How many of these "Sanctified (or Damned) Characters" are there? With Divine Rank 0, I'd think it they'd be pretty special
Only a few.
I was wondering how you handle Epic spellcasting. I've decided that the current reqs, in terms of money and XP, are too stringent for my game. So, I've halved those reqs, while keeping the development time the same. Have you altered the development reqs at all?
I don't charge in the conventional sense at all. A 28th level character might have a certain amount of total resources (equipment, epic spells, property, wealth etc.). I just make sure that their total is roughly in the ball park expected of a character of that level. None of the characters in my game actually have 3 million gp, or whatever it is.
Sep,
Just wanted to encourage you to publish those epic level spell rules. I certainly would purchase the pdf if you sold it.
Thanks. Don't hold your breath, though.
*
As I wrote before, these posts would be kind of rambling. I'll come back to divininty, but I though I'd post this in the meantime.
ABAT-DOLOR
Retroengineering Graz'zt and Rhyxali to a reasonable base demon was tricky, and I'm still not happy with it . The references I had seen to the abat-dolor were in the context of Gygax's Gord the Rogue novels – a series I had not read. The idea of the dolors fascinated me though, and the BoVD web enhancenment suggests a kinship between Graz'zt and Rhyxali. It seemed the obvious way to start.
The biggest problem was the CR: where to peg the base dolor? My initial feeling was to try to squeeze it into a CR 18 or 20 by not including some of the powers shared by Graz'zt and Rhyxali, but it wouldn't work. SR 38 has to be an epic monster; 15/cold iron and epic has to be an epic monster; and the equipment that I felt they should have meant that I just couldn't make them fit. I think they work pretty well as a CR 21.
Dolors do not follow the usual rule for tanar'ri SR (i.e. CR +8), but as neither Graz'zt nor Rhyxali do either, maybe it can be stretched a little. In terms of baseline abilities, the assumption is that Rhyxali is a more 'typical' member of the species, whereas Graz'zt is blessed with a native power which sets him far above his peers. Even wth Charisma increases at +4HD advancements, Graz'zt transpires to be the equivalent of a 47-point character (18,17,14,14,12, 10.)
Rhyxali and Graz'zt each have a further suite of spell-like abilities and supernatural powers which sets them apart from the average abat-dolor: the official CR of each demon is 24.
If advanced by HD alone from the base dolor they would technically correspond to a CR 27; in fact CR 26-27 (for Graz'zt) and CR 25-26 (for Rhyxali) is probably closer to the mark, including their additional powers (I'm talking about the official versions of both demons).
The abat-dolor are almost fey in their appearance, and I like the idea of a demonic race who are to other demons what the mythical sidhe or faeries are to mortals. IMC, the dolors are an order of gnostic fallen celestial types, but I've not included anything here which strays too far from the original Gygaxian conception.
Abat-Dolor
Large Outsider (Chaotic, Evil, Extraplanar, Tanar'ri)
Hit Dice: 24d8+168 (276 hp)
Initiative: +9
Speed: 40 ft.
Armor Class: 50 (-1 size, +5 Dex, +13 natural, +6 insight, +10 armor [
+5 abyssal bronze breastplate], +7 shield [
+5 abyssal bronze heavy shield] ), touch 21, flatfooted 45
Base Attack/Grapple: +24/+34
Attack: +5 cold iron longsword +35 melee (2d6+11, 17-20/x2)
Full Attack: +5 cold iron longsword +35/+30/+25/+20 melee (2d6+11, 17-20/x2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, summon demons
Special Qualities: Damage reduction 15/cold iron, epic and good, darkvision 60. ft., fast healing 5, immunity to electricity and poison, resistance to acid 10, cold 10 and fire 10, see invisibility, spell resistance 38, telepathy.
Saves: Fort +21, Ref +23, Will +20
Abilities: Str 23, Dex 28, Con 25, Int 28, Wis 23, Cha 28
Skills: Balance +39, Bluff +36, Concentration +34, Diplomacy +42, Disguise +36 (+40 acting), Gather Information +36, Hide +35, Intimidate +41, Knowledge (arcana) +36, Knowledge (the planes) +36, Listen +33, Move Silently +35, Search +36, Sense Motive +33, Spellcraft +40, Spot +43, Tumble +35.
Feats: Cleave, Combat Expertise, Dark Speech, Dodge, Improved Critical (longsword), Improved Initiative, Mobility, Power Attack, Weapon Focus (longsword).
Environment: A chaotic evil plane
Organization: Solitary, cadre (1d3+1 dolors), or hunt (1d3+1 dolors mounted upon cauchemars plus 1d4+3 succubi and 1d6+6 retrievers)
Challenge Rating: 21
Treasure: Standard coins; double goods; standard items plus
+5 breastplate, +5 heavy shield, and
+5 cold iron longsword
Alignment: Always chaotic evil
Advancement: 25-40 HD (Large); or by character class.
Level Adjustment: +12 ??
The abat-dolor are a race of powerful demonic nobility, originating from a plane deep within the Abyss. Displaced in their wars with deities and other demons, and in the violent clan strife which continually besets them, the dolor have wandered far from their native region, establishing realms and strongholds across a hundred Abyssal layers. Some are itinerant, and act as elite mercenaries or advisors to powerful tanar'ri. They demonstrate great martial prowess, and their preference for armor – unusual amongst demons – combined with their formidable arsenal of spell-like abilities makes them amongst the most dangerous of demonic foes. Abat-dolor have exceptional resistance to spells.
The story of the abat-dolor is long, glorious and bloody; filled with passion, rebellion, betrayal and murder. Historically, the dolor were a race of aesthetes and sophisticates who disdained association with most other tanar'ri, who guarded the purity of their lineage (seldom breeding with mortals), and who were jealous of their ancient customs and traditions. Circumstances have forced many of them to adopt a more open and pragmatic view, although the arrogance of the abat-dolor always causes friction with other Abyssal races. With the exception of certain notable members of their species, the dolor generally show little regard for mortal affairs, and prefer to concentrate their efforts in the arena of demonic politics: most of their realms and enclaves are established below the three hundredth layer of the Abyss.
An abat dolor is statuesque, typically standing eight feet tall and weighing four hundred pounds. Their digits – six per hand and foot – are long and elegant, and their skin ebon black. A dolor's eyes are green slits without iris or pupil. Their preference is for ornate armour made of an abyssal bronze – functionally identical with mithral, and they wield cold iron weapons in contempt of lesser demons: typically longswords and spears. Some (25%) coat their weapons with poison such as vilestar (Contact, DC 24, initial and secondary damage 2d6 Strength.)
The dolor are master strategists, exploring every possible avenue in pursuit of their goals, and employing diverse agents to further their agendas: much of this energy is focused on internecine squabbles and ancient rivalries. If the path of a dolor crosses that of a mortal, it will pursue any wrongs with equal venom.
COMBAT
Abat-dolor relish physical combat and excel at it, but they seldom enter a fight without the odds stacked in their favour. They remain in constant telepathic exchange with other demons and each other, co-ordinating greater teleport efforts with a discerning eye. Typically, a dolor is armed with a +5 cold iron weapon.
An abat-dolor's natural attacks and weapons are considered chaotic-aligned, evil aligned and epic for the purposes of overcoming damage reduction, in addition to any properties possessed by the weapon itself.
See Invisibility (Su): Invisible creatures and objects are always visible to a dolor, as if it were under a see invisibility effect.
Spell-Like Abilities: At will –
blasphemy (DC 26),
damning darkness, darkbolt (DC 21),
deeper darkness, desecrate, detect good, detect law, detect thoughts (DC 21),
greater dispel magic, greater teleport (self plus 50 pounds of objects only),
mirror image, suggestion (DC 22),
telekinesis, tongues (self only),
unhallow, unholy aura (DC 27),
unholy blight (DC 23),
wretched blight (DC 26). 1/day –
disintegrate (DC 25),
shapechange, veil (DC 25). Caster level 20th. The DCs are Charisma-based.
Summon Demons (Sp): Once per day, a dolor can automatically summon 1d2+1 glabrezus.