[EPIC] Out of Character II (No more slots!)


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Here are some things I need to know if you're OKing or not.

Prestige class: Archmage from Forgotten Realms Campaign Setting Handbook. (I'ld write it out but it's too long).

FEATS:
From "Spells and Spellcraft":

Cooperative Magic(General)
Prereq: none
Benefit: Up to two spellcasters with this feat may cast any spell they both have prepared as a single spell with any one metamagic feat applied to it. The spellcasters do not need the metamagic feat they wish to apply.
Casting a cooperative spell is a full round action, unless the spell being cast normally has a longer casting time, in which case that casting time applies. Spells with a casting time of longer than one round add a +5 to the initial concentration check to cast the spell.
Spellcasters must be of the same type (Arcane or Divine, though class does not matter) in order to cooperatively cast a spell, but need not be of the same class.
In order to cast a cooperative spell, several conditions must be met:
Both casters must have the cooperative magic feat.
Both casters must cast their spells on the same initiative (Possibly requiring ready/delay actions)
The two spellcasters must be within 10' of one another.
Once these conditions are met, the two casters begin the cooperative casting. Each must make a concentration check (DC 10+ spell lvl) in order to execute the advanced words and intricate semantics of the spells in unision.
If either caster fails the concentration check or the spell is interupted, both casters loose their spell.
If the spell goes off, the combined spel uses the average of the casters' levels to determine its caster level for any relevant effects, including caster level checks to beat spell resistance. All other effects, such as range, area, or number of targets, are calculated using the highest of the casters levels. The save DC vs a co-operative spell is 10+spell lvl + first casters ability Mod +1/2 second casters ability mod. (First caster is the one with the highest relevant ability mod).
The spell is cast as if it were modified by one of the following metamagic feats, though its actual level does not change: Empower Spell, Enlarge Spell, Extend Spell, Maximize Spell.


From "Tome and Blood"
Cooperative Spell(MetaMagic)
Prereq: Any other metamagic feat
Benefit: You and other spellcasters with this feat can simultaneously cast the same spell (At the same time in the round) You must be adjacent to each other (Or at least 2 of the others if there are more than 2 casters). Add +2 to the DC against cooperatively cast spellls and +1 to caster level checks to beat the target's spell resistance (If any). Use the base dc and level check of the better caster. A cooperative spell takes up a spell slot of the same level as the spells actual level.
Special: For each additional caster beyod two participating in the combined spell, add +1 to both the caster lvl check and the DC.

Greater Spell Focus
Prereq: Spell Focus
Benefit: You add +4 to the DC of all spells from the school you focus on (This supercedes, does not stack with Spell Focus)

Greater Spell Penetration
Prereq: Spell Penetration
Benefit: you get a +4 modifier on caster level checks to beat a creatures spell resistance.

Energy Substitution
Prereq: any other metamagic feat, 5 ranks Knowledge(Arcana)
Benefit: Choose an energy type (Acid, cold, electric, fire, or sonic). You can modify a spell with an energy designator to use the chosen type of energy instead. A substitued spell works normally in all respects except the type of damage dealt, which becomes the type chosen.
Special: You can gain this feat multiple times, choosing a different type of energy each time.

Energy Admixture
Prereq: Energy Substitution
Benefit: Choose a type of energy. You can modify a spell with an energy designator to add an equal amount of the chosen type of damage. The altered spell works normally in all respects except the type of damage dealt, which includes the normal type AND the chosen type.
Thus, an acid fireball cast at 6th lvl deald 6d6 fire damage and 6d6 *Energy* damage (Roll each set seperately, 1 saving throw is made for the whole spell, and applies equally to both. The damage cap for the spell is unchanged, but counts seperately for each type of energy. So an acid fireball cast at 10th lvl or higher deals 10d6 Fire damage and 10d6 Acid damage.
Even opposed types of energy, such as fire and cold, can be mixed with this feat.
An admixed spell uses up a slot 4 lvls higher than the spells actual level.
Special: You can gain this feat multiple times, choosing a different type of energy each time.
You can use Admixture with a spell that has been modified by energy substitution. You can also use energy admixture to include your chosen energy type with a spell that already uses the same type, in effect doubling the damage dice (A firey fireball for 20d6 points of Fire damage)

Extra Slot(General)
Prereq: spellcaster lvl 4th+
Benefit: You gain one extra spell slot in your daily allotement. this extra slot can be at any lvl up to one lvl lower than the highest lvl spell you can cast. Once selected the extra slot is permanent and never migrates up or down in lvl.
Special: You can gain this feat multiple times. Each time you gain an extra spell slot at any lvl up to one lower than the highest lvl spell you can cast when you take the feat.

Extra Spell(General)
Prereq: spellcaster lvl 3rd+
Benefit: You learn one additional spell at any lvl up to one lvl lower than the highest level spell you can cast.
Special: You can gain this feat multiple times. each time you learn a new spell at any lvl up to one lower than the highest lvl spell you can cast when you take the feat.


Also, Jemal says that if you allow some/most of these, He'll change his character to a spellcaster (Wel be doing them together and have them done when get an answer.
 

I somehow forgot to transfer my enhanced Boots of Speed from the paper to the computer. They are now added.

My Paragon monk was looking pretty scary too. I was thinking of giving him some Shuriken, so that +20 bonus to damage keeps giving. He could probably chew up all the other melee characters posted so far at once.
 

CS, I'm appealing to your common sense: Sollir used a ECL 26 Monster with 21 (!) caster levels as sorcerer...that is more than can be gained by playing a non monster...

That's just the caster level, never mind the ability scores, the DR 15/+7 and the 120 ft. Fly (Perfect).

AND, as a final argument, I'd like to point out that, if you use the list with the Lich +6 and the Pixie +4, the Ha Naga has an ECL of 54.

How To Calculate ECL
To find the Equivalent Character Level (ECL) for a race, use the following system. Begin by recording the modifiers for the abilities below.

Size: +1 per size category greater than medium or smaller than small.

Hit Dice: Treat 1 HD creature as 0 HD ones, as this takes only creature HD into account. (Note that a creature's minimum ECL is its number of Hit Dice.)

* +0.4 /HD for Constructs, Oozes, Plants and Vermin
* +0.5 /HD for Abberations, Animals, Beasts, Elementals, Fey, Giants, Humanoids and Undead
* +0.6 /HD for Magical Beasts, Monstrous Humanoids and Shapechangers
* +0.8 /HD for Dragons and Outsiders.

Speed: Greater speed than warranted by size +0.2 per 50% of base land speed (minimum +0.2 if greater, round down). Lower speed gives a negative level modifier (minimum –0.2 if smaller, round down). More than one mode of movement (swim, burrow, etc.) over 10 ft. adds another +0.2. Flight adds another +0.5.

AC: Natural armor or deflection bonus to AC +0.2 per +1.

Attacks: More attacks than usual due to extra arms, heads etc. +0.2. (Add in only once.)

Reach: Greater or smaller reach than usual for the size category +/-0.5. If reach differs more than one category (i.e. a huge creature with the reach of a medium sized creature) that’s another +/-0.2.

Special powers

[Abilities, like SR, that scale with level should be rated one category higher than their base value would indicate. Minor to medium, medium to major. Major powers remain major. Things you can’t seem to fit in this system can often be taken to be minor powers. For example the availability of psionic feats to a psionic creature would be counted as a +0.2]

Major powers: +1, examples include:

* Regeneration 3 (or greater)
* Spell Resistance (SR) 15 (or greater)
* Damage Reduction (DR) 10/x (or greater) or x/+2 (or greater)
* Multiple resistances of which at least one is 15 (or greater)
* Immunities to more than 1 energy type (includes Undead and Constructs)
* Breath weapon that increases with level
* Baatezu Qualities
* Tanar'ri Qualities

Medium powers: +0.5, examples include:

* Regeneration 2 (or lower)
* SR 14 (or lower)
* DR 9/+1 (or lower in one or both traits)
* Natural cunning, Multiple resistances 15 (or lower)
* Immunity for 1 energy type (or single resistance 15+)
* Breath weapon
* Energy drain
* Fast healing
* Fear (DC 15 or greater)
* Poison (DC 15 or greater)
* Incorporeal
* General combat modifier (against all enemies, per +5 bonus)

Minor powers: +0.2, examples include:

* Single energy resistance of 15 or less
* Immunities to a handful of spells
* Fear (DC 14 or less), Poison (DC 14 or less)
* Blindsight
* Saving throw bonuses (saving throw bonuses for particular effects count for half)
* Special combat modifiers (per +5 bonus)
* Bonus feats (per 5 feats), Improved grab, Swallow whole, Trample, Scent, Turn resistance, Stonecunning, Charge


Spell-like abilities

(Of all abilities on the list, this requires special judgement; if very powerful, add as much as 1 point.)

Major powers, +1

* Any spell level over 4th, once or more per day
* 10 spells/day
* more than 3 spells at will

Medium Powers, +.5

* At least one spell level 2 or 3.
* 3-9 spells per day
* Any spell over 1st level at will

Minor Powers, +.2

* Anything else
* Any 0th level powers not included in a "package" of spells above.

Equivalence to casting spells/using psionic powers as a class:

* +.5 per level as cleric, bard, or druid
* +1 per level as sorcerer, wizard, or psion

Special weaknesses

Major weaknesses: -1, examples include:

* Unability to exist in sunlight
* Cannot use equipment

Medium weaknesses: -0.5, examples include:

* Can be turned
* Double damage from energy type
* Take moderate damage in sunlight
* Can hardly use any equipment (usually these creatures can still use adapted items like barding or special miscellaneous equipment; this weakness does not apply to incoporeal creatures, as these can use ethereal equipment)
* No hands

Minor weaknesses: -0.2, examples include:

* Light sensitivity
* Normal vision
* Hard to get armor due to body form
* Cannot be raised from the dead

Ability modifiers

Calculate the average ability modifiers for each ability score, subtract 10 if the score is even, subtract 11 if the score is odd. (e.g. a score of 7 is 7 - 11 = -4, a score of 20 is 20 - 10 = +10.)

Total all the STR, DEX, and CON ability modifiers. Add + .1 x total modifiers.

Total all the INT, WIS, and CHA ability modifiers. Add +..05 x total modifiers.

Note that if the totals are negative, this lowers the total ECL rating.

If the STR is greater than or equal to 20, add an addition +0.2.

See page 23 in the DMG, tables 2-5 and 2-6, concerning ability score penalties.

Skills

Some races (such as the Kobold) have bonuses to skills because of race, explicitly listed at the end of the MM entry. Provisional modifiers count only for half.

Add +.05 per bonus skill rank.

Special Note: You need to adjust the base skill modifiers for the race into skill ranks before giving them to characters, because the character's ability scores will likely NOT be average. The maximum a race can have is the number of hit dice plus three.

Final ECL

Add all modifiers together. Round down.

If you get a ECL of 1 for a creature with 1 HD, recalculate using the HD modifier for one HD.

Then a question: Now that you can play ECL 26 characters, is it possible to swap Class Levels for Point Buy Points? I.e. I take 24 PB and become a 24th level character?

Spells I'd like to be OK'd:

Duplicate, from BOEM II

Pass the Years
Transmutation
Cle 6, Wiz 6
V,S,m
1 action
Touch
1 creature
instantaneous
Fort neg
Yes

Spell causes magical, permanent aging in the target. All of the normal effects of aging apply (e.g. ability score adjustments) as if the target had aged those years naturally. By means of this spell, the target ages 1d10 years. A successful saving throw negates the aging.
Material Component: A lock of an elderly person's hair.
 
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Wow. Well sollir, I havn't looked at it yet, but I don't think I'm going to give it my OK. I wouldn't have anyway (as per the comment above that I'd rather not see total racial ECL exceed 12, as I want an epic game), but really, it's extremely not-fun...

I guess I can take the ELH ECLs off the list, as the only really applicable one is the Mercane, which is in the manual of the planes as well...

Ok, and as for this...

Now that you can play ECL 26 characters, is it possible to swap Class Levels for Point Buy Points? I.e. I take 24 PB and become a 24th level character?

No, it's not possible to play an ECL 26 character. I'm mitigating the actual ECLs existence to 20, nomatter what. So, you can't have epic feats and as well, you can't have more than 20 class levels when we begin.

Eh, I don't think you two understand WHY I made those options available. Some people don't like my version of trading point buy slots up to mitigate an ECL race instead of actual level loss, or they think it allows them to take epic feats. I did it so you could do things the 'traditional' way, or 'my' way. I explained that they could be used together as a cushion, by losing like 2 levels and 2 degrees of point buy. It was just for simplicities sake. I'm going to have to take away the toy later on.

And Janos, your spell has my approval, 100%.
 

Victim said:
Leopold, you might want to get the Use Magic Device skill if you want to use those scrolls you bought.

Also, that Improved sneak attack feat is far superior to the Epic version. Changing the die to a d8 adds about another point per die of sneak attack, so that's at least 8. The Epic feat just adds another die for about 3.5 points per sneak attack. Your version from Mercenaries and (Traps and Treachery), IIRC, is twice as good right now and becomes even better as you get more sneak attack dice.

You can dowload the FAQs from this page:

http://www.wizards.com/dnd/article.asp?x=dnd/er/er20021018a


i thought i punched in several scores for use magic device? I will recheck.

So can i use that feat (improved Sneak Attack) as I have absolutely no desire to get one more dice, just do more damage. I think it fits in well with my PC concept. But you are the DM, let me know.
 

Victim, Boots of S&S were errataed to 6,000, not 6,500. (You owe me 1k gp ;)). Also, I have problems figuring your AC. Shouldn't it be 46 instead of 52?

Half brother could work, but it's more feasible that we had the same celestial parent, rather than the mortal one (you decide if it was our mother of father). My char (Raxael) was the younger brother, and he studied at Jaren's monastery till he felt that wasn't his way. He become an half celestial when he actually sought the forces of heavens within and took the level of cleric. From that day on he traveled alone pursuing a diffferent type of wisdom.
 



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