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

[sblock=Jemal]1 last round of items to run by you ;p

Admirals hat, Storm p.131 - +5 unnamed bonus to proffesion (sailor) checks, +5 unnamed bonus to charisma based skill checks, voice can be heard by anyone within 100ft, +2 moral bonus to hit/saves/skill checks for wearer and any allies within range of his voice. 53,000g

The Nine Pointed Star (brooch), DR312 p88 - +3 Luck bonus to saves, 760ft of Dimension Door per day split up however wearer sees fit. 63,000g

Spellblade, weapon enhancement, PGF p120 - when wielding weapon, gain immunity to 1 targeted spell (chosen at creation) If spell is cast at wielder, the weapon absorbs it. On the following round the wielder can redirect the spell as a free action or let it drain harmlessly away. +6000 (seems low to me, maybe +60,000?)

Rod of the Wyrm from EHL, Could I buy a shadow dragon version at the gold/red price 1,897,400g?[/sblock]
 

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Vertex:
Admirals Hat - no
Nine pointed star - sure
Spellblade - no
rod of the shadow wyrm - NO.

Actually, I'm gonna say No Rods of the Wyrm at all..
 

Hey Jemal...here's the sheet I have for my character so far. Sblocked mainly for space...I need some help spending the last 270,000gp. I'm just not sure what to buy.

[sblock]Name: Macrisse
Race: Silver Dragon
Class/Level: Very Old Dragon Ascendent 9
Gender: Male

Strength (STR) 56 8
Dexterity (DEX) 30 8
Constitution (CON) 44 8
Intelligence (INT) 28 1
Wisdom (WIS) 28 1
Charisma (CHA) 46 8

Alignment: Lawful Good
AC: 84 (10 -2 size +10 dex +8 armor +40 natural, +18 deflection)
Hit Points: 40d12+680
Movement: 50' fly 170' poor

Init: +10
Base Attack Bonus: +40
Grapple: +79
Melee Attack: +61
Ranged Attack: +48
Fort: +49
Reflex: +35
Will: +40

Race Abilities
Breath Weapon: 18d8 50' cold cone, 50' paralysis cone (1d6+9 rounds) DC 42
Frightful Presence DC 37
Sorceror Caster Level 9
Blindsense 60'
4x Low Light Vision
Darkvision 120'
DR 20/epic
SR 27
Immune to Acid, Cold, Paralysis, Sleep
Feather Fall 2/day
Fog Cloud 3/day
Control Winds 1/day
Cloudwalk (Su)
Alternate Form 3/day

Class Abilities:
Awesome Aura (Fear, Resolve), 270' radius, DC41
HP Increase (8 or better on d12)
Transmutation immunity
Improved DR (+5/epic)
Lifewarding
Deflection Bonus
Iron Mind

Skills: 644
Listen +53 (43 ranks + 9 Wis + 1 competence)
Search +53 (43 ranks + 9 Int + 1 competence)
Spot +53 (43 ranks + 9 Wis + 1 competence)
Concentration +61 (43 ranks + 17 Con + 1 competence)
Diplomacy +61 (43 ranks + 13 Cha + 4 synergy + 1 competence)
Intimidate +57 (43 ranks + 13 Cha + 1 competence)
Bluff +48 (34 ranks + 13 Cha + 1 competence)
Disguise +48 (34 ranks + 13 Cha + 1 competence)
Knowledge (Arcana) +53 (43 ranks + 9 Int + 1 competence)
Knowledge (Planes) +53 (43 ranks + 9 Int + 1 competence)
Knowledge (History) +44 (34 ranks + 9 Int + 1 competence)
Sense Motive +53 (43 ranks + 9 Wis + 1 competence)
Heal +40 (30 ranks + 9 Wis +1 competence)
Jump +54 (30 ranks + 23 Str +1 competence)
Know Religion +40 (30 ranks + 9 Int +1 competence)
Spellcraft +40 (32 ranks + 9 Int + 1 competence)
Use Magic Device +44 (34 ranks + 9 Cha + 1 competence)

Feats
1 Power Attack
3 Flyby Attack
6 Draconic Knowledge
9 Increased Speed
12 Great Fortitude
15 Iron Will
18 Lightning Reflexes

21 Multiattack
24 Fast Healing
27 Hover
30 Fast Healing
33 Additional Magic Item Space (amulet)
36 Fast Healing
39 Penetrate DR (Adamantine)

Languages - Draconic, Common, Sylvan, Elven, Dwarvish, Orc, Goblin, Giant, Celestial, Infernal, Auran

Spellcasting

0 - 6/6, 1 - 9/9, 2 - 8/8, 3 - 8/8, 4 - 6/6

0 Arcane Mark, Prestidigitation, Message, Mending, Detect Magic, Mage Hand, Create Water, Cure Minor Wounds
1 True Strike, Shield, Divine Favor, Disguise Self, Grease
2 See Invisible, Invisibility, Cure Moderate Wounds, Lesser Restoration
3 Heroism, Sleet Storm, Blinding Breath
4 Dimension Door, Breath Weapon Substitution

Money - 270k

Weapons -
Bite, +70, 2d8+30, 15' reach
2 Claws, +68, 2d6+18, 10' reach
2 Wings, +68, 1d8+18, 10' reach
1 tailslap, +68, 2d6+41, 10' reach

1 Crush, +68, 2d8+39, 10' reach, Only vs Small creatures

Armour -


Gear -
None

Magic -
Ring of Fire Immunity, 240k
Ring of Sequestering, 300k
Pectoral Gem of Heavy Fortification, 35k
Boots of Speedy Teleportation (Haste & Teleport), 67k
Luckstone, 20k
Pale Orange Ioun Stone, 30k
Gem of Seeing, 75k
Cloak of Etherealness, 55k
Orb of Storms, 48k

Bracers of Relentless Might & Armor +8, 4.48mil
Crown of Epic Charisma +12, 1.44mil
Vest of Epic Resistance +10, 1mil
Amulet of Epic Natural Armor +10, 2mil
Amulet of Epic Mighty Fists +7, 2.94mil
Gloves of Epic Dexterity +10, 1mil[/sblock]
 

Shayuri - I'd say Boots of Swiftness, but I see you've allready got boots. I assume that's just the boots of speed(haste 10 rnds/day) and Teleportation(3/day) combined?
In that case, why not go with boots of Swiftness and add the Teleportation? (Swiftness boots give, among other things, Haste 3/day for 20 rounds each time)
Would cost a total of 329,500. You say you have 270K, and the other boots cost 67. That adds up to... 337K. leaving you with 7,500 GP.
 

The only thing is that with Boots of Swiftness, I'd be paying for a LOT of stuff I'll never use. The dex bonus is overwhelmed by the gloves. The skill bonuses are largely meaningless for a dragon. The Evasion is nice, but Reflex is my weak save...

Still...I suppose there's no reason not to. Hee.

Extravagance. :)
 

Yay the site is finally back up, I've been waiting a whole day to make this post

[sblock=Jemal] I've almost completed work on a Dwarven Druid 5 / Blood Hound 5 / Master of Many Forms 10 / Master of Flies 10 / Natures Warrior 5 / Warshaper 5.

I'm just finalising the skills and equipment choices. Below are the character classes that I want to use all bar the Master of Flies are from the allowed rulebooks

[sblock=Druid Abilities]
  • Animal Companion:
  • Nature Sense: +2 on Knowledge(nature) and Survival checks
  • Wild Empathy: Improve attitude of animals via Diplomacy check. +10 druid levels.
  • Woodland Stride: Move through any sort of undergrowth at normal speed
  • Trackless Step: Leave no trail in natural surroundings and can't be tracked
  • Resist Natures Lure: +4 bonus on saving throws against SLA of fey
  • Wild Shape (14/day): 10 hours duration.
[/sblock]
[sblock=Blood Hound Abilities(Comp Adv PG 28)]
  • Mark(2): +5 insight bonus on Gather Info, Listen, Search Spot and Survival checks.
  • Swift Tracker: Move at normal speed while following tracks
  • Nonlethal Force: no penalty when dealing nonlethal damage
  • Ready and Waiting: Can ready action against mark, even outside of initiative. If mark triggers action at any point within the next 10 minutes, the BH can carry out his readied action as if the two were engaged in combat.
  • Bring 'em back alive: Can turn a potentially killing blow into an incapacitating one. At the BH's option, any melee attack that would reduce a foe to -2 or fewer hit points reduces the foe to -1 hit points instead. A BH must choose to use this immediately upon reducing his foe to -2 or fewer hit points, and before making any other action.
  • Tenacious Pursuit: +4 bonus on Constitution checks made to resist nonlethal damage from a forced march. +10 speed
  • Hunter's Dedication: Add Constitution bonus to will saves made to resist the special attacks or spells of his mark.
  • Move like the Wind: Can move stealthily even at a quick pace. No longer takes a -5 penalty on Hide and Move Silently checks when moving at any speed up to his normal speed, and he only takes -10 penalty on Hide and Move Silently checks when running.
  • Crippling Strike: +2 Str damage to mark
  • Track the Trackless: Can track a creature moving under the influence of a pass without trace or a similar effect with a -20 penalty on Survival checks.
[/sblock]
[sblock=Master of Flies Abilities(Savage Species PG 80)]
  • Summon Swarm(sp): Can use summon swarm 10/day as 40th level sorcerer. d20 for swarm type (1-6 Spiders, 7-13 Centipedes, 14-20 Flying Beetles).
  • Swarm Shape (su): Can take the form of a swarm of vicious little vermin 6/day. This effect is similar to that of summon swarm spell, except that the swarm is of the same size category as the caster (and has the same face as the caster). The MoF can choose the type of vermin from the list above. In swarm shape, he can move at a speed of 15 feet, or up to 45 feet if the swarm flies (poor man). The swarm has the same number of hit points at the original creature and can be damaged by fire and area-effect spells and abilities. If the swarm is dispersed (by a gust of wind for example), the MoF must return to his original shape. To do so, the dispersed creatures must first coalesce (at the swarms speed); the MoF must take a standard action on the following round to transform. In all other respects, the swarm shape ability is identical to the druids wild shape ability.
  • Plague Swarm Shape (su): Can take swarm shape that is identical to that produced by an insect plague spell except that the swarm can be no more than one size larger than the MoF's. This swarm can move at half the MoF's normal speed and can fly at the same speed(clumsy man).
  • Pied Piper(su): Can charm 40 hit dice of vermin or less 10/day, starting with the lowest hit dice vermin within range and moving up in hit dice until the limit is reached. The range is 100 feet and the vermin are allowed Will saves against this effect (DC14 + Cha mod), and any that make there saves can be affected by this ability for one day. Charmed vermin move towards the MoF at their land speed, taking the most direct path available. If the path leads into a dangerous area they are allowed another saving throw. Charmed vermin can take no actions other than to defend themselves. If the MoF's moves, the charmed vermin follow. This effect last for as long as the MoF concentrates. Once concentration is broken, those vermin can't be affected again by this ability for one day.
  • Insect Plague(sp): Insect Plague 10/day
  • Flyblown(su): Can shift to swarm shape and back as a free action
  • Creeping Doom Swarm Shape (su): Can take swarm shape that is identical to that produced by an creeping doom spell except that the swarm can be no more than two sizes larger than the MoF's. This swarm can only move at 10 feet per round and can't fly.
  • Creeping Doom(sp): Creeping Doom 10/day
  • Awaken Vermin(sp): Can use awaken on vermin once per week at no XP cost.
  • Swarm Leap(su): Can transport self over great distances. Once per day as a standard action the MoF can enter any swarm of mundane vermin (whose size equals or exceeds his own) and travel to another swarm in a single round, regardless of distance. The MoF merely designates a distance and direction, and the swarm leap ability transports him to a destination swarm as close as possible to the desired destination. He can attempt to name a specific swarm, but if no such target exist, the ability fails and the MoF is ejected from the entry swarm. Both the entry swarm and the exit swarm must be alive, but they can be either naturally occurring or summoned. Except as noted here this ability functions like the transport via plants spell.
[/sblock]
[sblock=Master of Many Forms Abilities(Comp Adv PG58)]
  • Shifters Speech(ex): Retains ability to speak regardless of the form he takes. Furthermore he can communicate with other creatures of the same kind while in wild shape, as long as such creatures are normally capable of communicating with each other using natural methods.
  • Improved Wild Shape(su): Can assume the forms of humanoid, giants, monstrous humanoids, fey, vermin, aberrations, plants, oozes, elementals and dragons from diminutive to gargantuan size. A MoMF also gains one additional daily use of her wild shape ability per class level.
  • Fast Wild Shape(ex): Use wild shape ability as move action.
  • Extraordinary Wild Shape(ex): Gain the extraordinary special qualities of any form she assumes.
  • Evershifting Form(ex): Gains the shapechanger type and becomes immune to any transmutation effect unless he willing accepts it.
[/sblock]
[sblock=Natures Warriors Abilities(Comp War PG63)]
  • Natures Armament(su): Armour of the Crocodile: +5 natural armour while wild shaped
  • Natures Armament(su): Claws of the Grizzly: +3 bonus damage when using natural weapons
  • Natures Armament(su): Earth's Resilience: DR 3/-
  • Wilding(su): NW class levels stack with druid levels to determine wild shape abilities and for wild empathy checks
  • +2 level of Divine Spellcasting
[/sblock]
[sblock=War Shaper Abilities(Comp War PG89)]
  • Morphic Immunities(ex): Immune to stunning and critical hits
  • Morphic Weapons(su): As a move action, a WS can grow natural weapons dealing damage appropriate to the size of is form. This weapons need not be natural weapons that the creature already possess. If the WS form already has a natural weapon of that type, the weapon deals damage as if it were one category larger.
  • Morphic Body(su): +4 Strength and +4 Constitution
  • Morphic Reach(su): +5 feet reach
  • Morphic Healing(su): Fast Healing 2, and if he spends a full round action and succeeds on a Concentration check (DC equals total damage sustained) he heals 10 points of damage.
  • Multimorph(su): Can change forms multiple times during the duration of the Wild Shape ability. Only the first transformation heals the WS.
[/sblock]
[/sblock]
 

Jemal said:
[sblock=vr]I don't see Jump as working in that regards, but yes to the first part. It's not taking time to think, it's quick reaction.
Hmm, maybe a dex-based skill would make more sense in that respect... [/sblock]
[sblock=EDIT jemal]How about Tumble itself? On second thought, if Sense Motive is OK with you that sounds good.[/sblock]
 
Last edited:


[sblock=jemal]Getting close to done, but still waffling on those last levels. :lol:

Asking permission to use Paladin of Freedom varient, from Unearthed Arcana[/sblock]
 


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