Judgement Day (Full)


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Albedo said:
Check back to the very first post to see page numbers for NPC gold.
Cool thanks.

Is there a problem if I have a cohort and they manufacture items for me? Or is that a no no?

Also, are there epic rules for the artifacer anywhere?
 

Sort of an introduction to Korjan Heurn

Jouph stumbled over the question. It was obvious that he hadn't done the reading. Rage poured through him, murderous rage, Jourph was trying to decieve him. With an act of supreme will power he pushed it down.

"Mr. Jouph, perhaps next time you can bother yourself to do the reading that was assigned." Korjan Heurn, professor of Metaphysical Geography in the prestigous Acadamy of the Arcane, with a pleasant smile, no sign of his inner rage showing, gently chiding his student.

His rise to tenured professor had been nothing short of miraculous, he had only been at the Acadamy for 3 years and he didn't even have grey in his beard (scandously he didn't even have a beard). Worse still he was just a scholar and not a practioner of the art. But his students loved him and his knowledge of the topic was without compare.

"Alright, perhaps some extra time will allow you to get caught up Mr. Jouph and not to be unfair to the rest of you, class is dismissed." The class seemed suprised at the sudden dismissal, more than a few looked disappointed.

A few moments later had him walking back to his rooms, he threw open the door and a beautiful young woman threw herself at him, kissing him wildly, with her legs wrapped around his waist. Instead of being moved back, he took a step into his room, closing the door behind him.

He disengaged himself from her, smiling. Lariel loved too throw him for a curve, playing pranks on him. It helped keep him from his dark moods.

She immediately noted that he was upset, she knew him too well, "What's wrong?"

It happened again and I can't stay here. Without my father's help, this is becoming harder and harder. Next time I may not be able to stop it. He spoke in her mind.

She was immediately serious, "Are you sure? I know how much you love it here."

I nearly ripped Jouph's head clean from his shoulders. Friendly, ackward Jouph. No, I can't stay here any longer.

"Well, what are we going to do now? Shepherd? Hermit? You have to come into contact with people sometime."

I have been thinking, perhaps back to the adventurer's path. Fighting injustices and all that. Perhaps I can die heroiclly before descending into madness. And this time I don't think there is any "we." You need to return home.

"Stop it! Don't think like that, you are stronger than that. You can beat this thing, the demon inside, you have held it at bay this long."

"And if you think that getting rid of me is that easy, you don't know me very well."

No, I didn't expect you to do the smart thing, but none the less I had to try.

"I promised your father I would look after you. And I am going to."

"I know." switching to regular speech, "I know, despite it all. Well, I suppose I should go tell the Headmaster there is soon to be a vacancy."

Korjan Heurn is the child of Vorkaine, god of luck and community and a fiend whom he never knew. He is an Infernal, the unwanted offspring of a god. Normally such entities are imprisoned away where they can not harm others, but Vorkaine was unwilling to do that to his child and being a god has it's perks. He went to hell itself and retrieved his child and used his power to prevent his son from devolving into a monster.

But Vorkaine has been killed, leaving his son to feel the ravages of his heritage as he slowly slips towards evil. Only his supreme will has kept him from sliding into the abyss.
 
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My Character. I'll attach the build-guide, if you want to check it over.

Code:
[B]Name:[/B] Wulfgar Finan
[B]Classes/Levels:[/B]
  Fighter 11
  Occult Slayer 5 (CW p.66)
  Sword of Righteousness 3 (BoED p.78)
  Risen Martyr 10 (BoED p.68)
[B]Race:[/B] Tiefling (PlanarHB p.15)
[B]Size/Type:[/B] Medium Deathless
[B]Gender:[/B] Male
[B]Alignment:[/B] Chaotic Good
[B]Deity:[/B] Michelle CG Goddess of Fertility/Life (Love)

[B]Str:[/B] 33 +11[B]Level:[/B] 30           [B]XP:[/B] 435,002
[B]Dex:[/B] 33 +11[B]BAB:[/B] +19/+14/+9/+4  [B]HP:[/B] 208 (28x7+12)
[B]Con:[/B] -- +- [B]Grapple:[/B] +25        [B]Dmg Red:[/B] 10/+5
[B]Int:[/B] 17 +3 [B]Speed:[/B] 60'          [B]Spell Res:[/B] 40
[B]Wis:[/B] 14 +2 [B]Init:[/B] +13 (9+4)     [B]Spell Save:[/B] +X
[B]Cha:[/B] 17 +3 [B]ACP:[/B] -1             [B]Spell Fail:[/B] 25%
              [B]Epic Atk Bonus:[/B] +5  [B]Epic Save Bonus:[/B] +4


                   [B]Base  Armor Shld  Dex  Size  Nat  Defl  Misc  Total[/B]
[B]Armor:[/B]              10    +12    +8    +10   +0    +5    +5    +0      50
[B]Touch:[/B] 25              [B]Flatfooted:[/B] 40

                         [B]Base   Mod  Misc  Epic  Total[/B]
[B]Fort:[/B]                     11    +-   +1     +4    +16
[B]Ref:[/B]                       5    +6   +1     +4    +16
[B]Will:[/B]                     10    +2   +2     +4    +18

[B]Weapons:[/B]
Bonded Magebane Keen Holy +5 Scimitar of Frost  
  +43/+38/+33/+28  1d6+17 (2d6 Holy, 1d6 Cold, +2 Atk & +3d6 Mages) 15-20/x2
Two-Handed Bash Shield Bash
  +36/+31/+26/+21   1d4+15                                        x2

[B]Languages:[/B] Common, Infernal, Celestial, Draconic, Dwarven

[B]Abilities:[/B]
Important Bits:
  Immunities -- All mind affecting effects, poison, sleep effects, 
    paralysis, stunning, disease and death effects, critical hits, 
    nonlethal damage, or ability drain, damage to physical scores 
    (Str, Dex and Con) as well as fatigue and exhaustion effects, 
    acid, cold, electricity.
  Resistances -- Spells 40

Long Story:

Tiefling
  Darkvision 60'
  Darkness (Sp): Darkness once per day as caster level = character level.

Occult Slayer
  Magical Defense (Ex): +3 on saves vs Spells or Spell-Like Abilities
  Weapon Bond (Su): Bond with ONE weapon of MW or better for 1d6 bonus 
    damage vs spellcasters or creatures with spell-like abilities.
  Mind Over Magic (Su): Cause a spell or spell-like ability targeted 
    against him to rebound onto originator as a free action twice per 
    day. Treats as Spell Turning as Caster Level 10.
  Vicious Strike (Ex): Readied attack to disrupt spellcaster causes 
    double damage if hits.
  Auravision (Su): The ability to see magical auras at a range of up to
    60' as a free action. Otherwise functions as Detect Magic spell. 
    Cannot be used to determine anything other than the number of 
    magical auras present.
  Nondetection Cloak (Su): Slayer and any gear worn or carried becomes 
    difficult to locate through divinations such as clairaudience/clair-
    voyance, locate object, and other detection spells. Gains magical 
    protection from divinations equivalent to a nondetection spell of 
    caster level 5, except that it affects only the slayer and his 
    possessions.
  Blank Thoughts (Ex): As a free action, can suppress or resume 
    immunity to mind-affecting spells (charms, compulsions, patterns, 
    phantasms, and morale effects.)

Risen Martyr
  Spiritual Body (Ex): Type changes to Deathless (BoED pg. 157) - no 
    Constitution score, reroll HP with d12s, ability scores remain 
    unchanged (except Con) and all other characteristics remain the same.
  Charisma Score Increase: +4 Charisma
  Deflection Bonus (Su): Deflection bonus to AC = Cha Bonus
  Holy Purpose (Ex): +4 bonus on attack rolls, damage rolls, ability 
    checks, and skill checks that are directly related to the 
    fulfillment of his purpose.
  Bless (Sp): 3x/day, use bless as the spell.
  Daylight (Su): Daylight as the spell as a free action.
  Acid Immunity (Ex): Immunity to acid.
  Detect Evil (Sp): Detect Evil as the spell at will.
  Protective Aura (Su): Against attacks made or effects created by evil
    creatures, this ability provides a +4 deflection bonus to AC and a 
    +4 resistance bonus on saving throws to anyone within 20 feet of 
    the martyr. Otherwise it functions as a magic circle against evil 
    effect, and a lesser globe of invulnerability, both with a radius 
    of 10 feet
  Shield Other (Sp): 3x/day, Shield Other as the spell.
  Celestial Brilliance (Sp): 1x/day, Celestial Brilliance as the spell.
  Cold Immunity (Ex): Immunity to cold.
  Holy Aura (Su): Continuous Holy Aura, as spell, only on martyr.
  Electricity Immunity (Ex): Immunity to electricity.
  Perfection (Su): Considered a celestial for the purpose of any spell 
    or effect that has special effects on celestials. Considered an 
    Eladrin.
  Code of Conduct: A risen martyr who willfully commits any evil act 
    is destroyed immediately and sent to the Upper Planes for judgement.

Non-Obvious Item Abilities
  Fly (Sp): As the spell
  Exceptional Arrow Deflection: Deflect any type of ranged attack (including
    spells that require a ranged touch attack). Any time the bearer would
    normally be struck by a ranged attack, he can make a Reflex saving throw
    (DC 20 + Attack Enhancement or Spell Level) to deflect the attack. Must
    be aware of the attack and not flat-footed.
  Spell Resistance: 40 from Mantle of Epic Spell Resistance
  Weaponbreaking: Any weapon that succesfully hits must make DC 20 Fort
    save or be destroyed
  Boots of Swiftness: +6 Dex, Double Speed, Evasion as Rogue Ability,
    jumping distance not limited by height, +20 on Balance, Jump, Climb
    and Tumble, 3x/day Haste for 20 rounds.
  Obsidian Steed: 1/week for up to 24 hours, turn into mount as Heavy
    Warhorse with following 1/round at will: Overland Flight, Plane
    Shift, Ethereal Jaunt. If ridden by good person 10% Likely per use
    to travel to Lower Planes and return to statuette form.
    

[B]Feats:[/B]
Feats by Character Level (29):
Level  Feat Name                            Short Description
1      Weapon Focus (Scimitar)              +1 bonus on attack rolls with chosen weapon
3      Improved Shield Bash                 Retain Shield bonus to AC while Shield Bashing
6      Cleave                               Extra Melee Attack after Dropping Target
9      Great Cleave                         No limit to cleave attacks each round
12     Knight of the Stars (BoED p.44)      +1 luck bonus on any roll or check 1x/day
15     Weapon Specialization (Scimitar)     +2 bonus on damage rolls with chosen weapon
18     Nimbus of Light                      +2 bonus on Diplomacy and Sense Motive checks w/ good creatures; 5' Radius Bright Light, 10' Radius Shadowy Illumination at will
21     Greater Weapon Focus (Scimitar)      +2 bonus on attack rolls with chosen weapon
24     Pierce Magical Protection            Ignore Spell-based bonuses to AC
27     Dire Charge (ELH p.53)               You can make full attacks as part of a charge in 1st round (or surprise)

Fighter Bonus Feats by Fighter Level (11):
Level  Feat Name                            Short Description
1      Improved Initiative                  +4 bonus on Initiative Checks
2      Combat Expertise                     Trade Attack Bonus for AC (max 5 points)      
4      Power Attack                         Trade Attack Bonus for Damage (up to BAB)
6      Combat Reflexes                      Additional Attacks of Opportunity up to Dex Bonus
8      Mage Slayer                          +1 Will, spellcasters you threaten cannot cast defensively
10     Resounding Blow (BoED p.45)          Potential Cowering Effect on Critical Hit

Bonus Exalted Feats by SoR Level (3):
Level  Feat Name                            Short Description
1      Nymph's Kiss (BoED p.44)             +2 on Cha-related Checks, +1 bonus on saving throws against spells, 1 bonus skill point per level (Starting with 17th) -> 13 skill points to lvl 29
2      Quell the Profane (BoED p.45)        Potential STR damage to evil creature on critical hit
3      Holy Radiance (BoED p.44)            Glow with light harmful to undead (1d4/round in 10')


[B]Skill Points:[/B] 147      [B]Max Ranks:[/B] 32/16
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Climb                     *STR 10   +11   -1    +20
Gather Information         CHA 10   +3    +2    +15
Handle Animal              CHA 9    +3    +2    +14
Intimidate                 CHA 14   +3    +2    +19
Jump                      *STR 10   +11   -1    +20
Knowledge (Arcana)         INT 14   +3          +17
Knowledge (The Planes)     INT 10   +3          +13
Listen                     WIS 10   +2          +12
Ride                       DEX 9    +11         +20
Sense Motive               WIS 10   +2          +12
Speak Language (Celestial) --- 1
Spellcraft                 INT 13   +3          +16
Spot                       WIS 10   +2          +12
Swim                     **STR 10   +11   -2    +19

[B]Used equipment:                                 Cost (gp)[/B]
Manual of Gainful Exercise +5                             137,500
Manual of Quickness in Action +5                          137,500
Tome of Clear Thought +3                                   82,500
Tome of Understanding +3                                   82,500
Tome of Leadership and Influence +3                        82,500

[B]Worn Equipment:                                    Cost(gp)[/B]
Armor of the Celestial Battalion (ELH p.128)              616,300
Amulet of Natural Armor +5                                 50,000
Belt of Giant Strength +6                                  36,000
Mantle of Epic Spell Resistance (ELH p.146)               290,000
Ring of Protection +5                                      50,000
Ring of Weaponbreaking (ELH p.137)                        600,000
Boots of Swiftness (ELH p.144)                            256,000
Helm of Teleportation (900m 3x/day)                        73,500
Ioun Stone (Absorb 50 8th level spells or lower)           40,000
Ioun Stone (+1 competence Atk, Save, Skill, Ability)       30,000
Magebane Keen Holy +5 Scimitar of Frost                   200,315
Exceptional Arrow Deflection Heavy Adamantine +6 Shield 1,963,170 

[B]Stored Equipment                                   Cost(gp)[/B]
Amulet of the Planes                                      120,000

Total Cost                                              4,847,785
[B]Money:[/B] 152,215gp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]               532   1064   1600  3200  8000

[B]Age:[/B] 35
[B]Height:[/B] 5'
[B]Weight:[/B] 134lb
[B]Eyes:[/B] Hazel
[B]Hair:[/B] White
[B]Skin:[/B] Tan
Appearance: From the chest up, Wulfgar appears as a well-built though short human male with shaggy white hair, a tanned complexion, and deep hazel eyes. Unfortunately, his lower half tells a different story of his heritage, as he sports a pair of goat legs covered in white fur.

Background:
[sblock]
Born halfway up a mountain on Hezabron, in a human mining town named Bolagon, to a pair of perfectly normal human parents, Wulfgar and his cloven feet were... quite a surprise, to say the least. His parents believed him to be a demon and bad omen, and left him at the temple in a blanket, where the adepts took him in out of the icy northern cold. One particular priest fought for the young child, insisting that evil was a fact of upbringing, not birth, and helped secure for the young child a place within the church, or atleast at the home of the priest who took him in.
Of course, Wulfgar understood none of this until much later, and by then he had dealt with the misunderstood hatred of the populace of Bolagon for many years. Wulfgar had a very kind teacher though, and was blessed with a unique perspective which saw the good in everyone. Unfortunately, this unique perspective did not generally agree with the local constabulary, and Wulfgar spent much of his misspent youth explaining to the sheriffs and guards why he was knocking over the stands of corrupt merchants and assaulting bullies.
Oddly enough, this give-and-take relationship with the guards of the town led to a connection between Wulfgar and some of the wiser members of the guard who could see past the physical and observe the boy's true intentions. They came to the conclusion that if the silly brat was going to act out his own brand of justice, they should atleast help teach him about the "proper" version... with a little teaching of the finer points of bully-bashing on the side.
Wulfgar, however, was determined to see things his way, and only his way. After his eighteenth birthday he was "encouraged" to leave Bolagon before he wound up in the stockade. So Wulfgar set off to the wide world to right wrongs and help people, much as he had been set to doing during his stay in his home town.
His first trip down the mountain led Wulfgar to learn of the mysteries of magic. In his home town of Bolagon, even the highest priests were not capable of using magic to a great extent, so the experience was fresh and new to him. However, in the great coastal city of Pellamon, Wulfgar saw much decadence and excess caused by too much magical power. Too much was being wasted, and far too much was being abused for ill purposes. Through his observations, Wulfgar came to the conclusion that magic was just too powerful to be abused, and set his life to learning how to punish those who abused society through the use of magic.
After several years of training in the larger cities on the continent of Hezabron, Wulfgar returned up the mountainous passes to Bolagon with his knowledge and sought out the priest who had been his father-of-sorts. The town watch made it clear that Wulfgar was not welcome, but he shrugged off their protests. He knew that he was there to cause no problems. When he reached his father, Wulfgar heard of a great threat sweeping through the highlands and heading towards the town. A great pack of Ogre Magi and Goblinoid Shamans had grouped together an army, and as the living soldiers perished, they were brought back to serve as undead. The wave seemed unstoppable, and Wulfgar's father did not know what to do except leave town.
Wulfgar would have nothing of it though. His town was not going to be ransacked by these defilers while he still lived and breathed. In the dark of night he stalked out to the pass which the army had to come through, and waited. The army passed through, and still he waited. Finally the entourage of the Magi entered the pass, and Wulfgar knew his time had come. With one last prayer for the gods, and a promise to keep the mortal realms safe from magical abuse, he dropped down upon the group and started flashing his scimitar like an animal. With his training at hand, the battle was over quickly, and the army was without its leaders.
When he returned to Bolagon, however, Wulfgar was far from congratulated. The few remnants who had not fled the town outright began to throw stones at him and disbelieving his stories of defeating the magi. Their hatred of the beasts in the army, which was still oncoming even without its leaders, was spreading to the far more immediate beast of Wulfgar.
The army had been slowed by removing its leaders, however it was far from stopped. Amassed a scant few miles from town, the undead were being corralled towards the town by their living compatriots. This slow-moving advance scared the townspeople even more and they chased Wulfgar out of town with their stones, because Wulfgar knew that fighting back would be wrong... but standing still and taking it would just be stupid. Unfortunately, he was not going to leave his town, even if they hated him. So he stood on the field before Bolagon and waited while he prayed to the gods above for strength.
He waited for what seemed like ages for the oncoming army... facing an army of thousands alone for a town that hated him. Still he stood, defiant in the face of this great evil. He fought valiantly, and killed hundreds of the beasts as they came into town... however thousands, even leaderless, will eventually overwhelm a single man. Fortunately, his sacrifice gave the town time to bolster its defenses, and the wave of creatures crashed against it and dissipated. The undead were no longer being held to the battle by their living counterparts, and the living were being pegged off by arrows from building tops over the rough palisade. The marauding horde was no more... but neither was Wulfgar.
As Wulfgar's soul began to escape, a beautiful woman came to it with a laugh. She told him that he had fought valiantly without pause or second thought about defending those who hated him. She said that the fight was not over for him. She told him that his cause was just, and that it made her laugh to see the mortals abusing magic with such overwhelming hubris taken down by her agent. And so, she raised his spirit to continue its purpose - to rid the world of mortals who abuse magic for evil ends. His purpose continues even today as another great battle approaches.[/sblock]
 

Attachments

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Code:
Alosat
Male Human
Wizard 5/Mindbender 1/Ur-priest 2/Mystic Theurge 10/Fatespinner 2/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: 28d4+2d8 + 210
HP: 307
Initiative: +4
Speed: 60 ft (Boots of Swiftness)
AC:10 + 6 Shield + 5 Deflection + 1 Insight +4 Dex + 8 Armor= 34, Flat-footed 30, Touch 20
BAB:+9 + 5epic


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

+5 Merciful Defending Magebane Adamantine Heavy Mace of Wounding +25/+20(1d8+10 or 1d8+1d6+10 nonlethal, +1 Con damage, +27/+22 and +2d6 vs mages)

Saves:
Fort: 6 +5 Epic +7 Con +10 Resistance +1 Luck +1 Competence = 30
Ref: 4 +5 Epic +4 Dex +10 Resistance +1 Luck +1 Competence = 25
Wil: 20 +5 Epic +9 Wis +10 Resistance +1 Luck +1 Competence = 45

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

Skills: 276 points, 7x4 at first level

Ranks:
Sleight of Hand: 33
Concentration: 33
Knowledge (Arcana): 10
Knowledge (Religion): 8
Knowledge (Planes): 10
Knowledge (Nobility): 5
Spellcraft: 33
Profession (Gambler): 5
Sense Motive: 33
Bluff: 33
Diplomacy: 33
Disguise: 33
Intimidate: 4
Use Magic Device: 3

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

Modified Skills:
Sleight of Hand: 33 + 4Dex + 1 Comp + 1 Luck = 39
Concentration: 33 + 7Con + 5 Comp +1 Luck = 46
Knowledge (Arcana): 10 + 13Int + 1 Comp + 1 Luck = 25
Knowledge (Religion): 8 + 13Int + 1 Comp + 1 Luck = 23
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
Profession(Gambler): 14 + 9Wis + 1 Comp + 1 Luck = 25
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:3 + 7Cha + 1 Comp + 1 Luck = 12, 16 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:
Lvl 1: Able Learner (RoD), Spell Focus(evil) (CDiv), Scribe Scrolls (bonus)
Lvl 3: Iron Will
Lvl 5: Extend Spell (bonus)
Lvl 6: Persistent Spell
Lvl 9: Practiced Spellcaster (wizard)
Lvl 12: Extraordinary Spell Aim
Lvl 15: Divine Metamagic (Persistent)
Lvl 18: Eschew Materials
Lvl 21: Practiced Spellcaster (Ur-priest)
Lvl 24: Permanent Emanation (Antimagic Field)
Lvl 27: Permanent Emanation (Silence)
Lvl 30: Spell Stowaway (Time Stop)

Familiar: Raven, "Palla"
Familiar Spell: Greater Teleport

Master Transmogrifist Favored Forms:

Dread Wraith
White Slaad
Choker
Ha-Naga
Solar
Very Young Force Dragon
Gloom

Spells per Day:

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

Caster level 28 (incl. Ioun Stone)
Save DC = 23 + Spell Level

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

Caster level 26 (incl. Ioun Stone)
Save DC = 19 + Spell Level

Equipment:

Weapons:
Wraithguard: +5 Ghost Touch Mithral Buckler of Arrow Deflection: 101,000
Mace of Bitter Mercy: +5 Unholy Merciful Defending Adamantine Heavy Mace of Magebane: 203,000

304,000

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)(one contains Bitter Mercy, the other contains Cube of Force) 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)) 24,000

482280


Carried Items:
Metamagic Maximize Lesser x2 28,000
Metamagic Quicken Greater 170,000
Metamagic Maximize Normal 54,000
Metamagic Extend Normal x2 22,000
Metamagic Extend Lesser 3,000
Metamagic Extend Greater 24,500
Metamagic Silent Normal 11,000
Metamagic Sculpting Normal 48,600
Immovable Rods x4 20,000
Rod of Rulership 60,000
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
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

1842200

80,000 gp worth of expensive spell components/foci

plus 3520 gold pieces.



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


Special Abilities:

Darkvision 120ft, See invisible/ethereal 120ft.

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. 10 times/day.

Fatespinner
Spin Fate(Ex): 2 points/day that can be added to spell DC.
Fickle Finger of Fate: Force friend or foe to reroll.  Immediate action, 1/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.
 
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An agent of Nalia

Hi guys,

OK I'd really like to have a go at this. I'm keen on doing a janni (11 levels Planar Handbook)rogue (19 levels). I'm thinking the classic Robyn Hood type role, protector of the innocent, steal from the rich to give to the poor, stamp out evil, type guy.

If it's cool, and I'm in, I'll work on a PC over the next couple of days and hopefully have something posted before the week is out.

If anyone has any suggestions for other roguish type builds that might fit better please feel free to let me know before I get too far down the path of PC creation. :D

Cheers

Daz
 

Code:
Amarita, Queen of Snakes
Female Ha-Naga (EHL) Mindbender (CA) 4
Colossal Aberration

Abilities: 
Str 38 (+14)
Dex 55 (+22)
Con 47 (+18)
Int 48 (+19)
Wis 42 (+16)
Cha 60 (+25)

Skills: 
Appraise +36 (11 ranks, 25 cha)
Concentration +41 (23 ranks, 18 con)
Bluff +50 (25 ranks, 25 cha)
Diplomacy +50 (25 ranks, 25 cha)
Escape Artist +45 (23 ranks, 22 dex)
Hide +53 (23 ranks, 8 racial, 22 dex)
Intimidate +51 (26 ranks, 25 cha)
Jump +37 (23 ranks, 14 str)
Knowledge (Arcane) +46 (27 ranks, 19 int)
Knowledge (History) +44 (25 ranks, 19 int)
Knowledge (Religion) +46 (27 ranks, 19 int)
Knowledge (The Planes) +35 (16 rank, 19 int)
Knowledge (Nobility) +29 (12 ranks, 19 int)
Listen +39 (23 ranks, 16 wis)
Move Silently +51 (23 ranks, 6 racial, 22 dex)
Search +42 (23 ranks, 19 int)
Sense Motive +39 (23 ranks, 16 wis)
Spellcraft +46 (27 ranks, 19 int)
Spot +39 (23 ranks, 16 wis)

Feats: 
Practised Spellcaster (CA)
Multiattack
Leadership (leadership score: 50/52)
Extend Spell
Extra Followers (HoB)
Eschew Materials
Persistent Spell (CA)
Epic Leadership (ELH)
Ignore Spell Components (ELH)

Alignment: Chaotic Evil 

Special abilities:
Charming Gaze: Mass charm creature (Will DC 45) (Race)
Poison: Primary and secondary damage 2d8 con (Fort DC 38) (Race)
Improved Grab (Race)
Constrict 4d6+21 (Race)
Flight: 120 (perfect) (Race)
Spell Resistance 30 (Race)
DR 5/epic (Race)
Telepathy (Mindbender)
Push the weak mind 1/day (Mindbender)
Skill boost (+2) (Mindbender)
Mindread 2/day (Mindbender)
Eternal Charm (1) (Mindbender)

Spells: Natural casting level 21 sorcerer, . Cleric spells on spell list, counts as arcane.
Spell slots per day: 6/13/12/12/12/12/11/11/11/11
Spells known: 9/5/5/4/4/4/3/3/3/3
Caster Level: 25
Save DC: 45+spell level
0: Resistance, Detect Magic, Read Magic, Dancing Lights, Ray of Frost, Mage Hand, Mending, Arcane Mark, Prestidigation
1: Magic Missile, Mage Armor, Shield, Expeditious Retreat, Charm Person
2: Web, See Invisibility, Blindness/Deafness, Spider climb, Mirror image
3: Magic Circle against Good, Fireball, Vampiric Touch, Slow
4: Sending, Greater Invisibility, Animate Dead, Enervation
5: Feeblemind, Hold monster, Baleful Polymorph
6: Heal, Chain Lightning, Antimagic Field, Disintegrate (level 7 slot used)
7: Greater Teleport, Forcecage
8: Mind Blank, Polar Ray, Horrid Wilting
9: Gate, True Resurrection, Shapechange

Equipment: (Tattoos are transferable wondrous items taking no slot, which costs x2 price(DMG)
Tattoo of Resistance +5 (50000)
Tattoo of Strength +6 (72000)
Tattoo of Health +6 (72000)
Tattoo of Wisdom +6 (72000)
Tattoo of Intelligence +6 (72000)
Tattoo of Dexterity +6 (72000)
Tattoo of Protection +5 (100000)
Tattoo of Armor +8 (128000)
Tattoo of Wizardry IV (200000)
Metamagic Rod of Greater Quicken (170000)
Metamagic Rod of Greater Maximize (121500)
Metamagic Rod of Greater Empower (73000)
Ring of Greater universal energy resistance (ELH) (308000)
Rod of Excellent Magic (ELH) (650000)
Cloak of Epic Charisma +12 (ELH) (1440000)
Rod of Epic Rulership (ELH) (575000)
215000 gp in mixed coins

Used equipment:
Manual of Gainful Exercise +4 (110000)
Manual of Quickness in Action +5 (137500)
Manual of Bodily Health +5 (137500)
Tome of Clear Thought +4 (110000)
Tome of Understanding +4 (110000)
Tome of Leadership and Influence +5 (137500)

Combat stats:
Hit Dice: 20d8+4d4+432 (547 hp)  
Initiative: +22 (Dex)
Speed: 60 ft., fly 120 ft. (perfect)
AC: 61 (-8 size, +22 Dex, +24 natural armor, +8 armor, +5 deflection)
Base Attack/Grapple: +17/+47
Attack: Coil whip +31 (4d6+14) melee
Full Attack: Coil whip +31 (4d6+14) melee, sting +29 (2d8+7 plus poison) melee, bite +29 (4d8+7) melee
Space/Reach: 30 ft./ 20 ft.
Saves: Fort +31, Ref +35, Will +35

Followers:
 4400 level 1 followers
 440 level 2 followers
 220 level 3 followers
 110 level 4 followers
 55 level 5 followers
 28 level 6 followers
 14 level 7 followers
 7 level 8 followers
 4 level 9 followers
 2 level 10 followers
 1 level 11 follower
 Level 28 cohort

Sources:
CA: Complete Arcane
ELH: Epic Level Handbook
HoB: Heroes of Battle

Background coming soon together with Half-celestial Human Paladin(Fallen)/Blackguard cohort
 
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