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

Upper_Krust said:
Hey DM-Rocco! :)



Well I am pretty busy with things, was there something specific I can help you with?

If you are creating a 100th-level spellcaster then I suggest that you use the system I created over on my website. Otherwise its going to take you ages to work out spell lists.

http://www.immortalshandbook.com/freestuff9.htm

I also suggest giving everyone max skill ranks + skill bonus in known skills. That'll cut down the time spent messing about with that.

As for dealing damage, I have a rule in my Bestiary for how density (and muscle density) affects damage. Basically, every 15* points of strength above the average for that size (ie. 10 or medium) your base damage dice increases by one category.

eg. With 25 strength you could deal damage 2d6 damage with a longsword, with 40 strength you could deal 2d8, with 55 strength you could deal 4d6 etc.

*Anyone with the Bestiary will know it says 20, but that will change in the official version. ;)

As for what happened versus Io, I would point out that the author was probably trying to balance it using official applications of Challenge Rating, which in my experience are 2/3rds of the monsters ECL. Therefore Io is probably akin to ECL 146. Which is undoubtedly why you are getting creamed Ozmar, because individual characters are not of a Challenge Rating equal to their level.

Its the same way that a Balor would easily defeat a single 20th-level character.

The official Challenge Ratings were designed to give a fairly tough challenge for a party of 4 PCs.

You would be better putting a single character up against something of CR 66 or thereabouts. Although the PC (especially one thats just been created rather than evolved over time) should be the slight favourite in such an encounter.

I have a dedicated nut making a cleric and a wizard for the trials. He will make something, but if you have one prepared and want to post one, that would be great, just so we can see what is possible.

Right now, I am waiting to see how everyones characters are coming and then I want to start posting parts of the adventure. You have far more XP concerning such highlevel stuff, so you may think of lots of things that I will not. I kind of was planning on only writing part of it while others wrote a portion of it as well and I just edited it so it would all fit, but I don't mind taking in most of the work, it will just go slower.

I know you must have ideas for traps and encounters and such, so if you have something you are dieing to try out, please post your ideas. It will most likely be your one and only chance to through out your ideas for your immortal handbook in a working application ;)
 

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Scion of Eternity

OK, I am mostly done. There are still a few details to iron out. I am going to attach the character in a zipped Excel spreadsheet, and just post the "highlights" here.

Scion of Eternity
LN Human (Outsider, Dragon) Monk 30 / Sorcerer 60 / Dragon Disciple 10

Hit Points: 3629 (used average)
Initiative: +32
Speed: 130', fly 130 (average)
Armor Class: 216 (+50 armor, +25 shield, +32 Dex, -2 natural armor, +33 Deflection, +32 Wis, +6 monk, +10 luck, +10 insight, +10 sacred)
Base Attack/Grapple: +55/+91
Attack: +119 Fist 2d10+61 (+2d6 vs. chaos) (18-20/x2) (epic, adamantine, lawful, axiomatic, vorpal) (stun fist DC 92)
Full Attack: +119 / +119 / +119 / +114 / +109 Fist
Space/Reach: 5/5
Special Attacks: Stunning Fist 47/day, DC 92, Quivvering Palm 1/week, DC 57, Vorpal Strike, spells, telekinesis at will
Special Qualities: SR 112, DR 10/magic and 15/adamantine, Epic Spell Reflection, Infinite Deflection, Exception Deflection, "Immune" to Mord's Disjunction, Immunities: mundane disease, poison, death effects, critical hits, all energy types
Saves: F +115, R +114, W +114
Abilities: Str 82, Dex 74, Con 76, Int 65, Wis 74, Cha 76
Skills: (lots) Notably: Concentration +103, Spellcraft +118, Know(arcane) (103 ranks)

Monk Abilities / Feats:
Unarmed Strike (2d10), Greater Flurry, Ki Strike (epic, adamantine, lawful), Stunning Fist (47/day, DC 92), Deflect Arrows, Infinite Deflection, Reflect Arrows, Exceptional Deflection, Improved Evasion, Combat Reflexes, Still Mind, Slow Fall (infinite), Improved Disarm, Purity of Body, Diamond Body, Wholeness of Body (60 hp/day), Abundant Step (1/day, CL 15), Diamond Soul (SR 40), Quivering Palm (1/week, DC 57), Timeless Body, Tongue of the Sun and Moon, Empty Body (30 rds/day), Perfect Self (DR 10/magic), Weapon Focus (fist), Epic Weapon Focus (fist), Improved Critical (fist), Improved Ki Strike (epic), Righteous Strike, Keen Strike, Vorpal Strike, Shattering Strike

Metamagic Feats:
Still Spell, Silent Spell, Empower Spell, Heighten Spell, Extend Spell, Maximize Spell, Quicken Spell, Persistent Spell, Improved Heighten Spell, Intensify Spell, Enhance Spell

Arcane Feats:
Arcane Preparation, Dragon Familiar, Epic Skill Focus (spellcraft), Epic Spellcasting, Improved Spell Capacity (x11), Familiar Spell (telekinetic sphere), Automatic Quicken Spell (x3), Multispell, Spell Knowledge (x2), Spell Stowaway (time stop), Spell Stowaway (wish), Innate Spell (telekinesis), Eschew Material Components, Ignore Material Components

Spells:
Sorcerer Caster Level 60, DC = 43 + SL
Per Day: 6/15/14/14/14/14/13/13/13/13/7/7/7/7/6/6/6/6/5/5/12
Known: 9/5/5/4/4/4/3/4/5/4

Spell List:
1. Magic Missile, True Strike, Jump, Shield, Grease
2. Scintillating Scales, Acid Arrow, Glitterdust, Alter Self, Spider Climb
3. Haste, Water Breathing, Clairvoyance, Sleet Storm
4. Greater Invisibility, Solid Fog, Polymorph, Dimension Door
5. Burning Blood, Teleport, Wall of Force, Telekinesis
6. Disintegrate, Tenser's Transformation, True Seeing
7. Limited Wish, Forcecage, Prismatic Spray, Reverse Gravity
8. Prismatic Wall, Mind Blank, Dimensional Lock, Telekinetic Sphere, Polymorph Any Object
9. Wish, Time Stop, Shapechange, Gate

Epic Spells: (10 per day)
Time Duplicate (modified to trigger on Safe Time's casting)
Safe Time
Crown of Vermin (modified: instead of bugs, they are tiny time elementals - just a cosmetic change)
Epic Mage Armor (modified: +50 armor bonus)
Dragon Strike
Epic Spell Reflection
Greater Ruin
Hellball
Memento Mori
Ward vs. Mord's Disjunction (up to 30th level - any Mord's Disjunction simply does not affect me)
dev cost: 6,408,000gp

Equipment:

Major Items
Headband of Ultimate Perfect Excellence: +50 enhancement bonus to all stats. 150,000,000gp (I guess I should break this up into separate items...)

Amulet of Supreme Natural Fighting: +25 enhancement bonus to unarmed attacks and damage, +10 enhancement bonus to natural armor, allows wearer to suppress (as a free action and at will) a Tenser's Transformation effect on his person (a very specific anti-magic effect). 39,600,000gp

Mantle of Supreme Protection: SR 112, +30 resistance on all saves. 19,000,000gp

Lesser Items
Ring of Epic Force Shield +25: 12,500,000gp
Ring of Universal Energy Immunity: 2,160,000gp
Belt of Divine Fortuitous Insight: +10 sacred, +10 luck, +10 insight bonuses to AC. 750,000gp
Gauntlets of Invulnerability: DR 15/adamantine, immune to crits. 400,000gp
Earring of Death Ward: 224,000gp
Ioun Stones: (no food, water or air) 24,000gp

Gold: 18,936,000gp remaining

Familiar:
Draco Plata
Silver Dragon Wyrmling
7 Hit Dice, ECL 60, 1814 hit points
AC 41, SR 65, no DR
Attack: +57 bite 1d6+1 damage
Breath Weapon: 20' cone (or 40' line) of cold 2d8 or paralyzing gas 1d6+1 rds, DC 41
Saves: F +53, R +52, W +54
Abils: Str 13, Dex 10, Con 13, Int 14, Wis 15, Cha 14
Feats: Clinging Breath, Improved Speed (50', fly 120'), Shape Breath
Special: alternate form, immune to cold and acid, vuln to fire, cloudwalking, uses master's skill ranks, Familiar Spells (Telekinetic Sphere, Teleport x2, Greater Invisibility, Polymorph Any Object, Disintegrate)

Tactics:

Constant Spells:
Persistent Scintillating Scales (lasts 24 hours, uses level 8 slot, adds +Con Defl to AC, and reduces natural armor by half Con bonus)
Burning Blood (lasts 60 hours, anyone in 5 feet takes 60 points cold damage (no save) if I am wounded by a melee attack)
Telekinesis at will (bull rush, disarm, grapple or trip at +93, throw objects at +88, move up to 375 pounds, save DC 48)
Epic Mage Armor (+50 armor)
Epic Spell Reflection (any spell of 9th level or less that targets me is automatically reflected on caster)
Ward vs. MD (the area of effect of any Mord's Disjunction cast at level 30 or lower does not include me)
Safe Time & Time Duplicate (both have the same trigger: if I take 50 points of damage or more from one hit, then I am moved out of time for one round and my future self from one round in the future comes back to act while I am out of time. In the second round, we are both gone.)
Crown of Vermin (keep this cloud suppressed continually, since suppressed time doesn't count against its duration. Can be activated as a free action to deal 1000 points of damage (no save) to a target.)

Additional Tactical Notes:
With deflection feats, I can automatically deflect an infinite number of missile attacks per round, including spell effects, and they rebound on the attacker/caster.
By casting Tenser's Transformation, I can add +45 to my attack bonus for up to 60 rounds. I have an item to suppress this spell if I need to cast other spells.
By casting True Strike as a free action (up to twice in a round) I can add +20 to an attack. Thus, the maximum AC I can hit is 184+d20, or about 200.

I picture this guy as "ageless", and "outside the stream of time". He's aligned with Chronepsis and the Lawful gods of time and eternity. He has a demiplane with a monastery/fortress, and has a prepared clone there, with a few wishes and favors of higher powers that ensure that his items will be tied to his soul on his death, thus they cannot be stolen or lost - if he returns in the cloned body, his items will come with him. He gains a new Silver Dragon familiar every five years, because once it grows past wyrmling stage, it cannot be a familair, so I suspect he has a long-standing arrangement with a clan of silver dragons, where he apprentices their young as his familiar. Thus he has a good relationship with a clan of silver dragon allies. He probably also has favors owed and good contacts with the Lawful deities of Mechanus and other gods of time.

If he were ever seriously threatened by anything, I think he would just leave, and find some allies to help him deal with the situation. The more I look at it, the more I think that 100th level dudes are simply beyond such trivialities as combat. For one thing, how could they hurt each other? If anyone wants to find out, I'll take this guy on head-to-head against your character. Roll initiative! >:)

Ozmar the Uber-Cheese Monk/Sorcerer
 

Attachments


Ozmar said:
OK, I am mostly done. There are still a few details to iron out. I am going to attach the character in a zipped Excel spreadsheet, and just post the "highlights" here.

Scion of Eternity
LN Human (Outsider, Dragon) Monk 30 / Sorcerer 60 / Dragon Disciple 10

Hit Points: 3629 (used average)
Initiative: +32
Speed: 130', fly 130 (average)
Armor Class: 216 (+50 armor, +25 shield, +32 Dex, -2 natural armor, +33 Deflection, +32 Wis, +6 monk, +10 luck, +10 insight, +10 sacred)
Base Attack/Grapple: +55/+91
Attack: +119 Fist 2d10+61 (+2d6 vs. chaos) (18-20/x2) (epic, adamantine, lawful, axiomatic, vorpal) (stun fist DC 92)
Full Attack: +119 / +119 / +119 / +114 / +109 Fist
Space/Reach: 5/5
Special Attacks: Stunning Fist 47/day, DC 92, Quivvering Palm 1/week, DC 57, Vorpal Strike, spells, telekinesis at will
Special Qualities: SR 112, DR 10/magic and 15/adamantine, Epic Spell Reflection, Infinite Deflection, Exception Deflection, "Immune" to Mord's Disjunction, Immunities: mundane disease, poison, death effects, critical hits, all energy types
Saves: F +115, R +114, W +114
Abilities: Str 82, Dex 74, Con 76, Int 65, Wis 74, Cha 76
Skills: (lots) Notably: Concentration +103, Spellcraft +118, Know(arcane) (103 ranks)

Monk Abilities / Feats:
Unarmed Strike (2d10), Greater Flurry, Ki Strike (epic, adamantine, lawful), Stunning Fist (47/day, DC 92), Deflect Arrows, Infinite Deflection, Reflect Arrows, Exceptional Deflection, Improved Evasion, Combat Reflexes, Still Mind, Slow Fall (infinite), Improved Disarm, Purity of Body, Diamond Body, Wholeness of Body (60 hp/day), Abundant Step (1/day, CL 15), Diamond Soul (SR 40), Quivering Palm (1/week, DC 57), Timeless Body, Tongue of the Sun and Moon, Empty Body (30 rds/day), Perfect Self (DR 10/magic), Weapon Focus (fist), Epic Weapon Focus (fist), Improved Critical (fist), Improved Ki Strike (epic), Righteous Strike, Keen Strike, Vorpal Strike, Shattering Strike

Metamagic Feats:
Still Spell, Silent Spell, Empower Spell, Heighten Spell, Extend Spell, Maximize Spell, Quicken Spell, Persistent Spell, Improved Heighten Spell, Intensify Spell, Enhance Spell

Arcane Feats:
Arcane Preparation, Dragon Familiar, Epic Skill Focus (spellcraft), Epic Spellcasting, Improved Spell Capacity (x11), Familiar Spell (telekinetic sphere), Automatic Quicken Spell (x3), Multispell, Spell Knowledge (x2), Spell Stowaway (time stop), Spell Stowaway (wish), Innate Spell (telekinesis), Eschew Material Components, Ignore Material Components

Spells:
Sorcerer Caster Level 60, DC = 43 + SL
Per Day: 6/15/14/14/14/14/13/13/13/13/7/7/7/7/6/6/6/6/5/5/12
Known: 9/5/5/4/4/4/3/4/5/4

Spell List:
1. Magic Missile, True Strike, Jump, Shield, Grease
2. Scintillating Scales, Acid Arrow, Glitterdust, Alter Self, Spider Climb
3. Haste, Water Breathing, Clairvoyance, Sleet Storm
4. Greater Invisibility, Solid Fog, Polymorph, Dimension Door
5. Burning Blood, Teleport, Wall of Force, Telekinesis
6. Disintegrate, Tenser's Transformation, True Seeing
7. Limited Wish, Forcecage, Prismatic Spray, Reverse Gravity
8. Prismatic Wall, Mind Blank, Dimensional Lock, Telekinetic Sphere, Polymorph Any Object
9. Wish, Time Stop, Shapechange, Gate

Epic Spells: (10 per day)
Time Duplicate (modified to trigger on Safe Time's casting)
Safe Time
Crown of Vermin (modified: instead of bugs, they are tiny time elementals - just a cosmetic change)
Epic Mage Armor (modified: +50 armor bonus)
Dragon Strike
Epic Spell Reflection
Greater Ruin
Hellball
Memento Mori
Ward vs. Mord's Disjunction (up to 30th level - any Mord's Disjunction simply does not affect me)
dev cost: 6,408,000gp

Equipment:

Major Items
Headband of Ultimate Perfect Excellence: +50 enhancement bonus to all stats. 150,000,000gp (I guess I should break this up into separate items...)

Amulet of Supreme Natural Fighting: +25 enhancement bonus to unarmed attacks and damage, +10 enhancement bonus to natural armor, allows wearer to suppress (as a free action and at will) a Tenser's Transformation effect on his person (a very specific anti-magic effect). 39,600,000gp

Mantle of Supreme Protection: SR 112, +30 resistance on all saves. 19,000,000gp

Lesser Items
Ring of Epic Force Shield +25: 12,500,000gp
Ring of Universal Energy Immunity: 2,160,000gp
Belt of Divine Fortuitous Insight: +10 sacred, +10 luck, +10 insight bonuses to AC. 750,000gp
Gauntlets of Invulnerability: DR 15/adamantine, immune to crits. 400,000gp
Earring of Death Ward: 224,000gp
Ioun Stones: (no food, water or air) 24,000gp

Gold: 18,936,000gp remaining

Familiar:
Draco Plata
Silver Dragon Wyrmling
7 Hit Dice, ECL 60, 1814 hit points
AC 41, SR 65, no DR
Attack: +57 bite 1d6+1 damage
Breath Weapon: 20' cone (or 40' line) of cold 2d8 or paralyzing gas 1d6+1 rds, DC 41
Saves: F +53, R +52, W +54
Abils: Str 13, Dex 10, Con 13, Int 14, Wis 15, Cha 14
Feats: Clinging Breath, Improved Speed (50', fly 120'), Shape Breath
Special: alternate form, immune to cold and acid, vuln to fire, cloudwalking, uses master's skill ranks, Familiar Spells (Telekinetic Sphere, Teleport x2, Greater Invisibility, Polymorph Any Object, Disintegrate)

Tactics:

Constant Spells:
Persistent Scintillating Scales (lasts 24 hours, uses level 8 slot, adds +Con Defl to AC, and reduces natural armor by half Con bonus)
Burning Blood (lasts 60 hours, anyone in 5 feet takes 60 points cold damage (no save) if I am wounded by a melee attack)
Telekinesis at will (bull rush, disarm, grapple or trip at +93, throw objects at +88, move up to 375 pounds, save DC 48)
Epic Mage Armor (+50 armor)
Epic Spell Reflection (any spell of 9th level or less that targets me is automatically reflected on caster)
Ward vs. MD (the area of effect of any Mord's Disjunction cast at level 30 or lower does not include me)
Safe Time & Time Duplicate (both have the same trigger: if I take 50 points of damage or more from one hit, then I am moved out of time for one round and my future self from one round in the future comes back to act while I am out of time. In the second round, we are both gone.)
Crown of Vermin (keep this cloud suppressed continually, since suppressed time doesn't count against its duration. Can be activated as a free action to deal 1000 points of damage (no save) to a target.)

Additional Tactical Notes:
With deflection feats, I can automatically deflect an infinite number of missile attacks per round, including spell effects, and they rebound on the attacker/caster.
By casting Tenser's Transformation, I can add +45 to my attack bonus for up to 60 rounds. I have an item to suppress this spell if I need to cast other spells.
By casting True Strike as a free action (up to twice in a round) I can add +20 to an attack. Thus, the maximum AC I can hit is 184+d20, or about 200.

I picture this guy as "ageless", and "outside the stream of time". He's aligned with Chronepsis and the Lawful gods of time and eternity. He has a demiplane with a monastery/fortress, and has a prepared clone there, with a few wishes and favors of higher powers that ensure that his items will be tied to his soul on his death, thus they cannot be stolen or lost - if he returns in the cloned body, his items will come with him. He gains a new Silver Dragon familiar every five years, because once it grows past wyrmling stage, it cannot be a familair, so I suspect he has a long-standing arrangement with a clan of silver dragons, where he apprentices their young as his familiar. Thus he has a good relationship with a clan of silver dragon allies. He probably also has favors owed and good contacts with the Lawful deities of Mechanus and other gods of time.

If he were ever seriously threatened by anything, I think he would just leave, and find some allies to help him deal with the situation. The more I look at it, the more I think that 100th level dudes are simply beyond such trivialities as combat. For one thing, how could they hurt each other? If anyone wants to find out, I'll take this guy on head-to-head against your character. Roll initiative! >:)

Ozmar the Uber-Cheese Monk/Sorcerer

*flexes fingers* okay, first thing is first, how are you getting +10 sacred AC and +10 luck AC. AC is something we have to watch, inspite of my jokes of making a duelist with a +300 AC. You can't add in more AC from abnormal sources, so you can add a bracers of armor +25 (which is the max for such an item in this setting) but you couldn't make a set of "Luck" bracers that give a +25 luck bonus. Right now, you couldn't punch yourself in the face :p

Your head band of uber Ozmar excellence can only go as high as a +25 enhancement bonus for each stat, also you need to figure paying more for an off slot.

Amulet of Supreme Natural Fighting - I would rather see a pair of guantlets that you enchanted as a weapon. You can't enchant gloves as weapon, kind of gay, but you can guanlets.


Belt of Divine Fortuitous Insight - ah, this is where you are getting all the odd bonuses, try again please.


Gauntlets of Invulnerability: - I would rather see some type of clothing or bracer that this went on.


er, perhaps someone with more knowledge can check on his epic spells. Good as time as any to figure out if they are too overpowered.

Please fix the other stuff. I may have missed a few things, I will check it over agian once you fix the stuff above.

DM-Rocco the Stern :p
 

DM-Rocco said:
*flexes fingers* okay, first thing is first, how are you getting +10 sacred AC and +10 luck AC. AC is something we have to watch, inspite of my jokes of making a duelist with a +300 AC. You can't add in more AC from abnormal sources, so you can add a bracers of armor +25 (which is the max for such an item in this setting) but you couldn't make a set of "Luck" bracers that give a +25 luck bonus. Right now, you couldn't punch yourself in the face :p

Your head band of uber Ozmar excellence can only go as high as a +25 enhancement bonus for each stat, also you need to figure paying more for an off slot.

Amulet of Supreme Natural Fighting - I would rather see a pair of guantlets that you enchanted as a weapon. You can't enchant gloves as weapon, kind of gay, but you can guanlets.


Belt of Divine Fortuitous Insight - ah, this is where you are getting all the odd bonuses, try again please.


Gauntlets of Invulnerability: - I would rather see some type of clothing or bracer that this went on.


er, perhaps someone with more knowledge can check on his epic spells. Good as time as any to figure out if they are too overpowered.

Please fix the other stuff. I may have missed a few things, I will check it over agian once you fix the stuff above.

DM-Rocco the Stern :p

Well, I admit my weak area is in item creation. I haven't really sat down to cheese those rules yet, and kind of "winged it". But for inspiration on most of these I took a cue from other people's entries on this board.

Waddya mean you can only go up to +25 enhancement for each stat? The posted rules say +50 enhancement is max (and your own Dwarven Defender has items with +30). What gives? :)

I got Gauntlets of Invulnerability and several other items from Sage. In particular, his "Sonasti the Untouchable" has a shirt with insight, luck and sacred bonuses to AC, so I started there and looked at the DMG to generate the Belt.

The Amulet of Supreme Natural Fighting is just an Amulet of Mighty Fists (see the DMG) extended to a +25 bonus. I am not sure if the math is right, but I think it's just 3 times more expensive than a +25 sword.

Anywho... as I said, items are not my forte. I actually built the character pretty much without them (except for +50 enhancements across the board) and then threw items on at the end. I may not have any of them priced right, and would be happy to fix them, and any helpful suggestions are welcome. But lets be consistent! What are the "rules" for item creation? Either you forgot them, or I am looking at the wrong posts in this thread to figure them out. (Also, if another character has one, then why can't I? *pout* )

Ozmar the Petulant :cool:
 

My turn to look at Scion of Eternity
Ozmar said:
LN Human (Outsider, Dragon)
I'm pretty sure you can only have one type, you'll have to decide weather you got monk 20 or DD 10 first.
Ozmar said:
Ward vs. Mord's Disjunction (up to 30th level - any Mord's Disjunction simply does not affect me)
dev cost: 6,408,000gp
I'll check this and the other ones later, but do you mind making this an area spell? It would be a big help to the rest of the group.
You could also simply cast a contingent Mordenkainens disjunction as a counterspell whenever anyone within, say, 100 miles casts mordenkainens disjunction?
Ozmar said:
Waddya mean you can only go up to +25 enhancement for each stat? The posted rules say +50 enhancement is max (and your own Dwarven Defender has items with +30). What gives?
The rules are:
max +50 enhancement bonus to armor and/or weapon, of which only +25 are a straight enhancement bonus.​
You automatically get the maximum +5 inherent bonus to ability scores across the board.​
max +30 enhancement bonus to any ability score.​
armor bonuses allowed: armor, shield, enhancement (armor), enhancement (shield), natural armor and deflection.​
Only resistance bonuses to saves (in case you were wondering)​
Ozmar said:
I got Gauntlets of Invulnerability and several other items from Sage. In particular, his "Sonasti the Untouchable" has a shirt with insight, luck and sacred bonuses to AC, so I started there and looked at the DMG to generate the Belt.
I was forced to change this, my character is attached.
Ozmar said:
Amulet of Supreme Natural Fighting
I don't see why this can't work, technically, it can be sundered, just like everything else... if you don't want your monk "polluted" with gauntlets you might settle for hand and wrist straps that take the item slot for gauntlets?
Ozmar said:
Persistent Scintillating Scales (lasts 24 hours, uses level 8 slot, adds +Con Defl to AC, and reduces natural armor by half Con bonus)
Burning Blood (lasts 60 hours, anyone in 5 feet takes 60 points cold damage (no save) if I am wounded by a melee attack)
The first ones unclear and the second one extremeky powerful (if non-epic). What are their sources?
Ozmar said:
Crown of Vermin (keep this cloud suppressed continually, since suppressed time doesn't count against its duration. Can be activated as a free action to deal 1000 points of damage (no save) to a target.)
Actually it does, but I suspect your duration is permanent anyway.
Ozmar said:
If anyone wants to find out, I'll take this guy on head-to-head against your character. Roll initiative!
I might consider this once I get my tactics sorted out (and add the fortified ability to my armor).
 

Attachments

Last edited:

ELH said:
Great Reflection: Any time its bearer of this shield is targeted with a spell, it automatically reflects the spell back at the caster (as the spell turning spell). The wearer can lower or raise this effect as a free action (thus allowing beneficial spells in as desired).
Caster Level: 25th; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, spell turning; Market Price: +10 bonus.

Funny I didn't see this before... it's basically immunity to all spells that aren't area spells.
 

Right here are a few new/changed items for my collection and a list of my characters abilities. I'll probably have to read it myself a few times before I can remember it all. I tried to do some sort of division to help, but it isn't great.

Magic Items
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)
+25 enhancement bonus to AC (to armor)
Exeptional arrow deflection (+8 to market price)
Price:10,893,000 gp

Hood of shielding (tackes place of hat)
+4 shield bonus to AC (constant shield spell)
+25 enhancement bonus to AC
Great reflection shield special ability (+10 to market price)
Price:12,253,000 gp

Ear-ring of contingent healing
Contingency (CL 18) cast if I'm ability damaged, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insane (as insanity spell), nauseated, sickened, stunned, poisoned, or if hit points beneath 1550. Casts Heal on me.
Heal (CL 15) cures above conditions and heals 150 hp of damage
Price: (6*18*2000*1,5 + 6*15*2000*4)*2 = (324,000 + 720,000)*2 = 2,088,000 gp

Tactical Breakdown
Epic Rogue Tactics
----------------------------------------------------------
PC Name : Sonasti the untouchable
----------------------------------------------------------


Out of combat
----------------------------------------------------------
- +24 bonus to relflex saves to avoid traps, +24 bonus to AC against attacks by traps.
- I have no detectable auras whatsoever. Can extend this to 2 others.
- Permanent mind blank (immunity to all mind-affecting spell and effects and divination spells and effects concerning me)
- permanent freedom of movement (can't be grappled)
- ignores all force effects
- base speed 90 ft
- running: speed 450 ft, retain dex bonus to AC, +4 to jump checks
- blindsight 5 ft.
- fast healing 10
- successful bluff check allows me to hide as a move action
- automatic search check if within 5 ft. of trap
- can speak and read all non-secret languages
- spider climbed; can walk on wall and cealings (not that I need it :P)
- greater invisibility constant/at will (cannot be detected because of no auras)
- true seeing constant/at will (sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of true seeing conferred is 120 feet.
True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairaudience/clairvoyance.)
- read magic constant/at will
- greater arcane sight constant/at will (know location and power of all visible magical auras within 120 ft., automatically knows all spells and effects active upon a subject.
- doesn't have to eat food, drink water or breathe air
- stores 2 daggers in each glove + thieves tools in 1 glove (1 slot remaining)

Defensive
----------------------------------------------------------
- retains Dex bonus to AC even when flat-footed
- can't be flanked, can't be sneak attacked fo rogue below level 94
- any attack that would bring me below 0 hp I can take half damage from with a successful reflex save DC = Damage
- can add +5 dodge bonus to AC by taking it from attack.
- gains +1 dodge bonus to AC against designated opponent
- all attacks against me have 30% miss chance
- can automatically avoid damage from 1 attack per round from opponent designated as dodge target
- DR 15/adamantine
- immune to critical hits
- can deflect all ranged attacks and ranged touch attack spells with a reflex save DC 20 (automatically)
- is healed by Heal spell if hp below 1550 or affected by condition healed by Heal spell.

Offensive
----------------------------------------------------------
- +50d6 sneak attack (SnA) damage
- sneak attack damage is dealt again on the following round
- all opponents considered flat footed for my first attack on them each round (sneak attack all around)
- can cast true strike as a free action 1/round
- 1/day I can designate a melee attack as a touch attack.
- disarm: no AoO, opposed attack roll (for me: +92/+92/+87/+82).
- trip: no AoO, opposed strength check (/dex for defeder), my bonus: +13, standing up provokes AoO (SnA)
- sunder: no AoO, opposed attack roll (for me: +92/+92/+87/+82), deal damage (1d4 +30/25 + 3d6 acid), ignore harness since adamatine weapon.
- if melee attack deals 10 or more damage, gain free trip attack
- can Feint as a move action (bluff check -4 vs. nonhumanoids -8 vs. animals, opponent adds BAB to sense motive; success = denies Dex bonus to AC on next attack)
- can take -15 on melee attack and add to damage

Ranged attacks
----------------------------------------------------------
- +1 bonus to attack if target within 30 ft.
- no penalty for shooting into melee
- ignores cover and concealment unless total cover and/or concealment
- always strikes intended target in a grapple
- gain extra ranged attack at maxt BAB by taking minus 2 to all attacks (+97/+97/+97/+92/+87 with smith and +97/+97/+97/+92/+87 with wessen) since I
gain as many attacks with my off hand as with my right
- no penalty for range as long as within sight
- as a full round action I can throw a light weapon at everyone within 30 ft at full BAB (+96) SnA if beginning of round


Round Intervening stuff (AoO etc.)
----------------------------------------------------------
- any AoO automatically is a sneak attack
- can make infinite amounts of AoO in 1 round
- 1/round I can make an AoO against any opponent within range that has just taken damage from a melee attack


VS spells
----------------------------------------------------------
- SR 112
- Gains second save on enchantment spell and effect after one round
- Takes partial effect on failed reflex save, no effect on successful save
- Takes partial effect on failed fortitude save, no effect on successful save
- Takes partial effect on failed will save, no effect on successful save
- 1/round make reflexs save instead of fortitude save
- 1/round make reflex save instead of will save
- any spellcaster I threaten in melee provokes AoO when casting defensively (SnA), +4 bonus on attack roll
- all spells targeting me are turned back on the caster as the spell turning spell (can be subdued at will)... don't think this counts for epic spells.
- death ward constant/at will (immune to all death spells, magical death effects, energy drain, and any negative energy effects)


Actually, simulated battles, PC vs PC or against monsters are probably a good way to get rid of the most obvious weaknesses ones character undoubtedly has.
 
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I'll just keep posting :) :

My munchkining may be taking overhand; if a magic item only can be used by a specific alignment or class it's cost is reduced by 30%, since I have so much in Use Magic Device that this wouldn't make a difference would it be over the top to do this to my most expensive items?

lol I can hit Io once per day :p
 
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Sage said:
My turn to look at Scion of Eternity

I'm pretty sure you can only have one type, you'll have to decide weather you got monk 20 or DD 10 first.

Yes... He gained Monk 20 first, but I was unsure if an Outsider would change to a Dragon, or remain an Outsider? Read one way, the DD changes his type, but there is also a "hierarchy" of creature types and Outsider sits on the top, so I was not sure if the type should change? If it does, then I guess he's a Dragon (although Outsider seems more appropriate...) I guess if I were going to write him up as an NPC, I'd give him the Outsider type with a special quality of "Dragon Qualities: For spells and effects and meeting the prerequisites of things, he is either an Outsider or a Dragon, whichever is more beneficial." I think some gods have little blurbs like that, and it seems appropriate to beings of this power.

Sage said:
I'll check this and the other ones later, but do you mind making this [Ward vs. Mord's Disjunction] an area spell? It would be a big help to the rest of the group.
You could also simply cast a contingent Mordenkainens disjunction as a counterspell whenever anyone within, say, 100 miles casts mordenkainens disjunction?

Sure, that's not a bad idea (area). I am not sure about your contingent idea. Are you talking about an epic spell? Because contingency wouldn't work with a 9th level spell. Also, that sounds like a one-shot tactic. I think the Ward would be active all the time, so would be a better idea.

Sage said:
The rules are:
max +50 enhancement bonus to armor and/or weapon, of which only +25 are a straight enhancement bonus.​
You automatically get the maximum +5 inherent bonus to ability scores across the board.​
max +30 enhancement bonus to any ability score.​
armor bonuses allowed: armor, shield, enhancement (armor), enhancement (shield), natural armor and deflection.​
Only resistance bonuses to saves (in case you were wondering)​

I was forced to change this, my character is attached.

Well, poop. :D I guess I'll have to make some major mods. I don't care about the items (they are mostly tacked on as an afterthought) but I am a bit bummed about the stats. He's stat-driven, and losing 20 points across the board hurts...

That "max +30 enhancement bonus to any ability score", is that an inviolable restriction across all sources and types? Or is it just referring to items? Because now I am thinking about epic spells to boost abilities, and spells or items that grant different types of bonuses to abilities...

I will need to be more creative on these items. :)

Sage said:
I don't see why this [amulet of mighty fists] can't work, technically, it can be sundered, just like everything else... if you don't want your monk "polluted" with gauntlets you might settle for hand and wrist straps that take the item slot for gauntlets?

Naw, I don't care. They can be gauntlets. I just made them an amulet because that's what they are in the DMG.

Sage said:
The first ones unclear and the second one extremeky powerful (if non-epic). What are their sources?

Both are spells in the Draconomicon. What is unclear about Scintillating Scales? When cast, it adds your Con bonus as a deflection bonus to your AC, but it also reduces your natural armor bonus by half your Con bonus. Burning Blood is a non-epic spell. It deals your caster level in damage as described (and it is cold damage because that's the dragon's breath-weapon type. I guess he has the Cold subtype also...)

Sage said:
Actually it does, but I suspect your duration is permanent anyway.

Are we reading the same spell description for Crown of Vermin? From the SRD: "The character can completely suppress his or her vermin aura as a free action so that no vermin are visible at all. The time that vermin are suppressed does not count toward the spell’s duration."

And I wouldn't make it permanent - it expires as it is used, because the buggies die.

Oh wait... I just had a thought that you might be thinking of a spell effect suppressed in an AM field. Yes, time spent suppressed in such a way does count towards its duration, as a general rule. But Crown of Vermin has a specific property in its description.

Sage said:
I might consider this once I get my tactics sorted out (and add the fortified ability to my armor).

Cool. ;) But we won't be able to hurt each other. We'd have to settle our differences by playing cards or something....

Ozmar the Invulnerable
 

Yeah, I was thinking of Antimagic sphere

I've checked the prices of your items. I'll look at the spells later.

Ozmars Item prices:
-----------------------------------

Headband of Ultimate Perfect Excellence
+ 30 enhancement bonus to each stat
Price 6*9,000,000 = 54,000,000 gp

Since max limit is 50,000,000 gp you'll have to split this one up.

Amulet of Supreme Natural Fighting
+25 to unarmed attacks 12,500,000 gp
+10 to natural armor 1,000,000 gp
Supress tensers transformation ??gp
right... you priced this at 39,600,000 gp which should more than make up for the tenser thing

mantle of supreme protection
SR 112 = 10,000,000 gp
+30 to saves 3*18,000,000 =54,000,000 gp
Price: 64,000,000 gp again you'll have to split it.

Ring of epic force shield +25
??? explanation please

Armor Class: 216 (+50 armor, +25 shield, +32 Dex, -2 natural armor, +33 Deflection, +32 Wis, +6 monk, +10 luck, +10 insight, +10 sacred)
+50 armor from epic spell right?... is this a force effect?
+25 shield, from ring?
+32 Dex = +22 Dex
-2 natural armor = +13 - 11 = +2 natural armor
+33 deflection, = +22 deflection
+32 wis = +22 wis
+6 monk

Final AC = 10+ 50 + 25 + 22 + 2 + 22 + 22 + 6 = 159

yup, I can't hit you, but you could probably hit me if you can beat my hide check of 230 :cool:

Ozmar said:
Both are spells in the Draconomicon. What is unclear about Scintillating Scales? When cast, it adds your Con bonus as a deflection bonus to your AC, but it also reduces your natural armor bonus by half your Con bonus.
I just thought it sounded wierd and actually reduced your opponent's natural armor, but you didn't specify which opponents etc. This explains it.
Ozmar said:
Burning Blood is a non-epic spell. It deals your caster level in damage as described (and it is cold damage because that's the dragon's breath-weapon type. I guess he has the Cold subtype also...)
:\ ... most spell like this have a damage cap, especially 5th-level spells, though this probably isn't overpowered per se.

Anyway, you should probably re-post your character after the extensive ability score changes.

Oh, and is there anything at all that would let me hide at a free action, or gives me an extra move action per round in which I could hide. It would be super useful for my character.
 
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