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

DM-Rocco said:
I seem to remember reading the Apocalypse Stone, if you can find it and scan and post that section, I too think it would be good to put the PCs on time crunch.
I bought it as a pdf. I'll try to find and extract the timeline-thing today.

I thought it would be cool to have one start a war in the heavans while the other brought peace to the Blood War with nothing but words.
There is a nice symmetry here.

I think we should take everything one section at a time. Let's work on the opening part and flesh it out. I think we are closer in thought than you think and once we start to work on it you will agree.
Alright, then. I'll try to put my thoughts on the prelude in order and post them by evening.
 

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DM-Rocco said:
As to the Energons, I picture them also as a plot advancement. Yes, they are more powerful than the PCs, but they are not meant to be fought but guided. Their power level is there for those brash PCs who like to play hack-n-slash games. Think of the Energons more like the Beyonderer from the Marvel Comics Secret Wars II series. He is made up of a whole universe, he is a universe in human form. He is seeking the meaning of life, mortality, death. He, at one point, killed Death with the flick of a finger, which in D&D terms would be a being with 5,000 hit points and DR 5,000 damage reduction and immunities to just about everything, just so you get an idea of how powerful Death is in The Marvel universe.

Well, not to be picky, but... The Beyonder did destroy Death, but it took a great deal of his "unlimited" power. So much, in fact, that he couldn't bring Death back without a willing human sacrifice to become the new Death. So it took a little more than just a "flick of a finger".

Ozmar the Pedantic Geek
 

The Apocalypse Stone recommends starting in minor events and rumours starting far away, and moving to more immediate and thereatening events; it further recommends augmenting the following ideas with ideas unqiue to the world or setting. The progression is measured in undefined time-units; the recommended unit is a week but they recommend also varying it to suit your needs. Here are the Twelve Steps to Armageddon (page 46):
1. Something Rotten in the Temple: An important political figure in a disant land has been assasinated, and apparently cannot be raised.
2. Have You Heard the News?: The world’s important NPCs seem like other people; for example, a superior in the church hierarchy is now unsure of his or her actions, having lost some spells.
3. The Great War: With the dissolution of planar connection, order begins to break down everywhere. Insurrections and mobs, warring empires, and more.
4. Prophecy Fulfilled: An ancient legend or a mythic figure manifests, whose appearance is said to preage the “death of the gods”.
5. We’re Saved! (Or Are We?): Severance from the Negative Energy Plane makes undead weaker; an ancient undead evil is defeated with surprising ease.
6. A Change in the Weather: It’s too hot, or snow falls in high summer, or so on.
7. A Swarm of Vermin: Some area is overrun by verminous creatures who devastate crops, devour all the stores, torment the inhabitants, and the like. The pests could be locusts, rats, rabid kender, or so on.
8. The Birds: Normally harmless little birds (sparrows, robins, and so on) suddenly descend in great numbers, killing and eating the populace.
9. Mass Extinctions: One day, all of a certain creature simply don’t exist anymore. Perhaps all the dwarves vanish, or the sea is empy of fish.
10. Bring Out Your Dead: The seas and land bring forth the bodies of those lost to them since the taking of the Stone. Now that the world is cut from the Outer Planes, the sould of the dea cannot become petitioners and are trapped as phantoms that wander the land.
11. A Darkness O’er the Land: With not connection to the Elemental Planes, the world’s components are sliding out of balance. There are midday blackneess that swallows the sun, lightning strikes from a clear day, entire lakes dry up, hails of fire and ice mixed, and the like.
12. There Goes the Neighborhood: One of the campaign world’s major cities is destroyed in a suitably spectacular way, spawning hysterical stories of the god’s wrath.
 

hey Ozmar,

A post i found earlier about DD and becomming even more powerful as a dragon. http://www.enworld.org/showthread.php?t=148359 ( look at second post)

If DM-ROCCO would allow you to change your character around only slightly i think that this would help with your character. once again---THANKS FOR BUILDING MY CHARACTER IDEA!!!!!

If your to busy or it would interfer with your items and others like that thn dont worry about it, just thought i would help someone out.

i have really enjoyed reading the modules and characters you all have built. Keep up the good work!

HAVE A NICE DAY!!!!
 

Ok, here he is (I still haven't figured out what that darn animal companion is!):
Paragon of Hatred
Race: Human
Class: Ranger/Shadowdancer
Level: 90/10

Ability Scores(with +5 inherent bonus)
Strength 52 +21 (17, +5 inherent, +30 enhancement)
Dexterity 62 +26 (17, +5 inherent, +30 enhancement)
Constitution 50 +20 (15, +5 inherent, +30 enhancement)
Intelligence 50 +20 (15, +5 inherent, +6 enhancment [at 14th Level])
Wisdom 50 +20 (15, +5 inherent, +30 enhancement)
Charisma 50 +20 (15, +5 inherent, +30 enhancement)

Class Abilities
- Animal Companion (?) (45 levels)
- Darkvision
- Defensive Roll
- Camouflage
- Combat Style Mastery (Two-Weapon Fighting)
- Endurance
- Favored Enemy (Outsider[evil]) +30
- Favored Enemy (Abberation) +10
- Favored Enemy (Construct) +2
- Favored Enemy (Elemental) +2
- Favored Enemy (Giant) +2
- Favored Enemy (Humanoid[goblinoid]) +2
- Favored Enemy (Humanoid[gnoll]) +2
- Favored Enemy (Humanoid[orc]) +2
- Favored Enemy (Humanoid[reptilian]) +2
- Favored Enemy (Magical beast) +2
- Favored Enemy (Monstrous humanoid) +2
- Favored Enemy (Ooze) +2
- Favored Enemy (Outsider[air]) +2
- Favored Enemy (Outsider[chaotic]) +2
- Favored Enemy (Outsider[earth]) +2
- Favored Enemy (Outsider[fire]) +2
- Favored Enemy (Outsider[lawful]) +2
- Favored Enemy (Outsider[water]) +2
- Favored Enemy (Vermin) +2
- Hide in Plain Sight (Ranger and Shadowdancer)
- Improved Evasion
- Improved Uncanny Dodge
- Shadow Illusion
- Shadow Jump 160 ft.
- Slippery Mind
- Summon Shadow
- Swift Tracker
- Track
- Wild Empathy
- Woodland Stride

- Simple and Martial Weapon Proficiency
- Hand Crossbow Proficiency
- Light armor and Shield (except Tower Shield) Proficiency

Racial Traits
- Medium size
- Base Speed is 30 feet
- 1 extra feat at 1st level
- 4 extra skill points at 1st level and 1 extra skill point at each additional level
- Automatic Language: Common
- Favored Class: Any

Saves (40 Epic +50 resist+4 luck) (+60/+55/+50/+45)
Fortitude +110
Reflex +110
Will +104

Attacks (40 Epic)
Base Attack Bonus: +60/+55/+50/+45
Grapple: +81
Melee Attack: +81/+76/+71/+66
Ranged Attack: +86/+81/+76/+71


-- Arilon (spiked chain) --
Attack Bonus: +106/+106/+101/+96/+91 and +106/+106/+101/+96/+91
Damage: 1d6 + 21 (str mod) +3d6 holy + 1 Con (DC 81 Fort save or die if crit)
Critical: 19-20/x3 +2d6 dmg
Range: 10 ft, 20 ft if enlarged
Type: Piercing

-- Hugin (everdancing spiked chain) --
Attack Bonus: +96/+96/+91/+86/+81 and +96/+96/+91/+86/+81
Damage: 1d6 + 21 (str mod) +2d6 chaotic (DC 81 Fort save or die if crit)
Critical: 19-20/x3 +2d6 dmg
Range: 10 ft, 20 ft if enlarged
Type: Piercing

-- Munin (everdancing spiked chain) --
Attack Bonus: +96/+91/+86/+81 and +96/+91/+86/+81
Damage: 1d6 + 21 (str mod) +2d6 lawful (DC 81 Fort save or die if crit)
Critical: 19-20/x3 +2d6 dmg
Range: 10 ft, 20 ft if enlarged
Type: Piercing

-- Dagger of Ruin --
Attack Bonus: +93/+88/+83/+78 and +93/+88/+83/+78
Damage: 1d4 + 21 (str mod) (DC 81 Fort save or die if crit)
Critical: 19-20/x2
Range: 5 ft, 10 ft if enlarged
Type: Piercing or slashing


Skill (rank+ability modifier+misc modifier)
Balance (Cc)(Shd) (38+26+30[competence]) +94
Bluff (Cc)(Shd) (38+20) +58
Climb (Str) (103+21+30[competence]) +154
Concentration (Con) (103+20) +123
Decipher Script (Cc)(Shd) (38+20) +58
Diplomacy (Cc)(Shd) (38+20) +58
Disguise (Cc)(Shd) (38+20) +58
Escape Artist (Cc)(Shd) (38+26) +64
Handle Animal (Cha) (103+20) +123
Heal (Wis) (103+20) +123
Hide (Dex)(Shd) (103+26+15[competence]+30) +174
Jump (Str)(Shd) (103+21+30[competence]) +154
Knowledge (dungeoneering) (Int) (103+20) +123
Knowledge (geography) (Int) (103+20) +123
Knowledge (nature) (Int) (103+20) +123
Listen (Wis)(Shd) (103+20) +123
Move Silently (Dex)(Shd) (103+26+15[competence]+30) +174
Perform (Dance) (Cc)(Shd) (35+20) +55
Ride (Dex) (103+26) +129
Search (Int)(Shd) (103+20) +123
Sense Motive (Cc) (29+20) +49
Sleight of Hand (Cc)(Shd) (38+26) +64
Spellcraft (Cc) (32+20) +52
Spot (Wis)(Shd) (103+20) +123
Survival (Wis) (103+20) +123
Swim (Str) (103+21) +124
Tumble (Cc)(Shd) (40+26+30[competence]) +86
Use Rope (Dex)(Shd) (103+26) +129

+5 inherent bonus at 1st level
+6 enhancement at 14th leve (156 ranks)
+30 enhancement at 40th level (1440 ranks)

Feats (34+23=57)
Blind-Fight
Burst of Speed
Cleave
Combat Expertise
Combat Reflexes
Deflect Arrows
Exotic Weapon Proficiency (Spiked Chain)
Great Cleave
Improved Critical (Spiked Chain)
Improved Initiative
Improved Unarmed Strike
Mobility
Monkey Grip
Power Attack
Spring Attack
Quick Draw
Weapon Focus (Spiked Chain)
Whirlwind Attack

Epic Feats
Bane of Enemies
Damage Reduction X
Death of Enemies
Devastating Critical
Exeptional Deflection
Fast Healing IIX
Improved Combat Reflexes
Improved Favored Enemy X
Improved Whirlwind Attack
Legendary Tracker
Overwhelming Critical
Penetrate Damage Reduction (Good)
Perfect Two-Weapon Fighting
Polyglot
Superior Initiative

Combat Information
Hit Points: 2463 (2463)
AC: 87 (+10 dex, +10 natural, +5 chainmail, +25 enhancement armor, +2 heavy steel shield, +15 enhancement shield, +10 deflection), flat-footed 77 (+10 natural, +5 chainmail, +25 enhancement armor, +10 deflection), touch 80 (+10 dex, +10 natural, +25 enhancement armor, +15 enhancement shield,+10 deflection)
Initiative: +34
Speed: 60 ft. , fly 60 ft (good)


Magic Items:

Cloak of Epic Resistance +50
- +50 resistance bonus to saves
- Price: 25.000.000

Shirt of Physical Excellence
- +30 enhancement bonus to Str, Dex and Con
- Price: 27.000.000

Headband of Mental Acuity
-+30 enhancement bonus to Int, Wis and Cha
- Price: 27.000.000

Amulet of Epic Natual Armor +10
-+10 natural armor bonus to AC
- Price: 2.000.000

Mantle of Great Stealth
-+30 bonus to Hide and Move Silently, 20% concealment at all times,
nondetection (20th lvl)
- Price: 242.000

Shapeshifting Armor of the Celestial Battalion
- light chainmail with +25 enhancement bonus to AC, max dex +10, no ACP, AF 10%, Fly at will, Magic Circle against Evil, Shapeshifting ability from Shapeshifters Armor, Heavy Fortification, Glamered, Greater Shadow, Greater Silent Moves
- Price: 9.236.500

Animated Ghostly Heavy Steel Shield of Feline Reflection
- +15 shield enhancement bonus to AC, animated, ghost touch, great reflection, lion shield
- Price: 9.005.170

Epic Ring of Warding
- Grants wearer Greater Heroism at will, Protection from Evil at will, continuous Death Ward, +10 deflection bonus to AC
- Price: 4.720.000

Ring of Universal Energy Immunity
- Grants wearer immunity to fire, sonic, cold, acid, and electricity
- Price: 2.160.000

Bracers of Arcane Protection
- Grants wearer Spell Resistance 112
- Price: 10.000.000

Arilon
-+25 Intelligent Spiked Chain, dread[Outsider(Evil)], ghost touch, holy power, speed, wounding.
(Wis 24; Int 22; Ch 16; AL: NG; Speech and telepathy Common, Elf, Orc, Celestial, Infernal, Draconic, Ignan; Read languages and Read Magic; PA: weilder does not need to sleep, weilder does not need to breath, See Invisibility at will, Detect Evil at will; EA: True Seeing at will, Passwall at will, Wall of Force 1/day; AP: Foresight 1/day, Gate 1/day, Special Purpose: Slay all evil outsiders, +4 luck bonus saving thows, +4 deflection bonus to AC, SR 30; Ego 90)
- Price: 42.683.400

Hugin
-+15 Spiked Chain, anarchic, brilliant energy, everdancing, speed
- Price: 20.480.000

Munin
-+15 axiomatic, everdancing, defending
- Price: 13.520.000

Dagger of Ruin
- +7 dagger, ignors damage reduction and can crit contructs and objects
- Price: 1.000.302

Clear Spindle Ioun Stone
- Sustains wearer without food
- Price: 4.000

Boots of Motion
- Doubles speed of wearer and grants evasion,+20 competence bonus to Balance, Climb, Jump, and Tumble, continual haste, greater teleport at will, plane shift at will, continuous freedom of movement. Jumping not limited by wearer's height.
- Price: 11.740.000

Super Googles of Forsight
- Grants wearer arcane sight at will, greater invisibility at will, foresight at will, and read magic at will
- Price: 6.577.500

Healthy Amulet of Anonymity
- Grants wearer the effects of a continuous netralize poison, continuous remove disease, continuous nondetection (at caster level 100), continuous mind blank, and can cast greater restoration at will)
- Price: 15.195.000

Iron Belt of Change
- Grants wearer enlarge person at will, iron body at will, reduce person at will, and shapechange at will
- Price: 8.282.500

Rod of the Path
- This rod serves as an aid to trailblazing and travel. It grants the wielder a +30 enhancement bonus on Wilderness Lore checks for tracking and Intuit Direction checks. The handle of the rod is hollow, functioning like a telescope. When the wielder peers through it, the limits of vision are three times normal (and spotting distances for encounters are tripled). In addition, the telescoping handle enables the wielder to view things as though affected by a true seeing spell. The rod also has the following powers. Map: Three times per day a section of the rod unrolls like a scroll from a tube, revealing a map of the surrounding area, centered on the location of the rod. The area shown on the map covers an area as small as 50 feet in radius to as large as 24 miles in radius, zooming in or out with a set of command words. The map reveals natural topography and all types of structures (even hidden ones), but it will not show the location of creatures.
Passage: Three times per day, this power allows the wielder and up to five others in a 20-foot radius to move unhindered through natural plant growth or bodies of water (as per the freedom of movement spell).
Bridge: Once per day, this power allows the user to create a 5-foot-wide, 40-foot-long stone cause-way across chasms and canyons. The bridge created lasts for 1 hour.
Pass without Trace: Once per day, this power can be used on the wielder and twenty others, for 21 minutes. It is otherwise as the spell of the same name (caster level 24th).
- Price: 625.000

Bracelets of the Peerless Steed
- These bracelets magically adhere to the anckles of any creature. Anyone riding the creature gains a +10 competence bonus on Ride checks and is treated as having ranks in the appropriate Ride skill (and thus does not take the -5 penalty for riding an unfamiliar mount). The horseshoes grant the creature (or its rider, as appropriate) the effects of the Trample, Ride-By Attack, and Spirited Charge feats. The wearer of the bracelets gains spell resistance 32 against enchantment effects. In addition, the ground speed of the creature wearing the bracelets doubles.
- Price: 217.000

Total gold used: 236.688.372
 

Hi eric :)

I looked at your items and their prices and such and here's what I found, don't worry; it's not all bad news.

Eric's Items
Cloak of Epic Resistance +50
-+50 resistance bonus to all saves
-Price: 75,000,000 gp (3 times as much as there are 3 saves, you'll have to split it up)

Mantle of Great Stealth
-+30 bonus to Hide and Move Silently,
-Continuous blur spell (concealment: 20% miss chance) (CL 3)
-Continuous nondetection spell (CL 20)
- Price: 1.5*90,000 + 1.5*24,000 + 180,000 = 351,000 gp (109,000 gp more expensive)

Shapeshifting Armor of the Celestial Battalion
- light chainmail
+25 enhancement bonus to AC,
max dex +10, no ACP, AF 10%, Fly at will, Magic Circle against Evil, (616,300 gp)
Shapeshifting ability from Shapeshifters Armor (400,000 gp)
Heavy Fortification (+5),
Glamered (2,700 gp),
Greater Shadow (33,750 gp),
Greater Silent Moves (33,750 gp)
- Price: 18,000,000 + 616,300 + 400,000 + 2,700 + 33,750 + 33,750 = 19,086,500 (about 9,850,000 gp more expensive)

Animated Ghostly Heavy Steel Shield of Feline Reflection
- +15 shield enhancement bonus to AC,
animated (+2),
ghost touch (+3),
great reflection (+10),
lion shield (1,117 gp)
- Price: 9,001,117 gp 9.005.170 (4,000 gp cheaper, but I haven't calculated the price of the shield in)

Epic Ring of Warding
- Greater Heroism at will (CL 11, duration 11 min)
Protection from Evil at will, (CL 1, duration 1 min)
continuous Death Ward,
+10 deflection bonus to AC
- Price: 118,800*1.5 + 1,800*1.5 + 112,000*1.5 + 2,000,000 gp = 2,348,900 gp (save 2,371,100 gp)
If the first 2 spells are continuous (instead of command-word activated) the price is 2,570,000 gp

Arilon
- +25 Intelligent Spiked Chain,
dread[Outsider(Evil)] (+7),
ghost touch (+1),
holy power (+8),
speed )+3),
wounding (+2).
(Wis 24 (+7); Int 22 (+6); Ch 16 (+3); AL: NG;
Speech and telepathy Common, Elf, Orc, Celestial, Infernal, Draconic, Ignan; Read languages and Read Magic (15,000 gp);
PA: weilder does not need to sleep, (6,000 gp)
weilder does not need to breath, (6,000 gp)
See Invisibility at will, (6,000 gp)
Detect Evil at will; (6,000 gp)
EA: True Seeing at will, (25,000 gp)
Passwall at will, (25,000 gp)
Wall of Force 1/day; (25,000 gp)
AP: Foresight 1/day, (100,000 gp)
Gate 1/day, (100,000 gp)
Special Purpose: Slay all evil outsiders,
+4 luck bonus saving thows, +4 deflection bonus to AC, SR 30; (50,000 gp)
Ego 110)
- Price: 42.683.400 (close enough to my calculation that I won't bother :)

Boots of Motion
- Doubles speed of wearer and grants evasion,+20 competence bonus to Balance, Climb, Jump, and Tumble, Jumping not limited by wearer's height.
continual haste,
greater teleport at will,
plane shift at will,
continuous freedom of movement.
- Price: 220,000 + 120,000*1.5 + 163,800*1.5 + 81,000*1.5 + 84,000*1.5 = 893,200 (save 10,846,800 gp)

Super Googles of Forsight
- Grants wearer arcane sight at will (CL 5, duration 5 min),
greater invisibility at will (CL 7, duration 7 rounds)
foresight at will (CL 17, duration 170 min),
and read magic at will (CL 1, duration 10 min)
- Price: 275,400 + 27,000 + 50,400 + 1,800 = 330,300 gp (save 6,247,200 gp)

Healthy Amulet of Anonymity
- Grants wearer the effects of a continuous netralize poison,
remove disease at will (changed from continuous, since duration is instantaneous,
continuous nondetection (at caster level 100),
continuous mind blank,
and can cast greater restoration at will
- Price: 45,000 + 27,000 + 18,000,000 + 120,000 + 163,800 = 18,355,800 ( 3,160,800 gp more expensive)

Iron Belt of Change
- Grants wearer enlarge person at will, (CL 1, duration 1 min)
iron body at will, (CL 15, duration 15 min)
reduce person at will, (CL 1, duration 1 min)
and shapechange at will (CL 17, duration 170 min)
- Price: 1,800 + 216,000 + 1,800 + 275,400 = 495,000 gp (save 7,787,500 gp)


You should look at some of the durations for your "at will" spells, they might be more effective as a continuous effect.

Note to self: add ruin to daggers to facilitate sneak attack. Great idea eric!
 

Sage said:
Eric's Items
Cloak of Epic Resistance +50
-+50 resistance bonus to all saves
-Price: 75,000,000 gp (3 times as much as there are 3 saves, you'll have to split it up)

Is that right? Look at the pricing of the Cloak of Resistance presented in the Epic SRD, IIRC the cost is for all the saves at once.
I also seem to remember the limit being +45 from our guidelines, but my memory may be failing me.
 
Last edited:

LordBOB said:
hey Ozmar,

A post i found earlier about DD and becomming even more powerful as a dragon. http://www.enworld.org/showthread.php?t=148359 ( look at second post)

If DM-ROCCO would allow you to change your character around only slightly i think that this would help with your character.... (snip)

Hey, that don't look too shabby. Thanks, LBOB!

So, howsabout it, DM-Rocco? You like this class progression? I am not sure I'd use it, but if you don't allow it, I won't waste any time thinking about it.

Ozmar the Lazy Player
 


Yair said:
Is that right? Look at the pricing of the Cloak of Resistance presented in the Epic SRD, IIRC the cost is for all the saves at once.
I also seem to remember the limit being +45 from our guidelines, but my memory may be failing me.
Hmm... apparently you're right, though it does seem kinda unbalance IMHO.
Amyway, AFAIK we haven't set a cap on save bonuses, but my character has always had +50 resistance bonus on ref saves, and nobody objected yet.
 

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