Judgement Day (Full)

Wrahn said:
Actually, no I didn't thanks for pointing that out. DMs note the changes.

That was a move that I really don't understand. The truth is, I think my character just became more powerful, I had to sacrifice a few things (notably Leadership, I probably could have worked around it, but I don't have time atm to write up my cohort anyway)

and as far as custom magic items: Darn skippy that the DM has approval on all of them, he always did.

Yeah... thing about that is, some of your items should be a lot more expensive than they are right now.

Your gloves of Divine Power, for example: it gives you an extra attack stackable with Haste and +8 stackable bonus to Attack. That should cost at least as much as a +10 weapon... which costs over two million. Yet you got it for 210,000 gp.

I'd say that if you want that sort of thing, you'll have to use the Divine Metamagic cheese just like everyone else. :D
 

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Ferrix said:
Who is still in anyways and what side are they on? Seems like all the people on the side of good keep dropping out.
Hah. No. You're just self-absorbed and believed that your team was losing people.

The current count:

Good: Endovior, RobotRobotI, Kerrz, Jarval, James Heard, D20Dazza, Ferrix (7)

NotSoGood: Rkhet, Bialaska, Pyrex, RandomPrecision, Wrahn (5)

(Losses since the last DM update to "Who's Who": d'Anconia, Cursed Quinn, Elocin, Bront)

Rather than having Bialaska turn good, we may need some folks to turn evil.

(Edit: Wrahn was last listed as good, but as pointed out, his character is not good. )
 
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Wrahn has blackguard levels, I think he's evil.

Though if you want evil, I could do that :D For some reason most of my ideas seem to fall that way anyways.

So... what do you all think of a Insectile Anthropomorphic African Elephant Barbarian 4/Frenzied Berserker 10/War Hulk 10? (You can thank Wrahn for the seed of that thought), I got his Strength up to 78 before rage and frenzy ;)

Although I'm much more inclined to play a skill-user at the moment.
 

I could easily turn my character more neutral at least, and have him "fight for evil" in the sense that he's trying to balance the icky goodness. It would probably open up more interesting spell choices?
 


James Heard said:
I could easily turn my character more neutral at least, and have him "fight for evil" in the sense that he's trying to balance the icky goodness. It would probably open up more interesting spell choices?

I think they really want characters completely on one side or the other, but that's just my thoughts.
 

Ferrix said:
Wrahn has blackguard levels, I think he's evil.

I just copied out the last DM update, and removed the folks who said "I'm out" in the two pages of posts since.

I'll edit my post.
 

Actually. I went through and followed up on someone's suggestion of figuring out who's what. I also found out that RobotRobotI hasn't logged in since two hours after his last post (which was also his first post) in this thread on the 19th - Six days ago. I can't imagine he'll be ready to go for Wednesday's projected start time, or even if the DM's want to keep including him. So assuming they don't, here are the two teams.

Good:
Endovior - Elf Monk
Kerrz - Deathless Tiefling Fighter
Jarval - Human Cleric
James Heard - Human Bard
D20Dazza - Avoral Guardinal Ranger
Ferrix - Dwarf Fighter

Evil:
Rkhet - Human Spellcaster
Bialaska - Succubus Fiend of All Three
Pyrex - Ghostly Human Cleric
RandomPrecision - Half-Fiend Assassin
Wrahn - Human Loremaster

Just some points to make: The only arcane caster for the good team is a bard. There are no out and out melee fighters (ie- distraction) for the evil team.
 

I'm definitely in. Speaking of which, here's the latest version of my character sheet. It is now more or less complete except for background and appearance.

Code:
Alosat
Medium Humanoid (Shapechanger)
Male Human
Ex-Monk 2/Wizard 5/Mindbender 1/Ur-priest 2/Mystic Theurge 10/Master Transmogrifist 10
Alignment: Neutral Evil

Unmodified stats, 40pb:

Str 9, Dex 8, Con 13, Int 18, Wis 17, Cha 13

Modified stats:

+5 Inherent Bonus and +6 Enhancement Bonus on all stats, +7 Level bonus on Int.


Str: 20 +5
Dex: 19 +4
Con: 24 +7
Int: 36 +13
Wis: 28 +9
Cha: 24 +7

HD: 2d8+ 26d4+2d8 (101) +210
HP: 311
Initiative: +4
Speed: 60 ft (Boots of Swiftness)
AC:10 +5 Deflection +1 Insight +4 Dex + 8 Armor +9 Monk = 37, Flat-footed 23, Touch 29
BAB:+9 +5epic


Attacks:
Attack bonuses: Bab +9, +5 epic, +1 competetence, +5 weapon, +5 strength

+2 Merciful Ghost-touch Magebane Wounding Unarmed Strike (Necklace of Natural Weapons) +22/+17(1d6+10 or 1d6+1d6+10 nonlethal, +1 Con damage, +27/+22 and +2d6 vs mages)

Saves:
Fort: 9 +5 Epic +7 Con +10 Resistance +1 Luck +1 Competence = 33
Ref: 7 +5 Epic +4 Dex +10 Resistance +1 Luck +1 Competence = 28
Wil: 20 +5 Epic +9 Wis +10 Resistance +1 Luck +1 Competence = 45

Special Qualities:
Darkvision 120ft, See invisible/ethereal 120ft.
Evasion: take no damage from Reflex-half spells if successfully save.

Proficiencies: Alosat is proficient with all simple weapons and monk weapons, but not with armor or shields.

Languages: Common, Draconic, Infernal, Abyssal, Celestial, Elven, Terran

Skills: 286 points, 4x9 at first level

Ranks:
spellcraft 33
bluff 33
disguise 33
concentration 33
sense motive 33
diplomacy 33
Knowledge Arcana 10
Knowledge Religion 10
Knowledge Planes 10
Intimidate 4
Know Nobility 5
Use Magic Device 16
Listen 33
Note: Able Learner lets you purchase cross-class skills at class skill prices

Synergies:

+2 Spellcraft from Know(A)
+2 Diplomacy from Know(N)
+2 Turning checks against Undead from Know(R)
+4 UMD checks against scrolls from Spellcraft
+4 Diplomacy, Intimidate, Sleight of Hand and Disguise from Bluff
+4 Diplomacy from Sense Motive
+2 Spellcraft checks against scrolls from UMD

Modified Skills:
Listen: 33 + 9Wis + 1 Comp + 1 Luck +3 Familiar = 47
Concentration: 33 + 7Con + 5 Comp +1 Luck = 46
Knowledge (Arcana): 10 + 13Int + 1 Comp + 1 Luck = 25
Knowledge (Religion): 10 + 13Int + 1 Comp + 1 Luck = 25
Knowledge (Planes): 10 + 13Int + 1 Comp + 1 Luck = 25
Knowledge (Nobility): 5 + 13Int + 1 Comp + 1 Luck = 20
Spellcraft: 33 + 13Int + 2Syn + 1 Comp + 1 Luck = 50, 52 vs Scrolls
Sense Motive: 33 + 9Wis + 1 Comp + 1 Luck = 44
Bluff:33 + 7Cha + 10Comp + 1 Luck = 51
Diplomacy:33 + 7Cha + 10Syn + 10 Comp + 1 Luck = 61
Disguise:33 + 7Cha + 4Syn + 1 Comp + 1 Luck = 46
Intimidate:4 + 7Cha + 4Syn + 1 Comp + 1 Luck = 17
Use Magic Device:16 + 7Cha + 1 Comp + 1 Luck = 25, 29 vs Scrolls

Untrained Skills:
Balance +20comp +1luck +4dex = 25
Climb +20comp +1luck +5str = 26
Jump +20comp +1luck +5str = 26
Tumble +20comp +1luck +4dex = 25
Search +10comp +1luck +13int = 24
Spot +10comp +1luck +9wis = 20
Perform(sing) +10 comp +1luck +7cha = 18

Feats:
Monk Able Learner, Iron Will, Improved Grapple (monk bonus)
Monk Deflect Arrows (monk bonus)
Wizard Spell Focus Evil, Scribe Scrolls (wizard bonus)
Wizard
Wizard
Wizard Eschew Material
Wizard Extend Spell (wizard bonus)
Mindbender
Ur-priest Persistent Spell
Ur-priest
Mystic Theurge
Mystic Theurge Divine Metamagic Persistent
Mystic Theurge
Mystic Theurge
Mystic Theurge Extraordinary Spell Aim
Mystic Theurge
Mystic Theurge
Mystic Theurge Practiced Spellcaster (Wizard) clvl26 by lvl 30
Mystic Theurge
Mystic Theurge
Master Transmogrifist Spell Stowaway (Timestop)
Master Transmogrifist
Master Transmogrifist
Master Transmogrifist Permanent Emanation (Antimagic)
Master Transmogrifist
Master Transmogrifist
Master Transmogrifist Practiced Spellcaster (Ur-priest)
Master Transmogrifist
Master Transmogrifist
Master Transmogrifist Extra Turning


Master Transmogrifist Favored Forms:

Dream Vestige [liber mortis] 17hd
White Slaad 25hd
Choker 3hd
Ha-Naga 20hd
Solar 22hd
Very Young Force Dragon 25hd
Gloom 25hd

Spells per Day:

Arcane: 4/8/7/7/7/7/6/6/6/6

Caster level 27 (incl. Ioun Stone)
Save DC = 23 + Spell Level

Divine: 6/8/7/6/6/6/5/4/3/2

Caster level 25 (incl. Ioun Stone)
Save DC = 19 + Spell Level

---
Spells Commonly Memorized:

Arcane 9: Shapechange[spent], Timestop, Wail of the Banshee, Disjunction, Meteor Swarm, Gate
Arcane 8: Mind Blank[spent], Polymorph Any Object, Horrid Wiltingx2, Moment of Prescience, Persistent Wraith Strike (CAdv) [spent]
Arcane 7: Waves of Exhaustion, Sword of Darkness (CArc), Greater Arcane Sight, Greater Teleport, Forcecage x2
Arcane 6: Wall of Iron, Antimagic Field, Permanent Image, Greater Heroism, Disintegrate x2, Empty Slot
Arcane 5: Waves of Fatigue, Wall of Force, Telepathic Bond, Reciprocal Gyre (CArc), Nightstalker's Transformation, Freezing Fog (CArc), Empty Slot
Arcane 4: Greater Invisibility x2, Dimension Door, Anticipate Teleportation (CArc), Burning Blood x2 (CArc), Empty Slot
Arcane 3: Bands of Steel x2 (CArc), Greater Magic Weapon [spent], Heroism x3 [1-3 spent, depending on time of day], Empty Slot
Arcane 2: Earthen Grip (CArc), Scorching Ray x2, Acid Arrow x2, Scent (CDiv), Gust of Wind, Glitterdust
Arcane 1: True Strike x3, Unseen Servant x2, Magic Aura, Sniper's Shot (CAdv), Empty Slot
Arcane 0: Mage Hand, Prestidigitation, Ray of Frost x2

Divine 9: Miracle, Greater Visage of the Deity (Divine Persistent) [spent]
Divine 8: Fire Storm, Greater Spell Immunity, Summon Monster VIII
Divine 7: Blasphemy, Destruction, Persistent Divine Favor +6 [spent], Persistent Divine Favor +6
Divine 6: Word of Recall, Harm x2, Hero's Feast, Heal
Divine 5: Wall of Stone, Righteous Might x2, Plane Shift, Insect Plague, Divine Agility (CDiv)
Divine 4: Divine Power, Divine Meta-pesistent Divine Power [spent], Death Ward, Freedom of Movement, Assay Resistance x2 (CArc)
Divine 3: Wind Wall, Prayer, Locate Object, Dispel Magic, Protection from Energy x2
Divine 2: Status, Spiritual Weapon x2, Silence x2, Divine Insight x2 (CAdv)
Divine 1: Shield of Faith, Sanctuary, Remove Fear, Hide From Undead, Detect Undead, Divine Favor, Omen of Peril x2
Divine 0: Create Water x2, Light, Mending x2, Detect Poison x3
---
Spells in constant (or almost constant) effect:

Extended Shapechange - 9 hours: (recast when time runs out, kept up for 18 hours/day)
Extended Heroism - 9 hours: +2 Morale to Attack, saves, skill checks (recast when time runs out, kept up for 24 hours/day)
Greater Magic Weapon - 27 hours: gives one weapon +5 bonus
Persistent Wraithstrike: all attacks count as incorporeal touch attacks
Persistent Greater Visage of the Deity (good) (DMet)
- +4 Str, +2 Dex, +4 Con, +2 Int, +4 Wis, +4 Cha
- SR 25
- DR 10/magic
- +4 save vs poison
- immunity to disease
- Resist Energy 10 vs acid, cold, electricity
- Low-light vision
- +1 stackable bonus to natural armor
- Feathered wings, fly at twice normal speed (maneuverability Good): (60ft +30 enh = 90ft)

Persistent Divine Favor: +6 Luck to Attack and Damage
Persistent Divine Power (DMet): BAB =20, +6 enhancement to Str (doesn't stack)
Mind Blank: immune to divination and mind-affecting effects

Permanent spell effects:

Arcane sight
Comprehend languages
Darkvision
Detect magic
Read magic
See invisibility
Tongues
Resistance

XP costs absorbed by Rod of Excellent Magic


Modified Combat Stats when under these effects:

Str: 24 +7
Dex: 21 +5
Con: 28 +9
Int: 38 +14
Wis: 32 +11
Cha: 28 +9

HD: 2d8+ 26d4+2d8 (101) +270
HP: 371
Initiative: +5
Speed: 60 ft (Boots of Swiftness), fly 90ft (good maneuverability)
AC:10 +5 Deflection +1 Insight +5 Dex + 8 Armor +9 Monk +1 Natural = 39, Flat-footed 25, Touch 29
BAB:+20 +5epic

Attacks:
Attack bonuses: Bab +20 +5 epic +1 competetence +5 weapon +5 strength +2 morale +6 Luck

+5 Merciful Ghost-touch Magebane Wounding Unarmed Strike (Necklace of Natural Weapons)  +44/+39/+34/+29
(1d6+12 or 1d6+1d6+12 nonlethal, +1 Con damage, +2 attack and +2d6 vs mages, strikes as touch attack, Flurry at -2 penalty.)

Saves:
Fort: 9 +5 Epic +7 Con +10 Resistance +1 Luck +1 Competence +2 Morale = 35
Ref: 7 +5 Epic +4 Dex +10 Resistance +1 Luck +1 Competence +2 Morale = 30
Wil: 20 +5 Epic +9 Wis +10 Resistance +1 Luck +1 Competence +2 Morale = 47

Skills: modify for higher stats, then +2 to all skills.

Special Qualities:

- SR 25
- DR 10/magic
- +4 save vs poison
- immunity to disease
- Resist Energy 10 vs acid, cold, electricity
- Low-light vision
- Darkvision 120ft, See invisible/ethereal 120ft.
- Evasion

Spells DC:

Arcane: 24+spell level
Divine: 21+spell level
---


Equipment:

Weapons:
Amulet of the Blackened Fist: +2 Merciful Ghost-touch Magebane Wounding Necklace of Natural Weapons 98,600 x3 (affects primary natural weapon and two secondary natural weapons)

295,800

Stat Boosters:
Boots of Swiftness (+6 Enh to Dex, +20 Competence to Balance, Climb, Jump, Tumble, double speed, Haste 3/day, 20 rounds) 256,000
+10 Cloak of Epic Resistance 1,000,000 gp
+5 Manuals of All Six Stats: 137,500 x 6 = 825,000
+6 Periapt of Wisdom, unslotted 72,000
+6 Amulet of Health, unslotted 72,000
+6 Headband of Intellect 36,000
+6 Belt of Giant Strength 36,000
+6 Cloak of Charisma, unslotted 72,000

2,369,000


Other Items Worn:

+5 Ring of Protection 50,000
+8 Bracers of Armor 64,000
Ring of Spell Turning 98,280
Tunic of Steady Spellcasting (CAdv) (+5 Competence to Concentration) 2,500
Mask of Lies (CAdv) (Disguise Self at will, constant Undetectable Alignment, +5 Competence to Bluff) 17,000
Stone of Good Luck 20,000
Dusty Rose Ioun Stone (+1 Insight to AC) 5,000
Pale Green Ioun Stone (+1 Competence to Attack, saves, skill checks, ability checks) 30,000
Orange Ioun Stone (+1 Caster Level) 30,000
Brooch of Shielding (Immune to Magic Missile) 1,500
Gloves of Storing(pair) 20,000
Robe of Eyes (see all invisible/ethereal within 120ft, Darkvision 120ft, +10 Competence to Search and Spot, Retains Dex when flatfooted, can't be flanked) 120,000
Greater Choker of Eloquence (CAdv) (+10 Competence to Diplomacy, Bluff, Perform(sing)), unslotted 24,000 x2 =48,000

506280


Carried Items:

Metamagic Quicken 75,500
Metamagic Maximize Lesser 14,000
Metamagic Maximize Normal 54,000
Metamagic Extend Lesser 3,000
Metamagic Extend Normal 11,000
Metamagic Extend Greater 24,500
Metamagic Silent Normal 11,000
Metamagic Sculpting Normal 48,600
Immovable Rods x4 20,000
Rod of Excellent Magic 650,000
Helm of Opposite Alignment 4,000
2x Bags of Holding Type III (one full, one empty) 14,800
Bag of Tricks Gray 900
Blessed Book 12,500
Bracelet of Friends 19,000
Cube of Force 62,000
Decanter of Endless Water 9,000
3x Dust of Dryness (pellet form) 2,550
2x Dust of Dryness (dust form) 1,700
2 Elixirs of Hiding 500
2 Elixir of Sneaking 500
Feather Token (Tree) x50 20,000
Handy Havesack 2,000
Medallion of Thoughts 12,000
Mirror of Opposition 92,000
Pearl of Power 9x3 243,000
Pearl of Power 8x2 128,000
Portable Hole 20,000
Sovereign Glue 3 ounces, stored separately 7,200
Universal Solvent 3 ounces, 150
Thought Bottle (CArc) 20,000
Belt of the Dread Emperor 120,000

1703400

80,000 gp worth of expensive spell components/foci

45,520 gp in mixed coins

Total: 5,000,000


Class Features:

Monk
Flurry of Blows, Unarmed Strike (1d6), Evasion

Wizard
Familiar: Alosat has a bat familiar, Palla.

Mindbender
Telepathy(Su): telepathy out to 100ft with any creature with a language.

Ur-Priest
Reuke Undead(Su): Rebuke undead as 2nd-level evil cleric. 14 times/day. Usually spent to power Divine Metamagic at the start of the day.

Master Transmogrifist
Extended Change(Ex): alter self, polymorph, polymorph any object and shapechange cast to change into favored shapes gains Extend Spell metamagic at no cost.
Favored Shape (Su): picks favored shapes to receive bonuses.
Manifest Senses (Su): assumes creature's senses (blindsight, darkvision, etc) when assuming a favored shape.
Battle Mastery (Ex): +6 Competence to Attack while in favored shape.
Effortless Change (Ex): Still and Silent metamagic on polymorph spells cast to change into favored shape.
Shapechanger (Ex): Acquires Shapechanger subtype.  Alter Self duration changed to 'Permanent'.
Reflexive Change (Ex): 1/day, change into a favored shape via transmutation spell, as response to opponent's actions, as an Immediate action. Or unlimited changes if already under Shapechange. Loses next action.
Manifest Qualities (Ex): gains Ex qualities while in favored forms.
Infinite Variety (Su): Create completely imaginary forms.  cf. CArc p53.

Lost two caster levels to Wizard and one to Ur-priest, in exchange for level 2 Monk abilities. Do you guys think it's worth it?
 
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Kerrz said:
Just some points to make: The only arcane caster for the good team is a bard. There are no out and out melee fighters (ie- distraction) for the evil team.

Yeah, we need to mix it up some...

Although as it stands, the Good team is shafted much worse than we are. My build can go toe-to-toe with any fighter build, and I suspect so could Wrahn's, so that isn't too bad.
 
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