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Gaming W/Jemal - Epic Mortal Kombat (Character creation.)

Shayuri

First Post
[sblock=ooc]Wow. Well, I was gonna post my Warforged Dreadnought sheet. It's pretty fracking nasty, with DR 31/-, Fast Healing 9, more hit points than you can shake a stick at, and immune to practically everything. But a Great Wyrm? How can I pass that up? :) I'd be worried about power level too...but then I look at that dude with 100 Str, and my worry sort of...withers away. :) I'll post some sheets shortly. Oh...and I'm assuming that said Great Wyrm will, for whatever reason, lack it's normal casting abilities. Will it retain any spellcasting at all?[/sblock]
 

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Jemal

Adventurer
[sblock=shayuri]Ah yes, forgot to address that. It's effective Sorc level will be caster level 9th. This is part of the reason I'm allowing it at Great Wyrm... IT looses a lot of punch.

Also, if you want, a Variant Silver from my campaign setting (Alseria, where my other Epic game is set) can choose Druid spells instead of Cleric spells (Which normal silvers/Golds can choose for their sorc spell slots). It's still only up to 4th lvl spells, but it's something a bit different.[/sblock]
 
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Voidrazor

First Post
Jemal - would it be possible to take a subset of the voidmind template bonuses get it at +1 LA? If so, how does dropping the tentacle entirely, as well as the cone of slime, DR, 2 of the +4 Con, and the Alertness and Great Fortitude feats sound?
 

Darimaus

First Post
Ok, I don't have my books here, and I won't for another few days, but I can give you a rundown on what I'm using just to give you a basic idea.

Underfoot Fighting (I'm not sure if this is what its called exactly, but Its close enough to the real thing to find if you've got access to Races of the Wild)

This feat allows for a small or smaller creature to move into an opponent's space without invurring an attack of opportunity (since tiny and smaller creatures have a reach of 2.5 feat and have to attack from the same square)

Confound the Big Folk (Tactical Feat, also from Races of the Wild)

This feat does sevral things. First off, if I start a round in my opponent's square, he is considered flatfooted towards me. Second, while I'm in an opponent's square, I gain a +4 cover bonus to my AC, as well as a 50% chance that anyone other than the person whos square I'm occupyig attacks me, they hit the other person in the square instead. Thirdly, I can make a trip attack with my Dex or Strength, and my opponent loses size modifiers to his opposed check.

Prehensile Tail (Feat, Out of savage Species)

This feat makes a tail able to function as a third hand, allowing to use items, wield weapons, ect. It also qualifies a character for the multiweapon fighting feats.

Arms of the Naga (Item, out of Savage Species)

This item is essentially a worn pair of arms with humanlike hands attached allowing a creature to use items they normally could not in them, and carry additional gear. It does not allow for any "additional" attacks, but I'm pretty sure if weapons are put in them you can use your normal attacks through them (somebody please correct me if I am wrong)

Gloves of Man (Item, Out of Savage Species)

These gloves can be worn in order to give creatures lacking humanoid hands the ability to use gear they normally could not (such as making a tentacle capable of wielding a weapon)


I'll post the exact wording once I'm up and running again. Also, if you want a brief overvue of my character, its going to be 16 Rogue, 2 Fighter, 1 Monk, and 1 Scout, + 2 HD and 3 LA from Psuedodragon and + 15 LA from Paragon.
 

Brother Allard

First Post
Jemal said:
Brother_A - No on the blindsight
Sorry to be so long in getting back to this - I was out of town and had much more limited internet access than I had anticipated.

In any case, you'd suggested in an earlier post that the acceptability of the blind-sighted ability would depend on its cost. If 30k is too low, would a higher pricetag make the item acceptable?
Jemal said:
brother_a - The amulet costs 3X what a normal magic weapon would cost, so it would be same at Epic (AN EPIC +10 would thus cost 3 Million gp, etc.)
A normal +10 weapon would be 2mil. So a +10 amulet of mighty fists would be 6mil, not 3. Right? Or am I confused?
 

Brother Allard

First Post
Grugg
[SBLOCK]Chaotic Neutral Feral Half-Ogre Barbarian (bear totem) 5 / Fighter 2 / Bear Warrior 10 / Warshaper 3 / Frenzied Berserker 10 / War Hulk 10

Code:
Str 72 	+31 	base 15 (cost 8) + 2 race + 4 template + 5 inherent + 10 level + 12 enhancement + 20 war hulk
Dex 20	+5	base 13 (cost 5) - 2 race - 2 template + 5 inherent + 6 enhancement
Con 34	+12	base 13 (cost 5) + 2 race + 2 template + 5 inherent + 12 enhancement
Int 14	+2	base 15 (cost 8) - 2 race - 4 template + 5 inherent
Wis 18	+4	base 11 (cost 3) + 2 template + 5 inherent
Cha 16	+3	base 13 (cost 5) - 2 race + 5 inherent

Age 24
Height 8'4"
Weight 530 lbs

Description: Big, dirty, doesn't smell too good.

HP 842 (12+(34*9=306)+(3*6=18)+(2*7=14)+(40*12=480)+12)
Fast Healing 5
AC 44 (10 base + 5 dex + 13 armor + 11 natural armor + 5 deflection)
DR 15/-
Energy Resistance 30 (all types)
Init +5 (+5 Dex)
Move 80 ft / x4, fly 120 ft (good)

Fortitude 49 (17 base + 10 epic + 12 con + 2 feat + 8 resistance)
Reflex 28 (5 base + 10 epic + 5 dex + 8 resistance)
Will 27 (5 base + 10 epic + 4 wis + 8 resistance)

Attack Bonus +28 (19 BAB + 10 EAB - 1 size)
Melee Attack +59 (19 BAB + 10 EAB + 31 str - 1 size)
Ranged Attack +33 (19 BAB + 10 EAB + 5 dex - 1 size)

Melee: +6 keen cold iron greataxe +65/+60/+55/+50 (3d6+55, 19-20/x3) or two +6 claws +66 (2d6+67, 20/x2)
Ranged: rock +60/+55/+50/+45 (2d8+31, 20/x2, 50ft.)

Code:
1	barbarian 1   	power attack, bonus: Toughness
2	barbarian 2	bonus: Improved Grapple
3	barbarian 3	improved bull rush, bonus: Great Fortitude
4	barbarian 4 	
5	barbarian 5
6	fighter 1	improved sunder, bonus: shock trooper
7	fighter 2	bonus: combat brute
8	bear warrior 1 
9	bear warrior 2	destructive rage	
10	bear warrior 3
11	bear warrior 4
12	bear warrior 5	intimidating rage	
13	bear warrior 6
14	bear warrior 7
15	bear warrior 8	cleave		 
16	bear warrior 9
17	bear warrior 10
18	warshaper 1	extra rage
19	warshaper 2
20	warshaper 3
21	frenzied berserker 1	extra rage, bonus: diehard
22	frenzied berserker 2
23	frenzied berserker 3	
24	frenzied berserker 4	terrifying rage
25	frenzied berserker 5
26	frenzied berserker 6
27	frenzied berserker 7	damage reduction
28	frenzied berserker 8	
29	frenzied berserker 9	
30 	frenzied berserker 10 	damage reduction
31	war hulk 1
32	war hulk 2
33	war hulk 3 	damage reduction
34	war hulk 4
35	war hulk 5
36	war hulk 6 	damage reduction
37	war hulk 7
38	war hulk 8	bonus: Toughness
39	war hulk 9	damage reduction, bonus: Toughness
40	war hulk 10	bonus: Toughness


Skills:
* balance +25 (0 ranks + 5 dex + 20 competence)
* climb +85 (34 ranks + 31 str + 20 competence)
* jump +94 (43 ranks + 31 str + 20 competence)
* intimidate +76 (43 ranks + 3 cha + 30 competence)
* swim +53 (22 ranks + 31 str)
* tumble +25 (0 ranks + 5 dex + 20 competence)

Class Abilities:
Barbarian:
* +4 on grapple checks while raging
* rage 6/day

Bear Warrior:
* scent
* bear form (dire): +20 str, +2 dex, +8 con (+160 hp), space/reach 10'/5', +7 natural armor, attacks: 2 claws (2d4), bite -5 (2d8), special attack: improved grab

Frenzied Berserker:
* supreme cleave: 5' step between attacks when using cleave
* deathless frenzy
* supreme power attack: +2 to damage for every -1 to hit
* inspire frenzy
* greater frenzy: 5/day, +10 str, 1 extra attack at highest bonus, -4 to AC, 2 pts nonlethal damage each round
* tireless frenzy

Warshaper:
* morphic immunities: immune to stunning and critical hits when in bear form
* morphic weapons: can grow natural weapons as a move action, can improve dire bear attacks to 2 claws (2d6) and bite (4d6)
* morphic body: +4 str & con when in bear form
* morphic reach: can stretch limbs to give an extra 5' of reach

War Hulk:
* no time to think: considered to have 0 ranks in all int-, wis-, and cha-based skills
* massive swing: as standard action, one attack with melee weapon vs all defenders threatened
* mighty rock throwing: throw 50 lb rocks for 2d8, using str instead of dex with range increment of 50'
* massive sweeping boulder: affect four adjacent squares with thrown rocks, provided each square is farther away. one attack roll applied to all affected targets.

Racial Abilities:
Half-ogre:
* space/reach 10'/10'
* +4 natural armor
* darkvision 60'

Template Abilities:
Feral:
* land speed +10
* +6 natural armor
* 2 claw attacks (2d6)
* special attacks: improved grab, pounce, rake, rend
* darkvision 120'
* fast healing 5

Abilities from items:
* evasion
* haste 3/day (20 round duration)
* energy resistance 30 (all types)
* treated as two size categories larger for combat-related opposed checks
* immune to mind-affecting spells and abilities
* bite attack (when in bear form only) as one size category larger (after warshaper is 4d8)
* does not need to eat or drink
* fly 60 ft. (good)
* natural weapons are treated as adamantine for overcoming DR

Equipment: [14,000,000 - 895,010 yet to spend]
* tomes +5 (x6) [read] 825,000 gp
* bracers of relentless might 4,438,000 gp
* +8 wild (+4 in abilities) mithral breastplate of greater energy resistance (30, all 5 types) (2,254,350 + (62,000 x 5)) 2,564,350 gp
* +6 amulet of mighty fists / +5 natural armor (2,160,000 + (50,000 x 1.5)) 2,235,000 gp
* +6 keen cold iron greataxe 982,640 [34,410]
* ring of mental fortitude (slotless, worn in ear) (110,000 x 2) 220,000 gp
* cloak of epic resistance +8 640,000 gp
* nose ring of intimidation +30 (fills mask spot) 90,000 gp
* jaws of the dragon 40,000 gp
* ring of protection +5 (slotless, worn in ear) (50,000 x 2) 100,000 gp
* wings of flying (slotless, worn as large steel piercing between shoulder blades) (54,000 x 2) 102,000 gp (because a raging bear with batwings is the most awesome thing ever)
* ring of sustenance 2,500 gp
* bag of holding, type iv (full of 50 lb rocks [30]) 10,000 gp
* anklets of swiftness 256,000 gp
* ring of djinni calling 125,000 gp
* gem of seeing 75,000 gp
* helm of teleportation 73,500 gp
* ring of adamantine touch (slotless, worn in ear) (120,000 x 2) 240,000 gp
* ring of growth (slotless, worn in ear) (18,000 x 2) 36,000 gp
* antimagic torc (slotless, worn as piercing) (25,000 x 2) 50,000 gp[/SBLOCK]

Spoilered for space considerations only - feel free to look.

As a point of interest: frenzied, enlarged, and in bear form, he has a strength of 114.
 
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Solarious

Explorer
Uugghhh. Number crunching at this level can be such a nightmare, to speak nothing of actual optimization. Perhaps one of the reasons I'm going with Paragon. If I can't do Paragon, I'll steal a fallen character concept and become a Shifter... probably a Ascetic, working off the material you have already posted in your previous game's OoC, Jemal.

Any word on Void Incarnate yet? If not permitted, I might pick up Fighter and combine with Daring Warrior for some extra feats. Or something. I'm also dipping into Ninja for Wis-to-AC.

Which reminds me I won't have anything up until the weekend. I need to actually go out and pick up the books. :p

PS. What books are we talking about when it comes to Shapes for a Wildshaper?
 

Jemal

Adventurer
Voidrazor - I don't know, what EXACTLY Are you wanting? Just type up a template and I'll approve/dissaprove it.

Darimaus - Hmm, last time I heard about that character, it was a Halfling with permanent Reduce Person..
All the stuff you listed is OK, but I won't allow Arms of the Naga to let you make weapon attacks via multiweapon fighting, if that's what you're planning.
An Item (Regardless of cost) that gives you an extra TWO sets of full attacks @ Epic seems wrong to me.

Solarious - I'm gonna say no to the Void Incarnate this time through. Last time I had one, they were a bit of a pain.
As for allowed books for shapes, if it's not in the Core, ask, b/c the only creatures your character is assumed to know about (regardless of Level) are the 'basic' core beasts. And just having a high Knowledge check doesn't mean you don't have to ask for others, b/c some of them may not EXIST in this universe. (Like, for instance, ANYTHING out of Serpent Kingdom)

And btw, there's actually a few of us who enjoy Epic level number crunching/Optimization. I find it to be almost as fun as the gaming itself.

Brother_Allard - Yeah, I forgot to X2 for weapon cost as opposed to armour/stat stuff.
And the problem is that for Blind SIGHT, at this level it's either going to be a drop in the bucket or stupidly expensive, I can't think of a good cost for it... Gimme a day or two to ponder.


*Speaking of Pondering - Have I missed any other questions or told people I'd "get back to them" over the last week or 2, that I may have forgotten?
 

Rino

First Post
Jemal said:
Rino - Looks good so far. I'll go over numbers later, for now I just have one question - Guardinals can attack with their wings?
The avoral guardinal has two different
types of natural attacks. On the ground, it has
two primary wing attacks, each dealing 1d8 points of
damage. In the air, it has two primary claw attacks,
each dealing 1d6 points of damage. It can’t make
claw and wing attacks in the same round.

so yes
 

Avalon®

First Post
[sblock=Tchk'kla'khan]Tchk’kla’khan, the Deus Pugna,
Male Saint Thri-keen LA 1/ Racial 2/ Scout 2/ Ranger 2/ Fighter 2/ Dervish 23/ Highland Stalker 2/ Tempest 4
Chaotic Good

Str 30 -- (4 Pts) +2 racial +4 inherent +12 enhancement
Dex 46 -- (10 pts) +9 level +4 racial +5 inherent +12 enhancement
Con 32 -- (6 pts) +4 inherent +12 enhancement +2 Saint
Int 13 -- (8 pts) -2 racial
Wis 22 -- (2pts)+2 racial +2 Saint +8
Cha 12 -- (4 pts)-4 racial +4 Saint

Hit Points 656 (8d8+29d10+407)
AC 60 (10 base +5 armor +18 Dex +6 Insight +5 Deflection +8 Natural Armor +2 Tempest +6 Dervish), Touch 47, Flat 42
Init +24
BAB +28, Grap +38
Speed 160 ft, 150 ft fly (good maneuverability) (base 40 ft, load 0/532, light armor)
Fort +32, Ref +42, Will +24

+50/+45/+40/+35 Melee, +6 Vicious Large Starmetal Scimitar of Wrathful Healing, 2d4+16+2d6 (1d6 to wielder), 15-20/x2
+50/+45/+40/+35 Melee, +6 Vicious Large Starmetal Scimitar of Wrathful Healing, 2d4+16+2d6 (1d6 to wielder), 15-20/x2
+50/+45/+40/+35 Melee, +6 Vicious Large Starmetal Scimitar of Wrathful Healing, 2d4+16+2d6 (1d6 to wielder), 15-20/x2
+50/+45/+40/+35 Melee, +6 Vicious Large Starmetal Scimitar of Wrathful Healing, 2d4+16+2d6 (1d6 to wielder), 15-20/x2

[sblock=In a dervish dance (21 rounds)]
+62/+57/+52/+47 Melee, +6 Vicious Large Starmetal Scimitar of Wrathful Healing, 2d4+28+2d6 (1d6 to wielder), 15-20/x2
+62/+57/+52/+47 Melee, +6 Vicious Large Starmetal Scimitar of Wrathful Healing, 2d4+28+2d6 (1d6 to wielder), 15-20/x2
+62/+57/+52/+47 Melee, +6 Vicious Large Starmetal Scimitar of Wrathful Healing, 2d4+28+2d6 (1d6 to wielder), 15-20/x2
+62/+57/+52/+47 Melee, +6 Vicious Large Starmetal Scimitar of Wrathful Healing, 2d4+28+2d6 (1d6 to wielder), 15-20/x2
[/sblock]


Medium, 6'11" tall, 287 lb, 10 yrs old

Speaks Common, Thri-keen, Elven

+44 Balance (22 +4 Synergy)
+100 Jump (4 +4 Synergy)
+44 Perform (Dance) (40+3cc)
+14 Survival (8)
+61 Tumble (43)

+46 Listen (40)
+21 Spot (15)

Skill Tricks:
-Back On Your Feet (stand up prone as an immediate action without provoking attacks of opportunity)


Feats
-Deflect Arrows (bonus)
-Expeditious Dodge
-Track (bonus)
-Multiweapon Fighting (bonus)
-Mobility
-Weapon Focus (scimitar)
-Combat Expertise
-Improved Multiweapon Fighting
-Improved Critical (scimitar)
-Spring Attack (bonus)
-Elusive Target
-Greater Multiweapon Fighting
-Close Quarters Combat
-Weapon Finesse
-Touch of Golden Ice
-Nimbus of Light
-Nemesis (Undead)

Epic Feats
-Perfect Multiweapon Fighting
-Blinding Speed (15 rounds)

[sblock=Thri-keen Traits]
-+2 Str, +4 Dex, -2 Int, +2 Wis, -4 Cha
-Monstrous Humanoid
-Medium Size
-Base Land Speed 40 ft.
-Darkvision 60 ft.
-Immunity to Sleep Effects
-+3 Natural Armor
-Multiple Limbs: Thri-keen have four arms and thus can take the Multiweapon Fighting feat instead of the Two-weapon fighting feat. They can also take the multiattack feat.
-Natural Attacks: They have 4 claws and a bite attack. The claw does 1d4 damage and the bite is a secondary attack that also does 1d4 damage.. If he is wielding weapons, he can make a bite or claw attack as a secondary attack.
-Poison: Bite, Initial damage 1d6 dex, secondary damage paralysis. DC 11+Con mod. A thri-keen only produces enough poison for only one poisonous bite per day.
-Leap: +30 racial bonus to jump checks
-Weapon Familiarity: Treat gythkas and chatkas as martial weapons instead of exotic weapons.
-Spell-like Abilities: 3/day – Know Direction. 1/day – Displacement. Caster Level equal to ½ HD. Saves are Cha – based.
-Racial Hit Dice: Begins with two levels of Monstrous Humanoid, which provides 2d8 HD, BAB of +2, Fort +0, Ref +3, Will +3
-Racial Skills: A thri-keen's monstrous humanoid levels grant him skill points equal to 5x (2+Int). Class skills are Balance, Climb, Hide, Jump, Listen and Spot.
+4 racial bonus to hide checks in sandy or arid settings.
-Racial Feats: Deflect Arrows as bonus feat. In addition his monstrous levels give him one feat.
-Automatic Languages: Common, Thri-keen. Bonus Languages: Elven, Giant, Gnoll, Goblin, Halfling.
-Favored Class: Ranger
-LA +2[/sblock]

[sblock=Saint Traits]
-Outsider (Native Subtype)
-Wis to AC (Insight Bonus)
-Holy Power
-Holy Touch
-Spell-like Abilities: At Will – Guidance, Resistance, Virtue, Bless CL: 36
-DR 10/evil
-Fast Healing 10
-Immune to acid, cold, electricity, and petrification attacks
-Keen Vision
-Protective Aura
-Resistance to fire 10
-+4 racial bonus on Fort saves against poison
-Tongues
-+2 Con, +2 Wis, +4 Cha
-LA +2[/sblock]

Scout Abilities
- Skirmish (+1d6)
- Trapfinding
-Battle Fortitude +1
-Uncanny Dodge

Ranger Abilities
-Favored Enemy (Undead)
-Track
-Wild Empathy
-Combat Style (Multiweapon Fighting)

Fighter Abilities
-Bonus Feat x2

Dervish Abilities
-Dervish Dance 12/day
-Movement Mastery
-Slashing Blades
-Fast Movement +40 ft.
-Spring Attack (bonus)
-Dance of Death
-Improved Reaction
-Elaborate Parry
-Tireless Dance
-A Thousand Cuts 1/day
-Bonus Feat (Epic x3)

Highland Stalker Abilities
-Mountain Stride
-Skirmish (+1d6)

Tempest
-Tempest Defense +2
-Ambidexterity (+0)
-Multi-weapon Versatility

[sblock=Equipment]
Boots of Swiftness (Dex +12) 1,660,000 gp
+6 Vicious Wrathful Healing Starmetal Scimitar 2,005,315 gp
+6 Vicious Wrathful Healing Starmetal Scimitar 2,005,315 gp
+6 Vicious Wrathful Healing Starmetal Scimitar 2,005,315 gp
+6 Vicious Wrathful Healing Starmetal Scimitar 2,005,315 gp
Ring of Freedom of Movement 40,000 gp
Ring of Evasion (+5 Deflection) 75,000 gp
Manual of Gainful Exercise +4 110,000 gp
Manual of Bodily Health +4 110,000 gp
Manual of Quickness of Action +5 137,500 gp
Belt of Str +12(w/ belt of battle) 1,458,000 gp
Bracers of Health +12(w/ Deathstrike Bracers, Strongarm Bracers, and Bracers of Armor +5) 1,481,500 gp
Periapt of Epic Wisdom +8 (w/ Amulet of Natural Armor +5) 690,000 gp
Gem of Seeing 75,000 gp
Ring of Solar Wings 118,000 gp

23,740 gp[/sblock]
[/sblock]
 
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