Judgement Day (Full)

Okay here is what I have been working on (I talked this over with a friend, a lot of this is his idea or a synergy of his ideas)

I need to finish druid spells and finish spending money, but thought what I had in mind.
SanS = Sandstorm
RotW = Races of the Wild
BoVD = Book of Vile Darkness
CA = Complete Arcane
CD = Complete Divine
LM = Libris Mortis
CW = Complete Warrior

Name: Bashshar al’Abjari
Race: Medium Undead (Augmented Human)
Class: Sorcerer 4/Blackguard 3/Spellsword 2/Druid 3/Arcane Hierophant 8/Walker in the Waste 10
Alignment: Neutral Evil



Str 22 (15 Base +5 Inherent +2 Class)
Dex 24 (13 Base +5Inherent +6 Enhancement)
Con -
Int 16 (11 Base +5 Inherent)
Wis 30 (15 Base +5 Inherent +4 Class +6 Enhancement)
Cha 44(18 Base +5 Inherent +7 Level +2 Class +12 Enhancement)

HD 30d12 + 540
HP 755


Feats:
Quicken Spell, Extend Spell, Endure Heat, Persistent Spell, Power Attack, Arcane Disciple (Mysticism), Divine Metamagic (Persistent Spell), Cleave, Sunder, Arcane Disciple (War), Arcane Strike, Automatically Quicken Spell (0-3), Automatically Quicken Spell (4-6)

Saves:
Fort: +40 (12 Base +18 Cha +5 Epic +5 Resistance)
Refl: +42 (5 Base +9 Dex +18 Cha +5 Epic +5 Resistance)
Will: +55 (17 Base +10 Dex +18 Cha +5 Epic +5 Resistance)

BAB 15

AC 51 (10 Base + 9 Armor, +12 Natural Armor, +5 Deflection, + 6 Shield + 9 Dex)

Racial Ability:
Human:
-Bonus Feat: Quicken Spell
-Exta Skill points +4 at level 1, +1 every level there after
Undead:
-No Constitution score.
-Darkvision out to 60 feet.
-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 (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
-Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
-Uses its Charisma modifier for Concentration checks.
-Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
-Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
-Does not breathe, eat, or sleep
Dry Lich:
-Hit Dice: All former, current and future hit dice are d12
-Natural Armor increases by 5
-Aura of Despair (Su): 60ft Will Save (DC 43) or be shaken for 1d4 rounds
-Constitution Drain (Su): Creature hit by the Dry Liches natural attack must make a Fort save (DC 43) or take 1d6 Con Drain
-Turn Resistance +6
-Damage Reduction: 10/bludgeoning and Magic
-Fast Healing: 2 in dry conditions
-Immunity: immune to dehydration, heat, and polymorph
-Unholy Toughness: Cha mod x HD as a bonus to Hit Points
-Water weakness: treats all water as holy water
-Str +2 Wis +4 Cha +2
-Racial bonus +8 to Hide, Intimidate, Listen, Move Silently, Search and Spot

Class Abilities:
Sorcerer:
-Summon Familiar

Blackguard:
-Weapon and Armor Proficiency: Blackguards are proficient with all simple and martial weapons, with all types of armor, and with shields.
-Aura of Evil (Ex): The power of a blackguard’s aura of evil (see the detect evil spell) is equal to his class level
-Detect Good (Sp): At will, a blackguard can use detect good as a spell-like ability, duplicating the effect of the detect good spell.
-Poison Use: Blackguards are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
-Dark Blessing (Su): A blackguard applies his Charisma modifier as a bonus on all saving throws.
-Smite Good (Su): Once a day, a blackguard may attempt to smite good with one normal melee attack.
He adds his Charisma modifier to his attack roll and deals 1 extra point of damage per class level. At 5th level, and again at 10th level, a blackguard may smite good one additional time per day.
Aura of Despair (Su): the blackguard radiates a malign aura that causes enemies within 10 feet of him to take a –2 penalty on all saving throws.
Command Undead (Su): Blackguard gains the supernatural ability to command and rebuke undead. He commands undead as would a cleric of two levels lower.

Druid:
-Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time.
-Bonus Languages: A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid.
-Animal Companion (Ex):
-Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
-Wild Empathy (Ex): A druid can improve the attitude of an animal.
-Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
-Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.


Spellsword
-Ignore spell failure 10%
-Bonus Feat: Persistent Spell

Arcane Hierophant:
-Ignore Arcane Spell Failure: Ignore arcane spell failure in non-metallic Medium or Light armor
-Companion Familiar: Animal companion becomes familiar
-Channel Animal 4/day
-Channel Plant 1/day:

Walker in the Waste:
-Desiccating touch 5d6: DC 30 fort save for half
-Bonus Feat: Improved Heat Endurance
-The Wasting (Su): 1/day DC 30 reflex save or contract the Wasting disease
-Greater Drought (Su): Can produce extreme desert conditions within 100’
-Withered Toughness (Ex): +2 Natural Armor
-Pillar of Salt (Sp): Flesh to Salt 1/day CL 10
-Create Sand Golem (Ex): Understands the secret of Sand Golem creation
-Create Salt Mummy (Su): Gain the ability to create Salt Mummies
-Dry Lich: Dry lich template is applied to the character

Spells:
Sorcerer:
6/11/10/10/10/10/9/9/9/15 CL 21 DC 28 + spell level

Spells known
0. No Light (BoVD), Detect Magic, Read Magic, Mage Hand, Message, Prestidigitation,
1. Divine Favor, Magic Missile, Identify, Disguise Self, Charm Person
2. Web, See Invisible, Darkness, Mirror Image, Scorching Ray
3. Haste, Arcane Sight, Greater Magic Weapon, Sound Lance
4. Earth Reaver (SS), Greater Invisibility, Divine Power, Enervation
5. Righteous Might, Cacophonic Burst (SS), Teleport, Wall of Force, Improved Blink
6. Disintegrate, True Seeing,
7. Delayed Blast Fireball, Spell Turning, Avasculate (LM)
8. Polar Ray, Discern Location, Greater Anticipate Teleport (CA)
9. Greater Visage of Diety (CD), Mordenkainen’s Disjunction, Gate

Druid:

6/8/7/6/5/4/3 CL 11 DC 20 + spell level

0. Guidance (x6)
1. Long Strider, Speak with Animals, Entangle (x3), Detect Snares and Pits, Detect Animals and Plants, Faerie Fire
2. Animal Messenger, Spider Climb, Heat Metal (x2), Resist Energy (x2), Warp Wood
3. Daylight, Speak with Plants, Stone shape (x2), Meld into Stone, Greater Magic Fang
4. Blast of Sand (SanS), Rusting Grasp, Flamestrike, Icestorm, Spikestones
5. Flesh to Salt (SanS), Commune with Nature, Baleful Polymorph, Wall of Fire
6. Mummify (SanS), Stonetell, Antilife Shell

Blackguard:

4/3 CL 3 DC 20 + spell level

1. Corrupt Weapon (x2), Doom, Inflict Light Wounds
2. Inflict Moderate Wounds (x2), Shatter

Skills:

Concentration +51(33)
Diplomacy +43(23)
Heal +14(4)
Intimidate +59(33)
Knowledge (Arcana) +31(26)
Knowledge (Nature) +15(9)
Knowledge (Nobility) +11(5)
Knowledge (Religion) +12(6)
Listen +41(23)
Sense Motive +15(5)
Spell craft +39(33)
Spot +41(23)

Equipment:

205,350 Agruel: +1 Starmetal(CA), Necrotic(LM), Profane(LM), Magebane(CA) Greatsword of Wounding and Collision(Psi)
22,000 Charm of Turn Resistance: as Cloak of Turn Resistance +4 slotless (LM)
50,000 Charm of Resistance +5: as Cloak of Resistance, slotless
80,000 Charm of Freedom: as Ring of Freedom of Movement, slotless
72,000 Charm of Wisdom: as Periapt of Wisdom +6, slotless
687,500 +5 Stat Books (x5)
36,000 Belt of Strength +6
50,000 Amulet of Natural Armor +5
123,000 Nyrr’s Impervious Vestment
36,000 Gloves of Dexterity +6
1,440,000 Cloak of Epic Charisma +12
50,000 Ring of Protection +5
810,000 Ring of Wizardry IX
430,257 +5 Animated, Ghost Touch Dark Wood Heavy Shield of Universal Greater Resistance
200,000 Mirror of Mental Prowess
4,292,107

History:

Bashshar was born the son of the Sheik Hakem al’Abjari ruler of the great desert city of Chandhar. Though his mother died in childbirth and he was a sickly child, he was well loved by all and was a dutiful son. He became a member of the Shadalar order, dedicated to finding evil and destroying it, until it was learned that he had the gift of the janni, magic in his blood.

Those so gifted were instructed in a wing of the great magic university, learning to understand and control their gift so they could better serve the city. There he met Nawar a beautiful girl of common birth. Though those learning were kept separate, the two fell in love. Secretly they married.

A few months later, his father announced he had arranged marriage for his son to Rana al’Sauqel, the daughter of the leader of the Sulmat, the kingdom to the south. Bashshar was then forced to reveal his marriage to Nawar to his father. While his father was upset, it was not a horrible diplomatic blunder, as polygamy was commonly practiced by their people. Rana would become his first wife and Nawar his second.

Rana and he married in a grand ceremony, but Rana was his wife in name only, he spent his time with Nawar and she soon grew jealous. Two seasons past and it was announced that Nawar was pregnant. Rana became so jealous that she began poisoning Nawar. She grew sick and after a long struggle lost the baby. Heartbroken she soon followed her child in death.

Bashshar was inconsolable, he left Chandhar to wander the wastes to find answers that the clerics could not provide. After days and near death he encountered a mysterious stranger who lead him to a cave with water. The stranger left him there

He lived off lizards, small fish in the cave and a kind of cactus, he sought answers within his heart, but found none, what had seemed so important to him, seemed lost in the desert, lost with Nawar. A year passed and the stranger returned to him. He sat with him, in his cave, unmoving, watching him, then he left. Another year past and again the stranger returned, never speaking. Finally after the fifth year, the stranger spoke in a dull rasp when he observed him using his sorcery. He asked several piercing questions about what he was doing. Then once again, the stranger left.

Over the next year he contemplated what the stranger had asked him. He began to learn about how his magic and the magic of the desert were the same, he grew powerful, his spirit awoken to the world around him. He turned his back on the world of man and became one with the desert.

When the stranger returned the next year, he took Bashshar with him and they walked the waste together. Over two years he learned the secrets of the Waste walker and eventually began to walk the great wastes alone.

A thing came to him one night, an evil thing. It smelled of death and destruction. Bashshar stood his ground as the thing approached, ready for battle, but instead of attacking it only laughed at him. It told him of a woman who had summoned him, so that she could make a poison to eliminate her rival, her rival who had been pregnant. He told him that Rana had poisoned his only love.

Something inside him died, pain and anguish took its place. The storm rose with him as he descended on Chandhar, the desert rose up and consumed the city and all of it’s inhabitants. The Dusty Conclave was impressed by the extinction of the artificial blight on their desert that they allowed him to go through the Sere rite and he rose again as a Dry Lich.

He has established a home in the sand covered, undead infested ruins of Chandhar, in the palace.

Spells usually Cast:
(Divine Metamagic Persistent) Greater Visage of the Deity (9th)
(Divine Metamagic Persistent) Righteous Might (5th)
(Divine Metamagic Persistent) Divine Might (4th)
(Persistent) Divine Favor (7th)
Greater Magic Weapon on Agruel

Changes to Stats:

Str 40 (15 Base +5 Inherent +6 Enhancement +2 Class +8 Size +4 Unnamed)
Dex 28 (13 Base +5Inherent +6 Enhancement +4 Unnamed)
Con -
Int 16 (11 Base +5 Inherent)
Wis 30 (15 Base +5 Inherent +4 Class +6 Enhancement)
Cha 46 (18 Base +5 Inherent +7 Level +2 Class +12 Enhancement +2 Unnamed)

BAB +30/+25/+20/+15

Agruel: +55/+50/+45/+40 (30 BAB +15 Str +6 Luck +5 Enhancement, -1 Size) 3d6 + 38 (+22 Str + 6 Luck +5 Enhancement +5 Collision) + 1 Con Damage +1d6 Con Damage (DC43 to negate) +1d6 versus Outsider + 1d6 versus Mages +1d6 versus Living
 
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Sorcerer 2/Blackguard 3/Spellsword 4 (CW)/Druid 3/Arcane Hierophant 8(RotW)/Walker in the Waste 10 (SanS)

I'd love to see the class progression for this character? I can't really wrap my head around it.

Blackguard requires a BAB of more than the +1 from Sorcerer and the +3 from Druid, it needs +6. You need 4 levels of Sorcerer and 3 levels of Cleric for Arcane Hierophant, you need level 3 divine spells for Walker in the Waste (as you need three spells from the Thirst or Sand Domain) and Druid only gets one of these per spell level. And you can't become Spellsword before you have had your Blackguard levels because that's the class granting you armor proficiencies and weapon proficiencies...
 

Bialaska said:
I'd love to see the class progression for this character? I can't really wrap my head around it.

Blackguard requires a BAB of more than the +1 from Sorcerer and the +3 from Druid, it needs +6. You need 4 levels of Sorcerer and 3 levels of Cleric for Arcane Hierophant, you need level 3 divine spells for Walker in the Waste (as you need three spells from the Thirst or Sand Domain) and Druid only gets one of these per spell level. And you can't become Spellsword before you have had your Blackguard levels because that's the class granting you armor proficiencies and weapon proficiencies...

Bah, you are right, it was predicated on the idea that you could trade out Paladin levels for Blackguard levels, which you can, but only levels over 10. Servers me right for taking things from memory. I have to play with this a bit more.
 

Wrahn said:
Bah, you are right, it was predicated on the idea that you could trade out Paladin levels for Blackguard levels, which you can, but only levels over 10. Servers me right for taking things from memory. I have to play with this a bit more.

You could trade the Spellsword level for something else, so you can add up and get another class up until you can get levels. You could take 2 levels of Sorcerer and 2 levels of Arcane Hierophant. But you need to pour either 2 levels in Sorcerer or two into druid before you can start Multiclassing.
 

Pyrex said:
You have way more than 2xp to spend crafting items.

You just won't be Level 30 when you're done... ;)

If that's truly the case then there's no advantage in this game at all to being an item creationist. If the XP element has to be paid for at extreme cost with gold, the benefit of cheaper items vanishes. If you have to trade spell capability for your items then you're screwed over too. Basically, if that's the way it goes down then there's no reason whatsoever to bother with item creation feats. Or to put it another way, if I have to spend more gold on items I've created than items everyone else is simply purchasing or have to trade the ability to survive for my items...Considering he'd be lower level than most everyone's cohorts what the hell would he bother showing up? He couldn't gain XP from similar challenges.

I'd really like a ruling from Albedo or Jemal on this, rather than just have everyone telling me why spending umpteen feats to do what they do in one template should suck so bad. Seriously, if I'm knocking myself down to 20th level to build this crap I'm just going to end up handing this stuff over to someone else to fight the nasty Epic level monsters, and I'll chill out with everyone's mounts and hirelings. :o
 

20th level? Even with all the items you listed as having crafted it wouldn't drop you any further than a level or two; which doesn't seem that bad to me for nearly doubling your starting wealth.
 

So I guess that means two questions for Albedo and Jemal:

1) Are custom items available to all characters?

2) If not, why not just remove any possibility of their being any custom items at all to balance things more since custom items are that much more easily abused?
 

Most of the items are non-epic, so roughly dividing the rough amount spent by 25 = 200,000xp = 22nd level, still not hanging out with the ha-naga saint transmoheirophant archmage anthropomorphic lich template thingees that are all CL30. Basically it still amounts to penalization for not picking up my magical qualities as levels in things, and instead having capability invested in dispellable, antimagic suppressable items.

I feel, to a certain extent like I'm getting the Hulk & Superman saying, 'But...gosh Batman! You've got more stuff than me!" here :uhoh: :p 7 feats- if they're useless or anywhere near useless then the character is scrapped. Again. And I make up as vanilla a F30 as I can get away with. This is already way more trouble than I normally go through for a game :D
 

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