Gaming W/Jemal: War of Gods

Allright, I have an offer to make you :

I'm willing to give you a very similar Druids Grove with a few changes, and a custom portal.

Rather than doors from the outer walls, the area has no visible entrance and is accessible only by beings with the Woodland Stride ability, and any they allow access to.

I don't particularily like the Heal/ressurect abilities. Instead, I'd be willing to give the entire area the a Life-Dominant trait: Accounting for abundant plant growth and increasing the natural healing of all living creatures. Creatures heal in one hour as if they had rested for a day(Including Ability damage). Non-magical Fast-Healing or Regen is doubled. Any ongoing effects such as Poison/Disease/Negative levels that require saves are made at a +10 while in the grove.

In addition, As to the portals, I'd give you a single discounted portal at the center where you currently have the 'altar'. It's this portal that the grove was centered around, built by powerful druids and neutral deities, against just such a war as is happening now. The portal is one way and leads to all of the Aligned planes, Cycling between them one per hour. (Abyss, Carceri, Hades, Gehenna, Baator, Celestia, Bytopia, Elysium, Beastlands, Arborea).
The portal can be forced to focus on a specific plane, this attempt requires expenditure of a Wild Shape. The portal stays focused on the appropriate plane for a number of rounds equal to the users Druid Level, after which it returns to its normal order.
Any creature passing through the portal is protected from the Alignment based trait of the destination plane for one day.

What do you think?
 
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Hmm! Is the area still protected by Forbiddance/Mind Blank?

Or equivalents.

Necessary to prevent the area from being scried or Discerned, and then subject to never-ending waves of teleporting minions. :)

If so, you gots a deal!
 

Shayuri - Equivalents yes, but I don't want a stronghold that's COMPLETELY impregnable. For the time being, it cannot be located or entered except by Druids, though depending on how the campaign goes and how the divine powers shift, they may try coming after you directly, and divine powers would overcome pretty much any defenses eventually.

Also, as your original listed cost was ~840,000, and portals normally cost 100,000 for a one way, I'm going to tentatively suggest a price of 1 million GP for the Grove as I detailed it. Does that sound fair to you?

Also, Any Player may contribute to it, whether they know you IC or not. (It's not their character contributing to yours, just that they have less 'wealth' than normal, but will all gain the benefits of the grove eventually so it'll even out)
 
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Oh it's far from impregnable even if it has Mind Blank and Forbiddance.

For one, Forbiddance allows a save, which at this level is a forgone conclusion. The real purpose of the spell isn't to keep folks out, it's to stop teleports...it's one of the few spells that can do that. The teleport-stopping function doesn't allow a save either...but you can still teleport right next to it and then walk in.

Mind Blank is tougher, but it doesn't stop anyone from going in...it just makes it hard to find. No other spell can stop Discern Location, so no other spell will work. (Special GM conditions notwithstanding, of course).

Not even Mind Blank will stop Divine Remote Sensing however, so even in the stronghold we'd have to be very careful not to speak a deity's name...one of the ways that a god could suddenly find the grove visible to him. Another way would be to have someone offer up worship within the area, or to perform Portfolio-related acts of sufficient magnitude.

HOWEVER

For simplicity's sake, as long as the place is "protected" against discovery and intrusion, then it's worth the 1 million. To give an idea of the pricing...the mind blank effect alone costs 540,000gp on the design I had come up with. I'd be fine with a less-specific protection as long as it was comparable in power level. And bearing in mind that I never assumed that the grove would go the whole game without being discovered and assaulted. Defenses aside, what's the fun in that? :)
 
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Made some minor changes to my character.. mostly to my weapon of choice and it's abilities... but other than than a few things tied to dex because of boots of swiftness...

also.. I still have over 2 million to spend and have no idea what to spend it on :/... any more suggestions all?
 
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2 million? By gygax what've you bought? (Or not bought)

Well, went over your equipment list to double check the prices and added some suggestions:
[sblock=Valkyrie Items]
These items are right/stay the Same:
Stat Books: Str +5, Dex+5, Con+5, Wis+5, Cha+5: 687,500 GP
Wraps (Cloak) of Epic Resistance +10 1,000,000 gp
Torc (Periapt) of Wis +6 36,000 gp
Ring of Freedom of Movement, Feather Fall, and Sustenance 47,050 gp
Gate Key 378,000 gp
Goggles of Draconic Vision [pg 107 MIC] (Low Light/Darkvision 60 ft.) 16,000 gp

Changes:
+10 Vicious [+1] Adamantine Ghost Strike [+1] Glaive 2,880,305 gp
*You forgot the +3000 for adamantine*

Ring of Epic Protection +10 and Universal Energy Resistance 2,462,000 gp
*Ring of Universal Resistance 30 is only 180, so the price on this was wrong (180X1.5=270K +2mil = 2.27Mil*

Belt of Epic Strength and Con +12 3,600,000 gp
*Why not just buy Bracers of Relentless Might? They do the same thing plus make you count as 2 size categories larger for Combat Effects, and cost 4,384,000*

Wraps (Cloak) of Epic Resistance +10 1,000,000 gp
*Add +6 Charisma for 54,000. Epic characters should have the basic+6 enhancment to every stat unless money's really tight. (Which is not the case for you)*

Winged Helm (Helm) of Teleportation and Comp. Langs and Read Magic 81,300 gp
*Add +6 Int for 54,000*

Boots of Swiftness (+6 Enh to Dex, Doubles Speed, Evasion, Jump not Limited, +20 comp bns to Balance, Climb, Jump, Tumble, 3/day Haste (Lasts 20 rounds)) 256,000 gp
*Add Slippers of Spider Climbing for +7,200, b/c.. it's useful to be able to walk up walls, even if you can fly.
Also Add Speed for 18,000. The Haste bonus from Speed is only 10 rounds/day, but it's non-consecutive and a free action, in addition to the 3/day 20 rounds that the swiftness gains, and the 3/day 15 rounds you get from Paragon, both of which require a standard action to activate.*


I would also suggest Robe of Eyes for 120' all-encompassing sight and effectively Improved Uncanny Dodge: 120,000GP

With those Changes, you would be at 307,645 GP.
[/sblock]
 

Made the changes Jemal... I just need to make myself a stat block for combat purposes and such and I'm ready to go.. both for the game and the play-test!

EDIT: I should be all set for inspection Jemal... plus if there's anything not in the stat block that should be.. let me know ok?
 
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Allright, I'm gonna do another once over of all the characters that've been posted so far before the play test, I was hoping to start it this week, so here's the question:

Who feels they would be ready to combat test their character soon?

Keep in mind, as I mentioned before, that your character doesn't need to be 100% finished, and you'll have a chance afterwards to make any changes that you realize you need after the fight.

I would like responses ASAP so I can get the fight post set up knowing which PC's will be there for round 1.
 

First up: Nephtys, Others to come later (Probably not right away)
I don't know much about Marshal, But I did find This link, I presume that's the one you're using?. If so, I'd ask you not to, I don't particularily like some of those bonuses, especially being party-wide.
My suggestions to replace it would be: fighter 2(+1BAB, bonus feat), Monk 2(+1BAB, Evasion and either Combat Reflexes or Deflect Arrows), Barbarian (+1BAB, +10 NON-Enhancment speed and rage), Exemplar(Skill Mastery for 10 skills), Horizon Walker(various useful abliities).
Or you could start looking forwards, and figuring out how you want this character to progress, perhaps taking levels to get yourself towards pre-reqs on something you want but can't have yet, or the first level of a class you want a higher level ability of.

HD: Your racial HD for the troll are Dragon HD b/c of Half-dragon, so
they should be D12's with Full BAB, 6 skills/lvl, and good all saves.
*The following math leaves out your last, unknown level
BAB 13 (12 Troll + 1 Fgtr)
Fort: 49 (8WT+27con+10insight+2fighter+2monk)
Ref: 40 (8WT+20dex+10insight+0fighter+2monk)
Will: 38 (8WT+18wis+10insight+0fighter+2monk)

Skills: 266 *I don't count Inherent bonus before start of campaign until 20HD, so you won't get it the bonus skills for it until you level up in game*

Feats: 1,3,6,9,12,15 +1 bonus(paragon) +1 bonus(fighter)
1: Power Attack*#¤
3: Improved Sunder#
6: Improved Bull Rush¤
9: Great Fortitude
12:Shock Trooper¤
15:Leap Attack*
Paragon bonus
1: Power Lunge*
Fighter bonus
1: Combat Brute#
First off, why so many Symbols? *#¤?
Secondly, why Great Fort? +2 fort save is not exactly all that useful, I'd suggest finding something else
Power Lunge : Where'd they update this? Only place I've ever seen it is Swords and Fist, which is 3.0

As for the rest of it, you still need an Equipment list before we can figure out how the numbers stack up to the others.
 


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