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

Jemal said:

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 was basing it off a ring in the Epic Level Handbook (Ring of Righteous something-or-other... Gives Holy Aura, was priced at 250k)... The SR vs. Evil was more for flavor than anything else (and to keep the feel of Holy Aura), so if that can be incorporated at a reasonable price (even if it involves lowering the base SR), I'd like it.

I'd be satisfied with the version you posted though, so I'm not going to haggle the price any. There'll be plenty of time for that once I try to work out my epic spell :) (which should be within the next couple of days...)
 

log in or register to remove this ad

Here's my submission:

Verdane "The Knowing": Human Paladin 6/Sorcerer 6/Loremaster 20; CR 32; Medium Humanoid; HD 6d10+26d4+64; hp 187; Init +1; Spd 60'; AC 28 (touch 20, flat-footed 28); Atk +19/+14/+9/+4 base, +21/+16/+11/+6 melee (1d4+9, +5 dagger), +61/+61/+56/+51/+46 ranged (1d8+43, +20 long bow of alacrity/+20 arrrows); SQ: aura of courage, detect evil at will, divine grace, remove disease, smite evil, turn undead, instant mastery, avoidance, lore, weapon trick, greater lore, dodge trick, true lore; AL LG; SV Fort +37, Ref +34 (+39 with bow), Will +43; Str 12, Dex 12, Con 14, Int 17, Wis 17, Cha 34 (46).

Skills: Alchemy 29, Concentration 35, Diplomacy 15, Knowledge (Arcane) 32, Knowledge (Religion) 10, Ride 3, Scry 29, Spellcraft 32, Use Magic Device 23

Feats: Martial Weapon Proficiency, Light Armor Proficiency, Medium Armor Proficiency, Shield Proficiency, Silent Spell, Eschew Materials, Spell Focus (Transmutation), Leadership, Skill Focus (Knowledge (arcane)), Craft Magic Arms & Armor, Quicken Spell, Craft Staff, Epic Leadership, Greater Spell Focus (Transmutation), Master Staff, Epic Spellcasting, Ignore Spell Component, Craft Epic Arms & Armor, Automatic Quickened Spell (1st through 3rd), Automatic Quickened Spell (4th through 6th)

Languages: Common, Elven, Dwarven, Gnome, Halfling, Orc, Draconic, Goblin, Gnoll, Thrikeen, Treant, Giant, Sylvan, Celestial, Infernal, Abyssal, Auran, Terran, Aquan, Ignan, Undercommon, Githyanki, Githzerai, Slaad, Loxo

Sorceror Spells (6/11/11/10/10/10/10/9/9/9/3(epic)): 0—arcane mark, dancing lights, detect magic, light, mage hand, mending, prestidigation, ray of frost, read magic; 1—burning hands, magic missile, mount, shield, true strike; 2—blindness/deafness, detect thoughts, invisibility, knock, web; 3--clairvoyance, fireball, greater magic weapon, haste; 4—detect scrying, dimensional anchor, polymorph other, stoneskin; 5—cone of cold, hold monster, seeming, wall of force; 6—disintegrate, geas, repulsion; 7—grasping hand; Mordenkainen’s magnificent mansion, sequester; 8—discern location, polymorph any object, summon monster VIII; 9—disjunction, time stop, wish; epic—epic magic weapon

Possessions:
Mithral Golem 250,000
Staff of Passage 180,000
Staff of Meteors (25th level Meteor Storm & DC +20) 168,750
Cloak of Epic Charisma 1,440,000
Rod of Epic Negation 446,000
Rod of Excellent Magic 600,000
Tome of Leadership and Influence +5 137,500
Manual of Bodily Health +5 137,500
Manual of Gainful Exercise +4 110,000
Manual of Quickness of Action +4 110,000
Amulet of Natural Armor +5 50,000
Portable Hole 14,000
Glove of Storing x2 4,400
Greater stone of good luck +3 90,000
Ioun stones (clear, iridescent & pearly white) 40,000
Mirror of Mental Prowess 175,000
Carpet of Flying (6 x 9ft) 54,000
Ring of universal elemental resistance, major 216,000
Ring of freedom of movement 40,000
Bracers of armor (+8) 64,000
Boots of Levitation / Striding and Springing 20,000
Robe of eyes 90,000
Goggles of Night 8,000
Scarab of Protection 38,000
Bag of holding 1 2,500
Ring of three wishes 97,950
Gem of seeing 75,000
Quiver of Ehlonna 1,800
Long Bow of Alacrity (as Quarterstaff of Alacrity) 462,600
Arrows +2 (200) 32,000
Dagger +5 50,000
Total 5,385,000 (including epic spell)
 
Last edited:


Verdane "The Knowing" is the aging mentor, who is out for one last hurrah, before leaving the world permanently. He aims to sculpt his niece/nephew to follow in his steps as a defender of the innocent and vanquisher of evil, but knows that each must choose his or her own path. He looks to the youthful energy of his protege to supplement his only aging powers.
 


I'm going to open up a rogues gallery today for everyone to post their characters too, and I'll check over the final versions in there. Once everyone's character is approved we can start the game. Any other ideas on character inter-relations/ties?

I've looked at the characters so far and I've noticed a few problems:

Arknath -
A periapt giving +8 to both Charisma AND Wisdom would cost you 1,920,000. NOT 1,280,000. You forgot to add in the X2 price modifier for the second feature. (Seeing as how both features cost the same, it doesn't matter WHICH is the second feature.)
Also you forgot to include the price for Staff of Heirophants. Since you have the Craft Epic Staff feat, I'm assuming you made it, in which case it costs 250,594 GP and 20,048 XP.

GPuppy -
+5 celestial Armour of heavy fortification is an EPIC item. +5 Heavy Fortification is a +10 value, so adding the Celestial part (Which is the equivalent of a +4 value) would make it a total armour enhancement of +14, which would cost 1,960,300.
Why do I say it's the equivalent of a +4 value? Simple -
Celestial armour costs 25,000. +5 armour/shield costs 25,000. The celestial armour is normally a +1 armour, meaning that the remainder of the +5 total value must be the celestial part, thus 'celestial' is a +4 market bonus modifier.
I'm also allowing your mantle's Holy Aura cost to be reduced to 250K (LIke the ring), but I won't allow you to take the SR any higher than 52 without extravagantly gouging you on the price.

Perivas -
How did you get a 46 charisma? 18 base + 8 lvl + 5 book + 12 enhancement=43, not 46. Where'd the other 3 come from?
Also a few things with your equpiment - You'v got 2 things in your amulet slot (Amulet of Nat. Armour, Scarab of Protection) and you've got 3 rings. Just wondering how you're planning on working that without the "Additional Magic Item" Epic feat.
And you should have a leadership score of 50 (52 if you explain where the other 3 cha is from), allowing a lvl 30 Cohort (or 31 if the 3 misc is explained).


EVERYONE: Anyone with storage devices (Portable Hole, Bag of Holding, Gloves of Storing, etc). Please list what items are in which storage device. ALSO, remember not to mix extradimensional spaces. (No carrying your portable hole inside your bag of holding in the palm of your glove of storing... *L*.)
 

Arknath -
A periapt giving +8 to both Charisma AND Wisdom would cost you 1,920,000. NOT 1,280,000. You forgot to add in the X2 price modifier for the second feature. (Seeing as how both features cost the same, it doesn't matter WHICH is the second feature.)
Also you forgot to include the price for Staff of Heirophants. Since you have the Craft Epic Staff feat, I'm assuming you made it, in which case it costs 250,594 GP and 20,048 XP.

Hmmm...I thought that the formula for pricing such items was just double the most expensive item's cost not double the item's primary feature plus the secondary's original cost. In the case of my item, that means that the item costs 2.5 times more than buying the original item (in either case). Are you sure that is correct? The Tome and Blood chart says to multiply an item's base price (a.k.a. most expensive power) by 2 to come up with the total cost of the item. It gives the example of a belt that gives both Strength and Constitution, which is how I came to the price that I have.

As for the Staff of the Heirophants, I decided against that since I'm creating my own intelligent staff. Anyway, I should have my character posted in the rogue's gallery soon.. :)
 
Last edited:

Jemal said:
Perivas -
How did you get a 46 charisma? 18 base + 8 lvl + 5 book + 12 enhancement=43, not 46. Where'd the other 3 come from?
Also a few things with your equpiment - You'v got 2 things in your amulet slot (Amulet of Nat. Armour, Scarab of Protection) and you've got 3 rings. Just wondering how you're planning on working that without the "Additional Magic Item" Epic feat.
And you should have a leadership score of 50 (52 if you explain where the other 3 cha is from), allowing a lvl 30 Cohort (or 31 if the 3 misc is explained).

46 charisma? Venerable age. You'll notice that my strength, dexterity and charisma have all taken quite a hit. I was under the impression that the scarab was under a separate slot...my fault. I'll just change the amulet of natural armor to a belt of natural armor then. I'm keeping the ring of three wishes and the gem of seeing in the bag of holding. I'm limiting myself to the 20.999th level witch for Calim, as discussed earlier.
 

Jemal said:
GPuppy -
+5 celestial Armour of heavy fortification is an EPIC item. +5 Heavy Fortification is a +10 value, so adding the Celestial part (Which is the equivalent of a +4 value) would make it a total armour enhancement of +14, which would cost 1,960,300.
Why do I say it's the equivalent of a +4 value? Simple -
Celestial armour costs 25,000. +5 armour/shield costs 25,000. The celestial armour is normally a +1 armour, meaning that the remainder of the +5 total value must be the celestial part, thus 'celestial' is a +4 market bonus modifier.
I'm also allowing your mantle's Holy Aura cost to be reduced to 250K (LIke the ring), but I won't allow you to take the SR any higher than 52 without extravagantly gouging you on the price.

Makes sense... Consider that armor Light Fortification, then (which gives me another 25k to work with :) )

As for the Mantle, I'm satisfied with your revision, so I'll use that.

Still need an epic spell... The gist of what I'm looking for: Some sort of epic equivalent to Consecrate, using the Heal and Ward seeds. Like, stab down my staff and undead and evil outsiders get destroyed (depending on saving throw, hit die, or whatever) and driven back to a certain radius, with appropriate Healing for allies within the radius...

One thing I'm wondering: I want to sacrifice turning attempts to help mitigate this, and I'm wondering how much each should decrease the Spellcraft DC... Also, I'd like to use the ward seed against two related creature types (Undead and Evil Outsiders)... How should this effect the DC (I don't recall it specifying in the ELH)?
 
Last edited:

Arknath - i don't recall Tome & Blood being a Core book. I'm reffering to going by the DMG, page 246

Adding New Abilities

A creator can add new magical abilities to a magic item with no restrictions...
If the item is one that takes up a specific space on a character, any additional power added to that item dobules the cost. For example, if a character adds the power to confer invisibility to her +2 ring of protection, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 2.

Everybody seems to overlook this section, but it clearly says that items with multiple abilities cost the original ability + twice that of each additional ability.

ie.. The total cost of the item in the above example would be that of a +2 Ring of Protection plus twice the cost of a Ring of Invisibility.

Perivas - Didn't even look at age. My bad.

GPuppy -
Using ward against 2 different types means using the seed twice, thus the DC for Warding vs both Undead and Evil Outsiders would be 28 for the Ward seed.

I'm extrapolating this from the HELLBALL, which does 4 different energy types of damage, and the Energy seed in it has a DC of 76, which is 4 X 19 (The Energy seed DC=19). Therefore using a Seed to do it's thing multiple times has the DC of using the Seed multiple times.

As for Sacrificing Turning attempts.. I'll give it an ad-hoc -5 DC mod for each Turning attempt you use up to cast it.

Also, the HEAL seed cannot destroy undead, it reduces them to 1d4 HP (Just like a HEal spell). and it doesn't affect outsiders (Evil or not) at all. To actually destroy them you'ld have to use A Slay seed (Which wouldn't work on the Undead), or a Destroy seed.

Also to get it to affect an area you'ld have to Change Target to Area(+10), and then pick an area (I'ld suggest 20' Radius around you for DC+2). THEN go with some Incrase Areas to get it fairly good (I'ld go for +400% to make it a 100' radius at another + 16 DC.

I don't see how you're going to get this spell working without either taking mondo Backlash (Which would be deadly if it has a duration), Burning XP (unadvisable if you don't have a Rod), and/or finding some way to up your Spellcraft check by 20 to 30 more points.
 

Remove ads

Top