Judgement Day (Full)


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[sblock]
Eladrin Tiamar
Elf
Monk 20, Psychic Fist 10
Lawful Good
Str: 32 +11 (10 Points, +5 Innate, +3 Level, +6 Item)
Dex: 34 +12 (10 Points, +2 Racial, +5 Innate, +3 Level, +6
Item)
Con: 26 +8 (8 Points, -2 Racial, +5 Innate, +1 Level, +6
Item)
Wis: 26 +8 (10 Points, +5 Innate, +3 Age, +6 Item)
Int: 18 +4 (2 Points, +5 Innate, +3 Age)
Cha: 16 +3 (0 Points, +5 Innate, +3 Age)
Hp: 410
AC: 69 (+12 Dex, +11 Wis, +7 Monk, +14 Armor, +5 Deflection
+9 Natural Armor, +1 Insight)
SR: 30
DR: 10/Magic
BaB: +15
Fortitude: +24 (+12 Base, +5 Epic, +5 Stat, +1 Competence,
+1 Luck)
Reflex: +27 (+12 Base, +5 Epic, +8 Stat, +1 Competence, +1
Luck)
Will: +27 (+12 Base, +5 Epic, +8 Stat, +1 Competence, +1
Luck) [+27 vs Enchantment]
Speed: 260 feet
Feats:
Improved Unarmed Strike (Bonus)
Stunning Fist (Bonus)
Combat Reflexes (Bonus)
Improved Disarm (Bonus)
Wild Talent
Deflect Arrows
Blind-Fight
Weapon Focus (Unarmed)
Improved Critical (Unarmed)
Psionic Fist
Greater Psionic Fist
Unavoidable Strike
Psionic Meditation
Infinite Deflection
Reflect Arrows
Exceptional Deflection
Epic Weapon Focus (Unarmed)
Special Abilities:
Flurry of Blows (Ex)
Evasion (Ex)
Improved Evasion (Ex)
Still Mind (Ex)
Ki Strike [Magic, Lawful, Adamantine] (Ex)
Slow Fall [Unlimited] (Ex)
Diamond Body (Su)
Abundant Step (Su)
Diamond Soul (Ex)
Quivering Palm (Su)
Timeless Body (Ex)
Tongue of the Sun and Moon (Ex)
Empty Body (Su)
Perfect Self
Skills:
Autohypnosis: 22 (10 Ranks, +8 Stat, +2 Synergy, +1
Competence, +1 Luck)
Balance: 43 (5 Ranks, +9 Stat, +2 Synergy, +21 Competence,
+1 Luck)
Climb: 40 (10 Ranks, +8 Stat, +21 Competence, +1 Luck)
Concentration: 27 (10 Ranks, +5 Stat, +1 Competence, +1
Luck)
Diplomacy: 12 (5 Ranks, +3 Stat, +2 Synergy, +1 Competence,
+1 Luck)
Escape Artist: 31 (20 Ranks, +9 Stat, +1 Competence, +1
Luck)
Hide: 36 (25 Ranks, +9 Stat, +1 Competence, +1 Luck)
Jump: 42 (5 Ranks, +8 Stat, +2 Synergy, +20 Competence, +1
Competence, +1 Luck)
Knowledge (Arcana): 11 (5 Ranks, +4 Stat, +1 Competence, +1
Luck)
Knowledge (Psionics): 28 (20 Ranks, +4 Stat, +2 Synergy, +1
Competence, +1 Luck)
Knowledge (Religion): 24 (18 Ranks, +4 Stat, +1 Competence,
+1 Luck)
Listen: 25 (15 Ranks, +8 Stat, +1 Competence, +1 Luck)
Move Silently: 36 (25 Ranks, +9 Stat, +1 Competence, +1
Luck)
Psicraft: 26 (20 Ranks, +4 Stat, +1 Competence, +1 Luck)
Sense Motive: 35 (25 Ranks, +8 Stat, +1 Competence, +1
Luck)
Spot: 25 (15 Ranks, +8 Stat, +1 Competence, +1 Luck)
Swim: 15 (5 Ranks, +8 Stat, +1 Competence, +1 Luck)
Tumble: 56 (23 Ranks, +9 Stat, +2 Synergy, +20 Competence,
+1 Competence, +1 Luck)
Powers: (258 Points/day)
1st
Expansion
Thicken Skin
2nd
Painful Strike
Psionic Lion's Charge
3rd
Empathic Feedback
Empathic Transfer, Hostile
4th
Immovability
Energy Adaptation
5th
Adapt Body
Psychofeedback
Items:
5400
Amulet of Planar Insight (Amulet of the Planes and Wisdom
+6)
Belt of Ascetic Hardiness (Consitution +6 and Monk's Belt)
Boots of Swiftness
Bracers of Epic Armor +14
Cloak of Dragonkind (Wings of Flying and Natural Armor +5)
Gauntlets of Physical Potency (Mighty Fists +5 and Strength
+6)
Hat of Subterfuge (Helm of Telepathy + Hat of Disguise)
Ioun Stone, Clear Spindle
Ioun Stone, Dusty Rose Prism
Ioun Stone, Pale Green
Ring of Psionic Mastery (Epic Psionics IX and Telekinesis)
Ring of Masterful Defense (Greater Universal Energy
Resistance and Protection +5)
Skin of the Defender
Stone of Good Luck
(Wizard's Fees, 30 Wish Spells)
[/sblock]
 


Why not?

Seriously, though, it was my intention (RP-wise) to have a REALLY ancient and venerable guy who has seen it all before. Elf made the most sense in that department, as it's got the highest maximum age of any race.
 

Okay here is the final version:

[sblock]
Name: Harkuf
Race: Medium Undead (Augmented Human)
Class: Sorcerer 4/Blackguard 3/Spellsword 4/Cleric 3/Mystic Theurge 6/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 + 510
HP 725


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

Saves:
Fort: +41 (13 Base +18 Cha +5 Epic +5 Resistance)
Refl: +43 (6 Base +9 Dex +18 Cha +5 Epic +5 Resistance)
Will: +55 (17 Base +10 Dex +18 Cha +5 Epic +5 Resistance)

BAB 15

AC 52 (10 Base + 9 Armor, +12 Natural Armor, +5 Deflection, + 7 Shield + 9 Dex)

Racial Ability:
Human:
-Bonus Feat: Quicken Spell
-Extra 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, non-lethal 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.

Cleric:
-Rebuke Undead
-Domain: Thirst: Turn ooze, +2 vs. Dehydration
-Domain: Planning: Extend Spell as Bonus Feat


Spellsword:
-Ignore spell failure 15%
-Bonus Feat: Persistent Spell
-Channel Spell 3/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 24 (26) DC 28 + spell level

Spells known
0. No Light (BoVD), , Mage Hand, Message, Prestidigitation, Arcane Mark, Mending
1. Divine Favor, Magic Missile, True Strike, Identify, Charm Person
2. Web, Darkness, Mirror Image, Scorching Ray, Sadism (BoVD)
3. Haste, Greater Magic Weapon, Sound Lance, Keen Edge
4. Earth Reaver (SS), Greater Invisibility, Enervation, Wrack
5. Cacophonic Burst (SS), Teleport, Wall of Force, Improved Blink, Night’s Caress (LM)
6. Disintegrate, Veil,
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, Mindrape (BoVD)

Cleric:

6/7+1/7+1/5+1/4+1/3+1 CL 9 DC 20 + spell level

0. Guidance (x2), Virtue, Light, Inflict Minor Wounds, Cure Minor Wounds,
1. Command (x4), Sanctuary, Bless, Doom, +Parching Touch
2. Silence, Align Weapon, Hold Person (x2), Darkness, Undetectable Alignment, Zone of Truth, +Desiccate
3. Locate Object, Protection from Energy, Wind Wall, Bestow Curse, Blindness, +Tormenting Thirst
4. (Divine Persistent) Divine Power, Spell Immunity, Assay Resistence (CA), Sending, +Dispel Water
5. (Divine Persistent) Righteous Might, Planeshift, True Seeing, +Detect Scrying


Blackguard:

4/3 CL 3 DC 20 + spell level

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

Skills:

Bluff (Cha) +28(10)
Concentration (Con) +51(33)
Diplomacy (Cha) +35(13)
Hide (Dex) +14(5)
Intimidate (Cha) +26(8)
Knowledge (Arcana) (Int) +21(11)
Knowledge (Religion) (Int) +21(11)
Knowledge (The Plane) (Int) +17(7)
Sense Motive (Wis) +33(23)
Spellcraft (Int) +43(33)
Spot (Wis) +33(15)
Survival (Wis) +20(10)

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
150,000 Charm of Dark Magic: as Robe of the Arch Magi (Black) slotless
40,000 Charm of Arcane Might: as Ring of Arcane Might (CA) slotless
30,000 Charm of Enhanced Flows: as Ioun Stone Orange Prism
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 (CA)
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
175,000 Mirror of Mental Prowess
8,875 Scroll of Permanency (Arcane Sight)
3,650 Scroll of Permanency (Comprehend Languages)
3,650 Scroll of Permanency (Read Magic)
7,500 Scroll of Permanency (See Invisible)
8,875 Scroll of Permanency (Tongues)
375 Scroll of Arcane Sight
25 Scroll of Comprehend Languages
12.5 Scroll of Read Magic
150 Scroll of See Invisible
375 Scroll of Tongues
28,825 Scroll of Genesis
25,800 Prayer Beads
150 Unguent of Timelessness (1 usage used (on self))
290,000 Vestment of Epic Spell Resistance (as Mantle of Epic Spell Resistance)
134,650gp
5sp

History:

Nekhbet, it all started with her. Harkuf was a sorcerer-priest in the service of the Pharaoh. A man sworn to forsake all other concerns. Nekhbet was the Pharaohs bride, nubile, young and head-strong. Harkuf was given the task of educating her in affairs of state, that she may better serve her Pharaoh and thus her country. She had other ideas.

Over the next months they became smitten with each other, they came to love each other. When it finally came clear what was happening between them, Nekhbet pleaded with him to leave with her, to run someplace where they had never heard of the River Kingdom.

Harkuf was torn, he convinced her to stay, that running was too dangerous, that they had to bide their time till the moment was right, but they waited too long. Harkuf was arrested and brought before the Pharaoh, he was told that Nekhbet and his affair had been discovered. Nekhbet had already confessed, had admitted that she had seduced Harkuf and that she was solely to blame. Harkuf protested, but the Pharaoh had already past judgement.

Nekhbet was lead through the city with her hands tied behind her back, a rope around her neck. She was to be stoned to death by the people she had betrayed with her infidelity. Harkuf was forced to watch and then was banished into the desert.

The desert kills, consumes, there it also spoke to him, whispering dark voices of revenge and pain. Many months past until finally Harkuf returned and with him came the Sandstorm.

He had made an alliance with the Conclave of Dust, a council that wished the desert to engulf the world and in return for his help destroying the River Kingdom he was given a place among them.

His nominal place of operations is are the undead infested ruins of Chandhar, but his home is his own pocket dimension.

Appearance:

Usually he appears as he did in life, before his exile to the desert, young handsome, dusky skinned with a shaved head. This is due to the Veil spell he usually has cast on himself. When his illusion is pierced or he wishes to frighten someone, he appears as a nine foot tall man who has the pallor of death about him, his eyes cut from sockets replaced by a green light. Huge decaying batwings come from his back and fangs in his mouth and claws for fingers. His true appearance is similar to his “revealed” form, though he is only 6 ft tall and lacks the wings, fangs and claws.

Spells cast Permanently on Self:
Arcane Sight
Comprehend Languages
Read Magic
See Invisible
Tongues


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)
(Persistent) Sadism (8th)
Greater Magic Weapon on Agruel (3rd)
(Extended) Keen Edge of Agruel (4th)
Veil (6th)
[/sblock]
 

Oh, with so many undead PCs around, I just know we're gonna be fighting Atropals.

There's a spell in BoVD, Steal Life, that lets you live practically forever if you kill someone with it on a night of a full moon, once per year or so. Of course, that's probably not an option for all you goodie-two-shoes.
 

Fighting Atropals?

Are you entirely certain the undead PC's wouldn't willingly serve such an incredible engine of destruction? :)

Not that we'd have much choice in the matter, given that it can Rebuke/Command as a 72nd level Cleric and has a 42 Cha it could easily Command the undead PC's. Even rolling a 1 on the turning check followed by a pair of 1's on the 2d6 it could Command any two undead PC's.

Note to Self: Keep at least 100hd of minions between self and Atropal.
 

Albedo said:
- I also suggest you have a way of travelling between planes.

I just realized something. Plane Shift requires a different material focus for each plane you wish to travel to, but no cost or description of said foci are listed.

Do you want us to list which planes we have foci for or do you just want to assume that anyone who has Plane Shift owns an assortment of them?
 


Plane shift is for losers who have yet to become a certain level. ;) If you have level 9 spells, you can use Gate to do the same, which allows you to bring along many more. And it doesn't cost XP to travel through planes, the XP cost is when you summon something from another plane to fight for you. :)
 

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