 armor +5 deflection, +6 natural +2 insight + 1 size), Flatfoot 31, Touch 31
Hit Points: 26d6 + 240
Movement: 20' (60' flight, Good)

Init: +13
Base Attack Bonus: +18/+13/+8
Melee Attack: +16/+11/+6
Ranged Attack: +32/+27/+22
Fort: +27 (+6 base +8 resist +9 Con + 3 epic)
Reflex: +32 (+6 base +8 resist +13 dex + 3 epic +2 insight)
Will: +30 (+12 base +8 resist + 7 Wis + 3 epic)

Race Abilities
•-4 Strength, +8 Dexterity, +6 Intelligence, +4 Wisdom, +6 Charisma.
•Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
•A pixie’s base land speed is 20 feet. It also has a fly speed of 60 feet (good).
•Low-light vision.
•Skills: Pixies have a +2 racial bonus on Listen, Search, and Spot checks.
•Racial Feats: A pixie receives Dodge and Weapon Finesse as bonus feats.
•+1 natural armor bonus.
•Special Attacks (see above): Spell-like abilities.
•Special Qualities (see above): Damage reduction 10/cold iron, greater invisibility, spell resistance equal to 15 + class levels.
•Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Halfling.
•Favored Class: Sorcerer.
•Level adjustment +4 (+6 if the pixie can use irresistible dance).

Class Abilities:
Eldritch Blast 14d6
Detect Magic at will
DR 6/cold iron
Deceieve Item (take 10 on UMD checks, even under stress)
Fiendish Resilience 25, 5 minutes
Energy Resistance 10: Fire and Cold
Imbue Item

Skills:

Feats
b Dodge
b Weapon Finesse
1 Fey Heritage
3 Spell Penetration
6 Greater Spell Penetration
9 Ability Focus: Eldritch Blast
12 Fey Skin
15 Thick Skin
18 Extra Invocation: Painful Sleep of Ages

21 Eldritch Sculptor
23 Epic Fiendish Resilience
24 Paragon Visionary
26 Fast Healing

Languages - Common

Invocations
Least
- Eldritch Spear
- Devil's Sight
- See the Unseen

Lesser
- Eldritch Chain
- Voidsense
- Flee the Scene

Greater
- Eldritch Cone
- Devour Magic
- Vitriolic Blast
- Painful Sleep of the Ages (DC 34)

Dark
- Dark Foresight
- Utterdark Blast (DC 36)
- Eldritch Doom

Equipment 25,220



Weapons


Gear
Vest of Epic Resistance +8, .64mil
Headpiece of Epic Charisma +8, .64mil
Third Eye of Concealment, 120,000
Belt of Con, 36,000
Ring of Protection +5, 50,000
Ring of Spell Turning, 98,280
Amulet 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

Tomes: 440,000
+4 Dex, 110,000
+4 Con, 110,000
+4 Wis, 110,000
+4 Cha, 110,000


Background: Pending
[/sblock]
 
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Vertexx, keep in mind that Epic games are only truley fun when all the characters are relatively on par with each other. That's why I tried to keep mine on the lower end of the power scale.
 

Vertexx, keep in mind that Epic games are only truley fun when all the characters are relatively on par with each other. That's why I tried to keep mine on the lower end of the power scale.

There still is the decision as to how many parties we want to have. Any higher powered players can be grouped together for party balance if thats the rought we choose.

How about an Elven warrior-mage, either a duskblade or a fighter 5/wizard 5/ eldritch knight 20?

I'm all for it.

Shayuri: I'm kinda partial to the first build myself, but thats just me. One thing to add though is I'd like to suggest to you taking the Shield of Infinite Arrow Deflection instead of Exceptional Deflection. You already have a ring of spellturning, which means targeted spell effects will simply bounce off you anyways. I think you might get alot more milage out of deflecting all standard ranged attacks a round instead of 1 non-standard attack.

Vertexx: Looks good, but I would like you to flesh out how your character died a bit more. Its important to your starting perceptions of the world, and to how your legend is known to others.

Btw, a few more things to slip in here. Not only do I need how your characters died, I need WHEN your characters died as well. As such, pick a number between 1 and 10,000 and slot your life span into it. Remember to figure out how old you were. This can also be important because later players will know of the older players exploits.
 

Jemal said:
Vertexx, keep in mind that Epic games are only truley fun when all the characters are relatively on par with each other. That's why I tried to keep mine on the lower end of the power scale.

STR: 70 (+30) [18 Base + 16 Enhancement + 5 Inherent + 30 Racial +1 LVL]
DEX: 30 (+10) [16 Base + 6 Enhancement + 5 Inherent +3 LVL]
CON: 30 (+15) [10 Base + 8 Enhancement + 4 Inherent + 8 Racial]
INT: 18 (+4) [18 Base + 2 Enhancement - 2 Racial]
WIS: 20 (+5) [10 Base + 4 Enhancement + 4 Inherent + 2 Racial]
CHA: 30 (+10) [18 Base + 8 Enhancement + 5 Inherent + 1 LVL]

How is that lower on the power scale???!!! that's past epiclike and into godlike! I can't even come close to 40 in any stat let alone 70! I'm just not that great a building epic characters... but I love doing so!

EDIT: I fear I am slightly out of my league here....

EDIT2: Dharuhk Svahre... how are you handling Power Resistance vs. Spell Resistance? Are things with spell resistance still resistant to Psionic powers as well or do they need Power Resistance as well?
 
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Shayuri: I'm kinda partial to the first build myself, but thats just me. One thing to add though is I'd like to suggest to you taking the Shield of Infinite Arrow Deflection instead of Exceptional Deflection. You already have a ring of spellturning, which means targeted spell effects will simply bounce off you anyways. I think you might get alot more milage out of deflecting all standard ranged attacks a round instead of 1 non-standard attack.

Well, this is an interesting question. But I'll explain my reasoning and see what you think.

1) The Ring of Spell Turning doesn't work on spells that have ranged touches. Such spells create effects, and are specifically excluded from Spell Turning per the spell description: Spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. Spell turning also fails to stop touch range spells.

Plus, it's limited uses per day. I bought it to deal with spells that target me directly and pierce my SR. Such spells are normally of the variety (Implosion...Finger of Death...etc...) that you do NOT want to be subject to. :)

2) The Exceptional Deflection shield trait uses identical phrasing to Infinite Deflection. A case can be made for it operating just as Infinite Deflection, but covering a wider range of attacks. This would account for it being so much more expensive than Infinite Deflection when otherwise its relative strength would be comparable. From the SRD under Epic Magic Items:

Exceptional Arrow Deflection: This shield functions like a shield of arrow deflection except that it can deflect any type of ranged attack (including spells that require a ranged touch attack) as if it were an arrow. Any time the bearer would normally be struck by a ranged attack, he or she can make a Reflex saving throw (DC 20). If the ranged attack has an enhancement bonus (or a spell level), the DC increases by that amount. If he or she succeeds, the shield deflects the attack. The bearer must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn’t count as an action.

Italics added by me. Compare to:

Infinite Arrow Deflection: This shield functions like a shield of arrow deflection, though it can deflect any number of projectiles or thrown weapons each round. Any time the bearer would normally be struck by a ranged weapon, he or she can make a Reflex saving throw (DC 20). If the ranged weapon has an enhancement bonus, the DC increases by that amount. If he or she succeeds, the shield deflects the weapon. The bearer must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn’t count as an action. Exceptional ranged weapons, such as boulders hurled by giants or ranged spells, can’t be deflected.

And NOW compare to:

Great Reflection: Any time its bearer of this shield is targeted with a spell, it automatically reflects the spell back at the caster (as the spell turning spell). The wearer can lower or raise this effect as a free action (thus allowing beneficial spells in as desired).

...

If Exceptional Deflection only worked 1/rnd, then it would be perhaps a little more powerful than Infinite Deflection, which works against all incoming attacks, but of a limited subset. But the Exceptional Deflection trait is +8, compared to +6. That translates to hundreds of thousands of GP difference, and potentially several character levels before it becomes available.

My thought is that Exceptional Deflection works identically to Infinite Deflection, only improved. It's basically Infinite Deflection plus Exceptional ranged attacks too. Hence the power jump.

What do you think?
 

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