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

Hey Ozmar, I would like to play in your campaign if you ever start it, I have a character from an fr campaign that didn't last more than 2 sessions :(
 

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Sage said:
And a note to all the spellcasters out there. There's an ioun stone that adds +1 to caster level, since the bonus has no "name" and bonuses with no "name" stack and you can have an infinite amount of ioun stones... well, you do the math.
Now that's cheesy. I'd limit it to one such Ioun stone, really.

Oh and I know SR is expensive because it will quickly lead to over-use, but if you buy the cloak in the ELH (SR 40) can you buy it for the normal price (290,000 gp)
btw. for 50,000,000 you only get SR 62
Huh? Using your own SRD, the market price on SR is (SR-12)x10,000, or (SR-12)x100,000 for Epic SR by out guidelines. That's 5,000,000 for SR 62, and a maximum of 10,000,000 with SR 112.
If you just want SR 40 and want to stick to ELH prices, that's fine I guess. But we set out the rules to make it at least SOMEWHAT expensive, I think getting good SR should be worth that.
 

Sage said:
Hey Ozmar, I would like to play in your campaign if you ever start it, I have a character from an fr campaign that didn't last more than 2 sessions :(
There are quite a few characters from my campaigns that didn't last a single session. :]

Yair, the Killer DM
 

Yair said:
Huh? Using your own SRD, the market price on SR is (SR-12)x10,000, or (SR-12)x100,000 for Epic SR by out guidelines. That's 5,000,000 for SR 62, and a maximum of 10,000,000 with SR 112.

Oh, I thought you wrote the rule because is was x10x10 which would make it 1,000,000 per SR over 12. All other epic items have the x10 price tag, so writing it specifically for SR confused me.
 

Sage said:
Oh, I thought you wrote the rule because is was x10x10 which would make it 1,000,000 per SR over 12. All other epic items have the x10 price tag, so writing it specifically for SR confused me.
I wrote the rule because the ELH implies that, like spellcaster level, SR does not incur the x10 cost multiplier. Compare the price of Mantle of Epic SR to the formula, it follows the formula without the x10.
 

Well Here's my character, it's almost done, though I'll probably have to do a lot of tweaking.
Man, when I read the epic skill DCs... my character is soooooo cool :cool:

PC Sheet
----------------------------------------------------------
PC Name : Sonasti the untouchable
----------------------------------------------------------
Player Name : Sage
Email : JJayJay@gmail.com
----------------------------------------------------------
Race : Human
Class : Rogue, Void Incarnate
Level : 90, 10
XP's :
Age, gender : 30, Male
Alignment : True Neutral
Patron Deity :
----------------------------------------------------------
Strength : 37 (original 17) (starting: 12)
Dexterity : 45 (original 25) (starting: 15)
Constitution : 37 (original 17) (starting: 12)
Intelligence : 80 (original 40) (starting: 15)
Wisdom : 35 (original 15) (starting: 10)
Charisma : 37 (original 17) (starting: 12)

----Combat------------------------------------------------
Hit Points : 1700
Current hp : 1700
Armor Class : 115 (10 base, + 17 Dex, + 4 armor, + 4 shield, + 20 enhancement, + 10 deflection, + 10 insight, + 10 luck, + 10 sacred, + 10 natural)
Initiative : +25 (+17 Dex, + 8 Superior Initiative)
Base Attack : +15/+10/+5
Epic Attack : +40
Melee attack : +68/+63/+58
Ranged attack: +72/+67/+62
Speed : 60 feet

Saving Throws
Fortitude : +78 (6 Base, + 39 epic, + 13 Con, +20 resistance)
Reflex : +144 (12 Base, + 39 epic, + 17 Dex, + 2 Lighning Reflexes, + 4 Epic Reflexes, +30 resistance, +20 Insight, +20 Luck)
Will : +77 (6 Base, +39 epic, + 12 Will, +20 resistance)

--Smith (Dagger)--
Attack Bonus: +95/+95/+90/+85 (three attack per attack if thrown)
Damage : 1d4 + 35 (Int mod) +3d6 acid +2d4 negative levels
Critical : 17-20/x2
Range : Everywhere within sight
Type : piercing or slashing

--Wessen (Dagger) (off-hand)--
Attack Bonus: +95/+95/+90/+85
Damage : 1d4 + 17 (Int mod) +2d4 nagative levels
Critical : 17-20/x2
Range : Everywhere within sight
Type : piercing or slashing

--Kite (Dagger)--
Attack Bonus: +77/+72/+67 (attacks on its own)
Damage : 1d4 + 35 (Int mod) +2d6 damage vs. evil aligned, +2d6 damage vs. chaotic aligned (all subdual at will)
Critical : 17-20/x2
Range : Everywhere within sight
Type : piercing or slashing


--Kiteo (Dagger)--
Attack Bonus: +77/+72/+67 (attacks on its own)
Damage : 1d4 + 35 (Int mod) +2d6 damage vs. good aligned, +2d6 damage vs. lawful aligned (all subdual at will)
Critical : 17-20/x2
Range : Everywhere within sight
Type : piercing or slashing




----Feats & Special Abilities-----------------------------
Sneak attack +50d6
Improved Uncanny Dodge (retain dex bonus, can't be flanked)
Trap sense +24
Slippery Mind (Ex) (second save on enchantment after 1 round)
Defensive Roll (Ex) (Reflex DC: Damage = half damage)
Opportunist (1/round AoO against opponent struck)
Skill mastery (All)
Blank Aura (no detectable auras + 2 willing)
Improved Evasion (partial effect on failed save)
Void Presense (opponents flat-footed for 1st attack per round, can hide as a move action (with Bluff check), +20 DC of Gather information on me)
Improved Mettle of Fortitude (partial effect on failed save)
Improved Mettle of Will (partial effect on failed save)
Null Strike (1/day 1 melee attack = touch attack)
Blank Mind (permanent mind blank + 1 wiling)
Empty form (permanent freedom of movement, ignores all force effects)



Feats:
Lightning Reflexes
Combat Expertise
Improved Disarm
Improved Trip
Improved Sunder
Combat Reflexes
Weapon Finesse
Two-Weapon Fighting
Improved Two-Weapon Fighting
Greater Two-Weapon Fighting
Point Blank Shot
Precise Shot
Improved Precise shot
Run
Improved Critical (Dagger)
Dodge
Blindsight, 5-ft. radius (from divine rules)
Knock-down (from divine rules)
Improved Feint
Rapid Shot
Improved Presice Shot
Quick Draw
Improved Intitiative
Power Attack


Epic Feats:
Dexterous Fortitude (1/round Ref instead of Fort)
Dexterous Will (1/round Ref instead of Will)
Epic Reflexes (+4 on reflex saves)
Lingering Damage (SnA damage repeats on following round)
Improved Combat Reflexes
Self-Concealment
Sneak attack of opportunity
Spellcasting Harrier
Trap Sense
Epic Prowess
Combat Insight (Int mod for damage) (Epic Insight)
Legendary Climber
Perfect Two-Weapon Fighting
Polyglot
Epic Speed
Distant Shot
Epic Dodge
Storm of Throws
Superior Initiative
Penetrate Damage Reduction (cold iron)
Epic Poison Crafter (Epic Insight)
Improved Sneak Attack x5
Extend Life Span



----Languages---------------------------------------------
All

----Skills----
Bold skills can be used without rank
* Armor Check Penalty Applies
** -1 per 5 lb. of equipment carried.

Skill Total (Ability + Ranks + Misc)
Appraise (Int) +86 (35 + 51 + 0)
Balance (Dex)* +170 (17 + 103 + 50)
Bluff (Cha) +166 (13 + 103 + 50)
Climb (Str)* +166 (13 + 103 + 50)
Concentration (Con) +35 (35 + 0 + 0)
Craft (poisonmaking)(Int) +138 (35 + 103 + 0)
Craft (Trapmaking) +138 (35 + 103 + 0)
Decipher Script (Int) +138 (35 + 103 + 0)
Diplomacy (Cha) +166 (13 + 103 + 50)
Disable Device (Int) +188 (35 + 103 + 50)
Disguise (Cha) +116 (13 + 103 + 0)
Escape Artist (Dex)* +120 (17 + 103 + 0)
Forgery (Int) +138 (35 + 103 + 0)
Gather Information (Cha) +126 (13 + 103 + 0)
Handle Animal (Cha) +29 (13 + 26 + 0)
Heal (Wis) +12 (12 + 0 + 0)
Hide (Dex)* +170 (17 + 103 + 50)
Intimidate (Cha) +116 (13 + 103 + 0)
Jump (Str) +166 (13 + 103 + 50)
Knowledge: The Planes (Int) +86 (35 + 51 + 0)
Listen (Wis) +165 (12 + 103 + 50)
Move Silently (Dex)* +170 (17 + 103 + 50)
Open Locks (Dex)* +120 (17 + 103 + 0)
Perform (Cha) +86 (13 + 73 + 0)
Profession (Wis) Can't Use
Ride (Dex) +42 (17 + 25 + 0)
Search (Int) +188 (35 + 103 + 50)
Sense Motive (Wis) +165 (12 + 103 + 50)
Sleight of Hand (Dex) +170 (17 + 103 + 50)
Spellcraft (Int) +85 (35 + 50 + 0)
Spot (Wis) +165 (12 + 103 + 50)
Survival (Wis) +63 (12 + 51 + 0)
Swim (Str)** +116 (13 + 103 + 0)
Tumble (Dex) +170 (17 + 103 + 50)
Use Magic Device (Cha) +116 (13 + 103 + 0)
Use Rope (Dex) +120 (17 + 103 + 0)

(+5 inherent bonus to int at 20th level)
(+6 magic item bonus to Int at 20th level = + 240 ranks)
(+20 magic item bonus to Int at 30th level = + 490 ranks)
(+30 magic item bonus to Int at 40th level = + 300 ranks)
(+40 magic item bonus to Int at 50th level = + 250 ranks)

Speak Language :5 (10 skill points)

Armor Penalty: -0
Spell Failure: 0%
Max Dexterity: N/A

----Equipment---------------------(weight)-----


Total
----Coins on Hand------------------------

Location of Coin on Body:
Platinum :
Gold :
Silver :
Copper :

----Load--------------------------------------------------

Light :
Medium :
Heavy :

Current:

----Physical Description----------------------------------
Height :
Weight :
Hair :
Eyes :


----Background----------------------------------


----Magic Items---------------------------------

Smith (Dagger)
- Adamantine (3000 gp)
- +25 Enhancement Bonus
- Instant return (home made: teleports back to wielder immediately after strike, allows to throw the weapon multiple times in the same round, +10 market price modifier)
- Tripple Throw (weapon triples itself if thrown hitting with 3 seperate attacks, +6 market price modifier)
- Acidic Blast: (+3d6 acid damage, +6d6 if crit, +6 market price modifier)
- Souldrinking (as the souldrinker magic weapon, +1,000,000 gp to market price)

Final Price: 45,183,000 gp (44,180,000 gp form enhancement bonuses + 1,000,000 for souldrinking + 3000 for adamantine)


Wessen (Dagger)
- Adamantine (3000 gp)
- +25 Enhancement Bonus
- Instant return (home made: teleports back to wielder immediately after strike, allows to throw the weapon multiple times in the same round, +10 market price modifier)
- Defending (can split enhancement bonus between AC and attack, +1 market price modifier)
- Souldrinking (as the souldrinker magic weapon, +1,000,000 gp to market price)

Final Price: 26,923,000 gp (25,920,000 gp form enhancement bonuses + 1,000,000 for souldrinking + 3000 for adamantine)


Kite (dagger)
- Silver
- +5 Enhancement Bonus
- Everdancing (attacks on its own, +8 market price modifier)
- Merciful (can deal subdual damage instead of normal, +1 market price modifier)
- Holy (+2d6 against evil aligned creatures, +2 market price modifier)
- Axiomatic (+2d6 against chaotic aligned creatures, +2 market price modifier)

Final Price: 6,480,000 gp

Kiteo (dagger)
- cold iron
- +5 Enhancement Bonus
- Everdancing (attacks on its own, +8 market price modifier)
- Merciful (can deal subdual damage instead of normal, +1 market price modifier)
- Evil (+2d6 against good aligned creatures, +2 market price modifier)
- Anarchic (+2d6 against lawful aligned creatures, +2 market price modifier)

Final Price: 6,480,000 gp


Belt of Skill
-Grants +50 Competence bonus to: Balance, Bluff, Climb, Diplomacy, Disable Device, Hide, Jump, Listen, Move Silently, Search, Sense Motive,
-Sleight of Hand, Spot and Tumble
-Price: 35,000,000 gp (2,500,000 for each skill)

Vest of Power
-Grants +20 enhancement bonus to Str, Dex, Con, Wis and Cha
-Price: 20,000,000 gp (4,000,000 for each ability score)

Headband of Brilliance
-+40 enhancement bonus to Int
-Price: 16,000,000 gp

glove of Brilliance
-+30 enhancement bonus to Int
-Price: 9,000,000 gp

ring of intelligence (not worn)
-+20 enhancement bonus to Int
-Price: 4,000,000 pg

lesser ring of intelligence (not worn)
-+6 enhancement bonus to Int
-Price: 36,000

Various tomes of ability increases
-Price: 825,000 gp (137,500 per tome/manual)

Boots of butt-kicking really fast
-Continuous haste on wearer
-Continuous spider-climb on wearer
-Price: 165,000 gp

Amulet of the eye
-Grants wearer greater invisibility at will, true seeing at will, read-magic at will, and greater arcane sight at will
-Price: 497,000 gp 971,500 gp

Ring of Very Rapid Healing (modified from ring og rapid healing)
-Grants wearer fast-healing 10 as soon as it is put on.
-Price: 2,000,000 gp

Ring of Universal Elemental Immunity
-Immunity to acid, cold, electricity, fire and sonic damage
-Price: 2,160,000 gp

Ear-ring of Death Ward
-Continual Death Ward spell on wearer
-Price: 224,000 gp

Ioun Stone, Clear Spindle
-Stustains wearer without food or water
-Price: 4,000 gp

Ioun Stone, Iridescent Spindle
-Sustains wearer without air
-Price: 18,000 gp

Bracelet of Safe-keeping
-Grants +30 resistance bonus to Reflex saves
-Grants +20 resistance bonus to Fortitude Saves
-Grants +20 resistance bonus to Will saves
-Price: 17,000,000 gp

Gloves of Avoidance
-Grants +20 luck bonus on Reflex saves
-Grants +20 insight bonus on reflex saves
-Price:16,000,000 gp

Suit of protection (takes the place of shirt)
This is a series of silk cloths woven around most of the body
leaving many stray peices that whirl un the wind or under movement
They grant:
+4 armor bonus to AC (constant mage armor spell)
+4 shield bonus to AC (constant shield spell)
+20 enhancement bonus to AC
+10 deflection bonus to AC
+10 luck bonus to AC
+10 insight bonus to AC
+10 sacred bonus to AC
+10 natural armor bonus
Price:15,506,000

Mantle of Spell Resistance
Grants SR 112
Price: 10,000,000 gp

Ear-ring of flight
Grants the wearer a fly speed of 60 ft, good maneuverability
Price: 120,000 gp

Scrolls:
Antimagic Field (lvl 6) x10 --- 16,500
Augury (lvl 2) x30 --- 5,250
Break Enchantment (lvl 5) x10 --- 11,250
Clairaudience/Clairvoyance (lvl 3) x10 --- 3,750
Discern Location (lvl 8) x5 --- 15,000
Find the Path (lvl 6) x10 --- 24,000
Gate (planar travel) (lvl 9) x10 --- 88,250
Irresistible Dance (lvl 8) x20 --- 60,000
Make whole (lvl 2) x20 --- 3,000
Plane shift (lvl 5) x10 --- 11,250
Regenerate (lvl 7) x10 --- 22,750
Greator Restoration (lvl 7) x10 --- 47,750
Scrying (lvl 4) x10 --- 7,000
Stone to flesh (lvl 6) x10 --- 16,500
Greater Teleport (lvl 7) x10 --- 22,750
True Ressurection (lvl 9) x5 --- 144,125
Water Breathing (lvl 3) x10 --- 3,750
Water walk (lvl 3) x10 --- 3,750

Final Price: 506,625 gp




------------Used so far: 236,252,125 gp
 
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Hi all,

I'm going to a conference now and I'll have spatchy internet access at best and no real time for the next two weeks, so I expect not to post till it's over.
I'm looking forward to resuming work on this project when I return!

Yair

P.S, sage: Your character uses a lot of custom made magic items, and some are a bit problematic. For example, you gain a lot of insight, luck, and other bonuses to AC which goes against our guidelines. Some items I have no idea how to price (instant-returning?). Also, you don't need to keep the "old items" in stock, such as the lesser increases to Int.
Anyways, this is just my quick impression from reading it, I don't have time to go over it - my wife is waiting in the door.
I hope I'm not being a jerk, I just want chargen to be as orthodox as possible since I want people that play this adventure to play a level 100 D&D adventure, not someone's house rules.
 

Thouigh you're not here, I'll reply for others to read and respond to.

Yair said:
P.S, sage: Your character uses a lot of custom made magic items, and some are a bit problematic.
The DMG and ELHB items are really not powerful enough for 100th level (I'd say 50 or 60 if you're pushing it), so custom items are a must.

Yair said:
For example, you gain a lot of insight, luck, and other bonuses to AC which goes against our guidelines.
I read this as only for ability scores, so diffenrent bonuses for AC (or even attack?) should be in compliance. Remember that different bonuses cost more than enhancement or deflection bonuses (but 10 luck cost less than raising +20 enhancement to +30).

Yair said:
Some items I have no idea how to price (instant-returning?).
I priced this at +10 market price modifier, and the highest in ELHB is +8, I could raise it to +12? it basically allows my character to throw the same weapon using his full attack.

Yair said:
Also, you don't need to keep the "old items" in stock, such as the lesser increases to Int.
Oh... right :)

I've always wanted to see what i could do with so many levels :)
 
Last edited:

Yair said:
I tend to agree with DM_Rocco that "brokeness" needs to be considered in relation to other party members. My rouge's main attack is a full round action that does about 2000 hp in total (over two rounds). I suspect that a full attack by the fighter, when fully equipped, will be in the same order or maybe less (but applicable to creatures immune to critical hits). It is these totals that set the scale.
The wizard should be able to do better, as he's expending expensive high-level slots, but not by orders of magnitude.

One thing I disagree with DM_Rocco over is the use of Wish to restore lost spell-slots. Not in my game. A wish, being a level 9 spell, could - at best - restore a level 9 slot in my game. Perhaps level 8. I'll allow a doubling of the number of regained slots per lower spell level, so you'll have, say, two level 8 slots, or 4 level 7 slots, or so on. But that's as powerful as it gets.
Even wish has its limits.

The wish thing is an option that was listed as a possible wish example. I wouldn't allow it either and I don't remember where I found that, but it was in a D&D book or a dragon magazine.
 

EvilGM said:
100th lvl characters are silly broken.

I'll make a wizard and we can duke it out. I'll just add a few levels to the one I played in Dar's campaign. You know... the one he nerfed every session.

(ya ya the cleric is coming too)

100th lvl wizards make me giddy.

Yes, I recall, he nerfed us both every session if you recall.;)

Guys, this is the gy I was telling you about. He is making a cleric for us.
 

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