[epic] Troubleshooters for the gods (PC's please)

the gc will be around 19mil

39 is 12.3m
40 is 13.6m
41 is 14.9m?
42 is 16.2m?
43 is 17.5m?
44 is 18.8m?

lemme do the same. 32point buy and 19m starting money
 

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Heres a finished draft of my character.

Name: Darimaus
Class: 3 Rogue, 4 Wizard, 1 Fighter, 10 Spellsword, 26 Arcane Trickster
Race: Elf
Alignment: CG
Deity: None

Str: 30+10 (13 Base + 12 Enhancement + 5 Inherent)
Dex: 32+11 (15 Base + 12 Enhancement + 5 Inherent)
Con: 22+6 (11 Base + 6 Enhancement + 5 Inherent)
Int: 44+17 (16 Base + 12 Enhancement + 5 Inherent + 11 Level)
Wis: 22+6 (11 Base + 6 Enhancement + 5 Inherent)
Cha: 21+5 (10 Base + 6 Enhancement + 5 Inherent)

BAB: 27
Fort: 21/+40
Ref: 20/+41
Will: 22/+38
AC: 36 = 10 Base + 6 Dex + 9 Armor Bonus + 5 Deflection + 5 Natural Armor + 1 Shield
Initiative: +11
Speed: 60
HD: 6 + 2d6 + 30d4 + 11d10 + 237
HP: ?

Feats: Dodge (1), Mobility (3), Scribe Scroll (4), Eschew Materials (6), Spring Attack (8), Quicken Spell (9), Extend Spell (10), Empower Spell (12), Twin Spell (15), Maximize Spell (18),

Epic Feats: Intensify Spell, Improved Spell Capacity x3, Improved Metamagic x8

Skills:
Rogue: 6x11 = 66
Wizard: 4x5 = 20
Fighter: 1x4 = 4
Spellsword: 10x4 = 40
Arcane Trickster: 26x6 = 156
Total = 286

Tumble 47/+78, Spellcraft 47/+65, Knowledge Arcana 47/+65, Hide 47/+73, Move Silently 47/+73, Spot 47/+53, Intimidate 4/+9, Jump 0/+30, Climb 0/+30, Balance 0/+31
Escape Artist 0/+25

Special Attacks/Qualities: Evasion, Trap Sense +1, Sneak Attack 16d6, Trapfinding, Ranged Legerdmain 7/day, Impromptu Sneak Attack 6/day, Channel Spell 5/day, Multiple Channel Spell, Ignore Spell Failure 30%

Spells:

Spells Known:
0 - All
1 - Identify, True Strike, Ray of Enfeeblement, Mage Armor, Shield, Expeditious Retreat, Alarm, Detect Undead
2 - Mirror Image, Blink, Displacement, Water Breathing, Scorching Ray
3- Fly, Haste, Tongues, Vampiric Touch
4 - Dimensional Anchor, Stoneskin, Enervation, Dimension Door
5 - Cloudkill, Wall of Force, Wall of Stone, Greater Heroism
6 - Contingency, Antimagic Field, Wall of Iron, True Seeing
7 - Greater Teleport, Disintegrate, Planeshift
8 - Polar Ray, Moment of Prescience, Horrid Wilting, Otto's Irresistible Dance
9 - Time Stop, Foresight, Mordenkainen's Disjunction, Energy Drain, Soul Bind, Wish, Meteor Swarm, Gate, Imprisonment, Ottoluke's Telekinetic Sphere

Prepared Spells:
0(4): Read Magic, Detect Magic, Light, Mage Hand
1(13): Magic Missile, Shield, Ray of Enfeeblement, True Strike x5, Expeditious Retreat, Identify, Detect Undead, Alarm
2(12): Quickened True Strike x6, Intensified Ray of Enfeeblement x4, Intensified Magic Missile x2
3(12): Intensified Extended Mirror Image x2, Water Breathing x2, Blink x2, Displacement x2, Tongues, Fly, Haste x2
4(12): Intensified Vampiric Touch x3, Quicken Extended Water Breathing, Quicken Extended Blink, Quicken Extended Displacement, Quicken, Intensified Ray of Enfeeblement, Quicken Intensified Magic Missile
5(12): Quicken Intensified Ray of Enfeeblement x3, Quicken Intensified Magic Missile x3, Twinned Intensified Magic Missile x2, Quickened Extended Dimensional Anchor x2, Intensified Enervation, Quickened Extended Stoneskin
6(11): Intensified Quickened Enervation x2, Intensified Cloudkill x2, Wall of Force, Wall of Iron, Quickened Intensified Magic Missile x2, Quickened Intensified Ray of Enfeeblement x2, Intensified Twinned Magic Missile
7(11): Intensified Twinned Vampiric Touch x2, Intensified Quicken Vampiric Touch x2, Intensified Cloudkill x2, Intensified Quicken Twinned Scorching Ray x2, Quickened Planeshift, Extended Quickened True Seeing, Extended Quickened Greater Heroism
8(11): Quickened Greater Teleport x3, Contingency, Quickened Extended Mislead, Quickened Intensified Cloudkill x2, Twinned Intensified Cloudkill, Intensified Disintegrate x2
9(11): Intensified Twinned Quicken Magic Missile x2, Foresight, Soulbind, Quickened Extended Moment of Prescience x2, Intensified Horrid Wilting x3, Mordenkainen's Disjunction x2
10(3): Quicken Empowered Extended Timestop x2, Intensified Extended Time Stop
11(3): Intensified Twinned Horrid Wilting, Intensified Twinned Polar Ray x2
12(3): Intensified Twinned Energy Drain x2, Intensified Quickened Energy Drain

Equipment:
Tomes (Read): +5 to every Stat: 825,000
Belt of Epic Strength +12: 1,440,000
Head Band of Epic Intelligence +12: 1,440,000
Gloves of Epic Dex +12/Storing: 1,470,000
Robe of Health/Charisma/Wisdom +6: 144,000
Wings of Epic Resistance +10: 1,081,000
Boots of Swiftness: 256,000
Adamantine Longsword of Speed, Spellstoring, Ghost Touch, +5: 203,015
Buckler of Reflecting, Exceptional Arrow Deflection, Infinite Arrow Deflection: 5,760,000
Mithril Chainshirt of Heavy Fortification, Greater Resistance (fire, cold, sonic, acid, electricity), Greater Slick, Greater Silent Moves, Greater Shadow, Etherealness, +5: 581,350)
Ring of Weaponbreaking/Sustenance/Rapid Healing/Regeneration/Protection +5: 963,750
Ring of Wizardry 1-9: 4,085,000
Scarab of Natural Armor +5/Protection: 107,000
Pearl of Power Lv 9 x10: 810,000
Pearl of Power Lv 8 x 10: 640,000
Heward's Handy Haversack: 2,000
Boccob's Blessed Book: 12,500
Silk Rope 100ft: 20
Everburning Torch x5: 550
Tinder Twig x100: 100
Shovel: 2
Flint and Steel: 1
GP: 177,762

Attacks:
Longsword: +42/+37/+32/+27 1d8+15 19-20x2 (Spell currently stored: Intensified Vampiric Touch)

Description: Darimaus is a 5'8, well build Elven male. Wearing flamboyant and colorful clothes, and wielding a longsword and buckler, he has seems more like a pirate or renegade than the wizard he really is.

Personality: Darimaus is a very easygoing guy, belying the fact that he spent the majority of his life as a very successful assassin. While he does not hesitate to kill when it's necessary, he spends most of his time trying to help people, and his goal is to rid the land of evil and destruction so that his family can live in peace.

History: Darimaus' parents once lived in a mystical forest which had grown sentient and powerful. Its magic scared a group of nearby evil sorcerer's, who destroyed the forest and its elven denizens. Darimaus' parents escaped with a seed of the forest and replanted it, starting the forest back up again and raising two children. Being two wizards, Darimaus' parents passed down their magical secrets to their sons. But Darimaus grew weary of reading books and theorizing about arcane powers. He neglected his studies and ended up training swordplay under an arms merchant whose routes took him past the magical forest. His parents were disappointed by his lack of interest in the arcane arts and focused their attention on his younger brother, Mevellious. After awhile though, Mevellious decided to travel abroad and study the world on his own, rather than take after his parents and care for the magical forest they lived in. Once again, Darimaus' parents were crushed, so Darimaus decided he would once again take up magic and inherit the family legacy. But the sorcerers who had destroyed the forest managed to hunt the family down and killed Darimaus' parents and leveled the forest. Darimaus managed to slay the exhausted spellcasters and save some seeds of his own to replant. He then decided that he would find his own way in the world. He left the growing forest to tend to itself and traveled across many villages, doing odd jobs for food and lodging. One fateful day though, he ran into a group of bandits. One of the bandits was marked for death by an assassin's guild known as the Gloomwood Stalkers, and a few of their members were waiting to spring there ambush when Darimaus encountered their pray. The young elf gave a good account for himself, but was eventually overwhelmed by the odds. The assassin's then stepped in to finish the job and save the traveler, who had managed to make a good impression on them. He was then offered a position inside the guild, and managed to climb his way up to the top, until an Undead Witch corrupted the leader, and Darimaus cleansed the organization and took over. He then fell in love with a fellow guild member and retired to raise a family, letting his hardened heart crack from years of peaceful living. When his home was nearly destroyed by a nearby battle between two Avatars of Gods, Darimaus decided he had to adventure out and keep the peace so that his family would not be endangered. Now he seeks to work for the gods and keep everything from turning into a global disaster.
 
Last edited:

Rino said:
the gc will be around 19mil

39 is 12.3m
40 is 13.6m
41 is 14.9m?
42 is 16.2m?
43 is 17.5m?
44 is 18.8m?

lemme do the same. 32point buy and 19m starting money

The chart doesn't stay consistant. Odds are the number it goes up by increases by 44. Its up to the dm really.
 

Since this game has only one completed character, I'm going to hope there's still some room, and begin work on a mostly-divine caster tomorrow after work. 44 levels give a lot of flexibility... I'll maybe have a character up in a few days.
 

Monk-type

Ok, this is a draft; any thing I can do to make it better?

Forth, fifth, whatever, draft of Mri-knik, the good monk


Build:
ECL 1: Thri-Kreen Level Adjustment
ECL 2: Thri-Kreen Level Adjustment
ECL 3: Half-Celestial Level Adjustment
ECL 4: Half-Celestial Level Adjustment
ECL 5: Half-Celestial Level Adjustment
ECL 6: Half-Celestial Level Adjustment
ECL 7: Thri-Kreen Hit Die 1
ECL 8: Thri-Kreen Hit Die 2
ECL 9: Character Level 1: Monk 1
ECL 10: Character Level 2: Monk 2
ECL 11: Character Level 3: Monk 3
ECL 12: Character Level 4: Monk 4
ECL 13: Character Level 5: Monk 5
ECL 14: Character Level 6: Monk 6
ECL 15: Character Level 7: Monk 7
ECL 16: Character Level 8: Monk 8
ECL 17: Character Level 9: Monk 9
ECL 18: Character Level 10: Monk 10
ECL 19: Character Level 11: Monk 11
ECL 20: Character Level 12: Monk 12
- Becomes an Epic Character -
ECL 21: Character Level 13: Monk 13
ECL 22: Character Level 14: Monk 14
ECL 23: Character Level 15: Monk 15
ECL 24: Character Level 16: Monk 16
ECL 25: Character Level 17: Monk 17
ECL 26: Character Level 18: Monk 18
- May gain Epic feats -
ECL 27: Character Level 19: Monk 19
ECL 28: Character Level 20: Monk 20
- Gain Epic Save Bonues -
- Becomes Epid Monk -
ECL 29: Character Level 21: Monk 21
ECL 30: Character Level 22: Monk 22
ECL 31: Character Level 23: Monk 23
ECL 32: Character Level 24: Monk 24
ECL 33: Character Level 25: Monk 25
ECL 34: Character Level 26: Monk 26
ECL 35: Character Level 27: Dervish 1
ECL 36: Character Level 28: Dervish 2
ECL 37: Character Level 29: Dervish 3
ECL 38: Character Level 30: Dervish 4
ECL 39: Character Level 31: Dervish 5
ECL 40: Character Level 32: Dervish 6
ECL 41: Character Level 33: Dervish 7
ECL 42: Character Level 34: Dervish 8
ECL 43: Character Level 35: Dervish 9
ECL 44: Character Level 36: Dervish 10


Female Thri-Kreen Monk 26/Dervish10


Hair:
Eyes:
Height: 4'9''
Weight: 120 lbs
Age: 20
Alignment: Lawful Good
Deity: Gutor
Size: Large
Type: Native Outsider
Speed: 260 ft.
Fly speed: 350 ft.
Maneuverability: Good
Space: 10 ft.
Reach: 10 ft.


STR: 49 (+20) (6pts + 2racial + 4template + 12enchantment + 8size + 4morale + 5inherent)
DEX: 39 (+14) (6pts + 4racial + 2template + 12enchantment + 2morale + 5inherent)
CON: 43 (+16) (6pts + 4template + 12enchantment + 4size + 4morale + 5inherent)
INT: 21 (+5) (2pts - 2racial + 2template + 6enchantment + 5inherent)
WIS: 48 (+19) (10pts + 2racial + 4template + 9levels + 12enchantment + 5inherent)
CHA: 21 (+5) (2pts - 4racial + 4template + 6enchantment + 5inherent)


HP: 869 (28d8 + 10d10 + 608con + 9 + 7)
Fast Healing: 3/round


AC: 110 (10base + 14dex + 19wis + 5monk + 3dervish + 16armor + 4shield + 9natural + 5luck + 5deflection + 5morale + 5sacred + 5insight + 5perfection + 1dodge - 1size)
Touch: 85
Flat-Footed: 98


Saves:
Fortitude: 76 (20base + 16con + 10resistance + 5luck + 5deflection + 5insight + 5sacred + 5morale + 5perfection)
Reflex: 77 (23base + 14dex + 10resistance + 5luck + 5deflection + 5insight + 5sacred + 5morale + 5perfection + 1dodge)
Will: 82 (23base + 19wis + 10resistance + 5luck + 5deflection + 5insight + 5sacred + 5morale + 5perfection)


Spell Resistance:
40

Resistances:
Acid 10
Cold 10
Electricity 10

Immunities:
Sleep Effects
Diseases
Poisons
Fear Effects
All Death Spells
Magical Death Effects
Energy Drain
Negaty Energy Effects

Damage Reduction:
10/magic


Init: +24 (14dex + 8imp.initiative + 2imp.reaction)


Base attack bonus: +38/+33/+28/+23


Attacks:
Unarmed: +73 (38base + 20str + 5enchantment + 4morale + 6luck + 1haste - 1size), 4d8+31 (20str + 5enchantment + 6luck) damage, Threat 20/x2
Moon: +77 (38base + 20str + 6enchantment + 3focus + 4morale + 6luck + 1haste - 1size), 2d8+32 (20str + 6enchantment + 6luck) damage + 1d6 cold damage, Threat 19-20/x2 + 1d10 cold damage.
Sun: +77 (38base + 20str + 6enchantment + 3focus + 4morale + 6luck + 1haste - 1size), 2d8+22 (10str + 6enchantment + 6luck) damage + 1d6 fire damage, Threat 19-20/x2 + 1d10 fire damage
Dusk: +76 (38base + 20str + 5enchantment + 3focus + 4morale + 6luck + 1haste - 1size), 1d8+21 (10str + 5enchantment + 6luck) damage + 1d6 electricity damage, Threat 19-20/x2 + 1d10 electricity damage
Dawn: +76 (38base + 20str + 5enchantment + 3focus + 4morale + 6luck + 1haste - 1size), 1d8+21 (10str + 5enchantment + 6luck) damage + 1d6 sonic damage, Threat 19-20/x2 + 1d10 sonic damage

Full Attack:
Moon: +75/+75/+70/+65/+60 (- 2multiweapon), 2d8+32 + 1d6 cold, 19-20/x2 + 1d10 cold
Sun: +75/+75/+65/+55/+45 (-2multiweapon (- 5multiweapon (- 10multiweapon (- 15multiweapon), 2d8+22 + 1d6 fire, 19-20/x2 + 1d10 fire
Dusk: +74/+74/+64/+54/+44 (-2multiweapon (- 5multiweapon (- 10multiweapon (- 15multiweapon), 1d8+21 + 1d6 electricity damage, 19-20/x2 + 1d10 electricity
Dawn: +74/+74/+64/+54/+44 (-2multiweapon (- 5multiweapon (- 10multiweapon (- 15multiweapon), 1d8+21 + 1d6 sonic damage, 19-20/x2 + 1d10 sonic

Flurry of Blows:
Unarmed: +73/+73/+68/+63/+58, 4d8+31, 20/x2
Dusk: +74/+74/+74/+64/+54/+44 (-2multiweapon (- 5multiweapon (- 10multiweapon (- 15multiweapon), 1d8+21 + 1d6 electricity damage, 19-20/x2 + 1d10 electricity
Dawn: +74/+74/+74/+64/+54/+44 (-2multiweapon (- 5multiweapon (- 10multiweapon (- 15multiweapon), 1d8+21 + 1d6 sonic damage, 19-20/x2 + 1d10 sonic

Dervish Dance:
Moon: +80/+80/+75/+70/+65 (+ 5enchantment - 2multiweapon), 2d8+37 (+5enchantment) + 1d6 cold, 19-20/x2 + 1d10 cold
Sun: +80/+80/+70/+60/+50 (+ 5enchantment - 2multiweapon (- 5multiweapon (- 10multiweapon (- 15multiweapon), 2d8+27 (+5enchantment) + 1d6 fire, 19-20/x2 + 1d10 fire
Dusk: +79/+79/+69/+59/+49 (+ 5enchantment - 2multiweapon (- 5multiweapon (- 10multiweapon (- 15multiweapon), 1d8+26 (+5enchantment) + 1d6 electricity damage, 19-20/x2 + 1d10 electricity
Dawn: +79/+79/+69/+59/+49 (+ 5enchantment - 2multiweapon (- 5multiweapon (- 10multiweapon (- 15multiweapon), 1d8+26 (+5enchantment) + 1d6 sonic damage, 19-20/x2 + 1d10 sonic

Flurry of Blows and Dervish Dance:
Dusk: +79/+79/+79/+69/+59/+49 (+ 5enchantment -2multiweapon (- 5multiweapon (- 10multiweapon (- 15multiweapon), 1d8+26 (+5enchantment) + 1d6 electricity damage, 19-20/x2 + 1d10 electricity
Dawn: +79/+79/+79/+69/+59/+49 (+ 5enchantment -2multiweapon (- 5multiweapon (- 10multiweapon (- 15multiweapon), 1d8+26 (+5enchantment) + 1d6 sonic damage, 19-20/x2 + 1d10 sonic

A Thousand Cuts:
Moon: +75/+75/+75/+70/+70/+65/+65/+60/+60 (- 2multiweapon), 2d8+32 + 1d6 cold, 19-20/x2 + 1d10 cold
Sun: +75/+75/+75/+65/+65/+55/+55/+45/+45 (-2multiweapon (- 5multiweapon (- 10multiweapon (- 15multiweapon), 2d8+22 + 1d6 fire, 19-20/x2 + 1d10 fire
Dusk: +74/+74/+74/+64/+64/+54/+54/+44/+44 (-2multiweapon (- 5multiweapon (- 10multiweapon (- 15multiweapon), 1d8+21 + 1d6 electricity damage, 19-20/x2 + 1d10 electricity
Dawn: +74/+74/+74/+64/+64/+54/+54/+44/+44 (-2multiweapon (- 5multiweapon (- 10multiweapon (- 15multiweapon), 1d8+21 + 1d6 sonic damage, 19-20/x2 + 1d10 sonic

A Thousand Cuts and Flurry of Blows:
Unarmed: +73/+73/+68/+63/+58, 4d8+31, 20/x2
Dusk: +74/+74/+74/+64/+64/+54/+54/+44/+44 (-2multiweapon (- 5multiweapon (- 10multiweapon (- 15multiweapon), 1d8+21 + 1d6 electricity damage, 19-20/x2 + 1d10 electricity
Dawn: +74/+74/+74/+64/+64/+54/+54/+44/+44 (-2multiweapon (- 5multiweapon (- 10multiweapon (- 15multiweapon), 1d8+21 + 1d6 sonic damage, 19-20/x2 + 1d10 sonic

A Thousand Cuts and Dervish Dance:
Moon: +80/+80/+80/+75/+75/+70/+70/+65/+65 (+ 5enchantment - 2multiweapon), 2d8+37 (+5enchantment) + 1d6 cold, 19-20/x2 + 1d10 cold
Sun: +80/+80/+80/+70/+70/+60/+60/+50/+50 (+ 5enchantment - 2multiweapon (- 5multiweapon (- 10multiweapon (- 15multiweapon), 2d8+27 (+5enchantment) + 1d6 fire, 19-20/x2 + 1d10 fire
Dusk: +79/+79/+79/+69/+69/+59/+59/+49/+49 (+ 5enchantment - 2multiweapon (- 5multiweapon (- 10multiweapon (- 15multiweapon), 1d8+26 (+5enchantment) + 1d6 electricity damage, 19-20/x2 + 1d10 electricity
Dawn: +79/+79/+79/+69/+69/+59/+59/+49/+49 (+ 5enchantment - 2multiweapon (- 5multiweapon (- 10multiweapon (- 15multiweapon), 1d8+26 (+5enchantment) + 1d6 sonic damage, 19-20/x2 + 1d10 sonic

A Thousand Cuts, Flurry of Blows and Dervish Dance:
Dusk: +79/+79/+79/+79/+69/+69/+59/+59/+49/+49 (+ 5enchantment - 2multiweapon (- 5multiweapon (- 10multiweapon (- 15multiweapon), 1d8+26 (+5enchantment) + 1d6 electricity damage, 19-20/x2 + 1d10 electricity
Dawn: +79/+79/+79/+79/+69/+69/+59/+59/+49/+49 (+ 5enchantment - 2multiweapon (- 5multiweapon (- 10multiweapon (- 15multiweapon), 1d8+26 (+5enchantment) + 1d6 sonic damage, 19-20/x2 + 1d10 sonic



Special Attacks:
Daylight (Su): Can use Daylight, as the spell, at will
Smite Evil (Su): 1/day, make a melee attack and deal extra damage = to HD (max +20) to av evil foe


Spell-Like abilities:
CL = HD
DC: 10 + spell level + cha ( + 1sacred to Divination spells)
Protection from evil: 3/day
Bless: 1/day
Aid: 1/day
Detect Evil: 1/day
Cure Serious Wounds: 1/day
Neutralize Poison: 1/day
Holy Smite: 1/day
Remove Disease: 1/day
Dispel Evil: 1/day
Holy Word: 1/day
Holy Aura: 3/day
Hallow: 1/day
Mass Charm Monster: 1/day
Summon Monster IX (Celestials Only): 1/day
Ressurection: 1/day


Skills:
Skill points: 196
Max Rank for class skills: 39

Balance: 63 (25ranks +14dex + 20competence + 4morale)
Climb: 59 (15ranks + 20str + 20competence + 4morale)
Hide: 53 (35ranks + 14dex + 4morale)
Jump: 162 (7ranks + 20str + 30racial + 20competence + 2synergy + 80speed + 4morale)
Listen: 56 (33ranks + 19wis + 4morale)
Move Silently: 53 (35ranks + 14dex + 4morale)
Perform (dance): 11 (2ranks + 5cha + 4morale)
Spot: 50 (27ranks + 19wis + 4morale)
Tumble: 53 (13ranks + 14dex + 20competence + 2synergy + 4morale)


Feats:
Racial Bonus - Deflect Arrows
Lvl 1 - Multiweapon Fighting
Bonus Monk - Stunning Fist
Bonus Monk - Improved Unarmed Strike
Lvl 3 - Martial Weapon Proficiency
Bonus Monk - Combat Reflxes
Lvl 6 - Improved Initiative
Bonus Monk - Improved Disarm
Lvl 9 - Combat Expertise
Lvl 12 - Dodge
Lvl 15 - Mobility
Lvl 18 - Improved Multiweapon Fighting
Lvl 21 - Weapon Focus (Gythka)
Lvl 24 - Weapon Focus (Kama)
Monk Bonus - Improved Combat Reflexes
Lvl 27 - Greater Multiweapon Fighting
Bonus Dervish - Spring Attack
Lvl 30 - Epic Weapon Focus (Gythka)
Lvl 33 - Epic Weapon Focus (Kama)
Lvl 36 - Perfect Multiweapon Fighting
Lvl 39 - Superior Initiative


Languages:
Common
Thri-Kreen


Equipment:
Book of Str +5 137,000
Book of Con +5 137,000
Book of Dex +5 137,000
Book of Int +5 137,000
Book of Wis +5 137,000
Book of Cha +5 137,000
Total 822,000

Head Slot - Headband of Gutor
+12 Enchantment to Wisdom, Strength, Constitution and Dexterity, 4,680,000

Eye slot - Mask of Beauty
+6 Enchantment to Intelligence and Charisma, 117,000

Neck slot - Amulet of Mighty Fist
+5 Enchantment bonus to Unarmed Attacks, 150,000

Torso slot - Impenetrable Vest
+5 Luck, Deflection, Morale, Sacres, Natural, Insight and Perfection bonus to AC, 634,375

Body slot - Open

Waist slot - Belt of Supreme Intervention
Continous Righteous Might, Valient Fury, Greater Heroism, Divine Power, Haste, Divine Favor, Elation, Shield, 1,998,000

Wrist slot - Bracers of Epic Soulfire Armor
+16 Soulfire Armor, 4,000,000

Shoulder slot - Cape of Protection
+10 Resistance, +5 Luck, Deflection, Insight, Sacred, Morale and Perfection to Saves, 1,462,500

Hand Slot - Gloves of Emergencies
Mass Heal (CL25), 5/day, Planeshift, 3/day, Greater Teleport, 10/day, Miracle, 3/day, True Ressurection 3/day, Time Stop, 3/day, Mordekainen's Disjunction, 3/day, 2,110,740

Boot slot - Boots of Swiftness
Doubles speed, Jumping is not limited by height, +20 Competence on Balance, Climb, Jump and Tumble. 3/day; Haste for 20 rounds, 256,000

Ring 1 - Ring of Epic Spell Resistance
40 SR, 290,000

Ring 2 - Ring of Rapid Healing
Fast heals 3/round, 300,000

Gythka - Moon and Sun
+6 Keen Magebane and Icy Burst / +6 Keen Magebane and Flaming Burst, 4,000,660

Kama - Dusk
+5 Keen Magebane and Shocking Burst Kama

Kama - Dawn
+5 Keen Magebane and Sonic Burst Kama

Clear & Irididescent Ioun stones
Sustain creature without food, water and air, 22,000

Hewards Handy Havresack, 2,000
Mundane items, like bedroll, flint & steel etc, 1,000
Gems, 500,000

Money 329,121


Race:
Thri-Kreen:
Darkvision 60 ft.
Multiple Limbs
Natural Attacks
Poison: Bite, initial 1d6 dex, secondary paralysis. Dc11+con
Leap: +30racial on jump

Half-Celestial Template:
Natural Weapons are considered magic weapons
Darkvision 60 ft.
+4 fort against poisons


Class:
Monk:
Bonus Feat: Either Improved grapple or Stunning Fist at 1st leve, Combat Reflexes or Deflect Arrows at 2nd level, Improved Disarm or Improved Trip at 6th level
AC Bonus (Ex): Add Wis Modifier to AC
Ac Bonus (Ex): Gains an +5 bonus to AC
Flurry of Blows (Ex): When Using Full Attack, can make one extra attack at highest base attack, all attacks takes -2 penalty.
Unarmed Strike: Gains Improved Unarmed Strike feat
Evasion (Ex): If makes a successful reflex save against an attack that does half attack on a successful save, instead take no damage.
Fast Movement (Ex): +80 ft speed.
Still Mind (Ex): +2 bonus on saves against enchantments
Ki Strike (Ex): Her Unarmed attacks are empowered with Ki. Unarmed attacks are treated as Magic, Lawful, Adamantine weapons for overcoming DR.
Slow Fall (Ex): May fall any distance without taking damage
Purity of Blood (Ex): Immunity to all diseases
Wholeness of Body (Su): Can heal her own wounds. Can heal = monk level x2
Improved Evasion (Ex): Same as Evasion, only if save fails, take only half damage
Diamond Body (Su): Immunity to poisons
Abundant Step (Su): Can use dimension door 1/day, Caster level = monk level /2
Diamond Soul (Ex): Gains SR = Monk level +10
Quivering Palms (Su): 1/week, if hits, can attempt to slay the creature
Timeless Body (Ex): Cannot be aged.
Tongue of the Sun and Moon (Ex): Can speak with any living creature
Empty Body (Su): May be etheral rounds = monkl level/day
Perfect Self: Is in effect an Outsider

Dervish:
AC Bonus (Ex): Gains an +3 bonus to AC
Dervish Dance (Ex): 5/day, Can make an full-attack and still move full speed. Must move 5 ft. between each attack.
Movement Mastery (Ex): May take 10, even when usually not able to
Slashing Blades (Ex): Treats Scimitar as light weapons
Fast Movement (Ex): +15 ft. speed.
Spring Attack: Gains the Spring Attack Feat
Dance of Death: Gains Cleave while in Dervish Dance
Improved Reaction (Ex): Gains +2 initative
Elaborate Parry (Ex): Gains +4 AC when fighting defensively
Tireless Dance: No longer becomes fatigues after Dervish Dance
A Thousand Cuts (Ex) 1/day, May double the number of melee attacks while performing a full attack. Gains the Great Cleave in A Thousand Cuts


Proficiencies:
Monk weapons


Info:
Recruited by Gutor from her home-plane, Mri-knik serves her lord loyally. She studied for a while in a cloister with several other monks, but soon got tired, she felt she didn't learn anything to help her. So she left the cloister, and traveled the world. A young, unarmed woman... Many a foe have taken her for easy prey, fortunately for her, she is no easy quarry, and survives to this day, doing her lors bidding.
 
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Assuming there are slots open still...


Background
Aalim Maalik (Ah-LEEM mah-LEEK) is older than legends, some mountains, and even some gods. In the depths of history Aalim Maalik was one of the first mages to journey to the other planes of existence, to master his craft, to anger the gods, incur their punishment, redeem himself, and to find his place among them.

Before the youngest of races drew first breath, Aalim Maalik created some of the first laws that the world had ever known by journeying to the outer planes and taking the essence f lawfulness into the wilderness. He forged a city there, creating language and culture marveled at by all and regarded with jealousy by the forces of evil. Being neither a saint nor an appeaser, Aalim Maalik made no treaties with the good gods and discouraged their worship. When the proto-demigod Venalvee attacked his grand city though, Aalim Maalik was infuriated at the forces of good and lawfulness. After banishing the deity to his home plane, he set out upon a mission of vengeance and fury upon Celestia that dwarfed his mission of righteousness in the Lower Planes seeking Vanalvee..

His madness was pure; his purpose was clear, his mightiness unquestionable; but the forces of good vanquished him and placed upon him a powerful Binding. Centuries passed, and the prison that Aalim Maalik resided in was forgotten by all in the time it took to reduce his once great city to dust and ashes. Great kings and heroes came to meet their dooms seeking to plunder his prison, and spellcasters of great wisdom sought him out to seek his counsel.

Stuck in his ageless confinement, Aalim Maalik tempered his fury if not his supreme arrogance. His created servant Melkaa (mel-KAH) brought him news and items from the outside world, albeit slowly and ponderously. Pantheons changed while Aalim Maalik's existence did not. Definitions of good and evil itself became more refined, morphed into concepts that passed ancient beings like Aalim Maalik by. Eventually even the beings seeking counsel with Aalim Maalik became ancient themselves, as only the truly old stood any chance of remembering the forgotten pathways that led to his residence.

One day the magical imprisonment lifted without warning, leaving a somewhat puzzled but stoic Aalim Maalik with only a written proposal upon beaten sheets of platinum. With only the comment, " I do this not for you, but for myself and for my People," the magus agreed.

Appearance
Aalim Maalik looks very much like what he is most definitely not, ordinary. In fact he doesn’t particularly look much like anyone’s preconceived notions of what a mighty wizard from before time should look like. Except when he’s wearing his full regalia of magic items he tends to look like someone’s dad perhaps, or maybe a baker or accountant. His sandy brown and gray hair, nondescript brown eyes, the softly wrinkled lines of his somewhat-darker-than-is-usual face, and portly pot-belly just don’t scream WIZARD to most people. In fact, some people fail to notice him at all when Melkaa is present. Giant hulking constructs stained with eons worth of bloodstains and repaired damage are just more impressive.

Personality
Aalim Maalik is quiet from eons of imprisonment, but when he does choose to talk it is from the certainty of a man convinced of his own godlike ability and self-importance. He has anachronistic habits and attitudes, tends to refer to things that happened thousands of years ago as if they were still happening, and might comfortably be called a dinosaur if it weren’t for his essential brilliance.

More than anything else though Aalim Maalik believes in rules, not prissy rules concerned with the welfare of old people but hard, concrete rules that younger, less intelligent beings just can’t understand. He spouts them off occasionally when he thinks he’s doing you a favor. A lot of them though, basically revolve around not touching the mean magi’s things and why Baleful Polymorph is an appropriate response for waking up a millions of years old wizard before 9am.

Think of Yul Brenner's personality and mannerisms from The King & I, mixed with the appearance of your most bland male middle-aged neighbor and you've probably got the mix right. Aalim Maalik is a king among men and, at least in his mind, among the gods as well. His only comment about hubris is that it is a regretable modern concept that they didn't have "in his day", which - to be fair - was long enough ago that he could have involved himself in the longterm genetics of dragons as a hobby if he'd cared to.

Characterwise he's probably going to be a Wizard, perhaps with some dabbling bits in the mix since I figure I can safely "play" with 14 levels. Maybe human paragon levels or something, but really I think full Wizard progression would be pretty nice - especially since I doubt anyone else would be that "pure".
 

Hey ArmrFati, were do you get that jacket from? Last time I checked, there was NO possible armor slot a monk could wear and retain his abilities. Also, whats the DMs position on created items? lastly, your gonna have to fix your levels there guy. The Dervish is NOT a monk prestige class, which means if you take it, you can NEVER take a level of monk again. Aslo, you have to work on fixing your feats. Also, you have to take Keen Strike before you take Vorpal Strike.
 
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Ranger Rick said:
This sounds interesting. However, I have never done anything at epic level. I will write something in soon.

The troubleshooting group needs to have someone discrete and stealthy.

Virgil was a master spy and a point man in the beginning of his young life. Going through wars and whoring himself out to the highest bidder, he worked from every angle. Increasing his experience by leaps and bounds. He was no assassin and when he noticed that assassin s where being used with more frequency, he focused and learned how to be an anti- assassin thereby helping kings to root out this evil scourge. From these job(s) Virgil was noticed by the gods and tapped to join the troubleshooters group. He than gained further experience as an infiltrator and spy, never varying nor watering down his quest for improved ‘rogue’ training.


Above is my background. I have never created a character above 20th level. I would like some help in figuring out those added in things needed for that level. Should I do 20th level character and look for guidance on how to increase him an additional 24 levels?
 

Albedo said:
Hey ArmrFati, were do you get that jacket from? Last time I checked, there was NO possible armor slot a monk could wear and retain his abilities. Also, whats the DMs position on created items? lastly, your gonna have to fix your levels there guy. The Dervish is NOT a monk prestige class, which means if you take it, you can NEVER take a level of monk again.


The jacket, is in effect a regular piece of clothing with an armor enchantment bonus on it.
...and as long as he havn't said anything about character-creation rules, I'll just play around :)

Monk/dervish levels switched around.
Keen & Vorpal switched places, and I've had Weapon Focus (Kama) All along.
 
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AmorFati said:
The jacket, is in effect a regular piece of clothing with an armor enchantment bonus on it.
...and as long as he havn't said anything about character-creation rules, I'll just play around :)

Ah, true that about the monk, I'll switch around the levels, allthough it wont change anything.

sad to say it guy, you can only add armor enhancements to actual armor. Which means you can't use it as a monk. Btw, what is soulfire?
 

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