Epic problem OOC


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Presenting my Cohort, of marginal power but still pretty ok out of combat:


Archduchess Miranel Dohon (aka. "Duchess")

Cohort ecl 17

Human Ghost (Undead, Incorporeal, la 5), Sorcerer 12

Move: fly 30ft, perfect.
Initiative: +6
Height: 5ft
Weight: 0
Age: 340 years
Apparent age: 23

30 pt buy:

Str: 8 /-1
Dex: 14/+2
Con: --/--
Int: 17/+3 (14+3(age))
Wis: 13/+1 (10+3(age))
Cha: 34/+12 (18+3(age)+4(ghost)+6(enhancment)+3(level))

HD/HP: 12d12 / 111

Fort: 9 (4+0+5)
Ref: 11 (4+2+5)
Will: 14 (8+1+5)

AC: 32 (10+2(dex)+12(deflection)+8(armour)

Attack: +8/+3
Damage: -

Skills

Skills: 75
Hide:.............................10 (0+2+8*)
Search:...........................9 (0+1+8*)
Spot:..............................9 (0+1+8*)

Bluff (Cha):....................27 (15+12)
Concentration (Con):.......15 (15)
Spellcraft (Int):..............18 (15+3)

Disguise (cha):...............19 (7,5+12)
Listen:..........................16 (7,5+1+8*)

*= Ghost

Feats: 1,1,3,6,9,12

Ability Focus (Frightful Moan DC +2)
Ability Focus (Malevolence DC +2)
Improved Initiative
Spell Penetration
Greater Spell Penetration
Eschew Spell Components

Spells:
0:6
1:6+3
2:6+3
3:6+3
4:6+3
5:5+2
6:3+2

Spells Known:

0:9: Detect Magic, Message, Prestigigitation, Ghost Sound, Resistance, Dancing Lights, Light, Mending, Arcane Mark.
1:5: Alarm, Protection from Good, Shield, Grease, Comprehend Languages, Ray of Enfeeblement.
2:5: Glitterdust, Web, Detect Thoughts, Touch of Idiocy, Mirror Image.
3:4: Protection from Energy, Fireball, Displacement, Major Image.
4:3: Dimensional Anchor, Solid Fog, Confusion.
5:2: Feeblemind, Teleport.
6:1: Mass Suggestion.



Special attacks:

Frightful Moan (Su) DC: 10+6+12+2: 30
A ghost can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours.

Malevolence (Su) DC: 10+6+12+2: 30
Once per round, an ethereal ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost’s Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be manifested and it must try move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 15 + ghost’s Cha modifier). A creature that successfully saves is immune to that same ghost’s malevolence for 24 hours, and the ghost cannot enter the target’s space. If the save fails, the ghost vanishes into the target’s body.

Telekinesis (Su) DC: 10+6+12: 28
A ghost can use telekinesis as a standard action (caster level 12th or equal to the ghost’s HD, whichever is higher). When a ghost uses this power, it must wait 1d4 rounds before using it again.


Special qualities:

Manifestation (Su)
Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets.

A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

Rejuvenation (Su)
In most cases, it’s difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.

Turn Resistance (Ex)
A ghost has +4 turn resistance.


Ghostly Equipment:

Cloak of Charisma +6: 36,000 gp
Bracers of Armour +8: 64,000 gp
Ring of Resistance +5: 25,000 gp

remaining ?
 

Here's my PC, updated with the new version of the Epic VoP.

[sblock]
Code:
[B]Name:[/B] Lochlan
[B]Class:[/B] Paladin
[B]Race:[/B] Human Ascetic
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] LG
[B]Deity:[/B] 

[B]Str:[/B] 22  +6 ( 4p, +10 Enh)                 [B]Level:[/B]    30    [B]XP:[/B] 
[B]Dex:[/B] 17  +3 ( 6p,  +2 Enh, +1 Lvl)         [B]BAB:[/B]     +25    [B]HP:[/B] 377 (30d10+150)
[B]Con:[/B] 20  +5 ( 4p,  +6 Enh, +2 Lvl)         [B]Grapple:[/B] +31     
[B]Int:[/B] 16  +3 ( 4p,  +4 Enh)                 [B]Speed:[/B]    30'       
[B]Wis:[/B] 22  +6 ( 6p,  +8 Enh)                 [B]Init:[/B]     +7       
[B]Cha:[/B] 34 +12 (16p, +12 Enh, +4 Lvl)         [B]ACP:[/B]      -0         

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +14   +0    +3    +0    +2    +5    34
[B]Touch:[/B] 18              [B]Flatfooted:[/B] 31

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                     17    +5   +17    +39
[B]Ref:[/B]                      11    +3   +17    +31
[B]Will:[/B]                     11    +6   +17    +34

[B]Weapon                  Attack   Damage      Critical[/B]
Quarterstaff            +38      d6+16        20x2
Quarterstaff(TWF)       +32/+32  d6+13/d6+10  20x2

[B]Languages:[/B] 
  Celestial, Common, Draconic, Dwarven, Elven

[B]Class Features:[/B] 
  Aura of Courage, Aura of Good, Detect Evil, Divine Grace, Divine Health, Lay on Hands 420hp, 
Mount, Remove Disease 9/wk, Smite Evil 7/day, Turn Undead.

[b]Ascetic Features:[/b] 
  Ability Boost (12/10/8/6/4/2), Armor +14, Crit Resistance 30%, Deflection +5, DR 20/Evil,
ER 20, Exalted Strike +7, Fast Healing 3, Natural Armor +3, Resistance +5

  Endure Elements, Freedom of Movement, Holy Radiance (SR 45 vs Evil), Regeneration, 
Superior Sustenance, Mind Shielding, True Seeing.   

[B]Feats (PHB):[/B]
  Blind Fight
  Cleave
  Improved Initiative
  Power Attack
  Weapon Focus(Staff)
  (CW) Divine Vigor    (Expend Turning to gain +10' speed & 2*Lvl Temp HP)
  (ED) Sacred Vow
  (ED) Vow of Poverty

[b]Ascetic Bonus Feats (ED):[/b] -->All Exalted Feats.
  Celestial Mount      (Mount gains Celestial template)
  Exalted Smite        (Smite attacks are Good-aligned)
  Exalted SR           (+4 SR vs [Evil] spells or cast by Evil Outsider)
  Exalted Turning      (Turned undead take 3d6 damage)
  Gift of Discernment  (as Phylactery of Faithfulness)
  Gift of Faith        (+2 on Will saves vs Fear/Despair)
  Gift of Grace        (Share 'Divine Grace' class feature)
  Hands of a Healer    (+2 to Cha for Lay on Hands)
  Holy Radiance        (Shed 10' light at will, undead take 1d4/round)
  Holy Subdual         (Deal Smite damage as Nonlethal damage)
  Nimbus of Light      (Shed 5' light at will, +2 Diplomacy & Sense Motive vs Good)
  Sanctify Martial     (+1 damage to evil, +1d4 to Undead & Evil Outsider, wpn is Good aligned)
  Stigmata             (Heal others by taking Con damage)
  Subduing Strike      (Deal nonlethal damage with melee attacks at no penalty)
  (ELH) Dire Charge

[b]Epic Feats (ELH):[/b]
  Great Smiting
  Great Smiting
  Penetrate DR(Adamantine)
  Penetrate DR(Cold Iron)
  Penetrate DR(Silver)
  Positive Energy Aura
  Spectral Strike


[B]Skill Points:[/B] 132(132)   [B]Max Ranks:[/B] 33 (4 * 33 = 132)
[B]Skills                   Ranks  Mod  Misc  Total[/B]
  Balance                  4*   +3            +5
  Bluff                    6*  +12           +15
  Climb                    8*   +6           +10
  Concentration           15    +5           +20
  Diplomacy               12   +12    +6     +30
  Handle Animal            3   +12           +15
  Heal                     9    +6           +15
  Jump                     8*   +6           +10            
  Kn(Nobility)             7    +3           +10
  Kn(Religion)             8    +3           +11
  Listen                   4*   +6            +8
  Ride                    16    +3    +2     +20
  Sense Motive            24    +6           +30
  Spellcraft               4*   +3            +5
  Spot                     4*   +6            +8
  
*Cross-Class skill

[B]Equipment:                       Cost  Weight[/B]

  Peasant Outfit                  0gp    0lb
  Quarterstaff                    0gp    4lb

[B]Total Weight:[/B] 4lb

                           [B]Lgt   Med   Hvy  Lift   Push[/B]
[B]Max Weight:[/B]                100   200   300   600   1500


[b]Spells/Day:	1    2    3    4[/b]
                5    5    5    5

[b]Prepared Spells:[/b]
  Lvl 1: Detect Undead, Divine Favor x2, Pro: Evil, Less. Restoration

  Lvl 2: Call Mount(ED), Moment of Clarity (ED), Remove Paralysis, 
         Undetectable Alignment, Zone of Truth

  Lvl 3: Daylight x2, Magic Circle v. Evil, Remove Curse
 
  Lvl 4: Blood of the Martyr (ED), Break Enchantment, CSW x2
         Death Ward x2


[B]Age:[/B] 34
[B]Height:[/B] 5'10"
[B]Weight:[/B] 150lb
[B]Eyes:[/B] Blue
[B]Hair:[/B] Light Brown
[B]Skin:[/B] Tanned

Zephyr (Celestial Heavy Warhorse)
Large Animal
HD 16 (16d8+48 146hp)
Initiative +1
Speed: 60'
AC 18 (-1 size, +1 Dex, +18 Natural), touch 10, flat-footed 28
BaB/Grapple: +12/+21
Attack: 2x Hoof +19 d6+7, Bite d4+3
SQ: Darkvision, Low Light Vision, Scent, Smite Evil, A/C/E Resist 10, SR 25
Feats: Endurance, Run
F/R/W: +20/+12/+12
Skills: Listen +5, Spot +4
Mount Qualities: +12 HD, +14 NA, +6 Str, 11 Int, Command Horses, Emp. Link, 
                 Improved Evasion, Improved Speed, Share Saves, Share Spells,
[/sblock]
 

OK, went over the char's in "Plots, Places, & Rogues" (Yes, they changed the name apparently), couple things.

First,
Shayuri - Dragon HD doesn't provide the +1 stat/4 lvls b/c that's allready figured into their base stat modifiers. This includes those at each new age category.

However, they do Retroactively gain skill points for their Dragon HD when their Age Category increases their Intelligence (Though they don't gain more skill points for Class levels or for anything other than Age Increases to Int.)

Also, you can only have one set of Bracers, it's not one per arm.
Gemstone of Heavy Fortification and Greater Pectoral of Manueverability are not DMG or ELH items, therefore you must craft them to have them.

And your Cohort has Horizon goggles (?) and a Greater Chausable of Fell Power, also not DMG/ELH. Finally, what's a Survival Pouch?


Ivellious - You can only have 5 levels of Divine Emissary, as it requirse a BAB +23 to get into (Min lvl you can get that is 25) Also, don't forget that Xianet gets NPC Gold for his ECL.

Wrahn - According to my Monsters Manual, Trumpet Archon's gain
+10 str, +6 dex, +12 con, +6 int, +6 wis, +6 cha
You have as modifiers:
+18 str, +4 dex, +16 con, +6 int , +6 wis, +6 cha

You also have +4 and +2 Unamed Bonuses to your stats.. what's that from?
*NOTE : After writing this I noticed you have 19 Outsider HD as oppossed to the Trumpet Archon's natural 12.. I assume that means you Advanced it... Doing the math, that makes sense to the Racial stats, but I'ld still like to know where those Unnamed bonuses came from*

Nephtys -
First, could you put TWO seperate wisdom scores on your sheet? One for Spellcasting (Adding the insanity score), and one for Skills/saves? Just so I don't get confused..
ALSO, I notice you have a lot of Ioun Stones.. Please keep in mind their primary weakness.. AC 24, 10HP, hardness 5. Your average 10th lvl fighter destroys it in 1 shot. Now that's not saying I'll be going out of my way to destroy Ioun stones, but if your opponent recognizes what one does and thinks it would aid him to destroy it, they will attempt it.

As for your Crafted items... The first two I have no problem with. The Continuous death ward I'll say no to Unless you can actually find an item in a 3.5 source that has it or something similar, in which case you can craft a duplicate of THAT item.
The pearl of Undead Turning... I assume you took the Phylactery of Undead Turning and doubled the cost for making it slotless?



And finally, to everyone: Please include Race, Gender, Class levels/HD, Ht/Wt (Unless dragon) and Alignment somewhere easy to locate on your sheet.
 


Allright.. While i was writing that last post apparently 2 new characters were posted (Neph's Cohort and Pyrex's finished char). You guys can go ahead and post those to the Rogue's thread soon as you fix up any changes (Which I'm about to find and point out)

Neph - the Cohorts use same rules for creation as Characters, meaning on your point buy there's a Minimum of 10 in each stat before racial modifiers (And yes, that includes Con if the Cohort is undead, so that IS a wasted 2 points).

Also Undead don't accrue Age bonuses to their stats. If you want those, the cohort would've had to have Aged while human, thus also gaining the Physical penalties, and physically appearing much older.

Finally, your ghost needs a Reason for Existing.. Why didn't his spirit pass on?. I'ld suggest adding that in a Spoiler box.

Pyrex - um.. looks good. damit.. didn't find wrong stuff. ;(
 

Wrahn said:
The unnamed bonuses come from (Divine) Persistent Greater Visage of Diety

OK, that brings up one other thing, for EVERYONE (who casts spells)

Everyone list common/daily buffs. Don't count the bonuses in your stat blocks unless you list that you cast it every day, and it has a duration of at least 8 hours.
 

Shayuri - Dragon HD doesn't provide the +1 stat/4 lvls b/c that's allready figured into their base stat modifiers. This includes those at each new age category.

- Hmm! I hadn't realized that. I shall fix. Thanks for the headsup.

However, they do Retroactively gain skill points for their Dragon HD when their Age Category increases their Intelligence (Though they don't gain more skill points for Class levels or for anything other than Age Increases to Int.)

- Hahaha...just what I need, more skill points. Hee hee. :) Cool though, I can shave Int a bit for that, and take the sting off the stat loss from the HD ups.

Also, you can only have one set of Bracers, it's not one per arm.

-- It is one set. I added the functionality of Bracers of Armor onto the base item of Bracers of Epic Health, adding a +50% surcharge onto the cost of the Bracers of Armor for having done so (thus paying 96,000 for a 64,000 item).

Gemstone of Heavy Fortification and Greater Pectoral of Manueverability are not DMG or ELH items, therefore you must craft them to have them.

- Egad. They're in Draconomicon, yer right. My brain fudged me a bit on item sources (see also below).

And your Cohort has Horizon goggles (?) and a Greater Chausable of Fell Power, also not DMG/ELH. Finally, what's a Survival Pouch?

- Horizon Goggles and the Greater Chauseble are from Complete Mage and Complete Arcane, respectively. My brain told me that you'd said Completes were fair game. I'd forgotten you meant just for character options, not items. Doh. They're handy and cheap enough I might have cohorticon craft them, with your approval. Horizon Goggles increase the range of "attack" spells (ie, ranged touch spells) by 50%, and the Chauseble adds 2d6 to eldritch blast damage.

Survival Pouch was just a booboo. I thought it was in Complete Adventurer, but it's in Races of the Wild. It's basically an extradimensional pouch full of campy outdoorsy goodness. Stuff to let an adventuring pair live off the land in style and comfort. Easily dispensed with though, since Tiko carries a furnished adamantine tower wherever he goes. :)
 

Jemal said:
Pyrex - um.. looks good. damit.. didn't find wrong stuff. ;(

Well, not only is the character extraordinarily simple for a 30th level character (Human, one class, no equipment, doesn't have dozens of persistant buffs...); it was also reviewed quite a bit when I tried to play it the first time three years or so ago. ;)

Oh, and if I can find any outside the BoED he's still got half a dozen or so [Exalted] feats coming his way...
 

So, here's a question, according to the rules, I should be able to use Sonic Might in conjuction with Sympathetic Vibration, but how does the damage stack? Does it do the additional damage whenever the sonic damage would otherwise be applied? At the beginning of the spell? At the end? It would make the spell more useful in such a highpowered game if it were applicable every round (and thus could do nifty tricks like knocking down huge building if given enough time to work), but I'm not sure what interpritation you'll be using (which might determine if I want to bother taking the spell at all. The other option I'm considering is Hindsight from the Spell Compendium.)
 

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