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

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Wrahn said:
Kangaxx-

All skill bonuses that the DMG allows you to make are competence bonuses. Competence bonuses do not stack.

Also, maybe I am dense, but why does your wizard have a bunch of druid (only) spells memorized?

If you are looking for the cost of getting more spells in your spellbook, they talk about it a little in the DMG (I can't find it in the SRD) and have the base of 50gp per level of spell you want to copy from another mage. (It is a lot cheaper than buying scrolls).

I only have a 3.0 copy of the DMG, where all the items provide circumstance bonuses to skills. But checking the SRD, I see that you're right, they changed all of those. <sigh> Back to the drawing board once more.

The druid spells are a placeholder left over from Isida's character, since I haven't typed up Pilmer's spells yet.

I probably will need to buy some extra spells for him. Thanks for the chart Ferrix, it should be handy.

Edit: What is Mantle of Egregious Might? Are there any other spells from the BoEM that I really ought to be aware of?
 
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Mantle of Egregious Might is an 8th level Wizard/Sorceror Spell. It is not to bad on the surface but once you think about it probably should not be permitted at epic levels. It adds a +4 Luck bonus to Saves, to hit and a few other things, most importantly to all ability scores. It lasts 10 minutes per level. Again at 15th level it is cool but not game breaking at 30th level, everyone will have it.
 

Wrahn said:
Amulet of the Great Mind (Power Preservation (-2pp), DC?s +2) (147,000gp)
-Amulet of the Arcanist (50,000) +2 DC on spells

Torc of Power Preservation (-1pp) 36,000gp*1.5 + the Psionic Equivalent of the Amulet 50,000gp = 104,000gp

Sacred Mithril Shirt +1 of Heavy Fortification (+5 sacred bonus to saves) (105,650gp)
-Adding sacred bonus to armor is suspect. It would usually cost bonus slots (ie +3 bonus). I would move the +5 sacred bonus somewhere else, but I wouldn?t have too big of a problem with it either. It is just ?cleaner? from a rules perspective.

Mithril Shirt +1 of Heavy Fortification 37,100gp*1.5 + (+5) sacred bonus to saves 50,000gp = 105650. There are abilities that can be added to armor which which just have a gold piece cost. In this case the ability is more expensive than the armor, and by the standard rules, the lower price item is multiplied by 1.5.

Ring of the Shattering Mind (manifester level +3, evasion) (172,500gp)
-Just out of curiosity, where did you come up with the 25,000gp cost for evasion?

Ring of Evasion

Shoes of Slippery Motion (continuous hustle, freedom of movement) (186,000gp)
-I am not sure if you can make hustle continuous. It does not have a duration. (7x4x2,000x1.5 = 84,000 + 2x4x2,000x4x1.5 = 96,000 = 180,000)

Freedom of Movement is taken as a verbatim price from the ring at 44,000gp. For hustle I had actually just taken the cost you had listed for haste, basically figuring they were about the same thing, but in this secondary analysis, I missed that you can get it as a 2nd level power at level 4 (psychic warrior). Thus Hustle =2x4x2000x4 = 64000gp (where'd that secondary *1.5 come in?). So in the end the shoes would cost 64,000gp + 44,000gp*1.5 = 130,000gp. I overpriced them. Huzzah.
 

Ferrix said:
Torc of Power Preservation (-1pp) 36,000gp*1.5 + the Psionic Equivalent of the Amulet 50,000gp = 104,000gp

I was just giving you the name of the item

Ferrix said:
Mithril Shirt +1 of Heavy Fortification 37,100gp*1.5 + (+5) sacred bonus to saves 50,000gp = 105650. There are abilities that can be added to armor which which just have a gold piece cost. In this case the ability is more expensive than the armor, and by the standard rules, the lower price item is multiplied by 1.5.

That my friend is a perversion of the rules if I have ever seen it. For instance, Spell Resistance 19 if you bought your way would cost 70,000 + 55,650 = 125,650. If you bought it according to the rules as outlined in the DMG and the ELH it would cost 1,210,000 gold

Ferrix said:
Freedom of Movement is taken as a verbatim price from the ring at 44,000gp. For hustle I had actually just taken the cost you had listed for haste, basically figuring they were about the same thing, but in this secondary analysis, I missed that you can get it as a 2nd level power at level 4 (psychic warrior). Thus Hustle =2x4x2000x4 = 64000gp (where'd that secondary *1.5 come in?). So in the end the shoes would cost 64,000gp + 44,000gp*1.5 = 130,000gp. I overpriced them. Huzzah.

Cost for the Ring of Freedom of Movement is wrong for a wonderous item (or alternatively just wrong) 7x4x2,000x1.5 (the 1.5 is for the duration)
 

I've been looking over the other characters for inspiration, and had a question about Rahveon's items. How did you get clothing enchanted with armor abilities? Those would be remarkably popular with arcane casters if allowed.
 
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There's an item in my 3.0 dmg that appears to have vanished from 3.5: Boccob's Blessed Book. It's a small book (12"x8"X1") that can contain up to 45 spells of any level, priced at 9,500. Since 45 isn't many for a high level caster, I was thinking a twice as thick version for 19,000 would be reasonable. Boccob's Tome, perhaps?
 

Kangaxx said:
I've been looking over the other characters for inspiration, and had a question about Rahveon's items. How did you get clothing enchanted with armor abilities? Those would be remarkably popular with arcane casters if allowed.

The argument is that clothing is armor with no maximum dex mod and no armor bonus. This is supported by the Magic Vestment spell which allows an enhancement bonus to be placed on armor including clothing.
 

Kangaxx said:
There's an item in my 3.0 dmg that appears to have vanished from 3.5: Boccob's Blessed Book. It's a small book (12"x8"X1") that can contain up to 45 spells of any level, priced at 9,500. Since 45 isn't many for a high level caster, I was thinking a twice as thick version for 19,000 would be reasonable. Boccob's Tome, perhaps?

The Blessed Book is in the SRD and on page 249 of the DMG 3.5 as Boccob's Blessed Book (which is what I described earlier)
 

Then how about you calculate it as a permanent Magic Vestment effect? The idea of enhancing clothing makes me weep, as does permanent haste and hustle effects. Surely you can find some armor or effect in another source (like the sidebar in A&E about adding armor qualities to bracers of armor) that would also suit?
 

Here is the first draft, a working draft. I just wanted to get the main ideas down for all to see. His main focus is as a warrior, spellcasting and healing are secondary concerns to him. I would appreciate any suggestions. History is to come as well. Also two more domains, skills among other things.


Father Gregori Vanderhaus "Demonbane"
Annointed as Scion of the Phoenix
Human Divinely infused Half Celestial Male Saint
Paladin 5, Cleric 1, Fist of Raziel 6, Warpriest 4, Contemplative 6
Alignment: Lawful Good
Patron Deity: Pelor
Region:
Height:
Weight:
Hair:
Eyes:
Age:

Str: 31 (+10) [12 base, + 4 race, + 5 manual, + 1 lvl, + 6 headband, + 2 divine infused]
Dex: 25 (++7) [10 base, +2 race, +5 manual, +6 headband, +2 divinely infused]
Con: 26 (+8) [12 base, +4 race, +5 manual, +1 level, +2 saint, +4 divinely infused ]
Int: 17 (+3) [10 base, +2 race, +5 tome]
Wis: 40 (+15) [16 base, + 4 race, +2 saint, +5 tome, +3 lvl, +6 headband, +4 divinely infused]
Cha: 42 (+16) [13 base, +4 race, +4 saint, +5 tome, +6 headband, +8 epic rod of splendor, +6 divinely infused]

Class and Racial Abilities:


Half Celestial
AC +1
Special Attacks:
Daylight (Su): Half-celestials can use a daylight effect (as the spell) at will. Smite Evil (Su): Once per day a half-celestial can make a normal melee attack to deal +20
against an evil foe.
Spell-Like Abilities:
Protection from evil 3/day, bless, Aid, detect evil, Cure serious wounds, neutralize poison, Holy smite, remove disease, Dispel evil, Holy word, Holy aura 3/day, hallow, Mass charm monster, Summon monster IX (celestials only), Resurrection
Special Qualities:
Darkvision out to 60 feet, Immunity to disease, Resistance to acid 10, cold 10, and electricity 10. Damage reduction: 10/magic, A half-celestial’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction, Spell resistance 35, +4 racial bonus on Fortitude saves against poison.

Saint
AC: insight bonus equal to wis bonus
SA
Holy power; the save DC's of any and all of the saint's special attacks, including spells, spell like, super natural and extraordinary abilities increase by +2, Holy touch; A saint's melee attacks with any weapon or unarmed deal an additional 1d6 points of holy damage against evil creatures, and 1d8 vs undead and evil outsiders. Any creature that strikes a saint with a natural attack takes holy damage as if struck by the saint.
Spell like abilities:
@ will guidance, resistance, virtue and bless.
SQ
DR 10/evil, Fast healing 10 hp/rnd, Immune[acid, cold, electricity and petrification], lowlight and 60 foot darkvision, protective aura[nimbus of light radius of 20 feet. Acts as x2 strength mc vs evil and as a lesser globe of invulnerability], +10 fire resistance, tongues[speak with any creature with a language]

Paladin
Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level, Detect Evil (Sp): At will, a paladin can use detect evil, as the spell, Smite Evil (Su): +9 att/+5 dam 3/d, Divine Grace (Su), Lay on Hands (Su): 45 hp/day to heal or to harm the undead, Aura of Courage (Su): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects, Divine Health (Ex): immunity to all diseases, including supernatural and magical diseases,Turn Undead (Su):

Fist of Raziel
magic circle vs evil, smite evil 4/day [good aligned, confirming crits, holy +2d6 vs evil, fiend smite +2d8 vs evil outsiders/undead] sanctify martial strike, sunder evil item,

Contemplative:
divine health, 2 prestige domains, slippery mind[one extra attempt to save vs mental/mind attacks], divine wholeness[heal self of 12 hp/day], divine body[immune to poisons of all kinds]

Warpriest
2 prestige domains, rally, inflame, healing circle





Hit Dice: 8d8+5d8+11d10+6d6
HP: 204+240 444
AC: (+7 Dex, + armor, )
Init: +7 (+7 Dex)
Speed: 30ft

Saves:
Fortitude 45 [16 base, +8 con, +5 epic, +16 paladin]
Reflex 32 [4 base, +7 dex, +5 epic, +16 paladin]
Will 45 [9 base, +15 wis, +5 epic, +16 paladin]

BAB: +18/+13/+8/+3
Melee Atk: NYLA
Ranged Atk:

Skills:

Concentration (Con),
Craft (Int),
Diplomacy (Cha),
Heal (Wis),
Knowledge (arcana) (Int),
Knowledge (history) (Int),
Knowledge (religion) (Int),
Knowledge (the planes) (Int),
Profession (Wis),
Spellcraft (Int).
Handle Animal (Cha),
Ride (Dex),
Sense Motive (Wis).

Feats:
combat casting, leadership, power attack, servant of heaven, purify spell, divine might, extra turning
epic divine might, improved spell capacity x2, positive enery aura
Languages: Common, celestial, ignan, draconic, infernal

Spells Prepared
Progression [6/ 9+1/ 9+1/ 9+1/ 8+1/ 8+1/ 7+1/ 7+1/ 6+1/ 6+1/ 3/ 3]
DC's 0 = 25
0 hygeine, keep dry,
1 bless, detect chaos, divine favor, doom, hide from undead, twi light luck, divine inspiration, ray of hope
2 aid, status, consecrate, hold person, lesser restoration, status, zone of truth, elation
3 create food and water, daylight, dispel magic, prayer, remove curse, searing light, speak with dead, hammer of righteousness,
4 death ward, divination, divine power, restoration, greater luminous armor, sunmantle, greater status,
5 greater command, commune, flamestrike, hallow, righteous might, raise dead, plane shift, scrying
6 banishment, greater dispel magic, harm, heal, heroes feast, undeath to death
7 destruction, dictum, holy word, ressurection, greater restoration, regenerate, greater scrying
8 earthquake, firestorm, holy aura, greater planar ally, discern location, last judgement
9 mass heal, implosion, miracle, true ressurection, summon monster 9, sublime revelry[greater aspect fo the diety, armegeddon]
10 purified end to strife x2, purified storm of vengence
11 purified storm of vengence



GOOD DOMAIN
Granted Power: You cast good spells at +1 caster level.
Good Domain Spells
1 Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2 Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
3 Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
4 Holy Smite: Damages and blinds evil creatures.
5 Dispel Evil: +4 bonus against attacks by evil creatures.
6 Blade Barrier: Wall of blades deals 1d6/level damage.
7 Holy Word F: Kills, paralyzes, slows, or deafens nongood subjects.
8 Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells.
9 Summon Monster IX*: Calls extraplanar creature to fight for you.
*Cast as a good spell only.


HEALING DOMAIN
Granted Power: You cast healing spells at +1 caster level.
Healing Domain Spells
1 Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
2 Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
3 Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
4 Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
5 Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures.
6 Heal: Cures 10 points/level of damage, all diseases and mental conditions.
7 Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
8 Cure Critical Wounds, Mass: Cures 4d8 damage +1/level (max +40) for many creatures.
9 Heal, Mass: As heal, but with several subjects.




STRENGTH DOMAIN
Granted Power: You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.
Strength Domain Spells
1 Enlarge Person: Humanoid creature doubles in size.
2 Bull’s Strength: Subject gains +4 to Str for 1 min./level.
3 Magic Vestment: Armor or shield gains +1 enhancement per four levels.
4 Spell Immunity: Subject is immune to one spell per four levels.
5 Righteous Might: Your size increases, and you gain combat bonuses.
6 Stoneskin M: Ignore 10 points of damage per attack.
7 Grasping Hand: Large hand provides cover, pushes, or grapples.
8 Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
9 Crushing Hand: Large hand provides cover, pushes, or crushes your foes.

SUN DOMAIN
Granted Power: Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.
Sun Domain Spells
1 Endure Elements: Exist comfortably in hot or cold environments.
2 Heat Metal: Make metal so hot it damages those who touch it.
3 Searing Light: Ray deals 1d8/two levels, more against undead.
4 Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
5 Flame Strike: Smite foes with divine fire (1d6/level damage).
6 Fire Seeds: Acorns and berries become grenades and bombs.
7 Sunbeam: Beam blinds and deals 4d6 damage.
8 Sunburst: Blinds all within 10 ft., deals 6d6 damage.
9 Prismatic Sphere: As prismatic wall, but surrounds on all sides.





Armor +10 [called, sacred, soulfire, undead disrupting]
large mithral Shield +6 [called, animated, sacred]

Weapons
Nyla
Nyla, the Holy One, lawful good intelligent bastard sword, 17th level: hardness 20, hp 21;Communication: Telepathy; Perception: Blindsense 60ft., and Hearing;

Abilities: Int12, Wis 12, Cha 15.

Saves
Fort +10 +[10 base, +2 enhancement, +2 for hardness]
Ref +8 [+10 base, +2 enhancement]
Will +7 [+10 base, +2 enhancement, +1 Wis]

Skills:
Knowledge (religion) +21 [20 ranks, +1 Int]
Knowledge (the planes) +21 [20 ranks, +1 Int]
Diplomacy +22 [20 ranks, +2 Cha]

Feats
1st – Weapon enhancement (+1)
2nd – Weapon ability (+1 equivalent)
4th – Weapon ability (additional +1 equivalent)
6th – Weapon enhancement (additional +1)
8th – Bestow Feat (Can bestow Blindsense 60ft. on wielder)
10th – Weapon enhancement (additional +1)
12th – Weapon ability (ghost touch)
14th – Weapon enhancement (additional +1)
16th – Weapon ability (undead bane)


Nyla is an adamantine +4 holy ghost touch undead bane bastard sword. She can bestow blindsense 60 ft. on her wielder, as well as cast the following spells the indicated number of times per day.

2/day – cure light wounds, death ward, detect undead, disrupt undead, disrupting weapon, hygiene, searing light
1/day – consecrate, cure minor wounds, cure moderate wounds, cure serious wounds, daylight, divine power, eagle’s splendor, expeditious retreat, heal, holy word, lesser restoration, lethality denied (BoEM III), mass cure critical wounds, mass cure light wounds, ray of hope (BoED), resurrection, restoration, undeath to death

Nyla costs 8,035gp and 35,488xp to create.

Nyla has an elegant long blade, extremely sharp, with an exaggerated point. Her hilt is seemingly made of gold, and seems to be a pair of arms, their elbows clasping a diamond for the pommel, their arms forming the crossguard, and the hands clasping crystal suns at the end of the quillions.

Nyla is as calm as a priestess with a voice like a lullaby. She was forged in ancient times as a tool to combat undead, and takes her purpose very seriously. She tries to convince her bearer that his time would be better served ridding the world of undead, using her quiet, impeccable logic to convince them. In the hand of someone evil, she tends to make their lives as terrible as possible, in hopes they will throw her away for a champion of good to find.
Bow of Solars 100 100
Rings of Iron golemn fists 20 000

manuals/tomes 6*+6 822 000
rod of epic splender 297 000
headband of perfect excellence 180 000

ring of fire elemental command 200 000
rod of invulnerability 600 000
globe of Kalias 1 500 each
gauntlet of Arthanath[BoEM 3] 5 500
elemental gems 2 250 each
Quiver of Anariel [+5 cold iron arrows] 128 000+4 005
handy haversack 2 000
phylactery of faithfulness 1 000
phylactery of undead turning 11 000
greater prayer beads 95 800
staff of life 155 000
caster level +5 375 000
 

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