[Full] Epic game!

I think I worded that badly.

Intelligence gain from non-inherent sources do not increase your skill ranks.

However, they do contribute to your overall 'plus' - like Spellcraft, as an Intelligence-based skill, would increase by, for example, three points for an item of intelligence +6, although you would not gain any more RANKS to assign to your skills.
 
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Couple of days later than I promised, but I was busy (and lazy the rest of the time:))

Ricamros the White: Male Elf Bard 6/Wizard 19/Archmage 1; XP: 342000/351000; CR 26; Medium Humanoid; HD 6d6+20d3+182; hp 271; Init +12; Spd 30’, Fly 90’ (good); AC 36, touch 23, flat-footed 28; Atk +21/+16/+11 melee (1d6+9,x2, Staff of the Archmagi), or +23/+18/+13 melee (1d4+9, 19/x2, +4 dagger), or +26/+21/+16 ranged (1d8+3, x3, +3 composite longbow); SQ bardic music, bardic knowledge, summon familiar, spell power +3; SR 23; AL CG; SV Fort +19, Ref +23, Will +27; Str 14(20), Dex 20(26), Con 18(24), Int 26(32), Wis 18(24), Cha 24(30).

Skills & Feats: Alchemy +34 (23), Bluff +33 (21), Concentration +36 (29), Diplomacy +29 (15), Disguise +14, Escape Artist +25 (17), Gather Information +12, Hide +25 (17), Intimidate +14, Knowledge (arcana) +46 (29), Knowledge (history) +40 (23), Knowledge (bardic) +17, Listen +21 (10), Move Silently +25 (17), Perform +32 (20), Scry +33 (22), Search +19 (6), Spellcraft +42 (29), Spot +11; Alertness, Combat Reflexes, Dodge, Eschew Materials, Extend Spell, Greater Spell Penertation, Improved Iniative, Improved Spell Capacity, Scribe Scroll, Skill Focus (spellcraft), Spell Focus (evocation), Spell Focus (illusion), Spell Penetration, Twin Spell.

Bard Spells Known (3/6/5; save DC 23 + spell level): 0-dancing lights, detect crossroads, mending, open/close, resistance, songbird; 1st-charm person, indentify, know protections, sleep; 2nd-cure moderate wounds, silence, tongues.

Spells Prepared (4/7/7/11/6/6/6/6/5/4/3; save DC 24 + spell level): 0-daze, detect poison, ray of frost, resistance; 1st-color spray x2, magic missile x2, mount, protection from evil, shield; 2nd-alter self x2, bull’s strength, flaming sphere, invisibility, Snilloc’s snowball swarm; 3rd-blink, dispel magic x2, fireball x2, fly, haste, keen edge, major image x2, suggestion; 4th-detect scrying, ice storm, phantasmal killer x2, shadow conjuration, wall of ice; 5th, ball lightning x2, cloudkill x2, sending, shadow evocation; 6th-acid fog, chain lightning x2, greater dispelling x2, project image; 7th-Mordekainen’s sword x2, plane shift x2, teleport without error x2; 8th-Bigby’s clenched fist, horrid wilting, mass charm, polymorph any object, sunburst; 9th-meteor swarm x2, prismatic sphere x2; 10th-extended prismatic sphere, twinned chain lightning, twinned extended ball lightning.

Spellbook: 0-arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, open/close, pretidigitation, ray of frost, read magic, resistance; 1st-color spray, magic missile, mount, protection from evil, shield; 2nd-alter self, bull’s strength, flaming sphere, invisibility, Snilloc’s snowball swarm; 3rd-blink, dispel magic, fireball, fly, haste, keen edge, major image, suggestion, summon monster III, tongues; 4th-detect scrying, ice storm, phantasmal killer, shadow conjuration, wall of ice; 5th, ball lightning, cloudkill, permanency, sending, shadow evocation; 6th-acid fog, chain lightning, greater dispelling, legend lore, programmed image, project image, true seeing; 7th-banishment, forcecage, Mordekainen’s sword, plane shift, teleport without error; 8th-Bigby’s clenched fist, horrid wilting, incendiary cloud, mass charm, maze, polymorph any object, protection from spells, sunburst; 9th-meteor swarm, prismatic sphere, shapechange, summon monster IX, teleportation circle, wail of banshee, wish.

Possession: +5 amulet of natural armor, belt of many pouches, bottle of air, +8 bracers of armor, circle of persuasion, +3 composite longbow, crystal ball w/ true seeing, +4 dagger, clear ioun stone, +6 headband of power, horn of goodness, lyre of building, 60 masterwork arrows, masterwork flute, quiver of ehlonna, Ricamros ring of protection, ring of wizardry III, staff of the archmagi, wings of flying; Scrolls: Chain lightning, programmed image, 3 teleport without error; Wands: Alter self, blink, break enchantment, bull’s strength, cure serious wounds, fireball (10th), fly, haste, ice storm, invisibility, keen edge, neutralize poison, remove disease, summon monster III, tongues; Money & Gems: 10 black pearls (500 gp), 20 bloodstones (50 gp), 10 diamonds (1000 gp), incense (250 gp), miniature platinum sword (250 gp), opal signet ring (195 gp), 4 strips of ivory (200 gp), 10 rubies (1000 gp), 635 pp, 183 gp.

Constant Spell Effects: Detect magic, detect scrying, read magic, resistance, tongues.

Read all 6 +4 tomes; 660000 gp.

+6 headband of power: +6 to all stats; 216000 gp

Ricamros ring of protection: +5 ring of protection and major universal elemental resistance; 266000 gp.

Staff of the Archmagi: Staff of power and staff of the magi; 714000 gp.

Moonshadow: Raven Familiar; CR 1/6; Tiny Magical Beast; HD 26d8; hp 135; Init +2; Spd 10’, fly 40’ (average); AC 24, touch 14, flat-footed 22; Atk +16 melee (1d2-5, claws); Face/Reach 2 ½’x2 ½’/0’; SQ empathic link, improved evasion, scry on familiar, share spells, speak with birds, speak with master, touch, resistance; SR 24; AL CG; SV Fort +10, Ref +15, Will +20; Str 1, Dex 15, Con 10, Int 15, Wis 14, Cha 6.
Skills & Feats: Listen +21, Spot +11; Weapon Finesse (claws).
Languages: Common.
 
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Electric-ant, would my spell work if I lowered the bonus to +10?

Also, could someone send me the stats of the para-elementals?
 
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Lowering it to +10 wouldn't do a whole lot in the way of balance.

However, I'll probably be OK with whatever you end up with, as long as you develop it in the same way Victim and I used to add enhancement bonuses, and use the same factors I used to add energy damage, plus the ad hocs. Go ahead and post whatever you come up with, if you still want to create that spell, so I can look at it just in case.

EVERYONE!

It's been nearly two weeks since I announced character generation rules, and as of this time I have only three confirmed characters posted, from Arknath, Howling Coyote, and Zack, two of which are still being built.

If you are no longer interested, please let me know.

I want to start this game as soon as possible, but the plot makes it difficult to add people mid-game. I'm going to put up the first IC post between Friday night and Saturday afternoon. That should give you all plenty of time to finish your characters - I know there is a lot of work involved in making an epic character, but really, it's been two weeks and we're about 15% of the way there.

I need at least six characters by Friday night to start the game.
 


Robin wood
Halfling Fighter 6/ Rouge 2 / Deepwood Sniper 10/ Rouge 8


14 Str: (+4 inheret)(-2 ratical)(+4 enhancement) = 20
18 Dex: (+6 ability)(+ 2 racial)(+4 inherit)(+10 gloves) = 40
17 Con: (+5 inheret)(+6 enhancement) = 28
16 Int: (+6 enhancement) = 22
15 Wis: (+6 enhancement) = 21
13 Cha: 13


Ac: 42 = 10 + 8 + 6 + 15 + 1 + 5
HP: 403
Speed: 40ft
BaB: 22/17/12/7
Initiative: +15
Aliment: CN
XP: 335,000

saves:
Fort: 22 = 12 + 9 + 1
Refl: 32 = 16 + 15 + 1
Will: 15 = 9 + 5 + 1


Attack
Melee: 28/23/18/13 = 22/17/12/7 + 5 + 1
Ranged: 41/36/31/26 = 22/17/12/7 + 15 + 1 + 3


Equipment:
+5 Mighty Composate Long Bow AB: 51/46/41/36 D:1d8+14+3* (1d8+13+3*) X5 210ft
(+4 str)(speed)(+5 arrows)
*(within 30 ft)


Skills:
Balance (Dex) 37 = 15 + 00 + 22
Climb (Str) 27 = 5 + 00 + 22
Hide (Dex) 51 = 18 + 29 + 4
Listen (Wis) 36 = 5 + 29 + 2
Move silently (Dex) 49 = 18 + 29 + 2
Open Lock (Dex) 38 = 18 + 16 + 4
Spot (Wis) 30 = 5 + 00 + 25
Tumble (Dex) 69 = 18 + 29 + 22


Items:
+5 Mighty composate long bow (+4 str)(speed) (162,800)
MW Dragon Scale Sheild(blue)+3 AC (animated, fortification: heavy, +3)(103,000)
Manual of quickness in action +5 (read) (137,500)
Manual of bodily health +4 (read) (110,000)
Manula of gainful exercise +4(read) (110,000)
Boots of swiftness (256,000)
-(Haste 3 times per day, lasts 20 rounds)
Belt of giant strenght +4(16,000)
Gloves of Epic Dexterity +10 (1,000,000)
Bracers of armour+8/Archery/Health +6(148,000)
Periapt of Wisdom +6(36,000)
Rop +5(50,000)
Ring of Blinking/sustenance(35,000)
Goggles of night/ eyes of the egale(+25) (28,500)
Clock of Major Displacment 50% (50,000)
Vest of Health(7,500)
Portable hole(14,000)
100 +5 arrows(100,700)
130 +4 arrows(64,700)
17 Arrows of cure critical(47,719)
1171 GP



Special abbilitys:
Keen arrow
Ranged incerment +10ft/level (+100 feet)
Projectile improved critical +2
Safe posion use
Take aim +4
Consistent aim 3/day
concealment reduction 30%
True strike
Sneak attack 5d6
uncanny dodge(can't be flanked)
Evasion
Slippery Mind
Darkvision 60 feet(from goggles)


Feats:
Far Shot
Percise Shot
Point Blank Shot
Weapond Focus(long bow)(+1 attack)
wepond Specialization(long bow)(+2 damage within 30 ft)
Rapid Shot
Dodge
Mobility
Shot on the Run
+Manyshot
Combat Reflexes
Dexterous Will(epic)
Combat Archery(epic)
Dexterous Fortitude(Epic 10,000xp)

+(-2 to attack, 4 arrows shot at once)
 
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Ok, here is the epic spell, based on your example of my spell
Gaea's Magic Fang
Transmutation
Spellcraft DC: 10
Components: V, S, XP
Casting Time: 100 days, 11 minutes
Range: target creature touched (as per gmf)
Duration: permanent
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 90,000 gp; 2 days; 3,600 XP. Seed: fortify (DC 19). Factors: increase enhancement by 4 (+16 DC), increase enhancement by epic 5 (+40), increase duration to permanent(X5 DC)(DC 375) Mitigating factors: increase casting time by 10 minutes (-20 DC), increase casting time by 100 days (DC -200), 50d6 backlash (-50 DC), burn 9500 XP

This spell adds a +10 enhancement bonus to all of the targets attacks and damage. The spell is permanent, and remains if the caster changes shape, since it is a spell-like effect and is therefore based on mental faculty. The caster takes 50d6 backlash damage and burns 9500 XP in the casting. (house rule: backlash is only taken once)


Oh, and now that I am not adding extra elemental damage (something had to go if I wanted it to be permanent), I will no longer need the ring of sonic immunity, and the funds will be redistibuted as required. I wanted it to be DC 10 so that I wouldn't have to pay a lot of money/exp for it. Plus, without the energy seed gone, the spell isn't limited to myself (as per gmf), and I can cast it on something else, which means my animal companion won't be screwed so badly when it comes to damage reduction. That means I can cast the spell on two targets, and only have 2600 exp left to gain before I hit level 26.

By the way, what kind of animal companions can I have?

I have another question. Do the books/tombs of stat improvement stay in effect when I wildshape/shapechange? My argument is yes, they stay in effect because it gives a +5 inherent bonus to my character's stats. And like the enhancement bonus, should/would remain in effect in all alternate forms. Also, look at Manshoon's stats in the back of the epic book. Under his abilities, one of them reads "Enhaced Intelligence" because he read a tomb. It isn't stated that it is extraordinary, spell-like or supernatural. If I were to transform, I would still have the mental books in effect, because it isn't supernatural. Thus, not only do I retain my improved mental faculties, I would also add the book's bonus to the new form's corresponding physical stat.

I found this out recently while reading over the wizards of the coast D&D boards. I just wanted to ask if you wanted to house rule it otherwise.
 
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Finished

Merriss von Kithen
Male Medium-size Humanoid (Half-elf)
Experience: 302,236/325,000
Class: Abjurer 10/Incantrix 13/Arcane Lord 2
Hit Dice: 10d4 plus 10 + 13d4 plus 13 + 2d4 plus 2 (hp 125) [50 + 65 + 10]
Init: +2 (Dex +2)
Speed: 30 ft.

Armor Class: 20 (+2 Dex, +8 armor)
Touch AC: 12 (+2 Dex)
Flat-footed AC: 18 (+8 armor)
Attack (Primary): +12 melee (+13 BAB, +1 enhancement, -2 Str; quarterstaff +1)
(Secondary): +15 ranged (+13 BAB, +2 Dex; ranged touch attack (spells))
Damage: 1d6+1 (quarterstaff +1) or spell

Special Attacks: N/A
Special Qualities: Dimension door 1/day, SR 40, Constant spell effects (mind blank, freedom of movement), Immune to mind-reading effects, Blindsight 60’

Alignment: Lawful Good
Saves: Fort +16 [+9 base, +1 Con, +6 resistance]
Ref +17 [+9 base, +2 Dex, +6 resistance]
Will +26 [+16 base, +2 Wis, + Iron Will, +6 resistance]

Abilities: Str 7
Dex 14
Con 12
Int 34 (Up at 4th, 8th, 12th, 16th, 20th, 24th, Inherent +5 @ 15th, Enhancement +8)
Wis 15
Cha 14

Skills: Alchemy +30, Concentration +40, Knowledge (arcana) +41, Knowledge (geography) +30, Knowledge (history) +41, Knowledge (Nobility and royalty) +24, Knowledge (the planes) +41, Knowledge (religion) +41, Spellcraft +43

Feats: [Scribe Scroll], [Iron Will], Spell Penetration, Skill Focus (Spellcraft), [Silent Spell], Still Spell, [Reach Spell], Chain Spell, Extend Spell, [Quicken Spell], Craft Rod, [Persistant Spell], Greater Spell Penetration, [Delay Spell], Improved Spellcasting, [Twin Spell], Craft Epic Rod, [Subdual Spell], (Improved Spellcasting), (Improved Spellcasting)

Languages: Common, Half-elf
Encumbrence: 16 (Light)

Possessions: Amulet of the Arcanist (50,000gp), Cowl of Warding (200,800gp), Greater Rod of Chaining (121,500gp and 9,720XP), Greater Rod of Extension (24,300gp and 1,944XP), Ring of Epic Wizardry (VI) (360,000gp), Mantle of Epic Spell Resistance (290,000gp), Moon Bracers +8 (84,160gp), Rod of Epic Cancellation (165,000gp and 6,600XP) Tome of Clear Thought +5 (137,500gp), Vest of the Magi +8 (640,000gp), Permanent Superior Resistance (2,500XP), Permanent Improved Blindsight (2,000XP) - 2,413,935gp, -22,764XP from; 388,675gp on spells

Opposition School: Illusion

Spells: (6/7/7/7/7/6/10/8/8/5/3/3/3), (DC 24 + spell level):
0 – ;
1 – ;
2 – ;
3 – ;
4 – ;
5 – ;
6 – ;
7 – ;
8 – ;
9 – ;
10 – ;
11 - ;
12 – ;


Spellbook I: 200 pages (86 pages blank) –

0 – Day Dream, Electric Jolt, Eyes Open, Jolt, Keep Dry, Keep Fresh, Light, Mage Hand, Mending, Minor Ward, Private Conversation, Quick Boost, Ray of Frost, Recent Occupant, Repair Minor Damage, Sample, Tongue of Angels, Tongue of Fiends;
1 – Alarm, Blissful Sleep, Bouyancy Net, Cobwebs, Disdain the Divine, Dorama’s Battle Ward, Endure Elements, Enlarge, Erase, Expeditious Retreat, False Strike, Feather Fall, Field of Razors, Identify, Ironguts, Kauper’s Skittish Nerves, Know Protections, Mage Armor, Magic Missile, Magic Weapon, Message, Mount, Obscuring Mist, Pounding Stones, Portal Beacon, Protection from Chaos, Protection From Evil, Protection From Good, Protection From Law, Protection From Undead, Ray of Clumsiness, Reduce, Resist Scrying, Resist Touch, Serpent’s Stare, Shield, Shocking Grasp, Spider Climb, Spirit Watch, Stun Ray, Stupor, Summon Monster I, True Strike, Wall of Fog, Wardaway;

Spellbook II: 200 pages (26 pages blank)

2 – Alter Self, Ambidexterity, Arcane Lock, Bend Sounds, Blazing Shield, Bone Soften, Bull’s Grace, Bull’s Strength, Cat’s Grace, Darkness, Darkvision, Daylight, Death Armor, Detect Thoughts, Distracting Ray, Dolomar’s Force Wave, Dragonhide, Eagle’s Splendor, Endurance, Enhance Magical Flow, Enkili’s Prank, Ethereal Bolt, Filter, Focus of the Magical Mind, Fox’s Cunning, Gaze Screen, Glitterdust, Icy Hands, Iceshards, Invigorate Item, Knock, Lion’s Charge, Mark of Air, Mark of Earth, Mark of Fire, Mark of Water, Obscure Object, Owl’s Wisdom, Portal Alarm, Protection from Arrows, Ray of Dizziness, Ray of Stupidity, Rend the Sovereign Soul, Resist Elements, Rope Trick, Rune of Darkness, Safe Search, Scry Talk, See Invisibility, Shatter, Shrapnel Globe, Static Veil, Summon Monster II, Summon Swarm, Thief Ward, Wall of Thought, Web, Whispering Wind, Wizard’s Light;

Spellbook III: 300 pages (40 pages blank)

3 – Amanuensis, Analyze Portal, Arcane Parry, Avoid Planar Effects, Aura of Peace, Blindsight, Blink, Chains of Binding, Clairaudience/Clairvoyance, Comrade’s Immunity, Dark Mirror, Dessicate, Devil’s Eye, Dispel Magic, Everlasting Wizard’s Light, Explosive Runes, Extended Charge, Farspeaker, Fly, Foil Tracer, Force Sphere, Gaseous Form, Girralon’s Blessing, Great Knock, Greater Bend Sounds, Greater Mage Hand, Greater Magic Weapon, Greater Sleep, Grounding, Haste, Hold Person, Improved Alarm, Jevicca’s Just Reversal, Keen Edge, Leomund’s Tiny Hut, Lightning Bolt, Magic Circle Against Chaos, Magic Circle Against Evil, Magic Circle Against Good, Magic Circle Against Law, Manaspear, Minor Reflection, Missive Token, Mute, Mystic Regulator, Nondetection, Protection from Elements, Phantom Steed, Ranged Blindsight, Repair Serious Damage, Reverse Arrows, Rune of Fire, Rune of Sleep, Sandstorm, Sepia’s Snake Sigil, Scry Retaliation, Sleet Storm, Slow, Stinking Cloud, Suggestion, Summon Monster III, Tongues, Vangal’s Blessing, Wall of Chains, Water Breathing, Weapon of Impact;

Spellbook IV: 300 pages (10 pages blank)

4 – Accelerate Reflexes, Affliction, Arcane Eye, Attune Form, Bestow Curse, Blaise’s Blessed Bead, Coax Forth Power, Confusion, Detect Scrying, Dimensional Anchor, Enforcer I, Ethereal Lock, Fire Shield, Fire Trap, Gaze of Destruction, Greater Magical Flow Enhancer, Gird the Warrior, Grant, Heroics, Hold Stone, Improved Blindsight, Improved Portal Alarm, Locate Creature, Mass Darkvision, Mass Resist Elements, Mind Over Matter, Minor Globe of Invulnerability, Otiluke’s Dispelling Screen, Otiluke’s Resilient Sphere, Persistant Missiles, Polymorph Other, Remove Curse, Remove Resistance, Rune of Poison, Saramar’s Coin Beacon, Scramble Portal, Scrying, Shadow Form of Lyrand, Shout, Simbul’s Spell Sequencer, Solid Fog, Spell Wall, Spelltrap, Stoneskin, Summon Monster IV, Supress Lesser, Terole’s Translator, Thief of Spells, Tirumeal’s Energy Spheres, Wall of Chaos, Wall of Evil, Wall of Fire, Wall of Good, Wall of Ice, Wall of Law, Warding Globes, Zone of Respite, Zone of Revelation, Zone of Speed;

Spellbook V: 400 pages (175 pages blank)

5 – Bigby’s Interposing Hand, Blaise’s Iron Bead, Clairsentience, Cone of Cold, Contact Other Plane, Cross of Lightning, Curtain of Darkness, Dismissal, Dolomar’s Limited Liquification, Dominate Person, Energy Buffer, Fabricate, Feeblemind, Flight of the Wind, Ghostform, Hold Monster, Horizikaul’s Versatile Vibration, Lesser Planar Binding, Mana Sink, Mind Fog, Mordenkainen’s Private Sanctum, Multiplicity, Nethershield, Night Fighter, Overcome Force, Passwall, Penetrate Resistance, Permenency, Pillar of Attraction/Repulsion, Rary’s Telepathic Bond, Resonating Resistance, Sending, Spell Magnet, Stone Shape, Summon Monster V, Superior Resistance, Telekinesis, Teleport, Teleport Block, Teleport Trace, Transmute Mud to Rock, Transmute Rock to Mud, Wall of Force, Wall of Iron, Wall of Stone, Xorn Movement;

Spellbook VI: 500 pages (192 pages blank)

6 – Active Anti-Divination, Analyze Dweomer, Antimagic Field, Antimagic Fog, Bestow, Bigby’s Forceful Hand, Cacaphonic Shield, Call of the Saphire, Chain Lightning, Conditional Spell, Contingency, Control Water, Control Weather, Disintegrate, Enforcer II, Enkili’s Lightning Storm, Eyebite, Flesh to Stone, Gate Seal, Globe of Invulnerability, Guards and Wards, Legend Lore, Lesser Ironguard, Make Manifest, Mass Haste, Mass Suggestion, Mass True Strike, Mordenkainen’s Lucubration, Oroster’s Revenge, Planar Binding, Power Word: Thunder, Prismatic Eye, Repulsion, Scry Blast, Seal Portal, Simbul’s Spell Matrix, Stone to Flesh, Summon Monster VI, Taldock’s Spell Inhibitor, Teleport Redirect, Tenser’s Transformation, Tirumeal’s Energy Spheres, Translocation Trick, True Seeing;

Spellbook VII: 500 pages (188 pages blank)

7 – Antimagic Aura, Banishment, Bigby’s Grasping Hand, Call of the Diamond, Dark Lightning, Dispel Antimagic, Energy Immunity, Ethereal Jaunt, Force Cage, Freezing Curse, Greater Ironguard, Greater Scrying, Infinite Step, Insanity, Invulnerability I, Jevicca’s Fourfold Ostracism, Limited Wish, Magical Deviation, Mass Fly, Mass Teleport, Meso’s Containment, Mordenkainen’s Magnificant Mansion, Otiluke’s Greater Dispelling Screen, Plane Shift, Power Word: Stun, Prismatic Spray, Prohibit Kind, Reverse Gravity, Sequester, Sever, Simbul’s Spell Sequencer, Spell Barrage, Spell Turning, Spellmaster, Statue, Summon Monster VII, Teleport Without Error, Wall of Eyes, Zajimarn’s Ice Claw Prison;

Spellbook VIII: 500 pages (185 pages blank)

8 – Antipathy, Bigby’s Clenched Fist, Blackstaff, Chains of Antimagic, Clone, Dimensional Lock, Discern Location, Enforcer III, Etherealness, Greater Planar Binding, Invulnerability II, Iron Body, Leech Field, Mantle of Egregrious Might, Mass Manifest, Maw of Chaos, Maze, Mind Blank, Otiluke’s Telekinetic Sphere, Polymorph Any Object, Power Word: Blind, Primal Release, Prismatic Wall, Protection from Spells, Rapid Journey, Spell Engine, Strength of Kadum, Summon Monster VIII, Symbol, Sympathy, Time Skip, Transcribe Symbol, Trap the Soul, Wall of Antimagic;

Spellbook IX: 500 pages (210 pages blank)

9 – Absorption, Arcana Form, Astral Projection, Bigby’s Crushing Hand, Chain Contingency, Dominate Monster, Duplicate, Elminster’s Effulgent Epuration, Enforcer IV, Foresight, Freedom, Gate, Imprisonment, Invulnerability III, Mordenkainen’s Disjunction, One Step Beyond, Power Word: Kill, Prismatic Helix, Prismatic Sphere, Refuge, Shapechange, Simbul’s Spell Trigger, Sphere of Deterioration, Summon Monster IX, Teleportation Circle, Temporal Stasis, Trigger, Two Minds, Wish
 
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Are you going to open up a rogues gallery for the characters?

BTW, I've seen the other characters, and decided to go with my TANK option. We've allready got an archer, a druid, and 2 arcane spellcasters, so I figured to go with the Muscle.
I should've asked this earlier, but..
Since we're not starting with cohorts/followers, should I leave the cohort creation up to you or how's that's going to work? (I'll finish the character off by tommorow and we'll worry about that later.)
 

No rogue's gallery yet, but when I post the IC game thread, I'll ask you all to move a completed version of your character to a thread in that forum - this is the 'under construction' thread, and we'll leave it as that until we have all the characters.

If you want a cohort, give me an overview of who and what he'll be (race, class, etc.), and I'll try to figure a way to fit him or her into the plot.

You can either create him yourself, or I can use the generic NPCs table in the DMG/ELH.

Animal companions.....up to your HD (as per the SRD description of animal friendship) in animals, unless you take the epic feat for a beast. Dire, legendary, whatever, as long as it meets those two restrictions. Your companion won't have been 'put asleep' with you, but you will 'receive' him right away in the initial encounter.
 

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