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Serious inquiries only please - 100th level adventure hook and module in development

Turanil said:
Thanks for integrating everyon's ideas, but in the end it makes for a very long and complicated story (several gaming sessions). I would streamline much of this; for me the important parts would be:

1) Two villains of surprising power do a ritual that opens a rift into the universe. As a result, some creatures are infused with incredible energies and powers (so PCs become 100th level, but also a Xag-Ya and some demon-princes that happened to be in Sigil are likewise greatly improved). However, the rift has created a sort of gigantic growing sphere of anihilation that threatens to eventually destroy the world as it was a black hole.

2) PCs must travel to the Observatorium to create a couple of epic spells that will let them fix all of this mess. First, they must find a way to go inside the sphere of anihilation without being destroyed; requiring the creation of an epic spell. During this time, some improved demon-princes (see above) who want to get to the sphere for their own benefit try to attack the PCs.

3) Castle in the Void: This is in fact the horn of the Creator god, on an island in the void which actually is his mind. The two villains actually control the mind of the Creator god (insane, I know) and make him create hideous things (traps and monsters) to combat the PCs. Nonetheless, the two villains are themselves at a loss and losing control. Anyway, the castle in the void is the head/horn and mind of the Creator god. The castle is thus a living entity and a changing landscape. Also, the only reason a castle may exist into a sphere of anihilation is because it is the Creator god, who is greatly weakened and in tortured agony by this nonetheless.

4) Final: PCs eventually learn that the Creator god was at the origin of all the pantheon gods who then created the multiverse. However, the pantheon gods rebelled and locked the Creator god away. Yet, the Creator god managed to free himself in creating a "Cleric and a wizard of surprising powers" who were but manifestations-avatars of himself. So when the PCs are in the castle in the void, in the Creator's god mind controlled by the "Cleric and a wizard of surprising powers", etc., this is indeed: "a dream plane of the Wizard’s mind and has split up into multiple personalities who are battling each other across his own mindscape. Unknown to them the PCs are pulled into his mind and must battle the personalities across an ever-changing landscape."

5) To succeed the PCs must re-unify the whole Creator god's personnality. Thereafter well... no need to tell if everything is back to normal (PCs sent back into their own world by the Creator god, while he himself remains into the void), or if the Creator god kills all the pantheon gods, and now everywhere will only exist monotheistic religions dedicated to him...

Hmm, well, in the end we both are a bit long, and the adventure should not be a simple one or two session thing. Would you, as a player, go through the trouble to make a 100th level character just to play him for one, maybe two session game?

Anyway, both of our plots are a bit complex and we both presented them to the masses with extra information, which makes them seem longer than they are.

If I break mine down to simple encounters, it looks like this.

Chapter one - the Gods in peril
role-playing adventure hook and climbing the Spire

Chapter 2 - Strange Days
Create 100th level guys (hours in-and-of-itself) and then figure out how to reverse the effects of the Magical Event. Also, reminder for the DM in an ongoing campaign that they can adlib at this point and have enemy be friends and friends now enemies

Chapter 3 - The Ajah Armory
Encounter with Ajah, who let's you use his armory, and then Ay-Gax. Encounters with Ay-Gax can be open ended or just the one or two events we put there, namely stopping the Blood war. He eventually teleports to Sigil

Chapter 4 - Iy-Xeg
Iy-Xeg is the Xeg-Yi in human form. Again, open ended enough to allow for a creative DM to add what he wants. He can have the PCs chase him across the cosmos with his own ideas of mischief or just have him take Iy-Xeg to the 9 heavens where he casts out the angels as we will have an encounter for. He eventually teleports to Sigil.

Chapter 5 - The Wizard’s madness
Basically just room for one or two or three really tough encounters in a total dream realm

Chapter 6 - the Cleric redemption
Cleric tries to make friends with the PCs in one encounter and then we leave it open for the DM to have encounter with mass amounts of Gods. I did also want to have one massive encounter where the PCs can truely go nuts and flex their consideralbe might, like facing an army.

Chapter 7 - The Lady of Pain’s Revenge
I wanted to use the Lady of Pain cause she is a 210 EC. Even if it is a one sided fight and ends quickly, other than that, leave it open ended for a creative DM to have fun with the PCs chasing the Energons around Sigil, really two encounters.

Chapter 8 - Crating the Epic Spell of Reseeding
Crafting and defending those who are making the epic spell.

Chapter 9 - Assault on the Castle in the Void
Most likely the biggest part of the adventure as we have to make a castle. Doesn't have to be big or traditional. But I suspect at least 10 encnouters

Anyway, cutting out the background information it really isn't that big. Yours, I suspect is not either, once you cut out the background information. I like the idea that, at least for part of the advneture, the PCs have to chase around two children who have powers far beyond anything that the PCs, even at level 100, could ever comprehend. That is the part I like the best, great room for some comedy too, which is almost a must in this 100th level wacky module.:D If there was one thing that I would love to add it would be that part of the module, not cause I am wacky normally, just cause I really like it.

I also like the idea of 20th level adventures having to magic and having to climb the spire, a good challenge.

Anyway, I told the others I would post the propsed plot line on Saturday, so let's give it until Monday for everyone to post pros and cons for each story. On Monday we will see what everyone likes and make a more complete outline after some discussion, sound good;) ?
 

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Turanil said:
Personally, I really dislike epic magical items. I think the most powerful magical items in the DMG (or similar sources) are enough, and then the PCs find artifacts. Now, if there must really be epic items (+50, no please, no...) I would suggest that they can only exist in the Castle in the Void, in the mind of the Creator God.

Well, I am of two minds, I think I like your idea of epic items in the castle in the void, but I also love making epic items, or even just regular non-epic magic items, and those who partake of the game will too and we would have to expect and plan for such items in encounters or the module will fall flat when a DM says go ahead and make an epic item, which will happen.

I was thinking that you use magic items from the DMG that a 20th level character would or could have and then multiply it by 5. What I mean by that it to say that a +5 Flaming burst, flaming, keen and holy two handed sword would becomme something like a +25 Flaming burst, flaming, fiery blast, keen, Lawful power, holy and holy power two handed sword.

It would would really have a +52 price modifier, but I would allow it cause it stays within the spirit of the idea of creating a item 5 times as powerful. Basically, you add like abilities, increasing the power of the item. A belt of STR +6 would be +30.

I see what you are saying, but I don't think people will want to play a 100th level adventure with a + 5 flametounge, makes no sense.

They can then make other items or be given artifacts from the gods and I can't find it now, but there is a goo that drain the power from magic items too, so through attrition, they may not have what they start with.
 

Turanil said:
So, who is interested in working on this project?

I am, but preferably my "World's End" version above. I would like to work on the Castle in the Void part. I have many ideas (inspired from Moorcock novels) from old AD&D scenarios of mine that I would like to recycle. On the other hand, I don't want to write anything about NPCs, monsters and how encounters are to be run.

I have weird ideas to make a castle that is in fact the representation of a tortured god's mind. This adventure could be truly epic, not only provide epic foes...

Um, I was counting on the fact that you would want to do the castle, but again I hope you would still partake if out voted on the story plot, however, either way you would get to build the castle in the void :p

Er, what exactly do you mean when you say that you don't want to write anything about NPCs, monsters and how encounters are to be run?

I don't mind providing tatics or dialogue if that is what you are saying.
 

It took me a long time, but I've just about finished the character I talked about. Here he is below.
The addition of magic items is extremely significant, in retrospect. They're problematic, but level 100 characters with only level-20 magic items are so significantly weaker it's absurd. If we're to limit the PCs to level-20 gear, we might as well not design this for level 100 characters, the challenge is so very different. The character below, for example, is immune to just about anything as a result of his magic items; without them, he is extremely vulnerable.

Edit: he isn't quite right for this adventure, but he was still fun to do. :)
Another Edit: I failed to notice it, but the divine power spell is clearly broken at Epic as written; it should add +5 to BAB, not +65! That would significantly lower his attack bonuses, to +76.

Kolshadai, the Voice of God CR 100
Male Middle-Aged Human Brd 69/Clr 9/HiP 22
NG Medium Humanoid (Human)
Uses SRD, including Divine and Epic sections (but not divine ranks)
Init +6; Senses Listen +57, Spot +8
Languages any and all [polyglot]
AC 92 [+6 Dex +5 armor +30 enchanement+1 shield+30 enhancement+10 deflection], touch 26, flat-footed 86
Hp 987 (69d6+9d8+22d8+500+100 temporary; 100 HD) [Bard 69 + Cleric 9 + High Proselytizer 22 levels]
Immune energy [ring], critical hits [heavy fortification], level 3 spells [emanation], possession [armor], spell turning [shield]; SR 110 [mantle], DR 15/adamantine [ring]
Fort +63 [6 base +40 epic+5 Con +2 feat +10 resistance], Ref +68 [12 base +40 epic +6 Dex +10 resistance], Will +70 [12 base +40 epic +8 Wis +10 resistance]
Spd 60 ft. [boots], fly 60 ft. (Good) [armor]
Melee Rapier +116/111/106/101 (1d6+7+3d6 sonic +1d6 electricity+2d6 vs. evil16-20/x2, on critical +3d6 sonic+1d10 electricity)
Base Atk +100 [15+40 epic; gauntlet]; GRP +107
Atk Options divine might, reactive countersong, spells & metamagic
Combat Gear
Armor of the Celestial Battalion (+7 enhancement chain mail, +10 max dex, light armor, fly at will, magic circle against evil) (616300 gp) of Heavy Fortification (+5), modified to +30 enhancement. (9,126,300 gp)
Buckler +30 of Great Reflection (+10) and Infinite Arrow Deflection (+6) (21,160,300 gp)
Adamantine Rapier +10 Sonic Blast Keen Shocking Burst, Int 24, Wis 26, Cha 10, speech in Common, Celestial, Infernal, Abyssal, Draconic, Sylvan, plus 2 other languages, special purpose (spread god’s faith) with true resurrection 1/month as its power, plus greater teleport 2/day, mass heal 1/day, true seeing at will, heal 2/day, detect evil at will, feather fall 1/day, wielder doesn’t need to sleep or breath; Ego 67. (9,381,300 gp)
Bard Spells per Day [CL 69] 4/4+22/4+22/4+22/4+22/4+21/4+21/1+21/1+21/1+20/1+18/1+18/1+18/1+18/1+17/1+17/1+17/1+17/1+16/1+16 (DC 64+level; +3 enchantment, +1 divination)
Bard Spells Known: 6/5/5/5/5/5/4+2
analyze dweomer, mass charm monster, heroe’s feast, greater scerying, greater shout
greater dispel magic, dream, false vision, greater heroism, mass suggestion
break enchantment, detect scrying, dimension door, dominate person, legend lore,
charm monster, confusion, dispel magic, displacement, slow
detect thoughts, hold person, mirror image, silence, suggestion, whispering wind
charm person, feather fall, hideous laughter, identify, remove fear
detect magic, light, mage hand, message, prestidigitation, read magic
Spells Prepared (Cleric CL 20, domains charm, nobility; can spontaneously cast Charm spells) 6/5+2+1/5+2+1/5+2+1/5+2+1/5+1+1/4+1+1/4+1+1/4+1+1/4+0+1
9th – spell (DC #), spell (DC #)
8th – spell (DC #), spell (DC #)
7th – spell (DC #), spell (DC #)
6th – spell (DC #), spell (DC #)
5th – spell (DC #), spell (DC #)
4th – spell (DC #), spell (DC #)
3rd – spell (DC #), spell (DC #)
2nd – spell (DC #), spell (DC #)
1st – spell (DC #), spell (DC #)
Abilities Str 24 [7+5 inherent+12 enhancement], Dex 23 [12+5 inherent+6 enhancement], Con 20 [9+5 inherent+6 enhancement], Int 24 [13+5 inherent+6 enhancement], Wis 26 [15+5 inherent+6 enhancement], Cha 118 [16+25 levels+2 feats+5 inherent+70 enhancement]
SQ Heal 6/day, detect thoughts [emanation], turn undead (Clr 9) 57/day, evasion [boots]
Feats Automatic Quicken Spell, Automatic Silent Spell, Automatic Silent Spell (2), Automatic Silent Spell (3), Disguised Spell, Divine Might, Enlarge Spell, Extend Spell, Epic Inspiration, Epic Leadership, Epic Reputation, Epic Skill Focus (Perform Oratory), Epic Spell Focus (Enchantment), Epic Spellcasting, Great Charisma, Great Charisma (2), Great Fortitude, Greater Spell Focus (Enchantment), Heighten Spell, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Improved Spell Capacity (2), Improved Spell Capacity (3), Improved Spell Capacity (4), Improved Spell Capacity (5), Improved Spell Capacity (6), Improved Spell Capacity (7), Improved Spell Capacity (8), Improved Spell Capacity (9), Improved Spell Capacity (10), Improved Spell Capacity (11), Improved Spell Capacity (12), Improved Spell Capacity (13), Inspire Excellence, Lasting Inspiration, Leadership, Legendary Commander, Multispell, Music of the Gods, Negotiator, Permanent Emanation (detect thoughts), Permanent Emanation (globe of invulnerability), Persistent Spell, Polyglot, Quicken Spell, Ranged Inspiration, Reactive Countersong, Repeat Spell, Skill Focus (Perform Oratory), Silent Spell, Spell Focus (Divination), Spell Focus (Enchantment), Spell Knowledge (heroe’s feast, silence), Spell Penetration, Spontaneous Domain Access (Charm),
Skills Balance +26 [0+6 dex+20 competence], Bluff +58 [0+4 reputation+54 cha], Climb +27 [0+7 str+20 competence], Concentration +28 [23+5 con], Diplomacy +154 [94+54 cha+4 reputation+2 negotiator], Gather Information +107 [49+54 cha+4 reputation], Intimidate +58 [0+54 cha+4 reputation], Jump +27 [0+7 str+20 competence], Knowledge Arcana +111 [103+7 int], Knowledge The Planes +12 [5+7 int], Knowledge Nature +110 [103+7 int], Knowledge Religion +110 [103+7 int], Listen +57 [49+8 wis], Perform Oratory +274 [103+54 cha+4 reputation+3 focus +10 epic focus+100 competence], Perform Wind Instruments +81 [23+54 cha+4 reputation], Sense Motive +10 [0+8 wis+2 negotiator], Spellcraft +210 [103+7 int+100 competence], Speak Language [5], Tumble +26 [0+6 dex+20 competence] [224 bard ranks unassigned]
Possessions [79,890,100 gp not allocated]
Tome of X +5 have all been read (825000 gp)
Periapt of Wisdom +6, Health +6 (90000 gp)
Headband of Intellect +6, +100 competence to Spellcraft (15036000 gp)
Gauntlet of Divine Power (CL 100 continuous), +12 Strength enhancement (34160000 gp)
Cloak of Charisma +70, Epic Resistance +10, Spell Resistance 110 (52315000 gp)
Trumpet of the Apocalypse (Widened Holy Word, CL 200) (40000000 gp)
Bracelets of Oratory, +100 competence to Perform Oratory (10000000 gp)
Ring of Universal Energy Immunity (2160000 gp)
Ring of Protection +10 and Ironskin DR 15/adamantine (2600000 gp)
Boots of Swiftness, +6 enhancement to Dexterity, double speed, evasion, jumping not limited by height, +20 competence to Balance, Climb, Jump, & Tumble, haste 20 rounds 3/day via command word.
Special Abilities Inspire Courage +8 [50 rounds], Mass Suggestion, Inspire Heroics (18 allies; +5 morale saves, +4 dodge AC, 50 rounds), Song of Freedom, Inspire Greatness (20 allies; +3 HD, +3 competence to attack, +2 competence to Fort, 50 rounds), Suggestion, Inspire Competence (+3 competence, 60', 50 rounds), Fascinate (23 creatures, 180'), Reactive Countersong (Perform check replaces Will save), Bardic Knowledge (+76, max DC 30), Bardic Music (69/day), Prosletyze 3/day (1200 ft., Will DC 29 [21+8 wis], 120 minutes), deific touch 2/day, deific word 2/day, deific face 2/day, deific aura 2/day, Heal 6/day, Inspire Excellence (+4 competence to an ability score, 50 rounds),
Leadership: Leadership Score 154 and Legendary Commander implies cohort level 82, and lots of followers (124000 level 1, 12400 level 2, 6200 level 3, 3100 level 4, 1550 level 5, 775 level 6, 389 level 7, 194 level 8, 97 level 9, 48 level 10, 24 level 11, 12 level 12, 6 level 13, 3 level 14, 2 level 15). (~150000 followers)
Epic Spellcasting: 30 epic spells per day [arcana, religion, nature] (to be decided)
 
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Having read the two detailed suggestions, I can only say there are some great ideas there. I'll mull them over while I head for bed, for it's waaay past my bedtime...

Talk to you tomorrow.
 

Quick analysis of your Level 100 bard there, by comparing him to various creatures in the Immortal's Handbook.

The Maskim (CR 66, ECL 100) can only hit you ever on a nat 20, although with 8 attacks per round, that should come up often enough. Since it only hits you on a nat20 any way, it might as well power attack for full, meaning that when it does hit you, it's going to be laying on a world of hurt. Or, in other words, kill you in roughly nine or ten hits, dice depending.

It can make sneak attacks on you. Since your Sense Motive is only +10, it can do this practically without fail on every attack. Adding this in, it lowers the number of hits it needs to make on you to around six or so (again, dice depending).

If it hits, your fort save of +63 gives you a 65% chance of surviving its death attack (and, thusly, a 45% of dying). It will also be able to hide, in plain sight, from you with no chance of being seen.

You are pretty much immune to its Spell Like Abilities other than Wish (1/day), but then, some of its SLAs aren't offensive in nature and simply help it out in other ways, and your SR won't stop it summoning a Gloom helper.

As for you killing it...

Your Attack Bonus overwhelms its AC, pity you don't have Power Attack to take advantage of that. You don't penetrate it's DR, so that substracts 25 from every hit you deal. Furthermore, your weapon deals only nonlethal damage to it, as it has regeneration versus the same things as the DR.

Unfortunately, you seem to have no means of actually dealing it any damage at all. Hopefully, your party members are better equipped. Since you can hit it every attack (doing an average of 6.5 nonlethal damage per hit) you can deal it 26 nonlethal a round... but then it heals 25 of that back up. With HP comperable to your own, you aren't knocking it out any time soon.

Other bard skills... your perform check is sufficient that there's no way its making its save. So you can easily fascinate the bugger. I don't see anything indicating it being immune to mind altering effects. That's a clear advantage for you there.

Hm. This is a CR 66 to your level 100. I'd think you'd be able to do better against it. I mean, yeah, the fascinate thing is a real blow, but the fact that you are not actually capable of killing/seriously hurting it, and it CAN kill/seriously hurt you tells me you might want to think about tweaking your build slightly. Give your weapon some more traits so you can deal with a wider variety of DRs and Regens. You've focused so strongly in some skills (the +competence bonus items might actually be broken... personally, I think WotC screwed up when pricing a +skill items) but completely neglected some others, which could be the difference between life and death sometimes.

I mean, when you come across a Maskim, it's going to be hiding first of all, so you likely won't know its there until it's too late. You don't seem to have any points in spot, and your cleric spells (you know, Scry, Locate XXX, and other divinations) aren't going to be able to penetrate its SR by a longshot (your bard level is high enough not to worry too much about the SR, but I don't see any divinations there)... which means that basically, it can simply hide from you and either you'll never find it, or it'll snipe at you until you die.

Of course, with a full party compliment of level 100 characters, you'll fill in each others weak points, but still. What if you get seperated for some reason, and Anti-Magic Fields prevent you from communicating for help? You should still be able to readily deal with a CR 66 challenge...
 

Yair said:
It took me a long time, but I've just about finished the character I talked about. Here he is below.
The addition of magic items is extremely significant, in retrospect. They're problematic, but level 100 characters with only level-20 magic items are so significantly weaker it's absurd. If we're to limit the PCs to level-20 gear, we might as well not design this for level 100 characters, the challenge is so very different. The character below, for example, is immune to just about anything as a result of his magic items; without them, he is extremely vulnerable.

Edit: he isn't quite right for this adventure, but he was still fun to do. :)

Kolshadai, the Voice of God CR 100
Male Middle-Aged Human Brd 69/Clr 9/HiP 22
NG Medium Humanoid (Human)
Uses SRD, including Divine and Epic sections (but not divine ranks)
Init +6; Senses Listen +57, Spot +8
Languages any and all [polyglot]
AC 92 [+6 Dex +5 armor +30 enchanement+1 shield+30 enhancement+10 deflection], touch 26, flat-footed 86
Hp 987 (69d6+9d8+22d8+500+100 temporary; 100 HD) [Bard 69 + Cleric 9 + High Proselytizer 22 levels]
Immune energy [ring], critical hits [heavy fortification], level 3 spells [emanation], possession [armor], spell turning [shield]; SR 110 [mantle], DR 15/adamantine [ring]
Fort +63 [6 base +40 epic+5 Con +2 feat +10 resistance], Ref +68 [12 base +40 epic +6 Dex +10 resistance], Will +70 [12 base +40 epic +8 Wis +10 resistance]
Spd 60 ft. [boots], fly 60 ft. (Good) [armor]
Melee Rapier +116/111/106/101 (1d6+7+3d6 sonic +1d6 electricity+2d6 vs. evil16-20/x2, on critical +3d6 sonic+1d10 electricity)
Base Atk +100 [15+40 epic; gauntlet]; GRP +107
Atk Options divine might, reactive countersong, spells & metamagic
Combat Gear
Armor of the Celestial Battalion (+7 enhancement chain mail, +10 max dex, light armor, fly at will, magic circle against evil) (616300 gp) of Heavy Fortification (+5), modified to +30 enhancement. (9,126,300 gp)
Buckler +30 of Great Reflection (+10) and Infinite Arrow Deflection (+6) (21,160,300 gp)
Adamantine Rapier +10 Sonic Blast Keen Shocking Burst, Int 24, Wis 26, Cha 10, speech in Common, Celestial, Infernal, Abyssal, Draconic, Sylvan, plus 2 other languages, special purpose (spread god’s faith) with true resurrection 1/month as its power, plus greater teleport 2/day, mass heal 1/day, true seeing at will, heal 2/day, detect evil at will, feather fall 1/day, wielder doesn’t need to sleep or breath; Ego 67. (9,381,300 gp)
Bard Spells per Day [CL 69] 4/4+22/4+22/4+22/4+22/4+21/4+21/1+21/1+21/1+20/1+18/1+18/1+18/1+18/1+17/1+17/1+17/1+17/1+16/1+16 (DC 64+level; +3 enchantment, +1 divination)
Bard Spells Known: 6/5/5/5/5/5/4+2
analyze dweomer, mass charm monster, heroe’s feast, greater scerying, greater shout
greater dispel magic, dream, false vision, greater heroism, mass suggestion
break enchantment, detect scrying, dimension door, dominate person, legend lore,
charm monster, confusion, dispel magic, displacement, slow
detect thoughts, hold person, mirror image, silence, suggestion, whispering wind
charm person, feather fall, hideous laughter, identify, remove fear
detect magic, light, mage hand, message, prestidigitation, read magic
Spells Prepared (Cleric CL 20, domains charm, nobility; can spontaneously cast Charm spells) 6/5+2+1/5+2+1/5+2+1/5+2+1/5+1+1/4+1+1/4+1+1/4+1+1/4+0+1
9th – spell (DC #), spell (DC #)
8th – spell (DC #), spell (DC #)
7th – spell (DC #), spell (DC #)
6th – spell (DC #), spell (DC #)
5th – spell (DC #), spell (DC #)
4th – spell (DC #), spell (DC #)
3rd – spell (DC #), spell (DC #)
2nd – spell (DC #), spell (DC #)
1st – spell (DC #), spell (DC #)
Abilities Str 24 [7+5 inherent+12 enhancement], Dex 23 [12+5 inherent+6 enhancement], Con 20 [9+5 inherent+6 enhancement], Int 24 [13+5 inherent+6 enhancement], Wis 26 [15+5 inherent+6 enhancement], Cha 118 [16+25 levels+2 feats+5 inherent+70 enhancement]
SQ Heal 6/day, detect thoughts [emanation], turn undead (Clr 9) 57/day, evasion [boots]
Feats Automatic Quicken Spell, Automatic Silent Spell, Automatic Silent Spell (2), Automatic Silent Spell (3), Disguised Spell, Divine Might, Enlarge Spell, Extend Spell, Epic Inspiration, Epic Leadership, Epic Reputation, Epic Skill Focus (Perform Oratory), Epic Spell Focus (Enchantment), Epic Spellcasting, Great Charisma, Great Charisma (2), Great Fortitude, Greater Spell Focus (Enchantment), Heighten Spell, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Improved Spell Capacity (2), Improved Spell Capacity (3), Improved Spell Capacity (4), Improved Spell Capacity (5), Improved Spell Capacity (6), Improved Spell Capacity (7), Improved Spell Capacity (8), Improved Spell Capacity (9), Improved Spell Capacity (10), Improved Spell Capacity (11), Improved Spell Capacity (12), Improved Spell Capacity (13), Inspire Excellence, Lasting Inspiration, Leadership, Legendary Commander, Multispell, Music of the Gods, Negotiator, Permanent Emanation (detect thoughts), Permanent Emanation (globe of invulnerability), Persistent Spell, Polyglot, Quicken Spell, Ranged Inspiration, Reactive Countersong, Repeat Spell, Skill Focus (Perform Oratory), Silent Spell, Spell Focus (Divination), Spell Focus (Enchantment), Spell Knowledge (heroe’s feast, silence), Spell Penetration, Spontaneous Domain Access (Charm),
Skills Balance +26 [0+6 dex+20 competence], Bluff +58 [0+4 reputation+54 cha], Climb +27 [0+7 str+20 competence], Concentration +28 [23+5 con], Diplomacy +154 [94+54 cha+4 reputation+2 negotiator], Gather Information +107 [49+54 cha+4 reputation], Intimidate +58 [0+54 cha+4 reputation], Jump +27 [0+7 str+20 competence], Knowledge Arcana +111 [103+7 int], Knowledge The Planes +12 [5+7 int], Knowledge Nature +110 [103+7 int], Knowledge Religion +110 [103+7 int], Listen +57 [49+8 wis], Perform Oratory +274 [103+54 cha+4 reputation+3 focus +10 epic focus+100 competence], Perform Wind Instruments +81 [23+54 cha+4 reputation], Sense Motive +10 [0+8 wis+2 negotiator], Spellcraft +210 [103+7 int+100 competence], Speak Language [5], Tumble +26 [0+6 dex+20 competence] [224 bard ranks unassigned]
Possessions [79,890,100 gp not allocated]
Tome of X +5 have all been read (825000 gp)
Periapt of Wisdom +6, Health +6 (90000 gp)
Headband of Intellect +6, +100 competence to Spellcraft (15036000 gp)
Gauntlet of Divine Power (CL 100 continuous), +12 Strength enhancement (34160000 gp)
Cloak of Charisma +70, Epic Resistance +10, Spell Resistance 110 (52315000 gp)
Trumpet of the Apocalypse (Widened Holy Word, CL 200) (40000000 gp)
Bracelets of Oratory, +100 competence to Perform Oratory (10000000 gp)
Ring of Universal Energy Immunity (2160000 gp)
Ring of Protection +10 and Ironskin DR 15/adamantine (2600000 gp)
Boots of Swiftness, +6 enhancement to Dexterity, double speed, evasion, jumping not limited by height, +20 competence to Balance, Climb, Jump, & Tumble, haste 20 rounds 3/day via command word.
Special Abilities Inspire Courage +8 [50 rounds], Mass Suggestion, Inspire Heroics (18 allies; +5 morale saves, +4 dodge AC, 50 rounds), Song of Freedom, Inspire Greatness (20 allies; +3 HD, +3 competence to attack, +2 competence to Fort, 50 rounds), Suggestion, Inspire Competence (+3 competence, 60', 50 rounds), Fascinate (23 creatures, 180'), Reactive Countersong (Perform check replaces Will save), Bardic Knowledge (+76, max DC 30), Bardic Music (69/day), Prosletyze 3/day (1200 ft., Will DC 29 [21+8 wis], 120 minutes), deific touch 2/day, deific word 2/day, deific face 2/day, deific aura 2/day, Heal 6/day, Inspire Excellence (+4 competence to an ability score, 50 rounds),
Leadership: Leadership Score 154 and Legendary Commander implies cohort level 82, and lots of followers (124000 level 1, 12400 level 2, 6200 level 3, 3100 level 4, 1550 level 5, 775 level 6, 389 level 7, 194 level 8, 97 level 9, 48 level 10, 24 level 11, 12 level 12, 6 level 13, 3 level 14, 2 level 15). (~150000 followers)
Epic Spellcasting: 30 epic spells per day [arcana, religion, nature] (to be decided)

I don't know, I don't think he is too bad. It is late at night and I am a bit tired myself, so I didn't go over him with a fine tooth comb, but the brief overview is okay. Of course with such high level characters I would expect that people would disclose any wierd of overly powerful combos or tatics, like being able to do 1000d6 damage twice a round or something like that, but even with three classes, I don't think you went over board. i will equip my fighter over the weekend and post him here.
 

Fieari said:
Quick analysis of your Level 100 bard there, by comparing him to various creatures in the Immortal's Handbook.

The Maskim (CR 66, ECL 100) can only hit you ever on a nat 20, although with 8 attacks per round, that should come up often enough. Since it only hits you on a nat20 any way, it might as well power attack for full, meaning that when it does hit you, it's going to be laying on a world of hurt. Or, in other words, kill you in roughly nine or ten hits, dice depending.

It can make sneak attacks on you. Since your Sense Motive is only +10, it can do this practically without fail on every attack. Adding this in, it lowers the number of hits it needs to make on you to around six or so (again, dice depending).

If it hits, your fort save of +63 gives you a 65% chance of surviving its death attack (and, thusly, a 45% of dying). It will also be able to hide, in plain sight, from you with no chance of being seen.

You are pretty much immune to its Spell Like Abilities other than Wish (1/day), but then, some of its SLAs aren't offensive in nature and simply help it out in other ways, and your SR won't stop it summoning a Gloom helper.

As for you killing it...

Your Attack Bonus overwhelms its AC, pity you don't have Power Attack to take advantage of that. You don't penetrate it's DR, so that substracts 25 from every hit you deal. Furthermore, your weapon deals only nonlethal damage to it, as it has regeneration versus the same things as the DR.

Unfortunately, you seem to have no means of actually dealing it any damage at all. Hopefully, your party members are better equipped. Since you can hit it every attack (doing an average of 6.5 nonlethal damage per hit) you can deal it 26 nonlethal a round... but then it heals 25 of that back up. With HP comperable to your own, you aren't knocking it out any time soon.

Other bard skills... your perform check is sufficient that there's no way its making its save. So you can easily fascinate the bugger. I don't see anything indicating it being immune to mind altering effects. That's a clear advantage for you there.

Hm. This is a CR 66 to your level 100. I'd think you'd be able to do better against it. I mean, yeah, the fascinate thing is a real blow, but the fact that you are not actually capable of killing/seriously hurting it, and it CAN kill/seriously hurt you tells me you might want to think about tweaking your build slightly. Give your weapon some more traits so you can deal with a wider variety of DRs and Regens. You've focused so strongly in some skills (the +competence bonus items might actually be broken... personally, I think WotC screwed up when pricing a +skill items) but completely neglected some others, which could be the difference between life and death sometimes.

I mean, when you come across a Maskim, it's going to be hiding first of all, so you likely won't know its there until it's too late. You don't seem to have any points in spot, and your cleric spells (you know, Scry, Locate XXX, and other divinations) aren't going to be able to penetrate its SR by a longshot (your bard level is high enough not to worry too much about the SR, but I don't see any divinations there)... which means that basically, it can simply hide from you and either you'll never find it, or it'll snipe at you until you die.

Of course, with a full party compliment of level 100 characters, you'll fill in each others weak points, but still. What if you get seperated for some reason, and Anti-Magic Fields prevent you from communicating for help? You should still be able to readily deal with a CR 66 challenge...

He does have heavy fortification on his armor, meaning he can't be sneak attacked, sucks for rogues:p . Also, it would stop critical hits and I am fairly sure death attacks as well, just a note.

Like I said, I didn't go over all of it, but I really like the fact that he didn't go nuts on some obscure prestige class from a long forgotten book and make a total munchkin guy, in fact, kind of a cool character, but you may want to tweak a few things, he does have a few good points about skills and what not. I'll look it over better again later.
 

First thing: please don't quote long posts in their entirety, since it slows down the thread upload.

Magical Items: Okay, a +5 flametongue is probably ridiculous for 100th level characters. However, instead of +50 flametongue, I was thinking artifacts (at least lesser artifacts) with weird powers, and inspired by things such as Elric's Stormbringer. Here is an example of epic magic sword as I see it.

-- This +5 shortsword does not deal 1d6+5 of damage, but 3d6 +15 of damage per hit. It's because this is a multi-dimensional sword with 1 normal blade in the normal plane, plus 2 other twin blades that exist in the probability layers of alternate dimensions. As such, this sword ignores incorporeality and damage reduction. Then, once per day, it can invoke a multidimensional swirling of blades (duration: 5 minutes), so it deals 10d6 +50 of damage per hit, as 10 twin blades operate simultaneously. Additionally, once per day the blade can cast a Blade Barrier spell of 5 foot radius around the wielder, and that moves with him.
 
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Fieari said:
Quick analysis of your Level 100 bard there... [SNIP]
It's a somewhat minmaxed build, but by no means is it a build focused on combat competence. That said...

If forced into combat he has Heavy Fortification making it immune to critical hits (and sneak attack/death attack), and with the divine might feat deals about 108 hp of damage per critical hit (which is every fourth blow), or about 84 on a regular hit, with four attacks per round; that's 360 hp per round (before haste or other buffs), or 260 per round against DR 25; how much hit points does this Maskim has? Remember also that he'll cast quickened healing/buffing spells on himself during the fight, and that his sword can further assist him - and that he can also attempt to escape for a few rounds to cast more healing/buffing.

He would prefer to affect him with enchantment spells, however (which he can use even on creatures immune to them). Like a level 19 (heightened) dominate monster, with DC 86 and caster level 70, or an epic spell (he's got plenty of those, which I haven't gotten to yet!). While he's at it, he'll throw a couple of quickened buff/healing spells on himself.

And like any bard, yes, he's somewhat imcompetent as he works better at charming people with his skills and buffing party members than in dealing direct damage. This heightened spell, for example, is far weaker than what an equal-level wizard could whip out, and probably won't affect anything with SR and CR near his level.
But consider he can walk into a city and within a few hours have some 250000 fanatic followers, and that he can talk any hostile opponent into a fantatic follower by the RAW... that may not be an impressive damage output, but for me it has an epic feel. He's a holy prophet, and is pretty good at being one.
 
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