Lets Duel [Archive] - Wizards Community

Post/Author/DateTimePost
LordBOB777

09-19-06, 11:05 PM
**** Taeldrin Laesrash is the current DM for these duels. All questions should be addressed to him. If There are any question never answered than please ask them again incase I missed any during the little time I was in control, and maybe Taeldrin, or someone else, can answer them****


Hello Fellow, yet few, Epic Board members.

I, LordBOB, apparent new leader of the Epic Duels Thread (dont ask how....i guess I was voted in...not real sure though), invite one and all to participate in the art of war.

I know some of you all have posted characters in previous pages of the Duels Thread. Please forgive me for not knowing who you are for I do not feel like surfin through almost 20 pages to find a few single posts.

I do encourage everyone to make a character, though please gives us time to make sure everything is correct. If you currently have a character posted in the thread and you Havent fought anyone yet please speak up so we can witness some new carnage. When we get through with the new players we shall do some random drawings just to mix it up.

JOIN US!!!!

HAVE A NICE DAY!!!!
Yodasatomicweed

09-19-06, 11:33 PM
Hey, LordBOB, didn't you already have a thread made for this very purpose? (http://boards1.wizards.com/showthread.php?t=705335)

Below is a copy of my current edition of the character. Also, being a Void Incarnate, he has decided to go without a name. Noone would know it anyways (Hehe, I love that little blurb).

Name: Unknown

Rogue 20/Shadowdancer 1/Void Incarnate 9
Chaotic Good
Medium Elf

HD : 29d6+1d8+120=225 (Average)

BAB : +20/+15/+10 (5 is from Epic, so only 3 attacks, not 4)

Str. 9
Dex. 36 (16 base, +2 racial, +5 Tome, +6 gloves, +7 level-up)
Con. 18 (15 base, -2 racial, +5 Tome)
Int. 16 (11 Base, +5 Tome)
Wis. 10
Cha. 22 (15 Base, +1 Tome, +6 amulet)

Saves Fort = +15 Ref. = 30 Will = +11

AC = 28 (10 Base, +2 Armor, +3 Shield, +13 Dex)

Feats, non-Epic:
Point Blank Shot
Rapid Shot
Improved Initiative
Sacred Strike
Mobility
Improved Critical (Composite Longbow)
Dodge

Feats, Epic:
Dextrous Will
Lingering Damage
Combat Archery
Epic Dodge

Class Features:
Hide in Plain Sight
Sneak Attack +10d6 (+10d8 vs Evil)
Uncanny Dodge (Can't be flanked, Dex to AC, +4 vs traps)
Crippling Strike
Defensive Roll
Improved Evasion
Slippery Mind
Blank Aura
Void Presence
Blank Mind
Null Strike
Mettle of Will
Improved Mettle of Fortitude
Empty Form

Skills:
Bluff 69=33+6+30 (ring)
Hide 91=33+13+30 (ring)+15 (circumstance/robe)
Listen 35=33+2 (racial)
Move Silently 46=33+13
Perform (Wind Instruments?) 19=13+6
Search 38=33+3+2 (racial)
Sense Motive 33=33
Sleight of Hand 46=33+13
Spot 35=33+2 (racial)
Tumble 46=33+13
Use Magic Device 39=33+6

Possessions

1) Major Ring of Universal Elemental Resistance (216,000)
2) Ring of the Void (It gives +30 to Bluff and Hide, and is mixed with a Ring of Invisibility...90,000+135,000+30,000=255 ,000...and yes, I made this using the item creation rules, it is not an actual published item to my knowledge)
3) Rod of Epic Negation (446,000)
4) Major Cloak of Displacement (50,000)
5) +5 Tome Dex/Con/Int/Cha (412,500)
5b) +1 Tome Cha (27,500)
6) +1 Bondleaf Wrap of Heavy Fortification and Soulfire combined with Robes of Blending (115,000)
7) Bracers of Archery (5,100)
8) Gloves of Dexterity +6 (36,000)
10) Scroll of Heal x2 (Is this acceptable? It's a 6th level spell, so I wasn't sure. This can be taken off easily, too...3,300)
11) +2 Human Dread Bow of the Solar Elites (1,774,300)
Attack Bonus: +35/+30/+25 (+55/+50/+45 with below goggles)
12) Goggles of Assured Precision(1/round quickened True Strike, 90,000 gp)
13) Amulet of Charisma +6 (36,000)
14) +1 Animated Large Wooden Shield of Infinite Arrow Deflection (810,000)
Total Spent: 4,276,300 + cost of masterwork weapons.
LordBOB777

09-19-06, 11:39 PM
yoda you are simple minded.

NO this is NOT the thread.

This was simply a flyer telling everyone what we are doing.

please repost your character in the OTHER thread that says "New Epic Duels"

You make me laugh sometimes :)
Yodasatomicweed

09-19-06, 11:46 PM
Oops.
Seerow

09-20-06, 12:29 AM
I put my card face down in defense mode, and set two traps face down!



ITS YOUR MOVE!
LordBOB777

09-20-06, 12:35 AM
ok haha funny.

Sometimes I wonder about you Seerow
Seerow

09-20-06, 12:45 AM
What is there to wonder about?
Kord's Boon

09-21-06, 04:19 AM
just a re-post, no-one wanted a piece i guess, lol

This is the character I played from level one to his current power, tried to remove most campaign specific elements and reworked stats and items. I just want to see how he would do when up against the likes of duel specific builds.

Job, champion of strength, savior of the faith
Medium half-orc CG
Fighter 6/ Barbarian 4/ Pious Templar of Kord 14 (Variant)/ pseudo- deity (+6 LA generally accepted)
HD: 20d10 + 4d12 + 216 (464)
BAB: 20 + 2 (22)
Speed: 70ft (60 deific base +10 barbarian) 140ft (with boots)
Abilities
Strength: 36 (15 base +2 racial +2 development +5 manual +6 enchantments +6 sacred)
Dexterity: 24 (12 base +1 development +5 manual +6 enchantments)
Constitution: 28 (15 base +2 development +5 manual +6 sacred)
Intelligence: 16 (13 base -2 racial +5 manual)
Wisdom: 20 (11 base +5 manual +4 enchantments)
Charisma: 16 (12 base -2 racial +1 development +5 manual)\
Saves: fort 36 ref 24 will 26 (+1vs traps)
Ac: 49 (12 armor + 7 shield +7 dex + 5 natural + 3 cha + 4 deflection + 1 dodge) 25 touch 34 flat-footed
Feats: power attack, cleave, great cleave, two weapon fighting, improved two weapon fighting, weapon focus (heavy shield bash), weapon specialization (heavy shield bash), shield bash, leadership, true believer, improved critical (heavy shield bash), dodge, mobility, spring attack,
Epic feats: penetrate damage reduction, holy weapon, damage reduction
Bonus epic feat: fast healing (campaign specific elements, added cost of ability to wealth allowance)
Special qualities: darkvision 60ft, DR 10/+6 DR 6/-, immunities (transmutation, Ability drain, mind affecting attacks), spell resistance 32, fire resistance 5, Orc-blood
Class features: mettle, smite 1/day, rage 2/day, uncanny dodge, variant templar abilities (see below)

Possessions: manuals +5 all stats 825k, belt of giant strength +6 36k, clock of resistance +5 25k, bracers of kordly might +6 str +6 con sacred bonus 216k, amulet of wisdom +4 16k, armor of the celestial battalion (minus fly) 616.3k, boots of swiftness 256k, ring of freedom of movement 112k, ring of blur 56k, Iggy (intelligent ioun stone) offers +4 to saves, attacks, and deflection Ac, heal/1 day, plane shift 2/day 10 ranks in knowledge planes 10 ranks in survival, locate object 2/day ~360k, Iridescent spindle ioun stone 18k, unsloted amulet of natural armor +5 100k

Weapons:
Job does combat with two heavy shields each enchanted with offensive and defensive qualities, AC bonus will only apply from one shield at any time of course

Heavy adamant Shield main: +6 / +5 shield of bashing, medium fortification
Off-hand heavy adamant shield: +5 disrupting / +4 shield of bashing

Main: 42/37/32/27 1d8+21 19-20 *2
Off-hand: 34/29 1d8+13 19-20 *2

Secondary: +5 brilliant energy, ghost touch, great sword

44/39/34/39 2d6+24 19-20*2

Item total 2.636 million gp
Wep Total: 1.124 milion gp
Grand total 3.76 million gp
remainder goes to fast healing bonus feat (540k)

Variant templar:
1: Job was allowed to use heavy shields as his templar weapon, as opposed to a great sword
2: Job did not receive spells or smite attempts during non-epic progression; rather he can use the strength domain power 1/day, shield other 1/day, and righteous might 1/day (spell like ability, caster level 14)

I would be happy to change this if you feel it’s overpowered or unnecessary.

Full rules for rank 0 deities can be found on the d20srd.

Job is a six foot tall half-orc, the dark olive tone of his skin contrast sharply with his bright red hair, which he pulls into bindings on the back of his head. The only garments he wears aside from a simple pair of back trousers and a mail skirt on either side of his body, is bandages wrapped around all his joints. Across his bare chest is a tattoo of the eight-pronged mark of kord, and again on his red and white razor edged shields, which he holds in each hand. His gaze speaks of determination and caring.
Nylkran

09-21-06, 08:14 AM
So is this open on to everybody, what are the rules?, (beside no spellcasters).

Sorry if this has come up before, I ahven't been on the Epic Boards for a while, (mostly because I have not DM an Epic game on a while).
Issabella

09-21-06, 08:48 AM
a re state of the rules pretty please?
ardh05

09-21-06, 09:44 AM
Kords Boon, I guess I might be fighting you... as soon is I check a few prices and finish up my char... It'll be interesting
Nylkran

09-21-06, 10:29 AM
I just saw the rules on character creation on the other post, but what I mean by rules was:

Is there a date by which the characters have to be done?

How are the duels resolved? (I am guessing some sort of eletric dice roller but I did not believe this forums had such a feature).

Is 32 pt buy no? (I don't recall seeing anything about it but I am going to guess 32 pt buy).
LordBOB777

09-21-06, 01:28 PM
the BIG thread on the duels, originally posted by Witch, is where the main discussion takes place, as well as battles apparently.

http://invisiblecastle.com/rolldice.py

This dice roller works most of the time.

Kord I do remember posting quite a few times that people who had characters that havent fought yet should step up and let theirselves be known. Its nice to see you back.

You may fight ardh05, when the current fight is over with, if there arent any complaints.

32 pt buy is what we are using
rob_douglas

09-21-06, 01:55 PM
Re: Kord's Boon

I still disagree with a +6 sacred bonus to STR/CON or any ability. I don't see it allowed in any rules, or costed anywhere. The Enhancement bonus to abilities sure, but not saced or any other. sacred bonuses are allowed to armor and saves.

ROB
Yodasatomicweed

09-21-06, 02:45 PM
Didn't Witch also shoot it down?
rob_douglas

09-21-06, 04:52 PM
Yes.

ROB
LordBOB777

09-21-06, 06:24 PM
yes he did, for I wasnt allowed to do the same thing.

How are you getting the bonuses? Maybe Wutch shot down my idea because I made an item that gave me the same bonuses as Kord. Maybe being a Quasideity (spelling) is how he's getting the bonus.
ardh05

09-21-06, 09:24 PM
Here's my character... Please note he's not completely done yet, as I have a few touch-ups...

Race: Thri-Kreen(Savage Species),(LA+1, 2 Racial HD)
Gender: Male
Stats:
Base: Racial: Level: Tomes: Equip:
STR:16 +2, 18 +2, 21 +5, 26 +6, 32 (11)
DEX:16 +4, 20 +3, 23 +5, 28 +12, 40 (15)
CON:14 +2, 16 +5, 21 +6, 27 (8)
INT:12 -2, 10(0)
WIS:10 +2, 12 12 +5, 17 +6, 23 (6)
CHA:8 -4, 4(-3)

Levels: 16 Fighter, 10 Dervish, 1 Ninja
Hit points: 8+4+90+55+4+232=393
AC: Base Armor Dex Shield Deflection Natural Misc Dervish
59 10 8 15 2 6 9 6 3
BAB: 25(2Racial HD, 20 Character Level,3 epic) 25/20/15/10 (Did I do this right? It's my first time trying to make an epic character...)
Init: 29(Dex 15, 4 Imp Init, 8 Eagerx4(Unnamed Bonus, I believe it stacks) 2 Dervish)
Attacks: Scimitars(x4)
(41/41/41/41)/41/41/41/41/36/36/36/36/31/31/31/31/26/26/26/26 Bite 36
Skills:
Tumble: 15+27=32
Perform(Dance): (20 ranks)
Spot: 33
Listen 33+6=39

Class abilities:
Dervish Dance 5/day
Dervish AC bonus +3
Scimitars as light weapons for Multi-wielding
+2 Initiative
Tireless dance
1000 cuts
Wis to AC
Ki Power(+2 to will saves)
Saves:
Fort: 13+8=21
Reflex: 16+15=31
Will: 16+6+2=24
Feats:
Multidexterity
Multiweapon Fighting
Improved Multiweapon Fighting
Greater Multiweapon Fighting
Perfect Multiweapon Fighting
Combat Focus
Combat Defence
Combat Vigor
Combat Awareness
Blind-Fight
Deflect Arrows(Racial Bonus)
Multiweapon Rend
Improved Critical
Dodge
Mobility
Spring Attack(Dervish Bonus)
Combat Strike
Combat Steadiness
Combat Expertise
Weapon Focus(Scimitar)

Posessions
Scimitar(Starmetal)
+5, Blessed, Eager, Wounding (205,000)
(41)41/36/31/26/21 1d6+16 15-20/x2
Scimitar(Starmetal)
+5, Blessed, Eager, Wounding (205,000)
(41)41/36/31/26/21 1d6+11 15-20/x2
Scimitar(Starmetal)
+5, Blessed, Eager, Wounding (205,000)
(41)41/36/31/26/21 1d6+11 15-20/x2
Scimitar(Starmetal)
+5, Blessed, Eager, Wounding (205,000)
(41)41/36/31/26/21 1d6+11 15-20/x2
Bracers of the Blinding Strike(armor+8)(130,000)
Ring of Deflection +6(72,000)
Retributive Amulet (56,000)
Slotless Amulet of Natural Armor+6(144,000)
Boots of Swiftness(256,000)
Animated Mythral Heavy Shield of Infinate Arrow Deflection(641,020)
Gloves of Epic Dexterity +12(1,440,000)
Belt of Str+6(36,000)
Wis+6(36,000)
Con+6(36,000)
Tomes: Str+5(137,500)Dex+5(137,500)Wis+5(137,50 0)Con+5(137,500)
Ring of Gaint Form(colossal(+32 STR, -2DEX +16CON -6AC +12 Natural Armor 30'*30', 30'reach) 1/Day (53,200)(If this isn't allowed, I won't use it.)
Total Spent: 4,270,220
Any corrections and prices would be appreciated... Thanks
Kord's Boon

09-22-06, 03:03 AM
When I created the item which gave Job the +6 sacred bonuses, I figured the proportionate increase in price (working off standards for other bonuses) would cover for the obviously substantial power of the item. Since it fit the characters flavor and I did use an item slot on it I figured there would be no qualms.

That being said, if the consensus is that the use of sacred bonuses is to powerful I will gladly drop the item for say, bracers of constitution +6.

<Job drops his bracers and says: “now that, that glaring example of atrocious manipulation of the rules far beyond the designers intent is over with, can I fight the guy with 24 attacks a round?”>

I kid of course, just match me with something of the same power level
Nylkran

09-22-06, 11:06 AM
Ok one more questions, are Were-Creatures allowed?
Seerow

09-22-06, 12:01 PM
When I created the item which gave Job the +6 sacred bonuses, I figured the proportionate increase in price (working off standards for other bonuses) would cover for the obviously substantial power of the item. Since it fit the characters flavor and I did use an item slot on it I figured there would be no qualms.

That being said, if the consensus is that the use of sacred bonuses is to powerful I will gladly drop the item for say, bracers of constitution +6.

Well see, 'proportional price increase' is relative. With +6 Sacred Con, for example, say you went and doubled the price. So it costs 72,000 GP. Then you have +6 Enhancement Con, for 36,000 GP. For a total of +12 con for 108,000 GP.

Now for a +12 Enhancement Con item, it costs 1,440,000 GP. See the difference?

Ok one more questions, are Were-Creatures allowed?

Go for it.
Kord's Boon

09-22-06, 08:15 PM
Yes again I apologize, I understand that applying bonuses above +6 multiply the value by 10, and in my defense I was still under the impression that ability bonuses could be of multiple types (such as the size bonus from righteous might). I do see now there is little precedent for sacred bonus to ability scores.

But it should be a non-issue considering I already conceded.
Nylkran

09-23-06, 07:59 AM
Last questions, (hopefully):

Are these to classes allowed?:

Knight of the Crown:
http://www.wizards.com/default.asp?x=dnd/ex/20030801a

War Hulk:
http://www.wizards.com/default.asp?x=dnd/iw/20030914a
ardh05

09-23-06, 03:05 PM
When I created the item which gave Job the +6 sacred bonuses, I figured the proportionate increase in price (working off standards for other bonuses) would cover for the obviously substantial power of the item. Since it fit the characters flavor and I did use an item slot on it I figured there would be no qualms.

That being said, if the consensus is that the use of sacred bonuses is to powerful I will gladly drop the item for say, bracers of constitution +6.

<Job drops his bracers and says: “now that, that glaring example of atrocious manipulation of the rules far beyond the designers intent is over with, can I fight the guy with 24 attacks a round?”>

I kid of course, just match me with something of the same power level

I double checked... It's ONLY 21(5 attacks/scimitar, and 1 bite) attacks per round... 37 if I use 1000 Cuts... and that is pretty much the only source of his nastiness... that and his 15-20 crit range...
I also edited in the saves and class features.

EDIT: Hey, Kord... how much Fast Healing do you have??
This'll be an interesting battle... we have one guy who'll have little getting attacks through... but does really low damage, and the other guy who might have trouble hitting me, but does a lot more damage... be fun to see who wins.
And Kord, I'll make you a deal... You use those bracers of yours, I use my Ring... Sound Fair?
Kord's Boon

09-23-06, 08:54 PM
Yes, “ONLY” 21 attacks a round, I was simply trying to be humorous, and I did not mean to slander your character (other wise I might have actually counted your attacks). It saddens me that anytime threads of this sort are attempted it becomes a battle fit for the character optimization board.

Also:
Penetrate damage reduction (useless in a duel) => fast healing
Happy?

As far as the braces, they were changed to conform to the rules 2 post ago. And for goodness sakes I’m simply tying to have a little fun with a character I already had lying around, he’s obviously not designed for this kind of thing and I fully expect to lose. So lets just do this thing.
ardh05

09-23-06, 09:36 PM
Yes, “ONLY” 21 attacks a round, I was simply trying to be humorous, and I did not mean to slander your character (other wise I might have actually counted your attacks). It saddens me that anytime threads of this sort are attempted it becomes a battle fit for the character optimization board.

Also:
Penetrate damage reduction (useless in a duel) => fast healing
Happy?

As far as the braces, they were changed to conform to the rules 2 post ago. And for goodness sakes I’m simply tying to have a little fun with a character I already had lying around, he’s obviously not designed for this kind of thing and I fully expect to lose. So lets just do this thing.


Aah... My apologies. I thought you were being serious... I decided the ring was too cheap, so I won't use it... where do you want to do the battle?
I'm also working on raising one of my old characters to level 30... Might be interesting...
Kord's Boon

09-23-06, 11:39 PM
i'll duel anywhere lordBOB gives the go ahead
LordBOB777

09-24-06, 12:04 AM
umm..... i "Think" the duel in the other thread is still going on. I say think because no one is really doing anything, so im not sure whats going on.

Kord you can fight as soon as the other duel is finished.
AngelLemmingThief

09-25-06, 11:41 AM
Sounds like fun. I might give it a go!
AngelLemmingThief

09-26-06, 04:39 AM
Hmm, I don't suppose someone could point out a thread, or explain the process for this duelling shenanagins to a newbie?

I'd like to go for an epic soulbow. I just don't think they'll be much good :)
Yodasatomicweed

09-26-06, 09:43 AM
I hate to say this, but you'll want a backup melee weapon. Thanks to infinite deflection, a +6 bonus I believe, anyone with the proper shield can simply deflect every single arrow that comes their way.
AngelLemmingThief

09-26-06, 09:56 AM
I hate to say this, but you'll want a backup melee weapon. Thanks to infinite deflection, a +6 bonus I believe, anyone with the proper shield can simply deflect every single arrow that comes their way.
Yeah, I figured that too :(

I might have a fix but I don't think it is reliable enough.

Besides, how on earth would I hit the epic monk guy?

I think I might try Barb11/Wildrunner10/Primeval9. Looks like a bit of a laugh.
Nylkran

09-26-06, 06:31 PM
This character is done, but I am not sure if I am allowed all the classes feats, items I have used, so please feel free to point out any mistakes, also I have a substancial amount of Gold left but there are some things I have not taken into account, (Standard Item Cost, Specila Material Cost and Master Work Item Cost for both Weapons and Armor) but the money should have no trouble covering that.


Grok “Righteoues Fury” Lazzarot

Large Half-Ogre (LA+2)/Half-Orc LG


Classes:
Half-Orc Paragon 3/ Paladin 4/ Exotic Weapon Master 1/ Knight of The Crown 10/War Hulk 10

HD: 3d8+15d10+10d12+ 260 + Thoughnessx3 (447)

BAB: 18 + 5 (23)

Speed: 30ft

Abilities
Strength: 64 (16 Base +2 Racial + 2 Half-Orc Paragon + 6 Template +7 Development +5 Manual +6 Enchantments + 20 Warhulk)
Dexterity: 18 (10 Base -2Template +4 Manual +6 Enchantment)
Constitution: 28 (16 Base +2 Template +4 Manual +6 Enchantment)
Intelligence: 10 (8 Base -2 Template +4 Manual +6 Enchantments)
Wisdom: 18 (8 Base +4 Manual +6 Enchantments)
Charisma: 22 (16 Base -2 Racial – 2 Template + 6 Enchantments +4 Manual)

Initiative: +6 (+4 Dex, +2 Eager)

Attacks: 68/63/58/53 (Mercy Bringer)

Damage: 3d6 + 60

Saves: Fort +41, Ref +27 Will +27

AC: 40 (10 Base + 9 Armour + 9 Shield +4 Dex + 4 Natural + 6 Deflection -1 Aggressive -1 Large 26 touch 36 flat-footed

Feats: Power Attack, Exotic Weapon Proficiency (Warmace), Item Familiar (Heavy Shield) Honour-Bound, Weapon Focus (Warmace), Cleave, Extra Rage (Rage two extra times a day), Divine Might, Epic Damage Reduction x3.

Special qualities: Darkvision 60ft, Orc-blood, Large, DR 9/--

Class features: Divided Ancestry (Ex), Monstreous Mein (Ex), Rage 3/Day, Ability Boost (+2 Str), Aura of good, detect evil, smite evil 1/day, Divine grace, lay on hands, Aura of courage, divine health, Turn undead, Uncanny Blow (Ex), Strength of honor 4/day, Knightly courage, Heroic initiative +3, Fight to the death, Honorable will, Might of honor, Armored mobility, Aura of courage, Crown of knighthood, No time to think, ability boost (Str +20, Great swing, Mighty rock throwing, Mighty swing, Sweeping boulder, Massive sweeping boulder, Thoughness x3, Massive swing,

Possessions: Mercy Bringer (Large Warmace) +6 Sure Striking (980,000 GP), Durin (Item Familiar) (Mithrill Heavy Shield Intelligent Item) +7 Animated (856,000 GP) Manual of Gainful Exercise + 5 (137,500 Gp), +4 Manuals (x5)(550,000 Gp), Belt of Magnificence (+6 to all stats) (200,000 GP) (Miniatures Handbook), Vest of Resistance +5 (25,000 GP) Ring of Freedom of Movement (112,000 GP), Dyrr's Impervious Vesment (123,000 GP)(Complete Arcane), Armbands of Might (4,100 GP) (Complete Warrior), Boots of Speed (12,000 GP), Ring of Epic Protection +6 (720,000 GP), +1 Eager Silver Knife.

Durin's Abilities: (According to Item Familiar Feat)

- Sapience (Int 12, Wis 10, Cha 10)
- Senses (Senses 60ft Radius, See and Hear )
- Comunication (Telaphaty)
- Increased Sapience (Int 16, Wis 12, Cha 12) (10th Level)
- Increased Sapience (Int 20, Wis 14, Cha 14) (14th Level)
- Improved Senses (Darkvision 60 ft)(18th Level)
- Greater Senses (Blindsenses 30ft)(22th Level)
- Special Puropose and Dedicated Power (Serve Paladins of Thor, Wielder gets +2 luck bonus on attacks, saves, and checks) (+56,000 GP) (26th Level))

Gp Spend: 3,27,600 GP
Gp Left: 572,400 GP

The general idea of the Item Familiar is getting an Intelligent Item that would guide the main character through any difficult Moral Dilemmas, and the Special Power and I have paid for it in GP as defined on the feat.

Edit: (Took Flaws out lost Improved Thoughness and Reckless Rage)
Edit2: (Took Traits out lost Reckless and Agressive)
ardh05

09-27-06, 03:23 PM
Classes:
Half-Orc Paragon 3/ Paladin 4/ Exotic Weapon Master 1/ Knight of The Crown 10/War Hulk 10


How do you have Half-Orc Paragon levels without more LA adjustment??? I thought Paragon involved a +15... if it's allowed at all...

Also... I don't think we're doing flaws and traits in this... If we are, I'm going to make some changes to my character...
Nylkran

09-27-06, 03:56 PM
It's the Paragon Class from Unearthed Arcana, it has 3 levels can be taken at first level and grants ability bonus to one stat and a special abilities, (in this case Rage).

I sent a private message to LordBOB777 and he said it was ok for me to use it.
ardh05

09-27-06, 10:33 PM
OK... but I'm still not sure about the flaws and traits... nobody else has them, so I'm not sure it'd be fair to have a character that uses them... Has LordBOB approved Flaws and Traits?? If not, be ready to pull those off your character...
LordBOB777

09-28-06, 01:23 AM
flaws seem ok with me, unless you all have a problem with them.

It still amazes me that I somehow got power over these duels. WHY!?!?!?!?!?!?!?!

Yadda yadda yadda...... Yoda I know what your going to say, dont bother.

I still think someone with more over all knowledge should be in charge.

As a matter of fact..... who wants control????
BloodSpill

09-28-06, 03:34 AM
Flaws shouldn't be necessary in a build that goes over 20 levels, especially when the penalties are insignificant compared with the bonus feat.
Nylkran

09-28-06, 04:15 AM
No problem, I'll take the flaws off. Anything else? Or this character ready?
Taeldrin Laesrash

09-28-06, 11:32 AM
Lord BOB, you want someone with knowledge of Epic rules to run the duels? I can help, at the very least. What would running the duels be like?
Yodasatomicweed

09-28-06, 11:55 AM
Yadda yadda yadda...... Yoda I know what your going to say, dont bother.
Could you please enlighten me? I, for one, do not know what I'm going to say.
LordBOB777

09-28-06, 01:52 PM
Could you please enlighten me? I, for one, do not know what I'm going to say.


See thats the point, I told you not to bother so you had no reason to think of something to say, therefore i win, you just havent realised it yet.



Taeldrin Laesrash I would be honored if you would pick things up for me. I almost know how Witch felt at times.

So for now on please dont expect me to answer any PM's if I get them. I will still help out as much as I can. If you need to PM me about something please refrain unless absolutly needed. Being on these boards all day has really cut into both my school work and my social life (or there lack of ). I will still be around from time to time but I will stay in the shadows as much as I can.


WHERE IS WITCH!!!!??!!
Taeldrin Laesrash

09-28-06, 02:23 PM
LordBOB, I'll see what I can do. However, your comment towards Yodasatomicweed was unprovoked and nonsensical to me.

Nylkran, thanks for removing the flaws. However, I'm not sure what to say about the traits, as they and the character synergize to the point that they could be called overpowered (Being a free source of bonuses).
LordBOB777

09-28-06, 03:11 PM
LordBOB, I'll see what I can do. However, your comment towards Yodasatomicweed was unprovoked and nonsensical to me.

Nonsensical, maybe........ unprovoked probably, though I wasnt being mean, so dont think that.....just let it go.
Yodasatomicweed

09-28-06, 03:29 PM
Yea, it's fine. My brain may hurt trying to comprehend it, but I'm not offended in the least, and I didn't really see it as provocative or anything. So it's all good.
ardh05

09-28-06, 09:12 PM
LordBOB, I'll see what I can do. However, your comment towards Yodasatomicweed was unprovoked and nonsensical to me.

Nylkran, thanks for removing the flaws. However, I'm not sure what to say about the traits, as they and the character synergize to the point that they could be called overpowered (Being a free source of bonuses).

Traits are direct, "Lose something in one area, gain something in another area"
They are also minor changes in both ways.
Ex.
Thin-Framed: You have 1 fewer HP per level, all movement speeds improve by 10
Stocky: Gain 1 extra HP per level, all movement speeds lower by 10
The one Nylkran uses, Agressive: -1 AC, +2 Initiative
Cautious: -2 Initiative, +1 AC
There are others, but these should give you a basic idea...

@Nylkran:What does Reckless do?
Taeldrin Laesrash

09-28-06, 11:02 PM
Reckless grants a +1 to damage rolls, but a -1 to attack. I know what traits do, I'm just not sure if we should let the duels allow them...I don't see why not, I guess.
Nylkran

09-29-06, 04:07 AM
I have no problem in removing them, if that is your rulling, I will do so now.
Taeldrin Laesrash

09-29-06, 09:44 AM
You will? Thanks. I get the feeling that UA will have to go as a usable book, with all the alternate rules. Could you include that in the original post, LordBOB?
Nylkran

09-29-06, 09:48 AM
Does that mean I will have to get rid of Item Familiar and Half-Orc Paragon class. I don't mind much loosing Ietm Familiar, but the concept of the character is LG Paladin that can Rage... Sort of my take on the Lawfull-Stupid notion of the Paladin, (further pushed by the No time to think ability).
Yodasatomicweed

09-29-06, 10:43 AM
I thought the original post only allowed certain books, as opposed to only disallowing certain books. I don't think Unearthed Arcana is among them, so any material from it should be cleared with someone involved in running the duels unless BEFORE you use it in a character.
Nylkran

09-29-06, 12:59 PM
You are right, but as I said before I sent an PM to LordBOB777 about wehther or not I could use and he said there was no problem, since you are the new moderator or the new person in charge I understand if you say no, but I then might change the entire concept.

My only point is that I don't really think that the Paragon classes are really overpowered, (much less in Epic), but it's you call.
Taeldrin Laesrash

09-29-06, 06:47 PM
Sigh...I hate UA. So much usable stuff, so much unusable. What a mess. Okay, here's a list of what I'll allow from UA.

Alternate races
Racial Paragon classes
Alternate classes
Item Familiars
Nylkran

09-30-06, 03:17 PM
Thanks, I am sorry if i was too pushy, I'll do my best to help and not get in the way.

I believe that were all the problems with my build, so I am ready to duel, but considering you already have a lot in your plate I am happy to wait as long as needed.
Taeldrin Laesrash

10-09-06, 10:10 AM
:duel: Duel bump.

Remember, post your characters here.

Romulus, Swordmaster of the Steel Wyrm
LG Male human Warblade 20/Swordsage 5/Master of the Nine 5

Abilities
Str 28 (16 base + 2 level + 4 Manual of Gainful Exercise + 6 Belt of Giant Strength) (10 pts)
Dex 21 (10 base + 5 Manual of Quickness in Action + 6 Gloves of Manual Dexterity) (2 pts)
Con 14 – (14 base) (6 pts)
Int 12 (12 base) (4 pts)
Wis 38 (16 base + 5 levels + 5 Tome of Understanding + 12 Headband of Epic Wisdom) (10 pts)
Cha 14 (8 base + 6 enhancement) (0 pts)

Stats
Hit Points: 229 (20d12+5d6+5d8, max at first level + 60 Constitution)
AC: 51 (10 base + 5 Dexterity + 15 Wis + 15 armor + 5 natural armor + 5 deflection + 1 competence),
Touch 26, Flat 21
Init +9 (+5 Dexterity + 4 Imp. Initiative)
BAB +20 (+5 Epic), Grap +29
Speed 30 ft
Saves: Fort +31 (+12 base +5 Epic + 2 Constitution + 9 resistance + 1 competence + 2 morale), Ref +28 (+6 base + 5 Epic + 5 Dexterity + 9 resistance + 1 competence + 2 morale), Will + 38 (+6 base + 5 Epic + 15 Wisdom + 9 resistance + 1 competence + 2 morale ) *+4 morale against fear effects

Attack
+44 Melee, +5 Speed Wounding Longsword, 1d8+29+1 Con, 19-20/x2
Full Attack
+44/+44/+39/+34/+29 Melee, +5 Speed Wounding Longsword, 1d8+29+1 Con, 19-20/x2

Languages
Common
Goblin
Draconic

Skills
Balance +39 (+33 ranks, +5 Dexterity, +1 competence, +2 morale, -2 armor)
Concentration +40 (+33 ranks, +2 Constitution, +5 competence, +2 morale)
Diplomacy +37 (+33 ranks, +2 Charisma ,+ 1 comptetence, + 2 morale)
Intimidate +37 (+33 ranks, +2 Charisma, +1 competence, +2 morale)
Jump +47 (+33 ranks, +9 Strength, +5 competence, +2 morale, -2 armor)
Listen +25 (+21 ranks, +1 Wisdom, +1 competence, +2 morale)





Feats
1. Martial Study (Distracting Ember)
H. Dodge
3. Weapon Focus (Longsword)
WB. Ironheart Aura
6. Stormguard Warrior
9.Adaptive Style
WB. Blind-fight
12. Mobility
WB. Improved Initiative
15. Spring Attack
WB. Iron Will
18. Combat Expertise
21. Danger Sense
24. Rapid Blitz
27. Epic Prowess
30. Epic Prowess

Human Traits
Humanoid type (Human subtype)
Extra skill point at each level
Bonus feat
Normal vision

Class Abilities
-Weapon Aptitude
-Battle Clarity
-Uncanny Dodge
-Battle Ardor
-Bonus Feats
-Battle Cunning
-Battle Skill
-Battle Mastery
-Improved Uncanny Dodge
-Stance Mastery
-Discipline Focus (White Raven) (Wisdom to Damage)
-AC Bonus
-Ready to Act +1
-Dual Stance
-Perfect Form
-Counter Stance
-Mastery of Nine

Warblade Maneuvers (IL 29th, 7 readied)
1st-Distracting Ember, Moment of Perfect Mind, Sudden Leap, Steely Strike, Douse the Flames
2nd-Emerald Razor, Foehammer, Disarming Strike
3rd-Bonecrusher, Revitalizing Strike
4th-Lightning Recovery, Ruby Nightmare Blade, Divine Surge
5th-Dancing Mongoose
6th-Manticore Parry
7th-Avalanche of Blades, Finishing Move
8th-Lightning Throw
9th-Strike of Perfect Clarity, Strike of Righteous Vitality
Stances-Stance of Clarity, Punishing Stance, Dancing Blade Form, Wolf Pack Tactics, Immortal Fortitude, Martial Spirit.

Swordsage Maneuvers (IL 17, 6 readied)
1st-Wind Stride, Clinging Shadow Strike
2nd-Burning Brand, Cloak of Deception
3rd-Zephyr Dance
5th-Dragon's Flame, Bloodletting Strike
7th-Inferno Blade, Quicksilver Motion, Shadow Blink
Stances Known-Child of Shadow, Leaping Dragon Stance, Assassin's Stance

Magical Equipment
+5 Speed Wounding Longsword
Vest of Epic Resistance +9
Ring of Ironskin
Gloves of Manual Dexterity +6
Belt of Giant Strength +6
Headband of Epic Wisdom +12
Amulet of Natural Armor +5
Ring of Deflection +6
Pale Green Ioun Stone
+10 Mithril Breastplate
Tunic of Steady Spellcasting
Standard of Heroism
Boots of Striding and Springing
Cloak of Charisma +6

Cost of equipment: 4,036,000 gp.
AngelLemmingThief

10-20-06, 05:57 AM
Galad Fairhand


Galad Fairhand
Human NG

Swashbuckler 19/Duskblade 1/Arcane Duelist 10

Strength = 24 = 13 + 5 (book) +6 (enhancement)
Dexterity = 40 = 16 + 5 (book) + 7 (levels) +12 (enhancement)
Constitution = 25 = 14 + 5 (book) +6 (enhancement)
Intelligence = 25 = 14 + 5 (book) +6 (enhancement)
Wisdom = 21 = 10 + 5 (book) +6 (enhancement)
Charisma = 22 = 11 + 5 (book) +6 (enhancement)

Swashbuckler Abilities
Weapon Finesse
Grace +2
Insightful Strike
Dodge Bonuse +3
Acrobatic Charge
Improved Flanking
Lucky
Acrobatic Skill Mastery
Weakening Critical
Slippery Mind
Wounding Critical

Duskblade Abilities
Arcane Attunement
Armoured Mage (Light)
Spells (spells per day 3/2, spells known 0th - Ray of Frost, Touch of Fatigue, Acid Splash, Disrupt Undead; 1st - Swift Expeditious Retreat, True Strike)

Arcane Duelist Abilities
Enchant Chosen Weapon (+4)
Apparent Defense
Dexterous Attack
Blur
False Keenness
Mirror Image
Flurry of Swords

Hit Points = 368 = 10 + 18 (5.5) + 11 (4.5) + 120 + 90 (con enh)
BAB = 25 = 20 pre-epic + 5 epic
Fort = +25 = 11 (swash) + 2 (dusk) + 5 (epic) + 4 (con) + 3 (con enh)
Ref = +28 = 6 (swash) + 2 (grace) + 5 (epic) + 9 (dex) + 6 (dex enh)
Will = +18 = 6 (swash) + 2 (dusk) + 5 (epic) + 2 (wis) + 3 (wis enh)
AC = 52 = 10 + 10 (armour/bracers) + 9 (dex) + 3 (cha) + 6 (dex enh) + 3 (cha enh) + 5 (defl/ring) + 6 (buckler +5)
Touch 36
Flat 31

Skills
Jump = 56 = 22 (swash) + 10 (arcane) + 4 (str) + 20 (competence/boots)
Balance = 59 = 20 (swash) + 10 (arcane) + 9 (dex) + 20 (competence/boots)
Escape Artist = 39 = 20 (swash) + 10 (arcane) + 9 (dex)
Tumble = 59 = 20 (swash) + 10 (arcane) + 9 (dex) + 20 (competence/boots)
Sense Motive = 32 = 20 (swash) + 10 (arcane) + 2 (wis)
Bluff = 33 = 20 (swash) + 10 (arcane) + 3 (cha)
Diplomacy = 25 = 22 (swash) + 3 (cha)
Perform (dance) = 8 = 5 (swash cross-class) + 3 (cha)
Spot = 12 = 10 (arcane) + 2 (wis)

Feats
Dodge H
Mobility 1
TWF 3
ITWF 6
Improved Crit (rapier) 9
GTWF 12
Spring Attack 15
Bounding Attack 18
Rapid Blitz 21
Elusive Target 24
Blinding Speed 27
OTWF 30 (oops, almost forgot this :| )

Gear
Set of 6 tomes (consumed) -- 827,000
Amulet of Health +6 -- 36,000
Belt of Giant Strength +6 -- 36,000
Cloak of Charisma +6 -- 36,000
Headband of Intellect -- 36,000
Periapt of Wisdom -- 36,000
Gloves of Epic Dexterity +12 -- 1,440,000
Boots of Swiftness -- 256,000
Ring of Protection +5 -- 50,000
Bracers of Armour +10 -- 100,000
+5 Adamantine Wounding Rapier of Speed -- 203,320
+5 Cold Iron Wounding Rapier of Speed -- 200,620
+5 Buckler -- 25,000
Ring of Freedom of Movement (in pocket) -- 40,000
Ring of Invisibility (worn) -- 20,000
Bag of Holding 4 -- 10,000
100 Daggers (95 in bag, 5 on person) -- 200
5 (4 in bag, 1 on person) potions each of -
Haste -- 3,750
Barkskin +5 -- 3,750
Cure Serious Wounds -- 3,750
Neutralise Poison -- 3,750

Attacks

+5 Adamantine Wounding Rapier of Speed -- 49/49/44/39/34 (Chosen Weapon)
(1d6 + 23/15-20)
or
+5 Cold Iron Wounding Rapier of Speed -- 45/45/40/35/30
(1d6 + 15/15-20)

TWF
Chosen Rapier -- 47/47/42/37/32 (1d6 + 23/15-20)
Off-hand -- 43/43/38/41 (1d6 + 15/15-20)


Edited 18th Nov
Got rid of --
4 * Rapier of Puncturing -- 201,280
2 * Antimagic Shackles -- 264,000

Bought --
+5 Adamantine Wounding Rapier of Speed -- 203,320
+5 Cold Iron Wounding Rapier of Speed -- 200,620
+5 Buckler -- 25,000
Ring of Freedom of Movement (in pocket) -- 40,000
Ring of Invisibility (worn) -- 20,000

Total -- 3,366,000
AngelLemmingThief

10-20-06, 09:47 AM
Hey TL,

How are you getting Int to AC in armour? Is that a Warblade ability?
ardh05

10-20-06, 11:58 AM
Also... I'm pretty certain that Flurry of Blows is only with a Monk weapon, which a long sword is not... how are you getting 3 attacks at your highest base?? (I can understand 2, with your speed weapon, where are you getting the third?)

And since ToB is apparently allowed... time to revamp my Thri-kreen...

Anyways, here's the monk I was working on...

Race: Half-Giant(G, Savage Species)
Gender: Male
Stats:
STR: 14 base+2 Racial+1 Level+5 Manual+10 Enhancement=32
DEX: 16 base-2 Racial+4 Level+5 Manual+6 Enhancement=29
CON: 14 base+2 Racial+1 Level+5 Manual+8 Enhancement=30
INT: 8 base
WIS: 16 base+1 level+5 Tome+10 Enhancement=32
CHA: 8 base

Alignment: LG
Speed: (30+60*2)+30=210 ft, run=x5
Levels: Monk 18/Initiate of the Draconic Mystery(Dragonomicon) 12
Hit points: 8+300+105=413 HP
AC: 55 (10 Base+10 Armor+9 Dex+11 Wis+5 Natural+5 Deflection+4 Monk+1 Insight)
BAB: 20(15Class, 5 epic)
Init: 9+8=17
Attacks: Unarmed
Bonus: 32/27/22
Damage: 2d10+4 damage steps
Critical: 18-20/*3
Grapple: 31
Skills:
Spot: 30+11+30=71
Listen: 33-2+30=61
Jump: 30+11+30=71
Tumble: 6+9=15


Class Features:
WIS to AC
Speed boost: +60 ft
AC Boost: +4
Imp evasion
Dragon Shape(any, up to Huge, (Fang))
Damage dice +3 steps
Flurry of blows: 32/32/32/27/22
Ki strike(Magic, Lawful, Adamantine)
Abundant Step
Frightful Presence
Stunning Fist
Quivering Palm


Feats:
M1: Improved Unarmed Strike
M1: Stunning Fist
1: Improved Initiative
M2: Deflect Arrows
3: Run
M6: Improved Trip
6: Power Attack
9: Leap Attack
12: Mantis Leap
15: Improved Critical (Unarmed)
18: Weapon Focus(Unarmed)
21: Keen Strike
24: Improved Natural Attack (Fists) +1 damage die step
27: Improved Ki strike (Epic)
30: Epic Speed

Possessions
Belt: +8 CON, 10 WIS (Monk’s) 1,979,500
Gloves: +10 STR: 1,000,000
Ring of Deflection +5 (50,000)
Bracers of Armor+10 (100,000)
Amulet of Natural Armor+5 (50,000)
Tomes of +5 STR, DEX, CON, WIS (137,500*4=550,000)
Boots of Swiftness (256,000)
Ioun Stones: Dusty Rose (5,000); Pale Green (30,000)
Ring: +30 Spot (90,000)
Headband: Listen +30 90,000
Jump +30 90,000
Total Spent: 4,290,500
Left: 9,500

How do you guys do Damage die steps beyond 2d10??
AngelLemmingThief

10-20-06, 11:59 AM
Also... I'm pretty certain that Flurry of Blows is only with a Monk weapon, which a long sword is not... how are you getting 3 attacks at your highest base?? (I can understand 2, with your speed weapon, where are you getting the third?)

And since ToB is apparently allowed... time to revamp my Thri-kreen...
Whirling Steel Strike is a feat that allows you to flurry with a long sword.
Bonzai

10-20-06, 06:40 PM
Is incarnum allowed?
Taeldrin Laesrash

10-20-06, 07:20 PM
AngelLemmingThief, ardh05: Uh...Crud. You know what? I'll just quickly get rid of the Monk levels. Sorry 'bout that.

Bonzai: No.
ardh05

10-20-06, 08:50 PM
I still need to know about damage dice... what do I put down as damage dice???(4d8 is the highest the PHB goes... and I need to go 3 more steps... and even further when the guy turns into a Dragon(that will add 2 or 3 more steps))
Thanks

I <probably> won't be using him in another duel, but I'm going to give the Thri-kreen Dervish idea a complete reworking... see what I can do with him...
Taeldrin Laesrash

10-20-06, 10:55 PM
Lemme see...How many steps up from 4d8 do you need? I'll get back to you on this. I don't have acess to my copy of Deities and Demigods right now, so I'll get to it as soon as I can (If you've got it, check the Alter Size table for what seems like a legit progression).
ardh05

10-20-06, 11:11 PM
I need 2 steps up, and I need 3 steps more, for 5 steps above 4d8...

I just finished revamping the Thri-kreen Dervish... I might just try dueling him...

Also... is there a chance that past winners can duel eachother? I think it might be interesting...
Yodasatomicweed

10-21-06, 12:10 AM
Uh...I'm getting either 40d6, or 36d6, using the Arms and Equipment Guide. Are you sure you meant 5 steps above 4d8? That is a LOT.
Taeldrin Laesrash

10-21-06, 01:07 AM
Woah! How're you getting those values?
Yodasatomicweed

10-21-06, 10:12 AM
Using the table for weapon increases in the Arms and Equipment Guide.
4d8(3rd increase for 1d10 base)->6d8->8d8->12d8->(starting at 1d8, multiplying by 12)24d6->36d6.
Or (I think this is the correct way) start at 1d8, increase 5 steps, then multiply by 4.
1d8->2d6->3d6->4d6->6d6->8d6
8d6 x 4 = 32d6
Whoops, accidentally multiplied by 5 the first time, not 4. My bad. But anyways, that's the math I used.
Bonzai

10-21-06, 02:22 PM
To bad. I would have been interested to see what I could do with something like a Monk 10/Umbral Adept 10/Spine Meld Warrior 10, or some sort of epic Soul Born.
ardh05

10-22-06, 11:28 AM
Ok... I start with a base of 2d10(Monk level 20 unarmed damage). I add 1 die step for Improved Natural Attack, then I go up three Damage steps due to my Initiate of the Draconic Mystery levels, (Damage goes up 1 die step every 4 levels, my character has 12 levels)
The Iniate can also transform into any dragon type up to huge (2 more damage steps) I plan on choosing Fang Dragon, which adds 1 more damage step, so I need 4, then 7 damage dice steps over 2d10. I used 4d8 for 1 step because that was the damage dealt by a Large Monk of 20th level,. Yes, I know it's a lot of damage... he also can't hit very often... (will be working on that).
AngelLemmingThief

10-23-06, 07:13 AM
AngelLemmingThief, ardh05: Uh...Crud. You know what? I'll just quickly get rid of the Monk levels. Sorry 'bout that.

Bonzai: No.
You should probably update your equipment, it still says Headband of Epic Intelligence :)
ardh05

11-08-06, 04:27 PM
I scrapped the monk... for now... Here's my re-vamped Thri-Kreen... He only gets 10 attacks per round now!!!

Race: Thri-Kreen/Half Battle Dragon(MH, Savage Species), +4 ECL
Gender: Male
Stats:
STR: 14 Base+2 Racial+8 Template+1 Level+5 Tome+8 Enhancement=38
DEX: 16 Base+4 Racial+3 Level+5 Tome+6 Enhancement=34
CON: 16 Base+2 Template+1 Level+5 Tome+8 Enhancement=32
INT: 8 Base-2 Racial+5 Tome=11
WIS: 14 Base+2 Racial +1 Level+5 Tome+8 Enhancement=32
CHA: 8 Base-4 Racial=4

Alignment: CG
Speed:
Levels: 2 Racial/ 14 Fighter/10 Dervish
Hit points: 144+286=430
AC: Base Armor Dex Shield Deflection Natural Wis Monk
68 10 10 12 7 5 12 11 1

BAB: 23(20BAB/3EAB)
Init: 20 (12 Dex+4 Bracers+2 Eager Weapon+2 Dervish)
Attacks: Mercurian Greatsword
Bonus: 47/47/42/37/32(52/52/47/42/37 when Dancing)
Damage: 2d10+1d6 Sonic+1d6 Acidic+27(21 STR+2 WS+4Enchantment)
Critical: 19-20/x4
Mercurian Greatsword
Bonus: 47/47/42/37/32 (52/52/47/42/37 when Dancing)
Damage 2d10+1d6 Fire+1d6 Ice+1d6 Lightning+27
Critical: 19-20/x4
Grapple:
Skills:
Perform(Dance):(28 Ranks)
Tumble: 40 (28 Ranks+12 DEX)(Yay… 10ft. step as a 5 ft. step!!)
Class Features:


Feats:
1: TWF
F1: Combat Focus
F2: Improved Critical (Mercurial Greatsword)
3: OTWF
F4: Blind-Fight
6: Breath Weapon
F6: Weapon Focus
F8: Weapon Spec.
9: EWP(Mercurial Greatsword)
F10: Dodge
12: ITWF
F12: Mobility
F14: Combat Prowess
15: GTWF
18: PTWF
21: Two Weapon Rend
24: Combat Vigor
27: Quicken Breath
30: Combat Senses

Possessions
Mercurial Greatsword +4, Sonic Burst, Acidic Burst, Eager (200,000)
Mercurial Greatsword +4, Flaming Burst, Icy Burst, Shocking Burst (200,000)
Bracers of the Blinding Strike(modified, Armor bonus +10) (166,000)
Amulet of Natural Armor +5 (50,000)
Ring of Deflection +5 (50,000)
+5 Animated Heavy Mythral Shield (50,020)
Tomes of +5 STR, DEX, CON, WIS, INT (137,500*5=687,500)
Belt: +10 STR, Monk’s (1,019,500)
Gloves: +10 CON (1,000,000)
Headband: +8 WIS (640,000)
Boots of Swiftness (256,000)
Total Spent: 4,179,000
Left: 121,000
AngelLemmingThief

11-18-06, 01:21 PM
Hey ardh, where are the bracers from? What do they do? (Feel free to answer the second question after our duel ;) )

Edit: I make your AB 42, what have I missed? Is it bumped by some of those new fangled Combat Focus feats?
Taeldrin Laesrash

11-18-06, 06:15 PM
The Bracers of the Blinding Strike are from Races of the Wild. They let your first attack ignore the target's Dex bonus, and they seem to be combined with Bracers of Armor +10. Also, ALT is right. What's with your attack numbers? (The Combat Focus feat doesn't do anything for that value. Combat Vigor, though, gives him fast healing 2).
AngelLemmingThief

11-18-06, 06:29 PM
Oooh, those bracers are pretty sweet. I might need to upgrade after this duel :)
ardh05

11-18-06, 09:11 PM
Actually... my Bracers of the Blinding Strike are from the FRCS book... they are bracers of armor +6 (I added to cost to bring it up to +10) that grant the user 1 extra attack per weapon in a full round attack(doesn't not stack with Haste or the Speed weapon enchantment), and grants the Improved Initiative feat.
About the attack bonus... you're right, I did mess up... I've double checked, changed a thing or 2, and he now has a +40 at normal top base attack.

as for the Combat Focus feats I have... (only marking pre-req feats)
Combat Focus: Activates when you hit your opponent with a melee attack. It lasts for 3 rounds +1 for every CF feat you have. can only activate once per combat.
It grants +2 to Will saves, +4 if you have 4 or more CF feats
All of the following feats are active when this feat is active.
Combat Vigor: When in Combat Focus, gain Fast Healing 2, 4 if you have 4 or more CF feats
Combat Senses: Automatically know the HP totals of all adjacent creatures, gain blindsight 5 if you have 4 or more CF feats (Requires Blind-Fight)
Combat Mobility: Dodge bonus increases to 2, can reassign as a free action of 4 or more CF feats
Combat Strike: burn Combat Focus to gain a +1 to attacks and Damage rolls equal to the number of CF feats you have for that round

The method I'm using to gain flat-foot attacks is by having the Blurring enchantment on my weapons.
AngelLemmingThief

11-19-06, 10:15 AM
Hey ardh, thanks for the reply. Sorry to be a pain, but I don't see the Blurring enchantment on your weapons.


Possessions
Mercurial Greatsword +4, Sonic Burst, Acidic Burst, Eager (200,000)
Mercurial Greatsword +4, Flaming Burst, Icy Burst, Shocking Burst (200,000)
ardh05

11-19-06, 10:21 AM
It's there on the main thread, I made some changes there.
MGa: +4, Sonic Burst, Blurring, Eager
MGb: +4, Acidic Burst, Blurring, Shocking Burst

and I got the messed up attack bonus because I thought that I added 1.5STR to both attacks and Damage rolls...
AngelLemmingThief

11-19-06, 11:06 AM
Roger :)

I look forward to the (hopefully) mutual kicking of ass.
Draegun Fury

11-21-06, 11:48 PM
Concearning SACRED bonuses to Stats...

...I'd just like to say I'm pretty sure I've seen either a sacred or profane bonus to an Ability score before.
Besides, is it really that big a deal? Change Sacred to Morale and go nuts.

Cheers.
rob_douglas

11-22-06, 10:34 AM
You can't have a morale bonus to an ability score either. What would that mean? I have such great hope and heroism, that I am smarter? It can grant you a bonus to do things, but not to your base ability score.

The only thing you can have ability score bonuses from are inherent, enhancement, racial, and size. The text describing all the other bonus types on page 21 of the DMG leaves the others out. Sacred/Profane is unclear, but the pricing guidelines for magic items in the DMG makes it clear you can't do that either. There are no pricing guidelines for granting any other kind of ability bonus.

Of course you can do what you want, but you won't find support for it in the RAW.

ROB
Witch

11-22-06, 10:36 AM
I know where you've seen a profane bonus to an ability score - in the Gates of Hell, where it is gained by making pacts with a Duke, though I've forgotten which. It has severe limitations, and there's no items that give it to you.
Draegun Fury

11-22-06, 10:42 AM
You can't have a morale bonus to an ability score either. What would that mean? I have such great hope and heroism, that I am smarter? It can grant you a bonus to do things, but not to your base ability score.

The only thing you can have ability score bonuses from are inherent, enhancement, racial, and size. The text describing all the other bonus types on page 21 of the DMG leaves the others out. Sacred/Profane is unclear, but the pricing guidelines for magic items in the DMG makes it clear you can't do that either. There are no pricing guidelines for granting any other kind of ability bonus.

Of course you can do what you want, but you won't find support for it in the RAW.

ROB

Rage
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 2, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One willing living creature per three levels, no two of which may be more than 30 ft. apart
Duration: Concentration + 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes

Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a -2 penalty to AC. The effect is otherwise identical with a barbarian’s rage except that the subjects aren’t fatigued at the end of the rage.


I'll have my apology with a cookie thanks.
Witch

11-22-06, 10:44 AM
I'll have my apology with a cookie thanks.

My SRD says this:

Rage (Ex)

A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class.

So does my Players Handbook.

The spell is in error.
Draegun Fury

11-22-06, 10:50 AM
My SRD says this:



So does my Players Handbook.

The spell is in error.

I don't believe so, the spell indicates it is different from a Barbarians Rage,

The effect is otherwise identical with a barbarian’s rage except that the subjects aren’t fatigued at the end of the rage.

In otherwords, "this part of the Spell is similar but different from a barbarin's Rage, however, other than this it is identical to a Barbarian's Rage".

If you've ever been in the unfortunate circumstance of fighting for your life you will know that Morale makes all the difference, and yes, it does make you stronger and faster and smarter (or atleast helps you think clearer), I would also say that D&D Morale seems similar to adrenaline in some respects too.

EDIT: Also, if you have to insist that the two be the same and that one is in error, have you ever stoped to consider that maybe the Barbarian's Rage is at fault and not the Spell. An unnamed bonus to STR and CON is, afterall, extremely powerful.
Witch

11-22-06, 10:56 AM
Not really. If it was a morale bonus, a helm of Mind-Blank would mean that the Barbarian would suddenly not get stronger in a rage anymore.
Draegun Fury

11-22-06, 11:05 AM
OK then, also from the SRD (Under Divine Abilities and Feats)

Frenzy
Frenzied creatures spend themselves in drinking, feasting, and dancing unless provoked or incited to violence. Frenzied creatures turn violent if they are attacked or perceive a threat to their safety. Frenzied creatures receive a +4 morale bonus to Strength and Dexterity, a -4 penalty to Wisdom, and a -2 penalty to AC. Subjects can attempt Will saves (DC 10 + deity’s Charisma modifier + deity’s divine rank) to resist the effect. This is a mind-affecting compulsion.



Not Enough?

How about,

Rage
The enchanted creatures receive a +4 morale bonus to Strength and Constitution scores, a +2 morale bonus on Will saves, and a -2 penalty to AC. They are compelled to fight heedless of danger. Subjects can attempt Will saves (DC 10 + deity’s Charisma modifier + deity’s divine rank) to resist the effect. This is a mind-affecting compulsion


Are we to assume that all of these are wrong?
As far as RAW goes, you can have a Morale Bonus to ability scores. I think its pretty clear that this is the case.

Cheers.

EDIT: Note, that's Three different Quotes that give Three different Moral bonuses to Three different Ability Scores.
Draegun Fury

11-22-06, 11:16 AM
Before I forget, here's another quote:

Fanatic: The attitude of fanatic is added here. In addition to the obvious effects, any NPC whose attitude is fanatic gains a +2 morale bonus to Strength and Constitution scores, a +1 morale bonus on Will saves, and a -1 penalty to AC whenever fighting for the character or his or her cause. This attitude will remain for one day plus one day per point of the character’s Charisma bonus, at which point the NPC’s attitude will revert to its original attitude (or indifferent, if no attitude is specified).

Treat the fanatic attitude as a mind-affecting enchantment effect for purposes of immunity, save bonuses, or being detected by the Sense Motive skill. Since it is nonmagical, it can’t be dispelled; however, any effect that suppresses or counters mind-affecting effects will affect it normally. A fanatic NPC’s attitude can’t be further adjusted by the use of skills.
rob_douglas

11-22-06, 11:29 AM
For you DF
:cookie: - my apologies

So an item granting constant Rage would cost less than any other source of STR bonus...I really think these game designers would do well to visit these pages more. They would learn a lot.

ROB
Draegun Fury

11-22-06, 11:43 AM
For you DF
:cookie: - my apologies
Apology accepted.
*Eats cookie*


So an item granting constant Rage would cost less than any other source of STR bonus...
Apparently so...

I really think these game designers would do well to visit these pages more. They would learn a lot.

ROB

I agree, plus how good would it be to have designers available to "PEACH" our various creations, from time to time they could even "certify" it, making them semi-official.

Cheers.
Drake_the_Windseeker

12-06-06, 07:05 PM
Could Races of the Dragon and Dragon Magic be used? I am looking to make a Half-Dragon Dragonkin who bolsters his abilities with magic.
Taeldrin Laesrash

12-06-06, 10:19 PM
Look at the approved books, and ask that question again.
Drake_the_Windseeker

12-06-06, 11:28 PM
Look at the approved books, and ask that question again.

I will, because Witch posted the following: "Other materials will be allowed on a case-by-case basis. In other words, ask permission." Hence, why I am asking permission.
Taeldrin Laesrash

12-07-06, 09:01 AM
Oh...Well, sorry. Forgot about that. What are you going to use from the books?
Drake_the_Windseeker

12-07-06, 09:39 AM
Oh...Well, sorry. Forgot about that. What are you going to use from the books?

From "Races of the Dragon", I was going to use a feat called Dragon Breath, which allows a Half-Dragon to use their breath weapon every 1d4 rounds, rather than 1/day, which makes that ability somewhat effective (rather than damn useless) at higher levels. I was also going to use it to buy a Draconic Graft, the Glaring Eye (which costs 10,000 gp and 2 hp), which gives my character the benefits of +2 to Search and Spot as well as Blindsense out to 30 feet.

After careful consideration, I don't think I will be using anything from "Dragon Magic" after all.
AngelLemmingThief

12-07-06, 11:05 AM
From "Races of the Dragon", I was going to use a feat called Dragon Breath, which allows a Half-Dragon to use their breath weapon every 1d4 rounds, rather than 1/day, which makes that ability somewhat effective (rather than damn useless) at higher levels. I was also going to use it to buy a Draconic Graft, the Glaring Eye (which costs 10,000 gp and 2 hp), which gives my character the benefits of +2 to Search and Spot as well as Blindsense out to 30 feet.

After careful consideration, I don't think I will be using anything from "Dragon Magic" after all.
Heh, 1d4 rounds? You might be lucky to use it twice in a duel ;)

(disclaimer: depending very much on your build and your opponents)
Fah_T

12-07-06, 12:55 PM
Will the Miniatures Handbook be allowed? More specifiacally the warhulk class? Also to Nylkran, how did you get half-ogre (a race) and half-orc (another race)?
LordBOB777

12-07-06, 12:58 PM
Dont even worry about the feat. The likely hood that the fight will last long enough to be used more than once is very small.

My first fight against Trukk, the Half Red Dragon Troll (i think) Lasted a single round after we got around to fighting.

If you are going to be a dragonborne, than i suggest you pick the Heart ability over the wings or breath.
LordBOB777

12-07-06, 12:59 PM
Will the Miniatures Handbook be allowed? More specifiacally the warhulk class? Also to Nylkran, how did you get half-ogre (a race) and half-orc (another race)?

I dont think the Mini's handbook is allowed. Also I believe the approved list of books is in the first 2 posts of this thread.
Drake_the_Windseeker

12-07-06, 01:22 PM
Dont even worry about the feat. The likely hood that the fight will last long enough to be used more than once is very small.

My first fight against Trukk, the Half Red Dragon Troll (i think) Lasted a single round after we got around to fighting.

If you are going to be a dragonborne, than i suggest you pick the Heart ability over the wings or breath.

I've already stated what I'm going to be playing, and it's not a Dragonborn. Despite the input given by several others, since Taeldrin is the DM, I'll wait for them to reply.
Fah_T

12-07-06, 04:11 PM
Other materials will be allowed on a case-by-case basis. In other words, ask permission.


I appreciate your quick response; however, the quote is also in the first two posts of the original thread and was the reason for my previous questions. If that is no longer the policy then I'd ask that it be removed seeing that 2 people have asked and been immediately redirected to the list of books.
Witch

12-07-06, 04:22 PM
Taeldrin'll have to answer that; I'll remove it if he wants me to.
Taeldrin Laesrash

12-07-06, 09:12 PM
:mad: :embarrass :rolleyes: :rolleyes: :confused: :rolleyes: Taeldrin'll have to answer that; I'll remove it if he wants me to.
Witch

12-08-06, 07:54 AM
If you want the clause for "ask permission for other stuff" removed, I'll remove it :)
Taeldrin Laesrash

12-08-06, 09:28 AM
The hell? I didn't post that.

Anyway, don't remove the clause. I just forgot about it.
Drake_the_Windseeker

12-08-06, 10:57 AM
So Taeldrin, may I use the material from "Races of the Dragon" that I posted earlier?
Taeldrin Laesrash

12-08-06, 07:44 PM
I'll say yes.
Drake_the_Windseeker

12-08-06, 07:54 PM
Huzzah! I'll have my character posted later tonight.
Fah_T

12-08-06, 07:55 PM
I have an almost complete character using warhulk but made an alternate version in case the hulk isnt allowed. I'll post it when I know whether the alt levels should be used or not. So, I'm really askin will you allow warhulk?
Taeldrin Laesrash

12-08-06, 08:18 PM
As Warhulk is viewable from the Wizards website, I'll say yes.
Fah_T

12-08-06, 09:36 PM
And, dealing with the enough xp to get to level 30 thing, how will that be handled with multiclass xp penalties?
Fah_T

12-08-06, 10:58 PM
Hippy McTripperson
LN Half Copper Dragon Half Ogre Fighter 10/Crusader 1/Knight 3/Exotic Weapon Master 1/Warhulk 10

Abilities:
Str 76 (17 base + 14 racial + 12 enhancement + 6 level + 5 inherent + 20 warhulk + 2 Great Strength) (13pts)
Dex 28 (13 base - 2 racial + 12 enhancement + 5 inherent) (5pts)
Con 30 (15 base + 4 racial + 6 enhancement + 5 inherent) (8pts)
Int 16 (11 base - 2 racial + 2 racial + 5 inherent) (3pts)
Wis 16 (11 base + 5 inherent) (3pts)
Cha 8 (8 base - 2 racial + 2 racial) (0pts)

Stats:
414 HP (12d10+13d12, +9 toughness, +250 con)
AC: 47=(10 base + 8 armor + 6 shield + 8 natural + 9 dexterity + 5 deflection + 1 competence + 1 insight - 1 size)
Touch: 20, Flat: 34
Initiative: 8
Base Attack/Grapple: +17 (14 base + 3 epic)/53=(17 base + 33 str + 4 size)
Speed: 30 ft./60 ft. fly (average, horizontal only)
Saves: Fortitude 33 (21 base + 10 con + 1 luck + 1 competence) Reflex 19 (9 base + 8 dex + 1 luck + 1 competence) Will 16 (11 base + 3 wis + 1 luck + 1 competence)

Attack:
+52, +5 Grasping Sweeping Disarming Adamantine Spiked Chain, 2d6+54
Full Attack:
+52/+47/+42/+37

Languages: Common and Giant

Skills:
Craft (weaponsmith) 5=(0(3) ranks + 3 int + 1 luck + 1 competence)
Intimidate: 24=(23 ranks - 1 charisma + 1 luck + 1 competence)

Feats:
1 Power Attack
F1 EWP (Spiked Chain)
F2 Weapon Focus (Spiked Chain)
3 Cleave
F4 Combat Reflexes
6 Large and In Charge
F6 Combat Expertise
F8 Improved Trip
9 Evasive Reflexes
F10 Improved Disarm
K2 Mounted Combat
12 Robilar's Gambit
15 Greater Weapon Focus
18 Improved Combat Expertise
21 Great Strength
24 Great Strength
WH Toughness x3

Half-Ogre Traits
Giant
Large
Darkvision
+4 natural armor
+6 str -2 dex +2 con -2 int -2 cha

Half Dragon Traits
Natural attacks
Wings
Breath weapon (6d8 DC 20)
Immune to sleep, paralysis, and acid
+4 natural armor
+8 str +2 con +2 int +2 cha

Class Features:
Knight's Challenge
Fighting Challenge +1
Knight's Code
Shield Block +1
Bulwark of Defense
Exotic Weapon Stunt (Trip Attack)
No Time to Think
Great Swing
Mighty Rock Throwing
Mighty Swing
Sweeping Boulder
Massive Sweeping Boulder
Massive Swing
Ability Boost x10
Furious Counterstrike
Steely Resolve

Maneuvers:
1. Crusader's Strike
2. Entangling Blade
3. Douse the Flames
4. White Raven Tactics
5. Irresistable Mountain Strike

Stances:
Thicket of Blades

Possessions: Manual of Gainful Exercise (137,500), Manual of Quickness of Action (137,500), Manual of Bodily Health (137,500), Tome of Understanding (137,500) Tome of Clear Thought (137,500) Gloves of Epic Dexterity +12 (1,440,000), Belt of Epic Strength +12 (1,440,000), Amulet of Health +6 (36,000), Spiked Locked Gauntlet (+5 Defending)(72,000), Bracers of Armor +8 (60,000), Stone of Good Luck (20,000), Pale Green Ioun (30,000), Dusty Rose Ioun (5,000), Large Adamantine Spiked Chain (+5 Grasping, Sweeping, Disarming) (203,325), Mithral Buckler (+5 Animated) (26,100ish), Ring of Protection +5 (50,000), Ring of Evasion (25,000)

Spent: 4,095,000
If someone wants to PM me a link or instructions to do the hidey button (I'd like to make the post shorter) thing I'd appreciate it.
Drake_the_Windseeker

12-09-06, 12:18 AM
*reserved For My Character*
Taeldrin Laesrash

12-09-06, 09:27 AM
I'm not going to worry about LA penalties. Just make a 30th level character.
askala3

12-09-06, 01:37 PM
Kaz
CE Half Beblith Orc Barbarian 8/ Fighter 2/ Frenzied Berserker 16

Abilities:
Str 58 (base 16, +20 racial&size, +5 inherent, +5 level, +12 enhancement)
Dex 22 (base 13, -2 size, +5 inherent, +6 enhancement)
Con 36 (base 13, +12 racial&size, +5 inherent, +8 enhancement)
Int 12 (base 10, -2 racial, +4 inherent)
Wis 22 (base 13, -2 racial, +5 inherent, +6 enhancement)
Cha 24 (base 13, +5 inherent, +6 enhancement)

Other Stats:
HP: 510 hp (8d12+2d10+16d12+338)
AC: 46 (10 base, +6 Dex, +10 natural, +8 armor, +7 shield, +5 deflection, +1 insight, -1 size), touch 22, flat-footed 46
Initiative Modifier: +16 (+6 Dex, +2 eager, +8 feats)
Base Attack/Grapple: +23 (20 base, +3 epic)/ +51 (23 base, +24 Str, +4 size)
Speed: 70 ft. (30 base, +10 barbarian, +30 boots), climb 30 ft.
Saves: Fortitude +39 (base 16+3, +13 Con, +5 enhancement, +1 competence, +1 luck), Reflex +21 (base 5+3, +6 Dex, +5 enhancement, +1 competence, +1 luck), Will +21 (base 5+3, +6 Wis, +5 enhancement, +1 competence, +1 luck)
Space/Reach: 10 ft./ 10 ft.

Attack Modes:
Attack: Normal +56 Large Falchion (2d6+47), Rage +58 Large Falchion (2d6+50), Frenzy +61 Large Falchion (2d6+54), Rage & Frenzy +63 Large Falchion (2d6+57)
Full Attack: Normal +56/+51/+46/+41 Large Falchion (2d6+47) and +42 bite (1d8+24), Rage +58/+53/+48/+43 Large Falchion (2d6+50) and +44 bite (1d8+26), Frenzy +61/+61/+56/+51/+46 Large Falchion (2d6+54) and +47 bite (1d8+29), Rage & Frenzy +63/+63/+58/+53/+48 Large Falchion (2d6+37) and +49 bite (1d8+31)

Skills:
Climb +82 (29 ranks, +8 climb move, +24 Str, +20 boots, +1 luck), Intimidate +67 (29 ranks, +7 Cha, +30 mask, +1 luck), Jump +90 (29 ranks, +16 move speed, +24 Str, +20 boots, +1 luck)

Feats:
Power attack (1), intimidating rage (3), destructive rage (6), leap attack (9), cleave (9.F1), improved sunder (10.F2), diehard (11.FB1), improved initiative (12), instantaneous rage (15), extra rage (18), superior initiative (21), ruinous rage (23.FB13), fast healing (24), terrifying rage (26.FB16)

Racial Traits:
Large outsider (native), speed (30 ft., climb 15 ft.), natural armor +5, darkvision 60’, light sensitivity, poison immunity, resistances (acid 10, cold 10, electricity 10, fire 10), DR 10/good, spell-like abilities (web 3/day, poison 3/day), Str +20, Dex -2, Con +12, Int -2, Wis -2

Class Features:
Fast movement (+10 ft. land speed), rage 3/day (+4 Str, +4 Con, +2 will saves, -2 AC, 18 rounds), uncanny dodge, trap sense +2, improved uncanny dodge, DR 1/-, fighter bonus feat (x2), frenzy 8/day (+10 Str, +1 attack, -4 AC, 2 subdual damage/round, 16+ rounds), diehard (B), supreme cleave, deathless frenzy, improved power attack, inspire frenzy 6/day, greater frenzy, tireless frenzy, supreme power attack

Possessions:
5 +5 Manuals & Tomes (Str, Dex, Con, Wis, Cha, 687.5 kgp), +4 Tome (Int, 110 kgp)
“Dawn” Large +5 Brilliant Energy Falchion (162.75 kgp) stored in a Scabbard of Keen Edges (16 kgp), “Dusk” Large +5 Eager Falchion (98.75 kgp)
Large +5 Animated Mithral Large Shield (51.34 kgp)
Amulet of Health +8 (640 kgp), Boots of Swiftness (ELH, +6 enhancement to Dex, doubles speed [+30], evasion, +20 competence to Balance, Climb, Jump, Tumble, CL 20 haste 3/day, 256 kgp), Bracers of Armor +8 (64 kgp), Gauntlets of Strength +12 (1.44 mgp), Headband of Wisdom +6 (36 kgp), Mask of Terror (+30 competence to Intimidate, +6 enhancement to Cha, 144 kgp)
Gemstone of Deflection +5 (slotless, +5 deflection to AC, 100 kgp), Gemstone of Heavy Fortification (Drac, 35 kgp), Gemstone of Resistance +5 (slotless,+5 resistance to saves, 100 kgp), Enhanced Chitin (slotless Amulet of Natural Armor +5, 100 kgp), 2 Fiendish Graft Clawed Arms (100 kgp), Dusty Rose Ioun Stone (+1 insight to AC, 5 kgp), Pale Green Ioun Stone (+1 competence to attack rolls, saves, skill checks, and ability checks, 30 kgp), Luck Stone (+1 luck to saves, ability checks, skill checks, 20 kgp)
4196.34 kgp spent

Half-Bebilth Info
Half-Bebilith changes from Half-fiend
Size and Type: Bebliths are huge, so increase Large or smaller offspring one size.
Speed: Bebliths have no wings, so offspring have no flight. Climb speed instead (half land speed)
Armor: Bebliths have +13 natural armor, divided by 4 round down gives +3 natural armor. Actual increase is +5 because of size increase.
Spell-like abilities: bebliths not known for spells, drop most of the abilities, leaving poison and darkness. swap darkness for web (leave at 3/day).
Special Qualities: DR granted is X/good
Abilities: Beblith has Str +18, Dex +2, Con +16, Wis +2, Cha +2, reducing to a total of +16 gives Str +8, Con +6, Cha +2. Also adjust based on size increase, granting Str +16, Dex -2, Con +10, Cha +2

NOTE: I only have extra rage to explicity qualify for the epic rage feats, although I think frenzy should let me qualify for it anyway (which is why I took them as bonus frenzy feats).
Taeldrin Laesrash

12-09-06, 10:07 PM
Drake...Did you read the first page? Pure spellcasters are BANNED.

askala3, it looks good. As far as the changes to the half-fiend template go, everything adds up.
Drake_the_Windseeker

12-10-06, 12:25 AM
Drake...Did you read the first page? Pure spellcasters are BANNED.


*shrugs* Whatever. I had thought that since my character had hit dice for being a monster that he would not be considered a "pure" spellcaster. If you think otherwise, I'll come up with something different. I would have done a Warlock, but you banned that as well, if memory serves me correctly.
Taeldrin Laesrash

12-10-06, 09:07 AM
Let me rephrase. Spellcaasting classes are banned. The point is, at these levels, spellcasters have ridiculous power, and are a pain in the rear to keep track up, what with all the epic spells and such. Having monster HD is like having another class. So yes, please rebuild your character; and yes, the warlock was banned.
Witch

12-10-06, 09:12 AM
Taeldrin - just to make his efforts not entirely wasted, I could duel him with that cleric of mine in the Mock Epic Duels thread if you don't mind.
Taeldrin Laesrash

12-10-06, 10:11 AM
True, true-But the thread is already backed up with the duel between you and Seerow (Which I think is never going to happen), not to mention the duels between your devil and the 45th level meldshaper.
Witch

12-10-06, 10:12 AM
The one with Seerow seems to be gone, yes. The devil is still coming - I'm eagerly awaiting that meldshaper :)
Drake_the_Windseeker

12-10-06, 01:32 PM
Let me rephrase. Spellcaasting classes are banned. The point is, at these levels, spellcasters have ridiculous power, and are a pain in the rear to keep track up, what with all the epic spells and such. Having monster HD is like having another class. So yes, please rebuild your character; and yes, the warlock was banned.

Will do. Sorry about the inconvenience.
Bonzai

12-12-06, 10:49 AM
The one with Seerow seems to be gone, yes. The devil is still coming - I'm eagerly awaiting that meldshaper :)

Working on it. I just have to finish figuring out what items I want. Lol, not used to having this much gold to spend.
Druidic Shadowknight

12-21-06, 02:32 PM
I'm back, after a half-year or so...

I've officially deleted my old entry and am currently submitting a new one, based off of Gates of Hell and the SRD. Whee...
ApocalypseRat

12-22-06, 02:01 PM
Well see, 'proportional price increase' is relative. With +6 Sacred Con, for example, say you went and doubled the price. So it costs 72,000 GP. Then you have +6 Enhancement Con, for 36,000 GP. For a total of +12 con for 108,000 GP.

Now for a +12 Enhancement Con item, it costs 1,440,000 GP. See the difference?


The Pricing in the ELH is flawed they added an extra '0' to everything, 12x12x1000=144,000gp not 1,440,000gp
just like 6x6x1000=36,000gp,
Witch

12-22-06, 02:09 PM
The Pricing in the ELH is flawed they added an extra '0' to everything, 12x12x1000=144,000gp not 1,440,000gp
just like 6x6x1000=36,000gp,
This is not flawed, it is intended. I disagree with the way it was handled, but there had to be some compensation to the inflation of wealth.
Seerow

12-22-06, 02:18 PM
The better way would be to just not have such things be buyable normally. I like the way Frank and K handled high level economies in Dungeonomicon. There comes a point when all the wealth in the world isn't going to get you that uber item, simply because those capable of creating the uber items -don't give a **** about gold anymore-. If they needed Gold, they could planar bind another Djin to them, smack him around for a Wish, and get 50,000 Gold. So to get those high end items, you actually enter an entirely different economy, where the currency is far more exotic, and not the millions of GP you found after killing the Dragon.
Taeldrin Laesrash

12-22-06, 03:05 PM
I've read that too. Good read and gets some basic facts about D&D down. The ELH did say that an epic PC will have nigh-unreasonable amounts of gold. Their favors systems was okay, but exotic currency does work out well.
Druidic Shadowknight

12-23-06, 01:54 PM
2 questions:

1) Last time I submitted a half fiend, Witch ruled that I should not have blasphemy, as to prevent instant kills. Thats fine, but can I replace it with something equal? Regeneration, or 3/day inflict serious wounds?

2) If no flying is allowed, can I lose the wings I have for something else (have yet to think of what)?
Druidic Shadowknight

12-23-06, 04:32 PM
11) +2 Human Dread Bow of the Solar Elites (1,774,300)
Attack Bonus: +35/+30/+25 (+55/+50/+45 with below goggles)
12) Goggles of Assured Precision(1/round quickened True Strike, 90,000 gp)


Not meaning to be nitpicky, but wouldn't your attack bonus be +55/+30/+25 w/goggles? I was under the impression true strike only affected one attack.

I only noticed this becuase I was planning to combine true strike and moment of prescience into an item for my entry.
Taeldrin Laesrash

12-23-06, 05:17 PM
2 questions:

1) Last time I submitted a half fiend, Witch ruled that I should not have blasphemy, as to prevent instant kills. Thats fine, but can I replace it with something equal? Regeneration, or 3/day inflict serious wounds?

2) If no flying is allowed, can I lose the wings I have for something else (have yet to think of what)?

Yes. Do you recall those articles the site put up on customizing half-fiends?
Druidic Shadowknight

12-23-06, 05:29 PM
Yes I remember the articles, but I was making a nephilim, so I'd be losing Stun attack as well. I'll come up with something. *goes off to find articles again*.
Druidic Shadowknight

12-23-06, 06:04 PM
Template Parent: Duchess Rosier.
Problem: No wings. And no alternate movement.
Solution: +3 Profane armor bonus OR Cha bonus to saves OR 1/day bestow greater curse.

Which ones are accepted?
Far_Traveler

12-23-06, 09:05 PM
Dogma the Dreadnaught, True Neutral Orc Barbarian 13/Fighter 2/Frenzied Berserker 10/Legendary Dreadnaught 5

Str: 44
Dex: 20
Con: 30
Int: 10
Wis: 14
Cha: 10

Skills:
Intimidate +65
Tumble +34
Balance+27
Climb +39
Jump +57

Class features:
Damage Reduction 3/-
Greater Rage 4/day
Trap sense +5
Unstoppable 1/day
Unmovable 1/day
Thick Skinned (+3DR)
Shrug Off Punishment (+12hp)
Uncanny Dodge
Improved Uncanny Dodge
Supreme Power Attack
Greater Frenzy 5/day
Inspire Frenzy 3/day
Supreme Cleave
Tireless Frenzy
Deathless Frenzy

HP: 498

Normal Feats
Power attack
Cleave
Great Cleave
Improved Critical (falchion)
Weapon Focus (Falchion)
Intimidating Rage (free action demoralize on rage)
Destructive Rage (+4 sunder dmg)
Improved Sunder
Improved Bull Rush
Diehard

Epic Feats
Overwhelming Critical(Falchion)
Devastating Critical (falchion)
Fast healing (3)
Mighty Rage
Terrifying Rage

Equipment
4,300,000
Titan's Falchion of Ruin +7 (1,000,375)
+5 Mithril Full Plate of Quickness (46,500)
+5 Animated Heavy Shield(with heartening crystal) (49,740)
+10 Bracers of the unstoppable(str) (1,000,000)
Boots of Swiftness (256,000)
Books of Str +5, Con +4, Dex +4 (total 357,500)
Cloak of Resistance and insightful avoidance +5 (275,000)
Vest of Natural and insightful Armor +5 (300,000)
Ring of Protection/defensive will +5 (550,000)
Gloves of Freedom of Movement (40,000)
Goggles of True Seeing (80,000)
Clear Spindle Ioun Stone (4,000)
Girdle of Wars fought (+5 competence/insight/morale to attacks) (750,000)
Amulet of Luck +5 (250,000)
+30 Ring of Rage (90,000)
Circlet of Clarity of thought +4 (64,000)
+6 Slotless Buckle of the Unstoppable(con) (72,000)
Handy Haversack and 17 cure serious wounds potions

Combat stats
HP 438, 30HD, +120 hp when raging
Speed 75ft
AC 58
Attack: +65/60/55/50 (+5&1atk during frenzy, +4 during Rage)
Damage: 2d4+32 (+6 during rage, +8 during Frenzy), 15-20 crit (x2 + 1d6 + DC 42 fort save or die, add 4 during rage, 5 during frenzy), penetrates all damage reduction and hardness, can crit objects/constructs, x3 vs. objects, +4(12) against objects
Special attacks: Supreme Power attack, Improved Sunder (opposed atk roll with extra +8), Mighty Terrifying Destructive Intimidating Rage 4/day, Unstoppable 1/day, Unmovable 1/day, Greater Deathless Tireless Frenzy 5/day, Inspire Frenzy 3/day, Improved Bull Rush, Great Supreme Cleave
Special qualities: Fast healing 3, Damage Reduction 6/-, Uncanny Dodge, Evasion, Improved Uncanny Dodge, Freedom of Movement, Diehard, sees true
Saves: +44 fortitude, +38 reflex(+5 vs. traps), +35 willpower
Magic Item abilities: CL20 Haste 3/day, +5 temporary hp as immediate action
Druidic Shadowknight

12-23-06, 09:28 PM
Cas, Son of Rosier CR 22
Male elf/nephilim fighter 9/dark marshal of Avernus 10
LE medium outsider (native)
Init +8; Senses darkvision 60 ft., low light vision; Listen +39, Spot +32
Languages Infernal, Common, Elven, Celestial, Draconic, Abyssal, Goblin.
________________________________________ _______________________
AC 68 (+8 Dex, +8 armor, +2 shield, +2 monk, +11 Wis, +5 deflection, +5 luck, +9 natural [+4 racial, +5 enhancement], +5 insight, +3 profane), touch 49, flat footed 60; Dodge, Mobility
hp 366 (24 HD); DR 15/good, DR 15/adamantine, DR 10/adamantine
Immune disease, petrification, blindness, critical hits, ability score damage, deafness, drowning, electricity, poison, stunning, and all spells or attacks that affect physiology or respiration, only half damage from acid and fire of all kinds
Resist acid 40, cold 40, fire 40, electricity 40, sonic 30; SR 34
Fort +37, Ref +33, Will +35
________________________________________ _______________________
Speed 60 ft.
Melee +33 unarmed strike (1d10+11) or
Melee +33 2 slams (1d6+11) or
Melee +41 sword (2d6+19(24) plus 1d6 hellfire plus 1 Con/19-20 or 2d6+19(24) plus 1d6 fire plus 1d6 electricity plus 1d6 ice plus 1d6 sonic plus 1d6 hellfire plus 1 Con/17-20 or 2d6+19(24) plus 1d6 hellfire plus 1d6 fire plus 1d6 ice/17-20) or
Melee +33/+28/+23/+18 unarmed strike (1d10+11) or +33/+28/+23/+18 slams (1d6+11), or +41/+41/+36/+31/+26 sword (2d6+19(24) plus 1d6 hellfire plus 1 Con/19-20 or 2d6+19(24) plus 1d6 fire plus 1d6 electricity plus 1d6 ice plus 1d6 sonic plus 1d6 hellfire plus 1 Con/17-20 or 2d6+19(24) plus 1d6 hellfire plus 1d6 fire plus 1d6 ice/17-20)
Space 5 ft.; Reach 5 ft.
Base Atk +22; Grp +33
Atk Options Fiery Blood +2d6, Gaze of Iniquity, Smite Good, Spell like abilities, Greater Blood Oath, Infernal Rally, Greater Warcry 3/day, Dark Smite 3/day.
Combat Gear 2 potions of cure serious wounds (1,500 gp)
Spell-Like Abilities (CL 24th):
*All of these abilities are treated as empowered. 3/day –darkness, poison, unholy aura; 1/day –desecrate, unholy blight, contagion, regenerate, unhallow, horrid wilting, summon fiend IX.
________________________________________ _______________________
Abilities Str 32, Dex 26, Con 28, Int 23, Wis 32, Cha 28
SQ Darkvision 60 ft., low-light vision, immunity to diseases and petrification, resistance to fire, cold, electricity, and acid 10, fast healing 12, Corrupted Purity, 20% miss chance, haste 3/day.
Feats Combat Reflexes, Dodge, Mobility, Spring Attack, Robilar’s Gambit, Monkey Grip, Two Weapon Fighting, Leadership, Vile Martial Strike, Devotee of Darkness, Weapon Focus (longsword), Weapon Specialiazation (longsword)
Epic Feats Fast Healing, Wield Oversized Weapon, Baneful Oath
Skills Balance +40, Climb +44, Disguise +21, Hide +58, Intimidate +37, Jump +41, Knowledge (the planes and history) +15, Listen +31, Move Silently +50, Search +25, Sense Motive +19, Spot +28, Survival +12, Tumble +44, Use Magic Device +23.
________________________________________ ______________________
Equipment
Amulet: at will iron body [minus any ability bonuses or penalties, and minus penalties to speed, and negating full plate likenness, and inability to drink or play wind instruments, ad hoc +105,000 gp] and +5 deflection bonus to AC (340,000 gp, CL 10 iron body)
Belt empowered monk’s belt (As normal monk’s belt, except as +10 levels, 65,000 gp)
Gloves storing, mighty swords(+5 enhancement bonus to all swords) (210,000 gp)
Rings +5 insight and luck bonus to AC and saves (300,000 gp); natural armor +5 and solar flight plus pectoral of maneuverability (211,000 gp)
Swords Large +1 hellfire vorpal wounding longsword of ruin (220,000 gp) and Large +1 keen wounding thunder icy flaming shock hellfire longsword of ruin (220,000 gp) and Large +1 keen brilliant energy flaming icy hellfire longsword of ruin (220,000 gp)
Bracers greater swordsmanship (as greater archery, but for swords), +8 armor bonus (121,000 gp)
Boots swiftness (202,000 gp, minus +6 Dex)
Cloak great stealth and resistance +5 (267,000 gp)
Shirt +6 enhancement bonus to all abilities (306,000 gp).
Misc. +5 inherent bonuses to all abilities (825,000 gp);unslotted force shield (17,000 gp); 2 potions of cure serious wounds (1,500 gp); unslotted stone of stoneskin (continuous 300,000 gp, CL 10); unslotted stone of invisibility (at will 40,000 gp, CL 10); unslotted stone of freedom of movement (80,000 gp); unslotted stone of evasion (50,000 gp); unslotted stone of continuous haste (144,000 gp);160,500 gp
________________________________________ _____________________

Hook Who needs to say anything when one charms his opponents by looking at them?
________________________________________ ____________________
Base Ability Scores: Str 15, Dex 11, Con 13, Int 8, Wis 17, Cha 11
Modifiers: Str (+5 Inherent, +6 enhancement, +6 nephilim), Dex (+5 Inherent, +6 enhancement, +4 nephilim), Con (+5 Inherent, +6 enhancement, +4 nephilim), Int (+5 inherent, +6 enhancement, +4 nephilim), Wis (+5 Inherent, +6 enhancement, +4 nephilim), Cha (+5 Inherent, +6 enhancement, +6 nephilim)

The flames of Avernus roared in the background, the clash of steel, fury of spells, and general battle noise surrounded him. Music to his ears. He was short for a devil; a mere 6 and a half feet compared to the towering pit fiends he commanded. With skin like white fire, black hair, and pale grey eyes that seemed to be alight with sickening fire, he was unique and stood out -a good trait for a commander. He was clad in black breeches and a black shirt that was rolled up at the elbows to allow for huge bracers made of tough scales that covered his forearms. A dark, woolen cape flowed from his shoulders, clasped at the neck by a powerful iron amulet. His hands and feet were gloved and booted in black magic, and many stones adorned a simple brown belt at his waist. A sheathed, large broadsword hung from a scabbard at his waist.

The balor demon faced this creature, undoubtably of celestial heritage. "Angels were weak, and mixed with mortal blood they were weaker still!" the demon roared, anticipating an easy fight. The sword of his enemy never even left the scabbard before the fight was over. Two blades appeared like magic in the hands of the angel -for he was undoubtably an angel, with such godlike beauty! Each blade was as long as the balor's own sword. One shot out and blocked the demon's strike -it was covered in black and red flame. Another one -the blade made of red energy, save a streak of blue and fire color ruinning down the middle- cut into his whip and left it on the ground in pieces.

The blades retracted, and suddenly, the angel creature was right there, next to it! Point blank range! The balor's sword couldn't maneuver that close. Both blades rammed into the balor's gut, as well as an elbow and a shoulder. The tall demon sank to it's knees. The fight was finished.

Now the third blade -most dangerous of all, the balor realized- came out of it's sheath. With a single stroke, it whipped across the balor's throat, cutting it's head off cleanly. The angel creature laughed softly, it's eyes burning with the power of Hell.

"Angel?" it said, shaking its head at its deceased opponent. "I think not."
Far_Traveler

12-24-06, 12:08 AM
If anyone Sees any problem with my character, I will address it

Edit: Poking holes in the previous post, let me address some issues:

+5 competence bonus to AC: for that cheap? HAH! that's abuse of the creation rules if i ever saw it. I have a competence bonus to AC, but thats from an ioun stone that does indeed exist.

Bound item: Rod of invulnerability: also abuse. The weakness of that particular rod is that it must be held, and can be sundered. By making it a bound item, that bypasses this weakness. now while you, and a longsword wielding monk, can wield it without being too inconvinienced, it now effectively cannot be sundered.

Amulet bound item of quickened true strike: I think this is a tad on the cheap side really. I think someone else did this but it was more expensive. Also immune to sundering.
Witch

12-24-06, 04:35 AM
+5 competence bonus to AC: for that cheap? HAH! that's abuse of the creation rules if i ever saw it. I have a competence bonus to AC, but thats from an ioun stone that does indeed exist.
Competence bonuses to AC don't normally exist, iirc. If they do, they should cost 62,500 base price, to be multiplied depending on the slot they're in, and whether other abilities are available.
Taeldrin Laesrash

12-24-06, 10:33 AM
Both make a good point point. I don't totally get or like the idea of bound magic items. Also, I don't think that your natural armor bonuses stack. Thirdly, your ring abilities seem a bit...un-ringish. The latter 'ring' I'd like to put the price multiplier on for an abnormal body slot. Fourthly, what does Moment of Prescience mean put on your hands? Finally, please drop the true strike item. I'm sure I'm not the only person who thinks it's unbalancing.

Far Traveler, don't be so quick to criticize. Firstly, what's a Ring of Rage, Belt of Immovability, and Titan's Falchion of Ruin? Secondly, count your feats again, I think you've got one too many.
Witch

12-24-06, 10:35 AM
The natural armors stack. One provides an enhancement bonus to the other.
Tshern

12-24-06, 10:41 AM
I have a Half-giant Psychicwarrior/Barbarian/something more pretty much ready and I'll post it here immediately when I get my own computer working again and I'd seriously like to battle Far-Traveler's creation. I'll be waiting for your answer and I try to get my character here in less than a week.

*character sheet will be here*

Cheers and happy holidays.
Taeldrin Laesrash

12-24-06, 10:42 AM
Really? Does the Nephilim template allow stacking, or does the item specifically add on?
Witch

12-24-06, 10:46 AM
The item specifically adds on. That is, if it's an amulet of natural armor.
summerstar

12-24-06, 01:00 PM
ECL 30
Pure spellcasters are banned; this includes Psions, Wilders, Truenamers, Shadowcasters and Bards. I will think about Duskblades, but I can't guarantee anything yet.
The following books are allowed:
- Core
- XPH
- Epic Level Handbook
- The Complete Series
- Book of Exalted Deeds
- Frostburn
- Sandstorm
- Player's Handbook 2
- Tome of Magic (mostly for prestige classes, as well as binders)
- The Gates of Hell [Dicefreaks]

Other materials will be allowed on a case-by-case basis. In other words, ask permission.
Monsters may be used provided they don't emulate casting (such as naga & dragons). If they don't have a LA, they're probably not fit to be played and will hence be disallowed.
Items or classfeatures that allow flight or greater invisibility are banned.

You may use standard 32pt. point buy.
You may use the standard wealth for ECL 30, which is 4,300,000 gp.

Are these still the rules for duels?

Are you still open to including new players?

Who is currently the DM for these duels?

What real-life medium is being used to conduct these duels?

Many thanks!
Druidic Shadowknight

12-24-06, 01:07 PM
I got rid of the competence bonus and true strike amulet, and bound items. I was planning to make MoP affect attack rolls (and maybe AC, but this can be dropped). It does last for an hour when cast, correct?

Also, I'll make the second ring an amulet.

The natural armor is +4 nephilim, +5 enhancement. I've added this in to my AC description for any furthur comment by others on this.

Just to let you know, someone else also has a true strike item.

I think that's everything?

Note: I've added another item: continuous iron body, CL 10, 500,000 gp, which is a lot more than supposadly neccesary (original price for a continous iron body was 256,000 gp), but I added an ad hoc +244,000 gp price increase to negate the penalties and weight increase of the spell, so I just get the DR and immunities. If this is not allowed, I'll take it off.
Taeldrin Laesrash

12-24-06, 01:34 PM
Summerstar, if you looked a bit more carefully, you'd see that I'm running the circus here, the rules in the first two posts are the rules, it's open to anyone, and that this big thread contains the duels. That aside, hello.

Druidic Shadowknight, thanks for the changes. All that's left, I think, is the Moment of Presceince gloves. Explain them or take them off. Regarding the True Strike item, who's got it? If it's Yodasatomicweed, I already took care of that. Thanks for the changes.
Druidic Shadowknight

12-24-06, 02:21 PM
Yeah, it was Yoda.

MoP gloves: Um...under construction. I debated with myself, and I don't know whether to use them or not.

I take it iron body is OK?
Druidic Shadowknight

12-24-06, 02:31 PM
Okay, here's the vaunted explanation for the gloves of continuous moment of prescience:

They affect any one attack roll made by the wearer (which makes sense; many attacks are delivered by hands, which the gloves are on) per turn, but they can be switched off to AC (a sword parry, or a simple hand block, are forms of stopping the enemy from hitting you, and both involve hands, which the gloves are on) to affect one attack the attacker makes. I can't think of why they could affect saves or rolls (besides Str checks made with hands, or something like Pick Pocket or Sleight of Hand.).
Far_Traveler

12-24-06, 02:36 PM
Both make a good point point. I don't totally get or like the idea of bound magic items. Also, I don't think that your natural armor bonuses stack. Thirdly, your ring abilities seem a bit...un-ringish. The latter 'ring' I'd like to put the price multiplier on for an abnormal body slot. Fourthly, what does Moment of Prescience mean put on your hands? Finally, please drop the true strike item. I'm sure I'm not the only person who thinks it's unbalancing.

Far Traveler, don't be so quick to criticize. Firstly, what's a Ring of Rage, Belt of Immovability, and Titan's Falchion of Ruin? Secondly, count your feats again, I think you've got one too many.

My falchion is an adaption on the maul of the titans (x3 damage to objects) and the mace of ruin (penetrate all DR and hardness, can crit objects and constructs) The ring of rage is an item that adds to my intimidate. the Bracers of immovability is just a fancily named bracers of health, adding a +10 to my constitution. the belt is likewise a bonus to strength. and my feats...

Normal Feats
Power attack<-1
Cleave <-3
Great Cleave<-6
Improved Critical (falchion)<- 18
Weapon Focus (Falchion)<- 15
Intimidating Rage (free action demoralize on rage) <-9
Destructive Rage (+4 sunder dmg) <-12
Improved Sunder <-fighter bonus 1
Improved Bull Rush <-Fighter bonus 2
Diehard <-bonus from frenzied berzerker

Epic Feats
Overwhelming Critical(Falchion) <-21
Devastating Critical (falchion) <-24
Fast healing (3) <- bonus feat from legendary dreadnaught
Mighty Rage<-27
Terrifying Rage<-30

On another note druidic, there is a ring of iornskin that costs 400,000 that provides DR 15/adamantine, and moment of priecence is even more powerful and unbalancing then the true strike, as it can do the exact same thing and more, at a better bonus (+25). the spell lasts hours yes, but its discharged once. now maybe if it was a once/day thing maybe it would be balanced.
Far_Traveler

12-24-06, 02:46 PM
Competence bonuses to AC don't normally exist, iirc. If they do, they should cost 62,500 base price, to be multiplied depending on the slot they're in, and whether other abilities are available.

I present to you the Pale Green Prism Ioun Stone (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#iounStones)
Witch

12-24-06, 03:18 PM
Pale green Prism +1 competence bonus on attack rolls, saves, skill checks, and ability checks
Yes?
Taeldrin Laesrash

12-24-06, 07:52 PM
Far Traveler: Okay, thanks for the answers. I just need to know what a Parrying and Heartning Crystal are. And to second Witch, do you have an actual example of a competence bonus to AC?
Druidic Shadowknight

12-26-06, 09:15 AM
On another note druidic, there is a ring of iornskin that costs 400,000 that provides DR 15/adamantine, and moment of priecence is even more powerful and unbalancing then the true strike, as it can do the exact same thing and more, at a better bonus (+25). the spell lasts hours yes, but its discharged once. now maybe if it was a once/day thing maybe it would be balanced.

I'll wait to see what our DM says, yes? The amulet I made costs 500,000+, so it's a little different.

The MoP item is not continuous, it is at will. Nor will I make it 1/day. If Taeldrin says no to it, I'll take it off, but not until. However, you do realize if I use it every time I attack, it will really slow down my damage because I need time to cast it? Which means 1 attack per round.
Druidic Shadowknight

12-26-06, 09:26 AM
The iron body item is fine. Look:

(10(caster level) X 8(8th level spell)) X 2000(standard cost multiplier for at will item) X 2(makes continuous)

That all equals 320,000 gp. +75,000 gp for the +5 deflection bonus to AC=395,000 gp.

Ad hoc +105,000 gp to negate the penalties of full plate and such.

Total: 500,000 gp.

Come to think of it, why make it continuous? I could just cast before the battle, and there...good for 10 minutes...

Yes, that is what I'll do. Saved me 160,000 gp!

And the gloves:

(8(8th level spell) X 25(CL) X 2000(standard cost multiplier for at will item))

400,000 gp. In case someone doubted my pricing.
Druidic Shadowknight

12-26-06, 09:28 AM
Merry Christmas, everyone.
Taeldrin Laesrash

12-26-06, 10:31 AM
The Iron Body item works fine, I guess. I'd like you to either drop the moment of prescience items, or reduce their use to several times per day.
Druidic Shadowknight

12-26-06, 11:51 AM
I'll be ready sometime tommorow, then. Or later today. I could do wonders with 560,500 gp left!
Far_Traveler

12-27-06, 12:40 AM
The MoP item is not continuous, it is at will. Nor will I make it 1/day. If Taeldrin says no to it, I'll take it off, but not until. However, you do realize if I use it every time I attack, it will really slow down my damage because I need time to cast it? Which means 1 attack per round.

Oh! I misunderstood the item then. Dreadfully sorry.
Far_Traveler

12-27-06, 12:45 AM
Yes?

Oops, I guess I don't have a competence bonus to AC. I'm sure I didn't add +1 to my AC because of it though. I may have to recount it.

In response to those crystals, they are psionic enhancements. Heartening allows me to, as an immediate action, give myself 5 temporary hp, it is a paltry cost really.

The parrying crystal gives me a +1 insight bonus to AC and saving throws, also a psionic enhancement.

I guess I just misremembered my exact stats from when I claimed to have a competence bonus to AC. I do not have a competence bonus to AC. Sorry for that too.

Recount: 10 base, 13 armor, 7 shield, 5 dex (freedom of movement negates armor check and max dex), 5 natural, 5deflection, 1 insight.
askala3

12-27-06, 02:24 AM
Recount: 10 base, 13 armor, 7 shield, 5 dex (freedom of movement negates armor check and max dex), 5 natural, 5deflection, 1 insight.Umm, I don't think freedom of movement does that.

This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.
The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, allow water breathing.
Reading that, Freedom of Movement does the following:
:b: overcome magic that impedes movement
:b: allows auto-success of resisting grapple attempts
:b: normal movement and melee attacking underwater
Taeldrin Laesrash

12-27-06, 02:58 PM
So those crystals...XPH, right? Also, askala3 makes a point. Freedom of Movement doesn't affect armor penalties.
Druidic Shadowknight

12-27-06, 03:22 PM
If I'm approved, I'll take someone on.
summerstar

12-27-06, 03:29 PM
Summerstar, if you looked a bit more carefully, you'd see that I'm running the circus here, the rules in the first two posts are the rules, it's open to anyone, and that this big thread contains the duels. That aside, hello.

Greetings, this toon has been fully revised (again) - October 13, 2007.

Tirzog {shown raging, frenzied, and buffed}
... a two-headed hulk with sharp blades that go snicker-snack
CR 30
Male Two-headed Orc barbarian 11/fighter 4/orc paragon 3/frenzied berserker 8
N Large Humanoid
Init +24; Senses darkvision 120ft, truesight; Listen +33, Spot +33
Languages common, orc
------------------------------------------------------------
AC 54; Touch 30; uncanny dodge, improved uncanny dodge
hp 565 (28 HD); fast healing 3; DR 2/- and 9/Evil (overlapping)
Immune Immunity to poison, disease, gas, mind affecting spells, critical hits, death spells, negative energy, energy drain, movement impeding effects
Resist evasion, universal energy resistance 30; SR0
Fort +48, Ref +31, Will +22
------------------------------------------------------------
Speed 70 ft.
Melee full attack with a Long Sword wielded in each hand:
Right Main-hand: +5 beserker vicious eager bastard sword +75/+75/+70/+65/+60 (2d6+56 +1d8 berserker +2d6 vicious /19-20 x2)*
Left Main-hand: +5 beserker vicious eager long sword +75/+70/+65/+60 (2d6+56 +1d8 berserker +2d6 vicious /19-20 x2)*
Two-Weapon Rend: If successful hitting an opponent with both weapons in a round, deal extra damage equal to +1d6 +40.
* In first and surprise rounds, add +2 damage to each attack due to the eager property.
Base Atk +23; Grp +50
Space 10'ft.; Reach 10ft.
Atk Options Mighty Rage 5/day, Greater Frenzy 4/day, Dire Charge, Improved Power Attack, Inspire Frenzy, Supreme Cleave, Intimidating Rage
Combat gear:
o Right-hand weapon - +5 beserker vicious eager long sword (CL15; 185,315gp)
o Left-hand weapon - +5 beserker vicious eager long sword (CL15; 185,315gp)
o Reserve weapons - Three +5 eager long swords (CL 15; 72,315gp each)

------------------------------------------------------------
Abilities Str 64, Dex 26, Con 38, Int 10, Wis 10, Cha 12
SQ orc racial traits, multiheaded traits, superior two-weapon fighting, fast movement, no light sensitivity, elf slayer, deathless frenzy
Feats Destructive Rage, Diehard, Cleave, Combat Reflexes, Extra Rage, Improved Initiative, Intimidating Rage, Melee Weapon Mastery (slashing), Power Attack, Two-Weapon Rend, Weapon Focus (Long Sword), Weapon Specialization (Long Sword)
Epic Feats Dire Charge, Epic Weapon focus (Long Sword), Epic Weapon Specialization (Long Sword), Mighty Rage
Skills Intimidate (24 ranks) +25, Jump (23 ranks) +50, Listen (16 ranks) +33, Spot (16 ranks) +33
Possessions combat gear plus:
o Armor Armor of the Celestial Battalion (616,300gp)
o Shield +5 Heavy Mithral Shield, Animated, Arrow Deflection (CL15; 82,020gp)
o Helm Helm of continuous Mind Blank with a +15 competence bonus to Listen skill checks (CL15; 153,750gp)
o Face Third Eye of continuous Truesight with a +15 competence bonus to Spot skill checks (CL9; 238,750gp)
o Shirt Vest of Resistance +5 (CL15; 25,000gp)
o Boots Boots of continuous Haste, continuous Pass Without a Trace, +6 enhancement to dexterity, and +2 competence, sacred, luck, morale, insight bonuses to initiative rolls (CL5, 252,000gp)
o Cloak Cloak of Charisma +6 with +2 competence, sacred, luck, morale, insight bonuses to saves (CL8, 96,000gp)
o Belt Belt of Strength +6 (CL8, 36,000gp)
o Righthand Ring combines properties of Ring of Greater Universal Energy Resistance, Ring of Freedom of Movement, Ring of Evasion (CL 20; 405,500gp)
o Lefthand Ring combines properties of Ring of Protection +5, Ring of Sustenance, Ring of Rapid Healing, Ring of Invisibility, and Ring of Adamantine Touch (CL 20; 417,750gp)
o Bracers Bracers of Armor +1 Soulfire, +6 enhancement to constitution, with +3 competence, sacred, luck, insight, morale bonuses to attack rolls (CL 20; 249,000gp)
o Gauntlets combines properties Gloves of Storing with +4 sacred, luck, insight, morale bonuses to damage rolls (CL 8; 250,000gp)
o Necklace combines properties of Periapt of Wisdom +4, Necklace of Adaptation, Periapt of Proof Against Poison, Periapt of Health, and Amulet of Natural Armor +5, with +4 luck, insight, morale bonuses to AC (CL15; 319,250gp)
o No Slot Bag of Holding (Type I) (CL 9; 2,500gp)
o No Slot Gem of Heavy Fortification (35,000gp)
o No Slot Tirzog's two earrings:
1. Heal 1/day, use-activated (CL11; 52,800gp)
2. Righteous Might Extended (as feat), 1/day, command word activated (CL15; 64,800gp)
o Various adventuring supplies, and coins totaling no more than 7,505gp in value.
------------------------------------------------------------
Orc Racial Traits:
See MM p. 204
Multiheaded Creature Template Abilities
Superior Two-Weapon Fighting (Ex): Because each head controls one arm, a multiheaded creature has no penalty on attack rolls for attacking with multiple weapons, and the number of attacks and the damage bonus for each weapon are calculated as though the weapon were held in the primary hand.
Other - +1 Natural Armor, Darkvision 90', Redundant heads vs vorpal attacks, +2 Con, +2 Racial Bonus to Spot, Listen, Search, Bonus Improved Initiative and Combat Reflexes Feats. (Savage Species p.124)
Barbarian Class Abilities:
Fast Movement (Ex): A barbarian's land speed is faster than the norm for his race by +10 feet.
Rage (Ex): While raging a barbarian cannot use any charisma, dexterity, or intelligence based skills (except for balance, escape artist, intimidate, and ride), the concentration skill, nor can he cast spells or activate magical items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) constitution modifier. A barbarian can only use rage once per encounter. This barbarian may use his rage ability 6/day.
Mighty Rage (Ex): A Barbarian with Mighty Rage increases his bonuses to strength and constitution during his rage to +8 and his morale bonus to will saves increases to +4. The penalty to AC remains at -2.
Damage Reduction (Ex): A barbarian gains the ability to shrug off some amount of injury from each blow or attack. Subtract 2 from the damage this barbarian takes each time he is dealt damage from a weapon or natural attack. Damage reduction can reduce damage to 0 but not below 0.
Uncanny Dodge (Ex): At 2nd level, a barbarian gains the ability to react to danger before his senses would normally allow him to do so. He retains his dexterity bonus to AC even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his dexterity bonus to AC if immobilized.
Improved Uncanny Dodge (Ex): At 5th level and higher, a barbarian can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker ha at least four more rogue levels than the target has barbarian levels.
Orc Paragon Abilities:
Improved Darkvision (Ex): At 1st level, an orc paragon's darkvision range increases by 30 feet.
No Light Sensitivity: An orc paragon loses his race's light sensitivity at 1st level.
Elf Slayer (Ex): A 2nd-level orc paragon learns to channel his hatred of the elven race. He gains a +2 bonus on weapon damage rolls against elves.
Ability Boost (Ex): At 3rd level, an orc paragon's Strength score increases by 2 points.
Frenzied Berserker Abilities:
Greater Frenzy (Ex): 5/day - A frenzied berserker can enter a frenzy during combat. While Frenzied, he gains a +10 bonus to Strength but takes a -4 penalty to Armor Class and atkes 2 points of nonlethal damage per round. A frenzy lasts a number of rounds equal to 3+Con Modifier. A Charater can enter a frenzy as a free action.
Diehard: A frenzied berserker gains Diehard as a bonus feat.
Supreme Cleave: At 2nd level and higher, a frenzied berserker can take a 5-foot step between attacks when using the Cleave or Great Cleave feat.
Deathless Frenzy (Ex): At 4th level and higher, a frenzied berserker can scorn death and unconsciousness while in a frenzy.
Inspire Frenzy (Su): Beginning a 6th level, a frenzied berserker can inspire frenzy in his allies.
Improved Power Attack (Su): A 5th-level frenzied berserker gains a +3 bonus on his melee damage for every -2 penalty he takes on his melee attack roll when using the Power Attack feat wielding a one-handed weapon.
------------------------------------------------------------
Height 12' (6'); Weight 840 lbs. (210 lbs); Age 30 yrs.

Notes:
1. Tirzog is a true neutral orc mercenary and gladiator.
2. Tirzog's statistics have inherent bonuses that are benefit from his previous consumption of the following six magical books: Tome of Clear Thought +4, Manual of Bodily Health +5, Manual of Gainful Exercise +5, and a Manual of Quickness of Action +5. (525,500gp)
3. This character's age assumes he has earned one character level approximately every six months since the onset of his adventuring career.
4. The berserker and eager special weapon properties are found in various sources. This character development assumes the versions found in the Magic Item Compendium.

Development Notes:
Tirzog's classes and feats were acquired in the following order:
1. humanoid-1 power attack
2. humanoid-2
3. orc paragon-1 cleave
4. orc paragon-2
5. orc paragon-3
6. barbarian-1 extra rage
7. barbarian-2
8. barbarian-3
9. barbarian-4 intimidating rage
10. barbarian-5
11. barbarian-6
12. barbarian-7 destructive rage
13. barbarian-8
14. barbarian-9
15. barbarian-10 weapon focus (long sword)
16. barbarian-11
17. frenzied berserker-1
18. frenzied berserker-2 melee weapon mastery
19. frenzied berserker-3
20. frenzied berserker-4
------------------
21. fighter-1 dire charge, two-weapon rend*
22. fighter-2 epic weapon focus (long sword)*
23. fighter-3
24. fighter-4 mighty rage, weapon specialization* (long sword)
25. frenzied berserker-5
26. frenzied berserker-6
27. frenzied berserker-7 epic weapon specialization (long sword)
28. frenzied berserker-8
29. LA +1 Multiheaded
30. LA +1 Multiheaded
----------------------
Total ECL = 30
* denotes feat gained as a fighter class bonus

Power-up Suite
The stats block shown here includes the following buffs:
o mighty rage +8 STR, +8 CON, -2 AC
o greater frenzy +10 STR, -4 AC, -2 non-lethal HP per round
o haste +1 haste bonus to attack rolls, dodge bonus to AC, and Reflex saves, +30ft movement, one additional attack.
o righteous might from earring (+4 str, +2 con, increased weapon damage dice, size modifiers change; DR 9/evil)
These effects will begin to disappate after 17 rounds.

Ability Scores
Stat Pt-Buy Base Racial Class Inherent Hit-Die Enhance Rage Size Frenzy Template Total Mod
Str: 16 18 +4 +2 +5 +7 +6 +8 +4 +10 -- 64 +27
Dex: 8 15 -- -- +5 -- +6 -- -- -- -- 26 +8
Con: 8 15 -- -- +5 -- +6 +8 +2 -- +2 38 +14
Int: 0 8 -2 -- +4 -- -- -- -- -- -- 10 --
Wis: 0 8 -2 -- -- -- +4 -- -- -- -- 10 --
Cha: 0 8 -2 -- -- -- +6 -- -- -- -- 12 +1
Saving Throws
saves fort ref will source
orc par +3 +1 +1
barbarian +7 +3 +3
fighter +4 +1 +1
orc +3 +0 +0
epic +4 +4 +4
con +14 -- --
dex -- +8 --
wis -- -- --
morale +2 +2 +2 item - cloak
resistance +5 +5 +5 vest of resistance
haste -- +1 -- item - boots
luck +2 +2 +2 item - cloak
insight +2 +2 +2 item - cloak
sacred +2 +2 +2 item - cloak
====== == == ==
totals 48 31 22

Initiative

Dex +8
Luck +2 item - boots
Competence +2 item - boots
Eagerness +2 eager weapon
Morale +2 item - boots
Sacred +2 item - boots
Insight +2 item - boots
Feat +4 Improved Initiative
===== ===
Total +24

Armor Class

AC normal touch source
base 10 10
armor +12 +1 armor of the celestial battalion or Bracers of Armor
shield +7 -- +5 heavy shield
haste dodge +1 +1 haste from boots
size -1 -1 righteous might
natural +1 -- Multi-headed Template +1
natural-enhanc +5 -- amulet of natural armor +5
dex +8 +8
deflection +5 +5 ring of protection +5
insight +4 +4 item - amulet
luck +4 +4 item - amulet
morale +4 +4 item - amulet
raging -2 -2
frenzy -4 -4
===== == ==
totals 54 30

Attacks

attacks main off ranged source
BAB +19 -- --
EAB +4 -- --
str +27 -- --
dex -- -- --
size -1 -- -- righteous might
haste +1 -- -- item - boots
morale +3 -- -- item - bracers
luck +3 -- -- item - bracers
focus +1 -- -- feat
greater focus -- -- -- feat
epic focus +2 -- -- feat
melee mastery +2 -- -- feat
competence +3 -- -- item - bracers
sacred +3 -- -- item - bracers
magic weapon +5 -- --
insight +3 -- -- item - bracers
power atk -- -- --
===== === === ===
total +75 -- --

damage

damage main off ranged source
str +27 -- --
morale +4 -- -- item - gauntlets
luck +4 -- -- item - gauntlets
specialization +2 -- -- feat
greater special -- -- -- feat
epic special +4 -- -- feat
melee mastery +2 -- -- feat
sacred +4 -- -- item - gauntlets
magic weapon +5 -- --
insight +4 -- -- item - gauntlets
===== === === ===
total +56 -- --
Taeldrin Laesrash

12-27-06, 05:06 PM
That...is a big character sheet. Here comes the review.

1. Champion of Gwynhawrf requires that you be CG. I assume that your LG alignment is a typo?

2. You're using several unavailable sources, those being:
-Unapproachable East
-Champions of Valor
-Lords of Darkness
-Magic of Faerun
-Heroes of Battle
-Sword and Fist
-Tome and Blood (The Vest is in Complete Arcane, though)

Please edit as such.

3. I might be wrong, but check your number of feats again.

4. For the record, all boosts are performed in battle, with one round beforehand.
summerstar

12-27-06, 07:31 PM
That...is a big character sheet. Here comes the review.

1. Champion of Gwynhawrf requires that you be CG. I assume that your LG alignment is a typo?

2. You're using several unavailable sources, those being:
-Unapproachable East
-Champions of Valor
-Lords of Darkness
-Magic of Faerun
-Heroes of Battle
-Sword and Fist
-Tome and Blood (The Vest is in Complete Arcane, though)

Please edit as such.

3. I might be wrong, but check your number of feats again.

4. For the record, all boosts are performed in battle, with one round beforehand.

Thanks, Taeldrin.

The alignment was an error left over from copy and paste. I'll continue to edit this.

The number of feats is also off due to the inclusion of the saint template when I reduced the prototype by 2 hit die. At that time, I forgot to remove the feat normally gained at lv30. I'll look into the best way to correct this.

Thanks for the tip on limited pre-battle boosts.

Question: Are the Character Traits and Character Flaws from Unearthed Arcana acceptable? (The flaws account for two of this characters feats)

Question: I was reviewing some old posts in the two dueling threads. Is it still the case that flying items are banned and the use of greater invisibility is also banned? Thanks.
summerstar

12-27-06, 10:39 PM
Equipment
Armor armor of the celestial battalion (376,300 gp, minus flyand magic circle, usually worn under clothing)

Howdy, Druidic Shadowknight. Nice toon! I was wondering how you reached the item value for the armor of celestial battalion. After seeing that I'm not able to include armor with the nimbleness property I started to look around for alternatives. This armor of the celestial battalion looks perfect, but I see the market value to be 616,300gp. Would dropping the fly and magic circle reduce the price so much or are you using the price to create the item? Anyway, thanks.
Witch

12-28-06, 05:13 AM
The Armor of the Celestial Batallion is in the SRD.
Druidic Shadowknight

12-28-06, 08:16 AM
The Armor of the Celestial Batallion is in the SRD.
Indeed it is, and if you remove an at will fly effect and a magic circle continuous effect (at high CL, as stated under the description) you should reach that price.
Druidic Shadowknight

12-28-06, 08:18 AM
Just tell Taeldrin nimbleness is a +1 enchantment, that adds +1 to your max dex and takes away 1 from AC penalty. I'll back you up on this; I've seen it on the boards. I'm sure others have too. He might allow other materials on a case by case basis; can't hurt to ask.
Taeldrin Laesrash

12-28-06, 10:20 AM
That'll do, Druidic Shadowknight. Thanks.

Summerstar, I believe I did away with Traits and Flaws. Sorry. Secondly, vertical flight and greater invisibility are still not allowed.
summerstar

12-28-06, 03:04 PM
That'll do, Druidic Shadowknight. Thanks.

Summerstar, I believe I did away with Traits and Flaws. Sorry. Secondly, vertical flight and greater invisibility are still not allowed.

Okay, thanks. I'll work on adjusting the toon and resubmit a smaller character sheet. ;)
Taeldrin Laesrash

12-28-06, 05:24 PM
Edit the original if you please.
Far_Traveler

12-28-06, 07:36 PM
So those crystals...XPH, right? Also, askala3 makes a point. Freedom of Movement doesn't affect armor penalties.

Guess it doesn't... and I got them from the psionic portion of the srd so I'd assume so. (dangit)

I just checkedthe errata and faq, but to no avail... I shall adjust my character appropriately.

Heartening (http://www.d20srd.org/srd/psionic/items/armorAndShields.htm#heartening)

Parrying (http://www.d20srd.org/srd/psionic/items/weapons.htm#parrying)
Far_Traveler

12-28-06, 08:46 PM
Cas, Son of Rosier CR 22
Male elf/nephilim fighter 9/dark marshal of Avernus 10
LE medium outsider (native)
Init +8; Senses darkvision 60 ft., low light vision; Listen +39, Spot +32
Languages Infernal, Common, Elven, Celestial, Draconic, Abyssal, Goblin.
________________________________________ _______________________
AC 72 (+8 Dex, +12 armor, +2 shield, +2 monk, +11 Wis, +5 deflection, +5 luck, +9 natural [+4 racial, +5 enhancement], +5 insight, +3 profane), touch 49, flat footed 64; Dodge, Mobility
hp 366 (24 HD); DR 15/good, DR 15/adamantine, DR 10/adamantine
Immune disease, petrification, blindness, critical hits, ability score damage, deafness, drowning, electricity, poison, stunning, and all spells or attacks that affect physiology or respiration, only half damage from acid and fire of all kinds
Resist acid 10, cold 10, fire 10, electricity 10; SR 34
Fort +37, Ref +33, Will +35
________________________________________ _______________________
Speed 60 ft.
Melee +33 unarmed strike (1d10+11) or
Melee +33 2 slams (1d6+11) or
Melee +41 sword (2d6+19(24) plus 3d6 hellfire/19-20 or 2d6+19(24) plus 1d6 fire plus 1d6 ice plus 1d6 sonic plus 1d6 electricity/19-20 or 2d6+19(24) plus 1d6 hellfire plus 1d6 fire plus 1d6 ice) or
Melee +33/+28/+23/+18 unarmed strike (1d10+11) or +33/+28/+23/+18 slams (1d6+11), or +41/+41/+36/+31/+26 sword (2d6+19(24) plus 3d6 hellfire/19-20 or 2d6+19(24) plus 1d6 fire plus 1d6 ice plus 1d6 sonic plus 1d6 electricity/19-20 or 2d6+19(24) plus 1d6 hellfire plus 1d6 fire plus 1d6 ice)
Space 5 ft.; Reach 5 ft.
Base Atk +22; Grp +33
Atk Options Fiery Blood +2d6, Gaze of Iniquity, Smite Good, Spell like abilities, Greater Blood Oath, Infernal Rally, Greater Warcry 3/day, Dark Smite 3/day.
Combat Gear 2 potions of cure serious wounds (1,500 gp)
Spell-Like Abilities (CL 24th):
*All of these abilities are treated as empowered. 3/day –darkness, poison, unholy aura; 1/day –desecrate, unholy blight, contagion, regenerate, unhallow, horrid wilting, summon fiend IX.
________________________________________ _______________________
Abilities Str 32, Dex 26, Con 28, Int 23, Wis 32, Cha 28
SQ Darkvision 60 ft., low-light vision, immunity to diseases and petrification, resistance to fire, cold, electricity, and acid 10, fast healing 12, Corrupted Purity, 20% miss chance, haste 3/day.
Feats Combat Reflexes, Dodge, Mobility, Spring Attack, Robilar’s Gambit, Monkey Grip, Two Weapon Fighting, Leadership, Vile Martial Strike, Devotee of Darkness, Weapon Focus (longsword), Weapon Specialiazation (longsword)
Epic Feats Fast Healing, Wield Oversized Weapon, Baneful Oath
Skills Balance +40, Climb +44, Disguise +21, Hide +58, Intimidate +37, Jump +41, Knowledge (the planes and history) +15, Listen +31, Move Silently +50, Search +25, Sense Motive +19, Spot +28, Survival +12, Tumble +44, Use Magic Device +23.
________________________________________ ______________________
Equipment
Amulet: at will iron body [minus any ability bonuses or penalties, and minus penalties to speed, and negating full plate likenness, and inability to drink or play wind instruments, ad hoc +105,000 gp] and +5 deflection bonus to AC (340,000 gp, CL 10 iron body)
Belt empowered monk’s belt (As normal monk’s belt, except as +10 levels, 65,000 gp)
Gloves storing, mighty swords(+5 enhancement bonus to all swords) (210,000 gp)
Rings +5 insight and luck bonus to AC and saves (300,000 gp); natural armor +5 (50,000 gp)
Swords Large +1 hellfire blast wounding longsword of ruin (220,000 gp) and Large +1 vorpal flaming shock icy thunder longsword of ruin (220,000 gp) and Large +1 keen brilliant energy flaming icy hellfire longsword of ruin (220,000 gp)
Bracers greater swordsmanship (as greater archery, but for swords, 25,000 gp)
Boots swiftness (202,000 gp, minus +6 Dex)
Cloak great stealth and resistance +5 (267,000 gp)
Armor armor of the celestial battalion (376,300 gp, minus flyand magic circle, usually worn under clothing)
Shirt +6 enhancement bonus to all abilities (306,000 gp).
Misc. +5 inherent bonuses to all abilities (825,000 gp);unslotted force shield (17,000 gp); 2 potions of cure serious wounds (1,500 gp); unslotted stone of stoneskin (continuous 300,000 gp, CL 10); unslotted stone of invisibility (at will 40,000 gp, CL 10); unslotted stone of freedom of movement (80,000 gp); unslotted stone of evasion (50,000 gp); unslotted stone of continuous haste (144,000 gp); 41,200 gp

[/I]

Okay, more nitpicking. You have armor on and are still using the monk's belt wisdom to AC. this is against the rules. Furthermore, the +5 luck and insight bonus to ac and saves? i'm not even going to try anymore.

Ruling on his immunity to critical hits: He recieves this from iorn body, which in effect makes him a construct without actually doing it (akin to an iron golem in fact), would he then be able to be critted by his own weapons, which have the ability to critically hit constructs?

He has 3 epic feats but only 24 hit dice. where does he recieve his bonus feat?

20% miss chance: where?

Hellfire blast longsword: this is an epic magic weapon, and is thus priced at x10 cost.

Otherwise, i'd like to challenge you.
Witch

12-28-06, 08:51 PM
What's the problem with the luck & insight bonus? The rest seem valid concerns, though.
summerstar

12-28-06, 11:34 PM
Edit the original if you please.


Okay, the edit is complete. ...a whole revision, really.

Anyway, please review when you have a chance. Thanks.
summerstar

12-28-06, 11:42 PM
Indeed it is, and if you remove an at will fly effect and a magic circle continuous effect (at high CL, as stated under the description) you should reach that price.

Okay, but it seems too low. Just the basic +7 chainmail armor would run 490,000gp. You have the Armor of the Celestial Battalion listed at well below that.
summerstar

12-29-06, 01:25 AM
the +5 luck and insight bonus to ac and saves?

Far_Traveler, I'm in agreement with you that the armor + monk thing seems like a no go.

However, I have seen WOTC published materials with bonues like these +5 luck and +5 insight. A good example is found on the epic CR34 Lich, Larloch, in the Lords of Darkness book. I was a bit surprised at first when I first read Larloch's stat block which include an Ioun Stone, Pale Green Prism (+5 competence on attack rolls, saves, skill checks, ability checks), Ioun Stone, Rich Green Star (as +5 Stone of Good Luck), and Ioun Stone, Dark Green Ellipsoid (+5 Luck bonus to AC).
rob_douglas

12-29-06, 11:17 AM
AotCB should cost 616,300gp. It is 308,300gp to create. We spent some time not long ago discussing how the really high max dex cap came to be and at what cost and it doesn't easily fit in. I would charge the full 616,300 and just not let him use the fly portion for vertical flight - he can still use it for horizontal flight. It does grant a nice speed bump to a melee character who isn't a monk.

ROB
Taeldrin Laesrash

12-29-06, 01:54 PM
Okay Summerstar...Looks okay for the most part. Just a few things.

1. Greater Heroism and your spellgems both provide morale bonuses to attack and damage, the spellgem should overlap the spell.

2. Could you show how you got the ability scores and your damage bonuses?

3. The bracers that grant competence bonuses to attack and damage: What book? Or are they custom? Regardless of the source, they seem a bit too much.
summerstar

12-29-06, 11:58 PM
Okay Summerstar...Looks okay for the most part. Just a few things.

1. Greater Heroism and your spellgems both provide morale bonuses to attack and damage, the spellgem should overlap the spell.

2. Could you show how you got the ability scores and your damage bonuses?

3. The bracers that grant competence bonuses to attack and damage: What book? Or are they custom? Regardless of the source, they seem a bit too much.


Okay, Thanks.

The greater heroism provides the morale bonuses to saves and attack. One of the spellgems provides the morale bonus to damage.

The bracers are custom, but similiar in concept to the Bracers of Archery from the DMG. I've reduced the bonus from +9 to +5. If you'd like to reduce their power further, we could limit their benefit to "slashing" type weapons or eliminate any benefit to ranged combat. This has freed up some cash to consider.

I've revised the original post and added detailed bonus calculations at the end.

In this last edit, I found errors in the damage calculations (off by four points) and in the AC (off by 2 pts). They has been corrected. Thanks for asking to have the calculations published.

I'd like to request permission to use published special weapon properties that are not from our current list of materials. It's not a huge deal, but these would help optimize this character's weapons which I'm not fully satisfied with yet. The weapon properties that I am hoping to use are:Berserker -found on page 54 of the Forgotten Realms book, Unapproachable East.
Fury - found in Heroes of Battle p. 130.
Anyway, thanks for considering this. I figure it is worth asking. These are barbarian friendly weapon properties.

I'd like to ask for anyone's feedback on how to further optimize this otherwise straight-forward fighting character. I have 350,000gp unspent. Many thanks to all!

{ The character I'm referring to is Tirzog, the bugbear-saint barbarian/fighter. He can be found by scrolling back up. :) }
summerstar

12-30-06, 02:03 AM
ouch. i found another error. i have one too many points increased in the ability scores due to hit die progression. the first version wiglaf was a 28 hit die creature but tirzog is 27. I'll edit this correction in soon.

...grumbles about not having software for this sort of thing...

...Edit: This has been corrected.
Taeldrin Laesrash

12-30-06, 09:50 AM
Okay, thanks for the calculations. What do the magic item properties do?
summerstar

12-30-06, 07:28 PM
Okay, thanks for the calculations. What do the magic item properties do?

Berserker: A berserker weapon is valuable to barbarians and other creatures that can enter a rage. When the wielder is raging, the weapon's enchantment bonus increases by +2. The vremyonni of Rashemen craft many axes and swords with this ability. Caster Level: 7th; Prerequistites: Craft Magic Arms and Armor, divine power or rage; Market price: +1 bonus.

Fury: A weapon with this property deals and extra 1d6 points of damage when the wielder is raging. Faint enchantment; CL5; Craft Magic Arm and Armor, rage; Price +1 bonus
Taeldrin Laesrash

12-31-06, 10:09 AM
They look okay. However, I deem it necessary to exercise a bit of staticness where the rules are concerned. You can pick one, Summerstar.
Druidic Shadowknight

12-31-06, 04:05 PM
Okay, more nitpicking. You have armor on and are still using the monk's belt wisdom to AC. this is against the rules. Furthermore, the +5 luck and insight bonus to ac and saves? i'm not even going to try anymore.

Ruling on his immunity to critical hits: He recieves this from iorn body, which in effect makes him a construct without actually doing it (akin to an iron golem in fact), would he then be able to be critted by his own weapons, which have the ability to critically hit constructs?

He has 3 epic feats but only 24 hit dice. where does he recieve his bonus feat?

20% miss chance: where?

Hellfire blast longsword: this is an epic magic weapon, and is thus priced at x10 cost.

Otherwise, i'd like to challenge you.

1) Monk Wisdom Bonus: As you may recall, I once had a monk level or 9 thrown in. When I took them off, I forgot this. It will be edited.

2) Luck and insight:... See what other people said.

3)1 feat at 21, 1 feat at 24, dark marshal bonus feat at 24. 3. Understandable why you noticed this if you've never seen this prestige class before. It's in Gates of Hell.

4) Yes, they can critical hit constructs. I don't receive the construct subtype, and I used ad hoc costs to negate the effect of turning into a living suit of full plate. I don't know, ask the DM.

5) Cloak of great stealth gives 20% miss chance.

6) Oops.

7) Accepted. This should be fun.
summerstar

12-31-06, 10:25 PM
They look okay. However, I deem it necessary to exercise a bit of staticness where the rules are concerned. You can pick one, Summerstar.

Very good, thanks. I'll go ahead and swap the magebane property with the berserker property.
Far_Traveler

01-01-07, 10:28 PM
Yes, they can critical hit constructs. I don't receive the construct subtype, and I used ad hoc costs to negate the effect of turning into a living suit of full plate. I don't know, ask the DM.


You seem to have misinterpreted my question, but nevertheless i should of stated that question was more directed at the DM

on another note: immunities of no physiology, but no non-potion/breathing drawback? while acceptable (I suppose), its still a little funny to imagine.

And about my comment on the luck and insight bonii? I was just saying that while I don't like it, I'll accept it.
Druidic Shadowknight

01-02-07, 01:37 PM
On another website, someone very knowledgable about this game posted this.

[quote Selah] The following types of bonuses are approved for AC - armor, shield, insight, luck, morale, natural, and deflection.

The following types of bonuses are approved for saves - resistance, aligned (any one of sacred, profane, balanced, anarchic, or ordered - they don't stack with each other), insight, luck, morale, and competence.

Other bonuses are only possibly through class features, spells, etc. Not items. [/quote Selah]

That's where I got the idea for insight and luck. I oculd have put in morale, but I thought I could leave something out.
Witch

01-02-07, 01:41 PM
Note: I'll give some clarifications as to why Selah thinks so. He's recently been extrapolating information out of Epic Monsters, and came to the following conclusions:

GUIDELINES FOR 21st LEVEL PCs

Attacks: PCs wanting to use melee or ranged attacks should consider ACs of less than 40 to be rare in a CR 21 creature. Paragon creatures at CR 21 average closer to AC 49. Touch ACs for anything other than paragon creatures are much more reasonable at below 20. Even fighters and rogues should consider methods of attacking touch ACs regularly instead of full ACs, owing to the need to beat high hp coupled with DR, regeneration and/or fast healing. Power Attack as part of this scenario becomes one of the most valuable feats a tank can take.

Damage: At CR 21, average hp for non-templated creatures is 387hp. If possible, a full round of attacks, including buffs that the arcane caster and divine caster may be casting prior to combat, should deal between 1/6 and 1/4 of this amount (64 hp - 96hp). More than this is even better, since it really puts an opponent on the back foot.

Armor Class: At CR 21, creatures are attacking at close to +40 on average with their best attack (before buffs). Which means your AC should be 50ish to avoid getting hit half the time.

Hit Points and Related Issues: A non-templated CR 21 creature is dealing in the area of 110-130 pts damage every round if it hits with all of its attacks. Consider methods of giving yourself hard to beat damage reduction (eg stoneskin), regeneration or fast healing, and buying Crafted Contingent Spells as effective magic items (with contingent heal, revivify (SpC), and similar spells of incredible value in a fight). If you are on the front line, fortification may be a good call to reduce or remove the impact of critical hits. Many epic creatures have access to true seeing, blindsight, or similar concealment-ending senses, but concealment can still be of benefit in some fights.

Saves: Average non-templated Supernatural or Extraordinary special attacks at CR 21 sit at a DC of about 34. Devastating Critical, if you face it, is always a much higher DC (see reference to fortification above). Dragons, on the other hand, tend to have lower save DCs, but have a lot of buff potential to offset this. Your saves should ideally give you at least a 75% chance of success (thus a minimum of 29 for all saves). Reflex saves, owing to the fact that they are never coupled with save or die effects (to my knowledge), are less of a concern. Remember that, for spellcasting PCs, magic items need not cover the full save bonus - clever use of long lasting buffs can reduce your costs in that department, freeing up cash for other issues.

Speed and Maneuverability: If your PC has been moving at a speed of 30 ft since 1st level, you now have an issue. At CR 21, some creatures do actually have as low speeds as 40 ft., and some epic creatures can't fly. But a PC must have access to at least intermittent flight by this level. Certainly as you increase in levels at epic, you want to quickly get your speed up to 200 ft. or more per round, flying. The Ring of Solar Wings (BoED) gives an excellent fly speed, good maneuverability, and doesn't count as an enhancement to speed (meaning that Boots of Swiftness gives you 300 ft. fly speed). Couple that with spells or items from Draconomicon to give yourself perfect maneuverability (assuming you feel you need it).

Economic Use of Resources: Some items are simply more economical than others. I've had other playtesting teams with level 30 PCs using cloaks of resistance +8 (640,000gp) instead of a stalwart cloak (or some other such name for a custom item) that grants several different bonuses to saves that all stack for less than 1/10th the cost. Given how powerful your PC needs to be, and the fact that different class, feat, and skill choices will apply to each PC, it is the use of your variable resources (magic items, etc) that will carry the day moreso than your static resources (class options, etc). Generally speaking.

Tactics: Use of intelligent items to effectively grant you additional actions during a round (casting buffs on you, etc) can come in very handy. Use high level divination spells to scout your way before heading into a trouble spot, or summon creatures with high speeds and good senses, and send them in ahead of you. Use Astral Projection to adventure to avoid devastating TPKs. And plenty more of such things.
Druidic Shadowknight

01-02-07, 01:48 PM
Thanks for that.
summerstar

01-02-07, 03:27 PM
Aye, that was useful. Thanks, Witch!
Taeldrin Laesrash

01-03-07, 09:19 AM
Truly beatutiful. I'm putting those in the first post.
Druidic Shadowknight

01-06-07, 03:46 PM
Well, shall Far_Traveler and I duel?
Taeldrin Laesrash

01-07-07, 05:40 PM
Are the two of you ready? If so, I'll get it started.
Far_Traveler

01-07-07, 08:32 PM
Oh, sorry peeps, I had a friend over today and i didn't get on the boards. I am ready...ish.
Far_Traveler

01-08-07, 08:28 PM
Hey, waitaminute!

I just looked over your final changes, and you have another AC error

Force shield ring, even unslotted, still prevents monk AC bonus. It is used as a heavy shield, thus counts as one, ergo it is a violation of the monk wisdom bonus.
Druidic Shadowknight

01-10-07, 04:50 PM
Eh, give me a few days. Semester exams are killing me, and an FFGE at DF is ... also killing me. I'll post with corrections this weekend.
Witch

01-10-07, 04:53 PM
I presume that FFGE is literally killing you. He runs monsters well, does he ;)
summerstar

01-10-07, 06:45 PM
Very good, thanks. I'll go ahead and swap the magebane property with the berserker property.

Tirzog the Bugbear Barbarian Saint is ready for final review and approval. I spent the remaining gold on a +2 increase to the armor value of his celestial chainmail and added the distance property to his throwing weapon.

Question about the play - what map is used for the battlefield?

Thanks,
Summerstar
summerstar

01-10-07, 07:25 PM
Force shield ring, even unslotted, still prevents monk AC bonus. It is used as a heavy shield, thus counts as one, ergo it is a violation of the monk wisdom bonus.

I'm sort of surprised by this. I don't have any evidence to disagree, but I just figured that there was a difference between wearing armor and receiving an armor bonus. I figured that Monks couldn't wear armor, but they could recieve the benefit of a spell such as Mage Armor.
Taeldrin Laesrash

01-10-07, 08:34 PM
I don't know about that really either. Far_Traveler makes a point that makes sense, so I'll go with that one. Summerstar, FT based his decision on the statement that a Force Shield ring is like using a shield, while Mage Armor is just defensive magic.

Also, what's FFGE?
Witch

01-11-07, 10:36 AM
It's a term that grew at DiceFreaks to come to mean any play-by-post game or fiction. It developed from the first stream fiction game there, called "Free-Form Good and Evil".
Druidic Shadowknight

01-11-07, 03:53 PM
I presume that FFGE is literally killing you. He runs monsters well, does he ;)
Well, I should say character development is killing me. We haven't started yet (I do dread his monsters, though). An invisible blade/master thrower (which I was building) can pump up to 16 daggers a round as a ranged touch (so someone says, with the right feats). But at 21st level, with high DRs and regens to beat, and not as much gold, 16 daggers is a real pain to buy. So I'm goig through 3 builds on that site, starting a fourth as well, a 5th over here...and, oh yeah, life.
Druidic Shadowknight

01-11-07, 03:55 PM
2 days. Gimme 2 days, then I'll be ready.
AngelLemmingThief

01-16-07, 02:45 PM
Following on from a PM to keep TL's inbox down.

If Comp Psi is not allowed can you update the allowed books please? Ta.
Far_Traveler

01-16-07, 06:45 PM
Well, who's next for duelin? Me and DS finished with me being the victor (fear effect FTW), so the forum is open to challenges. Now if you'll excuse me, I've got to beef my character.
Taeldrin Laesrash

01-16-07, 08:48 PM
Following on from a PM to keep TL's inbox down.

If Comp Psi is not allowed can you update the allowed books please? Ta.

Once again, my lack of the book is the reasoning for its disallowal. What do you want from it?
Druidic Shadowknight

01-16-07, 09:01 PM
Me and DS finished with me being the victor.

*Tries to commit suicide, but forgot blood oath was still active. Everything misses, due to being unable to hit AC 98*:)
AngelLemmingThief

01-17-07, 02:49 AM
Once again, my lack of the book is the reasoning for its disallowal. What do you want from it?
Lurk & Spectral Savant.

Lurk is a half-caster like the psy war without the feats and instead with funky personal combat tricks like dealing stat damage and sneak attacking when psionically focussed.

Spectral Savant is LA +4, and transforms a psionic character into an incorporeal undead that cannot naturally recover PPs.

If you want any more details then I can post some, allowing for CoC obviously.
Taeldrin Laesrash

01-17-07, 09:15 AM
Hmm, a whole class and template. I think I'd need more than the CoC would allow.
AngelLemmingThief

01-17-07, 10:11 AM
I don't think there is anything too earth-breaking in there. The lurk has interesting abilities but it isn't a full manifester hitting 6th level powers only, and with a reduced set of powers compared to the psy war.

The spectral savant gives a deflection AC bonus, some small stat boosts, and some minor resistances. It is also listed with a 'Spectral Savants as characters' section which I take as an encouragement.

I know it would be hard for you to DM without full details. Perhaps ask others for their opinions, if broken-ness is what you are worried about? If not I could always take it to the Mock Duel but I suspect he'd get squashed there :)

If you did allow it I could always post details of abilities as I use them?
Taeldrin Laesrash

01-23-07, 09:02 AM
I'm not worried about balance; I suppose I could let it through. I would like other people's opinions first, however.
AngelLemmingThief

01-24-07, 01:01 PM
Sounds fair.
Taeldrin Laesrash

04-08-07, 09:49 AM
Epic Bump.
Far_Traveler

04-09-07, 10:30 PM
Indeed.
haelduksf

04-17-07, 08:10 PM
One quick question: are Druids allowed? I'd be happy to accept a no-spellcasting variant, I'm only interested in the wild shape ability.
Taeldrin Laesrash

04-17-07, 09:45 PM
If that's it, then I'd be fine with the Wildshaping Ranger variant in UA, or even the Wild Monk from Dragon #325.
haelduksf

04-20-07, 06:45 PM
Revamped to counter hardcore tweakers.

Iliath Backbreaker Kalegakani

CN Half-Dragon Goliath Afflicted Werebear (Goliaths are from Races of Stone, detailed here (http://www.wizards.com/default.asp?x=dnd/iw/20040711b&page=5), passed with Taeldrin Laesrash via PM,) which makes him a Monstrous Humanoid Shapeshifter Dragon, LA +6

Fighter 4, UA Bear Totem Barbarian 11, Frenzied Berzerker 8, Bear Lord 1

(Shown in hybrid form)

Size: Large (Counted as Huge for size-modified checks when it is favourable)
Hit Points: 19d12 + 5d10 +6d8 +3 +10 + 456 = 647 (+ 72 raging)
Initiative: +5
Speed: 40' tactical, 120' fly (average maneuverability)
AC: 32 (10 +4 Dex +11 Natural +3 armour +5 enhancement -1 Size) Touch: 13, Flat-Footed: 28 (all -2 rage, -4 frenzy, -6 both)
DR: 2/-, 5/silver, 15/adamantine

Base Attack: +22
Grapple: +77 (+22 BAB, +25 STR, +8 size, +14 feats, +8 gloves) (+7 raging, +5 frenzied, +12 for both)
Attacks:
Bite (1d8 +STR +1d12 per round pinned) or Claw (1d6 +STR +1d12 per round pinned) x2: +48
Unarmed attack (1d4 + STR +1d12 per round pinned): +54/+49/+44+39 (+3 rage, +5 frenzy, +8 both)
Devilhusk (during grapple only) (3d8 + 1.5xSTR + 1d12 per round pinned): Opposed grapple checks at +77, +72, +67, +62 (+7 raging, +5 frenzied, +12 for both)
Copper Half-Dragon breath weapon: 6d8 Acid, 60ft line, Ref 1/2 DC 29


Saves:

Fort 47 (15 base +2 epic +14 stat +2 feat +1 luck +8 resistance) (+3 raging)
Ref 21 (5 base +2 epic +5 stat +1 luck +8 resistance)
Will 17 (5 base +2 epic +1 luck +8 resistance +1 feast) (+3 raging)




Racial:

Darkvision 60', Low-Light Vision, Scent, Powerful Build, Immune to Sleep, Paralysis, and Acid, Mountain Movement, Acclimated, Bear Empathy (lol)

Class abilities:

Toughness, Improved Grapple, Great Fortitude, +4 on grapple checks when raging, Illiteracy, Greater Rage 3x/day, DR 2/-, Diehard, Greater Frenzy 4x/day, Supreme Cleave, Deathless Frenzy, Improved Power Attack, Inspire Frenzy 2x/day, Animal Bond (bear), Detect Animal (bear)

Feats: (8 advancement, 1 starting, 3 fighter)

Improved Unarmed Strike, Power Attack, Cleave, Intimidating Rage, Destructive Rage, Dodge, Mobility, Weapon Focus (Unarmed Strike), Elusive Target, Earth's Embrace, Legendary Wrestler, Fast Healing 3

(whew)



Abilities:

STR 60 (8 base + 1 advancement +8 buy +5 tome +8 half-dragon +16 werebear +4 Goliath +10 enhancement) (+6 rage, +10 frenzy, +16 both)
DEX 21 (8 base +6 buy +2 advancement +5 tome -2 Goliath +2 werebear)
CON 48 (8 base +10 buy + 3 advancement +5 tome +2 half-dragon +8 werebear +2 racial +10 enhancement) (+6 rage)
INT 14 (8 base +2 half-dragon +4 tome)
WIS 10 (8 base +2 werebear)
CHA 10 (8 base +2 half-dragon)

Languages: Gol-Kaa, Common, Dwarven, Giant
Skills: Handle Animal 4, Knowledge(Nature) 2, Intimidate 27, Jump 27, Escape Artist 15, Listen 27




Tomes and Manuals for STR, CON, DEX +5, INT +4 (522 000)
Belt of Epic Giant's Strength (1 000 000)
Demonhusk Armour (33 165)
Gloves of Titan's Grip (14,000)
Vest of Epic Resistance +8 (640 000)
Ring of Weaponbreaking (600 000)
(custom) Ring of Mind Blank (120 000)
Stone of Good Luck (20 000)
Amulet of Health +10 (1 000 000)
Boots of Speed (12 000)
(custom) Antimagic Bracers (65 520 GP) (Custom Item: Quickened Antimagic field 2/day. ([lvl 7 spell, lvl 13 caster] * 2/5 [twice/day])
Gemstone of Fortification, heavy (35,000)



Permanent Greater Magic Fang (Unarmed attack) (126 500)
Heroes' Feat Reservation (14 000)

131 510 GP



Standing over 12 feet tall and built like a tank, Backbreaker towers over most humanoids. His tribe chief gave him his honorific after he slew a bear with his bare hands. Unfortunately, this bear happened to be a werebear, and he contracted lycanthropy. Since his tribe exiled him, he has steadily ascended through the ranks of the pitfighters, reaching what is perhaps the pinnacle of his form. While Goliaths are usually hairless, Iliath's lycanthropy has left him with matted copper fur, splashed with dark blotches. His face is battered almost beyond recognition, a legacy of his life in the fighting pits. Despite this, he is usually cheery and upbeat. His draconic heritage is evident in his claws and leathery wings.
haelduksf

04-21-07, 12:37 AM
DM: I'm using two "combination" magical items, with the lower enchantment at 1.5x normal cost, and one custom item (which is inspired by an item in Underdark, "Antimagic Torc", listed in Crystal Keep if you'd like to see it. I used the formulas from the SRD to get the price above, it's actually quite close to the price of the one in UND (40 000).

Other than that, all my stuff is lifted directly from approved sources (or, in the case of the two permanent spells, from others on this thread ;).

Edit: My bad, I looked at CC again, and the underdark one is actually 25 000, but also has a radius of only five feet.
summerstar

04-21-07, 10:27 PM
Greetings,

It's been a while since I visited the forums. Greetings to all. I see some familiar names still lurking about.

Any rules changes to the duels recently? Taeldrin, are you still DM?

Cheers,
Summerstar

/clip
Taeldrin Laesrash

04-22-07, 10:30 AM
I'm still here, and in charge. Were any major changes made to the character? If not, you didn't need to repost it.

Haleofdusk, the combo item looks fine, as does the AMF item.
Geraturatu

04-22-07, 06:00 PM
If anyone here wants to take on my creature in the mock epic duals, just let me know. Ok?:schemes:
haelduksf

04-29-07, 01:57 AM
Wait... now that you've ruled in Hero's Feast, can I swap out See Invisible for one of those?
Taeldrin Laesrash

04-29-07, 09:13 AM
Sure. It's 14,000 gp to eat off a Heroes' Table and gain the spell's benefits during the duel.
haelduksf

04-29-07, 11:53 AM
Cool: charsheet edited.
Augustus1

05-14-07, 05:43 PM
Droghun
Ogre Half-Dragon(Red) Scout 20 / Rogue 1
Large Dragon (Extraplanar)
Chaotic Evil

Player: Augustus

Str 46 +18 (6 points +10 race +8 template +5 inherent +3 lvls +6 enhancement)
Dex 24 +7 (6 points -2 race +5 inherent +1 lvl +6 enhancement)
Con 32 +11 (6 points +4 race +2 template +5 inherent +1 lvl +6 enhancement)
Int 13 +1 (8 points -4 race +2 template)
Wis 20 +5 (6 points +4 inherent +2 enhancement)
Cha 08 -1 (0 points -4 race +2 template +2 enhancement)

Hit Points 10+3d10+20d8+1d6+ 275 (533 hp) [+1d8+10 temp]
AC 54[59] (10 base +9 armor +7 shield +6 Dex +14 natural +7 Deflection –1 size +1 insight +1 dodge feat)[+5 skirmish], Touch 24[29], Flat 54[59] (Uncanny Dodge)
Init +10 (+7 Dex +3 Battle Fortitude)
BAB +18 (3 Racial +12 Scout +3 epic), Grapple +40
Speed 140’ (40 base, +10 template, +20 fast movement, [x2 enhancement], light armor), Flight 90’ (80’ base, +10’ template)
Fort +37 (+11 con +4 giant +5 scout +2 epic +3 battle fortitude +10 resistance +1 competence +1 luck)
Ref +32 (+7 dex +1 giant +10 scout +2 epic +10 resistance +1 competence +1 luck)
Will +28 (+5 wis +1 giant +5 scout +2 epic +2 feat +10 resistance +1 competence +1 luck +1 morale)

Attacks:

Full Attack
+41/+36/+31 melee, Shadow Scourge, 2d6+31+2d6[+3d6 sneak attack]+1 Con, 19-20/x2, 20' reach

Bounding Assault
+41/+36 melee, Shadow Scourge, 2d6+31+2d6+5d6[+3d6 sneak attack]+1 Con, 19-20/x2, 20' reach

Speaks Common, Giant, Draconic.

Skills: 238 ranks [49 ˝ Dragon Ogre +180 Scout +9 Rogue]
+31 Balance [1 +7 Dex +2 synergy +20 competence +1 luck]
+39 Climb [0 +18 Str +20 competence +1 luck]
+14 Concentration [1 +11 Con +1 competence +1 luck]
+88 Hide [28 +7 Dex –4 size +8 template +3 feat +15 competence +30 mantle +1 luck]
+87 Jump [28 +18 Str +2 synergy +8 speed +20 competence +1 luck]
+37 Listen [28 +5 Wis +2 feat +1 competence +1 luck]
+87 Move Silently [28 +7 Dex +6 template +15 competence +30 mantle +1 luck]
+32 Sense Motive [28 +2 Wis +1 competence +1 luck]
+41 Spot [28 +5 Wis +2 feat +5 competence +1 luck]
+58 Tumble [28 +7 Dex +2 synergy +20 competence +1 luck]
+29 Use Magic Device [16 +12c.c. -1 Cha +1 competence +1 luck]

Feats:
• Combat Reflexes (1st)
• Exotic Weapon Proficiency (Spiked Chain) (3rd)
• Combat Expertise (6th)
• Dodge (Scout 4th)
• Improved Trip (9th)
• Mobility (Scout 8thth)
• Large and in Charge (12th)
• Improved Critical (Spiked Chain) (15th)
• Spring Attack (Scout 12th)
• Bounding Assault (18th)
• Skill Focus (Hide) (Scout 16th)
• Fast Healing (21th level EPIC)
• Iron Will (Scout 20th)
• Fast Healing (24th level EPIC)


Ogre Half-Dragon (Red) Traits:
• Race modifiers: +10 Strength, –2 Dexterity, +4 Constitution, –4 Intelligence, –4 Charisma
• Template modifiers: Str +8, Con +2, Int +2, Cha +2.
• Large size. –1 to Armor Class, –1 on attack rolls, –4 on Hide checks, +4 on grapple checks, Space/Reach: 10’/10’, base land speed is 40’, A half-dragon that is Large or larger has wings and can fly at twice its base land speed (maximum 120’) with average maneuverability.
• Natural attacks: Bite (1d8, secondary), Claws (x2) (1d6, primary)
• Special Attack: Breath Weapon (30’ cone, 6d8 fire, Reflex DC 23 1/2).
• Special Qualities: low-light vision, Darkvision 60’. Immunity to sleep, paralysis effects, and fire.
• Racial Hit Dice: four levels of giant (4d10 Hit Dice (template improved), bab +3, base saving throws: Fort +4, Ref +1, and Will +1)
• Racial Skills: A half-dragon gains skill points as a dragon and has skill points equal to (6 + Int modifier) x (Racial HD + 3).
• Weapon and Armor Proficiency: An ogre is automatically proficient with simple weapons, martial weapons, light and medium armor, and shields.
• +9 natural armor bonus.
• Favored Class: Barbarian.
• Level adjustment +2 (race) +3 (Template): +5 total.

Dark Template Traits:
• Extraplanar subtype
• +10’ to all modes of movement
• Special Qualities: Superior low-light vision, Darkvision 60’, Hide in Plain Sight (except in natural daylight, Daylight spell or similar effect), Resistance to cold 10.
• Racial Skills: +8 to Hide and +6 to Move Silently.
• Level adjustment +0 (item).

Scout abilities:
• Skirmish (+5d6, +5 AC)
• Trapfinding
• Battle fortitude
• Uncanny dodge
• Fast Movement
• Trackless Step
• Bonus Feats
• Evasion
• Flawless Stride
• Camouflage
• Blindsense
• Hide in plain sight
• Free movement
• Blindsight

Rogue Abilities:
• Trapfinding
• Sneak attack +1d6

Description:
Standing before you is a towering monster of crimson-black scales clad in supple mithral armor and wearing a silky black cloak that is oddly blurry and make his features difficult to distinguish. He holds in his two clawed hands a length of thick chain riddled with nasty-looking spikes. Something about him feels illusory, as if he could melt away into nothingness at a whim…


Spent items:
Tomes +5 (x3) (412,5k gp)
Tome +4 (110k gp)

Headband of Natural Armor +5 [Custom] (50k gp)
Eyes of the eagle (2,5k gp)
Collar of Umbral Metamorphosis [Continuous] (ToM pg. 156) (22k gp)
Vest of Epic Resistance +10 (1000k gp)
Mithral Chain Shirt +5 of Heavy Fortification (Greater Silent Moves, Greater Shadow, Etherealness, Greater Resistance [Acid, Cold, Electricity and Sonic]) (481,6k gp)
Belt of Giant Strength +6 (36k gp)
Mantle of Great Stealth (242k gp)
Bracers of Health +6 (36k gp)
Gloves of Storing (x2) (20k gp)
Ring of Epic Protection +7 (980k gp)
Ring of Blinking (27k gp)
Boots of Swiftness (256k gp)

Deflector: Mithral Heavy Shield +5 (Animated, Arrow Deflection, Ghost Touch) (101,02k gp)
Shadow Scourge: Adamantite Large Spiked Chain +4 (Ghost Touch, Vicious, Wounding, Deadly Precision[CoAdv pg 127], Inteligent [Int 19, Wis 19, Cha 10, Speech, telepathy, Four lesser powers (cure moderate wounds (2d8+3) on wielder 3/day, darkness 3/day, daze monster 3/day, major image 1/day) and three greater powers (deeper darkness, fear, slow, all 3/day]) (304,925k gp)

Ioun Stones:
Dusty Rose (+1 insight AC) (5k gp)
Dark Blue (Alertness Feat) (10k gp)
Pale Green (+1 competence bonus on attack rolls, saves, skill checks, and ability checks) (30k gp)
Incandescent blue (+2 enhancement bonus to Wisdom) (8k gp)
Pink and green (+2 enhancement bonus to Charisma) (8k gp)

Luckstone (20k gp)

Handy Haversack (2k gp)

Eversmoking Bottle (5,4k gp)
Silversheen (x4) (1k gp)

Wands: (54,7k gp total)
Expansion (CL 5) (20 charges) (1,5k gp)
Darkness (20 charges) (1,8k gp)
Cure Critical Wounds (20 charges) (8,4k gp)
Restoration (20 charges) (10,4k gp)
Stone Skin (20 charges) (13,4k gp)
Solid Fog (20 charges) (8,4k gp)
Deeper Darkness (20 charges) (4,5k gp)
Plant Growth (20 charges) (4,5k gp)
Web (20 charges) (1,8k gp)

Invitation to Heroes Feast (14k gp)

60,355k gp left
Avalon®

06-04-07, 12:02 AM
Talos
Warforged Duskblade 2/ Warblade 9/ Crusader 3/ Abjurant Champion 5/ Jade Phoenix Mage 10/ Exotic Weapon Master 1
Chaotic Good

Str 36 -- (6 Pts) +7 level +5 inherent +10 enhancement
Dex 18 -- (4 pts) +6 enhancment
Con 35 -- (16 pts) +2 racial +5 inherent +10 enhancement
Int 20 -- (6 pts) +6 enhancement
Wis 6 -- (?? pts) -2 racial
Cha 6 -- (?? pts) -2 racial

Hit Points 517
AC 29 (10 base +10 armor +4 Dex +5 Deflection), Touch 19, Flat 25
Init +4
BAB +25, Grap +38
Speed 60 ft (base 30 ft, load 0/33, light armor)
Fort +34, Ref +14, Will +13

+43 Melee, +5 Iron Heart, Devoted Spirit Battlefist of Hellfire Burst, 1d8+18+1d6 profane, 20/x2
+44 Melee, +6 Devoted Spirit Spiked Chain of Sweeping, 2d4+19, 20/x2

Medium, 6'10" tall, 318 lbs., 130 yrs old

Speaks Common

+14 Autohypnosis (16 cc)
+23 Climb (12 acp)
+12 Craft (Armorsmithing) (7)
+10 Craft (Weaponsmithing) (5)
+45 Jump (30 +4 synergy acp)
+23 Swim (12 acp)
+33 Tumble (23 + 4cc +4 synergy acp)
-2 Listen (0)
-2 Spot (0)

Feats
-Mithral Body
-Shocking Fist
-Exotic Weapon Proficiency (Spiked Chain)
-Stand Still
-Weapon Focus (Spiked Chain)
-Combat Expertise
-Improved Trip
-Knock-Down
-Arcane Strike
-Fast Healing

Warforged Traits
-Living Construct subtype
-+2 Con, -2 Wis, -2 Cha
-Medium Size
-Base Land Speed 30 ft.
-Mithral Body: +5 armor bonus. Considered as light armor. +5 max dex, -2 acp, arcane spell failure chance 15%
-Slam attack (1d4)
-Automatic Languages: Common. Bonus Languages: none
-Favored Class: Fighter

Warblade Abilities
-Battle Clarity
-Weapon Aptitude
-Uncanny Dodge
-Battle Ardor
-Bonus Feat x2
-Improved Uncanny Dodge
-Battle Cunning

Crusader Abilities
-Furious Counterstrike
-Steely Resolve 5
-Indomitable Soul
-Zealous Surge

Duskblade Abilities
-Arcane Attunement
-Armored Mage (light)
-Combat Casting (bonus feat)

Abjurant Champion Abilities
-Abjurant armor
-Extended Abjuration
-Swift Abjuration
-Arcane Boost
-Martial Arcanist

Jade Phoenix Mage
-Arcane Wrath
-Rite of Waking
-Mystic Phoenix Stance
-Empowering Strike
-Firebird Stance
-Jade Phoenix Master
-Quickening Strike
-Emerald Immolation

Exotic Weapon Master
-Exotic Reach

Spells Per Day 6|11/9/8/6 CL 15
0th- Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue
1st- Lesser Deflect, Obscuring Mist, True Strike, Blade of Blood, Swift Expeditious Retreat
2nd- Deflect, Dimension Hop, Swift Fly, Swift Invisibility
3rd- Vampiric Touch, Energy Aegis, Energy Surge, Dispelling Touch
4th- Bigby’s Interposing Hand, Dimension Door, Dispel Magic

Warblade Maneuvers
Known: Charging Minotaur, Moment of Perfect Mind, Sudden Leap, Defensive Rebuke, Divine Surge, Daunting Strike, Rallying Strike, Inferno Blade, Lightning Throw, Iron Heart Surge, Lightning Recovery, Mountain Tombstone Strike, Iron Heart Endurance


Readied: Lightning Throw, Mountain Tombstone Strike, Divine Surge, Iron Heart Surge, Inferno Blade, Lightning Recovery, Moment of Perfect Mind

Stances Known: Stance of Clarity, Thicket of Blades, Roots of the Mountain

Crusader Maneuvers
Known: Crusader’s Strike, Douse the Flames, Mountain Hammer, Battle Leader’s Charge, Foehammer, Strike of Righteous Vitality

Readied: Crusader’s Strike, Mountain Hammer, Douse the Flames, Foehammer, Strike of Righteous Vitality

Stances Known:Martial Spirit, Aura of Chaos

+5 Iron Heart, Devoted Spirit Battlefist of Hellfire Burst 200,600 gp
Belt of Epic Strength +10 1,000,000 gp
Bracers of Epic Health +10 1,000,000 gp
Manual of Bodily Health +5 137,500 gp
Manual of Gainful Exercise +5 137,500 gp
+6 Devoted Spirit Spiked Chain of Sweeping 1,280,325 gp
Ring of the Giant (CL 16 Giant Size) 2/day 80,640 gp
=3,836,565
Blindfold of True Darkness 9,000 gp
+5 Heavy Fortification Mithril Body 100,000 gp
Boots of Swiftness 256,000 gp
Ring of Protection +5 50,000 gp
Headband of Intellect +6 36,000 gp
2x Oil of Barkskin +5 2,400 gp

10,035 gp
Peregrine_Wolf

06-07-07, 02:35 PM
Almost finished with this, jsut need class abilities down and a few more feats then I'm set...

Jerrden, Top Scout of the Rodinar Forces


Catfolk Scout 20/ Fighter 6/ Rogue 3
HP- 20D6 max first+6D10+3D6+232= 342
AC- 39 (+18 Dex, +5 Def, +6 Nat) FAC- 39 TAC- 33

Str-16 (16 base)
Dex-46 (18 base,+4 racial, +7 levels, +12 magic items, +5 manual of quickness of action)
Con-26 (14 base, +12 magic items)
Int-12 (8 base, +4 Tome of Clear Thought)
Wis-8 (8 base)
Cha-10 (8 base, +2 racial)

Fort. Save-30
Ref. Save-40
Will Save-21

BAB- 20/15/10 Grapple- +23 Initiative- +26

Attacks: +7 Composite Longbow +6 Str Speed enchantment 1D8+13 19-20x3 crit
Arrows-Brilliant Energy x2, Flaming Burst x2, Shocking Burst x2, Icy Burst x2, Thundering x2. (all arrows also have Returning)
Bow has +33/28/23/18/13/8 Standard or +37/37/32/27 Full Attack

Feats:Improved Initiative, Point Blank Shot, Rapid Shot, Manyshot, Quickdraw, Expeditious Dodge, Mobility, Shot on the Run, Sidestep Charge, Dodge, Improved Critical(Composite Longbow), Run
Epic Feats:Superior Initiative, Epic Speed

Magic Items:
Ring of Pro +5 - 50000
Amulet of Nat Armor +5 - 50000
Gloves of Dex +12 - 144000
Bracers of Bodily Health +12 - 144000
Mantle of Great Stealth - 242000
Boots of Swiftness- 300000
Belt of Giant Strength +6- 36000
Pale Green Prism Ioun Stone(+1 comp. bonus)- 30000
Total gold spent- 4288500

Will finish later when I have more time.
Dannar

09-26-07, 04:18 AM
Iliath Backbreaker Kalegakani



Tomes and Manuals for STR, CON +5, DEX +3 (302 500)
Belt of Epic Giant's Strength (1 000 000)
Demonhusk Armour (33 165)
Gloves of Titan's Grip / Dex +6 (57 000)
Skin of the Hero (77 500)
Vest of Epic Resistance +8 (640 000)
Ring of Ironskin (400 000)
Ring of Rapid Healing (300 000)
Stone of Good Luck (20 000)
Headband of Intellect +4 (16 000)
Amulet of Health +10 (1 000 000)
Boots of Speed (12 000)
Cloak of Improved Blink (15 rounds, 2x/day) (54 000 [lvl 6 spell, lvl 15 caster, twice per day])
Antimagic Bracers (71 280) (Custom Item: Antimagic field 2/day. Cost = 118 800 GP [lvl 6 spell, lvl 11 caster] * 2/5 [twice/day] * 1.5 [Unusual slot])
Rod of Enemy Detection (23 500)
Gem of Fortification, heavy (35,000)

Permanent Greater Magic Fang (Unarmed attack) (126 500)
Heroes' Table Reservation (14 000)

75 055 Gold Pieces



2 things:
1. You have 117,555 gold remaining (not 75,055)
2. Assuming you want to Put a Permanent Greater Magic Fang on your Claw and Bite attacks and not just unarmed strikes, you need to have a seperate permanency for each form of attack (i.e. 1 permanent gmf for 2 claw attacks and 1 permanent gmf for 1 bite attack)
Dannar

09-26-07, 04:26 AM
Droghun


Spent items:
Tomes +5 (x3) (412,5k gp)
Tome +4 (110k gp)

Headband of Natural Armor +5 [Custom] (50k gp)
Eyes of the eagle (2,5k gp)
Collar of Umbral Metamorphosis [Continuous] (ToM pg. 156) (22k gp)
Vest of Epic Resistance +10 (1000k gp)
Mithral Chain Shirt +5 of Heavy Fortification (Greater Silent Moves, Greater Shadow, Etherealness, Greater Resistance [Acid, Cold, Electricity and Sonic]) (481,6k gp)
Belt of Giant Strength +6 (36k gp)
Mantle of Great Stealth (242k gp)
Bracers of Health +6 (36k gp)
Gloves of Storing (x2) (20k gp)
Ring of Epic Protection +7 (980k gp)
Ring of Blinking (27k gp)
Boots of Swiftness (256k gp)

Deflector: Mithral Heavy Shield +5 (Animated, Arrow Deflection, Ghost Touch) (101,02k gp)
Shadow Scourge: Adamantite Large Spiked Chain +4 (Ghost Touch, Vicious, Wounding, Deadly Precision[CoAdv pg 127], Inteligent [Int 19, Wis 19, Cha 10, Speech, telepathy, Four lesser powers (cure moderate wounds (2d8+3) on wielder 3/day, darkness 3/day, daze monster 3/day, major image 1/day) and three greater powers (deeper darkness, fear, slow, all 3/day]) (304,925k gp)

Ioun Stones:
Dusty Rose (+1 insight AC) (5k gp)
Dark Blue (Alertness Feat) (10k gp)
Pale Green (+1 competence bonus on attack rolls, saves, skill checks, and ability checks) (30k gp)
Incandescent blue (+2 enhancement bonus to Wisdom) (8k gp)
Pink and green (+2 enhancement bonus to Charisma) (8k gp)

Luckstone (20k gp)

Handy Haversack (2k gp)

Eversmoking Bottle (5,4k gp)
Silversheen (x4) (1k gp)

Wands: (54,7k gp total)
Expansion (CL 5) (20 charges) (1,5k gp)
Darkness (20 charges) (1,8k gp)
Cure Critical Wounds (20 charges) (8,4k gp)
Restoration (20 charges) (10,4k gp)
Stone Skin (20 charges) (13,4k gp)
Solid Fog (20 charges) (8,4k gp)
Deeper Darkness (20 charges) (4,5k gp)
Plant Growth (20 charges) (4,5k gp)
Web (20 charges) (1,8k gp)

Invitation to Heroes Feast (14k gp)

60,355k gp left

Either you or I am 300 GP off, I calculated you out to 60,655 based on what you've got listed here. Either way, nice, your the first one I've looked at that hasn't been off by more than 5,000 GP (Including myself >.<)
summerstar

11-11-07, 12:31 AM
Feng has been rebuilt...


Feng {shown raging, frenzied, and buffed}
... a two-headed hulk with sharp axes that go snicker-snack
CR 33
Male two-headed feral orc barbarian 11/fighter 4/frenzied berserker 10
N Gargantuan Monstrous Humanoid
Init +25; Senses darkvision 120ft, truesight; Listen +4, Spot +30
Languages common, orc
------------------------------------------------------------
AC 40; Touch 19; uncanny dodge, improved uncanny dodge, Retributive Amulet, Starmantle Cloak
hp 740 (27 HD); fast healing 5; DR 2/- and 10/adamantine (150hp max. stoneskin) (overlapping)
Immune Immunity to poison, disease, gas, mind affecting spells, critical hits, death spells, negative energy, energy drain, movement impeding effects
Resist evasion, universal energy resistance 30; SR0
Fort +57, Ref +40, Will +33
------------------------------------------------------------
Speed 80 ft.
Melee full attack:
Main-hand: +5 adamatine berserker vicious speed battle axe +98/+98/+93/+88/+83 (4d6 +1d8 berserker +2d6 vicious +76 / x3)
Off-hand: +5 adamatine berserker vicious speed battle axe +98/+98/+93/+88/+83 (4d6 +1d8 berserker +2d6 vicious +76 / x3)
Two-Weapon Rend: If successful hitting an opponent with both weapons in a round, deal extra damage equal to +1d6 +84.

Base Atk +23; Grp +66
Space 20'ft.; Reach 20ft.
Atk Options Mighty Rage 5/day, Greater Frenzy 4/day, Dire Charge, Supreme Power Attack, Inspire Frenzy, Supreme Cleave, Intimidating Rage, Improved Grab, Pounce, Rake, Rend
Combat gear:
o Primary Weapons: Two +5 adamantine berserker vicious speed battle axes (203,010gp ea.)
o Reserve Weapons: Two +5 aurorum eager speed battle axes (166,010gp ea.)

------------------------------------------------------------
Abilities Str 96, Dex 24, Con 52, Int 10, Wis 12, Cha 12
SQ orc racial traits, feral traits, multi-headed traits, superior two-weapon fighting, fast movement, light sensitivity, deathless frenzy, tireless frenzy
Feats Destructive Rage, Diehard, Cleave, Combat Reflexes, Extra Rage, Improved Initiative, Intimidating Rage, Melee Weapon Mastery (battle axe), Power Attack, Two-weapon Rend, Weapon Focus (battle axe), Weapon Specialization (battle axe)
Epic Feats Dire Charge, Epic Weapon focus (battle axe), Epic Weapon Specialization (battle axe), Mighty Rage
Skills Intimidate (0 ranks) +1, Jump (0 ranks) +43, Listen (1 ranks) +4, Spot (17 ranks) +30
Possessions combat gear plus:
o Head Headband of continuous Mind Blank (CL15; 120,00gp)
o Face Third Eye of +10 competence bonus to Spot skill checks (CL9; 10,000gp)
o Shirt Vest of Resistance +5 (CL15; 25,000gp)
o Boots Boots of continuous Haste, continuous Pass Without a Trace, +6 enhancement to dexterity, and +3 sacred, luck, morale, insight bonuses to initiative rolls, steadfast boots (A&EG) (321,000gp)
o Cloak Starmantle Cloak (BoED) with +3 competence, sacred, luck, morale, insight bonuses to saves (267,000gp)
o Belt Belt of Strength +6 and Belt of Battle (MIC) (54,000gp)
o Righthand Ring combines properties of Ring of Greater Universal Energy Resistance, Ring of Freedom of Movement, Ring of Force Armor (A&EG), Ring of the White Wyrm (FB), Extended Giant Size (CL16) by command word 1/day, {Intelligent Item: Int 21, Wis 21, Cha, 10, AL N, Ego 20, Empathy, true seeing at will, heal 1/day, stoneskin 10min 2/day, evasion, spider climb 1/day, mobility, featherfall 1/day} (CL 20; 671,870gp)
o Lefthand Ring combines properties of Ring of Protection +2, Ring of Sustenance, [I]Ring of Force Armor (A&EG), heal 3/day use-activated, quickened timestop (CL24) use-activated 2/day, {Intelligent Item: Int 21, Wis 21, Cha, 10, AL N, Ego 20, Empathy, shield 3/day, heal 1/day, invisibility 3/day, no breathing, blind-fight, jump 1/day, cure light wounds (1d8+5) 1/day} (CL 24; 518,900gp)
o Bracers Bracers of Armor Soulfire +1, +6 enhancement to constitution, Armbands of Might (MIC), with +5 competence, sacred, luck, insight, morale bonuses to attack rolls (535,150gp)
o Gauntlets +5 sacred, luck, insight, morale bonuses to damage rolls (343,750gp)
o Amulet combines properties of Periapt of Proof Against Poison, Periapt of Health, Amulet of Natural Armor +2, Amulet of Retribution (BoED) (115,750gp)
o No Slot Skin of the Celestial Embrace (XPH) (48,000gp)
o No Slot Gem of Heavy Fortification (35,000gp)
o Various adventuring supplies, and coins totaling no more than 1,540gp in value.
------------------------------------------------------------
Orc Racial Traits:
See MM p. 204
Multiheaded Creature Template Abilities
Superior Two-Weapon Fighting (Ex): Because each head controls one arm, a multiheaded creature has no penalty on attack rolls for attacking with multiple weapons, and the number of attacks and the damage bonus for each weapon are calculated as though the weapon were held in the primary hand.
Other - +1 Natural Armor, Darkvision 90', Redundant heads vs vorpal attacks, +2 Con, +2 Racial Bonus to Spot, Listen, Search, Bonus Improved Initiative and Combat Reflexes Feats. (Savage Species p.124)
Barbarian Class Abilities:
Fast Movement (Ex): A barbarian's land speed is faster than the norm for his race by +10 feet.
Rage (Ex): While raging a barbarian cannot use any charisma, dexterity, or intelligence based skills (except for balance, escape artist, intimidate, and ride), the concentration skill, nor can he cast spells or activate magical items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) constitution modifier. A barbarian can only use rage once per encounter. This barbarian may use his rage ability 6/day.
Mighty Rage (Ex): A Barbarian with Mighty Rage increases his bonuses to strength and constitution during his rage to +8 and his morale bonus to will saves increases to +4. The penalty to AC remains at -2.
Damage Reduction (Ex): A barbarian gains the ability to shrug off some amount of injury from each blow or attack. Subtract 2 from the damage this barbarian takes each time he is dealt damage from a weapon or natural attack. Damage reduction can reduce damage to 0 but not below 0.
Uncanny Dodge (Ex): At 2nd level, a barbarian gains the ability to react to danger before his senses would normally allow him to do so. He retains his dexterity bonus to AC even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his dexterity bonus to AC if immobilized.
Improved Uncanny Dodge (Ex): At 5th level and higher, a barbarian can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels.
Feral Creature Template Abilities:
Darvision 120', Fast Healing 5, Improved Grab (Ex), Pounce (Ex), Rake (Ex), Rend (Ex) - see Savage Species p116
Frenzied Berserker Abilities:
Greater Frenzy (Ex): 5/day - A frenzied berserker can enter a frenzy during combat. While Frenzied, he gains a +10 bonus to Strength but takes a -4 penalty to Armor Class and takes 2 points of nonlethal damage per round. A frenzy lasts a number of rounds equal to 3+Con Modifier. A Character can enter a frenzy as a free action.
Diehard: A frenzied berserker gains Diehard as a bonus feat.
Supreme Cleave: At 2nd level and higher, a frenzied berserker can take a 5-foot step between attacks when using the Cleave or Great Cleave feat.
Deathless Frenzy (Ex): At 4th level and higher, a frenzied berserker can scorn death and unconsciousness while in a frenzy.
Inspire Frenzy (Su): Beginning a 6th level, a frenzied berserker can inspire frenzy in his allies.
Supreme Power Attack (Su): A 10th-level frenzied berserker gains a +2 bonus on his melee damage for every -1 penalty he takes on his melee attack roll when using the Power Attack feat on a one-handed attack.
------------------------------------------------------------
Height 40' (6'); Weight 13,440 lbs. (210 lbs); Age 30 yrs.

Notes:
1. Feng is a true neutral orc mercenary and gladiator. He is also the feral cousin of the infamous gladiator, Tirzog.
2. Feng's statistics have inherent bonuses that are benefit from his previous consumption of the following four magical books: Tome of Clear Thought +3, Manual of Bodily Health +5, Manual of Gainful Exercise +5, and a Manual of Quickness of Action +5. (495,000gp)
3. This character's age assumes he has earned roughly one character level approximately every six months since the onset of his adventuring career.
4. Two new items from MIC are used with character, Armbands of Might and Belt of Battle, as well as the berserker special weapon property.


Development Notes:
Feng's classes and feats were acquired in the following order:
1. monstrous humanoid-1 power attack
2. monstrous humanoid-2
3. barbarian-1 cleave
4. barbarian-2
5. barbarian-3
6. barbarian-4 extra rage
7. barbarian-5
8. barbarian-6
9. barbarian-7 intimidating rage
10. barbarian-8
11. barbarian-9
12. barbarian-10 destructive rage
13. frenzied berserker-1
14. frenzied berserker-2
15. frenzied berserker-3 weapon focus (battle axe)
16. frenzied berserker-4
17. frenzied berserker-5
18. frenzied berserker-6 two-weapon rend
19. frenzied berserker-7
20. frenzied berserker-8
------------------
21. fighter-1 mighty rage, epic weapon focus (battle axe)*
22. fighter-2 dire charge*
23. fighter-3
24. fighter-4 weapon specialization (battle axe), melee weapon mastery (battle axe)*
25. frenzied berserker-5
26. frenzied berserker-6
27. frenzied berserker-7 epic weapon specialization (battle axe)
28. LA +1 Feral Template
29. LA +1 Multiheaded Template
30. LA +2 Multiheaded Template
----------------------
Total ECL = 30
* denotes feat gained as a fighter class bonus
** Improved Initiative, Combat Reflexes , and Diehard feats gained as template and class bonuses.

Power-up Suite
The stats block shown here includes the following buffs:
o mighty rage +8 STR, +8 CON, -2 AC (24 rounds)
o greater frenzy +10 STR, -4 AC, -2 non-lethal HP per round (24 rounds)
o haste +1 haste bonus to attack rolls, dodge bonus to AC, and Reflex saves, +30ft movement, one additional attack.
o giant size from ring (+24 str, -2 dex, +8 con, increased damage dice, size modifiers change; +7 NA) (20 rounds)
o half-dragon template from ring of the white wyrm (1 hour)
o half-celestial template from skin of celestial embrace (15 rounds)
o shield cast by intelligent ring (1min/lv)
o stoneskin cast by intelligent ring (10min)
o trueseeing at will, intelligent ring

Saving Throws
saves fort ref will source
barbarian +7 +3 +3
berserker +5 +2 +2
racial +0 +3 +3
epic +4 +4 +4
con +21 -- --
dex -- +7 --
wis -- -- +1
resistance +5 +5 +5 vest of resistance
haste -- +1 -- item - boots
morale +3 +3 +3 item - cloak
luck +3 +3 +3 item - cloak
insight +3 +3 +3 item - cloak
sacred +3 +3 +3 item - cloak
competence +3 +3 +3 item - cloak
====== == == ==
totals 57 40 33

Initiative

Dex +7
Feat +4 Improved Initiative
Competence +2 item - belt
Luck +3 item - boots
Morale +3 item - boots
Sacred +3 item - boots
Insight +3 item - boots
===== ===
Total +25

Armor Class

AC normal touch source
base 10 10
armor +5 +5 rings of force armor
shield +4 +4 shield from intelligent ring
haste dodge +1 +1 haste from boots
size -4 -4 giant size from ring
natural +7 -- giant size from ring
natural +1 -- multi-headed template
natural +6 -- feral template
natural +4 -- half-dragon template from ring of the white wyrm
natural +1 -- half-celestial template from skin of celestial embrace
natural-enhanc +2 -- amulet of natural armor +2
dex +7 +7
deflection +2 +2 ring of protection +2
insight -- -- item - amulet
luck -- -- item - amulet
morale -- -- item - amulet
raging -2 -2
frenzy -4 -4
===== == ==
totals 40 19

Attacks

attacks main off ranged source
BAB +20 -- --
EAB +3 -- --
str +43 -- --
size -4 -- -- giant size from ring
haste +1 -- -- item - boots
magic claws +5 -- --
focus +1 -- -- feat
epic focus +2 -- -- feat
melee mastery +2 -- -- feat
competence +5 -- -- item - bracers
sacred +5 -- -- item - bracers
insight +5 -- -- item - bracers
morale +5 -- -- item - bracers
luck +5 -- -- item - bracers
===== === === ===
total +98 -- --

damage

damage main off ranged source
str +43 -- --
magic claw +5 -- --
specialization +2 -- -- feat
epic special +4 -- -- feat
melee mastery +2 -- -- feat
sacred +5 -- -- item - gauntlets
insight +5 -- -- item - gauntlets
morale +5 -- -- item - gauntlets
luck +5 -- -- item - gauntlets
===== === === ===
total +76 -- --


stats

Str Dex Con Int Wis Cha Source
18 15 15 8 8 8 Base 32-pt. buy
4 -- -- -2 -2 -2 racial - Orc
5 5 5 3 -- -- inherent - tomes
6 6 6 -- -- -- enhancement - items
5 -- -- 1 -- -- hit-die advancement
8 -- 8 -- -- -- rage
10 -- -- -- -- -- frenzy
-- -- 2 -- -- -- multi-headed template
4 -2 2 -4 2 -- feral template
8 -- 2 2 -- 2 half-dragon template - ring of the white wyrm
4 2 4 2 4 4 half-celestial template - skin of celestial embrace
24 -2 8 -- -- -- Giant Size - Ring
=== === === === === ===
96 24 52 10 12 12

+43 +7 +21 -- +1 +1
haelduksf

11-11-07, 11:46 AM
2 things:
1. You have 117,555 gold remaining (not 75,055)
2. Assuming you want to Put a Permanent Greater Magic Fang on your Claw and Bite attacks and not just unarmed strikes, you need to have a seperate permanency for each form of attack (i.e. 1 permanent gmf for 2 claw attacks and 1 permanent gmf for 1 bite attack)

Sorry, I didn't notice this earlier.

Thanks for the corrections, I'll fix everything up later.

The claw and bite aren't important, my unarmed attacks do more damage anyway :)
Douglasm

03-16-08, 12:58 AM
New entry for the competition. Would any of you Frenzied Berserkers (or anyone else) like to try to kill me?

Rantin the Aikido(ish) Master
Lawful Good Human Warblade 1/Fighter 2/Warblade +17/Monk 1/Human Paragon 3/Warblade +2/Master of Nine 4

RotWW = Ring of the White Wyrm

Str: 54 (+22 bonus) = 18 + 7 levels + 14 enhancement + 5 inherent + 2 Human Paragon + 8 RotWW (+32 if Giant)
Dex: 20 (+5 bonus) = 14 + 6 enhancement (-2 if Giant)
Con: 20 (+5 bonus) = 12 + 6 enhancement + 2 RotWW (+12 if Giant)
Int: 10 (+0 bonus) = 8 + 2 RotWW
Wis: 18 (+4 bonus) = 14 + 4 enhancement
Cha: 10 (+0 bonus) = 8 + 2 RotWW

Buff round:
1) Activate item of Giant Size if arena is suitable for colossal creatures (standard)
2) Martial Spirit casts Foresight
3) Activate Boots of Temporal Acceleration (swift)
4) Activate RotWW (standard, in Time Stop)
6) Activate Boots of Speed (free)
7) Enter Stance of Alacrity, Aura of Perfect Order, and Press the Advantage stances (extra simultaneous stances granted by Warblade 20 and Master of Nine 2) (swift)

BAB: 20 + 5 epic = 25
Fort: 14 + 5 epic + 5 con + 2 feat + 4 resistance + 4 sacred + 4 insight + 4 luck + 4 morale + 4 competence = 50 (56 if Giant)
Reflex: 6 + 5 epic + 5 dex + 4 resistance + 4 sacred + 4 insight + 4 luck + 4 morale + 4 competence = 40 (39 if Giant)
Will: 6 + 5 epic + 5 con + 4 resistance + 4 sacred + 4 insight + 4 luck + 4 morale + 4 competence = 40 (46 if Giant)

Speed 60' (30' base + 30' Haste) Fly 90'

Hit Dice: 12 + 2d10 + 17d12 + 1d8 + 3d8 + 2d12 + 4d8 + 150 = 332 (512 if Giant)

Skills:
Concentration 33 + 5 con = 38 (44 if Giant)
Martial Lore 3 + 0 int = 3
Jump 33 + 22 strength + 12 speed = 67 (83 if Giant)
Sense Motive 33 + 4 wisdom + 30 competence + 30 insight = 97
Tumble 33 + 5 dex = 38 (37 if Giant)

Feats:
Human bonus: Evasive Reflexes
Level 1: Martial Study (Counter Charge)
Fighter 1: Exotic Weapon Proficiency (Spiked Chain)
Fighter 2: Weapon Focus (Spiked Chain)
Level 3: Adaptive Style
Level 6: Weapon Specialization (Spiked Chain)
Warblade 5: Blind-Fight
Level 9: Melee Weapon Mastery (Piercing)
Warblade 9: Improved Initiative
Level 12: Robilar's Gambit
Warblade 13: Endurance
Level 15: Greater Weapon Focus (Spiked Chain)
Level 18: Steadfast Determination
Warblade 17: Great Fortitude
Monk 1: Improved Unarmed Strike
Monk 1: Dodge (Cobra Strike (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#cobraStrike) Monk variant)
Level 21: Epic Weapon Focus (Spiked Chain)
Human Paragon 2: Multicounter*
Level 24: Multicounter*
Level 27: Multicounter*
Level 30: Epic Prowess

* Multicounter: Homebrewed equivalent of Multispell for counters, approved by Taeldrin already. Gives a bonus immediate action each round usable only for counters.

Class Features That Matter:
Improved Uncanny Dodge
Battle Skill (+int as insight vs bull rush, disarm, feint, overrun, sunder, trip)
Battle Mastery (+int as insight on AoO damage)
Stance Mastery
Wisdom to AC
Ability Boost (+2 strength)
Dual Stance
Counter Stance

Maneuvers:
Martial Study: Counter Charge (SS)
Warblade 1: 1
Warblade 1: 1
Warblade 1: TC for prereq
Warblade 1 stance: Blood in the Water (TC, prereq 1)
Warblade 2: 2
Warblade 3: 3
Warblade 4 swap: 3
Warblade 4 stance: Punishing Stance (IH)
Warblade 5: WR for prereqs
Warblade 6 swap: DM for prereqs
Warblade 7: IH for prereqs
Warblade 8 swap: Emerald Razor (DM, prereq 1)
Warblade 9: Wall of Blades (IH)
Warblade 10 swap: Covering Strike (WR, prereq 1)
Warblade 10 stance: Press the Advantage (WR, prereq 2)
Warblade 11: Iron Heart Surge (IH, prereq 1)
Warblade 12 swap: Moment of Alacrity (DM, prereq 2)
Warblade 13: Manticore Parry (IH, prereq 2)
Warblade 14 swap: Rabid Wolf Strike (TC)
Warblade 15: Quicksilver Motion (DM, prereq 3)
Warblade 16 swap: Avalanche of Blades (DM, prereq 3)
Warblade 16 stance: Stance of Alacrity (DM, prereq 3)
Warblade 17: White Raven Hammer (WR, prereq 3)
Warblade 18 swap: Strike of Perfect Clarity (IH, prereq 4)
Warblade 19: Mountain Tombstone Strike (SD)
Warblade 20 swap: Time Stands Still (DM, prereq 4)
Master of Nine 1: Foehammer (DS)
Master of Nine 1: Revitalizing Strike (DS, 1 prereq)
Master of Nine 2 stance: Aura of Perfect Order (DS, 2 prereq)
Master of Nine 2: Strike of Righteous Vitality (DS, 3 prereq)
Master of Nine 3: Baffling Defense (SS, 1 prereq)
Master of Nine 3: Scorpion Parry (SS, 2 prereq)
Master of Nine 4: Fool's Strike (SS, 3 prereq)
Master of Nine 4 stance: Immortal Fortitude (DS, 3 prereq)
From equipment: Iron Heart Endurance, Shifting Defense

Equipment:
+1 Adamantine Aptitude Martial Discipline x7 Spiked Chain (intelligent, 553945 gp)
Boots of Temporal Acceleration (MIC) and Speed (DMG) (61000)
Ring of the White Wyrm (Frostburn) (64000)
Ring of extended giant size 1/day (CL20) (57600)
Gloves of Dexterity +6 and Freedom of Movement (94000)
Shirt of Health +6 (36000)
Headband of Insight (+30 insight sense motive) (180000)
Amulet of Discernment (+30 competence sense motive and +4 wisdom) (114000)
Epic Belt of Strength +14 (1960000)
Starmantle Cloak (132000)
Robe of Resistance (+4 res/sacred/insight/luck/morale/competence to saves) (248000)
Bracers of War (+5 enh/sac/comp/ins/luck/mor to attacks, knowledge of Iron Heart Endurance and Shifting Defense) (470000)
Third Eye Conceal (120000)

Manual of Gainful Exercise +5 (used) (137500)
Sparring Dummy of the Master (used) (Arms and Equipment Guide page 137) 30000
Luck Blade (no Wishes, bought for reroll only) (22060)

Intelligent Weapon:
Martial Spirit, Adamantine Spiked Chain (3325 base cost)
+1 Aptitude Martial Discipline (Iron Heart, Setting Sun, Diamond Mind, White Raven, Devoted Spirit, Tiger Claw, Stone Dragon) (Ego +9) (162000)
23 int, 23 wis, 11 cha (Ego +12) (4800)
Speech, Telepathy, and Read Magic (Ego +3) (11000)
Combat Reflexes (Ego +1) (10000)
Evasion (Ego +1) (25000)
Wielder does not need to breathe (Ego +1) (7500)
Detect Magic at will (Ego +1) (1800)
Heal 2/day (Ego +4) (47520)
True Seeing at will (Ego +2) (81000)
Foresight 1/day (Ego +6) (100000)
Extended Haste 3/day (Ego +6) (100000)
Ego 44 (LG), 553945 cost

Spare gp: 19895

Combat stats:
HP 332, 30 HD, +180 when Giant
Initiative: +9, -1 when Giant
Speed: 60', 90' flying
AC: 20 (10 + 5 dex + 4 wis + 1 haste)
Attack: +93/+93/+88/+83/+78 (+2 for each discipline I'm using a maneuver from, +8 if Giant)
Damage: 2d4+39 (6d6+62 if Giant)
Usual Maneuvers Readied: Wall of Blades, Iron Heart Surge, Manticore Parry, Baffling Defense, Scorpion Parry, Fool's Strike, Iron Heart Endurance, Strike of Righteous Vitality, Avalanche of Blades, Covering Strike, Moment of Alacrity
Special Abilities: Daylight at will, Smite Evil (+20 damage) 1/day, Half-Celestial SLA's, Darkvision 60, disease immunity, acid, cold, and electricity resist 10, DR 10/magic, SR 35, +4 vs poison, immune to cold, Freedom of Movement
Saves:+50 fort (+6 if Giant), +40 reflex (-1 if Giant), +40 Will (+6 if Giant)
NoldorForce

03-16-08, 02:23 AM
The Skin of Celestial Embrace was greatly nerfed in Magic Item Compendium, unfortunately. At this point it grants a collection of relatively minor bonuses, but no ability score boosts.
Tshern

03-16-08, 07:45 AM
Also if your Retributive shirt of Heal+6 is based on the Retributive amulet, it was nerfed as well.
Douglasm

03-16-08, 11:10 AM
Yes, but:
...Nuts. Considering that including the MIC will cause more problems than solutions, I'll actually refrain from including it until I can get everything sorted out. Considering that many people would have to get new equipment due their nerfed gear having low prices, it'd be a big hassle.
I'd rather not. The new items from it, maybe, but the retroactive changes to the old items make it a bit too much.
Taeldrin has yet to post anything to change that position, so the Complete Psionic and BoED versions of those items stand until he does.
Taeldrin Laesrash

03-16-08, 12:02 PM
I've got everything sorted out (Including having the book). We're using the MIC now, so the changes apply. Sorry for the sudden switch.
Douglasm

03-16-08, 12:46 PM
Ok. The Retributive Amulet was rather broken anyway.

Those two items have been removed and a few others adjusted to account for having that money available again.

Anything else?
Bonzai

03-25-08, 04:50 PM
I am considering Trying out an epic hexblade build. However, there are two feats I would like to use, that are not on the lists of allowed materials.

They are Dreadful Wrath from the players guide to the forgotten realms, and Netherese Battle Curse from lost empires of faerun.

I know that crystal keep has dreadful wrath. Netherese Battle curse allows you as a free action to sacrifice a spell, gain a bonus on attack rolls equal to
the spell sacrificed. If the attack hits, the opponent must make a will save, DC 10+the level of the spell sacrificed+Cha modifyer. If they fail, they take -2 on attack, damage, saves, ability check, and skill check rolls for 1 minute.

Also if candle keep is allowed, I would love to take one of the Dragon hexblade feats there.
Taeldrin Laesrash

03-25-08, 09:18 PM
Yes to the first, no to the second. Depending on the issue, the Dragon feats may or may not be allowed.
Bonzai

03-26-08, 11:56 AM
They are in DR 339. Here is a link. http://www.crystalkeep.com/d20/rules/DnD3.5Index-Feats.pdf
Taeldrin Laesrash

03-26-08, 11:35 PM
I have that one. Go ahead.
Bonzai

03-27-08, 10:25 AM
Cool! Getting right on it.
Frozen_Flame

04-01-08, 07:52 AM
A few q.
1) Is the Complete Psionic and the feats in it alowd? if not ignor the other to.
2) How much more would an adamantine, gargantuan, great sword would cost?
3) Would the above sword cost extra to enhance?

thx...
Taeldrin Laesrash

04-01-08, 10:14 AM
1) No.

Out of curiosity, what were you planning?
Frozen_Flame

04-01-08, 10:25 AM
I was thinking of making a Half-giant that wields a gargantuan sword...
+1 for large build...
+1 for over-sized weapon feat
+1 for monkey grip feat (-2 to attacks)
= gargantuan sword with -2 for attacks
I can probably still do it, but my resorces are increadebly limited. So I'll just do somthing els.
Out of curiositywhat is the cost?
Tshern

04-01-08, 02:02 PM
Monkey grip and half-giant's powerful build don't stack.
Frozen_Flame

04-02-08, 09:45 AM
Sorry, didn't know that.
Anyway, I have another PC up my sleeve. I trust you do have the XPH?
Taeldrin Laesrash

04-02-08, 10:24 AM
Yes.
Frozen_Flame

04-03-08, 07:47 AM
Sorry to bother you with so many questions,:embarrass but you allow the Planar Handbook to be used? My friend just got a copy:D.
Taeldrin Laesrash

04-03-08, 10:34 AM
Sorry, but no. I don't have it.