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

RajAhten said:
Umm I know this is not one of the books allowed but the wheel of time rpg just give someone the balefire rod :P

As I didn't realize the Wheel of Time series before book 700 came out, I am unfamiliar with the balefire rod. What does that do?
 

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DM-Rocco said:
Okay, example, it would effect only area of effect spells and if a area of effect spell, say horrid wilting, is targeted within a 40' radius of my character, it instead is considered targetting my character so the reflecting ability of the armor will bounce it back at the caster.

Make sense?

Trying to find a way around Mords and other spells that don't derctly hit me, but would not fall under the protection of the reflecting ability of the armor.:cool:

Oh... that ones easy: It can't be done.

There's a spell seed that does this for a DC of 220 or some odd, but as I was notified, you can't put this in armor. The closest you'll come is spell turning which only works for spells targeted on you.
The only real help is improved saves, plus some area spells allow spell resistance IIRC.

b.t.w. how many spells are there of each level (wondering what a ring of spell immunity to all spells in PHB would cost :])
 

Sage said:
Oh... that ones easy: It can't be done.
b.t.w. how many spells are there of each level (wondering what a ring of spell immunity to all spells in PHB would cost :])

Not sure, but if we were playing with all the books, I would have just made a Rashkaka (might have spelled that one wrong) and gave him the dwarven template as a ritual so he could take dwarven defender levels:p

Really, with the ring of energy immunity, all you really need is an item that gives you mind blank and death ward as permentant spell effects and followed up with an item that gives you immunity to Horrid Wilting, the dispelling spells (break enchantment, dispel magic, mords, etc.), stasis, time stop and imprisonment, *counts on fingers* I think that is it. ;)
 

Sage said:
DM-Rocco said: "Trying to find a way around Mords and other spells that don't derctly hit me, but would not fall under the protection of the reflecting ability of the armor."

Sage said: "Oh... that ones easy: It can't be done."

Ozmar says: On the contrary, the ward seed can be used to create an epic spell that creates an "immobile... magical sphere (with radius 10 feet) that surrounds you and excludes all spell effects... The area or effect of any [affected] spells does not include the area of the ward."

So the solution is to start with this basic seed and modify it. Make it mobile, increase its potentency and specificity to handle Mord's and voila! You can mix and match the particulars to suit your tastes.

One way around this, (at least, in my understanding of the rules) is simply to Heighten Mord's to 10th level or higher. Since the epic warding is keyed to a specific spell at a specific spell level, it would be my ruling that it only affected that spell at that level (or lower, if a lower level version existed). Of course, you could design the spell to protect against higher and higher spells, and in fact in my home game, I have modified epic spell development rules to enable spell casters to research epic spells that have variable casting costs and DCs based on the desired level of effect. So for example, a cautious mage could develop this epic warding spell to scale upwards (level 10, level 11, etc...) based on how much XP he spent when it is cast.

Just some epic spell thoughts... They need a strong and consistent DM to adjudicate properly.

Ozmar the Fair(ly) (Un)balanced
 

DM-Rocco said:
Not sure, but if we were playing with all the books, I would have just made a Rashkaka (might have spelled that one wrong) and gave him the dwarven template as a ritual so he could take dwarven defender levels:p

Really, with the ring of energy immunity, all you really need is an item that gives you mind blank and death ward as permentant spell effects and followed up with an item that gives you immunity to Horrid Wilting, the dispelling spells (break enchantment, dispel magic, mords, etc.), stasis, time stop and imprisonment, *counts on fingers* I think that is it. ;)

Not to quibble, but... remember that you can't actually be "immune" to dispel magic or any spell which doesn't allow SR, because "immunity" to magic is defined as having an unbeatable SR. Any spell (such as acid arrows) that ignores SR also ignores magical immunity.

Ozmar the Rules Lawyer
 

Ozmar said:
Not to quibble, but... remember that you can't actually be "immune" to dispel magic or any spell which doesn't allow SR, because "immunity" to magic is defined as having an unbeatable SR. Any spell (such as acid arrows) that ignores SR also ignores magical immunity.

Ozmar the Rules Lawyer

Well, I never:]

I have Dmed many high level games, but nothing more than 15th level in 3.5, the some rules and such are not committed to memory, yet:p

Good to know;)

Show off:p
 

Okay, here is Unbreakable, my Dwarven Defender. His features are greater whirlwind and improved combat reflexes with a 15' radius with his large spiked chain. He also has two other shields that are enchanted as weapons in case he needs a higher defense or more protection. He has two chains, one for non undead, the other for undead. He also has a gem that makes magic fail within a 40 foot radius. He doesn't need magic with his 90 dr/- and 30 healing factor from class feats, so if is facing a mage, he just whips it out and closes on in.

The prices should be right for everything with the possible exception of the last item, the enchanted buckler that is animated. I copied it from sage, yeah, sue me:p . But I had extra money left over so I added a +25 enchantment and a few other things;) but I just through a price on it.

If my price is correct, then I am 2,386,150 gp over and I can and will fix it, just need to know how much the shield is:cool:

Otherwise, everything should be finally good to go for him.

I think there is way too much work for me to create another 100th level guy, damn that ate up a ton of time. Rather than finish my mage, I am passing it off to EvilDM, who is also working on a cleric.

I think in the coming weeks I am going to start posting portions of the module.

So, CRGreathouse, what are you in for, haven't heard much out of you lately? You still in? Home is your paladin coming?

Also, who wants to work on what part of the module?



Unbreakable: Male dwarf Ftr12, DD 88; Medium-size humanoid; HD 12d10 (72), 88dl2(612) + 2,400 (CON) + 3 (Toughness) hp 3,087; Init +21 ; Spd 50 ft., fly 60 ft. good; AC 108/112 (touch 15, + 20 natural + 5 DEX, +26 shield, +10 deflection, +4 haste, +4 dodge (when in stance), +33 armor, flat-footed 103); AC (when fighting with two large shields) 133/137 (touch 15, + 20 natural + 5 DEX, +52 shield, +10 deflection, +4 haste, +4 dodge (when in stance), +33 armor, flat-footed 128); Atk +139/ +139/ +134/ +129/ +124 melee (2d6 + 85 crit /18-20/X2 (+1d6 on crit and fort save DC 100 or die) Chain, Spiked) or max power attacking for 20 Atk +119/ +119/ +114/ +109/ +104 melee (2d6+115/18-20/X2 (+1d6 on crit and fort save DC 100 or die) Chain, Spiked) or +110/+105/+100/+95 (ld8+60, +0 warhammer) or (2d8+40/19-20/X3, dwarven thrower) or two shield bashings +119/ +119/ +119/ +114/ +114/ +109/ +109/ +104/ +104 (2d6+1d6 spiked + 2d6 bashing + 51, mithril shield) or +91 ranged (2d8+40/19-20/X3, dwarven thrower) or two shield bashings with maxed power attack +99/ +99/ +99/ +94/ +94/ +89/ +89/ +84/ +84 (2d6+1d6 spiked + 2d6 bashing + 71, mithril shield) ;SQ Dwarf traits; AL LN; SV Fort (55+24+20+1=100), Ref (47+21+30+1=99), Will (51+17+20+1=90), DR 90/-, Fast healing: 30;

Str: 88 + 39 (Base 16 (10), +17 level enhancements, +30 enhancement, +5 inherit, Great STR XX)
Dex: 51 + 20 (Base 12 (4), +4 level enhancements, +30 enhancement, +5 inherit)
Con: 57 + 23 (Base 16 (10), + 2 racial, +3 level enhancements, +30 enhancement, +5 inherit)
Int: 21 + 5 (Base 14 (6), +6 enhancement +5 inherit)
Wis: 43 + 16 (Base 8 (0), +30 enhancement +5 inherit)
Cha: 17 + 3 (Base 8 (0), -2 racial, +5 inherit, +6 enhancement)

Permanent Spells: Arcane sight, comprehend languages, dark vision, detect magic, read magic, see invisibility, tongues, enlarge person, Rary’s telepathic bond, resistance

Skills and Feats: Climb +140(100), Jump +140(100), Swim +140(100), Ride +39(18), Tumble +71(50), Spot +117(100), sense motive +117(100)


Fighter Bonus Feats: Improved Critical (Chain, Spiked), Weapon Focus (Chain, Spiked), Weapon Specialization (Chain, Spiked), Greater Weapon Focus (Chain, Spiked), Greater Weapon Specialization (Chain, Spiked), Exotic Weapon Proficiency (Chain, Spiked), Epic Weapon Specialization (Chain, Spiked)

Character level feats to 20th level: Dodge, Mobility, Spring Attack, Combat Expertise, Whirlwind, Endurance, Toughness

Epic Character Feats: shield bash, Two-weapon fighting, improved two-weapon fighting, greater two-weapon fighting, perfect two weapon fighting, Cleave, Great Cleave, Power Attack, Combat Reflexes, Great Strength XX, Improved Whirlwind Attack, Blind Fight, Dire Charge


Epic Dwarven Defender Feats (26): Fast Healing X, Overwhelming Critical, Devastating Critical (DC 60 + STR40 + dc 100), Damage Reduction II, Epic Prowess X, Epic weapon focus (Chain, Spiked), Improved combat reflexes

Mithril/Ysgardian Heartwire full plate +25, ever bright +1, Soul fire +4, heavy fortification +5, great reflection +10, negating +5, greater fire, acid, cold, electric and sonic resistance + etherealness

Price: 25,379,000


Spiked Shield, large mithril +25 defense enhancement, ever bright +1, +11 weapon enhancement, bashing, Infinite arrow deflection +6, ghost touch +3, ghost touch, Empyreal +2

Price: 17,071,000 gp
notes: ghost touch, applies to defense and attack

Spiked Shield, large mithril +25 defense enhancement, ever bright +1, exceptional arrow deflection +8, ghost touch +1, +9 weapon enhancement, bashing, ghost touch, Empyreal +2

Price: 18,591,000
notes: ghost touch applies to attack and defense

Large, Adamantine spiked chain +25 weapon enhancement, brilliant energy +4, keen +1, speed +3, Ghost touch +1, ever dancing +8, holy power +8

Adamantine spiked chain: ~3,000 gp
enhancement bonus +50 = 50,000,000 gp
Price: 50,003,000 gp (technically over the price limit but sounds reasonable)

Large, Adamantine spiked chain +25 ghost touch +1, keen +1, Holy x2 +4, speed +3, ever dancing +8, holy power +8

Adamantine spiked chain: ~3,000 gp
enhancement bonus: +50 = 50,000,000 gp
Price: 50,003,000 gp (technically over the price limit but sounds reasonable)
nags: holy x2???

x2Gloves of Storing - 20,000

Bracers of relentless might - +30 strength and +30 constitution 18,000,000?

Helm of Wisdom +30 - grants a +100 competence bonus to Sense motive and spot

Price: 29,000,000 gp (save 40%!)

Epic ring reflection +10 deflection AC 2,000,000

Ring of Solar wings - 118,000

Anti-magic shackles - 132,000

Amulet of Proof Against Detection and Influence with constant mind blank and sequestering 465,000 gp

Star Mantle of Epic Spell Resistance 110 that also acts as a Star mantle cloak - 9,800,000 gp

x2Universal ring of energy immunity 2,160,000

Improved advanced boots of swiftness - as per the boots of swiftness but with a +30 to dexterity instead of a +6 dexterity, freedom of movement, continuous haste on wearer, continuous spider-climb on wearer

price: 9,562,000 gp


Anti-magic diamond - creates and lowers an anti-magic field centered on the diamond in a 40 foot radius 612,000 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

Buckler of Exceptional mithril +25 defense enhancement, Infinite arrow deflection +6, ever bright +1, exceptional arrow deflection +8, ghost touch +3, Empyreal +2, Animated +2

Price: 17,120,000 gp
notes: ghost touch applies to defense

235,286,150 Total with animated shield priced at buckler animated +11

252,386,150 total with animated shield priced as listed

 

Crap, I was going to add +100 bonus to spot and sense motive and maybe jump/climb/swim to the helm, but I forgot and may not have the money:( but that is it, really;)
 

DM-Rocco said:
Permanent Spells: Arcane sight, comprehend languages, dark vision, detect magic, read magic, see invisibility, tongues, enlarge person, Rary’s telepathic bond, resistance
If I were your I'd put them in a magic item since one dispel magic can remove all of them.

Oh and if you reduce the reflex save bonus in your bracelet of safe-keeping to +20 you'll shave off 5,000,000 gp. I made it with a higher ref bonus since in a lot of cases I can make a ref save instead of a fort or will.
 
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Sage said:
If I were your I'd put them in a magic item since one dispel magic can remove all of them.

Oh and if you reduce the reflex save bonus in your bracelet of safe-keeping to +20 you'll shave off 5,000,000 gp. I made it with a higher ref bonus since in a lot of cases I can make a ref save instead of a fort or will.

How does the price of the last shield look though?
 

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