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

Witch

I need to find out if basing the Witch off of a sorcerer class is do able since the DMG only has a spell list for the class and most everything else is listed as being taken from the sorecer anyway, Charisma to spells and sorcerer progression and so on.\

Thanks in advance
 

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if the witch is a no go then i was thinking about a bard then been looking for awhile at the books and a bard would go the way i was going to go with the witch anyways
 

As some of you may know, recently my computer crashed and I've been having... difficulties. Well, good news! I took it to my uncle, the resident comp genius/tech guy, on The 14th, and he's been working on it since. We finally got it fixed, so I'm back now.

Anyways, I've noticed one or two (Dozen) questions since my last post, so I'll answer them


Calim: Your cohort lvl can be any equal to or lower than that provided by your leader, and if he's got epic leadership, then lvl 20.9999 would be acceptable (I'll start you off at 1 Xp short of lvl 21, and if you want to use that XP for item creation, etc, you can if you want, or keep it and lvl up after the first encounter/puzzle.

Witch is acceptable. For spells known/spells per day, I'ld say it's just a Sorceror with a different spell list.
For skills, 4+int mod, etc, and skill list:
Alchemy(int), Animal Empathy(cha), Concentration(Con), Craft(Int), Diplomacy(Cha), Heal(wis), Knowledge(Arcane, Religion, Nature), Listen(Wis), Perform(Cha), Profession(Wis), Scry(Int), Spellcraft(Int).

Any other suggestions or ideas for it? Anything you think SHOULD be on the skill list, or shouldn't?


Arknath - Your leadership score so far as I can tell should be 46. (32lvl+11ChaMod+2GreatPrestige+1SpecialPower). If your character keeps a low profile about their power, then it'll be no Great Prestige or Special Power mods, leaving it at 43. If you pay your followers (5 SP/lvl/week), You get the extra +1 for fairness/generosity.

As for your questions:
1) Rings WILL work for you while in other forms.
2) You wild shape into a normal version of the creature, but remember that you keep your own HD, BAB, Base Saves, Int, Wis, and Cha. The only things that become as the animal are:
STR, DEX, CON, Appearance, Size, Natural Armour, Natural Weaponry, and Extrordinary Abilities.
3) Intelligent Items in my campaigns require a Craft Intelligent Item metamagic feat, in addition to the feat for the type of item you're crafting (Staff in your case).
4) I'll allow animals from the MM, or the ELH (Legendary Animals). So long as you have no more than 64 total HD, and none of your companions has more HD than your cohort, choose away.
5) To awaken your companions, just assume that you've cast the awaken spell on them in the past (Either pay the 250 XP for each animal/tree you want to awaken, or buy that XP rod and assume you used it to use to cast it.)


GPuppy:
SR: nothing more than the Epic mantle in the ELH, unless you create it yourself or specifically hire someone to make it for you, in which case the cap would be 12+caster lvl, and the price would be worked out privately with me via E-mail. IF anyone wants to do this, e-mail me

Mantle of Pelor - hmm, I'ld rather you not do that, b/c it requires me thinking. *L* j/k.. If you e-mail me the exact stats of what you want, I'll help you out.

Yes, stacking extra items onto an ability cost double what they would normally cost, but I do have 1 change to make - the primary ability is whichever ability costs the LEAST. Which means you take the price of the least expensive ability, and then add double the price of all others. IF you want more than 4 abilities on an item, then like this: least expensive = normal. Next 3 = double. Any any over that = tripple.
This formula is only for items that AREN'T allready detailed in one of the books, b/c those are 'common' items, which are easier to come by, whereas self-styled items are more rare, and thus more expensive.


Victim (Are you the person behind both accounts or is Hammerhead someone you know?) Anyways,
Foresight: Seems pretty straightforward to me. If cast on self, I'll ad-lib the effects, assuming you act instantaneously on your 'spider sense'. If it's on someone else is when it gets tricky... I'll e-mail you when you feel the warning pulse, and you can post IC telling what you do in regards to it (I'll take into account when posting updates that the caster may not have got the e-mail yet, and work it out myself)


Sollir: I believe GOOD is the alignment everyone's assuming.. you guys may want to talk about that before you do any more character planning... If someone's posting a paladin and someone else plops down an assasin, that could cause problems.

Allright, the most important thing for you guys to do right now is decide on party alignment, THEN continue with the char creation.

SO, did I miss anything this time? Any other questions? Anything I've said that makes no sense to people other than me? etc, etc?
 

3) Intelligent Items in my campaigns require a Craft Intelligent Item metamagic feat, in addition to the feat for the type of item you're crafting (Staff in your case).

Ok...not to be a nit picker, but you mean it's an Item Creation feat, right? I'll pick a feat and drop one so that I can take the feat, either way. It's pretty important to my character's background. :)
 

ok got me character and had some thoughts on background but let me know perivas what you kinda wanted to do.

stats modified
10
12
14
18
12
34
charisma +5 from level
charisma +5 inherent
charisma +6enhancement
 

Here's the character sheet thus far... Still need word on the Mantle of Pelor, and also need to work out an Epic Spell (which makes me realize, I need to cut my gp costs some)...

Brother Eigan the Pale

Male Human
Age: 60

Experience: 512,000/528,000
Class: Clr 32
Hit Dice: 32d8+160 (307 hp)

Init: +8 (+8 Dex)
Speed: 60 ft. (30 ft. w/o Boots)

Armor Class: 55 (10 +8 Dex +7 Armor Shield +10 Enhancement +5

Deflection +5 Natural +10 Quarterstaff*)
Touch AC: 48
Flat-footed: 37

* Defending feature of Quarterstaff is assumed to be used unless

attacking, or stated otherwise.

Attack:
Quarterstaff: (-5 AC; other head used for defense)
- +30/+25/+20 (+15 Base +6 Epic +3 Str +5 Enhancement +1
Competence)
- 1d6+9 damage (+4 Str-and-Half +5 Enhancement)

Quarterstaff versus Evil Undead: (-5 AC; other head used for
defense)
- +32/+27/+22 (+15 Base +6 Epic +3 Str +7 Enhancement +1
Competence)
- 3d6+11 damage (+4 Str-and-Half +7 Enhancement +2d6 Holy)

Special Attacks: Turn Undead (24/day), Greater Turning (1/day:
Domain), Level check versus SR (+38), Haste (3/day, 20 rounds:
Boots; and 10 chosen rounds: Gloves), Fly (1/day: Armor)

Special Qualities: Fast Healing 3 (Ring), SR 52 (Mantle), Evasion (Boots)

Alignment: Neutral Good

Saves:
Fortitude: +29 (+12 Base +6 Epic +5 Con +5 Resistance +1 Competence)
Reflex: +26 (+6 Base +6 Epic +8 Dex +5 Resistance +1 Competence)
Will: +42 (+12 Base +6 Epic +14 Wis +5 Resistance +1 Competence +4 Feat)

Abilities:
STR 16 (8 -3 Age +5 Inherent +6 Enhancement)
DEX 26 (14 -3 Age +4 Level +5 Inherent +6 Enhancement)
CON 20 (12 -3 Age +5 Inherent +6 Enhancement)
INT 28 (14 +2 Age +1 Feat +5 Inherent +6 Enhancement)
WIS 38 (18 +2 Age +3 Level +5 Inherent +10 Enhancement)
CHA 36 (18 +2 Age +1 Level +5 Inherent +10 Enhancement)

Skills: (Notes on Int: 14 for twenty levels, 20-21 from 21 to start of 32nd level, from feat, Tome, and age... Skill points: 211)
- Concentration +40, 35 ranks
- Diplomacy +48, 35 ranks
- Heal +49, 35 ranks
- Knowledge (Agriculture) +15, 6 ranks (cc - cost 12)
- Knowledge (Religion) +44, 35 ranks
- Knowledge (Undead) +21, 12 ranks (cc - cost 24)
- Spellcraft +44, 35 ranks
(Armor check penalty: -3)

Feats:
- Non-Epic: Expertise, Combat Casting, Extra Turning x 2, Spell Focus (Conjuration), Spell Penetration, Greater Spell Penetration, Greater Spell Focus (Conjuration)
- Epic: Epic Spell Penetration, Great Intelligence, Improved Combat Casting, Epic Will
- Epic Cleric: Epic Spellcasting, Positive Energy Aura, Epic Spell
Focus (Conjuration), Planar Turning

Languages: Common, Celestial, Infernal

Equipment:
+5 Holy Undeadbane Defending/+5 Defending Quarterstaff, 298.6k
+5 Celestial Armor of Light Fortification 100.3k
+5 Animated Large Steel Shield 49.16k
Boots of Swiftness 256k
Manuals x6 825k
Bracers of Health +6 36k
Robe of Charisma +10 1000k
Periapt of Wisdom +10 1000k
Headband of Intellect +6 36k
Ring of Sustenance 2.5k
Ring of Rapid Healing 300k
Vestments of Natural Armor +5 50k
Gloves of Speed (as Boots of) 8k
Pale Green Ioun Stone 20k
Mantle of Pelor 1174k*

Gold remaining: 514.44k

Mantle of Pelor does: (price estimate per feature)
Holy Aura (250k)
SR 52 (800k)
+5 Resistance to Saves (18k; Holy Aura gives +4)
+5 Deflection to AC (36k; Holy Aura gives +4)
Caster Level: 40; Total price: 1,174,000 GP

Spells normally Memorized:
(Domains: Sun and Healing)
0 (6) - Create Water, Detect Magic(4), Detect Poison

1 (9+1) - Bless Water, Comprehend Languages, Detect Evil, Detect Undead, Divine Favor, Entropic Shield, Invisibility to Undead,
Remove Fear, Sanctuary + Cure Light Wounds*

2 (9+1) - Animal Messenger, Consecrate, Hold Person(2), Lesser
Restoration, Remove Paralysis(2), Silence, Spiritual Weapon + Cure Moderate Wounds*

3 (8+1) - Daylight, Invisibility Purge, Locate Object, Magic
Circle against Evil, Negative Energy Protection, Searing Light,
Speak with Dead, Water Walk + Cure Serous wounds*

4 (8+1) - Air Walk, Death Ward, Dimensional Anchor, Dismissal,
Divination, Neutralize Poison, Status, Tongues + Cure Critical
Wounds*

5 (8+1) - Break Enchantment, Commune, Dispel Evil, Hallow, Healing Circle*, Plane Shift, Raise Dead, True Seeing + Healing Circle*

6 (7+1) - Banishment, Etherealness, Quest, Heal(2)*, Wind Walk,
Word of Recall + Heal*

7 (6+1) - Control Weather, Destruction, Greater Restoration, Holy
Word, Repulsion, Resurrection + Sunbeam

8 (6+1) - Antimagic Field, Earthquake, Greater Planar Ally, Holy
Aura, Mass Heal(2)* + Mass Heal*

9 (6+1) - Gate, Implosion, Miracle, Soul Bind, Storm of
Vengeance*, True Resurrection + True Resurrection

Save DCs:
0: 24
1: 25
2: 26
3: 27
4: 28
5: 29
6: 30
7: 31
8: 32
9: 33
Epic: 34
*Conjuration: +6 to save DC
 
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Estefan Dhourin's Cohort

Aradia Twilight

Female Medium-size (Elf)
Experience: 392,000/406,000
Class: Ranger 20 / Rogue 5 / Gardian Paramount 3
Hit Dice: 20d10 + 5d6 + 3d10 plus 252 (CON) (hp 427)

Init: +15 (Dex +7, Superior Inititive +8)
Speed: 60 ft. (Boots of Springing and Striding)

Armor Class: 30 (Dex +6, Armor +9, Ring +5)
Touch AC: 21
Flat-footed AC: 24

One-Handed Attack: +30/+22/+17
Two-Handed Attack: +28/+20/+15 Off Hand: +28/+23
(BAB 22/14/9, Str +7, Weapon Focus: Longsword +1, Ambidex, TWF, Imp TWF)

Damage:
Primary Hand - Flaming Burst Longsword +3 1d8+10+1d6 fire (crit x2 + 1d10 fire)
Off Hand - Brilliant Energy Dagger +1 1d4+4
Special Sneak Attack: 3d6

Special Attacks: Bane of Enemies +2 to hit, +2 to damage, +2d6 damage vs. Favored Enemies, Death of Enemies crit=death to favored enemy (Fort DC 25)
Special Qualities: Favored Enemies, Track, Evasion, Uncanny Dodge, Sneak Attack, Uncanny Dodge enabler (3/day), evasive preceptor (1/day), protective Aura (1/day)

Favored Enemies: Dragons +5, Undead +4, Aberations +3, Giants +2, Vermin +1

Alignment: Chaotic Good

Saves: Fort +27 [+14 base, +8 Con, +5 Cloak]
Ref +27 [+13 base, +7 Dex, +5 Cloak, +2 LTNG REFL]
Will +20 [+10 base, +5 Wis, +5 Cloak]

Abilities: Str 24 (+6 belt)
Dex 25 (+5 Lvl increases, +3 Inherent)
Con 27 (+1 Lvl increase, +5 Inherent, +6 Amulet)
Int 9
Wis 20 (+6 periapt)
Cha 8
Skills: Concentration +18, Hide +28, Listen +26, Move Silently +22, Search +20, Sense Motive +15, Spot +27, Wilderness Lore +35

Feats: Class - Track, Two-Weapon Fighting, Ambidexterity- Alertness, Lightning Reflexes, Power Attack, Weapon Focus: Longsword, Improved Critical: Longsword, Improved Initiative, Improved Two-Weapon Fighting, Superior Initative, Blinding Speed, Bane of Enemies, Death of Enemies

Languages: Common, Elven

Possessions: Manuel of Quickness +3 (82,500 gp), Mithril Shirt +5 (26,100 gp), Flaming Burst Longsword +3 (50,315 gp), Brilliant Energy Dagger +1 (50,302 gp), Ring of Protection +5 (50,000 gp), Amutlet of Health +6 (36,000 gp), Belt of Giant Strength +6 (36,000 gp), Boots of Striding and Springing (2,500 gp), Bracelet of Friends (4,550 gp), Cloak of Resistance +5 (25,000 gp), Periapt of Wisdom +6 (36,000 gp), Ring of Regeneration (90,000 gp), Manual of Bodily Health +5 (137,500 gp) Total GP value – 626,767



Spells: (3+2/3+1/3+1/3+1), (DC 15 + spell level):
 

i hope this looks right did it in pcgen using your suggestions for the class Jemal

I have a raven familiar as well.
 

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Arknath said:


Ok...not to be a nit picker, but you mean it's an Item Creation feat, right? I'll pick a feat and drop one so that I can take the feat, either way. It's pretty important to my character's background. :)

Yep. The "metamagic" part was a brain fart (Which happens often with me, my head is rather flatulent. *L*). I meant Item Creation. So once you take it, any magic Item you can create, you can also create an Intelligent version.
While creating it, you decide its communication type, capabilities, and any special purposes it might have. use common sense for the abilities. (IE if you can't cast JUMP, then you couldn't give the item that power. if you don't have a feat/skill, you can't give the item that feat/skill, etc. It's int, wis, and CHA will each be your NATURAL score in that area minus 1d4 (Rolled by me). It's alignment is, obviously, the same as yours. I'll be using the pricing guide from the ELH over the DMG one if there are any inconsistancies. For personality, the items personality can be the same as yours (Basically a copy of you), or similar, but it cannot be highly different. (IE If you're a very trusting person, your created intelligent item can't have a cynical, suspicious personality. E-mail me the details to the item and I'll look over it.

GPuppy I looked over the Mantle of Pelor and did a few changes. If you're willing to go with this instead, I'll allow it. Read afterwards for some explanations and other options.

Mantle of Pelor does: (price estimate per feature)
Holy Aura (320k)
SR 52 (800k)
+5 Resistance to Saves (18k; Holy Aura gives +4)
+5 Deflection to AC (36k; Holy Aura gives +4)
Caster Level: 40; Total price: 1,174,000 GP

I took out the +10 VS evil on SR, b/c with a lvl 40 caster that's impossible. Also b/c Holy Aura's a non-epic spell, and it doesn't give SR based on level or an SR bonus, just a flat 25 SR vs Evil.
I also upped the cost of Holy Aura to 320K (Caster Lvl X Spell Lvl X 1000). I don't know where you came up with the 250K, but if you can explain it I might allow it instead of the 320K (That's a 70,000 GP difference).

I haven't looked at the characters that're posted yet, I'll be doing that later tonight.

Also one more thing.. It doesn't make much difference to you millionaires, but Sorcs and Wizzies should remember to pay the extra 100 GP for a Familiar if they are taking one.
 

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