OOC - [Epic] Scions of the Endless Falls - Full

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Okay I found a few problems with your items. Some save you money, some cost you money, some just plain suck, some are tiny nitpicky things. Of course this is my understanding of the rules and not necessarily correct or Isida’s understanding of the rules. There were several things I had no clue on, so I left those alone.

charm of the Mugenaga clan (+10 enhancement bonus on all Balance, Climb, Hide, Jump, Move Silently, Perform (dance), Sleight of Hand checks) [100,000 gold pieces]

According to the item creation rules, it is a +10 Competence bonus not a enhancement bonus

cloak of defense (+5 resistance bonus to saves, +5 deflection bonus to AC, +5 enhancement bonus to natural armor) [325,000 gold pieces]

+5 Deflection bonus (50,000) + +5 to Natural Armor (50,000 x 1.5) + +5 Resistance bonus to saves (25,000 x 1.5) = 162,500

metamagic rod of quickening [75,500 gold pieces]

This sucks, but

3.5 SRD said:
A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses.


throws, ability checks, skill checks, and attack rolls) [180,000 gold pieces]

(???)

sacred scrolls of the Mugenaga clan (grant improved kuji-kiri; see below) [110,000 gold pieces]

devil’s own luck (+5 luck bonus on saves and AC) [150,000 gold pieces]

AC bonus (other) +5 (62,500) + Save Bonus (other) +5 additional ability (50,000 x 1.5= 75,000) = 137,500

perfected chakras (+6 enhancement bonus to Strength, Dexterity, Constitution, Intelligence, and Charisma; doesn’t use any slots) [288,000 gold pieces]


Any item that costs more that 200,000 gp is considered epic. Which means you multiply it’s cost by 10. On the otherhand some game masters take this to mean any single effect of an item is over 200k. You can avoid this problem by breaking up the items that into the perfect Chackra’s one for each stat, since they don’t take item slots anyway. The price is wrong too:

36,000 x 5 x 2 =360,000



personal pocket dimension (25 slotless, easy-access heward’s haversacks see below; doesn’t take an item slot) [75,000 gold pieces]

25 x 2k x 2 = 100k

protector’s instinct (+8 armor bonus to AC, reflecting armor special ability; doesn’t take up a slot) [338,000 gold pieces]

Okay, first off, how did you buy this. Second, you have a real problem with the epic cost on this.

shadow mastery (as robe of stars, plus may cast silent image at will as a caster of your character level; doesn’t use a slot) [120,000 gold pieces]


Okay, (58,000 + 1*1*1800(spell activation not continuous)) x2 = 119,600
Items almost universally have their own caster level, but if you wanted to make it dependent on user, there aren’t any rules for that.

unchained soul (+3 caster level) [168,750 gold pieces]

Deconstructing the orange prism Ioun stone it appears the cost for +1 caster level is the + to level squared time 15,000 or for +3 item 135,000. Do you have another
 

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So I'm going the psion/constructor route now that OneAboveAll chipped in on his sungod holy warrior type and I thought it'd be too much overlap.

I wanted to develop an epic progression for the constructor... here's what I have.

Epic Constructor Progression
- Manifester level increases every level
- Ectoprotection keeps increasing by 1 every even level
- Boost construct every four levels after 8th (12th, 16th, 20th, etc.)
- Epic Construction at level 11; allows the constructor to create constructs beyond level 9.
- Epic Construction Menu for 10+ level constructs.
- Bonus epic feats every 5th epic level (15th, 20th, etc.)

I'm working on extrapolating the astral constructs beyond level 9 using basically the progression already built into the series. Surprisingly the level 9 construct is only CR 10 (meaning he'd be slaughtered at our level), so I thought it necessary.

Also working on epic construct menus for those higher level constructs.

Any thoughts?
 

Wrahn, I appreciate your hard work very much. It's just going to take me a little while to digest...especially given the utter collapse of my initial take on the wild shape ability. However, I must point out that changing to an elemental weird is still extremely powerful (they only have 15-HD, but have the precognition supernatural ability). I'll change my character accordingly after I analysis my options further. Once again, thank you very much.
 

perivas said:
Wrahn, I appreciate your hard work very much. It's just going to take me a little while to digest...especially given the utter collapse of my initial take on the wild shape ability. However, I must point out that changing to an elemental weird is still extremely powerful (they only have 15-HD, but have the precognition supernatural ability). I'll change my character accordingly after I analysis my options further. Once again, thank you very much.

A druid's wild shape is not limited to 15HD as per the polymorph spell, it is limited by the druids level.

SRD said:
Wild Shape (Su): At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn?t provoke an attack of opportunity.

The form chosen must be that of an animal the druid is familiar with.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The Druid. In addition, she gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level. The new form's Hit Dice can't exceed the character's druid level.

At 12th level, a druid becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A druid can't use this ability to take the form of a plant that isn't a creature.)

At 16th level, a druid becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the druid gains all the elemental's extraordinary, supernatural, and spell-like abilities. She also gains the elemental's feats for as long as she maintains the wild shape, but she retains her own creature type.

At 18th level, a druid becomes able to assume elemental form twice per day, and at 20th level she can do so three times per day. At 20th level, a druid may use this wild shape ability to change into a Huge elemental.

Particularly the reason for this is because at 20th level it says they can change into a Huge elemental, the lowest HD of a huge elemental is 16HD. That'd also mean no Dire Tiger or Dire Shark wildshape.
 
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Ferrix said:
So I'm going the psion/constructor route now that OneAboveAll chipped in on his sungod holy warrior type and I thought it'd be too much overlap.

I wanted to develop an epic progression for the constructor... here's what I have.

Epic Constructor Progression
- Manifester level increases every level
- Ectoprotection keeps increasing by 1 every even level
- Boost construct every four levels after 8th (12th, 16th, 20th, etc.)
- Epic Construction at level 11; allows the constructor to create constructs beyond level 9.
- Epic Construction Menu for 10+ level constructs.
- Bonus epic feats every 5th epic level (15th, 20th, etc.)

I'm working on extrapolating the astral constructs beyond level 9 using basically the progression already built into the series. Surprisingly the level 9 construct is only CR 10 (meaning he'd be slaughtered at our level), so I thought it necessary.

Also working on epic construct menus for those higher level constructs.

Any thoughts?

Here is WotC's thought on the subject: http://www.wizards.com/default.asp?x=dnd/ei/20030221a

Which apparently they believe that the ability to summon an army of lesser creatures is pretty epic (which I guess it is)
 

As for changing into an elemental, I would rule that would change into an elemental, not any creature with the elemental subtype. Because that's awfully broad. I would allow you to change into a primal elemental as an epic druid, and perhaps even a storm elemental, tempest, or omnielemental. In fact, I'll let you be any straight-up elemental (obsidian, acid, lightning), anything but a time or psionic elemental. But not just any creature with the elemental subtype. That be cool perivas?
 
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A few thought (coming from a guy who played an epic shifter in a home campaign)

Your limit on wildshape isn't even your druid level, it is your Hit Dice (in your case 29, so you can shift into something with 29 hit dice or less that meets your qualification)

Second, I agree with Isida, I do think you are limited to "pure" elementals with the basic druid. However, Shapechange does not have that limitation. Anything you want. It however is limited by 25 hit dice rather than 29 and wildshape will continue to grow if we get more levels. Shapechange does change as a free action, grants you any size from fine to collossal and gives the supernatural abilities of what you change into.

If you are serious about using Wildshape as your primary focus of your character, I would think about the Shifter.

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Isida,

I am playing with a couple of ideas. In my game, when someone has a tattoo, I charge base cost x3 for the difficulty of removal as well as the no item space. Is this cool with you?
 

Yeah, I love how they completely disregard their own advice on epic progression. "If it has a bonus that seems to follow a consistent pattern, it follows through epic levels..." never seems to happen.

I'd prefer to work this one out on my own, I don't like their version and think that a CR 10 construct at level 30 is going to get turned into a pile of goo within seconds.
 

Wrahn said:
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Isida,

I am playing with a couple of ideas. In my game, when someone has a tattoo, I charge base cost x3 for the difficulty of removal as well as the no item space. Is this cool with you?

How about we just go with the standard rule of x2 for a no-slot item as that is how they are listed in the game.
 


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