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

Sage said:
Here are your spells I've posted the spellcraft DC and Developement price since I wasn't sure if you'll have to pay for them or not. I've also optimized most of the to your 230 spellcraft check.

Ozmars Epic Spells:
-----------------------------------
Time Duplicate (modified to trigger on Safe Time's casting)
DC 96
Price: 864,000 gp

Safe Time
DC: 64
Price: 576,000 gp

Crown of Vermin (modified: instead of bugs, they are tiny time elementals - just a cosmetic change)
DC: 56
Price: 504,000 gp

Epic Mage Armor (modified: +50 armor bonus)
DC: 106
Price: 954,000 gp

Epic Mage Armor (modified: +100 armor bonus)
DC: 214
Price: 1,926,000 gp

Dragon Strike (<-------- useless! you need 11 other casters!)
DC: 50
Price: 450,000 gp

Epic Spell Reflection (<--------- since duration permanent, should be cast on all in group)
DC: 68
Price: 630,000 gp

Greater Ruin
DC: 59
Price: 531,000 gp

Greater Ruin with 120d6 damage
DC: 229
Price: 2,061,000 gp

Hellball
DC: 90
Price: 810,000 gp

Hellball with 26d6 of each energy type (not cold), no backslash, and no XP cost
DC: 230
Price: 2,070,000 gp

Memento Mori
DC: 86
Price: 774,000 gp

Memento Mori with +72 to saving throw
DC: 230
Price: 2,070,000 gp

Ward vs. Mord's Disjunction (up to 30th level - any Mord's Disjunction simply does not affect me)
dev cost: 6,408,000gp <-------------- :eek: an epic spell with that developement cost would have a DC of 721!!!

Ward vs. Mord's Disjunction (up to 30th level - any Mord's Disjunction simply does not affect me and up to 15 others, duration 24 hours)
DC: 222
Price: 1,998,000

I would say yes, you would have to pay for them
 

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I agree that epic spell development costs should be purchased through character wealth.

I'm having less time and more difficulties with my Kolshadai (bard) character than I thought. As I'm already late and my promises, I post a temporary version below. I welcome suggestions, and indeed have some questions...
I'm using Leadership and associated feats, but only to set a limit on the number of people he can perform or diplomize to become fanatic followers; no cohort of followers are provided, nor really expected in-game (well, followers should accrue, but at such low levels their stats are not important anyways so a blanket "100,000 low-level followers" should suffice). I hope that's OK?
Perhaps most importantly, should I trade Improved Spellcasting and metamagic feats for Epic Inspiration? In other words, will your characters desire a +15 or so competence or morale bonus to attack, damage, AC, or so on? Would it matter enough for it to be worthwhile having the bard around? And could DC ~60 saves possibly fail at our levels?
Also, can anyone give me an advice on how high to set my saves? Attack bonus? AC? HP? It's all pretty arbitrary, I can push them up or a lot down, but I'm not sure where I want to push them to.
Any glaring errors, omissions, or just comments are of course welcome. (I know I'm missing a Mind Blank ring, for one thing... and some epic spells...)
And I'm sorry I'm not delving into the details of your characters/spells/items right now, I'm kinda busy...

[sblock]Kolshadai, the Voice of God CR100
Male Middle-Aged Human Bard 69/Cleric 9/High Prosletyzer 22
NG Medium Humanoid (Human)
Uses SRD, including Divine and Epic sections
Senses Listen +54, Spot +5
Languages all
---
AC 86, touch 56, flat-footed 76; SR 112
Hp 983 (20d6+9d8+22d8+49d6 HD+500+100 divine power); DR 15/adamatine
Immune energies, 4th level spells,
Fort +98, Ref +110, Will +96
---
Init +13; Spd 60 ft, fly 60 ft. (good)
Melee Rapier +76/71/66/61 (1d6+7+3d6 sonic +1d6 electricity+2d6 vs. evil 16-20/x2; on critical +3d6 sonic+1d10 electricity]
Base Atk +60; GRP +67
Atk Options haste 20rds 3/day, divine might feat, turn undead 37/day
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 +25 enhancement. (9,567,300 gp)
_Buckler +25 of Great Reflection (+10) and Infinite Arrow Deflection (+6) (21,160,300 gp)
_Adamantine Rapier +10 Sonic Blast (+6) Keen (+1) Shocking Burst (+2); NG, 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, +2 penetration] 4/4/4/4/4/4/4/1/1/1/1/1/1/1/1/1/1/1/1/1
Bard Spells Known 6/5/5/5/5/5/4+2 [+3 DC Enchantment]
6th- analyze dweomer, mass charm monster, heroe’s feast, greater scerying, greater shout
5th- greater dispel magic, dream, false vision, greater heroism, mass suggestion
4th- break enchantment, detect scrying, dimension door, dominate person, legend lore,
3rd- charm monster, confusion, dispel magic, displacement, slow
2nd- detect thoughts, hold person, mirror image, silence, suggestion, whispering wind
1st- charm person, feather fall, hideous laughter, identify, remove fear
0th- detect magic, light, mage hand, message, prestidigitation, read magic
Cleric Spells Prepared [CL 20, +2 penetration]
[not selected]
---
Abilities Str 24, Dex 37, Con 20, Int 25, Wis 20, Cha 78
SQ heal 6/day, Charm/Nobility domain power, bardic knowledge, evasion
Feats Automatic Quicken Spell x2, Automatic Silent Spell x3, Disguised Spell, Divine Might, Enlarge Spell, Epic Inspiration, Epic Leadership, Epic Reputation, Epic Skill Focus (Perform Oratory), Epic Spell Focus (Enchantment), Epic Spellcasting, Extend Spell, Great Charisma x2, Great Fortitude, Greater Spell Focus (Enchantment), Heighten Spell, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity x13, 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, Silent Spell, Skill Focus (Perform Oratory), Spell Focus (Enchantment), Spell Knowledge, Spell Penetration, Spontaneous Domain Access (Charm)
Skills Balance +33, Bluff +38, Climb +27, Concentration +28, Diplomacy +134, Gather Information +87, Intimidate +38, Jump +27, Knowledge (Arcana) +110, Knowledge (Nature) +97, Knowledge (Religion) +110, Knowledge (The Planes) +9, Listen +54, Perform (Oratory) +264, Perform (Wind Instruments) +61, Sense Motive +7, Speak Language 5, Spellcraft +210, Tumble +33+5x49 ranks
---
Possessions
_Tome of X +5 have all been read (0 gp)
_Periapt of Wisdom +6, Health +6 (90000 gp)
_Headband of Intellect +7, +100 competence to Spellcraft (15036000 gp)
_Gauntlet of Divine Power (CL 100 continuous), +12 Strength enhancement (34160000 gp)
_Cloak of Charisma +30, Epic Resistance +45, Spell Resistance 112 (52315000 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, +20 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.
_Trumpet of the Apocalypse (Widened Holy Word, CL 200) (40000000 gp)

Bardic Knowledge (Ex): He may check with +76; DC 30 for extremely obscure knowledge.
Bardic Music: 69/day, as a standard action. His bardic music can affect creatures immune to mind-effects, which gain a +10 bonus to their Will saves.
_Countersong (Su): For up to 10 rounds, Perform check replaces Will save for sonic/language-dependent magics within 60 feet. Reactive Countersong allows him to start a countersong at any time (out of his turn).
_Fascinate (Sp): Up to 23 creatures within 180 feet may be fascinated for up to 69 rounds (Will DC is Perform check).
_Inspire Courage (Su): Lasts 50 rounds after stops singing, allies get a +8+1 morale bonus to attack and damage rolls, and to saves against charm and fear effects.
_Inspire Competence (Su): As a mind-affecting ability, one ally gains a +2+1 competence bonus on one skill’s checks, for up to 20 minutes.
_Mass Suggestion (Sp): He may implant a suggestion in any fascinated creature (Will DC 78 negates).
_Inspire Greatness (Su, mind-affecting): Up to 21 allies within 60 feet, for 50 rounds after he stops singing. Inspired creatures gain a +2+1 competence bonus to attack rolls, a +1+1 competence bonus to Fortitude saves, and 2+1 bonus d10 HD (plus Con).
_Song of Freedom (Sp): With a casting time of 1 minute, casts break enchantment (CL 69) on one target within 60 feet.
_Inspire Heroics (Su): In up to 19 allies within 60 feet, and for 50 rounds after song ends. Inspired allies gain a +4+1 morale bonus on saving throws, and a +4+1 dodge bonus to AC (mind-affecting).
_Inspire Excellence (Su): After 1 full round, and for 50 rounds after song, all allies gain a +4+1 competence bonus to the same ability score.
Charm Domain Granted Power: The character can increase his Charisma by +4 as a free action, for 1 minute.
Nobility Domain Granted Power: Inspiring speech 1/day grants a +2 morale bonus to savesm attack rolls, ability checks, skill checks, and weapon damage rolls, lasting for 34 rounds.
Prosletyze (Sp): Up to 3/day. Character is under sanctuary (Will DC 16), his voice can be heard to 1200 feet, listeners understand by comprehend languages, and may be enraptured (Will DC 36; automatic for receptive low HD), becoming charmed for 2 hours.
_Deific Touch 2/day he can move in the crowed, and all touched (6/round) are cured 1d4 hp, and any natural disease or poison.
_Deific Word 2/day words inflict 3d8 sonic damage and Will DC 17 or stunned for 3 rounds against all non-enraptured (CL 20).
_Deific Face 2/day can cast sunburst (CL20) on non-enraptured.
_Deific Aura 2/day can cast holy aura (CL20) on non-enraptured.
Heal (Sp): 6/day
Evasion
Epic Leadership: Kolshadai has a Leadership Score of 136 (having great renown, special power, and moves around a lot) for his followers, and is a legendary commander (x10 followers). This implies cohort level 87, 106000 level 1, 10600 level 2, 5300 level 3, 2650 level 4, 1320 level 3, 660 level 4, 330 level 5, 160 level 6, 80 level 7, 40 level 8, 20 level 9, 10 level 10; totalling 127,120 followers. (This number should serve as a limit to the number of his fanatic followers; the cohort should be waves entirely.)
Epic Spellcasting: Epic Spellcasting: He can cast epic spells from the arcane and both divine knowledge skills; he can cast 29 epic spells per day, with Spellcraft +210 (more with Inspire Excellence and Competence, Nobility granted power, and so on)[/sblock]
 
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Yair said:
I agree that epic spell development costs should be purchased through character wealth.

I'm having less time and more difficulties with my Kolshadai (bard) character than I thought. As I'm already late and my promises, I post a temporary version below. I welcome suggestions, and indeed have some questions...
I'm using Leadership and associated feats, but only to set a limit on the number of people he can perform or diplomize to become fanatic followers; no cohort of followers are provided, nor really expected in-game (well, followers should accrue, but at such low levels their stats are not important anyways so a blanket "100,000 low-level followers" should suffice). I hope that's OK?
Perhaps most importantly, should I trade Improved Spellcasting and metamagic feats for Epic Inspiration? In other words, will your characters desire a +15 or so competence or morale bonus to attack, damage, AC, or so on? Would it matter enough for it to be worthwhile having the bard around? And could DC ~60 saves possibly fail at our levels?
Also, can anyone give me an advice on how high to set my saves? Attack bonus? AC? HP? It's all pretty arbitrary, I can push them up or a lot down, but I'm not sure where I want to push them to.
Any glaring errors, omissions, or just comments are of course welcome. (I know I'm missing a Mind Blank ring, for one thing... and some epic spells...)
And I'm sorry I'm not delving into the details of your characters/spells/items right now, I'm kinda busy...

[sblock]Kolshadai, the Voice of God CR100
Male Middle-Aged Human Bard 69/Cleric 9/High Prosletyzer 22
NG Medium Humanoid (Human)
Uses SRD, including Divine and Epic sections
Senses Listen +54, Spot +5
Languages all
---
AC 86, touch 56, flat-footed 76; SR 112
Hp 983 (20d6+9d8+22d8+49d6 HD+500+100 divine power); DR 15/adamatine
Immune energies, 4th level spells,
Fort +98, Ref +110, Will +96
---
Init +13; Spd 60 ft, fly 60 ft. (good)
Melee Rapier +76/71/66/61 (1d6+7+3d6 sonic +1d6 electricity+2d6 vs. evil 16-20/x2; on critical +3d6 sonic+1d10 electricity]
Base Atk +60; GRP +67
Atk Options haste 20rds 3/day, divine might feat, turn undead 37/day
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 +25 enhancement. (9,567,300 gp)
_Buckler +25 of Great Reflection (+10) and Infinite Arrow Deflection (+6) (21,160,300 gp)
_Adamantine Rapier +10 Sonic Blast (+6) Keen (+1) Shocking Burst (+2); NG, 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, +2 penetration] 4/4/4/4/4/4/4/1/1/1/1/1/1/1/1/1/1/1/1/1
Bard Spells Known 6/5/5/5/5/5/4+2 [+3 DC Enchantment]
6th- analyze dweomer, mass charm monster, heroe’s feast, greater scerying, greater shout
5th- greater dispel magic, dream, false vision, greater heroism, mass suggestion
4th- break enchantment, detect scrying, dimension door, dominate person, legend lore,
3rd- charm monster, confusion, dispel magic, displacement, slow
2nd- detect thoughts, hold person, mirror image, silence, suggestion, whispering wind
1st- charm person, feather fall, hideous laughter, identify, remove fear
0th- detect magic, light, mage hand, message, prestidigitation, read magic
Cleric Spells Prepared [CL 20, +2 penetration]
[not selected]
---
Abilities Str 24, Dex 37, Con 20, Int 25, Wis 20, Cha 78
SQ heal 6/day, Charm/Nobility domain power, bardic knowledge, evasion
Feats Automatic Quicken Spell x2, Automatic Silent Spell x3, Disguised Spell, Divine Might, Enlarge Spell, Epic Inspiration, Epic Leadership, Epic Reputation, Epic Skill Focus (Perform Oratory), Epic Spell Focus (Enchantment), Epic Spellcasting, Extend Spell, Great Charisma x2, Great Fortitude, Greater Spell Focus (Enchantment), Heighten Spell, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity x13, 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, Silent Spell, Skill Focus (Perform Oratory), Spell Focus (Enchantment), Spell Knowledge, Spell Penetration, Spontaneous Domain Access (Charm)
Skills Balance +33, Bluff +38, Climb +27, Concentration +28, Diplomacy +134, Gather Information +87, Intimidate +38, Jump +27, Knowledge (Arcana) +110, Knowledge (Nature) +97, Knowledge (Religion) +110, Knowledge (The Planes) +9, Listen +54, Perform (Oratory) +264, Perform (Wind Instruments) +61, Sense Motive +7, Speak Language 5, Spellcraft +210, Tumble +33+5x49 ranks
---
Possessions
_Tome of X +5 have all been read (0 gp)
_Periapt of Wisdom +6, Health +6 (90000 gp)
_Headband of Intellect +7, +100 competence to Spellcraft (15036000 gp)
_Gauntlet of Divine Power (CL 100 continuous), +12 Strength enhancement (34160000 gp)
_Cloak of Charisma +30, Epic Resistance +45, Spell Resistance 112 (52315000 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, +20 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.
_Trumpet of the Apocalypse (Widened Holy Word, CL 200) (40000000 gp)

Bardic Knowledge (Ex): He may check with +76; DC 30 for extremely obscure knowledge.
Bardic Music: 69/day, as a standard action. His bardic music can affect creatures immune to mind-effects, which gain a +10 bonus to their Will saves.
_Countersong (Su): For up to 10 rounds, Perform check replaces Will save for sonic/language-dependent magics within 60 feet. Reactive Countersong allows him to start a countersong at any time (out of his turn).
_Fascinate (Sp): Up to 23 creatures within 180 feet may be fascinated for up to 69 rounds (Will DC is Perform check).
_Inspire Courage (Su): Lasts 50 rounds after stops singing, allies get a +8+1 morale bonus to attack and damage rolls, and to saves against charm and fear effects.
_Inspire Competence (Su): As a mind-affecting ability, one ally gains a +2+1 competence bonus on one skill’s checks, for up to 20 minutes.
_Mass Suggestion (Sp): He may implant a suggestion in any fascinated creature (Will DC 78 negates).
_Inspire Greatness (Su, mind-affecting): Up to 21 allies within 60 feet, for 50 rounds after he stops singing. Inspired creatures gain a +2+1 competence bonus to attack rolls, a +1+1 competence bonus to Fortitude saves, and 2+1 bonus d10 HD (plus Con).
_Song of Freedom (Sp): With a casting time of 1 minute, casts break enchantment (CL 69) on one target within 60 feet.
_Inspire Heroics (Su): In up to 19 allies within 60 feet, and for 50 rounds after song ends. Inspired allies gain a +4+1 morale bonus on saving throws, and a +4+1 dodge bonus to AC (mind-affecting).
_Inspire Excellence (Su): After 1 full round, and for 50 rounds after song, all allies gain a +4+1 competence bonus to the same ability score.
Charm Domain Granted Power: The character can increase his Charisma by +4 as a free action, for 1 minute.
Nobility Domain Granted Power: Inspiring speech 1/day grants a +2 morale bonus to savesm attack rolls, ability checks, skill checks, and weapon damage rolls, lasting for 34 rounds.
Prosletyze (Sp): Up to 3/day. Character is under sanctuary (Will DC 16), his voice can be heard to 1200 feet, listeners understand by comprehend languages, and may be enraptured (Will DC 36; automatic for receptive low HD), becoming charmed for 2 hours.
_Deific Touch 2/day he can move in the crowed, and all touched (6/round) are cured 1d4 hp, and any natural disease or poison.
_Deific Word 2/day words inflict 3d8 sonic damage and Will DC 17 or stunned for 3 rounds against all non-enraptured (CL 20).
_Deific Face 2/day can cast sunburst (CL20) on non-enraptured.
_Deific Aura 2/day can cast holy aura (CL20) on non-enraptured.
Heal (Sp): 6/day
Evasion
Epic Leadership: Kolshadai has a Leadership Score of 136 (having great renown, special power, and moves around a lot) for his followers, and is a legendary commander (x10 followers). This implies cohort level 87, 106000 level 1, 10600 level 2, 5300 level 3, 2650 level 4, 1320 level 3, 660 level 4, 330 level 5, 160 level 6, 80 level 7, 40 level 8, 20 level 9, 10 level 10; totalling 127,120 followers. (This number should serve as a limit to the number of his fanatic followers; the cohort should be waves entirely.)
Epic Spellcasting: Epic Spellcasting: He can cast epic spells from the arcane and both divine knowledge skills; he can cast 29 epic spells per day, with Spellcraft +210 (more with Inspire Excellence and Competence, Nobility granted power, and so on)[/sblock]

Don't worry about it, many of us are busy. As to your feats, I'll take a look when I get a free moment. All your followers have to be under 20th level, you can't have epic followers, so that shouldn't matter too much, but might make an interesting mob senerio. As to a cohort, I didn't want any just because no one should have two 100thlevel guys, way too nuts, but I like your character concept and if you want to make a body guard that jumps infront of attacks to protect you or something wacky like a 100th level commoner that you took from the ashes and made your servent, that would be both humorous and not terribly over powering. Well, it may be, any 100th level guy is nuts, but it would be nice to see how wacky a 100th level commoner could get too :p
 

DM-Rocco said:
Don't worry about it, many of us are busy. As to your feats, I'll take a look when I get a free moment. All your followers have to be under 20th level, you can't have epic followers, so that shouldn't matter too much, but might make an interesting mob senerio. As to a cohort, I didn't want any just because no one should have two 100thlevel guys, way too nuts, but I like your character concept and if you want to make a body guard that jumps infront of attacks to protect you or something wacky like a 100th level commoner that you took from the ashes and made your servent, that would be both humorous and not terribly over powering. Well, it may be, any 100th level guy is nuts, but it would be nice to see how wacky a 100th level commoner could get too :p
LOL, one level 87 commoner cohort coming right up.
Arrggg.... there is no Epic Commoner! I'm in shock :p
I'll think about how to make an epic commoner, nonetheless.
 



RuleMaster said:
The rules are, that no NPC class has more than 20 levels. Maybe this has to be stretched.

Well, perhaps he could make a 20th level commoner, who then sought out work in a field of choice and got 20 levels of expert, then fought in the army for 20 levels of warrior and then returned home to glory and fame and became a 20th level noble and then took whitch/worlock levels :p
 

Sage, would you mind if I made the Commoner take a few levels in Void Incarnate? He won't be anything like the cool Sonasti, no amazing rougish capabilities here, but if there ever was a character that screamed "blank", a level 87 commoner is it.
He will have a few similarities, however - high Hide and Move Silently, and being unnoticable.
I'm currently thinking Commoner 20, Shadowdancer 7 (to qualify for), Void Incarnate 3, then as DM_Rocco suggested I'll probably pick up Expert 20, Aristocrat 20, Warrior 17.
I'll use the Nonelite Array, and focus on Hide and Move Silently.
Equipment... I don't know how much equipment he should have.

What say you?

Edit: On second thought, Void Incarnate 10 then Shadowdancer 9. It's a bit closer to Sage's character as he can now pass through force effects, but I like it better. If Sage objects, though, I'll waver it.
 
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Back from the depts of university initiation.

DM-Rocco said:
There is a feat in the Arcana Unearthed, I think it is called burst of speed, I think it gives you an extra move action a round, either once or three times a day. I will look into other options for you too.

From Arcana Evolved:

SPEED BURST (GENRAL)

You can move very fast in short bursts.
Benefit:Once per day per two character levels, the character can take an extra move action in a single round.

... I think I'll take it, it'll probably give me enough extra move actions ;)

Yair said:
On second thought, Void Incarnate 10 then Shadowdancer 9. It's a bit closer to Sage's character as he can now pass through force effects, but I like it better. If Sage objects, though, I'll waver it.
No problem, go right ahead.

I'll look at your character later but a few stats from my character for comparison:
Abilities: 37, 45, 37, 70, 35, 37
Hit Points: 1700
AC: 106
Saves: +78, +124, +77
Highest attack bonus with magic weapon: +97

Even at these levels +15 is a huge bonus, I think you should take the feat, you probably have loads of feats anyway.
 

Sage said:
From Arcana Evolved:

SPEED BURST (GENRAL)

You can move very fast in short bursts.
Benefit:Once per day per two character levels, the character can take an extra move action in a single round.

... I think I'll take it, it'll probably give me enough extra move actions ;)

I know we agreed on certain books to stick to, but I don't see the harm in one feat out of another book. ;)

That, and I aim to please :p
 

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