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Epic Problem... Epic Solution
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<blockquote data-quote="Wrahn" data-source="post: 3384962" data-attributes="member: 9191"><p>Minathiel</p><p>Large Male Outsider (Outsider, Archon, Good, Lawful)</p><p>LA 8/Outsider 19/Cleric 1/Paladin 2</p><p>Lawful Good</p><p>Height 8’6”</p><p>Weight: 511 lbs</p><p>Appearance: Eight and a half foot tall heavily muscled bald elf with green skin and large white feathered wings. He usually wears white and gold</p><p>[sblock=Stats]</p><p>Str 46/62 (18 Base +18 Race +5 Inherent +5 Level) (+12 Enhancement +4 Unnamed)</p><p>Dex 26/28 (11 Base +4 Race +5 Inherent +6 Enhancement) (+2 Unnamed)</p><p>Con 36/52 (15 Base +16 Race +5 Inherent) (+12 Enhancement +4 Unnamed)</p><p>Int 20/22 (10 Base +6 Race +4 Inherent) (+2 Unnamed)</p><p>Wis 32/36 (15 Base +6 Race +5 Inherent +6 Enhancement) (+4 Unnamed)</p><p>Cha 30/34 (11 Base +6 Race +5 Inherent +8 Enhancement) (+4 Unnamed)[/sblock]</p><p>[sblock=Abilities]</p><p>Outsider: </p><p>-Darkvision out to 60 feet.</p><p>-Unlike most other living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. </p><p>-Proficient with all simple and martial weapons and any weapons mentioned in its entry.</p><p>-Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). </p><p></p><p>Archon:</p><p>-Darkvision out to 60 feet and low-light vision.</p><p>-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 to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. 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. (DC 31/33)</p><p>-Immunity to electricity and petrification.</p><p>-+4 racial bonus on saves against poison.</p><p>-Magic Circle against Evil (Su): A magic circle against evileffect always surrounds an archon (caster level equals 19). (The defensive benefits from the circle are not included in an archon’s statistics block.)</p><p>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.</p><p>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.</p><p></p><p>Trumpet Archon:</p><p>-Size: Large</p><p>-Move 40ft/80ft Ground 90ft/180ft (good) fly</p><p>-Natural Armor +17</p><p>-Damage Reduction 10/evil</p><p>-Spell Resistance: 39</p><p>-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.</p><p>-At will - detect evil, continual flame, message.</p><p>-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 25 Fortitude save or be paralyzed for 1d4 rounds. The save DC is Charisma-based. The archon can also command its trumpet to become a +4 greatsword as a free action. If a trumpet is ever stolen, it becomes a chunk of useless metal until the owner can recover it. Woe betide any thief caught with one.</p><p></p><p>Cleric:</p><p>-Turn Undead 13/day</p><p>-Domain: Courage, Radiate an aura of courage granting a +4 Morale bonus against Fear to allies within 20ft</p><p>-Domain: Competition, +1 to all opposed checks</p><p></p><p>Paladin:</p><p>-Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).</p><p>-Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.</p><p>-Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.</p><p>-Smite Evil (Su): Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.</p><p>-Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus on all saving throws.</p><p>Lay on Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level x her Charisma bonus. (20/24) A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.</p><p>Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.[/sblock]</p><p>[sblock=Combat]</p><p>HP: 20d8 + 2d10 + 286 (422/598 hp) + 0/27 Temp HP</p><p></p><p>Initiative: +8/+9</p><p></p><p>AC 55/60 (10 Base + 12 Armor +3/+7 Shield + 8/+9 Dex + 5 Deflection + 17 Natural Armor, +1 Insight - 1 Size)</p><p></p><p>BAB 19 +1 Epic/ 30 BAB</p><p>+41/+36/+31/+26 (+19 BAB +18 Str +1 Enhancement, +1 Competence, +1 Epic, +1 feat -1 Size)</p><p>+65/+60/+55/+50 (+20 BAB, +26 Str, +5 Enhancement, +2 Morale, +6 Luck, +1 Competence, +1 Feat, +5 Epic, -1 Size) </p><p>3d6 + 28 (+27 Strength +1 Enhancement) (+2d6 Holy, +1d6 Electric, +1d6 Frost +1 Con Damage)</p><p>3d6 + 50 (+39 Strength +5 Enhancement +6 Luck) (+2d6 Holy, +1d6 Electric, +1d6 Frost +1 Con Damage)[/sblock]</p><p>[sblock=Saves]</p><p>Fort +44 /+52 (13 Class + 13/+21 Con +10/+12 Cha +5 Resistance +1 Luck, +1 Epic, +1 Competence)</p><p>Refl +39/+42 (11 Class +8/+9 Dex +10/+12 Cha +5 Resistance +1 Luck, +1 Epic, +1 Competence)</p><p>Will +43/+47 (13 Class +11/+13 Wis +10/+12 Cha +5 Resistance +1 Luck, +1 Epic, +1 Competence)[/sblock]</p><p>[sblock=Feats]</p><p>1. Extend Spell</p><p>3. Persistent Spell</p><p>6. Divine Metamagic (Persistent)</p><p>9. Power Attack</p><p>12. Reach Spell</p><p>15. Weapon Focus: Greatsword</p><p>18. Extra Turning</p><p>21. Epic Spellcasting[/sblock]</p><p>[sblock=Skills]</p><p>(Outsider 286, Cleric 7, Paladin 14)</p><p>Concentration +37/+45 (22 Ranks +13/+21 Con +1 Luck +1 Competence)</p><p>Diplomacy +34/+36 (22 Ranks +10/+12 Cha +1 Luck +1 Competence)</p><p>Escape Artist +32/+33 (22 Ranks +8/+9 Dex +1 Luck +1 Competence)</p><p>Handle Animal +34/+36 (22 Ranks +10/+12 Cha +1 Luck +1 Competence)</p><p>Knowledge (Religion) +31/+32 (24 Ranks +5/+6 Int +1 Luck +1 Competence)</p><p>Listen +35/+37 (22 Ranks +11/+13 Wis +1 Luck +1 Competence)</p><p>Move Silently +32/+33 (22 Ranks +8/+9 Dex +1 Luck +1 Competence)</p><p>Perform (wind instruments) +34/+36 (22 Ranks +10/+12 Cha +1 Luck +1 Competence)</p><p>Ride +32/+33 (22 Ranks +8/+9 Dex +1 Luck +1 Competence)</p><p>Sense Motive +35/+37 (22 Ranks +11/+13 +1 Luck +1 Competence)</p><p>Spell craft +21/+32 (24 Ranks +5/+6 Int +1 Luck +1 Competence)</p><p>Spot +35/+37 (22 Ranks +11/+13 Wis +1 Luck +1 Competence)</p><p>Use Rope +32/+33 (22 Ranks +8/+9 Dex +1 Luck +1 Competence)[/sblock]</p><p>[sblock=Spells]</p><p>6/8+1/8+1/8+1/7+1/7+1/6+1/6+1/5+1/5+1 Caster Level 22 DC 21/23 + spell level</p><p>0. Read Magic, Guidance, Light, Detect Magic, Purify Food and Drink, Create Water</p><p>1. Divine Favor, Protection From Evil, Shield of Faith, Doom, Bless, Entropic Shield, Sanctuary, Command, +Remove Fear</p><p>2. Power Sight, Hold Person, Spiritual Weapon, Status, Zone of Truth, Aid, Darkness, Make Whole, +Zeal</p><p>3. Invisibility Purge, Dispel Magic, Magic Vestment (x2), Wind Wall, Remove Disease, Remove Curse, +Prayer</p><p>4. Greater Magic Weapon (x3), Freedom of Movement, Death Ward, Divine Power, Assay Resistance +Heroism</p><p>5. True Seeing, Extended Deathward, Break Enchantment, Disrupting Weapon, Righteous Might, Greater Command, Extended Freedom of Movement, +Valiant Fury</p><p>6. Quickshift, Heal (x4), Cometfall, +Extended Valiant Fury</p><p>7. Holy Word (x2), Greater Scrying, Destruction (x2), Persistent Divine Favor +Greater Heroism</p><p>8. Firestorm, Discern Location (x2), Anti-magic Field (x2), +Moment of Prescience</p><p>9. True Resurrection, Miracle, Mass Heal (x2), Greater Visage of Deity, +Greater Cloak of Bravery[/sblock] </p><p>[sblock=Equipment]</p><p>Develop Epic Spells:</p><p>171,000 Strength of 10 men (DC19) (6,840 xp)</p><p>171,000 Resilience of Iron (DC 19) (6,840 xp)</p><p></p><p>297,000 Rod of Epic Splendor</p><p>256,000 Boots of Swiftness</p><p>400,000 Ring of Ironskin</p><p>687,500 Book +5 (x5)</p><p>110,000 Book +4</p><p></p><p>25,000 Cloak of Resistance +5</p><p>50,000 Ring of Protection +5</p><p>36,000 Periapt of Wisdom +6</p><p>616,300 Armor of the Celestial Battalion</p><p>101,020 +1Animated Heavy Mithral Shield of Heavy Fortification and Arrow Deflection</p><p>723,050 Trumpet: +6 Adamantine Greatsword</p><p>202,400 +1 Holy Cold Iron Greatsword of Speed, Wounding, Frost and Shock</p><p>20,000 Luckstone</p><p>51,600 Standard strand of prayer beads (x2)</p><p>16,000 Scabard of Keen edges</p><p>5,000 Ioun Stone: Dusty Rose Prism: +1 Insight to AC</p><p>30,000 Ioun Stone: Orange Prism: +1 Caster level</p><p>30,000 Ioun Stone: Pale Green Prism: +1 Competence Bonus</p><p>125,000 Helm of Brilliance</p><p>10,000 Gloves of Storing</p><p>25,000 Greater Bracers of Archery</p><p>5,000 Material components for True seeing (x20)</p><p>50,000 Material components for True Resurrection (x2)</p><p>1,800 Hat of Disguise</p><p>2,000 Handy Haversack</p><p>2,500 Silversheen (x10)</p><p>5,000 +1 Composit Longbow (+26 Str)</p><p>1 Arrows (x20)</p><p>14,700 Incense of Meditation (x3)</p><p>70,000 Crystal Ball with telepathy</p><p>81,000 Pearl of Power (9th)</p><p>64,000 Pearl of Power (8th)</p><p>16,000 Pearl of Power (4th)</p><p>15,300 Pearl of the Sirens</p><p>2,829 unspent[/sblock]</p><p></p><p>[sblock=Buffs]</p><p>Strength of 10 Men (40 hour Duration)</p><p>Resilience of Iron (40 Hour Duration)</p><p>Using the Bead of Karma</p><p>(Divine) Persistent Greater Visage of Deity (CL27)</p><p>Greater Cloak of Bravery (27 hour duration) (CL 27)</p><p>(Divine) Persistent Quickshift (CL27)</p><p>(Divine) Persistent Divine Might (CL27)</p><p>Persistent Divine Favor (CL 27))</p><p>Moment of Prescience (27 hour duration)</p><p>Magic Vestments (on Shield) (27 hour duration)</p><p>Greater Magic Weapon (on Vorpal Sword) (27 hour duration)</p><p>Greater Magic Weapon (on Holy Sword) (27 hour duration)</p><p>[/sblock]</p><p>[sblock=Background]</p><p>The only noise that sounded was the distant chirping of birds as he walked down the marbled halls of the hospital. Though archons were a common sight in the skies of the celestial city of Empyrea, he noted a larger number of more alert Archons paying closer attention to this hospital. Raziel, sometimes called the Firestar, was here and that was why he came here.</p><p></p><p>The archons eyed him curiously, though not with alarm. He was known to them as a champion of Law and Good, but he rarely left his command of the elite strike team which the Hebdomad use to solve problems with force when the need arises. In the planes, needs can arise very quickly, which was why he rarely left his unit. His presence here spoke of unusual need.</p><p></p><p>He entered the infirmary to find Raziel talking quietly to one of the patients. Minathiel waited patiently by the entrance for him to finish. A moment later Raziel walked out signaling Minathiel to follow.</p><p></p><p>When they arrived at a nearby courtyard, Raziel turned to him, “What brings you here my friend?”</p><p></p><p>Minathiel pushed back his bracer and armor to expose his wrist which bore a character written in an ancient language. “It appeared there over night.”</p><p></p><p>Raziel looked at the mark and then Minathiel, “I presume you are aware of the situation?”</p><p></p><p>“I am.”</p><p></p><p>“I don’t think there is any question that you must go.” Raziel spoke after a brief pause.</p><p></p><p>“I concur. To that end, Undariel should make a good replacement for me.”</p><p></p><p>“Very well, she shall be acting commander until your return.” Raziel paused, “Are you prepared for this?”</p><p></p><p>“I am not sure. Everyone before me that has born this mark has died, but whatever is happening on the Prime must be addressed and I would prefer it to be me than someone else. So I suppose I am prepared as I am able.”</p><p></p><p>“You are undoubtedly in peril, and many before you have fallen, but you have been in that situation before and you are still here. Those before you have not had the power of Heaven at their call. If there is a solution to this, you shall find it.”</p><p></p><p>“It is a kindness of you to say my friend. Let us hope you are correct.”</p><p></p><p>Raziel nodded, “They are gathering soon, you should make haste.”</p><p></p><p>Minathiel drew his sword and saluted his commander, his wings unfurling, with a downward swing they lifted him aloft, into the celestial sky to meet his destiny.[/sblock]</p></blockquote><p></p>
[QUOTE="Wrahn, post: 3384962, member: 9191"] Minathiel Large Male Outsider (Outsider, Archon, Good, Lawful) LA 8/Outsider 19/Cleric 1/Paladin 2 Lawful Good Height 8’6” Weight: 511 lbs Appearance: Eight and a half foot tall heavily muscled bald elf with green skin and large white feathered wings. He usually wears white and gold [sblock=Stats] Str 46/62 (18 Base +18 Race +5 Inherent +5 Level) (+12 Enhancement +4 Unnamed) Dex 26/28 (11 Base +4 Race +5 Inherent +6 Enhancement) (+2 Unnamed) Con 36/52 (15 Base +16 Race +5 Inherent) (+12 Enhancement +4 Unnamed) Int 20/22 (10 Base +6 Race +4 Inherent) (+2 Unnamed) Wis 32/36 (15 Base +6 Race +5 Inherent +6 Enhancement) (+4 Unnamed) Cha 30/34 (11 Base +6 Race +5 Inherent +8 Enhancement) (+4 Unnamed)[/sblock] [sblock=Abilities] Outsider: -Darkvision out to 60 feet. -Unlike most other living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. -Proficient with all simple and martial weapons and any weapons mentioned in its entry. -Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Archon: -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 to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. 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. (DC 31/33) -Immunity to electricity and petrification. -+4 racial bonus on saves against poison. -Magic Circle against Evil (Su): A magic circle against evileffect always surrounds an archon (caster level equals 19). (The defensive benefits from the circle are not included in an archon’s statistics block.) 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. Trumpet Archon: -Size: Large -Move 40ft/80ft Ground 90ft/180ft (good) fly -Natural Armor +17 -Damage Reduction 10/evil -Spell Resistance: 39 -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. -At will - detect evil, continual flame, message. -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 25 Fortitude save or be paralyzed for 1d4 rounds. The save DC is Charisma-based. The archon can also command its trumpet to become a +4 greatsword as a free action. If a trumpet is ever stolen, it becomes a chunk of useless metal until the owner can recover it. Woe betide any thief caught with one. Cleric: -Turn Undead 13/day -Domain: Courage, Radiate an aura of courage granting a +4 Morale bonus against Fear to allies within 20ft -Domain: Competition, +1 to all opposed checks Paladin: -Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields). -Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level. -Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. -Smite Evil (Su): Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day. -Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus on all saving throws. Lay on Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level x her Charisma bonus. (20/24) A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action. Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.[/sblock] [sblock=Combat] HP: 20d8 + 2d10 + 286 (422/598 hp) + 0/27 Temp HP Initiative: +8/+9 AC 55/60 (10 Base + 12 Armor +3/+7 Shield + 8/+9 Dex + 5 Deflection + 17 Natural Armor, +1 Insight - 1 Size) BAB 19 +1 Epic/ 30 BAB +41/+36/+31/+26 (+19 BAB +18 Str +1 Enhancement, +1 Competence, +1 Epic, +1 feat -1 Size) +65/+60/+55/+50 (+20 BAB, +26 Str, +5 Enhancement, +2 Morale, +6 Luck, +1 Competence, +1 Feat, +5 Epic, -1 Size) 3d6 + 28 (+27 Strength +1 Enhancement) (+2d6 Holy, +1d6 Electric, +1d6 Frost +1 Con Damage) 3d6 + 50 (+39 Strength +5 Enhancement +6 Luck) (+2d6 Holy, +1d6 Electric, +1d6 Frost +1 Con Damage)[/sblock] [sblock=Saves] Fort +44 /+52 (13 Class + 13/+21 Con +10/+12 Cha +5 Resistance +1 Luck, +1 Epic, +1 Competence) Refl +39/+42 (11 Class +8/+9 Dex +10/+12 Cha +5 Resistance +1 Luck, +1 Epic, +1 Competence) Will +43/+47 (13 Class +11/+13 Wis +10/+12 Cha +5 Resistance +1 Luck, +1 Epic, +1 Competence)[/sblock] [sblock=Feats] 1. Extend Spell 3. Persistent Spell 6. Divine Metamagic (Persistent) 9. Power Attack 12. Reach Spell 15. Weapon Focus: Greatsword 18. Extra Turning 21. Epic Spellcasting[/sblock] [sblock=Skills] (Outsider 286, Cleric 7, Paladin 14) Concentration +37/+45 (22 Ranks +13/+21 Con +1 Luck +1 Competence) Diplomacy +34/+36 (22 Ranks +10/+12 Cha +1 Luck +1 Competence) Escape Artist +32/+33 (22 Ranks +8/+9 Dex +1 Luck +1 Competence) Handle Animal +34/+36 (22 Ranks +10/+12 Cha +1 Luck +1 Competence) Knowledge (Religion) +31/+32 (24 Ranks +5/+6 Int +1 Luck +1 Competence) Listen +35/+37 (22 Ranks +11/+13 Wis +1 Luck +1 Competence) Move Silently +32/+33 (22 Ranks +8/+9 Dex +1 Luck +1 Competence) Perform (wind instruments) +34/+36 (22 Ranks +10/+12 Cha +1 Luck +1 Competence) Ride +32/+33 (22 Ranks +8/+9 Dex +1 Luck +1 Competence) Sense Motive +35/+37 (22 Ranks +11/+13 +1 Luck +1 Competence) Spell craft +21/+32 (24 Ranks +5/+6 Int +1 Luck +1 Competence) Spot +35/+37 (22 Ranks +11/+13 Wis +1 Luck +1 Competence) Use Rope +32/+33 (22 Ranks +8/+9 Dex +1 Luck +1 Competence)[/sblock] [sblock=Spells] 6/8+1/8+1/8+1/7+1/7+1/6+1/6+1/5+1/5+1 Caster Level 22 DC 21/23 + spell level 0. Read Magic, Guidance, Light, Detect Magic, Purify Food and Drink, Create Water 1. Divine Favor, Protection From Evil, Shield of Faith, Doom, Bless, Entropic Shield, Sanctuary, Command, +Remove Fear 2. Power Sight, Hold Person, Spiritual Weapon, Status, Zone of Truth, Aid, Darkness, Make Whole, +Zeal 3. Invisibility Purge, Dispel Magic, Magic Vestment (x2), Wind Wall, Remove Disease, Remove Curse, +Prayer 4. Greater Magic Weapon (x3), Freedom of Movement, Death Ward, Divine Power, Assay Resistance +Heroism 5. True Seeing, Extended Deathward, Break Enchantment, Disrupting Weapon, Righteous Might, Greater Command, Extended Freedom of Movement, +Valiant Fury 6. Quickshift, Heal (x4), Cometfall, +Extended Valiant Fury 7. Holy Word (x2), Greater Scrying, Destruction (x2), Persistent Divine Favor +Greater Heroism 8. Firestorm, Discern Location (x2), Anti-magic Field (x2), +Moment of Prescience 9. True Resurrection, Miracle, Mass Heal (x2), Greater Visage of Deity, +Greater Cloak of Bravery[/sblock] [sblock=Equipment] Develop Epic Spells: 171,000 Strength of 10 men (DC19) (6,840 xp) 171,000 Resilience of Iron (DC 19) (6,840 xp) 297,000 Rod of Epic Splendor 256,000 Boots of Swiftness 400,000 Ring of Ironskin 687,500 Book +5 (x5) 110,000 Book +4 25,000 Cloak of Resistance +5 50,000 Ring of Protection +5 36,000 Periapt of Wisdom +6 616,300 Armor of the Celestial Battalion 101,020 +1Animated Heavy Mithral Shield of Heavy Fortification and Arrow Deflection 723,050 Trumpet: +6 Adamantine Greatsword 202,400 +1 Holy Cold Iron Greatsword of Speed, Wounding, Frost and Shock 20,000 Luckstone 51,600 Standard strand of prayer beads (x2) 16,000 Scabard of Keen edges 5,000 Ioun Stone: Dusty Rose Prism: +1 Insight to AC 30,000 Ioun Stone: Orange Prism: +1 Caster level 30,000 Ioun Stone: Pale Green Prism: +1 Competence Bonus 125,000 Helm of Brilliance 10,000 Gloves of Storing 25,000 Greater Bracers of Archery 5,000 Material components for True seeing (x20) 50,000 Material components for True Resurrection (x2) 1,800 Hat of Disguise 2,000 Handy Haversack 2,500 Silversheen (x10) 5,000 +1 Composit Longbow (+26 Str) 1 Arrows (x20) 14,700 Incense of Meditation (x3) 70,000 Crystal Ball with telepathy 81,000 Pearl of Power (9th) 64,000 Pearl of Power (8th) 16,000 Pearl of Power (4th) 15,300 Pearl of the Sirens 2,829 unspent[/sblock] [sblock=Buffs] Strength of 10 Men (40 hour Duration) Resilience of Iron (40 Hour Duration) Using the Bead of Karma (Divine) Persistent Greater Visage of Deity (CL27) Greater Cloak of Bravery (27 hour duration) (CL 27) (Divine) Persistent Quickshift (CL27) (Divine) Persistent Divine Might (CL27) Persistent Divine Favor (CL 27)) Moment of Prescience (27 hour duration) Magic Vestments (on Shield) (27 hour duration) Greater Magic Weapon (on Vorpal Sword) (27 hour duration) Greater Magic Weapon (on Holy Sword) (27 hour duration) [/sblock] [sblock=Background] The only noise that sounded was the distant chirping of birds as he walked down the marbled halls of the hospital. Though archons were a common sight in the skies of the celestial city of Empyrea, he noted a larger number of more alert Archons paying closer attention to this hospital. Raziel, sometimes called the Firestar, was here and that was why he came here. The archons eyed him curiously, though not with alarm. He was known to them as a champion of Law and Good, but he rarely left his command of the elite strike team which the Hebdomad use to solve problems with force when the need arises. In the planes, needs can arise very quickly, which was why he rarely left his unit. His presence here spoke of unusual need. He entered the infirmary to find Raziel talking quietly to one of the patients. Minathiel waited patiently by the entrance for him to finish. A moment later Raziel walked out signaling Minathiel to follow. When they arrived at a nearby courtyard, Raziel turned to him, “What brings you here my friend?” Minathiel pushed back his bracer and armor to expose his wrist which bore a character written in an ancient language. “It appeared there over night.” Raziel looked at the mark and then Minathiel, “I presume you are aware of the situation?” “I am.” “I don’t think there is any question that you must go.” Raziel spoke after a brief pause. “I concur. To that end, Undariel should make a good replacement for me.” “Very well, she shall be acting commander until your return.” Raziel paused, “Are you prepared for this?” “I am not sure. Everyone before me that has born this mark has died, but whatever is happening on the Prime must be addressed and I would prefer it to be me than someone else. So I suppose I am prepared as I am able.” “You are undoubtedly in peril, and many before you have fallen, but you have been in that situation before and you are still here. Those before you have not had the power of Heaven at their call. If there is a solution to this, you shall find it.” “It is a kindness of you to say my friend. Let us hope you are correct.” Raziel nodded, “They are gathering soon, you should make haste.” Minathiel drew his sword and saluted his commander, his wings unfurling, with a downward swing they lifted him aloft, into the celestial sky to meet his destiny.[/sblock] [/QUOTE]
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