Epic Game

Waiting for Paxus's approval, Talariel is complete:

Name: Talariel
Race: Female Trumpet Archon (Outsider, Lawful, Good)
Class: ECL 8/Outsider 12/Cleric 6/Hierophant 3/Contemplative 1
Alignment: Lawful Good
Height: 5'4"
Weight: 110lbs
Eyes: Green
Hair: Green (Blond)
Complexion: Green (Pale)

Strength 28 (13, +10 Race, +5 Inherent)
Dexterity 24 (10, +6 Race, +5 Inherent, +3 Enhancement)
Constitution 36 (13, +12 Race, +5 Inherent, +6 Enhancement)
Intelligence 22 (12, +6 Race, +4 Inherent)
Wisdom 40 (14, +6 Race, +5 Level, +5 Inherent, +10 Enhancement)
Charisma 30 (14, +6 Race, +4 Inherent, +6 Enhancement)

Hit Points: 398 (12d8+7d8+1d6+2d8+286)

AC 60 (10, +9 Armor, +14 Natural, +5 Deflection, +5 Luck, +5 Sacred, +5 Dexterity, +7 Shield)

Attack: 31/26/21/16 (17 BAB, +9 Strength, +1 Weapon, +1 Epic, +1 Competence, +2 Morale)
Damage 2d6+1d6 Fire +1d6 Cold +1d6 Electrical, +1d6 Acid, +1d6 Sonic, +2d6 Holy, +1 Con damage +14 (+13 from Strength +1 from weapon)

-or-

Attack: 36/31/26/21 (17 BAB, +9 Strength, +6 Weapon, +1 Epic, +1 Competence, +2 Morale)
Damage: 2d6 +19 (+13 Stength, +6 Weapon)

Saves:

Fort +49 (16 Base +13 Con, +5 Resistance, +10 Cha, +1 Epic, +1 Luck, +1 Competence, +2 Morale)
Reflex +37 (10 Base, +7 Dex, +5 Resistance, +10 Cha, +1 Epic, +1 Luck, +1 Competence, +2 Morale)
Will +51 (16 Base, +15 Wis, +5 Resistance, +10 Cha, +1 Epic, +1 Luck, +1 Competence, +2 Morale)


Racial Abilities

—Darkvision out to 60 feet and low-light vision.
—Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save DC 28. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours.
—Immunity to electricity and petrification.
— +4 racial bonus on saves against poison.
—Magic Circle against Evil (Su): A magic circle against evil effect always surrounds an archon (caster level 22).
—Teleport (Su): Archons can use greater teleport at will, as the spell (caster level 14th), except that the creature can transport only itself and up to 50 pounds of objects.
—Tongues (Su): All archons can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
—Spell-Like Abilities: At will—detect evil, continual flame, message. Caster level 12th.
—Trumpet (Su): An archon’s trumpet produces music of utter clarity, piercing beauty, and, if the trumpet archon wills it, paralyzing awe. All creatures except archons within 100 feet of the blast must succeed on a DC 26 Fortitude save or be paralyzed for 1d4 rounds. The archon can also command its trumpet to become a +4 greatsword as a free action.
—Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish)
—A trumpet archon’s natural weapons, as well as any weapons it wields, are treated as good-aligned and lawful-aligned for the purpose of overcoming damage reduction.
—Spell Resistance: 39
—40ft Ground movement
—90ft Flight (good)
—+10 Str, +6 Dex, +12 Con, +6 Int, +6 Wis, +6 Cha
—+14 Natural Armor
—Damage Reduction 10/evil

Class Abilities:

Prestige Domain: Access to the Mysticism domain
Divine Health: Immune to all disease magical and otherwise
Divine Reach 2: A hierophant with this ability can use touch spells on targets up to 30 feet away. If the spell requires a melee touch attack, the hierophant must make a ranged touch attack instead. Divine reach can be selected a second time as a special ability, in which case the range increases to 60 feet.
Bonus Metamagic Feat: Quicken Spell
Domain Powers:
Courage: all allies within 10ft (including self) gain a +4 morale bonus on saving throws versus fear effects.
Good: Cast Good spells at +1 Caster Level
Mysticism: Charisma Bonus to saves

Feats:

Extend Spell, Persistent Spell, Spell Penetration, Greater Spell Penetration, Improved Spell Capacity, Improved Spell Capacity, Improved Spell Capacity, Craft Wondrous Item, (Quicken Spell)

Skills:


Concentration 42 (25 Ranks, +13 Con, +1 Luck, +1 Competence, +2 Morale)
Craft (Needlework) 14 (4 ranks, +6 Int, +1 Luck, +1 Competence, +2 Morale)
Diplomacy 41 (25 Ranks, +10 Cha, +2 Synergy, +1 Luck, +1 Competence, +2 Morale)
Heal 25 (6 Ranks, +15 Wis, +1 Luck, +1 Competence, +2 Morale)
Hide 38 (15 Ranks, +7 Dex, +15 Competence, +1 Luck, +2 Morale, -2 Armor check)
Knowledge (Arcana) 26 (16 Ranks, +6 Int, +1 Luck, +1 Competence, +2 Morale)
Knowledge (Religion) 34 (24 Ranks, +6 Int, +1 Luck, +1 Competence, +2 Morale)
Knowledge (The Planes) 26 (16 Ranks +6 Int, +1 Luck. +1 Competence, +2 Morale)
Listen 34 (15 Ranks +15Wis +1 Luck, +1 Competence, +2 Morale)
Move Silently 38 (15 Ranks +7 Dex, +15 Competence, +1 Luck, +2 Morale)
Perform (wind inst.) 29 (15 Ranks +10 Cha +1 Luck, +1 Competence, +2 Morale)
Perform (Singing) 29 (15 Ranks +10 Cha, +1 Luck, +1 Competence, +2 Morale)
Sense Motive 44 (25 Ranks +15 Wis, +1 Luck, +1 Competence, +2 Morale)
Spellcraft 37 (25 Ranks +6 Int, +1 Luck, +1 Competence, +2 Synergy, +2 Morale)
Spot 34 (15 Ranks, +15 Wis, +1 Luck, +1 Competence, +2 Morale)

Spells:
Base DC: 25 Caster Level: 27 Domains: Courage, Good, Mysticism
6/9+1/9+1/9+1/8+1/8+1/7+1/7+1/6+1/6+1/3+1/3+1/2+1

0. Detect Magic, Create Water, Mending, Guidance, Purify Food and Drink, Read Magic
1. Bless, Santuary, Divine Favor, Doom, Command (x2), Eyes of the Avoral (BoED99), Ray of Hope (BoED105), Vision of Heaven (BoED111), +Protection from Evil
2. Calm Emotion, Lesser Restoration (x2), Silence, Augury, Elation (x2) (BoED98), Hold Person, Remove Paralysis, +Spiritual Weapon
3. Magic Vestment (x2), Daylight, Searing Light, Dispel Magic, Invisibility Purge, Speak with Dead. Remove Disease, Remove Curse, +Magic Circle against Evil
4. Recitation (x2)(DotF), Sending, Greater Magic Weapon (x2), Neutralize Poison, Sword of Conscience (BoED109), Blood of the Martyr (BoED92) +Holy Smite
5. Persistent Divine Favor, Extended Greater Status (BoED100), Flame Strike, Slay Living, Greater Command, Righteous Might, Dispel Evil, Plane Shift, +Valiant Fury(CW118)
6. Heal (x5), Banishment, Greater Dispel Magic, +Heroes Feast
7. Righteous Wrath of the Faithful (DotF), Holy Word, Repulsion, Destruction, Righteous Smite (BoE106)(x3), +Greater Heroism
8. Persistent Freedom of Movement, Persistent Divine Power, Discern Location, Antimagic Field, Fire Storm, Spread Contentment (BoED107), +Lion's Roar (CW118)
9. Persistent Righteous Might, Miracle, Extended Holy Aura, Mass Heal, True Resurrection, Gate, +Quickened Valiant Fury
10. Persistent Quickshift (BoED104), Quickened Heal (x2), +Extended Greater Aspect of Deity
11. Persistent Shield of the Archons (BoED107), Quickened Righteous Smite (x2), +Extended Greater Cloak of Bravery
12. Quickened Firestorm, Persistent Greater Spell Immunity, +Extended Quickened Greater Heroism

Possessions:

82,500 +5 Book of Strength*
82,500 +5 Book of Dexterity*
82,500 +5 Book of Constitution*
66,000 +4 Book of Intelligence*
82,500 +5 Book of Wisdom*
66,000 +4 Book of Charisma*

1,000,000 Periapt of Epic Wisdom (+10 Enhancement to Wisdom)

37,500 Gold Dragon Scale Gauntlets: Made from the cast off scales of Auriex, a Great Gold Wyrm. They impart some of the luck of luck inherient to the gold dragons. (+5 Luck Bonus to AC)*

21,600 Belt of Health (+6 Enhancement Bonus to Constitution)*

39,600 Circlet of Charisma and Disguise: A silvery circlet with a small emerald in the center. (+6 Enhancement Bonus to Charisma, Disguise Self at will)

60,000 Cloak of Radiant Shielding: When the wearer of this white and gold cloak is attacked a golden aura briefly surrounds the caster, attempting to deflect the attack. (+5 Deflection and +5 Resistance bonus to Saves)*

312,850 Baldraga’s Shifting Armor: Baldraga was a powerful succubus, who wore this armor until she was slain by the group. It’s form will shift on mental command from the wearer, from a beautiful gown to a murky silvered appearance that almost seems to blend into the background. It is eerily silent when it moves. It almost seems like a liquid over the wearers body as it shifts to accommodate movement, leaving no weaknesses in the armor to exploit. Additionally it augments the wearers appearance to such a degree that anyone who tries to attack them must make a save vs. a DC11 or be charmed as charm person if a human or animal and a DC17 versus or be charmed as Charm Monster if anything else. Anyone who successfully attacks her gains a +4 to the save. (Glamered, Mithral Charming Full Plate Armor +1 of Heavy Fortification and Nimbleness, Greater Acid Resistance, Cold Resistance, Silent Moves and Shadowed)

101,170 Ghost Shield: This translucent disc of metal, 2 feet in diameter given the command will float around it’s owner acting as a shield. (Mithral Animated Large Shield +5 of Ghost Touch)

203,000 Adamantine Holy, Screaming, Shocking, Frost, Flaming, Corrosive Great Sword +1 of Wounding

688,000 Trumpet: This six foot long silvery trumpet allows the use of the Trumpet ability of the Trumpet Archon, but in someone else’s hands it is a useless lump of metal. As a free action a trumpet archon can change it into a +6 Great Sword.

54,000 Glasses of True Sight: These normal looking glasses let any who wear them see the world as it truly is. (Continuous effect: True sight)*

75,000 Sacred Prayer Book: A small book containing divine prayers for protection. It‘s mere possession grants protection against physical attacks (+5 Sacred Bonus to Armor Class) *

100,800 Boots of Void Grounding: These soft brown leather boots have soles which are of the deepest black. As long as they are worn, negative energy effects are drawn out from the wearer through the soles and drain back to the negative material plane effectively death warding the wearer. (Continuous Effect: Death Ward, caster level 7)*

30,000 Figure of Perfection: This 2inch tall figure appears as a more perfect version of the owner granting greater competence in most endeavors: +1 Competence Bonus to attack rolls, skills, saves and ability checks

48,000 Figure of the Hero: This figure appears as the owner, but somehow greater, inspiring the owner to acts of heroism (Continuous effect: Heroism)

18,000 Figure of Grace: A small Alabaster figure imparts a +3 Enhancement bonus to Dexterity to it's possessor

135,000 Bracers of Greater Magic: These bracers are made of a golden filigree, their abilities enhance the flow of magic, increasing the functional caster level for the wearer for the purposes of spell variables and caster checks. They do not increase the spell capacity of a caster. (+3 Caster Levels)

240,000 Ring of Fire Immunity
240,000 Ring of Sonic Immunity
288,250 10 Scrolls of Wish (used)
12,000 Luckstone*
25,000 Donation for self and Lochlan for Rary's Telepathic Bond
2,000 Handy Haversack
1,000 Silversheen (x4)

100,000 Ingredients for True Resurrection (Diamond dust mixed with holy water) (x4)
1,600 Masterwork Composite Longbow (+12 Strength)
5 Arrows (x100)
5 Spell component Case
10 Silken Rope 100ft
10 Sunrods(x5)
25 Holy Symbol, Silver
1,000 Spyglass
100 Masterwork flute

2,475gp unspent

*Self Made

Appearance: Publicly she appears as a tallish elf with long curly golden hair and a pale complexion via the disguise feature of her circlet. As most elves, her face is unlined by age, she appears to be in her late teens or early twenties. She is breathtakingly beautiful, but when wearing her armor she becomes “Beauty incarnate” as one of her admirers called her. In her true form she looks much the same, her completion turns green and her hair takes on a darker green color. Two great white feathered wings come from her back.

It is important to note she has a strong emotional effect on those around her. She is supernaturally beautiful (Charming armor), Gives a sense of security and protection for those around her (Aura of courage and circle of protection from evil), Frightening those who are hostile to her (aura of menace). When adventuring has the Greater Aura of Courage up which inspires her allies to such a degree that it makes them immune to fear and makes them attack better.

Personality: Despite her power, Talariel is quite young, especially for the celestials. She has a tendency to be fascinated by things others would consider mundane. Her sometimes childlike glee about things makes her appear very young. However, she is still a celestial and even among the celestials she is considered wise.

She has a tendency to mother the rest of the party, tending to torn clothing, making sure they have places to stay, making sure they have brought enough food, managing the mundane necessities of the adventuring life.

She is also kind of a neat freak, meticulous about cleanliness and organization. You all know well the clucking of her tongue when someone has left a mess in camp.
 
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A couple of things, on the skills I assumed the Ride skill listed on the Trumpet Archon's list was a typo and they actually meant Hide as it makes no sense they would have ride as a skill and do have move silently.

Secondly. I am wondering about this:

Bracers of Greater Magic: +4 Caster levels: 240,000

The price is based on the the Orange Prism which costs 30,000 and gives +1 caster level. I halved the 30,000 for 15,000 because it doesn't take up an item slot and then took the +4 squared times 15,000.

This may be too powerful, so I thought I would run it past you first.

Of and one more thing, If I purchased several scrolls of wish and had one of our arcane types grant inherent bonuses to our impoverished paladin, would that break the spirit of the vow of poverty?
 

Wrahn said:
A couple of things, on the skills I assumed the Ride skill listed on the Trumpet Archon's list was a typo and they actually meant Hide as it makes no sense they would have ride as a skill and do have move silently.

Secondly. I am wondering about this:

Bracers of Greater Magic: +4 Caster levels: 240,000

The price is based on the the Orange Prism which costs 30,000 and gives +1 caster level. I halved the 30,000 for 15,000 because it doesn't take up an item slot and then took the +4 squared times 15,000.

This may be too powerful, so I thought I would run it past you first.

Of and one more thing, If I purchased several scrolls of wish and had one of our arcane types grant inherent bonuses to our impoverished paladin, would that break the spirit of the vow of poverty?

Hide skill is okay. For the Bracers, anything above a +3 is an epic item (as it exceeds 200,000 gold in price), and as such costs 10 times as much, so 2.4 million. If you purchase the scrolls with your own money, you can may do so; the Vow of Poverty allows the vower to accept one-time item use, and I'll extend that to allow one-time permanent items. He, of course, cannot purchase any items for himself.
 

Wrahn said:
Of and one more thing, If I purchased several scrolls of wish and had one of our arcane types grant inherent bonuses to our impoverished paladin, would that break the spirit of the vow of poverty?

Just how many were you thinking? I think it may be straining the bounds of credibility for Lachlan to allow Talariel to spend hundreds of thousands of gp on his behalf.
 

Well, somewhere less than 22. :P

I will have some money left over, I am pretty much happy with where my character sits and I still have half a million gold to spend. Depending on what is left, I am thinking somewhere around 10.

Speaking in character:

"Now don't be difficult," she clucks her tongue indicating, in fact, you are being difficult, "You rely on the forces of good to provide, I am a force of good and I am providing."
 

I've got a few questions to ask..

First, RE:
all but the most expensive secondary function on an item costs twice as much as normal.

So is that instead of the usual X1.5 from the DMG? IE, if I made a Belt of Nat. Armour+5/Con+6, would it cost 104,000 (from DMG), or 122,000 (using X2 for secondary function)?

Second, anything over 200K is epic, and Epic items are X10 cost, correct?

So, does that mean that if I combine multiple abilities to one item and that takes it over 200K, would I ALSO multipy it by 10? (that don't make sense to me, but wondering what u think.) Or is that just for singular functions that would normally be over 200K? I'm thinking it's the second one, b/c the Staff of Power has multiple powers and costs over 200K but isn't epic, 'technically'

I need to know both of the above before I can complete my equipment list, as they apply to a couple items i want.

A Ring that combines Wizardy 1(20K), 2(40K), 3(70K), 4(100K) + Energy Resistance(Greater) of all 5 energy types(44K each)

Ring of Fast Healing(300K), Protection +5(50K), and The Ram(8.6K)

A Robe combining Robe of Arch-magi(75K) and Robe of Eyes(120K)

Helm combining Helm of Telepathy(27K) and Hat of Disguise(1.8K)

Belt of Nat Armour+5(50K) And Constitution+6(36K)

Gloves of Dexterity+6(36K) and Storing(10K each glove, so 20K)

----------

OK, that's those out of the way, now for other stuff.
I also have a few items I'ld like that I 'made' using the DMG guidelines at the back, are they allright with you?

Medallion of Luck:
+5 luck bonus to AC(62.5K - Bonus Squared X 2,500 for 'AC bonus, other')
+5 luck bonus to Saves(50K - Bonus Squared X 2,000 for 'save bonus, other')
+6 Wisdom(36K - as Periapt),
Proof against Detection/Location(27K - As Amulet)

Total price - Depends on answers to above questions, anywhere from 232,000 (If non-epic and X1.5) to 2,885,000 (If Epic and X2)

Greater Winged Boots:
Fly, use-activated/continuous (72K - Spell Lvl 3 X caster lvl 6 X 2,000 GP, X 2 for spell duration of Min/lvl)


ALso, you said in an earlier post that items we could create are purchased at 60% of market price... SO since I have the Craft Wondrous Item feat, does that mean any wondrous Item I buy that I could create, I only pay 60% for? (IE most of the above, etc)
 
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Jemal said:
I've got a few questions to ask..

First, RE:

So is that instead of the usual X1.5 from the DMG? IE, if I made a Belt of Nat. Armour+5/Con+6, would it cost 104,000 (from DMG), or 122,000 (using X2 for secondary function)?

Second, anything over 200K is epic, and Epic items are X10 cost, correct?

So, does that mean that if I combine multiple abilities to one item and that takes it over 200K, would I ALSO multipy it by 10? (that don't make sense to me, but wondering what u think.) Or is that just for singular functions that would normally be over 200K? I'm thinking it's the second one, b/c the Staff of Power has multiple powers and costs over 200K but isn't epic, 'technically'

I need to know both of the above before I can complete my equipment list, as they apply to a couple items i want.

ALso, you said in an earlier post that items we could create are purchased at 60% of market price... SO since I have the Craft Wondrous Item feat, does that mean any wondrous Item I buy that I could create, I only pay 60% for? (IE most of the above, etc)

I keep forgetting that they changed that rule in 3.5; given what can be done with it at x2, I think I will keep it at double cost, rather than 1.5x cost. An item is only epic if a single power would cost over 200,000, or requires an epic feat, skill, or caster level to create. If you can cast every spell that would be a requirement for an item, then you can create it, and get the price break. For luck bonuses, Wish or Miracle is the prerequisite.
 



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