Epic Level 3.5 game

Well, the problem is that certain kinds of divination are assumed, by the game system, to be available.

Some means of defeating invisibility, for example. Detecting and identifying magic items. Detecting and identifying magical protections on foes.

I just, and this is just my opinion of course, think that by letting one or two spells that are useful in an investigation ban -an entire school of magic- you could be overreacting. Well, more accurately, you -are- overreacting. :)

However! I will deal with it.

bear in mind that some of how I deal with it may qualify as "sneakily trying to get around." Some is legit...like Glitterdust to detect invis. Some, like Vatic Gaze to give permanent Detect Magic at will, and using the Artificer's Monocle from MIC to...in conjunction with aforementioned Detect Magic at will...identify the traits of magic items, are more questionable and may be shot down.

Nevertheless, I don't see that I have a lot of options, since simply doing without those basic capabilities seems pretty silly to me.
 

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Brazeku said:
Ryfte, did you want in? I didn't actually notice your post before. You could probably sneak in no problem.

Didn't want to be pushy or anything but I did have an almost completed 20th level character I've not gotten to try out lying around. ;)

Edit: Technically speaking invisibility in all forms merely grants you a +20 to your Hide check while moving and a +40 when stationary as well as Hide in Plain Sight... thus if you're moving around and someone has a spot of +20... all other things being equal they're going to have even odds to simply "see" you. *shrug* Now granted getting a +20 on a hide check makes rogues and their ilk incredibly difficult to detect... epic rogue = 23 Hide + 10 (take 10 Skill mastery) + 10 Dexterity + 20 invisibility = 63 on every Hide check... not counting many other possible additions of course... this rogue can dance through town. :D

The lack of those divinations certainly makes sneaks more useful. ;)
 
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Shayuri said:
Well, the problem is that certain kinds of divination are assumed, by the game system, to be available.

Some means of defeating invisibility, for example. Detecting and identifying magic items. Detecting and identifying magical protections on foes.

Oh, I see what you're concerned about. This is what happens when you're an old DM - I've houseruled identify et al away for so long that I've forgotten that I was using a house rule and that people need it in normal campaigns.

1)Detecting and identifying magical items is handled through knowledge: arcana and knowledge: religion depending on the item. In this campaign all the items will have a context in which they are discovered, or be in use when the party comes across them. Every single serious enemy you will deal with will be unique and statted out by me, and will have appropriate equipment. Regular mooks are hapless versus a level 20 party, and run of the mill magic items that they carry won't even require an ID - that's too slow and it's bad form anyway. Artifacts are handled on a case-by-case basis.
2)Detecting magical protections on foes: spellcraft with a variable DC, usually about 5 higher than would be required if you could see the effect (otherwise it functions as normal).
3)Detecting invisible, etc: glitterdust, blindsense, blindfighting and so on.
 

Ryfte said:
Didn't want to be pushy or anything but I did have an almost completed 20th level character I've not gotten to try out lying around. ;)

Edit: Technically speaking invisibility in all forms merely grants you a +20 to your Hide check while moving and a +40 when stationary as well as Hide in Plain Sight... thus if you're moving around and someone has a spot of +20... all other things being equal they're going to have even odds to simply "see" you. *shrug* Now granted getting a +20 on a hide check makes rogues and their ilk incredibly difficult to detect... epic rogue = 23 Hide + 10 (take 10 Skill mastery) + 10 Dexterity + 20 invisibility = 63 on every Hide check... not counting many other possible additions of course... this rogue can dance through town. :D

The lack of those divinations certainly makes sneaks more useful. ;)

Oh yeah, I definitely want the epic rogue to be able to do that - simply because I believe their ability to set up ambushes or scout and so on should really be unparalleled. As it is, most of the rogue functions are eliminated by various spells, and sneak attack starts needing feats to be effective on things that have all sorts of immunities/fortification, etc.

Also, feel free to post up your character, of course.
 

Arr...of course, spells that grant blindsense are divinations. :)

But I think, with the proper feats, I can make this work.

Thank you for the clarifications.
 

Arise!

I'd like to get this underway within the next 5 or 6 days if possible for everyone on board. Everything is prepared on my end, more or less. I'll assemble a background thread tomorrow, probably.
 


I have a character more or less ready...just finishing inventory...which for characters of this level is pretty extensive.

I will try to have her up by tonight after work.
 

my concept is a Ranger/Horizon Walker, though recruitment is close, ill still put up a character if interested, in case a backup is needed.

for creation, are you allowing feats from the complete warrior
and a weapon from the complete warrior (greatbow)
 
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Here's the crunch for my sorceror/monk of Thoth. A lot of items were made by combining more than one function. I listed what those functions are. Let me know if there's any problems or questions. I'll fill in the background, description and name asap.

[sblock]Name:
Race: Human Noble
Class: Monk 1 / Sorc 14 / Mindbender 1 / Fatespinner 4
Exp: 82,999 / 91,000

Desc:

Str 8 -1 0
Dex 20 +5 6
Con 20 +5 6
Int 14 +2 6
Wis 14 +2 6
Cha 36 +13 16

HP
Init +2
Move: 30'
BAB +9, Grapple +12
Melee +8, Ranged +14
AC 43 (10 + 5 dex + 3 monk + 13 cha, +2 luck +5 deflection, +5 armor), 38 touch, 33 flatfooted
Buffed AC: 47 (+4 shield)
Will +25
Reflex +17
Fort +20

Race Abilities
Bonus Feat
Bonus skill points

Class Abilities
Monk
Improved Unarmed Attack
Improved Grapple
Flurry of Blows

Sorceror
Metamagic Specialist (PHB2 Variant Class Ability)

Mindbender
Telepathy (100') - Any creature with a language

Spin Fate (can apply spin to spell DC)
Fickle Finger of Fate (cause other to reroll any roll as immed action)
Spin Destiny (can apply spin to saves or skill checks)
Deny Fate (autostabilize 1/day)
Resist Fate (reroll any 1 roll /day for self)

Feats
1 Eschew Materials
1 Arcane Mastery
3 Empower Spell
6 Ascetic Mage
9 Vatic Gaze
12 Quicken Spell
15 Heighten Spell
18 Firey Burst

Skills 28m + 70s + 5mb + 20fs
Appraise 8
Bluff 20
Concentration 20
Diplomacy 5
Intimidate 5 (4cc)
Knowledge (Arcana) 19
Knowledge (Religion) 5
Listen 4
Profession: Gambler 5
Sense Motive 5
Spellcraft 19
Spot 4

Languages: Egyptian, Celestial, Infernal

Spell Slots (Caster level: 20, base DC = 23)
0 6/6, 1 - 10/10, 2 - 9/9, 3 - 9/9, 4 - 9/9, 5 - 9/9, 6 - 8/8, 7 - 8/8, 8 - 8/8, 9 - 6/6

Known
0 Amaneuensis, Launch Item, Mending, Message, Arcane Mark, Prestitdigitation, Light, Acid Splash, Ghost

Sound
1 Greater Mage Hand, Ray of Enfeeblement, Alarm, Shield, Charm Person
2 Glitterdust, Shield, Crystalline Memories, Rope Trick, Dimension Hop
3 Haste, Ghost Lantern, Heart of Water, Scintillating Sphere
4 Orb of Force, Greater Invisibility, Suppressing Field, Ennervation
5 Greater Blink, Greymantle, Cyclonic Blast, Wall of Stone
6 Greater Dispel, Power Word: Blind, Disintegrate
7 Spell Turning, Limited Wish, Energy Immunity
8 Mind Blank, Arcane Fusion, Polymorph Any Object
9 Deadly Sunstroke, Summon Monster IX

Equipment
Money: 36,000

Weapon
Unarmed, +8 to hit, 1d6-1 dmg
Dagger, +8 to hit, 1d4-1 dmg, 1gp, 1lb
Runstaff, +10 to hit, 1d6+1 dmg, Smite for x2

Armor
Noble's Clothing, 75

Gear
Jewelry, 100
Signet Ring, 5

Robe of the Archmagi, 75k
Boots of Teleportation, 49k
Circlet of Charisma +6, 36,000
Flying Carpet (5'x5'), 20,000
Cloak of Etherealness, 55,000

Ibis-Blessed Staff (Runestaff of Power), 59,300
Each 1/day for spell slot of equal level
- Cone of Cold
- Continual Flame
- Fireball
- Globe of Invulnerability
- Hold Monster
- Levitate
- Lightning Bolt
- Magic Missile
- Ray of Enfeeblement
- Wall of Force (5'radius hemisphere around caster)

The Heart and Hand of Ra (belt), +6, 90,000
- Dex +6, 36,000
- Con +6, 36,000

Ring of Force, 153,000
- Telekinesis, 75,000
- Protection +5, 50,000
- Feather Fall, 2,000

Ring of Thoth's Potency, 29,000
- +1 caster level, 20,000
- +4 Dispel DC, 6,000

Veil of Midnight's Call, 20,250
- Blindsight 30', blinds (immune to vision effects), 9,000
- Cast Dream or Nightmare 1/night, 7,500

Tome of Cha +5, 137,500
-------------------
[/sblock]
 

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