[Epic D&D] Forgiveness is Divine (Full Again)

Mordane: Excellent. You'll have a good time of it as this campaign is centered around Equitas the Just... :)

Urbannen: Sounds good to me. Just create him and let me give him the once over.

Jaik: Looks good. Two things. Could you add the bonuses from your template to the skills? Would make rolling them a lot easier. Also, the world has a house ranger class that you might or might not be interested in looking at. Let me know and I'll give a link.
 

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Just to whet your appetites, I have started the IC thread with a little history lesson. I will post a couple more times before we actually start the game, but just so you get a feel of the story thus far.

Also, just as most of my stories, this story was a game that was DM'd in our group and this game is a parallel to what is happening on the Prime Material in a campaign that is soon to come. So, I ask that you all consider that you are contributing to the building of a world and that, when that campaign is over, my players will read your IC thread posts to discover the goings on upstairs while they deal with a major event on the Prime.

Anyway, just keep your eyes open for more updates. ;)
 


i have the same problem.

my favorit is the last one, Xess
my alignement would be: NG (the diety is N)
and as weapon a heavy mace
domains: MOON and Darkness

EDIT: i hate spell lists for epic spellcasters, but dont know if i did it the rightway
 
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Ninivir, Male Astral Deva Ranger 5: ECL 25; Medium outsider (Good); HD 12d8+96 plus 5d10+40; hp 282 (max hp); Init +12; Spd 50 ft., fly 100 ft. (good); AC 45 (+8 Dex, +15 natural, +4 ring of protection, +8 bracers of armor), touch 22, flat-footed 37;

Base Attacks +17/+12/+7/+2 (+12 outsider, +5 ranger)

Atk +31/+26/+21/+16 melee (1d8+16, holy heavy mace +5 of disruption) and +30 melee (1d6+15/19-20, x3, ghost touch keen holy handaxe +4) or +30/+30/+25/+20/+15 ranged (1d4+5, sling +4 of speed and distance w/ bullets +1 of bane vs. demons and devils); Face/Reach 5ft. by 5ft./5ft.;

SA Stun, spell-like abilities; SQ DR 10/+1; SR 30; protective aura; fire resistance 20; tongues; electricity, cold, acid, and petrification immunity; +4 save against poison; uncanny dodge (cannot be flanked or caught flat-footed), keen vision, FROM ITEMS continual one-half concealment (20% miss chance), continual nondetection;

Saves:
Fort +28 (outsider12 8, Rgr5 4, Con 8, cloak 8)
Ref +25 (outsider12 8, Rgr5 1, Dex 8, cloak 8)
Will +22 (outsider12 8, Rgr5 1, Wis 5, cloak 8)

Abilities:
Str 33 (base 12, racial 12, increase 1, inherent 2, enhancement 6)
Dex 26 (base 16, racial 8, inherent 2)
Con 26 (base 12, racial 8, enhancement 6)
Int 18 (base 10, racial 8)
Wis 20 (base 12, racial 8)
Cha 24 (base 12, racial 10, inherent 2)

Skills: Concentration (11)+19, Escape Artist (8)+16, Hide (20)+58, Knowledge (the Planes) (12)+16, Listen (19)+28, Move Silently (20)+57, Wilderness Lore (20)+25 (+55 for tracking), Spot (19)+28, Knowledge (religion) (10)+14, Knowledge (arcana) (7)+11, Sense Motive (8)+13, Disguise (4)+11, Knowledge (nature) (3)+7, Search (2)+6;

Feats: 1. Improved Initiative, 3.Flyby Attack, 6. Great Flyby Attack, 9. Track, 12. Quick Draw, 15. Power Attack, Rgr1. virtual Ambidexterity and Two-Weapon Fighting

Languages: Celestial, Infernal, Draconic, Common, Elven, Abyssal, Dwarven

Protective aura (Su): As a free action, Ninivir can surround himself with a nimbus of light having a radius of 20 feet. This acts as a magic circle against evil and as a minor globe of invulnerability, both as cast by a 12th level sorcerer. The aura can be dispelled, but Ninivir can create it again as a free action on his next turn.

Tongues (Su): Ninivir can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level sorcerer. This ability is always active.

Keen vision (Ex): Ninivir has low-light vision and 60-foot darkvision

Stun (Su): If Ninivir strikes an opponent twice in one round with his mace, that creature must succeed at a Fortitude save (DC 17) or be stunned for 1d6 rounds.

Spell-like abilities: at will – aid, continual flame, detect evil, discern lies, dispel evil, dispel magic, holy aura, holy smite, holy word, invisibility sphere (self only), polymorph self, remove curse, remove disease, and remove fear; 7/day – see invisibility and cure light wounds; 1/day – heal and blade barrier. These abilities are as the spells cast by a 12th-level sorcerer, save DC 17 + spell level

Skills: +4 racial bonus to Spot and Listen

Favored enemies: 1st – demons (+2), 2nd – devils (+1)

Ranger spells per day: 2. Usually prepared: delay poison, speak with animals

Items: holy heavy mace +5 of disruption (162312), sling +4 of speed and distance (162300), 50 bullets +1 of bane vs. demons and devils (50350), ghost touch keen handaxe +4 (162306), bracers of armor +8 (64000), cloak of epic resistance +8 (640000), The Path (306870) (+30 enhancement bonus to Wilderness Lore checks for tracking and Intuit Direction checks, 3x normal vision, true seeing, map of surrounding area 3x/day, passage through water or plant growth 3x/day 20’r, bridge 1x/day, pass without trace 1x/day w/20 others), ring of protection +4 (32000), ring of X-Ray vision (25000), Mantle of Great Stealth (242000) (+30 to Hide and Move Silently, continual one-half concealment (20% miss chance), nondetection as per the spell), belt of giant strength +6 (36000), amulet of health +6 (36000), manual of gainful exercise +2 (read) (55000), tome of leadership and influence +2 (read) (55000), manual of quickness of action +2 (read) (55000), iridescent ioun stone (15000), 862 gp left over.

This character is done in version 3.0, so there are several changes that will have to be made to convert him.
 
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Ok...here we go...the down and dirty Domain location version.. :)

Darkness: Deities and Demigods, Forgotten Realms Campaign Setting, Book of Vile Darkness, and Kingdoms of Kalamar.

Moon: Forgotten Realms Campaign Setting

Glory: Deities and Demigods, Defenders of the Faith (listed as Prestige Domain), and Kingdoms of Kalamar

Hero: Oriental Adventures

Holy: Dragon Annual #6 (I can post the domain if you like)

Judgment: Relics and Rituals 2 (They use a system where two spells can be chosen from at a given level. I don't use that system, so see me for this domain.)

Rino: Just FYI, if you want to know how to pronounce Xess, it is pronounced ZESS. :)

Any more questions? :)
 

Urbannen...Did you change your mind from Paladin to Ranger? Just wondering. It's cool if you did, but I wanted to mention that we have a house rule ranger if you would like to have a look.
 


Judgement only has one spell per level; it's one of the few that does in R&R II.


Glory is a "Prestige Domain;" are you using that moniker (and therefore I couldn't select it unless I was in a PrC that gave me a third domain) or can I select it as one of my two initial domains?

If I can -- I'm gonna go Glory and Judgement. If not, I'm gonna go Judgement and Hero.
 

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