(EPIC) The Epic Dungeon Crawl: Characters

Creamsteak

Explorer
Warning: This thread is for the players of the EPIC game to post their characters. Please do not bump the thread, if you lose track of it you can find the link in the In Character Forum in the index thread. Please post questions and such in the OOC thread. This thread is meant to be kept in ideal order, because I'm an organization dictator.
 
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Races and Ability Scores
All races from the 3 core books are permitted.
Characters are created with Point Buy.
60 Points are alloted to +0 ECL characters.
48 Points are alloted to +1 ECL characters.
36 Points are alloted to +2 ECL characters.
30 Points are alloted to +4 ECL characters.
24 Points are alloted to +5 ECL characters.
18 Points are alloted to +6 ECL characters.
12 Points are alloted to +7 ECL characters.
6 Points are alloted to +8 ECL characters.

Character Classes and Hit Points
All character classes from the 3 core books are permitted.
Characters may have no more than one initial Prestige Class.
Characters maximize their first Hit Die.
Characters gain 75% of maximum HP per Hit Die.

Starting XP and Resources
Characters start with 200,000 experience.
Characters start with 800,000 gold pieces.
A character cannot start with more gear than they can carry.
Otherwise, encumbrance is not in use.

Banned Core Material
Leadership
Resurrection Spells
Harm (Except to Heal)
Heal (Except to Heal)
Teleportation [Sub-school]
 
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Rearden the Smith

M Human Fighter20 CR 20; Size:M Type Humanoid; HD (20d10)+60; hp 203; Init +7 (+3 Dex, +4 Misc); Spd Walk 40'; AC 36 (flatfooted 33, touch 18) Optionally goes to AC 43 if using shield, *Warhammer +4 (Impact/Speed/Adamantine) +36/+36/+31/+26/+21 0'/B (1d8+22 or 1d8 +17 if one handed 18-20/x3 threat range doubled, grants 1 extra attack each round at highest bonus) or Crossbow +2 (Light) +25/+20/+15/+10 80'/P (1d8+2 19-20/x2 Neither S ) ; SA: ; Vision: Normal AL: NG; Sv: Fort +20, Ref +14, Will +15; Str 33(includes use of Manual of Gainful Exercise +5), Dex 16, Con 16, Int 18, Wis 14, Cha 12

Skills and Feats: Alchemy +10, Craft (Armorsmithing) +26, Craft (Leatherworking) +13, Craft (Metalworking) +26, Craft (Trapmaking) +17, Craft (Weaponsmithing) +26, Disable Device +13, Jump +19, Knowledge (Engineering) +12, Open Lock +13, Search +10, Listen +7; Armor Proficiency (Heavy),Armor Proficiency (Light),Armor Proficiency (Medium),Cleave,Combat Reflexes,Dodge,Expertise,Rapid Reload ,Follow Through(allows a 5' step during a cleave, from AEG WAR),Great Cleave,Improved Critical (Warhammer),Improved Initiative,Improved Sunder,Iron Will,Light Sleeper(Allows listen checks while sleeping from AEG Dungeon),Martial Weapon Proficiency,Power Attack,Power Critical (Warhammer),Power Lunge,Shield Proficiency,Simple Weapon Proficiency,Sunder,Alertness ,Weapon Focus (Warhammer),Weapon Specialization (Warhammer)
Possessions: 10.0 Acid (Flask), 10.0 Alchemist's Fire (Flask), 1.0 Alchemist's Lab, 1.0 Amulet of Natural Armor +5, 1.0 Artisan's Tools(Masterwork), 1.0 Belt of Giant Strength +6 ,50.0 Bolt (Crossbow/Silvered), 1.0 Boots of Striding and Springing, 1.0 Brazier (Bronze), 1.0 Camouflage Kit (Forest/Masterwork), 1.0 Cloak of Resistance +5, 1.0 Decanter of Endless Water, 1.0 Dust of Appearance, 1.0 Expandable Pole, 1.0 Full Plate +5 (Fortification (Heavy)/Mithral/Called), 1.0 Gauntlet of Rust, 1.0 Goggles of Night, 1.0 Heward's Handy Haversack, 1.0 Longreach tongs, 1.0 Magnifying Glass, 1.0 Manual of Gainful Exercise +5(used, but included to account for the cost), 1.0 Portable Hole, 1.0 Pot of Metal Melting, 1.0 Ring (Regeneration), 1.0 Ring +5 (Protection), 1.0 Rope of Climbing, 1.0 Scale (Merchant's), 1.0 Shield +5 (Large/Steel/Mithral), Shovel, 1.0 Spool of Endless Rope, 5.0 Tanglefoot Bag, 1.0 Thieves' Tools (Masterwork), 1.0 Warhammer +4 (Impact/Speed/Adamantine), 5.0 Waterskin.

Rearden is an oddity in this world. He is an avowed technologist. He firmly believes that most things are better solved using technology and skill rather than magic. However, he is not stupid, and certainly will use magic when it is to his advantage. He is quite civil to arcane spell casters, but in a rather glacial way. Rearden is reasonably affable with divine casters, as the power of the gods are a different matter than simple magic, not to mention healing spells have saved his butt on many occaisions.

He is quite paranoid when making camp and will generally have a party stop early on any given day so he can construct an elaborate set of defenses in any given camp. Magical aid will be welcomed in this effort since he doesn't like the blister end of a shovel any more than the next peasant. He has been ambushed at night so many times that he practically sleeps with one eye open. His hammer basically never leaves his side. He enjoys travelling around helping craftsmen improve their skills. Stomping the forces of evil into the dust helps to pass the time.


 
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Verra Grimson ('the Hawk')
Male Elven Nomad 20 [ECL +0]
Age: 115
Weight: 178 Lbs
Height: 5' 7"
Hair: Long curly brown
Eyes: Green

Alignment: Neutral
Xps: 200,000 xps (probably will change)
Languages: Common, Elven, Draconic, Infernal

Attributes
Str 16 (+3) [10 cost]
Dex 36 + 0 (+13) [16 cost + 2 race + 6 enhancement +5 inherent +5 levels]
Con 16 (+2) [16 cost -2 race]
Int 16 (+2) [10 cost]
Wis 14 (+2) [6 cost]
Cha 10 (+0) [2 cost]

Initiative: +13 (+13 Dex)
Move: 30'
Hit Points: 152
AC: 35 (+10 Dex, +4 Mithral Chain Shirt, +4 Natural, +3 Luck)
BAB: +10 (+16 to hit melee, +25 ranged)

Saves:
+17 Fort (+6 Base, +3 CON, +5 resistance (cloak), +3 Luck)
+27 Ref (+6 Base, +13 DEX, +5 resistance (cloak), +3 Luck)
+22 Will (+12 Base, +2 WIS, +5 resistance (cloak), +3 Luck)

Special Abilities:
Low Light Vision
Immune to Sleep
+2 Racial Save Bonus vs. Enchantment
+2 Racial Bonus to Listen, Spot, Search
Proficient with Rapier and Composite Longbow


Feats: Point Blank Shot, Rapid Shot, Precise Shot, Psionic Shot, Fell Shot, Craft Armors and Armor, Craft Universal Item, (**+3 More/May change**)

Skills:
Climb +5 (2 ranks)
Concentration +20 (18 ranks)
Craft: Bowyer +7 (5 ranks)
Craft: Armorer +7 (5 ranks)
Escape Artist +28 (18 ranks)
Hide +11 (1 rank)
Jump +5 (2 ranks)
Knowledge: Psionics +25 (23 ranks)
Listen: +7 (3 ranks, +2 racial)
Move Silently +13 (3 ranks)
Ride +12 (2 ranks)
Remote View +4 (2 ranks)
Psicraft +25 (23 ranks)
Search +5 (1 rank, +2 racial)
Spot +14 (10 ranks, +2 racial)
Use rope +12 (2 ranks)

Equipment:---(**Will be improved**)
Third Eye Conceal (Crafted 1/2 Cost, 3,600 xps)
Skin of the Hero (Crafted 1/2 Cost, 2,720 xps)
Torc of Psionic Might (10,000gp)
Manual of Quickness of Action +5 (137,500 gp)
Mithral Shirt +4 of Grace and Heavy Fortification (101,100 gps)
--Grace +1(BoEM II - No dexterity penalty from Armor)
Cloak of Resistance +5 (Crafted 1/2 Cost, 1000 xps)
Bracers of Archery (Crafted 1/2 Cost, 204 xps)
Gloves of Storing (4,400gps)
Shocking Frosting Bow of the Grey Marches (Crafted 1/2 Cost, 1455 xps)
--Bow of the Grey Marches (BoEM II) Added Shock and Frost for a total cost of the weapon of 36,375
Belt of Dexterity +6 (32,000 gps)
Quiver of Ehlonna (Crafted 1/2 Cost, 72 xps)
100 +1 Arrows (Crafted 1/2 Cost, 160 xps)

PSIONICS
Power Points: 401 (265 +7+9+9+11+13+15+15+17+19+21)
Psychic Combat Modes: Mind Blast, Ego Whip
Psychic Defenses: Empty Mind, Thought Shield, Tower of Iron Will

Displays:
Auditory (Au): A rustle of leaves, barely audible
Material (Ma): Steam wafting from the object
Mental (Me): A feeling of deja-vu to those around
Olfactory (Ol): The smell of ozone
Visual (Vi): Body seems to haze as from heat

PSIONIC POWERS
Powers Discovered (ItCK p.35)
0: (8+d) 1st: (4+d) 2nd: (4+d) 3rd: (3+d) 4th: (3+d) 5th: (3+d) 6th: (2+d) 7th: (2+d) 8th (2+d) 9th: (2+d)
Secondary Disciplines (Psychometabolism, Clairsentience)

Talents (Free Uses: 22)
Bolt
Burst
Catfall
Detect Psionics
Far Hand
Float
Inkling
Memory Recall (Mind's Eye - Wotc Website)
Missive

1st Level Powers (1 pp)
Call Weaponry - unavailable [Teleportation] effect
Comprehend Lanuages (instead of call weaponry)
Steadfast Gaze
Spiderclimb
Empathic Transfer
Lesser Body Adjustment

2nd Level Powers (2 pp)
Animal Affinity
Knock
Claiaudience/Clairvoyance
Combat Prescience
Invisibility

3rd Level Powers (4 pp)
Charm Monster
Displacement
Non-detection
Time Hop (Will negs d20 +14)

4th Level Powers (6 pp)
Dimension Door
Fate of One
Mass Concussion
Natural Armor

5th Level Powers (8 pp)
Dimensional Strike (Mind's Eye - Wotc Website)
Greater Dominate
Power Resistance
True Seeing

6th Level Powers (10 pp)
Ablating
Improved Fly
Shield of Prudence

7th Level Powers (12 pp)
Contingency
Greater Metaphysical Weapon
Phase Door

8th Level Powers (14 pp)
Hypercognition
Temporal Acceleration
Mind Blank

9th Level Powers (16 pp)
Psionic Reality Alteration (Mind's Eye - Wotc Website)
Shapechange
Temporal Velocity

[Edit] Removed ItCK Magic as Psionics
[Edit] Clarified Number of Powers and page reference of source

Background and completion to follow. . .
 
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Malibeem Lightfoot

I threw this together rather hastily. It seemed perfect for a dungeon crawl and I based the number stuff on some things Sollir helped me with on another character. If something isn't right let me know. I just wanted to get something up to keep the idea moving forward. I am looking forward to checing out Epic Rules.

Ranger 1 / Rogue 19
Neutral
Hit dice 193
Initiative +13
Speed 20’ walk / 90’ fly (3/4 while blinking)
AC: 41 [56] Flat foot: 41 Touch 28
(+1 Size +9 Arm. +13 Dex +4 Prot +4 N Arm.)-(+7 Shield +4 Haste +1 Dodge +4 AoO)
Attacks: dagger: 31/31/26/26/21/21 (31ExTact/31 Haste) or S.bow 33/28/23 (33/33)
Damage: +10d6 Sneak
Special Attacks: Sneak Attack, Crippling Strike,
Special Defense: Blinking, Displacement, Uncanny Dodge, Improved Evasion,
Special qualities: Can’t be flanked, Defensive Roll, Skill Mastery (7), Speaks all Lang. in PHB
Saves: F 19 R 30 (+3 vs. Traps) W 15
Abilities S 12 I 18 W 16 D 36 C 20 Ch 10

Crippling Strike: When the rogue damages an opponent with a sneak attack, the target also takes 1 point of Strength damage.

Defensive Roll: Once per day, when a rogue would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. She makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. The rogue must be aware of the attack and able to react to it in order to execute the defensive roll — if the Dexterity bonus to AC is denied, the rogue can't roll. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue's evasion ability does not apply to the defensive roll.

Improved Evasion: The rogue takes only half damage on a failed save.

Feats
Ambidexterity (Bonus)
Two Weapon Fighting (Bonus)
Tracking (Bonus)
Weapon Finesse – Dagger (1)
Combat Reflexes (3)
Dodge (6)
Mobility(9)
Expert Tactician (12)
Improved two Weapon Fighting (15)
Greater two weapon Fighting (18)


Skills: Tot Ranks Abil. Syner. Tools Other
Hide* 46
Jump 7
Move Sil.* 48
Open Lock* 46
Mag. Dev* 18
Search* 37
Appraise 20
Spot* 26
Balance 18
Tumble 29
Climb 11
Disable Device* 37
Escape Artist 27
Tracking 25
Listen 15
Language Points 20
Gather Information 21

* Skill Mastery – . When making a skill check with one of these skills, the rogue may take 10 even if stress and distractions would normally prevent the rogue from doing so.

Magic Items Cost
Boots Flying & Speed 24000
Cloak Displacement (Major) 50,000
Vest of the Wight * 5000
Robe Resistance +5 25000
Bracers of Natural Armor +4 32000
Armor Mith Shirt +5, Grace 37100
Goggles Night 8000
Ring Blinking 30000
Ring Telekinesis 75000
Hat 0
Amulet Natural Health+4 16000
Gloves Dexterity +6 36000
Belt Protection +4 32000
(2) +4 Ghost Touch Daggers 100604
Rod of Negation 44600
Gem of Seeing 75000
Chime of Opening 3000
Portable Hole 14000
Heward’s Handy Haversack 2000
Manual of Quickness in Action 137500
Lens of Detection 3500
+3 Short Bow Mighty (+1) 18525
Tools of the Wight 5000
Mundane Items 790
Deck of Illusions 9200
2 Wands CLW 1500
Wand of Endurance 4500
Wand of Knock 4500
Wand of Shield 750
795,069

*Vest of the Wight (+10 Move Silently and Hide) – 10x10x20 + [10x10x20]1.5=5,000
*Tools of the Wight (+10 Open Lock/disable Device) 10x10x20 + [10x10x20]1.5=5,000

Mundane Items: 100’ silk rope, 100’ string, 60 days of Rations, Candle, Caltrops x 10, 4 waterproof sacks, 100 MW arrows, 100 Arrows, 10 daggers,

History

This character is into "acquisitions & recovery" . Sometimes for monetary gain, other times simply to challenge himself. He keeps keeps his background to himself, but makes his expertise known when planning with a group…nothing is worse than being caught.

He prefers to be in and out undetected, however, if forced to fight does so with unyeilding ferocity. He believes in having a wide network of friends and in "keeping his ear to the ground". Outwardly he is very trusting, inside he knows he fully trusts people about as far as he can throw them (and keep in mind, he is a halfling).

Edit: Fixed Gauntlet of Dex to +6 and adjusted all related stats.
Edit: Added a couple of items and fixed GP value for Armor and Bow (I forgot to add the price of the armor and MW bow itself originally).
 
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William Masterson
Human Male, Fgtr10/Weaponmaster10
Str: 30 (16 Points, +1 lvl +5 Manual of Gainful Exersice +6 magic)
Dex: 26 (10 Points, +4 lvl +6 magic)
Con: 22 (16 Points, +4 magic)
Int: 16 (10 Points)
Wis: 16 (4 Points, +4 magic)
Cha: 12 (4 Points)

HP: 303

Saves: Fort: +20 Ref: +22 Will: +11

AC: 40 (10 base +6 armor, +6 shield, +8 dex, +5 Deflection, +4 natural, +1 feat)

Celestial Armour
+3 Animated Heavy Fortification Red(fire resist 5) Dragonshield

Attacks:
Melee: +38/+33/+28/+23, 2d6+27 +1d6 Cold, +1d6 Electric damage, threat range 10-20/X2 +1d10 Cold, +1d10 Electric (+5 Keen, Icy Burst, Shocking Burst Flamberge)

Skills: TBD

Feats: Dodge, Improved Dodge, Mobility, Expertise, Spring Attack, Whirlwind Attack, W. Focus(Flamberge), Improved W. Focus (Flamberge), W. Specialization(Flamberge), Power attack, Reckless attack, Combat Reflexes, Two-Handed Power Strike

Class Features: Ki Damage(Max damage from 1 melee attack) 10/day, Increase multiplier(Increase multiplier of Flamberge to X3) 5/day, Superior W. Focus (+1 to hit with Flamberge), Superior Combat Reflexes (Additional # of AoO equal to Wis Mod), Ki Critical(+2 threat range with Flamberge), Ki Whirlwind

Equipment:
Belt of Giant Str +6
Gloves of Dex +6
Bracers of Constitution +4
Cloak of Resistance +4
Amulet of Natural Armour +4 and Wis +4
Ring of Protection +5
Ring of Sustenance
Ring of X-ray Vision (Not worn)
Winged Boots of Striding and Springing
Portable Hole
Bag of HoldingIII
Rod of Security
Goggles of Night
Chime of Opening
10 Potions of Cure Serious Wounds(3d8+5)
875 GP - Will spend on 'basics' later (Will edit post)
 
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Veit Ungart
Male Dwarven Mage 20
Str 18 (+4), Dex 12 (+1), Con 20 (+5), Int 33 (+11), Wis 18 (+4), Cha 23 (+6)

HP 170 AC 31 (+1 Dex, +10 armor, +5 Deflection, +5 Natural), Touch 16, Flat-footed 30
Saves: Fort +11, Ref +7, Will +16
Melee +14/+9 Ranged +11/+6
Skills and Feats: Climb +15,5; Concentration +28, Craft (Stonecutting) +23, Craft (Weaponsmithing) +15, Dispel Magic +26, Divination +26, Jump +15,5; Knowledge (Arcana) +32, Scry +32, Spellcraft +32;
Armor Proficiency (Light), Combat Casting, Eschew Materials, Extend Spell, Greater Spell Penetration, Persistent Spell, Quicken Spell, Spell Penetration

Magical Boons: Armored Casting (Light armor), Bonus Feat (Extend Spell), Chosen Spell list (Evoke Earth), Moderate Magical Infusion (Earth, Metal +1 level-based effects), Major Magical Infusion (Increased Darkvision +60, Immune to severe side-effects of Earth(dirty, crushing, suffocation))

Spell lists (Save DC 16+spell level)
Abjure [Element] (11): Acid, Air, Biomatter, Crystal, Earth, Fire, Ice, Lightning, Metal, Shadow, Sonic
Abjure Magic
Alter Reality
Animate Object
Bind [Element] (5): Biomatter, Crystal, Earth, Fire, Metal
Create [Element] Object (6): Biomatter, Crystal, Earth, Fire, Light, Metal
Enervate & Restore
Evoke [Element] (10): Acid, Air, Biomatter, Crystal, Death, Earth, Fire, Ice, Lightning, Metal
Evoke Area [Element] (10): Acid, Air, Biomatter, Crystal, Death, Earth, Fire, Ice, Lightning, Metal
Infuse Creature with [Element] (9): Acid, Air, Biomatter, Death, Earth, Fire, Ice, Metal, Sonic
Infuse Object with [Element] (8): Acid, Air, Biomatter, Crystal, Earth, Ice, Metal, Light
Invisibility
Polymorph [Element] (7): Acid, Air, Biomatter, Earth, Fire, Ice, Metal
Sight
Summon [Element] (6): Acid, Air, Earth, Fire, Metal, Water
Wall of [Element] (3): Fire, Earth, Metal
Magic Points: 449 (310 base +139 bonus from high Int), So I could dumb out 26 9th level, 1 3rd level and 1 1st level effect and be left empty.


Equipment:
+5 mithral chainmail (29,300)
Ring of Elemental Comman (Earth) (200,000)
Ring of Protection +5 (50,000)
Vestments of Health +6 (36,000)
Gloves of Strenght +6 (36,000)
Bag of Holding I (2,500)
Helm of Intelligence +6 (36,000)
Cloack of Charisma +6 (36,000)
Tome of Intelligence +5 (137,500) (Read)
Chime of Opening (3,000)
Bead of Force x5 (2,000 x5)
Amulet of Natural Armor +5 (50,000)
Cash left: 73,700gp


I really ran out of ideas when picking spell lists because I didn't want to be able to heal (doesn't fit the concept), so some may seem pretty stupid choices. Starting ability scores were, in order, 12 12 12 18 18 18. 4 level increases went to Int and one to Cha.
 

Well, if you *insist* on using that list...

Rom

Male Pixie Wiz 20; Small-size Fey; HD 20d4+160; hp 220; Init +16; Spd 20 ft. fly 60 ft.; AC 42 (10 + 5 luck + 8 Bracers + 5 Ring + 12 Dex +1 Natural +1 Size (touch 33, flat-footed 30); Atk +28/+23 melee or 27/+22 ranged touch (by spell); AL TN; SV Fort +17, Ref +28, Will +23;

Str: 6
Dex: 34 ((36)
Con: 18 (26)
Int: 40 (50)
Wis: 12
Cha: 14

Ability Scores between () are not calculated in the statistics.

Ra: Dodge
Ra: Point Blank Shot
Ra: Rapid Shot
Ra: Weapon Finesse (Dagger)
Ra: Weapon Focus (Shortbow)
01: Scribe Scroll
01: Improved Initiative
01: Weapon Focus (Touch)
03: Battle Touch
05: Precise Touch
06: Weapon Finesse (Touch)
09: Eschrew Material Components
10: Extend Spell
12: Empower Spell
15: Silent Spell
15: Magical Talent
18: Lace Spell [Unravel]
20: Still Spell

Spells:
Spell Slots:
0/1/2/3/4/5/6/7/8/9
4/8/5/8/7/7/7/7/5/5

Active Spells:
6x Empowered Endurance [23]
6x Empowered Cat's Grace [23]
6x Empowered Fox Cunning [23]
Magic Tattoo (+1 Caster Level) [20, 21, 22]
Mind Blank [23]


Tome of Dexterity +4 (110,000)
Bracers of Dexterity +6 (36,000)
Tome of Intelligence +5 (135,000)
Headband of Intellect +6 (36,000)
Amulet of the Arcanist (50,000)
Fox Cunning Permanency Research (2000)
Cloak of Resistance +5 (25,000)
Bracers of Armor +8 (64,000)
Ring of Deflection +5 (50,000)
Ring of X-Ray Vision (25,000)
533
Lesser Rod of Empowerment (16,200)
Lesser Rod of Empowerment (16,200)
Lesser Rod of Empowerment (16,200)
Lenses of Luck (187,500)
Boots of Striding and Sprining (2,500)
Ring of Nine Lives (?)



 
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