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

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perivas said:
I don't believe that 44 is enough. It seems actually quite arbitrary. A dedicated caster at our level is more akin to a Wizard 5/Red Wizard 20/Archmage 5 with Spell Penetration, Greater Spell Penetration and possibly, Epic Spell Penetration and a +5 level spellcaster level item which would put his check to overcome SR at about 1d20+54 to 56. That's why I started with a 70...which requires a roll 16 or 14. But, I can dial it down, if Isida thinks that it would keep her from crying.

Having looked thoroughly at building a powerful epic-level caster, I find that it is much easier to overcome SR...for which one has the benefit of levels...than overcoming one's saving throw bonuses. DC's for spells are very difficult to increase and even the most powerful builds only gets it to 44 to 46 plus the spell level, which is about 10 short of the ability to overcome SR. Given this and looking at people's saving throws, an SR around 50 to 60 is not unreasonable. Please let me know what you think Isida.

P.S., it is certainly true that some demigods do not have SR's of 70 or so, the preconstructed beings are not usually as min-maxed as PC's tend to be.

What you have described is a spell penetration build and is frankly a weak character because they concentrate on an area that is completly unneccessary. A quick gander at the ole ELH would tell you that the target DC for Spell Resistence is 42. Being able to punch through 66 SR is pretty irrelevant.
 

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I'd probably stop SR at 50 (that'd mean an average, not your twinked out red wizard/archmage, caster/manifester level of 30 with an average modification up to an effective level of 38 for overcoming SR would require a roll of 12 or higher to overcome an SR of 50). That would seem reasonable.

About the item familiar, it provides only special abilities of a +1 value. It never states that you can save them up to choose a single higher valued power.
 

Wrahn said:
What you have described is a spell penetration build and is frankly a weak character because they concentrate on an area that is completly unneccessary. A quick gander at the ole ELH would tell you that the target DC for Spell Resistence is 42. Being able to punch through 66 SR is pretty irrelevant.

Au contraire, my friend! This Wizard/Red Wizard/Archmage build happens to pretty much maximize both SR penetration and DC for spells cast, which makes him an extremely useful and powerful build for a direct effect caster. You'll need both when you intend to be a caster which forces your opponent to make saves.

But, I digress, Caira is updated to reflect an SR of 51 now...and I changed Loudbark to become a Champion of Gwyharwyf.
 




Name:Solarion Scion of the Phoenix "Dread of the unholy"
Race: Trumpet Archon (Outsider, Lawful, Good)
Class: ECL 8/Outsider 12/Cleric 6/Hierophant 3/Contemplative 1
Alignment: Lawful Good
Height:6' 4"
Weight:275
Eyes: the color of the perfect sunrise
Hair: none
Complexion: Golden hued and perfect. Has a tattoo of the phoenix ascendant on his right arm[moving tattoo from BoEM 3]
Tattoo of a sunrise on the base of his skull and one of a phoenix imposed over a sun placed over his heart.

Strength 34 (+12) (13, +10 Race, +5 Inherent, +6 Enhancement)
Dexterity 26 (+8) (10, +6 Race, +4 Inherent, +6 Enhancement)
Constitution 34 (+12) (12, +12 Race, +4 Inherent, +6 Enhancement)
Intelligence 20 (+5) (10, +6 Race, +4 Inherent)
Wisdom 44 (+17) (16, +6 Race, +5 Level, +5 Inherent, +12 Enhancement)
Charisma 28 (+9) (12, +6 Race, +4 Inherent, +6 Enhancement)

Hit Points: 540 (8d8 + 12d8+7d8+1d6+2d8+360)

AC 68 (10, +8 Armor, +19 Natural, +5 Deflection, +17 Wisdom, +8 Dexterity, +1 Unamed)

Attack: 51/51/46/41/36 (20 BAB, +12 Strength, +5 Weapon, +5 Epic, +1 Competence, +4 Morale, +1 Haste, +3 Luck)

Damage: 1d6 Fire + 1d6 Cold + 1d6 Acid + 1d6 Sonic + 1d6 Electrical + 2d6 + 26 (+18 Strength + 3 Luck + 5 Enhancement) +1 Con damage +2d6 versus Evil

Saves:

Fort +49 (16 Base +12 Con, +5 Resistance, +9 Cha, +1 Epic, +1 Luck, +1 Competence, +4 Morale)
Reflex +40 (10 Base, +8 Dex, +5 Resistance, +9 Cha, +1 Epic, +1 Luck, +1 Competence, +4 Morale, +1 Haste)
Will +54 (16 Base, +17 Wis, +5 Resistance, +9 Cha, +1 Epic, +1 Luck, +1 Competence, +4 Morale)


Racial Abilities

—Darkvision out to 60 feet and low-light vision.
—Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save DC 28. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours.
—Immunity to electricity and petrification.
— +4 racial bonus on saves against poison.
—Magic Circle against Evil (Su): A magic circle against evil effect always surrounds an archon (caster level 22).
—Teleport (Su): Archons can use greater teleport at will, as the spell (caster level 14th), except that the creature can transport only itself and up to 50 pounds of objects.
—Tongues (Su): All archons can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
—Spell-Like Abilities: At will—detect evil, continual flame, message. Caster level 12th.
—Trumpet (Su): An archon’s trumpet produces music of utter clarity, piercing beauty, and, if the trumpet archon wills it, paralyzing awe. All creatures except archons within 100 feet of the blast must succeed on a DC 26 Fortitude save or be paralyzed for 1d4 rounds. The archon can also command its trumpet to become a +4 greatsword as a free action.
—Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish)
—A trumpet archon’s natural weapons, as well as any weapons it wields, are treated as good-aligned and lawful-aligned for the purpose of overcoming damage reduction.
—Spell Resistance: 39
—30ft Ground movement
—90ft Flight (good)
—+10 Str, +6 Dex, +12 Con, +6 Int, +6 Wis, +6 Cha
—+14 Natural Armor
—Damage Reduction 10/evil

Class Abilities:

Prestige Domain: Access to the Mysticism domain
Divine Health: Immune to all disease magical and otherwise
Divine Reach 2: A hierophant with this ability can use touch spells on targets up to 30 feet away. If the spell requires a melee touch attack, the hierophant must make a ranged touch attack instead. Divine reach can be selected a second time as a special ability, in which case the range increases to 60 feet.
Bonus Metamagic Feat: Quicken Spell
Domain Powers:
Good: Cast Good spells at +1 Caster Level
Mysticism: Charisma Bonus to saves

Feats:

Extend Spell (1st),
Persistent Spell (3rd),
Spell Penetration (6th),
Greater Spell Penetration (9th),
Purify spell BoED(12th),
Improved Spell Capacity (15th),
Improved Spell Capacity (18th),
Improved Spell Capacity (21st)
Quicken Spell (Hierophant Bonus spell)

Skills:


Concentration 43 (25 Ranks, +12 Con, +1 Luck, +1 Competence, +4 Morale)
Diplomacy 41 (24 Ranks, +9 Cha, +2 Synergy, +1 Luck, +1 Competence, +4 Morale)
Handle Animals 38 (15 Ranks, +17 Wisdom, +1 Luck, +1 Competence, +4 Morale)
Heal 27 (4 Ranks, +17 Wis, +1 Luck, +1 Competence, +4 Morale)
Hide 29 (15 Ranks, +8 Dex, +1 Luck, +4 Morale)
Knowledge (Religion) 35 (24 Ranks, +5 Int, +1 Luck, +1 Competence, +4 Morale)
Listen 40 (17 Ranks +17 Wis +1 Luck, +1 Competence, +4 Morale)
Move Silently 29 (15 Ranks +8 Dex, +1 Luck, +4 Morale)
Perform (wind inst.) 30 (15 Ranks +9 Cha +1 Luck, +1 Competence, +4 Morale)
Sense Motive 44 (21 Ranks +17 Wis, +1 Luck, +1 Competence, +4 Morale)
Spellcraft 35 (24 Ranks +5 Int, +1 Luck, +1 Competence, +4 Morale)
Spot 40 (17 Ranks, +17 Wis, +1 Luck, +1 Competence, +4 Morale)
Use Rope 29 (15 Ranks, +8 Dex, +1 Luck, +1 Competence, +4 Morale)


Spells:
Base DC: 27 Caster Level: 27 Domains: Sun, Good, Mysticism
6/10+1/9+1/9+1/9+1/9+1/7+1/7+1/7+1/7+1/3+1/3+1/3+1

0. Detect Magic, Create Water, Mending, Guidance, Purify Food and Drink, Read Magic
1. Bless, Santuary, Divine Favor, Doom, Command (x2), Eyes of the Avoral (BoED99), Ray of Hope (BoED105), Vision of Heaven (BoED111), +Protection from Evil

2. Calm Emotion, Lesser Restoration (x2), Silence, Augury, Elation (x2) (BoED98), Hold Person, Remove Paralysis, +Spiritual Weapon

3.Daylight, Searing Light, Dispel Magic, Invisibility Purge, Speak with Dead. Remove Disease, Remove Curse, +Magic Circle against Evil

4. Recitation (x2)(DotF), Sending, Greater Magic Weapon, Neutralize Poison, Sword of Conscience (BoED109), Blood of the Martyr (BoED92) +Holy Smite

5. Persistent Divine Favor, Extended Greater Status (BoED100), Flame Strike, Slay Living, Greater Command, Righteous Might, Dispel Evil, Plane Shift,

6. Heal (x5), Banishment, Greater Dispel Magic, +Heroes Feast

7. Righteous Wrath of the Faithful (DotF), Holy Word, Repulsion, Destruction, Righteous Smite (BoE106)(x3),

8. Persistent Freedom of Movement, Persistent Divine Power, Discern Location, Antimagic Field, Fire Storm, Spread Contentment (BoED107),

9. Persistent Righteous Might, Miracle, Extended Holy Aura, Mass Heal, True Resurrection, Gate,

10. Persistent Quickshift (BoED104), Quickened Heal (x2), +Extended Greater Aspect of Deity

11. Persistent Shield of the Archons (BoED107), Quickened Righteous Smite (x2),

12. Quickened Firestorm, Persistent Greater Spell Immunity,

Possessions:

137,500 +5 Book of Strength
110,000 +4 Book of Dexterity
110,000 +4 Book of Constitution
110,000 +4 Book of Intelligence
137,500 +5 Book of Wisdom
110,000 +4 Book of Charisma

36,000 Gauntlets of Dexterity (+6 Enhancement to Dex)

55,500 Belt of Health (+6 Enhancement Bonus to Constitution, Monk’s Belt)

1,497,700 Circlet of Epic Wisdom, Charisma and Disguise: (+6 Enhancement Bonus to Charisma, Disguise Self at will)

162,500 Cloak (+5 Deflection, +5 Resistance bonus to Saves, and +5 Natural Armor)

332,000 Amulet: As Bracers of Armor +1 of Heavy Fortification and Soul Fire (BoED), Greater Acid and Cold Resistance)

203,000 Adamantine Holy, Screaming, Shocking, Frost, Flaming, Corrosive Great Sword +1 of Wounding (1d6 Fire, Acid, Cold, Sonic, and Electrical damage, +2d6 Holy Damage, +1 Con Damage)

0 Trumpet: This six foot long silvery trumpet allows the use of the Trumpet ability of the Trumpet Archon, but in someone else’s hands it is a useless lump of metal. As a free action a trumpet archon can change it into a +4 Great Sword.

180,000 Glasses of True Sight: These normal looking glasses let any who wear them see the world as it truly is. (Continuous effect: Psionic True sight)

120,000 Boots of Haste: Continuous Haste
30,000 Figure of Perfection: This 2inch tall figure appears as a more perfect version of the owner granting greater competence in most endeavors: +1 Competence Bonus to attack rolls, skills, saves and ability checks

260,000 Shirt: (Continuous effect: Greater Heroism) +4 Morale Bonus to Hit, Skills, and saves, Immune to Fear, + 13 HP

135,000 Vest of Greater Magic: (+3 Caster Levels)

64,000 Bracers of Armor +8

240,000 Ring of Fire Immunity
240,000 Ring of Sonic Immunity
20,000 Luckstone
2,000 Handy Haversack

7,300 unspent.

Spell cast Daily : Greater Magic Weapon on Great sword, Persistent Divine Power, Persistent Divine Favor, Persistent Freedom of Movement, Persistent Quickshift, Persistent Spell Immunity (Unholy Word, Word of Chaos, …), Persistent Shield of the Archons.

Not all the spells are chosen.
 


TheOneAboveAll said:
Wrahn once again thanks alot.

Does anyone have a problem with a persistant purified end to strife spell?
I'm not quite sure where you'd find someone to cast it, but anyway, yes I have a problem with it. With the wide range of alignment we have (including a NE god-hating archmage, and a currently CG ex-assassin), that would be a Very, Very, Bad Idea. Invoking DM Veto power on this one.
 

Wrahn I was wondering which is a better item to have? Boots of haste or a bow of solars? It was one of the items I was going to choose, unless I am better off without it.
 

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