• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

The prophesy of the Child [Recruiting till 26-01-07]


log in or register to remove this ad


I have a couple of arcane rules questions for you Rino. I have an idea for a character and this is not a make or break type of thing, but I have not found any good source on how to deal with this.

As a hypothetical: I decide to play an Astral Deva (12 HD +8 level adjust). I have 7 levels to play with and decide to instead of taking class levels advance hitdice. At coincidently 19 HD, the Astral Deva becomes large and gains +8 Str -2 Dex +4 Con and some other adjusts.

Okay, so here are the questions:

1) Is it acceptable to buy additional hit dice as class levels. Generally speaking Monstrous Hit Dice are considered inferior to class levels as they have no accompanying special abilities, bonus feats of other things associated with classes. However, Outsider and Dragon types are statistically very impressive and racial hit dice are not effected by the epic rules (so less saves (or equal in the case of Dragons and Outsiders) and more BAB)

2) The caster level of the Devas spell like and supernatural abilities appear to be based on their (racial) Hit Dice. It does not implicitly state this (except for one ability) so it could just as likely be a fixed number. What is your take on this?

3) When the size goes up is there any associated LA to compensate or is the levels of the "inferior" racial hit dice compensation enough?

4) Ain't rules arcana fun?
 

http://realmshelps.dandello.net/index.shtml
I've found some feats from Dragon #305 I'd like to use on this site but I wanted to check with you first. Here they are:

[sblock=for your convenience]
God Touched
Type: General
Source: Dragon #305

Your deity has recognized your devotion and gifted you with a small spark of divine power.

Prerequisite: Patron deity
Benefit: Once per day, while performing an act related to one of your deity's portfolios, you can call upon your deity as a free action and gain a +1 luck bonus on any one die roll. For example, a character devoted to Moradin (whose portfolios are dwarves, creation, smithing, engineering, and war) could gain a +1 luck bonus on any attack or damage roll, a Craft check, a Profession (engineer) check, or a Knowledge check relating to dwarves or dwarf history.
Special: You can take this feat only once. The God Touched feat is incompatible with the Disciple of Darkness and Thrall to Demon feats from the Book of Vile Darkness. If you have either of those feats, you cannot take this one, and if you have the God Touched feat, you cannot subsequently take either of those feats.
The benefit of this feat cannot be used at the same time as the benefits from the Divine Fervor, Divine Fury, or Divine Fortification feats.



Divine Fervor
Type: General
Sources: Dragon #305
Dungeon Compendium Vol. 1

You can use divine energy to gain a temporary boost to an ability score.

Prerequisite: patron deity
Benefit: Once per day, you can call upon your deity and gain a +2 bonus to any one ability score. The bonus lasts a number of rounds equal to 1 + your Charisma bonus (if any) (minimum 1 round).




Divine Fortification
Type: General
Source: Dragon #305

You can use divine energy to gain temporary defensive bonuses.

Prerequisite: Divine Fervor, God Touched, patron deity
Benefit: Once per day, you can call upon your deity and gain the following benefits:

A deflection bonus to Armor Class equal to your Charisma bonus (if any) +1.
Temporary hit points equal to your character level.
A +2 bonus to Dexterity.
These benefits last a number of rounds equal to your Charisma bonus (if any) +1.
Using this feat requires some divine power. You can expend either your daily use of the God Touched feat or one daily use of the turn/rebuke ability (if you have it) as a free action to provide the necessary energy. Alternatively, another character who worships the same deity as you do and has the turn/rebuke ability can expend one daily use of that ability to provide the necessary divine energy for you. To transfer the energy, the donor must touch you on his or her turn. Such a transfer requires a standard action.
If you power the feat yourself, the benefit begins immediately. If you receive the necessary energy from another character, the benefit begins on your next turn. All divine energy transferred to you in this way is completely absorbed by your body and has no other effects.
Special: The benefits from this Feat cannot be used at the same rime as the benefits from the God Touched, Divine Fervor, or Divine Fury feats.



Divine Fury
Type: General
Source: Dragon #305

You can temporarily become a fighting powerhouse using the power of divine energy.

Prerequisite: Divine Fervor, God Touched, patron deity
Benefit: Once per day, you can call upon your deity and gain the following benefits:

An increase to your base attack bonus equal to your Charisma bonus (if any) +1. If this increase raises you base attack bonus enough to grant additional attacks per round, you gain those as well for the duration of the effect.
Temporary hit points equal to you character level.
A +2 bonus to Strength.
These benefits last a number of rounds equal to your Charisma bonus (if any) +1.
Using this feat requires some divine power. You can expend either your daily use of the God Touched feat or one daily use of the turn/rebuke agility (if you have it) as a free action to provide the necessary energy. Alternatively, another character who worships the same deity as you do an4 has the turn/rebuke ability can expend one daily use of that ability to provide the necessary divine energy for you. To transfer the energy, the donor must touch you on his or her turn. Such a transfer requires a standard action.
If you power the feat yourself, the benefit begins immediately. If you receive the necessary energy from another character, the benefit begins on your next turn. All divine energy transferred to you in this way is completely absorbed by your body an has no other effects.
Special: The benefits from this feat cannot be used at the same time as the benefits from the God Touched, Divine Fervor, or Divine Fortification feats.




Divine Shield
Type: Divine
Sources: Complete Warrior
Defenders of the Faith

You can channel energy to make your shield more effective for either offense or defense.

Prerequisite: Turn or rebuke undead ability, proficiency with a shield.
Benefit: As a standard action, spend one of your turn/rebuke undead attempts to channel energy into your shield, granting it a bonus equal to your Charisma modifier. This bonus applies to the shield's bonus to Armor Class and lasts for a number of rounds equal to half your character level.




Divine Vigor
Type: Divine
Sources: Complete Warrior
Defenders of the Faith

You can channel energy to increase your speed and durability.

Prerequisite: Turn or rebuke undead ability.
Benefit: As a standard action, spend one of your turn or rebuke undead attempts to increase your base speed by 10 feet and gain +2 temporary hit points per character level. These effects last a number of minutes equal to your Charisma modifier.[/sblock]

Who said Charisma was a dump-stat? :D
 

Mithion Siannodel The Elven Arcane Hierophant

Mithion Siannodel

Elf, Druid 14/Wizard 3/Arcane Hierophant 10

Medium Humanoid, Elf
Hit Dice: 14D8+3D4+10D6+ 135 (244)
Initiative: +7
Speed: 60ft.

Adjusted Abilities: (base+racial+inherent+enhancement+level)
Str: 13/+1 (8+5)
Dex: 25/+7 (12+2+5+6)
Con: 21/+5 (12-2+5+6)
Int: 28/+9 (15+0+5+6+2)
Wis: 32/+11 (16+0+4+8+4)
Cha: 15/+2 (10+0+5)

Saves: (Druid 14+wizard 3+ Arcane hierophant 7+magic+epic)
Fortitude: 16 (9+1+1+2+3)
Reflex: 11 (4+1+1+2+3)
Will: 16 (9+1+1+2+3)

Armor Class: 35 (10 Base, +7 Dex, +5 Natural, +8 Armor, +5 Deflection) touch 23, flatfooted 28

Base Attack/Grapple: +18/+19

Attack: +5 Aberration Bane Quarterstaff +24 1d6+1 20x2 or, +3 Keen Spell storing Scimitar +22 1d6+1 15-20x2

Full Attack: +5 Aberration Bane Quarterstaff +24/+19/+14/+9 1d6+6 20x2 or, +3 Keen Spell storing Scimitar +22/+17/+12/+7 1d6+4 15-20x2

Space/Reach: 5ft/5ft

Special Attacks:

Special Qualities:
Immunity to Venom
Resistance +30 to fire, cold, electricity, sonic
Low-light vision
Permanent Tongues 1,500xp
Permanent Comprehend Languages 500xp
Permanent See Invisibility 1,000xp
Permanent Detect Magic 500xp
Permanent Darkvision 1,000 xp
Channel Plants 2/day
Channel Animals 4/day
Wild Shape 7/day (Plant, Tiny, Huge)
Thousand faces
Resist Nature’s Lure
Nature Sense
Woodland Stride
Trackless Step
Wild Empathy
Evasion
Haste 20rounds/day


Feats:
1 Spell Focus (Conjuration)
3 Natural Bond (CAdv)
6 Augment Summoning
9 Natural Spell
12 Empower Spell
15 Fell Drain (LibMort)
--- Free:Scribe Scroll
18 Fell Weaken (LibMort)
21 Summon Elemental (reserve) (Complete Mage)
24 Eschew Materials
27 Ignore Material Components

Items:
Tomes & Manuals +5 x6 825k
Staff of Nature’s Fury 500k
Earthquake (1 charge)
Whirlwind (10th level 1 charge DC 25)
Fire Storm (10th level 1 charge DC 25)
Boots of Swiftness 256k
Periapt of Wisdom +8 640k
Ring of Protection +5 50k
Vest of Health +6 54k
Gloves of Natural Armor +5 75k
Circlet of Intelligence +6 36k
Bracer of Armor +8 64k
Universal Elemental Resistance 216k
Wand of Cure Critical Wounds 21k
Wand of Restoration 26k
Scroll of Tongues and Dispel Magic 1.075k
Cloak of Comfort +2 6k
Blessed Book (x2) 25k (6lb)
Spell Component Pouch 5gp
Backpack 2gp (2lb)
Bell 1gp
17,817gp

Companion familiar: Dire Bear (Fluffy)
Size/Type: Large Animal Hit Dice: 22d8+135 (230 hp) Initiative: +4 Speed: 40 ft. (8 squares) Armor Class: 31 (-1 size, +4 Dex, +17 natural), touch 13, flat-footed 26 Base Attack/Grapple: +16/+39 Attack: Claw +30 melee (2d4+13) Full Attack: 2 claws +30 melee (2d4+13) and bite +28 melee (2d8+7) Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab Special Qualities: Low-light vision, scent Saves: Fort +18, Ref +17, Will +8 Abilities: Str 36, Dex 18, Con 21, Int 12, Wis 12, Cha 10 Skills: Listen +25, Spot +25, Swim +13 Feats: Alertness, Endurance, Run, Toughness, Weapon Focus (claw), Power Attack, Improved Overrun, Improved Toughness Tricks: Attack, Heel, Stay, Guard, Defend, Track Special Abilities: Link, Share Spells, Evasion, Improved Evasion, Devotion, Multiattack, Empathic Link, Deliver Touch Spells, Speak with Master, Speak with animals of its kind, Spell Resistance (27+5) 32, Scry on Familiar


Skills: (base+ability+racial+competence+luck)+synergy
292 skill points (Druid 129/ Wizard 33 / Arcane Hierophant 130)

Concentration (Con) +35 (30+5)
Knowledge - Nature (Int) +39 (30+9)
Knowledge - Arcane (Int) +39 (30+9)
Survival (Wis) +41 (30+11)
Listen (Wis) +41 (30+11)
Spot (Wis) +41 (30+11)
Spellcraft (Int) +41 (30+11)
Sense Motive (Wis) +21 (30+11)
Handle Animal +12 (10+2)
Dicpher Script +21 (12+9)
Balance +20
Climb +20
Jump +20
Tumble +20

Arcane Caster level 13
Prepared

Divine Caster level 24
Prepared

History:
 
Last edited:


Elezaeren D'Vaelkar

Code:
Neutral Good Cleric 26/ Hierophant 1

Str 23 +6 (8 Base) (0 Cost) (+5 Inherent) (+6 Enhancement) (+4 Visage)
Dex 20 +5 (8 Base) (0 Cost) (+4 Inherent) (+6 Enhancement) (+2 Visage)
Con 28 +9 (14 Base) (6 cost) (+4 Inherent) (+6 Enhancement) (+4 Visage)
Int 20 +5 (12 Base) (4 cost) (+4 Inherent) (+2 Enhancement) (+2 Visage)
Wis 38 +14 (17 Base) (13 cost) (+5 Inherent) (+6 Enhancement) (+6 Levels) (+4 Visage)
Cha 26 +8 (13 Base) (5 cost) (+3 Inherent) (+6 Enhancement) (+4 Visage)

HP 452 [27d8 levels + 243 Con +  45 Temporary (Divine Power and False Life)]
AC 46 (10 base +5 Dex +6 Armor +5 Deflection +5 Enhancement +1 Insight +14
Unnamed:Monk) 35 Touch 41 Flat
Init +5
Move 30' ground 60' air

Fortitude 36 (13 base +12 Con +3 Epic +6 Resistance +1 Competence +1 Luck)
Reflex 22 (6 base +5 Dex +3 Epic +6 Resistance +1 Competence +1 Luck)
Will 38 (13 base +14 Wis +3 Epic +6 Resistance +1 Competence +1 Luck)

BAB +27 (+18 without Divine Power)
Melee Attack (staff) +42 [+27 BAB (Divine Power) +6 Str +5 Enhancement (Magic Weapon spell) +3 Luck (Divine Favor) +1 Competence (Ioun Stone)]
Melee Attack (staff vs. those with arcane spells or spell-like) +44 [+27 BAB (Divine Power) +6 Str +7 Enhancement (Magic Weapon spell) +3 Luck (Divine Favor) +1 Competence (Ioun Stone)] 
Melee Damage (Staff) 3d6 + 1d6 (cold) + 14 + (2 Con damage)  (Does 1d6 to weilder)
Melee Damage (Staff vs. those with arcane spells or spell-like) 5d6 + 1d6 (cold) + 14 + (2 Con damage)  (Does 1d6 to weilder)
Ranged Attack (Sling) +38 (+27 BAB +5 Dex +2 Enhancement +3 Luck +1 Competence)
Ranged Attack (Bane bullet vs. proper type) +39 (+27 BAB +5 Dex +3 Enhancement +3 Luck +1 Competence)
Ranged Damage (sling) d4 +8
Ranged Damage (Bane bullet vs. proper type) d4 + 2d6 + 8

Stats in [url=http://www.d20srd.org/srd/epic/monsters/gloom.htm]Gloom[/url] form
Str 47 Dex 58 Con 43 AC 76 Init +24 Fort 39 Reflex 40 
Melee Attack (staff) +54 [+27 BAB Divine Power) +18 Str +5 Enhancement (Magic Weapon spell) +3 Luck (Divine Favor) +1 Competence (Ioun Stone)]
Melee Attack (staff vs. those with arcane spells or spell-like abilities) +56 (+27 BAB +18 Str +7 Enhancement +3 Luck +1 Competence)
Melee Damage (staff) 3d6 + 1d6 (cold) + 33 + (2 Con damage)  (does 1d6 to weilder) 
Melee Damage (staff vs. those with arcane spells or spell-like abilities) 5d6 + 1d6 (cold) + 33 + (2 Con damage)  (does 1d6 to weilder) 
Ranged Attack (sling) +57 (+27 BAB +24 Dex +2 Enhancement +3 Luck +1 Competence) 
Ranged Attack (Bane bullet vs. proper type) +58 (+27 BAB +24 Dex +3 Enhancement +3 Luck +1 Competence) 
Ranged Damage (sling) d4 +20
Ranged Damage (Bane bullet vs. proper type) d4 + 2d6 + 20
Fear gaze DC30, 13d6 Sneak Attack, Blindsight 60 ft., opportunist (AoO vs. opponent struck by ally), quiescence (+20 Move Silently), SR 35, DR 10/epic

Level 1: 	Cleric 	 	Domain Spontaneity: Destiny (CDiv), Persistent Spell (CArc), Extend Spell (bonus)
Level 2: 	Cleric 	 	
Level 3: 	Cleric 	 	Divine Metamagic: Persistent Spell (CDiv)
Level 4: 	Cleric 	 	
Level 5: 	Cleric 		
Level 6: 	Cleric 	 	Quicken Spell
Level 7: 	Cleric 		
Level 8: 	Cleric 	 	
Level 9: 	Cleric 	 	Power Attack
Level 10: 	Cleric 	 	
Level 11: 	Cleric 	 	
Level 12: 	Cleric 	 	Improved Bull Rush
Level 13: 	Cleric 	 	
Level 14: 	Cleric 	 	
Level 15: 	Cleric 	 	Leap Attack (CAdv)
Level 16: 	Cleric 	 	
Level 17: 	Cleric 	 	
Level 18: 	Cleric 	 	Shock Trooper (Cwar)
Level 19: 	Cleric 	 	
Level 20: 	Hierophant   Twin Spell (bonus) (CArc)
Level 21: 	Cleric 	 	Improved Spell Capacity
Level 22: 	Cleric 	 	
Level 23: 	Cleric 	 	
Level 24: 	Cleric 	 	Multispell, Improved Spell Capacity
Level 25: 	Cleric 	 	
Level 26: 	Cleric 	 	
Level 27: 	Cleric 	       Improved Metamagic, Improved Metamagic

Skill points 180 (24+ 26*6)
Concentration 29 (9 ranks +11 Con +1 Competence +1 Luck +7 Item)
Diplomacy 50 (30 ranks +8 Cha +1 Competence +1 Luck +10 Item)
Hide 18 (4 ranks +5 Dex +1 Competence +1 Luck +7 Item) cc (Invisible)
Jump 18 (8 ranks +6 Str +1 Competence +1 Luck +2 Synergy)
Knowledge Arcana 24 (8 ranks +5 Int +1 Competence +1 Luck +9 Item)
Knowledge Nature 29 (10 ranks +5 Int +1 Competence +1 Luck +12 Item) cc
Knowledge Planes 24 (8 ranks +5 Int +1 Competence +1 Luck +9 Item)
Knowledge Religion 22 (15 ranks +5 Int +1 Competence +1 Luck)
Listen 25 (0 ranks +18 Wis +1 Competence +1 Luck +5 Item) cc
Move Silently 12 (0 ranks +5 Dex +1 Competence +1 Luck +5 Item) cc (32 in Gloom form)
Spellcraft 38 (30 rank +6 Int +1 Competence +1 Luck)
Spot 31 (0 ranks +18 Wis +5 Competence +1 Luck +7 Item) cc
Tumble 20 (4 ranks +5 Dex +1 Competence +1 Luck +2 Synergy +7 Item) cc
Use Magic Device 26 (10 ranks +8 Cha +1 Competence +1 Luck +6 Item) cc

Domains: Destiny (RoD), Planning (CWar)

Spells 6 9+1/9+1/8+1/8+1/8+1/7+1/6+1/6+1/6+1/3+1/2+1

0th Read Magic X3, Light, Detect Poison, Mending
1st Omen of Peril (Rod) X3, Scholar's Touch (RoD) X2, Resurgence (CDiv) X2, Divine Favor, Endure Elements, Domain – Omen of Peril
2nd Darkness, Lesser Restoration X2, Divine Insight (Cadv) X4, Shatter X2, Domain - Augury
3rd Magic Vestment, Speak with Dead, Delay Death X2 (RoD updated in Spell Com), Spikes (CDiv updated in Spell Com) X2, Meld Into Stone, Chain of Eyes (CDiv), Domain – Delay Death (RoD)
4th Greater Magic Weapon, Assay Resistance (CArc) X3, Revenance (CDiv), Freedom of Movement, Mass Resurgence (CDiv), Divine Power, Domain - Status
5th True Seeing, Superior Resistance, Stalwart Pact (CDiv) X3, Raise Dead, Quickened Spikes X2, Domain – Detect Scrying
6th Quickened Revenance (CDiv), Energy Immunity (CArc) X2, Heal, Quickened Freedom of Movement, Word of Recall, Domain – Warp Destiny (RoD)
7th, Renewal Pact (CDiv) X4, Twinned Flamestrike, Greater Bestow Curse (RoD), Domain – Greater Scrying
8th Brilliant Blade (Carc), Moment of Prescience, Chain Dispel (PHbII) x2, Fire Storm x2, Domain – Moment of Prescience
9th True Resurrection(used to spontaneously cast Choose Fate), Quickened Twinned Flame Strike, Twinned Greater Bestow Curse (RoD), Miracle, Gate, Greater Visage of the Deity (good)(CDiv), Domain - Time Stop
10th Twinned Fire Storm, Mass Heal, Extended Miracle, Domain – Time Stop
11th Quickened Twinned Destruction, Twinned Miracle, Domain – Quickened Time Stop

Equipment

'Sorrow' +1 Vicious Wounding Marrowcrushing (BoVD) Ghost-touch Magebane (CArc) Quarterstaff of Frost 200,600
+2 Sling 8,300
50 +1 Sling Bullets (15 Magebane, 5 Construct Bane, 5 Abberration Bane, 5 Human Bane, 5 Evil Outsider Bane, 5 Undead Bane, 5 Magical Beast Bane, 5 Dragon Bane) 8,350
2 Gloves of Storing 10,000gp ea 20,000
Bracer's of Health (+6 Con) 36,000
Periapt of Wisdom +6 36,000
Cloak of Charisma +6 36,000
Aegis Ring (Protection +5, Invisibility) 80,000
Ring of Spell-Battle (CArc) 67,500
Boots of Speed with +6 Dex 54,000
Vest of the Lion (Continuous Lion's Charge (Spell from Spell Compendium)) 48,000
Hat of Disguise with Int +2 6,700
Monk's Belt 13,000
Mask of Knowledge (+13 Know:Nature, +10 Diplomacy, +9 Know:Arcane, +9 Know:Planes, +7 Concentration, +7 Hide, +7 Spot, +7 Tumble, +6 UMD, +5 Listen, +5 Move Silent) 98,500
Luckstone 20,000
5 Nightsticks (Liber Mortis) 7,500gp ea 37,500
Handy Haversack 2,000
15 Incense of Meditation 4,900gp ea 73,000
Wand of Delay Death (Spell Compendium) 750

Manuals and Tomes (used)

2 Manuals +5 137,500 gp ea 275,000
3 Manual +4 110,000 gp ea 330,000
1 Manuel +3 82,500

Ioun Stones

Dusty rose Prism +1 insight bonus to AC 5,000 gp
Pale green Prism +1 competence bonus on attack rolls, saves, skill checks, and ability checks 30,000 gp
Orange Prism +1 caster level 30,000 gp


Rods

1 Metamagic Quicken Rod 75,500
2 Greater Metamagic Quicken Rods 170,000gp ea 340,000
Rod of Absorbtion 50,000

Pearls of Power

2 2nd 4,000gp ea 8,000
2 4th 16,000gp ea 32,000
2 5th 25,000gp ea 50,000
4 6th 36,000gp ea 144,000
7th 49,000
8th 64,000
3 9th 81,000pg ea 243,000


Scrolls 

15 Shapechange (caster lvl 60) 13,500gp ea 202,500
4 Contingency 1650gp ea 6,600
19[1 used] False Life (caster lvl 10) 500gp ea 10,000
10 Shield (caster lvl 3) 75gp ea 750

28,450 gp in gems

Permanent Spells

Arcane Sight 
Darkvision
See Invisibility
Tongues

Persistent Spells

Choose Fate (RoD) (via Divine Meta) caster lvl 28
Greater Visage of the Deity (good) (CDiv) (via Divine Meta) caster lvl 28
Divine Power caster lvl 28
Divine Favor caster lvl 28


28hr Spells

Divine Insight (CAdv) caster lvl 28
Greater Mage Armor (Spell Compendium) caster lvl 28  
Magic Weapon caster lvl 28
Magic Vestment caster lvl 28
Superior Resistance (Spell Compendium) caster lvl 28
Moment of Prescience caster lvl 28


24 hr Spells

Energy Immunity (fire) (CArc) caster lvl 28

10 hr Spells

Shapechange caster lvl 60
False Life caster lvl 10

Triggered Spells

Contingency - Time Stop when area he's in is targetted by Mage's Disjunction
Stalwart Pact
Renewal Pact

[sblock=Background]When he first got the vision, Elezaeren was content to await the coming apocalypse deep in the arms of cold draughts and warm whores. He could have gone forth in the vain hope of changing fate. But it was the eyes that stopped him. The child in his vision looked nothing like the child in the village years before. But in both flames were reflected in their eyes like a window to hell.

Years ago he had had another vision, the village of Sobalvarre was going to be overrun with vampires. Then, Elezaeren acted immediately in hopes of averting the coming disaster. And it had seemed he was successful in cleansing the village of its vampiric taint. In the midst of that grim work he heard tell of a child that had disappeared. But when days of searching turned up nothing, the cleric eventually moved on. But Elezaeren soon returned upon seeing smoke high in the sky in the direction of Sobalvarre. His return was too late though, the village had been put to the torch after the utter slaughter of its residents. All that remain was the child, now a vampire. And in its soulless eyes, the cleric saw the flames of the ruined village reflected.

Those flames still haunted him. And when the new vision came, that of a golden haired child before whom even the gods trembled, it was that much the worse. For fires also danced in those child’s eyes. But this time it was a reflection of the world itself in flames. In retrospect it seemed likely that this doom that awaited the world was the secret his mentor Kharzhain, had oft referred to with some amusement. The whole city of Vaelkar had been terrified of Kharzhain, which was why Elezaeren had run to the man’s castle when the city guard was trying to arrest him for stealing. It had over three decades ago, but Elezaeren could clearly remember standing in the courtyard with those things watching him as the constables stood outside the gates hailing the manor lord. Even then K. had been venerable. He made his way out and across the courtyard at a pace so slow it was painful to watch. But with one palsied gesture from the ancient cleric, the guards paled and ran off. Then he turned to the youth and spoke, his voice a mixture of kindness and dark irony, “I’ve been waiting a very long time for you son. Come, there is much to be learned. And if I’m to teach you, there’s little time to learn it.”

Elezaeren’s apprenticeship was far from normal. Where many master’s where stingy with the information they imparted, Kharzhain was the opposite. He had his charge start by reading powerful magical tomes and practicing dangerous necromantic spells. Often he would make cryptic remarks like, “It was not given to me to see the glorious end, but through you I’ll at least have a hand in.” Kharzhain taught his student to supplicate himself before no gods, but instead to devote himself to Fate, for it was the one force before which even the gods themselves must bow. Elezaeren learned very quickly, but it was not long before his mentor’s health failed. On his deathbed the ancient cleric bequeathed his student his grand gnarled staff, Sorrow.

Though not intelligent, the weapon proved to be a burden to wield. For malice was infused into its creation. Several times Elezaeren nearly died in battle despite being untouched by enemies. Each blow struck with the mighty staff extracted its price.

It was another memory that caused him to forbear warm companionship in favor of the cold malice of Sorrow. He was Elezaeren the Prophet, founder and hierophant of the Church of Fate. Yet he found his own prestige distasteful. Despite all his protestations, his congregation habitually fell to their knees when he hentered the room. Their worship was for him not fate. As the flock grew more fervent the cleric's disquiet grew. Finally he left the church leaving his second in charge.

It was not long after that he began to hear ill word of his former church. Tales of sectarian battles with other faiths seemed to be on every tongue. Elezaeren returned, but once again he was too late. He returned to an empty building, his former follwers had been arrested by the king for various crimes. He considered breaking them out. Quite likely such a thing was entirely within his power. But he knew for a fact that such an act would bring only greater calamity.

This time, with the world hanging in the balance, Elezaeren has decided he cannot not turn his back on his responsibility, even if the future cannot not be changed. With a hopeless he seeks other heroes of great renown.[/sblock]
 
Last edited:

Got another question for ya.

Are there any limits/restrictions you would plan on placing on which creatures I can make simulacra of?

To clarify, my current assumption would be that any creature in the MM/SRD would be fair game, but that advanced, templated or Epic creatures probably should not be.

At level 27, a 20HD simulacra of a 40HD Great Wyrm Gold Dragon seems perfectly fair.

A 27HD simulacra of a 53HD Paragon EpicPseudonatral Mature Adult Prismatic Dragon not so much...

Unless we end up fighting one. Then I'm totally taking pieces to make simulacra of later... :p
 
Last edited:

the spell is okay, but..... I'm giving 5k pre game XP, so you start on lvl27 for XP in game. and IF you use a killed monster you need 24hours and a lab. I allow the spell but only for use in game

Voidrazer: please explain

1 Cleric 1 Extend Spell, Domain Spontaneity: Destiny
2 Cleric 2
3 Cleric 3 Power Attack
4 Cleric 4
5 Cleric 5
6 Cleric 6 Improved Bull Rush
7 Cleric 7
8 Cleric 8
9 Cleric 9 Leap Attack
10 Cleric 10
11 Cleric 11
12 Cleric 12
13 Cleric 13
14 Cleric 14
15 Cleric 15 Improved Initiative
16 Cleric 16
17 Contemplative 1
18 Hierophant 1 Divine Metamagic Persistent, Bonus Persistent Spell
19 Cleric 17
20 Cleric 18
21 Cleric 19 Improved Spell Capacity
22 Hierophant 2 Bonus Quicken Spell
23 Hierophant 3 Bonus Twin Spell
24 Cleric 20 Improved Spell Capacity
25 Cleric 21
26 Cleric 22
27 Cleric 23 Multispell, Bonus: Improved Metamagic
28 Cleric 24
29 Cleric 25
30 Cleric 26 Improved Metamagic, Bonus: Improved Metamagic
 

Rino said:
the spell is okay, but..... I'm giving 5k pre game XP, so you start on lvl27 for XP in game. and IF you use a killed monster you need 24hours and a lab. I allow the spell but only for use in game

XP is not really much of an issue between the 5k pre-game and the Rod of Excellent Magic.

The need for ice, ruby dust and monster bits is also eliminated by the Ignore Material Components epic feat.

By my reading of the spell, the "fully equipped magical laboratory" is only required to repair a simulacrum, not create one.

(by the way, what constitutes a "fully equipped magical laboratory" anyway? What else can I do with one besides repair simulacra?)

In either case, my question still stands. On day one of the game, what creatures are fair game?

Oh, and while we're on the subject of magical laboratories, how much detail, if any, do you want us to go into regarding our home/stronghold/quarters/whatever?
 

Into the Woods

Remove ads

Top