[Epic D&D] Peace No More (Full-Again)

Uhh, what level would he be? I know my cousin had plans for it (probably a priest/meatshield), but nothing final until level was known.
 

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I show your leadership score to be 50 which would make your cohort 30th level. (This assumes maximum bonus and no penalties) His equipment can come to 570,000gp
 

Spoken with my cousin, he's gonna make a Human Paladin6/Cleric16/Thaumaturgist4/Hierophant4. Right now, his AC is 47 in general and 60 when fighting defensively, so that should give you an idea about what kind of character'll be coming in.
 
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I'm working with my cousin on his character, so far classes, attribute scores, items and feats are done. Skills, description and story ties with my char as still to be done.

But that's just my cohort, not a PC, so we could start once Jemal approved my char.

Question, does a cleric receive a 10th level domain spell with increased spell capacity?
 
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K, hello there!!!

I am the nephew of Thels: Sorry to keep you guys waiting, I had troubles with my internet, and LOTS of troubles with building the char, since I am not used of making it this far IRL! :D

Anyhow, I hope I can keep up with you guys. The char is finished, I only need to get the story tie right, but that will be no problem I think. Thels will post my charsheet a.s.a.p., k guys?

If you have got any questions: Go on ahead! :D
 

I post it? Oh well, here's what we got so far... needs a decent format though:
Code:
Human Paladin4/Cleric of Pelor16/Thaumaturgist4/Hierophant4

                Base	Race	Level	Age	Inher	Items	Feats	Final
Strength:	 16			 -1	 +5	 +6		 26 ( +8)
Dexterity:	  8			 -1	 +5	 +6		 18 ( +4)
Constitution:	 16			 -1	 +5	 +6		 26 ( +8)
Intelligence:	 10			 +1	 +5	 +6		 20 ( +5)
Wisdom:		 18		 +7	 +1	 +5	 +6	 +1	 38 (+14)
Charisma:	 14			 +1	 +5	 +6		 26 ( +8)

		Bab	Fort	Ref	Will
Paladin6	 +6	 +5	 +2	 +2
Cleric14	+10	 +9	 +4	 +9

Basic		+16	+14	 +6	+11
Epic		 +4	 +4	 +4	 +4
Abilities		 +8	 +4	+13
Divine Grace		 +8	 +8	 +8

Total			+34	+22	+36

Mithral Full Plate +5						 35500 gp 50lb
  Medium Armor, +13 AC, Max Dex +3, ACP -3, ASF 25%

Longsword, Defender +5						 72315 gp
Amulet of Natural Armor +5, Wisdom +6 and Constitution +6	194000 gp
Headband of Intelligence +6					 36000 gp
Belt of Giant Strength +6					 36000 gp 1lb
Gloves of Dexterity +6						 36000 gp
Ring of Protection +5						 50000 gp
Tower Shield +5							 25180 gp 45lb
Dusty Rose Prism Ioun Stone +1					  5000 gp
Cloak of Charisma +6 and Epic Spell Resistance			362000 gp 2lb
3005 gp remaining

Abilities:
Weapon Proficiency: All Simple and Martial
Armor Proficiency: All
Shield Proficiency
Aura of Good
Detect Evil
Smite Evil 2/day
Divine Grace
Lay on Hands 6 levels
Aura of Courage
Divine Health
Turn Undead 19 levels +1 level +6 synergy
Special Mount
Remove Disease 1/week
No Evil Spells
Spontaneous Casting
Strength and Sun Domains
+16 Strength 1/day
Greater Turning 1/day
Improved Ally
Augment Summoning
Extended Summoning
Contigent Summoning
Faith Healing
Mastery of Energy
Divine Reach
Double Divine Reach

Skills:
Diplomacy 33 +8 Synergy
Handle Animal 5
Knowledge (Nobility and Royalty) 5
Knowledge (Religion) 25
Ride 9 +2 Synergy
Sense Motive 33
Tumble 5 (Crossclass)

Feats:
Combat Expertise
Dodge
Endurance
Improved Turning
Quicken Spell
Spell Focus: Conjuration
Tower Shield Proficiency

Epic Feats:
Great Wisdom
Improved Quicken Spell
Improved Spell Capacity
Planar Turning

Paladin Spells:	5
Cleric Spells:	6/9+1/9+2/8+1/8+1/8+1/7+1/6+1/6+1/6+1/3+1
 
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PALADIN SPELLS
1ST-LEVEL PALADIN SPELLS
Bless: Allies gain +1 on attack rolls and +1 on saves against fear.
Bless Water: Makes holy water.*
Bless Weapon: Weapon strikes true against evil foes.*
Create Water: Creates 2 gallons/level of pure water.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Detect Poison: Detects poison in one creature or small object.
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain +1 per three levels on attack and damage rolls.*
Endure Elements: Exist comfortably in hot or cold environments.
Magic Weapon: Weapon gains +1 bonus.
Protection from Chaos/Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.*
Read Magic: Read scrolls and spellbooks.*
Resistance: Subject gains +1 on saving throws.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Virtue: Subject gains 1 temporary hp.

CLERIC SPELLS
0-LEVEL CLERIC SPELLS (ORISONS)
Create Water: Creates 2 gallons/level of pure water.*
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.*
Detect Poison: Detects poison in one creature or object.*
Guidance: +1 on one attack roll, saving throw, or skill check.
Inflict Minor Wounds: Touch attack, 1 point of damage.
Light: Object shines like a torch.*
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.*
Read Magic: Read scrolls and spellbooks.*
Resistance: Subject gains +1 on saving throws.
Virtue: Subject gains 1 temporary hp.
1ST-LEVEL CLERIC SPELLS
Bane: Enemies take –1 on attack rolls and saves against fear.
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless Water M: Makes holy water.*
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Command: One subject obeys selected command for 1 round.*
Comprehend Languages: You understand all spoken and written languages.*
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Curse Water M: Makes unholy water.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Endure Elements: Exist comfortably in hot or cold environments.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Hide from Undead: Undead can’t perceive one subject/level.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon: Weapon gains +1 bonus.
Obscuring Mist: Fog surrounds you.*
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.*
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.*
Sanctuary: Opponents can’t attack you, and you can’t attack.*
Shield of Faith: Aura grants +2 or higher deflection bonus.*
Summon Monster I: Calls extraplanar creature to fight for you.*
2ND-LEVEL CLERIC SPELLS
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.*
Augury M F: Learns whether an action will be good or bad.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.*
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Calm Emotions: Calms creatures, negating emotion effects.
Consecrate M: Fills area with positive energy, making undead weaker.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Darkness: 20-ft. radius of supernatural shadow.
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
Delay Poison: Stops poison from harming subject for 1 hour/level.*
Desecrate M: Fills area with negative energy, making undead stronger.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Find Traps: Notice traps as a rogue does.*
Gentle Repose: Preserves one corpse.
Hold Person: Paralyzes one humanoid for 1 round/level.
Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
Make Whole: Repairs an object.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.*
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.*
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.*
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.*
Shatter: Sonic vibration damages objects or crystalline creatures.
Shield Other F: You take half of subject’s damage.
Silence: Negates sound in 15-ft. radius.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Spiritual Weapon: Magic weapon attacks on its own.
Status: Monitors condition, position of allies.
Summon Monster II: Calls extraplanar creature to fight for you.*
Undetectable Alignment: Conceals alignment for 24 hours.
Zone of Truth: Subjects within range cannot lie.
3RD-LEVEL CLERIC SPELLS
Animate Dead M: Creates undead skeletons and zombies.
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Blindness/Deafness: Makes subject blinded or deafened.
Contagion: Infects subject with chosen disease.
Continual Flame M: Makes a permanent, heatless torch.
Create Food and Water: Feeds three humans (or one horse)/level.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Daylight: 60-ft. radius of bright light.
Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
Dispel Magic: Cancels spells and magical effects.*
Glyph of Warding M: Inscription harms those who pass it.*
Helping Hand: Ghostly hand leads subject to you.
Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
Invisibility Purge: Dispels invisibility within 5 ft./level.
Locate Object: Senses direction toward object (specific or type).
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Magic Vestment: Armor or shield gains +1 enhancement per four levels.*
Meld into Stone: You and your gear merge with stone.
Obscure Object: Masks object against scrying.*
Prayer: Allies +1 bonus on most rolls, enemies –1 penalty.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.*
Remove Blindness/Deafness: Cures normal or magical conditions.*
Remove Curse: Frees object or person from curse.*
Remove Disease: Cures all diseases affecting subject.*
Searing Light: Ray deals 1d8/two levels damage, more against undead.
Speak with Dead: Corpse answers one question/two levels.
Stone Shape: Sculpts stone into any shape.
Summon Monster III: Calls extraplanar creature to fight for you.*
Water Breathing: Subjects can breathe underwater.
Water Walk: Subject treads on water as if solid.
Wind Wall: Deflects arrows, smaller creatures, and gases.
4TH-LEVEL CLERIC SPELLS
Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Control Water: Raises or lowers bodies of water.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Death Ward: Grants immunity to death spells and negative energy effects.*
Dimensional Anchor: Bars extradimensional movement.
Discern Lies: Reveals deliberate falsehoods.
Dismissal: Forces a creature to return to native plane.
Divination M: Provides useful advice for specific proposed actions.
Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.*
Freedom of Movement: Subject moves normally despite impediments.
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Imbue with Spell Ability: Transfer spells to subject.
Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
Magic Weapon, Greater: +1 bonus/four levels (max +5).*
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.*
Planar Ally, Lesser X: Exchange services with a 6 HD extraplanar creature.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Restoration M: Restores level and ability score drains.*
Sending: Delivers short message anywhere, instantly.
Spell Immunity: Subject is immune to one spell per four levels.*
Summon Monster IV: Calls extraplanar creature to fight for you.*
Tongues: Speak any language.*
5TH-LEVEL CLERIC SPELLS
Atonement F X: Removes burden of misdeeds from subject.
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.*
Command, Greater: As command, but affects one subject/level.*
Commune X: Deity answers one yes-or-no question/level.
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.
Disrupting Weapon: Melee weapon destroys undead.
Flame Strike: Smite foes with divine fire (1d6/level damage).
Hallow M: Designates location as holy.*
Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.
Insect Plague: Locust swarms attack creatures.
Mark of Justice: Designates action that will trigger curse on subject.
Plane Shift F: As many as eight subjects travel to another plane.*
Raise Dead M: Restores life to subject who died as long as one day/level ago.
Righteous Might: Your size increases, and you gain combat bonuses.
Scrying F: Spies on subject from a distance.*
Slay Living: Touch attack kills subject.
Spell Resistance: Subject gains SR 12 + level.*
Summon Monster V: Calls extraplanar creature to fight for you.*
Symbol of Pain M: Triggered rune wracks nearby creatures with pain.
Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber.
True Seeing M: Lets you see all things as they really are.
Unhallow M: Designates location as unholy.
Wall of Stone: Creates a stone wall that can be shaped.*
6TH-LEVEL CLERIC SPELLS
Animate Objects: Objects attack your foes.
Antilife Shell: 10-ft. field hedges out living creatures.
Banishment: Banishes 2 HD/level of extraplanar creatures.*
Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level.
Blade Barrier: Wall of blades deals 1d6/level damage.
Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Dispel Magic, Greater: As dispel magic, but up to +20 on check.
Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
Find the Path: Shows most direct way to a location.
Forbiddance M: Blocks planar travel, damages creatures of different alignment.
Geas/Quest: As lesser geas, plus it affects any creature.
Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell.*
Harm: Deals 10 points/level damage to target.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.*
Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.*
Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures.
Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.*
Planar Ally X: As lesser planar ally, but up to 12 HD.
Summon Monster VI: Calls extraplanar creature to fight for you.*
Symbol of Fear M: Triggered rune panics nearby creatures.
Symbol of Persuasion M: Triggered rune charms nearby creatures.
Undeath to Death M: Destroys 1d4 HD/level undead (max 20d4).
Wind Walk: You and your allies turn vaporous and travel fast.
Word of Recall: Teleports you back to designated place.*
7TH-LEVEL CLERIC SPELLS
Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
Control Weather: Changes weather in local area.
Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
Destruction F: Kills subject and destroys remains.
Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
Ethereal Jaunt: You become ethereal for 1 round/level.
Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to many creatures.
Refuge M: Alters item to transport its possessor to you.
Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).*
Repulsion: Creatures can’t approach you.*
Restoration, Greater X: As restoration, plus restores all levels and ability scores.*
Resurrection M: Fully restore dead subject.*
Scrying, Greater: As scrying, but faster and longer.*
Summon Monster VII: Calls extraplanar creature to fight for you.*
Symbol of Stunning M: Triggered rune stuns nearby creatures.
Symbol of Weakness M: Triggered rune weakens nearby creatures.
Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
8TH-LEVEL CLERIC SPELLS
Antimagic Field: Negates magic within 10 ft.
Cloak of Chaos F: +4 to AC, +4 resistance, and SR 25 against lawful spells.
Create Greater Undead M: Create shadows, wraiths, spectres, or devourers.
Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
Discern Location: Reveals exact location of creature or object.
Earthquake: Intense tremor shakes 5-ft./level radius.
Fire Storm: Deals 1d6/level fire damage.*
Holy Aura F: +4 to AC, +4 resistance, and SR 25 against evil spells.*
Planar Ally, Greater X: As lesser planar ally, but up to 18 HD.
Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to many creatures.
Shield of Law F: +4 to AC, +4 resistance, and SR 25 against chaotic spells.*
Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.*
Summon Monster VIII: Calls extraplanar creature to fight for you.*
Symbol of Death M: Triggered rune slays nearby creatures.*
Symbol of Insanity M: Triggered rune renders nearby creatures insane.
Unholy Aura F: +4 to AC, +4 resistance, and SR 25 against good spells.

9TH-LEVEL CLERIC SPELLS
Astral Projection M: Projects you and companions onto Astral Plane.*
Energy Drain: Subject gains 2d4 negative levels.
Etherealness: Travel to Ethereal Plane with companions.
Gate X: Connects two planes for travel or summoning.
Heal, Mass: As heal, but with several subjects.*
Implosion: Kills one creature/round.
Miracle X: Requests a deity’s intercession.*
Soul Bind F: Traps newly dead soul to prevent resurrection.
Storm of Vengeance: Storm rains acid, lightning, and hail.*
Summon Monster IX: Calls extraplanar creature to fight for you.*
True Resurrection M: As resurrection, plus remains aren’t needed.*

CLERIC DOMAINS
STRENGTH DOMAIN
Granted Power: You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.
Strength Domain Spells
1 Enlarge Person: Humanoid creature doubles in size.
2 Bull’s Strength: Subject gains +4 to Str for 1 min./level.
3 Magic Vestment: Armor or shield gains +1 enhancement per four levels.
4 Spell Immunity: Subject is immune to one spell per four levels.
5 Righteous Might: Your size increases, and you gain combat bonuses.
6 Stoneskin M: Ignore 10 points of damage per attack.
7 Grasping Hand: Large hand provides cover, pushes, or grapples.
8 Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
9 Crushing Hand: Large hand provides cover, pushes, or crushes your foes.

SUN DOMAIN
Granted Power: Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.
Sun Domain Spells
1 Endure Elements: Exist comfortably in hot or cold environments.
2 Heat Metal: Make metal so hot it damages those who touch it.
3 Searing Light: Ray deals 1d8/two levels, more against undead.
4 Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
5 Flame Strike: Smite foes with divine fire (1d6/level damage).
6 Fire Seeds: Acorns and berries become grenades and bombs.
7 Sunbeam: Beam blinds and deals 4d6 damage.
8 Sunburst: Blinds all within 10 ft., deals 6d6 damage.
9 Prismatic Sphere: As prismatic wall, but surrounds on all sides.
 



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