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I wouldn't be able to survive your version of the spell. I would be taking 25d6 per round, not including energy damage. The backlash would last 120 hours, and I would take 25d6 per round. Besides, I like my version better, because it is permanent :D .

Can I use my version, or would you rather have me use that one?
 

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Eeep - you're right.

However, my problem with your version was:
  • You were basing it off a new house-rule seed, whereas Victim was making pretty much the same effect with an existing, playtested, official seed.
  • Your spell is quite powerful - compare it to a +15 fiery blast weapon - that's a good 9-10 million gold pieces right there, it's doing 2d6 less bonus damage, it is of only one possible energy type, and it can't be taken with you in a wild shape.
I'd rather you use mine (actually, go ahead and edit mine a bunch; there's definitely room for improvement). For this spell, however, I'll let you take the backlash only once, since the DC is quite high enough without having to spend mondo XP tp mitigate every time you renew it. You could make it permanent for an extra x5 (applied before mitigating factors and after everything else) if you really want it, but I figure without an XP cost and only backlash damage once, it's probably cheaper to up the duration a bunch and have it last a week or a month.
 
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Jemal, any of those sound fine, but I don't own the Quintessential Fighter, so you'll have to give me the details if you include something from that sourcebook.

so do you need the states for the deepwood sniper?.
 

Here he is...finally

Merriss von Kithen
Male Medium-size Humanoid (Half-elf)
Experience: 345,000/351,000
Class: Abjurer 10/Incantrix 13/Arcane Lord 3
Hit Dice: 10d4 plus XXX + 13d4 plus XXX + 3d4 plus XXX (hp XXX) [(40 + XXX) + (52 + XXX) + (12 + XXX)]
Init: +2 (Dex +2)
Speed: 30 ft.
Armor Class: XX (+2 Dex)
Touch AC: XX
Flat-footed AC: XX

Attack (Primary): +XX melee (+13 BAB, -2 Str; QUARTERSTAFF)
(Secondary): +XX ranged (+13 BAB, +2 Dex; ranged touch attack (spells))
(Tertiary): +XX ranged (+13 BAB, +1 Dex; touch attack (spells))

Damage: 1d8/1d8 (sling) or spell

Special Attacks: N/A
Special Qualities:

Alignment: Lawful Good

Saves: Fort +32 [+9 base, +X Con]
Ref +18 [+9 base, +X Dex]
Will +30 [+16 base, +X Wis, + Iron Will]

Abilities: Str 7
Dex 14
Con 12
Int 21 (Up at 4th, 8th, 12th, 16th, 20th, 24th)
Wis 15
Cha 14

Skills: Concentration +XX, Handle Animal +XX, Heal +XX, Intuit Direction +XX, Knowledge (nature) +XX, Spellcraft +XX, Wilderness Lore +XX
Feats: [Scribe Scroll], [Iron Will], Spell Penetration, Skill Focus (Spellcraft), Silent Spell, [Reach Spell], Chain Spell, Extend Spell, [Quicken Spell], Craft Staff, Persistant Spell, Innate Spell (XXX), [Still Spell], Improved Spellcasting, [Twin Spell], Automatic Quicken Spell, [Subdual Spell]
Languages: Common, Half-elf
Encumbrence: XX
Possessions:
Opposition School: Illusion

Still far from done (still have to spend money) but other than that, you can get a short glimpse of him.

Question: Ant, would you allow spells from Bastion Press' Spells and Magic?
 
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what if I dropped the enhancement bonus on my spell down to +10? would it work then?

Also, what metamagic feat was it that let spells last all day? (I know it is in the fearun manual)
 
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Well, here he is

Cyren Stormsmite
25th level druid Human
exp: 331900/325,000
25d8+275 (432)

Str 24 (11 +8 amulet +5 book)
Dex 21 (15 + 6 amulet)
Con 32 ( 17 + 2 level + 5 book + 8 amulet)
Int 21 ( 16 + 5 book)
Wis 32 ( 17 + 4 level + 5 book + 6 amulet)
Cha 20 ( 15 + 5 book)

Init. + 9 (+5 dex + 4 imp. init.)
AC 19 ( +3 armor + 1 enhancement + 4 dex +1 insight)
speed 20 ft.

Skills:
Animal Empathy +33 (28 ranks + 5 cha)
Concentration +39 (28 ranks + 11 con)
Diplomacy +33 (28 ranks + 5 cha)
Handle Animal +33 (28 ranks + 5 cha)
Heal +39 (28 ranks +11 wis)
Knowledge (nature) {+33 (28 ranks +5 int)
Scry +33 (28 ranks + 5 int)
Spellcraft +33 (28 ranks +5 int)
Wilderness Lore +39 (28 ranks +11 wis)
Search (cc) +10 ( 5 ranks + 5 int)
Spot (cc) +16 ( 5 ranks + 11 wis)
Listen (cc) +15 (4 ranks + 11 wis)

Saves: Fort. +25 (+14 base, + 11 con), Will +25 (+14 base, +11 wis), Ref +13 (+8 base, +5 dex)

Languages:
Common (human), druidic, dwarven, elven, sartan

Feats (in order of when I took them)
spellcasting prodigy; improved initiative; extend spell; natural spell; energy substitution; snatch; improved flight; energy admixture
Epic feats
epic spellcasting; improved elemental wildshape; beast wildshape; gargantuan wildshape (bought)

Special Qualities and abilities:
nature sense, woodland stride, trackless step, resist nature's lure, venom immunity, a thousand faces, timeless body, wildshape 7/3 per day (tiny, small, med, large, huge elementals, animals (normal/dire), beasts)

Equipment:
books (+5 to int, cha, str, wis, and con)(687,500 gp)

Amulet of Druidic might (+8 str, +6 dex, + 8 con, +6 wis)(1,566,400 gp) and wilding clasp (4,000)

Clear/Iridescant Ioun stone (sustains me without food, water, or air)(84,600 gp)

Hide armor +1 of wilding (masters of the wild: armor and enhancement bonus stay in affect in wildshape, aswell as armors other abilities) and medium fortification (49,165 gp)

Vibrant Purple prism ioun stone (stores 6 levels of spells) (12,000)

Dusty Rose Prism ioun stone (+1 reflection bonus to AC) (4,000)

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)

335 gp left.

Spells:
DC 22 +spell level
0-(6) Light x2, detect magic x2, create water x2
1-(5 +3)animal friendshipx2, cure light wounds x6
2-(5 +3)produce flame x8
3-(5 +3)greater magic fang, remove disease, extended flame blade, cure mod. wounds x 5
4-(5 +3)extended nature's favorx4, flamestrike x4
5-(5 +2)extended feathers, cure critical wounds x5, tree stride
6-(4 +2) extended cure critical wounds x4, extended animal growth x2
7-(4 +2)Heal x3, harm x2, extended greater call lightning
8-(4 +2) Greater Thunderstrike x5, extended control weather
9-(4 +1) Shapechange, invulnerability to elements x2, thunderswarm, nature's avatar

Animal Companion: Legendary bear, advanced to 25 HD
(MMII stats)
Duhber
25d8+175 (350)
init. +2
50 ft.
21 AC (-1 size, +2 dex, +10 nat.) 11 touch, 19 flat-footed
2 claws +29, bite +24
Claw 2d6+13, bite 4d6+6
5by10/5
improved grab (ex)
low-light vision, scent
Fort +21, ref +16, will +15
Str 36, dex 15, con 25, int 2, wis 16, cha 13
Listen +8, Spot +8, swim +18

Combat: I will usually either summon, or cast a spell on myself and/or my animal companion. I will then wildshape (into an elder elemental that would be beneficial to me) and move to any long range attackers to take them out, my animal companion helping with the melee characters. If things look bad, I will either fly out of range and nuke, or (utter doom with no chance of survival unless we flee) revert to normal and then transform into an invisible stalker and fly away.
 
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Zack, the feat you're looking for is the 'Persistant Spell' Metamagic Feat. Lets a spell cast with it last 24 hours. Prereq: Extend Spell. I don't have the rest of the details though )
 

here is the rest of the information for the persistent spell feat. it's in tome and blood

prerequisite: extend spell

Benefit: a persistent spell has a duration of 24 hours. the persistent spell must have a personal or fixed range(for example, comperhend languages or detect magic). spell of instantaneous duration cannot be affected by this feat, nor can a spell whose effects is discharged. you need not concentrate on the spell such as detect magic and detect thought to be aware of the mere presence or obsence of the thing detected, but you must still concentrate to gain additional information as normal. Concentration on such a spell is a standard action that does not provoke an attack of opportunity. a persistent spell uses up a spell slot four levels higher than the spell's actual level.
 
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electric-ant said:
Oops- skill points from intelligence will be retroactive, to make bookkeeping a lot easier. However, intelligence gain from magic items that's not an inherent bonus (headband of intellect, etc.) doesn't contribute towards your skill points.

i have a problem with this, after i was finished my character, jemal pointed out that a headband of intellect wouldn't count towards my intelegence. with this i have a problem because the bonuses from the item do count towards the skills. if you don't let it count towards the skill point then that's like saying (for example, the gloves of dex) don't count towards your ranged attack.
 

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