Jemals Core-book Epic characters

Jemal

Adventurer
This is for the Characters from my Core book, LVL 32 campaign. Please lay them out in an easily readable format, using lines between different cattegories instead of trying to stick everything onto one line. Also label at the beginning whether your character is a PC or a cohort (And if a cohort, WHO's cohort).

I'll start up the IC thread once I've checked all the characters (Assuming they have no problems or you fix any problems I find), and once we've figured out (In the OOC thread) how all the members of the Party know each other. (history, etc)

Any questions, please ask them in the OOC thread. This is ONLY for your characters.
 
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Verdane's Cohort Caleet

Caleet Chaotic Good
Witch20 209900
Human M 5' 9" 160 lbs

STR 10 +0
DEX 12 +1
CON 14 +2
INT 18 +4
WIS 12 +1
CHA 34 +12

HP 120
Walk 30'
AC 16 = 10 + 1 + 5
Init = +1
Fortitude +13
Reflex +12
Will +18

MELEE
ATTACK BONUS +10/+5
RANGED
ATTACK BONUS +11/+6

FEATS
Craft Wondrous Item
Empower Spell
Skill Focus (Craft (Blacksmithing), Craft (Metalworking), Knowledge (Nature), Knowledge (Religion), Knowledge (Arcana), Scry)

Craft (Blacksmithing) INT 29 = 4 + 23 + 2
Craft (Metalworking) INT 29 = 4 + 23 + 2
Diplomacy CHA 23 = 12 + 11 + 0
Knowledge (Arcana) INT 29 = 4 + 23 + 2
Knowledge (Nature) INT 29 = 4 + 23 + 2
Knowledge (Religion) INT 29 = 4 + 23 + 2
Listen WIS 7 = 1 + 6 + 0
Scry INT 29 = 4 + 23 + 2
Spellcraft INT 10 = 4 + 6 + 0


Cloak of Resistance +5 25000
Ring (Blinking) 30000
Outfit (Cold Weather) +2 circumstance bonus on Fort saves vs cold Equipped
Ring (Evasion) 25000
Amulet (CHA +6) 36000
Tome of Leadership and Influence +5 137500
Helm of Teleportation 48600
Bracers of Armor +5 25000
Rust Bag of Tricks 3000
2900 gold remaining

Witch Spell DC 22 + Spell Level
0 - 6
1 - 9
2 - 9
3 - 9
4 - 9
5 - 8
6 - 8
7 - 8
8 - 8
9 - 7

0:
Cure Minor Wounds
Dancing Lights
Daze
Detect Poison
Ghost Sound
Light
Mending
Read Magic
Resistance

1:
Change Self
Comprehend Languages
Cure Light Wounds
Endure Elements
Identify

2:
Cure Moderate Wounds
Detect Thoughts
Invisibility
Locate Object
Speak with Animals

3:
Create Food and Water
Dispel Magic
Leomund's Tiny Hut
Suggestion

4:
Charm Monster
Neutralize Poison
Polymorph Self
Scrying

5:
Animal Growth
Feeblemind
Greater Scrying
Sending

6:
Eyebite
Mislead
True Seeing

7:
Creeping Doom
Finger of Death
Liveoak

8:
Discern Location
Horrid Wilting
Sympathy

9:
Refuge
Wail of the Banshee
Weird
 
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PC Estefan Dhourin

Estefan Dhourin

Male Medium-size (Half-elf)
Age: 65
Experience: 511,250/528,000
Class: Drd 32
Hit Dice: 32d8 plus 256 (hp 453) [8+(31*6)+3(Toughness)]
Init: +4 (Dex +4)
Speed: 60 ft.

Combat statistics

Armor Class: 34 (+4 Dex, +3 armor, +6 enhancement, +5 deflection, +6 natural armor)
Touch AC: 19
Flat-footed AC: 26

Attack
Melee: +27 melee (+21 BAB, +0 Str, +5 enhancement, +1 competence; Natural Harbinger, quarterstaff+5)
Ranged: +26 ranged (+21 BAB, +4 Dex, +1 competence; ranged touch attack (spells))
Damage: 1d6+5 Natural Harbinger or spell

Special Abilities

Special Attacks
N/A

Special Qualities:
Nature Sense
Animal companions (Oonru, Hatha, Niura)
Woodland Stride
Trackless Step
Resist Nature’s Lure
Wild Shape (10/day)
Elemental Wild Shape 3/day
Venom Immunity
A Thousand Faces
Timeless Body
Displacement (50% miss chance)
DR 10/+5
Weaponbreaking (When weapon hits, Fort DC 20 or weapon shatters)

Miscellaneous

Alignment:Neutral Good

Saves
Fort +40 [+18 base, +8 Con, + Great Fortitude, +8 resistance, +1 competence]
Ref +27 [+12 base, +4 Dex, +8 resistance, +1 competence]
Will +40 [+18 base, +13 Wis, +8 resistance, +1 competence]

Abilities
Str 11
Dex 19 (Enhancement +6)
Con 27 (Up at 20th, 24th, Inherent +5, Enhancement +6)
Int 21 (Enhancement +6, +1 for age)
Wis 36 (Up at 8th, 12th, 16th, 28th, Inherent +5, Enhancement +8, +1 for age)
Cha 33 (Up at 20th, 24th, Inherent +5, Enhancement +8, +1 for age)

Skills:
Concentration +44
Handle Animal +47
Heal +49
Intuit Direction +49
Knowledge (nature) +41
Wilderness Lore +49
*Has Ioun Stone bonus calculated in

Feats
Great Fortitude
Toughness
Endurance
Track
Leadership
Craft Staff
Extend Spell
Epic Leadership (Adaria Twilight)
Improved Spell Capacity
Craft Epic Staff (Nature's Harbinger)
Craft Intelligent Item
Beast Wild Shape
Gargantuan Wild Shape
Dragon Wild Shape

Languages: Common, Half-elf

Possessions

Bag of Holding IV (10,000gp)
Boots of Striding and Springing (6,000gp)
Bracers of Health +6 and Resistance +8 (712,000gp)
Circlet of Intellect +6 and Underwater Action (84,000gp)
Cloak of Major Displacement and Epic Charisma +8 (740,000gp)
Druid’s Vestments (5,800gp)
Figurine of Wondrous Power (Bronze Griffon) (10,000gp)
Figurine of Wondrous Power (Ebony Fly) (10,000gp)
Figurine of Wondrous Power (Golden Lions) (16,500gp)
Figurine of Wondrous Power (Ivory Goats) (16,500)
Figurine of Wondrous Power (Marble Elephant) (17,000gp)
Figurine of Wondrous Power (Obsidian Steed) (28,500gp)
Figurine of Wonderous Power (Onyx Dog) (15,500gp)
Gloves of Dexterity +6 (36,000gp)
Horn of Blasting (12,000gp)
Ioun Stone (Pale Green) (20,000gp)
Ioun Stone (Iridescent) (15,000gp)
Ioun Stone (Clear) (5,000gp)
Ioun Stone (Vibrant Purple) (12,000gp)**
Manual of Gainful Exercise +5 (137,500gp)
The Path (306,870gp)
Pearl of Power (9th-level) (81,000gp)**
Periapt of Epic Wisdom +8 and Natural Armor +6 (740,000gp)
Quaal’s Feather Token (Bird) (300gp)
Ring of the Natural Warrior (320,000gp)**
Ring of Weaponbreaking (600,000gp)
Shapeshifter’s Armor (400,165gp)
Tome of Understanding +5 (137,500gp)
Tome of Leadership +5 (137,500gp)

** See below

Total GP value – 4,532,635

Leadership Score: 44

Spells prepared daily

Spells: (6/9/8/8/8/8/6/6/6/6/3), (DC 23 + spell level):

0 – Create Water, Cure Minor Wounds, Detect Magic, Light, Read Magic, Resistance;

1 – Detect Animals or Plants, Detect Snares and Pits, Entagle (x2), Faerie Fire, Invisibility to Animals, Obscuring Mist, Summon Nature’s Ally I (x2);

2 – Animal Messenger, Flame Blade, Flaming Sphere, Lesser Restoration, Pass Without Trace (Extended), Summon Nature’s Ally II, Summon Swarm, Wood Shape;

3 – Cure Moderate Wounds, Greater Magic Fang (x2), Neutralize Poison, Poison, Resist Elements (Extended), Speak with Plants, Water Breathing;

4 – Call Lightning (Extended), Cure Serious Wounds, Dominate Animal (Extended), Flame Strike, Freedom of Movement, Giant Vermin, Scrying, Summon Nature’s Ally IV;

5 – Control Wounds, Death Ward (x2), Freedom of Movement (Extended), Insect Plague, Summon Nature’s Ally V, Tree Stride, Wall of Thorns;

6 – Animal Growth (Extended), Find the Path, Livewood, Stone Tell, Summon Nature’s Ally VI, Transport Via Plants;

7 – Antilife Shell (Extended), Creeping Doom, Fire Storm, Summon Nature’s Ally VII, True Seeing, Wind Walk;

8 – Animal Shapes, Repel Metal or Stone, Reverse Gravity, Summon Nature’s Ally VIII, Sunburst, Word of Recall (Grove);

9 – Earthquake, Mass Heal, Shambler, Shapechange, Summon Nature’s Ally IX;

10 – Elemental Swarm (Extended), Mass Heal, Summon Nature’s Ally IX (Extended)

**************************************************
Animal Companions

Oonoru
Large Animal (Legendary Bear) – Awakened;
Experience: ???/???

Class: Brb 6
Hit Dice: 22d8 plus 140 + 6d12 plus 56 (hp 370)
Init: +2 (Dex +2)
Speed: 60 ft.

Armor Class: 21 (+2 Dex, -1 size, +10 Natural)
Touch AC: 11
Flat-footed AC: 18

Attacks

(Primary): +35 melee (+22 BAB, +13 Str, +1 focus, -1 size; 2 claws)
(Secondary): +30 melee (+22 BAB, +13 Str, +1 focus, -1 size, -5 secondary attack; bite)
Damage: 2d6+13 claws or 4d6+6 bite

Special Attacks: Improved Grab, Rage 2/day
Special Qualities: Scent, Uncanny Dodge (cannot be flanked)

Alignment: Neutral
Saves:

Fort +25 [+18 base, +7 Con]
Ref +17 [+15 base, +2 Dex]
Will +12 [+9 base, +3 Wis]

Abilities:

Str 37 (Up at 4th)
Dex 14
Con 24
Int 14
Wis 16
Cha 15

Skills:

Listen +8
Spot +8
Swim +18

Feats:
Weapon Focus (claw)
Weapon Focus (bite)

Languages:

Common
Half-Elf

Possessions: None


Hatha
Large Animal (Legendary Tiger) – Awakened;
Experience: ???/???
Class: None

Hit Dice: 26d8 plus 182 (hp 390)
Init: +4 (Dex +4)
Speed: 50 ft.

Armor Class: 23 (+4 Dex, -1 size, +10 Natural)
Touch AC: 13
Flat-footed AC: 19

Attack

(Primary): +29 melee (+19 BAB, +11 Str, -1 size; 2 claws)
(Secondary): +24 melee (+19 BAB, +11 Str, -1 size, -5 secondary attack; bite)
Damage: 2d6+11 claws or 2d8+5 bite

Special Attacks: Pounce, Improved Grab, Rake 2d6+5
Special Qualities: Scent

Alignment: Neutral

Saves:
Fort +25 [+15 base, +7 Con]
Ref +17 [+15 base, +4 Dex]
Will +12 [+8 base, +3 Wis]

Abilities:

Str 32
Dex 18
Con 24
Int 17
Wis 16
Cha 12

Skills:

Hide +8
Jump +15
Listen +5
Move Silently +12
Spot +7
Swim +14

Feats: N/A

Languages: Common, Half-elf

Possessions: None


Niura
Medium-size animal (eagle) - Awakened;
Experience: ???/???
Class: Sor5
Hit Dice: 5d8 plus 182 + 5d4 plus (hp 390)
Init: +2 (Dex +2)
Speed: 10 ft., fly 80 ft. (average)

Armor Class: 13 (+2 Dex, +1 Natural)
Touch AC: 12
Flat-footed AC: 11

Attack

(Primary): +5 melee (+5 BAB, +0 Str; 2 claws)
(Secondary): +0 melee (+5 BAB, +0 Str, -5 secondary attack; bite)
Damage: 1d4 claws or 1d6 bite

Special Attacks: N/A
Special Qualities: N/A

Alignment: Neutral

Saves:
Fort +6 [+5 base, +1 Con]
Ref +7 [+5 base, +2 Dex]
Will +7 [+5 base, +2 Wis]

Abilities:

Str 10
Dex 15
Con 12
Int 16
Wis 16
Cha 12

Skills:

Listen +6
Spot +6

Feats: N/A

Languages: Common, Half-elf

Possessions: None

Spells Known (6/4/2):

0 – Daze, Detect Magic, Detect Poison, Mending, Open/Close, Resistance;

1 – Change Self, Comprehend Languages, Erase, Magic Missile;

2 – See Invisibility, Web

Spells per day (6/7/4)

**************************************************

Custom Item Description

Ring of the Natural Warrior – Ring of Protection +5, Ring of Regeneration, Ring of Evasion, Ring of Freedom of Movement

Pearl of Power (9th-level) – Earthquake

Ioun Stone (Vibrant Purple) – Cure Light Wounds (1st), Lesser Restoration (2nd), Water Breathing (3rd)
 
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Verdane "The Knowing"
Human Paladin 6/Sorcerer 6/Loremaster 20
CR 32
Medium Humanoid
AL LG
Age 75

HD 6d10+26d4+96
HP 219
Init +2
Spd 60'
AC 28 (touch 20, flat-footed 28)
Base Atk +19/+14/+9/+4,
Melee Atk +23/+18/+13/+8 (1d4+10, +5 dagger),
Ranged Atk +53/+53/+48/+46/+38 (1d8+35, +15 long bow of alacrity/+15 arrrows)

SQ: aura of courage, detect evil at will, divine grace, remove disease, smite evil, turn undead, instant mastery, avoidance, lore, weapon trick, greater lore, dodge trick, true lore

SV Fort +38, Ref +35 (+40 with bow), Will +45

Str 12 (14), Dex 12 (14), Con 14 (16), Int 17 (19), Wis 17 (19), Cha 34 (46).

Skills: Alchemy 29, Concentration 35, Diplomacy 15, Knowledge (Arcane) 32, Knowledge (Religion) 10, Ride 3, Scry 29, Spellcraft 32, Use Magic Device 23

Feats: Martial Weapon Proficiency, Light Armor Proficiency, Medium Armor Proficiency, Shield Proficiency, Silent Spell, Eschew Materials, Spell Focus (Transmutation), Leadership, Skill Focus (Knowledge (arcane)), Craft Magic Arms & Armor, Quicken Spell, Craft Staff, Epic Leadership, Greater Spell Focus (Transmutation), Master Staff, Epic Spellcasting, Ignore Spell Component, Craft Epic Arms & Armor, Automatic Quickened Spell (1st through 3rd), Automatic Quickened Spell (4th through 6th)

Languages: Common, Elven, Dwarven, Gnome, Halfling, Orc, Draconic, Goblin, Gnoll, Thrikeen, Treant, Giant, Sylvan, Celestial, Infernal, Abyssal, Auran, Terran, Aquan, Ignan, Undercommon, Githyanki, Githzerai, Slaad, Loxo

Sorceror Spells (6/11/11/10/10/10/10/9/9/9/3(epic)): 0—arcane mark, dancing lights, detect magic, light, mage hand, mending, prestidigation, ray of frost, read magic; 1—burning hands, magic missile, mount, shield, true strike; 2—blindness/deafness, detect thoughts, invisibility, knock, web; 3--clairvoyance, fireball, greater magic weapon, haste; 4—detect scrying, dimensional anchor, polymorph other, stoneskin; 5—cone of cold, hold monster, seeming, wall of force; 6—disintegrate, geas, repulsion; 7—grasping hand; Mordenkainen’s magnificent mansion, sequester; 8—discern location, polymorph any object, summon monster VIII; 9—disjunction, time stop, wish; epic—epic magic weapon

Possessions:
Mithral Golem 250,000 + 5,000XP
Staff of Passage 180,000
Staff of Meteors (25th level Meteor Storm & DC +20) 168,750
Staff of Wilting (25th level Horrid Wilting & DC +20) 150,000
Cloak of Epic Charisma 1,440,000
Rod of Epic Negation 446,000
Rod of Excellent Magic 600,000
Tome of Leadership and Influence +5 137,500
Manual of Bodily Health +5 137,500
Manual of Gainful Exercise +4 110,000
Manual of Quickness of Action +4 110,000
Portable Hole 14,000
Glove of Storing x2 4,400
Greater stone of good luck +3 90,000
Ioun stones (clear) 5,000
Ioun stones (iridescent) 15,000
Ioun stones (pearly white) 20,000
Ioun stones (dark blue) 8,000
Ioun stones (pale blue) 8,000
Ioun stones (scarlet and blue) 8,000
Ioun stones (incandescent blue) 8,000
Ioun stones (deep red) 8,000
Ioun stones (pink) 8,000
Ioun stones (pink and green) 8,000
Mirror of Mental Prowess 175,000
Carpet of Flying (6 x 9ft) 54,000
Ring of universal elemental resistance, major 216,000
Ring of freedom of movement 40,000
Bracers of armor (+8) and natural armor (+5) 228,000
Boots of Levitation / Striding and Springing 20,000
Robe of eyes 90,000
Goggles of Night 8,000
Scarab of Protection 38,000
Bag of holding 1 2,500
Ring of three wishes 97,950
Gem of seeing 75,000
Immovable Rods (6) 45,000
Quiver of Ehlonna 1,800
Mighty Composite (+2 str) Long Bow of Alacrity (as in Quarterstaff of Alacrity) 300,600
Arrows +2 (200) 32,000
Dagger +5 50,000
Total 5,587,600 (including epic spell)

[Color=royal blue]Epic Magic Weapon[/Color]
Alteration
Spellcraft DC: 20
Components: V, S, M, XP
Casting Time: 10 minutes
Range: Touch
Target: 1 weapon or 50 missiles
Duration: 48 hours
Saving Throw: Will (harmless)
Spell Resistance: Yes
To Develop: 180,000 gp; 4 days; 7,200 XP; Seed: fortify (DC 17). Factors: +14 bonus (+28 DC), duration increase x2.4 (+3 DC), target change (ad hoc +10 DC). Mitigating factors: burn 2,000 XP (-20 DC), 10-minute casting time (-18 DC).

Functions as the spell greater magic weapon, but conveys a +15 enhancement bonus with a longer duration.

Material Components: Ground powder made from a magic weapon.

XP Cost: 2,000 XP.
 
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Estefan Dhourin's Cohort

Aradia Twilight
Female Medium-size (Elf)
Age: 132
Experience: 392,000/406,000
Class: Ranger 20 / Rogue 5 / Gardian Paramount 3
Hit Dice: 20d10 + 5d6 + 3d10 plus 252 (CON) (hp 427)

Init: +15 (Dex +7, Superior Inititive +8)
Speed: 60 ft. (Boots of Springing and Striding)

Armor Class: 30 (Dex +6, Armor +9, Ring +5)
Touch AC: 21
Flat-footed AC: 24

One-Handed Attack: +30/+22/+17
Two-Handed Attack: +28/+20/+15 Off Hand: +28/+23
(BAB 22/14/9, Str +7, Weapon Focus: Longsword +1, Ambidex, TWF, Imp TWF)

Damage:
Primary Hand - Flaming Burst Longsword +3 1d8+10+1d6 fire (crit x2 + 1d10 fire)
Off Hand - Brilliant Energy Dagger +1 1d4+4
Special Sneak Attack: 3d6

Special Attacks: Bane of Enemies +2 to hit, +2 to damage, +2d6 damage vs. Favored Enemies, Death of Enemies crit=death to favored enemy (Fort DC 25)
Special Qualities: Favored Enemies, Track, Evasion, Uncanny Dodge, Sneak Attack, Uncanny Dodge enabler (3/day), evasive preceptor (1/day), protective Aura (1/day)

Favored Enemies: Dragons +5, Undead +4, Aberations +3, Giants +2, Vermin +1

Alignment: Chaotic Good

Saves: Fort +27 [+14 base, +8 Con, +5 Cloak]
Ref +27 [+13 base, +7 Dex, +5 Cloak, +2 LTNG REFL]
Will +20 [+10 base, +5 Wis, +5 Cloak]

Abilities: Str 24 (+6 belt)
Dex 25 (+5 Lvl increases, +3 Inherent)
Con 27 (+1 Lvl increase, +5 Inherent, +6 Amulet)
Int 9
Wis 20 (+6 periapt)
Cha 8
Skills: Concentration +18, Hide +28, Listen +26, Move Silently +22, Search +20, Sense Motive +15, Spot +27, Wilderness Lore +35

Feats: Class - Track, Two-Weapon Fighting, Ambidexterity- Alertness, Lightning Reflexes, Power Attack, Weapon Focus: Longsword, Improved Critical: Longsword, Improved Initiative, Improved Two-Weapon Fighting, Superior Initative, Blinding Speed, Bane of Enemies, Death of Enemies

Languages: Common, Elven

Possessions: Manuel of Quickness +3 (82,500 gp), Mithril Shirt +5 (26,100 gp), Flaming Burst Longsword +3 (50,315 gp), Brilliant Energy Dagger +1 (50,302 gp), Ring of Protection +5 (50,000 gp), Amutlet of Health +6 (36,000 gp), Belt of Giant Strength +6 (36,000 gp), Boots of Striding and Springing (2,500 gp), Bracelet of Friends (4,550 gp), Cloak of Resistance +5 (25,000 gp), Periapt of Wisdom +6 (36,000 gp), Ring of Regeneration (90,000 gp), Manual of Bodily Health +5 (137,500 gp) Total GP value – 626,767



Spells: (3+2/3+1/3+1/3+1), (DC 15 + spell level):

Normally Prepared Spells: 1 - Alarm, Pass without Trace, Resist Elements (acid), Speak with Animals x2 2 - Animal Messenger, Protection from Elements x3 (fire, electricity, & cold) 3 - Control Plants, Greater Magic Fang, Tree Shape, Water Walk 4 - Freedom of Movement, Nondetection, Tree Stride x2
 
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Brother Eigan the Pale (Eigan Sherwayne)

Male Human
Age: 60

Experience: 496,160/528,000
Class: Clr 32
Hit Dice: 32d8+160 (307 hp)

Init: +8 (+8 Dex)
Speed: 60 ft. (30 ft. w/o Boots)

Armor Class: 55 (10 +8 Dex +7 Armor Shield +10 Enhancement +5

Deflection +5 Natural +10 Quarterstaff*)
Touch AC: 48
Flat-footed: 37

* Defending feature of Quarterstaff is assumed to be used unless

attacking, or stated otherwise.

Attack:
Quarterstaff: (-5 AC; other head used for defense)
- +30/+25/+20 (+15 Base +6 Epic +3 Str +5 Enhancement +1
Competence)
- 1d6+9 damage (+4 Str-and-Half +5 Enhancement)

Quarterstaff versus Evil Undead: (-5 AC; other head used for
defense)
- +32/+27/+22 (+15 Base +6 Epic +3 Str +7 Enhancement +1
Competence)
- 3d6+11 damage (+4 Str-and-Half +7 Enhancement +2d6 Holy)

Special Attacks: Turn Undead (20/day), Greater Turning (1/day:
Domain), Level check versus SR (+38), Haste (3/day, 20 rounds:
Boots; and 10 chosen rounds: Gloves), Fly (1/day: Armor)

Special Qualities: Fast Healing 3 (Ring), SR 52 (Mantle), Evasion (Boots)

Alignment: Neutral Good

Saves:
Fortitude: +29 (+12 Base +6 Epic +5 Con +5 Resistance +1 Competence)
Reflex: +26 (+6 Base +6 Epic +8 Dex +5 Resistance +1 Competence)
Will: +42 (+12 Base +6 Epic +14 Wis +5 Resistance +1 Competence +4 Feat)

Abilities:
STR 16 (8 -3 Age +5 Inherent +6 Enhancement)
DEX 26 (14 -3 Age +4 Level +5 Inherent +6 Enhancement)
CON 20 (12 -3 Age +5 Inherent +6 Enhancement)
INT 28 (14 +2 Age +1 Feat +5 Inherent +6 Enhancement)
WIS 38 (18 +2 Age +3 Level +5 Inherent +10 Enhancement)
CHA 36 (18 +2 Age +1 Level +5 Inherent +10 Enhancement)

Skills: (Notes on Int: 14 for twenty levels, 20-21 from 21 to start of 32nd level, from feat, Tome, and age... Skill points: 211)
- Concentration +40, 35 ranks
- Diplomacy +48, 35 ranks
- Heal +49, 35 ranks
- Knowledge (Agriculture) +15, 6 ranks (cc - cost 12)
- Knowledge (Religion) +44, 35 ranks
- Knowledge (Undead) +21, 12 ranks (cc - cost 24)
- Spellcraft +44, 35 ranks
(Armor check penalty: -3)

Feats:
- Non-Epic: Expertise, Combat Casting, Dodge, Extra Turning, Spell Focus (Conjuration), Spell Penetration, Greater Spell Penetration, Greater Spell Focus (Conjuration)
- Epic: Epic Spell Penetration, Great Intelligence, Improved Combat Casting, Epic Will
- Epic Cleric: Epic Spellcasting, Positive Energy Aura, Epic Spell
Focus (Conjuration), Planar Turning

Languages: Common, Celestial, Infernal

Equipment:
+5 Holy Undeadbane Defending/+5 Defending Quarterstaff, 298.6k
+5 Celestial Armor of Light Fortification 100.3k
+5 Animated Large Steel Shield 49.16k
Boots of Swiftness 256k
Manuals x6 825k
Bracers of Health +6 36k
Robe of Charisma +10 1000k
Periapt of Wisdom +10 1000k
Headband of Intellect +6 36k
Ring of Sustenance 2.5k
Ring of Rapid Healing 300k
Vestments of Natural Armor +5 50k
Gloves of Speed (as Boots of) 8k
Pale Green Ioun Stone 20k
Bead of Summons 50k
Mantle of Pelor 1174k*

Gold remaining: 68.44k

Mantle of Pelor does: (price estimate per feature)
Holy Aura (250k)
SR 52 (800k)
+5 Resistance to Saves (18k; Holy Aura gives +4)
+5 Deflection to AC (36k; Holy Aura gives +4)
Caster Level: 40; Total price: 1,174,000 GP

Spells normally Memorized:
(Domains: Sun and Healing)
0 (6) - Create Water, Detect Magic(4), Detect Poison

1 (9+1) - Bless Water, Comprehend Languages, Detect Evil, Detect Undead, Divine Favor, Entropic Shield, Invisibility to Undead,
Remove Fear, Sanctuary + Cure Light Wounds*

2 (9+1) - Animal Messenger, Consecrate, Hold Person(2), Lesser
Restoration, Remove Paralysis(2), Silence, Spiritual Weapon + Cure Moderate Wounds*

3 (8+1) - Daylight, Invisibility Purge, Locate Object, Magic
Circle against Evil, Negative Energy Protection, Searing Light,
Speak with Dead, Water Walk + Cure Serous wounds*

4 (8+1) - Air Walk, Death Ward, Dimensional Anchor, Dismissal,
Divination, Neutralize Poison, Status, Tongues + Cure Critical
Wounds*

5 (8+1) - Break Enchantment, Commune, Dispel Evil, Hallow, Healing Circle*, Plane Shift, Raise Dead, True Seeing + Healing Circle*

6 (7+1) - Banishment, Etherealness, Quest, Heal(2)*, Wind Walk,
Word of Recall + Heal*

7 (6+1) - Control Weather, Destruction, Greater Restoration, Holy
Word, Repulsion, Resurrection + Sunbeam

8 (6+1) - Antimagic Field, Earthquake, Greater Planar Ally, Holy
Aura, Mass Heal(2)* + Mass Heal*

9 (6+1) - Gate, Implosion, Miracle, Soul Bind, Storm of
Vengeance*, True Resurrection + True Resurrection

Save DCs:
0: 24
1: 25
2: 26
3: 27
4: 28
5: 29
6: 30
7: 31
8: 32
9: 33
Epic: 34
*Conjuration: +6 to save DC


Epic spell:

Holy Light of Pelor
Conjuration [Healing]
Components: V, S, DF
Casting Time: 1 round
Range: 300 ft.
Area: 20 ft. wide bolt to 300 ft.
Duration: Instantaneous
Saving Throw: Fortitude negates (see text)
Spell Resistance: Yes

Spellcraft DC 44 (heal 25 + banish 27, +4 for 22 max HD banished, +10 ad hoc destroys undead, +18 1-round casting time, +10 for area effect, +2 bolt, +12 300% area increase, +4 ad hoc healing ignores those banished, -10 ad hoc banish evil outsiders only, -40 ad hoc 8 turning attempts, -18 18d6 backlash) Cost to develop: 396,000 gp and 15840 XP

This spell creates a bolt of divinely-gifted positive energy, healing those within its path and damaging undead. (The caster may designate which targets are healed.)

All creatures within the area are subject to the effects of the spell heal on a failed Fortitude save. In addition, effected undead in the area whose HD are one-half or less of the caster level are destroyed, instead of being reduced to 1d4 hp. Evil outsiders are ignored by the spell's healing effects, unless they are of the Undead type.

In addition, all evil outsiders in the area must succeed at a Will save or be banished (see banish seed.) This capacity of the spell has no effect on evil outsiders of greater than 22 HD.

In order to power this spell, the caster must sacrifice 8 turning attempts, and endure 24d6 backlash damage.
 
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Rynin Brightshield
Half-Celestial 3/ Human Ranger 1 / Paladin 23/Divine Emissary 6

38 Str: 16 Base +4 Racial +5 tome/inherent +10 belt/enhance +2 level
26 Dex: 16 Base +2 Racial +4 tome/inherent +4 enhance
32 Con: 16 Base +4 Racial +5 tome/inherent +6 enhance +1 Level
18 Int: 12 Base +2 Racial + 4 Tome
20 Wis: 12 Base +4 Racial +4 tome/inherent
39 Cha: 16 Base +4 Racial +8 rod/enhance +5 tome/inherent +4 level

AC: 48 - 10 Base + 6 Natural +12 Armor + 7 shield + 5 ring +8 Dex
HP: 540 (29d10 +319)
Speed: 60 ft (Boots)
Languages: Common, Celestial, Infernal, Abyssal, Draconic
Initiative: +8 Dex
Alignment: LG
XP:

Special Attacks: Prot/Evil (3/day); Bless, Aid, Detect Evil (will); Cure Serious; Neutralize Poison; Holy Smite; Remove Disease (spell); Dispel Evil; Holy Word; Holy Aura (3/day); Hallow; Symbol; Summon Monster IX (Celestial Only); Resurrection; Smite (+14 AT/+56 Dam) 4 x/ day; divine inspiration 2x/day (+2 AT/dam 10 rounds); Greater Planar Ally; Greater Turning 1x/day; Turning 15x/day (or divine might)

Bless Allies gain +1 attack and +1 on saves against fear.
Protection from Evil +2 AC/ saves, counter mind control, hedge out elementals and outsiders.
Aid +1 attack, +1 on saves against fear, 1d8 temporary hit points.
Detect Evil Reveals creatures, spells, or objects.
Cure Serious Wounds Cures 3d8 +1/level damage (max +15).
Neutralize Poison Detoxifies venom in or on subject.
Holy Smite Damages and blinds evil creatures.
Remove Disease Cures all diseases affecting subject.
Dispel Evil +4 bonus against attacks.
Holy Word Kills, paralyzes, weakens, or dazes nongood subjects.
Holy Aura +4 AC, +4 resistance, and SR 25 against evil spells.
Symbol Triggered runes have array of effects.
Hallow Designates location as holy.
Summon Monster IX Calls outsider to fight for the caster.
Resurrection Fully restore dead subject.
Greater Planar Ally Call 24 die outsider…no favor required

Special: remove Disease 7/week; turn (3+cha/day); Special Mount; sun domain

Saves:
+48 Fort: 13 Base +6 Epic Divine +5 resist +13 Divine +11 Abil
+38 Refl: 6 Base +6 Epic Divine +5 resist +13 Divine +8 Abil
+34 Will: 6 Base +6 Epic Divine +5 resist +13 Divine +4 Abil

Special Defense: Immune to Acid, Disease, Cold, Electricity, +4 vs. Poison (Racial) Immune to fear (Class); SR 40 (mantle); Immune to Fire (Ring); Cannot be Flanked/caught flatfooted (robe), DR 30 vs. Fire (ring); evasion

Attacks
BaB: 26 (+12 Str/+5 Weapon/+1 Weapon Focus/+2 Epic WF)

Fist of Pelor +46/41/36/41 d6 +31 (14 str/ 5 weap/12 Divine Might)
Ghoul bane +46/41/36/41 d6+24
- +2d6 vs. Evil (Holy) - Fist
- +2d6 vs. Undead (Bane) – GB
- +7 vs. Dam. Reduction
- d6 + 23 if each hand hits in a single round
- +2/+2 for first ten rounds (Divine Inspiration)
- Great Smite (+13 AT/+56 Dam) 4x/day

Spells (5/5/5/5):
1. Bless Water, Bless Weapon, Divine Favor x4
2. Delay Poison, Shield Other x2, Remove Paralysis x2, Heat Metal
3. Discern Lies , Dispel Magic, Heal Mount x2, Searing Light x2
4. Neutralize Poison, Freedom of Movement x2, Holy Sword x2, Fire Shield
5. Flame Strike X3

Feats: Tracking (bonus); Two Weapon Fighting (Bonus); Ambidexterity (Bonus); Weapon Focus (mace),Mounted Combat, Leadership; Improved Two Weapon Fighting; 2 Weapon Rend; Greater Two Weapon Fighting; Epic Leadership; Great Smite; Divine Might (Cha bonus to Dam for Cha bonus rounds – uses turn attempt); Perfect Two Weapon Fighting; Penetrate Damage Reduction, , Epic Weapon Focus, Improved Spell Capacity; Legendary Commander

203
Skills: Concentration +31; Diplomacy +50; Intuit Direction +30; Jump +27; Knowledge Religion +29; Ride +40; Spot +35; Wilderness Lore +25; balance, jump, tumble, climb all +20




Tome for Intelligence + 4 110,000
Goggles of Night 8000
Cloak of Resistance +5 25000
Amulet: Natural Armor +5 50000
Armor of the Celestial Battalion 616300
Robe of Eyes 90000
Mantle uf epic sr 40 290000
Gauntlets of and con (/ +6) 36,000
Ring: Elemental Resistance, Major 24000
Ring Protection +5 50000
Belt: Epic Strength 1000000
Boots; Swiftness 256000
Tomes and Manuals 797500
Rod of Epic Splendor 297000
"ghoulbane" Holy Defending Undead Bane 200305
Daern’s Instant Fortress 55000
Quiver of Elhona 1800
Lens of detection 3500
Cabinet of Feasting and Portable Hole 302000
Candle of Truth x 8 20000
Heward’s Handy Haversack 2000
Gentry’s Aegis (+5 animated med. Fortified shield) 100,170
Bow +5 (+4 Str) 50800
Arrows 150 50
"Fist of Pelor" mace – Holy Avenger 120305
4,505,730
1,000,000 spent on Stonghold
Balance of money in gems and coin

1st-LEVEL PALADIN SPELLS
Bless Allies gain +1 attack and +1 on saves against fear.
Bless Water Makes holy water.
Bless Weapon Weapon gains +1 bonus.
Create Water Creates 2 gallons/level of pure water.
Cure Light Wounds Cures 1d8 +1/level damage (max +5).
Detect Poison Detects poison in one creature or small object.
Detect Undead Reveals undead within 60 ft.
Divine Favor The caster gains attack, damage bonus, +1/three levels.
Endure Elements Ignores 5 damage/round from one energy type.
Magic Weapon Weapon gains +1 bonus.
Protection from Evil +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Read Magic Read scrolls and spellbooks.
Resistance Subject gains +1 on saving throws.
Virtue Subject gains 1 temporary hp.

2nd-LEVEL PALADIN SPELLS
Delay Poison Stops poison from harming subject for 1 hour/level.
Remove Paralysis Frees one or more creatures from paralysis, hold or slow.
Resist Elements Ignores 12 damage/round from one energy type.
Shield Other The caster takes half of subject's damage.
Undetectable Alignment Conceals alignment for 24 hours.

3rd-LEVEL PALADIN SPELLS
Cure Moderate Wounds Cures 2d8 +1/level (max +10).
Discern Lies Reveals deliberate falsehoods.
Dispel Magic Cancels magical spells and effects.
Greater Magic Weapon +1 bonus/three levels (max +5).
Heal Mount As heal on warhorse or other mount.
Magic Circle against Evil As protection spells, but 10-ft. radius and 10 min./level.
Prayer Allies gain +1 on most rolls, enemies suffer -1.
Remove Blindness/Deafness Cures normal or magical conditions.

4th-LEVEL PALADIN SPELLS
Cure Serious Wounds Cures 3d8 +1/level (max +15*).
Death Ward Grants immunity to death spells and effects.
Dispel Evil +4 bonus against attacks by evil creatures.
Freedom of Movement Subject moves normally despite impediments.
Holy Sword Weapon becomes +5, does double damage against evil.
Neutralize Poison Detoxifies venom in or on subject.
*Paladin's maximum effective caster level is 10

Sun Domain – Divine Emissary Special Ability

Granted Power: Once per day, the character can perform a greater turning against undead in place of a regular turning (or rebuking) attempt. The greater turning is like a normal turning (or rebuking) attempt except that the undead creatures that would be turned (or rebuked or commanded) are destroyed instead.

1. Endure Elements.* Ignores 5 damage/round from one energy type.
2. Heat Metal Make metal so hot it damages those that touch it.
3. Searing Light Ray deals 1d8/two levels, more against undead.
4. Fire Shield Creatures attacking the caster take fire damage; the caster is protected from heat or cold.
5. Flame Strike Smite foes with divine fire (1d6/level).

Commonly Called Monsters

Celestial
Trumpet Archon Astral Deva
Medium-Size Outsider (Good, Lawful) Medium-Size Outsider (Good)
Hit Dice: 12d8+12 (66 hp) 12d8+48 (102 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative) +8 (+4 Dex, +4 Improved Initiative)
Speed: 40 ft., Fly 90 ft. (good) 50 ft., fly 100 ft. (good)
AC: 27 (+3 Dex, +14 natural) 29 (+4 Dex, +15 natural)
Attacks: +4 greatsword +21/+16/+11 melee +3 heavy mace of disruption
+21/+16/+11 melee
Damage: +4 greatsword 2d6+11 +3 heavy mace of disruption
1d8+12 and stun
Face/Reach: 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft.
Special Attacks: Spell-like abilities, Stun, spell-like abilities
spells, trumpet
Special Qualities: Damage reduction 10/+1, Damage reduction 10/+1, SR 30,
SR 29, celestial qualities celestial qualities, uncanny dodge
Saves: Fort +9, Ref +11, Will +11 Fort +12, Ref +12, Will +12
Abilities: Str 20, Dex 17, Con 13, Str 22, Dex 18, Con 18,
Int 16, Wis 16, Cha 16 Int 18, Wis 18, Cha 20
Skills: Animal Empathy +15, Concentration Concentration +19, Escape
+13, Escape Artist +15, Hide +15, Artist +19, Hide +19,
Knowledge (any three) +15, Knowledge (any three) or Craft (any
Listen +15, Move Silently +15, three) +17, Listen +25, Move Silently
Sense Motive +15, Spot +15 +19, Sense Motive +19, Spot +25
Feats: Blind-Fight, Cleave, Alertness, Cleave, Improved
Improved Initiative, Power Attack Initiative, Power Attack
Climate/Terrain: Any land and underground Any land and underground
Organization: Solitary, pair, or squad (3-5) Solitary, pair, or squad (3-5)
Challenge Rating: 14 14
Treasure: No coins; double goods; No coins; double goods; standard items
standard items
Alignment: Always lawful good Always good (any)
Advancement: 13-18 HD (Medium-size); 13-18 HD (Medium-size);
19-36 HD (Large) 19-36 HD (Large)

Solar
Large Outsider (Good)
22d8+110 (209 hp)
+9 (+5 Dex, +4 Improved Initiative)
50 ft., fly 150 ft. (good)
35 (-1 size, +5 Dex, +21 natural)
+5 dancing, vorpal greatsword
+35/+30/+25/+20/15 melee;
+5 dancing, vorpal greatsword 2d6+18;
5 ft. by 5 ft./10 ft.
Special Attacks: Spell-like abilities, spells
Special Qualities: Damage reduction 35/+4, SR 32
celestial qualities, fast healing 15
Saves: Fort +18, Ref +18, Will +20
Abilities: Str 28, Dex 20, Con 20,
Int 23, Wis 25, Cha 25
Skills: Concentration +16, Escape Artist +30,
Hide +26, Knowledge (any five) or Craft
(any five) +28, Listen +32, Move Silently
+30, Search +30, Sense Motive +32,
Spellcraft +19, Spot +32
Feats: Cleave, Dodge, Great Cleave,
Improved Initiative, Mobility, Power Attack
Celestials speak Celestial, Infernal, and Draconic.
Trumpet Archon
Spell-Like Abilities: At will: detect evil, continual flame, and message. These abilities are as the spells cast by a 12th-level sorcerer.
Celestial Qualities: Aura of menace (save DC 19), magic circle against evil, electricity and petrification immunity, teleport, tongues, +4 save against poison.
Spells: Trumpet archons can cast divine spells from the cleric list and from the Air, Destruction, Good, Law, and War domains as 14th-level clerics (save DC 13 + spell level).
Trumpet (Su): The archon’s trumpet produces music of utter clarity, piercing beauty, and, if the trumpet archon wills it, paralyzing awe. All creatures except archons within 100 feet of the blast must succeed at a Fortitude save (DC 19) or be paralyzed for 1d4 rounds. The archon can also command its trumpet to become a +4 greatsword as a free action.
If the trumpet is ever stolen, it becomes a chunk of useless lead until the archon can recover it. Woe betide any thief caught with it.
Astral Deva
Stun (Su): If an astral deva strikes an opponent twice in one round with its mace, that creature must succeed at a Fortitude save (DC 15) or be stunned for 1d6 rounds.
Spell-Like Abilities: At will: aid, continual flame, detect evil, discern lies, dispel evil, dispel magic, holy aura, holy smite, holy word, invisibility sphere (self only), polymorph self, remove curse, remove disease, and remove fear; 7/day-see invisibility and cure light wounds; 1/day-heal and blade barrier. These abilities are as the spells cast by a 12th-level sorcerer (save DC 15 + spell level).
Celestial Qualities: Protective aura; fire resistance 20, tongues; electricity, cold, acid, and petrification immunity, +4 save against poison.
Uncanny Dodge (Ex): Astral devas are never caught flat-footed and cannot be flanked.
Skills: Extremely alert, astral devas receive a +4 racial bonus to Spot and Listen checks.
Solar
Spell-Like Abilities: At will: aid, animate objects, commune, continual flame, dimensional anchor, greater dispelling, holy smite, imprisonment, improved invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, resist elements, summon monster VII, and speak with dead; 3/day-blade barrier, earthquake, heal, permanency, resurrection, and shapechange; 1/day-greater restoration, mass charm, power word blind, power word kill, power word stun, prismatic spray, symbol (any), and wish. These abilities are as the spells cast by a 20th-level sorcerer (save DC 17 + spell level).
The following abilities are always active on the solar’s person, as the spells cast by a 20th-level sorcerer: detect evil, detect snares and pits, discern lies, see invisibility, and true seeing. They can be dispelled, but the solar can reactivate them as a free action.
Spells: Solars can cast divine spells from the cleric list and from the Air, Destruction, Good, Law, and War domains as 20th-level clerics (save DC 17 + spell level).
Celestial Qualities: Protective aura, fire resistance 20, tongues, electricity, cold, acid, and petrification immunity, +4 save against poison.
 
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