The Chaos Principle(IC thread open)

Arch-Prelate Susanna Theolan of Pelor
TN human female Cleric19/Hierophant2/High Proselytizer2
AC 38 HD 23d8+92 (203hp - average) Init +7 (Dex, Imp Init)
Str 16 (+3) = 12 (4pts) + 4 (Belt)
Dex 16 (+3) = 13 (5pts) + 2 (Boots) + 1 (Book)
Con 18 (+4) = 14 (6pts) + 2 (Amulet) + 2 (Book)
Int 16 (+3) = 12 (4pts) + 2 (Headband) + 2 (Book)
Wis 30 (+10) = 15 (8pts) + 6 (Periapt) + 5 (Book) + 4 (Lvl)
Cha 24 (+7) = 13 (5pts) + 6 (Cloak) + 4 (Book) + 1 (Lvl)

Fort +23 = 13 (base) + 4 (con) + 5 (amulet) + 1 (epic)
Reflex +15 = 6 (base) + 3 (dex) + 5 (amulet) + 1 (epic)
Will +29 = 13 (base) + 10 (wis) + 5 (amulet) + 1 (epic)

Base Attack Bonus +14 Epic Attack Bonus +2

Mace of Smiting
+22/+17/+12 melee 1d8+6 damage (x2 crit, x4 vs outsiders)
+24/+19/+14 melee (vs golems) 1d8+8 damage (crits kill golems - no save)

Feats: Improved Initiative, Improved Counterspell, Leadership, Epic Leadership, Reactive Counterspell, Spell Penetration, Empower Spell, Skill Focus (Sense Motive).

Magic Items: Mantle of Epic Spell Resistance (SR40), Ring of Protection +5, Rod of Metamagic (Quicken 1st-6th), Rod of Rulership, Draconic Amulet (Amulet of Natural Armour +5, Health +2 and Resistance +5), Cloak of Minor Displacement, Goggles of Night, Blood of the Martyr (see below), The Heart's Strength (+5 adamantine breastplate of moderate fortification and resistance (acid, cold, electricity, sonic, fire 10)), The Loyal Protector (+3 animated heavy steel shield), Mace of Smiting, scroll of heal and planeshift, Headband of Intellect +2 (used), Boots of Dexterity +2 (used), Belt of Giant Strength +4 (used), Cloak of Charisma +6 (used), Manual of Bodily Health +2 (used), Manual of Quickness in Action +1 (used), Tome of Clear Thought +2 (used), Tome of Leadership and Influence +4 (used), Tome of Understanding +5 (used).

Blood of the Martyr (cost:124,250gp) - When the prophet Zanbia spoke to the masses at Udan some decades ago, none believed that her predictions that their decadant ways would destroy them. The angry mob tore her to pieces with their bare hands, but not before she was violated and humiliated in from of hundreds of people. The plague stuck the Udan people before their clerics could contain it, fed by their unsavory acts the population was decimated in days, proving the caring prophet's words were not false. The strip of cloth taken from her rags around her heart as the peasants tore her to pieces, it still contains some of the power that Zanbia once held, a power she refused to use against the doomed city. Contained on the end of a small chain in a locket on the Arch-Prelate's arm, the periapt bestows the abilities of a Periapt of Health, Periapt of Wound Closure, Periapt of Proof against Poison, Phylactery of Undead Turning, Phylactery of Faithfulness, and a Periapt of Wisdom +6.

Domains: Healing (all healing spells cast at 21st level), Sun (Greater Turning 1/day).

Special Abilities: Spell Resistance 40, Damage Reduction 2/-, 75% chance to negate a critical hit or sneak attack, General Resistance (acid, cold, electricity, fire, sonic) 10, attacks have a 20% chance to miss in combat due to displacement, darkvision 60ft, immune to supernatural and normal diseases, posions, and wounding damage to hit points (not Con damage caused by wounding weapons), turns undead as a Cleric23, aware of any action that may put her in poor standing with her deity or cause an alignment shift (including magical effects), can cast touch spells to 30ft (Reach Spell - Hierophant), negative energy attacks against CE creatures are always maximized (Blast Infidel - Hierophant), can cast Heal 1/day (High Proselytizer), and Proselytize (DC31) 1/day.

Spells per day: 6/8+1/8+1/7+1/7+1/7+1/6+1/5+1/5+1/5+1
Spell DC = 20 + spell level
No Epic spells available as yet......Crivens!

Skills and spell selections still to come, plus I still have about 171,000 gp to spend....yummy!
 

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Velmont said:
I know the Epic level of the elemental savant have been made, so if Wynter Wolf give me the green light, I will do a human or gnome Sorcerer 6 / Elemental Savant 13 / Archmage 4

Go for it Velmont glad to see you here.

Phoenix is it possible for the cohort to be a rogue type??
It would seem this party really does not have one
 

Just to know. The elemental savant progression I have tell they gain 10/+1 damage reduction at 13, and raised the +X at every 6 levels.

Now, if I looks at the elementals of 3.5, instead of gain 10/+X, where X vary with the strenght of the elemetals, they only gain 5/-, then 10/-. What will be my damage reduction?
 

Velmont said:
Just to know. The elemental savant progression I have tell they gain 10/+1 damage reduction at 13, and raised the +X at every 6 levels.

Now, if I looks at the elementals of 3.5, instead of gain 10/+X, where X vary with the strenght of the elemetals, they only gain 5/-, then 10/-. What will be my damage reduction?


ok seems to me it would be 10/-
 

Dalaa Gand: Male Githzerai Mnk21, Medium-size humanoid (Githzerai)
Alignment: LN
HD 21d8+147, hp 275
Init +14, Spd 100 ft.
AC 49 (+10 Dex, +11 Wis, +4 Mnk, +4 inertial armor, +5 natural, +5 deflection), touch 40, flat-footed 39

BAB +15/+10/+5, +1 Epic
Flurry of Blows +15/+15/+15/+10/+5
Atk melee +35/+35/+35/+30/+25 (grapple, 2d10+11, 20 x2)
Atk melee +31/+31/+31/+26/+21 (unarmed, 2d10+11, 20 x2)
Atk melee +31/+31/+31/+26/+21 (+5 cold iron, holy, keen, ki focus, ghost touch siangham, 1d6+11 +2d6 vs. evil, 19-20 x2)
Atk ranged +27 (+1 holy, seeking, shock sling, 1d4+7 +1d6 electrical +2d6 vs. evil, 20 x2)

SQ: Darkvision 60 ft., psionics, inertial armor, spell resistance, unarmed strike, flurry of blows, evasion, still mind (+2 saves vs. enchantment spells and effects), ki strike (magic, lawful, adamantine), purity of body (immune to non-magical diseases), slow fall any distance, wholeness of body (42), improved evasion, diamond body, greater flurry, abundant step (dimension door 1/day, caster level 10), diamond soul (SR 31), quivering palm (DC 31), timeless body, tongue of the sun and moon, empty body (etherealness 21 rounds/day), perfect self (immunities to spells, DR 10/magic).

Psionics: 3/day – daze (DC 10), feather fall, shatter (DC 12), 1/day – plane shift (DC 17).

Saves: Fort +24, Ref +27, Will +28

Str 23 (+6) base 12, +5 inherent, +6 item
Dex 31 (+10) base 14, +6 race, +5 inherent, +6 item
Con 25 (+7) base 14, +5 inherent, +6 item
Int 12 (+1) base 14 –2 race
Wis 33 (+11) base 15, +2 race, +5 levels, +5 inherent, +6 item
Cha 10 (+0) base 10

Feats:
Improved Initiative [1st], Stunning Fist (21/day, DC 38) [mnk1], Combat Reflexes [mnk2], Weapon Finesse [3rd], Improved Disarm [mnk6], Expert Tactician [6th], Dodge [9th], Mobility [12th], Spring Attack [15th], Improved Grapple [18th], Improved Stunning Fist [21st].

Skills:
Balance +15 [3 ranks, +10 Dex, +2 synergy]
Diplomacy +7 [5 ranks, +0 Cha, +2 synergy]
Escape Artist +40 [24 ranks, +10 Dex, +6 item]
Hide +30 [10 ranks, +10 Dex, +10 item]
Jump +15 [7 ranks, +6 Str, +2 synergy]
Knowledge (arcana) +5 [4 ranks, +1 Int]
Knowledge (planes)* +3 [2 ranks, +1 Int]
Knowledge (religion) +3 [2 ranks, +1 Int]
Listen +21 [10 ranks, +11 Wis]
Move Silently +25 [15 ranks, +10 Dex]
Sense Motive +21 [10 ranks, +11 Wis]
Spot +21 [10 ranks, +11 Wis]
Tumble +28 [16 ranks, +10 Dex, +2 synergy]
*cross-class

Magical items:
Bracers of Mighty Fists +5, Headband of Perfect Exellence, Ki Straps, Sandals of the Tiger’s Leap, Ring of Protection +5, Ring of Greater Fire Resistance (30), Cloak of Resistance +5, Amulet of Natural Armor +5, Vest of Escape, Robe of Blending, Belt of Health +6, Bag of Holding type IV, Murlynd’s Spoon, Gem of Seeing, Manual of Bodily Health +5 (used), Manual of Gainful Exercise +5 (used), Manual of Quickness in Action +5 (used), Tome of Understanding +5 (used), +5 cold iron, holy, keen, ki focus, ghost touch siangham, +1 holy, seeking, shock sling, 20 adamantine bullets, 20 cold iron bullets, 20 silver bullets, 40 bullets, 10 vials of Silversheen, 4 Displacement potions, 3 Invisibility potions, 4 Sanctuary potions, 4 Cure serious Wounds potions

Money: 12,500 gp

Description: Dalaa Gand is tall, slim and in exellent physical condition. He stands 6'1'' and weighs in 164 lbs. He has yellow eyes, light green skin and his brown hair is shaven from the sides. He wears loose unadorned dull robes (robe of blending), that seem to look somehow different every time he is seen. On his back is a well-worn grayish hooded cloak. The hood is usually worn over his head. His forearms, ankles and feet are covered in black wrappings.

His manners are reserved, but always polite. He doesn't talk much and carefully chooses the words in every conversation. Dalaa is honest, perceptive and dedicated. He rarely shows any strong emotions. A slight, polite smile - which could mean just about anything - is usually the only visible expression seen on his face.

Background: Raised to become a monk according to the Githzerai tradition, Dalaa Gand was introduced to the way of the warrior at an early age. The monastery of the Jade Fist taught him the martial and the spiritual, everything he needed to know to fight the dangerous enemies of his people – the Illithids and the Githyanki – and how to survive in the ever-changing chaos of Limbo.

Dalaa was an exellent student and his prowess didn’t go unnoticed by his Masters. He was one of the youngest ever among his kind to be sent to a rrakkma, a special hunting party to kill mind flayers. The party of seven managed to eliminate ten Illithids without any losses and Dalaa was given a honorary mention for his skill and valor, which was almost unheard of among the young monks such as himself. Dalaa rose quickly from the student rank to a respected young sensei, who would teach the basics to the new initiates. He would attend to more rrakkmas every now and then, but the biggest challenge was yet to come.

His life changed, when his Masters summoned him and told him about a massive invasion by the Githyanki to a distant plane. It was a major concern, but the Githzerai were reclutant to interfere, because it didn’t involve them directly so sending a strong force would never be approved. The Githzerai would not stand completely idle though, a small group of proven individuals would be sent to aid the locals in the battle. Dalaa was one of the chosen and he would spend many years in the distant battle before he and a group of adventurers would play a major part in ending the Githyanki assault. During those years he gained many friends, but lost even more.

Dalaa returned to Limbo as a new man, tired by the fighting and bloodshed of his wartime years. He left the Monastery of the Jade Fist and founded a monastery of his own. It was a small establishment in the distant reaches of Limbo with only a handful of students. Dalaa dedicated himself fully to his monastery, rarely leaving it. There he remained for years and tought the secrets of ki, occasionally helping the needy. The fame of a war hero passed and was forgotten. Dalaa Gand became a mystery even among his own kind.

Then, one day, he felt it. He had achieved the ultimate perfection, that every monk seeks. He knew that instant, that the monastery had nothing to give him anymore. Dalaa trusted the monastery to his most gifted student and left Limbo to explore the vastness of the Planes. He had to experience everything again from his new point of view.
 
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I'm looking at Fighter 1 / Spell Sword 2 / Wizard 20.

Might take a full progression prestige class, but will probably keep things simple for my first epic character.

He will be heavily focused on damage dealing and combat spells.
 

I think I'm going to have to bow out of this one after all. I don't know why, but I'm really having trouble coming up with a character that interests me.
 


Wilphe said:
I'm looking at Fighter 1 / Spell Sword 2 / Wizard 20.

Might take a full progression prestige class, but will probably keep things simple for my first epic character.

He will be heavily focused on damage dealing and combat spells.

If you are interested in a wizard, I will do the Rogue of the group. Amyway, it would have been a burden to doo th spell list fo the sorcerer, that will save me some time.
 

Kharas Rockfall
Male Dwarf Rogue 23

Str 16 (+3) = 10 (2pts) + 6 enhancement
Dex 30 (+10) = 14 (6pts) + 5 level + 5 inherent + 6 enhancement
Con 26 (+8) = 14 (6pts) + 2 racial + 4 inherent + 6 enhancement
Int 24 (+6) = 18 (16pts) + 6 enhancement
Wis 10 (+0) = 10 (2pts)
Cha 6 (-2) = 8 (0pts) - 2 racial

HD: 23d6 + 184
HP: 278
Fort +21 = 6 (base) + 8 (con) + 1 (epic) + 5 (resistance) + 1 (luck)
Reflex +29 = 12 (base) + 10 (dex) + 1 (epic) + 5 (resistance) + 1 (luck)
Will +13 = 6 (base) + 0 (wis) + 1 (epic) + 5 (resistance) + 1 (luck)
Init +10 = 10 (dex)

AC: 45 = 10 + 9 (Armor) + 6 (Shield) + 6 (Dex) + 5 (deflection) + 5 (natural) + 4 (insight)
Base Attack Bonus +15 Epic Attack Bonus +2
Short Sword: +31/+26/+21 1d6+1d6[cold]+8 19/x2 (+2 +2d6 vs construct)
Light Mace: +31/+26/+21 1d6+1d6[electricty]+2d6[vs. evil]+8 x2 (+2 +2d6 vs undead)
Crossbow: +31 1d8 19/x2

Skills:
Appraise: 33 = 26 rank + 6 Int + 1 luck
Balance: 31 = 16 rank + 10 Dex + 4 Synergy + 1 luck
Climb: 21 = 17 rank + 3 Str + 1 luck
Craft (Trapmaking): 33 = 26 rank + 6 Int + 1 luck
Disable Device: 33 = 26 rank + 6 Int + 1 luck
Escape Artist: 33 = 16 rank + 10 Dex + 6 Competence + 1 luck
Hide: 52 = 26 rank + 10 Dex + 15 Competence + 1 luck
Jump: 24 = 16 rank + 3 Str + 4 Synergy + 1 luck
Listen: 19 = 13 rank + 0 Wis + 5 circumstence + 1 luck
Move Silently: 52 = 26 rank + 10 Dex + 15 Competence + 1 luck
Open Lock: 41 = 26 rank + 10 Dex + 4 Competence + 1 luck
Search: 33 = 26 rank + 6 Int + 1 luck
Sense Motive: 14 = 13 rank + 0 Wis + 1 luck
Spot: 19 = 13 rank + 0 Wis + 5 circumstence + 1 luck
Tumble: 39 = 26 rank + 10 Dex + 2 Synergy + 1 luck

Feats:
Weapon Finesse
Two-Weapon Figthing
Improved Two-Weapon Figthing
Greater Two-Weapon Figthing
Dodge
Mobility
Spring Attack
Dexterous Will

Race Feature:
Darkvision 60'
+2 racial save vs spells
+2 racial save vs. poison
+4 dodge AC vs. Giant
+4 vs. Bull Rush & Trip
+1 attack vs. orcs and goblinoids
+2 Appraise & Craft (Metal & Stone)
Stonecunning


Class Feature:
Trapfinding
Sneak Attack +12d6
Evasion
Trap Sense +7
Uncanny Dodge
Improved Uncanny Dodge
Slippery Mind
Improved Evasion
Defensive Roll
Crippling Strike

Magic Items:
Mithral Chain Shirt +5 of Heavy Fortification, Glamered, Shadow, Silent Moves (168,500gp)
Reflecting Buckler +5 of Elemental Resistance[All: 10 points] (190,165gp)
Adamantium Short Sword +5 [Defending, Frost, Wounding, Construct's Bane] (203,310gp)
Cold Iron Ligth Mace +5 [Shock, Ghost Touch, Holy, Undead's Bane] (202,310gp)
Crossbow, Light +5 (50,335gp)
Bolt x20 (2gp)
Ring of Protection +5, Insight +4 (110,000gp)
Ring of Freedom of Movement (40,000gp)
Amulet of Natural Armor (50,000gp)
Headband of Intelligence +6 (36,000gp)
Moonstone Mask (12,000gp)
Mooncloak +5 (34,800gp)
Glove of Dexterity +6 (36,000gp)
Bracer's of Health +6 (36,000gp)
Belt of Giant Strenght +6 (36,000gp)
Luckstone (20,000gp)
Vest of Escape (5,200gp)
Handy Haversack (2,000gp)
Boots of Strinding and Springing (5,500gp)
Silversheen x4 (1000gp)
Potion of Lesser Restoration x2
Potion of Fly
Potion of Haste
Potion of Displacement x2
Potion of Cure Serious Wounds x6
Potion of Water Breathing
Potion of Tongue
Potion of Remove Blindness/Deafness
Potion of Remove Curse
Potion of Remove Disease
Potion of Neutralize Poison
Tome of quickness in action +5 (137,500gp) (used)
Tome of bodily health +4 (110,000gp) (used)

GP:778
 
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