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[Full] Epic game!

That's ok... I think after reading the ic thread I am realizing how out of my league mechanically I am here anyway; I would slow you guys down... I'm going to back out here and let the 7 sarcophogi get filled by some other folks. :)
 

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GoldenEagle

First Post
I was looking for a mount. I liked the dragon idea because it could polymorph into a humanoid. I am open to ideas about a different type of mount or even just a "normal" cohort also. What did you have in mind?

GE
 


Jemal

Adventurer
Leadership score: 39.

So again what creation rules should I use for my Cohort? Equipment, lvl, xp, stats, HP, etc?
 


electric-ant

First Post
Sorry for the late post, guys....epic combat is a pain. I hope I didn't lose track of anything - let me know if you catch any errors.

NPC creation rules for cohorts.

Legendary bear is cool, but you have to pay the price for it - i.e., you have to write up the stats. :D

Don't start with buffs running, but if you have a spell like the spell trigger, that's cool.

I can't say too much...wouldn't want to give away the plot. ;) Just give me a decision, and I'll work it in - if it's a dragon, it can be sooner and not make quite as much sense, or be later and fit in perfectly. No pressure from the role-play Nazis. :D

We're up to 6 sarcophagi.....fill 'em up, Calim. :)
 
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Calim

First Post
I did him quick so let me know where I messed up

Terrek is a disciple of a holy order who studied the destruction caused by fire and ice. He is a warrior of this order



Terrek Aquinas
Monk 15
Sacred Fist 10
Cleric 1
41 years old
5' 6" 179 lb blue eyes, Red hair

Str 24 (16+4 in+4 en)
Dex 18 (18+5 in)
Con 16 (11+5 in)
Int 19 (14+5 in)
Wis 40 (17+6 level +5 in, +12 enhance)
Cha 11 (11)

Spd: 110
Initiative: +8
+41 = +15 wisdom +7 strength +3 epic +14 levels +1 weapon Focus + 1 epic weapon focus

Atts: +41/+38/+35/+32/+29
Flurry +39/+39/+36/+33/+30/+27
hasted flurry +41/+39/+39/+36/+33/+30/+27
Fists are effectively +19 weapons per Sacred fist class abilities

Dmg: 1d20 +15 sacred fist +2d6 vs evil + 5 strength (19-20threat range)
Sacred Flame 1d6+15 damage left hand blue right hand red

hp 208

AC: 51 (4 dex, +8 armor, +5 monk, +5 def, +15 wisdom, +4 Concentration)

F: +24 (+13 base, +3 epic, +3 Con,+5 res)
R: +23 (+11 base, +3epic, +4 dex,+5 res)
W: +32 (+9 base, +3epic, +15 wis,+5 res)
save +2 vs enchantment spells


Alertness,
Improved Init,
Improved Crit(Unarmed Strike)
Combat Reflexes,
Weapon Focus(unarmed Strike),
Run,
Power Attack,
Cleave,
Combat Casting,
Unarmed Strike,
Stunning Attack,
Evasion,
Deflect Arrows,
Still Mind,
Slow Fall 50ft,
Purity of Body,
Improved Trip,
Wholeness of Body,
Leap of the Clouds,
Improved Evasion,
Ki Strike +2,
Quivering Palm
Automatic Search check if within 5' of secret/concealed door,
Blindsight 30',
Code of Conduct,
Flurry of Blows,
Immunity to sleep,
Inner Armor 6/day,
No Shadow Blows,
Puissant Fists(+10),
Purity of Body,
Sacred Flame(d6+15)
Smite 1/day,
Spontaneous casting,
Stunning Attack 16/day (DC 32),
Turn Undead 3/day,
Uncanny Dodge (Dex bonus to AC),
Uncanny Dodge (can't be flanked),

Righteous strike, Epic Weapon focus
Keen Strike, Vorpal Strike, bought with 10k apiece

LANGUAGES
Common, Draconic, Elven, Gnome

Domain
Granted Power

Fire
Turn or destroy water creatures as a good cleric. Rebuke or command fire creatures as an evil cleric. 3 + CHA modifier attempts per day.

Winter
You gain cold resistance 5

Destruction
You gain the smite power, a supernatural ability to make a single melee attack with +4 bonus to hit and damage bonus equal to your cleric level once per day.



Concentration 29+4=33
Hide 29+4=33
Tumble 29+4=33
Jump 25 +5 +30=60
Listen 29+2+15=46
Spot 14+2+15=31
Move Silently 29+4+10=43
Knowledge Religion 4 + 4 =8

137.5k x 5 Tome's
Monk's Belt 9000
Bracers of Armor 64000
Ring of Prot +5 50000
Headband of Sustenance 2500
ring of Universal Elemental Resistance Major 216000
Periapt of Epic Wisdom 1440000
vest of Resistance +5 25000
Boots of Elven Kind and jumping +30 6000

Spell DC 25 + Spell Level 0
1- 6
2- 6
3- 6
4- 4


1:
Bless Water
Burial Blessing
Cure Light Wounds prepared x2
Curse Water
Divine Favor prepared x2
Endure Elements
Entropic Shield
Inflict Light Wounds
Invisibility to Undead
Magic Stone
Magic Weapon
Protection from Chaos
Protection from Evil prepared
Protection from Good
Protection from Law
Sanctuary prepared
Shield of Faith

2:
Aid
Augury
Brambles
Bull's Strength
Cure Moderate Wounds preparedx2
Death Knell
Delay Poison
Endurance prepared x2
Gentle Repose
Inflict Moderate Wounds preparedx2
Lesser Restoration
Resist Elements
Speak with Animals
Undetectable Alignment

3:
Bestow Curse
Chain of Eyes
Contagion
Continual Flame
Cure Serious Wounds preparedx2
Curse of the Brute
Daylight
Deeper Darkness
Flame of Faith
Glyph of Warding
Inflict Serious Wounds preparedx2
Magic Vestment
Meld into Stone
Negative Energy Protection preparedx2
Obscure Object
Protection from Elements
Remove Curse
Remove Disease
Speak with Plants
Spikes
Stone Shape
Water Breathing
Water Walk

4:
Air Walk prepared
Beast Claws
Cure Critical Wounds preparedx2
Death Ward
Divination
Divine Power
Freedom of Movement
Imbue with Spell Ability
Inflict Critical Wounds prepared
Neutralize Poison
Restoration
Status
Tongues
Unfailing Endurance

Destruction Domain
Granted Power: You gain the smite power, the supernatural ability to make a single melee attack with a +4 attack bonus and a damage bonus equal to your cleric level (if you hit). You must declare the smite before making the attack. It is usable once per day.

Destruction Domain Spells
1 Inflict Light Wounds
2 Shatter
3 Contagion
4 Inflict Critical Wounds

Fire Domain
Granted Power: Turn or destroy water creatures as a good cleric turns or destroys undead. Rebuke or command fire creatures as an evil cleric rebukes or commands undead. Use this ability a number of times equal to 3 + your Charisma modifier per day.

Fire Domain Spells
1 Burning Hands prepare
2 Produce Flame prepare
3 Resist Elements*
4 Wall of Fire prepared

Winter Domain
Granted Power: You gain cold resistance 5.

Winter Domain Spells
1 Ray of Frost
2 Chill Metal
3 Protection from Elements prepared
4 Sleet Storm
 
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