Judgement Day (Full)

True. However, everybody and their grandma will also be able to make a DC15 Fortitude Save, and thus have nothing to fear from massive damage.
 

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Immune, dude. Immune. :p
Come to the dark side. You know you want to :D

Anyhow, this should be the final draft of my PC. Assuming it passes critique I'll start adding story information and move it to the RG thread.

Code:
[B]Name:[/B] ???
[B]Class:[/B] Cleric 23 / Heirophant 2
[B]Race:[/B] Ghostly Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] NE
[B]Deity:[/B] 

[B]Str:[/B] 16 +3  (4p  +4 Inh)                [B]Level:[/B] 25     [B]XP:[/B] 104,000
[B]Dex:[/B] 24 +7  (6p  +4 Inh +6 Enh)         [B]BAB:[/B] +17      [B]HP:[/B] 175 (25d12)
[B]Con:[/B] -- --                              [B]Grapple:[/B] +20     
[B]Int:[/B] 18 +4  (6p  +4 Inh)                [B]Speed:[/B] Fly 60'       
[B]Wis:[/B] 35 +12 (16p +5 Inh +6 Enh +6 Lvl)  [B]Init:[/B] +7        
[B]Cha:[/B] 30 +10 (8p  +5 Inh +6 Enh +4 Rac)  [B]ACP:[/B] -0         

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +8    +0    +7    +0    +0    +10   32
[B]Touch:[/B] 24              [B]Flatfooted:[/B] 25

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                     16    --    +5   +21
[B]Ref:[/B]                       8    +7    +5   +20
[B]Will:[/B]                     16   +12    +5   +33

[B]Weapon                  Attack   Damage     Critical[/B]
Touch                     +19     1d4          20x2

[B]Languages:[/B] Abyssal, Common, Infernal

[b]Ghost Features:[/b]
  Add Cha bonus to AC (Deflection)
  Draining Touch(Su)
  Malevolence(Su)
  Manifestation(Su)
  Rejuvenation(Su)
  Telekinesis(Su)
  Turn Resistance(Ex) +4

[B]Class Features:[/B] 
  Divine Reach 60'
  Domains: Destruction, Trickery
  Rebuke Undead (13/day)

[b]Special Qualities from Items[/b]
  Double-speed (from 30' to 60')
  DR 15/Adamantine
  Evasion
  Resistance 30 to all Energy types
  
[B]Feats:[/B] 
  Divine Metamagic   (Maximize Spell)
  Domain Spontaneity (Destruction Domain)
  Empower Spell
  Eschew Material Components
  Quicken Spell
  Maximize Spell
  Widen Spell

[b]Epic Feats:[/b]
  Ignore Material Components
  Improved Spell Capacity
  Improved Spell Capacity
  Undead Mastery

[B]Skill Points:[/B] 125(125)       [B]Max Ranks:[/B] 28
[B]Skills                  Ranks  Mod  Misc  Total[/B]
  Bluff                    5   +10          +15
  Concentration           15   +10          +25
  Diplomacy                5   +10    +4    +19
  Hide                     4    +7    +8    +19
  Kn(Arcana)              11    +4          +15
  Kn(Religion)            11    +4          +15
  Kn(Planes)              10    +4          +14
  Listen*                  5   +12    +8    +25
  Search*                       +4    +8    +12
  Sense Motive*            8   +12          +20 
  Spellcraft              28    +4    +0    +32
  Spot*                    5   +12    +8    +25

*Cross-Class skill

[B]Equipment:                       Cost  Weight[/B]

  Darkskull                  60,000gp
  3x Tome +4 (Str/Dex/Int)  330,000gp
  2x Tome +5 (Wis/Cha)      274,000gp
  Gate Key                  378,000gp
  Pearl of Power 9 x3       243,000gp
  Pearl of Power 8 x4       256,000gp

  Bracers of Armor +8        64,000gp
  Boots of Swiftness        256,000gp
  Cloak of Cha +6            36,000gp
  Mantle of Epic SR         290,000gp
  Phylactery of Wis +6       36,000gp
  Ring of Sequestering      300,000gp
  Ring of Three Wishes       97,950gp
  Vest of Resistance +5      25,000gp

  Customized items (details below)
  [1]Metamagic Rod          498,500gp
  [2]Restless Rod           925,000gp
  [3]Ring of Defense        937,420gp
  

Total                     4,939,870gp

[1]Metamagic Rod            498,500gp
As:
Rod of Greater Quicken      170,000gp
Rod of Greater Mazimize     121,500gp x1.5
Rod of Greater Empower       73,000gp x1.5
Rod of Greater Silent        24,500gp x1.5

[2]Restless Rod
As:
Rod of Restless Death       925,000gp
Rod of Absorption            50,000gp x1.5
Rod of Absorption            50,000gp x1.5
Rod of Absorption            50,000gp x1.5
Rod of Absorption            50,000gp x1.5

[3]Ring of Defense          937,420gp
As:
Ring of Ironskin            400,000gp
Ring of Univ Gr Resist      308,000gp +22,000gp*
Ring of Spell Turning        98,280gp x1.5
Ring of Freedom of Movement  40,000gp x1.5

*Four of the five Greater Energy Resist abilities included in the ring
have already included the x1.5 modifier.  The +22k adds it into the fifth.

[B]Total Weight:[/B]__lb      [B]Money:[/B]  __pp  __gp  __sp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                 __    __   ___   ___   ___


[b]Spells/Day:	0    1    2     3    4    5    6    7    8    9    10   11[/b]
                6+0  5+3  5+3   5+3  5+3  5+3  4+2  4+2  4+2  4+2  1+1  1+1

[b]Prepared Spells:[/b]
  Lvl  0:  Create Water x2, Detect Magic x4

  Lvl  1:  Command, Divine Favor x3, Entropic Shield x2, Obscuring Mist
           Sanctuary, 
           (D)ILW

  Lvl  2:  Desecrate x2, Gentle Repose, Hold Person x2, Make Whole
           Shatter, Silence
           (D)Invisibility

  Lvl  3:  Animate Dead x2, Bestow Curse x2, Blindness/Deafness, 
           Contagion, Invisibility Purge, Speak with Dead
           (D)Nondetection

  Lvl  4:  Discern Lies, Dismissal x2, Sending x3, Tongues x2
           (D)Confusion

  Lvl  5:  Break Enchantment, Flame Strike, Greater Command, Slay Living
           True Seeing x2, Unhallow, Wall of Stone
           (D)False Vision

  Lvl  6:  Animate Objects, Banishment, Geas, Greater Dispel, Heal, Word of Recall
           (D)Harm

  Lvl  7:  Blasphemy, Empowered Flame Strike,  Greater Scrying, 
           Quickened ISW, Quickened Invis Purge, Repulsion
           (D)Screen

  Lvl  8:  Discern Location, Empowered Forbiddance, Firestorm, 
           Greater Spell Immunity, Mass ICW, Widened Unhallow
           (D)Poly Any Object

  Lvl  9:  Implosion, Maximized Greater Glyph, Miracle, Storm of Vengeance, 
           Summon 9, True Res
           (D)Time Stop

  Lvl 10:  Empowered Fire Storm, Empowered Mass ICW
           (D)Quickened Harm

  Lvl 11:  Quickened Destruction, Maximized Fire Storm
           (D)Widened Earthquake

[B]Age:[/B] Unknown
[B]Height:[/B] 5'8"
[B]Weight:[/B] 175lb
[B]Eyes:[/B] Blue
[B]Hair:[/B] Dark Brown
[B]Skin:[/B] Pale


Undead Minions:
Code:
  via [i]Animate Dead[/i] (100hd)
    Skeletal Dire Tiger (8hd) x12

  via [i]Rod of Restless Death[/i] (42hd)
    Skeletal Young Adult Red Dragon x2

  via [i]Undead Mastery[/i] (290hd)
    Devourer     (12hd)   x4
    Dread Wraith (16hd)  x12
    Mummy        ( 8hd)   x6

Undead Traits:
No Con score
Darkvision 60'

Immunity to all mind-affecting effects
(charms, compulsions, phantasms, patterns, and morale effects)

Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects

Not subject to critical hits, nonlethal damage, ability drain, or energy drain.

Immune to damage to its physical ability scores, as well as to fatigue and exhaustion effects.

Negative energy (such as an inflict spell) can heal undead creatures.

Immunity to any effect that requires a Fortitude save
(unless the effect also works on objects or is harmless)

Undead do not breathe, eat, or sleep.
 

Jemal said:
We'll also be allowing creation of items using the DMG chart, but all items made such must be made by a PC with the appropriate item creation feat and all spells used in the creation of the item.
Sweet, someone can make a slotless item of infinate truestrike for 4000 :)
 

Pyrex said:
Immune, dude. Immune. :p
Come to the dark side. You know you want to :D

I like my extra hitpoints and my +5 levels, dude. Being smacked around by someone with a tricked-out turn undead isn't my cup of tea either.
 

Ok, my new character is almost done. Just trying to work over the magic items (which I think I'm going to need people more accustomed to designing the complex ones look over) and derive the numbers/tweak things that I think need tweaking.

Here's the teaser and background information, which I shall replace with badass wizardry once I'm more comfortable with the character. On the advice of our "Good doesn't have a spellcaster" I introduce Mr. Wizard 30.

Background
Aalim Maalik (Ah-LEEM mah-LEEK) is older than legends, some mountains, even some gods. In the depths of history Aalim Maalik was one of the first mages to journey to the other planes of existence, to master his craft, and to anger the gods and incur their punishment.

Before the youngest of races drew first breath, Aalim Maalik created some of the first laws that the world had ever known by journeying to the outer planes and taking the essence of lawfulness into the wilderness. He forged a city there, creating language and culture marveled at by all and regarded with jealousy by the forces of evil. Being neither a saint nor an appeaser, Aalim Maalik made no treaties with the good gods and discouraged their worship. When the proto-demigod Venalvee attacked his grand city though, Aalim Maalik was infuriated at the forces of good and lawfulness. After banishing the deity to his home plane, he set out upon a mission of vengeance and fury upon Celestia. His madness was pure; his purpose was clear, his mightiness unquestionable; but the forces of good vanquished him and placed upon him a powerful Binding. Centuries passed, and the prison that Aalim Maalik resided in was forgotten by all in the time it took to reduce his once great city to dust and ashes. Great kings and heroes came to meet their dooms seeking to plunder his prison, and spellcasters of great wisdom sought him out to seek his counsel.

Stuck in his ageless confinement, Aalim Maalik tempered his fury if not his supreme arrogance. His created servant Melkaa (mel-KAH) brought him news and items from the outside world, albeit slowly and ponderously. Of course, when the world began to end Melkaa was out.

Aalim Maalik’s prison was an ancient impenetrable castle in a stabilized zone between the intersections of the elemental planes. To the abominable monstrosities that walked through it though, it was little more than a stepping stone to larger things. Thankfully, at least, the goodly beings who imprisoned the imperious mage designed his Binding so that if his life were truly in great peril his imprisonment would be finally over. Gathering a small portion of the horde of magic items a powerful, extremely bored mage can manage to make over millennia Aalim Maalik was happy enough to escape his prison some small moments before it was reduced to rubble.

Remember what gets Aalim Maalik really mad again? Oh yeah, it’s messing up his stuff.

He doesn’t care if they’ve killed gods or not, those bastards are gonna pay.

Appearance
Aalim Maalik looks very much like what he is most definitely not, ordinary. In fact he doesn’t particularly look much like anyone’s preconceived notions of what a mighty wizard from before time should look like. Except when he’s wearing his full regalia of magic items he tends to look like someone’s dad perhaps, or maybe a baker or accountant. His sandy brown and gray hair, nondescript brown eyes, the softly wrinkled lines of his somewhat-darker-than-is-usual face, and portly pot-belly just don’t scream WIZARD to most people. In fact, some people fail to notice him at all when Melkaa is present. Giant hulking constructs stained with eons worth of bloodstains and repaired damage are just more impressive.

Personality
Aalim Maalik is quiet from eons of imprisonment, but when he does choose to talk it is from the certainty of a man convinced of his own godlike ability and self-importance. He has anachronistic habits and attitudes, tends to refer to things that happened thousands of years ago as if they were still happening, and might comfortably be called a dinosaur if it weren’t for his essential brilliance.

More than anything else though Aalim Maalik believes in rules, not prissy rules concerned with the welfare of old people but hard, concrete rules that younger, less intelligent beings just can’t understand. He spouts them off occasionally when he thinks he’s doing you a favor. A lot of them though, basically revolve around not touching the mean magi’s things and why Baleful Polymorph is an appropriate response for waking up a millions of years old wizard before 9am.
 

Rkhet said:
I like my extra hitpoints and my +5 levels, dude. Being smacked around by someone with a tricked-out turn undead isn't my cup of tea either.

True. A cleric with the Sun domain could present a problem.

But you've got to admit, those five levels buy an impressive number of immunities and advantages... ;)

Edit: Speaking of which, is there a clerical spell or magic item in either Libris Mortis or the BoVD which improves turn resistance?
 
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Pyrex said:
True. A cleric with the Sun domain could present a problem.

But you've got to admit, those five levels buy an impressive number of immunities and advantages... ;)

Edit: Speaking of which, is there a clerical spell or magic item in either Libris Mortis or the BoVD which improves turn resistance?

Improved Turn Resistance from Libris gives +4 turn resistance. Lifebond gives +4 turn resistance and +2 bonus on all saves, but with lifebond you need to be within 60 feet of the one you have decided to bond with to gain advantages.
 

Cloak of Turning Resistance gives you +4 for a mere 11,000 gp. There's also this pipe that gives you temporary (10 rounds) +4 resistance if you pass a DC15 perform check. All bonuses to turning resistance stack, far as I can tell.
 

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