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[Epic] The Mirror of Days (Updated!)
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<blockquote data-quote="Arknath" data-source="post: 776831" data-attributes="member: 2850"><p>Ok all, here is my character </p><p></p><p><strong>Simon “The Serpent” Ozrick</strong></p><p>Male Medium-size Humanoid (Human)</p><p>Experience: 500,000/528,000</p><p>Class: Rog 16/Thief-Acrobat 9/Divine Seeker 2/Perfect Wight 5</p><p>Hit Dice: 16d6 plus 128 + 9d6 plus 72 + 2d6 plus 16 + 5d6 plus 40 (416 hp)</p><p>Init: +21 (Dex +13, +8 Superior Initiative)</p><p>Speed: 30 ft.</p><p>Armor Class: 38 (+13 Dex, +5 armor, +5 natural armor, +5 deflection) </p><p> Touch AC: 28 (+13 Dex, +5 deflection)</p><p> Defensive AC: 52 (+13 Dex, +5 armor, +5 natural armor, +5 deflection, +5 Expertise, +9 dodge)</p><p> AofO AC: 43 (+13 Dex, +5 armor, +5 natural armor, +5 deflection, +1 dodge, +4 mobility)</p><p></p><p>Attack (Primary): +38/+38/+33/+28 melee (+21 BAB, +13 Dex, +4 enhancement; Breach of Silence, scimitar of speed +4, x2/18-20 crit)</p><p>Damage: 1d8+12</p><p>Special Attacks: Sneak Attack +11d6, Cartwheel Charge, Thwart Glyph</p><p>Special Qualities: Defensive Fighting Bonus, Defensive Roll, Fast Balance, Fast Climb, Improved Evasion, Improved Invisibility 1/day, Improved Legerdemain 1/day, Improved Trip, Incorporeal 1/day, Kip Up, Move Anywhere, Prone Defense, Sacred Defense +1, Sanctuary 1/day, Shadow Form 1/day, Skill Mastery, Slippery Mind, Slow Fall (40 ft.), Unbounded Leap, Uncanny Dodge (+2 vs. traps), SR 40, Nondetection, 20% miss chance (1/2 concealment), DR 10/+5, ER: Acid, Cold, Electricity, Fire, Sonic: 30</p><p></p><p>Alignment: Chaotic Good</p><p>Saves: Fort +27 [+12 base, +8 Con, +7 resistance]; (vs. outsiders and divine spells +20)</p><p> Ref +39 [+20 base, +12 Dex, +7 resistance]; (vs. outsiders and divine spells +34)</p><p> Will +20 [+12 base, +1 Wis, +7 resistance]; (vs. outsiders and divine spells +14)</p><p></p><p>Abilities: Str 22 (+5 inherent, +6 enhancement)</p><p> Dex 35 (Up at 12th, 16th, 20th, 24th, 28th, 32nd, +5 inherent, +8 enhancement)</p><p> Con 27 (Up at 8th, +5 inherent, +8 enhancement) </p><p> Int 19 (Up at 4th, inherent +5 at 18th)</p><p> Wis 12 </p><p> Cha 11 </p><p></p><p>Skills: Balance# +82, Climb# +36, Disable Device* +32, Escape Artist* +80, Hide* +78, Intuit Direction +9, Jump +66, Knowledge (religion) +15, Listen +20, Move Silently* +78, Open Lock* +38, Pick Pocket* +18, Search +30, Spot +17, Tumble* +78, Use Magic Device +13, Use Rope +24</p><p></p><p>*Can take 10 on skill check even when distracted or pressured</p><p>#Can take 10 on skill check to move unless engaged in melee combat</p><p></p><p>Feats: Improved Initiative, [Weapon Finesse (scimitar)], Dodge, Expertise, Mobility, Spring Attack, Whirlwind Attack, Combat Reflexes, Superior Initiative, Dexterous Will, Self Concealment, Dexterous Fortitude, [Sneak Attack of Opportunity]</p><p></p><p>Languages: Common, Draconic</p><p>Encumbrence: 16 (Light) </p><p>Possessions: Belt of Giant Strength +6 (36,000gp), Bracers of Epic Health and Dexterity +8 (1,280,000gp), Necklace of Natural Armor +5 and Epic Resistance +7 (427,500gp), Scimitar of Speed +4 (1,280,000gp), Mantle of Epic Stealth and Spell Resistance (580,000gp), Manual of Bodily Health +5 (137,500gp), Manual of Gainful Exercise +5 (137,500gp), Manual of Quickness of Action (137,500gp), Ring of the Acrobat (90,500gp), Ring of Ironskin and Universal Elemental Resistance, Major (562,000gp), Mithril Chain Mail of Escape +5 (1,440,000gp), Tome of Clear Thought +5 (137,500gp); Total GP value – 5,891,000; 54,000 spare change</p><p> </p><p> </p><p>Cartwheel Charge: Must be 10 ft. away from opponent and in a straight line. Gain +2 to attack and –2 to AC. Must succeed at Tumble check (DC 20) – success = sneak attack damage to target.</p><p></p><p>Thwart Glyph: Gains +4 to Search and Disable Device checks to locate, disable, or bypass magic glyphs, runes and symbols (modifiers +34 and +36, respectively).</p><p></p><p>Defensive Fighting: Gains +4 dodge bonus to AC when fighting defensively; gains +8 dodge when full defensive</p><p></p><p>Defensive Roll: Can, on a successful Reflex save (DC = damage dealt), reduce a lethal blow to half damage.</p><p></p><p>Fast Balance: Can move normal speed with appropriate Balance check</p><p></p><p>Fast Climb: As a full-round action, can climb surface (with successful Climb check) at full speed</p><p></p><p>Improved Evasion: On a successful Reflex save, damage is negated; failure indicates only half damage</p><p></p><p>Improved Invisibility: Can cast improved invisibility as a 20th-level caster 1/day</p><p></p><p>Improved Leger.: Can perform Disable Device, Open Lock, Pick Pocket, and Search checks at a range of 30’. Can also make melee sneak attack against creature within 30’.</p><p></p><p>Improved Trip: Can perform trip actions without fear of being tripped if attempt fails</p><p></p><p>Incorporeal: Can become incorporeal 1/day for a number of rounds equal to 20 + perfect wight level; 50% miss chance vs. all attacks and spells</p><p></p><p>Kip Up: Can stand up from a prone position as a free action</p><p></p><p>Move Anywhere: Can take 10 on Balance and Climb checks to move at full speed unless in melee combat</p><p></p><p>Prone Defense: Opponents do not receive +4 penalty to attack when he is on the ground</p><p></p><p>Sacred Defense: Gains +1 bonus to saves vs. divine spells and the spell-like and supernatural abilities of outsiders</p><p></p><p>Sanctuary: Can cast sanctuary 1/day.</p><p></p><p>Shadow Form: Become incorporeal, immune to critical hits and fly at 100 feet with good maneuverability. Can use hit points, at 7 points a use, to gain a +1 on a roll (attack, ability check, or save) or effective level check.</p><p></p><p>Skill Mastery: Can take 10 with the following skills, even if under duress: Disable Device, Escape Artist, Hide, Move Silently, Open Lock, Pick Pocket, and Tumble</p><p></p><p>Slippery Mind: After a failed saving throw vs. enchantment, may make another saving throw the next round</p><p></p><p>Slow Fall: Can slow a fall from 40 feet in the air as long as he is near a wall or vertical surface and takes damage as if the fall were 40 feet shorter.</p><p></p><p>Unbounded Leap: His Jump checks are not limited (vertically or horizontally) in any way.</p><p></p><p>Uncanny Dodge: He is never flat-footed, cannot be flanked, gains +2 to Reflex saves made to avoid traps and +2 dodge bonus to AC vs. attacks made by traps</p><p></p><p>Armor of Escape: Suffer no armor check penalties to the following skills: Climbing (BoEM3), Hiding (BoEM3), Moving Silently (BoEM3), Tumbling (BoEM3). Also, there is no maximum Dexterity penalty on the armor (Grace, BoEM2). Also, gain ability to cast a circle of darkness which lasts for 10 mins per day, gain Blindsight 30’ while darkness lasts. (Darkness, Kingdom of Kalamar)</p><p></p><p>Ring of the Acrobat: +30 bonus to the following skills: Balance, Escape Artist, Jump, Tumbling. Also +5 deflection bonus to AC</p><p></p><p></p><p>I have a pretty formatted version if you would like to take a look, Dark...it's in Word 2000. This assumes that everything is correct (it may or may not be) and it also assumed that we are at max hit dice per level.</p><p></p><p>Tell me what you all think! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Arknath, post: 776831, member: 2850"] Ok all, here is my character [B]Simon “The Serpent” Ozrick[/B] Male Medium-size Humanoid (Human) Experience: 500,000/528,000 Class: Rog 16/Thief-Acrobat 9/Divine Seeker 2/Perfect Wight 5 Hit Dice: 16d6 plus 128 + 9d6 plus 72 + 2d6 plus 16 + 5d6 plus 40 (416 hp) Init: +21 (Dex +13, +8 Superior Initiative) Speed: 30 ft. Armor Class: 38 (+13 Dex, +5 armor, +5 natural armor, +5 deflection) Touch AC: 28 (+13 Dex, +5 deflection) Defensive AC: 52 (+13 Dex, +5 armor, +5 natural armor, +5 deflection, +5 Expertise, +9 dodge) AofO AC: 43 (+13 Dex, +5 armor, +5 natural armor, +5 deflection, +1 dodge, +4 mobility) Attack (Primary): +38/+38/+33/+28 melee (+21 BAB, +13 Dex, +4 enhancement; Breach of Silence, scimitar of speed +4, x2/18-20 crit) Damage: 1d8+12 Special Attacks: Sneak Attack +11d6, Cartwheel Charge, Thwart Glyph Special Qualities: Defensive Fighting Bonus, Defensive Roll, Fast Balance, Fast Climb, Improved Evasion, Improved Invisibility 1/day, Improved Legerdemain 1/day, Improved Trip, Incorporeal 1/day, Kip Up, Move Anywhere, Prone Defense, Sacred Defense +1, Sanctuary 1/day, Shadow Form 1/day, Skill Mastery, Slippery Mind, Slow Fall (40 ft.), Unbounded Leap, Uncanny Dodge (+2 vs. traps), SR 40, Nondetection, 20% miss chance (1/2 concealment), DR 10/+5, ER: Acid, Cold, Electricity, Fire, Sonic: 30 Alignment: Chaotic Good Saves: Fort +27 [+12 base, +8 Con, +7 resistance]; (vs. outsiders and divine spells +20) Ref +39 [+20 base, +12 Dex, +7 resistance]; (vs. outsiders and divine spells +34) Will +20 [+12 base, +1 Wis, +7 resistance]; (vs. outsiders and divine spells +14) Abilities: Str 22 (+5 inherent, +6 enhancement) Dex 35 (Up at 12th, 16th, 20th, 24th, 28th, 32nd, +5 inherent, +8 enhancement) Con 27 (Up at 8th, +5 inherent, +8 enhancement) Int 19 (Up at 4th, inherent +5 at 18th) Wis 12 Cha 11 Skills: Balance# +82, Climb# +36, Disable Device* +32, Escape Artist* +80, Hide* +78, Intuit Direction +9, Jump +66, Knowledge (religion) +15, Listen +20, Move Silently* +78, Open Lock* +38, Pick Pocket* +18, Search +30, Spot +17, Tumble* +78, Use Magic Device +13, Use Rope +24 *Can take 10 on skill check even when distracted or pressured #Can take 10 on skill check to move unless engaged in melee combat Feats: Improved Initiative, [Weapon Finesse (scimitar)], Dodge, Expertise, Mobility, Spring Attack, Whirlwind Attack, Combat Reflexes, Superior Initiative, Dexterous Will, Self Concealment, Dexterous Fortitude, [Sneak Attack of Opportunity] Languages: Common, Draconic Encumbrence: 16 (Light) Possessions: Belt of Giant Strength +6 (36,000gp), Bracers of Epic Health and Dexterity +8 (1,280,000gp), Necklace of Natural Armor +5 and Epic Resistance +7 (427,500gp), Scimitar of Speed +4 (1,280,000gp), Mantle of Epic Stealth and Spell Resistance (580,000gp), Manual of Bodily Health +5 (137,500gp), Manual of Gainful Exercise +5 (137,500gp), Manual of Quickness of Action (137,500gp), Ring of the Acrobat (90,500gp), Ring of Ironskin and Universal Elemental Resistance, Major (562,000gp), Mithril Chain Mail of Escape +5 (1,440,000gp), Tome of Clear Thought +5 (137,500gp); Total GP value – 5,891,000; 54,000 spare change Cartwheel Charge: Must be 10 ft. away from opponent and in a straight line. Gain +2 to attack and –2 to AC. Must succeed at Tumble check (DC 20) – success = sneak attack damage to target. Thwart Glyph: Gains +4 to Search and Disable Device checks to locate, disable, or bypass magic glyphs, runes and symbols (modifiers +34 and +36, respectively). Defensive Fighting: Gains +4 dodge bonus to AC when fighting defensively; gains +8 dodge when full defensive Defensive Roll: Can, on a successful Reflex save (DC = damage dealt), reduce a lethal blow to half damage. Fast Balance: Can move normal speed with appropriate Balance check Fast Climb: As a full-round action, can climb surface (with successful Climb check) at full speed Improved Evasion: On a successful Reflex save, damage is negated; failure indicates only half damage Improved Invisibility: Can cast improved invisibility as a 20th-level caster 1/day Improved Leger.: Can perform Disable Device, Open Lock, Pick Pocket, and Search checks at a range of 30’. Can also make melee sneak attack against creature within 30’. Improved Trip: Can perform trip actions without fear of being tripped if attempt fails Incorporeal: Can become incorporeal 1/day for a number of rounds equal to 20 + perfect wight level; 50% miss chance vs. all attacks and spells Kip Up: Can stand up from a prone position as a free action Move Anywhere: Can take 10 on Balance and Climb checks to move at full speed unless in melee combat Prone Defense: Opponents do not receive +4 penalty to attack when he is on the ground Sacred Defense: Gains +1 bonus to saves vs. divine spells and the spell-like and supernatural abilities of outsiders Sanctuary: Can cast sanctuary 1/day. Shadow Form: Become incorporeal, immune to critical hits and fly at 100 feet with good maneuverability. Can use hit points, at 7 points a use, to gain a +1 on a roll (attack, ability check, or save) or effective level check. Skill Mastery: Can take 10 with the following skills, even if under duress: Disable Device, Escape Artist, Hide, Move Silently, Open Lock, Pick Pocket, and Tumble Slippery Mind: After a failed saving throw vs. enchantment, may make another saving throw the next round Slow Fall: Can slow a fall from 40 feet in the air as long as he is near a wall or vertical surface and takes damage as if the fall were 40 feet shorter. Unbounded Leap: His Jump checks are not limited (vertically or horizontally) in any way. Uncanny Dodge: He is never flat-footed, cannot be flanked, gains +2 to Reflex saves made to avoid traps and +2 dodge bonus to AC vs. attacks made by traps Armor of Escape: Suffer no armor check penalties to the following skills: Climbing (BoEM3), Hiding (BoEM3), Moving Silently (BoEM3), Tumbling (BoEM3). Also, there is no maximum Dexterity penalty on the armor (Grace, BoEM2). Also, gain ability to cast a circle of darkness which lasts for 10 mins per day, gain Blindsight 30’ while darkness lasts. (Darkness, Kingdom of Kalamar) Ring of the Acrobat: +30 bonus to the following skills: Balance, Escape Artist, Jump, Tumbling. Also +5 deflection bonus to AC I have a pretty formatted version if you would like to take a look, Dark...it's in Word 2000. This assumes that everything is correct (it may or may not be) and it also assumed that we are at max hit dice per level. Tell me what you all think! :) [/QUOTE]
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