Epic problem OOC

Jemal said:
Allright, Solarious and Brother Allard still interested in filling those slots on the Good Guy team? I think I can write you in fairly soon, assuming I get this Mage fight going/finished.

I'm doing what I can, but I need posts from the others. ;)
 

log in or register to remove this ad

I'm still up for it, but first, I have to finish my other Epic character, for your other game. :p

Is it still alright to bring in a Lillend/Lyric Thautamage/Sublime Chord? The bard shtick is Mary's gig, Brother Allard wants the [Archmage] subtype, and what I'm proposing is somewhere inbetween. Looking at the group, it seems like they could do with an full divine caster in there somewhere though... Then again, I'm not sure I'll get the chance to play another Lillend though. :\

Decisions, decisions. :uhoh:

EDIT: Can you make a quick ruling on how Lyric Thautamage interacts with Sublime Chord? Can I apply the bonus spells/spells known to the Sublime Chord list where applicable instead of standard Bard? If so, I'll advance Lyric Thautamage... otherwise, Sublime Chord for the DCs.
 
Last edited:

Hate to say it, but as a 6th level bard equivilant, you're not really going to be stepping too much into Mary's catagory anyways. After all, none of your classes keep the bardic music progression going. I'm fine with you playing it.
 

True, true... although all the classes do advance Bardic Music uses, at least. A singing pesudo-sorceror? :lol:

Hmnn... *crunches numbers*
 
Last edited:

Laszlo Farkas
neutral good human abjurer 5 / incantrix 20 / loremaster 5
[SBLOCK=first pass]
Str 24 +7 base 11 (cost 3) - 3 old + 16 enhancement
Dex 12 +1 base 11 (cost 3) - 3 old + 4 enhancement
Con 24 +7 base 14 (cost 6) - 3 old + 5 inherent + 8 enhancement
Int 44 +17 base 18 (cost 16) + 2 old + 5 inherent + 7 level + 12 enhancement
Wis 20 +5 base 14 (cost 6) + 2 old + 4 enhancement
Cha 20 +5 base 14 (cost 6) + 2 old + 4 enhancement

Age 58
Height 5'10"
Weight 165 lbs

Languages: Common, Celestial, Infernal, Abyssal, Draconic, Auran

Senses: 360 degree vision, Darkvision 120',

Description: An older, scholarly looking gentleman, obviously still quite vital. Trim and tanned with a crooked smile and laugh lines around his eyes.

HP 297 (4+(29*3=87)+(30*7=210))
AC 34 (10 base + 1 dex + 6 armor + 5 deflection + 7 natural armor + 4 shield + 1 insight)
Init +1 (+1 Dex)
Move 30 ft / x4

Fortitude 27 (5 base + 5 epic + 7 con + 2 secret + 6 resistance + 1 competence + 1 luck)
Reflex 37 (5 base + 5 epic + 17 int + 2 secret + 6 resistance + 1 competence + 1 luck)
Will 35 (15 base + 5 epic + 5 wis + 2 feat + 6 resistance + 1 competence + 1 luck)

Attack Bonus +14 (9 BAB + 5 EAB + 1 competence)
Melee Attack +22 (9 BAB + 5 EAB + 7 str + 1 competence)
Ranged Attack +16 (9 BAB + 5 EAB + 1 dex + 1 competence)

Melee: ?
Ranged: Ray +17

1 abjurer 1 iron will, bonus: scribe scroll, human: skill focus (know arcana)
2 abjurer 2
3 abjurer 3 craft wonderous item
4 abjurer 4
5 abjurer 5 bonus: empower spell
6 incantrix 1 extend spell, bonus: maximize spell
7 incantrix 2
8 incantrix 3
9 incantrix 4 weapon focus (ray), bonus: sculpt spell
10 incantrix 5
11 incantrix 6
12 incantrix 7 craft contingent spell, bonus: quicken spell
13 incantrix 8
14 incantrix 9
15 incantrix 10 insightful reflexes, bonus: persistent spell
16 loremaster 1 secret: fort +2
17 loremaster 2
18 loremaster 3 chain spell, secret: ref +2
19 loremaster 4
20 loremaster 5 applicable knowledge: twin spell
21 incantrix 11 improved spell capacity [1]
22 incantrix 12
23 incantrix 13 bonus: improved spell capacity [2]
24 incantrix 14 multispell
25 incantrix 15
26 incantrix 16 bonus: improved spell capacity [3]
27 incantrix 17 improved metamagic [1]
28 incantrix 18
29 incantrix 19 bonus: intensify spell
30 incantrix 20 improved metamagic [2]


Skills: 24+36+56+50+32+49=247
* concentration +61 (33 ranks + 7 con + 20 competence + 1 luck)
* craft (caligraphy) +20 (1 rank + 17 int + 1 competence + 1 luck)
* deciper script +52 (33 ranks + 17 int + 1 competence + 1 luck)
* knowledge (arcana) +55 (33 ranks + 17 int + 3 feat + 1 competence + 1 luck)
* knowledge (architecture and engineering) +27 (8 rank + 17 int + 1 competence + 1 luck)
* knowledge (dungeoneering) +27 (8 rank + 17 int + 1 competence + 1 luck)
* knowledge (geography) +27 (8 rank + 17 int + 1 competence + 1 luck)
* knowledge (history) +27 (8 rank + 17 int + 1 competence + 1 luck)
* knowledge (local) +27 (8 rank + 17 int + 1 competence + 1 luck)
* knowledge (nature) +27 (8 rank + 17 int + 1 competence + 1 luck)
* knowledge (nobility) +27 (8 rank + 17 int + 1 competence + 1 luck)
* knowledge (religion) +27 (8 rank + 17 int + 1 competence + 1 luck)
* knowledge (the planes) +27 (8 rank + 17 int + 1 competence + 1 luck)
* listen +12 (5 cc ranks + 5 wis + 1 competence + 1 luck)
* search +28 (0 ranks + 17 int + 10 competence + 1 luck)
* spellcraft +54 (33 ranks + 17 int + 2 know arcana + 1 competence + 1 luck)
* spot +32 (16cc ranks + 5 wis + 10 competence + 1 luck)

Class Abilities:
Abjurer:
* prohibited school: evocation
* +1 abjuration spell per spell level per day
* can summon familiar (raven, see below)

Incantrix:
* send away (ex): +2 bonus to all dispel checks and caster level checks to harm, banish, or overcome the spell resistance of outsiders
* see ethereal (su): 1/day see into ethereal for 20 rounds, range 60'
* strike ethereal (su): can alter spells to strike creatures in the ethereal. spells with casting times of one action become full-round.
* hardy spirit (su): immune to death effects and energy drain.
* instant metamagic (su): 7/day, use a single metamagic effect of any known metamagic feat without preparing it beforehand.
* improved metamagic (su): whenever using a metamagic feat, the feat's level increase upon a spell is reduced by one (this can't reduce an increase to less than one level, or less than zero levels if the increase is already +0).
* drain item (sp): can drain a charge from a charged magic item, using the magic to heal self. Gains 1d6 hit points per spell level of the charge drained. if at full hit points, any additional hit points acquired are temporary hit points (maximum +20) that disappear after 10 minutes.

Loremaster:
* lore: +24 (as bardic knowledge) [+2 comes from k/history synergy]
* bonus language
* lore of true stamina, secret knowledge of avoidance: +2 to ref and fort saves

Spell Effects:
Persistent: Absorption, Bite of the Werebear, Contingent Energy Resistance, Dragonsight, Greater Arcane Sight, Protection from Evil, Ray Deflection, Shapechange [his own shape is default], Shield

30 hrs: Greater Mage Armor, Nondetection

24 hours: Create Magic Tattoo (CL +1), Greater Anticipate Teleportation, Superior Resistance



Equipment: [4,046,325 / 4,500,000]
Crafted: [15,000XP] 1,524 XP in contingencies
Belt of Magnificence +4 - 50,000 gp, 2,000 xp
Orange Ioun Stone (+1 CL) - 15,000 gp, 1,200 xp
Clear Ioun Stone (no food or water) - 2,000 gp, 160 XP
Dusty Rose Ioun Stone (+1 insight to AC) - 2,500 gp, 200 XP
Pale Green Ioun Stone (+1 competence bonus on attack rolls, saves, skill checks, and ability check) - 15,000gp, 1,200 XP
Iridescent Ioun Stone (no air) - 9,000 gp, 720 XP
Luckstone (+1 luck bonus on saving throws, ability checks, and skill checks) - 10,000 gp, 800 XP
Crystal Ball w/ true seeing & telepathy (80,000 + 1.5*28,000 = 122,000) - 61,000 gp, 4,880 XP
Amulet of Concentration (20*20*100 = 40,000) - 20,000 gp, 1,600 XP [14,284]

Purchased:
Epic Headband of Intellect +12 - 1,440,000 gp
Tomes (Int 5 & Con 5) - 275,000 gp
Ring of Protection +5 - 50,000 gp
Ring of Freedom of Movement - 40,000 gp
Robe of Eyes - 120,000 gp
Blessed Book [x2] - 25,000 [the second is a duplicate hidden in his townhome in Sigil]
Heward's Fortifying Bedroll - 3000 gp
Heward's Handy Haversack - 2000 gp
Horizon goggles - 8,000 gp
staff of planar might - 460,000 gp

Pearls of Power: [1,414,000 gp total]
1,000 gp (1st): x 10 : 10,000 gp
4,000 gp (2nd): x 10 : 40,000 gp
9,000 gp (3rd): x 10 : 90,000 gp
16,000 gp (4th): x 5 : 80,000 gp
25,000 gp (5th): x 5 : 125,000 gp
36,000 gp (6th): x 5 : 180,000 gp
49,000 gp (7th): x 5 : 245,000 gp
64,000 gp (8th): x 5 : 320,000 gp
81,000 gp (9th): x 4 : 324,000 gp

Crafted Contingencies: [19,800 gp & 1,524 XP total]
* if affected by feeblemind, then cast limited wish to reverse effects [(5*9*100/2) 2,250 gp & 180 XP]
* if fall more that 50', then cast Featherfall [(1*1*100/x) 50 gp & 4 XP]
* if die, then teleport 1 mile straight up [(5*9*100/2) 2,250 gp & 180 XP]
* if helpless, then teleport 1 mile straight up [(5*9*100/2) 2,250 gp & 180 XP]
* if engaged in melee, then cast repulsion [(7*13*100/2) 4,550 gp * 364 XP]
* if engaged in melee, then cast greater slide to push combatant 20' straight back [(2*3*100/x) 300 gp & 12 XP]
* if command word is spoken, then cast Tenser's Transformation [(6*11*100/2) 3,300 gp & 264 XP]
* if in an area targetted by Mage's Disjunction, then dimension door 500' backwards [(4*7*100/2) 1,400 gp & 112 XP]
* if command word is spoken, then cast deafness on self [(2*3*100/x) 300 gp & 12 XP]
* if command word is spoken, then cast blindness on self [(2*3*100/x) 300 gp & 12 XP]
* if exposed to gaze attack, then cast blindness on self [(2*3*100/x) 300 gp & 12 XP]
* if blinded, then cast Listening Lorecall [(2*3*100/x) 300 gp & 12 XP]
* if affected by a curse, cast Break Enchantment [(5*9*100/2) 2,250 gp & 180 XP]



Spell Components
Tattoo ink for 30 days - 3,000 gp
30 platinum shields - 750 gp
Hourglass focus (for Greater Anticipate Telportation) - 1,000 gp

Spells Prepared [CL 32]
0-- [4+1] Amanuensis, Arcane Mark, Detect Magic, Minor Energy Ward, Read Magic
1-- [12+1] Alarm [x2], Identify[x2], Silent Image [x2], True Strike [x7]
2-- [11+1] Baleful Transposition, Create Magic Tatoo, Detect Thoughts, Glitterdust, Greater Alarm, Quickened True Strike [x6], Web
3-- [11+1] Fly, Greater Mage Armor, Magic Circle Against Evil, Nondetection, Quickened Twinned Ray of Enfeeblement [x3], Quickened Twinned Ray of Clumsiness [x2], Phantom Steed, Spell Vulnerability, Sculpted Web
4-- [11+1] Celerity [x2], Greater Invisibility, Greater Mirror Image, Persisted Protection from Evil, Persisted Shield, Quickened Fly [x2], Quickened Twinned Chained Ray of Enfeeblement, Quickened Twinned Chained Ray of Clumsiness, Quickened Twinned Ray of Stupidity[x2]
5-- [11+1] Overland Flight, Prying Eyes, Quickened Assay Spell Resistance, Quickened Dimensional Anchor, Quickened Twinned Ray of Exhaustion [x3], Sculpted Black Tentacles, Sculpted Solid Fog, Telepathic Bond, Teleport [x2]
6-- [10+1] Analyse Dweomer, Greater Anticipate Teleportation, Quickened Baleful Polymorph, Quickened Lightning Leap [x2], Quickened Twinned Enervation [x3], Quickened Twinned Chained Ray of Exhaustion, Repulsion, Superior Resistance
7-- [10+1] Energy Immunity, Greater Teleport, Limited Wish, Mordenkainen’s Magnificent Mansion, Project Image, Quickened Twinned Chained Enervation [x2], Quickened Twinned Empowered Enervation [x2], Persisted Ray Deflection, Sculpted Lingering Flames
8-- [10+1] Greater Celerity [x2], Greater Prying Eyes, Mindblank, Persisted Contingent Energy Resistance, Persisted Dragonsight, Quickened Antimagic Ray [x2], Quickened Ethereal Jaunt, Quickened Twinned Disintigration [x2]
9-- [10+1] Freedom, Gate, Mord's Disjunction [x2], Prismatic Sphere, Quickened Horrid Wilting [x2], Quickened Prismatic Wall, Shapechange, Sphere of Ultimate Destruction, Time Stop [x2]
10- [5+1] Persisted Bite of the Werebear, Persisted Greater Arcane Sight, Quickened Effulgent Epuration, Quickened Twinned Horrid Wilting, Quickened Twinned Intensified Enervation, Quickened Time Stop
11- [4+1] Quickened Twinned Chained Horrid Wilting, Quickened Twinned Mord's Disjunction [x2], Quickened Twinned Chained Intensified Enervation, Quickened Twinned Chained Intensified Orb of Force
12- [3+1] Persisted Absorption, Persisted Shapechange, Quickened Twinned Empowered Maximized Horrid Wilting [x2]



Spellbook
0-- Acid Splash, Amanuensis, Arcane Mark, Daze, Detect Magic, Detect Poison, Disrupt Undead, Ghost Sound, Mage Hand, Mending, Message, Minor Energy Ward, Open/close, Prestidigitation, Read Magic, Resistance, Touch of Fatigue
1-- Alarm, Identify, Protection from Evil, Ray of Clumsiness, Ray of Enfeeblement, Shield, Silent Image, True Strike
2-- Baleful Transposition, Bone Fiddle, Create Magic Tattoo, Detect Thoughts, Glitterdust, Greater Alarm, Greater Slide, Ray of Stupidity, Web
3-- Dispel Magic, Fly, Greater Mage Armor, Greater Magic Weapon, Haste, Magic Circle Against Evil, Phantom Steed, Ray of Exhaustion, Slow, Spell Vulnerability, Spiderskin, Stinking Cloud, Unluck,
4-- Assay Spell Resistance, Black Tentacles, Burning Blood, Celerity, Dimension Door, Dimensional Anchor, Enervation, Fear, Greater Invisibility, Greater Mirror Image, Nondetection, Orb of Acid, Orb of Cold, Orb of Electricity, Orb of Fire, Orb of Force, Orb of Sound, Ray Deflection, Solid Fog
5-- Baleful Polymorph, Break Enchantment, Contingent Energy Resistance, Dragonsight, Feeblemind, Graymantle, Lightning Leap, Overland Flight, Permanency, Prying Eyes, Telepathic Bond, Teleport, Wall of Stone
6-- Analyze Dweomer, Disintigrate, Geas, Greater Anticipate Teleportation, Greater Herosim, Imbue Familiar with Spell Ability, Lingering Flames, Repulsion, Superior Resistance, Tenser's Transformation, True Seeing
7-- Antimagic Ray, Banishment, Bite of the Werebear, Energy Immunity, Ethereal Jaunt, Greater Arcane Signt, Greater Teleport, Insanity, Limited Wish, Mordenkainen’s Magnificent Mansion, Project Image
8-- Greater Celerity, Greater Pyring Eyes, Horrid Wilting, Maze, Mindblank, Moment of Prescience, Polymorph any Object, Prismatic Wall
9-- Absorption, Effulgent Epuration, Foresight, Freedom, Gate, Mordenkainen's Disjunction, Prismatic Sphere, Shapechange, Sphere of Ultimate Destruction, Time Stop
[/SBLOCK]

I still have around 400k to spend, and haven't tracked down my expensive spell components, but this should be pretty close to the final version.
 

I've just realized that the version of Laszlo I posted here is from Magic of Faerun, and thus 3.0. I'm reworking with the version from Player's Guide to Faerun, which is 3.5.

Sorry for any confusion. I hope to have the new version up before you get back.
 

I'll take the liberty of reminding you of a few house rules that exist within the campaign. First off, anything with the Outsider type, and everything classified as an Epic-level power cannot be brought into the Prime unless it's Marked; at least, not until the Ban finally fails. This includes all Summon and Calling spells.

Second, Gate will only be able to bring you back to the Observatory, and no other plane (except perhaps the isolated transitional planes linked and sealed with the Prime).

Third, Mind Blank doesn't exist. Which makes the Bards of this campaign very, very happy. :]
 

Ah, yes. I did remember about Gate and Mord's Disjunction, but had forgotten about Mindblank. Thanks for the reminder.

And on second thought, given the restriction on planar travel, the Staff of Planar Might is probably not the best use of Laszlo's resources. I was looking for an epic staff, but as Laszlo's given up both evocation and enchantment, all but a couple are out of play. I suppose I'll have to find something else.
 

Alright, here's the current working version. Optimization advise is welcome - I think I've about broke my brain trying to think of contingencies which would need to be accounted for.

Fluff is still in process, but, essentially, he lives for magic and has no particular life or interests outside of it. He studies nearly every waking moment. He meticulously builds on his web of connections within the extra-planar arcane community, constantly looking for new methods, approaches, breakthroughs which might aid him in his research into the fundamental underpinnings of magical practice. He is essentially good - friendly, and concerned for the welfare of others. But he is also rather self-absorbed and impatient.

He resides in a townhome in Sigil, where he maintains his lab, and rarely finds cause to leave the City of Doors. News of the rupture of the Legends Ban, however, would certainly pique his interest - and he may have a particular interest in the nature of the magic that was used to effect the ban in the first place.

Laszlo Farkas
neutral good human abjurer 5 / incantrix 20 / loremaster 5
[SBLOCK=second pass]Str 24 +7 base 11 (cost 3) - 3 old + 16 enhancement
Dex 12 +1 base 11 (cost 3) - 3 old + 4 enhancement
Con 24 +7 base 14 (cost 6) - 3 old + 5 inherent + 8 enhancement
Int 44 +17 base 18 (cost 16) + 2 old + 5 inherent + 7 level + 12 enhancement
Wis 20 +5 base 14 (cost 6) + 2 old + 4 enhancement
Cha 20 +5 base 14 (cost 6) + 2 old + 4 enhancement

Age 58
Height 5'10"
Weight 165 lbs

Languages: [can understand all written and spoken languages, can speak all languages] Common, Abyssal, Aquan, Auran, Celestial, Draconic, Dwarven, Elven, Giant, Goblin, Ignan, Infernal, Orc, Slaad, Sylvan, Terran

Senses: 360 degree vision [cannot be flanked, does not lose dex bonus to AC when flatfooted], darkvision 320', blindsense 160', can see invisible or ethereal creatures and objects 120', can see magical auras within 120', 1/2 penalties for distance on spot checks, greater anticipate teleportation [3 rounds delay], immediately aware of any attempt to observe him by means of a divination;

Description: An older, scholarly looking gentleman, obviously still quite vital. Trim and tanned with a crooked smile and laugh lines around his eyes.

HP 297 (4+(29*3=87)+(30*7=210))
AC 34 (10 base + 1 dex + 6 armor + 5 deflection + 7 natural armor + 4 shield + 1 insight)
Init +1 (+1 Dex)
Move 30 ft / x4

Fortitude 27 (5 base + 5 epic + 7 con + 2 secret + 6 resistance + 1 competence + 1 luck)
Reflex 37 (5 base + 5 epic + 17 int + 2 secret + 6 resistance + 1 competence + 1 luck)
Will 35 (15 base + 5 epic + 5 wis + 2 feat + 6 resistance + 1 competence + 1 luck)

Attack Bonus +14 (9 BAB + 5 EAB + 1 competence)
Melee Attack +22 (9 BAB + 5 EAB + 7 str + 1 competence)
Ranged Attack +16 (9 BAB + 5 EAB + 1 dex + 1 competence)

Melee: ?
Ranged: Ray +17

1 diviner 1 iron will, bonus: scribe scroll, human: skill focus (know arcana)
2 diviner 2
3 diviner 3 craft wonderous item
4 diviner 4
5 diviner 5 bonus: empower spell
6 incantrix 1 extend spell, bonus: maximize spell
7 incantrix 2
8 incantrix 3
9 incantrix 4 weapon focus (ray), bonus: sculpt spell
10 incantrix 5
11 incantrix 6
12 incantrix 7 craft contingent spell, bonus: quicken spell
13 incantrix 8
14 incantrix 9
15 incantrix 10 insightful reflexes, bonus: persistent spell
16 loremaster 1 secret: fort +2
17 loremaster 2
18 loremaster 3 chain spell, secret: ref +2
19 loremaster 4
20 loremaster 5 applicable knowledge: twin spell
21 incantrix 11 improved spell capacity [1]
22 incantrix 12
23 incantrix 13 bonus: improved spell capacity [2]
24 incantrix 14 multispell
25 incantrix 15
26 incantrix 16 bonus: improved spell capacity [3]
27 incantrix 17 improved metamagic [1]
28 incantrix 18
29 incantrix 19 bonus: intensify spell
30 incantrix 20 improved metamagic [2]


Skills: 24+36+56+50+32+49=247
* concentration +61 (33 ranks + 7 con + 20 competence + 1 luck)
* craft (caligraphy) +20 (1 rank + 17 int + 1 competence + 1 luck)
* deciper script +52 (33 ranks + 17 int + 1 competence + 1 luck)
* knowledge (arcana) +55 (33 ranks + 17 int + 3 feat + 1 competence + 1 luck)
* knowledge (architecture and engineering) +25 (6 rank + 17 int + 1 competence + 1 luck)
* knowledge (dungeoneering) +26 (7 rank + 17 int + 1 competence + 1 luck)
* knowledge (geography) +26 (7 rank + 17 int + 1 competence + 1 luck)
* knowledge (history) +26 (7 rank + 17 int + 1 competence + 1 luck)
* knowledge (local) +26 (7 rank + 17 int + 1 competence + 1 luck)
* knowledge (nature) +26 (7 rank + 17 int + 1 competence + 1 luck)
* knowledge (nobility) +26 (7 rank + 17 int + 1 competence + 1 luck)
* knowledge (religion) +26 (7 rank + 17 int + 1 competence + 1 luck)
* knowledge (the planes) +26 (7 rank + 17 int + 1 competence + 1 luck)
* listen +12 (5 cc ranks + 5 wis + 1 competence + 1 luck)
* search +28 (0 ranks + 17 int + 10 competence + 1 luck)
* speak language (10 ranks)
* spellcraft +54 (33 ranks + 17 int + 2 know arcana + 1 competence + 1 luck)
* spot +32 (16cc ranks + 5 wis + 10 competence + 1 luck)

Class Abilities:
diviner:
* prohibited school: enchantment
* +1 diviniation spell per spell level
* +2 to spellcraft checks to learn diviniation spells
* can summon familiar (raven, see below)

Incantrix:
* focused studies: prohibited school: evocation
* metamagic effect (su): 20/day may attempt to apply a metamagic feat to a persistent spell effect that is already in place.
* metamagic spell trigger (su): may apply metamagic to the effect of a spell trigger item. must have appropriate item creation feat. expends extra charges equal to the number of effective spell levels the feat would add to the spell.
* seize concentration (su): may wrest control of a spell that requires concentration from another spellcaster within 30'. opposed caster level check.
* instant metamagic (su): 7/day, use a single metamagic effect of any known metamagic feat without preparing it beforehand.
* snatch spell (su): may attempt to seize control over a persistant effect created by another spellcaster. The effect myst be one that does not dependon concentration, but still relies on or responds to the caster's control. effect must be within 30'. opposed caster level check.
* improved metamagic (su): whenever using a metamagic feat, the feat's level increase upon a spell is reduced by one (this can't reduce an increase to less than one level, or less than zero levels if the increase is already +0).
* cooperative metamagic (su): 7/day. may apply a metamagic feat (except silent, still, or quicken) to a spell being cast by a willing allied spellcaster.

Loremaster:
* lore: +24 (as bardic knowledge) [+2 comes from k/history synergy]
* bonus language
* lore of true stamina, secret knowledge of avoidance: +2 to ref and fort saves

Spell Effects:
Permanent: Comprehend Languages, Tongues

Persistent: Absorption, Bite of the Werebear, Contingent Energy Resistance, Detect Scrying, Dragonsight, Greater Arcane Sight, Protection from Evil, Ray Deflection, Scholar's Touch, Shapechange [his own shape is default], Shield

32 hrs: Greater Mage Armor, Nondetection

24 hours: Create Magic Tattoo (CL +1), Greater Anticipate Teleportation, Superior Resistance



Equipment: [4,494,122 / 4,500,000] - 5,878 remaining
Crafted: [15,000XP] 1,524 XP in contingencies
Belt of Magnificence +4 - 50,000 gp, 2,000 xp
Orange Ioun Stone (+1 CL) - 15,000 gp, 1,200 xp
Clear Ioun Stone (no food or water) - 2,000 gp, 160 XP
Dusty Rose Ioun Stone (+1 insight to AC) - 2,500 gp, 200 XP
Pale Green Ioun Stone (+1 competence bonus on attack rolls, saves, skill checks, and ability check) - 15,000gp, 1,200 XP
Iridescent Ioun Stone (no air) - 9,000 gp, 720 XP
Luckstone (+1 luck bonus on saving throws, ability checks, and skill checks) - 10,000 gp, 800 XP
Crystal Ball w/ true seeing & telepathy (80,000 + 1.5*28,000 = 122,000) - 61,000 gp, 4,880 XP
Amulet of Concentration +20 (20*20*100 = 40,000) - 20,000 gp, 1,600 XP [184,500 gp, 14,284 XP]

Purchased:
scrolls transcribed into spellbook - 103,775 gp
Epic Headband of Intellect +12 - 1,440,000 gp
Tomes (Int 5 & Con 5) - 275,000 gp
Ring of Protection +5 - 50,000 gp
Ring of Freedom of Movement - 40,000 gp
Robe of Eyes - 120,000 gp
Blessed Book [x2] - 25,000 [the second is a duplicate hidden in his townhome in Sigil]
Heward's Fortifying Bedroll - 3000 gp
Heward's Handy Haversack - 2000 gp
Horizon goggles - 8,000 gp
scroll of locate object - 150 gp
rod of excellent magic - 650,000 gp
scarab of stabilization - 92,400 gp
Ring Gates - 40,000 gp [2,849,322]

Pearls of Power: [1,414,000 gp total]
1,000 gp (1st): x 10 : 10,000 gp
4,000 gp (2nd): x 10 : 40,000 gp
9,000 gp (3rd): x 10 : 90,000 gp
16,000 gp (4th): x 5 : 80,000 gp
25,000 gp (5th): x 5 : 125,000 gp
36,000 gp (6th): x 5 : 180,000 gp
49,000 gp (7th): x 5 : 245,000 gp
64,000 gp (8th): x 5 : 320,000 gp
81,000 gp (9th): x 4 : 324,000 gp

Crafted Contingencies: [19,800 gp & 1,524 XP total]
* if affected by feeblemind, then cast limited wish to reverse effects [(5*9*100/2) 2,250 gp & 180 XP]
* if fall more that 50', then cast Featherfall [(1*1*100/x) 50 gp & 4 XP]
* if die, then teleport 1 mile straight up [(5*9*100/2) 2,250 gp & 180 XP]
* if helpless, then teleport 1 mile straight up [(5*9*100/2) 2,250 gp & 180 XP]
* if engaged in melee, then cast repulsion [(7*13*100/2) 4,550 gp * 364 XP]
* if engaged in melee, then cast greater slide to push combatant 20' straight back [(2*3*100/x) 300 gp & 12 XP]
* if command word is spoken, then cast Tenser's Transformation [(6*11*100/2) 3,300 gp & 264 XP]
* if in an area targetted by Mage's Disjunction, then dimension door 500' backwards [(4*7*100/2) 1,400 gp & 112 XP]
* if command word is spoken, then cast deafness on self [(2*3*100/x) 300 gp & 12 XP]
* if command word is spoken, then cast blindness on self [(2*3*100/x) 300 gp & 12 XP]
* if exposed to gaze attack, then cast blindness on self [(2*3*100/x) 300 gp & 12 XP]
* if blinded, then cast Listening Lorecall [(2*3*100/x) 300 gp & 12 XP]
* if affected by a curse, cast Break Enchantment [(5*9*100/2) 2,250 gp & 180 XP]



Spell Components
Tattoo ink for 50 days - 5,000 gp
60 platinum shields (for greater mage armor) - 1500 gp
Hourglass focus (for Greater Anticipate Telportation) - 1,000 gp
finely wrought silver mirror (for scrying) - 1000 gp
jade circlet (for shapechange) - 1500 gp
tiny lens of ruby set in a small golden loop (for analyze dweomer) - 1500 gp
iron filings mixed with ruby dust (antimagic ray [50]) - 5000 gp
ointment for the eyes (true seeing [20]) - 5000 gp
pearl of at least 100 gp value (for identify [50]) - 5000 gp [26,500 gp]



Spells Prepared [CL 32]
0-- [4] Amanuensis, Arcane Mark, Detect Magic, Minor Energy Ward, Read Magic
1-- [12] Alarm [x2], Identify[x2], Silent Image [x2], True Strike [x7]
2-- [11+1] Baleful Transposition, Create Magic Tatoo, Detect Thoughts, Glitterdust, Greater Alarm, Quickened True Strike [x6], Web
3-- [11+1] Clairaudience/Clairvoyance, Fly, Greater Mage Armor, Magic Circle Against Evil, Nondetection, Quickened Twinned Ray of Enfeeblement [x2], Quickened Twinned Ray of Clumsiness [x2], Phantom Steed, Spell Vulnerability, Sculpted Web
4-- [11+1] Celerity, Greater Invisibility, Greater Mirror Image, Persisted Protection from Evil, Persisted Scholar's Touch, Persisted Shield, Quickened Fly[x2], Quickened Twinned Chained Ray of Enfeeblement x[2], Quickened Twinned Chained Ray of Clumsiness [x2]
5-- [11+1] Overland Flight, Prying Eyes, Quickened Assay Spell Resistance, Quickened Dimensional Anchor, Quickened Twinned Ray of Exhaustion [x3], Sculpted Black Tentacles, Sculpted Solid Fog, Telepathic Bond, Teleport [x2]
6-- [10+1] Analyse Dweomer, Greater Anticipate Teleportation, Quickened Baleful Polymorph, Quickened Lightning Leap [x2], Quickened Twinned Enervation [x3], Quickened Twinned Chained Ray of Exhaustion, Repulsion, Superior Resistance
7-- [10+1] Discern Location, Energy Immunity, Greater Scrying, Greater Teleport, Limited Wish, Persisted Detect Scrying, Quickened Twinned Chained Enervation, Quickened Twinned Empowered Enervation, Persisted Ray Deflection, Scry Location, Vision
8-- [10+1] Greater Celerity [x2], Greater Prying Eyes, Persisted Contingent Energy Resistance, Persisted Dragonsight, Quickened Antimagic Ray [x2], Quickened Ethereal Jaunt, Quickened Project Image, Quickened Twinned Disintigration [x2]
9-- [10+1] Freedom, Gate, Mord's Disjunction [x2], Prismatic Sphere, Quickened Horrid Wilting [x2], Quickened Prismatic Wall, Shapechange, Sphere of Ultimate Destruction, Time Stop [x2]
10- [5+1] Persisted Bite of the Werebear, Persisted Greater Arcane Sight, Quickened Effulgent Epuration, Quickened Twinned Horrid Wilting [x2], Quickened Time Stop
11- [4+1] Quickened Twinned Chained Horrid Wilting, Quickened Twinned Chained Intensified Enervation [x2], Quickened Twinned Chained Intensified Orb of Force[x2]
12- [3+1] Persisted Absorption, Persisted Shapechange, Quickened Twinned Empowered Maximized Horrid Wilting [x2]



Spellbook
0-- Acid Splash, Amanuensis, Arcane Mark, Daze, Detect Magic, Detect Poison, Disrupt Undead, Ghost Sound, Mage Hand, Mending, Message, Minor Energy Ward, Open/close, Prestidigitation, Read Magic, Resistance, Scholar's Touch, Touch of Fatigue
1-- Alarm, Identify, Comprehend Languages, Protection from Evil, Ray of Clumsiness, Ray of Enfeeblement, Scholar's Touch, Shield, Silent Image, True Strike
2-- Baleful Transposition, Bone Fiddle, Create Magic Tattoo, Detect Thoughts, Glitterdust, Greater Alarm, Greater Slide, Locate Object, Web
3-- Clairaudience/Clairvoyance, Dispel Magic, Fly, Greater Mage Armor, Greater Magic Weapon, Haste, Magic Circle Against Evil, Phantom Steed, Ray of Exhaustion, Slow, Spell Vulnerability, Spiderskin, Stinking Cloud, Tongues, Unluck
4-- Assay Spell Resistance, Black Tentacles, Burning Blood, Celerity, Detect Scrying, Dimension Door, Dimensional Anchor, Enervation, Fear, Greater Invisibility, Greater Mirror Image, Nondetection, Orb of Acid, Orb of Cold, Orb of Electricity, Orb of Fire, Orb of Force, Orb of Sound, Ray Deflection, Solid Fog
5-- Baleful Polymorph, Break Enchantment, Contingent Energy Resistance, Dragonsight, Graymantle, Lightning Leap, Overland Flight, Permanency, Prying Eyes, Telepathic Bond, Teleport, Wall of Stone
6-- Analyze Dweomer, Disintigrate, Geas, Greater Anticipate Teleportation, Imbue Familiar with Spell Ability, Repulsion, Scry Location, Superior Resistance, Tenser's Transformation, True Seeing
7-- Antimagic Ray, Banishment, Bite of the Werebear, Discern Location, Energy Immunity, Ethereal Jaunt, Greater Arcane Signt, Greater Scrying, Greater Teleport, Insanity, Limited Wish, Mordenkainen’s Magnificent Mansion, Project Image, Vision
8-- Greater Celerity, Greater Pyring Eyes, Horrid Wilting, Maze, Moment of Prescience, Polymorph any Object, Prismatic Wall
9-- Absorption, Effulgent Epuration, Foresight, Freedom, Gate, Mordenkainen's Disjunction, Prismatic Sphere, Shapechange, Sphere of Ultimate Destruction, Time Stop
[/SBLOCK]
 

Detect Scrying already lasts 24hrs. There is no need to persist it.

Enervation is a Ray, and 'Effect: Ray' spells can't be Chained as they don't have a 'Target' entry. (Ditto Ray of Enfeeblement, etc)

Twinning the Ray of Enfeeblement doesn't really do anything* since the penalties don't stack; Maximize or Intensify it instead.

Maximize your Enervations instead of Empowering them, it's far better on a d4.

Contingent Energy Resistance is a waste of time at this level, ER 10 is not so much. Stock up on Energy Immunity instead.

Horrid Wilting is already multi-target, you can't Chain it. (don't really need to at CL 30+ anyway...)

Assay Resistance is already a Swift action. No need to Quicken.

*I suppose it does give you a second attack roll to hit the target, but you're only going to be missing touch attacks on a roll of a 1 anyway...
 

Remove ads

Top