The Iron Siege [Archive] - Wizards Community

Post/Author/DateTimePost
Witch

04-15-07, 05:10 PM
Good day, ladies and gentlemen. I am here to pose you a challenge. The Iron Siege. Your job description is simple: you kill Dispater, as written in the Gates of Hell, and you do it in Dis. Do it, and you'll gain eternal glory. Fail, and attain eternal torment at the hands of the Lord of Dis.
Now: here's the catch(es).
You start at the entrance to Dis, just past Tiamat's lair.
You are to abide by Dicefreaks' deity rules. These rules were designed to make Epic rules and Divine rules work together. You can find those rules in an appendix to the Gates of Hell, Chapter 9 (http://www.prism.gatech.edu/~gth669h/TGoH/TGoH9.pdf).
You have a maximum of 18 divine ranks to divide among your group.
You use PC wealth for your ECL.
Aside from that, you are good to go, as long as you abide by the Dicefreaks statistics caps (to which Dispater and his minions are held as well). For the physical scores, this is a maximum of 70. For the mental scores, this is a maximum of 55. For levels, this can be found in the appendix.
As to sources: you are allowed to use any of the following:
The SRD
Complete Series
Libris Mortis
PHB2
Heroes of Horror
Sandstorm
Frostburn
Requests are not forbidden.

I reserve the right to ban certain combinations, most notably theoretical experiments of Pun-Punesque nature.
Dispater will be using all that is at his disposal. There will be moments at which you will think “how on earth did that happen”. I will assign two people who I will inform of everything I do, as to provide you with some guarantee that I'm not just pulling excrements out of my behind in what's happening.

If you have any questions, feel free to ask them.

Edit: thanks to Fnord, here is a compilation of answers to other requests. Please check it out before asking a question. Thank you.
Planar Bubble: Yes (7)
Feanmerc Spell System: No (11), Yes as guidlines for new seeds (29)
Mobile Stronghold (Stronghold Builder's Guide): Yes, approve specific stronghold (13)
Artificer (Ebberon Campaign Setting): Yes, barring stupid combo (17)
Extra Sense Enhancement SDA for Divine Earth Mastery tremorsense: Yes (52)
Proxies: Yes, count against 4 person limit (52)
Full PC Wealth for deities (57)
No (reasonable) ECL limit for nondeities (57)
Essence of the Earth custom SDA (63, 64)
Demilich: LA +8 (on top of lich), magic immunity is like that of 3.5 golems (109), can come from Dry Lich (145), if in hand form, can wield 1-handed weapon (223)
Magic Item Compendium: Yes (109)
Arcane Duelist: Yes (126)
Avatars: Yes, have no independent wealth (126)
5 LA free for deities (126), which can be used as free xp for crafting if not used (641)
SR=PR (133)
Divine Emissary PRC for dieties (145)
Vestments of Steady Spellcasting: Yes, don't ignore limited magic (147)
Disjunction does not destroy Major Artifacts (160)
Dark Creature template: Yes (167)
Underfoot Combat and Confound the Big Folk: Yes, but does not eliminate size bonuses to trip (199)
Corpse Crafter et al.: Yes (199)
Can't cast Time Stop while currently affected by one: (208)
Dispater cannot use iron-based cosmic powers on iron in blood (230)
Use SRD/ELH version of Automatic Metamagic feats (241)
Avoid Planar Traits spell does not protect against getting lost in the city of Dis (245)
Assassination portfolio negates rest for Life and Death SDA (271)
Deities personal weapons are limited to +10 enhancement, 6+DVR equivalent including special abilities (291)
Limiting Conjuration and blocking planar links prevent creatures from being summoned off the plane (301)
Unearthed Arcana variant Paladins: Yes (317)
Ranged Smiting feat: Yes (317)
Undead God can qualify for Improved Damage Reduction with Cha instead of Con (339)
Dicefreaks certified templates: Yes, use double CR increase for LA, ghosts can't enter the outer planes (349)
DVR 0 doesn't count against DVR 18 limit (349)
Ability Focus for feats and divine abilities is allowed (352, 354)
Class Levels do not count as hit dice for the Monster of Legend Template (changed in post 940)
Void Incarnate: Yes (387)
Vile Death Strike: Yes, requires rank check (387)
Epic Ability Focus, +2 DC, stacks with Ability Focus: Yes (387)
Armed Deflection feat: Yes (402)
Metapsionic equivalent of Automatic Metamagic SDA: Yes (481)
Ravages are allowed, and can be picked (588)
ECLs from Epic Level Handbook are wrong (607)
Epic Reflexes can take the place of Lightening Reflexes when qualifying for a prestige class (615)
Virtual class features from the Monster of Legend template can be used to qualify for a prestige class (615)
Mystic Theurge type classes in epic levels alternate between advancing both classes, advancing one class, and advancing the other (641)
Tome of Battle is allowed (665)
Magic of Incarnum is not allowed (703)
Survivor prestige class: Yes (764)
Mythal Seed: No (764)
Incantatrix: No (769)
Non-gods built on 25 point buy from DMG (777)
The Iron Staff of Dis negates Sudden Strike like Sneak Attack (794)
Abberant Limbs trait from DMG 2: Yes (825)
Titans have ECL 29 (844)
Vivacious Template is allowed (849)
Rapid Strike and Improved Rapid Strike are allowed (858)
Epic spells provide a maximum bonus equal to that of an item of 25% of your starting wealth; and are limited to providing +25 to attributes (900)
Ring of Free Magic: Yes, but not a unlimited version.
Swiftblade: Yes (940)
Gloura: Yes (940)
Loremaster Lore stacks with Bardic Knowledge (940)
Cap on mental ability scores is 60, not 55 (940)
Lords of Madness: No (940)
God abilities are applied last, and so cannot qualify for feats, prestiges classes, etc. (940)
Divine Spellcasting stacks with Improved Spell Capacity feat (940)
Complete Champion is out, but the other "new" completes (Mage, Scoundrel) are in (940).
Mountain Plate: No (940)
Zalakhiel

04-15-07, 05:20 PM
Are we able to present a single character or an entire party? Is this event going to take place online or are we here to just register and see the chances for success?
Witch

04-15-07, 05:23 PM
An entire party is okay, as long as the total of Divine Ranks does not exceed 18.
This event will take place online, on this forum, as a short play-by-post.
Grandmaster_Kane

04-15-07, 05:57 PM
do you have to post complete charact sheets?

like ac feats skill etc?
Witch

04-15-07, 05:59 PM
If you're interested, yes, I need a complete character sheet.
Frobojoe

04-15-07, 06:06 PM
I may have something for you as soon as I finish it, but I need to know two things: can I use the planar bubble spell and how much wealth do I get?

EDIT: Also, Artificer? I'm not planning anything horribly cheesy.
Witch

04-15-07, 06:09 PM
I'm not too familiar with the artificer (no experience whatsoever, actually). Explain to me what you're going to do with it and I might accept it.

Where is Planar Bubble from? If Spell Compendium, then, yes, you may. You get wealth as an NPC of your level. (I'm afraid I'd need to check that amount with a friend of mine, who has a list for such a thing) If you want artifacts, request them. They will often be granted, at a price.
Grandmaster_Kane

04-15-07, 06:30 PM
if someone uses this class http://boards1.wizards.com/showpost.php?p=12065087&postcount=1
they get triple rewards and a rtifact of there making
Witch

04-15-07, 06:31 PM
If someone uses that class, they're not playing :P
Frobojoe

04-15-07, 06:34 PM
I'm not too familiar with the artificer (no experience whatsoever, actually). Explain to me what you're going to do with it and I might accept it.

It's a base class from Eberron that focuses on crafting and UMD, mainly. Mostly I just want it for the crafting aspect, as will become apparent.

Where is Planar Bubble from? If Spell Compendium, then, yes, you may. You get wealth as an NPC of your level. (I'm afraid I'd need to check that amount with a friend of mine, who has a list for such a thing) If you want artifacts, request them. They will often be granted, at a price.
Yeah, it's in the Spell Compendium.

Also, can I use the rules from the Stronghold Builder's Guidebook for fortresses?

Also also, how do you feel about the Feanmerc system for epic spellcasting?
Witch

04-15-07, 06:38 PM
I would rather you not use Feanmerc for spellcasting (even though I prefer it over the standard system myself), because Dispater isn't built with it.

What are the rules from the SBG to be used for? Note that you will be on Dis - the challenge is to kill him there, not elsewhere. If that wasn't clear, apologies.

I'd like to hear what aspect of the crafting you want (note that a Warlock is a pretty good crafter as well). Sorry for the questions - it's what happens when one is utterly unfamiliar with a class :)

Here is the wealth available according to levels:

50 - 3,840,000
51 - 4,220,000
52 - 4,640,000
53 - 5,100,000
54 - 5,610,000
55 - 6,170,000
56 - 6,790,000
57 - 7,470,000
58 - 8,220,000
59 - 9,040,000
60 - 9,940,000
61 - 10,930,000
62 - 12,020,000
63 - 13,220,000
64 - 14,540,000
65 - 15,990,000
66 - 17,590,000
67 - 19,350,000
68 - 21,290,000
69 - 23,420,000
70 - 25,760,000
Frobojoe

04-15-07, 06:51 PM
I would rather you not use Feanmerc for spellcasting (even though I prefer it over the standard system myself), because Dispater isn't built with it.

Ok, I can live with that.


What are the rules from the SBG to be used for? Note that you will be on Dis - the challenge is to kill him there, not elsewhere. If that wasn't clear, apologies.

Building a stronghold. It'll be mobile.

I'd like to hear what aspect of the crafting you want (note that a Warlock is a pretty good crafter as well). Sorry for the questions - it's what happens when one is utterly unfamiliar with a class :)

They get all the regular item creation feats as bonus feats as well as a craft reserve (just like the Master Arcane artisan, if you're familiar with that).

Here is the wealth available according to levels:
Is there any way I could acquire a lot more then that? Perhaps if I'm not a deity?
Witch

04-15-07, 07:12 PM
Building a stronghold. It'll be mobile.

Interesting. Go ahead. If there's anything special about your fortress, let me know.

They get all the regular item creation feats as bonus feats as well as a craft reserve (just like the Master Arcane artisan, if you're familiar with that).

Not familiar with it.

Is there any way I could acquire a lot more then that? Perhaps if I'm not a deity?
If you're not a deity, you get full PC wealth. For humanoids, your HD is capped at 50. 50th level PC wealth is +-33 million.
Frobojoe

04-15-07, 07:25 PM
Not familiar with it.

It was an epic PrC from one of the Epic Insights articles.

If you're not a deity, you get full PC wealth. For humanoids, your HD is capped at 50. 50th level PC wealth is +-33 million.
OK, let me figure out how much this thing is going to cost and I will get back to you on this.
Witch

04-15-07, 07:27 PM
It was an epic PrC from one of the Epic Insights articles.
I think I recall what a craft reserve is - it's crafting magic items without an XP pool, right? That shouldn't be a problem.

What I will need to know is how these infusions work, though (which is their type of magic, right?

OK, let me figure out how much this thing is going to cost and I will get back to you on this.
Okay.
Frobojoe

04-15-07, 07:31 PM
I think I recall what a craft reserve is - it's crafting magic items without an XP pool, right? That shouldn't be a problem.

Exactly.

What I will need to know is how these infusions work, though (which is their type of magic, right?

They work pretty much like spells, except that they're all cast on items (so the light infusion won't create a sperate source of light, but you can cast it on your hat and have that light up).
Witch

04-15-07, 07:39 PM
Artificer seems fine unless some obviously broken combo comes up.

Regarding your wealth: It seems as if that 50th level character only has about 8 million more than a level 70 deity with DvR18 - Just pointing out that you'd lose a lot for that mere amount of gold :)
Frobojoe

04-15-07, 07:48 PM
Artificer seems fine unless some obviously broken combo comes up.

Regarding your wealth: It seems as if that 50th level character only has about 8 million more than a level 70 deity with DvR18 - Just pointing out that you'd lose a lot for that mere amount of gold :)

Yeah. :/
I'm designing my fortress first and then after I figure how much it'll cost, I'll decide on a character. Would you allow me to pool the wealth from multiple characters?
Witch

04-15-07, 07:49 PM
If they are a party (maximum 4), yes.
Frobojoe

04-15-07, 07:53 PM
If they are a party (maximum 4), yes.
Excellent, excellent.

OK, wierd question: If I have an intelligent magic item that can cast a spell (say an eternal wand of scorching ray) can it fire itself and if so, what attack bonus does it use?
Witch

04-15-07, 07:54 PM
This sounds as if it goes into all sorts of weirdness. Yes, it can fire itself. I'll ad hoc the attack bonus at caster level divided by 2 + its charisma modifier.
Frobojoe

04-15-07, 07:57 PM
This sounds as if it goes into all sorts of weirdness. Yes, it can fire itself. I'll ad hoc the attack bonus at caster level divided by 2 + its charisma modifier.

That works for me. This means that if said item could also cast true strike, then it could give itself the +20 bonus, right?
Witch

04-15-07, 08:00 PM
That works for me. This means that if said item could also cast true strike, then it could give itself the +20 bonus, right?
It could. Casting true strike is a standard action, however, and lasts only a bit longer than a round. You'll need a quickened one before you'll be able to use it on the same round.
Frobojoe

04-15-07, 08:02 PM
It could. Casting true strike is a standard action, however, and lasts only a bit longer than a round. You'll need a quickened one before you'll be able to use it on the same round.

But of course. :)

Thanks for all the answers. I think that's all I need for a bit.
Witch

04-15-07, 08:03 PM
My turn to ask a question - as you seem to be familiar with Feanmerc, do I know you from the Dicefreaks forums under another name, or do you mostly lurk there or at ENWorld? :)
Frobojoe

04-15-07, 08:06 PM
My turn to ask a question - as you seem to be familiar with Feanmerc, do I know you from the Dicefreaks forums under another name, or do you mostly lurk there or at ENWorld? :)

Yeah, Wintermute was taken for these forums.
Witch

04-15-07, 08:07 PM
Ah. A retry, eh :) Good luck! I see some aspects of where you're going. It'll be interesting to see what else you're going to come up with.
Frobojoe

04-15-07, 08:13 PM
Ah. A retry, eh :) Good luck! I see some aspects of where you're going. It'll be interesting to see what else you're going to come up with.

Thanks, I imagine I'll need it.

One more question: can I use the Feanmerc system of using existing spells as seeds for epic spells? It'll simplify one of mine enormously.
Witch

04-15-07, 08:15 PM
Yes.
Frobojoe

04-15-07, 10:53 PM
It looks like my fortress comes out to ~28 million gp, which means I don't need to bother you about wealth anymore.
Witch

04-16-07, 09:12 AM
Okay.

By the way, people, the fact that Frobojoe is trying this out doesn't mean you can't. Multiple people can try!
Taeldrin Laesrash

04-16-07, 09:15 AM
Just a few questions. Namely, what's the level limit here? Second, is epic material from Dicefreaks allowed?
Witch

04-16-07, 09:22 AM
Just a few questions. Namely, what's the level limit here?
For a greater deity, this is level 70. For a mortal, 50. For deities in between, the limits vary, but you can find these in the appendix.

Second, is epic material from Dicefreaks allowed?
It depends on the material. Epic Progressions are generally no issue, for one. Many epic feats going with such progressions are fine as well.
Frobojoe

04-16-07, 11:50 AM
OK, as written in Gates, Dispater's Iron Curtain is a Supernatural ability and as such, goes down in an antimagic field. Is this going to be the case for the Iron Siege or will it be changed to a Cosmic ability (when I asked Selah about this, this was his opinion)?
Witch

04-16-07, 11:51 AM
The question is irrelevant, because Dispater has Divine Rank 0 and is as such unimpeded by an antimagic field.
Frobojoe

04-16-07, 12:00 PM
The question is irrelevant, because Dispater has Divine Rank 0 and is as such unimpeded by an antimagic field.

Ah, my mistake, it wasn't antimagic field, it was the Epic Dispel seed which could take down the Iron Curtain.
Witch

04-16-07, 12:04 PM
In which case I will go by the author's judgement, and hence deem it as cosmic ability :)
Frobojoe

04-16-07, 12:10 PM
In which case I will go by the author's judgement, and hence deem it as cosmic ability :)

I was afraid of that, but it's probably the right way to go. :)
Bernat

04-16-07, 05:00 PM
You start at the entrance to Dis, just past Tiamat's lair.Does it mean we fight Dispater and anything he summons/calls? Or do we have to fight our way to Dispater's lair?

Finally, I guess the transmuting weapon enhancement from Magic Items Compendium is not allowed/doesn't work as the description says, does it?


Ops, I forgot another one:
Familiar: A deity of rank 1 or higher with sorcerer or
wizard levels has the ability to treat any creature of a
given kind as her familiar, as long as that creature is
within a distance of one mile per divine rank of the deity.
This special familiar ability only applies to one creature
at a time, but the deity can switch between one creature
and another as an immediate action, as long as the second
creature is within range. This special familiar ability
does not replace her ability to have a normal familiar,
which could be any kind of eligible creature.

Can I treat any of Dispater's minions as my familiar should I try the challenge with a wizard? :D
Witch

04-16-07, 05:07 PM
Does it mean we fight Dispater and anything he
summons/calls? Or do we have to fight our way to Dispater's lair?
This means you start at the entry of Dis. Dispater is said to never leave his Iron Tower. You can stealth your way over, or fight your way over. As long as you find him and kill him.


Finally, I guess the transmuting weapon enhancement from Magic Items Compendium is not allowed/doesn't work as the description says, does it?
I do not know what it does. PM it to me, and I might allow it.


Can I treat any of Dispater's minions as my familiar should I try the challenge with a wizard? :D
That refers to creatures that actually can be familiars, though. Not just any random creature.
Bernat

04-16-07, 05:44 PM
More questions:

1.- Do Rust Monsters (or advanced versions) affect Dispater's Iron Tower?

2.- Does Transmute Metal to Wood affect it as well?

3.- Are we allowed to summon Dispater outside his stronghold or do we have to fight him inside?
Witch

04-16-07, 05:52 PM
More questions:

1.- Do Rust Monsters (or advanced versions) affect Dispater's Iron Tower?

2.- Does Transmute Metal to Wood affect it as well?
Find out :)

3.- Are we allowed to summon Dispater outside his stronghold or do we have to fight him inside?
Anything goes, provided it is done in Dis.
Bernat

04-17-07, 04:27 AM
Designing a deity is a bit tougher than I thought. You've got so many levels I don't know where to start :D.

My first attempt at banishing Dispater will be a Druid with the shapeshifting variant from PHB2 (basically I lose my animal companion and I go around in elemental form). Being an elemental was the main reason for being an Elemental Savant, but the fact that I could only create corrosive volcanoes stopped me from going that way.

My first attempt at banishing Dispater will be done by a Druid/Elemental Savant. It's supposed to be a deity of earth with DvR 18 and 70 HD (as per the post rules, correct me if I'm wrong).

I was going to use the epic progression for Elemental Savant published here (http://boards1.wizards.com/leaving.php?destination=http://www.wizards.com/dnd/files/EICompiled.zip), but the numbers don't correspond to version 3.5 of the class, so I guess I'll stay with raising druid levels unless you provide me with a progression or let me design one.
Witch

04-17-07, 07:31 AM
You'll not be banishing him - you'll be killing him ;) That is, if you succeed :)
Issabella

04-17-07, 12:11 PM
hmmm I wonder if the rust dragons have a god? Dreaming up the paragon of Rust vs the Iron Duke for a rumble in the rubble!!
Bernat

04-17-07, 06:31 PM
Is there any Immunity/Resistance other than Damage Reduction that isn't allowed an opposed rank check when two deities fight against each other?


Also, what do you think about giving [Artifice, Destruction, Earth, Magic, Protection, Strength] as domains for a deity who is supposed to be a sculptor goddess of earth (raising mountains and such)? I gave it Plant instead of Magic at first, but she's not that tied to plants (at least as I see her). I've also though about giving it Race (earth elementals) as one of her domains, but I can't find the domain anywhere.
Witch

04-17-07, 06:34 PM
Iirc, the only immunities that receive an opposed rank check are divine immunities. Immunities by type (such as an undead's mind-affecting immunity) aren't affected if I recall correctly.
Bernat

04-17-07, 06:40 PM
Also, what do you think about giving [Artifice, Destruction, Earth, Magic, Protection, Strength] as domains for a deity who is supposed to be a sculptor goddess of earth (raising mountains and such)? I gave it Plant instead of Magic at first, but she's not that tied to plants (at least as I see her). I've also though about giving it Race (earth elementals) as one of her domains, but I can't find the domain anywhere.

Witch, I think you missed me editing my post :). Specially interested in the Race domain... I need to have a place to spend my salient divine abilities instead of just raising my resistances and munchkinizing openly. Just to give it a bit of flavor ;).


..Immunities: A deity is immune to polymorphing, petrification, or any other attack that alters her form. Any shape-altering powers she might have function normally on herself. She is not subject to energy drain, ability drain, or ability damage, and is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
. . Deities of rank 1 or higher are immune to any two elements (acid, cold, electricity, fire, or sonic), regardless of the attacker. Some deities have additional energy immunities. They are also immune to disease, poison, stunning, sleep, paralysis, death effects, and disintegration. In addition to these, deities of rank 6 or higher are immune to effects that imprison or banish them. Such effects include banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking.
. . Unless otherwise indicated, these immunities are ignored on a successful opposed rank check (remember that a check must be made for each attempt to breach an immunity).
. . Resistances: A deity has a resistance of 20 + her divine rank to one energy type (acid, cold, electricity, fire, or sonic) regardless of the attacker. Individual deities may have additional resistances.So those should be the only immunities that are given an opposed rank check. I guess that since energy immunities are given a check, resistances will also be given one.
Witch

04-17-07, 06:51 PM
Witch, I think you missed me editing my post :). Specially interested in the Race domain... I need to have a place to spend my salient divine abilities instead of just raising my resistances and munchkinizing openly. Just to give it a bit of flavor ;).
I'm not aware where that one is. The ones you listed seem fine though.


So those should be the only immunities that are given an opposed rank check. I guess that since energy immunities are given a check, resistances will also be given one.
Resistances aren't, as far as I know :)
Barathrum

04-17-07, 06:58 PM
I have a question regarding the rules of this competition are you alowed to have proxies and if so will they use their own wealth or do you have to furnish them with equipment as well and if you have to equip creatures you create with the divine creation ability or if they use their own wealth modifiers?

Thank you in advance
Bernat

04-17-07, 07:02 PM
Questions is what you get for giving divine powers to a noob... ¬_¬


Can I apply Extra Sense Enhancement to tremorsense given by Divine Earth Mastery (both divine salient abilities)?
Witch

04-17-07, 07:04 PM
I have a question regarding the rules of this competition are you alowed to have proxies and if so will they use their own wealth or do you have to furnish them with equipment as well and if you have to equip creatures you create with the divine creation ability or if they use their own wealth modifiers?

Thank you in advance
Proxies are allowed, provided you don't break the four-person cap. In this case, they come with their own wealth.

Bernat: yes.
Witch

04-17-07, 07:08 PM
Attempt thread for Frobojoe made. Good luck.
GeminiDreams

04-17-07, 07:22 PM
Could I have a link to it?
I'm interested in watching it, =D
Witch

04-17-07, 07:25 PM
It's the thread below this one or so :P He still needs to introduce his characters and their means of transportation on it, though.
Bernat

04-17-07, 09:48 PM
If we create one single entity to fight Dispater, should it be DvR 18 and ECL 70?

Stats for such a character will be bought in a 1-to-1 basis (220 greater deity + 18 DvR + 70/4 hit dice + 5*6 inherent = 285 points), right?

6 domains and 18+6= 24 Salient Divine Abilities?
Thanael

04-18-07, 07:11 AM
Witch, here's a short heads-up on the Artificer:
http://www.wizards.com/default.asp?x=dnd/cwc/20060328a
spike81101

04-18-07, 08:43 AM
I have a question for ya! Mortals are capped at 50 HD, but does that mean 50 ECL? If I manage to get it to 70 ecl do I get ecl 70 wealth?
Witch

04-18-07, 01:14 PM
I have a question for ya! Mortals are capped at 50 HD, but does that mean 50 ECL? If I manage to get it to 70 ecl do I get ecl 70 wealth?
It does not mean ECL, no - just hit dice. But I'm going to simplify things and just state deities get full wealth - I made an error in denying this. I'll note this in the rules.
Witch

04-18-07, 01:29 PM
If we create one single entity to fight Dispater, should it be DvR 18 and ECL 70?

Stats for such a character will be bought in a 1-to-1 basis (220 greater deity + 18 DvR + 70/4 hit dice + 5*6 inherent = 285 points), right?

6 domains and 18+6= 24 Salient Divine Abilities?
To quote the Dicefreaks deity rules:

A salient divine ability is like a feat—it gives a deity a new capability or improves one that she already has. A deity has one salient divine ability for each of her divine ranks, plus additional salient divine abilities reflecting its status: demigods receive one bonus ability, lesser deities receive two bonus abilities, intermediate deities receive three, and greater deities receive five.
Which puts you at 23 :)

How're you acquiring the inherent bonuses? Those're listed only for the Dice Roll option.

17 + 18 + 220 = a total of 255 points :)


Thanael: thanks :)
Bernat

04-18-07, 01:52 PM
Which puts you at 23 :)Yes, you're right. I mixxed domains with "bonus SDA", I just wanted to make sure it was near that number because 23 SDA seems a lot :).

How're you acquiring the inherent bonuses? Those're listed only for the Dice Roll option.

17 + 18 + 220 = a total of 255 points :)Yes, that was my first take at ability points, but then I miss-read that they get a +5 inherent to all abilities (which they do when dice-rolling).

Anyways, I guess deities won't have a hard time getting +5 inherent bonuses, do they? I'll spend the money to get the books, since those bonuses are already included in my statistics and I'm lazy to remove them ;). Unless there's any problem with that, of course.
Witch

04-18-07, 01:59 PM
That'll do fine, I suppose :)
Bernat

04-18-07, 02:09 PM
Druid's direct damage spells are weak at epic levels, so I guess I'll go for save-or-die spells and try to beat Dispater's divine rank check.

I'm going to pick 4 or 5 penetrate damage reduction instead (to simplify things), but what do you think about these SDA?

STRENGTH OF THE EARTH
Prerequisites: Divine Rank 6, Earth Domain, Divine Earth Mastery.
Benefits: The deity's natural attack bypasses any common metallic or mineral damage reduction, such as adamantite, cold iron, mithral, silver or stone.

ESSENCE OF THE EARTH
Prerequisites: Divine Rank 11, Earth Domain, Divine Earth Mastery, Strength Of The Earth.
Benefits: The deity's natural attack bypasses any metallic or mineral damage reduction, such as adamantite, cold iron, jade, mithral, silver, starmetal or stone.
Witch

04-18-07, 04:31 PM
Remove the requirement for Strength of the Earth on the Essence of the Earth SDA. Aside from that, it looks fine.
Lusden Veharo

04-18-07, 07:56 PM
Question, since I'm not familiar with DiceFreaks stuff and am rather sick, so not interested in digging at the moment.

Are standard character creation rules in effect, or some strange point-based thing that I see being used? If standard, what ability score generation?
Witch

04-18-07, 07:58 PM
Question, since I'm not familiar with DiceFreaks stuff and am rather sick, so not interested in digging at the moment.

Are standard character creation rules in effect, or some strange point-based thing that I see being used? If standard, what ability score generation?
Deities are created by a point buy equal to 220+Divine Rank (18)+points gained from hit dice (70/4 = 17). For a total of 255 :)
This is a 1-for-1 pointbuy, by the way - it starts from zero, and every ability score point costs a single point.
Bernat

04-18-07, 08:54 PM
Here's a more specific info should you decide to create lesser rank deities:


Dicefreaks advocates two methods for generating the ability scores of deities, presented below. Remember that deities are different from cosmic entities and do not generate ability scores in the same way.
. . Dice-Roll: Roll 6d6 six times, discarding the lowest die each time. Arrange as desired, adding a +5 Inherent bonus to each ability score, and 1 point per four class levels as desired. Apply racial modifiers (if any), and then distribute the divine bonus listed on the table as desired.
. . Point-Buy: All abilities start at 0. Take the number of points indicated on the table, and allocate them as desired, increasing ability scores on a 1-for-1 basis. Then add 1 point per four class levels as desired, and apply racial modifiers (if any).

DIVINE
RANK DICE-ROLL POINT-BUY
1–5 +30 160 + DvR
6–10 +45 180 + DvR
11–15 +60 200 + DvR
16–20 +75 220 + DvR
Lusden Veharo

04-18-07, 09:12 PM
Diety, BAH. Anybody who needs Divine Rank is clearly not being suitably hardcore; Dispater has none of the "you come close, you die" abilities that I could see. Everything he can kill you with, he needs to send at you with some action, so just don't give him that much.
Aluroon

04-18-07, 09:27 PM
Diety, BAH. Anybody who needs Divine Rank is clearly not being suitably hardcore; Dispater has none of the "you come close, you die" abilities that I could see. Everything he can kill you with, he needs to send at you with some action, so just don't give him that much.


hahahahahahahahahahahhaahahahahaha

Funny, the first Challenger was both dead and ****** on in the first round of combat, without Dispator, the next challenger died within one round as well, and he was a DvR 18 Greater Deity.
Lusden Veharo

04-18-07, 09:56 PM
Yeah, see that "first round of combat" part? I'm not giving Dispator any actions in it.
Taeldrin Laesrash

04-18-07, 10:03 PM
Lusden, if you can do it without divinity, imagine what it could do for you. Aluroon, give him a chance. Who knows, it could work.
Lusden Veharo

04-18-07, 11:41 PM
Witch, don't read this post.



Here's the crux: Dispater has a +104 Spot check. I just need a +115 and Skill Mastery to ensure he can't see me. My Move Silently check is just as high, and Dispater's Listen is only in the 90s. Mind Blank defeats casual divination attempts, and a stealthy approach to the tower ensures he has no reason to drop a Metafaculty on my sorry behind. A massive, 1800 point (or thereabouts) Smite Evil off a +120 attack bonus (estimated), with a reroll available, gives Dispater a 1/400 chance of surviving--namely, me missing. A Craft Contingent Spell of Disjunction purchased from a properly insanely high level Wizard (to avoid any dispelling areas I have to head through on the way) with a trigger of "when I charge Dispater" will remove his Contingent Spells automatically.

There's ways around Blindsight, and the tower's once every four rounds Disjunction requires Dispater to target it; he can't target what he doesn't know is there. Pimped out Search and Spot, combined with a True Seeing and something to allow me to see magic, will ensure I don't trigger any traps; as my entry is undead, I can literally spend a lifetime searching out one corridor, and nobody will ever see me in it. All of Dispater's vaunted information gathering will go to naught if he never has cause to suspect me, and simply saying "he's Dispater, he knows you're coming, lol" is a point-blank use of Rule Zero to ensure I fail.

In short: once he becomes aware of you, Dispater can discover enough information to know exactly what you are capable of, and likely negate it. I'm not going to get caught.
WarDragon

04-19-07, 01:47 AM
Yeah, see that "first round of combat" part? I'm not giving Dispator any actions in it.
Except... neither of those challengers ever even saw Dispater. They never set foot within the Iron Tower. The first one was taken out by one of his Archdevil servants, and the second got eaten by his own sphere of annihilation after he discovered none of his powers worked in Dis.
Bernat

04-19-07, 07:05 AM
Witch, don't read this post if you didn't read Lusden Veharo's above.

Witch, don't read this post.



Here's the crux: Dispater has a +104 Spot check. I just need a +115 and Skill Mastery to ensure he can't see me. My Move Silently check is just as high, and Dispater's Listen is only in the 90s. Mind Blank defeats casual divination attempts, and a stealthy approach to the tower ensures he has no reason to drop a Metafaculty on my sorry behind. A massive, 1800 point (or thereabouts) Smite Evil off a +120 attack bonus (estimated), with a reroll available, gives Dispater a 1/400 chance of surviving--namely, me missing. A Craft Contingent Spell of Disjunction purchased from a properly insanely high level Wizard (to avoid any dispelling areas I have to head through on the way) with a trigger of "when I charge Dispater" will remove his Contingent Spells automatically.

There's ways around Blindsight, and the tower's once every four rounds Disjunction requires Dispater to target it; he can't target what he doesn't know is there. Pimped out Search and Spot, combined with a True Seeing and something to allow me to see magic, will ensure I don't trigger any traps; as my entry is undead, I can literally spend a lifetime searching out one corridor, and nobody will ever see me in it. All of Dispater's vaunted information gathering will go to naught if he never has cause to suspect me, and simply saying "he's Dispater, he knows you're coming, lol" is a point-blank use of Rule Zero to ensure I fail.

In short: once he becomes aware of you, Dispater can discover enough information to know exactly what you are capable of, and likely negate it. I'm not going to get caught.


From http://dicefreaks.com/phpBB2/viewtopic.php?t=12:

Greater deities automatically sense any event that involves their portfolios, regardless of the number of people involved. In addition, their senses extend one week into the past and one week into the future for every divine rank they have.
. . When a deity senses an event, she merely knows that the event is occurring and where it is. She receives no sensory information about the event. Once a deity notices an event, she can typically use her remote sensing power to perceive more about it.

... and ...


. Remote Sensing: As a standard action, a deity of rank 1 or higher can perceive everything within a radius of one mile per rank around any of her worshipers, holy sites, or other objects or locales sacred to her. This supernatural effect can also be centered on any place where someone speaks the deity’s name or title for up to 1 hour after the name is spoken, and at any location when an event related to her portfolio occurs. The remote sensing power can cross planes and penetrate any barrier except a divine shield (described in Salient Divine Abilities) or an area otherwise blocked by a deity of equal or higher rank. Remote sensing is not fooled by misdirection, nondetection, or similar spells, and it does not create a magical sensor that other creatures can detect. A deity can extend her senses to two or more remote locations at once (depending on her divine rank) and still sense what’s going on nearby.


I bet he will see you coming :(.


Also, I stopped reading about the Iron Tower when I decided to give the challenge a try, but I think I recall something about taking 120 lightning + 120 profane damage each round while inside the tower. Unless Dispater protected you against it.
Bernat

04-19-07, 07:07 AM
Except... neither of those challengers ever even saw Dispater. They never set foot within the Iron Tower. The first one was taken out by one of his Archdevil servants, and the second got eaten by his own sphere of annihilation after he discovered none of his powers worked in Dis.

I've only seen one challenge at these boards, and I think it hasn't finished yet. Are those on another board?
The Serge7

04-19-07, 08:39 AM
They were at Dicefreaks, although the first (and arguably best) was accidentally purged some time ago. The other one is here (http://dicefreaks.com/phpBB2/viewtopic.php?t=5802).

At any rate, I suspect most will fail spectacularly to defeat the Lord of the Second.
Taeldrin Laesrash

04-19-07, 08:53 AM
Witch, don't read this post if you didn't read Lusden Veharo's above.



From http://dicefreaks.com/phpBB2/viewtopic.php?t=12:



... and ...





I bet he will see you coming :(.


Also, I stopped reading about the Iron Tower when I decided to give the challenge a try, but I think I recall something about taking 120 lightning + 120 profane damage each round while inside the tower. Unless Dispater protected you against it.

But Dispater is only a rank 0 deity. He doesn't have it.

Lusden Veharo:

It seems the basic gist of your attempt (Or theory) is to nonmagically sneak in, and charge Dispater for extreme damage. Have you considered multiple characters? Parties of up to four are allowed for the challenge, as long as the total divine ranks don't exceed 18. Namely, a caster who could provide numerous buffs (If you don't activate them yourself through UMD), or a decoy of some sort. Warding against the effects of the Iron Tower will be very important. Second, I again stress the inclusion of divine ranks, there's numerous benefits that you could get from it.
Bernat

04-19-07, 09:15 AM
Dicefreaks' version of Dispater is DvR15, DvR18 when inside the Iron Tower, iirc.


Witch, what kind of information do we have about Dispater (previous to any spell/skill check)?
Taeldrin Laesrash

04-19-07, 09:22 AM
Dicefreaks' version of Dispater is DvR15, DvR18 when inside the Iron Tower, iirc.


Witch, what kind of information do we have about Dispater (previous to any spell/skill check)?

That's Cosmic Rank, which is somewhat different.
Bernat

04-19-07, 09:28 AM
That's Cosmic Rank, which is somewhat different.

You're right. I didn't read it too exhaustively because I wanted my divination spells to be useful.


So what is that cosmic rank and how does it interact with divine rank? :confused:
The Serge7

04-19-07, 09:43 AM
The description of cosmic rank and its interaction with divine rank is described in chapter four of The Gates of Hell. The description (http://community.dicefreaks.com/PDF/TGoH4.pdf) begins on page 82.
Witch

04-19-07, 11:02 AM
Just for the sake of information, people: the idea isn't to hide things from me. I am not Dispater - I will play Dispater according to his knowledge and intelligence. In fact, I need to know what you're doing to see on how it interacts with Dis and the defences Dispater has in place, so I can know if it actually works. It's far more rewarding to have it actually work because it's a good idea, rather than just try to have the DM make mistakes because he's not aware of what's happening.

This is how the challenge has been in the past, as well. I'm in contact with Selah, who did Dispater's write-up. When I have any uncertainties, I'll ask him. And Serge seems to be watching as well, so I'm certain he'll point out if I ever do anything that Dispater couldn't do :)
Witch

04-19-07, 11:13 AM
I'll allow you to know everything that is written in Gates of Hell without a spell or a skill check.
Kaelas Bloodstorm

04-19-07, 11:41 AM
Witch do you allow an attempt by no more than four people in a single try?
Witch

04-19-07, 11:58 AM
Provided their total Divine Rank is eightteen, yes :P
Bernat

04-19-07, 12:18 PM
Regarding Cosmic Rank...

. Immunities: A deity is immune to polymorphing, petrification, or any other attack that alters her form. Any shape-altering powers she might have function normally on herself. She is not subject to energy drain, ability drain, or ability damage, and is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
. . Deities of rank 1 or higher are immune to any two elements (acid, cold, electricity, fire, or sonic), regardless of the attacker. Some deities have additional energy immunities. They are also immune to disease, poison, stunning, sleep, paralysis, death effects, and disintegration. In addition to these, deities of rank 6 or higher are immune to effects that imprison or banish them. Such effects include banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking.
. . Unless otherwise indicated, these immunities are ignored on a successful opposed rank check (remember that a check must be made for each attempt to breach an immunity).

When a Cosmic entity confronts a God, do they count as DvR 0 for these opposed rank checks or as DvR = Cosmic Rank?


When dealing with cosmic entity that possesses equal to or greater cosmic ranks as the god's divine ranks, the god's portfolio awareness and sensory powers do not function at all. (...) Certain Cosmic entities have parallel limitations when dealing with divine beings.Do we know if Dispater is treated as "certain Cosmic entities"?
Witch

04-19-07, 12:24 PM
When a Cosmic entity confronts a God, do they count as DvR 0 for these opposed rank checks or as DvR = Cosmic Rank?
Their cosmic rank :)


Do we know if Dispater is treated as "certain Cosmic entities"?
I'm going to ask Selah (or let Serge answer it if he's here earlier than I can talk to Selah). But my guess is he isn't, and this is limited to the Cosmic Entities with divine ranks. I might be mistaken on this, though.
The Serge7

04-19-07, 12:58 PM
Dispater is not included among those "certain cosmic entities."
Bernat

04-19-07, 01:05 PM
Mmmh, I see. I thought that Divine was better than Cosmic, but I guess they're parallel.
Witch

04-19-07, 01:36 PM
They're about equal, just different :)
The Serge7

04-19-07, 01:50 PM
Mmmh, I see. I thought that Divine was better than Cosmic, but I guess they're parallel.
Among a number of other things, a primary distinction between divine ranks and cosmic ranks is that the former has salient divine abilities built into them while the latter does not (although most CsR recipients will receive some form of "salient cosmic ability" from other sources, usually a template).

Make no mistake: a fight between a god and a cosmic entity of equal status could go either way. While the god will have greater flexibility due to its abilities, more modifiers due to divine rank, and possibly greater access to weapons and allies, a cosmic entity will have somewhat higher hp, high saves not related to cosmic or divine rank, and the ability to ignore some of a god's attacks.
Kord's Boon

04-19-07, 02:09 PM
Forgive me as I don’t wish to sidetrack this thread, but is the general consensus that Dicefreaks’ material accurately models the power these creatures possesses in context to existing “fluff” and in correct proportion to standard advancement for “normal” character as they progress from first to epic levels?

More to the matter at hand, where can we see the hard stats for the attempts, such as the characteristics of Frobojoe’s vessel, and the two previous attemps?
Witch

04-19-07, 02:22 PM
Forgive me as I don’t wish to sidetrack this thread, but is the general consensus that Dicefreaks’ material accurately models the power these creatures possesses in context to existing “fluff” and in correct proportion to standard advancement for “normal” character as they progress from first to epic levels?
You'll find opinions varying strongly on this - on this board, however, you'll likely find that most people agree more with Dicefreaks stats than with FC stats. Personally, I find they represent flavor accurately - but then again, we also alter flavor at Dicefreaks, in trying to form a combination of three editions of D&D, as well as our own ideas.

More to the matter at hand, where can we see the hard stats for the attempts, such as the characteristics of Frobojoe’s vessel, and the two previous attemps?
Note that Frobojoe is now going for his second try - which means Mentator is the same deity from one of the previous tries. He's gone and added the vessel and a helper, however :)
I only have them in word, so I'll post them unformatted here.

Invictus
Contents
2x Armory, fancy (1 stronghold space) – 4,000 gp
Command Bridge (1 stronghold space) – 10,000 gp
Total Dimensions – 60ft. x 20 ft. x 10 ft.
Features
Walls
Walls of Force – 120,000 gp
Obdurium Walls (hardness 110, hp 360, break DC 80) – 180,000 gp
All walls lined with lead – 3,000 gp
Movement
Incredible Speed (10 mph, 90 ft/round) – 75,000 gp
Burrowing – 30,000 gp
Flying - 45,000 gp
Submersing – 22,500 gp
Astral (5/day) – 225,000 gp
Ethereal (5/day) – 112,500 gp
Plane-Shifting (5/day) – 375,000 gp
Shadow-Shifting (24 doses) – 120,000 gp
Teleporting (5/day) – 750,000 gp
Enhancements
Airtight – 22,500 gp
Ethereal Solid – 36,000 gp
Magically Treated - 36,000 gp
Prismatic Screen (Tenacious) – 480,000 gp
Transparent – 9,000 gp
Elemental Immunity (acid, cold, electricity, fire, sonic) – 150,000 gp
Additional Items
Weaponry
6x scorching ray cannon (CL 31st, +19 to hit, 6 rays, 48 fire, 48 electricity damage each) –
intensified, twinned, electricity-admixed scorching ray – 892,800 gp
4x disintegrate cannon (CL 20th, DC 19, +14 to hit, 40d6 damage) – 216,000 gp
6x orb of force cannon (CL 29th, +18 to hit, 2 orbs, 120 force damage each) – intensified,
twinned orb of force – 783,000 gp
6x force missiles cannon (CL 29th, 8 missiles, 24 damage each, half to all in 5 ft. radius (Ref DC
34 for half)) – intensified, twinned force missiles - 783,000 gp
2x disjunction cannon (CL 17th, DC 21) – 275,400 gp
2x meteor swarm cannon (CL 35th, DC 37, +21 to hit, 8 spheres, 24 damage each, explode for
72 fire damage each) – intensified, explosive meteor swarm – 1,134,000 gp
20x built-in quickened true strike for weapons (CL 9th) – 121,500 gp
26x intelligence for weapons (Int 18 Cha 18 Wis 10, AL TN, Ego 13)– 12,000 gp
Other Items
12x Everburning Torches – 1320 gp
3x Chamber of Comfort – 22,500 gp
Platform of Healing – 30,000 gp
Item of permanent nondetection (CL 70th) – 420,000 gp
Item of permanent forbiddance (CL 70th, with password) – 842,500 gp
24 castings of hardening (CL 50th) on walls – 72,000 gp
Automatic Hull Repair (2) – make whole (CL 50th) – 360,000 gp
Item of permanent greater anticipate teleportation (CL 50th) – 601,000 gp
Item of chained superior invisibility (CL 50th) for use on entire vessel – 990,000 gp
Planar Normalizer (permanent quadruple-widened planar bubble (CL 37th, 50 ft. emanation
from hull) set to Material Plane) - 1,406,000 gp
14x teleportation gates active
TOTAL COST: 28,728,420 gp
Description
From the outside, the Invictus looks somewhat like a sailing vessel, albeit clad entirely in metal
and floating in the air. It measures 60 feet from bow to stern and 20 feet across, though it is only 10 feet
from top to bottom. It mounts no sails or other visible means of propulsion, yet it sails swiftly through
the air nonetheless. The interior of the ship is mostly taken up with mountings and firing space for the
various weaponry the vessel is armed with. All the actual cannons are located in the center of the ship,
on mountings that allow them to swivel though a full 360 degree sphere of motion, which lets each
cannon fire through any of the 14 teleportation gates that cover the entire interior wall of the hull of the
ship. These gates all lead to the area directly outside the hull from the gate, allowing the cannons to fire
through the hull while still preserving the integrity of the walls. The Invictus is also capable of just
about every mode of travel possible and is equally capable of combat on land, air, or sea. Each cannon
is intelligent and capable of firing independently, as well as fitted with the ability to use true strike on
itself, ensuring superior accuracy. All the cannons are capable of telepathic communication, which they
use to take tactical directions from the Invictus' captain. The captain's chair is located about 2/3rds of
the way from the bow of the ship, out of the way of the firing arcs of the cannons. From it, the captain
of the vessel can see everything that transpires outside the ship by means of the Invictus' transparent
hull. From it, the captain can also operate the ship's invisibility device as well as the Planar Normalizer
and the hull repair devices.
Active Spells
The Invictus is always under the effect of both prismatic ward and superior esoteric aegis. 14
teleportation gates are emplaced to provide travel from the inside of the hull to the outside of the hull,
in that direction only.
Epic Spells Used
Superior Esoteric Aegis
Abjuration
Spellcraft DC: 117
Components: V, S
Casting Time: 1 minute
Range: touched creature or object
Effect: 1 creature or object warded
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
To Develop: 1,053,000 gp, 22 days, 42,120 XP. Seeds: ward (DC 14), transform (DC 21). Factors:
gain +20 bonus on DC to avoid being dispelled (ad hoc +40), make spell effect tenacious (as per the
feat) (ad hoc +10), end dispel checks that fail to dispel this spell automatically (ad hoc +4), ward
against mage’s disjunction (+16), ward against antimagic field (+10), change from touch to target (+4),
permanent (x5).
The caster calls upon the very fabric of magic to fashion a ward to protect his own working of the
Word from those that would tear it down. A shimmering, dusky globe surrounds the caster, intercepting
any attempts to end his spells by means of dispel magic, or similar spells and epic spells, and providing
a +20 bonus on the DC against which the dispel attempt must succeed. Any dispel attempt which
succeeds can then proceed as normal, but esoteric aegis works as if under the effects of the Tenacious
Magic feat, and thus cannot be dispelled, only suppressed for 1d4 rounds. Dispel attempts that fail are
not entitled to checks against lesser spells within the area of effect (this differs from the usual
procedure of area dispel magic attempts). Furthermore, mage’s disjunction and antimagic field are
warded against in their entirety.
Teleportation Gate
Conjuration (creation)
Spellcraft DC: 115
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One gate.
Duration: Permanent
Saving Throw: None
Spell Resistance: No
To Develop: 1,035,000 gp; 21 days; 41,400 XP. Seed: gate (DC 30). Factors: remove calling
creatures aspect (ad hoc -5), allow travel to same plane (ad hoc +2), make permanent (x5) Mitigating
factors: Increase casting time by 10 minutes (-20)
Casting a teleportation gate spell creates an interdimensional connection between your plane of
existence and a plane you specify (it can be the same plane), allowing travel between those two planes
in one direction, specified at casting. The gate itself is a circular hoop or disk from 5 to 20 feet in
diameter (caster's choice), oriented in the direction you desire when it comes into existence (typically
vertical and facing you). It is a two-dimensional window looking into the plane you specified when
casting the spell, and anyone or anything that moves through is shunted instantly to the other side. A
gate has a front and a back. Creatures moving through the gate from the front are transported to the
other plane; creatures moving through it from the back are not. As a mode of travel, a gate spell
functions much like a plane shift spell, except that the gate opens precisely at the point you desire (a
creation effect). Deities and other beings who rule a planar realm can prevent a gate from opening in
their presence or personal demesnes if they so desire. Travelers need not join hands with you—anyone
or anything who chooses to step through the portal is transported.
Prismatic Ward
Abjuration
Spellcraft DC: 87
Components: V, S
Casting Time: 1 minute
Range: touched creature or object
Effect: 1 creature or object warded
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
To Develop: 783,000 gp, 16 days, 31,320 XP. Seeds: ward (DC 14), transform (DC 21). Factors:
make spell effect tenacious (as per the feat) (ad hoc +10), ward against cone of cold (+10), ward
against gust of wind (+2), ward against disintegrate (+10), ward against passwall (+8), ward against
magic missile (+0), ward against daylight (+4), ward against dispel magic (+4), change from touch to
target (+4)
This spell protects one creature or object from the effects of the following seven spells: cone of cold,
gust of wind, disintegrate, passwall, magic missile, daylight, and dispel magic.
NOTES
1. Tenacious effect for walls priced at 100,000 gp per stronghold space.


Mentator
Psion (kineticist) 70
CG Medium Outsider (Abberation, Native, Chaotic, Good)
Init +32 (+28 Dex, +4 Improved Initiative); Senses Listen +72, Spot +72, remote sensing
Aura Divine Aura 18 miles; Languages All
________________________________________ _____________________

AC 117, touch 74, flat-footed 89 (+18 Deflection, +18 Divine, +43 Natural, +28 Dex), 50% miss chance
hp 2240 (70d4 (psion) + 1960), fast heal 76; DR 40/Epic and Crystal
Immune Immune to polymorphing, petrification, or any other attack that alters his form. Not subject to energy drain, ability drain, or ability damage, and is immune to mind-affecting effects. Immune to Fire, Electricity, Acid, Cold, Sonic damage, critical hits, death spells, magical death effects, energy drain, and negative energy effects.
Resist Acid 38; SR 105
Fort +87, Ref +87, Will +83
________________________________________ _____________________

Speed 150 ft. (30 squares), fly 150 ft. (30 squares)
Melee Staff of Unparalled Might +87/+87/+82 (1d6 + 51 +2d6 holy +2d6 anarchic / x2)
Melee +76 touch
Ranged +81 touch
Space 5 ft.; Reach 5 ft.
Base Atk +35; Grp +76
Atk Options Psionic Powers, Divine Blast 36d12 21/day
Special Actions Alter Reality, Psionic Powers, Divine Shield 180 points 31/day, Divine Storm, Spell-like Abilities, Haste 20 rounds 3/day
________________________________________ _____________________

Power Points/Day 2268 ; Powers Known (ML 70th) Save DC 60+spell level
Epic—7/day Disrupt, Degrade, and Devastate, Epic Dispelling, Epic Heal, Epic Intertial Armor, Greater Affliction, Repel Iron Save DC 70
9th— Affinity Field, Apopsi, Assimilate, Microcosm, Psionic Eltherealness, Reality Revision, Timeless Body, Tornado Blast
8th— Bend Reality, Matter Manipulation, Psionic Greater Teleport, Psionic Mind Blank, Psionic Telekinetic Sphere, Recall Death, Shadow Body, True Metabolism
7th— Decerebrate, Divert Teleport, Energy Conversion, Evergy Wave, Evade Burst, Insanity, Psionic Moment of Prescience, Psionic Sequester, Reddopsi, Ultrablast
6th— Breath of the Black Dragon, Dispelling Buffer, Fuse Flesh, Null Psionics Field, Psionic Contigency, Psionic Disintegrate, Remote View Trap, Retrieve, Temporal Acceleration
5th— Adapt Body, Catapsi, Energy Current, Fiery Discorporation, Incarnate, Leech Field, Power Resistance, Psionic Major Creation, Psionic Planeshift, Psionic True Seeing, Psychic Crush, Shatter Mind Blank
4th— Aura Sight, Control Body, Correspond, Death Urge, Detect Remote Viewing, Energy Adaptation, Energy Ball, Inertial Barrier, Intellect Fortress, Mindwipe, Psionic Dimension Door, Psionic Dimensional Anchor, Psionic Divination, Psionic Freedom of Movement, Psychic Reformation, Quintessence, Telekinetic Manuver, Trace Teleport, Wall of Ectoplasm
3rd— Body Adjustment, Body Purification, Danger Sense, Dismiss Ectoplasm, Dispel Psionics, Energy Bolt, Energy Burst, Energy Cone, Energy Retort, Energy Wall, Eradicate Invisibility, Hustle, Psionic Blast, Solicit Psicrystal, Telekinetic Force, Telekinetic Thrust, Time Hop, Touchsight, Ubiquitous Vision
2nd— Biofeedback, Cloud Mind, Concussion Blast, Control Air, Detect Hostile Intent, Ego Whip, Elfsight, Energy Missile, Energy Push, Energy Stun, Forced Sense Link, Inflict Pain, Mental Disruption, Psionic Levitate, Swarm of Crystals
1st— Catfall, Control Flames, Control Object, Crystal Shard, Defensive Precognition, Detect Psionics, Energy Ray, Far Hand, Force Screen, Inertial Armor, Mind Thrust, Offensive Precognition, Offensive Prescience
Spell-like Abilities (CL 88) At will-Aid, Antimagic Field, Blade Barrier,Brain Spider, Comprehend Languages, Contagion, Detect Secret Doors, Detect Thoughts, Clairaudience/Clairvoyance, Discern Lies, Discern Location, Disintigrate, Dispel Evil, Dispel Magic, Divination, Divine Power, Earthquake, Find the Path, Flame Strike, Foresight, Greater Planeshift, Greater Teleport, Harm, Holy Aura, Holy Smite, Holy Word, Identify, Imbue with Spell Ability, Implosion, Inflict Critical Wounds, Inflict Light Wounds, Legend Lore, Lesser Telepathic Bond, Magic Circle against Evil, Magic Vestment, Magic Weapon, Mass Inflict Light Wounds, Mind Blank, Mordenkainen's Disjunction, Nystul's Magic Aura, Power Word Blind, Power Word Kill, Power Word Stun, Probe Thoughts, Protection from Evil, Protection from Spells, Rary's Telepathic Bond, Shatter, Spell Resistance, Spell Turning, Spiritual Weapon, Summon Monster IX, True Seeing, Wierd Save DC 59 + spell level
________________________________________ _____________________

Divine Rank 18
Abilities Str 57, Dex 66, Con 66, Int 72, Wis 46, Cha 46
SQ Domains (Destruction, Good, Knowledge, Magic, Mind, War), Immortality, Naturally Psionic, Repletion, Resistance, Resilience, Evasion
Feats Burrowing Power, Deflect Arrows, Delay Power, Empower Power, Enlarge Power, Expanded Knowledge (hustle, psionic dimensional anchor, quintessence), Improved Initiative, Improved Unarmed Strike, Maximize Power, Overchannel, Psicrystal Affinity, Psicrystal Containment, Psionic Meditation, Quicken Power, Speed of Thought, Talented, Twin Power
Epic Feats Epic Manifesting, Epic Psionic Focus, Exceptional Deflection, Improved Manifestation x10, Improved Metapsionics, Infinite Deflection, Intensify Power (12 pp), Multipower x5, Opportunity Power, Power Stowaway (temporal acceleration), Reflect Arrows
Salient Divine Abilities Area Divine Shield, Automatic Metapsionics (empower power, quicken power, twin power), Battlesense, Clearsight, Divine Blast, Divine Celerity, Divine Dodge (68% miss chance), Divine Fast Healing x2, Divine Psionics, Divine Shield, Divine Storm (Fort Save DC 69), Free Move, Hand of Death (Fort Save DC 69), Increased Damage Reduction, Increased Spell Resistance, Know Secrets, Mass Divine Blast, See Magic, See Psionics, Supreme Initiative
Skills Autohypnosis +119, Balance +112, Bluff +67, Climb +71, Concentration +119, Diplomacy +67, Escape Artist +82, Gather Information +67, Hide +82, Intimidate +104, Jump +144, Knowledge (arcana) +122, Knowledge (architecture and engineering) +122, Knowledge (history) +122, Knowledge (nature) +122, Knowledge (psionics) +122, Knowledge (religion) +122, Knowledge (the planes) +122, Listen +72, Move Silently +77, Psicraft +130, Sense Motive +72, Spellcraft +85, Spot +72, Tumble +107, Use Psionic Device +57
Possessions see below
________________________________________ _____________________

Organization Solitary (unique)
Environment Any
Advancement By character level
________________________________________ _____________________

Evasion: If Mentator is exposed to any effect that normally allows him to make a Reflex saving throw for half damage, he instead takes no damage with a successful saving throw.
Repletion: Mentator can sustain his body without need of food or water. If he spends 1 power point, he does not need to eat or drink for 24 hours.

Resiliance: When an Metator takes damage, he can spend power points to reduce its severity. As an immediate action, he can reduce the damage he is about to take by 2 hit points for every 1 power point he spends.

Resistance: Mentator can use psionic energy to increase his resistance to various forms of attack. As an immediate action, he can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of his next action.
________________________________________ ___________________

Posessions

+5 Inherent bonus to Strength, Dexterity, Constitution, Wisdom, and Charisma
Belt of Epic Magnificence +12 (Cl 70)
Ring of Epic Psionics V-IX] (Cl 70)
Ring of Universal Energy Immunity and Solar Wings (Cl 70)
Cloak of Resistance +10 and major displacement (Cl 70)
Boots of Swiftness] (Cl 70)
Soulfire Bracers of Heavy Fortification +6] (Cl 70)
114 rods of excellent magic (used)
Amulet of Epic Natural Armor +10 (Cl 70)
Portable Hole (filled with Quintessence)
Staff of Unparalled Might : This +10 Ghost Touch Anarchic Holy Deep Crystal Quarterstaff also functions as a rod of epic absorbtion, rod of epic might, 5 rods of excellent magic, and a psicrown of astral legion, cautious warrior, great dominator, temporal juggler, and traveler. It is also set with ten 17 pp cognizance crystals. Additionally, it allows the wielder to utilize the following powers at will, augumented to 70 pp: concussion blast, crystal shard, energy bolt, and telekinetic thrust. (Cl 70)
110,352,611 gp

Epic Powers

Disrupt, Degrade, and Devastate
Psychokinesis
Psicraft DC: 91
Casting Time: 1 standard action
Range: 12,000 ft.
Area: Cylinder (10-ft. radius, 30 ft. high)
Duration: Instantaneous
Saving Throw: Fortitude Half, Will negates (see text)
Spell Resistance: Yes
To Develop: 819,000 gp; 17 days; 32,760 xp. Seeds: Destroy (DC 29). Factors: Disjoin everything in affected area (ad hoc +30), Change from target to area (+10), Change area to cylinder (+2), 1 action casting time (+20).

When cast, this spell has two effects on everything within its area. First, all creatures, items, and objects within the area are disjoined. That is, spells and spell-like effects are separated into their individual components (ending the effect as a dispel magic spell does), and each permanent magic item must make a successful Will save or be turned into a normal item. An item in a creature’s possession uses its own Will save bonus or its possessor’s Will save bonus, whichever is higher. Even artifacts are subject to disjunction, though there is only a 1% chance per manifester level of actually affecting such powerful items. Additionally, if an artifact is destroyed, the manifester must make a DC 25 Will save or permanently lose all manifesting abilities. Second, this spell deals 20d6 damage to everything in the area with a Fortitude save for half damage. The damage is of no particular type or energy. If anything in the area is reduced to -10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated, leaving behind only a trace of fine dust. This spell affects even magical matter, energy fields, and force effects that are normally only affected by the disintegrate spell. Such effects are automatically destroyed. Epic spells using the ward seed may also be destroyed, though the manifester must succeed at an opposed caster level check against the other spellcaster to bring down a ward spell. The massive destructive energies channeled also deal 10d6 damage to the manifester.

Epic Inertial Armor
Metacreativity (Creation) [Force]
Psicraft DC: 114
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 24 hours (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 1,026,000 gp; 21 days; 41,040 XP. Seed: armor (DC 14). Factors: +36 additional armor bonus (+72), quickened spell (+28).

Epic Intertial Armor works as per epic mage armor, except that it grants a +40 armor bonus to Armor Class, and lasts for 1 day.

Epic Dispelling
Pychokinesis
Psicraft DC: 139
Casting Time: 1 swift action
Range: 300 ft.
Area: 20 ft. radius.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
To Develop: 1,251,000 gp; 26 days; 50,040 XP. Seed: dispel (DC 19). Factors: additional +80 to dispel check (+80), Change from target to area (+10), Change area to 20 ft. Radius (+2), quickened spell (+28).

As greater dispel magic, except that the maximum bonus on the dispel check is +80.

Repel Iron
Pychokinesis
Psicraft DC: 75
Casting Time: 1 standard action
Range: Touch
Area: 5 ft. spherical emanation, centered on the manifester
Duration: 24 hours
Saving Throw: None
Spell Resistance: Yes
To Develop: 675,000 gp ; 14 days ; 27,000 xp Seed: Ward (DC 14) Factors: Ward against specific material (Ad Hoc +25), ward against Mordenkainen's Disjunction (+16), 1- action casting time (+20), reduce area to 5 ft. emanation (Ad Hoc +0)

This spell creates an invisible field that prevents any iron from entering. Any objects made of iron cannot pass the edge of the field, though spell resistance can allow an object to overcome this protection. If the field is forced against any iron, it automatically fails. The field is also warded against Mordenkainen's Disjunction entirely.

Epic Heal
Pychometabolism
Psicraft DC: 86
Casting Time: 1 swift action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Yes (harmless)
Spell Resistance: Yes (harmless)
To Develop: 774,000 gp ; 16 days ; 30,960 xp Seed: Heal (DC 50) Factors: restore permanantly drained ability score points (+6), dispell all negative levels afflicting target (+2), quickened spell (+28)

This spell completely cures all diseases, blindness, deafness, hit point damage, and temporary ability damage. It restores permanently drained ability score points, neutralizes poisons in the subject’s system so that no additional damage or effects are suffered. It offsets feeblemindedness and cures mental disorders caused by spells or injury to the brain. It dispels all magical effects penalizing the character’s abilities, including effects caused by spells, even epic spells developed with the afflict seed. It dispels all negative levels afflicting the target.

Greater Affliction
Clairsentience
Psicraft DC: 80
Casting Time: 1 swift action
Range: 300 ft.
Area: 20 ft. radius burst
Duration: 20 minutes
Saving Throw: Will negates
Spell Resistance: Yes
To Develop: 720,000 gp ; 15 days ; 28,800 xp Seed: Afflict (DC 14) Factors: Additional -18 penalty on attack rolls, checks, and saving throws (+36), quickened spell (+28), change from target to area (+10), change area to 20 ft. radius burst (+2)

This spell afflicts all in the affected area with a -20 morale penalty on attack rolls, checks, and saving throws.
Bernat

04-19-07, 04:59 PM
Let it be known that, from this moment on, I officially and irrevocably hate synergy bonuses.
Bernat

04-19-07, 05:52 PM
I need a little help with this ability from a greater deity's point of view. She's got 70 druid levels; artifice, creation, destruction, earth, magic and strength as domains; and, even though not sure if I picked them right, her portfolio includes creation, destruction, earth, magic, race (earth elemental) and strength.

. . Alter Reality (Su): Deities exert a considerable measure of control over reality itself, and their presences can command the very essence of the world around them. This warping of reality manifests in a number of ways.
. . Demigods and lesser deities can use limited wish with regard to their portfolios, and deities of higher rank can use wish likewise. This ability costs the deity no XP, and requires a standard action to implement. In effect, a deity can duplicate practically any spell effect, so long as the effect fits within the deity’s sphere of influence. Whether the deity has access to wish or limited wish as part of alter reality, a strict interpretation of what is and what is not related to its portfolio is necessary to maintain balance. Permissible uses of this ability should be listed in each deity’s description. Note that in the situation where two deities both try and Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered. Similarly, where Alter Reality is used to change ongoing cosmic effects put in place by cosmic entities, an opposed rank check is required to determine whether the effect is overcome or not.
. . Deities of at rank 6 or higher may also cure or inflict wounds. Good deities can use alter reality to cast any cure spell at will as a standard action while evil deities can cast any inflict spell; neutral deities select which version they prefer and cannot change it once selected. A deity can apply metamagic feats to the spells if desired, but doing so requires her to forego using alter reality for 1 round for each level the feat would normally add to the equivalent spell.
. . As a swift action, demigods can assume any size from Tiny to Huge. A demigod also can change the size of up to 100 pounds of objects she touches. If the deity has a familiar, personal mount, or personal intelligent weapon, the creature can change size with the deity if the deity touches it, but its weight counts against the deity’s weight limit. Lesser deities can increase their size up to Gargantuan, and deities of higher rank can assume any size from Fine to Colossal. This ability allows a deity to assume any proportions from the size of a grain of sand up to as much as 1,600 feet tall. A radical change in size can have great impact on the deity’s combat ability. The deity’s Strength, Armor Class, attack bonus, and damage dealt with weapons changes according to the size the deity assumes. The deity’s Strength score can never be reduced to less than 1 through this ability. Also note that use of this divine ability does not affect all the deities’ characteristics. Demigods and lesser deities can select the Alter Size salient divine ability (see Salient Divine Abilities, below), to remove some of the restrictions placed upon them.

What exactly can I do with this ability?

Can I use it in a cosmic entity's realm (let's say in Dis :))?

What spells fall under my sphere of influence?

Can I cast quickened free-XP wishes at will thanks to Divine Metamagic (Quicken)?

If I cast Mass Heal, will Dispater's Spell Stowaway (Heal) trigger? (well, this one has little to do with Alter Reality)
Aracor

04-19-07, 06:36 PM
This one at least I can field.

If I cast Mass Heal, will Dispater's Spell Stowaway (Heal) trigger? (well, this one has little to do with Alter Reality)No. It has to be exactly the same spell, and he needs to be within 300 feet.

Assuming you get that close :D
Diplominator

04-19-07, 07:22 PM
Regarding race...

What would be an appropriate LA for Demilich? Most sources I've seen say +8 on top of the Lich LA, which seems fairly reasonable. That's what extrapolating from the ELH gives.

Speaking of Demilich...any adjustments for balance/sensibility? A lot of its abilities are quite powerful, and its magic immunity reflects the 3.0 version. Also, it doesn't say if the Demilich can affect itself (although the note about Harm under SLAs implies it can). Clarification there would be nice.

And, last, can I have a Demilich be a pair of hands? Technically, there should be only one, but I love the idea of a Demilich that plays a massive creepy pipe organ in his tomb. And being able to strangle people (not in-game). It's just a flavor thing.
Aracor

04-19-07, 08:41 PM
The demilich, along with most other monsters, was actually 'updated' to 3.5 rules. Its magic immunity is treated exactly like a golem's; i.e. unbeatable spell resistance. So certain orb spells will still rock its world.
Lusden Veharo

04-19-07, 09:01 PM
But Dispater is only a rank 0 deity. He doesn't have it.

Lusden Veharo:

It seems the basic gist of your attempt (Or theory) is to nonmagically sneak in, and charge Dispater for extreme damage. Have you considered multiple characters? Parties of up to four are allowed for the challenge, as long as the total divine ranks don't exceed 18. Namely, a caster who could provide numerous buffs (If you don't activate them yourself through UMD), or a decoy of some sort. Warding against the effects of the Iron Tower will be very important. Second, I again stress the inclusion of divine ranks, there's numerous benefits that you could get from it.

Yeah, that's basically it. All of Dispater's information gathering needs to be used actively, and relying on non-magical stealth methods ensures that something like True Seeing doesn't rape me--even a Detect Magic has to beat my Hide check in order to see the magic I'm using.

The effects of the Tower that are constantly active seem to consist of things that Dispater can choose to hit you with, plus stuff that reactively happens to any attack against Dispater. Avoiding Dispater's notice defeats the first, and it's not that hard to survive a single retaliation (280 damage is nothing!) from the reactive defenses. And, really...buffs aren't all that important. BAB +35, +charisma for smiting, +strength, +weapon enhancement is a really solid attack roll. Basically for the fun of it, I'm going to make the challenger Divine Rank 0 (simple immortality, not failing on a 1, etc.), and with the stat allowances I can easily get a +15 charisma mod and a +20 strength mod.

Slip in some basic extras like magical strength buffs (which, presumably, can go beyond the 70 strength limit; that seemed to be a restriction on base stats), the Bane weapon enhancement, size bonuses, morale bonuses, insight bonuses, and all the other fun stuff available with a few well-chosen buffs from Craft Contingent Spell/Power, and I can easily hit Dispater even with that annoying -9 penalty the Tower gives.

The only real challenge here is ensuring I can defeat any reasonable information gathering method: Gather Information (this is the main reason I don't want to be more than a demidiety: anybody else needs worshipers, and worshippers mean sources of information), True Seeing (hence using Hide and Move Silently), Dispelling (unlikely, but I need to make sure the Contingent Spells are high enough caster level to defeat dispell attempts), Detect Magic (Hide check and Hide in Plain Sight defeat this), Scrying (Mind Blank effect). The ONLY thing that cannot be reasonably defeated would be the Diefic ability to see into the future (which, as a rank 0 diety, Dispater doesn't have) and Metafaculy (which can be avoided if Dispater knows nothing about me).

I suppose, technically, the casters I'm buying Craft Contingent spell from could count as party members, but I'm not assuming they have anything except a few spells on their list and a single Item Creation feat. Pure spellcasting can get a high enough caster level for my purposes.
Diplominator

04-19-07, 09:25 PM
The demilich, along with most other monsters, was actually 'updated' to 3.5 rules. Its magic immunity is treated exactly like a golem's; i.e. unbeatable spell resistance. So certain orb spells will still rock its world.

Except...not. I know, you would think that would be the case, but check it out. The update download is silent. The SRD says immunity to all magical and supernatural effects (barring certain exceptions). If the immunity goes unchanged, that would be a huge boon in the fight against Dispater, and Demilich is nifty in and of itself.

Oh, and another question for Witch. Epic Ultimate Magus. Can you direct me to an appropriate progression? Figuring out class ability progression is easy enough, but I'd like a ruling on how the bonus feats and spells should progress.
Aracor

04-19-07, 09:45 PM
Except...not. I know, you would think that would be the case, but check it out. The update download is silent. The SRD says immunity to all magical and supernatural effects (barring certain exceptions). If the immunity goes unchanged, that would be a huge boon in the fight against Dispater, and Demilich is nifty in and of itself.

Oh, and another question for Witch. Epic Ultimate Magus. Can you direct me to an appropriate progression? Figuring out class ability progression is easy enough, but I'd like a ruling on how the bonus feats and spells should progress.There's no other definition, nor any other logical way to treat it. If a spell isn't affected by spell resistance, there's no magic to be immune to. Orb of acid is basically throwing a ball of actual acid at them by RAW. Magic resistance/immunity won't help with that.

That also logically explains why a demilich can harm itself to get more hit points. You can always overcome your own spell resistance.
Diplominator

04-19-07, 10:47 PM
There's no other definition, nor any other logical way to treat it. If a spell isn't affected by spell resistance, there's no magic to be immune to. Orb of acid is basically throwing a ball of actual acid at them by RAW. Magic resistance/immunity won't help with that.

That also logically explains why a demilich can harm itself to get more hit points. You can always overcome your own spell resistance.

I don't disagree. But, all the same, it's not quite RAW and I'd like a ruling from Witch. That immunity to supernatural stuff looks mighty tasty to me.

Even if not, I still might try a Demilich. Good at hiding and got some other nasty tricks.
Mysteris

04-19-07, 11:57 PM
I have a question. How long are you allowing people to sign up for this siege? I just found out about it and I'm interested. :) Also, would you consider allowing Shadow Magic from the Tome of Magic? It offers some interesting possibilities for a character. Also, is the Magic Item Compendium available for purchasing items?
Rikandur_Azebol

04-20-07, 12:34 AM
As a first guy who tried Iron Siege, I'd like to retake it. As I said, I'm not done until result satisfies me. :P
Lusden Veharo

04-20-07, 02:33 AM
Alright, I *think* I can do this without actually needing to use any Contingent Spells or triggering any magic. I juse need two things confirmed:

1) Nothing in Dis interferes with magical items functioning, right? That is, the "haha, spells go wonky!" won't mess with a +Awesome Sword of Dispater Doom.

2) Dispater is defined as having a soul, since he can be affected by Ressurection, correct?

Short version: Thiniaun weapon with Mageslayer chain of feats to overcome magical defenses, and the True Res does no good when his soul is trapped in my weapon.
Aluroon

04-20-07, 08:07 AM
Alright, I *think* I can do this without actually needing to use any Contingent Spells or triggering any magic. I juse need two things confirmed:

1) Nothing in Dis interferes with magical items functioning, right? That is, the "haha, spells go wonky!" won't mess with a +Awesome Sword of Dispater Doom.


Nothing except the fact that the entire plane is treated as a Divine Realm for him and that he can therefor Ban/Prohibit a Single School of Magic or a Descriptor (Evil, Good, ect). When you consider he can also apply metamagic feats to things at the same time it gets really nasty. Like when he applies the corrupt spell metamagic feat and the intensify spell metamagic feat as part of the magic traits for the plane then bans all spells with the evil descriptor, while noting that he can bypass it.
Taeldrin Laesrash

04-20-07, 09:24 AM
The only real challenge here is ensuring I can defeat any reasonable information gathering method: Gather Information (this is the main reason I don't want to be more than a demidiety: anybody else needs worshipers, and worshippers mean sources of information)


You could be a proxy. That's DvR 1 without worshippers.
Witch

04-20-07, 09:41 AM
I need a little help with this ability from a greater deity's point of view. She's got 70 druid levels; artifice, creation, destruction, earth, magic and strength as domains; and, even though not sure if I picked them right, her portfolio includes creation, destruction, earth, magic, race (earth elemental) and strength.
Quite a big portfolio there - I suggest you limit the portfolio to "Earth" and "Earth elementals". The domains aren't problematic, however.



What exactly can I do with this ability?
Use Wish in relation to things involving earth :)



Can I use it in a cosmic entity's realm (let's say in Dis :))?
It requires a rank check.

What spells fall under my sphere of influence?
Spells with the Earth descriptor (rare spells that involve earth witout having the descriptor will be included as well).

Can I cast quickened free-XP wishes at will thanks to Divine Metamagic (Quicken)?
No. This is a supernatural ability, and Divine Metamagic doesn't work on that.

If I cast Mass Heal, will Dispater's Spell Stowaway (Heal) trigger? (well, this one has little to do with Alter Reality)
No.
Witch

04-20-07, 09:51 AM
Regarding race...

What would be an appropriate LA for Demilich? Most sources I've seen say +8 on top of the Lich LA, which seems fairly reasonable. That's what extrapolating from the ELH gives.
I'd argue a +12 (in addition to the +4 from being a lich), given the fact that it's a +6 CR adjustment. As an epic level equals half a CR with Dicefreaks rules, two levels equal one CR, as do two level adjustments.

Speaking of Demilich...any adjustments for balance/sensibility? A lot of its abilities are quite powerful, and its magic immunity reflects the 3.0 version. Also, it doesn't say if the Demilich can affect itself (although the note about Harm under SLAs implies it can). Clarification there would be nice.
It is an issue. Magic Immunity will be standardized, due to the inconsistencies in the write-up. Due to that, the CR adjustment will likely change, so you can go with a +8 LA on top of the lich LA.

And, last, can I have a Demilich be a pair of hands? Technically, there should be only one, but I love the idea of a Demilich that plays a massive creepy pipe organ in his tomb. And being able to strangle people (not in-game). It's just a flavor thing.
As a flavor thing, I have no issue with it. Just describe them as always being a few feet from eachother, unable to move further away.


Oh, and another question for Witch. Epic Ultimate Magus. Can you direct me to an appropriate progression? Figuring out class ability progression is easy enough, but I'd like a ruling on how the bonus feats and spells should progress.
Class Ability progression will likely slow down somewhat (particularly the caster level increases). I'll get back to you on this later.

I have a question. How long are you allowing people to sign up for this siege? I just found out about it and I'm interested. :) Also, would you consider allowing Shadow Magic from the Tome of Magic? It offers some interesting possibilities for a character. Also, is the Magic Item Compendium available for purchasing items?
You can still sign up. The MIC is available as a general rule. Let me know what you're using from it though, I only recently got it and haven't had the time to read through it yet.
I don't mind shadow magic, but I strongly discourage it due to a lack of epic material on it.

As a first guy who tried Iron Siege, I'd like to retake it. As I said, I'm not done until result satisfies me. :P
Go ahead, Rik. Better luck this time :P


1) Nothing in Dis interferes with magical items functioning, right? That is, the "haha, spells go wonky!" won't mess with a +Awesome Sword of Dispater Doom.

I won't guarantee you anything, but I can tell you that Mentator didn't notice his magic items stopped function during his challenge, even though he couldn't use spells.

2) Dispater is defined as having a soul, since he can be affected by Ressurection, correct?
His body is his soul, yes.

Short version: Thiniaun weapon with Mageslayer chain of feats to overcome magical defenses, and the True Res does no good when his soul is trapped in my weapon.
What's a Thiniaun weapon?

even a Detect Magic has to beat my Hide check in order to see the magic I'm using.
How's that?

The effects of the Tower that are constantly active seem to consist of things that Dispater can choose to hit you with, plus stuff that reactively happens to any attack against Dispater.
I've noted earlier that "Anyone that isn't among this select number of people" is also a valid order to the tower.
NoldorForce

04-20-07, 12:07 PM
Thinuan is a weapon material in Complete Warrior that sucks out your enemy's soul if you kill him with the weapon. In this case, it's being used to preempt the Contingent Resurrection.
Bernat

04-20-07, 02:07 PM
Quite a big portfolio there - I suggest you limit the portfolio to "Earth" and "Earth elementals". The domains aren't problematic, however.What about Creation, Earth and Earth Elementals? I wanted this deity to create and mold new worlds into their final shape (surface and undergrounds), and I think Creation along with Earth fit this purpose.

I'm missing Epic Spells and I'm done for revision (though maybe I'll remove Epic Spellcasting from her list of epic feats because I don't like the spells I'm creating and I don't know how to get the effects I desire).
The Serge7

04-20-07, 04:04 PM
Just wanted to add a quick word to indicate my support for participants in this endeavor... Something I usually restrict to my fellow freaks....

Youza Gonna DIIIEEEEEE!!!!!!!
Lusden Veharo

04-20-07, 06:47 PM
Noldor nailed it; I'm trying to defeat Dispater's defenses agaisnt magic by...not using any. I don't care how many True Res effects Dispater has if his soul isn't there to be summoned back, and if none of my gear is magical (which will be tricky with the Hide/Move Silently checks) then constant Disjunctions don't matter.

Alright, here's the general layout:

Paul, God of Smiting

Human Paladin 20/Shadowdancer 1/Exemplar 1/Paladin +28
Divine Rank 1

Portfolio: Smiting
Domains: Destruction, Strength (+2 Divine Salient Abilities)

Divine Salient Abilities: Divine Paladin, Indominable Strength, Supreme Initiative (+2 unused)


I'm still working on removing those two PrCs, but I need Hide in Plain Sight and Skill Mastery.



As to why a Hide check should be able to defeat Detect Magic--are you seriously saying that a cantrip can defeat a skill check, guaranteed?
Witch

04-20-07, 07:13 PM
What about Creation, Earth and Earth Elementals? I wanted this deity to create and mold new worlds into their final shape (surface and undergrounds), and I think Creation along with Earth fit this purpose.
That's fine :)

(though maybe I'll remove Epic Spellcasting from her list of epic feats because I don't like the spells I'm creating and I don't know how to get the effects I desire).
I'm with you. I hate designing Epic Spells in the official spellcasting system as well.
Witch

04-20-07, 07:17 PM
Just wanted to add a quick word to indicate my support for participants in this endeavor... Something I usually restrict to my fellow freaks....

Youza Gonna DIIIEEEEEE!!!!!!!
This is always such a pleasant differance from your generally serious composure =) Haven't you though of trying, Serge? If anyone could do it, it'd be someone who knows what Dispater can do in and out :P

As to why a Hide check should be able to defeat Detect Magic--are you seriously saying that a cantrip can defeat a skill check, guaranteed?
Thing is though, that Detect Magic is a 60ft. cone, only immediately tells you there is magic, and it takes 3 rounds to pinpoint a square. Which won't even reveal you, it'll just tell people there's a creature in the square (provided you're wearing something magical.)
The Serge7

04-20-07, 07:51 PM
This is always such a pleasant differance from your generally serious composure =) Haven't you though of trying, Serge? If anyone could do it, it'd be someone who knows what Dispater can do in and out :P
Nope, I have no intention of trying. One, I'm not into the rules enough to think up innovative approaches to taking him down. Two, Selah is largely responsible for his build, which is significantly better than my old original. If anyone would have a chance, it would be him. And that would be only if someone like Kain Darkwind wasn't running (Kain's a brutal and crafty DM).

In any event, I look forward to seeing more folks fight the Urbane Fiend. And failing miserably. :D
Senevri

04-20-07, 08:20 PM
Noldor nailed it; I'm trying to defeat Dispater's defenses agaisnt magic by...not using any.
I like the way you think. Personally, I'd have gone the way of the Martial Adept, who only use (ex) and (su) stuff. Good luck.
Taeldrin Laesrash

04-20-07, 09:27 PM
I like the way you think. Personally, I'd have gone the way of the Martial Adept, who only use (ex) and (su) stuff. Good luck.

A martial adept would be very able to handle this challenge. They require few magic items, deal large amounts of damage not affected by many resistances, and certain maneuvers greatly enhance their saves and hp-taking capabilities. And there's the awesome Iron Heart Surge. I'd build a Warblade to take on Dispater, if ToB was allowed.
Bernat

04-20-07, 09:47 PM
I was going to try with a Monk and/or Rogue with some levels in the Void Incarnate (http://www.wizards.com/dnd/files/EICompiled.zip) prestige class if the druid didn't work. But I'm not sure if Epic Insights is allowed.
E'tii'stil Shadowsil

04-20-07, 10:33 PM
If I cast Mass Heal, will Dispater's Spell Stowaway (Heal) trigger? (well, this one has little to do with Alter Reality)

Dispater has Spell Stowaway (mass heal).
fnord

04-21-07, 12:52 AM
Question repeated from the CharOp version of this thread (things can go fast there, you may have missed it:
More questions:
Is Arcane Duelist allowed? Assuming the Dexterous Attack/2-handed power attack loophole is not used.

If Arcane Duelist is allowed, does the Annihilating Strike SDA work for your quasi-real images created by Flurry of Swords?

Do the deities in the party start with the full complement of Avatars?

I assume I can voluntarily fail rank checks to, for example, avoid accidentally killing Dispater while off of Dis with Annihilating Strike?

Can I use use a custom SDA?
Something like this:
Domination, not Destruction:
Prerequisites: Annihilating Strike
At the deities option, foes who fail their saves against Annihilating Strike are placed at -9 hp and stabilized, rather than being slain outright. Any continuous damage effects (bleeding, etc.) on them are ended (effects caused by a divine or cosmic being other than the deity are on them are only ended with a successful rank check).
The avatar issue is particularly important.

Also, new, improved version of The Circle of Locking the Nine Gates, for your approval:

The Circle of Ninefold Binding:(epic ritual) Conjuration (Summoning)
Spellcraft DC: 135
Components: V, S, M, XP, Ritual
Casting Time: see below
Range: 75 feet
Effect: One summoned Duke of Hell
Duration: 27 rounds
Saving Throw: Will negates (see text)
Spell Resistance: No
To Develop: 1,215,000 gp; 25 days; 48,600 XP. Seed: destroy (DC 29), summon (DC 14), summon (DC 14), ward (DC 14). Factors: summon a unique creature (DC +60), summon a CR 63 creature (+126 DC), one magic circle against evil (ad hoc +10 DC), maximized damage for destroy seed (ad hoc +10 DC), prevent regeneration from divine damage (ad hoc +2), allow no save against damage from destroy seed (ad hoc +10), allow CR of Duke to be summoned to be increased by +1 for each additional 200 XP spent during casting (ad hoc +2), alter effect of second summon seed to banish (ad hoc +2), banish unique creature (ad hoc +60), enforce banishment for 9d100 years (ad hoc +30), increase saving throw DC by +45 (+90 DC)
Mitigating factors: Eight additional casters contributing 9th level spell slots (-136 DC), 3d6 backlash Sanity (or 1d4 Wisdom damage) (-4 DC) to the primary caster, primary caster burns 9,900 xp (-99 DC), secondary casters burn 9,999 XP (divided equally) (-99 DC).
Effect: As The Circle of Locking the Nine Gates except that it can summon demonic nobility of up to CR 63 without the caster spending additional xp, and the will saves to resist the summoning and the subsequent banishment have their DCs increased by 45.

Summary of changes: Increased base CR of creature summoned to 63, added save DC +45, required secondary casters to contribute 9th level spells instead of 6th level, required primary caster to burn addition xp. Net spellcraft DC change of -1.
I tried to keep the numerology of nines intact.


How do level adjustments work in this contest, both for gods and mortals?

Can deities have "natural" forms that are somewhat strange, e.g. a 6-armed human?

I'm toying with this idea concept for a deity which I think would be appropriate for this contest:
Jelan, Lord of Revolution (CG)
Portfolio: Violent overthrow of tyranny, fugitives from unjust authority
Domains: Chaos, Good, Luck, Travel, Trickery, War
That work?
Mysteris

04-21-07, 01:34 AM
Well then, I'd be glad to sign up! :) I'll read up on Dispater this weekend and get to work on a character. Good luck everyone. With so many people after him, someone's sure to bring that devil down. :)

Oh yes, to clarify, the Spell Compendium is allowed, right? I saw one spell from it allowed, but I wanted to make sure.
Rikandur_Azebol

04-21-07, 02:12 AM
It's relatively simple, once You get used to what awaits You. :)

Witch, as half of my soul ended in a magic gem that, last time I checked, was somewhere in Merorem's servant, imp Foulblaze, "possession" who was ordered to put this into "storage room" where Merorem keeps such things.

Thus ... does it affect in any way where I start ? (I am slightly amused by the possibility of bursting forth from the gem. In front of shocked imp. Or from wherever this gem is kept.)

Guys, any hints on Warlock "Apocalypse God" build ?
fnord

04-21-07, 02:50 AM
Oh yes, to clarify, the Spell Compendium is allowed, right? I saw one spell from it allowed, but I wanted to make sure.
Witch makes decisions on a case-by-case basis.
Bernat

04-21-07, 07:24 AM
I'm going to be away for a couple days starting on monday, but I'll post what I've got so you can see if it's alright. Consider that I didn't create this deity focusing on killing Dispater (though it may have influenced me in some decisions), so she is not optimized for that purpose. She a strange kind of earth elemental, the only one I could find that didn't take CL away (even though I don't think I will rely on druid spells too much), so she's not wearing any magic equipment (which can be good for non-metallic items and bad otherwise).

Well, don't be to hard as this is my first deity, and my first character above 30th :D.

Petra
The Sculptress
Greater Deity
Symbol: erupting volcano
Home Plane: Terra
Alignment: neutral
Portfolio: creation, earth, race (earth elemental)
Worshippers: architects, druids, rangers, sculptors
Cleric Alignments: LN, NG, N, EN, CN
Domains: artifice, creation, destruction, earth, magic, strength
Favored Weapon: Natural attack (slam)

When a new world is about to be born, Petra is the first deity to focus her powers towards its creation.

She provides the earth, and she sculpts it to her desire, making it sharp or plain, making it dangerous or safe. She never finishes her work, though, giving a tiny ray of life to a gigantic mass of earth that will never cease moving, even if slowly.

And just like a mother loves her children, Petra loves her creations. It is said that she will also be the one burying her children when the time arrives.

Although many architects worship her, she despises big unnatural edifications, specially those built in large city, where a carpet of artificial rock covers the earth.
Petra
Female Druid 70
Huge Outsider (Augmented Humanoid, Extraplanar, Human)
Init +7 (Dex); Senses 18 mile radius (including tremorsense), 20 remote locations; Listen +106, Spot +114; portfolio sense
Aura divine aura (DC 48), 18 miles; Languages all languages (including nonverbal languages)
________________________________________ _____________________

AC 97, touch 48, flat-footed 90 (+15 deflection, +7 Dex, +18 divine, +49 natural, -2 size)
AC 115, touch 66, flat-footed 108 (+15 deflection, +7 Dex, +18 divine, +49 natural, +18 competence, -2 size) when both she and her foe are touching the ground
HP: 70d8 + 70*25 (2310 hp); DR 45/epic and wood and piercing; or 30/-
Immune ability damage*, ability drain*, acid, banishment effects*, charms*, compulsions*, critical hits, death effects*, disease*, disintegration*, electricity*, energy drain*, fire*, imprisonment effects*, morale effects*, paralysis*, patterns*, phantasms*, poison, sleep*, stunning*, transmutations* (except his own), turning and rebuking*
* Bypassed with successful rank check
Resist cold 38; SR 125
Fort +88; Refl +60; Will +86
________________________________________ _____________________

Speed 100 ft. (20 squares), burrow 100 ft. (20 squares); Space/Reach 15ft./15ft.
Melee 2 slam +90 (3d6+30, 19-20/x2; on a successfull critical add +1d6 points of damage and save against Fort DC 75 or die instantly)
Melee touch +64
Melee ranged +64
Melee 2 slam +108 (3d6+48, 19-20/x2; on a successfull critical add +1d6 points of damage and save against Fort DC 75 or die instantly) when both she and her foe are touching the ground
Melee touch +82 when both she and her foe are touching the ground
Melee ranged +82 when both she and her foe are touching the ground
Base Atk +41; Grp +78
Atk Options Power Attack, Smite (+4 on attack rolls and +18 on damage rolls, 18/day), Strength domain (+18 to Strength for 1 round, 18/day)
Special Actions Divine Blast (ranged touch, 38d12 damage, 23/day), Divine Shield (180 points of damage, 28/day), Grow Creature (Earth Elementals, 18/day), Rebuke/command/bolster earth creatures (18th cleric, 23/day), Turn/destroy air creatures (18th cleric, 23/day)
Combat Gear -
________________________________________ _____________________

Druid Spells Known (CL 70th; spell pen 96th; DC 34 + spell level; +3 CL and spell pen for Conjuration(creation) spells; can spontaneously cast any divine spell)
22nd (2/day)
21st (2/day)
20th (2/day)
19th (2/day)
18th (3/day)
17th (3/day)
16th (3/day)
15th (3/day)
14th (4/day)
13rd (4/day)
12nd (4/day)
11st (4/day)
10th(5/day)
9th (9/day)
8th (9/day)
7th (9/day)
6th (10/day)
5th (11/day)
4th (11/day)
3rd (11/day)
2nd (12/day)
1st (12/day)
0th (13/day)
Epic Spells Per Day -
Spell-Like Abilities (CL 88th; spell pen 94th)
At will - animate rope, antimagic field, bull's strength (DC 60), clenched fist, contagion (DC 61), create food and water, create water, crushing hand, disintegrate (DC 65), dispel magic, earthquake, elemental swarm (earth elementals), enlarge person (DC 59), fabricate, genesis, grasping hand, greater plane-shift (CL 20th, self plus 1800 pounds of objects), greater teleport (CL 20th, self plus 1800 pounds of objects), hardening, harm (DC 64), heroes' feast, identify, imbue with spell-like ability (DC 62), implosion (DC 67), inflict critical wounds (DC 62), inflict light wounds (DC 59), iron body, mage's disjunction (DC 67), magic aura (DC 59), magic stone (DC 59), magic vestment (DC 61), major creation, mass inflict light wounds (DC 63), minor creation, minor image (DC 60), permanent image (DC 64), prismatic sphere (DC 67), shatter (DC 60), protection from spells, righteous might, soften earth and stone, spell immunity (DC 62), spell resistance (DC 63), spell turning, spike stones (DC 62), stone shape, stoneskin (DC 64), true creation, wall of stone (DC 63), wood shape (DC 60)
________________________________________ _____________________

Divine Rank 18
Abilities Str 70, Dex 25, Con 60, Int 40, Wis 56, Cha 50
SQ A Thousand Faces, Divine Aura, Fast Healing 76, Permanent Elemental Fury Form, Immortality, Nature Sense, Resist Nature's Lure, Root Tolerance, Timeless Body, Trackless Step, Venom Immunity, Wild Empathy, Woodland Stride
Feats Cleave, Eschew Materials*, Great Cleave**, Greater Spell Penetration***, Heighten Spell***, Improved Critical (slam), Improved Natural Attack (slam), Power Attack, Silent Spell, Spell Penetration***, Still Spell, Weapon Focus (slam)
* Human bonus feat
** Elemental Fury Form bonus feat
*** Feat attained from an epic feat slot
Epic Feats Automatic Silent Spell (x3), Automatic Still Spell (x3), Damage Reduction (x10), Devastating Critical (slam), Epic Fortitude, Epic Prowess, Epic Spell Penetration, Epic Will, Improved Heighten Spell, Ignore Material Components, Multispell, Overwhelming Critical (slam)
Salient Divine Abilities Automatic Metamagic (Quicken), Call Creatures (Earth Elementals), Control Creatures (Earth Elementals), Create Object, Divine Blast, Divine Creation, Divine Earth Mastery, Divine Fast Healing (x2), Divine Shield, Divine Skill Focus (Craft (sculpture)), Divine Spellcasting, Essence of Earth, Extra Sense Enhancement (Tremorsense), Govern The Children (Earth Elementals), Grow Creature (Earth Elementals), Increased Damage Reduction (piercing), Increased Spell Resistance (x2), Indomitable Strength, Master Crafter, Overlord (Earth Elementals), Power of Nature (cannot manipulate air or water)
Skills Appraise +69 (+77 for sculpted items), Balance +61, Bluff +58, Climb +84, Concentration +116, Craft (sculpture) +138, Decipher Script +36, Diplomacy +82, Disable Device +36, Escape Artist +45, Gather Information +58, Handle Animal +46, Heal +49, Hide +40, Intimidate +60, Jump +63, Knowledge (arcana) +68, Knowledge (architecture and engineering) +68, Knowledge (dungeoneering) +68, Knowledge (nature) +110, Knowledge (religion) +68, Knowledge (the planes) +68, Listen +106, Move Silently +28, Search +68 (+72 to find secret doors or hidden compartments), Sense Motive +61, Spellcraft +110 (+112 when deciphering scrolls), Spot +114, Survival +63 (+71 when in aboveground natural environments, +67 when in other planes, underground or finding/following tracks), Swim +54, Tumble +30, Use Magic Device +48 (+56 on checks related to scrolls), Use Rope +28 (+30 when binding someone with a rope)
Epic Spells Known -
Possessions -
________________________________________ _____________________

Alter Reality (Su) Petra exerts a considerable measure of control over reality itself, and her presence can command the very essence of the world around her. This warping of reality manifests in a number of ways.

Petra can use wish in regard to her portfolio. This ability costs her no XP, and requires a standard action to implement. In effect, she can duplicate practically any spell effect, so long as the effect fits within the deity's sphere of influence.

She may also use alter reality to cast any cure spell at will as a standard action. Petra can apply metamagic feats to the spells if desired, but doing so requires her to forego using alter reality for 1 round for each level the feat would normally add to the equivalent spell.

As a swift action, Petra can assume any size from Fine to Colossal. This ability allows her to assume any proportions from the size of a grain of sand up to as much as 1.600 feet tall. A radical change in size can have great impact on the deity's combat ability. The deity's Strength score can never be reduced to less than 1 through this ability. Also note that the use of this divine ability does not affect all the deities' characteristics. She also can change the size of up to 100 points of objects she touches.

Domain Abilities Petra casts Conjuration [creation] spells at +3 caster level.

In addition, she has the supernatural ability to smite 18 times per day with a +4 bonus on attack rolls and +18 bonus on damage rolls.

She also can turn or destroy air creatures as a good cleric turns undead. Alternatively she can rebuke, command or bolster earth creatures as an evil cleric rebukes undead. She can use these supernatural abilities 23 times per day as a 18th level cleric (with a +4 synergy bonus on turning checks).

Petra can use scrolls, wands and other devices with spell completion or spell trigger activation as a 9th level wizard.

Finally, as a supernatural ability, as a free action she can gain a +18 enhancement bonus to Strength for 1 round, usable 18 times per day.

A Thousand Faces (Su) Petra can change her appearance at will, as if using the disguise self spell, but only while in her normal form. This affects her body but not her possesions. It is not an illusory effect, but a minor physical alteration of the druid's appearance, whithin the limits described for the spell.

Divine Aura (Ex) The mere presence of Petra can deeply affect mortals or beings of lower divine rank. A divine aura is an emanation that extends around the deity in a 18 miles radius. She chooses the size of the radius and can change it as a swift action. If the she chooses a radius of 0 feet, her aura power effectively becomes non-functional. When two or more deities' auras cover the same area, only the aura that belongs to the deity with the highest rank functiosn. If divine ranks are equal, the auras coexist.

Petra can make her own worshipers, beings of her alignment, or both types of individuals immune to the effect as a free action. The immunity lasts one day oruntil she dismisses it. Once affected by an aura power, creatures remain affected as long as they remain within the aura's radius. Petra can choose from the following effects each round as a free action:

Daze: Affected beings just stare at the deity in fascination. They can defend themselves normally but can take no actions.

Fright: Affected beings become shaken and suffer a –2 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from Petra makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight.

Resolve: Petra’s allies receive a +4 morale bonus on attack rolls, saves, and checks, while her foes receive a –4 morale penalty on attack rolls, saves, and checks.

All divine aura effects are mind-affecting abilities. Mortals and other deities of lower rank can resist the aura’s effects with successful Will saves; the DC is 48. Deities are immune to the auras of others of equal or lower rank. Any being that makes a successful saving throw against a deity’s aura becomes immune to that aura power for one day.

Permanent Elemental Fury Form (Ex) When Petra was put in charge of the modelling of earth and rulership of earth creatures, she chose what her form would be, and then provided her minions with a similar appearance. Effectively, Petra's elemental fury form (PHB2, pg. 40) is considered her natural form and cannot choose any other form provided by the Shapeshift alternative druid features (PHB2, pg. 39).

Immortality Petra is naturally immortal and cannot die from natural causes. She does not age, and needs not to eat, sleep or breathe. She's not subject to death from massive damage either.

She risks permanent destruction if slain on her home plane and if the attacker succeeds in a rank check. Otherwise, the deity reforms within her divine realm after 70 years.

Nature Sense (Ex) +2 bonus on Knowledge (nature) and Survival checks.

Resist Nature's Lure (Ex) +4 bonus on saving throws against the spell-like abilities of fey.

Root Tolerance (Ex) From ancient times plant's roots have made their way through the earth, looking to feed from it without causing great harm. For this reason, Petra's skin doesn't treat wood piercing through as hostile, giving her effectively DR 45/epic and wood and piercing. However, her natural attacks aren't considered as made of wood for the effects of bypassing damage reduction. They aren't considered piercing neither, unless the type of attack is already.

Timeless Body (Ex) Petra does not take ability score penalties for aging and cannot be magically aged.

Trackless Step (Ex) Petra leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Venom Immunity (Ex) Immune to all poisons.

Wild Empathy (Ex) Petra can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. She rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, Petra and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

She can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Woodland Stride (Ex)Petra may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion aren't bypassed by this ability.
________________________________________ _____________________

Petra does not automatically fail on a natural attack roll or saving throw roll of 1. She may take 10 on any check or d20 roll.

Automatic Actions Appraise, Balance, Climb, Concentration, Craft (sculpture), Knowledge (architecture and engineering), Knowledge (nature), Knowledge (the planes), Spellcraft; DC30; 20 swift actions/round (1 spell).

Create Magic Items no maximum (including artifacts)
________________________________________ _____________________

ESSENCE OF THE EARTH
Prerequisites: Divine Rank 11, Earth Domain, Divine Earth Mastery.
Benefits: The deity's natural attack bypasses any metallic or mineral damage reduction, such as adamantite, cold iron, jade, mithral, silver, starmetal or stone.[/quote]
Witch

04-21-07, 08:24 AM
Question repeated from the CharOp version of this thread (things can go fast there, you may have missed it:

The avatar issue is particularly important.

Must've missed those.
Arcane Duelist is fine. Epic Progression would need slowing down because of balance, however.
No, the images do not trigger your SDA.
Yes, you can start with a full contingent of avatars if you want. Remember to use DF avatar rules. You have to use your own wealth to outfit them.
You can voluntarily fail rank checks.



Also, new, improved version of The Circle of Locking the Nine Gates, for your approval:

Approved.

I tried to keep the numerology of nines intact.
Very much appreciated.


How do level adjustments work in this contest, both for gods and mortals?
Level Adjustment from the deity template can be ignored. Any other LA can not. If you want, deities can get one template of up to 5 level adjustment without it impacting their wealth and experience pool. If you're going with mortals, I'll be more lenient with templates.

Can deities have "natural" forms that are somewhat strange, e.g. a 6-armed human?
I suggest finding a suitable base creature or effect which allows you to replicate this.

I'm toying with this idea concept for a deity which I think would be appropriate for this contest:
Jelan, Lord of Revolution (CG)
Portfolio: Violent overthrow of tyranny, fugitives from unjust authority
Domains: Chaos, Good, Luck, Travel, Trickery, War
That work?
Sounds good.
Witch

04-21-07, 08:49 AM
Thus ... does it affect in any way where I start ? (I am slightly amused by the possibility of bursting forth from the gem. In front of shocked imp. Or from wherever this gem is kept.)
Rik, half your soul is imprisoned and the other half is spread across the mists of time. That character is dead. I doubt even Xestomul will be able to fix it. You're not bursting forth from the gem, nor is it that character you're playing (though you're free to make a similar one.)
Rikandur_Azebol

04-21-07, 08:50 AM
Don't get discouraged, Bernat. You wouldn't belive how people laughed when my first attempt was caught in a made-on-the-run trap. :)

One devil was extremely annoyed, even as I didn't hurted it.:)

EDIT: And what is a problem with my Iconic PC returning as I said ? His mortal incarnation killed, his mortal soul torn apart.

From my perspective this is all what's needed to unleash everything Rik had held back at the cost of his magical gift. Thus ... Destroyer God pops up, Rik slaughters some and after that seals himself away, again. Eventually he'll run out of souls.
fnord

04-21-07, 08:56 AM
Must've missed those.
Arcane Duelist is fine. Epic Progression would need slowing down because of balance, however.
No, the images do not trigger your SDA.
Yes, you can start with a full contingent of avatars if you want. Remember to use DF avatar rules. You have to use your own wealth to outfit them.
Excellent. I actually wasn't planning on taking Arcane Duelist past 10 anyway.

Now just comes the fun of designing 18 DVR worth of deities.

I suggest finding a suitable base creature or effect which allows you to replicate this.
Sounds good. The DMG II has (under the memorable NPC section) the Abberant Limbs trait. Would that be allowed (for the listed + 2 LA)?
Witch

04-21-07, 09:00 AM
The DMG II has (under the memorable NPC section) the Abberant Limbs trait. Would that be allowed (for the listed + 2 LA)?
I'd call it a +4 because of the two pairs, but yes, that's fine.
fnord

04-21-07, 09:24 AM
I'd call it a +4 because of the two pairs, but yes, that's fine.
Sounds Reasonable.
goro

04-21-07, 12:06 PM
In this campaign is the spell ressistance = power resistance rule in effect?
Witch

04-21-07, 12:14 PM
Yes.
goro

04-21-07, 01:29 PM
After killing Dispater but Before the next round when his "Contigent True Resurrection" takes effect does his body count as non-living matter?
Witch

04-21-07, 01:41 PM
This depends on the context of the sentence. Why?
goro

04-21-07, 01:46 PM
After killing him can i use "Annihilating Strike" SDA to destory his body so his "Contingent:TR" can't take effect.
Witch

04-21-07, 02:00 PM
True Resurrection doesn't need a body.
goro

04-21-07, 02:11 PM
The Gates Of Hell chapter 2 pg. 21
Contingent True Resurrection:
"CTR" works as per "Contingent Resurrection save that the resurrected creature doesn't lose a level (or 1 point of CON if subject was 1st level), and the time between death ad resurrection is only 1 round.

SRD, Epic Spells
Contingent Resurrection:
Contingent resurrection returns the subject to life if he or she is slain. Once cast, the spell remains quiescent and does not activate until the trigger conditions have been met (but each day it remains untriggered, it uses up an epic spell slot, even if the character cast it on another creature). Once triggered, the spell is expended. If the subject is killed (the trigger), he or she is restored to life and complete health 1 minute later, so long as even a tiny bit of dust remains for contingent resurrection to act upon. A shaft of light shines down from the heavens, illuminating the subject and everything within 20 feet. The creature is restored to full hit points, vigor, and health, with no loss of prepared spells. However, the subject loses one level (or 1 point of Constitution if the subject was 1st level). Contingent resurrection does not work on a creature that has died of old age.

If "Annihilating Strike" completely destroys the body then "CTR" won't work.
Witch

04-21-07, 02:14 PM
That seems like an oversight, but you've got a valid point. Yes, you could destroy the body like that.
Geraturatu

04-21-07, 05:28 PM
While that might not work when they have been completely been annihalated, Rejuvenation for actual deities would still work. Just thought I might point that out. (On a side note, I don't like that thing for the deities since it limits statistics for all things non-deific and deific, so the players couldn't keep getting more and more powerful.)
Taeldrin Laesrash

04-21-07, 06:02 PM
Question, Witch. Are there any major DF changes to proxies from D&DG? Are they still DvR 1 entities and such?

Also, for anyone else, any good PrCs for a Warblade? I'm taking the class to 20th level, and then taking another 30 levels. As you might have guessed, it'll be a proxy.
Witch

04-21-07, 06:12 PM
Proxy rules can be found here:
http://dicefreaks.com/phpBB2/viewtopic.php?t=12

They seem significantly different, as there's no mention of Divine Rank.
Diplominator

04-21-07, 06:21 PM
Question, Witch. Are there any major DF changes to proxies from D&DG? Are they still DvR 1 entities and such?

Also, for anyone else, any good PrCs for a Warblade? I'm taking the class to 20th level, and then taking another 30 levels. As you might have guessed, it'll be a proxy.

Maybe some of the ToB stuff like Eternal Blade and Master of Nine? The interaction at Epic is a bit wonky, but you can extrapolate easily enough. Besides that...I dunno. Maybe War Mind.


And, on top of the Ultimate Magus thing, I have a few more questions.

1. Can a Deity take the Divine Emissary epic prestige class? Obviously, the flavor might have to be changed, but...well, it'd be nice. Generally Greater Deities aren't emissaries for anyone, but what if he was his own greatest servant?

2. Can Dry Liches (SS) become Demiliches? I'm presuming the answer is yes, but I want to be sure. Presumably, the phylactery transference thing would work with canopic jars.

3. There's an item in Planar Handbook (and maybe Magic Item Compendium) that would be of great utility, the Vestments of Steadfast Spellcasting. Basically, you ignore the magic traits of a plane (good and bad). Is that enough info for a yes/no, or should I give the whole text?
Aluroon

04-21-07, 06:22 PM
Snicker Snicker, laugh laugh. Your all going to die, you realize that right?
Witch

04-21-07, 06:24 PM
1. Can a Deity take the Divine Emissary epic prestige class? Obviously, the flavor might have to be changed, but...well, it'd be nice. Generally Greater Deities aren't emissaries for anyone, but what if he was his own greatest servant?
Sure.

2. Can Dry Liches (SS) become Demiliches? I'm presuming the answer is yes, but I want to be sure. Presumably, the phylactery transference thing would work with canopic jars.
Sure :)

3. There's an item in Planar Handbook (and maybe Magic Item Compendium) that would be of great utility, the Vestments of Steadfast Spellcasting. Basically, you ignore the magic traits of a plane (good and bad). Is that enough info for a yes/no, or should I give the whole text?
Please give me the whole text.
Diplominator

04-21-07, 06:46 PM
Awright. Please don't kill me, WotC!

Vestments of Steadfast Spellcasting
Versions of this item can vary greatly in appearance, depending on the race of the garment's creator and the plane upon which it was made. Its appearance ranges from snowy white celestial robes to leaf-adorned, dirt-colored clothing suitable for the Beastlands. Vestments of Steadfast Spellcasting enable the wearer to ignore the magic trait of a plane (except for dead magic planes) and cast spells normally. Depending on the plane visited, the owner of the garment might find it to be of unparalleled utility or might choose to take it off to experience the enhanced spellcasting opportunites certain places afford.
Witch

04-21-07, 06:51 PM
This only helps against Impeded Magic, not against Limited Magic (because Manual of the Planes specifies that Limited Magic functions as Dead Magic against the banned schools and descriptors, and Dead Magic isn't protected against), unfortunately.
Diplominator

04-21-07, 06:58 PM
This only helps against Impeded Magic, not against Limited Magic (because Manual of the Planes specifies that Limited Magic functions as Dead Magic against the banned schools and descriptors, and Dead Magic isn't protected against), unfortunately.

Hmm. So it does. I was looking at the (more recent!) DM's guide, which doesn't have the reference to dead magic. Also, the plane itself isn't precisely dead magic, so you could also interpret the vestments as still working.

But, you're the DM. If you say it doesn't work, I'll do something with Planar Bubble. Custom items are allowed, following standard rules and subject to approval, right?
Geraturatu

04-21-07, 06:59 PM
That sounds about right, since Dead magic is, well, a plane where magic does not function, Limited does seem like it should work that way. Though it seems that Impeeded should be the same as Dead magic instead of Limited. It's probably just me anyways.
Witch

04-21-07, 07:04 PM
But, you're the DM. If you say it doesn't work, I'll do something with Planar Bubble. Custom items are allowed, following standard rules and subject to approval, right?
Correct. I'm generally lenient on custom items, as well :)
Diplominator

04-21-07, 07:20 PM
Excellent. I'll start working on something to take him down. One last thing, probably pretty integral to the character...if an item isn't actually with me, he can't disjoin it or its effect, right?
goro

04-21-07, 09:18 PM
Just a quick preview of my GOD.



[sblock/]

Sorry, but your princess is in another castle.

And I moved this guy further on in the thread, and updated him a little. Still not done.
fnord

04-21-07, 10:00 PM
Sorry, I don't know how to put text into spoilers.


[ sblock=Title ]contents[ /sblock ]
Without the spaces.
The above gives:
contents
goro

04-21-07, 10:17 PM
Thank you.
OMGSEKSI

04-22-07, 12:26 AM
Just a quick point I thought of and haven't researched, but......as a divine rank 18 deity if you are of lawfull evil alignment an in the 9 hell's of Baator, doesn't the divinely morphic property of the plain just let you turn Dis inside out? Sorry, I may be talking out my ass, just wondering.
OMGSEKSI

04-22-07, 12:29 AM
After killing Dispater but Before the next round when his "Contigent True Resurrection" takes effect does his body count as non-living matter?

WTF it even says in dispater's entry that he can't be resurrected or raised (outsiders need wish). What am I missing here?
goro

04-22-07, 12:44 AM
Which entry are you using?

The Dispater in this scenerio is from DiceFreaks. There is a link to it in te original thread post.
Aluroon

04-22-07, 04:19 AM
Just a quick point I thought of and haven't researched, but......as a divine rank 18 deity if you are of lawfull evil alignment an in the 9 hell's of Baator, doesn't the divinely morphic property of the plain just let you turn Dis inside out? Sorry, I may be talking out my ass, just wondering.

1. Might, but then with Dicefreaks we the entirety of Dis is basically treated as his divine realm. Good luck beating him with that.

2. Dicefreaks Dispater.
Lusden Veharo

04-22-07, 04:38 AM
Snicker Snicker, laugh laugh. Your all going to die, you realize that right?

Maybe, but I'm taking everything in Dis with me.


Working things through, I have to either give up on not using magic items and spells, or being DvR 1, due to such a limited book list; the various tricks to get a massive skill bonus without using magic would require specialized PrCs. Since the "avoid dietyhood" thing was a desire to prove a point, and the "avoid magic" thing is pure style, and I'm a big fan of style (check the Silly Literalist in my sig), Paul has to power up.

I'm thus boosting Paul the Smite God up to 70 HD and a Divine Rank of 18, branching him out into "God of Rightous Warfare", and giving him the following stuff:

Awesome template (no actual effects, but it makes him awesome)

God of Rightous Warfare
Human Paladin 70

Domains: Competition, Destruction, Glory, Luck, Strength, War
SDAs: Annihilating Strike, Banestrike (Evil Outsiders), Battlesense, Call Creatures (Planetar), Clearsight, Divine Armor Mastery, Divine Dodge, Divine Paladin, Divine Skill Focus (Hide, Jump, Listen, Move Silently, Sense Motive, Spot, Tumble), Extra Sense Enhancement (sight), Indominable Strength, Irresistible Blows, Power of Luck, Rejuvination, Sunder and Disjoin, Supreme Initiative, Wound Enemy


A few questions:

1) What kind of action is Power of Luck? Most SDAs seem to be Swift actions, so I'm guessing that, but want it cleared up first.
2) Sunder and Disjoin can destroy an artifact if I get hit with it, right? SDAs would seem to be exempt from "one way only to nuke a greater artifact", just like playing baseball with a Sphere of Annihilation would be.
3) Supreme Initiative seems to mean that even if caught off guard, I'd go first. Is this correct? I have Battlesense so it's fairly moot anyway, but just wondering.
Witch

04-22-07, 09:04 AM
1) What kind of action is Power of Luck? Most SDAs seem to be Swift actions, so I'm guessing that, but want it cleared up first.
Unless specified otherwise, it is a standard action.

2) Sunder and Disjoin can destroy an artifact if I get hit with it, right? SDAs would seem to be exempt from "one way only to nuke a greater artifact", just like playing baseball with a Sphere of Annihilation would be.
Neither Disjunction nor Disintegrate can destroy major aritfacts. However, it will function against minor artifacts.

3) Supreme Initiative seems to mean that even if caught off guard, I'd go first. Is this correct? I have Battlesense so it's fairly moot anyway, but just wondering.
No - it means you go first in initiative order - that doesn't remove the option of a surprise round (but Battlesense does.)
goro

04-22-07, 09:55 AM
Do to the lack of criticism should I just assume that my guy would be able to walk from the gates of DIS to the gates of Nessus without a serious challenger as he stands?
Taeldrin Laesrash

04-22-07, 10:28 AM
Okay, so it looks like the Proxy rules pretty much grant everything the actual DvR 1 would grant, just without the divinity. Works for me, I guess I'll just make a god or something.

Witch, would it be okay for me to use the Swordwraith template from the Fiend Folio? (Alternatively, could I use a Death Knight base?)

Snicker Snicker, laugh laugh. Your all going to die, you realize that right?

Please. We've got clever people here. Dicefreaks material is not undefeatable.
Witch

04-22-07, 10:49 AM
Witch, would it be okay for me to use the Swordwraith template from the Fiend Folio? (Alternatively, could I use a Death Knight base?)

I'm afraid I don't have fiend folio. If you want to be a death knight, I suggest you check the Dicefreaks Official Death Knight template (though if you want, you can use the MM2 version as well). Note that this means your type will be undead, not outsider as ordinary deities.


Do to the lack of criticism should I just assume that my guy would be able to walk from the gates of DIS to the gates of Nessus without a serious challenger as he stands?
The lack of criticism I give is because I am solely responding to rules issues, not actual probability issues, which are to be found out by the challenger himself :)
goro

04-22-07, 11:03 AM
Somewhat updated version, fixed a few errors.




Fighter 54/Monk 16
Huge Outsider, Chaotic Good

Symbol:
Divine Rank: 18

HD: 54d10 + 16d8 + 1400 (2076)

Initiative: +25 (+21 DEX, +4 Improved Initiative, Supreme Initiative SDA)


Speed: 210 ft/315 ft fly (100 ft natural diety + 50 Monk Unarmored Speed + 30 Epic Speed Feat + 30 Divine Celerity)

AC: 132 (+10, +18 Divine, +33 Natural, +24 (Deflection Bonus), +21(DEX), +20(CHA), +3 Monk Increased Natural Armor,+5 Natural Armor size, -2 Size penalty, +1 Dodge "Divine Celerity)
Touch 91, Flat Footed 91(never gonna happen, see "Battlesense" SDA)

Base Attack/Grapple: +90/+123
________________________________________ ________________________________________ _______
Attack: (Against Outsiders, Evil)
All Unarmed attacks are made with Epic Magic, Silver, Good, Chaotic, Lawful, Adamantite, and Banestrike +4d6(Outsiders, Evil)
All armed attacks have silver, good, chaotic, lawful, and Banestrike 4d6 (against Outsiders, Evil)
(This will take awhile to get down. Single attack, Flurry of Blows, Full base attack, TWF at full BA, Multiweapon Fighting (4 arms using "Alter Form" SDA)

Unarmed Strike: +95(Divine Celerity)=90(BAB)+1(Divine Weapon Mastery)+4(Banestrike)
Damage 6d8+30(STR)+4d6(against Outsiders, Evil)+2(Divine Weapon Mastery)
or
+9 Longsword: +104(Divine Celerity)=90(BAB)+1(Divine Weapon Mastery)+4(Banestrike)
Damage 3d6+30(STR)+4d6(against Outsiders, Evil)+2(Divine Weapon Mastery)+9

Full Attack: Two (2) Hands
Unarmed Strikes:
+93/+93/+88/+83/+78(Primary-Hand)=89(BAB)+1(Divine Weapon Mastery)-2(TWFing penalty)+4(Banestrike)
+93/+88/+83/+78(off-hand)=89(BAB)+1(Divine Weapon Mastery)-2(TWFing penalty)+4(Banestrike)
Damage:6d8+15(1/2STR)+4d6(against Outsiders,Evil)+2(Divine Weapon Mastery)
+9 Adamantite Longswords:+102/+102/+98/+93/+88(Primary-Hand)=89(BAB)+1(Divine Weapon Mastery)-2(TWFing penalty)+4(Banestrike)
+102/+98/+93/+88(off-hand)=89(BAB)+1(Divine Weapon Mastery)-2(TWFing penalty)+4(Banestrike)
Damage:3d6+15(1/2STR)+4d6(against Outsiders,Evil)+2(Divine Weapon Mastery)+9
Full Attack: Four (4) Hands (Alter Form SDA)
Unarmed Strikes:
+93/+93/+88/+83/+78(Primary-Hand)=89(BAB)+1(Divine Weapon Mastery)-2(MWFing penalty)+4(Banestrike)
+93/+88/+83/+78(1st off-hand)=89(BAB)+1(Divine Weapon Mastery)-2(MWFing penalty)+4(Banestrike)
+93/+88/+83/+78(2nd off-Hand)=89(BAB)+1(Divine Weapon Mastery)-2(MWFing penalty)+4(Banestrike)
+93/+88/+83/+78(3rd off-hand) = 89(BAB)+1(Divine Weapon Mastery)-2(MWFing penalty)+4(Banestrike)
Damage:6d8+15(1/2STR)+4d6(against Outsiders,Evil)+2(Divine Weapon Mastery)
+9 Adamantite Longswords:
+102/+102/+98/+93/+88(Primary-Hand)=89(BAB)+1(Divine Weapon Mastery)-2(MWFing penalty)+4(Banestrike)
+102/+98/+93/+88(1st off-hand) = 89(BAB)+1(Divine Weapon Mastery)-2(TWFing penalty)+4(Banestrike)
+102/+98/+93/+88(2nd off-Hand) = 89(BAB)+1(Divine Weapon Mastery)-2(MWFing penalty)+4(Banestrike)
+102/+98/+93/+88(3rd off-hand) = 89(BAB)+1(Divine Weapon Mastery)-2(MWFing penalty)+4(Banestrike)
damage:3d6+15(1/2STR)+4d6(against Outsiders,Evil)+2(Divine Weapon Mastery)+9

________________________________________ ________________________________________ ______

Space/Reach: 15ft(3x3)/15ft(3 tall)/10ft(2 long)

Special Attacks:
(Another long to write section)
Spell-like Abilities: At Will/all granted domain spells from; Earth, Luck, Strength, and War.
Divine Blast(Mass Divine Blast): 27 Times/Day 18d12 + 24d12 on a Ranged Touch attack
Divine Splendor: Any mortal within 180ft while in my natural form must succeed on a Fort save or die.(DC 20 + 24(CHA) + 18(DvR) If save succeeds they still take 18d8 damage.
Energy Burst(Sonic): At Will(unknown duration, doesn't specify in either description) 180ft radius 18d8 sonic damage with a Fort save for half damage.
DC: 10 + 18(Dvr) + 22(CON)
Irresistable Blows(Unarmed Strike): When fighting H-2-H resolve attacks as melee touch attacks(ignoring armor and natural armor bonuses). If it hits the target must make a Fort save or be stummed for 1d10 rounds. DC 10 + 22(CON) + 18(DvR)


Saves: Fort +77 REF +80 WILL +78

Abilities:
STR: 70(+30 Mod) = 41 + 5(inherent) + 07/levels + 00(DvR) + 16(size) + 1 Epic Feat
DEX: 52(+21 Mod) = 39 + 5(inherent) + 00/levels + 10(DvR) - 02(size)
CON: 54(+22 Mod) = 41 + 5(inherent) + 00/levels + 00(DvR) + 08(size)
INT: 24(+07 Mod) = 19 + 5(inherent) + 00/levels + 00(DvR) + 00(size)
WIS: 50(+20 Mod) = 40 + 5(inherent) + 05/levels + 00(DvR) + 00(size)
CHA: 58(+24 Mod) = 40 + 5(inherent) + 05/levels + 08(DvR) + 00(size)


Immunity to Acid, Fire, Cold, Sonic, Electricity
Evasion (If normally take half damage on REF save instead take no damage)
Spell Resistance 145


Innate Abilities:
Can change size (as "Alter Size" SDA due to high DvR)
KI-Strike: Epic Magic, Lawful, Adamantite


FEATS:

1st lvl Monk Bonus Feat:
Stunning Fist
Improved Unarmed Strike
2nd lvl Monk Bonus Feat: Deflect Arrows
1st lvl Human Bonus Feat: Combat Reflexes
1st lvl Fighter Bonus Feat: Improved Initiative
2nd lvl Fighter Bonus Feat: Power Attack
4th lvl Fighter Bonus Feat: Two-Weapon Fighting


Normal Feats:
Improved TWF
Greater TWF
MWF
Improved MWF
Improved Sunder
Improved Trip

EPIC FEATS:
Energy Resistance x2
Epic Speed
Epic REF
Epic Will
Exceptional Deflection
Great Strength
Greater MWF
Hold the Line (SRD, Divine Abilities and Feats)
Improved Ki-Strike
Improved Natural Attack
Infinite Deflection
Jack-of-all-Trades (SRD, Divine Abilities and Feats)
--All non-class skills with STR Mod / 30(STR)+18 DvR+10 (auto d20)=58
--All non-class skills with DEX Mod / 21(DEX)+18 DvR+10 (auto d20)=49
--All non-class skills with CON Mod / 22(CON)+18 DvR+10 (auto d20)=50
--All non-class skills with INT Mod / 07(INT)+18 DvR+10 (auto d20)=35
--All non-class skills with WIS Mod / 20(WIS)+18 DvR+10 (auto d20)=48
--All non-class skills with CHA Mod / 24(CHA)+18 DvR+10 (auto d20)=52
Knock-Down (SRD, Divine Abilities and Feats)
Penetrate Damage Reduction (silver)
Perfect Multiweapon Fighting
Perfect Two-Weapon Fighting


Epic Fighter Bonus Feats:
Damage Reduction x25 (DR 75/-)

Domains:
Earth
Luck
Strength
War

(can cast domain granted spells as spell-like abilities at will, caster level is 88 (HD + DvR) save DC 20 + Spell level + CHA Mod + DvR))

SALIENT DIVINE ABILITIES:
1. Annihilating Strike
2. Alter Form
3. Area Divine Shield
PREREQ's: DvR 6, CHA 29, Divine Shield
4. Banestrike (outsiders, evil)
PREREQ's: BAB +20
5. Battlesense
6. Divine Blast
PREREQ's: CHA 29
7. Divine Celerity
PREREQ's: DEX 29
8. Divine Dodge
PREREQ's: DEX 29
9. Divine Earth Mastery
PREREQ's: Earth Domain
10.Divine Fast Healing x2
PREREQ's: Con 29 or "Fast Healing" special quality
12.Divine Shield
PREREQ's: CHA 29
13.Divine Splendor
PREREQ's: DvR 16, CHA 26
14.Divine Weapon Mastery
PREREQ's: Fighter 20, War Domain
15.Energy Burst
16.Extra Energy Immunity x3
PREREQ's: DvR 6, Resistance to energy type selected
19.Indomitable Strength
PREREQ's: STR 40, Strength Domain
20.Increased Spell Resistance x3
23.Irresistable Blows (Unarmed Strike)
PREREQ's: Weapon Focus and Improved Critical with selected weapon
24.Mass Divine Blast
PREREQ's: DvR 6, CHA 29, Divine Blast
25.Supreme Iniative
PREREQ's: DEX 29, Improved Initiative
goro

04-22-07, 01:02 PM
Do Devils with less than Dvr/Csr 0 count as mortal for purposes of "Divine Splendor" SDA?
Diplominator

04-22-07, 01:06 PM
Do you have Tome of Magic? I'd like to use the Dark template to emulate his origin on the Plane of Shadow, and for mechanical reasons.
Witch

04-22-07, 01:14 PM
Do you have Tome of Magic? I'd like to use the Dark template to emulate his origin on the Plane of Shadow, and for mechanical reasons.
Let me guess, Hide in Plain Sight? :) Go ahead and use it. And yes, I've got the book :)

Do Devils with less than Dvr/Csr 0 count as mortal for purposes of "Divine Splendor" SDA?
No. Non-native Outsiders aren't mortals.
Diplominator

04-22-07, 01:19 PM
Let me guess, Hide in Plain Sight? :) Go ahead and use it. And yes, I've got the book :)

Erm...yes. I thought it might be useful.
goro

04-22-07, 02:10 PM
No. Non-native Outsiders aren't mortals.

Damn, oh well, get a new SDA then.


Is there a speed progression chart for Monk's larger than medium?
Smaller monk's move slower so shouldn't bigger ones move faster?
Witch

04-22-07, 02:17 PM
Is there a speed progression chart for Monk's larger than medium?
Smaller monk's move slower so shouldn't bigger ones move faster?
Not that I am aware of.
goro

04-22-07, 02:27 PM
Originally Posted by goro
Is there a speed progression chart for Monk's larger than medium?
Smaller monk's move slower so shouldn't bigger ones move faster?Not that I am aware of.

Shot down again.


Clarification please:

"Divine Monk" SDA from TGOH says the monk does unarmed damage at a base od 2d12(medium sized char?), so would that mean that a huge monk with improved natural attack(monster manual pg.304) would do 8d8(or 8d10)? Not really sure.
Witch

04-22-07, 02:37 PM
Shot down again.


Clarification please:

"Divine Monk" SDA from TGOH says the monk does unarmed damage at a base od 2d12(medium sized char?), so would that mean that a huge monk with improved natural attack(monster manual pg.304) would do 8d8(or 8d10)? Not really sure.

2d12 -> 6d6 (INA)
6d6 -> 8d6 (Large)
8d6 -> 10d6 (Huge)

I think - I might be wrong.
goro

04-22-07, 03:52 PM
I really am LMAO trying to figure this out.

2d12 base + 3 size categories(+large, +huge, +INA) = ?

The weapon chart in the PHB(pg.114) says 1d12(medium) = 3d6(large), but then whats huge? And then whats gargantuan?

9 attacks, All made with Epic Magic, Silver, Good, Chaotic, Lawful, Adamantite, ??d??+15(STR)+4d6(banestrike)+2(Divine Weapon Mastery)+5(Divine Monk)= LMAO, alot. 234 damage a round(if roll 1's on Banestrike) not including normal damage dice.

And with "Knockdown" will trip them on each hit, too bad only one AoO on an individual target per round.
Bernat

04-22-07, 03:59 PM
Anyways, I believe the main problem is reaching to him and beating all his magical resistances...
Witch

04-22-07, 04:02 PM
Which reminds me: is anyone else ready yet? :)
goro

04-22-07, 04:09 PM
The only foreseeable problem is getting into the iron fortress and getting to him. I'm pretty much invulnerable to all magic and virtually impossible to hit, while being able to easily hit any creature within range and swiftly move to any one i see. I'm not using any magic items or spells so I don't have to worry about that.
goro

04-22-07, 04:15 PM
Oh yeah, in Dispater's damage reduction it says DR 40/ anarchic, epic good and silver. Does "Anarchic" = chaotic, like axiomatic = lawful?
Witch

04-22-07, 04:23 PM
Base Attack/Grapple: +90
How did your BAB get that high? You don't even have 90 hit dice, let alone a BAB of 90. This also affects your grapple modifier.



AC: 132 (+10, +18 Divine, +33 Natural, +24 (Deflection Bonus), +21(DEX), +20(CHA), +3 Monk Increased Natural Armor,+5 Natural Armor size, -2 Size penalty, +1 Dodge "Divine Celerity)
This is unclear to me. Format it better.


Speed: 210 ft/315 ft fly (100 ft natural diety + 50 Monk Unarmored Speed + 30 Epic Speed Feat + 30 Divine Celerity)
Monk speed bonus and Divine Celerity speed bonus both give an enhancement bonus, so they don't stack.


All Unarmed attacks are made with Epic Magic, Silver, Good, Chaotic, Lawful, Adamantite, and Banestrike +4d6(Outsiders, Evil)
All armed attacks have silver, good, chaotic, lawful, and Banestrike 4d6 (against Outsiders, Evil)
(This will take awhile to get down. Single attack, Flurry of Blows, Full base attack, TWF at full BA, Multiweapon Fighting (4 arms using "Alter Form" SDA)
How're you overcoming those?


Spell Resistance 145

Origin?


Seriously - I'm going to need more clarification as to where all these things come from, particularly as I'm seeing you make errors, which makes me doubt the rest of the character. Format it decently, as well, in the new stat block.



Oh yeah, in Dispater's damage reduction it says DR 40/ anarchic, epic good and silver. Does "Anarchic" = chaotic, like axiomatic = lawful?
Yes.
Diplominator

04-22-07, 05:07 PM
Can I take some feats from Races of Stone? I'm looking at underfoot combat and confound the big folk, specifically.
Witch

04-22-07, 05:08 PM
I don't have the book, unfortunately. What do they do?
Diplominator

04-22-07, 05:22 PM
I don't have the book, unfortunately. What do they do?

Underfoot combat removes the AoO for entering the square of a creature two size categories or more bigger than you, and you get soft cover for being in their square.

Confound the Big Folk is a tactical feat with three nice effects. The first is that anything two size categories bigger that's in your square is flat-footed to you and you get a bonus on confirming crits. The second makes it so when you fight defensively, use total defense, or use combat expertise while in a big thing's square, outside attackers have a 50% chance of hitting the big thing. The third lets you make trip attacks against big things without provoking AoOs or return trips, with strength or dexterity, and they don't get their size bonus.
Aluroon

04-22-07, 05:28 PM
Please. We've got clever people here. Dicefreaks material is not undefeatable.

Please, Stop being dense. It has nothing to do with DF material being Undefeatable, it has to do with attacking a Cosmic Rank 18 being with more HD then any deity in his own divine realm, while surrounded by his followers, and billions, yes billions if not more, devils, which ammounts to thousands upon thousands of pit fiends.

I don't think Witch will have to take advantage of that fact, infact I'm pretty sure he can rip most of the people here apart with only Dispater, but the option is there.
Witch

04-22-07, 05:34 PM
Please don't bring up a fight here. I do not wish this thread derailed in a shouting match. So please, Aluroon and Taeldrin - don't go into this any further. Whoever of the both of you you think is wrong, just don't go into it. If you want to, take it to PMs. Thanks.

Diplominator: the third aspect of that second feat seems somewhat unlikely - the part that removes their size bonus in specific.
Mysteris

04-22-07, 05:38 PM
Sorry Witch. I'm still reading the rules for character creation over. This will be my first time creating a character this powerful and with variant rules to boot, so I'm trying to make sure I don't foul up.

I realized something. The write-up of Dispater did not mention any changed made to Dis itself. Are we to assume that it is as written in the Fiendish Codex II or is there a separate write-up for this version of Dis?
Bernat

04-22-07, 05:45 PM
Which reminds me: is anyone else ready yet? :)I'll be available in a couple days. I guess my char here (http://boards1.wizards.com/showpost.php?p=12168880&postcount=125) is fine.

Oh, I'm thinking of taking Epic Spellcasting again, but only for wards :D.
Geraturatu

04-22-07, 05:57 PM
, while surrounded by his followers, and billions, yes billions if not more, devils, which ammounts to thousands upon thousands of pit fiends.

Technically it would be an infinite amount of devils since the abyss, the Nine Hells, and Celestia all have an infinite amount of inhabitants. Just wanted to point it out.
Diplominator

04-22-07, 06:12 PM
Please don't bring up a fight here. I do not wish this thread derailed in a shouting match. So please, Aluroon and Taeldrin - don't go into this any further. Whoever of the both of you you think is wrong, just don't go into it. If you want to, take it to PMs. Thanks.

Diplominator: the third aspect of that second feat seems somewhat unlikely - the part that removes their size bonus in specific.

"Unsteady Footing: When you occupy a square with a creature at least two size categories larger than you, you may initiate a trip attack against the creature you share the square with and not provoke an attack of opportunity. You can add your choice of strength or dexterity to the check (your opponent gets the better of its strength or dexterity as usual). Your opponent does not get to add his/her size bonus to the roll. If the trip attempt fails, your opponent does not get to try to trip you."

I wasn't actually planning on using that aspect, but there it is. Can someone with Races of the Wild (I was mistaken about stone) confirm this?

(FYI, the site http://www.crystalkeep.com/d20/index.php has some good indexes of this stuff, and I think those feats are there. It might not be 100% kosher, but it's been around for years without shutting down, so...)
deathwishjoe

04-22-07, 08:16 PM
so two questions I have about this challenge.

1. can I use the corpse crafter line of feats from libris mortis and fell animate together so that the fell animated creatures get corpse crafter bonuses. its not RAW but many DMs allow it as it makes sense and isnt any more horribly unbalancing then each of those feats seperatly.

2. can I use walker in the waste to get the dry lich template and then move into demilich? I have an interesting idea that will add flavor to this character and didnt want to pay for the LA of the normal lich template and dread necro was too limitiing.
Diplominator

04-22-07, 08:23 PM
so two questions I have about this challenge.

1. can I use the corpse crafter line of feats from libris mortis and fell animate together so that the fell animated creatures get corpse crafter bonuses. its not RAW but many DMs allow it as it makes sense and isnt any more horribly unbalancing then each of those feats seperatly.

2. can I use walker in the waste to get the dry lich template and then move into demilich? I have an interesting idea that will add flavor to this character and didnt want to pay for the LA of the normal lich template and dread necro was too limitiing.

Hey! Number 2 is MY idea! (He already said yes to your question, but...but...well, great minds and all that. Shall I go first and tell you how it goes?)
vlad43210

04-22-07, 08:30 PM
2. can I use walker in the waste to get the dry lich template and then move into demilich? I have an interesting idea that will add flavor to this character and didnt want to pay for the LA of the normal lich template and dread necro was too limitiing.

Hi all, a lurker on these boards but an infrequent poster (hey, this might even be my first post:p).

I'm currently running a Hell-themed campaign that will go to 20. One character is leveling all the way up in Walker in the Waste. If anybody actually makes a WitW/Demilich character, let me know how it goes, please? I'd love to run an "Epic Epilogue" type thing for my player, as he's pretty power-hungry and loves epic baddies:p
deathwishjoe

04-22-07, 08:32 PM
I really just want a floating hand that goes around and talks by mimicing a mouth and can give people the finger. I'm still very much in the development stages so if you get done first by all means let me know.

another question not necessarily for witch is that I wanted to make sure that demilich didnt have any LA and that the only cost of rit was the money and XP you spent on it
goro

04-22-07, 08:34 PM
BAB: +89
+16(Non-Epic BAB)
+25(Epic Bonus BAB)
+30(STR Mod)
+18(DvR(TGOH pg.420))

Grapple: +126
+16(Non-Epic BAB)
+25(Epic Bonus BAB)
+30(STR Mod)
+18(DvR(TGOH pg.420))
+12(Special Size Mod, PHB pg.156)
+25(Indomitable Strength SDA, TGOH pg.435)


Spell Resistance: 145 = 32 + 18(DVR) + 35(1/2 HD) (TGOH pg. 421) + 60(Increased Spell Resistance x3 SDA)

AC: 132
+10 Starting AC
+18 Divine Armor Class Bonus (pg. 419 TGOH)
+33 Natural Armor Bonus( 15 + 18(DvR) pg.420 TGOH)
+24 Deflection Bonus( CHA Mod(pg. 420 TGOH))
+21 DEX
+20 WIS(Monk's add WIS Mod to AC, lose this bonus when lose DEX bonus)
+5 Natural Armor(Huge Size)
-2 (Size Mod)
+3 Monk Special AC Bonus(lose this bonus when lose DEX bonus)

Touch: 91 Flat Footed:91(see "BattleSense" SDA)


Speed: ok, I'll fix it.

Speed:
Biped: 180ft(100 ft natural diety + 50 Monk Unarmored Speed + 30 Epic Speed Feat)
Quadraped: 220ft(100ft Natural Diety + 50 Monk Unarmored Speed + 30 Epic Speed Feat + 40 Quadraped)
Fly: 440ft(100ft Natural Diety + 50 Monk Unarmored Speed + 30 Epic Speed Feat + 40 Quadraped x2(see note TGOH pg.419 under table C-3 "Diety Speeds")

Unarmed Strikes:
Ki-Strike:Magic Monk level 4: Unarmed attacks are treated as magic for purposes of Damage Reduction.
Ki-Strike:Lawful Monk level 10: Unarmed attacks are treated as Lawful for purposes of Damage Reduction.
Ki-Strike:Adamantine Monk level 16: Unarmed attacks are treated as Adamantine for purposes of Damage Reduction.
Ki-Strike:Epic Magic Improved Ki-Strike Feat(Epic Feat): Unarmed attacks are treated as Epic magic for purposes of Damage Reduction.
Silver: Penetrate Damage Reduction(Epic Feat)
Chaotic(Anarchic) & Good: See "Bypassing Damage Reduction" TGoH pg.420


Sorry for sloppiness on earlier post, was just a preview to get a little feedback. LMAO I found an extra point of AC and I still have a SDA/somain slot open. Many of these things might change if I switch out 4 levels of Fighter so I can get Monk 20 so I can take "Divine Monk" SDA.
Axsis

04-22-07, 08:43 PM
been following these threads for a while - catching up on the dicefreaks forum.

a question for you witch:

how does alter reality DSA interact with making permenant (su) abilities? as the description in deities and demigods or has dicefreaks come up with something different?
deathwishjoe

04-22-07, 08:49 PM
alter reality isnt in dicefreaks list of SDAs and as such isnt allowed.
goro

04-22-07, 08:58 PM
Alter Reality: TGoH pg.420 Automatic ability for deities with power determined by Divine Rank.
Diplominator

04-22-07, 11:45 PM
Alter Reality: TGoH pg.420 Automatic ability for deities with power determined by Divine Rank.
Yeah, and it has very defined uses. Addign supernatural stuff isn't one of them, alas.

In other news, Venyx the Shadow Serroco is more or less complete. I'm probably gonna fiddle with him some more, but I'll post this for comments, and (dis)approval of the custom epic spell, which is practically straight out of Champions of Ruin but improved a bit.

Venyx
The Shadow Serroco, The Sand Assassin
Greater Deity
Symbol: A pair of skeletal hands reaching from a black dune.
Home Plane: Plane of Shadow
Alignment: Lawful Evil
Portfolio: Deserts, Night, Assassination
Worshippers: Assassins, evil desert dwellers
Cleric Alignments: LN, LE, NE
Domains: Darkness, Destruction, Fire, Sand, Thirst
Favored Weapon: Unarmed strike

Venyx is one of the most powerful beings of the multiverse, and one of the most malevolent. He has come a long way from the merciless desert priest he was thousands of years ago. Over the millennia, he has shed more and more of his mortal shell and has become the embodiment of the pitiless wasteland where he resides. He exists only to destroy, as the desert eventually destroys all that enter it. Such is the law of the desert. Cruel, implacable, and immutable.
And so, Venyx grew in power and influence. His temples accepted tribute from those who wanted specific people and places destroyed, and Venyx was only happy to show his might and spread his form of justice across the planes. It was this practice that has earned him the appellation of “Sand Assassin.” The forces of good and evil alike have employed him in their battles, for which he cares little. For Venyx, bringing the desert is an object in itself.
He lives on the Plane of Shadow, in a massive complex known as The Kiln. This region of the Plane of Shadow has is fire-dominant and strongly negative-dominant, an incredibly inhospitable wasteland.

Venyx
Monk 2/Cleric 50/Walker in the Waste 10
Diminutive Undead (Extraplanar)
Divine Rank:18
Hit Dice: 62d12 + 1736 (2480 hp)
Initiative: +27, always first
Speed: Fly 190ft. (perfect)
AC: 173 (+4 size, +10 armor +10 deflection, +23 Dex, +18 divine, +7 natural, +29 monk, +62 insight), touch 156, flat-footed 150
Base Attack/Grapple: +35/+32
Attacks: +125 melee touch, or +125 ranged touch
Full Attack: +125 melee touch, or +125 ranged touch
Space/Reach: 1ft/0ft
Special Abilities: Alter reality, domain powers, spells, spell-like abilities, trap the soul (DC 100), hide in plain sight, fear aura (DC 100), paralyzing touch, aura of despair (DC 69)
Special Qualities: Divine aura (DC 56), divine immunities, damage reduction 40/epic and silver, damage reduction 15/epic and bludgeoning, immortality, spell resistance 81, perfect automatic silent spell, turn resistance +26, fast healing 38, 68% miss chance, magic immunity, phylactery transference, unholy toughness, superior low-light vision
Saves: Fort +53, Ref +71, Will +81
Abilities: Str 36 , Dex 56 , Con-, Int 54, Wis 66, Cha 66
Skills: Balance +114, Bluff +90, Concentration +123, Craft: Alchemy +105, Decipher Script +105, Diplomacy +139, Escape Artist +106, Heal +123, Hide +134, Intimidate +139, Knowledge: Arcana +105, Knowledge: Architecture +42, Knowledge: Geography +105, Knowledge: History +105, Knowledge: Local +42, Knowledge: Nature +113, Knowledge: Nobility and Royalty +42, Knowledge: Religion +105, Knowledge: The Planes +105, Listen +143, Move Silently +132, Perform: Pipe Organ +123, Psicraft +72, Sense Motive +143, Spellcraft +176, Spot +143, Survival +123 (131 in aboveground natural environments, for getting lost, and for avoiding hazards), Tumble +106
Feats: Able Learner, Confound the Big Folk, Combat Reflexes, Craft Wondrous Item, Empower Spell, Eschew Materials, Heat Endurance, Heighten Spell, Improved Grapple, Improved Heat Endurance, Improved Initiative, Improved Unarmed Strike, Maximize Spell, Practiced Spellcaster (Cleric), Quicken Spell, Searing Spell, Spell Focus (all schools), Twin Spell, Underfoot Combat, Weapon Finesse
Epic Feats: Automatic Quicken Spell, Blinding Speed, Enhance Spell (x4), Epic Heighten Spell, Epic Spellcasting, Ignore Material Components, Improved Combat Casting, Improved Combat Reflexes, Improved Metamagic (x3), Intensify Spell, Multispell (x4), Spell Stowaway (Time Stop), Tenacious Magic (Symbol of Death)
Salient Divine Abilities: Automatic Metamagic (Quicken SLAs), Automatic Metamagic (Quicken Cleric Spells), Automatic Metamagic (Twin Cleric Spells), Automatic Metamagic (Maximize SLAs), Automatic Metamagic (Twin SLAs), Automatic Metamagic (Maximize Cleric Spells), Automatic Metamagic (Searing SLAs), Battlesense, Clearsight, Divine Blast, Divine Dodge, Divine Fast Healing, Divine Fire Mastery, Divine Skill Focus (Spellcraft), Divine Spellcasting, Hand of Death, Instant Counterspell, Know Secrets, Life and Death, Mass Life and Death, Power of Truth, Supreme Initiative, Undead Mastery
Environment:
Organization: Solitary (unique)
Challenge Rating: 66
Treasure:
Alignment:
Advancement: —

Venyx speaks all languages, and can communicate with any living creature. Her natural weapons are treated as epic, lawful, evil, and silver for the purpose of overcoming damage reduction.

Alter Reality: As greater deity

Divine Immunities: Immune to Acid and Sonic, resistance 38 to sonic.

Domain Powers:

Immortality: Venyx is immortal. The only way for him to die is through special circumstances, usually by being slain in magical or physical combat. Venyx risks permanent destruction only if slain on his home plane and provided the attacker succeeds at a rank check. Otherwise, he reforms within his divine realm after 62 years.

Spell-Like Abilities: At will—all spells from darkness, destruction, fire, sand, and thirst domains, greater teleport, planeshift (in alphabetical order). Caster level 80th; save DC 66 + spell level.

Demilich Spell-Like Abilities: At will-alter self, astral projection, create undead, create greater undead, death knell, enervation, greater dispel magic, harm, summon monster I-IX, telekinesis, weird; 2/day-greater planar ally. Caster level 62nd; save DC 100

Cleric Spells Per Day: 6/13/12/12/12/12/10/10/10/10/6/6/6/5/5/5/5/4/4/4/4/3/3/3/3/2/2/2/2 0-28. Caster level 62. Base DC = 39 + spell level. Venyx can cast any spell he can grant.

Venyx's metamagic feats have level increases as follows: Enhance +1, Intensify +4, Searing +1, Quicken +1, Twin +1, Empower +1, Maximize +1. 5 quickened spells may be cast per round.

Spells Known: or Typical Spells Prepared: (if applicable)

Epic Spells: 6 epic spells per day. Epic spells known: Most Horrendous Desiccation, Momento Mori, Greater Epic Mage Armor, Superb Dispelling, Soul Scry

Most Horrendous Desiccation
Necromancy
Spellcraft DC: 184
Components: V, S, M
Range: Personal
Area: 300ft/level radius centered on the caster
Duration: Instantaneous
Saving Throw: Fortitude Half
Spell Resistance: Yes
Development: 1656000 gp, 66240xp, 34 days; seeds: transport (DC 27); factors: interplanar (+4), unwilling target (+4), area affect (+2), increase area (+16), make area level dependent (+25), make damage/volume level dependent (+25), augment minor magic item x10 (+40), increase save DC by 20 (+40).

This spell causes everything within the area to become desiccated—withering plants, mummifying flesh, drying up pools and ponds, and turning lush land into dust. Any living thing, not including the spellcaster, within the area takes 40 points of damage per spellcaster level. This spell absorbs 1000 pounds (120 gallons) of water per caster level from any standing or moving body of water

Material component: One application of dust of dryness.

Possessions: +12 Cloak of Epic Charisma, +12 Periapt of Epic Wisdom, Monk’s Belt, Boots of Swiftness, +10 Bracers of Epic Armor, +10 Ring of Epic Protection, Ring of Sequestering, Helm of Shadows (Constant Planar Bubble, CL 40, and +6 Intelligence), Robe of Flesh Forsaken (+30 spellcraft and CL 40 Ghostform with a command word), Dust of Dryness x5, Bag of holding I, mundane cloak

Venyx only carries the bag of holding, mundane cloak, and dust of dryness. All other items are set near his canopic jars.

Melee Touch Attack: 10d6+20 Negative energy damage, 5d6 desiccation damage (fort DC 43 for half), DC 100 fortitude save to avoid permanent paralysis, DC 69 fortitude save to avoid 1d6 points of constitution drain (Venyx heals 5 damage per point drained)


Other Divine Powers

Automatic Actions: Venyx can perfom any task of DC 30 or less as an immediate action, and can take 20 swift actions in a round..

Create Magic Items: Venyx can create any magic item without the appropriate feats, including artifacts.

Portfolio Sense: Venyx knows where and when anyone will die in any desert within the past 18 weeks and in the next 18 weeks.

Senses: 20 Remote viewing locations. The area within one mile of Venyx is usually blocked.
NoldorForce

04-23-07, 01:02 AM
2d12 -> 6d6 (INA)
6d6 -> 8d6 (Large)
8d6 -> 10d6 (Huge)

I think - I might be wrong.Correct except for the last step. The final damage dice should be 12d6. Damage scaling based on size is exponential, but is not a problem in cases that are not degenerate. I have made a character whose base unarmed strike damage was 192d6, but that was for an arena and thus had an implicit license to be degenerate.
Rikandur_Azebol

04-23-07, 01:21 AM
An artifact could bestow some abilities on you, yes. It could not grant you virtual class levels :) I also don't think it's appropriate for giving all the abilities of a class in an item. It sort of invalidates that class's point.

I do understand, will try to brew something with more and more limited options. So we could argue. :D

I'll need specifics, but I'm sort of suspicious of you and Epic Spells due to what you tried to pull last time :P

I said, "Dragon Ball Z" type of effect ... It should give You a hint. Will try to whip up something viable.

It invalidates the rule that Major Artifacts have only one method of destruction.

Uh'nuh ... And what would stop artifact from "regeneration" once the effect expires ? I mean ... I do understand this "rule" as the means to PERMAMENTLY destroy an Major Artifact.

I'm a big wish-fan, but I also limit it decently.

And what so unbalancing You see in intelligent artifact that can spam wishes ? It's, after all, spell wich effects are DM-whim largely ... and posessed by NPC of sorts.

If you know a way to do this, that'd be an option.

Good.

Well, three things:
- Miniatures Handbook is not on the allowed list. This isn't that bad.
- I don't have access to it at all.
- I've heard complaints about the spell.
Send me the spell, and I'll reconsider (which does not mean it suddenly automatically becomes "okay").

It's 3-rd lvl cleric spell, meansured in rounds/lvl, touch, and it temporarily removes cap on negative HP's. Instead of -10=dead it give You more room. Thus if You are on negative HP You won't die even at -214595 as long as the spell works.

From the top of my head.

I don't understand what you mean. Please clarify.

I want to change Divine Realm into aura emanating from my PC. Thus, death would count as DEATH, he would be able to influence things inside etc. I belive it could be worked out and have several ways of making it, so it won't be unacceptable.

I've discussed this limit before. I believe Zelck's calculations put it at +25. Yes, it allows you to go above the caps.

Thanks.

Go ahead and make them. If I see an issue with them, I'll tell you how to change them.

Hokay.

Glab's okay. Go ahead. But remember: I'm going to look carefully at your epic spells, due to what you tried last time I saw you use the epic spell system ;)

I need 7 of those to affect my Epix casting with -200 mitigating factor.
Witch

04-23-07, 10:09 AM
I realized something. The write-up of Dispater did not mention any changed made to Dis itself. Are we to assume that it is as written in the Fiendish Codex II or is there a separate write-up for this version of Dis?
There're subtle differences - nothing major.

Technically it would be an infinite amount of devils since the abyss, the Nine Hells, and Celestia all have an infinite amount of inhabitants. Just wanted to point it out.
Technically, they only have infinite potential - they're not infinite in actuality.

"Unsteady Footing: When you occupy a square with a creature at least two size categories larger than you, you may initiate a trip attack against the creature you share the square with and not provoke an attack of opportunity. You can add your choice of strength or dexterity to the check (your opponent gets the better of its strength or dexterity as usual). Your opponent does not get to add his/her size bonus to the roll. If the trip attempt fails, your opponent does not get to try to trip you."
Really, the loss of size modifier makes little sense to me. Aside from that, the feat is fine.


1. can I use the corpse crafter line of feats from libris mortis and fell animate together so that the fell animated creatures get corpse crafter bonuses.
Sure.

2. can I use walker in the waste to get the dry lich template and then move into demilich? I have an interesting idea that will add flavor to this character and didnt want to pay for the LA of the normal lich template and dread necro was too limitiing.
Yes you can.


another question not necessarily for witch is that I wanted to make sure that demilich didnt have any LA and that the only cost of rit was the money and XP you spent on it
Demilich has a +8 additional LA. Magic Immunity is altered to 3.5 standards.

BAB: +89
+16(Non-Epic BAB)
+25(Epic Bonus BAB)
+30(STR Mod)
+18(DvR(TGOH pg.420))
BAB does not count Strength Mod or Divine Rank. It is Base Attack Bonus, not attack bonus.

Also, tell me, how are you a monk when you're chaotic?


Correct except for the last step. The final damage dice should be 12d6.
Acknowledged.


Uh'nuh ... And what would stop artifact from "regeneration" once the effect expires ? I mean ... I do understand this "rule" as the means to PERMAMENTLY destroy an Major Artifact.
Artifacts don't regenerate.


And what so unbalancing You see in intelligent artifact that can spam wishes ? It's, after all, spell wich effects are DM-whim largely ... and posessed by NPC of sorts.
Because it can create infinite wealth. No.



I want to change Divine Realm into aura emanating from my PC. Thus, death would count as DEATH, he would be able to influence things inside etc. I belive it could be worked out and have several ways of making it, so it won't be unacceptable.
I am afraid that it will be unacceptable. It removes the entire point of having a divine realm.
Kaelas Bloodstorm

04-23-07, 10:24 AM
I want to change Divine Realm into aura emanating from my PC. Thus, death would count as DEATH, he would be able to influence things inside etc. I belive it could be worked out and have several ways of making it, so it won't be unacceptable.

Rik the very idea of a moving Divine Realm is unacceptable.

JD's Observer can do it because he is special.

Alice can do it because she is a ghost, and even within The Playground it is nowhere near qualified being considered as a divine realm.

So it cannot work. Oh and remember that if your character is killed within his Divine Realm, your character will be dead, permanently unless restored.

So if you want a second perma-death in the Iron Siege attempt. You're welcome to attempt again. ;)
goro

04-23-07, 10:44 AM
BAB does not count Strength Mod or Divine Rank. It is Base Attack Bonus, not attack bonus.


ok.
BAB: +41


Also, tell me, how are you a monk when you're chaotic?


Former Monk. Formerly Lawful.
NoldorForce

04-23-07, 12:12 PM
More precisely, Delay Death by itself does not give you the full complement of actions you'd get if you were at positive hit points; rather, I believe that you only get one standard/move action. It is thus generally combined with Beastland Ferocity, which does fix the whole "limited actions" issue.

I would suggest permitting Delay Death on a trial basis and disallowing Beastland Ferocity.
Witch

04-23-07, 12:18 PM
Well, I don't think the spell is an issue on itself, but, knowing Rik, he's going to try and put it on an item :)
deathwishjoe

04-23-07, 12:23 PM
witch how much would you charge for a +10 caster level item. I just want to make up some of the lost caster levels due to the demilich and dry lich template.
Witch

04-23-07, 01:23 PM
witch how much would you charge for a +10 caster level item. I just want to make up some of the lost caster levels due to the demilich and dry lich template.
I don't allow +caster level items beyond already printed ones. There's already plenty of abuse with those.
Witch

04-23-07, 02:14 PM
Diplominator: Epic Spell approved. You're up now, if you're ready. If you are, I want you to post on the attempts thread and detail everything you do before going to Dis. I'll continue after that.
deathwishjoe

04-23-07, 02:46 PM
would innate spell + time stop count as an infinite action loop?
Witch

04-23-07, 02:51 PM
You can't cast a Time Stop while still under the effects of another one.
deathwishjoe

04-23-07, 02:57 PM
I can live with that. otherwise is it allowed?
Witch

04-23-07, 03:02 PM
Yes.
Senevri

04-23-07, 03:21 PM
A most reasonable ruling. I think I may use it myself. It's still worth it, though - it gives you some room between needing to dodge MDJs.

Witch, what is your ruling on Resilient/TK Sphere and it's contents vs. MDJ?
Witch

04-23-07, 03:31 PM
Witch, what is your ruling on Resilient/TK Sphere and it's contents vs. MDJ?
On first sight, I'd argue that it doesn't protect against MDJ at all, given the fact that Prismatic Sphere doesn't either.
Senevri

04-23-07, 04:14 PM
On first sight, I'd argue that it doesn't protect against MDJ at all, given the fact that Prismatic Sphere doesn't either.
Here's my argument:
The sphere is not subject to damage of any sort except from a rod of cancellation, a rod of negation, a disintegrate spell, or a targeted dispel magic spell. These effects destroy the sphere without harm to the subject.

spells and spell-like effects are separated into their individual components (ending the effect as a dispel magic spell does)
Further, the effect is a 40ft. Burst:
Burst, Emanation, or Spread

Most spells that affect an area function as a burst, an emanation, or a spread. In each case, you select the spell’s point of origin and measure its effect from that point.

A burst spell affects whatever it catches in its area, even including creatures that you can’t see. It can’t affect creatures with total cover from its point of origin (in other words, its effects don’t extend around corners). The default shape for a burst effect is a sphere, but some burst spells are specifically described as cone-shaped. A burst’s area defines how far from the point of origin the spell’s effect extends.
underline by me.
Total Cover:

If you don’t have line of effect to your target he is considered to have total cover from you. You can’t make an attack against a target that has total cover.

Further, once more from Resilient Sphere:
Nothing can pass through the sphere
It doesn't say "nothing, but abjuration magic". It says nothing.

Admittedly, all in all it's still not optimal - it still goes down when it's hit by disjunction, and while I'm protected from outside effects, neither can I affect the outside. But it keeps my Permanent Emanation Planar Bubble running, dang it!

Actually, a simple non-iron sphere animated via Animate Objects would also block this completely... but then you'd just be casting AO+Invisibility when it gets disjunctioned...

...Great, now I feel like a total rules lawyer...

Anyway, your ruling, after a second look?
Witch

04-23-07, 04:18 PM
My ruling after a second look says that a Disjunction takes down only the sphere.
Senevri

04-23-07, 05:10 PM
Thank you. I think it's time for me to start refining a build, then... ( You should probably have a pretty good idea of what my tactics are, actually. )
goro

04-23-07, 05:56 PM
The God with No Name
Fighter 50 Monk 20
Chaotic Good Huge Outsider ( Humanoid, Good, Choatic)
Symbol: A lone man walking through a field strewn with bodies.
Portfolio: God of Mercenaries, Soldiers, and Landless Adventurers.
Divine Rank: 18

Hit Dice: 50d10 + 20d8 + 1,540(2,200)
BAB/Grapple: +31/+69(+116 w/ Bonuses & Feats)
Iniative:+25 (+21 DEX, +4 Improved Initiative, Supreme Initiative)
Speed: 190ft (Biped), 230ft (Quadraped), 460ft (Fly, Winged)
Armor Class: 133(+18(Divine), +38(Natural), +24(Deflection), +21(DEX), +20(WIS), -2(Size), +4(Monk Bonus))
Touch: 95 Flat-Footed: 133 (see SDA "Battlesense) Automatic 68% miss chance(see SDA "Divine Dodge")
Abilities: STR: 70 DEX: 52 CON: 54 INT: 24 WIS: 50 CHA: 58
Fort: +37(+81) REF: +34(+76) WILL: +34(+76)
---------------------------------------------------------------------------------------------
Attacks:
Unarmed Strike +87 melee (12d6 + 30 + 5 + 4d6(BaneStrike)) 18-20/x2

Full Attacks:
Unarmed Strikes: Normal ("Irresistable Blows" SDA
+87/+82/+77/+72 melee (12d6 + 30 + 5 + 4d6(Banestrike)) 18-20/x2
Unarmed Strikes: 2 Arms ("Irresistable Blows" SDA
+85/+80/+75/+70--+85/+80/+75/+70 melee (12d6 + 15 + 5 + 4d6(Banestrike)) 18-20/x2
Unarmed Strikes: 4 Armed ("Irresistable Blows" SDA
+85/+80/+75/+70--+85/+80/+75/+70--+85/+80/+75/+70--+85/+80/+75/+70 melee (12d6 +15 + 5 + 4d6(Banestrike)) 18-20/x2
---------------------------------------------------------------------------------------------
Special Attacks:
Unarmed Strikes, (Mass)Divine Blast 27/a day 252((No save)Ranged Touch Attack), Quivering Palm 1/week (DC40 Fort or die), Energy Burst(Sonic)136 180ft radius(DC Fort),
---------------------------------------------------------------------------------------------
Special Qualities:
Alter Reality, Change Size, Change Shape
Unarmed Strikes deal damage as; Natural and manufactured weapons, Epic magic, Silver, Good, Chaotic(Anarchic), Lawful(Axiomatic), Adamantine, Keen, Vorpal, +5, Slashing, Bludgeoning (loses Vorpal and enhanced threat range),
Irresistable Blows
Domains: Earth, Luck, Strength, War (can cast domain granted spells as spell-like abilities at will, caster level is 88 (HD + DvR) save DC 20 + Spell level + CHA Mod + DvR))
Immortality
Immunity to; Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, disease, poison, stunning, sleep, paralysis, death effects, disintegration, .effects that imprison or banish(such as; banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, turning and rebuking, Sonic, Electricity, Cold, Fire, Acid.
Damage Reduction 72/-, Damage Reduction 40/Epic and Adamantine, Spell resistance 145, Deflect Arrows, Exceptional Deflection, Infinite Deflection, Fast Heal 76,


Always on Abilities:
Divin Aura (Ex): Resolve (DC 52 WILL) foes receive -4 morale penalty to attack rolls, saves, and checks
Allies receive +4 morale Bonus to Attack rolls, saves, and checks (18 mile Radius)
Divine Celerity: Effectively Hasted
Improved Evasion (Ex): AMonk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion
Damage Reduction: DR 40/Epic and Adamantine, DR 72/--
Fast Healing: 76
Spell Resistance: 145
Divine Dodge: 68% miss Chance (Against any attack that might hit, including spells that affect an area)
Battlesense: Cannot be surprised or flanked except by a deity/cosmic entity that succeeds on an opposed rank check.Retain Dexterity bonus to Armor Class even if caught flat-footed or attacked by an invisible opponent, and is not subject to sneak attacks except by deities/cosmic entities that succeed on an opposed rank check.
---------------------------------------------------------------------------------------------
Monk Abilities and Special Qualities:
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC. In addition, a monk gains a +1 bonus to AC. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when she is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Unarmed Strike: A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would
Improved Evasion (Ex): AMonk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion
Slow Fall (Ex):
Fast Movement (Ex): 60ft
Ki Strike (Su): Epic magic, Silver, Good, Chaotic(Anarchic), Lawful(Axiomatic), and Adamantine.
Purity of Body (Ex): Amonk gains immunity to all diseases except for supernatural and magical diseases
Wholeness of Body (Su): A monk can heal his own wounds. He can heal a number of hit points of damage equal to twice his current monk level each day, and he can spread this healing out among several uses.
Diamond Body (Su): A monk gains immunity to poisons of all kinds.
Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.
Abundant Step (Su): Amonk can slip magically between spaces, as if using the spell dimension door, once per day. His caster level for this effect is one-half his monk level (rounded down).
-------------------------------------------------------------------------------------------
Feats:
Combat Reflexes, Cleave, Run, Power Attack, Two-weapon Fighting, Improved Grapple, Deflect Arrows, Improved Trip, Improved Sunder, Multiweapon Fighting, Improved Two-Weapon Fighting, Improved MultiWeapon Fighting, Greater Multiweapon Fighting, Greater Two-Weapon Fighting,
-------------------------------------------------------------------------------------------
Epic Feats:
Energy Resistance(Sonic), Energy Resistance(Electricity), Epic Speed, Epic Will, Epic Reflexes, Great Strength, Hold The Line (SRD, DivineAbilitiesandFeats), Improved Ki-strike, Improved Natural Attack, Knock-Down (SRD, DivineAbilitiesandFeats), Penetrate Damage Reduction (Silver), Perfect Two-Weapon Fighting, Perfect MultiWeapon Fighting, Epic Fortitude, Improved Initiative, Damage Reduction (x23)
Jack of all Trades (SRD, DivineAbilitiesandFeats): You can use any skill untrained, even those that normally require training (Ability Mod + 18 (DvR))
--------------------------------------------------------------------------------------------
Salient Divine Abilities: (taken from "The Gates of Hell")
Annihilating Strike, Alter From, Area Divine Shield, BaneStrike, Battlesense, Divine Blast, Divine Celerity, Divine Dodge, Divine Earth Mastery, Divine Fast Healing (x2), Divine Shield, Divine Weapon mastery, Energy Burst (Sonic), Extra Energy Immunity (Sonic, Electricity, Cold), Indomitable Strength, Increased Spell Resistance (x3), Irresistable Blows, Mass Divine Blast, Supreme Initiative
-------------------------------------------------------------------------------------------
Magical Items:
Manuals +5 (Dexterity, Strength, Intelligence, Constitution, Wisdom, Charisma)


I think this is about done. If you see any errors let me know please.
goro

04-23-07, 06:04 PM
Quick question, does Damage Reduction (DR /--) stop that amount of damage per round or per attack?
Diplominator

04-23-07, 06:15 PM
Quick question, does Damage Reduction (DR /--) stop that amount of damage per round or per attack?

Attack, but only actual physical attacks, not spells and the like.


And, Witch, I'll try to post on the attempts thread in a bit. I had school today.

EDIT: Oh, right. I forgot to add the effects of Boots of Swiftness, so his skills and speed will be slightly different. Do the Boots still double speed, or something slightly more sane?

The other thing I forgot to mention...since I'm a pair of hands, I gave him perfect automatic silent spell instead of still like the "standard" demilich. That fine?
Witch

04-23-07, 06:57 PM
Attack, but only actual physical attacks, not spells and the like.
Correct.

EDIT: Oh, right. I forgot to add the effects of Boots of Swiftness, so his skills and speed will be slightly different. Do the Boots still double speed, or something slightly more sane?
I'll try and go by the RAW on this one. Have it double your base speed. Any bonuses etcetera are not doubled :)

The other thing I forgot to mention...since I'm a pair of hands, I gave him perfect automatic silent spell instead of still like the "standard" demilich. That fine?
That's fine.
Diplominator

04-23-07, 07:13 PM
Excellent. His final form is below, then. I don't think I used nearly all the wealth I could have, but oh, well.

Venyx
The Shadow Serroco, The Sand Assassin
Greater Deity
Symbol: A pair of skeletal hands reaching from a black dune.
Home Plane: Plane of Shadow
Alignment: Lawful Evil
Portfolio: Deserts, Night, Assassination
Worshippers: Assassins, evil desert dwellers
Cleric Alignments: LN, LE, NE
Domains: Darkness, Destruction, Fire, Sand, Thirst
Favored Weapon: Unarmed strike

Venyx is one of the most powerful beings of the multiverse, and one of the most malevolent. He has come a long way from the merciless desert priest he was thousands of years ago. Over the millennia, he has shed more and more of his mortal shell and has become the embodiment of the pitiless wasteland where he resides. He exists only to destroy, as the desert eventually destroys all that enter it. Such is the law of the desert. Cruel, implacable, and immutable.
And so, Venyx grew in power and influence. His temples accepted tribute from those who wanted specific people and places destroyed, and Venyx was only happy to show his might and spread his form of justice across the planes. It was this practice that has earned him the appellation of “Sand Assassin.” The forces of good and evil alike have employed him in their battles, for which he cares little. For Venyx, bringing the desert is an object in itself.
He lives on the Plane of Shadow, in a massive complex known as The Kiln. This region of the Plane of Shadow has is fire-dominant and strongly negative-dominant, an incredibly inhospitable wasteland.

Venyx
Monk 2/Cleric 50/Walker in the Waste 10
Diminutive Undead (Extraplanar)
Divine Rank:18
Hit Dice: 62d12 + 1736 (2480 hp)
Initiative: +27, always first
Speed: Fly 380ft. (perfect)
AC: 173 (+4 size, +10 armor +10 deflection, +23 Dex, +18 divine, +7 natural, +29 monk, +62 insight), touch 156, flat-footed 150
Base Attack/Grapple: +35/+32
Attacks: +125 melee touch, or +125 ranged touch
Full Attack: +125 melee touch, or +125 ranged touch
Space/Reach: 1ft/0ft
Special Abilities: Alter reality, domain powers, spells, spell-like abilities, trap the soul (DC 100), hide in plain sight, fear aura (DC 100), paralyzing touch, aura of despair (DC 69)
Special Qualities: Divine aura (DC 56), divine immunities, damage reduction 40/epic and silver, damage reduction 15/epic and bludgeoning, immortality, spell resistance 81, perfect automatic silent spell, turn resistance +26, fast healing 38, 68% miss chance, magic immunity, phylactery transference, unholy toughness, superior low-light vision,
Saves: Fort +53, Ref +71, Will +81
Abilities: Str 36 , Dex 56 , Con-, Int 54, Wis 66, Cha 66
Skills: Balance +134, Bluff +90, Concentration +123, Craft: Alchemy +105, Decipher Script +105, Diplomacy +139, Escape Artist +106, Heal +123, Hide +146, Intimidate +139, Knowledge: Arcana +105, Knowledge: Architecture +42, Knowledge: Geography +105, Knowledge: History +105, Knowledge: Local +42, Knowledge: Nature +113, Knowledge: Nobility and Royalty +42, Knowledge: Religion +105, Knowledge: The Planes +105, Listen +143, Move Silently +132, Perform: Pipe Organ +123, Psicraft +72, Sense Motive +143, Spellcraft +176, Spot +143, Survival +123 (131 in aboveground natural environments, for getting lost, and for avoiding hazards), Tumble +126
Feats: Able Learner, Confound the Big Folk, Combat Reflexes, Craft Wondrous Item, Empower Spell, Eschew Materials, Heat Endurance, Heighten Spell, Improved Grapple, Improved Heat Endurance, Improved Initiative, Improved Unarmed Strike, Maximize Spell, Practiced Spellcaster (Cleric), Quicken Spell, Searing Spell, Spell Focus (all schools), Twin Spell, Underfoot Combat, Weapon Finesse
Epic Feats: Automatic Quicken Spell, Blinding Speed, Enhance Spell (x4), Epic Heighten Spell, Epic Spellcasting, Ignore Material Components, Improved Combat Casting, Improved Combat Reflexes, Improved Metamagic (x3), Intensify Spell, Multispell (x4), Spell Stowaway (Time Stop), Tenacious Magic (Symbol of Death)
Salient Divine Abilities: Automatic Metamagic (Quicken SLAs), Automatic Metamagic (Quicken Cleric Spells), Automatic Metamagic (Twin Cleric Spells), Automatic Metamagic (Intensify SLAs), Automatic Metamagic (Twin SLAs), Automatic Metamagic (Intensify Cleric Spells), Automatic Metamagic (Searing SLAs), Battlesense, Clearsight, Divine Blast, Divine Dodge, Divine Fast Healing, Divine Fire Mastery, Divine Skill Focus (Spellcraft), Divine Spellcasting, Hand of Death, Instant Counterspell, Know Secrets, Life and Death, Mass Life and Death, Power of Nature, Supreme Initiative, Undead Mastery
Environment:
Organization: Solitary (unique)
Challenge Rating: 66
Treasure:
Alignment:
Advancement: —

Venyx speaks all languages, and can communicate with any living creature. Her natural weapons are treated as epic, lawful, evil, and silver for the purpose of overcoming damage reduction.

Alter Reality: As greater deity

Divine Immunities: Immune to Acid and Sonic, resistance 38 to sonic.

Domain Powers:

Immortality: Venyx is immortal. The only way for him to die is through special circumstances, usually by being slain in magical or physical combat. Venyx risks permanent destruction only if slain on his home plane and provided the attacker succeeds at a rank check. Otherwise, he reforms within his divine realm after 62 years.

Spell-Like Abilities: At will—all spells from darkness, destruction, fire, sand, and thirst domains, greater teleport, planeshift (in alphabetical order). Caster level 80th; save DC 66 + spell level.

Demilich Spell-Like Abilities: At will-alter self, astral projection, create undead, create greater undead, death knell, enervation, greater dispel magic, harm, summon monster I-IX, telekinesis, weird; 2/day-greater planar ally. Caster level 62nd; save DC 100

Cleric Spells Per Day: 6/13/12/12/12/12/10/10/10/10/6/6/6/5/5/5/5/4/4/4/4/3/3/3/3/2/2/2/2 0-28. Caster level 62. Base DC = 39 + spell level. Venyx can cast any spell he can grant.

Venyx's metamagic feats have level increases as follows: Enhance +1, Intensify +4, Searing +1, Quicken +1, Twin +1, Empower +1, Maximize +1. 5 quickened spells may be cast per round.

Spells Known: or Typical Spells Prepared: (if applicable)

Epic Spells: 6 epic spells per day. Epic spells known: Most Horrendous Desiccation, Momento Mori, Greater Epic Mage Armor, Superb Dispelling, Soul Scry

Most Horrendous Desiccation
Necromancy
Spellcraft DC: 184
Components: V, S, M
Casting Time: 1 minute
Range: Personal
Area: 300ft/level radius centered on the caster
Duration: Instantaneous
Saving Throw: Fortitude Half
Spell Resistance: Yes
Development: 1656000 gp, 66240xp, 34 days; seeds: transport (DC 27); factors: interplanar (+4), unwilling target (+4), area affect (+2), increase area (+16), make area level dependent (+25), make damage/volume level dependent (+25), augment minor magic item x10 (+40), increase save DC by 20 (+40).

This spell causes everything within the area to become desiccated—withering plants, mummifying flesh, drying up pools and ponds, and turning lush land into dust. Any living thing, not including the spellcaster, within the area takes 40 points of damage per spellcaster level. This spell absorbs 1000 pounds (120 gallons) of water per caster level from any standing or moving body of water

Material component: One application of dust of dryness.

Possessions: +12 Cloak of Epic Charisma, +12 Periapt of Epic Wisdom, Monk’s Belt, Boots of Swiftness, +10 Bracers of Epic Armor, +10 Ring of Epic Protection, Ring of Sequestering, Helm of Shadows (Constant Planar Bubble, CL 40, and +6 Intelligence), Robe of Flesh Forsaken (+30 spellcraft and CL 40 Ghostform with a command word), Dust of Dryness x5, Bag of holding I, mundane cloak. All items have been magically treated to be immune to fire damage.

Venyx only carries the bag of holding, mundane cloak, and dust of dryness. All other items are set near his canopic jars.

Melee Touch Attack: 10d6+20 Negative energy damage, 5d6 desiccation damage (fort DC 43 for half), DC 100 fortitude save to avoid permanent paralysis, DC 69 fortitude save to avoid 1d6 points of constitution drain (Venyx heals 5 damage per point drained)


Other Divine Powers

Automatic Actions: Venyx can perfom any task of DC 30 or less as an immediate action, and can take 20 swift actions in a round..

Create Magic Items: Venyx can create any magic item without the appropriate feats, including artifacts.

Portfolio Sense: Venyx knows where and when anyone will die in any desert within the past 18 weeks and in the next 18 weeks.

Senses: 20 Remote viewing locations. The area within one mile of Venyx is usually blocked.
Witch

04-23-07, 07:16 PM
Okay. Go ahead and post your preparations :)
Taeldrin Laesrash

04-23-07, 08:08 PM
Another question, Witch (Probably my last before I delve once again into my cave of endless contemplation...Having Super Paper Mario now will probably extend it). If a demilich took the shape of a hand, could it wield a longsword? short sword? dagger? axe?
Witch

04-23-07, 08:32 PM
Another question, Witch (Probably my last before I delve once again into my cave of endless contemplation...Having Super Paper Mario now will probably extend it). If a demilich took the shape of a hand, could it wield a longsword? short sword? dagger? axe?

A one handed weapon.
goro

04-23-07, 10:33 PM
How many times per day can you use Energy Burst (SDA, TGOH)?

I forgot to add my space/reach and haste attacks; changed some other things as well.
Rikandur_Azebol

04-24-07, 12:14 AM
Artifacts don't regenerate.

I remeber tons of modules where Orcus was remaking his Rod after destruction ? ;)

Because it can create infinite wealth. No.

I can create epic spell to have infinite wealth. Fine, I accept that You seemingly don't wish to deal with wishes.

Take note that abusing infinite wealth is stupid enough. And I wouldn't do that.

I am afraid that it will be unacceptable. It removes the entire point of having a divine realm.

You seemingly misunderstood me. It is part of Rik's character contept to NOT have divine realm. He isn't worshipped as a god. He's closer to cosmic entity while in Destructor God "form". Just wanted to make it sort of aura, that is beatable, unlike real divine realm.

Okay. Planar Bubble and Alter Reality then. :P
Zelck

04-24-07, 01:45 AM
A cookie for who finds out the method that was used to track Venyx down.
When cast, this spell not only prevents divination spells from working to detect or locate the creature or object affected by sequester, it also renders the affected creature or object invisible to any form of sight or seeing (as the invisibility spell). The spell does not prevent the subject from being discovered through tactile means or through the use of devices. Creatures affected by sequester become comatose and are effectively in a state of suspended animation until the spell wears off or is dispelled.
Hmm... I'm guessing a Touchsight of sorts, or something can feel through the path of bones Venyx was walking on.

EDIT TO ADD: Venyx has some illegal SDAs. You can't Automatic Metamagic epic metamagic feats.

Also, can I use Metamagic Song? (http://realmshelps.dandello.net/cgi-bin/feats.pl?Metamagic_Song,all) It's nowhere as cheesy as Divine Metamagic, due to its cap.
Senevri

04-24-07, 04:47 AM
I'd say the whole place has some sort of souped-up permanent Alarm-type effect going. Invisibility from sequester is NOTHING, as it's just +20 to hide checks when moving.
Witch

04-24-07, 06:15 AM
How many times per day can you use Energy Burst (SDA, TGOH)?
If no limit is stated, it's at will.

Hmm... I'm guessing a Touchsight of sorts, or something can feel through the path of bones Venyx was walking on.
Would be a good guess, but an incorrect one, I'm afraid.

EDIT TO ADD: Venyx has some illegal SDAs. You can't Automatic Metamagic epic metamagic feats.
Good point. Replace them, please, Diplominator.


Also, can I use Metamagic Song? (http://realmshelps.dandello.net/cgi-bin/feats.pl?Metamagic_Song,all) It's nowhere as cheesy as Divine Metamagic, due to its cap.
Go ahead and use it.
shanizar

04-24-07, 07:27 AM
I've been reading this thread for a while and I was just wondering, for the sake of all applicants... Are you treating the iron in a body (blood) as iron for the sake of Dispater's ability to pinpoint all iron in an 18 mile radius?
Witch

04-24-07, 07:33 AM
I've been reading this thread for a while and I was just wondering, for the sake of all applicants... Are you treating the iron in a body (blood) as iron for the sake of Dispater's ability to pinpoint all iron in an 18 mile radius?
Hey - that's a brilliant idea!

But, no, I'll be fair and state that I will not. It would require some less than obvious scientific knowledge involved in D&D, and I don't think this was the intent of the ability :)
Senevri

04-24-07, 09:00 AM
Iron? in blood? What nonsense is this? Everyone knows blood is mostly composed of positive energy, right? Since it's warm, there's likely some fire there too, and water, obviously. Earth appears in it's acidity, not in iron! Besides, wouldn't the acid component melt the iron? Hmm... Now that I think of it, it's not entirely unreasonable, I guess... melted iron in it's liquid form...
dragon221284

04-24-07, 09:29 AM
Iron? in blood? What nonsense is this? Everyone knows blood is mostly composed of positive energy, right? Since it's warm, there's likely some fire there too, and water, obviously. Earth appears in it's acidity, not in iron! Besides, wouldn't the acid component melt the iron? Hmm... Now that I think of it, it's not entirely unreasonable, I guess... melted iron in it's liquid form...

you should read more noncomics :)
Diplominator

04-24-07, 10:06 AM
Hmm... I'm guessing a Touchsight of sorts, or something can feel through the path of bones Venyx was walking on.

EDIT TO ADD: Venyx has some illegal SDAs. You can't Automatic Metamagic epic metamagic feats.

Also, can I use Metamagic Song? (http://realmshelps.dandello.net/cgi-bin/feats.pl?Metamagic_Song,all) It's nowhere as cheesy as Divine Metamagic, due to its cap.


Crappit, that's right. Good catch. Consider the intensifies replaced with maximizes. I'll edit the post accordingly.

And while the iron-in-blood is pretty brilliant...I don't think skeletal hands have blood.

I'm at a loss on the finding thing, actually. Effectively infinite SR, very good saves...I might have been immune to divination spells, but that could have happened after he found me. Weird.
goro

04-24-07, 10:26 AM
The God with No Name
Fighter 50 Monk 20
Chaotic Good Large Outsider ( Humanoid, Good, Choatic)
Symbol: A lone man walking through a field strewn with bodies.
Portfolio: God of Mercenaries, Soldiers, and Landless Adventurers.
Divine Rank: 18

Hit Dice: 50d10 + 20d8 + 1,540(2,060)
BAB/Grapple: +31/+62(+109 w/ Bonuses & Feats)
Iniative:+25 (+21 DEX, +4 Improved Initiative, Supreme Initiative)
Speed: 190ft (Biped), 230ft (Quadraped), 460ft (Fly, Winged)
Armor Class: 132(+18(Divine), +36(Natural), +24(Deflection), +21(DEX), +20(WIS), -1(Size), +4(Monk Bonus))
Touch: 98 Flat-Footed: 98 (see SDA "Battlesense) Automatic 68% miss chance(see SDA "Divine Dodge")
Space/Reach: 10ft/10ft Tall/5ft Long
Abilities: STR: 64 DEX: 52 CON: 50 INT: 24 WIS: 50 CHA: 58
Fort: +37(+79) REF: +34(+73) WILL: +34(+76)
---------------------------------------------------------------------------------------------
Attacks:
Unarmed Strike +86 melee (12d6 + 27+ 5 + 4d6(BaneStrike))(129) 1d10 rounds stunned ((DC 58 Fortitude(20+CON MOD+DvR) 18-20/x2
Full Attacks:
Unarmed Strikes: Normal ("Irresistable Blows" SDA
+86/+86/+81/+76/+71melee (12d6 + 27+ 5 + 4d6(BaneStrike))(129) 1d10 rounds stunned ((DC 58 Fortitude(20+CON MOD+DvR) 18-20/x2
Unarmed Strikes: 2 Arms ("Irresistable Blows" SDA
+84/+84/+79/+74/+69--+84/+79/+74/+69 (12d6 + 13 + 5 + 4d6(BaneStrike))(114) 1d10 rounds stunned ((DC 58 Fortitude(20+CON MOD+DvR) 18-20/x2
---------------------------------------------------------------------------------------------
Special Attacks:
Unarmed Strikes, (Mass)Divine Blast 27/a day 252((No save)Ranged Touch Attack), Quivering Palm 1/week (DC40 Fort or die), Energy Burst(Sonic)136 180ft radius(DC 62 (CHA) Fort),
---------------------------------------------------------------------------------------------
Special Qualities:
Alter Reality, Change Size, Change Shape
Unarmed Strikes deal damage as; Natural and manufactured weapons, Epic magic, Silver, Good, Chaotic(Anarchic), Lawful(Axiomatic), Adamantine, Keen, Vorpal, +5, Slashing, Bludgeoning (loses Vorpal and enhanced threat range),
Irresistable Blows
Domains: Earth, Luck, Strength, War (can cast domain granted spells as spell-like abilities at will, caster level is 88 (HD + DvR) save DC 20 + Spell level + CHA Mod + DvR))
Immortality
Immunity to; Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, disease, poison, stunning, sleep, paralysis, death effects, disintegration, .effects that imprison or banish(such as; banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, turning and rebuking, Sonic, Electricity, Cold, Fire, Acid.
Damage Reduction 63/-, Damage Reduction 40/Epic and Adamantine, Spell resistance 145, Deflect Arrows, Exceptional Deflection, Infinite Deflection, Fast Heal 76,
A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Always on Abilities:
Divin Aura (Ex): Resolve (DC 52 WILL) foes receive -4 morale penalty to attack rolls, saves, and checks
Allies receive +4 morale Bonus to Attack rolls, saves, and checks (18 mile Radius)
Divine Celerity: Effectively Hasted
Improved Evasion (Ex): A Monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion
Damage Reduction: DR 40/Epic and Adamantine, DR 63/--
Fast Healing: 76
Spell Resistance: 145
Divine Dodge: 68% miss Chance (Against any attack that might hit, including spells that affect an area)
Battlesense: Cannot be surprised or flanked except by a deity/cosmic entity that succeeds on an opposed rank check.Retain Dexterity bonus to Armor Class even if caught flat-footed or attacked by an invisible opponent, and is not subject to sneak attacks except by deities/cosmic entities that succeed on an opposed rank check.
---------------------------------------------------------------------------------------------
Monk Abilities and Special Qualities:
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC. In addition, a monk gains a +1 bonus to AC. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when she is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Unarmed Strike: A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would
Improved Evasion (Ex): AMonk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion
Slow Fall (Ex):
Fast Movement (Ex): 60ft
Ki Strike (Su): Epic magic, Silver, Good, Chaotic(Anarchic), Lawful(Axiomatic), and Adamantine.
Purity of Body (Ex): Amonk gains immunity to all diseases except for supernatural and magical diseases
Wholeness of Body (Su): A monk can heal his own wounds. He can heal a number of hit points of damage equal to twice his current monk level each day, and he can spread this healing out among several uses.
Diamond Body (Su): A monk gains immunity to poisons of all kinds.
Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.
Abundant Step (Su): Amonk can slip magically between spaces, as if using the spell dimension door, once per day. His caster level for this effect is one-half his monk level (rounded down).
-------------------------------------------------------------------------------------------
Feats:
Improved Unarmed Strike, Combat Reflexes, Cleave, Run, Power Attack, Two-weapon Fighting, Improved Grapple, Deflect Arrows, Improved Trip, Improved Sunder, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Great Cleave, Improved Natural Attack
-------------------------------------------------------------------------------------------
Epic Feats: +1
Energy Resistance(Sonic), Energy Resistance(Electricity), Epic Speed, Epic Will, Epic Reflexes, Great Strength, Hold The Line (SRD, DivineAbilitiesandFeats), Improved Ki-strike, Knock-Down (SRD, DivineAbilitiesandFeats), Penetrate Damage Reduction (Silver), Perfect Two-Weapon Fighting, Epic Fortitude, Improved Initiative, Damage Reduction (x21), Dire Charge, Improved Combat Reflexes, Great Strength x2,
Jack of all Trades (SRD, DivineAbilitiesandFeats): You can use any skill untrained, even those that normally require training (Ability Mod + 18 (DvR))
--------------------------------------------------------------------------------------------
Bonus Feats From Salient Divine Abilities:
Divine Monk: Axiomatic Strike, Exceptional Deflection, Infinite Deflection, Keen Strike, Reflect Arrows, Vorpal Strike
Divine Weapon Mastery: Weapon Focus, Weapon Specialization, Improved Critical

Salient Divine Abilities: (taken from "The Gates of Hell")
Annihilating Strike, Alter From, Area Divine Shield, BaneStrike, Battlesense, Divine Blast, Divine Celerity, Divine Dodge, Divine Earth Mastery, Divine Fast Healing (x2), Divine Shield, Divine Weapon mastery, Energy Burst (Sonic), Extra Energy Immunity (Sonic, Electricity, Cold), Indomitable Strength, Increased Spell Resistance (x3), Irresistable Blows, Mass Divine Blast, Supreme Initiative
-------------------------------------------------------------------------------------------
Magical Items:
Manuals +5 (Dexterity, Strength, Intelligence, Constitution, Wisdom, Charisma)


The God with No Name
Fighter 50 Monk 20
Chaotic Good Huge Outsider ( Humanoid, Good, Choatic)
Symbol: A lone man walking through a field strewn with bodies.
Portfolio: God of Mercenaries, Soldiers, and Landless Adventurers.
Divine Rank: 18

Hit Dice: 50d10 + 20d8 + 1,540(2,200)
BAB/Grapple: +31/+70(+117 w/ Bonuses & Feats)
Iniative:+24 (+20 DEX, +4 Improved Initiative, Supreme Initiative)
Speed: 190ft (Biped), 230ft (Quadraped), 460ft (Fly, Winged)
Armor Class: 132(+18(Divine), +38(Natural), +24(Deflection), +20(DEX), +20(WIS), -2(Size), +4(Monk Bonus))
Touch: 94 Flat-Footed: 94 (see SDA "Battlesense) Automatic 68% miss chance(see SDA "Divine Dodge")
Space/Reach: 15ft/15ft tall/10ft Long
Abilities: STR: 72 DEX: 50 CON: 54 INT: 24 WIS: 50 CHA: 58
Fort: +37(+81) REF: +34(+72) WILL: +34(+76)
---------------------------------------------------------------------------------------------
Attacks:
Unarmed Strike +90 melee (12d6 + 31 + 5 + 4d6(BaneStrike)) 18-20/x2

Full Attacks:
Unarmed Strikes: Normal ("Irresistable Blows" SDA
+90/+90/+85/+80/+75 melee (12d6 + 31 + 5 + 4d6(Banestrike)) + 1d10 rounds stunned ((DC 60 Fortitude(20+CON MOD+DvR) 18-20/x2
Unarmed Strikes: 2 Arms ("Irresistable Blows" SDA
+88/+88/+83/+78/+73--+88/+83/+78/+73 melee (12d6 + 15 + 5 + 4d6(Banestrike)) + 1d10 rounds stunned ((DC 60 Fortitude(20+CON MOD+DvR) 18-20/x2
---------------------------------------------------------------------------------------------
Special Attacks:
Unarmed Strikes, (Mass)Divine Blast 27/a day 252((No save)Ranged Touch Attack), Quivering Palm 1/week (DC40 Fort or die), Energy Burst(Sonic)136 180ft radius(DC 62 (CHA) Fort),
---------------------------------------------------------------------------------------------
Special Qualities:
Alter Reality, Change Size, Change Shape
Unarmed Strikes deal damage as; Natural and manufactured weapons, Epic magic, Silver, Good, Chaotic(Anarchic), Lawful(Axiomatic), Adamantine, Keen, Vorpal, +5, Slashing, Bludgeoning (loses Vorpal and enhanced threat range),
Irresistable Blows
Domains: Earth, Luck, Strength, War (can cast domain granted spells as spell-like abilities at will, caster level is 88 (HD + DvR) save DC 20 + Spell level + CHA Mod + DvR))
Immortality
Immunity to; Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, disease, poison, stunning, sleep, paralysis, death effects, disintegration, .effects that imprison or banish(such as; banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, turning and rebuking, Sonic, Electricity, Cold, Fire, Acid.
Damage Reduction 63/-, Damage Reduction 40/Epic and Adamantine, Spell resistance 145, Deflect Arrows, Exceptional Deflection, Infinite Deflection, Fast Heal 76,
A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Always on Abilities:
Divin Aura (Ex): Resolve (DC 52 WILL) foes receive -4 morale penalty to attack rolls, saves, and checks
Allies receive +4 morale Bonus to Attack rolls, saves, and checks (18 mile Radius)
Divine Celerity: Effectively Hasted
Improved Evasion (Ex): A Monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion
Damage Reduction: DR 40/Epic and Adamantine, DR 63/--
Fast Healing: 76
Spell Resistance: 145
Divine Dodge: 68% miss Chance (Against any attack that might hit, including spells that affect an area)
Battlesense: Cannot be surprised or flanked except by a deity/cosmic entity that succeeds on an opposed rank check.Retain Dexterity bonus to Armor Class even if caught flat-footed or attacked by an invisible opponent, and is not subject to sneak attacks except by deities/cosmic entities that succeed on an opposed rank check.
---------------------------------------------------------------------------------------------
Monk Abilities and Special Qualities:
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC. In addition, a monk gains a +1 bonus to AC. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when she is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Unarmed Strike: A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would
Improved Evasion (Ex): AMonk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion
Slow Fall (Ex):
Fast Movement (Ex): 60ft
Ki Strike (Su): Epic magic, Silver, Good, Chaotic(Anarchic), Lawful(Axiomatic), and Adamantine.
Purity of Body (Ex): Amonk gains immunity to all diseases except for supernatural and magical diseases
Wholeness of Body (Su): A monk can heal his own wounds. He can heal a number of hit points of damage equal to twice his current monk level each day, and he can spread this healing out among several uses.
Diamond Body (Su): A monk gains immunity to poisons of all kinds.
Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.
Abundant Step (Su): Amonk can slip magically between spaces, as if using the spell dimension door, once per day. His caster level for this effect is one-half his monk level (rounded down).
-------------------------------------------------------------------------------------------
Feats:
Improved Unarmed Strike, Combat Reflexes, Cleave, Run, Power Attack, Two-weapon Fighting, Improved Grapple, Deflect Arrows, Improved Trip, Improved Sunder, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Great Cleave, Improved Natural Attack
-------------------------------------------------------------------------------------------
Epic Feats: +1
Energy Resistance(Sonic), Energy Resistance(Electricity), Epic Speed, Epic Will, Epic Reflexes, Great Strength, Hold The Line (SRD, DivineAbilitiesandFeats), Improved Ki-strike, Knock-Down (SRD, DivineAbilitiesandFeats), Penetrate Damage Reduction (Silver), Perfect Two-Weapon Fighting, Epic Fortitude, Improved Initiative, Damage Reduction (x21), Dire Charge, Improved Combat Reflexes, Great Strength x2,
Jack of all Trades (SRD, DivineAbilitiesandFeats): You can use any skill untrained, even those that normally require training (Ability Mod + 18 (DvR))
--------------------------------------------------------------------------------------------
Bonus Feats From Salient Divine Abilities:
Divine Monk: Axiomatic Strike, Exceptional Deflection, Infinite Deflection, Keen Strike, Reflect Arrows, Vorpal Strike
Divine Weapon Mastery: Weapon Focus, Weapon Specialization, Improved Critical

Salient Divine Abilities: (taken from "The Gates of Hell")
Annihilating Strike, Alter From, Area Divine Shield, BaneStrike, Battlesense, Divine Blast, Divine Celerity, Divine Dodge, Divine Earth Mastery, Divine Fast Healing (x2), Divine Shield, Divine Weapon mastery, Energy Burst (Sonic), Extra Energy Immunity (Sonic, Electricity, Cold), Indomitable Strength, Increased Spell Resistance (x3), Irresistable Blows, Mass Divine Blast, Supreme Initiative
-------------------------------------------------------------------------------------------
Skills:

Magical Items:
Manuals +5 (Dexterity, Strength, Intelligence, Constitution, Wisdom, Charisma)

The God with No Name
Fighter 50 Monk 20
Chaotic Good Gargantuan Outsider ( Humanoid, Good, Choatic)
Symbol: A lone man walking through a field strewn with bodies.
Portfolio: God of Mercenaries, Soldiers, and Landless Adventurers.
Divine Rank: 18

Hit Dice: 50d10 + 20d8 + 1,540(2,340)
BAB/Grapple: +31/+82(+129 w/ Bonuses & Feats)
Iniative:+24 (+20 DEX, +4 Improved Initiative, Supreme Initiative)
Speed: 210ft (Biped), 250ft (Quadraped), 500ft (Fly, Winged)
Armor Class: 134(+18(Divine), +42(Natural), +24(Deflection), +20(DEX), +20(WIS), -4(Size), +4(Monk Bonus))
Touch: 101 Flat-Footed: 101 (see SDA "Battlesense) Automatic 68% miss chance(see SDA "Divine Dodge")
Space/Reach: 20ft/20ft Tall/15ft Long
Abilities: STR: 80 DEX: 50 CON: 58 INT: 24 WIS: 50 CHA: 58
Fort: +37(+83) REF: +34(+72) WILL: +34(+76)
---------------------------------------------------------------------------------------------
Attacks:
Unarmed Strike +94 melee (12d6 + 35 + 5 + 2 + 4d6(BaneStrike))(138) 1d10 rounds stunned ((DC 62 Fortitude(20+CON MOD+DvR) 18-20/x2
Full Attacks:
Unarmed Strikes: Normal ("Irresistable Blows" SDA
+94/+94/+89/+84/+79 melee (12d6 + 35 + 5 + 2 + 4d6(BaneStrike))(138) 1d10 rounds stunned ((DC 62 Fortitude(20+CON MOD+DvR) 18-20/x2
Unarmed Strikes: 2 Arms ("Irresistable Blows" SDA
+92/+92/+87/+82/+77--+92/+87/+82/+77 (12d6 + 17 + 5 + 2 + 4d6(BaneStrike))(120) 1d10 rounds stunned ((DC 58 Fortitude(20+CON MOD+DvR) 18-20/x2
---------------------------------------------------------------------------------------------
Special Attacks:
Unarmed Strikes, (Mass)Divine Blast 27/a day 252((No save)Ranged Touch Attack), Quivering Palm 1/week (DC40 Fort or die), Energy Burst(Sonic)136 180ft radius(DC 62 (CHA) Fort),
---------------------------------------------------------------------------------------------
Special Qualities:
Alter Reality, Change Size, Change Shape
Unarmed Strikes deal damage as; Natural and manufactured weapons, Epic magic, Silver, Good, Chaotic(Anarchic), Lawful(Axiomatic), Adamantine, Keen, Vorpal, +5, Slashing, Bludgeoning (loses Vorpal and enhanced threat range),
Irresistable Blows
Domains: Earth, Luck, Strength, War (can cast domain granted spells as spell-like abilities at will, caster level is 88 (HD + DvR) save DC 20 + Spell level + CHA Mod + DvR))
Immortality
Immunity to; Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, disease, poison, stunning, sleep, paralysis, death effects, disintegration, .effects that imprison or banish(such as; banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, turning and rebuking, Sonic, Electricity, Cold, Fire, Acid.
Damage Reduction 63/-, Damage Reduction 40/Epic and Adamantine, Spell resistance 145, Deflect Arrows, Exceptional Deflection, Infinite Deflection, Fast Heal 76,
A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Always on Abilities:
Divin Aura (Ex): Resolve (DC 52 WILL) foes receive -4 morale penalty to attack rolls, saves, and checks
Allies receive +4 morale Bonus to Attack rolls, saves, and checks (18 mile Radius)
Divine Celerity: Effectively Hasted
Improved Evasion (Ex): A Monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion
Damage Reduction: DR 40/Epic and Adamantine, DR 63/--
Fast Healing: 76
Spell Resistance: 145
Divine Dodge: 68% miss Chance (Against any attack that might hit, including spells that affect an area)
Battlesense: Cannot be surprised or flanked except by a deity/cosmic entity that succeeds on an opposed rank check.Retain Dexterity bonus to Armor Class even if caught flat-footed or attacked by an invisible opponent, and is not subject to sneak attacks except by deities/cosmic entities that succeed on an opposed rank check.
---------------------------------------------------------------------------------------------
Monk Abilities and Special Qualities:
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC. In addition, a monk gains a +1 bonus to AC. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when she is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Unarmed Strike: A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would
Improved Evasion (Ex): AMonk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion
Slow Fall (Ex):
Fast Movement (Ex): 60ft
Ki Strike (Su): Epic magic, Silver, Good, Chaotic(Anarchic), Lawful(Axiomatic), and Adamantine.
Purity of Body (Ex): Amonk gains immunity to all diseases except for supernatural and magical diseases
Wholeness of Body (Su): A monk can heal his own wounds. He can heal a number of hit points of damage equal to twice his current monk level each day, and he can spread this healing out among several uses.
Diamond Body (Su): A monk gains immunity to poisons of all kinds.
Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.
Abundant Step (Su): Amonk can slip magically between spaces, as if using the spell dimension door, once per day. His caster level for this effect is one-half his monk level (rounded down).
-------------------------------------------------------------------------------------------
Feats:
Improved Unarmed Strike, Combat Reflexes, Cleave, Run, Power Attack, Two-weapon Fighting, Improved Grapple, Deflect Arrows, Improved Trip, Improved Sunder, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Great Cleave, Improved Natural Attack
-------------------------------------------------------------------------------------------
Epic Feats: +1
Energy Resistance(Sonic), Energy Resistance(Electricity), Epic Speed, Epic Will, Epic Reflexes, Great Strength, Hold The Line (SRD, DivineAbilitiesandFeats), Improved Ki-strike, Knock-Down (SRD, DivineAbilitiesandFeats), Penetrate Damage Reduction (Silver), Perfect Two-Weapon Fighting, Epic Fortitude, Improved Initiative, Damage Reduction (x21), Dire Charge, Improved Combat Reflexes, Great Strength x2,
Jack of all Trades (SRD, DivineAbilitiesandFeats): You can use any skill untrained, even those that normally require training (Ability Mod + 18 (DvR))
--------------------------------------------------------------------------------------------
Bonus Feats From Salient Divine Abilities:
Divine Monk: Axiomatic Strike, Exceptional Deflection, Infinite Deflection, Keen Strike, Reflect Arrows, Vorpal Strike
Divine Weapon Mastery: Weapon Focus, Weapon Specialization, Improved Critical

Salient Divine Abilities: (taken from "The Gates of Hell")
Annihilating Strike, Alter From, Area Divine Shield, BaneStrike, Battlesense, Divine Blast, Divine Celerity, Divine Dodge, Divine Earth Mastery, Divine Fast Healing (x2), Divine Shield, Divine Weapon mastery, Energy Burst (Sonic), Extra Energy Immunity (Sonic, Electricity, Cold), Indomitable Strength, Increased Spell Resistance (x3), Irresistable Blows, Mass Divine Blast, Supreme Initiative
-------------------------------------------------------------------------------------------
Magical Items:
Manuals +5 (Dexterity, Strength, Intelligence, Constitution, Wisdom, Charisma)



The God with No Name
Fighter 50 Monk 20
Chaotic Good Colossal Outsider ( Humanoid, Good, Choatic)
Symbol: A lone man walking through a field strewn with bodies.
Portfolio: God of Mercenaries, Soldiers, and Landless Adventurers.
Divine Rank: 18

Hit Dice: 50d10 + 20d8 + 1,540(2,480)
BAB/Grapple: +31/+86(+133 w/ Bonuses & Feats)
Iniative:+24 (+20 DEX, +4 Improved Initiative, Supreme Initiative)
Speed: 230ft (Biped), 270ft (Quadraped), 520ft (Fly, Winged)
Armor Class: 135(+18(Divine), +47(Natural), +24(Deflection), +20(DEX), +20(WIS), -8(Size), +4(Monk Bonus))
Touch: 102 Flat-Footed: 102 (see SDA "Battlesense) Automatic 68% miss chance(see SDA "Divine Dodge")
Space/Reach: 30ft +/30ft + Tall/20ft + Long
Abilities: STR: 80 DEX: 50 CON: 62 INT: 24 WIS: 50 CHA: 58
Fort: +37(+85) REF: +34(+72) WILL: +34(+76)
---------------------------------------------------------------------------------------------
Attacks:
Unarmed Strike +98 melee (12d6 + 39 + 5 + 2 + 4d6(BaneStrike))(142) 1d10 rounds stunned ((DC 64 Fortitude(20+CON MOD+DvR) 18-20/x2
Full Attacks:
Unarmed Strikes: Normal ("Irresistable Blows" SDA
+98/+98/+93/+88/+83 melee (12d6 + 39 + 5 + 2 + 4d6(BaneStrike))(142) 1d10 rounds stunned ((DC 64 Fortitude(20+CON MOD+DvR) 18-20/x2
Unarmed Strikes: 2 Arms ("Irresistable Blows" SDA
+96/+96/+91/+86/+81--+96/+91/+86/+81 (12d6 + 19 + 5 + 2 + 4d6(BaneStrike))(122) 1d10 rounds stunned ((DC 64 Fortitude(20+CON MOD+DvR) 18-20/x2
---------------------------------------------------------------------------------------------
Special Attacks:
Unarmed Strikes, (Mass)Divine Blast 27/a day (252 damage)((No save)Ranged Touch Attack), Quivering Palm 1/week (DC40 Fort or die), Energy Burst(Sonic)(136 damage) 180ft radius(DC 62 (CHA) Fort),
---------------------------------------------------------------------------------------------
Special Qualities:
Alter Reality, Change Size, Change Shape
Unarmed Strikes deal damage as; Natural and manufactured weapons, Epic magic, Silver, Good, Chaotic(Anarchic), Lawful(Axiomatic), Adamantine, Keen, Vorpal, +5, Slashing, Bludgeoning (loses Vorpal and enhanced threat range),
Irresistable Blows
Domains: Earth, Luck, Strength, War (can cast domain granted spells as spell-like abilities at will, caster level is 88 (HD + DvR) save DC 20 + Spell level + CHA Mod + DvR))
Immortality
Immunity to; Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, disease, poison, stunning, sleep, paralysis, death effects, disintegration, .effects that imprison or banish(such as; banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, turning and rebuking, Sonic, Electricity, Cold, Fire, Acid.
Damage Reduction 63/-, Damage Reduction 40/Epic and Adamantine, Spell resistance 145, Deflect Arrows, Exceptional Deflection, Infinite Deflection, Fast Heal 76,
A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Always on Abilities:
Divin Aura (Ex): Resolve (DC 52 WILL) foes receive -4 morale penalty to attack rolls, saves, and checks
Allies receive +4 morale Bonus to Attack rolls, saves, and checks (18 mile Radius)
Divine Celerity: Effectively Hasted
Improved Evasion (Ex): A Monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion
Damage Reduction: DR 40/Epic and Adamantine, DR 63/--
Fast Healing: 76
Spell Resistance: 145
Divine Dodge: 68% miss Chance (Against any attack that might hit, including spells that affect an area)
Battlesense: Cannot be surprised or flanked except by a deity/cosmic entity that succeeds on an opposed rank check.Retain Dexterity bonus to Armor Class even if caught flat-footed or attacked by an invisible opponent, and is not subject to sneak attacks except by deities/cosmic entities that succeed on an opposed rank check.
---------------------------------------------------------------------------------------------
Monk Abilities and Special Qualities:
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC. In addition, a monk gains a +1 bonus to AC. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when she is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Unarmed Strike: A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would
Improved Evasion (Ex): AMonk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion
Slow Fall (Ex):
Fast Movement (Ex): 60ft
Ki Strike (Su): Epic magic, Silver, Good, Chaotic(Anarchic), Lawful(Axiomatic), and Adamantine.
Purity of Body (Ex): Amonk gains immunity to all diseases except for supernatural and magical diseases
Wholeness of Body (Su): A monk can heal his own wounds. He can heal a number of hit points of damage equal to twice his current monk level each day, and he can spread this healing out among several uses.
Diamond Body (Su): A monk gains immunity to poisons of all kinds.
Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.
Abundant Step (Su): Amonk can slip magically between spaces, as if using the spell dimension door, once per day. His caster level for this effect is one-half his monk level (rounded down).
-------------------------------------------------------------------------------------------
Feats:
Improved Unarmed Strike, Combat Reflexes, Cleave, Run, Power Attack, Two-weapon Fighting, Improved Grapple, Deflect Arrows, Improved Trip, Improved Sunder, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Great Cleave, Improved Natural Attack
-------------------------------------------------------------------------------------------
Epic Feats: +1
Energy Resistance(Sonic), Energy Resistance(Electricity), Epic Speed, Epic Will, Epic Reflexes, Great Strength, Hold The Line (SRD, DivineAbilitiesandFeats), Improved Ki-strike, Knock-Down (SRD, DivineAbilitiesandFeats), Penetrate Damage Reduction (Silver), Perfect Two-Weapon Fighting, Epic Fortitude, Improved Initiative, Damage Reduction (x21), Dire Charge, Improved Combat Reflexes, Great Strength x2,
Jack of all Trades (SRD, DivineAbilitiesandFeats): You can use any skill untrained, even those that normally require training (Ability Mod + 18 (DvR))
--------------------------------------------------------------------------------------------
Bonus Feats From Salient Divine Abilities:
Divine Monk: Axiomatic Strike, Exceptional Deflection, Infinite Deflection, Keen Strike, Reflect Arrows, Vorpal Strike
Divine Weapon Mastery: Weapon Focus, Weapon Specialization, Improved Critical

Salient Divine Abilities: (taken from "The Gates of Hell")
Annihilating Strike, Alter From, Area Divine Shield, BaneStrike, Battlesense, Divine Blast, Divine Celerity, Divine Dodge, Divine Earth Mastery, Divine Fast Healing (x2), Divine Shield, Divine Weapon mastery, Energy Burst (Sonic), Extra Energy Immunity (Sonic, Electricity, Cold), Indomitable Strength, Increased Spell Resistance (x3), Irresistable Blows, Mass Divine Blast, Supreme Initiative
-------------------------------------------------------------------------------------------
Magical Items:
Manuals +5 (Dexterity, Strength, Intelligence, Constitution, Wisdom, Charisma)





I need to put in my class skills still.
Senevri

04-24-07, 10:36 AM
you should read more noncomics :)
I take my D&D without real-world physics, thankyouverymuch.
Zelck

04-24-07, 11:28 AM
Whoa, shoot, I just read the version of Automatic Quicken Spell in Complete Arcane, and it appears I need to take it NINE times to auto-quicken level 9 spells. What the heck? Did they want to utterly nerf spontaneous casting? Can we just use the one in the SRD, or in this thread (http://boards1.wizards.com/showthread.php?t=702299)?
Aracor

04-24-07, 11:34 AM
A cookie for who finds out the method that was used to track Venyx down.Easy. Since he floats, tremorsense or something along those lines won't work; and anything tactile is pretty much null and void; since I'm pretty sure he'd be aware if he was touched.

Actually, easier than I thought. Psychometabolism power: Touchsight. It uses a telekinetic field to 'see' by feeling.
Zelck

04-24-07, 11:45 AM
Easy. Since he floats, tremorsense or something along those lines won't work; and anything tactile is pretty much null and void; since I'm pretty sure he'd be aware if he was touched.

Actually, easier than I thought. Psychometabolism power: Touchsight. It uses a telekinetic field to 'see' by feeling.
I was way ahead of you (http://boards1.wizards.com/showpost.php?p=12197430&postcount=226), but that got shot down (http://boards1.wizards.com/showpost.php?p=12198352&postcount=228) :P. It's not a failed hide check either; he has +132. Hmm... maybe it's the magic auras?
goro

04-24-07, 11:59 AM
I just reread the "Divine Earth Mastery" SDA entry. Damn thats powerful.
Aracor

04-24-07, 12:16 PM
I was way ahead of you (http://boards1.wizards.com/showpost.php?p=12197430&postcount=226), but that got shot down (http://boards1.wizards.com/showpost.php?p=12198352&postcount=228) :P. It's not a failed hide check either; he has +132. Hmm... maybe it's the magic auras?

Then the only option left is a 'device', which leaves a lot of interpretation. Does a 'device' that duplicates a divination spell works? What other kinds of 'devices' would work?
Hmm...I need to read the city description again.
Witch

04-24-07, 12:29 PM
Whoa, shoot, I just read the version of Automatic Quicken Spell in Complete Arcane, and it appears I need to take it NINE times to auto-quicken level 9 spells.
Complete Arcane holds no Automatic Metamagic Spells. Not in my world.

Use the official ones :)
goro

04-24-07, 12:33 PM
Remote sensing? When you and/or your underling said his name. Then he sent his person to where you would have to enter his realm. How did he know where you would enter? The spot you entered from is the only spot where you can enter from. (Maybe)


Complete Arcane holds no Automatic Metamagic Spells. Not in my world.

Use the official ones

The official ones in the SRD are alot more powerful anyway.
Aracor

04-24-07, 12:49 PM
The official ones in the SRD are alot more powerful anyway.That's his point. The ones in the Complete arcane are nerfed basically to the point of being completely worthless. They're not good enough to take.
deathwishjoe

04-24-07, 01:06 PM
a few questions. first I did some reading in the feindish codex II and I noticed that there seems to be a planar trait that makes you get lost unless your a beatezu to get around the city of Dis or one of his closest underlings to get into his inner sanctum. would the avoid planar traits spell from the spell compendium get me around this problem.

can I use the feat mindsight from lords of madness to grant me blindsight equal to my telepathy range? and would having Dis in range of the blindsight keep the wierd planar issues from effecting me?

the feindish codex II mentions that there are no accurate maps of Dis as by the time they finish maping it the city has changed. this means that someone has mapped it and can give me an idea of how big a city it actually is. just not how to get around in it. may I have those stats please?
Witch

04-24-07, 01:25 PM
a few questions. first I did some reading in the feindish codex II and I noticed that there seems to be a planar trait that makes you get lost unless your a beatezu to get around the city of Dis or one of his closest underlings to get into his inner sanctum. would the avoid planar traits spell from the spell compendium get me around this problem.
No. That spell is purely defensive. It doesn't function against the entrapping effect of for instance Hades either.


can I use the feat mindsight from lords of madness to grant me blindsight equal to my telepathy range?
No - that would be far too easy a way to acquire an incredible range of blindsight.

and would having Dis in range of the blindsight keep the wierd planar issues from effecting me?

Not really.


the feindish codex II mentions that there are no accurate maps of Dis as by the time they finish maping it the city has changed. this means that someone has mapped it and can give me an idea of how big a city it actually is. just not how to get around in it. may I have those stats please?
About as big as any other infinite plane. The city houses at least 60 billion devils. That should give you some idea of the size.
deathwishjoe

04-24-07, 01:56 PM
No - that would be far too easy a way to acquire an incredible range of blindsight.

:) hay untill I use shapechange to change into a formian queen my blind sight will only be a third of dispaters. but yeah your right, blindsight of 50 miles with the queen is a bit extream.
Witch

04-24-07, 01:58 PM
Where did I put my "I love formians" stickers again :D
deathwishjoe

04-24-07, 02:47 PM
would planar bubble get rid of the I cant find my way around ether the city or the tower effect?
goro

04-24-07, 02:50 PM
Does Dice Freaks have a general map of the plane Dispater is on? Not just his city but the other areas outside of his Divine Control, since he can only control an 1800 mile radius around the iron tower.
Witch

04-24-07, 02:53 PM
Does Dice Freaks have a general map of the plane Dispater is on?
No.
Not just his city but the other areas outside of his Divine Control,
The vast majority of the layer is the city - there's not that much else.

since he can only control an 1800 mile radius around the iron tower.
What makes you think that? You seem to be thinking this is Dispater's Divine Realm. It is not. It is his Cosmic realm, which is far less restricted in size.
goro

04-24-07, 02:57 PM
What makes you think that? You seem to be thinking this is Dispater's Divine Realm. It is not. It is his Cosmic realm, which is far less restricted in size.

Damn.
goro

04-24-07, 03:13 PM
"The Gates of Hell" part.4 pg.83

Realms
The power of a cosmic entity to manipulate it's own realm is identical to that of a true god except the cosmic entity uses its cosmic rank to determine the extent that it can affect said realm.
Aracor

04-24-07, 03:18 PM
"The Gates of Hell" part.4 pg.83

Realms
The power of a cosmic entity to manipulate it's own realm is identical to that of a true god except the cosmic entity uses its cosmic rank to determine the extent that it can affect said realm.Note that says nothing about size.
Witch

04-24-07, 03:22 PM
Refer to p326, Chapter 9, the Infernal Nobility ability to note that the entire layer is under Dispater's control.
goro

04-24-07, 03:29 PM
:weep:


I can't get any action on my Thaumaturgist thread, can anyone help m out with it?
deathwishjoe

04-24-07, 03:36 PM
The vast majority of the layer is the city - there's not that much else

see its statments like this that make me believe that the second layer of hell is not an infinite plane but a finite one. but thats just me.

how about my planar bubble question would the planar bubble keep me from getting lost while traveling through Dis and the Iron tower (retarded rolls for survival aside)
Witch

04-24-07, 03:43 PM
see its statments like this that make me believe that the second layer of hell is not an infinite plane but a finite one. but thats just me.
I've often had discussions about this, and I go with the following (which is written by one of the three primary authors of Gates of Hell):
We are getting off track. Let's drop the Overlord is Beyond Mathmatical Understanding for a minute, and get back to the Hell is Infinite.

Regarding the sphere, the difference with moving in a straight line in Hell is that you will NEVER get back to the point you started from.


Ouro, are you aware of the concept of a limited infinite vs an unlimited one? A, so to speak, "larger" infinite set?

Similar to light at the quantum level, where it makes a different pattern based on direct observation?


Hell has a potential infinite. If you sit in Bel's palace, and discuss the breadth of military operations in Hell, you cover a finite area. If you discuss the distance to the explored border, you cover a finite area. However, if you travel to the explored border, and cast your sight beyond it, you will not approach an end. If you move past the explored border, the very nature of Belief and Hell will expand. You will never come to a limit. There is no limit to the size, and yet there is a practical limit due to usage and sense. As Hell grows, so does the border of the known lands.

However, this does not allow a demon to set up an encampment in an unexplored area and then possibly populate Hell with more demons. The act of entering Hell alerts the Lord of the First. Even if you do it in a previously unknown area, he knows where, and can send troops to deal with it. And Hell grows again, with the victory.

There is no way to view a plane of belief with an 'all-seeing eye', so it is impossible to get a perfect view of it. You can raise your self above Avernus as far as you'd like, and use whatever methods you desire to view the surrounding area...but you will not view a set border. You will not view an end. If anything, if you see what was not seen before, you are actually increasing the size of the layer by viewing it.

how about my planar bubble question would the planar bubble keep me from getting lost while traveling through Dis and the Iron tower (retarded rolls for survival aside)
I'll ask for confirmation on this, but don't get your hopes up :)
goro

04-24-07, 03:50 PM
If the unexplored portions of hell did not exist before they were explored do the planar traits that exist in the explored portion automatically apply to the newly explored/created area or does the diety/cosmic entity that applied them in the first place need to actively implement them there.

Wow, that was only one sentence.
Witch

04-24-07, 04:00 PM
If the unexplored portions of hell did not exist before they were explored do the planar traits that exist in the explored portion automatically apply to the newly explored/created area or does the diety/cosmic entity that applied them in the first place need to actively implement them there.

They're there automatically. They apply to the entire realm, whether it expands or not.
deathwishjoe

04-24-07, 04:18 PM
well according to schroedinger the unexplored sections of hell exist in all possible states. and by exploring them you collapse the possibilities into one.

unfortunatly for you the unexplored regions of hell allways collapse into a possible state that has planar traits shared with the rest of the plane.
goro

04-24-07, 04:49 PM
Quote:
Originally Posted by goro
If the unexplored portions of hell did not exist before they were explored do the planar traits that exist in the explored portion automatically apply to the newly explored/created area or does the diety/cosmic entity that applied them in the first place need to actively implement them there.

They're there automatically. They apply to the entire realm, whether it expands or not.

That includes the planeshifting and altered magics? The ones that hadto be specifically applied, but take up to a year to put in place an/or alter?
Kord's Boon

04-24-07, 04:52 PM
Forgive my intrusion again, but something really is concerning me as I think of how to get to Dispater,

Take this for instance:
Somewhere outside the multiverse there exists a force that’s only purpose is to balance power. Approaching the “location” of the multiverse it inserts itself in a random plane at random locations, which of course happens to be Dis, at the specified locations outside the city. It manifest itself as a level 70 divine rank 18 deity who’s only goal is to make way to not the nearest location likely to house a significant cosmic power. This newly minted creature has a hypothetical hide check of +150, and hide in plane sight (yes unoriginal, I’m not very creative when it comes to meshing 3 systems of Dnd). Additionally it manifests with nothing more then a simple set of clothing and the moment it manifests it hides and begins to approach the city.

Alignment: N
Portfolio: null

Ok all that stipulated, does this creature get approached as he makes his way to the city or after he is in the city as he approaches the iron tower

If you care not to answer that fine or if you do I don’t particularly care to know how it happened but rather if it happened.

Thank you regardless
Witch

04-24-07, 04:59 PM
I'll not disclose the answer to that, I'm afraid. I'm not going to answer questions like that - answering how one can enter Dis without being detected is taking away the entire point of finding a way, and being extremely pleased if it works.

That includes the planeshifting and altered magics? The ones that hadto be specifically applied, but take up to a year to put in place an/or alter?
What makes you think that they wouldn't be in place? And why do you think altering magic takes a year and a day?
Vainglory

04-24-07, 05:02 PM
Originally Posted by Witch
A cookie for who finds out the method that was used to track Venyx down.

Killing the messenger, however briefly could not of helped his cause. In fact killing him with plans to rez him right away, might of inadvertly sent him to Dispater's realm himself, considering the useless of the act.
Witch

04-24-07, 05:07 PM
You touched on an aspect of it. Not all of it, ofcourse, but an aspect.
goro

04-24-07, 05:07 PM
Cosmic Beings change planar traits the same ways as deities do, just with a larger realm. TGOH pg.425 says changing astral links, planar traits, or terrain require a year and a day(8 hours a day) to change.
Kord's Boon

04-24-07, 05:07 PM
I'll not disclose the answer to that, I'm afraid. I'm not going to answer questions like that - answering how one can enter Dis without being detected is taking away the entire point of finding a way, and being extremely pleased if it works.


Fair enough, I’ll have the flesh this out and make an attempt. (a tip of the hat to you sir)
Witch

04-24-07, 05:10 PM
Cosmic Beings change planar traits the same ways as deities do, just with a larger realm. TGOH pg.425 says changing astral links, planar traits, or terrain require a year and a day(8 hours a day) to change.
And the paragraph above that, it states that magic traits can be altered in ten minutes.
goro

04-24-07, 05:15 PM
But blocking the type of magic that is used for planeshift, teleport, and gate won't stop the spell from coming into the plane will it, only from being cast while inside the plane?
Diplominator

04-24-07, 05:21 PM
And the paragraph above that, it states that magic traits can be altered in ten minutes.

I wondered about that. You said that the spells turned off as soon as I got there. Is the default "off" or...okay, he might have had advanced warning.

Oh, and is the "assassination" portfolio close enough to "death" for purposes of rest requirements of Life and Death-type stuff? I know it's a stretch, but it'd be nice to know.
Witch

04-24-07, 05:36 PM
But blocking the type of magic that is used for planeshift, teleport, and gate won't stop the spell from coming into the plane will it, only from being cast while inside the plane?
What do you think Dispater has set the default at - no planar links, or planar links? Consider how paranoid he is ;)

I wondered about that. You said that the spells turned off as soon as I got there. Is the default "off" or...
The default is "on".

Oh, and is the "assassination" portfolio close enough to "death" for purposes of rest requirements of Life and Death-type stuff? I know it's a stretch, but it'd be nice to know.
It's close enough.
Diplominator

04-24-07, 05:40 PM
What do you think Dispater has set the default at - no planar links, or planar links? Consider how paranoid he is ;)


The default is "on".


It's close enough.

Hmm. Very, okay, and excellent, respectively. I suppose Venyx should be nicer to his minions.
goro

04-24-07, 05:43 PM
What do you think Dispater has set the default at - no planar links, or planar links? Consider how paranoid he is


I don't think he's paranoid, just prepared, and realistic.
Witch

04-24-07, 05:59 PM
I don't think he's paranoid, just prepared, and realistic.
Nono, he's paranoid.

Many point to Dispater’s behaviors as the actions of a
coward. To a point, this is accurate. Dispater fears the
loss of power. He also fears change. Dispater is paranoid
and insecure about his station and will do anything to
maintain it within the iron bounds of order
goro

04-24-07, 06:04 PM
I just think that they're unfairly labeling him. A paranoid only thinks he has enemies(maybe he does ,maybe he doesn't), but Dispater knows he has enemies.(All these deities keep popping into his domain trying to kill him)
Mysteris

04-24-07, 09:17 PM
Witch will you allow prestige classes and spells from the Fiendish Codex II? I ask because I see a prestige class in there, the Hellbreaker, that would fit my character and I wasn't sure if I could give her this class.

Also, I'm not too clear about the limits on weapons and armor for a deity under this system. The appendix says 6 + Divine Rank, but it caps out at +10? Am I reading that wrong? Finally, for now, we are using point-buy to determine base statistics (before any racial modifiers come in), right?
Taeldrin Laesrash

04-24-07, 09:39 PM
By that, I think they mean the actual plus to hit and damage caps at +10, and the rest of it is abilities. In other news, a Death Knight that makes Soth look like a 1st-level Kobold Warrior is coming...
Diplominator

04-24-07, 10:28 PM
A word of warning for those watching me fail (although I think I've still got a few tricks), I'm gonna be off and on only sporadically for the next week or so. My school won science bowl for our region, so we go to nationals, but going to D.C. and doing stuff and back leaves little time for forums, fun as this is. I'll try to be on when I can, though.
goro

04-24-07, 10:58 PM
The God with No Name
Fighter 50 Monk 20
Chaotic Good Large Outsider ( Humanoid, Good, Choatic)
Symbol: A lone man walking through a field strewn with bodies.
Portfolio: God of Mercenaries, Soldiers, Landless Adventurers, vengence, vigilante justice, and Mage Killers(of other than good-aligned Summoners(Conjuration specialists).
Divine Rank: 18

Hit Dice: 50d10 + 20d8 + 1,540(2,060)
BAB/Grapple: +31/+62(+109 w/ Bonuses & Feats)
Iniative:+25 (+21 DEX, +4 Improved Initiative, Supreme Initiative)
Speed: 190ft (Biped), 230ft (Quadraped), 460ft (Fly, Winged)
Armor Class: 132(+18(Divine), +36(Natural), +24(Deflection), +21(DEX), +20(WIS), -1(Size), +4(Monk Bonus))
Touch: 98 Flat-Footed: 98 (see SDA "Battlesense) Automatic 68% miss chance(see SDA "Divine Dodge")
Space/Reach: 10ft/10ft Tall/5ft Long
Abilities: STR: 64(+27) DEX: 52(+21) CON: 50(+20) INT: 24(+7) WIS: 50(+20) CHA: 58(+24)
Fort: +37(+79) REF: +34(+73) WILL: +34(+76)
---------------------------------------------------------------------------------------------
Attacks:
Unarmed Strike +86 melee (12d6 + 27+ 5 + 4d6(BaneStrike))(129) 1d10 rounds stunned ((DC 58 Fortitude(20+CON MOD+DvR) 18-20/x2
Full Attacks:
Unarmed Strikes: Normal ("Irresistable Blows" SDA
+86/+86/+81/+76/+71melee (12d6 + 27+ 5 + 4d6(BaneStrike))(129) 1d10 rounds stunned ((DC 58 Fortitude(20+CON MOD+DvR) 18-20/x2
Unarmed Strikes: 2 Arms ("Irresistable Blows" SDA
+84/+84/+79/+74/+69--+84/+79/+74/+69 (12d6 + 13 + 5 + 4d6(BaneStrike))(114) 1d10 rounds stunned ((DC 58 Fortitude(20+CON MOD+DvR) 18-20/x2
---------------------------------------------------------------------------------------------
Special Attacks:
Unarmed Strikes, (Mass)Divine Blast 27/a day 252((No save)Ranged Touch Attack), Quivering Palm 1/week (DC40 Fort or die), Energy Burst(Sonic)136 180ft radius(DC 62 (CHA) Fort),
---------------------------------------------------------------------------------------------
Special Qualities:
Alter Reality, Change Size, Change Shape
Unarmed Strikes deal damage as; Natural and manufactured weapons, Epic magic, Silver, Good, Chaotic(Anarchic), Lawful(Axiomatic), Adamantine, Keen, Vorpal, +5, Slashing, Bludgeoning (loses Vorpal and enhanced threat range),
Tremorsense: 180ft
Competence Bonus on: Attack rolls, damage, armor class +18 if self and foe are both Touching ground ground
The deity has complete control over all things made of earth (including stone and metal). It can alter the form of any amount of earth as a free action. The deity can duplicate the effects of the stone shape, move earth, rusting grasp, transmute rock to mud, transmute mud to rock, and disintegrate spells, with any earth, stone, or metal object as a target. The deity can also transmute any object made of earth,
stone, or metal into a different kind of earth, stone, or metal. The deity can affect any object it can see, but no more than one object per round.
Irresistable Blows
Domains: Earth, Luck, Strength, War (can cast domain granted spells as spell-like abilities at will, caster level is 88 (HD + DvR) save DC 20 + Spell level + CHA Mod + DvR))
Immortality
Immunity to; Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, disease, poison, stunning, sleep, paralysis, death effects, disintegration, .effects that imprison or banish(such as; banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, turning and rebuking, Sonic, Electricity, Cold, Fire, Acid.
Damage Reduction 63/-, Damage Reduction 40/Epic and Adamantine, Spell resistance 145, Deflect Arrows, Exceptional Deflection, Infinite Deflection, Fast Heal 76,
A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Always on Abilities:
Divin Aura (Ex): Resolve (DC 52 WILL) foes receive -4 morale penalty to attack rolls, saves, and checks
Allies receive +4 morale Bonus to Attack rolls, saves, and checks (18 mile Radius)
Divine Celerity: Effectively Hasted
Improved Evasion (Ex): A Monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion
Damage Reduction: DR 40/Epic and Adamantine, DR 63/--
Fast Healing: 76
Spell Resistance: 145
Divine Dodge: 68% miss Chance (Against any attack that might hit, including spells that affect an area)
Battlesense: Cannot be surprised or flanked except by a deity/cosmic entity that succeeds on an opposed rank check.Retain Dexterity bonus to Armor Class even if caught flat-footed or attacked by an invisible opponent, and is not subject to sneak attacks except by deities/cosmic entities that succeed on an opposed rank check.
---------------------------------------------------------------------------------------------
Monk Abilities and Special Qualities:
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC. In addition, a monk gains a +1 bonus to AC. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when she is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Unarmed Strike: A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would
Improved Evasion (Ex): AMonk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion
Slow Fall (Ex):
Fast Movement (Ex): 60ft
Ki Strike (Su): Epic magic, Silver, Good, Chaotic(Anarchic), Lawful(Axiomatic), and Adamantine.
Purity of Body (Ex): Amonk gains immunity to all diseases except for supernatural and magical diseases
Wholeness of Body (Su): A monk can heal his own wounds. He can heal a number of hit points of damage equal to twice his current monk level each day, and he can spread this healing out among several uses.
Diamond Body (Su): A monk gains immunity to poisons of all kinds.
Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.
Abundant Step (Su): Amonk can slip magically between spaces, as if using the spell dimension door, once per day. His caster level for this effect is one-half his monk level (rounded down).
-------------------------------------------------------------------------------------------
Feats:
Improved Unarmed Strike, Combat Reflexes, Cleave, Run, Power Attack, Two-weapon Fighting, Improved Grapple, Deflect Arrows, Improved Trip, Improved Sunder, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Great Cleave, Improved Natural Attack
-------------------------------------------------------------------------------------------
Epic Feats: +1
Energy Resistance(Sonic), Energy Resistance(Electricity), Epic Speed, Epic Will, Epic Reflexes, Great Strength, Hold The Line (SRD, DivineAbilitiesandFeats), Improved Ki-strike, Knock-Down (SRD, DivineAbilitiesandFeats), Penetrate Damage Reduction (Silver), Perfect Two-Weapon Fighting, Epic Fortitude, Improved Initiative, Damage Reduction (x21), Dire Charge, Improved Combat Reflexes, Great Strength x2,
Jack of all Trades (SRD, DivineAbilitiesandFeats): You can use any skill untrained, even those that normally require training (Ability Mod + 18 (DvR))
--------------------------------------------------------------------------------------------
Bonus Feats From Salient Divine Abilities:
Divine Monk: Axiomatic Strike, Exceptional Deflection, Infinite Deflection, Keen Strike, Reflect Arrows, Vorpal Strike
Divine Weapon Mastery: Weapon Focus, Weapon Specialization, Improved Critical

Salient Divine Abilities: (taken from "The Gates of Hell")
Annihilating Strike, Alter From, Area Divine Shield, BaneStrike, Battlesense, Divine Blast, Divine Celerity, Divine Dodge, Divine Earth Mastery, Divine Fast Healing (x2), Divine Shield, Divine Weapon mastery, Energy Burst (Sonic), Extra Energy Immunity (Sonic, Electricity, Cold), Indomitable Strength, Increased Spell Resistance (x3), Irresistable Blows, Mass Divine Blast, Supreme Initiative
-------------------------------------------------------------------------------------------
SKILLS: (Raw points only, apply appropriate modifier + divine bonus)
Jack of all Trades (SRD, DivineAbilitiesandFeats): You can use any skill untrained, even those that normally require training (Ability Mod + 18 (DvR))

Climb 25(STR) Intimidate 73(CHA) Jump 70(STR) swim 43(STR) Balance 73(DEX) Concentration 60(CON) Diplomacy 25(CHA) Escape Artist 50(DEX) Knowledge(Arcana) 40(INT) knowledge(Religion) 40(INT) Listen 25(WIS) Perform(Singing) 60(CHA)
Sense Motive 25 Spot 60 Tumble 64


-------------------------------------------------------------------------------------------
Magical Items:
Manuals +5 (Dexterity, Strength, Intelligence, Constitution, Wisdom, Charisma)


The God with No Name
Fighter 50 Monk 20
Chaotic Good Huge Outsider ( Humanoid, Good, Choatic)
Symbol: A lone man walking through a field strewn with bodies.
Portfolio: God of Mercenaries, Soldiers, Landless Adventurers, vengence, vigilante justice, and Mage Killers(of other than good-aligned Summoners(Conjuration specialists).
Divine Rank: 18

Hit Dice: 50d10 + 20d8 + 1,540(2,200)
BAB/Grapple: +31/+70(+117 w/ Bonuses & Feats)
Iniative:+24 (+20 DEX, +4 Improved Initiative, Supreme Initiative)
Speed: 190ft (Biped), 230ft (Quadraped), 460ft (Fly, Winged)
Armor Class: 132(+18(Divine), +38(Natural), +24(Deflection), +20(DEX), +20(WIS), -2(Size), +4(Monk Bonus))
Touch: 94 Flat-Footed: 94 (see SDA "Battlesense) Automatic 68% miss chance(see SDA "Divine Dodge")
Space/Reach: 15ft/15ft tall/10ft Long
Abilities: STR: 72(+31) DEX: 50(+20) CON: 54(+22) INT: 24(+7) WIS: 50(+20) CHA: 58(+24)
Fort: +37(+81) REF: +34(+72) WILL: +34(+76)
---------------------------------------------------------------------------------------------
Attacks:
Unarmed Strike +90 melee (12d6 + 31 + 5 + 4d6(BaneStrike)) 18-20/x2

Full Attacks:
Unarmed Strikes: Normal ("Irresistable Blows" SDA
+90/+90/+85/+80/+75 melee (12d6 + 31 + 5 + 4d6(Banestrike)) + 1d10 rounds stunned ((DC 60 Fortitude(20+CON MOD+DvR) 18-20/x2
Unarmed Strikes: 2 Arms ("Irresistable Blows" SDA
+88/+88/+83/+78/+73--+88/+83/+78/+73 melee (12d6 + 15 + 5 + 4d6(Banestrike)) + 1d10 rounds stunned ((DC 60 Fortitude(20+CON MOD+DvR) 18-20/x2
---------------------------------------------------------------------------------------------
Special Attacks:
Unarmed Strikes, (Mass)Divine Blast 27/a day 252((No save)Ranged Touch Attack), Quivering Palm 1/week (DC40 Fort or die), Energy Burst(Sonic)136 180ft radius(DC 62 (CHA) Fort),
---------------------------------------------------------------------------------------------
Special Qualities:
Alter Reality, Change Size, Change Shape
Unarmed Strikes deal damage as; Natural and manufactured weapons, Epic magic, Silver, Good, Chaotic(Anarchic), Lawful(Axiomatic), Adamantine, Keen, Vorpal, +5, Slashing, Bludgeoning (loses Vorpal and enhanced threat range),
Tremorsense: 180ft
Competence Bonus on: Attack rolls, damage, armor class +18 if self and foe are both Touching ground ground
The deity has complete control over all things made of earth (including stone and metal). It can alter the form of any amount of earth as a free action. The deity can duplicate the effects of the stone shape, move earth, rusting grasp, transmute rock to mud, transmute mud to rock, and disintegrate spells, with any earth, stone, or metal object as a target. The deity can also transmute any object made of earth,
stone, or metal into a different kind of earth, stone, or metal. The deity can affect any object it can see, but no more than one object per round.
Irresistable Blows
Domains: Earth, Luck, Strength, War (can cast domain granted spells as spell-like abilities at will, caster level is 88 (HD + DvR) save DC 20 + Spell level + CHA Mod + DvR))
Immortality
Immunity to; Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, disease, poison, stunning, sleep, paralysis, death effects, disintegration, .effects that imprison or banish(such as; banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, turning and rebuking, Sonic, Electricity, Cold, Fire, Acid.
Damage Reduction 63/-, Damage Reduction 40/Epic and Adamantine, Spell resistance 145, Deflect Arrows, Exceptional Deflection, Infinite Deflection, Fast Heal 76,
A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Always on Abilities:
Divin Aura (Ex): Resolve (DC 52 WILL) foes receive -4 morale penalty to attack rolls, saves, and checks
Allies receive +4 morale Bonus to Attack rolls, saves, and checks (18 mile Radius)
Divine Celerity: Effectively Hasted
Improved Evasion (Ex): A Monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion
Damage Reduction: DR 40/Epic and Adamantine, DR 63/--
Fast Healing: 76
Spell Resistance: 145
Divine Dodge: 68% miss Chance (Against any attack that might hit, including spells that affect an area)
Battlesense: Cannot be surprised or flanked except by a deity/cosmic entity that succeeds on an opposed rank check.Retain Dexterity bonus to Armor Class even if caught flat-footed or attacked by an invisible opponent, and is not subject to sneak attacks except by deities/cosmic entities that succeed on an opposed rank check.
---------------------------------------------------------------------------------------------
Monk Abilities and Special Qualities:
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC. In addition, a monk gains a +1 bonus to AC. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when she is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Unarmed Strike: A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would
Improved Evasion (Ex): AMonk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion
Slow Fall (Ex):
Fast Movement (Ex): 60ft
Ki Strike (Su): Epic magic, Silver, Good, Chaotic(Anarchic), Lawful(Axiomatic), and Adamantine.
Purity of Body (Ex): Amonk gains immunity to all diseases except for supernatural and magical diseases
Wholeness of Body (Su): A monk can heal his own wounds. He can heal a number of hit points of damage equal to twice his current monk level each day, and he can spread this healing out among several uses.
Diamond Body (Su): A monk gains immunity to poisons of all kinds.
Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.
Abundant Step (Su): Amonk can slip magically between spaces, as if using the spell dimension door, once per day. His caster level for this effect is one-half his monk level (rounded down).
-------------------------------------------------------------------------------------------
Feats:
Improved Unarmed Strike, Combat Reflexes, Cleave, Run, Power Attack, Two-weapon Fighting, Improved Grapple, Deflect Arrows, Improved Trip, Improved Sunder, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Great Cleave, Improved Natural Attack
-------------------------------------------------------------------------------------------
Epic Feats: +1
Energy Resistance(Sonic), Energy Resistance(Electricity), Epic Speed, Epic Will, Epic Reflexes, Great Strength, Hold The Line (SRD, DivineAbilitiesandFeats), Improved Ki-strike, Knock-Down (SRD, DivineAbilitiesandFeats), Penetrate Damage Reduction (Silver), Perfect Two-Weapon Fighting, Epic Fortitude, Improved Initiative, Damage Reduction (x21), Dire Charge, Improved Combat Reflexes, Great Strength x2,
Jack of all Trades (SRD, DivineAbilitiesandFeats): You can use any skill untrained, even those that normally require training (Ability Mod + 18 (DvR))
--------------------------------------------------------------------------------------------
Bonus Feats From Salient Divine Abilities:
Divine Monk: Axiomatic Strike, Exceptional Deflection, Infinite Deflection, Keen Strike, Reflect Arrows, Vorpal Strike
Divine Weapon Mastery: Weapon Focus, Weapon Specialization, Improved Critical

Salient Divine Abilities: (taken from "The Gates of Hell")
Annihilating Strike, Alter From, Area Divine Shield, BaneStrike, Battlesense, Divine Blast, Divine Celerity, Divine Dodge, Divine Earth Mastery, Divine Fast Healing (x2), Divine Shield, Divine Weapon mastery, Energy Burst (Sonic), Extra Energy Immunity (Sonic, Electricity, Cold), Indomitable Strength, Increased Spell Resistance (x3), Irresistable Blows, Mass Divine Blast, Supreme Initiative
-------------------------------------------------------------------------------------------
SKILLS: (Raw points only, apply appropriate modifier + divine bonus)
Jack of all Trades (SRD, DivineAbilitiesandFeats): You can use any skill untrained, even those that normally require training (Ability Mod + 18 (DvR))

Climb 25(STR) Intimidate 73(CHA) Jump 70(STR) swim 43(STR) Balance 73(DEX) Concentration 60(CON) Diplomacy 25(CHA) Escape Artist 50(DEX) Knowledge(Arcana) 40(INT) knowledge(Religion) 40(INT) Listen 25(WIS) Perform(Singing) 60(CHA)
Sense Motive 25 Spot 60 Tumble 64
-------------------------------------------------------------------------------------------
Magical Items:
Manuals +5 (Dexterity, Strength, Intelligence, Constitution, Wisdom, Charisma)

The God with No Name
Fighter 50 Monk 20
Chaotic Good Gargantuan Outsider ( Humanoid, Good, Choatic)
Symbol: A lone man walking through a field strewn with bodies.
Portfolio: God of Mercenaries, Soldiers, Landless Adventurers, vengence, vigilante justice, and Mage Killers(of other than good-aligned Summoners(Conjuration specialists).
Divine Rank: 18

Hit Dice: 50d10 + 20d8 + 1,540(2,340)
BAB/Grapple: +31/+82(+129 w/ Bonuses & Feats)
Iniative:+24 (+20 DEX, +4 Improved Initiative, Supreme Initiative)
Speed: 210ft (Biped), 250ft (Quadraped), 500ft (Fly, Winged)
Armor Class: 134(+18(Divine), +42(Natural), +24(Deflection), +20(DEX), +20(WIS), -4(Size), +4(Monk Bonus))
Touch: 101 Flat-Footed: 101 (see SDA "Battlesense) Automatic 68% miss chance(see SDA "Divine Dodge")
Space/Reach: 20ft/20ft Tall/15ft Long
Abilities: STR: 80(+35) DEX: 50(+20) CON: 58(+24) INT: 24(+7) WIS: 50(+20) CHA: 58(+24)
Fort: +37(+83) REF: +34(+72) WILL: +34(+76)
---------------------------------------------------------------------------------------------
Attacks:
Unarmed Strike +94 melee (12d6 + 35 + 5 + 2 + 4d6(BaneStrike))(138) 1d10 rounds stunned ((DC 62 Fortitude(20+CON MOD+DvR) 18-20/x2
Full Attacks:
Unarmed Strikes: Normal ("Irresistable Blows" SDA
+94/+94/+89/+84/+79 melee (12d6 + 35 + 5 + 2 + 4d6(BaneStrike))(138) 1d10 rounds stunned ((DC 62 Fortitude(20+CON MOD+DvR) 18-20/x2
Unarmed Strikes: 2 Arms ("Irresistable Blows" SDA
+92/+92/+87/+82/+77--+92/+87/+82/+77 (12d6 + 17 + 5 + 2 + 4d6(BaneStrike))(120) 1d10 rounds stunned ((DC 58 Fortitude(20+CON MOD+DvR) 18-20/x2
---------------------------------------------------------------------------------------------
Special Attacks:
Unarmed Strikes, (Mass)Divine Blast 27/a day 252((No save)Ranged Touch Attack), Quivering Palm 1/week (DC40 Fort or die), Energy Burst(Sonic)136 180ft radius(DC 62 (CHA) Fort),
---------------------------------------------------------------------------------------------
Special Qualities:
Alter Reality, Change Size, Change Shape
Unarmed Strikes deal damage as; Natural and manufactured weapons, Epic magic, Silver, Good, Chaotic(Anarchic), Lawful(Axiomatic), Adamantine, Keen, Vorpal, +5, Slashing, Bludgeoning (loses Vorpal and enhanced threat range),
Tremorsense: 180ft
Competence Bonus on: Attack rolls, damage, armor class +18 if self and foe are both Touching ground ground
The deity has complete control over all things made of earth (including stone and metal). It can alter the form of any amount of earth as a free action. The deity can duplicate the effects of the stone shape, move earth, rusting grasp, transmute rock to mud, transmute mud to rock, and disintegrate spells, with any earth, stone, or metal object as a target. The deity can also transmute any object made of earth,
stone, or metal into a different kind of earth, stone, or metal. The deity can affect any object it can see, but no more than one object per round.
Irresistable Blows
Domains: Earth, Luck, Strength, War (can cast domain granted spells as spell-like abilities at will, caster level is 88 (HD + DvR) save DC 20 + Spell level + CHA Mod + DvR))
Immortality
Immunity to; Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, disease, poison, stunning, sleep, paralysis, death effects, disintegration, .effects that imprison or banish(such as; banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, turning and rebuking, Sonic, Electricity, Cold, Fire, Acid.
Damage Reduction 63/-, Damage Reduction 40/Epic and Adamantine, Spell resistance 145, Deflect Arrows, Exceptional Deflection, Infinite Deflection, Fast Heal 76,
A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Always on Abilities:
Divin Aura (Ex): Resolve (DC 52 WILL) foes receive -4 morale penalty to attack rolls, saves, and checks
Allies receive +4 morale Bonus to Attack rolls, saves, and checks (18 mile Radius)
Divine Celerity: Effectively Hasted
Improved Evasion (Ex): A Monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion
Damage Reduction: DR 40/Epic and Adamantine, DR 63/--
Fast Healing: 76
Spell Resistance: 145
Divine Dodge: 68% miss Chance (Against any attack that might hit, including spells that affect an area)
Battlesense: Cannot be surprised or flanked except by a deity/cosmic entity that succeeds on an opposed rank check.Retain Dexterity bonus to Armor Class even if caught flat-footed or attacked by an invisible opponent, and is not subject to sneak attacks except by deities/cosmic entities that succeed on an opposed rank check.
---------------------------------------------------------------------------------------------
Monk Abilities and Special Qualities:
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC. In addition, a monk gains a +1 bonus to AC. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when she is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Unarmed Strike: A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would
Improved Evasion (Ex): AMonk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion
Slow Fall (Ex):
Fast Movement (Ex): 60ft
Ki Strike (Su): Epic magic, Silver, Good, Chaotic(Anarchic), Lawful(Axiomatic), and Adamantine.
Purity of Body (Ex): Amonk gains immunity to all diseases except for supernatural and magical diseases
Wholeness of Body (Su): A monk can heal his own wounds. He can heal a number of hit points of damage equal to twice his current monk level each day, and he can spread this healing out among several uses.
Diamond Body (Su): A monk gains immunity to poisons of all kinds.
Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.
Abundant Step (Su): Amonk can slip magically between spaces, as if using the spell dimension door, once per day. His caster level for this effect is one-half his monk level (rounded down).
-------------------------------------------------------------------------------------------
Feats:
Improved Unarmed Strike, Combat Reflexes, Cleave, Run, Power Attack, Two-weapon Fighting, Improved Grapple, Deflect Arrows, Improved Trip, Improved Sunder, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Great Cleave, Improved Natural Attack
-------------------------------------------------------------------------------------------
Epic Feats: +1
Energy Resistance(Sonic), Energy Resistance(Electricity), Epic Speed, Epic Will, Epic Reflexes, Great Strength, Hold The Line (SRD, DivineAbilitiesandFeats), Improved Ki-strike, Knock-Down (SRD, DivineAbilitiesandFeats), Penetrate Damage Reduction (Silver), Perfect Two-Weapon Fighting, Epic Fortitude, Improved Initiative, Damage Reduction (x21), Dire Charge, Improved Combat Reflexes, Great Strength x2,
Jack of all Trades (SRD, DivineAbilitiesandFeats): You can use any skill untrained, even those that normally require training (Ability Mod + 18 (DvR))
--------------------------------------------------------------------------------------------
Bonus Feats From Salient Divine Abilities:
Divine Monk: Axiomatic Strike, Exceptional Deflection, Infinite Deflection, Keen Strike, Reflect Arrows, Vorpal Strike
Divine Weapon Mastery: Weapon Focus, Weapon Specialization, Improved Critical

Salient Divine Abilities: (taken from "The Gates of Hell")
Annihilating Strike, Alter From, Area Divine Shield, BaneStrike, Battlesense, Divine Blast, Divine Celerity, Divine Dodge, Divine Earth Mastery, Divine Fast Healing (x2), Divine Shield, Divine Weapon mastery, Energy Burst (Sonic), Extra Energy Immunity (Sonic, Electricity, Cold), Indomitable Strength, Increased Spell Resistance (x3), Irresistable Blows, Mass Divine Blast, Supreme Initiative
----------------------------------------------------------------------------------------------------------------
SKILLS: (Raw points only, apply appropriate modifier + divine bonus)
Jack of all Trades (SRD, DivineAbilitiesandFeats): You can use any skill untrained, even those that normally require training (Ability Mod + 18 (DvR))

Climb 25(STR) Intimidate 73(CHA) Jump 70(STR) swim 43(STR) Balance 73(DEX) Concentration 60(CON) Diplomacy 25(CHA) Escape Artist 50(DEX) Knowledge(Arcana) 40(INT) knowledge(Religion) 40(INT) Listen 25(WIS) Perform(Singing) 60(CHA)
Sense Motive 25 Spot 60 Tumble 64
----------------------------------------------------------------------
Magical Items:
Manuals +5 (Dexterity, Strength, Intelligence, Constitution, Wisdom, Charisma)



The God with No Name
Fighter 50 Monk 20
Chaotic Good Colossal Outsider ( Humanoid, Good, Choatic)
Symbol: A lone man walking through a field strewn with bodies.
Portfolio: God of Mercenaries, Soldiers, Landless Adventurers, vengence, vigilante justice, and Mage Killers(of other than good-aligned Summoners(Conjuration specialists).
Divine Rank: 18

Hit Dice: 50d10 + 20d8 + 1,540(2,480)
BAB/Grapple: +31/+86(+133 w/ Bonuses & Feats)
Iniative:+24 (+20 DEX, +4 Improved Initiative, Supreme Initiative)
Speed: 230ft (Biped), 270ft (Quadraped), 520ft (Fly, Winged)
Armor Class: 135(+18(Divine), +47(Natural), +24(Deflection), +20(DEX), +20(WIS), -8(Size), +4(Monk Bonus))
Touch: 102 Flat-Footed: 102 (see SDA "Battlesense) Automatic 68% miss chance(see SDA "Divine Dodge")
Space/Reach: 30ft +/30ft + Tall/20ft + Long
Abilities: STR: 88(+39) DEX: 50 CON: 62 INT: 24 WIS: 50 CHA: 58
Fort: +37(+85) REF: +34(+72) WILL: +34(+76)
---------------------------------------------------------------------------------------------
Attacks:
Unarmed Strike +98 melee (12d6 + 39 + 5 + 2 + 4d6(BaneStrike))(142) 1d10 rounds stunned ((DC 64 Fortitude(20+CON MOD+DvR) 18-20/x2
Full Attacks:
Unarmed Strikes: Normal ("Irresistable Blows" SDA
+98/+98/+93/+88/+83 melee (12d6 + 39 + 5 + 2 + 4d6(BaneStrike))(142) 1d10 rounds stunned ((DC 64 Fortitude(20+CON MOD+DvR) 18-20/x2
Unarmed Strikes: 2 Arms ("Irresistable Blows" SDA
+96/+96/+91/+86/+81--+96/+91/+86/+81 (12d6 + 19 + 5 + 2 + 4d6(BaneStrike))(122) 1d10 rounds stunned ((DC 64 Fortitude(20+CON MOD+DvR) 18-20/x2
---------------------------------------------------------------------------------------------
Special Attacks:
Unarmed Strikes, (Mass)Divine Blast 27/a day (252 damage)((No save)Ranged Touch Attack), Quivering Palm 1/week (DC40 Fort or die), Energy Burst(Sonic)(136 damage) 180ft radius(DC 62 (CHA) Fort),
---------------------------------------------------------------------------------------------
Special Qualities:
Alter Reality, Change Size, Change Shape
Unarmed Strikes deal damage as; Natural and manufactured weapons, Epic magic, Silver, Good, Chaotic(Anarchic), Lawful(Axiomatic), Adamantine, Keen, Vorpal, +5, Slashing, Bludgeoning (loses Vorpal and enhanced threat range),
Tremorsense: 180ft
Competence Bonus on: Attack rolls, damage, armor class +18 if self and foe are both Touching ground ground
The deity has complete control over all things made of earth (including stone and metal). It can alter the form of any amount of earth as a free action. The deity can duplicate the effects of the stone shape, move earth, rusting grasp, transmute rock to mud, transmute mud to rock, and disintegrate spells, with any earth, stone, or metal object as a target. The deity can also transmute any object made of earth,
stone, or metal into a different kind of earth, stone, or metal. The deity can affect any object it can see, but no more than one object per round.
Irresistable Blows
Domains: Earth, Luck, Strength, War (can cast domain granted spells as spell-like abilities at will, caster level is 88 (HD + DvR) save DC 20 + Spell level + CHA Mod + DvR))
Immortality
Immunity to; Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, disease, poison, stunning, sleep, paralysis, death effects, disintegration, .effects that imprison or banish(such as; banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, turning and rebuking, Sonic, Electricity, Cold, Fire, Acid.
Damage Reduction 63/-, Damage Reduction 40/Epic and Adamantine, Spell resistance 145, Deflect Arrows, Exceptional Deflection, Infinite Deflection, Fast Heal 76,
A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Always on Abilities:
Divin Aura (Ex): Resolve (DC 52 WILL) foes receive -4 morale penalty to attack rolls, saves, and checks
Allies receive +4 morale Bonus to Attack rolls, saves, and checks (18 mile Radius)
Divine Celerity: Effectively Hasted
Improved Evasion (Ex): A Monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion
Damage Reduction: DR 40/Epic and Adamantine, DR 63/--
Fast Healing: 76
Spell Resistance: 145
Divine Dodge: 68% miss Chance (Against any attack that might hit, including spells that affect an area)
Battlesense: Cannot be surprised or flanked except by a deity/cosmic entity that succeeds on an opposed rank check.Retain Dexterity bonus to Armor Class even if caught flat-footed or attacked by an invisible opponent, and is not subject to sneak attacks except by deities/cosmic entities that succeed on an opposed rank check.
---------------------------------------------------------------------------------------------
Monk Abilities and Special Qualities:
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC. In addition, a monk gains a +1 bonus to AC. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when she is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Unarmed Strike: A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would
Improved Evasion (Ex): AMonk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion
Slow Fall (Ex):
Fast Movement (Ex): 60ft
Ki Strike (Su): Epic magic, Silver, Good, Chaotic(Anarchic), Lawful(Axiomatic), and Adamantine.
Purity of Body (Ex): Amonk gains immunity to all diseases except for supernatural and magical diseases
Wholeness of Body (Su): A monk can heal his own wounds. He can heal a number of hit points of damage equal to twice his current monk level each day, and he can spread this healing out among several uses.
Diamond Body (Su): A monk gains immunity to poisons of all kinds.
Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.
Abundant Step (Su): Amonk can slip magically between spaces, as if using the spell dimension door, once per day. His caster level for this effect is one-half his monk level (rounded down).
-------------------------------------------------------------------------------------------
Feats:
Improved Unarmed Strike, Combat Reflexes, Cleave, Run, Power Attack, Two-weapon Fighting, Improved Grapple, Deflect Arrows, Improved Trip, Improved Sunder, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Great Cleave, Improved Natural Attack
-------------------------------------------------------------------------------------------
Epic Feats: +1
Energy Resistance(Sonic), Energy Resistance(Electricity), Epic Speed, Epic Will, Epic Reflexes, Great Strength, Hold The Line (SRD, DivineAbilitiesandFeats), Improved Ki-strike, Knock-Down (SRD, DivineAbilitiesandFeats), Penetrate Damage Reduction (Silver), Perfect Two-Weapon Fighting, Epic Fortitude, Improved Initiative, Damage Reduction (x21), Dire Charge, Improved Combat Reflexes, Great Strength x2,
Jack of all Trades (SRD, DivineAbilitiesandFeats): You can use any skill untrained, even those that normally require training (Ability Mod + 18 (DvR))
--------------------------------------------------------------------------------------------
Bonus Feats From Salient Divine Abilities:
Divine Monk: Axiomatic Strike, Exceptional Deflection, Infinite Deflection, Keen Strike, Reflect Arrows, Vorpal Strike
Divine Weapon Mastery: Weapon Focus, Weapon Specialization, Improved Critical

Salient Divine Abilities: (taken from "The Gates of Hell")
Annihilating Strike, Alter From, Area Divine Shield, BaneStrike, Battlesense, Divine Blast, Divine Celerity, Divine Dodge, Divine Earth Mastery, Divine Fast Healing (x2), Divine Shield, Divine Weapon mastery, Energy Burst (Sonic), Extra Energy Immunity (Sonic, Electricity, Cold), Indomitable Strength, Increased Spell Resistance (x3), Irresistable Blows, Mass Divine Blast, Supreme Initiative
-------------------------------------------------------------------------------------------
SKILLS: (Raw points only, apply appropriate modifier + divine bonus)
Jack of all Trades (SRD, DivineAbilitiesandFeats): You can use any skill untrained, even those that normally require training (Ability Mod + 18 (DvR))

Climb 25(STR) Intimidate 73(CHA) Jump 70(STR) swim 43(STR) Balance 73(DEX) Concentration 60(CON) Diplomacy 25(CHA) Escape Artist 50(DEX) Knowledge(Arcana) 40(INT) knowledge(Religion) 40(INT) Listen 25(WIS) Perform(Singing) 60(CHA)
Sense Motive 25 Spot 60 Tumble 64
-------------------------------------------------------------------------------------------
Magical Items:
Manuals +5 (Dexterity, Strength, Intelligence, Constitution, Wisdom, Charisma)





Lmao, finally done. I think.
spasheridan

04-24-07, 11:40 PM
So my thoughts here - the issue is not one of builds, but one of knowledge. With the DR18 limit you are always being spied on by Dispeter. With his pre-knowledge of all things happening to him he can always prepare to deal with interlopers by altering the local reality.

Hence - the real method to dealing with this challenge is knowledge. How can you approach the iron tower without being caught? How can you defeat the reality altering ability of Dispater? How can you destroy the Iron Tower and lower his DR to less than yours?

I have a few thoughts on this.

1) Avoiding the remote sensor. THis is like avoiding echelon - you need to stay "off the grid" so the fancy electronic searching tools can't find you. You need to make a plan that removes Dispaters power without interacting with Dispater. You need a plan that sets it's seeds in motion months before they take effect, seeds that are planted and then are unstoppable by pre-knowledge. You need to make the plan to hurt Dispater in a way that he doesn't get any pre-knowledge of.

2) SO - what does Dispater do anyways? I mean - inside his tower he sits there and... runs hell? Does he have meetings? Eat dinner? Have parties? Does he have a staff of beurocrats who sign and triple countersign all his orders? Does he bring hot looking devil chics into his bedroom for some steamy S&M games? This might be a weakness you can exploit.

3) Did Dipater always run the 2nd level of hell? Or did he capture it from someone? WHere is the previous lord of hell? How did Dispater beat him? Did the last lord of hell get to use the Iron Tower? Information about that battle would be very usefull in planning your assault - maybe you can summon a chard of the last lord of hell and suck that information out of him.

4) Who made the Iron Tower? How can it be destroyed? Can it be turned so another person can use it? The rules of the challenge are such that you are always subject to his pre-knowledge unless he is outside of the iron tower (I think that a DR 19 god would be able to catch a DR 18 god unaware, right? SO unless you can get Dispater away from the tower then he will always be DR 18 and thus unbeatable by a DR 18 challenger)

My attack would not be build based so much as information based. Unless you can beat the pre-knowledge you probably cannot beat Dispater. The rules are set up so this is the case - his limited omnisciences is his ultimate defense.

How would I do it?
- annoyance / underling assault. Basicly you assault his powerbase. Attacking his powerbase would not fall under his remote sensing. Eventually you would disrupt enough of the day-day activities in Dis that Dispater would have to take direct action to counter you. During this direct action he would be out of the tower, hence less than DR 18. This is your ambush. You will need to send henchmen of some kind to dish out the annoyance so Dispater would be willing to kill them.

- Find his hidden weakness. I'm thinking Alias here, some kind of super sexy hell nympho could maybe sneak into Dis and use her insano diplomacy (sex) power to seduce every piece of information out of the city. Maybe get the help of Dispaters 2nd in command to lead the coup. Her mission is not about Dispater, but about Dis - we're trying to avoid the Remote Sensing.

- Erase your own mind and send yourself on a mission. I'm thinking Momento or Planescape Torment here - you erase your memories and head to Dis in some disguised form that seems plausable. You lead yourself to somehow take out the Iron Tower (how?) and that triggers the reawakening of your full godhood memories just in time for you to alpha strike Dis. Maybe Total Recall?

How would I do this? I have no idea yet, and no inclination to read the epic and diety rules, but my point is that you can't beat this challenge with a bigger hammer. Any hammer you imagine is going to run afould of Witch's "would this be overpowered in the cosmos" rule - no DR 18 should be able to take out another DR 18 on his home turf.

You need to use your brain. Spy movies might help you get into the right frame of mind.
goro

04-24-07, 11:51 PM
Hence - the real method to dealing with this challenge is knowledge. How can you approach the iron tower without being caught?

Why would you try? Your a rank 18 god, only Dispater can really hurt you.

Who made the Iron Tower? How can it be destroyed? Can it be turned so another person can use it? The rules of the challenge are such that you are always subject to his pre-knowledge unless he is outside of the iron tower (I think that a DR 19 god would be able to catch a DR 18 god unaware, right? SO unless you can get Dispater away from the tower then he will always be DR 18 and thus unbeatable by a DR 18 challenger)


In this setting I think Dis was the first ruler of his plane. And he is DR 18 anywhere in his plane(and anywhere else in the 9 hells that Asmodeus allows)
Zelck

04-25-07, 12:04 AM
Whee, almost done with Aram, the Magelord (http://putstuff.putfile.com/72495/9639201)! Warning, it's an Excel file! I don't think there are any viruses or anything though.

Still have some gold left over. What should I spend it on? Anyone got any other suggestions? How should I allocate the 374 spells I have? Yea, I know I have spontaneous casting, but they're not quickened for spell slots 10 and up. So that's 216 I need to allocate. Probably lots of Body Outside Body, MDJ, etc. Help! :)

EDIT: Instill Fortitude has become Instill Fortitude and Dexterity. It adds +20 Dexterity as well, but loses the Dismissible feature to end up with a Spellcraft DC of 192.

EDIT2: Change cohort's Superior Invisibility spell to Moment of Prescience.
spasheridan

04-25-07, 12:05 AM
Thanks - I'm re-reading Dispater's description now.

I see that he needs to be pulled out of Dis to be lowered under DR18. HRm... I guess the Iron Tower is his ultimate refugee, so destroying it is helpful but not going to do anything to his DR.

As to why would you aproach hidden - mostly because I thought you would need to sneak up and destroy the tower to get your plan in action - the sneaking being to avoid detection by Dispater's Pre Sensing.

I see Dispater has a lieutenat with even more pre-cog powers than he has. That guy needs to die first.

Another thought is the Bene-Tliexu method for destroying a Quixat Haterat. Force him into a situation where he has to choose between destroying himself or taking an action antithetical to his personality. So - if Dispater had to choose between being destroyed or performing a VERY GOOD act (thus diminishing his power) - what would e do?
goro

04-25-07, 12:18 AM
Force him into a situation where he has to choose between destroying himself or taking an action antithetical to his personality. So - if Dispater had to choose between being destroyed or performing a VERY GOOD act (thus diminishing his power) - what would e do?

With his precog powers wouldnt he see it coming?

As to why would you aproach hidden - mostly because I thought you would need to sneak up and destroy the tower to get your plan in action - the sneaking being to avoid detection by Dispater's Pre Sensing.

I want him to know I'm coming. I want him to send his strongest against me. I want to watch him grovel in terror at the ease with which I cut through his forces and destroy what its taken him eons to build.

Look at my build, Fast-Attack Tank with a multitude of godly abilities that will level his plane and leave it a smoking ruin.

OoC:
At least I hope so with all the crap I'm spewin'.
Zelck

04-25-07, 12:32 AM
Hmm... how much would a Rod of Very Excellent Magic (3,500 XP) cost? That would be very helpful for me...

Oh, and where does it talk about Dispater's and Merorem's precognitive abilities? I can't find them :(.
spasheridan

04-25-07, 12:54 AM
The only way to defeat a pre-cog is to play a slow game. You have to box him in, each escape route slowly closed by a choice his pre-cog powers see as a bad choice - until he has but a single choice left.

Definitely not a rule oriented tactic but a story one. Read Dune and you'll see - Paul Atreidies found a single path to life, the path that lead to his wife's death. By choosing that path he tortures himself with his wife's death before and after the actual event - eventually driving himself mad. Of course, that kind of choice wouldn't make Dispater blink, but if you replace sacrificing his wife with redeeming souls to goodness - well, that kind of action would definitly torture your average duke of hell.
spasheridan

04-25-07, 12:56 AM
Dispater's precog is his pre-sense power (is that what it's called? Or Remote Sense? IT's a standard god power). If you talk about Dispater then he is aware of it, as well as anything else that will happen to him, a number of weeks in advance of the event equal to his DR (18).

THe 1st rule of Killing Dispater is you DON'T TALK ABOUT KILLING DISPATER.

The 2nd rule of Killing Dispater is YOU DO NOT TALK ABOUT KILLING DISPATER
frupton

04-25-07, 01:02 AM
How would I do it?
- annoyance / underling assault. Basicly you assault his powerbase. Attacking his powerbase would not fall under his remote sensing. Eventually you would disrupt enough of the day-day activities in Dis that Dispater would have to take direct action to counter you. During this direct action he would be out of the tower, hence less than DR 18. This is your ambush. You will need to send henchmen of some kind to dish out the annoyance so Dispater would be willing to kill them.

- Find his hidden weakness. I'm thinking Alias here, some kind of super sexy hell nympho could maybe sneak into Dis and use her insano diplomacy (sex) power to seduce every piece of information out of the city. Maybe get the help of Dispaters 2nd in command to lead the coup. Her mission is not about Dispater, but about Dis - we're trying to avoid the Remote Sensing.

- Erase your own mind and send yourself on a mission. I'm thinking Momento or Planescape Torment here - you erase your memories and head to Dis in some disguised form that seems plausable. You lead yourself to somehow take out the Iron Tower (how?) and that triggers the reawakening of your full godhood memories just in time for you to alpha strike Dis. Maybe Total Recall?

How would I do this? I have no idea yet, and no inclination to read the epic and diety rules, but my point is that you can't beat this challenge with a bigger hammer. Any hammer you imagine is going to run afould of Witch's "would this be overpowered in the cosmos" rule - no DR 18 should be able to take out another DR 18 on his home turf.

You need to use your brain. Spy movies might help you get into the right frame of mind.

I like the way you are approaching this.

Note there is a perfectly good SRD 4th level Bard spell "Modify Memory." Maybe the plan of attack goes something like this:

1) Send in your bard underling to Dis to be a merchant. He's legitimately there to be a merchant. (Bards make great merchants.) Let him futilely sell items for the same price he buys them at, after taxes and overhead. This keeps him busy in pointless activity while enriching Dispater, which Dispater should approve of heartily. Bard has no idea that you bear any ill will towards Dispater. Bard incidentally has instructions that if you ever visit him there, he is to cast "Modify Memory" to help you remember the wish you made when you blew out the candles on your last birthday cake.

2) A few months later: Have a birthday party. Bard underling is not in attendance -- he's on Dis by now. Blow out the candles on your birthday cake. Make a (silent) wish that you'll kill Dispater. Spend 3-4 minutes with your trusted friends in attendance (telepathically) discussing your strategy of exactly how you'll do it. At the end of 4 minutes, have a trusted bard in attendance cast Modify Memory on you to forget the whole thing.

3) A few months later: It's that time of year to go visit your underling Bard merchant in Dis. When the welcoming committee greets you, truthfully explain how you are here to visit your underling the merchant, and bear no malice towards Dispater....

Possible problem I see with this is due to the limited magic trait of Dis, your bard friend may not be able to cast his spell there.
DopplerEffect

04-25-07, 01:11 AM
Cosmic Beings change planar traits the same ways as deities do, just with a larger realm. TGOH pg.425 says changing astral links, planar traits, or terrain require a year and a day(8 hours a day) to change.
And the paragraph above that, it states that magic traits can be altered in ten minutes.
Actually, Witch, as I'm reading things, that is incorrect. The sentences above the one quoted by Goro states that:

"Once a deity sets the conditions in her realm, they are permanent, though she can change them at a later time. As a standard action, the deity can specify a new environmental condition. The change gradually takes effect over the next 10 minutes."

The sentence Goro referred to states (with emphasis added):

"Changing astral links, planar traits, or terrain requires more effort, and the deity must labor for a year and a day to change them."

From the SRD:
"Planar traits are broken down into a number of general areas.

All planes have the following kinds of traits.

Physical Traits: These traits determine the laws of physics and nature on the plane, including how gravity and time function.

Elemental and Energy Traits: These traits determine the dominance of particular elemental or energy forces.

Alignment Traits: Just as characters may be lawful neutral or chaotic good, many planes are tied to a particular moral or ethical outlook.

Magic Traits: Magic works differently from plane to plane, and magic traits set the boundaries for what it can and can’t do."

---

So, Magic Traits are one category of Planar Traits, and by the rules should require a year and a day to change from their current settings to something else.

It is only environmental conditions that are listed as taking only 10 minutes to fully change. The SRD doesn't clearly define environment that I could see in the Planes section, but TGOH seems to give a fair description.

"Within this area, the deity can set any temperature that is normal for the plane where the realm is located (for the Material Plane, any temperature from –20ºF to 120ºF), and fill the area with scents and sounds as she sees fit. Sounds can be no louder than one hundred humans could make, but not intelligible speech or harmful sound. The deity’s ability to create scents is similar. Deities of rank 6 or higher can create the sounds of intelligible
speech."
Zelck

04-25-07, 01:14 AM
Hmm. I wonder what would happen if I tried summoning Dispater. I'd probably be met by the entire population of demons upon entrance... X(

Dang.
Witch

04-25-07, 01:56 AM
Witch will you allow prestige classes and spells from the Fiendish Codex II? I ask because I see a prestige class in there, the Hellbreaker, that would fit my character and I wasn't sure if I could give her this class.
I'll need to check it later. Give me some time.

Also, I'm not too clear about the limits on weapons and armor for a deity under this system. The appendix says 6 + Divine Rank, but it caps out at +10? Am I reading that wrong? Finally, for now, we are using point-buy to determine base statistics (before any racial modifiers come in), right?
6+DvR is total bonus; +10 is only enhancement bonus.

With his pre-knowledge of all things happening to him he can always prepare to deal with interlopers by altering the local reality.
Where does this pre-knowledge originate from? As far as I know, he doesn't have that.

2) SO - what does Dispater do anyways? I mean - inside his tower he sits there and... runs hell? Does he have meetings? Eat dinner? Have parties? Does he have a staff of beurocrats who sign and triple countersign all his orders? Does he bring hot looking devil chics into his bedroom for some steamy S&M games? This might be a weakness you can exploit.
He runs Dis. He has meetings. He might have dinner if he feels like it. He doesn't have parties. He has a staff of bureaucrats, but he doesn't need them to sign his orders. The daughter of Asmodeus is his consort, though it is doubtful that he lures her into his bedroom.

3) Did Dipater always run the 2nd level of hell? Or did he capture it from someone? WHere is the previous lord of hell? How did Dispater beat him? Did the last lord of hell get to use the Iron Tower? Information about that battle would be very usefull in planning your assault - maybe you can summon a chard of the last lord of hell and suck that information out of him.
Dispater has been Lord of Dis for as long as there have been Lords of the Nine.

4) Who made the Iron Tower? How can it be destroyed? Can it be turned so another person can use it? The rules of the challenge are such that you are always subject to his pre-knowledge unless he is outside of the iron tower (I think that a DR 19 god would be able to catch a DR 18 god unaware, right? SO unless you can get Dispater away from the tower then he will always be DR 18 and thus unbeatable by a DR 18 challenger)
Who made the Iron Tower is unknown, fallen back into the mists of time. It is suspected that it was either Dispater or Lucifer himself. I don't see where you notice his "pre-knowledge" - could you note the ability that grants this?
DopplerEffect

04-25-07, 02:14 AM
Actually, Witch, as I'm reading things, that is incorrect. The sentences above the one quoted by Goro states that:

(...)

So, Magic Traits are one category of Planar Traits, and by the rules should require a year and a day to change from their current settings to something else.

It is only environmental conditions that are listed as taking only 10 minutes to fully change. The SRD doesn't clearly define environment that I could see in the Planes section, but TGOH seems to give a fair description.

It specifically mentions how you can apply traits such as limited magic in ten minutes, actually.

Well, I went back through, and I'm not seeing it anywhere in the section on Godly Realms. So, could you go ahead and quote the sentence(s) you're basing your interpretation on?

In looking, I did a search in Chapter 9 of TGOH, and looked at every instance of the word trait (which included traits, traitor, etc) in the document. The only relevant sections I could see were those quoted below. I went ahead and bolded the sections that seem to apply most directly. But, I can't see anything that separates magic traits from every other planar trait, and how long it takes to alter them.

"A deity of rank 11 or higher can also apply the enhanced magic or impeded magic trait to up to four groups of spells (schools, domains, or spells with the same descriptor). The enhanced magic trait enables a metamagic feat to be applied to a group of spells without requiring higher-level spell slots. Many deities apply the enhanced magic trait to their domain spells, making them maximized (as the Maximize Spell feat) within the boundaries of their realm. The impeded magic trait doesn
DopplerEffect

04-25-07, 02:17 AM
The impeded magic trait doesn’t affect the deity’s spells and spell-like abilities."

"A greater deity (rank 16 or higher) also can perform any one of the following acts:
• Change or apply a gravity trait within the realm.
• Change or apply an elemental or energy trait within the realm.
• Change or apply a time trait within the realm.
• Apply the limited magic trait to a particular school, domain, or spell descriptor within the area, preventing such spells and spell-like abilities from functioning. The deity’s own spells and spell-like abilities are not limited by these restrictions."

"Once a deity sets the conditions in her realm, they are permanent, though she can change them at a later time. As a standard action, the deity can specify a new environmental condition. The change gradually takes effect over the next 10 minutes. Changing astral links, planar traits, or terrain requires more effort, and the deity must labor for a year and a day to change them. During this time, she must spend 8 hours a day on the project. During the remaining 16 hours of each day, the deity can perform any action she desires, so long as she remains within her realm. The astral links, planar traits, and terrain remain unchanged until the labor is complete."
Witch

04-25-07, 02:25 AM
Well, I went back through, and I'm not seeing it anywhere in the section on Godly Realms. So, could you go ahead and quote the sentence(s) you're basing your interpretation on?

You make a good point. I was basing it on being told by he who wrote those rules, so I might be missing something. I'll get back to you. I suspect that environmental traits encompass alignment, elemental and magic traits, though.
spasheridan

04-25-07, 03:07 AM
from earlier in this thread:

Greater deities automatically sense any event that involves their portfolios, regardless of the number of people involved. In addition, their senses extend one week into the past and one week into the future for every divine rank they have.
. . When a deity senses an event, she merely knows that the event is occurring and where it is. She receives no sensory information about the event. Once a deity notices an event, she can typically use her remote sensing power to perceive more about it.
I'd assume that Dis is Dispaters portfolio - at least all the lawful evil work that he commands there is certainly in it - so any disruption, increase, or continuation of Dis would be in his portfolio. I'm assuming he "tunes it out" to a large degree, but a battle between 2 DR18 beings in his home would probably hit his radar.
spasheridan

04-25-07, 03:23 AM
THanks for responding Witch. I'm kind of drawing an analogy between Dispater and the White House. His divine ranks would grant him a surveilance power like the movies grant things like the CIA - real time intercepts of phone calls, endless realtime satelite images, real time access to information on the doings of all sorts of interesting (read powerful) beings.

The "bigger hammer" idea that I see thrown around here just isn't going to work - with divine knowledge of anything effecting his portfolio and anyone entering his domain and anyone who speaks his name or near his holy sites (say, this city of Dis) combined with a precog lieutenet in his employee Dis will be prepared for any "big hammer" - and prepared in a way that would nullify mr big hammer. With - say - a minefield of sphere's of anhiliation that he borrows from his infinite GP limit city. Or something along those lines.

The 1st step has to be playing the long game, setting up a trap that is set far enough in advance that his precog powers can't be used to avoid it.

This does bring up a neat point. Assuming all dieties (as avatars of themselves) are salient features of their portfolio - then any major event they choose to take would be sensed by themselves DR*weeks in advance. So if mr super smasher decided to go teleport assasinate DIspater then Dispater would have 18 weeks to plan a welcoming party. Mr Super Smasher would then have 18 weeks of notice that Dispater had a nasty surprise waiting for him. SO he immediatly attacks with his perfect plan - but now Dispater get's an 18 week window further back - but mr smasher get's an 18 week preview of his new welcome party....

so - in essence - this power is infinitly recursive. And thus banned from the game, right?

So we're just stuck with some un-statted arch-devil seer that Dispater has on his henchman list who can view the future.

Since a DR18 being would be able to see into the future like this - what are the limits of this pre-cog power that all dieties have?
Zelck

04-25-07, 03:38 AM
The henchman is statted in chapter 8.
Aluroon

04-25-07, 06:56 AM
So we're just stuck with some un-statted arch-devil seer that Dispater has on his henchman list who can view the future.


You mean the one in Chapter 8? The one that killed Rik's last challenger in a single round (while peeing on him)?
Witch

04-25-07, 08:43 AM
from earlier in this thread:


I'd assume that Dis is Dispaters portfolio - at least all the lawful evil work that he commands there is certainly in it - so any disruption, increase, or continuation of Dis would be in his portfolio. I'm assuming he "tunes it out" to a large degree, but a battle between 2 DR18 beings in his home would probably hit his radar.
Thing is, Dispater isn't a Greater Deity :)



Update on the 10 minute thing: it's been clarified in earlier Iron Siege attempts that altering the magic traits of a realm is considered a minor change (equivalent to changing the weather, for example), which only takes ten minutes, unlike altering terrain and temporal traits, which are considered major changes that take a year and a day.
fnord

04-25-07, 11:18 AM
If Dispater chooses to
1) block planar travel or
2) apply the limited magic trait to conjuration

can Circle of Locking the Nine Gates or similar magic still someone something from Dis (to somewhere else)?
Witch

04-25-07, 11:21 AM
If Dispater chooses to
1) block planar travel or
2) apply the limited magic trait to conjuration

can Circle of Locking the Nine Gates or similar magic still someone something from Dis (to somewhere else)?
No. However, conjuration is generally not limited, so unless Dispater is given a reason for it to be limited, Conjuration will be enabled.
goro

04-25-07, 11:30 AM
conjuration is generally not limited, so unless Dispater is given a reason for it to be limited, Conjuration will be enabled

:banghead: :banghead: :banghead: :banghead: :banghead: :banghead:

If you checked out the 3 threads i did yesterday i was looking at conjuration, heavily. BTW, I was looking on DF for an epic Angel, or any other good aligned celestial, about 50 HD, if you know of any let me know please.
goro

04-25-07, 11:35 AM
The God with No Name
Fighter 50 Monk 20
Chaotic Good Large Outsider ( Humanoid, Good, Choatic)
Symbol: A lone man walking through a field strewn with bodies.
Portfolio: God of Mercenaries, Soldiers, Landless Adventurers, vengence, vigilante justice, and Mage Killers(of other than good-aligned Summoners(Conjuration specialists).
Divine Rank: 18

Hit Dice: 50d10 + 20d8 + 1,540(2,060)
BAB/Grapple: +31/+62(+109 w/ Bonuses & Feats)
Iniative:+25 (+21 DEX, +4 Improved Initiative, Supreme Initiative)
Speed: 190ft (Biped), 230ft (Quadraped), 460ft (Fly, Winged)
Armor Class: 132(+18(Divine), +36(Natural), +24(Deflection), +21(DEX), +20(WIS), -1(Size), +4(Monk Bonus))
Touch: 98 Flat-Footed: 98 (see SDA "Battlesense) Automatic 68% miss chance(see SDA "Divine Dodge")
Space/Reach: 10ft/10ft Tall/5ft Long
Abilities: STR: 64(+27) DEX: 52(+21) CON: 60(+25) INT: 24(+7) WIS: 50(+20) CHA: 62(+26)
Fort: +37(+84) REF: +34(+73) WILL: +34(+76)
---------------------------------------------------------------------------------------------
Attacks:
Unarmed Strike +86 melee (8d6 + 27+ 5 + 4d6(BaneStrike))(129) 1d10 rounds stunned ((DC 63 Fortitude(20+CON MOD+DvR) 18-20/x2
Full Attacks:
Unarmed Strikes: Normal ("Irresistable Blows" SDA
+86/+86/+81/+76/+71melee (8d6 + 27+ 5 + 4d6(BaneStrike))(129) 1d10 rounds stunned ((DC 63 Fortitude(20+CON MOD+DvR) 18-20/x2
Unarmed Strikes: 2 Arms ("Irresistable Blows" SDA
+84/+84/+79/+74/+69--+84/+79/+74/+69 (8d6 + 13 + 5 + 4d6(BaneStrike))(114) 1d10 rounds stunned ((DC 63 Fortitude(20+CON MOD+DvR) 18-20/x2
---------------------------------------------------------------------------------------------
Special Attacks:
Unarmed Strikes, (Mass)Divine Blast 29/a day 44d6((No save)Ranged Touch Attack), Quivering Palm 1/week (DC40 Fort or die), Energy Burst(Sonic)136 180ft radius(DC 64 (CHA) Fort),
---------------------------------------------------------------------------------------------
Special Qualities:
Alter Reality, Change Size, Change Shape
Unarmed Strikes deal damage as; Natural and manufactured weapons, Epic magic, Silver, Good, Chaotic(Anarchic), Lawful(Axiomatic), Adamantine, Keen, Vorpal, +5, Slashing, Bludgeoning (loses Vorpal and enhanced threat range),
Tremorsense: 180ft
Competence Bonus on: Attack rolls, damage, armor class +18 if self and foe are both Touching ground ground
The deity has complete control over all things made of earth (including stone and metal). It can alter the form of any amount of earth as a free action. The deity can duplicate the effects of the stone shape, move earth, rusting grasp, transmute rock to mud, transmute mud to rock, and disintegrate spells, with any earth, stone, or metal object as a target. The deity can also transmute any object made of earth,
stone, or metal into a different kind of earth, stone, or metal. The deity can affect any object it can see, but no more than one object per round.
Irresistable Blows
Domains: Earth, Luck, Strength, War (can cast domain granted spells as spell-like abilities at will, caster level is 88 (HD + DvR) save DC 20 + Spell level + CHA Mod + DvR))
Immortality
Immunity to; Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, disease, poison, stunning, sleep, paralysis, death effects, disintegration, .effects that imprison or banish(such as; banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, turning and rebuking, Sonic, Electricity, Cold, Fire, Acid.
Damage Reduction 40/Epic and Adamantine, Spell resistance 145, Deflect Arrows, Exceptional Deflection, Infinite Deflection, Fast Heal 100
A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Always on Abilities:
Divin Aura (Ex): Resolve (DC 54 WILL) foes receive -4 morale penalty to attack rolls, saves, and checks
Allies receive +4 morale Bonus to Attack rolls, saves, and checks (18 mile Radius)
Divine Celerity: Effectively Hasted
Improved Evasion (Ex): A Monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion
Damage Reduction: DR 40/Epic and Adamantine
Fast Healing: 100
Spell Resistance: 145
Divine Dodge: 68% miss Chance (Against any attack that might hit, including spells that affect an area)
Battlesense: Cannot be surprised or flanked except by a deity/cosmic entity that succeeds on an opposed rank check.Retain Dexterity bonus to Armor Class even if caught flat-footed or attacked by an invisible opponent, and is not subject to sneak attacks except by deities/cosmic entities that succeed on an opposed rank check.
---------------------------------------------------------------------------------------------
Monk Abilities and Special Qualities:
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC. In addition, a monk gains a +1 bonus to AC. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when she is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Unarmed Strike: A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would
Improved Evasion (Ex): AMonk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion
Slow Fall (Ex):
Fast Movement (Ex): 60ft
Ki Strike (Su): Epic magic, Silver, Good, Chaotic(Anarchic), Lawful(Axiomatic), and Adamantine.
Purity of Body (Ex): Amonk gains immunity to all diseases except for supernatural and magical diseases
Wholeness of Body (Su): A monk can heal his own wounds. He can heal a number of hit points of damage equal to twice his current monk level each day, and he can spread this healing out among several uses.
Diamond Body (Su): A monk gains immunity to poisons of all kinds.
Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.
Abundant Step (Su): Amonk can slip magically between spaces, as if using the spell dimension door, once per day. His caster level for this effect is one-half his monk level (rounded down).
-------------------------------------------------------------------------------------------
Feats:
Improved Unarmed Strike, Combat Reflexes, Cleave, Run, Power Attack, Two-weapon Fighting, Improved Grapple, Deflect Arrows, Improved Trip, Improved Sunder, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Great Cleave, Improved Natural Attack
-------------------------------------------------------------------------------------------
Epic Feats: +1
Energy Resistance(Sonic), Energy Resistance(Electricity), Epic Speed, Epic Will, Epic Reflexes, Great Strength, Hold The Line (SRD, DivineAbilitiesandFeats), Improved Ki-strike, Knock-Down (SRD, DivineAbilitiesandFeats), Penetrate Damage Reduction (Silver), Perfect Two-Weapon Fighting, Epic Fortitude, Improved Initiative, Damage Reduction (x21), Dire Charge, Improved Combat Reflexes, Great Strength x2, Great Constitution (x10), Great Charisma (x4), Fast healing
Jack of all Trades (SRD, DivineAbilitiesandFeats): You can use any skill untrained, even those that normally require training (Ability Mod + 18 (DvR))
--------------------------------------------------------------------------------------------
Bonus Feats From Salient Divine Abilities:
Divine Monk: Axiomatic Strike, Exceptional Deflection, Infinite Deflection, Keen Strike, Reflect Arrows, Vorpal Strike
Divine Weapon Mastery: Weapon Focus, Weapon Specialization, Improved Critical

Salient Divine Abilities: (taken from "The Gates of Hell")
Annihilating Strike, Alter From, Area Divine Shield, BaneStrike, Battlesense, Divine Blast, Divine Celerity, Divine Dodge, Divine Earth Mastery, Divine Fast Healing (x2), Divine Shield, Divine Weapon mastery, Energy Burst (Sonic), Extra Energy Immunity (Sonic, Electricity, Cold), Indomitable Strength, Increased Spell Resistance (x3), Irresistable Blows, Mass Divine Blast, Supreme Initiative
-------------------------------------------------------------------------------------------
SKILLS: (Raw points only, apply appropriate modifier + divine bonus)
Jack of all Trades (SRD, DivineAbilitiesandFeats): You can use any skill untrained, even those that normally require training (Ability Mod + 18 (DvR))

Climb 25(STR) Intimidate 73(CHA) Jump 70(STR) swim 43(STR) Balance 73(DEX) Concentration 60(CON) Diplomacy 25(CHA) Escape Artist 50(DEX) Knowledge(Arcana) 40(INT) knowledge(Religion) 40(INT) Listen 25(WIS) Perform(Singing) 60(CHA)
Sense Motive 25 Spot 60 Tumble 64


-------------------------------------------------------------------------------------------
Magical Items:
Manuals +5 (Dexterity, Strength, Intelligence, Constitution, Wisdom, Charisma)


The God with No Name
Fighter 50 Monk 20
Chaotic Good Huge Outsider ( Humanoid, Good, Choatic)
Symbol: A lone man walking through a field strewn with bodies.
Portfolio: God of Mercenaries, Soldiers, Landless Adventurers, vengence, vigilante justice, and Mage Killers(of other than good-aligned Summoners(Conjuration specialists).
Divine Rank: 18

Hit Dice: 50d10 + 20d8 + 1,890(2,550)
BAB/Grapple: +31/+70(+117 w/ Bonuses & Feats)
Iniative:+24 (+20 DEX, +4 Improved Initiative, Supreme Initiative)
Speed: 190ft (Biped), 230ft (Quadraped), 460ft (Fly, Winged)
Armor Class: 132(+18(Divine), +38(Natural), +24(Deflection), +20(DEX), +20(WIS), -2(Size), +4(Monk Bonus))
Touch: 94 Flat-Footed: 94 (see SDA "Battlesense) Automatic 68% miss chance(see SDA "Divine Dodge")
Space/Reach: 15ft/15ft tall/10ft Long
Abilities: STR: 72(+31) DEX: 50(+20) CON: 64(+27) INT: 24(+7) WIS: 50(+20) CHA: 62(+26)
Fort: +37(+86) REF: +34(+72) WILL: +34(+76)
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Attacks:
Unarmed Strike +90 melee (12d6 + 31 + 5 + 4d6(BaneStrike)) + 1d10 rounds stunned ((DC 65 Fortitude(20+CON MOD+DvR) 18-20/x2
Full Attacks:
Unarmed Strikes: Normal ("Irresistable Blows" SDA
+90/+90/+85/+80/+75 melee (12d6 + 31 + 5 + 4d6(Banestrike)) + 1d10 rounds stunned ((DC 65 Fortitude(20+CON MOD+DvR) 18-20/x2
Unarmed Strikes: 2 Arms ("Irresistable Blows" SDA
+88/+88/+83/+78/+73--+88/+83/+78/+73 melee (12d6 + 15 + 5 + 4d6(Banestrike)) + 1d10 rounds stunned ((DC 65 Fortitude(20+CON MOD+DvR) 18-20/x2
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Special Attacks:
Unarmed Strikes, (Mass)Divine Blast 29/a day 44d6((No save)Ranged Touch Attack), Quivering Palm 1/week (DC40 Fort or die), Energy Burst(Sonic)18d8 180ft radius(DC 64 (CHA) Fort),
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Special Qualities:
Alter Reality, Change Size, Change Shape
Unarmed Strikes deal damage as; Natural and manufactured weapons, Epic magic, Silver, Good, Chaotic(Anarchic), Lawful(Axiomatic), Adamantine, Keen, Vorpal, +5, Slashing, Bludgeoning (loses Vorpal and enhanced threat range),
Tremorsense: 180ft
Competence Bonus on: Attack rolls, damage, armor class +18 if self and foe are both Touching ground ground
The deity has complete control over all things made of earth (including stone and metal). It can alter the form of any amount of earth as a free action. The deity can duplicate the effects of the stone shape, move earth, rusting grasp, transmute rock to mud, transmute mud to rock, and disintegrate spells, with any earth, stone, or metal object as a target. The deity can also transmute any object made of earth,
stone, or metal into a different kind of earth, stone, or metal. The deity can affect any object it can see, but no more than one object per round.
Irresistable Blows
Domains: Earth, Luck, Strength, War (can cast domain granted spells as spell-like abilities at will, caster level is 88 (HD + DvR) save DC 20 + Spell level + CHA Mod + DvR))
Immortality
Immunity to; Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, disease, poison, stunning, sleep, paralysis, death effects, disintegration, .effects that imprison or banish(such as; banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, turning and rebuking, Sonic, Electricity, Cold, Fire, Acid.
Damage Reduction 40/Epic and Adamantine, Spell resistance 145, Deflect Arrows, Exceptional Deflection, Infinite Deflection, Fast Heal 100,
A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Always on Abilities:
Divin Aura (Ex): Resolve (DC 54 WILL) foes receive -4 morale penalty to attack rolls, saves, and checks
Allies receive +4 morale Bonus to Attack rolls, saves, and checks (18 mile Radius)
Divine Celerity: Effectively Hasted
Improved Evasion (Ex): A Monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion
Damage Reduction: DR 40/Epic and Adamantine, DR 63/--
Fast Healing: 100
Spell Resistance: 145
Divine Dodge: 68% miss Chance (Against any attack that might hit, including spells that affect an area)
Battlesense: Cannot be surprised or flanked except by a deity/cosmic entity that succeeds on an opposed rank check.Retain Dexterity bonus to Armor Class even if caught flat-footed or attacked by an invisible opponent, and is not subject to sneak attacks except by deities/cosmic entities that succeed on an opposed rank check.
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Monk Abilities and Special Qualities:
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC. In addition, a monk gains a +1 bonus to AC. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when she is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Unarmed Strike: A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would
Improved Evasion (Ex): AMonk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion
Slow Fall (Ex):
Fast Movement (Ex): 60ft
Ki Strike (Su): Epic magic, Silver, Good, Chaotic(Anarchic), Lawful(Axiomatic), and Adamantine.
Purity of Body (Ex): Amonk gains immunity to all diseases except for supernatural and magical diseases
Wholeness of Body (Su): A monk can heal his own wounds. He can heal a number of hit points of damage equal to twice his current monk level each day, and he can spread this healing out among several uses.
Diamond Body (Su): A monk gains immunity to poisons of all kinds.
Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.
Abundant Step (Su): Amonk can slip magically between spaces, as if using the spell dimension door, once per day. His caster level for this effect is one-half his monk level (rounded down).
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Feats:
Improved Unarmed Strike, Combat Reflexes, Cleave, Run, Power Attack, Two-weapon Fighting, Improved Grapple, Deflect Arrows, Improved Trip, Improved Sunder, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Great Cleave, Improved Natural Attack
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Epic Feats:
Energy Resistance(Sonic), Energy Resistance(Electricity), Epic Speed, Epic Will, Epic Reflexes, Great Strength, Hold The Line (SRD, DivineAbilitiesandFeats), Improved Ki-strike, Knock-Down (SRD, DivineAbilitiesandFeats), Penetrate Damage Reduction (Silver), Perfect Two-Weapon Fighting, Epic Fortitude, Improved Initiative, Dire Charge, Improved Combat Reflexes, Great Strength x2, Great Charisma (x4), Fast Healing (x8), Great Constitution (x10)
Jack of all Trades (SRD, DivineAbilitiesandFeats): You can use any skill untrained, even those that normally require training (Ability Mod + 18 (DvR))
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Bonus Feats From Salient Divine Abilities:
Divine Monk: Axiomatic Strike, Exceptional Deflection, Infinite Deflection, Keen Strike, Reflect Arrows, Vorpal Strike
Divine Weapon Mastery: Weapon Focus, Weapon Specialization, Improved Critical

Salient Divine Abilities: (taken from "The Gates of Hell")
Annihilating Strike, Alter From, Area Divine Shield, BaneStrike, Battlesense, Divine Blast, Divine Celerity, Divine Dodge, Divine Earth Mastery, Divine Fast Healing (x2), Divine Shield, Divine Weapon mastery, Energy Burst (Sonic), Extra Energy Immunity (Sonic, Electricity, Cold), Indomitable Strength, Increased Spell Resistance (x3), Irresistable Blows, Mass Divine Blast, Supreme Initiative
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SKILLS: (Raw points only, apply appropriate modifier + divine bonus)
Jack of all Trades (SRD, DivineAbilitiesandFeats): You can use any skill untrained, even those that normally require training (Ability Mod + 18 (DvR))

Climb 25(STR) Intimidate 73(CHA) Jump 70(STR) swim 43(STR) Balance 73(DEX) Concentration 60(CON) Diplomacy 25(CHA) Escape Artist 50(DEX) Knowledge(Arcana) 40(INT) knowledge(Religion) 40(INT) Listen 25(WIS) Perform(Singing) 60(CHA)
Sense Motive 25 Spot 60 Tumble 64
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Magical Items:
Manuals +5 (Dexterity, Strength, Intelligence, Constitution, Wisdom, Charisma)

The God with No Name
Fighter 50 Monk 20
Chaotic Good Gargantuan Outsider ( Humanoid, Good, Choatic)
Symbol: A lone man walking through a field strewn with bodies.
Portfolio: God of Mercenaries, Soldiers, Landless Adventurers, vengence, vigilante justice, and Mage Killers(of other than good-aligned Summoners(Conjuration specialists).
Divine Rank: 18

Hit Dice: 50d10 + 20d8 + 2,030(2,690)
BAB/Grapple: +31/+82(+129 w/ Bonuses & Feats)
Iniative:+24 (+20 DEX, +4 Improved Initiative, Supreme Initiative)
Speed: 210ft (Biped), 250ft (Quadraped), 500ft (Fly, Winged)
Armor Class: 134(+18(Divine), +42(Natural), +24(Deflection), +20(DEX), +20(WIS), -4(Size), +4(Monk Bonus))
Touch: 101 Flat-Footed: 101 (see SDA "Battlesense) Automatic 68% miss chance(see SDA "Divine Dodge")
Space/Reach: 20ft/20ft Tall/15ft Long
Abilities: STR: 80(+35) DEX: 50(+20) CON: 68(+29) INT: 24(+7) WIS: 50(+20) CHA: 62(+26)
Fort: +37(+88) REF: +34(+72) WILL: +34(+76)
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Attacks:
Unarmed Strike +94 melee (16d6 + 35 + 5 + 2 + 4d6(BaneStrike)) 1d10 rounds stunned ((DC 67 Fortitude(20+CON MOD+DvR) 18-20/x2
Full Attacks:
Unarmed Strikes: Normal ("Irresistable Blows" SDA
+94/+94/+89/+84/+79 melee (16d6 + 35 + 5 + 2 + 4d6(BaneStrike)) 1d10 rounds stunned ((DC 67 Fortitude(20+CON MOD+DvR) 18-20/x2
Unarmed Strikes: 2 Arms ("Irresistable Blows" SDA
+92/+92/+87/+82/+77--+92/+87/+82/+77 (16d6 + 17 + 5 + 2 + 4d6(BaneStrike)) 1d10 rounds stunned ((DC 67 Fortitude(20+CON MOD+DvR) 18-20/x2
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Special Attacks:
Unarmed Strikes, (Mass)Divine Blast 29/a day 44d6((No save)Ranged Touch Attack), Quivering Palm 1/week (DC40 Fort or die), Energy Burst(Sonic)18d8 180ft radius(DC 64 (CHA) Fort),
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Special Qualities:
Alter Reality, Change Size, Change Shape
Unarmed Strikes deal damage as; Natural and manufactured weapons, Epic magic, Silver, Good, Chaotic(Anarchic), Lawful(Axiomatic), Adamantine, Keen, Vorpal, +5, Slashing, Bludgeoning (loses Vorpal and enhanced threat range),
Tremorsense: 180ft
Competence Bonus on: Attack rolls, damage, armor class +18 if self and foe are both Touching ground ground
The deity has complete control over all things made of earth (including stone and metal). It can alter the form of any amount of earth as a free action. The deity can duplicate the effects of the stone shape, move earth, rusting grasp, transmute rock to mud, transmute mud to rock, and disintegrate spells, with any earth, stone, or metal object as a target. The deity can also transmute any object made of earth,
stone, or metal into a different kind of earth, stone, or metal. The deity can affect any object it can see, but no more than one object per round.
Irresistable Blows
Domains: Earth, Luck, Strength, War (can cast domain granted spells as spell-like abilities at will, caster level is 88 (HD + DvR) save DC 20 + Spell level + CHA Mod + DvR))
Immortality
Immunity to; Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, disease, poison, stunning, sleep, paralysis, death effects, disintegration, .effects that imprison or banish(such as; banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, turning and rebuking, Sonic, Electricity, Cold, Fire, Acid.
Damage Reduction 40/Epic and Adamantine, Spell resistance 145, Deflect Arrows, Exceptional Deflection, Infinite Deflection, Fast Heal 100,
A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Always on Abilities:
Divin Aura (Ex): Resolve (DC 54 WILL) foes receive -4 morale penalty to attack rolls, saves, and checks
Allies receive +4 morale Bonus to Attack rolls, saves, and checks (18 mile Radius)
Divine Celerity: Effectively Hasted
Improved Evasion (Ex): A Monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion
Damage Reduction: DR 40/Epic and Adamantine
Fast Healing: 100
Spell Resistance: 145
Divine Dodge: 68% miss Chance (Against any attack that might hit, including spells that affect an area)
Battlesense: Cannot be surprised or flanked except by a deity/cosmic entity that succeeds on an opposed rank check.Retain Dexterity bonus to Armor Class even if caught flat-footed or attacked by an invisible opponent, and is not subject to sneak attacks except by deities/cosmic entities that succeed on an opposed rank check.
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Monk Abilities and Special Qualities:
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC. In addition, a monk gains a +1 bonus to AC. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when she is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Unarmed Strike: A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would
Improved Evasion (Ex): AMonk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion
Slow Fall (Ex):
Fast Movement (Ex): 60ft
Ki Strike (Su): Epic magic, Silver, Good, Chaotic(Anarchic), Lawful(Axiomatic), and Adamantine.
Purity of Body (Ex): Amonk gains immunity to all diseases except for supernatural and magical diseases
Wholeness of Body (Su): A monk can heal his own wounds. He can heal a number of hit points of damage equal to twice his current monk level each day, and he can spread this healing out among several uses.
Diamond Body (Su): A monk gains immunity to poisons of all kinds.
Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.
Abundant Step (Su): Amonk can slip magically between spaces, as if using the spell dimension door, once per day. His caster level for this effect is one-half his monk level (rounded down).
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Feats:
Improved Unarmed Strike, Combat Reflexes, Cleave, Run, Power Attack, Two-weapon Fighting, Improved Grapple, Deflect Arrows, Improved Trip, Improved Sunder, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Great Cleave, Improved Natural Attack
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Epic Feats: +1
Energy Resistance(Sonic), Energy Resistance(Electricity), Epic Speed, Epic Will, Epic Reflexes, Great Strength, Hold The Line (SRD, DivineAbilitiesandFeats), Improved Ki-strike, Knock-Down (SRD, DivineAbilitiesandFeats), Penetrate Damage Reduction (Silver), Perfect Two-Weapon Fighting, Epic Fortitude, Improved Initiative, Dire Charge, Improved Combat Reflexes, Great Strength x2, Great Constitution (x10), Fast Healing (x8), Great Charisma (x4)
Jack of all Trades (SRD, DivineAbilitiesandFeats): You can use any skill untrained, even those that normally require training (Ability Mod + 18 (DvR))
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Bonus Feats From Salient Divine Abilities:
Divine Monk: Axiomatic Strike, Exceptional Deflection, Infinite Deflection, Keen Strike, Reflect Arrows, Vorpal Strike
Divine Weapon Mastery: Weapon Focus, Weapon Specialization, Improved Critical

Salient Divine Abilities: (taken from "The Gates of Hell")
Annihilating Strike, Alter From, Area Divine Shield, BaneStrike, Battlesense, Divine Blast, Divine Celerity, Divine Dodge, Divine Earth Mastery, Divine Fast Healing (x2), Divine Shield, Divine Weapon mastery, Energy Burst (Sonic), Extra Energy Immunity (Sonic, Electricity, Cold), Indomitable Strength, Increased Spell Resistance (x3), Irresistable Blows, Mass Divine Blast, Supreme Initiative
----------------------------------------------------------------------------------------------------------------
SKILLS: (Raw points only, apply appropriate modifier + divine bonus)
Jack of all Trades (SRD, DivineAbilitiesandFeats): You can use any skill untrained, even those that normally require training (Ability Mod + 18 (DvR))

Climb 25(STR) Intimidate 73(CHA) Jump 70(STR) swim 43(STR) Balance 73(DEX) Concentration 60(CON) Diplomacy 25(CHA) Escape Artist 50(DEX) Knowledge(Arcana) 40(INT) knowledge(Religion) 40(INT) Listen 25(WIS) Perform(Singing) 60(CHA)
Sense Motive 25 Spot 60 Tumble 64
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Magical Items:
Manuals +5 (Dexterity, Strength, Intelligence, Constitution, Wisdom, Charisma)



The God with No Name
Fighter 50 Monk 20
Chaotic Good Colossal Outsider ( Humanoid, Good, Choatic)
Symbol: A lone man walking through a field strewn with bodies.
Portfolio: God of Mercenaries, Soldiers, Landless Adventurers, vengence, vigilante justice, and Mage Killers(of other than good-aligned Summoners(Conjuration specialists).
Divine Rank: 18

Hit Dice: 50d10 + 20d8 + 2170(2,830)
BAB/Grapple: +31/+86(+133 w/ Bonuses & Feats)
Iniative:+24 (+20 DEX, +4 Improved Initiative, Supreme Initiative)
Speed: 230ft (Biped), 270ft (Quadraped), 520ft (Fly, Winged)
Armor Class: 135(+18(Divine), +47(Natural), +24(Deflection), +20(DEX), +20(WIS), -8(Size), +4(Monk Bonus))
Touch: 102 Flat-Footed: 102 (see SDA "Battlesense) Automatic 68% miss chance(see SDA "Divine Dodge")
Space/Reach: 30ft +/30ft + Tall/20ft + Long
Abilities: STR: 88(+39) DEX: 50(+20) CON: 72(+31) INT: 24(+7) WIS: 50(+20) CHA: 62(+26)
Fort: +37(+90) REF: +34(+72) WILL: +34(+76)
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Attacks:
Unarmed Strike +98 melee (24d6 + 39 + 5 + 2 + 4d6(BaneStrike)) 1d10 rounds stunned ((DC 69 Fortitude(20+CON MOD+DvR) 18-20/x2
Full Attacks:
Unarmed Strikes: Normal ("Irresistable Blows" SDA
+98/+98/+93/+88/+83 melee (24d6 + 39 + 5 + 2 + 4d6(BaneStrike)) 1d10 rounds stunned ((DC 69 Fortitude(20+CON MOD+DvR) 18-20/x2
Unarmed Strikes: 2 Arms ("Irresistable Blows" SDA
+96/+96/+91/+86/+81--+96/+91/+86/+81 (24d6 + 19 + 5 + 2 + 4d6(BaneStrike)) 1d10 rounds stunned ((DC 69 Fortitude(20+CON MOD+DvR) 18-20/x2
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Special Attacks:
Unarmed Strikes, (Mass)Divine Blast 29/a day (44d6 damage)((No save)Ranged Touch Attack), Quivering Palm 1/week (DC40 Fort or die), Energy Burst(Sonic)(18d8 damage) 180ft radius(DC 64 (CHA) Fort),
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Special Qualities:
Alter Reality, Change Size, Change Shape
Unarmed Strikes deal damage as; Natural and manufactured weapons, Epic magic, Silver, Good, Chaotic(Anarchic), Lawful(Axiomatic), Adamantine, Keen, Vorpal, +5, Slashing, Bludgeoning (loses Vorpal and enhanced threat range),
Tremorsense: 180ft
Competence Bonus on: Attack rolls, damage, armor class +18 if self and foe are both Touching ground ground
The deity has complete control over all things made of earth (including stone and metal). It can alter the form of any amount of earth as a free action. The deity can duplicate the effects of the stone shape, move earth, rusting grasp, transmute rock to mud, transmute mud to rock, and disintegrate spells, with any earth, stone, or metal object as a target. The deity can also transmute any object made of earth,
stone, or metal into a different kind of earth, stone, or metal. The deity can affect any object it can see, but no more than one object per round.
Irresistable Blows
Domains: Earth, Luck, Strength, War (can cast domain granted spells as spell-like abilities at will, caster level is 88 (HD + DvR) save DC 20 + Spell level + CHA Mod + DvR))
Immortality
Immunity to; Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, disease, poison, stunning, sleep, paralysis, death effects, disintegration, .effects that imprison or banish(such as; banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, turning and rebuking, Sonic, Electricity, Cold, Fire, Acid.
Damage Reduction 40/Epic and Adamantine, Spell resistance 145, Deflect Arrows, Exceptional Deflection, Infinite Deflection, Fast Heal 100,
A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Always on Abilities:
Divin Aura (Ex): Resolve (DC 56 WILL) foes receive -4 morale penalty to attack rolls, saves, and checks
Allies receive +4 morale Bonus to Attack rolls, saves, and checks (18 mile Radius)
Divine Celerity: Effectively Hasted
Improved Evasion (Ex): A Monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion
Damage Reduction: DR 40/Epic and Adamantine
Fast Healing: 100
Spell Resistance: 145
Divine Dodge: 68% miss Chance (Against any attack that might hit, including spells that affect an area)
Battlesense: Cannot be surprised or flanked except by a deity/cosmic entity that succeeds on an opposed rank check.Retain Dexterity bonus to Armor Class even if caught flat-footed or attacked by an invisible opponent, and is not subject to sneak attacks except by deities/cosmic entities that succeed on an opposed rank check.
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Monk Abilities and Special Qualities:
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC. In addition, a monk gains a +1 bonus to AC. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when she is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Unarmed Strike: A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would
Improved Evasion (Ex): AMonk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion
Slow Fall (Ex):
Fast Movement (Ex): 60ft
Ki Strike (Su): Epic magic, Silver, Good, Chaotic(Anarchic), Lawful(Axiomatic), and Adamantine.
Purity of Body (Ex): Amonk gains immunity to all diseases except for supernatural and magical diseases
Wholeness of Body (Su): A monk can heal his own wounds. He can heal a number of hit points of damage equal to twice his current monk level each day, and he can spread this healing out among several uses.
Diamond Body (Su): A monk gains immunity to poisons of all kinds.
Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.
Abundant Step (Su): Amonk can slip magically between spaces, as if using the spell dimension door, once per day. His caster level for this effect is one-half his monk level (rounded down).
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Feats:
Improved Unarmed Strike, Combat Reflexes, Cleave, Run, Power Attack, Two-weapon Fighting, Improved Grapple, Deflect Arrows, Improved Trip, Improved Sunder, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Great Cleave, Improved Natural Attack
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Epic Feats:
Energy Resistance(Sonic), Energy Resistance(Electricity), Epic Speed, Epic Will, Epic Reflexes, Great Strength, Hold The Line (SRD, DivineAbilitiesandFeats), Improved Ki-strike, Knock-Down (SRD, DivineAbilitiesandFeats), Penetrate Damage Reduction (Silver), Perfect Two-Weapon Fighting, Epic Fortitude, Improved Initiative, Dire Charge, Improved Combat Reflexes, Great Strength x2, Great Constitution (x10), Fast Healing (x8), Great Charisma (x4)
Jack of all Trades (SRD, DivineAbilitiesandFeats): You can use any skill untrained, even those that normally require training (Ability Mod + 18 (DvR))
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Bonus Feats From Salient Divine Abilities:
Divine Monk: Axiomatic Strike, Exceptional Deflection, Infinite Deflection, Keen Strike, Reflect Arrows, Vorpal Strike
Divine Weapon Mastery: Weapon Focus, Weapon Specialization, Improved Critical

Salient Divine Abilities: (taken from "The Gates of Hell")
Annihilating Strike, Alter From, Area Divine Shield, BaneStrike, Battlesense, Divine Blast, Divine Celerity, Divine Dodge, Divine Earth Mastery, Divine Fast Healing (x2), Divine Shield, Divine Weapon mastery, Energy Burst (Sonic), Extra Energy Immunity (Sonic, Electricity, Cold), Indomitable Strength, Increased Spell Resistance (x3), Irresistable Blows, Mass Divine Blast, Supreme Initiative
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SKILLS: (Raw points only, apply appropriate modifier + divine bonus)
Jack of all Trades (SRD, DivineAbilitiesandFeats): You can use any skill untrained, even those that normally require training (Ability Mod + 18 (DvR))

Climb 25(STR) Intimidate 73(CHA) Jump 70(STR) swim 43(STR) Balance 73(DEX) Concentration 60(CON) Diplomacy 25(CHA) Escape Artist 50(DEX) Knowledge(Arcana) 40(INT) knowledge(Religion) 40(INT) Listen 25(WIS) Perform(Singing) 60(CHA)
Sense Motive 25 Spot 60 Tumble 64
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Magical Items:
Manuals +5 (Dexterity, Strength, Intelligence, Constitution, Wisdom, Charisma)





I took out the Epic Damage Reduction and added Great Charisma, Great Constitution, and more Fast Healing.
Witch

04-25-07, 11:36 AM
:banghead: :banghead: :banghead: :banghead: :banghead: :banghead:

If you checked out the 3 threads i did yesterday i was looking at conjuration, heavily. BTW, I was looking on DF for an epic Angel, or any other good aligned celestial, about 50 HD, if you know of any let me know please.
Though they're way out of date: The Galaxar (http://dicefreaks.com/phpBB2/viewtopic.php?t=918)
goro

04-25-07, 11:45 AM
Though they're way out of date

So they aren't compatible for this setting?


In the SRD(Divine Ranks and Powers) it states:

Always Maximize Roll: Greater deities (rank 16–20) automatically get the best result possible on any check, saving throw, attack roll, or damage roll. Calculate success, failure, or other effects accordingly. When a greater deity makes a check, attack, or save assume a 20 was rolled and calculate success or failure from there. A d20 should still be rolled and used to check for a threat of a critical hit. This quality means that greater deities never need the Maximize Spell feat, because their spells have maximum effect already

Does that apply here?
Witch

04-25-07, 11:52 AM
So they aren't compatible for this setting?
You're free to use them.


In the SRD(Divine Ranks and Powers) it states:

That does not apply - I suggest you use this thread (http://dicefreaks.com/phpBB2/viewtopic.php?t=12)for your Divine Rules instead (it can be found in the GoH appendix as well).
goro

04-25-07, 11:58 AM
yeah, i read that but it doesn't say either way. I know I can take 10 on an attack roll, skill check, save, but it is silent on damage rolls.
spasheridan

04-25-07, 12:17 PM
How is dispater not a greater diety? HE has DR 18 while in Dis, and Greater Dieties are DR 16 - 20.

A challenger would be DR18 - so he gets a heads up on his attack though, right?
Witch

04-25-07, 12:23 PM
How is dispater not a greater diety? HE has DR 18 while in Dis, and Greater Dieties are DR 16 - 20.

A challenger would be DR18 - so he gets a heads up on his attack though, right?
He has Cosmic Rank 18 in Dis. This allows him to function in many respects equivalent to a Greater Deity, but the portfolio sense isn't included :)
goro

04-25-07, 12:54 PM
Greater (Strength, Constitution, Charisma) epic feats, what type of bonus are they? Do they replicate ability increase as if you gained levels?
Witch

04-25-07, 01:01 PM
They're unnamed. Yes, they do.
spasheridan

04-25-07, 01:29 PM
so help me understand this portfolio sense - if I made a DR18 challenger and that challenger decided to go to Dis, and in the encounter on Dis got his but whooped - would he know ahead of time that he was going to get his but whooped?

Say the challenger decided to go to earth and mess with Mordenkein, and Mordenkein whooped his but - would the challenger know ahead of time that Mordenkein could kick his but?
deathwishjoe

04-25-07, 04:05 PM
is the paladin of tyrrany class allowed?
Zelck

04-25-07, 05:13 PM
Hey Witch, not sure if you saw it, but I updated my character here: Aram, the Magelord v1.0b (http://putstuff.putfile.com/72495/9639201). Can you take a look over it? Thanks :).
Witch

04-25-07, 06:31 PM
so help me understand this portfolio sense - if I made a DR18 challenger and that challenger decided to go to Dis, and in the encounter on Dis got his but whooped - would he know ahead of time that he was going to get his but whooped?

Say the challenger decided to go to earth and mess with Mordenkein, and Mordenkein whooped his but - would the challenger know ahead of time that Mordenkein could kick his but?
I recommend reading the start of Chapter 4 of Gates of Hell to note how Dispater's sensing works - it's not exactly portfolio sense for him.
As to for you: in the case of Mordenkainen, you would know that, yes. In the case of Dispater, you would not. Refer to Chapter 4 to find out why.

is the paladin of tyrrany class allowed?
Yes

Hey Witch, not sure if you saw it, but I updated my character here: Aram, the Magelord v1.0b (http://putstuff.putfile.com/72495/9639201). Can you take a look over it? Thanks :).
I'll check later - got a few other questions to answer first :)
Vainglory

04-25-07, 06:50 PM
Need Rulings for:

Variant Paladins (Unearthed Arcana)
Ranged Smiting (Book of Exalted Deeds)

Multispell -- I assume your not gonna allow someone to take it 20times, what do you consider reasonable at level 70? Can we use it with any free action, instead of just spells? (ie Spell Likes for couple of my builds, but melees want other things) There is a thread at Dicefreaks discussing this right now, since multispell so obviously favors spellcasters in epic.
Witch

04-25-07, 07:04 PM
Need Rulings for:

Variant Paladins (Unearthed Arcana)
Ranged Smiting (Book of Exalted Deeds)

Approved, both of them.


Multispell -- I assume your not gonna allow someone to take it 20times, what do you consider reasonable at level 70?
I've always went by the guideline of one per ten caster levels :)

Can we use it with any free action, instead of just spells? (ie Spell Likes for couple of my builds, but melees want other things)
Hmmm... wide opening for a lot here. I'll go with my gut feeling and say yes, you can.
Geraturatu

04-25-07, 07:12 PM
I have one question, are monster manuals 1 & 2 allowed?

As much as I dicelike the limitations set by dicefreak's, I thought I'd give it a second chance by trying this! :)
Witch

04-25-07, 07:14 PM
I have one question, are monster manuals 1 & 2 allowed?
One is allowed by default. You'll have to ask specific things from #2 (because I'm less familiar with it.)
Geraturatu

04-25-07, 07:25 PM
Not 2 sorry. What I needed for my little thing was 1 and 3. But 2 and 3 work for me as well.

I was thinking of using the War Troll from MM3.
fnord

04-25-07, 08:32 PM
No. However, conjuration is generally not limited, so unless Dispater is given a reason for it to be limited, Conjuration will be enabled.
I meant those as separate questions; sorry for being unclear. So will the Circle spells still work if he shuts down Planar Links (which are off by default) but not Conjuration magic?

Similarly, does the Dimensional Anchor effect of the Iron Tower prevent the spells from working?

The casting time is listed as "see text", but I don't see where it is given. Is it just however long it takes to draw the magic circle in blood?

In Dispater's entry, it states that when summoned, Dispater can duplicate the protections of the Iron Tower in a 30 ft radius. Does this include the CsR boost from being on Dis?
goro

04-25-07, 08:38 PM
Does the feat "Snap Kick", from ToB, stack with haste?
Ramaloke

04-26-07, 04:12 AM
Hey, Witch, I think I'll give this a try, Im thinking a high lvl conjurer/fiendbinder type :)
Witch

04-26-07, 01:04 PM
I meant those as separate questions; sorry for being unclear. So will the Circle spells still work if he shuts down Planar Links (which are off by default) but not Conjuration magic?
Planar Links aren't off by default - they're limited to certain places by default. Circle will fail if he's on a zone without planar links.

Similarly, does the Dimensional Anchor effect of the Iron Tower prevent the spells from working?
This is rather obvious ;)

The casting time is listed as "see text", but I don't see where it is given. Is it just however long it takes to draw the magic circle in blood?
And the chanting, I believe. And the other preparations listed in the "Summoning X" paragraphs.

In Dispater's entry, it states that when summoned, Dispater can duplicate the protections of the Iron Tower in a 30 ft radius. Does this include the CsR boost from being on Dis?
I'm going to rule that it doesn't.
vlad43210

04-26-07, 02:05 PM
Hi Witch!

I'm no character-building god, but it seems I have a weekend free, and I was thinking of trying to take on Mr. Dispater as well. I have a build in mind... but it might be banned, so I want to ask you first:

Do you allow Dungeonscape material? Specifically, the Factotum base class? It's kind of long to explain... he gets inspiration points that he can spend to do cool stuff. The selling points are:

cunning surge(lvl 8) - spend 3 inspiration points to take an extra standard action

cunning breach(lvl 11): spend 2 inspiration points as a free action, ignore target's SR *and* DR for one round.

cunning brilliance(lvl 19): At the start of each day, choose 3 extraordinary class abilities. Each ability must be available to a standard character class at 15th level or lower, and must appear on the advancement table or in the text decirption for that class. By spending 4 inspiration points a a free action, you gain the benefits and drawbacks of one chosen abilitiy for 1 minute. You use the baility as if your level in the relevant class equaled your factotum level. You can use each chosen class ability once per day.

On top of these, you get plenty of stat bonuses to Skills, AC, etc. Also, all skills are class skills for you. And other coolness. So yay or nay?
Vainglory

04-26-07, 02:12 PM
Can I use these 2 DSA's? Basically intended to duplicate the sorcerer and wizard ones:

Divine Invoker
Warlock 20, Extra Invocation, Magic Domain
User may learn 2 extra least, lesser, greater and dark invocations.

Supreme Divine Invoker
Warlock 20, Extra Invocation, Divine Invoker, Divine Rank 6, Magic Domain
User knows every invocation.


Was going to bring a Paladin/Warlock/Eldritch Disciple, but remembered while statting it I need Paladin 40 to be a 20th level spellcaster so leaning towards straight warlock or cleric/warlock/eldritch disciple now. The straight warlock has lot going for it though no epic spells scare me.

Was thinking I'd need smites to dish out the damage, but automatic metamagic eldritch blasts can be quite insane. You have a number in your head for how much damage per blast is too much? It seems I could easily break 1k per blast without trying. Not that damage alone is going to get me through this.
Witch

04-26-07, 02:48 PM
Supreme Divine Invoker
Warlock 20, Extra Invocation, Divine Invoker, Divine Rank 6, Magic Domain
User knows every invocation.
As long as they're from the allowed books :)


They look fine otherwise.


Was thinking I'd need smites to dish out the damage, but automatic metamagic eldritch blasts can be quite insane. You have a number in your head for how much damage per blast is too much? It seems I could easily break 1k per blast without trying. Not that damage alone is going to get me through this.
Not really - I suspect people can already dish out quite some damage with intensified spells.
Aracor

04-26-07, 04:57 PM
I don't think those are in any books, Witch...I think he's making them up parallel to the wizard/sorcerer ones.
Witch

04-26-07, 05:01 PM
I was referring to the invocations, not the SDAs.
Geraturatu

04-26-07, 05:38 PM
Witch, have you read my above post?
Witch

04-26-07, 05:43 PM
I'm afraid I don't have access to the War Troll.

Vlad: I'm afraid I don't have Dungeonscape either :)
Aracor

04-26-07, 05:52 PM
I was referring to the invocations, not the SDAs.

Oh yeah, that makes sense.
Geraturatu

04-26-07, 05:54 PM
What about the Monster of Legend from MM2?
Witch

04-26-07, 05:57 PM
Approved, though I suggest you use the one from Dicefreaks instead.
Geraturatu

04-26-07, 05:59 PM
Could you make a link to it since I have no clue whaere things there are?
Witch

04-26-07, 06:05 PM
http://dicefreaks.com/phpBB2/viewtopic.php?t=2688
Taeldrin Laesrash

04-26-07, 06:17 PM
Few more questions. I'm currently building my Death Lord/god, and I need to know: 1) Do the deflection bonuses from divinity and the Death Lord template stack? 2) Although they have no Constitution, could an undead god somehow get Improved Damage Reduction (Maybe qualifying with their Charisma?) 3) Are the level limits for ECL or just plain levels?
Vainglory

04-26-07, 06:21 PM
So my warlock goddess is sitting around on her home plane and playing with some planar traits. If I disallow planar travel can my followers

a. Summon Creatures?
b. Use Shadow Walk? (goes to edge of material plane per description)
c. Use (shadow) spells (uses material from plane of shadows)?
d. Dimension Door?

Also can limited magic prevent eldritch blast from working? If so is it an evocation or conjuration effect? Can essences change this, ie normally it's evocation, but vitriolic blast is conjuration.

Do artifacts still work, even if they are of the limited magic type?
Witch

04-26-07, 06:21 PM
Few more questions. I'm currently building my Death Lord/god, and I need to know: 1) Do the deflection bonuses from divinity and the Death Lord template stack? 2) Although they have no Constitution, could an undead god somehow get Improved Damage Reduction (Maybe qualifying with their Charisma?) 3) Are the level limits for ECL or just plain levels?

1) Use default rules for stacking.
2) You may use Charisma to qualify.
3) They're plain levels. You get a free LA of 5 to work with for purposes of this challenge, if you're playing a deity. Other levels need to come out of your available hit dice.
Witch

04-26-07, 06:24 PM
So my warlock goddess is sitting around on her home plane and playing with some planar traits. If I disallow planar travel can my followers

a. Summon Creatures?
Not from or to your Divine Realm.

b. Use Shadow Walk? (goes to edge of material plane per description)
The shadow plane doesn't exist on the outer planes.

c. Use (shadow) spells (uses material from plane of shadows)?
Yes, as far as I know.
d. Dimension Door?
No.

Also can limited magic prevent eldritch blast from working? If so is it an evocation or conjuration effect? Can essences change this, ie normally it's evocation, but vitriolic blast is conjuration.
It can be prevented by being a bit inventive - it can't be prevented by banning evocation, for example. It has no real school of its own.

Do artifacts still work, even if they are of the limited magic type?
Continuous magic items work. Those which require user activation do not.
Taeldrin Laesrash

04-26-07, 06:30 PM
1) Use default rules for stacking.
2) You may use Charisma to qualify.
3) They're plain levels. You get a free LA of 5 to work with for purposes of this challenge, if you're playing a deity. Other levels need to come out of your available hit dice.

In that case, I need the LA for the Dicefreak's Vampire and Death Knight templates.
Witch

04-26-07, 06:33 PM
In that case, I need the LA for the Dicefreak's Vampire and Death Knight templates.
You can go with double the CR increase.
Geraturatu

04-26-07, 06:49 PM
Wow, so the only thing that can bypass my DR is something that is made of a certain material and has epic enhancements? So they have to have both at on one weapon? If so, that is very neat! I think this because it says "and".
Zelck

04-26-07, 07:40 PM
Planar Links aren't off by default - they're limited to certain places by default. Circle will fail if he's on a zone without planar links.
Wait, what? There are places where you can't be summoned? Argh :(.
Geraturatu

04-26-07, 08:07 PM
With the Monster of Legend's Virtual Class Feature, would getting Improved Evasion count as one or two takings of them?
goro

04-26-07, 08:41 PM
What is the DvR cost to give someone DvR 0? A full DvR or only 1/2?
fnord

04-26-07, 09:49 PM
What is the DvR cost to give someone DvR 0? A full DvR or only 1/2?
If you have another deity, he can make the other party members proxies pretty much for free, if all you want are the divine traits.
fnord

04-26-07, 10:27 PM
You can go with double the CR increase.
Can we use that rule for all the Dicefreaks approved templates (Ghost, Monster of Legend, Risen)?

Also, since (I assume) the Ethereal plane doesn't overlap with the outer planes, would ghosts simply be automatically manifested?
Witch

04-27-07, 01:49 AM
With the Monster of Legend's Virtual Class Feature, would getting Improved Evasion count as one or two takings of them?
You'd need Evasion first - so it'd count for two if you didn't have Evasion yet.

Can we use that rule for all the Dicefreaks approved templates (Ghost, Monster of Legend, Risen)?
Yes.

Also, since (I assume) the Ethereal plane doesn't overlap with the outer planes, would ghosts simply be automatically manifested?
There are no ghosts on the outer planes.

What is the DvR cost to give someone DvR 0? A full DvR or only 1/2?
It's free :)
fnord

04-27-07, 02:46 AM
Can one take Ability Focus for
1) a feat?
2) a SDA?
3) Divine Aura?
Aluroon

04-27-07, 06:25 AM
There are no ghosts on the outer planes.


Except Alice of Course....
Witch

04-27-07, 08:32 AM
Except Alice of Course....
I buy into neither Alice or Minae in that regard. Their existence as a ghost is incorrect. Perhaps they're incorporeal cosmics, but they're not ghosts.

Can one take Ability Focus for
1) a feat?
2) a SDA?
3) Divine Aura?
Could you give examples for the feat? I believe you can for the latter two.
fnord

04-27-07, 10:35 AM
Could you give examples for the feat? I believe you can for the latter two.

The feat I'm mostly thinking of is Devastating Critical; other feats it could apply to include Stunning Fist, Death of Enemies, Hostile Mind, Standstill, Vow of Peace, etc.
Something with a save and a DC specified in the feat.
Witch

04-27-07, 11:22 AM
Should work fine with Ability Focus.
deathwishjoe

04-27-07, 11:24 AM
quick question does the mantal atribute limit of 55 include racial bonuses or can we go higher if we have racial bonuses (like from demilich) mainly what Im saying is Im too lazy to do the book work to keep my CHA at 55 as its really hard to keep it that low. physical caps are at 70 correct?
Witch

04-27-07, 11:25 AM
quick question does the mantal atribute limit of 55 include racial bonuses
It does.


physical caps are at 70 correct?
Yes
Frobojoe

04-27-07, 12:35 PM
I'm afraid I don't have access to the War Troll.

Behold! (http://www.wizards.com/default.asp?x=dnd/iw/20040815b&page=6)
goro

04-27-07, 03:05 PM
http://dicefreaks.com/phpBB2/viewtopic.php?t=2688


Is it just me or is this much too powerful for only a +10 LA?

Do class levels count as HD for purposes of the Monster of Legend Template?
Geraturatu

04-27-07, 08:10 PM
Witch, if you look at the War Troll through that link, will I be able to use it?
anton1066

04-28-07, 07:35 AM
Do followers gained via the leadership feat count against the total number of assaulters? Im thinking an impromptu god of chaos gnomes might just have enough style to beat this guy.

Note: The followers are just to launch a mass assault and create chaos. Not to actually help fight in a meaningful way.
frupton

04-28-07, 08:39 PM
What has happened in the attempts thread? Has someone cast a time stop? :D
Witch

04-28-07, 08:44 PM
What has happened in the attempts thread? Has someone cast a time stop? :D
Diplominator seems away for a time.

Witch, if you look at the War Troll through that link, will I be able to use it?
Yes.

Do followers gained via the leadership feat count against the total number of assaulters? Im thinking an impromptu god of chaos gnomes might just have enough style to beat this guy.

Note: The followers are just to launch a mass assault and create chaos. Not to actually help fight in a meaningful way.
Go ahead and use it - but woe to the one who tries to abuse Epic Spellcasting or Greater Consumptive Field this way :)

Do class levels count as HD for purposes of the Monster of Legend Template?
I'd have to ask Mercucio to be sure, but you can go with "yes".
Taeldrin Laesrash

04-28-07, 09:42 PM
Witch, does Dicefreaks have Epic ToB material, Epic feats specifically. If not, or if so, what would you recommend for a Divine Warblade SDA? Also, do template bonuses (You know which one I'm talking about) count against the base ability score limit? Thanks.
Witch

04-29-07, 04:30 AM
Witch, does Dicefreaks have Epic ToB material, Epic feats specifically. If not, or if so, what would you recommend for a Divine Warblade SDA?
http://dicefreaks.com/phpBB2/viewtopic.php?t=5454
http://community.dicefreaks.com/viewtopic.php?t=5361
There's some other threads going on, but I've not been reading up on them. I have no current idea for a Divine Warblade SDA - perhaps something like knowing all the maneuvers from available disciplines? Another SDA could double your readiable slots, or so.


Also, do template bonuses (You know which one I'm talking about) count against the base ability score limit? Thanks.
Only enhancement bonuses do not :)
Taeldrin Laesrash

04-29-07, 09:00 AM
In that case, how're these?

Divine Warblade (Unique SDA): The deity gains Epic Adaptive Style and Epic Blade Meditation as bonus feats. They can maintain up to three stances at one time, and gain a bonus on their Battle Clarity, Battle Ardor, Battle Cunning, Battle Skill, and Battle Mastery class abilities equal to their divine rank.
True Master of the Nine (Unique SDA): The deity knows all maneuvers from their available disciplines.
Witch

04-29-07, 09:10 AM
The second is approved. I'll ponder over the first, and have some other people give their opinion, because it seems significantly more powerful. Note that neither should be Unique, but generic options.
NoldorForce

04-29-07, 11:09 AM
Only enhancement bonuses do not :)Out of curiousity, why is it only enhancement bonuses that get this distinction, rather than temporary bonuses? There are a few spells and effects in the books you've explicitly allowed that give out other types of bonuses. For instance, Valiant Fury (in Complete Warrior as well as the Spell Compendium) gives out morale bonuses to Strength and Constitution.
Witch

04-29-07, 11:20 AM
Out of curiousity, why is it only enhancement bonuses that get this distinction, rather than temporary bonuses? There are a few spells and effects in the books you've explicitly allowed that give out other types of bonuses. For instance, Valiant Fury (in Complete Warrior as well as the Spell Compendium) gives out morale bonuses to Strength and Constitution.
Oh wait - I think I got across the point badly. Enhancement, morale, etcetera, are fine. But everything that increases base strength (and racial ability gains increase this) counts towards the cap.

Sorry for being misleading.
DeathBecomesUs

04-29-07, 12:12 PM
This is a great topic, and I would LOVE to see it role played out.

But............ just like this topic over at dice freaks, this gets bogged down with talk of rules, regulations.

In the past I have tried to read through this topic at DiceFreaks, but it too goes on and on about rules.

WE have several pages so far and no action.


Sorry if I am impatient, I just hope I can watch and read through this interesting topic. That is if and when it ever really takes place.
Witch

04-29-07, 12:31 PM
Ehm - there is action. Refer to the Attempts thread further down :) This is the OOC and rules questions thread, so obviously there's no action :D It's a bit low on the list because the current challenger is away for a few days.
goro

04-29-07, 02:32 PM
Hannibal
Symbol: A lone man walking through a field strewn with bodies(after a battle).
Portfolio: God of Mercenaries, Soldiers, Landless Adventurers, vengence, vigilante justice, and Mage Killers(of other than good-aligned Summoners(Conjuration specialists).
Divine Rank: 18

16 Monk/49 Fighter/Monster of legend
Chaotic Good Medium Humanoid (Humanoid, Outsider, Good)

Hit Dice: 45d10 + 20d8 + 1575(2185)
Bab/Grapple: +31/+71
Initiative: +36 (+32 DEX, +4 Improved Initiative, Supreme Initiative)
Speed: 120ft (Biped) 160ft (Quadraped)
Armor Class: 223 (+96 Natural Armor Bonus, +18 DvR, +35 Deflection, +32 DEX, +30 WIS, +4 Monk Special)
Touch: 128 Flat Footed: 128
Space/Reach: 5ft/5ft
Abilities(see below for explanation of ability scores): STR: 90(+40) DEX: 74(+32) CON: 76(+33) INT: 41(+15) WIS: 70(+30) CHA: 80(+35)
Saves: Fort: 37(119) REF: 34(111) WILL: 34(113)
________________________________________ ______
Attacks: Unarmed Strikes deal damage as; Natural and manufactured weapons, Epic magic, Silver, Good, Chaotic(Anarchic), Lawful(Axiomatic), Adamantine, Keen, Vorpal, +5, Slashing, Bludgeoning (loses Vorpal and enhanced threat range),
Unarmed Strike +129 melee (12d6 + 40(STR) + 5 + 4d6 (Banestrike) + 1d6+15(Sacred Flame) + 30(WIS, No Shadow Blows) 1d10 rounds stunned((DC 71 Fort (20 + CON MOD + DvR) 18-20/x2; or spell +97 melee touch or +91 ranged touch
Full Attacks:
Unarmed Strike: +129/+129/+124/+119/+114 melee (12d6 + 40(STR) + 5 + 4d6 (Banestrike) + 1d6+15(Sacred Flame) + 30(WIS, No Shadow Blows) 1d10 rounds stunned((DC 71 Fort (20 + CON MOD + DvR) 18-20/x2

Unarmed Strike: +129/+129/+124/+119/+114 -- +129/+124/+119/+114 melee (12d6 + 40(STR) + 5 + 4d6 (Banestrike) + 1d6+15(Sacred Flame) + 30(WIS, No Shadow Blows) 1d10 rounds stunned((DC 71 Fort (20 + CON MOD + DvR) 18-20/x2

Flurry of Blows: +129/+129/+124/+119/+114 melee (12d6 + 40(STR) + 5 + 4d6 (Banestrike) + 1d6+15(Sacred Flame) + 30(WIS, No Shadow Blows) 1d10 rounds stunned((DC 71 Fort (20 + CON MOD + DvR) 18-20/x2
________________________________________ ______
Special Attacks:
Divine Blast (Mass) CHA +3/day 18d6 + 35d6((No Save) Ranged Touch Attack), Quivering Palm 1/week (DC 10 + 1/2 the monk’s level + the monk’s Wis modifier), Energy Burst(Sonic) 18d8 (DC 73 Fort(20 + CHA + 18) 180ft Radius,
________________________________________ ______
Monster of Legend Bonuses:
Damage: The damage inflicted by the base creatures’ natural weapons increase by one die step.
Breath Weapons: 1) Sonic(cone 30ft) 35d8 (DC 78 REF)
Virtual Class Features: 2) Lay on Hands and Turn Undead(PLD),3) "Superior Two-Weapon Fighting"(no -2 penalty for fighting with 2 weapons) and "Claws of The Beast"(add full strength bonus to attacks made with off-hand weapon)(Bloodclaw Master, Tome of Battle), 4-6)Dual Actions 6/day (BoVD, Thrall of Demogorgon (x3)), 7) "Sacred Flame"(1d6+WIS max. 1d6+15 to damage) and "No Shadow Blows" (Add WISmod to attack and damage rolls, Add WIS bonus for purposes of damage reduction) (Sacred Fist, Defenders of the Faith),
1-3) Fast healing (x3):95, 4) Immunity to Cold, Fire, and Electricity, 5) Preternatural Grace(Su): The monster of legend gains a deflection bonus to AC equal to its Charisma bonus and adds one-half its Charisma bonus as a resistance bonus to all its saves. 6) Regeneration (Ex): The monster of legend gains a regeneration score equal to one-quarter its hit dice, rounded to the closest multiple of 5. The monster of legend’s regeneration must be penetrable by 2 somewhat common sources, one physical and one magical (Acid and Obsidian) 7) Greater Damage (Increase damage dice 1 step)

Damage Reduction: 35/Epic and Wood
________________________________________ ______
Special Qualities:
Unarmed Strikes deal damage as; Natural and manufactured weapons, Epic magic, Silver, Good, Chaotic(Anarchic), Lawful(Axiomatic), Adamantine, Keen, Vorpal, +5, Slashing, Bludgeoning (loses Vorpal and enhanced threat range),
________________________________________ ______
Special Abilities:
Deflect Arrows, Exceptional Deflection, Infinite Deflection,

Always on Abilities:
Divin Aura (Ex): Resolve (DC 54 WILL) foes receive -4 morale penalty to attack rolls, saves, and checks
Allies receive +4 morale Bonus to Attack rolls, saves, and checks (18 mile Radius) Or Daze OR Fright
Divine Celerity: Effectively Hasted
Improved Evasion (Ex): A Monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion
Damage Reduction: DR 40/Epic and Adamantine((Slashing) must have been willingly used to commit suicide by 4 consecutive generations of people from the same family)) DR 35/Epic and Wood
Fast Healing: 95
Spell Resistance: 165
Divine Dodge: 68% miss Chance (Against any attack that might hit, including spells that affect an area)
Battlesense: Cannot be surprised or flanked except by a deity/cosmic entity that succeeds on an opposed rank check.Retain Dexterity bonus to Armor Class even if caught flat-footed or attacked by an invisible opponent, and is not subject to sneak attacks except by deities/cosmic entities that succeed on an opposed rank check.
________________________________________ ______
Monk Abilities and Special Qualities:
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC. In addition, a monk gains a +1 bonus to AC. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when she is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Unarmed Strike: A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would
Improved Evasion (Ex): AMonk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion
Slow Fall (Ex):
Fast Movement (Ex): 60ft
Ki Strike (Su): Epic magic, Silver, Good, Chaotic(Anarchic), Lawful(Axiomatic), and Adamantine.
Purity of Body (Ex): Amonk gains immunity to all diseases except for supernatural and magical diseases
Wholeness of Body (Su): A monk can heal his own wounds. He can heal a number of hit points of damage equal to twice his current monk level each day, and he can spread this healing out among several uses.
Diamond Body (Su): A monk gains immunity to poisons of all kinds.
Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.
Abundant Step (Su): Amonk can slip magically between spaces, as if using the spell dimension door, once per day. His caster level for this effect is one-half his monk level (rounded down).
________________________________________ ______
Feats:
Improved Unarmed Strike, Combat Reflexes, Cleave, Run, Power Attack, Two-weapon Fighting, Improved Grapple, Deflect Arrows, Improved Trip, Improved Sunder, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Great Cleave, Improved Natural Attack
Monster of Legend Template Bonus feats:

Epic Feats:
Hold The Line (SRD, DivineAbilitiesandFeats), Improved Ki-strike, Knock-Down (SRD, DivineAbilitiesandFeats), Great Charisma (x4), Epic Will, Epic Reflexes, Epic Fortitude, Great Strength x8, Penetrate Damage Reduction (Silver), Great Wisdom (x4)), Perfect Two-Weapon Fighting, Improved Initiative, Improved Combat Reflexes,Dire Charge, Great Constitution (x6)

Jack of all Trades (SRD, DivineAbilitiesandFeats): You can use any skill untrained, even those that normally require training (Ability Mod + 18 (DvR))
________________________________________ ______
Salient Divine Abilities:
Energy Burst. Divine Monk, Increased Spell Resistance (x4), Irreistable Blows, indomitable Strength, Divine Celerity, Divine Dodge, Annihilating Strike, Alter Form, Area Divine Shield, Divine Shield, Divine Weapon Mastery, Banestrike, Battlesense, Supreme Initiative,
Clear Sight, Free Move, Rejuvenation, Instant Counterspell, Divine Earth mastery, Increased Damage Reduction, Supreme Damage Reduction
Domains:
War, Strength, Earth
________________________________________ ______
Bonus Feats From Salient Divine Abilities:
Divine Monk: Axiomatic Strike, Exceptional Deflection, Infinite Deflection, Keen Strike, Reflect Arrows, Vorpal Strike
Divine Weapon Mastery: Weapon Focus, Weapon Specialization, Improved Critical
________________________________________ ______
SKILLS: (Raw points only, apply appropriate modifier + divine bonus)
Jack of all Trades (SRD, DivineAbilitiesandFeats): You can use any skill untrained, even those that normally require training (Ability Mod + 18 (DvR))

Climb 25(STR) Intimidate 73(CHA) Jump 70(STR) swim 43(STR) Balance 73(DEX) Concentration 60(CON) Diplomacy 25(CHA) Escape Artist 50(DEX) Knowledge(Arcana) 40(INT) knowledge(Religion) 40(INT) Listen 25(WIS) Perform(Singing) 60(CHA)
Sense Motive 25 Spot 60 Tumble 64
________________________________________ ______
Magic Items:
Manuals: Inherent +5 (DEX, STR, CON, WIS, INT, CHA)
Bracers of Relentless Might, Cloak of Epic Charisma +12, Headband of Epic Intellect +12, Boots of Epic Monks (DEX +12, WIS +12), Belt of Epic Resistance (Fort +10, REF +10, WILL +10), Gloves of Epic Natural Armor +15, Vest of Epic Armor +15, Freedom of Movement (ring), Ring of Mind-Blank,

________________________________________ ______
Ability Scores Explained:

Base Scores: STR 51 DEX 43 CON 45 INT 19 WIS 40 CHA 40
Inherent Bonus: +5 all scores
Divine Bonus: +10 DEX +8 CHA
From Levels: +6 STR,+5 WIS +5 CHA
Feats: +8 STR, +6 CON, +4 WIS, +4 CHA
Monster of Legend Template: +8 STR, +4 DEX, +8 CON, +4 INT, +4 WIS, +6 CHA
Magic Items: +12 All Stats




Let me know if you see anything that might need correcting.
fnord

04-29-07, 04:26 PM
Goro: Well done; I'm working on something similar. I look forward to seeing your attempt. Good Luck


Let me know if you see anything that might need correcting.

A greater deity is entitled to 6 domains, according Dicefreaks. Grab some more good ones (Travel and Luck are nice and fit thematically).

I think you have 25 SDAs, when you should only have 23. Also, you need Divine Fast Healing to take Rejuvenation.

I'm not sure the abilities of the Defenders of the Faith Sacred Fist would be allowed, with it being superseded by the Complete Divine version. Unless witch says it's OK, of course.

Your DR should be 45/whatever (40 from greater deity +5 from Increased Damage Reduction SDA).

I think double counted the divine bonus to ability scores, using 238 build points and then adding 18 points.
goro

04-29-07, 07:36 PM
A greater deity is entitled to 6 domains, according Dicefreaks. Grab some more good ones (Travel and Luck are nice and fit thematically).

I think you have 25 SDAs, when you should only have 23. Also, you need Divine Fast Healing to take Rejuvenation.

Can switch out domains for SDA's and SDA's for domains.

Your DR should be 45/whatever (40 from greater deity +5 from Increased Damage Reduction SDA).

Thanks, good catch.


I think double counted the divine bonus to ability scores, using 238 build points and then adding 18 points

I don't know how I messed that up.

I'm not sure the abilities of the Defenders of the Faith Sacred Fist would be allowed, with it being superseded by the Complete Divine version. Unless witch says it's OK, of course.

Damn, switched those out and changed them with cosmic descryer abilities.


Hannibal
Symbol: A lone man walking through a field strewn with bodies(after a battle).
Portfolio: God of Mercenaries, Soldiers, Landless Adventurers, vengence, vigilante justice, and Mage Killers(of other than good-aligned Summoners(Conjuration specialists).
Divine Rank: 18

16 Monk/49 Fighter/Monster of legend
Chaotic Good Medium Humanoid (Humanoid, Outsider, Good)

Hit Dice: 45d10 + 20d8 + 1575(2185)
Bab/Grapple: +31/+71
Initiative: +36 (+32 DEX, +4 Improved Initiative, Supreme Initiative)
Speed: 120ft (Biped) 160ft (Quadraped)
Armor Class: 217 (+96 Natural Armor Bonus, +18 DvR, +35 Deflection, +32 DEX, +28 WIS, +4 Monk Special)
Touch: 126 Flat Footed: 126
Space/Reach: 5ft/5ft
Abilities(see below for explanation of ability scores): STR: 90(+40) DEX: 74(+32) CON: 67(+28) INT: 35(+12) WIS: 66(+38) CHA: 80(+35)
Saves: Fort: 37(119) REF: 34(111) WILL: 34(111)
________________________________________ ______
Attacks: Unarmed Strikes deal damage as; Natural and manufactured weapons, Epic magic, Silver, Good, Chaotic(Anarchic), Lawful(Axiomatic), Adamantine, Keen, Vorpal, +5, Slashing, Bludgeoning (loses Vorpal and enhanced threat range),
Unarmed Strike +129 melee (12d6 + 40(STR) + 5 + 4d6 (Banestrike) 1d10 rounds stunned((DC 71 Fort (20 + CON MOD + DvR) 18-20/x2; or spell +97 melee touch or +91 ranged touch
Full Attacks:
Unarmed Strike: +129/+129/+124/+119/+114 melee (12d6 + 40(STR) + 5 + 4d6 (Banestrike) 1d10 rounds stunned((DC 71 Fort (20 + CON MOD + DvR) 18-20/x2

Unarmed Strike: +129/+129/+124/+119/+114 -- +129/+124/+119/+114 melee (12d6 + 40(STR) + 5 + 4d6 (Banestrike) 1d10 rounds stunned((DC 71 Fort (20 + CON MOD + DvR) 18-20/x2

Flurry of Blows: +129/+129/+124/+119/+114 melee (12d6 + 40(STR) + 5 + 4d6 (Banestrike) 1d10 rounds stunned((DC 71 Fort (20 + CON MOD + DvR) 18-20/x2
________________________________________ ______
Special Attacks:
Divine Blast (Mass) CHA +3/day 18d6 + 35d6((No Save) Ranged Touch Attack), Quivering Palm 1/week (DC 10 + 1/2 the monk’s level + the monk’s Wis modifier), Energy Burst(Sonic) 18d8 (DC 73 Fort(20 + CHA + 18) 180ft Radius, Can cast any domain granted spell as a spell-like ability at will: War, Earth, and Strength domains
________________________________________ ______
Monster of Legend Bonuses:
Damage: The damage inflicted by the base creatures’ natural weapons increase by one die step.
Breath Weapons: 1) Sonic(cone 30ft) 35d8 (DC 78 REF)
Virtual Class Features: 2) Lay on Hands and Turn Undead(PLD),3) "Superior Two-Weapon Fighting"(no -2 penalty for fighting with 2 weapons) and "Claws of The Beast"(add full strength bonus to attacks made with off-hand weapon)(Bloodclaw Master, Tome of Battle), 4-6)Dual Actions 6/day (BoVD, Thrall of Demogorgon (x3)), 7)
1-2) Fast healing (x2):71, 3) Immunity to Cold, Fire, and Electricity, 4) Preternatural Grace(Su): The monster of legend gains a deflection bonus to AC equal to its Charisma bonus and adds one-half its Charisma bonus as a resistance bonus to all its saves. 5) Regeneration (Ex): The monster of legend gains a regeneration score equal to one-quarter its hit dice, rounded to the closest multiple of 5. The monster of legend’s regeneration must be penetrable by 2 somewhat common sources, one physical and one magical (Acid and Obsidian) 6-7) Superior Planar Summoning +16 HD(Cosmic Descryer, SRD EpicPrestigeClasses)
Greater Damage (Increase damage dice 1 step)

Damage Reduction: 35/Epic and Wood
________________________________________ ______
Special Qualities:
Unarmed Strikes deal damage as; Natural and manufactured weapons, Epic magic, Silver, Good, Chaotic(Anarchic), Lawful(Axiomatic), Adamantine, Keen, Vorpal, +5, Slashing, Bludgeoning (loses Vorpal and enhanced threat range),
________________________________________ ______
Special Abilities:
Deflect Arrows, Exceptional Deflection, Infinite Deflection,

Always on Abilities:
Divin Aura (Ex): Resolve (DC 54 WILL) foes receive -4 morale penalty to attack rolls, saves, and checks
Allies receive +4 morale Bonus to Attack rolls, saves, and checks (18 mile Radius) Or Daze OR Fright
Divine Celerity: Effectively Hasted
Improved Evasion (Ex): A Monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion
Damage Reduction: DR 45/Epic and Adamantine((Slashing) must have been willingly used to commit suicide by 4 consecutive generations of people from the same family)) DR 35/Epic and Wood
Fast Healing: 108
Spell Resistance: 165
Divine Dodge: 68% miss Chance (Against any attack that might hit, including spells that affect an area)
Battlesense: Cannot be surprised or flanked except by a deity/cosmic entity that succeeds on an opposed rank check.Retain Dexterity bonus to Armor Class even if caught flat-footed or attacked by an invisible opponent, and is not subject to sneak attacks except by deities/cosmic entities that succeed on an opposed rank check.
________________________________________ ______
Monk Abilities and Special Qualities:
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC. In addition, a monk gains a +1 bonus to AC. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when she is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Unarmed Strike: A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would
Improved Evasion (Ex): AMonk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion
Slow Fall (Ex):
Fast Movement (Ex): 60ft
Ki Strike (Su): Epic magic, Silver, Good, Chaotic(Anarchic), Lawful(Axiomatic), and Adamantine.
Purity of Body (Ex): Amonk gains immunity to all diseases except for supernatural and magical diseases
Wholeness of Body (Su): A monk can heal his own wounds. He can heal a number of hit points of damage equal to twice his current monk level each day, and he can spread this healing out among several uses.
Diamond Body (Su): A monk gains immunity to poisons of all kinds.
Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.
Abundant Step (Su): Amonk can slip magically between spaces, as if using the spell dimension door, once per day. His caster level for this effect is one-half his monk level (rounded down).
________________________________________ ______
Feats:
Improved Unarmed Strike, Combat Reflexes, Cleave, Run, Power Attack, Two-weapon Fighting, Improved Grapple, Deflect Arrows, Improved Trip, Improved Sunder, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Great Cleave, Improved Natural Attack
Monster of Legend Template Bonus feats:

Epic Feats:
Hold The Line (SRD, DivineAbilitiesandFeats), Improved Ki-strike, Knock-Down (SRD, DivineAbilitiesandFeats), Great Charisma (x4), Epic Will, Epic Reflexes, Epic Fortitude, Great Strength x8, Penetrate Damage Reduction (Silver), Great Wisdom (x4)), Perfect Two-Weapon Fighting, Improved Initiative, Improved Combat Reflexes,Dire Charge, Great Constitution (x6)

Jack of all Trades (SRD, DivineAbilitiesandFeats): You can use any skill untrained, even those that normally require training (Ability Mod + 18 (DvR))
________________________________________ ______
Salient Divine Abilities:
Energy Burst. Divine Monk, Increased Spell Resistance (x4), Irreistable Blows, indomitable Strength, Divine Celerity, Divine Dodge, Annihilating Strike, Alter Form, Area Divine Shield, Divine Shield, Divine Weapon Mastery, Banestrike, Battlesense, Supreme Initiative,
Clear Sight, Free Move, Rejuvenation, Instant Counterspell, Divine Earth mastery, Increased Damage Reduction, Supreme Damage Reduction, Divine Fast Healing
Domains:
War, Strength, Earth
________________________________________ ______
Bonus Feats From Salient Divine Abilities:
Divine Monk: Axiomatic Strike, Exceptional Deflection, Infinite Deflection, Keen Strike, Reflect Arrows, Vorpal Strike
Divine Weapon Mastery: Weapon Focus, Weapon Specialization, Improved Critical
________________________________________ ______
SKILLS: (Raw points only, apply appropriate modifier + divine bonus)
Jack of all Trades (SRD, DivineAbilitiesandFeats): You can use any skill untrained, even those that normally require training (Ability Mod + 18 (DvR))

Climb 25(STR) Intimidate 73(CHA) Jump 70(STR) swim 43(STR) Balance 73(DEX) Concentration 60(CON) Diplomacy 25(CHA) Escape Artist 50(DEX) Knowledge(Arcana) 40(INT) knowledge(Religion) 40(INT) Listen 25(WIS) Perform(Singing) 60(CHA)
Sense Motive 25 Spot 60 Tumble 64
________________________________________ ______
Magic Items:
Manuals: Inherent +5 (DEX, STR, CON, WIS, INT, CHA)
Bracers of Relentless Might, Cloak of Epic Charisma +12, Headband of Epic Intellect +12, Boots of Epic Monks (DEX +12, WIS +12), Belt of Epic Resistance (Fort +10, REF +10, WILL +10), Gloves of Epic Natural Armor +15, Vest of Epic Armor +15, Freedom of Movement (ring), Ring of Mind-Blank,

________________________________________ ______
Ability Scores Explained:


Base Scores: STR 51 DEX 43 CON 45 INT 19 WIS 40 CHA 40
Inherent Bonus: +5 all scores
Divine Bonus: +10 DEX +8 CHA
From Levels: +6 STR,+5 WIS +5 CHA
Feats: +8 STR, +6 CON, +4 WIS, +4 CHA
Monster of Legend Template: +8 STR, +4 DEX, +8 CON, +4 INT, +4 WIS, +6 CHA
Magic Items: +12 All Stats


Okay, updated.
Geraturatu

04-29-07, 07:48 PM
With the point buy, are we supposed to get 238 points to spread among our stats? Not to sound odd or anything, but wouldn't that let us boost alot of our stats to max?
Tshern

04-29-07, 07:53 PM
Excuse me, maybe I have missed something utterly obvious, but could someone please issue me the link to the attempt thread? Help would be vastly appreciated, thanks.
Witch

04-29-07, 08:24 PM
http://boards1.wizards.com/showthread.php?t=831135 is the attempts thread.

Gerutartu: 238 isn't sufficient to hit the maximum, but it does allow you to raise your abilities very high, yes.
goro

04-29-07, 08:57 PM
Hey witch, when is diplominator supposed to get back? Can I run through it next?
Witch

04-29-07, 09:06 PM
If too many people end up waiting, I'll start another simultaneous thread. However, Bernat and Zelck are ahead of you, I believe.
goro

04-29-07, 09:16 PM
ok, maybe i'll start working on plan "B" incase the "Overwhelming power" plan doesn't work.


Witch, Do you know when DiceFreaks will be back up?
Witch

04-29-07, 09:19 PM
Unfortunately, I do not - I do suspect it's being worked on, however, as Serge is aware of the site being down.
goro

04-29-07, 09:24 PM
Is the server down, or are they moving the site?
Rikandur_Azebol

04-29-07, 11:46 PM
Goro, nay server is down. Were this site-movement it would be announced. I think. :)

Witch, I had an intuition seizure last fev days. The result is my, rather thought out, proposal for "DBZ style explosions" artifact:

1) It multiples all ranges and meansurable results of the warlock's invocations by his divine rank. Thus eldritch cone wouldn't be 30' long and 10' wide at the widest, but 540' long and 180' wide at the widest. And for numerical results it would add "Intensify Invocation" for all interested parties. Plus some other metamagic that fits flavor like Corrupt, Explosive, Twin and Violate.

2) It lets me to shoot everything within sight ignoring standard range maximums. Effectively it gives 18 miles of range for my eldritch blast. In addition half damage is divine in orgin. Plus some metamagic goodness for extra punch (see above).

Is OK such thing:

Ability Focus feat= +1 DC
Epic Ability Focus feat= +2 DC (stacks)
Divine Ability Focus SDA= +12 DC (stacks) ?

I wish for my Annihilating Strike to have extra punch and +15 DC seems like it. :D
Taeldrin Laesrash

04-30-07, 12:51 AM
The second is approved. I'll ponder over the first, and have some other people give their opinion, because it seems significantly more powerful. Note that neither should be Unique, but generic options.

Something about the first SDA bother you? I'll take it out.

BTW, Goro? What race is Hannibal? I can't find anything, but it says humanoid. Can a humanoid be a Monster of Legend?
goro

04-30-07, 01:14 AM
Can a humanoid be a Monster of Legend?

Should be able to be one, I don't see why not. But if need be I can Change it to another race.
Tshern

04-30-07, 05:58 AM
http://boards1.wizards.com/showthread.php?t=831135 is the attempts thread.

Gerutartu: 238 isn't sufficient to hit the maximum, but it does allow you to raise your abilities very high, yes.
Thanks, now I have again something interesting to read. I am way too unfamiliar with such high levels and lack adequate information about the Nine Hells, so I won't pe participating, but I wish everyone the best of luck in the challenge. And very nice work, Witch, you're having quite a burden and it's not always too easy ;)
fnord

04-30-07, 09:42 AM
Can I use Void Incarnate and Vile Deathstrike (along with the BoVD prerequisite) from the Epic Insights 3.5 Update (http://www.wizards.com/default.asp?x=dnd/ei/20030810a)?
Witch

04-30-07, 09:59 AM
Can I use Void Incarnate and Vile Deathstrike (along with the BoVD prerequisite) from the Epic Insights 3.5 Update (http://www.wizards.com/default.asp?x=dnd/ei/20030810a)?
Yes to the first.
Yes to the second as well, but it will only function on a succesful rank check.

Thanks, now I have again something interesting to read. I am way too unfamiliar with such high levels and lack adequate information about the Nine Hells, so I won't pe participating, but I wish everyone the best of luck in the challenge. And very nice work, Witch, you're having quite a burden and it's not always too easy ;)
Well, it's fun running the game, but checking over character sheets and answering questions is a lot of work, yes :)

Should be able to be one, I don't see why not. But if need be I can Change it to another race.
While the site is down, I can't check for sure, but I'm almost entirely certain that a humanoid cannot be a Monster of Legend.


1) It multiples all ranges and meansurable results of the warlock's invocations by his divine rank.
There will be no multiplications of range and measurable results. You can have it add range, but it will be more reasonable than what you're suggesting right now. Multiplication in D&D is a dangerous thing to toy with in items. Fixed rates are far more reasonable.
And for numerical results it would add "Intensify Invocation" for all interested parties.
You are aware that a Rod of Intensify will already cost about 2 million, and that's only thrice per day, right? Having it be continually active will require me to multiply that price by 50/3, which is 33 million only for that aspect already.

2) It lets me to shoot everything within sight ignoring standard range maximums. Effectively it gives 18 miles of range for my eldritch blast. In addition half damage is divine in orgin. Plus some metamagic goodness for extra punch (see above).
I'm intrigued as to why you want half your damage be divine in origin - most people want that because that makes the damage non resistable, but Eldritch Blast already can't be resisted.



Ability Focus feat= +1 DC
Ability Focus is a +2
Epic Ability Focus feat= +2 DC (stacks)
It can provide an additional +2, but it won't stack with itself.

Divine Ability Focus SDA= +12 DC (stacks) ?

Do you have any precedent for something similar?

Is the server down, or are they moving the site?
It's just down. It has to do with the previous provider not paying us a lot of attention, as we're moving soon.
goro

04-30-07, 10:24 AM
Monster of Legend
A monster of legend is a unique representative of its race imbued with a degree of power far beyond that possessed by ordinary members of its kind. Though monsters of legends do arise spontaneous every few centuries they are more likely to be empowered by a deity or powerful cosmic entity to perform an appointed task. These puissant creatures are often set to guard artifacts or planar portals.

Monsters of legend are fearsome opponents. They are faster, hardier, stronger, and possessed of a terrible cunning that far exceeds their normally encountered kin. All monsters of legend possess several unique abilities that set it apart from others of its kind, and even other monsters of legend.

CREATING A MONSTER OF LEGEND
“Monster of Legend” is an acquired template that can be added to any corporeal aberration, animal, fey, giant, magical beast, monstrous humanoid, or vermin (referred to hereafter as the base creature).

A monster of legend uses all the base creature’s statistics and abilities except as noted here. If the monster of legends type changes (in the case of animals and vermin) recalculate the creature’s Hit Dice, base attack bonus, saves, and skill points based in its new type.

Size and Type: Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged (but see Special Qualities, below).

Hit Dice: The base creature receives maximum hit points per hit die. Most monsters of legend are advanced to at least double the base creature’s hit dice.

Armor Class: The base creature’s natural armor class improves by its Constitution bonus.

Damage: The damage inflicted by the base creatures’ natural weapons increase by one die step.

Special Attacks: A monster of legend possesses one special attack from the list below, or one of the designers devising of equivalent power. A monster of legend gains 1 additional special attack OR special quality (see below) for every 10HD possesses (minimum 1).

Breath Weapon (Su): Every 1d6 rounds the monster of legend can breath may breath a line or cone of acid, cold, electricity, fire, or sonic energy that does 1d8 points of damage per 2HD of the monster of legend (Reflex save for half). The shape and type of energy damage the breath weapon deals must be chosen when the monster of legend is initially create and may not be changed later. The size of the line or cone is equal to what a dragon of equal size would produce.

Disease (Ex): All of the monster of legend’s natural attacks risk infecting any creature it strikes with disease of the monster of legends’ choosing (determined when the monster of legend is initially created). The save DC to resist infection is Constitution-based.

Energy Drain (Su): One of the monster of legend’s natural attacks (claws, talons, slam, bite, sting, ect.) inflicts 1 negative level for every 10HD the monster of legend possesses (minimum 1). The save DC to remove these negative levels in Constitution-based.

Poison (Ex): One of the monster of legends’ natural attacks (claws, talons, slam, bite, sting, ect.) inflicts a deadly poison. This poison inflicts 1d6 points of initial and secondary ability damage to the attribute of the monster of legends choice (determined when the monster of legend is initially created). The save DC to resist the poison is Constitution-based.

If this ability is selected a second time the ability damage inflicted by the poison becomes ability drain.

This ability can also be selected multiple times to increase the potency of the venom. Each time you select it the initial and secondary damage dice increase by 1 step and the DC to resist the poison increase by +1 (treat as a racial bonus).

Spellcasting (Ex): The monster of legend has the spells per day of a cleric, druid, sorcerer, or wizard equal to half its hit dice and an effective caster level equal to three-quarters of its hit dice.

Spell-like Abilities (Sp): The monster of legend gains its Hit Dice plus its Charisma modifier worth of spell levels it may use to improve existing spell-like abilities or purchase new ones. Spells of levels 0—4 may be used at will, spells of levels 5—7 may be used three times per day, and 8th and 9th level spells may only be used once a day. A monster of legend may not augment a spell or gain a spell-like ability that a sorcerer of equivalent level could not cast.

The monster of legend may increase the number of times per day it can use an existing spell-like ability by buying the ability a second time at the same cost in spell levels. Thus chain lightning bought initially for six spell levels and usable 3/day ability could be used at will by spending a total of twelve spell levels. Similarly, moment of prescience initially bought for eight spell levels and usable 1/day ability could be used 3/day by spending a total of sixteen spell levels. A monster of legend may not improve the number of uses for anyone spell-like ability it possesses more than once.

Virtual Class Features (Ex): A monster of legend can select two class features from any class, except for spellcasting ability. The monster of legend may use the selected class features as if were a member of that class whose level equals its hit dice. The monster of legend may also select feats that require levels in the class whose features it mimics. The abilities selected must be from same class.

Special Qualities: A monster of legend creature retains all the special qualities of the base creature and also gains the following qualities.
—Lowlight vision.
—Spell resistance equal to its Challenge Rating +14.
—A monster of legend is immune to aging, disintegration, polymorphing, petrifaction, or any other attack that alters its form. Any shape-altering powers the monster of legend might have still work normally on itself.
—Resistance to two types of energy and damage reduction (see the table below).


Code:
HD... ER DR
01–04 5. 5/magic or material
05–08 5. 5/magic
09–12 10 10/magic
13-16 15 10/magic and material
17-24 20 15/magic and material
25-34 25 20/magic and material
35-44 30 25/epic and material
45-54 35 30/epic and material
55-64 40 35/epic and material

The monster of legend may select any material from the following list: adamantine, cold iron, silver, steel, or wood. Alternately the monster of legend may select any alignment component that opposes its own.

If the base creature already has one or more of these special qualities, use the better value.

In addition to special qualities listed above a monster of legend possesses one special quality from the list below, or one of the designers devising of equivalent power. A monster of legend gains 1 additional special attack OR special quality for every 10HD it possesses (minimum 1).

Command Kind (Su): The monster of legend can rebuke, bolster, and command creatures of the same type (and subtype, if the monster of legend possesses one) as an evil cleric of equivalent level rebukes undead. The monster of legend can use this ability a number of times per day to 3 + its Charisma bonus.

Energy Aura (Ex): The monster of legend possesses an aura of acid, cold, electricity, fire, or sonic damage that inflicts 1d10 points of damage for every 10HD or fraction thereof it possesses. The aura has a radius equal to the monster of legend’s reach and there is no save to reduce the damage taken. A monster of legend is automatically immune to the same type of damage its energy aura deals.

Fast Healing (Ex): The monster of legend gains a fast healing score equal to one-half its hit dice, rounded to closed multiple of 5.

Spirit Beast (Su): The monster of legend lives on the Ethereal plane much like a ghost, although it is not undead. The monster of legend gains the incorporeal subtype, spirit subtype, and the manifestation ability of a ghost. A monster of legend that possesses this special quality treats its natural weapons as if they possessed the ghost-touch property.

Immunities (Ex): The monster of legend may select three immunities from the following list: ability damage and drain, cold, death effects, disease, electricity, fire, mind-altering effects, paralysis, poison, sleep, and stunning.

Preternatural Grace (Su): The monster of legend gains a deflection bonus to AC equal to its Charisma bonus and adds one-half its Charisma bonus as a resistance bonus to all its saves.

Regeneration (Ex): The monster of legend gains a regeneration score equal to one-quarter its hit dice, rounded to the closest multiple of 5. The monster of legend’s regeneration must be penetrable by 2 somewhat common sources, one physical and one magical.

Summon Kind (Sp): The monster of legend can summon others of its kind. The monster of legend can summon 1d4+1 creatures of the same type base creature. The monster of legend can use this ability once per day per 10HD or fraction thereof it possesses. The summon creatures obey the monster of legends commands unerringly for one hour and then return whence they came. If the monster of legend that has reached at least double normal HD advancement the creatures it summons possess 1.5 the normal HD, and if the monster of legend has reached maximum advancement the creatures it summons possess double the normal HD.

Saves: The monster of legend always uses the Good column when determining its base save bonuses.

Abilities: Strength +8, Dex +4, Constitution +8, Intelligence +4, Wisdom +4, Charisma +6. A base creature with an Intelligence or Charisma score of 3 or lower rolls 3d6 and then adds the appropriate modifier to determine its new base score. As unique individuals it is recommend the GM use the elite ability score array when designing a monster of legend.

Feats: A monster of legend may select any two feats it meets the prerequisites for as bonus feats.

Challenge Rating: 10HD or less as base creature +3; 11-20HD +4, 30HD or more +5.


I copied it before when the link was working. Damn, it says monsterous humanoid. I guess I'll have to find a monsterous humanoid race with a LA +0.
fnord

04-30-07, 10:56 AM
Even though it appears to work as written ("on all attack rolls, saves, and checks"), I'm going to guess that the Power of Luck SDA doesn't apply to rank checks.

I copied it before when the link was working. Damn, it says monsterous humanoid. I guess I'll have to find a monsterous humanoid race with a LA +0.
Killoren are 0 LA fey, Elan are 0 LA aberrations; these would work, if allowed.

I don't think there are any 0 LA monstrous humanoids; Goliaths are +1.
goro

04-30-07, 12:40 PM
I might be willing to trade a +1 - +2 LA if it gives me some good ability adjustments. Haven't had a chance to check them out yet.


Witch, Can we use creature advancements from savage species?
Rutibex

04-30-07, 10:31 PM
Witch, Can we use creature advancements from savage species?

But why? There's nothing in there that is greater than ECL 20 and you have to finish the progression before you take any class levels.
goro

04-30-07, 11:48 PM
But why? There's nothing in there that is greater than ECL 20 and you have to finish the progression before you take any class levels

Where does it say that?
goro

05-01-07, 12:13 AM
Contingent Gate
Conjuration
Spellcraft DC: 131
Components: V, S, XP
Casting Time: 100 Days, 10 Minutes, 1 Standard Action
Range: medium (100 ft. + 10 ft./level)
Duration: Instantaneous or concentration (up to 1 round/level);
Saving Throw: None
Spell Resistance: No
To Develop: 1,179,000; 24 Days; 47160 xp. Seed: Gate (+20 DC), Increase area by 10,000% (+400 DC), Contingent (+25 DC) (Mitigating Factors:) Additional Participants 2 9th level spell slots (-34 DC), Increase Casting Time 10 minutes (-20 DC), Increase Casting Time 100 Days (-200 DC), Burn 6000 XP During Casting (-60 DC)
This spell creates an interdimensional connection between your plane of existence and a plane you specify, allowing travel between those two planes in either direction The gate itself is a circular hoop or disk from 5 to 2000 feet in diameter (caster’s choice), oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional window looking into the plane you specified when casting the spell, and anyone or anything that moves through is shunted instantly to the other side.
A gate has a front and a back. Creatures moving through the gate from the front are transported to the other plane; creatures moving through it from the back are not.
Planar Travel: As a mode of planar travel, a gate spell functions much like a plane shift spell, except that the gate opens precisely at the point you desire (a creation effect). Deities and other beings who rule a planar realm can prevent a gate from opening in their presence or personal demesnes if they so desire. Travelers need not join hands with you—anyone who chooses to step through the portal is transported. A gate cannot be opened to another point on the same plane; the spell works only for interplanar travel.
You may hold the gate open only for a brief time (no more than 1 round per caster level), and you must concentrate on doing so, or else the interplanar connection is severed.


Hey witch, does this spell look ok?
Rikandur_Azebol

05-01-07, 12:47 AM
There will be no multiplications of range and measurable results. You can have it add range, but it will be more reasonable than what you're suggesting right now. Multiplication in D&D is a dangerous thing to toy with in items. Fixed rates are far more reasonable.

Thus, can I ADD range that would make it the same as if multiplied by said amount ? I wanted this to be something like Uber Mega [CENSORED] of an bump to all metric meansures of the Rik's Eldritch Blast. For example his Eldritch Spear would have 4750' range. Let's say it give +1700% to all size, range and similiar Blast Shape stuff.


You are aware that a Rod of Intensify will already cost about 2 million, and that's only thrice per day, right? Having it be continually active will require me to multiply that price by 50/3, which is 33 million only for that aspect already.

I'm cool with that ? Not to mention that it would take half real cost. As a Greater Deity I got free 30,000 XP/month for purpouses of crafting. Wich means that if I make something Wish utilising, I won't pay as much as other people. :D

Remember that I can create Epic spell "Midas's Touch". Wanna buy statue ? :P


I'm intrigued as to why you want half your damage be divine in origin - most people want that because that makes the damage non resistable, but Eldritch Blast already can't be resisted.

It was flavor thingie. Can discard it easily.


Ability Focus is a +2

My bad.


It can provide an additional +2, but it won't stack with itself.

Then if it doesn't stack it gives total of +4 DC ? Like Epix initiative ? ;)

Do you have any precedent for something similar?


Just a guideline I'm using, stolen from Upper_Krust, that Divine Ability should be no more powerful than 6 epic feats. Let me guess, by minimum force policy it should give overlapping +8 DC ?

I am not extacly cool with divine ability being "just" twice as strong as epic feat. But as DM You set guidelines and I will follow Your judgment.

-------------------------------------------------------------------------------------------

Goro, small advice about Your spell. Make it independant of planar links. Trust me.
Witch

05-01-07, 07:24 AM
Contingent Gate
Conjuration
Spellcraft DC: 131
Components: V, S, XP
Casting Time: 100 Days, 10 Minutes, 1 Standard Action
Range: medium (100 ft. + 10 ft./level)
Duration: Instantaneous or concentration (up to 1 round/level);
Saving Throw: None
Spell Resistance: No
To Develop: 1,179,000; 24 Days; 47160 xp. Seed: Gate (+20 DC), Increase area by 10,000% (+400 DC), Contingent (+25 DC) (Mitigating Factors:) Additional Participants 2 9th level spell slots (-34 DC), Increase Casting Time 10 minutes (-20 DC), Increase Casting Time 100 Days (-200 DC), Burn 6000 XP During Casting (-60 DC)
This spell creates an interdimensional connection between your plane of existence and a plane you specify, allowing travel between those two planes in either direction The gate itself is a circular hoop or disk from 5 to 2000 feet in diameter (caster’s choice), oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional window looking into the plane you specified when casting the spell, and anyone or anything that moves through is shunted instantly to the other side.
A gate has a front and a back. Creatures moving through the gate from the front are transported to the other plane; creatures moving through it from the back are not.
Planar Travel: As a mode of planar travel, a gate spell functions much like a plane shift spell, except that the gate opens precisely at the point you desire (a creation effect). Deities and other beings who rule a planar realm can prevent a gate from opening in their presence or personal demesnes if they so desire. Travelers need not join hands with you—anyone who chooses to step through the portal is transported. A gate cannot be opened to another point on the same plane; the spell works only for interplanar travel.
You may hold the gate open only for a brief time (no more than 1 round per caster level), and you must concentrate on doing so, or else the interplanar connection is severed.


Hey witch, does this spell look ok?
The gate seed has a starting DC of 30, not 20.
A contingent epic spell keeps filling one of your epic spell slots every day until it is triggered.

Thus, can I ADD range that would make it the same as if multiplied by said amount ? I wanted this to be something like Uber Mega [CENSORED] of an bump to all metric meansures of the Rik's Eldritch Blast. For example his Eldritch Spear would have 4750' range. Let's say it give +1700% to all size, range and similiar Blast Shape stuff.

Rik - could you please realize that Artifacts don't multiply everything you do by an extraordinary amount? The thing that you want is called Divine Blast, not Eldritch Blast.


I'm cool with that ? Not to mention that it would take half real cost. As a Greater Deity I got free 30,000 XP/month for purpouses of crafting. Wich means that if I make something Wish utilising, I won't pay as much as other people. :D

Remember that I can create Epic spell "Midas's Touch". Wanna buy statue ? :P
Do you fail to grasp the point of starting wealth? If you craft it, you lose XP and hence levels. An Epic Spell called "Midas' Touch" will not be allowed to give you infinite amounts of gold.



Just a guideline I'm using, stolen from Upper_Krust, that Divine Ability should be no more powerful than 6 epic feats.
I know Upper Krust's guideline. I simply think that a +12 to DC isn't accomplishable by any feat, because those feats don't stack. A +12 to DC is more than six times more powerful than the feat, because of the nature of saving throws.

Goro[/B], small advice about Your spell. Make it independant of planar links. Trust me.
Making a gate without using planar links is rather impossible.

Where does it say that?
In Savage Species.
goro

05-01-07, 09:58 AM
The gate seed has a starting DC of 30, not 20.


Ok, i'll fix that. And then the development cost.

A contingent epic spell keeps filling one of your epic spell slots every day until it is triggered.

Yeah, but with the extra casting time was easier to make it contingent and have it ready when I need it.

This is the first Epic spell i've made.

On an unrelated note, does anyone know where I can find designs for constructing a flying citadel? Which bokk(s) there are in?
Oathar Nethuzeda

05-01-07, 10:28 AM
<snip>
On an unrelated note, does anyone know where I can find designs for constructing a flying citadel? Which bokk(s) there are in?

In the Stronghold Builder's Guidebook.
askala3

05-01-07, 01:09 PM
@Goro: I think you have too many special attacks and special qualities from the DF Monster of Legend template. You get one of each base, plus for every ten HD you get one additional attack or quality. That and Witch may not like some of the Virtual Class features you have selected.

@Witch: I would like to know if a few things are allowed.
The Winged template (SS)?
Some form of Deflect Arrows requiring Weapon Focus as opposed to IUA (basically armed deflection as a feat)?
Since 4-6 epic feats is about what an SDA should be worth, would 8-12 regular feats be reasonable?
Witch

05-01-07, 01:20 PM
@Goro: I think you have too many special attacks and special qualities from the DF Monster of Legend template. You get one of each base, plus for every ten HD you get one additional attack or quality. That and Witch may not like some of the Virtual Class features you have selected.
Thanks for bringing this to my attention :) Goro: Virtual Class Features are meant to count only for base classes; adding prestige class abilities is frowned upon due to the fact that they're too specialized to generically add, in most cases.

@Witch: I would like to know if a few things are allowed.
The Winged template (SS)?
Some form of Deflect Arrows requiring Weapon Focus as opposed to IUA (basically armed deflection as a feat)?
Hmmm. Let me think about that for a while. I'm not utterly opposed to it, but I'd like to hear some argumentation as to why you think that WotC was wrong in limiting this to unarmed strikes only.

Since 4-6 epic feats is about what an SDA should be worth, would 8-12 regular feats be reasonable?
Personally, I'd rather see SDAs be more special than a number of regular feats, although I'll check out what the ability gives - if you grant that many feats, however, you should ensure that they all synergize to some degree.






In general: I notice a trend of commenting on other people's builds: I applaud this, for two reasons. For one, it saves me some work in that I don't need to find all explicit errors in a build. For second, I think that by helping eachother, you people stand a better chance. Though I have quite some ideas on what to do with Dispater, I find more and more that it is difficult to harm your characters directly in any way. Luckily, I have some tricks up my sleeves :)

I'm hoping Diplominator comes back soon. If he doesn't within three days, I'll pause his game and start a new one, depending on who's ready and present.
kreesteeyan

05-01-07, 01:39 PM
Some form of Deflect Arrows requiring Weapon Focus as opposed to IUA (basically armed deflection as a feat)?
Check this out. (http://www.wizards.com/default.asp?x=dnd/ei/20030215a) There is an epic feat there called Armed Deflection that allows to use weapon instead of unarmed strike when deflecting.
askala3

05-01-07, 02:01 PM
Check this out. (http://www.wizards.com/default.asp?x=dnd/ei/20030215a) There is an epic feat there called Armed Deflection that allows to use weapon instead of unarmed strike when deflecting.I knew I had seen that as a feat before! Thank you for the link kreesteeyan :D.

Witch, if it is okay with you I'd like to be able to take that feat (adjusted to 3.5). In my first post I had not meant to suggest that WotC was wrong to limit it to unarmed strikes, I merely was trying to get a version that I could use while armed.

Oh yes, the lots of feats as an SDA idea I think I'm going to can, while they would have been related I think I'm going to do a better pruning job dropping feats I can live without.

Finally, you mentioned that the Virtual Class feature ability was meant for Core class abilities only. Would we be able to take select PrC abilities (maybe at half rate) with approval? I ask because I'm looking at trying to take Improved/Supreme Power Attack from Frenzied Berzerker.
Witch

05-01-07, 02:06 PM
Witch, if it is okay with you I'd like to be able to take that feat (adjusted to 3.5).
Fine by me.


Finally, you mentioned that the Virtual Class feature ability was meant for Core class abilities only. Would we be able to take select PrC abilities (maybe at half rate) with approval? I ask because I'm looking at trying to take Improved/Supreme Power Attack from Frenzied Berzerker.
Due to the huge can of worms this would open up, I'm afraid I'll refrain from allowing this. I recommend just taking class levels in it.
askala3

05-01-07, 02:31 PM
Due to the huge can of worms this would open up, I'm afraid I'll refrain from allowing this. I recommend just taking class levels in it.Makes plenty of sense. I'll likely have more questions tomorrow (accursed work).
goro

05-01-07, 03:13 PM
@Goro: I think you have too many special attacks and special qualities from the DF Monster of Legend template. You get one of each base, plus for every ten HD you get one additional attack or quality. That and Witch may not like some of the Virtual Class features you have selected.

I was following the MoL template from dicefreaks.


Monster of Legend
A monster of legend is a unique representative of its race imbued with a degree of power far beyond that possessed by ordinary members of its kind. Though monsters of legends do arise spontaneous every few centuries they are more likely to be empowered by a deity or powerful cosmic entity to perform an appointed task. These puissant creatures are often set to guard artifacts or planar portals.

Monsters of legend are fearsome opponents. They are faster, hardier, stronger, and possessed of a terrible cunning that far exceeds their normally encountered kin. All monsters of legend possess several unique abilities that set it apart from others of its kind, and even other monsters of legend.

CREATING A MONSTER OF LEGEND
“Monster of Legend” is an acquired template that can be added to any corporeal aberration, animal, fey, giant, magical beast, monstrous humanoid, or vermin (referred to hereafter as the base creature).

A monster of legend uses all the base creature’s statistics and abilities except as noted here. If the monster of legends type changes (in the case of animals and vermin) recalculate the creature’s Hit Dice, base attack bonus, saves, and skill points based in its new type.

Size and Type: Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged (but see Special Qualities, below).

Hit Dice: The base creature receives maximum hit points per hit die. Most monsters of legend are advanced to at least double the base creature’s hit dice.

Armor Class: The base creature’s natural armor class improves by its Constitution bonus.

Damage: The damage inflicted by the base creatures’ natural weapons increase by one die step.

Special Attacks: A monster of legend possesses one special attack from the list below, or one of the designers devising of equivalent power. A monster of legend gains 1 additional special attack OR special quality (see below) for every 10HD possesses (minimum 1).

Breath Weapon (Su): Every 1d6 rounds the monster of legend can breath may breath a line or cone of acid, cold, electricity, fire, or sonic energy that does 1d8 points of damage per 2HD of the monster of legend (Reflex save for half). The shape and type of energy damage the breath weapon deals must be chosen when the monster of legend is initially create and may not be changed later. The size of the line or cone is equal to what a dragon of equal size would produce.

Disease (Ex): All of the monster of legend’s natural attacks risk infecting any creature it strikes with disease of the monster of legends’ choosing (determined when the monster of legend is initially created). The save DC to resist infection is Constitution-based.

Energy Drain (Su): One of the monster of legend’s natural attacks (claws, talons, slam, bite, sting, ect.) inflicts 1 negative level for every 10HD the monster of legend possesses (minimum 1). The save DC to remove these negative levels in Constitution-based.

Poison (Ex): One of the monster of legends’ natural attacks (claws, talons, slam, bite, sting, ect.) inflicts a deadly poison. This poison inflicts 1d6 points of initial and secondary ability damage to the attribute of the monster of legends choice (determined when the monster of legend is initially created). The save DC to resist the poison is Constitution-based.

If this ability is selected a second time the ability damage inflicted by the poison becomes ability drain.

This ability can also be selected multiple times to increase the potency of the venom. Each time you select it the initial and secondary damage dice increase by 1 step and the DC to resist the poison increase by +1 (treat as a racial bonus).

Spellcasting (Ex): The monster of legend has the spells per day of a cleric, druid, sorcerer, or wizard equal to half its hit dice and an effective caster level equal to three-quarters of its hit dice.

Spell-like Abilities (Sp): The monster of legend gains its Hit Dice plus its Charisma modifier worth of spell levels it may use to improve existing spell-like abilities or purchase new ones. Spells of levels 0—4 may be used at will, spells of levels 5—7 may be used three times per day, and 8th and 9th level spells may only be used once a day. A monster of legend may not augment a spell or gain a spell-like ability that a sorcerer of equivalent level could not cast.

The monster of legend may increase the number of times per day it can use an existing spell-like ability by buying the ability a second time at the same cost in spell levels. Thus chain lightning bought initially for six spell levels and usable 3/day ability could be used at will by spending a total of twelve spell levels. Similarly, moment of prescience initially bought for eight spell levels and usable 1/day ability could be used 3/day by spending a total of sixteen spell levels. A monster of legend may not improve the number of uses for anyone spell-like ability it possesses more than once.

Virtual Class Features (Ex): A monster of legend can select two class features from any class, except for spellcasting ability. The monster of legend may use the selected class features as if were a member of that class whose level equals its hit dice. The monster of legend may also select feats that require levels in the class whose features it mimics. The abilities selected must be from same class.

Special Qualities: A monster of legend creature retains all the special qualities of the base creature and also gains the following qualities.
—Lowlight vision.
—Spell resistance equal to its Challenge Rating +14.
—A monster of legend is immune to aging, disintegration, polymorphing, petrifaction, or any other attack that alters its form. Any shape-altering powers the monster of legend might have still work normally on itself.
—Resistance to two types of energy and damage reduction (see the table below).


Code:
HD... ER DR
01–04 5. 5/magic or material
05–08 5. 5/magic
09–12 10 10/magic
13-16 15 10/magic and material
17-24 20 15/magic and material
25-34 25 20/magic and material
35-44 30 25/epic and material
45-54 35 30/epic and material
55-64 40 35/epic and material

The monster of legend may select any material from the following list: adamantine, cold iron, silver, steel, or wood. Alternately the monster of legend may select any alignment component that opposes its own.

If the base creature already has one or more of these special qualities, use the better value.

In addition to special qualities listed above a monster of legend possesses one special quality from the list below, or one of the designers devising of equivalent power. A monster of legend gains 1 additional special attack OR special quality for every 10HD it possesses (minimum 1).

Command Kind (Su): The monster of legend can rebuke, bolster, and command creatures of the same type (and subtype, if the monster of legend possesses one) as an evil cleric of equivalent level rebukes undead. The monster of legend can use this ability a number of times per day to 3 + its Charisma bonus.

Energy Aura (Ex): The monster of legend possesses an aura of acid, cold, electricity, fire, or sonic damage that inflicts 1d10 points of damage for every 10HD or fraction thereof it possesses. The aura has a radius equal to the monster of legend’s reach and there is no save to reduce the damage taken. A monster of legend is automatically immune to the same type of damage its energy aura deals.

Fast Healing (Ex): The monster of legend gains a fast healing score equal to one-half its hit dice, rounded to closed multiple of 5.

Spirit Beast (Su): The monster of legend lives on the Ethereal plane much like a ghost, although it is not undead. The monster of legend gains the incorporeal subtype, spirit subtype, and the manifestation ability of a ghost. A monster of legend that possesses this special quality treats its natural weapons as if they possessed the ghost-touch property.

Immunities (Ex): The monster of legend may select three immunities from the following list: ability damage and drain, cold, death effects, disease, electricity, fire, mind-altering effects, paralysis, poison, sleep, and stunning.

Preternatural Grace (Su): The monster of legend gains a deflection bonus to AC equal to its Charisma bonus and adds one-half its Charisma bonus as a resistance bonus to all its saves.

Regeneration (Ex): The monster of legend gains a regeneration score equal to one-quarter its hit dice, rounded to the closest multiple of 5. The monster of legend’s regeneration must be penetrable by 2 somewhat common sources, one physical and one magical.

Summon Kind (Sp): The monster of legend can summon others of its kind. The monster of legend can summon 1d4+1 creatures of the same type base creature. The monster of legend can use this ability once per day per 10HD or fraction thereof it possesses. The summon creatures obey the monster of legends commands unerringly for one hour and then return whence they came. If the monster of legend that has reached at least double normal HD advancement the creatures it summons possess 1.5 the normal HD, and if the monster of legend has reached maximum advancement the creatures it summons possess double the normal HD.

Saves: The monster of legend always uses the Good column when determining its base save bonuses.

Abilities: Strength +8, Dex +4, Constitution +8, Intelligence +4, Wisdom +4, Charisma +6. A base creature with an Intelligence or Charisma score of 3 or lower rolls 3d6 and then adds the appropriate modifier to determine its new base score. As unique individuals it is recommend the GM use the elite ability score array when designing a monster of legend.

Feats: A monster of legend may select any two feats it meets the prerequisites for as bonus feats.

Challenge Rating: 10HD or less as base creature +3; 11-20HD +4, 30HD or more +5.


Virtual Class Features are meant to count only for base classes; adding prestige class abilities is frowned upon due to the fact that they're too specialized to generically add, in most cases.

OK, I'll change them. Do the classes from PHB II count as base classes or as prestige classes?
Witch

05-01-07, 03:18 PM
I was following the MoL template from dicefreaks.
So was he - note the "OR". I haven't counted yours, yet, but I'll just clarify that you get one of each for the first ten HD, and then only one (regardless of whether its quality or attack) for each additional 10 HD.
goro

05-01-07, 03:23 PM
Lmao, I was completely reading that wrong.
What about classes from PHB II?
Witch

05-01-07, 03:30 PM
That's no issue, as long as they're base classes.
goro

05-01-07, 03:50 PM
Does the spell resistance granted by being a deity stack with naturally occuring spell resistance such as that granted by a class feature or base template?
Witch

05-01-07, 03:58 PM
It overlaps, as by the default rules.
goro

05-01-07, 04:06 PM
Damn. Can I apply Divine Spell Resistance to either one, whichever is better.
goro

05-01-07, 04:22 PM
Hannibal
Symbol: A lone man walking through a field strewn with bodies(after a battle).
Portfolio: God of Mercenaries, Soldiers, Landless Adventurers, vengence, vigilante justice, and Mage Killers(of other than good-aligned Summoners(Conjuration specialists).
Divine Rank: 18

16 Monk/49 Fighter/Monster of legend
Chaotic Good Medium Humanoid (Humanoid, Outsider, Good)

Hit Dice: 45d10 + 20d8 + 1575(2185)
Bab/Grapple: +31/+71
Initiative: +36 (+32 DEX, +4 Improved Initiative, Supreme Initiative)
Speed: 120ft (Biped) 160ft (Quadraped)
Armor Class: 217 (+96 Natural Armor Bonus, +18 DvR, +35 Deflection, +32 DEX, +28 WIS, +4 Monk Special)
Touch: 126 Flat Footed: 126
Space/Reach: 5ft/5ft
Abilities(see below for explanation of ability scores): STR: 90(+40) DEX: 74(+32) CON: 67(+28) INT: 35(+12) WIS: 66(+38) CHA: 80(+35)
Saves: Fort: 37(114) REF: 34(111) WILL: 34(111)
________________________________________ ______
Attacks: Unarmed St/+rikes deal damage as; Natural and manufactured weapons, Epic magic, Silver, Good, Chaotic(Anarchic), Lawful(Axiomatic), Adamantine, Keen, Vorpal, +5, Slashing, Bludgeoning (loses Vorpal and enhanced threat range),
Unarmed Strike +99 melee (12d6 + 40(STR) + 5 + 4d6 (Banestrike) 1d10 rounds stunned((DC 71 Fort (20 + CON MOD + DvR) 18-20/x2; or spell +97 melee touch or +91 ranged touch
Full Attacks:
Unarmed Strike: +99/+99/+94/+89/+84 melee (12d6 + 40(STR) + 5 + 4d6 (Banestrike) 1d10 rounds stunned((DC 71 Fort (20 + CON MOD + DvR) 18-20/x2

Unarmed Strike: +97/+97/+92/+87/+82 melee Primary hand (12d6 + 40(STR) + 5 + 4d6 (Banestrike) 1d10 rounds stunned((DC 71 Fort (20 + CON MOD + DvR) 18-
20/x2
+92/+87/+82 melee off hand (12d6 + 20(STR) + 5 + 4d6 (Banestrike) 1d10 rounds stunned((DC 71 Fort (20 + CON MOD + DvR) 18-20/x2

Flurry of Blows: +99/+99/+99/+99/+94/+89/+84 melee (12d6 + 40(STR) + 5 + 4d6 (Banestrike) 1d10 rounds stunned((DC 71 Fort (20 + CON MOD + DvR) 18-20/x2
________________________________________ ______
Special Attacks:
Divine Blast (Mass) CHA +3/day 18d6 + 35d6((No Save) Ranged Touch Attack), Quivering Palm 1/week (DC 10 + 1/2 the monk’s level + the monk’s Wis modifier), Energy Burst(Sonic) 18d8 (DC 73 Fort(20 + CHA + 18) 180ft Radius, Can cast any domain granted spell as a spell-like ability at will: War, Earth, and Strength domains
________________________________________ ______
Monster of Legend Bonuses:
Damage: The damage inflicted by the base creatures’ natural weapons increase by one die step.
Breath Weapons: 1) Sonic(cone 30ft) 35d8 (DC 78 REF)
2) Lay on Hands and Turn Undead(PLD) 3) Immunity to Cold, Fire, and Electricity, 4) Preternatural Grace(Su): The monster of legend gains a deflection bonus to AC equal to its Charisma bonus and adds one-half its Charisma bonus as a resistance bonus to all its saves. 5-6) Fast healing 70 7) Energy Drain (Su): One of the monster of legend’s natural attacks (claws, talons, slam, bite, sting, ect.) inflicts 1 negative level for every 10HD the monster of legend possesses (minimum 1). The save DC to remove these negative levels in Constitution-based (Unarmed Strike)
Greater Damage (Increase damage dice 1 step)

Damage Reduction: 35/Epic and Wood
________________________________________ ______
Special Qualities:
Unarmed Strikes deal damage as; Natural and manufactured weapons, Epic magic, Silver, Good, Chaotic(Anarchic), Lawful(Axiomatic), Adamantine, Keen, Vorpal, +5, Slashing, Bludgeoning (loses Vorpal and enhanced threat range),
________________________________________ ______
Special Abilities:
Deflect Arrows, Exceptional Deflection, Infinite Deflection,

Always on Abilities:
Divin Aura (Ex): Resolve (DC 54 WILL) foes receive -4 morale penalty to attack rolls, saves, and checks
Allies receive +4 morale Bonus to Attack rolls, saves, and checks (18 mile Radius) Or Daze OR Fright
Divine Celerity: Effectively Hasted
Improved Evasion (Ex): A Monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion
Damage Reduction: DR 45/Epic and Adamantine((Slashing) must have been willingly used to commit suicide by 4 consecutive generations of people from the same family)) DR 35/Epic and Wood
Fast Healing: 108
Spell Resistance: 162
Divine Dodge: 68% miss Chance (Against any attack that might hit, including spells that affect an area)
Battlesense: Cannot be surprised or flanked except by a deity/cosmic entity that succeeds on an opposed rank check.Retain Dexterity bonus to Armor Class even if caught flat-footed or attacked by an invisible opponent, and is not subject to sneak attacks except by deities/cosmic entities that succeed on an opposed rank check.
________________________________________ ______
Monk Abilities and Special Qualities:
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC. In addition, a monk gains a +1 bonus to AC. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when she is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Unarmed Strike: A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would
Improved Evasion (Ex): AMonk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion
Slow Fall (Ex):
Fast Movement (Ex): 60ft
Ki Strike (Su): Epic magic, Silver, Good, Chaotic(Anarchic), Lawful(Axiomatic), and Adamantine.
Purity of Body (Ex): Amonk gains immunity to all diseases except for supernatural and magical diseases
Wholeness of Body (Su): A monk can heal his own wounds. He can heal a number of hit points of damage equal to twice his current monk level each day, and he can spread this healing out among several uses.
Diamond Body (Su): A monk gains immunity to poisons of all kinds.
Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.
Abundant Step (Su): Amonk can slip magically between spaces, as if using the spell dimension door, once per day. His caster level for this effect is one-half his monk level (rounded down).
________________________________________ ______
Feats:
Improved Unarmed Strike, Combat Reflexes, Cleave, Run, Power Attack, Two-weapon Fighting, Improved Grapple, Deflect Arrows, Improved Trip, Improved Sunder, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Great Cleave, Improved Natural Attack
Monster of Legend Template Bonus feats:
Spell Focus (Conjuration), Augment Summoning

Epic Feats:
Hold The Line (SRD, DivineAbilitiesandFeats), Improved Ki-strike, Knock-Down (SRD, DivineAbilitiesandFeats), Great Charisma (x4), Epic Will, Epic Reflexes, Epic Fortitude, Great Strength x8, Penetrate Damage Reduction (Silver), Great Wisdom (x4)), Perfect Two-Weapon Fighting, Improved Initiative, Improved Combat Reflexes,Dire Charge, Great Constitution (x6)

Jack of all Trades (SRD, DivineAbilitiesandFeats): You can use any skill untrained, even those that normally require training (Ability Mod + 18 (DvR))
________________________________________ ______
Salient Divine Abilities:
Energy Burst. Divine Monk, Increased Spell Resistance (x4), Irreistable Blows, indomitable Strength, Divine Celerity, Divine Dodge, Annihilating Strike, Alter Form, Area Divine Shield, Divine Shield, Divine Weapon Mastery, Banestrike, Battlesense, Supreme Initiative,
Clear Sight, Free Move, Rejuvenation, Instant Counterspell, Divine Earth mastery, Increased Damage Reduction, Supreme Damage Reduction, Divine Fast Healing
Domains:
War, Strength, Earth
________________________________________ ______
Bonus Feats From Salient Divine Abilities:
Divine Monk: Axiomatic Strike, Exceptional Deflection, Infinite Deflection, Keen Strike, Reflect Arrows, Vorpal Strike
Divine Weapon Mastery: Weapon Focus, Weapon Specialization, Improved Critical
________________________________________ ______
SKILLS: (Raw points only, apply appropriate modifier + divine bonus)
Jack of all Trades (SRD, DivineAbilitiesandFeats): You can use any skill untrained, even those that normally require training (Ability Mod + 18 (DvR))

Climb 25(STR) Intimidate 73(CHA) Jump 70(STR) swim 43(STR) Balance 73(DEX) Concentration 60(CON) Diplomacy 25(CHA) Escape Artist 50(DEX) Knowledge(Arcana) 40(INT) knowledge(Religion) 40(INT) Listen 25(WIS) Perform(Singing) 60(CHA)
Sense Motive 25 Spot 60 Tumble 64
________________________________________ ______
Magic Items:
Manuals: Inherent +5 (DEX, STR, CON, WIS, INT, CHA)
Bracers of Relentless Might, Cloak of Epic Charisma +12, Headband of Epic Intellect +12, Boots of Epic Monks (DEX +12, WIS +12), Belt of Epic Resistance (Fort +10, REF +10, WILL +10), Robe of Epic Natural Armor +15, Vest of Epic Armor +15, Freedom of Movement (ring), Ring of Mind-Blank,

________________________________________ ______
Ability Scores Explained:


Base Scores: STR 51 DEX 43 CON 45 INT 19 WIS 40 CHA 40
Inherent Bonus: +5 all scores
Divine Bonus: +10 DEX +8 CHA
From Levels: +6 STR,+5 WIS +5 CHA
Feats: +8 STR, +6 CON, +4 WIS, +4 CHA
Monster of Legend Template: +8 STR, +4 DEX, +8 CON, +4 INT, +4 WIS, +6 CHA
Magic Items: +12 All Stats


Do you see anything else that might need to be changed?
Diplominator

05-01-07, 07:10 PM
And, Diplominator is back. Sorry about the wait, guys.
Geraturatu

05-01-07, 07:32 PM
If we can't take abilities from anything other than base classes, then that ruins one of my favorite abilities! I was wanting to use massive swing on those crowds of enemies should I have to! Awww... Now I'm sad :weep:
spasheridan

05-01-07, 07:53 PM
I think 20d6 max damage from acid is the same as lava, and falling - right? nothing deals more than 20d damage, you just can't take any more than that because you don't have enough surface area to be hurt each round.

Then again, there are builds that punch for 24d + a bunch (or did I see punches at 48d + even more)

In any event, I think the demilich is not going to enjoy his swim.
Witch

05-01-07, 08:07 PM
It's ofcourse just normal water, but none of his special qualities list why the specific Dry Lich weakness would've gone away, so all water is treated as holy water for purposes of damage in this case.

Personally, I'm not sure if it's limited to 20 dice in all cases - acid's similar situation would suggest that vial -> complete immersion is a multiplication by 20, so that suggests 40d4, rather than 20d4.

Personally, I'm also an opponent to falling capping at 20d6, but aside from storytelling reasons in cases where it's irrelevant (i.e. Mentator's Artificer friend - if he didn't die, there'd just have been someone waiting for him where he landed), I follow official rules on this, for purposes of this challenge.
Phantom Llama

05-01-07, 08:20 PM
Personally, I'm also an opponent to falling capping at 20d6.

The cap presumably represents terminal velocity.
Witch

05-01-07, 08:21 PM
Could you give me a definition of that? ;)

By the way, you might want to check Selah's site, PL - there's some pictures you might enjoy.
Phantom Llama

05-01-07, 08:40 PM
Could you give me a definition of that? ;)
Terminal Velocity is the maximum speed a falling object will reach under gravity, at which the drag exerted by the air matches the force exerted by gravity. It's ~54m/s for a human in earth's atmosphere.

http://en.wikipedia.org/wiki/Terminal_velocity

By the way, you might want to check Selah's site, PL - there's some pictures you might enjoy.
Things have taken a turn for the awesome.
fnord

05-01-07, 09:55 PM
Acid immersion does 10d6/round; it's lava that does 20d6 (and does 2d6 on contact).
Corrosive acids deals 1d6 points of damage per round of exposure except in the case of total immersion (such as into a vat of acid), which deals 10d6 points of damage per round.
So holy water (effectively) immersion should do 20d4.

Which could take a while with Fast Healing 38.
NoldorForce

05-01-07, 11:40 PM
Falling damage caps at 20d6 if you're talking about a falling creature taking damage. The damage dealt by falling objects to creatures is uncapped with respect to weight. (There's still a separate 20d6 cap with respect to falling distance.)For each 200 pounds of an object’s weight, the object deals 1d6 points of damage, provided it falls at least 10 feet. Distance also comes into play, adding an additional 1d6 points of damage for every 10-foot increment it falls beyond the first (to a maximum of 20d6 points of damage).I suspect, however, that you (Witch) may want to put a cap on this; otherwise bizarre stuff occurs. Such as people Permanencying Shrink Item on boulders and maneuvering them over an opponent's head before uttering the unshrinking command word.
Rikandur_Azebol

05-01-07, 11:58 PM
Rik - could you please realize that Artifacts don't multiply everything you do by an extraordinary amount? The thing that you want is called Divine Blast, not Eldritch Blast.

I guess that You forbid such stuff, did I guessed right ? *raises eyebrow questioningly*
And Divine Blast "sucks", it isn't unlimited. ;)

So ... it leaves me back to a drawing board. Maybe You could tell me what is possible for a basic idea of "DBZ-like Explosions".

And limits on artifact creation. For currently I feel like walking over the minefield while blindfolded.


Do you fail to grasp the point of starting wealth? If you craft it, you lose XP and hence levels. An Epic Spell called "Midas' Touch" will not be allowed to give you infinite amounts of gold.

No. If I craft, by RAW from "DMG" I pay 70% of the price, unless i'm willing to burn XP. Then ... what would stop me from regaining XP after crafting ? There is also "Book of Vile Darkness" and "Book of Exalted Deeds" with rules that might explain crafting stuff without burning my XP-reserve.

Sorry, You just ticked me a little. And if You are going to enforce rules about XP costs VERY STRICTLY, first You have to establish ECL of a 18 DvR 70 HD deity. Then say, how much XP we got (if the rule that a deity have 30,000 free XP/month is obsolete) to work with.

And Epic Spell can give near infinite amount of gold. :rolleyes:
Just mimick Flesh to Stone but make it Flesh to Gold, what's difficult in crafting such spell ? :confused:

As I said before, I won't do that. But it is within grasp of all Epic casters.


I know Upper Krust's guideline. I simply think that a +12 to DC isn't accomplishable by any feat, because those feats don't stack. A +12 to DC is more than six times more powerful than the feat, because of the nature of saving throws.

Then, what do You deem an apporiate modifier ? I'm all ears, as a DM You got a final say. :)


Making a gate without using planar links is rather impossible.

Bah, use Transport Seed and it's modifiers. Epix Spell can overcame such silly things like being limited by planar links. :D

And could You please give me a link to Selah's site. :embarrass

EDIT: Nice trick with water. Wonder how our not so dry lich will deal with that. :)
Mysteris

05-02-07, 02:07 AM
Witch: Would the Thianium weapon NoldorForce brought up several pages ago be workable or not? I don't recall seeing an answer as to whether Thianium was allowable or not and it might influence the choice of weapon I'm designing for my character. Thank you, and thanks to NoldorForce for bringing it up. :)
Witch

05-02-07, 04:21 AM
Acid immersion does 10d6/round; it's lava that does 20d6 (and does 2d6 on contact).

So holy water (effectively) immersion should do 20d4.

Which could take a while with Fast Healing 38.
I stand corrected. It does negate most of his fast healing, this way, though.

Such as people Permanencying Shrink Item on boulders and maneuvering them over an opponent's head before uttering the unshrinking command word.
I really wonder how the people who devised Shrink Item thought.


And limits on artifact creation. For currently I feel like walking over the minefield while blindfolded.
Rik, the thing is that every time you hear the word artifact, you seem to get insane about it. Look at how most portable artifacts function, instead of trying to make one up that seems utterly implausible.



No. If I craft, by RAW from "DMG" I pay 70% of the price, unless i'm willing to burn XP. Then ... what would stop me from regaining XP after crafting ? There is also "Book of Vile Darkness" and "Book of Exalted Deeds" with rules that might explain crafting stuff without burning my XP-reserve.
Because in such a case, that is just free wealth. You can just say "oh, but I regained the XP already!". No, there will be no free wealth.

Sorry, You just ticked me a little. And if You are going to enforce rules about XP costs VERY STRICTLY, first You have to establish ECL of a 18 DvR 70 HD deity. Then say, how much XP we got (if the rule that a deity have 30,000 free XP/month is obsolete) to work with.
I'm not counting the deity template for ECL purposes.

And could You please give me a link to Selah's site. :embarrass

I PM'd it to you ages ago.

Witch: Would the Thianium weapon NoldorForce brought up several pages ago be workable or not? I don't recall seeing an answer as to whether Thianium was allowable or not and it might influence the choice of weapon I'm designing for my character. Thank you, and thanks to NoldorForce for bringing it up. :)
That was the soulstealing one from Complete Warrior, right? Yeah, that's allowed.
Aluroon

05-02-07, 08:31 AM
Sorry, You just ticked me a little. And if You are going to enforce rules about XP costs VERY STRICTLY, first You have to establish ECL of a 18 DvR 70 HD deity. Then say, how much XP we got (if the rule that a deity have 30,000 free XP/month is obsolete) to work with.

It would seem that he is giving you exp as 70th level characters (if your using a 70th level Deity).


And Epic Spell can give near infinite amount of gold.
Just mimick Flesh to Stone but make it Flesh to Gold, what's difficult in crafting such spell ?

As I said before, I won't do that. But it is within grasp of all Epic casters.

I think his problem was that you were implying you wanted it. On a side note no Dm is going to allow such a spell because it, you know, gives the player infinite amounts of gold.

Edit: Actually, scratch that last part, My DM would allow it, then watch you get hunted down for the secrets of the spell by anyone who might want infinite wealth... which is you know, like, everyone.
goro

05-02-07, 12:43 PM
The Lords of the Nine get bonus cosmic ranks for being in thier home realms, do divine beings get bonus ranks for being in thier home realms, wherever thoe home realms might happen to relocate to?
Aluroon

05-02-07, 01:07 PM
The Lords of the Nine get bonus cosmic ranks for being in thier home realms, do divine beings get bonus ranks for being in thier home realms, wherever thoe home realms might happen to relocate to?


Oh, oh, I can answer this one.

NO. Lords of the Nine bonus is a result of being a cosmic power at the source of your cosmic power. Deities get no such bonus in their divine realm.
Witch

05-02-07, 01:15 PM
Although a bit unsubtle, Aluroon has the right of it. The bonus cosmic ranks are specific to cosmic entities in their home layer.
goro

05-02-07, 01:39 PM
Unsubtle? It was more subtle than my extremely large Gate spell and flying Citadel.
goro

05-02-07, 01:42 PM
Is DiceFreaks still down? I need some material from HotA, and was wondering if they had posted some preview material yet.
askala3

05-02-07, 01:51 PM
Is DiceFreaks still down? I need some material from HotA, and was wondering if they had posted some preview material yet.Unfornunately it still is (as far as I can tell).

@Witch: This is the multi-feat SDA idea I was playing with (complete with a couple of my design notes)
Divine Weapon Supremacy
The deity’s ability with their favored weapon is unparalleled.
Prerequisities: Fighter 20th, War domain, Weapon Focus, Weapon Specialization
Benefit: The deity gains Epic Weapon Focus, Epic Weapon Specilization, Greater Weapon Focus, Greater Weapon Mastery (DF), Greater Weapon Specialization, High Weapon Mastery (DF), Melee Weapon Mastery, Weapon Mastery (DF), Weapon Supremacy as bonus feats for their favored weapon. Melee Weapon Mastery applies to the type of damage the deities favored weapon deals, picked at selection for weapons that can deal multiple types of damage.
Suggested Portfolio Elements: War
Design Notes: 2 epic feats +7 standard feats (3 from Dicefreaks). It is tempting to have this require Divine Weapon Focus and Divine Weapon Specilization. It is also tempting to add the appropriate feat from the Crushing Strike/Driving Attack/Slashing Fury set based on which Melee Weapon Mastery is gained. Maybe drop the 3 DF feats for Imp. Crit, WF, & WSpec and then require DWF & DWS…
Zelck

05-02-07, 02:17 PM
Hey guys, I'm still around, but I'm kind of busy doing stuff at the moment. You can use this chance to look over my sheet, Witch, and see if there's anything wrong with it ;).

One other thing though. Would I have to fulfill the conditions for summoning to use a summoning spell like the CoLtNG? It seems odd that in order for the good guys to kill the demon, they'd have to do some very evil acts.
The Serge7

05-02-07, 02:52 PM
Is DiceFreaks still down? I need some material from HotA, and was wondering if they had posted some preview material yet.

What sort of material are you looking for. I might be able to post it here or forward it to you if we have it.
goro

05-02-07, 02:59 PM
Some medium-high powered generals of the abyss that I might be able to bind or bribe to bring thier armies against the nine.

And if you know where I can find some stats on angelic, archonic, or celestial armies of similar strength that would be much appreciated.
fnord

05-02-07, 03:21 PM
If I use a deity with the Craft Artifacts SDA, all the items the deity starts with are assumed to be created, and thus have artifact traits, right?

Would the items of other members of the party also have artifact traits?
The Serge7

05-02-07, 03:29 PM
Some medium-high powered generals of the abyss that I might be able to bind or bribe to bring thier armies against the nine.

And if you know where I can find some stats on angelic, archonic, or celestial armies of similar strength that would be much appreciated.
We don't have much on this determined for Horrors and certainly very little for celestials that would balance out against Dispater.
goro

05-02-07, 03:50 PM
Ok, thanks anyways. I guess i'm just gonna have to make ome stuff up then. I just hate having to improve monsters, I don't know what additional special powers to grant them(spell-like abilities, special qualities, etc..).
Venenum

05-02-07, 03:56 PM
Please note i have not read all 15 pages, however, i would to ask which of the following books i can use are:

Expanded Psionics Handbook
Magic of Incarnum
Complete Psionics
Heros of Horror
Book of Vile Darkness
Unearthed Arcana : LA Buyoff Specificly.

Also Is it psionics magic transparencie or not.


I think thats all. Sorry for any Redundencies.
askala3

05-02-07, 04:20 PM
Please note i have not read all 15 pages, however, i would to ask which of the following books i can use are:Witch's first post (the start of the thread) contains the majority of what is allowed. :)

Of your list these are Allowed:
Expanded Psionics Handbook (it is in the SRD)
Complete Psionics (it is a Complete series book)
Heros of Horror (explicitly allowed)

You'll have to ask for these:
Magic of Incarnum
Book of Vile Darkness
Unearthed Arcana : LA Buyoff Specificly (I doubt this will be allowed, since Witch is already being nice and allowing a +5 LA)
Venenum

05-02-07, 04:50 PM
Witch's first post (the start of the thread) contains the majority of what is allowed. :)

Of your list these are Allowed:
Expanded Psionics Handbook (it is in the SRD)



:banghead: I read it , I read it.

Lapse of thinking sorry:(
Witch

05-02-07, 05:03 PM
Is DiceFreaks still down? I need some material from HotA, and was wondering if they had posted some preview material yet.
I have our teasers for HotA saved - relevant ones being the Demon Lord template, the Ravages rules, and the Ghoul King.

Hey guys, I'm still around, but I'm kind of busy doing stuff at the moment. You can use this chance to look over my sheet, Witch, and see if there's anything wrong with it ;).
Will get to it :D

One other thing though. Would I have to fulfill the conditions for summoning to use a summoning spell like the CoLtNG? It seems odd that in order for the good guys to kill the demon, they'd have to do some very evil acts.
They'd never answer a summoning if you summoned them any other way: they want to get summoned by people who they can corrupt, not people who want to kill them.


Unfornunately it still is (as far as I can tell).

@Witch: This is the multi-feat SDA idea I was playing with (complete with a couple of my design notes)
Divine Weapon Supremacy
The deity’s ability with their favored weapon is unparalleled.
Prerequisities: Fighter 20th, War domain, Weapon Focus, Weapon Specialization
Benefit: The deity gains Epic Weapon Focus, Epic Weapon Specilization, Greater Weapon Focus, Greater Weapon Mastery (DF), Greater Weapon Specialization, High Weapon Mastery (DF), Melee Weapon Mastery, Weapon Mastery (DF), Weapon Supremacy as bonus feats for their favored weapon. Melee Weapon Mastery applies to the type of damage the deities favored weapon deals, picked at selection for weapons that can deal multiple types of damage.
Suggested Portfolio Elements: War
Design Notes: 2 epic feats +7 standard feats (3 from Dicefreaks). It is tempting to have this require Divine Weapon Focus and Divine Weapon Specilization. It is also tempting to add the appropriate feat from the Crushing Strike/Driving Attack/Slashing Fury set based on which Melee Weapon Mastery is gained. Maybe drop the 3 DF feats for Imp. Crit, WF, & WSpec and then require DWF & DWS…

I'm going to recheck DF fighter feats (many of our PbP DMs seem to think them overpowered, so I'm not sure about allowing them yet) and Divine Abilities to see if it balances out.

Some medium-high powered generals of the abyss that I might be able to bind or bribe to bring thier armies against the nine.

I've got some submitted Atrocities here, that I've backed up. None of them are official though, all of them are member made.
If I use a deity with the Craft Artifacts SDA, all the items the deity starts with are assumed to be created, and thus have artifact traits, right?
Things that are worth being artifacts would be artifacts. If you're bringing an item that does nothing but give +12 Charisma, that wouldn't be an artifact.

Would the items of other members of the party also have artifact traits?
If it makes sense for their items to be artifacts. That is - has your deity spent ages equipping them with artifacts? Has he simply given them one artifact each as a reward? Etcetera.

:banghead: I read it , I read it.

Lapse of thinking sorry:(
You can use most of BoVD as well.
Taeldrin Laesrash

05-02-07, 08:30 PM
Few more questions:

No SR stacking from different sources, right?

How do you calculate the attack bonus for a touch spell, melee or ranged?
Witch

05-03-07, 12:27 AM
No SR stacking from different sources, right?
Nope - different sources overlap.

How do you calculate the attack bonus for a touch spell, melee or ranged?
Odd question - why do you ask? As normal. 1d20 + Str/Dex (respectively) + BAB + bonuses.
Rikandur_Azebol

05-03-07, 03:31 AM
Rik, the thing is that every time you hear the word artifact, you seem to get insane about it. Look at how most portable artifacts function, instead of trying to make one up that seems utterly implausible.

Insane ? Perhaps when You and I hear word artifact, we both hear different thing ? :mad:

I'm used to treat artifacts as ... something that is definition of "loophole". All I look upon is "does it fit flavor ?" and if I deem benefits too potent, I add drawbacks that will ensure that they aren't used casually.

Example of balanced artifact ?
"Hand of Doom" (from a module posted in "Magic and Sword" magazine, one of the first "non-fanzin" RPG magazines in Poland, and if memory serves it was rewritten from some english source and translated.)
Artifact, as is written, creates death ray. That kills (No discussions), if it hits.
Each "shot" takes loss of permament level.

I asked for "DBZ Explosions" style of artifact. You said that I can try to create one. And each note I post about how I imagine it working You shot-down. Thus, without knowing what effects it causes, how in Hell can I wind up with apporiate drawbacks that would serve as balance factor ?

For example if I make artifact:
"Final Flash gesture"
Efffect: Creates explosion that is 6 miles wide. Everything inside suffers 100d6 of divine damage, half after sucessful Reflex save (DC 66). Everything that fail Reflex save have to make Fortitude save against DC 66 or half the damage taken counts as HP loss regardless of resistances and/or regeneration.
Explosion benefits from the Exploding Spell metamagic feat, even as it isn't a spell itself and DC is 66.

Cost: Channelling such power isn't without a cost and user of the artifact suffers 200d6 backslash damage. If the user is protected from suffering it in any way, the artifact won't work properly and will explode in annihilating strike that will cause beforementioned explosion in 66 miles radius, and at the epicenter that will be 6 miles wide everything caught will have to pass Fortitude save DC 99 or be annihilated (as if Sphere of Destruction was used) and those sucessful suffer full effects of the explosion, as if they had failed the saves.

And go on. But to do what I might need first I have to check what You allow and what You don't. Unfortunately, I still don't know basis on wich You judge things. As we discovered many times before, our world-views are different enough that we have huge differences even in basics.

I imagine it to be the major issue.

Another artifact related questions:
1) Would You allow item that lets a person regain spells at the expense of HP ? If I remember well there is non-epic belt in "BoVD" that does just that.
Spell level squared in HP, if my memory isn't deceiving me.

If You disallow it in an item, can I make it an feat/Epic feat/SDA ?

2) Another note, how many feats can artifact grant ? My gut says that following U_K's guideline it should grant no more than 35 "epic feat" equivalents of "power". But that's just my thought.


Because in such a case, that is just free wealth. You can just say "oh, but I regained the XP already!". No, there will be no free wealth.

You did ignored my post partially. I said that I don't intent on abusing wealth rules. However shaky they might be.

I'm not counting the deity template for ECL purposes.

:confused:

Then I have to ask You to arbitrary assign crafting XP for those of us who wish to make their own items.

I PM'd it to you ages ago.

Black Ops ? :eek:

And, would You like to know all the ruckus behind my Deity ? Maybe if You'll know the reveleant flavor, You will understand what I try to accomplish and will propose things that won't offend Your taste as gravely as ideas I had proposed already.

For example what do You thing of such spells I created for Rik's human-self from before he became godling and was stuck up in the Abyss:

Rikandur's Force Cloak
Epic Conjuration

Spellcraft DC: 28
Casting Time: 10 minutes
Range: Touch
Target: Caster
Duration: 72 days
To Develop: 252,000 gp; 6 days; 10,080 XP.
Seeds: Armor (DC 14). Factors: +9 Armor increase (+90 DC), Increase Duration by 7100% (+142 DC), Dismissable by caster(+2 DC).
Mitigating Factors: Burn 20,000 XP (-200 DC), Increase casting time by 9 minutes(-18 DC), change target to personal (-2 DC).

Spell provides mage with a +10 deflection bonus to armor class, lasting 72 days unless caster dismisses the spell. His lifeforce seem to swirl around the mage like heat-waves knocking back the attacks of the enemies.

Rikandur's Experience of Viciousness
Epic Conjuration

Spellcraft DC: 28
Casting Time: 10 minutes
Range: Touch
Target: Caster
Duration: 17 days
To Develop: 252,000 gp; 6 days; 10,080 XP.
Seeds: Armor (DC 14). Factors: +9 Armor increase (+90 DC), Increase Duration by 7100% (+142 DC), Dismissable by caster(+2 DC).
Mitigating Factors: Burn 20,000 XP (-200 DC), Increase casting time by 9 minutes(-18 DC), change target to personal (-2 DC).

Spell provides mage with a +10 luck bonus to armor class, lasting 72 days unless caster dismisses the spell. His lifeforce seem to swirl around the mage like heat-waves predicting the attacks of the enemies.

Rikandur's Nailbreaker
Epic Abjuration

Spellcraft DC: 30
Casting Time: 10 minutes
Target: Caster
Duration: 15 days
To Develop: 270,000 gp; 6 days; 10,800 XP.
Seeds: Ward (DC 14). Factors: +95 Absorption increase (+190 DC), Increase Duration by 1400% (+28 DC), Dismissable by caster(+2 DC), protect against bludgeoning/slashing/piercing damage (+4 DC).
Mitigating Factors: Burn 20,000 XP (-200 DC), Increase casting time by 9 minutes(-18 DC), change target to personal (-2 DC).

Ki of the caster is forcibly put into his skin, creating shield against mundane damage that is nigh unpenetrable for majority of beings. Each round the spell absorbs 100 points of damage the caster would otherwise suffer from non-energy attacks.

Rikandur's Wound Licker
Epic Transmutation

Spellcraft DC: 43
Casting Time: 10 minutes
Target: Caster
Duration: 240 hours(10 days)
To Develop: 387,000 gp; 8 days; 15,480 XP.
Seeds: Fortify (DC 27). Factors: +50 Fast Healing increase (+200 DC), Increase Duration by 1100% (+22 DC).
Mitigating Factors: Burn 20,000 XP (-200 DC), Increase casting time by 9 minutes(-18 DC), change target to personal (-2 DC).

Spell increases replenishment rate of body's Ki at the expense of burning out some life force. It grants caster Fast Healing 51 for the duration.

Rikandur's Dragon Might
Epic Transmutation

Spellcraft DC: 45
Casting Time: 10 minutes
Target: Caster
Duration: 1240 hours (51 days and 16 hours)
To Develop: 405,000 gp; 9 days; 16,200 XP.
Seeds: Fortify (DC 17). Factors: Up to +12 ability score (+24 DC), Increase Duration by 6100% (+122 DC), Ability to choose at casting (Ad hoc +20).
Mitigating Factors: Burn 10,000 XP (-100 DC), change target to personal (-2 DC), maximum abilty score adjustment set at 70 physical and 60 mental (ad hoc -1 DC), increase casting time by 9 minutes(-18 DC).

This spell imbues the caster with the power of the furious dragons, blessing the caster with the might or wisdom at his desire. At the completion of the spell caster chooses ability score he posessess and gain +50 enchancement bonus to it, with maximum ability score of 70 in Str,Dex and Con and with 60 maximum total in Int, Wis and Cha. After all, Dragon's had their limits also.

Rikandur's Spellward
Epic Abjuration

Spellcraft DC: 30
Casting Time: 10 minutes
Range: Touch
Target: Caster
Duration: 16 days
To Develop: 270,000 gp; 6 days; 10,800 XP.
Seeds: Ward (DC 14). Factors: +9 spell levels to shield from (+180 DC), Increase Duration by 1500% (+30 DC), Dismissable by caster(+2 DC), +9 to difficulty of dispelling (+18 DC).
Mitigating Factors: Increase casting time by 9 minutes(-18 DC), Burn 20,000 XP (-200 DC), change target to personal (-2 DC).

Layer upon the layer of protective magic wrought by caster make him all but invurnearable to all hostile spells and effects up to 10 level. This potent defense can be brought down by targetted Dispel spell that suceeds in Dispelling check. Epic spells using targeted Destroy seed and Dispell seed can also affect the ward if sucessful in CL check. Caster benefits from +9 bonus to CL when targetted by dispelling effects, reflecting the cautious weaving of protective magics disturbing enemy's efforts.

Rikandur's Contemplative Mind
Epic Abjuration

Spellcraft DC: 30
Casting Time: 1 minute
Range: Touch
Target: Touched creature or object of 2,000 lb. or less
Duration: Forever.
To Develop: 270,000 gp; 6 days; 10,800 XP.
Seed: ward (DC 14). Factors: specific protections paralysis (ad hoc +6 DC), petrification (ad hoc +6 DC), stunning (ad hoc +6 DC); permament x5.
Mitigating factors: burn 13,000 XP (-130 DC).

Touched creature gains magical insight that mimick's true enlightment, gaining immunity to paralysis, petrification and stunning.

Rikandur's Esoteric Annoyance
Epic Abjuration

Spellcraft DC: 30
Casting Time: 10 minutes
Range: Touch
Target: Caster
Duration: 16 days
To Develop: 270,000 gp; 6 days; 10,800 XP.
Seeds: Ward (DC 14), Transform (21 DC). Factors: +20 spell to dispelling DC (ad hoc +40 DC), Increase Duration by 1500% (+30 DC), end dispell checks that fail to dispel this spell automatically (at hoc +4), specific ward against Disjunction (+16 DC), make spell tenacious as per feat (ad hoc +10), Dismissable by caster(+2 DC).
Mitigating Factors: Increase casting time by 9 minutes(-18 DC), Burn 8,500 XP (-85 DC), change target to personal (-2 DC).

This spell summons blessing of the chtonic dimensions, making difficult for the spellcasters to disturb Rikandur's magic, increasing DC for dispelling attempts of all Rik's magics by +20, and specifically warding against Disjunction spell. Spell, if dispelled, resets itself after d4 rounds. All spells that fail to bring down the Esoteric Annoyance first can't affect any other spell effects on the caster.

Rikandur's Watchful Granny
Epic Divination

Spellcraft DC: 60
Casting Time: 10 minutes
Range: Touch
Target: Caster
Duration: contingent then concentration
To Develop: 540,000 gp; 11 days; 21,600 XP.
Seeds: Reveal (DC 25), Foresee (17 DC).
Factors: Look hour into future (+17 DC), Contingent on trigger (+25 DC).
Mitigating Factors: Increase casting time by 9 minutes(-18 DC), Backslash 4d6 (-4 DC), change target to personal (-2 DC).

Once per 5 weeks, caster can cast this spell to leave watchful guardian over him, at the expense of lessened magical potence and some pain. Spell remains dormant, scanning the flows of time lazily until such conditions are met: Spell detects, ignoring all illusions and other such things that are bypassed by True Seeing, presence of a powerful being (within 6 HD of the spell's CL) that will became hostile to the caster. Inmediately at the hostile meeting, spell casts itself backward in time, warning caster an hour before actual meeting and showing him image of the enemy for as long as the caster concentrates, suffering 4d6 damage per round, that cannot be healed as long as he concentrates on the spell. Spell shows only enemy, and all auras surrounding him during the initial encounter.

Rikandur's Dim Mak
Epic Necromancy [Death]
Spellcraft DC: 30
Casting Time: swift action
Range: Touch
Target: Living creature
Duration: Instanteous
To Develop: 270,000 gp; 6 days; 10,800 XP.
Seeds: Slay (DC 25), Dispel (19 DC).
Factors: +90 to dispel check (+90 DC), Change target to Touch (+4 DC), Quickened Spell (+28 DC), +50 to saving throw DC (+100 DC), +50 to CL check to beat SR (+100 DC), +80 to maximum HD affected (+8 DC).
Mitigating Factors: Burn 20,000 XP (-200 DC), Backslash 100d6 (-100 DC).

This spell is so potent that it is said it can slay even gods. Caster invokes darkest powers of death while making an touch against the enemy. Enemy is first targetted with dispel effect +100, then have to make Fortitude saving throw against DC of 70 +caster's spellcasting modifier or die. If the enemy suceeds in his save, he still suffers 3d6+20 damage. Invoking such power is taxing on the caster, so he burns 20,000 XP and suffers 100d6 backslash damage, when baleful energies invoked burn trough his body and spirit. Spell affects single creature of up to 160 HD.

Rikandur's Breath of Eternity
Epic Evocation

Spellcraft DC: 66
Casting Time: 1 standard action
Range: 12,000'
Target: 1500' radius
Duration: Instanteous
Saving throw: Fortitude partial
Spell Resistance: Yes
To Develop: 594,000 gp; 12 days; 23,760 XP.
Seeds: Destroy (DC 29), Fortify (DC 17).
Factors: Change from target to area (+10 DC), Increase area by 7400% (+298 DC), Change area to 20' radius (+2 DC), reduce casting time to 1 round (+20 DC).
Mitigating Factors: Burn 20,000 XP (-200 DC), Backslash 100d6 (-100 DC).

"It is said that when Faithful Crusade assembled their troops at the Plains of Sorrow then Witcher decimated his enemies with one blasphemous spell. Our research confirms that he used two such spells to slaughter the army. So much knowledge perished during the Magecide."- High Diviner Relok Skoblane of the Hidden Council.

This spell enables mage to blast his enemies with powerful force, initially devised to decimate armies. Everything within radius of the spell suffer 20d6 untyped damage, and if reduced to -10 HP (or 0 HP in case of constructs and undead) is desintegrated as per spell of that name. For every living being slain by this spell, caster's current age category permamently increases by 1. Take note that repeated uses of this spell don't stack, and only higer score is applied. Thus if oneday mage kills hundred peasants with this spell, his age extends +100 years per age category. When another day he uses it to blast apart horde of 238 orcs, his age grows by total of 238, overlapping the benefits of the peasant's slaughter.

And his partial statblock (since I lost remaining notes):

Rikandur Azebol (CR 35)
Sorcerer 8/ex-Monk 2/Enlightened Fist 40
Chaotic Evil Humanoid (Human)

<IRREVELANT>


Spells:(6/11/11/11/10/10/10/10/9/9, Epic:5) CL 46,
Spells known:
0-Detect Poison, Detect Magic, Read Magic, No light, Ray Of Frost, Mage Hand, Prestidigitation, Ghost Sound,
Touch Of Fatigue;
1- Bestow Wound, Feather Fall, True Strike, Shield, Chill Touch;
2-Acid Arrow, Levitate, Misdirection, Wither Limb, Darkbolt;
3- Glimpses of Truth, Drown, Nondetection, Lighting Bolt;
4-Burning Blood, Wrack, Wall of Ice, Black Tentacles;
5- Stop Heart, Cone of Cold, Wall of Stone, Cloudkill;
6-Acid Fog, Disintegrate, False Sending;
7-Finger of Death, Fiendish Clarity, Greater Teleport;
8-Moment of Prescience, Horrid Wilting, Polymorph Any Object;
9-Mindrape, Wish, Iceberg;

<IRREVELANT>

Possessions: 38,500,000 gp (606,060 darkcraft gp and 363,636 darkcraft xp)

Inherent(Str+4,Dex+5,Con+4,Int+4,Wis+5,C ha+5) (742,500 gp) (SC)

Epic Monk's Belt (+9 virtual monk lvl's) (99,500 gp) (SC)

"Immortal Curse" ring of sustenance, periapt of wound closure and ring of adaptation in one, and of course Delay Death, 10 CL (268,500 gp) (SC)

Boots of Swiftness with continous Haste (256,000 gp)

Rod of Tenfoldly Excellent Magic, contains 20,000 XP reserve (14,300,000 gp) (SC)

Rod of Tenfoldly Excellent Magic, contains 20,000 XP reserve (14,300,000 gp) (SC)

Vestment +1 of Soulfire, Transmutation proof and Heavy Fortification, Glamered (1,442,700 gp)

Psionic Crown of Prescience: Offensive, Preckognition: Defensive, Preckognition: Offensive, +30 Use Psionic Device, (Manifester Level 48, Power Points 2400)

Gem of Improvisation/at will (CL 50)

Permament spells and effects (Trough Wishes, scrolls and power stones):
Touchsight(augumented to 120'), Foresight, True Seeing, Detect Invisibility, Tongues, Magic Aura(no magic), Curse Weapon(Unarmed), Ironguard, All Energy Immunities, Born of Three Thunders Acidsheath (Half lighting/half sonic), Greater Magic Fang(Unarmed), Haste.

Also Rik tends to have constantly active Moment of Prescience and Improvisation. In case of defeat ... have (Mindblanked) Stasis Clone ready with Sequester Ring donned, as well as his items have contingency that will transport them to living Rikandur trough "Return Soul's Treasure" spells, since if Rikandur dies, all his stuff disintegrates instantly (contingent "Soul's Treasure Lost" spells).

Aluroon, Your DM's attiude is the one I tend to use. I call it "living gameworld". :D
My PC's wanted to got Ring of Infinite Wishes ? They did mini campaign to create it ... overpaid for it, I admit. :P
And they just about everyone wanted to take it from them ! And they decided that destruction is the only safe way. And they discovered that it is intelligent artifact after failed destruction attempt. :schemes:
Taeldrin Laesrash

05-03-07, 09:16 AM
Nope - different sources overlap.


Odd question - why do you ask? As normal. 1d20 + Str/Dex (respectively) + BAB + bonuses.

I never really knew; thought there was something special to add on.
Geraturatu

05-03-07, 06:17 PM
If I can only select abilities from base classes, that means I can't have Shadow Jump or Massive Swing! Oh the pain!!

Oh well, I'll just have to find other abilities to go in there place...But that won't keep me from feeling sad.
Geraturatu

05-03-07, 06:41 PM
For the monk's speed increase, what is the speed increase for large maonks?
Venenum

05-03-07, 08:13 PM
Say i become a lich other undead, that means i have more points to spend on all other abilities, or should i put a minimum amount of points in to those no longer existing stats?
Rikandur_Azebol

05-04-07, 12:04 AM
Say i become a lich other undead, that means i have more points to spend on all other abilities, or should i put a minimum amount of points in to those no longer existing stats?

I belive the latter to be truest (But that's just my opinion). Minimum could be from 3 to 10, depending on DM's allowance.

Diplomator, I think I know what happens to Ye. But ... wouldn't it be simpler to just chew the crates ? Will Your skeleton godling eat up the rhyming devil ? ;)
Witch

05-04-07, 09:35 AM
Say i become a lich other undead, that means i have more points to spend on all other abilities, or should i put a minimum amount of points in to those no longer existing stats?
You need a minimum, because you need to have actually become a lich, first. A mimimum that makes sense is 8, the same minimum as ordinary pointbuy.


For the monk's speed increase, what is the speed increase for large maonks?
Why would there be a difference?


Rikandur: I will get to your post later - but I suggest you actually reread it first and edit it, after seeing just what you are asking for, and what you are responding indignantly at. You are one of the few people here asking for unreasonable things, and getting worked up if they're denied, while you're supposed to be familiar with Dicefreaks' design philosophy.
Phantom Llama

05-04-07, 10:15 AM
Those must be very thin indeed, if he can get through walls of force and not them.
RAW, you can't use Escape Artist to pass through a space smaller than 1/8th of an inch square. Since a Wall of Force is a magical effect all bets are off when dealing with it.
MageOfDancingDragons

05-04-07, 10:22 AM
Wow I hope that one of you succeeds. I read all 15 pages! This seems like it will require all the ingenuity of you people working together. I suggest using multiple party members.

And in the Epic level handbook it says that you can pass trough a wall of force by making a DC 120 Escape Artist Check
askala3

05-04-07, 01:09 PM
Wow I hope that one of you succeeds. I read all 15 pages! This seems like it will require all the ingenuity of you people working together. I suggest using multiple party members.Unfortunately, to keep Dispater dead the person who kills him must succeed on a rank check so attackers need a DvR 18 char to reliably kill him good.
Permanent destruction takes place only if the creature is slain on the appropriate layer of the appropriate plane (eg. Graz’zt can be destroyed on Azzagrat, the 45th, 46th, and 47th layers of The Abyss; Mephistopheles may be destroyed only in Cania, Eighth of the Nine Hells of Perdition), and only if the attacker succeeds in a rank check against the fiend.We are allowed to use Avatars and Proxies, which would be our best bet (why aren't more people doing this?).

And in the Epic level handbook it says that you can pass trough a wall of force by making a DC 120 Escape Artist CheckSadly, it is easier to go through a Wall of Force than it is to go through some screens…

Onto part of Witch vs. Rik "discussion"… The only way I think a magic using character should get any EXP to burn at all is if they give up their allowed +5 LA or actual levels. Giving anything more would be an advantage to magic using builds over combat builds, which I do not want to see. The best offer I think I would make would be lose all of the "free" +5 LA and gain somewhere in the 175k EXP range (under 50% the exp needed to gain levels 71-75). Any more EXP would have to come from level loss.
That being said, Witch is the rule maker for this, if you cannot accept his rules then sit out quietly please.
Kord's Boon

05-04-07, 01:42 PM
This may sound kind of silly, but can the spell seed: transform be used on a mass of metal to alter its density without damaging its hardness or hp total. That is, can I make the metal naturally buoyant in air and no longer dependant on magic to maintain altitude, and if not, then at least reduce the weight enough that hydrogen or helium could be employed to lift it?

The laws of physics say no, but I figure with epic spells involved it’s at least worth asking.
Venenum

05-04-07, 03:06 PM
SEcondly as for having not read all 15 pages. what is the maximum ecl for a drv 18 deity not hitdice but Ecl.
shanizar

05-04-07, 05:24 PM
I must say that I find it strange that Diplomator can't squeeze through that raster in the form of an insect with an epic escape artist check... DC 80 is to squeeze through 0,125 inches for a fine creature, and his check would probably let him squeeze through even smaller spaces... If the holes were any smaller, not much water would be able to come through after all...
Geraturatu

05-04-07, 05:54 PM
Why would there be a difference?

There's a diffrence due to the epic monk's entry stating that the small monk's speed bonus goes up by 5 when the medium goes up by 10. I was wondering if the Large monk's speed would go up by 15 or 20 in place of the Medium ones.
Phantom Llama

05-04-07, 06:05 PM
I must say that I find it strange that Diplomator can't squeeze through that raster in the form of an insect with an epic escape artist check... DC 80 is to squeeze through 0,125 inches for a fine creature, and his check would probably let him squeeze through even smaller spaces... If the holes were any smaller, not much water would be able to come through after all...
The smaller you make the holes, the more of them you can put in. What we're looking at here is more like a fine seive than a grate.

And the Escape Artist skill doesn't scale any further upwards than the 0.125 inch thing, so Witch is playing by the rules. Blame the people who wrote the ELH and their failure to produce a sensibly scaling system in the skills chapter.

As for how it works, I always envisioned it as deforming and contorting your body similarly to an octopus passing through a pipe, including your bones which you can make flexible at this level of control over your body. Normal escape artistry involves contortion and dislocation, this is the quasi-logical extension.
Frobojoe

05-04-07, 06:12 PM
The smaller you make the holes, the more of them you can put in. What we're looking at here is more like a fine seive than a grate.

And the Escape Artist skill doesn't scale any further upwards than the 0.125 inch thing, so Witch is playing by the rules. Blame the people who wrote the ELH and their failure to produce a sensibly scaling system in the skills chapter.

As for how it works, I always envisioned it as deforming and contorting your body similarly to an octopus passing through a pipe, including your bones which you can make flexible at this level of control over your body. Normal escape artistry involves contortion and dislocation, this is the quasi-logical extension.
Yeah, but..... you can squeeze through a wall of force. If you can pass through a flat plane, it should be trivial to squeeze through something with actual holes in it.
Taeldrin Laesrash

05-04-07, 06:14 PM
We are allowed to use Avatars and Proxies, which would be our best bet (why aren't more people doing this?).

DF proxies don't get DvR. Avatars don't have enough of a rank check bonus to keep Dispater dead.
Phantom Llama

05-04-07, 06:24 PM
Yeah, but..... you can squeeze through a wall of force. If you can pass through a flat plane, it should be trivial to squeeze through something with actual holes in it.
But a Wall of Force isn't just a flat plane. It's a magical forcefield. There's no required equivalency between it and normal matter.

Note that the DC 120 effect does not allow you to pass through solid objects. Only force effects.
fnord

05-04-07, 06:33 PM
We are allowed to use Avatars and Proxies, which would be our best bet (why aren't more people doing this?).
And the Possess Mortal SDA. I plan to use that, when I get around to finishing my build up. It takes a long time to build a good 70 hit die, DVR 18 god, and then 3 more ECL 50 mortals with proxy/possessed adjustments. And I have exams :(.

SEcondly as for having not read all 15 pages. what is the maximum ecl for a drv 18 deity not hitdice but Ecl.
You have 70 hit dice to play with, and +5 LA free, so if you use at least +5 LA, you can have a ECL 75 character.

Non-deities are limited to ECL 50.

If I have time, I'll go through and summarize the major rulings. But, see above about exams.



I must say that I find it strange that Diplomator can't squeeze through that raster in the form of an insect with an epic escape artist check... DC 80 is to squeeze through 0,125 inches for a fine creature, and his check would probably let him squeeze through even smaller spaces... If the holes were any smaller, not much water would be able to come through after all...
To achieve a fill rate of ~7 feet/sec with 2 inch long, 0.1 inch wide rasters requires less than a psi of pressure (less than 3 feet of water providing the driving pressure). With, say, 100 feet of water providing pressure, that fill rate could be achieved through 0.02 inch rasters.

The limit would probably be the strength of the material, not the driving force. And that can be enhanced.
Witch

05-04-07, 07:46 PM
This may sound kind of silly, but can the spell seed: transform be used on a mass of metal to alter its density without damaging its hardness or hp total. That is, can I make the metal naturally buoyant in air and no longer dependant on magic to maintain altitude, and if not, then at least reduce the weight enough that hydrogen or helium could be employed to lift it?

The laws of physics say no, but I figure with epic spells involved it’s at least worth asking.
It could be made permanent, not instantaneous. There's no such thing as nonmagical flying buildings :)

SEcondly as for having not read all 15 pages. what is the maximum ecl for a drv 18 deity not hitdice but Ecl.
This was answered above.
I must say that I find it strange that Diplomator can't squeeze through that raster in the form of an insect with an epic escape artist check... DC 80 is to squeeze through 0,125 inches for a fine creature, and his check would probably let him squeeze through even smaller spaces... If the holes were any smaller, not much water would be able to come through after all...
An Escape Artist check wasn't even mentioned. Aside from that, responses are valid.

There's a diffrence due to the epic monk's entry stating that the small monk's speed bonus goes up by 5 when the medium goes up by 10. I was wondering if the Large monk's speed would go up by 15 or 20 in place of the Medium ones.
I don't see any such thing in the SRD (which is where you'll find the official 3.5 Epic Monk).
Phantom Llama

05-04-07, 08:13 PM
An Escape Artist check wasn't even mentioned.
Er, yes it was. OOC, post #37 in the attempts thread.

Not that it would necessarily have helped, as we have discussed.
Witch

05-04-07, 08:18 PM
Ah yes, granted - even then, it wasn't rolled, however :) But yeah, the rest remains true.
Diplominator

05-04-07, 08:49 PM
Yeah, I guess I was still sorta thinking you would be rolling and hiding the results. No big deal.


Ugh, I'm running out of ideas. Still, if Venyx dies (which is looking more and more likely), he'll just reform in a few weeks. Then I can remake the items to be continuous, not command-activated, and see if that works. In theory, that should give me a nondisjoinable planar bubble and ghostform, both of which will be quite useful.

So, this is a scouting run. Unless something bad happens.
Witch

05-04-07, 08:51 PM
Ugh, I'm running out of ideas. Still, if Venyx dies (which is looking more and more likely), he'll just reform in a few weeks.
Such counts as a loss for the challenge, however. I know you'll reform - but you'll only get to try again after other people have taken their turns, though :)
Diplominator

05-04-07, 09:07 PM
Such counts as a loss for the challenge, however. I know you'll reform - but you'll only get to try again after other people have taken their turns, though :)

That's what I figured. :rolleyes: How long is the waiting list now?
Geraturatu

05-04-07, 09:10 PM
I was going with the normal ELH. sorry for any inconvieniance.
Venenum

05-04-07, 09:21 PM
So witch if i use the SDA's to create an artifact would one that lets me spend power points to increase Save DCs of powers along with other bonuses or some thing along that effect. The aformentioned ability seems kinda cheesey.
fnord

05-04-07, 10:27 PM
if Venyx dies (which is looking more and more likely)
With your fast healing, it will take quite a while for the water to kill you, even with immersion.
Zelck

05-04-07, 10:36 PM
A few concerns with my character:

1) He has burned a lot of XP through crafting and epic spell research. A rough calculation puts it at 668,945 XP burned, plus some more for the cohort's items. That may seem like a lot, but that's not even half of the XP required to go from level 70 to level 71. The formula to go to level n from level n-1 is 500*(n)*(n-1). To go from level 70 to 71, you need 2,485,000 XP, and 2,415,000 is required to go from level 69 to level 70. The amount of XP I've burned is only about 30% of the amount required to go from level 69 to level 70. If you really insist, though, I'll drop him down to ECL 69, although that would be a huge pain in the butt to revert him down a level X(.

2) I'd really like to get a price on a Rod of Excellent Magic (http://www.d20srd.org/srd/epic/magicItems/rods.htm#excellentMagic), only without the item crafting benefit but with 3,500 XP. One possible formula is 16250 * 10 (epic) * (XP/1000)^2, which puts one of these things at 1,990,625 gold. Does that sound OK?

EDIT: I'd also like to get access to a magical version of Metafaculty somehow, except one that can bypass epic spells and effects as well. Should I make it an epic spell, or can I research it as a 9th level spell?
Diplominator

05-04-07, 10:50 PM
With your fast healing, it will take quite a while for the water to kill you, even with immersion.

True. But, if brute force can't get him out of the box, it will eventually kill him. If it can get him out, or the water can be evaporated, Dispater will have to come up with something other than traps. I think it will be a while before he comes himself, but I doubt anything else in Dis can get rid of Venyx. It'll be interesting, and it's possible he can break the iron. His check was in the 40s-60s, and the break DC is 30 normally. I don't think this is normal iron, but if the threat of the water can be mitigated Venyx can wait it out. In the meantime, the Power of Nature and Mass Life and Death SDAs can guarantee that Venyx is something that needs to be dealt with.
Frobojoe

05-05-07, 12:05 AM
But a Wall of Force isn't just a flat plane. It's a magical forcefield. There's no required equivalency between it and normal matter.

Note that the DC 120 effect does not allow you to pass through solid objects. Only force effects.

Basically what I'm saying is that it's weird and doesn't really make too much sense from a non-rules standpoint.
askala3

05-05-07, 01:08 AM
1) He has burned a lot of XP through crafting and epic spell research. A rough calculation puts it at 668,945 XP burned, plus some more for the cohort's items. That may seem like a lot, but that's not even half of the XP required to go from level 70 to level 71. The formula to go to level n from level n-1 is 500*(n)*(n-1). Umm, that's the equation to get the total exp for a level (from 1st). To go from level n to level (n+1) you need n * 1,000 exp. Using 669k exp from the level 70 char would drop you all the way to level 59 (ECL 75 would drop to ECL 65).

DF proxies don't get DvR. Avatars don't have enough of a rank check bonus to keep Dispater dead.Yes, good point. I had meant that since you only have DvR 18 to use you should put it all on one character and use proxies or avatars to spread the power.
Zelck

05-05-07, 01:15 AM
Umm, that's the equation to get the total exp for a level (from 1st). To go from level n to level (n+1) you need n * 1,000 exp. Using 669k exp from the level 70 char would drop you all the way to level 59 (ECL 75 would drop to ECL 65).
Oh shoot, you're right X(. Darn it! Looks like I'll have to lose some epic spells, or reduce their DCs. Alternatively, what about using Create Object to create magic items? It doesn't seem like that uses up XP...

EDIT: You know, that's really lame. 69000 XP, or basically dropping down to level 69, only buys 191 Spellcraft DC worth of epic spells. That's not a lot of epic spells; my 190+ spellcraft check result feels rather wasted now. In an ordinary campaign, this would be spread out over time where more XP can be gained to counteract the losses, but here it's a lump sum hit.

Heck, crafting the artifact for myself is going to push me over the limit too. Not cool. The item creation feats are pretty much worthless now :(.
Rikandur_Azebol

05-05-07, 02:44 AM
Onto part of Witch vs. Rik "discussion"… The only way I think a magic using character should get any EXP to burn at all is if they give up their allowed +5 LA or actual levels. Giving anything more would be an advantage to magic using builds over combat builds, which I do not want to see. The best offer I think I would make would be lose all of the "free" +5 LA and gain somewhere in the 175k EXP range (under 50% the exp needed to gain levels 71-75). Any more EXP would have to come from level loss.
That being said, Witch is the rule maker for this, if you cannot accept his rules then sit out quietly please.

Askala3, I think that this is, finally, an idea. But ... Witch didn't told a thing about these. He just keeps saying that this is wrong/bad/etc.
DF design philosophy is what I'm trying to emulate, by the way, to make my Challenger capable of crap I did with him during actual gaming 16 years ago.

In short:
Guy was induced in ~150 years long event called "Magewars" wich turned into "Oblivion" event that lasted ~200 years and ended when all gods of the world were killed. (Not by Rik, but he belives so and was one of people who triggered the event.)

During the end of "Oblivion" Rik ened up in Abyss due to accident with multidimensional weapons used one against the other. There he was, killing demons, when last gods were dying.

Mandate of Destruction was passed on him. And while the world was recovering from near-apocalypse, Rik was rampaging madly trough Abyss destroying everything in his patch. It took him years to regain a bit of sense, and trough ~1000 years he managed to destroy three layers of Abyss and to Seal off the Mandate of Destruction at the price of his magic powers. And to escape Abyss into the planes and back to his world.

There for fev hundreds of years he was wandering the worlds, enjoying life and seeking for more permament solution to his "divine problem". Warlock powers was what he got when his Seal started weakening.

Then first Iron Siege happened. Devils killed him, being overconfidient in his anonymity in planar struggles, and imprisoned half of his soul-Seal in a gem. Rest was scattered trough the Abyss ... where different fates befell the pieces. Some rose as demons, other reincarnated and yet different ones were destroyed ... for example.

Destruction of the Seal reawoke Mandate, and Rikandur the Destroyer resurfaced. *snaps his fingers*

Now, I'm trying to emulate this level of power ... by proposing things to Witch.
He shots down them, wich is his DM's right, but when I ask him for limits and/or guidelines ... he avoids definitive anservs. This is what irritiates me, not disallowance of this or that.
I understand that my persistence is received badly by Witch, but I need to have clear view of the game so I won't make the same mistakes that led to my defeat in first Iron Siege. It wouldn't be so bad if not for the Seal's destruction (Wich were, by way it was done, blantant abuse of my character).

Witch, if You don't like something in things I propose just say so.

:ayyyy!: And here is another question, in regard to XP for item-crafting, "Fiendish Codex I: Hordes of the Abyss" got this spell that allows draining of "power" from a demon to halve XP cost of magic item crafting.

Zeleck, maybe You should try some mitigating factors ? Like XP-cost reducing stuff and feats.
Zelck

05-05-07, 03:10 AM
Zeleck, maybe You should try some mitigating factors ? Like XP-cost reducing stuff and feats.
There's no second 'e' ;).

Well, some of the spells can't be mitigated much further because they're supposed to be combat-cast. The others, like the stat boosters, I didn't want to make too cheesy. But 191 DC worth of epic spells is really low, no matter how you slice it.
Witch

05-05-07, 06:36 AM
That's what I figured. :rolleyes: How long is the waiting list now?
I'd need to recheck, but I believe it includes Bernat, Zelck and Goro (did anyone else have a (semi-)finished character yet?)
So witch if i use the SDA's to create an artifact would one that lets me spend power points to increase Save DCs of powers along with other bonuses or some thing along that effect. The aformentioned ability seems kinda cheesey.
With a limit? Sure - e.g. one that allows you to increase the save DC by up to 5, by spending 2 power points per increase.


2) I'd really like to get a price on a Rod of Excellent Magic (http://www.d20srd.org/srd/epic/magicItems/rods.htm#excellentMagic), only without the item crafting benefit but with 3,500 XP. One possible formula is 16250 * 10 (epic) * (XP/1000)^2, which puts one of these things at 1,990,625 gold. Does that sound OK?

Rik, you had Glab make you an improved Rod of Excellent Magic, right? Could you tell me the maths he used for that?

EDIT: I'd also like to get access to a magical version of Metafaculty somehow, except one that can bypass epic spells and effects as well. Should I make it an epic spell, or can I research it as a 9th level spell?
You can as a 9th level spell, though it wouldn't have specific access to anything beyond what the psionic version could do.

It'll be interesting, and it's possible he can break the iron. His check was in the 40s-60s, and the break DC is 30 normally. I don't think this is normal iron
It's normal iron - but there's a lot of it :P


Rikandur:
What part of "Half your soul is in the possession of Merorem the Darkwind and the other half is spread all across the Abyss" do you fail to see? Your character is dead. You are not reawakened: this is another character. Merorem's gem is fine and not destroyed.
Venenum

05-05-07, 07:07 AM
With a limit? Sure - e.g. one that allows you to increase the save DC by up to 5, by spending 2 power points per increase.





Sure i know that that was my original formula but what would you say for game balence the maximum upper limit is. Can i create a cieling higher Say 15, or even 20.

Also can i using aoutomatic metamagic SDAs give my character metapsionics instead.
Mysteris

05-05-07, 07:26 AM
Okay, at long last, here is my entry for the contest. I hope she's workable! Please forgive any errors in the stats as I'm no math whiz and this is my first time making a character solo. :)

Appearance (true form): Mirienemi (Meer-e-en-ah-mi) appears as the translucent image of a slender yet well-curved pixie maiden in the bloom of youth, standing a mere two inches tall. A shimmering curtain of royal-blue hair sprinkled with glittering stars frames a pale, delicate, heart-shaped face. She has very large, tiptilted eyes that are ever-shifting in color and convey an impression of unfathomable timelessness quite at odds with her usual quirky grin. Her butterfly-like wings are made of shimmering rainbow light. When not arrayed for battle, she can usually be seen twirling and dancing barefoot in a flowing dress that flatters her curves and spins through spectrums of light and color too fast for the eye to follow. Her veils of prismatic light often make for dramatic flare when she appears to her followers, as do the tiny golden bells she wears attached to her wrists and ankles.

Personality: A flighty, mercurial, kind-hearted goddess who foresees the future and intervenes in seemingly whimsical ways to change the future for what she perceives to be the greatest good. Her followers range from charity workers for the poor to agents provocateur sent to stir up trouble and prevent or overthrow stagnation and tyranny wherever they find it.

Known as the Dancer of Time and Fate among many other titles, Mirienemi uses her insights into time and the destinies of mortals to try to aid them out of a boundless sense of charity. She cares little for the long-term consequences of her actions save that they help others, and she despises restrictions and limitations. Although she makes her home in the Blessed Fields of Elysium, Mirienemi is a wild spirit at heart, and cheerfully dances across the planes, searching for the new and exciting. This endless curiosity is what fuels her ongoing interest in how magic, the mind, and the individual will influence reality.

Portfolio: Time, Fate, Chaos, Freedom, Mentalism, Magic, Luck, Hope

Symbol: A pixie maiden dancing against a rainbow backdrop.

Favored Weapon: Longbow.

Alignment of worshippers allowed: Chaotic Good, Neutral Good

Environment: Utopia's Embrace (Divine Realm), on Amoria in The Blessed Fields of Elysium



Name: Mirienemi

Race: Greater Deity (Divine Rank 18)

Type: Fey, Outsider, Incorporeal

Level: 70

Class: Pixie (+4 LA), Sorcerer 8, Cleric 11, Nomad 5, Initiate of the Sevenfold Veil 7, Mystic Theurge 10, Fatespinner 5, Cerebremancer 10, Psion Uncarnate 10

Size: Fine

Alignment: Chaotic Good

Strength-60 (+25 mod)
Dexterity-70 (+30 mod)
Constitution-70 (+30 mod)
Intelligence-54 (+22 mod)
Wisdom-54 (+22 mod)
Charisma-54 (+22 mod)

(All racial bonuses/penalties as well as natural ability increases from gaining levels have been factored in, as well as the effects of stat-boosting items).

Speed (land): 120 ft. Speed (fly): 420 ft. (perfect)

HP: 70d8+30 (2,660 hp)
AC: 124 (+30 Dex, +18 Divine, +34 Natural Armor, +22 deflection, +8 size, +1 Haste, +1 Pixie bonus, +1 Parrying weapon)
Touch AC: 91
Flatfooted AC: 94

Space: 1/2 ft

Weight: Insubstantial

Reach: 0 ft.

Base Attack Bonus: 100 (30 from the combined BAB of all classes and prestige classes, +70 from HD, Secondary Attack: 73, Melee: 121, Ranged: 130

Full Attack: +24 Dread (Evil Outsiders), Bane (Aberrations), Transmuting, Speed, Fiercebane (Aberrations), Psychokinetic, Ghost Touch, Impedance, Blessed, Parrying, Lucky, Magebane Longbow +130/+130/+130/+73/+68/+63 (26 arrows per attack) +24 bonus gained via the fact that she does not wear armor or shield, adding +2 to her weapon bonus. (24d8, +1d4 force normally; add 2d6 vs. Aberrations and +4d6 vs. evil outsiders).

Fort Save: 81 (21+Con mod, Parrying, Resistance, Cloak of Resistance, and Divine bonus)
Reflex Save: 77 (17+Dex mod, Parrying, Resistance, Cloak of Resistance, and Divine bonus)
Will Save: 97 (45+Wis mod, Parrying, Resistance, Cloak of Resistance, and Divine bonus)

Initiative: 34 (always goes first due to Supreme Initative)

Cleric Domains she grants to followers: Time, Fate, Luck, Liberation, Magic, Force, Celerity, Travel, Portal, Mysticism

Spell-like abilities usuable at will: Entropic Shield, Aid, Protection From Energy, Freedom of Movement, Break Enchantment, Mislead, Spell Turning, Moment of Prescience, Miracle, Nystul's Magic Aura, Identify, Dispel Magic, Imbue with Spell Ability, Spell Resistance, Antimagic Field, Protection from Spells, Mordenkainen's Disjunction, Longstrider, Locate Object, Fly, Dimension Door, Teleport, Find the Path, Greater Teleport, Phase Door, Astral Projection, Expeditious Retreat, Cat's Grace, Blur, Haste, Tree Stride, Wind Walk, Mass Cat's Grace, Greater Blink, Time Stop, True Strike, Augury, Bestow Curse, Status, Mark of Justice, Geas/Quest, Vision, Mind Blank, Foresight, Mage Armor, Magic Missile, Blast of Force, Otiluke's Resilient Sphere, Wall of Force, Repulsion, Forcecage, Otiluke's Telekinetic Sphere, Bigby's Crushing Hand, Omen of Peril, Undetectable Alignment, Rage, Greater Dispel Magic, Refuge, Unbinding, Divine Favor, Spiritual Weapon, Lesser Visage of the Deity, Righteous Might, Visage of the Deity, Holy Word, Holy Aura, Greater Visage of the Deity, Summon Monster I, Analyze Portal, Dimensional Anchor, Banishment, Etherealness, Maze, Gate, Gentle Repose, Permanency, Contingency, Legend Lore, Foresight, Greater Plane Shift.

Spell-like abilities once per day: Lesser Confusion, Dancing Lights, Detect Chaos, Detect Good, Detect Law, Detect Evil, Detect Thoughts, Entangle, Permanent Image (visual and auditory elements only), Polymorph (self only).

Feats: Greater Spell Focus (Abjuration), Skill Focus (Spellcraft), Psionic Body, Point Blank Shot, Fell Shot, Epic Spellcasting, Extra Spell, Still Spell, Eschew Materials, Empower Spell, Maximize Spell, Intensify Spell, Ignore Material Components, Automatic Still Spell (x2), Rapid Metamagic, Silent Spell, Quicken Spell, Multispell, Rapid Shot, Manyshot, Improved Manyshot, Epic Skill Focus (Spellcraft), Improved Spell Capacity, Psionic Meditation

Bonus Feats (from SDA's, racial/template bonuses, and domains): Dodge (Pixie bonus feat), Improved Initiative (Time Domain), Spell Focus: all schools (SDA: Divine Spellcasting), Improved Combat Casting (SDA: Divine Spellcasting), Epic Counterspell (SDA: Instant Counterspelling), Combat Archery, Distant Shot, Swarm of Arrows, Uncanny Accuracy (SDA: Divine Archery)

Special Abilities: Uncanny Dodge (granted from Fate domain), Can detect portals as normal secret doors (from Portal domain), Use scrolls, wands, and other devices with spell trigger or spell activation as a 10th-level cleric (Magic Domain), Can move freely regardless of impeding effects up to a total of 24 rounds per day; can reroll one failed save against a charm, compulsion, or fear effect (Liberation domain), Can channel power to give self a +24 luck bonus on saving throws once per day (Mysticism domain), Can reroll any damage roll and take the better of the two rolls once per day (Force Domain), Land speed +10 (Celerity domain), Psionics, Epic Spellcasting, Turn Undead 11/day

Special Qualities: Fey traits, incorporeal traits, outsider traits, DR 10/cold iron (Pixie base), DR 45/Epic, Wooden, Neutral Evil (from SDA: Increased Damage Reduction), Greater invisibility, SR 125 (Pixies gain SR equal to 15 + class levels, augmented with the Increased Spell Resistance SDA), Low-light vision, Darkvision (60 ft.), +1 Natural Armor Bonus, Divine Aura, Immunity to fire, electricity, and acid damage, Resistance 38/electricity, Regeneration 114, Permanent Resistance, Greater Deity level resistances, immunities, abilities, and bonuses.

Salient Divine Abilities: Extra Domain, Extra Domain, Extra Domain, Extra Domain, Instant Counterspell, Eldritch Knowledge (Sorcery), Energy Immunity (Electricity), Automatic Metamagic (Maximize Spell), Divine Archery, Divine Fast Healing (SDA taken three times), Divine Celerity, Divine Dodge, Divine Blast (25/day), Automatic Metamagic (Quicken Spell-like abilities), Divine Spellcasting, Increased Spell Resistance, Stride, Increased Damage Reduction (Neutral Evil weapons), Supreme Damage Reduction (Requires wood taken from Mirienemi's divine realm and knowingly crafted into a weapon against Mirienemi by an Eladrin), Free Move, Supreme Initiative

Sorcerer spells per day: 15/35/33/33/33/33/31/31/31/11/9/9/9/9/7/7/7/7/5/5/5/5

Spells known: Stick, Caltrops, Sonic Snap, Resistance, Prestidigitation, Dancing Lights (x2), Ghost Sound (x3), Mage Hand, Detect Magic (x2), Protection from Law, Protection from Evil, Shield (x5), Grease, Identify, Tenser's Floating Disk (x2) Cheat (x2), Ventriloquism (x5), Disguise Self, Unseen Servant, Serene Visage (x2), Ray of Enfeeblement (x3), Swift Expeditious Retreat, Greater Mage Hand, Fist of Stone, Ray of Clumsiness (x3), Spirit Worm, Familiar Pocket, Persistent Blade (x2), Melf's Acid Arrow (x2), Protection from Arrows, Glitterdust (x2), Web (x2), Tasha's Hideous Laughter, Scorching Ray (x4), Mirror Image, Spectral Hand, Rope Trick, Pyrotechnics (x3), Knock, Chain of Eyes (x2), Aiming at the Target, Distracting Ray, Ray of Stupidity, Scale Weakening, Lively Step, Dessicating Bubble, Curse of Impending Blades (x2), Reflective Disguise, Phantasmal Assilants, Shadow Mask, Shadow Spray, Nondetection, Major Image, Slow (x2), Unluck (x3), Sleet Storm, Heroism, Fireball (x3), Lightning Bolt (x3), Ray of Exhausation (x2), Daylight, Acid Breath, Great Thunderclap (x2), Capricious Zephyr (x3), Blade of Pain and Fear, Resonating Bolt (x3), Deeper Darkvision, Rust Ray (x2), Mass Curse of Impending Blades (x3), Giant's Wrath, Crushing Despair (x2), Confusion (x3), Forceward, Ray Deflection, Wings of Flurry (x5), Stone Sphere, Forcewave, Thunderlance, Metal Melt (x2), Bloodstar, Orb of Sound (x14), Indomitability, Anticold Sphere, Mordenkainen's Private Sanctum, Wall of Stone, Cone of Cold (x3), Mind Fog, Waves of Fatigue, Viscid Glob, Cyclonic Blast (x4), Graymantle, Prismatic Ray (x2), Nightstalker's Transformation, Permanency, Orb of Sound (x3), Orb of Acid (x7), Earth Reaver (x4), Contingency, Greater Heroism, Globe of Invulnerability, Mass Suggestion, Mislead, Shadow Walk, Circle of Death, Chain Lightning (x2), Disintegrate (x5), Greater Anticipate Teleport, Mass Reflective Disguise, Fire Spiders, Freezing Fog, Fleshshiver (x2), Extract Water Elemental (x2), Ray of Entropy (x2), Howling Chain (x2), Wings of Flurry (x4), Mordenkainen's Magnificent Mansion, Mordenkainen's Sword, Power Word Blind, Delayed Blast Fireball (x2), Finger of Death, Reverse Gravity, Waves of Exhaustion, Greater Shadow Conjuration (x2), Greater Arcane Eye, Project Image, Energy Immunity, Antimagic Ray, Avasculate, Arrow of Bone (x3), Ironguard (x3), Prismatic Eye (x2), Hiss of Sleep, Synstodweomer (x3), Prismatic Spray (x4), Otto's Irrestible Dance (x2), Greater Prying Eyes, Incendiary Cloud (x3), Polar Ray (x3), Greater Shout (x3), Temporal Stasis, Polymorph Any Object, Greater Shadow Evocation (x2), Avascular Mass (x4), Greater Bestow Curse, Excavate (x2), Orb of Sound (x8), Wish (x2), Mass Hold Monster (x4), Meteor Swarm (x3), Shades, Soul Bind, Wail of the Banshee (x2), Dominate Monster (x2), Sphere of Ultimate Destruction (x3), Maw of Chaos (x4), Reaving Dispel (x4), Replicate Casting (x3), Reality Maelstrom (x2), Intensified Fireball (x3), Intensified Lightning Bolt (x3), Intensified Resonating Bolt(x5), Intensified Wings of Flurry (x2), Intensified Orb of Sound (x7), Intensified Cone of Cold (x3), Intensified Cyclonic Blast (x3), Intensified Earth Reaver (x2), Intensified Prismatic Ray, Intensified Disintegrate (x3), Intensified Chain Lightning (x3), Intensified Orb of Sound (x3), Intensified Delayed Blast Fireball (x3), Intensified Prismatic Spray (x3), Intensified Orb of Acid (x3), Intensified Greater Shout (x3), Intensified Incendiary Cloud (x2), Intensified Polar Ray (x2), Intensified Maw of Chaos (x3), Intensified Sphere of Ultimate Destruction (x2), Intensified Meteor Swarm (x2)

Cleric spells per day: 8/16/16/16/16/16/14/14/14/14/6/5/5/5/5/4/4/4/4/3/3/3/3

Cleric spells typically prepared per day: Create Water, Light (x2), Amanuensis, Detect Poison, Guidance (x2), Shield of Faith, Anarchic Water, Deathwatch (x2), Detect Undead, Aid, Ebon Eyes (x2), Resurgence, Blessed Aim, Healthful Rest, Foundation of Stone, Vision of Glory, Nightshield, Cure Light Wounds (x3), Enthrall (x3), Cure Moderate Wounds (x3), Shatter (x3), Divine Insight, Curse of Ill Fortune, Wave of Grief, Living Undeath (x2), Invisibility Purge (x2), Deeper Darkness, Magic Circle against Law, Magic Circle against Evil, Speak with Dead, Prayer, Wind Wall, Spark of Life (x2), Fell the Greatest Foe (x4), Know Vulnerabilities, Know Opponent, Devil Blight, Sending, Cure Critical Wounds (x4), Assay Spell Resistance (x2), Moon Bolt (x4), Spell Vulnerability (x3), Wall of Chaos (x2), Flame Strike (x2), Greater Command (x2), True Seeing (x3), Zone of Revelation, Triadspell, Incorporeal Nova (x3), Righteous Wrath of the Faithful (x2), Life's Grace (x2), Undeath to Death (x2), Barghest's Feast, Harm, Ice Flowers (x3), Cometfall, Blade Barrier, Heal (x3), Bolt of Glory (x2), Greater Scrying, Word of Chaos (x2), Slime Wave (x2), Radiant Assault (x2), Death Dragon, Bolt of Glory (x4), Planar Bubble, Fortunate Fate, Cloak of Chaos, Earthquake (x3), Firestorm (x3), Veil of Undeath, Fierce Pride of the Beastlands, Heat Drain (x2), Cometfall (x3), Implosion, Storm of Vengeance (x4), Stormrage, Summon Elemental Monolith (x4), Field of Icy Razors (x2), Mass Heal, Slime Wave, Intensified Cure Serious Wounds (x3), Intensified Light of Venya (x3), Intensified Cure Critical Wounds (x2), Intensified Hypothermia (x2), Intensified Sound Lance, Intensified Incorporeal Nova (x2), Intensified Flame Strike (x3), Intensified Heal (x3), Intensified Bolt of Glory (x2), Intensified Word of Chaos, Intensified Cometfall, Intensified Radiant Assault (x3), Intensified Firestorm, Intensified Ice Flowers (x3), Intensified Storm of Vengeance (x2), Intensified Mass Heal, Intensified Bolt of Glory.

Power Points per day: 746

Psionic Powers Known: Vigor, Entangling Ectoplasm, Detect Psionics, Crystal Shard, Sychronicity, Evade Attack, Crystal Storm, Control Sound, Swarm of Crystals, Forced Sense Link, Time Hop, Body Ajdustment, Eradicate Invisibility, Forced Share Pain, Psychic Reformation, Death Urge, Mindwipe, Telekinetic Maneuver, Baleful Teleport, Psychotic Break, Telekinetic Buffer, Inconstant Location, Mass Cloud Mind, Stygian Bolt, Energy Wave, Energy Claw, Evade Burst, Mass Time Hop, Matter Manipulation, Bend Reality, Time Regression, Stygian Conflagration, Microcosm, Reality Revision, Shadow Body, Apopsi

Epic Spells per day: 11 (arcane)/11 (divine)

Epic Spells Known (arcane): Epic Mage Armor (x3)**, Mirienemi's Pixie Dust (x5)*, Mass Spell Worm (x2)**, Time Duplicate**

Epic Spells Known (divine): Second Chance Denied* (x2), Contingent Resurrection, The Dancer's Kiss* (x3), I Reject The Darkness (x2)*, Summon Primal Air Elemental*, Summon Primal Earth Elemental (x2)*

Second Chance Denied*
Life
Spellcraft DC: 76
Casting Time: Quickened spell
Duration: Instantaneous
Range: See Text
Duration: Permanent
Target: One Creature
Saving Throw: Fort Negates
Spell Resistance: No

When cast, the spellcaster selects one living creature as its target. The spell does not take effect until and unless the target dies and an effect that attempts to bring that target back to life (such as epic magic or lower-level spells like true resurrection, raise dead, resurrection, revenance, last breath, wish, or miracle) go into effect. Second Chance Denied then activates, immediately preventing the resurrection and permanently destroying the targeted creature. If the target succeeds on a Fort save the spell is negated. If the spell succeeds, a resounding and authoritative feminine voice thunders the word "NO!" across the heavens, accompanied by the brief visual image of a spectral pixie maid shaking her head and index finger resolutely.

To Develop: 684,000 GP, 14 days, 27,360 XP. Seed: Foresee (DC 17), Life (DC 27). Factors: Quickened Spell (+28), No verbal or somatic components (+4).

The Dancer's Kiss*
Conjuration (Healing)
Spellcraft: 59
Casting Time: Quickened spell
Duration: Instantaneous
Range: See Text
Target: One Creature
Saving Throw: Will (harmless)
Spell Resistance: Yes (harmless)

With a thought, the spellcaster heals herself or another fully. This spell works as the Heal spell, save that the subject recovers all hit points and is cured of all afflictions and negative levels. An unwilling subject can make a Will save to resist this effect. There's a visual effect of rainbow light rippling over the subject for a few seconds and then bursting into a spray of prismatic butterflies flying into each injury and exploding in a tinkling sound. Each injury is instantly healed up. Within a few seconds the butterflies are gone on a rose-scented wind.

To develop: 531,000 GP, 11 days, 21,240 XP. Seed: Heal (25). Factors: Quickened spell (+28), No verbal or somatic components (+4), Dispelling negative levels (+2).

I Reject The Darkness*
Transmutation
Spellcraft DC:90
Casting Time: Quickened Spell
Duration: 1 round per level
Range: 400 feet
Target: All in area
Saving Throw: Reflex half
Spell Resistance: Yes

This spell releases a tiny sphere of gold-tinged white energy that radiates a pulsewave of the same energy to the limit of 400 feet. At the start of the spellcaster's turn a new pulsewave is unleashed. All undead and evil outsiders in the area take 20d6 damage initially and take another 20d6 damage on the start of each subsequent turn until either the effect ends or the targets move out of the area. A Reflex save halves the damage.

To Develop: 810,000 GP, 16 days, 32,400 XP. Seed: Heal (25), Destroy (29). Factors: Quickened spell (+28), No verbal or somatic components (+4), Area widened by 100% (+4).

Summon Primal Elemental (Air, Earth)*
Conjuration (Summoning)
Spellcraft DC: 112
Casting Time: Quickened Spell
Duration: 20 rounds
Range: 75 ft.
Target: None
Saving Throw: None
Spell Resistance: No

This spell summons up a Primal Elemental of either the earth or the air. The elemental obeys the commands of the summoner for the duration of the spell or until it is destroyed or dispelled.

To Develop: 100,8000 GP, 20,000 days, 40,320 XP. Seed: Summon (14). Factors: Raising the DC of summoned creature to 35 (+40), Quickened spell (+28), No verbal or somatic components (+4)

Epic Mage Armor**: As in the ELH, but with the Quickened spell (+28) and no verbal and somatic components factors (+4).

Mirienemi’s Pixie Dust*
Transmutation
Spellcraft DC: 121
Casting Time: Quickened Spell
Duration: 1 round per level
Range: 12,000 ft.
Target: All in area except caster
Saving Throw: Reflex half and Reflex negates
Spell Resistance: No

When cast, this spell creates a whirlwind of prismatic, glittering dust that does 50d6 damage to everyone within range save the spellcaster. The swirling storm continues to blow and whirl on its’ own. A Reflex save cuts the damage received in half. There is also a 50% chance of being blinded by the gleaming particles (this does not apply to the spellcaster). A successful Reflex save negates this blindness.

To Develop: 108,9000 GP, 20,000 days, 43,560 XP. Seed: Destroy (DC 29). Factors: (Raising the damage to 50d6 +50), Quicken spell (+28), No verbal or somatic components (+4).

Mass Spell Worm**
Enchantment [Mind-Affecting]
Spellcraft DC: 83
Range: 375 ft.
Target: All in area
Casting Time: Quickened spell
Duration: 20 hours or until completed
Saving Throw: Will negates
Spell Resistance: Yes

This spell functions as the Spell Worm spell but affects all creatures in a targeted area.

To Develop: 747,000 GP, 15,000 days, 29,890 XP. Seed: Compel (DC 19). Factors: Quicken spell (+28), +5 to caster level (+6), Changed from target to area (+10), No verbal or somatic components (+4), Increased area by 300% (+12)

Time Duplicate**: Same in all ways to the Time Duplicate spell of the Epic Level Handbook, save that the no verbal or somatic components factor has been added in, for a Spellcraft DC of 75.

Skills: Appraise 113, Autohypnosis 113, Balance, Bluff 113, Climb 43, Concentration 121, Craft (artistry) 40, Decipher Script 40, Diplomacy 113, Disable Device 48, Disguise 91, Escape Artist 121, Forgery 113, Gather Information 113, Handle Animal 40, Heal 113, Hide 121, Intimidate 113, Jump 43, Knowledge (arcana) 113, Knowledge (architecture and engineering) 40, Knowledge (dungeoneering) 40, Knowledge (geography) 113, Knowledge (history) 113, Knowledge (local) 40, Knowledge (nature) 113, Knowledge (nobility and royalty) 40, Knowledge (psionics) 113, Knowledge (religion) 113, Knowledge (the Planes) 113, Listen 113, Move Silently 40, Open Lock 121, Perform (dance) 113, Profession (dancer) 40, Psicraft 40, Ride 40, Search 113, Sense Motive 113, Sleight of Hand 121, Speak Language 40, Spellcraft 126, Spot 113, Survival 40, Swim 43, Tumble 121, Use Magic Device 113, Use Psionic Device 113, Use Rope 40

Starting Gold: 25,760,000 GP
Remaining Gold: 3,217,351 GP

Bought: Manual of Gainful Exercise (+5) x 10 (137,5000)
Manual of Bodily Health (+5) x 10 (137,5000)
Manual of Quickness in Action (+5) x 10 (137,5000)
Manual of Quickness in Action (+2) (82,500)
Tome of Leadership and Influence (+5) x 6 (825,000)
Tome of Leadership and Influence (+4) x 2 (220,000)
Tome of Understanding (+5) x 8 (110, 0000)
Tome of Clear Thought (+5) x 6 (825,000)
Tome of Clear Thought (+4) x 2 (220,000)
+24 Dread (Evil Outsiders), Bane (Aberrations), Transmuting, Speed, Fiercebane (Aberrations), Psychokinetic, Ghost Touch, Impedance, Blessed, Parrying, Lucky, Magebane Longbow (8,000,000-Priced as a 20th-level weapon since I could find no listing for a +24)
1500 arrows (10,500)
Rod of Epic Spellcasting (245,000)
Staff of the Cosmos (683,437)
Staff of Prism (326, 812)
Cloak of Epic Resistance +10 (1,000,000)
Bag of Holding type IV (10,000)
Subtracted the costs for developing epic spells
Witch

05-05-07, 08:03 AM
Sure i know that that was my original formula but what would you say for game balence the maximum upper limit is. Can i create a cieling higher Say 15, or even 20.

+10 DC is the limit. It also only functions on powers, not on other abilities.
Also can i using aoutomatic metamagic SDAs give my character metapsionics instead.
Yes.
Witch

05-05-07, 09:11 AM
HP: 70d8+30 (2,660 hp)
Shouldn't that be 70d8 + 2100? Which normally gives you about 2415 (though admittedly that doesn't include maximizing the first hit die).



Tome of Leadership and Influence (+5) x 6 (825,000)
Tome of Leadership and Influence (+4) x 2 (220,000)
Tome of Understanding (+5) x 8 (110, 0000)
Tome of Clear Thought (+5) x 6 (825,000)
Tome of Clear Thought (+4) x 2 (220,000)
Why did you buy multiples of these? You're aware they don't stack, right? Also, inherent bonuses are already included in the point buy option.


Base Attack Bonus: 100 (30 from the combined BAB of all classes and prestige classes, +70 from HD, Secondary Attack: 73, Melee: 121, Ranged: 130
Huh? I don't get what you're saying here. You may want to reread the rules on Base Attack Bonus and Epic Attack Bonus.

Increased Damage Reduction (Neutral Evil weapons)
What's that?

There might be more, but I'll get to that later.
Bernat

05-05-07, 12:27 PM
If my character Petra (http://boards1.wizards.com/showpost.php?p=12168880&postcount=125) is fine, I'm ready.

Just two things I would like you to consider:

1st: I'm not used to such high-level gaming, and I'm sure I'll miss some things and commit some stupid errors. Don't be too hard :). And the way I look at my character, she isn't supposed to use magic items. This is a disadvantage I'm aware of, but I'm willing to accept.

2nd: I will try to roleplay her, but my limited vocabulary may prevent me from doing so under certain circumstances. I usually have no problem understanding English, however.
askala3

05-05-07, 12:35 PM
Shouldn't that be 70d8 + 2100? Which normally gives you about 2415 (though admittedly that doesn't include maximizing the first hit die).The math for what is written is correct (70d8 w/ 70 Con = 2660 hp), but what is written is wrong. Mirienemi has zero racial HD, so all the dice are going to be class specific (a large chunk are d4s).
With levels of Sorcerer 8, Cleric 11, Nomad 5, Initiate of the Sevenfold Veil 7, Mystic Theurge 10, Fatespinner 5, Cerebremancer 10, Psion Uncarnate 10…
That's 8d4, 11d8, 5d4, 7d4, 10d4, 5d4, 10d4, 10d4 in order. 11d8+59d4+Con gives 88+236+2100 = 2,424 hp.

There might be more, but I'll get to that later.One more I noticed, the Stride SDA doesn't improve tactical movement ability, so her speed should be "only" 50 ft with a fly speed of 180 ft.
Witch

05-05-07, 12:36 PM
1st: I'm not used to such high-level gaming, and I'm sure I'll miss some things and commit some stupid errors. Don't be too hard . And the way I look at my character, she isn't supposed to use magic items. This is a disadvantage I'm aware of, but I'm willing to accept.
I'll be hard in the sense that Dispater will be hard ;) I will not be hard in regards to the rules - I'll simply correct your mistakes. (However, what I do ask of you, is that if a comment of mine seems offensive, that you realize that such is likely not the intent - most of the time they don't seem offensive, however :))


2nd: I will try to roleplay her, but my limited vocabulary may prevent me from doing so under certain circumstances. I usually have no problem understanding English, however.
I'm not English either; it grows on you eventually :)


Regarding your character sheet: I see no glaring issues. Introduce your character, state your preparations, and I'll take over and allow you to get to Dis, after which it's your turn again.
fnord

05-05-07, 12:58 PM
Shouldn't that be 70d8 + 2100? Which normally gives you about 2415 (though admittedly that doesn't include maximizing the first hit die).

I think deities maximize all hit dice. Dispater has maximized hit dice in the write-up.
Witch

05-05-07, 01:01 PM
I think deities maximize all hit dice. Dispater has maximized hit dice in the write-up.
Ah, yes, that's correct. I forgot about that. Apologies! :)
Bernat

05-05-07, 01:19 PM
I just realized the following: since I'm a divine spellcaster (druid), I can spontaneously cast any spell I can cast. At the same time, I have the Magic domain, which allows me to grant spells to members of any divine spellcasting class. Does it mean I can spontaneously cast any divine spell using my druid slots? I'm more fond on what will you allow, considering magic is not one of my character's most important domains (creation, destruction and earth are).

Will spells with a duration of 1 hour / level use a spell slot if cast the previous day?
Witch

05-05-07, 01:29 PM
I just realized the following: since I'm a divine spellcaster (druid), I can spontaneously cast any spell I can cast. At the same time, I have the Magic domain, which allows me to grant spells to members of any divine spellcasting class. Does it mean I can spontaneously cast any divine spell using my druid slots?
It does.


Will spells with a duration of 1 hour / level use a spell slot if cast the previous day?
If your spellcaster level is high enough, no.
askala3

05-05-07, 01:44 PM
@Witch: First off, I think I'm going to drop the DF fighter feats from my build. They may be nice, but they do not seem to be worth it in my build.
Furthermore, I have a pair of custom feats I'd like to take. I tried to word them fairly and not make them overpowered (I used Exceptional Deflection and Infinite Deflection as refrence points), but I think at the least the prerequisites need some work.
Exceptional Pierce Magical Protection [Epic, General]
Prerequisites: Con 25, Pierce Magical Protection
Benefit: Your contempt for magic is so fierce that your pierce magical protection ability ignores any bonuses to Armor Class granted by any magical effect (anything suppressed by an anti-magic field).
Normal: You ignore spells only when using pierce magical protection.
Special: Taking this feat reduces your caster level for all your spells and spell-like abilities by 4.

Rapid Pierce Magical Protection [Epic, General]
Prerequisites: Dex 25, Pierce Magical Protection, Combat Reflexes
Benefit: Your ability to overcome the magical protections of your enemies has improved to the point that you can use your pierce magical protection ability with all of your melee attacks.
Normal: You must make a standard action to activate pierce magical protection and you get a single melee attack with it.
Special: Taking this feat reduces your caster level for all your spells and spell-like abilities by 4.
Exceptional feels a little overpowering right now (IMO), and Rapid is the one I really want anyway.
Diplominator

05-05-07, 01:48 PM
I'm not sure if you can answer this, as it pertains to the challenge, but it's really more of a rules question than a question of Dispater's actual abilities.

Can an effect created by a continuous item be dispelled or disjoined if the item isn't there, or is the effect "out of range" since it's continuous and the creator isn't there? If so, is the effect reestablished the next round? What if that school of magic is banned?


I realize that some of those might be "telling," but I wanted to put them out there on the off chance that they might be answered.
Zelck

05-05-07, 01:50 PM
Hey Witch, thanks for answering the other questions! By the way, can you tell us how you're going to do XP for crafting and epic spell research? Having a 0 XP pool really makes crafting useless and severely limits epic spells. I was thinking possibly getting as much crafting and epic spell XP as Dispater does, but it doesn't list how much his artifact weapons cost.
Mysteris

05-05-07, 01:56 PM
Why did you buy multiples of these? You're aware they don't stack, right? Also, inherent bonuses are already included in the point buy option.

Could you please explain that? I don't quite understand how the inherent bonuses work. With the books, I had bought each one separately and had her read them to obtain the bonus. So for instance, a Manual of Dexterity +5 was only used once, and then she went to the next one. I added together the total price of all the books I bought for conveinence's sake when I was determining how much gold she had left.

Ah, yes, that's correct. I forgot about that. Apologies!

No prob! :) So does her 2,660 HP total stand?

One more I noticed, the Stride SDA doesn't improve tactical movement ability, so her speed should be "only" 50 ft with a fly speed of 180 ft.

Really? Hrm. I was adding together the total bonuses she gets to speed from all of her different sources, and then used twice the speed that a quadruped would get because she flies instead of walks. I thought Stride doubled that value as well. I was going for mindboggling speed, you see. Imagine a prismatic firefly with an arsenal zipping around your head and you get the idea. :D

Huh? I don't get what you're saying here. You may want to reread the rules on Base Attack Bonus and Epic Attack Bonus.

This part utterly confounded me. I couldn't really figure out what her BAB was supposed to be, so I went with my best guess from her outsider type.

Increased Damage Reduction (Neutral Evil weapons)

What's that?

The Increased Damage Reduction SDA lets me specify an opposing alignment that a weapon has to have to penetrate her DR, so I picked Neutral Evil as the alignment.

I forgot to ask before. What exactly does Supreme Eldritch Knowledge do? All the text said was that the deity automatically knew all of their spells. But don't they already know their spells?
askala3

05-05-07, 02:09 PM
The pixie's 2660 hit points won't stand, it doesn't have 70d8 for hitpoints. It has 11d8+59d8+Con = 2424 hp.

For the Stride part I was unclear on this one in what I said. Stride says "The deity’s movement is doubled on the local or overland scales". Tactical movement is a third movement scale. You do get the boost to speed in non-combat movement, but not in combat movement.

Actually I just noticed a couple more things on the Pixie (1 is rather minor)
+1 "Pixie" bonus to AC? That's either from size or natural armor, you aren't going to get it twice (it's only +1 though…)
Weapon of Doom is way beyond what could be afforded/allowed/obtained for this challenge.
+24 Dread (Evil Outsiders), Bane (Aberrations), Transmuting, Speed, Fiercebane (Aberrations), Psychokinetic, Ghost Touch, Impedance, Blessed, Parrying, Lucky, Magebane Longbow (8,000,000-Priced as a 20th-level weapon since I could find no listing for a +24)
DF caps says +10 is the maximum [U]actual enchantment, and a DvR 18 Deity can get up to a +24 effective enchantment. I haven't checked the abilities but I think that's a +40 or higher effective enchantment weapon, which would cost at least 32 million gp.
Oathar Nethuzeda

05-05-07, 02:23 PM
Could you please explain that? I don't quite understand how the inherent bonuses work. With the books, I had bought each one separately and had her read them to obtain the bonus. So for instance, a Manual of Dexterity +5 was only used once, and then she went to the next one. I added together the total price of all the books I bought for conveinence's sake when I was determining how much gold she had left.

Inherent Bonuses, which is what the books give you, is capped at +5. And, since bonuses with the same type do NOT stack (usually), they overlap.

Now, here, with the point buy system we're using, after you buy all your points, you get to add 5 to all stats, in the form of an inherent bonus.

Did I explain that well enough?
Witch

05-05-07, 02:26 PM
Now, here, with the point buy system we're using, after you buy all your points, you get to add 5 to all stats, in the form of an inherent bonus.
(Somewhat busy - designing a Duke of Hell at the moment, but I'd like to chip in that this is incorrect: inherent bonuses are assumed to be included in the point buy; you only get to add them with the rolling method, which we're not using.)
Bernat

05-05-07, 02:34 PM
I think these are my last questions before I introduce myself at the attempts thread.

Are we using psionics-magic transparency?

Can Spell Immunity (http://www.roles.es/sovelior_sage_srd/spellsS.html#spell-immunity) protect me against chosen 4th-level or under powers?

How do we appear at Dis? Through magical travel?

If magical travel is barred at a given point (I can't escape from Dis through spells/spell-like abilities), can I still use dimension door to move to another place within the realm? (if the answer to this and my previous question was yes, it would be a way to get out of Dis if needed)

Are limited/enhanced magic traits the same for the whole plane, or can Dispater set some areas with impeded magic and other with enhanced magic? (I'm probably casting spells/spell-like abilities of every school/subschool once I'm in Dis to gather information about these traits, and I would like to know if this information will be useful for the whole plane. Is there any other method for finding this out that I missed?)
Witch

05-05-07, 02:43 PM
Are we using psionics-magic transparency?
Yes.

Can Spell Immunity protect me against chosen 4th-level or under powers?
No, this is not an aspect of transparency.

How do we appear at Dis? Through magical travel?
A one-shot spell designed specifically for that purpose (requires some suspension of disbelief).


If magical travel is barred at a given point (I can't escape from Dis through spells/spell-like abilities), can I still use dimension door to move to another place within the realm?
No.


Are limited/enhanced magic traits the same for the whole plane, or can Dispater set some areas with impeded magic and other with enhanced magic?

Said traits are for his entire cosmic realm.
Mysteris

05-05-07, 03:17 PM
The pixie's 2660 hit points won't stand, it doesn't have 70d8 for hitpoints. It has 11d8+59d8+Con = 2424 hp.

Oh. Okay. Still pretty tough for a pixie. :)

For the Stride part I was unclear on this one in what I said. Stride says "The deity’s movement is doubled on the local or overland scales". [Unfortunately] Tactical movement is a third movement scale. You do get the boost to speed in non-combat movement, but not in combat movement.

Oh. Well that sucks. Oh well. Guess I need to find another SDA for her.

+1 "Pixie" bonus to AC? That's either from size or natural armor, you aren't going to get it twice (it's only +1 though…)

I didn't add it twice. Pixies get a +1 bonus to natural armor. I separated that out instead of adding it in to her natural armor mod, I believe.

DF caps says +10 is the maximum actual enchantment, and a DvR 18 Deity can get up to a +24 effective enchantment. I haven't checked the abilities but I think that's a +40 or higher effective enchantment weapon, which would cost at least 32 million gp.

*nod* That's what I thought I was doing. +1 is 2000, and then I added Dread (Evil Outsiders), which is a +7 bonus, then Bane (Aberrations) to make +9, Ghost Touch (so she can use it, being incorporeal and all), that's +1. So 10 there. Then Transmuting is +2, Psychokinetic +1, Speed +3, Fiercebane (Aberrations) +1, Impedance +2, Magebane +1, Parrying +1, Blessed +1. That's 22, and then I added the +2 bonus for her not wearing a shield or armor to get a +24 grand total.

(Somewhat busy - designing a Duke of Hell at the moment, but I'd like to chip in that this is incorrect: inherent bonuses are assumed to be included in the point buy; you only get to add them with the rolling method, which we're not using.)

So the initial points spent are the final total to the attributes? I'm trying to understand. Here's the initial base I used for her points, if that helps:

Strength-7
Dexterity-10
Constitution-10
Intelligence-10
Wisdom-10
Charisma-10

With the Pixie racial modifications that came out to be:

Strength-3
Dexterity-18
Constitution-10
Intelligence-16
Wisdom-14
Charisma-16

Then I added the various books to get the final score.
goro

05-05-07, 03:38 PM
So the initial points spent are the final total to the attributes? I'm trying to understand. Here's the initial base I used for her points, if that helps:

Strength-7
Dexterity-10
Constitution-10
Intelligence-10
Wisdom-10
Charisma-10

With the Pixie racial modifications that came out to be:

Strength-3
Dexterity-18
Constitution-10
Intelligence-16
Wisdom-14
Charisma-16

Then I added the various books to get the final score.

Ability scores start at 0. get 190 points for abilities, plus +5 inherent bonus per ability score, plus DvR bonus equal to your characters DvR to spread out among your ability scores, plus +1 for each 4 character levels you possess.




Witch, how does this artifact look;

Belt of Epic Paragon Monk

+12 DEX
+12 WIS
Mage's Disjunction: The Monks body is imbued with an anti-magic field. A successful unarmed strike hits the target with a mage's disjunction like effect. Roll a die to determine the affect of the disjunction.

Spells:
Number of spell levels affected determined by: (WIS MOD + DvR)*2, restored after 8 hours of rest

Spell-like Ability:
SLA suppressed for 1 day, if same SLA targeted second time suppressed for 1 year and 1 day, if targeted 3 times permanently disjoined, can only be restored with a wish granted by a deity and a successful rank check

Magic Items:
magic Items must succeed on a DC 20 + WIS + DvR(WILL Save)

Power Points:
Number of PPs affected (WIS MOD + DvR)*2, restored after 8 hours of rest
Bernat

05-05-07, 03:49 PM
I don't have the book with me. Can anyone make me a favor and confirm if the druid's slam attacks conferred by the elemental fury form (PHB2, pg. 40) are 2d6+STR or 2d6+1'5STR, please?
goro

05-05-07, 04:02 PM
2d6 increase size by 2 to max of colossal +16 enhancement strength, +4 enhancement to fort ref will saves, +16 natural armor bonus, immune to crits,
Witch

05-05-07, 04:10 PM
Can an effect created by a continuous item be dispelled or disjoined if the item isn't there, or is the effect "out of range" since it's continuous and the creator isn't there? If so, is the effect reestablished the next round? What if that school of magic is banned?

This seems to me to be something which requires interpretation. Unless convinced otherwise by sound arguments, I'd rule that said things can be both dispelled and disjoined, but that they count as Tenacious, and hence come back after 1d4 rounds.

Hey Witch, thanks for answering the other questions! By the way, can you tell us how you're going to do XP for crafting and epic spell research? Having a 0 XP pool really makes crafting useless and severely limits epic spells.
You can use the five free level adjustment I granted for purposes of Epic Spells and crafting :)


This part utterly confounded me. I couldn't really figure out what her BAB was supposed to be, so I went with my best guess from her outsider type.

Her outsider type is entirely irrelevant for her BAB. Only outsider type racial hit dice provide any base attack bonus whatsoever, and I doubt you have this.


The Increased Damage Reduction SDA lets me specify an opposing alignment that a weapon has to have to penetrate her DR, so I picked Neutral Evil as the alignment.
Aligned properties on weapons aren't "Neutral Evil" or "Chaotic Good" - they're "evil", "good", "chaotic" and "lawful".

I forgot to ask before. What exactly does Supreme Eldritch Knowledge do? All the text said was that the deity automatically knew all of their spells. But don't they already know their spells?
By "knowing all arcane spells that she can cast", I think it refers to the arcane spells for which she has the appropriate slots.

Ability scores start at 0. get 190 points for abilities, plus +5 inherent bonus per ability score, plus DvR bonus equal to your characters DvR to spread out among your ability scores, plus +1 for each 4 character levels you possess.
Don't forget racial adjustments.
(To find out racial ability score adjustments, substract 10 from even scores, and substract 11 from odd scores.)

Witch, how does this artifact look;

Belt of Epic Paragon Monk

+12 DEX
+12 WIS
Mage's Disjunction: The Monks body is imbued with an anti-magic field. A successful unarmed strike hits the target with a mage's disjunction like effect. Roll a die to determine the affect of the disjunction.

Spells:
Number of spell levels affected determined by: (WIS MOD + DvR)*2, restored after 8 hours of rest
This doesn't really reference disjunction.

Spell-like Ability:
SLA suppressed for 1 day, if same SLA targeted second time suppressed for 1 year and 1 day, if targeted 3 times permanently disjoined, can only be restored with a wish granted by a deity and a successful rank check
This should require a save.

Magic Items:
magic Items must succeed on a DC 20 + WIS + DvR(WILL Save)
DvR is something unprecedented in an item write-up, as far as I know.

Power Points:
Number of PPs affected (WIS MOD + DvR)*2, restored after 8 hours of rest
How are power points affected by something like this?

You'll need to clarify what exactly your artifact does far more thoroughly, but at the moment, I'm leaning to the idea of "too strong".
Witch

05-05-07, 04:12 PM
@Witch: First off, I think I'm going to drop the DF fighter feats from my build. They may be nice, but they do not seem to be worth it in my build.
Furthermore, I have a pair of custom feats I'd like to take. I tried to word them fairly and not make them overpowered (I used Exceptional Deflection and Infinite Deflection as refrence points), but I think at the least the prerequisites need some work.
Exceptional Pierce Magical Protection [Epic, General]
Prerequisites: Con 25, Pierce Magical Protection
Benefit: Your contempt for magic is so fierce that your pierce magical protection ability ignores any bonuses to Armor Class granted by any magical effect (anything suppressed by an anti-magic field).
Normal: You ignore spells only when using pierce magical protection.
Special: Taking this feat reduces your caster level for all your spells and spell-like abilities by 4.

Rapid Pierce Magical Protection [Epic, General]
Prerequisites: Dex 25, Pierce Magical Protection, Combat Reflexes
Benefit: Your ability to overcome the magical protections of your enemies has improved to the point that you can use your pierce magical protection ability with all of your melee attacks.
Normal: You must make a standard action to activate pierce magical protection and you get a single melee attack with it.
Special: Taking this feat reduces your caster level for all your spells and spell-like abilities by 4.
Exceptional feels a little overpowering right now (IMO), and Rapid is the one I really want anyway.
I'm afraid looking towards Infinite Deflection and Exceptional Deflection as balancing points is not such a good idea. Especially the first one is out of line. The second one, I'll think about for a while and get back to you.
Bernat

05-05-07, 04:19 PM
Alter Reality (http://www.prism.gatech.edu/~gth669h/TGoH/TGoH9.pdf):Demigods and lesser deities can use limited wish with
regard to their portfolios, and deities of higher rank can
use wish likewise.


Can I use Alter Reality (wish) in this manner to cast rusting grasp (http://www.roles.es/sovelior_sage_srd/spellsPtoR.html#rusting-grasp) and/or transmute metal to wood (http://www.roles.es/sovelior_sage_srd/spellsTtoZ.html#transmute-metal-to-wood) for free?

My domains include artifice, creation, destruction, earth, magic and strength. My portfolion includes creation, destruction and earth.
Witch

05-05-07, 04:32 PM
I fail to see how they're related to your portfolio, so sorry, you may not.
goro

05-05-07, 04:32 PM
Would it make more sense for it to be an anti-magic field, instead of disjunction?

Belt of Epic Paragon Monk

+12 DEX
+12 WIS
Mage's Disjunction or Anti-magic Field: The Monks body is imbued with an anti-magic field. A successful unarmed strike hits the target with a mage's disjunction like effect. Roll a die to determine the affect of the disjunction.

Spells:
Number of spell levels suppressed determined by: (WIS MOD + DvR), restored after 8 hours of rest

Spell-like Ability:
SLA suppressed for 1 day, if same SLA targeted second time suppressed for 1 year and 1 day, if targeted 3 times permanently disjoined, can only be restored with a wish granted by a deity and a successful rank check

Magic Items:
Magic Items must succeed on a DC 20 + WIS + DvR(WILL Save)

Power Points:
Number of PPs disapated (WIS MOD + DvR), restored after 8 hours of rest


Dropped the times 2 to PPs and Spell levels. Or could keep times 2 and add save DCs to them.

Roll all effects randomly.
d20..
1-3 spell level 1
4-6 level 2
7-8 level 3
9-10 level 4
11-12 level 5
13-14 level 6
15-16 level 7
17-18 level 8
19-20 level 9

SLAs;
add number of SLAs together and then roll on dice.
1-2 SLAs 1d4
3-4 1d8
5-10 1d20
11-00 1d1%
Geraturatu

05-05-07, 06:42 PM
Hey Witch, if I got a Combat Style from one of the many classes that offer it, would I advance to Improved Combat Style without having to use two virtual class ability spaces? I ask since we use our hitdice to determine our effective class level for that ability.
goro

05-05-07, 07:02 PM
From TGoH:
BaneStrike SDA: Any weapon the deity wields gains a bonus of +4 on attack rolls, and it deals an extra +4d6 points of damage against the designated foe. The bonus and extra damage stack with any other properties the weapon has.

Does it stack with itself? if I have banestrike(outsider, Evil) and Banestrike(aberrations) do they;

1) +8d6 damage and +8 on attack against an enemy that has both traits?
OR
2) +4d6 damage and +4 on attack?
Kaelas Bloodstorm

05-05-07, 07:40 PM
I buy into neither Alice or Minae in that regard. Their existence as a ghost is incorrect. Perhaps they're incorporeal cosmics, but they're not ghosts.

You and I will have a long talk sometime later about Alice's status. ;)

[sacarsm and a tint of rage]Thanks alot Aluroon for ruining it.[/sarcasm and a tint of rage]
Venenum

05-05-07, 08:17 PM
Is there some way i can use a feat or something to change my primary casting stat to a different attribute?

I think i saw something, of course i cold be delusional, or temporaraly insane, that happens ( more than i would like).

Lastly if we can beat Dispaeter by tricking him, instead of fighting him, would that still win the challenge. I have an idea including soul trap, Of course if cosmic rank insures all immunities of equel divine rank that goes out the window.

I just relized Dispater is immune to mind affecting, well that screws up the triple 12d4 egowhip attack. Next idea on the chopping block.
Kord's Boon

05-05-07, 09:21 PM
So it seems our heroes are having the fairly consistent problem of getting stuck in some kind of iron prison.

Being that Dispater has an arbitrarily large amount of resources, and Witch has the ability to place traps of whatever design he chooses, whenever, and were-ever he wants I don’t see how it can be reasonable avoided.

Regardless of how close a party actually gets to Dispater, the next room into which he flees can always have some tarp that just happens to arbitrarily compromise the abilities of the group.
Venenum

05-05-07, 09:36 PM
I have two ideas, soul trap gem gift, or epic spell using heal seed reversed, followed by symbol of death, ithink i can get the DC of the first one so that dipater needs a 21 or higher to save meaning instant death. And all i have to do is go to dis. I f i can find a psi power that overcomes his DR and ignores his sheild or overcomes it, he will die.

Oops, forgot. Perhaps i can wish his powers and knowledge away as a god of both.
Geraturatu

05-05-07, 10:50 PM
Along with my earlier question, I have two questions about the Reave ability.

The first is the same as my earlier question.

The second is; since it says that as a standard action, I can make a single attack with bonus damage on it. I was wondering that since a normal attack is considered a standard action, if I could use the Reave ability every attack?
Diplominator

05-05-07, 11:45 PM
Along with my earlier question, I have two questions about the Reave ability.

The first is the same as my earlier question.

The second is; since it says that as a standard action, I can make a single attack with bonus damage on it. I was wondering that since a normal attack is considered a standard action, if I could use the Reave ability every attack?

No. That's a limiting factor for a lot of things. A single attack means one per round, unless you have more than one standard action for some reason.
Geraturatu

05-06-07, 12:10 AM
But a normal attack is a standard action, and you can get four of them in a round (or more with certain feats and abilities).
NoldorForce

05-06-07, 12:20 AM
I just relized Dispater is immune to mind affecting, well that screws up the triple 12d4 egowhip attack. Next idea on the chopping block.The divine immunities explicitly do not apply against deities of equal or greater rank. So unless Dis Pater has a separate immunity to mind-affecting effects, go ahead. Do keep in mind that no one thus far has been able to get to Dis Pater.
askala3

05-06-07, 01:11 AM
The divine immunities explicitly do not apply against deities of equal or greater rank. So unless Dis Pater has a separate immunity to mind-affecting effects, go ahead. Do keep in mind that no one thus far has been able to get to Dis Pater.Not exactly, other deities get rank checks to beat the immunities (a check per attempt)
Unless otherwise indicated, these immunities are ignored on a successful opposed rank check (remember that a check must be made for each attempt to breach an immunity).
And for goro's question the answer is no…
A deity can have this ability multiple times, choosing a different kind of foe each time. She can imbue only one bane special ability to a weapon at a time and can change among them as a swift action. It does stack with a weapon of bane/dread (evil/lawful outsiders) however. Actually…

Witch, would a Devil Bane enchantment (as the Demon Bane enchantment from TGoH pg 28) be allowed? Further, would it stack with the other banes?
Geraturatu

05-06-07, 01:40 AM
Hey Witch, if I got a Combat Style from one of the many classes that offer it, would I advance to Improved Combat Style without having to use two virtual class ability spaces? I ask since we use our hitdice to determine our effective class level for that ability.

Along with my earlier question, I have two questions about the Reave ability.

The first is the same as my earlier question.

The second is; since it says that as a standard action, I can make a single attack with bonus damage on it. I was wondering that since a normal attack is considered a standard action, if I could use the Reave ability every attack?

Witch, along with these three questions, I have another question to ask. With the Extra Sense Enhancement Salient Divine Ability, could I add a new sense or does it have to be one I already have?

For example, got blindsight- 18 miles even though I don't normally have it.
Bernat

05-06-07, 04:01 AM
Witch, along with these three questions, I have another question to ask. With the Extra Sense Enhancement Salient Divine Ability, could I add a new sense or does it have to be one I already have?

For example, got blindsight- 18 miles even though I don't normally have it.I bet you must have the sense prior to enhancing it.


Witch, I started walking in my last post at the attempts thread. Let me know when should I stop.

Also, the duration of most of my buffs is wrong (those under 24 hours), I calculated them as having CL 7 instead of 70. I'll correct it next time I update them.

Finally, I currently have an antimagic field, what are your rules regarding a deity casting spells inside an antimagic field? I don't mind turning it off if needed for the sake of fairness.
Rikandur_Azebol

05-06-07, 04:25 AM
Rik, you had Glab make you an improved Rod of Excellent Magic, right? Could you tell me the maths he used for that?

I just asked him to price it. Unfortunately I don't know the extact formula.
I suspect that this is something in the line of multiply this by that and round up.


Rikandur:
What part of "Half your soul is in the possession of Merorem the Darkwind and the other half is spread all across the Abyss" do you fail to see? Your character is dead. You are not reawakened: this is another character. Merorem's gem is fine and not destroyed.

What You don't like in statement such: "This was a fake soul ? Made with Epic spell ? To turn into mortal being capable of normal reincarnation instead of rebirthing as 'god of destruction' then and again ?"

Rik removed divine soul from himself (His orginal one, that was put Mandate on), made a "fake" one, wich purpouse was to keep the real thing at bay.

And if You insist on this :"New Character !" attiude, I'm all for it.
It doesn't change a thing that it is still Rikandur Azebol. My guess that it's "him" from another Prime World. What a coicidience ! :P

You just tell me what possibly could stop my Deity from destroying the Gem from afar and recovering memories gathered by mortal incarnation ? Rik is a God of Destruction after all, and Merorem did a good job of that. It isn't that difficult for a god of magic to cast something that utilises Foresee Seed and Destruction Seed. :confused:

And above isn't an request, I'm just asking stuff I'm curious about. I guess that You don't want PC's to have pre-game knowledge, right ?


You can use the five free level adjustment I granted for purposes of Epic Spells and crafting

THANKS !

So it gives creators 360,000 XP to work with ? :w00t:

Zelck, You could wallow up Your godling in Rods of Excellent Magic. They allow, for a not very sighnificant fee, ignore XP cost of a expensive epic spell. ;)

Guys ! Do I price the ECL 75 wealth properly at 147,522,716 gp ? :embarrass

I used the ~25 millions gp that Witch said is due at the beggining as an basis. Changed it from NPC ( 30% ) to PC ( 100% ) wealth. :dancin:
Then added 10% 5 times on my calculator. Is this an correct method ?
Venenum

05-06-07, 07:22 AM
The divine immunities explicitly do not apply against deities of equal or greater rank. So unless Dis Pater has a separate immunity to mind-affecting effects, go ahead. Do keep in mind that no one thus far has been able to get to Dis Pater.


Well its not a divine immunity, it is an abomination effect, so unless i can overcome that, that idea wont work.
Witch

05-06-07, 07:40 AM
Hey Witch, if I got a Combat Style from one of the many classes that offer it, would I advance to Improved Combat Style without having to use two virtual class ability spaces? I ask since we use our hitdice to determine our effective class level for that ability.
Could you provide me with an example?

Is there some way i can use a feat or something to change my primary casting stat to a different attribute?
I'm not aware of one, I'm afraid.


Being that Dispater has an arbitrarily large amount of resources
Arbitrary is a bad word. Excessive might be better.
Witch has the ability to place traps of whatever design he chooses, whenever, and were-ever he wants
They don't just appear - they've been carefully planned. It's important to read all significant servants of Dispater, by the way, if you don't understand how some things happen.

Regardless of how close a party actually gets to Dispater, the next room into which he flees can always have some tarp that just happens to arbitrarily compromise the abilities of the group.
Once again: this is Hell. Nothing is arbitrary.

Oops, forgot. Perhaps i can wish his powers and knowledge away as a god of both.
Ehm, what?

Along with my earlier question, I have two questions about the Reave ability.
I'd like a source on that ability so I can look it up.

The second is; since it says that as a standard action, I can make a single attack with bonus damage on it. I was wondering that since a normal attack is considered a standard action, if I could use the Reave ability every attack?
No - standard actions are not the same as attack actions.

Witch, along with these three questions, I have another question to ask. With the Extra Sense Enhancement Salient Divine Ability, could I add a new sense or does it have to be one I already have?You need to already have it.

Finally, I currently have an antimagic field, what are your rules regarding a deity casting spells inside an antimagic field? I don't mind turning it off if needed for the sake of fairness.
Antimagic field doesn't harm a deity's spells in any way, though it does affect non-artifact items he might carry.

I just asked him to price it. Unfortunately I don't know the extact formula.
I suspect that this is something in the line of multiply this by that and round up.
I'd need to contact him then.


And if You insist on this :"New Character !" attiude, I'm all for it.
It doesn't change a thing that it is still Rikandur Azebol. My guess that it's "him" from another Prime World. What a coicidience ! :P
You're welcome to believe he's Rikandur Azebol - I have no objections to delusional characters.

You just tell me what possibly could stop my Deity from destroying the Gem from afar and recovering memories gathered by mortal incarnation ?
Dispater.

And above isn't an request, I'm just asking stuff I'm curious about. I guess that You don't want PC's to have pre-game knowledge, right ?
Gates of Hell holds their pre-game knowledge.



Guys ! Do I price the ECL 75 wealth properly at 147,522,716 gp ? :embarrass

I used the ~25 millions gp that Witch said is due at the beggining as an basis. Changed it from NPC ( 30% ) to PC ( 100% ) wealth. :dancin:
Then added 10% 5 times on my calculator. Is this an correct method ?
I've said multiple times that this five free level adjustment does not count for wealth. Your wealth is ECL 70. Not 75.

Well its not a divine immunity, it is an abomination effect, so unless i can overcome that, that idea wont work.
Abomination traits are partly DvR 0 traits, iirc.
Witch

05-06-07, 07:42 AM
Would it make more sense for it to be an anti-magic field, instead of disjunction?

Belt of Epic Paragon Monk

+12 DEX
+12 WIS
Mage's Disjunction or Anti-magic Field: The Monks body is imbued with an anti-magic field. A successful unarmed strike hits the target with a mage's disjunction like effect. Roll a die to determine the affect of the disjunction.

Spells:
Number of spell levels suppressed determined by: (WIS MOD + DvR), restored after 8 hours of rest

Spell-like Ability:
SLA suppressed for 1 day, if same SLA targeted second time suppressed for 1 year and 1 day, if targeted 3 times permanently disjoined, can only be restored with a wish granted by a deity and a successful rank check

Magic Items:
Magic Items must succeed on a DC 20 + WIS + DvR(WILL Save)

Power Points:
Number of PPs disapated (WIS MOD + DvR), restored after 8 hours of rest


Dropped the times 2 to PPs and Spell levels. Or could keep times 2 and add save DCs to them.

Roll all effects randomly.
d20..
1-3 spell level 1
4-6 level 2
7-8 level 3
9-10 level 4
11-12 level 5
13-14 level 6
15-16 level 7
17-18 level 8
19-20 level 9

SLAs;
add number of SLAs together and then roll on dice.
1-2 SLAs 1d4
3-4 1d8
5-10 1d20
11-00 1d1%
I still see no will saves involved. I'm sorry, but you're going to have to make this far more clear - I also don't see how on earth antimagic field or disjunction are even involved.
Dispater24

05-06-07, 07:52 AM
Hello,

is it allowed to play a Dragon?

What are the maximum hit Die/ECL that a dragon could have?

Is it possible to be a God and a cosmic entenity at the same time?

The caps for Attributes are 70(ST,GE,Con) and 60 (IN, Wis, Ch), right? Is it allowed to get over them when using the ELH progression for Force Dragons?
are the caps before or after the size is counted in?

Is paragon allowed? How is the interaction between the Paragon bonus toAttributes and the cap?

I´d like to build a Paragon Force Dragon Great Wyrm God with the Demonlord template and 18 Divine Ranks. Is this Allowed?
Witch

05-06-07, 07:57 AM
is it allowed to play a Dragon?
Yes.

What are the maximum hit Die/ECL that a dragon could have?
Dragons are limited to 100 HD, iirc. Unless you're making him a deity, I'm loose on ECLs.


Is it possible to be a God and a cosmic entenity at the same time?
In a sense. Glasya, Lixer and Gargauth have Divine Rank and are cosmic entities. However, the only true cosmic entities with Divine Rank are Lucifer (if he still lives) and Asmodeus.


The caps for Attributes are 70(ST,GE,Con) and 60 (IN, Wis, Ch), right? Is it allowed to get over them when using the ELH progression for Force Dragons?
are the caps before or after the size is counted in?
No, it's not allowed to get over them when using the ELH progression for Force Dragons. They are before size is counted in.


Is paragon allowed? How is the interaction between the Paragon bonus toAttributes and the cap?
Paragon bonus counts towards base ability scores and is hence affected by the cap.


I´d like to build a Paragon Force Dragon Great Wyrm God with the Demonlord template and 18 Divine Ranks. Is this Allowed?
Gods can't be paragons. It's one or the other. I don't see an issue with a Demon Lord with Divine Ranks (though your exact amount of hit dice that would remain fair, I'm going to ask to Selah.)
Venenum

05-06-07, 08:09 AM
Ehm, what?


Abomination traits are partly DvR 0 traits, iirc.

I meant powers as in psionics.
Witch

05-06-07, 08:10 AM
I meant powers as in psionics.
My response remains the same. I have no clue how you figure you can do that.
fnord

05-06-07, 08:19 AM
In a sense. Glasya, Lixer and Gargauth have Divine Rank and are cosmic entities. However, the only true cosmic entities with Divine Rank are Lucifer (if he still lives) and Asmodeus.

Wait, Glasya et al. aren't "true" cosmic entities? Does that mean they lack Spurn the Divine? Glasya probably gets immunity to portfolio sense as a servant of Dispater anyway, but I wouldn't need to make a rank to affect her with Power of Luck or Irresistible Blows unless she has it.
Dispater24

05-06-07, 08:20 AM
No parâgon and god together thats ok.

The Demon Lord template is nice.
The Demonic RAVAGES and the ravaged form of a demonlord how do they interact? are they the same? and can the 1d6 ravaged forms gained from the template exceed the save maximum of ravages (1/4 hit dice) or not?

force dragon great wyrms exceed the caps,they have in 62, Wis 63 and Ch 62. what is to do with this?

They have 75 hit dice, can they have 25 class levels or are they limited to hit dice?
Dispater24

05-06-07, 08:25 AM
true cosmics have cosmic rank of 1 or higher.
Glasya is a Divine rank 5 goddes an the Archdevil Template(Divine Rank 0).
Witch

05-06-07, 08:27 AM
Wait, Glasya et al. aren't "true" cosmic entities? Does that mean they lack Spurn the Divine?
Glasya probably gets immunity to portfolio sense as a servant of Dispater anyway, but I wouldn't need to make a rank to affect her with Power of Luck or Irresistible Blows unless she has it.
As far as I am aware, that is correct.


The Demonic RAVAGES and the ravaged form of a demonlord how do they interact? are they the same? and can the 1d6 ravaged forms gained from the template exceed the save maximum of ravages (1/4 hit dice) or not?
I suggest they count against your maximum number of ravages, as normal. They can exceed the safe maximum, but in that case, you pay the price as normal.

force dragon great wyrms exceed the caps,they have in 62, Wis 63 and Ch 62. what is to do with this?
It forces you to reduce them to the maximum :)

They have 75 hit dice, can they have 25 class levels or are they limited to hit dice?
They're normally able to acquire class levels - but once again, in case of a dragon deity, I'm going to inform myself about the amount of allowed hit dice first :)
Dispater24

05-06-07, 08:40 AM
I have the base creature a great wyrm force dragon, i add the demonlord template and then the god template.

Collosal+ great wyrm force dragon 75 hit dice:

I have Attributes as followed: Str 75 GE 10 Con 61 In 62 Wis 63 Ch 62.

I get 6 points from the demonlord template and the abilitie to swap attribute at a one to one basis(can i take the 7 points from IN, WE, CH and swap them to GE for example?).

how many attribute points do i get from the god template?
the 5 inherent to every stat or more(can i swap the exceeding point from IN, WE and CH to GE for example?)

when the dragon gains more hit dice(if the 100 for dragon are allowed) it gets better stats in IN, WE and CH can i swap the exceeding points to GE for example?
Venenum

05-06-07, 09:33 AM
My response remains the same. I have no clue how you figure you can do that.


I was just thinking i never thought it would work.

However, you said with a rank check i can remove his Mind affecting immunity, well why didn't you say so.

How often can i make the rank check, if i make both rank checks, i can cripple his mind, with a DC 83 or something power, then walk up to the gibbering husk and coup de grace him. since i ignore damge, and thus regeneration, or i could try deceribrate, yeah that would work.
Rikandur_Azebol

05-06-07, 09:38 AM
Once again: this is Hell. Nothing is arbitrary.

Say it to Asmodeus. I dare You. ;)


Antimagic field doesn't harm a deity's spells in any way, though it does affect non-artifact items he might carry.

How ? Shouldn't it be that way that deity's items count as part of it for the purpouses of AM-field immunity ? I was conviced that it works that way that if something fails to harm PC it won't hurt his items, unless it was specifically aimed at his items or have it written in the description.

And I belive that deity's items benefit from the "AMF immunity". Or I interpreted the stuff inproperly ?


You're welcome to believe he's Rikandur Azebol - I have no objections to delusional characters.

For all intenses and purpouses he is. He just lacks several hundreds of years of experience that mortal Rik lived trough.


Dispater.

Not really. Dispi got no power in Abyss. And He can be neutralized, can't he ? :)


Gates of Hell holds their pre-game knowledge.

OK. In first post I'll write up how Rik goes to Dis ... and what he does before going there. :evillaugh


I've said multiple times that this five free level adjustment does not count for wealth. Your wealth is ECL 70. Not 75.

Okey, then it's 85,866,666 gp ?


Abomination traits are partly DvR 0 traits, iirc.

And are easily bypassable by powerful gods Venenum. Just make sure You suceed on Your rank check, and You are free to violate minds ! :devil:

You are going to Ego Whip him into mindful oblivion ? ;)

And as for feats changing spellcasting statistics ... in Warcraft D20 there are 2 feats that allow ogre-magi to replace their spellcasting attribute with Constitution. But both had hefty prerequesites, if memory serves well.
Witch

05-06-07, 09:48 AM
Say it to Asmodeus. I dare You. ;)
Arbitrary is hardly the good word for him. Empty, though.

How ? Shouldn't it be that way that deity's items count as part of it for the purpouses of AM-field immunity ? I was conviced that it works that way that if something fails to harm PC it won't hurt his items, unless it was specifically aimed at his items or have it written in the description.
Deities are immune to the effects of an AMF. Items are not. That's a fairly standard interpretation of the spell.

For all intenses and purpouses he is. He just lacks several hundreds of years of experience that mortal Rik lived trough.
No, for all intents and purposes, he's not, because in Dicefreaks canon, half Rikandur Azebol's soul has been ripped into thousands of shreds which developed into demons, while the other half is in possession of Merorem the Darkwind. You don't have that soul, so you're not Rikandur Azebol.
goro

05-06-07, 10:42 AM
Belt of Epic Paragon Monk

+12 DEX
+12 WIS
AntiMagic Field(permanent): An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.
An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell’s duration.

Caster Level: 50
Area: 10-ft.-radius emanation, centered on you



Ok, i took out the really good parts and made it actually fit the spell. I was going for an Artifact of a greater deity before.

For Epic Monk bonus feats may I take Great Constitution instead of Epic Toughness?
Witch

05-06-07, 10:49 AM
I have the base creature a great wyrm force dragon, i add the demonlord template and then the god template.

Collosal+ great wyrm force dragon 75 hit dice:

I have Attributes as followed: Str 75 GE 10 Con 61 In 62 Wis 63 Ch 62.

I get 6 points from the demonlord template and the abilitie to swap attribute at a one to one basis(can i take the 7 points from IN, WE, CH and swap them to GE for example?).

how many attribute points do i get from the god template?
the 5 inherent to every stat or more(can i swap the exceeding point from IN, WE and CH to GE for example?)

when the dragon gains more hit dice(if the 100 for dragon are allowed) it gets better stats in IN, WE and CH can i swap the exceeding points to GE for example?
I've acquired more information: regardless of type, if you're a DvR 18 deity, you're limited to 70 HD.

Assuming you took the demonlord template before gaining that many hit dice, yes, you may swap attributes.

I'll need your age category, and I'll tell you your Dragon racial adjustments, which are to be applied afterwards to the acquired point buy.
5 inherent is included in said point buy.
Witch

05-06-07, 10:54 AM
Belt of Epic Paragon Monk

+12 DEX
+12 WIS
AntiMagic Field(permanent): An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.
An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell’s duration.

Caster Level: 50
Area: 10-ft.-radius emanation, centered on you



Ok, i took out the really good parts and made it actually fit the spell. I was going for an Artifact of a greater deity before.

For Epic Monk bonus feats may I take Great Constitution instead of Epic Toughness?
No problem on that artifact belt, Goro. I'll check for the price later. Don't forget that that range isn't that large - so if you're too big, it won't encompass anyone but you.

An artifact of a greater deity isn't a problem, actually, but yours was badly described, unclear, and barely offered any saves or checks.

Great Constitution is fine.
goro

05-06-07, 11:00 AM
Belt of Epic Paragon Monk

+12 DEX
+12 WIS
Increase Unarmed Strike Damage one step.
For all other monk special abilities and attacks treat as if a monk of 4 levels higher.
This does not increase Bab, saves, or ability scores.

Yeah, never really tried creating powerful magic items before.
I was thinking of switching to this instead.
Witch

05-06-07, 11:05 AM
That's hardly an artifact :)
goro

05-06-07, 11:11 AM
How about if I increased the virtual level adjustment to +12 for monk abilities?
Witch

05-06-07, 11:13 AM
That would be artifact level power.
goro

05-06-07, 11:14 AM
But it would be ok for a diety of ECL 70 +5 LA +18 DvR?
Witch

05-06-07, 11:15 AM
It would be, yes.
goro

05-06-07, 11:19 AM
ok, the that will be the final form.

Belt of Epic Paragon Monk

+12 DEX
+12 WIS
+12 virtual level adjustment to monk level for purposes of monk special abilities, qualities, and attacks. This does not affect bab, saves, or hit points.
goro

05-06-07, 11:29 AM
May I switch Multispell [Epic] to Multi-SLA [Epic]?
Witch

05-06-07, 11:30 AM
Go ahead.
goro

05-06-07, 11:44 AM
Does the "Increased Spell Resistance" SDA affect only the spell resistance granted by divine rank, or can it be applied to another permanent spell resistance(either natural or class feature)?
Witch

05-06-07, 12:29 PM
As the text notes "The deity has spell resistance beyond the divine norm.", I'm going to say it must be applied to spell resistance granted by Divine Rank.
Venenum

05-06-07, 12:36 PM
And are easily bypassable by powerful gods Venenum. Just make sure You suceed on Your rank check, and You are free to violate minds ! :devil:

You are going to Ego Whip him into mindful oblivion ? ;)

And as for feats changing spellcasting statistics ... in Warcraft D20 there are 2 feats that allow ogre-magi to replace their spellcasting attribute with Constitution. But both had hefty prerequesites, if memory serves well.

A; ) Yes i am going to ego whip him, then remove part of his brain stem, then cut the brain out and study it, after all knowledge is power. The most evil part is imagine meta mind, font of power round one, combined with scishm.

Ego whip one12d4+ Cha damage, save DC unbeatable if i change my spell stat,

Repeat, for redundency purposes.

Now decerebrite.

Round two get out and take brain ( rank check).

B; ) Pm me the gist and ill see what i can work with, iwant to change from int to cha, as a telepath. ( I have 12 points more cha than int.)
Dispater24

05-06-07, 12:39 PM
I've acquired more information: regardless of type, if you're a DvR 18 deity, you're limited to 70 HD.

Assuming you took the demonlord template before gaining that many hit dice, yes, you may swap attributes.

I'll need your age category, and I'll tell you your Dragon racial adjustments, which are to be applied afterwards to the acquired point buy.
5 inherent is included in said point buy.

70 HD, ok then i take a Wyrm(70HD).

Or do i have to take less than 70HD? Demonlord template + level adjustment for playing a force Dragon could result in too much HD to losse at ECL 70. I´m not sure.

in ELH:
Aduld Force dragon has 45 HD and an ECL of 36 and a CR 31.

A Wyrmis has 70 HD and is at CR 50. ECl could be 58?

A normal Charackter is CR = Level, so 70HD = CR 70.

looks like a Force Dragon has a negativ level adjustment, that cant be true or is it?


So, well im not sure 70HD Wyrm ok or not?
Rikandur_Azebol

05-06-07, 01:48 PM
Deities are immune to the effects of an AMF. Items are not. That's a fairly standard interpretation of the spell.

Thanks for clarification, I were conviced otherwise.

No, for all intents and purposes, he's not, because in Dicefreaks canon, half Rikandur Azebol's soul has been ripped into thousands of shreds which developed into demons, while the other half is in possession of Merorem the Darkwind. You don't have that soul, so you're not Rikandur Azebol.

Nay, this wasn't Rikandur Azebol's soul. Clone of it ... yes.
I hate repeating that this was a "fake" one. This artifically created soul was serving as Eldritch Seal on the "prison" of the Rik's orginal soul.

And, to this end, I'll give You In Game explaination for Rik remembering his own life. Is that fair enough ? :confused:

Questions :

1) Can I make such SDA for my Deity ?

Favor of Chaos
Prerequesites: Chaos domain, Chaotic aligment.
Benefits: Deity gains Anarchic bonus to saves and AC equal to it's Cha bonus (but no greater than Divine Rank), against opponents with Lawful aligment.

2) Can I make artifact based on Belt of Dread Emperor from "BoVD" ? It will serve for my PC to regain lost spell-slots. Why artifact ? Because I would want it to restore also Epic slots, and not just normal spell-slots.

As the Belt of the Dread Emperor allows recovery of up to 9 lvl of prepared spells, costing 120,000 gp, for the cost in HP of the squared spell-level.

Thus i belive that Epic item that would allow recovery of 10 level spell-slots (SDR says that Epic spells should be treated like that) should cost 16,700,000 gp. Cost to restore Epic spell-slot ? 100 HP by RAW. Take note that this is just a sketch, not a final version of the item.

IMO, it's enough to make it an artifact ...

3) Proposal of "DBZ explosions" greater artifact. It have two functions, self-fuelling and making explosions. First, it requires attunement from an deity to wield it (SDA that does something like "Wield safely DBZ Explosions Artifact").
Second, it can be charged when it swallows up divine souls taken from dying gods (or abominations). When DvR 0+ being is dying within ??' radius and the wielder passess rank check, artifact tries to swallow up the divine soul of the victim. Will Save at DC ?? spares the victim's soul wich might proceed to fate awaiting it normally. Artifact may hold up to ? charges. As long as deity's soul is hold within the artifact it can't be brought back by any standard means.
Third, wielder of the artifact can use the artifact to destroy divine soul and relase energy in tredomous explosion of divine force ! Wielder must suceed in rank check against the imprisoned divine soul and if he fails artifact explodes, releasing all stored charges at once. Wielder fails saving throws automatically if the artifact explodes.
If wielder suceeds he destroys soul of the captured DvR 0+ being and relases explosion that spreads in ? miles causing ??d6 divine damage to everything, including wielder, and have destructive qualities of Divine Blast. Reflex save DC ?? to halve damage. Divine Beings have to suceed in Will save DC ?? or they became shaken for d10 minutes.

Drawbacks: Non-gods touching artifact can make Will save DC ??, and on failure they suffer as from Orb of Annihilation. On passed save mortals didn't made to touch the artifact as some instict gave them foresight to avoid this dire fate.
DvR 0+ beings that touch the artifact, and are not attuned to it, are attached to the artifact as the vile item drains their souls out. Deity must pass DC ?? Fortitude save each round or lose 1 HD temporarily. If deity loses all HD it's soul is consumed by artifact, wich gains 1 charge. To let go of the artifact Deity have to pass Will save DC ??, wich she can repeat every round.

If artifact ever absorb more divine souls than it have capacity to hold them, it explodes as if wielder had failed to control it's soul-destroying power.

Red ?? indicate that I don't know what number put there and I'm open for suggestions. :P

Veneum, Chmph ... You know, I think that it's a bit over the top. IMO, You should switch to Wilder, if You want to use Charisma as "spellcasting statistic". Custom feats that would allow You doing this, would require Witch's approval and I belive that He have enough headache with us already without extra stuff.

Thus, I advise You to take Wilder ... or change Your Deity's stats to increase Int over Cha.
goro

05-06-07, 02:11 PM
I decided to change him to all monk, I'm still working on him.




Divine rank 18
Portfolio: Vengence, vigilante justice
Symbol: silohouette of a man hanging by a noose from a tree at a crossroads.

Monk 64
Medium Chaotic Good Monstrous Humanoid Outsider

Hit Dice: 64d8 + 1760 + 180 (2452)
Bab/Grapple: 37 / 73
Initiative: 30 ( +26 DEX, Supreme Initiative)
Speed: Biped: 680 Quadraped: 760 Fly: 1520 (Base Godly Speed:+60, Monk:+210, Divine Celerity:+30, Feral creature Template:+10, Stride(SDA), Artifact +30 ft)
Armor Class: 218 (+33 Natural Armor Class(DvR), +18 Divine, +28 Deflection, +26 DEX, +24 WIS, +15 Monks Armor Bonus, +28 Natural Armor(MoL), +6 Natural Armor(Feral creature template), +15 Natural Armor Bonus(Magic Item), +15 Armor Bonus(Mage Armor Item), +2 Natural Armor(Demon Skin Feat)
Touch: 120 Flat Footed: 120
Space/Reach: 5/5
Abilities: STR: 74 (+32) DEX: 62(+26) CON: 66(+28) INT: 32(+11) WIS: 58(+24) CHA: 66(+28)
Saves: Fort: 111 Ref: 105 Will: 104

Attacks:



Feats:
Cleave, Deflect Arrows, Fleet of Foot(SRD, DivineAbilitiesandFeats), Hold the Line(SRD, DivineAbilitiesandFeats), Knock-Down (SRD, DivineAbilitiesandFeats), Jack of all Trades (SRD, DivineAbilitiesandFeats): You can use any skill untrained, even those that normally require training (Ability Mod + 18 (DvR)),
Epic Feats:
Great Charisma x4, Great Wisdom x2, Epic Fortitude, Epic Reflexes, Epic Will, Multi-SLA x2, Planar Turning
Bonus Feats:
1st) Improved Grapple, 1st human) Power Attack 2nd) Combat reflexes, 6th) Improved Trip
Epic Bonus feats:
25th) Improved Ki-strike, 30th) Improved Combat Reflexes, 35th - 40th - 45th - 50th - 55th - 60th) Great Constitution x6
Abyssal Heritor Feats (Fiendish Codex I):
Claws of the Beast (pg.84), Demonic Skin (pg.85), Primordial Scion (pg.87), Precognitive Visions (pg.87)
Salient Divine Abilities:
Divine Monk, Increased Spell Resistance (x4), Irreistable Blows, indomitable Strength, Divine Celerity, Divine Dodge, Annihilating Strike, Alter Form, Banestrike, Battlesense, Supreme Initiative, Clear Sight, Free Move, Divine Earth mastery, Increased Damage Reduction, Supreme Damage Reduction, Stride, Automatic Metamagic: Quicken(SLA), Extra Energy Immunity (Sonic), Extra Energy Immunity (Acid), Extra Energy Immunity (Electricity), Automatic Metamagic: Still(SLA), Automatic Metamagic: Silent(SLA)
Domains:
Strength, Travel, Earth


Deity Traits:


Monk Class Abilities:
AC Bonus (Ex): When unarmored and unencumbered, I add my Wisdom bonus (if any) to my AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. I loses these bonuses when I am immobilized or helpless, when I wear any armor, when I carry a shield, or when I carry a medium or heavy load. Epic: The monk’s bonus to Armor Class when unarmored increases by +1 every five levels higher than 20th.
Flurry of Blows (Ex):
Unarmed Strike
Evasion (Ex) & Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. I still take no damage on a successful Reflex saving throw against attacks, but henceforth I take only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to his speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed. Epic: The epic monk’s speed when wearing no armor increases by 10 feet every three levels higher than 18th. The unarmored speed of Small and dwarven monks increases by 5 feet instead of 10 feet.
Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
Ki Strike (Su): At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.
Slow Fall (Ex): At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.
Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.
Wholeness of Body (Su): At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses.
Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
Diamond Body (Su): At 11th level, a monk gains immunity to poisons of all kinds.
Abundant Step (Su): At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her monk level (rounded down).
Diamond Soul (Ex): At 13th level, a monk gains spell resistance equal to her current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk’s spell resistance.
Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.
Timeless Body (Ex): Upon attaining 17th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.
Tongue of the Sun and Moon (Ex): A monk of 17th level or higher can speak with any living creature.
Empty Body (Su): At 19th level, a monk gains the ability to assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level.
Perfect Self: At 20th level, a monk becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the monk’s creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if she were a member of her previous creature type.
Epic Bonus Feats: The epic monk gains a bonus feat (selected from the list of epic monk bonus feats) every five levels higher than 20th.
Epic Monk Bonus Feat List: Armor Skin, Blinding Speed, Damage Reduction, Energy Resistance, Epic Prowess, Epic Speed, Epic Toughness, Exceptional Deflection, Fast Healing, Improved Combat Reflexes, Improved Ki Strike, Improved Spell Resistance, Improved Stunning Fist, Infinite Deflection, Keen Strike, Legendary Climber, Legendary Wrestler, Reflect Arrows, Righteous Strike, Self-Concealment, Shattering Strike, Vorpal Strike.

Monster of Legend Template (DiceFreaks):
Hit dice: max points per HD
Armor Class: The base creature's natural armor class improves by its CON bonus
Damage: The damage inflicted by the base creatures’ natural weapons increase by one die step.
Special Qualities: 1)Lay on Hands and Turn Undead(PLD) 2) Preternatural Grace(Su): The monster of legend gains a deflection bonus to AC equal to its Charisma bonus and adds one-half its Charisma bonus as a resistance bonus to all its saves. 3-4) Fast healing +70
Damage Reduction: 35/Epic and Wood
Energy Resistance: Sonic 40 Acid 40
Special attacks: 5) Spell-Like Abilities: 92 ForceCage - At will(14), Finger of Death - At will(14), Prismatic Spray - At will(14), Antimagic Field - At will(12), Telekinesis - At will(10), Chain Lightning - At will(12), Disintegrate - At will(12), Identify - At will(1), Slow - At will(3)
6)Energy Drain (Su): One of the monster of legend’s natural attacks (claws, talons, slam, bite, sting, ect.) inflicts 1 negative level for every 10HD the monster of legend possesses (minimum 1). The save DC to remove these negative levels in Constitution-based (Unarmed Strike)7)Breath Weapons: Sonic(cone 30ft) 35d8 (DC 78 REF) every 1d6 rounds
Abilities: +8 str, +4 dex, +8 con, +4 int, +4 wis, +6 cha
Bonus Feats: Primordial Scion (pg.87 FC:I), Precognitive Visions (pg.87 FC:I)

Feral Creature Template (Savage Species):
Size & Type: type changes to mostrous Humanoid
Speed: land +10
Special attacks: If a feral creature leaps upon a foe during the first round of combat, it can make a full attack even though it has already moved.
Special Qualities: Darkvision 120 ft, Fast Healing 5
Abilities: +4 str, -2 dex, +2 con, -4 int, +2 wis
LA: +1

Magic Items:
Bracers of Relentless Might, Cloak of Epic Charisma +12, Headband of Epic Intellect +12, of Epic Resistance (Fort +10, REF +10, WILL +10), Robe of Epic Natural Armor +15, Vest of Epic Armor +15, Freedom of Movement (ring), Ring of Mind-Blank, Belt of Epic Paragon Monk

Belt of Epic Paragon Monk: Artifact
+12 DEX
+12 WIS
+12 virtual level adjustment to monk level for purposes of monk special abilities, qualities, and attacks. This does not affect bab, saves, or hit points.
Useless if worn by a non-monk.
Geraturatu

05-06-07, 02:37 PM
Could you provide me with an example?
Like the Ranger's two weapon fighting combat mastery, or the Apocalypse Assassin's Blast.


I'd like a source on that ability so I can look it up.

Here is Reave I, II, and III. I would have used the quotes, but I didn't click on the button before opening this.

Reave (Ex)
As a standard action, you may make a single attack. This attack deals an additional 1D6 damage per 2 class levels, and ignores 1 point of DR or hardness per 2 class levels. This extra damage is not multiplied by a critical hit, and only applies once even if your single attack deals damage multiple times. If this attack misses by more than 5, you provoke an attack of opportunity from the enemy you attacked. Any coup de grace may also be a Reave.

If used against a magic item, the item gets to make a Will save against a DC equal to 10 + your Wis modifier + the number of damage dice added by Reave, to negate the extra damage (normal damage still occurs).

Reave only functions while you are not wearing heavy armour, and are wielding a one-handed weapon in melee. This attack requires concentration, and is the equivalent of a level X spell for the purposes of Concentration checks, where X is the number of damage dice added.

Reave II (Ex)
When making a Reave attack, you deal an additional 1 damage per class level. This damage is multiplied on a critical hit, but still only applies to a single attack if your weapon makes more than one at a time.

Reave III (Ex)
When making a Reave attack, you add your Wis modifier as a damage bonus on every Reave damage die. This extra damage is not multiplied by a critical hit, and only applies once even if your single attack deals damage multiple times.
Geraturatu

05-06-07, 02:52 PM
And just for the record, I'm going to use this varient of the Reave ability.


Reave - Save DC is now Str based. Can be used in heavy armour. Requires 2-handed weapons.
Reave III - Based off Str mod.
Geraturatu

05-06-07, 02:59 PM
No - standard actions are not the same as attack actions.

Can I make any attacks after using the Reave? Like say, use Reave then use my Full round attack-1 attack?
Zelck

05-06-07, 03:28 PM
Can I make any attacks after using the Reave? Like say, use Reave then use my Full round attack-1 attack?
By RAW, this is not allowed. It's similar to how you can't Manyshot your full attack. A full attack is a full round action that allows you to make attack actions. You're not allowed to make standard actions as part of a full attack.
Rikandur_Azebol

05-06-07, 04:47 PM
This Reave thingie is powerful. Very Powerful ! :eek:

Ability to ignore 35 hardness and +35d6 dmg +70 +Wis mod multipled by 35 ?
I think it is A LOT. IMO, it's all worth a 3 SDA's and Major Artifact worth 50% of PC-gold.
Imagine cleric with this stuff ! With Wis 110, He'll one-shot everything with massive 35d6 +1820 dmg. Pair it with time-spells from PHB2 and You got one-shot-building. :hides:

Does it pair with Andamantite weapon for total of 55 hardness ignored ? Does it add this damage to beings and things that are immune to criticals ? :confused:

Goro, what an coicidience ! I'm making my guy an Arcane Fist !:smirk:

G'night guys.
Geraturatu

05-06-07, 04:51 PM
And I'm using a variant that uses Str instead of Wis. I think it does stack, but I'm not sure, and it does hit things immune to criticals.
Geraturatu

05-06-07, 05:11 PM
Hey, does Hide in Plain Sight cover the ability of Camouflage? Or do I have to have both of them?
Witch

05-06-07, 05:33 PM
Before I go on to specifics: neither Warcraft d20 nor board-created feats (I see no actual source on Reave) are available without my specific approval, and as spellcasting on constitution makes no sense, and those Reave abilities (how do you even acquire them?) are imbalanced (at least as feats), you're not getting approval for them unless they're printed in my available books list.
Witch

05-06-07, 05:40 PM
Nay, this wasn't Rikandur Azebol's soul. Clone of it ... yes.
I hate repeating that this was a "fake" one. This artifically created soul was serving as Eldritch Seal on the "prison" of the Rik's orginal soul.

Well, Rik, here's the following:
I ask Selah, Kain and Serge if this was part of your original flavor. If it is not confirmed, then it is a retcon, and I say no.


Favor of Chaos
Prerequesites: Chaos domain, Chaotic aligment.
Benefits: Deity gains Anarchic bonus to saves and AC equal to it's Cha bonus (but no greater than Divine Rank), against opponents with Lawful aligment.
Okay.

2) Can I make artifact based on Belt of Dread Emperor from "BoVD" ? It will serve for my PC to regain lost spell-slots. Why artifact ? Because I would want it to restore also Epic slots, and not just normal spell-slots.

As the Belt of the Dread Emperor allows recovery of up to 9 lvl of prepared spells, costing 120,000 gp, for the cost in HP of the squared spell-level.
How does this thing function again? A general overview of how the spellslots are regained would help; a full description isn't necessary.

Drawbacks: Non-gods touching artifact can make Will save DC ??, and on failure they suffer as from Orb of Annihilation.
No.

DvR 0+ beings that touch the artifact, and are not attuned to it, are attached to the artifact as the vile item drains their souls out.
No, until you provide attunement mechanics.


Red ?? indicate that I don't know what number put there and I'm open for suggestions. :P
Perhaps I'll suggest things later.

I also don't think it should have the destructive properties of Divine Blast.
Venenum

05-06-07, 05:42 PM
Witch i was gonna ask for your aprovale once modified.

Also anyone know a template that increases int for an LA less than 3, no i dont want a race.
Taeldrin Laesrash

05-06-07, 06:10 PM
The Phrenic template (XPH) isn't bad; +2 LA for +4 Inteligence and a collection of psionic abilities.
Mysteris

05-06-07, 06:19 PM
Witch: Do you approve of the Epic spells I designed for Miri?

Props to Rik for the Favor of Chaos SDA. :)

Quick question: What is the difference between actual and effective enhancement? I want to make sure that Miri's bow isn't too powerful/broken.
Geraturatu

05-06-07, 09:00 PM
You sure I can't show you where these things are and use them if you approve? Because I was running out of virtual class abilities from the base classes I already have.
goro

05-06-07, 10:02 PM
The prereq for "Divine Spellcasting" SDA says spellcaster level 20th, does that require actual spellcasting class level at 20(i.e. cleric 20, sorcerer 20, wizard 20, etc.), or can it mean effective caster level(you can cast spells as a sorcerer/wizard/cleric = HD*3/4, etc), but you don't actually have the class levels?
Rikandur_Azebol

05-07-07, 12:55 AM
Well, Rik, here's the following:
I ask Selah, Kain and Serge if this was part of your original flavor. If it is not confirmed, then it is a retcon, and I say no.

Out of them I think that only Selah knows my PC's flavor to some extent. Other person from DF that I remember sharing part of it is Glabrezubane. I have hard time translating it to English in a form that isn't crazy.

As far as I'm aware both of them know of major events from Rik's existence.

And, as I said ... if You do want an explaination that ignores Rik's flavor, wich is understandable, I'm all game since it will require only minor modifications during gameplay to work smoothly.

Okay.

*Insert evil maniac laughter here*

Thank You Witch.

Can I take SDA to got Charisma bonus as Enchancement to saves ? *whistles innocently*

How does this thing function again? A general overview of how the spellslots are regained would help; a full description isn't necessary.

Orginal belt allowed regaining of prepared spells for all spell-preparing classess. It had 4 chains attached that ended with manacles. You could put manacles on willing or subdued subjects. Then belt-wielder could regain casted spells by absorbing energy from the manacled beings. Cost of regaining spell was it's level squared in HP lost by manacled beings. It was like normal damage and could be spread among the manacled beings. If manacled being doesn't have enough HP to restore spell, it dies and spell isn't regained.

No.

Ok ... I just wanted it to not be touched by nosy mortals. O ! Now I got it, in the hands of mortal artifact is neutral and does nothing. Mortals can't use it without Epix Spells of ridiculous DC. :P

No, until you provide attunement mechanics.

It takes SDA ? To be honest I didn't had anything in mind here except fact that this thing is powerful ... in the upper range of Epic Major Artifacts.

I guess that attunement is possible only if the artifact is currently without a wielder and requires sucesssful rank check. And to survive artifact's soul-draining power for long enough to pass ? Will saves necessary to dominate the item.

Perhaps I'll suggest things later.

Okey dokey. But please ... make it more than 3 ... I would personally prefer less than 10 too.

I also don't think it should have the destructive properties of Divine Blast.

I wanted it to burn trough things and affect stuff behind them. You know ... if it breaks the wall, it affects stuff behind it. Also I wanted it to bring down Forcewalls and Prismatic crap. IMO, it's only apporiate since explosion is made of divine energy of the victim soul.

Question ... yesterday I used damnable calculator and come to an understanding that max bonus provided by +stat item for 85 million gp treasury is, according to Your guidelines, +46. Or the +25 max cap stays ?



Thanks Mysteris, I like this SDA myself ... even as I would prefer it to be full Charisma bonus, like Nymph Nature's Grace special quality. But I think that in shape it got now it is equally useful and don't ring so much alram bells in DM's head. :D
As for blade, DF canon states that greater deities can have weapon of +24 total enchancement. Enchancement bonus to hit and damage is maxed at +10.

And You can use Favor of Chaos, if You want to. I'm flattered. :D



Goro, I belive that it requires actual levels in spellcasting class. Caster level is something different I'm afraid. And unless Your PC is a dragon with innate spellcaster levels, or this hyena headed yugoloth that posess innate spellcasting levels ... then no, You can't without actual class levels.
I think that if You got PrC that continue progression of spell-casting class You could use this SDA as You see fit. DF Divine Spellcasting is cool. :)



Geraturatu, if You want to have this so desperately ... I propose You to get each Reave "level" as separate SDA. 3 SDAs is fair price, IMO. (And You could go DBZ on buildings, too)
Then, take Mace Artifact that allows You to use this crazy +ability modifier to each damage die.

I belive that such price is apporiate, since the ability in itself is extremely potent. Then Witch might okay it. Or may not. :P
fnord

05-07-07, 01:16 AM
Bernat, I'm curious. Given that you have DR 30/- from feats, why do you have Stoneskin active?
askala3

05-07-07, 02:09 AM
The wording given for Reave seems messy.
:b: Ex ability but has Concentration in its wording
:b: Is a single attack but has "only on a single attack" in the wording of reave 2
:b: Only magic items get a save, that seems like an oversight…
Also, Reave 3 (sounds like a bad movie title) granting a number of dice based on level, then adding an ability per die is unbalanced (especially at this level of power).

@Goro: Natural armor doesn't stack with natural armor. Your natural armor would be the better of your deity natural and racial natural. A DvR 18 deity would get a +33 natural armor bonus, and a feral [human] of legend would have a +6+Con mod natural armor bonus. I don't know how the feat you have gets applied, but I suspect it will increase your actual value. I suspect that we have to use permanent Con for MoL natural armor, so your natural armor bonus should be +35 (+33 divine, +2 feat).
Also, Stride doesn't double your tactical movement. It doubles "local and overland" but not tactical movement.
Oh yeah, a Chaotic monk?
Bernat

05-07-07, 04:41 AM
Bernat, I'm curious. Given that you have DR 30/- from feats, why do you have Stoneskin active?

:) As I told you, I don't have much experience at these levels. I just thought I would throw in some crap buffs like I used to do in EverQuest :D.
Witch

05-07-07, 08:55 AM
Out of them I think that only Selah knows my PC's flavor to some extent. Other person from DF that I remember sharing part of it is Glabrezubane. I have hard time translating it to English in a form that isn't crazy.

As far as I'm aware both of them know of major events from Rik's existence.

Selah confirmed that your statement is a retcon.
Witch

05-07-07, 08:56 AM
Witch: Do you approve of the Epic spells I designed for Miri?
I haven't checked them yet, but I find it odd how you know spells multiple times.

Quick question: What is the difference between actual and effective enhancement? I want to make sure that Miri's bow isn't too powerful/broken.

Actual enhancement = +1/+2/+3/...
Effective enhancement = +1/+2/+3/... + the additional abilities which are equivalent to such.
goro

05-07-07, 10:35 AM
@Goro: Natural armor doesn't stack with natural armor. Your natural armor would be the better of your deity natural and racial natural. A DvR 18 deity would get a +33 natural armor bonus, and a feral [human] of legend would have a +6+Con mod natural armor bonus. I don't know how the feat you have gets applied, but I suspect it will increase your actual value. I suspect that we have to use permanent Con for MoL natural armor, so your natural armor bonus should be +35 (+33 divine, +2 feat).

Also, Stride doesn't double your tactical movement. It doubles "local and overland" but not tactical movement.

Oh yeah, a Chaotic monk?

Natural armor sources:

Diety natural armor, TGoH, Is this bonus an improvement or a base score?

Monster of Legend Template: Improves existing natural armor
Armor Class: The base creature’s natural armor class improves by its Constitution bonus.

Should remove feral creature natural armor bonus as it is a base score if diety granted natural armor is a base and not an improvement.

Movement:
So in combat situations my movement would be 340 ft, nut in non-combat my movement would be 680 ft?

Choatic Monk:
Chaotic Former Monk.
askala3

05-07-07, 01:17 PM
Diety natural armor, TGoH, Is this bonus an improvement or a base score?The wording is "recives a natural armor bonus" so I'm guessing it is a base score.
Monster of Legend Template: Improves existing natural armorActually, this might be applied to your divine natural armor…
Movement:
So in combat situations my movement would be 340 ft, nut in non-combat my movement would be 680 ft?Sounds correct, although I didn't check to make sure your movement modifers could stack. The only possible stacking issue might be Haste's movement bonus doesn't stack with a Monk's movement bonus.
Chaotic Former Monk.That works.

On a side note, my current build seems to have a large number of similarities to yours. High Strength, fast, solo, high SR, etc… especially now that I think my guy is also going to be an Ex-monk :)
Mysteris

05-07-07, 02:19 PM
And You can use Favor of Chaos, if You want to. I'm flattered.

Thanks! :) It's great, and it fits Miri's whole theme well too.

I haven't checked them yet, but I find it odd how you know spells multiple times.

How so? Where I put multiples it was a way of saying she knew or prepared the spell many times. Like where I put Orb of Sound (x4), it just meant that she has Orb of Sound prepared in four of her available slots for that day.

Actual enhancement = +1/+2/+3/...
Effective enhancement = +1/+2/+3/... + the additional abilities which are equivalent to such.

I think I understand. So making Miri's bow (which I should probably name since it's the personal weapon of a Goddess) +24 with all the enhancements raises it up to something broken. But a +1 bow with all the enhancements (as long as they add up to the allowed limit) falls within the rules, am I right?
goro

05-07-07, 02:37 PM
For the MoL improved N.A. thats what i thought. Was just hoping that I could try and convice witch that the deity grant N.A. bonus was an improvement to existing N.A. too so that i could keep the N.. bonus from feral creature template.


On a side note, my current build seems to have a large number of similarities to yours. High Strength, fast, solo, high SR, etc… especially now that I think my guy is also going to be an Ex-monk

while reading this I realized I forgot to switch my Ref & Will saves from fighter 4/monk 16 base to monk 20 base. gives 12-12-12 instead of 12-9-9.

I've also been trying to think of some flavor for how he became chaotic, feral, and a MoL. Initially he may have been LN(In the before time, in the long, long ago), but then something happened to his master and he became chaotic, feral. Over time his powers kept growing, he took on the aspects of an MoL, became CN(past). Tehn recovered his insanity as his divine heritage reasserted itself within him(maybe he began to feel his masters presence again), CG(present). Future?? Master(The personification of Tyranny and Oppression?)??

Anyone know where I could find a list of creature templates?
Bernat

05-07-07, 02:56 PM
Witch, I need some help with mechanics.

1.- If I use Alter Reality to cast True Creation, is the spell treated as a Supernatural Ability?

2.- When using the SDA Create Object, how much would Petra need to rest if she created 18 x 20 cubic feet of stone? (It's all about what's the value of a pile of stone :)).
Witch

05-07-07, 02:59 PM
1. Yes.
2. I really, really don't know the value of a pile of stone. It can range from millions to utter worthlessness ;) Is there any price for a similar material out there?
goro

05-07-07, 03:04 PM
witch, does DF have a thread with a list of all their templates. I've been looking but I can't find one.
Witch

05-07-07, 03:13 PM
I don't think we have a thread for all templates - what are you looking for?
Venenum

05-07-07, 03:14 PM
The Phrenic template (XPH) isn't bad; +2 LA for +4 Inteligence and a collection of psionic abilities.

Only +2 int last i checked, and it was the first thing i took for the character.

I was thinking void mind and spectral savant but i want more int (and possibly cha.)



What are rules for proxy generation, ie stats, levels hit dice and ECL.

And whats thes Dicefraks site.
Bernat

05-07-07, 03:14 PM
2. I really, really don't know the value of a pile of stone. It can range from millions to utter worthlessness ;) Is there any price for a similar material out there?Let's assume all that land isn't created on a centric area :). How much would you (as DM) make Petra rest if using Create Object in such manner?
Witch

05-07-07, 03:17 PM
Does a 10ft-cube sound okay without resting?
goro

05-07-07, 03:20 PM
I'm looking for something that more embodies the spirit of chaos or monstrousness.
ASuperHero

05-07-07, 03:24 PM
Witch, what are your views on Possession as outlined in the FC1?

And can we use stuff from the Horrors Teasers? If so…

How does the Demon Lord Template (from the Horrors Teaser #3) interact with the 18 Divine Ranks provided for this experiment?

How do we select Ravages? At random, at will, or you pick for us?
Witch

05-07-07, 03:27 PM
I'm looking for something that more embodies the spirit of chaos or monstrousness.
The only (even preliminary) template available is that of Minor Cosmic Entity. It doesn't even bring DvR 0, I'm afraid.

Witch, what are your views on Possession as outlined in the FC1?
I haven't read that section yet. Summarize it, if you will.


And can we use stuff from the Horrors Teasers? If so…
Sure. I recommend the fifth one.

How does the Demon Lord Template (from the Horrors Teaser #3) interact with the 18 Divine Ranks provided for this experiment?
Same way as Glasya's DvR and the Archdevil template interact.

How do we select Ravages? At random, at will, or you pick for us?
At will.
Bernat

05-07-07, 03:42 PM
Does a 10ft-cube sound okay without resting?

Not used to create stone, so unless someone has more experience in that field, I'm fine with your decision.
ASuperHero

05-07-07, 03:51 PM
I haven't read that section yet. Summarize it, if you will. I am PMing the section ... Now.
Sure. I recommend the fifth one.
The Lycosidilith (http://dicefreaks.com/phpBB2/viewtopic.php?t=7257)? Really? Why?
Witch

05-07-07, 03:53 PM
I am PMing the section ... Now.
It's not that I don't have the book - it's that I haven't read it =)


The Lycosidilith (http://dicefreaks.com/phpBB2/viewtopic.php?t=7257)? Really? Why?
Because it's awesome, ofcourse. It's, like, a spider-demon. A wolf-spider. Awesome.
ASuperHero

05-07-07, 04:04 PM
"Mmh, I don't recognize you, Dispater. Did you put yourself on a low-iron diet?"
Oh, Burn!

It's not that I don't have the book - it's that I haven't read it =)
Basic synopsis- Normally, the fiend falls into a coma and sends out it's sprit as an Ethereal version of itself (incorporial fiends skip this step and are not on the etherial plane), then it moves into the same space as the subject and forces it to make a Will Save. If the subject fails, it is ridden by the fiend.
The fiend can then force it to make more will saves to resist various things it can do to the subject, like making the subject do things, controlling the subject directly, improving or weakening the subject, ect.
It can possess objects and do funky things to them, and enchant them, or turn off enchanted items (And the Iron Tower is probably to large to possess and turn off. Sadly)

Because it's awesome, ofcourse. It's, like, a spider-demon. A wolf-spider. Awesome.

Did you create it or do you just like it?
But, its mindless. Unless I can use the points avaliable in character creation to give it an Int score, there is no reason for it to attack Dispater.
I'm not opposed to the idea, as long as I can give it an Int score I'd be willing to try it.
Bernat

05-07-07, 04:40 PM
Oh, Burn!

Excuse me for the low shot. Someone was going to say it sooner or later :D.

:rimshot:
Kord's Boon

05-07-07, 05:20 PM
You know what this thread needs more of: advanced colossal magic iron eating rust monsters, if such a creature existed it would be hilarious.
Taeldrin Laesrash

05-07-07, 05:21 PM
That'd be...interesting. A good cohort, maybe. Speaking of, Witch, do cohorts get the free +5 LA?
Bernat

05-07-07, 05:26 PM
Does anyone know what the range for Create Object is?
Bernat

05-07-07, 05:32 PM
Witch, are heal and mass heal considered cure spells?
Witch

05-07-07, 05:40 PM
Witch, are heal and mass heal considered cure spells?
No :)

Does anyone know what the range for Create Object is?
I'm thinking adjacent.

That'd be...interesting. A good cohort, maybe. Speaking of, Witch, do cohorts get the free +5 LA?
If they're non-divine, I'm more lenient with LA.

You know what this thread needs more of: advanced colossal magic iron eating rust monsters, if such a creature existed it would be hilarious.
Lol.
Venenum

05-07-07, 05:59 PM
You know what this thread needs more of: advanced colossal magic iron eating rust monsters, if such a creature existed it would be hilarious.

I could whip one of those up with a 3rd party source book. Mongoose crossbreeding one.

Rust monster+anniliater, not it destroys everthrything, add foluglub for psionic.

Speaking of witch ( pun intended ) do you have answeres to my last posts questions.
Witch

05-07-07, 06:01 PM
If you check my location, you'll find the Dicefreaks site, where you'll also find the proxy rules, and Gates of Hell.

Site is having issues though, so you can't post.
Bernat

05-07-07, 06:04 PM
Witch, what kind of action would it take to spot at dispater's images? (free, move, standard)

If I use Alter Reality to create the same effect than a spell, what would the save DC be? That of a SLA or that of a spell?

Oh, and what's the distance between me and each of Dispater's images?

I know only one of the images harmed me, but do I know which one? If so, did it move or is it still located?
goro

05-07-07, 08:21 PM
Witch, what are the rules/methods for taking ravages? Templates, types, classes, races, etc???


Witch, is this ok for a Monster of Legend special Quality?
Mark of the Beast
When the Monster of Legend becomes under the effects of any mind afffecting effect (charms, compulsions, phantasms, patterns) it falls into a rage. +10 STR +10 DEX +10 CON, -10 INT -10 WIS -10 CHA (min.3) The MoL's actions become destructive (i.e. begins attacking anyone/anything close to him.). Recalculate Will Saves using STR Mod instead of WIS. The MoL is incapable of taking any actions that require concentration (using feats, SDAs, class features, SLAs, or spellcasting (only afffects those that require activation)).

These effects last until the mind affecting effect is removed.
Dispater24

05-08-07, 09:03 AM
A Deity is allowed to have ECl 70/70HD and a LA +5 is not counted, right?

If a monster has more HD the its ECl is, is the ECl or the HD what counts towards the total of 70 the HD or the ECl.

Are the ECl´s for Monsters found in the ELH page 156 correct?

Is there a Feats / Salient Divine Abilitie / Spell / Demonic Ravage / Template / class abiliety or something else that makes a creature immune or at least let it heal vile Damage?

Is a Demon/Devil vulnerable to vile Damage?
(I read somewhere[don´t know where] that for fiends/or templated fiend vile damage is just normal damage, but real damge[regeneration don´t works but healing spells and fast healing].)

Can a demon lord ignore the effects of corrupted spell(the template say it has not to pay the costs for using it)?
goro

05-08-07, 10:39 AM
Goro, I belive that it requires actual levels in spellcasting class. Caster level is something different I'm afraid. And unless Your PC is a dragon with innate spellcaster levels, or this hyena headed yugoloth that posess innate spellcasting levels ... then no, You can't without actual class levels.
I think that if You got PrC that continue progression of spell-casting class You could use this SDA as You see fit. DF Divine Spellcasting is cool. :)


How about if using this for the virtual caster levels? I boldened the relevent part.


A monster of legend is a unique representative of its race imbued with a degree of power far beyond that possessed by ordinary members of its kind. Though monsters of legends do arise spontaneous every few centuries they are more likely to be empowered by a deity or powerful cosmic entity to perform an appointed task. These puissant creatures are often set to guard artifacts or planar portals.

Monsters of legend are fearsome opponents. They are faster, hardier, stronger, and possessed of a terrible cunning that far exceeds their normally encountered kin. All monsters of legend possess several unique abilities that set it apart from others of its kind, and even other monsters of legend.

CREATING A MONSTER OF LEGEND
“Monster of Legend” is an acquired template that can be added to any corporeal aberration, animal, fey, giant, magical beast, monstrous humanoid, or vermin (referred to hereafter as the base creature).

A monster of legend uses all the base creature’s statistics and abilities except as noted here. If the monster of legends type changes (in the case of animals and vermin) recalculate the creature’s Hit Dice, base attack bonus, saves, and skill points based in its new type.

Size and Type: Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged (but see Special Qualities, below).

Hit Dice: The base creature receives maximum hit points per hit die. Most monsters of legend are advanced to at least double the base creature’s hit dice.

Armor Class: The base creature’s natural armor class improves by its Constitution bonus.

Damage: The damage inflicted by the base creatures’ natural weapons increase by one die step.

Special Attacks: A monster of legend possesses one special attack from the list below, or one of the designers devising of equivalent power. A monster of legend gains 1 additional special attack OR special quality (see below) for every 10HD possesses (minimum 1).

Breath Weapon (Su): Every 1d6 rounds the monster of legend can breath may breath a line or cone of acid, cold, electricity, fire, or sonic energy that does 1d8 points of damage per 2HD of the monster of legend (Reflex save for half). The shape and type of energy damage the breath weapon deals must be chosen when the monster of legend is initially create and may not be changed later. The size of the line or cone is equal to what a dragon of equal size would produce.

Disease (Ex): All of the monster of legend’s natural attacks risk infecting any creature it strikes with disease of the monster of legends’ choosing (determined when the monster of legend is initially created). The save DC to resist infection is Constitution-based.

Energy Drain (Su): One of the monster of legend’s natural attacks (claws, talons, slam, bite, sting, ect.) inflicts 1 negative level for every 10HD the monster of legend possesses (minimum 1). The save DC to remove these negative levels in Constitution-based.

Poison (Ex): One of the monster of legends’ natural attacks (claws, talons, slam, bite, sting, ect.) inflicts a deadly poison. This poison inflicts 1d6 points of initial and secondary ability damage to the attribute of the monster of legends choice (determined when the monster of legend is initially created). The save DC to resist the poison is Constitution-based.

If this ability is selected a second time the ability damage inflicted by the poison becomes ability drain.

This ability can also be selected multiple times to increase the potency of the venom. Each time you select it the initial and secondary damage dice increase by 1 step and the DC to resist the poison increase by +1 (treat as a racial bonus).

Spellcasting (Ex): The monster of legend has the spells per day of a cleric, druid, sorcerer, or wizard equal to half its hit dice and an effective caster level equal to three-quarters of its hit dice.

Spell-like Abilities (Sp): The monster of legend gains its Hit Dice plus its Charisma modifier worth of spell levels it may use to improve existing spell-like abilities or purchase new ones. Spells of levels 0—4 may be used at will, spells of levels 5—7 may be used three times per day, and 8th and 9th level spells may only be used once a day. A monster of legend may not augment a spell or gain a spell-like ability that a sorcerer of equivalent level could not cast.

The monster of legend may increase the number of times per day it can use an existing spell-like ability by buying the ability a second time at the same cost in spell levels. Thus chain lightning bought initially for six spell levels and usable 3/day ability could be used at will by spending a total of twelve spell levels. Similarly, moment of prescience initially bought for eight spell levels and usable 1/day ability could be used 3/day by spending a total of sixteen spell levels. A monster of legend may not improve the number of uses for anyone spell-like ability it possesses more than once.

Virtual Class Features (Ex): A monster of legend can select two class features from any class, except for spellcasting ability. The monster of legend may use the selected class features as if were a member of that class whose level equals its hit dice. The monster of legend may also select feats that require levels in the class whose features it mimics. The abilities selected must be from same class.

Special Qualities: A monster of legend creature retains all the special qualities of the base creature and also gains the following qualities.
—Lowlight vision.
—Spell resistance equal to its Challenge Rating +14.
—A monster of legend is immune to aging, disintegration, polymorphing, petrifaction, or any other attack that alters its form. Any shape-altering powers the monster of legend might have still work normally on itself.
—Resistance to two types of energy and damage reduction (see the table below).


Code:
HD... ER DR
01–04 5. 5/magic or material
05–08 5. 5/magic
09–12 10 10/magic
13-16 15 10/magic and material
17-24 20 15/magic and material
25-34 25 20/magic and material
35-44 30 25/epic and material
45-54 35 30/epic and material
55-64 40 35/epic and material

The monster of legend may select any material from the following list: adamantine, cold iron, silver, steel, or wood. Alternately the monster of legend may select any alignment component that opposes its own.

If the base creature already has one or more of these special qualities, use the better value.

In addition to special qualities listed above a monster of legend possesses one special quality from the list below, or one of the designers devising of equivalent power. A monster of legend gains 1 additional special attack OR special quality for every 10HD it possesses (minimum 1).

Command Kind (Su): The monster of legend can rebuke, bolster, and command creatures of the same type (and subtype, if the monster of legend possesses one) as an evil cleric of equivalent level rebukes undead. The monster of legend can use this ability a number of times per day to 3 + its Charisma bonus.

Energy Aura (Ex): The monster of legend possesses an aura of acid, cold, electricity, fire, or sonic damage that inflicts 1d10 points of damage for every 10HD or fraction thereof it possesses. The aura has a radius equal to the monster of legend’s reach and there is no save to reduce the damage taken. A monster of legend is automatically immune to the same type of damage its energy aura deals.

Fast Healing (Ex): The monster of legend gains a fast healing score equal to one-half its hit dice, rounded to closed multiple of 5.

Spirit Beast (Su): The monster of legend lives on the Ethereal plane much like a ghost, although it is not undead. The monster of legend gains the incorporeal subtype, spirit subtype, and the manifestation ability of a ghost. A monster of legend that possesses this special quality treats its natural weapons as if they possessed the ghost-touch property.

Immunities (Ex): The monster of legend may select three immunities from the following list: ability damage and drain, cold, death effects, disease, electricity, fire, mind-altering effects, paralysis, poison, sleep, and stunning.

Preternatural Grace (Su): The monster of legend gains a deflection bonus to AC equal to its Charisma bonus and adds one-half its Charisma bonus as a resistance bonus to all its saves.

Regeneration (Ex): The monster of legend gains a regeneration score equal to one-quarter its hit dice, rounded to the closest multiple of 5. The monster of legend’s regeneration must be penetrable by 2 somewhat common sources, one physical and one magical.

Summon Kind (Sp): The monster of legend can summon others of its kind. The monster of legend can summon 1d4+1 creatures of the same type base creature. The monster of legend can use this ability once per day per 10HD or fraction thereof it possesses. The summon creatures obey the monster of legends commands unerringly for one hour and then return whence they came. If the monster of legend that has reached at least double normal HD advancement the creatures it summons possess 1.5 the normal HD, and if the monster of legend has reached maximum advancement the creatures it summons possess double the normal HD.

Saves: The monster of legend always uses the Good column when determining its base save bonuses.

Abilities: Strength +8, Dex +4, Constitution +8, Intelligence +4, Wisdom +4, Charisma +6. A base creature with an Intelligence or Charisma score of 3 or lower rolls 3d6 and then adds the appropriate modifier to determine its new base score. As unique individuals it is recommend the GM use the elite ability score array when designing a monster of legend.

Feats: A monster of legend may select any two feats it meets the prerequisites for as bonus feats.

Challenge Rating: 10HD or less as base creature +3; 11-20HD +4, 30HD or more +5.
goro

05-08-07, 12:06 PM
What type of bonus does the "Divine Grace" class feature from PLD give?
spike81101

05-08-07, 12:32 PM
Divine grace is unnamed and I believe virtual caster levels will work.
Witch

05-08-07, 12:34 PM
Witch, what are the rules/methods for taking ravages? Templates, types, classes, races, etc???
As given in the Ravages tread. You also need an abyssal background. No taking it just for numerical bonuses - it needs to fit.

Witch, is this ok for a Monster of Legend special Quality?
It makes little sense as described, and I don't like sudden +10/-10 alterations.

A Deity is allowed to have ECl 70/70HD and a LA +5 is not counted, right?
Yes.

If a monster has more HD the its ECl is, is the ECl or the HD what counts towards the total of 70 the HD or the ECl.
Give an example, please.

Are the ECl´s for Monsters found in the ELH page 156 correct?

I doubt it. The ELH was utterly crap at estimating LA. It even gave the Leshay a negative level adjustment.

Is there a Feats / Salient Divine Abilitie / Spell / Demonic Ravage / Template / class abiliety or something else that makes a creature immune or at least let it heal vile Damage?
I doubt it - I've never heard of such.

Is a Demon/Devil vulnerable to vile Damage?
As far as I am aware, yes.

Can a demon lord ignore the effects of corrupted spell(the template say it has not to pay the costs for using it)?
Ignoring the effects and not paying the costs isn't the same thing.

What type of bonus does the "Divine Grace" class feature from PLD give?
What's a PLD?
askala3

05-08-07, 12:42 PM
PLD = Paladin. The bonus has no name listed so it is unnamed, but I think (I cannot remeber where from) there are some rules on it stacking with other things that grant Cha to saves.

Last I knew in 3.5, HD could not be higher than ECL.
ECL = HD + LA.
LA must be 0 or higher…
HD = racial HD + levels, the sum of which must be 1 or higher.
Dispater24

05-08-07, 01:02 PM
Give an example, please.

I doubt it. The ELH was utterly crap at estimating LA. It even gave the Leshay a negative level adjustment.


The Infernal has 40HD, an ECl of 30 and a CR of 26.

The aduld force dragon has 45HD, an ECl of 36 and a CR of 31.

The Chichimec has 27 HD, an ECl of 23 and a CR of 21.

i could list a great number of more.

The LA in ELH may be crap but how should we handel it, the highest or the lowest number of ECl/HD?
askala3

05-08-07, 01:12 PM
The Infernal has 40HD, an ECl of 30 and a CR of 26.

The aduld force dragon has 45HD, an ECl of 36 and a CR of 31.

The Chichimec has 27 HD, an ECl of 23 and a CR of 21.

i could list a great number of more.

The LA in ELH may be crap but how should we handel it, the highest or the lowest number of ECl/HD?All the ECLs in the ELH are, politely, steaming piles of fresh fertilizer. At the least, the LA of the monsters should be the difference between their listed CR and ECL doubled.
This would give LAs of +8 for Infernals, +10 for Adult Force Dragons, +4 for Chichimecs. Not perfect numbers (esp. the Chichimec), but a start to getting the correct numbers.
Witch

05-08-07, 01:18 PM
The Infernal has 40HD, an ECl of 30 and a CR of 26.

The aduld force dragon has 45HD, an ECl of 36 and a CR of 31.

The Chichimec has 27 HD, an ECl of 23 and a CR of 21.

i could list a great number of more.

The LA in ELH may be crap but how should we handel it, the highest or the lowest number of ECl/HD?
I'm going to go with Upper Krust's advice on this matter, which is to use his CR calculator and use the result of it as ECL. I'll need to know what monster you want to use exactly, because there's a lot in the list.
Dispater24

05-08-07, 01:49 PM
I thought i use the Infernal.
Witch

05-08-07, 01:54 PM
You can go with ECL 57.
askala3

05-08-07, 02:10 PM
Witch, A couple of easy questions…
:b: Could I use Epic Reflexes in place of Lightning Reflexes for qualifiing for a prestige class (it requires Lightning, I would like to use Epic for the extra +2)?
:b: Could I use the Virtual Class Feature ability of a Monster of Legend to qualify for a prestige class (in this case rage to qualify for Frenzied Berzerker)?
:b: Could a deity use the Power of Luck SDA on themselves, granting them the Luck bonus?
Witch

05-08-07, 02:12 PM
Yes to all three.
goro

05-08-07, 02:41 PM
Witch, can I use Effective Caster levels, granted from MoL template, to qualify for SDAs?

From Monster of Legend Template:
Spellcasting (Ex): The monster of legend has the spells per day of a cleric, druid, sorcerer, or wizard equal to half its hit dice and an effective caster level equal to three-quarters of its hit dice.
Witch

05-08-07, 02:43 PM
How is said prerequisite worded?
If it says "spellcaster Xth", yes.
If it says "wizard Xth" no.
goro

05-08-07, 02:58 PM
It says spellcaster level XX.
Witch

05-08-07, 02:59 PM
Ought to work, then.
Venenum

05-08-07, 03:14 PM
What are rules for proxy generation, ie stats, levels hit dice and ECL.


I know where the rules are they just do not tell me what my max ecl is for a proxie and how to get the base stats (poor wording on my point ment ability points).

For example Can i have 50 hd but have an ecl of 70 with templates. ( not that i would do that )
Witch

05-08-07, 03:18 PM
My ECL for mortals who are made proxies is "be reasonable". No Paragon Pseudonatural Feral Phrenic Half-Fiend Half-Dragon Tarrasque.
Venenum

05-08-07, 03:53 PM
My ECL for mortals who are made proxies is "be reasonable". No Paragon Pseudonatural Feral Phrenic Half-Fiend Half-Dragon Tarrasque.

Drat so i cant have that 50 times evolved bone half giant.:P

Thats like +102 to strength:eek:

But is there a i can make an elan a spectral savant or ill just chew the wood, and go unbodied.


I had a build for the spectral savant with something around 2000 pp plus per day. with a capptured larval flayer. plus whats the la for the dice freaks monster of legend.
Witch

05-08-07, 03:55 PM
What's a spectral savant?

Your question on the MoL is answered elsewhere on this thread. Double CR adjustment.
Bernat

05-08-07, 04:41 PM
Witch, what kind of action would it take to spot at dispater's images? (free, move, standard)

If I use Alter Reality to create the same effect than a spell, what would the save DC be? That of a SLA or that of a spell? Would the Automatic Metamagic (quicken) SDA apply to it?

Oh, and what's the distance between me and each of Dispater's images?

I know only one of the images harmed me, but do I know which one? If so, did it move or is it still located?
Witch

05-08-07, 04:49 PM
Hmm, odd, I thought I answered these.

1. Consciously trying to spot is a move action. However, said image got a surprise round on you because none of your senses detected it, even as it cast a spell.
2. Though I'm unsure (and if I'm convinced otherwise, might change my mind later on, though I won't retcon it), I'm going to say that of a Supernatural Ability. Automatic Metamagic wouldn't apply to it.
3. One is about 15ft. away. The one behind you is about 150ft. away.
4. The one behind you harmed me.
5. It's still on the same place, aside from the 5ft.-step it took to move out of the building and throw those orbs at you (six orbs so far, at the moment - one missed.)

Oh, I also notice I made an error - a while ago, you said you used MDJ on yourself. I said it didn't alter anything at all - what I should've said was that it didn't function. Also, your character should know she cannot alter the planar traits of Dis with a rankcheck.
NoldorForce

05-08-07, 04:51 PM
What's a spectral savant?Spectral savant is a template that works similarly to lichdom. Instead of being a powerful caster to qualify, you instead have to be a powerful manifester. You're also incorporeal (someone is finally doing this!) and cannot recover power points on your own. Instead, you have to drain them (or uses of psi-like abilities) from other creatures.

Some things for people to notice:
-Due to the workings of Dis, people have often had trouble casting certain spells or using certain effects. Planar Bubble can help with this.
-Thus far, just about everyone has had their buffs taken down without Witch/Dis Pater needing to make any checks. This implies MDJ, which occurs in an area. One excellent way to get around it (as with the spectral savant or unbodied) is to be incorporeal and slink along in the ground, which blocks any line of effect.
Bernat

05-08-07, 05:26 PM
1. Consciously trying to spot is a move action. However, said image got a surprise round on you because none of your senses detected it, even as it cast a spell.I'm want to spot Dispater when he casts a spell to (possibly) detect an illussion, is this still a move action?

2. Though I'm unsure (and if I'm convinced otherwise, might change my mind later on, though I won't retcon it), I'm going to say that of a Supernatural Ability. Automatic Metamagic wouldn't apply to it.Can you tell me what the formula is? DC 10 + 1/2 HD + Cha mod?

Oh, I also notice I made an error - a while ago, you said you used MDJ on yourself. I said it didn't alter anything at all - what I should've said was that it didn't function.It didn't work because magic is prohibited to anyone but Dispater, I guess.

Also, your character should know she cannot alter the planar traits of Dis with a rankcheck.I thought his realm was treated as a godly realm, which would allow me to change traits. I was wrong, np.
Witch

05-08-07, 06:00 PM
I'm want to spot Dispater when he casts a spell to (possibly) detect an illussion, is this still a move action?
That's reactive, which is a non-action. In any case, you realize that even the one behind you is an illusion.

Can you tell me what the formula is? DC 10 + 1/2 HD + Cha mod?
Yes.

It didn't work because magic is prohibited to anyone but Dispater, I guess.
A very correct assumption - although with a slight corrolary which I'll leave for you to guess.
Bernat

05-08-07, 06:08 PM
A very correct assumption - although with a slight corrolary which I'll leave for you to guess.He can grant the ability to cast spells to anyone he wants?
Witch

05-08-07, 06:09 PM
Oh heavens, no. Not at all - his servants are just as barred as you are.
Diplominator

05-08-07, 06:11 PM
(Not a rules question, but a discussion of tactics)


The problem with planar bubble is that it can be dispelled or disjoined, and then you can't bring it back up since there's no magic anymore. I tried to get around this by being a demilich and having the item elsewhere, but I made the mistakes of having it being a use-activated item, and not entering with it on. Once there, I couldn't turn it on, because the magic was off. However, Venyx's continuous items continued to function. So, I think that next time I will modify the item to be continuous, and make it an artifact. Hopefully that will keep it on despite the plane's traits, and that the item isn't actually present should make it hard, if not impossible, to dispel/disjoin the effect. Once I have magic, a whole host of nifty options open up, from better offense to the ability to walk right through his silly walls.

Anyone see anything blatantly mistaken about that?

(Oh, and Witch. I'm guessing the corollary is that Dispater and his minions/tower can use magic.)
Witch

05-08-07, 06:14 PM
So, I think that next time I will modify the item to be continuous, and make it an artifact.
Very good thinking - this is the kind of optimization which is most required, here: trying to cope with what Dispater throws at you.


(Oh, and Witch. I'm guessing the corollary is that Dispater and his minions/tower can use magic.)

No, the corrolary is that he only bans a certain descriptor.
Bernat

05-08-07, 06:26 PM
No, the corrolary is that he only bans a certain descriptor.Mmh, I first thought Divination was prohibited, but mage's disjunction, which is abjuration, didn't work either. Can he select divine as descriptor or does "a certain descriptor" mean "certain descriptors"? :)
Witch

05-08-07, 06:27 PM
As noted in GoH, he can do 4 things among the following:
- Apply a metamagic feat to spellcasting.
- Limit a descriptor, subschool or school
- Impede a descriptor, subschool or school
Bernat

05-08-07, 06:32 PM
He can only impede a descriptor? Did he counterspelled me when casting Detect Magic or Mage's Disjunction? Because none of them worked, as far as I recall. If it's something you can't tell me while we "fight", you can send me a PM if you want when we're done.
Witch

05-08-07, 06:34 PM
This has nothing to do with counterspelling. I told you the list of things he can do, and that he can choose from that list four things. All the information you need is there, and has even been explicitly stated somewhere earlier in this thread.
Barathrum

05-08-07, 06:46 PM
Ok, i was wondering if we are alowed to use information from the farie project over at dicefreaks. Such as the cosmic templates which they have designed.
Bernat

05-08-07, 06:47 PM
Does "- Limit a descriptor, subschool or school" mean he impedes all but one descriptor, subschool or school?
Witch

05-08-07, 06:52 PM
Ok, i was wondering if we are alowed to use information from the farie project over at dicefreaks. Such as the cosmic templates which they have designed.
If I get to kill fey, I'll be happy. I've not been involved in Faerie, though, so I'll need to check over the specific template you want to use.

Does "- Limit a descriptor, subschool or school" mean he impedes all but one descriptor, subschool or school?
No, it means he limits one. For example, an example of what can be done is:
- apply quicken spell
- apply maximize spell
- ban [Fire] descriptor
- ban Divination
Einvaldurinn_mikli

05-08-07, 06:58 PM
As noted in GoH, he can do 4 things among the following:
- Apply a metamagic feat to spellcasting.
- Limit a descriptor, subschool or school
- Impede a descriptor, subschool or school

Is he applying Corrupt spell to spells and then banning the (Evil) descriptor or something similar? Because that would be quite sneaky.

Anyway, I think I want to give this a try so I have a few questions. I didn't read the whole thread so just point me to the answers to my questions if they have already been asked.

Where can I find the epic progression for the Cerebremancer?
Are custom Artifacts okay?
Can I use followers when designing epic spells/powers?
Do I have any XP leftover for crafting/casting/research?
Witch

05-08-07, 07:04 PM
Where can I find the epic progression for the Cerebremancer?
Use something like this:
11: +1 spellcasting
12: +1 spellcasting / +1 psionics
13: +1 psionics
14: +1 spellcasting / +1 psionics
15: +1 spellcasting
... etcetera. This also goes for mystic theurgetypes.

Are custom Artifacts okay?
Yes.

Can I use followers when designing epic spells/powers?
To a reasonable extent - though I would prefer if you only used your party members for this.

Do I have any XP leftover for crafting/casting/research?
The five free level adjustment (which doesn't provide any wealth) I've granted beyond ECL 70 can be used for purposes of templates or for free xp.

By the way: kudos.
Diplominator

05-08-07, 07:04 PM
Huh. Guys, I think that we're missing something. Although...whatever is going on, demilich-artifact-planar-bubble-ness should solve it. I hope.

The other thing that we haven't really thought about...actually making him die. It's pretty hard. Regeneration impassable by all but a very specific weapon (and not a nice one for demiliches to have), immunity to most other things, high AC, good saves...ugh. Even if we can get to him, it's gonna be hard to actually kill him.

I was thinking using demilich again for trap the soul, but I think one of his myriad templates makes him immune to that. I don't suppose that's an immunity that can be bypassed with a rank check? If it is...I doubt he can make Venyx's save.

If that is impassable, what else works? Horrid wilting affects him (I believe), as well as fire spells metamagicked with searing spell, but they'll be nonlethal. Most, if not all insta-kills don't work. The only one I can think of would be unname from Tome of Magic, but that needs him to fail a save and you have to make a ridiculous skill check. Mind-Affecting things are out, so no weird.

Yeesh. We gotta win this, guys!

Cannotwaitformyturntocomeupagainstupidfr igginwaterandironandspellsnotworkinggrrr rr
Diplominator

05-08-07, 07:07 PM
Is he applying Corrupt spell to all Metamagic feats and then banning the (Evil) descriptor or something similar? Because that would be quite sneaky.

Oh, dayumn. Good catch. I'll bet that's it. Ironic, too. Dispater, banning evil spells.
Bernat

05-08-07, 07:15 PM
No, it means he limits one. For example, an example of what can be done is:
- apply quicken spell
- apply maximize spell
- ban [Fire] descriptor
- ban DivinationWhat's the difference between limit and impede, then?


Oh, and good one, Einvaldurinn_mikli :).
ASuperHero

05-08-07, 07:19 PM
I bet he's using the good version of Corrupt Spell (Holyify Spell?) and banning that. He is causing vile damage somehow.
Dispater24

05-08-07, 07:19 PM
You can go with ECL 57.

Well thats to much, i cannot build the charackter i thought with only 13 levels remaining.

I think i go with a Demon (from the Monster Manual) or levels only.

How much LA is the Demonlord template (it increases the CR by 6), if i give up the free LA of 5 for this template is this ok?
Aluroon

05-08-07, 07:22 PM
Oh, dayumn. Good catch. I'll bet that's it. Ironic, too. Dispater, banning evil spells.

I mentioned that what, 10 pages ago? He's applying Corrupt Spell then banning everything with the Evil Descriptor (which is now everything).
Einvaldurinn_mikli

05-08-07, 07:23 PM
Use something like this:
11: +1 spellcasting
12: +1 spellcasting / +1 psionics
13: +1 psionics
14: +1 spellcasting / +1 psionics
15: +1 spellcasting
... etcetera. This also goes for mystic theurgetypes.

Okay, will do. No chance that I could use the one in this (http://boards1.wizards.com/showthread.php?t=565151) thread?
You can expect a first draft in a couple of days, this looks like quite a bit of work.

Oh, and is ToB allowed? I think that some of my party members might dip in Warblade if it's allowed.



By the way: kudos.

Kudos :)




I mentioned that what, 10 pages ago? He's applying Corrupt Spell then banning everything with the Evil Descriptor (which is now everything).

Hmm, didn't see that. Great minds think alike?:P
Barathrum

05-08-07, 07:28 PM
ok, im going to be using the Faerie Lord template and the elder sidhe for one of my party members.

And guys why cant we just use permentent emenation on planar bubble the spell says it has a range of a 10ft ememation.
Bernat

05-08-07, 08:06 PM
And guys why cant we just use permentent emenation on planar bubble the spell says it has a range of a 10ft ememation.

OMG, thanks for this alternative to the lich trick. But what would happen when a spell leaves your planar bubble? Are the realm traits applied at this moment or does the spell work as normal?

Hopefully this combination will give casters a chance, having a miriad of melee-oriented gods trying to defeat Dispater would turn boring. The sad thing is my god would have qualified for this combo :/.
Zelck

05-08-07, 08:19 PM
By the way, I came up with the Planar Bubble in an Artifact thing so long ago :p. And for regeneration, there's always 100 CL + Holy Word or Graymantle.
goro

05-08-07, 08:29 PM
Witch, would "Flight", the ability to fly, be an appropriate special ability for an MoL special quality?

And, could we take "Divine Blast" SDA more than oncec for additional uses?
Omen_of_Peace

05-08-07, 08:36 PM
Personally, I'm cheering for the uncorporeals. With Escape Artist even force can't stop them. Otherwise you can always end up buried under tons of iron.

Just a quick question, from a bystander who doesn't know much about this kind of play : can a spell have both Evil and Good descriptors ? Is somebody used holy spells, would they be made Evil anyway by Dispater ? Would it require some kind of check ?

He's applying Corrupt Spell then banning everything with the Evil Descriptor (which is now everything).

That Dispater knows the rules of the game he plays in very well !
goro

05-08-07, 09:41 PM
Does anyone know of any sources for extra Smite Evil times per day?
Einvaldurinn_mikli

05-08-07, 09:46 PM
Does anyone know of any sources for extra Smite Evil times per day?

The Extra Smite feat?
goro

05-08-07, 09:47 PM
From where?
Einvaldurinn_mikli

05-08-07, 09:50 PM
From where?

That would be Complete Warrior.
Oathar Nethuzeda

05-08-07, 09:55 PM
Does anyone know of any sources for extra Smite Evil times per day?

That would be the feat, Extra Smiting. Conveniently allowed by being in Complete Warrior.

edit: I have to get up for a minute, and everybody's beat me to the punch...
goro

05-08-07, 09:56 PM
Thank you both.
goro

05-08-07, 10:06 PM
How many regular feats equals an epic feat? I'm wondering because i'm trying to build an SDA.
Oathar Nethuzeda

05-08-07, 10:48 PM
Oh, dayumn. Good catch. I'll bet that's it. Ironic, too. Dispater, banning evil spells.

So, what would the interaction be between that, and, say, The SDA: Automatic Metamagic (Purify)? Can a spell have both Good and Evil descriptors?
goro

05-08-07, 10:57 PM
1. Witch, how does this look for an SDA? If Not as an SDA, how about as an artifact?

Spurn Magic SDA
An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.
An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell’s duration. This ability can be suppressed and resumed at will. Must succeed on an opposed DvR check to bypass this ability. Area: 5-ft.-radius emanation, centered on you..


2. Can I take "Divine Blast" SDA a second time to be able to use it twice as many times per day?

3. Can I take "Spellcasting(EX)" from MoL template twice with the same class for double the spells known and spells per day? (Yes, you can figure out why I wwant this from my next post. I know, if you allow me to do this I would need to take Divine Spellcasting for the new class if I want it to apply to the new class.)
goro

05-08-07, 11:02 PM
Arcane Strike + Take spellcasting Class ability with MoL template + Divine Spellcasting SDA = :D
goro

05-09-07, 12:54 AM
I'm just about done, except I need 2 more SDAs.


Divine rank 18
Portfolio: Vengence, vigilante justice
Symbol: silohouette of a man hanging by a noose from a tree at a crossroads.

Monk 64
Medium Chaotic Good Monstrous Humanoid Outsider

Hit Dice: 64d8 + 1760 + 180 (2452)
Bab/Grapple: 37 / 74
Initiative: 32 ( +28 DEX, Supreme Initiative)
Speed: Biped: 360 Quadraped: 400 Fly: 800 (Base Godly Speed:+60, Monk:+210, Divine Celerity:+30, Feral creature Template:+10, Artifact +50 ft) Stride(SDA) doubles non-combat movement speed
Armor Class: 214 (+33 Natural Armor Class(DvR), +18 Divine, +28 Deflection, +28 DEX, +25 WIS, +12 Monks Armor Bonus, +28 Natural Armor(MoL), +15 Natural Armor Bonus(Magic Item), +15 Armor Bonus(Mage Armor Item), +4 Artifact)
Touch: 124 Flat Footed: 124
Space/Reach: 5/5
Abilities: STR: 84 (+37) DEX: 66(+28) CON: 66(+28) INT: 30(+10) WIS: 60(+25) CHA: 70(+30)
Saves: Fort: 110 Ref: 107 Will: 104

Attacks:
+105 melee (12d6 + 37(STR) + 5 + 4d6 (Banestrike) + 256(Smite Evil) + 35d6(Sneak Attack) + Arcane Strike + 1d10 rounds stunned((DC 66 Fort (20 + CON MOD + DvR) 18-20/x2
Full Attack:
+105/+100/+95/+90 melee (12d6 + 37(STR) + 5 + 4d6 (Banestrike) + 256(Smite Evil) + 35d6(Sneak Attack) + Arcane Strike + 1d10 rounds stunned((DC 66 Fort (20 + CON MOD + DvR) 18-20/x2
Flurry of Blows:
+105/+105/+105/+100/+95/+89 melee (12d6 + 37(STR) + 5 + 4d6 (Banestrike) + 256(Smite Evil) + 35d6(Sneak Attack) + Arcane Strike + 1d10 rounds stunned((DC 66 Fort (20 + CON MOD + DvR) 18-20/x2

Special Attacks:
Quivering Palm, Divine Blast(mass), Arcane Spells, Spell-like Abilities, Flurry of Blows, Ki-strike, Smite Evil, Sneak Attack,

Special Qualities:
-- Monk Abilities, Deity Abilities, Monster of Legend Abilities, Feral Creature Abilities,

Unarmed Strikes:
Unarmed Strikes possess; Axiomatic(lawful), Keen, Vorpal, Slashing, +5, Anarchic(Chaotic), Good, Epic Magic, Silver, Adamantine, Natural and Manufactured weapons

Feats:
Cleave, Deflect Arrows, Fleet of Foot(SRD, DivineAbilitiesandFeats), Hold the Line(SRD, DivineAbilitiesandFeats), Jack of all Trades (SRD, DivineAbilitiesandFeats): You can use any skill untrained, even those that normally require training (Ability Mod + 18 (DvR)), Weapon Focus (Unarmed Strike), Improved Critical, Heighten spell,
Epic Feats:
Great Charisma x4, Great Wisdom x2, Improved Natural Attack, Epic Reflexes, Epic Will, Arcane Strike, Penetrate Damage Reduction: Silver, Epic Weapon Focus(Unarmed Strike), Epic Fortitude
Bonus Feats:
1st) Improved Grapple, 1st human) 2nd) Combat reflexes, 6th) Improved Trip
Epic Bonus feats:
25th) Improved Ki-strike, 30th) Improved Combat Reflexes, 35th - 40th - 45th - 50th - 55th - 60th) Great Constitution x6
Monster of Legend Template Bonus Feats:
1-2) Great Charisma x2

Salient Divine Abilities:
1) Divine Monk, (Axiomatic Strike, Exceptional Deflection, Infinite Deflection, Keen Strike, Reflect Arrows, Vorpal Strike, +5 Enhancement Bonus, Increase base damage to 2d12)
2) Increased Spell Resistance (x4), Divine Spell Resistance +80)
6) Irreistable Blows, (Ignore Armor and Natural Armor Bonuses. Resolve attacks as melee touch attacks.)
7) Divine Dodge, (permanent 68% mis-chance against any attack including area spells)
8) Annihilating Strike,
9) Banestrike, +4d6 against Outsiders, Evil +4 on attack rolls)
10) Battlesense, (Cannot be flanked except by deity that succeeds on an opposed rank check)
11) Supreme Initiative,
12) Clear Sight,
13) Free Move, (Move speed as a free move)
14) Stride,
15) Extra Energy Immunity (Sonic), 16) Extra Energy Immunity (Acid), 17) Extra Energy Immunity (Electricity), (Regardless of Attacker)
18) Indomitable Strength, (+25 opposed strength checks)
19) Divine Blast, 20) Mass Divine Blast, (3+CHA/day, 18d12+30d12, No Save, Cylinder 900 ft radius-180 ft height, Burst 900 ft rafdius, 90 Targets-no 2 more than 18 miles apart, Cone 1800 ft)
21) Divine Paladin, (Great Smiting x3, Smite Evil +5/day)
22) Increased Damage Reduction, 23) Supreme Damage Reduction,
24) Divine Sneak Attack, (Sneak attack o opportunity, Lingering Damage, Improved Sneak Attack x3
25) Divine Spellcasting(Sorecerer)
Domains:
26) Travel, 27) Strength, (Can cast any domain granted spell as a spell-like ability at will, Caster level 82, DC 20+Spell Level+CHA+DvR)

Deity Traits:
Armor Class: Divine armor Class Bonus equal to DvR, Natural Armor Bonus equal to 15+DvR, Deflection Bonus equal to CHAMod.
Attack: Receive Divine bonus to all attack rolls equal to DvR.
Damage: natural attacks and weapons weilded are treated as the diety is aligned for purposes of overcoming damage reduction.
Special Ability: Alter Reality(SU),
Domains: Travel , Earth
Domain Granted Powers: Can use any Domain power can grant a number of times per day equal to DvR(if normally can be used more than that get the greatest number of uses). If based on a cleric level deity has effective Cleric level equal to DvR.
Spell-Like Abilities: Can use any domain spell can grant as an SLA at will. Caster level = HD + DvR, DCs 20 + Spell level + CHA + DvR
Travel: Can use Greater Teleport - Greater Planeshift as SLA at will.
Special Qualities: 45/Epic and Adamantine((Slashing) must have been willingly used to commit suicide by 4 consecutive generations of people from the same family)) Divine Aura: Will save DC 10+CHA+DvR, Immortality,
Immunity to: Polymorphing, petrification, or any other attack that alters thier form. Enegy drain, ability drain, ability damage. Mind affecting effects(charms, compulsions, phantasms, patterns, and morale effects. Disease, poison, stunning, sleep, paralysis, death effects, and disintegration. Effects that imprison or banish(banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking.(ignored on sccessful rank check.)
Electricity, Acid, Sonic, Fire, Cold(regardless of attacker.)
Spell Resistance: 32 + 1/2 HD + DvR + Increased spell reisistance x4
Saving Throws: Divine bonus = DvR
Checks: Divine Bonus = DvR on all skill checks, ability checks, caster level checks, and turning checks.
Automatic Actions: When acting within my portfolio, I can perform any action as an immediate action, as long as the check DC is equalto or les than 30. Can perform 20 free actions per round

Monk Class Abilities:
AC Bonus (Ex): When unarmored and unencumbered, I add my Wisdom bonus (if any) to my AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. I loses these bonuses when I am immobilized or helpless, when I wear any armor, when I carry a shield, or when I carry a medium or heavy load. Epic: The monk’s bonus to Armor Class when unarmored increases by +1 every five levels higher than 20th.
Flurry of Blows (Ex):
Unarmed Strike
Evasion (Ex) & Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. I still take no damage on a successful Reflex saving throw against attacks, but henceforth I take only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to his speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed. Epic: The epic monk’s speed when wearing no armor increases by 10 feet every three levels higher than 18th. The unarmored speed of Small and dwarven monks increases by 5 feet instead of 10 feet.
Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
Ki Strike (Su): At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.
Slow Fall (Ex): At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.
Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.
Wholeness of Body (Su): At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses.
Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
Diamond Body (Su): At 11th level, a monk gains immunity to poisons of all kinds.
Abundant Step (Su): At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her monk level (rounded down).
Diamond Soul (Ex): At 13th level, a monk gains spell resistance equal to her current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk’s spell resistance.
Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.
Timeless Body (Ex): Upon attaining 17th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.
Tongue of the Sun and Moon (Ex): A monk of 17th level or higher can speak with any living creature.
Empty Body (Su): At 19th level, a monk gains the ability to assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level.
Perfect Self: At 20th level, a monk becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the monk’s creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if she were a member of her previous creature type.
Epic Bonus Feats: The epic monk gains a bonus feat (selected from the list of epic monk bonus feats) every five levels higher than 20th.
Epic Monk Bonus Feat List: Armor Skin, Blinding Speed, Damage Reduction, Energy Resistance, Epic Prowess, Epic Speed, Epic Toughness, Exceptional Deflection, Fast Healing, Improved Combat Reflexes, Improved Ki Strike, Improved Spell Resistance, Improved Stunning Fist, Infinite Deflection, Keen Strike, Legendary Climber, Legendary Wrestler, Reflect Arrows, Righteous Strike, Self-Concealment, Shattering Strike, Vorpal Strike.

Monster of Legend Template (DiceFreaks):
Hit dice: max points per HD
Armor Class: The base creature's natural armor class improves by its CON bonus
Damage: The damage inflicted by the base creatures’ natural weapons increase by one die step.
Special Qualities: OO) Flight(EX) OO) Preternatural Grace(Su): The monster of legend gains a deflection bonus to AC equal to its Charisma bonus and adds one-half its Charisma bonus as a resistance bonus to all its saves. OO) Fast healing +70 OO) Lay on Hands(heals 64*CHA HP) and Smite Evil(16 times a day) +CHA to Attack Roll and +256 to Damage Roll(Divine Paladin)
Damage Reduction: 35/Epic and Wood
Energy Resistance: Sonic 40 Acid 40
Special attacks: OO) Spellcasting: Sorcerer 32, Effective Caster Level 48 OO) Sneak Attack +32d6 and Crippling Strike
Abilities: +8 str, +4 dex, +8 con, +4 int, +4 wis, +6 cha
Bonus Feats: 2 bonus feats that I qualify for.

Feral Creature Template (Savage Species):
Size & Type: type changes to mostrous Humanoid
Speed: land +10
Special attacks: If a feral creature leaps upon a foe during the first round of combat, it can make a full attack even though it has already moved.
Special Qualities: Darkvision 120 ft, Fast Healing 5
Abilities: +4 str, -2 dex, +2 con, -4 int, +2 wis
LA: +1

Magic Items:
Bracers of Relentless Might, Cloak of Epic Charisma +12, Headband of Epic Intellect +12, of Epic Resistance (Fort +10, REF +10, WILL +10), Robe of Epic Natural Armor +15, Vest of Epic Armor +15, Freedom of Movement (ring), Ring of Mind-Blank, Belt of Epic Paragon Monk

Belt of Epic Paragon Monk: Artifact
+12 DEX
+12 WIS
+20 virtual level adjustment to monk level for purposes of monk special abilities, qualities, and attacks. This does not affect bab, saves, or hit points.
Witch

05-09-07, 03:30 AM
Okay, will do. No chance that I could use the one in this (http://boards1.wizards.com/showthread.php?t=565151) thread?
I'm personally not truly convinced of its balance, in that there is little downside to ever playing it, at epic levels.


Oh, and is ToB allowed? I think that some of my party members might dip in Warblade if it's allowed.
It is, but Epic ToB material isn't that readily accessible.


ok, im going to be using the Faerie Lord template and the elder sidhe for one of my party members.
I'll check those in a while. Normally, they ought to be okay.

Witch, would "Flight", the ability to fly, be an appropriate special ability for an MoL special quality?
A MoL special quality could grand you flight propelled by wings, at 60ft. (average).

And, could we take "Divine Blast" SDA more than oncec for additional uses?
Does it say anywhere you can take a SDA more than once? If so, yes. If not, no.

Just a quick question, from a bystander who doesn't know much about this kind of play : can a spell have both Evil and Good descriptors ?
I don't see why not.

1. Witch, how does this look for an SDA? If Not as an SDA, how about as an artifact?
It is an innate property of antimagic to not function on deities, I'm afraid.

3. Can I take "Spellcasting(EX)" from MoL template twice with the same class for double the spells known and spells per day? (Yes, you can figure out why I wwant this from my next post. I know, if you allow me to do this I would need to take Divine Spellcasting for the new class if I want it to apply to the new class.)
Not with the same class.
Zelck

05-09-07, 04:01 AM
Aram, the Magelord (http://putstuff.putfile.com/77773/7235026) is complete, basically. The only thing left is how many Rods of Excellent Magic to buy to fuel the crafting of the artifact, and I think I forgot a few divine immunities (electric and sonic is good).

I need some spell help though. I'm looking for a damage spell that either deals good damage every round for a duration (i.e. Wall of Fire, only with more damage) or deals good damage with no save (i.e. Deadfall, but for clerics or wizards).

So, I'll put myself in line. I'd like to request that I have some time before going into Dis to prepare and such.
Witch

05-09-07, 04:05 AM
So, I'll put myself in line.
I already considered you there - I believe I had you listed next :)

I'd like to request that I have some time before going into Dis to prepare and such.
Everyone has been granted that.
Rikandur_Azebol

05-09-07, 04:29 AM
Selah confirmed that your statement is a retcon.

"retcon" ?

Apologies, but my dictionary don't wants to translate it. In any case You need not to worry even if You disallow me to make Divine Rik as I want ... it only means that I have to make him what I want him to be other way. :)

Hopefully, I'll manage to provide reasonable "backstory" that will stick together without great stretch of good-will.

I know that it is mean of me to keep asking You questions, but I'm a bad person who drives his DM's nuts when he doesn't understands him or her.

My intent in this attempt is such: make my Challenger as tough and difficult to kill as it is possible. For this purpouse I intend to give my guy Con 70 +buffs, as well as couple of endurance-themed things. And keep blasting, until enemy collapses from exhaustion or manages to drive Rik away. Or beats him silly.

Questions (even as I'm not entirely satiated with my last ones):
-Do Periapt of Wound Closure allows healing of Vile damage as if it weren't Vile damage ?
-If a Deity have "Block Remote Sensing on Me" alvays on I could have basic element of suprise ... right ?
-What do You think of mindless deity stealing mind and memories from someone else ?
- Is SDA that allows casting of ALL spells including Epix spells ?

Why I ask it ? Because I intend to use it as a combos.



Mysteris, I hope it will help You in any way. Devils like to have overhelming force.



Zelck, Wouldn't it be simpler to shower a baddie in Intensified, Twinned, Purified and Sanctified Melf's Acid Arrows ? You could have Epix Gem that allows You to cast this spell from Your own spell-slots.

Or ... make an epic spell that conjures showers of holy water.

Just fev ideas to laugh upon. ;)
Witch

05-09-07, 06:50 AM
"retcon" ?

Apologies, but my dictionary don't wants to translate it. In any case You need not to worry even if You disallow me to make Divine Rik as I want ... it only means that I have to make him what I want him to be other way.

http://en.wikipedia.org/wiki/Retcon


Questions (even as I'm not entirely satiated with my last ones):
-Do Periapt of Wound Closure allows healing of Vile damage as if it weren't Vile damage ?
Does it state that it does?

-If a Deity have "Block Remote Sensing on Me" alvays on I could have basic element of suprise ... right ?
If you think it's that simple, no. But yes, there are methods of having a basic element of surprise.

-What do You think of mindless deity stealing mind and memories from someone else ?
I'm thinking it makes little sense.

Is SDA that allows casting of ALL spells including Epix spells ?
No, there isn't, to my knowledge.
Bernat

05-09-07, 06:56 AM
I'm looking for a damage spell that either deals good damage every round for a duration (i.e. Wall of Fire, only with more damage) or deals good damage with no save (i.e. Deadfall, but for clerics or wizards).I would go for orbs from Complete Arcane. Ranged touch attack and no save/SR. Considering they're conjured, you can create them inside a planar bubble, send them into a zone with no magic and they will continue working.
Zelck

05-09-07, 10:20 AM
I would go for orbs from Complete Arcane. Ranged touch attack and no save/SR. Considering they're conjured, you can create them inside a planar bubble, send them into a zone with no magic and they will continue working.
The problem is, I need it to be an AoE spell so I can delay it in a Time Stop-like effect. I meant to say that, but I forgot. So, either it needs to last a round, or it needs to deal good damage (either no save for half or it has some good damage dice like d12).

EDIT: By the way, I think I might need to add a beefed up version of Circle of Locking the Nine Gates to my cohort's epic spell list. It doesn't take any resources to develop, right?
goro

05-09-07, 10:57 AM
A MoL special quality could grand you flight propelled by wings, at 60ft. (average).
I tcouldn't grant the supernatural ability to fly without wings, similar to the way an ogremage can?
Witch

05-09-07, 10:58 AM
Supernatural, yes. Not Extraordinary, though.
goro

05-09-07, 11:08 AM
Darn, does supernatural work in a restricted magic zone?
goro

05-09-07, 11:19 AM
Divine Smite Evil SDA:
Prerequisites: Smite Evil class feature
Benefit: You may use Smite Evil an additional 20 times a day.
(Extra Smite Evil is a regular feat from Complete Warrior that allows you to use smite evil 2 additioal times per day.)
fnord

05-09-07, 02:04 PM
Darn, does supernatural work in a restricted magic zone?
It doesn't work in a Dead Magic plane (but you can ignore that like an AMF if you're a deity). I don't think there's any way to restrict it via Limited Magic (which deities don't ignore).
Witch

05-09-07, 02:09 PM
How can dead magic be ignored as a deity?
Note that the description also explicitly says:
The only exception to the “no magic” rule is permanent planar portals, which still function normally.
Venenum

05-09-07, 03:10 PM
WAIT!

:eek: :confused: :eek:

You allow all complete books but dont know whats in them,

CPsi :spectral savant basicly a psionic lich, incorpreal,not quite as good, but more stat adustments.

Also Whats the LA for the Dice freaks lich.


(Sorry over reacted above)
ASuperHero

05-09-07, 03:25 PM
WAIT!

:eek: :confused: :eek:

You allow all complete books but dont know whats in them,

CPsi :spectral savant basicly a psionic lich, incorpreal,not quite as good, but more stat adustments.

Also Whats the LA for the Dice freaks lich.
I'm assuming that Witch hasn't memorised every entry in every book he is allowing.

The LAs on the Dicefreaks Templates are (CR adjustment x2)

@ Witch
What would you peg the LA at for the possession abilitiy?
Venenum

05-09-07, 03:35 PM
Also is there any way i can reduce the LA of monster of legend, by not taking some features or something, i want to get the bump down to +8

Or should i just make a new template.
Mysteris

05-09-07, 03:35 PM
Quick question: How big of a LA is the Incorporeal subtype? I can't seem to find it anywhere.
Venenum

05-09-07, 03:52 PM
Quick question: How big of a LA is the Incorporeal subtype? I can't seem to find it anywhere.

Try savage species, its a little high they say it was around plus 2, but that was 3.0, id ay something les or around that, but witches word i law in this thread slash seige
Witch

05-09-07, 03:59 PM
Quick question: How big of a LA is the Incorporeal subtype? I can't seem to find it anywhere.
On itself? It's not a template - you need a template that makes you Incorporeal, which will already include a LA.

I'm assuming that Witch hasn't memorised every entry in every book he is allowing.
Correct - especially Complete Psionic.

The LAs on the Dicefreaks Templates are (CR adjustment x2)
Correct.

@ Witch
What would you peg the LA at for the possession abilitiy?
I'm really busy now, so I haven't been able to read it yet. Sorry.

Also is there any way i can reduce the LA of monster of legend, by not taking some features or something, i want to get the bump down to +8
Then don't take the template.
NoldorForce

05-09-07, 04:03 PM
Quick question: How big of a LA is the Incorporeal subtype? I can't seem to find it anywhere.Savage Species pegs it at +2. Most things that grant it cost more, but that's a result of a number of other abilities granted as well.
Mysteris

05-09-07, 04:04 PM
On itself? It's not a template - you need a template that makes you Incorporeal, which will already include a LA.

Ah, thanks! :)
Venenum

05-09-07, 04:43 PM
If your a psion try uncarnate, its incorporeal, and it offers some interesting other offers.
fnord

05-09-07, 04:44 PM
On itself? It's not a template - you need a template that makes you Incorporeal, which will already include a LA.
Incorporeality is also available as a ravage, for those with abyssal backgrounds.
Witch

05-09-07, 04:50 PM
:embarrass
Move along folks nothing to see here!

Okay, so I should've known that :D
Mysteris

05-09-07, 05:26 PM
If your a psion try uncarnate, its incorporeal, and it offers some interesting other offers.

*nod* That was the original intention. I had her as a Psion Uncarnate at first, but now that I'm redoing her stats I'm finding that I'm running into a crunch. I can either give her the Con she'd need to survive or up her Int to give her the power points she'd need as a psion, but not both. Incorporeality does rock, however, and I'd hate to give it up, hence the template idea.

Incorporeality is also available as a ravage, for those with abyssal backgrounds.

An Abyssal Pixie. Wrong on so many levels. That's awesome. :P

Witch: Would you allow me to take the Vivacious Template from the Planar Handbook? It's a +5 LA that grants the incorporeal and extraplanar subtypes, fly speed equal to land speed with perfect manuverability, a loss of natural armor benefits (not sure how that would work with what a DvR 18 character gets), a positive energy ray that does 1d4+Cha damage to undead or heals living things by that amount (and for that it heals over their maximum it forces a Fort save vs. death), fast healing 5, SR vs. Negative Energy, a positive energy aura that heals 1 point of damage per round for anyone within 10 feet, and protection from death in positive-dominant areas. There is a +2 Con and Cha bonus.

Finally, the only rule on artifacts is that we have to run them by you first, right?
Bernat

05-09-07, 05:28 PM
Is there a Feats / Salient Divine Abilitie / Spell / Demonic Ravage / Template / class abiliety or something else that makes a creature immune or at least let it heal vile Damage?
Being immune (without allowing an opposed rank check) to acid, cold, electricity, fire, force and sound makes you immune to vile spell damage from spells of the given element that are applied the violate spell metamagic feat.
ASuperHero

05-09-07, 05:43 PM
I'm really busy now, so I haven't been able to read it yet. Sorry.
What if I counted it as one of my Special Qualities from the Demon Lord Template? Could that work?
goro

05-09-07, 06:39 PM
Can I use this?
The Deepest Cut
Prerequisites: War Domain, Divine Weapon Mastery.

Benefit: You automatically inflict maximum damage with any melee weapon or ranged weapon (but not spell) you wield. You automatically confirm any critical you make with a melee or ranged weapon (but not spell). Any additional damage dealt by a weapon you wield (sneak attack dice, bonus damage dice from icy, shock, holy, ect traits) is also maximized by this ability.

Found at, http://community.dicefreaks.com/viewtopic.php?t=884 by Mercurio.

Do weapon focus and Epic weapon focus stack? Weapon specialization and Epic Weapon specialization?
Flymolo

05-09-07, 09:28 PM
Does anybody know if Planar Bubble could prevent the whole Corrupt/banning [Evil] spells trick (at least within the area of Planar Bubble)?
Diplominator

05-09-07, 10:06 PM
Does anybody know if Planar Bubble could prevent the whole Corrupt/banning [Evil] spells trick (at least within the area of Planar Bubble)?

Yeah, we think so. It replaces the planar traits of Dis. The problem is making it keep existing.
fnord

05-09-07, 10:52 PM
Yeah, we think so. It replaces the planar traits of Dis. The problem is making it keep existing.
Permanent Emanation was suggested earlier; I think it's a good idea. The initial hit will bring it down briefly, but it comes back. The constant assaults of the Iron Tower will keep it down, unless a durable and reliable way of warding against MDJ can be developed. Can you take Permanent Emanation for a Metamagiced version of a spell, like Widened Planar Bubble?

A major artifact which emits a Planar Bubble would also work, but would be harder to get.

Incidentally, I'm pretty sure he's using Violate Spell, rather than Corrupt Spell. Other, less likely, alternatives are Purify Spell/Good and the even less likely Song of the Dead/Necromancy.
goro

05-10-07, 12:07 AM
May we use the Faenmerc system for improving spells as long as we keep thier level at 9 or below? Or do we have to settle for metamagics only?
MageOfDancingDragons

05-10-07, 12:12 AM
Does Mordekaiden's Disjunction affect soulmelds?
Rikandur_Azebol

05-10-07, 12:56 AM
http://en.wikipedia.org/wiki/Retcon

Interesting. I remember mentioning to Selah that if I will be unsatisfied with Iron Siege, I will go with "Big Gun" approach with Rik as a deity. But whatever.
I dislike being called a liar, though I have no way of proving myself true.

Does it state that it does?

It statest that all damage that cannot be healed normally, heals normally. Vague wording that can be interpreted many ways, and that's why I ask You for definitive judgment.

If you think it's that simple, no. But yes, there are methods of having a basic element of surprise.

I think of preventing from being spotted before I make a move to Dis. And I do not think it will be that simple. This will be part of combo.

I'm thinking it makes little sense.

What is preventing people from beliving in Azathoth type of deity ? As I said, I'll provide backgroud to this entity. And why it collected soul-shards of Rik across the Abyss ? Who cares ! It could be mysterious accident, couldn't it ? :P

No, there isn't, to my knowledge.

:eek:

And what with SDA that allows wizard god to cast all spells as if it had them written in his/her spellbook ? My question was about existing SDA, Witch. :confused:

Pending for approval, "stolen" from Mercucio's custom SDA project on DF boards:

Divine Shadow Mastery
Prerequisites: Darkness domain, Night domain, or 10+ levels in shadowdancer or similar prestige class.

Benefits:
—The deity gains a competence bonus on attack rolls, damage, and Armor Class equal to its divine rank if both the deity and its foe are fighting in an area of dim or no illumination.
—The deity can see through any kind of darkness, even magical or psionic darkness with a range of 100 feet per divine rank.
—The deity can travel between shadows as if by means of a dimension door spell. The limitation is that the transport must begin and end in an area with at least some shadow. The deity can jump 20 feet per day at divine rank 1, and this value doubles for increase additional point of divine ranked possessed. This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.
—Once per round, as a standard action, the deity can use any 9th level or lower spell with the Darkness descriptor as a spell-like ability with a caster level equal to the sum of its HD and class levels. The deity may duplicate spells of 10th level or higher, allowing it applying metamagic feats it knows (and only metamagic feats the deity possesses), to a maximum effective level equal to its divine rank + 9. Doing so, however, prevents the deity from using this ability for 1 round per spell level above 9th.



MDJ against soulmelds ? I belive so, since soulmelds are something between spell and magic item. These are near-permament magical effects. I guess that makes them more fragile than actual magic items ... I think it destroys them.
NoldorForce

05-10-07, 02:11 AM
For the purposes of dispelling, soulmelds are considered to be magic items - which means that you'd get a Will save to prevent their dispersion.

It's good that someone has finally managed to reach the Iron Tower, even if this is the precise intent of Dis Pater.
askala3

05-10-07, 03:19 AM
:tantrum:I shouldn't have read about Ravages, made me completely (okay 50%) rethink my character… :tantrum:
Anyway, would my deity's Avatar have the same ravages as the deity itself(reducing the "safe" number as per the reduction in levels) or would the Avatar have a clean slate for ravages?
Further, are we allowed to take enough ravages to be "unsafe" and thus loose hp? Something in the range of +50% the safe amount (I'm thinking I'm going to get greedy)

Also, about Dispater's tactics. He is using Violate spell, since all his spells are dealing vile damage (fnord already said this). Metamagic feats cannot be applied to epic spells (IIRC), so as long as our epic spells don't have the evil descriptor they should work (I think)

@Goro: Feanmerc calculates spell level as (DC / 10) + 7 to get a 9th level or lower spell out of this your max DC is going to be 24, not exactly a powerhouse spell. That is also if Witch allows this to be done…
Bernat

05-10-07, 04:33 AM
It's good that someone has finally managed to reach the Iron Tower, even if this is the precise intent of Dis Pater.

I think both Frobojoe and Diplominator got to enter the tower.
Witch

05-10-07, 05:55 AM
I think both Frobojoe and Diplominator got to enter the tower.
This is incorrect.
Witch

05-10-07, 06:21 AM
Can I use this?

Found at, http://community.dicefreaks.com/viewtopic.php?t=884 by Mercurio.
Yes.

Do weapon focus and Epic weapon focus stack? Weapon specialization and Epic Weapon specialization?
Yes.

Incidentally, I'm pretty sure he's using Violate Spell, rather than Corrupt Spell.
;)

May we use the Faenmerc system for improving spells as long as we keep thier level at 9 or below? Or do we have to settle for metamagics only?
No - you may only use the Feanmerc system aspect which allows you to use existing spells as seeds. Even though I'm a Feanmerc fanboy - Dispater isn't built with Feanmerc either.

Does Mordekaiden's Disjunction affect soulmelds?
Soulmelds aren't allowed due to my not having access to the material and being unfamiliar with it.
Dispater24

05-10-07, 06:39 AM
Is it possible to get the demonic ravages without being a demon and without a demonic template?

The Demon lord template has a LA+12 right?(CR+6)

Is it allowed to duplicate the powers of Dispater and/or its servants?

Im thinking of Merorems Temporal Mastery and Winds of time ability.

If allowed i travel back through time, to a time before Dispater got the iron tower and was a Lord of the nine(maybe 100 years before Lucifer came to Hell and before the Overlord became sentient again) and kill him in a way noone could ever resurrect hin, and after that i kill Merorem before he gets to duke rank, what irony. I think this is notallowed, right?

but is it possible to utilize the temporal mastery to travel to Dispater and catch him off guard?


Another question: The salient divine ability: Hand of death can kill every mortal who does not make a sava.
What definition of mortal is to use:
Deitys and demigods page 6: mortal: a creature with no divine ranks. Mortals include humanoids and outsiders, and other creatures in the monster manual.

or an other?

Mass live and death alllowes a deity to kill any number of mortals.

is it allowed to use mass live and death to kill the whole population of Dis. (except constructs and undead, and the ones who have a divine rank[Dispater, Merorem, Glasya and the gods residing in Dis]).

Then you have only to wait untill Asmodeus decides that Dispater is a loser, for effectivly losing a layer and kiks him out/kills him.
(and the god who used the Mass live and death ability, of course)
Witch

05-10-07, 06:56 AM
If allowed i travel back through time, to a time before Dispater got the iron tower and was a Lord of the nine(maybe 100 years before Lucifer came to Hell and before the Overlord became sentient again) and kill him in a way noone could ever resurrect hin, and after that i kill Merorem before he gets to duke rank, what irony. I think this is notallowed, right?

Such would never be allowed by Paradox. If Merorem tried to pull such a thing, Paradox would likely undo him. The same goes for anyone else.

Is it allowed to duplicate the powers of Dispater and/or its servants?
That'd be rather uncreative :P

Is it possible to get the demonic ravages without being a demon and without a demonic template?
What do you think Demon Atrocities are :)



Another question: The salient divine ability: Hand of death can kill every mortal who does not make a sava.
What definition of mortal is to use:
Deitys and demigods page 6: mortal: a creature with no divine ranks. Mortals include humanoids and outsiders, and other creatures in the monster manual.

Though I initially thought differently, I'll consider outsiders (provided they're neither cosmic or deific) mortal for purposes of SDAs.




is it allowed to use mass live and death to kill the whole population of Dis.
Such isn't possible with a single use of the ability.
Dispater24

05-10-07, 07:05 AM
Such would never be allowed by Paradox. If Merorem tried to pull such a thing, Paradox would likely undo him. The same goes for anyone else.

That'd be rather uncreative :P
What do you think Demon Atrocities are :)

Though I initially thought differently, I'll consider outsiders (provided they're neither cosmic or deific) mortal for purposes of SDAs.

Such isn't possible with a single use of the ability.

I need the ravages and the la for demon lord is to high, i go with 70level Deity+ravages+half fiend.

Its ok i just want to be able to kill everything but the main adversarys from afar.

Is temporal mastery/or something else using the temporal plane to enter the iron tower next to Dispater?
Dispater24

05-10-07, 08:37 AM
one Power of Dispatres Iron Curtain is a fort. saving throw 10+ 1/2 attackers HD+Attckers con mod for every dammage(no damge if succesful).
He can use the powers of the iron curtain 9 times per day and they last for 24hours or till the curtain collapses.
Does this mean Dispaters has 9 singel attacks negated?
or that he can have this ability negating infinite attacks untill its iron curtain collapses from time 24hours?
goro

05-10-07, 10:10 AM
Though I initially thought differently, I'll consider outsiders (provided they're neither cosmic or deific) mortal for purposes of SDAs.


:OMG!

Now I can bring back Divine Splendor.
goro

05-10-07, 10:41 AM
Spellcraft +100

200*100gp = 20,000gp * 10 (EPIC) = 200,000gp Base Price
200,000 / 25 = 8,000 xp
50,000xp * 5gp = 40,000gp
Full Base Price = 240,000

Is something wrong with my math or am I missing something? This seems really cheap.
Witch

05-10-07, 10:49 AM
Price for a spellcraft item = bonus squared * 100 * Epic Modifier.

That means that a +100 item costs
100² x 1000 = 10,000 x 1,000 = 10,000,000.
goro

05-10-07, 11:03 AM
Price for a spellcraft item = bonus squared * 100 * Epic Modifier.

That means that a +100 item costs
100² x 1000 = 10,000 x 1,000 = 10,000,000.

Ok, so I was off by just a little bit. IS that just base price, or market price?
Witch

05-10-07, 12:43 PM
This is base price. If you're going to add it to another item, or to an inapplicable item slot, it'll increase.

or that he can have this ability negating infinite attacks untill its iron curtain collapses from time 24hours?
If you attack Dispater, and he saves against the attack, it does not deduct anything from the Iron Curtain, and said curtain remains active.
goro

05-10-07, 02:23 PM
So, I still need to add the cost in exp?
Witch

05-10-07, 02:25 PM
Huh?
goro

05-10-07, 02:31 PM
For creating the item. Or is that market price?
Witch

05-10-07, 02:33 PM
My price is the price you need to pay if you're buying it as an item on the appropriate body slot. If you want to have it put on another item, its x1.5, if you want it on an inappropriate body slot, it's x1.5 as well.
goro

05-10-07, 02:37 PM
Ok
Luminryl

05-10-07, 02:43 PM
Witch,

Apologies if you posted it before (can't seem to find it if you did), but what is your attitude to the use of Artifacts?
Witch

05-10-07, 02:45 PM
Plenty of artifacts have been approved. It depends on its relative balance.
Aluroon

05-10-07, 02:50 PM
And what with SDA that allows wizard god to cast all spells as if it had them written in his/her spellbook ? My question was about existing SDA, Witch. :confused:



Wern't you asking for epic spells? The SDA in question does not affect epic spells.
Luminryl

05-10-07, 02:54 PM
Witch,

How about the Annulus?
goro

05-10-07, 02:57 PM
Is there any way to increase the duratio of a spell with an instantaneous duration?
Witch

05-10-07, 03:12 PM
Witch,

How about the Annulus?
I see no problem with it.
askala3

05-10-07, 03:19 PM
If I use a Chaotic Infernal for my race, does it actually count as a demon?
Witch

05-10-07, 03:24 PM
For what purpose?
askala3

05-10-07, 03:42 PM
(hrm... I thought I had elaborated better in my post, oops)
Does a Chaotic Infernal actually count as a demon for the purposes of Ravages (getting the Demon traits would be nice, but Ravages is the goal).
Einvaldurinn_mikli

05-10-07, 03:51 PM
Hey Witch, could I use the Master of the Sevenfold Veil class that Jaerom designed?

It's found here:http://boards1.wizards.com/wotc_archive/index.php/t-535545
Witch

05-10-07, 03:53 PM
(hrm... I thought I had elaborated better in my post, oops)
Does a Chaotic Infernal actually count as a demon for the purposes of Ravages (getting the Demon traits would be nice, but Ravages is the goal).
There is no such thing as "demon traits" in the DF cosmos. Refer to our teaser on Demonic Subtypes to notice that they differ. Yes, you can count him as a demon for purposes of ravages.

Hey Witch, could I use the Master of the Sevenfold Veil class that Jaerom designed?

It's found here:http://boards1.wizards.com/wotc_archive/index.php/t-535545

Yes you can.
Venenum

05-10-07, 04:04 PM
Wait so we can use the annulus, how a bout TOB, i figgured out a sick diety combo, who needs iron when i have earth. Also the build i have inmind has very little in the way of magic, yet should work.

Also can you take divine psionics more than once.

Spectral savent, like the dicefreaks templates can i use cha instead of con for hit points also can i add the template to an Elan
askala3

05-10-07, 04:10 PM
There is no such thing as "demon traits" in the DF cosmos. Refer to our teaser on Demonic Subtypes to notice that they differ. Yes, you can count him as a demon for purposes of ravages.Would I be able to pick up one of the subtypes, perhaps as an Abhorrent ravage (like the Mimic Type ravage)?
That is if I do not gain a subtype (aside from Chaotic) by making the Infernal Chaotic.
Witch

05-10-07, 04:20 PM
Also can you take divine psionics more than once.
Does it say so?

Spectral savent, like the dicefreaks templates can i use cha instead of con for hit points also can i add the template to an Elan
Could you please use some grammar when asking questions?

Would I be able to pick up one of the subtypes, perhaps as an Abhorrent ravage (like the Mimic Type ravage)?
That is if I do not gain a subtype (aside from Chaotic) by making the Infernal Chaotic.
No, as the subtypes reflect the originating factor of the demon. Infernals are born of a demon and a god, which is entirely different.
Venenum

05-10-07, 04:22 PM
Could you please use some grammar when asking questions?


I forgot a comma, as well as that i think 3x as fast i type.

What iment to ask was as in the dice freaks undead templates, could i for the spectral savant use charisma, instead of constitution for determining hitpoints.

Thanks in advance
Einvaldurinn_mikli

05-10-07, 04:26 PM
Yes you can.
Interesting. Can I also take the feat he included?

Also, is Multispell limited to only once every ten levels?
goro

05-10-07, 04:38 PM
nevermind, figured it out.
Witch

05-10-07, 04:40 PM
Interesting. Can I also take the feat he included?
No, unless Jaerom is willing to explain how the feat makes sense (I don't see how, right now.)

Also, is Multispell limited to only once every ten levels?
Yes - I think it's more reasonable.

I forgot a comma, as well as that i think 3x as fast i type.

What iment to ask was as in the dice freaks undead templates, could i for the spectral savant use charisma, instead of constitution for determining hitpoints.

Thanks in advance
Why would I suddenly allow you a pack more hit points without a good reason?
Einvaldurinn_mikli

05-10-07, 04:46 PM
No, unless Jaerom is willing to explain how the feat makes sense (I don't see how, right now.)

How it makes sense? What do you mean?

Yes - I think it's more reasonable.

It is. I agree with you on this one, it would be quite silly to see someone with Multispell X14 or something with a ridiculous nova.
Venenum

05-10-07, 04:46 PM
Just curiousi just wanted incorporeal undead, but i got something like 700 hit points.

Thats solved by being an Elan(doesn't work as an aberition, spectral savant can only be applied to humaionds), Psionic resilience, and the feat that improves it, combinded with font of power.( also is there an epic progression for the metamind.)

Also would an unbodied touch attack be counted as a natural weapon for purposes of the monster of legend.
Witch

05-10-07, 04:47 PM
How it makes sense? What do you mean?

I don't see how a prismatic warding can inflict fire damage on a creature that is immune to fire, for example.
Einvaldurinn_mikli

05-10-07, 04:52 PM
I don't see how a prismatic warding can inflict fire damage on a creature that is immune to fire, for example.

Well, normally it can't. I thought that was the whole point of making a feat like that? It doesn't matter though, if you don't like it, I won't use it.
askala3

05-10-07, 04:53 PM
No, as the subtypes reflect the originating factor of the demon. Infernals are born of a demon and a god, which is entirely different.Makes sense.

Alter Reality (Su):…………
The deity’s Strength, Armor Class, attack bonus, and damage dealt with weapons changes according to the size the deity assumes.Does this mean that the deity's Dex and Con stay the same unlike most size changes?
Witch

05-10-07, 05:00 PM
I presume so, but if you want, I can ask.
Einvaldurinn_mikli

05-10-07, 05:02 PM
I plan on using a custom artifact and I was wondering if I could give it this ability:


Unfettered Magic:
Your spells transcend conventional thinking.
Any spell with an effect dependant on your level is uncapped. Meaning for example that a Magic Missile Spell cast by a 21st level caster with this ability would generate 11 Missiles instead of five.


If this is too powerful for an artifact, how about a SDA?
Witch

05-10-07, 05:07 PM
I think it is too powerful.

You're welcome to have it increase the cap by, say, 20 caster levels, in an epic artifact. If it's limited to X effects rather than X caster levels, do some basic math in order to find out to how many effects it's capped to now.
Einvaldurinn_mikli

05-10-07, 05:10 PM
I think it is too powerful.

You're welcome to have it increase the cap by, say, 20 caster levels, in an epic artifact. If it's limited to X effects rather than X caster levels, do some basic math in order to find out to how many effects it's capped to now.

I'll go with it upping 20 caster levels then. If I want it to also permanently emanate a Planar Bubble effect, how much would I have to pay for this?

Edit: Not that this matters, but why do you always show up as offline?
Witch

05-10-07, 05:12 PM
Do me a favor and calculate me the normal price for a continuous planar bubble effect. I'll determine the additional cost for the caster levels, and the cost for it being an artifact.
Einvaldurinn_mikli

05-10-07, 05:20 PM
That would be:

7x13x2000x1.5=273.000

Does the low caster level matter in an artifact?

If it does, I will create it at CL 70 which comes to:

7x70x2000x1.5=1.470.000
goro

05-10-07, 06:45 PM
Summon Angelic Choir(Planetars), Lesser
Conjuration
Spellcraft DC:143
Components: V, S
Casting Time: 10 minutes and 100 Days
Range: 75ft
Duration: Permanent
Saving Throw: Will (Negates)
Spell Resistance: Yes
To Develop: 1,287,000 gp, 51,480 xp, 26 days, Factors: +14(Seed: Summon) +28(CR +14) *2(Summon 1 Additional Creatures) *5(Permanent) Mitigating Factors: -20(Increase Casting Time 10 minutes) -200(Increase Casting Time 100 days) -57(3 Epic Spell slots)

Summons 2 Planetars, as per the monster manual, for an infinite duration. This seed can summon an outsider. It appears where the caster designates and acts immediately, on his or her turn, if its spell resistance is overcome and it fails a Will saving throw. It attacks the caster’s opponents to the best of its ability. If the caster can communicate with the outsider, he or she can direct it not to attack, to attack particular enemies, or to perform other actions.

Summon Angelic Choir(Planetars)
Conjuration
Spellcraft DC:155
Components: V, S
Casting Time: 10 minutes and 100 days
Range: 75ft
Efffect: three summoned creatures
Duration: Permanent
Saving Throw: Will(Negates)
Spell Resistance: Yes
To Develop: 1,395,000 gp, 55,800 xp, 28 days Factors: +14(Seed: Summon) +28(CR +14) *3(Summon 2 Additional Creatures) *5(Permanent) Mitigating Factors: -20(Increase Casting Time 10 minutes) -200(Increase Casting Time 100 days) -255(15 9th level spell slots.

Summons 3 Planetars, as per the monster manual, for an infinite duration. This seed can summon an outsider. It appears where the caster designates and acts immediately, on his or her turn, if its spell resistance is overcome and it fails a Will saving throw. It attacks the caster’s opponents to the best of its ability. If the caster can communicate with the outsider, he or she can direct it not to attack, to attack particular enemies, or to perform other actions.

Summon Angelic Choir(Planetars), Greater
Conjuration
Spellcraft DC:49
Components: V, S
Casting Time: 10 minutes and 100 days
Range: 75ft
Efffect: three summoned creatures
Duration: Permanent
Saving Throw: Will(Negates)
Spell Resistance: Yes
To Develop: 441,000 gp, 17,640 xp, 9 days
Factors: +14(Seed: Summon) +28(CR +14) *4(Summon 3 Additional Creatures) *5(Permanent) Mitigating Factors: -20(Increase Casting time 10 minutes) -200(Increase Casting time 10 days) -561(33 9th level spell slots

Summon 4 Planetars, as listed in the monster manual. This seed can summon an outsider. It appears where the caster designates and acts immediately, on his or her turn, if its spell resistance is overcome and it fails a Will saving throw. It attacks the caster’s opponents to the best of its ability. If the caster can communicate with the outsider, he or she can direct it not to attack, to attack particular enemies, or to perform other actions.



Contingent Gate
Conjuration
Spellcraft DC:118
Components: V, S, XP
Casting Time:
Range: medium (100 ft. + 10 ft./level)
Duration: Instantaneous or concentration (up to 1 round/level);
Saving Throw: None
Spell Resistance: No
To Develop:1,062,000 gp, 42,480 xp, 22 days Seed: Gate (+30 DC), Increase area by 10,000% (+400 DC), Contingent (+25 DC) (Mitigating Factors:) Additional Participants 3 Epic level spell slots (-57 DC), Increase Casting Time 10 minutes (-20 DC), Increase Casting Time 100 Days (-200 DC), Burn 6000 XP During Casting (-60 DC)
This spell creates an interdimensional connection between your plane of existence and a plane you specify, allowing travel between those two planes in either direction The gate itself is a circular hoop or disk from 5 to 2000 feet in diameter (caster’s choice), oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional window looking into the plane you specified when casting the spell, and anyone or anything that moves through is shunted instantly to the other side.
A gate has a front and a back. Creatures moving through the gate from the front are transported to the other plane; creatures moving through it from the back are not.
Planar Travel: As a mode of planar travel, a gate spell functions much like a plane shift spell, except that the gate opens precisely at the point you desire (a creation effect). Deities and other beings who rule a planar realm can prevent a gate from opening in their presence or personal demesnes if they so desire. Travelers need not join hands with you—anyone who chooses to step through the portal is transported. A gate cannot be opened to another point on the same plane; the spell works only for interplanar travel.
You may hold the gate open only for a brief time (no more than 1 round per caster level), and you must concentrate on doing so, or else the interplanar connection is severed.



Planar Bubble
Abjuration
Spellcraft DC: 10,135 +27(Seed: Planar Bubble) +2000(Increase Size 50,000% to 5,000 ft) *5(Permanent)

You would need to read some of my earlier posts to see what i'm going for here.
Einvaldurinn_mikli

05-10-07, 08:07 PM
What bonuses count towards the ability cap? Can I raise my scores beyond it with enhancement/insight/profane bonuses?
goro

05-10-07, 08:12 PM
Base score + racial adjustments + insight bonus + levels + idk for base score cap.
Einvaldurinn_mikli

05-10-07, 08:18 PM
Base score + racial adjustments + insight bonus + levels + idk for base score cap.

IDK?
goro

05-10-07, 08:23 PM
I don't know.. what else counts towards it.
goro

05-10-07, 08:27 PM
Planar Bubble
Abjuration
Spellcraft DC: 1
Components: V, S, M
Casting Time: 1 Standard Action
Range: Target
Area: 6,060 ft Radius
Duration: Permanent
Saving Throw: Will Negates (Harmless)
Spell Resistance: No, See text.
To Develop: 9,000 gp, 360 xp, 1 day Factors: +27(Seed: Planar Bubble) +2420(Increase Size 60,500%, +6,050 ft) *5(Permanent) +4(change touch to tagret) Mitigating Factors: -4590(270 participants using 9th level spell slot) -5788(28d6 Backlash Damage to caster and 270 Participants)

This spell creates an area around the target that emulates its native planar environment.

Materials: A sprinkling of silver dust.

Contingent Gate
Conjuration
Spellcraft DC:118
Components: V, S
Casting Time:
Range: medium (100 ft. + 10 ft./level)
Duration: Instantaneous or concentration (up to 1 round/level);
Saving Throw: None
Spell Resistance: No
To Develop:1,062,000 gp, 42,480 xp, 22 days Factors: Seed: Gate (+30 DC), Increase area by 10,000% (+400 DC), Contingent (+25 DC) (Mitigating Factors:) Additional Participants 3 Epic level spell slots (-57 DC), Increase Casting Time 10 minutes (-20 DC), Increase Casting Time 100 Days (-200 DC), Burn 6000 XP During Casting (-60 DC)

This spell creates an interdimensional connection between your plane of existence and a plane you specify, allowing travel between those two planes in either direction The gate itself is a circular hoop or disk from 5 to 2000 feet in diameter (caster’s choice), oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional window looking into the plane you specified when casting the spell, and anyone or anything that moves through is shunted instantly to the other side.
A gate has a front and a back. Creatures moving through the gate from the front are transported to the other plane; creatures moving through it from the back are not.
Planar Travel: As a mode of planar travel, a gate spell functions much like a plane shift spell, except that the gate opens precisely at the point you desire (a creation effect). Deities and other beings who rule a planar realm can prevent a gate from opening in their presence or personal demesnes if they so desire. Travelers need not join hands with you—anyone who chooses to step through the portal is transported. A gate cannot be opened to another point on the same plane; the spell works only for interplanar travel.
You may hold the gate open only for a brief time (no more than 1 round per caster level), and you must concentrate on doing so, or else the interplanar connection is severed.


Summon Angelic Choir(Planetars), Lesser
Conjuration
Spellcraft DC:143
Components: V, S
Casting Time: 10 minutes and 100 Days
Range: 75ft
Duration: Permanent
Saving Throw: Will (Negates)
Spell Resistance: Yes
To Develop: 1,287,000 gp, 51,480 xp, 26 days, Factors: +14(Seed: Summon) +28(CR +14) *2(Summon 1 Additional Creatures) *5(Permanent) Mitigating Factors: -20(Increase Casting Time 10 minutes) -200(Increase Casting Time 100 days) -57(3 Epic Spell slots)

Summons 2 Planetars, as per the monster manual, for an infinite duration. This seed can summon an outsider. It appears where the caster designates and acts immediately, on his or her turn, if its spell resistance is overcome and it fails a Will saving throw. It attacks the caster’s opponents to the best of its ability. If the caster can communicate with the outsider, he or she can direct it not to attack, to attack particular enemies, or to perform other actions.

Summon Angelic Choir(Planetars)
Conjuration
Spellcraft DC:155
Components: V, S
Casting Time: 10 minutes and 100 days
Range: 75ft
Efffect: three summoned creatures
Duration: Permanent
Saving Throw: Will(Negates)
Spell Resistance: Yes
To Develop: 1,395,000 gp, 55,800 xp, 28 days Factors: +14(Seed: Summon) +28(CR +14) *3(Summon 2 Additional Creatures) *5(Permanent) Mitigating Factors: -20(Increase Casting Time 10 minutes) -200(Increase Casting Time 100 days) -255(15 9th level spell slots.

Summons 3 Planetars, as per the monster manual, for an infinite duration. This seed can summon an outsider. It appears where the caster designates and acts immediately, on his or her turn, if its spell resistance is overcome and it fails a Will saving throw. It attacks the caster’s opponents to the best of its ability. If the caster can communicate with the outsider, he or she can direct it not to attack, to attack particular enemies, or to perform other actions.

Summon Angelic Choir(Planetars), Greater
Conjuration
Spellcraft DC:49
Components: V, S
Casting Time: 10 minutes and 100 days
Range: 75ft
Efffect: three summoned creatures
Duration: Permanent
Saving Throw: Will(Negates)
Spell Resistance: Yes
To Develop: 441,000 gp, 17,640 xp, 9 days
Factors: +14(Seed: Summon) +28(CR +14) *4(Summon 3 Additional Creatures) *5(Permanent) Mitigating Factors: -20(Increase Casting time 10 minutes) -200(Increase Casting time 10 days) -561(33 9th level spell slots

Summon 4 Planetars, as listed in the monster manual. This seed can summon an outsider. It appears where the caster designates and acts immediately, on his or her turn, if its spell resistance is overcome and it fails a Will saving throw. It attacks the caster’s opponents to the best of its ability. If the caster can communicate with the outsider, he or she can direct it not to attack, to attack particular enemies, or to perform other actions.


Temporal Stasis, Mass
Transmutation
Spellcraft DC: 55
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes
To Develop: 495,000 gp, 19,800 xp, 10 days Factors: +29(Seed: Temporal Stasis) +4(change from touch to target) +10(Change from target to area, 20 ft radius) +12(Increase area 300%, 80 ft radius)
You must succeed on a melee touch attack. You place the subject into a state of suspended animation. For the creature, time ceases to flow and its condition becomes fixed. The creature does not grow older. Its body functions virtually cease, and no force or effect can harm it. This state persists until the magic is removed (such as by a successful dispel magic spell or a freedom spell).
Material Component: A powder composed of diamond, emerald, ruby, and sapphire dust with a total value of at least 5,000 gp.


I still need to find how to create a Flying Citadel, I looked in the Stronghold Builders Guidebook but I didn't see it. Also need to find how to create a spellpool. Thanks.
Zelck

05-10-07, 08:54 PM
Hey, goro, how did you get those seeds? I don't think we're using the Faemerc system, so I think we have to use the SRD seeds only?
goro

05-10-07, 09:05 PM
We can't make them so that we can cast them in spell slots, but we can still make them and cast them as epic spells.
Zelck

05-10-07, 09:20 PM
Oh really! Witch is letting us do that? Well, lemme take a look at my epic spells then...
goro

05-10-07, 10:12 PM
Thats what I took what he wrote to mean.
Meikle_641

05-11-07, 12:27 AM
Well, I may give consider doing this, if only for a lark. Me and my old group used to say my lizardman would have ended up as a deity, well, now it seems I have the chance. Doubt I'll come close to winning, but I'll have fun making the stats either way,

So, I have some questions:
1: Are automatic or revolvers from pg 146 of the DMG allowed? And if so, what are the costs? And do they count as crossbows for reload based feats?

2: Is Survivor from the 3.0 book "Savage Species" allowed?

3: What about Magic Item Compendium?

4: Are Dragonblood feats and Draconic grafts from "Races of the Dragon" be allowed?

What about Viletooth Lizardfolk and the feats from "Dragon Magic" be allowed as well?

5: Dragoncraft items and feats from Draconomicon?

That's pretty much it, I think.
Rikandur_Azebol

05-11-07, 12:31 AM
Yes, Witch allowed this way of creating Epix spells. Goro, I think that Your Planar Bubble epic spell is a bit ... off in the mitigating factor department. As far as I remember, mitigation from XP burn can be applied for each guy suffering the XP burn, but 270 casters of 17+ level ? A bit strong, if You ask me.

Being on Your place I would prepare way in wich You acquired those extra casters. For example, did You paid them for one-time casting of 9-lvl spell ? Or have way of creating them ?

Otherwise I suspect that Witch will ban the spell.

Goro, rather reasonable rules for creating spell pools are in DF boards, just ask people around and they'll help. Or You could petition Witch to allow You creation of the Mythal that works as spell-pool.

Flying Citadel ? I belive that You could find means to make it under magical improvements of the blocks in the castle. It were featuring options of buying movement for the castle, including flying.

Personally I would find out the final weight of the castle ... then enslave enough Air Elementals to lift it. ;)
SupaTalka

05-11-07, 04:21 AM
Hi, throwing this out there:

Character Name: Bren
Race - Will Reveal If Witch Agrees to Combat
Stats- Will Reveal If Witch Agrees to Combat
Feats- Will Reveal If Witch Agrees to Combat
Etc.- Etc.

Here's the short of it; as the maximum deity possible to design using the rules, I challenge Dispater to a game of Chess(it could be checkers for all I care) outside his realm with the stakes being my realm, millions of followers, and my eternal service, versus his existence, as defined by me.

If he accepts, we play; maybe I lose, maybe he does. If not, he becomes the laughingstock of the hells for being a pansy. Hell will become filled with uncontrollable laughter regarding the fear the Second of the Nine has of little wooden chess men. The bards will sing tales of his cowardice and impotence, with more than a passing stanza about this impotence regarding the princess of hell. Perhaps his enemies will see the weakness I have revealed, perhaps his Dukes will seek to overthrow this weakling of a demon. (And perhaps that will be a chance to strike in earnest!)

So, does Dispater accept my challenge, or cry iron tears?
Dispater24

05-11-07, 06:03 AM
What is the cap for non god charackters HD/ECl?

humans 50

Dragons 100, is it HD or ECl?

Outsiders 100, is it HD or ECL?

Paragon is LA+15?

How many charackters are allowed? 4 or more?

The team i would like to play would be:
Half fiend Greater Deity Rank 18, Fighter 50, Rouge 10, Void incarnate 10+lots of ravages.

Half fiend great wyrm Red Dragon +10 Levels in Void incarnate+lots of ravages

Marilith paragon+10 Levels in Void incarnate+lots of ravages

What the LA for ravages?/or are they free?

Is wealth for each charakter individual? or
one great pot and how is the pot determined?
goro

05-11-07, 08:52 AM
Goro, I think that Your Planar Bubble epic spell is a bit ... off in the mitigating factor department. As far as I remember, mitigation from XP burn can be applied for each guy suffering the XP burn, but 270 casters of 17+ level ? A bit strong, if You ask me.

I'm not using exp as a mitigating factor, im using backlash damage. As for getting them, thats what the summoning and temporal stasis spells are for.

I would need about a century of prep time, but me being a deity, that is nothing. Besides, this would be for my private domain as a deity, plus,maybe, they can cast the planar bubble on me too.
MageOfDancingDragons

05-11-07, 10:25 AM
a 20 on an attack roll is an automatic hit? I was thinking of making a character that could attack 10-20 times per round to maximize the chance of rolling a 20.
Witch

05-11-07, 10:28 AM
What bonuses count towards the ability cap? Can I raise my scores beyond it with enhancement/insight/profane bonuses?
Anything permanent counts towards the ability cap. Something based on a spell or a magic item that can go away does not.

Hey, goro, how did you get those seeds? I don't think we're using the Faemerc system, so I think we have to use the SRD seeds only?
Feanmerc use of spells as seeds is allowed. The aspect of them being based in a level system is not.
Witch

05-11-07, 10:43 AM
Hi, throwing this out there:

Character Name: Bren
Race - Will Reveal If Witch Agrees to Combat
Stats- Will Reveal If Witch Agrees to Combat
Feats- Will Reveal If Witch Agrees to Combat
Etc.- Etc.
Let's make things clear: I don't agree to combat something I have not approved. This is not to avoid being beaten - it is to avoid being beaten by a character which is clearly abusing the rules.
So, does Dispater accept my challenge, or cry iron tears?
Do you think Dispater is a moron? Why would he ever leave his domain to play chess with a demon? Why would he ever want a demon to serve him? Why does he want any more worshippers? Why would people mock Dispater for not going to what is obviously a trap? Why would people mock Dispater, who has held his throne for longer than even Asmodeus has, at all?
There's just so many faulty assumptions in your "tactic" as there are craters on the moon.

What is the cap for non god charackters HD/ECl?

humans 50

Dragons 100, is it HD or ECl?

Outsiders 100, is it HD or ECL?

Officially it's HD. Don't be absurd in adding templates, however.

Paragon is LA+15?


Yes. How many charackters are allowed? 4 or more?

4.
What the LA for ravages?/or are they free?

Free.

Is wealth for each charakter individual?
Individual.

Or You could petition Witch to allow You creation of the Mythal that works as spell-pool.
I've frequently said already that the Mythal seed is banned.

1: Are automatic or revolvers from pg 146 of the DMG allowed? And if so, what are the costs? And do they count as crossbows for reload based feats?

No, as they don't fit in the cosmology.

2: Is Survivor from the 3.0 book "Savage Species" allowed?

Yes, unless it's incompatible with 3.5 (I can't remember.)

3: What about Magic Item Compendium?
Depends on the item.

4: Are Dragonblood feats and Draconic grafts from "Races of the Dragon" be allowed?

What about Viletooth Lizardfolk and the feats from "Dragon Magic" be allowed as well?

5: Dragoncraft items and feats from Draconomicon?

I'm not familiar with these.




And Goro: your epic spell backlash is stupidly high.
Einvaldurinn_mikli

05-11-07, 10:44 AM
Anything permanent counts towards the ability cap. Something based on a spell or a magic item that can go away does not.


Excellent. Unless I am missing something huge, I should now be able to kill Dispater if I get to that old bastard. Just in case I missed it in his statblock, he's not immune to Force damage or electricity right?

Also, what does the waiting list look like now?
Witch

05-11-07, 10:45 AM
Let's see.

Zelck has something ready, but I still need to read it over.
Same goes for Goro.

Has anyone else got one ready?
goro

05-11-07, 11:14 AM
Which forum is the dicefreaks paragon template on.
Einvaldurinn_mikli

05-11-07, 11:21 AM
Also, Incantatrix? Can I use it?
Witch

05-11-07, 11:22 AM
There is no "DF Paragon Template" to my knowledge.

Also, Incantatrix? Can I use it?
No. It's a highlight of FR imbalance.
Einvaldurinn_mikli

05-11-07, 11:36 AM
No. It's a highlight of FR imbalance.

It was worth a shot:P
Mysteris

05-11-07, 11:38 AM
Question: What is this Feanmerc system I keep reading about?

Also, is it allowable for my character to reside on the Plane of Faerie? Its' in the Manual of the Planes and it would fit a pixie goddess well IMO.

Other than that I'm just waiting on your answers to the questions I PMed you, Witch. Once I get the word from you I can make the revisions and hopefully get Miri good to go.
goro

05-11-07, 11:40 AM
Which book contains the paragon template?


Faenmerc system (http://community.dicefreaks.com/viewtopic.php?t=2153)
Dispater24

05-11-07, 11:43 AM
Which book contains the paragon template?


Faenmerc system (http://community.dicefreaks.com/viewtopic.php?t=2153)

The Epic Level Handbock(ELH)page 209.
goro

05-11-07, 11:44 AM
Thanks, was looking in the MM's
ASuperHero

05-11-07, 11:46 AM
Paragon Template (http://www.d20srd.org/srd/epic/monsters/paragonCreature.htm)
Dispater24

05-11-07, 12:10 PM
We have for a greater Deity 220+Rank Points to buy Abilitys, how many points do we have for building a non Deity charackter?

Canwe take a Creature out of a book and use it? or can we build the charackters as we like it?
Witch

05-11-07, 12:14 PM
We have for a greater Deity 220+Rank Points to buy Abilitys, how many points do we have for building a non Deity charackter?
25 point buy or straight from the book.
Dispater24

05-11-07, 12:22 PM
25 point buy or straight from the book.

starting at 10 or 8 to build an ability score?
Witch

05-11-07, 12:30 PM
DMG rules.
Vainglory

05-11-07, 12:42 PM
I have a warlock about 90% done, but I'm pretty much too the point where I can't see a point to bringing him, since SLA's don't seem to work for anyone that pretty much negates the entire class.

Not understanding why those aren't working either. I would think they would work, as long as the aren't in the one limited school applied to the realm. Am I missing something obvious?
Witch

05-11-07, 12:44 PM
You're missing something obvious which was brought up several times in this very thread ;)
SupaTalka

05-11-07, 01:49 PM
It's no trap, it's merely a business venture.

If Dispater doesn't have good business sense, it's his loss.

There's no trick here. He's just a coward.

Maybe I could be more clear; the challenge is to a game of chess. There's no other combat than what occurs on the board. I'm sure Dispater would know all about my character and understand his combat ability would be miniscule since I would be making a divine rank 18 chess player, which I don't feel like spending time on if Dispater simply won't play.

Let me put this in bold there's no trick it's just a game of chess.

Dispater sits in his castle, every minute afraid someone's coming to knock it over - he's weak and other's are going to notice.

I guess I could be moved to play the game in Dis if that somewhat aleviated Dispater's worries - once again- would he even accept? A game of chess for the soul's of follower's and a Divine Rank 18 Slave versus Dispater's existence, to take place on Dis, with all that would be happening being a game of chess, all as I see it.

He still would not accept the challenge?

Why would he ever want a demon to serve him? Why does he want any more worshippers?

Are you joking me? Is that not his entire drive in existence? To amass more power? Let me dig up another quote of your's:

Just for the sake of information, people: the idea isn't to hide things from me. I am not Dispater - I will play Dispater according to his knowledge and intelligence.

Ok well, let's look at page 338 of chapter nine of The Lords of Nine.

Dispater is a cautious devil, always scheming and
planning. Even if it were possible to surprise him, the
Lord of the Second has so many contingencies and plans
for every conceivable situation that any edge bestowed
by surprise is quickly lost.
Dispater is a reluctant combatant at best, preferring to
rely on his wit and charm,

Ok, granted, the "let's play not on Dis" was a slip-up on my part. Ok, let's play on Dis - What's the reason he would not do this? A battle of wits must appeal to him, no? Don't demons get bored? Do they not seek diversion? Considering his knowledge, what does he have to fear from such a game? He is assured victory, and he gets some souls and a powerful slave. I don't see what's the problem - so long as we're on Dis.

Page 337 TLoN

Dispater uses rules, regulations,
and the written word (or lack thereof) as weapons in his
bid to control all within his reach.

What is a game except a series of rules and regulations dictating a situation? You don't think he would use this game to try and further his own ends? You don't think he would at least try and form a contract with my character, to a series of redundant stipulations that would make the chess game stacked in his favor?

I can understand not wanting to leave his own realm, but no more than that.

I'm taking a different approach to "winning", don't be so put off by it if you really want to see him beaten. OH NO! I'm trying to ROLE-PLAY and not ROLL-PLAY! Just because it's Epic Levels doesn't mean it's ONLY about character optimization; if it were, why can't we use Pun-Pun?
Dispater24

05-11-07, 01:49 PM
My team for the Challenge:

Greater Deity Rank 18, halffiend/human.

Medium Fighter 50, Rouge 10, Void Incarnate 10, total 70.

ECL: 70HD+4Halffiend+48Divine, total 122.

271 ability points

17 ravages.

23 Salient Divine Abilities

7 Feats

17 epic Feats

26 Fighter Feats


HD: 50w10+20w6+1050

LE: 1670

BAB 45/GR: 70

ST 61
GE 40
KO 50
IN 40
WE 40
CH 40




Collosall+ Great Wyrm Force Dragon, Demon Lord.

Dragon 75, Void Incarnate 10, total 85.

ECL: 85HD+12Demon Lord+xForce Dragon, total 97+x.

21 ravages.

3 Salient Cosmic Abilities

7 Feats+2

22 epic Feats

32 Fighter Feats(from Ravage ¾ virtual Class levels)


HD: 75w12+10w6+2550

LE: 3510

BAB 80/GR: 128

ST 81
GE 10
KO 70
IN 60
WE 60
CH 60




Marilith Paragon

Huge Marilith 48, Void Incarnate 10, Rouge 10, total 68.

ECL: 68HD+15Paragon+xMarilith, total 83+x.

17 ravages.

8 Feats

16 epic Feats

16 Fighter Feats(from Ravage ¾ virtual Class levels)


HD: 48w10+20w6+816+1496

LE: 2512

BAB 55/GR: 90

ST 64
GE 38
KO 54
IN 36
WE 36
CH 42


This is the base, can i work with them or is something wrong?

If the base is Ok I can be ready with the Details at Monday/Tuesday.
Buugipopuu

05-11-07, 01:49 PM
I might give this a go, but there are a few things I would like answered before I make a character:

What LA would you give the Gloom or the Leshay?

Can you take the Spellcasting and Virtual Class Features abilities of the Monster of Legend template more than once to gain features/spellcasting from multiple classes?

Can I take Virtual Class Features from PrCs? What about Epic PrCs?

Is "Bonus Feats" from a class's Epic Progression a valid choice for a Virtual Class Feature?

Does the Regeneration SQ from Monster of Legend have any restrictions about which alignment it is penetrated by? RAW seems to have no restrictions, other than there must be one physical source, and one magical source but it seems a bit odd for a Lawful Monster of Legend to have its regeneration penetrated only by spells with the Lawful descriptor, for example.

Can Leshay Weapons be considered natural weapons? They are described as "extensions of the wielder's body" or something like that.

Is a Unique SDA that would allow the deity in question to use Sneak Attack against things that are immune to Sneak Attack be reasonable?

Does Sudden Strike (via Ninja or Ghost-Faced Killer) get nullified 75% of the time by the Iron Staff of Dis?

Does the Couatl advance in spellcasting as it advances in HD? A normal Couatl has 9 HD and casts as a 9th level Sorcerer. If I made a fully advanced one, would it cast as a 27th level Sorcerer?
SupaTalka

05-11-07, 01:53 PM
Don't know why or how, but it double posted.
Bernat

05-11-07, 01:58 PM
Dispater is a cautious devil, always scheming and
planning. Even if it were possible to surprise him, the
Lord of the Second has so many contingencies and plans
for every conceivable situation that any edge bestowed
by surprise is quickly lost.
Dispater is a reluctant combatant at best, preferring to
rely on his wit and charm,I don't think Dispater would risk his realm&life in a double or nothing game :(.
Phantom Llama

05-11-07, 02:09 PM
It's also trivial to make a DvR 18 character that can beat Dispater at chess. Dispater is a little too cautious to risk everything in a game against someone whom he has every reason to believe is better at chess than he is, what with being a DvR 18 god of a relevant portfolio.
SupaTalka

05-11-07, 02:11 PM
Granted, but what if I sent a demi-god OR even a mortal to play instead? Pretty sure he'd accept those odds? Same stakes, the mortal/demi-god plays for my fate and the fate of millions of followers; now you can't tell me that Dispater wouldn't be perceived as weak for not facing a MORTAL in chess?

I'm just trying to think outside the box here. I see everyone else drooling over their character's stats/abilities all the way until they're submerged in water until they die :P

All the HP/DR/Fast Heal/etc. in the world is not going to win this, no matter how much you crunch it.

Too many people are trying to defeat The Tower, and not Dispater himself, I'm trying to go straight to the heart of the matter with an innovative approach.

Also, it doesn't have to be Chess, it could be another battle of wits of ANY kind. Not all fighting is done with +10 swords of greater diety slaying. I thought Dispater was all about manipulative contracts so I figured he would accept under certain "conditions".
Aluroon

05-11-07, 02:23 PM
Granted, but what if I sent a demi-god OR even a mortal to play instead? Pretty sure he'd accept those odds? Same stakes, the mortal/demi-god plays for my fate and the fate of millions of followers; now you can't tell me that Dispater wouldn't be perceived as weak for not facing a MORTAL in chess?

I'm just trying to think outside the box here. I see everyone else drooling over their character's stats/abilities all the way until they're submerged in water until they die :P

All the HP/DR/Fast Heal/etc. in the world is not going to win this, no matter how much you crunch it.

Too many people are trying to defeat The Tower, and not Dispater himself, I'm trying to go straight to the heart of the matter with an innovative approach.

Also, it doesn't have to be Chess, it could be another battle of wits of ANY kind. Not all fighting is done with +10 swords of greater diety slaying. I thought Dispater was all about manipulative contracts so I figured he would accept under certain "conditions".

Your missing the part where the challenge is thus "Kill Dispater in Dis".
askala3

05-11-07, 02:33 PM
Dispater would not accept a challenge with such risks involved, and he would not be viewed as a coward by doing so but would be seen as smart for not accepting such a weighted challenge.
The only conditions he would accept the challenge under would allow him to pull a "The rules we agreed to did not stipulate that I could not cheat" on you.

On a side note, the physical caps on stats are before size, at least that is what I remember. Scarily it make a difference on my character, he's at 70, 70,70,48,54,54 before equip and large size right now :cool:
Venenum

05-11-07, 03:04 PM
Anyone know if witch said ToB was allowed?

If not Witch may i use the warblade, crusador, and deepstone sentinal from Tome of Battle?
Zelck

05-11-07, 04:19 PM
Well, I'm not quite ready yet. I didn't know about the use of the Faemerc system, so there's a chance that I'm going to reconsider my epic spells. More importantly, I'm probably going to use a Rod of Excellent Magic to eliminate the XP cost of crafting the artifact. I need to memorize some spells too. Finally, switch the Mind domain out for the Luck domain.

However, the changes should be minor.
Diplominator

05-11-07, 06:17 PM
I'm just trying to think outside the box here. I see everyone else drooling over their character's stats/abilities all the way until they're submerged in water until they die :P


Hey now. He was dead before he came to Dis, and that was steam, not water.

Which really should have just boiled out through the grate, not hurting himgrumblegrumbleVenyxwillreturngrumble
Witch

05-11-07, 06:32 PM
Regarding chess: I don't know why you think Dispater ever got to where he is now by risking everything he has in an all-or-nothing game without any real reason.

I might give this a go, but there are a few things I would like answered before I make a character:

What LA would you give the Gloom or the Leshay?
UK gives me ECL 37 and 48 respectively (though I'm a bit suspicious of these calculations). If they're below the number of hit dice, increase the ECL to HD.


Can you take the Spellcasting and Virtual Class Features abilities of the Monster of Legend template more than once to gain features/spellcasting from multiple classes?
Yes.

Can I take Virtual Class Features from PrCs? What about Epic PrCs?
No.

Is "Bonus Feats" from a class's Epic Progression a valid choice for a Virtual Class Feature?
No.

Does the Regeneration SQ from Monster of Legend have any restrictions about which alignment it is penetrated by? RAW seems to have no restrictions, other than there must be one physical source, and one magical source but it seems a bit odd for a Lawful Monster of Legend to have its regeneration penetrated only by spells with the Lawful descriptor, for example.

Have it make sense, that's all I ask.

Can Leshay Weapons be considered natural weapons? They are described as "extensions of the wielder's body" or something like that.
No, they can't: natural attacks don't allow for iterative attacks, while Leshay weapons do.

Is a Unique SDA that would allow the deity in question to use Sneak Attack against things that are immune to Sneak Attack be reasonable?
Hmm. I'm not certain, I'd need to compare with existing abilities first.

Does Sudden Strike (via Ninja or Ghost-Faced Killer) get nullified 75% of the time by the Iron Staff of Dis?
Yes.

Does the Couatl advance in spellcasting as it advances in HD? A normal Couatl has 9 HD and casts as a 9th level Sorcerer. If I made a fully advanced one, would it cast as a 27th level Sorcerer?
Spellcasting will advance by 1 per 2 racial HD.

Anyone know if witch said ToB was allowed?

If not Witch may i use the warblade, crusador, and deepstone sentinal from Tome of Battle?
Such has been answered numerous times on this thread. Yes, it's allowed.
MageOfDancingDragons

05-11-07, 06:49 PM
An SDA for Witch's approval

Supreme Speed
The Deity can move at truely extraordinary speeds.
Prerequisites: Divine Celerity, Free Move, speed 100 ft
Benefit: The Deity can act for a number of rounds equal to 3+ his dexterity modifier per day as if he were under the effect of a time stop spell. Activating this ability is a standard action that provokes attacks of opportunity. This ability can be ended as a free action and can only be in effect for 5 rounds continuously. Due to the extreme nature of the movement involved the Deity spends 1000 exp per round that the deity is using this ability.
Recommended Portfolio elements: Agility and War

This is similar to the watches from Clockstoppers if anyone wants a referance to compare this to.

Edit: thought of another one for my God of Speedy Combat that's in the works

Shadows of Speed
The Deity can move so fast that it seems like there are multiples of him.
Prerequisites: Divine celerity, Free Move, Speed 110ft
The Deity can spend a move action (or use the free action of free move) to move so fast that it seems like there are two of him. anything that effects one effects the whole deity (as it is really just one person moving back and forth really quickly) and they cannot take more actions combined in one round than the Deity can take in the round singularly. The Deity must be able to move freely between the two images (can't cross a chasm for example) And the two images must be within a distance of each other equal to the Deity's speed.
Recommended Portfolio Elements: Agility and War
Dispater24

05-11-07, 07:22 PM
No, they can't: natural attacks don't allow for iterative attacks, while Leshay weapons do.


theres a feat that allowes this, improved rapid strike from Draconomicon, by the way is this feats allowed?

and Improved Multiattack, Draconimicon(secondary natural attacks have no penalty to attack but still only half strenght to damage)?
goro

05-11-07, 09:21 PM
Does the DvR bonus apply to saving throws made against my spells?

saving throw:
DC: 10 + relevant ability modifier + DvR?
or
dc: 10 + relevant ability modifier?


Witch: can I use this spell?

Wrath of the Vengeful God
Transmutation
Spellcraft DC: 204
Components: V, S
Casting Time: 11 minutes 100 days
Range: 12,000 ft.
Target: 120 ft radius
Duration: Instantaneous
Saving Throw: Fortitude half DC: 125
Spell Resistance: Yes Caster level: 116 = 48(Caster Level) + 40(Increase from spell) + 18(DvR) + 10(Take 10)
To Develop: 1,836,000 gp, 73,440 xp, 37 days Factors: +29(Seed:Destroy) +80(Increase checks against Spell resistance +40) +60(Increase checks against dispel +30) +25(ad-hoc Maximize damage) +10(Change from target to area, 20ft radius) +20(Increase area affected by 500%) +25(make the spell contingent upon trigger) +180(Increase Damage by 90d6) +30(Increase damage dice 3 steps, to d12's) +150(increase saving throw +75) Mitigating Factors: -20(Increase casting time 10 minutes) -200(Increase casting time 100 days) -57(three casters each contributing an Epic spell slot) -128(Backlash damage 128d6)

This seed deals 110d12(1320) damage to the area affected. The damage is of no particular type or energy. If any creature or item the area is reduced to –10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated, leaving behind only a trace of fine dust. The destroy seed affects even magical matter, energy fields, and force effects that are normally only affected by the disintegrate spell. Such effects are automatically destroyed. Epic spells using the ward seed may also be destroyed, though the caster must succeed at an opposed caster level check against the other spellcaster to bring down a ward spell.
Rikandur_Azebol

05-12-07, 02:21 AM
SupaTalka, I think that forcing Dispater into game of chess is doable. And I like Your innovative approach. Unfortunately, You'll have to FORCE the ol' devil to do what You want. :)

To play the game.

Dispater is a coward and extremely paranoid in addition. When he stares out of Iron Tower by Interdimensional Magic Mirror (for example), and looks at completely innocent bystander peasant from some random prime world ... old fiend is SURE that this peasant is a part of conspiracy against him. And have no moral reservations from sending minions to interrogate and execute the enemy agent. For example. ;)

My advice is that You should make Your Challenger tough enough to survive hardships of being DvR 18 demon. For ... if Your guy is weak enough, Dispater will agree for the game and kill You when You come to Iron Tower. After all ... who'll complain about his little indiscretion ? :evillaugh



Witch, You didn't anserved satisfyingly to a lot of my questions ... thus I'll whip up some base stats for You to "butcher". Nothing equisitively refined, just base concepts. I hope that after that we'll be able to come to an agreement how I could achieve what I want to have. :)

Divinity (80% done):

Chaotic Evil Greater Deity
Portfolio: Reincarnation of the world, ultimate competition, havoc.
Domains: Entropy, Demonic, Fury, Magic, Destruction, Death.
SDAs: Extra Domain: Knowledge, Extra Domain: Luck, Extra Domain: Winter, Divine Spellcasting, Eldritch Knowledge, Supreme Eldritch Knowledge, Clearsight, Battlesense, See Magic, Divine Dodge, Craft Artifact, Frightful Presence, Divine Fast Healing x2, Instant Counterspell, Improved SR x2, Irresistible Blows(unarmed), Annihilating Strike(unarmed), Know Secrets, Power of Luck, Rejunevation, Undead Qualities;


Base and unfinished Stats (50% done):

Rikandur Azebol (CR ??)
Greater Deity DvR 18
Sorcerer 8/ex-Monk 2/Enlightened Fist 60
Chaotic Evil Outsider (Human)
Init +??; Senses Listen +??, Spot +??, True Seeing, Detect Invisibility;
Languages: Common, Draconic, Abyssal, Celestial;
________________________________________ ________________________________________ __________

AC ??, touch ??, flat-footed ??; (+?? Dex,+?? unnamed, +?? deflection, +?? luck)

Immunity to metal, acid, cold, electricity, fire, sonic and hostile magic

HP 3468 (8d4+62d8+2940); Fast Healing ??, SR 85
Fort +??, Ref +??, Will +??;
________________________________________ ________________________________________ __________

Speed ??0 ft (?? squares)
Melee: Unarmed +??/+??/+??, 2d10+?? bludgeoning;
Base Atk +37; Grp +??
Atk Options: Spells, Melee;
Combat Gear: Hands and feet;
________________________________________ ________________________________________ __________

Abilities: Str 25(??), Dex 30(??), Con 66(??), Int 32(??), Wis 30(??), Cha 55(??);

Unfinished Feats: Eschew materials(B), Combat casting, Improved Unarmed Strike(B), Stunning Fist ??/day(B), Ascetic Mage, Arcane Strike, Craft Contingent Spell, Craft Wondrous Item, Deflect Arrow(B), Jack of All Trades, Ignore Material Component, Craft Epic Wondrous Item, Endurance, Diehard, Sudden Widen, Energy Substitution(cold), Lord of Uttercold, Energy Substitution (Electricity), Born of Three Thunders, Craft Rod, Craft Epic Rod, Leap of Heavens, Mobility, Dodge, Spring Attack, Epic Ascetic Mage, Improved Arcane Rejunevation, Exceptional Deflection;

Skills( 1146 ranks):
Bluff +73,total +64;
Spellcraft +73, total +64;
Concentration +73, total +64;
Knowledge(Arcana) +73, total +64;
Craft(Alchemy) +73, total +40;
Profession(Herbalist) +73, total +??;
Profession(Pimp) +5, total +??;
Knowledge(Planes) +15, total +??;
Jump +73, total +???;
Spot +73, total +??;
Sense Motives +73, total +??;
Hide +73, total +??;
Move Silently +73, total +??;
Listen +72, total +??;
(CC) Knowledge(Nature) +36, total +??;
(CC) Survival +3, total +??;

some items and helpful thingies (40 % done):

-"Immortal Curse" ring of sustenance, periapt of wound closure and ring of adaptation in one, and of course Delay Death, 10 CL (268,500 gp) (SC) - preferably an artifact.
- Belt based on Belt of Dread Emperor that works on spontaneous casters and allows regaining of epic spells. (16,700,000 gp) - definitively an artifact.
-Boots of Swiftness with continous Haste (256,000 gp)
-Rod of Tenfoldly Excellent Magic, contains 20,000 XP reserve (14,300,000 gp) (SC)
-Rod of Tenfoldly Excellent Magic, contains 20,000 XP reserve (14,300,000 gp) (SC)
-Vestment +1 of Soulfire, Transmutation proof and Heavy Fortification, Glamered (1,442,700 gp)
-Psionic Crown of Prescience: Offensive, Preckognition: Defensive, Preckognition: Offensive, +30 Use Psionic Device, (Manifester Level 48, Power Points 2400)
-Gem of Improvisation/at will (CL 100)



Permament spells and effects (Trough Wishes, scrolls and power stoens):
Touchsight(augumented to 120'), Foresight, True Seeing, Detect Invisibility, Tongues, Magic Aura(no magic), Curse Weapon(Unarmed), Ironguard, All Energy Immunities, Born of Three Thunders Acidsheath (Half lighting/half sonic), Greater Magic Fang(Unarmed), Haste.

Also Rik tends to have constantly active Moment of Prescience and Improvisation. In case of defeat ... have (Mindblanked) Stasis Clone ready with Sequester Ring donned, as well as his items have contingency that
will transport them to living Rikandur trough "Return Soul's Treasure" spells, since if Rikandur dies, all his stuff disintegrates instantly (contingent "Soul's Treasure Lost" spells).


Epix spell contepts:
-Curse spell that give huge Con penatly.
-Super Dispel that repeats itself next round to make enemy very powerless. :D
-Modified Esoteric Aegis to increase enemy's dispelling difficulty.
-Planar Bubble with big range.
-All epix spells I posted so far, after modyfing them.
-Time Travel spell. One that allows backward time travel, of course. :devil:
Deper

05-12-07, 06:37 AM
Dispater is a coward and extremely paranoid in addition.

No... he's just extremely paranoid. Dispater knows that there are 7 other lords who would jump at the chance to dispose of him, so he built himself a defensive system to ensure that it is unlikely to happen. It doesn't mean he avoids fights, it means that he's chosen the strategy of sitting back and letting his foes wear themselves out trying to get to him. That's not cowardice, that's strategy.

And being a strategist, Dispater knows that it would be stupid to risk everything he has on a winner-takes-all game. The prize is tempting, but why should he? Especially since, now that he has your offer he can send servants to your world and subvert your follower's belief in you by exposing how little you think of them.
Venenum

05-12-07, 07:20 AM
No... he's just extremely paranoid. Dispater knows that there are 7 other lords who would jump at the chance to dispose of him, so he built himself a defensive system to ensure that it is unlikely to happen. It doesn't mean he avoids fights, it means that he's chosen the strategy of sitting back and letting his foes wear themselves out trying to get to him. That's not cowardice, that's strategy.

And being a strategist, Dispater knows that it would be stupid to risk everything he has on a winner-takes-all game. The prize is tempting, but why should he? Especially since, now that he has your offer he can send servants to your world and subvert your follower's belief in you by exposing how little you think of them.


This is true, the problem is we are all thinking in minutes rather than years, dipater took millerium to perfect his stratagy, while we dont have it, try to think like someone with endless time on their hands. Delovlop items/ buy that would only be usefull in certian cituations, do what dispater does, thin in years, not minutes.

Just my :twocents:.

Im going to try no maic items, see what that does, also, psionics if I recall cannot be affected by corrupt spell, or violate spell, of course i may be wrong.
Rikandur_Azebol

05-12-07, 07:40 AM
No... he's just extremely paranoid. Dispater knows that there are 7 other lords who would jump at the chance to dispose of him, so he built himself a defensive system to ensure that it is unlikely to happen. It doesn't mean he avoids fights, it means that he's chosen the strategy of sitting back and letting his foes wear themselves out trying to get to him. That's not cowardice, that's strategy.

Paranoia is a form of cowardice. It's based on fear, isn't it ?

And he doesn't "sit and wait". That would be suicide. Fiend acts trough indirect stuff, most often trough his slaves.

And being a strategist, Dispater knows that it would be stupid to risk everything he has on a winner-takes-all game. The prize is tempting, but why should he? Especially since, now that he has your offer he can send servants to your world and subvert your follower's belief in you by exposing how little you think of them.

Of course, that's why I advised FORCING the devil into playing this game ... and keeping his end of bargain. What is so wrong in manevouring someone into position of no retreat ?
Witch

05-12-07, 07:47 AM
Paranoia is a form of cowardice. It's based on fear, isn't it ?
Only to a degree.

Many point to Dispater’s behaviors as the actions of a
coward. To a point, this is accurate. Dispater fears the
loss of power. He also fears change. Dispater is paranoid
and insecure about his station and will do anything to
maintain it within the iron bounds of order. However,
Dispater is not afraid to move forward with a plot once
he is certain that the end results will strengthen his own
position. Unfortunately for Dispater, the same kind of
plotting and counterplotting that he uses to stymie any
real or imagined attempts on the part of his servants to
overthrow him are also used before Dispater ever makes
a move. Dispater will study an issue for centuries before
making a decision. Many opportunities have passed the
Lord of the Second by as a result; however, Dispater
tends to focus on long-ranged interests rather than goals
that require swift responses. Once Dispater decides that
the time for action is imminent, he moves with surprising
speed and force, often shattering any obstacles and overwhelming
any foe.
Of course, that's why I advised FORCING the devil into playing this game ... and keeping his end of bargain. What is so wrong in manevouring someone into position of no retreat ?
Rik, I'm amused as to how you think you can force an archfiend into playing a game.


Im going to try no maic items, see what that does, also, psionics if I recall cannot be affected by corrupt spell, or violate spell, of course i may be wrong.
And you are. The only reason that the write-up on enhanced magic doesn't specify psionics is because such isn't a core book.


I'm going to answer other questions later. It'd take more time, and I've got some studying to do.
Deper

05-12-07, 07:59 AM
Paranoia is a form of cowardice. It's based on fear, isn't it ?

Not when you know that there are 7 ultrapowerful beings who are out to get you. Really, because of his position you could argue that he's more cautious than paranoid, since beyond the Lords of the Nine he also has to worry about their followers, the demons that would love to plunge his layer and the Hells into chaos through his demise, and all the forces of good. He's a target for a lot of people and he knows it, so he's cautious. His response is thinking of ways that his enemies might attack and thinking of a counter. What would make him a coward would be if he built up his defenses and did nothing other than hide behind the walls. He's still active, just not in trying to actively start wars he can't be sure of winning in a quick stroke.

He's concerned with stability more than conquest, being a being of law, so he works to ensure it. To quote FCII, he represents evil in its most stagnant and sterile form. It isn't cowardice to be more concerned with protecting what you have than trying to get more

And he doesn't "sit and wait". That would be suicide. Fiend acts trough indirect stuff, most often trough his slaves.

When enemies attack him he does. He sends out his forces to help wear them down, so by the time they get to him and his elite guard they've been worn down by his traps. That's how he works. That's how he rolls.

And he does work through intermediaries. He uses cultists and servants to gather more power to him, which again help ensure the stability of his realm.

Of course, that's why I advised FORCING the devil into playing this game ... and keeping his end of bargain. What is so wrong in manevouring someone into position of no retreat ?

I was directing that comment more at SupaTalka. Point remains though, how can you possibily force him into that type of situation? He'd already have to be on the verge of defeat before he would ever consider something so risky.
Rikandur_Azebol

05-12-07, 09:17 AM
I was directing that comment more at SupaTalka. Point remains though, how can you possibily force him into that type of situation? He'd already have to be on the verge of defeat before he would ever consider something so risky.

I know, but I would like to see how SupaTalka would do it ... thus why I defended his or her position. So the person who come with something innovative will not be discouraged by totally negative reaction from co-Challengers.

Rik, I'm amused as to how you think you can force an archfiend into playing a game.

He can be deceived into act, can't he ? Not every instance of FORCING someone indicates repeated use of blunt object. ;)

I plan to imprison D. outside of his domain, then go medieval on Dis. Cause chaos and be ... annoying. Get what I want, torture the fiend and make him kill himself. :P

Witch, tell me maximum CL I can have on item. 100 ? Or I can have more ?
Venenum

05-12-07, 09:28 AM
Witch i have a question, can we have two people with two parties go at once for added potential.

Seems like a way to get around problems.

Seems only two ways to go about things, either permant planer bubble thing, or melee, with no magic.

Im going to try a stationary build, however i want to be an elemental, but cant since the monster of legend doesnt allow Prc traits, (ie the elemental savant).
Deper

05-12-07, 09:45 AM
He can be deceived into act, can't he ? Not every instance of FORCING someone indicates repeated use of blunt object.

The problem is that while you don't need to use blunt force, you need to have some sort of upper hand. You need to convience Dispater that doing X is in his best interest. You don't necessarily need to have the physical advantage, but for it to be possible you have to have some sort of leverage that nullifies all of his defenses and contingencies (at least in his mind) and presents him with a threat so overwhelming and immenent (at least, once again, in his mind) that he believes an all or nothing game is worth the risk.

He's been described as a thinker who plans for the long term. Risking everything on one game is not long term planning, its extremely short term and out of character. I don't want to discourage new ideas on how to take this on either, but simply claiming that he has to play or face utter disgrace for being a character shows that the idea isn't thought out enough and doesn't take Dispater's character or the nature of Hell's inhabitants into account. After all, no devil is going to look at Dispater and think "idiot could have made a mint", they're going to think "why could possibly have made that godling believe he could rope Dispater into such a silly game?".

EDIT: Here's basically what's happening. A man walks up to you on the street (say the richest man in the world, capable of fulfilling any promise he makes) and makes you an offer. He wants to ask you trivia or play chess or something. If you win, you get ownership of half the planet, control over every resource and human life therein, and more money than God. If he wins, you forfeit everything you own, and he gets to launch you into space in a 2ft cubed windowless pod (adjusting you to fit as necessary) that will keep you alive and utterly immobile for eternity as it orbits the sun (with a special device to keep it from breaking down or ever being picked up) and playing "The Song that Doesn't End" over and over again on an infinite loop. You win, you win big. You lose, it's a living hell. Does it make you a coward worthy of scorn if you say no?
MageOfDancingDragons

05-12-07, 10:24 AM
personally, I find the chess thing ridiculous anyways. Dispater is not going to come out so don't even try. We have to take the fight to him. And Dispater is not going to go double or nothing, I bet as soon as one of us is abut to kill dispater he'll offer us Wishes etc. to leave him alone. He'll stay in power at any cost and to wager it all on a chess game would not be responsible of him. Plus, he's a cosmic rank 18 seer. He'll probably know the outcome of the game beforehand.
I'm thinking of a speed build, don't put me on the waiting list yet though, I think i need to observe some more as this is my first venturing at making a character over level 10. And Witch, please take a look at the SDAs above. thanks.
Edit: Deper. thank you for your reasoning. I can't beleieve anyone would think that Dispater would play chess for souls
Venenum

05-12-07, 10:49 AM
Witch can i use the building a better masterwork rules found here:

http://boards1.wizards.com/showthread.php?referrerid=406019&t=488948
Rikandur_Azebol

05-12-07, 11:03 AM
Venenum, I do belive that Witch will not approve ganging on Dispi. Give the poor devil a sporting chance. ;)

Of course I could be wrong, but I suspect that he will listen to Your arguments before explaining You why this should be a solitary workout. Don't worry !

I made it deep into the Dis, in my first attempt, without anyone noticing my presence at all. Unfortunately I didn't foresaw consequences of "innocent" flirting. :rofl:
And my Challenger ended up torn to tiny ribbons in AMF by Merorem, ****** over ... and his soul torn in twain. Half scattered all around Abyss, and big piece in a soul-gem that is in Merorem's treasury. Now I want my soul back, or else ! :P



Deper, I understand ... but also I call him a coward. GoH Dispater is a great piece of work, I advise reading his flavor to all interested, but IMO his personality indicates cowardice.
He isn't used to drastic changes, fears them. And thus I belive that if someone causes enough havoc in Dis it will have significant impact on the mental faculties of the Iron Duke.
I'm not denying the ol' devil any respect he deserves for the sheer power and his other advantageous qualites. But I'm not going to curl in the front of him, begging for him to grace me with his attention.

Planes are full of control-freaks like him. He's, simply, one of the oldest devils alive and kicking. And as for would I play such game as in the scenario proposed by You ? I would risk it, without prodding.
-But there also could be a guy with a gun pointed against my head, encouraging me.
-Or I could have rough week, feel miserably and this would seem an great idea ... when compared with going back home.
-I could be drunk or drugged.
-I could have been misguided into agreeing on something seemingly beneficial ... learning later that this game is what I agreed upon.


MageOfDancingDragons, if You want to make speed build, go for speed enchancing stuff from DF boards (Look for Nick). And definitively be a Monk. :)

Idea of "Chess-for-life" might seem ridiculous, but if SupaTalka manages to pull it off ... *smiles smugly*
It would be amusing to watch, even if Dispater equips himself with "ChessMaster +230" and consults Mephistopheles to win. :devil:
MageOfDancingDragons

05-12-07, 12:09 PM
actually, i want to be CG to get past the regeneration and
DR. And it's a combat speed so I was thinking Ranger (with Two Weapons)/Tempest/Dervish/Scout. And I'll make some speed enhancing Artifacts. in this build I could hit 20 attacks per round with and move twice my movement speed.

Edit: What's DF?
askala3

05-12-07, 12:37 PM
Base and unfinished Stats (50% done):
Immunity to metal, acid, cold, electricity, fire, sonic and hostile magic

HP 3468 (8d4+62d8+2940); Fast Healing ??, SR 85

Abilities: Str 25(??), Dex 30(??), Con 66(??), Int 32(??), Wis 30(??), Cha 55(??);Unless I'm missing something significant, your hp is over by 980. Con 66 gives a mod of +28, Con 66 with 70 HD gives +1960 hp. 8d4+62d8+1960 -> 32+496+1960 = 2488 hp.

I'm not sure about your equip, but the level 70 chars are given 25,760,000 gp for this challenge (I'm guessing that the values given are before the self-crafting discount, thus preventing you already being over).

@MageOfDancingDragons: DF = Dicefreaks, whose web forums are found here (http://dicefreaks.com/phpBB2/index.php).
goro

05-12-07, 12:46 PM
Divine Smite Evil: SDA
Prerequisite: Divine Paladin SDA
Benefit: Your ability to destroy evil is unparalleled. You gain Great Smiting x2 and the ability to Smite Evil 10 additional times per day.
7days

05-12-07, 01:09 PM
DF is dicefreaks. See Witch's "location" on the top right of one of his posts. My advice is to read Gates of Hell ch 9, Dispater section, before you do anything here.

I must say, I started reading this thread when it started, and while the levels are far above what I have ever made, it has been thoroughly entertaining. Honestly I don't even know (fully) why a lot of things don't work on Dis during combat. I'm taking notes though, and may even take a stab at this myself sometime down the road after doing my research :cool:

Good job Witch, and good luck all.

edit: well someone beat me to it.
Venenum

05-12-07, 02:22 PM
actually, i want to be CG to get past the regeneration and
DR. And it's a combat speed so I was thinking Ranger (with Two Weapons)/Tempest/Dervish/Scout. And I'll make some speed enhancing Artifacts. in this build I could hit 20 attacks per round with and move twice my movement speed.

Edit: What's DF?

Wow 20 attacks:rolleyes: ( sorry but i have gotten up to 88 )

The trick is ToB, DMG 2, and core + epic,

Warblade 20/Monk 20/swordsage 15/Bloodclawmaster 5/Eternal Blade 10

+2 La Abberent limbs (DMG2)

Now with Perfect multi weaponfighting, hasted, flurrie of blows, BAB 20 =
28
Timestands still now 56
Island in time 84
For redundecie raging moongoose 88
now if your DM lets girrlion windmill table goo up by attacks, you can get several hundred extra d6s

Heck maybe i should use this build

PS for added evilness, timestop, And no deity abilities.
goro

05-12-07, 03:01 PM
Updated: yet again.




Divine rank 18
Portfolio: Vengence, vigilante justice, Righteous slaughter
Symbol: silohouette of a man hanging by a noose from a tree at a crossroads.

Monk 64
Medium Chaotic Good Monstrous Humanoid Outsider

Hit Dice: 64d8 + 1760 + 180 (2452)
Bab/Grapple: 37 / 74
Initiative: 32 ( +28 DEX, Supreme Initiative)
Speed: Biped: 330 Quadraped: 370 Fly: 740 (Base Godly Speed:+60, Monk:+210, Feral creature Template:+10, Artifact +50 ft) Stride(SDA) doubles non-combat movement speed
Armor Class: 216 (+33 Natural Armor Class(DvR), +18 Divine, +30 Deflection, +28 DEX, +25 WIS, +12 Monks Armor Bonus, +28 Natural Armor(MoL), +15 Natural Armor Bonus(Magic Item), +15 Armor Bonus(Mage Armor Item), +4 Artifact)
Touch: 126 Flat Footed: 126
Space/Reach: 5/5
Abilities: STR: 84 (+37) DEX: 66(+28) CON: 66(+28) INT: 30(+10) WIS: 60(+25) CHA: 70(+30)
Saves: Fort: 107 Ref: 104 Will: 105

Attacks:
+103 melee (12d6 + 37(STR) + 5 + 4 + 4d6 (Banestrike) + 320(Smite Evil) + 35d6(Sneak Attack) + Arcane Strike + 1d10 rounds stunned((DC 66 Fort (20 + CON MOD + DvR) 18-20/x2
Full Attack:
+103/+98/+93/+88 melee (12d6 + 37(STR) + 5 + 4 + 4d6 (Banestrike) + 320(Smite Evil) + 35d6(Sneak Attack) + Arcane Strike + 1d10 rounds stunned((DC 66 Fort (20 + CON MOD + DvR) 18-20/x2
Flurry of Blows:
+103/+103/+103/+98/+93/+88 melee (12d6 + 37(STR) + 5 + 4 + 4d6 (Banestrike) + 320(Smite Evil) + 35d6(Sneak Attack) + Arcane Strike + 1d10 rounds stunned((DC 66 Fort (20 + CON MOD + DvR) 18-20/x2

Special Attacks:
Quivering Palm, Divine Blast(mass), Arcane Spells, Spell-like Abilities, Flurry of Blows, Ki-strike, Smite Evil, Sneak Attack,

Special Qualities:
-- Monk Abilities, Deity Abilities, Monster of Legend Abilities, Feral Creature Abilities,

Unarmed Strikes:
Unarmed Strikes possess; Axiomatic(lawful), Keen, Vorpal, Slashing, +5, Anarchic(Chaotic), Good, Epic Magic, Silver, Adamantine, Natural and Manufactured weapons

Feats:
Cleave, Deflect Arrows, Fleet of Foot, Hold the Line, Knock-down (SRD, DivineAbilitiesandFeats), Heighten spell,
Jack of all Trades (SRD, DivineAbilitiesandFeats): You can use any skill untrained, even those that normally require training (Ability Mod + 18 (DvR))
Epic Feats:
Great Charisma x4, Great Wisdom x2, Improved Natural Attack, Epic Will, Arcane Strike, Greater Weapon Focus(Unarmed Strike), Greater Weapon Specialization, Epic Spellcasting, Improved Heighten Spell, Additional Magic Item Space
Bonus Feats:
1st) Improved Grapple, 1st human) 2nd) Combat reflexes, 6th) Improved Trip
Epic Bonus feats:
25th) Improved Ki-strike, 30th) Improved Combat Reflexes, 35th - 40th - 45th - 50th - 55th - 60th) Great Constitution x6
Monster of Legend Template Bonus Feats:
1-2) Great Charisma x2

Salient Divine Abilities:
1) Divine Monk, (Axiomatic Strike, Exceptional Deflection, Infinite Deflection, Keen Strike, Reflect Arrows, Vorpal Strike, +5 Enhancement Bonus, Increase base damage to 2d12)
2) Increased Spell Resistance (x4), Divine Spell Resistance +80) 32 + 1/2 HD + DVR + 80 = 162
6) Irreistable Blows, (Ignore Armor and Natural Armor Bonuses. Resolve attacks as melee touch attacks.)
7) Divine Dodge, (permanent 68% mis-chance against any attack including area spells)
8) Banestrike, +4d6 against Outsiders, Evil +4 on attack rolls)
9) Battlesense, (Cannot be flanked except by deity that succeeds on an opposed rank check)
10) Supreme Initiative,
11) Clear Sight,
12) Free Move, (Move speed as a free move)
13) Stride, (Doubles non-combat movement speed)
14) Extra Energy Immunity (Sonic), 15) Extra Energy Immunity (Acid), 16) Extra Energy Immunity (Electricity), (Regardless of Attacker)
17) Indomitable Strength, (+25 opposed strength checks)
18) Divine Blast, 20) Mass Divine Blast, (3+CHA/day 18d12+30d12 No Save Cylinder 900 ft radius-180 ft height, Burst 900 ft rafdius 90 Targets-no 2 more than 18 miles apart, Cone 1800 ft)
19) Divine Paladin, (Great Smiting x3, Smite Evil +5/day)
20) Increased Damage Reduction, 21) Supreme Damage Reduction,
22) Divine Sneak Attack, (Sneak attack of opportunity, Lingering Damage, Improved Sneak Attack x3
23) Divine Spellcasting(Sorecerer)
24) Divine Weapon Mastery (Weapon Focus, Weapon Specialization, Improved Critical (Unarmed Strikes))
25)The Deepest Cut (maximize damage dealt by any weapon including sneak attack dice, bonus damage dice from icy, shock, holy, ect traits) is also maximized by this ability.
26)
Domains:
27) Travel, 28) Strength, 29) War (Can cast any domain granted spell as a spell-like ability at will, Caster level 82, DC 20+Spell Level+CHA+DvR)

Skills: Jack of all Trades (SRD, DivineAbilitiesandFeats): You can use any skill untrained, even those that normally require training (Ability Mod + 18 (DvR)
Balance (Dex) 67 (113)
Climb (Str) 52 (107)
Concentration (Con) 56 (102)
Craft (Int) 27 (55)
Diplomacy (Cha) 25 (81)
Escape Artist (Dex) 67 (113)
Hide (Dex) 33 (79)
Jump (Str) 67 (122)
Knowledge (arcana) (Int) 62 (190)
Knowledge (religion) (Int) 50 (78)
Listen (Wis) 67 (110)
Move Silently (Dex) 43 (89)
Perform (Cha) 43 (91)
Profession (Wis) 27 (70)
Sense Motive (Wis) 25 (71)
Spellcraft(Int) 67 (195)
Spot (Wis) 67 (110)
Swim (Str) 40 (95)
Tumble (Dex) 67 (113)

Spells per day: (Up to level 30) Levels 1-9: 6 per day Levels 10-18: 5 per day Levels 18-21: 4 per day Levels 22-26: 3 per day Levels 27-30: 2 per day Epic Spells per day: 19 All already cast (Contingent Wrath of the Vengeful God x12, Epic Mage's Disjunction x7, see below)


Deity Traits:
Armor Class: Divine armor Class Bonus equal to DvR, Natural Armor Bonus equal to 15+DvR, Deflection Bonus equal to CHAMod.
Attack: Receive Divine bonus to all attack rolls equal to DvR.
Damage: natural attacks and weapons weilded are treated as the diety is aligned for purposes of overcoming damage reduction.
Special Ability: Alter Reality(SU),
Domains: Travel , Earth
Domain Granted Powers: Can use any Domain power can grant a number of times per day equal to DvR(if normally can be used more than that get the greatest number of uses). If based on a cleric level deity has effective Cleric level equal to DvR.
Spell-Like Abilities: Can use any domain spell can grant as an SLA at will. Caster level = HD + DvR, DCs 20 + Spell level + CHA + DvR
Travel: Can use Greater Teleport - Greater Planeshift as SLA at will.
Special Qualities: 45/Epic and Adamantine((Slashing) must have been willingly used to commit suicide by 4 consecutive generations of people from the same family)) Divine Aura: Will save DC 10+CHA+DvR, Immortality,
Immunity to: Polymorphing, petrification, or any other attack that alters thier form. Enegy drain, ability drain, ability damage. Mind affecting effects(charms, compulsions, phantasms, patterns, and morale effects. Disease, poison, stunning, sleep, paralysis, death effects, and disintegration. Effects that imprison or banish(banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking.(ignored on sccessful rank check.)
Electricity, Acid, Sonic, Fire, Cold(regardless of attacker.)
Spell Resistance: 32 + 1/2 HD + DvR + Increased spell reisistance x4
Saving Throws: Divine bonus = DvR
Checks: Divine Bonus = DvR on all skill checks, ability checks, caster level checks, and turning checks.
Automatic Actions: When acting within my portfolio, I can perform any action as an immediate action, as long as the check DC is equalto or les than 30. Can perform 20 free actions per round

Monk Class Abilities:
AC Bonus (Ex): When unarmored and unencumbered, I add my Wisdom bonus (if any) to my AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. I loses these bonuses when I am immobilized or helpless, when I wear any armor, when I carry a shield, or when I carry a medium or heavy load. Epic: The monk’s bonus to Armor Class when unarmored increases by +1 every five levels higher than 20th.
Flurry of Blows (Ex):
Unarmed Strike
Evasion (Ex) & Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. I still take no damage on a successful Reflex saving throw against attacks, but henceforth I take only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to his speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed. Epic: The epic monk’s speed when wearing no armor increases by 10 feet every three levels higher than 18th. The unarmored speed of Small and dwarven monks increases by 5 feet instead of 10 feet.
Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
Ki Strike (Su): At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.
Slow Fall (Ex): At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.
Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.
Wholeness of Body (Su): At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses.
Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
Diamond Body (Su): At 11th level, a monk gains immunity to poisons of all kinds.
Abundant Step (Su): At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her monk level (rounded down).
Diamond Soul (Ex): At 13th level, a monk gains spell resistance equal to her current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk’s spell resistance.
Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.
Timeless Body (Ex): Upon attaining 17th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.
Tongue of the Sun and Moon (Ex): A monk of 17th level or higher can speak with any living creature.
Empty Body (Su): At 19th level, a monk gains the ability to assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level.
Perfect Self: At 20th level, a monk becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the monk’s creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if she were a member of her previous creature type.
Epic Bonus Feats: The epic monk gains a bonus feat (selected from the list of epic monk bonus feats) every five levels higher than 20th.
Epic Monk Bonus Feat List: Armor Skin, Blinding Speed, Damage Reduction, Energy Resistance, Epic Prowess, Epic Speed, Epic Toughness, Exceptional Deflection, Fast Healing, Improved Combat Reflexes, Improved Ki Strike, Improved Spell Resistance, Improved Stunning Fist, Infinite Deflection, Keen Strike, Legendary Climber, Legendary Wrestler, Reflect Arrows, Righteous Strike, Self-Concealment, Shattering Strike, Vorpal Strike.

Monster of Legend Template (DiceFreaks):
Hit dice: max points per HD
Armor Class: The base creature's natural armor class improves by its CON bonus
Damage: The damage inflicted by the base creatures’ natural weapons increase by one die step.
Special Qualities and Attacks: OO) Flight(SU) OO) Preternatural Grace(Su): The monster of legend gains a deflection bonus to AC equal to its Charisma bonus and adds one-half its Charisma bonus as a resistance bonus to all its saves. OO) Fast healing +35 OO) Lay on Hands(heals 64*CHA HP) and Smite Evil(16 times a day) +CHA to Attack Roll and +320 to Damage Roll(Divine Paladin)
Damage Reduction: 35/Epic and Wood
Energy Resistance: Sonic 40 Acid 40
OO) Spellcasting: Sorcerer 32, Effective Caster Level 48 OO) Sneak Attack +32d6 and Crippling Strike OO) (Fighter) Weapon Proficiency and Penetrate Damage Reduction: Silver
Abilities: +8 str, +4 dex, +8 con, +4 int, +4 wis, +6 cha
Bonus Feats: 2 bonus feats that I qualify for.

Feral Creature Template (Savage Species):
Size & Type: type changes to mostrous Humanoid
Speed: land +10
Special attacks: If a feral creature leaps upon a foe during the first round of combat, it can make a full attack even though it has already moved.
Special Qualities: Darkvision 120 ft, Fast Healing 5
Abilities: +4 str, -2 dex, +2 con, -4 int, +2 wis
LA: +1

Magic Items:
Bracers of Relentless Might, Cloak of Epic Charisma +12, Headband of Epic Intellect +12, of Epic Resistance (Fort +10, REF +10, WILL +10), Robe of Epic Natural Armor +15, Vest of Epic Armor +15, Freedom of Movement (ring), Ring of Epic Spellcraft +100, Ring of Epic Knowledge(Arcana) +100, Belt of Epic Paragon Monk

Belt of Epic Paragon Monk: Artifact
+12 DEX
+12 WIS
+20 virtual level adjustment to monk level for purposes of monk special abilities, qualities, and attacks. This does not affect bab, saves, or hit points.
The Deepest Cut by Mercurio
Prerequisites: War Domain, Divine Weapon Mastery.

Benefit: You automatically inflict maximum damage with any melee weapon or ranged weapon (but not spell) you wield. You automatically confirm any critical you make with a melee or ranged weapon (but not spell). Any additional damage dealt by a weapon you wield (sneak attack dice, bonus damage dice from icy, shock, holy, ect traits) is also maximized by this ability.

Wrath of the Vengeful God (x19)
Transmutation
Spellcraft DC: 204
Components: V, S
Casting Time: 11 minutes 100 days
Range: 12,000 ft.
Target: 120 ft radius
Duration: Instantaneous
Saving Throw: Fortitude half DC: 125
Spell Resistance: Yes Caster level: 116 = 48(Caster Level) + 40(Increase from spell) + 18(DvR) + 10(Take 10)
To Develop: 1,836,000 gp, 73,440 xp, 37 days Factors: +29(Seed:Destroy) +80(Increase checks against Spell resistance +40) +60(Increase checks against dispel +30) +25(ad-hoc Maximize damage) +10(Change from target to area, 20ft radius) +20(Increase area affected by 500%) +25(make the spell contingent upon trigger) +180(Increase Damage by 90d6) +30(Increase damage dice 3 steps, to d12's) +150(increase saving throw +75) Mitigating Factors: -20(Increase casting time 10 minutes) -200(Increase casting time 100 days) -57(three casters each contributing an Epic spell slot) -128(Backlash damage 128d6)

This seed deals 110d12(1320) damage to the area affected. The damage is of no particular type or energy. If any creature or item the area is reduced to –10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated, leaving behind only a trace of fine dust. The destroy seed affects even magical matter, energy fields, and force effects that are normally only affected by the disintegrate spell. Such effects are automatically destroyed. Epic spells using the ward seed may also be destroyed, though the caster must succeed at an opposed caster level check against the other spellcaster to bring down a ward spell.


Contingent Epic Mage’s Disjunction
Abjuration
Spellcraft DC: 123
Components: V
Casting Time: 11 minutes 100 days
Range: Close (25 ft. + 5 ft./2 levels) 145 ft.
Area: All magical effects and magic items within a 440-ft.-radius burst
Duration: Instantaneous
Saving Throw: Will negates DC: 200 ( 20 + 30 + 150)
Spell Resistance: No
To Develop: 1,107,000 gp, 44,280 xp, 23 days Factors: +31(Seed:Mage's Disjunction) +25(Contingent Casting) +204(Increase Caster level for Disjunction effect 102) +300(Increase saving throw DC 150) +200 (Increase caster level against dispel check +100) +40(Increase area 1000%, add 400 ft. radius) Mitigating Factors: -20(Increase casting time 10 minutes) -200(Increase casting time 100 days) -57(three casters contributing an epic level spell slot) -400(Backlash damage to caster and 3 participants, 100d6 each)

All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are disjoined. That is, spells and spell-like effects are separated into their individual components (ending the effect as a dispel magic spell does), and each permanent magic item must make a successful Will save or be turned into a normal item. An item in a creature’s possession uses its own Will save bonus or its possessor’s Will save bonus, whichever is higher.
You also have a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined.
Even artifacts are subject to disjunction, though there is only a 1% chance per caster level of actually affecting such powerful items. Additionally, if an artifact is destroyed, you must make a DC 25 Will save or permanently lose all spellcasting abilities. (These abilities cannot be recovered by mortal magic, not even miracle or wish.)
Note: Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device.


constructive criticism welcome.
Elessar Alpha

05-12-07, 03:34 PM
Sorry if I missed it earlier in the posts (I didn't read through all twenty-eight pages) but are we limited in anything other than wealth for each character and divine rank total? Is there a cap for total ECL for each character, number of characters, etc?
Bernat

05-12-07, 03:37 PM
Max characters: 4
Max ECL: 75
Max HD: 70
goro

05-12-07, 04:06 PM
Contingent Epic Mage’s Disjunction
Abjuration
Spellcraft DC: 123
Components: V
Casting Time: 11 minutes 100 days
Range: Close (25 ft. + 5 ft./2 levels) 145 ft.
Area: All magical effects and magic items within a 440-ft.-radius burst
Duration: Instantaneous
Saving Throw: Will negates DC: 200 ( 20 + 30 + 150)
Spell Resistance: No
To Develop: 1,107,000 gp, 44,280 xp, 23 days Factors: +31(Seed:Mage's Disjunction) +25(Contingent Casting) +204(Increase Caster level for Disjunction effect 102) +300(Increase saving throw DC 150) +200 (Increase caster level against dispel check +100) +40(Increase area 1000%, add 400 ft. radius) Mitigating Factors: -20(Increase casting time 10 minutes) -200(Increase casting time 100 days) -57(three casters contributing an epic level spell slot) -400(Backlash damage to caster and 3 participants, 100d6 each)

All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are disjoined. That is, spells and spell-like effects are separated into their individual components (ending the effect as a dispel magic spell does), and each permanent magic item must make a successful Will save or be turned into a normal item. An item in a creature’s possession uses its own Will save bonus or its possessor’s Will save bonus, whichever is higher.
You also have a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined.
Even artifacts are subject to disjunction, though there is only a 1% chance per caster level of actually affecting such powerful items. Additionally, if an artifact is destroyed, you must make a DC 25 Will save or permanently lose all spellcasting abilities. (These abilities cannot be recovered by mortal magic, not even miracle or wish.)
Note: Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device.
askala3

05-12-07, 04:09 PM
@goro: Your touch and flat-footed ACs are low (yes 126 is low). Touch is off by 1, should be 127 (10 base, 18 divine, 30 deflect, 28 dex, 25 wis, 16 more monk). When flat-footed, you only lose Dex (of what you have listed), giving you a flat-footed AC of 190.
How are you qualifing for the Divine Paladin SDA?
goro

05-12-07, 04:13 PM
Forgot for I get to keep my bonuses for when I'm flat footed.

I have a virtual paladin level of 64 from the monster of legend template.


Monster of Legend
A monster of legend is a unique representative of its race imbued with a degree of power far beyond that possessed by ordinary members of its kind. Though monsters of legends do arise spontaneous every few centuries they are more likely to be empowered by a deity or powerful cosmic entity to perform an appointed task. These puissant creatures are often set to guard artifacts or planar portals.

Monsters of legend are fearsome opponents. They are faster, hardier, stronger, and possessed of a terrible cunning that far exceeds their normally encountered kin. All monsters of legend possess several unique abilities that set it apart from others of its kind, and even other monsters of legend.

CREATING A MONSTER OF LEGEND
“Monster of Legend” is an acquired template that can be added to any corporeal aberration, animal, fey, giant, magical beast, monstrous humanoid, or vermin (referred to hereafter as the base creature).

A monster of legend uses all the base creature’s statistics and abilities except as noted here. If the monster of legends type changes (in the case of animals and vermin) recalculate the creature’s Hit Dice, base attack bonus, saves, and skill points based in its new type.

Size and Type: Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged (but see Special Qualities, below).

Hit Dice: The base creature receives maximum hit points per hit die. Most monsters of legend are advanced to at least double the base creature’s hit dice.

Armor Class: The base creature’s natural armor class improves by its Constitution bonus.

Damage: The damage inflicted by the base creatures’ natural weapons increase by one die step.

Special Attacks: A monster of legend possesses one special attack from the list below, or one of the designers devising of equivalent power. A monster of legend gains 1 additional special attack OR special quality (see below) for every 10HD possesses (minimum 1).

Breath Weapon (Su): Every 1d6 rounds the monster of legend can breath may breath a line or cone of acid, cold, electricity, fire, or sonic energy that does 1d8 points of damage per 2HD of the monster of legend (Reflex save for half). The shape and type of energy damage the breath weapon deals must be chosen when the monster of legend is initially create and may not be changed later. The size of the line or cone is equal to what a dragon of equal size would produce.

Disease (Ex): All of the monster of legend’s natural attacks risk infecting any creature it strikes with disease of the monster of legends’ choosing (determined when the monster of legend is initially created). The save DC to resist infection is Constitution-based.

Energy Drain (Su): One of the monster of legend’s natural attacks (claws, talons, slam, bite, sting, ect.) inflicts 1 negative level for every 10HD the monster of legend possesses (minimum 1). The save DC to remove these negative levels in Constitution-based.

Poison (Ex): One of the monster of legends’ natural attacks (claws, talons, slam, bite, sting, ect.) inflicts a deadly poison. This poison inflicts 1d6 points of initial and secondary ability damage to the attribute of the monster of legends choice (determined when the monster of legend is initially created). The save DC to resist the poison is Constitution-based.

If this ability is selected a second time the ability damage inflicted by the poison becomes ability drain.

This ability can also be selected multiple times to increase the potency of the venom. Each time you select it the initial and secondary damage dice increase by 1 step and the DC to resist the poison increase by +1 (treat as a racial bonus).

Spellcasting (Ex): The monster of legend has the spells per day of a cleric, druid, sorcerer, or wizard equal to half its hit dice and an effective caster level equal to three-quarters of its hit dice.

Spell-like Abilities (Sp): The monster of legend gains its Hit Dice plus its Charisma modifier worth of spell levels it may use to improve existing spell-like abilities or purchase new ones. Spells of levels 0—4 may be used at will, spells of levels 5—7 may be used three times per day, and 8th and 9th level spells may only be used once a day. A monster of legend may not augment a spell or gain a spell-like ability that a sorcerer of equivalent level could not cast.

The monster of legend may increase the number of times per day it can use an existing spell-like ability by buying the ability a second time at the same cost in spell levels. Thus chain lightning bought initially for six spell levels and usable 3/day ability could be used at will by spending a total of twelve spell levels. Similarly, moment of prescience initially bought for eight spell levels and usable 1/day ability could be used 3/day by spending a total of sixteen spell levels. A monster of legend may not improve the number of uses for anyone spell-like ability it possesses more than once.

Virtual Class Features (Ex): A monster of legend can select two class features from any class, except for spellcasting ability. The monster of legend may use the selected class features as if were a member of that class whose level equals its hit dice. The monster of legend may also select feats that require levels in the class whose features it mimics. The abilities selected must be from same class.

Special Qualities: A monster of legend creature retains all the special qualities of the base creature and also gains the following qualities.
—Lowlight vision.
—Spell resistance equal to its Challenge Rating +14.
—A monster of legend is immune to aging, disintegration, polymorphing, petrifaction, or any other attack that alters its form. Any shape-altering powers the monster of legend might have still work normally on itself.
—Resistance to two types of energy and damage reduction (see the table below).


Code:
HD... ER DR
01–04 5. 5/magic or material
05–08 5. 5/magic
09–12 10 10/magic
13-16 15 10/magic and material
17-24 20 15/magic and material
25-34 25 20/magic and material
35-44 30 25/epic and material
45-54 35 30/epic and material
55-64 40 35/epic and material

The monster of legend may select any material from the following list: adamantine, cold iron, silver, steel, or wood. Alternately the monster of legend may select any alignment component that opposes its own.

If the base creature already has one or more of these special qualities, use the better value.

In addition to special qualities listed above a monster of legend possesses one special quality from the list below, or one of the designers devising of equivalent power. A monster of legend gains 1 additional special attack OR special quality for every 10HD it possesses (minimum 1).

Command Kind (Su): The monster of legend can rebuke, bolster, and command creatures of the same type (and subtype, if the monster of legend possesses one) as an evil cleric of equivalent level rebukes undead. The monster of legend can use this ability a number of times per day to 3 + its Charisma bonus.

Energy Aura (Ex): The monster of legend possesses an aura of acid, cold, electricity, fire, or sonic damage that inflicts 1d10 points of damage for every 10HD or fraction thereof it possesses. The aura has a radius equal to the monster of legend’s reach and there is no save to reduce the damage taken. A monster of legend is automatically immune to the same type of damage its energy aura deals.

Fast Healing (Ex): The monster of legend gains a fast healing score equal to one-half its hit dice, rounded to closed multiple of 5.

Spirit Beast (Su): The monster of legend lives on the Ethereal plane much like a ghost, although it is not undead. The monster of legend gains the incorporeal subtype, spirit subtype, and the manifestation ability of a ghost. A monster of legend that possesses this special quality treats its natural weapons as if they possessed the ghost-touch property.

Immunities (Ex): The monster of legend may select three immunities from the following list: ability damage and drain, cold, death effects, disease, electricity, fire, mind-altering effects, paralysis, poison, sleep, and stunning.

Preternatural Grace (Su): The monster of legend gains a deflection bonus to AC equal to its Charisma bonus and adds one-half its Charisma bonus as a resistance bonus to all its saves.

Regeneration (Ex): The monster of legend gains a regeneration score equal to one-quarter its hit dice, rounded to the closest multiple of 5. The monster of legend’s regeneration must be penetrable by 2 somewhat common sources, one physical and one magical.

Summon Kind (Sp): The monster of legend can summon others of its kind. The monster of legend can summon 1d4+1 creatures of the same type base creature. The monster of legend can use this ability once per day per 10HD or fraction thereof it possesses. The summon creatures obey the monster of legends commands unerringly for one hour and then return whence they came. If the monster of legend that has reached at least double normal HD advancement the creatures it summons possess 1.5 the normal HD, and if the monster of legend has reached maximum advancement the creatures it summons possess double the normal HD.

Saves: The monster of legend always uses the Good column when determining its base save bonuses.

Abilities: Strength +8, Dex +4, Constitution +8, Intelligence +4, Wisdom +4, Charisma +6. A base creature with an Intelligence or Charisma score of 3 or lower rolls 3d6 and then adds the appropriate modifier to determine its new base score. As unique individuals it is recommend the GM use the elite ability score array when designing a monster of legend.

Feats: A monster of legend may select any two feats it meets the prerequisites for as bonus feats.

Challenge Rating: 10HD or less as base creature +3; 11-20HD +4, 30HD or more +5.

Appropriate section boldened.
goro

05-12-07, 04:23 PM
For touch 127.

+18 Divine, +30 Deflection, +28 DEX, +25 WIS, +12 Monk bonus, +4 Artifact) +10

With Divine Battlesense I get to keep my DEX bonus, so I get to keep my wis and monk bonus too. So my flat footed is the same as my normal AC I think.
Buugipopuu

05-12-07, 04:34 PM
Thanks to Witch for the clarifications. I'm most of the way through my character now (I'm planning to play a god of Silence and Self-Reliance, 30HD Gloom of Legend/Cleric 8/Black Flame Zealot 10/Heirophant 5), but there are still some things I would like clearing up:

Does a Gloom's Sneak Attack damage equal that of a rogue of his HD, or does it increase with some lesser progression for advanced Glooms?

Does anyone know actually how much wealth an ECL 70 PC should have?

And regarding my Unique SDA request, Immunity to critical hits can be obtained for as little as 25,000 GP with Heavy Fortification Armour, and isn't even an Epic property.
Deper

05-12-07, 04:49 PM
Deper, I understand ... but also I call him a coward. GoH Dispater is a great piece of work, I advise reading his flavor to all interested, but IMO his personality indicates cowardice.
He isn't used to drastic changes, fears them. And thus I belive that if someone causes enough havoc in Dis it will have significant impact on the mental faculties of the Iron Duke.
I'm not denying the ol' devil any respect he deserves for the sheer power and his other advantageous qualites. But I'm not going to curl in the front of him, begging for him to grace me with his attention.

Fear of drastic changes isn't the same as being a coward when it comes to what amounts to a stupid bet. It really isn't a good bet for either side, and there's no shame for either to reject it. And since everyone in the Nines and outside know that Dispater wouldn't take a bet like that in a million years, they aren't going to be surprised when he does reject it. They aren't going to laugh or call him a coward because he did something that is pretty smart.

Planes are full of control-freaks like him. He's, simply, one of the oldest devils alive and kicking. And as for would I play such game as in the scenario proposed by You ? I would risk it, without prodding.
-But there also could be a guy with a gun pointed against my head, encouraging me.
-Or I could have rough week, feel miserably and this would seem an great idea ... when compared with going back home.
-I could be drunk or drugged.
-I could have been misguided into agreeing on something seemingly beneficial ... learning later that this game is what I agreed upon.

And that's the crux of the matter. The person needs to have some sort of upper hand, which was not even remotely part of the OP's plan. It had literally been shame Dispater into participating, which isn't going to happen.

Now, if you can think of a way to get him to participate through force, intoxication (though uber-unlikely unless you yourself drug him up), or tricking him into agreeing through some sort of contract, more power to you! Give it a shot! But we both know that "rough week" isn't really going to be part of it unless it literally means he's got no other choice to save his domain.
Venenum

05-12-07, 05:52 PM
Witch can i use the abberent limbs template from the dmg2.

Gives me two extra arms for +2 LA no other bonuses.

To all others, should i go with:

Either
Warblade 20/Swordsage 15/ Monk 20/BloodClawmaster 5/ Eternal Blade 10

or

Warblade 20/Crusader 20/Dwarven Defender 10/ Warmind 10/ Deepstone sentinal 5



My final question for the post, is there anyway to change the type from humoniod to elemental for option two.
Witch

05-12-07, 06:24 PM
Witch, tell me maximum CL I can have on item. 100 ? Or I can have more ?
Your own caster level if you made the item yourself. Otherwise, 70.


Witch i have a question, can we have two people with two parties go at once for added potential.
If said people have a maximum total of 4 people and 18 ranks.


I can't beleieve anyone would think that Dispater would play chess for souls
I can - just not for a lot of them. I've been talking with Selah about the possibility of Dispater playing chess with Mephistopheles - but they'd play at range, and every move would likely take quite some time (although Mephistopheles would put a time limit on Dispater's planning of moves.)

Witch can i use the building a better masterwork rules found here:

http://boards1.wizards.com/showthread.php?referrerid=406019&t=488948
No, because that's a lot of reading which I don't have the time for.


I made it deep into the Dis, in my first attempt, without anyone noticing my presence at all.
You really believe that, do you?

And my Challenger ended up torn to tiny ribbons in AMF by Merorem, ****** over ... and his soul torn in twain. Half scattered all around Abyss, and big piece in a soul-gem that is in Merorem's treasury. Now I want my soul back, or else ! :P

Rik, Rik. That event was declared Dicefreaks canon by Serge himself. I am neither Serge nor a Senior Moderator - I do not have the authority to declare something canon. Therefore, until you manage to convince Serge otherwise, Rikandur Azebol will remain dead forever in our canon.


MageOfDancingDragons, if You want to make speed build, go for speed enchancing stuff from DF boards (Look for Nick). And definitively be a Monk. :)
I'm not familiar with those yet.

Divine Smite Evil: SDA
Prerequisite: Divine Paladin SDA
Benefit: Your ability to destroy evil is unparalleled. You gain Great Smiting x2 and the ability to Smite Evil 10 additional times per day.
Why, if you already have Divine Paladin? But it's approved.

DF is dicefreaks. See Witch's "location" on the top right of one of his posts. My advice is to read Gates of Hell ch 9, Dispater section, before you do anything here.
My advice is to read Gates of Hell Ch. 9, Dispater section, introduction section and appendix C, the first parts of Chapter 4 and some additional Dispater-relevant blurbs.

Honestly I don't even know (fully) why a lot of things don't work on Dis during combat.
That's hows I felt when I first saw this siege being performed :D

Good job Witch, and good luck all.
Thanks, and I second your wishes to everyone =)



Does a Gloom's Sneak Attack damage equal that of a rogue of his HD, or does it increase with some lesser progression for advanced Glooms?
In similarity to what I've said about progressing spellcasting to creatures who have it, which gain it every other additional hit dice, you may advance sneak attack according to the following: 2 racial hit dice ~ 1 rogue level.


And regarding my Unique SDA request, Immunity to critical hits can be obtained for as little as 25,000 GP with Heavy Fortification Armour, and isn't even an Epic property.
Remind me again how exactly it was worded?

Witch can i use the abberent limbs template from the dmg2.
I'm repeating myself again, but yes.
Phantom Llama

05-12-07, 06:37 PM
After unleashing a divine blast at the tower, which barely left a scratch...

Well, Petra wins the prize for being the first person to damage the Iron Tower. That's further than anyone else has got.
Witch

05-12-07, 06:38 PM
That's what I get for trying to be poetic. Change that into "left no scratch".
goro

05-12-07, 06:55 PM
Witch, may I use these spells?


Wrath of the God of Vengence (x12)
Transmutation
Spellcraft DC: 204
Components: V, S
Casting Time: 11 minutes 100 days
Range: 12,000 ft.
Target: 120 ft radius
Duration: Instantaneous
Saving Throw: Fortitude half DC: 125
Spell Resistance: Yes Caster level: 116 = 48(Caster Level) + 40(Increase from spell) + 18(DvR) + 10(Take 10)
To Develop: 1,836,000 gp, 73,440 xp, 37 days Factors: +29(Seed:Destroy) +80(Increase checks against Spell resistance +40) +60(Increase checks against dispel +30) +25(ad-hoc Maximize damage) +10(Change from target to area, 20ft radius) +20(Increase area affected by 500%) +25(make the spell contingent upon trigger) +180(Increase Damage by 90d6) +30(Increase damage dice 3 steps, to d12's) +150(increase saving throw +75) Mitigating Factors: -20(Increase casting time 10 minutes) -200(Increase casting time 100 days) -57(three casters each contributing an Epic spell slot) -128(Backlash damage 128d6)

This seed deals 110d12(1320) damage to the area affected. The damage is of no particular type or energy. If any creature or item the area is reduced to –10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated, leaving behind only a trace of fine dust. The destroy seed affects even magical matter, energy fields, and force effects that are normally only affected by the disintegrate spell. Such effects are automatically destroyed. Epic spells using the ward seed may also be destroyed, though the caster must succeed at an opposed caster level check against the other spellcaster to bring down a ward spell.


Contingent Epic Mage’s Disjunction (x7)
Abjuration
Spellcraft DC: 123
Components: V
Casting Time: 11 minutes 100 days
Range: Close (25 ft. + 5 ft./2 levels) 145 ft.
Area: All magical effects and magic items within a 440-ft.-radius burst
Duration: Instantaneous
Saving Throw: Will negates DC: 200 ( 20 + 30 + 150)
Spell Resistance: No
To Develop: 1,107,000 gp, 44,280 xp, 23 days Factors: +31(Seed:Mage's Disjunction) +25(Contingent Casting) +204(Increase Caster level for Disjunction effect 102) +300(Increase saving throw DC 150) +200 (Increase caster level against dispel check +100) +40(Increase area 1000%, add 400 ft. radius) Mitigating Factors: -20(Increase casting time 10 minutes) -200(Increase casting time 100 days) -57(three casters contributing an epic level spell slot) -400(Backlash damage to caster and 3 participants, 100d6 each)

All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are disjoined. That is, spells and spell-like effects are separated into their individual components (ending the effect as a dispel magic spell does), and each permanent magic item must make a successful Will save or be turned into a normal item. An item in a creature’s possession uses its own Will save bonus or its possessor’s Will save bonus, whichever is higher.
You also have a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined.
Even artifacts are subject to disjunction, though there is only a 1% chance per caster level of actually affecting such powerful items. Additionally, if an artifact is destroyed, you must make a DC 25 Will save or permanently lose all spellcasting abilities. (These abilities cannot be recovered by mortal magic, not even miracle or wish.)
Note: Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device.
Buugipopuu

05-12-07, 07:26 PM
Forgot for I get to keep my bonuses for when I'm flat footed.

I have a virtual paladin level of 64 from the monster of legend template.


That only allows you to take feats that require Paladin levels. It says nothing about SDAs

EDIT: You also took Great Charisma as a bonus feat from MoL. Great Charisma is an Epic Feat, yet the text for MoL doesn't say that the feats could be Epic. This sounds dodgy to me.
Venenum

05-12-07, 07:33 PM
No, because that's a lot of reading which I don't have the time for.

Well basicly by spending lots of time and money, i can get a masterwork bonus up to 5 for items that is nonmagical, hence i want to use it.

Heres the grits:

Table 1: Masterwork Weapon Values and Benefits.

Degree Market Price Modifier Benefits

1st +300gp +1 nonmagical bonus to attacks.
2nd +9,000gp +2 nonmagical bonus to attacks.
3rd +270,000gp +3 nonmagical bonus to attacks.
4th +8,100,000gp +4 nonmagical bonus to attacks.
5th +243,000,000gp +5 nonmagical bonus to attacks.


Table 2: Masterwork Armour Prices and Benefits.

Degree Market Price Modifier Benefits

1st +150 gp -1 to armour check penalty.
2nd +4,500 gp -2 to armour check penalty.
3rd +135,000 gp -3 to armour check penalty.
4th +4,050,000 gp -4 to armour check penalty.
5th +121,500,000 gp -5 to armour check penalty.



The benefits of refining material vary from substance to substance, and depend largely upon the original nature of the substance. Refined metals typically gain an extra 2 points of hardness and 10 hit points per inch of thickness for each step of refinement, while wool and other fibres create softer and lighter clothing and refined flours produce sweeter, smoother baked goods.

In addition, special materials will provide further benefits. Refined mithral armours and shields increase the maximum Dexterity bonus of their wearer by one point per degree of refinement, yet mithral weapons gain no greater benefit from refinement. Adamantine armours increase the damage reduction they bestow upon the wearer by 1/- per degree of refinement. Adamantine weapons increase their ability to penetrate hardness, penetrating any hardness lower than their own (any hardness below 22 for first-degree refined adamantine, hardness 24 for second-degree refined adamantine, and so on).

The refining process is expensive, however, and some products may simply not be worth refining, gaining too small a benefit for the effort and cost required to refine them. Perishable goods such as flours especially suffer this restriction. Market price modifiers for refined raw materials are given below, and these are added to the per pound price of the raw material in question.
If the material carries a unit cost per item (as adamantine does) rather than a per pound price, this unit price becomes the per pound price for the refined item, with the refinement cost being added to this as normal.

Refined Raw Materials Price Modifiers.

Degree Market Price Modifier

1st +50gp/lb
2nd +1,500gp/lb
3rd +45,000gp/lb
4th +1,350,000gp/lb
5th +40,500,000gp/lb


Thats the grits i want to design a character who doesnt rely on magic, thus making Dispater's Disjunction practitcly useless.
goro

05-12-07, 07:34 PM
As long as witch doesn't object.
Mysteris

05-12-07, 07:37 PM
Witch: The Vivacious Template I was asking if I could use comes from the Planar Handbook. It's a +5 LA that grants the incorporeal and extraplanar subtypes, fly speed equal to land speed with perfect manuverability, a loss of natural armor benefits (not sure how that would work with what a DvR 18 character gets), a positive energy ray that does 1d4+Cha damage to undead or heals living things by that amount (and for that it heals over their maximum it forces a Fort save vs. death), fast healing 5, SR vs. Negative Energy, a positive energy aura that heals 1 point of damage per round for anyone within 10 feet, and protection from death in positive-dominant areas. There is a +2 Con and Cha bonus.

Here's my explanation about her spell slots known, so there's no confusion. I took the Extra Spell feat to give her an additional spell per level. Then I took the Eldritch Knowledge SDA to double the number of spells for each level that she gets. I took the Divine Spellcasting SDA to let her cast spells above ninth level, as well as the Improved Spell Capacity feat. The number of spells she gets is based on her ability modifier, which is 22 for Wisdom and Charisma, and I added the Extra Spell feat in. So for her Sorcerer spells I got 15/35/33/33/33/33/31/31/31/11/9/9/9/9/7/7/7/7/5/5/5/5 known per day. I used the 10th-level and higher slots for intensified spells.

For her Cleric spells I wound up with8/16/16/16/16/16/14/14/14/14/6/5/5/5/5/4/4/4/4/3/3/3/3 known per day, because her effective Cleric level is lower than her Sorcerer level. Again, I intensified lower-level spells in the 10th-level and above slots.

Is this reasonable or did I screw up the numbers?

Also, is it okay for her to reside on the Plane of Faerie?

Finally, any artifacts or epic spells must be run through you am I correct? Which seeds are you not allowing for epic spell creation?
Venenum

05-12-07, 07:37 PM
As long as witch doesn't object.

It he says ok anything goes, even ginormus pixies.

Oh what would be the LA for titans. I want one as a proxie.
Buugipopuu

05-12-07, 07:49 PM
And another thing: goro, your character seems to have 64 Monk levels (I can't see any other source for all those Monk abilities, and you haven't actually stated what your HD are in, unless this is being hidden by the nonexistent formatting of your character sheet). This means you have zero Feral Human of Legend HD. How are you getting all of those Monster of Legend Special Abilities without any racial HD?
goro

05-12-07, 07:54 PM
If I understood correctly, witch said class levels can count for HD. Feral creature is a template, not a class or race, from savage species.
Buugipopuu

05-12-07, 08:42 PM
Witch said he was going to ask Mercurio, and said "yes" provisionally. If you read the thread in which the template was introduced, all the example creatures have no class levels at all. I would say that it's clearly the intent of the author for it to only work with racial HD. This is further suggested by the repeated talk about Advancement to a multiple of its base HD. If it were meant to apply to class levels such advancement-related talk would not be as prominent.

Otherwise you get the potential for all kinds of horrid abuse. Some messing around with Mystic Theurge and Cerebremancer combined with Psion class features, Cleric Spellcasting, and Wizard Spellcasting would allow you to cast as a 65th level Psion, a 65th level Wizard and a 65th level Cleric, with some MoL abilities to spare. It's Monster of Legend, not Über Gestalt Character.

I know Feral Creature is a template, but once applied, templates change the name of your race. A Human with the Feral Creature template becomes a Feral Human. An Elf with the Feral Creature template becomes a Feral Elf, and so on. Adding more templates adds more name affixes. A Feral Human with the Monster of Legend template becomes a Feral Human of Legend. A Leshay with the Monster of Legend template becomes totally awesome, and also a Leshay of Legend. It's just a handy shorthand to listing all the templates a creature has in full.
goro

05-12-07, 09:32 PM
Said yes provisionaly, hasn't changed it to no yet. For a +10 LA it needs to give some awesome abilities.
Zelck

05-12-07, 11:21 PM
Hmm... it appears I still have changes to make. I'd like to take the following two SDAs:

The Magelord's Guile
The Magelord, like magic, is full of potential and follows no set path towards the future. Thus, attempts to discover his future actions and its effects are extremely difficult. Such attempts reveal future possibilities as if the Magelord simply stays in his godly realm (or returned there immediately) and takes no actions. For instance, a divination may reveal clerics receiving spells from him, but wouldn't reveal Aram actively interceding on their behalf. A divination on an army directed by Aram would reveal the future if Aram made no further orders. The creature attempting to see the future can avoid this effect and allow the proper function of the divination or other ability by making a successful Sense Motive check opposed by Aram's Bluff check. In addition, Aram may bestow this protection on other creatures (the Sense Motive check is still opposed by Aram's Bluff check). It lasts for one day, and Aram may only do so a number of times per day equal to his divine rank.

The Magelord's Power
The Magelord is extremely in tune with magic, and can cast with greater effect. The DC to save against any spell the Magelord casts is increased by 2.


Also, an SDA like Power of Luck doesn't require a Rank Check to succeed, right?
Flymolo

05-12-07, 11:38 PM
The Magelord's Power
The Magelord is extremely in tune with magic, and can cast with greater effect. The DC to save against any spell the Magelord casts is increased by 2.

Wouldn't something more like +6 be more in line with SDA power?
Zelck

05-13-07, 12:10 AM
Wouldn't something more like +6 be more in line with SDA power?
I was trying to be conservative, although I guess Witch can allow it to be higher if he wants. I'm actually worried about getting this approved. It's the equivalent of 16 feats (8x Spell Focus and Greater Spell Focus), even if they're not very powerful feats. It's up to Witch, I guess.


And the other ability isn't exactly that powerful either. Semi-immunity to having one's future actions be divined is awfully narrow, although it's good in this context.
fnord

05-13-07, 12:59 AM
Ok, I know this is a long thread, and reading the whole thing might be unrealistic.
However, Witch is doing quite a lot of work already, without having to answer repeated questions. For that reason, I have summarized the rulings he has made below. Before you ask a question, please take the time to read through it.
Rulings, Allowed Material, etc:
Planar Bubble: Yes (7)
Feanmerc Spell System: No (11), Yes as guidlines for new seeds (29)
Mobile Stronghold (Stronghold Builder's Guide): Yes, approve specific stronghold (13)
Artificer (Ebberon Campaign Setting): Yes, barring stupid combo (17)
Extra Sense Enhancement SDA for Divine Earth Mastery tremorsense: Yes (52)
Proxies: Yes, count against 4 person limit (52)
Full PC Wealth for deities (57)
No (reasonable) ECL limit for nondeities (57)
Essence of the Earth custom SDA (63, 64)
Demilich: LA +8 (on top of lich), magic immunity is like that of 3.5 golems (109), can come from Dry Lich (145), if in hand form, can wield 1-handed weapon (223)
Magic Item Compendium: Yes (109)
Arcane Duelist: Yes (126)
Avatars: Yes, have no independent wealth (126)
5 LA free for deities (126), which can be used as free xp for crafting if not used (641)
SR=PR (133)
Divine Emissary PRC for dieties (145)
Vestments of Steady Spellcasting: Yes, don't ignore limited magic (147)
Disjunction does not destroy Major Artifacts (160)
Dark Creature template: Yes (167)
Underfoot Combat and Confound the Big Folk: Yes, but does not eliminate size bonuses to trip (199)
Corpse Crafter et al.: Yes (199)
Can't cast Time Stop while currently affected by one: (208)
Dispater cannot use iron-based cosmic powers on iron in blood (230)
Use SRD/ELH version of Automatic Metamagic feats (241)
Avoid Planar Traits spell does not protect against getting lost in the city of Dis (245)
Assassination portfolio negates rest for Life and Death SDA (271)
Deities personal weapons are limited to +10 enhancement, 6+DVR equivalent including special abilities (291)
Limiting Conjuration and blocking planar links prevent creatures from being summoned off the plane (301)
Unearthed Arcana variant Paladins: Yes (317)
Ranged Smiting feat: Yes (317)
Undead God can qualify for Improved Damage Reduction with Cha instead of Con (339)
Dicefreaks certified templates: Yes, use double CR increase for LA, ghosts can't enter the outer planes (349)
DVR 0 doesn't count against DVR 18 limit (349)
Ability Focus for feats and divine abilities is allowed (352, 354)
Class Levels do not count as hit dice for the Monster of Legend Template (changed in post 940)
Void Incarnate: Yes (387)
Vile Death Strike: Yes, requires rank check (387)
Epic Ability Focus, +2 DC, stacks with Ability Focus: Yes (387)
Armed Deflection feat: Yes (402)
Metapsionic equivalent of Automatic Metamagic SDA: Yes (481)
Ravages are allowed, and can be picked (588)
ECLs from Epic Level Handbook are wrong (607)
Epic Reflexes can take the place of Lightening Reflexes when qualifying for a prestige class (615)
Virtual class features from the Monster of Legend template can be used to qualify for a prestige class (615)
Mystic Theurge type classes in epic levels alternate between advancing both classes, advancing one class, and advancing the other (641)
Tome of Battle is allowed (665)
Magic of Incarnum is not allowed (703)
Survivor prestige class: Yes (764)
Mythal Seed: No (764)
Incantatrix: No (769)
Non-gods built on 25 point buy from DMG (777)
The Iron Staff of Dis negates Sudden Strike like Sneak Attack (794)
Abberant Limbs trait from DMG 2: Yes (825)
Titans have ECL 29 (844)
Vivacious Template is allowed (849)
Rapid Strike and Improved Rapid Strike are allowed (858)
Epic spells provide a maximum bonus equal to that of an item of 25% of your starting wealth; and are limited to providing +25 to attributes (900)
Ring of Free Magic: Yes, but not a unlimited version.
Swiftblade: Yes (940)
Gloura: Yes (940)
Loremaster Lore stacks with Bardic Knowledge (940)
Cap on mental ability scores is 60, not 55 (940)
Lords of Madness: No (940)
God abilities are applied last, and so cannot qualify for feats, prestiges classes, etc. (940)
Divine Spellcasting stacks with Improved Spell Capacity feat (940)
Complete Champion is out, but the other "new" completes (Mage, Scoundrel) are in (940).
Mountain Plate: No (940)

Edited to remain current as of post 940
Taeldrin Laesrash

05-13-07, 01:07 AM
Edit: What's DF?

Dicefreaks. They're a moderately large web community based around improving the epic and divine rules; thus, they do a load of work with gods and planar lords, mainly restatting them according to their revised rules for gods and 'cosmic entities'. Many members are a big presence here and on the Deities and Planes board (Witch, Aluroon, Phantom Llama, and Rik are all members, as well as a few others who ocassionally come here, such as moderators like Jaerom and Kain Darkwind, Selah, and board head The Serge). If you haven't guessed by now, they wrote The Gates of Hell, are working on Horrors of the Abyss (Detailing CE entities, and have working projects on the other alignments.

Have I said too much?

EDIT: For cryin' out loud...That question was twenty posts ago?! I must be real tired. Thanks for the list of clarifications, Fnord.
MageOfDancingDragons

05-13-07, 03:40 AM
Okay, so DF is Dicefreaks. I knew what dicefreaks was but I was unclear about the abbreviation, thank you for clarification everyone. BTW in case anyone was wondering I read both chapter 4 and 9 of the Gates of Hell as per Witch's recommendation (thank you for the advice). Now, my bigges problem I see is getting past the Iron Curtains. Especially without Spells and spell like abilitiesm and non major artifact magic items. GodSpeed to us all.
Witch

05-13-07, 03:43 AM
It he says ok anything goes, even ginormus pixies.

Oh what would be the LA for titans. I want one as a proxie.
ECL 29, unless HD is higher.

If I understood correctly, witch said class levels can count for HD. Feral creature is a template, not a class or race, from savage species.
That reminds me, I still need to ask Merc. (Mercucio, not Mercurio ;))

Hmm... it appears I still have changes to make. I'd like to take the following two SDAs:

The Magelord's Guile
The Magelord, like magic, is full of potential and follows no set path towards the future. Thus, attempts to discover his future actions and its effects are extremely difficult. Such attempts reveal future possibilities as if the Magelord simply stays in his godly realm (or returned there immediately) and takes no actions. For instance, a divination may reveal clerics receiving spells from him, but wouldn't reveal Aram actively interceding on their behalf. A divination on an army directed by Aram would reveal the future if Aram made no further orders. The creature attempting to see the future can avoid this effect and allow the proper function of the divination or other ability by making a successful Sense Motive check opposed by Aram's Bluff check. In addition, Aram may bestow this protection on other creatures (the Sense Motive check is still opposed by Aram's Bluff check). It lasts for one day, and Aram may only do so a number of times per day equal to his divine rank.
Alter the mechanics to a succesful rank check instead of a skill check. Also, you're going to add appropriate prerequisites (something akin to SDAs involving Secrets).

The Magelord's Power
The Magelord is extremely in tune with magic, and can cast with greater effect. The DC to save against any spell the Magelord casts is increased by 2.

Alter it into a +4.

Also, an SDA like Power of Luck doesn't require a Rank Check to succeed, right?
I don't think so, but I'll check.

Ok, I know this is a long thread, and reading the whole thing might be unrealistic.
However, Witch is doing quite a lot of work already, without having to answer repeated questions. For that reason, I have summarized the rulings he has made below. Before you ask a question, please take the time to read through it.
Rulings, Allowed Material, etc:
Planar Bubble: Yes (7)
Feanmerc Spell System: No (11), Yes as guidlines for new seeds (29)
Mobile Stronghold (Stronghold Builder's Guide): Yes, approve specific stronghold (13)
Artificer (Ebberon Campaign Setting): Yes, barring stupid combo (17)
Extra Sense Enhancement SDA for Divine Earth Mastery tremorsense: Yes (52)
Proxies: Yes, count against 4 person limit (52)
Full PC Wealth for deities (57)
No (reasonable) ECL limit for nondeities (57)
Essence of the Earth custom SDA (63, 64)
Demilich: LA +8 (on top of lich), magic immunity is like that of 3.5 golems (109), can come from Dry Lich (145), if in hand form, can wield 1-handed weapon (223)
Magic Item Compendium: Yes (109)
Arcane Duelist: Yes (126)
Avatars: Yes, have no independent wealth (126)
5 LA free for deities (126), which can be used as free xp for crafting if not used (641)
SR=PR (133)
Divine Emissary PRC for dieties (145)
Vestments of Steady Spellcasting: Yes, don't ignore limited magic (147)
Disjunction does not destroy Major Artifacts (160)
Dark Creature template: Yes (167)
Underfoot Combat and Confound the Big Folk: Yes, but does not eliminate size bonuses to trip (199)
Corpse Crafter et al.: Yes (199)
Can't cast Time Stop while currently affected by one: (208)
Dispater cannot use iron-based cosmic powers on iron in blood (230)
Use SRD/ELH version of Automatic Metamagic feats (241)
Avoid Planar Traits spell does not protect against getting lost in the city of Dis (245)
Assassination portfolio negates rest for Life and Death SDA (271)
Deities personal weapons are limited to +10 enhancement, 6+DVR equivalent including special abilities (291)
Limiting Conjuration and blocking planar links prevent creatures from being summoned off the plane (301)
Unearthed Arcana variant Paladins: Yes (317)
Ranged Smiting feat: Yes (317)
Undead God can qualify for Improved Damage Reduction with Cha instead of Con (339)
Dicefreaks certified templates: Yes, use double CR increase for LA, ghosts can't enter the outer planes (349)
DVR 0 doesn't count against DVR 18 limit (349)
Ability Focus for feats and divine abilities is allowed (352, 354)
Class Levels count as hit dice for the Monster of Legend Template (362)
Void Incarnate: Yes (387)
Vile Death Strike: Yes, requires rank check (387)
Epic Ability Focus, +2 DC, stacks with Ability Focus: Yes (387)
Armed Deflection feat: Yes (402)
Metapsionic equivalent of Automatic Metamagic SDA: Yes (481)
Ravages are allowed, and can be picked (588)
ECLs from Epic Level Handbook are wrong (607)
Epic Reflexes can take the place of Lightening Reflexes when qualifying for a prestige class (615)
Virtual class features from the Monster of Legend template can be used to qualify for a prestige class (615)
Mystic Theurge type classes in epic levels alternate between advancing both classes, advancing one class, and advancing the other (641)
Tome of Battle is allowed (665)
Magic of Incarnum is not allowed (703)
Survivor prestige class: Yes (764)
Mythal Seed: No (764)
Incantatrix: No (769)
Non-gods built on 25 point buy from DMG (777)
The Iron Staff of Dis negates Sudden Strike like Sneak Attack (794)
Abberant Limbs trait from DMG 2: Yes (825)

I'll add that to the first post when I get back home.

Dicefreaks. They're a moderately large web community based around improving the epic and divine rules;
That's not all of it - Serge finds it a bit unfortunate that this is the only way we are seen. While our projects mostly revolve around epic material, they always include material for the lower levels as well - and on the boards, we're not limited to 20+ gaming either. What Dicefreaks really is concerned with is converging statistics and flavor, so that each represents the other well.

If you haven't guessed by now, they wrote The Gates of Hell, are working on Horrors of the Abyss (Detailing CE entities, and have working projects on the other alignments.

The Horror is coming...
:cool:
Venenum

05-13-07, 07:11 AM
Quote:
The Deepest Cut
Prerequisites: War Domain, Divine Weapon Mastery.

Benefit: You automatically inflict maximum damage with any melee weapon or ranged weapon (but not spell) you wield. You automatically confirm any critical you make with a melee or ranged weapon (but not spell). Any additional damage dealt by a weapon you wield (sneak attack dice, bonus damage dice from icy, shock, holy, ect traits) is also maximized by this ability.

Found at,
HTML Code:
http://community.dicefreaks.com/viewtopic.php?t=884by Mercurio.


I beleive Goro already asked if he could use this, but i saw no answer, and would like to use it. So, may I
Mysteris

05-13-07, 08:24 AM
Thanks for the reference guide Fnord! :)

Witch: Any thoughts on the Vivacious template or the amount of spells that Miri knows? Also, do you approve of the Epic Spells I created for her? I'm requoting them here to prevent thread backtracking, only I've added save DCs and added minor tweaks to polish the spells a bit.

Second Chance Denied*
Life
Spellcraft DC: 76
Casting Time: Quickened spell
Duration: Instantaneous
Range: See Text
Duration: Permanent
Target: One Creature
Saving Throw: Fort Negates (DC 67)
Spell Resistance: No

When cast, the spellcaster selects one living creature as its target. The spell does not take effect until and unless the target dies and an effect that attempts to bring that target back to life (such as epic magic or lower-level spells like true resurrection, raise dead, resurrection, revenance, last breath, wish, or miracle) go into effect. Second Chance Denied then activates, immediately preventing the resurrection and permanently destroying the targeted creature. If the target succeeds on a Fort save the spell is negated. If the spell succeeds, a resounding and authoritative feminine voice thunders the word "NO!" across the heavens, accompanied by the brief visual image of a spectral pixie maid shaking her head and index finger resolutely.

To Develop: 684,000 GP, 14 days, 27,360 XP. Seed: Foresee (DC 17), Life (DC 27). Factors: Quickened Spell (+28), No verbal or somatic components (+4).

The Dancer's Kiss*
Conjuration (Healing)
Spellcraft: 59
Casting Time: Quickened spell
Duration: Instantaneous
Range: See Text
Target: One Creature
Saving Throw: Will (harmless)
Spell Resistance: Yes (harmless)

With a thought, the spellcaster heals herself or another fully. This spell works as the Heal spell, save that the subject recovers all hit points and is cured of all afflictions and negative levels. An unwilling subject can make a Will save to resist this effect. There's a visual effect of rainbow light rippling over the subject for a few seconds and then bursting into a spray of prismatic butterflies flying into each injury and exploding in a tinkling sound. Each injury is instantly healed up. Within a few seconds the butterflies are gone on a rose-scented wind.

To develop: 531,000 GP, 11 days, 21,240 XP. Seed: Heal (25). Factors: Quickened spell (+28), No verbal or somatic components (+4), Dispelling negative levels (+2).

I Reject The Darkness*
Transmutation
Spellcraft DC:90
Casting Time: Quickened Spell
Duration: 1 round per level
Range: 400 feet
Target: All in area
Saving Throw: Reflex half (DC 67)
Spell Resistance: Yes

This spell releases a tiny sphere of gold-tinged white energy that radiates a pulsewave of the same energy to the limit of 400 feet. At the start of the spellcaster's turn a new pulsewave is unleashed. All in the area save the spellcaster take 20d6 damage initially and take another 20d6 damage on the start of each subsequent turn until either the effect ends or the targets move out of the area. Undead and evil outsiders take double damage, to a maximum of 40d6. A Reflex save halves the damage.

To Develop: 810,000 GP, 16 days, 32,400 XP. Seed: Heal (25), Destroy (29). Factors: Quickened spell (+28), No verbal or somatic components (+4), Area widened by 100% (+4).

Summon Primal Elemental (Air, Earth)*
Conjuration (Summoning)
Spellcraft DC: 112
Casting Time: Quickened Spell
Duration: 20 rounds
Range: 75 ft.
Target: None
Saving Throw: None
Spell Resistance: No

This spell summons up a Primal Elemental of either the earth or the air. The elemental obeys the commands of the summoner for the duration of the spell or until it is destroyed or dispelled.

To Develop: 100,8000 GP, 20,000 days, 40,320 XP. Seed: Summon (14). Factors: Raising the DC of summoned creature to 35 (+40), Quickened spell (+28), No verbal or somatic components (+4)

Epic Mage Armor**: As in the ELH, but with the Quickened spell (+28) and no verbal and somatic components factors (+4).

Mirienemi’s Pixie Dust*
Transmutation
Spellcraft DC: 121
Casting Time: Quickened Spell
Duration: 1 round per level
Range: 12,000 ft.
Target: All in area except caster
Saving Throw: Reflex half and Reflex negates (DC 67)
Spell Resistance: No

When cast, this spell creates a whirlwind of prismatic, glittering dust that does 50d6 damage to everyone within range save the spellcaster. The swirling storm continues to blow and whirl on its’ own. A Reflex save cuts the damage received in half. There is also a 50% chance of being permanently blinded by the gleaming particles (this does not apply to the spellcaster). A successful Reflex save prevents blindness, but must be made again on each subsequent turn that the pixie dust remains in effect.

To Develop: 108,9000 GP, 20,000 days, 43,560 XP. Seed: Destroy (DC 29). Factors: (Raising the damage to 50d6 +50), Quicken spell (+28), No verbal or somatic components (+4).

Mass Spell Worm**
Enchantment [Mind-Affecting]
Spellcraft DC: 83
Range: 375 ft.
Target: All in area
Casting Time: Quickened spell
Duration: 20 hours or until completed
Saving Throw: Will negates (DC 67)
Spell Resistance: Yes

This spell functions as the Spell Worm spell but affects all creatures in a targeted area.

To Develop: 747,000 GP, 15,000 days, 29,890 XP. Seed: Compel (DC 19). Factors: Quicken spell (+28), +5 to caster level (+6), Changed from target to area (+10), No verbal or somatic components (+4), Increased area by 300% (+12)

Time Duplicate**: Same in all ways to the Time Duplicate spell of the Epic Level Handbook, save that the no verbal or somatic components factor has been added in, for a Spellcraft DC of 75.
Zelck

05-13-07, 08:40 AM
Alter the mechanics to a succesful rank check instead of a skill check. Also, you're going to add appropriate prerequisites (something akin to SDAs involving Secrets).
I was thinking prerequisites of Trickery domain, Cha 29, and Bluff 50 ranks. How about something like this?

The Magelord's Guile
Prerequisites:Trickery domain, Cha 29, and Bluff 50 ranks
Benefits:The Magelord, like magic, is full of potential and follows no set path towards the future. Thus, attempts to discover his future actions and its effects are extremely difficult. Such attempts reveal future possibilities as if the Magelord simply stays in his godly realm (or returned there immediately) and takes no actions. For instance, a divination may reveal clerics receiving spells from him, but wouldn't reveal Aram actively interceding on their behalf. A divination on an army directed by Aram would reveal the future if Aram made no further orders. The creature attempting to see the future can avoid this effect and allow the proper function of the divination or other ability by making a successful opposed rank check against Aram. Aram gets a +4 circumstance bonus to this check. If it fails, another such divination or ability cannot be attempted successfully for one week if the attempter is equal or higher in rank than Aram, one month if the attempter is one stratum lower than Aram, one year if two stratas lower, 10 years if three stratas lower, and 100 years if four or more stratas lower. In addition, Aram may bestow this protection on other creatures (the rank check is still opposed by Aram's rank check). It lasts for one week, and Aram may only do so a number of times per week equal to his divine rank.

Alter it into a +4.
Thanks! :) Prerequisites, if you want them for that ability, would go along the lines of Magic domain, CL 50+ in at least one class.
Witch

05-13-07, 08:50 AM
I beleive Goro already asked if he could use this, but i saw no answer
You saw incorrectly. I approved the thing.

I was thinking prerequisites of Trickery domain, Cha 29, and Bluff 50 ranks. How about something like this?

The Magelord's Guile
Prerequisites:Trickery domain, Cha 29, and Bluff 50 ranks

My only comment is that this wouldn't function the way you said it would. I.e., the aspect that all reality is divined as if you didn't intercede. I would rule that you can have a SDA that you and your actions can't be detected directly, but they can be detected indirectly.

Thanks! :) Prerequisites, if you want them for that ability, would go along the lines of Magic domain, CL 50+ in at least one class.
Sounds okay.

Witch, may I use these spells?


Wrath of the God of Vengence (x12)
Transmutation
Spellcraft DC: 204
Components: V, S
Casting Time: 11 minutes 100 days
Range: 12,000 ft.
Target: 120 ft radius
Duration: Instantaneous
Saving Throw: Fortitude half DC: 125
Spell Resistance: Yes Caster level: 116 = 48(Caster Level) + 40(Increase from spell) + 18(DvR) + 10(Take 10)
To Develop: 1,836,000 gp, 73,440 xp, 37 days Factors: +29(Seed:Destroy) +80(Increase checks against Spell resistance +40) +60(Increase checks against dispel +30) +25(ad-hoc Maximize damage) +10(Change from target to area, 20ft radius) +20(Increase area affected by 500%) +25(make the spell contingent upon trigger) +180(Increase Damage by 90d6) +30(Increase damage dice 3 steps, to d12's) +150(increase saving throw +75) Mitigating Factors: -20(Increase casting time 10 minutes) -200(Increase casting time 100 days) -57(three casters each contributing an Epic spell slot) -128(Backlash damage 128d6)

This seed deals 110d12(1320) damage to the area affected. The damage is of no particular type or energy. If any creature or item the area is reduced to –10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated, leaving behind only a trace of fine dust. The destroy seed affects even magical matter, energy fields, and force effects that are normally only affected by the disintegrate spell. Such effects are automatically destroyed. Epic spells using the ward seed may also be destroyed, though the caster must succeed at an opposed caster level check against the other spellcaster to bring down a ward spell.


Contingent Epic Mage’s Disjunction (x7)
Abjuration
Spellcraft DC: 123
Components: V
Casting Time: 11 minutes 100 days
Range: Close (25 ft. + 5 ft./2 levels) 145 ft.
Area: All magical effects and magic items within a 440-ft.-radius burst
Duration: Instantaneous
Saving Throw: Will negates DC: 200 ( 20 + 30 + 150)
Spell Resistance: No
To Develop: 1,107,000 gp, 44,280 xp, 23 days Factors: +31(Seed:Mage's Disjunction) +25(Contingent Casting) +204(Increase Caster level for Disjunction effect 102) +300(Increase saving throw DC 150) +200 (Increase caster level against dispel check +100) +40(Increase area 1000%, add 400 ft. radius) Mitigating Factors: -20(Increase casting time 10 minutes) -200(Increase casting time 100 days) -57(three casters contributing an epic level spell slot) -400(Backlash damage to caster and 3 participants, 100d6 each)

All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are disjoined. That is, spells and spell-like effects are separated into their individual components (ending the effect as a dispel magic spell does), and each permanent magic item must make a successful Will save or be turned into a normal item. An item in a creature’s possession uses its own Will save bonus or its possessor’s Will save bonus, whichever is higher.
You also have a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined.
Even artifacts are subject to disjunction, though there is only a 1% chance per caster level of actually affecting such powerful items. Additionally, if an artifact is destroyed, you must make a DC 25 Will save or permanently lose all spellcasting abilities. (These abilities cannot be recovered by mortal magic, not even miracle or wish.)
Note: Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device.

Yes to the first.
No to the second.

MDJ is already considered to be a significant problem at Epic Levels. You're not going to abuse it even worse.
Witch

05-13-07, 09:04 AM
Witch: The Vivacious Template I was asking if I could use comes from the Planar Handbook. It's a +5 LA that grants the incorporeal and extraplanar subtypes, fly speed equal to land speed with perfect manuverability, a loss of natural armor benefits (not sure how that would work with what a DvR 18 character gets), a positive energy ray that does 1d4+Cha damage to undead or heals living things by that amount (and for that it heals over their maximum it forces a Fort save vs. death), fast healing 5, SR vs. Negative Energy, a positive energy aura that heals 1 point of damage per round for anyone within 10 feet, and protection from death in positive-dominant areas. There is a +2 Con and Cha bonus.
Feel free to use it.


Here's my explanation about her spell slots known, so there's no confusion. I took the Extra Spell feat to give her an additional spell per level. Then I took the Eldritch Knowledge SDA to double the number of spells for each level that she gets. I took the Divine Spellcasting SDA to let her cast spells above ninth level, as well as the Improved Spell Capacity feat. The number of spells she gets is based on her ability modifier, which is 22 for Wisdom and Charisma, and I added the Extra Spell feat in. So for her Sorcerer spells I got 15/35/33/33/33/33/31/31/31/11/9/9/9/9/7/7/7/7/5/5/5/5 known per day. I used the 10th-level and higher slots for intensified spells.

For her Cleric spells I wound up with8/16/16/16/16/16/14/14/14/14/6/5/5/5/5/4/4/4/4/3/3/3/3 known per day, because her effective Cleric level is lower than her Sorcerer level. Again, I intensified lower-level spells in the 10th-level and above slots.

Is this reasonable or did I screw up the numbers?

I don't feel like doublechecking those numbers, but I don't understand what you mean by "spells known per day". Spells Known and Spells Per Day are different.

Also, is it okay for her to reside on the Plane of Faerie?
Only if you know what the Plane of Faerie in Dicefreaks cosmology is. Refer to the Faerie Project thread over there - it's rather a long explanation.

Finally, any artifacts or epic spells must be run through you am I correct? Which seeds are you not allowing for epic spell creation?
The Mythal seed in particular.

Thanks for the reference guide Fnord! :)

Witch: Any thoughts on the Vivacious template or the amount of spells that Miri knows? Also, do you approve of the Epic Spells I created for her? I'm requoting them here to prevent thread backtracking, only I've added save DCs and added minor tweaks to polish the spells a bit.
Second Chance Denied makes no sense as a spell with the Life seed.
Dancer's Kiss seems okay.
I Reject the Darkness is not okay. It should be instantaneous, as I see no factor that makes it anything else. The same goes for Mirienemi’s Pixie Dust (and there seems to be a blindness effect out of nowhere.)
Summon Primal Elemental: increase the spellcraft DC by 5 because it allows multiple options - the adjustment is so low because of the fact that they resemble eachother strongly.
Mass Spell Worm seems okay.
goro

05-13-07, 09:47 AM
MDJ is already considered to be a significant problem at Epic Levels. You're not going to abuse it even worse.
How about Epic AntiMagic Field?



Permanent Epic AntiMagic Field
Abjuration
Spellcraft DC: 48
Components: V, S, M(pinch of powdered iron)
Casting Time:
Range: 10 ft.
Area: 110 ft.-radius emanation, centered on you
Duration: Permanent
Saving Throw: None
Spell Resistance: See Text
To Develop: 432,000 gp, 17,280 xp, 9 days Factors: +25(Seed: Antimagic Field) +40(Increase Size by 1,000%, by 100 ft.) *5(Permanency) Mitigating Factors: -20(Increase casting time 10 minutes) -200(Increase casting time by 100 days) -57(three casters each contributing an epic level spell slot)

An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.
An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell’s duration.
Summoned creatures of any type and incorporeal undead wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature’s spell resistance to make it wink out. (The effects of instantaneous conjurations are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result.)
A normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, corporeal undead, and outsiders are likewise unaffected unless summoned. These creatures’ spell-like or supernatural abilities, however, may be temporarily nullified by the field. Dispel magic does not remove the field.
Two or more antimagic fields sharing any of the same space have no effect on each other. Certain spells, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antimagic field (see the individual spell descriptions). Artifacts and deities are unaffected by mortal magic such as this.
Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.
Arcane Material Component: A pinch of powdered iron or iron filings.


If I cant go MoL with monk, can I switch to just racial HD?
Witch

05-13-07, 10:01 AM
Antimagic Field is quite unproblematic, one reason being the fact that deities are immune, another being the small radius it has.
goro

05-13-07, 10:03 AM
I just edited my previous post.
Witch

05-13-07, 10:18 AM
Does your base creature allow for HD advancement?
goro

05-13-07, 10:21 AM
Was gonna change it to something else.
Dispater24

05-13-07, 11:05 AM
look at 860 for new.
Witch

05-13-07, 11:09 AM
I'm not looking at it until it's formatted and bolded, in the new stat block.
Dispater24

05-13-07, 11:13 AM
I'm not looking at it until it's formatted and bolded, in the new stat block.

OK, only one Question is the Use of Rapidstrike and Improved Rapidstrike(Draconomicon) allowed?.
Witch

05-13-07, 11:20 AM
Yes.
Buugipopuu

05-13-07, 12:32 PM
Some Epic Spells for approval:

Awesome Esoteric Aegis
Abjuration
Spellcraft DC: 115
Components: S
Casting Time: 10 minutes
Range: Personal
Effect: 10-ft. radius emanation
Duration: 1 week
Saving Throw: None
Spell Resistance: No
To Develop: 1,035,000 gp, 21 days, 41400 XP. Seeds:
ward (DC 14), transform (DC 21). Factors: gain +28
bonus on DC to avoid being dispelled (ad hoc +56),
make spell effect tenacious (as per the feat) (ad hoc +10),
end dispel checks that fail to dispel this spell automati-
cally (ad hoc +4), ward against mage’s disjunction (+16), increase duration to 7 days (+12), no verbal component +(2).
Mitigating factors: change range from touch to personal
(-2) Increase casting time to 10 minutes -18

The caster calls upon the very fabric of magic to fash-
ion a ward to protect his own working of the Word from
those that would tear it down. A shimmering, dusky
globe surrounds the caster, intercepting any attempts to
end his spells by means of dispel magic, or similar spells
and epic spells, and providing a +28 bonus on the DC
against which the dispel attempt must succeed. Any dis-
pel attempt which succeeds can then proceed as normal,
but esoteric aegis works as if under the effects of the
Tenacious Magic feat, and thus cannot be dispelled, only
suppressed for 1d4 rounds. Dispel attempts that fail are
not entitled to checks against lesser spells within the area
of effect (this differs from the usual procedure of area
dispel magic attempts). Furthermore, mage’s disjunction
is warded against in its entirety.

Winsome Esoteric Aegis
Abjuration
Spellcraft DC: 115
Components: S
Casting Time: 10 minutes
Range: Personal
Effect: 20-ft. radius emanation
Duration: 1 week
Saving Throw: None
Spell Resistance: No
To Develop: 1,035,000 gp, 21 days, 41,400 XP Seeds:
ward (DC 14), transform (DC 21). Factors: gain +26
bonus on DC to avoid being dispelled (ad hoc +52),
make spell effect tenacious (as per the feat) (ad hoc +10),
end dispel checks that fail to dispel this spell automati-
cally (ad hoc +4), ward against mage’s disjunction (+16), increase duration to 7 days (+12), increase area to 20-ft radius emanation (+4) no verbal component +(2).
Mitigating factors: change range from touch to personal
(-2) Increase casting time to 10 minutes -18

The caster calls upon the very fabric of magic to fash-
ion a ward to protect his own working of the Word from
those that would tear it down. A shimmering, dusky
globe surrounds the caster, intercepting any attempts to
end his spells by means of dispel magic, or similar spells
and epic spells, and providing a +26 bonus on the DC
against which the dispel attempt must succeed. Any dis-
pel attempt which succeeds can then proceed as normal,
but esoteric aegis works as if under the effects of the
Tenacious Magic feat, and thus cannot be dispelled, only
suppressed for 1d4 rounds. Dispel attempts that fail are
not entitled to checks against lesser spells within the area
of effect (this differs from the usual procedure of area
dispel magic attempts). Furthermore, mage’s disjunction
is warded against in its entirety.

Godly Esoteric Aegis
Abjuration
Spellcraft DC: 115
Components: S
Casting Time: 10 minutes
Range: Personal
Effect: 30-ft. radius emanation
Duration: 1 week
Saving Throw: None
Spell Resistance: No
To Develop: 1,035,000 gp, 21 days, 41,400 XP. Seeds:
ward (DC 14), transform (DC 21). Factors: gain +24
bonus on DC to avoid being dispelled (ad hoc +48),
make spell effect tenacious (as per the feat) (ad hoc +10),
end dispel checks that fail to dispel this spell automati-
cally (ad hoc +4), ward against mage’s disjunction (+16), increase duration to 7 days (+12), increase area to 30-ft radius emanation (+8), no verbal component +(2).
Mitigating factors: change range from touch to personal
(-2) Increase casting time to 10 minutes -18

The caster calls upon the very fabric of magic to fash-
ion a ward to protect his own working of the Word from
those that would tear it down. A shimmering, dusky
globe surrounds the caster, intercepting any attempts to
end his spells by means of dispel magic, or similar spells
and epic spells, and providing a +28 bonus on the DC
against which the dispel attempt must succeed. Any dis-
pel attempt which succeeds can then proceed as normal,
but esoteric aegis works as if under the effects of the
Tenacious Magic feat, and thus cannot be dispelled, only
suppressed for 1d4 rounds. Dispel attempts that fail are
not entitled to checks against lesser spells within the area
of effect (this differs from the usual procedure of area
dispel magic attempts). Furthermore, mage’s disjunction
is warded against in its entirety.

Desu Esoteric Aegis
Abjuration
Spellcraft DC: 115
Components: S
Casting Time: 10 minutes
Range: Personal
Effect: 40-ft. radius emanation
Duration: 1 week
Saving Throw: None
Spell Resistance: No
To Develop: 1,035,000 gp, 21 days, 41,400 XP. Seeds:
ward (DC 14), transform (DC 21). Factors: gain +22
bonus on DC to avoid being dispelled (ad hoc +44),
make spell effect tenacious (as per the feat) (ad hoc +10),
end dispel checks that fail to dispel this spell automati-
cally (ad hoc +4), ward against mage’s disjunction (+16), increase duration to 7 days (+12), increase area to 40-ft radius emanation (+12), no verbal component +(2).
Mitigating factors: change range from touch to personal
(-2) Increase casting time to 10 minutes -18

The caster calls upon the very fabric of magic to fash-
ion a ward to protect his own working of the Word from
those that would tear it down. A shimmering, dusky
globe surrounds the caster, intercepting any attempts to
end his spells by means of dispel magic, or similar spells
and epic spells, and providing a +22 bonus on the DC
against which the dispel attempt must succeed. Any dis-
pel attempt which succeeds can then proceed as normal,
but esoteric aegis works as if under the effects of the
Tenacious Magic feat, and thus cannot be dispelled, only
suppressed for 1d4 rounds. Dispel attempts that fail are
not entitled to checks against lesser spells within the area
of effect (this differs from the usual procedure of area
dispel magic attempts). Furthermore, mage’s disjunction
is warded against in its entirety.

All-seeing Absence of Eye
Divination
Spellcraft DC: 115
Components: S
Casting Time: 1 standard action
Range: 3360 ft
Duration: 6 hours
Saving Throw: None
Spell Resistance: No
To Develop: 1,035,000 gp, 21 days, 41,400 XP. Seeds:
Reveal (DC 25) Factors: no verbal component (+2), increase range to 3360ft (+54), increase duration to 6 hours (+34)

This Epic Spell provides the caster with the ability to see through magical deception. The caster can see through normal and magical darkness, notice secret doors hidden by magic, see the exact locations of creatures or objects under blur or displacement effects, see invisible creatures or objects normally, see through illusions, see onto the Ethereal Plane (but not into extradimensional spaces), and see the true form of polymorphed, changed, or transmuted things. The range of such sight is 3360 feet.

Stealth and Cloak
Illusion (Glamer)
Spellcraft DC: 79
Components: S
Casting Time: 10 minutes
Range: Personal
Duration: 16 hours, 40 minutes
Saving Throw: None (Harmless, object)
Spell Resistance: No or Yes (Harmless, object)
To Develop: 711,000 gp, 15 days, 28,440 XP. Seeds:
Conceal (DC 17), Factors: Independent of subject’s actions (+4), block divination (+6), Increase duration to 16 hours, 40 minutes (+8), Gain a +30 on opposed caster level checks to avoid divination (ad hoc +60) no verbal component +(2) mitigating factors: Increase casting time to 10 minutes (-18)

This spell conceals the caster from sight, even from darkvision. If the subject is a creature carrying gear, the gear vanishes too, rendering the creature invisible, and lasts regardless of the actions of the subject, This spell also blocks divination spells, spell-like effects, and epic spells developed using the reveal seed. In all cases where divination magic of any level, including epic level, is employed against the subject of a spell using the conceal seed for this purpose, an opposed caster level check determines which spell works, for which the caster of this spell gains a +30 bonus to his effective caster level.

Superlative Self-Improvement
Transmutation
Spellcraft DC: 114
Components: S
Casting Time: 10 minutes
Range: Personal
Duration: 20 hours
Saving Throw: Will negates (Harmless)
Spell Resistance: Yes (Harmless)
To Develop: 1,026,000 gp, 21 days, 41,040 XP. Seeds:
Fortify (DC 17) Factors: increase strength bonus to +8 (+14), provide +10 bonus to Dexterity (+20), Provide +10 bonus to Constitution (+20), Provide +10 bonus to Intelligence (+20), Provide +10 bonus to Wisdom (+20), Provide +10 bonus to Charisma (+20), no verbal component (+2), Mitigating Factors: Change from Touch to personal (-2), increase casting time to 10 minutes (-18)

Developed to ensure that a single person need not rely on others to make up for their weaknesses, by improving all aspects of their being, this spell provides the caster with a +10 enhancement bonuses to all ability scores except strength, which only receives a +8 enhancement bonus.

Epic Consecrated Stealth Planar Bubble
Abjuration
Spellcraft DC: 76
Components: S, M
Casting Time: 10 minutes
Range: Personal
Duration: 60 minutes/level
Effect: 60-ft radius emanation centred on caster
Saving Throw: Will negates (Harmless)
Spell Resistance: No
To Develop: 684,000 gp, 14 days, 27,360 XP. Seeds: Planar Bubble (DC 26), Concecrate (DC 16), Magic Aura (DC 14) Factors: Increase duration to 60 minutes/level (+10), increase area to 60-ft radius emanation (+20), make tenacious as the feat (ad hoc +10) no verbal component (+2), ward against Mage’s Disjunction (ad hoc +16) Mitigating Factors: Change from Touch to personal (-2), increase casting time to 1 minute (-18) increase casting time to 10 minutes (-18)

This spell mimics the Planar Bubble spell as found in the Spell Compendium, but with an increased duration and area of effect, but as personal range spell, a tenacious spell, and warded against Mage’s Disjunction. The subject also radiates a permanent Consecrate effect over the area for the duration of the spell, and masks the magic auras of spells and magic items within the area, so they appear as nonmagical.


Regarding Fortification, The SRD has (http://www.d20srd.org/srd/magicItemsmagicArmor.htm#fortification) the text of the Fortification quality. I was intending for my Unique SLA to work like that, only in reverse. If it's too powerful as a flat out Sneak Attack immunity penetration, how does a 75% chance of penetration sound?
Dispater24

05-13-07, 01:28 PM
i hope its better now.

Nasra (CR 58)
Paragon Demon Marilith Outsider 48, Rouge 10, Void Incarnate 10.
CE Huge Outsider (Chaotic, Evil, Extraplanar, Elemental)
Init +22; Senses darkvision 60ft Listen +86, Spot +86
Languages Abyssal, Celestial, Common, Infernal
________________________________________ _____________________

AC 65, touch 36, flat-footed 41 (–2 size, +14 Dex, +19 natural+12 Luck+12 Insight)
hp 2512 (48d8 outsider + 10d6 Rouge + 10d8 Void Incarnate + 816+1496), regeneration (10 /Epic and Fire and Acid ); DR 20/good and cold iron and Axiomatic, 10/epic and Silver.
Immune poison, Fire, Electricity, Acid, Cold, Sonic.
Resist acid 10, cold 10, fire 10; SR 83 (CR+25)
Fort +72, Ref +64, Will +63
________________________________________ _____________________

Speed 120ft. (24 squares); Fly 180ft(good).
Space/Reach 15 ft./15 ft.
Melee Slam +106 (3w6+53[Vile]+3d6 Ability Damage [Strenght]+2d4 ability drain[Strenght]+4w8 Anarchic+4 negative levels) or tail slap +24 melee (6d6+47)
Full Attack: 6 slams +106/101/96/91 (3w6+53[Vile]+3d6 Ability Damage [Strenght]+2d4 ability drain[Strenght]+4w8 Anarchic+4 negative levels) and tail slap +101 melee (6d6+33)
Base Atk +55; Grp +104
Atk Options power attack, Constrict 4d8+60, improved grab, spell-like abilities, summon demon, Sneak Attack+5w6, Null strike, Ravages Ignore Immunity to Critical Hits 75%,Ignore Damage Reduction/Hardness 20 pts
Special Actions
________________________________________ _____________________

Spell-like Abilities (CL 63th) (DC 1X+spell level)
At will— At will,align weapon, blade barrier (DC 43), magic weapon, project image (DC 44), polymorph, see invisibility, telekinesis (DC 44), greater teleport (self plus 50 pounds of objects only), unholy aura (DC 47).
3x per day -- greater dispel magic, haste.
________________________________________ _____________________

Abilities Str 64, Dex 38, Con 54, Int 36, Wis 36, Cha 42
SQ Blank aura Improved evasion Void presence, Mettle of fortitude Blank mind Mettle of will Improved mettle of fortitude, Empty form Improved mettle of will, Trapfinding, Evasion, Trap Sense, Uncanny Dodge, Improved Uncanny Dodge, Slippery Mind. Damage reduction 20/good and cold iron and Axiomatic, Damage reduction 10/epic and Silver, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 83, telepathy 100 ft, Fast Healing 20, Regeneration 10, Immunties, Ravages, Demon Traits, Elemental type, Outsider traits.
Feats Combat Expertise, Combat Reflexes, Multiattack, Multiweapon Fighting, Improved Critical(Slam), Power Attack, Weapon Focus (Slam), Cleave, Improved Initiative, Power Attack, Great Cleave, Dodge, Mobility, Blind Fight, Spring Attack, Greater Weapon Focue(Slam), Weapon Specialization(Slam), Improved Unarmed Strike, Deflect Arrows, Improved grapple, Rapid Strike, Improved Rapid Strike, Improved Natural Attack.

Epic Feats Overwhelming Critical (Slam), Devastating Critical (Slam), Dexterous Fortitude, Dexterous Will, Epic Fortitude, Epic Reflexes, Epic Trapfinding, Epic Weapon Focus, Epic Weapon Specialization(Slam), Epic Will, Exceptional Deflection, Improved Combat Reflexes, Infinite Deflection, Legendary Climber, Legendary Leaper, Legendary Wrestler. Multiweapon Rend, Reflect Arrows, Spellcasting Harrier, Superior Initiative.

Skills Appraise+68, Balance+69, Bluff+71, Climb+82, Decipher Script+68, Diplomacy+71, Disable Device+68, Disguise+71, Escape Artist+69, Forgery+68, Gather Information+68, Handle Animal+71, Hide+80, Intimidate+71, Jump+82, Knowledge (local)+68, Listen+86, Move Silently+69, Open Lock+69, Perform+71, Profession(Killer)+68, Ride+69, Search+68, Sense Motive+68, Sleight of Hand+69, Spellcraft+68, Spot+86, Survival +68, Swim+82, Tumble+68, Use Magic Device+71, Use Rope+69.

Possessions
________________________________________ _____________________
Nasra's natural weapons and any weapons she wields strike as chaotic-aligned, evil-aligned and Epic for the purposes of overcoming damage reduction.

Demon Traits: Immunity to electricity and poison. Resistance to acid 10, cold 10, and fire 10.

Constrict (Ex): A marilith deals 4d8+60 points of damage with a successful grapple check. The constricted creature must succeed on a DC 74 Fortitude save or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter. The save DC is Strength-based.

Improved Grab (Ex): To use this ability, a marilith must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds on the grapple check, it can constrict.

Summon Demon (Sp): Once per day a marilith can attempt to summon 4d10 dretches, 1d4 hezrou, or one nalfeshnee with a 50% chance of success, or one glabrezu or another marilith with a 20% chance of success. This ability is the equivalent of a 5th-level spell.

True Seeing (Su): Mariliths continuously use this ability, as the spell (caster level 63th).

Skills: Mariliths have a +8 racial bonus on Listen and Spot checks.

Feats: In combination with its natural abilities, a marilith’s Multiweapon Fighting feat allows it to attack with all its arms at no penalty.

Sneak Attack:

Trapfinding:

Evasion (Ex):

Trap Sense (Ex):

Uncanny Dodge (Ex):

Improved Uncanny Dodge (Ex):

Slippery Mind (Ex): This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on
her saving throw.

Blank Aura (Ex): The void incarnate (and any equipment he wears or carries) radiates no aura of any kind. Detect chaos, detect magic, and similar spells simply register him as a blank. The void incarnate cannot lower this aura.

Improved Evasion (Ex): At 2nd level and higher, when subjected to an effect that allows a Reflex save for half damage, the void incarnate takes only half damage on a failed save (and no damage on a successful save, just as with evasion). Improved evasion can be used only if the void incarnate is wearing light armor or no armor.

Void Presence (Ex): Opponents of a void incarnate unconsciously ignore the void incarnate's presence starting at 3rd level. They are always treated as flat-footed to the void incarnate (and thus may not apply their Dexterity modifier to AC). This lasts until the void incarnate attacks the opponent, but resumes again at the start of the void incarnate's next turn. This is a mind-affecting effect.
You can also use Bluff to create a diversion to hide as a move-equivalent action, rather than as a standard action.
This ability has an interesting side effect. Anyone attempting to use Gather Information or similar methods to learn about a void incarnate finds the task very difficult. Increase the DC of such tasks by 20 plus the target's void incarnate class level.

Mettle of Fortitude (Ex): Beginning at 4th level, if exposed to any effect that normally allows a character to attempt a Fortitude save for a partial or half effect (such as slay living), the void incarnate suffers no effect with a successful saving throw.

Blank Mind (Ex): At 5th level, the void incarnate is protected by a mind blank effect at all times. The void incarnate cannot lower this aura, even to accept a harmless mind-affecting spell.

Mettle of Will (Ex): If exposed to any effect that normally allows a character to attempt a Will save for a partial or half effect (such as an inflict wounds spell), the 6th-level void incarnate suffers no effect with a successful saving throw.

Null Strike (Ex): Once per day, a 7th-level void incarnate can declare any melee or ranged attack he makes to be a touch attack. He may use this ability one additional time per day for every 4 levels gained above 7th.

Improved Mettle of Fortitude (Ex): By 8th level, if subjected to an effect that allows a Fortitude save for a partial or half effect, the void incarnate takes only the partial or half effect on a failed save (and no effect on a successful save, just as with mettle of fortitude).

Empty Form (Ex): A 9th-level void incarnate has a permanent freedom of movement effect (as the spell) on him at all times. The character also becomes immune to force effects. Such effects either deal no damage (such as magic missile), don't exist for the void incarnate (such as wall of force, which the void incarnate can simply walk through), or otherwise fail to affect the void incarnate (such as mage armor).

Improved Mettle of Will (Ex): Beginning at 10th level, if subjected to an effect that allows a Will save for a partial or half effect, the void incarnate takes only the partial or half effect on a failed save (and no effect on a successful save, just as with mettle of will).

Ravages:

Ability Damage Cosmic: Slam 3d6 points of Strength damage

Ability Drain Cosmic: Slam 2d4 points of Strength drain

Additional Movement Form Cosmic: Fly: 1.5 land speed (good)

Bonus Feats Abhorrent:(2x).

Energized Attacks Cosmic: Slam 4w8 Anarchic

Energy Drain Cosmic: Slam 4 negative levels

Ignore Immunity to Critical Hits Cosmic: 75%.

Ignore Damage Reduction/Hardness Cosmic: 20 pts.

Mimic Type Abhorrent: A demon who possesses this ravage has been so mutated by the power of the Abyss it gains the traits of another creature type: Elemental.

Regeneration cosmic: regeneration 10, by epic and Fire and Acid)

Resistances energy cosmic: immunity(4x) Sonic, Fire, Cold, Acid.

Virtual Class Levels Cosmic: gains virtual levels in fighter core class, virtual class level equals 3/4 racial hit dice (36)

Vile Natural Attacks cosmic: demon with ravage treats 100% of its natural attack damage as vile damage.


Abilitys
ST 64(29Base+15Paragon+8Size+12HD)
GE 38(19Base+15Paragon-2Size+6Point buy)
KO 54(29Base+15Paragon+4Size+1HD+5Point buy)
IN 36(18Base+15Paragon+3point buy)
WE 36(18Base+15Paragon+3point buy)
CH 42(24Base+15Paragon+3point buy)


One done two will follow. Flavor, backstory etc. comes when all are ready.
Witch

05-13-07, 01:41 PM
Buugipopuu, could you (for my ease of checking) note what is different between the Esoteric Aegis spells, and what differs them from the standard one? Thanks.

No, Dispater, that is not better. What I want to see is a statblock in this form: http://boards1.wizards.com/showpost.php?p=12168880&postcount=125 (the spoiler block labelled with the "Character - Stats" button.)
Buugipopuu

05-13-07, 01:58 PM
Buugipopuu, could you (for my ease of checking) note what is different between the Esoteric Aegis spells, and what differs them from the standard one? Thanks.


Their casting times have all been increased to 10 minutes, and their durations to 1 week. They've also had their dispel DCs buffed by varying amounts. (Awesome has the highest dispel DC, followed by Winsome, Godly and Desu in that order) and they've had their radii increased (Awesome is 10 feet, as normal, Winsome is 20 feet, Godly is 30 feet, and Desu is 40 feet)
Mysteris

05-13-07, 02:15 PM
Feel free to use it.

Thanks! :)

I don't feel like doublechecking those numbers, but I don't understand what you mean by "spells known per day". Spells Known and Spells Per Day are different.

Oh, I'm sorry. Those numbers are her spells per day. :)

Second Chance Denied makes no sense as a spell with the Life seed.
Dancer's Kiss seems okay.
I Reject the Darkness is not okay. It should be instantaneous, as I see no factor that makes it anything else. The same goes for Mirienemi’s Pixie Dust (and there seems to be a blindness effect out of nowhere.)
Summon Primal Elemental: increase the spellcraft DC by 5 because it allows multiple options - the adjustment is so low because of the fact that they resemble eachother strongly.
Mass Spell Worm seems okay.

No problem. I put the Life Seed for Second Chance Denied because it prevents resurrection. I'll change the seed and add mitigating factors to make the other rejected spells workable.

I added the blindness to Mirienemi's Pixie Dust because of the dust is prismatic, catching and reflecting light into enemies' eyes. Would you prefer the blindness effect to come from some other seed, or for the blindness to be omitted entirely?

Only if you know what the Plane of Faerie in Dicefreaks cosmology is. Refer to the Faerie Project thread over there - it's rather a long explanation.

Will do. :)
askala3

05-13-07, 02:43 PM
Gyarb lots of text I do not want to read. Umm, actually Dispater24 some points about your marilith.

Your character does not appear to be a deity, I think that gives a cap of 50 HD for this challenge.(This is incorrect, see Witch's post below)
List the level of ravage with each for ease of refrence.
Ability Damage (and others) specify "one of a demon's natural attacks", please list which one.
You do not need to give the wording for common special abilities (like sneak attack).
A breakdown of your stats would be really helpful.


@Witch: Outsiders with [massively] increased Int scores should do what for their extra skills? Do the extra skills I pick count as cross-class or class skills?
Witch

05-13-07, 02:48 PM
@Witch: Outsiders with [massively] increased Int scores should do what for their extra skills? Do the extra skills I pick count as cross-class or class skills?
Skills possessed by the base creature are class skills. Other are not.

1. Your character does not appear to be a deity, I think that gives a cap of 50 HD for this challenge.
Incorrect for Non-native Outsiders :)


# Ability Damage (and others) specify "one of a demon's natural attacks", please list which one.
Also list which ability score, please.

I second Askala's comments, by the way.
askala3

05-13-07, 03:12 PM
Skills possessed by the base creature are class skills. Other are not.Yay 18 cross class skills for me! Actually a related question:
I get skills from domains (Trickery), can I add these to the list of class skills for the outsider HD?

Incorrect for Non-native Outsiders :)Oops, I put a note in my post about it :embarrass

I second Askala's comments, by the way.Just trying to help.
Zelck

05-13-07, 03:14 PM
My only comment is that this wouldn't function the way you said it would. I.e., the aspect that all reality is divined as if you didn't intercede. I would rule that you can have a SDA that you and your actions can't be detected directly, but they can be detected indirectly.
Well, that would be rather pointless, no? This is a unique SDA; someone seeing the effects of this SDA would instantly realize that this is responsible and Aram is the one who'll be causing everything. For instance, suppose in the future Aram will fight and kill Bob. Someone divining Bob's future will see him fighting against some unknown foe and be killed. When all manners of divinations fail to reveal who Bob was fighting, the obvious conclusion is this SDA is blocking it, and since Aram is the only one with this SDA, then it must be Aram who kills Bob. There's already a way around this SDA with the rank check. An equal rank deity would have a 30% chance of breaking past it, and they can retry every week. Alternatively, I can bring back the Bluff vs. Sense Motive method, in which case even mortals can break this SDA.

I'd also like to point out that in a game world, this ability really isn't that powerful. The only thing this prevents is determining what Aram will do by using future-revealing magic or abilities. I doubt that will even come up very often, and if someone really wants to know Aram's future actions, they can steal his physical plans or capture and interrogate a trusted adviser.
fnord

05-13-07, 03:27 PM
Can I use the Ring of Free Magic from the Planar Handbook?
..By expending charges from a ring of free magic, the wearer can cast spells of the prohibited school, subschool, descriptor, or level as if the limited magic trait didn't exist. The number of charges expended is equal to the level of the spell the wearer wishes to cast.
A newly created ring of free magic has 50 charges. When all charges are expended, the ring becomes a nonmagical
item.

Also, epic spells:
Improved Esoteric Aegis
Abjuration
Spellcraft DC: 75
Components: V, S
Casting Time: 10 minutes
Range: Personal or Touch
Effect: 10-ft. radius emanation
Duration: 120 hours
Saving Throw: None
Spell Resistance: No
To Develop: 675,000 gp, 14 days, 27,000 xp. Seeds: ward (DC 14), transform (DC 21) Factors: gain +10 bonus on DC to avoid being dispelled (ad hoc +20), make spell effect tenacious (as per the feat) (ad hoc +10), end dispel checks that fail to dispel this spell automatically (ad hoc +4), ward against mage’s disjunction (+16), increase duration by 400% (+8).
Mitigating factors: increase casting time by 9 minutes (-18)
This spell, designed for long term protection, works like Esoteric Aegis, except that it has a longer casting time and duration and can be used on other creatures.

Escape Solidity
Transmutation
Spellcraft DC: 77
Components: None
Casting Time: Immediate Action
Range: Personal
Effect: You
Duration:Permanent (D)
Saving Throw: None
Spell Resistance: No
To Develop: 693,000 gp, 14 days, 27,720 xp. Seeds: transform (DC 31). Factors: cast as immediate action (ad hoc +36), dismiss as a free action (+8), no verbal or somatic components (+4)
Mitigating factors: Change from target to personal (-2)
This spell allows the caster to become incorporeal as an immediate action, for example, in response to an attack. The the caster remains incorporeal until the spell is dismissed as a free action.

Empowerment
Transmutation
Spellcraft DC: 86
Components: V, S, Ritual
Casting Time: 10 minutes
Range: Personal or Touch
Effect: One Creature
Duration: 200 hours
Saving Throw: None
Spell Resistance: No
To Develop: 774,000 gp, 16 days, 30,960 xp. Seeds: fortify (DC 17). Factors: increase bonus to 100 (+198), increase duration by 900% (+18), choose attribute at time of casting (ad hoc +60)
Mitigating Factors: requires 10 casters contributing epic level slots (-190), increase casting time to 10 minutes (-18)
This powerful spell provides an enhancement bonus of 100 to a single attribute, chosen by the caster. Multiple castings can enhance different attributes.

Swift Boost
Transmutation
Spellcraft DC: 81
Components: V, S, XP
Casting Time: 1 swift action
Range: Personal
Effect: You
Duration: 1 round
Saving Throw: None
Spell Resistance: No
To Develop: 729,000 gp, 15 days, 29,160 xp. Seeds: fortify (DC 17) Factors: increase bonus to 50 (+98), cast as a swift action (+28), Choose attribute at casting (ad hoc +60)
Mitigating Factors: backlash 90d6 (-90), burn 2,000 xp (-20), reduce duration from 20 hours to 1 round (ad hoc -10), change from touch to personal (-2)
Cast as a swift action, this spell provides the caster a +50 enhancement bonus to a single attribute for a single round.
Backlash: 90d6
Expericance Cost: 2000 xp

Mage's Assassin
Necromancy [Death]
Spellcraft DC: 133
Components: V, S
Casting Time: 1 standard action
Range: 300 ft.
Effect: One living creature
Duration: Instantaneous
Saving Throw: Fortitude Partial (see text)
Spell Resistance: Yes (see text)
To Develop: 1,197,000 gp, 24 days, 47,880 xp. Seeds: slay (DC 25) Factors: slay up to 160 hit dice (+8), 1 action casting time (+20), increase save DC by 35 (+70), ignore incorporeal miss chance (ad hoc +10)
This spell slays a single creature of 160 hit dice or less, unless it succeeds a fortitude save (DC 55 + ability modifier). On a successful save, the target still takes 3d6+20 damage.
goro

05-13-07, 03:29 PM
patron template (http://community.dicefreaks.com/viewtopic.php?t=46)
Can we use this template, if yes, whats the CR or La for it?
Diplominator

05-13-07, 07:53 PM
Actually, Fnord, I think that the vestments of steadfast spellcasting would prevent the corrupt spell feat from being applied, which is almost as good. And permanent.
Buugipopuu

05-13-07, 08:47 PM
It occurs to me that since the ability to penetrate critical hit immunity 75% of the time is a Cosmic Ravage (I had not read the HotA material before, on account of the fact that I think demons are the lamest of all aligned Outsiders.). Thus an SDA that replicates that effect should be fine (I got the impression that the other Cosmic Ravages were about equivalent to Salient Divine Abilities)

Also: Mostly complete character writeup (I haven't bothered to write up the names of all my abilities in full, since that's just for ease of reference when actually playing the character, I'll get that done if the build is approved):

Nameless
The Sound of One Hand Clapping
Greater Deity
Symbol A drop of water falling into a still pool, leaving concentric ripples.
Home Plane Limbo
Alignment Chaotic Neutral
Worshippers Arcane Spellcasters, Monks, Glooms, Hermits
Cleric Alignments None (Never grants spells)
Portfolio Magic, Silence, Self-Reliance
Domains Celerity, Destruction, Fire, Luck, Magic, Trickery
Favoured Weapon (Kukri)

Appearance Nameless appears similar in form, manner and apparel to a normal Gloom, but his body burns with faint black fire, and he clutches a kukri in his hands instead of the Gloom’s signature weapon.

History A rare Gloom of surpassing power, Nameless succeeded in attaining divinity through means unknown, possibly involving connections to the Order of the Black Flame, who refuse to speak of the incident. It is believed that the Order may be unable to speak of Nameless for reasons more magical than mere secrecy. His real name has been lost to time, along with most of the information about his past because he and his followers communicate using a form of sign language and written derivatives thereof. There is no audible way of rendering his real name, and translation of the hand signs for it has proved impossible due to the reclusive nature of his cult.

Nature Nameless is devoted to creating a world of silence where nobody needs to rely on anyone else. For this reason little is known about his personality, as he has little cause to interact with other beings when they aren’t obstacles to his objective, or his own worshippers.

Organization Nameless is atypical of deities in that he never grants spells to anyone, and so the only cleric in his religion is himself. His followers typically take vows of silence, and prayer is conducted through sign language. Temples to Nameless are usually covered in permanent Silence effects, and are rare in any case, as his followers have little by way of central organisation, preferring to work to better themselves and become more self-sufficient than to form a society.

Realm Nameless makes his realm in the seething chaos of Limbo, protected mainly due to its remote location and obscurity. He actually spends little time there, and the chaotic nature of the plane means that if left unattended for a significant amount of time it becomes indistinguishable from most other parts of Limbo. Unlike most deities, he prefers to take an active hand in fulfilling his goals, rather than delegating tasks to others, and so spends more time out on missions than he does in his realm.

NAMELESS (CR 77)
Gloom of Legend 30/Cleric 8/Black Flame Zealot 10/Heirophant 5
Medium Monstrous Humanoid (Extraplanar)
Init +34, always first; Senses Darkvision, 20 Remote Sensing Locations, Greater Arcane Sight, Low Light Vision, all senses extend to 1 mile per Divine Rank, Listen +96, Spot +96
Aura Overwhelming Chaos, Divine Aura, 18 miles, Will Save DC 53; Languages Sign language and Remote Communication (18 miles) only
________________________________________ _____________________

AC 126, 96 touch, 95 flat-footed (+30 Dex, +1 Dodge, +12 insight, +30 natural, +25 Deflection, +18 Divine)
1994 (43d8 + 10d6 plus 1,590), fast heal 38, regeneration 10 (Wooden weapons; magic with the Sonic descriptor); DR 45/Epic and (Mithral) Weapons wielded by their own creator and crafted in total silence, 20/Magic and Wood
Immune Ability Damage*, Ability Drain*, Acid, Aging, Cold, Death Effects*, Disease*, Disintegration, Electricity, Energy Drain* Fire, Form-Altering Effects, Imprisonment or Banishment Effects*, Mind-Affecting Effects, Paralysis*, Poison*, Polymorphing, Petrification, Sonic, Stunning*, Sleep* (Immunities with asterisks are penetrated on a successful rank check)
Resist Acid 38, Fire 25, Sonic 25; 68% Miss Chance, SR 91 (CR +14)
Fort +105, Ref +103, Will +105, Divine Grace
________________________________________ _____________________

Speed 100 ft. (20 squares)
Mêlée Dagger of Finite Pain +94/94/89/84/79 touch (1d4+39 15-20/x2 plus many many special qualities.)
Mêlée Spell +77 touch
Ranged Spell +77 touch
Base Atk +46; Grp +76
Atk Options Dagger of Finite Pain, Spells
Special Actions Alter Reality (As Greater Deity), Death Attack (DC 45), Divine Aura (18 miles, DC 53), Fateful Stride (CL 5th), Fear gaze, Turn Undead (As 34th level Cleric, 28/day), Sacred Flame, Smite (+4 to hit, +8 Damage 18/day), sneak attack +17d6 (+19d6 with Deadly Precision), Spells, Turn Water Creatures (As 28th level Cleric, 28/day), Unholy Immolation
Combat Gear Dagger of Finite Pain
________________________________________ _____________________

Cleric Spells Per Day (Domains: Celerity, Destruction, Fire, Luck, Magic, Trickery, CL 47th, +24 on CL checks, Chaos spells cast at +1 CL Save DC = 37 + Spell Level)
Epic (5/day)
25th (2/day)
24th (2/day)
23rd (2/day)
22nd (2/day)
21st (3/day)
20th (3/day)
19th (3/day)
18th (3/day)
17th (4/day)
16th (4/day)
15th (4/day)
14th (4/day)
13th (5/day)
12th (5/day)
11th (5/day)
10th (5/day)
9th (9+1/day)
8th (9+1/day)
7th (9+1/day)
6th (9+1/day)
5th (11+1/day)
4th (11+1/day)
3rd (11+1/day)
2nd (11+1/day)
1st (12+1/day)
0th (6/day)
Gloom Spell-like Abilities(CL 20th)
At will—Shadow Walk (DC 42)
3/day—True Strike

Divine Spell-like Abilities(CL 71st)
At will - Any Valid Domain Spell (DC 37 + Spell Level)
At will - Greater Teleport (Self + 1800 lbs of objects, CL 20th)
At will – Greater Planeshift (Self + 1800 lbs of objects, CL 20th)
________________________________________ _____________________

Divine Rank 18
Abilities Str 70 , Dex 70, Con 70, Int 60, Wis 60, Cha 60
SQ Aura (Chaotic), Blindsight 60 ft., Divine Reach (60ft), Energy Resistance 25 (Acid and Sonic), Immortality, Monster of Legend Immunities, low-light vision, opportunist, Poison Use, Quiescence, Spell-Like Abilities, Spell Power x3, Zealous Heart SR 92, DR 10/Epic, 20/Magic and Wood
Feats Combat Expertise, Improved Initiative, Improved Critical (Kukri), Iron Will, Exotic Weapon Proficiency (Kukri), Practiced Spellcaster, Psionic Hole, Quicken Spell, Self Sufficient(b), Silent Spell(b), Spell Focus (All Schools)(b), (Greater) Spell Penetration, Weapon Focus (Kukri)
Epic Feats Armed Deflection, Bane of Enemies, Epic Weapon Focus (Kukri), Epic Spellcasting, Epic Spell Penetration, Exceptional Deflection, Improved Combat Casting(b), Infinite Deflection, Sneak Attack of Opportunity
Monster of Legend Salient Abilities Immunities (Cold, Fire, Electricity), Regeneration 10/Wood or Sonic, Spellcasting (Cleric), Virtual Class Features (Paladin of Freedom, Divine Grace, Lay on Hands (750 Healing)), Virtual Class Features (Urban Ranger, Favoured Enemy (Construct +4, Magical Beast +4, Outsider (Evil) +4, Outsider (Good), +4, Outsider (Lawful) +12, Undead +4, Vermin +4), Hide in Plain Sight)
Salient Divine Abilities Automatic Metamagic (Silent Spell), Automatic Metamagic (Quicken Spell), Banestrike (Lawful Outsiders), Battlesense, (Mass) Divine Blast (28/day, 43d12 damage), Divine Celerity, Divine Dodge (68% miss chance), Divine Fast Healing, Divine Shield (180HP, 33/day), Divine Skill Focus (Hide), Divine Skill Focus (Move Silently), Divine Spellcasting, Divine Weapon Focus (Kukri), Free Move, Increased Damage Reduction, Instant Counterspell, Irresistible Blows (Kukri), Power of Luck (±18 Luck bonus/penalty, 18/day), See Magic, Supreme Initiative, Supreme Damage Reduction
Skills Appraise* +43(+49 for weapons), Bluff +99 (+111 against Lawful Outsiders, +103 against other favoured enemies), Balance +140, Climb +134 (+140 Involving Ropes), Concentration +104, Craft (Weaponsmithing) +99, Diplomacy +109, Disguise +63 (+69 to act in character), Escape Artist +99 (+105 Involving Ropes), Heal +101, Hide +162, Intimidate +105, Knowledge (Arcana, History, Religion, The Planes) +99, Jump +178, Listen +99 (+111 against Lawful Outsiders, +103 against other favoured enemies), Move Silently +182 Open Lock +104, Search +99, Sense Motive* +71 (+83 against Lawful Outsiders, +75 against other favoured enemies), Sleight of Hand +110, Spellcraft +105, Spot +99(+111 against Lawful Outsiders, +103 against other favoured enemies), Survival +101 (+111 against Lawful Outsiders, +103 against other favoured enemies, +107 when on other planes or following tracks), Swim +104, Tumble +140, Use Rope +104 (+110 involving bindings) (an asterisk denotes a cross-class skill)
Possessions Dagger of Finite Pain +10 Vorpal Holy Anarchic Silver Kukri of Lawful Outsider Dread and Deadly Precision (15,680,328 gp), Made from solid silver. Rod of Excellent Magic (640,000gp) x8 (expended), Mantle of Great Stealth (242,000gp), Boots of the Traceur (+30 bonus to Balance, Climb, Jump and Tumble checks) (540,000 gp) Spool of Endless Rope (2000gp), 1 pair of Ring Gates (40,000 gp) 29,218,328gp spent.

Epic Spells Known

Awesome Esoteric Aegis
Abjuration
Spellcraft DC: 115
Components: S
Casting Time: 10 minutes
Range: Personal
Effect: 10-ft. radius emanation
Duration: 1 week
Saving Throw: None
Spell Resistance: No
To Develop: 1,035,000 gp, 21 days, 41400 XP. Seeds:
ward (DC 14), transform (DC 21). Factors: gain +28
bonus on DC to avoid being dispelled (ad hoc +56),
make spell effect tenacious (as per the feat) (ad hoc +10),
end dispel checks that fail to dispel this spell automati-
cally (ad hoc +4), ward against mage’s disjunction (+16), increase duration to 7 days (+12), no verbal component +(2).
Mitigating factors: change range from touch to personal
(-2) Increase casting time to 10 minutes (-18)

The caster calls upon the very fabric of magic to fash-
ion a ward to protect his own working of the Word from
those that would tear it down. A shimmering, dusky
globe surrounds the caster, intercepting any attempts to
end his spells by means of dispel magic, or similar spells
and epic spells, and providing a +28 bonus on the DC
against which the dispel attempt must succeed. Any dis-
pel attempt which succeeds can then proceed as normal,
but esoteric aegis works as if under the effects of the
Tenacious Magic feat, and thus cannot be dispelled, only
suppressed for 1d4 rounds. Dispel attempts that fail are
not entitled to checks against lesser spells within the area
of effect (this differs from the usual procedure of area
dispel magic attempts). Furthermore, mage’s disjunction
is warded against in its entirety.

Winsome Esoteric Aegis
Abjuration
Spellcraft DC: 115
Components: S
Casting Time: 10 minutes
Range: Personal
Effect: 20-ft. radius emanation
Duration: 1 week
Saving Throw: None
Spell Resistance: No
To Develop: 1,035,000 gp, 21 days, 41,400 XP Seeds:
ward (DC 14), transform (DC 21). Factors: gain +26
bonus on DC to avoid being dispelled (ad hoc +52),
make spell effect tenacious (as per the feat) (ad hoc +10),
end dispel checks that fail to dispel this spell automati-
cally (ad hoc +4), ward against mage’s disjunction (+16), increase duration to 7 days (+12), increase area to 20-ft radius emanation (+4) no verbal component +(2).
Mitigating factors: change range from touch to personal
(-2) Increase casting time to 10 minutes (-18)

The caster calls upon the very fabric of magic to fash-
ion a ward to protect his own working of the Word from
those that would tear it down. A shimmering, dusky
globe surrounds the caster, intercepting any attempts to
end his spells by means of dispel magic, or similar spells
and epic spells, and providing a +26 bonus on the DC
against which the dispel attempt must succeed. Any dis-
pel attempt which succeeds can then proceed as normal,
but esoteric aegis works as if under the effects of the
Tenacious Magic feat, and thus cannot be dispelled, only
suppressed for 1d4 rounds. Dispel attempts that fail are
not entitled to checks against lesser spells within the area
of effect (this differs from the usual procedure of area
dispel magic attempts). Furthermore, mage’s disjunction
is warded against in its entirety.

Godly Esoteric Aegis
Abjuration
Spellcraft DC: 115
Components: S
Casting Time: 10 minutes
Range: Personal
Effect: 30-ft. radius emanation
Duration: 1 week
Saving Throw: None
Spell Resistance: No
To Develop: 1,035,000 gp, 21 days, 41,400 XP. Seeds:
ward (DC 14), transform (DC 21). Factors: gain +24
bonus on DC to avoid being dispelled (ad hoc +48),
make spell effect tenacious (as per the feat) (ad hoc +10),
end dispel checks that fail to dispel this spell automati-
cally (ad hoc +4), ward against mage’s disjunction (+16), increase duration to 7 days (+12), increase area to 30-ft radius emanation (+8), no verbal component +(2).
Mitigating factors: change range from touch to personal
(-2) Increase casting time to 10 minutes (-18)

The caster calls upon the very fabric of magic to fash-
ion a ward to protect his own working of the Word from
those that would tear it down. A shimmering, dusky
globe surrounds the caster, intercepting any attempts to
end his spells by means of dispel magic, or similar spells
and epic spells, and providing a +28 bonus on the DC
against which the dispel attempt must succeed. Any dis-
pel attempt which succeeds can then proceed as normal,
but esoteric aegis works as if under the effects of the
Tenacious Magic feat, and thus cannot be dispelled, only
suppressed for 1d4 rounds. Dispel attempts that fail are
not entitled to checks against lesser spells within the area
of effect (this differs from the usual procedure of area
dispel magic attempts). Furthermore, mage’s disjunction
is warded against in its entirety.

Desu Esoteric Aegis
Abjuration
Spellcraft DC: 115
Components: S
Casting Time: 10 minutes
Range: Personal
Effect: 40-ft. radius emanation
Duration: 1 week
Saving Throw: None
Spell Resistance: No
To Develop: 1,035,000 gp, 21 days, 41,400 XP. Seeds:
ward (DC 14), transform (DC 21). Factors: gain +22
bonus on DC to avoid being dispelled (ad hoc +44),
make spell effect tenacious (as per the feat) (ad hoc +10),
end dispel checks that fail to dispel this spell automati-
cally (ad hoc +4), ward against mage’s disjunction (+16), increase duration to 7 days (+12), increase area to 40-ft radius emanation (+12), no verbal component +(2).
Mitigating factors: change range from touch to personal
(-2) Increase casting time to 10 minutes (–18)

The caster calls upon the very fabric of magic to fash-
ion a ward to protect his own working of the Word from
those that would tear it down. A shimmering, dusky
globe surrounds the caster, intercepting any attempts to
end his spells by means of dispel magic, or similar spells
and epic spells, and providing a +22 bonus on the DC
against which the dispel attempt must succeed. Any dis-
pel attempt which succeeds can then proceed as normal,
but esoteric aegis works as if under the effects of the
Tenacious Magic feat, and thus cannot be dispelled, only
suppressed for 1d4 rounds. Dispel attempts that fail are
not entitled to checks against lesser spells within the area
of effect (this differs from the usual procedure of area
dispel magic attempts). Furthermore, mage’s disjunction
is warded against in its entirety.

All-seeing Absence of Eye
Divination
Spellcraft DC: 115
Components: S
Casting Time: 1 standard action
Range: 3360 ft
Duration: 6 hours
Saving Throw: None
Spell Resistance: No
To Develop: 1,035,000 gp, 21 days, 41,400 XP. Seeds:
Reveal (DC 25) Factors: no verbal component (+2), increase range to 3360ft (+54), increase duration to 6 hours (+34)

This Epic Spell provides the caster with the ability to see through magical deception. The caster can see through normal and magical darkness, notice secret doors hidden by magic, see the exact locations of creatures or objects under blur or displacement effects, see invisible creatures or objects normally, see through illusions, see onto the Ethereal Plane (but not into extradimensional spaces), and see the true form of polymorphed, changed, or transmuted things. The range of such sight is 3360 feet.

Stealth and Cloak
Illusion (Glamer)
Spellcraft DC: 79
Components: S
Casting Time: 10 minutes
Range: Personal
Duration: 16 hours, 40 minutes
Saving Throw: None (Harmless, object)
Spell Resistance: No or Yes (Harmless, object)
To Develop: 711,000 gp, 15 days, 28,440 XP. Seeds:
Conceal (DC 17), Factors: Independent of subject’s actions (+4), block divination (+6), Increase duration to 16 hours, 40 minutes (+8), Gain a +30 on opposed caster level checks to avoid divination (ad hoc +60) no verbal component +(2) mitigating factors: Increase casting time to 10 minutes (-18)

This spell conceals the caster from sight, even from darkvision. If the subject is a creature carrying gear, the gear vanishes too, rendering the creature invisible, and lasts regardless of the actions of the subject, This spell also blocks divination spells, spell-like effects, and epic spells developed using the reveal seed. In all cases where divination magic of any level, including epic level, is employed against the subject of a spell using the conceal seed for this purpose, an opposed caster level check determines which spell works, for which the caster of this spell gains a +30 bonus to his effective caster level.

Superlative Self-Improvement
Transmutation
Spellcraft DC: 114
Components: S
Casting Time: 10 minutes
Range: Personal
Duration: 20 hours
Saving Throw: Will negates (Harmless)
Spell Resistance: Yes (Harmless)
To Develop: 1,026,000 gp, 21 days, 41,040 XP. Seeds:
Fortify (DC 17) Factors: increase strength bonus to +8 (+14), provide +10 bonus to Dexterity (+20), Provide +10 bonus to Constitution (+20), Provide +10 bonus to Intelligence (+20), Provide +10 bonus to Wisdom (+20), Provide +10 bonus to Charisma (+20), no verbal component (+2), Mitigating Factors: Change from Touch to personal (-2), increase casting time to 10 minutes (-18)

Developed to ensure that a single person need not rely on others to make up for their weaknesses, by improving all aspects of their being, this spell provides the caster with a +10 enhancement bonuses to all ability scores except strength, which only receives a +8 enhancement bonus.

Epic Consecrated Stealth Planar Bubble
Abjuration
Spellcraft DC: 76
Components: S, M
Casting Time: 10 minutes
Range: Personal
Duration: 60 minutes/level
Effect: 60-ft radius emanation centred on caster
Saving Throw: Will negates (Harmless)
Spell Resistance: No
To Develop: 684,000 gp, 14 days, 27,360 XP. Seeds: Planar Bubble (DC 26), Concecrate (DC 16), Magic Aura (DC 14) Factors: Increase duration to 60 minutes/level (+10), increase area to 60-ft radius emanation (+20), make tenacious as the feat (ad hoc +10) no verbal component (+2), ward against Mage’s Disjunction (ad hoc +16) Mitigating Factors: Change from Touch to personal (-2), increase casting time to 1 minute (-18) increase casting time to 10 minutes (-18)

This spell mimics the Planar Bubble spell as found in the Spell Compendium, but with an increased duration and area of effect, but as personal range spell, a tenacious spell, and warded against Mage’s Disjunction. The subject also radiates a permanent Consecrate effect over the area for the duration of the spell, and masks the magic auras of spells and magic items within the area, so they appear as nonmagical.

________________________________________ _____________________

Ability Title (): Ability description

Ability Title (): Ability description
________________________________________ ________________________________________ ________________

May take 10 on any check, doesn’t automatically fail checks on a roll of 1.

Automatic Actions Spellcraft, Survival, Move Silently; 30 DC; 20 swift actions/round

Create Magic Items no gp limit; may create artefacts; nonmagical items last for 18 days ________________________________________ ________________________________________ ________________

Eradication (Di)
You can almost always find a weak point to attack.
Prerequisite Divine Rank 11, Str 29+, Base Attack Bonus +25
Benefit You have a 75% chance of overcoming immunity to critical hits and sneak attacks.

________________________________________ _____________________
fnord

05-14-07, 12:08 AM
Actually, Fnord, I think that the vestments of steadfast spellcasting would prevent the corrupt spell feat from being applied, which is almost as good. And permanent.
Great Scott, you're right! Excellent.
The ring might make a good backup in any case, in case he limits something else useful.
Rikandur_Azebol

05-14-07, 01:54 AM
Witch, I entered the whole first Iron Siege with my Iconic because it was said at the beggining that it will be uncannon. Are You suprised that I work towards "saving" my precious character ? ;)

Knowing beforehand the Serge's "suprise" I would use throw-away thrash character, had a good time trying to kill the bad guy, and forget the whole affair.

And, more importantly, You didn't replied to me how fast Brown Mold grows in environment as hot as Dis. I intend on creating such that feeds of Iron, burning it like Green Slime. Maybe combining these two will be a good thing to do ? :)



Guys ! Thank You all for help in pointing out mistakes in my build. Will work on correcting those. It is going to take a while.



Fnord, You forgot Witch's rule about max stat bonuses from epic spells. No more than can be affored with magic item worth 25% of Character's wealth. In case of Greater God of 70 lvl, it's +46.
Dispater24

05-14-07, 05:57 AM
Nasra (CR 58)
Paragon Demon Marilith Outsider 48, Rouge 10, Void Incarnate 10.
CE Huge Outsider (Chaotic, Evil, Extraplanar, Elemental)
Init +22; Senses darkvision 60ft Listen +86, Spot +86
Languages Abyssal, Celestial, Common, Infernal
________________________________________ _____________________

AC 65, touch 36, flat-footed 41 (–2 size, +14 Dex, +19 natural+12 Luck+12 Insight)
hp 2512 (48d8 outsider + 10d6 Rouge + 10d8 Void Incarnate + 816+1496), regeneration (10 /Epic and Fire and Acid ); DR 20/good and cold iron and Axiomatic, 10/epic and Silver.
Immune poison, Fire, Electricity, Acid, Cold, Sonic.
Resist acid 10, cold 10, fire 10; SR 83 (CR+25)
Fort +72, Ref +64, Will +63
________________________________________ _____________________

Speed 120ft. (24 squares); Fly 180ft(good).
Space/Reach 15 ft./15 ft.
Melee Slam +106 (3w6+53[Vile]+3d6 Ability Damage [Strenght]+2d4 ability drain[Strenght]+4w8 Anarchic+4 negative levels)19-20x2+1w6 or tail slap +24 melee (6d6+47)19-20x2
Full Attack: 6 slams +106/101/96/91 (3w6+53[Vile]+3d6 Ability Damage [Strenght]+2d4 ability drain[Strenght]+4w8 Anarchic+4 negative levels)19-20x2+1w6 and tail slap +101 melee (6d6+33)19-20x2
Base Atk +55; Grp +104
Atk Options power attack, Constrict 4d8+60, improved grab, spell-like abilities, summon demon, Sneak Attack+5w6, Null strike, Ravages Ignore Immunity to Critical Hits 75%,Ignore Damage Reduction/Hardness 20 pts, Devastating Critical RW Con 65 or Death.
Special Actions
________________________________________ _____________________

Spell-like Abilities (CL 63th) (DC 1X+spell level)
At will— At will,align weapon, blade barrier (DC 43), magic weapon, project image (DC 44), polymorph, see invisibility, telekinesis (DC 44), greater teleport (self plus 50 pounds of objects only), unholy aura (DC 47).
3x per day -- greater dispel magic, haste.
________________________________________ _____________________

Abilities Str 64, Dex 38, Con 54, Int 36, Wis 36, Cha 42
SQ Blank aura Improved evasion Void presence, Mettle of fortitude Blank mind Mettle of will Improved mettle of fortitude, Empty form Improved mettle of will, Trapfinding, Evasion, Trap Sense, Uncanny Dodge, Improved Uncanny Dodge, Slippery Mind. Damage reduction 20/good and cold iron and Axiomatic, Damage reduction 10/epic and Silver, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 83, telepathy 100 ft, Fast Healing 20, Regeneration 10, Immunties, Ravages, Demon Traits, Elemental type, Outsider traits.
Feats Combat Expertise, Combat Reflexes, Multiattack, Multiweapon Fighting, Improved Critical(Slam), Power Attack, Weapon Focus (Slam), Cleave, Improved Initiative, Power Attack, Great Cleave, Dodge, Mobility, Blind Fight, Spring Attack, Greater Weapon Focue(Slam), Weapon Specialization(Slam), Improved Unarmed Strike, Deflect Arrows, Improved grapple, Rapid Strike, Improved Rapid Strike, Improved Natural Attack.

Epic Feats Overwhelming Critical (Slam), Devastating Critical (Slam), Dexterous Fortitude, Dexterous Will, Epic Fortitude, Epic Reflexes, Epic Trapfinding, Epic Weapon Focus, Epic Weapon Specialization(Slam), Epic Will, Exceptional Deflection, Improved Combat Reflexes, Infinite Deflection, Legendary Climber, Legendary Leaper, Legendary Wrestler. Multiweapon Rend, Reflect Arrows, Spellcasting Harrier, Superior Initiative.

Skills Appraise+68, Balance+69, Bluff+71, Climb+82, Decipher Script+68, Diplomacy+71, Disable Device+68, Disguise+71, Escape Artist+69, Forgery+68, Gather Information+68, Handle Animal+71, Hide+80, Intimidate+71, Jump+82, Knowledge (local)+68, Listen+86, Move Silently+69, Open Lock+69, Perform+71, Profession(Killer)+68, Ride+69, Search+68, Sense Motive+68, Sleight of Hand+69, Spellcraft+68, Spot+86, Survival +68, Swim+82, Tumble+68, Use Magic Device+71, Use Rope+69.

Possessions
________________________________________ _____________________
Nasra's natural weapons and any weapons she wields strike as chaotic-aligned, evil-aligned and Epic for the purposes of overcoming damage reduction.

Demon Traits: Immunity to electricity and poison. Resistance to acid 10, cold 10, and fire 10.

Constrict (Ex): A marilith deals 4d8+60 points of damage with a successful grapple check. The constricted creature must succeed on a DC 74 Fortitude save or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter. The save DC is Strength-based.

Improved Grab (Ex): To use this ability, a marilith must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds on the grapple check, it can constrict.

Summon Demon (Sp): Once per day a marilith can attempt to summon 4d10 dretches, 1d4 hezrou, or one nalfeshnee with a 50% chance of success, or one glabrezu or another marilith with a 20% chance of success. This ability is the equivalent of a 5th-level spell.

True Seeing (Su): Mariliths continuously use this ability, as the spell (caster level 63th).

Skills: Mariliths have a +8 racial bonus on Listen and Spot checks.

Feats: In combination with its natural abilities, a marilith’s Multiweapon Fighting feat allows it to attack with all its arms at no penalty.

Sneak Attack:

Trapfinding:

Evasion (Ex):

Trap Sense (Ex):

Uncanny Dodge (Ex):

Improved Uncanny Dodge (Ex):

Slippery Mind (Ex): This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on
her saving throw.

Blank Aura (Ex): The void incarnate (and any equipment he wears or carries) radiates no aura of any kind. Detect chaos, detect magic, and similar spells simply register him as a blank. The void incarnate cannot lower this aura.

Improved Evasion (Ex): At 2nd level and higher, when subjected to an effect that allows a Reflex save for half damage, the void incarnate takes only half damage on a failed save (and no damage on a successful save, just as with evasion). Improved evasion can be used only if the void incarnate is wearing light armor or no armor.

Void Presence (Ex): Opponents of a void incarnate unconsciously ignore the void incarnate's presence starting at 3rd level. They are always treated as flat-footed to the void incarnate (and thus may not apply their Dexterity modifier to AC). This lasts until the void incarnate attacks the opponent, but resumes again at the start of the void incarnate's next turn. This is a mind-affecting effect.
You can also use Bluff to create a diversion to hide as a move-equivalent action, rather than as a standard action.
This ability has an interesting side effect. Anyone attempting to use Gather Information or similar methods to learn about a void incarnate finds the task very difficult. Increase the DC of such tasks by 20 plus the target's void incarnate class level.

Mettle of Fortitude (Ex): Beginning at 4th level, if exposed to any effect that normally allows a character to attempt a Fortitude save for a partial or half effect (such as slay living), the void incarnate suffers no effect with a successful saving throw.

Blank Mind (Ex): At 5th level, the void incarnate is protected by a mind blank effect at all times. The void incarnate cannot lower this aura, even to accept a harmless mind-affecting spell.

Mettle of Will (Ex): If exposed to any effect that normally allows a character to attempt a Will save for a partial or half effect (such as an inflict wounds spell), the 6th-level void incarnate suffers no effect with a successful saving throw.

Null Strike (Ex): Once per day, a 7th-level void incarnate can declare any melee or ranged attack he makes to be a touch attack. He may use this ability one additional time per day for every 4 levels gained above 7th.

Improved Mettle of Fortitude (Ex): By 8th level, if subjected to an effect that allows a Fortitude save for a partial or half effect, the void incarnate takes only the partial or half effect on a failed save (and no effect on a successful save, just as with mettle of fortitude).

Empty Form (Ex): A 9th-level void incarnate has a permanent freedom of movement effect (as the spell) on him at all times. The character also becomes immune to force effects. Such effects either deal no damage (such as magic missile), don't exist for the void incarnate (such as wall of force, which the void incarnate can simply walk through), or otherwise fail to affect the void incarnate (such as mage armor).

Improved Mettle of Will (Ex): Beginning at 10th level, if subjected to an effect that allows a Will save for a partial or half effect, the void incarnate takes only the partial or half effect on a failed save (and no effect on a successful save, just as with mettle of will).

Ravages:

Ability Damage Cosmic: Slam 3d6 points of Strength damage

Ability Drain Cosmic: Slam 2d4 points of Strength drain

Additional Movement Form Cosmic: Fly: 1.5 land speed (good)

Bonus Feats Abhorrent:(2x).

Energized Attacks Cosmic: Slam 4w8 Anarchic

Energy Drain Cosmic: Slam 4 negative levels

Ignore Immunity to Critical Hits Cosmic: 75%.

Ignore Damage Reduction/Hardness Cosmic: 20 pts.

Mimic Type Abhorrent: A demon who possesses this ravage has been so mutated by the power of the Abyss it gains the traits of another creature type: Elemental.

Regeneration cosmic: regeneration 10, by epic and Fire and Acid)

Resistances energy cosmic: immunity(4x) Sonic, Fire, Cold, Acid.

Virtual Class Levels Cosmic: gains virtual levels in fighter core class, virtual class level equals 3/4 racial hit dice (36)

Vile Natural Attacks cosmic: demon with ravage treats 100% of its natural attack damage as vile damage.


Abilitys
ST 64(29Base+15Paragon+8Size+12HD)
GE 38(19Base+15Paragon-2Size+6Point buy)
KO 54(29Base+15Paragon+4Size+1HD+5Point buy)
IN 36(18Base+15Paragon+3point buy)
WE 36(18Base+15Paragon+3point buy)
CH 42(24Base+15Paragon+3point buy)




Finally found a way to edit it right, i hope so.

Is this charchter workable? Can I use it?
dragon221284

05-14-07, 06:35 AM
where could i find the Prc void incarnate?
its abilitys looks nice :)
Witch

05-14-07, 06:36 AM
Well, that would be rather pointless, no? This is a unique SDA; someone seeing the effects of this SDA would instantly realize that this is responsible and Aram is the one who'll be causing everything. For instance, suppose in the future Aram will fight and kill Bob. Someone divining Bob's future will see him fighting against some unknown foe and be killed. When all manners of divinations fail to reveal who Bob was fighting, the obvious conclusion is this SDA is blocking it, and since Aram is the only one with this SDA, then it must be Aram who kills Bob. There's already a way around this SDA with the rank check. An equal rank deity would have a 30% chance of breaking past it, and they can retry every week. Alternatively, I can bring back the Bluff vs. Sense Motive method, in which case even mortals can break this SDA.

I'd also like to point out that in a game world, this ability really isn't that powerful. The only thing this prevents is determining what Aram will do by using future-revealing magic or abilities. I doubt that will even come up very often, and if someone really wants to know Aram's future actions, they can steal his physical plans or capture and interrogate a trusted adviser.
The thing is, you're essentially stating that anything which ever results from an action of Aram cannot be found out. Let's say Aram causes X to come to pass. X causes Y and Z to do A, B and C. A, B and C each cause additional results - up to the point where divinations simply do not function at all.
Can I use the Ring of Free Magic from the Planar Handbook?
..By expending charges from a ring of free magic, the wearer can cast spells of the prohibited school, subschool, descriptor, or level as if the limited magic trait didn't exist. The number of charges expended is equal to the level of the spell the wearer wishes to cast.
A newly created ring of free magic has 50 charges. When all charges are expended, the ring becomes a nonmagical
item.
I've ruled on that ring in PM before (by the way, people, please don't PM me with questions. I'll answer them on this thread.), but I've forgotten how :embarrass Whoever it was that asked me this, please inform me as to my answer. I think I said no, however.


Improved Esoteric Aegis: fine.
Escape Solidty: I'm going to rule it out because of the can of worms Immediate Action epic spells open. I suggest you alter it into a contingent spell instead.
Empowerment: no. Bonuses are limited to the item you could afford with a 1/4 of your wealth - which Zelck calculated to be 25, iirc.
Swift Boost: same issue.
Mage's Assassin: fine.


patron template (http://community.dicefreaks.com/viewtopic.php?t=46)
Can we use this template, if yes, whats the CR or La for it?
No you can't. It's widely acknowledge that it's a crappy template.

I had not read the HotA material before, on account of the fact that I think demons are the lamest of all aligned Outsiders.
I beg to disagree :P Thus an SDA that replicates that effect should be fine (I got the impression that the other Cosmic Ravages were about equivalent to Salient Divine Abilities)
Go ahead and use that, then :)


Are You suprised that I work towards "saving" my precious character ? ;)
No, but saving your precious character is something you should be asking Serge. Not me. (On the other hand, I don't really advise bugging him with it either ^^)

And, more importantly, You didn't replied to me how fast Brown Mold grows in environment as hot as Dis. I intend on creating such that feeds of Iron, burning it like Green Slime. Maybe combining these two will be a good thing to do ? :)
Read the description of Brown Mold to find out.



Fnord, You forgot Witch's rule about max stat bonuses from epic spells. No more than can be affored with magic item worth 25% of Character's wealth. In case of Greater God of 70 lvl, it's +46.
If it's that big.
For a +46 bonus, that'd mean available wealth is 169,280,000. I could be mistaken, but I doubt it's that much. Zelck's calculations left it at +25, iirc.
Phantom Llama

05-14-07, 07:50 AM
Escape Solidty: I'm going to rule it out because of the can of worms Immediate Action epic spells open. I suggest you alter it into a contingent spell instead.
Interestingly, there's an 8th-level martial manoeuvre that does the same thing, though only for one round. Not that I don't think keeping that can of worms closed is a wise idea.

where could i find the Prc void incarnate?
its abilitys looks nice
http://www.wizards.com/default.asp?x=dnd/ei/20030810a

...demons are the lamest of all aligned Outsiders.

Objection: Guardinals.
Witch

05-14-07, 07:55 AM
Let us not forget:
http://perso.orange.fr/caverne/SmallModronAnim.gif
spike81101

05-14-07, 08:45 AM
Originally Posted by Witch
I've ruled on that ring in PM before (by the way, people, please don't PM me with questions. I'll answer them on this thread.), but I've forgotten how Whoever it was that asked me this, please inform me as to my answer. I think I said no, however.


Originally Posted by spike81101
No, it is a ring. Here it is:

Free Magic: **edited so I don't get banned**

I would of course make it have unlimited charges and price it as 100 charges for 90,000 gp.

Originally Posted by Witch
I disapprove of that. It renders the charges part pointless. You're welcome to add more charges, but not unlimited.
Witch

05-14-07, 08:47 AM
Thanks, Spike! There you go: the ring is allowed provided the charges are taken into account :)
Rikandur_Azebol

05-14-07, 09:11 AM
The thing is, you're essentially stating that anything which ever results from an action of Aram cannot be found out. Let's say Aram causes X to come to pass. X causes Y and Z to do A, B and C. A, B and C each cause additional results - up to the point where divinations simply do not function at all.

Maybe better would be wording the thing that it couldn't detect the deity in question ? Something along the lines of 2ed Baernoloths. Thus this whole detecting stuff, when not directed at the Aram, works fine ... unless it could mention him. For then it goes "ZONK!".

No, but saving your precious character is something you should be asking Serge. Not me. (On the other hand, I don't really advise bugging him with it either ^^)

I'll eventually get to him. ;)

Read the description of Brown Mold to find out.

By description it doubles size each time exposed to heat. :devil:

If it's that big.
For a +46 bonus, that'd mean available wealth is 169,280,000. I could be mistaken, but I doubt it's that much. Zelck's calculations left it at +25, iirc.

Isn't +46 bracers of something worth: 46x46x10,000 gp = 21,160,000 gp ?
Taeldrin Laesrash

05-14-07, 09:16 AM
Let us not forget:
http://perso.orange.fr/caverne/SmallModronAnim.gif

Nah, Modrons at least provide good comic relief, and at most can be an interesting roleplaying challenge. The Guardinals just sit around in Elysium in who-knows-where doing who-knows-what until they have to stop an Archon and Eladrin from fighting.

BTW; I've got my contestant set up, save for the skills; however, I need to create a few more things.

(And Rikandur, why are you so intent on saving your character's soul? Is this treated as a canon loss over at Dicefreaks?)
Dispater24

05-14-07, 09:18 AM
Two ready one left.



Crest
The Destroyer of Worlds, Bringer of Doom, The Ender of Live
Greater Deity
Symbol: Demonclaw Holding a Planet
Home Plane: Abyss
Alignment: chaotic evil
Portfolio: Destruction, Death, War, Assasination.
Worshippers: fighters, warriors, rangers, Barbarians, Assasins.
Cleric Alignments: CN, NE, CE
Domains: Destruction, War, Strenght, Death, Chaos, Evil.
Favored Weapon: Natural attack (claw)

Crest is the Demon God of Destruction, often called The Destroyer of Worlds.

Crest
Male Fighter 50, rouge 10, Void Incarnate
medium Outsider (Augmented Humanoid, Extraplanar, Human, Chaotic, Evil)

Init +23 (15Dex+8Superior initiative) always First(Supreme Initiative;

Senses 18 mile radius, 20 remote locations; Listen +106, Spot +106; portfolio sense, Blindsense, Blindsight, Darkvision.

Aura divine aura (DC 43), 18 miles; Languages all languages (including nonverbal languages)
________________________________________ _____________________

AC 91, touch 58, flat-footed 76 (+15 deflection, +15 Dex, +18 divine, +33 natural)

HP: 50w10+20w6+1400 (2020)

DR 55/epic and Adamantid and Good and Axiomatic and Bludgeoning.

Immune ability damage*, ability drain*, acid, banishment effects*, charms*, cold, compulsions*, critical hits, death effects*, disease*, disintegration*, electricity, energy drain*, fire, imprisonment effects*, morale effects*, paralysis*, patterns*, phantasms*, poison, sleep*, sonic, stunning*, transmutations* (except his own), turning and rebuking*
* Bypassed with successful rank check

Resist cold 38,.acid 10, electricity 10, and fire 10. SR 105

Fort +79; Refl +68; Will +68
________________________________________ _____________________

Speed 60 ft. (12 squares), Fly 240 ft. (good); Space/Reach 5ft./15ft.

Melee Claw +90 Touch (1w6+49[Vile]+3d6 Ability Damage [Strenght]+2d4 ability
drain[Strenght]+4w4Anarchic+4 negative levels) 19-20x2 RW con 64 or Death+1w6 or Bite +85 melee (1d6+27) 19-20x2

Full Attack 2 Claws +90/85/80/75 Touch (1w6+49[Vile]+3d6 Ability Damage [Strenght]+2d4 ability drain[Strenght]+4w4 Anarchic+4 negative levels) 19-20x2 RW con 64 or Death+1w6 and Bite +85 melee (1d6+15)19-20x2

Base Atk +41; Grp +78

Atk Options Power Attack, Smite (+4 on attack rolls and +18 on damage rolls, 18/day), Strength domain (+18 to Strength for 1 round, 18/day), Death Touch(18w6), Anihilating Strike DC 53/62, Sunder and Disjoin DC 34, Mass Life and death DC 43, life and death DC 53,Hand of Death DC 43, Divine Splendor 180ft, DC 53, Life Drain 43, Divine Storm 43.

Special Actions Divine Blast (ranged touch, 33d12 damage, 18/day), Divine Shield (180 points of damage, 23/day), power attack, Constrict 4d8+60, improved grab, spell-like abilities, summon demon, Sneak Attack+5w6, Null strike, Ravages Ignore Immunity to Critical Hits 75%,Ignore Damage Reduction/Hardness 20 pts, Salient Divine Abilities.

Combat Gear -
________________________________________ _____________________


Spell-Like Abilities (CL 88th)DC43+Spell Level.
At will –
Chaos Domain Spells
1 Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2 Shatter: Sonic vibration damages objects or crystalline creatures.
3 Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level.
4 Chaos Hammer: Damages and staggers lawful creatures.
5 Dispel Law: +4 bonus against attacks by lawful creatures.
6 Animate Objects: Objects attack your foes.
7 Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
8 Cloak of Chaos F: +4 to AC, +4 resistance, SR 25 against lawful spells.
9 Summon Monster IX*: Calls extraplanar creature to fight for you.
*Cast as a chaos spell only.

Death Domain Spells
1 Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
2 Death Knell: Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level.
3 Animate Dead M: Creates undead skeletons and zombies.
4 Death Ward: Grants immunity to death spells and negative energy effects.
5 Slay Living: Touch attack kills subject.
6 Create Undead M: Create ghouls, ghasts, mummies, or mohrgs.
7 Destruction F: Kills subject and destroys remains.
8 Create Greater Undead M: Create shadows, wraiths, spectres, r devourers.
9 Wail of the Banshee: Kills one creature/level.

Destruction Domain Spells
1 Inflict Light Wounds: Touch attack, 1d8 damage +1/level (max +5).
2 Shatter: Sonic vibration damages objects or crystalline creatures.
3 Contagion: Infects subject with chosen disease.
4 Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
5 Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to any creatures.
6 Harm: Deals 10 points/level damage to target.
7 Disintegrate: Makes one creature or object vanish.
8 Earthquake: Intense tremor shakes 80-ft.-radius.
9 Implosion: Kills one creature/round.

Evil Domain Spells
1 Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2 Desecrate M: Fills area with negative energy, making undead stronger.
3 Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level.
4 Unholy Blight: Damages and sickens good creatures.
5 Dispel Good: +4 bonus against attacks by good creatures.
6 Create Undead M: Create ghouls, ghasts, mummies, or mohrgs.
7 Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
8 Unholy Aura F: +4 to AC, +4 resistance, SR 25 against good spells.
9 Summon Monster IX*: Calls extraplanar creature to fight for you.
*Cast as an evil spell only.

Strength Domain Spells
1 Enlarge Person: Humanoid creature doubles in size.
2 Bull’s Strength: Subject gains +4 to Str for 1 min./level.
3 Magic Vestment: Armor or shield gains +1 enhancement per four levels.
4 Spell Immunity: Subject is immune to one spell per four levels.
5 Righteous Might: Your size increases, and you gain combat bonuses.
6 Stoneskin M: Ignore 10 points of damage per attack.
7 Grasping Hand: Large hand provides cover, pushes, or grapples.
8 Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
9 Crushing Hand: Large hand provides cover, pushes, or crushes your foes.

War Domain Spells
1 Magic Weapon: Weapon gains +1 bonus.
2 Spiritual Weapon: Magical weapon attacks on its own.
3 Magic Vestment: Armor or shield gains +1 enhancement per four levels.
4 Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
5 Flame Strike: Smite foes with divine fire (1d6/level damage).
6 Blade Barrier: Wall of blades deals 1d6/level damage.
7 Power Word Blind: Blinds creature with 200 hp or less.
8 Power Word Stun: Stuns creature with 150 hp or less.
9 Power Word Kill: Kills creature with 100 hp or less.

_______________________________________ _____________________

Divine Rank 18

Abilities Str 61, Dex 40, Con 50, Int 40, Wis 40, Cha 40

SQ Divine Aura, Fast Healing 38, Immortality, Blank aura Improved evasion Void presence Mettle of fortitude Blank mind Mettle of will Improved mettle of fortitude Empty form Improved mettle of will, Trapfinding, Evasion, Trap Sense, Uncanny Dodge, Improved Uncanny Dodge, Slippery Mind. Damage reduction 55/epic and Adamantid and Good and Axiomatic and Bludgeoning, spell resistance 83, telepathy 100 ft, Fast Healing 20, Regeneration 10, Immunties, Ravages, Divine Dodge68%.

Feats Combat Expertise, Combat Reflexes, Multiattack, Improved multiattack, Power Attack, Cleave, Improved Initiative, Power Attack, Great Cleave, Dodge, Mobility, Blind Fight, Spring Attack, Greater Weapon Focue(Claw), Improved Unarmed Strike, Deflect Arrows, Improved grapple, Rapid Strike, Improved Rapid Strike, Improved Natural Attack, Improved Combat Expertise, Hold the Line, Clever Wrestling, Improved Trip, Knock Down, Whirlwind Attack, Improved Disarm, Improved Sunder, Snatch Weapon.

Epic Feats Overwhelming Critical (Claw), Devastating Critical (Claw), Dexterous Fortitude, Dexterous Will, Epic Fortitude, Epic Reflexes, Epic Trapfinding, Epic Weapon Focus, Epic Weapon Specialization(Claw), Epic Will, Exceptional Deflection, Improved Combat Reflexes, Infinite Deflection, Legendary Climber, Legendary Leaper, Legendary Wrestler. Multiweapon Rend, Reflect Arrows, Spellcasting Harrier, Superior Initiative, Improved Whirlwind Attack.

Salient Divine Abilities Annihilating Strike, Divine Blast, Divine Fast Healing, Increased Spell Resistance, Indomitable Strength, Battlesense, Clearsight, Divine Celerity, Divine Dodge, Divine Splendor, Divine Waepon Fokus(Claw, Divine Weapon Mastery, Divine Wapon Specialisation(Claw), Hand of Death, Increased Damage Reduction, Irresistible Blows(Claw), Life and Death, Mass Divine Blast, Sunder and Disjoin, Supreme Initiative, Divine Shield, Divine Storm, Life Drain.

Skills Appraise+67, Balance+67, Bluff+67, Climb+77, Decipher Script+67, Diplomacy+67, Disable Device+67, Disguise+67, Escape Artist+106, Forgery+67, Gather Information+67, Handle Animal+67, Hide+106, Intimidate+67, Jump+77, Knowledge (local)+67, Listen+106, Move Silently+106, Open Lock+67, Perform+67, Profession(Killer)+67, Ride+67, Search+67, Sense Motive+74, Sleight of Hand+67, Spellcraft+67, Spot+106, Survival+67, Swim+77, Tumble+67, Use Magic Device+67, Use Rope+67.

Possessions -
________________________________________ _____________________

Sneak Attack:

Trapfinding:

Evasion (Ex):

Trap Sense (Ex):

Uncanny Dodge (Ex):

Improved Uncanny Dodge (Ex):

Slippery Mind (Ex): This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on
her saving throw.

Blank Aura (Ex): The void incarnate (and any equipment he wears or carries) radiates no aura of any kind. Detect chaos, detect magic, and similar spells simply register him as a blank. The void incarnate cannot lower this aura.

Improved Evasion (Ex): At 2nd level and higher, when subjected to an effect that allows a Reflex save for half damage, the void incarnate takes only half damage on a failed save (and no damage on a successful save, just as with evasion). Improved evasion can be used only if the void incarnate is wearing light armor or no armor.

Void Presence (Ex): Opponents of a void incarnate unconsciously ignore the void incarnate's presence starting at 3rd level. They are always treated as flat-footed to the void incarnate (and thus may not apply their Dexterity modifier to AC). This lasts until the void incarnate attacks the opponent, but resumes again at the start of the void incarnate's next turn. This is a mind-affecting effect.
You can also use Bluff to create a diversion to hide as a move-equivalent action, rather than as a standard action.
This ability has an interesting side effect. Anyone attempting to use Gather Information or similar methods to learn about a void incarnate finds the task very difficult. Increase the DC of such tasks by 20 plus the target's void incarnate class level.

Mettle of Fortitude (Ex): Beginning at 4th level, if exposed to any effect that normally allows a character to attempt a Fortitude save for a partial or half effect (such as slay living), the void incarnate suffers no effect with a successful saving throw.

Blank Mind (Ex): At 5th level, the void incarnate is protected by a mind blank effect at all times. The void incarnate cannot lower this aura, even to accept a harmless mind-affecting spell.

Mettle of Will (Ex): If exposed to any effect that normally allows a character to attempt a Will save for a partial or half effect (such as an inflict wounds spell), the 6th-level void incarnate suffers no effect with a successful saving throw.

Null Strike (Ex): Once per day, a 7th-level void incarnate can declare any melee or ranged attack he makes to be a touch attack. He may use this ability one additional time per day for every 4 levels gained above 7th.

Improved Mettle of Fortitude (Ex): By 8th level, if subjected to an effect that allows a Fortitude save for a partial or half effect, the void incarnate takes only the partial or half effect on a failed save (and no effect on a successful save, just as with mettle of fortitude).

Empty Form (Ex): A 9th-level void incarnate has a permanent freedom of movement effect (as the spell) on him at all times. The character also becomes immune to force effects. Such effects either deal no damage (such as magic missile), don't exist for the void incarnate (such as wall of force, which the void incarnate can simply walk through), or otherwise fail to affect the void incarnate (such as mage armor).

Improved Mettle of Will (Ex): Beginning at 10th level, if subjected to an effect that allows a Will save for a partial or half effect, the void incarnate takes only the partial or half effect on a failed save (and no effect on a successful save, just as with mettle of will).

Domain Abilities
CHAOS DOMAIN
Granted Power: You cast chaos spells at +1 caster level.

DEATH DOMAIN
Granted Power: You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature’s current hit points, it dies (no save).

DESTRUCTION DOMAIN
Granted Power: You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level (if you hit). You must declare the smite before making the attack. This ability is usable once per day.

EVIL DOMAIN
Granted Power: You cast evil spells at +1 caster level.

STRENGTH DOMAIN
Granted Power: You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus +18 to Strength. Activating the power is a free action, the power lasts 1 round, and it is usable 18x per day.

WAR DOMAIN
Granted Power: Free Martial Weapon Proficiency with deity’s favored weapon (if necessary) and Weapon Focus with the deity’s favored weapon.


Divine Aura (Ex) The mere presence of Crest can deeply affect mortals or beings of lower divine rank. A divine aura is an emanation that extends around the deity in a 18 miles radius. He chooses the size of the radius and can change it as a swift action. If the he chooses a radius of 0 feet, his aura power effectively becomes non-functional. When two or more deities' auras cover the same area, only the aura that belongs to the deity with the highest rank functions. If divine ranks are equal, the auras coexist.

Crest can make his own worshipers, beings of his alignment, or both types of individuals immune to the effect as a free action. The immunity lasts one day oruntil he dismisses it. Once affected by an aura power, creatures remain affected as long as they remain within the aura's radius. Crest can choose from the following effects each round as a free action:

Daze: Affected beings just stare at the deity in fascination. They can defend themselves normally but can take no actions.

Fright: Affected beings become shaken and suffer a –2 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from Crest makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight.

Resolve: Crest’s allies receive a +4 morale bonus on attack rolls, saves, and checks, while his foes receive a –4 morale penalty on attack rolls, saves, and checks.

All divine aura effects are mind-affecting abilities. Mortals and other deities of lower rank can resist the aura’s effects with successful Will saves; the DC is 43. Deities are immune to the auras of others of equal or lower rank. Any being that makes a successful saving throw against a deity’s aura becomes immune to that aura power for one day.


Immortality Crest is naturally immortal and cannot die from natural causes. He does not age, and needs not to eat, sleep or breathe. He's not subject to death from massive damage either.
He risks permanent destruction if slain on his home plane and if the attacker succeeds in a rank check. Otherwise, the deity reforms within his divine realm after 70 years.

________________________________________ _____________________

Crest does not automatically fail on a natural attack roll or saving throw roll of 1. He may take 10 on any check or d20 roll.

Automatic Actions Balance, Climb, Hide, Move Silently, Spot, Tumble; DC30; 20 swift actions/round.


Magic Items no maximum (including artifacts)

Ravages:

Ability Damage Cosmic: Slam 3d6 points of Strength damage

Ability Drain Cosmic: Slam 2d4 points of Strength drain

Additional Movement Form Cosmic: Fly: 1.5 land speed (good)

Blindsense Cosmic: 360 feet

Blindsight Cosmic: 120 feet

Energized Attacks Cosmic: Slam 4w4 Anarchic

Energy Drain Cosmic: Slam 4 negative levels

Expanded Reach Vile: +10ft.

Improved Damage Reduction Cosmic: 4 options +10+Good+Axiomatic.

Ignore Immunity to Critical Hits Cosmic: 75%.

Ignore Damage Reduction/Hardness Cosmic: 20 pts.

Mimic Type Abhorrent: A demon who possesses this ravage has been so mutated by the power of the Abyss it gains the traits of another creature type: Elemental.

Regeneration cosmic: regeneration 10, by epic and Fire and Acid)

Resistances energy cosmic: immunity(3x) Sonic, Fire, Cold.

Vile Natural Attacks cosmic: demon with ravage treats 100% of its natural attack damage as vile damage



Ok?
Rikandur_Azebol

05-14-07, 09:32 AM
Taeldrin Laesrash, I'm very fond of my namesake ... and risked him in such contest just because I belived that to be uncannon. Rik's death would be a minor setback if not for Serge cannonising events surrounding my Iconic's death, made by Kain Darkwind who wasn't even Iron Siege DM then ... just stumbled in and wrote actions for his iconic, the Time Devil:
Merorem went into Abyss, somehow found out "My" soul here fought over by demonkind, dispatched of demons and used soul-stone on it in the extact moment when Abyssal Vortex opened. Many demons perished, "My" soul was torn in twain and big part of it was absorbed by soul-stone. Rest was absorbed by Abyssal Vortex and torn apart into "sparks".
Devil lost some of his power to Abyss, barely avoiding similiar fate and returned home.

This particular event make it difficult to revive my Iconic. And so far I did little progress in this matter, since all officially Cannonised games where I was attempting that went on hiatus or died out. :)
Witch

05-14-07, 09:37 AM
By description it doubles size each time exposed to heat. :devil:
Fire, not heat.

Isn't +46 bracers of something worth: 46x46x10,000 gp = 21,160,000 gp ?
It's *20,000, not *10,000.

Nah, Modrons at least provide good comic relief, and at most can be an interesting roleplaying challenge.
I dislike Outsiders based around comic relief :D Except Wolf-Spiders. Cause Wolf-Spiders are awesome.

(And Rikandur, why are you so intent on saving your character's soul? Is this treated as a canon loss over at Dicefreaks?)
Let's just say Dicefreaks canon includes Merorem the Darkwind doing some not very nice things to Rikandur, as well as his soul being split half across the Abyss and half in a gem. The whole method of dealing with Rikandur was considered so brilliant that Serge declared it canon for it. (Kain Darkwind was playing Merorem the Darkwind in this instance, because Merorem is Kain's creation, and there is noone who can play him as well as Kain himself).
Rik has a tendency of trying to revive his character in every official Dicefreaks game there is.
Zelck

05-14-07, 10:19 AM
The thing is, you're essentially stating that anything which ever results from an action of Aram cannot be found out. Let's say Aram causes X to come to pass. X causes Y and Z to do A, B and C. A, B and C each cause additional results - up to the point where divinations simply do not function at all.
Right, but Aram is a god. Most of his days are spent sitting in his Godly realm doing minor stuff in it (and providing spells to clerics isn't considered interceding to the ability). Divinations are going to work fine for the most part except in the rare occasion when he decides to do some overt action.

Maybe better would be wording the thing that it couldn't detect the deity in question ? Something along the lines of 2ed Baernoloths. Thus this whole detecting stuff, when not directed at the Aram, works fine ... unless it could mention him. For then it goes "ZONK!".
See, that doesn't work too well either. The ability is a unique SDA (or maybe one or at most two other gods have something similar). Again, using the Aram kills Bob example:

Diviner: When does Bob die?
Spell: March 12th.
Diviner: Who kills Bob?
Spell: ZONK!
Diviner: Oh, that must be one of the gods with the SDA that blocks divinations. Hey Bob, Aram is going to try to kill you.

See my point?
goro

05-14-07, 10:28 AM
Do any deities currently have realms on the second layer?
Witch

05-14-07, 10:30 AM
Right, but Aram is a god. Most of his days are spent sitting in his Godly realm doing minor stuff in it (and providing spells to clerics isn't considered interceding to the ability). Divinations are going to work fine for the most part except in the rare occasion when he decides to do some overt action.
The Butterfly Effect still comes into action. Such a minor alteration can alter the entire stream of events.


See, that doesn't work too well either. The ability is a unique SDA (or maybe one or at most two other gods have something similar). Again, using the Aram kills Bob example:

Diviner: When does Bob die?
Spell: March 12th.
Diviner: Who kills Bob?
Spell: ZONK!
Diviner: Oh, that must be one of the gods with the SDA that blocks divinations. Hey Bob, Aram is going to try to kill you.

See my point?

There're numerous other questions:
"How does Bob die?"
ZONK
"Where will bob die?"
ZONK

How about having a number of minutes before and after events that Aram does directly, be undetectable by Divinations?

For example, Aram will kill Bob. Divinations cannot detect that Bob will die, nor how, by whom and where. However, they can detect that five minutes later, Bob is lying dead over there, horridly mutilated in some way.
Witch

05-14-07, 10:31 AM
Do any deities currently have realms on the second layer?
Yes, and all of them have pacts with Dispater. I have no names, however, but there're deities that live there.
The Serge7

05-14-07, 10:32 AM
Let's just say Dicefreaks canon includes Merorem the Darkwind doing some not very nice things to Rikandur, as well as his soul being split half across the Abyss and half in a gem. The whole method of dealing with Rikandur was considered so brilliant that Serge declared it canon for it. (Kain Darkwind was playing Merorem the Darkwind in this instance, because Merorem is Kain's creation, and there is noone who can play him as well as Kain himself).
Well, the.. "some not very nice things" Merorem the Darkwind did to Rikandur was actually written and conceived by the first Iron Siege DM, Selah. It was hilarious then and it is now (I am still ticked that I accidentally purged that thread. It was a work of art, Rikandur's destruction).

Everything that happened afterward was Kain's idea. And, yes, everything in those events, from Rikandur's failed siege on Dis to the current dispoition of his soul, was so amusing that I canonized it for Dicefreaks.

Rik has a tendency of trying to revive his character in every official Dicefreaks game there is.
And, unless Rikandur Azebol comes up with a nifty approach, his character's fate will continue to be determined at the hands of Kain and Selah. :)
goro

05-14-07, 11:19 AM
where can we find upper krusts CR calculator?
Witch

05-14-07, 11:28 AM
Somewhere at ENWorld. However, as the CR calculator is based on his version of CR (which works differently), it's not the same. I'm working with that document, as well as some calculations he informed me about on MSN.
goro

05-14-07, 11:31 AM
Did mercucio get back to you yet on Racial HD / Class HD for MoL template?
Squirrelloid

05-14-07, 12:00 PM
I actually think this would be trivially easy to do, because at these levels you fight with ridiculousness. But I want to poke at it. However, I have two questions and some comments on SDAs.

Q: If you make a party of 1 DvR 18 and 3 DvR 0 characters, do the DvR 0 characters count as level 50 PCs? (DvR 0 is not covered in the linked pdf as to HD etc...).

Q2: The pdf says the stat maxes are 70 and 60 (phys/mental). They also say those are "base" stat maxes. What is "base" in this context - what you end up with before applying level, inherent, and enhancement bonuses? (Note there's a discrepancy between the OP and the pdf on maximum mental stats by 5 points).

SDAs
The power level of SDAs range from things 3rd level wizards do pretty trivially to pretty nice. Which is a weird range.

I have a specific question about Extra Sense Enhancement - can you choose a sense you're getting via magical means? Of course, it makes little sense that you cannot acquire sensory modes with SDAs anyway - perhaps make an SDA "Extra Sense" - choose a sensory mode - you now have this mode of perception at x'/DvR.

Another area SDAs seem to be really lacking is for rogue-type characters. Divine Rogue and Divine Sneak Attack really only cater to one style of rogue character, notably not the style that you'd expect a sneaky deity to be. I suggest the following:

Indiscernable
You are hard to locate magically
Prereqs: Hide 24 ranks
Benefit: You cannot be located by divination spells or effects of any kind. Another character with divine rank can attempt to locate you with divination if they succeed at a rank check. Treat this effect as the nondetection spell with caster level = your HD+Divine Rank and as if you had cast it on yourself (Caster Level check DC 15 + your CL).
Suggested Portfolios: Thieves, Secrets, Stealth

Unseen Presence
You cannot be seen unless you wish it.
Prereqs: Hide 40 ranks, Move Silently 40 ranks, Indiscernable, Divine Rank 6+
Benefit: No sensory mode detects you automatically if you are hiding/moving silently - they must succeed on an opposed spot or listen check to notice your presence as for creatures with only normal senses. (For example, you can successfully hide even from creatures with Blindsight or Tremorsense). You may also hide from magical sensors, such as the alarm spell - treat them as if they had ranks in spot and listen equal to CL+3. Finally, you leave no tracks on any surface and may not be tracked.
Suggested Portfolios: Thieves, Secrets, Stealth

Insubstantial Presence
Its almost like you weren't even there.
Prereqs: Hide 50 ranks, Move Silently 50 ranks, Indiscernable, Unseen Presence, Divine Rank 11+
Benefit: You may make yourself (and all gear your carry) incorporeal as a standard action at will. This incorporeality lasts until you consciously end it. While incorporeal you may interact normally with any gear you possess, but pass through any other people, items, or objects (This ability does not grant you a physical attack useable against creatures). If an item leaves your possession it remains incorporeal. While incorporeal you also have no discernable anatomy and are thus immune to Sneak Attacks and Critical Hits. (All other effects of being incorporeal are also applied normally). This is an (ex) ability.
Suggested Portfolios: Thieves, Secrets, Stealth

Unnamed
You have erased your true name and now reality doesn't even believe you exist.
Prereqs: Hide 60 ranks, Indiscernable, Unseen Presence, Divine Rank 16+
Benefit: You are immune to all divination spells and effects, no matter who uses them. Even an opposed rank check cannot overcome this protection. Knowledge skills, Bardic Lore, Lore, and similar abilities are useless for discovering information about you, even when used by a deity. You are also invisible to all magical sensors, detectors, and similar constructions - they fail to register you in any way, including failing to pick up words you speak or objects you might move (any physical changes only become apparent to the magical sensor 1 minute/DvR later). Finally, you may ignore any and all effects which hinder your ability to enter or leave an area (Forbiddance, Anticipate Teleport, etc...), as they fail to notice you and thus the magic doesn't effect you.

(If you maintain an organized religion, Kno (Religion) and Lore abilities will reveal information about the religion - what you tell your church about yourself is your business and could be complete falsehoods - these checks will reveal any information your religion believes about you regardless of how false it is. If you only have select worshippers to whom you appear individually, only questioning those individuals can possibly reveal that information, and what they know is also subject to your discretion).
Suggested Portfolios: Secrets, Stealth
Zelck

05-14-07, 12:40 PM
There're numerous other questions:
"How does Bob die?"
ZONK
"Where will bob die?"
ZONK

How about having a number of minutes before and after events that Aram does directly, be undetectable by Divinations?

For example, Aram will kill Bob. Divinations cannot detect that Bob will die, nor how, by whom and where. However, they can detect that five minutes later, Bob is lying dead over there, horridly mutilated in some way.
Hmm... that seems better. The problem is, the only ability that could possibly causing the divinations to behave in this way is this unique SDA. As such, whenever this effect is observed, it would immediately be traceable to Aram having some role in the death. However, I do see your concern with the butterfly effect. I'll try to think of some way to make people oblivious that this effect is going on while keeping divinations viable.



By the way, IIRC you did allow Greater Consumptive Field, right? Just no abusive stacking of it (which I wasn't going to try anyway).
Buugipopuu

05-14-07, 12:56 PM
I take it from the lack of objections to my build that it has no fundamental problems?


Objection: Guardinals.

Okay, I take it back. They're the second lamest. Even Modrons and Formians are cooler than Guardinals and Demons though. The latter mainly because Chaotic Evil has a tendency to degenerate into creatures bent on mindless destruction, which is just boring.
goro

05-14-07, 01:03 PM
Deific Excellence
Prerequisite: level 10 in the selected class, DvR 16+
Benefit:Your effective level in the selected class equals class level plus 1/2 all other HD(Racial and class).
Note: Applies to non-prestige classes only. This SDA may be taken multiple times, a different class must be chosen each time. If taken with a spellcasting class, your effective caster level is 3/4 your total HD.
fnord

05-14-07, 01:04 PM
Escape Solidty: I'm going to rule it out because of the can of worms Immediate Action epic spells open. I suggest you alter it into a contingent spell instead.
OK. I can still use an unmodified (but presumably renamed) version of Dispater's Iron Defense if I want, right?

Can I have an epic spell which is dismissed as an immediate action?
Empowerment: no. Bonuses are limited to the item you could afford with a 1/4 of your wealth - which Zelck calculated to be 25, iirc.
Swift Boost: same issue.
Oh, yeah. LONG thread. Added that to my big list of rulings.
It's *20,000, not *10,000.
I really think it is x10,000; Belt of Epic Strength, et al. are all priced that way. It's possible Zelck was using the NPC wealth as gods are originally done. Every extrapolation for PC wealth I can come up with gives at least ~90 M gp (some much higher). The 30% rule from your NPC wealth gives ~85.9 M, which would correspond to +46 (with x10k) or +32 (for x20k).

where could i find the Prc void incarnate?
its abilitys looks nice :)
It's in Epic Insights. Just search the main wizards page for "Epic Insights" 3.5 updated
Witch

05-14-07, 01:04 PM
I take it from the lack of objections to my build that it has no fundamental problems?
Lack of objections means I haven't thoroughly checked it all out here. I don't spend all my time on the Iron Siege ;)

Okay, I take it back. They're the second lamest. Even Modrons and Formians are cooler than Guardinals and Demons though.
Formians are brilliant.
The latter mainly because Chaotic Evil has a tendency to degenerate into creatures bent on mindless destruction, which is just boring.
There's several ways in which one can make destruction interesting, and refrain from the mindlessness that much of official WotC demons seem to possess. Furthermore, destruction isn't always the goal of demons. See, for example, Graz'zt.

By the way, IIRC you did allow Greater Consumptive Field, right? Just no abusive stacking of it (which I wasn't going to try anyway).
Indeed :)
Witch

05-14-07, 01:10 PM
OK. I can still use an unmodified (but presumably renamed) version of Dispater's Iron Defense if I want, right?
I forgot about that spell. I'll allow you to use your spell as an immediate action, if it's defensive.


Can I have an epic spell which is dismissed as an immediate action?
I'm afraid there's no precedent for that, so no.

Oh, yeah. LONG thread. Added that to my big list of rulings.
I have almost 200 posts in this single thread alone ;o

I really think it is x10,000;
You're correct, I was wrong.

It's possible Zelck was using the NPC wealth as gods are originally done.
Ah, that's likely. The 30% rule from your NPC wealth gives ~85.9 M, which would correspond to +46 (with x10k) or +32 (for x20k).
I'd still prefer keeping the bonuses limited to +25, though. I don't really want this game to turn into more of a numberfest than it already is. (Compare the numbers of most submissions to those of Dispater, for example: they're already far, far higher :))
Zelck

05-14-07, 01:11 PM
@Squirrelloid: I'm not Witch, but at a glance I'd bet Witch is not going to allow those SDAs. He already disallowed an immunity to tremorsense and such feat (Darkstalkers?) on the grounds that it allowed for virtually undetectable characters, and thus broken. Your combination of SDAs seems to be taking that to a whole new level.

I got the wealth by level numbers on the first post here (http://boards1.wizards.com/showthread.php?t=830492), where the challenge was proposed on the CharOp forums. It's not a great read; people got the wrong impression, Witch stepped in to curb brokenness, and a flamewar broke out. The wealth actually isn't too shabby, although I'm disappointed that my cohort will have to use 25 point buy instead of 32 :(.

By the way, what exactly happened to Rik?
goro

05-14-07, 01:13 PM
Needs-A-Name
Transmutation
Spellcraft DC: 58
Components: V, S
Casting Time: 100 days 11 minutes
Range: Touch
Target: Creature touched
Duration: permanent
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 522,000 gp, 20,880 xp, 11 days Factors: +23(Seed: Fortify) +24(Increase Reflex save +4 Insight Bonus) +60(Increase Fortitude and Will save +5 Insight Bonuses) *5(Permanent) Mitigating Factors: -20(Increase Casting time 10 minutes) -200(Increase casting time 100 days) -57(three participants each contributing an epic level spell slot) -200(backlash damage 50d6 each to caster and participants)

Gives a permanent +5 Insight bonus to reflex, fortitude, and will saves.
Zelck

05-14-07, 01:22 PM
Hey goro, for spells with a duration other than instantaneous, the backlash damage is taken every ROUND. You may want to tone that down a bit. See my character for some epic spells that give a bonus to insight with very manageable DCs, good durations, and not too bad ritual casting requirements.
fnord

05-14-07, 01:26 PM
I got the wealth by level numbers on the first post here (http://boards1.wizards.com/showthread.php?t=830492), where the challenge was proposed on the CharOp forums.
That's the NPC wealth (which gods were originally going to use). That would be the cause for confusion.

goro:
The fortify seed has a base Spellcraft DC of 23 if it grants a +1 bonus of a type other than enhancement. For each additional +1 of the bonus, increase the Spellcraft DC by +6. If you apply a factor to make the duration permanent, the bonus must be an inherent bonus, and the maximum inherent bonus allowed is +5.
Witch

05-14-07, 01:26 PM
@Squirrelloid: I'm not Witch, but at a glance I'd bet Witch is not going to allow those SDAs. He already disallowed an immunity to tremorsense and such feat (Darkstalkers?) on the grounds that it allowed for virtually undetectable characters, and thus broken. Your combination of SDAs seems to be taking that to a whole new level.
Ah, the Darkstalker issue. I'd rather not go back to that ;o Anyway, my opinion to your SDAs at first, Squirreloid, was "no". My opinion after a while was "maybe with some adjustment". I'll get to them later.

I got the wealth by level numbers on the first post here (http://boards1.wizards.com/showthread.php?t=830492), where the challenge was proposed on the CharOp forums. It's not a great read; people got the wrong impression, Witch stepped in to curb brokenness, and a flamewar broke out. The wealth actually isn't too shabby, although I'm disappointed that my cohort will have to use 25 point buy instead of 32 :(
That difference is hardly significant on these levels :) But yeah, that thread was a horror - especially comparing to the relatively friendly thread we've got going here! (Though I have to put a lot of time into answering questions :))


By the way, what exactly happened to Rik?
He got urinated upon and killed during a single Time Stop by Merorem the Darkwind, after he tried to seduce Erinyes.
goro

05-14-07, 01:29 PM
Hey goro, for spells with a duration other than instantaneous, the backlash damage is taken every ROUND. You may want to tone that down a bit. See my character for some epic spells that give a bonus to insight with very manageable DCs, good durations, and not too bad ritual casting requirements.

Oh, yeah. Forgot about that. I'll fix it.



Epic Insights
Transmutation
Spellcraft DC: 23
Components: V, S
Casting Time: 95 days 11 minutes
Range: Touch
Target: Creature touched
Duration: permanent
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 207,000 gp, 8,280 xp, 5 days Factors: +23(Seed: Fortify) +24(Increase save Insight Bonus +4) *5(Permanent) Mitigating Factors: -20(Increase casting time 10 minutes) -190(Increase casting time 95 days) -2(Change target from touch to peersonal)

Gives a permanent +5 Insight bonus to one of the following, Ability score, saving throw, spell resistance, natural armor, resistance 1 to an energy type, or 1 temporary hit point.

Cloak of Magical Invincibility
Abjuration
Spellcraft DC: 179
Components: V, S
Casting Time: 100 days and 11 minutes
Range: Personal
Duration: 1008 hours (6 weeks)
Saving Throw: Will negates
Spell Resistance: yes
To Develop: 1,611,000 gp, 64,440 xp, 33 days Factors: +14(Seed: Ward) +260(Wards against all spells(and spell like effects, including those from magic items) level 14 and below) +84(Increase duration 4100%, 41 times) +100(Increase caster level against dispel checks by 50 levels) Mitigating Factors: -20(Increase casting time 10 minutes) -200(Increase casting time 100 days) -57(three participants contributing an epic level spell slot) -2(change target from touch to personal)

Gives targeted creature immunity from all spells and spell-like effects with a spell level 14 or less for 1008 hours. Increases the caster level against dispel checks by 50 levels.
fnord

05-14-07, 02:07 PM
Does Multispell allow you to cast multiple swift spells, even if they're not quickened (ie multiple swift action epic spells, spells with a normal swift casting time (ie Wraithstrike)
Big Edit: Shot, I somehow missed one of Witches posts. Nevermind on all the epic spells that used to be here.
Squirrelloid

05-14-07, 02:09 PM
@Squirrelloid: I'm not Witch, but at a glance I'd bet Witch is not going to allow those SDAs. He already disallowed an immunity to tremorsense and such feat (Darkstalkers?) on the grounds that it allowed for virtually undetectable characters, and thus broken. Your combination of SDAs seems to be taking that to a whole new level.

First, on tremorsense et al: its not immunity, they just have to make a spot or listen check opposed by your hide check. Just like anyone else. What *is* broken is sensory abilities which don't allow you to hide from them. Broken and ridiculously stupid (also known as why can't non-casters have nice things).

"I am the greatest thief who ever lived, but any dragon detects me automatically no matter how well I hide."

I call BS.

A god of stealth should be pretty undetectable. He's still bound by the normal hiding rules, and therefore if he attacks his location becomes known (certainly to the person he attacked).

While not spelled out in the rules, tremorsense should probably be making a check against move silently anyway (sound = waves. Tremorsense is detecting sound passing through solid objects). And creatures who make no sounds (such as by a silence spell) should be "invisible" to creatures using tremorsense. I don't even know what Blindsight is supposed to be, which makes it harder to analyze the 'physics', as it were, of what its doing.

Regardless, forcing monsters with tremorsense and blindsight to make spot checks is hardly broken.

Immunity to divinations is basically available as a spell (nondetection), so giving a mildly improved version to any deity or a perfect immunity to a greater deity hardly seems unreasonable. Its a frickin greater deity, it should have awesometastic abilities. And that barely qualifies. Similarly, bardic lore et al.

Being able to hide from spells like alarm is also pretty weak sauce, but its flavorful. Similarly, inability to be tracked is a non-epic ability, and also flavorful.

Insubstantial Presence: This is accomplishable via a spell in Libris Mortis (an allowed source), but a deity should be able to do it in a way that is non-magical (ie, *actually* become incorporeal, not merely get to magically pretend you're incorporeal.) If this is broken, so is the spell. (I'll note that incorporeal creatures should be undetectable to tremorsense, strengthening the argument that forcing tremorsense creatures to have to actually make spot/listen checks is hardly overpowering).

Finally, since stuff like Forbiddance tends to allow SR, which isn't going to penetrate a DvR 18 character's SR anyway 99.5% of the time. So this is marginally benefitial.

Its hard to believe deities with ballpark 70HD and appropriate class levels to fill them are working with abilities not much better than those easily available to 17-20th level wizards.
goro

05-14-07, 02:10 PM
Can only have 3 casters helping you, your party. I tried getting additional casters to "Voluntarily" assist me(See "backlash damage" thread, but said no.
fnord

05-14-07, 02:13 PM
Can only have 3 casters helping you, your party. I tried getting additional casters to "Voluntarily" assist me(See "backlash damage" thread, but said no.
You're a god, right? Use your avatars.
goro

05-14-07, 02:20 PM
I thought avatars count towards your party members.
fnord

05-14-07, 02:24 PM
I thought avatars count towards your party members.
Witch said earlier that I can use the full complement of avatars. Proxies count towards your party limit (but come with their own wealth).
goro

05-14-07, 02:26 PM
You mean I can have 20 expendable fuel sources for my epic spells?
fnord

05-14-07, 02:32 PM
You mean I can have 20 expendable fuel sources for my epic spells?
Yes, but each counts as a remote sensing locations. Also, thought they're expendable, they aren't easily replaceable, and I don't think they come with xp.
goro

05-14-07, 02:37 PM
I'll find a way to exploit. I mean utilize, them.
Squirrelloid

05-14-07, 02:50 PM
By the way, I'm still looking for answers to my questions

(1) How should DvR 0 characters be treated. (As PCs? level = 50 with PC wealth?)

(2) Should I follow the OP or the pdf on stat maxes (55 vs 60 on mental stats)? The pdf says "base" stats - what qualifies as the "base"?

Edit: New questions

(1) Is Nar Demonbinder from Unapproachable East allowed?

(2) Are the newer complete books considered part of the Complete series? (Complete Mage, Scoundrel, Champion)?
fnord

05-14-07, 03:02 PM
(1) How should DvR 0 characters be treated. (As PCs? level = 50 with PC wealth?)
I believe they are treated as non-deities, with the DVR 0 acting like a template.
The pdf says "base" stats - what qualifies as the "base"?
Everything that's permanent; the rolled or purchased number, racial and inherent bonuses.
Venenum

05-14-07, 03:36 PM
Witch said earlier that I can use the full complement of avatars. Proxies count towards your party limit (but come with their own wealth).


Well this makes things interesting. Dwavern invasion,anyone.
Its something like a moving wall, My build (Deity) is Warblade 20/Crusador 20/Warind 10/Dwarven Defender10/Deepstone Sentinal 5.


Witch, can i use Races of stone for a few feats, and Mountain plate.

I simplyfied the better masterwork rules several posts ago,
I would like to use the refining materials rule for some adamantine armor.

Would an SDA that works like a ring of weapon breaking be ok, say

Needs-a-Name
Pre-req's: Sunder and Disjoin, Improved DR, DrV 12, Con 29
Effect: any weapon that strikes you must make a fortitude save (Dc= 10+DrV+Con Mod), or be destroyed. A weapon that ignores your DR, does not suffer these effects.
Squirrelloid

05-14-07, 04:04 PM
I believe they are treated as non-deities, with the DVR 0 acting like a template.

I suppose Witch needs to answer this, but what's the LA on the template? Or are they level 50 like I supposed earlier. (You make it sound like they are definitely ECL 50, but actual level probably matters).


Everything that's permanent; the rolled or purchased number, racial and inherent bonuses.

That's a strange definition of base - especially since inherent bonuses are clearly acquired long after character creation for organically grown characters. It also makes racial bonuses basically useless (since deities use a 1-1 Point Buy system). Does that make level increases and the epic feats subject to that maximum, but not enhancement items?
Zelck

05-14-07, 04:48 PM
Eureka!

The Magelord's Guile
Prerequisites:Trickery domain, Cha 29, and Bluff 50 ranks
Benefits:The Magelord, like magic, is full of potential and follows no set path towards the future. Thus, attempts to discover his future actions and its effects are extremely difficult. Whenever a divination would reveal an action (this does not include granting spells) taken by Aram, it instead reveals the action as if another being or object performed it. This being or object is chosen as the most likely other being or object to have performed the act. For instance, if a divination attempting to reveal Aram killing Bob fails to bypass this ability, it would instead show the most likely other being to have killed Bob doing the deed. The deed would be accomplished in a way that the other being would have used, although similar effects would occur. For instance, if Aram destroyed a magic item while killing Bob, the other being would also be shown destroying the magic item. This ability is consistent. If a prior divination was affected to reveal that Sally killed Bob, future divinations would reveal the same, even if they try to find out different things. For example, if Sally was a high-level rogue, a divination as to how Bob died would show him dying by sneak attacks, even if Aram would use magic. If, in the process, Aram destroyed Bob's magic castle using magic, Sally would be shown destroying it in some manner consistent with her abilities.

The creature attempting to detect the future can avoid this effect and allow the proper function of the divination or other ability by making a successful opposed rank check against Aram. Aram gets a +4 circumstance bonus to this check. If it fails, the ability automatically protects against divinations or abilities made by that creature for one year. In addition, Aram may bestow this protection on other creatures (the rank check is still opposed by Aram's rank check). It lasts for one year. Each week, Aram may only bestow this protection on a number of creature whose total hit dice doesn't exceed his hit dice plus his divine rank.
goro

05-14-07, 05:07 PM
Base ability stats: 1-1 point buy starting from 0. Max 70 for STR, DEX, and CON. Max 55 for INT, WIS, and CHA. You get 190 points to divide among the stats. A +5 Inherent bonus to each stat. A stat bonus equal to your DvR to spread among your stats however you wish. Plus what you get from whatever templates you apply.

I think that makes up your base score: max 70 for physical, 55 for mental.

Then you get 1 per 4 levels/HD, as you wish. Plus from any epic feats you choose, and any magic items.
Correct me if I'm wrong.
Bernat

05-14-07, 05:37 PM
Physical abilities are capped at 70 (for medium creatures; for other sizes apply size modifiers after calculating your ability score), though they should typically be no higher than 55.

Mental abilities are capped at 60 (regardless of size), though they should typically be no higher than 40.
Squirrelloid

05-14-07, 05:44 PM
Base ability stats: 1-1 point buy starting from 0. Max 70 for STR, DEX, and CON. Max 55 for INT, WIS, and CHA. You get 190 points to divide among the stats. A +5 Inherent bonus to each stat. A stat bonus equal to your DvR to spread among your stats however you wish. Plus what you get from whatever templates you apply.

I think that makes up your base score: max 70 for physical, 55 for mental.

Then you get 1 per 4 levels/HD, as you wish. Plus from any epic feats you choose, and any magic items.
Correct me if I'm wrong.

So the listed 220 points includes inherent bonuses? ok, that wasn't clear at all.

Physical abilities are capped at 70 (for medium creatures; for other sizes apply size modifiers after calculating your ability score), though they should typically be no higher than 55.

Mental abilities are capped at 60 (regardless of size), though they should typically be no higher than 40.

And notice here the discrepancy between the pdf (max 60 mental) and the OP (max 55 mental). Knowing which one we're supposed to use would be nice.

-----------

While i'm here, you learn something new every day. To whit, epic spellcasting:

Prerequisite
Spellcraft 24 ranks, Knowledge (arcana) 24 ranks, ability to cast 9th-level arcane spells. OR Spellcraft 24 ranks, Knowledge (religion) 24 ranks, ability to cast 9th-level divine spells. OR Spellcraft 24 ranks, Knowledge (nature) 24 ranks, ability to cast 9th-level divine spells.

Benefit
You may develop and cast epic spells. If you are an arcane spellcaster, you may cast a number of epic spells per day equal to your ranks in Knowledge (arcana) divided by 10. If you are a divine spellcaster, you may cast a number of epic spells per day equal to your ranks in Knowledge (religion) or Knowledge (nature) divided by 10.

Special
If you meet more than one set of prerequisites, the limit on the number of spells you may cast per day is cumulative.

So a cleric with 24 ranks (or more) in both knowledge (religion) and knowledge (nature) qualifies for Epic Spellcasting twice, and gets epic spells for each skill. (As both skills only require 'divine spells', not 'as a cleric' and 'as a druid'.

Now that's awesometastic.

-----------------------

Finally, I have a new question: What rules (and interpretation thereof) are being used for Polymorph and similar spells/abilities? Actually, correction: Can we modify polymorph et al. such that they don't change your con score? That would end a lot of rules-wankery right there.

Edit: Another question (permission based): Would it be ok to use material from Lords of Madness. I'm specifically looking at the Mindsight feat at the moment, but a lot of material therein could be thematically appropriate. (i've switched bases from the sneaky thing I was looking at since it seems like your rules aren't going to support sneaky characters at all).

More Edit: When are characters assumed to have SDAs during character creation: Ie, Divine Spellcasting gives you spell focus in every school of magic - if you have PrCs for which SpFoc (X) is a pre-req, can you use Divine Spellcasting to qualify? At which levels? (As soon as you have 20th casting so you qualify for the SDA?)

Yet more edit: Finally, the additional spells above 9th level slots table is clearly wrong according to the text. Bonus spells for spell slots works on a +1/4 points of attribute modifier starting at +N where N is the spell level. So a level N slot receives bonuses = (Attribute Modifier-(N-4))/4. Thus you get your first bonus 10th slot at +10 int as a wizard, your second at +14, your third at +18, etc... The table claims to be 1+bonus slots/spell level, which it certainly isn't. (To get 5 level 10 slots with 1 10th level slot base would require a casting attribute modifier of +22, which is a casting attribute of 58.) Its also not clear how this SDA interacts with the epic feat Improved Spell Capacity.

Even more edit: The seemingly original source for Appendix C is here: http://dicefreaks.com/phpBB2/viewtopic.php?t=12, and it agrees with me on the additional spell slots table. (It shows values consistent with the text). I'm curious how that got screwed up.
Rikandur_Azebol

05-14-07, 06:29 PM
See, that doesn't work too well either. The ability is a unique SDA (or maybe one or at most two other gods have something similar). Again, using the Aram kills Bob example:

Diviner: When does Bob die?
Spell: March 12th.
Diviner: Who kills Bob?
Spell: ZONK!
Diviner: Oh, that must be one of the gods with the SDA that blocks divinations. Hey Bob, Aram is going to try to kill you.

See my point?

And how Aram would be known ? There is plenty of "undetectable" beings. Hell, even gods with Divine Dodge can ignore divinations that target them ! :D
This quality isn't that unique, I mean it's effects are duplicated by a lot of things Zeleck. Cleverly arranged non-epic spells will provide similiar benefits, too.
Perhaps You may wish Your SDA to mislead people ?

*Aram stabs Bob on 13 Friday*
Diviner: "When Bob died ?"
Spell: "13 Friday"
Diviner, afraid that it was Aram is cautions or his spell goes ZONK:"How ?"
Spell:"Stabbed."
Diviner:"Was it Aram ?" (Fails save)
Spell goes ZONK, but SDA bluffs:"No."
Diviner:"Well ... my spell didn't went ZONK, maybe it wasn't Aram."
*Aram stabs Diviner and leaves evidence that Diviner blew himself up*
Diviner 2:"How Diviner 1 died ?"(Fails save)
SDA, pretending ZONK-ed spell:"He blew himself up."
Diviner 2:"Curses, he owes me money !"



Squirrelloid, here we are capped at Physical 70 +size bonuses, Mental 55.



Witch, if a torch ... with a mere d4 fire damage causes Brown Mold to double it's size. ;)
Can I imagine that Hell, wich causes in most places fire damage will provide it with enough "sustenance" to grow healthily ? I belive that this is very probable assumption. Hell, and Dis in particular, is hot enough to burn unprotected person to death. IMO this is enough for Brown Mold to grow rapidly. Don't worry, I'll make plan ... present it to You for judgment, since as DM You'll judge it for "workability" and "balance".
After all my Challenger is smart enough to know when plan is worth using.

For example:
Brown Mold, immunised to Cold and with Green Slime's "acidic" qualites. Epix spell to create it.
If Hell is burning-hot enough to feed it, it requires no extra modifications. Just drop seeds in as many areas as it's humanely possible and watch spectacle.
If Hell is not hot enough ... make it's diet Iron dependant and it's expansion based on proximity to iron, not to temperature. :)
Squirrelloid

05-14-07, 06:47 PM
Squirrelloid, here we are capped at Physical 70 +size bonuses, Mental 55.

That isn't clear. Here is the claim from the OP:

Aside from that, you are good to go, as long as you abide by the Dicefreaks statistics caps (to which Dispater and his minions are held as well). For the physical scores, this is a maximum of 70. For the mental scores, this is a maximum of 55.

which clearly references the Dicefreaks statistics caps. Thus, the 'primary source', if you will, is presumably the linked pdf, which claims:

In Dicefreaks cosmology, strict limits are imposed on the maximum possible ability scores for mortals and immortals alike. Base physical ability scores are capped at 70 points (and typically should be no higher than 55) for a medium creature. ...{snip on size}... Base mental ability scores are capped at 60 points (and typically should be no higher than 40) regardless of size.

First, note the presumed "primary source" says 60, not 55, which causes a lot of confusion.

Second, note it specifically says "base", which in the standard D+D rules implies initially generated stats. Notably this does not include inherent bonuses, the bonus you get every 4 levels, any bonuses from epic feats (e.g., Great Intelligence), or enhancement bonuses. Which is yet another source of great confusion, since the text could be read as being at odds with itself, and is certainly at odds with the OP.
goro

05-14-07, 08:10 PM
My mistake on the mental ability scores, I was going from memory, and mine is occasionally faulty. Mental scores are 60.
goro

05-14-07, 08:48 PM
Witch;

1) Can we have a full complement of avatars to use to help prepare ourselves before we start?

2)
Divine Virtual Class Levels
Prerequisite: Divine Rank 16+
Benefit: You have a virtual class level in all base classes equal to 1/2 your racial HD + your Divine Rank.
Note: You receive no increase to bab, saves, caster levels, or class based abilities.

3)
Divine Caster Level
Benefit: Your caster level for all spellcasting classes you possess increases by your Divine rank.
Note: This increases your caster level, you still receive your DvR bonus to caster level checks.

4) If I take purely racial HD as an outsider may I use the improvement rules in TGOH: chapter 4 Infernal Variants?
Zelck

05-14-07, 09:24 PM
3)
Divine Caster Level
Benefit: Your caster level for all spellcasting classes you possess increases by your Divine rank.
Note: This increases your caster level, you still receive your DvR bonus to caster level checks.
This is strictly better than divine spell penetration, and can be replicated by Greater Consumptive Field.
fnord

05-14-07, 09:49 PM
1) Can we have a full complement of avatars to use to help prepare ourselves before we start?

As is given on the list, including post number:

Yes, you can start with a full contingent of avatars if you want. Remember to use DF avatar rules. You have to use your own wealth to outfit them.
goro

05-14-07, 09:51 PM
Sweet, thanks fnord.

Does anyone remember the feat/class feature/whatever that lets you make an attack of opportunity against someome you just successfully tripped?
Zelck

05-14-07, 09:58 PM
Does anyone remember the feat/class feature/whatever that lets you make an attack of opportunity against someome you just successfully tripped?
Improved Trip?
goro

05-14-07, 10:17 PM
><, after being tripped he counts as prone right? So you can make a sneak attack of opportunity against him?
fnord

05-15-07, 12:21 AM
><, after being tripped he counts as prone right? So you can make a sneak attack of opportunity against him?
You don't get one from the bonus attack from Improved trip, because that doesn't count as an attack of opportunity, but you could when he stands up again.
goro

05-15-07, 12:29 AM
Ok, good.

How do you advance an outsider. I know thier HD, but what about special abilities/qualities? Just a normal superpowerful outsider of about 65 HD?
Rikandur_Azebol

05-15-07, 12:47 AM
DF boards have some rules for advancing outsiders that seem preety reasonable.
In short, Your HD increase Your SR by equal amount. If You double natural HD your SLAs improve by one step, like those used 1/day You get to use one time more often.
Those You can use 3+/day turn into "at will" ones. Those with 1/year => 1/month, 1/month => 1/week, 1/week => 1/day. CL is equal to 75% of Your HD.
Your DR improves ... if You got 'or' description, You change it to 'and' and stuff.

I'm not sure if it is all, better check for Yourself. :)



Zeleck, Witch is practically right on what happened to my PC. And I remeber mentioning it earlier. Greater Consumptive Field ? Would it be good to have as permament spell add ?

Is there any item that add CL besides Ioun Stone ? I would want thing +2 to round up my SLAs CL.
goro

05-15-07, 12:53 AM
Yeah, i'm waiting on witch to see if I can advance it by the Infernal variant in TGOH: chapter 4. As wellas a few SDAs that should hel me out.

Anyone know what the max bonus is, to a skill, that you can put on an item?
fnord

05-15-07, 01:23 AM
Anyone know what the max bonus is, to a skill, that you can put on an item?
+30 before the epic price multiplier kicks in. As for all epic things, no limit afterwards.
Witch

05-15-07, 02:33 AM
I'll drop in somewhere after my aesthetics class to answer all questions (as doing such takes more time than making a few short posts :)).
fnord

05-15-07, 12:30 PM
Can I use the Swiftblade (http://www.wizards.com/default.asp?x=dnd/prc/20070327)?

Can I use the Gloura (http://www.wizards.com/default.asp?x=dnd/ex/20031003e) (Underdark).

Also, does Loremaster Lore stack with Bardic Knowledge?
Witch

05-15-07, 02:38 PM
Can I use the Swiftblade (http://www.wizards.com/default.asp?x=dnd/prc/20070327)?

Yes.
Can I use the Gloura (http://www.wizards.com/default.asp?x=dnd/ex/20031003e) (Underdark).
Okay.

Also, does Loremaster Lore stack with Bardic Knowledge?
Sure.

Witch;

1) Can we have a full complement of avatars to use to help prepare ourselves before we start?
Has been answered.

2)
Divine Virtual Class Levels
Prerequisite: Divine Rank 16+
Benefit: You have a virtual class level in all base classes equal to 1/2 your racial HD + your Divine Rank.
Note: You receive no increase to bab, saves, caster levels, or class based abilities.

No.

3)
Divine Caster Level
Benefit: Your caster level for all spellcasting classes you possess increases by your Divine rank.
Note: This increases your caster level, you still receive your DvR bonus to caster level checks.

No.

4) If I take purely racial HD as an outsider may I use the improvement rules in TGOH: chapter 4 Infernal Variants?
Yes. By the way, I got in touch with Merc. Monster of Legend qualities are only based on racial HD.


That isn't clear. Here is the claim from the OP:



which clearly references the Dicefreaks statistics caps. Thus, the 'primary source', if you will, is presumably the linked pdf, which claims:



First, note the presumed "primary source" says 60, not 55, which causes a lot of confusion.
Primary source is correct, my cap on mental scores were based on Asmodeus's.

Second, note it specifically says "base", which in the standard D+D rules implies initially generated stats. Notably this does not include inherent bonuses, the bonus you get every 4 levels, any bonuses from epic feats (e.g., Great Intelligence), or enhancement bonuses. Which is yet another source of great confusion, since the text could be read as being at odds with itself, and is certainly at odds with the OP.
My ruling concerning this stands. Only temporary bonuses may exceed it.

Hell, even gods with Divine Dodge can ignore divinations that target them ! :D
How.

Can I imagine that Hell, wich causes in most places fire damage will provide it with enough "sustenance" to grow healthily ?
No.

I belive that this is very probable assumption. Hell, and Dis in particular, is hot enough to burn unprotected person to death.
Prove it.



Finally, I have a new question: What rules (and interpretation thereof) are being used for Polymorph and similar spells/abilities? Actually, correction: Can we modify polymorph et al. such that they don't change your con score?
And why would you want to do that?

Edit: Another question (permission based): Would it be ok to use material from Lords of Madness.
No - I have no access to it.

More Edit: When are characters assumed to have SDAs during character creation: Ie, Divine Spellcasting gives you spell focus in every school of magic - if you have PrCs for which SpFoc (X) is a pre-req, can you use Divine Spellcasting to qualify? At which levels? (As soon as you have 20th casting so you qualify for the SDA?)
Godhood is assumed to come -after- the bonuses from hit dice and class levels were gained.

Yet more edit: Finally, the additional spells above 9th level slots table is clearly wrong according to the text. Bonus spells for spell slots works on a +1/4 points of attribute modifier starting at +N where N is the spell level. So a level N slot receives bonuses = (Attribute Modifier-(N-4))/4. Thus you get your first bonus 10th slot at +10 int as a wizard, your second at +14, your third at +18, etc... The table claims to be 1+bonus slots/spell level, which it certainly isn't. (To get 5 level 10 slots with 1 10th level slot base would require a casting attribute modifier of +22, which is a casting attribute of 58.) Its also not clear how this SDA interacts with the epic feat Improved Spell Capacity.[/QUOTE]
Consider the table correct, given the fact that it's more recent. Improved Spell Capacity stacks with it (iirc, the SDA mimics giving ISC a number of times.)

Even more edit: The seemingly original source for Appendix C is here: http://dicefreaks.com/phpBB2/viewtopic.php?t=12, and it agrees with me on the additional spell slots table. (It shows values consistent with the text). I'm curious how that got screwed up.
Said source is out of date. The Gates of Hell version is more recent.

Eureka!

The Magelord's Guile
Prerequisites:Trickery domain, Cha 29, and Bluff 50 ranks
Benefits:The Magelord, like magic, is full of potential and follows no set path towards the future. Thus, attempts to discover his future actions and its effects are extremely difficult. Whenever a divination would reveal an action (this does not include granting spells) taken by Aram, it instead reveals the action as if another being or object performed it. This being or object is chosen as the most likely other being or object to have performed the act. For instance, if a divination attempting to reveal Aram killing Bob fails to bypass this ability, it would instead show the most likely other being to have killed Bob doing the deed. The deed would be accomplished in a way that the other being would have used, although similar effects would occur. For instance, if Aram destroyed a magic item while killing Bob, the other being would also be shown destroying the magic item. This ability is consistent. If a prior divination was affected to reveal that Sally killed Bob, future divinations would reveal the same, even if they try to find out different things. For example, if Sally was a high-level rogue, a divination as to how Bob died would show him dying by sneak attacks, even if Aram would use magic. If, in the process, Aram destroyed Bob's magic castle using magic, Sally would be shown destroying it in some manner consistent with her abilities.

The creature attempting to detect the future can avoid this effect and allow the proper function of the divination or other ability by making a successful opposed rank check against Aram. Aram gets a +4 circumstance bonus to this check. If it fails, the ability automatically protects against divinations or abilities made by that creature for one year. In addition, Aram may bestow this protection on other creatures (the rank check is still opposed by Aram's rank check). It lasts for one year. Each week, Aram may only bestow this protection on a number of creature whose total hit dice doesn't exceed his hit dice plus his divine rank.
I like this ability. I'm not entirely certain as to its balance, but at the moment I'm leaning to a "yes". Both for balance and the fact that it's interesting, I recommend you post it at Dicefreaks :) I disagree with the +4 circumstance bonus.

I suppose Witch needs to answer this, but what's the LA on the template? Or are they level 50 like I supposed earlier. (You make it sound like they are definitely ECL 50, but actual level probably matters).
50 HD. No need to adjust ECL for the DvR 0.


Witch, can i use Races of stone for a few feats, and Mountain plate.
No, I don't have access to it.

Would an SDA that works like a ring of weapon breaking be ok, say

Needs-a-Name
Pre-req's: Sunder and Disjoin, Improved DR, DrV 12, Con 29
Effect: any weapon that strikes you must make a fortitude save (Dc= 10+DrV+Con Mod), or be destroyed. A weapon that ignores your DR, does not suffer these effects.
This is okay.
By the way, I'm still looking for answers to my questions

(1) How should DvR 0 characters be treated. (As PCs? level = 50 with PC wealth?)
Level 50 PC wealth.

(2) Should I follow the OP or the pdf on stat maxes (55 vs 60 on mental stats)? The pdf says "base" stats - what qualifies as the "base"?
60. "Base" qualification was explained.

Edit: New questions

(1) Is Nar Demonbinder from Unapproachable East allowed?
No - no access.

(2) Are the newer complete books considered part of the Complete series? (Complete Mage, Scoundrel, Champion)?
For the same reason, Champion is out. The others are fine.
Zelck

05-15-07, 03:11 PM
I like this ability. I'm not entirely certain as to its balance, but at the moment I'm leaning to a "yes". Both for balance and the fact that it's interesting, I recommend you post it at Dicefreaks :) I disagree with the +4 circumstance bonus.
I think it's pretty balanced. It's pretty powerful, but extremely narrow, and can be worked around through mundane means (interrogating confidants, sneaking in and stealing plans, etc.) and through a rank check (pretty good odds on beating it without the +4 circumstance bonus, so it's not something I can even rely on).

How about adding a "Greater Magelord's Guile" SDA that adds the +4 circumstance bonus, and also knowledge of any failed attempts to divine the future, and reveal who the "replacement" was? That could allow for some interesting uses of Disguise.
goro

05-15-07, 03:16 PM
Needs-A-Name SDA
Prerequisite: DvR 16+
Benefit: You receive a +4 bonus on your opposed rank chcks.




Do racial HD get bonus feats at epic levels?
Witch

05-15-07, 03:17 PM
Needs-A-Name SDA
Prerequisite: DvR 16+
Benefit: You receive a +4 bonus on your opposed rank chcks.
No.
Do racial HD get bonus feats at epic levels?
No.
Witch

05-15-07, 03:23 PM
I think it's pretty balanced. It's pretty powerful, but extremely narrow, and can be worked around through mundane means (interrogating confidants, sneaking in and stealing plans, etc.) and through a rank check (pretty good odds on beating it without the +4 circumstance bonus, so it's not something I can even rely on).

How about adding a "Greater Magelord's Guile" SDA that adds the +4 circumstance bonus, and also knowledge of any failed attempts to divine the future, and reveal who the "replacement" was? That could allow for some interesting uses of Disguise.
I'll consider said bonus. I really, really dislike the idea of bonuses on rank checks based on anything but Divine Realm, though, so I might have to disappoint you.
Zelck

05-15-07, 03:32 PM
I'll consider said bonus. I really, really dislike the idea of bonuses on rank checks based on anything but Divine Realm, though, so I might have to disappoint you.
Alright, let me update the SDA then.

The Magelord's Guile
Prerequisites:Trickery domain, Cha 29, and Bluff 50 ranks
Benefits:The Magelord, like magic, is full of potential and follows no set path towards the future. Thus, attempts to discover his future actions and its effects are extremely difficult. Whenever a spell or ability that would reveal a future action (this does not include granting spells) taken by Aram, it instead reveals the action as if another being or object performed it. This being or object is chosen as the most likely other being or object to have performed the act. For instance, if a divination attempting to reveal Aram killing Bob fails to bypass this ability, it would instead show the most likely other being to have killed Bob doing the deed. The deed would be accomplished in a way that the other being would have used, although similar effects would occur. For instance, if Aram destroyed a magic item while killing Bob, the other being would also be shown destroying the magic item. This ability is consistent. If a prior divination was affected to reveal that Sally killed Bob, future divinations would reveal the same, even if they try to find out different things. For example, if Sally was a high-level rogue, a divination as to how Bob died would show him dying by sneak attacks, even if Aram would use magic. If, in the process, Aram destroyed Bob's magic castle using magic, Sally would be shown destroying it in some manner consistent with her abilities. Divinations worded to directly find out the actions of Aram (i.e. "What will Aram do next?") simply fail.

The creature attempting to detect the future can avoid this effect and allow the proper function of the divination or other ability by making a successful opposed rank check against Aram. If it fails, this ability automatically protects against applicable divinations made by the creature for one year as if that creature failed the rank checks to overcome this ability. Aram is automatically aware of unsuccessful divination attempts, the creature or object substituted for him in the divinations, and a general idea of the abilities that the creature or object used.

In addition, Aram may bestow this protection on other creatures (the rank check is still opposed by Aram's rank check). It lasts for one year. Each week, Aram may only bestow this protection on a number of creature whose total hit dice doesn't exceed his hit dice plus his divine rank.
Venenum

05-15-07, 03:34 PM
No - I have no access to it.

Well that throws a wrench in my planes for a heavy armored dude, i wanted stoneblessed and iron mind class, goliath greathammer and mountain plate, and some assorted feats.
Squirrelloid

05-15-07, 04:15 PM
My ruling concerning this stands. Only temporary bonuses may exceed it.
and

60. "Base" qualification was explained.

I saw multiple explanations. Is the following interpretation right:

bought+inherent+racial = base. Level pumps, epic feats, and enhancement bonuses are in addition to that.

I suppose this is a question about 'What is a temporary bonus?' Ie, losing levels can remove level pumps and retraining can remove feats.

On polymorph not changing constitution:
And why would you want to do that?

Because the current errata lead to a number of bizarre situations plus the ability to benefit from multiple items of + constitution. Disassociating your hp from your con score is Bad. And these are known exploits that were pointed out back in 3e, polymorph was changed in 3.5 originally to avoid this, and then they errataed it back as if they could pretend the problem had gone away. The initial change in polymorph in 3.5 proves that the exploit(s) work because they altered the rules specifically to avoid it! I'd rather not deal with the problem and abide by a sensible houserule - polymorph doesn't change constitution. Its not like you aren't going to have to make a houserule anyway, and this simple one I'm proposing leaves no loopholes for stupid. Otherwise I want a full description of any houserules you intend to use.

Said source is out of date. The Gates of Hell version is more recent.

Except the Gates of Hell table is inconsistent with the text which references the table. Whereas the DiceFreaks site table perfectly reflects the text. Is the table to be preferred to the text as well?

Finally, on Nar Demonbinder + Lords of Madness: If I PM you rules for the things i want to use, can you look at them and give me a yes or no? For now, the LoM item is merely a feat (which would be easy to PM). Nar Demonbinder is a 7 level PrC, and may be more than you want to deal with.
Witch

05-15-07, 04:25 PM
I suppose this is a question about 'What is a temporary bonus?' Ie, losing levels can remove level pumps and retraining can remove feats.
Anything that can be dispelled or is removed when you remove an item.

Because the current errata lead to a number of bizarre situations plus the ability to benefit from multiple items of + constitution. Disassociating your hp from your con score is Bad. And these are known exploits that were pointed out back in 3e, polymorph was changed in 3.5 originally to avoid this, and then they errataed it back as if they could pretend the problem had gone away. The initial change in polymorph in 3.5 proves that the exploit(s) work because they altered the rules specifically to avoid it! I'd rather not deal with the problem and abide by a sensible houserule - polymorph doesn't change constitution. Its not like you aren't going to have to make a houserule anyway, and this simple one I'm proposing leaves no loopholes for stupid. Otherwise I want a full description of any houserules you intend to use.

I needed to check for loopholes. I'm not sure I buy into it though. Work it out like this:
Recalculate new maximum HP. If your current hp are higher than this new maximum, reduce your current hp to the maximum. Otherwise, current hit points remain unaltered.



Except the Gates of Hell table is inconsistent with the text which references the table. Whereas the DiceFreaks site table perfectly reflects the text. Is the table to be preferred to the text as well?
I really don't feel like checking these numbers. You seem sure; go with the table in the url, which is apparently correct.

Finally, on Nar Demonbinder + Lords of Madness: If I PM you rules for the things i want to use, can you look at them and give me a yes or no? For now, the LoM item is merely a feat (which would be easy to PM). Nar Demonbinder is a 7 level PrC, and may be more than you want to deal with.
You can send the feat; leave out the class.
Witch

05-15-07, 04:37 PM
Guys, I want everyone who considers his character finished (not "almost finished" or "it'll be done soon") to say so and post a link to said character now. Keeping track isn't easy, and I've got a new Siege to get going (Bernat has withdrawn from the challenge).
goro

05-15-07, 04:43 PM
Would "Ferric Affinity" be comparable to an SDA if your character had spent the last several millenia on "The Iron Wastes(23rd layer of the abyss)?"
Venenum

05-15-07, 05:10 PM
So, witch, I can pm you the jist of the feats and the gear i would like to use, nothing all to powerfull.
goro

05-15-07, 06:13 PM
Divine Ki Strike:
Prerequisite: Imrpoved unarmed strike, Divine Monk
Benefit: Ki Strike: Magic, Ki strike: Silver, Ki Strike: Adamantite, Arcane Strike, Improved Ki Strike, Ki Strike: Cold, and improves base damage by one die step.

Too much?
Diplominator

05-15-07, 08:44 PM
Guys, I want everyone who considers his character finished (not "almost finished" or "it'll be done soon") to say so and post a link to said character now. Keeping track isn't easy, and I've got a new Siege to get going (Bernat has withdrawn from the challenge).

Venyx is still done, although he needs to mess with his equipment, which can be done in-game. Just a reminder, although if someone else is ready, too, they can certainly go first.
goro

05-15-07, 09:10 PM
Is there a type of skill bonus other than competence?
Taeldrin Laesrash

05-15-07, 10:12 PM
Witch, here's the Nar Demonbinder. (http://www.wizards.com/default.asp?x=dnd/ex/20030502a&page=2)
goro

05-15-07, 11:03 PM
Wiych, how do these look.


Incredible Enhancement
Transmutation
Spellcraft DC: 48
Components: V, S
Casting Time: 11 minutes
Range: Personal
Target: Personal
Duration: 2000 hours, (11 weeks, 6 days, and 8 hours)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 432,000 gp, 17,280 xp, 9 days Factors: +17(Seed: Fortify) +90(+45 Enhancement) +200(Increase duration 10,000%, x100) +200(Increase caster level for dispel checks 100 levels) Mitigating Factors: -437(23 additional casters each contributing an epic level spell slot) -2(change from touch to personal) -20(Increase casting time 10 minutes)

Caster receives a +46 enhancement bonus to AC, ability score, saves, Spell Resistance, Natural armor, Energy resistance, or Hit points.


Wrath Of God
Transmutation
Spellcraft DC: 238
Components: V, S
Casting Time: 1 quickened action
Range: 12,000 ft.
Target: One creature, or up to a 10-foot cube of nonliving matter
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
To Develop: 2,142,000 gp, 85,680 xp, 43 days Factors: +29(Seed: Destroy) +60(+30d6 damage) +28(Quickned) +21(Ad-hoc Maximized) +40(Increase damage die to d20's) +60(Increase caster level for spell resistance checks +30)

This spell deals 50d20(1,000) points of damage. If the target is reduced to –10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated, leaving behind only a trace of fine dust. Up to a 10-foot cube of nonliving matter is affected, so a spell using the destroy seed destroys only part of any very large object or structure targeted. The destroy seed affects even magical matter, energy fields, and force effects that are normally only affected by the disintegrate spell. Such effects are automatically destroyed. Epic spells using the ward seed may also be destroyed, though the caster must succeed at an opposed caster level check against the other spellcaster to bring down a ward spell.


Cloak of Magical Invincibility
Abjuration
Spellcraft DC: 101
Components: V, S
Casting Time: 11 minutes
Range: Personal
Duration: 2008 hours (12 weeks)
Saving Throw: Will negates
Spell Resistance: yes
To Develop: 909,000 gp, 36,360 xp, 19 days Factors: +14(Seed: Ward) +280(Wards against all spells(and spell like effects, including those from magic items) increases by 14 levels) +166(Increase duration 8300%, 83 times) +100(Increase caster level against dispel checks by 50 levels) Mitigating Factors: -20(Increase casting time 10 minutes) -437(23 participants contributing an epic level spell slot) -2(change target from touch to personal)

Gives targeted creature immunity from all spells and spell-like effects with a spell level 15 or less for 2016 hours(12 weeks). Increases the caster level against dispel checks by 50 levels.


Epic Insight
Transmutation
Spellcraft DC: 31
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: permanent
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 279,000 gp, 11,160 xp, 6 days Factors: +23(Seed: Fortify) +24(Increase Inherent Bonus +4) +23(Seed: Ward) +24(Increase Inherent Bonus)*5(Permanent) Mitigating Factors: -437(23 participants contributing an epic level spell slot) -2(Change from target to personal)

Gives a permanent +5 Inherent bonus to two of the following, Ability score, saving throw, spell resistance, natural armor, resistance 1 to an energy type, or 1 temporary hit point.


Sacred Armor
Conjuration (Creation) [Force]
Spellcraft DC: 107
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: 28 days (4 weeks) (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 963,000 gp, 38,520 xp, 20 days Factors: +14(Seed: Armor) +340( Sacred Armor Increases by +34) +108(Increase duration 2,700%, 27 times) +82(Increase caster level against dispel checks +41) Mitigating Factors: -437(23 participants each contributing an epic level spell slot)

Target receives +35 Sacred bonus to armor class.


Primary Weapon: +5(+9) EverDancing(+8) Dread(+7) Returning(+1) Frost(+1) Holy(+2) (11,520,315)
Secondary Weapons(x5): +4 EverDancing(+8) Returning(+1) Scimitars (3,380,315 each) (16,901,575 total)

Circlet of Epic Sacred Spellcraft 125 (23,437,500)
Boots of Epic Dodge AC +25 (15,625,000)
Ring of Epic Luck AC +25 (23,437,500)
Ring of Epic Sacred AC +25 (23,437,500)
Circlet of Epic Competence Spellcraft 150 (22,500,000)


Wrath of Apollyon
Conjuration (Summoning)
Spellcraft DC: 14
Components: V, S
Casting Time: 1 minute
Range: 75 ft.
Effect: One summoned creature
Duration: 20 rounds (D)
Saving Throw: Will negates (see text)
Spell Resistance: Yes (see text)
To Develop: Factors: +14(Seed: Summon) +116(Increase CR by 58) +60(Summon unique creature) +25(Contingent) +420(Increase duration by 21,000%, 4200 rounds) Mitigating Factors: -20(increase casting time 10 minutes) -200(increase casting time 100 days -437(23 participants each contributing an epic level spell slot)

Summons Apollyon, Demon Prince of Destruction for 4220 rounds.
Apollyon, Demon Prince of Destruction (http://community.dicefreaks.com/viewtopic.php?t=220)
fnord

05-15-07, 11:54 PM
Is there a type of skill bonus other than competence?
You can get all the normal ones (insight, luck, profane, etc.), but they're much more expensive in magical items.
goro

05-16-07, 12:07 AM
You can apply all those bonuses to items that increase your class skills
(Spellcraft, knowledge, etc...)?


Wow, I just went and looked what it would be like to apply the "Incredible Enhancement" spell to my character. It's Incredible.
Rikandur_Azebol

05-16-07, 12:57 AM
Prove it.

Rik was burned during first attempt, just walking around. His fire resistance 10 barely held ... and he had to gain Fire subtype to avoid this unpleasantness.

DF Hell is more unhospitable and I remember that GtH describes many areas of Dis to be so hot that Iron is red. This is basis for my assumption that Brown Mold could grow there as if exposed to fire continuously.
I'm okay with You forbidding it. :rolleyes:


Goro, +skill items are limited only by Your wealth, but if You want to make +skill epix spell I remember that Witch said that limit here is the same as for +stat spells. Equivalent of item worth 25% of Your wealth.
My calculator says that +skill spell is capped at +146.
goro

05-16-07, 01:08 AM
No, I'm wondering for epic spellcraft magic items.
More spellcraft gets me more epic spells and able to cast higher DC spells.

Let me know if my math is wrong but a lvl 70 character starts with 100.6 million right? 13.6 million at level 40 increase it by 1.5, 1.5, 1.7, 1.7, 1.9, 1.9, 2.1, 2.1, etc?
Rikandur_Azebol

05-16-07, 03:32 AM
No, You get around 85,867,000 gp (I rounded up to nearest 1000).
goro

05-16-07, 10:25 AM
How did you get that number?
goro

05-16-07, 11:56 AM
Still need to add attack information and choose feats.


Huge Outsider(Aberration, Chaotic, Neutral, Extraplanar)
Symbol:
Divine Rank: 18

AC: 350 (Natural Armor: +33, Sacred: +35, Inherent: +5, Dodge: +25, Luck: +25, Divine: 18, Deflection: 48, MoL Nat. AC Bonus: +47, Epic Spell Enhancement: 46, Epic Magic Item Nat AC Bonus: 15) *See AC explained bleow
AC Touch: 209 AC Flatfooted: 350
Hit Dice: 65d8 + 5(Inherent Bonus) + 46(Enhancement Bonus + 3055(Con) = 3,626 HP
Immunity to (Not subject to rank check): Polymorphing, petrification, or any other attack that alters thier form. Enegy drain, ability drain, ability damage. Mind affecting effects(charms, compulsions, phantasms, patterns, and morale effects, Electricity, Acid, Sonic, Fire, Cold
Immunity to (Subject to rank check): Disease, poison, stunning, sleep, paralysis, death effects, and disintegration. Effects that imprison or banish(banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking.
Spell Resistance: 213 *
Abilities: STR: 116(+53) DEX: 98(+44) CON: 104(+47) INT: 68(+29) WIS: 90(+40) CHA: 106(+48) *See Ability scores explained, below
FORT: 173 REF: 170 WILL: 166


Speed: Biped: 540 Quadraped: 620 Fly: 1240 (Base Godly Speed: +60, Fast Movement: +210) Stride(SDA) doubles non-combat movement speed
Melee: +145 Unarmed Strike
Melee Touch:
Melee Ranged:
BAB/GRAPPLE: +65/+126
Attack:
Special Attacks: Spells, Spell-like Abilities, Unarmed Strikes, Summons, Smite Evil, Sneak Attack,
Special Qualities: Flight (SU), Deity traits, Monster of legend traits, Outsider Traits, Aberration traits, Immunities, Immunity to Energy(Sonic, Electricity, Acid, Fire, and Cold) Regardles of attacker, Damage Reduction, Spell Resistance, Lay on Hands, Improved Evasion, Automatic Actions, Darkvision, Lowlight vision, Exceptional (Infinite) Deflection,
Combat Equipment:


Spells Per Day: Sorcerer/Dread Necromancer
1st)18/18
2nd)18/18
3rd)18/18
4th)18/18
5th)17/17
6th)17/17
7th)17/17
8th)17/17
9th)16/15
10th)11/11
11th)11/11
12th)11/11
13th)10/10
14th)10/10
15th)10/10
16th)10/10
17th)9/9
18th)9/9
19th)9/9
20th)9/9
21st)8/8
22nd)8/8
23rd)8/8
24th)8/8
25th)7/7
26th)7/7
27th)7/7
28th)7/7
29th)6/6
30th)6/6
31st)6/6
32nd)6/6
33rd)5/5
34th)5/5
35th)5/5
36th)5/5
37th)4/4
38th)4/4
39th)4/4
40th)4/4
41st)3/3
42nd)3/3
43rd)3/3
44th)3/3
45th)2/2
46th)2/2
47th)2/2
48th)2/2


Salient Divine Abilities:
1) Divine Monk, (Axiomatic Strike, Exceptional Deflection, Infinite Deflection, Keen Strike, Reflect Arrows, Vorpal Strike, +5 Enhancement Bonus, Increase base damage to 2d12)
2-5) Increased Spell Resistance (x4), Divine Spell Resistance +80) 32 + 1/2 HD + DVR + 80 +5(Insight Bonus) + 46(Epic spell: Enhancement) = 213
6) Divine Spellcasting(Dread Necromancer)
7) Divine Dodge, (permanent 68% mis-chance against any attack including area spells)
8) Banestrike, +4d6 against Outsiders, Evil +4 on attack rolls)
9) Battlesense, (Cannot be flanked except by deity that succeeds on an opposed rank check)
10) Supreme Initiative,
11) Clear Sight,
12) Free Move, (Move speed as a free move)
13) Stride, (Doubles non-combat movement speed)
14) Extra Energy Immunity (Sonic), 15) Extra Energy Immunity (Acid), 16) Extra Energy Immunity (Electricity), (Regardless of Attacker)
17) Indomitable Strength, (+25 opposed strength checks)
18) Divine Blast, 20) Mass Divine Blast, (3+CHA/day 18d12+30d12 No Save Cylinder 900 ft radius-180 ft height, Burst 900 ft rafdius 90 Targets-no 2 more than 18 miles apart, Cone 1800 ft)
19) Divine Paladin, (Great Smiting x3, Smite Evil +5/day)
20)
21)
22) Divine Sneak Attack, (Sneak attack of opportunity, Lingering Damage, Improved Sneak Attack x3
23) Divine Spellcasting(Sorecerer) (Spell focus in all schools of magic and improved combat casting)
24) Divine Weapon Mastery (Weapon Focus, Weapon Specialization, Improved Critical (Unarmed Strikes))
25)The Deepest Cut (maximize damage dealt by any weapon including sneak attack dice, bonus damage dice from icy, shock, holy, ect traits) is also maximized by this ability.
26)Divine Smite Evil (Great smiting x2 and smite evil an additional 10 times a day)
Domains: Travel, Strength, War

Feats:
Epic Feats:


Outsider Traits:
Special Qualities: Damage Reduction , Energy Resistance , Regeneration 21, Spell Resistance , Summoning , Telepthy 600 ft., Darkvision, Prificient with all simple martial weapons

Deity Traits:
Armor Class: Divine armor Class Bonus equal to DvR, Natural Armor Bonus equal to 15+DvR, Deflection Bonus equal to CHAMod.
Attack: Receive Divine bonus to all attack rolls equal to DvR.
Damage: natural attacks and weapons weilded are treated as the diety is aligned for purposes of overcoming damage reduction.
Special Ability: Alter Reality(SU),
Domains: Travel ,
Domain Granted Powers: Can use any Domain power can grant a number of times per day equal to DvR(if normally can be used more than that get the greatest number of uses). If based on a cleric level deity has effective Cleric level equal to DvR.
Spell-Like Abilities: Can use any domain spell can grant as an SLA at will. Caster level = HD + DvR, DCs 20 + Spell level + CHA + DvR
Travel: Can use Greater Teleport - Greater Planeshift as SLA at will.
Special Qualities: 45/Epic and Adamantine((Slashing) must have been willingly used to commit suicide by 4 consecutive generations of people from the same family)) Divine Aura: Will save DC 10+CHA+DvR, Immortality,
Immunity to (Not subject to rank check): Polymorphing, petrification, or any other attack that alters thier form. Enegy drain, ability drain, ability damage. Mind affecting effects(charms, compulsions, phantasms, patterns, and morale effects, Electricity, Acid, Sonic, Fire, Cold
Immunity to (Subject to rank check): Disease, poison, stunning, sleep, paralysis, death effects, and disintegration. Effects that imprison or banish(banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking.
Spell Resistance: 32 + 1/2 HD + DvR + Increased spell reisistance x4 + 5(Insight)
Saving Throws: Divine bonus = DvR
Checks: Divine Bonus = DvR on all skill checks, ability checks, caster level checks, and turning checks.
Automatic Actions: When acting within my portfolio, I can perform any action as an immediate action, as long as the check DC is equalto or les than 30. Can perform 20 free actions per round

Monster of Legend Traits:
HD: max points per HD
AC: Improve Natural armor by Con Mod
Damage: Increase natural weapons damage by one die step.
Special Attacks Spellcasting(Sorcerer) caster level 48, Spellcasting(Wizard) caster level 48, Unarmed Strike, Smite Evil, Sneak Attack, Crippling Strike, Preternatural Grace, Flight(SU)
Special Qualities: Lay on hands, Fast Movement, Evasion, Improved Evasion, Lowlight vision, Spell Resistance CR+14, Immunity to Aging, disintegration, polymorphing, petrification, Energy Resistance 40 Sonic & 40 Acid, Damage Reduction 35/Epic and Wood,
Ability Scores: STR +8, DEX +4, CON +8, INT +4, WIS +4, CHA +6
Bonus Feats: Improved Unarmed Strike, Deflect Arrows


Epic Insight
Transmutation
Spellcraft DC: 31
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: permanent
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 279,000 gp, 11,160 xp, 6 days Factors: +23(Seed: Fortify) +24(Increase Inherent Bonus +4) +23(Seed: Ward) +24(Increase Inherent Bonus)*5(Permanent) Mitigating Factors: -437(23 participants contributing an epic level spell slot) -2(Change from target to personal)

Gives a permanent +5 Inherent bonus to two of the following, Ability score, saving throw, spell resistance, natural armor, resistance 1 to an energy type, or 1 temporary hit point.

*Applied to Natural AC, spell resistance, REF-WILL-FORT saving throws, and Hit Points.

Incredible Enhancement
Transmutation
Spellcraft DC: 48
Components: V, S
Casting Time: 11 minutes
Range: Personal
Target: Personal
Duration: 2000 hours, (11 weeks, 6 days, and 8 hours)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 432,000 gp, 17,280 xp, 9 days Factors: +17(Seed: Fortify) +90(+45 Enhancement) +200(Increase duration 10,000%, x100) +200(Increase caster level for dispel checks 100 levels) Mitigating Factors: -437(23 additional casters each contributing an epic level spell slot) -2(change from touch to personal) -20(Increase casting time 10 minutes)

Caster receives a +46 enhancement bonus to ability score, saves, Spell Resistance, Natural armor, Energy resistance, or Hit points.

*Applied to STR, DEX, CON, INT, WIS, CHA, AC, REF, WILL, FORT, Spell Resistance, Hit Points


AC Explained:
+33 Natural armor from being deity
+35 sacred Bonus from epic spell (Sacred Armor)
+5 Inherent Bonus from Epic Spell
+25 Dodge bonus from epic magic item
+25 Luck bonus from epic magic item
+18 Divine from being deity
+48 Deflection from being deity
+44 DEX
+47 Natural AC bonus from MoL template
+46 Enhancement Bonus from epic spell
+15 Natural AC bonus from epic magic item


Ability Scores Explained:
Strength:
+41 Base
+5 Inherent
+16 Size
+8 MoL Template
+46 Enhancement
Dexterity:
+33 Base
+5 Inherent
+4 From Levels
+10 DvR
-4 Size
+4 MoL Template
+46 Enhancement
Constitution:
+33 Base
+5 Inherent
+4 From levels
+8 Size
+8 MoL Template
+46 Enhancement
Intelligence:
+13 Base
+5 Inherent
+4 MoL Template
+46 Enhancement
Wisdom:
+32 Base
+5 Inherent
+2 From levels
+1 DvR
+4 MoL Template
+46 Enhancement
Charisma:
+34 Base
+5 Inherent
+8 From levels
+7 DvR
+6 MoL Template
+46 Enhancement


Saving Throws Explained:
Fortitude:
+34 Base
+47 Constitution
+18 DvR
+5 Inherent
+46 Enhancement
+24 Resistance MoL Template
Reflex:
+34 Base
+44 Dexterity
+18 DvR
+5 Inherent
+46 Enhancement
+24 Resistance MoL Template
Will:
+34 Base
+40 Wisdom
+18 DvR
+5 Inherent
+46 Enhancement
+24 Resistance MoL Template
Bernat

05-16-07, 01:44 PM
goro, I think you missed that MoL abilities are based on racial HD, not those coming from classes (just like the feral template). Also, as a greater deity, you get only 23 SDAs.

What are your classes, btw?
goro

05-16-07, 01:48 PM
No classes. Pure outsider.
Get 23 SDAs + 6 Domains. You can switch out a domain for an SDA, or an
SDA for a domain.
Bernat

05-16-07, 01:58 PM
No classes. Pure outsider.
Get 23 SDAs + 6 Domains. You can switch out a domain for an SDA, or an
SDA for a domain.

No wonders I didn't find your class, then ;). I didn't recall that about the SDA-domain switch.
goro

05-16-07, 02:01 PM
The bad thing about all racial HD is no bonus feats at epic levels. But I have some good racial abilities and the MoL template is worth it. I went back and read the MoL template and found you get 1 special attack, 1 special qualty, and 1 special attack or special quality per 10 HD.
Witch

05-16-07, 02:38 PM
Divine Ki Strike:
Prerequisite: Imrpoved unarmed strike, Divine Monk
Benefit: Ki Strike: Magic, Ki strike: Silver, Ki Strike: Adamantite, Arcane Strike, Improved Ki Strike, Ki Strike: Cold, and improves base damage by one die step.

Too much?
Makes no sense. Divine Monks already have many of these abilities. Others just don't mesh.

So, witch, I can pm you the jist of the feats and the gear i would like to use, nothing all to powerfull.
If it's more than one or two, no. Otherwise, feel free to PM.

Rik was burned during first attempt, just walking around. His fire resistance 10 barely held ... and he had to gain Fire subtype to avoid this unpleasantness.

DF Hell is more unhospitable and I remember that GtH describes many areas of Dis to be so hot that Iron is red. This is basis for my assumption that Brown Mold could grow there as if exposed to fire continuously.
I'm okay with You forbidding it. :rolleyes:
Rik. This is a Divine Realm. Of a being who has Merorem at his disposal. Do you think the Planar Traits will be the same if this impacts Dispater in a negative way?


Goro, +skill items are limited only by Your wealth, but if You want to make +skill epix spell I remember that Witch said that limit here is the same as for +stat spells. Equivalent of item worth 25% of Your wealth.
My calculator says that +skill spell is capped at +146.
I also requested somewhere above not to go over the +25 ability enhancement. I find the number crunching in this regard to not be the purpose of this challenge.
Witch

05-16-07, 02:46 PM
Incredible Enhancement
Transmutation
Spellcraft DC: 48
Components: V, S
Casting Time: 11 minutes
Range: Personal
Target: Personal
Duration: 2000 hours, (11 weeks, 6 days, and 8 hours)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 432,000 gp, 17,280 xp, 9 days Factors: +17(Seed: Fortify) +90(+45 Enhancement) +200(Increase duration 10,000%, x100) +200(Increase caster level for dispel checks 100 levels) Mitigating Factors: -437(23 additional casters each contributing an epic level spell slot) -2(change from touch to personal) -20(Increase casting time 10 minutes)

Caster receives a +46 enhancement bonus to AC, ability score, saves, Spell Resistance, Natural armor, Energy resistance, or Hit points.

I've requested to keep such enhancement bonus spells limited to +25 on ability scores. -400 mitigation by additional casters is absurd as well, so, no. Furthermore, you applied the seed only once. You need multiple applications to provide bonuses to -all- of these scores. Standard Fortify seed requires you to choose.


Wrath Of God
Transmutation
Spellcraft DC: 238
Components: V, S
Casting Time: 1 quickened action
Range: 12,000 ft.
Target: One creature, or up to a 10-foot cube of nonliving matter
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
To Develop: 2,142,000 gp, 85,680 xp, 43 days Factors: +29(Seed: Destroy) +60(+30d6 damage) +28(Quickned) +21(Ad-hoc Maximized) +40(Increase damage die to d20's) +60(Increase caster level for spell resistance checks +30)

This spell deals 50d20(1,000) points of damage. If the target is reduced to –10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated, leaving behind only a trace of fine dust. Up to a 10-foot cube of nonliving matter is affected, so a spell using the destroy seed destroys only part of any very large object or structure targeted. The destroy seed affects even magical matter, energy fields, and force effects that are normally only affected by the disintegrate spell. Such effects are automatically destroyed. Epic spells using the ward seed may also be destroyed, though the caster must succeed at an opposed caster level check against the other spellcaster to bring down a ward spell.

+21 does not do as an "ad hoc maximising factor" for a spell that deals 50d20 damage.

Cloak of Magical Invincibility
Abjuration
Spellcraft DC: 101
Components: V, S
Casting Time: 11 minutes
Range: Personal
Duration: 2008 hours (12 weeks)
Saving Throw: Will negates
Spell Resistance: yes
To Develop: 909,000 gp, 36,360 xp, 19 days Factors: +14(Seed: Ward) +280(Wards against all spells(and spell like effects, including those from magic items) increases by 14 levels) +166(Increase duration 8300%, 83 times) +100(Increase caster level against dispel checks by 50 levels) Mitigating Factors: -20(Increase casting time 10 minutes) -437(23 participants contributing an epic level spell slot) -2(change target from touch to personal)

Gives targeted creature immunity from all spells and spell-like effects with a spell level 15 or less for 2016 hours(12 weeks). Increases the caster level against dispel checks by 50 levels.

Once again, absurd mitigation.

Epic Insight
Transmutation
Spellcraft DC: 31
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: permanent
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 279,000 gp, 11,160 xp, 6 days Factors: +23(Seed: Fortify) +24(Increase Inherent Bonus +4) +23(Seed: Ward) +24(Increase Inherent Bonus)*5(Permanent) Mitigating Factors: -437(23 participants contributing an epic level spell slot) -2(Change from target to personal)

Gives a permanent +5 Inherent bonus to two of the following, Ability score, saving throw, spell resistance, natural armor, resistance 1 to an energy type, or 1 temporary hit point.

I am not aware of any inherent bonuses to anything but ability scores, and you already have inherent bonuses to all ability scores if you are a deity. Furthermore, again, absurd mitigation.

Sacred Armor
Conjuration (Creation) [Force]
Spellcraft DC: 107
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: 28 days (4 weeks) (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 963,000 gp, 38,520 xp, 20 days Factors: +14(Seed: Armor) +340( Sacred Armor Increases by +34) +108(Increase duration 2,700%, 27 times) +82(Increase caster level against dispel checks +41) Mitigating Factors: -437(23 participants each contributing an epic level spell slot)

Target receives +35 Sacred bonus to armor class.

Absurd mitigation.



Wrath of Apollyon
Conjuration (Summoning)
Spellcraft DC: 14
Components: V, S
Casting Time: 1 minute
Range: 75 ft.
Effect: One summoned creature
Duration: 20 rounds (D)
Saving Throw: Will negates (see text)
Spell Resistance: Yes (see text)
To Develop: Factors: +14(Seed: Summon) +116(Increase CR by 58) +60(Summon unique creature) +25(Contingent) +420(Increase duration by 21,000%, 4200 rounds) Mitigating Factors: -20(increase casting time 10 minutes) -200(increase casting time 100 days -437(23 participants each contributing an epic level spell slot)

Summons Apollyon, Demon Prince of Destruction for 4220 rounds.
Apollyon, Demon Prince of Destruction (http://community.dicefreaks.com/viewtopic.php?t=220)

Sure, I will allow the summoning of Apollyon by a DC 14 Epic Spell. However, this means that, because it is that easy to summon him, there is no longer a mortal coil.Hence, no mortals are alive, which means you have no worshippers.Thus, you are dead.
goro

05-16-07, 02:57 PM
also requested somewhere above not to go over the +25 ability enhancement. I find the number crunching in this regard to not be the purpose of this challenge.

Oh, ok. Does that apply only to ability scores?

Makes no sense. Divine Monks already have many of these abilities. Others just don't mesh.

Ok. Hows this.

Divine Ki Strike
Prerequisite: Improved unarmed strike, Bab +20
Benefit: Ki Strike: Adamantite, Ki Strike: Magic, Ki Strike: Cold, Ki Strike: Silver, Improved Ki Strike, Ki Strike: Holy, Sanctify Ki Strike, and Holy Ki Strike
Witch

05-16-07, 02:59 PM
On Mindsight: http://boards1.wizards.com/showpost.php?p=12201594&postcount=245
I already said no, there.

You may use the Nar Demonbinder.

Luminryl: please ask questions on the thread, next time, it allows me to keep track of my rulings easier.


1) Can all of the spell effects of the Iron Tower (the corrupt lightning bolts, the catapsi, etc) be treated as coming from the same caster (if the tower can be treated as a caster) for the purposes of using the Infernal's Learned Spell Immunity ability? Another way of looking at it would be by treating the tower as having been created by a single caster (presumably Dispater himself) in which case the question would still be asked since all of the spell effects would have come from the same source in any case.
The tower does not truly cast spells. It activates them. Hence, the tower is not affected.
2) Can manifested powers of an opponent be treated as spells and/or spell effects for the purposes of using the Infernal's Learned Spell Immunity ability?
Yes, they can.
A requirement for the Learned Spell Immunity: if it affects golems, it's not impacted by Learned Spell Immunity.
goro

05-16-07, 03:04 PM
Sure, I will allow the summoning of Apollyon by a DC 14 Epic Spell. However, this means that, because it is that easy to summon him, there is no longer a mortal coil.Hence, no mortals are alive, which means you have no worshippers.Thus, you are dead.
Lol.
I thought you can use your avatars and 3 extra team members?

I suppose I could use the extra 3 team members to cast the spells and have them burn the xp and tak ethe backlash damage while I get the benefit of the spell. Nothing says worthy of being my servant than dieing for my benefit.
Witch

05-16-07, 03:12 PM
Lol.
I thought you can use your avatars and 3 extra team members?
Ofcourse you can. However, there is a limit to mitigation, and that limit is "common sense". I want spells to be reasonable. Reference Gates of Hell for spells which are an example of being reasonable.
Venenum

05-16-07, 03:30 PM
Witch, may i use thayen gladiator, found on the main website, and in a book, and perhaps the warhulk, form the minatures handbook.
goro

05-16-07, 03:59 PM
Divine Recall SDA, can it be used to remember every instance arcane spells being developed?


Does Supreme Eldritch knowledge let you automatically know epic spells?

I'm going to go back and change the ones requiring multiple participants to cast.


Prison
Transmutation
Spellcraft DC: 339
Components: V, S
Casting Time: 1 quickened action
Range: 300 ft.
Target: One creature or inanimate, nonmagical object
Duration: Permanent
Saving Throw: Fortitude negates (see text)
Spell Resistance: Yes
To Develop: 3,051,000 gp, 122,040 xp, 62 days Factors: +21(Seed: Transform) +170(max HD affected increased by 85) +60(Save DC increase by +30) +60(Increase caster level against spell resistance +30) +28(Quickened)

This spell transforms any creature of 100 HD or less into an inanimate gem. Fortitude save dc (20+CHA+30)


Wrath of Apollyon
Conjuration (Summoning)
Spellcraft DC: 240
Components: V, S
Casting Time: 1 minute
Range: 75 ft.
Effect: One summoned creature
Duration: 620 rounds (D)
Saving Throw: Will negates (see text)
Spell Resistance: Yes (see text)
To Develop: 2,160,000 gp, 86,400 xp, 44 days Factors: +14(Seed: Summon) +116(Increase CR by 58) +60(Summon unique creature) +60(Increase duration 3,000%)

Summons Apollyon, Demon Prince of Destruction (http://community.dicefreaks.com/viewtopic.php?t=220) for 620 rounds.


Wrath of God
Transmutation
Spellcraft DC: 309
Components: V, S
Casting Time: 1 quickened action
Range: 12,000 ft.
Target: One creature, or up to a 10-foot cube of nonliving matter
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
To Develop: 2,781,000 gp, 111,240 xp, 38 days Factors: +29(Seed: Destroy) +160(+80d6 damage) +40(Increase damage die to d20) +40(Increase save DC +20) +28(Quicken) +40(Increase caster level against spell resistance +20)

This seed deals 100d20 points of damage to the target. The damage is of no particular type or energy. If the target is reduced to –10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated, leaving behind only a trace of fine dust. Up to a 10-foot cube of nonliving matter is affected, so a spell using the destroy seed destroys only part of any very large object or structure targeted. The destroy seed affects even magical matter, energy fields, and force effects that are normally only affected by the disintegrate spell. Such effects are automatically destroyed. Epic spells using the ward seed may also be destroyed, though the caster must succeed at an opposed caster level check against the other spellcaster to bring down a ward spell.


Cloak of Magical Invincibility
Abjuration
Spellcraft DC: 245
Components: V, S
Casting Time: 11 minutes
Range: Touch
Target: Touched Creature
Duration: 5 weeks
Saving Throw: Will negates
Spell Resistance: yes
To Develop: 2,205,000 gp, 88,200 xp, 45 days
Factors: +14(Seed: Ward) +220(Wards against all spells(and spell like effects, including those from magic items) increases by 11 levels) +68(Increase duration 3,400%, +34 days) +100(Increase caster level against dispel checks by 50 levels) Mitgating Factors: -100(Caster burns 10,000 xp) -57(three participants contributing an epic level spell slot)

Gives targeted creature immunity from all spells and spell-like effects with a spell level 12 or less for . Increases the caster level against dispel checks by 50 levels.


Incredible Enhancement
Transmutation
Spellcraft DC: 295
Components: V, S
Casting Time: 6 minutes
Range: Personal
Target: Personal
Duration: 1020 hours,
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 2,655,000 gp, 106,200 xp, 56 days Factors: +17(Seed: Fortify) +90(+45 Enhancement) +100(Increase duration 5,000%, x500) +100(Increase caster level for dispel checks 50 levels) Mitigating Factors: -2(change from touch to personal) -10(Increase casting time 5 minutes)

Caster receives a +46 enhancement bonus to AC, ability score, saves, Spell Resistance, Natural armor, Energy resistance, or Hit points.


Epic Inheritance
Transmutation
Spellcraft DC: 235
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: permanent
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 2,115,000 gp, 84,600 xp, 43 days
Factors: +23(Seed: Fortify) +24(Increase Inherent Bonus)*5(Permanent)

Gives a permanent +5 Inherent bonus to an ability score.


Sacred Armor
Conjuration (Creation) [Force]
Spellcraft DC: 192
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: 28 days (4 weeks) (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 1,728,000 gp, 69,120 xp, 35 days Factors: +14(Seed: Armor) +210( Sacred Armor Increases by +21) +108(Increase duration 2,700%, 27 times) +60(Increase caster level against dispel checks +30) Mitgating Factor: -200(Caster burns 20,000 xp)

Target receives +25 Sacred bonus to armor class.


Sacred Promise
Transmutation
Spellcraft DC: 359
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: 1,020
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 3,231,000 gp, 129,240 xp, 65 days Factors: +23(Seed: Fortify) +136(Increase Sacred Bonus by +34) +100(Increase caster level against dispel checks by +50) +100(Increase duration 5,000%, x50)

Receive +35 Sacred Bonus to Natural AC, an Ability score, a Saving throw, or Spell Resistance.
Mysteris

05-16-07, 06:18 PM
A quick question. If I'm using a +7 LA, do I use it when calculating extra ability points gained, HP, and the epic saves and bonuses? For instance, my revised Mirienemi has 63 class levels and a +7 LA. Would I divide 63 by 4 to get her ability points, or 70 by 4?
goro

05-16-07, 06:33 PM
You get a free +5 La.
So you would be 68. So you get 17.
goro

05-16-07, 06:35 PM
I've been looking through TGOH to see which arch-Devils and Dukes of Hell are on which layer. If anyone knows which ones are on the second layer in this setting please post it.
Mysteris

05-16-07, 06:35 PM
You get a free +5 La.
So you would be 68. So you get 17.

*nod* I used the 5 free LA for a template, and then subtracted 7 regular LA for her nymph race (revised from pixie). So I was down to 63 character levels.

Goro: I know that Merorem the Darkwind resides there. He's got some powerful influence over Time and Wind. A quick check of TGoH showed that Jezebel, the head of Princess Glasya's erinyes tempters is in Dis. There's also Titivilus, Dispater's Herald. Merorem and Titivilus are Dukes, Jezebel isn't.
Squirrelloid

05-16-07, 06:35 PM
On Mindsight: http://boards1.wizards.com/showpost.php?p=12201594&postcount=245
I already said no, there.

Does it matter that the person you were responding to misrepresented mindsight? (It gives the equivalent of Blindsense, not Blindsight, and that's a huge difference). I also fail to see the balance implications in allowing access like that to blindsense when Tremorsense to a ridiculous range is easily available using the rules provided.


You may use the Nar Demonbinder.

Thank you.
Witch

05-16-07, 06:49 PM
I've been looking through TGOH to see which arch-Devils and Dukes of Hell are on which layer. If anyone knows which ones are on the second layer in this setting please post it.
Known Dukes of Dis
Titivilus, Dispater's Herald
Caim, Duke of Logic
Known Archdevils on Dis
Merorem, Grand Duke of the Ebon Vale
Glasya, Princess of Hell

Does it matter that the person you were responding to misrepresented mindsight? (It gives the equivalent of Blindsense, not Blindsight, and that's a huge difference). I also fail to see the balance implications in allowing access like that to blindsense when Tremorsense to a ridiculous range is easily available using the rules provided.
Good point, that is a huge difference. You may use it in the case of blindsense.

Witch, may i use thayen gladiator, found on the main website
If it's found there, then give me a link please.
perhaps the warhulk, form the minatures handbook.
The word "warhulk" bring to my mind words that are against the Code of Conduct.
goro

05-16-07, 07:22 PM
Witch, How did my revised epic spells look?

Does Supreme Eldritch Knowledge SDA allow a deity of magic to know epic spells as well?
Squirrelloid

05-16-07, 07:24 PM
Ok, this challenge really is just silly. Here's a trivial solution. Note I've just sketched a skeleton.

Build:
Tz’phlgan Iphphdvntlnaokltlc, Elder God (Outsider Far Realms, Evil, Chaotic)
C/E “Human” Wizard 41/Mindbender 1/UrPriest 2/Nar Demonbinder 1/MT 8/ Bard 1/Sublime Chord 2/UM 10/Tainted Scholar 1/Arch-Mage 3 not necessarily in that order

Note, as a 70HD Chaotic Evil Outsider, it has base taint scores (depravity and corruption) of 35 before acquiring any in other ways. The mere act of casting spells allows for the acquisition of more taint, and as it has no negative effects, it voluntarily fails its saves. And trust me, as a deity it has nigh-infinite taint. But that's not going to be especially relevant since we aren't going to force any saves.

Explanation of Caster Level:

Base Caster Level:
Wizard base CL = 56 +4 Practiced Spellcaster +1 ois (61)
Bard base CL = 1+1ois (2)
Nar Demonbinder CL = 61 + 7 + 1 ois (69) 6 levels of MT used for Nar Demonbinder
Sublime Chord CL = 69 + 12 +1 ois (82) 10 levels of UM are used to advance SC
=> all arcane CL 82
Ur Priest CL = 10 + 1/2*82*4 + 1ois = 175, Holy Batmobile!

Actual Caster Level:
Other CL effects (not included above):
Spell Power +1 (Archmage): +1 CL, effects all spellcasting!
Arcane Power +4 (UM): +4 CL, all arcane spells
Song of Power (SC, move required): +4 CL, all spellcasting!
Evil Domain: +1, all spellcasting (Tainted Scholar makes all its spells evil)

Arcane (All) CL: 92
Divine (UrP) CL: 181

Noteworthy abilities
Full Wizard Spellcasting
Full Sublime Chord Spellcasting
Full Nar Demonbinder Spellcasting
Full UrPriest Spell Casting
All the relevant caster SDAs (Eldritch Knowledge, Divine Spellcasting)
Mastery of Shaping (Archmage)
Tremorsense (Divine Earth Mastery)
Extra Sense Enhancement (Tremorsense to 18 miles)
Blindsense 18 miles (Mindbender + Mindsight + Extra Sense Enhancement)

Noteworthy Gear
A bunch of staves of Holy Word. Because they're dirt cheap, and can be used at CL 182 because it uses its own CL instead of the staffs CL since it has the spell on its spell list (Ur Priest grants access to spells regardless of alignment).
Orange Ioun Stone (ois above). +1 caster level.

Method:
(1) It uses Astral Projection to get to Dis - so its not actually risking anything.
(2) Ghostform (Libris Mortis) to become incorporeal - going to travel underground most of the time. We can also prevent other incorporeal creatures from coming within something like 500' by using another spell from Libris Mortis and exclude ourself from the effect (prevents incorporeal and ethereal creatures from entering the area - I can look up the name if anyone cares, ghosttrap I think).
(3) Everything in Dis, including Dispater, dies instantly to a CL 182 Holy Word. Tz’phlgan can use Mastery of Shaping to exclude itself. Even if it somehow manages to effect itself, it'll just end the Astral Projection spell, and Tz’phlgan can come back and pick up where it left off. Eventually Tz’phlgan gets to Dispater and kills him, the only question is how much of Dis remains inhabited afterwards.

I'll note i've barely statted out his abilities. Its not even worth the effort.

Notes on Flavor
I can't wait for the "a god can't have levels of Ur Priest!". Its not technically a god. Cosmic entity yes, but its an "elder god" (ie, a powerful lovecraftian creature from the far realms), and thus stealing magic from the "gods" is perfectly thematic. In fact, Tz’phlgan siphons deific energy away to feed its brothers during their long sleep so that they'll be at full strength when they at last awaken to rip reality wide open and devour it.

Rare mortals actually do worship Tz’phlgan, just like other elder gods occasionally attract worshippers, and it can empower them like any deity, but it erects no churches and mostly takes worshippers from renegade Mindflayers and other evil races (Aboleths, Sahaguin, etc...). It needs no worshippers to exist - it is older than time and can gain sufficient sustenance stealing from the deities scattered across all realities (The Far Realms is adjacent to every multiverse - be it Forgotten Realms, Greyhawk, Eberron, or what have you - rearrangements of the cosmic spheres are of no consequence to Tz’phlgan).
Witch

05-16-07, 07:31 PM
As to your SDA question, I'm going to say no.




Prison
Transmutation
Spellcraft DC: 339
Components: V, S
Casting Time: 1 quickened action
Range: 300 ft.
Target: One creature or inanimate, nonmagical object
Duration: Permanent
Saving Throw: Fortitude negates (see text)
Spell Resistance: Yes
To Develop: 3,051,000 gp, 122,040 xp, 62 days Factors: +21(Seed: Transform) +170(max HD affected increased by 85) +60(Save DC increase by +30) +60(Increase caster level against spell resistance +30) +28(Quickened)

This spell transforms any creature of 100 HD or less into an inanimate gem. Fortitude save dc (20+CHA+30)

Seems ok.


Wrath of Apollyon
Conjuration (Summoning)
Spellcraft DC: 240
Components: V, S
Casting Time: 1 minute
Range: 75 ft.
Effect: One summoned creature
Duration: 620 rounds (D)
Saving Throw: Will negates (see text)
Spell Resistance: Yes (see text)
To Develop: 2,160,000 gp, 86,400 xp, 44 days Factors: +14(Seed: Summon) +116(Increase CR by 58) +60(Summon unique creature) +60(Increase duration 3,000%)

Summons Apollyon, Demon Prince of Destruction (http://community.dicefreaks.com/viewtopic.php?t=220) for 620 rounds.

Fine. I suggest you read Apollyon's flavor, and also read what the Summon seed says though.


Wrath of God
Transmutation
Spellcraft DC: 309
Components: V, S
Casting Time: 1 quickened action
Range: 12,000 ft.
Target: One creature, or up to a 10-foot cube of nonliving matter
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
To Develop: 2,781,000 gp, 111,240 xp, 38 days Factors: +29(Seed: Destroy) +160(+80d6 damage) +40(Increase damage die to d20) +40(Increase save DC +20) +28(Quicken) +40(Increase caster level against spell resistance +20)

This seed deals 100d20 points of damage to the target. The damage is of no particular type or energy. If the target is reduced to –10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated, leaving behind only a trace of fine dust. Up to a 10-foot cube of nonliving matter is affected, so a spell using the destroy seed destroys only part of any very large object or structure targeted. The destroy seed affects even magical matter, energy fields, and force effects that are normally only affected by the disintegrate spell. Such effects are automatically destroyed. Epic spells using the ward seed may also be destroyed, though the caster must succeed at an opposed caster level check against the other spellcaster to bring down a ward spell.

Looks ok.

Cloak of Magical Invincibility
Abjuration
Spellcraft DC: 245
Components: V, S
Casting Time: 11 minutes
Range: Touch
Target: Touched Creature
Duration: 5 weeks
Saving Throw: Will negates
Spell Resistance: yes
To Develop: 2,205,000 gp, 88,200 xp, 45 days
Factors: +14(Seed: Ward) +220(Wards against all spells(and spell like effects, including those from magic items) increases by 11 levels) +68(Increase duration 3,400%, +34 days) +100(Increase caster level against dispel checks by 50 levels) Mitgating Factors: -100(Caster burns 10,000 xp) -57(three participants contributing an epic level spell slot)

Gives targeted creature immunity from all spells and spell-like effects with a spell level 12 or less for . Increases the caster level against dispel checks by 50 levels.

Looks ok. The caster level against dispel checks is only for purpose of this spell, iirc, though.

Incredible Enhancement
Transmutation
Spellcraft DC: 295
Components: V, S
Casting Time: 6 minutes
Range: Personal
Target: Personal
Duration: 1020 hours,
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 2,655,000 gp, 106,200 xp, 56 days Factors: +17(Seed: Fortify) +90(+45 Enhancement) +100(Increase duration 5,000%, x500) +100(Increase caster level for dispel checks 50 levels) Mitigating Factors: -2(change from touch to personal) -10(Increase casting time 5 minutes)

Caster receives a +46 enhancement bonus to AC, ability score, saves, Spell Resistance, Natural armor, Energy resistance, or Hit points.

No for a reason I already listed last time. Also, if you want to allow choice, this requires an extra ad hoc factor (normal epic spells are specific).

Epic Inheritance
Transmutation
Spellcraft DC: 235
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: permanent
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 2,115,000 gp, 84,600 xp, 43 days
Factors: +23(Seed: Fortify) +24(Increase Inherent Bonus)*5(Permanent)

Gives a permanent +5 Inherent bonus to an ability score.

Looks ok.

Sacred Armor
Conjuration (Creation) [Force]
Spellcraft DC: 192
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: 28 days (4 weeks) (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 1,728,000 gp, 69,120 xp, 35 days Factors: +14(Seed: Armor) +210( Sacred Armor Increases by +21) +108(Increase duration 2,700%, 27 times) +60(Increase caster level against dispel checks +30) Mitgating Factor: -200(Caster burns 20,000 xp)

Target receives +25 Sacred bonus to armor class.

Ok.

Sacred Promise
Transmutation
Spellcraft DC: 359
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: 1,020
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 3,231,000 gp, 129,240 xp, 65 days Factors: +23(Seed: Fortify) +136(Increase Sacred Bonus by +34) +100(Increase caster level against dispel checks by +50) +100(Increase duration 5,000%, x50)

Receive +35 Sacred Bonus to Natural AC, an Ability score, a Saving throw, or Spell Resistance.

No to the Natural AC, the Ability Score and the Spell Resistance. It will work on Saving Throws.
Witch

05-16-07, 07:33 PM
Squirreloid: you're free to try with your God, but I have two comments:
- I've already said this is not a taint game, hence the Tainted Scholar cannot be used.
- I suggest you read what Gates of Hell has to say on Blasphemy and similar spells.
goro

05-16-07, 07:43 PM
I thought you meant the +25 limit just for ability scores, but it applies to all others(saves, SR, AC)? Is that the limit that the abilities can be increased, or is that per bonus(+25 sacred, +25 Insight, +25 luck, +25 divine, etc)?

Divine Eldritch Mastery
Prerequisites: Divine Rank 16, Extra spell, Eldritch Knowledge, Supreme Eldritch Knowledge, Magic Domain, spellcster level 30, CHA +29
Your mastery of the arcane arts is complete.
Benefit: You can create epic spells without paying the development cost.


Bag of Infinite Holding (Minor Artifact)

This minor artifact looks exactly like any other Bag of Holding, except that there is no limit to the volume or weight of the objects that can be placed within. regardless of the volume/weight of the objects placed inside the bag never increases in weight. The bag cannot be pierced from within or without by any weapon with less than a +6 enhancement bonus. By putting his hand in the bag, the holder can summon any item within the bag into his hand. The opening of the bag can shrink or enlarge depending on the size of the object attempting to be placed inside.

If a living creature is put into the bag it acts as if under the affects of the temporal stasis spell, no save.
Squirrelloid

05-16-07, 07:47 PM
Squirreloid: you're free to try with your God, but I have two comments:
- I've already said this is not a taint game, hence the Tainted Scholar cannot be used.
- I suggest you read what Gates of Hell has to say on Blasphemy and similar spells.

Ok, I can replace Tainted Scholar with something else - I figured it was allowed since you were allowing heroes of horror (its a long thread - you'll pardon me for having missed the 'no taint' rule).

Would you mind telling me where in Gates of Hell it says things about Blasphemy? Its a long pdf, and I noticed that all Lords of the Nine get blasphemy as a spell-like ability. I figured they worked normally. Especially since I can't seem to find anything that suggests otherwise, and plenty of places in which the Lords use or have access to them. A page reference would be great.

Edit: Also, if its not in the Lords of the Nine chapter, could I get a link. As that's the pdf you linked in your first post, and I don't have any of the others.
goro

05-16-07, 07:54 PM
The Gates of Hell (http://community.dicefreaks.com/viewtopic.php?t=88)
fnord

05-16-07, 08:14 PM
Would you mind telling me where in Gates of Hell it says things about Blasphemy?
The four holy word type spells are capped in terms of their power, with saves being added to ignore the various effects as hit dice increase. This is not a big
stretch of the rules, considering that most non-epic spells are capped in terms of their power potential. Creatures with 21 Hit Dice or more gain a save against the death effect of these spells. Creatures with 31 or more Hit Dice gain a save against the paralyzation aspect. Creatures with 41 or more Hit Dice gain a save against the weakening/blinding/slowing/stunning effect. The daze effect is always applicable, so long as the target creature could normally be affected by it.
On page 86.
Witch

05-16-07, 08:17 PM
I thought you meant the +25 limit just for ability scores, but it applies to all others(saves, SR, AC)? Is that the limit that the abilities can be increased, or is that per bonus(+25 sacred, +25 Insight, +25 luck, +25 divine, etc)?
It's per spell. I don't see the need for the extreme stacking of numbers, though. Such won't win you the challenge - being creative in solving issues does that far, far better :)

Regarding your SDA: no - though you can have one that halves their prices (and is not stackable).
Venenum

05-16-07, 08:22 PM
Nevermind on the thayen gladiator.
Witch

05-16-07, 08:26 PM
Venenum: your requests are approved.
goro

05-16-07, 08:39 PM
How about one that simply removes the xp development component?

The "Bag of Infinite Holding"?
fnord

05-16-07, 08:55 PM
Anyway, I think I finally have good attribute boost spells:
Swift Boost [Attribute]
Transmutation
Spellcraft DC: 46
Components: V, S
Casting Time: 1 swift action
Range: Personal
Effect: You
Duration: 2 rounds
Saving Throw: No
Spell Resistance: No
To Develop: 414,000 gp, 9 days, 16560 xp,
Seeds: Fortify (DC 17) Factors: Increase bonus to +25 (+48), cast as a swift action (+28)
Mitigating Factors: Change from touch to personal (-2), backlash 40d6 (-40), Reduce duration from 20 hours to 2 rounds (ad hoc -5)
This spell provides a +25 enhancement bonus to an attribute (a different spell is needed for each attribute) for 2 rounds, but the caster suffers 40d6 damage each round it is in effect.
Empowerment
Transmutation
Spellcraft DC: 68
Components: V, S
Casting Time: 10 minutes
Range: Personal or Touch
Effect: You
Duration: 200 hours
Saving Throw: Fortitude Negates (Harmless)
Spell Resistance: Yes (Harmless)
To Develop: 612,000 gp, 12 days, 24480 xp,
Seeds: Fortify (DC 17) Factors: Increase bonus to +25 (+48), increase duration by 900% (+18), Choose attribute at time of casting (ad hoc +60)
Mitigating Factors: Increase casting time to 10 minutes (-18), requires 3 casters contributing epic level slots (-57)
This spell provides a +25 enhancement bonus to an attribute (different casting can enhance different attributes) for 200 hours.
Inspiration
Transmutation
Spellcraft DC: 74
Components: V, S
Casting Time: 10 minutes
Range: Personal or Touch
Effect: You
Duration: 200 hours
Saving Throw: Fortitude Negates (Harmless)
Spell Resistance: Yes (Harmless)
To Develop: 666,000 gp, 13 days, 26640 xp,
Seeds: Fortify (DC 23) Factors: Increase bonus to +25 (+144), increase duration by 900% (+18), Choose attribute at time of casting (ad hoc +60)
Mitigating Factors: Increase casting time to 10 minutes (-18), requires 9 casters contributing epic level slots (-171)
This spell provides a +25 insight bonus to an attribute (different casting can enhance different attributes) for 200 hours.

Fortune
Transmutation
Spellcraft DC: 74
Components: V, S
Casting Time: 10 minutes
Range: Personal or Touch
Effect: You
Duration: 200 hours
Saving Throw: Fortitude Negates (Harmless)
Spell Resistance: Yes (Harmless)
To Develop: 666,000 gp, 13 days, 26640 xp,
Seeds: Fortify (DC 23) Factors: Increase bonus to +25 (+144), increase duration by 900% (+18), Choose attribute at time of casting (ad hoc +60)
Mitigating Factors: Increase casting time to 10 minutes (-18), requires 9 casters contributing epic level slots (-171)
This spell provides a +25 luck bonus to an attribute (different casting can enhance different attributes) for 200 hours.
Profane Empowerment
Transmutation
Spellcraft DC: 74
Components: V, S
Casting Time: 10 minutes
Range: Personal or Touch
Effect: You
Duration: 200 hours
Saving Throw: Fortitude Negates (Harmless)
Spell Resistance: Yes (Harmless)
To Develop: 666,000 gp, 13 days, 26640 xp,
Seeds: Fortify (DC 23) Factors: Increase bonus to +25 (+144), increase duration by 900% (+18), Choose attribute at time of casting (ad hoc +60)
Mitigating Factors: Increase casting time to 10 minutes (-18), requires 9 casters contributing epic level slots (-171)
This spell provides a +25 profane bonus to an attribute (different casting can enhance different attributes) for 200 hours.
Mysteris

05-16-07, 09:10 PM
I'm back with another question, this one regarding the Master of the Sevenfold Veil prestige class. There are no listing for hit points per level or BAB progressions on the page linked to. Was there ever a version that had those things listed?
goro

05-16-07, 09:15 PM
Initiate of the Sevenfold Veil is from "Complete Arcane."
HD = d4
Bab:
+0
+1
+1
+2
+2
+3
+3
The Serge7

05-16-07, 09:17 PM
Uh, there's no dying going on right now. Where's the deicide?
goro

05-16-07, 09:46 PM
Lmao, I'm working on it.

For a 65 HD Outsider(Chaotic Neutral Alignment) deity, would the summoning ability be about;

Can summon 12 Balors, 12 pit fiends, or 10 Solars each day, of up to double HD.
Frobojoe

05-16-07, 09:50 PM
Uh, there's no dying going on right now. Where's the deicide?

Good things come to those who wait, as they say.
Mysteris

05-16-07, 10:21 PM
Initiate of the Sevenfold Veil is from "Complete Arcane."

*nod nod* Oh I have the Initiate class down. :) The Master of the Sevenfold Veil is a prestige class Witch has allowed and linked to. Its' an epic-level progression of the Initiate class, but there's no hit points per level or BAB progression listed.

Uh, there's no dying going on right now. Where's the deicide?

We have to finish getting the sacrifical lambs ready for the slaughter you know, and that takes work. ;)
Oathar Nethuzeda

05-16-07, 10:27 PM
*nod nod* Oh I have the Initiate class down. :) The Master of the Sevenfold Veil is a prestige class Witch has allowed and linked to. Its' an epic-level progression of the Initiate class, but there's no hit points per level or BAB progression listed.


Epic Prestige classes don't grant BAB bonuses. As for hit die...its a caster class. I'd assume its a good guess that the answer you seek is known as the pointy little caltrop of dice...the d4.
goro

05-16-07, 10:49 PM
In the character entries for the LoTN, in TGoH, do the Saves description include the Ability Modifier, or is it the base score?
Squirrelloid

05-16-07, 10:53 PM
Hmm...

So Dispater has a Will Save of +62.

Save for Holy Word is 10+7 (spell level) + 25 (int=60) before I do anything else. I need a random spell focus, so evocation is as good as the next school (+1). Actually, I could GSpFoc and EpSpFoc, as i have the feats, for a total of +4... but ick, evocation... sigh.

That's only a DC46... Ok, if i shell out for an item of +40 intelligence that's 16mil cash, or I could craft it myself for 160k xp and 8 mill cash. That's another +20 for DC66 and we're in the ballpark of Dispater actually failing. You know, just making an epic spell is probably easier at this point... ugg... i have to look at epic spell rules... actually, the epic seed makes it a death effect, which Dispater is immune to. Annoying. Hmm... so DC 66 is a 15% chance of Dispater failing... If i grab Autoquickenx3 and load myself up on multispell feats, how many would i need to drop to expect to kill Dispater...

P (Survive|N Holy Words):
P (S|1) = .85
P (S|2) = .722
P (S|3) = .614
P (S|4) = .522
P (S|5) = .444
P (S|6) = .377
P (S|7) = .320
P (S|8) = .272

Hmm... Not looking especially promising - a 30% chance of surviving 8 of them is probably too much...

Actually, I have a bunch of high level spell slots, each with a correspondingly higher save DC with Epic Heighten - heck, i still have open feats....

Divine Spellcasting gives me a 24th level slot, and with the extra 40 int from enhancement, I get a total of 7 slots at that level. That increases the save DC another 17 (DC 83), which pushes me off Dispater's RNG.

Ok, as previous post, but It notably has a Headband of Epic Intelligence +40 (Crafted myself if need be), Epic Heighten Spell, SpF GSpF and EpSpFoc (Evocation), and all my UrP high level slots contain Holy Words. Dispater cannot make the save DC. (I still have plenty of epic feats leftover such that I could be autoquickened up through 24th level slots (5 more feats - i'm already planning on Autoquickening through 9th), so i can whip out some crazy multispell action if one of those fails to take him down for some reason.)

I imagine there'll be less crazy on the way to Dispater's tower, but i'm packing plenty of high level Holy Words for anything truly nasty I run into. (The character also has all knowledges at max ranks, so identifying whatever I run into shouldn't be too hard).
goro

05-16-07, 10:59 PM
Max Ability score Increase from an item or spell is +25.
Mysteris

05-16-07, 11:05 PM
Epic Prestige classes don't grant BAB bonuses. As for hit die...its a caster class. I'd assume its a good guess that the answer you seek is known as the pointy little caltrop of dice...the d4.

Thanks! :)

*gets out the poor overworked d4 and gets back to work*
goro

05-16-07, 11:10 PM
What type of bonuses are appropriate for rings?



BODY SLOT AFFINITIES
Each location on the body, or body slot, has one or more affinities: a word or phrase that describes the general function or nature of magic items designed for that body slot. Body slot affinities are deliberately broad, abstract categorizations, because a hard-and-fast rule can’t cover the great variety among wondrous items.
You can use the affinities in the list below to guide your decisions on which magic items should be allowed in which body slots. And when you design your own magic items, the affinities give you some guidance for what form a particular item should take.
Some body slots have different affinities for different specific items.
fnord

05-16-07, 11:34 PM
The beginning (and most important part) of my team:
Malkor
The Whisperer, the Foe of Fate
Greater Deity
Symbol: A dagger piercing an open book
Home Plane: Abyss
Alignment: chaotic evil
Portfolio: forbidden knowledge, dangerous inspiration, attacks on authority for its own sake, treason
Worshippers: scholars, tacticians, traitors, cultists
Cleric Alignments: CE, CN, NE
Domains: Chaos, Evil, Knowledge, Luck, Magic, War
Favored Weapon: Scimitar

The roots of the being that has become Malkor is very old. It is known that it was not always a god, and once served the forces of law (and some whisper that even that service began in treason against some other force), perhaps even under the Circle of Three. Now, though, Melkor utterly opposed to law.

Its lawful roots occasionally still appear, in grand visions of "unifying the forces of chaos". But it is driven by the need to destroy established order, ending with the final undoing of the work of the Circle of Three.
Melkor
Neuter Gloura 7/Hexblade 3/Fighter 2/Blackguard 3/Dervish 3/Swiftblade 2/Ex-Monk 2/Bard 1/Favored Soul 1/Sublime Chord 2/Mystic Theurge 10/Swiftblade +8/Paladin of Slaughter 2/Cosmic Descryer 12/Loremaster 7/Abjurant Champion 5
Medium Outsider (Chaotic, Evil, Cold, Fire, Augmented Fey)
Init +35 (+10 Dex, +25 competence (arcane reflexes));
Senses: 18 mile radius (including darkvision and blindsight), 20 remote locations; Listen +XX, Spot +XX; portfolio sense;
Aura: divine aura (DC 53), 18 miles;
Languages: all languages (including nonverbal languages)
________________________________________ _____________________

AC 115, touch 82, flat-footed 102 (+25 deflection, +10 Dex, +18 divine, +33 natural, +25 unnamed (monk), +1 unnamed (dervish), +1 Dodge (haste), +2 Dodge (swift surge)) (+1 against 1 foe)
HP: 7d6 + 3d10 + 2d10 + 3d10 + 2d6 + 2d8 + 1d8 + 1d6 + 2d6 + 10d4 + 8d6 + 2d10 + 12d4 + 7d4 + 5d8 + 2100 + 70 - 270 (2300 hp); DR 45/epic and rimefire ice
Immune: ability damage*, ability drain*, acid, banishment effects*, cold, critical hits, death effects, disease, disintegration*, electricity*, energy drain*, fire, imprisonment effects*, mind-affecting, paralysis, patterns*, phantasms*, poison, sleep, sonic*, stunning, transmutations* (except its own), turning and rebuking*
* Bypassed with successful rank check
SR 105
Fort +152; Ref +141; Will +132 (+25 to all versus spells and spell-like abilities)
________________________________________ _____________________

Speed 85 ft. (17 squares), burrow 55 ft (11 squares), fly 225 ft. (good) (45 squares); Space/Reach 5ft./5ft.
Melee Will finish when possessions are done
Melee touch +71
Melee ranged +54
Base Atk +41; Grp +71
Atk Options Power Attack, Combat Expertise, Stunning Fist, Manuevers
Special Actions XX
Combat GearXX
________________________________________ _____________________

Favored Soul Spells (CL 25th; DC 16 + spell level; can spontaneously cast any divine spell)
25th (2/day)
24th (2/day)
23th (2/day)
22nd (2/day)
21st (3/day)
20th (3/day)
19th (3/day)
18th (3/day)
17th (4/day)
16th (4/day)
15th (4/day)
14th (4/day)
13rd (5/day)
12nd (5/day)
11st (5/day)
10th (5/day)
9th (11/day)
8th (11/day)
7th (11/day)
6th (11/day)
5th (12/day)
4th (12/day)
3rd (12/day)
2nd (12/day)
1st (13/day)
0th (6/day)
Epic Spells Per Day 13

Sublime Chord Spells (CL 41th; DC 36 + spell level; can spontaneously cast any sorcerer or bard spell)
25th (2/day)
24th (2/day)
23th (2/day)
22nd (2/day)
21st (3/day)
20th (3/day)
19th (3/day)
18th (3/day)
17th (4/day)
16th (4/day)
15th (4/day)
14th (4/day)
13rd (5/day)
12nd (5/day)
11st (5/day)
10th (5/day)
9th (6/day)
8th (7/day)
7th (8/day)
6th (9/day)
5th (10/day)
4th (10/day)
Epic Spells Per Day 6

Bard Spells (CL 41th; DC 36 + spell level; can spontaneously cast any bard spell)
3rd (8/day)
2nd (9/day)
1st (10/day)
0th (3/day)

Blackguard Spells (CL 3rd; DC 15 + spell level; can spontaneously cast any divine spell)
2nd (1/day)
1st (3/day)

Spell-Like Abilities (CL 88, save DC 63 + spell level)
At will - Aid, Animate Objects, Antimagic Field, Blade Barrier, Blasphemy, Break Enchanment, Chaos Hammer, Clairaudience/Clairvoyance, Cloak of Chaos, Desecrate, Detect Good, Detect Secret Doors, Detect Thoughts, Dispel Good, Dispel Law, Dispel Magic, Discern Location, Divination, Divine Power, Entropic Shield, Find the Path, Flamestrike, Foresight, Freedom of Movement, Identify, Imbue with Spell Ability, Legend Lore, Mage's Disjunction, Magic Aura, Magic Circle against Good, Magic Circle against Law, Magic Vestment, Magic Weapon, Miracle, Mislead, Moment of Prescience, Power Word Blind, Power Word Kill, Power Word Stun, Protection from Energy, Protection from Good, Protection from Law, Protection from Spells, Shatter, Spell Turning, Spell Resistance, Spiritual Weapon, Summon Monster IX (as a chaotic or evil spell only), True Seeing, Unholy Aura, Unholy Blight, Word of Chaos
________________________________________ _____________________

Divine Rank 18
Abilities Str 70, Dex 30, Con 70, Int 40, Wis 21, Cha 60
SQ: Unearthly Grace, Arcane Resistance, Mettle, Dark Blessing, Aura of Despair, Dervish Dance 2/day (+2 to attack and damage with slashing), Movement Mastery, Swift Surge +2d6, Blurred Alacrity 50%, Sudden Casting: Haste, Evasive Celerity 50%, Fortified Hustle, Diligent Rapidity, Perpetual Options, Innervated Speed, Evasion, Bardic Music (6/day, Inspire Courage +1, Fascinate, Countersong, Song of Arcane Power), Bardic Knowledge/Lore (automatic), Divine Grace, Naturalization (Mortal Coil, Hell, Gehenna, Hades, Carceri, Faerie), Superior Planar Summoning (+12 HD), Enduring Gate (4 days), Cosmic Connection 2/day (12 minutes), Secrets (Applicable Knowledge, Secrets of inner strength, The lore of true stamina, Secret knowledge of avoidance), Greater Lore
Ravages: Ability Boost: Strength, Ability Boost: Consitution, Ability Boost: Charisma, Ability Boost: Dexterity, Additional Movement Form: Burrow, Blindsight 30 ft., Bonus Regular Feat x 14.
Feats: Dodge, Mobility, Spell Focus: Conjuration, Power Attack (B), Improved Sunder, Cleave (B), Combat Expertise, Weapon Focus: Scimitar, Spring Attack (B), Great Cleave (B), Craft Wondrous Item, Improved Critical: Scimitar*, Improved Unarmed Strike (B), Stunning Fist (B), Deflect Arrows (B), Combat Casting*, Quicken Spell*, Craft Magical Arms and Armor*, Forge Ring*, Bounding Assault (B), Skill Focus: Knowledge (Arcana)*, Vile Martial Strike: Scimitar*, Improved Toughness (B), Scribe Scroll (B), Ascetic Mage (B), Extend Spell (B), Persistant Spell (B), Skill Focus: Annihhilating Strike (B), Extra Spell (B), Craft Rod (B), Extra Music (B), Rapid Metamagic (B), Martial Study: Wall of Blades (B), Martial Study: Iron Heart Surge (B), Martial Stance: Dancing Blade Form (B), Martial Study: Adamantine Hurricane (B), Spell Focus: All (B);
*Uses an epic feat slot
Epic Feats: Energy Resistance: Acid, Epic Spellcasting, Exceptional Deflection, Infinite Deflection, Multispell x2, Spell Stowaway: Time Stop (B), Permanent Emanation: Planar Bubble (B), Overwhelming Critical (Scimitar), Devastating Critical (Scimitar) (DC 75), Improved Aura of Despair, Vile Deathstrike: Scimitar, Spectral Strike, Craft Epic Wonderous Item (B), Craft Epic Arms and Armor (B), Forge Epic Ring (B), Craft Epic Rod (B), Scribe Epic Scroll (B), Improved Combat Casting (B)
Salient Divine Abilities: Alter Form, Annihilating Strike (DC 60), Battlesense, Clearsight, Create Object, Divine Blast (33d12, 28/day), Divine Celerity, Divine Creation, Divine Dodge 68%, Divine Fast Healing x2 (76/round), Divine Shield (180 damage, 33/day), Eldritich Knowledge, Extra Energy Immunity: Acid, Extra Sense Enhancement: Blindsight, Increased Damage Reduction, Increased Spell Resistance, Irresistible Blows: Scimitar (DC 68), Power of Luck, Rejuvenation, Supreme Eldritich Knowledge, True Knowledge, Undead Qualities.
Skills Appraise +34, Autohypnosis +32, Balance +37, Bluff +97, Climb +48, Concentration +116, Craft (alchemy) +48, Craft (armorer) +37, Craft (weaponsmith) +37, Craft (poisonmaking) +34, Decipher Script +34, Diplomacy +68, Disguise +33 (+39 to act in character), Disable Device +34, Escape Artist +90, Gather Information +44, Handle Animal +44, Heal +24, Hide +63, Intimidate +66, Jump +52, Knowledge (arcana) +98, Knowledge (history) +34, Knowledge (psionics) +34, Knowledge (nature) +105, Knowledge (religion) +93, Knowledge (the planes) +93, Listen +54, Move Silently +42, Open Lock +29, Perform (Dance) +46, Perform (Sing) +61, Profession (Astrologer) +29, Psicraft +34, Search +43, Sense Motive +96, Sleight of Hand +35, Spellcraft +109 (+111 to decipher scrolls), Spot +76, Survival +30 (+38 is aboveground natural environments, +36 in the planes), Swim +48, Tumble +60, Use Magic Device +48 (+56 for scrolls), Use Psionic Device +44
Epic Spells Known Swift Boost Charisma, Swift Boost Strength, Swift Boost Constitution, Escape Solidity, Improved Esoteric Aegis, Empowerment, Inspiration, Fortune, Profane Empowerment, Contingent True Resurrection
Possessions Will do later
________________________________________ _____________________
Domain Abilities Melkor casts evil, chaotic, and divination spells at +1 caster level.

Up to 18 times per day, it can reroll one just after it is made, before success or failure is declared.
________________________________________ _____________________



That's only a DC46... Ok, if i shell out for an item of +40 intelligence that's 16mil cash, or I could craft it myself for 160k xp and 8 mill cash. That's another +20 for DC66 and we're in the ballpark of Dispater actually failing.
Don't forget the DC boosting epic spell in Gates of Hell chapter 2. Leonar's something or other, I think.

epic seed makes it a death effect, which Dispater is immune to.
Overcome on a rank check, so you'd have a 50% chance (times the chance he'd fail his save).

Also, I think you'd be affected by your own holy word, so be warned.

What type of bonuses are appropriate for rings?
I think any type. Published rings are pretty varied set.
goro

05-17-07, 12:02 AM
Can a racial Bonus be applied to an item? I'm willing to sacrifice any number of sentient beings to get the bonus if neccesary.


Epic Mage's Armor
Conjuration (Creation) [Force]
Spellcraft DC: 330
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: Permanent (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 2,070,000 gp, 82,800 xp, 42 days Factors: +14(Seed: Armor) +72(Increase armor bonus +36) *5(Permanent) +200(Increase caster level against dispel checks +100) Mitigating Factor: -200(Caster burns 20,000 xp) -100(100d6 backlash damage)

Epic Mage's Armor grants the targeted creature an armor bonus of +40 with an effective caster level against dispel checks of 150.


Epic Curse
Enchantment (Compulsion) [Fear, Mind-Affecting]
Spellcraft DC: 306
Components: V, S
Casting Time: 1 Quickened action
Range: 300 ft.
Target: One living creature
Duration: 120 minutes
Saving Throw: Will negates
Spell Resistance: Yes
To Develop: 2,754,000 gp, 110,160 xp, 56 days Factors: +14(Seed: Afflict) +78(Increase penalties to attack rolls, checks, and saving throws +13) +6(Increase duration 300%) +28(Quickened) +100(Increase saving throw DC +50) +80(Increase caster level against spell resistance +40)

Inflicts target with -15 to attack rolls, checks, and saving throws for 120 minutes.


Ring of the Magi (Artifact)

The "Ring of the Magi" comes as a pair of ordinary looking rings, both need to be worn for them to be effective. This ancient artifact grants the wearer extraordinary abilities in the arcane arts.
Epic spell slots x2
Increase caster level x1.5
fnord

05-17-07, 12:35 AM
Can a racial Bonus be applied to an item? I'm willing to sacrifice any number of sentient beings to get the bonus if neccesary.

An artifact, maybe. And there's nothing explictly preventing the Fortify Seed from granting it. But don't count on it.
Rikandur_Azebol

05-17-07, 01:19 AM
Rik. This is a Divine Realm. Of a being who has Merorem at his disposal. Do you think the Planar Traits will be the same if this impacts Dispater in a negative way?

Witch, I'm aware of that. But also there could be thing called suprise, can't it ? With preparations I intend to do it should be bothersome enough to provide distraction. And I hope to find a way to trouble Dispi with more stuff than just some ... mold.

I know that if I attack in only one way, Dispater will absent mindedly neutralize this attack without even really noticing. But if I attack in many different ways, it could force devil to make move and respond to these combined attacks somehow. Forced to act quickly, Dispater will be more vurnerable than when sitting relaxed and doing this or that.

I also requested somewhere above not to go over the +25 ability enhancement. I find the number crunching in this regard to not be the purpose of this challenge.

Noted. Quick question, is "ad hoc +20 DC" okay for flexible Epic Stat Booster spell ? So You could choose statistic affected by it.

Epic Spellcrafting SDA question: It halves all costs for epic spells ? Gold and XP ?

Example:

Eldritch Weave
Prerequesites: Supreme Eldritch Knowledge, DvR 16+, Magic domain, Craft Artifact, Divine Spellcasting.
Benefits: You develop epic spells for half the cost, but it takes normal time to develop as usual. It overlaps benefits from other cost reducing abilities that work on epic spells. Also You gain Greater Spell Focus in all schools of spells.


How did you get that number?

NPC wealth for 70 lvl is 30% of it. I divided 25,760,000 gp by 3 and multipled by 10.

Nice curse, but I would make it ... being in Your place, an Con reducing thingie -50 or something along the lines. With fly's endurance even baddest foe drops fast. :)
goro

05-17-07, 01:41 AM
Lmao, I don't want him dead, I want him trapped and turned into a pretty bauble.


Prison
Transmutation
Spellcraft DC: 339
Components: V, S
Casting Time: 1 quickened action
Range: 300 ft.
Target: One creature or inanimate, nonmagical object
Duration: Permanent
Saving Throw: Fortitude negates (see text)
Spell Resistance: Yes
To Develop: 3,051,000 gp, 122,040 xp, 62 days Factors: +21(Seed: Transform) +170(max HD affected increased by 85) +60(Save DC increase by +30) +60(Increase caster level against spell resistance +30) +28(Quickened)

This spell transforms any creature of 100 HD or less into an inanimate gem. Fortitude save dc (20+CHA+30)
Witch

05-17-07, 05:31 AM
How about one that simply removes the xp development component?
No - half XP development, half gold cost is ok.

I'm back with another question, this one regarding the Master of the Sevenfold Veil prestige class. There are no listing for hit points per level or BAB progressions on the page linked to. Was there ever a version that had those things listed?
Epic Prestige classes (or any epic class levels) don't have save bonuses or BAB bonuses.

Uh, there's no dying going on right now. Where's the deicide?
I'm looking for deities to kill :( (and thinking of creative ways to kill the earth elemental.)

In the character entries for the LoTN, in TGoH, do the Saves description include the Ability Modifier, or is it the base score?
As any other monster. It represents his total bonuses in the average situation (i.e. unbuffed.)
What type of bonuses are appropriate for rings?
All of them.

Can a racial Bonus be applied to an item?
Only if it alters your race.
Rikandur_Azebol

05-17-07, 05:37 AM
Lmao, I don't want him dead, I want him trapped and turned into a pretty bauble.

Nice spell, but I ... being on Your place, would raise Save DC and bonus on SR check. But Your idea have some appaling freshness ...

Why Your Prison spell isn't using backslash ? For me it's an favorite way of empowering instaneous epix spells. :plotting:



Witch, epic spells for judgment (and more to come):


Rikandur's Dragon Might
Epic Transmutation

Spellcraft DC: 87
Casting Time: 10 minutes
Target: Caster
Duration: 1240 hours (51 days and 16 hours)
To Develop: 783,000 gp; 16 days; 31,320 XP.
Seeds: Fortify (DC 17). Factors: +25 ability score (+48 DC), Increase Duration by 6100% (+122 DC), Ability to choose at casting (Ad hoc +20).
Mitigating Factors: Burn 20,000 XP (-200 DC), change target to personal (-2 DC), increase casting time by 9 minutes(-18 DC).

This spell imbues the caster with the power of the furious dragons, blessing the caster with the might or wisdom at his desire. At the completion of the spell caster chooses ability score he posessess and gain +25 enchancement bonus to it.



Rikandur's Nailbreaker
Epic Abjuration

Spellcraft DC: 130
Casting Time: 10 minutes
Target: Caster
Duration: 15 days
To Develop: 1,170,000 gp; 24 days; 46,800 XP.
Seeds: Ward (DC 14). Factors: +145 Absorption increase (+290 DC), Increase Duration by 1400% (+28 DC), Dismissable by caster(+2 DC), protect against bludgeoning/slashing/piercing damage (+4 DC).
Mitigating Factors: Burn 20,000 XP (-200 DC), Increase casting time by 9 minutes(-18 DC),
change target to personal (-2 DC).

Ki of the caster is forcibly put into his skin, creating shield against mundane damage that is nigh
unpenetrable for majority of beings. Each round the spell absorbs 150 points of damage the caster would otherwise suffer from non-energy attacks.

Rikandur's Experience of Viciousness
Epic Conjuration

Spellcraft DC: 130
Casting Time: 10 minutes
Range: Touch
Target: Caster
Duration: 58 days
To Develop: 1,170,000 gp; 24 days; 46,800 XP.
Seeds: Armor (DC 14). Factors: +24 Armor increase (+240 DC), Increase Duration by 5700% (+94 DC), Dismissable by caster(+2 DC).
Mitigating Factors: Burn 20,000 XP (-200 DC), Increase casting time by 9 minutes(-18 DC),
change target to personal (-2 DC).

Spell provides mage with a +25 luck bonus to armor class, lasting 58 days unless caster dismisses the spell. His lifeforce seem to swirl around the mage like transparent heat-waves predicting the attacks of the enemies.

Rikandur's Force Cloak
Epic Conjuration

Spellcraft DC: 130
Casting Time: 10 minutes
Range: Touch
Target: Caster
Duration: 58 days
To Develop: 1,170,000 gp; 24 days; 46,800 XP.
Seeds: Armor (DC 14). Factors: +24 Armor increase (+240 DC), Increase Duration by 5700% (+94 DC), Dismissable by caster(+2 DC).
Mitigating Factors: Burn 20,000 XP (-200 DC), Increase casting time by 9 minutes(-18 DC),
change target to personal (-2 DC).

Spell provides mage with a +25 deflection bonus to armor class, lasting 58 days unless caster dismisses the spell. His lifeforce seem to swirl around the mage like blue heat-waves blurting the attacks of the enemies.

Rikandur's Wound Licker
Epic Transmutation

Spellcraft DC: 149
Casting Time: 10 minutes
Target: Caster
Duration: 240 hours(10 days)
To Develop: 1,341,000 gp; 27 days; 53,640 XP.
Seeds: Fortify (DC 27). Factors: +75 Fast Healing increase (+300 DC), Increase Duration by 1100% (+22 DC).
Mitigating Factors: Burn 20,000 XP (-200 DC), Increase casting time by 9 minutes(-18 DC),
change target to personal (-2 DC).

Spell increases replenishment rate of body's Ki at the expense of burning out some life force. It increases caster's Fast Healing by 76 for the duration.
Witch

05-17-07, 05:38 AM
Fnord:
Swift Boost [Attribute]
Transmutation
Spellcraft DC: 46
Components: V, S
Casting Time: 1 swift action
Range: Personal
Effect: You
Duration: 2 rounds
Saving Throw: No
Spell Resistance: No
To Develop: 414,000 gp, 9 days, 16560 xp,
Seeds: Fortify (DC 17) Factors: Increase bonus to +25 (+48), cast as a swift action (+28)
Mitigating Factors: Change from touch to personal (-2), backlash 40d6 (-40), Reduce duration from 20 hours to 2 rounds (ad hoc -5)
This spell provides a +25 enhancement bonus to an attribute (a different spell is needed for each attribute) for 2 rounds, but the caster suffers 40d6 damage each round it is in effect.
Approved.
Empowerment
Transmutation
Spellcraft DC: 68
Components: V, S
Casting Time: 10 minutes
Range: Personal or Touch
Effect: You
Duration: 200 hours
Saving Throw: Fortitude Negates (Harmless)
Spell Resistance: Yes (Harmless)
To Develop: 612,000 gp, 12 days, 24480 xp,
Seeds: Fortify (DC 17) Factors: Increase bonus to +25 (+48), increase duration by 900% (+18), Choose attribute at time of casting (ad hoc +60)
Mitigating Factors: Increase casting time to 10 minutes (-18), requires 3 casters contributing epic level slots (-57)
This spell provides a +25 enhancement bonus to an attribute (different casting can enhance different attributes) for 200 hours.
Approved.
Inspiration
Transmutation
Spellcraft DC: 74
Components: V, S
Casting Time: 10 minutes
Range: Personal or Touch
Effect: You
Duration: 200 hours
Saving Throw: Fortitude Negates (Harmless)
Spell Resistance: Yes (Harmless)
To Develop: 666,000 gp, 13 days, 26640 xp,
Seeds: Fortify (DC 23) Factors: Increase bonus to +25 (+144), increase duration by 900% (+18), Choose attribute at time of casting (ad hoc +60)
Mitigating Factors: Increase casting time to 10 minutes (-18), requires 9 casters contributing epic level slots (-171)
This spell provides a +25 insight bonus to an attribute (different casting can enhance different attributes) for 200 hours.
Disapproved (insight bonus to an attribute is only seen in Owl's Insight, a spell widely considered as problematic).
Fortune
Transmutation
Spellcraft DC: 74
Components: V, S
Casting Time: 10 minutes
Range: Personal or Touch
Effect: You
Duration: 200 hours
Saving Throw: Fortitude Negates (Harmless)
Spell Resistance: Yes (Harmless)
To Develop: 666,000 gp, 13 days, 26640 xp,
Seeds: Fortify (DC 23) Factors: Increase bonus to +25 (+144), increase duration by 900% (+18), Choose attribute at time of casting (ad hoc +60)
Mitigating Factors: Increase casting time to 10 minutes (-18), requires 9 casters contributing epic level slots (-171)
This spell provides a +25 luck bonus to an attribute (different casting can enhance different attributes) for 200 hours.
Profane Empowerment
Transmutation
Spellcraft DC: 74
Components: V, S
Casting Time: 10 minutes
Range: Personal or Touch
Effect: You
Duration: 200 hours
Saving Throw: Fortitude Negates (Harmless)
Spell Resistance: Yes (Harmless)
To Develop: 666,000 gp, 13 days, 26640 xp,
Seeds: Fortify (DC 23) Factors: Increase bonus to +25 (+144), increase duration by 900% (+18), Choose attribute at time of casting (ad hoc +60)
Mitigating Factors: Increase casting time to 10 minutes (-18), requires 9 casters contributing epic level slots (-171)
This spell provides a +25 profane bonus to an attribute (different casting can enhance different attributes) for 200 hours.
These latter two are prohibited for the same reasons (the only source of profane bonuses to ability scores is making pacts with fiends, not spells; I have never seen a luck bonus on ability scores before.)
Witch

05-17-07, 05:47 AM
Epic Mage's Armor
Conjuration (Creation) [Force]
Spellcraft DC: 330
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: Permanent (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 2,070,000 gp, 82,800 xp, 42 days Factors: +14(Seed: Armor) +72(Increase armor bonus +36) *5(Permanent) +200(Increase caster level against dispel checks +100) Mitigating Factor: -200(Caster burns 20,000 xp) -100(100d6 backlash damage)

Epic Mage's Armor grants the targeted creature an armor bonus of +40 with an effective caster level against dispel checks of 150.

100d6 backlash every round, permanently?

Epic Curse
Enchantment (Compulsion) [Fear, Mind-Affecting]
Spellcraft DC: 306
Components: V, S
Casting Time: 1 Quickened action
Range: 300 ft.
Target: One living creature
Duration: 120 minutes
Saving Throw: Will negates
Spell Resistance: Yes
To Develop: 2,754,000 gp, 110,160 xp, 56 days Factors: +14(Seed: Afflict) +78(Increase penalties to attack rolls, checks, and saving throws +13) +6(Increase duration 300%) +28(Quickened) +100(Increase saving throw DC +50) +80(Increase caster level against spell resistance +40)

Inflicts target with -15 to attack rolls, checks, and saving throws for 120 minutes.

Looks okay.

Ring of the Magi (Artifact)

The "Ring of the Magi" comes as a pair of ordinary looking rings, both need to be worn for them to be effective. This ancient artifact grants the wearer extraordinary abilities in the arcane arts.
Epic spell slots x2
Increase caster level x1.5

You may add to caster level.
You may add epic spell slots.
You may not multiply either.
Witch

05-17-07, 05:59 AM
[QUOTE=Rikandur_Azebol;12422711]
Rikandur's Dragon Might
Epic Transmutation

Spellcraft DC: 87
Casting Time: 10 minutes
Target: Caster
Duration: 1240 hours (51 days and 16 hours)
To Develop: 783,000 gp; 16 days; 31,320 XP.
Seeds: Fortify (DC 17). Factors: +25 ability score (+48 DC), Increase Duration by 6100% (+122 DC), Ability to choose at casting (Ad hoc +20).
Mitigating Factors: Burn 20,000 XP (-200 DC), change target to personal (-2 DC), increase casting time by 9 minutes(-18 DC).

This spell imbues the caster with the power of the furious dragons, blessing the caster with the might or wisdom at his desire. At the completion of the spell caster chooses ability score he posessess and gain +25 enchancement bonus to it.


Fine.

Rikandur's Nailbreaker
Epic Abjuration

Spellcraft DC: 130
Casting Time: 10 minutes
Target: Caster
Duration: 15 days
To Develop: 1,170,000 gp; 24 days; 46,800 XP.
Seeds: Ward (DC 14). Factors: +145 Absorption increase (+290 DC), Increase Duration by 1400% (+28 DC), Dismissable by caster(+2 DC), protect against bludgeoning/slashing/piercing damage (+4 DC).
Mitigating Factors: Burn 20,000 XP (-200 DC), Increase casting time by 9 minutes(-18 DC),
change target to personal (-2 DC).

Ki of the caster is forcibly put into his skin, creating shield against mundane damage that is nigh
unpenetrable for majority of beings. Each round the spell absorbs 150 points of damage the caster would otherwise suffer from non-energy attacks.
Fine.

Rikandur's Experience of Viciousness
Epic Conjuration

Spellcraft DC: 130
Casting Time: 10 minutes
Range: Touch
Target: Caster
Duration: 58 days
To Develop: 1,170,000 gp; 24 days; 46,800 XP.
Seeds: Armor (DC 14). Factors: +24 Armor increase (+240 DC), Increase Duration by 5700% (+94 DC), Dismissable by caster(+2 DC).
Mitigating Factors: Burn 20,000 XP (-200 DC), Increase casting time by 9 minutes(-18 DC),
change target to personal (-2 DC).

Spell provides mage with a +25 luck bonus to armor class, lasting 58 days unless caster dismisses the spell. His lifeforce seem to swirl around the mage like transparent heat-waves predicting the attacks of the enemies.
Fine.

Rikandur's Force Cloak
Epic Conjuration

Spellcraft DC: 130
Casting Time: 10 minutes
Range: Touch
Target: Caster
Duration: 58 days
To Develop: 1,170,000 gp; 24 days; 46,800 XP.
Seeds: Armor (DC 14). Factors: +24 Armor increase (+240 DC), Increase Duration by 5700% (+94 DC), Dismissable by caster(+2 DC).
Mitigating Factors: Burn 20,000 XP (-200 DC), Increase casting time by 9 minutes(-18 DC),
change target to personal (-2 DC).

Spell provides mage with a +25 deflection bonus to armor class, lasting 58 days unless caster dismisses the spell. His lifeforce seem to swirl around the mage like blue heat-waves blurting the attacks of the enemies.
*sigh* fine.

Rikandur's Wound Licker
Epic Transmutation

Spellcraft DC: 149
Casting Time: 10 minutes
Target: Caster
Duration: 240 hours(10 days)
To Develop: 1,341,000 gp; 27 days; 53,640 XP.
Seeds: Fortify (DC 27). Factors: +75 Fast Healing increase (+300 DC), Increase Duration by 1100% (+22 DC).
Mitigating Factors: Burn 20,000 XP (-200 DC), Increase casting time by 9 minutes(-18 DC),
change target to personal (-2 DC).

Spell increases replenishment rate of body's Ki at the expense of burning out some life force. It increases caster's Fast Healing by 76 for the duration.
Where'd you get precedent for increasing fast healing?
Puritan13

05-17-07, 08:01 AM
Rikandur's Dragon Might
Epic Transmutation

Spellcraft DC: 87
Casting Time: 10 minutes
Target: Caster
Duration: 1240 hours (51 days and 16 hours)
To Develop: 783,000 gp; 16 days; 31,320 XP.
Seeds: Fortify (DC 17). Factors: +25 ability score (+48 DC), Increase Duration by 6100% (+122 DC), Ability to choose at casting (Ad hoc +20).
Mitigating Factors: Burn 20,000 XP (-200 DC), change target to personal (-2 DC), increase casting time by 9 minutes(-18 DC).

This spell imbues the caster with the power of the furious dragons, blessing the caster with the might or wisdom at his desire. At the completion of the spell caster chooses ability score he posessess and gain +25 enchancement bonus to it.


Fine.

Rikandur's Nailbreaker
Epic Abjuration

Spellcraft DC: 130
Casting Time: 10 minutes
Target: Caster
Duration: 15 days
To Develop: 1,170,000 gp; 24 days; 46,800 XP.
Seeds: Ward (DC 14). Factors: +145 Absorption increase (+290 DC), Increase Duration by 1400% (+28 DC), Dismissable by caster(+2 DC), protect against bludgeoning/slashing/piercing damage (+4 DC).
Mitigating Factors: Burn 20,000 XP (-200 DC), Increase casting time by 9 minutes(-18 DC),
change target to personal (-2 DC).

Ki of the caster is forcibly put into his skin, creating shield against mundane damage that is nigh
unpenetrable for majority of beings. Each round the spell absorbs 150 points of damage the caster would otherwise suffer from non-energy attacks.
Fine.

Rikandur's Experience of Viciousness
Epic Conjuration

Spellcraft DC: 130
Casting Time: 10 minutes
Range: Touch
Target: Caster
Duration: 58 days
To Develop: 1,170,000 gp; 24 days; 46,800 XP.
Seeds: Armor (DC 14). Factors: +24 Armor increase (+240 DC), Increase Duration by 5700% (+94 DC), Dismissable by caster(+2 DC).
Mitigating Factors: Burn 20,000 XP (-200 DC), Increase casting time by 9 minutes(-18 DC),
change target to personal (-2 DC).

Spell provides mage with a +25 luck bonus to armor class, lasting 58 days unless caster dismisses the spell. His lifeforce seem to swirl around the mage like transparent heat-waves predicting the attacks of the enemies.
Fine.

Rikandur's Force Cloak
Epic Conjuration

Spellcraft DC: 130
Casting Time: 10 minutes
Range: Touch
Target: Caster
Duration: 58 days
To Develop: 1,170,000 gp; 24 days; 46,800 XP.
Seeds: Armor (DC 14). Factors: +24 Armor increase (+240 DC), Increase Duration by 5700% (+94 DC), Dismissable by caster(+2 DC).
Mitigating Factors: Burn 20,000 XP (-200 DC), Increase casting time by 9 minutes(-18 DC),
change target to personal (-2 DC).

Spell provides mage with a +25 deflection bonus to armor class, lasting 58 days unless caster dismisses the spell. His lifeforce seem to swirl around the mage like blue heat-waves blurting the attacks of the enemies.
*sigh* fine.

Rikandur's Wound Licker
Epic Transmutation

Spellcraft DC: 149
Casting Time: 10 minutes
Target: Caster
Duration: 240 hours(10 days)
To Develop: 1,341,000 gp; 27 days; 53,640 XP.
Seeds: Fortify (DC 27). Factors: +75 Fast Healing increase (+300 DC), Increase Duration by 1100% (+22 DC).
Mitigating Factors: Burn 20,000 XP (-200 DC), Increase casting time by 9 minutes(-18 DC),
change target to personal (-2 DC).

Spell increases replenishment rate of body's Ki at the expense of burning out some life force. It increases caster's Fast Healing by 76 for the duration.
Where'd you get precedent for increasing fast healing?One gets the impression that you find Rik somewhat exhausting.
Buugipopuu

05-17-07, 08:39 AM
I think this is finished. I could spend more of my wealth, but loading up on equipment wouldn't really fit the flavour of my character. I could also write up all my class features and suchlike, but that would make a long document even longer, and not really help that much, as the only thing really needed is uses/day, DCs and other numerical values, which are included. I changed my character's (lack of)name to have a lowercase "n", to make it seem less like a name, dropped one Epic Spell in favour of a stat-boosting item, and swapped a couple of feats around. There weren't any significant changes between this and the last version.


nameless
The Sound of One Hand Clapping
Greater Deity
Symbol A drop of water falling into a still pool, leaving concentric ripples.
Home Plane Limbo
Alignment Chaotic Neutral
Worshippers Arcane Spellcasters, Monks, Glooms, Hermits
Cleric Alignments None (Never grants spells)
Portfolio Magic, Silence, Self-Reliance
Domains Celerity, Destruction, Fire, Luck, Magic, Trickery
Favoured Weapon Dagger of Finite Pain (Kukri)

Appearance nameless appears similar in form, manner and apparel to a normal Gloom, but its body burns with faint black fire, and he clutches a kukri in its hands instead of the Gloom’s signature weapon.

History A rare Gloom of surpassing power, nameless succeeded in attaining divinity through means unknown, possibly involving connections to the Order of the Black Flame, who refuse to speak of the incident. It is believed that the Order may be unable to speak of nameless for reasons more magical than mere secrecy. Its real name has been lost to time, along with most of the information about its past, because he and his followers communicate using a form of sign language and written derivatives thereof. There is no audible way of rendering its real name, and translation of the hand signs for it has proved impossible due to the reclusive nature of his cult.

Nature nameless is devoted to creating a world of silence where nobody needs to rely on anyone else. For this reason little is known about its personality, as it has little cause to interact with other beings when they aren’t obstacles to its objective, or its own worshippers.

Organization nameless is atypical of deities in that it never grants spells to anyone, and so the only cleric in its religion is itself. Its followers typically take vows of silence, and prayer is conducted through sign language. Temples to nameless are usually covered in permanent Silence effects, and are rare in any case, as its followers have little by way of central organisation, preferring to work to better themselves and become more self-sufficient than to form a society.

Realm nameless makes its realm in the seething chaos of Limbo, protected mainly due to its remote location and obscurity. It actually spends little time there, and the chaotic nature of the plane means that if left unattended for a significant amount of time it becomes indistinguishable from most other parts of Limbo. Unlike most deities, it prefers to take an active hand in fulfilling his goals, rather than delegating tasks to others, and so spends more time out on missions than it does in its realm.

NAMELESS (CR 77)
Gloom of Legend 30/Cleric 8/Black Flame Zealot 10/Heirophant 5
Medium Monstrous Humanoid (Extraplanar)
Init +40, always first; Senses Darkvision, 20 Remote Sensing Locations, Greater Arcane Sight, Low Light Vision, all senses extend to 18 Miles, Listen +105, Spot +105
Aura Overwhelming Chaos, Divine Aura (18 miles, Will Save DC 59); Languages Sign language and Remote Communication (18 miles) only
________________________________________ _____________________

AC 144, 108 touch, 107 flat-footed (+36 Dex, +1 Dodge, +12 insight, +36 natural, +31 Deflection, +18 Divine)
2312 (43d8 + 10d6 plus 1,908), fast heal 38, regeneration 10 (Wooden weapons; magic with the Sonic descriptor); DR 45/Epic and (Mithral) Weapons wielded by their own creator and crafted in total silence, 20/Magic and Wood
Immune Ability Damage*, Ability Drain*, Acid, Aging, Cold, Death Effects*, Disease*, Disintegration, Electricity, Energy Drain* Fear, Fire, Form-Altering Effects, Imprisonment or Banishment Effects*, Mind-Affecting Effects, Paralysis*, Poison*, Polymorphing, Petrification, Sonic, Stunning*, Sleep* (Immunities with asterisks are penetrated on a successful rank check)
Resist Acid 38, Fire 25, Sonic 25; 68% Miss Chance, SR 91 (CR +14)
Fort +117, Ref +117, Will +117, Divine Grace
________________________________________ _____________________

Speed 100 ft. (20 squares)
Mêlée Dagger of Finite Pain +100/100/95/90/85 touch (1d4+45 +1d6 Fire plus DC 74 Fort Save or be stunned for 1d10 rounds 15-20/x2, counts as Silver and Adamantine)
Mêlée (When Power Attacking/Smiting/Sneak Attacking/Death Attacking Lawful Outsiders) Dagger of Finite Pain +90/90/85/80/75 touch (1d4+115 +8 Smite +2d6 Anarchic +2d6 Holy +1d6 Fire +4d6 Dread +4d6 Banestrike plus 19d6 Sneak Attack, Death Attack (DC 51 Fort Save or die and be immolated), DC 74 Fort Save or be stunned for 1d10 rounds, 15-20/x2 +10d6 Fire + DC 27 Fort save or Disintegrate, counts as Silver and Adamantine)
Mêlée Spell +83 touch (+)
Ranged Spell +83 touch
Base Atk +46; Grp +82
Atk Options Dagger of Finite Pain, Power Attack, Spells
Special Actions Alter Reality (As Greater Deity), Death Attack (DC 51), Divine Aura (18 miles, DC 59), Fateful Stride (CL 5th), Fear gaze (DC 45), Turn Undead (As 34th level Cleric, 28/day), Sacred Flame, Smite (+4 to hit, +8 Damage 18/day), sneak attack +17d6 (+19d6 with Deadly Precision), Spells, Turn Water Creatures (As 28th level Cleric, 28/day), Unholy Immolation
Combat Gear Dagger of Finite Pain
________________________________________ _____________________

Cleric Spells Per Day (Domains: Celerity, Destruction, Fire, Luck, Magic, Trickery, CL 47th, +24 on CL checks, Chaos spells cast at +1 CL Save DC = 43 + Spell Level)
Epic (5/day)
25th (2/day)
24th (2/day)
23rd (2/day)
22nd (2/day)
21st (3/day)
20th (3/day)
19th (3/day)
18th (3/day)
17th (4/day)
16th (4/day)
15th (4/day)
14th (4/day)
13th (5/day)
12th (5/day)
11th (5/day)
10th (5/day)
9th (10+1/day)
8th (10+1/day)
7th (11+1/day)
6th (11+1/day)
5th (12+1/day)
4th (12+1/day)
3rd (13+1/day)
2nd (13+1/day)
1st (13+1/day)
0th (6/day)

Gloom Spell-like Abilities(CL 20th)
At will—Shadow Walk (DC 42)
3/day—True Strike

Divine Spell-like Abilities(CL 71st)
At will - Any Valid Domain Spell (DC 43 + Spell Level)
At will - Greater Teleport (Self + 1800 lbs of objects, CL 20th)
At will – Greater Planeshift (Self + 1800 lbs of objects, CL 20th)
________________________________________ _____________________

Divine Rank 18
Abilities Str 82 , Dex 82, Con 82, Int 72, Wis 72, Cha 72
SQ Aura (Chaotic), Blindsight 60 ft., Divine Reach (60ft), Energy Resistance 25 (Acid and Sonic), Immortality, Monster of Legend Immunities, low-light vision, opportunist, Poison Use, Quiescence, Spell-Like Abilities, Spell Power x3, Zealous Heart, SR 92, DR 10/Epic, 20/Magic and Wood
Feats Combat Expertise, Improved Initiative, Improved Critical (Kukri), Iron Will, Exotic Weapon Proficiency (Kukri), Power Attack, Practiced Spellcaster, Psionic Hole, Quicken Spell, Self Sufficient(b), Silent Spell(b), Spell Focus (All Schools)(b), (Greater) Spell Penetration, Weapon Focus (Kukri)
Epic Feats Armed Deflection, Epic Weapon Focus (Kukri), Epic Spellcasting, Epic Spell Penetration, Exceptional Deflection, Improved Combat Casting(b), Infinite Deflection, Sneak Attack of Opportunity
Monster of Legend Salient Abilities Immunities (Cold, Fire, Electricity), Regeneration 10/Wood or Sonic, Spellcasting (Cleric), Virtual Class Features (Paladin of Freedom, Divine Grace, Lay on Hands (930 Healing)), Virtual Class Features (Urban Ranger, Favoured Enemy (Construct +4, Magical Beast +4, Outsider (Evil) +4, Outsider (Good), +4, Outsider (Lawful) +12, Undead +4, Vermin +4), Hide in Plain Sight)
Salient Divine Abilities Automatic Metamagic (Silent Spell), Automatic Metamagic (Quicken Spell), Banestrike (Lawful Outsiders), Battlesense, (Mass) Divine Blast (34/day, 49d12 damage), Divine Celerity, Divine Dodge (68% miss chance), Divine Fast Healing, Divine Shield (180HP, 39/day), Divine Skill Focus (Hide), Divine Skill Focus (Move Silently), Divine Spellcasting, Divine Weapon Focus (Kukri), Free Move, Increased Damage Reduction, Instant Counterspell, Irresistible Blows (Kukri), Power of Luck (±18 Luck bonus/penalty, 18/day), See Magic, Supreme Initiative, Supreme Damage Reduction
Skills Appraise* +49(+55 for weapons), Bluff +105 (+117 against Lawful Outsiders, +109 against other favoured enemies), Balance +146, Climb +140 (+146 Involving Ropes), Concentration +110, Craft (Weaponsmithing) +105, Diplomacy +115, Disguise +69 (+75 to act in character), Escape Artist +105 (+111 Involving Ropes), Heal +107, Hide +168, Intimidate +111, Knowledge (Arcana, History, Religion, The Planes) +105, Jump +184, Listen +105 (+117 against Lawful Outsiders, +109 against other favoured enemies), Move Silently +188 Open Lock +110, Search +105, Sense Motive* +77 (+89 against Lawful Outsiders, +81 against other favoured enemies), Sleight of Hand +116, Spellcraft +111, Spot +105(+117 against Lawful Outsiders, +109 against other favoured enemies), Survival +107 (+118 against Lawful Outsiders, +109 against other favoured enemies, +113 when on other planes or following tracks), Swim +110, Tumble +146, Use Rope +110 (+116 involving bindings) (an asterisk denotes a cross-class skill)
Possessions Dagger of Finite Pain +10 Vorpal Holy Anarchic Silver Kukri of Lawful Outsider Dread and Deadly Precision (15,680,328 gp), Made from solid silver. Rod of Excellent Magic (640,000gp) x7 (expended), Mantle of Great Stealth (242,000gp), Boots of the Traceur (+30 bonus to Balance, Climb, Jump and Tumble checks) (540,000 gp), Belt of Magnificence +12, +12 Enhancement Bonus to all ability Scores (19,440,000 gp). Spool of Endless Rope (2000gp), 1 pair of Ring Gates (40,000 gp) 47,209,328 gp spent.

Epic Spells Known

Awesome Esoteric Aegis
Abjuration
Spellcraft DC: 121
Components: S
Casting Time: 10 minutes
Range: Personal
Effect: 10-ft. radius emanation
Duration: 1 week
Saving Throw: None
Spell Resistance: No
To Develop: 1,089,000 gp, 22 days, 43,560 XP. Seeds:
ward (DC 14), transform (DC 21). Factors: gain +31
bonus on DC to avoid being dispelled (ad hoc +62),
make spell effect tenacious (as per the feat) (ad hoc +10),
end dispel checks that fail to dispel this spell automati-
cally (ad hoc +4), ward against mage’s disjunction (+16), increase duration to 7 days (+12), no verbal component +(2).
Mitigating factors: change range from touch to personal
(-2) Increase casting time to 10 minutes (-18)

The caster calls upon the very fabric of magic to fash-
ion a ward to protect his own working of the Word from
those that would tear it down. A shimmering, dusky
globe surrounds the caster, intercepting any attempts to
end his spells by means of dispel magic, or similar spells
and epic spells, and providing a +31 bonus on the DC
against which the dispel attempt must succeed. Any dis-
pel attempt which succeeds can then proceed as normal,
but esoteric aegis works as if under the effects of the
Tenacious Magic feat, and thus cannot be dispelled, only
suppressed for 1d4 rounds. Dispel attempts that fail are
not entitled to checks against lesser spells within the area
of effect (this differs from the usual procedure of area
dispel magic attempts). Furthermore, mage’s disjunction
is warded against in its entirety.

Winsome Esoteric Aegis
Abjuration
Spellcraft DC: 121
Components: S
Casting Time: 10 minutes
Range: Personal
Effect: 20-ft. radius emanation
Duration: 1 week
Saving Throw: None
Spell Resistance: No
To Develop: 1,089,000 gp, 22 days, 43,560 XP Seeds:
ward (DC 14), transform (DC 21). Factors: gain +29
bonus on DC to avoid being dispelled (ad hoc +58),
make spell effect tenacious (as per the feat) (ad hoc +10),
end dispel checks that fail to dispel this spell automati-
cally (ad hoc +4), ward against mage’s disjunction (+16), increase duration to 7 days (+12), increase area to 20-ft radius emanation (+4) no verbal component +(2).
Mitigating factors: change range from touch to personal
(-2) Increase casting time to 10 minutes (-18)

The caster calls upon the very fabric of magic to fash-
ion a ward to protect his own working of the Word from
those that would tear it down. A shimmering, dusky
globe surrounds the caster, intercepting any attempts to
end his spells by means of dispel magic, or similar spells
and epic spells, and providing a +29 bonus on the DC
against which the dispel attempt must succeed. Any dis-
pel attempt which succeeds can then proceed as normal,
but esoteric aegis works as if under the effects of the
Tenacious Magic feat, and thus cannot be dispelled, only
suppressed for 1d4 rounds. Dispel attempts that fail are
not entitled to checks against lesser spells within the area
of effect (this differs from the usual procedure of area
dispel magic attempts). Furthermore, mage’s disjunction
is warded against in its entirety.

Godly Esoteric Aegis
Abjuration
Spellcraft DC: 121
Components: S
Casting Time: 10 minutes
Range: Personal
Effect: 30-ft. radius emanation
Duration: 1 week
Saving Throw: None
Spell Resistance: No
To Develop: 1,089,000 gp, 22 days, 43,560 XP. Seeds:
ward (DC 14), transform (DC 21). Factors: gain +27
bonus on DC to avoid being dispelled (ad hoc +54),
make spell effect tenacious (as per the feat) (ad hoc +10),
end dispel checks that fail to dispel this spell automati-
cally (ad hoc +4), ward against mage’s disjunction (+16), increase duration to 7 days (+12), increase area to 30-ft radius emanation (+8), no verbal component +(2).
Mitigating factors: change range from touch to personal
(-2) Increase casting time to 10 minutes (-18)

The caster calls upon the very fabric of magic to fash-
ion a ward to protect his own working of the Word from
those that would tear it down. A shimmering, dusky
globe surrounds the caster, intercepting any attempts to
end his spells by means of dispel magic, or similar spells
and epic spells, and providing a +27 bonus on the DC
against which the dispel attempt must succeed. Any dis-
pel attempt which succeeds can then proceed as normal,
but esoteric aegis works as if under the effects of the
Tenacious Magic feat, and thus cannot be dispelled, only
suppressed for 1d4 rounds. Dispel attempts that fail are
not entitled to checks against lesser spells within the area
of effect (this differs from the usual procedure of area
dispel magic attempts). Furthermore, mage’s disjunction
is warded against in its entirety.

Desu Esoteric Aegis
Abjuration
Spellcraft DC: 121
Components: S
Casting Time: 10 minutes
Range: Personal
Effect: 40-ft. radius emanation
Duration: 1 week
Saving Throw: None
Spell Resistance: No
To Develop: 1,082,000 gp, 22 days, 43,560 XP. Seeds:
ward (DC 14), transform (DC 21). Factors: gain +25
bonus on DC to avoid being dispelled (ad hoc +50),
make spell effect tenacious (as per the feat) (ad hoc +10),
end dispel checks that fail to dispel this spell automati-
cally (ad hoc +4), ward against mage’s disjunction (+16), increase duration to 7 days (+12), increase area to 40-ft radius emanation (+12), no verbal component +(2).
Mitigating factors: change range from touch to personal
(-2) Increase casting time to 10 minutes (–18)

The caster calls upon the very fabric of magic to fash-
ion a ward to protect his own working of the Word from
those that would tear it down. A shimmering, dusky
globe surrounds the caster, intercepting any attempts to
end his spells by means of dispel magic, or similar spells
and epic spells, and providing a +25 bonus on the DC
against which the dispel attempt must succeed. Any dis-
pel attempt which succeeds can then proceed as normal,
but esoteric aegis works as if under the effects of the
Tenacious Magic feat, and thus cannot be dispelled, only
suppressed for 1d4 rounds. Dispel attempts that fail are
not entitled to checks against lesser spells within the area
of effect (this differs from the usual procedure of area
dispel magic attempts). Furthermore, mage’s disjunction
is warded against in its entirety.

All-seeing Absence of Eye
Divination
Spellcraft DC: 115
Components: S
Casting Time: 1 standard action
Range: 3360 ft
Duration: 6 hours
Saving Throw: None
Spell Resistance: No
To Develop: 1,035,000 gp, 21 days, 41,400 XP. Seeds:
Reveal (DC 25) Factors: no verbal component (+2), increase range to 3360ft (+54), increase duration to 6 hours (+34)

This Epic Spell provides the caster with the ability to see through magical deception. The caster can see through normal and magical darkness, notice secret doors hidden by magic, see the exact locations of creatures or objects under blur or displacement effects, see invisible creatures or objects normally, see through illusions, see onto the Ethereal Plane (but not into extradimensional spaces), and see the true form of polymorphed, changed, or transmuted things. The range of such sight is 3360 feet.

Stealth and Cloak
Illusion (Glamer)
Spellcraft DC: 79
Components: S
Casting Time: 10 minutes
Range: Personal
Duration: 16 hours, 40 minutes
Saving Throw: None (Harmless, object)
Spell Resistance: No or Yes (Harmless, object)
To Develop: 711,000 gp, 15 days, 28,440 XP. Seeds:
Conceal (DC 17), Factors: Independent of subject’s actions (+4), block divination (+6), Increase duration to 16 hours, 40 minutes (+8), Gain a +30 on opposed caster level checks to avoid divination (ad hoc +60) no verbal component +(2) mitigating factors: Increase casting time to 10 minutes (-18)

This spell conceals the caster from sight, even from darkvision. If the subject is a creature carrying gear, the gear vanishes too, rendering the creature invisible, and lasts regardless of the actions of the subject, This spell also blocks divination spells, spell-like effects, and epic spells developed using the reveal seed. In all cases where divination magic of any level, including epic level, is employed against the subject of a spell using the conceal seed for this purpose, an opposed caster level check determines which spell works, for which the caster of this spell gains a +30 bonus to his effective caster level.

Epic Consecrated Stealth Planar Bubble
Abjuration
Spellcraft DC: 76
Components: S, M
Casting Time: 10 minutes
Range: Personal
Duration: 60 minutes/level
Effect: 60-ft radius emanation centred on caster
Saving Throw: Will negates (Harmless)
Spell Resistance: No
To Develop: 684,000 gp, 14 days, 27,360 XP. Seeds: Planar Bubble (DC 26), Concecrate (DC 16), Magic Aura (DC 14) Factors: Increase duration to 60 minutes/level (+10), increase area to 60-ft radius emanation (+20), make tenacious as the feat (ad hoc +10) no verbal component (+2), ward against Mage’s Disjunction (ad hoc +16) Mitigating Factors: Change from Touch to personal (-2), increase casting time to 1 minute (-18) increase casting time to 10 minutes (-18)

This spell mimics the Planar Bubble spell as found in the Spell Compendium, but with an increased duration and area of effect, but as personal range spell, a tenacious spell, and warded against Mage’s Disjunction. The subject also radiates a permanent Consecrate effect over the area for the duration of the spell, and masks the magic auras of spells and magic items within the area, so they appear as nonmagical.

________________________________________ _____________________

Ability Title (): Ability description

Fear Gaze (Su):
Viewing nameless’s face inspires terror. Creatures that meet the gloom’s gaze must succeed at a Will save (DC 45) or suffer the effects of a fear spell as cast by a 20th-level caster. The DC is Charisma-based.
Opportunist (Ex)
This ability functions like the rogue class feature of the same name.
Sneak Attack (Ex)
nameless is able to sneak attack as a 27th-level rogue, dealing 14d6 extra damage.
Quiescence (Su)[b]
nameless is constantly silent, as per the silence spell, although the area does not extend beyond the creature itself. This quality gives it a +20 racial bonus on Move Silently checks (it is still possible for it to create noise, such as by bumping into something that scrapes on the floor or by sounding a chime). nameless can lower this effect at will.
________________________________________ ________________________________________ ________________

May take 10 on any check, doesn’t automatically fail checks on a roll of 1.

[b]Automatic Actions Spellcraft, Survival, Move Silently; 30 DC; 20 swift actions/round

Create Magic Items no gp limit; may create artefacts; nonmagical items last for 18 days ________________________________________ ________________________________________ ________________

Eradication (Di)
You can almost always find a weak point to attack.
Prerequisite Divine Rank 11, Str 29+, Base Attack Bonus +25
Benefit You have a 75% chance of overcoming immunity to critical hits and sneak attacks.

________________________________________ _____________________
goro

05-17-07, 09:04 AM
100d6 backlash every round, permanently?

What can I say, my followers are devoted to me, even unto death. (You didn't think I was gonna cast this on me, did you?


Ring of the Magi (Artifact)

When worn singly:
+5 caster level
+50 spellcraft
+50 Knowledge(Arcana)
When worn together:
+15 caster level
+150 Spellcraft
+150 Knowledge(Arcana)

(Or should I stick to specifics? Epic spell slots?

What about the "Bag of Infinite Holding"?


Do deflection bonuses stack?

Would the spellcasting ability of outsiders and MoL Template stack?
MoL Special quality caster level = 3/4 HD
Outsider gets caster level = 3/4 HD

Divine Arcane Empowerment
Prerequisite: Spellcasting level +30,
Benefit: Increase caster level of arcane spells 10 + DvR.
Squirrelloid

05-17-07, 12:06 PM
Don't forget the DC boosting epic spell in Gates of Hell chapter 2. Leonar's something or other, I think.

I'll take a look - i managed to push the DC into the stratosphere anyway.


Overcome on a rank check, so you'd have a 50% chance (times the chance he'd fail his save).

Yeah, but that means having to hit him repeatedly to make sure he goes down. At these levels you fight with ridiculousness, so giving him an opportunity to do anything is a bad idea.


Also, I think you'd be affected by your own holy word, so be warned.
That's what Master of Shaping is for (from Archmage, see 2 posts ago). Also, I astrally projected in, so my real body isn't at risk.
Zelck

05-17-07, 12:11 PM
Disapproved (insight bonus to an attribute is only seen in Owl's Insight, a spell widely considered as problematic).
Wait, you allowed insight bonuses to attributes in the other thread. You asked for a precedence, in which I gave it as Owl's Insight. You banned the spell itself, but allowed it for epic spells IIRC. My calculations capped it at +17, though.

Otherwise, I'm willing to make my spells give untyped bonuses to attributes. Precedence: Assimilate, the ninth level psionic power.
Witch

05-17-07, 12:21 PM
Wait, you allowed insight bonuses to attributes in the other thread. You asked for a precedence, in which I gave it as Owl's Insight. You banned the spell itself, but allowed it for epic spells IIRC. My calculations capped it at +17, though.

Otherwise, I'm willing to make my spells give untyped bonuses to attributes. Precedence: Assimilate, the ninth level psionic power.
Ehm; no to untyped bonuses.
I'll give a provisional yes on the insight bonus then, by virtue of previous ruling. But if I see it abused to the stratosphere, I'll remove it for the next challenger.



Do deflection bonuses stack?
Why would they?

Would the spellcasting ability of outsiders and MoL Template stack?
MoL Special quality caster level = 3/4 HD
Outsider gets caster level = 3/4 HD
What makes you think they would?

Divine Arcane Empowerment
Prerequisite: Spellcasting level +30,
Benefit: Increase caster level of arcane spells 10 + DvR.
Why wouldn't everyone take this? There is no need for such an SDA - CL is already very high for deities.
NoldorForce

05-17-07, 12:23 PM
You could use morale or sacred bonuses to ability scores. The former is not exclusively mind-affecting; Valiant Fury (SC) grants +4 morale to Strength and Constitution, and Valiant Spirit (Magic of Incarnum) grants morale bonuses to other stuff. The former is Transmutation, while the latter is Divination. Additionally, a number of spells in Spell Compendium grant sacred bonuses to ability scores. Finally, the book has a few spells that grant profane bonuses to ability scores.

Just because Owl's Insight is bad (uncapped) doesn't mean that insight bonuses in general are bad.

I don't recall anything that grants luck bonuses to ability scores, though some may be in Spell Compendium or other books.
Witch

05-17-07, 12:28 PM
No to Sacred Bonuses. Its precedent lies in Magic of Incarnum, and I'm not acknowledging the book.

NoldorForce: the reason that insight bonuses in general are bad is because it allows for increasing ability scores too cheaply when paired with other bonuses.
NoldorForce

05-17-07, 12:41 PM
You seem to have parsed my statement incorrectly.

I'd mentioned morale bonuses. The only precedent I'd derived from Magic of Incarnum (great book, by the way) was that morale bonuses need not be mind-affecting. This is also supported by Valiant Fury (again, a spell in Spell Compendium).

That precedent relating to sacred bonuses is entirely within Spell Compendium, where there are at least five spells that grant sacred bonuses to ability scores:
-Holy Transformation (Str, Con)
-Lesser Holy Transformation (Str, Con)
-Grace (Dex)
-Sacred Fury (?) (Dex)
-Something else (Cha)

And multiple types of bonuses to ability scores aren't really that bad when we're talking about high epic levels, where crazy stuff can and does happen. A subplane-wide ban on spells? An artifact that spams MDJ every twenty-four seconds? A unique ability that blocks nearly everything to its user? Crazier.
Witch

05-17-07, 12:55 PM
They're crazier, but if you check the stats Dispater has, and you check the stats these deities already have, without insight/sacred bonuses, you'll notice that Dispater can barely do anything to harm them anyway. I know of only a single method which, given time, kills some of these deities. And it's boring, so I'm loathe to use it.

I'm going to need to check those sacred spells out in some time, by the way.
goro

05-17-07, 01:25 PM
dod deities get any bonus on caster levels? Not just caster level checks, but actual caster levels.
NoldorForce

05-17-07, 09:02 PM
Excepting more levels with which to generate caster levels, no.
Diplominator

05-17-07, 10:25 PM
So, which sets of his immunities can be bypassed with a rank check? Just the ones from Lord of the Nine, or the ones from archdevil and other templates as well?
fnord

05-17-07, 11:34 PM
I know of only a single method which, given time, kills some of these deities. And it's boring, so I'm loathe to use it.
It's much easier to fight Dispater to a standstill than actually beat him. I don't need higher stats so much to survive anything he can throw at me, but rather to reliably kill him, especially with Iron Curtain.
Squirrelloid

05-17-07, 11:40 PM
Two epic spells for your approval. The first one is heavily based on one from Chapter 2 of Lords of Hell, I just wanted something more immediately available. The second is a pretty straight up adaptation of the Ward seed's second to last paragraph (I imagine it will be fine because of that, its literally what the paragraph says).

Power of the Outer Spheres
Transmutation (Chaotic)
Spellcraft DC: 79
Components: V,S
Casting Time: Swift
Range: Personal
Target: Personal
Duration: 1 round
Saving Throw: None
Spell Resistance: No
To Develop: 711,000 gp, 15 days, 28,440 xp. Seeds: fortify (DC 27) Factors: Increase save DC of following spell by +13 (ad hoc +52), Quickened (+28), add chaotic descriptor (ad hoc +2), Mitigating Factors: Personal (-2), Reduce duration to 1 round (ad hoc -18), 10d6 backlash damage (-10).

The caster channels power directly from the Far Realms, speaking a single word in a long forgotten tongue and rending the very nature of reality with a gesture that profanes the very nature of reality. This opens a rend in the local fabric of reality through which tremendous power flows – power the caster immediately directs into another spell. This power increases the Save DC of the subsequent spell by 10. This spell is not without cost, however; the energies involved in rupturing the nature of reality deal 10d6 backlash damage to the caster. In addition, the act of rending reality makes both this spell and any spell enhanced with it [Chaotic].

Tz’phlgan’s Spellward
Abjuration
Spellcraft DC: 51
Components: V,S
Casting Time: 10 minutes
Target: touched creature or object
Effect: 10’ radius emanation centered target
Duration: 7 days
Saving Throw: None
Spell Resistance: No
To Develop: 459,000 gp, 10 days, 18,360 xp. Seeds: Ward (DC 14) Factors: Exclude through 9th level spells (+160), Increase Duration 600% (+12), Mitigating Factors: Casting Time 10 minutes (-18), 6 casters contributing a 9th level spell slot (-103)

Bizarre notation dances in the air for anyone viewing this spell with detect magic or similar spells. These symbols disrupt the flow of magic within the area, preventing any spells from being targeted into the effected area, and area of effect spells that would normally include the warded area when cast instead exclude it. Spells with durations longer than instantaneous that are already in effect when they enter the area are unaffected, and anyone benefiting from its protection can exit the area to receive a spell and re-enter without penalty. The warded area does not block line of effect for spells, and spells may be cast out of and through the warded area without penalty. The ward provides absolute protection against non-epic spells; epic spells are unaffected by the ward and take effect normally. The ward itself is vulnerable only to targeted dispels and targeted epic magic using the dispel or destroy seeds – no other magic is capable of effecting the ward, including Mage’s Disjunction. (see the Ward seed for more details).
goro

05-18-07, 12:53 AM
Divine Epic Spellcasting
Prerequisite: Divine Spellcasting, Spellcaser level 20+
Pick a spellcasting class that you have capable of casting epic spells. You receive a Circumstance bonus to spellcraft checks to cast epic spells from the selected class equal to your mental modifier (for that classes spellcasting ability) plus your divine rank. This bonus stacks with the divine bonus to all skill checks that deities receive.


Rings of the Magi: (Artifact)
+20 Caster level
+200 Knowledge(Arcana)
+200 Spellcraft
(*Applies only when both are worn, If only one is worn only 1/4 bonus.)


The Gauntlet of Souls (Artifact)

This major artifact traps even the most powerful of beings and transforms them into jewels. Wearer must succeed on a melee touch attack. Target must succeed on a Fort save (DC 20 + CHA + DvR) or be transormed into a gem worth 1,000 gp per HD.
Squirrelloid

05-18-07, 01:01 AM
Rings of the Magi: (Artifact)
+20 Caster level
+200 Knowledge(Arcana)
+200 Spellcraft
(*Applies only when both are worn, If only one is worn only 1/4 bonus.)


Seriously, get off it. I've already managed to get my Arcane CL to 90 and my divine CL over 180. Items which pump CL, especially by that much, are a *very bad idea*. (Consider how orange ioun stone interacts with Sublime Chord/Ur Priest builds already, and then consider if it was giving +20 instead of +1... it leads to levels of ridiculous I'd need UMD cheese to match. With that item my arcane CLs would increase by 60 to ~150 and my Ur Priest CL would increase by 80 to ballpark 260). Get your CL the natural way - via spellcasting classes.
goro

05-18-07, 01:07 AM
Rings of the Magi: (Artifact)
+20 Caster level (For saves, against spell resistance, and for and against dispel checks.)
+200 Knowledge(Arcana)
+200 Spellcraft
(*Applies only when both are worn, If only one is worn only 1/4 bonus.)
Rikandur_Azebol

05-18-07, 02:43 AM
Where'd you get precedent for increasing fast healing?

Misspelling on my part. I forgot that I had already burned SDA to get FH. :embarrass

Spell itself, should be written as GIVING fast healing 76. Thousand apologies.
Witch

05-18-07, 04:49 AM
What can I say, my followers are devoted to me, even unto death. (You didn't think I was gonna cast this on me, did you?
You're aware that the spell will end when the backlash can't be provided anymore, right?



What about the "Bag of Infinite Holding"?
Infinite? Then it'd simply be another plane, sorry.


I think this is finished. I could spend more of my wealth, but loading up on equipment wouldn't really fit the flavour of my character. I could also write up all my class features and suchlike, but that would make a long document even longer, and not really help that much, as the only thing really needed is uses/day, DCs and other numerical values, which are included. I changed my character's (lack of)name to have a lowercase "n", to make it seem less like a name, dropped one Epic Spell in favour of a stat-boosting item, and swapped a couple of feats around. There weren't any significant changes between this and the last version.


nameless
The Sound of One Hand Clapping
Greater Deity
Symbol A drop of water falling into a still pool, leaving concentric ripples.
Home Plane Limbo
Alignment Chaotic Neutral
Worshippers Arcane Spellcasters, Monks, Glooms, Hermits
Cleric Alignments None (Never grants spells)
Portfolio Magic, Silence, Self-Reliance
Domains Celerity, Destruction, Fire, Luck, Magic, Trickery
Favoured Weapon Dagger of Finite Pain (Kukri)

Appearance nameless appears similar in form, manner and apparel to a normal Gloom, but its body burns with faint black fire, and he clutches a kukri in its hands instead of the Gloom’s signature weapon.

History A rare Gloom of surpassing power, nameless succeeded in attaining divinity through means unknown, possibly involving connections to the Order of the Black Flame, who refuse to speak of the incident. It is believed that the Order may be unable to speak of nameless for reasons more magical than mere secrecy. Its real name has been lost to time, along with most of the information about its past, because he and his followers communicate using a form of sign language and written derivatives thereof. There is no audible way of rendering its real name, and translation of the hand signs for it has proved impossible due to the reclusive nature of his cult.

Nature nameless is devoted to creating a world of silence where nobody needs to rely on anyone else. For this reason little is known about its personality, as it has little cause to interact with other beings when they aren’t obstacles to its objective, or its own worshippers.

Organization nameless is atypical of deities in that it never grants spells to anyone, and so the only cleric in its religion is itself. Its followers typically take vows of silence, and prayer is conducted through sign language. Temples to nameless are usually covered in permanent Silence effects, and are rare in any case, as its followers have little by way of central organisation, preferring to work to better themselves and become more self-sufficient than to form a society.

Realm nameless makes its realm in the seething chaos of Limbo, protected mainly due to its remote location and obscurity. It actually spends little time there, and the chaotic nature of the plane means that if left unattended for a significant amount of time it becomes indistinguishable from most other parts of Limbo. Unlike most deities, it prefers to take an active hand in fulfilling his goals, rather than delegating tasks to others, and so spends more time out on missions than it does in its realm.

NAMELESS (CR 77)
Gloom of Legend 30/Cleric 8/Black Flame Zealot 10/Heirophant 5
Medium Monstrous Humanoid (Extraplanar)
Init +40, always first; Senses Darkvision, 20 Remote Sensing Locations, Greater Arcane Sight, Low Light Vision, all senses extend to 18 Miles, Listen +105, Spot +105
Aura Overwhelming Chaos, Divine Aura (18 miles, Will Save DC 59); Languages Sign language and Remote Communication (18 miles) only
________________________________________ _____________________

AC 144, 108 touch, 107 flat-footed (+36 Dex, +1 Dodge, +12 insight, +36 natural, +31 Deflection, +18 Divine)
2312 (43d8 + 10d6 plus 1,908), fast heal 38, regeneration 10 (Wooden weapons; magic with the Sonic descriptor); DR 45/Epic and (Mithral) Weapons wielded by their own creator and crafted in total silence, 20/Magic and Wood
Immune Ability Damage*, Ability Drain*, Acid, Aging, Cold, Death Effects*, Disease*, Disintegration, Electricity, Energy Drain* Fear, Fire, Form-Altering Effects, Imprisonment or Banishment Effects*, Mind-Affecting Effects, Paralysis*, Poison*, Polymorphing, Petrification, Sonic, Stunning*, Sleep* (Immunities with asterisks are penetrated on a successful rank check)
Resist Acid 38, Fire 25, Sonic 25; 68% Miss Chance, SR 91 (CR +14)
Fort +117, Ref +117, Will +117, Divine Grace
________________________________________ _____________________

Speed 100 ft. (20 squares)
Mêlée Dagger of Finite Pain +100/100/95/90/85 touch (1d4+45 +1d6 Fire plus DC 74 Fort Save or be stunned for 1d10 rounds 15-20/x2, counts as Silver and Adamantine)
Mêlée (When Power Attacking/Smiting/Sneak Attacking/Death Attacking Lawful Outsiders) Dagger of Finite Pain +90/90/85/80/75 touch (1d4+115 +8 Smite +2d6 Anarchic +2d6 Holy +1d6 Fire +4d6 Dread +4d6 Banestrike plus 19d6 Sneak Attack, Death Attack (DC 51 Fort Save or die and be immolated), DC 74 Fort Save or be stunned for 1d10 rounds, 15-20/x2 +10d6 Fire + DC 27 Fort save or Disintegrate, counts as Silver and Adamantine)
Mêlée Spell +83 touch (+)
Ranged Spell +83 touch
Base Atk +46; Grp +82
Atk Options Dagger of Finite Pain, Power Attack, Spells
Special Actions Alter Reality (As Greater Deity), Death Attack (DC 51), Divine Aura (18 miles, DC 59), Fateful Stride (CL 5th), Fear gaze (DC 45), Turn Undead (As 34th level Cleric, 28/day), Sacred Flame, Smite (+4 to hit, +8 Damage 18/day), sneak attack +17d6 (+19d6 with Deadly Precision), Spells, Turn Water Creatures (As 28th level Cleric, 28/day), Unholy Immolation
Combat Gear Dagger of Finite Pain
________________________________________ _____________________

Cleric Spells Per Day (Domains: Celerity, Destruction, Fire, Luck, Magic, Trickery, CL 47th, +24 on CL checks, Chaos spells cast at +1 CL Save DC = 43 + Spell Level)
Epic (5/day)
25th (2/day)
24th (2/day)
23rd (2/day)
22nd (2/day)
21st (3/day)
20th (3/day)
19th (3/day)
18th (3/day)
17th (4/day)
16th (4/day)
15th (4/day)
14th (4/day)
13th (5/day)
12th (5/day)
11th (5/day)
10th (5/day)
9th (10+1/day)
8th (10+1/day)
7th (11+1/day)
6th (11+1/day)
5th (12+1/day)
4th (12+1/day)
3rd (13+1/day)
2nd (13+1/day)
1st (13+1/day)
0th (6/day)

Gloom Spell-like Abilities(CL 20th)
At will—Shadow Walk (DC 42)
3/day—True Strike

Divine Spell-like Abilities(CL 71st)
At will - Any Valid Domain Spell (DC 43 + Spell Level)
At will - Greater Teleport (Self + 1800 lbs of objects, CL 20th)
At will – Greater Planeshift (Self + 1800 lbs of objects, CL 20th)
________________________________________ _____________________

Divine Rank 18
Abilities Str 82 , Dex 82, Con 82, Int 72, Wis 72, Cha 72
SQ Aura (Chaotic), Blindsight 60 ft., Divine Reach (60ft), Energy Resistance 25 (Acid and Sonic), Immortality, Monster of Legend Immunities, low-light vision, opportunist, Poison Use, Quiescence, Spell-Like Abilities, Spell Power x3, Zealous Heart, SR 92, DR 10/Epic, 20/Magic and Wood
Feats Combat Expertise, Improved Initiative, Improved Critical (Kukri), Iron Will, Exotic Weapon Proficiency (Kukri), Power Attack, Practiced Spellcaster, Psionic Hole, Quicken Spell, Self Sufficient(b), Silent Spell(b), Spell Focus (All Schools)(b), (Greater) Spell Penetration, Weapon Focus (Kukri)
Epic Feats Armed Deflection, Epic Weapon Focus (Kukri), Epic Spellcasting, Epic Spell Penetration, Exceptional Deflection, Improved Combat Casting(b), Infinite Deflection, Sneak Attack of Opportunity
Monster of Legend Salient Abilities Immunities (Cold, Fire, Electricity), Regeneration 10/Wood or Sonic, Spellcasting (Cleric), Virtual Class Features (Paladin of Freedom, Divine Grace, Lay on Hands (930 Healing)), Virtual Class Features (Urban Ranger, Favoured Enemy (Construct +4, Magical Beast +4, Outsider (Evil) +4, Outsider (Good), +4, Outsider (Lawful) +12, Undead +4, Vermin +4), Hide in Plain Sight)
Salient Divine Abilities Automatic Metamagic (Silent Spell), Automatic Metamagic (Quicken Spell), Banestrike (Lawful Outsiders), Battlesense, (Mass) Divine Blast (34/day, 49d12 damage), Divine Celerity, Divine Dodge (68% miss chance), Divine Fast Healing, Divine Shield (180HP, 39/day), Divine Skill Focus (Hide), Divine Skill Focus (Move Silently), Divine Spellcasting, Divine Weapon Focus (Kukri), Free Move, Increased Damage Reduction, Instant Counterspell, Irresistible Blows (Kukri), Power of Luck (±18 Luck bonus/penalty, 18/day), See Magic, Supreme Initiative, Supreme Damage Reduction
Skills Appraise* +49(+55 for weapons), Bluff +105 (+117 against Lawful Outsiders, +109 against other favoured enemies), Balance +146, Climb +140 (+146 Involving Ropes), Concentration +110, Craft (Weaponsmithing) +105, Diplomacy +115, Disguise +69 (+75 to act in character), Escape Artist +105 (+111 Involving Ropes), Heal +107, Hide +168, Intimidate +111, Knowledge (Arcana, History, Religion, The Planes) +105, Jump +184, Listen +105 (+117 against Lawful Outsiders, +109 against other favoured enemies), Move Silently +188 Open Lock +110, Search +105, Sense Motive* +77 (+89 against Lawful Outsiders, +81 against other favoured enemies), Sleight of Hand +116, Spellcraft +111, Spot +105(+117 against Lawful Outsiders, +109 against other favoured enemies), Survival +107 (+118 against Lawful Outsiders, +109 against other favoured enemies, +113 when on other planes or following tracks), Swim +110, Tumble +146, Use Rope +110 (+116 involving bindings) (an asterisk denotes a cross-class skill)
Possessions Dagger of Finite Pain +10 Vorpal Holy Anarchic Silver Kukri of Lawful Outsider Dread and Deadly Precision (15,680,328 gp), Made from solid silver. Rod of Excellent Magic (640,000gp) x7 (expended), Mantle of Great Stealth (242,000gp), Boots of the Traceur (+30 bonus to Balance, Climb, Jump and Tumble checks) (540,000 gp), Belt of Magnificence +12, +12 Enhancement Bonus to all ability Scores (19,440,000 gp). Spool of Endless Rope (2000gp), 1 pair of Ring Gates (40,000 gp) 47,209,328 gp spent.

Epic Spells Known

Awesome Esoteric Aegis
Abjuration
Spellcraft DC: 121
Components: S
Casting Time: 10 minutes
Range: Personal
Effect: 10-ft. radius emanation
Duration: 1 week
Saving Throw: None
Spell Resistance: No
To Develop: 1,089,000 gp, 22 days, 43,560 XP. Seeds:
ward (DC 14), transform (DC 21). Factors: gain +31
bonus on DC to avoid being dispelled (ad hoc +62),
make spell effect tenacious (as per the feat) (ad hoc +10),
end dispel checks that fail to dispel this spell automati-
cally (ad hoc +4), ward against mage’s disjunction (+16), increase duration to 7 days (+12), no verbal component +(2).
Mitigating factors: change range from touch to personal
(-2) Increase casting time to 10 minutes (-18)

The caster calls upon the very fabric of magic to fash-
ion a ward to protect his own working of the Word from
those that would tear it down. A shimmering, dusky
globe surrounds the caster, intercepting any attempts to
end his spells by means of dispel magic, or similar spells
and epic spells, and providing a +31 bonus on the DC
against which the dispel attempt must succeed. Any dis-
pel attempt which succeeds can then proceed as normal,
but esoteric aegis works as if under the effects of the
Tenacious Magic feat, and thus cannot be dispelled, only
suppressed for 1d4 rounds. Dispel attempts that fail are
not entitled to checks against lesser spells within the area
of effect (this differs from the usual procedure of area
dispel magic attempts). Furthermore, mage’s disjunction
is warded against in its entirety.

Winsome Esoteric Aegis
Abjuration
Spellcraft DC: 121
Components: S
Casting Time: 10 minutes
Range: Personal
Effect: 20-ft. radius emanation
Duration: 1 week
Saving Throw: None
Spell Resistance: No
To Develop: 1,089,000 gp, 22 days, 43,560 XP Seeds:
ward (DC 14), transform (DC 21). Factors: gain +29
bonus on DC to avoid being dispelled (ad hoc +58),
make spell effect tenacious (as per the feat) (ad hoc +10),
end dispel checks that fail to dispel this spell automati-
cally (ad hoc +4), ward against mage’s disjunction (+16), increase duration to 7 days (+12), increase area to 20-ft radius emanation (+4) no verbal component +(2).
Mitigating factors: change range from touch to personal
(-2) Increase casting time to 10 minutes (-18)

The caster calls upon the very fabric of magic to fash-
ion a ward to protect his own working of the Word from
those that would tear it down. A shimmering, dusky
globe surrounds the caster, intercepting any attempts to
end his spells by means of dispel magic, or similar spells
and epic spells, and providing a +29 bonus on the DC
against which the dispel attempt must succeed. Any dis-
pel attempt which succeeds can then proceed as normal,
but esoteric aegis works as if under the effects of the
Tenacious Magic feat, and thus cannot be dispelled, only
suppressed for 1d4 rounds. Dispel attempts that fail are
not entitled to checks against lesser spells within the area
of effect (this differs from the usual procedure of area
dispel magic attempts). Furthermore, mage’s disjunction
is warded against in its entirety.

Godly Esoteric Aegis
Abjuration
Spellcraft DC: 121
Components: S
Casting Time: 10 minutes
Range: Personal
Effect: 30-ft. radius emanation
Duration: 1 week
Saving Throw: None
Spell Resistance: No
To Develop: 1,089,000 gp, 22 days, 43,560 XP. Seeds:
ward (DC 14), transform (DC 21). Factors: gain +27
bonus on DC to avoid being dispelled (ad hoc +54),
make spell effect tenacious (as per the feat) (ad hoc +10),
end dispel checks that fail to dispel this spell automati-
cally (ad hoc +4), ward against mage’s disjunction (+16), increase duration to 7 days (+12), increase area to 30-ft radius emanation (+8), no verbal component +(2).
Mitigating factors: change range from touch to personal
(-2) Increase casting time to 10 minutes (-18)

The caster calls upon the very fabric of magic to fash-
ion a ward to protect his own working of the Word from
those that would tear it down. A shimmering, dusky
globe surrounds the caster, intercepting any attempts to
end his spells by means of dispel magic, or similar spells
and epic spells, and providing a +27 bonus on the DC
against which the dispel attempt must succeed. Any dis-
pel attempt which succeeds can then proceed as normal,
but esoteric aegis works as if under the effects of the
Tenacious Magic feat, and thus cannot be dispelled, only
suppressed for 1d4 rounds. Dispel attempts that fail are
not entitled to checks against lesser spells within the area
of effect (this differs from the usual procedure of area
dispel magic attempts). Furthermore, mage’s disjunction
is warded against in its entirety.

Desu Esoteric Aegis
Abjuration
Spellcraft DC: 121
Components: S
Casting Time: 10 minutes
Range: Personal
Effect: 40-ft. radius emanation
Duration: 1 week
Saving Throw: None
Spell Resistance: No
To Develop: 1,082,000 gp, 22 days, 43,560 XP. Seeds:
ward (DC 14), transform (DC 21). Factors: gain +25
bonus on DC to avoid being dispelled (ad hoc +50),
make spell effect tenacious (as per the feat) (ad hoc +10),
end dispel checks that fail to dispel this spell automati-
cally (ad hoc +4), ward against mage’s disjunction (+16), increase duration to 7 days (+12), increase area to 40-ft radius emanation (+12), no verbal component +(2).
Mitigating factors: change range from touch to personal
(-2) Increase casting time to 10 minutes (–18)

The caster calls upon the very fabric of magic to fash-
ion a ward to protect his own working of the Word from
those that would tear it down. A shimmering, dusky
globe surrounds the caster, intercepting any attempts to
end his spells by means of dispel magic, or similar spells
and epic spells, and providing a +25 bonus on the DC
against which the dispel attempt must succeed. Any dis-
pel attempt which succeeds can then proceed as normal,
but esoteric aegis works as if under the effects of the
Tenacious Magic feat, and thus cannot be dispelled, only
suppressed for 1d4 rounds. Dispel attempts that fail are
not entitled to checks against lesser spells within the area
of effect (this differs from the usual procedure of area
dispel magic attempts). Furthermore, mage’s disjunction
is warded against in its entirety.

All-seeing Absence of Eye
Divination
Spellcraft DC: 115
Components: S
Casting Time: 1 standard action
Range: 3360 ft
Duration: 6 hours
Saving Throw: None
Spell Resistance: No
To Develop: 1,035,000 gp, 21 days, 41,400 XP. Seeds:
Reveal (DC 25) Factors: no verbal component (+2), increase range to 3360ft (+54), increase duration to 6 hours (+34)

This Epic Spell provides the caster with the ability to see through magical deception. The caster can see through normal and magical darkness, notice secret doors hidden by magic, see the exact locations of creatures or objects under blur or displacement effects, see invisible creatures or objects normally, see through illusions, see onto the Ethereal Plane (but not into extradimensional spaces), and see the true form of polymorphed, changed, or transmuted things. The range of such sight is 3360 feet.

Stealth and Cloak
Illusion (Glamer)
Spellcraft DC: 79
Components: S
Casting Time: 10 minutes
Range: Personal
Duration: 16 hours, 40 minutes
Saving Throw: None (Harmless, object)
Spell Resistance: No or Yes (Harmless, object)
To Develop: 711,000 gp, 15 days, 28,440 XP. Seeds:
Conceal (DC 17), Factors: Independent of subject’s actions (+4), block divination (+6), Increase duration to 16 hours, 40 minutes (+8), Gain a +30 on opposed caster level checks to avoid divination (ad hoc +60) no verbal component +(2) mitigating factors: Increase casting time to 10 minutes (-18)

This spell conceals the caster from sight, even from darkvision. If the subject is a creature carrying gear, the gear vanishes too, rendering the creature invisible, and lasts regardless of the actions of the subject, This spell also blocks divination spells, spell-like effects, and epic spells developed using the reveal seed. In all cases where divination magic of any level, including epic level, is employed against the subject of a spell using the conceal seed for this purpose, an opposed caster level check determines which spell works, for which the caster of this spell gains a +30 bonus to his effective caster level.

Epic Consecrated Stealth Planar Bubble
Abjuration
Spellcraft DC: 76
Components: S, M
Casting Time: 10 minutes
Range: Personal
Duration: 60 minutes/level
Effect: 60-ft radius emanation centred on caster
Saving Throw: Will negates (Harmless)
Spell Resistance: No
To Develop: 684,000 gp, 14 days, 27,360 XP. Seeds: Planar Bubble (DC 26), Concecrate (DC 16), Magic Aura (DC 14) Factors: Increase duration to 60 minutes/level (+10), increase area to 60-ft radius emanation (+20), make tenacious as the feat (ad hoc +10) no verbal component (+2), ward against Mage’s Disjunction (ad hoc +16) Mitigating Factors: Change from Touch to personal (-2), increase casting time to 1 minute (-18) increase casting time to 10 minutes (-18)

This spell mimics the Planar Bubble spell as found in the Spell Compendium, but with an increased duration and area of effect, but as personal range spell, a tenacious spell, and warded against Mage’s Disjunction. The subject also radiates a permanent Consecrate effect over the area for the duration of the spell, and masks the magic auras of spells and magic items within the area, so they appear as nonmagical.

________________________________________ _____________________

Ability Title (): Ability description

Fear Gaze (Su):
Viewing nameless’s face inspires terror. Creatures that meet the gloom’s gaze must succeed at a Will save (DC 45) or suffer the effects of a fear spell as cast by a 20th-level caster. The DC is Charisma-based.
Opportunist (Ex)
This ability functions like the rogue class feature of the same name.
Sneak Attack (Ex)
nameless is able to sneak attack as a 27th-level rogue, dealing 14d6 extra damage.
Quiescence (Su)[b]
nameless is constantly silent, as per the silence spell, although the area does not extend beyond the creature itself. This quality gives it a +20 racial bonus on Move Silently checks (it is still possible for it to create noise, such as by bumping into something that scrapes on the floor or by sounding a chime). nameless can lower this effect at will.
________________________________________ ________________________________________ ________________

May take 10 on any check, doesn’t automatically fail checks on a roll of 1.

[b]Automatic Actions Spellcraft, Survival, Move Silently; 30 DC; 20 swift actions/round

Create Magic Items no gp limit; may create artefacts; nonmagical items last for 18 days ________________________________________ ________________________________________ ________________

Eradication (Di)
You can almost always find a weak point to attack.
Prerequisite Divine Rank 11, Str 29+, Base Attack Bonus +25
Benefit You have a 75% chance of overcoming immunity to critical hits and sneak attacks.

________________________________________ _____________________

My compliments. This is one of the deities with the most chances I've seen so far. If you actually play the challenge well, you're likely to get farther than anyone so far.

Two epic spells for your approval. The first one is heavily based on one from Chapter 2 of Lords of Hell, I just wanted something more immediately available. The second is a pretty straight up adaptation of the Ward seed's second to last paragraph (I imagine it will be fine because of that, its literally what the paragraph says).

Power of the Outer Spheres
Transmutation (Chaotic)
Spellcraft DC: 79
Components: V,S
Casting Time: Swift
Range: Personal
Target: Personal
Duration: 1 round
Saving Throw: None
Spell Resistance: No
To Develop: 711,000 gp, 15 days, 28,440 xp. Seeds: fortify (DC 27) Factors: Increase save DC of following spell by +13 (ad hoc +52), Quickened (+28), add chaotic descriptor (ad hoc +2), Mitigating Factors: Personal (-2), Reduce duration to 1 round (ad hoc -18), 10d6 backlash damage (-10).

The caster channels power directly from the Far Realms, speaking a single word in a long forgotten tongue and rending the very nature of reality with a gesture that profanes the very nature of reality. This opens a rend in the local fabric of reality through which tremendous power flows – power the caster immediately directs into another spell. This power increases the Save DC of the subsequent spell by 10. This spell is not without cost, however; the energies involved in rupturing the nature of reality deal 10d6 backlash damage to the caster. In addition, the act of rending reality makes both this spell and any spell enhanced with it [Chaotic].

Tz’phlgan’s Spellward
Abjuration
Spellcraft DC: 51
Components: V,S
Casting Time: 10 minutes
Target: touched creature or object
Effect: 10’ radius emanation centered target
Duration: 7 days
Saving Throw: None
Spell Resistance: No
To Develop: 459,000 gp, 10 days, 18,360 xp. Seeds: Ward (DC 14) Factors: Exclude through 9th level spells (+160), Increase Duration 600% (+12), Mitigating Factors: Casting Time 10 minutes (-18), 6 casters contributing a 9th level spell slot (-103)

Bizarre notation dances in the air for anyone viewing this spell with detect magic or similar spells. These symbols disrupt the flow of magic within the area, preventing any spells from being targeted into the effected area, and area of effect spells that would normally include the warded area when cast instead exclude it. Spells with durations longer than instantaneous that are already in effect when they enter the area are unaffected, and anyone benefiting from its protection can exit the area to receive a spell and re-enter without penalty. The warded area does not block line of effect for spells, and spells may be cast out of and through the warded area without penalty. The ward provides absolute protection against non-epic spells; epic spells are unaffected by the ward and take effect normally. The ward itself is vulnerable only to targeted dispels and targeted epic magic using the dispel or destroy seeds – no other magic is capable of effecting the ward, including Mage’s Disjunction. (see the Ward seed for more details).
Both look fine.

*snip*
Divine Epic Spellcasting
Prerequisite: Divine Spellcasting, Spellcaser level 20+
Pick a spellcasting class that you have capable of casting epic spells. You receive a Circumstance bonus to spellcraft checks to cast epic spells from the selected class equal to your mental modifier (for that classes spellcasting ability) plus your divine rank. This bonus stacks with the divine bonus to all skill checks that deities receive.

Why wouldn't any Deity of Magic have this? They don't, though. And why would a circumstance bonus that isn't dependent on circumstances make sense?

Rings of the Magi: (Artifact)
+20 Caster level
+200 Knowledge(Arcana)
+200 Spellcraft
(*Applies only when both are worn, If only one is worn only 1/4 bonus.)

Absurdly high bonuses. I limit caster level boosting items to reasonableness (to a maximum of +5 - the SRD prayer beads one has more because it's a standard action, and even then, it's of dubious power.)

The Gauntlet of Souls (Artifact)

This major artifact traps even the most powerful of beings and transforms them into jewels. Wearer must succeed on a melee touch attack. Target must succeed on a Fort save (DC 20 + CHA + DvR) or be transormed into a gem worth 1,000 gp per HD.

Where does the DvR aspect come from in the save DC?

Seriously, get off it. I've already managed to get my Arcane CL to 90 and my divine CL over 180. Items which pump CL, especially by that much, are a *very bad idea*. (Consider how orange ioun stone interacts with Sublime Chord/Ur Priest builds already, and then consider if it was giving +20 instead of +1... it leads to levels of ridiculous I'd need UMD cheese to match. With that item my arcane CLs would increase by 60 to ~150 and my Ur Priest CL would increase by 80 to ballpark 260). Get your CL the natural way - via spellcasting classes.
Note that I'd call such class mingling in order to get such a high caster level bad design - but I'll stay out of it for purposes of this challenge. I don't think that the answer to the Iron Siege lies in numbers, though.


Spell itself, should be written as GIVING fast healing 76. Thousand apologies.
My question stills stands though :)
Rikandur_Azebol

05-18-07, 05:59 AM
My question stills stands though :)

Och, it means that spell isn't giving an stacking bonus. It's overlapping thing. And for precedent ...


The fortify seed has a base Spellcraft DC of 27 if it grants a creature a +1 bonus to an ability score or other statistic it does not possess. For each additional +1 bonus, increase the Spellcraft DC by +4.

... plus there were those fast-healing granting druid spells if memory serves well. Vigor series. :)
Witch

05-18-07, 06:07 AM
... plus there were those fast-healing granting druid spells if memory serves well. Vigor series. :)
I meant as use of the Fortify seed, actually. Annoying XP rods. Use it, then.
Venenum

05-18-07, 06:22 AM
Whats the LA on tuaric template(if we can use it)?

Can i use the class/ feats found here (http://community.dicefreaks.com/viewtopic.php?t=2656)?

And the feats found here (http://community.dicefreaks.com/viewtopic.php?t=4507)?
Specificly:
Reaving Strike, Armor Mastery, Armor Mobility.(maybe combat reflexes)


Secondly, if we use psychic reformation to change feats, after entry into a prestige class so we are no longer eligible, do we still mantain the benefits, or lose them.(and can we still advence, my guess is no for this part.)
Buugipopuu

05-18-07, 08:34 AM
My compliments. This is one of the deities with the most chances I've seen so far. If you actually play the challenge well, you're likely to get farther than anyone so far.


Yay.

I thought it was finished, I was wrong. I swapped a couple of feats around, fixed a few formatting errors and developed one more Epic Spell.

Surpasswall
Transmutation
Spellcraft DC: 120
Components: S, M
Casting Time: 1 standard action
Range: Touch
Duration: 1 hour/level
Effect: 5 ft circular opening, 4500 ft deep
Saving Throw: No
Spell Resistance: No
To Develop: 1,080,000 gp, 22 days, 43,200 XP. Seeds: Passwall (DC 22), Delude (DC 14), Factors: no verbal component (+2), Remove limitations on material to be affected (ad hoc +10), make area appear other than what it is (+4), tactile component (+2), thermal component (+2), add audible component (+2), add taste component (+2), add olfactory component (+2), change area to bolt (5ft by 300 ft) (+2) increase depth of passage to 4500 ft (+56)

This spell mimics the Passwall spell, but is capable of making passages through any material, regardless of hardness, and generates 4500 feet deep cylindrical passages. In addition, the passage is disguised to all but the caster and those he informs of the passage’s existence, appearing as if the spell has never been cast, even to those who examine the opening(s) through very unorthodox means.


nameless
The Sound of One Hand Clapping
Greater Deity
Symbol A drop of water falling into a still pool, leaving concentric ripples.
Home Plane Limbo
Alignment Chaotic Neutral
Worshippers Arcane Spellcasters, Monks, Glooms, Hermits
Cleric Alignments None (Never grants spells)
Portfolio Magic, Silence, Self-Reliance
Domains Celerity, Destruction, Fire, Luck, Magic, Trickery
Favoured Weapon Dagger of Finite Pain (Kukri)

Appearance nameless appears similar in form, manner and apparel to a normal Gloom, but its body burns with faint black fire, and he clutches a kukri in its hands instead of the Gloom’s signature weapon.

History A rare Gloom of surpassing power, nameless succeeded in attaining divinity through means unknown, possibly involving connections to the Order of the Black Flame, who refuse to speak of the incident. It is believed that the Order may be unable to speak of nameless for reasons more magical than mere secrecy. Its real name has been lost to time, along with most of the information about its past, because he and his followers communicate using a form of sign language and written derivatives thereof. There is no audible way of rendering its real name, and translation of the hand signs for it has proved impossible due to the reclusive nature of his cult.

Nature nameless is devoted to creating a world of silence where nobody needs to rely on anyone else. For this reason little is known about its personality, as it has little cause to interact with other beings when they aren’t obstacles to its objective, or its own worshippers.

Organization nameless is atypical of deities in that it never grants spells to anyone, and so the only cleric in its religion is itself. Its followers typically take vows of silence, and prayer is conducted through sign language. Temples to nameless are usually covered in permanent Silence effects, and are rare in any case, as its followers have little by way of central organisation, preferring to work to better themselves and become more self-sufficient than to form a society.

Realm nameless makes its realm in the seething chaos of Limbo, protected mainly due to its remote location and obscurity. It actually spends little time there, and the chaotic nature of the plane means that if left unattended for a significant amount of time it becomes indistinguishable from most other parts of Limbo. Unlike most deities, it prefers to take an active hand in fulfilling his goals, rather than delegating tasks to others, and so spends more time out on missions than it does in its realm.

NAMELESS (CR 77)
Gloom of Legend 30/Cleric 8/Black Flame Zealot 10/Heirophant 5
Medium Monstrous Humanoid (Extraplanar)
Init +40, always first; Senses Darkvision, 20 Remote Sensing Locations, Greater Arcane Sight, Low Light Vision, all senses extend to 18 Miles, Listen +105, Spot +105
Aura Overwhelming Chaos, Divine Aura (18 miles, Will Save DC 59); Languages Sign language and Remote Communication (18 miles) only
________________________________________ ____________________

AC 144, 108 touch, 107 flat-footed (+36 Dex, +1 Dodge, +12 insight, +36 natural, +31 Deflection, +18 Divine)
2312 (43d8 + 10d6 plus 1,908), fast heal 38, regeneration 10 (Wooden weapons; magic with the Sonic descriptor); DR 45/Epic and (Mithral) Weapons wielded by their own creator and crafted in total silence, 20/Magic and Wood
Immune Ability Damage*, Ability Drain*, Acid, Aging, Cold, Death Effects*, Disease*, Disintegration, Electricity, Energy Drain* Fear, Fire, Form-Altering Effects, Imprisonment or Banishment Effects*, Mind-Affecting Effects, Paralysis*, Poison*, Polymorphing, Petrification, Sonic, Stunning*, Sleep* (Immunities with asterisks are penetrated on a successful rank check)
Resist Acid 38, Fire 25, Sonic 25; 68% Miss Chance, SR 91 (CR +14)
Fort +117, Ref +117, Will +117, Divine Grace
________________________________________ ____________________

Speed 100 ft. (20 squares)
Mêlée Dagger of Finite Pain +100/100/95/90/85 touch (1d4+45 +1d6 Fire plus DC 74 Fort Save or be stunned for 1d10 rounds 15-20/x2, counts as Silver and Adamantine)
Mêlée (When Power Attacking/Smiting/Sneak Attacking/Death Attacking Lawful Outsiders) Dagger of Finite Pain +90/90/85/80/75 touch (1d4+115 +8 Smite +2d6 Anarchic +2d6 Holy +1d6 Fire +4d6 Dread +4d6 Banestrike plus 19d6 Sneak Attack, Death Attack (DC 51 Fort Save or die and be immolated), DC 74 Fort Save or be stunned for 1d10 rounds, 15-20/x2 +10d6 Fire + DC 27 Fort save or Disintegrate, counts as Silver and Adamantine)
Mêlée Spell +83 touch (+)
Ranged Spell +83 touch
Base Atk +46; Grp +82
Atk Options Dagger of Finite Pain, Power Attack, Spells
Special Actions Alter Reality (As Greater Deity), Death Attack (DC 51), Divine Aura (18 miles, DC 59), Fateful Stride (CL 5th), Fear gaze (DC 45), Turn Undead (As 34th level Cleric, 28/day), Sacred Flame, Smite (+4 to hit, +8 Damage 18/day), sneak attack +17d6 (+19d6 with Deadly Precision), Spells, Turn Water Creatures (As 28th level Cleric, 28/day), Unholy Immolation
Combat Gear Dagger of Finite Pain
________________________________________ ____________________

Cleric Spells Per Day (Domains: Celerity, Destruction, Fire, Luck, Magic, Trickery, CL 47th, +24 on CL checks, Chaos spells cast at +1 CL Save DC = 43 + Spell Level)
Epic (5/day)
25th (2/day)
24th (2/day)
23rd (2/day)
22nd (2/day)
21st (3/day)
20th (3/day)
19th (3/day)
18th (3/day)
17th (4/day)
16th (4/day)
15th (4/day)
14th (4/day)
13th (5/day)
12th (5/day)
11th (5/day)
10th (5/day)
9th (10+1/day)
8th (10+1/day)
7th (11+1/day)
6th (11+1/day)
5th (12+1/day)
4th (12+1/day)
3rd (13+1/day)
2nd (13+1/day)
1st (13+1/day)
0th (6/day)

Gloom Spell-like Abilities(CL 20th)
At will—Shadow Walk (DC 42)
3/day—True Strike

Divine Spell-like Abilities(CL 71st)
At will - Any Valid Domain Spell (DC 43 + Spell Level)
At will - Greater Teleport (Self + 1800 lbs of objects, CL 20th)
At will – Greater Planeshift (Self + 1800 lbs of objects, CL 20th)
________________________________________ ____________________

Divine Rank 18
Abilities Str 82 , Dex 82, Con 82, Int 72, Wis 72, Cha 72
SQ Aura (Chaotic), Blindsight 60 ft., Divine Reach (60ft), Energy Resistance 25 (Acid and Sonic), Immortality, Monster of Legend Immunities, low-light vision, opportunist, Poison Use, Quiescence, Spell-Like Abilities, Spell Power x3, Zealous Heart, SR 92, DR 10/Epic, 20/Magic and Wood
Feats Combat Expertise, Improved Initiative, Improved Critical (Kukri), Improved Disarm, Iron Will, Exotic Weapon Proficiency (Kukri), Power Attack, Practiced Spellcaster, Psionic Hole, Quicken Spell, Self Sufficient(b), Silent Spell(b), Spell Focus (All Schools)(b), (Greater) Spell Penetration, Weapon Focus (Kukri)
Epic Feats Armed Deflection, Epic Weapon Focus (Kukri), Epic Spellcasting, Epic Spell Penetration, Exceptional Deflection, Improved Combat Casting(b), Infinite Deflection
Monster of Legend Salient Abilities Immunities (Cold, Fire, Electricity), Regeneration 10/Wood or Sonic, Spellcasting (Cleric), Virtual Class Features (Paladin of Freedom, Divine Grace, Lay on Hands (930 Healing)), Virtual Class Features (Urban Ranger, Favoured Enemy (Construct +4, Magical Beast +4, Outsider (Evil) +4, Outsider (Good), +4, Outsider (Lawful) +12, Undead +4, Vermin +4), Hide in Plain Sight)
Salient Divine Abilities Automatic Metamagic (Silent Spell), Automatic Metamagic (Quicken Spell), Banestrike (Lawful Outsiders), Battlesense, (Mass) Divine Blast (34/day, 49d12 damage), Divine Celerity, Divine Dodge (68% miss chance), Divine Fast Healing, Divine Shield (180HP, 39/day), Divine Skill Focus (Hide), Divine Skill Focus (Move Silently), Divine Spellcasting, Divine Weapon Focus (Kukri), Free Move, Increased Damage Reduction, Instant Counterspell, Irresistible Blows (Kukri), Power of Luck (±18 Luck bonus/penalty, 18/day), See Magic, Supreme Initiative, Supreme Damage Reduction
Skills Appraise* +49(+55 for weapons), Bluff +105 (+117 against Lawful Outsiders, +109 against other favoured enemies), Balance +146, Climb +140 (+146 Involving Ropes), Concentration +110, Craft (Weaponsmithing) +105, Diplomacy +115, Disguise +69 (+75 to act in character), Escape Artist +105 (+111 Involving Ropes), Heal +107, Hide +168, Intimidate +111, Knowledge (Arcana, History, Religion, The Planes) +105, Jump +184, Listen +105 (+117 against Lawful Outsiders, +109 against other favoured enemies), Move Silently +188 Open Lock +110, Search +105, Sense Motive* +77 (+89 against Lawful Outsiders, +81 against other favoured enemies), Sleight of Hand +116, Spellcraft +111, Spot +105(+117 against Lawful Outsiders, +109 against other favoured enemies), Survival +107 (+118 against Lawful Outsiders, +109 against other favoured enemies, +113 when on other planes or following tracks), Swim +110, Tumble +146, Use Rope +110 (+116 involving bindings) (an asterisk denotes a cross-class skill)
Possessions Dagger of Finite Pain +10 Vorpal Holy Anarchic Silver Kukri of Lawful Outsider Dread and Deadly Precision (15,680,328 gp), Made from solid silver. Rod of Excellent Magic (640,000gp) x8 (expended), Mantle of Great Stealth (242,000gp), Boots of the Traceur (+30 bonus to Balance, Climb, Jump and Tumble checks) (540,000 gp), Belt of Magnificence +12, +12 Enhancement Bonus to all ability Scores (19,440,000 gp). Spool of Endless Rope (2000gp), 1 pair of Ring Gates (40,000 gp) 48,929,328 gp spent.

Epic Spells Known

Awesome Esoteric Aegis
Abjuration
Spellcraft DC: 121
Components: S
Casting Time: 10 minutes
Range: Personal
Effect: 10-ft. radius emanation
Duration: 1 week
Saving Throw: None
Spell Resistance: No
To Develop: 1,089,000 gp, 22 days, 43,560 XP. Seeds:
ward (DC 14), transform (DC 21). Factors: gain +31
bonus on DC to avoid being dispelled (ad hoc +62),
make spell effect tenacious (as per the feat) (ad hoc +10),
end dispel checks that fail to dispel this spell automati-
cally (ad hoc +4), ward against mage’s disjunction (+16), increase duration to 7 days (+12), no verbal component +(2).
Mitigating factors: change range from touch to personal
(-2) Increase casting time to 10 minutes (-18)

The caster calls upon the very fabric of magic to fash-
ion a ward to protect his own working of the Word from
those that would tear it down. A shimmering, dusky
globe surrounds the caster, intercepting any attempts to
end his spells by means of dispel magic, or similar spells
and epic spells, and providing a +31 bonus on the DC
against which the dispel attempt must succeed. Any dis-
pel attempt which succeeds can then proceed as normal,
but esoteric aegis works as if under the effects of the
Tenacious Magic feat, and thus cannot be dispelled, only
suppressed for 1d4 rounds. Dispel attempts that fail are
not entitled to checks against lesser spells within the area
of effect (this differs from the usual procedure of area
dispel magic attempts). Furthermore, mage’s disjunction
is warded against in its entirety.

Winsome Esoteric Aegis
Abjuration
Spellcraft DC: 121
Components: S
Casting Time: 10 minutes
Range: Personal
Effect: 20-ft. radius emanation
Duration: 1 week
Saving Throw: None
Spell Resistance: No
To Develop: 1,089,000 gp, 22 days, 43,560 XP Seeds:
ward (DC 14), transform (DC 21). Factors: gain +29
bonus on DC to avoid being dispelled (ad hoc +58),
make spell effect tenacious (as per the feat) (ad hoc +10),
end dispel checks that fail to dispel this spell automati-
cally (ad hoc +4), ward against mage’s disjunction (+16), increase duration to 7 days (+12), increase area to 20-ft radius emanation (+4) no verbal component +(2).
Mitigating factors: change range from touch to personal
(-2) Increase casting time to 10 minutes (-18)

The caster calls upon the very fabric of magic to fash-
ion a ward to protect his own working of the Word from
those that would tear it down. A shimmering, dusky
globe surrounds the caster, intercepting any attempts to
end his spells by means of dispel magic, or similar spells
and epic spells, and providing a +29 bonus on the DC
against which the dispel attempt must succeed. Any dis-
pel attempt which succeeds can then proceed as normal,
but esoteric aegis works as if under the effects of the
Tenacious Magic feat, and thus cannot be dispelled, only
suppressed for 1d4 rounds. Dispel attempts that fail are
not entitled to checks against lesser spells within the area
of effect (this differs from the usual procedure of area
dispel magic attempts). Furthermore, mage’s disjunction
is warded against in its entirety.

Godly Esoteric Aegis
Abjuration
Spellcraft DC: 121
Components: S
Casting Time: 10 minutes
Range: Personal
Effect: 30-ft. radius emanation
Duration: 1 week
Saving Throw: None
Spell Resistance: No
To Develop: 1,089,000 gp, 22 days, 43,560 XP. Seeds:
ward (DC 14), transform (DC 21). Factors: gain +27
bonus on DC to avoid being dispelled (ad hoc +54),
make spell effect tenacious (as per the feat) (ad hoc +10),
end dispel checks that fail to dispel this spell automati-
cally (ad hoc +4), ward against mage’s disjunction (+16), increase duration to 7 days (+12), increase area to 30-ft radius emanation (+8), no verbal component +(2).
Mitigating factors: change range from touch to personal
(-2) Increase casting time to 10 minutes (-18)

The caster calls upon the very fabric of magic to fash-
ion a ward to protect his own working of the Word from
those that would tear it down. A shimmering, dusky
globe surrounds the caster, intercepting any attempts to
end his spells by means of dispel magic, or similar spells
and epic spells, and providing a +27 bonus on the DC
against which the dispel attempt must succeed. Any dis-
pel attempt which succeeds can then proceed as normal,
but esoteric aegis works as if under the effects of the
Tenacious Magic feat, and thus cannot be dispelled, only
suppressed for 1d4 rounds. Dispel attempts that fail are
not entitled to checks against lesser spells within the area
of effect (this differs from the usual procedure of area
dispel magic attempts). Furthermore, mage’s disjunction
is warded against in its entirety.

Desu Esoteric Aegis
Abjuration
Spellcraft DC: 121
Components: S
Casting Time: 10 minutes
Range: Personal
Effect: 40-ft. radius emanation
Duration: 1 week
Saving Throw: None
Spell Resistance: No
To Develop: 1,082,000 gp, 22 days, 43,560 XP. Seeds:
ward (DC 14), transform (DC 21). Factors: gain +25
bonus on DC to avoid being dispelled (ad hoc +50),
make spell effect tenacious (as per the feat) (ad hoc +10),
end dispel checks that fail to dispel this spell automati-
cally (ad hoc +4), ward against mage’s disjunction (+16), increase duration to 7 days (+12), increase area to 40-ft radius emanation (+12), no verbal component +(2).
Mitigating factors: change range from touch to personal
(-2) Increase casting time to 10 minutes (–18)

The caster calls upon the very fabric of magic to fash-
ion a ward to protect his own working of the Word from
those that would tear it down. A shimmering, dusky
globe surrounds the caster, intercepting any attempts to
end his spells by means of dispel magic, or similar spells
and epic spells, and providing a +25 bonus on the DC
against which the dispel attempt must succeed. Any dis-
pel attempt which succeeds can then proceed as normal,
but esoteric aegis works as if under the effects of the
Tenacious Magic feat, and thus cannot be dispelled, only
suppressed for 1d4 rounds. Dispel attempts that fail are
not entitled to checks against lesser spells within the area
of effect (this differs from the usual procedure of area
dispel magic attempts). Furthermore, mage’s disjunction
is warded against in its entirety.

All-seeing Absence of Eye
Divination
Spellcraft DC: 115
Components: S
Casting Time: 1 standard action
Range: 3360 ft
Duration: 6 hours
Saving Throw: None
Spell Resistance: No
To Develop: 1,035,000 gp, 21 days, 41,400 XP. Seeds:
Reveal (DC 25) Factors: no verbal component (+2), increase range to 3360ft (+54), increase duration to 6 hours (+34)

This Epic Spell provides the caster with the ability to see through magical deception. The caster can see through normal and magical darkness, notice secret doors hidden by magic, see the exact locations of creatures or objects under blur or displacement effects, see invisible creatures or objects normally, see through illusions, see onto the Ethereal Plane (but not into extradimensional spaces), and see the true form of polymorphed, changed, or transmuted things. The range of such sight is 3360 feet.

Stealth and Cloak
Illusion (Glamer)
Spellcraft DC: 79
Components: S
Casting Time: 10 minutes
Range: Personal
Duration: 16 hours, 40 minutes
Saving Throw: None (Harmless, object)
Spell Resistance: No or Yes (Harmless, object)
To Develop: 711,000 gp, 15 days, 28,440 XP. Seeds:
Conceal (DC 17), Factors: Independent of subject’s actions (+4), block divination (+6), Increase duration to 16 hours, 40 minutes (+8), Gain a +30 on opposed caster level checks to avoid divination (ad hoc +60) no verbal component +(2) mitigating factors: Increase casting time to 10 minutes (-18)

This spell conceals the caster from sight, even from darkvision. If the subject is a creature carrying gear, the gear vanishes too, rendering the creature invisible, and lasts regardless of the actions of the subject, This spell also blocks divination spells, spell-like effects, and epic spells developed using the reveal seed. In all cases where divination magic of any level, including epic level, is employed against the subject of a spell using the conceal seed for this purpose, an opposed caster level check determines which spell works, for which the caster of this spell gains a +30 bonus to his effective caster level.

Epic Consecrated Stealth Planar Bubble
Abjuration
Spellcraft DC: 76
Components: S, M
Casting Time: 10 minutes
Range: Personal
Duration: 60 minutes/level
Effect: 60-ft radius emanation centred on caster
Saving Throw: Will negates (Harmless)
Spell Resistance: No
To Develop: 684,000 gp, 14 days, 27,360 XP. Seeds: Planar Bubble (DC 26), Consecrate (DC 16), Magic Aura (DC 14) Factors: Increase duration to 60 minutes/level (+10), increase area to 60-ft radius emanation (+20), make tenacious as the feat (ad hoc +10) no verbal component (+2), ward against Mage’s Disjunction (ad hoc +16) Mitigating Factors: Change from Touch to personal (-2), increase casting time to 1 minute (-18) increase casting time to 10 minutes (-18)

This spell mimics the Planar Bubble spell as found in the Spell Compendium, but with an increased duration and area of effect, but as personal range spell, a tenacious spell, and warded against Mage’s Disjunction. The subject also radiates a permanent Consecrate effect over the area for the duration of the spell, and masks the magic auras of spells and magic items within the area, so they appear as nonmagical.

Surpasswall
Transmutation
Spellcraft DC: 120
Components: S, M
Casting Time: 1 standard action
Range: Touch
Duration: 1 hour/level
Effect: 5 ft circular opening, 4500 ft deep
Saving Throw: No
Spell Resistance: No
To Develop: 1,080,000 gp, 22 days, 43,200 XP. Seeds: Passwall (DC 22), Delude (DC 14), Factors: no verbal component (+2), Remove limitations on material to be affected (ad hoc +10), make area appear other than what it is (+4), tactile component (+2), thermal component (+2), add audible component (+2), add taste component (+2), add olfactory component (+2), change area to bolt (5ft by 300 ft) (+2) increase depth of passage to 4500 ft (+56)

This spell mimics the Passwall spell, but is capable of making passages through any material, regardless of hardness, and generates 4500 feet deep cylindrical passages. In addition, the passage is disguised to all but the caster and those he informs of the passage’s existence, appearing as if the spell has never been cast, even to those who examine the opening(s) through very unorthodox means.
________________________________________ ____________________

Fear Gaze (Su):
Viewing nameless’s face inspires terror. Creatures that meet the gloom’s gaze must succeed at a Will save (DC 45) or suffer the effects of a fear spell as cast by a 20th-level caster. The DC is Charisma-based.
Opportunist (Ex)
This ability functions like the rogue class feature of the same name.
Sneak Attack (Ex)
nameless is able to sneak attack as a 27th-level rogue, dealing 14d6 extra damage.
Quiescence (Su)
nameless is constantly silent, as per the silence spell, although the area does not extend beyond the creature itself. This quality gives it a +20 racial bonus on Move Silently checks (it is still possible for it to create noise, such as by bumping into something that scrapes on the floor or by sounding a chime). nameless can lower this effect at will.
________________________________________ ________________________________________ _______________

May take 10 on any check, doesn’t automatically fail checks on a roll of 1.

Automatic Actions Spellcraft, Survival, Move Silently; 30 DC; 20 swift actions/round

Create Magic Items no gp limit; may create artefacts; nonmagical items last for 18 days ________________________________________ ________________________________________ _______________

Eradication (Di)
You can almost always find a weak point to attack.
Prerequisite Divine Rank 11, Str 29+, Base Attack Bonus +25
Benefit You have a 75% chance of overcoming immunity to critical hits and sneak attacks.
Witch

05-18-07, 08:41 AM
I find Surpasswall's +4 to appear something other than it is to be... somewhat lacking. Increase said factor, and list the methods which are prevented from detecting the passages, please.
Phantom Llama

05-18-07, 09:23 AM
Looks like a fairly standard use of the Delude seed to me.
Witch

05-18-07, 09:28 AM
It doesn't render explicit what allows it to be beaten though (i.e., does True Seeing work? Do deific senses work?, etcetera). I was assuming he was trying to prevent these as well, which is why an increase would be necessary.
goro

05-18-07, 10:07 AM
Rings of the Magi:

I had rewritten it in the post afer the one I posted on. +20 Caster level got changed to +20 caster level check for save Dcs, against spell resistance, and for and against dispel efffects.

Divine Epic Spellcasting:
Why wouldn't any Deity of Magic have this? They don't, though. And why would a circumstance bonus that isn't dependent on circumstances make sense?

I thought the cicumstance was narrowly defined? It only applies when casting epic spells from the selected spellcasting class.

Bag of Infinite Holding:
Infinite? Then it'd simply be another plane, sorry.

Actually, thats what I was going for. A bag capable of shrinking or enlarging its opening, surrounded by a planar bubble (not even an inch radius beyond the limits of the bag, but capable of growing with the size of the bag so that it's always covered by it), and a permanent Gate inside the bag between my personal domain and the bag.

Gauntlet of Souls:
Where does the DvR aspect come from in the save DC?

Oops, my mistake, I instantly try to apply it to everything I do.


You're aware that the spell will end when the backlash can't be provided anymore, right?
Of course I am, now.
Buugipopuu

05-18-07, 10:20 AM
Okay, here's a more explicit version of the spell. Currently it works against everything, but I added a Will save to be able to disbelieve the illusion should someone happen across the opening. True Seeing is Divination, and so would have to get past the Caster Level check on the Divination-Blocking factor (the DC of which I got from the Conceal seed). As far as I can tell, Divine Senses would get to make the Will Save as normal, since they're just like normal senses, but longer ranged. If you total everything up, I'm paying +20 to proof the illusion against all forms of detection, and then another +30 to buff up the DCs to go through that protection.

EDIT: The only thing that is still ambiguous is Dispater's Ferric Affinity. Since all the walls in Dis are made of iron, this spell would create an absence of iron. While it replaces the iron with illusory iron that looks, tastes, smells, feels, and sounds like iron, and has the same temperature as the iron in Dis, I'm not sure if this will be enough to fool Ferric Affinity. If it counts as Divination then there'd be a CL check involved, otherwise there's the issue of if the illusory iron is a good enough facsimile to fool Ferric Affinity. If it tastes and smells like iron it should be chemically identical, and since it feels the same it will have the same physical properties. The only thing missing is its ferromagnetic properties. Would ad-hoccing in a "magnetic component" force the Ferric Affinity to go through the normal Will disbelief channels of illusion beating?

Surpasswall
Transmutation
Spellcraft DC: 120
Components: S, M
Casting Time: 1 standard action
Range: Touch
Duration: 1 hour/level
Effect: 5 ft circular opening, 1800 ft deep
Saving Throw: No (Will disbelief on the Delude component if interacted with)
Spell Resistance: No
To Develop: 1,080,000 gp, 22 days, 43,200 XP. Seeds: Passwall (DC 22), Delude (DC 14), Factors: no verbal component (+2), Remove limitations on material to be affected (ad hoc +10), make area appear other than what it is (+4), block divination (ad hoc +6), add tactile component (+2), add thermal component (+2), add audible component (+2), add taste component (+2), add olfactory component (+2), change area to bolt (5ft by 300 ft) (+2) increase depth of passage to 1800 ft (+20), increase Will save DC for disbelief by +7 (+14), gain a +8 on opposed caster level checks to defeat divination magic (+16)

This spell mimics the Passwall spell, but is capable of making passages through any material, regardless of hardness, and generates 1800 feet deep cylindrical passages. In addition, the passage is disguised to all but the caster and those he informs of the passage’s existence, appearing as if the spell has never been cast, even to those who examine the opening(s) through very unorthodox means. A successful Will save will reveal the passage if directly interacted with, although the DC for this save is 7 higher than normal. Attempting to locate such passages or defeat the illusion by magical means, including Epic Spells developed with the Reveal seed fails, unless the caster first succeeds on an opposed Caster Level check, on which the caster of this spell gains a +8 bonus.
goro

05-18-07, 10:33 AM
Anyone know where I can find listings for neutral aligned outsiders, not demons, devils, or celestials.

If you have a creature with a claw attack, and then that creature takes levels in monk, does the monks increased unarmed strike damage stack with the claw damage?
Dispater24

05-18-07, 11:47 AM
If you have a creature with a claw attack, and then that creature takes levels in monk, does the monks increased unarmed strike damage stack with the claw damage?

No they don´t stack, you could use either claw damage or the monks unarmed bonus.
goro

05-18-07, 01:04 PM
Rust Dragon, Draconomicon pg. 186, Is it usable as a character?
Zelck

05-18-07, 01:31 PM
I'd like to get a clarification: Ward seed spells can't become immune to MDJ, right? They can block MDJ from affecting other spells, but they'd get taken down by the MDJ. Is that correct?
Witch

05-18-07, 01:36 PM
That's what I've thought initially, but I've been convinced otherwise since.


(Other answers to come later)
Rikandur_Azebol

05-18-07, 02:53 PM
Annoying XP rods.

This is the intent. ;) And take into account that these are very expensive thingies Witch. Each is taking 96 years to craft. IMO this is fair price for those large benefits. Take note that while I intend to make my PC as unexthausible as possible, these rods still take day to recharge. And each could be used only for single spell no matter how much XP it will cost.

Use it, then.

Thanks ! And for future reference, I intend to use fast healing in pair with polymorph effect for "instant heal" trick.

Quick question ... can I use Energy(Weather) seed to get wastly increased spell area for my "DBZ explosions" epix spells ? IMO 2 miles radius of base range is worth it, even if I have to wait 10 minutes before spell's effects manifest themselves.

Chmm ... Weather disturbances. Followed by Twinned and Repeated Earthquake, Gravitation messing and some planar boundaries rending. :cheer:

I just devised how to make Dispi's life more undesireable than usual. :D

Shaken, not amalmgated ... twice !
Evocation
Spellcraft DC: 123
Components: V, S
Casting Time: 10 minutes
Range: 300 ft.
Area: 200 miles radius
Duration: 2 rounds
Saving Throw: See text
Spell Resistance: No
To Develop: ???,000 gp; ? days; ??,000 XP.
Seeds: energy (DC 25), Twinned and Repeated Earthquake (DC 58).
Factors: Increase area by 9900% (+198 DC).
Mitigating factors: backslash 140d6 (-140 DC), increased casting time by 9 minutes (-18 DC).

This spell mimicks Earthquake spell, but on greater scale. After 10 minutes from casting the spell violent earthquake tears the land 200 miles around the place where spell was cast. Effects are identical as if someone had casted 2 earthquake spells simulatenously. Next round this is repeated.

Of course I'm thinking about way of boosting area more. 200 miles seem so small. :mad:
goro

05-18-07, 03:03 PM
Nice, I'm gonna have to create an even more high powered version of it.
Question: Will earthquake work on a plane constructed entirely of iron?

Do we get the free 30,000 xp per week mentioned in deities & demigods pg. 29?


Transmutation
Spellcraft DC: 212
Components: V, S
Casting Time: 1 minute
Range: 300 ft.
Target: 2,000 ft radius
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes
To Develop: Factors: +21(Seed: Transform) +20(Up to Hardness 20) +10(Change from target to area, 20 ft radius) +25(Seed: Acid Fog) +36(+18d6 damage) +200(Increase area 5,000%, 1,000 ft)

This spell creates a fog of acid that transmutes any nonliving matter within its radius into wood and deals 20d6 damage to anything within its radius.
Arcane Material Component: A pinch of dried, powdered peas combined with powdered animal hoof.
Squirrelloid

05-18-07, 03:55 PM
I'd like to get a clarification: Ward seed spells can't become immune to MDJ, right? They can block MDJ from affecting other spells, but they'd get taken down by the MDJ. Is that correct?

A ward seed that protects against sufficiently high level spells (9th) or protects specifically against MDJ prevents MDJ from effecting the area it is protecting, and is thus itself immune to MDJ (because its area is excluded from the area effected by MDJ). The Ward seed only allows itself to be taken down by a targetted dispel check, which MDJ does not provide. QED.

To Witch:
Are there any other changes to spells that I should be aware of (other than Blasphemy et al as already pointed out)? If so, a page citation in Lords of Hell would be greatly appreciated.

I'm also going to have a bunch of epic spells for approval at some point - but I'm still developing things.
Barathrum

05-18-07, 03:58 PM
Ok, i have three Cosmic abilities and an artifact up for approval. And I would like to know what you would have the artifact cost. Thanks in advance.

Cosmic Abilities

Spirit of the Tree
-If Mythos is slain he reconstitues in the tree of life except on a successfull rank check
-Mythos may cast spells and manifest powers as if he was in Faerie regardless of current planar traits
-May Manifest on any plane connected to the Tree of Life as per the Ghost's Manifestation ability but uses Farie instead of the Ethreal Plane and my travel to planes that are not conected to the Tree of Life once manifested

Form of Infinitude
-Mythos may use this ability on any creature that has been targeted by his embrace the infinitude ability
-Any creature effected by this ability must succeed on a will save DC (10+CHA+CSR) or be subsumed by Mythos. This effect functions like the Fusion spell except that Mythos may have a limitless number of creatures subsumed at any one time.

Shield of Life
-As a swift action Mythos may erect a shield that will prevent 300 points of damage before collapsing, and will last for 12 hours. Mythos may adjust the shield to ignore certain types of damage.
-Mythos may instead choose to extend the shield to have up to a one mile diamiter, but this weakens the shield and it will ony stop 150 points of damage and last for 6 hours.

Artifact

Mythos' Mantle (Major Artifact)
-renders the wearer immune to divinations and allows the wearer to make rank checks to avoid cosmic and divine sencing abilities
-functions as a pair of +3 bracers of Armor of Soul Fire, Proof against transmutation, Heavy Fortification and ghost touch.
-Grants Magic and Psionic Imunity (only functions as unbeatable SR)
Absorbs a number of Hit Point damage per day equal to your Charisma bonus multiplied by your HD
Venenum

05-18-07, 05:00 PM
For clarity witch could you please post the rules regarding how stats are to be set, for both deities ( what the limits are, what counts against them, or not) and for mortals, along with thier caps, I have seen multiple answers and have found it all very confusing.

Thank you, have a nice time.
Squirrelloid

05-18-07, 07:02 PM
For clarity witch could you please post the rules regarding how stats are to be set, for both deities ( what the limits are, what counts against them, or not) and for mortals, along with thier caps, I have seen multiple answers and have found it all very confusing.

Thank you, have a nice time.

Anything which cannot be dispelled is considered "base", as per his last answer on the question.

Witch, some epic spells for your perusal:

Invocation of Chaigidel

Transmutation (Chaotic) (Evil)
Spellcraft DC: 33
Components: V,S
Casting Time: 10 minutes
Range: Touch
Target: Creature Touched
Duration: 120 hours (6 days)
Saving Throw: Will Negates (Harmless?)
Spell Resistance: Yes (Harmless?)
To Develop: 297,000 gp, 6 days, 11,880 xp. Seeds: fortify (DC 27) Factors: +19 additional profane bonus to Wisdom (+114), Increase Duration 600% (+12), Mitigating Factors: Casting Time 10 minutes (-18), Six Casters Sacrificing an 9th level spell (-102)

Chaigidel is the Qliphah of divine power confused, and is opposite to the Sephirah Chockmah. As the Sephirot protect and defend reality from the intrusion of those creatures which exist beyond it, so too can invocation of the Qliphot be used to penetrate that barrier. Invoking Chaigidel provides the wisdom that is madness, when nothing makes sense and reality is illusion – it grants extreme insight, but it is also likely to attract the attention of powerful beings.

The target gains a +20 profane bonus to Wisdom. Any use of this spell has a 50% chance to attract the notice of a powerful outsider from the Far Realms (20% chance it is an elder god) who may scry them as below. Emissaries from the Far Realms who use this spell instead automatically attract the attention of their patron or master, who can choose to scry the target as an immediate action – this scrying effect lasts as long as Invocation of Chaigidel, and cannot be blocked by any means (though creatures immune to such divination will be invisible to the sensor) and is treated as having the elder god’s highest CL. Elder Gods may invoke Chaigidel without attracting attention (having no master but themselves).

Note: You cannot receive a profane and sacred bonus to any given stat at the same time – these are the same bonus type.

Design Notes: Development presented for research by an elder god. An ad hoc mitigating factor should be assessed for non-elder gods researching this spell.

Embrace Da’at
Transmutation (Evil)
Spellcraft DC: 33
Components: V,S
Casting Time: 10 minutes
Range: Touch
Target: Creature Touched
Duration: 120 hours (6 days)
Saving Throw: Will Negates (Harmless?)
Spell Resistance: Yes (Harmless?)
To Develop: 297,000 gp, 6 days, 11,880 xp. Seeds: fortify (DC 27) Factors: +19 additional profane bonus to Intelligence (+114), Increase Duration 600% (+12), Mitigating Factors: Casting Time 10 minutes (-18), Six Casters Sacrificing an 9th level spell (-102)

Most mortals seeking divine knowledge step out into the spiritual abyss (Da’at) seeking divine assistance in entering a state in harmony with the higher sephirot. Some, however, give themselves up to it, and leap, not step, willingly into its embrace. Not all who choose this path make it through unscathed, but knowledge beyond comprehension is available for those who open themselves up to the darkness outside creation.

The target gains a +20 profane bonus to intelligence and you gain the [Evil] subtype for the duration of the spell. In addition, your alignment immediately becomes evil if it is not so already. The first time a caster casts this spell he must make a DC 40 Will save or become insane – treat this as insanity except the actual magical effect is instantaneous and therefore cannot be dispelled, and nothing short of an epic spell researched specifically to cure the condition can effect it. Anyone successfully effected by the spell for the first time should also make the DC 40 Will save as above.

If you are using the taint rules from heroes of horror, casting this spell, contributing spell slots to it, or being effected by the spell increases both your depravity and corruption scores by 5 (no save).

Note: You cannot receive a profane and sacred bonus to any given stat at the same time – these are the same bonus type.

Design Notes: Development presented for research by an elder god and without use of the taint rules. Ad hoc factors and mitigating factors should possibly be assessed under other conditions.

Tongue of Nehema
Transmutation (Evil)
Spellcraft DC: 33
Components: V,S
Casting Time: 10 minutes
Range: Touch
Target: Creature Touched
Duration: 120 hours (6 days)
Saving Throw: Will Negates (Harmless?)
Spell Resistance: Yes (Harmless?)
To Develop: 297,000 gp, 6 days, 11,880 xp. Seeds: fortify (DC 27) Factors: +19 additional profane bonus to Charisma (+114), Increase Duration 600% (+12), Mitigating Factors: Casting Time 10 minutes (-18), Six Casters Sacrificing an 9th level spell (-102)

By accepting the corrupting influence of the Qliphah Nehemot into yourself, you take on the qualities of that sphere. The very sound of your voice can be frightening, or excite the mind with strange desires. However, channeling such power is never without cost. Nehemot is the opposite of the Sephirot Malkuth.

The target receives a +20 profane bonus to charisma. However, any use to which you put diplomacy, bluff, or intimidate must further or cause an evil act while under this spell’s effects. (For example, you could not use diplomacy to avoid a war based on misunderstandings while under the effects of this spell, but you could use diplomacy to avoid a war intended to stop genocide or similar acts being carried on in one of the countries).

If you’re playing with the taint rules from heroes of horror, casting this spell, contributing spell slots to it, or being effected by the spell increases your depravity score by 8 (no save).

Note: You cannot receive a profane and sacred bonus to any given stat at the same time – these are the same bonus type.

Design notes: Its possible the limitation on diplomacy, bluff, and intimidate deserves a mitigating factor, but I haven’t assigned one.

Chains of A’arab Zaraq
Transmutation (Chaotic)
Spellcraft DC: 80
Components: V,S
Casting Time: 1 standard action
Range: 300’
Area: 40’ radius sphere
Duration: Permanent
Saving Throw: Fort Negates
Spell Resistance: Yes
To Develop: 720,000 gp, 15 days, 28,800 xp. Seeds: transform (DC 21), Factors: Unusual Stats (+5 ad hoc), Change Target to Area (+10), Increase Area 100% (+4), standard action (+20), Increase Save DC by 10 (+20), Mitigating Factors: none.

Theumiel are the fouled substance of creation, rejected by their makers to the worlds beyond reality, and are physical manifestations of the Qliphah A’arab Zaraq. This spell forcibly transforms 1 or more creatures into Theumiel.

All creatures within the area of effect undergo a horrifying transformation (Fortitude Negates, DC 30 + attribute modifier). Their skin rapidly peels back and their internal organs splay out beside them. The creatures are rapidly reduced to puddles of flesh and muscle with scattered organs, extruding small fleshy pseudopods which flop about. This has the following effects: effected creatures receive Str and Dex scores of 0, a Con score of 10, and no natural armor bonus. Their size becomes 1 larger than that before they were transformed (this has no effect on their physical attributes), but they have no reach, threaten no spaces, and have no attacks. Any and all equipment they wielding or carrying melds into the new form and becomes nonfunctional. While they nominally possess a mouth, the tongue and vocal chords are no longer connected to it – it is impossible for the creature to cast any spell which requires V or S components. Because of their flattened forms and lack of muscle control, all of their sensory modes are useless beyond 30’, but they retain all sensory modes of the original creature. Note that creatures with a dexterity or strength of 0 cannot move, and can take only mental actions. (Should the creature somehow become able to move it has a movespeed of 10’).

Multiple creatures so transformed can easily overlap and suffer no penalties for being arranged so. As usual, the transformed creatures retain all mental abilities including personality, Intelligence, Wisdom, and Charisma scores, level and class, hit points (despite any change in its Constitution score), alignment, base attack bonus, base saves, extraordinary abilities, spells, and spell-like abilities, but not its supernatural abilities or any physical or natural abilities.

Design Notes: Its no worse than being transformed into a rabbit or similar with Baleful Polymorph, just more flavorful. I gave it an ad hoc halfway between creature->creature and creature -> inanimate, as transformed creatures can still use any spell-likes, psionics, and stilled/silent/eschewed material spells they might have.

Cries of Thagirion
Evocation (Sonic) (Chaotic)
Spellcraft DC: 70
Components: V,S
Casting Time: 10 minutes
Range: Creature or Object Touched
Area: 200’ emanation
Duration: 20 hours
Saving Throw: Reflex Half
Spell Resistance: Yes
To Develop: 630,000 gp, 13 days, 25,200 xp. Seeds: energy (DC 19), Factors: Add 98d6 damage (+196), Increase Area of Effect 1900% (+76), Increase save DC by 26 (+52), Mitigating Factors: Increase Casting Time to 10minutes (-18), 15 casters contributing 9th level spells (-255)

This spell channels the unhappy wailing of the Thogaririm from the Qliphah Thagirion, filling the air about you with a sound unto thousands wailing in anguish. These screams are unearthly and hideous, the sounds of reality being rent and dreams being torn asunder, and inflict terrible damage on all those who hear them. All creatures in the area of effect take 100d6 (10d6+315) sonic damage each round they are inside (or upon entering). This counts as continuous damage and will interfere with spellcasting. A Reflex Save halves the damage each round (DC 46+attribute modifier).

Note: Sonic damage inflicts damage on objects.

Unmake
Transmutation (Death)
Spellcraft DC: 90
Components: V,S
Casting Time: Swift Action
Range: 12000’
Target: One creature or object
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
To Develop: 810,000 gp, 17 days, 32,400 xp. Seeds: slay (DC 25), destroy (DC 29), Factors: Quickened (+28), Increase Save DC by 10 (+20), +80 HD cap (+8), Mitigating Factors: 20d6 backlash (-20).

The caster calls upon the Gamchicim or Devourers, denizens of the Qliphah Gha’agsheblah, by attempting to rip a hole in the fabric of reality through which they pull the target. Anyone consumed by the Gamchicim is lost forever (restorable only by powerful magic such as wish or miracle to retrieve the body, followed by true resurrection or similar magic). Calling upon such creatures has a cost, and they inflict damage upon the caster in retaliation.

A living creature of up to 160HD targeted by this spell is sucked through a momentary tear in the fabric of reality = instantly slain and the corpse reduced to nothingness (as the disintegration spell, but not even ashes remain). (A successful fortitude save inflicts 3d6+20 damage instead of slaying the target, and 10d6 damage that still reduces them to nothingness if they end at -10hp or less.)

Against a non-living creature or object, or a living creature possessing more than 160HD, the spell merely attempts to reduce the target to nothingness (20d6 damage, if reduced to 0 hp nothing remains, fortitude save halves the damage).

All fortitude saves required by this spell are at DC 30+attribute modifier.

Unmake can also destroy spells using the Ward seed, but require a successful caster level check to successfully destroy.

The caster of Unmake takes 20d6 backlash damage regardless of the spell’s result.

Design notes: If a living creature fails the fortitude save it is first slain as per the slay seed, and then the corpse disintegrated as per the destroy seed. It is assumed 20d6 is sufficient to reduce a corpse to 0 hp after the creature is already dead.

Design notes 2: Honestly, I'd prefer they were only restorable via epic magic, but the seed doesn't say that, provides no option for doing so, and given the lack of obvious utility for such an ability in the course of typical adventuring, its unclear what sort of ad hoc modifier, if any, would be appropriate.

Edit: Updated Unmake based on a re-reading of the Life seed.
Witch

05-18-07, 07:45 PM
Quick question ... can I use Energy(Weather) seed to get wastly increased spell area for my "DBZ explosions" epix spells ? IMO 2 miles radius of base range is worth it, even if I have to wait 10 minutes before spell's effects manifest themselves.
You cannot use it just to get a larger range for free. You need to actually increase the range manually to do that.

[/B]
Evocation
Spellcraft DC: 123
Components: V, S
Casting Time: 10 minutes
Range: 300 ft.
Area: 200 miles radius
Duration: 2 rounds
Saving Throw: See text
Spell Resistance: No
To Develop: ???,000 gp; ? days; ??,000 XP.
Seeds: energy (DC 25), Twinned and Repeated Earthquake (DC 58).
Factors: Increase area by 9900% (+198 DC).
Mitigating factors: backslash 140d6 (-140 DC), increased casting time by 9 minutes (-18 DC).

This spell mimicks Earthquake spell, but on greater scale. After 10 minutes from casting the spell violent earthquake tears the land 200 miles around the place where spell was cast. Effects are identical as if someone had casted 2 earthquake spells simulatenously. Next round this is repeated.

Of course I'm thinking about way of boosting area more. 200 miles seem so small. :mad:[/QUOTE]
Twinning and repeating here is just trying to get cheap. Apply the Earthquake seed four times if you want four earthquakes.

Question: Will earthquake work on a plane constructed entirely of iron?
Noone's ever tried.

Do we get the free 30,000 xp per week mentioned in deities & demigods pg. 29?
Ehm, no.


Transmutation
Spellcraft DC: 212
Components: V, S
Casting Time: 1 minute
Range: 300 ft.
Target: 2,000 ft radius
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes
To Develop: Factors: +21(Seed: Transform) +20(Up to Hardness 20) +10(Change from target to area, 20 ft radius) +25(Seed: Acid Fog) +36(+18d6 damage) +200(Increase area 5,000%, 1,000 ft)

This spell creates a fog of acid that transmutes any nonliving matter within its radius into wood and deals 20d6 damage to anything within its radius.
Arcane Material Component: A pinch of dried, powdered peas combined with powdered animal hoof.

How long does the fog lasts etcetera?



Are there any other changes to spells that I should be aware of (other than Blasphemy et al as already pointed out)?
Not that I'm aware of.

Ok, i have three Cosmic abilities and an artifact up for approval.
These are cosmic, not SDA's, right? I need to know to evaluate power. For the moment, I'll evaluate them as CsAs. If it's something else, point that out.

Cosmic Abilities

Spirit of the Tree
-If Mythos is slain he reconstitues in the tree of life except on a successfull rank check
Isn't this standard for Cosmic Entities (unless it's different for fey)?
-Mythos may cast spells and manifest powers as if he was in Faerie regardless of current planar traits
Makes no sense whatsoever.
-May Manifest on any plane connected to the Tree of Life as per the Ghost's Manifestation ability but uses Farie instead of the Ethreal Plane and my travel to planes that are not conected to the Tree of Life once manifested
What is this tree of life in any case? I want to hear terms. Is it Deep Faerie, Near Faerie, the Prime Material, or all three?

Form of Infinitude
-Mythos may use this ability on any creature that has been targeted by his embrace the infinitude ability
-Any creature effected by this ability must succeed on a will save DC (10+CHA+CSR) or be subsumed by Mythos. This effect functions like the Fusion spell except that Mythos may have a limitless number of creatures subsumed at any one time.

Ehm, wouldn't this fusion eventually make him far too strong? It's cosmologically incoherent. Also, what is Embrace the Infinitude?


Shield of Life
-As a swift action Mythos may erect a shield that will prevent 300 points of damage before collapsing, and will last for 12 hours. Mythos may adjust the shield to ignore certain types of damage.
-Mythos may instead choose to extend the shield to have up to a one mile diamiter, but this weakens the shield and it will ony stop 150 points of damage and last for 6 hours.
I don't understand what this mile-diameter shield will do.


Artifact

Mythos' Mantle (Major Artifact)
-renders the wearer immune to divinations and allows the wearer to make rank checks to avoid cosmic and divine sencing abilities
-functions as a pair of +3 bracers of Armor of Soul Fire, Proof against transmutation, Heavy Fortification and ghost touch.
-Grants Magic and Psionic Imunity (only functions as unbeatable SR)
Absorbs a number of Hit Point damage per day equal to your Charisma bonus multiplied by your HD
No to the Magic & Psionic Immunity part. Also, no to Charisma Bonus * HD. Make it Charisma Bonus * fixed number.

Invocation of Chaigidel

Transmutation (Chaotic) (Evil)
Spellcraft DC: 33
Components: V,S
Casting Time: 10 minutes
Range: Touch
Target: Creature Touched
Duration: 120 hours (6 days)
Saving Throw: Will Negates (Harmless?)
Spell Resistance: Yes (Harmless?)
To Develop: 297,000 gp, 6 days, 11,880 xp. Seeds: fortify (DC 27) Factors: +19 additional profane bonus to Wisdom (+114), Increase Duration 600% (+12), Mitigating Factors: Casting Time 10 minutes (-18), Six Casters Sacrificing an 9th level spell (-102)

Chaigidel is the Qliphah of divine power confused, and is opposite to the Sephirah Chockmah. As the Sephirot protect and defend reality from the intrusion of those creatures which exist beyond it, so too can invocation of the Qliphot be used to penetrate that barrier. Invoking Chaigidel provides the wisdom that is madness, when nothing makes sense and reality is illusion – it grants extreme insight, but it is also likely to attract the attention of powerful beings.

The target gains a +20 profane bonus to Wisdom. Any use of this spell has a 50% chance to attract the notice of a powerful outsider from the Far Realms (20% chance it is an elder god) who may scry them as below. Emissaries from the Far Realms who use this spell instead automatically attract the attention of their patron or master, who can choose to scry the target as an immediate action – this scrying effect lasts as long as Invocation of Chaigidel, and cannot be blocked by any means (though creatures immune to such divination will be invisible to the sensor) and is treated as having the elder god’s highest CL. Elder Gods may invoke Chaigidel without attracting attention (having no master but themselves).

Note: You cannot receive a profane and sacred bonus to any given stat at the same time – these are the same bonus type.

Design Notes: Development presented for research by an elder god. An ad hoc mitigating factor should be assessed for non-elder gods researching this spell.
Darn focus on ability scores all this time :)
You will want to alter your flavor on this one. Qlippoth are demons in Dicefreaks cosmology.


Embrace Da’at
Transmutation (Evil)
Spellcraft DC: 33
Components: V,S
Casting Time: 10 minutes
Range: Touch
Target: Creature Touched
Duration: 120 hours (6 days)
Saving Throw: Will Negates (Harmless?)
Spell Resistance: Yes (Harmless?)
To Develop: 297,000 gp, 6 days, 11,880 xp. Seeds: fortify (DC 27) Factors: +19 additional profane bonus to Intelligence (+114), Increase Duration 600% (+12), Mitigating Factors: Casting Time 10 minutes (-18), Six Casters Sacrificing an 9th level spell (-102)

Most mortals seeking divine knowledge step out into the spiritual abyss (Da’at) seeking divine assistance in entering a state in harmony with the higher sephirot. Some, however, give themselves up to it, and leap, not step, willingly into its embrace. Not all who choose this path make it through unscathed, but knowledge beyond comprehension is available for those who open themselves up to the darkness outside creation.

The target gains a +20 profane bonus to intelligence and you gain the [Evil] subtype for the duration of the spell. In addition, your alignment immediately becomes evil if it is not so already. The first time a caster casts this spell he must make a DC 40 Will save or become insane – treat this as insanity except the actual magical effect is instantaneous and therefore cannot be dispelled, and nothing short of an epic spell researched specifically to cure the condition can effect it. Anyone successfully effected by the spell for the first time should also make the DC 40 Will save as above.

If you are using the taint rules from heroes of horror, casting this spell, contributing spell slots to it, or being effected by the spell increases both your depravity and corruption scores by 5 (no save).

Note: You cannot receive a profane and sacred bonus to any given stat at the same time – these are the same bonus type.

Design Notes: Development presented for research by an elder god and without use of the taint rules. Ad hoc factors and mitigating factors should possibly be assessed under other conditions.
You certainly are creative with your epic spells :)

Tongue of Nehema
Transmutation (Evil)
Spellcraft DC: 33
Components: V,S
Casting Time: 10 minutes
Range: Touch
Target: Creature Touched
Duration: 120 hours (6 days)
Saving Throw: Will Negates (Harmless?)
Spell Resistance: Yes (Harmless?)
To Develop: 297,000 gp, 6 days, 11,880 xp. Seeds: fortify (DC 27) Factors: +19 additional profane bonus to Charisma (+114), Increase Duration 600% (+12), Mitigating Factors: Casting Time 10 minutes (-18), Six Casters Sacrificing an 9th level spell (-102)

By accepting the corrupting influence of the Qliphah Nehemot into yourself, you take on the qualities of that sphere. The very sound of your voice can be frightening, or excite the mind with strange desires. However, channeling such power is never without cost. Nehemot is the opposite of the Sephirot Malkuth.

The target receives a +20 profane bonus to charisma. However, any use to which you put diplomacy, bluff, or intimidate must further or cause an evil act while under this spell’s effects. (For example, you could not use diplomacy to avoid a war based on misunderstandings while under the effects of this spell, but you could use diplomacy to avoid a war intended to stop genocide or similar acts being carried on in one of the countries).

If you’re playing with the taint rules from heroes of horror, casting this spell, contributing spell slots to it, or being effected by the spell increases your depravity score by 8 (no save).

Note: You cannot receive a profane and sacred bonus to any given stat at the same time – these are the same bonus type.

Design notes: Its possible the limitation on diplomacy, bluff, and intimidate deserves a mitigating factor, but I haven’t assigned one.

Chains of A’arab Zaraq
Transmutation (Chaotic)
Spellcraft DC: 80
Components: V,S
Casting Time: 1 standard action
Range: 300’
Area: 40’ radius sphere
Duration: Permanent
Saving Throw: Fort Negates
Spell Resistance: Yes
To Develop: 720,000 gp, 15 days, 28,800 xp. Seeds: transform (DC 21), Factors: Unusual Stats (+5 ad hoc), Change Target to Area (+10), Increase Area 100% (+4), standard action (+20), Increase Save DC by 10 (+20), Mitigating Factors: none.

Theumiel are the fouled substance of creation, rejected by their makers to the worlds beyond reality, and are physical manifestations of the Qliphah A’arab Zaraq. This spell forcibly transforms 1 or more creatures into Theumiel.

All creatures within the area of effect undergo a horrifying transformation (Fortitude Negates, DC 30 + attribute modifier). Their skin rapidly peels back and their internal organs splay out beside them. The creatures are rapidly reduced to puddles of flesh and muscle with scattered organs, extruding small fleshy pseudopods which flop about. This has the following effects: effected creatures receive Str and Dex scores of 0, a Con score of 10, and no natural armor bonus. Their size becomes 1 larger than that before they were transformed (this has no effect on their physical attributes), but they have no reach, threaten no spaces, and have no attacks. Any and all equipment they wielding or carrying melds into the new form and becomes nonfunctional. While they nominally possess a mouth, the tongue and vocal chords are no longer connected to it – it is impossible for the creature to cast any spell which requires V or S components. Because of their flattened forms and lack of muscle control, all of their sensory modes are useless beyond 30’, but they retain all sensory modes of the original creature. Note that creatures with a dexterity or strength of 0 cannot move, and can take only mental actions. (Should the creature somehow become able to move it has a movespeed of 10’).

Multiple creatures so transformed can easily overlap and suffer no penalties for being arranged so. As usual, the transformed creatures retain all mental abilities including personality, Intelligence, Wisdom, and Charisma scores, level and class, hit points (despite any change in its Constitution score), alignment, base attack bonus, base saves, extraordinary abilities, spells, and spell-like abilities, but not its supernatural abilities or any physical or natural abilities.

Design Notes: Its no worse than being transformed into a rabbit or similar with Baleful Polymorph, just more flavorful. I gave it an ad hoc halfway between creature->creature and creature -> inanimate, as transformed creatures can still use any spell-likes, psionics, and stilled/silent/eschewed material spells they might have.
Okay.

Cries of Thagirion
Evocation (Sonic) (Chaotic)
Spellcraft DC: 70
Components: V,S
Casting Time: 10 minutes
Range: Creature or Object Touched
Area: 200’ emanation
Duration: 20 hours
Saving Throw: Reflex Half
Spell Resistance: Yes
To Develop: 630,000 gp, 13 days, 25,200 xp. Seeds: energy (DC 19), Factors: Add 98d6 damage (+196), Increase Area of Effect 1900% (+76), Increase save DC by 26 (+52), Mitigating Factors: Increase Casting Time to 10minutes (-18), 15 casters contributing 9th level spells (-255)

This spell channels the unhappy wailing of the Thogaririm from the Qliphah Thagirion, filling the air about you with a sound unto thousands wailing in anguish. These screams are unearthly and hideous, the sounds of reality being rent and dreams being torn asunder, and inflict terrible damage on all those who hear them. All creatures in the area of effect take 100d6 (10d6+315) sonic damage each round they are inside (or upon entering). This counts as continuous damage and will interfere with spellcasting. A Reflex Save halves the damage each round (DC 46+attribute modifier).

Note: Sonic damage inflicts damage on unattended objects.
Acceptable, though the mitigation does go a bit far.

Unmake
Transmutation (Death)
Spellcraft DC: 90
Components: V,S
Casting Time: Swift Action
Range: 12000’
Target: One creature or object
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
To Develop: 810,000 gp, 17 days, 32,400 xp. Seeds: slay (DC 25), destroy (DC 29), Factors: Quickened (+28), Increase Save DC by 10 (+20), +80 HD cap (+8), Mitigating Factors: 20d6 backlash (-20).

The caster calls upon the Gamchicim or Devourers, denizens of the Qliphah Gha’agsheblah, by attempting to rip a hole in the fabric of reality through which they pull the target. Anyone consumed by the Gamchicim is lost forever (restorable only by powerful magic such as wish, true resurrection, or miracle). Calling upon such creatures has a cost, and they inflict damage upon the caster in retaliation.

A living creature of up to 160HD targeted by this spell is sucked through a momentary tear in the fabric of reality = instantly slain and the corpse reduced to nothingness (as the disintegration spell, but not even ashes remain). (A successful fortitude save inflicts 3d6+20 damage instead of slaying the target, and 10d6 damage that still reduces them to nothingness if they end at -10hp or less.)

Against a non-living creature or object, or a living creature possessing more than 160HD, the spell merely attempts to reduce the target to nothingness (20d6 damage, if reduced to 0 hp nothing remains, fortitude save halves the damage).

All fortitude saves required by this spell are at DC 30+attribute modifier.

Unmake can also destroy spells using the Ward seed, but require a successful caster level check to successfully destroy.

The caster of Unmake takes 20d6 backlash damage regardless of the spell’s result.

Design notes: If a living creature fails the fortitude save it is first slain as per the slay seed, and then the corpse disintegrated as per the destroy seed. It is assumed 20d6 is sufficient to reduce a corpse to 0 hp after the creature is already dead.

Design notes 2: Honestly, I'd prefer they were only restorable via epic magic, but the seed doesn't say that, provides no option for doing so, and given the lack of obvious utility for such an ability in the course of typical adventuring, its unclear what sort of ad hoc modifier, if any, would be appropriate.
Also looks acceptable.



Kudos to the flavor you're inserting in your epic spells, by the way. I do dislike the ability score focus in the first few, but I suppose I'll have to live with that.
Witch

05-18-07, 07:51 PM
Rings of the Magi:

I had rewritten it in the post afer the one I posted on. +20 Caster level got changed to +20 caster level check for save Dcs, against spell resistance, and for and against dispel efffects.
Still far too wide and large.

Divine Epic Spellcasting:


I thought the cicumstance was narrowly defined? It only applies when casting epic spells from the selected spellcasting class.
Hardly qualifies as circumstance.

Bag of Infinite Holding:


Actually, thats what I was going for. A bag capable of shrinking or enlarging its opening, surrounded by a planar bubble (not even an inch radius beyond the limits of the bag, but capable of growing with the size of the bag so that it's always covered by it), and a permanent Gate inside the bag between my personal domain and the bag.

Planar Bubble doesn't affect astral links.




EDIT: The only thing that is still ambiguous is Dispater's Ferric Affinity. Since all the walls in Dis are made of iron, this spell would create an absence of iron. While it replaces the iron with illusory iron that looks, tastes, smells, feels, and sounds like iron, and has the same temperature as the iron in Dis, I'm not sure if this will be enough to fool Ferric Affinity. If it counts as Divination then there'd be a CL check involved, otherwise there's the issue of if the illusory iron is a good enough facsimile to fool Ferric Affinity. If it tastes and smells like iron it should be chemically identical, and since it feels the same it will have the same physical properties. The only thing missing is its ferromagnetic properties. Would ad-hoccing in a "magnetic component" force the Ferric Affinity to go through the normal Will disbelief channels of illusion beating?
I suspect that Ferric Affinity cannot be affected with it. However, Ferric Affinity has a certain range. Provided you ensure Dispater cannot detect you in any other way, he will likely not be in range to sense this thing.
Rust Dragon, Draconomicon pg. 186, Is it usable as a character?
What's special about them? It'd take a while for me to find the book again.
Squirrelloid

05-18-07, 08:28 PM
Invocation of Chaigidel

Transmutation (Chaotic) (Evil)
Spellcraft DC: 33
Components: V,S
Casting Time: 10 minutes
Range: Touch
Target: Creature Touched
Duration: 120 hours (6 days)
Saving Throw: Will Negates (Harmless?)
Spell Resistance: Yes (Harmless?)
To Develop: 297,000 gp, 6 days, 11,880 xp. Seeds: fortify (DC 27) Factors: +19 additional profane bonus to Wisdom (+114), Increase Duration 600% (+12), Mitigating Factors: Casting Time 10 minutes (-18), Six Casters Sacrificing an 9th level spell (-102)

Chaigidel is the Qliphah of divine power confused, and is opposite to the Sephirah Chockmah. As the Sephirot protect and defend reality from the intrusion of those creatures which exist beyond it, so too can invocation of the Qliphot be used to penetrate that barrier. Invoking Chaigidel provides the wisdom that is madness, when nothing makes sense and reality is illusion – it grants extreme insight, but it is also likely to attract the attention of powerful beings.

The target gains a +20 profane bonus to Wisdom. Any use of this spell has a 50% chance to attract the notice of a powerful outsider from the Far Realms (20% chance it is an elder god) who may scry them as below. Emissaries from the Far Realms who use this spell instead automatically attract the attention of their patron or master, who can choose to scry the target as an immediate action – this scrying effect lasts as long as Invocation of Chaigidel, and cannot be blocked by any means (though creatures immune to such divination will be invisible to the sensor) and is treated as having the elder god’s highest CL. Elder Gods may invoke Chaigidel without attracting attention (having no master but themselves).

Note: You cannot receive a profane and sacred bonus to any given stat at the same time – these are the same bonus type.

Design Notes: Development presented for research by an elder god. An ad hoc mitigating factor should be assessed for non-elder gods researching this spell.

Darn focus on ability scores all this time :)

Its sort of part and parcel of epic play. Sorry. Just covering the basics first. There might be some physical ones coming, although I'm less concerned about those.


You will want to alter your flavor on this one. Qlippoth are demons in Dicefreaks cosmology.

That's unfortunate. Especially since the flavor of the Qlippoth in kabbala is very much not in line with D+D's interpretation of devils and demons. Effectively, in D+D devils and demons are playing the same game as angels et al. - they've both agreed to a set of base rules in effect. Whereas the Qlippoth is about breaking the rules of the Sephirot and unbalancing things. Combine this with a healthy dose of Gnosticism (not uncommon in Kabbala since there are strong undercurrents of it), and you have a dichotomy between the reality of the Sephirot and the reality of the Qlippot - which makes them perfect flavor-wise for the Far Realms. (I realize in the Christian conceptualization of Cabala the Qlippot are associated with demons, but this has everything to do with Christianity and nothing to do with the original Qlippot, which are from Jewish thought, and Jewish mystical tradition has no hell and no demons).

Maybe the Demonic Qlippoth were named as such by mortals who didn't fully understand the concepts to which they were referring?

I'm using the terms because they exist. I'm referring to the actual concepts however, which have little to nothing to do with the D+D demon/devil concepts.


Embrace Da’at
Transmutation (Evil)
Spellcraft DC: 33
Components: V,S
Casting Time: 10 minutes
Range: Touch
Target: Creature Touched
Duration: 120 hours (6 days)
Saving Throw: Will Negates (Harmless?)
Spell Resistance: Yes (Harmless?)
To Develop: 297,000 gp, 6 days, 11,880 xp. Seeds: fortify (DC 27) Factors: +19 additional profane bonus to Intelligence (+114), Increase Duration 600% (+12), Mitigating Factors: Casting Time 10 minutes (-18), Six Casters Sacrificing an 9th level spell (-102)

Most mortals seeking divine knowledge step out into the spiritual abyss (Da’at) seeking divine assistance in entering a state in harmony with the higher sephirot. Some, however, give themselves up to it, and leap, not step, willingly into its embrace. Not all who choose this path make it through unscathed, but knowledge beyond comprehension is available for those who open themselves up to the darkness outside creation.

The target gains a +20 profane bonus to intelligence and you gain the [Evil] subtype for the duration of the spell. In addition, your alignment immediately becomes evil if it is not so already. The first time a caster casts this spell he must make a DC 40 Will save or become insane – treat this as insanity except the actual magical effect is instantaneous and therefore cannot be dispelled, and nothing short of an epic spell researched specifically to cure the condition can effect it. Anyone successfully effected by the spell for the first time should also make the DC 40 Will save as above.

If you are using the taint rules from heroes of horror, casting this spell, contributing spell slots to it, or being effected by the spell increases both your depravity and corruption scores by 5 (no save).

Note: You cannot receive a profane and sacred bonus to any given stat at the same time – these are the same bonus type.

Design Notes: Development presented for research by an elder god and without use of the taint rules. Ad hoc factors and mitigating factors should possibly be assessed under other conditions.
You certainly are creative with your epic spells :)

Tongue of Nehema
Transmutation (Evil)
Spellcraft DC: 33
Components: V,S
Casting Time: 10 minutes
Range: Touch
Target: Creature Touched
Duration: 120 hours (6 days)
Saving Throw: Will Negates (Harmless?)
Spell Resistance: Yes (Harmless?)
To Develop: 297,000 gp, 6 days, 11,880 xp. Seeds: fortify (DC 27) Factors: +19 additional profane bonus to Charisma (+114), Increase Duration 600% (+12), Mitigating Factors: Casting Time 10 minutes (-18), Six Casters Sacrificing an 9th level spell (-102)

By accepting the corrupting influence of the Qliphah Nehemot into yourself, you take on the qualities of that sphere. The very sound of your voice can be frightening, or excite the mind with strange desires. However, channeling such power is never without cost. Nehemot is the opposite of the Sephirot Malkuth.

The target receives a +20 profane bonus to charisma. However, any use to which you put diplomacy, bluff, or intimidate must further or cause an evil act while under this spell’s effects. (For example, you could not use diplomacy to avoid a war based on misunderstandings while under the effects of this spell, but you could use diplomacy to avoid a war intended to stop genocide or similar acts being carried on in one of the countries).

If you’re playing with the taint rules from heroes of horror, casting this spell, contributing spell slots to it, or being effected by the spell increases your depravity score by 8 (no save).

Note: You cannot receive a profane and sacred bonus to any given stat at the same time – these are the same bonus type.

Design notes: Its possible the limitation on diplomacy, bluff, and intimidate deserves a mitigating factor, but I haven’t assigned one.

Chains of A’arab Zaraq
Transmutation (Chaotic)
Spellcraft DC: 80
Components: V,S
Casting Time: 1 standard action
Range: 300’
Area: 40’ radius sphere
Duration: Permanent
Saving Throw: Fort Negates
Spell Resistance: Yes
To Develop: 720,000 gp, 15 days, 28,800 xp. Seeds: transform (DC 21), Factors: Unusual Stats (+5 ad hoc), Change Target to Area (+10), Increase Area 100% (+4), standard action (+20), Increase Save DC by 10 (+20), Mitigating Factors: none.

Theumiel are the fouled substance of creation, rejected by their makers to the worlds beyond reality, and are physical manifestations of the Qliphah A’arab Zaraq. This spell forcibly transforms 1 or more creatures into Theumiel.

All creatures within the area of effect undergo a horrifying transformation (Fortitude Negates, DC 30 + attribute modifier). Their skin rapidly peels back and their internal organs splay out beside them. The creatures are rapidly reduced to puddles of flesh and muscle with scattered organs, extruding small fleshy pseudopods which flop about. This has the following effects: effected creatures receive Str and Dex scores of 0, a Con score of 10, and no natural armor bonus. Their size becomes 1 larger than that before they were transformed (this has no effect on their physical attributes), but they have no reach, threaten no spaces, and have no attacks. Any and all equipment they wielding or carrying melds into the new form and becomes nonfunctional. While they nominally possess a mouth, the tongue and vocal chords are no longer connected to it – it is impossible for the creature to cast any spell which requires V or S components. Because of their flattened forms and lack of muscle control, all of their sensory modes are useless beyond 30’, but they retain all sensory modes of the original creature. Note that creatures with a dexterity or strength of 0 cannot move, and can take only mental actions. (Should the creature somehow become able to move it has a movespeed of 10’).

Multiple creatures so transformed can easily overlap and suffer no penalties for being arranged so. As usual, the transformed creatures retain all mental abilities including personality, Intelligence, Wisdom, and Charisma scores, level and class, hit points (despite any change in its Constitution score), alignment, base attack bonus, base saves, extraordinary abilities, spells, and spell-like abilities, but not its supernatural abilities or any physical or natural abilities.

Design Notes: Its no worse than being transformed into a rabbit or similar with Baleful Polymorph, just more flavorful. I gave it an ad hoc halfway between creature->creature and creature -> inanimate, as transformed creatures can still use any spell-likes, psionics, and stilled/silent/eschewed material spells they might have.
Okay.

Cries of Thagirion
Evocation (Sonic) (Chaotic)
Spellcraft DC: 70
Components: V,S
Casting Time: 10 minutes
Range: Creature or Object Touched
Area: 200’ emanation
Duration: 20 hours
Saving Throw: Reflex Half
Spell Resistance: Yes
To Develop: 630,000 gp, 13 days, 25,200 xp. Seeds: energy (DC 19), Factors: Add 98d6 damage (+196), Increase Area of Effect 1900% (+76), Increase save DC by 26 (+52), Mitigating Factors: Increase Casting Time to 10minutes (-18), 15 casters contributing 9th level spells (-255)

This spell channels the unhappy wailing of the Thogaririm from the Qliphah Thagirion, filling the air about you with a sound unto thousands wailing in anguish. These screams are unearthly and hideous, the sounds of reality being rent and dreams being torn asunder, and inflict terrible damage on all those who hear them. All creatures in the area of effect take 100d6 (10d6+315) sonic damage each round they are inside (or upon entering). This counts as continuous damage and will interfere with spellcasting. A Reflex Save halves the damage each round (DC 46+attribute modifier).

Note: Sonic damage inflicts damage on unattended objects.
Acceptable, though the mitigation does go a bit far.

Sorry. =p

Really, when I have 20 Avatars each of whom will be 20+ level casters, the possibility for mitigation is kind of ridiculous. My end goal is to have all my spells be within 20-100 for spellcraft DC, apply mitigation as necessary. That and I like round numbers because it makes the math easy.


Unmake
Transmutation (Death)
Spellcraft DC: 90
Components: V,S
Casting Time: Swift Action
Range: 12000’
Target: One creature or object
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
To Develop: 810,000 gp, 17 days, 32,400 xp. Seeds: slay (DC 25), destroy (DC 29), Factors: Quickened (+28), Increase Save DC by 10 (+20), +80 HD cap (+8), Mitigating Factors: 20d6 backlash (-20).

The caster calls upon the Gamchicim or Devourers, denizens of the Qliphah Gha’agsheblah, by attempting to rip a hole in the fabric of reality through which they pull the target. Anyone consumed by the Gamchicim is lost forever (restorable only by powerful magic such as wish, true resurrection, or miracle). Calling upon such creatures has a cost, and they inflict damage upon the caster in retaliation.

A living creature of up to 160HD targeted by this spell is sucked through a momentary tear in the fabric of reality = instantly slain and the corpse reduced to nothingness (as the disintegration spell, but not even ashes remain). (A successful fortitude save inflicts 3d6+20 damage instead of slaying the target, and 10d6 damage that still reduces them to nothingness if they end at -10hp or less.)

Against a non-living creature or object, or a living creature possessing more than 160HD, the spell merely attempts to reduce the target to nothingness (20d6 damage, if reduced to 0 hp nothing remains, fortitude save halves the damage).

All fortitude saves required by this spell are at DC 30+attribute modifier.

Unmake can also destroy spells using the Ward seed, but require a successful caster level check to successfully destroy.

The caster of Unmake takes 20d6 backlash damage regardless of the spell’s result.

Design notes: If a living creature fails the fortitude save it is first slain as per the slay seed, and then the corpse disintegrated as per the destroy seed. It is assumed 20d6 is sufficient to reduce a corpse to 0 hp after the creature is already dead.

Design notes 2: Honestly, I'd prefer they were only restorable via epic magic, but the seed doesn't say that, provides no option for doing so, and given the lack of obvious utility for such an ability in the course of typical adventuring, its unclear what sort of ad hoc modifier, if any, would be appropriate.
Also looks acceptable.

Kudos to the flavor you're inserting in your epic spells, by the way. I do dislike the ability score focus in the first few, but I suppose I'll have to live with that.

Flavor is easy. Seriously, given a mechanical end-goal I can easily write flavor that justifies it. Heck, most times I could write 4 or 5 different flavor justifications for the same thing, it all depends on what flavor is desired.

Unfortunately, epic levels powers seem almost expected to allow you to get a certain amount of crunch. Ignoring the ability to get some large bonuses to attributes would be rather short-sighted of me. That and long-duration epic spells (arguably the best kind) almost demand some 'get some high numbers' abilities. I'll try to make sure they have interesting flavor, and to research spells which are actually interesting in addition to them.
Squirrelloid

05-18-07, 09:46 PM
Given my predilection for Far Realms, would you consider allowing Half-Farspawn. Its basically the equivalent of Half-Fiend in comparison to Fiendish for the Pseudonatural template (which is in complete arcane). Half-Farspawn is in Lords of Madness - I can PM you the details if you want. (I'm contemplating an epic summon).

(I suppose i can just use the epic version of Pseudonatural - i forgot that was even there...)

Edit: Gyeargh! SR = 5xHD!?!?! Holy Batmobile. Um, so about that Half-Farspawn template? (Alternately, I should choose a different monster... because even I'm offended by the amount of mitigation that thing would require. Penetrating SR 350? That's crazy talk, even with CL 182 available for the purpose).
Diplominator

05-18-07, 11:36 PM
Twinning and repeating here is just trying to get cheap. Apply the Earthquake seed four times if you want four earthquakes.

Noone's ever tried.



Actually, Venyx did, using the power of nature SDA. I don't really know if it worked, since Venyx was in a box at the time, but...it has been tried.


Venyx will return!
goro

05-19-07, 02:09 AM
Rust Dragons:

What's special about them? It'd take a while for me to find the book again.

Breath Weapon(SU): Line of Acid,
Breath Weapon(SU): Cone of Rust Instantly destroys any metal it touches. Attended and magical metals receive Reflex saves to avoid, but all metals are susceptible.
Rusting Bite(EX): A successful bite attack causes metal armor worn by the targeted creature to corrode, falling to piecesand becoming useless immediately. Can use bite atack to target a weapon or other metal object. Magic metal items allowed Reflex save (DC equal to breath weapon save DC)
Spell-Like Abilities: 3/day-Wall of Iron; 1/day-Acid Fog, repel metal or stone
Metal Resistance(EX): Resistant to any attack from metal or a weapon whose damage dealing part is made of metal. Has DR equal to a rust dragon 2 age categories higher would have.
Rusting Scales(EX): A metal weapon with less than a +5 enhancement bonus that hitsme corrodes and is destroyed immediately, with no saving throw. A +5, or higher, weapon deals damage normally, but then must succeed on a Reflex save (DC equal to breath weapon save DC) or rust away.


Planar Bubble doesn't affect astral links.
Damn.

May we use the Spellwarped Template from the Monster Manual III?
Rikandur_Azebol

05-19-07, 02:18 AM
First, remade spell.

Dancers of the Demon Sultan

Evocation
Spellcraft DC: 137
Components: V, S
Casting Time: 10 minutes
Range: 300 ft.
Area: 200 miles radius
Duration: 1 round
Saving Throw: See text
Spell Resistance: No
To Develop: 1,233,000 gp; 25 days; 49,320 XP.
Seeds: energy (DC 25), Earthquake (DC 34).
Factors: Increase area by 4900% (+198 DC), , 1-action casting time (+20 DC).
Mitigating factors: backslash 140d6 (-140 DC).

Where reality is thin, the damned with insight can feel the tremors caused by the dancers dancing around the seat of the Demon Sultan. When You use magic to thin reality barriers more ... efects are devastating as ground itself shakes in reply to intricate dance of titanic entities.

This spell mimicks Earthquake spell, but on greater scale. After 10 minutes from casting the spell violent earthquake tear the land 200 miles around the place where spell was cast.

And another one (based on Rain of Fire):

Music of the Fluters

Evocation [Sonic]
Spellcraft DC: 154
Components: V, S
Casting Time: 1 minute
Range: 0 ft.
Area: 100-mile-radius emanation
Duration: 20 hours
Saving Throw: Reflex negates (see text)
Spell Resistance: Yes
To Develop: 1,386,000 gp; 28 days; 55,440 XP.
Seeds: energy (sonic) (DC 19), energy (weather) (DC 25).
Factors: change rain to random sound-blasts (ad hoc +12 DC), increase area by 4900% (+98 DC).

This spell opens hair thin cracks in the dimensional barrier between here and the Fiery Palace of Demon Sultan, letting the sound of the Fluters entertaining It to rain down on the beings and everything within a hundred-mile radius of the place where spell was cast. Everything caught unprotected in the maddening sounds takes 1 point of sonic damage each round. A successful Reflex save results in no damage, but the save must be repeated each round. The vortex is stationary and persists even if the caster leaves.

BTW ! Can I make spell that will give my guy traits from Pseudonatural Template temporarily ? And I mean DF one, since ELH is mechanically insane broken.

You cannot use it just to get a larger range for free. You need to actually increase the range manually to do that.

Witch, new range have cost: +25 DC and 10 minutes activation time. You think that such mitigation is bad ? :confused:

I need clear ruling then ... I thought that I can combine seeds to get Epic effects from my epix spells. :weep:

Twinning and repeating here is just trying to get cheap. Apply the Earthquake seed four times if you want four earthquakes.

Accidentally I would want not 4 but several hundreds of earthquakes. But Guy takes what guy gets. Will remake spell before presenting it to You. :)

I used such mechanic for spell-based seeds: Spell level x3 +10 as the basis for spell seed. Is that correct one ?

Noone's ever tried.

I remeber that someone tried to shake a box. But You said that nothing happened. :P

As for what effects earthquake would have in iron ground ? The same as on other ground. Iron isn't any more elastic than earth. And, more importantly, it's magic. I fully expect buildings to crumble ... and not much more. Devils that are capable of escaping will Zap! out of place anyway, and rest will suffer.

Kudos to the flavor you're inserting in your epic spells, by the way. I do dislike the ability score focus in the first few, but I suppose I'll have to live with that.

Yes, I think that I'll have to mimick Squirrelloid and create some flavor, or be angsty from jelaously. :)



Squirrelloid, forgive me such blunt asking ... but isn't stuff You mentioned suspiciously similiar to things from a Swedish RPG "Cult" ? :uh-huh:

Also, You might be interested on official take on the Far Realms in DF canon. THere are threads, and revised Greater Pseudonatural template. Too.
http://dicefreaks.com/phpBB2/viewtopic.php?t=1927
http://dicefreaks.com/phpBB2/viewtopic.php?t=640

BTW, is there a chance that Your Challenger would invite Cenobites to take interest in the devils ? :D



Goro, like it was said ... if DM bans Artifacts that cause "DBZ explosion" poor guy have to do it manually, don't he ? And if Your spell will be that much more impressive expect me to steal it ! ;)

I wonder what would happen if someone would combine Maw of Chaos with 2-miles base radius. *cackles*

And for Your concerns about planar links:


Spells using the transport seed instantly take the caster to a designated destination, regardless of distance. For interplanar travel, increase the Spellcraft DC by +4. For each additional 50 pounds in objects and willing creatures beyond the base 1,000 pounds, increase the Spellcraft DC by +2. The base use of the transport seed provides instantaneous travel through the Astral Plane. To shift the transportation medium to another medium increase the Spellcraft DC by +2.
NoldorForce

05-19-07, 02:42 AM
Rust Dragons:
[snip]Rust dragons are the antithesis of anything involving iron. Especially Dis.
Witch

05-19-07, 05:14 AM
That's unfortunate. Especially since the flavor of the Qlippoth in kabbala is very much not in line with D+D's interpretation of devils and demons.
Though I'd love to talk about these things with you, I'm not at liberty to discuss them.
All I can say is that this is the only thing known about Qlippoth so far known to the general public:
Qlippoth -Demons formed straight from The Abyss:
These creatures were born from The Abyss itself when it became part of the Realms Beyond during the Advent of Law prior to the Sundering of the Three. To some -- particularly many angelic choirs -- qlippoth are considered the truest demons.

• Fast healing
• Immunity to poison and mind-affecting effects.
• Resistance 10 to four forms of energy.
• Telepathy 100 ft
• Unraveling Visage (Su): Any being that sees a qlippoth within 60 feet must make a Will save or else begin to go insane. The saving throw DC is Charisma-based, and the specific form of insanity induced is included in each creature's entry.
Given my predilection for Far Realms, would you consider allowing Half-Farspawn. Its basically the equivalent of Half-Fiend in comparison to Fiendish for the Pseudonatural template (which is in complete arcane). Half-Farspawn is in Lords of Madness - I can PM you the details if you want. (I'm contemplating an epic summon).

(I suppose i can just use the epic version of Pseudonatural - i forgot that was even there...)

Edit: Gyeargh! SR = 5xHD!?!?! Holy Batmobile. Um, so about that Half-Farspawn template? (Alternately, I should choose a different monster... because even I'm offended by the amount of mitigation that thing would require. Penetrating SR 350? That's crazy talk, even with CL 182 available for the purpose).
I don't have access to Half-Farspawn I'm afraid :)

Actually, Venyx did, using the power of nature SDA. I don't really know if it worked, since Venyx was in a box at the time, but...it has been tried.


Venyx will return!
He tried in any case :P

Rust Dragons:
Breath Weapon(SU): Line of Acid,
Breath Weapon(SU): Cone of Rust Instantly destroys any metal it touches. Attended and magical metals receive Reflex saves to avoid, but all metals are susceptible.
Rusting Bite(EX): A successful bite attack causes metal armor worn by the targeted creature to corrode, falling to piecesand becoming useless immediately. Can use bite atack to target a weapon or other metal object. Magic metal items allowed Reflex save (DC equal to breath weapon save DC)
Spell-Like Abilities: 3/day-Wall of Iron; 1/day-Acid Fog, repel metal or stone
Metal Resistance(EX): Resistant to any attack from metal or a weapon whose damage dealing part is made of metal. Has DR equal to a rust dragon 2 age categories higher would have.
Rusting Scales(EX): A metal weapon with less than a +5 enhancement bonus that hitsme corrodes and is destroyed immediately, with no saving throw. A +5, or higher, weapon deals damage normally, but then must succeed on a Reflex save (DC equal to breath weapon save DC) or rust away.
Interesting. Go ahead.

May we use the Spellwarped Template from the Monster Manual III?
I don't have MMIII.
Venenum

05-19-07, 07:15 AM
May we use the Spellwarped Template from the Monster Manual III?

why would you want to use it, it doesnt really help at this level, the SR is way to low(for this level), and the bonus just really arnt all that usefull at higherlevels, becuase they are enhancement bonuses. PLay a karsite, from the ToM, if you want magic eating/immune.

And witch, may i use the iron warrior prestige class, and associated, epic stuff, as well as the epic tob.(found here (http://community.dicefreaks.com/viewtopic.php?t=7511&sid=80c9bd41cc00c5d6d889141959769734) and first 3 here (http://community.dicefreaks.com/viewtopic.php?t=5545&sid=80c9bd41cc00c5d6d889141959769734).)
Witch

05-19-07, 09:09 AM
Where's the Iron Warrior?
What Epic ToB do you want to use? I haven't checked those threads thoroughly and already see some issues I need to adress.


Who's ready to start the Siege?
Did I forget to approve/review anything so far? (Except for your new epic spells, Rik, I'm aware of those but haven't checked them yet).
goro

05-19-07, 09:35 AM
Mostly I wanted spellwarped so that I'm an aberration, but I don't have to change my HD for it. I want Aberation so I qualify for MoL template.


Spellwarped: Change type to aberration, do not recalculate HD(I had to look all over for this, every other template wanted me to swapout d12's for d8's.)

Spell Absorption: Whenever a spell fails to penetrate a spellwarped creatures spell resistance, the creature gains one of the following benefits, chosen at the time the spell resolves:
Might: +4 STR Enhancement for 1 minute
Agility: +4 DEX enhancement for 1 minute
Endurance: +4 CON enhancement for 1 minute
Life: Temporary HP = 5*level of failed spell
Speed: speed increases by 5 ft*level of failed spell
Resistance: Resistance 10 to one enrgy type (Sonic, acid, fire, cold, electricity)

From Spellwarped: STR +4 DEX +2 CON +4 INT +4
LA +3


Rings of the Archmagi
+10 caster level checks for and against dispel checks, spell resistance, and save DCs.
Lowers the Spellcraft DC of any epic spell you cast by half. (*Does not lower the actual Spellcraft DC of the spell, you still pay full development costs in gp, xp, and time.)
Buugipopuu

05-19-07, 09:53 AM
Who's ready to start the Siege?

If Surpasswall is fine as it is, then I'm ready.
Venenum

05-19-07, 10:03 AM
Where's the Iron Warrior?
What Epic ToB do you want to use? I haven't checked those threads thoroughly and already see some issues I need to adress.


Who's ready to start the Siege?
Did I forget to approve/review anything so far?

A) I asked about this already and provided a link but here it is The Iron Warrior (http://community.dicefreaks.com/viewtopic.php?t=2656).This includes the epic progression and feats.

B) i would like to use Epic Crusador, and the feats; complex stance, gifted insight, Iterative Strike, Multiaction, oppertunistic strike.

C) I have a CHaracter 50% done, Just need Approval on these things, and to complete proxies and avatars.

D) Can we use the Tuaric Template Found in Savage Species.
Squirrelloid

05-19-07, 11:31 AM
Squirrelloid, forgive me such blunt asking ... but isn't stuff You mentioned suspiciously similiar to things from a Swedish RPG "Cult" ? :uh-huh:

Never even heard of it, actually, and probably don't speak any language its published in unless it managed to get published in english. (The fact that you refer to it as a Swedish RPG makes that sound doubtful). Actually, I just pulled some Kabbala-esque things I knew of and combined it with some quick internet research (Wikipedia) and a willingness to flesh things out in a manner I felt was consistent with D+D cosmology - or at least what I know of it (Most of my planar knowledge goes back to 1st edition, and the Far Realms is a rather new addition to the game). Also a healthy dose of Lovecraftian style.

That said, most of my source material is readily available in some form, either directly (Wikipedia, Lovecraft), or indirectly (I've read some books on Kabbala - other books would easily fulfill the same function). The fact of the matter is most of the names I've used are based on hebrew, and are thus easily available, and I use them in-line with their given mystical meanings. So achieving a similar flavor could be as simple as using similar sources and ideas. I'm not going to claim no one could have done this before.

(Mage:The Ascension uses the concept of Qlippoth for the "Eat-you-soul" bad mages - Nerandi? something like that. Not technocracy nor tradition, the other ones. But they never elaborate on the concept too much that I'm aware of. Of course, the magic Spheres are supposed to be Sephirot as well.)


Also, You might be interested on official take on the Far Realms in DF canon. THere are threads, and revised Greater Pseudonatural template. Too.
http://dicefreaks.com/phpBB2/viewtopic.php?t=1927
http://dicefreaks.com/phpBB2/viewtopic.php?t=640

I'll have to take a look.


BTW, is there a chance that Your Challenger would invite Cenobites to take interest in the devils ? :D

Um, let me look up who the Cenobites are first. That term isn't (immediately) familiar to me.

Edit: I am perfectly happy to call it the Void Beyond instead. I'm having trouble finding any general work on it outside of those two links.

Ok, so I guess the flavor I am looking for is Great Old One - I'm going to use the Deity rules because I know where they are. I might have an SDA-like or two to propose for some Void Beyond related abilities, but Great Old Ones certainly maintain cults and that makes deity-like powers appropriate.

I should note that I agree entirely the Void Beyond and creatures thereof are beyond alignment - but chaotic and evil seems like the sort of things reality would impose upon one. (If anything, the Law that separates reality from unreality would seem even more fundamental than the Law of Nirvana... (that's Mechanus for those of you who haven't been playing 20 years).)
Diplominator

05-19-07, 12:24 PM
He tried in any case :P


That's all I'm saying. I think you mentioned something later about it not doing much, though.

Oh, and Venyx is still ready, although I think that Goro, Fnord, and/or Buugipopuu are ready/close to ready and I can wait.
goro

05-19-07, 12:39 PM
Zelck was before me.
Venenum

05-19-07, 12:43 PM
Anyone have any idea, how to make it so my tuaric rhino/minotuar, can trample people, as he charges like that stoe dragon manuver.
hE is a phrenic tuaric minotuar of legend 30/ warmind 20
Phantom Llama

05-19-07, 12:48 PM
Anyone have any idea, how to make it so my tuaric rhino/minotuar, can trample people, as he charges like that stoe dragon manuver.
hE is a phrenic tuaric minotuar of legend 30/ warmind 20

There's a Trample ravage, if you're willing to take the hp hit/are a demon.
Zelck

05-19-07, 01:35 PM
I'm not ready, sadly :(. But I guess I can watch some other guinea pig go before me :).

One thing I was wondering. Do divine senses automatically work through divination spells? Like a Clairvoyance, for instance.
Mysteris

05-19-07, 01:53 PM
I'm almost ready here, but I have a question about artifacts. How do you create and price them? I saw a bunch of sample minor and major artifacts in the DMG and the ELH, but no rules on how you make them and what price they would be.
Witch

05-19-07, 02:24 PM
If Surpasswall is fine as it is, then I'm ready.
It's fine as is. Unless Goro is ready, you're up next. Goro still seems to be asking questions though.

A) I asked about this already and provided a link but here it is The Iron Warrior (http://community.dicefreaks.com/viewtopic.php?t=2656).This includes the epic progression and feats.

B) i would like to use Epic Crusador, and the feats; complex stance, gifted insight, Iterative Strike, Multiaction, oppertunistic strike.

C) I have a CHaracter 50% done, Just need Approval on these things, and to complete proxies and avatars.

D) Can we use the Tuaric Template Found in Savage Species.
I'll check that later. No to the last - it's too much of a headache and I suspect it'll lead to even more questions.

Please try and capitalize your sentences, using punctuation.

I'm almost ready here, but I have a question about artifacts. How do you create and price them? I saw a bunch of sample minor and major artifacts in the DMG and the ELH, but no rules on you make them and what price they would be.
You create them by making them up. I price them appropriately.
Venenum

05-19-07, 02:53 PM
I'll check that later. No to the last - it's too much of a headache and I suspect it'll lead to even more questions.

Please try and capitalize your sentences, using punctuation.


Tuaric is simple. Add HD, use lower half for physical, upper for mental. Use higher or was it lower half Nat Armor. Special attacks using the head of lower half no longer work, so no bites, gores, gazes, or breath weapon.

I would Like to use the Rhinocerous, and Minotuar for this.
Later i will post i step by step to complete this, if it is okay with you and then you can make a judgement.
Venenum

05-19-07, 03:12 PM
Minotuar- 4HD -4 int, -2 cha, powerful charge, natural cunning, skill bonuses.

Rhinocerous- 8hd, +16 str, +10 con, powerful charge, +7 nat armor

So by combining them we get 12d8 for HD, +16 str, +10 con, -4 int, -2 cha, powerful charge, natural cunning , minotuar skill bonuses, +7 Nat Armor.

Additionaly, It is a large creature with reach, the minotuars gore, powerful charge at 4d6 + 1.5 str mod, 30 foot speed.

Really not all that great but makes him a quadraped, which i want for flavor, and stats less so.

Hopefully you will let me use this...;)
goro

05-19-07, 03:20 PM
Automatic Metamagic SDA, can i switch it to Automatic Metabreath SDA?

Let me know if I'm wrong, but racial HD need to be increased to the nearest multiple of 5(In TGOH 9 Assigning HD), Check out this (http://community.dicefreaks.com/viewtopic.php?t=2688) template, might make a good addition if your LA isnt too high already.
Venenum

05-19-07, 06:28 PM
More Questions:

Under possesions in gates of hell, it says deities, have a max weapon/armor limit, is that free or do we pay for it?

Can I use REAVING STRIKE found here (http://community.dicefreaks.com/viewtopic.php?t=4507)?

And does divine earth mastery make it so i can change the surface of dis from iron to something like sandstone, as well, are the replicated effects spell like or supernatural?
Thanks
goro

05-19-07, 07:18 PM
Fog of Death
Conjuration (Creation) [Acid]
Spellcraft DC: 290
Components: V, S, M/DF
Casting Time: 11 minutes, 100 days
Range: Medium (100 ft. + 10 ft./level)
Effect: 200 ft. radius, 200 ft. height
Duration: Permanent
Saving Throw: No
Spell Resistance: No

+26(Seed: Acid Fog) +29(Seed: Destroy) +36(Increase area 900%, 200 ft. radius, 200 ft. high) +40(Increase Dispel check +20) *5(Permanent) Mitigating Factors: -20(Increase casting time 10 minutes) -200(Increase casting time 100 days)

Fog of Death creates a cloud of sonic force that inflicts 20d6 points of damage to anything caught within it, including items. Magical Items receive a Fortitude saving throw to resist the damage.
NoldorForce

05-19-07, 08:43 PM
No offense to the DF community, but those qlippoths sound suspiciously like Open Game obyriths.
fnord

05-19-07, 08:58 PM
Terfel, Demon Lord of Treachery
Female Succubus 6/Bard 3/Rogue 2/Spymaster 7/Exemplar 4/Epic Infiltrator 48
Medium Outsider (Chaotic, Evil, Cold, Fire)
Init +7 (Dex)
Senses: Listen +85, Spot +85,
Aura: As 4th level Marshal, generally Motivate Charisma +25 and Motivate Care +1, (known: Motivate Charisma, Motivate Dexterity, Motivate Care)
Languages: all languages (including nonverbal languages)
________________________________________ _____________________

AC 54 (+7 Dex, +9 natural, +3 profane, +25 deflection)
HP: 6d8+3d6+2d6+7d6+4d6+48d6+70x5 hitpoints 781; DR 25/epic and good and cold iron
Immune: ability damage*, ability drain*, banishment effects*, cold, critical hits*, death effects*, disease, disintegration*, electricity, energy drain*, fire, imprisonment effects*, mind-affecting*, paralysis*, patterns*, phantasms*, poison, sleep*, acid, stunning*, transmutations* (except its own), turning and rebuking*
* Bypassed with successful rank check
SR 67
Fort +61; Ref +43; Will +40
________________________________________ _____________________

Speed 60 ft. (12 squares), burrow 30 ft (6 squares), fly 80 ft. (average) (16 squares); Space/Reach 5ft./5ft.
Melee Will finish when possessions are done
Melee touch +49
Melee ranged +49
Base Atk +42; Grp +44
Atk Options Sneak Attack, Staggering Strike
Combat GearXX
________________________________________ _____________________


Spell-Like Abilities (CL 70 unless otherwise noted, save DC 35 + spell level)
Constant - detect good, detect law, detect magic, true seeing (all CL 15)
At will - animate rope, alter self, assay resistance, blasphemy (CL 15), deeper darkness (CL 15), destruction, detect thoughts, disguise self, divine insight, freedom of movement, ghostform, greater arcane sight, greater dispel magic (CL 15), greater invisibility, greater teleport, harm, improvisation, knock, magic aura, mass charm monster, passwall, pass without trace, permanent image, poison, polymorph any object, programmed image, sniper's shot, speak with dead, mass suggestion, modify memory, symbol of insanity, unhallow (CL 15), unholy aura (CL 15), unholy blight (CL 15), word of chaos
6/day - extended shapechange, extended superior invisibility, dominate monster, reaving dispel
1/day - power word kill (CL 15), mage's assassin
________________________________________ _____________________

Divine Rank 0
Abilities Str 14, Dex 24, Con 20, Int 30, Wis 22, Cha 60 (including a +5 inherent bonus to Cha and Dex and a +4 inherent bonus to Int and Con)
SQ: resist sonic 20, telepathy 1000 ft, fast healing 20, Demonic Ideal, Inured to Corruption, Supreme Cover Identity, Opening of the Way, Abyssal Dominion, Abyssal Fury, Call Demons, Demonic Impasse, Induce Ravages, Wake of Corruption, Bardic Knowledge (+10), Sneak Attack +19d6, Evasion, Skill Artistry (Bluff, Disguise), Skill Mastery (Bluff, Disguise, Hide, Open Lock, Search, Sense Motive), Lend Talent, Sustaining Presence, Cover Identity x3, Undetectable Alignment, Quick Change, Scrying Defense +7, Slippery Mind, Dispel Scrying, Deep Cover, Specialist Training (Concealment +21, Subterfuge + 21, Espionage +6), Read Thoughts 11/day, Far Sense 23/day, Improved Cover Identity x11, Mindblank 6/day
Ravages: Ability Boost: Strength, Ability Boost: Constitution, Ability Boost: Charisma, Ability Boost: Dexterity, Ability Boost: Intelligence, Ability Boost: Wisdom, Alternate Form (any Humanoid, Fey, Giant or Monstrous Humaniod), Blindsight 120 ft, Bonus Regular Feat, Class Feature (4th level Marshal Auras), Ignore Immunity to Critical Hits 75%, Ignore Damage Reduction 20, Spell-like Abilities (Cosmic) x 5
Feats: Skill Focus: Disguise, Skill Focus: Bluff, Persuasive, Alertness, Skill Focus: Open Lock(B), Nimble Fingers, Staggering Strike, Improved Unarmed Strike, Deflect Arrows*, Quicken Spell-Like Ability: Shapechange*, Impostor*, Backstabber*, Cheat*, Deceitful (B), Corrupt Spell-like Ability (B), Violate Spell-like Ability (B),
*Uses an epic feat slot
Epic Feats: Polyglot, Epic Skill Focus: Bluff, Epic Skill Focus: Disguise, Epic Skill Focus: Open Lock, Epic Reputation, Epic Skill Focus: Forgery, Epic Skill Focus: Search, Exceptional Deflection, Epic Skill Focus: Sense Motive, Tenacious Magic: Shapechange
Skills: Bluff +145, Concentration +100, Disable Device +78, Diplomacy +120, Disguise +143 (+151 to act in character), Forgery +110, Hide +101, Knowledge: The Planes +83, Listen +85, Move Silently +101, Open Lock +111, Search +94, Sense Motive +89, Sleight of Hand +105, Spot +85 (Does not include Cover Identity or Aura)
Possessions Will do later
________________________________________ _____________________
When using the cover identity or improved cover identity class features, no mortal effect can discern her true nature. Terfel is treated as having the alignment of her cover identity for all effects depending on alignment. For example, if disguised as a devil, Terfel would not be affected by Dictum, but would be affected by Word of Chaos. If magic is used in her disguise, it is not detected by detect magic or similar effects or penetrated by true seeing (though dispel effects can still defeat it). Effects which read her thoughts appear to find appropriate thoughts for her cover identity. If disguised as a creature of the plane, she effectively does not gain the [extraplanar] subtype. Furthermore, in a cover identity, Terfel's aura of corruption is suppressed. Finally, if the cover identity is of good alignment, Terfel can enter hallowed ground without unhallowing it or alerting the deity, though she must make a rank check or suffer negative levels as normal.
This does not provide any additional protection against mundane methods of investigation, including Spot checks to penetrate her disguise or Sense Motive to uncover lies or her true abilities.
The abilities of divine and cosmic entities can penetrate her cover if the entity beats her in a rank check. If they succeed, she receives the worst possible effect of her true alignment or her cover alignment. For example, if she were disguised as a devil, she would suffer fully from both Dictum and Word of Chaos if the attacker made a rank check.
This is an Abyssal Blessing.
All effects which seal doors, portals, chests and similar objects can be overcome by Terfel with a successful Open Lock check. Arcane lock and similar magical seals can be bypassed by making an Open Lock check with a DC equal to 20 + the CL of the effect. Magically created effects which normally only open for the caster, such as the entrance to a magnificent mansion, can be entered with a check of DC 30 + CL.
Additionally, Terfel can use an Open Lock check instead of other attribute or skill checks to break through or pass through barriers or open chests or similar devices. This generally means Strength checks to break down doors or walls or break open chests (but not to break other objects) and Escape Artist checks to pass through confined spaces or walls of force (but not to escape bonds). In certain circumstances, other skills or attributes could be replaced, such as an Intelligence check to solve a puzzle lock, or a Knowledge (arcana) check to guess a password to open a portal.
This is an Abyssal Blessing.
goro

05-19-07, 10:08 PM
You're supposed to increase your racial HD to the nearest multiple of 5.

If a Deity has a flying ability does his maneuverability improve or stay the same? TGOH only improves its speed, but it doesn't say whether or not it improves maneuverability.
fnord

05-20-07, 12:00 AM
You're supposed to increase your racial HD to the nearest multiple of 5.

Um, what? I don't remember Witch saying anything of the sort (and I looked at almost all of his posts compiling the list of rulings), and I skimmed the whole thread again, but I don't see it.
goro

05-20-07, 01:03 AM
Its in TGOH, chapter 9, first page on building your deity. The first paragraph of the right-hand side, pg. 418(98) Assigning Hit Dice.




Divine Dragon (SDA)
Prerequisite: Dragon, 45+HD,
Your draconic abilities far surpass those of mortal dragons. You may use your breath weapon each round you are able (Normally you must wait 1d4 rounds). Double the range of your senses (Including blindsense). Your natural SLAs increase one step in usage(3/day becomes at will, and 1/day becomes 3/day). Increase the save DCs for your breath weapon(s) by +4. Your natural weapons increase one damage die step. Your Flying maneuverability increases one step.
Barathrum

05-20-07, 01:37 AM
Ok, these are Cosmic abilites not Divine ones

Spirit of the tree
- Fey unlike other cosmic entities to not reconstitute if slain and can die of old age

Here is the best discription of the Tree of Life I could find
-The Web of Life Permeates the mortal coil. Life itself flows from the Tree of life (Roots)in Deep Faerie through Near Faerie(Trunk) to the Mortal coils(Leaves). The presence of Telluric Currents connecting the inner planes to the mortal coil and another web that connects the outer planes to the Mortal coil( these manifest as focal points not lines on the mortal coil) lead some fey, mostly of the seelie court, to conclude that the tree of life has integrated the Inner and Outer Planes into its vast Web of Life. The unseelie on the other hand point to the corrupting effects these other webs sometimes have when interacting with the Web of Life and seek to Prune all connections not directly from the Web of Life.

basicaly what i am trying to do with this ability is demonsrate the close relationship between this character and the tree, which is why I made it so he could use his abilities as if he was on fearie.

Form of Infinitude
-For the Fusion effect would it be alright if i limited it to his cosmic rank
-Embrace of Infinitude is a special attack of an epic fey called the Fool of the Fourth which can be found in the Faerie Project Directory

Sheild of Life
-I guess u are right the mile diameter thing was more of just a thought that poped into my head would it be better if I instead added a fortitude save to ignore the damage like Disipaters ability

Mythos' Mantle
-Would a times ten multiplier be sufficent for the damage absorption ability?
Rikandur_Azebol

05-20-07, 02:37 AM
Never even heard of it, actually, and probably don't speak any language its published in unless it managed to get published in english. (The fact that you refer to it as a Swedish RPG makes that sound doubtful). Actually, I just pulled some Kabbala-esque things I knew of and combined it with some quick internet research (Wikipedia) and a willingness to flesh things out in a manner I felt was consistent with D+D cosmology - or at least what I know of it (Most of my planar knowledge goes back to 1st edition, and the Far Realms is a rather new addition to the game). Also a healthy dose of Lovecraftian style.

Well, I read about it having english edition and being sold, under the table, in USA. From what I know of the system, it's horror-stuff nod dissimiliar to Old School Lovecraftian.

I hate what Brian Lumley and his co-buddies did to Lovecraftian Mythos. Making the Great Old Ones good or evil, and worst of all ... EXPLAINED, is cheap.

(Mage:The Ascension uses the concept of Qlippoth for the "Eat-you-soul" bad mages - Nerandi? something like that. Not technocracy nor tradition, the other ones. But they never elaborate on the concept too much that I'm aware of. Of course, the magic Spheres are supposed to be Sephirot as well.)

I know about what You talk here, Nephandi are such a bunch of whinny lackeys. Unfortunately ... from WoD stuff, only ancient Baali vampires have anything to do with Lovecraftian goodness, IMO.

Um, let me look up who the Cenobites are first. That term isn't (immediately) familiar to me.

Hellraiser movies and book ? You toy with box-key, summon twisted things with hooks and razors who tear You apart and later torture Your soul for-ever ? :D

IMO they fit the concept of one of Your epic spells ... this one that turns people into puddles of whinning flesh. :)

Edit: I am perfectly happy to call it the Void Beyond instead. I'm having trouble finding any general work on it outside of those two links.

I think that it is everything what was left, after some purges. Maybe ask Palindrome if he have any other materials.

Ok, so I guess the flavor I am looking for is Great Old One - I'm going to use the Deity rules because I know where they are. I might have an SDA-like or two to propose for some Void Beyond related abilities, but Great Old Ones certainly maintain cults and that makes deity-like powers appropriate.

I should note that I agree entirely the Void Beyond and creatures thereof are beyond alignment - but chaotic and evil seems like the sort of things reality would impose upon one. (If anything, the Law that separates reality from unreality would seem even more fundamental than the Law of Nirvana... (that's Mechanus for those of you who haven't been playing 20 years).)
Indeed, my concept is lightly based on such stuff too. In short, a friendly minion of my deceased warlock, drow priestess Telefe, had made a bargain with some Lovecraftianesqe Entity greedy for minds and gave it thought-bottle filled with some memories of Rik. Thing assumed Rik's identity, and got furious when discovered holes in memory ... then it started collecting demons that arose from parts of Rik's soul. Ate them and learned where big portion of this tasty mind is ... Dis. And thus it will begin.



No offense to the DF community, but those qlippoths sound suspiciously like Open Game obyriths.

Nay, it's older creation ... and WoTC anyway stole the idea from another D20 demon book, forgot the extact name. :)

And as far as I remember Dice Team working over the Abyss was busy with stuff long before obyriths. ;)



Witch, I have a question for a SDA mimicking Entropic Blade quality of the Entropic Reaper from "Libris Mortis". Can I take one ? IMO it fits Challenger concept better than Annihilating Strike, and is less potent ... and funnier. :evillaugh

And next spells:

Rikandur's Spellward
Epic Abjuration

Spellcraft DC: 30
Casting Time: 10 minutes
Range: Touch
Target: Caster
Duration: 16 days
To Develop: 270,000 gp; 6 days; 10,800 XP.
Seeds: Ward (DC 14).
Factors: +9 spell levels to shield from (+180 DC), Increase Duration by 1500% (+30 DC), Dismissable by caster(+2 DC), +9 to difficulty of dispelling (+18 DC).
Mitigating Factors: Increase casting time by 9 minutes(-18 DC), Burn 20,000 XP (-200 DC),
change target to personal (-2 DC).

Layer upon the layer of protective magic wrought by caster make him all but invurnearable to all hostile spells and effects up to 10 level. This potent defense can be brought down by targetted Dispel spell that suceeds in Dispelling check. Epic spells using targeted Destroy seed and Dispell seed can also affect the ward if sucessful in CL check. Caster benefits from +9 bonus to CL when targetted by dispelling effects, reflecting the cautious weaving of protective magics disturbing enemy's efforts.
Rikandur's Contemplative Mind
Epic Abjuration

Spellcraft DC: 30
Casting Time: 1 minute
Range: Touch
Target: Touched creature or object of 2,000 lb. or less
Duration: Forever.
To Develop: 270,000 gp; 6 days; 10,800 XP.
Seed: ward (DC 14).
Factors: specific protections paralysis (ad hoc +6 DC), petrification (ad hoc +6 DC),
stunning (ad hoc +6 DC); permament x5.
Mitigating factors: burn 13,000 XP (-130 DC).

Touched creature gains magical insight that mimick's true enlightment, gaining immunity to paralysis, petrification and stunning.
Rikandur's Unstoppable Stream(Based on Esoteric Aegis)
Epic Abjuration

Spellcraft DC: 64
Casting Time: 10 minutes
Range: Touch
Target: Caster
Duration: 16 days
To Develop: 576,000 gp; 12 days; 23,040 XP.
Seeds: Ward (DC 14), Transform (21 DC).
Factors: +37 spell-lvl to dispelling DC (ad hoc +74 DC), Increase Duration by 1500% (+30 DC), end dispell checks that fail to dispel this spell automatically (at hoc +4), specific ward against Disjunction (+16 DC), make spell tenacious as per feat (ad hoc +10), Dismissable by caster(+2 DC).
Mitigating Factors: Increase casting time by 9 minutes(-18 DC), Burn 8,500 XP (-85 DC),
change target to personal (-2 DC).

This spell summons blessing of the chtonic dimensions, making difficult for the spellcasters to disturb Rikandur's magic, increasing DC for dispelling attempts of all Rik's magics by +37, and specifically warding against Disjunction spell. Spell, if dispelled, resets itself after d4 rounds. All spells that fail to bring down the Esoteric Annoyance first can't affect any other spell effects on the caster.
Rikandur's Dim Mak
Epic Necromancy [Death]
Spellcraft DC: 144
Casting Time: swift action
Range: Touch
Target: Living creature
Duration: Instanteous
To Develop: 1,296,000 gp; 26 days; 51,840 XP.
Seeds: Slay (DC 25), Dispel (19 DC).
Factors: +160 to dispel check (+160 DC), Change target to Touch (+4 DC), Quickened Spell (+28 DC), +53 to saving throw DC (+106 DC), +70 to CL check to beat SR (+140 DC), +20 to maximum HD affected (ad hoc +2 DC).
Mitigating Factors: Burn 20,000 XP (-200 DC), Backslash 140d6 (-140 DC).

This spell is so potent that it is said it can slay even gods. Caster invokes darkest powers of death while making an touch against the enemy. Enemy is first targetted with dispel effect +100, then have to make Fortitude saving throw against DC of 73 +caster's spellcasting modifier or die. If the enemy suceeds in his save, he still suffers 3d6+20 damage. Invoking such power is taxing on the caster, so he burns 20,000 XP and suffers 140d6 backslash damage, when baleful energies invoked burn trough his body and spirit. Spell affects single creature of up to 100 HD.

Rikandur's Breath of Eternity
Epic Evocation

Spellcraft DC: 66
Casting Time: 1 standard action
Range: 12,000'
Target: 1500' radius
Duration: Instanteous
Saving throw: Fortitude partial
Spell Resistance: Yes
To Develop: 594,000 gp; 12 days; 23,760 XP.
Seeds: Destroy (DC 29), Fortify (DC 17).
Factors: Change from target to area (+10 DC), Increase area by 7400% (+298 DC), Change area to 20' radius (+2 DC), reduce casting time to 1 round (+20 DC), increase damage by 20d6(+40 DC).
Mitigating Factors: Burn 20,000 XP (-200 DC), Backslash 140d6 (-140 DC).

"It is said that when Faithful Crusade assembled their troops at the Plains of Sorrow then Witcher decimated his enemies with one blasphemous spell. Our research confirms that he used two such spells to slaughter the army. So much knowledge perished during the Magecide."- High Diviner Relok Skoblane of the Hidden Council

This spell enables mage to blast his enemies with powerful force, initially devised to decimate armies. Everything within radius of the spell suffer 40d6 untyped damage, and if reduced to -10 HP (or 0 HP in case of constructs and undead) is desintegrated as per spell of that name. For every living being slain by this spell, caster's current age category permamently increases by 1. Take note that repeated uses of this spell don't stack, and only higer score is applied. Thus if oneday mage kills hundred peasants with this spell, his age extends +100 years per age category. When another day he uses it to blast apart horde of 238 orcs, his age grows by total of 238, overlapping the benefits of the peasant's slaughter.
Phantom Llama

05-20-07, 05:12 AM
No offense to the DF community, but those qlippoths sound suspiciously like Open Game obyriths.
And the Green Ronin (?) qlippoths that preceded the Obyrith. Planescape had proto-demons displaced by the Tanar'ri too. It's an old, old idea.
Witch

05-20-07, 05:34 AM
Though admittedly Green Ronin (Erik Mona) came up with the name first. Well, "came up with" is a big word, ofcourse, given the fact that it's an ancient term. Using it is no different from using the word "Mammon" for a Lord of the Nine, though.


Fnord: the racial HD thing isn't a big deal, really. It's a design guideline for Dicefreaks deities, though. And I think that character isn't a deity, right?

Other questions: that's a lot that requires approval. I'll go over it when it feels a bit less of a chore. I'll also finish up Petra then, and allow for Buugipopuu (as he seems to be the only one ready) to start the challenge.
Rikandur_Azebol

05-20-07, 09:00 AM
Finish Petra ? This sounds so cruel ... and, besides that, I don't see player cornered yet. Just seem to not try his goddess's all options. I wonder if Dispi would send some big-guys against Petra. :D
Witch

05-20-07, 09:07 AM
The player isn't cornered in any other sense but the PM he sent me about not knowing what to do, and hence, giving up.
Venenum

05-20-07, 11:10 AM
Witch can i use the insectile and winged templates, for my proxie?
Also if you have come to a desicion on my request, it impacts the build very signifgently, 25 levels.

Also can i use the dragon breath feat in races of the dragon? It lets a half gragon use its breath weapon every d4 rounds.

Please refer to last post as well.
goro

05-20-07, 11:46 AM
Divine Metamagic Mastery (SDA)
Your abilities in altering magic is unparalelled.
You possess all non-epic metamagic feats.

(If too powerful can switch to a definitive number, 12? I don't know how much of a boost an SDA should give feats, Epic feats, or special abilities. Can I take a cosmic ability? But I thought some of those are supposed to be more powerful than SDAs. )


Divine Dragon (SDA)
Prerequisite: Dragon, 45+HD,
Your draconic abilities far surpass those of mortal dragons. You may use your breath weapon each round you are able (Normally you must wait 1d4 rounds). Double the range of your senses (Including blindsense). Your natural SLAs increase one step in usage(3/day becomes at will, and 1/day becomes 3/day). Increase the save DCs for your breath weapon(s) by +4. Your natural weapons increase one damage die step. Your Flying maneuverability increases one step.


Aggressive Dragon (SDA)
Your ability to attack is frightening. You gain the benefit of; Hover, Wingover, Fly-By Attack, Adroit Fly-By Attack, Improved Maneuverability, Snatch, Improved Snatch, Snatch & Swallow, and Improved Natural Attack for all natural weapons the dragon possess(Bite , Claw, Wing, and Tail.).

If these 3 are acceptable, then I just need 1 more SDA and I'm ready.
fnord

05-20-07, 12:35 PM
Its in TGOH, chapter 9, first page on building your deity. The first paragraph of the right-hand side, pg. 418(98) Assigning Hit Dice.
You're right. Dang. It doesn't appear to apply to cosmics (Dispater has 52 racial hit dice), but my god doesn't comply.

Feh, I'll probably have to rebuild as a human.
goro

05-20-07, 02:15 PM
Fnord: the racial HD thing isn't a big deal, really. It's a design guideline for Dicefreaks deities, though. And I think that character isn't a deity, right?



So i guess it's ok.
Venenum

05-20-07, 02:53 PM
I know the wealth restriction is in place but do we really need to pay for all material gear (as in the base axe or ect.) if we have divine creation, divine earth mastery, or create object, couldn't we just create it from thin air?

Just asking, as the deity i am making is cgoing to craft all base objects by hand, as he is a god of the forge.
Rikandur_Azebol

05-20-07, 03:09 PM
I know the wealth restriction is in place but do we really need to pay for all material gear (as in the base axe or ect.) if we have divine creation, divine earth mastery, or create object, couldn't we just create it from thin air?

Just asking, as the deity i am making is cgoing to craft all base objects by hand, as he is a god of the forge.

You'll pay XP cost as normal, I think. Non-magical stuff ... I don't know, but check if Your guy is really capable of doing this or that.
Venenum

05-20-07, 03:28 PM
You'll pay XP cost as normal, I think. Non-magical stuff ... I don't know, but check if Your guy is really capable of doing this or that.

Oh i meant the non magical. My idea is i can create a large pile of sand stone, get the right sized hunk and turn it into adamantine. Light a fire, heat and forge, as a deity i have lots of time on my hand.

SDA's used are, master crafter, divine fire mastery, divine earth mastery, create object.

And no i have no plans on using iron, that would make dispater have a feild day.
Bernat

05-20-07, 05:40 PM
Finish Petra ? This sounds so cruel ... and, besides that, I don't see player cornered yet. Just seem to not try his goddess's all options. I wonder if Dispi would send some big-guys against Petra. :D

I know I haven't used all her resources, but I felt I had been playing for too long. Plus, using only SRD and TGoH9 when designing Petra, and finding that all her spells/SLAs didn't work there, all she could do was create some chaos and finally die due to vile damage.

It may have turned out to Dispater being slain, but I would have have taken ages.
Venenum

05-20-07, 05:48 PM
Following the pattern in the dmg for epic level wealth, i arrived at 94,600,000gp in pc wealth for a 70th level character, i recall witch saying we got full wealth so would we now get all that, if so it is going to be way more than i need.

THE table is in the DMG under epic section.
goro

05-20-07, 06:00 PM
Huge Spellwarped Rust Dragon (Extraplanar, Aberration, Dragon, Chaotic)
Portfolio: Travel, Strength, and Magic.


HD: 3078 HP (684 + 2394)
Initiative: 46 (DEX: +42, Improved Initiative: +4, Supreme Initiative)
Speed: 500 ft. Fly: 860 ft.(Perfect) Burrow/Swim: 320 ft. Climb: 320 ft. (Base Speed: 180, Fast Movement: 140)
Armor Class:
AC: 327 (Dragon Natural Armor: +57, Divine Natural Armor Bonus: +33, Natural Armor Bonus Size: +14, Size Penalty: -8, Divine Armor: +18, Divine Deflection Bonus: +37, Dex, +42, Monster of Legend Natural Armor Bonus, CON: +42, Belt of Epic Natural Armor: +15, Epic Spell Armor: +25, Luck Epic Bonus: +25, Dodge Bonus, Epic Magic Item: +25, Spellwarped Natural Armor Bonus: +2)
Touch: 149 Flatfooted: 328
BAB/Grapple: +57/+115
Attacks:
+122 Bite (8d6 + 42) or +122 Claws (4d8 + 21) or +122 Wings (4d6 + 21) or +122 Tail (4d8 + 63) or +122 Crush (6d6 + 63 creatures must succeed on a REF save DC same as breath wepon, or be trapped underneath the dragon.) +122 Unarmed Strike (48d6 + 42 )
Space/Reach: 30 ft. +/ Bite: 40ft., Claw: 30 ft., Wing: 40 ft., Tail Slap: 60 ft., / Tail Sweep Radius 60 ft.
Abilities Scores:
Strength: 95(+42)
Dexterity: 95(+42)
Constitution: 95(+42)
Intelligence: 79(+34)
Wisdom: 85(+37)
Charisma: 85(+37)
Saves:
Fort: 159 REF: 159 WILL: 154
Special Attacks: Breath Weapon(s), Rusting Bite, Spell-Like Abilities, Spells, Divine Blast,
Special Qualities: Metal Resistance, Rusting Scales, Damage Reduction, Aberration Traits, Spell Absorption, Immunities, Blindsense, Darkvision, Lowlight vision, Spell Resistance, Deity Traits, MoL Traits, Dragon Traits, Improved Evasion,



Feats: Improved Natural Attack, Heighten Spell, Hover, Wingover, Improved Trip, Knock-Down, Fly-By Attack, Adroit Fly-By Attack, Jack-of-all-Trades, Improved Maneuverability x3, Snatch, Improved Snatch, Snatch & Swallow, Embed Spell Focus, Arcane Strike(Complete Warrior), Improved Initiative
Epic Feats: Multispell x3, Additional Magic Item (Rings) x2, Improved Heighten Spell, Epic Spellcasting,
MoL Bonus Feats: Improved Unarmed Strike, Deflect Arrows

Salient Divine Abilities:
1) Divine Monk, (Axiomatic Strike, Exceptional Deflection, Infinite Deflection, Keen Strike, Reflect Arrows, Vorpal Strike, +5 Enhancement Bonus, Increase base damage
to 2d12)
2) Increased Spell Resistance (x5), (Divine Spell Resistance +100) 32 + 1/2 HD + DVR + 80 + 25(Epic Spell Enhancement: Fortify Seed) =
7) Divine Spellcasting(Dread Necromancer) (Spell focus in all schools of magic and improved combat casting)
8) Divine Spellcasting(Sorecerer) (Spell focus in all schools of magic and improved combat casting)
9) Divine Dodge, (permanent 68% mis-chance against any attack including area spells)
10) Battlesense, (Cannot be flanked except by deity that succeeds on an opposed rank check)
11) Supreme Initiative,
12) Clear Sight,
13) Free Move, (Move speed as a free move)
14)Stride, (Doubles non-combat movement speed)
15)Extra Energy Immunity (Sonic), 15) Extra Energy Immunity (Acid), 16) Extra Energy Immunity (Electricity), (Regardless of Attacker)
16)Indomitable Strength, (+25 opposed strength checks)
17)Divine Blast, 18) Mass Divine Blast, (3+CHA/day 18d12+30d12 No Save Cylinder 900 ft radius-180 ft height, Burst 900 ft rafdius 90 Targets-no 2 more than 18 miles
apart, Cone 1800 ft)
19)See Magic
20)Fast Healing 38
21)Automatic Metabreath: Quicken Breath weapon
22)Automatic Metabreath: Maximize Breath weapon
23)
24)
25)
Domains: Travel, Strength, Magic

Skills:
Listen:
Search:
Spot:
Concentration:
Diplomacy:
Escape Artist:
Intimidate:
Knowledge(Arcana):
Knowledge(Religion):
Knowledge(The Planes):
Spellcarft:
Sense Motive:
Use Magic Device:



Special Qualities: Explained
Metal Resistance(EX): Resistant to any attack from metal or a weapon whose damage dealing part is made of metal. Has DR equal to a rust dragon 2 age categories higher would have.
Rusting Scales(EX): A metal weapon with less than a +5 enhancement bonus that hitsme corrodes and is destroyed immediately, with no saving throw. A +5, or higher, weapon deals damage normally, but then must succeed on a Reflex save (DC equal to breath weapon save DC) or rust away.
Damage Reduction: 20/Epic
Spell Absorption: Whenever a spell fails to penetrate a spellwarped creatures spell resistance, the creature gains one of the following benefits, chosen at the time the spell resolves:
Might: +4 STR Enhancement for 1 minute
Agility: +4 DEX enhancement for 1 minute
Endurance: +4 CON enhancement for 1 minute
Life: Temporary HP = 5*level of failed spell
Speed: speed increases by 5 ft*level of failed spell
Resistance: Resistance 10 to one enrgy type (Sonic, acid, fire, cold, electricity)
Immunity to (Not subject to rank check): Polymorphing, petrification, or any other attack that alters thier form. Enegy drain, ability drain, ability damage. Mind affecting effects(charms, compulsions, phantasms, patterns, and morale effects, Electricity, Acid, Sonic, Fire, Cold
Immunity to (Subject to rank check): Disease, poison, stunning, sleep, paralysis, death effects, and disintegration. Effects that imprison or banish(banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking.
Improved Evasion: If a spell allows a REF save for half damage, on a successful REF save you take no damage, and on a failed save you take half damage.


Special Attacks: Explained
Breath Weapon(SU): Line of Acid, 34d6 140 ft. 5x5x140, (REF Save DC 10+1/2HD+CON)
Breath Weapon(SU): Cone of Rust Instantly destroys any metal it touches. Attended and magical metals receive Reflex saves to avoid, but all metals are susceptible.
Rusting Bite(EX): A successful bite attack causes metal armor worn by the targeted creature to corrode, falling to piecesand becoming useless immediately. Can use bite atack to target a weapon or other metal object. Magic metal items allowed Reflex save (DC equal to breath weapon save DC)
Spell-Like Abilities: 3/day-Wall of Iron; 1/day-Acid Fog, repel metal or stone Caster level 42
Breath Weapon(SU): Disintegrating Line, creatures within the line must succeed on a Fort save or crumble to ash. Creatures that successfully save take no damage. (10+1/2HD+CON),

Dragon Traits:
Darkvision: 120 ft.
Blindsense: 60 ft.
Breath Weapon(SU): Line of Acid, 34d6 160 ft. 5x5x140, (REF Save DC 10+1/2HD+CON)
Breath Weapon(SU): Cone of Rust Instantly destroys any metal it touches. Attended and magical metals receive Reflex saves to avoid, but all metals are susceptible.80x80x80 ft.
Rusting Bite(EX): A successful bite attack causes metal armor worn by the targeted creature to corrode, falling to piecesand becoming useless immediately. Can use bite atack to target a weapon or other metal object. Magic metal items allowed Reflex save (DC equal to breath weapon save DC)
Spell-Like Abilities: 3/day-Wall of Iron; 1/day-Acid Fog, repel metal or stone
Frightful Presence: Mind affecting fear ability that takes affect whenever a dragon attacks, charges, or merely flying overhead at an altitude low enough to place foes within the radius of the effect, 30 ft. x dragons age category, Dragon must be seen for this to take effect. Creatures are not affected if they have more HD than the dragon, or are a dragon themselves. Will save DC 10+1/2HD+CHA, if successful remain immune to this ability for 24 hours. 1-4HD panicked for 4d6 rounds, 5+HD shaken for 4d6 rounds.
Damage Reduction: 20/Epic


Deity Traits:
Armor Class: Divine armor Class Bonus equal to DvR, Natural Armor Bonus equal to 15+DvR, Deflection Bonus equal to CHAMod.
Attack: Receive Divine bonus to all attack rolls equal to DvR.
Damage: natural attacks and weapons weilded are treated as the diety is aligned for purposes of overcoming damage reduction.
Special Ability: Alter Reality(SU),
Domains: Travel ,
Domain Granted Powers: Can use any Domain power can grant a number of times per day equal to DvR(if normally can be used more than that get the greatest number of uses). If based on a cleric level deity has effective Cleric level equal to DvR.
Spell-Like Abilities: Can use any domain spell can grant as an SLA at will. Caster level = HD + DvR, DCs 20 + Spell level + CHA + DvR
Travel: Can use Greater Teleport - Greater Planeshift as SLA at will.
Special Qualities: 40/Epic and Adamantine Divine Aura: Will save DC 10+CHA+DvR, Immortality,
Immunity to (Not subject to rank check): Polymorphing, petrification, or any other attack that alters thier form. Enegy drain, ability drain, ability damage. Mind affecting effects(charms, compulsions, phantasms, patterns, and morale effects, Electricity, Acid, Sonic, Fire, Cold
Immunity to (Subject to rank check): Disease, poison, stunning, sleep, paralysis, death effects, and disintegration. Effects that imprison or banish(banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking.
Spell Resistance: 32 + 1/2 HD + DvR + Increased spell reisistance x3
Saving Throws: Divine bonus = DvR
Checks: Divine Bonus = DvR on all skill checks, ability checks, caster level checks, and turning checks.
Automatic Actions: When acting within my portfolio, I can perform any action as an immediate action, as long as the check DC is equalto or les than 30. Can perform 20 free actions per round

Monster of Legend Traits:
HD: max points per HD
AC: Improve Natural armor by Con Mod
Damage: Increase natural weapons damage by one die step.
Special Attacks Spellcasting(Dread Necromancer) caster level 42, Unarmed Strike, Preternatural Grace, Spellcasting(Sorcerer) caster level 42,
Breath Weapon(SU): Disintegrating Line, creatures within the line must succeed on a Fort save or crumble to ash. Creatures that successfully save take no damage. (10+1/2HD+CON),
Special Qualities: Fast Movement, Evasion, Improved Evasion, Lowlight vision, Spell Resistance CR+14, Immunity to Aging, disintegration, polymorphing, petrification, Energy Resistance 40 Sonic & 40 Acid, Damage Reduction 35/Epic and Wood,
Ability Scores: STR +8, DEX +4, CON +8, INT +4, WIS +4, CHA +6
Bonus Feats: Improved Unarmed Strike, Deflect Arrows

Spellwarped Traits:
Ability Scores: STR +4, DEX +2, CON +4, INT +4
Spell Absorption: Whenever a spell fails to penetrate a spellwarped creatures spell resistance, the creature gains one of the following benefits, chosen at the time the spell resolves:
Might: +4 STR Enhancement for 1 minute
Agility: +4 DEX enhancement for 1 minute
Endurance: +4 CON enhancement for 1 minute
Life: Temporary HP = 5*level of failed spell
Speed: speed increases by 5 ft*level of failed spell
Resistance: Resistance 10 to one enrgy type (Sonic, acid, fire, cold, electricity)
Armor Class: +2
Squirrelloid

05-20-07, 06:19 PM
Oh i meant the non magical. My idea is i can create a large pile of sand stone, get the right sized hunk and turn it into adamantine. Light a fire, heat and forge, as a deity i have lots of time on my hand.

SDA's used are, master crafter, divine fire mastery, divine earth mastery, create object.

And no i have no plans on using iron, that would make dispater have a feild day.

Honestly, you don't even need SDAs for that. Fabricate will already let you make just about anything (assuming sufficiently good craft skills - which would be trivial to have), and planar binding can grab creatures like Efreet with Wish SLAs - even without abusing such a thing getting mundane items seems perfectly reasonable. (Getting rings of 50 wishes, while RAW legal, is definitely abusive. The fair line should probably be drawn at 'if it would cost xp beyond what a Wish would usually cost if cast by a spellcaster instead of as an SLA, its abusive'.)

So each wish you can grab from somewhere is 25k worth of whatever mundane material you want, and fabricate can make virtually any normal item given materials. It really is that simple.

(The wish cap on xp 'free' - no additional xp required - items is 15k, which actually seems on the low side for 'you can have as much as you want' at 70 HD, but its a reasonable baseline based on existing rules).

The reason to do this with Wish SLAs of course is that SLAs require no xp. Similarly, miracle could probably be put to the same uses in most cases - and I bet a lot of us are going to end up with wish or miracle as an SLA from domain.

Question for Witch: if a character has a spellcasting stat higher than 60 because of enhancement or other bonuses, does Divine Spellcasting grant even higher level slots? Or does it cap out at 24th?
goro

05-20-07, 06:23 PM
The Bag of What-The-Hell

This bag at first glance appears to be an ordinary bag. Upon closer inspection it appears to be an ordinary bag of holding. Upon watching the bags possessor place multiple huge sized objects(or creatures) inside, you begin to understand exactly how powerful this artifact is. Within the bag is an extradimensional mansion(mage's magnificent mansion).
Upon entering the bag you arrive in the hallway of the mansion, vaulted ceilings approximately 75 ft. high, and 100 feet wide. The hall is lit by small globes of faerie fire every 10 ft. About 100 ft. down the hallway you arrive at what appears to be a massive cavern, 100 ft. radius, in width and height. Strewn accross the ground is a pile of treasures, the dragons hoard(A portion of it, only about 10 million worth of gold, silverm and gems). At the rear of the cavern you see a......

I need to create something that would allow me to planeshift or gate to another plane while within a plane that doesn't allow planar travel.
Squirrelloid

05-20-07, 06:27 PM
I know I haven't used all her resources, but I felt I had been playing for too long. Plus, using only SRD and TGoH9 when designing Petra, and finding that all her spells/SLAs didn't work there, all she could do was create some chaos and finally die due to vile damage.

It may have turned out to Dispater being slain, but I would have have taken ages.

Wait - is there a list somewhere of the spells/SLAs that don't work? I mean, this isn't something that Dispater can change instantly - changing it takes time. Characters of the power involved in this challenge should know what works and what doesn't before even entering the plane. It doesn't seem right that a DvR 18 character should be surprised on going to what is a relatively well-known plane.
Bernat

05-20-07, 06:30 PM
Maybe my character knew that, but I didn't. And I never asked :).

People in this thread have come up with the possibility that Dispater applies the Violate spell to all spells/SLAs (half vile damage and adds evil descriptor) and banning any spell/SLA with the evil descriptor at the same time. Dispater himself is immune to this banning.
Witch

05-20-07, 06:33 PM
Wait - is there a list somewhere of the spells/SLAs that don't work? I mean, this isn't something that Dispater can change instantly - changing it takes time. Characters of the power involved in this challenge should know what works and what doesn't before even entering the plane. It doesn't seem right that a DvR 18 character should be surprised on going to what is a relatively well-known plane.
Changing it takes 10 minutes. I'll supply you with the standard traits though, if you want.
Squirrelloid

05-20-07, 07:45 PM
Changing it takes 10 minutes. I'll supply you with the standard traits though, if you want.

Knowing the standard traits would be nice.

Isn't the impeded magic trait a planar trait, and thus takes 1 year and a day to change?

Some other questions:

On the Familiar ability:
(1) What's the deity's effective level of wizard or sorceror for determining the familiar's abilities?
(2) What are the limits on the 'type' of creature the deity can designate? Does the deity specify one type? Need it be a type like Plant or Humanoid? (Specifically, I want mine to be Pseudonatural Creatures, which is a subset of Outsiders).

Spontaneous Casting:
Wait, deities who can cast divine spells get to cast spontaneously from their entire spell list? (Since presumably they can grant all the spells they can cast). Am I reading that right?

Divine Aura:
Is a save allowed to resist its effects? If so, how does one calculate it? (10 + 1/2 HD + cha mod?)
Witch

05-20-07, 07:56 PM
Knowing the standard traits would be nice.
Chaotic, Good and Divination are limited.
Corrupt Spell is applied.


Isn't the impeded magic trait a planar trait, and thus takes 1 year and a day to change?
It's considered an effect in line with changing the weather.


On the Familiar ability:
(1) What's the deity's effective level of wizard or sorceror for determining the familiar's abilities?
Her actual level of wizard or sorcerer, as far as I'm aware.

(2) What are the limits on the 'type' of creature the deity can designate? Does the deity specify one type? Need it be a type like Plant or Humanoid? (Specifically, I want mine to be Pseudonatural Creatures, which is a subset of Outsiders).
I'll ask that at the Dicefreaks forums, as I've personally been wondering about that myself as well.

Spontaneous Casting:
Wait, deities who can cast divine spells get to cast spontaneously from their entire spell list? (Since presumably they can grant all the spells they can cast). Am I reading that right?

You're reading that right. This has drawn much discussion, already.


Divine Aura:
Is a save allowed to resist its effects? If so, how does one calculate it? (10 + 1/2 HD + cha mod?)
10 + DvR + Cha mod is what the version on the board says.
Taeldrin Laesrash

05-20-07, 08:03 PM
Witch, have you seen JD's epic ToB feats? Are they usable?
Witch

05-20-07, 08:11 PM
Will need to check them more thoroughly. I've seen some of them I had some comments on though.
goro

05-20-07, 09:02 PM
The Lord of Corrosion SDA
As the supreme overlord of his own plane of existence, the subject , may planeshift himself to his home sanctuary from anywhere in the planescape. Should this ability attempt to be used in or on a plane that is restricted, cut off from the planar portals, the subject will be unable to reconstitute himself on his home plane for a year and a day.
Using this ability requires 10 minutes of concentration.
Squirrelloid

05-20-07, 09:16 PM
Some SDA related questions:

(1) Do Greater Deities need to take Alter Size to qualfiy for Shapechange (SDA) etc..., since they already have the powers of Alter Size implicitly.

(2) What exactly can an artifact do that epic magic items cannot?

Edit: (3) What is Epic Counterspell and where can I find it?

(4) Let me get this straight - the shapechanging SDAs let you keep all your (Ex) abilities but you lose (Su) abilities. So you keep poison attacks (regardless of whether you still have the stinger or whatnot), but lose something like Turn Undead? Huh? (see Shift Form, which Shapechange and True Shapechange reference). This also means that for some reason changing form causes deities to lose their Alter Reality (Su). Shouldn't it read: You lose all (Ex) abilities related to form, but retain all (su) abilities, (sp) abilities, class abilities, deific abilities, (and etc... as normal)?

More Edit (Not SDA related): What exactly does impeded mean? Does it effect epic spells? Can deities surpass limitations with an opposed rank check?
fnord

05-20-07, 09:43 PM
Fnord: the racial HD thing isn't a big deal, really. It's a design guideline for Dicefreaks deities, though. And I think that character isn't a deity, right?

The succubus, Terfel, isn't and should be OK, but Melkor the deity (a few pages back) has 7 fey hit dice, and would have trouble dumping 3 class levels. On the other hand, that fey is supposed to advance by levels, and Gargauth apparently breaks the rule (having 62 outsider hitdice), can I just ignore that?

If not, can I use the Draconic Template from Races of the Dragon and Draconomicon and either the Chaos Gnome from Races of Stone or the Catfolk from Races of the Wild?
Rikandur_Azebol

05-21-07, 01:00 AM
(2) What exactly can an artifact do that epic magic items cannot?

Grant Epix Spell/on command. Give bigger bonuses than Epix items. Be indestructible, sans special way.

I remember that there was artifact granting divinity ! :)

Edit: (3) What is Epic Counterspell and where can I find it?

It's epix feat that allows casters to counterspell infinitively, and I belive it to be avaible in ELH.

More Edit (Not SDA related): What exactly does impeded mean? Does it effect epic spells? Can deities surpass limitations with an opposed rank check?

It means that spells above 3-rd level are not working, like in AM-zone. Epix spells should be good, if You beat Dispater on CL check ... I supose, but I'm not entirely sure.

And no deities can't ignore these limitations except if they have something that allows such action. Like artifact, Planar Bubble spell or SDA.
Squirrelloid

05-21-07, 01:55 AM
Grant Epix Spell/on command. Give bigger bonuses than Epix items. Be indestructible, sans special way.

I remember that there was artifact granting divinity ! :)

Bigger bonuses? There's a cap on epic items? (Ok, maybe on enhancement bonuses to weapons and armor - everything else isn't capped that I know of).

Yeah, there's the indestructibility. Command word epic spells... hmm... but I already get 21/day! (How many more can a person need?)


It's epix feat that allows casters to counterspell infinitively, and I belive it to be avaible in ELH.

I got that much. It doesn't seem to be in the SRD, which is why I asked. I suppose I could always dig out my ELH in case they missed it - its been forever since I've opened it.


It means that spells above 3-rd level are not working, like in AM-zone. Epix spells should be good, if You beat Dispater on CL check ... I supose, but I'm not entirely sure.

And no deities can't ignore these limitations except if they have something that allows such action. Like artifact, Planar Bubble spell or SDA.

Hmmm... check.
Witch

05-21-07, 05:54 AM
Some SDA related questions:

(1) Do Greater Deities need to take Alter Size to qualfiy for Shapechange (SDA) etc..., since they already have the powers of Alter Size implicitly.
No.

(2) What exactly can an artifact do that epic magic items cannot?
Remain active in an AMF and not be destroyable except in a single way.

More Edit (Not SDA related): What exactly does impeded mean? Does it effect epic spells? Can deities surpass limitations with an opposed rank check?
Impeded means that there's a caster level check involved to cast spells. An easy one.
Limited means that for those schools of magic, the plane is treated as a dead magic plane. No rank check is involved.
The succubus, Terfel, isn't and should be OK, but Melkor the deity (a few pages back) has 7 fey hit dice, and would have trouble dumping 3 class levels. On the other hand, that fey is supposed to advance by levels, and Gargauth apparently breaks the rule (having 62 outsider hitdice), can I just ignore that?
Yes you can ignore that.
Witch

05-21-07, 07:27 AM
I'll likely answer the questions so far when I've got part 2 of my summary of my buddhism course complete.

In the meanwhile, Buugipopuu, list your preparations before coming to Dis on the attempts thread. Furthermore, include a link to your complete character sheet in that post.



Edit: JD's ToB feats, including his first (Diamond Mind) tactical feat, are approved.
Buugipopuu

05-21-07, 09:30 AM
Okay, since I altered Surpasswall without reposting my character sheet, this is the final final version. I made one last-minute alteration, as I noticed a rather embarrassing error last night. Ring gates are made of iron, and I hadn't paid to have them made of mithral, which would rather hamper my ability to be stealthy. I came up with an awesome idea: Why not mount an arm strap on the back of the ring gate and call it a shield? I couldn't see any reason why not. A Ring Gate shield would add to touch AC, because things blocked by it pass through the gate, and don't make contact with the user, and have no armour check penalty, because it only weighs 1lb. I priced it as such: 40 gp (2 Heavy Steel Shields) + 6000 gp (Make them both from Adamantine and Masterwork), + 200,000 gp (Enchant both to +5 and give the Reflecting property), + 90,000 gp (Price of 1 pair of ring gates, times 1.5 for multiple properties on one item, times 1.5 for inappropriate body slot) for a total of 296,040 gp, a +7 Shield bonus to AC, including touch AC (+2 normal, +5 enhancement), a weight of 1lb each, no armour check penalty, arcane spell failure chance or max dex bonus, 76 HP each and Hardness 70. Is this okay?

nameless
The Sound of One Hand Clapping
Greater Deity
Symbol A drop of water falling into a still pool, leaving concentric ripples.
Home Plane Limbo
Alignment Chaotic Neutral
Worshippers Arcane Spellcasters, Monks, Glooms, Hermits
Cleric Alignments None (Never grants spells)
Portfolio Magic, Silence, Self-Reliance
Domains Celerity, Destruction, Fire, Luck, Magic, Trickery
Favoured Weapon Dagger of Finite Pain (Kukri)

Appearance nameless appears similar in form, manner and apparel to a normal Gloom, but its body burns with faint black fire, and he clutches a kukri in its hands instead of the Gloom’s signature weapon.

History A rare Gloom of surpassing power, nameless succeeded in attaining divinity through means unknown, possibly involving connections to the Order of the Black Flame, who refuse to speak of the incident. It is believed that the Order may be unable to speak of nameless for reasons more magical than mere secrecy. Its real name has been lost to time, along with most of the information about its past, because he and his followers communicate using a form of sign language and written derivatives thereof. There is no audible way of rendering its real name, and translation of the hand signs for it has proved impossible due to the reclusive nature of his cult.

Nature nameless is devoted to creating a world of silence where nobody needs to rely on anyone else. For this reason little is known about its personality, as it has little cause to interact with other beings when they aren’t obstacles to its objective, or its own worshippers.

Organization nameless is atypical of deities in that it never grants spells to anyone, and so the only cleric in its religion is itself. Its followers typically take vows of silence, and prayer is conducted through sign language. Temples to nameless are usually covered in permanent Silence effects, and are rare in any case, as its followers have little by way of central organisation, preferring to work to better themselves and become more self-sufficient than to form a society.

Realm nameless makes its realm in the seething chaos of Limbo, protected mainly due to its remote location and obscurity. It actually spends little time there, and the chaotic nature of the plane means that if left unattended for a significant amount of time it becomes indistinguishable from most other parts of Limbo. Unlike most deities, it prefers to take an active hand in fulfilling his goals, rather than delegating tasks to others, and so spends more time out on missions than it does in its realm.

NAMELESS (CR 77)
Gloom of Legend 30/Cleric 8/Black Flame Zealot 10/Heirophant 5
Medium Monstrous Humanoid (Extraplanar)
Init +40, always first; Senses Darkvision, 20 Remote Sensing Locations, Greater Arcane Sight, Low Light Vision, all senses extend to 18 Miles, Listen +105, Spot +105
Aura Overwhelming Chaos, Divine Aura (18 miles, Will Save DC 59); Languages Sign language and Remote Communication (18 miles) only
________________________________________ _____________________

AC 151, 115 touch, 114 flat-footed (+36 Dex, +7 Shield, +1 Dodge, +12 insight, +36 natural, +31 Deflection, +18 Divine)
2312 (43d8 + 10d6 plus 1,908), fast heal 38, regeneration 10 (Wooden weapons; magic with the Sonic descriptor); DR 45/Epic and (Mithral) Weapons wielded by their own creator and crafted in total silence, 20/Magic and Wood
Immune Ability Damage*, Ability Drain*, Acid, Aging, Cold, Death Effects*, Disease*, Disintegration, Electricity, Energy Drain* Fear, Fire, Form-Altering Effects, Imprisonment or Banishment Effects*, Mind-Affecting Effects, Paralysis*, Poison*, Polymorphing, Petrification, Sonic, Stunning*, Sleep* (Immunities with asterisks are penetrated on a successful rank check)
Resist Acid 38, Fire 25, Sonic 25; 68% Miss Chance, SR 91 (CR +14)
Fort +117, Ref +117, Will +117, Divine Grace
________________________________________ _____________________

Speed 100 ft. (20 squares)
Mêlée Dagger of Finite Pain +100/100/95/90/85 touch (1d4+45 +1d6 Fire plus DC 74 Fort Save or be stunned for 1d10 rounds 15-20/x2, counts as Silver and Adamantine)
Mêlée (When Power Attacking/Smiting/Sneak Attacking/Death Attacking Lawful Outsiders) Dagger of Finite Pain +90/90/85/80/75 touch (1d4+115 +8 Smite +2d6 Anarchic +2d6 Holy +1d6 Fire +4d6 Dread +4d6 Banestrike plus 19d6 Sneak Attack, Death Attack (DC 51 Fort Save or die and be immolated), DC 74 Fort Save or be stunned for 1d10 rounds, 15-20/x2 +10d6 Fire + DC 27 Fort save or Disintegrate, counts as Silver and Adamantine)
Mêlée Spell +83 touch (+)
Ranged Spell +83 touch
Base Atk +46; Grp +82
Atk Options Dagger of Finite Pain, Power Attack, Spells
Special Actions Alter Reality (As Greater Deity), Death Attack (DC 51), Divine Aura (18 miles, DC 59), Fateful Stride (CL 5th), Fear gaze (DC 45), Turn Undead (As 34th level Cleric, 28/day), Sacred Flame, Smite (+4 to hit, +8 Damage 18/day), sneak attack +17d6 (+19d6 with Deadly Precision), Spells, Turn Water Creatures (As 28th level Cleric, 28/day), Unholy Immolation
Combat Gear Dagger of Finite Pain
________________________________________ _____________________

Cleric Spells Per Day (Domains: Celerity, Destruction, Fire, Luck, Magic, Trickery, CL 47th, +24 on CL checks, Chaos spells cast at +1 CL Save DC = 43 + Spell Level)
Epic (5/day)
25th (2/day)
24th (2/day)
23rd (2/day)
22nd (2/day)
21st (3/day)
20th (3/day)
19th (3/day)
18th (3/day)
17th (4/day)
16th (4/day)
15th (4/day)
14th (4/day)
13th (5/day)
12th (5/day)
11th (5/day)
10th (5/day)
9th (10+1/day)
8th (10+1/day)
7th (11+1/day)
6th (11+1/day)
5th (12+1/day)
4th (12+1/day)
3rd (13+1/day)
2nd (13+1/day)
1st (13+1/day)
0th (6/day)

Gloom Spell-like Abilities(CL 20th)
At will—Shadow Walk (DC 42)
3/day—True Strike

Divine Spell-like Abilities(CL 71st)
At will - Any Valid Domain Spell (DC 43 + Spell Level)
At will - Greater Teleport (Self + 1800 lbs of objects, CL 20th)
At will – Greater Planeshift (Self + 1800 lbs of objects, CL 20th)
________________________________________ _____________________

Divine Rank 18
Abilities Str 82 , Dex 82, Con 82, Int 72, Wis 72, Cha 72
SQ Aura (Chaotic), Blindsight 60 ft., Divine Reach (60ft), Energy Resistance 25 (Acid and Sonic), Immortality, Monster of Legend Immunities, low-light vision, opportunist, Poison Use, Quiescence, Spell-Like Abilities, Spell Power x3, Zealous Heart, SR 92, DR 10/Epic, 20/Magic and Wood
Feats Combat Expertise, Improved Initiative, Improved Critical (Kukri), Improved Disarm, Iron Will, Exotic Weapon Proficiency (Kukri), Power Attack, Practiced Spellcaster, Psionic Hole, Quicken Spell, Self Sufficient(b), Silent Spell(b), Spell Focus (All Schools)(b), (Greater) Spell Penetration, Weapon Focus (Kukri)
Epic Feats Armed Deflection, Epic Weapon Focus (Kukri), Epic Spellcasting, Epic Spell Penetration, Exceptional Deflection, Improved Combat Casting(b), Infinite Deflection
Monster of Legend Salient Abilities Immunities (Cold, Fire, Electricity), Regeneration 10/Wood or Sonic, Spellcasting (Cleric), Virtual Class Features (Paladin of Freedom, Divine Grace, Lay on Hands (930 Healing)), Virtual Class Features (Urban Ranger, Favoured Enemy (Construct +4, Magical Beast +4, Outsider (Evil) +4, Outsider (Good), +4, Outsider (Lawful) +12, Undead +4, Vermin +4), Hide in Plain Sight)
Salient Divine Abilities Automatic Metamagic (Silent Spell), Automatic Metamagic (Quicken Spell), Banestrike (Lawful Outsiders), Battlesense, (Mass) Divine Blast (34/day, 49d12 damage), Divine Celerity, Divine Dodge (68% miss chance), Divine Fast Healing, Divine Shield (180HP, 39/day), Divine Skill Focus (Hide), Divine Skill Focus (Move Silently), Divine Spellcasting, Divine Weapon Focus (Kukri), Free Move, Increased Damage Reduction, Instant Counterspell, Irresistible Blows (Kukri), Power of Luck (±18 Luck bonus/penalty, 18/day), See Magic, Supreme Initiative, Supreme Damage Reduction
Skills Appraise* +49(+55 for weapons), Bluff +105 (+117 against Lawful Outsiders, +109 against other favoured enemies), Balance +146, Climb +140 (+146 Involving Ropes), Concentration +110, Craft (Weaponsmithing) +105, Diplomacy +115, Disguise +69 (+75 to act in character), Escape Artist +105 (+111 Involving Ropes), Heal +107, Hide +168, Intimidate +111, Knowledge (Arcana, History, Religion, The Planes) +105, Jump +184, Listen +105 (+117 against Lawful Outsiders, +109 against other favoured enemies), Move Silently +188 Open Lock +110, Search +105, Sense Motive* +77 (+89 against Lawful Outsiders, +81 against other favoured enemies), Sleight of Hand +116, Spellcraft +111, Spot +105(+117 against Lawful Outsiders, +109 against other favoured enemies), Survival +107 (+118 against Lawful Outsiders, +109 against other favoured enemies, +113 when on other planes or following tracks), Swim +110, Tumble +146, Use Rope +110 (+116 involving bindings) (an asterisk denotes a cross-class skill)
Possessions Dagger of Finite Pain +10 Vorpal Holy Anarchic Silver Kukri of Lawful Outsider Dread and Deadly Precision (15,680,328 gp), Made from solid silver. Rod of Excellent Magic (640,000gp) x8 (expended), Mantle of Great Stealth (242,000gp), Boots of the Traceur (+30 bonus to Balance, Climb, Jump and Tumble checks) (540,000 gp), Belt of Magnificence +12, +12 Enhancement Bonus to all ability Scores (19,440,000 gp). Spool of Endless Rope (2000gp), 1 pair of +5 Adamantine Ring Gate Heavy Shields of Reflection (296,040 gp) 49,200,348 gp spent.

Epic Spells Known

Awesome Esoteric Aegis
Abjuration
Spellcraft DC: 121
Components: S
Casting Time: 10 minutes
Range: Personal
Effect: 10-ft. radius emanation
Duration: 1 week
Saving Throw: None
Spell Resistance: No
To Develop: 1,089,000 gp, 22 days, 43,560 XP. Seeds:
ward (DC 14), transform (DC 21). Factors: gain +31
bonus on DC to avoid being dispelled (ad hoc +62),
make spell effect tenacious (as per the feat) (ad hoc +10),
end dispel checks that fail to dispel this spell automati-
cally (ad hoc +4), ward against mage’s disjunction (+16), increase duration to 7 days (+12), no verbal component +(2).
Mitigating factors: change range from touch to personal
(-2) Increase casting time to 10 minutes (-18)

The caster calls upon the very fabric of magic to fash-
ion a ward to protect his own working of the Word from
those that would tear it down. A shimmering, dusky
globe surrounds the caster, intercepting any attempts to
end his spells by means of dispel magic, or similar spells
and epic spells, and providing a +31 bonus on the DC
against which the dispel attempt must succeed. Any dis-
pel attempt which succeeds can then proceed as normal,
but esoteric aegis works as if under the effects of the
Tenacious Magic feat, and thus cannot be dispelled, only
suppressed for 1d4 rounds. Dispel attempts that fail are
not entitled to checks against lesser spells within the area
of effect (this differs from the usual procedure of area
dispel magic attempts). Furthermore, mage’s disjunction
is warded against in its entirety.

Winsome Esoteric Aegis
Abjuration
Spellcraft DC: 121
Components: S
Casting Time: 10 minutes
Range: Personal
Effect: 20-ft. radius emanation
Duration: 1 week
Saving Throw: None
Spell Resistance: No
To Develop: 1,089,000 gp, 22 days, 43,560 XP Seeds:
ward (DC 14), transform (DC 21). Factors: gain +29
bonus on DC to avoid being dispelled (ad hoc +58),
make spell effect tenacious (as per the feat) (ad hoc +10),
end dispel checks that fail to dispel this spell automati-
cally (ad hoc +4), ward against mage’s disjunction (+16), increase duration to 7 days (+12), increase area to 20-ft radius emanation (+4) no verbal component +(2).
Mitigating factors: change range from touch to personal
(-2) Increase casting time to 10 minutes (-18)

The caster calls upon the very fabric of magic to fash-
ion a ward to protect his own working of the Word from
those that would tear it down. A shimmering, dusky
globe surrounds the caster, intercepting any attempts to
end his spells by means of dispel magic, or similar spells
and epic spells, and providing a +29 bonus on the DC
against which the dispel attempt must succeed. Any dis-
pel attempt which succeeds can then proceed as normal,
but esoteric aegis works as if under the effects of the
Tenacious Magic feat, and thus cannot be dispelled, only
suppressed for 1d4 rounds. Dispel attempts that fail are
not entitled to checks against lesser spells within the area
of effect (this differs from the usual procedure of area
dispel magic attempts). Furthermore, mage’s disjunction
is warded against in its entirety.

Godly Esoteric Aegis
Abjuration
Spellcraft DC: 121
Components: S
Casting Time: 10 minutes
Range: Personal
Effect: 30-ft. radius emanation
Duration: 1 week
Saving Throw: None
Spell Resistance: No
To Develop: 1,089,000 gp, 22 days, 43,560 XP. Seeds:
ward (DC 14), transform (DC 21). Factors: gain +27
bonus on DC to avoid being dispelled (ad hoc +54),
make spell effect tenacious (as per the feat) (ad hoc +10),
end dispel checks that fail to dispel this spell automati-
cally (ad hoc +4), ward against mage’s disjunction (+16), increase duration to 7 days (+12), increase area to 30-ft radius emanation (+8), no verbal component +(2).
Mitigating factors: change range from touch to personal
(-2) Increase casting time to 10 minutes (-18)

The caster calls upon the very fabric of magic to fash-
ion a ward to protect his own working of the Word from
those that would tear it down. A shimmering, dusky
globe surrounds the caster, intercepting any attempts to
end his spells by means of dispel magic, or similar spells
and epic spells, and providing a +27 bonus on the DC
against which the dispel attempt must succeed. Any dis-
pel attempt which succeeds can then proceed as normal,
but esoteric aegis works as if under the effects of the
Tenacious Magic feat, and thus cannot be dispelled, only
suppressed for 1d4 rounds. Dispel attempts that fail are
not entitled to checks against lesser spells within the area
of effect (this differs from the usual procedure of area
dispel magic attempts). Furthermore, mage’s disjunction
is warded against in its entirety.

Desu Esoteric Aegis
Abjuration
Spellcraft DC: 121
Components: S
Casting Time: 10 minutes
Range: Personal
Effect: 40-ft. radius emanation
Duration: 1 week
Saving Throw: None
Spell Resistance: No
To Develop: 1,082,000 gp, 22 days, 43,560 XP. Seeds:
ward (DC 14), transform (DC 21). Factors: gain +25
bonus on DC to avoid being dispelled (ad hoc +50),
make spell effect tenacious (as per the feat) (ad hoc +10),
end dispel checks that fail to dispel this spell automati-
cally (ad hoc +4), ward against mage’s disjunction (+16), increase duration to 7 days (+12), increase area to 40-ft radius emanation (+12), no verbal component +(2).
Mitigating factors: change range from touch to personal
(-2) Increase casting time to 10 minutes (–18)

The caster calls upon the very fabric of magic to fash-
ion a ward to protect his own working of the Word from
those that would tear it down. A shimmering, dusky
globe surrounds the caster, intercepting any attempts to
end his spells by means of dispel magic, or similar spells
and epic spells, and providing a +25 bonus on the DC
against which the dispel attempt must succeed. Any dis-
pel attempt which succeeds can then proceed as normal,
but esoteric aegis works as if under the effects of the
Tenacious Magic feat, and thus cannot be dispelled, only
suppressed for 1d4 rounds. Dispel attempts that fail are
not entitled to checks against lesser spells within the area
of effect (this differs from the usual procedure of area
dispel magic attempts). Furthermore, mage’s disjunction
is warded against in its entirety.

All-seeing Absence of Eye
Divination
Spellcraft DC: 115
Components: S
Casting Time: 1 standard action
Range: 3360 ft
Duration: 6 hours
Saving Throw: None
Spell Resistance: No
To Develop: 1,035,000 gp, 21 days, 41,400 XP. Seeds:
Reveal (DC 25) Factors: no verbal component (+2), increase range to 3360ft (+54), increase duration to 6 hours (+34)

This Epic Spell provides the caster with the ability to see through magical deception. The caster can see through normal and magical darkness, notice secret doors hidden by magic, see the exact locations of creatures or objects under blur or displacement effects, see invisible creatures or objects normally, see through illusions, see onto the Ethereal Plane (but not into extradimensional spaces), and see the true form of polymorphed, changed, or transmuted things. The range of such sight is 3360 feet.

Stealth and Cloak
Illusion (Glamer)
Spellcraft DC: 79
Components: S
Casting Time: 10 minutes
Range: Personal
Duration: 16 hours, 40 minutes
Saving Throw: None (Harmless, object)
Spell Resistance: No or Yes (Harmless, object)
To Develop: 711,000 gp, 15 days, 28,440 XP. Seeds:
Conceal (DC 17), Factors: Independent of subject’s actions (+4), block divination (+6), Increase duration to 16 hours, 40 minutes (+8), Gain a +30 on opposed caster level checks to avoid divination (ad hoc +60) no verbal component +(2) mitigating factors: Increase casting time to 10 minutes (-18)

This spell conceals the caster from sight, even from darkvision. If the subject is a creature carrying gear, the gear vanishes too, rendering the creature invisible, and lasts regardless of the actions of the subject, This spell also blocks divination spells, spell-like effects, and epic spells developed using the reveal seed. In all cases where divination magic of any level, including epic level, is employed against the subject of a spell using the conceal seed for this purpose, an opposed caster level check determines which spell works, for which the caster of this spell gains a +30 bonus to his effective caster level.

Epic Consecrated Stealth Planar Bubble
Abjuration
Spellcraft DC: 76
Components: S, M
Casting Time: 10 minutes
Range: Personal
Duration: 60 minutes/level
Effect: 60-ft radius emanation centred on caster
Saving Throw: Will negates (Harmless)
Spell Resistance: No
To Develop: 684,000 gp, 14 days, 27,360 XP. Seeds: Planar Bubble (DC 26), Consecrate (DC 16), Magic Aura (DC 14) Factors: Increase duration to 60 minutes/level (+10), increase area to 60-ft radius emanation (+20), make tenacious as the feat (ad hoc +10) no verbal component (+2), ward against Mage’s Disjunction (ad hoc +16) Mitigating Factors: Change from Touch to personal (-2), increase casting time to 1 minute (-18) increase casting time to 10 minutes (-18)

This spell mimics the Planar Bubble spell as found in the Spell Compendium, but with an increased duration and area of effect, but as personal range spell, a tenacious spell, and warded against Mage’s Disjunction. The subject also radiates a permanent Consecrate effect over the area for the duration of the spell, and masks the magic auras of spells and magic items within the area, so they appear as nonmagical.

Surpasswall
Transmutation
Spellcraft DC: 120
Components: S, M
Casting Time: 1 standard action
Range: Touch
Duration: 1 hour/level
Effect: 5 ft circular opening, 1800 ft deep
Saving Throw: No (Will disbelief on the Delude component if interacted with)
Spell Resistance: No
To Develop: 1,080,000 gp, 22 days, 43,200 XP. Seeds: Passwall (DC 22), Delude (DC 14), Factors: no verbal component (+2), Remove limitations on material to be affected (ad hoc +10), make area appear other than what it is (+4), block divination (ad hoc +6), add tactile component (+2), add thermal component (+2), add audible component (+2), add taste component (+2), add olfactory component (+2), change area to bolt (5ft by 300 ft) (+2) increase depth of passage to 1800 ft (+20), increase Will save DC for disbelief by +7 (+14), gain a +8 on opposed caster level checks to defeat divination magic (+16)

This spell mimics the Passwall spell, but is capable of making passages through any material, regardless of hardness, and generates 1800 feet deep cylindrical passages. In addition, the passage is disguised to all but the caster and those he informs of the passage’s existence, appearing as if the spell has never been cast, even to those who examine the opening(s) through very unorthodox means. A successful Will save will reveal the passage if directly interacted with, although the DC for this save is 7 higher than normal. Attempting to locate such passages or defeat the illusion by magical means, including Epic Spells developed with the Reveal seed fails, unless the caster first succeeds on an opposed Caster Level check, on which the caster of this spell gains a +8 bonus.
________________________________________ _____________________

Fear Gaze (Su):
Viewing nameless’s face inspires terror. Creatures that meet the gloom’s gaze must succeed at a Will save (DC 45) or suffer the effects of a fear spell as cast by a 20th-level caster. The DC is Charisma-based.
Opportunist (Ex)
This ability functions like the rogue class feature of the same name.
Sneak Attack (Ex)
nameless is able to sneak attack as a 27th-level rogue, dealing 14d6 extra damage.
Quiescence (Su)
nameless is constantly silent, as per the silence spell, although the area does not extend beyond the creature itself. This quality gives it a +20 racial bonus on Move Silently checks (it is still possible for it to create noise, such as by bumping into something that scrapes on the floor or by sounding a chime). nameless can lower this effect at will.
________________________________________ ________________________________________ ________________

May take 10 on any check, doesn’t automatically fail checks on a roll of 1.

Automatic Actions Spellcraft, Survival, Move Silently; 30 DC; 20 swift actions/round

Create Magic Items no gp limit; may create artefacts; nonmagical items last for 18 days ________________________________________ ________________________________________ ________________

Eradication (Di)
You can almost always find a weak point to attack.
Prerequisite Divine Rank 11, Str 29+, Base Attack Bonus +25
Benefit You have a 75% chance of overcoming immunity to critical hits and sneak attacks.

________________________________________ _____________________
Witch

05-21-07, 09:36 AM
Seems okay, yes.
goro

05-21-07, 12:35 PM
I need to know if these are ok.

Divine Dragon (SDA)
Prerequisite: Dragon, 45+HD,
Your draconic abilities far surpass those of mortal dragons. You may use your breath weapon each round you are able (Normally you must wait 1d4 rounds). Double the range of your senses (Including blindsense). Your natural SLAs increase one step in usage(3/day becomes at will, and 1/day becomes 3/day). Increase the save DCs for your breath weapon(s) by +4. Your natural weapons increase one damage die step. Your Flying maneuverability increases one step.

Aggressive Dragon (SDA)
Your ability to attack is frightening. You gain the benefit of; Hover, Wingover, Fly-By Attack, Adroit Fly-By Attack, Improved Maneuverability, Snatch, Improved Snatch, Snatch & Swallow, and Imcrease the damage dealt by one dice step for all natural weapons the dragon possess(Bite , Claw, Wing, and Tail, etc.).

Divine Metamagic Mastery (SDA)
Your abilities in altering magic is unparalelled.
You possess all non-epic metamagic feats.


Do automatic metamagic feats, from SDAs, do they get applied to epic spells too?
Venenum

05-21-07, 03:10 PM
Divine Regeneration
Pre-req's: Con 45, Divine Fast Healing
Effects: You gain Rejeneration x, two substances must be able to penetrate your regeneration, (nows where i dont know what limits to put)
Special: THis can be taken more than once and the effects stack, the third time eliminates a penetrator, and the fitth does as well.

Sorry for the poor wording i just thought of it now, and need some ideas, from anyone, not just witch.
Squirrelloid

05-21-07, 07:55 PM
So, I'm a big fan of having gear be cosmetically customizeable to a large degree. At which point something becomes readily apparent about the D+D magic item system: there are a finite number of body slots on a person. To whit:

Hat/Headband/etc...
Goggles/Eyes
Amulet
Shirt*/Robe/Armor
Vest/Vestment
Cloak
Belt
Bracers/Bracelets
Gloves
Ring
Ring
Boots

That's 12 item slots. The only thing to possibly prevent one from just deciding "anyone can use 12 slotted items" is 3.5 introduced the silly (imo) rule of slot affinities for particular abilities. Its especially silly because certain slots (ie, Rings) have none, and others have fairly similar affinities (Vest vs Cloak, for example), or the lines blur between certain categories (i can't see any reason not to allow a headband of charisma or wisdom, for instance, at normal market price).

I suppose the other problem would be overloading a given slot, but the worst abuse I can possibly see from allowing this would be someone playing the Mandarin (Marvel Iron Man villain) with 10 magic rings... whatever...? Its not like Craft Wondrous doesn't already allow one to make most of the slotted items they'll ever need - at which point the argument that overloading a given slot lets you use only one crafting feat to make most of your items becomes moot. (Who would really care if someone wanted to use Craft Ring instead - since it requires a CL 7 higher - so long as the total slots remained constant.) The Mandarin, as a concept, seems perfectly reasonable as a fantasy character.

Anyway, I was wondering what your feelings were on just saying 'you have 12 slots - no two items may occupy identical locations but otherwise feel free to have those 12 slots occupied by items as you see fit'. Whereby identical locations i mean physically in the same place. (One glove right on top of another, for instance). However, something like an earring instead of a ring or bracelet, or other similar substitution, seems perfectly reasonable. I'd even be fine with saying that "2 of these slots use the Forge Ring feat and the remainder use Craft Wondrous (or Craft Arms and Armor for armor) as appropriate.

Remember, the total slots are the same, so the character will end up with just as much magical oomph afterwards for the same cost. Its mostly a matter of cosmetics. It also makes 'item slot locations' for various body types less of a concern - there are just 12 of them, wherever they happen to fit. (Obviously non-standard gear needs to be crafted and cannot just be purchased).

*While the SRD lists "shirt" with "vest" for item slots, most "shirt" items are specifically said to occupy the same slot as armor. For example, I'm thinking the Magic of Incarnum shirt-item. (There aren't exactly many shirt items).
Nilbog

05-21-07, 10:41 PM
Is this competition closed? If not, I might give it a try.
Diplominator

05-21-07, 10:45 PM
Is this competition closed? If not, I might give it a try.

Nope, but there's a bit of a waiting list. And a couple of the people, including the current guy, look like they've got a good shot at winning.
goro

05-21-07, 10:49 PM
Can we use the multiheaded creature template from savage species?
Buugipopuu

05-22-07, 05:14 AM
Anyway, I was wondering what your feelings were on just saying 'you have 12 slots - no two items may occupy identical locations but otherwise feel free to have those 12 slots occupied by items as you see fit'. Whereby identical locations i mean physically in the same place. (One glove right on top of another, for instance). However, something like an earring instead of a ring or bracelet, or other similar substitution, seems perfectly reasonable. I'd even be fine with saying that "2 of these slots use the Forge Ring feat and the remainder use Craft Wondrous (or Craft Arms and Armor for armor) as appropriate.


While I don't speak for Witch, Additional Magic Item Space exists for a reason. If you want more magic items, I suggest you take it. The above request looks suspiciously like "I want free Epic Feats.".
Squirrelloid

05-22-07, 09:30 AM
While I don't speak for Witch, Additional Magic Item Space exists for a reason. If you want more magic items, I suggest you take it. The above request looks suspiciously like "I want free Epic Feats.".

Its the same number of item slots (12). No more, no less. I just want artistic/aesthetic control without sacrificing mechanical benefit.
goro

05-22-07, 01:42 PM
Multi Damage Mastery:
Through intense training and meditation you have learned to master the energy within you to devastting effect. You gain Ki Strike: Adamantite,
Arcane Strike, Improved Ki Strike, Penetrate Damage Reduction: Earth (As any type of stone or metal), your natural weapons increase in damage by one die step.
Venenum

05-22-07, 03:05 PM
Witch put me up for the running, character is built i just need to type him in and get the okay for a few more things.

Ill post them later but thanks.
Venenum

05-22-07, 03:45 PM
Here you go witch, what do you think?

Metal Mastery (Di)
The deity has mastery over all metal.
Prerequisites: Metal domain, Divine Earth Mastery.
Benefit: The deity gains a competence bonus on attack rolls, damage, and Armor Class equal to her divine rank if both she and her foe are touching metal or crystal of any sort. The deity gains a burrow speed commensurate with her size, as well as the ability to glide through any earthen material including stone, metal or crystal, as easily as a fish swims through water. This burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of her presence.
Her tremorsense, extends to 20 feet per divine rank. Additionally she can pinpoint the location of any metallic, earthen or crystalline object within 10 feet per divine rank. The deity’s control of the earth is increased. Instead of just one object per round the deity can affect up to half her divine ranks per round.
Suggested Portfolio Elements: Earth, Metal.
goro

05-22-07, 05:12 PM
I'm done with my rust dragon, just need ok on some of his sda's.

I'm also trying to build a character that is using the vow of poverty. I need to find the link for it, but I want to use the epic vow of poverty, too.
Witch

05-22-07, 06:55 PM
Minotuar- 4HD -4 int, -2 cha, powerful charge, natural cunning, skill bonuses.

Rhinocerous- 8hd, +16 str, +10 con, powerful charge, +7 nat armor

So by combining them we get 12d8 for HD, +16 str, +10 con, -4 int, -2 cha, powerful charge, natural cunning , minotuar skill bonuses, +7 Nat Armor.

Additionaly, It is a large creature with reach, the minotuars gore, powerful charge at 4d6 + 1.5 str mod, 30 foot speed.

Really not all that great but makes him a quadraped, which i want for flavor, and stats less so.

Hopefully you will let me use this...;)
Too much math I'd need to doublecheck - such was my idea of Tauric from the moment I read it. I'd rather not, as I've said earlier.

Automatic Metamagic SDA, can i switch it to Automatic Metabreath SDA?
Yes (if said metabreath has a metamagic equivalent).

More Questions:

Under possesions in gates of hell, it says deities, have a max weapon/armor limit, is that free or do we pay for it?
You pay, obviously.

Can I use REAVING STRIKE found here (http://community.dicefreaks.com/viewtopic.php?t=4507)?
Yes.

New general rule: when using a feat from a thread, link that feat in the write-up to that thread.

And does divine earth mastery make it so i can change the surface of dis from iron to something like sandstone, as well, are the replicated effects spell like or supernatural?
Thanks
I believe you can, yes. Said effects are supernatural.

Fog of Death
Conjuration (Creation) [Acid]
Spellcraft DC: 290
Components: V, S, M/DF
Casting Time: 11 minutes, 100 days
Range: Medium (100 ft. + 10 ft./level)
Effect: 200 ft. radius, 200 ft. height
Duration: Permanent
Saving Throw: No
Spell Resistance: No

+26(Seed: Acid Fog) +29(Seed: Destroy) +36(Increase area 900%, 200 ft. radius, 200 ft. high) +40(Increase Dispel check +20) *5(Permanent) Mitigating Factors: -20(Increase casting time 10 minutes) -200(Increase casting time 100 days)

Fog of Death creates a cloud of sonic force that inflicts 20d6 points of damage to anything caught within it, including items. Magical Items receive a Fortitude saving throw to resist the damage.
You're aware this doesn't move along with you, right?


Witch can i use the insectile and winged templates, for my proxie?
Yes to winged, no to insectile.

Also can i use the dragon breath feat in races of the dragon? It lets a half gragon use its breath weapon every d4 rounds.

Yes.

Divine Metamagic Mastery (SDA)
Your abilities in altering magic is unparalelled.
You possess all non-epic metamagic feats.

(If too powerful can switch to a definitive number, 12? I don't know how much of a boost an SDA should give feats, Epic feats, or special abilities. Can I take a cosmic ability? But I thought some of those are supposed to be more powerful than SDAs. )
Use a specific number; say, 10.


Divine Dragon (SDA)
Prerequisite: Dragon, 45+HD,
Your draconic abilities far surpass those of mortal dragons. You may use your breath weapon each round you are able (Normally you must wait 1d4 rounds). Double the range of your senses (Including blindsense). Your natural SLAs increase one step in usage(3/day becomes at will, and 1/day becomes 3/day). Increase the save DCs for your breath weapon(s) by +4. Your natural weapons increase one damage die step. Your Flying maneuverability increases one step.
Too much granted in one SDA. Remove the save DC for breath weapon. Remove either the doubling range of senses or the increase in SLAs.


Aggressive Dragon (SDA)
Your ability to attack is frightening. You gain the benefit of; Hover, Wingover, Fly-By Attack, Adroit Fly-By Attack, Improved Maneuverability, Snatch, Improved Snatch, Snatch & Swallow, and Improved Natural Attack for all natural weapons the dragon possess(Bite , Claw, Wing, and Tail.).
Granted.


I know the wealth restriction is in place but do we really need to pay for all material gear (as in the base axe or ect.) if we have divine creation, divine earth mastery, or create object, couldn't we just create it from thin air?
They're counted in your wealth if you bring them. If you make them on the spot, they're not.
Witch

05-22-07, 07:12 PM
Question for Witch: if a character has a spellcasting stat higher than 60 because of enhancement or other bonuses, does Divine Spellcasting grant even higher level slots? Or does it cap out at 24th?
It caps, for simplicity.


The Bag of What-The-Hell

This bag at first glance appears to be an ordinary bag. Upon closer inspection it appears to be an ordinary bag of holding. Upon watching the bags possessor place multiple huge sized objects(or creatures) inside, you begin to understand exactly how powerful this artifact is. Within the bag is an extradimensional mansion(mage's magnificent mansion).
Upon entering the bag you arrive in the hallway of the mansion, vaulted ceilings approximately 75 ft. high, and 100 feet wide. The hall is lit by small globes of faerie fire every 10 ft. About 100 ft. down the hallway you arrive at what appears to be a massive cavern, 100 ft. radius, in width and height. Strewn accross the ground is a pile of treasures, the dragons hoard(A portion of it, only about 10 million worth of gold, silverm and gems). At the rear of the cavern you see a......

I need to create something that would allow me to planeshift or gate to another plane while within a plane that doesn't allow planar travel.
That doesn't allow that, though. Either it uses the astral to get there, or the astral isn't on that demiplane. Infact, demiplanes are always on the ethereal, and likely unusable where you can't connect to the ethereal.

The Lord of Corrosion SDA
As the supreme overlord of his own plane of existence, the subject , may planeshift himself to his home sanctuary from anywhere in the planescape. Should this ability attempt to be used in or on a plane that is restricted, cut off from the planar portals, the subject will be unable to reconstitute himself on his home plane for a year and a day.
Using this ability requires 10 minutes of concentration.
Doesn't make sense. You can kill yourself, ofcourse. That might work in a similar fashion, but with longer revival time.


Divine Regeneration
Pre-req's: Con 45, Divine Fast Healing
Effects: You gain Rejeneration x, two substances must be able to penetrate your regeneration, (nows where i dont know what limits to put)
Special: THis can be taken more than once and the effects stack, the third time eliminates a penetrator, and the fitth does as well.

Sorry for the poor wording i just thought of it now, and need some ideas, from anyone, not just witch.
It's fine, but it cannot be stacked the way you say. Also, make it a substance and an alignment as the two things that can overcome it. They need to be common, as well (i.e., not "uranium").

Can we use the multiheaded creature template from savage species?
Nope.

Its the same number of item slots (12). No more, no less. I just want artistic/aesthetic control without sacrificing mechanical benefit.
The thing is, that also makes less sense. A strength enhancing item does not make a lot of sense on your head slot, for instance. That's why the +50% price was added. Sorry, but I'm going to deny that request.

Multi Damage Mastery:
Through intense training and meditation you have learned to master the energy within you to devastting effect. You gain Ki Strike: Adamantite,
Arcane Strike, Improved Ki Strike, Penetrate Damage Reduction: Earth (As any type of stone or metal), your natural weapons increase in damage by one die step.
I do not understand the coherence of some of these things.

Here you go witch, what do you think?

Metal Mastery (Di)
The deity has mastery over all metal.
Prerequisites: Metal domain, Divine Earth Mastery.
Benefit: The deity gains a competence bonus on attack rolls, damage, and Armor Class equal to her divine rank if both she and her foe are touching metal or crystal of any sort. The deity gains a burrow speed commensurate with her size, as well as the ability to glide through any earthen material including stone, metal or crystal, as easily as a fish swims through water. This burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of her presence.
Her tremorsense, extends to 20 feet per divine rank. Additionally she can pinpoint the location of any metallic, earthen or crystalline object within 10 feet per divine rank. The deity’s control of the earth is increased. Instead of just one object per round the deity can affect up to half her divine ranks per round.
Suggested Portfolio Elements: Earth, Metal.
Gliding through metal does not make a lot of sense, you think? I'll ponder it for a while, but don't expect too much. You also seem to have increased the SDA's power for no apparent reason.
Witch

05-22-07, 07:21 PM
When using the cover identity or improved cover identity class features, no mortal effect can discern her true nature. Terfel is treated as having the alignment of her cover identity for all effects depending on alignment. For example, if disguised as a devil, Terfel would not be affected by Dictum, but would be affected by Word of Chaos. If magic is used in her disguise, it is not detected by detect magic or similar effects or penetrated by true seeing (though dispel effects can still defeat it). Effects which read her thoughts appear to find appropriate thoughts for her cover identity. If disguised as a creature of the plane, she effectively does not gain the [extraplanar] subtype. Furthermore, in a cover identity, Terfel's aura of corruption is suppressed. Finally, if the cover identity is of good alignment, Terfel can enter hallowed ground without unhallowing it or alerting the deity, though she must make a rank check or suffer negative levels as normal.
This does not provide any additional protection against mundane methods of investigation, including Spot checks to penetrate her disguise or Sense Motive to uncover lies or her true abilities.
The abilities of divine and cosmic entities can penetrate her cover if the entity beats her in a rank check. If they succeed, she receives the worst possible effect of her true alignment or her cover alignment. For example, if she were disguised as a devil, she would suffer fully from both Dictum and Word of Chaos if the attacker made a rank check.
This is an Abyssal Blessing.
Approved. It's something I've toyed with myself, actually, though for entirely different purposes (and it was a devil :)).

All effects which seal doors, portals, chests and similar objects can be overcome by Terfel with a successful Open Lock check. Arcane lock and similar magical seals can be bypassed by making an Open Lock check with a DC equal to 20 + the CL of the effect. Magically created effects which normally only open for the caster, such as the entrance to a magnificent mansion, can be entered with a check of DC 30 + CL. A mundane effect which would normally render a door impossible to open, such as a jammed lock or a bar on the opposite side, can be opened by increasing the check DC by 20 (for situations which would not require a check except for the blocking circumstance, like a lifting a bar on the opposite side or opening a jammed lock with the right key, the DC is 20).
Additionally, Terfel can use an Open Lock check instead of a Strength check to break through a barrier or an Escape Artist Check to squeeze through a limited space or wall of force.
This is an Abyssal Blessing.
I disagree on the opening of doors which have something blocking it on the other side. I think this should be removed from the ability. Otherwise, it is fine.
Venenum

05-22-07, 07:40 PM
It's fine, but it cannot be stacked the way you say. Also, make it a substance and an alignment as the two things that can overcome it. They need to be common, as well (i.e., not "uranium").



Gliding through metal does not make a lot of sense, you think? I'll ponder it for a while, but don't expect too much. You also seem to have increased the SDA's power for no apparent reason.


A) I was going to use the two substances, like in the monster of legend or god DR. And what should i make x be?

B)Notice how it requires, divine earth mastery and another domain. If you want i can lower the affected objects, to say 1/4 divine ranks. Oh to gliding thru metal not making sense neither does swimming thru stone.
Venenum

05-22-07, 07:44 PM
Metal Mastery (Di)
The deity has mastery over all metal.
Prerequisites: Metal domain, Divine Earth Mastery.
Benefit: The deity gains a competence bonus on attack rolls, damage, and Armor Class equal to her divine rank if both she and her foe are touching metal of any sort. The deity gains a burrow speed commensurate with her size, as well as the ability to glide through any earthen material including stone, metal, as easily as a fish swims through water. This burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of her presence.
Her tremorsense, extends to 20 feet per divine rank. The deity’s control of the earth is increased. Instead of just one object per round the deity can affect up to 1/4 her divine ranks per round.
Suggested Portfolio Elements: Earth, Metal.


There i mades some changes, if you want i can change it to supreme earth mastery, or something
goro

05-22-07, 08:27 PM
May we use the epic vow of poverty progression from here (http://boards1.wizards.com/showthread.php?t=554563)?
blade_runner

05-22-07, 09:56 PM
I must say, this seems awesome, I love the roleplaying aspect of the combats.

I wish I was more experienced at this game (Which is to say, if I had any clue whatsoever how epic/divine rules work), I just might have a try at it as a divine Warforged god of machines (Would that be allowed?).

P.S. Oh, I would not be made of iron. I may be inexperienced, but I'm not stupid.
goro

05-22-07, 10:45 PM
Divine Breath Weapon Mastery:
Prerequisite: Breath Weapon,
The power of your breath weapon is greater than the most powerful of dragons. You may use your breath weapons each round if you are able to(normally you must wait 1d4 rounds). The size of the line or the cone of your breath weapons are increased to what a dragon two sizes larger could produce(max colossal plus). The save DC against your breath weapons is increased by +6. Increase damage die one step; d6 to d8, d8 to d10, d10 to d12 max.

Divine Weapon Enhancement
Select any number of weapon enhancements with a total bonus no greater than your DVR. Any weapon you wield is considered to possess these bonuses stack with whatever bonuses the weapon already possesses. The level of the bonuses does not stack.
(Example; if you choose speed(+3) and wounding(+2) as bonuses and apply them to a +5 Icy Burst Vorpal sword(Total +12) the bonus total does not increase.
fnord

05-22-07, 10:53 PM
All effects which seal doors, portals, chests and similar objects can be overcome by Terfel with a successful Open Lock check. Arcane lock and similar magical seals can be bypassed by making an Open Lock check with a DC equal to 20 + the CL of the effect. Magically created effects which normally only open for the caster, such as the entrance to a magnificent mansion, can be entered with a check of DC 30 + CL.
Additionally, Terfel can use an Open Lock check instead of other attribute or skill checks to break through or pass through barriers or open chests or similar devices. This includes Strength checks to break down doors or walls or break open chests (but not to break other objects) and Escape Artist checks to pass through confined spaces or walls of force (but not to escape bonds). In certain circumstances, other skills or attributes could be replaced, such as an Intelligence check to solve a puzzle lock, or a Knowledge (arcana) check to guess a password to open a portal.
This is an Abyssal Blessing.
Fixed, I think. Now it simply lets her use Open Lock instead of other skills or attributes.
Mysteris

05-23-07, 02:48 AM
Finally, the completely revised Mirienemi v.2.0 is done and ready for review! :)

Appearance (true form): Mirienemi (Meer-e-en-ah-me) appears as the translucent image of a slender and well-curved nymph female in the bloom of youth, standing 5'4" tall, though she often varies her appearance and height. A shimmering curtain of coppery red hair sprinkled with glittering stars frames a pale, delicate, heart-shaped face. She has very large, tiptilted eyes that are ever-shifting in color and convey an impression of unfathomable timelessness quite at odds with her usual quirky grins or gentle smiles. When not arrayed for battle she is usually either nude or in wispy garments of mist and shimmering light that only barely conceal her femininity.

Personality: Mirienemi is a kind and wise soul with the playful spirit of a innocent child. Benevolent and sweet-natured, Mirienemi has long tended to the needs of those weaker than herself. She can be mercurial and flighty, and she has a mischievous streak a mile wide. She uses her powers over time and fate to foretell the destinies of others, and often she'll meddle in those destinies if she thinks she can improve their lot. She applies this same principle to civilizations as well, and actively works to shake up stagnant and hidebound societies. She means well, but her wandering attention and lack of true understanding about mortal consequences means that sometimes things spiral out of control in unintended ways. She's a big proponent of personal freedom for all and the sight of injustice and tyranny can easily bring about her wrath. Woe be to evil-doers in range when she's on the warpath. She's a believer in karmic retribution for wicked deeds, and she has no problem being karma's agent when need be.

History: Mirienemi is ancient almost beyond measure. One of the first goddesses, she began her existence as a nymph in the time before the dawning of the Mortal Coil. Originally she was of the Seelie Court, and can remember the exile of the Lost Dreamers as well as the great battle between the Seelie Queen Gloriana and the creature called the Unborn. When the battle ended and the Fey began spreading out to the new-made mortal worlds, Mirienemi found herself on a pristine and lovely world. The mortals of that world revered the beautiful nature spirit, who tended their wounds and yet never seemed to age. Generations passed, and as the nymph played her days away with her animal friends, a great civilization began to spring up outside the woods and lakes of her home. Mirienemi healed all who came to her without regard for gender, class, race, or creed, never noticing the veneration that came to be associated with her and the "sacred forest" in which she dwelled.

It came as a great shock to her on the day when the Queen of the Seelie Court visited her lakeside home. Before she could do much more than kneel and properly greet her, Miri found herself banished from Faerie. When she, stricken, asked why, she was told that she had transcended her natural place, having become a being not part of nature. Without realizing it, the worship of the many mortals of her adopted world had transformed her into one of the first true deities. Confused, the dismissed Miri traveled beyond her world, venturing into the Realities Beyond to try and process all that was happening.

Still nymph at heart, Mirienemi wandered the forming Outer Planes, witnessing the arrival of other deities and the rise of the devils, among other cosmic events. She found that she could not abide the physical or mental suffering of mortal beings or the stagnation the devils were bringing, and aligned herself with the powers of goodness. Her body no longer bound by her fey origins she became a transparent figure of wisdom and compassion; both oracle and divine avenger of injustice. In time she accepted her new divinity and established a realm of her own. She continues to forward the cause of life, but she sees herself as now being capable of acting against the causes of the evils that threaten life as well.

Portfolio: Time, Fate, Healing, Magic, Chaos, Freedom, Divine Retribution

Symbol: A nymph maiden dancing across a lake of rainbow waters, with a full moon in the starry night behind and above her.

Favored Weapon: Longbow.

Alignment of worshippers allowed: Chaotic Good, Neutral Good

Environment: Utopia's Embrace (Divine Realm), on Arvandor in the Olympian Glades of Arborea

Utopia's Embrace: This sylvan paradise lies in far northwestern Arvandor. The boundaries of this massive realm are marked by foothills carpeted in a profusion of wildflowers. Treants wander the borders, happy to guide passengers of good intent and thwart any dangerous intruders. The warm breezes of this land's sunny, eternal spring carry the scent of the honeybees and flowers. Copper dragons lair in the higher hills that border the massive basin of the Embrace proper, always up for a chat.

Utopia's Embrace, viewed from above, is a massive forested basin surrounding a miles-wide lake in the center. Smaller streams, lakes, and rivers feed this lake from springs in the hills. The lake itself is unusual, with water that ripples every color of the rainbow. One descends towards it across paths that the sentient forest opens. Awakened trees and animals (both magical and natural) can be found all over the area, keeping company with Eladrin, elves, and the spirits of Mirienemi's mortal worshippers. These petitioners live in treetop communities or in homes formed from a partnership with the living trees around them, which are of every type imaginable. Mirienemi does not allow the destruction of her sacred forest for housing or other purposes.

The very air ripples with life in Utopia's Embrace. Visitors will find their wounds healing faster and their cares eased by the forest. The closer one gets to the central lake, the greater this effect becomes. This is because the central lake, known as the Lady's Lake, has the major positive-dominant trait. Petitioners and guests are shielded from the effects by Mirienemi's will, but intruders will suffer the effects of being on the Positive Energy Plane without shielding (unless they provide their own shielding). When in residence, Mirienemi usually can be found in the lake or treating with guests in the groves of shady weeping willows that grow along its' side.

Utopia's Embrace has the following traits:

Subjective Directional Gravity
Flowing Time (1 day in Utopia's Embrace is equivalent to one year on the Material Plane)
Finite (1800 miles)
Divinely Morphic
Minor Positive-Dominant; Major Positive-dominant at the Lady's Lake
Strongly Good-aligned and strongly Chaos-aligned: -4 penalty to all Intelligence, Wisdom, and Charisma-based checks for those of alignments other than chaotic good.
Enhanced Magic: Enchantment, Positive Energy, Abjuration, Evocation. Spells, class features, and spell-like abilities that rely on positive energy are enhanced.
Impeded Magic: Necromancy, Negative Energy, Conjuration. Spells, class features, and spell-like abilities that rely on negative energy are impeded.



Name: Mirienemi

Race: Greater Deity (Divine Rank 18)

Type: Fey, Outsider, Incorporeal

Level: 70

Class: Vivacious Template (+5 free LA), Nymph (+7 LA) , Sorcerer 41, Initiate of the Sevenfold Veil 7, Fatespinner 5, Master of the Sevenfold Veil 10

Size: Medium

Alignment: Chaotic Good

Strength-5 (-3 mod) (5 inherent)
Dexterity-70 (+30 mod) (57+5 inherent+8 racial)
Constitution-70 (+30 mod) (63+5 inherent+2 template mod)
Intelligence-23 (+6 mod) (18+5 inherent)
Wisdom-54 (+22 mod) (43+5 inherent+4 racial mod+2 template mod)
Charisma-54 (+22 mod) (41+5 inherent+6 racial mod+2 template mod)

(190 +18 DvR bonus +16 from character levels)
All template bonuses/penalties as well as natural ability increases from gaining levels have been factored in.

Speed (land): 40 ft.; (fly): 170 ft. (perfect maneuverability); (swim): 60 ft.

HP: 63d4+30 (2,142 hp)
AC: 148 (+30 Dex, +33 Natural Armor granted from divinity, +22 deflection from Charisma, +22 deflection from Unearthly Grace racial ability, +22 deflection from Charisma granted from Vivacious Template, +1 Haste conferred from weapon, +4 from Holy Aura, +4 from Cloak of Chaos); increases to 166 vs. lawful opponents (Favor of Chaos SDA)
Touch AC: 115 (133 vs. lawful opponents)
Flatfooted AC: 118 (136 vs. lawful opponents)

Space/face/reach: 5 ft

Weight: Insubstantial

Base Attack Bonus: 72/72/67 (51 from the combined BAB of all classes and prestige classes and epic bonuses,+18 Divine, +3 Nymph racial bonus).

Primary Attack: 16 arrows
Secondary Attack: 13 arrows

Fort Save: 117 (37 from classes and prestige classes, 30 Con mod, 21 epic bonus, 18 divine bonus, 22 Unearthly Grace bonus, +1 Nymph's Kiss. Increases to 135 vs. lawful opponents due to the Favor of Chaos SDA, +1 Permanent Resistance bonus, +4 Holy Aura, +4 Cloak of Chaos).
Reflex Save: 117 (as above, with a 30 Dex mod. Increases to 135 vs. lawful opponents).
Will Save: 143 (as above, with a 30 Wis mod. Increases to 161 vs. lawful opponents).

Initiative: 34 (Dex mod +Improved Initiative)

Feats (0 left): Greater Spell Focus (Abjuration), Skill Focus (Spellcraft), Psionic Hole, Point Blank Shot, Epic Spellcasting, Extra Spell, Still Spell, Eschew Materials, Empower Spell, Maximize Spell, Intensify Spell, Ignore Material Components, Automatic Still Spell (x6), Nymph's Kiss, Rapid Metamagic, Silent Spell, Quicken Spell, Multispell, Rapid Shot, Manyshot, Improved Manyshot, Epic Skill Focus (Spellcraft), Improved Spell Capacity, Craft Magic Arms and Armor, Forge Ring, Craft Wondrous Item, Craft Staff, Craft Rod, Reach Spell, Spell Penetration, Greater Spell Penetration, Epic Spell Penetration, Automatic Silent Spell (x4), Arcane Mastery, Transdimensional Spell, Improved Unarmed Strike, Deflect Arrows, Exceptional Deflection, Infinite Deflection, Tenacious Magic (Offend Not The Goddess), Tenacious Magic (Orb of Oblivion), Precise Shot, Improved Precise Shot, Craft Contingent Spell, Craft Epic Contingent Spell, Improved Metamagic (x3)

Bonus Feats (from SDAs and domains): Improved Initiative (Time Domain), Spell Focus: all schools (SDA: Divine Spellcasting), Improved Combat Casting (SDA: Divine Spellcasting), Epic Counterspell (SDA: Instant Counterspelling), Combat Archery, Distant Shot, Swarm of Arrows, Uncanny Accuracy (SDA: Divine Archery), Craft Epic Arms and Armor, Forge Epic Ring, Craft Epic Wondrous Item, Craft Epic Staff, Craft Epic Rod (SDA: Craft Artifact)

Special Abilities: Uncanny Dodge (granted from Fate domain), Can cast chaos spells at +1 caster level (Chaos domain), Use scrolls, wands, and other devices with spell trigger or spell activation as a 20th-level cleric (Magic Domain), Can reroll any damage roll and take the better of the two rolls once per day (Force Domain), Land speed +10 ft. (Celerity domain), Can cast healing spells at +1 caster level (Healing domain), Can cast good spells at +1 caster level (Good domain).

Special Attacks: Blinding Beauty (DC 67 Fort save), Stunning Glance (DC 67 Fort save), spells, spell-like abilities, Positive Energy Ray

Special Qualities: Damage Reduction 10/cold iron, low-light vision, unearthly grace, wild empathy (+6 bonus), fast healing 5, SR 35/negative energy, positive adaptation, positive energy aura, outsider traits, fey traits, incorporeal traits greater deity traits, permanent resistance spell, permanent darkvision spell, casts as a 7th-level Druid, resistance 38/electricity, immunity (fire and acid), regeneration 119, divine aura, DR 40 (Chaotic and Frystalline), SR 105, immunity to polymorphing, ability damage, ability drain, petrifaction, energy drain, mind-affecting effects, disease, poison, stunning, death effects, disintegration, sleep, paralysis, imprisonment, banishing, anyone that attacks her automatically suffers a -18 penalty on attack rolls, saves, and checks for one day, can grant +18 bonus or penalty on attack rolls, saves, and checks 18/day, +2 bonus on all Charisma-based checks.

Salient Divine Abilities (0 left): Extra Domain, Extra Domain, Extra Domain, Instant Counterspell, Eldritch Knowledge (Sorcery), Favor of Chaos, Automatic Metamagic (Purify Spell), Automatic Metamagic (Maximize Spell), Divine Archery, Divine Fast Healing (SDA taken three times), Power of Luck, Divine Dodge, Bulwark of Time*, Automatic Metamagic (Quicken Spell-like abilities), Divine Spellcasting, Increased Spell Resistance, Increased Damage Reduction (Chaotic), Supreme Damage Reduction (Requires a weapon of Frystalline that has been knowingly made against Mirienemi and willingly mined by a Tulani Eladrin, forged by a Ursinal Guardinal, and cooled in the tears of a Throne Archon), Free Move, Craft Artifact, Divine Skill Focus (Spellcraft)

*Bulwark of Time

Prerequisite: Time Domain, Fate Domain, Force Domain

Benefit: Time itself rises in defense of the god with this ability. Whenever one protected by the Bulwark of Time is attacked, regardless of the means or success of the attack, a backlash of chronal energies erupts against the attacker. The attacker is buffeted mercilessly by a sudden gust of the entropic winds of time, suffering 40d6 pure divine damage (maximized with no save, though a Divine Shield can absorb the blow). Someone destroyed by this assault disintegrates (as per the Disintegrate spell). This effect destroys barriers such as a Wall of Force or a Prismatic Sphere that may be protecting the attacker.

Special: This ability is entirely passive and always in effect. It lashes out immediately against attackers, but cannot itself be used as an attack. If the deity with this power is attacked by multiple targets or multiple times in a round, then the Bulwark will strike back on each attack and against each attacker. The Bulwark of Time does not grant bonuses to AC or a miss chance to spells.

Suggested Portfolio Elements: Time, Fate, Supreme

Skills (0 left): Appraise 18, Autohypnosis 18, Balance, Bluff 91, Climb 20, Concentration 91, Craft (artistry) 18, Decipher Script 18, Diplomacy 94, Disable Device 18, Disguise 51, Escape Artist 20, Forgery 18, Gather Information 22, Handle Animal 20, Heal 18, Hide 18, Intimidate 95, Jump 20, Knowledge (arcana) 91, Knowledge (architecture and engineering) 18, Knowledge (dungeoneering) 18, Knowledge (geography) 18, Knowledge (history) 18, Knowledge (local) 18, Knowledge (nature) 20, Knowledge (nobility and royalty) 18, Knowledge (psionics) 18, Knowledge (religion) 18, Knowledge (the Planes) 18, Listen 18, Lucid Dreaming 18, Move Silently 18, Open Lock 18, Perform (dance) 18, Profession (Gambler) 18, Psicraft 18, Ride 20, Search 18, Sense Motive 76, Sleight of Hand 20, Speak Language 18, Spellcraft 162, Spot 18, Survival 24, Swim 26 (+8 from Nymph racial bonus; can take 10 on Swim checks at any time and move at 4x speed in a straight line), Tumble 20, Use Magic Device 48, Use Psionic Device 18, Use Rope 18

Cleric Domains she grants to followers: Time, Fate, Luck, Magic, Force, Celerity, Chaos, Healing, Good

Spell-like abilities useable at will: True Strike, Gentle Repose, Haste, Freedom of Movement, Permanency, Contingency, Legend Lore, Foresight, Time Stop, Augury, Bestow Curse, Status, Mark of Justice, Geas/Quest, Vision, Mind Blank, Mage Armor, Magic Missile, Blast of Force, Otiluke's Resilient Sphere, Wall of Force, Repulsion, Forcecage, Otiluke's Telekinetic Sphere, Bigby's Crushing Hand, Expeditious Retreat, Cat's Grace, Blur, Tree Stride, Wind Walk, Mass Cat's Grace, Greater Blink, Nystul's Magic Aura, Identify, Dispel Magic, Imbue with Spell Ability, Antimagic Field, Spell Turning, Protection from Spells, Mordenkainen's Disjunction, Protection from Evil, Aid, Magic Circle against Evil, Holy Smite, Dispel Evil, Blade Barrier, Holy Word, Summon Monster IX (good), Protection from Law, Shatter, Magic Circle against Law, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Cloak of Chaos, Summon Monster IX (chaos), Entropic Shield, Protection from Energy, Break Enchantment, Moment of Prescience, Miracle, Greater Plane Shift, Greater Teleport.

Spell-like abilities 1/day: Dimension Door

Mirienemi casts as a 70th-level sorceress.

Sorcerer spells per day: 16/37/35/35/35/35/32/32/32/32/12/10/10/10/10/8/8/8/8/6/6/6/6

Spells known: Stick, Caltrops, Resistance, Prestidigitation, Dancing Lights, Ghost Sound (x2), Amanuensis (x2), Mage Hand, Detect Magic (x3), Open/Close (x3), Shield (x3), Grease, Tenser's Floating Disk, Armor Lock (x3), True Casting (x8), Buzzing Bee, Ectoplasmic Armor (x5), Greater Mage Hand, Fist of Stone, Resinous Tar (x2), Blockade, Karmic Aura, Persistent Blade, Siphon, Arrow Mind (x2), Greater Mage Hand, Nerveskitter (x3), Detect Secret Doors (x2), Scorching Ray (x5), Spectral Hand, Knock, False Life (x2), Aiming at the Target (x2), Distracting Ray, Heart of Air, Phantom Foe (x2), Ectoplasmic Feedback (x2), Sting Ray (x2), Incendiary Slime, Curse of Impending Blades, Reflective Disguise, Arcane Turmoil (x2), Shadow Mask (x2), Owl's Wisdom (x2), Eagle's Splendor (x3), Scintillating Scales (x3), Major Image, Slow (x2), Nondetection, Greater Mage Armor, Grasping Wall, Fireball (x3), Lightning Bolt (x3), Capricious Zephyr, Spell Vulnerability (x3), Wand Modulation (x3), Resonating Bolt (x3), Deeper Darkvision (x3), Giant's Wrath, Shatterfloor, Karmic Backlash, Repelling Shield, Spellcaster's Bane (x3), Bothersome Babble, Heart of Water, Dimensional Anchor, Heart of Earth, Caustic Mire, Forceward, Wings of Flurry (x6), Assay Spell Resistance (x3), Forcewave, Thunderlance, Perfect Summons (x2), Bloodstar (x2), Orb of Sound (x7), Orb of Force (x7), Sword of Deception, Cone of Cold (x2), Mind Fog (x2), Waves of Fatigue, Viscid Glob, Reciprocal Gyre (x4), Duelward (x3), Graymantle, Coat of Arms, Heart of Fire, Nightstalker's Transformation, False Vision, Draconic Might, Telepathy Block (x3), Orb of Sound (x5), Orb of Acid (x12), Karmic Retribution, Mordenkainen's Trusted Bloodhound, Greater Heroism, Superior Resistance, Mass Suggestion, Mislead, Starmantle (x2), Chain Lightning (x2), Disintegrate (x2), Wages of Sin, Greater Anticipate Teleport (x2), Quickshift (x2), Fleshshiver (x2), Orb of Force (x7), Howling Chain (x2), Wings of Flurry (x7), Retributive Enervation (x2), Delayed Blast Fireball (x2), Sword of Darkness (x2), Transfix (x2), Project Image, Antimagic Ray (x2), Ironguard (x3), Prismatic Eye, Planar Bubble, Barghest's Feast, Reverse Gravity, Amber Sarcophagus, Insanity, Synostodweomer, Bite of the Werebear (x2), Prismatic Spray (x3), Radiant Assault (x6), Incendiary Cloud (x2), Polar Ray (x2), Field of Icy Razors (x2), Greater Shout (x3), Lightning Ring (x2), Polymorph Any Object (x2), Greater Arcane Fusion (x2), Deadly Lahar (x2), Mysterious Redirection (x3), Superior Invisibility (x3), Orb of Force (x7), Wail of the Banshee (x2), Greater Dragon Ally (x3), Meteor Swarm, Prismatic Deluge (x5), Absorption (x3), Effulgent Epuration (x2), Sphere of Ultimate Destruction (x2), Black Blade of Disaster, Deadly Sunstroke, Obedient Avalanche (x2), Reaving Dispel (x6), Replicate Casting (x2), Reality Maelstrom (x2), Intensified Fireball (x3), Intensified Lightning Bolt (x3), Intensified Resonating Bolt (x6), Intensified Wings of Flurry (x2), Intensified Orb of Sound (x8), Intensified Reciprocal Gyre (x4), Intensified Orb of Force (x6), Intensified Disintegrate (x3), Intensified Chain Lightning (x3), Intensified Orb of Force (x4), Intensified Delayed Blast Fireball (x2), Intensified Orb of Force (x3), Intensified Radiant Assault (x5), Intensified Greater Shout (x3), Intensified Incendiary Cloud (x2), Intensified Polar Ray (x2), Intensified Meteor Swarm (x2), Intensified Deadly Sunstroke (x2), Intensified Obedient Avalanche (x4), Ghostform (x2), Programmed Amnesia, Baleful Polymorph, Last Judgment, Wages of Sin, Prismatic Deluge (x2), Cyclonic Blast (x3), Reaving Dispel (x3), Replicate Casting (x2), Orb of Force (x6), Obedient Avalanche (x2), Storm of Fire and Ice (x2), Incorporeal Nova (x3), Dream Travel, Mirror Walking, Earth Reaver (x6), Solipsism, Maw of Chaos (x2).

Druid Spells per day: 8/16/16/16

Spells Prepared: Naturewatch, Purify Food and Drink, Cure Light Wounds (x6), Detect Animals or Plants, Calm Animals (x2), Charm Animals (x2), Foundation of Stone (x2), Camouflage, Eyes of the Avoral (x2), Beastland Ferocity (x4), Healthful Rest (x2), Mass Snake’s Swiftness (x7), Scent, Briar Web, Healing Sting (x5), Mark of the Outcast (x2), Blindsight (x3), Creaking Cacophony, Vine Mine (x2), Prickling Torment (x2), Affliction (x2), Sleet Storm, Crumble (x5).

Epic Spells per day: 9 (arcane)/2 (divine)

Epic Spells Known (arcane): Contingent True Resurrection, Summon Primal Elemental, Orb of Oblivion, Second Chance Denied, Greater Epic Mage Armor, Esoteric Aegis, Offend Not The Goddess, Through the Looking Glass, Total Ruin.

Epic Spells Known (divine): Mirienemi's Kiss (x2).

Second Chance Denied
Abjuration
Spellcraft DC: 62
Components: XP
Casting Time: Quickened spell
Duration: Contingent until triggered, then Instantaneous
Range: See Text
Target: One Creature
Saving Throw: Fort Negates
Spell Resistance: No

When cast, the spellcaster selects one creature as its target. The spell does not take effect until and unless the target dies and an effect that attempts to bring that target back to life (such as epic magic or lower-level spells like true resurrection, raise dead, resurrection, revenance, last breath, wish, or miracle) go into effect. Second Chance Denied then activates, immediately preventing the resurrection and permanently destroying the targeted creature. If the target succeeds on a Fort save (DC 142) the spell is negated. If the spell succeeds, a resounding and authoritative feminine voice thunders the word "NO!" across the heavens, accompanied by the brief visual image of a wrathful nymph maid pointing her index finger accusingly at the target.

To Develop: 558,000 GP, 11 days, 22,320 XP. Seed: Foresee (DC 17), Dispel (DC 19). Factors: Quickened Spell (+28), No verbal or somatic components (+4), Increase save DC by 26 (+52), Gain +21 to defeat caster level check (+42), Burn 100 XP to cast (-100 DC).

Mirienemi's Kiss
Conjuration (Healing)
Spellcraft: 59
Casting Time: Quickened spell
Duration: Instantaneous
Range: See Text
Target: One Creature
Saving Throw: Will (harmless)
Spell Resistance: Yes (harmless)

With a thought the spellcaster heals herself or another fully. This spell works as the Heal spell, save that the subject recovers all hit points and is cured of all afflictions and negative levels. An unwilling subject can make a Will save to resist this effect. There's a visual effect of rainbow light rippling over the subject for a few seconds and then bursting into a spray of prismatic butterflies flying into each injury and exploding in a tinkling sound. Each injury is instantly healed up. Within a few seconds the butterflies are gone on a rose-scented wind.

To develop: 531,000 GP, 11 days, 21,240 XP. Seed: Heal (25). Factors: Quickened spell (+28), No verbal or somatic components (+4), Dispelling negative levels (+2).

Summon Primal Elemental
Conjuration (Summoning)
Spellcraft DC: 117
Casting Time: Quickened Spell
Duration: 20 rounds
Range: 75 ft.
Target: None
Saving Throw: None
Spell Resistance: No

This spell summons up a Primal Elemental of the earth, fire, air, or water. The caster selects which element at the time of casting. The elemental arrives in a suitable fashion for so grand an entity. The air rips apart to accommodate an air elemental's entrance. Fire blazes from nowhere, forming a gate for a fire elemental to step through. A cyclone of briny sea water coalesces into a water elemental. An earth elemental smashes through the ground. The elemental obeys the commands of the summoner for the duration of the spell or until it is destroyed.

To Develop: 100,8000 GP, 20,000 days, 40,320 XP. Seed: Summon (14). Factors: Raising the DC of summoned creature to 35 (+40), Quickened spell (+28), No verbal or somatic components (+4)

Orb of Oblivion
Conjuration (Creation)
Spellcraft DC: 155
Components: V
Casting Time: 1 standard action
Duration: Permanent
Range: Medium (100 ft. +10 ft. per level)
Saving Throw: Fort partial
Spell Resistance: Yes

This spell summons up the primal and ever-thirsting force of entropy itself. The caster cups her hands and makes a squeezing motion. The space between the cupped hands rapidly compresses, shrinking in on itself infinitely until even light itself cannot escape. Whispering words of binding and control in the long-lost tongue of primal Sylvan, the caster then hurls this miniature black hole against her target. The orb of oblivion generates a dire wind that pulls all within its range into its' dread embrace. Anything pulled into the maw of an orb of oblivion suffer 20d6 points of damage. Creatures that make a successful Fort save take half damage. Anything reduced to 0 hit points in this fashion is forever lost beyond the event horizon of the black hole and disintegrated (as per the Disintegrate spell). Unattended objects get no save against this effect. The caster and those creatures or things she specifies are immune to this effect and may move and act normally. By concentrating (as a move-equivalent action), the caster may send the sphere off to a distance of the orb's range once per turn. The orb cannot be moved beyond its' maximum range in one turn, although the caster can exert a telekinetic pull to move the sphere along with her to the maximum of her move rate on her turn as a standard action.

To Develop: 1,395,000 GP, 28 days, 55,800 XP. Seed: Destroy (29), No somatic components (+2), Permanent (x5).

Total Ruin
Transmutation
Spellcraft DC: 158
Casting Time: 1 standard action
Duration: Instantaneous
Range: Medium (100 ft. +10 ft. per level)
Saving Throw: Fortitude Half
Spell Resistance: No

This spell works as Ruin, but with a maximum total of 100d20 points of damage. The spellcaster's eyes glow with white light for a second before a beam of white energy, accompanied by the sound of a million oceans crashing, blasts at the target.

To Develop: 1,422,200 GP, 29 days, 56888 XP. Seed: Disintegrate (24), No somatic or verbal components (+4), Ignore spell resistance (+50), Increase maximum damage by +60d6 (+30), increase damage dice by four steps (+40), deal half damage on a failed save (+10 ad hoc).

Offend Not The Goddess
Abjuration
Spellcraft DC: 45
Components: V, S, XP
Casting Time: 1 standard action
Duration: Contingent until triggered, then Permanent
Range: Personal
Saving Throw: Yes (harmless)
Spell Resistance: Yes (harmless)

This potent spell was developed by Mirienemi long ago, in preparation for battle against the wicked. Once cast, the spell remains dormant until triggered by a hostile spell or psionic power. When the spell or power would hit, Offend Not The Goddess triggers, reflecting the spell or power back upon its' caster. The caster suffers the full effects of the spell or power at whatever spell level or manifester level was originally used, with the same save DC. In the case of Reaving Dispel, if the attacker fails in their dispel checks then their own magic is reaved and the beneficial effects go to Mirienemi. This spell does not affect Mirienemi's own spells, so she can use her own spells upon herself without difficulty. She can choose to raise or lower the protection of this spell as an immediate action, allowing beneficial spells from allies to take effect upon her.

To Develop: 405,000 GP, 8 days, 16,200 XP. Seed: Reflect (29), Reflect spells up to 10th level (+180), Permanent (x5), Burn 1000 XP upon casting (-1000).

Through the Looking Glass
Conjuration (Summoning)
Spellcraft DC: 35
Casting Time: Quickened spell
Duration: Permanent
Range: Medium (100 ft. +10 ft. per level)
Saving Throw: No
Spell Resistance: No

Long ago, Mirienemi wandered the planes in search of meaning and purpose. In her journeys she came across a strange dimension; a plane of mirrors, where one encountered one's opposite self. She battled a dark version of herself and won, giving her the inspiration to create this spell. When cast, Through the Looking Glass creates a mirror-self of a selected target. This mirror-self is identical in all ways to the target, save that they are of the opposing alignment and dedicated to their real-self's destruction. The mirror-self has all the memories of the selected target, as well as all of their items and possessions at the moment of creation. The mirror-self fights tirelessly to stalk and slay its' real-self. If it succeeds in killing its' real self it then assumes its' real-self's life and place until destroyed or dismissed by its' summoner. If destroyed, a mirror-self shatters (as do all of its' possessions). As a side-effect of its' creation, a mirror-self created through this spell obeys the one who summoned it, going on their turn in battle. This is contrary to a normal mirror-self, who has its' own will.

To Develop: 315,000 GP, 6 days, 12,600 XP. Seed: Mirror Walking (DC 26), Life (27), Quickened Spell (+28) , No verbal or somatic components (+4), Dismissible by caster (+2), Permanency (x5), Burn 400 XP (-400)


Contingent True Resurrection
Conjuration (Healing)
Spellcraft DC: 80
Components: V, S, DF
Casting Time: 1 round
Range: Touch
Target: You or creature touched
Duration: Contingent until expended, then instantaneous
Saving Throw: None (see text)
Spell Resistance: Yes (harmless)
To Develop: 720,000 gp; 15 days; 28,800 XP. Seed: life
(DC 27). Factors: activates when subject is slain (+25
DC), no loss of level or Constitution when resurrected
(ad hoc +10), decrease casting time by 9 rounds (+18).

Contingent true resurrection works as per contingent
resurrection, save that the resurrected creature does not
lose a level (or 1 point of Constitution if the subject was
first level), and the time between death and resurrection
is only 1 round.

Greater Epic Mage Armor
Conjuration (Creation) [Force]
Spellcraft DC: 70
Components: V, S
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: 72 hours (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 630,000 gp; 13 days; 25,200 XP. Seed:
armor (DC 14). Factors: +36 additional armor bonus
(+72), increase duration by 200% (+4). Mitigating Factor:
increase casting time by 9 minutes (-18), change
target to personal (-2).

Greater epic mage armor works as per epic mage
armor, except that it grants a +40 armor bonus to Armor
Class, and lasts for 3 days.

Esoteric Aegis
Abjuration
Spellcraft DC: 83
Components: V, S
Casting Time: 1 minute
Range: Personal
Effect: 10-ft. radius emanation
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
To Develop: 747,000 gp, 15 days, 29,880 XP. Seeds:
ward (DC 14), transform (DC 21). Factors: gain +10
bonus on DC to avoid being dispelled (ad hoc +20),
make spell effect tenacious (as per the feat) (ad hoc +10),
end dispel checks that fail to dispel this spell automatically
(ad hoc +4), ward against mage’s disjunction (+16).
Mitigating factors: change range from touch to personal
(-2)

The caster calls upon the very fabric of magic to fashion
a ward to protect his own working of the Word from
those that would tear it down. A shimmering, dusky
globe surrounds the caster, intercepting any attempts to
end his spells by means of dispel magic, or similar spells
and epic spells, and providing a +10 bonus on the DC
against which the dispel attempt must succeed. Any dispel
attempt which succeeds can then proceed as normal,
but esoteric aegis works as if under the effects of the
Tenacious Magic feat, and thus cannot be dispelled, only
suppressed for 1d4 rounds. Dispel attempts that fail are
not entitled to checks against lesser spells within the area
of effect (this differs from the usual procedure of area
dispel magic attempts). Furthermore, mage’s disjunction
is warded against in its entirety.


Major Artifacts Possessed: Lament of the Wicked, Nymph's Integrity, Clarity of Thought

Lament of the Wicked: This longbow of purest Frystalline was forged for Mirienemi in the time when the Gods were first establishing themselves in the cosmos. The mysterious deity who now sleeps beneath the mountains of Eronia on Elysium took pity on the confused, newly-deified nymph and crafted a weapon for her to defend herself with as she searched to find meaning for her new life. This elaborately-curved bow is of palest-gold crystal, with twining vines of mithral that support leaves of emerald and berries of ruby. Writing in Celestial and primal Sylvan is engraved into the bow. It reads: "Dear Mirienemi. May this bow protect you wherever you wander, my dear little dancer. Always remember that the light of hope can never be overcome, even in the depths of the blackest darkness." When Mirienemi joined with the forces of Good and took up the portfolio of Divine Retribution upon the death of another deific friend in combat, she took this bow to be her weapon of choice. Rarely has she drawn Lament of the Wicked, for she prefers to encourage mortals to rise up against evil on their own or to use her powers to aid them, but the deadliness of the weapon when she has used it has well earned it its name.

Lament of the Wicked confers several effects to its' holder. First, merely possessing the bow grants the holder the benefits of the following spells: True Seeing, Guided Shot, Hunter's Mercy, and Haste. The bow automatically produces arrows when its' mithral string is drawn. The number of arrows is equivalent to the number that the holder can fire on a full attack. Further, the holder can choose what types of arrows are produced as an immediate mental action. Arrows so produced can have up to a +10 bonus and be of any material or substance known to the holder. This semi-sentient bow is attuned to Mirienemi and resists being removed from her hand. Anytime a person or force tries to remove Lament of the Wicked from Mirienemi, the bow gets not only a Strength check, but also a Will roll (at Mirienemi's Will DC). If both fail then the bow is removed. However, the bow automatically teleports back to Mirienemi at the start of her next turn. Lament of the Wicked has the effects of the Dread (Evil Outsiders), Holy, Seeking, and Maiming weapon traits. Finally, Lament of the Wicked is treated as epic, chaotic and good for the purpose of overcoming DR.

Lament of the Wicked can be destroyed only by immersion in the Venom Fount or by being destroyed by the God who forged it.

Nymph's Integrity: During her wanderings across reality, Mirienemi saw the rise of planes devoted to law and chaos, to good and to evil. In her early days as a deity of good she traveled into the Gray Waste of Hades in pursuit of a wicked archmage of great power who had fled from the wrath of the citizens he'd once oppressed. The traits of the dark plane were a hindrance to Miri as she battled, and once the defeated archmage was returned to his world to face his fate at the hands of a lynch mob, Miri decided that she had to do something to prevent such problems in the future. Thus was born Nymph's Integrity.

Nymph's Integrity is a pendant forged of platinum and mithral links. A simple crystal of deepest blue, a gift from a clan of Bariaur Miri once helped, is held within a mithral filigree. When worn, the pendant creates a planar bubble (as the spell) about the wearer, enabling them to emulate the traits of their native reality no matter where they go. Nymph's Integrity also grants immunity to fire, cold, acid, electricity, and sonic damage and effects, immunity to critical hits and sneak attacks, and shields the wearer against any and all gaze attacks.

Nymph's Integrity can only be destroyed on the Plane of Mirrors, by being brought in direct contact with its' opposite version on Mirienemi's mirror-self.

Clarity of Thought: As a Goddess of Chaos, Mirienemi once felt obligated to explore the inherent chaos in the minds of mortals. To that end she entered the Plane of Dreams and sought out the Dreamheart. Enchanted as she was by the sheer variety of dreamscapes, Miri soon realized that some mortals feared the chaos in their hearts. That fear was what allowed the likes of devils and tyrants to take over, with their promises of easing the confusion. Going one step further, Miri wondered if there was a realm where the chaos of deities was made manifest. Fond as she is of change and growth, Miri has no desire to experience insanity. Hence she had Clarity of Thought forged.

Clarity of Thought is a circlet of gold with a crystal orb of iridescent indigo mounted in it. Although simple in appearance, this artifact grants amazing power. The wearer of Clarity of Thought is immune to all fear, mind-affecting, and compulsion effects. In addition, the headband creates a psionic dead zone in its' vicinity. Psionic powers simply cease functioning in a radius of 100 feet per HD of the wearer. This effect is not permanent. Once the wearer moves out of range, psionic powers can be manifested or resumed again.

Clarity of Thought can only be destroyed in the Soul Forges of Moradin, or by casting it into the Lake of Fire and Brimstone in Phelgethos, the Fourth Perdition of Hell.


Starting Gold: 25,760,000 GP
Remaining Gold: 12,349,363 GP

Bought: Bag of Holding (IV)-10,000
Greater Metamagic Rod of Sculpting-24,000
Rod of Epic Rulership-300,000
Rod of Excellent Magic (x4)-2,600,000
Ring of Chaotic Fury-250,000
Ring of Virtuous Good-250,000
Rod of the Wyrm (Copper Dragon)-1,562,000
Staff of the Cosmos-683,437
Dispater24

05-23-07, 06:32 AM
Following the Abyssal Blessings of my third and final participant Idack The Great Wyrm Force Dragon Demon Lord


Mark of Death
Idack can target or mark one Creature he knows it exists. He receives a variety of advatages against the marked Creature.
Idack gains an insight bonus equal to half his HD on any rank check to determine the whereabouts of the mark.
Once per round as a swift action Idack can kill a mark he can see with a thought (RW Fort 75 or death)



Find the Way
Idacks gains the ability to find the shortes way to any place he wants to go, this effect is similar to the find the path Spell except Idack can use find the path to reach a creature he marked.
Idack can concentrate to detemine the location of the mark, after one round of concentration he knows if the mark is on the same Plane of existence or not, in round two he knows the direction and Distance of the mark, in round two he knows the exact position of the mark.
Idack can Sry the location of a mark, who´s position he has determined succesful, as a free action.



Time is on my Side
Idack has the power to alter and use the stream of time to further his goals.
8/day He can travel through the Timestream and reach any place he is aware of, similar to Planshift and teleport without error, except the timestream is used and not the Astral plane(no Spells or effects that counter or alter astral based spells effect this travel). Idack can also determine the exact point of time he will reach his Destination, but the maximum of this timetravel are 4 Rounds into the past or future and no version of him can be at a distance nearer than one mile.


Are they Ok?

and here is the dragon


Idack (CR 70)
Great Wyrm Force Dragon 75, Demon Lord, Void Incarnate 10
CE Collosall+ Dragon (Chaotic, Evil, Extraplanar)
Init +8(Superior Initiative); Senses darkvision 120ft, Keen Senses, Blindsense 360 ft, Blindsight 120ft. Listen +113, Spot +113
Abyssal Fury DC 77 Languages Abyssal, Celestial, Common, Draconic, Infernal
________________________________________ _____________________

AC 104, touch 30, flat-footed 104 (–8 size, +0 Dex, +74 natural+3 Profane+25 Deflection)

hp 3510 (75w12 Dragon+10w6 Void Incarnate+2550), regeneration (10 /Epic and Fire and Acid ); DR 25/good and cold iron and Axiomatic

Immune poison, Fire, Electricity, Acid, Cold, Sonic, polymorphing, petrification, or any other attack that could alter its form, energy drain, ability drain, or ability damage, mind-affecting effects, force.

Resist acid 20, cold 20, fire 20; SR 78

Fort +79, Ref +43, Will +74
________________________________________ _____________________

Speed 90ft.(18 squares),330ft. Fly(clumsy)(66 squares)Space/Reach: 30 ft./20 ft.

Melee Bite +102 (8w6+41[Vile]+4w12 Anarchic+3d6 Ability Damage [Strenght]) 19-20x2, 2 Claw +102 (4w8+23[Vile]+4w12 Anarchic+4 negative levels) 19-20x2, 2 Wing +99(4w6+17[Vile]+4w12 Anarchic), Tail Slap +102 (4w8+23[Vile]+4w12 Anarchic+2d4 ability drain[Strenght]) 19-20x2; Crush +102 (8w6+58[Vile]+4w12 Anarchic); Tail Sweep +102 (3w6+23[Vile]+4w12 Anarchic) 19-20x2.

Full Attack: Bite +102 (8w6+41[Vile]+4w12 Anarchic+3d6 Ability Damage [Strenght]) 19-20x2, 2 Claw +102/97/92/87 (4w8+23[Vile]+4w12 Anarchic+4 negative levels) 19-20x2, 2 Wing +99/94/89/84 (4w6+17[Vile]+4w12 Anarchic), Tail Slap +102 (4w8+23[Vile]+4w12 Anarchic+2d4 ability drain[Strenght]) 19-20x2; Crush +102 (8w6+58[Vile]+4w12 Anarchic); Tail Sweep +102 (3w6+23[Vile]+4w12 Anarchic) 19-20x2.

Base Atk +80; Grp +129

Atk Options power attack, Breath Weapon DC76 60w12 80ft. ,Frightful Presence DC 72, Sneak Attack+28w6, Null strike, Ravages Ignore Immunity to Critical Hits 75%,Ignore Damage Reduction/Hardness 20 pts Empower Spell-Like, AbilityMaximize Spell-Like Ability.

Special Actions Devastating Critical RW Fort 87, Overwelming critical +1w8.
________________________________________ _____________________

Spell-like Abilities (CL 63th) (DC 35+spell level)
Always active – detect good, detect law, detect magic, true seeing;
at will – blasphemy, deeper darkness, destruction, greater dispel magic, harm, unhallow, unholy aura, unholy blight, Soul Bind, Temporal Stasis, Power Word, Kill, Incendiary Cloud, Discern Location, Teleport without Error, Dominate Person.
6/day - Ice Storm, Chain Lightning, Mass Suggestion, Dominate Monster, Energy Drain, Etherealness, Control Weather.
3/day – any one power word Death, forcecage,maze , resilient sphere, telikenetik sphere,wall of Force.
1/day – Eclipse, Rain of Fire.
1/week – Damnation

Spells: (CL 36th) (DC 35+spell level)

9th (11/day)
8th (11/day)
7th (11/day)
6th (11/day)
5th (12/day)
4th (12/day)
3rd (12/day)
2nd (12/day)
1st (13/day)
0th (6/day)

Spelll Known:
9th Astral Projection, Mordenkainen’s Disjunction, Wish.
8th Trap the Soul, Polymorph Any Object, Mass Charm.
7th Limited Wish, Finger of Death, Statue.
6th Analyze Dweomer, Geas / Quest, Disintegrate
5th Dismissal, Passwall, Fabricate, Cloudkill.
4th Minor Globe of Invulnerability, Dimensional Anchor, Evard’s Black Tentacles, Improved Invisibility.
3rd Dispel magic, Haste, Suggestion, Lightening bolt.
2nd Alter Self, Whispering Wind, Web, Rope Trick, See Invisibility.
1st featherfall, expeditiuos retreat, Magic missel, resist element, Charm Person.
0th read magic, Detect magic, Detect poison, Prestidigitation, Arcane Mark, Ray of Frost, Open / Close, Mage Hand, Mending.
________________________________________ ________________

Abilities Str 81, Dex 10, Con 70, Int 60, Wis 60, Cha 60

SQ Blank aura Improved evasion Void presence, Mettle of fortitude Blank mind Mettle of will Improved mettle of fortitude, Empty form Improved mettle of will, Trapfinding, Evasion, Trap Sense, Uncanny Dodge, Improved Uncanny Dodge, Slippery Mind. Damage reduction 25/epic good and cold iron and Axiomatic, immunity to electricity and poison, resistance to acid 20, cold 20, and fire 20, spell resistance 78, telepathy 1000 ft, Fast Healing 20, Regeneration 10, Immunties, Ravages, deflecting force, immune to force, Blur 20% miss chance.

Feats Combat Expertise, Combat Reflexes, Multiattack, Improved Critical(Claw, Bite, Tail), Power Attack, Weapon Focus (Claw, Bite, Tail), Cleave, Improved Initiative, Power Attack, Great Cleave, Dodge, Mobility, Blind Fight, Spring Attack, Greater Weapon Focue(Claw, Bite, Tail), Weapon Specialization(Claw, Bite, Tail), Improved Unarmed Strike, Deflect Arrows, Improved grapple, Rapid Strike, Improved Rapid Strike, Improved Natural Attack(Claw, Bite, Tail), Corrupt Spell-like Ability Vile Natural Strike, Eschew Materials, Flyby Attack.

Epic Feats Overwhelming Critical (Claw, Bite, Tail), Devastating Critical (Claw, Bite, Tail), Dexterous Fortitude, Dexterous Will, Dire Charge, Epic Fortitude, Epic Reflexes, Epic Trapfinding, Epic Weapon Focus(Claw, Bite, Tail), Epic Weapon Specialization(Claw, Bite, Tail), Epic Will, Exceptional Deflection, Improved Combat Reflexes, Infinite Deflection, Legendary Climber, Legendary Leaper, Legendary Wrestler. Multiweapon Rend, Reflect Arrows, Spellcasting Harrier, Superior Initiative, Epic Spellcasting, Ignore Material Component.

Skills Appraise+113, Balance+72, Bluff+113, Climb+88 Decipher Script+113, Diplomacy+113, Disable Device+88, Disguise+88, Escape Artist+88, Forgery+88, Gather Information+113, Hide+73, Intimidate+113, Jump+123, Knowledge (local)+113, Knowledge(planes)+113, knowledge(Arcane)+113, Listen+113, Move Silently+72, Open Lock+88, Perform+30, Profession(Killer)+100, Search+113, Sense Motive+113, Sleight of Hand+88, Spellcraft+113, Spot+113, Survival+118, Swim+123, Tumble+72, Use Magic Device+113, Use Rope+88

Possessions
________________________________________ _____________________

Idack`s natural weapons and any weapons he wields strike as chaotic-aligned, evil-aligned and Epic for the purposes of overcoming damage reduction.

Breath Weapon (SU)
A force dragon has one type of Breath Weapon, a cone of force that tears through creatures and objects in its area to devastating effect.

Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.

Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Immune to Force (Ex)
A force dragon cannot be harmed by any force effect, including magic missels, explosive runes, mages sword, the sphere spells, or any other spell or effect with the Force descriptor. It can move freely through barriers made of force, such as awall of Force.

Deflecting Force (Su)
A force dragon is protected by a shield of force that provides a deflection Bonus its AC. The deflection bonus is equal to the dragon’s Charisma bonus.

Blur (Su)
When a force dragon reaches juvenile age, the force surrounding its body distorts the light around it so that it is hard to discern the dragon’s exact location. This functions as a continuous blur spell, giving the dragon concealment (20% miss chance).

Displacement (Su)
An old force dragon’s deflecting force bends light even more extremely, giving the dragon the benefit of the displacement spell (50% miss chance). This supersedes its blur ability.

Invisibility (Su)
A great wyrm force dragon is a creature of pure force, and is completely invisibel(as though protected by greater invisibility). A creature that can see invisible creatures must still contend with the dragon’s displacement ability.

Empower Spell-Like Ability An epic dragon can apply the Empower Spell feat to one of its Spell-Like Abilities that it can use at least twice per day. If the dragon has limited use of the Spell-Like Ability, the empowered ability uses up two uses of the ability. If the dragon can use the ability at will, there is no cost for empowering the ability. The dragon does not need to specify a Spell-Like Ability when it chooses this feat; it can apply the feat to any Spell-Like Ability it possesses.

Maximize Spell-Like Ability The dragon can apply the Maximize Spell feat to one of its Spell-Like Abilities that it can use at least three times per day. If the dragon has limited use of the Spell-Like Ability, the maximized ability uses up three uses of the ability. If the dragon can use the ability at will, there is no cost for maximizing the ability. The dragon does not need to specify a Spell-Like Ability when it chooses this feat; it can apply the feat to any Spell-Like Ability it possesses.

Sneak Attack:

Trapfinding:

Evasion (Ex):

Trap Sense (Ex):

Uncanny Dodge (Ex):

Improved Uncanny Dodge (Ex):

Slippery Mind (Ex): This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on
her saving throw.

Blank Aura (Ex): The void incarnate (and any equipment he wears or carries) radiates no aura of any kind. Detect chaos, detect magic, and similar spells simply register him as a blank. The void incarnate cannot lower this aura.

Improved Evasion (Ex): At 2nd level and higher, when subjected to an effect that allows a Reflex save for half damage, the void incarnate takes only half damage on a failed save (and no damage on a successful save, just as with evasion). Improved evasion can be used only if the void incarnate is wearing light armor or no armor.

Void Presence (Ex): Opponents of a void incarnate unconsciously ignore the void incarnate's presence starting at 3rd level. They are always treated as flat-footed to the void incarnate (and thus may not apply their Dexterity modifier to AC). This lasts until the void incarnate attacks the opponent, but resumes again at the start of the void incarnate's next turn. This is a mind-affecting effect.
You can also use Bluff to create a diversion to hide as a move-equivalent action, rather than as a standard action.
This ability has an interesting side effect. Anyone attempting to use Gather Information or similar methods to learn about a void incarnate finds the task very difficult. Increase the DC of such tasks by 20 plus the target's void incarnate class level.

Mettle of Fortitude (Ex): Beginning at 4th level, if exposed to any effect that normally allows a character to attempt a Fortitude save for a partial or half effect (such as slay living), the void incarnate suffers no effect with a successful saving throw.

Blank Mind (Ex): At 5th level, the void incarnate is protected by a mind blank effect at all times. The void incarnate cannot lower this aura, even to accept a harmless mind-affecting spell.

Mettle of Will (Ex): If exposed to any effect that normally allows a character to attempt a Will save for a partial or half effect (such as an inflict wounds spell), the 6th-level void incarnate suffers no effect with a successful saving throw.

Null Strike (Ex): Once per day, a 7th-level void incarnate can declare any melee or ranged attack he makes to be a touch attack. He may use this ability one additional time per day for every 4 levels gained above 7th.

Improved Mettle of Fortitude (Ex): By 8th level, if subjected to an effect that allows a Fortitude save for a partial or half effect, the void incarnate takes only the partial or half effect on a failed save (and no effect on a successful save, just as with mettle of fortitude).

Empty Form (Ex): A 9th-level void incarnate has a permanent freedom of movement effect (as the spell) on him at all times. The character also becomes immune to force effects. Such effects either deal no damage (such as magic missile), don't exist for the void incarnate (such as wall of force, which the void incarnate can simply walk through), or otherwise fail to affect the void incarnate (such as mage armor).

Improved Mettle of Will (Ex): Beginning at 10th level, if subjected to an effect that allows a Will save for a partial or half effect, the void incarnate takes only the partial or half effect on a failed save (and no effect on a successful save, just as with mettle of will).

Divine Rank 0: Having attained a degree of might unknown to most demons, the demon lord is a quasi-deity. The demon lord is immune to polymorphing, petrification, or any other attack that could alter its form. The demon lord is not subject to energy drain, ability drain, or ability damage. The demon lord is immune to mind-affecting effects. The demon lord is immortal and cannot die from natural causes (see below). The demon lord does not age, and it does not need to eat, sleep, or breathe. The only way for the demon lord to die is through special circumstances. Finally, the demon lord can sense anything within one mile around the mentioning of its name, one of its titles, or an item of importance to it. A rank check is required for this benefit to function within the cosmic or divine realms of other cosmic entities and gods.

Demonic Ideal: A demon lord may only be permanently slain in The Abyss. A demon lord that has been called to the Mortal Coil or appears of its own volition is banished to its abyssal layer of origin for the next 5d20 years. A demon lord “slain” in the Realms Beyond is unable to manifest in a corporeal fashion for one year per hit die and is confined to its abyssal layer of origin for the duration. In either case, the demon lord may thereafter reenter the Mortal Coil only by being called. A demon lord can only be slain permanently if destroyed within The Abyss.

Inured to Corruption: The demon lord does not take damage or drain from casting corrupt spells

Abyssal Blessing (Su):

Mark of Death
Idack can target or mark one Creature he knows it exists. He receives a variety of advatages against the marked Creature.
Idack gains an insight bonus equal to half his HD on any rank check to determine the whereabouts of the mark.
Once per round as a swift action Idack can kill a mark he can see with a thought (RW Fort 75 or death)

Find the Way
Idacks gains the ability to find the shortes way to any place he wants to go, this effect is similar to the find the path Spell except Idack can use find the path to reach a creature he marked.
Idack can concentrate to detemine the location of the mark, after one round of concentration he knows if the mark is on the same Plane of existence or not, in round two he knows the direction and Distance of the mark, in round two he knows the exact position of the mark.
Idack can Sry the location of a mark, who´s position he has determined succesful, as a free action.

Time is on my Side
Idack has the power to alter and use the stream of time to further his goals.
8/day He can travel through the Timestream and reach any place he is aware of, similar to Planshift and teleport without error, except the timestream is used and not the Astral plane(no Spells or effects that counter or alter astral based spells effect this travel). Idack can also determine the exact point of time he will reach his Destination, but the maximum of this timetravel are 4 Rounds into the past or future and no version of him can be at a distance nearer than one mile.

Abyssal Dominion: The demon lord possesses a strong connection to The Abyss, which significantly empowers it. Accordingly, the demon lord receives a +6 bonus to the DC of its special attacks, spells, and spell-like abilities, and to the effective caster level of their spellcasting, if any, while in The Abyss.

Abyssal Fury (Su): The physical presence of a demon lord is so disgusting that it causes lesser creatures to succumb to its mania and will to destroy. All creatures within 60 feet of the demon lord must succeed at a Will save (DC 10 + ½ the demon’s HD + the demon’s Charisma modifier). Those that succumb to Abyssal Fury randomly suffer one of the following effects. The demon lord may change the effect (a different effect is randomly selected) as a swift action. As a free action, the demon lord can discontinue the use of its Abyssal Fury, but creatures already afflicted remain under its effects.

Victims of Abyssal Fury remain under the conditions for as long as they are within 60 feet of the demon lord, after which the conditions begin to fade. Each condition fades at its own rate, as specified in their descriptions. Those who make their saves against Abyssal Fury do not have to save against it again for 24 hours unless the effect is changed by the demon lord.

Despair: An affected being feels intense sadness, and takes a -6 morale penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. Each round, there is a 36% chance that they will be overwhelmed by grief and unable to act. This effect lasts for six minutes after leaving the radius of effect.

Fear: An affected being becomes shaken. In addition to the normal effects of the condition, the victim screams uncontrollably, suffering a -6 penalty to Hide, Move Silently, and any Wisdom-based checks. Furthermore, attempts to cast spells with no verbal components require a Concentration check with a DC of 20 + the attempted spell's level. Casting spells with verbal components is impossible.

When Abyssal Fury causes fear, its victims must attempt a save every round. A shaken creature that fails a second Will save against Abyssal Fury becomes frightened, and a frightened creature who fails a third save becomes panicked. Panicked creatures who fail a fourth save become frozen in fear and are effectively helpless. Creatures who make their secondary and further saves do not improve their condition, but they no longer need to make successive saves. This effect lasts for six minutes after leaving the radius of effect.

Loathing: The presence of the demon lord inspires intense hatred in its foes. Such creatures will take the most direct path towards the demon lord, and attack it to the exclusion of all other threats. They will attack the demon lord in melee combat if at all possible, resorting to ranged attacks or spells only if they cannot physically reach the creature.
In this enraged state, spellcasting is impossible unless the creature succeeds on a Concentration check (DC 25 + attempted spell's level). The creature is considered flat-footed against all attacks except those that originate from the demon lord. When confronted by a potentially fatal obstacle (a natural hazard in their path, or the attacks of another creature), victims receive another Will save to break free of this effect. This effect lasts until the victim successfully makes a secondary Will save, the demon lord is slain, or until the victim can no longer sense the presence of the demon lord. A character who is under the influence of loathing who can no longer sense the presence of the demon lord takes out his frustration on the nearest living object in the most destructive manner possible for the 6 rounds following the disappointment.

Nausea: An affected being becomes violently ill from the demon lord’s presence, becoming nauseated. This effect lasts for 1d6 rounds after leaving the radius.

The demon lord can make its servants, worshipers, beings of Chaotic Evil alignment, or a mixture of all three types immune to this effect as a free action. This immunity lasts one day or until the demon lord dismisses it.

Call Demons (Sp): A demon lord commands the respect of lesser demons, calling such creatures to serve its vile needs. As a move equivalent action, the demon lord may call 100 hit dice worth of demons in a single day. No demon called may have more hit dice than the demon lord, possess cosmic or divine ranks, or possess the Yaldabaoth subtype. Most demon lords have specific kinds of demons they prefer to call, but all are capable of calling any and all types. Called demons obey the demon lord without question.

Demonic Impasse (Ex): The forces of righteousness disgust the demon lord, who finds goodness repellent enough to give it pause. As a result, the demon lord avoids hallowed ground. A demon lord attempting to enter a hallowed site must make a successful rank check against the represented god; a demon lord cannot use its spell resistance to overcome this effect. If the demon lord fails the neutral rank check (DC = the god's divine rank), it receives 1d4 negative levels per the god's divine rank. If the demon lord succeeds in entering the hallowed area, the area immediately becomes unhallowed. Once a demon lord breaches holy ground, the god in question is immediately alerted to the fiend’s presence and will often (DM’s discretion) send a proxy or an avatar to deal with the intrusion.

Induce Ravages (Ex): A demon lord's connection to the incredible generative and transformative power of The Abyss empowers it to induce ravages in lesser creatures. A demon lord may force any demon within line of sight to acquire warps and common ravages of the demon lord's choice as a full round action per ravage induced. However, this is a dangerous process for both the demon lord and the intended subject/victim. While a demon lord is attempting to induce ravages, it loses access to its cosmic abilities, spell-like abilities, and supernatural abilities for one hour. Furthermore all ravages that a demon gains as a result are considered to be unsafe, even if the demon in question would otherwise be able to acquire them safely through "traditional" means. The saving throw for an unwilling demon is 16 + 1/2 HD + Charisma modifier.

Ravaged Forms:
Ability Damage Cosmic(Bite): 3d6 points of ability damage

Ability Drain Cosmic(Tail): 2d4 points of ability drain

Blindsense Cosmic: 360 feet

Blindsight Cosmic: 120 feet

Class Feature Abhorrent(7x) possesses the following class features belonging to the rouge base class the effective class level is 56: Sneak Attack, Trapfinding, Evasion, Trap Sense, Uncanny Dodge, Improved Uncanny Dodge, Slippery Mind.

Energized Attacks 4w8 Anarchic

Energy Drain(Claw) 4 negative levels

Ignore Immunity to Critical Hits Cosmic: 75%.

Ignore Damage Reduction/Hardness Cosmic: 20 pts.

Regeneration regeneration 10, by epic and Fire and Acid)

Resistances energy immunity(4x) Sonic, Fire, Cold, Acid.

Vile Natural Attacks demon with ravage treats 100% of its natural attack damage as vile damage.

Virtual Class Levels Cosmic: gains virtual levels in fighter core class, virtual class level equals 3/4 racial hit dice (56)

Wake of Corruption (Su): The demon lord’s presence destroys everything in its wake, causing the immediate area to deteriorate and fall apart. A demon lord that remains in a particular location for an extended period of time causes severe degeneration that can expand to an even larger area over time. A demon lord that remains within a 60 foot radius area for 6d6 rounds causes the location to fall under an effect identical to the spell desecrate cast at the demon lord’s hit dice. For every additional round that the demon lord remains within that initial 60 foot area, the desecration's radius expands another 10 feet.

If the demon lord remains in the initial 60 foot area for 6d6 minutes, a region equivalent to the demon lord’s hit dice x 60 ft. becomes unhallowed as the spell cast at a level equal to the demon lord’s hit dice; the demon lord may attach two spell effects to the area of its choosing. These spells may or may not be from among those listed as choices in the unhallow spell description.
Phantom Llama

05-23-07, 07:25 AM
If a Rainbow Servant (CD) becomes chaotic or evil, do they lose their class abilities?

Oh god Rainbow Servant cheese what have I become.

*snip*

It's rather disingenuous to just make up specialised unique abilities to remove most challenges from the Siege without effort.

Look at nameless. He has one custom ability, based on an existing ability, that is more or less central to the viability of a divine sneak-attacking character and doesn't do anything except make his combat schtick at all feasible.



Witch, it's your move.
Grandmaster_Kane

05-23-07, 09:18 AM
Finally, the completely revised Mirienemi v.2.0 is done and ready for review! :)

Appearance (true form): Mirienemi (Meer-e-en-ah-me) appears as the translucent image of a slender and well-curved nymph female in the bloom of youth, standing 5'4" tall, though she often varies her appearance and height. A shimmering curtain of coppery red hair sprinkled with glittering stars frames a pale, delicate, heart-shaped face. She has very large, tiptilted eyes that are ever-shifting in color and convey an impression of unfathomable timelessness quite at odds with her usual quirky grins or gentle smiles. When not arrayed for battle she is usually either nude or in wispy garments of mist and shimmering light that only barely conceal her femininity.

Personality: Mirienemi is a kind and wise soul with the playful spirit of a innocent child. Benevolent and sweet-natured, Mirienemi has long tended to the needs of those weaker than herself. She can be mercurial and flighty, and she has a mischievous streak a mile wide. She uses her powers over time and fate to foretell the destinies of others, and often she'll meddle in those destinies if she thinks she can improve their lot. She applies this same principle to civilizations as well, and actively works to shake up stagnant and hidebound societies. She means well, but her wandering attention and lack of true understanding about mortal consequences means that sometimes things spiral out of control in unintended ways. She's a big proponent of personal freedom for all and the sight of injustice and tyranny can easily bring about her wrath. Woe be to evil-doers in range when she's on the warpath. She's a believer in karmic retribution for wicked deeds, and she has no problem being karma's agent when need be.

History: Mirienemi is ancient almost beyond measure. One of the first goddesses, she began her existence as a nymph in the time before the dawning of the Mortal Coil. Originally she was of the Seelie Court, and can remember the exile of the Lost Dreamers as well as the great battle between the Seelie Queen Gloriana and the creature called the Unborn. When the battle ended and the Fey began spreading out to the new-made mortal worlds, Mirienemi found herself on a pristine and lovely world. The mortals of that world revered the beautiful nature spirit, who tended their wounds and yet never seemed to age. Generations passed, and as the nymph played her days away with her animal friends, a great civilization began to spring up outside the woods and lakes of her home. Mirienemi healed all who came to her without regard for gender, class, race, or creed, never noticing the veneration that came to be associated with her and the "sacred forest" in which she dwelled.

It came as a great shock to her on the day when the Queen of the Seelie Court visited her lakeside home. Before she could do much more than kneel and properly greet her, Miri found herself banished from Faerie. When she, stricken, asked why, she was told that she had transcended her natural place, having become a being not part of nature. Without realizing it, the worship of the many mortals of her adopted world had transformed her into one of the first true deities. Confused, the dismissed Miri traveled beyond her world, venturing into the Realities Beyond to try and process all that was happening.

Still nymph at heart, Mirienemi wandered the forming Outer Planes, witnessing the arrival of other deities and the rise of the devils, among other cosmic events. She found that she could not abide the physical or mental suffering of mortal beings or the stagnation the devils were bringing, and aligned herself with the powers of goodness. Her body no longer bound by her fey origins she became a transparent figure of wisdom and compassion; both oracle and divine avenger of injustice. In time she accepted her new divinity and established a realm of her own. She continues to forward the cause of life, but she sees herself as now being capable of acting against the causes of the evils that threaten life as well.

Portfolio: Time, Fate, Healing, Magic, Chaos, Freedom, Divine Retribution

Symbol: A nymph maiden dancing across a lake of rainbow waters, with a full moon in the starry night behind and above her.

Favored Weapon: Longbow.

Alignment of worshippers allowed: Chaotic Good, Neutral Good

Environment: Utopia's Embrace (Divine Realm), on Arvandor in the Olympian Glades of Arborea

Utopia's Embrace: This sylvan paradise lies in far northwestern Arvandor. The boundaries of this massive realm are marked by foothills carpeted in a profusion of wildflowers. Treants wander the borders, happy to guide passengers of good intent and thwart any dangerous intruders. The warm breezes of this land's sunny, eternal spring carry the scent of the honeybees and flowers. Copper dragons lair in the higher hills that border the massive basin of the Embrace proper, always up for a chat.

Utopia's Embrace, viewed from above, is a massive forested basin surrounding a miles-wide lake in the center. Smaller streams, lakes, and rivers feed this lake from springs in the hills. The lake itself is unusual, with water that ripples every color of the rainbow. One descends towards it across paths that the sentient forest opens. Awakened trees and animals (both magical and natural) can be found all over the area, keeping company with Eladrin, elves, and the spirits of Mirienemi's mortal worshippers. These petitioners live in treetop communities or in homes formed from a partnership with the living trees around them, which are of every type imaginable. Mirienemi does not allow the destruction of her sacred forest for housing or other purposes.

The very air ripples with life in Utopia's Embrace. Visitors will find their wounds healing faster and their cares eased by the forest. The closer one gets to the central lake, the greater this effect becomes. This is because the central lake, known as the Lady's Lake, has the major positive-dominant trait. Petitioners and guests are shielded from the effects by Mirienemi's will, but intruders will suffer the effects of being on the Positive Energy Plane without shielding (unless they provide their own shielding). When in residence, Mirienemi usually can be found in the lake or treating with guests in the groves of shady weeping willows that grow along its' side.

Utopia's Embrace has the following traits:

Subjective Directional Gravity
Flowing Time (1 day in Utopia's Embrace is equivalent to one year on the Material Plane)
Finite (1800 miles)
Divinely Morphic
Minor Positive-Dominant; Major Positive-dominant at the Lady's Lake
Strongly Good-aligned and strongly Chaos-aligned: -4 penalty to all Intelligence, Wisdom, and Charisma-based checks for those of alignments other than chaotic good.
Enhanced Magic: Enchantment, Positive Energy, Abjuration, Evocation. Spells, class features, and spell-like abilities that rely on positive energy are enhanced.
Impeded Magic: Necromancy, Negative Energy, Conjuration. Spells, class features, and spell-like abilities that rely on negative energy are impeded.



Name: Mirienemi

Race: Greater Deity (Divine Rank 18)

Type: Fey, Outsider, Incorporeal

Level: 70

Class: Vivacious Template (+5 free LA), Nymph (+7 LA) , Sorcerer 41, Initiate of the Sevenfold Veil 7, Fatespinner 5, Master of the Sevenfold Veil 10

Size: Medium

Alignment: Chaotic Good

Strength-5 (-3 mod) (5 inherent)
Dexterity-70 (+30 mod) (57+5 inherent+8 racial)
Constitution-70 (+30 mod) (63+5 inherent+2 template mod)
Intelligence-23 (+6 mod) (18+5 inherent)
Wisdom-54 (+22 mod) (43+5 inherent+4 racial mod+2 template mod)
Charisma-54 (+22 mod) (41+5 inherent+6 racial mod+2 template mod)

(190 +18 DvR bonus +16 from character levels)
All template bonuses/penalties as well as natural ability increases from gaining levels have been factored in.

Speed (land): 40 ft.; (fly): 170 ft. (perfect maneuverability); (swim): 60 ft.

HP: 63d4+30 (2,142 hp)
AC: 148 (+30 Dex, +33 Natural Armor granted from divinity, +22 deflection from Charisma, +22 deflection from Unearthly Grace racial ability, +22 deflection from Charisma granted from Vivacious Template, +1 Haste conferred from weapon, +4 from Holy Aura, +4 from Cloak of Chaos); increases to 166 vs. lawful opponents (Favor of Chaos SDA)
Touch AC: 115 (133 vs. lawful opponents)
Flatfooted AC: 118 (136 vs. lawful opponents)

Space/face/reach: 5 ft

Weight: Insubstantial

Base Attack Bonus: 72/72/67 (51 from the combined BAB of all classes and prestige classes and epic bonuses,+18 Divine, +3 Nymph racial bonus).

Primary Attack: 16 arrows
Secondary Attack: 13 arrows

Fort Save: 117 (37 from classes and prestige classes, 30 Con mod, 21 epic bonus, 18 divine bonus, 22 Unearthly Grace bonus, +1 Nymph's Kiss. Increases to 135 vs. lawful opponents due to the Favor of Chaos SDA, +1 Permanent Resistance bonus, +4 Holy Aura, +4 Cloak of Chaos).
Reflex Save: 117 (as above, with a 30 Dex mod. Increases to 135 vs. lawful opponents).
Will Save: 143 (as above, with a 30 Wis mod. Increases to 161 vs. lawful opponents).

Initiative: 34 (Dex mod +Improved Initiative)

Feats (0 left): Greater Spell Focus (Abjuration), Skill Focus (Spellcraft), Psionic Hole, Point Blank Shot, Epic Spellcasting, Extra Spell, Still Spell, Eschew Materials, Empower Spell, Maximize Spell, Intensify Spell, Ignore Material Components, Automatic Still Spell (x6), Nymph's Kiss, Rapid Metamagic, Silent Spell, Quicken Spell, Multispell, Rapid Shot, Manyshot, Improved Manyshot, Epic Skill Focus (Spellcraft), Improved Spell Capacity, Craft Magic Arms and Armor, Forge Ring, Craft Wondrous Item, Craft Staff, Craft Rod, Reach Spell, Spell Penetration, Greater Spell Penetration, Epic Spell Penetration, Automatic Silent Spell (x4), Arcane Mastery, Transdimensional Spell, Improved Unarmed Strike, Deflect Arrows, Exceptional Deflection, Infinite Deflection, Tenacious Magic (Offend Not The Goddess), Tenacious Magic (Orb of Oblivion), Precise Shot, Improved Precise Shot, Craft Contingent Spell, Craft Epic Contingent Spell, Improved Metamagic (x3)

Bonus Feats (from SDAs and domains): Improved Initiative (Time Domain), Spell Focus: all schools (SDA: Divine Spellcasting), Improved Combat Casting (SDA: Divine Spellcasting), Epic Counterspell (SDA: Instant Counterspelling), Combat Archery, Distant Shot, Swarm of Arrows, Uncanny Accuracy (SDA: Divine Archery), Craft Epic Arms and Armor, Forge Epic Ring, Craft Epic Wondrous Item, Craft Epic Staff, Craft Epic Rod (SDA: Craft Artifact)

Special Abilities: Uncanny Dodge (granted from Fate domain), Can cast chaos spells at +1 caster level (Chaos domain), Use scrolls, wands, and other devices with spell trigger or spell activation as a 20th-level cleric (Magic Domain), Can reroll any damage roll and take the better of the two rolls once per day (Force Domain), Land speed +10 ft. (Celerity domain), Can cast healing spells at +1 caster level (Healing domain), Can cast good spells at +1 caster level (Good domain).

Special Attacks: Blinding Beauty (DC 67 Fort save), Stunning Glance (DC 67 Fort save), spells, spell-like abilities, Positive Energy Ray

Special Qualities: Damage Reduction 10/cold iron, low-light vision, unearthly grace, wild empathy (+6 bonus), fast healing 5, SR 35/negative energy, positive adaptation, positive energy aura, outsider traits, fey traits, incorporeal traits greater deity traits, permanent resistance spell, permanent darkvision spell, casts as a 7th-level Druid, resistance 38/electricity, immunity (fire and acid), regeneration 119, divine aura, DR 40 (Chaotic and Frystalline), SR 105, immunity to polymorphing, ability damage, ability drain, petrifaction, energy drain, mind-affecting effects, disease, poison, stunning, death effects, disintegration, sleep, paralysis, imprisonment, banishing, anyone that attacks her automatically suffers a -18 penalty on attack rolls, saves, and checks for one day, can grant +18 bonus or penalty on attack rolls, saves, and checks 18/day, +2 bonus on all Charisma-based checks.

Salient Divine Abilities (0 left): Extra Domain, Extra Domain, Extra Domain, Instant Counterspell, Eldritch Knowledge (Sorcery), Favor of Chaos, Automatic Metamagic (Purify Spell), Automatic Metamagic (Maximize Spell), Divine Archery, Divine Fast Healing (SDA taken three times), Power of Luck, Divine Dodge, Bulwark of Time*, Automatic Metamagic (Quicken Spell-like abilities), Divine Spellcasting, Increased Spell Resistance, Increased Damage Reduction (Chaotic), Supreme Damage Reduction (Requires a weapon of Frystalline that has been knowingly made against Mirienemi and willingly mined by a Tulani Eladrin, forged by a Ursinal Guardinal, and cooled in the tears of a Throne Archon), Free Move, Craft Artifact, Divine Skill Focus (Spellcraft)

*Bulwark of Time

Prerequisite: Time Domain, Fate Domain, Force Domain

Benefit: Time itself rises in defense of the god with this ability. Whenever one protected by the Bulwark of Time is attacked, regardless of the means or success of the attack, a backlash of chronal energies erupts against the attacker. The attacker is buffeted mercilessly by a sudden gust of the entropic winds of time, suffering 40d6 pure divine damage (maximized with no save, though a Divine Shield can absorb the blow). Someone destroyed by this assault disintegrates (as per the Disintegrate spell). This effect destroys barriers such as a Wall of Force or a Prismatic Sphere that may be protecting the attacker.

Special: This ability is entirely passive and always in effect. It lashes out immediately against attackers, but cannot itself be used as an attack. If the deity with this power is attacked by multiple targets or multiple times in a round, then the Bulwark will strike back on each attack and against each attacker. The Bulwark of Time does not grant bonuses to AC or a miss chance to spells.

Suggested Portfolio Elements: Time, Fate, Supreme

Skills (0 left): Appraise 18, Autohypnosis 18, Balance, Bluff 91, Climb 20, Concentration 91, Craft (artistry) 18, Decipher Script 18, Diplomacy 94, Disable Device 18, Disguise 51, Escape Artist 20, Forgery 18, Gather Information 22, Handle Animal 20, Heal 18, Hide 18, Intimidate 95, Jump 20, Knowledge (arcana) 91, Knowledge (architecture and engineering) 18, Knowledge (dungeoneering) 18, Knowledge (geography) 18, Knowledge (history) 18, Knowledge (local) 18, Knowledge (nature) 20, Knowledge (nobility and royalty) 18, Knowledge (psionics) 18, Knowledge (religion) 18, Knowledge (the Planes) 18, Listen 18, Lucid Dreaming 18, Move Silently 18, Open Lock 18, Perform (dance) 18, Profession (Gambler) 18, Psicraft 18, Ride 20, Search 18, Sense Motive 76, Sleight of Hand 20, Speak Language 18, Spellcraft 162, Spot 18, Survival 24, Swim 26 (+8 from Nymph racial bonus; can take 10 on Swim checks at any time and move at 4x speed in a straight line), Tumble 20, Use Magic Device 48, Use Psionic Device 18, Use Rope 18

Cleric Domains she grants to followers: Time, Fate, Luck, Magic, Force, Celerity, Chaos, Healing, Good

Spell-like abilities useable at will: True Strike, Gentle Repose, Haste, Freedom of Movement, Permanency, Contingency, Legend Lore, Foresight, Time Stop, Augury, Bestow Curse, Status, Mark of Justice, Geas/Quest, Vision, Mind Blank, Mage Armor, Magic Missile, Blast of Force, Otiluke's Resilient Sphere, Wall of Force, Repulsion, Forcecage, Otiluke's Telekinetic Sphere, Bigby's Crushing Hand, Expeditious Retreat, Cat's Grace, Blur, Tree Stride, Wind Walk, Mass Cat's Grace, Greater Blink, Nystul's Magic Aura, Identify, Dispel Magic, Imbue with Spell Ability, Antimagic Field, Spell Turning, Protection from Spells, Mordenkainen's Disjunction, Protection from Evil, Aid, Magic Circle against Evil, Holy Smite, Dispel Evil, Blade Barrier, Holy Word, Summon Monster IX (good), Protection from Law, Shatter, Magic Circle against Law, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Cloak of Chaos, Summon Monster IX (chaos), Entropic Shield, Protection from Energy, Break Enchantment, Moment of Prescience, Miracle, Greater Plane Shift, Greater Teleport.

Spell-like abilities 1/day: Dimension Door

Mirienemi casts as a 70th-level sorceress.

Sorcerer spells per day: 16/37/35/35/35/35/32/32/32/32/12/10/10/10/10/8/8/8/8/6/6/6/6

Spells known: Stick, Caltrops, Resistance, Prestidigitation, Dancing Lights, Ghost Sound (x2), Amanuensis (x2), Mage Hand, Detect Magic (x3), Open/Close (x3), Shield (x3), Grease, Tenser's Floating Disk, Armor Lock (x3), True Casting (x8), Buzzing Bee, Ectoplasmic Armor (x5), Greater Mage Hand, Fist of Stone, Resinous Tar (x2), Blockade, Karmic Aura, Persistent Blade, Siphon, Arrow Mind (x2), Greater Mage Hand, Nerveskitter (x3), Detect Secret Doors (x2), Scorching Ray (x5), Spectral Hand, Knock, False Life (x2), Aiming at the Target (x2), Distracting Ray, Heart of Air, Phantom Foe (x2), Ectoplasmic Feedback (x2), Sting Ray (x2), Incendiary Slime, Curse of Impending Blades, Reflective Disguise, Arcane Turmoil (x2), Shadow Mask (x2), Owl's Wisdom (x2), Eagle's Splendor (x3), Scintillating Scales (x3), Major Image, Slow (x2), Nondetection, Greater Mage Armor, Grasping Wall, Fireball (x3), Lightning Bolt (x3), Capricious Zephyr, Spell Vulnerability (x3), Wand Modulation (x3), Resonating Bolt (x3), Deeper Darkvision (x3), Giant's Wrath, Shatterfloor, Karmic Backlash, Repelling Shield, Spellcaster's Bane (x3), Bothersome Babble, Heart of Water, Dimensional Anchor, Heart of Earth, Caustic Mire, Forceward, Wings of Flurry (x6), Assay Spell Resistance (x3), Forcewave, Thunderlance, Perfect Summons (x2), Bloodstar (x2), Orb of Sound (x7), Orb of Force (x7), Sword of Deception, Cone of Cold (x2), Mind Fog (x2), Waves of Fatigue, Viscid Glob, Reciprocal Gyre (x4), Duelward (x3), Graymantle, Coat of Arms, Heart of Fire, Nightstalker's Transformation, False Vision, Draconic Might, Telepathy Block (x3), Orb of Sound (x5), Orb of Acid (x12), Karmic Retribution, Mordenkainen's Trusted Bloodhound, Greater Heroism, Superior Resistance, Mass Suggestion, Mislead, Starmantle (x2), Chain Lightning (x2), Disintegrate (x2), Wages of Sin, Greater Anticipate Teleport (x2), Quickshift (x2), Fleshshiver (x2), Orb of Force (x7), Howling Chain (x2), Wings of Flurry (x7), Retributive Enervation (x2), Delayed Blast Fireball (x2), Sword of Darkness (x2), Transfix (x2), Project Image, Antimagic Ray (x2), Ironguard (x3), Prismatic Eye, Planar Bubble, Barghest's Feast, Reverse Gravity, Amber Sarcophagus, Insanity, Synostodweomer, Bite of the Werebear (x2), Prismatic Spray (x3), Radiant Assault (x6), Incendiary Cloud (x2), Polar Ray (x2), Field of Icy Razors (x2), Greater Shout (x3), Lightning Ring (x2), Polymorph Any Object (x2), Greater Arcane Fusion (x2), Deadly Lahar (x2), Mysterious Redirection (x3), Superior Invisibility (x3), Orb of Force (x7), Wail of the Banshee (x2), Greater Dragon Ally (x3), Meteor Swarm, Prismatic Deluge (x5), Absorption (x3), Effulgent Epuration (x2), Sphere of Ultimate Destruction (x2), Black Blade of Disaster, Deadly Sunstroke, Obedient Avalanche (x2), Reaving Dispel (x6), Replicate Casting (x2), Reality Maelstrom (x2), Intensified Fireball (x3), Intensified Lightning Bolt (x3), Intensified Resonating Bolt (x6), Intensified Wings of Flurry (x2), Intensified Orb of Sound (x8), Intensified Reciprocal Gyre (x4), Intensified Orb of Force (x6), Intensified Disintegrate (x3), Intensified Chain Lightning (x3), Intensified Orb of Force (x4), Intensified Delayed Blast Fireball (x2), Intensified Orb of Force (x3), Intensified Radiant Assault (x5), Intensified Greater Shout (x3), Intensified Incendiary Cloud (x2), Intensified Polar Ray (x2), Intensified Meteor Swarm (x2), Intensified Deadly Sunstroke (x2), Intensified Obedient Avalanche (x4), Ghostform (x2), Programmed Amnesia, Baleful Polymorph, Last Judgment, Wages of Sin, Prismatic Deluge (x2), Cyclonic Blast (x3), Reaving Dispel (x3), Replicate Casting (x2), Orb of Force (x6), Obedient Avalanche (x2), Storm of Fire and Ice (x2), Incorporeal Nova (x3), Dream Travel, Mirror Walking, Earth Reaver (x6), Solipsism, Maw of Chaos (x2).

Druid Spells per day: 8/16/16/16

Spells Prepared: Naturewatch, Purify Food and Drink, Cure Light Wounds (x6), Detect Animals or Plants, Calm Animals (x2), Charm Animals (x2), Foundation of Stone (x2), Camouflage, Eyes of the Avoral (x2), Beastland Ferocity (x4), Healthful Rest (x2), Mass Snake’s Swiftness (x7), Scent, Briar Web, Healing Sting (x5), Mark of the Outcast (x2), Blindsight (x3), Creaking Cacophony, Vine Mine (x2), Prickling Torment (x2), Affliction (x2), Sleet Storm, Crumble (x5).

Epic Spells per day: 9 (arcane)/2 (divine)

Epic Spells Known (arcane): Contingent True Resurrection, Summon Primal Elemental, Orb of Oblivion, Second Chance Denied, Greater Epic Mage Armor, Esoteric Aegis, Offend Not The Goddess, Through the Looking Glass, Total Ruin.

Epic Spells Known (divine): Mirienemi's Kiss (x2).

Second Chance Denied
Abjuration
Spellcraft DC: 62
Components: XP
Casting Time: Quickened spell
Duration: Contingent until triggered, then Instantaneous
Range: See Text
Target: One Creature
Saving Throw: Fort Negates
Spell Resistance: No

When cast, the spellcaster selects one creature as its target. The spell does not take effect until and unless the target dies and an effect that attempts to bring that target back to life (such as epic magic or lower-level spells like true resurrection, raise dead, resurrection, revenance, last breath, wish, or miracle) go into effect. Second Chance Denied then activates, immediately preventing the resurrection and permanently destroying the targeted creature. If the target succeeds on a Fort save (DC 142) the spell is negated. If the spell succeeds, a resounding and authoritative feminine voice thunders the word "NO!" across the heavens, accompanied by the brief visual image of a wrathful nymph maid pointing her index finger accusingly at the target.

To Develop: 558,000 GP, 11 days, 22,320 XP. Seed: Foresee (DC 17), Dispel (DC 19). Factors: Quickened Spell (+28), No verbal or somatic components (+4), Increase save DC by 26 (+52), Gain +21 to defeat caster level check (+42), Burn 100 XP to cast (-100 DC).

Mirienemi's Kiss
Conjuration (Healing)
Spellcraft: 59
Casting Time: Quickened spell
Duration: Instantaneous
Range: See Text
Target: One Creature
Saving Throw: Will (harmless)
Spell Resistance: Yes (harmless)

With a thought the spellcaster heals herself or another fully. This spell works as the Heal spell, save that the subject recovers all hit points and is cured of all afflictions and negative levels. An unwilling subject can make a Will save to resist this effect. There's a visual effect of rainbow light rippling over the subject for a few seconds and then bursting into a spray of prismatic butterflies flying into each injury and exploding in a tinkling sound. Each injury is instantly healed up. Within a few seconds the butterflies are gone on a rose-scented wind.

To develop: 531,000 GP, 11 days, 21,240 XP. Seed: Heal (25). Factors: Quickened spell (+28), No verbal or somatic components (+4), Dispelling negative levels (+2).

Summon Primal Elemental
Conjuration (Summoning)
Spellcraft DC: 117
Casting Time: Quickened Spell
Duration: 20 rounds
Range: 75 ft.
Target: None
Saving Throw: None
Spell Resistance: No

This spell summons up a Primal Elemental of the earth, fire, air, or water. The caster selects which element at the time of casting. The elemental arrives in a suitable fashion for so grand an entity. The air rips apart to accommodate an air elemental's entrance. Fire blazes from nowhere, forming a gate for a fire elemental to step through. A cyclone of briny sea water coalesces into a water elemental. An earth elemental smashes through the ground. The elemental obeys the commands of the summoner for the duration of the spell or until it is destroyed.

To Develop: 100,8000 GP, 20,000 days, 40,320 XP. Seed: Summon (14). Factors: Raising the DC of summoned creature to 35 (+40), Quickened spell (+28), No verbal or somatic components (+4)

Orb of Oblivion
Conjuration (Creation)
Spellcraft DC: 155
Components: V
Casting Time: 1 standard action
Duration: Permanent
Range: Medium (100 ft. +10 ft. per level)
Saving Throw: Fort partial
Spell Resistance: Yes

This spell summons up the primal and ever-thirsting force of entropy itself. The caster cups her hands and makes a squeezing motion. The space between the cupped hands rapidly compresses, shrinking in on itself infinitely until even light itself cannot escape. Whispering words of binding and control in the long-lost tongue of primal Sylvan, the caster then hurls this miniature black hole against her target. The orb of oblivion generates a dire wind that pulls all within its range into its' dread embrace. Anything pulled into the maw of an orb of oblivion suffer 20d6 points of damage. Creatures that make a successful Fort save take half damage. Anything reduced to 0 hit points in this fashion is forever lost beyond the event horizon of the black hole and disintegrated (as per the Disintegrate spell). Unattended objects get no save against this effect. The caster and those creatures or things she specifies are immune to this effect and may move and act normally. By concentrating (as a move-equivalent action), the caster may send the sphere off to a distance of the orb's range once per turn. The orb cannot be moved beyond its' maximum range in one turn, although the caster can exert a telekinetic pull to move the sphere along with her to the maximum of her move rate on her turn as a standard action.

To Develop: 1,395,000 GP, 28 days, 55,800 XP. Seed: Destroy (29), No somatic components (+2), Permanent (x5).

Total Ruin
Transmutation
Spellcraft DC: 158
Casting Time: 1 standard action
Duration: Instantaneous
Range: Medium (100 ft. +10 ft. per level)
Saving Throw: Fortitude Half
Spell Resistance: No

This spell works as Ruin, but with a maximum total of 100d20 points of damage. The spellcaster's eyes glow with white light for a second before a beam of white energy, accompanied by the sound of a million oceans crashing, blasts at the target.

To Develop: 1,422,200 GP, 29 days, 56888 XP. Seed: Disintegrate (24), No somatic or verbal components (+4), Ignore spell resistance (+50), Increase maximum damage by +60d6 (+30), increase damage dice by four steps (+40), deal half damage on a failed save (+10 ad hoc).

Offend Not The Goddess
Abjuration
Spellcraft DC: 45
Components: V, S, XP
Casting Time: 1 standard action
Duration: Contingent until triggered, then Permanent
Range: Personal
Saving Throw: Yes (harmless)
Spell Resistance: Yes (harmless)

This potent spell was developed by Mirienemi long ago, in preparation for battle against the wicked. Once cast, the spell remains dormant until triggered by a hostile spell or psionic power. When the spell or power would hit, Offend Not The Goddess triggers, reflecting the spell or power back upon its' caster. The caster suffers the full effects of the spell or power at whatever spell level or manifester level was originally used, with the same save DC. In the case of Reaving Dispel, if the attacker fails in their dispel checks then their own magic is reaved and the beneficial effects go to Mirienemi. This spell does not affect Mirienemi's own spells, so she can use her own spells upon herself without difficulty. She can choose to raise or lower the protection of this spell as an immediate action, allowing beneficial spells from allies to take effect upon her.

To Develop: 405,000 GP, 8 days, 16,200 XP. Seed: Reflect (29), Reflect spells up to 10th level (+180), Permanent (x5), Burn 1000 XP upon casting (-1000).

Through the Looking Glass
Conjuration (Summoning)
Spellcraft DC: 35
Casting Time: Quickened spell
Duration: Permanent
Range: Medium (100 ft. +10 ft. per level)
Saving Throw: No
Spell Resistance: No

Long ago, Mirienemi wandered the planes in search of meaning and purpose. In her journeys she came across a strange dimension; a plane of mirrors, where one encountered one's opposite self. She battled a dark version of herself and won, giving her the inspiration to create this spell. When cast, Through the Looking Glass creates a mirror-self of a selected target. This mirror-self is identical in all ways to the target, save that they are of the opposing alignment and dedicated to their real-self's destruction. The mirror-self has all the memories of the selected target, as well as all of their items and possessions at the moment of creation. The mirror-self fights tirelessly to stalk and slay its' real-self. If it succeeds in killing its' real self it then assumes its' real-self's life and place until destroyed or dismissed by its' summoner. If destroyed, a mirror-self shatters (as do all of its' possessions). As a side-effect of its' creation, a mirror-self created through this spell obeys the one who summoned it, going on their turn in battle. This is contrary to a normal mirror-self, who has its' own will.

To Develop: 315,000 GP, 6 days, 12,600 XP. Seed: Mirror Walking (DC 26), Life (27), Quickened Spell (+28) , No verbal or somatic components (+4), Dismissible by caster (+2), Permanency (x5), Burn 400 XP (-400)


Contingent True Resurrection
Conjuration (Healing)
Spellcraft DC: 80
Components: V, S, DF
Casting Time: 1 round
Range: Touch
Target: You or creature touched
Duration: Contingent until expended, then instantaneous
Saving Throw: None (see text)
Spell Resistance: Yes (harmless)
To Develop: 720,000 gp; 15 days; 28,800 XP. Seed: life
(DC 27). Factors: activates when subject is slain (+25
DC), no loss of level or Constitution when resurrected
(ad hoc +10), decrease casting time by 9 rounds (+18).

Contingent true resurrection works as per contingent
resurrection, save that the resurrected creature does not
lose a level (or 1 point of Constitution if the subject was
first level), and the time between death and resurrection
is only 1 round.

Greater Epic Mage Armor
Conjuration (Creation) [Force]
Spellcraft DC: 70
Components: V, S
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: 72 hours (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 630,000 gp; 13 days; 25,200 XP. Seed:
armor (DC 14). Factors: +36 additional armor bonus
(+72), increase duration by 200% (+4). Mitigating Factor:
increase casting time by 9 minutes (-18), change
target to personal (-2).

Greater epic mage armor works as per epic mage
armor, except that it grants a +40 armor bonus to Armor
Class, and lasts for 3 days.

Esoteric Aegis
Abjuration
Spellcraft DC: 83
Components: V, S
Casting Time: 1 minute
Range: Personal
Effect: 10-ft. radius emanation
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
To Develop: 747,000 gp, 15 days, 29,880 XP. Seeds:
ward (DC 14), transform (DC 21). Factors: gain +10
bonus on DC to avoid being dispelled (ad hoc +20),
make spell effect tenacious (as per the feat) (ad hoc +10),
end dispel checks that fail to dispel this spell automatically
(ad hoc +4), ward against mage’s disjunction (+16).
Mitigating factors: change range from touch to personal
(-2)

The caster calls upon the very fabric of magic to fashion
a ward to protect his own working of the Word from
those that would tear it down. A shimmering, dusky
globe surrounds the caster, intercepting any attempts to
end his spells by means of dispel magic, or similar spells
and epic spells, and providing a +10 bonus on the DC
against which the dispel attempt must succeed. Any dispel
attempt which succeeds can then proceed as normal,
but esoteric aegis works as if under the effects of the
Tenacious Magic feat, and thus cannot be dispelled, only
suppressed for 1d4 rounds. Dispel attempts that fail are
not entitled to checks against lesser spells within the area
of effect (this differs from the usual procedure of area
dispel magic attempts). Furthermore, mage’s disjunction
is warded against in its entirety.


Major Artifacts Possessed: Lament of the Wicked, Nymph's Integrity, Clarity of Thought

Lament of the Wicked: This longbow of purest Frystalline was forged for Mirienemi in the time when the Gods were first establishing themselves in the cosmos. The mysterious deity who now sleeps beneath the mountains of Eronia on Elysium took pity on the confused, newly-deified nymph and crafted a weapon for her to defend herself with as she searched to find meaning for her new life. This elaborately-curved bow is of palest-gold crystal, with twining vines of mithral that support leaves of emerald and berries of ruby. Writing in Celestial and primal Sylvan is engraved into the bow. It reads: "Dear Mirienemi. May this bow protect you wherever you wander, my dear little dancer. Always remember that the light of hope can never be overcome, even in the depths of the blackest darkness." When Mirienemi joined with the forces of Good and took up the portfolio of Divine Retribution upon the death of another deific friend in combat, she took this bow to be her weapon of choice. Rarely has she drawn Lament of the Wicked, for she prefers to encourage mortals to rise up against evil on their own or to use her powers to aid them, but the deadliness of the weapon when she has used it has well earned it its name.

Lament of the Wicked confers several effects to its' holder. First, merely possessing the bow grants the holder the benefits of the following spells: True Seeing, Guided Shot, Hunter's Mercy, and Haste. The bow automatically produces arrows when its' mithral string is drawn. The number of arrows is equivalent to the number that the holder can fire on a full attack. Further, the holder can choose what types of arrows are produced as an immediate mental action. Arrows so produced can have up to a +10 bonus and be of any material or substance known to the holder. This semi-sentient bow is attuned to Mirienemi and resists being removed from her hand. Anytime a person or force tries to remove Lament of the Wicked from Mirienemi, the bow gets not only a Strength check, but also a Will roll (at Mirienemi's Will DC). If both fail then the bow is removed. However, the bow automatically teleports back to Mirienemi at the start of her next turn. Lament of the Wicked has the effects of the Dread (Evil Outsiders), Holy, Seeking, and Maiming weapon traits. Finally, Lament of the Wicked is treated as epic, chaotic and good for the purpose of overcoming DR.

Lament of the Wicked can be destroyed only by immersion in the Venom Fount or by being destroyed by the God who forged it.

Nymph's Integrity: During her wanderings across reality, Mirienemi saw the rise of planes devoted to law and chaos, to good and to evil. In her early days as a deity of good she traveled into the Gray Waste of Hades in pursuit of a wicked archmage of great power who had fled from the wrath of the citizens he'd once oppressed. The traits of the dark plane were a hindrance to Miri as she battled, and once the defeated archmage was returned to his world to face his fate at the hands of a lynch mob, Miri decided that she had to do something to prevent such problems in the future. Thus was born Nymph's Integrity.

Nymph's Integrity is a pendant forged of platinum and mithral links. A simple crystal of deepest blue, a gift from a clan of Bariaur Miri once helped, is held within a mithral filigree. When worn, the pendant creates a planar bubble (as the spell) about the wearer, enabling them to emulate the traits of their native reality no matter where they go. Nymph's Integrity also grants immunity to fire, cold, acid, electricity, and sonic damage and effects, immunity to critical hits and sneak attacks, and shields the wearer against any and all gaze attacks.

Nymph's Integrity can only be destroyed on the Plane of Mirrors, by being brought in direct contact with its' opposite version on Mirienemi's mirror-self.

Clarity of Thought: As a Goddess of Chaos, Mirienemi once felt obligated to explore the inherent chaos in the minds of mortals. To that end she entered the Plane of Dreams and sought out the Dreamheart. Enchanted as she was by the sheer variety of dreamscapes, Miri soon realized that some mortals feared the chaos in their hearts. That fear was what allowed the likes of devils and tyrants to take over, with their promises of easing the confusion. Going one step further, Miri wondered if there was a realm where the chaos of deities was made manifest. Fond as she is of change and growth, Miri has no desire to experience insanity. Hence she had Clarity of Thought forged.

Clarity of Thought is a circlet of gold with a crystal orb of iridescent indigo mounted in it. Although simple in appearance, this artifact grants amazing power. The wearer of Clarity of Thought is immune to all fear, mind-affecting, and compulsion effects. In addition, the headband creates a psionic dead zone in its' vicinity. Psionic powers simply cease functioning in a radius of 100 feet per HD of the wearer. This effect is not permanent. Once the wearer moves out of range, psionic powers can be manifested or resumed again.

Clarity of Thought can only be destroyed in the Soul Forges of Moradin, or by casting it into the Lake of Fire and Brimstone in Phelgethos, the Fourth Perdition of Hell.


Starting Gold: 25,760,000 GP
Remaining Gold: 12,349,363 GP

Bought: Bag of Holding (IV)-10,000
Greater Metamagic Rod of Sculpting-24,000
Rod of Epic Rulership-300,000
Rod of Excellent Magic (x4)-2,600,000
Ring of Chaotic Fury-250,000
Ring of Virtuous Good-250,000
Rod of the Wyrm (Copper Dragon)-1,562,000
Staff of the Cosmos-683,437


how is burning exp lowering your spell dc's by so much?
Dispater24

05-23-07, 09:37 AM
It's rather disingenuous to just make up specialised unique abilities to remove most challenges from the Siege without effort.

Look at nameless. He has one custom ability, based on an existing ability, that is more or less central to the viability of a divine sneak-attacking character and doesn't do anything except make his combat schtick at all feasible.

Witch, it's your move.

The first two abilities are based on the Bloodhounds abilities(except the killing thing) and the third is rather harmless if you consider what Dispaters Servant Merorem can do.
goro

05-23-07, 10:05 AM
Divine Regeneration
Prerequisite: Divine Fast Healing
Benefit: You gain regeneration equal to 1/4HD plus your DvR. You regrow severed limbs in ten minutes, or you may reattach them by holding them in position for 1 round. The only way to fully destroy you is to cut off your head.

Hey Dispater, which book is force dragon in?
Witch

05-23-07, 10:37 AM
May we use the epic vow of poverty progression from here (http://boards1.wizards.com/showthread.php?t=554563)?
No; it doesn't make sense. Being poor doesn't make you a god.

I must say, this seems awesome, I love the roleplaying aspect of the combats.
It's what I try to emphasize - making this a combat of solely numbers would be boring :)

I wish I was more experienced at this game (Which is to say, if I had any clue whatsoever how epic/divine rules work), I just might have a try at it as a divine Warforged god of machines (Would that be allowed?).
I'd need to recheck how Warforged work, but as far as I know, Warforged don't exist outside of Eberron, which is an entirely different category.

Divine Breath Weapon Mastery:
Prerequisite: Breath Weapon,
The power of your breath weapon is greater than the most powerful of dragons. You may use your breath weapons each round if you are able to(normally you must wait 1d4 rounds). The size of the line or the cone of your breath weapons are increased to what a dragon two sizes larger could produce(max colossal plus). The save DC against your breath weapons is increased by +6. Increase damage die one step; d6 to d8, d8 to d10, d10 to d12 max.
Change the save DC to +4, and it's approved.

Divine Weapon Enhancement
Select any number of weapon enhancements with a total bonus no greater than your DVR. Any weapon you wield is considered to possess these bonuses stack with whatever bonuses the weapon already possesses. The level of the bonuses does not stack.
(Example; if you choose speed(+3) and wounding(+2) as bonuses and apply them to a +5 Icy Burst Vorpal sword(Total +12) the bonus total does not increase.
Sorry, but just no. Cheap method of getting way too much power.

All effects which seal doors, portals, chests and similar objects can be overcome by Terfel with a successful Open Lock check. Arcane lock and similar magical seals can be bypassed by making an Open Lock check with a DC equal to 20 + the CL of the effect. Magically created effects which normally only open for the caster, such as the entrance to a magnificent mansion, can be entered with a check of DC 30 + CL.
Additionally, Terfel can use an Open Lock check instead of other attribute or skill checks to break through or pass through barriers or open chests or similar devices. This includes Strength checks to break down doors or walls or break open chests (but not to break other objects) and Escape Artist checks to pass through confined spaces or walls of force (but not to escape bonds). In certain circumstances, other skills or attributes could be replaced, such as an Intelligence check to solve a puzzle lock, or a Knowledge (arcana) check to guess a password to open a portal.
This is an Abyssal Blessing.
Fixed, I think. Now it simply lets her use Open Lock instead of other skills or attributes.
Acknowledged as a Supernatural effect.
Grandmaster_Kane

05-23-07, 10:37 AM
Divine Regeneration
Prerequisite: Divine Fast Healing
Benefit: You gain regeneration equal to 1/4HD plus your DvR. You regrow severed limbs in ten minutes, or you may reattach them by holding them in position for 1 round. The only way to fully destroy you is to cut off your head.

Hey Dispater, which book is force dragon in?

ELHB
Witch

05-23-07, 10:44 AM
Following the Abyssal Blessings of my third and final participant Idack The Great Wyrm Force Dragon Demon Lord


Mark of Death
Idack can target or mark one Creature he knows it exists. He receives a variety of advatages against the marked Creature.
Idack gains an insight bonus equal to half his HD on any rank check to determine the whereabouts of the mark.
Once per round as a swift action Idack can kill a mark he can see with a thought (RW Fort 75 or death)

...and how does said entity get a save against being marked? How do you mark something you can't even see? Where lies the balance or sense of this ability? This is not approved, and would need severe alteration before being even considered.


Find the Way
Idacks gains the ability to find the shortes way to any place he wants to go, this effect is similar to the find the path Spell except Idack can use find the path to reach a creature he marked.
Idack can concentrate to detemine the location of the mark, after one round of concentration he knows if the mark is on the same Plane of existence or not, in round two he knows the direction and Distance of the mark, in round two he knows the exact position of the mark.
Idack can Sry the location of a mark, who´s position he has determined succesful, as a free action.

You can't automatically find the way to something which you have never even seen and has all sorts of contingencies regarding divination, even to the point of continually banning the school. It makes little sense when you can just randomly pick any target and automatically know "ah, there he is". For example, you could just say "I want to know where Ao is", and you'd suddenly know? No.


Time is on my Side
Idack has the power to alter and use the stream of time to further his goals.
8/day He can travel through the Timestream and reach any place he is aware of, similar to Planshift and teleport without error, except the timestream is used and not the Astral plane(no Spells or effects that counter or alter astral based spells effect this travel). Idack can also determine the exact point of time he will reach his Destination, but the maximum of this timetravel are 4 Rounds into the past or future and no version of him can be at a distance nearer than one mile.

1. Even Merorem isn't that good in time alteration. In fact, he's a hundredfold more limited. Note that Merorem is also subject to Paradox's command, which brings me to the second point:
2. The only entity that equals Merorem's powers over time is Eth. The only two that exceed it are Paradox and Xestomul. Hence, your ability is barred simply because it doesn't fit in the Dicefreaks cosmos.
goro

05-23-07, 10:44 AM
Divine Breath Weapon Mastery:
Prerequisite: Breath Weapon,
The power of your breath weapon is greater than the most powerful of dragons. You may use your breath weapons each round if you are able to(normally you must wait 1d4 rounds). The size of the line or the cone of your breath weapons are increased to what a dragon two sizes larger could produce(max colossal plus). The save DC against your breath weapons is increased by +4. Increase damage die one step; d6 to d8, d8 to d10, d10 to d12 max.


How do you determine the starting ECL for monsters as characters? I thought it was double CR? I'm still looking through the thread for an answer, but if someone has one let me know please.

Flight(EX): (SDA)
You gain the extraordinary ability to fly With perfect maneuverability.

Witch, do you know what the ecl of a great wyrm rust dragon is?
Rikandur_Azebol

05-23-07, 12:02 PM
Hey Mysteris, here i offer my help with spells. Hope I'm not too harsh. :evillaugh

BTW, I like Your girlie's flavor. Will try to be equally impressive with my Challenger. :clap:

Total Ruin
Transmutation
Spellcraft DC: 158
Casting Time: 1 standard action
Duration: Instantaneous
Range: Medium (100 ft. +10 ft. per level)
Saving Throw: Fortitude Half
Spell Resistance: No

This spell works as Ruin, but with a maximum total of 100d20 points of damage. The spellcaster's eyes glow with white light for a second before a beam of white energy, accompanied by the sound of a million oceans crashing, blasts at the target.

To Develop: 1,422,200 GP, 29 days, 56888 XP. Seed: Disintegrate (24), No somatic or verbal components (+4), Ignore spell resistance (+50), Increase maximum damage by +60d6 (+30), increase damage dice by four steps (+40), deal half damage on a failed save (+10 ad hoc).

Sorry ... but, WTF ?! Isn't destroy seed automatically halved with sucessful save ? A minor mistake on Your part.

But the second thing is outrageous. How, when Witch house-ruled that IGNORE SR is +50 DC ?!? :confused:

If Yes, I call dibs on this loophole. :drool:

Offend Not The Goddess
Abjuration
Spellcraft DC: 45
Components: V, S, XP
Casting Time: 1 standard action
Duration: Contingent until triggered, then Permanent
Range: Personal
Saving Throw: Yes (harmless)
Spell Resistance: Yes (harmless)

This potent spell was developed by Mirienemi long ago, in preparation for battle against the wicked. Once cast, the spell remains dormant until triggered by a hostile spell or psionic power. When the spell or power would hit, Offend Not The Goddess triggers, reflecting the spell or power back upon its' caster. The caster suffers the full effects of the spell or power at whatever spell level or manifester level was originally used, with the same save DC. In the case of Reaving Dispel, if the attacker fails in their dispel checks then their own magic is reaved and the beneficial effects go to Mirienemi. This spell does not affect Mirienemi's own spells, so she can use her own spells upon herself without difficulty. She can choose to raise or lower the protection of this spell as an immediate action, allowing beneficial spells from allies to take effect upon her.

To Develop: 405,000 GP, 8 days, 16,200 XP. Seed: Reflect (29), Reflect spells up to 10th level (+180), Permanent (x5), Burn 1000 XP upon casting (-1000).
Through the Looking Glass
Conjuration (Summoning)
Spellcraft DC: 35
Casting Time: Quickened spell
Duration: Permanent
Range: Medium (100 ft. +10 ft. per level)
Saving Throw: No
Spell Resistance: No

Long ago, Mirienemi wandered the planes in search of meaning and purpose. In her journeys she came across a strange dimension; a plane of mirrors, where one encountered one's opposite self. She battled a dark version of herself and won, giving her the inspiration to create this spell. When cast, Through the Looking Glass creates a mirror-self of a selected target. This mirror-self is identical in all ways to the target, save that they are of the opposing alignment and dedicated to their real-self's destruction. The mirror-self has all the memories of the selected target, as well as all of their items and possessions at the moment of creation. The mirror-self fights tirelessly to stalk and slay its' real-self. If it succeeds in killing its' real self it then assumes its' real-self's life and place until destroyed or dismissed by its' summoner. If destroyed, a mirror-self shatters (as do all of its' possessions). As a side-effect of its' creation, a mirror-self created through this spell obeys the one who summoned it, going on their turn in battle. This is contrary to a normal mirror-self, who has its' own will.

To Develop: 315,000 GP, 6 days, 12,600 XP. Seed: Mirror Walking (DC 26), Life (27), Quickened Spell (+28) , No verbal or somatic components (+4), Dismissible by caster (+2), Permanency (x5), Burn 400 XP (-400)

Second Chance Denied
Abjuration
Spellcraft DC: 62
Components: XP
Casting Time: Quickened spell
Duration: Contingent until triggered, then Instantaneous
Range: See Text
Target: One Creature
Saving Throw: Fort Negates
Spell Resistance: No

When cast, the spellcaster selects one creature as its target. The spell does not take effect until and unless the target dies and an effect that attempts to bring that target back to life (such as epic magic or lower-level spells like true resurrection, raise dead, resurrection, revenance, last breath, wish, or miracle) go into effect. Second Chance Denied then activates, immediately preventing the resurrection and permanently destroying the targeted creature. If the target succeeds on a Fort save (DC 142) the spell is negated. If the spell succeeds, a resounding and authoritative feminine voice thunders the word "NO!" across the heavens, accompanied by the brief visual image of a wrathful nymph maid pointing her index finger accusingly at the target.

To Develop: 558,000 GP, 11 days, 22,320 XP. Seed: Foresee (DC 17), Dispel (DC 19). Factors: Quickened Spell (+28), No verbal or somatic components (+4), Increase save DC by 26 (+52), Gain +21 to defeat caster level check (+42), Burn 100 XP to cast (-100 DC).

I'm afraid that You had made another mistake here. XP burn mitigation is worth -1 DC per 100 XP. Maximum -200 DC for 20,000 XP.

Och, and I'll steal Offend Not the Goddess, it's too good to miss. :P



Goro, isn't it simpler to get these feats/spells that improve flight ? SDA burned for this purpouse is a bit much IMO. And Your Breath Weapon SDA is scary.

Perhaps I could offer another one to consider for You:

Divine Breath(Ex)(SDA)
Prerequesties: Dragon, DvR 11+, Breath Weapon causing 10d6+, Divine Breath Mastery.
Benefits: Half damage from Your breath weapon is divine.
goro

05-23-07, 12:18 PM
I was looking at flight as an EX ability incase I wanted to change into a dfferent form.

I should probably add to the Divine Breath Weapon SDA that it can be taken more than once and its effects stack.

Do Epic Spells count as 10th level spells for purposes of the ward seed?
Mysteris

05-23-07, 01:48 PM
how is burning exp lowering your spell dc's by so much?

I thought that there was a 1 for 1 correlation between the amount of XP burned and the amount the Save DC was lowered by. I see now from Rik's post that that was wrong.

BTW, I like Your girlie's flavor. Will try to be equally impressive with my Challenger.

Thanks! I really appreciate the comment. :)

Sorry ... but, WTF ?! Isn't destroy seed automatically halved with sucessful save ? A minor mistake on Your part.


*nod* Yes. That's why one takes half damage from Total Ruin on a successful Fort save.

But the second thing is outrageous. How, when Witch house-ruled that IGNORE SR is +50 DC ?!?

I hadn't seen that. Total Ruin was one I adapted from the list of pre-developed Feanmerc spells and just upped the damage and development costs for. I thought all the factors were taken into account but I can fix it if needed.

I'm afraid that You had made another mistake here. XP burn mitigation is worth -1 DC per 100 XP. Maximum -200 DC for 20,000 XP.

Ouch. Well, if I understand correctly, Xp burn is what the Avatars are for, right?

Och, and I'll steal Offend Not the Goddess, it's too good to miss.

Go right ahead. :) After all, its' not like I haven't been inspired to change some of my strategies by the good ideas I see the rest of you coming up with here. :)

Question: How does one handle familiars? I see that sorcerers and wizards get them, but this will be my first time actually playing a sorcerer, much a sorcereress/goddess, and I have little idea of how to make a familiar. Much less make one that's appropriate for Miri's level. Any help would be appreciated. :)
Dispater24

05-23-07, 02:36 PM
Mark of Death
Idack can target or mark one Creature he knows it exists. He receives a variety of advatages against the marked Creature.
Idack gains an insight bonus equal to half his HD on any rank check to determine the whereabouts of the mark.
Once per round as a swift action Idack can kill a mark he can see with a thought (RW Fort 75 or death)

...and how does said entity get a save against being marked? How do you mark something you can't even see? Where lies the balance or sense of this ability? This is not approved, and would need severe alteration before being even considered.


Find the Way
Idacks gains the ability to find the shortes way to any place he wants to go, this effect is similar to the find the path Spell except Idack can use find the path to reach a creature he marked.
Idack can concentrate to detemine the location of the mark, after one round of concentration he knows if the mark is on the same Plane of existence or not, in round two he knows the direction and Distance of the mark, in round two he knows the exact position of the mark.
Idack can Sry the location of a mark, who´s position he has determined succesful, as a free action.

You can't automatically find the way to something which you have never even seen and has all sorts of contingencies regarding divination, even to the point of continually banning the school. It makes little sense when you can just randomly pick any target and automatically know "ah, there he is". For example, you could just say "I want to know where Ao is", and you'd suddenly know? No.


Time is on my Side
Idack has the power to alter and use the stream of time to further his goals.
8/day He can travel through the Timestream and reach any place he is aware of, similar to Planshift and teleport without error, except the timestream is used and not the Astral plane(no Spells or effects that counter or alter astral based spells effect this travel). Idack can also determine the exact point of time he will reach his Destination, but the maximum of this timetravel are 4 Rounds into the past or future and no version of him can be at a distance nearer than one mile.

1. Even Merorem isn't that good in time alteration. In fact, he's a hundredfold more limited. Note that Merorem is also subject to Paradox's command, which brings me to the second point:
2. The only entity that equals Merorem's powers over time is Eth. The only two that exceed it are Paradox and Xestomul. Hence, your ability is barred simply because it doesn't fit in the Dicefreaks cosmos.


For the first:The Entenity gets no save. The Bloodhound needs only a description (and ten minutes to focus on the mark but he can have more than one).
The death effect is similar to the Hand of Death SDA.

The second: is a problem, i just realized that i have no idea how to ever find Dispater, he could be playing cards at the other end of this endless plane and no one would ever know it if he is disguised enoungh(with a spell).

The third: banned for cosmological reasons is ok.

Is the rest of the Dragon ok?
Squirrelloid

05-23-07, 04:48 PM
I'm still looking for a location of Epic Counterspelling, as it doesn't seem to be in the SRD's ELH (and I can't seem to find my copy... grr... this is what i get for not using it for over 4 years).

New Questions:
(1) How do you want us to price out artifacts with unusual abilities - especially when those abilities are highly unlikely to come up over the course of the competition? (Yes, I'm writing flavor that has nothing to do with the competition).

Example: Here's my draft of an Artifact:
Flute of the Outer Gods

Fashioned of a single bone, inlayed with nacre, corals, and precious metals, and embossed with intricate patterns, the Flute of the Outer Gods is a beautiful piece of work. However, it is also an item of terrible power. The existence of the Flute alone is what keeps the Outer Gods asleep – should it ever be destroyed the Outer Gods would awaken. When that happens the bounds of reality would be rent asunder and the broken shell that was left would be added atop the pile of previous realities in the Void Beyond. Then the Outer Gods would proceed to fashion reality anew, only returning to sleep when a new flute is fashioned, and in their sleep the new reality plays out until they are awakened once again by the destruction of the flute to destroy reality and begin again. (The awakening of the Outer Gods also awakens any sleeping Great Old Ones and Elder Gods.)

Merely carrying the Flute is sufficient to benefit from a few of its powers. It grants a +20 enhancement bonus to charisma to its owner at all times. In addition, the Flute allows you to sense the direction and approximate distance to any Outer Gods, Great Old Ones, or Elder Gods on the same plane (and layer thereof) as you. (Typically 0, unless you’re in the Void Beyond). Treat this sense as that of a deity or cosmic entity with Divine Rank 18 for the purposes of blocked sensing.

Playing the flute activates powerful magic. First, the player must make a perform (flute) check DC 100 or be instantly destroyed – no magic, force, or power of divine rank 18 or less can prevent this, and the body is utterly destroyed and the soul sucked into the flute itself (creatures so slain cannot be resurrected by any means). If the player survives, his fingers find strange discordant melodies which jar the senses. Any creature who can hear the playing (including the player), and any creature within 100’ (regardless of whether they can hear or not) is driven immediately driven insane as the insanity spell. A will save (DC = 10 + player’s ranks in perform (flute), caster level = perform (flute) check) is allowed to negate the effect. This ability also ignores any protection from mind-affecting spells so long as the creature has a mind – any deities or cosmic entities can maintain their protection with an opposed rank check. (The flute is treated as Divine Rank 18 for all purposes). Additionally, any creature driven insane by the flute has a 50% chance of acquiring the pseudonatural template (a fort save negates, but may be considered harmless by the creature depending on its state of mind).

Furthermore, playing the Flute of the Outer Gods always attracts the attention of one or more powerful outsiders from the Void Beyond, typically a Great Old One. The Great Old One may immediately apply its Remote Sensing ability to the area, and may communicate as if via sending (ignoring any planar separation) with any pseudonatural creatures in the area.

Anyone in possession of the flute constantly feels the malevolent presence of the item in the back of his mind. While the flute does not try to communicate (and the extent of its intelligence is unknown), it does influence the characters actions. The owner may not relinquish physical possession of the flute unless he transfers ownership to another creature to whom he hands it directly. While the flute is in someone’s possession, it is considered to occupy an item slot of its choice – typically the cloak slot, although glove, armor, or vest slot are not uncommon. This selection is permanent for as long as the creature possesses the flute, and items placed in that slot not only fail to function but are permanently disjoined by the flute. (The owner is subconsciously aware of the flute’s claim, but not the consequences of ignoring it). The flute desires to be played, and subconsciously prompts the character to do so. Should the owner ever become weakened (half hp or fewer), the Flute attempts to force the owner to play (as suggestion, Will Save DC 83 negates). The owner receives all these sensations as if alien thoughts were being inserted into its mind, never as direct communication from the flute.

The flute can only be destroyed with a DC 40 strength check by someone who actively wants to do so but gains no actual benefit from its destruction (regardless of what they think). This destroyer must have played the flute at some point, but not be subject to an insanity spell or otherwise not in their right mind. (Outer Gods, Great Old Ones, Elder Gods, and servants thereof all gain benefit and therefore cannot destroy it. A new reality is more mutable than a well-established one, giving the Great Old Ones and the Elder Gods a chance to ‘play’ with it before its form and substance if finalized, and the presence of such beings in reality becomes anathema). The flute can only be destroyed from somewhere inside reality (which includes the inner and outer planes as well as all existing primes), not in the Void Beyond. Finally, the flute resists destruction through use of a suggestion effect (DC 83 negates).

The minimum DC for any knowledge check relating to the flute is 50.

Note: the save DCs are based on Tz'phlagn: 20 + cha mod + DvR

Edits: cleaned up some language, etc...
Witch

05-23-07, 05:01 PM
Such a place cannot be filled in the cosmos anymore. Something similar already exists, and is called the Godspell.
Bernat

05-23-07, 05:22 PM
I'm still looking for a location of Epic Counterspelling, as it doesn't seem to be in the SRD's ELH (and I can't seem to find my copy... grr... this is what i get for not using it for over 4 years).In Player's Guide to Faerun.

http://www.wizards.com/default.asp?x=dnd/arch/lists

Remember this link, it will help you a lot when looking for classes, prc's, feats, spells, etc . ;)
goro

05-23-07, 05:24 PM
If you have more than one spellcasting class, do you need epic spellcasting feat for each class to be able to cast epic spells from that class?

Witch, do you know what the ECL of a great wyrm rust dragon is? I built it from double CR = ECL, but I hope I get more HD.

Supreme Damage Penetration
Prerequisite: able to bypass 5+ damage reduction descriptors
Benefit: Choose Metallic or Energy, you may not change this later. Any natural weapons or any weapon you wield can penetrate damage reduction as if it were made of the chosen substances.
Metallic: any metal; iron, mithral, steel, adamantite, etc...
Energy: Fire, cold, acid, sonic, electricity, holy, and vile
blade_runner

05-23-07, 06:39 PM
Well, I wasn't going to be a Warforged per se, just that warforged is the closest approximation of what my character would be, without making a whole new race. Oh, btw, his traveling companion would be a basketball sized lump of crystal, constructed by himself, and so carved that would approximate a permanent Antimagic Field centered around it out to some ungodly radius (as the god of machines, he doesn't like magic much).

I don't know why I'm having this conversation, I won't be playing anyway ;). Heck, I play d20 Modern, what am I doing here (not that I don't want to, just that I have no idea of the D&D epic rules or divine rules).
Squirrelloid

05-23-07, 07:28 PM
Such a place cannot be filled in the cosmos anymore. Something similar already exists, and is called the Godspell.

Was that in response to my artifact?

The problem with Dice Freaks cosmology, as far as i see it, is that its impossible to find everything "official". (Having still failed to find any general treatise on the Void Beyond, despite a reference to one existing).
Rikandur_Azebol

05-24-07, 01:24 AM
Thanks! I really appreciate the comment. :)

No problem, She was worth it. Have her phone number ? :)

*nod* Yes. That's why one takes half damage from Total Ruin on a successful Fort save.

But You added EXTRA DC for what is an natural asset.

I hadn't seen that. Total Ruin was one I adapted from the list of pre-developed Feanmerc spells and just upped the damage and development costs for. I thought all the factors were taken into account but I can fix it if needed.

You know, it would be ridiculous if such factor would be allowed in non-Feanmerc epix spell. Everyone would take that. It's too cheap I'm afraid.
For DC ad hoc +500 I would consider it an more apporiate factor for "ignore SR".

Ouch. Well, if I understand correctly, Xp burn is what the Avatars are for, right?

Nopey, avatars burn YOUR XP reserves, I'm almost sure that this is official DF stance and IMO it's only logical. Better buy Rods of Excellent Magic.

Of course You can make Epix spell that will create Your Goddess's ASPECTS, wich are separate until re-absorbed, and they could have their own XP reserves.

Go right ahead. :) After all, its' not like I haven't been inspired to change some of my strategies by the good ideas I see the rest of you coming up with here. :)

Hehe, helping others helps me to rething flaws in my build. I had already scraped it twice or thrice in a row. Especially I have some problems with Apocalyptic Cult for my guy.

I want it to be multi-world and spreading.
I want it to be really dangerous.
I want it to have some kind of logic. Not just frothing maniacs like Tharisdunites.

Question: How does one handle familiars? I see that sorcerers and wizards get them, but this will be my first time actually playing a sorcerer, much a sorcereress/goddess, and I have little idea of how to make a familiar. Much less make one that's appropriate for Miri's level. Any help would be appreciated. :)

I belive that familliars are handled normally. And if You want something special for the familliar ... check with Witch if You can have Gold Great Wyrm as a pet. :P



Squirrelloid, I think that Witch was worried with Your flute because it's destruction have ... bit too avesome consequences. And how much effort would take for Your guy to terrorize someone into playing the flute and then breaking it ? :plotting:

Perhaps ... Your artifact is one of the flutes played on the court of Demon Sultan ? Perhaps it's destruciton wakes the wrong people, but doesn't rend reality ... just makes atomic explosion ? Ask Upper_Krust how much damage it causes. He is Epic Dalailama for me. :D



Witch, well can I safely assume that You disallow my "DBZ explosions" artifact ? For if it's even partially acceptable I want to use it as an example to help Squirrelloid.



Bugipopuu, I hold my thumbs for You too. :)
fnord

05-24-07, 02:29 AM
Mysteris: Your BAB is too high. You should get 10 pre-epic, then an epic BAB of 22, for a total bonus (excepting divine bonus) of 32.
Also, you have 12 too few hitpoints; your Nymph hitdice are d6s. And I think you have one more attribute point to distribute.
Witch

05-24-07, 04:16 AM
Was that in response to my artifact?
Yes it was :)
The problem with Dice Freaks cosmology, as far as i see it, is that its impossible to find everything "official". (Having still failed to find any general treatise on the Void Beyond, despite a reference to one existing).
That is because of a few reasons, namely
Not all aspects of it are fully developed; Serge has his ideas, but they are alterable across projects, and certainly expanded upon.
Some of them are to become into Gates of Hell-like supplements, which is why you won't find a whole lot of details on how The Abyss looks, etcetera.

Now, it takes quite a while to become familiar with the entire cosmology; details about said Godspell, however, can be found on the Godspell board and in the Godspell Campaign Setting pdf.
Squirrelloid

05-24-07, 01:17 PM
Squirrelloid, I think that Witch was worried with Your flute because it's destruction have ... bit too avesome consequences. And how much effort would take for Your guy to terrorize someone into playing the flute and then breaking it ? :plotting:

Perhaps ... Your artifact is one of the flutes played on the court of Demon Sultan ? Perhaps it's destruciton wakes the wrong people, but doesn't rend reality ... just makes atomic explosion ? Ask Upper_Krust how much damage it causes. He is Epic Dalailama for me. :D

It doesn't rend the barriers of reality - it wakes the Outer Gods (who will proceed to do that since that's what they do when they wake up). However, terrorizing someone into breaking it doesn't work, the agent has to want to break it.

Furthermore, they have to be able to successfully play it *and* pass a DC 83 will save to not go insane as per insanity. Its not just a DC 40 str check from some random pud, its a DC 40 str check from someone capable of making a DC 100 perform (flute) check with a hella-good will save (i'll note Dispater fails that save) who wants to destroy the flute. (and won't benefit from doing so).

Really, the ability to wake the Outer Gods is a flavor point - this is not going to happen in the context of the competition.

However, I think I've become far more interested in flavor than the competition. Especially since I can't figure out why the tower is supposedly immune to destruction (the description of the tower in Dispater's entry give no defenses for the tower whatsoever). Which means its just Iron, as far as I can tell, and thus vulnerable to annihilating strike et al.
Witch

05-24-07, 01:27 PM
However, I think I've become far more interested in flavor than the competition. Especially since I can't figure out why the tower is supposedly immune to destruction (the description of the tower in Dispater's entry give no defenses for the tower whatsoever). Which means its just Iron, as far as I can tell, and thus vulnerable to annihilating strike et al.
Reference in what list the Iron Tower's write-up is incorporated. Realize what those items are. Then, realize again the Iron Tower is included in that list, and is of the same type.
Zelck

05-24-07, 02:26 PM
Hey, I'm still around. Just a bit busy. I should have Aram completed over the next week. Just some stuff I want to get cleared up:

1. Did the last revision of Aram's Guile (http://boards1.wizards.com/showpost.php?p=12405357&postcount=945) get approved?

2. I'd like to change Aram's Power to this:

Aram has supreme mastery over magic. All spells with saving throws he casts have +1 DC on the saving throw, and victims do not automatically succeed the save on a roll of a natural 20 (although if their save beats the DC, they still save).

3. Divine senses work through divination spells, right?

4. Can I take the Rapid Metamagic feat in Complete Mage? Basically it allows metamagic feats to be applied to spontaneously cast spells without an increase in casting time. Its biggest prerequisite is 12 ranks in Spellcraft, IIRC.
Witch

05-24-07, 03:10 PM
Hey, I'm still around. Just a bit busy. I should have Aram completed over the next week. Just some stuff I want to get cleared up:

1. Did the last revision of Aram's Guile (http://boards1.wizards.com/showpost.php?p=12405357&postcount=945) get approved?

Yes, though "a manner consistent with his abilities" in destroying the castle would be overwritten if all that remained of the castle was ashes, and the other entity has no method to make it into ashes - this would lead him being portrayed as having that method.

2. I'd like to change Aram's Power to this:

Aram has supreme mastery over magic. All spells with saving throws he casts have +1 DC on the saving throw, and victims do not automatically succeed the save on a roll of a natural 20 (although if their save beats the DC, they still save).
Interesting. Go with it.

3. Divine senses work through divination spells, right?
Depends on which. What were you thinking?

4. Can I take the Rapid Metamagic feat in Complete Mage? Basically it allows metamagic feats to be applied to spontaneously cast spells without an increase in casting time. Its biggest prerequisite is 12 ranks in Spellcraft, IIRC.
Acknowledged.
Phantom Llama

05-24-07, 03:36 PM
I'll allow Tremorsense to be ignored with a balance check countered by the opponent's spot check (by lack of a more appropriate skill).
I think Listen would be the operative skill here. Both Listen and Tremorsense are based around detecting the opponent by the vibrations they cause in their surroundings - just one is based primarily on vibrations in the air, while the other is based on vibrations in the ground.

And naturally I'd apply a hefty bonus (like +20 or +40) to the Listen check.
Witch

05-24-07, 03:38 PM
Listen will do.
And ofcourse, PL - a bonus is appropriate. The same bonus I planned on giving creatures on my homebrewed Scent skill if they already had scent. I think that was a +20.
fnord

05-24-07, 04:20 PM
A major artifact submission:
Robe of Tortured Secrets
Upon casual examination, this robe appears to be made of rough leather. The true form of the robe is revealed to any who don it, or examine it with true seeing: it is fashioned from thousands of tongues, stitched together with wires of platinum, mithral, and adamantine.
As soon as it is donned, thousands of voices fill the mind of the one who don it, whispering maddening and dark secrets. Anyone who is not a worshiper of Melkor must immediately make a will save (DC 45) or be reduced to a babbling idiot, as per the feeblemind spell. Anyone who is lawful or good must make another will save or be driven insane, permanently confused. This effect is not blocked by any items short of artifacts, nor are creatures immune to mind-affecting effects spared (though mindless creatures are). If the saves are successful, they must be repeated every 90 hours until the robe is removed. Removing the robe is not easy, however, because once donned it clings to flesh and clothing with incredible force. The wearer can escape with a DC 65 escape artist check, or anyone can pull it off with a DC 45 strength check, but this deals 6d6 points of damage as skin and flesh are pulled off and remain adhered to the robe.
Those who hear the whispers of the robe, whether their mind withstands the assault or not, can receive great insight from it. The are constantly aware of any possible threats, and so cannot be surprised or caught flat-footed and they gain a +2 insight bonus to AC and reflex saves. They can the benefits of true seeing constantly, and can see through up to 3 feet of dirt, one foot of stone, or one inch of common metal, but doing so intensifies the voices to such an extent the the wearer takes a point of wisdom damage per minute of use. The learn the hidden art of concealment, gaining a +30 competence bonus to the hide skill and preventing them from being found by divination effects (spells which reveal information about a general area still function, but do not reveal the wearer). The secrets of luck open to them, gaining a +1 luck bonus to all saving throws, skill and ability checks, and to caster level. They also learn secret weaknesses of creatures and how to cover their own, gaining a +1 compentence bonus to all attack rolls and saving throws and a +2 enhancement bonus to rolls to penetrate spell resistance. Finally, they learn to be the masters of vile power, rather then be mastered by it; they heal vile damage normally. In addition to the secrets they provide, the voices drown out all other attempts to influence the mind, blocking all mind-affecting effects.
Even to those who cannot hear its whispers, the robe provides considerable magical protection, granting the wearer a +8 armor bonus (effective even against incorporeal touch attacks). It also gives immunity to critical hits, death effects, and energy drain.
The robe can be coaxed into revealing more powerful secrets, to those who provide it with sacrifices. Each secret requires the wearer to add a certain number of tongues (which must come from creatures that can speak) to the robe, using precious metal wire worth 1500 gp per tongue. The robe magically retains it's size, regardless of how many tongues have been sewn in.12 tongues, 4 each from from creatures killed by starvation, dehydration, and suffocation.
The wearer does not need to eat, drink, or breath.
612 tongues, which must come from creatures painfully and suddenly slain while experiencing pleasure.
The wearer takes half damage from all all attacks, and is immune to magical effects which cause pain.325 tongues, which must come from creatures able to cast spells.
The wearer can cast spells with experience costs or material components without providing those components. The wearer can ignore up to 2,000 gp of material components or 2,000 xp or experience costs per day (or a mix of the two).
For each additional 325 tongues added, the amount that can be ignored increases by 2,000200 tongues, which must come from creatures with movement speeds of at least 100 feet.
The wearer's speed, in all movement forms, doubles (which does not stack with other magical effects).1,524 tongues, which must be evenly divided between creatures native to the great ring, creatures native to the mortal coil, and creatures native to the elemental planes.
When away from their native plane, the wearer carries a portion of it with you, maintaining a bubble of their native planar traits in a 10 foot radius. Even if this bubble is somehow suppressed, they ignore many planar traits, including magical traits (except limited and dead magic), extremes of temperature, dangerous or limited atmospheres, excesses of elemental energy (including positive and negative energy), and other natural hazards (such as the deafening of the wind in Pandemonium, but not gravity traits or indirect effects of the planar traits such as deflection of missiles on Pandemonium). The negative effects of aligned planes are halved, and you can ignore the limited magic trait for up to 50 levels of spells (each additional tongue added allows an additional spell level to be ignored, these tongues can be added later and do not need to be split between planes as above). Finally, you can control the area around you with your force of will as if you were on Limbo.
The robe can only be destroyed by returning all the stolen tongues, including the 5,446 tongues used in its original creation, to their sources, with a healing spell on a living or raised victim, or by disposing of them in respectful, individual funeral rites for dead victims (with the body, if it still exists). The robe writhes when the tongues are being removed, and must be pinned (grapple check +85) while they are cut out.

5.5 million gp, plus additional costs for activating the secrets
Zelck

05-24-07, 04:33 PM
Depends on which. What were you thinking?
I was thinking of See Magic and Clearsight.
Venenum

05-24-07, 05:40 PM
Witch, If i have a proxie create some hellfire engines, at max HD, will they count against my party limit, or should i just not bring them?

Also, can i make them out of silver, or something non iron?
goro

05-24-07, 07:58 PM
Does anyoneknow here I could find a generic outsider template? I want to build a non-good non-evil unique outsider, but I don't know how to give it special abilities or special qualities. Any help would be appreciated
Venenum

05-24-07, 08:00 PM
Does anyoneknow here I could find a generic outsider template? I want to build a non-good non-evil unique outsider, but I don't know how to give it special abilities or special qualities. Any help would be appreciated

Try the dice freaks cosmology site, they have balance order, and chaos
Venenum

05-24-07, 09:35 PM
Her is a fully Revised version of my divine rejeneration ability form several pages ago for editing.

Prerequisites: Con 29 or the fast healing special
quality.
Benefit: The deity gains regeneration of 20 + her divine rank. Lost limbs or body parts reattach instantly when pressed against the wound on the body and regrow in 1d6 minutes. The deity’s regeneration is overcome by one common source an alignment or material, or energy type.
Suggested Portfolio Elements: Endurance, healing.

well can i use it.

Also what would you price that sword that cuts thru force at, from the BoVD. I want the ability to cut anthing for my deity's axe.
goro

05-24-07, 10:16 PM
Is the parents racial HD additon factored into the marquis Half-Fiend templates CR/LA, or is that an additional increase?
Archtyrant Terevoth

05-24-07, 10:42 PM
Here's an idea... what if you just went in there with a diplomacy build? Dispater may have a bunch of immunities against attacks, but he's still vulnerable to normal non-magical sweet-talking.

So make a pit fiend bard (or rogue), who is himself, a servant of Dispater. He requests an audience with Dis, using his formidable diplomacy to get there, then proceeds to turn Dispater into a fanatical follower with his super diplomacy bonus.

I don't care to actually make up this build, but I know a super diplomacy build can be made at level 20, so 70 shouldn't be any trouble, even taking into account the pit fiend's sizeable ECL/LA. But really all you need is a super high diplomacy and a use magic device rating capable of using a scroll of trap the soul.

Then you convince Dispater to leave the Iron Tower and go to another plane, easy enough since he's fanatically devoted to you. Then hand him a Trap the soul gemstone big enough to contain him (a 100k gem should do the trick). No save, no SR. End of story.

If Dispater's iron curtain works against Trap the Soul, then you just need to ready another diplomacy check for each time he touches the gemstone to make him unhostile again and use another gemstone.

This requires a total of 10 gemstones, worth a million gp altogether (but still not impossible for an ECL 70 character) and given your gear need only consist of 10 gemstones, 10 scrolls of Trap the soul and whatever diplomacy boosting items you'll need (which are generally fairly cheap).

I can't really see what defense Dispater could have against that.
rob_douglas

05-24-07, 10:59 PM
Fanataical follower is still a mind-affecting effect, and therefore not likely to work against Dispater - though you would get a Rank check, so it could be the best chance of anyone....Then tell him to go kill Asmodeus after turning over his cosmic power to you. ;)

ROB
Archtyrant Terevoth

05-24-07, 11:08 PM
Fanataical follower is still a mind-affecting effect, and therefore not likely to work against Dispater - though you would get a Rank check, so it could be the best chance of anyone....Then tell him to go kill Asmodeus after turning over his cosmic power to you. ;)


Well even if you can't make him fanatical, you should still be able to make him helpful and likely that might be enough to talk him into some kind of deal to get him out of the Iron Tower, especially coupled with a high bluff check. Dis has a fairly high sense motive, but it's still beatable.

Once you get him out you just get him to hold your soul trapping gem, perhaps using your bluff to have convinced him its some artifact of power that will help him overthrow the other lords of the Nine.
Rikandur_Azebol

05-25-07, 12:26 AM
Fnord, nice robe. Does it lick the wearer ? :P ;)



Squirrellloid, the Iron Tower is a Major Artifact. It can be damaged and/or destroyed in single way only. I were asking Witch for SDA that would allow me to resolve this problem, partially, but he said NO. Thus we are stuck with "One Method".

Probably if You remove reference to Reality Rending, and leave only "It wakes Outer Gods, efffects are up to DM." Your artifact would be more acceptable for Witch. More tentacle horror, I say !



Witch, is possible to protect oneself from Divine Senses by magic ? Portfolio sense, for example. Will suffice if the protected being just block remote sensing on oneself ?

2) Could one use avatars as additional spellcasters in epic spells ?

3) Is possible time-manipulation in a plane that have Timeless trait, like Astral ?

4) How time flows when we compare Timeless plane and plane where time flows ?
Example: Guy leaves Plane A for Astral at 11:59 AM.
Since Astral have Timeless trait, he should be back at the extact moment he entered Astral, regardless of "relative time" spent in Astral.

Is that train of thought correct ?
Witch

05-25-07, 01:04 AM
I was thinking of See Magic and Clearsight.
Depends on the divination, ofcourse. With things such as Scrying, yes it'll work.

Witch, If i have a proxie create some hellfire engines, at max HD, will they count against my party limit, or should i just not bring them?
Hellfire engines are the providence of Malphas, and hence Bael. One can be found at the Lake of Fire, the others are littered across Avernus. Gods do not have a full HD Hellfire Engine.

Does anyoneknow here I could find a generic outsider template? I want to build a non-good non-evil unique outsider, but I don't know how to give it special abilities or special qualities. Any help would be appreciated
Why would generic outsiders get any special abilities?

Her is a fully Revised version of my divine rejeneration ability form several pages ago for editing.

Prerequisites: Con 29 or the fast healing special
quality.
Benefit: The deity gains regeneration of 20 + her divine rank. Lost limbs or body parts reattach instantly when pressed against the wound on the body and regrow in 1d6 minutes. The deity’s regeneration is overcome by one common source an alignment or material, or energy type.
Suggested Portfolio Elements: Endurance, healing.

well can i use it.
Yes, if you add formatting.

Also what would you price that sword that cuts thru force at, from the BoVD. I want the ability to cut anthing for my deity's axe.
I'd need to read that ability first and have no access to my BoVD at the moment.

Is the parents racial HD additon factored into the marquis Half-Fiend templates CR/LA, or is that an additional increase?
It's factored in.

Here's an idea... what if you just went in there with a diplomacy build? Dispater may have a bunch of immunities against attacks, but he's still vulnerable to normal non-magical sweet-talking.
Because Diplomacy abuse makes for a broken cosmology, and things that ensure a broken cosmology are banned - how would you feel if suddenly an NPC made a Diplomacy check to make your character helpful to his greatest enemy, for example?
Diplomacy is broken. To try and abuse it is nigh equivalent to claiming a lack of imagination and balance. There's another reason people haven't been trying it, either - I've made my stance on such a thing perfectly clear. I assign heavy circumstance penalties on Diplomacy rolls.

Then you convince Dispater to leave the Iron Tower and go to another plane, easy enough since he's fanatically devoted to you. Then hand him a Trap the soul gemstone big enough to contain him (a 100k gem should do the trick). No save, no SR. End of story.
You see, this is the kind of thing that Diplomacy should never ever be able to do. Social skills don't alter someone's fundamental being. Dispater, who has been paranoid for billions of years, will not leave his tower because you're a quite diplomatic guy.
fnord

05-25-07, 01:27 AM
Teveroth: Way, way back Witch put the kibosh on Diplomacy tricks. Good social skill can be helpful, but stuff like that would give a circumstance penalty of -999 or so. But you might be able to talk your way past the guards and into the tower proper, which is further than anyone else has gotten yet.

Venenum: if you really need cannon fodder, max hitdice adamantine golems or stone collossi should work ok. But they won't do much good against the likes of Dispater (or Merorem, or probably Glasya), and I haven't seen a lot of of minions on Dispater's side anyway.

Rik: Whatever is more disturbing, dry shriveled tongues which never the less writhe and adhere, or moist and slavering tongues. Perhaps both.
Archtyrant Terevoth

05-25-07, 03:38 AM
Because Diplomacy abuse makes for a broken cosmology, and things that ensure a broken cosmology are banned - how would you feel if suddenly an NPC made a Diplomacy check to make your character helpful to his greatest enemy, for example?

But in this case, the character is in fact a pit fiend who serves Dispater, not exactly some random guy coming into his tower, so as far as circumstance penalties go, I wouldn't assume there would be one to get Dispater to friendly disposition towards you.

As far as diplomacy, I can agree it's rather broken, but this is the only real advantage the PCs have in this challenge, given that you're facing off against someone who can kill you in one action and has an ability that can arbitrarily negate any attack you throw at him 9 times per day. You're pretty much going to need to use some kind of cheese to take Dispater out out.

From reading the previous attempts thread, it's pretty clear that brute force isn't going to win, considering Dispater seems to nullify almost any magic that characters use. The challenge is set up in a way such that the tower itself is invulnerable and clearly you're not able to fight your way through all the levels of the tower, so that forces you to use something alternative. You need to either go with a social skill based trickster, or possibly a stealth character with greater invisibility and hide in plain sight.

Given that teleportation doesn't work and Dis is sitting in the midst of a huge tower, you really haven't left many options. Unless of course you'll allow people to design epic spells which are capable of circumventing the teleportation block as an ad hoc modifier. You need specific tools solely to disable the arbitrary immunities of the tower, unless you want to fight through all the levels, which would take forever. Because you're supposed to get through it in a separate trial thread, I'm going to assume fighting your way in floor by floor is not what's intended, thus you've got to think outside the box.

Options are severely limited as long as the tower is invulnerable and you can't get inside with magic.



Diplomacy is broken. To try and abuse it is nigh equivalent to claiming a lack of imagination and balance. There's another reason people haven't been trying it, either - I've made my stance on such a thing perfectly clear. I assign heavy circumstance penalties on Diplomacy rolls.
You see, this is the kind of thing that Diplomacy should never ever be able to do. Social skills don't alter someone's fundamental being. Dispater, who has been paranoid for billions of years, will not leave his tower because you're a quite diplomatic guy.

Well as stated, it's not entirely unbelievable if you come to him and inform him of some urgent thing that merits his attention. It's not pure diplomacy that's doing it either, there's bluff mixed in as well.

Get him to be your friend with diplomacy, then convince him of some urgent reason why he needs to leave his tower. When he gets there, trick him into touching the soul binding gem (also another use of bluff). Dis has an impressive sense motive, but nothing a 70th level character can't beat.

But anyway, if you're nerfing Diplomacy, you should probably put it in your original post, I checked the list for stuff you approved/didn't and didn't see anything about diplomacy, so I assumed it was okay.
Phantom Llama

05-25-07, 05:12 AM
As far as diplomacy, I can agree it's rather broken, but this is the only real advantage the PCs have in this challenge, given that you're facing off against someone who can kill you in one action and has an ability that can arbitrarily negate any attack you throw at him 9 times per day.
Unlimited times per day, actually. Getting through the Iron Curtain is possible, just difficult. nameless can do it, and so can the 70 HD/Con 70 folks if they bring some buffs.

And he can't kill you in one action, as far as I can see. It's not terribly hard to make a character invulnerable to almost everything I know of that Dispater can do.

You're pretty much going to need to use some kind of cheese to take Dispater out out.Well, yes. Hence Buugipopuu's abuse of the Monster of Legend template to get a max-stats deity with cherry-picked class features and ablative spell armour, and my own designs on Rainbow Servant cheese.

From reading the previous attempts thread, it's pretty clear that brute force isn't going to win, considering Dispater seems to nullify almost any magic that characters use.
That's why so much effort has gone into working out how to get planar bubbles to stay up. Resulting in Venyx's artefact plan and nameless' epic spell.

Options are severely limited as long as the tower is invulnerable and you can't get inside with magic.
Yes you can. I have a cunning plan to do just that.


All that said, Bluff (Nonmagical suggestion) -ing and diplomancing your way to Dispater is indeed the best idea I know of to actually find him. Just don't expect to get fanatical followers out of it or Dispater himself doing what you want, since the suggestion has to be worded to sound 'reasonable' to a paranoid loon.

Suggest-ing he touch a soul trapping gem was an idea I had, but I couldn't quite get my Bluff high enough.

But anyway, if you're nerfing Diplomacy, you should probably put it in your original post, I checked the list for stuff you approved/didn't and didn't see anything about diplomacy, so I assumed it was okay.
Maybe that ruling master list a few pages back could be copypasted.
Dispater24

05-25-07, 06:00 AM
The Iron Tower is a greater Artefact so he is undestructabel except one way. A high enough bardic lore or similar check could do reveal the one way, or not?

When somebody is in the tower and he gets imprisoned in a room like Petra. Does this mean there is no nonmagical way to leave it? because you cannot damage the tower.
Venenum

05-25-07, 08:18 AM
Witch: Yes, if you add formatting.
I'd need to read that ability first and have no access to my BoVD at the moment.

A) What do you mean by formatting.
B) IT is the angel Wing Razor, in the major artefacts page.

Phantom
Unlimited times per day, actually. Getting through the Iron Curtain is possible, just difficult. nameless can do it, and so can the 70 HD/Con 70 folks if they bring some buffs.

A con 70, 70 HD, character, makes Dispater, need an 18 or higher to make the save.

Maybe an axe that can cut thru a wall of force, may grant a bonus on that DC...

I think i have a way to make the character, immune to most of dis throws at me.
Witch

05-25-07, 09:43 AM
The Iron Tower is a greater Artefact so he is undestructabel except one way. A high enough bardic lore or similar check could do reveal the one way, or not?
Sure, it could.

When somebody is in the tower and he gets imprisoned in a room like Petra. Does this mean there is no nonmagical way to leave it? because you cannot damage the tower.
I don't think there is a nonmagical way, no.

Witch: Yes, if you add formatting.
I'd need to read that ability first and have no access to my BoVD at the moment.

A) What do you mean by formatting.
B) IT is the angel Wing Razor, in the major artefacts page.
Formatting means that you bold the appropriate words.




Witch, is possible to protect oneself from Divine Senses by magic ? Portfolio sense, for example. Will suffice if the protected being just block remote sensing on oneself ?
I can think of no way. Maybe JD, Merc or Selah have an idea about it.

2) Could one use avatars as additional spellcasters in epic spells ?
Yes, though I find it thematically sad to a degree - when you see gods use avatars in a storyline, you don't see them as a bunch around the god in question.

3) Is possible time-manipulation in a plane that have Timeless trait, like Astral ?
I'm staying away from that - if Time Manipulation were possible by such notes, Merorem would be far more experienced at it, so I think steering clear of using planes for such a thing is only to your advantage.


A major artifact submission:
Robe of Tortured Secrets
Upon casual examination, this robe appears to be made of rough leather. The true form of the robe is revealed to any who don it, or examine it with true seeing: it is fashioned from thousands of tongues, stitched together with wires of platinum, mithral, and adamantine.
As soon as it is donned, thousands of voices fill the mind of the one who don it, whispering maddening and dark secrets. Anyone who is not a worshiper of Melkor must immediately make a will save (DC 45) or be reduced to a babbling idiot, as per the feeblemind spell. Anyone who is lawful or good must make another will save or be driven insane, permanently confused. This effect is not blocked by any items short of artifacts, nor are creatures immune to mind-affecting effects spared (though mindless creatures are). If the saves are successful, they must be repeated every 90 hours until the robe is removed. Removing the robe is not easy, however, because once donned it clings to flesh and clothing with incredible force. The wearer can escape with a DC 65 escape artist check, or anyone can pull it off with a DC 45 strength check, but this deals 6d6 points of damage as skin and flesh are pulled off and remain adhered to the robe.
Those who hear the whispers of the robe, whether their mind withstands the assault or not, can receive great insight from it. The are constantly aware of any possible threats, and so cannot be surprised or caught flat-footed and they gain a +2 insight bonus to AC and reflex saves. They can the benefits of true seeing constantly, and can see through up to 3 feet of dirt, one foot of stone, or one inch of common metal, but doing so intensifies the voices to such an extent the the wearer takes a point of wisdom damage per minute of use. The learn the hidden art of concealment, gaining a +30 competence bonus to the hide skill and preventing them from being found by divination effects (spells which reveal information about a general area still function, but do not reveal the wearer). The secrets of luck open to them, gaining a +1 luck bonus to all saving throws, skill and ability checks, and to caster level. They also learn secret weaknesses of creatures and how to cover their own, gaining a +1 compentence bonus to all attack rolls and saving throws and a +2 enhancement bonus to rolls to penetrate spell resistance. Finally, they learn to be the masters of vile power, rather then be mastered by it; they heal vile damage normally. In addition to the secrets they provide, the voices drown out all other attempts to influence the mind, blocking all mind-affecting effects.
Even to those who cannot hear its whispers, the robe provides considerable magical protection, granting the wearer a +8 armor bonus (effective even against incorporeal touch attacks). It also gives immunity to critical hits, death effects, and energy drain.
The robe can be coaxed into revealing more powerful secrets, to those who provide it with sacrifices. Each secret requires the wearer to add a certain number of tongues (which must come from creatures that can speak) to the robe, using precious metal wire worth 1500 gp per tongue. The robe magically retains it's size, regardless of how many tongues have been sewn in.12 tongues, 4 each from from creatures killed by starvation, dehydration, and suffocation.
The wearer does not need to eat, drink, or breath.
612 tongues, which must come from creatures painfully and suddenly slain while experiencing pleasure.
The wearer takes half damage from all all attacks, and is immune to magical effects which cause pain.325 tongues, which must come from creatures able to cast spells.
The wearer can cast spells with experience costs or material components without providing those components. The wearer can ignore up to 2,000 gp of material components or 2,000 xp or experience costs per day (or a mix of the two).
For each additional 325 tongues added, the amount that can be ignored increases by 2,000200 tongues, which must come from creatures with movement speeds of at least 100 feet.
The wearer's speed, in all movement forms, doubles (which does not stack with other magical effects).1,524 tongues, which must be evenly divided between creatures native to the great ring, creatures native to the mortal coil, and creatures native to the elemental planes.
When away from their native plane, the wearer carries a portion of it with you, maintaining a bubble of their native planar traits in a 10 foot radius. Even if this bubble is somehow suppressed, they ignore many planar traits, including magical traits (except limited and dead magic), extremes of temperature, dangerous or limited atmospheres, excesses of elemental energy (including positive and negative energy), and other natural hazards (such as the deafening of the wind in Pandemonium, but not gravity traits or indirect effects of the planar traits such as deflection of missiles on Pandemonium). The negative effects of aligned planes are halved, and you can ignore the limited magic trait for up to 50 levels of spells (each additional tongue added allows an additional spell level to be ignored, these tongues can be added later and do not need to be split between planes as above). Finally, you can control the area around you with your force of will as if you were on Limbo.
The robe can only be destroyed by returning all the stolen tongues, including the 5,446 tongues used in its original creation, to their sources, with a healing spell on a living or raised victim, or by disposing of them in respectful, individual funeral rites for dead victims (with the body, if it still exists). The robe writhes when the tongues are being removed, and must be pinned (grapple check +85) while they are cut out.

5.5 million gp, plus additional costs for activating the secrets

Whoah. This is ehm - a very powerful artifact.
Some comments:
No halving damage.
No doubling speed - change this to an addition of 60ft.
No stacking the free XP.
What check allows divination to see even the wearer of this?
Venenum

05-25-07, 10:04 AM
Formatting means that you bold the appropriate words.


So what, are you racist versus non bold words, huh, huh.

Y eah sure i can do what, but what difference does it make?

Divine Regeneration
Prerequisites: Con 29 or the fast healing special
quality.
Benefit: The deity gains regeneration of 20 + her divine rank. Lost limbs or body parts reattach instantly when pressed against the wound on the body and regrow in 1d6 minutes. The deity’s regeneration is overcome by one common source, an alignment or material or energy type.
Suggested Portfolio Elements: Endurance, healing.
Aracor

05-25-07, 10:10 AM
So what, are you racist versus non bold words, huh, huh.

Y eah sure i can do what, but what difference does it make?

Quite simply, it makes it MUCH easier to read and skim.
Venenum

05-25-07, 10:32 AM
Quite simply, it makes it MUCH easier to read and skim.

Well i know that, but why must it be bolded to be approved for use? I have no problems with doing it, but saying i can use, but only if i bold it, really doesn't make sense to me.
Phantom Llama

05-25-07, 10:53 AM
Well i know that, but why must it be bolded to be approved for use? I have no problems with doing it, but saying i can use, but only if i bold it, really doesn't make sense to me.
Because good spelling, grammar, and on D&D boards statblock formatting, are all positive things that improve the Internet for everyone, but are also in woefully short supply. Hence they should be encouraged at every opportunity.

Standalone 'I's are capitalised, BTW.
Venenum

05-25-07, 11:07 AM
Yes this is all known to me...(and refreshed in the head) The uncapitalised "I"s are from a product of drinking to much water, and the natural body functions, as well as forgeting i can post after I get back.

But now back on topic, do golems if created by either proxie or Deity, count as part of the party limit?

I am 95% done with the deity, and then need to start on proxies.
fnord

05-25-07, 11:37 AM
Whoah. This is ehm - a very powerful artifact.
Almost everything there is doable with magical items or spells.


No halving damage.Secrets of Stolen Pleasure is basically a constant effect Sublime Revelry, from the Book of Exalted Deeds. Note also that it doesn't effect damage from most spells, special abilities, or environmental effects, only things that require an actual attack roll. But, if you don't want it, that's not really an important secret.
No doubling speed - change this to an addition of 60ft.Taken from the Boots of Swiftness. Still, no skin off my nose; I think that works out to exactly the same speed boost for my god.
No stacking the free XP. Ok. Would this mean that carrying around multiple Rods of Excellent Magic wouldn't work, too?
What check allows divination to see even the wearer of this?As for mindblank, however you want to rule that. Metafaculty explicitly works (with a caster level check), so more powerful stuff should work, too. So divine or cosmic powers and epic divinations.
Witch

05-25-07, 11:46 AM
Almost everything there is doable with magical items or spells.
Which is why I didn't cry out in agony :)

Secrets of Stolen Pleasure is basically a constant effect Sublime Revelry, from the Book of Exalted Deeds. Note also that it doesn't effect damage from most spells, special abilities, or environmental effects, only things that require an actual attack roll. But, if you don't want it, that's not really an important secret.
Yeah - I'm aware of the spell. I find it has issues, though.

Taken from the Boots of Swiftness. Still, no skin off my nose; I think that works out to exactly the same speed boost for my god.
I'm not trying to handicap you in that regard - I just don't like multiplication, as it's the source of a lot of abuse :)

Ok. Would this mean that carrying around multiple Rods of Excellent Magic wouldn't work, too?
It could work, but a balancing factor is that for a single spell, you can only use a single rod, and said rod needs to be held in hand.


As for mindblank, however you want to rule that. Metafaculty explicitly works (with a caster level check), so more powerful stuff should work, too. So divine or cosmic powers and epic divinations.
Ah, based on Mindblank. Okay.
goro

05-25-07, 11:51 AM
:weep: How would I find out the ECL of a Great Wyrm Rust Dragon from the draconomicon?
I need to know, so I know how many additional HD I get.
Archtyrant Terevoth

05-25-07, 01:18 PM
That's why so much effort has gone into working out how to get planar bubbles to stay up. Resulting in Venyx's artefact plan and nameless' epic spell.

Well the problem here is that it goes well beyond the realm of actual D&D rules. At this point we're playing Arbitrary DM ruling versus arbitrary new rules for Dispater. And at that point, it's all DM fiat. The challenge is actually pretty easy once you get to Dispater, the hard stuff is dealing with the indestructible tower and the rest of the arbitrary "your abilities don't work" limitations.

Here's another idea: If the tower is just a greater artifact, couldn't you just eventually take it down with a series of disjunctions? If you had MDJ as a spell like ability, with innate spell, couldn't you keep tossing MDJs until the tower rolled a natural 1 on its save? While dispater himself has a divine rank, the tower doesn't, so you should be able to get the tower to fail eventually on a natural 1, regardless of how high its saves are. If you've got a decent divine rank, which is apparently possible in this competition, then you can take 10 on the will save and not care about destroying artifacts with it, so you don't lose your magic.

Also, how cheesy are we being with epic spells, is it possible to have the all day long buff that grants permanent +200 to an ability score, saves, etc.?
Venenum

05-25-07, 01:40 PM
Witch, what would be a ballpark estimate of bardic knowledge DC to find out the iron tower's weakness.

And may we make he role outside of prep as say a precuaion before planning the seige.
Phantom Llama

05-25-07, 01:45 PM
Well the problem here is that it goes well beyond the realm of actual D&D rules. At this point we're playing Arbitrary DM ruling versus arbitrary new rules for Dispater. And at that point, it's all DM fiat. The challenge is actually pretty easy once you get to Dispater, the hard stuff is dealing with the indestructible tower and the rest of the arbitrary "your abilities don't work" limitations.
I can't think of anything arbitrary that has happened so far. The limited magic has been discussed at length. The teleportation failure is just a matter of astral links, which Dispater has control over.

Really, not a single thing has happened yet not valid under D&D rules, with the arguable exception of the path thing which is just standard planar space-warping.

Here's another idea: If the tower is just a greater artifact, couldn't you just eventually take it down with a series of disjunctions? If you had MDJ as a spell like ability, with innate spell, couldn't you keep tossing MDJs until the tower rolled a natural 1 on its save? While dispater himself has a divine rank, the tower doesn't, so you should be able to get the tower to fail eventually on a natural 1, regardless of how high its saves are.
Well, the tower is probably an attended object so Dispater can save for it. Apart from that, I think Witch stated in the CO thread that disjunction only worked on Minor Artefacts, since Major Artefacts have only one, specific, means of destruction. Which is fair enough since MDJ should have no business destroying cosmic artefacts like the Iron Tower anyway. Annoying spell.

There are other ways to use magic to mess with the tower.
goro

05-25-07, 02:11 PM
This link (http://boards1.wizards.com/showpost.php?p=12381144&postcount=841) leads to many answered questions, please read it and OP.


Onslaught SDA
Improve damage for all natural attacks you possess by 2 steps. 6d6, 8d6, 12d6, 16d6, etc.

Epis Spell Resistance
Transmutation
Spellcraft DC: 160
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: 2000 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 1,440,000 gp, 57,600 xp, 29 days Factors: Seed: Fortify (+17) Increase Spell Resistance +100 (+400) Increase Duration +10,000% (+200) Increase Dispel Check +100 (+200) Mitigating Factors: Caster Burns 20,000 xp (-200) Increase Casting Time 10 minutes (-20) 23 Casters each contributing an epic level spell slot (-437)


Grants the caster a +100 bonus to spell resistance, and has a +100 against dispel checks to affect this spells effect.
Venenum

05-25-07, 04:02 PM
This link (http://boards1.wizards.com/showpost.php?p=12381144&postcount=841) leads to many answered questions, please read it and OP.


Actually mountain plate was allowed, I pmed witch abriviated states, as well as battle plate, IIRC.

Witch, I have two artefacts for approval well her they are:

EarthReaver: This massively heavy axe is forged of solid adamantine, and is engraved with terran runes of destruction and battle. EarthReaver is a +8 Sonic Blast Thundering dwarven waraxe, that ignores damage reduction and hardness of any kind. It can even cut through a wall of force or similar effect.

The Skin of War: This massive suit of adamantine plates, weighs upwards of 500 lbs. The Skin of War is a suit of adamantine battle plate enchanted as a +10 suit of armor. The wearer gains a +10 enhancement bonus to Strength and is rendered immune to mind-affecting effects, poison, disease, and similar effects. He is not subject to critical hits, ability damage, energy drain, or death from massive damage. The Skin of War is closed to the outside, making it so the wearer does not need to breathe eat or drink, so long as the helmet is on. Due to this closed circut arangement, the armor bonus from this armor also applies against touch attacks. The wearer also gains a +8 bonus to constitution, which does not affect his hit points. It requires 1 hour to don or extract oneself from The Skin of War.
rob_douglas

05-25-07, 04:23 PM
Witch - you might want to take Fnord's post #841 and copy it to post #1 for easy reference.

ROB
Witch

05-25-07, 07:06 PM
Also, how cheesy are we being with epic spells, is it possible to have the all day long buff that grants permanent +200 to an ability score, saves, etc.?
Such has all been answered or at least shown in previous questions. I've allowed fairly powerful epic spells, but over-the-top buffs like the one you suggest I've denied.

Witch, what would be a ballpark estimate of bardic knowledge DC to find out the iron tower's weakness.
It'd be difficult for me to just ad hoc one now, but a bard god or a god of knowledge/secrets could find out if he wants.

And may we make he role outside of prep as say a precuaion before planning the seige.
Sure, if your character is already made (excepting Epic Spells and some minor items).

I can't think of anything arbitrary that has happened so far.


Really, not a single thing has happened yet not valid under D&D rules, with the arguable exception of the path thing which is just standard planar space-warping.

Entirely correct. May I also clarify that the planar space-warping has had support since second edition and is confirmed in Fiendish Codex II?

Well, the tower is probably an attended object so Dispater can save for it. Apart from that, I think Witch stated in the CO thread that disjunction only worked on Minor Artefacts, since Major Artefacts have only one, specific, means of destruction. Which is fair enough since MDJ should have no business destroying cosmic artefacts like the Iron Tower anyway. Annoying spell.

Not only there, actually. There was recently a discussion on this on the Equipment forum, and I stick to my position. The problem seems that both sides are founded well in the rules, and hence I had to make a ruling that made most sense to me.
Witch - you might want to take Fnord's post #841 and copy it to post #1 for easy reference.

ROB
Thanks: updated it :)

Actually mountain plate was allowed, I pmed witch abriviated states, as well as battle plate, IIRC.

Witch, I have two artefacts for approval well her they are:

EarthReaver: This massively heavy axe is forged of solid adamantine, and is engraved with terran runes of destruction and battle. EarthReaver is a +8 Sonic Blast Thundering dwarven waraxe, that ignores damage reduction and hardness of any kind. It can even cut through a wall of force or similar effect.
Is there precedent for ignoring DR & hardness?

The Skin of War: This massive suit of adamantine plates, weighs upwards of 500 lbs. The Skin of War is a suit of adamantine battle plate enchanted as a +10 suit of armor. The wearer gains a +10 enhancement bonus to Strength and is rendered immune to mind-affecting effects, poison, disease, and similar effects. He is not subject to critical hits, ability damage, energy drain, or death from massive damage. The Skin of War is closed to the outside, making it so the wearer does not need to breathe eat or drink, so long as the helmet is on. The wearer also gains a +8 bonus to constitution. It requires 1 hour to don or extract oneself from The Skin of War.
Okay. Calculate its standard price, please.
And thanks for formatting!

General Remark: if you're using any items, list their caster level.

This link (http://boards1.wizards.com/showpost.php?p=12381144&postcount=841) leads to many answered questions, please read it and OP.


Onslaught SDA
Improve damage for all natural attacks you possess by 2 steps. 6d6, 8d6, 12d6, 16d6, etc.
Approved, but can only be taken once.

Epis Spell Resistance
Transmutation
Spellcraft DC: 160
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: 2000 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 1,440,000 gp, 57,600 xp, 29 days Factors: Seed: Fortify (+17) Increase Spell Resistance +100 (+400) Increase Duration +10,000% (+200) Increase Dispel Check +100 (+200) Mitigating Factors: Caster Burns 20,000 xp (-200) Increase Casting Time 10 minutes (-20) 23 Casters each contributing an epic level spell slot (-437)


Grants the caster a +100 bonus to spell resistance, and has a +100 against dispel checks to affect this spells effect.
Overdone, sorry. Limit it to more humane bonuses - I'm thinking the likes of +25.
Phantom Llama

05-25-07, 07:48 PM
Just on the off-chance: What's the situation vis-a-vis the Tome of Magic and its contents (besides the Dark template)?
goro

05-25-07, 07:48 PM
:weep: It was supposed to be over the top, I wanted to save a couple of SDAs.
Venenum

05-25-07, 08:39 PM
Is there precedent for ignoring DR & hardness?

Okay. Calculate its standard price, please.
And thanks for formatting!

General Remark: if you're using any items, list their caster level.


A) Angelwing Razor, BoVD as stated before.

B) This is an artefact based off golem armor, I have no idea how to price it.

C) Again they are artefacts, I dont know what to make the caster level.
fnord

05-25-07, 09:27 PM
Alright then.
Robe of Tortured Secrets
Upon casual examination, this robe appears to be made of rough leather. The true form of the robe is revealed to any who don it, or examine it with true seeing: it is fashioned from thousands of tongues, stitched together with wires of platinum, mithral, and adamantine.
As soon as it is donned, thousands of voices fill the mind of the one who don it, whispering maddening and dark secrets. Anyone who is not a worshiper of Melkor must immediately make a will save (DC 45) or be reduced to a babbling idiot, as per the feeblemind spell. Anyone who is lawful or good must make another will save or be driven insane, permanently confused. This effect is not blocked by any items short of artifacts, nor are creatures immune to mind-affecting effects spared (though mindless creatures are). If the saves are successful, they must be repeated every 90 hours until the robe is removed. Removing the robe is not easy, however, because once donned it clings to flesh and clothing with incredible force. The wearer can escape with a DC 65 escape artist check, or anyone can pull it off with a DC 45 strength check, but this deals 6d6 points of damage as skin and flesh are pulled off and remain adhered to the robe.
Those who hear the whispers of the robe, whether their mind withstands the assault or not, can receive great insight from it. The are constantly aware of any possible threats, and so cannot be surprised or caught flat-footed and they gain a +2 insight bonus to AC and reflex saves. They can the benefits of true seeing constantly, and can see through up to 3 feet of dirt, one foot of stone, or one inch of common metal, but doing so intensifies the voices to such an extent the the wearer takes a point of wisdom damage per minute of use. The learn the hidden art of concealment, gaining a +30 competence bonus to the hide skill and preventing them from being found by divination effects short of metafaculty (spells which reveal information about a general area still function, but do not reveal the wearer). The secrets of luck open to them, gaining a +1 luck bonus to all saving throws, skill and ability checks, and to caster level. They also learn secret weaknesses of creatures and how to cover their own, gaining a +1 compentence bonus to all attack rolls and saving throws and a +2 enhancement bonus to rolls to penetrate spell resistance. Finally, they learn to be the masters of vile power, rather then be mastered by it; they heal vile damage normally. In addition to the secrets they provide, the voices drown out all other attempts to influence the mind, blocking all mind-affecting effects.
Even to those who cannot hear its whispers, the robe provides considerable magical protection, granting the wearer a +8 armor bonus (effective even against incorporeal touch attacks). It also gives immunity to critical hits, death effects, and energy drain.
The robe can be coaxed into revealing more powerful secrets, to those who provide it with sacrifices. Each secret requires the wearer to add a certain number of tongues (which must come from creatures that can speak) to the robe, using precious metal wire worth 1500 gp per tongue. The robe magically retains it's size, regardless of how many tongues have been sewn in.12 tongues, 4 each from from creatures killed by starvation, dehydration, and suffocation.
The wearer does not need to eat, drink, or breath.pain.325 tongues, which must come from creatures able to cast spells.
The wearer can cast spells with experience costs or material components without providing those components. The wearer can ignore either up to 2,000 gp of material components or up to 2,000 xp or experience costs per day (or a mix of the two).
If 650 tongues are added, the wearer can ignore both 2,000 gp of components and 2,000 xp of cost each day. 200 tongues, which must come from creatures with movement speeds of at least 100 feet.
The wearer's speed, in all movement forms, increases by 60 ft (which does not stack with other magical effects).1,524 tongues, which must be evenly divided between creatures native to the great ring, creatures native to the mortal coil, and creatures native to the elemental planes.
When away from their native plane, the wearer carries a portion of it with you, maintaining a bubble of their native planar traits in a 10 foot radius. Even if this bubble is somehow suppressed, they ignore many planar traits, including magical traits (except limited and dead magic), extremes of temperature, dangerous or limited atmospheres, excesses of elemental energy (including positive and negative energy), and other natural hazards (such as the deafening of the wind in Pandemonium, but not gravity traits or indirect effects of the planar traits such as deflection of missiles on Pandemonium). The negative effects of aligned planes are halved, and you can ignore the limited magic trait for up to 50 levels of spells (each additional tongue added allows an additional spell level to be ignored; these tongues can be added later and do not need to be split between planes as above). Finally the wearer can control the area around you with your force of will as if you were on Limbo.
The robe can only be destroyed by returning all the stolen tongues, including the 5,446 tongues used in its original creation, to their sources, with a healing spell on a living or raised victim, or by disposing of them in respectful, individual funeral rites for dead victims (with the body, if it still exists). The robe writhes when the tongues are being removed, and must be pinned (grapple check +85) while they are cut out.

5.5 million gp, plus additional costs for activating the secrets
Caster level 70


Also, another major artifact:
Blade of Chaos Triumphant

Before the forging of the Rod of Eight Parts, Melkor fought for the forces of Chaos against the Lords of Law, and it captured and imprisoned a number of its foes. When it betrayed the forces of Chaos to take shelter from the effects of the Rod of Eight Parts, it brought the prisoners with it. Hidden in a planar pocket, it experimented with the prisoners, attempting with dark magic and foul tortures compel them to betray and turn against the forces of Law. Its Vaati prisoners, composed of pure law, resisted his efforts, but it managed to pervert those which served Good or Evil against Law by forging them into a blade enflamed with hatred for the forces of Law.
The Blade of Chaos Triumphant appears as a scimitar with engravings of screaming faces, both beautiful and hideous, covering the entire weapon.
It acts as a +10 scimitar, and its hatred for all creation is such that it automatically confirms critical hits, except against chaotic foes. Additionally, it ignores all forms of hardness and damage reduction.
When used against lawful foes, it screams in rage and deals an additional 3d6 points of regular damage and 1d6 points of sonic damage, inflicts a negative level and is treated as chaotic, good, and evil. Additionally, the wielder can suppress the ability to automatically confirm critical hits, in exchange for doing an additional 3d6 damage an additional negative level on a critical hit (Fortitude DC 23 to remove, 24 hours later).
Against lawful outsiders, it deal the bonus damage as above, and acts as a +12 weapon. Additionally, if the wielder suppresses the ability to automatically confirm, gains a x4 critical multiplier and inflicts an extra 9d6 and 3 negative levels on a critical hit.
Finally, as inventions of the hated Vaati, constructs are also vulnerable to the blade. It is capable of critically hitting constructs, though it does not automatically confirm criticals. Constructs infused with Law, such as Inevitables and Hellfire Engines, are automatically destroyed on a confirmed critical.
As +25 weapon, plus 1.8 M gp
Caster level 70

Note that my items are at 70, because I can boost my caster level that high with Persistent Divine Power with my Abjurant Champion ability. If you have a problem with that, I can drop them to my permanent caster level.

Is there precedent for ignoring DR & hardness?The Mace of Ruin (1 M gp, epic SRD) does, but can't cut through a wall of force. I think the Angel Wing Razor, an artifact from the BoVD, does both.

Also, I'm going to keep this stuff in my posts, so I don't have to search through the thread every time I need to find it.

Malkor
The Whisperer, the Foe of Fate
Greater Deity
Symbol: A dagger piercing an open book
Home Plane: Abyss
Alignment: chaotic evil
Portfolio: forbidden knowledge, dangerous inspiration, attacks on authority for its own sake, treason
Worshippers: scholars, tacticians, traitors, cultists
Cleric Alignments: CE, CN, NE
Domains: Chaos, Evil, Knowledge, Luck, Magic, War
Favored Weapon: Scimitar

The roots of the being that has become Malkor is very old. It is known that it was not always a god, and once served the forces of law (and some whisper that even that service began in treason against some other force), perhaps even under the Circle of Three. Now, though, Melkor utterly opposed to law.

Its lawful roots occasionally still appear, in grand visions of "unifying the forces of chaos". But it is driven by the need to destroy established order, ending with the final undoing of the work of the Circle of Three.
Melkor
Neuter Gloura 7/Hexblade 3/Fighter 2/Blackguard 3/Dervish 3/Swiftblade 2/Ex-Monk 2/Bard 1/Favored Soul 1/Sublime Chord 2/Mystic Theurge 10/Swiftblade +8/Paladin of Slaughter 2/Cosmic Descryer 12/Loremaster 7/Abjurant Champion 5
Medium Outsider (Chaotic, Evil, Cold, Fire, Augmented Fey)
Init +35 (+10 Dex, +25 competence (arcane reflexes));
Senses: 18 mile radius (including darkvision and blindsight), 20 remote locations; Listen +XX, Spot +XX; portfolio sense;
Aura: divine aura (DC 53), 18 miles;
Languages: all languages (including nonverbal languages)
________________________________________ _____________________

AC 114, touch 81, flat-footed 102 (+25 deflection, +9 Dex, +18 divine, +33 natural, +25 unnamed (monk), +1 unnamed (dervish), +1 Dodge (haste), +2 Dodge (swift surge)) (+1 against 1 foe)
HP: 7d6 + 3d10 + 2d10 + 3d10 + 2d6 + 2d8 + 1d8 + 1d6 + 2d6 + 10d4 + 8d6 + 2d10 + 12d4 + 7d4 + 5d8 + 2100 + 70 - 342 (2228 hp); DR 45/epic and rimefire ice
Immune: ability damage*, ability drain*, acid, banishment effects*, cold, critical hits, death effects, disease, disintegration*, electricity*, energy drain*, fire, imprisonment effects*, mind-affecting, paralysis, patterns*, phantasms*, poison, sleep, sonic*, stunning, transmutations* (except its own), turning and rebuking*
* Bypassed with successful rank check
SR 105
Fort +152; Ref +140; Will +132 (+25 to all versus spells and spell-like abilities)
________________________________________ _____________________

Speed 85 ft. (17 squares), burrow 55 ft (11 squares), fly 225 ft. (good) (45 squares); Space/Reach 5ft./5ft.
Melee Blade of Chaos Triumphant +82/+77/+72/+67 (touch) (+2 versus lawful outsiders) /15-20 (automatically confirms, can critically hit constructs)
Damage: 1d6 +35 +1 vile + stunning (DC 68) + annihilation /x2 +1d6 + death (DC 75)
Melee touch +71
Ranged touch +54
Base Atk +41; Grp +71
Atk Options Power Attack, Combat Expertise, Stunning Fist,
Special Actions Maneuvers
Combat GearXX
________________________________________ _____________________

Favored Soul Spells (CL 25th; DC 16 + spell level; can spontaneously cast any divine spell)
25th (2/day)
24th (2/day)
23th (2/day)
22nd (2/day)
21st (3/day)
20th (3/day)
19th (3/day)
18th (3/day)
17th (4/day)
16th (4/day)
15th (4/day)
14th (4/day)
13rd (5/day)
12nd (5/day)
11st (5/day)
10th (5/day)
9th (11/day)
8th (11/day)
7th (11/day)
6th (11/day)
5th (12/day)
4th (12/day)
3rd (12/day)
2nd (12/day)
1st (13/day)
0th (6/day)
Epic Spells Per Day 13

Sublime Chord Spells (CL 41th; DC 36 + spell level; can spontaneously cast any sorcerer or bard spell)
25th (2/day)
24th (2/day)
23th (2/day)
22nd (2/day)
21st (3/day)
20th (3/day)
19th (3/day)
18th (3/day)
17th (4/day)
16th (4/day)
15th (4/day)
14th (4/day)
13rd (5/day)
12nd (5/day)
11st (5/day)
10th (5/day)
9th (6/day)
8th (7/day)
7th (8/day)
6th (9/day)
5th (10/day)
4th (10/day)
Epic Spells Per Day 6

Bard Spells (CL 41th; DC 36 + spell level; can spontaneously cast any bard spell)
3rd (8/day)
2nd (9/day)
1st (10/day)
0th (3/day)

Blackguard Spells (CL 3rd; DC 15 + spell level; can spontaneously cast any divine spell)
2nd (1/day)
1st (3/day)

Spell-Like Abilities (CL 88, save DC 63 + spell level)
At will - Aid, Animate Objects, Antimagic Field, Blade Barrier, Blasphemy, Break Enchanment, Chaos Hammer, Clairaudience/Clairvoyance, Cloak of Chaos, Desecrate, Detect Good, Detect Secret Doors, Detect Thoughts, Dispel Good, Dispel Law, Dispel Magic, Discern Location, Divination, Divine Power, Entropic Shield, Find the Path, Flamestrike, Foresight, Freedom of Movement, Identify, Imbue with Spell Ability, Legend Lore, Mage's Disjunction, Magic Aura, Magic Circle against Good, Magic Circle against Law, Magic Vestment, Magic Weapon, Miracle, Mislead, Moment of Prescience, Power Word Blind, Power Word Kill, Power Word Stun, Protection from Energy, Protection from Good, Protection from Law, Protection from Spells, Shatter, Spell Turning, Spell Resistance, Spiritual Weapon, Summon Monster IX (as a chaotic or evil spell only), True Seeing, Unholy Aura, Unholy Blight, Word of Chaos
________________________________________ _____________________

Divine Rank 18
Abilities Str 70, Dex 29, Con 70*, Int 40, Wis 20, Cha 60
*Though Constitution does not generally change due to size changes from Alter Reality, because of ability caps Con will increase to a maximum of 80 if Melkor is enlarged and will decrease if he is reduced.
SQ: Unearthly Grace, Arcane Resistance, Mettle, Dark Blessing, Aura of Despair, Dervish Dance 2/day (+2 to attack and damage with slashing), Movement Mastery, Swift Surge +2d6, Blurred Alacrity 50%, Sudden Casting: Haste, Evasive Celerity 50%, Fortified Hustle, Diligent Rapidity, Perpetual Options, Innervated Speed, Evasion, Bardic Music (6/day, Inspire Courage +1, Fascinate, Countersong, Song of Arcane Power), Bardic Knowledge/Lore (automatic), Divine Grace, Naturalization (Mortal Coil, Hell, Gehenna, Hades, Carceri, Faerie), Superior Planar Summoning (+12 HD), Enduring Gate (4 days), Cosmic Connection 2/day (12 minutes), Secrets (Applicable Knowledge, Secrets of inner strength, The lore of true stamina, Secret knowledge of avoidance), Greater Lore
Ravages: Ability Boost: Strength, Ability Boost: Consitution, Ability Boost: Charisma, Ability Boost: Dexterity, Ability Boost: Wisdom, Ability Boost: Intelligence, Additional Movement Form: Burrow, Blindsight 30 ft., Bonus Regular Feat x 14.
Feats: Dodge, Mobility, Spell Focus: Conjuration, Power Attack (B), Improved Sunder, Cleave (B), Combat Expertise, Weapon Focus: Scimitar, Spring Attack (B), Great Cleave (B), Craft Wondrous Item, Improved Critical: Scimitar*, Improved Unarmed Strike (B), Stunning Fist (B), Deflect Arrows (B), Combat Casting*, Quicken Spell*, Craft Magical Arms and Armor*, Forge Ring*, Bounding Assault (B), Skill Focus: Knowledge (Arcana)*, Vile Martial Strike: Scimitar*, Improved Toughness (B), Scribe Scroll (B), Ascetic Mage (B), Extend Spell (B), Persistant Spell (B), Skill Focus: Annihilating Strike (B), Extra Spell (B), Craft Rod (B), Extra Music (B), Rapid Metamagic (B), Martial Study: Wall of Blades (B), Martial Study: Iron Heart Surge (B), Martial Stance: Dancing Blade Form (B), Martial Study: Adamantine Hurricane (B), Spell Focus: All (B);
*Uses an epic feat slot
Epic Feats: Energy Resistance: Acid, Epic Spellcasting, Exceptional Deflection, Infinite Deflection, Multispell x2, Spell Stowaway: Time Stop (B), Permanent Emanation: Planar Bubble (B), Overwhelming Critical (Scimitar), Devastating Critical (Scimitar) (DC 75), Improved Aura of Despair, Vile Deathstrike: Scimitar, Spectral Strike, Craft Epic Wonderous Item (B), Craft Epic Arms and Armor (B), Forge Epic Ring (B), Craft Epic Rod (B), Scribe Epic Scroll (B), Improved Combat Casting (B)
Salient Divine Abilities: Alter Form, Annihilating Strike (DC 60), Battlesense, Clearsight, Create Object, Divine Blast (33d12, 28/day), Divine Celerity, Divine Creation, Divine Dodge 68%, Divine Fast Healing x2 (76/round), Divine Shield (180 damage, 33/day), Eldritich Knowledge, Extra Energy Immunity: Acid, Extra Sense Enhancement: Blindsight, Increased Damage Reduction, Increased Spell Resistance, Irresistible Blows: Scimitar (DC 68), Power of Luck, Rejuvenation, Supreme Eldritich Knowledge, True Knowledge, Undead Qualities.
Skills Appraise +34, Autohypnosis +32, Balance +37, Bluff +97, Climb +48, Concentration +116, Craft (alchemy) +48, Craft (armorer) +37, Craft (weaponsmith) +37, Craft (poisonmaking) +34, Decipher Script +34, Diplomacy +68, Disguise +33 (+39 to act in character), Disable Device +34, Escape Artist +90, Gather Information +44, Handle Animal +44, Heal +24, Hide +63, Intimidate +66, Jump +52, Knowledge (arcana) +98, Knowledge (history) +34, Knowledge (psionics) +34, Knowledge (nature) +105, Knowledge (religion) +93, Knowledge (the planes) +93, Listen +54, Move Silently +42, Open Lock +29, Perform (Dance) +46, Perform (Sing) +61, Profession (Astrologer) +29, Psicraft +34, Search +43, Sense Motive +96, Sleight of Hand +35, Spellcraft +109 (+111 to decipher scrolls), Spot +76, Survival +30 (+38 is aboveground natural environments, +36 in the planes), Swim +48, Tumble +60, Use Magic Device +48 (+56 for scrolls), Use Psionic Device +44
Epic Spells Known Swift Boost Charisma, Swift Boost Strength, Swift Boost Constitution, Escape Solidity, Improved Esoteric Aegis, Empowerment, Inspiration, Fortune, Profane Empowerment, Contingent True Resurrection
Possessions Blade of Chaos Triumphant, Robe of Tortured Secrets
________________________________________ _____________________
Domain Abilities Melkor casts evil, chaotic, and divination spells at +1 caster level.

Up to 18 times per day, it can reroll one just after it is made, before success or failure is declared.
________________________________________ _____________________

Terfel, Demon Lord of Treachery
Female Succubus 6/Bard 3/Rogue 2/Spymaster 7/Exemplar 4/Epic Infiltrator 48
Medium Outsider (Chaotic, Evil, Cold, Fire)
Init +7 (Dex)
Senses: Listen +85, Spot +85,
Aura: As 4th level Marshal, generally Motivate Charisma +25 and Motivate Care +1, (known: Motivate Charisma, Motivate Dexterity, Motivate Care)
Languages: all languages (including nonverbal languages)
________________________________________ _____________________

AC 54 (+7 Dex, +9 natural, +3 profane, +25 deflection)
HP: 6d8+3d6+2d6+7d6+4d6+48d6+70x5 hitpoints 781; DR 25/epic and good and cold iron
Immune: ability damage*, ability drain*, banishment effects*, cold, critical hits*, death effects*, disease, disintegration*, electricity, energy drain*, fire, imprisonment effects*, mind-affecting*, paralysis*, patterns*, phantasms*, poison, sleep*, acid, stunning*, transmutations* (except its own), turning and rebuking*
* Bypassed with successful rank check
SR 67
Fort +61; Ref +43; Will +40
________________________________________ _____________________

Speed 60 ft. (12 squares), burrow 30 ft (6 squares), fly 80 ft. (average) (16 squares); Space/Reach 5ft./5ft.
Melee Will finish when possessions are done
Melee touch +49
Melee ranged +49
Base Atk +42; Grp +44
Atk Options Sneak Attack, Staggering Strike
Combat GearXX
________________________________________ _____________________


Spell-Like Abilities (CL 70 unless otherwise noted, save DC 35 + spell level)
Constant - detect good, detect law, detect magic, true seeing (all CL 15)
At will - animate rope, alter self, assay resistance, blasphemy (CL 15), deeper darkness (CL 15), destruction, detect thoughts, disguise self, divine insight, freedom of movement, ghostform, greater arcane sight, greater dispel magic (CL 15), greater invisibility, greater teleport, harm, improvisation, knock, magic aura, mass charm monster, passwall, pass without trace, permanent image, poison, polymorph any object, programmed image, sniper's shot, speak with dead, mass suggestion, modify memory, symbol of insanity, unhallow (CL 15), unholy aura (CL 15), unholy blight (CL 15), word of chaos
6/day - extended shapechange, extended superior invisibility, dominate monster, reaving dispel
1/day - power word kill (CL 15), mage's assassin
________________________________________ _____________________

Divine Rank 0
Abilities Str 14, Dex 24, Con 20, Int 30, Wis 22, Cha 60 (including a +5 inherent bonus to Cha and Dex and a +4 inherent bonus to Int and Con)
SQ: resist sonic 20, telepathy 1000 ft, fast healing 20, Demonic Ideal, Inured to Corruption, Supreme Cover Identity, Opening of the Way, Abyssal Dominion, Abyssal Fury, Call Demons, Demonic Impasse, Induce Ravages, Wake of Corruption, Bardic Knowledge (+10), Sneak Attack +19d6, Evasion, Skill Artistry (Bluff, Disguise), Skill Mastery (Bluff, Disguise, Hide, Open Lock, Search, Sense Motive), Lend Talent, Sustaining Presence, Cover Identity x3, Undetectable Alignment, Quick Change, Scrying Defense +7, Slippery Mind, Dispel Scrying, Deep Cover, Specialist Training (Concealment +21, Subterfuge + 21, Espionage +6), Read Thoughts 11/day, Far Sense 23/day, Improved Cover Identity x11, Mindblank 6/day
Ravages: Ability Boost: Strength, Ability Boost: Constitution, Ability Boost: Charisma, Ability Boost: Dexterity, Ability Boost: Intelligence, Ability Boost: Wisdom, Alternate Form (any Humanoid, Fey, Giant or Monstrous Humaniod), Blindsight 120 ft, Bonus Regular Feat, Class Feature (4th level Marshal Auras), Ignore Immunity to Critical Hits 75%, Ignore Damage Reduction 20, Spell-like Abilities (Cosmic) x 5
Feats: Skill Focus: Disguise, Skill Focus: Bluff, Persuasive, Alertness, Skill Focus: Open Lock(B), Nimble Fingers, Staggering Strike, Improved Unarmed Strike, Deflect Arrows*, Quicken Spell-Like Ability: Shapechange*, Impostor*, Backstabber*, Cheat*, Deceitful (B), Corrupt Spell-like Ability (B), Violate Spell-like Ability (B),
*Uses an epic feat slot
Epic Feats: Polyglot, Epic Skill Focus: Bluff, Epic Skill Focus: Disguise, Epic Skill Focus: Open Lock, Epic Reputation, Epic Skill Focus: Forgery, Epic Skill Focus: Search, Exceptional Deflection, Epic Skill Focus: Sense Motive, Tenacious Magic: Shapechange
Skills: Bluff +145, Concentration +100, Disable Device +78, Diplomacy +120, Disguise +143 (+151 to act in character), Forgery +110, Hide +101, Knowledge: The Planes +83, Listen +85, Move Silently +101, Open Lock +111, Search +94, Sense Motive +89, Sleight of Hand +105, Spot +85 (Does not include Cover Identity or Aura)
Possessions Will do later
________________________________________ _____________________
When using the cover identity or improved cover identity class features, no mortal effect can discern her true nature. Terfel is treated as having the alignment of her cover identity for all effects depending on alignment. For example, if disguised as a devil, Terfel would not be affected by Dictum, but would be affected by Word of Chaos. If magic is used in her disguise, it is not detected by detect magic or similar effects or penetrated by true seeing (though dispel effects can still defeat it). Effects which read her thoughts appear to find appropriate thoughts for her cover identity. If disguised as a creature of the plane, she effectively does not gain the [extraplanar] subtype. Furthermore, in a cover identity, Terfel's aura of corruption is suppressed. Finally, if the cover identity is of good alignment, Terfel can enter hallowed ground without unhallowing it or alerting the deity, though she must make a rank check or suffer negative levels as normal.
This does not provide any additional protection against mundane methods of investigation, including Spot checks to penetrate her disguise or Sense Motive to uncover lies or her true abilities.
The abilities of divine and cosmic entities can penetrate her cover if the entity beats her in a rank check. If they succeed, she receives the worst possible effect of her true alignment or her cover alignment. For example, if she were disguised as a devil, she would suffer fully from both Dictum and Word of Chaos if the attacker made a rank check.
This is an Abyssal Blessing.
All effects which seal doors, portals, chests and similar objects can be overcome by Terfel with a successful Open Lock check. Arcane lock and similar magical seals can be bypassed by making an Open Lock check with a DC equal to 20 + the CL of the effect. Magically created effects which normally only open for the caster, such as the entrance to a magnificent mansion, can be entered with a check of DC 30 + CL.
Additionally, Terfel can use an Open Lock check instead of other attribute or skill checks to break through or pass through barriers or open chests or similar devices. This generally means Strength checks to break down doors or walls or break open chests (but not to break other objects) and Escape Artist checks to pass through confined spaces or walls of force (but not to escape bonds). In certain circumstances, other skills or attributes could be replaced, such as an Intelligence check to solve a puzzle lock, or a Knowledge (arcana) check to guess a password to open a portal.
This is an Abyssal Blessing.
Venenum

05-25-07, 10:13 PM
I have already stated angelwing razor several times, but I don't want it fore the effects, all i want is the flavor, I can already ignore dr and hardness with stone dragon maneuvers.
Infinitum

05-25-07, 11:16 PM
Just use Commune to chat with Boccob or one of them buggers then Gate in Chuck Norris.
Rikandur_Azebol

05-25-07, 11:50 PM
Just use Commune to chat with Boccob or one of them buggers then Gate in Chuck Norris.

Sorry, Witch have promise from Chuck to not interfere. Unless someone annoys Him by trying to involve His person. Watch Your back. ;)


I can think of no way. Maybe JD, Merc or Selah have an idea about it.

Well, Remote Sensing is blockable by virtue of being god. Up to 20 targets free from Dispi's portfolio sense.

Spells and SLAs can be blocked with spells and SLAs.

This was the major thing I wanted to know. And, again, asked in wrong way.


Yes, though I find it thematically sad to a degree - when you see gods use avatars in a storyline, you don't see them as a bunch around the god in question.

I know, but I got idea that will explain why avatars stick together.


I'm staying away from that - if Time Manipulation were possible by such notes, Merorem would be far more experienced at it, so I think steering clear of using planes for such a thing is only to your advantage.

I were thinking more in the lines of ... if time-manipulation is impossible in timeless plane, Merorem shouldn't be able to pull off most of his tricks. ;)

I won't try to abuse time. It would bring "frenzied" Paradox on my neck. And I plan on using this to my advantage, if Merorem can warp timestream in "forbidden" places like Astral.

I guess that Paradox will have an "Serious Discussion" with Merorem, wich might eliminate the time-fiend from the equation, if I arrange things properly.


Whoah. This is ehm - a very powerful artifact.

And it licks You clean ! :)
Kidding, Witch ... You did ignored my artifact-related question ... Out Of Time to judge it fairly ?

As for Artifacts. Do You devised way in wich Iron Tower goes down ? For my Challenger will know on first glance. (Know Secrets SDA)

Does Divination Immunity protects person from Legend Lore and Trueseeing effects ? I hope that it protects from indirect spells, IE, those that somehow interact with protected person ... doing their divination-work with the person without actually forcing saves and SR checks.


Rik: Whatever is more disturbing, dry shriveled tongues which never the less writhe and adhere, or moist and slavering tongues. Perhaps both.

Both, Fnord. Both ... and licking. :devil:

And maybe ... just maybe, You could add "tentacle" attack to Your new robe ?
Mysteris

05-25-07, 11:58 PM
No problem, She was worth it. Have her phone number?

LOL! She's listed in the Interplanar Phone Book. :P

But You added EXTRA DC for what is an natural asset.

:eek: So I did. My bad. :(

You know, it would be ridiculous if such factor would be allowed in non-Feanmerc epix spell. Everyone would take that. It's too cheap I'm afraid.
For DC ad hoc +500 I would consider it an more apporiate factor for "ignore SR".

Hrm. I suppose you have a point there. :/

Better buy Rods of Excellent Magic.

Of course You can make Epix spell that will create Your Goddess's ASPECTS, wich are separate until re-absorbed, and they could have their own XP reserves.

Oh I plan to buy those Rods. I might as well make use of all that gold, right? But what's this about aspects? I know that gods get Avatars, which are little mini-mes they send to do errands, and they can empower certain people to be proxies, but I haven't heard of aspects.

I want it to be multi-world and spreading.

An apocalypse cult? :eek: Sounds dangerous, and kinda cool. :)

I belive that familliars are handled normally. And if You want something special for the familliar ... check with Witch if You can have Gold Great Wyrm as a pet.

Sadly, Gold Dragons are Lawful Good, and Miri is definitely chaotic. However, Witch would you allow me to give Miri a Force or Prismatic Dragon as her familiar? They're in the Epic Level Handbook.

Mysteris: Your BAB is too high. You should get 10 pre-epic, then an epic BAB of 22, for a total bonus (excepting divine bonus) of 32.

Really? I counted all the BAB bonuses from her prestige classes in with the total. That's 10 from 20 levels of Sorcerer, 6 from Fatespinner, 12 from Inititate of the Sevenfold Veil, 3 from her Nymph racial bonus, plus the divine bonus and the epic BAB for 71. If my math's right then I'm off by one in her write-up. Did I do something wrong with the numbers?

Also, you have 12 too few hitpoints; your Nymph hitdice are d6s. And I think you have one more attribute point to distribute.

Thanks! I'll correct that at once. :)

Reference in what list the Iron Tower's write-up is incorporated. Realize what those items are. Then, realize again the Iron Tower is included in that list, and is of the same type.

:weep: There goes plan A...

Robe of Tortured Secrets

Awesome artifact. Nasty, but awesome. :D

General Remark: if you're using any items, list their caster level.

Is caster level listed? If not, how do we determine it?

Witch: Besides the right calculation of the BAB and Epic spells costs, do you approve of Miri 2.0., her epic spells, her artifacts, and the new SDA I designed for her?
Rikandur_Azebol

05-26-07, 02:03 AM
LOL! She's listed in the Interplanar Phone Book. :P

:D

*zzzap !*

I wonder where I wanted to call ? :P

Oh I plan to buy those Rods. I might as well make use of all that gold, right? But what's this about aspects? I know that gods get Avatars, which are little mini-mes they send to do errands, and they can empower certain people to be proxies, but I haven't heard of aspects.

Aspects ... are sorta like avatars, but unlike avatars they don't go boom when major deity is squished. Demon lords can have them, then why not deities ?

Aspects are weaker, and some can became very independant. That's why I suggested You to create spell that will bring aspects on.

An apocalypse cult? :eek: Sounds dangerous, and kinda cool. :)

What other kind of cult would worship god that embodies end of the world ? And I want it to be different from typical world-ender cult. And have fev ideas, wich I'll most probably establish on DF boards once I finish with the translation and smoothing. Wich means that I'll drop a hint now or then, and that it will take time. Long time. :(

Sadly, Gold Dragons are Lawful Good, and Miri is definitely chaotic. However, Witch would you allow me to give Miri a Force or Prismatic Dragon as her familiar? They're in the Epic Level Handbook.

:eek: I doubt it would be strong dragon. But it's up to DM. :)

Really? I counted all the BAB bonuses from her prestige classes in with the total. That's 10 from 20 levels of Sorcerer, 6 from Fatespinner, 12 from Inititate of the Sevenfold Veil, 3 from her Nymph racial bonus, plus the divine bonus and the epic BAB for 71. If my math's right then I'm off by one in her write-up. Did I do something wrong with the numbers?

Yep. You miscalculated BAB and Epix BAB. Read, carefully, multiclass notes in SDR. :P



Witch, here are SDAs and Domains of my Challenger for final check:
Chaotic Evil Greater Deity
Portfolio: Reincarnation of the world, ultimate competition, havoc.
Domains: Entropy, Demonic, Fury, Magic, Destruction, Death.
SDAs: Extra Domain: Knowledge, Extra Domain: Luck, Extra Domain: Winter, Divine Spellcasting, Eldritch Knowledge, Supreme Eldritch Knowledge, Clearsight, Battlesense, See Magic, Divine Dodge, Craft Artifact, Frightful Presence, Divine Fast Healing, Instant Counterspell, Favor of Chaos*, Irresistible Blows(unarmed), Annihilating Strike(unarmed), Know Secrets, Power of Luck, Rejunevation, Undead Qualities, Eldritch Weave*, Extra Domain: Abyssal;

Favor of Chaos
Prerequesites: Chaotic aligment, Chaos domain.
Benefits: Against lawful opponents You gain anarchic bonus to saves and AC equal to Cha bonus, but no greater than DvR.

Eldritch Weave
Prerequesites: Supreme Eldritch Knowledge, DvR 16+, Magic domain, Craft Artifact, Divine Spellcasting.
Benefits: You develop epic spells for half the cost, but it takes normal time to develop as usual.
It overlaps benefits from other cost reducing abilities that work on epic spells. Also You gain Greater Spell Focus in all schools of spells.
fnord

05-26-07, 02:36 AM
Really? I counted all the BAB bonuses from her prestige classes in with the total. That's 10 from 20 levels of Sorcerer, 6 from Fatespinner, 12 from Inititate of the Sevenfold Veil, 3 from her Nymph racial bonus, plus the divine bonus and the epic BAB for 71. If my math's right then I'm off by one in her write-up. Did I do something wrong with the numbers?

You stop gaining normal BAB after 20 hitdice. So your standard BAB is 10, 3 from your fey hitdice, 7 from the first 14 sorcerer levels. The rest of your levels don't give more BAB, just the epic attack bonus.
goro

05-26-07, 10:17 AM
I believe you are supposed to calculate racial HD after all your class levels.
See "Assigning HD TGOH Chapter 9 pg. 418(98).

Are there any spells that would help increase a caster level for purposes of casting a spell, even for a short time?
Witch

05-26-07, 10:25 AM
What? No, you calculate the benefits of racial HD before all class levels.
goro

05-26-07, 10:33 AM
Again, how did I read that so wrong? Besides, doesn't that way just ensure that the mage gods will be as good at combat as combat gods? I thought thats what they were trying to avoid?
Witch

05-26-07, 10:45 AM
That is because most of our gods aren't built with outsider HD, but solely with class levels.
goro

05-26-07, 10:53 AM
Still Working On This;



Colossal+ Marquis Half-Fiend Rust Dragon of Legend (Extraplanar, Aberration, Dragon, Chaotic)
Portfolio: Travel and Strength


HD: (63d8) 504+2961 (3465)
Initiative: +48 (DEX: +44, Improved Initiative: +4, Supreme Initiative)
Speed: 270 ft. Fly: 390 ft.(Perfect) Burrow/Swim: 270 ft. Climb: 135 ft. (Base Speed: 60, Fast Movement: +150 )
Armor Class:
AC:
Dragon Form: AC: 336 (Dragon Natural Armor: +63, Divine Natural Armor Bonus: +33, Divine Armor: +18, Divine Deflection Bonus: +37, Dex, +42, Monster of Legend Natural Armor Bonus, CON: +39, Belt of Epic Natural Armor: +15, Epic Spell Armor: +25, Luck Epic Bonus: +25, Dodge Bonus, Epic Magic Item: +25, Marquis Half-Fiend Natural Armor Bonus: +4, Size Penalty: -8)
Touch: 157 Flatfooted: 344
BAB/Grapple: +63/+137(Dragon Form)
Attacks:
Dragon Form: +144 Bite (32d6 + 58) or +144 Claws (24d8 + 29) or +144 Wings (24d6 + 29) or +144 Tail Slap(24d8 + 87) or +144 Crush (32d6 + 87 creatures must succeed on a REF save DC same as breath wepon, or be trapped underneath the dragon.) +144 Tail Sweep (24d6 + 87), +149 Unarmed Strike (182d6 + 58 )
Humanoid Form:
Space/Reach: 30 ft. +/ Bite: 40ft., Claw: 30 ft., Wing: 40 ft., Tail Slap: 60 ft., / Tail Sweep Radius 60 ft.
Abilities Scores:
Strength: 127(+58) Dexterity: 95(+42) Constitution: 105(+47) Intelligence: 85(+37) Wisdom: 85(+37)
Charisma: 85(+37)
Saves:
Fort: 170 REF: 165 WILL: 160
Special Attacks: Breath Weapon(s), Rusting Bite, Spell-Like Abilities, Spells, Divine Blast,
Special Qualities: Metal Resistance, Rusting Scales, Damage Reduction, Aberration Traits, Spell Absorption, Immunities, Blindsense, Darkvision, Lowlight vision, Spell Resistance, Deity Traits, MoL Traits, Dragon Traits, Improved Evasion,




Feats: Improved Natural Attack(Unarmed Strikes), Improved Trip, Jack-of-all-Trades, Improved Maneuverability x2, Embed Spell Focus, Arcane Strike(Complete Warrior), Improved Initiative, Knock-Down, Rapid Metamagic(Complete Mage)

Epic Feats: Multispell x3, Additional Magic Item (Rings) x2, Improved Heighten Spell, Epic Spellcasting,

MoL Bonus Feats: Improved Unarmed Strike, Deflect Arrows, Reaving Strike, Power Attack

Feats granted Through SDAs: 10 Metamagic Feats, Snatch, Improved Snatch, Snatch & Swallow, Hover, Wingover, Fly-by-Attack, Adroit Fly-by-Attack, Axiomatic Strike, Exceptional Deflection, Infinite Deflection, Keen Strike, Reflect Arrows, Vorpal Strike, Spell Focus(All Schools), Improved Combat Casting,

Salient Divine Abilities:
1) Divine Monk, (Axiomatic Strike, Exceptional Deflection, Infinite Deflection, Keen Strike, Reflect Arrows, Vorpal Strike, +5 Enhancement Bonus, Increase base damage to 2d12)
2-4)Increased Spell Resistance (x3), (Divine Spell Resistance +60) 32+1/2HD+DVR+60+25(Epic Spell Enhancement: Fortify Seed) = 166
5) Divine Metamagic Mastery
6) Divine Spellcasting(Cleric), (Spell focus in all schools of magic and improved combat casting)
7) Divine Spellcasting(Sorcerer), (Spell focus in all schools of magic and improved combat casting)
8) Divine Dodge, (permanent 68% mis-chance against any attack including area spells)
9) Battlesense, (Cannot be flanked except by deity that succeeds on an opposed rank check)
10) Supreme Initiative,
11) Clear Sight,
12) Free Move, (Move speed as a free move)
13) Stride, (Doubles non-combat movement speed)
14) Extra Energy Immunity (Sonic), 15) Extra Energy Immunity (Acid), 16) Extra Energy Immunity (Electricity), (Regardless of Attacker)
17) Indomitable Strength, (+25 opposed strength checks)
18) Divine Blast, 19) Mass Divine Blast, (3+CHA/day 18d12+30d12 No Save Cylinder 900 ft radius -
180 ft height, Burst 900 ft rafdius 90 Targets-no 2 more than 18 miles apart, Cone 1800 ft)
20) Regeneration 20+DvR (1d6 to regrow limbs)
21)
22)
23) Automatic Metabreath: Quicken Breath weapon
24) Aggressive Dragon
25) Divine Breath Weapon Mastery
26) Onslaught
Domains: Travel and Strength

Skills:Any skill not listed is counted as a class skill 0 ranks +18 DvR bonus + appropriate ability modifier (Jack-of-all-Trades feat)

Listen: 60
Search: 60
Concentration: 60
Diplomacy: 60
Escape Artist: 60
Intimidate: 60
Spot: 60
Knowledge(Arcana): 60 (+250)
Knowledge(Religion): 60 (+150)
Knowledge(Nature): 60 (+150)
Knowledge(The Planes): 60
Spellcraft: 60 (+250)
Sense Motive: 60
Use Magic Device: 60
780


Spells per Day: (Sorcerer and Cleric)
0) 6/6
1) 17/17
2) 17/17
3) 16/16
4) 16/16
5) 16/16
6) 16/15
7) 15/14
8) 15/14
9) 15/14
10) 9/9
11) 8/8
12) 8/8
13) 8/8
14) 8/8
15) 7/7
16) 7/7
17) 7/7
18) 7/7
19) 6/6
20) 6/6
21) 6/6
22) 6/6
23) 5/5
24) 5/5
25) 5/5
26) 5/5
27) 4/4
28) 4/4
29) 4/4
30) 4/4
31) 3/3
32) 3/3
33) 3/3
34) 3/3
35) 2/2
36) 2/2
37) 2/2




Special Qualities: Explained
Metal Resistance(EX): Resistant to any attack from metal or a weapon whose damage dealing part is made of metal. Has DR equal to a rust dragon 2 age categories higher would have.
Rusting Scales(EX): A metal weapon with less than a +5 enhancement bonus that hits me corrodes and is destroyed immediately, with no saving throw. A +5, or higher, weapon deals damage normally, but then must succeed on a Reflex save (DC equal to breath weapon save DC) or rust away.
Damage Reduction: DR 35/Epic and Wood or DR 40/Epic Adamantite
Immunity to (Not subject to rank check): Polymorphing, petrification, or any other attack that alters thier form. Enegy drain, ability drain, ability damage. Mind affecting effects(charms, compulsions, phantasms, patterns, and morale effects, Electricity, Acid, Sonic, Fire, Cold
Immunity to (Subject to rank check): Disease, poison, stunning, sleep, paralysis, death effects, and disintegration. Effects that imprison or banish(banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking.
Improved Evasion: If a spell allows a REF save for half damage, on a successful REF save you take no damage, and on a failed save you take half damage.


Special Attacks: Explained
Breath Weapon(SU): Line of Acid, 42d6 140 ft. 5x5x140, (REF Save DC 10+1/2HD+CON)
Breath Weapon(SU): Cone of Rust Instantly destroys any metal it touches. Attended and magical metals receive Reflex saves to avoid, but all metals are susceptible.
Rusting Bite(EX): A successful bite attack causes metal armor worn by the targeted creature to corrode, falling to pieces and becoming useless immediately. Can use bite atack to target a weapon or other metal object. Magic metal items allowed Reflex save (DC equal to breath weapon save DC)
Spell-Like Abilities: 3/day-Wall of Iron; 1/day-Acid Fog, repel metal or stone Caster level 42
Breath Weapon(SU): Disintegrating Line, creatures within the line must succeed on a Fort save or crumble to ash. Creatures that successfully save take no damage. (10+1/2HD+CON),
Spells: Sorcerer and Cleric, Caster level 42 for each class.


Deity Traits:
Armor Class: Divine armor Class Bonus equal to DvR, Natural Armor Bonus equal to 15+DvR, Deflection Bonus equal to CHAMod.
Attack: Receive Divine bonus to all attack rolls equal to DvR.
Damage: natural attacks and weapons weilded are treated as the diety is aligned for purposes of overcoming damage reduction.
Special Ability: Alter Reality(SU),
Domains: Travel ,
Domain Granted Powers: Can use any Domain power can grant a number of times per day equal to DvR(if normally can be used more than that get the greatest number of uses). If based on a cleric level deity has effective Cleric level equal to DvR.
Spell-Like Abilities: Can use any domain spell can grant as an SLA at will. Caster level = HD + DvR, DCs 20 + Spell level + CHA + DvR
Travel: Can use Greater Teleport - Greater Planeshift as SLA at will.
Special Qualities: 40/Epic and Adamantine, Divine Aura: Will save DC 10+CHA+DvR, Immortality,
Immunity to (Not subject to rank check): Polymorphing, petrification, or any other attack that alters thier form. Enegy drain, ability drain, ability damage. Mind affecting effects(charms, compulsions, phantasms, patterns, and morale effects, Electricity, Acid, Sonic, Fire, Cold
Immunity to (Subject to rank check): Disease, poison, stunning, sleep, paralysis, death effects, and disintegration. Effects that imprison or banish(banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking.
Spell Resistance: 32 + 1/2 HD + DvR + Increased spell reisistance x3
Saving Throws: Divine bonus = DvR
Checks: Divine Bonus = DvR on all skill checks, ability checks, caster level checks, and turning checks.
Automatic Actions: When acting within my portfolio, I can perform any action as an immediate action, as long as the check DC is equalto or les than 30. Can perform 20 free actions per round


Special Qualities: Explained
Metal Resistance(EX): Resistant to any attack from metal or a weapon whose damage dealing part is made of metal. Has DR equal to a rust dragon 2 age categories higher would have.
Rusting Scales(EX): A metal weapon with less than a +5 enhancement bonus that hits me corrodes and is destroyed immediately, with no saving throw. A +5, or higher, weapon deals damage normally, but then must succeed on a Reflex save (DC equal to breath weapon save DC) or rust away.
Damage Reduction: DR 20/Epic or DR 35/Epic and Wood or DR 40/Epic Adamantite
Immunity to (Not subject to rank check): Polymorphing, petrification, or any other attack that alters thier form. Enegy drain, ability drain, ability damage. Mind affecting effects(charms, compulsions, phantasms, patterns, and morale effects, Electricity, Acid, Sonic, Fire, Cold
Immunity to (Subject to rank check): Disease, poison, stunning, sleep, paralysis, death effects, and disintegration. Effects that imprison or banish(banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking.
Improved Evasion: If a spell allows a REF save for half damage, on a successful REF save you take no damage, and on a failed save you take half damage.
Fast Healing: 39 (Recover 39(Con) points of damage each round.)
Regeneration: 38 (Recover 38(20+DvR) points of damage each round, except damage dealt by Good aligned weapons or spells. Any non-good aligned damage dealt is treated as non-lethal damage. You may rettach severed limbs by holding them in place for 1 round, or you regrow limbs in 1d6 minutes.)


Special Attacks: Explained
Breath Weapon(SU): Line of Acid, 42d6 140 ft. 5x5x140, (REF Save DC 10+1/2HD+CON)
Breath Weapon(SU): Cone of Rust Instantly destroys any metal it touches. Attended and magical metals receive Reflex saves to avoid, but all metals are susceptible.
Rusting Bite(EX): A successful bite attack causes metal armor worn by the targeted creature to corrode, falling to pieces and becoming useless immediately. Can use bite atack to target a weapon or other metal object. Magic metal items allowed Reflex save (DC equal to breath weapon save DC)
Spell-Like Abilities: 3/day-Wall of Iron; 1/day-Acid Fog, repel metal or stone Caster level 42
Breath Weapon(SU): Disintegrating Line, creatures within the line must succeed on a Fort save or crumble to ash. Creatures that successfully save take no damage. (10+1/2HD+CON),
Spells: Sorcerer and Cleric, Caster level 42 for each class.


Dragon Traits:
Darkvision: 120 ft.*2
Blindsense: 60 ft.*2
Breath Weapon(SU): Line of Acid, 42d6 160 ft. 5x5x140, (REF Save DC 10+1/2HD+CON)
Breath Weapon(SU): Cone of Rust Instantly destroys any metal it touches. Attended and magical metals receive Reflex saves to avoid, but all metals are susceptible.80x80x80 ft.
Rusting Bite(EX): A successful bite attack causes metal armor worn by the targeted creature to corrode, falling to piecesand becoming useless immediately. Can use bite atack to target a weapon or other metal object. Magic metal items allowed Reflex save (DC equal to breath weapon save DC)
Spell-Like Abilities: 3/day-Wall of Iron; 1/day-Acid Fog, repel metal or stone
Frightful Presence: Mind affecting fear ability that takes affect whenever a dragon attacks, charges, or merely flying overhead at an altitude low enough to place foes within the radius of the effect, 30 ft. x dragons age category, Dragon must be seen for this to take effect. Creatures are not affected if they have more HD than the dragon, or are a dragon themselves. Will save DC 10+1/2HD+CHA, if successful remain immune to this ability for 24 hours. 1-4HD panicked for 4d6 rounds, 5+HD shaken for 4d6 rounds.
Damage Reduction: 20/Epic

Monster of Legend Traits:
HD: max points per HD
AC: Improve Natural armor by Con Mod
Damage: Increase natural weapons damage by one die step.
Special Attacks: Unarmed Strike, Preternatural Grace, Spellcasting(Sorcerer) caster level 42, Spellcasting(Cleric) caster level 42
Breath Weapon(SU): Disintegrating Line, creatures within the line must succeed on a Fort save or crumble to ash. Creatures that successfully save take no damage. (10+1/2HD+CON),
Special Qualities: Fast Movement, Evasion, Improved Evasion, Lowlight vision, Spell Resistance CR+14, Immunity to Aging, disintegration, polymorphing, petrification, Energy Resistance 40 Sonic & 40 Acid, Damage Reduction 35/Epic and Wood,
Ability Scores: STR +8, DEX +4, CON +8, INT +4, WIS +4, CHA +6
Virtual Class Features: From fighter: Feats; Reaving Strike, Power attack
Bonus Feats: Improved Unarmed Strike, Deflect Arrows

Marquis Half-Fiend Template:
Size-Type: Native Outsider
HD: Gain racial HD equal 1/4 PARENTS TO A MAX OF 10
Speed: Bat Wings; can fly at double base creatures land speed, good maneuverability
Armor Class: Natural armor improves by +4
Fiendish Traits
Acidic Blood (ex): When wounded by a piercing or slashing weapon, blood sprays outward in a 5 foot cone, dealing 1d6 points of acid damage per 5 HD, there is no saving throw. Creatures that do not spend a move equivalent action to remove the blood suffer the same damage the following round.
Frightful Presence (ex): Wen attacking, I inspire fear in my enemies. All within 20 ft must make a Will save (DC10+1/2HD+CHA) or suffer the effects of a fear spell. Those that make the save are immune for 24 hours.
Poison (ex): Bite deals 1d6 STR and DEX damage (DC 10+1/2HD+CON) Fort Save.
SLA's:
At will: Change Self, Deeper Darkness, Unholy Blight, Devil's Eye, Blasphemy, Liquid Pain, Hellfire Storm, Soul Shackles,
3/day: Evil Weather, Bestow Greater Curse
1/Week: Eternity of Torture
Special Qualities:
Darkvision 120 ft.
Immune to Poison
Resistance to Acid, Fire, Cold, and Electricity 10
Damage Reduction 15/Good
Natural weapons are treated as Evil and Magic for overcoming Damage Reduction.
Spell Resistance equal to HD+10.
Fast Healing: CON
Corruption Affinity (su): Pay only half corruption cost when using corrupt spells. If reduces damage below 1 take no damage.
Abilities: STR +6, DEX +6, CON +4, INT +6, CHA +6




Magic Items:
Ring of Epic Spellcraft 150 (Competence)
Ring of Knowledge (Arcana) 150 (Competence)
Ring of Knowledge(Religion) 150 (Competence)
Ring of the Eagle's Eye(Spot) 150 (Competence)
Boots of Epic Dodge +25 AC
Amulet of Epic Luck +25 AC
Robe of Natural Armor +25 AC

Rings of the Magi: (Artifact)
+10 Caster level checks
+100 Knowledge(Arcana)(Insight)
+100 Spellcraft(Insight)
(*Applies only when both are worn, If only one is worn only 1/4 bonus.)

The Gauntlet of Souls: (Artifact)
This major artifact traps even the most powerful of beings and transforms them into jewels. Wearer must succeed on a melee touch attack. Target must succeed on a Fort save (DC 20 + CHA) or be transormed into a gem worth 1,000 gp per HD.

Divine Dragon (SDA)
Prerequisite: Dragon, 45+HD,
Your draconic abilities far surpass those of mortal dragons. You may use your breath weapon once each round, if you are able (Normally you must wait 1d4 rounds). Double the range of your senses (Including blindsense). Your natural weapons(Bite, tail, claw, wing, etc..) increase one damage die step. Your Flying maneuverability increases one step.
Aggressive Dragon (SDA)
Your ability to attack is frightening. You gain the benefit of; Hover, Wingover, Fly-By Attack, Adroit Fly-By Attack, Improved Maneuverability, Snatch, Improved Snatch, Snatch & Swallow, and Imcrease the damage dealt by one dice step for all natural weapons the dragon possess(Bite , Claw, Wing, and Tail, etc.).
Divine Metamagic Mastery (SDA)
Your abilities in altering magic is unparalelled. (10)
Heighten Spell, Silent, Spell, Still Spell, Quicken Spell,
The Deepest Cut by Mercucio (SDA) Prerequisites: War Domain, Divine Weapon Mastery. Benefit: You automatically inflict maximum damage with any melee weapon or ranged weapon (but not spell) you wield. You automatically confirm any critical you make with a melee or ranged weapon (but not spell). Any additional damage dealt by a weapon you wield (sneak attack dice, bonus damage dice from icy, shock, holy, ect traits) is also maximized by this ability.
Divine Breath Weapon Mastery: Prerequisite: Breath Weapon, The power of your breath weapon is greater than the most powerful of dragons. You may use your breath weapons each round if you are able to(normally you must wait 1d4 rounds). The size of the line or the cone of your breath weapons are increased to what a dragon two sizes larger could produce(max colossal plus). The save DC against your breath weapons is increased by +4. Increase damage die one step; d6 to d8, d8 to d10, d10 to d12 max.
REAVING STRIKE [General] (Unarmed Strike)
Prerequisities: BAB +12, Improved Critical.
Benefit: Select one weapon you possess the Improved Critical and Weapon Specialization feats for. When using that weapon the damage die increases one step. Thus a shortsword would inflict 1d8 points of damage while a greatsword would inflict 3d6 points if damage
Special: A fighter may select this feat as one of his bonus feats.

Onslaught SDA:
Improve Damage for all natural attacks you possess by two damage steps. 6d6, 8d6, 12d6, 16d6, etc.




Colossal+ Marquis Half-Fiend Rust Dragon of Legend (Extraplanar, Aberration, Dragon, Chaotic)
Portfolio: Travel, Strength, and Magic.

Medium Size
HD: (63d8) 504+2457 (2961)
Initiative: +48 (DEX: +44, Improved Initiative: +4, Supreme Initiative)
Speed: ft. Fly: ft.(Perfect) Burrow/Swim: ft. Climb: ft. (Base Speed: , Fast Movement: +150 )
Armor Class:
Humanoid Form: AC: 275 (Divine Natural Armor Bonus: +33, Divine Armor: +18, Divine Deflection Bonus: +37, Dex, +44, Monster of Legend Natural Armor Bonus, CON: +39, Belt of Epic Natural Armor: +15, Epic Spell Armor: +25, Luck Epic Bonus: +25, Dodge Bonus, Epic Magic Item: +25, Marquis Half-Fiend Natural Armor Bonus: +4)
Touch: 159 Flatfooted:
BAB/Grapple: +63/+121(Humanoid Form)
Attacks:
Humanoid Form: +144 Unarmed Strikes (32d6 + 42)
Space/Reach:
Abilities Scores:
Strength: 95(+42) Dexterity: 99(+44) Constitution: 89(+39) Intelligence: 85(+37) Wisdom: 85(+37)
Charisma: 85(+37)
Saves:
Fort: 162 REF: 167 WILL: 160
Special Attacks: Breath Weapon(s), Rusting Bite, Spell-Like Abilities, Spells, Divine Blast,
Special Qualities: Metal Resistance, Rusting Scales, Damage Reduction, Aberration Traits, Immunities, Blindsense, Darkvision, Lowlight vision, Spell Resistance, Deity Traits, MoL Traits, Dragon Traits, Marquis Half-Fiend Traits, Improved Evasion, Regeneration, Fast Healing,




Feats: Improved Natural Attack(Unarmed Strikes), Improved Trip, Jack-of-all-Trades, Improved Maneuverability x2, Embed Spell Focus, Arcane Strike(Complete Warrior), Improved Initiative, Knock-Down, Rapid Metamagic(Complete Mage)

Epic Feats: Multispell x3, Additional Magic Item (Rings) x2, Improved Heighten Spell, Epic Spellcasting,

MoL Bonus Feats: Improved Unarmed Strike, Deflect Arrows, Reaving Strike, Power Attack

Feats granted Through SDAs: 10 Metamagic Feats, Snatch, Improved Snatch, Snatch & Swallow, Hover, Wingover, Fly-by-Attack, Adroit Fly-by-Attack, Axiomatic Strike, Exceptional Deflection, Infinite Deflection, Keen Strike, Reflect Arrows, Vorpal Strike, Spell Focus(All Schools), Improved Combat Casting,

Salient Divine Abilities:
1) Divine Monk, (Axiomatic Strike, Exceptional Deflection, Infinite Deflection, Keen Strike, Reflect Arrows, Vorpal Strike, +5 Enhancement Bonus, Increase base damage to 2d12)
2-4)Increased Spell Resistance (x3), (Divine Spell Resistance +60) 32+1/2HD+DVR+60+25(Epic Spell Enhancement: Fortify Seed) = 163
5) Divine Metamagic Mastery
6) Divine Spellcasting(Cleric), (Spell focus in all schools of magic and improved combat casting)
7) Divine Spellcasting(Sorcerer), (Spell focus in all schools of magic and improved combat casting)
8) Divine Dodge, (permanent 68% mis-chance against any attack including area spells)
9) Battlesense, (Cannot be flanked except by deity that succeeds on an opposed rank check)
10) Supreme Initiative,
11) Clear Sight,
12) Free Move, (Move speed as a free move)
13) Stride, (Doubles non-combat movement speed)
14) Extra Energy Immunity (Sonic), 15) Extra Energy Immunity (Acid), 16) Extra Energy Immunity (Electricity), (Regardless of Attacker)
17) Indomitable Strength, (+25 opposed strength checks)
18) Divine Blast, 19) Mass Divine Blast, (3+CHA/day 18d12+30d12 No Save Cylinder 900 ft radius -
180 ft height, Burst 900 ft rafdius 90 Targets-no 2 more than 18 miles apart, Cone 1800 ft)
20) Regeneration 20+DvR (1d6 to regrow limbs)
21)
22)
23) Onslaught
24) Aggressive Dragon
25) Divine Breath Weapon Mastery
26) Automatic Metabreath: Quicken Breath weapon
Domains: Travel and Strength

Skills:Any skill not listed is counted as a class skill 0 ranks +18 DvR bonus + appropriate ability modifier (Jack-of-all-Trades feat)

Listen: 60
Search: 60
Concentration: 60
Diplomacy: 60
Escape Artist: 60
Intimidate: 60
Spot: 60
Knowledge(Arcana): 60 (+250)
Knowledge(Religion): 60 (+150)
Knowledge(Nature): 60 (+150)
Knowledge(The Planes): 60
Spellcraft: 60 (+250)
Sense Motive: 60
Use Magic Device: 60
780


Spells per Day: (Sorcerer and Cleric)
0) 6/6
1) 17/17
2) 17/17
3) 16/16
4) 16/16
5) 16/16
6) 16/15
7) 15/14
8) 15/14
9) 15/14
10) 9/9
11) 8/8
12) 8/8
13) 8/8
14) 8/8
15) 7/7
16) 7/7
17) 7/7
18) 7/7
19) 6/6
20) 6/6
21) 6/6
22) 6/6
23) 5/5
24) 5/5
25) 5/5
26) 5/5
27) 4/4
28) 4/4
29) 4/4
30) 4/4
31) 3/3
32) 3/3
33) 3/3
34) 3/3
35) 2/2
36) 2/2
37) 2/2




Special Qualities: Explained
Metal Resistance(EX): Resistant to any attack from metal or a weapon whose damage dealing part is made of metal. Has DR equal to a rust dragon 2 age categories higher would have.
Rusting Scales(EX): A metal weapon with less than a +5 enhancement bonus that hits me corrodes and is destroyed immediately, with no saving throw. A +5, or higher, weapon deals damage normally, but then must succeed on a Reflex save (DC equal to breath weapon save DC) or rust away.
Damage Reduction: DR 35/Epic and Wood or DR 40/Epic Adamantite
Immunity to (Not subject to rank check): Polymorphing, petrification, or any other attack that alters thier form. Enegy drain, ability drain, ability damage. Mind affecting effects(charms, compulsions, phantasms, patterns, and morale effects, Electricity, Acid, Sonic, Fire, Cold
Immunity to (Subject to rank check): Disease, poison, stunning, sleep, paralysis, death effects, and disintegration. Effects that imprison or banish(banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking.
Improved Evasion: If a spell allows a REF save for half damage, on a successful REF save you take no damage, and on a failed save you take half damage.


Special Attacks: Explained
Breath Weapon(SU): Line of Acid, 42d6 140 ft. 5x5x140, (REF Save DC 10+1/2HD+CON)
Breath Weapon(SU): Cone of Rust Instantly destroys any metal it touches. Attended and magical metals receive Reflex saves to avoid, but all metals are susceptible.
Rusting Bite(EX): A successful bite attack causes metal armor worn by the targeted creature to corrode, falling to pieces and becoming useless immediately. Can use bite atack to target a weapon or other metal object. Magic metal items allowed Reflex save (DC equal to breath weapon save DC)
Spell-Like Abilities: 3/day-Wall of Iron; 1/day-Acid Fog, repel metal or stone Caster level 42
Breath Weapon(SU): Disintegrating Line, creatures within the line must succeed on a Fort save or crumble to ash. Creatures that successfully save take no damage. (10+1/2HD+CON),
Spells: Sorcerer and Cleric, Caster level 42 for each class.


Deity Traits:
Armor Class: Divine armor Class Bonus equal to DvR, Natural Armor Bonus equal to 15+DvR, Deflection Bonus equal to CHAMod.
Attack: Receive Divine bonus to all attack rolls equal to DvR.
Damage: natural attacks and weapons weilded are treated as the diety is aligned for purposes of overcoming damage reduction.
Special Ability: Alter Reality(SU),
Domains: Travel ,
Domain Granted Powers: Can use any Domain power can grant a number of times per day equal to DvR(if normally can be used more than that get the greatest number of uses). If based on a cleric level deity has effective Cleric level equal to DvR.
Spell-Like Abilities: Can use any domain spell can grant as an SLA at will. Caster level = HD + DvR, DCs 20 + Spell level + CHA + DvR
Travel: Can use Greater Teleport - Greater Planeshift as SLA at will.
Special Qualities: 40/Epic and Adamantine, Divine Aura: Will save DC 10+CHA+DvR, Immortality,
Immunity to (Not subject to rank check): Polymorphing, petrification, or any other attack that alters thier form. Enegy drain, ability drain, ability damage. Mind affecting effects(charms, compulsions, phantasms, patterns, and morale effects, Electricity, Acid, Sonic, Fire, Cold
Immunity to (Subject to rank check): Disease, poison, stunning, sleep, paralysis, death effects, and disintegration. Effects that imprison or banish(banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking.
Spell Resistance: 32 + 1/2 HD + DvR + Increased spell reisistance x3
Saving Throws: Divine bonus = DvR
Checks: Divine Bonus = DvR on all skill checks, ability checks, caster level checks, and turning checks.
Automatic Actions: When acting within my portfolio, I can perform any action as an immediate action, as long as the check DC is equalto or les than 30. Can perform 20 free actions per round


Special Qualities: Explained
Metal Resistance(EX): Resistant to any attack from metal or a weapon whose damage dealing part is made of metal. Has DR equal to a rust dragon 2 age categories higher would have.
Rusting Scales(EX): A metal weapon with less than a +5 enhancement bonus that hits me corrodes and is destroyed immediately, with no saving throw. A +5, or higher, weapon deals damage normally, but then must succeed on a Reflex save (DC equal to breath weapon save DC) or rust away.
Damage Reduction: DR 20/Epic or DR 35/Epic and Wood or DR 40/Epic Adamantite
Immunity to (Not subject to rank check): Polymorphing, petrification, or any other attack that alters thier form. Enegy drain, ability drain, ability damage. Mind affecting effects(charms, compulsions, phantasms, patterns, and morale effects, Electricity, Acid, Sonic, Fire, Cold
Immunity to (Subject to rank check): Disease, poison, stunning, sleep, paralysis, death effects, and disintegration. Effects that imprison or banish(banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking.
Improved Evasion: If a spell allows a REF save for half damage, on a successful REF save you take no damage, and on a failed save you take half damage.
Fast Healing: 39 (Recover 39(Con) points of damage each round.)
Regeneration: 38 (Recover 38(20+DvR) points of damage each round, except damage dealt by Good aligned weapons or spells. Any non-good aligned damage dealt is treated as non-lethal damage. You may rettach severed limbs by holding them in place for 1 round, or you regrow limbs in 1d6 minutes.)


Special Attacks: Explained
Breath Weapon(SU): Line of Acid, 42d6 140 ft. 5x5x140, (REF Save DC 10+1/2HD+CON)
Breath Weapon(SU): Cone of Rust Instantly destroys any metal it touches. Attended and magical metals receive Reflex saves to avoid, but all metals are susceptible.
Rusting Bite(EX): A successful bite attack causes metal armor worn by the targeted creature to corrode, falling to pieces and becoming useless immediately. Can use bite atack to target a weapon or other metal object. Magic metal items allowed Reflex save (DC equal to breath weapon save DC)
Spell-Like Abilities: 3/day-Wall of Iron; 1/day-Acid Fog, repel metal or stone Caster level 42
Breath Weapon(SU): Disintegrating Line, creatures within the line must succeed on a Fort save or crumble to ash. Creatures that successfully save take no damage. (10+1/2HD+CON),
Spells: Sorcerer and Cleric, Caster level 42 for each class.


Dragon Traits:
Darkvision: 120 ft.*2
Blindsense: 60 ft.*2
Breath Weapon(SU): Line of Acid, 42d6 160 ft. 5x5x140, (REF Save DC 10+1/2HD+CON)
Breath Weapon(SU): Cone of Rust Instantly destroys any metal it touches. Attended and magical metals receive Reflex saves to avoid, but all metals are susceptible.80x80x80 ft.
Rusting Bite(EX): A successful bite attack causes metal armor worn by the targeted creature to corrode, falling to piecesand becoming useless immediately. Can use bite atack to target a weapon or other metal object. Magic metal items allowed Reflex save (DC equal to breath weapon save DC)
Spell-Like Abilities: 3/day-Wall of Iron; 1/day-Acid Fog, repel metal or stone
Frightful Presence: Mind affecting fear ability that takes affect whenever a dragon attacks, charges, or merely flying overhead at an altitude low enough to place foes within the radius of the effect, 30 ft. x dragons age category, Dragon must be seen for this to take effect. Creatures are not affected if they have more HD than the dragon, or are a dragon themselves. Will save DC 10+1/2HD+CHA, if successful remain immune to this ability for 24 hours. 1-4HD panicked for 4d6 rounds, 5+HD shaken for 4d6 rounds.
Damage Reduction: 20/Epic

Monster of Legend Traits:
HD: max points per HD
AC: Improve Natural armor by Con Mod
Damage: Increase natural weapons damage by one die step.
Special Attacks: Unarmed Strike, Preternatural Grace, Spellcasting(Sorcerer) caster level 42, Spellcasting(Cleric) caster level 42
Breath Weapon(SU): Disintegrating Line, creatures within the line must succeed on a Fort save or crumble to ash. Creatures that successfully save take no damage. (10+1/2HD+CON),
Special Qualities: Fast Movement, Evasion, Improved Evasion, Lowlight vision, Spell Resistance CR+14, Immunity to Aging, disintegration, polymorphing, petrification, Energy Resistance 40 Sonic & 40 Acid, Damage Reduction 35/Epic and Wood,
Ability Scores: STR +8, DEX +4, CON +8, INT +4, WIS +4, CHA +6
Virtual Class Features: From fighter: Feats; Reaving Strike, Power attack
Bonus Feats: Improved Unarmed Strike, Deflect Arrows

Marquis Half-Fiend Template:
Size-Type: Native Outsider
HD: Gain racial HD equal 1/4 PARENTS TO A MAX OF 10
Speed: Bat Wings; can fly at double base creatures land speed, good maneuverability
Armor Class: Natural armor improves by +4
Fiendish Traits
Acidic Blood (ex): When wounded by a piercing or slashing weapon, blood sprays outward in a 5 foot cone, dealing 1d6 points of acid damage per 5 HD, there is no saving throw. Creatures that do not spend a move equivalent action to remove the blood suffer the same damage the following round.
Frightful Presence (ex): Wen attacking, I inspire fear in my enemies. All within 20 ft must make a Will save (DC10+1/2HD+CHA) or suffer the effects of a fear spell. Those that make the save are immune for 24 hours.
Poison (ex): Bite deals 1d6 STR and DEX damage (DC 10+1/2HD+CON) Fort Save.
SLA's:
At will: Change Self, Deeper Darkness, Unholy Blight, Devil's Eye, Blasphemy, Liquid Pain, Hellfire Storm, Soul Shackles,
3/day: Evil Weather, Bestow Greater Curse
1/Week: Eternity of Torture
Special Qualities:
Darkvision 120 ft.
Immune to Poison
Resistance to Acid, Fire, Cold, and Electricity 10
Damage Reduction 15/Good
Natural weapons are treated as Evil and Magic for overcoming Damage Reduction.
Spell Resistance equal to HD+10.
Fast Healing: CON
Corruption Affinity (su): Pay only half corruption cost when using corrupt spells. If reduces damage below 1 take no damage.
Abilities: STR +6, DEX +6, CON +4, INT +6, CHA +6



Magic Items:
Ring of Epic Spellcraft 150 (Competence)
Ring of Knowledge (Arcana) 150 (Competence)
Ring of Knowledge(Religion) 150 (Competence)
Ring of the Eagle's Eye(Spot) 150 (Competence)
Boots of Epic Dodge +25 AC
Amulet of Epic Luck +25 AC
Robe of Natural Armor +25 AC

Rings of the Magi: (Artifact)
+10 Caster level checks
+100 Knowledge(Arcana)(Insight)
+100 Spellcraft(Insight)
(*Applies only when both are worn, If only one is worn only 1/4 bonus.)

The Gauntlet of Souls: (Artifact)
This major artifact traps even the most powerful of beings and transforms them into jewels. Wearer must succeed on a melee touch attack. Target must succeed on a Fort save (DC 20 + CHA) or be transormed into a gem worth 1,000 gp per HD.

Divine Dragon (SDA)
Prerequisite: Dragon, 45+HD,
Your draconic abilities far surpass those of mortal dragons. You may use your breath weapon once each round, if you are able (Normally you must wait 1d4 rounds). Double the range of your senses (Including blindsense). Your natural weapons(Bite, tail, claw, wing, etc..) increase one damage die step. Your Flying maneuverability increases one step.
Aggressive Dragon (SDA)
Your ability to attack is frightening. You gain the benefit of; Hover, Wingover, Fly-By Attack, Adroit Fly-By Attack, Improved Maneuverability, Snatch, Improved Snatch, Snatch & Swallow, and Imcrease the damage dealt by one dice step for all natural weapons the dragon possess(Bite , Claw, Wing, and Tail, etc.).
Divine Metamagic Mastery (SDA)
Your abilities in altering magic is unparalelled. (10)
Heighten Spell, Silent, Spell, Still Spell, Quicken Spell,
The Deepest Cut by Mercucio (SDA) Prerequisites: War Domain, Divine Weapon Mastery. Benefit: You automatically inflict maximum damage with any melee weapon or ranged weapon (but not spell) you wield. You automatically confirm any critical you make with a melee or ranged weapon (but not spell). Any additional damage dealt by a weapon you wield (sneak attack dice, bonus damage dice from icy, shock, holy, ect traits) is also maximized by this ability.
Divine Breath Weapon Mastery: Prerequisite: Breath Weapon, The power of your breath weapon is greater than the most powerful of dragons. You may use your breath weapons each round if you are able to(normally you must wait 1d4 rounds). The size of the line or the cone of your breath weapons are increased to what a dragon two sizes larger could produce(max colossal plus). The save DC against your breath weapons is increased by +4. Increase damage die one step; d6 to d8, d8 to d10, d10 to d12 max.
REAVING STRIKE [General] (Unarmed Strike)
Prerequisities: BAB +12, Improved Critical.
Benefit: Select one weapon you possess the Improved Critical and Weapon Specialization feats for. When using that weapon the damage die increases one step. Thus a shortsword would inflict 1d8 points of damage while a greatsword would inflict 3d6 points if damage
Special: A fighter may select this feat as one of his bonus feats.

Onslaught SDA:
Improve Damage for all natural attacks you possess by two damage steps. 6d6, 8d6, 12d6, 16d6, etc.
goro

05-26-07, 10:59 AM
Need to change Druid, Sorcerer, and Cleric spells to just sorcerer and cleric.

Need to change HD to 10d8 and 53d12.

Need to finish the skills.

Need more feats and SDAs.
Venenum

05-26-07, 11:41 AM
By 4 days from now I should have my character completed. I still need skills, possesions, and to type in all specials from the ToB, then i need to make my proxies.

BTW, could you set up a estimate of the price of those two artefacts form my ealier posts, please?
Buugipopuu

05-26-07, 11:53 AM
How are you qualifying for Monster of Legend or Marquis Half-Fiend? Monster of Legend needs a "corporeal aberration, animal, fey, giant, magical beast, monstrous humanoid, or vermin", and Marquis Half-Fiend needs a "living corporeal humanoid, giant, or monstrous humanoid". Rust Dragons are, not surprisingly, of the Dragon type, which means it qualifies for neither.
Witch

05-26-07, 01:37 PM
I'd like to apologize for my slow posting, by the way. My first exam will be next week, and I've got one following a mere day after. Hence, I don't have that much time to answer questions (some of them require thorough checking of sources), and at other times, I may feel more like relaxing somewhat. This means that easily answered questions will generally be answered faster than more difficult ones. Furthermore, it also means that the attempts thread may suffer some delay at times.


In the meanwhile, I encourage people pointing out errors in other people's builds and giving eachother tips. Thanks!
Venenum

05-26-07, 02:25 PM
How are you qualifying for Monster of Legend or Marquis Half-Fiend? Monster of Legend needs a "corporeal aberration, animal, fey, giant, magical beast, monstrous humanoid, or vermin", and Marquis Half-Fiend needs a "living corporeal humanoid, giant, or monstrous humanoid". Rust Dragons are, not surprisingly, of the Dragon type, which means it qualifies for neither.

Half feind I dont understand how, however we are sing the dicefreaks MoL template which IIRC does allow dragons.
Buugipopuu

05-26-07, 02:29 PM
Half feind I dont understand how, however we are sing the dicefreaks MoL template which IIRC does allow dragons.

I don't think you recall correctly.

http://community.dicefreaks.com/viewtopic.php?t=2688

Check under "Creating a Monster of Legend".
Archtyrant Terevoth

05-26-07, 02:35 PM
Such has all been answered or at least shown in previous questions. I've allowed fairly powerful epic spells, but over-the-top buffs like the one you suggest I've denied.

What's the upper limit to epic buff spells?

Is +50 to an ability score okay? What about +30? And so forth.

I mean we are talking about 70th level characters, so it'd be nice to get a decent ballpark estimate.
Witch

05-26-07, 02:51 PM
What's the upper limit to epic buff spells?

Is +50 to an ability score okay? What about +30? And so forth.

I mean we are talking about 70th level characters, so it'd be nice to get a decent ballpark estimate.
It was given at +25, as listed in the first post.
fnord

05-26-07, 02:51 PM
What's the upper limit to epic buff spells?

Is +50 to an ability score okay? What about +30? And so forth.

Witch said +25 is the limit for ability scores. Saves and Armor class would be similar, though an armor bonus might go higher. Skills could probably be higher, too.
goro

05-26-07, 04:10 PM
ow are you qualifying for Monster of Legend or Marquis Half-Fiend? Monster of Legend needs a "corporeal aberration, animal, fey, giant, magical beast, monstrous humanoid, or vermin", and Marquis Half-Fiend needs a "living corporeal humanoid, giant, or monstrous humanoid". Rust Dragons are, not surprisingly, of the Dragon type, which means it qualifies for neither.


For one of the parents I'm using a monstrous humanoid, which will give me 10 HD of monstrous humanoid, from the marquis half-fiend template.
Witch

05-26-07, 04:15 PM
For one of the parents I'm using a monstrous humanoid, which will give me 10 HD of monstrous humanoid, from the marquis half-fiend template.
How does Monstrous Humanoid + Rust Dragon render a Marquis Half-Fiend?
goro

05-26-07, 04:25 PM
Very carefully?

grandparents equal one fiend and one monstrous humanoid on one side, and dragons on the other.

Parents equal a fiendsh monstrous humanoid and a dragon.

Marquis Half-Fiend(probably, technically quarter) Rust Dragon of legend is just the convergence of powerful cosmic/deific forces at work, after all, he is a god now, some overgod probably planned it that way.
Witch

05-26-07, 04:29 PM
Children of a Marquis Half-Fiend are normal Half Fiends or just Fiendish. Not Marquis Half-Fiends.
Rikandur_Azebol

05-26-07, 04:32 PM
http://dicefreaks.com/phpBB2/viewtopic.php?t=5860
Here is epic progresssion I'm using for my Enlightened Fist. Sorry that I forgot to give link earlier.

Guys, can someone help me in devising way of casting Vile spells for my guy ? He is sorcerer, and thus can't prepare them. :P

P.S. And please don't be angry Witch, You didn't said if You ok it or not, and I treated Your silence as quiet allowance. Of course I'll prepare different wersion, in case that You dissallow it.

P.S.2. Goro, if You are so bent on being Marquis Half-Fiend ... create Epix spell that will give You benefits of this template, at the cost of HDs / lvls, based on the infamous spell that give person Half-fiend template.

Behold, NAR FIENDBOND ON AGONIUM !!! :D

If Witch permits, that is.
goro

05-26-07, 04:40 PM
Grandparents equal one Archdevil of Hell and one monstrous humanoid on one side, and dragons on the other.

Parents equal a Duke of Hell monstrous humanoid and a dragon.

Marquis Half-Fiend Rust Dragon of legend is just the convergence of powerful cosmic/deific forces at work, after all, he is a god now, some overgod probably planned it that way(Born before the the fall of Lucifer).
Witch

05-26-07, 04:45 PM
And how does that alter anything?

Size and Type: The creature’s type changes to Outsider.
Do not recalculate Hit Dice, base attack bonus, or
saves. Size is unchanged. Marquis half-fiends are usually,
but not always, native outsiders.
Rikandur_Azebol

05-26-07, 04:48 PM
Why make explainations that sound unclear, if with Witch's permission Your Challenger could just made himself this way ?

Och ... by the way, could someone help me in devising spell that would grant my Challenger with Dicefreaks Greater Pseudonatural template, temporarily ?:embarrass
I'm little lost with numbers, I'm afraid that it would be wrongly devised.
goro

05-26-07, 05:07 PM
Grandparents equal one Archdevil of Hell and Aberrant humanoid on one side, and dragons on the other.

Parents equal a Duke of Hell Aberrant humanoid and a dragon.

Marquis Half-Fiend Rust Dragon of legend, is just the convergence of powerful cosmic/deific forces at work, after all, he is a god now, some overgod probably planned it that way(Born before the the fall of Lucifer).

Would its type be Extraplanar, Aberration or Outsider, Aberration.

Marquis Half-Fiends are born from powerful unique fiendish parents, a Duke of Hell, is more powerful than a Marquis Half-Fiend right?
Or I could switch his parents on one side to Maleficarim and Aberrant Humanoid.

If you look at my posting of the character, in his type description, I stated he was an aberration.
Witch

05-26-07, 05:23 PM
No matter what, a Marquis Half-Fiend is always an outsider.
Bernat

05-26-07, 05:25 PM
Guys, can someone help me in devising way of casting Vile spells for my guy ? He is sorcerer, and thus can't prepare them. :P

As far as I know, applying the Violate Spell metamagic feat (Book of Vile Darkness) is just the same as applying Still Spell (or any other metamagic feat with +1 slot adjustment). Sorcerers need a full round action to cast a metamagic'ed spell unless they pick the Rapid Metamagic feat, as usual.

If you want it to apply to any spell and SLA you cast, just pick Divine Metamagic [Violate Spell] as one of your SDAs.
goro

05-26-07, 05:25 PM
So switch from extraplanar to outsider?
Bernat

05-26-07, 05:27 PM
So switch from extraplanar to outsider?

Isn't extraplaner a subtype? If so, outsider and extraplanar are different things. There are native outsiders, so an extraplanar outsider would be a non-native outsider :).
Rikandur_Azebol

05-26-07, 07:05 PM
As far as I know, applying the Violate Spell metamagic feat (Book of Vile Darkness) is just the same as applying Still Spell (or any other metamagic feat with +1 slot adjustment). Sorcerers need a full round action to cast a metamagic'ed spell unless they pick the Rapid Metamagic feat, as usual.

If you want it to apply to any spell and SLA you cast, just pick Divine Metamagic [Violate Spell] as one of your SDAs.

My bad, bad ... english. :embarrass
I had in mind Corrupt spells. Not violated. :surrender

Because I could put them into an artifact-esque thing, so I would toss them at will. But I suspect that Witch would disallow such thing.
Bernat

05-26-07, 08:20 PM
My bad, bad ... english. :embarrass
I had in mind Corrupt spells. Not violated. :surrender

Because I could put them into an artifact-esque thing, so I would toss them at will. But I suspect that Witch would disallow such thing.

The answer works the same for Corrupt Spells ;). Both are metamagic feats with an evil alignment requirement and a +1 spell level adjustment.

You can have both automatic corrupt and vile spells if you take both SDAs :).
Buugipopuu

05-26-07, 08:57 PM
Grandparents equal one Archdevil of Hell and Aberrant humanoid on one side, and dragons on the other.

Parents equal a Duke of Hell Aberrant humanoid and a dragon.

Marquis Half-Fiend Rust Dragon of legend, is just the convergence of powerful cosmic/deific forces at work, after all, he is a god now, some overgod probably planned it that way(Born before the the fall of Lucifer).

Would its type be Extraplanar, Aberration or Outsider, Aberration.

Marquis Half-Fiends are born from powerful unique fiendish parents, a Duke of Hell, is more powerful than a Marquis Half-Fiend right?
Or I could switch his parents on one side to Maleficarim and Aberrant Humanoid.

If you look at my posting of the character, in his type description, I stated he was an aberration.

I don't see how this changes anything. Not only does the offspring of an Archfiend and a mortal not produce a Duke of Hell, since the Duke of Hell template can only be granted by a Lord of the Nine. It's not something that's inherited. In any case, since the Rust Dragon is not a valid target for the Marquis Half-Fiend template, a Rust Dragon cannot possibly cannot breed with a Duke of Hell to produce Marquis Half-Fiend offspring. Monster of Legend is even more problematic, since it isn't compatible with Marquis Half-Fiend or Rust Dragon. Don't think of it with lineage. You have to start with a base creature, and add templates to it, and state which order they've been applied in if there's a choice, and there's no order you can apply the two templates to result in a Marquis Half-Fiend of Legend.
goro

05-26-07, 09:37 PM
I don't see how this changes anything. Not only does the offspring of an Archfiend and a mortal not produce a Duke of Hell, since the Duke of Hell template can only be granted by a Lord of the Nine. It's not something that's inherited. In any case, since the Rust Dragon is not a valid target for the Marquis Half-Fiend template, a Rust Dragon cannot possibly cannot breed with a Duke of Hell to produce Marquis Half-Fiend offspring. Monster of Legend is even more problematic, since it isn't compatible with Marquis Half-Fiend or Rust Dragon. Don't think of it with lineage. You have to start with a base creature, and add templates to it, and state which order they've been applied in if there's a choice, and there's no order you can apply the two templates to result in a Marquis Half-Fiend of Legend.

Or I could switch his parents on one side to Maleficarim and Aberrant Humanoid.

The mating of a malefircarim and an aberration could create a unique fiend powerful enough to mate with a dragon and sire an Aberrant Marquis Half-Fiend Rust Dragon.
Buugipopuu

05-26-07, 10:01 PM
The mating of a malefircarim and an aberration could create a unique fiend powerful enough to mate with a dragon and sire an Aberrant Marquis Half-Fiend Rust Dragon.

Which template are you applying to the Rust Dragon to give it the Aberration type? What book is this template from? What template are you giving to this "unique fiend" that allows it to sire creatures with the first template? What's its base creature?
goro

05-26-07, 10:30 PM
Where can I find the abomination type? is it the same as aberration, or are they different?


:weep: Kain Darkwind says :weep: (http://community.dicefreaks.com/viewtopic.php?p=131565#131565)

But I am not through yet.
Rikandur_Azebol

05-27-07, 12:09 AM
The answer works the same for Corrupt Spells ;). Both are metamagic feats with an evil alignment requirement and a +1 spell level adjustment.

But I'm talking about Corrupt Spells from BoVD. Those with corruption cost, like Apocalypse from the Sky. Not corrupted normal spells. :weep:

You can have both automatic corrupt and vile spells if you take both SDAs :).

And it would make it very easy for Dispater to countermeansure my magix. ;)
goro

05-27-07, 12:24 AM
Witch, could we take a creatures su or ex ability as an SDA?


Rusting Scales(EX): A metal weapon with less than a +5 enhancement bonus that hits me corrodes and is destroyed immediately, with no saving throw. A +5, or higher, weapon deals damage normally, but then must succeed on a Reflex save (DC equal to breath weapon save DC) or rust away.
Bernat

05-27-07, 05:24 AM
But I'm talking about Corrupt Spells from BoVD. Those with corruption cost, like Apocalypse from the Sky. Not corrupted normal spells. :weep:

Oh, my bad. Stupid different things with the same name :).

I was going to suggest that you prepared the spell in advance, but it specifies that sorcerors can't cast them :(. Maybe it's a bad wording and they can still cast them if they prepare them wizard-style. Otherwise you must have a wizard scribe scrolls for your use.
Witch

05-27-07, 05:27 AM
But I'm talking about Corrupt Spells from BoVD. Those with corruption cost, like Apocalypse from the Sky. Not corrupted normal spells. :weep:

Would the feat Arcane Preparation from Complete Arcane help?
Rusting Scales(EX): A metal weapon with less than a +5 enhancement bonus that hits me corrodes and is destroyed immediately, with no saving throw. A +5, or higher, weapon deals damage normally, but then must succeed on a Reflex save (DC equal to breath weapon save DC) or rust away.
Acceptable.
Venenum

05-27-07, 06:59 AM
Witch, could we take a creatures su or ex ability as an SDA?


Rusting Scales(EX): A metal weapon with less than a +5 enhancement bonus that hits me corrodes and is destroyed immediately, with no saving throw. A +5, or higher, weapon deals damage normally, but then must succeed on a Reflex save (DC equal to breath weapon save DC) or rust away.

I should switch my Adamant skin sda to that, or not just noticed the weapon has to be metal.

Witch, the deity I made has 50 ranks craft (Traps), 30 diasble device, and 40 search, I find it is a little rediculous that he cant find a well hidden trap DC 21+, could we house rule that in or should I take a feat That lets him detect traps as a rouge?

Secondly, I need to pick another SDA im thinking either create objects, fits w/ portfolio, or know secrets, kinda fits with some flavor, especially since he's half-blue dragon.

Can isue this:
http://boards1.wizards.com/showthread.php?t=794066

and
http://www.wizards.com/default.asp?x=dnd/ei/20061027a
??
Kamin_Majere

05-27-07, 08:03 AM
Witch,

Is the godspell setting accessable from other realms? Can i get to Sigil or Union from there?

I have an idea, but it pretty much hinges on this. (and no i'm not going to try to get the lady of pain to kill him for me)


I've also notices its alot harder to kill gods and cosmic beings when their not stupidly made (like the WOTC versions) So far i can do everything i need to "BUT" kill him. Of course all i have is a masterwork dagger for gear right now:P
Buugipopuu

05-27-07, 08:11 AM
Where can I find the abomination type? is it the same as aberration, or are they different?


Would it kill you do do a bit of research yourself?

http://en.wikipedia.org/wiki/Abomination_%28Dungeons_%26_Dragons%29
http://www.d20srd.org/srd/epic/monsters/abomination.htm
Venenum

05-27-07, 08:14 AM
Would it kill you do do a bit of research yourself?



I had the same question, but at the time I was looking thru the elh and found the abomination by chance.
Phantom Llama

05-27-07, 09:00 AM
Is the godspell setting accessable from other realms? Can i get to Sigil or Union from there?

The Godspell setting is a planet on the Prime Material plane, in a cosmology similar to the Planescape cosmology (i.e. Prime Material with many worlds in it (inc. Oerth and Toril and other campaign settings), connected to the Outer Planes via the Astral and the Inner Planes via the Ethereal). Sigil and (presumably) Union both exist in their usual positions.

Remember that deities are barred from Sigil.
Kamin_Majere

05-27-07, 09:07 AM
Thanks Phantom Llama.

I've been reading as much of the Dice Freaks stuff as i can, but its an entirely diffrent look on alot of things and a bit to absorb, (espically with trying to go through the 1200+ posts of this thread looking for info)

I'll have to research something, but the info i need is on Sigil. I just have to find a way to be granted an audiance. Though i suppose the info i need could be found in another of the planar cities like Union. Sigil would just be the easiest place to start.
goro

05-27-07, 10:27 AM
I had the same question, but at the time I was looking thru the elh and found the abomination by chance.

Oh, thats why I couldn't find it, I never look in the ELH. I know that mght sound sarcastic, but its true, I never look inthe ELH.
Venenum

05-27-07, 11:26 AM
Oh, thats why I couldn't find it, I never look in the ELH. I know that mght sound sarcastic, but its true, I never look inthe ELH.

Ehh... What can I say, I was bored.
goro

05-27-07, 12:09 PM
Divine Divinity SDA

You make rank checks against other deities/cosmic beings as a deity 1 rank higher would.
You may take this ability multiple times, its effects stack. You may negate the strata bonus on rank checks but you may not gain a strata bonus.
Rikandur_Azebol

05-27-07, 12:16 PM
Would the feat Arcane Preparation from Complete Arcane help?

...

I knew I had overlooked something. :eek: :embarrass
Witch, would those prepared slots be still recoverable trough the thing that let Sorceror to regenerate/regain his spell-slots ?

Do deity suffer corruption cost normally ? As it seem to be self-inflicted and flavor demands it to bypass all protections and immunities. IMO it's only logical that mortal or immortal suffer from it equally.

Can I make SDA that will allow my deity to ignore corruption cost ? I intend to change Abyssal Domain SDA into this, since it fits Challenger better.



Goro, I suggest You to take different name for the SDA. ;)



Wail of the Neverborn
Necromacy [Evil]
Spellcraft DC: 129
Casting Time: 1 standard action
Range: Touch
Area: One Corpse
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No
To Develop: 1,161,000 gp; 24 days; 46,440 XP.
Seeds: animate dead (DC 23).
Factors: set undead type to Atropal (ad hoc +120 DC), 1-action casting time (+20 DC), +44 HD and controllable without limits (+66 DC).
Mitigating Factors: Backslash 100d6 (-100 DC).

This forbidden incantation calls for the unspeakable waiting behind the Oblivion Gate. A small fidget of Antilife goes trough, even as aftershock dries the life force out of the caster causing him 100d6 backslash damage. Yet the will of the caster binds the confused power into the lifeless shell. With a soul-tearing keening powerful undead abomination bursts forth, intent on destruction of all existence and utterly bound by caster's will. Spell creates Atropal out of dead corpse. There is no limit on amount of Atropals caster can control with this magic ... yet magician shall be wary, for Antilife yearns for annihilation of all life, including one possessed by it's Master.

I hope that I didn't made any grave errors in this spell. What do You think of it guys ? I made Atropal's DC adjustment quadruple of it's actual CR. Spell itself is destined to be used by my avatars to create one of the waves that will attack the Dis.
goro

05-27-07, 12:45 PM
Can I make SDA that will allow my deity to ignore corruption cost ? I intend to change Abyssal Domain SDA into this, since it fits Challenger better.


Marqquis half-fiend has an ability to ignore half corruption cost.

Corruption Affinity (su): Pay only half corruption cost when using corrupt spells. If reduces damage below 1 take no damage.

Man, Mercucio (http://community.dicefreaks.com/viewtopic.php?t=2005) does good work. May I use that as a template?
Venenum

05-27-07, 01:26 PM
Witch can i use this:
http://community.dicefreaks.com/viewtopic.php?t=761

and this:
http://community.dicefreaks.com/viewtopic.php?t=762
Archtyrant Terevoth

05-27-07, 01:37 PM
Epic Spell questions

1. Is it possible to increase the save DC of an epic spell using the +1 save DC modifier? If so, what's the cap on how high a DC increase you can get?

2. What's the ad hoc modifier for designing an epic spell to penetrate Dispater's iron curtain? I don't care about the damage Absorption so much as for the 'ignore any attack' use.

3. What's would be the ad hoc modifier for designing an epic spell to prevent him from activating the iron curtain or dropping it as to allow melee attacks to pass through it without being subject to the save?

4. What would be the ad hoc modifier to teleport into the Iron tower?

Other Questions

A. Is it possible to just summon dispater using the mentioned summoning ritual? Could you summon him then kill him?

B. How are you handling the iron curtain exactly. It says 'free action' to activate, then goes on to say that Dis can use it in response to an attack. Does Dis have to raise the curtain on his turn, or can he actually do it during someone else's turn?
Witch

05-27-07, 01:54 PM
Epic Spell questions

1. Is it possible to increase the save DC of an epic spell using the +1 save DC modifier? If so, what's the cap on how high a DC increase you can get?
+25, as with ability scores.
2. What's the ad hoc modifier for designing an epic spell to penetrate Dispater's iron curtain? I don't care about the damage Absorption so much as for the 'ignore any attack' use.

Creating such an ad hoc factor would require an understanding of how the curtain worked. A lacking understanding.

3. What's would be the ad hoc modifier for designing an epic spell to prevent him from activating the iron curtain or dropping it as to allow melee attacks to pass through it without being subject to the save?
A normal Compel seed.

4. What would be the ad hoc modifier to teleport into the Iron tower?
Impossible. Teleport always uses the Astral, and astral links are under his control, as are the badges.

Other Questions
A. Is it possible to just summon dispater using the mentioned summoning ritual? Could you summon him then kill him?
[/QUOTE]
Have you checked what must be done in order to summon him?
That is because he only answers summonings when he sees they are thoroughly lawful and evil. That means he can simply not answer.

B. How are you handling the iron curtain exactly. It says 'free action' to activate, then goes on to say that Dis can use it in response to an attack. Does Dis have to raise the curtain on his turn, or can he actually do it during someone else's turn?
Where does it say he can use it in response to an attack?
Archtyrant Terevoth

05-27-07, 02:58 PM
Creating such an ad hoc factor would require an understanding of how the curtain worked. A lacking understanding.

Couldn't a sufficiently high knowledge arcana or religion cover this part?


Impossible. Teleport always uses the Astral, and astral links are under his control, as are the badges.

What about using some other means of teleportation? Travel through the plane of shadow, or something that converts the body into lightning or an incorporeal jump or something. I mean this is epic, so I'd think you could possibly come up with a way to teleport without the astral, or to perhaps temporarily take control over the astral for a small enough time frame to teleport.



Have you checked what must be done in order to summon him?
That is because he only answers summonings when he sees they are thoroughly lawful and evil. That means he can simply not answer.

Well, nothing says you can't be lawful evil yourself or use some kind of alignment masking spell to make yourself appear as such. And the ritual itself, while difficult, should be a cakewalk for a 70th level character.


Where does it say he can use it in response to an attack?

Well it says whenever he's attacked he can make the fort save to ignore the attack outright. I assumed this took up a use of the iron curtain to ignore an attack.
Witch

05-27-07, 03:13 PM
Couldn't a sufficiently high knowledge arcana or religion cover this part?
No, because said information is simply unavailable: combat with Dispater has never happened since he acquired the ability.


What about using some other means of teleportation? Travel through the plane of shadow, or something that converts the body into lightning or an incorporeal jump or something. I mean this is epic, so I'd think you could possibly come up with a way to teleport without the astral, or to perhaps temporarily take control over the astral for a small enough time frame to teleport.

Plane of Shadow connections aren't there either. Bolt of lightning might greatly increase speed, it won't instantaneously teleport you. There is an ability that can instantly move you to another place without the astral, yes. Up to you to find it, though.


Well, nothing says you can't be lawful evil yourself or use some kind of alignment masking spell to make yourself appear as such. And the ritual itself, while difficult, should be a cakewalk for a 70th level character.
It's still horridly depraved and out of the question for good characters. Also, the challenge is to kill Dispater on Dis.


Well it says whenever he's attacked he can make the fort save to ignore the attack outright. I assumed this took up a use of the iron curtain to ignore an attack.
Not at all. The Iron Curtain is continually active until deactivated - it can only be activated as a free action.
Venenum

05-27-07, 03:47 PM
Two questions Witch,

First can divine recall, creation of a structure, tell us about the iron tower and perhaps its weaknesses?

Second those new runcasting rules (http://community.dicefreaks.com/viewtopic.php?t=7720), would they possibly be allowed fro my god of the forge?
fnord

05-27-07, 05:01 PM
There is an ability that can instantly move you to another place without the astral, yes. Up to you to find it, though.
Merorem has such an ability, moving through the time stream. Replicating it with an epic spell will probably be smacked down by Paradox, so unless you bring Eth or some hypothetical servant of Xestomul, you're probably out of luck on that score.
Witch

05-27-07, 05:16 PM
It's something less unique than Merorem's.
goro

05-27-07, 05:31 PM
Out of Sight, Out of Time
Prerequisite: Divine Rank 16+

Benefit: Your presence in the time stream is only known within 24 hours minus your DvR. This ability is nullified if the creature attempting to perceive your future actions can see you.
They must see you in person, scryings, remote sensing, or any other form of non-physical sight fails to pierce this ability.

Example: DvR 18, No being is able to know your affect on future events until 4 hours before the event is to happen. If this lowers the time to less than 0, your future actions cannot be perceived except by a divine/cosmic being succeeding on a rank check.
Venenum

05-27-07, 05:41 PM
It's something less unique than Merorem's.

The folding of space. warp space like in cartoons shorten the distance. will explain later.
Mysteris

05-27-07, 05:58 PM
Aspects ... are sorta like avatars, but unlike avatars they don't go boom when major deity is squished. Demon lords can have them, then why not deities ?

Aspects are weaker, and some can became very independant. That's why I suggested You to create spell that will bring aspects on.

Hmmm. Could be useful if Miri is killed or captured by Dispater. Thanks for the thought. :)

What other kind of cult would worship god that embodies end of the world ? And I want it to be different from typical world-ender cult. And have fev ideas, wich I'll most probably establish on DF boards once I finish with the translation and smoothing. Wich means that I'll drop a hint now or then, and that it will take time. Long time.

I'm sure it'll be worth the read. :)

I doubt it would be strong dragon. But it's up to DM.

I checked the ELH. If the familiar is limited to Miri's HD then she could have an Ancient Prismatic Dragon as a familiar. Their CR is 69-72.

Yep. You miscalculated BAB and Epix BAB. Read, carefully, multiclass notes in SDR.

You stop gaining normal BAB after 20 hitdice. So your standard BAB is 10, 3 from your fey hitdice, 7 from the first 14 sorcerer levels. The rest of your levels don't give more BAB, just the epic attack bonus.

Okay. I got 63 as a grand total in that case. 20 from the standard BAB of 10, +3 fey hit dice, +7 from her Sorcerer levels, then the 25 epic attack bonus and the 18 divine bonus.

Also, if we're calculating racial HD before class level HD, then my calculations show that Miri's HP is 2,623. I'm no math whiz so here's how I'm getting that: 7+30x13 (481) + 4+30x63 (2,142) (all maximized)=2,623.

Witch: Good luck with finals! I know how rough they can be, especially back to back. :eek: To save some time, I'm going to put a few things here for your go/no-go from Miri's write-up so you don't have to read through the whole thing. I made a few slight adjustments to them as well. I dropped the Psionic Hole feat for Quick Draw so she could draw items as a free action. Also, I dumped her Celerity domain so she could have the Automatic Metamagic (Sculpt Spell) SDA, and I'll revise her spell list to include some spells from Sandstorm, Frostburn, and Stormwrack which I didn't have access to before.

Lament of the Wicked: This longbow of purest Frystalline was forged for Mirienemi in the time when the Gods were first establishing themselves in the cosmos. The mysterious deity who now sleeps beneath the mountains of Eronia on Elysium took pity on the confused, newly-deified nymph and crafted a weapon for her to defend herself with as she searched to find meaning for her new life. This elaborately-curved bow is of palest-gold crystal, with twining vines of mithral that support leaves of emerald and berries of ruby. Writing in Celestial and primal Sylvan is engraved into the bow. It reads: "Dear Mirienemi. May this bow protect you wherever you wander, my dear little dancer. Always remember that the light of hope can never be overcome, even in the depths of the blackest darkness." When Mirienemi joined with the forces of Good and took up the portfolio of Divine Retribution upon the death of another deific friend in combat, she took this bow to be her weapon of choice. Rarely has she drawn Lament of the Wicked, for she prefers to encourage mortals to rise up against evil on their own or to use her powers to aid them, but the deadliness of the weapon when she has used it has well earned it its name.

Lament of the Wicked confers several effects to its' holder. First, merely possessing the bow grants the holder the benefits of the following spells: True Seeing, Guided Shot, Hunter's Mercy, and Haste. The bow automatically produces arrows when its' mithral string is drawn. The number of arrows is equivalent to the number that the holder can fire on a full attack. Further, the holder can choose what types of arrows are produced as an immediate mental action. Arrows so produced can have up to a +10 bonus and be of any material or substance known to the holder. This semi-sentient bow is attuned to Mirienemi and resists being removed from her hand. Anytime a person or force tries to remove Lament of the Wicked from Mirienemi, the bow gets not only a Strength check, but also a Will roll (at Mirienemi's Will DC). If both fail then the bow is removed. However, the bow automatically teleports or flies (whichever is more effective) back to Mirienemi at the start of her next turn. Lament of the Wicked has the effects of the Dread (Evil Outsiders), Holy, Magebane, Seeking, Ghost Touch, and Maiming weapon traits. Finally, Lament of the Wicked is treated as epic, chaotic and good for the purpose of overcoming DR.

Lament of the Wicked can be destroyed only by immersion in the Venom Fount or by being destroyed by the God who forged it.

Nymph's Integrity: During her wanderings across reality, Mirienemi saw the rise of planes devoted to law and chaos, to good and to evil. In her early days as a deity of good she traveled into the Gray Waste of Hades in pursuit of a wicked archmage of great power who had fled from the wrath of the citizens he'd once oppressed. The traits of the dark plane were a hindrance to Miri as she battled, and once the defeated archmage was returned to his world to face his fate at the hands of a lynch mob, Miri decided that she had to do something to prevent such problems in the future. Thus was born Nymph's Integrity.

Nymph's Integrity is a pendant forged of platinum and mithral links. A simple crystal of deepest blue, a gift from a clan of Bariaur Miri once helped, is held within a mithral filigree. When worn, the pendant creates both a consecrated area and a persistent planar bubble effect (as the spell) about the wearer, enabling them to emulate the traits of their native reality no matter where they go. Nymph's Integrity also grants immunity to fire, cold, acid, electricity, and sonic damage and effects, immunity to critical hits and sneak attacks, and shields the wearer against any and all gaze attacks.

Nymph's Integrity can only be destroyed on the Plane of Mirrors, by being brought in direct contact with its' opposite version on Mirienemi's mirror-self.

Clarity of Thought: As a Goddess of Chaos, Mirienemi once felt obligated to explore the inherent chaos in the minds of mortals. To that end she entered the Plane of Dreams and sought out the Dreamheart. Enchanted as she was by the sheer variety of dreamscapes, Miri soon realized that some mortals feared the chaos in their hearts. That fear was what allowed the likes of devils and tyrants to take over, with their promises of easing the confusion. Going one step further, Miri wondered if there was a realm where the chaos of deities was made manifest. Fond as she is of change and growth, Miri has no desire to experience insanity. Hence she created Clarity of Thought.

Clarity of Thought is a circlet of gold with a crystal orb of iridescent indigo mounted in it. Although simple in appearance, this artifact grants amazing power. The wearer of Clarity of Thought is immune to all fear, mind-affecting, and compulsion effects. In addition, the headband creates a psionic dead zone in its' vicinity when worn. Psionic powers simply cease functioning in a radius of 100 feet per HD of the wearer. This effect is not permanent. Once the wearer moves out of range or removes Clarity of Thought, psionic powers can be manifested or resumed again.

Clarity of Thought can only be destroyed in the Soul Forges of Moradin, or by casting it into the Lake of Fire and Brimstone in Phelgethos, the Fourth Perdition of Hell.

Epic spells are being revised based on the constructive criticism of others on the board. :) BTW, do you allow spells to ignore SR, and what's the DC for that?
Venenum

05-27-07, 07:45 PM
As agreed to in my ealier post i will explain what i ment by fold space. Sice dispater can do it for his planer traits, it should be replicatable by an epic spell or some such thing.


So here is regular space:
________________________________________ ____

Here is what we will do to that space:
.................................

Essientially we compact the space to maintain the same amount of matter, but we remove anything that does not have anything like empty space. This can only happen for a monment becuase it requires a lot of energy (fantasy wise, im not a real world expert).
Rikandur_Azebol

05-28-07, 01:04 AM
Out of Sight, Out of Time
Prerequisite: Divine Rank 16+

Benefit: Your presence in the time stream is only known within 24 hours minus your DvR. This ability is nullified if the creature attempting to perceive your future actions can see you.
They must see you in person, scryings, remote sensing, or any other form of non-physical sight fails to pierce this ability.

Avesome ability but shouldn't Your example be 6 hours and not 4 hours ?



Chmmm ... I can duplicate corrupt spells with my Miracle SLA, except Apocalypse from the Sky. Och well, I can put it into item. Thanks for positive feedback guys. :)



Witch, I have an rather technical question ... outside Epix spells that don't teleport there is little planar-travelling stuff that might work like teleport. Wish and Miracle come to mind, if the spells in question are worded carefully.

Thus ... would wish worded "I wish to switch my position from here to Dispater Throne Room's center, now !" be safe ? I imagine that if person knows where he wants to be there is little, except AM-zone that would stop Miracle/Wish from working. Maybe with an exception of poorly worded demand. :D



Thank You for Your faith in my writing skills, Mysteris. But I wasn't joking when I said that my english is crude and it would be a lot of "pain". :)
goro

05-28-07, 01:38 AM
Avesome ability but shouldn't Your example be 6 hours and not 4 hours ?

I knew that, just wanted to see if anyone was paying attention. :D
Venenum

05-28-07, 10:46 AM
In the list of approved books does that include stuff from web enchancements?
Frobojoe

05-28-07, 12:52 PM
Witch, I have an rather technical question ... outside Epix spells that don't teleport there is little planar-travelling stuff that might work like teleport. Wish and Miracle come to mind, if the spells in question are worded carefully.

Thus ... would wish worded "I wish to switch my position from here to Dispater Throne Room's center, now !" be safe ? I imagine that if person knows where he wants to be there is little, except AM-zone that would stop Miracle/Wish from working. Maybe with an exception of poorly worded demand. :D

Rik, read the description of wish and its brethren more carefully. You don't even need to invoke the "other stuff" part.
fnord

05-28-07, 01:01 PM
Rik, read the description of wish and its brethren more carefully. You don't even need to invoke the "other stuff" part.
Hmm...the spells are not specific, but they're not [teleportation] effects, so they might not use the Astral Plane.

Wish probably works:
A wish can lift one creature per caster level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions.
emphasis mine. Same for Reality Revision.

Limited Wish and Bend Reality don't have a transport function, and Miracle still mentions "through Planar Barriers", so they probably won't work.
Venenum

05-28-07, 02:47 PM
Yeah that works. What would wish at will cost?

I have a plan for an atrefact set axe armor sheild, but that hinges on wheather different defending abilities stack. Armor spikes, shild, 2 guantlets, with that I think I can get his AC up into the 150's.

For all the contestents, Why has none used proxies, except the 1st one?
fnord

05-28-07, 03:22 PM
For all the contestents, Why has none used proxies, except the 1st one?
Because make high level characters is time consuming, so the first entries have just the god.

And proxies can't be DVR 0 in their own right, and the Demon Lord template is juicy.
Venenum

05-28-07, 03:30 PM
And proxies can't be DVR 0 in their own right, and the Demon Lord template is juicy.

Well that explains a lot.
Zelck

05-28-07, 03:48 PM
Other Questions
Q. Is it possible to just summon dispater using the mentioned summoning ritual? Could you summon him then kill him?
A. Have you checked what must be done in order to summon him?
That is because he only answers summonings when he sees they are thoroughly lawful and evil. That means he can simply not answer.
Wait. If this is the case, then isn't the Circle of Locking the Nine Gates epic spell very useless?

I also have a feeling the Divine Divinity SDA (bonus to divine rank checks) and the Out of Sight, Out of Mind SDA (butterfly effect -> makes divinations useless as ruled for the first incarnation of Aram's Guile) will both not be approved.
goro

05-28-07, 03:54 PM
Witch, as a special quality of the monster of legend template, may I switch preternatural graces bonuses from,
Preternatural Grace (Su): The monster of legend gains a deflection bonus to AC equal to its Charisma bonus and adds one-half its Charisma bonus as a resistance bonus to all its saves.
to
Preternatural Grace (Su): The monster of legend adds its Charisma bonus as a resistance bonus to all its saves.
Rikandur_Azebol

05-28-07, 06:28 PM
Yeah that works. What would wish at will cost?


Just one single forbiddance from DM, I asked Witch about Limited Wish/at will and He said that it's too much trouble to be allowed.
You can't get it, even in artifact, unless You get domain that grants You Wish as XP-free SLA. At least I belive so, it is late and I was asking for this stuff some time ago so I might be entirely wrong.

Or You can have something similiar if You manage to convice Witch that Your Ring Of Infinite Ifirit Slavery "isn't" Wish/at will ... it is only looking like such an nasty, banned item. ;)



Frobojoe, I wasn't sure and that's the reason I asked Witch about that issue. Fnord had pointed the rulings right ... Yet as it is Wish, Reality Revision and Miracle we are speaking here of, I prefer to ask DM about his stance on these powerful magics.

For example, I as DM expected all wishes to be worded and Players know that this magic tend to do anything PC babbles. Players uttering miracles are in comfortable situation, since their god ... if conviced, works in a way that won't harm useful servant.
Wish-spitters aren't that lucky, they wrestle with Cosmos to get what they want. Consequences can be dire if Player have stupidly worded ideas, but that's fact of life. Sometimes it give other PC's chance to save the world or stupid wish-user. :D

That's the reason why I tend to walk around my own wishes and miracles on tip-toes. :cool:
Witch

05-28-07, 06:58 PM
In the list of approved books does that include stuff from web enchancements?
No.


Yeah that works. What would wish at will cost?
Unavailable.

Wait. If this is the case, then isn't the Circle of Locking the Nine Gates epic spell very useless?
When I researched the rules as to how Lords could easily avoid getting summoned, I wondered the same thing - so I asked the designers, who clarified that, yes, it's quite unlikely for a Cosmic ever to be summoned in that fashion. Though I suspect it's more useful for non-true cosmics.

Witch, as a special quality of the monster of legend template, may I switch preternatural graces bonuses from,
Preternatural Grace (Su): The monster of legend gains a deflection bonus to AC equal to its Charisma bonus and adds one-half its Charisma bonus as a resistance bonus to all its saves.
to
Preternatural Grace (Su): The monster of legend adds its Charisma bonus as a resistance bonus to all its saves.
No.
Witch

05-28-07, 07:07 PM
Witch, the deity I made has 50 ranks craft (Traps), 30 diasble device, and 40 search, I find it is a little rediculous that he cant find a well hidden trap DC 21+, could we house rule that in or should I take a feat That lets him detect traps as a rouge?
Take a feat to get it. Write said feat up, and link to it when you list in in your character sheet. It should include Craft (Trap) and Search ranks, About 9 in the first and 13 in the latter.


Can isue this:
http://boards1.wizards.com/showthread.php?t=794066
No.

and
http://www.wizards.com/default.asp?x=dnd/ei/20061027a
??
Yes.

Divine Divinity SDA

You make rank checks against other deities/cosmic beings as a deity 1 rank higher would.
You may take this ability multiple times, its effects stack. You may negate the strata bonus on rank checks but you may not gain a strata bonus.
No.


I knew I had overlooked something. :eek: :embarrass
Witch, would those prepared slots be still recoverable trough the thing that let Sorceror to regenerate/regain his spell-slots ?
How do you mean?

Do deity suffer corruption cost normally ? As it seem to be self-inflicted and flavor demands it to bypass all protections and immunities. IMO it's only logical that mortal or immortal suffer from it equally.
They still suffer it.

Can I make SDA that will allow my deity to ignore corruption cost ? I intend to change Abyssal Domain SDA into this, since it fits Challenger better.
Yes.


Wail of the Neverborn
Necromacy [Evil]
Spellcraft DC: 129
Casting Time: 1 standard action
Range: Touch
Area: One Corpse
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No
To Develop: 1,161,000 gp; 24 days; 46,440 XP.
Seeds: animate dead (DC 23).
Factors: set undead type to Atropal (ad hoc +120 DC), 1-action casting time (+20 DC), +44 HD and controllable without limits (+66 DC).
Mitigating Factors: Backslash 100d6 (-100 DC).

This forbidden incantation calls for the unspeakable waiting behind the Oblivion Gate. A small fidget of Antilife goes trough, even as aftershock dries the life force out of the caster causing him 100d6 backslash damage. Yet the will of the caster binds the confused power into the lifeless shell. With a soul-tearing keening powerful undead abomination bursts forth, intent on destruction of all existence and utterly bound by caster's will. Spell creates Atropal out of dead corpse. There is no limit on amount of Atropals caster can control with this magic ... yet magician shall be wary, for Antilife yearns for annihilation of all life, including one possessed by it's Master.
In order to create the Atropal, the Animate Dead seed alone may prove difficult. Combine Animate Dead with a Summon Seed that is powerful enough to summon an atropal. Use the x5 factor in order to make it permanent.


Man, Mercucio (http://community.dicefreaks.com/viewtopic.php?t=2005) does good work. May I use that as a template?
Can't check it now - forum's down. But yeah, he does good work.

Witch can i use this:
http://community.dicefreaks.com/viewtopic.php?t=761

and this:
http://community.dicefreaks.com/viewtopic.php?t=762
Same problem.


Second those new runcasting rules (http://community.dicefreaks.com/viewtopic.php?t=7720), would they possibly be allowed fro my god of the forge?
Same problem.

First can divine recall, creation of a structure, tell us about the iron tower and perhaps its weaknesses?
It might, yes.

Out of Sight, Out of Time
Prerequisite: Divine Rank 16+

Benefit: Your presence in the time stream is only known within 24 hours minus your DvR. This ability is nullified if the creature attempting to perceive your future actions can see you.
They must see you in person, scryings, remote sensing, or any other form of non-physical sight fails to pierce this ability.

Example: DvR 18, No being is able to know your affect on future events until 4 hours before the event is to happen. If this lowers the time to less than 0, your future actions cannot be perceived except by a divine/cosmic being succeeding on a rank check.
My same comment goes that went for Zelck's original ability.
Witch

05-28-07, 07:12 PM
Just one single forbiddance from DM, I asked Witch about Limited Wish/at will and He said that it's too much trouble to be allowed.
Could you refresh my memory and link me to that post?

You can't get it, even in artifact, unless You get domain that grants You Wish as XP-free SLA. At least I belive so, it is late and I was asking for this stuff some time ago so I might be entirely wrong.
Wish as an XP-free SLA is always problematic - I don't think it should ever be in a domain.



For example, I as DM expected all wishes to be worded and Players know that this magic tend to do anything PC babbles. Players uttering miracles are in comfortable situation, since their god ... if conviced, works in a way that won't harm useful servant.
I hate the wording of wishes issue. Neither a player nor a DM is studying to be a lawyer. I treat wishes fair and square. Greater effects are rare, however: I try to revert most wishes into replicating spells. It's amazing how much can be done simply by doing that.



Mysteris: I'll check your spells later.
Venenum

05-28-07, 07:26 PM
Take a feat to get it. Write said feat up, and link to it when you list in in your character sheet. It should include Craft (Trap) and Search ranks, About 9 in the first and 13 in the latter.

No.

Yes.

It might, yes.


Okay i can do that, i wanted to save a feat but whatever,

B) I just saw, asked, and waited, didnt read more than the first 3.

C) Thank you, i wanted it for my proxie.

D) I figured it might, especially with 48 ranks in knowledge: architecture and engineering, and history.

Why does the dicefreaks forum go down so often?

Also the master crafter rules by kain darkwind in the dnd material, can we use those.
mercucio

05-28-07, 07:51 PM
What template is needed while DF is down?
Venenum

05-28-07, 07:54 PM
What template is needed while DF is down?
Elemental lord, kain's master crafter, for me that is, if you have them.

Witch:

Trap Finding:
Pre-reqs: Craft Trapmaking 9 ranks, Search 13 ranks
Benifits: You can search for a trap just as a rouge can.

Well there is the feat.
goro

05-28-07, 09:56 PM
Mercucio, was wondering about your Ancient Titan, did you guys ever figure out an LA?
goro

05-28-07, 10:11 PM
Almost done.


Suleiman
Marquis Half-Fiend of legend (Outsider, Chaotic)

HP: 2829 hp = 2277(CON) + 552 (61d8 + 8d8(Initiate of the Draconic Mysteries))
Initiative: +36(DEX: +32, Improved Initiative: +4, Superior Initiative)
Speed: 210 ft. FLY: 270 ft. Burrow/Swim: 210 ft. Climb: 180 ft.
Bab/Grapple: +67/+121
Armor Class:
AC: 267 (Divine Natural Armor: +33, Marquis Half-Fiend: +4, Epic Magic Item, Dodge: +25, Epic Magic Item, Luck: +25, Divine Armor Class: +18, Divine Deflection Bonus: +37, DEX: +32, MoL Natural Armor Class: +33, Epic Spell Enhancement: +25, Magic Item, Natural Armor: +25)
Touch: 147 Flatfooted: 267
Abilities:
STR: 89(+39) DEX: 75(+32) CON: 76(+33) INT: 73(+31) WIS: 75(+32) CHA: 85(+37)
Saves: Fort: 157 REF: 156 WILL: 156
Attack:
+128 Unarmed Stikes (48d6 + 5(DivineMonk) + 2(WeaponSpecialization) + (Arcane Strike) 19-20 / x3
Full Attack:
+128/+123/+118/+113 Unarmed Stikes (48d6 + 5(DivineMonk) + 2(WeaponSpecialization) + (Arcane Strike) 19-20 / x3

Special Attacks: Breath Weapon(s), Spell-Like Abilities, Spells, Divine Blast,
Special Qualities: Rusting Scales, Damage Reduction, Immunities, Darkvision, Lowlight Vision, Spell Resistance, Deity Traits, MoL Traits, Marquis Half-Fiend Traits, Improved Evasion, Regeneration, Fast Healing,



Feats: Alertness, Improved Natural Attack(Unarmed Strikes), Improved Trip, Jack-of-all-Trades, Improved Maneuverability, Embed Spell Focus, Arcane Strike(Complete Warrior), Improved Initiative, Knock-Down, Rapid Metamagic(Complete Mage), Power Attack, Heighten Breath, Heighten Spell,
Epic Feats: Multispell x3, Additional Magic Item (Rings) x2, Improved Heighten Spell, Epic Spellcasting,
MoL Bonus Feats: Improved Unarmed Strike, Deflect Arrows, Reaving Strike, Weapon Specialization (Unarmed Strikes)
Salient Divine Abilities:
1) Divine Monk, (Axiomatic Strike, Exceptional Deflection, Infinite Deflection, Keen Strike, Reflect Arrows, Vorpal Strike, +5 Enhancement Bonus, Increase base damage to 2d12)
2-4)Increased Spell Resistance (x3), (Divine Spell Resistance +60) 32+1/2HD+DVR+60+25(Epic Spell Enhancement: Fortify Seed) = 163
5) Annihilating Strike
6) Divine Spellcasting(Cleric), (Spell focus in all schools of magic and improved combat casting)
7) Divine Spellcasting(Sorcerer), (Spell focus in all schools of magic and improved combat casting)
8) Divine Dodge, (permanent 68% mis-chance against any attack including area spells)
9) Battlesense, (Cannot be flanked except by deity that succeeds on an opposed rank check)
10) Supreme Initiative,
11) Clear Sight,
12) Free Move, (Move speed as a free move)
13) Stride, (Doubles non-combat movement speed)
14) Extra Energy Immunity (Sonic), 15) Extra Energy Immunity (Acid), 16) Extra Energy Immunity (Electricity), (Regardless of Attacker)
17) Indomitable Strength, (+25 opposed strength checks)
18) Divine Blast, 19) Mass Divine Blast, (3+CHA/day DVR+CHA d12 No Save Cylinder 900 ft radius -
180 ft height, Burst 900 ft rafdius 90 Targets-no 2 more than 18 miles apart, Cone 1800 ft)
20) Regeneration 20+DvR (1d6 to regrow limbs)
21) Irresistable Blows
22)
23)
24)
25) Onslaught
26) Divine Breath Weapon Mastery
27) Automatic Metabreath: Quicken Breath weapon
Domains: Travel and Strength


Skills:Any skill not listed is counted as a class skill 0 ranks +18 DvR bonus + appropriate ability modifier (Jack-of-all-Trades feat)

Listen: 70
Search: 70
Concentration: 70
Diplomacy: 70
Escape Artist: 70
Intimidate: 70
Spot: 70
Knowledge(Arcana): 70 (+250)
Knowledge(Religion): 70 (+150)
Knowledge(Nature): 70 (+150)
Knowledge(The Planes): 70
Spellcraft: 70 (+250)
Sense Motive: 70
Use Magic Device: 70
980


Spells per Day: (Sorcerer and Cleric)
0) 6/6
1) 15/15
2) 15/15
3) 15/15
4) 15/15
5) 14/14
6) 14/14
7) 14/14
8) 14/14
9) 13/12
10) 7/7
11) 7/7
12) 7/7
13) 6/6
14) 6/6
15) 6/6
16) 6/6
17) 5/5
18) 5/5
19) 5/5
20) 5/5
21) 4/4
22) 4/4
23) 4/4
24) 4/4
25) 3/3
26) 3/3
27) 3/3
28) 3/3
29) 2/2
30) 2/2
31) 2/2



Special Qualities: Explained
Unarmed Strikes: Keen Strike, Axiomatic Strike, Vorpal Strike, Arcane Strike, (Treat as chaotic aligned)
Rusting Scales(EX): A metal weapon with less than a +5 enhancement bonus that hits me corrodes and is destroyed immediately, with no saving throw. A +5, or higher, weapon deals damage normally, but then must succeed on a Reflex save (DC equal to breath weapon save DC) or rust away.
Immunity to (Not subject to rank check): Polymorphing, petrification, or any other attack that alters thier form. Enegy drain, ability drain, ability damage. Mind affecting effects(charms, compulsions, phantasms, patterns, and morale effects, Electricity, Acid, Sonic, Fire, Cold
Immunity to (Subject to rank check): Disease, poison, stunning, sleep, paralysis, death effects, and disintegration. Effects that imprison or banish(banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking.
Improved Evasion: If a spell allows a REF save for half damage, on a successful REF save you take no damage, and on a failed save you take half damage.
Damage Reduction: DR 45/Epic, Good, and Wood(Fiendish) or DR 40/Epic and Adamantite(Deity)
Regeneration: 20
Fast Healing: Equal to CON modifier


Special Attacks: Explained
Breath Weapon(SU): Disintegrating Line, creatures within the line must succeed on a Fort save or crumble to ash. Creatures that successfully save take no damage. (10+1/2HD+CON),
Breath Weapon(SU): Cone of Rust Instantly destroys any metal it touches. Attended and magical metals receive Reflex saves to avoid, but all metals are susceptible.80x80x80 ft.



Deity Traits:
Armor Class: Divine armor Class Bonus equal to DvR, Natural Armor Bonus equal to 15+DvR, Deflection Bonus equal to CHAMod.
Attack: Receive Divine bonus to all attack rolls equal to DvR.
Damage: natural attacks and weapons weilded are treated as the diety is aligned for purposes of overcoming damage reduction.
Special Ability: Alter Reality(SU),
Domains: Travel ,
Domain Granted Powers: Can use any Domain power can grant a number of times per day equal to DvR(if normally can be used more than that get the greatest number of uses). If based on a cleric level deity has effective Cleric level equal to DvR.
Spell-Like Abilities: Can use any domain spell can grant as an SLA at will. Caster level = HD + DvR, DCs 20 + Spell level + CHA + DvR
Travel: Can use Greater Teleport - Greater Planeshift as SLA at will.
Special Qualities: 40/Epic and Adamantine, Divine Aura: Will save DC 10+CHA+DvR, Immortality,
Immunity to (Not subject to rank check): Polymorphing, petrification, or any other attack that alters thier form. Enegy drain, ability drain, ability damage. Mind affecting effects(charms, compulsions, phantasms, patterns, and morale effects, Electricity, Acid, Sonic, Fire, Cold
Immunity to (Subject to rank check): Disease, poison, stunning, sleep, paralysis, death effects, and disintegration. Effects that imprison or banish(banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking.
Spell Resistance: 32 + 1/2 HD + DvR + Increased spell reisistance x3
Saving Throws: Divine bonus = DvR
Checks: Divine Bonus = DvR on all skill checks, ability checks, caster level checks, and turning checks.
Automatic Actions: When acting within my portfolio, I can perform any action as an immediate action, as long as the check DC is equalto or les than 30. Can perform 20 free actions per round

Monster of Legend Traits:
HD: max points per HD
AC: Improve Natural armor by Con Mod
Damage: Increase natural weapons damage by one die step.
Special Attacks: Unarmed Strike, Preternatural Grace, Spellcasting(Sorcerer) caster level 42, Spellcasting(Cleric) caster level 42
Breath Weapon(SU): Disintegrating Line, creatures within the line must succeed on a Fort save or crumble to ash. Creatures that successfully save take no damage. (10+1/2HD+CON),
Breath Weapon(SU): Cone of Rust Instantly destroys any metal it touches. Attended and magical metals receive Reflex saves to avoid, but all metals are susceptible.80x80x80 ft.
Special Qualities: Fast Movement, Lowlight vision, Spell Resistance CR+14, Immunity to Aging, disintegration, polymorphing, petrification, Energy Resistance 40 Sonic & 40 Acid, Damage Reduction 35/Epic and Wood,
Ability Scores: STR +8, DEX +4, CON +8, INT +4, WIS +4, CHA +6
Virtual Class Features: From fighter: Feats; Reaving Strike, Weapon Specialization(Unarmed Strikes)
Bonus Feats: Improved Unarmed Strike, Deflect Arrows

Marquis Half-Fiend Template:
Size-Type: Outsider
HD: Increase Racial to d8. Gains Additional HD equal to 1/4 parents racial HD to a max of ten.
Armor Class: Natural Armor Bonus improves by +4
Attacks: 2 Claws and a Bite
Special Attacks:
Acidic Blood (ex): When wounded by a piercing or slashing weapon my blood sprays outward in a 5 foot cone, dealing 1d6 points of acid damage per 5 HD; there is no saving throw to avoid. Creatures that do not spend a move equivalent action to get the blood off them suffer the same damage on the following round.
Frightful Presence (ex): When I attack, I inspire fear in those opposing me. All within 20 feet of me atacking must ake a Will save (DC 10+1/2HD+CHA) or suffer the effects of a Fear Spell. Those that save against the effect are immune to it for 24 hours.
Poison (ex): Any creature bitten is infected with a vile paralyzing poison. It deals 1d6 STR and DEX initial damage, and 2d6 STR and DEX secondary damage. Save DC 10+1/2HD+CON.
Smite Good or Evil (su): once per day I may make a normal melee attack that deals damage equal to my HD to a good or evil aligned creature.
Spell-Like Abilities:
At Will: Change Self, Deeper Darkness
3/day: Unholy Blight, Devil's Eye, Blasphemy, Liquid Pain, Hellfire Storm, Soul Shackles
1/day: Bestow Greater Curse, Evil Weather
1/month: Eternity of Torture
Special Qualities:
Darkvision: 120 ft.
Immune to Poison
Resistance to Acid, Cold, Fire, and Electriciy 10
Damage Reduction: DR 15/Good
Natural Weapons are treated as magic for purposes of overcoming damage reduction.
Spell Resistance equal to HD+10
Fast Healing equal to Con mod
Corruption Affinity (su): Pay only half corruption cost when using corrupt spells. If reduces damage to less than 1, take no damage.
Abilities: STR +6, DEX +6, CON +4, INT +6, CHA +6

Fiendish Advancement Traits:
Damage Reduction: 45/Epic, Good, and Wood
Regeneration: 20
Spell-Like Abilities: Increase use of SLAs 3 times.
Spell Resistance:
Summoning: May summon up to 9 Balors a day with triple HD, no failure chance.
Telepathy: 500 ft.

Initiate of the Draconic Mysteries:
Evasion (ex) - Improved Evasion (ex): If a spell allows a REF save for half damage, on a successful REF save you take no damage, and on a failed save you take half damage.
Darkvision: 60 ft. and Lowlight vision
Increased Unarmed Damage (ex): Increase the damage from unarmed strikes by 2 die steps.
Deadly Strike (su): Deal triple damage on a critical regardless of whether its bludgeoning or slashing damage.



Magic Items:
Ring of Epic Spellcraft 150 (Competence)
Ring of Knowledge (Arcana) 150 (Competence)
Ring of Knowledge(Religion) 150 (Competence)
Ring of the Eagle's Eye(Spot) 150 (Competence)
Boots of Epic Dodge +25 AC
Amulet of Epic Luck +25 AC
Robe of Natural Armor +25 AC

Rings of the Magi: (Artifact)
+10 Caster level checks
+100 Knowledge(Arcana)(Insight)
+100 Spellcraft(Insight)
(*Applies only when both are worn, If only one is worn only 1/4 bonus.)

The Gauntlet of Souls: (Artifact)
This major artifact traps even the most powerful of beings and transforms them into jewels. Wearer must succeed on a melee touch attack. Target must succeed on a Fort save (DC 20 + CHA) or be transormed into a gem worth 1,000 gp per HD.

Divine Dragon (SDA)
Prerequisite: Dragon, 45+HD,
Your draconic abilities far surpass those of mortal dragons. You may use your breath weapon once each round, if you are able (Normally you must wait 1d4 rounds). Double the range of your senses (Including blindsense). Your natural weapons(Bite, tail, claw, wing, etc..) increase one damage die step. Your Flying maneuverability increases one step.
Aggressive Dragon (SDA)
Your ability to attack is frightening. You gain the benefit of; Hover, Wingover, Fly-By Attack, Adroit Fly-By Attack, Improved Maneuverability, Snatch, Improved Snatch, Snatch & Swallow, and Imcrease the damage dealt by one dice step for all natural weapons the dragon possess(Bite , Claw, Wing, and Tail, etc.).
Divine Metamagic Mastery (SDA)
Your abilities in altering magic is unparalelled. (10)
Heighten Spell, Silent, Spell, Still Spell, Quicken Spell,
The Deepest Cut by Mercucio (SDA) Prerequisites: War Domain, Divine Weapon Mastery. Benefit: You automatically inflict maximum damage with any melee weapon or ranged weapon (but not spell) you wield. You automatically confirm any critical you make with a melee or ranged weapon (but not spell). Any additional damage dealt by a weapon you wield (sneak attack dice, bonus damage dice from icy, shock, holy, ect traits) is also maximized by this ability.
Divine Breath Weapon Mastery: Prerequisite: Breath Weapon, The power of your breath weapon is greater than the most powerful of dragons. You may use your breath weapons each round if you are able to(normally you must wait 1d6 rounds). The size of the line or the cone of your breath weapons are increased to what a dragon two sizes larger could produce(max colossal plus). The save DC against your breath weapons is increased by +4. Increase damage die one step; d6 to d8, d8 to d10, d10 to d12 max.
REAVING STRIKE [General] (Unarmed Strike)
Prerequisities: BAB +12, Improved Critical.
Benefit: Select one weapon you possess the Improved Critical and Weapon Specialization feats for. When using that weapon the damage die increases one step. Thus a shortsword would inflict 1d8 points of damage while a greatsword would inflict 3d6 points if damage
Special: A fighter may select this feat as one of his bonus feats.

Onslaught SDA:
Improve Damage for all natural attacks you possess by two damage steps. 6d6, 8d6, 12d6, 16d6, etc.
goro

05-29-07, 12:02 AM
Multi-Breath [Epic]
Prerequisite: Quicken Breath, Breath weapon
Benefit: You may breath one additional quickened Breath weapon in a round.
Special: A character can gain this feat multiple times. Its effects stack.

MULTISPELL [EPIC]
Prerequisites: Quicken Spell, ability to cast 9th-level arcane or divine spells.
Benefit: The character may cast one additional quickened spell in a round.
Special: A character can gain this feat multiple times. Its effects stack.
Rikandur_Azebol

05-29-07, 12:29 AM
How do you mean?

Simply, Belt of Dread Emperor equivalent for sorcerers. 16 millions costing ?

They still suffer it.

Ok so I go to make SDA then. And ... bring some very nasty things to Dis.

In order to create the Atropal, the Animate Dead seed alone may prove difficult. Combine Animate Dead with a Summon Seed that is powerful enough to summon an atropal. Use the x5 factor in order to make it permanent.

Why permament ?:evillaugh

In this case ... how should I make Animate seed DC adjustment for Atropal ? Double CR like in case of standard undead or something else ?

Could you refresh my memory and link me to that post?

http://boards1.wizards.com/showthread.php?p=12169159#post12169159
and
http://boards1.wizards.com/showthread.php?p=12178338#post12178338

And to correct my assumption, You banned artifact-based Wishes at Char Op. Och, and You later ... after I had explained the spell itself to You, allowed me to use Delay Death, I belive. It is present in "Spell Compedium" btw.

Wish as an XP-free SLA is always problematic - I don't think it should ever be in a domain.

Miracle is in Luck domain. And I can spam free wishes as long as it fits my portfolio.

I hate the wording of wishes issue. Neither a player nor a DM is studying to be a lawyer. I treat wishes fair and square. Greater effects are rare, however: I try to revert most wishes into replicating spells. It's amazing how much can be done simply by doing that.

I use it when players abuse the spell stupidly. Other than that I tend to follow player's intent, even if he spells the thing poorly.

And as for spell-replication, perhaps Your Players don't invoke funny things with wishes. My use it often as last-issue desperate meansure thing. ;)
Zelck

05-29-07, 01:47 AM
Hey, how much gold do we get again? I remember people talking about it many pages back, but I kept seeing a ton of different numbers.
Bernat

05-29-07, 03:39 AM
Goro, what's the LA of Marquis Half-fiend and Monster of Legend?
Mysteris

05-29-07, 04:08 AM
Zelck: 25,760,000 GP is the starting gold. :)
Witch

05-29-07, 05:23 AM
Zelck: 25,760,000 GP is the starting gold. :)
Incorrect - that's NPC wealth. Multiply by 3,33 and round it to find out your wealth.

Simply, Belt of Dread Emperor equivalent for sorcerers. 16 millions costing ?
I'd need to check.

Why permament ?:evillaugh

In this case ... how should I make Animate seed DC adjustment for Atropal ? Double CR like in case of standard undead or something else ?
No other adjustments; just animate, summon, apply a factor that increases the summonable CR enough, apply any other factors, apply the permanent factor.



http://boards1.wizards.com/showthread.php?p=12169159#post12169159
and
http://boards1.wizards.com/showthread.php?p=12178338#post12178338

And to correct my assumption, You banned artifact-based Wishes at Char Op. Och, and You later ... after I had explained the spell itself to You, allowed me to use Delay Death, I belive. It is present in "Spell Compedium" btw.
Indeed I limited wishes - not limited wishes. Delay Death is too abusable as a continuous or at will effect, by the way.
Miracle is in Luck domain. And I can spam free wishes as long as it fits my portfolio.
I know you can within your portfolio. And Miracle is different from Wish.


Why does the dicefreaks forum go down so often?

Provider issues.

Also the master crafter rules by kain darkwind in the dnd material, can we use those.
I'd rather not; I've not been following them.

Multi-Breath [Epic]
Prerequisite: Quicken Breath, Breath weapon
Benefit: You may breath one additional quickened Breath weapon in a round.
Special: A character can gain this feat multiple times. Its effects stack.
Yes, but with the same limits that Multispell has.
goro

05-29-07, 09:25 AM
Goro, what's the LA of Marquis Half-fiend and Monster of Legend?
Monster of Legend LA +10
Marquis Half-Fiend LA +6

70HD + 5 LA + 10HD from Marquis Half-Fiend Template - 16 = 69

The +10HD is why I wanted to take both the Marquis Half-Fiend, Nephilim, and Monster of Legend Templates with a dragon.



Do Autmatic Metamagic SDAs get applied to Epic spells too?
Witch

05-29-07, 09:33 AM
Oh comeon, Goro. A Marquis-Half-Fiend Nephilim Monster of Legend lies breaks the scope of possibility, and if it did not, it broke the scope of probability. It is sheer aim on numbers without any justifiable flavor.
goro

05-29-07, 09:35 AM
I know, thats why I couldn't do it.
My lastest creation is a marquis Half-Fiend of Legend. I wish they could have made a Malefircarim template.
Witch

05-29-07, 09:38 AM
How are you creating a Marquis Half-Fiend of Legend? Marquis Half-Fiends have the Outsider type, which Monster of Legend doesn't allow.
goro

05-29-07, 09:41 AM
Monster of Legend doesn't change the type of the base creature, so I'm still the type of what my base creature is, and I can use that to qualify for Marquis Half-Fiend.

I just need to figure out what the base creature is.
Witch

05-29-07, 09:43 AM
You don't qualify for Marquis Half-Fiend. You're born a Marquis-Half Fiend.
goro

05-29-07, 09:44 AM
So, I would have to apply that template first?
Witch

05-29-07, 09:49 AM
Yes. The Monster of Legend template alters a specific creature - the son of a monster of legend isn't automatically a Monster of Legend as well. It is individual.
goro

05-29-07, 09:49 AM
May I use an alternate creation method for Marquis Half-Fiend then?

I was a Monster of Legend going about my business when a Malefircrim, or some other powerful fiend, finds me. They take me and experiment on me adding thier own power to mine and instilling in me a desire to destroy the order of The Nine Hells, and to implant them as the ruler.

On my way to doing that, I gain divine power and break free of the compulsion to destroy The Nine hells, but there is still a part of me that wants to destroy them.
Witch

05-29-07, 09:53 AM
No you may not. The best you may add that way is the Half-Fiend template.
Geraturatu

05-29-07, 09:56 AM
Goro- Just use the Shadow Creature templat from the Manual of the planes. It changes your type to Magical Beast.

Oh yeah, and I haven't been on recently for a variety of reasons. One of which is that I'm not sure what to use after you crushed my abilities. :-) I loved the idea of a permanent nondetection going on me that could not be gotten rid of since no matter what theonly way to find me was to make a really good spot check.
Witch

05-29-07, 09:56 AM
The Savage Species Type Pyramid overrides that. Once either outsider or undead, you can't be changed to anything else.
goro

05-29-07, 10:00 AM
What would the ECL be of a Malefircarim from TGOH chapter 4?
Witch

05-29-07, 10:01 AM
The same one as for an infernal.
goro

05-29-07, 10:03 AM
What would the ECL be for an Infernal? :D
Witch

05-29-07, 10:08 AM
The question has been answered already. Use the Search function to search this thread - I'd need to look up my notes to recalculate something which I already determined.
goro

05-29-07, 11:04 AM
Paragon Marquis Half-Fiend (Outsider)
64 HD
Witch

05-29-07, 11:23 AM
Have you read what Paragons mean for Dicefreaks?
goro

05-29-07, 11:50 AM
You said there wasnt a DF official paragon template.

http://boards1.wizards.com/showpost.php?p=12365843&postcount=764
Witch

05-29-07, 11:58 AM
There is no official paragon template. There is an official stance on what Paragon means.
goro

05-29-07, 12:03 PM
I read it, but don't remember what it was.

But, as the most powerful of fiends tried to overthrow thier leader, Asmodeus, and Asmodeus Lucifier, attacking Dispater wouldn't be wrong for the paragon. After all, there are renegade Pit Fiends, and those Malefircarim, why not a renegade marquis Half-Fiend.
Witch

05-29-07, 12:08 PM
I read it, but don't remember what it was.

But, as the most powerful of fiends tried to overthrow thier leader, Asmodeus, and Asmodeus Lucifier, attacking Dispater wouldn't be wrong for the paragon. After all, there are renegade Pit Fiends, and those Malefircarim, why not a renegade marquis Half-Fiend.
The most powerful renegade is Verrier, and only Verrier. It is the essence of his being.
goro

05-29-07, 01:22 PM
The most powerful renegade is Verrier, and only Verrier. It is the essence of his being.

Born of Verrier, and embodying his ideals against the supressor of hell and his lackeys?
goro

05-29-07, 02:08 PM
Complete Mage + Divine Spellcasting = 30+ spell levels.
Acidic Splatter [Reserve] (As long as you have an acid spell of 2nd level or higher available to cast, you can throw an orb of acid as a ranged touch attack. The attack has a range of 5 ft. per level of the highest level acid spell you have available to cast and deals 1d6 points of damage per level of that acid spell. As a secondary benefit, you gain a +1 competence bonus to caster level when casting acid spells.)

Clap of Thunder [Reserve] (As long as you have a sonic spell of 3rd level or higher available to cast, you can deliver a melee touch attack as a standard action. This attack deals 1d6 points of sonic damage per level of the highest-level sonic spell you have available to cast. Additionally, the subject must succeed on a Fort save or be deafened for 1 round. As a secondary benefit, you gain a +1 competence bonus to caster level when casting sonic spells.)

Winters Blast [Reserve](As long as you have a cold spell of 2nd level or higher available to cast, you can create a 15 ft. cone-shaped burst of cold. This cone deals1d4 points of cold damage per level of the highest-level cold spell you have available to cast. A successful reflex save halves the damage. As a secondary benefit, you gain a +1 competence bonus to caster level when casting cold spells
Venenum

05-29-07, 03:38 PM
We are usinf epic skill synergy right? It is not an optional rule?

Just had to ask.

Again I will ask all, do multiple defending items stack?
Archtyrant Terevoth

05-29-07, 05:47 PM
More Iron Curtain Questions

What do you consider an attack for the purpose of what Dis gets the save to ignore against?

Is this just attack actions, or is it simply any spell that targets him or contains him in its area (similar to an attack that breaks invisibility)?

For instance, does he get a save to ignore any or all:

-A holy word
-Shivering touch
-A domination/charm effect
-A straight full attack
-A charge action

Also...


There is an ability that can instantly move you to another place without the astral, yes. Up to you to find it, though.

Well, given that any epic mage character is going to have spellcraft and knowledge (arcana) scores in the 70s+, I'd be a pretty good bet that they'd know about all means of traveling without the astral, and be able to adapt epic spells to take advantage of them. Mystra, the Faerunian goddess of magic only has under +100 in both knowledge arcana and spellcraft, so it's very possible to have an epic mage that has better knowledge of magic than a goddess of magic. If there's a way to get this stuff done at all, a 70th level mage is going to know it.

So if it's possible at all, there should be an ad hoc addition to the transport seed that you could add to your epic teleport spells that lets you avoid the astral.
rob_douglas

05-29-07, 06:18 PM
I agree - just because WE don't have 70+ spellcraft doesn't mean that the characters wouldn't know about such means/spells, etc. So please do share.

ROB
Buugipopuu

05-29-07, 07:34 PM
We are usinf epic skill synergy right? It is not an optional rule?

My character is built with them, and was approved, so I'm guessing at yes.
Witch

05-29-07, 07:34 PM
My character is built with them, and was approved, so I'm guessing at yes.
I actually didn't check such things. But yes.
Witch

05-29-07, 07:36 PM
More Iron Curtain Questions

What do you consider an attack for the purpose of what Dis gets the save to ignore against?

Is this just attack actions, or is it simply any spell that targets him or contains him in its area (similar to an attack that breaks invisibility)?

For instance, does he get a save to ignore any or all:

-A holy word
-Shivering touch
-A domination/charm effect
-A straight full attack
-A charge action

Also...

Similar to Invisibility.


Well, given that any epic mage character is going to have spellcraft and knowledge (arcana) scores in the 70s+, I'd be a pretty good bet that they'd know about all means of traveling without the astral, and be able to adapt epic spells to take advantage of them. Mystra, the Faerunian goddess of magic only has under +100 in both knowledge arcana and spellcraft, so it's very possible to have an epic mage that has better knowledge of magic than a goddess of magic. If there's a way to get this stuff done at all, a 70th level mage is going to know it.
The answer was already given.

So if it's possible at all, there should be an ad hoc addition to the transport seed that you could add to your epic teleport spells that lets you avoid the astral.
I entirely disagree. The Transport seed is fundamentally based on different premises than the method to do it.
Venenum

05-29-07, 08:12 PM
The attemps thread is getting interesting...

Now I'm a little upset, i built a character with enhancements in mind ans stet up skills and DC's and others, and then i saw I could gett better ones, for really cheap, and i have too much money for a none spell-caster.
fnord

05-29-07, 10:23 PM
Raeturus, Demon Lord of Theft
Male Half-fiend Pixie (with a Vestigial Twin) Spell Thief 18/Ur Priest 10/Arcane Trickster 42
Small Outsider (Chaotic, Evil, Cold, Fire, Augmented Fey)
More to come, when dicefreaks is working again
________________________________________ _____________________
Raetarius can use his Steal Spell class feature to steal any level of spell. He can even steal an Epic Spell, but only 7 times per day. He can also use his Steal Energy Resistance class ability to steal any amount of energy resistance, even energy immunity. Additionally, his Spellthief level is treated as 60 for the purposes of his Steal Spell, Steal Spell Effect, Steal Energy Resistance, Steal Spell-like Ability, and Steal Spell Resistance class features.
When stealing spells from the gods for his Ur Priest spellcasting, he may steal any divine spell, not just cleric spells. He is still forbidden from casting [good] or [lawful] spells.
This is an Abyssal Blessing.
As a special use of his Steal Spell-like Ability class features, Raetarius can still the powers of deities and other cosmic beings. If he uses his Ur Priest ability in this way, it takes a full round action, requires a melee touch attack, and expends his daily use. To use his Spellthief ability in this way, he makes a single melee attack as a full round action, which must be met the criteria for a sneak attack (no Dex bonus to AC, no immunity to critical hits, etc.) but does not do extra damage.
From deities, he can steal the deities Divine Aura, ability to Create Items, the Ability to Travel, or a single Salient Divine Ability. From Cosmic Entities, the guidelines are similar [the DM should use his judgement]; for example, from a Lord of the Nine, Raetarius could steal the Aura of Hell, most Diabolic Adaptations, and Hell's Fire.
This ability is the same as the base abilities for duration, number of allowed uses, and determining whether the victim can still use the ability.
This is an Abyssal Blessing.

Melexion, Demon Lord of Infinite Potential
Neuter Hagunemnon 44/Wilder 16/Metamind 10
Small Outsider (Chaotic, Evil, Cold, Fire, Augmented Aberration)
More to come, when dicefreaks is working again. I intend to use the "Fiendish Caster Level" Variant from TGoH 4 with its Hagunemnon hit dice and manifester level, if that's OK. Note that Hagunemnons have the Psi-like abilities.
________________________________________ _____________________

Melexion can manifest all powers, off all class lists. However, when manifesting a power it doesn't know, it must pay twice the power point cost. Extra PP payed for augmentation or metapsionics are not doubled, but the total cost (including the doubled base cost) is still limited by his manifester level (adjusted for Wild Surge or Overchannel), as normal.
This is an Abyssal Blessing.
Using its Inflict Ravages ability, Melexion can inflict a special Cosmic Ravage, the Ravaging Plague. The affected being gains the Inflict Ravages ability, including the ability to inflict the Ravaging Plague. However, each round they must make a Will Save (same DC as the DC to resist a Ravage), or be compelled to spread ravages to those around them. They will target unravaged creatures preferentially, followed by other ravaged creatures, and themselves last. They will inflict the Ravaging Plague for preference, but if they know the creature will not survive the hit point cost of a Cosmic Ravage, they can inflict a different ravage.
If no other creatures are around and if further ravaging would reduce them below 0 hit points, victims of the Ravaging Plague get a second Will Save each round. If they fail the first but succeed the second, they do not ravage themselves, but instead do nothing, struggling with their Abyssal urges.
Melexion can free creatures from the Ravaging Plague, but that counts as inflicting another Cosmic Ravage. Creatures with the Ravaging Plague who make at least 2 successive Will saves can attempt to free themselves the same way. Roll 1d20; if the number is less than the number of successive Will Saves they have passed, they can free themselves. Otherwise, they do nothing that round.
This is an Abyssal Blessing.


Malkor
The Whisperer, the Foe of Fate
Greater Deity
Symbol: A dagger piercing an open book
Home Plane: Abyss
Alignment: chaotic evil
Portfolio: forbidden knowledge, dangerous inspiration, attacks on authority for its own sake, treason
Worshippers: scholars, tacticians, traitors, cultists
Cleric Alignments: CE, CN, NE
Domains: Chaos, Evil, Knowledge, Luck, Magic, War
Favored Weapon: Scimitar

The roots of the being that has become Malkor is very old. It is known that it was not always a god, and once served the forces of law (and some whisper that even that service began in treason against some other force), perhaps even under the Circle of Three. Now, though, Melkor utterly opposed to law.

Its lawful roots occasionally still appear, in grand visions of "unifying the forces of chaos". But it is driven by the need to destroy established order, ending with the final undoing of the work of the Circle of Three.
Melkor
Neuter Gloura 7/Hexblade 3/Fighter 2/Blackguard 3/Dervish 3/Swiftblade 2/Ex-Monk 2/Bard 1/Favored Soul 1/Sublime Chord 2/Mystic Theurge 10/Swiftblade +8/Paladin of Slaughter 2/Cosmic Descryer 12/Loremaster 7/Abjurant Champion 5
Medium Outsider (Chaotic, Evil, Cold, Fire, Augmented Fey)
Init +35 (+10 Dex, +25 competence (arcane reflexes));
Senses: 18 mile radius (including darkvision and blindsight), 20 remote locations; Listen +XX, Spot +XX; portfolio sense;
Aura: divine aura (DC 53), 18 miles;
Languages: all languages (including nonverbal languages)
________________________________________ _____________________

AC 114, touch 81, flat-footed 102 (+25 deflection, +9 Dex, +18 divine, +33 natural, +25 unnamed (monk), +1 unnamed (dervish), +1 Dodge (haste), +2 Dodge (swift surge)) (+1 against 1 foe)
HP: 7d6 + 3d10 + 2d10 + 3d10 + 2d6 + 2d8 + 1d8 + 1d6 + 2d6 + 10d4 + 8d6 + 2d10 + 12d4 + 7d4 + 5d8 + 2100 + 70 - 342 (2228 hp); DR 45/epic and rimefire ice
Immune: ability damage*, ability drain*, acid, banishment effects*, cold, critical hits, death effects, disease, disintegration*, electricity*, energy drain*, fire, imprisonment effects*, mind-affecting, paralysis, patterns*, phantasms*, poison, sleep, sonic*, stunning, transmutations* (except its own), turning and rebuking*
* Bypassed with successful rank check
SR 105
Fort +152; Ref +140; Will +132 (+25 to all versus spells and spell-like abilities)
________________________________________ _____________________

Speed 85 ft. (17 squares), burrow 55 ft (11 squares), fly 225 ft. (good) (45 squares); Space/Reach 5ft./5ft.
Melee Blade of Chaos Triumphant +82/+77/+72/+67 (touch) (+2 versus lawful outsiders) /15-20 (automatically confirms, can critically hit constructs)
Damage: 1d6 +35 +1 vile + stunning (DC 68) + annihilation /x2 +1d6 + death (DC 75)
Melee touch +71
Ranged touch +54
Base Atk +41; Grp +71
Atk Options Power Attack, Combat Expertise, Stunning Fist,
Special Actions Maneuvers
Combat GearXX
________________________________________ _____________________

Favored Soul Spells (CL 25th; DC 16 + spell level; can spontaneously cast any divine spell)
25th (2/day)
24th (2/day)
23th (2/day)
22nd (2/day)
21st (3/day)
20th (3/day)
19th (3/day)
18th (3/day)
17th (4/day)
16th (4/day)
15th (4/day)
14th (4/day)
13rd (5/day)
12nd (5/day)
11st (5/day)
10th (5/day)
9th (11/day)
8th (11/day)
7th (11/day)
6th (11/day)
5th (12/day)
4th (12/day)
3rd (12/day)
2nd (12/day)
1st (13/day)
0th (6/day)
Epic Spells Per Day 13

Sublime Chord Spells (CL 41th; DC 36 + spell level; can spontaneously cast any sorcerer or bard spell)
25th (2/day)
24th (2/day)
23th (2/day)
22nd (2/day)
21st (3/day)
20th (3/day)
19th (3/day)
18th (3/day)
17th (4/day)
16th (4/day)
15th (4/day)
14th (4/day)
13rd (5/day)
12nd (5/day)
11st (5/day)
10th (5/day)
9th (6/day)
8th (7/day)
7th (8/day)
6th (9/day)
5th (10/day)
4th (10/day)
Epic Spells Per Day 6

Bard Spells (CL 41th; DC 36 + spell level; can spontaneously cast any bard spell)
3rd (8/day)
2nd (9/day)
1st (10/day)
0th (3/day)

Blackguard Spells (CL 3rd; DC 15 + spell level; can spontaneously cast any divine spell)
2nd (1/day)
1st (3/day)

Spell-Like Abilities (CL 88, save DC 63 + spell level)
At will - Aid, Animate Objects, Antimagic Field, Blade Barrier, Blasphemy, Break Enchanment, Chaos Hammer, Clairaudience/Clairvoyance, Cloak of Chaos, Desecrate, Detect Good, Detect Secret Doors, Detect Thoughts, Dispel Good, Dispel Law, Dispel Magic, Discern Location, Divination, Divine Power, Entropic Shield, Find the Path, Flamestrike, Foresight, Freedom of Movement, Identify, Imbue with Spell Ability, Legend Lore, Mage's Disjunction, Magic Aura, Magic Circle against Good, Magic Circle against Law, Magic Vestment, Magic Weapon, Miracle, Mislead, Moment of Prescience, Power Word Blind, Power Word Kill, Power Word Stun, Protection from Energy, Protection from Good, Protection from Law, Protection from Spells, Shatter, Spell Turning, Spell Resistance, Spiritual Weapon, Summon Monster IX (as a chaotic or evil spell only), True Seeing, Unholy Aura, Unholy Blight, Word of Chaos
________________________________________ _____________________

Divine Rank 18
Abilities Str 70, Dex 29, Con 70*, Int 40, Wis 20, Cha 60
*Though Constitution does not generally change due to size changes from Alter Reality, because of ability caps Con will increase to a maximum of 80 if Melkor is enlarged and will decrease if he is reduced.
SQ: Unearthly Grace, Arcane Resistance, Mettle, Dark Blessing, Aura of Despair, Dervish Dance 2/day (+2 to attack and damage with slashing), Movement Mastery, Swift Surge +2d6, Blurred Alacrity 50%, Sudden Casting: Haste, Evasive Celerity 50%, Fortified Hustle, Diligent Rapidity, Perpetual Options, Innervated Speed, Evasion, Bardic Music (6/day, Inspire Courage +1, Fascinate, Countersong, Song of Arcane Power), Bardic Knowledge/Lore (automatic), Divine Grace, Naturalization (Mortal Coil, Hell, Gehenna, Hades, Carceri, Faerie), Superior Planar Summoning (+12 HD), Enduring Gate (4 days), Cosmic Connection 2/day (12 minutes), Secrets (Applicable Knowledge, Secrets of inner strength, The lore of true stamina, Secret knowledge of avoidance), Greater Lore
Ravages: Ability Boost: Strength, Ability Boost: Consitution, Ability Boost: Charisma, Ability Boost: Dexterity, Ability Boost: Wisdom, Ability Boost: Intelligence, Additional Movement Form: Burrow, Blindsight 30 ft., Bonus Regular Feat x 14.
Feats: Dodge, Mobility, Spell Focus: Conjuration, Power Attack (B), Improved Sunder, Cleave (B), Combat Expertise, Weapon Focus: Scimitar, Spring Attack (B), Great Cleave (B), Craft Wondrous Item, Improved Critical: Scimitar*, Improved Unarmed Strike (B), Stunning Fist (B), Deflect Arrows (B), Combat Casting*, Quicken Spell*, Craft Magical Arms and Armor*, Forge Ring*, Bounding Assault (B), Skill Focus: Knowledge (Arcana)*, Vile Martial Strike: Scimitar*, Improved Toughness (B), Scribe Scroll (B), Ascetic Mage (B), Extend Spell (B), Persistant Spell (B), Skill Focus: Annihilating Strike (B), Extra Spell (B), Craft Rod (B), Extra Music (B), Rapid Metamagic (B), Martial Study: Wall of Blades (B), Martial Study: Iron Heart Surge (B), Martial Stance: Dancing Blade Form (B), Martial Study: Adamantine Hurricane (B), Spell Focus: All (B);
*Uses an epic feat slot
Epic Feats: Energy Resistance: Acid, Epic Spellcasting, Exceptional Deflection, Infinite Deflection, Multispell x2, Spell Stowaway: Time Stop (B), Permanent Emanation: Planar Bubble (B), Overwhelming Critical (Scimitar), Devastating Critical (Scimitar) (DC 75), Improved Aura of Despair, Vile Deathstrike: Scimitar, Spectral Strike, Craft Epic Wonderous Item (B), Craft Epic Arms and Armor (B), Forge Epic Ring (B), Craft Epic Rod (B), Scribe Epic Scroll (B), Improved Combat Casting (B)
Salient Divine Abilities: Alter Form, Annihilating Strike (DC 60), Battlesense, Clearsight, Create Object, Divine Blast (33d12, 28/day), Divine Celerity, Divine Creation, Divine Dodge 68%, Divine Fast Healing x2 (76/round), Divine Shield (180 damage, 33/day), Eldritich Knowledge, Extra Energy Immunity: Acid, Extra Sense Enhancement: Blindsight, Increased Damage Reduction, Increased Spell Resistance, Irresistible Blows: Scimitar (DC 68), Power of Luck, Rejuvenation, Supreme Eldritich Knowledge, True Knowledge, Undead Qualities.
Skills Appraise +34, Autohypnosis +32, Balance +37, Bluff +97, Climb +48, Concentration +116, Craft (alchemy) +48, Craft (armorer) +37, Craft (weaponsmith) +37, Craft (poisonmaking) +34, Decipher Script +34, Diplomacy +68, Disguise +33 (+39 to act in character), Disable Device +34, Escape Artist +90, Gather Information +44, Handle Animal +44, Heal +24, Hide +63, Intimidate +66, Jump +52, Knowledge (arcana) +98, Knowledge (history) +34, Knowledge (psionics) +34, Knowledge (nature) +105, Knowledge (religion) +93, Knowledge (the planes) +93, Listen +54, Move Silently +42, Open Lock +29, Perform (Dance) +46, Perform (Sing) +61, Profession (Astrologer) +29, Psicraft +34, Search +43, Sense Motive +96, Sleight of Hand +35, Spellcraft +109 (+111 to decipher scrolls), Spot +76, Survival +30 (+38 is aboveground natural environments, +36 in the planes), Swim +48, Tumble +60, Use Magic Device +48 (+56 for scrolls), Use Psionic Device +44
Epic Spells Known Swift Boost Charisma, Swift Boost Strength, Swift Boost Constitution, Escape Solidity, Improved Esoteric Aegis, Empowerment, Inspiration, Fortune, Profane Empowerment, Contingent True Resurrection
Possessions Blade of Chaos Triumphant, Robe of Tortured Secrets
________________________________________ _____________________
Domain Abilities Melkor casts evil, chaotic, and divination spells at +1 caster level.

Up to 18 times per day, it can reroll one just after it is made, before success or failure is declared.
________________________________________ _____________________

Terfel, Demon Lord of Treachery
Female Succubus 6/Bard 3/Rogue 2/Spymaster 7/Exemplar 4/Epic Infiltrator 48
Medium Outsider (Chaotic, Evil, Cold, Fire)
Init +7 (Dex)
Senses: Listen +85, Spot +85,
Aura: As 4th level Marshal, generally Motivate Charisma +25 and Motivate Care +1, (known: Motivate Charisma, Motivate Dexterity, Motivate Care)
Languages: all languages (including nonverbal languages)
________________________________________ _____________________

AC 54 (+7 Dex, +9 natural, +3 profane, +25 deflection)
HP: 6d8+3d6+2d6+7d6+4d6+48d6+70x5 hitpoints 781; DR 25/epic and good and cold iron
Immune: ability damage*, ability drain*, banishment effects*, cold, critical hits*, death effects*, disease, disintegration*, electricity, energy drain*, fire, imprisonment effects*, mind-affecting*, paralysis*, patterns*, phantasms*, poison, sleep*, acid, stunning*, transmutations* (except its own), turning and rebuking*
* Bypassed with successful rank check
SR 67
Fort +61; Ref +43; Will +40
________________________________________ _____________________

Speed 60 ft. (12 squares), burrow 30 ft (6 squares), fly 80 ft. (average) (16 squares); Space/Reach 5ft./5ft.
Melee Will finish when possessions are done
Melee touch +49
Melee ranged +49
Base Atk +42; Grp +44
Atk Options Sneak Attack, Staggering Strike
Combat GearXX
________________________________________ _____________________


Spell-Like Abilities (CL 70 unless otherwise noted, save DC 35 + spell level)
Constant - detect good, detect law, detect magic, true seeing (all CL 15)
At will - animate rope, alter self, assay resistance, blasphemy (CL 15), deeper darkness (CL 15), destruction, detect thoughts, disguise self, divine insight, freedom of movement, ghostform, greater arcane sight, greater dispel magic (CL 15), greater invisibility, greater teleport, harm, improvisation, knock, magic aura, mass charm monster, passwall, pass without trace, permanent image, poison, polymorph any object, programmed image, sniper's shot, speak with dead, mass suggestion, modify memory, symbol of insanity, unhallow (CL 15), unholy aura (CL 15), unholy blight (CL 15), word of chaos
6/day - extended shapechange, extended superior invisibility, dominate monster, reaving dispel
1/day - power word kill (CL 15), mage's assassin
________________________________________ _____________________

Divine Rank 0
Abilities Str 14, Dex 24, Con 20, Int 30, Wis 22, Cha 60 (including a +5 inherent bonus to Cha and Dex and a +4 inherent bonus to Int and Con)
SQ: resist sonic 20, telepathy 1000 ft, fast healing 20, Demonic Ideal, Inured to Corruption, Supreme Cover Identity, Opening of the Way, Abyssal Dominion, Abyssal Fury, Call Demons, Demonic Impasse, Induce Ravages, Wake of Corruption, Bardic Knowledge (+10), Sneak Attack +19d6, Evasion, Skill Artistry (Bluff, Disguise), Skill Mastery (Bluff, Disguise, Hide, Open Lock, Search, Sense Motive), Lend Talent, Sustaining Presence, Cover Identity x3, Undetectable Alignment, Quick Change, Scrying Defense +7, Slippery Mind, Dispel Scrying, Deep Cover, Specialist Training (Concealment +21, Subterfuge + 21, Espionage +6), Read Thoughts 11/day, Far Sense 23/day, Improved Cover Identity x11, Mindblank 6/day
Ravages: Ability Boost: Strength, Ability Boost: Constitution, Ability Boost: Charisma, Ability Boost: Dexterity, Ability Boost: Intelligence, Ability Boost: Wisdom, Alternate Form (any Humanoid, Fey, Giant or Monstrous Humaniod), Blindsight 120 ft, Bonus Regular Feat, Class Feature (4th level Marshal Auras), Ignore Immunity to Critical Hits 75%, Ignore Damage Reduction 20, Spell-like Abilities (Cosmic) x 5
Feats: Skill Focus: Disguise, Skill Focus: Bluff, Persuasive, Alertness, Skill Focus: Open Lock(B), Nimble Fingers, Staggering Strike, Improved Unarmed Strike, Deflect Arrows*, Quicken Spell-Like Ability: Shapechange*, Impostor*, Backstabber*, Cheat*, Deceitful (B), Corrupt Spell-like Ability (B), Violate Spell-like Ability (B),
*Uses an epic feat slot
Epic Feats: Polyglot, Epic Skill Focus: Bluff, Epic Skill Focus: Disguise, Epic Skill Focus: Open Lock, Epic Reputation, Epic Skill Focus: Forgery, Epic Skill Focus: Search, Exceptional Deflection, Epic Skill Focus: Sense Motive, Tenacious Magic: Shapechange
Skills: Bluff +145, Concentration +100, Disable Device +78, Diplomacy +120, Disguise +143 (+151 to act in character), Forgery +110, Hide +101, Knowledge: The Planes +83, Listen +85, Move Silently +101, Open Lock +111, Search +94, Sense Motive +89, Sleight of Hand +105, Spot +85 (Does not include Cover Identity or Aura)
Possessions Will do later
________________________________________ _____________________
When using the cover identity or improved cover identity class features, no mortal effect can discern her true nature. Terfel is treated as having the alignment of her cover identity for all effects depending on alignment. For example, if disguised as a devil, Terfel would not be affected by Dictum, but would be affected by Word of Chaos. If magic is used in her disguise, it is not detected by detect magic or similar effects or penetrated by true seeing (though dispel effects can still defeat it). Effects which read her thoughts appear to find appropriate thoughts for her cover identity. If disguised as a creature of the plane, she effectively does not gain the [extraplanar] subtype. Furthermore, in a cover identity, Terfel's aura of corruption is suppressed. Finally, if the cover identity is of good alignment, Terfel can enter hallowed ground without unhallowing it or alerting the deity, though she must make a rank check or suffer negative levels as normal.
This does not provide any additional protection against mundane methods of investigation, including Spot checks to penetrate her disguise or Sense Motive to uncover lies or her true abilities.
The abilities of divine and cosmic entities can penetrate her cover if the entity beats her in a rank check. If they succeed, she receives the worst possible effect of her true alignment or her cover alignment. For example, if she were disguised as a devil, she would suffer fully from both Dictum and Word of Chaos if the attacker made a rank check.
This is an Abyssal Blessing.
All effects which seal doors, portals, chests and similar objects can be overcome by Terfel with a successful Open Lock check. Arcane lock and similar magical seals can be bypassed by making an Open Lock check with a DC equal to 20 + the CL of the effect. Magically created effects which normally only open for the caster, such as the entrance to a magnificent mansion, can be entered with a check of DC 30 + CL.
Additionally, Terfel can use an Open Lock check instead of other attribute or skill checks to break through or pass through barriers or open chests or similar devices. This generally means Strength checks to break down doors or walls or break open chests (but not to break other objects) and Escape Artist checks to pass through confined spaces or walls of force (but not to escape bonds). In certain circumstances, other skills or attributes could be replaced, such as an Intelligence check to solve a puzzle lock, or a Knowledge (arcana) check to guess a password to open a portal.
This is an Abyssal Blessing.
goro

05-30-07, 01:26 AM
Salient Divine Abilities:
1) See Magic
2-5)Increased Spell Resistance (x4), (Divine Spell Resistance +80) 32+1/2HD+DVR+80+25(Epic Spell Enhancement: Fortify Seed) = 187
6) Annihilating Strike
7) Extra Sense Enhancement (Blindsight)
8) Divine Dodge, (permanent 68% mis-chance against any attack including area spells)
9) Battlesense, (Cannot be flanked except by deity that succeeds on an opposed rank check)
10) Supreme Initiative,
11) Clear Sight,
12) Free Move, (Move speed as a free move)
13) Stride, (Doubles non-combat movement speed)
14) Extra Energy Immunity (Sonic), 15) Extra Energy Immunity (Acid), 16) Extra Energy Immunity (Electricity), (Regardless of Attacker)
17) Indomitable Strength, (+25 opposed strength checks)
18) Divine Blast, 19) Mass Divine Blast, (3+CHA/day DVR+CHA d12 No Save Cylinder 900 ft radius -
180 ft height, Burst 900 ft rafdius 90 Targets-no 2 more than 18 miles apart, Cone 1800 ft)
20) Regeneration 20+DvR (1d6 to regrow limbs)
21) Irresistable Blows
22) Rusting Scales
23) Onslaught
24) Power of Truth
25) Know Secrets
26) Clearsight
Domains: Travel, Strength, Magic
Rikandur_Azebol

05-30-07, 08:14 AM
I'd need to check.

Yep, I intend to use it as Spell-Slot recharger. Including Epix Spell-slots.

No other adjustments; just animate, summon, apply a factor that increases the summonable CR enough, apply any other factors, apply the permanent factor.

Why should I want to have these guys forever around ? ;)

Indeed I limited wishes - not limited wishes. Delay Death is too abusable as a continuous or at will effect, by the way.

So ... could I take something like Limited Wish/at will item ? :plotting:

As for Your concerns with me abusing the Delay Death, I want to use spell as a part of phylactery-esque thing. Something that stores being's soul and trough magical link, not so different from Silver Cord created by Astral Projection, animates the body as if the soul were in it. Thanks to this safeguard, life is very difficult to kick-off the body. As long as the link remains guy is almost unkillable.

And now I need to figure out mechanics for this flavor above.

Not to mention that this spell isn't really that powerful/abusable. It removes only one weakness of the dying state, leaving rest of these intact and working. Say Disintegrate effects with me. :D

I know you can within your portfolio. And Miracle is different from Wish.

Well ... IMO it's more powerful than the latest incarnation of Wish. Can Wish be used to temporarily damage/disable Major Artifacts ?

Och and here is SDA:
From the Darkest Pit
Prerequesites: Evil aligment, Dark Speech.
Benefits: You can cast Corrupt spells without paying Corruption Cost. You suffer an -6 penatly to saves against Sanctified spells.



Goro, why 4 times SR increase ? Isn't it a bit too much ... :eek:
I advise Your dragon to discard it and just take Epix Buff to SR +25. Why ?
Because I belive that folks capable of hurting Your Challenger with magic will use magic that ignores SR, and rest will be unable to bypass Your SR anyway. :)

IMO You'd better off with 4x Fast Healing SDA, Fast Healing 152 isn't something You sneeze at.
goro

05-30-07, 10:10 AM
I already have fast Healing 40, but I'm taking out that regeneration because I forgot, i already have regeneration from fiendish advancement.


Witch, does True Shapechange, SDA, allow us to change into unique beings?

Divine Resistance
You gain a resistance bonus to saving throws equal to 1/2(chosen mental ability modifier) plus your Divine Rank.
NoldorForce

05-30-07, 11:42 AM
Note: Even though Disintegrate only deals hit point damage, it can still kill a character with Delay Death. There's a clause in the spell that insta-kills the target if it puts their hit points below zero.
Kresalak

05-30-07, 02:21 PM
Can you tell me what arbitrary powers Dispater has beyond those actually listed in his stat block, or do I just have to accept that everything I do gets nullified for no reason?
Witch

05-30-07, 02:23 PM
Can you tell me what arbitrary powers Dispater has beyond those actually listed in his stat block, or do I just have to accept that everything I do gets nullified for no reason?
He doesn't have any arbitrary powers.
Rikandur_Azebol

05-30-07, 02:41 PM
Note: Even though Disintegrate only deals hit point damage, it can still kill a character with Delay Death. There's a clause in the spell that insta-kills the target if it puts their hit points below zero.

Extacly !

Disintegrate destroys the body if it brings the living thing below -9. The same happens if it causes 1 point of damage to a guy with Delay Death active, but enough damage taken to be at -145 HP. Of course, if You are protected from transmutations ... Disintegrate won't disintegrate Your body. ;)




Divine Resistance
You gain a resistance bonus to saving throws equal to 1/2(chosen mental ability modifier) plus your Divine Rank.

Sorry, but I think that Witch will deny this one. Bit too good to not have it. Look at my Favor of Chaos SDA, it grants anarchic save bonus based on mental stat ... but only against specific aligment and have upper cap of deity's DvR.

Your proposal is several orders of magnitude better, I'm afraid. Let's compare in case my Challenger would have to "choose" between:
FoCh; +18 bonus against lawful guys.
and
DR; +36 bonus against all.
See the difference ? I propose You to change it to just give bonus equal to half of ability modifier. And this would make the SDA more acceptable for Witch, I belive.



Och, and I would like to share concept idea for my Challenger's cult. An rought draft ... :)

These guys aren't wishing to destroy the world, because they feel like it. They strive to make worlds inhabited by them an better place for mortals. They know that everyone else wishes to maitain the status quo, or are unwilling ... to take necessary steps.

Each cell is different, yet all posess similiar knowledge and shared secrets. Secrecy is valued extremly high, manipulation of non-belivers is a fair trade. Cells tend to grow, split and expand all around the world they inhabit ... as well as often ambitious leaders try to expand into new worlds.
Majority of cells are not doing anything particular except secret veneration, spreading of particular philosophies and gathering resources by all means profitable. These resemble sucessful criminal organisations, united by faith and secrecy, often infiltrating other organisations for their own ends. As situation requires it may demand destruction of the criminals, or their sudden rise in power. Noone suspects subtle manipulations of the Cult, when the culprits are readily avaible and all evidences point at the "guilty".

Other cells safeguard the spiritual legacy, the secret laboratories in wich they work over the souls and the powers held by mortal beings, trying to harness this might for the purpouses of the Cult. They preserve teachings and maitain the Cage of Souls, guarding the transition of the deceased Cultists from mortal to divine. And eager for their own turn.

"They say that legendary heroes have strength of the ten men. Then, let me ask You, what power would wield a being whose power equals this of million souls ?"
-"Make Belive", anonymous script associated with Cult of Tomorrow.
Venenum

05-30-07, 04:04 PM
IMO You'd better off with 4x Fast Healing SDA, Fast Healing 152 isn't something You sneeze at.

Yes it is when I can have regeneration 38, and fast healing 114, that heals way more damage. Just from both sides.

Urgh, I am annoyed, dicefreals is still down...:mad:

But does anyone have an idea on what to spend 50,000,000 gp, thats what I have left... If my calculations where right, from the dmg table (EPIC).
goro

05-30-07, 05:40 PM
Ring of Epic Resistance: +25 (resistance) Fort, Ref, and Will
Caster level 75 Price: 12,500,000 gp

Ring of Epic Resistance: +25 (luck) Fort, Ref, and Will
Caster level 75 Price: 12,500,000 gp

Ring of Many Favors

Freedom: This ring allows the user to act as if continuously under the effects of the freedom spell.
abjurationCL: 75th; Forge Ring, Epic Forge Ring; 13,500,000 gp

Mind Shielding: The subject is protected from all devices and spells that detect, influence, or read emotions or thoughts. This spell protects against all mind-affecting spells and effects as well as information gathering by divination spells or effects. Mind blank even foils limited wish, miracle, and wish spells when they are used in such a way as to affect the subject’s mind or to gain information about it. In the case of scrying that scans an area the creature is in, such as arcane eye, the spell works but the creature simply isn’t detected. Scrying attempts that are targeted specifically at the subject do not work at all.
aburation; CL 75th; Forge Ring, Epic Forge Ring, Mind Blank; Price 6,000,000 gp.

Improved Evasion: This ring continually grants the wearer the ability to avoid damage as if he had improved evasion. Whenever he makes a Reflex saving throw to determine whether he takes half damage, a successful save results in no damage, and an unsuccessful save results in only half damage.
transmutation; CL 75th; Forge Ring, Epic Forge Ring, jump; Price 3,000,000 gp.

Chaotic Fury: The wearer of this ring is constantly sheathed in a cloak of chaos effect. It bestows one negative level on any lawful creature that puts it on. The negative level remains as long as the ring is worn and disappears when the ring is removed. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the ring is worn.
Caster Level: 15th; Prerequisites: Forge Ring, Forge Epic Ring, cloak of chaos, creator must be chaotic; Market Price: 250,000 gp.



Still working on these.
Bernat

05-30-07, 05:53 PM
Freedom: This ring allows the user to act as if continuously under the effects of the freedom spell.
abjurationCL: 75th; Forge Ring, Epic Forge Ring; 13,500,000 gp

Doesn't the Ring of Freedom of Movement (http://www.roles.es/sovelior_sage_srd/magicItemsPRR.html#ring-of-freedom-of-movement) cost 40k?

The Ring of Mindshielding (http://www.roles.es/sovelior_sage_srd/magicItemsPRR.html#ring-of-mind-shielding) costs 8k (with a CL of 3).
goro

05-30-07, 06:15 PM
Mindshielding is done with the nondetection spell, I'm using the mindblank spell.

Its a Ring of Freedom, not freedom of movement. The Freedom spell, 9th level i think.




Does anyone know the name of the feat that lets you make a REF save instead of a FORT save, and where to find it?? I think its something like Dexterous Fortitude, or something like that.
Bernat

05-30-07, 06:52 PM
Mindshielding is done with the nondetection spell, I'm using the mindblank spell.

Its a Ring of Freedom, not freedom of movement. The Freedom spell, 9th level i think.

Oh, my bad.


Does anyone know the name of the feat that lets you make a REF save instead of a FORT save, and where to find it?? I think its something like Dexterous Fortitude, or something like that.

I think I can definately help with that one :D:

Dexterous Fortitude (http://www.roles.es/sovelior_sage_srd/epicFeats.html#dexterous-fortitude)
Venenum

05-30-07, 07:32 PM
Hey witch, this is Kain's master craft system i want to use...


Dwarven Master Craft
Adding a mastercraft component is accomplished in exactly the same manner as adding a masterwork component to an item. A mastercraft component takes ten times as long to craft as normal items of its DC.


Weapons:
+1 enhancement bonus to damage: DC 25, 10 ranks
+2 to damage: DC 35, 20 ranks in Craft
+3 to damage: DC 45, 30 ranks
+4 to damage: DC 55, 40 ranks
+5 to damage: DC 65, 50 ranks

Deadly (+1 to critical multiplier): DC 50, 25 ranks
+2 to critical multiplier: DC 75, 50 ranks
+3 to critical multiplier: DC 100, 75 ranks.

Note: a weapon cannot have a critical multiplier enhanced by more than its original multiplier-1. (Thus a longsword can be enhanced by 1 step, a battleaxe can be enhanced by 2 steps and a pick can be enhanced by 3 steps)

Armor:
Damage reduction 1/-: DC 35, 20 ranks
DR 2/-: DC 55, 40 ranks
DR 3/-: DC 75, 60 ranks
etc
Note: Armor cannot have mastercraft damage reduction greater than its armor bonus. Mastercraft damage reduction stacks with that from adamantine.

Armor Bonus increased
+1 AC: DC 30, 10 ranks
+2 AC: DC 40, 20 ranks
+3 AC: DC 50, 30 ranks
+4 AC: DC 60, 40 ranks
+5 AC: DC 70, 50 ranks
+6 AC: DC 80, 60 ranks
+7 AC: DC 90, 70 ranks
+8 AC: DC 100, 80 ranks
etc


Note: Armor cannot have its armor bonus increased by more than its original armor bonus.


i only included the dwarf because I'm not using an elf. I dont think the AC bonus is an enhancement bonus.

Also if you become immune to nonleathal damage, say from golem armor like effect, and have rejeneration, do you still benefit from the regeneration.
goro

05-30-07, 08:15 PM
Thanks for the link Bernat.

DEXTEROUS FORTITUDE [EPIC]
Prerequisites: Dex 25, slippery mind class feature.

Benefit: Once per round, when targeted by an effect that requires a Fortitude saving throw, the character may make a Reflex save instead to avoid the effect (evasion is not applicable).


They just had to make sure and say evasion isn't applicable didn't they.
Phantom Llama

05-30-07, 08:21 PM
Can you tell me what arbitrary powers Dispater has beyond those actually listed in his stat block, or do I just have to accept that everything I do gets nullified for no reason?
None of nameless' abilities have been nullified yet, save teleportation. And if you can't work out why teleportation didn't work then you aren't even trying. He even managed to fly (fall) straight to the Iron Tower, rather than having to engage in Dis-navigation screwery like I was expecting and the FCII entry outlines for the city streets. And letting balance counteract tremorsense is a pretty generous ruling given how it's not remotely RAW.

It all looks arbitrary and inexplicable, because you're going after a paranoid psycho with control over the ambient planar traits. But I can't think of anything so far that can't be explained with knowledge of Dispater's abilities, and there are several things so far that would never have happened if Witch was playing an arbitrary I-win powertrip. Things which I personally expected not to work.

I personally frown on not spelling out the Iron Tower = Major Artefact issue though. There's a difference between 'cunning usage of abilities' and 'navigating an unclear statblock'.
Rikandur_Azebol

05-31-07, 12:20 AM
Also if you become immune to nonleathal damage, say from golem armor like effect, and have rejeneration, do you still benefit from the regeneration.

I belive that there was ruled somewhere, officially, that if You became invurnerable to subdual Your regeneration turns into FH.

And if we go by RAW ... since You'd be immune to subdual, regeneration won't help You much would it ? IMO such things would hurt You:
-Starvation/dehydration damage. It ignores regeneration.
-suffocation ... if some cosmic beats You in rank check You could still be strangled to death. No regeneration, again. :)
-Ability damage and/or energy drain. It's alvays good against regenerators.


But does anyone have an idea on what to spend 50,000,000 gp, thats what I have left... If my calculations where right, from the dmg table (EPIC).

Give it to me ? :D
Seriously thought ... You can pay a wizard guy to devise some epix spells and pay him to cast it on You. Double the design price, I think. And devise these spells You wanna have active on Your Challenger.
Diplominator

05-31-07, 03:07 AM
I belive that there was ruled somewhere, officially, that if You became invurnerable to subdual Your regeneration turns into FH.

NO NO NO NO

That's only if you lose your constitution entirely. You can have regeneration and immunity to nonlethal.
Witch

05-31-07, 04:08 AM
NO NO NO NO

That's only if you lose your constitution entirely. You can have regeneration and immunity to nonlethal.
No you can't. Such is pure munchkinry, nothing else.
Phantom Llama

05-31-07, 08:14 AM
Why not just say that nonlethal immunity doesn't extend to nonlethal damage derived from Regeneration? That's how I've always intended to rule if the issue comes up, since the two are clearly two different types of thing lumped together for rules simplicity.
Witch

05-31-07, 09:25 AM
Why not just say that nonlethal immunity doesn't extend to nonlethal damage derived from Regeneration? That's how I've always intended to rule if the issue comes up, since the two are clearly two different types of thing lumped together for rules simplicity.
Consider that ruling adopted.

None of nameless' abilities have been nullified yet, save teleportation. And if you can't work out why teleportation didn't work then you aren't even trying. He even managed to fly (fall) straight to the Iron Tower, rather than having to engage in Dis-navigation screwery like I was expecting and the FCII entry outlines for the city streets.
Well - he was flying, so I thought it'd make sense if the getting disoriented aspect in the streets didn't happen =)

And letting balance counteract tremorsense is a pretty generous ruling given how it's not remotely RAW.
It made sense to me :)

I personally frown on not spelling out the Iron Tower = Major Artefact issue though. There's a difference between 'cunning usage of abilities' and 'navigating an unclear statblock'.
That's an issue you need to adress with the writers of Gates of Hell, not me. Both Kain and Selah acknowledged it as a Major Artifact, possibly Serge as well, but I can't recall that. I am also adopting the method of destroying the tower that Kain posted in an old thread on the boards.

Hey witch, this is Kain's master craft system i want to use...


Dwarven Master Craft
Adding a mastercraft component is accomplished in exactly the same manner as adding a masterwork component to an item. A mastercraft component takes ten times as long to craft as normal items of its DC.


Weapons:
+1 enhancement bonus to damage: DC 25, 10 ranks
+2 to damage: DC 35, 20 ranks in Craft
+3 to damage: DC 45, 30 ranks
+4 to damage: DC 55, 40 ranks
+5 to damage: DC 65, 50 ranks

Deadly (+1 to critical multiplier): DC 50, 25 ranks
+2 to critical multiplier: DC 75, 50 ranks
+3 to critical multiplier: DC 100, 75 ranks.

Note: a weapon cannot have a critical multiplier enhanced by more than its original multiplier-1. (Thus a longsword can be enhanced by 1 step, a battleaxe can be enhanced by 2 steps and a pick can be enhanced by 3 steps)

Armor:
Damage reduction 1/-: DC 35, 20 ranks
DR 2/-: DC 55, 40 ranks
DR 3/-: DC 75, 60 ranks
etc
Note: Armor cannot have mastercraft damage reduction greater than its armor bonus. Mastercraft damage reduction stacks with that from adamantine.

Armor Bonus increased
+1 AC: DC 30, 10 ranks
+2 AC: DC 40, 20 ranks
+3 AC: DC 50, 30 ranks
+4 AC: DC 60, 40 ranks
+5 AC: DC 70, 50 ranks
+6 AC: DC 80, 60 ranks
+7 AC: DC 90, 70 ranks
+8 AC: DC 100, 80 ranks
etc


Note: Armor cannot have its armor bonus increased by more than its original armor bonus.


i only included the dwarf because I'm not using an elf. I dont think the AC bonus is an enhancement bonus.

No - it alters too many item creation rules to be useable in this challenge. It's an interesting variant, but not for here.


Its a Ring of Freedom, not freedom of movement. The Freedom spell, 9th level i think.
You're aware that Freedom is instantaneous, and it would hence take you a standard action to use, right?
Diplominator

05-31-07, 09:48 AM
No you can't. Such is pure munchkinry, nothing else.

I didn't say it wasn't, but I'm pretty sure that it's possible by the RAW (although hard because losing constitution is usually part of immunity to nonlethal damage). I like your ruling, though.
goro

05-31-07, 10:53 AM
You're aware that Freedom is instantaneous, and it would hence take you a standard action to use, right?

Wouldnt the ring have a continuous effect?
Witch

05-31-07, 11:07 AM
Wouldnt the ring have a continuous effect?
Freedom doesn't offer a continuous effect, though.
goro

05-31-07, 11:19 AM
Could it offer one for an Ad Hoc cost modifier?
Buugipopuu

05-31-07, 12:02 PM
As far as I can tell, there is no way for the Iron Tower to resist the effects of Surpasswall. The spell allows no Spell Resistance or Saves, so it can't be that. I'm a deity, and as such immune to the effects of Antimagic, so it can't be that. The spell doesn't cause damage, and doesn't destroy the tower, so it can't attempt to save or avoid the effects due to its Major Artefact status. I'm standing in not one but two Planar Bubble effects, so Limited Magic is out of the question, and I've read the rules on the Iron Tower, and it seems to have no special protection against such things above and beyond what normal Major Artefacts possess, and Dispater knows no spells which could potentially block the effects of Surpasswall.

Maybe Witch really is arbitrarily blocking abilities.
Phantom Llama

05-31-07, 12:03 PM
Surpasswall still fails, despite offering no save or spell resistance and only being temporary? That's quite a strong interpretation of major artefact invulnerability.

EDIT: Beaten.
Witch

05-31-07, 12:07 PM
It removes huge chunks of an artifact from existence, with nowhere left to go.
It either destroys, then recreates them (which is impossible, given it's a major artifact), or moves them someplace else and then back into place hours later (which is impossible given the lack of planar links).
Offer me an interpretation which explains how else Surpasswall can function, and I'll buy it.
Phantom Llama

05-31-07, 12:13 PM
I always saw Passwall as just warping the shape of an object rather than destroying part of it. The target remains intact, it's just been rearranged and probably compressed around the perimeter of the passage.


In all honesty I'm undecided whether I would have had the spell work either, but Buugipopuu does have a decent case.
Witch

05-31-07, 12:16 PM
I always saw Passwall as just warping the shape of an object rather than destroying part of it. The target remains intact, it's just been rearranged and probably compressed around the perimeter of the passage.

In all honesty I'm undecided whether I would have had the spell work either, but Buugipopuu does have a decent case.
He may have a decent case for disagreeing, but he does not have a decent case for saying I'm arbitrarily having effects fail.
If you want to, I can ask Serge or Selah to come in and post their own opinion on this.
goro

05-31-07, 12:25 PM
Monk's Belt: (Greater Artifact)
The wearer of this belt is imbued with the speed and power of the most advanced monks. The wearer of this belt gains the fast movement and the unarmed strikes of a monk. The effective level for each of these abilities is the sum of thier HD and Class level. Unlike normal monks, the unarmed strike ability of this artifact has no damge cap(follow the chart below). You cannot increase this damge in any way.

level:
1st-3rd: 1d6
4th-7th: 1d8
8th-11th: 1d10
12th-15th: 2d6
16th-19th: 2d8
20th-23rd: 2d10
24th-27th: 4d6
28th-31st: 4d8
32nd-35th: 4d10
36th-39th: 8d6
40th-43rd: 8d8
44th-47th: 8d10
48th-51st: 16d6
52nd-55th: 16d8
56th-59th: 16d10
60th-63rd: 32d6
64th-67th: 32d8
68th-71st: 32d10
Buugipopuu

05-31-07, 12:36 PM
Rather than actually destroying stuff, I had envisaged the spell as warping space to expand a set of gaps between molecules to a macroscopic scale. It effectively adds a 5 foot radius cylinder of space to the targeted wall. Effects which expand or contract space seem to be not unheard of (all of the outer planes use them to distort the distances between things).
goro

05-31-07, 03:52 PM
Penetrate Damage Reduction: Universal [Epic]
Prerequisite: Bab +20
Benefit: Choose a weapon you are proficient with, while wielding that weapon you may penetrate 3 points of damage reduction.
Special: You may gain this ability multiple times, its effects stack.
Witch

05-31-07, 04:00 PM
Buugipopuu: I'm currently discussing the issue on another forum, with the authors. Phantom Llama is there as well. I'll let you know how the discussion goes afterwards, and base my final ruling on that.
Venenum

05-31-07, 04:08 PM
The Skin Of War: This massive suit of adamantine plates, weighs upwards of 500lbs. Forged by the deity, Bogtyr, it seems only to function for those skilled in the ways of armor, sword, and shield (Iron Warriors), for all others it is immovable. This armor never leaves his side, however replicas occasionally appear throughout history.

The Skin Of War is a +10 adamantine suit of battle plate, modified in the style of the Iron Warriors(+5 AC). The wearer gains a +25 enhancement bonus to Strength, and +8 enhancement bonus to constitution, that does not alter ones hit points. The wearer is also rendered immune to mind-affecting effects, poison, disease, and similar effects. He is not subject to critical hits, ability damage, energy drain, non-lethal damage or death from massive damage. Secondly, the gauntlets of said suit are +5 defending weapons. Lastly, The Skin Of War is completely closed to the outside, this makes it so the wearer does not need to eat, drink, or breath, as well as ignoring all negative planer traits, for within a five foot radius. Because The Skin Of War is closed to the outside it provides its armor class bonus to touch attacks

Skin of War 23 {18(9)} 1 -3(-7) 50% 20ft 15ft 515 lb, DR 3/-
Cost: 10,000,000 gp

EarthReaver: flavor to come

EarthReaver is a +8 sonic blast, thundering, defending adamantine dwarven waraxe. Earthreaver resizes to fit large to small wielders. EarthReaver ignores hardness and damage reduction, and can deal critical hits to objects and constructs. EarthReaver’s masterful construction and honing allows it to even cut through a wall of force.

Cost: 7,000,000 gp

well witch what do you think, i tried to price them apropittatly (sp?).
Witch

05-31-07, 04:52 PM
Here's the conversation that ensued on my question:
Notes: Serge, Kain Darkwind and Selah are the three authors of Dispater in Gates of Hell. Selah is the one who wrote Dispater himself.


A ruling of mine has been contested recently, when the following spell was attempted against the Iron Tower:


Surpasswall
Transmutation
Spellcraft DC: 120
Components: S, M
Casting Time: 1 standard action
Range: Touch
Duration: 1 hour/level
Effect: 5 ft circular opening, 1800 ft deep
Saving Throw: No (Will disbelief on the Delude component if interacted with)
Spell Resistance: No
To Develop: 1,080,000 gp, 22 days, 43,200 XP. Seeds: Passwall (DC 22), Delude (DC 14), Factors: no verbal component (+2), Remove limitations on material to be affected (ad hoc +10), make area appear other than what it is (+4), block divination (ad hoc +6), add tactile component (+2), add thermal component (+2), add audible component (+2), add taste component (+2), add olfactory component (+2), change area to bolt (5ft by 300 ft) (+2) increase depth of passage to 1800 ft (+20), increase Will save DC for disbelief by +7 (+14), gain a +8 on opposed caster level checks to defeat divination magic (+16)

This spell mimics the Passwall spell, but is capable of making passages through any material, regardless of hardness, and generates 1800 feet deep cylindrical passages. In addition, the passage is disguised to all but the caster and those he informs of the passage’s existence, appearing as if the spell has never been cast, even to those who examine the opening(s) through very unorthodox means. A successful Will save will reveal the passage if directly interacted with, although the DC for this save is 7 higher than normal. Attempting to locate such passages or defeat the illusion by magical means, including Epic Spells developed with the Reveal seed fails, unless the caster first succeeds on an opposed Caster Level check, on which the caster of this spell gains a +8 bonus.

I said it failed to function, and when asked for reasons, I answered:
It removes huge chunks of an artifact from existence, with nowhere left to go.
It either destroys, then recreates them (which is impossible, given it's a major artifact), or moves them someplace else and then back into place hours later (which is impossible given the lack of planar links).
Offer me an interpretation which explains how else Surpasswall can function, and I'll buy it.


I'd like your opinions on this (particularly of DICE, but others are free to chip in as well).
I think your ruling is correct. Although I don't know if this is how Selah viewed the Iron Tower, but I've always felt that unless a god or cosmic entity won a rank check after it's all said and done, no one can enter the Iron Tower without Dispater's express permission (Asmodeus and those he allows through aside).
I've always seen the Iron Tower as a Dispater-unique artifact, and thus even Asmodeus has to respect its limits.
I've always seen the Iron Tower as a Dispater-unique artifact, and thus even Asmodeus has to respect its limits.
Unfortunately, I can't go as far as going with a rank check to enter the tower - I have to abide by how the item is written for the greatest part.

His recent explanation is
Rather than actually destroying stuff, I had envisaged the spell as warping space to expand a set of gaps between molecules to a macroscopic scale. It effectively adds a 5 foot radius cylinder of space to the targeted wall. Effects which expand or contract space seem to be not unheard of (all of the outer planes use them to distort the distances between things).


I do think that this would constitute a rank check if it could even work.
Why would you need a rank check to go through the wall in the first place?
Why would you need a rank check to go through the wall in the first place?
It's a Major Artifact. The wall cannot be destroyed - and in this case, he's trying to affect the iron of Dispater's cosmic realm. Sort of like the example in chapter 4, where deities who wish to save suffering souls in the Lake of Fire and Brimstone need to make a rank check to do so, with Belial getting a +8 bonus.
Probably because he's trying to affect the Tower against Dispater's will.

I think a rank check would, at the very least, be in order here. However, I don't think there are any clear rules or rulings on how an artifact can be displaced or warped and that such a decision falls on the DM. Frankly, I think it depends upon the artifact in question and, in this case -- given the Iron Tower's permanence (it's an iron tower that represents the steadfastness of its master) -- I'd say that such a thing would not work unless Dispater willed it.
It's a Major Artifact. The wall cannot be destroyed - and in this case, he's trying to affect the iron of Dispater's cosmic realm.
The way he's explained it, not necessarily - he's warping space (like the Outlands warps so that you can see the whole of the infinite spire, or Dis itself warps so that you don't get closer to the Iron Tower by walking towards it though the streets) to make the path, rather than moving the iron itself. There's now a path fitting in the middle of the tower's wall, even though there shouldn't be room to fit it, because the shape of space has been changed to admit it. The tower itself remains inviolate.

This would also explain why the spell admits no save or SR and works on any material.
It's a Major Artifact. The wall cannot be destroyed - and in this case, he's trying to affect the iron of Dispater's cosmic realm.
The way he's explained it, not necessarily - he's warping space (like the Outlands warps so that you can see the whole of the infinite spire, or Dis itself warps so that you don't get closer to the Iron Tower by walking towards it though the streets) to make the path, rather than moving the iron itself. There's now a path fitting in the middle of the tower's wall, even though there shouldn't be room to fit it, because the shape of space has been changed to admit it. The tower itself remains inviolate.
He's compressing the molecules of the iron. This affects the iron itself. Also, it assumes the existence of molecules, which I'm not certain I should acknowledge - though I'm thinking about it. I want to hear Selah's opinion before coming to any decision though.

Aside that, changing the shape of space is still altering the rigidity of Dispater's divine realm, and would also require a rank check.


This would also explain why the spell admits no save or SR and works on any material.
It offers no save or SR because people generally assume that stone walls or such aren't attended nor magical.
It doesn't work vs the Iron Tower, which is a major artifact whose structure cannot be compromised in any way, save by the appointed method of destroying the Tower.
EDIT: Well, Selah has spoken, I guess.

He's compressing the molecules of the iron. This affects the iron itself.He's not compressing the iron - he's expanding the space between them. Normally this would entail compressing them, but the point of the space warping is that it doesn't.

It offers no save or SR because people generally assume that stone walls or such aren't attended nor magical.
Oh, yes. I was thinking from the perspective of tying a piece of flavour to that mechanical oddity.
It doesn't work vs the Iron Tower, which is a major artifact whose structure cannot be compromised in any way, save by the appointed method of destroying the Tower.

I'm very much in this camp. As an epic major artifact, the Iron Tower defies the rules of the game in many ways. It really can be affected only as the DM wills.

I just want to make it clear that I consider the Iron Tower to be an artifact beyond the absolute rule of Asmodeus. It isn't constructed through his granted cosmic power or anything else...he can't just snap his fingers and turn it off, like he could say, the Lord of the Nine template.

Given this agreement, I stand by my ruling, except that "as a DM wills it" should be changed to "as Dispater wills it".
Phantos

05-31-07, 05:52 PM
Yeah well, you think you're so cool, Dispater? Try taking on the Lord of all Rust Monsters: Rusticor! And you have to do it in Rustoria, the land of Rust, too! It is a land whose anthem is the verbal component for the Rusting Grasp spell; where all common animals have been replaced by Rust Monsters.

Lord of Iron? Feh! You're as good as melted away! :P

Of course, I have written the rules for Rusticor along with my friends and I feel they are not horribly slanted in any way at all. :eek:
Mister_Sinister

05-31-07, 06:22 PM
Hey Witch. First of all, congratulations for running such a mammoth project; I have nothing but admiration for someone who can run this many players through a very complex system such as DF epic level DnD.

While I'm not normally an epic player (I consider the system above any real-life DM I know), this challenge intrigues me. However, due to the DF website being down, I have some questions that I need you or another DFer to answer first.

1) How much time manipulation does the cosmology allow? I keep hearing about an entity called Paradox; who/what is he/she/it, and what does he/she/it allow?

2) How much time manipulation will you, as the DM, allow? We're not talking anything like T_G's 'make time do backflips' theoretical builds here: I'd like to build a deity related to time somehow, with temporal manipulation being core to my concept.

3) Any news on the DF website? I would love to mine it for resources, but currently cannot.

Thanks in advance.
Phantom Llama

05-31-07, 06:35 PM
Hard luck Buugipopuu.

Witch:
How big an XP pool do characters have for things like item crafting/non-RoEM epic spells/Wishes?

What's the situation regarding XP costs and Wish/Miracle SLAs?
The Serge7

05-31-07, 06:37 PM
3) Any news on the DF website? I would love to mine it for resources, but currently cannot.
Working on getting it up and running ASAP.
Witch

05-31-07, 06:41 PM
Hey Witch. First of all, congratulations for running such a mammoth project; I have nothing but admiration for someone who can run this many players through a very complex system such as DF epic level DnD.

While I'm not normally an epic player (I consider the system above any real-life DM I know)
I think Epic D&D, at least at this level, is too difficult to actually run in real life. Play by post makes it a lot easier. :)

1) How much time manipulation does the cosmology allow? I keep hearing about an entity called Paradox; who/what is he/she/it, and what does he/she/it allow?

I can't immediately take you to the write-up due to the site being down. However, he allows reasonable amounts. Things that don't have too obvious an impact. For example, going back in time to kill a deity when he was still a human child is a no-go. Going back in order to tell Dispater "there'll be a deity on your turf soon" is acceptable.
2) How much time manipulation will you, as the DM, allow? We're not talking anything like T_G's 'make time do backflips' theoretical builds here: I'd like to build a deity related to time somehow, with temporal manipulation being core to my concept.
Reasonable amounts. The problem, though, is that running time-related games is very difficult, especially when both sides have access to it. It's hard to lose track of what actually happened, and what will happen, etcetera.
Witch

05-31-07, 06:43 PM
Hard luck Buugipopuu.

Witch:
How big an XP pool do characters have for things like item crafting/non-RoEM epic spells/Wishes?

What's the situation regarding XP costs and Wish/Miracle SLAs?
The SLAs cost XP for everything that goes beyond 5,000 XP. The five levels of free level adjustment are available in experience points.
Note that I object to at will Wish & Miracle outside the one granted by Alter Reality.
Archtyrant Terevoth

05-31-07, 06:50 PM
He may have a decent case for disagreeing, but he does not have a decent case for saying I'm arbitrarily having effects fail.


Seems like you're arbitrarily saying effects fail, if you ask me. The description of a greater artifact is that you cannot damage or destroy it, not that you can't warp or polymorph it temporarily in any way, or otherwise walk through it.

It seems here, you're just making arbitrary rulings to make it impossible to bypass. After all, if you had a greater artifact sword, would you rule that it can't meld with a wildshape or that it doesn't enlarge when you cast righteous might or enlarge person on yourself? As written, there's nothing saying you can't alter the shape of an artifact temporarily.

It seems this challenge isn't even about a character versus Dispater. It's about a character fighting against an arbitrarily powerful artifact that gets the most liberal interpretation of "can't be destroyed". People just want to get a spell that walks through it. That isn't anywhere close to destroying it, and strikes me as a purely arbitrary ruling when it doesn't work.

On a side note, is there any reason why an incorporeal creature couldn't just fly through the walls of the tower? Incorporeal doesn't require any special planar links, nor should it be blocked by anything. The walls of the tower can't be very thick, it's an uber indestructible artifact.
Witch

05-31-07, 07:07 PM
Seems like you're arbitrarily saying effects fail, if you ask me.
You and I seem to have utterly different definitions of "arbitrary".

It seems here, you're just making arbitrary rulings to make it impossible to bypass. After all, if you had a greater artifact sword, would you rule that it can't meld with a wildshape or that it doesn't enlarge when you cast righteous might or enlarge person on yourself? As written, there's nothing saying you can't alter the shape of an artifact temporarily.
Does melding with a wildshape involve destroying aspects of an artifact? Can you meld a weapon an opponent is carrying in your wildshape? Is that weapon an epic artifact that is to represent utter rigidity?


It seems this challenge isn't even about a character versus Dispater. It's about a character fighting against an arbitrarily powerful artifact that gets the most liberal interpretation of "can't be destroyed". People just want to get a spell that walks through it. That isn't anywhere close to destroying it, and strikes me as a purely arbitrary ruling when it doesn't work.

Said explanation for getting through it involved damaging the artifact. Which can't be done, given its status as an artifact.

The walls of the tower can't be very thick, it's an uber indestructible artifact.
What the hell relates the first to the second? The tower is 9x9x999 miles, if you hadn't heard that yet.
Buugipopuu

05-31-07, 07:14 PM
Here's the conversation that ensued on my question:
Notes: Serge, Kain Darkwind and Selah are the three authors of Dispater in Gates of Hell. Selah is the one who wrote Dispater himself.


Okay, fine. Miracle should still work, but I much prefer to use methods other than that to accomplish things.

Probably not going to get accepted, but can I pretend I had spent some of my skill points on Skill Tricks? I was intending to use them initially, but Complete Scoundrel only arrived yesterday.

The walls of the tower can't be very thick, it's an uber indestructible artifact.

I extended the range of Surpasswall to 1800ft as a precaution. I thought it might not be enough, not that it mattered. Half-mile thick walls wouldn't be completely unexpected.
Venenum

05-31-07, 07:15 PM
What the hell relates the first to the second? The tower is 9x9x999 miles, if you hadn't heard that yet.

It must be very hard streach you legs and arms in there. :D

Sory just had to be said. Oops saw it was miles...
Flymolo

05-31-07, 07:25 PM
It seems here, you're just making arbitrary rulings to make it impossible to bypass. After all, if you had a greater artifact sword, would you rule that it can't meld with a wildshape or that it doesn't enlarge when you cast righteous might or enlarge person on yourself? As written, there's nothing saying you can't alter the shape of an artifact temporarily.

A huge portion of Dispater's flavor is immutability. I'd say that Transmuting the major artifact that is the symbol of his power would be akin to turning the Venom Fount into a fluffy kitten (that is Lawful Good).

IMO, Surpasswall should work on the Iron Tower if the caster succeeds on both a rank check (either against Dispater or DC 1d20+21) and a CL check against the Tower's creator (Perhaps CL 76 with some bonus to the check?). Optionally I'd rule that the caster must meet certain prerequisites to do so at all (perhaps CG or demonic), or maybe rending space-time to the required degree would even create a Sphere of Annihilation effect within the hole as the fabric of reality shreds.
Archtyrant Terevoth

05-31-07, 07:37 PM
What the hell relates the first to the second? The tower is 9x9x999 miles, if you hadn't heard that yet.

Well if you've got an artifact tower, no point in creating super thick walls, given that the thickness won't actually do anything, since even a paper thin wall on an artifact is indestructible.
goro

05-31-07, 07:40 PM
Witch, do you, or someone else, have the stats for demogorgon? Have you seen my updated Monk's Belt and my Epic feat?



Channel Demon Prince
Conjuration (Summoning)
Spellcraft DC: 14
Components: V, S
Casting Time: 1 minute
Range: 75 ft.
Effect: One summoned creature
Duration: 20 rounds (D)
Saving Throw: Will negates
Spell Resistance: Yes
Seeds:
+14 (Seed: Summon), (Increase DC +2 per CR of target), +60 (unique creature), +21 (Transform), +5 (Transform into Outsider), +25 (Transform into unique creature), +168 (Increase for 99HD), (+10 per EX and SU ability)

Factors:
+2 (Dismissible by caster), +28 (Quickened)

Mitigating Factors:
???


By means of this mighty spell, you channel the power of Demogorgon through the targeted creature. The target of this spell gains the alignment, mental and physical ability scores, and super natural and extraordinary abilities of demogorgon.
Phantom Llama

05-31-07, 08:07 PM
Well if you've got an artifact tower, no point in creating super thick walls, given that the thickness won't actually do anything, since even a paper thin wall on an artifact is indestructible.

It's a matter of principle.

And also pointless redundancy, which is cool.
Buugipopuu

05-31-07, 08:17 PM
Well if you've got an artifact tower, no point in creating super thick walls, given that the thickness won't actually do anything, since even a paper thin wall on an artifact is indestructible.

You're discussing a tactic that works only if the tower has thin walls, and you're also claiming that there's no point in making the walls thick? The very fact that it would be advantageous to you for there to be a thin-walled tower shows that there is a point to thick-walled ones.
Rikandur_Azebol

06-01-07, 12:28 AM
Buugipopuu, I guess that Your Challenger failed it's rank check needed for wall-walkthrough. But I would prefer Witch to tell that straight. :(
Also, do You see possibility that even if Your epix spell would work it could just mean tha Your guy gets an ... empty tunnel-hole 1800' long that leads to nowhere ?

You can alvays use Wish to enter the tower. But ... do You know where the devil is hiding ? :D



Witch, I personally disagree with You on the interpretation of "rigidity". Dispater's tower is described as shifting and transforming all the time. Buugipopuu's spell should work regardless of everything since his explaination makes this reasonable ... but due to liquid-esqe nature of Iron under the Dispater's gaze would be just used by evil one to lure Nameless into a trap. And I belive that Dispater would be instantly aware if someone tried to play with his toy.

Nameless "created" a hole and went in. Big deal ... witnessess saw that hole closed behind Nameless. EOS for Namelss crushed under the weight of iron. :P
Witnessess overhear a single scream (could be faked) and Iron Duke can play Magneto on Challenger until Challenger flies or dies.

And what's with my questions ?
Witch

06-01-07, 04:17 AM
Probably not going to get accepted, but can I pretend I had spent some of my skill points on Skill Tricks? I was intending to use them initially, but Complete Scoundrel only arrived yesterday.

I'm not that aware of what exactly skill tricks can do, so I'd need to check it out first. Given that your character is already made, I'd prefer not.


Witch, do you, or someone else, have the stats for demogorgon?
Regardless of whether I have the new ones or not, I can only point you to the outdated ones for the time being.

Have you seen my updated Monk's Belt and my Epic feat?
I've noticed them, haven't checked them thoroughly yet.


And also pointless redundancy, which is cool.
:D


Buugipopuu, I guess that Your Challenger failed it's rank check needed for wall-walkthrough. But I would prefer Witch to tell that straight. :(
I made it straight already that it can't be done.


Witch, I personally disagree with You on the interpretation of "rigidity". Dispater's tower is described as shifting and transforming all the time.
Well, the authors of Gates of Hell don't disagree. Also, there lies a giant stupidity in that aspect of the description of the Iron Tower in the Fiendish Codex. It's pointless change. As you may have noticed, I've never in the entire attempts thread ever refered to the tower changing. That's because it's a crap idea.
Rikandur_Azebol

06-01-07, 04:43 AM
Well, the authors of Gates of Hell don't disagree. Also, there lies a giant stupidity in that aspect of the description of the Iron Tower in the Fiendish Codex. It's pointless change. As you may have noticed, I've never in the entire attempts thread ever refered to the tower changing. That's because it's a crap idea.

Thank You. :)

And don't take it as if I try to undermine Your authority. I were merely refering to fact that IF the tower were so shifty, Nameless's spell should work ... even if only for single round. If the tower is, as You pointed out it to be, it is all within probability that it would deny the magic. But to be hones I personally disagree with automatic immunities to Epic Spells. Seems wrong to me, even if we speak here about Epix Major Artifacts.
goro

06-01-07, 01:47 PM
Supreme Magical Sight: SDA
Prerequisites: Spellcraft 40 ranks, Knowledge(arcana) 40 ranks, See Magic
Benefit: You may spend a swift action to use a spellcraft check to identify the propeties, the including how to activate those functions(if applicable), and how mny charges are left(if any), of any magical item or aura that you can perceive through your magic sight. This ability works on minor artifacts, but not major artifacts.
Buugipopuu

06-01-07, 04:30 PM
Just to clear things up before I wish myself inside, what is your stance as DM on having Miracle At Will from the Luck domain? I presume it doesn't allow you to get out of the XP cost for a greater effect, but I'm not sure if there are any other restrictions. Is the SLA lesser effects only, or does it allow greater effects, but with the XP cost intact, or is Miracle completely barred from used as an SLA?
Witch

06-01-07, 04:34 PM
Hmm, personally, I'd likely rule differently if you hadn't already taken the domain, so I'll adapt my ruling to not be unfair to you:

It allows greater effects, but that takes an xp cost.

[My ruling if I had noticed it before the character was approved would've likely been to prohibit Miracle as an at will SLA altogether, and replaced it by another spell on the domain]
Archtyrant Terevoth

06-01-07, 06:27 PM
Well if incorporeality works but is just limited by thickness of the walls, how about this spell.


Epic Ghostform
Conjuration (Summoning)
Spellcraft DC: 31 + ??
Components: V, S
Casting Time: 1 minute
Range: 300 ft.
Effect: One creature or inanimate object
Duration: Permanent
Saving Throw: Fort negates
Spell Resistance: Yes
Seeds:
Transform 21 base, +10 (make incorporeal), +?? (ad hoc for improved incorporeality)

This spell grants the target creature the incorporeal subtype. In addition to the basic traits of being incorporeal, the creature can go any distance through solid matter. It does not have to remain close to the edge of walls.
goro

06-01-07, 11:46 PM
Somewhat poorly worded, but you understand what i'm aiming for with this SDA. If someone sees how to clear it up, please do.

Telekinesis (SDA)
You possess telekinesis, as the spell, as a Supernatural ability(always on). Your HD determine your effective caster level with this ability. There are no level limits on this ability(i.e. normally lift 25 lbs. per level max 375, with this ability the max lift is uncapped).
Zelck

06-02-07, 02:00 AM
Hey, put me in line, I think I'm done! :D

The last (hopefully) version of Aram can be found HERE (http://putstuff.putfile.com/84552/8594595) (Warning: Excel file; use the tabs on the bottom to navigate to other parts of the charsheet).

Please look it over and see if there's anything I messed up.

By the way, Witch, for my attempt, I'll be spending a lot of time preparing before heading in. My attempt may also take a while time-wise, you may want to run another char along-side mine, if you aren't too busy.
Mister_Sinister

06-02-07, 07:10 AM
Witch, what's your stance on stuff from Untapped Potential? I doubt you have the book, but Tempest Stormwind was one of its authors, and it's actually very balanced. I need a limited number of things from it, which I am willing to PM to you if you wish to view them.

Also, what kind of ad hoc Spellcraft DC mod would you place on an epic power to delay its effect by 1 round?
goro

06-02-07, 02:00 PM
Does anyone know where I can find information on sizes Colossal+?

Witch, could a Malefircarim take Infernal Nobility (EX) as its Infernal Might special quality or its Infernal Heir special ability? And not have the where Asmodeus allows restriction?
fnord

06-02-07, 03:18 PM
Does anyone know where I can find information on sizes Colossal+?
It's in the ELH or the epic section of the SRD/DMG, dealing with epic dragons.
Witch

06-02-07, 04:13 PM
Well if incorporeality works but is just limited by thickness of the walls, how about this spell.


Epic Ghostform
Conjuration (Summoning)
Spellcraft DC: 31 + ??
Components: V, S
Casting Time: 1 minute
Range: 300 ft.
Effect: One creature or inanimate object
Duration: Permanent
Saving Throw: Fort negates
Spell Resistance: Yes
Seeds:
Transform 21 base, +10 (make incorporeal), +?? (ad hoc for improved incorporeality)

This spell grants the target creature the incorporeal subtype. In addition to the basic traits of being incorporeal, the creature can go any distance through solid matter. It does not have to remain close to the edge of walls.

It seems to make little sense to me, given that any incorporeal creature has such restriction, and that such a spell would, to my understanding, require the ability to use transitive planes.

Somewhat poorly worded, but you understand what i'm aiming for with this SDA. If someone sees how to clear it up, please do.

Telekinesis (SDA)
You possess telekinesis, as the spell, as a Supernatural ability(always on). Your HD determine your effective caster level with this ability. There are no level limits on this ability(i.e. normally lift 25 lbs. per level max 375, with this ability the max lift is uncapped).
Get back the limit, and triple it from its standard limit.

Hey, put me in line, I think I'm done! :D

The last (hopefully) version of Aram can be found HERE (http://putstuff.putfile.com/84552/8594595) (Warning: Excel file; use the tabs on the bottom to navigate to other parts of the charsheet).

Please look it over and see if there's anything I messed up.

By the way, Witch, for my attempt, I'll be spending a lot of time preparing before heading in. My attempt may also take a while time-wise, you may want to run another char along-side mine, if you aren't too busy.
Don't have the time to look it over right now, but if you'll be spending lots of time, I suggest you add me on msn when we start. It smoothes things up and leads to less OOC talk on the thread.

Witch, what's your stance on stuff from Untapped Potential? I doubt you have the book, but Tempest Stormwind was one of its authors, and it's actually very balanced. I need a limited number of things from it, which I am willing to PM to you if you wish to view them.
Limited number I'll be willing to take a look at. Not yet, though. Remind me in a week or two.

Also, what kind of ad hoc Spellcraft DC mod would you place on an epic power to delay its effect by 1 round?
Delay Spell Spell Slot Adjustment x 10


Witch, could a Malefircarim take Infernal Nobility (EX) as its Infernal Might special quality or its Infernal Heir special ability? And not have the where Asmodeus allows restriction?
No. Asmodeus is Hell.
Archtyrant Terevoth

06-02-07, 04:23 PM
It seems to make little sense to me, given that any incorporeal creature has such restriction, and that such a spell would, to my understanding, require the ability to use transitive planes.


If you want flavor for it, it could simply reduce the size of your individual molecules such that they can fit in the spaces between the molecules of other objects. You're held together by magic. There are lots of ways to explain it.

And if that doesn't work, what about simply an epic shapechanging spell that turns you into a really really long worm like creature. Basically incorporeal only has the restriction that you stay adjacent to an open square. Meaning that you could be a really long creature and get quite far into an object.

So how about a spell to turn you into a 500 ft long worm, or something similar?
Witch

06-02-07, 04:34 PM
If you want flavor for it, it could simply reduce the size of your individual molecules such that they can fit in the spaces between the molecules of other objects. You're held together by magic. There are lots of ways to explain it.
I don't believe molecules exist in D&D.



So how about a spell to turn you into a 500 ft long worm, or something similar?
Find the size category rules for it.
goro

06-02-07, 05:08 PM
No. Asmodeus is Hell.

I thought The Overlord was hell, and Asmodeus was merely an aspect of him?

Oh, I still need a ruling on my feat and artifact, although on the artifact I think it might be a little too powerful. I could divide the unarmed strike damage and the fastmovement into 2 different artifacts, the unarmed strikes into a greater artifact, the fast movement into a lessser artifact.
Witch

06-02-07, 05:12 PM
I thought The Overlord was hell, and Asmodeus was merely an aspect of him?
Avatar, actually. With all of his authority.

Oh, I still need a ruling on my feat and artifact, although on the artifact I think it might be a little too powerful. I could divide the unarmed strike damage and the fastmovement into 2 different artifacts, the unarmed strikes into a greater artifact, the fast movement into a lessser artifact.
I'm currently too busy to read them all.
Archtyrant Terevoth

06-02-07, 05:14 PM
I don't believe molecules exist in D&D.

I can give you a quasi-scientific explanation, but I can't explain how magic works.

IT'S MAGIC!

It doesn't work by any concrete laws.

It's impossible to "make sense" of something magic in the first place. Why do incorporeals have to stay close to the outer wall of something in the first place? I mean, I can't explain how a spell can transcend that limitation until you actually explain the reasoning behind the limitation to me. Since the limitation has no physical or sensible basis, I wouldn't figure I would even need to justify how an epic spell can transcend it. It'd just be a matter of coming up with a balance ad hoc modifier for it.



Find the size category rules for it.

Well, the ELH has a collossal+ category, which would contain these truly massive creatures. I'm not sure exactly what the ad hoc modifier for transforming into something that big would be, but I figure it shouldn't be beyond a 70th level character's capabilities. I mean, it doesn't even need to be an effective combat form, it just needs to be really long.
goro

06-02-07, 05:20 PM
I thought that incorporeal creatures could only exist on planes adjacent to the ethereal plane?

Avatar, actually. With all of his authority.

But a malefircarim is born directly of the blood of the overlord. I don't know exactly how that would affect things, but I thought it would.

Which books have the specific rules for ssizes colossal plus. Not just for dragons, but for all creatures with a massive size, I though i saw them refered to as colossal 2, colossal 3, or something along those lines.
Witch

06-02-07, 05:23 PM
I thought that incorporeal creatures could only exist on planes adjacent to the ethereal plane?
That's incorrect. Those're ethereal creatures, such as ghosts.



But a malefircarim is born directly of the blood of the overlord. I don't know exactly how that would affect things, but I thought it would.
Even Verrier holds much of his power only by virtue of Asmodeus. And he's the greatest of the Hellspawn.



Archtyrant: give me some time to digest that.
goro

06-02-07, 05:29 PM
That's incorrect. Those're ethereal creatures, such as ghosts.
Oh, I didn't know there was a difference.

Even Verrier holds much of his power only by virtue of Asmodeus. And he's the greatest of the Hellspawn.

If thats true, then I might still be allowed to take it, but would Asmodeus allow me to make use of it on Dis? I was thinking Paragon Malefircarim.
Witch

06-02-07, 05:36 PM
If thats true, then I might still be allowed to take it, but would Asmodeus allow me to make use of it on Dis? I was thinking Paragon Malefircarim.
No Paragon Malefircarim exists. Verrier is the greatest of the Malefircarim, and even he is no paragon.
goro

06-02-07, 05:39 PM
This challenge would be easier if they were finished with thier other projects, the faerie project and HoTA. And if they had som more info on the goodguys.
Witch

06-02-07, 05:45 PM
This challenge would be easier if they were finished with thier other projects, the faerie project and HoTA. And if they had som more info on the goodguys.
Faerie Project is not Dicefreaks official. It's more of a members-jointly thing. Some might want it to be official, but personally, I'm not that big a fan. Personal thing, though. (No Phantom Llama, there's no need to castigate me for that :P)

Horrors - well, we're working on that.

Good guys - A Light from on High has less priority than Horrors, though work does happen to it.

Then there's all these other projects, such as the Neutral Evil one (my favorite). But those are far away in the distance. We work on these things as a hobby after all, so we can't write as fast as WotC.
goro

06-02-07, 05:59 PM
Not a criticism, just a wish. I at least wish the "Demon Prince" template was done. I've got my Paragon Marquis Half-Fiend mostly done.


As the telekinesis spell but an innate ability.
Sustained Force: You may lift 10 lbs. per Divine Rank.
Combat Maneuver: Can use telekinesis to perform a bull rush, disarm, grapple(including pin), or trip. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity, you use your HD in place of your base attack bonus (for disarm and grapple), you use your Charisma modifier in place of your Strength or Dexterity modifier, and a failed attempt doesn’t allow a reactive attempt by the target (such as for disarm or trip). No save is allowed against these attempts.
Violent Thrust: You can hurl one object or creature per HD(maximum 30) that are within range and all within 10 feet of each other toward any target within 10 feet per HD of all the objects. You can hurl up to a total weight of 100 pounds per Divine Rank.
You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + Charisma modifier. Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects).
Creatures who fall within the weight capacity of this ability can be hurled, but they are allowed Will saves to negate the effect, as are those whose held possessions are targeted by the ability. If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).


Freedom SDA
Prerequisite: Travel Domain
You gain the innate ability of Freedom (EX), as the spell.
Rikandur_Azebol

06-03-07, 02:39 AM
Not a criticism, just a wish. I at least wish the "Demon Prince" template was done. I've got my Paragon Marquis Half-Fiend mostly done.

Make up extrapolation based on Demon Lord ? ;)


As the telekinesis spell but an innate ability.
Sustained Force: You may lift 10 lbs. per Divine Rank.
Combat Maneuver: Can use telekinesis to perform a bull rush, disarm, grapple(including pin), or trip. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity, you use your HD in place of your base attack bonus (for disarm and grapple), you use your Charisma modifier in place of your Strength or Dexterity modifier, and a failed attempt doesn’t allow a reactive attempt by the target (such as for disarm or trip). No save is allowed against these attempts.
Violent Thrust: You can hurl one object or creature per HD(maximum 30) that are within range and all within 10 feet of each other toward any target within 10 feet per HD of all the objects. You can hurl up to a total weight of 100 pounds per Divine Rank.
You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + Charisma modifier. Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects).
Creatures who fall within the weight capacity of this ability can be hurled, but they are allowed Will saves to negate the effect, as are those whose held possessions are targeted by the ability. If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).

Freedom SDA
Prerequisite: Travel Domain
You gain the innate ability of Freedom (EX), as the spell.


Nice ones ... but is Your SDA telekinesis Ex or Su ? And how extacly Freedom SDA works ? Description seem vague enough, is it requring standard action ? Or it's constantly active ? Can rival deities overcome it with rank check ?
Mister_Sinister

06-03-07, 03:30 AM
Sorry with all this endless harassment, Witch, as well as apologies if any of these questions have been answered before.

How much cash do you get for being a DvR 18, level 70 god?

If I manifest multiple instances of the same power with Delay Power, would I require one standard action to 'activate' each power (assuming I choose that option), or can I get them all in one? If I cannot (which I assume is the case), can I get that ability from a custom epic feat? What about an SDA? An item? If an item, would it be an artifact? If so, how much?

Also, do you object to the conversion of Enhance Spell and Intensify Spell into metapsionic feats? What about Multispell (becoming Multipower)?

Another more mundane thing: do you count metapsionic feats as psionic feats for the purposes of Psionic Body?

Can I assume that the stuff in the Epic SRD is allowed by default (in terms of items and epic spells), or need I clear each thing with you?
Geraturatu

06-03-07, 04:18 AM
Oh yes, I was wanting to ask you some things witch, though ones not specifically about the duals.

1) What's Asmodaeus' True form look like? I was wondering for many reasons.
2) Would classes from OA be availiable?
3) Where can I find the stuff for ToB?
Phantom Llama

06-03-07, 05:32 AM
(No Phantom Llama, there's no need to castigate me for that :P)

I think you'll find there is. :mad:

Well, the ELH has a collossal+ category, which would contain these truly massive creatures. I'm not sure exactly what the ad hoc modifier for transforming into something that big would be, but I figure it shouldn't be beyond a 70th level character's capabilities. I mean, it doesn't even need to be an effective combat form, it just needs to be really long.
Alter Reality for a greater deity can increase your size to 1,600 ft, presumably in any dimension.
Zelck

06-03-07, 08:55 AM
IIRC, Multipower is in The Gates of Hell Part 3 or 4, under the Feats section. There's also a feat that makes a type of metapsionics not cost you your psionic focus.

Cash for a level 70 deity can be found in my char sheet, under the equipment tab. It's like 80-something million. Max enhancement bonus to ability scores is +25, and I assumed max other bonus to ability scores from epic spells is +17.

Epic spells need to be cleared with Witch.
goro

06-03-07, 10:34 AM
Nice ones ... but is Your SDA telekinesis Ex or Su ? And how extacly Freedom SDA works ? Description seem vague enough, is it requring standard action ? Or it's constantly active ? Can rival deities overcome it with rank check ?

Yeah, woud need to know those things.

Telekinesis (EX):
Freedom (EX): Works like the spell, but is always active, may be overcome by a diety succeeding on an opposed DvR check.
Venenum

06-03-07, 10:37 AM
Cash for a level 70 deity can be found in my char sheet, under the equipment tab. It's like 80-something million. Max enhancement bonus to ability scores is +25, and I assumed max other bonus to ability scores from epic spells is +17.


Actually it is more than 80 million. It is, as extrapolated from page 209 of the DMG, 94 million gold pieces. Of course this leads to the problem of having too much gold...

Does a ring of protection and that stuff stack with the bonuses granted by being a deity?
Rikandur_Azebol

06-03-07, 11:03 AM
I'll bump in, to save Witch time for anservs that are easy. Hopy You won't be angry at me for that interverence. :P


How much cash do you get for being a DvR 18, level 70 god?

85,780,800 gp. Remeber that any artifact Your Challenger might posess will come out of this amount, and Witch will state price for more unusual things.

If I manifest multiple instances of the same power with Delay Power, would I require one standard action to 'activate' each power (assuming I choose that option), or can I get them all in one? If I cannot (which I assume is the case), can I get that ability from a custom epic feat? What about an SDA? An item? If an item, would it be an artifact? If so, how much?

What do You mean ? IMO if You use Time Stop kind of thing to get 5 virtual rounds of casting and then cast some stuff using delay metamagic/metapsionic like:
Round 1: Cast Time Stop(3 rounds)
TS round 1: Power X Nr 1(delayed 3 rounds)
TS round 2: Power X Nr 2(delayed 2 rounds, Nr 1 waits 2 rounds more)
TS round 3: Power X Nr 3(delayed 1 round, Nr 1 and Nr 2 wait 1 round more)
Round 2: Power Nr 1, Power Nr 2 and Power Nr 3 get off in the same time.

It is what You have in mind ? Perhaps ... You could make contingent spells that get off on command. Like Wizard Bob crafted 40 contingent Magic Missiles on his finger-tip, with such trigger action: "Point at target and say Kazam loudly."

And if Bob later points at someone and says Kazam, the unfortunate recives 40 instances of magic missiles spell.

Also, do you object to the conversion of Enhance Spell and Intensify Spell into metapsionic feats? What about Multispell (becoming Multipower)?

I belive Witch allowed these. And as Zeleck mentioned it is avaible in approved source.

Another more mundane thing: do you count metapsionic feats as psionic feats for the purposes of Psionic Body?

As far as I know ... all feats with [Psionic] descriptor fit for Psionic Body feat. So what concerns You so much ?

Can I assume that the stuff in the Epic SRD is allowed by default (in terms of items and epic spells), or need I clear each thing with you?

Stuff from ELH is usually allowed. With sole exception being Epix Spells. Each and every one must be run trough DM, as the Epix spell rules demand.


1) What's Asmodaeus' True form look like? I was wondering for many reasons.

He looks like Serge. ;)
But seriously now, DF cannon from Gates of Hell states that Overlord of Hell looks like slightly big serpent with wings. Each scale is the size of the planet. Presumed to be black, with red eyes. It slumbers under Nessus and bleeds, constantly surrounded by hordes of "fleas" in the form of Maleficarim (Devil equivalent of Infernal) and Nessian Pit Fiends(Epix Pit Fiends, almost Paragons) that are birthed constantly out of it's blood. Billions of them per scale, of course.


2) Would classes from OA be availiable?

I think that it will require more specific request on Your part, Geraturatu. Witch tends to frown on vague questions. Better ask Him what extacly class from OA You want to use. Let me guess ... Iajitsu Master ? :P

Sorry, couldn't resist the temptation to tease You with that. :embarrass

But if You want something considered for approval from DM You have to ask Witch for specifics.
For example, someone asked for Planar Bubble spell. It was allowed.
I asked for Delay Death spell. Witch was recultant due to bad experiences with abuses of this magic, but nice folks around helped me to convice Him that it isn't that "scary". :)


3) Where can I find the stuff for ToB?

As far as I know it's allowed on case-by-case basis by DM. Check first page for specifics. :D



Goro, these two look much better now. I think that SDA giving You 1 spell-mimicking thing should have it's perks. And those two definitively have these perks in the form of ignoring Dead Magic Zones and SR. :)
Mysteris

06-03-07, 04:41 PM
Based on the learned comments of my fellow siegers and Witch, here is Mirienemi v. 2.1. Now featuring Loremaster levels to deal with a certain pesky artifact, as well as new SDAs and a revamped spell, artifact, and item list. :)

Appearance (true form): Mirienemi (Meer-e-en-ah-me) appears as the translucent image of a slender and well-curved nymph female in the bloom of youth, standing 5'4" tall, though she often varies her appearance and height. A shimmering curtain of coppery red hair sprinkled with glittering stars frames a pale, delicate, heart-shaped face. She has very large, tiptilted eyes that are ever-shifting in color and convey an impression of unfathomable timelessness quite at odds with her usual quirky grins or gentle smiles. When not arrayed for battle she is usually either nude or in wispy garments of mist and shimmering light that only barely conceal her femininity.

Personality: Mirienemi is a kind and wise soul with the playful spirit of a innocent child. Benevolent and sweet-natured, Mirienemi has long tended to the needs of those weaker than herself. She can be mercurial and flighty, and she has a mischievous streak a mile wide. She uses her powers over time and fate to foretell the destinies of others, and often she'll meddle in those destinies if she thinks she can improve their lot. She applies this same principle to civilizations as well, and actively works to shake up stagnant and hidebound societies. She means well, but her wandering attention and lack of true understanding about mortal consequences means that sometimes things spiral out of control in unintended ways. She's a big proponent of personal freedom for all and the sight of injustice and tyranny can easily bring about her wrath. Woe be to evil-doers in range when she's on the warpath. She's a believer in karmic retribution for wicked deeds, and she has no problem being karma's agent when need be.

History: Mirienemi is ancient almost beyond measure. One of the first goddesses, she began her existence as a nymph in the time before the dawning of the Mortal Coil. Originally she was of the Seelie Court, and can remember the exile of the Lost Dreamers as well as the great battle between the Seelie Queen Gloriana and the creature called the Unborn. When the battle ended and the Fey began spreading out to the new-made mortal worlds, Mirienemi found herself on a pristine and lovely world. The mortals of that world revered the beautiful nature spirit, who tended their wounds and yet never seemed to age. Generations passed, and as the nymph played her days away with her animal friends, a great civilization began to spring up outside the woods and lakes of her home. Mirienemi healed all who came to her without regard for gender, class, race, or creed, never noticing the veneration that came to be associated with her and the "sacred forest" in which she dwelled.

It came as a great shock to her on the day when the Queen of the Seelie Court visited her lakeside home. Before she could do much more than kneel and properly greet her, Miri found herself banished from Faerie. When she, stricken, asked why, she was told that she had transcended her natural place, having become a being not part of nature. Without realizing it, the worship of the many mortals of her adopted world had transformed her into one of the first true deities. Confused, the dismissed Miri traveled beyond her world, venturing into the Realities Beyond to try and process all that was happening.

Still nymph at heart, Mirienemi wandered the forming Outer Planes, witnessing the arrival of other deities and the rise of the devils, among other cosmic events. She found that she could not abide the physical or mental suffering of mortal beings or the stagnation the devils were bringing, and aligned herself with the powers of goodness. Her body no longer bound by her fey origins she became a transparent figure of wisdom and compassion; oracle, knowledge-keeper, and divine avenger of injustice. In time she accepted her new divinity and established a realm of her own. She continues to forward the cause of life, but she sees herself as now being capable of acting against the causes of the evils that threaten life as well.

Portfolio: Time, Fate, Healing, Magic, Chaos, Freedom, Knowledge, Divine Retribution

Symbol: A nymph maiden dancing across a lake of rainbow waters, with a full moon in the starry night behind and above her.

Favored Weapon: Longbow.

Alignment of worshippers allowed: Chaotic Good, Neutral Good

Environment: Utopia's Embrace (Divine Realm), on Arvandor in the Olympian Glades of Arborea

Utopia's Embrace: This sylvan paradise lies in far northwestern Arvandor. The boundaries of this massive realm are marked by foothills carpeted in a profusion of wildflowers. Treants wander the borders, happy to guide passengers of good intent and thwart any dangerous intruders. The warm breezes of this land's sunny, eternal spring carry the scent of the honeybees and flowers. Copper dragons lair in the higher hills that border the massive basin of the Embrace proper, always up for a chat.

Utopia's Embrace, viewed from above, is a massive forested basin surrounding a miles-wide lake in the center. Smaller streams, lakes, and rivers feed this lake from springs in the hills. The lake itself is unusual, with water that ripples every color of the rainbow. One descends towards it across paths that the sentient forest opens. Awakened trees and animals (both magical and natural) can be found all over the area, keeping company with Eladrin, elves, and the spirits of Mirienemi's mortal worshippers. These petitioners live in treetop communities or in homes formed from a partnership with the living trees around them, which are of every type imaginable. Mirienemi does not allow the destruction of her sacred forest for housing or other purposes.

The very air ripples with life in Utopia's Embrace. Visitors will find their wounds healing faster and their cares eased by the forest. The closer one gets to the central lake, the greater this effect becomes. This is because the central lake, known as the Lady's Lake, has the major positive-dominant trait. Petitioners and guests are shielded from the effects by Mirienemi's will, but intruders will suffer the effects of being on the Positive Energy Plane without shielding (unless they provide their own shielding). When in residence, Mirienemi usually can be found in the smooth, reflective lake or treating with guests in the groves of shady weeping willows that grow along its' side.

Utopia's Embrace has the following traits:

Subjective Directional Gravity
Flowing Time (1 day in Utopia's Embrace is equivalent to one year on the Material Plane)
Finite (1800 miles)
Divinely Morphic
Minor Positive-Dominant; Major Positive-dominant at the Lady's Lake
Strongly Good-aligned and strongly Chaos-aligned: -4 penalty to all Intelligence, Wisdom, and Charisma-based checks for those of alignments other than chaotic good.
Enhanced Magic: Enchantment, Positive Energy, Abjuration, Evocation. Spells, class features, and spell-like abilities that rely on positive energy are enhanced.
Impeded Magic: Necromancy, Negative Energy, Conjuration. Spells, class features, and spell-like abilities that rely on negative energy are impeded.



Name: Mirienemi

Race: Greater Deity (Divine Rank 18)

Type: Fey, Outsider, Incorporeal

Level: 70

Class: Vivacious Template (+5 free LA), Nymph (+7 LA) , Sorcerer 31, Loremaster 10, Initiate of the Sevenfold Veil 7, Fatespinner 5, Master of the Sevenfold Veil 10

Size: Medium

Alignment: Chaotic Good

Strength-5 (-3 mod) (5 inherent)
Dexterity-82 (+36 mod) (57+5 inherent+8 racial, +12 from Belt of the Divine Wind)
Constitution-51 (+20 mod) (32+5 inherent+2 template mod, +12 from Bracers of Epic Health)
Intelligence-54 (+22 mod) (49+5 inherent)
Wisdom-54 (+22 mod) (43+5 inherent+4 racial mod+2 template mod)
Charisma-74 (+32 mod) (41+5 inherent+6 racial mod+2 template mod, +12 from Cloak of Charisma +12, +8 from Rod of Epic Splendor)

(190 +18 DvR bonus +16 from character levels)
All template bonuses/penalties as well as natural ability increases from gaining levels have been factored in.

Speed (land): 30 ft.; (fly): 160 ft. (perfect maneuverability); (swim): 50 ft.

HP: 63d4+13d7+20 (1,863 hp)
AC: 147 (+36 Dex, +33 Natural Armor granted from divinity, +22 deflection from Charisma, +22 deflection from Unearthly Grace racial ability, +22 deflection from Charisma granted from Vivacious Template, +1 Dodge, +1 Haste conferred from weapon); increases to 165 vs. lawful opponents (Favor of Chaos SDA)
Touch AC: 114 (132 vs. lawful opponents)
Flatfooted AC: 117 (135 vs. lawful opponents)

Space/face/reach: 5 ft

Weight: Insubstantial

Base Attack Bonus: 64/64/59 (10 BAB +3 Nymph racial bonus +7 Sorcerer+25 Epic +18 Divine, +1 bonus from Ioun Stone).

Primary Attack: 11 arrows
Secondary Attack: 8 arrows

Fort Save: 125 (37 from classes and prestige classes, +20 Con mod, +21 epic bonus, +18 divine bonus, +22 Unearthly Grace bonus, +1 Nymph's Kiss, +1 Permanent Resistance bonus, +1 from Ioun Stone, +2 from The Lore of True Stamina. Increases to 141 vs. lawful opponents due to the Favor of Chaos SDA).
Reflex Save: 139 (as above, with a 36 Dex mod and Secret Knowledge of Avoidance. Increases to 157 vs. lawful opponents).
Will Save: 144 (as above, with a 30 Wis mod. Increases to 162 vs. lawful opponents).

Initiative: 40 (36 Dex mod+Improved Initiative)

Feats (0 left): Greater Spell Focus (Abjuration), Skill Focus (Spellcraft), Quick Draw, Point Blank Shot, Epic Spellcasting, Extra Spell, Still Spell, Eschew Materials, Empower Spell, Maximize Spell, Intensify Spell, Ignore Material Components, Automatic Still Spell (x6), Nymph's Kiss, Rapid Metamagic, Silent Spell, Quicken Spell, Multispell, Rapid Shot, Manyshot, Improved Manyshot, Epic Skill Focus (Spellcraft), Improved Spell Capacity, Craft Magic Arms and Armor, Forge Ring, Craft Wondrous Item, Craft Staff, Craft Rod, Favored Magic Foe (Evil Outsiders), Reach Spell, Spell Penetration, Greater Spell Penetration, Epic Spell Penetration, Automatic Silent Spell (x4), Arcane Mastery, Transdimensional Spell, Sculpt Spell, Tenacious Magic (Offend Not The Goddess), Tenacious Magic (Orb of Oblivion), Precise Shot, Improved Precise Shot, Craft Contingent Spell, Craft Epic Contingent Spell, Improved Metamagic (x3)

Bonus Feats (from SDAs and domains): Improved Initiative (Time Domain), Spell Focus: all schools (SDA: Divine Spellcasting), Improved Combat Casting (SDA: Divine Spellcasting), Epic Counterspell (SDA: Instant Counterspelling), Combat Archery, Distant Shot, Swarm of Arrows, Uncanny Accuracy (SDA: Divine Archery), Craft Epic Arms and Armor, Forge Epic Ring, Craft Epic Wondrous Item, Craft Epic Staff, Craft Epic Rod (SDA: Craft Artifact)

Special Abilities: Uncanny Dodge (granted from Fate domain), Can cast chaos spells at +1 caster level (Chaos domain), Use scrolls, wands, and other devices with spell trigger or spell activation as a 20th-level cleric (Magic Domain), Can reroll any damage roll and take the better of the two rolls once per day (Force Domain), Can cast healing spells at +1 caster level (Healing domain), Can cast good spells at +1 caster level (Good domain), Can cast divination spells at +1 caster level (Knowledge domain), Gains +1 bonus on caster level checks to overcome an evil outsider's spell resistance; evil outsiders take -1 penalty on saves against Mirienemi's spells and spell-like abilities (Favored Magic Foe feat).

Special Attacks: Blinding Beauty (DC 77 Fort save), Stunning Glance (DC 77 Fort save), spells, spell-like abilities, Positive Energy Ray

Loremaster Secrets: Dodge Trick (+1 AC), The Lore of True Stamina (+2 Fort), Secrets of Inner Strength (+2 Will), Secret Knowledge of Avoidance (+2 Reflex), Applicable Knowledge (One extra feat)

Special Qualities: Damage Reduction 10/cold iron, low-light vision, unearthly grace, wild empathy (+6 bonus), fast healing 5, SR 35/negative energy, positive adaptation, positive energy aura, outsider traits, fey traits, incorporeal traits greater deity traits, permanent resistance spell, permanent darkvision spell, casts as a 7th-level Druid, resistance 38/electricity, immunity (fire and acid), regeneration 114, divine aura, DR 40 (Epic, Chaotic and Frystalline), SR 105, immunity to polymorphing, ability damage, ability drain, petrifaction, energy drain, mind-affecting effects, disease, poison, stunning, death effects, disintegration, sleep, paralysis, imprisonment, banishing, anyone that attacks her automatically suffers a -18 penalty on attack rolls, saves, and checks for one day, can grant +18 bonus or penalty on attack rolls, saves, and checks 18/day, +2 bonus on all Charisma-based checks, Gains +1 bonus on all attack rolls, saves, ability checks, and skills checks due to her pale green prism Ioun stone.

Salient Divine Abilities (0 left): Extra Domain, Extra Domain, Extra Domain, Instant Counterspell, Eldritch Knowledge (Sorcery), Favor of Chaos, Automatic Metamagic (Purify Spell), Automatic Metamagic (Intensify Spell)*, Divine Archery, Divine Fast Healing (SDA taken three times), Power of Luck, Divine Dodge, Bulwark of Time*, Automatic Metamagic (Quicken Spell-like abilities), Divine Spellcasting, Increased Spell Resistance, Increased Damage Reduction (Chaotic), Supreme Damage Reduction (Requires a weapon of Frystalline that has been knowingly made against Mirienemi and willingly mined by a Tulani Eladrin, forged by a Ursinal Guardinal, and cooled in the tears of a Throne Archon), True Knowledge, Craft Artifact, Divine Skill Focus (Spellcraft)

*Bulwark of Time

Prerequisite: Time Domain, Fate Domain, Force Domain

Benefit: Time itself rises in defense of the god with this ability. Whenever one protected by the Bulwark of Time is attacked, regardless of the means or success of the attack, a backlash of chronal energies erupts against the attacker. The attacker is buffeted mercilessly by a sudden gust of the entropic winds of time, suffering 40d6 pure divine damage (intensified with no save or SR, though a Divine Shield can absorb the blow). Someone destroyed by this assault disintegrates (as per the Disintegrate spell). This effect destroys barriers such as a Wall of Force or a Prismatic Sphere that may be protecting the attacker.

Special: This ability is entirely passive and always in effect. It lashes out immediately against attackers, but cannot itself be used as an attack. If the deity with this power is attacked by multiple targets or multiple times in a round, then the Bulwark will strike back on each attack and against each attacker. The Bulwark of Time does not grant bonuses to AC or a miss chance to spells.

Suggested Portfolio Elements: Time, Fate, Supreme

*Automatic Metamagic (Intensify Spell)

Prerequisite: Magic Domain, Int 40, Empower Spell, Maximize Spell, the ability to cast 9th-level arcane or divine spells, Spellcraft 30 ranks

Benefit: The deity with this ability automatically gains the benefits of the Intensify Spell epic feat on any spell they cast. This does not raise the level of the spell cast as the feat normally does.

Suggested Portfolio Elements: Magic

Skills (0 left): Appraise 91 (+2 to appraise bows, armors, shield, and art), Autohypnosis 18, Balance 20, Bluff 91, Climb 20, Concentration 91, Craft (bowmaking) 18, Craft (armor or shield) 18, Craft (artistry) 18, Decipher Script 18, Diplomacy 93, Disable Device 18, Disguise 20, Escape Artist 20, Forgery 18, Gather Information 93, Handle Animal 91 (+2 to wild empathy), Heal 18, Hide 91, Intimidate 93, Jump 20, Knowledge (arcana) 91, Knowledge (history) 91 (+2 to lore checks), Knowledge (local: Arvandor) 91, Knowledge (nature) 93 , Knowledge (nobility and royalty) 18, Knowledge (psionics) 18, Knowledge (religion) 18, Knowledge (the Planes) 91, Listen 53, Lucid Dreaming 91, Move Silently 18, Open Lock 18, Perform (dance) 18, Profession (Gambler) 28, Psicraft 18, Ride 20, Search 18, Sense Motive 93, Sleight of Hand 20, Speak Language 18, Spellcraft 134 (+2 to use spells on scrolls), Spot 53, Survival 18 (+2 aboveground, +2 to find and follow tracks, +2 on other planes), Swim 26 (+8 from Nymph racial bonus; can take 10 on Swim checks at any time and move at 4x speed in a straight line), Tumble 20, Use Magic Device 91 (+2 when using scrolls), Use Psionic Device 18, Use Rope 20

Cleric Domains she grants to followers: Time, Fate, Luck, Magic, Force, Chaos, Healing, Good, Knowledge

Spell-like abilities useable at will: True Strike, Gentle Repose, Haste, Freedom of Movement, Permanency, Contingency, Legend Lore, Foresight, Time Stop, Augury, Bestow Curse, Status, Mark of Justice, Geas/Quest, Vision, Mind Blank, Mage Armor, Magic Missile, Blast of Force, Otiluke's Resilient Sphere, Wall of Force, Repulsion, Forcecage, Otiluke's Telekinetic Sphere, Bigby's Crushing Hand, Nystul's Magic Aura, Identify, Dispel Magic, Imbue with Spell Ability, Antimagic Field, Spell Turning, Protection from Spells, Mordenkainen's Disjunction, Protection from Evil, Aid, Magic Circle against Evil, Holy Smite, Dispel Evil, Blade Barrier, Holy Word, Summon Monster IX (good), Protection from Law, Shatter, Magic Circle against Law, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Cloak of Chaos, Summon Monster IX (chaos), Entropic Shield, Protection from Energy, Break Enchantment, Moment of Prescience, Miracle, Detect Secret Doors, Detect Thoughts, Clairaudience/Clairvoyance, Divination, True Seeing, Find the Path, Discern Location, Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Cure Critical Wounds, Mass Cure Light Wounds, Heal, Regenerate, Mass Cure Critical Wounds, Mass Heal, Analyze Dweomer, Greater Plane Shift, Greater Teleport.

Spell-like abilities 1/day: Dimension Door

Mirienemi casts as a 70th-level sorceress normally. She casts as a 72nd-level sorceress due to her orange Ioun stone and Ring of Arcane Might.

Sorcerer spells per day: 16/37/35/35/35/35/32/32/32/32/12/10/10/10/10/8/8/8/8/6/6/6/6

Spells known: Stick, Caltrops, Resistance, Prestidigitation, Dancing Lights, Ghost Sound (x2), Amanuensis (x2), Mage Hand, Detect Magic (x3), Open/Close (x3), Shield (x3), Grease, Tenser's Floating Disk, Armor Lock (x3), True Casting (x9), Buzzing Bee, Ectoplasmic Armor (x5), Greater Mage Hand, Fist of Stone, Resinous Tar (x2), Blockade, Karmic Aura, Persistent Blade, Siphon, Arrow Mind (x2), Greater Mage Hand, Nerveskitter (x3), Unseen Servant, Scorching Ray (x5), Spectral Hand, Knock, False Life (x2), Aiming at the Target (x2), Distracting Ray, Heart of Air, Phantom Foe (x2), Ectoplasmic Feedback (x2), Sting Ray (x2), Incendiary Slime, Reflective Disguise, Ice Darts, Arcane Turmoil (x2), Shadow Mask (x2), Owl's Wisdom (x2), Eagle's Splendor (x3), Scintillating Scales (x2), Scimitar of Sand, Major Image, Slow (x2), Nondetection, Thin Air (x2), Fireball (x3), Lightning Bolt (x3), Capricious Zephyr, Spell Vulnerability (x3), Haboob (x3), Resonating Bolt (x3), Deeper Darkvision (x3), Giant's Wrath, Shatterfloor, Karmic Backlash, Repelling Shield, Spellcaster's Bane (x3), Bothersome Babble, Heart of Water, Dimensional Anchor, Heart of Earth, Column of Ice, Forceward, Wings of Flurry (x6), Assay Spell Resistance (x3), Forcewave, Wall of Water (x4), Perfect Summons, Storm Mote, Orb of Sound (x7), Orb of Force (x7), Cone of Cold (x2), Gelid Blood, Unearthly Heat, Waves of Fatigue, Viscid Glob, Reciprocal Gyre (x4), Duelward (x3), Graymantle, Coat of Arms, Heart of Fire, Parboil (x2), Draconic Might, Telepathy Block (x3), Orb of Sound (x5), Orb of Acid (x12), Karmic Retribution, Mordenkainen's Trusted Bloodhound, Greater Heroism, Superior Resistance, Mass Suggestion, Mislead, Starmantle (x2), Chain Lightning (x2), Disintegrate (x2), Entomb, Greater Anticipate Teleport (x2), Quickshift (x2), Fleshshiver (x2), Orb of Force (x7), Howling Chain, Heartfreeze, Wings of Flurry (x7), Retributive Enervation (x2), Delayed Blast Fireball (x2), Sword of Darkness, Transfix (x2), Project Image, Antimagic Ray (x2), Ironguard (x3), Mass Flesh to Salt, Planar Bubble, Barghest's Feast, Reverse Gravity, Amber Sarcophagus, Insanity, Synostodweomer, Bite of the Werebear, Prismatic Spray (x4), Radiant Assault (x7), Incendiary Cloud (x2), Polar Ray (x2), Field of Icy Razors (x2), Greater Shout (x3), Desert Binding, Lightning Ring, Polymorph Any Object (x2), Greater Arcane Fusion (x2), Deadly Lahar (x2), Mysterious Redirection (x3), Superior Invisibility, Orb of Force (x9), Wail of the Banshee (x2), Frostfell, Meteor Swarm, Prismatic Deluge (x5), Absorption (x3), Effulgent Epuration (x2), Sphere of Ultimate Destruction, Wish (x3), Obedient Avalanche, Iceberg (x3), Reaving Dispel (x6), Replicate Casting (x2), Reality Maelstrom (x2), Iceberg (x7), Resonating Bolt (x5), Wings of Flurry (x2), Orb of Sound (x8), Reciprocal Gyre (x3), Orb of Force (x5), Greater Dragon Ally (x2), Disintegrate (x2), Chain Lightning (x3), Orb of Sound (x4), Delayed Blast Fireball (x2), Orb of Force (x4), Radiant Assault (x4), Greater Shout (x2), Iceberg (x4), Meteor Swarm (x2), Deadly Sunstroke (x2), Iceberg (x4), Programmed Amnesia, Baleful Polymorph, Mudslide (x2), Transmute Mud to Stone (x2), Prismatic Deluge (x2), Cyclonic Blast (x2), Ashen Union (x3), Replicate Casting (x2), Orb of Force (x3), Iceberg (x4), Incorporeal Nova (x2), Dream Travel, Mirror Walking, Earth Reaver (x4), Solipsism, Maw of Chaos, Iceberg (x4), Radiant Assault (x3), Prismatic Deluge (x3), Orb of Sound (x3), Iceberg (x3).

Druid Spells per day: 8/16/16/16

Spells Prepared: Naturewatch, Purify Food and Drink, Cure Light Wounds (x6), Detect Animals or Plants, Calm Animals (x2), Charm Animals (x2), Foundation of Stone (x2), Camouflage, Eyes of the Avoral (x2), Beastland Ferocity (x4), Healthful Rest (x2), Mass Snake’s Swiftness (x7), Scent, Briar Web, Healing Sting (x5), Mark of the Outcast (x2), Blindsight (x3), Creaking Cacophony, Vine Mine (x2), Prickling Torment (x2), Affliction (x2), Sleet Storm, Crumble (x5).

Epic Spells per day: 9 (arcane)/2 (divine)

Epic Spells Known (arcane): Contingent True Resurrection, Summon Primal Elemental, Orb of Oblivion, Second Chance Denied, Greater Epic Mage Armor, Esoteric Aegis, Offend Not The Goddess, Odds In My Favor, Through the Looking Glass.

Epic Spells Known (divine): Mirienemi's Kiss (x2).

Second Chance Denied
Abjuration
Spellcraft DC: 132
Components: XP
Casting Time: Quickened spell
Duration: Contingent until triggered, then Instantaneous
Range: See Text
Target: One Creature
Saving Throw: Fort Negates
Spell Resistance: No

When cast, the spellcaster selects one creature as its target. The spell does not take effect until and unless the target dies and an effect that attempts to bring that target back to life (such as epic magic or lower-level spells like true resurrection, raise dead, resurrection, revenance, last breath, wish, or miracle) go into effect. Second Chance Denied then activates, immediately preventing the resurrection and permanently destroying the targeted creature. If the target succeeds on a Fort save (DC 142) the spell is negated. If the spell succeeds, a resounding and authoritative feminine voice thunders the word "NO!" across the heavens, accompanied by the brief visual image of a wrathful nymph maid pointing her index finger accusingly at the target.

To Develop: 1,188,000 GP, 24 days, 47,520 XP. Seed: Foresee (DC 17), Dispel (DC 19). Factors: Quickened Spell (+28), No verbal or somatic components (+4), Increase save DC by 26 (+52), Gain +21 to defeat caster level check (+42), Burn 3000 XP to cast (-30 DC).

Mirienemi's Kiss
Conjuration (Healing)
Spellcraft: 59
Casting Time: Quickened spell
Duration: Instantaneous
Range: See Text
Target: One Creature
Saving Throw: Will (harmless)
Spell Resistance: Yes (harmless)

With a thought the spellcaster heals herself or another fully. This spell works as the Heal spell, save that the subject recovers all hit points and is cured of all afflictions and negative levels. An unwilling subject can make a Will save to resist this effect. There's a visual effect of rainbow light rippling over the subject for a few seconds and then bursting into a spray of prismatic butterflies flying into each injury and exploding in a tinkling sound. Each injury is instantly healed up. Within a few seconds the butterflies are gone on a rose-scented wind.

To develop: 531,000 GP, 11 days, 21,240 XP. Seed: Heal (25). Factors: Quickened spell (+28), No verbal or somatic components (+4), Dispelling negative levels (+2).

Summon Primal Elemental
Conjuration (Summoning)
Spellcraft DC: 117
Casting Time: Quickened Spell
Duration: 20 rounds
Range: 75 ft.
Target: None
Saving Throw: None
Spell Resistance: No

This spell summons up a Primal Elemental of the earth, fire, air, or water. The caster selects which element at the time of casting. The elemental arrives in a suitable fashion for so grand an entity. The air rips apart to accommodate an air elemental's entrance. Fire blazes from nowhere, forming a gate for a fire elemental to step through. A cyclone of briny sea water coalesces into a water elemental. An earth elemental smashes through the ground. The elemental obeys the commands of the summoner for the duration of the spell or until it is destroyed.

To Develop: 1,008,000 GP, 20,000 days, 40,320 XP. Seed: Summon (14). Factors: Raising the DC of summoned creature to 35 (+40), Quickened spell (+28), No verbal or somatic components (+4)

Orb of Oblivion
Conjuration (Creation)
Spellcraft DC: 142
Components: V
Casting Time: 1 standard action
Duration: Permanent
Range: Medium (100 ft. +10 ft. per level)
Saving Throw: Fort partial
Spell Resistance: Yes

This spell summons up the primal and ever-thirsting force of entropy itself. The caster cups her hands and makes a squeezing motion. The space between the cupped hands rapidly compresses, shrinking in on itself infinitely until even light itself cannot escape. Whispering words of binding and control in the long-lost tongue of primal Sylvan, the caster then hurls this miniature black hole against her target. The orb of oblivion generates a dire wind that pulls all within its range into its' dread embrace. Anything pulled into the maw of an orb of oblivion suffers an intensified 20d6 points of damage. Creatures that make a successful Fort save take half damage. Anything reduced to 0 hit points in this fashion is forever lost beyond the event horizon of the black hole and disintegrated (as per the Disintegrate spell). Unattended objects get no save against this effect. The caster and those creatures or things she specifies are immune to this effect and may move and act normally. By concentrating (as a move-equivalent action), the caster may send the sphere off to a distance of the orb's range once per turn. The orb cannot be moved beyond its' maximum range in one turn, although the caster can exert a telekinetic pull to move the sphere along with her to the maximum of her move rate on her turn as a standard action.

To Develop: 1,278,000 GP, 26 days, 51,120 XP. Seed: Destroy (29), No somatic components (+2), Dismissible by caster (+2), Burn 1500 XP to cast (-15), Permanent (x5).

Odds In My Favor
Transmutation
Spellcraft DC: 150
Components: V
Casting Time: 1 standard action
Duration: 40 hours
Range: Personal
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Being a Goddess of Luck and Chaos, Mirienemi well knows how quickly fortune can shift from one person to another. Although she trusts in her command over the elements of her portfolio she's not adverse to guaranteeing a bit of good fortune for herself when the chips are down. Odds In My Favor grants a +25 bonus to all skill checks, saving throws, and ability scores, stackable with any other luck bonuses.

To Develop: 1,350,000 GP, 27 days, 54,000 XP. Seed: Fortify (23), Increase luck bonus to +25 (+150), No somatic components (+2), Duration increased by 100% (+2), Burn 2700 XP to cast (-27).

Offend Not The Goddess
Abjuration
Spellcraft DC: 171
Components: V, S, XP
Casting Time: 1 standard action
Duration: Contingent until triggered, then 24 hours
Range: Personal
Saving Throw: Yes (harmless)
Spell Resistance: Yes (harmless)

This potent spell was developed by Mirienemi long ago, in preparation for battle against the wicked. Once cast, the spell remains dormant until triggered by a hostile spell or psionic power. When the spell or power would hit, Offend Not The Goddess triggers, reflecting the spell or power back upon its' caster. The caster suffers the full effects of the spell or power at whatever spell level or manifester level was originally used, with the same save DC. In the case of Reaving Dispel, if the attacker fails in their dispel checks then their own magic is reaved and the beneficial effects go to Mirienemi. This spell does not affect Mirienemi's own spells, so she can use her own spells upon herself without difficulty. She can choose to raise or lower the protection of this spell as an immediate action, allowing beneficial spells to take effect upon her.

To Develop: 1,539,000 GP, 31 days, 61650 XP. Seed: Reflect (29), Reflect spells up to 10th level (+180), Increase duration by 100% (+2), Burn 4000 XP upon casting (-40).

Through the Looking Glass
Conjuration (Summoning)
Spellcraft DC: 89
Casting Time: Quickened spell
Duration: 1 day per level
Range: Medium (100 ft. +10 ft. per level)
Saving Throw: No
Spell Resistance: No

Long ago, Mirienemi wandered the planes in search of meaning and purpose. In her journeys she came across a strange dimension; a plane of mirrors, where one encountered one's opposite self. She battled a dark version of herself and won, giving her the inspiration to create this spell. When cast, Through the Looking Glass creates a mirror-self of a selected target. This mirror-self is identical in all ways to the target, save that they are of the opposing alignment and dedicated to their real-self's destruction. The mirror-self has all the memories of the selected target, as well as all of their possessions and abilities at the moment of creation. The mirror-self fights tirelessly to stalk and slay it's real-self. If it succeeds in killing it's real self it then assumes it's real-self's life and place and does as much as possible to undermine the position of it's real-self until destroyed, dismissed, or it's time expires. When it's time expires or when it's destroyed a mirror-self shatters (as do all of it's possessions). As a side-effect of it's creation, a mirror-self created through this spell obeys the one who summoned it, going on their turn in battle. It can hear the telepathic commands of its' creator across any distance, including planar boundaries. This is contrary to a normal mirror-self, who has it's own will.

To Develop: 801,500 GP, 16 days, 32,060 XP. Seed: Mirror Walking (DC 26), Life (27), Quickened Spell (+28) , No verbal or somatic components (+4), Duration increased by 100% (+2), Dismissible by caster (+2).


Contingent True Resurrection
Conjuration (Healing)
Spellcraft DC: 80
Components: V, S, DF
Casting Time: 1 round
Range: Touch
Target: You or creature touched
Duration: Contingent until expended, then instantaneous
Saving Throw: None (see text)
Spell Resistance: Yes (harmless)
To Develop: 720,000 gp; 15 days; 28,800 XP. Seed: life
(DC 27). Factors: activates when subject is slain (+25
DC), no loss of level or Constitution when resurrected
(ad hoc +10), decrease casting time by 9 rounds (+18).

Contingent true resurrection works as per contingent
resurrection, save that the resurrected creature does not
lose a level (or 1 point of Constitution if the subject was
first level), and the time between death and resurrection
is only 1 round.

Greater Epic Mage Armor
Conjuration (Creation) [Force]
Spellcraft DC: 70
Components: V, S
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: 72 hours (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 630,000 gp; 13 days; 25,200 XP. Seed:
armor (DC 14). Factors: +36 additional armor bonus
(+72), increase duration by 200% (+4). Mitigating Factor:
increase casting time by 9 minutes (-18), change
target to personal (-2).

Greater epic mage armor works as per epic mage
armor, except that it grants a +40 armor bonus to Armor
Class, and lasts for 3 days.

Esoteric Aegis
Abjuration
Spellcraft DC: 83
Components: V, S
Casting Time: 1 minute
Range: Personal
Effect: 10-ft. radius emanation
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
To Develop: 747,000 gp, 15 days, 29,880 XP. Seeds:
ward (DC 14), transform (DC 21). Factors: gain +10
bonus on DC to avoid being dispelled (ad hoc +20),
make spell effect tenacious (as per the feat) (ad hoc +10),
end dispel checks that fail to dispel this spell automatically
(ad hoc +4), ward against mage’s disjunction (+16).
Mitigating factors: change range from touch to personal
(-2)

The caster calls upon the very fabric of magic to fashion
a ward to protect his own working of the Word from
those that would tear it down. A shimmering, dusky
globe surrounds the caster, intercepting any attempts to
end his spells by means of dispel magic, or similar spells
and epic spells, and providing a +10 bonus on the DC
against which the dispel attempt must succeed. Any dispel
attempt which succeeds can then proceed as normal,
but esoteric aegis works as if under the effects of the
Tenacious Magic feat, and thus cannot be dispelled, only
suppressed for 1d4 rounds. Dispel attempts that fail are
not entitled to checks against lesser spells within the area
of effect (this differs from the usual procedure of area
dispel magic attempts). Furthermore, mage’s disjunction
is warded against in its entirety.


Major Artifacts Possessed: Lament of the Wicked, Nymph's Integrity, Clarity of Thought, Intangible Will

Lament of the Wicked: This longbow of purest Frystalline was forged for Mirienemi in the time when the Gods were first establishing themselves in the cosmos. The mysterious deity who now sleeps beneath the mountains of Eronia on Elysium took pity on the confused, newly-deified nymph and crafted a weapon for her to defend herself with as she searched to find meaning for her new life. This elaborately-curved bow is of palest-gold crystal, with twining vines of mithral that support leaves of emerald and berries of ruby. Writing in Celestial and primal Sylvan is engraved into the bow. It reads: "Dear Mirienemi. May this bow protect you wherever you wander, my dear little dancer. Always remember that the light of hope can never be overcome, even in the depths of the blackest darkness." When Mirienemi joined with the forces of Good and took up the portfolio of Divine Retribution upon the death of another deific friend in combat, she took this bow to be her weapon of choice. Rarely has she drawn Lament of the Wicked, for she prefers to encourage mortals to rise up against evil on their own or to use her powers to aid them, but the deadliness of the weapon when she has used it has well earned it its name.

Lament of the Wicked confers several effects to its' holder. First, merely possessing the bow (drawn or not) grants the holder the benefits of the following spells: True Seeing, Guided Shot, Hunter's Mercy, and Haste. The bow automatically produces arrows when its' mithral string is drawn. The number of arrows is equivalent to the number that the holder can fire on a full attack. Further, the holder can choose what types of arrows are produced as an immediate mental action. Arrows so produced can have up to a +10 bonus and be of any material or substance known to the holder. This semi-sentient bow is attuned to Mirienemi and resists being removed from her hand. Anytime a person or force tries to remove Lament of the Wicked from Mirienemi, the bow gets not only a Strength check, but also a Will roll (at Mirienemi's Will DC). If both fail then the bow is removed. However, the bow automatically teleports or flies (whichever is more effective) back to Mirienemi at the start of her next turn. Lament of the Wicked has the effects of the Dread (Evil Outsiders), Holy, Impedance, Ghost Touch, Unerring Accuracy, and Maiming weapon traits. The arrows that it shoots ignore an opponent's AC bonus from cover. Finally, Lament of the Wicked is treated as epic, chaotic and good for the purpose of overcoming DR.

Lament of the Wicked can be destroyed only by immersion in the Venom Fount or by being destroyed by the God who forged it.

Nymph's Integrity: During her wanderings across reality, Mirienemi saw the rise of planes devoted to law and chaos, to good and to evil. In her early days as a deity of good she traveled into the Gray Waste of Hades in pursuit of a wicked archmage of great power who had fled from the wrath of the citizens he'd once oppressed. The traits of the dark plane were a hindrance to Miri as she battled, and once the defeated archmage was returned to his world to face his fate at the hands of a lynch mob, Miri decided that she had to do something to prevent such problems in the future. Thus was born Nymph's Integrity.

Nymph's Integrity is a pendant forged of platinum and mithral links. A simple crystal of deepest blue, a gift from a clan of Bariaur Miri once helped, is held within a mithral filigree. When worn, the pendant creates both a consecrated area and a persistent planar bubble effect (as the spell) about the wearer, enabling them to emulate the traits of their native reality no matter where they go. Nymph's Integrity also grants immunity to fire, cold, acid, electricity, and sonic damage and effects, as well as immunity to the effects of immersion in any deadly liquid.

Nymph's Integrity can only be destroyed on the Plane of Mirrors, by being brought in direct contact with its' opposite version on Mirienemi's mirror-self.

Clarity of Thought: As a Goddess of Chaos, Mirienemi once felt obligated to explore the inherent chaos in the minds of mortals. To that end she entered the Plane of Dreams and sought out the Dreamheart. Enchanted as she was by the sheer variety of dreamscapes, Miri soon realized that some mortals feared the chaos in their hearts. That fear was what allowed the likes of devils and tyrants to take over, with their promises of easing the confusion. Going one step further, Miri wondered if there was a realm where the chaos of deities was made manifest. Fond as she is of change and growth, Miri has no desire to experience insanity. Hence she created Clarity of Thought.

Clarity of Thought is a circlet of gold with a crystal orb of iridescent indigo mounted in it. Although simple in appearance, this artifact grants amazing power. The wearer of Clarity of Thought is immune to all fear, mind-affecting, and compulsion effects, as well as all gaze attacks. In addition, the headband creates a psionic dead zone in its' vicinity when worn. Psionic powers simply cease functioning in a radius of 100 feet per HD of the wearer. This effect is not permanent as it moves with the wearer. Once the wearer moves out of range or removes Clarity of Thought, psionic powers can be manifested or resumed again.

Clarity of Thought can only be destroyed in the Soul Forges of Moradin, or by casting it into the Lake of Fire and Brimstone in Phelgethos, the Fourth Perdition of Hell.

Intangible Will: This pair of wispy white gloves might appear to be harmless bits of near-transparent fabric, but looks can be deceiving. The gloves was created by Mirienemi to help her in her dealings with the corporeal world. Once she had transcended her original form and become a deity, she found that she was intangible to the world around her. Realizing that she would need to interact with the corporeal world at times, she fashioned Intangible Will.

When worn, Intangible Will enables their wearer to go incorporeal or to regain corporeality at will as a free action. They also prevent an incorporeal wearer from being forced into corporeality against their will and vice-versa. Intangible Will also grants immunity to critical hits and sneak attacks, the benefits of the Improved Evasion ability (regardless of whether the wearer already has Evasion or not) and enables the wearer to move objects through telekinesis while incorporeal.

Intangible Will can only be destroyed by leaving them unattended in the timestream for one Material Plane year.


Starting Gold: 85,780,800 GP
Remaining Gold: GP: 63,238,718 GP

Bought: Bag of Holding (IV)-10,000
Rod of Excellent Magic (x4)-2,600,000
Rod of The Path-306,870
Crystal Mask of Discernment-10,000
Cloak of Epic Charisma (+12)-1,440,000
Ioun Stone (pale green prism)-30,000
Ioun Stone (orange prism)-30,000
Greater Metamagic Rod of Sculpting (x3)-73,500
Rod of the Wyrm (Copper x2)-3,125,000
Bracers of Epic Health (+12)-1,440,000
Staff of Nature's Fury-500,000
Staff of Prism-326,812
Rod of Epic Splendor-297,400
Ring of Arcane Might-20,000
Ring of Sequester-300,000


Created: Robe of Divine Retribution (Torso): This dress-like robe of swirling black and blue mist forces a foe within 100 feet that has succeeded on a saving throw to reroll with a penalty equal to half the Will save bonus of the wearer. This penalty stacks with any other penalty to saves the affected opponent is currently suffering. Activating the robe is a immediate mental action.-800,000

Belt of the Divine Wind: Inspired by a battle against Quicklings she was once involved in, Mirienemi created this belt of worked platinum and ruby links that bears the image of a nymph bore aloft on a whirlwind on its' silver buckle. It grants a +12 bonus to Dexterity.-1,440,000
Mister_Sinister

06-03-07, 04:43 PM
What do You mean ? IMO if You use Time Stop kind of thing to get 5 virtual rounds of casting and then cast some stuff using delay metamagic/metapsionic like:
Round 1: Cast Time Stop(3 rounds)
TS round 1: Power X Nr 1(delayed 3 rounds)
TS round 2: Power X Nr 2(delayed 2 rounds, Nr 1 waits 2 rounds more)
TS round 3: Power X Nr 3(delayed 1 round, Nr 1 and Nr 2 wait 1 round more)
Round 2: Power Nr 1, Power Nr 2 and Power Nr 3 get off in the same time.

It is what You have in mind ? Perhaps ... You could make contingent spells that get off on command. Like Wizard Bob crafted 40 contingent Magic Missiles on his finger-tip, with such trigger action: "Point at target and say Kazam loudly."

And if Bob later points at someone and says Kazam, the unfortunate recives 40 instances of magic missiles spell.

The thing is, Rik, Delay Power (unlike Delay Spell) has 3 possible choices for its 'delay':

1) standard action on my part to activate it
2) a creature comes into its area of effect
3) wait 5 rounds

Thus, the 'synching' you've described is impossible.

Furthermore, I don't want a 5 round temporal acceleration. I was looking more at 15. My strategy (when/if I ever see Dispater) is to:

1) Get the first round (Supreme Initiative and Battlesense)
2) Use Quicken Psi-Like Ability to start Font of Power (free action)
3) Use my wild surge and maximum augmentation to fire off a temporal acceleration (I've calculated, with my caster level, that this would be 15 rounds BEFORE wild surge gets taken into account) (swift action)
4) In my temporal acceleration rounds, fire off enhanced, intensified, quickened, delayed tornado blast, then regain my psionic focus (quickened action and full-round action respectively)
5) When temporal acceleration ends, cough (as a standard action) to (hopefully) have all of them fire at once.
6) I still have a move action left with him dropped to deal with whatever BS he pulls upon death.

The reason I'm doing this is that I know I can't let Dispater pull any cheese on me or re-raise his Iron Curtain. Thus, I need a way for one standard action to trigger all 15-odd of these tornado blasts.

The reason I ask about the whole [Psionic] and [Metapsionic] thing is that I wanna be sure if I can count metapsi feats for my Psionic Body. Drop in the ocean, maybe, but every little helps.

Another question comes up: in this (http://www.wizards.com/default.asp?x=dnd/psm/20070214a) Mind's Eye article, the wilder is allowed to trade in his volatile mind ability for bonus instances of Expanded Knowledge. Is this a) allowed, and b) continuable at epic level? If b) is true, can I replace it with Epic Expanded Knowledge?

Also, for sheer coolness factor, can I have an intelligent sword with a coualt trapped in it?
Bernat

06-03-07, 06:08 PM
Based on the learned comments of my fellow siegers and Witch, here is Mirienemi v. 2.1. Now featuring Loremaster levels to deal with a certain pesky artifact, as well as new SDAs and a revamped spell, artifact, and item list. :)

Appearance (true form): Mirienemi (Meer-e-en-ah-me) appears as the translucent image of a slender and well-curved nymph female in the bloom of youth, standing 5'4" tall, though she often varies her appearance and height. A shimmering curtain of coppery red hair sprinkled with glittering stars frames a pale, delicate, heart-shaped face. She has very large, tiptilted eyes that are ever-shifting in color and convey an impression of unfathomable timelessness quite at odds with her usual quirky grins or gentle smiles. When not arrayed for battle she is usually either nude or in wispy garments of mist and shimmering light that only barely conceal her femininity.

Personality: Mirienemi is a kind and wise soul with the playful spirit of a innocent child. Benevolent and sweet-natured, Mirienemi has long tended to the needs of those weaker than herself. She can be mercurial and flighty, and she has a mischievous streak a mile wide. She uses her powers over time and fate to foretell the destinies of others, and often she'll meddle in those destinies if she thinks she can improve their lot. She applies this same principle to civilizations as well, and actively works to shake up stagnant and hidebound societies. She means well, but her wandering attention and lack of true understanding about mortal consequences means that sometimes things spiral out of control in unintended ways. She's a big proponent of personal freedom for all and the sight of injustice and tyranny can easily bring about her wrath. Woe be to evil-doers in range when she's on the warpath. She's a believer in karmic retribution for wicked deeds, and she has no problem being karma's agent when need be.

History: Mirienemi is ancient almost beyond measure. One of the first goddesses, she began her existence as a nymph in the time before the dawning of the Mortal Coil. Originally she was of the Seelie Court, and can remember the exile of the Lost Dreamers as well as the great battle between the Seelie Queen Gloriana and the creature called the Unborn. When the battle ended and the Fey began spreading out to the new-made mortal worlds, Mirienemi found herself on a pristine and lovely world. The mortals of that world revered the beautiful nature spirit, who tended their wounds and yet never seemed to age. Generations passed, and as the nymph played her days away with her animal friends, a great civilization began to spring up outside the woods and lakes of her home. Mirienemi healed all who came to her without regard for gender, class, race, or creed, never noticing the veneration that came to be associated with her and the "sacred forest" in which she dwelled.

It came as a great shock to her on the day when the Queen of the Seelie Court visited her lakeside home. Before she could do much more than kneel and properly greet her, Miri found herself banished from Faerie. When she, stricken, asked why, she was told that she had transcended her natural place, having become a being not part of nature. Without realizing it, the worship of the many mortals of her adopted world had transformed her into one of the first true deities. Confused, the dismissed Miri traveled beyond her world, venturing into the Realities Beyond to try and process all that was happening.

Still nymph at heart, Mirienemi wandered the forming Outer Planes, witnessing the arrival of other deities and the rise of the devils, among other cosmic events. She found that she could not abide the physical or mental suffering of mortal beings or the stagnation the devils were bringing, and aligned herself with the powers of goodness. Her body no longer bound by her fey origins she became a transparent figure of wisdom and compassion; oracle, knowledge-keeper, and divine avenger of injustice. In time she accepted her new divinity and established a realm of her own. She continues to forward the cause of life, but she sees herself as now being capable of acting against the causes of the evils that threaten life as well.

Portfolio: Time, Fate, Healing, Magic, Chaos, Freedom, Knowledge, Divine Retribution

Symbol: A nymph maiden dancing across a lake of rainbow waters, with a full moon in the starry night behind and above her.

Favored Weapon: Longbow.

Alignment of worshippers allowed: Chaotic Good, Neutral Good

Environment: Utopia's Embrace (Divine Realm), on Arvandor in the Olympian Glades of Arborea

Utopia's Embrace: This sylvan paradise lies in far northwestern Arvandor. The boundaries of this massive realm are marked by foothills carpeted in a profusion of wildflowers. Treants wander the borders, happy to guide passengers of good intent and thwart any dangerous intruders. The warm breezes of this land's sunny, eternal spring carry the scent of the honeybees and flowers. Copper dragons lair in the higher hills that border the massive basin of the Embrace proper, always up for a chat.

Utopia's Embrace, viewed from above, is a massive forested basin surrounding a miles-wide lake in the center. Smaller streams, lakes, and rivers feed this lake from springs in the hills. The lake itself is unusual, with water that ripples every color of the rainbow. One descends towards it across paths that the sentient forest opens. Awakened trees and animals (both magical and natural) can be found all over the area, keeping company with Eladrin, elves, and the spirits of Mirienemi's mortal worshippers. These petitioners live in treetop communities or in homes formed from a partnership with the living trees around them, which are of every type imaginable. Mirienemi does not allow the destruction of her sacred forest for housing or other purposes.

The very air ripples with life in Utopia's Embrace. Visitors will find their wounds healing faster and their cares eased by the forest. The closer one gets to the central lake, the greater this effect becomes. This is because the central lake, known as the Lady's Lake, has the major positive-dominant trait. Petitioners and guests are shielded from the effects by Mirienemi's will, but intruders will suffer the effects of being on the Positive Energy Plane without shielding (unless they provide their own shielding). When in residence, Mirienemi usually can be found in the smooth, reflective lake or treating with guests in the groves of shady weeping willows that grow along its' side.

Utopia's Embrace has the following traits:

Subjective Directional Gravity
Flowing Time (1 day in Utopia's Embrace is equivalent to one year on the Material Plane)
Finite (1800 miles)
Divinely Morphic
Minor Positive-Dominant; Major Positive-dominant at the Lady's Lake
Strongly Good-aligned and strongly Chaos-aligned: -4 penalty to all Intelligence, Wisdom, and Charisma-based checks for those of alignments other than chaotic good.
Enhanced Magic: Enchantment, Positive Energy, Abjuration, Evocation. Spells, class features, and spell-like abilities that rely on positive energy are enhanced.
Impeded Magic: Necromancy, Negative Energy, Conjuration. Spells, class features, and spell-like abilities that rely on negative energy are impeded.



Name: Mirienemi

Race: Greater Deity (Divine Rank 18)

Type: Fey, Outsider, Incorporeal

Level: 70

Class: Vivacious Template (+5 free LA), Nymph (+7 LA) , Sorcerer 31, Loremaster 10, Initiate of the Sevenfold Veil 7, Fatespinner 5, Master of the Sevenfold Veil 10

Size: Medium

Alignment: Chaotic Good

Strength-5 (-3 mod) (5 inherent)
Dexterity-82 (+36 mod) (57+5 inherent+8 racial, +12 from Belt of the Divine Wind)
Constitution-51 (+20 mod) (32+5 inherent+2 template mod, +12 from Bracers of Epic Health)
Intelligence-54 (+22 mod) (49+5 inherent)
Wisdom-54 (+22 mod) (43+5 inherent+4 racial mod+2 template mod)
Charisma-74 (+32 mod) (41+5 inherent+6 racial mod+2 template mod, +12 from Cloak of Charisma +12, +8 from Rod of Epic Splendor)

(190 +18 DvR bonus +16 from character levels)
All template bonuses/penalties as well as natural ability increases from gaining levels have been factored in.

Speed (land): 30 ft.; (fly): 160 ft. (perfect maneuverability); (swim): 50 ft.

HP: 63d4+13d7+20 (1,863 hp)
AC: 147 (+36 Dex, +33 Natural Armor granted from divinity, +22 deflection from Charisma, +22 deflection from Unearthly Grace racial ability, +22 deflection from Charisma granted from Vivacious Template, +1 Dodge, +1 Haste conferred from weapon); increases to 165 vs. lawful opponents (Favor of Chaos SDA)
Touch AC: 114 (132 vs. lawful opponents)
Flatfooted AC: 117 (135 vs. lawful opponents)

Space/face/reach: 5 ft

Weight: Insubstantial

Base Attack Bonus: 64/64/59 (10 BAB +3 Nymph racial bonus +7 Sorcerer+25 Epic +18 Divine, +1 bonus from Ioun Stone).

Primary Attack: 11 arrows
Secondary Attack: 8 arrows

Fort Save: 125 (37 from classes and prestige classes, +20 Con mod, +21 epic bonus, +18 divine bonus, +22 Unearthly Grace bonus, +1 Nymph's Kiss, +1 Permanent Resistance bonus, +1 from Ioun Stone, +2 from The Lore of True Stamina. Increases to 141 vs. lawful opponents due to the Favor of Chaos SDA).
Reflex Save: 139 (as above, with a 36 Dex mod and Secret Knowledge of Avoidance. Increases to 157 vs. lawful opponents).
Will Save: 144 (as above, with a 30 Wis mod. Increases to 162 vs. lawful opponents).

Initiative: 40 (36 Dex mod+Improved Initiative)

Feats (0 left): Greater Spell Focus (Abjuration), Skill Focus (Spellcraft), Quick Draw, Point Blank Shot, Epic Spellcasting, Extra Spell, Still Spell, Eschew Materials, Empower Spell, Maximize Spell, Intensify Spell, Ignore Material Components, Automatic Still Spell (x6), Nymph's Kiss, Rapid Metamagic, Silent Spell, Quicken Spell, Multispell, Rapid Shot, Manyshot, Improved Manyshot, Epic Skill Focus (Spellcraft), Improved Spell Capacity, Craft Magic Arms and Armor, Forge Ring, Craft Wondrous Item, Craft Staff, Craft Rod, Favored Magic Foe (Evil Outsiders), Reach Spell, Spell Penetration, Greater Spell Penetration, Epic Spell Penetration, Automatic Silent Spell (x4), Arcane Mastery, Transdimensional Spell, Sculpt Spell, Tenacious Magic (Offend Not The Goddess), Tenacious Magic (Orb of Oblivion), Precise Shot, Improved Precise Shot, Craft Contingent Spell, Craft Epic Contingent Spell, Improved Metamagic (x3)

Bonus Feats (from SDAs and domains): Improved Initiative (Time Domain), Spell Focus: all schools (SDA: Divine Spellcasting), Improved Combat Casting (SDA: Divine Spellcasting), Epic Counterspell (SDA: Instant Counterspelling), Combat Archery, Distant Shot, Swarm of Arrows, Uncanny Accuracy (SDA: Divine Archery), Craft Epic Arms and Armor, Forge Epic Ring, Craft Epic Wondrous Item, Craft Epic Staff, Craft Epic Rod (SDA: Craft Artifact)

Special Abilities: Uncanny Dodge (granted from Fate domain), Can cast chaos spells at +1 caster level (Chaos domain), Use scrolls, wands, and other devices with spell trigger or spell activation as a 20th-level cleric (Magic Domain), Can reroll any damage roll and take the better of the two rolls once per day (Force Domain), Can cast healing spells at +1 caster level (Healing domain), Can cast good spells at +1 caster level (Good domain), Can cast divination spells at +1 caster level (Knowledge domain), Gains +1 bonus on caster level checks to overcome an evil outsider's spell resistance; evil outsiders take -1 penalty on saves against Mirienemi's spells and spell-like abilities (Favored Magic Foe feat).

Special Attacks: Blinding Beauty (DC 77 Fort save), Stunning Glance (DC 77 Fort save), spells, spell-like abilities, Positive Energy Ray

Loremaster Secrets: Dodge Trick (+1 AC), The Lore of True Stamina (+2 Fort), Secrets of Inner Strength (+2 Will), Secret Knowledge of Avoidance (+2 Reflex), Applicable Knowledge (One extra feat)

Special Qualities: Damage Reduction 10/cold iron, low-light vision, unearthly grace, wild empathy (+6 bonus), fast healing 5, SR 35/negative energy, positive adaptation, positive energy aura, outsider traits, fey traits, incorporeal traits greater deity traits, permanent resistance spell, permanent darkvision spell, casts as a 7th-level Druid, resistance 38/electricity, immunity (fire and acid), regeneration 114, divine aura, DR 40 (Epic, Chaotic and Frystalline), SR 105, immunity to polymorphing, ability damage, ability drain, petrifaction, energy drain, mind-affecting effects, disease, poison, stunning, death effects, disintegration, sleep, paralysis, imprisonment, banishing, anyone that attacks her automatically suffers a -18 penalty on attack rolls, saves, and checks for one day, can grant +18 bonus or penalty on attack rolls, saves, and checks 18/day, +2 bonus on all Charisma-based checks, Gains +1 bonus on all attack rolls, saves, ability checks, and skills checks due to her pale green prism Ioun stone.

Salient Divine Abilities (0 left): Extra Domain, Extra Domain, Extra Domain, Instant Counterspell, Eldritch Knowledge (Sorcery), Favor of Chaos, Automatic Metamagic (Purify Spell), Automatic Metamagic (Intensify Spell)*, Divine Archery, Divine Fast Healing (SDA taken three times), Power of Luck, Divine Dodge, Bulwark of Time*, Automatic Metamagic (Quicken Spell-like abilities), Divine Spellcasting, Increased Spell Resistance, Increased Damage Reduction (Chaotic), Supreme Damage Reduction (Requires a weapon of Frystalline that has been knowingly made against Mirienemi and willingly mined by a Tulani Eladrin, forged by a Ursinal Guardinal, and cooled in the tears of a Throne Archon), True Knowledge, Craft Artifact, Divine Skill Focus (Spellcraft)

*Bulwark of Time

Prerequisite: Time Domain, Fate Domain, Force Domain

Benefit: Time itself rises in defense of the god with this ability. Whenever one protected by the Bulwark of Time is attacked, regardless of the means or success of the attack, a backlash of chronal energies erupts against the attacker. The attacker is buffeted mercilessly by a sudden gust of the entropic winds of time, suffering 40d6 pure divine damage (intensified with no save or SR, though a Divine Shield can absorb the blow). Someone destroyed by this assault disintegrates (as per the Disintegrate spell). This effect destroys barriers such as a Wall of Force or a Prismatic Sphere that may be protecting the attacker.

Special: This ability is entirely passive and always in effect. It lashes out immediately against attackers, but cannot itself be used as an attack. If the deity with this power is attacked by multiple targets or multiple times in a round, then the Bulwark will strike back on each attack and against each attacker. The Bulwark of Time does not grant bonuses to AC or a miss chance to spells.

Suggested Portfolio Elements: Time, Fate, Supreme

*Automatic Metamagic (Intensify Spell)

Prerequisite: Magic Domain, Int 40, Empower Spell, Maximize Spell, the ability to cast 9th-level arcane or divine spells, Spellcraft 30 ranks

Benefit: The deity with this ability automatically gains the benefits of the Intensify Spell epic feat on any spell they cast. This does not raise the level of the spell cast as the feat normally does.

Suggested Portfolio Elements: Magic

Skills (0 left): Appraise 91 (+2 to appraise bows, armors, shield, and art), Autohypnosis 18, Balance 20, Bluff 91, Climb 20, Concentration 91, Craft (bowmaking) 18, Craft (armor or shield) 18, Craft (artistry) 18, Decipher Script 18, Diplomacy 93, Disable Device 18, Disguise 20, Escape Artist 20, Forgery 18, Gather Information 93, Handle Animal 91 (+2 to wild empathy), Heal 18, Hide 91, Intimidate 93, Jump 20, Knowledge (arcana) 91, Knowledge (history) 91 (+2 to lore checks), Knowledge (local: Arvandor) 91, Knowledge (nature) 93 , Knowledge (nobility and royalty) 18, Knowledge (psionics) 18, Knowledge (religion) 18, Knowledge (the Planes) 91, Listen 53, Lucid Dreaming 91, Move Silently 18, Open Lock 18, Perform (dance) 18, Profession (Gambler) 28, Psicraft 18, Ride 20, Search 18, Sense Motive 93, Sleight of Hand 20, Speak Language 18, Spellcraft 134 (+2 to use spells on scrolls), Spot 53, Survival 18 (+2 aboveground, +2 to find and follow tracks, +2 on other planes), Swim 26 (+8 from Nymph racial bonus; can take 10 on Swim checks at any time and move at 4x speed in a straight line), Tumble 20, Use Magic Device 91 (+2 when using scrolls), Use Psionic Device 18, Use Rope 20

Cleric Domains she grants to followers: Time, Fate, Luck, Magic, Force, Chaos, Healing, Good, Knowledge

Spell-like abilities useable at will: True Strike, Gentle Repose, Haste, Freedom of Movement, Permanency, Contingency, Legend Lore, Foresight, Time Stop, Augury, Bestow Curse, Status, Mark of Justice, Geas/Quest, Vision, Mind Blank, Mage Armor, Magic Missile, Blast of Force, Otiluke's Resilient Sphere, Wall of Force, Repulsion, Forcecage, Otiluke's Telekinetic Sphere, Bigby's Crushing Hand, Nystul's Magic Aura, Identify, Dispel Magic, Imbue with Spell Ability, Antimagic Field, Spell Turning, Protection from Spells, Mordenkainen's Disjunction, Protection from Evil, Aid, Magic Circle against Evil, Holy Smite, Dispel Evil, Blade Barrier, Holy Word, Summon Monster IX (good), Protection from Law, Shatter, Magic Circle against Law, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Cloak of Chaos, Summon Monster IX (chaos), Entropic Shield, Protection from Energy, Break Enchantment, Moment of Prescience, Miracle, Detect Secret Doors, Detect Thoughts, Clairaudience/Clairvoyance, Divination, True Seeing, Find the Path, Discern Location, Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Cure Critical Wounds, Mass Cure Light Wounds, Heal, Regenerate, Mass Cure Critical Wounds, Mass Heal, Analyze Dweomer, Greater Plane Shift, Greater Teleport.

Spell-like abilities 1/day: Dimension Door

Mirienemi casts as a 70th-level sorceress normally. She casts as a 72nd-level sorceress due to her orange Ioun stone and Ring of Arcane Might.

Sorcerer spells per day: 16/37/35/35/35/35/32/32/32/32/12/10/10/10/10/8/8/8/8/6/6/6/6

Spells known: Stick, Caltrops, Resistance, Prestidigitation, Dancing Lights, Ghost Sound (x2), Amanuensis (x2), Mage Hand, Detect Magic (x3), Open/Close (x3), Shield (x3), Grease, Tenser's Floating Disk, Armor Lock (x3), True Casting (x9), Buzzing Bee, Ectoplasmic Armor (x5), Greater Mage Hand, Fist of Stone, Resinous Tar (x2), Blockade, Karmic Aura, Persistent Blade, Siphon, Arrow Mind (x2), Greater Mage Hand, Nerveskitter (x3), Unseen Servant, Scorching Ray (x5), Spectral Hand, Knock, False Life (x2), Aiming at the Target (x2), Distracting Ray, Heart of Air, Phantom Foe (x2), Ectoplasmic Feedback (x2), Sting Ray (x2), Incendiary Slime, Reflective Disguise, Ice Darts, Arcane Turmoil (x2), Shadow Mask (x2), Owl's Wisdom (x2), Eagle's Splendor (x3), Scintillating Scales (x2), Scimitar of Sand, Major Image, Slow (x2), Nondetection, Thin Air (x2), Fireball (x3), Lightning Bolt (x3), Capricious Zephyr, Spell Vulnerability (x3), Haboob (x3), Resonating Bolt (x3), Deeper Darkvision (x3), Giant's Wrath, Shatterfloor, Karmic Backlash, Repelling Shield, Spellcaster's Bane (x3), Bothersome Babble, Heart of Water, Dimensional Anchor, Heart of Earth, Column of Ice, Forceward, Wings of Flurry (x6), Assay Spell Resistance (x3), Forcewave, Wall of Water (x4), Perfect Summons, Storm Mote, Orb of Sound (x7), Orb of Force (x7), Cone of Cold (x2), Gelid Blood, Unearthly Heat, Waves of Fatigue, Viscid Glob, Reciprocal Gyre (x4), Duelward (x3), Graymantle, Coat of Arms, Heart of Fire, Parboil (x2), Draconic Might, Telepathy Block (x3), Orb of Sound (x5), Orb of Acid (x12), Karmic Retribution, Mordenkainen's Trusted Bloodhound, Greater Heroism, Superior Resistance, Mass Suggestion, Mislead, Starmantle (x2), Chain Lightning (x2), Disintegrate (x2), Entomb, Greater Anticipate Teleport (x2), Quickshift (x2), Fleshshiver (x2), Orb of Force (x7), Howling Chain, Heartfreeze, Wings of Flurry (x7), Retributive Enervation (x2), Delayed Blast Fireball (x2), Sword of Darkness, Transfix (x2), Project Image, Antimagic Ray (x2), Ironguard (x3), Mass Flesh to Salt, Planar Bubble, Barghest's Feast, Reverse Gravity, Amber Sarcophagus, Insanity, Synostodweomer, Bite of the Werebear, Prismatic Spray (x4), Radiant Assault (x7), Incendiary Cloud (x2), Polar Ray (x2), Field of Icy Razors (x2), Greater Shout (x3), Desert Binding, Lightning Ring, Polymorph Any Object (x2), Greater Arcane Fusion (x2), Deadly Lahar (x2), Mysterious Redirection (x3), Superior Invisibility, Orb of Force (x9), Wail of the Banshee (x2), Frostfell, Meteor Swarm, Prismatic Deluge (x5), Absorption (x3), Effulgent Epuration (x2), Sphere of Ultimate Destruction, Wish (x3), Obedient Avalanche, Iceberg (x3), Reaving Dispel (x6), Replicate Casting (x2), Reality Maelstrom (x2), Iceberg (x7), Resonating Bolt (x5), Wings of Flurry (x2), Orb of Sound (x8), Reciprocal Gyre (x3), Orb of Force (x5), Greater Dragon Ally (x2), Disintegrate (x2), Chain Lightning (x3), Orb of Sound (x4), Delayed Blast Fireball (x2), Orb of Force (x4), Radiant Assault (x4), Greater Shout (x2), Iceberg (x4), Meteor Swarm (x2), Deadly Sunstroke (x2), Iceberg (x4), Programmed Amnesia, Baleful Polymorph, Mudslide (x2), Transmute Mud to Stone (x2), Prismatic Deluge (x2), Cyclonic Blast (x2), Ashen Union (x3), Replicate Casting (x2), Orb of Force (x3), Iceberg (x4), Incorporeal Nova (x2), Dream Travel, Mirror Walking, Earth Reaver (x4), Solipsism, Maw of Chaos, Iceberg (x4), Radiant Assault (x3), Prismatic Deluge (x3), Orb of Sound (x3), Iceberg (x3).

Druid Spells per day: 8/16/16/16

Spells Prepared: Naturewatch, Purify Food and Drink, Cure Light Wounds (x6), Detect Animals or Plants, Calm Animals (x2), Charm Animals (x2), Foundation of Stone (x2), Camouflage, Eyes of the Avoral (x2), Beastland Ferocity (x4), Healthful Rest (x2), Mass Snake’s Swiftness (x7), Scent, Briar Web, Healing Sting (x5), Mark of the Outcast (x2), Blindsight (x3), Creaking Cacophony, Vine Mine (x2), Prickling Torment (x2), Affliction (x2), Sleet Storm, Crumble (x5).

Epic Spells per day: 9 (arcane)/2 (divine)

Epic Spells Known (arcane): Contingent True Resurrection, Summon Primal Elemental, Orb of Oblivion, Second Chance Denied, Greater Epic Mage Armor, Esoteric Aegis, Offend Not The Goddess, Odds In My Favor, Through the Looking Glass.

Epic Spells Known (divine): Mirienemi's Kiss (x2).

Second Chance Denied
Abjuration
Spellcraft DC: 132
Components: XP
Casting Time: Quickened spell
Duration: Contingent until triggered, then Instantaneous
Range: See Text
Target: One Creature
Saving Throw: Fort Negates
Spell Resistance: No

When cast, the spellcaster selects one creature as its target. The spell does not take effect until and unless the target dies and an effect that attempts to bring that target back to life (such as epic magic or lower-level spells like true resurrection, raise dead, resurrection, revenance, last breath, wish, or miracle) go into effect. Second Chance Denied then activates, immediately preventing the resurrection and permanently destroying the targeted creature. If the target succeeds on a Fort save (DC 142) the spell is negated. If the spell succeeds, a resounding and authoritative feminine voice thunders the word "NO!" across the heavens, accompanied by the brief visual image of a wrathful nymph maid pointing her index finger accusingly at the target.

To Develop: 1,188,000 GP, 24 days, 47,520 XP. Seed: Foresee (DC 17), Dispel (DC 19). Factors: Quickened Spell (+28), No verbal or somatic components (+4), Increase save DC by 26 (+52), Gain +21 to defeat caster level check (+42), Burn 3000 XP to cast (-30 DC).

Mirienemi's Kiss
Conjuration (Healing)
Spellcraft: 59
Casting Time: Quickened spell
Duration: Instantaneous
Range: See Text
Target: One Creature
Saving Throw: Will (harmless)
Spell Resistance: Yes (harmless)

With a thought the spellcaster heals herself or another fully. This spell works as the Heal spell, save that the subject recovers all hit points and is cured of all afflictions and negative levels. An unwilling subject can make a Will save to resist this effect. There's a visual effect of rainbow light rippling over the subject for a few seconds and then bursting into a spray of prismatic butterflies flying into each injury and exploding in a tinkling sound. Each injury is instantly healed up. Within a few seconds the butterflies are gone on a rose-scented wind.

To develop: 531,000 GP, 11 days, 21,240 XP. Seed: Heal (25). Factors: Quickened spell (+28), No verbal or somatic components (+4), Dispelling negative levels (+2).

Summon Primal Elemental
Conjuration (Summoning)
Spellcraft DC: 117
Casting Time: Quickened Spell
Duration: 20 rounds
Range: 75 ft.
Target: None
Saving Throw: None
Spell Resistance: No

This spell summons up a Primal Elemental of the earth, fire, air, or water. The caster selects which element at the time of casting. The elemental arrives in a suitable fashion for so grand an entity. The air rips apart to accommodate an air elemental's entrance. Fire blazes from nowhere, forming a gate for a fire elemental to step through. A cyclone of briny sea water coalesces into a water elemental. An earth elemental smashes through the ground. The elemental obeys the commands of the summoner for the duration of the spell or until it is destroyed.

To Develop: 1,008,000 GP, 20,000 days, 40,320 XP. Seed: Summon (14). Factors: Raising the DC of summoned creature to 35 (+40), Quickened spell (+28), No verbal or somatic components (+4)

Orb of Oblivion
Conjuration (Creation)
Spellcraft DC: 142
Components: V
Casting Time: 1 standard action
Duration: Permanent
Range: Medium (100 ft. +10 ft. per level)
Saving Throw: Fort partial
Spell Resistance: Yes

This spell summons up the primal and ever-thirsting force of entropy itself. The caster cups her hands and makes a squeezing motion. The space between the cupped hands rapidly compresses, shrinking in on itself infinitely until even light itself cannot escape. Whispering words of binding and control in the long-lost tongue of primal Sylvan, the caster then hurls this miniature black hole against her target. The orb of oblivion generates a dire wind that pulls all within its range into its' dread embrace. Anything pulled into the maw of an orb of oblivion suffers an intensified 20d6 points of damage. Creatures that make a successful Fort save take half damage. Anything reduced to 0 hit points in this fashion is forever lost beyond the event horizon of the black hole and disintegrated (as per the Disintegrate spell). Unattended objects get no save against this effect. The caster and those creatures or things she specifies are immune to this effect and may move and act normally. By concentrating (as a move-equivalent action), the caster may send the sphere off to a distance of the orb's range once per turn. The orb cannot be moved beyond its' maximum range in one turn, although the caster can exert a telekinetic pull to move the sphere along with her to the maximum of her move rate on her turn as a standard action.

To Develop: 1,278,000 GP, 26 days, 51,120 XP. Seed: Destroy (29), No somatic components (+2), Dismissible by caster (+2), Burn 1500 XP to cast (-15), Permanent (x5).

Odds In My Favor
Transmutation
Spellcraft DC: 150
Components: V
Casting Time: 1 standard action
Duration: 40 hours
Range: Personal
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Being a Goddess of Luck and Chaos, Mirienemi well knows how quickly fortune can shift from one person to another. Although she trusts in her command over the elements of her portfolio she's not adverse to guaranteeing a bit of good fortune for herself when the chips are down. Odds In My Favor grants a +25 bonus to all skill checks, saving throws, and ability scores, stackable with any other luck bonuses.

To Develop: 1,350,000 GP, 27 days, 54,000 XP. Seed: Fortify (23), Increase luck bonus to +25 (+150), No somatic components (+2), Duration increased by 100% (+2), Burn 2700 XP to cast (-27).

Offend Not The Goddess
Abjuration
Spellcraft DC: 171
Components: V, S, XP
Casting Time: 1 standard action
Duration: Contingent until triggered, then 24 hours
Range: Personal
Saving Throw: Yes (harmless)
Spell Resistance: Yes (harmless)

This potent spell was developed by Mirienemi long ago, in preparation for battle against the wicked. Once cast, the spell remains dormant until triggered by a hostile spell or psionic power. When the spell or power would hit, Offend Not The Goddess triggers, reflecting the spell or power back upon its' caster. The caster suffers the full effects of the spell or power at whatever spell level or manifester level was originally used, with the same save DC. In the case of Reaving Dispel, if the attacker fails in their dispel checks then their own magic is reaved and the beneficial effects go to Mirienemi. This spell does not affect Mirienemi's own spells, so she can use her own spells upon herself without difficulty. She can choose to raise or lower the protection of this spell as an immediate action, allowing beneficial spells to take effect upon her.

To Develop: 1,539,000 GP, 31 days, 61650 XP. Seed: Reflect (29), Reflect spells up to 10th level (+180), Increase duration by 100% (+2), Burn 4000 XP upon casting (-40).

Through the Looking Glass
Conjuration (Summoning)
Spellcraft DC: 89
Casting Time: Quickened spell
Duration: 1 day per level
Range: Medium (100 ft. +10 ft. per level)
Saving Throw: No
Spell Resistance: No

Long ago, Mirienemi wandered the planes in search of meaning and purpose. In her journeys she came across a strange dimension; a plane of mirrors, where one encountered one's opposite self. She battled a dark version of herself and won, giving her the inspiration to create this spell. When cast, Through the Looking Glass creates a mirror-self of a selected target. This mirror-self is identical in all ways to the target, save that they are of the opposing alignment and dedicated to their real-self's destruction. The mirror-self has all the memories of the selected target, as well as all of their possessions and abilities at the moment of creation. The mirror-self fights tirelessly to stalk and slay it's real-self. If it succeeds in killing it's real self it then assumes it's real-self's life and place and does as much as possible to undermine the position of it's real-self until destroyed, dismissed, or it's time expires. When it's time expires or when it's destroyed a mirror-self shatters (as do all of it's possessions). As a side-effect of it's creation, a mirror-self created through this spell obeys the one who summoned it, going on their turn in battle. It can hear the telepathic commands of its' creator across any distance, including planar boundaries. This is contrary to a normal mirror-self, who has it's own will.

To Develop: 801,500 GP, 16 days, 32,060 XP. Seed: Mirror Walking (DC 26), Life (27), Quickened Spell (+28) , No verbal or somatic components (+4), Duration increased by 100% (+2), Dismissible by caster (+2).


Contingent True Resurrection
Conjuration (Healing)
Spellcraft DC: 80
Components: V, S, DF
Casting Time: 1 round
Range: Touch
Target: You or creature touched
Duration: Contingent until expended, then instantaneous
Saving Throw: None (see text)
Spell Resistance: Yes (harmless)
To Develop: 720,000 gp; 15 days; 28,800 XP. Seed: life
(DC 27). Factors: activates when subject is slain (+25
DC), no loss of level or Constitution when resurrected
(ad hoc +10), decrease casting time by 9 rounds (+18).

Contingent true resurrection works as per contingent
resurrection, save that the resurrected creature does not
lose a level (or 1 point of Constitution if the subject was
first level), and the time between death and resurrection
is only 1 round.

Greater Epic Mage Armor
Conjuration (Creation) [Force]
Spellcraft DC: 70
Components: V, S
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: 72 hours (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 630,000 gp; 13 days; 25,200 XP. Seed:
armor (DC 14). Factors: +36 additional armor bonus
(+72), increase duration by 200% (+4). Mitigating Factor:
increase casting time by 9 minutes (-18), change
target to personal (-2).

Greater epic mage armor works as per epic mage
armor, except that it grants a +40 armor bonus to Armor
Class, and lasts for 3 days.

Esoteric Aegis
Abjuration
Spellcraft DC: 83
Components: V, S
Casting Time: 1 minute
Range: Personal
Effect: 10-ft. radius emanation
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
To Develop: 747,000 gp, 15 days, 29,880 XP. Seeds:
ward (DC 14), transform (DC 21). Factors: gain +10
bonus on DC to avoid being dispelled (ad hoc +20),
make spell effect tenacious (as per the feat) (ad hoc +10),
end dispel checks that fail to dispel this spell automatically
(ad hoc +4), ward against mage’s disjunction (+16).
Mitigating factors: change range from touch to personal
(-2)

The caster calls upon the very fabric of magic to fashion
a ward to protect his own working of the Word from
those that would tear it down. A shimmering, dusky
globe surrounds the caster, intercepting any attempts to
end his spells by means of dispel magic, or similar spells
and epic spells, and providing a +10 bonus on the DC
against which the dispel attempt must succeed. Any dispel
attempt which succeeds can then proceed as normal,
but esoteric aegis works as if under the effects of the
Tenacious Magic feat, and thus cannot be dispelled, only
suppressed for 1d4 rounds. Dispel attempts that fail are
not entitled to checks against lesser spells within the area
of effect (this differs from the usual procedure of area
dispel magic attempts). Furthermore, mage’s disjunction
is warded against in its entirety.


Major Artifacts Possessed: Lament of the Wicked, Nymph's Integrity, Clarity of Thought, Intangible Will

Lament of the Wicked: This longbow of purest Frystalline was forged for Mirienemi in the time when the Gods were first establishing themselves in the cosmos. The mysterious deity who now sleeps beneath the mountains of Eronia on Elysium took pity on the confused, newly-deified nymph and crafted a weapon for her to defend herself with as she searched to find meaning for her new life. This elaborately-curved bow is of palest-gold crystal, with twining vines of mithral that support leaves of emerald and berries of ruby. Writing in Celestial and primal Sylvan is engraved into the bow. It reads: "Dear Mirienemi. May this bow protect you wherever you wander, my dear little dancer. Always remember that the light of hope can never be overcome, even in the depths of the blackest darkness." When Mirienemi joined with the forces of Good and took up the portfolio of Divine Retribution upon the death of another deific friend in combat, she took this bow to be her weapon of choice. Rarely has she drawn Lament of the Wicked, for she prefers to encourage mortals to rise up against evil on their own or to use her powers to aid them, but the deadliness of the weapon when she has used it has well earned it its name.

Lament of the Wicked confers several effects to its' holder. First, merely possessing the bow (drawn or not) grants the holder the benefits of the following spells: True Seeing, Guided Shot, Hunter's Mercy, and Haste. The bow automatically produces arrows when its' mithral string is drawn. The number of arrows is equivalent to the number that the holder can fire on a full attack. Further, the holder can choose what types of arrows are produced as an immediate mental action. Arrows so produced can have up to a +10 bonus and be of any material or substance known to the holder. This semi-sentient bow is attuned to Mirienemi and resists being removed from her hand. Anytime a person or force tries to remove Lament of the Wicked from Mirienemi, the bow gets not only a Strength check, but also a Will roll (at Mirienemi's Will DC). If both fail then the bow is removed. However, the bow automatically teleports or flies (whichever is more effective) back to Mirienemi at the start of her next turn. Lament of the Wicked has the effects of the Dread (Evil Outsiders), Holy, Impedance, Ghost Touch, Unerring Accuracy, and Maiming weapon traits. The arrows that it shoots ignore an opponent's AC bonus from cover. Finally, Lament of the Wicked is treated as epic, chaotic and good for the purpose of overcoming DR.

Lament of the Wicked can be destroyed only by immersion in the Venom Fount or by being destroyed by the God who forged it.

Nymph's Integrity: During her wanderings across reality, Mirienemi saw the rise of planes devoted to law and chaos, to good and to evil. In her early days as a deity of good she traveled into the Gray Waste of Hades in pursuit of a wicked archmage of great power who had fled from the wrath of the citizens he'd once oppressed. The traits of the dark plane were a hindrance to Miri as she battled, and once the defeated archmage was returned to his world to face his fate at the hands of a lynch mob, Miri decided that she had to do something to prevent such problems in the future. Thus was born Nymph's Integrity.

Nymph's Integrity is a pendant forged of platinum and mithral links. A simple crystal of deepest blue, a gift from a clan of Bariaur Miri once helped, is held within a mithral filigree. When worn, the pendant creates both a consecrated area and a persistent planar bubble effect (as the spell) about the wearer, enabling them to emulate the traits of their native reality no matter where they go. Nymph's Integrity also grants immunity to fire, cold, acid, electricity, and sonic damage and effects, as well as immunity to the effects of immersion in any deadly liquid.

Nymph's Integrity can only be destroyed on the Plane of Mirrors, by being brought in direct contact with its' opposite version on Mirienemi's mirror-self.

Clarity of Thought: As a Goddess of Chaos, Mirienemi once felt obligated to explore the inherent chaos in the minds of mortals. To that end she entered the Plane of Dreams and sought out the Dreamheart. Enchanted as she was by the sheer variety of dreamscapes, Miri soon realized that some mortals feared the chaos in their hearts. That fear was what allowed the likes of devils and tyrants to take over, with their promises of easing the confusion. Going one step further, Miri wondered if there was a realm where the chaos of deities was made manifest. Fond as she is of change and growth, Miri has no desire to experience insanity. Hence she created Clarity of Thought.

Clarity of Thought is a circlet of gold with a crystal orb of iridescent indigo mounted in it. Although simple in appearance, this artifact grants amazing power. The wearer of Clarity of Thought is immune to all fear, mind-affecting, and compulsion effects, as well as all gaze attacks. In addition, the headband creates a psionic dead zone in its' vicinity when worn. Psionic powers simply cease functioning in a radius of 100 feet per HD of the wearer. This effect is not permanent as it moves with the wearer. Once the wearer moves out of range or removes Clarity of Thought, psionic powers can be manifested or resumed again.

Clarity of Thought can only be destroyed in the Soul Forges of Moradin, or by casting it into the Lake of Fire and Brimstone in Phelgethos, the Fourth Perdition of Hell.

Intangible Will: This pair of wispy white gloves might appear to be harmless bits of near-transparent fabric, but looks can be deceiving. The gloves was created by Mirienemi to help her in her dealings with the corporeal world. Once she had transcended her original form and become a deity, she found that she was intangible to the world around her. Realizing that she would need to interact with the corporeal world at times, she fashioned Intangible Will.

When worn, Intangible Will enables their wearer to go incorporeal or to regain corporeality at will as a free action. They also prevent an incorporeal wearer from being forced into corporeality against their will and vice-versa. Intangible Will also grants immunity to critical hits and sneak attacks, the benefits of the Improved Evasion ability (regardless of whether the wearer already has Evasion or not) and enables the wearer to move objects through telekinesis while incorporeal.

Intangible Will can only be destroyed by leaving them unattended in the timestream for one Material Plane year.


Starting Gold: 85,780,800 GP
Remaining Gold: GP: 63,238,718 GP

Bought: Bag of Holding (IV)-10,000
Rod of Excellent Magic (x4)-2,600,000
Rod of The Path-306,870
Crystal Mask of Discernment-10,000
Cloak of Epic Charisma (+12)-1,440,000
Ioun Stone (pale green prism)-30,000
Ioun Stone (orange prism)-30,000
Greater Metamagic Rod of Sculpting (x3)-73,500
Rod of the Wyrm (Copper x2)-3,125,000
Bracers of Epic Health (+12)-1,440,000
Staff of Nature's Fury-500,000
Staff of Prism-326,812
Rod of Epic Splendor-297,400
Ring of Arcane Might-20,000
Ring of Sequester-300,000


Created: Robe of Divine Retribution (Torso): This dress-like robe of swirling black and blue mist forces a foe within 100 feet that has succeeded on a saving throw to reroll with a penalty equal to half the Will save bonus of the wearer. This penalty stacks with any other penalty to saves the affected opponent is currently suffering. Activating the robe is a immediate mental action.-800,000

Belt of the Divine Wind: Inspired by a battle against Quicklings she was once involved in, Mirienemi created this belt of worked platinum and ruby links that bears the image of a nymph bore aloft on a whirlwind on its' silver buckle. It grants a +12 bonus to Dexterity.-1,440,000

What class confers d7's HDs?

Also, max HD is 70, while max ECL is 75. It looks like you've got 78 HD, and probably a higher ECL if your HD are right.
Zelck

06-03-07, 06:25 PM
Based on the learned comments of my fellow siegers and Witch, here is Mirienemi v. 2.1. Now featuring Loremaster levels to deal with a certain pesky artifact, as well as new SDAs and a revamped spell, artifact, and item list. :)
My thoughts:

- Why do you use epic Sorcerer levels instead of epic Loremaster levels? They both gain bonus feats at the same rate, except as a Loremaster you get 4+int skill points and Lore progression instead of familiar progression. (Which also means my God has too few skill points)

- Automatic Metamagic (Intensify Spell) seems too strong. At the very least, it should require the feats Intensify Spell, and perhaps Automatic Metamagic (Empower) and (Maximize) as well.

- You can't cast epic divine spells because you can't cast 9th level divine spells.

- Second Chance Denied would be cooler if the word was "DE-NIED!" ;).

- Odds in my Favor seems too good and is miscalculated. IIRC, you need one Fortitude seed per effect, and I'm sure you need to increase the DC by +6 for each increase of each effect. Since you have bonuses to 3 types of rolls, you need to increase the DC by 3x6=18 for each +1 increase. The stacking bonus type also requires an ad-hoc modifier, and may be way too good even with one.

- If I were to bet, I'd say Witch will not approve Through the Looking Glass. If you get it approved, I'm going to steal it ;).

- Clarity of Thought's psionic-blocking effect seems too strong. There doesn't seem to be a way to avoid it, and it has a huge area. One could make one for magic as well and be immune to tons of stuff.

- Artifacts do cost gold.
Geraturatu

06-03-07, 06:47 PM
I think that it will require more specific request on Your part, Geraturatu. Witch tends to frown on vague questions. Better ask Him what extacly class from OA You want to use. Let me guess ... Iajitsu Master ? :P

Sorry, couldn't resist the temptation to tease You with that. :embarrass


Umm... well... I can't say that one didn't cross my mind. :D That's probably not going to be one unless the loss of my class abilities from online makes me so sad to dump the War troll (chances are that's not going to happen). I'm probably going to have to check through again before stating what I want, I was just making sure the whole thing wasn't out first :)
Mysteris

06-03-07, 08:52 PM
What class confers d7's HDs?

That comes from her Nymph LA.

Also, max HD is 70, while max ECL is 75. It looks like you've got 78 HD, and probably a higher ECL if your HD are right.

I'm not sure I follow. I used the five free LA Witch gave us for the Vivacious template, 7 class levels for the Nymph LA, and then 63 class levels.

Why do you use epic Sorcerer levels instead of epic Loremaster levels? They both gain bonus feats at the same rate, except as a Loremaster you get 4+int skill points and Lore progression instead of familiar progression. (Which also means my God has too few skill points)

There are three reasons. First, I didn't even notice the Epic Loremaster until you brought it up. :eek: And second, I only need 10 levels of Loremaster to get the True Knowledge SDA and I have all the Lore secrets that I wanted from that class anyways, while the extra spells from my Sorcerer levels will come in handy come fight time (if I get that far). Finally, flavor-wise, I don't see Mirienemi as a bookish, intellectual goddess (despite her high Int score). I sort of see her as a collector and a time goddess who's been around since practically forever and has collected knowledge from all over the multiverse in the course of her life. She's probably got stacks of lost lore from ancient civilizations that would look great in a library, but matters little to a nymph. :)

Automatic Metamagic (Intensify Spell) seems too strong. At the very least, it should require the feats Intensify Spell, and perhaps Automatic Metamagic (Empower) and (Maximize) as well.

Automatic Metamagic (Empower and Maximize) would be a redundant waste with an Intensify SDA though. I tried to make it restrictive to get this SDA to compensate for how powerful it is. Maybe having the Intensify Spell should be a requirement though.

You can't cast epic divine spells because you can't cast 9th level divine spells.

Oh. Well crap. Forgot about that detail. Oh well.

Second Chance Denied would be cooler if the word was "DE-NIED!" ;)

LOL! That would be funny. Instead of the image of a nymph shaking her head, the image would be one of a nymph making a shot-blocking gesture. :P

Odds in my Favor seems too good and is miscalculated. IIRC, you need one Fortitude seed per effect, and I'm sure you need to increase the DC by +6 for each increase of each effect. Since you have bonuses to 3 types of rolls, you need to increase the DC by 3x6=18 for each +1 increase. The stacking bonus type also requires an ad-hoc modifier, and may be way too good even with one.

Ouch. There goes another one if denied. And if Through the Looking Glass does get denied too then there are two more epic slots I need to fill. Rik's idea about the aspects makes for a good possible one, but I'm kind of stumped as to what else could work as an epic spell. Orb of Oblivion and Summon Primal Elemental have offense covered; Offend Not The Goddess, Greater Epic Mage Armor, and Esoteric Aegis have defense covered, and Contingent True Ressurection is a good last-resort spell. Any ideas?

Clarity of Thought's psionic-blocking effect seems too strong. There doesn't seem to be a way to avoid it, and it has a huge area. One could make one for magic as well and be immune to tons of stuff.

Never thought of it that way. I've never made artifacts before so I just threw in whatever I thought fit the theme of that particular artifact. Perhaps Clarity of Thought should just prevent psionic effects from being used on the wearer? Or maybe greatly limit the area that it nullifies?

Artifacts do cost gold.

*nod* Yeah, but that's what that spare 63,238,718 GP is for. :)
goro

06-03-07, 08:57 PM
Nymph has 6 racial HD and +7 LA, for a total of 13.

Automatic Metamagic can only be used for non-Epic metamagic, metabreath, and metapsionic feats.

And no item can be worth more than 25% of your starting wealth.
Diplominator

06-03-07, 09:23 PM
Okay, I thought I'd prepare Venyx for his next foray, whenever it is. Dicefreaks is down, but I can do some stuff. Here I'm assuming that his temple has fairly massive coffers and that he has a heft xp reserve, since he didn't use much starting gold and only +1 LA out of the allowable +5. So, without further ado, Venyx's changes, submitted for approval.


Using his substantial resources, Venyx modifies his two unique items into artifacts. These are their stats now.

Helm of Shadows
This forbidding helmet of glistening black obsidian enhances the wearer's mental attributes, and carries a permanent part of the Plane of Shadows.

-+6 Intelligence
-Continuous planar bubble, CL 40, centered on wearer, emulating the traits of Venyx's divine realm.
-Immune to fire damage

Robe of Flesh Forsaken
This insubstantial shadow silk cloak allows the bearer to transcend worldy limits, freeing their mind and body.

-+30 insight bonus on all spellcraft checks.
-Ghostform at will, CL 40
-Wearer is not affected but the magic traits of a plane, except for dead magic.
-Immune to fire damage.




Local Leap
Conjuration (Teleportation)
Spellcraft DC: 78
Components: V,S
Casting Time: 1 quickened action
Range: Touch
Target:You and touched objects or other touched willing creatures weighing up to 1,000 lb.
Saving Throw: None
Spell Resistance: None
Seeds: Transport (DC 27) and Reveal (DC 19).
Factors: Change medium from Astral Plane (+2 DC), medium varies based on locale (ad hoc +10 DC), hearing and seeing (+2 DC), quickened (+28 DC)

You create a magical sensor that allows you to hear and see a distant location (either known or obvious) on the same plane, and then you and up to 1000lbs of cargo are transported there. Lead sheeting or magical protection blocks the scrying effect, often making the transportation impossible due to targeting failure. The curious thing about this spell is that unlike most teleportation effects, the transportation does not involve the Astral Plane. Instead, the creatures travel through the fabric of the current plane itself, simply changing their location upon it.

Betrayal Mundane
Transmutation
Spellcraft DC: 181
Components: V, S
Casting Time: 1 standard action
Range: 900ft
Target: 3 Objects or 1000 cu. ft. of matter, all within 300 ft. of each other.
Duration: 60 Rounds
Saving Throw: None
Spell Resistance: No
Seed: Animate (DC 25)
Factors: 1-action casting time (+20 DC), animate attended objects (+10), increase size affected to 1000 cu. ft. (+98 DC), increase range by 200% (+4 DC), increase duration by 200% (+4 DC), add 2 extra targets within 300 ft (+20 DC)

You cause an enemies items or structures to work against him, animating three nonmagical objects or pieces of matter of up to 1000 cubic feet each, which immediately attack whatever target you designate.

Cover-up
Illusion (Glamer)
Spellcraft DC: 179
Casting Time: 18 days
Target: You or a creature or object of up to 2000 lbs
Duration: Permanent
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless)
Seed: Conceal (DC 17)
Factors: Block Divination (+6 DC), -10 on caster level checks to beat it (ad hoc +20 DC), permanent (x5 DC), increase casting time by 18 days (-36 DC)

This spell permanently conceals a creature or object from divination spells, spell-like abilities, and epic spells with the reveal seed. To be successful, such spells must succeed on a caster level check with a -10 penalty.




As far as items go, I need them to stay active, so I can enjoy the undispellable goodness that is phylactery transference. Thus, the planar bubble thing is now continuous, and I added the effect of the Vestments of Steadfast Spellcasting to the cloak, which keeps corrupt spell from being applied. Really, only one or the other is necessary, but it's good to have a backup. And planar bubble allows the casting of naturally evil spells.

For spells, I don't really need any of them, but they'll be useful. Local Leap should allow teleportation without the Astral Plane (it does say you can change the medium, and if the ad hoc bit doesn't get approved I can just change it to specifically Dis), and the reveal seed use means targeting is easier. Betrayal Mundane won't work on Dispater's items or tower, since they're magical, but I might be able to animate a cloak or a building. In any case, I won't get trapped again since I can tell the wall or whatever to go somewhere else. And Cover-up...well, that's just useful. I'm sure Venyx is hard to find as it is...but every little bit helps. Also nice on canopic jars and the like.

I hope I can try again soon.
Mysteris

06-03-07, 09:49 PM
Nymph has 6 racial HD and +7 LA, for a total of 13.

Oh. So then I have to sacrifice one more class level for things to balance?

Automatic Metamagic can only be used for non-Epic metamagic, metabreath, and metapsionic feats.

*nod* Which is why I crafted a new SDA with what I feel are pretty restrictive entry requirements to balance the power. There was a guideline on creating new SDAs at Chapter Nine of the Gates of Hell, and this seemed to fit for a Goddess of Magic.

And no item can be worth more than 25% of your starting wealth.

I'm not that good with percents (or math in general to be honest), but I don't think any of the items I listed as bought are over 25% of 85+ million GP.
NoldorForce

06-03-07, 09:50 PM
Delay Spell Spell Slot Adjustment x 10Actually, it's a +25 adjustment. All that needs to be done is to have it contingent on a specific trigger (+25)...which is that however many seconds (some number of rounds) pass. It of course continues to use up that same epic spell slot on a day-by-day basis.

In any event, a x10 adjustment would seem patently absurd if not for the fact that it puts a hold on the unlimited casting of contingent spells to get around the epic-spell-slots-per-day limit. Of course, the above RAW method doesn't allow such an end run around the rules, and thus doesn't require such a hefty balancing factor.
Diplominator

06-03-07, 10:02 PM
Actually, it's a +25 adjustment. All that needs to be done is to have it contingent on a specific trigger (+25)...which is that however many seconds (some number of rounds) pass. It of course continues to use up that same epic spell slot on a day-by-day basis.

In any event, a x10 adjustment would seem patently absurd if not for the fact that it puts a hold on the unlimited casting of contingent spells to get around the epic-spell-slots-per-day limit. Of course, the above RAW method doesn't allow such an end run around the rules, and thus doesn't require such a hefty balancing factor.

I think he meant +30 DC, or Delay Spell's metamagic spell slot adjustment, times ten.
NoldorForce

06-03-07, 10:22 PM
I think he meant +30 DC, or Delay Spell's metamagic spell slot adjustment, times ten.That might be more reasonable, though I would still point out that it is possible by the rules to develop an effect that emulates Delay Spell just by using an appropriate contingency, requiring an increase of +25.
Diplominator

06-03-07, 10:28 PM
That might be more reasonable, though I would still point out that it is possible by the rules to develop an effect that emulates Delay Spell just by using an appropriate contingency, requiring an increase of +25.

Well, yeah. Fair enough. Although then I don't think you can make it go off prematurely.
Rikandur_Azebol

06-04-07, 12:30 AM
Transmutation
Spellcraft DC: 150
Components: V
Casting Time: 1 standard action
Duration: 40 hours
Range: Personal
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Being a Goddess of Luck and Chaos, Mirienemi well knows how quickly fortune can shift from one person to another. Although she trusts in her command over the elements of her portfolio she's not adverse to guaranteeing a bit of good fortune for herself when the chips are down. Odds In My Favor grants a +25 bonus to all skill checks, saving throws, and ability scores, stackable with any other luck bonuses.

To Develop: 1,350,000 GP, 27 days, 54,000 XP. Seed: Fortify (23), Increase luck bonus to +25 (+150), No somatic components (+2), Duration increased by 100% (+2), Burn 2700 XP to cast (-27).

Again ... how You made this spell ? Zeleck pointed out good thingies about it. To apply that bonus to everything You want it will require one of two things:
-A modifier of +173 per thing You want to affect. I counted 10 affected traits here. It would mean that Your spell have base DC about 1730. ^^
- Ad Hoc modifier so You can apply it to trait of Your choice. Similiar to Rikandur's Dragon Might, wich affects only ability scores and have Ad Hoc +20 for flexibility between these scores. As Your spell affects more things, You will need bigger Ad Hoc modifier. Perhaps ... +30 ? And, how are You going to buff Yourself with so short duration ? It might leave Your little nymph out of epix spell-slots before she finishes buffing. Bad. :P


Thus, the 'synching' you've described is impossible.

Now I see, IMO psionic version is weird and worse than Metamagic. Good to know that psions don't get everything that's good. ;)

The reason I'm doing this is that I know I can't let Dispater pull any cheese on me or re-raise his Iron Curtain. Thus, I need a way for one standard action to trigger all 15-odd of these tornado blasts.

I see Your point. But perhaps You could just make it into Contingent Powers ? There is feat in CA that allows crafting of spells into contingencies. You may petition Witch to allow psionic version of this one, if there isn't already psionic item creation feat that allow this kind of thing.

Plus, with cleverly arranged contingent powers You could put some amount of Timeless Body contingent powers on Yourself that would give You some rounds of invurnerablity in critical times.

The reason I ask about the whole [Psionic] and [Metapsionic] thing is that I wanna be sure if I can count metapsi feats for my Psionic Body. Drop in the ocean, maybe, but every little helps.

Tell me about it.^^
Half of my tactic rotates around small, almost insignificant things working in tandem to make my guy living equivalent of phoenix-esque tactical nuke.

Another question comes up: in this (http://www.wizards.com/default.asp?x=dnd/psm/20070214a) Mind's Eye article, the wilder is allowed to trade in his volatile mind ability for bonus instances of Expanded Knowledge. Is this a) allowed, and b) continuable at epic level? If b) is true, can I replace it with Epic Expanded Knowledge?

Somehow I doubt it about Epic Expanded Knowledge. Perhaps devise Epic Feat that would give You the ability to improve this class feature into Epic Expanded Knowledge ?

Also, for sheer coolness factor, can I have an intelligent sword with a coualt trapped in it?

Write it's stats up, I'm sure that if it is not more potent than Dispater's artifacts Witch will have little against approving it. :)
goro

06-04-07, 01:48 AM
Odds in my Favor SDA
Prereqisites: Luck Domain, Power of Luck
Benefit: You may grant a luck bonus to any one creature(including yourself) for any one skill check, saving throw, or ability score(for one check involving the chosen ability score) equal to your Charisma modifier. You may use this ability a number of times per day equal to your divine rank.
Special: This bonus stacks with any other luck bonus the target may possess, but not with any bonus already granted from this ability.
Bernat

06-04-07, 02:58 AM
Oh. So then I have to sacrifice one more class level for things to balance?

I just checked the Nymph (http://www.roles.es/sovelior_sage_srd/monstersMtoN.html#nymph) in the SRD and it has 6d6.

To find what your class levels should be, sum up all racial hit dice and add your total LA minus five. Substract that number to 70 and you're done :D.



In other words:

Your total HD (racial HD + class levels) should be equal or lower than 70.

Your ECL (racial HD + class levels + LA) should be equal or lower than 75.
Zelck

06-04-07, 12:09 PM
By the way, if anyone can take a look over my charsheet and see if there's anything wrong or give some suggestions, I'd greatly appreciate it. The charsheet in an excel file can be downloaded HERE (http://putstuff.putfile.com/84552/8594595).

And as Zeleck mentioned it is avaible in approved source.
MY SCREENNAME ONLY HAS ONE 'E'!

;) :D :P

Odds in my Favor SDA
Prereqisites: Luck Domain, Power of Luck
Benefit: You may grant a luck bonus to any one creature(including yourself) for any one skill check, saving throw, or ability score(for one check involving the chosen ability score) equal to your Charisma modifier. You may use this ability a number of times per day equal to your divine rank.
Special: This bonus stacks with any other luck bonus the target may possess, but not with any bonus already granted from this ability.
I really really doubt this would get approved. Think about it. My god currently has a charisma modifier in the 40's. Combined with Power of Luck, he'd be getting an extra +60-ish bonus to 18 checks per day. Maybe if the stacking was removed, and the odd wording regarding ability score checks was changed.
goro

06-04-07, 01:02 PM
I really really doubt this would get approved. Think about it. My god currently has a charisma modifier in the 40's. Combined with Power of Luck, he'd be getting an extra +60-ish bonus to 18 checks per day. Maybe if the stacking was removed, and the odd wording regarding ability score checks was changed.

Could remove the stacking, but what needs to be changed with the wording on a ability score? I thought it made perfect sense. Although should change the ability overall and let it be applied as a swift action.



Odds in my Favor SDA
Prereqisites: Luck Domain, Power of Luck
Benefit:
1) You may grant a luck bonus to any one creature(including yourself) for any one skill check, saving throw, or ability score(applies only to next check made using this ability score) equal to your Charisma modifier.
2) You may apply a bad luck bonus to a target creature to any one saving throw, skill check, or ability score(applies only to next check made using this ability score) equal to your charisma modifier. You must succeed on a melee touch attack and the target gets a Will saving throw(DC 20+CHA) to negate this affect.
You may affect a diety with this ability, must you must succeed on an opposed rank check, and the diety gets a saving throw. You may use either of these abilities or any combination of the two a number of times per day equal to your divine rank.
Special: This bonus stacks with any other luck bonus the target may possess, but not with any bonus already granted from this ability or power of luck.
goro

06-04-07, 02:47 PM
I just had a wicked thought;

Paragon Marquis Half-Fiend with; Control Creatures, Govern The Children, Overlord, Alter Form, and Shapechange(Asmodeus).
Mysteris

06-04-07, 02:47 PM
Again ... how You made this spell ? Zeleck pointed out good thingies about it. To apply that bonus to everything You want it will require one of two things:
-A modifier of +173 per thing You want to affect. I counted 10 affected traits here. It would mean that Your spell have base DC about 1730. ^^
- Ad Hoc modifier so You can apply it to trait of Your choice. Similiar to Rikandur's Dragon Might, wich affects only ability scores and have Ad Hoc +20 for flexibility between these scores. As Your spell affects more things, You will need bigger Ad Hoc modifier. Perhaps ... +30 ? And, how are You going to buff Yourself with so short duration ? It might leave Your little nymph out of epix spell-slots before she finishes buffing. Bad. :P

I didn't think 40 hours was too short a duration for a once-a-day buff. I figured it would be enough time to get to Dis and either a.) find and kill Dispater b.) get hopelessly lost or c.) find Dispater and get horribly, horribly killed. :P

But yeah. *watches another Epic spell go down in flames* At least that one made a pretty explosion as it blew up in my face. :P Glad to see the rest of you are finding some use for it as an SDA though. :)


In other words:

Your total HD (racial HD + class levels) should be equal or lower than 70.

Your ECL (racial HD + class levels + LA) should be equal or lower than 75.

Ah, gotcha! Thanks! :) Bye-bye one level of Sorcerer, hello fully-balanced character. Well, as balanced as epic characters of this level get anyways. :D

I just had a wicked thought;

Paragon Marquis Half-Fiend with; Control Creatures, Govern The Children, Overlord, Alter Form, and Shapechange(Asmodeus).

Bringing a little chaos to the order of Hell, eh? Sounds like this would be a fun character. :D
goro

06-04-07, 03:01 PM
Epic Eldritch Knowledge SDA
Prerequisites: Divine Rank 6, Spellcaster level 1st, Cha 29, Extra Spell, Eldritch knowledge, Supreme Eldritch Knowledge, Magic Domain
Benefit: The deities knowledge of the arcane arts allows him to Develop epic spells more easily than others. Reduce development costs of any epic spell you create by 25%.



Improved Epic Eldritch Knowledge SDA
Prerequisites: Divine Rank 11, Spellcaster level 1st, Cha 29, Extra Spell, Eldritch knowledge, Supreme Eldritch Knowledge, Epic Eldritch Knowledge, Magic Domain
Benefit: The deities knowledge of the arcane arts allows him to Develop epic spells more easily than others. Reduce development costs of any epic spell you create by 50%.



Supreme Epic Eldritch Knowledge SDA
Prerequisites: Divine Rank 18, Spellcaster level 1st, Cha 29, Extra Spell, Eldritch knowledge, Supreme Eldritch Knowledge, Epic Eldritch Knowledge, Improved Epic Eldritch Knowledge, Magic Domain
Benefit: The deities knowledge of the arcane arts allows him to Develop epic spells more easily than others. Reduce development costs of any epic spell you create by 75%.



Supreme Epic Eldritch Knowledge SDA
Prerequisites: Divine Rank 21, Spellcaster level 1st, Cha 29, Extra Spell, Eldritch knowledge, Supreme Eldritch Knowledge, Epic Eldritch Knowledge, Improved Epic Eldritch Knowledge, Supreme Epic Eldritch Knowledge, Magic Domain
Benefit: The deities knowledge of arcane power is complete. You may develop any epic spell with no development cost.
Special: Any epic spell you design without cost cannot be taught to any other being.



Spell Immunity SDA
Prerequisite: Magic Domain
You gain immunity from all spells of the 2 lowest spell levels you are not immune to, not counting 0-level spells.
Special: You may gain this SDA multiple times, its effects stack, every time you take this SDA it applies to the next 2 lowest spell levels that you are not already immune. You may be immune to no spell level that is higher than your Divine Rank. (I.E. DvR 9 highest immunity 9th level spells. DvR 12 Highest immunity 12th level spells). This spell immunity does not apply to epic level spells. Deities receive an opposed rank check to overcom this immunity.



Divine Repetition SDA
Choose a class ability, feat, or SDA you possess that has a limited numder of uses per day. You may use that ability an additional number of times per day equal to your divine rank.
Special You may choose this SDA multiple times, each time you do it applies to a different ability.



Prerequisites: Divine Dodge, DEX 29
Benefit: You may turn yourself, and any equipment you carry, incorporeal. You may maintain this form indefinitely. You may use this ability a number of times per day equal to your DEX modifier. You may use or dismiss this ability as a standard action.



Divine Movement
Prerequisite: DEX 29, Divine Dodge, Travel Domain
Benefit: The deity can move from one location to another within sight of his current position, but no more than 10 ft. per divine rank. The diety makes this movement outside of reality, as per the divine dodge SDA. The movement is nearly instantaneous, taking only a swift action.
Note You cannot move to a location that you cannot see.




Divine Knowledge Focus
Prerequisite: Knowledge(any) rank 23+
Benefit: You receive a bonus equal to your divine rank to any knowledge skill in which you have 23 or more ranks. This bonus stacks with the divine bonus granted from divine rank.



Divine Craft Focus
Prerequisite: Craft(any) rank 23+
Benefit: You receive a bonus equal to your divine rank to any craft skill in which you have 23 or more ranks. This bonus stacks with the divine bonus granted from divine rank.



Divine Breath Weapon Mastery:
Prerequisite: Breath Weapon,
Benefit: The power of your breath weapon is greater than the most powerful of dragons. You may use your breath weapons each round if you are able to(normally you must wait 1d6 rounds). The size of the line or the cone of your breath weapons are increased to what a dragon two sizes larger could produce(max colossal plus). The save DC against your breath weapons is increased by +4. Increase damage die one step; d6 to d8, d8 to d10, d10 to d12 max.



Aggressive Dragon SDA
Benefit: You gain the benefit of the following feats; Hover. wingover, Fly-by Attack, Adroit Fly-by Attack, Improved maneuverability, Snatch, Improved Snatch, Snatch & Swallow. You also increase the damage for all natural weapons you possess by one damage die step.(Claws, bite, Tail, etc.)



The Deepest Cut by Mercucio SDA
Prerequisites: War Domain, Divine Weapon Mastery.
Benefit: You automatically inflict maximum damage with any melee weapon or ranged weapon (but not spell) you wield. You automatically confirm any critical you make with a melee or ranged weapon (but not spell). Any additional damage dealt by a weapon you wield (sneak attack dice, bonus damage dice from icy, shock, holy, ect traits) is also maximized by this ability.



Divine Dragon SDA
Prerequisite: Dragon, 45+HD,
Benefit: Your draconic abilities far surpass those of mortal dragons. You may use your breath weapon once each round, if you are able (Normally you must wait 1d4 rounds). Double the range of your senses (Including blindsense). Your natural weapons(Bite, tail, claw, wing, etc..) increase one damage die step. Your Flying maneuverability increases one step.



Spell Strike SDA
Prerequisite: Magic Domain, Spellcaster level 1st
Benefit: When you strike a target with any melee or natural weapon you wield, the target loses the highest level spell slot they have available, Will saving throw(DC 20+(CHA or INT, whichever you use to cast spells)) to negate.
Special: You may not affect a spell slot higher than your divine rank. Epic spells are treated as 10th level spells for purposes of this ability.
Venenum

06-04-07, 04:39 PM
Spell Immunity SDA
Prerequisite: Magic Domain
You gain immunity from all spells of the 2 lowest spell levels you are not immune to, not counting 0-level spells.
Special: You may gain this SDA multiple times, its effects stack, every time you take this SDA it applies to the next 2 lowest spell levels that you are not already immune. You may be immune to no spell level that is higher than your Divine Rank. (I.E. DvR 9 highest immunity 9th level spells. DvR 12 Highest immunity 12th level spells). This spell immunity does not apply to epic level spells. Deities receive an opposed rank check to overcom this immunity.



Stupid magic domain requirement... :grumble, grumble:

I would use this for my god, but then i would have to give up all his other cool stuff.
goro

06-04-07, 05:11 PM
Stupid magic domain requirement... :grumble, grumble:
:D

That requirement could be changed if there is some domain that is more antimagic or defensive.
Venenum

06-04-07, 05:26 PM
Bogtyr

Bogtyr (Greater Deity)
The Silent Bastion, Anvil Bearer, Pyroclastic Hammer
Symbol: An axe beating a hammer on an anvil
Home Plane: Para-elemental plane of Magma
Alignment: Neutral
Portfolio: Architecture, Engineering, Forging Metal, War
Worshipers: Architects, Elementals, Engineers, Smiths, Warriors
Cleric Alignments: Any but Chaotic Evil
Domains: Crafts, Earth, Fire, Metal, Strength, War
Favored Weapon: Earthreaver (Dwarven Waraxe)
________________________________________ ______________________________________

Teàrlach Nar’Ifreann,
Crusader 25/ Warblade 20/ Dwarven Defender 10/ Iron Warrior 20/ Deepstone Sentinel 5
Medium Outsider (Earth, Fire, Dwarf, Dragonblood)
Divine Rank: 18
Hit Dice: 25d10 + 20d12 + 10d12 + 20d12 + 5d10+ 2103 ( 2883)
Initiative: First{+13}
Speed: 60ft. (12 squares)
AC: (+10 deflection, + Dex, +18 divine, +37 natural), touch , flat-footed
Base Attack/Grapple: +63/+114
Attacks: + melee (); or + melee touch, or + ranged touch
Full Attack: +/+ melee (); or +/+ melee touch, or +/+ ranged touch
Space/Reach: 10(5)/10(5)
Special Abilities: Alter reality, domain powers, spell-like abilities, Breath Weapon (DC 44{40})
Special Qualities: Divine aura (DC 38), divine immunities, DR 40/Epic and Mithral and Bludgeoning (DR 18/-) , Cold resistance 38 , immortality, spell resistance 85,Half-Dragon Traits, Immunity to sonic, Fast Healing 114
Saves: Fort +99 (+101 vs poisons), Ref +70 (+72 vs Traps), Will +75 {+2 on all vs spells(like)}
Abilities: Str 104{80(72)}, Dex 29, Con 78{70}, Int 34, Wis 34, Cha 30
Skills: Appraise: 42(30) {+8 with known craft skills}, {+2 with stone or metal}, Balance: 71(62), Climb: 86(39), Craft (Armorsmithing): 88(73) {+2 with stone or metal}, Craft (Weaponsmithing):85(73) {+2 with stone or metal}, Craft (Blacksmithing): 85(73) {+2 with stone or metal}, Craft (Sculpture): 80(68) {+2 with stone or metal}, Craft (Gemcutting): 80(68) {+2 with stone or metal}, Craft (Trapmaking) : 80(68) {+2 with stone or metal}, Diplomacy: 87(73), Disable Device: 42(30), Intimidate: 83(73), Knowledge (Architecture & Engineering): 64(52), Knowledge (History): 64(52), Listen: 52(40), Profession (Mining):47(35), Search: 52(40), Sense Motive: 52(40), Spot: 52(40)
Feats: Armor Focus (Heavy), Cleave, Combat reflexes, Diehard, Dodge, Dragon’s Breath, Dwarven Armor Proficiency, Endurance, Great Cleave, Great Fortitude, Greater Heavy Armor Optimization, Greater Weapon Focus (Dwarven Waraxe), Greater Weapon Specialization (Dwarven Waraxe), Heavy Armor Optimization, Improved Critical (Dwarven Waraxe), Improved Initiative, Improved Shield Bash, Power Attack, Reaving Strike (Dwarven Waraxe),Skill Focus: Craft (Armor Smithing), Toughness, Trapfinding, Weapon Focus (Dwarven Waraxe), Weapon Focus (Warhammer), Weapon Specialization (Dwarven Waraxe)
Epic Feats: Enhanced Specialization (Dwarven Waraxe), Epic Warsheild, Epic Weapon Focus (Dwarven Waraxe), Epic Weapon Specialization (Dwarven Waraxe), Gifted Insight, Improved Combat Reflexes, Iterative Strike, Master Warsheild, Opportunistic Strike, Plate of Titans
Salient Divine Abilities: Adamant Skin, Annihilating Strike, Deepest Cut, Divine Blast, Divine Earth Mastery, Divine Fast Healing {x3}, Divine Fire Mastery, Divine Metal Mastery, Divine Regeneration, Divine Shield, Divine Weapon Focus, Divine Weapon Mastery, Divine Weapon Specialization, Increased Damage Reduction, Indomitable Strength, Irresistible Blows, Master Crafter, Rejuvenation, Supreme Initiative, Sunder and Disjoin
Environment: Underground
Organization: Solitary (unique)
Challenge Rating: 96
Alignment: Neutral
Advancement: —

Bogtyr speaks all languages, and can communicate with any living creature. Her natural weapons are treated as [types] for the purpose of overcoming damage reduction.

SDA’s:
Adamant Skin (Di): Any weapon that strikes Bogtyr must make a fortitude save (DC 67{58}), or be destroyed. A weapon that ignores his DR, does not suffer these effects.

Annihilating Strike (Di): When Bogtyr strikes with a weapon or natural weapon, the opponent struck may be obliterated. Creatures, attended objects, and magic items must make Fort saves (DC 73{68}) or be reduced to -10 hit points and killed outright. Unattended, non-magical objects are obliterated. Bogtyr can destroy up to 18,000 cubic feet (a 180-foot cube) of nonliving matter, so the ability destroys only part of any very large object or structure targeted.
Notes: Deities and cosmic entities are not subject to this ability except on a successful opposed rank check. This ability has no effects on objects or effects that are not subject to physical attacks, such as walls of force.

Deepest Cut (Di): Bogtyr automatically inflict maximum damage with any melee weapon or ranged weapon (but not spell) he wields. Bogtyr automatically confirms any critical he makes with a melee or ranged weapon (but not spell). Any additional damage dealt by a weapon he wields (sneak attack dice, bonus damage dice from icy, shock, holy, ect traits) is also maximized by this ability.

Divine Blast (Di): The deity can use this ability 8 times per day. The ray created can extend up to 18 miles (Bogtyr chooses the length). Targets the ray strikes take 23d12 points of damage. There is no saving throw, but Bogtyr must make a ranged touch attack to hit a target. He can make the ray look, sound, smell, and feel like anything he desires. Despite the appearance of the ray, the damage it deals results directly from divine power and is therefore not subject to being reduced by protection from elements and similar magic.
Notes: The ray destroys a wall of force, prismatic wall, or prismatic sphere it hits (all layers in a prismatic effect are destroyed). The ray itself is unaffected and can strike a target behind the wall of force or prismatic effect. A divine shield can stop the ray.

Divine Earth Mastery (Di): Bogtyr gains a competence bonus on attack rolls, damage, and Armor Class equal to 18 if both he and his foe are touching the ground. Bogtyr has a burrow speed of 60 feet as well as the ability to glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. This burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of her presence. He has tremorsense, allowing him to automatically sense the location of anything within 180 that is in contact with the ground.
Bogtyr has complete control over all things made of earth (including stone and metal). He can alter the form of any amount of earth as a swift action. He can duplicate the effects of the stone shape, move earth, rusting grasp, transmute rock to mud, transmute mud to rock, disintegrate, and similar spells, with any earth, stone, or metal object as a target. He can also transmute any object made of earth, stone, or metal into a different kind of earth, stone, or metal. Bogtyr can affect any object he can see, but no more than one object per round.

Divine Fast Healing {x3}(Di): Bogtyr has fast healing of 114. Lost limbs or body parts reattach instantly when pressed against the wound on the body.

Divine Fire Mastery (Di): Bogtyr gains a competence bonus on attack rolls, damage, and Armor Class equal to 18 if both he and his foe are touching fire or using weapons with the flaming or flaming burst special abilities. Bogtyr is immune to the effects of fire and heat. He automatically knows the location of any corporeal creature within 180 feet by sensing the disturbance in the ambient temperature that the creature causes. Bogtyr has complete control over all nonmagical fire and can duplicate the effect of any spell with the [fire] descriptor as a standard action.

Divine Metal Mastery (Di): Bogtyr gains a competence bonus on attack rolls, damage, and Armor Class equal to 18 if both he and his foe are touching metal of any sort. Bogtyr has a burrow speed of 60 feet, as well as the ability to glide through any earthen material including stone or metal, as easily as a fish swims through water. This burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of her presence. His tremorsense, extends to 360 feet. Bogtyr’s control of the earth is increased. Instead of just one object per round Bogtyr can affect up to 4 per round.

Divine Recall (Di): Bogtyr has superhuman memory of the creation of structures. Bogtyr remembers every event in the creation of a structure that has ever occurred (including traps, structural faults ect.).

Divine Regeneration (Di): Bogtyr has regeneration of 38. Lost limbs or body parts reattach instantly when pressed against the wound on the body or regrow in 1d6 minutes. Bogtyr’s regeneration is overcome by only cold.

Divine Shield (Di): As a swift action, Bogtyr can create a shield that lasts 10 minutes and protects his body and equipment from attacks. The shield stops 180 points of damage. Once the shield stops that much damage, it collapses. The damage can be from any source, including a divine blast attack. Bogtyr can use this ability 33 times per day. Bogtyr can adjust the shield so that it does not block damage he ignores anyway. The effects of multiple divine shields do not stack.

Divine Weapon Focus (Di): This ability works like the Weapon Focus feat except that Bogtyr receives a bonus of +4 on attacks with the weapon. Notes: This bonus stacks with the divine bonus Bogtyr get on attack rolls, and with the Divine Weapon Mastery salient divine ability. It also stacks with the Weapon Focus and Greater Weapon Focus feats.

Divine Weapon Mastery (Di): Bogtyr receives the benefits of the Weapon Focus, Weapon Specialization, and Improved Critical feats when wielding any simple or martial weapon.

Divine Weapon Specialization (Di): This ability works like the fighter’s Weapon Specialization feat, except that Bogtyr receives a bonus on damage with the weapon equal to 18. Notes: If the selected weapon is a ranged weapon, the extra damage applies against any target Bogtyr can see. The damage bonus from this ability stacks with the damage bonus from the Divine Weapon Mastery ability and the Weapon Specialization and Greater Weapon Specialization feats.

Increased Damage Reduction (Di): Bogtyr damage reduction increases 5 and adds bludgeoning as an additional requirement to bypass the damage reduction.

Indomitable Strength (Di): If required to make an opposed roll involving Strength (including grapple checks), Bogtyr receives a divine bonus of +25 on her roll. This bonus stacks with the normal divine rank bonus.

Irresistible Blows (Di): When Bogtyr makes a melee attack with the chosen weapon against a creature, resolve the attack as a melee touch attack (the weapon blow ignores armor and natural armor bonuses). If the weapon hits, the creature struck must make a Fortitude save (DC 62{58}) or be stunned for 1d10 rounds. Bogtyr’s attacks with the chosen weapons are considered to be adamantine for purposes of bypassing damage reduction and hardness.

Master Crafter (Di): Any object Bogtyr creates is treated as a masterwork item, but uses the base item price (not the masterwork price) to determine time and cost required to create it. Any item he creates also has twice the hit points it would normally have, and its break DC is increased by +10. These benefits apply to walls, doors, and other components of buildings the Bogtyr creates, as well as smaller items.

Rejuvenation (Di): When Bogtyr suffers an attack that should destroy him, he simply disperses and reassembles later. Roll 10d10 to determine the number of days before she returns.
Notes: If Bogtyr is killed in his own realm, subtract 18 from the number of days it takes to return. The return always takes at least one day. If the deity is killed by another deity or a cosmic entity, the attacker can attempt to negate this ability with a successful opposed rank check.

Supreme Initiative (Di): Bogtyr goes first in the initiative order, no matter what his initiative result is or what initiative result anyone else in an encounter or battle has.
Notes: Determine initiative normally among any beings who don’t have this ability, placing them in order after Bogtyr. Bogtyr can choose to delay or ready an action, just any other being can, and doing so changes his initiative as normal. Bogtyr also can refocus, thereby resuming her position at the beginning of the initiative order.
If two or more deities who have this ability are in the same battle, the deity with the highest divine rank gets the first position in the initiative order, the deity with the second highest rank gets the second position, and so on. Other beings then go in order after the last deity with the Supreme Initiative ability. If two deities with this ability and the same divine rank are in a battle, make an initiative check for each deity, and the deity with the higher result goes first.

Sunder and Disjoin (Di): If any weapon or item is used against Bogtyr in combat, he can destroy it with a touch. Treat a successful touch as a combination of a disintegrate spell and a mage’s disjunction spell, both targeted exclusively at the touched item. The save DC for both effects is 29. An item remains vulnerable to this ability for up to one day after being used against Bogtyr.

Special Abilities:
Armored Damage Reduction (Ex): Through constant training and intimate knowledge of armor, an Iron Warrior of level 3 or greater learns how to use his armor to absorb damage coming in his way. As long as he is wearing any heavy armor modified by his Double Armor class feature, he gains DR 2/-. This improves to 4/- at level 6 and to 6/- at level 9. Attacks that ignore armor bonuses (such as those made with brillant energy weapons and incorporeal touch attacks) ignore this DR.

Armored Might (Ex): Bogtyr can use the extra bulk and greater size of his armor to add extra leverage to his attacks and easily carry greater weights. As long as he wears his armor, he gains a +8 bonus to Strength.

Awaken the Stone Dragon (Su): See Tome of Battle page 106.

Battle Ardor (Ex): Bogtyr gains an insight bonus equal to his intelligence bonus on rolls to confirm criticals

Battle Clarity (Ex): Bogtyr gains an insight equal to his intelligence bonus on reflex saves so long as he is not flat-footed.

Battle Cunning (Ex): Bogtyr gains an insight bonus on damage rolls equal to his intelligence bonus against flat-footed or flanked opponents.

Battle Mastery (Ex): Bogtyr gains an insight bonus equal to his intelligence bonus on damage and attack rolls for attacks of opportunity.

Battle Skill (Ex): Bogtyr gains an insight bonus equal to his intelligence bonus on any check to oppose an opponent’s bull rush, disarm, feint, overrun, trip or sunder attempt.

Breath Weapon (Su): Once every 1d4 rounds, Bogtyr’s breath weapon deals 6d8 points of sonic damage. A successful Reflex save (DC 44) reduces damage by half. The breath is cone shaped.

Crashing Mountain Juggernaut (Su): See Tome of Battle page 106.

Damage Reduction (Ex): Bogtyr has damage reduction 6/-.

Defensive Stance (Ex): When Bogtyr adopts a defensive stance, Bogtyr gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases Bogtyr hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, Bogtyr cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for 35 rounds. Bogtyr may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, Bogtyr is winded and takes a -2 penalty to Strength for the duration of that encounter. Bogtyr can only use his defensive stance a 5 times per day Using the defensive stance takes no time itself, but Bogtyr can only do so during his action.

Double plate (Ex): Throught crafting and adding of extra armored plates, Bogtyr can enhance a normal heavy armor to outmost effect. Bogtyr can enhance the armor bonus of any heavy armor by +1 by expending 1000 gp, a full day and making a succesful craft (armorsmithing) check. The DC for the check is 10+the targets base armor bonus+ the bonus from this ability squared. If the check is failed, all the time and half of the money are wasted. Bogtyr can take 10 in this check if he so desires.

Maximum extra bonus Bogtyr can grant is +5. Enhancing an normal armor to +2 costs 4000 gp and takes 4 days.In order to improve it by +3, the Iron Warrior must expend 9000 gp and it takes 9 days, the price increases exponetialy.

This modified armor only works for Bogtyr. If any other wears that armor, not only they don't get the extra armor bonus but also suffer an extra armor check penalty equal to twice the extra armor bonus from this ability. Each point of extra armor bonus provided by this ability also increases the armor weight by 5 pounds and adds an extra -1 to armor check penalty.

Double shield (Ex): Bogtyr talent in armorcrafting extends into shieldcrafting. This ability is the same that Double Armor, with a few exceptions. The DC of the Craft (Armorsmithing) check is 15+ the shield bonus to armor class + the bonus of this ability squared and each point of extra shield bonus granted through this ability increases the shield weight by 2 pounds. Bogtyr can increase a shield bonus to +4.

Dragons Tooth (Su): See Tome of Battle page 106.

Enhanced Specialization (Ex): Bogtyr gains a bonus on damage rolls equal 16, whenever he wields a weapon in which he weapon focus and specialization feats for (only one weapon may be selected as part of weapon aptitude). A light weapon can not benefit from this feat and this feat can not be used in conjunction with Weapon Finesse.

Epic Warshield (Ex): Bogtyr can apply any weapon specific feat (such as Weapon Focus) he may have to his shield bash attack when fighting with a shield modified by at least +3 with his Double shield class feature in one hand and any one handed weapon on with you have selected the Weapon Specialization feat in the other.

Exceptional Shield Bash (Ex): At level 2, the Iron Warrior starts to use his especially heavy shield in combat. In effect, it gains the Two weapon Fightning feat whenever he is fightning with a any one-handed weapon on wich he has selected the Weapon Focus and Weapon Specialization feats in one hand and a shield enhanced by his Double Shield class feature in the other.

Unlike the normal two weapon fighting rules, an Iron Warrior does not take any penalty to his attack roll when fighting in this way. He takes the standard damage penalties with his off hand attack.

Furious Counter Strike (Ex): See Tome of Battle page 10 and 11.

Hand Of War (Ex): Bogtyr can how to use his special shield as an effective melee weapon. He now adds his full Strength bonus to damage rolls when using a shield modified by his Double Shield class feature as a weapon in his off hand.

Improved Uncanny Dodge (Ex): Bogtyr retains his Dexterity bonus to AC regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.) Bogtyr can no longer be flanked. This defense denies rogues the ability to use flank attacks to sneak attack Bogtyr. The exception to this defense is that a rogue at least four levels higher than Bogtyr can flank him (and thus sneak attack him).

Indomitable Redoubt (Ex): When Bogtyr is in the Mountain Fortress Stance, he can also initiate and gain the benefits from one additional Stone Dragon Stance. This stance can be the one he entered initially or another stance, he must follow all other rules for entering and maintaining a stance.

Indomitable Soul (Ex): Bogtyr adds his Charisma modifier to all will saves.

Master Warshield (Ex): Bogtyr can make as many attacks with a shield in his off hand as those he makes with his primary weapon, using the same Base attack bonus. He can only use this feat when fighting with a shield modified by at least +3 with his Double shield class feature in one hand and any one handed weapon on with he has selected the Weapon Specialization feat in the other.

Mettle (Ex): If Bogtyr makes a Will save or Fortitude save that has an effect on a successful save (such as the damage on a successful save vs. Disintegrate), he takes no
effects on a successful save (i.e., ‘Will half’ & ‘Fortitude partial’ become ‘Will none’ and ‘Fortitude none’ for Bogtyr).

Mobile Defense (Ex): Bogtyr can adjust his position while maintaining a defensive stance. While in a defensive stance, he can take one 5-foot step each round without losing the benefit of the stance.

Mountain Fortress Stance (Su): See Tome of Battle page 105 and 106.

Passwall (Sp): Bogtyr can use Passwall five times per day at caster level 5.

Plate of Titans (Ex): As long as Bogtyr wears any armor modified by at least +4 his reach increases as if he was one size category larger than his actual size. Also, every round, he can choose as a free action if he uses the face of a creature of his normal size or that of a creature one size category larger.

Smite (Ex): Twice per day Bogtyr can make a smite attack. On the next melee attack roll he makes, he gain a bonus of +5, and a bonus of +25 on the damage roll.

Stability (Ex): Bogtyr gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

Stance Mastery (Ex): Bogtyr can have two stances active at once. When he uses a swift action to change or initiate a stance, he can change or initiate one or both stances

Steely Resolve 35 (Ex): See Tome of Battle page 10.

Stone Curse (Su): See Tome of Battle page 106.

Stonecunning (Ex): Bogtyr has a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. When Bogtyr merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and Bogtyr can use the Search skill to find stonework traps as a rogue can. Bogtyr can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.

Titanic Armor (Ex): Bogtyr armor is so massive that it actually allows him to behave as if he was larger than his true size. As long as Bogtyr wears any armor modified by at least +3 with his Double Armor class feature, he is treated as if he was one size category larger than his actual size if that is beneficent to him. This includes avoid being grappled or swallowed whole, gaining size bonuses to combat maneuvers (such as Trip or Grapple) and being able to wield weapons one size category larger than the normal for a creature of his size. The space and reach of Bogtyr do not change, however.

Trap Sense (Ex): Bogtyr gains a +2 bonus on Reflex saves made to avoid traps and a +2 dodge bonus to AC against attacks by traps

Warmaster (Ex): Whenever Bogtyr uses the Power Attack feat with any one-handed weapon on which he has selected the Weapon Focus and Weapon Specialization or with a shield modified to at least +2 by his Double Shield class feature, he gains a +2 bonus to damage rolls for every -1 penalty taken to attack rolls.

Warshield (Ex): Bogtyr has great expertise in the traditional sword an' board style. Bogtyr effectively gains the Improved Two Weapon Fightning feat when using any one-handed weapon on wich he has selected the Weapon Focus and Weapon Specialization feats in one hand and a shield enhanced by his Double Shield class feature in the other hand.

Furthermore, any shield modified Bogtyr's Double Shield class feature behaves, in his hands only, as if it had the Bashing shield ability as a nonmagical effect. Otherwise, this ability is the same that Exceptional Shield Bash class feature.

Warsmith (Ex): Bogtyr gains a +2 bonus on any craft checks involving weaponcrafting, armorcrafting or the construction of siege engines.

Weapon Aptitude (Ex): See Tome of Battle page 22.

Zealous Surge (Ex): Once per day Bogtyr can reroll a single siving throw. He must abide by the new result, of the second roll, even if it is worse than the orginal roll. This ability requires no action. The use of this ability must be used before the saving throw is announced as passing or failing.

Alter Reality (Su):
Bogtyr can use wish with regard to his portfolio.This ability costs Bogtyr no XP, and requires a standard action to implement. In effect, Bogtyr can duplicate practically any spell effect, so long as the effect fits within Bogtyr’s sphere of influence. Note that in a situation where two deities both try to alter reality in opposition to each other, an opposed rank check may be necessary to determine
the resulting reality. Similarly, where Alter Reality is used to change ongoing cosmic effects put in place by cosmic entities, an opposed rank check is required to determine whether the effect is overcome or not. Bogtyr may also cure wounds. Bogtyr can use alter reality to cast any cure spell at will as a standard action. Bogtyr can apply metamagic feats to the spells if desired, but doing so requires her to forego using alter reality for
1 round for each level the feat would normally add to the equivalent spell. As a swift action, Bogtyr can assume any size from Fine to Colossal. Bogtyr also can change the size of up to 100 pounds of objects she touches. This ability allows Bogtyr to assume any proportions from the size of a grain of sand up to as much as 1,600 feet tall. A radical change in size can have great impact on Bogtyr’s combat ability. Bogtyr’s Strength, Armor Class, attack bonus, and damage dealt with weapons changes according to the size Bogtyr assumes. Bogtyr’s Strength score can never be reduced to less than 1 through this ability. Also note that use of this divine ability does not affect all Bogtyr’s characteristics.

Divine Immunities: Bogtyr is immune to polymorphing, petrification, or any other attack that alters his form. Any shape-altering powers he might have function normally on himself. He is not subject to energy drain, ability drain, or ability damage, and is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Bogtyr is immune to acid and electricity, regardless of the attacker. Bogtyr is also immune to disease, poison, stunning, sleep, paralysis, death effects, and disintegration. In
addition to these, Bogtyr is immune to effects that imprison or banish them. Such effects include banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking. Unless otherwise indicated, these immunities are ignored on a successful opposed rank check (remember that a check must be made for each attempt to breach an immunity).


Domain Powers:
Earth Domain Granted Power (Su): Bogtyr can turn or destroy air creatures as a good cleric turns undead and rebuke, command, or bolster earth creatures as an evil cleric rebukes undead. Bogtyr can use these abilities a total of 18 times per day .
Strength Domain Granted Power (Su): Bogtyr can gain an enhancement bonus to Strength equal to 18. Activating the power is a free action, the power lasts 1 round, and it is usable 18 per day.
War Domain Granted Power (Ex): Bogtyr gains Weapon Focus with Dwarven Waraxe
Craft Domain Granted Power (Su or Ex): Bogtyr casts conjuration (creation) spells at +1caster level and gains Skill Focus: Craft (Armor Smithing)
Metal Domain Granted Power (Ex): Bogtyr gains Weapon Focus: warhammer.
Fire Domain Granted Power (Su): Bogtyr can turn or destroy water creatures as a good cleric turns undead and rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. Bogtyr can use these abilities a total number of 18 times per day.


Immortality: Bogtyr is immortal. The only way for him to die is through special circumstances, usually by being slain in magical or physical combat. Bogtyr risks permanent destruction only if slain on his home plane and provided the attacker succeeds at a rank check. Otherwise, he reforms within his divine realm after 70 years.

Spell-Like Abilities: At will- Animate Rope, Blade Barrier, Bull’s Strength, Burning Hands, Clenched Fist, Crushing Hand, Divine Power, Elemental Swarm*, Enlarge Person, Fantastic Machine, Fire Seeds, Fire Shield, Fire Storm, Flame Strike, Forcecage, Grasping Hand, Greater Fantastic Machine, Greater Teleport, Heat Metal, Incendiary Cloud, Iron Body, Keen Edge, Major Creation, Magic Stone, Magic Vestment, Magic Weapon, Minor Creation, Power Word Blind, Power Word Kill, Power Word Stun, Planeshift, Produce Flame, Repel Metal or Stone, Resist Energy**, Righteous Might, Rusting Grasp, Soften Earth and Stone, Spell Immunity, Spike Stones, Spiritual Weapon, Stone Shape, Stoneskin ,Transmute Metal to Wood, Wall of Fire, Wall of Iron, Wall of Stone. Caster level 88; save DC = (48 + spell level). *Cast as an earth or fire spell only. **Resist cold or fire only.

Maneuvers Known: Adamantine Hurricane (8th), Ancient Mountain Hammer (7th), Bonecrusher (3rd), Bonesplitting Strike (4th), Castigating Strike (7th), Charging Minotaur (1st), Colossus Strike (7th), Crushing Vise (6th), Disarming Strike (2nd), Divine Surge (4th), Earthstrike Quake (8th), Elder Mountain Hammer (5th), Entangling Blade (4th), Finishing Move (7th), Foehammer (2nd), Iron Heart Focus (5th), Irresistible Mountain Strike (6th), Lightning Recovery (4th), Lions Roar (3rd), Manticore Parry (6th), Mithral Tornado (4th), Mountain Avalanche (5th), Mountain Hammer (2nd), Mountain Tombstone Strike (9th), Shield Counter (7th), Steel Wind (1st), Steely Strike (1st), Stone Vise (2nd), Strike of Perfect Clarity (9th), Wolf Fang Strike (1st)

Stances Known: Bolstering Voice (1st), Crushing Weight of the Mountain (3rd), Dancing Blade Form (5th), Immortal Fortitude (8th), Martial Spirit (1st), Punishing Stance (1st), Roots of the Mountain (3rd), Thicket of Blades (3rd)

Possessions: To come.

Other Divine Powers: Bogtyr does not automatically fail on a natural, attack roll or saving throw roll of 1. Bogtyr may take 10 on any d20 rolls he makes.

Automatic Actions: When acting within his portfolio, Bogtyr can perform any action as an immediate action, as long as the check DC is equal to or less than 30. Bogtyr can perform 30 swift actions each round. He is, however, still limited to one swift action spell per round.

Create Magic Items: Bogtyr can create magic items related to his portfolio without any requisite item creation feat, provided that he possesses all other prerequisites for the item. The maximum item value Bogtyr can create is unlimited. The item’s cost and creation time remain unchanged, but Bogtyr is free to undertake any activity when not laboring on the item. As a standard action, Bogtyr may also create nonmagical objects. He can create a temporary, nonmagical equivalent of any object of which he can craft a magical version. Such objects last for 18 days.

Portfolio Sense: Bogtyr has a limited ability to sense events involving his portfolio. He automatically senses any event that involves any number of people. The ability is limited to the present. In addition, Bogtyr senses extend 18 weeks into the past and future. When Bogtyr senses an event, he merely knows that the event is occurring and where it is. He receives no sensory information about the event. Once Bogtyr notices an event, he can typically use his remote sensing power to perceive more about it.

Senses: Bogtyr’s senses (including darkvision and low-light vision) extend out to a radius of 18 miles. Perception is limited to the senses he possesses. Bogtyr cannot see through solid objects without using his remote sensing ability or some sort of x-ray vision power.
Remote Sensing : As a standard action, Bogtyr can perceive everything within a radius of 18 miles around any of her worshipers, holy sites, or other objects or locales sacred to him. This supernatural effect can also be centered on any place where someone speaks Bogtyr’s name or title for up to 1 hour after the name is spoken, and at any location when an event related to his portfolio occurs. The remote sensing power can cross planes and penetrate any barrier except a divine shield or an area otherwise blocked by a deity of equal or higher rank. Remote sensing is not fooled by misdirection, nondetection, or similar spells, and it does not create a magical sensor that other creatures can detect. Bogtyr can extend his senses to 16 remote locations at once and still sense what’s going on nearby.
Once Bogtyr chooses a remote location to sense, he automatically receives sensory information from that location until he chooses a new location to sense, or until the location is blocked somehow.
Block Sensing: As a standard action, Bogtyr can block the sensing ability of other deities of his rank or lower. This power extends for a radius of 18 miles, or within the same distance around a temple or other locale sacred to him, or the same distance around a portfolio-related event. Bogtyr can block two remote locations at once, plus the area within
one mile of herself. The blockage lasts 18 hours.

Well here is my Deity.

I need some suggestions on equips, I have a weapon, armor, shield, amulet of protection, cloak of resistance, and ring of chaotic fury, and one of cold immunity. (all not factored in.)
goro

06-04-07, 05:32 PM
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.

Found this in the "Epic Duels" thread. Said this was copied from selah, but I don't know.

Did couple more.


Divine Knowledge Focus
Prerequisite: Knowledge(any) rank 23+
Benefit: You receive a bonus equal to your divine rank to any knowledge skill in which you have 23 or more ranks. This bonus stacks with the divine bonus granted from divine rank.



Divine Craft Focus
Prerequisite: Craft(any) rank 23+
Benefit: You receive a bonus equal to your divine rank to any craft skill in which you have 23 or more ranks. This bonus stacks with the divine bonus granted from divine rank.
Rikandur_Azebol

06-04-07, 05:42 PM
Epic Eldritch Knowledge SDA
Prerequisites: Divine Rank 6, Spellcaster level 1st, Cha 29, Extra Spell, Eldritch knowledge, Supreme Eldritch Knowledge, Magic Domain
Benefit: The deities knowledge of the arcane arts allows him to Develop epic spells more easily than others. Reduce development costs of any epic spell you create by 25%.



Improved Epic Eldritch Knowledge SDA
Prerequisites: Divine Rank 11, Spellcaster level 1st, Cha 29, Extra Spell, Eldritch knowledge, Supreme Eldritch Knowledge, Epic Eldritch Knowledge, Magic Domain
Benefit: The deities knowledge of the arcane arts allows him to Develop epic spells more easily than others. Reduce development costs of any epic spell you create by 50%.



Supreme Epic Eldritch Knowledge SDA
Prerequisites: Divine Rank 18, Spellcaster level 1st, Cha 29, Extra Spell, Eldritch knowledge, Supreme Eldritch Knowledge, Epic Eldritch Knowledge, Improved Epic Eldritch Knowledge, Magic Domain
Benefit: The deities knowledge of the arcane arts allows him to Develop epic spells more easily than others. Reduce development costs of any epic spell you create by 75%.



Supreme Epic Eldritch Knowledge SDA
Prerequisites: Divine Rank 21, Spellcaster level 1st, Cha 29, Extra Spell, Eldritch knowledge, Supreme Eldritch Knowledge, Epic Eldritch Knowledge, Improved Epic Eldritch Knowledge, Supreme Epic Eldritch Knowledge, Magic Domain
Benefit: The deities knowledge of arcane power is complete. You may develop any epic spell with no development cost.
Special: Any epic spell you design without cost cannot be taught to any other being.


You, sir, are an Eeevil! person to make me change my SDA selection so much. If Witch approves them I'll take them instead of mine. 75% cost reduction to epix spells isn't something that I would sneeze at. Since 90% of my firepower comes from these. :)

Och, and I propose You to change this SDA for Overgods to Absolute Eldritch Knowledge. After all ... it is ABSOLUTE.


Prerequisites: Divine Dodge, DEX 29
Benefit: You may turn yourself, and any equipment you carry, incorporeal. You may maintain this form indefinitely. You may use this ability a number of times per day equal to your DEX modifier. You may use or dismiss this ability as a standard action.


I won't say a thing about this, it's again too good to pass. :P


MY SCREENNAME ONLY HAS ONE 'E'!

;) :D :P

*shrudders in terror*

Yess, my Master !:bow: :angel:

I didn't think 40 hours was too short a duration for a once-a-day buff. I figured it would be enough time to get to Dis and either
a.) find and kill Dispater
b.) get hopelessly lost or
c.) find Dispater and get horribly, horribly killed. :P

Well, IMO the longer Your buffs can last the better. Remember Merorem. This devil really is dangerous ... maybe more delicate than Iron Duke, but Dispi is all about defences. His offensive capabalities are limited.

And option C), well it's Hell ... and being horribly killed is the least of Your concerns. :)

But yeah. *watches another Epic spell go down in flames* At least that one made a pretty explosion as it blew up in my face. :P Glad to see the rest of you are finding some use for it as an SDA though. :)

Don't worry it happens to my spells all the time. And I check them ten times with rules-lawyers. ;)

Don't worry, and be creative. It's the best part of game, ever. :D

Bringing a little chaos to the order of Hell, eh? Sounds like this would be a fun character. :D

Yes, I second Mysteris here. A little Chaos in Hell would certainly be amusing. I certainly plan to do such wicked thing myself. :evillaugh
Hopefully it will work better than my last "grand" plan.

I think that such attack have biggest chance of disturbing Dispater and forcing him to do something:
-Release in Dis something that will rapidly destroy iron and would require Dispater's personal interference to counter. I think of Brown Mold that melts metal and flesh like Green Slime. While being itself immune to cold (This spell from Frostburn that give Cold subtype comes to mind).

-Cause massive damage. Dance of Thousand Goats epix spell seem as an excellent option here, if repeated often enough. I can imagine those ruins filled with lamenting survivors. Terrible thing but it's something that would cause my Challenger to have Evilgasm, like Xykon once mentioned. :P

-Cause even more massive damage to living inhabitants. Slaughtering Billions of Devils and other beings might be troublesome ... until You discover diseases. Now I need disease that would rapidly cause a lot of havoc and mass destruction. I think about Epix strength mix of Chaos Warp and Blind Hate. That spreads like flu, and works in hours instead of days. Mutating the victims often and causing them very agressive behavior that is destructive to order.

-Cause some riots, or even uprising. Mass-range Spread of Savagery paired with Rage can be useful here.

-I decided to drop-dead the project of using Atropals, it could be fun but too much hassle to create them. I'll just take one as part of "party". I'll use Shape of Fire epix monster to cause trouble. I belive it will be as evil as Atropal and would spread more quickly.

And I ask You guys for opinions and eventual weak points of this plan. My god is so much smarter than I am that it isn't funny with making up genius level ideas that He would ignore as idiotic without considering them at all. Were he real person with IQ equivalent of 32 Int. :(
Bernat

06-04-07, 05:44 PM
Venenum, you are limited to a maximum of 70 HD and 75 ECL. I think you have 80 HD, and at least +4 LA.
goro

06-04-07, 06:02 PM
Absolute Epic Eldritch Knowledge, name changed, thnks Rik.

A few more I came up with(and one from Mercucio), that Witch has already signed off on.


Divine Breath Weapon Mastery:
Prerequisite: Breath Weapon,
Benefit: The power of your breath weapon is greater than the most powerful of dragons. You may use your breath weapons each round if you are able to(normally you must wait 1d6 rounds). The size of the line or the cone of your breath weapons are increased to what a dragon two sizes larger could produce(max colossal plus). The save DC against your breath weapons is increased by +4. Increase damage die one step; d6 to d8, d8 to d10, d10 to d12 max.



Aggressive Dragon SDA
Benefit: You gain the benefit of the following feats; Hover. wingover, Fly-by Attack, Adroit Fly-by Attack, Improved maneuverability, Snatch, Improved Snatch, Snatch & Swallow. You also increase the damage for all natural weapons you possess by one damage die step.(Claws, bite, Tail, etc.)



The Deepest Cut by Mercucio SDA
Prerequisites: War Domain, Divine Weapon Mastery.
Benefit: You automatically inflict maximum damage with any melee weapon or ranged weapon (but not spell) you wield. You automatically confirm any critical you make with a melee or ranged weapon (but not spell). Any additional damage dealt by a weapon you wield (sneak attack dice, bonus damage dice from icy, shock, holy, ect traits) is also maximized by this ability.



Divine Dragon SDA
Prerequisite: Dragon, 45+HD,
Benefit: Your draconic abilities far surpass those of mortal dragons. You may use your breath weapon once each round, if you are able (Normally you must wait 1d4 rounds). Double the range of your senses (Including blindsense). Your natural weapons(Bite, tail, claw, wing, etc..) increase one damage die step. Your Flying maneuverability increases one step.
Venenum

06-04-07, 06:04 PM
The Skin Of War: This massive suit of adamantine plates, weighs upwards of 500lbs. Forged by the deity, Bogtyr, it seems only to function for those skilled in the ways of armor, sword, and shield (Iron Warriors), for all others it is immovable. This armor never leaves his side, however replicas occasionally appear throughout history.

The Skin Of War is a +10 adamantine suit of battle plate, modified in the style of the Iron Warriors(+5 AC). The wearer gains a +25 enhancement bonus to Strength, and +8 enhancement bonus to constitution, that does not alter ones hit points. The wearer is also rendered immune to mind-affecting effects, poison, disease, and similar effects. He is not subject to critical hits, ability damage, energy drain, non-lethal damage or death from massive damage. Secondly, the gauntlets of said suit are +5 defending weapons. Lastly, The Skin Of War is completely closed to the outside, this makes it so the wearer does not need to eat, drink, or breath, as well as ignoring all negative planer traits, for within a five foot radius. Because The Skin Of War is closed to the outside it provides its armor class bonus to touch attacks

Skin of War 23 {18(9)} 1 -3(-7) 50% 20ft 15ft 515 lb, DR 3/-
Cost: 10,000,000 gp

EarthReaver: This enormous waraxe is very top heavy, and forged for a jet metal. It is buetifully engraved with silver and mithral filigree. It’s edge is honed to the finest razor edge, and looks like it could shear straight through plate mail. EarthReaver is Bogtyr’s personal weapon, though he occasionally lends it out to mortals.

EarthReaver is a +8 sonic blast, thundering, defending adamantine dwarven waraxe. Earthreaver resizes to fit large to small wielders. EarthReaver ignores hardness and damage reduction, and can deal critical hits to objects and constructs. EarthReaver’s masterful construction and honing allows it to even cut through a wall of force.
Cost: 7,000,000 gp

Adamant Bastion: Adamant Bastion is the accompanying weapon to The Skin Of War, crafted from massive plates of adamantine decorated with Bogtyr’s personal crest, and a covering of kinetic energy. The weight of this shield is such that it is not anymore unwieldy, due to the method of design, but adds to the damage inflicted by shield bashes.

Adamant Bastion is +8 great reflection, infinite deflection heavy adamantine shield. The covering of force over the shield allows the shield bonus to apply to touch attacks. It is modified in a special Iron Warrior style (+4 AC), and the force field over the shield improves upon this even more, by increases the shield bash damage by 1d4. Weapon wise the shield is enchanted as a +5 Defending Sonic Blast Sheild.
cost: 10,000,000 gp

Witch are these acceptable as major artefacts?
goro

06-04-07, 06:07 PM
Also had this one, made it after having to change base creature from rust dragon.


Rusting Scales (ex) SDA
Benefit: A metal weapon with less than a +5 enhancement bonus that hits me corrodes and is destroyed immediately, with no saving throw. A +5, or higher, weapon deals damage normally, but then must succeed on a Reflex save (DC 20 + CON) or rust away.


some more new ones.


Spell Strike SDA
Prerequisite: Magic Domain, Spellcaster level 1st
Benefit: When you strike a target with any melee or natural weapon you wield, the target loses the highest level spell slot they have available, Will saving throw(DC 20+(CHA or INT, whichever you use to cast spells)) to negate.
Special: You may not affect a spell slot higher than your divine rank. Epic spells are treated as 10th level spells for purposes of this ability.



Divine Deflection SDA
Prerequisites: DEX 29, WIS 29,Improved Unarmed Strikes, Deflect Arrows, Reflect Arrows, Exceptional Deflection
Benefit: When you would reflect an attack back upon the attacker, you may sacrifice an unused spell slot, and deal an additional 1d6 points of damage per level of the spell slot sacrificed plus 1 point per divine rank. this damage bypasses any damage reduction the attacker may possess. Deities may make an opposed rank check to maintain thier damage reduction.



Ascension SDA
Benefit:
1) Double the range of all senses you possess(does not stack with "Extra Sense Enhancement SDA"). Remember, 2 doubles equals a triple, etc.
2) Increase the damage dealt by all natural attacks by one damage die. (1d6, 2d6, 3d6, 4d6,6d6, 8d6, 12d6, etc.)
3) Increase the uses per day of all SLA's you possess. 3/day becomes at will, 1/day becomes 3/day, 1/week becomes 1/day, etc. (You do not increase the uses per day of the SLA's you receive at the time you are taking this SDA, if you take this feat a second time then you increase the SLA's you chose when you previously acquired this SDA, but not the SLA's you just acquired.
4) Gain a number of spell-like abilities whose spell level total no more than your divine rank. Spell level 1-3 use at will, 4-6 use 3/day, 7-9 use 1/day, 10-12 1/week, 13-15 1/month, 16-18 1/year
5 Increase movement speed 10 ft.
Special: You may take this SDA multiple times, its effects stack. You may not choose this feat more times than you have divine ranks.



Divine Lay on hands
Prerequisites: Divine Fast healing or fast healing ability, Con 29, CHA 29
Benefit: Instead of healing yourself you may channel your fast healing ability through your hands and use it to heal another creature. You may restore a number of hit points per round to the creature equal to your fast healing score. This energy may be used against undead to harm them, must succeed on a melee touch attack.



Divine Spellcasting Mastery SDA
Prerequisites: Spellcaster level 20th, Divine Spellcasting, Magic Domain
Benefit: You may cast an additional number of spells per day equal to your divine rank. these spells may be of any spell level you can cast, but not epic spells.



Devastating Divine Storm
Prerequisites: Divine Rank 16, Divine Storm
Benefit: Same as Divine Storm, except change radius of storm to 100 ft. per divine rank.



Spell Focus Mastery
Prerequisites: Spellcasting level 20th, Spell focus(any)
Benefit: You gain greater spell focus and epic spell focus in all schools of magic that you possess spell focus in.



Divine Ability Focus[B]
[B]Benefit Choose an ability you possess(Death Attack, Breath Weapon, Stunning Fist, etc.). you receive a bonus to the save DC of that ability equal to your divine rank.



Prerequisites: Augmented Summoning, Spell Focus(Conjuration), Greater Spell Focus(Conjuration)
Benefit: When summoning any non-unique creature, the summoned creature possesses +12 HD, increase the summoned creature one size(if extra HD increase its size already, increase its size again.), and increase the duration for any summoned creature to 10 minutes per divine rank.




Check out complete Mage. If Witch says this is cool, it can be be adapted to any other energy type.


Divine Pyromania
Prerequisites: Ability to cast 9th level spells, Fiery Burst [Reserve](Complete mage), Fire domain, Divine Fire mastery
Benefit: As long as you have a fire spell of 9th level or higher available to cast, you can spend a standard action to create a burst of fire in a radius of 5 ft per level of the highest level fire spell you have prepared, and a range of 30 ft plus 5 ft. per level of the highest level fire spell you have prepared. This burst deals 1d12 points of fire damage per level of the highest level ire spell you have prepared, plus 1d12 points of unspecified damge per divine rank. Any creature caught in the radius is subject to a REF save(DC 20 + CHA or INT, whichever you use to cast spells) for half.
Mister_Sinister

06-04-07, 07:12 PM
I see Your point. But perhaps You could just make it into Contingent Powers ? There is feat in CA that allows crafting of spells into contingencies. You may petition Witch to allow psionic version of this one, if there isn't already psionic item creation feat that allow this kind of thing.

Plus, with cleverly arranged contingent powers You could put some amount of Timeless Body contingent powers on Yourself that would give You some rounds of invurnerablity in critical times.

The problem with this, much as it is cool, is a) the cost involved, which would be prohibitive to say the least, b) lack of repeatability (once it's gone, it's gone, and Dispater might be laughing at me from the corner of his tower for obliterating an illusion) and c) what the hell to set the contingency trigger to?

The timeless body trick, however, is definitely a must-do.
Mysteris

06-04-07, 10:02 PM
Well, IMO the longer Your buffs can last the better. Remember Merorem. This devil really is dangerous ... maybe more delicate than Iron Duke, but Dispi is all about defences. His offensive capabalities are limited.

And option C), well it's Hell ... and being horribly killed is the least of Your concerns. :P

You do have a point. I was overlooking the lesser Dukes and Glasya, largely because I figured that anyone capable of taking out the Lord of the Second need not worry about the lesser Dukes. Or the Princess of Hell for that matter.

Don't worry it happens to my spells all the time. And I check them ten times with rules-lawyers. ;)

Don't worry, and be creative. It's the best part of game, ever. :D

Thanks! I'll think of something. :)

And I ask You guys for opinions and eventual weak points of this plan. My god is so much smarter than I am that it isn't funny with making up genius level ideas that He would ignore as idiotic without considering them at all. Were he real person with IQ equivalent of 32 Int. :(

I like your plan, but I do agree that it will have to be something big. Obviously Dispater wouldn't care about losing a few (hundred) devils or a small chunk of Dis. That's what devil and damned soul rebuilding crews are for. You'd probably need the magical equivalent of a nuke going off in Dis to get his attention.

The Divine Radiance SDA is a thought for stirring chaos. A deity striding through Dis striking dead all who see him/her/it unless they make a Fort save is sure to get people buzzing. Combine that with the Divine Aura that all deities get set to Fright and you could spook some baatezu pretty badly. A few ostentatious displays (i.e. a Whirlwind into the midst of a group of cowering devils, or a summoned horde of Fire Elementals charging into the bazaars where fiendish merchants dwell, ought to spook the locals. Additionally, a strike against Mentiri, the prison of Dis, could well cause some chaos. Mentiri holds a lot of people whose souls were not intended for Dis in the first place (like souls stolen on raids to other planes), as well as Paladins, chaotic evil intruders and the like. Imagine the havoc that all of these people getting loose at once could cause. Especially if some of the prisoners are fairly high-powered themselves.

Similarly, taking out the Garden of Delights, Dispater's trap for the virtous who wander into Dis, should provide serious irritation for the Iron Duke. Dispater has spent millennia building up infrastructure (much of it pointless and redundant, yes, but infrastructure still). Tearing down that infrastructure should irk Dispater some.

For added confusion, do all this while shapechanged into Asmodeus. Declare that Dispater has displeased you and you have withdrawn your favor from him. Or shapechange into another Lord of the Nine and frame it as an invasion.

What is Dance of a Thousand Goats or Spread of Savagery?
goro

06-04-07, 10:47 PM
I apologize for interupting, but did someone say thermonuclear device?


The Recepticle of Souls: Major Artifact
This major artifact is the purpose for which the Gauntlet of Souls exists. Each soul gem place within the Recepticle feeds its explosive might. For each 10 HD of soul gems placed into the Recepticle, increase its counter by 1. When the wielder of the Recepticle and Gauntlet wishes, the Recepticle unleashes its awesome might. The Recpticle deals 1 point of damage per counter to everything within 10 ft. per counter of the Recepticle except to its wielder. There is no save to avoid this damage. The damage is of no specified type.



The Gauntlet of Souls: (Artifact)
This major artifact traps even the most powerful of beings, including undead, golems,and deities(must succeed on an opposed rank check), and transforms them into jewels. Wearer must succeed on a melee touch attack. Target must succeed on a Fort save (DC 20 + CHA) or be transormed into a gem worth 1,000 gp per HD.
Diplominator

06-05-07, 12:02 AM
I apologize for interupting, but did someone say thermonuclear device?


The Recepticle of Souls: Major Artifact
This major artifact is the purpose for which the Gauntlet of Souls exists. Each soul gem place within the Recepticle feeds its explosive might. For each 10 HD of soul gems placed into the Recepticle, increase its counter by 1. When the wielder of the Recepticle and Gauntlet wishes, the Recepticle unleashes its awesome might. The Recpticle deals 1 point of damage per counter to everything within 10 ft. per counter of the Recepticle except to its wielder. There is no save to avoid this damage. The damage is of no specified type.



The Gauntlet of Souls: (Artifact)
This major artifact traps even the most powerful of beings, including undead, golems,and deities(must succeed on an opposed rank check), and transforms them into jewels. Wearer must succeed on a melee touch attack. Target must succeed on a Fort save (DC 20 + CHA) or be transormed into a gem worth 1,000 gp per HD.


Those both seem a little much. I suppose we'll have to wait for Witch, though.
goro

06-05-07, 12:59 AM
If ever there was a campaign where you should go overboard, this is it.
Rikandur_Azebol

06-05-07, 01:07 AM
You do have a point. I was overlooking the lesser Dukes and Glasya, largely because I figured that anyone capable of taking out the Lord of the Second need not worry about the lesser Dukes. Or the Princess of Hell for that matter.

I advice You to study each named devil's flavor. I did understimated level of attention my guy should gain IMO and the level of attention he really got.

Merorem is, IMO, more dangerous than rest of the bunch ... especially Glasya seem "harmless" in comparision. But I got a plan that should neutralize them, both.

I like your plan, but I do agree that it will have to be something big. Obviously Dispater wouldn't care about losing a few (hundred) devils or a small chunk of Dis. That's what devil and damned soul rebuilding crews are for. You'd probably need the magical equivalent of a nuke going off in Dis to get his attention.

I intend to not cause "cosmetic" damage. I intend to make all of these threats as dangerous to the whole city as possible, and as difficult to neutralize/counter as it is avaible. And ... if You say Thermonuclear bomb that can blow continent, then Yes, we are speaking of the same thing. :)

The Divine Radiance SDA is a thought for stirring chaos. A deity striding through Dis striking dead all who see him/her/it unless they make a Fort save is sure to get people buzzing. Combine that with the Divine Aura that all deities get set to Fright and you could spook some baatezu pretty badly. A few ostentatious displays (i.e. a Whirlwind into the midst of a group of cowering devils, or a summoned horde of Fire Elementals charging into the bazaars where fiendish merchants dwell, ought to spook the locals. Additionally, a strike against Mentiri, the prison of Dis, could well cause some chaos. Mentiri holds a lot of people whose souls were not intended for Dis in the first place (like souls stolen on raids to other planes), as well as Paladins, chaotic evil intruders and the like. Imagine the havoc that all of these people getting loose at once could cause. Especially if some of the prisoners are fairly high-powered themselves.

Nice idea, will have to ask Witch about some details. Perhaps my deity's pet cultist (CE and as insane as the deity) is held here ? Or a guy who knows a guy who lived in the neighbournhood of a guy who was related to a guy knowing a guy who saw girl slap in the face my godling ?
Who knows what offends maniacs. ;)

Similarly, taking out the Garden of Delights, Dispater's trap for the virtous who wander into Dis, should provide serious irritation for the Iron Duke. Dispater has spent millennia building up infrastructure (much of it pointless and redundant, yes, but infrastructure still). Tearing down that infrastructure should irk Dispater some.

Yep, but we shouldn't count that he'll drop on heart attack. To make him colse to it I should create illusion that will give such impressions:
-Tower is in danger. (If the destruction method isn't crazily undoable I'll try to pull it off)
-Plane itself is in danger. Well ... Rik is famed for being responsible for destruction of 3 Abyssal layers, thus I think that Witch can expect me to bring somethin along these lines here.

I'm thinking about epix spell that works like Antigenesis but can affect real planes. With some expensive material components, like artifacts being part of the plane(Iron Tower !!!), ruler of the plane (Dispater's a55!) and some twisted tentacled horrors conjured from beyond the sanity. Why conjure these ? Because super-evil-destruction spell should have cheerleaders too. :cheer:

For added confusion, do all this while shapechanged into Asmodeus. Declare that Dispater has displeased you and you have withdrawn your favor from him. Or shapechange into another Lord of the Nine and frame it as an invasion.

Uch ... No ? I'm afraid of what Asmo would do if I would pull off such a trick. Being involved in Hell's politicks with it's major player isn't entertaining in my book. :P

I plan to put blame on angels anyway. If I manage to "provoke" escalation of conflict into something "serious" the happier my godling will be. :D

What is Dance of a Thousand Goats or Spread of Savagery?

Spread of Savagery is from BoVD, and it turns people in radius into CE homicidal maniacs with explosive tempers for some hours. Very hostile ... and irrational. I imagine that rescue teams that were intended to carry on Dispi's will infighting and turning into mutated monsters should concern our little Lo9, a bit. Perhaps less than what kind of robe to put on today, but every tiny little bit of Dispater's self-control gone I'm closer to my goal ... of ruining his day.

Dance of Thousand Goats is an epix spell of my design that Witch allowed, probably, it is basically Earthquake with the radius of 200 miles. Spell have big backslash factor, but with proper combo of "l33t 1te/\/\z" I could repeat it like there is no tomorrow. And achieve results that will force some devils to cry like schoolgirls. :evillaugh



Goro, he he he ... I like Your lil' artifacts. And I belive that they aren't that powerful so IMO Witch have higer probability of accepting these than of my "DBZ explosions gizmo". Can I be evil and propose You to get something that would cause these explosions to be more ... epix ?

P.S. And I apologise all people familliar with "l33t speech" but I found this subcultural dialect hilarous to the extreme and reference here and there keeps me relatively sane.
goro

06-05-07, 10:27 AM
I coud probably boost the Recepticles power by switching it to 1 point per HD. Although that might be far too powerful. I just thought of something, "Divine/Cosmic Fuel." 100 points for DvR/CsR 0 and 100 points for each DvR/CsR above that. Don't forget the strata bonuses either.

DvR/CsR 0-5 100 points per Rank.
DvR/CsR 6-10 200 points per Rank.
DvR/CsR 11-15 300 points per Rank.
Dvr/CsR 16-20 400 points per Rank.
*Increase points from HD from DvR/CsR beings to 10 points per HD.
Mister_Sinister

06-05-07, 03:39 PM
Hey guys, does anyone happen to know what's happening with the DF forums? Don't mean to rush, but some news would be great.
Venenum

06-05-07, 03:41 PM
What would an amulet of supremacy, from the Dracominicon, cost?

I plan on making Bogtyrs breath weapon do some damage, that would at least hurt.

It seems kind of funny that Dispater is so hard to kill, he is only CR 63, and our CRs are in the 90s.
Witch

06-05-07, 04:13 PM
What would an amulet of supremacy, from the Dracominicon, cost?

I plan on making Bogtyrs breath weapon do some damage, that would at least hurt.

It seems kind of funny that Dispater is so hard to kill, he is only CR 63, and our CRs are in the 90s.

Before there's all other questions: I'm on a break from mostly rules related questions - I want to relax a bit during my exams when I'm here.

But your CRs aren't in the 90s. Dicefreaks counts class levels beyond character level 20th only half in CR calculation. A 70th level sorcerer would be CR 45.
goro

06-05-07, 04:13 PM
Malefircarim has an ECL of 57 I think you said(same as Infernal), what woud be the adjustment to ECL for losing thier racial special abilities and qualities when applying the "Arch-Devil" template from TGOH chapter 8.

Paragon Malefircarim w/ Arch-Devil
goro

06-05-07, 04:17 PM
Challenge Rating;
Levels 1-20: CR: +20
Levels 21-70: CR: +25
Challenge Rating increase from divinity: 4 +1/4 DvR + 2/3 SDAs.
Plus Adjustment for free 5 level adjustments.
Rikandur_Azebol

06-05-07, 04:33 PM
I coud probably boost the Recepticles power by switching it to 1 point per HD. Although that might be far too powerful. I just thought of something, "Divine/Cosmic Fuel." 100 points for DvR/CsR 0 and 100 points for each DvR/CsR above that. Don't forget the strata bonuses either.

DvR/CsR 0-5 100 points per Rank.
DvR/CsR 6-10 200 points per Rank.
DvR/CsR 11-15 300 points per Rank.
Dvr/CsR 16-20 400 points per Rank.
*Increase points from HD from DvR/CsR beings to 10 points per HD.

No, no, my friend. I think that more damage is unecessary ... I was trying to make You comfortable with notion of big explosions. :P
Perhaps size of the explosion can be multipled by 10 for Cosmic/Divine beings and then multiplied by their divine/cosmic rank again ? Damage too, since god's soul is suposed to have more energy than mortal's.

In such instance were Your guy using my Challenger's divine soul as the boomstick, it would cause explosion in 12,600' causing 1260 dmg.

IMO it's only apporiate for a soul that belonged to greater deity to make such explosion upon destruction. :D
goro

06-05-07, 04:43 PM
No, I collect a number of souls, 5,000 HD worth, and get the power points of the Recepticle up to 5,000, and then unleash a 5,000 damage disintegration wave over a 50,000 ft. radius. And I remain unharmed, and then start to recharge the Recepticle for the next big bang.

Still working on Paragon Malefircarim (Hellspawn) w/ Arch-Devil, unless Witch changes his mind and lets me use the "Lord of the Nine" template.
Geraturatu

06-05-07, 04:45 PM
I don't know. The notions of big explosions isn't very comforting. I mean, if in real life, some giant explosion came any where near me, I'd hide somewhere. Unless if I was the source, then I'd just want to know how to control it and be immensley happey instead of comforted. :D

Oh yeah Witch, I already know the answer to this, but how do you feel about having Dispater take on Firahel now? I promise I won't use the absorption thing. :angelhide:
goro

06-05-07, 04:47 PM
I thought the point of the big explosion was to destroy enough of Dis to draw Dispater out of the iron tower? If this wouldn't do that, nothing will.

Also wondering if the bonus from Infernal Nobility would increase divine ranks and not just cosmic.
goro

06-06-07, 12:37 AM
Does anyone know of an online source guide for all the cleric domains out there? It just seems like something that someone would put together. I started collecting some, heres what I have so far.



SRD:
Animal
Artifice
Chaos
Charm
Community
Creation
Darkness
Death
Destruction
Earth
Evil
Fire
Glory
Good
Healing
Knowledge
Law
Liberation
Luck
Madness
Magic
Nobility
Plant
Protection
Repose
Rune
Scalykind
Strength
Sun
Travel
Trickery
War
Water
Weather



Complete Divine:
Celerity
Cold
Community
Competition
Creation
Domination
Dream
Force
Glory
Inquisition
Liberation
Madness
Mind
Mysticism
Oracle
Pact
Pestilence
Purification
Summoner
Weather



Book of Exalted Deeds:
Celestial
Community
Endurance
Fey
Glory
Herald
Joy
Pleasure
Wrath



Book of Vile Darkness:
Beastial
Corruption
Darkness
Demonic
Diabolic
Greed
Pain




Frostburn:
Cold
Winter



Sandstorm:
Nobility
Repose
Rune
Sand
Summer
Thirst



Stormwrack:
Blackwater
Ocean
Seafolk
Storm



Draconomicon:
Domination prestige
Dragon
Glory Prestige
Greed
Wealth



Eberron Campaign Source Book:
Air
Animal
Artifice
Chaos
Charm
Commerce
Community
Death
Deathless
Decay
Destruction
Dragon Below
Earth
Evil
Exorcism
Feast
Fire
GoodHealing
Knowledge
Law
Life
Luck
Madness
Magic
Meditation
Necromancer
Passion
Plant
Protection
Shadow
Strength
Sun
Travel
Trickery
War
Water
Weather



Forgotten Realms Campaign Setting:
Air
Animal
Cavern
Chaos
Charm
Craft
Darknes
Death
Destruction
Drow
Dwarf
Earth
Elf
Evil
Family
Fate
Fire
Gnome
Good
Halfling
Hatred
Healing
Illusion
Knowledge
law
Luck
Magic
Mentalism
Metal
Moon
Nobility
Ocean
Orc
Planning
Plant
Portal
Protection
Renewal
Retribution
Rune
Scalykind
Slime
Spell
Spider
Storm
Strength
Suffering
Time
Trade
Travel
Trickery
Tyranny
Undeath
War
Water
Flymolo

06-06-07, 12:51 AM
Somehow it seems like huge, obvious explosions will just draw dozens/hundreds/thousands of iron colossi down on your head. Why not use a more.... subtle approach?
Rikandur_Azebol

06-06-07, 11:33 AM
Why not ? If You are hidden from sight and/or move too fast, Colossi would end up just adding to the mayhem. Unless Dispater suddenly orders them to help the victims/clean the mess.

Do You see our devil issuing this order ? I don't see him growing suddenly compassion out of whack, I see our devil ordering Iron Collossi to CHARGE over the victims just to get the culprit. :P



By the way ... for things that are bad-bad and evil. What do You guys think of such "Explosion". It is spell that compels people within 100 miles radius, that fail Will save DC 57+ to use Sacrifice Summoning just now ? Paired with brief description of the summoning ritual I imagine folks summoning some random fiends all across planes.
Imagine ... 33% of devils from other Perditions, without authorization ! Another third of Yugoloths, and last third filled with Demons.

I could add Contact Seed, so my Challenger could give instructions to his Summoners on how to summon fiend. A huge percent of the Dis inhabitants should be able to conduct summon without much problems.

All these souls would be sacrificed to my Challenger, of course. :devil:
Mister_Sinister

06-07-07, 02:21 AM
I have a question: what level would the font of power ability on the metamind be considered (it's a psi-like) for the purpose of Quicken Psi-like Ability (and is that allowed)?
Rikandur_Azebol

06-07-07, 05:58 AM
I think that minimum level of the Font of Power is an equivalent of 8 or 9. But it is just guesstimation.

EDIT: As I read description of Miracle and Wish I suddenly got interested in this fact ... can I use the latter to duplicate psionic powers of 5-lvl or lower ? I'm not sure it it is correct assumption though. (I'll buy something with Reality Revision if need arises ...)

Why ? Because psionic powers seem to fall under "other spells, from prohibited school" category to some extent.
BillTheManiac

06-07-07, 09:35 PM
Making a character. It requires a special ritual to summon Dispater. How much would you say that would cost in character wealth?
goro

06-07-07, 09:53 PM
I don't know the exact cost of all these items.

30 ft. radius of iron flooring.

Plush carpeting and fine draperies, both red and gray.

66 enslaved humanoids whose lifetime of servitude came as a result of being unable to repay debts.

99 vessels of platinum set with rubies and garnets used to anchor magic circles.

Magic circles filled with a measure of the blood and sweat of mortals that have lived lives of sloth, mixed with stagnant wtaer.

A display of meaningless toil.
Harbin_Dunewalker

06-08-07, 12:24 AM
Also note that (IIRC) he knows the alignment/general nature of the person summoning him, and you have to essentially be a REALLY Lawful Evil bastard to get him to come. (I don't think this was in the Dicefreaks description; I believe Witch stated it earlier in this thread.)

Also, the challenge was to kill Dispater while he's actually IN Dis. I don't think the summoning ritual would even work on Dis . . .

So no summoning Dispater off-plane and trying to kill him. Even if you did, it's stated in the Dicefreaks description that he can "duplicate the protections of the Iron Tower" to a radius of . . . 60 feet? So he'd STILL be pretty !@$!$! hard to kill.
goro

06-08-07, 12:28 AM
Even if you managed to kill him while he was summoned, it would only banish him back to Dis.
arxhaon

06-08-07, 02:47 AM
I have a Question for Witch, when he is back to answering questions...

Is there anything which stops you from carving big chunks out of Dis using epic versions of the Genesis spell (cast in its destroy form), and creating planar rifts to say, the positive energy plane, and so forth?
strenoth

06-08-07, 03:06 AM
I have an idea floating around in my head, need to do some more research, but just to make sure: The Epic Insights Column, for classes that don't have an epic progression and class-specific epic feats etc, In?
BillTheManiac

06-08-07, 06:52 AM
I'm not going to kill him. I'm going to use the summoning for other purposes.
Witch

06-08-07, 08:06 AM
No, I collect a number of souls, 5,000 HD worth, and get the power points of the Recepticle up to 5,000, and then unleash a 5,000 damage disintegration wave over a 50,000 ft. radius. And I remain unharmed, and then start to recharge the Recepticle for the next big bang.
Put a maximum of 50 soulgems on the receptacle, with a maximum of 100 hit dice expended per blast. In order to use it again, the item needs to cool down a day.

Still working on Paragon Malefircarim (Hellspawn) w/ Arch-Devil, unless Witch changes his mind and lets me use the "Lord of the Nine" template.
Did I not already tell you that there is no such thing as a paragon hellspawn?


Oh yeah Witch, I already know the answer to this, but how do you feel about having Dispater take on Firahel now? I promise I won't use the absorption thing. :angelhide:
No, I'm currently too busy and I've already got Buugipopuu running.

I have a question: what level would the font of power ability on the metamind be considered (it's a psi-like) for the purpose of Quicken Psi-like Ability (and is that allowed)?
If it has no level listed, I'm afraid you can't quicken it.

Making a character. It requires a special ritual to summon Dispater. How much would you say that would cost in character wealth?
Negligible at this level.

I have a Question for Witch, when he is back to answering questions...

Is there anything which stops you from carving big chunks out of Dis using epic versions of the Genesis spell (cast in its destroy form), and creating planar rifts to say, the positive energy plane, and so forth?
Yes.

I have an idea floating around in my head, need to do some more research, but just to make sure: The Epic Insights Column, for classes that don't have an epic progression and class-specific epic feats etc, In?
If they're made according to 3.5 guidelines.
BillTheManiac

06-08-07, 09:41 AM
Negligible at this level.


Yeah, I guessed. Just wanted to check it over with you. Can a summoned Dispater, if plane shifted to Dis, control the Iron Tower? Also, the epic rules for dicefreaks say Disjunction can be blocked by epic spells. Does that also apply to the tower's disjunction or is it somehow cosmic/better and can get through that?

Also, I'm going to need skill bonus items, and I don't understand the pricing. The DMG talks about competence bonuses, while the ELH talks about enhancement bonuses. Do both cost 100*bonus squared?
goro

06-08-07, 10:33 AM
Is there anything which stops you from carving big chunks out of Dis using epic versions of the Genesis spell (cast in its destroy form), and creating planar rifts to say, the positive energy plane, and so forth?


I believe you can only cast the Genesis spell on the Ethereal plane.
Geraturatu

06-08-07, 11:45 AM
No, I'm currently too busy and I've already got Buugipopuu running.


Actually, I was meaning if you were still considering having Firahel fight Dispater (You said this in the Mock Epic Duals). I didn't mean the "right at this minute" kind of now, but the "Do you still want to" now. Though, if you haven't looked at his stats yet, it would be a good idea to do so before agreeing, because I wouldn't be very compeled to change him to be inside the Dicefreak's limitations (though I might) :). I wouldn't be injured if you said no however (in fact I wouldn't be at all surprised).

And I absilutely will stick to my word of not ever using my absorption ability if you say yes. :)
Witch

06-08-07, 11:51 AM
Oh - that one. That was before he gained a ton of Divine Ranks, I believe. I'll pass - he doesn't fit the criteria at all anymore.
Geraturatu

06-08-07, 11:55 AM
I figured :). I'm still trying to get rid of him without spelling it out in my campaign.
goro

06-08-07, 02:01 PM
Yay, DF is back.

Witch, can we alter templats to remove some of the properties of the template to lower its LA? Such as is described in the Arch-devil template description if TGOH: chapter 8.


Faerie Lord (http://dicefreaks.com/phpBB2/viewtopic.php?t=6564)

Demon Prince (Demiurge) (http://dicefreaks.com/phpBB2/viewtopic.php?t=228&start=3)
Venenum

06-08-07, 03:14 PM
Yay, DF is back.

Witch, can we alter templats to remove some of the properties of the template to lower its LA?

I asked that already for monster of legend and such, and witch said no.
goro

06-08-07, 03:19 PM
I asked that already for monster of legend and such, and witch said no.

Damn.

Pure Divine Power SDA
Prerequisite: This costs 2 SDAs.
Benefit: Divine Rank +1

*note: If no, how about 3 SDAs?
Venenum

06-08-07, 04:26 PM
Damn.

Pure Divine Power SDA
Prerequisite: This costs 2 SDAs.
Benefit: Divine Rank +1

*note: If no, how about 3 SDAs?

That seems rather pointless. You may want to go with +1 to divine ranck checks. Since the Drv of 18 max is still in place.
goro

06-08-07, 05:16 PM
How about virtual increase to divine rank. You may act as though a diety of higher rank.

OR

Divine Power SDA
Prerequisite: Divine Rank 16+
Benefit: You gain an additional 5 racial HD.
Venenum

06-08-07, 06:08 PM
How about virtual increase to divine rank. You may act as though a diety of higher rank.

OR

Divine Power SDA
Prerequisite: Divine Rank 16+
Benefit: You gain an additional 5 racial HD.

A) might work.
B) Again, how does thaty help. HD are still capped.
BillTheManiac

06-08-07, 06:08 PM
Strategem:
1. Summon Dispater
2. Use epic seed "compel" to get him to do what you say.
3. Plane shift with him to Dis.
4. Order him to fail his save to a dimensional anchor.
5. Kill him with combat monster skills.

Because I realized I didn't need modify memory to work, I'm pretty sure you can do 1-4 with an ordinary 50th level LE human wizard, so your god friend can do the murdering.
fnord

06-08-07, 06:55 PM
Strategem:
1. Summon Dispater
Summoning was my original plan (and doing enormous amounts of nonlethal damage). But if he blocks Astral Links at his location, he can't be summoned, according to Witch.
BillTheManiac

06-08-07, 07:29 PM
Fact: There is a method to summoning Dispater. It's in TGoH Chapter 9.
Fact: AFAIK, it never says Dispater chooses whether or not to appear. Even if it does, the first fact shows that there are some circumstances where Dispater wants to be summoned. The plan is to make this circumstance as authentic as possible (my idea was a LE overlord in a tower asking for advice against traitors, the kind of thing Dispater would be good at). The god can just stand in a nearby room, and walk in and cast the spell on his turn.
Zelck

06-08-07, 08:24 PM
Fact: There is a method to summoning Dispater. It's in TGoH Chapter 9.
Fact: AFAIK, it never says Dispater chooses whether or not to appear. Even if it does, the first fact shows that there are some circumstances where Dispater wants to be summoned. The plan is to make this circumstance as authentic as possible (my idea was a LE overlord in a tower asking for advice against traitors, the kind of thing Dispater would be good at). The god can just stand in a nearby room, and walk in and cast the spell on his turn.
Find a way to deal with Merorem first, or you're never going to pull it off. And again, the idea was you kill Dispater in Dis.
goro

06-08-07, 08:44 PM
A) might work.
B) Again, how does thaty help. HD are still capped.

Venenum, I'm wasting about 15-20 HD for templates (on top of the free +5 LA), If i can make them back that would be great.
Plus, could change it to state that HD granted by that SDA do not count towards the cap.

Virtual Class Levels SDA
Choose one class that you qualify for, you possess virtual levels in that class equal to your HD. These virtual levels do not increase your Bab, saves, skill points, HD, or increases to ability scores (other than those given from class features).
Special: You can gain this SDA a number of times equal to your INT bonus. Each time you choose this SDA you must choose a different class. If you gain spellcasting abilities from a virtual class it does not stack with your caster level from racial HD.
Mysteris

06-08-07, 09:06 PM
Quick question: The Eldritch Knowledge SDA only applies to arcane spells, not divine, right?
goro

06-08-07, 09:09 PM
I thought divine casters know all spells of the levels they can cast?
BillTheManiac

06-08-07, 09:53 PM
Find a way to deal with Merorem first, or you're never going to pull it off.
Who?
And again, the idea was you kill Dispater in Dis.
Plane Shift.

Is Dispater immune to death effects?
goro

06-08-07, 09:59 PM
Merorem the Darkwind, Grand Duke of the Ebon Gale
CR 53
Home: Dis
The Gates of Hell: Chapter 8 pg.305(42 of 59)
Mysteris

06-08-07, 10:00 PM
I thought divine casters know all spells of the levels they can cast?

Well yes, but the SDA allows a spellcaster to double the amount of spells they have. I already did that for Miri's Sorcerer spells, but I modified her to cast up to 9th-level Druid spells as well and I wasn't sure if her Druid spells get doubled too. She meets all the prerequisites for the SDA so I was a bit thrown.
goro

06-08-07, 10:05 PM
The SDA only allows you to know double the number of spells, not cast double the number of spells.

Can druid spells be affected with metamagic feats? If they can, you should check out Divine Spellcasting instead.
Mysteris

06-08-07, 10:12 PM
The SDA only allows you to know double the number of spells, not cast double the number of spells.

I don't follow? Don't Sorcerers just spontaneously cast? What is the purpose of the SDA if you can't cast double the spells?

Can druid spells be affected with metamagic feats? If they can, you should check out Divine Spellcasting instead.

*nod* I know some can and I already do have Divine Spellcasting for her. :)
goro

06-08-07, 10:29 PM
I don't follow? Don't Sorcerers just spontaneously cast? What is the purpose of the SDA if you can't cast double the spells?

Sorcerer's generally know only a few spells of each level. Thats the drawback of being a sorcerer. Wizards know more spells, but can cast fewer spells per day. Sorcerers can cast more spells per day, but know fewer spells.
Mysteris

06-08-07, 10:41 PM
Sorcerer's generally know only a few spells of each level. Thats the drawback of being a sorcerer. Wizards know more spells, but can cast fewer spells per day. Sorcerers can cast more spells per day, but know fewer spells.

*nod* I may be doing something wrong here then. As I've understood it so far, I take the number of Sorcerer spells that Miri would normally get per level, then add in the number of bonus spells gained from her casting ability modifier (+32 to her Charisma score). I was under the impression that Eldritch Knowledge then doubled those spells for the final tally of spells she could use per day. Then I just picked the spells she knows and she was set.

If I understand you correctly (and please correct me if I'm wrong), I still add up her normal spells per day and add in the bonuses for her ability modifier. But I don't double the spells she has. Instead I get a broader range of spells. And this doesn't apply to her Druid spells because she automatically gets full knowledge of all the spells on that list and I just pick which ones she has the day of the challenge.
goro

06-08-07, 11:32 PM
I think tahts correct. Except for the druid, I don't know if druids need to prepare their spells before hand or not.

If you have the magic domain as one of your domains you can probably create an "Arcane Knowledge" SDA. It would go something like;

Arcane Knowledge SDA
Prerequisite: Magic Domain, Knowledge (arcana) 23+ ranks
Benefit: You know all non-epic arcane spells.
Mysteris

06-08-07, 11:49 PM
Arcane Knowledge SDA
Prerequisite: Magic Domain, Knowledge (arcana) 23+ ranks
Benefit: You know all non-epic arcane spells.

Yeah, I can see doing something like that. :) She's got both Magic and Knowledge on her domain list so I think that would work. Thanks a lot for the help. :) Now I've got to go back and work on her some more. Sometimes I think creating this character is like forging steel. It needs constant tempering, but it'll be worth it in the end. :)
goro

06-08-07, 11:51 PM
No problem, glad I could help. But that SDA woul need to be approved by Witch before you could use it.
Zelck

06-09-07, 12:19 AM
Or you could just use the default SDAs: Edritch Knowledge and Supreme Eldritch Knowledge, which requires basically 2 SDAs, the Magic Domain, and Extra Spell.
goro

06-09-07, 12:28 AM
Yeah, but that costs a domain, 2 SDAs, and a feat. Mine only requires a domain and an SDA.


Break The Mold SDA
Prerequisite: Divine Rank 16+, 61+ HD
Benefit: Choose an ability score you possess. Your max score for that ability becomes uncapped. Increase the chosen ability score by +10.
Special: You may take this SDA multiple times. Each time you do it applies to a different ability score.
Mysteris

06-09-07, 02:41 AM
Here are three SDAs for a thumbs-up or thumbs-down, Witch.

Bulwark of Time

Prerequisite: Time Domain, Fate Domain, Force Domain

Benefit: Time itself rises in defense of the god with this ability. Whenever one protected by the Bulwark of Time is attacked, regardless of the means or success of the attack, a backlash of chronal energies erupts against the attacker. The attacker is buffeted mercilessly by a sudden gust of the entropic winds of time, suffering 40d6 pure divine damage (intensified with no save or SR, though a Divine Shield can absorb the blow). Someone destroyed by this assault disintegrates (as per the Disintegrate spell). This effect destroys barriers such as a Wall of Force or a Prismatic Sphere that may be protecting the attacker.

Special: This ability is entirely passive and always in effect. It lashes out immediately against attackers, but cannot itself be used as an attack. If the deity with this power is attacked by multiple targets or multiple times in a round, then the Bulwark will strike back on each attack and against each attacker. The Bulwark of Time does not grant bonuses to AC or a miss chance to spells.

Suggested Portfolio Elements: Time, Fate, Supreme

Automatic Metamagic (Intensify Spell)

Prerequisite: Magic Domain, Int 40, Empower Spell, Maximize Spell, Intensify Spell, the ability to cast 9th-level arcane or divine spells, Spellcraft 30 ranks

Benefit: The deity with this ability automatically gains the benefits of the Intensify Spell epic feat on any spell they cast. This does not raise the level of the spell cast as the feat normally does.

Suggested Portfolio Elements: Magic

Double Spell

Prerequisite: Magic Domain, the ability to cast 9th-level arcane or divine spells, Knowledge (arcana) 50 ranks

Benefit: The deity with this ability can cast twice the number of spells per day they normally could. This applies to both arcane and divine spells. This ability cannot be taken more than once.

Suggested Portfolio Elements: Magic, Supreme
goro

06-09-07, 02:55 AM
Automatic Metamagic (Intensify Spell)

Prerequisite: Magic Domain, Int 40, Empower Spell, Maximize Spell, Intensify Spell, the ability to cast 9th-level arcane or divine spells, Spellcraft 30 ranks

Benefit: The deity with this ability automatically gains the benefits of the Intensify Spell epic feat on any spell they cast. This does not raise the level of the spell cast as the feat normally does.

Suggested Portfolio Elements: Magic

Can't apply this to an epic metamagic feat.


Double Spell

Prerequisite: Magic Domain, the ability to cast 9th-level arcane or divine spells, Knowledge (arcana) 50 ranks

Benefit: The deity with this ability can cast twice the number of spells per day they normally could. This applies to both arcane and divine spells. This ability cannot be taken more than once.

Suggested Portfolio Elements: Magic, Supreme



Too powerful when combined with divine spellcasting. Maybe if they didn't stack.


But those are just my opinions, I could be wrong, after all, I make SDAs far more powerful than those and hope they pass.
BillTheManiac

06-09-07, 08:18 AM
Merorem the Darkwind, Grand Duke of the Ebon Gale
CR 53
Home: Dis
The Gates of Hell: Chapter 8 pg.305(42 of 59)
If there is a 10-point CR difference, then if I can kill Dispater I can kill Merorem with a single spell anyways (probably). As far as I can tell mental control is actually perfect, so I was hoping "please fail your save against this death spell" or "please fail your save while I coup de grace you" or "just sit here for a few rounds while I blast you to pieces" would work.
fnord

06-09-07, 08:50 AM
Fact: There is a method to summoning Dispater. It's in TGoH Chapter 9.
Fact: AFAIK, it never says Dispater chooses whether or not to appear.
Actually, what's listed in Chapter 9 is the special requirements to summon Dispater via the the rituals/epic spells in Chapter 2. These rituals and epic spells follow the normal rules for calling, which uses the Astral Plane, which doesn't work if he blocks Astral Links.

The plan is to make this circumstance as authentic as possible (my idea was a LE overlord in a tower asking for advice against traitors, the kind of thing Dispater would be good at).
Well, Dispater is famously paranoid, and he has the Archduke of Time (the aforementioned Merorem who you are so dismissive of) in his service, so good luck with that.
BillTheManiac

06-09-07, 09:17 AM
Actually, what's listed in Chapter 9 is the special requirements to summon Dispater via the the rituals/epic spells in Chapter 2. These rituals and epic spells follow the normal rules for calling, which uses the Astral Plane, which doesn't work if he blocks Astral Links.
He could choose whether or not to be summoned. But why would there be a ritual if he never chooses to be summoned? Therefore, there is at least 1 situation where he would be summoned.

Well, Dispater is famously paranoid, and he has the Archduke of Time (the aforementioned Merorem who you are so dismissive of) in his service, so good luck with that.
Let's see. Probably he's going to want to check the area out with his divine senses? We may have the problem of him knowing of this plot 15/18 weeks (does it depend on where he is now or at the time of the event) in advance, which would really be a problem with any plot that uses surprise. Let's see if there is some way to block that divine sense. It can be blocked with Divine Shield or "otherwise blocked" by a diety of equal or greater rank, which I am. So if I just block the room next to him that I am in it would appear to be empty. Alternatively, I could just get my bud to cast gate, because remote sensing is 18 miles around, not through portals.
goro

06-09-07, 10:35 AM
From what I've heard, from someone else who went through the Iron Seige before, Merorem is alot tougher than his CR would seem to indicate.
BillTheManiac

06-09-07, 10:39 AM
From what I've heard, from someone else who went through the Iron Seige before, Merorem is alot tougher than his CR would seem to indicate.

At what step would Merorem interfere?

A: Summon
B: Control
C: Plane Shift
D: Kill

Also, Remote Sensing can be blocked.
goro

06-09-07, 10:43 AM
At what step would Merorem interfere?

A: Summon
B: Control
C: Plane Shift
D: Kill

Also, Remote Sensing can be blocked.

A: He would know beforehand and warn Dispater.
B: Same as A.
C: Same as A.
D: Same as A.

Check out his Temporal Mastery (Su) ability.
Zelck

06-09-07, 01:05 PM
Yeah, but that costs a domain, 2 SDAs, and a feat. Mine only requires a domain and an SDA.
And hence if I were to bet, your version wouldn't be approved :P.

Break The Mold SDA
Prerequisite: Divine Rank 16+, 61+ HD
Benefit: Choose an ability score you possess. Your max score for that ability becomes uncapped. Increase the chosen ability score by +10.
Special: You may take this SDA multiple times. Each time you do it applies to a different ability score.
Come on, Witch already said he felt our ability scores were much higher than Dispater's. I really doubt he'd approve this.

Automatic Metamagic (Intensify Spell)

Prerequisite: Magic Domain, Int 40, Empower Spell, Maximize Spell, Intensify Spell, the ability to cast 9th-level arcane or divine spells, Spellcraft 30 ranks

Benefit: The deity with this ability automatically gains the benefits of the Intensify Spell epic feat on any spell they cast. This does not raise the level of the spell cast as the feat normally does.

Suggested Portfolio Elements: Magic
Let's break this down real fast. Automatic Metamagic (Maximize) and Automatic Metamagic (Empower) costs 2 SDAs and 2 feats, and gives max dice + 1/2 rolled dice. For the cost of one required domain, a high ability score (fits with the domain), one extra feat, class levels (which fits with the required domain and the ability score), and a few ranks in a skill (fits with everything else), you SAVE one SDA and get a bigger benefit to boot. In essence, the only thing your SDA costs extra is the Magic Domain, because gods with the Magic Domain tend to have high Int, the ability to cast high level spells, and lots of spellcraft.
BillTheManiac

06-09-07, 01:05 PM
A: He would know beforehand and warn Dispater.
B: Same as A.
C: Same as A.
D: Same as A.

Check out his Temporal Mastery (Su) ability.
hmmm.... how hard would it be to write a spell that would teleport me in whenever Dispater is summoned? Teleport works on envisioning the location. Because Dispater-summoning chamber is so specific it works like a description. I could create an item of quickened teleport without error at will. 11*23*2000=506,000 gp. Then whenever Dispater is summoned, anywhere on the Material Plane, I pop and cast my single action spell.

If Dispater always knows the time & place of the attack, it seems like he would just send an uber minion there.
goro

06-09-07, 01:11 PM
hmmm.... how hard would it be to write a spell that would teleport me in whenever Dispater is summoned? Teleport works on envisioning the location. Because Dispater-summoning chamber is so specific it works like a description. I could create an item of quickened teleport without error at will. 11*23*2000=506,000 gp. Then whenever Dispater is summoned, anywhere on the Material Plane, I pop and cast my single action spell.

The summoning chamber has the same defenses as the Iron Tower; Dimensional Anchor.
BillTheManiac

06-09-07, 01:22 PM
The summoning chamber has the same defenses as the Iron Tower; Dimensional Anchor.

If I could create something to teleport me to the room next to it (free action), then I could walk in (move action), cast spell (standard action).
Mysteris

06-09-07, 02:16 PM
Let's break this down real fast. Automatic Metamagic (Maximize) and Automatic Metamagic (Empower) costs 2 SDAs and 2 feats, and gives max dice + 1/2 rolled dice. For the cost of one required domain, a high ability score (fits with the domain), one extra feat, class levels (which fits with the required domain and the ability score), and a few ranks in a skill (fits with everything else), you SAVE one SDA and get a bigger benefit to boot. In essence, the only thing your SDA costs extra is the Magic Domain, because gods with the Magic Domain tend to have high Int, the ability to cast high level spells, and lots of spellcraft.

*nod* This is true. However, I thought the benefit of the much more powerful and useful Intensify Spell made it much more valuable than the Automatic Metamagic (Maximize) and (Empower) SDAs. Plus, saving an SDA is always a good thing, as it frees it up for something else. :) This isn't an essential idea of my character concept but it would be something very helpful to have and I didn't see why a deity shouldn't have the benefit of an epic-level feat, considering the levels of power we're talking about here.

Witch: Would you allow Miri to have a Force or Prismatic Dragon as her familiar? Or really any dragon for that matter.
goro

06-09-07, 02:19 PM
It specifically states in the Automatic Metamagic SDA description that it can't be applied to an epic metamagic feat.
Bernat

06-09-07, 02:38 PM
This challenge would be much funnier and rewarding if you used existing tools to defeating Dispater instead of creating tools to defeat every aspect of Dispater's defenses. Well, just my opinion.
Mysteris

06-09-07, 02:49 PM
It specifically states in the Automatic Metamagic SDA description that it can't be applied to an epic metamagic feat.

Oh. *sigh* Back to the drawing board. :weep:

This challenge would be much funnier and rewarding if you used existing tools to defeating Dispater instead of creating tools to defeat every aspect of Dispater's defenses. Well, just my opinion.

I agree to a point, but I do kind of want my challenger to survive the challenge as well so I'm not too averse to innovating new ideas to bring down Dispater if need be. Especially when I think of ideas that fit my character's theme. But yeah, finding ways to use existing tools in new and exciting ways is fun as well. :)
fnord

06-09-07, 03:00 PM
Also, Remote Sensing can be blocked.
By a deity, so if Dispater can't sense an area where he is to be called to, he knows something is up, so, being paranoid, he's likely to not show up.
BillTheManiac

06-09-07, 05:57 PM
Oodoonoo
The Leylord, The Perfect Geometry
DVR 18 Human Wizard 68/Archmage 2
LN M Outsider (Earth)
Init +41; Senses Listen +65, Spot +65, darkvision, vision through 180' of solid matter, Clearsight 180', See Magic
Languages All
Aura Divine Aura 18 miles

Immune Fire, Cold, Lukewarmness, Polymorphing, Petrification, Disease, Poison, Stunning, Energy Drain, Ability Drain, Ability Damage, Unexpected Ninjas, Mind-altering Effects, Sleep, Sneezing, Paralysis, Death Effects, Disintegration
AC 89 (+4 deflection, +33 natural, +18 divine, +23 dexterity, +1 dodge), touch 56, flat-footed 65 (lol I can't hit myself)
HP 3220 (70 HD)
Saves Fort +86, Ref +70, Will +76
DR 40/epic and adamantine
Resist Electricity 38
SR 85+20
68% Miss chance
Divine Earth Mastery +18

Speed 70 ft. (14 squares), burrow 70 ft., Instant Move 180 ft.
Melee +72/+72/+67 quarterstaff (1d6+15)
Melee Touch +72
Ranged +77/+77/+72
Ranged Touch +77
Space 5 ft.; Reach 5 ft.
BAB +35; Grapple +70
Attack Options Divine Earth Mastery +18
Special Actions Alter Reality, Call Earth Elementals (18/18 HD), Earth Mastery

Abilities Str 40+6, Dex 50+6, Con 66+25, Int 59+25, Wis 36+6, Cha 14+15
Feats: Scribe Scroll(B), Craft Wondrous Item, Craft Ring, Craft Magic Arms and Armor, Craft Rod, Spell Mastery, Greater Spell Mastery, Extra Spell, Chain Spell, Empower Spell, Maximise Spell, Heighten Spell, [Spell Focus (Necromancy), Spell Focus (Enchantment)]
Epic Feats: Epic Spellcasting, Improved Spell Capacity x15, Intensify Spell
Epic Wizard Feats: Efficient Item Creation x5, Multispell x13, Enhance Spell x6
Skills 73 ranks in all skills except for some professions, less for some due to class skills.
Possessions: Here (http://boards1.wizards.com/showpost.php?p=12675120&postcount=1537)

Casting:
Automatic Quicken, Maximise, and Empower
Knows all spells
Casts spontaneously
High Arcana: Mastery of Shaping, Mastery of Counterspelling
Per Day:
0th-20th:
4/14/14/14/13/13/12/12/12/12/9/9/8/8/8/8/7/7/7/7/6
21st-40th:
6/6/6/5/5/5/5/4/4/4/4/3/3/3/3/2/2/2/2/1
41st-52nd:
1/1/1/1/1/1/1/1/1/1/1/1/1/1
Unimportant Divine Stuff:
Domains: Law, Earth, Magic, Travel, Artifice, Celerity
Powers: Domain powers, SLAs
SDAs: Arcane Mastery, Automatic Metamagic (Quicken), Automatic Metamagic (Maximise), Automatic Metamagic (Twin) Call Creatures (Earth Elementals), Craft Artifacts, Divine Celerity, Divine Dodge 68%, Divine Earth Mastery, Divine Skill Focus (Spellcraft), Divine Spellcasting, Instant Move, See Magic, Epic Eldritch Knowledge, Improved Eldritch Knowledge, Supreme Eldritch Knowledge, Automatic Metamagic (Empower), Clearsight, Spontaneous Arcane Spells, Extra Sense Enhancement, 21, 22, 23

Oodoonoo
The Leylord, The Perfect Geometry
Greater
Symbol: Multicolored lines coursing through earth
Home Plane: Elemental Plane of Earth
Alignment: LA
Aliases: -
Superior: -
Allies: Boccob
Foes: Dispater (duh!)
Servants:
Servitor Creatures: Earth Elementals
Manifestations: A human whose skin is made up of shining multicolored polygons. Written on the polygons are the calculations necessary to find the locations of the leylines he is built around.
Signs of Favour: Irises replaced with lines of energy
Worshipers: Mages
Cleric Alignments: LG, LN, LE
Speciality Priests: Wizards
Holy Days: MehDomains: Earth travel, magic, law, artifice, celerity
Favored Weapon: Custom magic rod thingy (Quarterstaff)
Portfolio: Leylines, earth, travel, magic
Rikandur_Azebol

06-10-07, 01:22 AM
BillTheManiac, I advise You to look up at the 1 page, where Witch wrote down limits and rulings. Your dwarf have too high Int.
BillTheManiac

06-10-07, 07:55 AM
BillTheManiac, I advise You to look up at the 1 page, where Witch wrote down limits and rulings. Your dwarf have too high Int.

I assume/hope that that is pre-bonuses. Changing my character....
BTW Earth Dreamer is a prestige class from Races of Stone, basically the only thing useful in this environment it gives me is tremorsense.
fnord

06-10-07, 09:03 AM
I assume/hope that that is pre-bonuses. Changing my character....

Permanent Bonuses (like Inherent and Racial Bonuses) do count against the limit. And the Deity point-buy system includes inherent bonuses already.
BillTheManiac

06-10-07, 11:52 AM
Permanent Bonuses (like Inherent and Racial Bonuses) do count against the limit. And the Deity point-buy system includes inherent bonuses already.

So, have to rebuild the character. I can still improve my abilities with enhancement bonuses, right?
goro

06-10-07, 01:04 PM
Yes.

Your base scores, any score that is permanent (Inherent, Epic Feats, +1 per 4 levels, DvR bonus, Racial, etc) cannot exceed 70 for physical ability scores, and 60 points for mental abilities.

So you would be;

+190 to divide among all ability scores, starting from 0.
+2 CON, -2 WIS Dwarven Racial.
+5 Inherent to all ability scores.
+1 per 4 HD.
+18 Divine Rank.
Rikandur_Azebol

06-10-07, 01:32 PM
Bad Goro ! Thou mislead our friend here. Dwarves aren't unwise, they are uncharismatic. :D

BillTheManiac, Yes the maximums stated by Goro are only for permament scores, also take note that it can be increased for beings more than Medium sized (size bonus is the only permament bonus that can exceed these limits).

Dicefreak's deity rules give You 238 points to buy Your guy's ability scores, 1-1 basis, starting from 0. Of course only if Your dwarf stays greater deity with 18 divine ranks. You pick ability scores, add dwarven racial modifiers, remembering that Your guy should still fit within limits after applying these modifiers.

I strongly advice Your guy to invest in high base Con. You are going to need a lot HP in case that fight comes to You. :)

Remeber that maximum bonus to attributes and abilities, from temporary sources like items and spells, is +25. And Witch asked us to not make comboses out of different ability modifying things. You know, things like +25 enchancement, +25 scared, +25 competition, +25 munchkin (blah, blah, blah) for a total of +3232054738 bonus. :P

As for Your PrC from "Races of Stone" I advice You to PM it to Witch, in case he doesn't have the thing avaible. He might allow, or disallow it.

And You shouldn't worry about backing to drawing board with Your character. I do it every week after some Beta Testing. And I'm in the Magic Item & Feat selection stage. :embarrass
BillTheManiac

06-10-07, 01:37 PM
but the last stages of my plan are just so awesome!
I think most of the abilities don't apply here. I just took it for flavor and burrow speed. It has 4 abilities that don't apply to metal and 1 that lets me befriend earth creatures or something. Will pm full text of that ability later.
goro

06-10-07, 01:57 PM
Bad Goro ! Thou mislead our friend here. Dwarves aren't unwise, they are uncharismatic.

Oops, i'm sorry bearded gnomes.



I added a few more SDAs, and I'm still working on tweeking the Soul Recepticle (gonna try and make it a mini version of mephistos' "Cold Soul," only it won't be an actual weapon.



Epic Eldritch Knowledge SDA
Prerequisites: Divine Rank 6, Spellcaster level 1st, Cha 29, Extra Spell, Eldritch knowledge, Supreme Eldritch Knowledge, Magic Domain
Benefit: The deities knowledge of the arcane arts allows him to Develop epic spells more easily than others. Reduce development costs of any epic spell you create by 25%.



Improved Epic Eldritch Knowledge SDA
Prerequisites: Divine Rank 11, Spellcaster level 1st, Cha 29, Extra Spell, Eldritch knowledge, Supreme Eldritch Knowledge, Epic Eldritch Knowledge, Magic Domain
Benefit: The deities knowledge of the arcane arts allows him to Develop epic spells more easily than others. Reduce development costs of any epic spell you create by 50%.



Supreme Epic Eldritch Knowledge SDA
Prerequisites: Divine Rank 18, Spellcaster level 1st, Cha 29, Extra Spell, Eldritch knowledge, Supreme Eldritch Knowledge, Epic Eldritch Knowledge, Improved Epic Eldritch Knowledge, Magic Domain
Benefit: The deities knowledge of the arcane arts allows him to Develop epic spells more easily than others. Reduce development costs of any epic spell you create by 75%.

Absolute Epic Eldritch Knowledge SDA Prerequisites: Divine Rank 21, Spellcaster level 1st, Cha 29, Extra Spell, Eldritch knowledge, Supreme Eldritch Knowledge, Epic Eldritch Knowledge, Improved Epic Eldritch Knowledge, Supreme Epic Eldritch Knowledge, Magic Domain Benefit: The deities knowledge of arcane power is complete. You may develop any epic spell with no development cost. Special: Any epic spell you design without cost cannot be taught to any other being.


Divine Spellcasting Mastery SDA
Prerequisites: Spellcaster level 20th, Divine Spellcasting, Magic Domain
Benefit: You may cast an additional number of spells per day equal to your divine rank. these spells may be of any spell level you can cast, but not epic spells.



Break The Mold SDA
Prerequisite: Divine Rank 16+, 61+ HD
Benefit: Choose an ability score you possess. Your max score for that ability becomes uncapped.Uncrease the chosen ability score by +10.
Special: You may take this SDA multiple times. Each time you do it applies to a different ability score.



Devastating Divine Storm
Prerequisites: Divine Rank 16, Divine Storm
Benefit: Same as Divine Storm, except change radius of storm to 100 ft. per divine rank.



Spell Focus Mastery
Prerequisites: Spellcasting level 20th, Spell focus(any)
Benefit: You gain greater spell focus and epic spell focus in all schools of magic that you possess spell focus in.



Divine Pyromania
Prerequisites: Ability to cast 9th level spells, Fiery Burst [Reserve](Complete mage), Fire domain, Divine Fire mastery
Benefit: As long as you have a fire spell of 9th level or higher available to cast, you can spend a standard action to create a burst of fire in a radius of 5 ft per level of the highest level fire spell you have prepared, and a range of 30 ft plus 5 ft. per level of the highest level fire spell you have prepared. This burst deals 1d12 points of fire damage per level of the highest level ire spell you have prepared, plus 1d12 points of unspecified damge per divine rank. Any creature caught in the radius is subject to a REF save(DC 20 + CHA or INT, whichever you use to cast spells) for half.



Divine Ability Focus
Benefit Choose an ability you possess(Death Attack, Breath Weapon, Stunning Fist, etc.). you receive a bonus to the save DC of that ability equal to your divine rank.



Prerequisites: Augmented Summoning, Spell Focus(Conjuration), Greater Spell Focus(Conjuration)
Benefit: When summoning any non-unique creature, the summoned creature possesses +12 HD, increase the summoned creature one size(if extra HD increase its size already, increase its size again.), and increase the duration for any summoned creature to 10 minutes per divine rank.



Spell Immunity SDA
Prerequisite: Magic Domain
You gain immunity from all spells of the 2 lowest spell levels you are not immune to, not counting 0-level spells.
Special: You may gain this SDA multiple times, its effects stack, every time you take this SDA it applies to the next 2 lowest spell levels that you are not already immune. You may be immune to no spell level that is higher than your Divine Rank. (I.E. DvR 9 highest immunity 9th level spells. DvR 12 Highest immunity 12th level spells). This spell immunity does not apply to epic level spells. Deities receive an opposed rank check to overcom this immunity.



Divine Repetition SDA
Choose a class ability, feat, or SDA you possess that has a limited numder of uses per day. You may use that ability an additional number of times per day equal to your divine rank.
Special You may choose this SDA multiple times, each time you do it applies to a different ability.



Prerequisites: Divine Dodge, DEX 29
Benefit: You may turn yourself, and any equipment you carry, incorporeal. You may maintain this form indefinitely. You may use this ability a number of times per day equal to your DEX modifier. You may use or dismiss this ability as a standard action.



Divine Movement
Prerequisite: DEX 29, Divine Dodge, Travel Domain
Benefit: The deity can move from one location to another within sight of his current position, but no more than 10 ft. per divine rank. The diety makes this movement outside of reality, as per the divine dodge SDA. The movement is nearly instantaneous, taking only a swift action.
Note You cannot move to a location that you cannot see.



Divine Deflection SDA
Prerequisites: DEX 29, WIS 29,Improved Unarmed Strikes, Deflect Arrows, Reflect Arrows, Exceptional Deflection
Benefit: When you would reflect an attack back upon the attacker, you may sacrifice an unused spell slot, and deal an additional 1d6 points of damage per level of the spell slot sacrificed plus 1 point per divine rank. this damage bypasses any damage reduction the attacker may possess. Deities may make an opposed rank check to maintain thier damage reduction.



Divine Lay on hands
Prerequisites: Divine Fast healing or fast healing ability, Con 29, CHA 29
Benefit: Instead of healing yourself you may channel your fast healing ability through your hands and use it to heal another creature. You may restore a number of hit points per round to the creature equal to your fast healing score. This energy may be used against undead to harm them, must succeed on a melee touch attack.



Ascension SDA
Benefit:
1) Double the range of all senses you possess(does not stack with "Extra Sense Enhancement SDA"). Remember, 2 doubles equals a triple, etc.
2) Increase the damage dealt by all natural attacks by one damage die. (1d6, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6, etc)
3) Increase the uses per day of all SLA's you possess. 3/day becomes at will, 1/day becomes 3/day, 1/week becomes 1/day, etc. (You do not increase the uses per day of the SLA's you receive at the time you are taking this SDA, if you take this feat a second time then you increase the SLA's you chose when you previously acquired this SDA, but not the SLA's you just acquired.
4) Gain a number of spell-like abilities whose spell level total no more than your divine rank. Spell level 1-3 use at will, 4-6 use 3/day, 7-9 use 1/day, 10-12 1/week, 13-15 1/month, 16-18 1/year.
5) Increase movement speed 10 ft.
Special: You may take this SDA multiple times, its effects stack. You may not choose this feat more times than you have divine ranks.



Spell Strike SDA
Prerequisite: Magic Domain, Spellcaster level 1st
Benefit: When you strike a target with any melee or natural weapon you wield, the target loses the highest level spell slot they have available, Will saving throw(DC 20+(CHA or INT, whichever you use to cast spells)) to negate.
Special: You may not affect a spell slot higher than your divine rank. Epic spells are treated as 10th level spells for purposes of this ability.



Divine Knowledge Focus
Prerequisite: Knowledge(any) rank 23+
Benefit: You receive a bonus equal to your divine rank to any knowledge skill in which you have 23 or more ranks. This bonus stacks with the divine bonus granted from divine rank.



Divine Craft Focus
Prerequisite: Craft(any) rank 23+
Benefit: You receive a bonus equal to your divine rank to any craft skill in which you have 23 or more ranks. This bonus stacks with the divine bonus granted from divine rank.



Divine Breath Weapon Mastery:
Prerequisite: Breath Weapon,
Benefit: The power of your breath weapon is greater than the most powerful of dragons. You may use your breath weapons each round if you are able to(normally you must wait 1d6 rounds). The size of the line or the cone of your breath weapons are increased to what a dragon two sizes larger could produce(max colossal plus). The save DC against your breath weapons is increased by +4. Increase damage die one step; d6 to d8, d8 to d10, d10 to d12 max.



Aggressive Dragon SDA
Benefit: You gain the benefit of the following feats; Hover. wingover, Fly-by Attack, Adroit Fly-by Attack, Improved maneuverability, Snatch, Improved Snatch, Snatch & Swallow. You also increase the damage for all natural weapons you possess by one damage die step.(Claws, bite, Tail, etc.)



The Deepest Cut by Mercucio SDA
Prerequisites: War Domain, Divine Weapon Mastery.
Benefit: You automatically inflict maximum damage with any melee weapon or ranged weapon (but not spell) you wield. You automatically confirm any critical you make with a melee or ranged weapon (but not spell). Any additional damage dealt by a weapon you wield (sneak attack dice, bonus damage dice from icy, shock, holy, ect traits) is also maximized by this ability.



Rusting Scales (ex) SDA
Benefit: A metal weapon with less than a +5 enhancement bonus that hits me corrodes and is destroyed immediately, with no saving throw. A +5, or higher, weapon deals damage normally, but then must succeed on a Reflex save (DC 20 + CON) or rust away.



Divine Dragon SDA
Prerequisite: Dragon, 45+HD,
Benefit: Your draconic abilities far surpass those of mortal dragons. You may use your breath weapon once each round, if you are able (Normally you must wait 1d4 rounds). Double the range of your senses (Including blindsense). Your natural weapons(Bite, tail, claw, wing, etc..) increase one damage die step. Your Flying maneuverability increases one step.


Virtual Class Levels SDA
Choose one class that you qualify for, you possess virtual levels in that class equal to your HD. These virtual levels do not increase your Bab, saves, skill points, HD, or increases to ability scores (other than those given from class features).
Special: You can gain this SDA a number of times equal to your INT bonus. Each time you choose this SDA you must choose a different class. If you gain spellcasting abilities from a virtual class it does not stack with your caster level from racial HD.


Divine Hatred SDA
You receive a bonus to the save DC for any special attack or spell you use against the designated foe equal to 1/2 your divine rank. Choose a type of creature from the list below;
Aberrations
Animals
Constructs
Dragons
Elementals
Fey
Giants
Humanoids (choose one subtype)
Monstrous Humanoids
Oozes
Outsiders, Chaotic
Outsiders, Evil
Outsiders, Good
Outsiders, Lawful
Plants
Undead
Vermin


Prerequisite: Magic Domain, INT 29+, Improved MetaMagic Capacity MetaMagic Mastery SDA Benefit: When applying metamagic feats to your spells you may subtract a number of spell level increases from those metamagic feats equal to 1/2 you divine rank. Note: This does not apply to Heighten spell or improved Heighten Spell.


Divine Power SDA
Prerequisite: Divine Rank 16+
Benefit: You gain an additional 5 racial HD.
Note: This SDA does not allow you to exceed the HD cap set by DF rules in TGOH.


To be continued...
Witch

06-10-07, 02:02 PM
Goro: just a tip: Gods don't have that many specific SDAs. They generally have 2 or 3 unique ones. Not dozens.
goro

06-10-07, 02:08 PM
I know, but i need to know what I can have before i know what i will build.

Witch, I don't remember if you ruled on this or not, could we use this template or not?


Creating a "Demiurge" (by The Serge)

"Demiurge" is a template that can be added to any creature bearing the Demon Prince template with at least 40 HD. On rare occasions (DM discretion), a mortal of such omnipotent depravity spontaneously becomes a Demiurge. In any case, such mortals must be of at least 41st level.

The base creature's sub-type changes to Chaotic, Evil, Extraplanar. A Demiurge uses all of the features and benefits from the Demon Prince template in addition to those benefits listed here.

AC: The Demiurge acquires a +6 profane bonus to AC; this stacks with profane bonuses gained from the Demon Prince and/or Demon Lord templates.

Decadent Divinity (Ex): Although not a god, the Demiurge possesses power that clearly rivals that of true deities. Many of these entities seem to be as ancient as gods and a few, like Orcus and Lolth, are not only actively worshipped by millions of mortals, but have also played varying roles in the creation of some terrible race or being. All possess virtual divine ranks as described in the “Virtual Divine Ranks and Cosmic Entities Defined” article. Furthermore, while anywhere in The Abyss, each Demiurge (save Demogorgon) functions as an even more powerful being, having abilities that give the true deities of The Abyss pause. Each Demiurge adds +5 to its virtual divine rank while in The Abyss, increasing its ability to control and manipulate its surroundings. The power to manipulate The Abyss is limited to territories and layers that have no “legitimate” ruler of similar status; thus, Apollyon could not affect the realm of a god, nor could he affect the triple layers of Graz’zt. However, the presence of a Demiurge in the Prime Material or Ethereal Planes can wreak untold havoc. When a Demiurge appears in such areas, it has the ability to manipulate an area equal to its virtual divine rank x 1 miles as if it were a god in its divine realm. In most cases, the Demiurge seeks nothing less than to destroy as much of the area as possible before it grows bored or is banished back to its Abyssal lair. Only areas sacred to a god are impervious to the decadent presence of a Demiurge on the Prime or in the Ethereal Plane. Once the Demiurge is driven from the area or challenged by a god or another cosmic entity of equal or greater power, the effects subside at an accelerated rate (1 minute per the Demiurge’s virtual divine rank).

Demon God (Ex): Unlike a Lord of the Nine (save Asmodeus), the Demiurge is capable of granting power to worshippers. The Demiurge offers at least two Domains and a full array of divine spell-casting ability to its best servants. However, unlike most true gods, the number and power of worshippers in no way impacts the Demiurge’s virtual divine rank, nor does the Demiurge lose power by not having regular worshippers. On the other hand, clerics of the Demiurge have unique ways to maintain their power. For every level they attain, the cleric must perform at least one ritual sacrifice of a sentient and sane being as detailed in the Demiurge’s description every year. Those that do not do this all suffer a negative level penalty as well as other punishments at the hands of the Demiurge and its servants.

Quite a few, like Demogorgon, Graz’zt, and Orcus, also have unique classes in addition to true clerics. These prestige classes are described in their entirety in the Book of Vile Darkness and do not impose the same sacrifice requirements.

Abyssal Blessing: Each Demiurge exhibits special abilities or qualities different from its peers. While Demogorgon is capable of creating terrible beings and objects, Orcus is the master of Undeath. Each Demiurge gains one special ability or one special quality in keeping with his/her duties and areas of interest for every 20 total HD and Levels possessed. Many of these abilities are on par with the powers of gods. This replaces, and does not stack with, any existing benefits from previous Abyssal Blessings from similar templates, like Demon Lord and Demon Prince.

Abyssal Vehemence (Ex): The physical presence of a Demiurge is so utterly hateful and ungodly that is causes lesser creatures to succumb to its hate and need to spread destruction and terror. All creatures within 600 feet of the Demiurge must succeed in a Will save 10 + ½ the Demon’s HD + the Demon’s Charisma modifier + any existing enchantment bonus (e.g. from the Spell Focus: Enchantment feat); the Demiurge receives an additional +6 bonus to this save while in The Abyss. Those who succumb to the gross presence of the Demiurge suffer one of the two following effects (that the Demiurge can discontinue as a free action):
Fright: Affected beings become shaken and suffer a –2 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from the Demiurge makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight.
Madness: The physical presence of the Demiurge and the grotesque evil incarnate in its being drives lesser beings insane per the insanity spell. The being remains stuck in a state of madness for one day for every point by which she failed the saving throw, after which time, the victim is allowed another save. The madness exists until the victim successfully saves or the appropriate spells are cast by a 31st level being to purge the insanity effect.
The Demiurge can make its servants, “worshippers,” beings of Chaotic Evil alignment, or a mixture of all three types immune to this effect as a free action. This immunity lasts one day or until the Demiurge dismisses it. However, the Demiurge cannot determine which effect takes place; there is a 50% chance each time Abyssal Vehemence is used that one or the other effect will impact near by victims.
Other Demiurge and beings possessing divine ranks or virtual divine ranks equal to or greater than the Demiurge are immune to a Demiurge’s Abyssal Vehemence.
Abyssal Vehemence replaces any existing fear auras of the base creature.

Call Tanar’ri (Sp): As a move equivalent action, a Demiurge, as a supreme Demon, commands the respect of lesser Demons. As such, a Demiurge can call Tanar’ri. The Demiurge may call up to three times a day 90 HD worth of Demons. Most Demiurge have specific kinds of Demons they prefer to call, but all are capable of calling any and all types. Furthermore, quite a few Demiurge are capable of calling or summoning other creatures; for example, the infamous Orcus is known for filling chambers with legions of Undead, while Pazuzu has been known to summon various kinds of evil flying creatures like Harpies and Perytons. Such non-Demonic summons are always listed separately and have no impact on the number of Demons called. In either case, called and summoned beings obey the Demiurge without question while in the presence of these Demon Gods, but with no significant degree of loyalty if they can get away with it.

Cosmic Corruption (Su): So heinous is the presence of a Demiurge that it may corrupt an entire area with but a thought. Once per day as a standard action, a Demiurge may unhallow an area equal to 35 feet per its hit dice. The Demiurge can apply the following spells to the unhallow effect (some of which are not listed as part of the unhallow spell in the Player’s Handbook): bane, bestow curse, contagion, deeper darkness, dispel magic, silence.

The forces of righteousness disgust Demiurge, who find goodness and holy repellent enough to give them pause. As a result, Demiurge avoid hallowed ground. A Demiurge attempting to enter a hallowed site must make a Will DC save equal to 30 + the divine rank of the represented god (if unknown, assume the highest possible numeric rank value for the given divine status) + the god’s Charisma modifier (if this is unknown, assume a +9); a Demiurge cannot use its spell resistance to overcome this effect. If the Demiurge succeeds in entering the hallowed area, the area immediately becomes unhallowed. Once a Demiurge breaches holy ground, the god in question is immediately alerted to the fiend’s presence and will often (DM’s discretion) send an avatar or arrive in person to deal with the intrusion.

Damage Reduction: The Demiurge acquires DR: 25/lawful, epic, good DR. It then gets acquires an additional material item to which it is susceptible as listed on the following chart:
1-2 = cold iron.
3-4 = adamantine.
5-6 = mithral.
7-8 = silver
In essence, only the most powerful magic items (mostly artifacts and relics) can fully harm a Demiurge.

Entropic Wave (Su): The Demiurge has the ability to cause an explosion of corrupt, destructive, Abyssal energy in the form of a wave that extends from the Demiurge. A Demiurge may use Entropic Wave 1/day equal to half the Demiurge’s Charisma modifier + 3, dealing 1d12 points of damage per the Demiurge’s Charisma modifier + 3. Similar to a god’s divine blast in not being elemental in nature, this wave explodes in a radius of 10 foot per half the Demiurge’s Charisma modifier + 3; victims caught in the wave may attempt a Reflex save DC 10 + ½ the Demiurge’s HD + Constitution modifier for half damage. Each Entropic Wave generated by a Demiurge takes on a different appearance, from the putrid, filthy water and mud of the dreaded Demogorgon, to wave of caressing blackness from crafty Graz’zt. The damage and radius of a Demiurge’s Entropic Wave is listed in its description. Entropic Wave ignores mortal magic like anti-magic field, but may only remove one layer of prismatics per blast. Walls of force are not affected by Entropic Wave while Divine Shields suffer full damage, although that which the Shield is protecting is unharmed.

Ravaged Form: The Demiurge evolves into a greater kind of creature and likely completely loses the general build of the base creature. This happens randomly as the creature evolves into a greater form of Demon. At times the change results in only extraordinary capabilities like enhanced sensory or tactile abilities. Frequently, the Demiurge gains supernatural powers, like a hypnotic gaze or a breath weapon. Some even gain epic spells and a few possess salient divine abilities. The following chart is only the beginning of the options available to an ascending Demiurge; however, consider the impact additional Ravaged Forms may have on the Demiurge’s CR. All Demiurge earn at least three Ravaged Forms before rolling for additional options. Once becoming a Demiurge, there is a 75% chance that additional HD and class levels over 20 will grant the Demiurge the potential for further mutation.

D% Ravaged Form Effect
01 – 05 Divine Power The Demiurge gains one Salient Divine Ability as if a god based upon its Virtual Divine Rank.
06 – 15 Roll twice --
16 – 27 Roll three times --
29 – 30 Incorporeal Gains Incorporeal Qualities
31 – 32 Bloated Form/Extremely Fat +2 Str, +2 Con, -4 Dex, ½ damage from crushing/impact weapons or attacks
33 – 34 Extra arm/limb 1 additional attack
35 – 36 2 extra arms/limbs 2 additional attacks
37 – 38 Immense Size 1 size increase
39 – 40 Tail with spikes or club 1 additional attack, lowest Attk bonus
41 – 42 Tail, prehensile 1 additional weapon attack
43 – 44 Emaciated Undead Traits
45 – 46 Emaciated -2 Str, +2 Int, ½ damage from piercing or slashing weapons
47 – 48 Wide Mouth Improved Grapple
49 – 50 Large eyes Spot +4
51 – 52 Extra eye(s) Spot +4 per extra eye
53 – 54 Bizarre eyes Cast confusion 3/day, Will save DC = 10 + ½ Demiurge HD + Charisma modifier
55 – 56 Muscular Legs/limbs + 10 base speed
57 – 58 Extra leg(s)/limbs + 5 base speed per leg
59 – 60 Horns Gore 2d8 (Large)
61 – 62 Thick “skin” +2 natural armor increase
63 – 64 Scaly “skin” +3 natural armor increase
65 – 66 Muscular arms/limbs +2 Strength increase
67 – 68 Slender build +2 Dexterity increase
69 – 75 Wings (or extra pair) Fly 90 (perfect) or 60’ increase
76 – 77 Oozing pustules Poison touch, Fortitude save DC = 15 + Constitution modifier
78 – 79 Steaming pustules ¼ Concealment
80 – 85 20% electrical current body/40% flaming body/20% freezing body/20% poison fume body 10’ radius elemental damage 4d10
86 – 87 Breath Weapon See below
88 – 89 Magical Power 9th level spell-like ability 3/day
90 Epic Magical Power Spellcraft DC 75 Epic Spell 1/day
91 – 95 Roll four times --
96 – 98 Adopt another form See below
99 – 100 Roll five times --


Breath Weapon: The Demiurge gains the ability to breathe some form of damaging effect. Roll the d8 to determine the type. The Demiurge may breathe every 1d4 rounds

1. Cone of Fire
2. Line of Lightning
3. Cone of Acidic Gas
4. Line of Acid
5. Cone of Ice
6. Sonic Cone
7. Line of Force
8. Roll twice

The damage is always ½ the Demiurge’s HDd12 and the Reflex save DC is always 10 + ½ the Demiurge’s HD + Constitution modifier. Refer to the Dragon section in the Monster Manual for the range and area of effect information based on size.

Adopt another form: The Demiurge adopts the traits (and the general appearance) of one of the following monster types. Role the d6 to determine type:

1. Construct
2. Ooze
3. Plant
4. Vermin
5. Elemental*
6. Tauric Template**

* In addition to the Elemental qualities, roll the d4 to determine which Elemental form the Demiurge gains:
a. Air: Prince gains Air Mastery
b. Earth: Prince gains Earth Mastery
c. Fire: Prince gains Fire subtype
d. Water: Prince gains Water Mastery
** The designer should determine on his/her own which two beings to meld. Once this is determined, the Prince gains the following benefits of the Tauric Template:
a. AC (in addition to the Demon Prince template adjustments)
b. Attacks and Damage
c. Special Attacks
d. Feats
e. Challenge Rating

Spell-like Abilities or Psionics: A Demiurge retains the special attacks of the base creature. A Demiurge does not retain fire-based magic or illusionary magic unless the base creature was a Tanar’ri or Demon; these spell-like abilities are removed and not replaced. If a spell-like ability has a “divine” component, like flame strike, the Demiurge does keep it. In any case, the Demiurge may select the spell again as part of their spell list as detailed below. The caster level for such abilities is always the Demiurge’s HD + 6. In the case of ascended mortals as their total character level (a 20th level Fighter, 20th level Thief would cast as these spells as a 40th level Sorcerer). A Demiurge gain the following spell-like abilities: blasphemy, deeper darkness, destruction, detect law, greater dispel magic, harm, magic circle against good, magic circle against law, unhallow, unholy aura, unholy blight + 30 + Charisma modifier additional spell levels under 8th level. 6/day: implosion + 12 + Charisma modifier additional spell levels. 3/day: ruin + any two power word spells. 1/day: greater ruin + 15 + Charisma modifier spell levels. 1/week: 12 + Charisma modifier spell levels.

This replaces, and does not stack with, spell-like abilities gained from any other template.

In addition, each Demiurge chooses one domain over which it has authority. The Demiurge may cast all domain spells listed at will. The Demiurge also gains the benefits of the domain powers.

Feats: The Demiurge typically retains any existing feats of the base creature, although at times the Demiurge will “swap” one feat for another so long as the Demiurge meets the prerequisites for the new feat. All Demiurge gain the Corrupt Spell-like Ability (but do not suffer corrupt damage) and Vile Natural Strike feats listed in the Book of Vile Darkness as bonus feats.

Class Levels: The Demiurge may acquire class levels. The Demiurge may have at least 25 class levels suited to its desires and goals. This class level acquisition assumes that the Demiurge attained power and experience above and beyond those of its peers during the time before its ascendancy. In some cases, some of the classes may seem incompatible due to alignment concerns; however, the Demiurge likely attained such levels prior to become Chaotic, Evil, or both. While level advancement does not provide size increase adjustments, the Demiurge gains feats, skills, increased attack bonuses, and the like as if he were an epic NPC. See the Epic Level Handbook, in addition to the Dungeons and Dragons Core Rule Books, for level acquisition guidelines.

Abilities: The Demiurge may apply up to a total of 10 points to his ability scores, scattering as necessary to achieve his thirst for destruction. He is under no obligation to use these points. The Demiurge may also “swap” existing ability scores on a two for one basis; i.e. the Demiurge could exchange 2 points of Strength for 1 point of Intelligence. These bonuses stack with those gained by the Demon Lord template or the Demon Prince template.

Challenge Rating: +10 + ½ class level

Treasure: quintuple standard base creature's.

Alignment: Always Chaotic evil

Advancement: By class progression
BillTheManiac

06-10-07, 02:20 PM
1. If Dispater is summoned to the Material Plane, what is his divine rank thingy?
2. Can I take Improved Familiar to get a Primal Earth Elemental or something else awesome as my familiar? Wouldn't really help that much in combat...
3. Can I create an epic spell that gives me a bonus on my rank check to bypass divine immunity?

SDA:
Leylines
Prequisites: um... stuff I have? If there should be any prequisites let me know
You have constant, perfect detect magic, meaning you get all the information you get by concentrating in just a glance. This is a Supernatural ability. In addition, because leylines are in your portfolio, once you view the leylines of an area, you can use remote sensing on that area.
goro

06-10-07, 02:23 PM
1. 15
2. I don't know.
3. No.
BillTheManiac

06-10-07, 03:01 PM
1. 15
2. I don't know.
3. No.

Thanks. This is going to be ... interesting.

Is there any way to bypass Dispater's "abomination" immunities? Why is he an abomination anyways?

Alternatively, is there any way to make an epic spell non-mind effecting?

Oh, and is Divine Incorporeality still legal?
goro

06-10-07, 04:33 PM
Hey Witch, too much?


The Recepticle of Souls: Major Artifact
This major artifact is the purpose for which the Gauntlet of Souls exists. Each soul gem place within the Recepticle feeds its power. For each HD of soul gems placed into the Recepticle, increase its counter by 1. The Recpticle may contain a maximum of 50 soul gems.
Powers of the Recpticle of Souls;
1. You may increase the caster level of the next spell you cast by removing 1 counter per increase to a maximum of +25 to your caster level.
2. you may unleash a devastating blast that lays waste to all things in its path. Remove up to 100 counters from the Recpticle. The blast deals 1d4 point of damage per counter to all creatures and object within 10 ft. per counter (i.e. remove 20 counters, deals 20d4 damage to everything within 200 ft.). The damage is of no specified type. you may only use this ability once per week.
3. You may expend a number of charges to increase the save dc of one of your special attacks or spells on a 1-for-1 basis (i.e. expend 1 charge and add +1 to your special attack or spell).
Always on Abilities:
1. You receive a +1 insight bonus to all knowledge checks per 10 counters within the Recpticle.
2. Your Fast healing improves by +1 per 10 counters within the Recpticle. If you do not possess the fast healing special quality, you gain fast healing 5 for the first 10 counters and +1 per each 10 additional counters.
3. You automatically reflect any spell that specifically targets you, and would hit you. This ability expends a counter and ceases to function if there are no counters left.



The Gauntlet of Souls: (Artifact) This major artifact traps even the most powerful of beings, including undead, golems,and deities(must succeed on an opposed rank check), and transforms them into jewels. Wearer must succeed on a melee touch attack. Target must succeed on a Fort save (DC 20 + CHA) or be transormed into a gem worth 1,000 gp per HD.
BillTheManiac

06-10-07, 04:43 PM
Epic:
Crown of Perfect Enlightenment
+20 enhancement, +5 insight bonus on Intelligence. Cost: 5 mil.

Amulet of the Sacred Circle
This amulet is a mathematically perfect circle. Because of the absolute immutability of the circle, the character is more resistant to attacks that cause physical harm. It grants a +20 enhancement, +5 axiomatic bonus to Constitution. It also gives +20 to divine rank checks to resist form-altering effects. Cost: 5.01 mil

Cloak of the Sacred Point
This cloak's clasp is a singularity which shines with the purest white light. The wielder is granted the sense of self of the point, the object with the strongest self. You gain a +12 enhancement, +3 axiomatic bonus to Charisma. Cost: 1,620,000

Ring of Universal Energy Immunity. Cost: 2.16 mil gp.

Rod of the Epic Spellcaster. Cost: 445,400 gp.

Vest of Spell Protection. +20 SR. Cost: 4 mil gp.

Ioun Stone of Resistance +10
+10 Resistance bonus on saves. Cost: 2 mil gp.

(24,235,400 gp in 7 items, for a total of 12,117,700 gp and 312,354 XP)

Non-Epic

Bracers of Heavy Fortification Armor +5. Cost: 100,000 gp.

Gloves of Spellweaving
This item grants a +30 enhancement bonus on Spellcraft checks. Cost: 90,000 gp.

Goggles of Spellsight
This item grants a +30 competence bonus on Spellcraft checks. Cost: 90,000 gp.

I have all the +6 items except Intelligence, Charisma, and Constitution. For Dexterity I need it to be slotless for double the price. Cost: 180,000 gp.

(460,000 gp, for a total of 230,000 gp and 18,400 XP)
Have:
25,760,000 gp
365,000 XP
Spent:
12,347,700 gp
330,754 XP
(plus epic spells)

Spellcraft: +73 (ranks)+2 (synergy)+70 (items)+42 (ability)=+185
Epic Spells (total DC 620):

Epic scrying
Divination
Spellcraft DC: 114
Components: V, M
Casting Time: 11 minutes
Range: 75 ft.
Target: One living creature
Duration: for me, 70 hours
Saving Throw: Will negates (+40 bonus on save DC)
Spell Resistance:
Construction: Greater Scrying (DC 26), +40 saves (+80 DC), +10 minute casting time (-20 DC)

Control Dispater
Enchantment (Compulsion) [Mind-Affecting]
Spellcraft DC: 159
Components: V
Casting Time: 1 swift action
Range: 75 ft.
Target: One living creature
Duration: 20 hours
Saving Throw: Will negates (+40 bonus on save DC)
Spell Resistance: Yes
Construction: Compel (DC 19), Unreasonable (+10 DC), +40 saves (+80 DC), No somatic component (+2 DC), 1 swift action casting time (+48 DC)
You utterly control the subject for 20 hours.

Stop the Tower
Abjuration
Spellcraft DC: 24
Components: V, S
Casting Time: 1 minute
Range: Touch
Target or Effect: Touched creature or object of 2,000 lb. or less; or 10-ft.-radius spherical emanation, centered on you
Duration: 48 hours
Saving Throw: None
Spell Resistance: Yes
This spell nullifies Lightning Bolt, Dimensional Anchor, and Hold Monster

Dispel Dispater
Abjuration
Spellcraft DC: 145
Components: V (+2)
Casting Time: 1 swift action (+48)
Range: 300 ft.
Target: One creature, object, or spell
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Dispel Check +76 (+76)
Dispel Check is now +86.

Summon Dispater
Spellcraft DC: 186
Components: V, S
Casting Time: 1 action
Range: 75 ft.
Effect: DISPATER!
Duration: 20 rounds (D)
Saving Throw: Will negates (see text), DC 92
Spell Resistance: Yes (see text)
Construction: Summon (DC 14), Unique (+60 DC), CR 63 Creature (+122 DC), +40 save DC (+80 DC), single action casting time (+20 DC), 110d6 backlash damage (-110 DC)

Summoning Sanctum (DC 80)
fnord

06-10-07, 05:12 PM
Is there any way to bypass Dispater's "abomination" immunities?
Some of them are the DVR 0 immunities, which are bypassed on a rank check.

Why is he an abomination anyways?
Because he was, at one point, a Maleficiarum.
BillTheManiac

06-10-07, 05:14 PM
Some of them are the DVR 0 immunities, which are bypassed on a rank check.
Does that include the immunity to mind-affecting effects?
Venenum

06-10-07, 05:37 PM
Does that include the immunity to mind-affecting effects?

Yes.

I had a build o do that but relised that i had to many range limitations. Darn ego whips' short range. I had the design to ego whip him in one round down for a total of maybe 96 points of cha damage, and then decerebrate.
Diplominator

06-10-07, 06:01 PM
Yes.

I had a build o do that but relised that i had to many range limitations. Darn ego whips' short range. I had the design to ego whip him in one round down for a total of maybe 96 points of cha damage, and then decerebrate.

That's one way I'm thinking of having Venyx attack if he can get close enough, except with the Demilich weird SLA, which has a weirdly jacked-up DC. Or, I can just use trap the soul. Both need a rank check to work, but one is way cooler.

Oh, and I realized that I screwed up Venyx's AC; it's too low. I'll post a revised version a bit later, with a few more item changes as well. I plan for the next attack to be several thousand years later anyhow.

Oh, one last thing. I don't have the BoVD. Are any special feats or anything required for rituals? I'm thinking of summoning/calling Merorem to somewhere besides Dis and killing him (well, temporarily) so that that headache is out of the way.
BillTheManiac

06-10-07, 06:06 PM
Yes.

I had a build o do that but realized that i had to many range limitations. Darn ego whips' short range. I had the design to ego whip him in one round down for a total of maybe 96 points of cha damage, and then decerebrate.
sweet. But, as long as Witch approves it, my idea will work better because I have him when he's weak at DVR 15 instead of 18. It's the difference between a 38.25% and 52.5% chance of failure due to divine immunities. Had you considered increasing the range of ego whip with epic spells?
Venenum

06-10-07, 08:06 PM
sweet. But, as long as Witch approves it, my idea will work better because I have him when he's weak at DVR 15 instead of 18. It's the difference between a 38.25% and 52.5% chance of failure due to divine immunities. Had you considered increasing the range of ego whip with epic spells?

Yes but that kind of messed up the build. Becuase i had it set up to crank the DC up to around 90, luanch 2 in a round, then using schism, kill him. Your plan really doesnt work, Dispater will never fall for it.
BillTheManiac

06-10-07, 08:36 PM
He can

A. Defeat scrying: Requires opposed caster level check. Best hope is Illusions. True Seeing. I win.
B. Defeat teleporting: It's in a fixed area, less then 18 miles
C. Use some kind of readied action to block my spell: None I know about
D. Hope he survives and kills me first: 38.25% success chance. Dispater will never take that risk.
E. Not get summoned: Pretty big blow to his power. If he can't be summoned, that should at least decrease his divine rank some .... or something ... he gets less souls.
F. Send some dudes after me: Bring it on.

I'll look these up in the SRD to assess viability.

Rephrasing my Leylines proposal: This is the same as Arcane Sight, except the "leylines are in my portfolio" thing. I'd be happy to spend another SDA if you think it's balanced .... or all of them.

Also reposting: What kind of limits do we have on Improved Familiar. Specifically: Primal earth elemental? If so, do all earth elementals count as my familiar? Do they all get epic familiar spells?
fnord

06-10-07, 11:30 PM
A. Defeat scrying: Requires opposed caster level check. Best hope is Illusions. True Seeing. I win.
Not with Mindblank it doesn't.

B. Defeat teleporting: It's in a fixed area, less then 18 miles
Note that, since he's a cosmic, you can't attack him from miles away using your divine powers. Still, the area his Iron Tower defenses extend to is quite small.

C. Use some kind of readied action to block my spell: None I know about
Or a precast buff. To start with Planar Bubble and Precipitate Complete Planar Breach lift his CsR back to 18. Mindblank should leave him immune to the Compel seed, as can a number of other things. Absorption might also work.

Or he could set a contingent Disjunction to go off when you hit him.

D. Hope he survives and kills me first: 38.25% success chance. Dispater will never take that risk.
Don't forget, depending on the read, Iron Curtain gives him another save, with an unraisable DC. Dispater's Iron Defense makes him incorporeal, good for another 50% failure chance unless you deal with that somehow.

E. Not get summoned: Pretty big blow to his power. If he can't be summoned, that should at least decrease his divine rank some .... or something ... he gets less souls.
Not get summoned by your minions. Unless you can find a way to monitor all summonings, he need only avoid the ones where you're lying in ambush. Because he can probably detect which ones those are.
NoldorForce

06-11-07, 01:40 AM
@ fnord: If the spell doesn't deal damage, incorporeality doesn't matter. There's a whole section in Libris Mortis on this.
BillTheManiac

06-11-07, 07:54 AM
Not with Mindblank it doesn't.Mindblank should leave him immune to the Compel seed, as can a number of other things.
OK that is tough. I'll try to think of something.

Note that, since he's a cosmic, you can't attack him from miles away using your divine powers. Still, the area his Iron Tower defenses extend to is quite small.
That's what move actions are for.

Or a precast buff. To start with Planar Bubble and Precipitate Complete Planar Breach lift his CsR back to 18.
Would my CsR be 21 on my home plane? Could I do the same thing?

Absorption might also work. possibly....epic spell....

Or he could set a contingent Disjunction to go off when you hit him. Immune with epic spell.

Don't forget, depending on the read, Iron Curtain gives him another save, with an unraisable DC. 45 + Con Mod. My con mod is 27. DC 72. His fort is +57 so he needs a 15 (down to 9 with Iron Defense). Is Iron Curtain vulnerable to Dispel Magic? Because I have 19 Dispel Dispaters (auto-dispel) going on him. Alternatively blast it away with rediculously metamagiced horrid wiltings first.

Not get summoned by your minions. Unless you can find a way to monitor all summonings, he need only avoid the ones where you're lying in ambush. Because he can probably detect which ones those are.
My new plan is scrying - remote sensing - teleport. I'm going to monitor him.

Question: How would you price this ad hoc factor: Change target: creature to target: creature or object?
Also, does automatic metamagic work on epic spells?
Flymolo

06-11-07, 10:55 AM
Bill, keep in mind that your method, even if it does work, will not count as a victory. You will not be killing Dispater in his home realm–you'll be killing him on the Prime, or wherever you're summoning him to. Also, if you're not a deity whose portfolio is focused around stealth, Morerom will likely warn Dispater of your plan several weeks/months/years in advance.

Would my CsR be 21 on my home plane? Could I do the same thing?

Are you a cosmic entity?

45 + Con Mod. My con mod is 27. DC 72. His fort is +57 so he needs a 15 (down to 9 with Iron Defense). Is Iron Curtain vulnerable to Dispel Magic? Because I have 19 Dispel Dispaters (auto-dispel) going on him. Alternatively blast it away with rediculously metamagiced horrid wiltings first.

You do realize that Dispater, being the paranoid devil that he is, probably has his Fortitude save buffed as much as epic magic can manage, right? It could easily be over 100+, if not more. Also, IIRC Iron Curtain is neither vulnerable to dispel magic (it's a cosmic ability) or to "blasting it away" unless your spell penetrates it.
goro

06-11-07, 11:52 AM
Constructs are immune to mind affectng effects, but can a deity bypass that immunity?
NoldorForce

06-11-07, 01:18 PM
Anyone can bypass a mind-affecting immunity if they do so in certain ways. For instance, there's an epic feat that allows bardic music to bypass it, though such creatures still save at +10. But fascinating Dispater isn't all that bad if you force him to attempt saves over and over against your suggestions.
goro

06-11-07, 01:28 PM
Dis can use his constructs as virtual avatars, or proxies (not sure which), he controls them and uses his abilities through them.

I was looking at a control creatures build with my SDAs, but I also want to be able to control the constructs on Dis. One of my unique SDAs will probably need to be something that lets me attempt to control creatures more often than 18 times a day.
BillTheManiac

06-11-07, 01:31 PM
Bill, keep in mind that your method, even if it does work, will not count as a victory. You will not be killing Dispater in his home realm–you'll be killing him on the Prime, or wherever you're summoning him to. Also, if you're not a deity whose portfolio is focused around stealth, Morerom will likely warn Dispater of your plan several weeks/months/years in advance. That's what Plane Shift is for.

Are you a cosmic entity?I haven't read all the dicfreaks deity rules, so I don't know this stuff.

You do realize that Dispater, being the paranoid devil that he is, probably has his Fortitude save buffed as much as epic magic can manage, right? It could easily be over 100+, if not more. Also, IIRC Iron Curtain is neither vulnerable to dispel magic (it's a cosmic ability) or to "blasting it away" unless your spell penetrates it. That's what I saw in his stat block. If there are items and stuff not mentioned in his stat block, that would ruin this plan. Of course the damage effect comes second. I was hoping he'd fail some saves.

Oh BTW I'm surprised no one called me on accidentally thinking I could cast epic spells without the spell slots. I have to try and do it with 1.

Goro: Veneno said I could bypass it with a rank check.

Witch: Can I have a feat that bypasses the divine immunity to mind-affecting effects that works just like the bardic music one?

Con Score 95. 70 HD=DC 87 maximum in this challenge. If Dispater can keep his Fort save at 86 or higher that makes him invulnerable. I really hope he can't.

Anyone: Which versions of dispel magic does the Iron Curtain protect against?
goro

06-11-07, 01:49 PM
Witch: Can I have a feat that bypasses the divine immunity to mind-affecting effects that works just like the bardic music one?


You can already bypass it on a successful rank check.


Divine Mind SDA
Prerequisite: Divine Rank 16+, Charm Domain,
Benefit: You are the master of mind-altering abilities. You receive an increase to the save dc's of your mind-affecting effects equal to your divine rank.
BillTheManiac

06-11-07, 01:53 PM
You can already bypass it on a successful rank check.


Divine Mind SDA
Prerequisite: Divine Rank 16+, Charm Domain,
Benefit: You are the master of mind-altering abilities. You receive an increase to the save dc's of your mind-affecting effects equal to your divine rank.

But bards get to bypass it as a ceirtanty (sp?). I should. And I don't care about the save (Dispater is auto-fail), and Charm Domain is 1 mile/divine rank out of flavor for me.

Can I have a feat or SDA for a craft reserve? Because we get 24.5 mil gp of items, enough to craft 49 mil gp of items, but requiring 1.96 mil XP, when we have something like .26 mil XP.
fnord

06-11-07, 07:03 PM
Would my CsR be 21 on my home plane? Could I do the same thing?
No, you're a god, not a cosmic entity. You get a bonus to rank checks in your domain (which you can use to your advantage), but not actual boost.

Also, and I didn't think of this before, but Planar Bubble lets him use the absurd magical defenses he has been using against other challengers.


Immune with epic spell.

Disjunction on himself, not you, which gets rid of the compulsion.

45 + Con Mod. My con mod is 27. DC 72. His fort is +57 so he needs a 15 (down to 9 with Iron Defense).
Another +1 from a Stone of Good Luck easy, though the dispels could be a problem.


Is Iron Curtain vulnerable to Dispel Magic?
No. Supernatural abilities never are. RTM.

Because I have 19 Dispel Dispaters (auto-dispel) going on him.
You'd have to increase it more for it to be sure, given that he'll have Esoteric Aegis up, and he can boost his caster level with items, especially for prebuffs.


My new plan is scrying - remote sensing - teleport. I'm going to monitor him.
Remote Sensing doesn't work near cosmics unless they use your name. So, on to scrying an deity-level paranoid.

As mentioned, Mindblank provides pretty good defenses against scrying. Divine Senses bypass it, but they are blocked anyway. Metafaculty might work, but you'd be burning through xp fast if you want to keep it on him a for a significant period.

Or, of course, he could simply cutoff Divination spells in Dis, or at least his personal areas.
Witch

06-11-07, 07:18 PM
No. Supernatural abilities never are. RTM.
Epic Dispels work on Supernatural Abilities, though. Not on cosmic abilities, however.
Or, of course, he could simply cutoff Divination spells in Dis, or at least his personal areas.
I've even stated earlier on this thread that Divination being banned is standard on Dis :) Dispater doesn't really like it.
BillTheManiac

06-11-07, 07:24 PM
Witch should I re-post all my questions?
Witch

06-11-07, 07:26 PM
I may take a look at them all later after my exams. At the moment, there's a lot on my mind already. Sorry that I can't respond on questions that quickly.
BillTheManiac

06-11-07, 07:32 PM
I may take a look at them all later after my exams. At the moment, there's a lot on my mind already. Sorry that I can't respond on questions that quickly.
Yeah it's kind of been building up and I'm a little bit anxious to know some of the answers. I should probably be studying right now, too.
goro

06-12-07, 01:18 AM
I keep hearing about daemons in relations to demons and devils, what are they and whre can I find them? Thanks in advance.
Rikandur_Azebol

06-12-07, 05:25 AM
Daemons are Yugoloths.
goro

06-12-07, 10:13 AM
Thanks rik.


Got this idea last night while looking at colossi.

Divine Anti-Magic Field (Ex) SDA
Prerequisite: Protection Domain, Divine Rank 16+
Benefit: You constantly generate an anti-magic field in a radius f 10 ft. per divine rank. The field is an invisible barrier that is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines, except for your own supernatural abilities. This effect is otherwise as an antimagic field with its caster level equal to your HD plus your divine rank.
Special: This antimagic field can affect even deities, for deities to overcome this affect they must succeed on an opposed rank check.
BillTheManiac

06-12-07, 01:06 PM
Leyline Sight SDA
Prerequisite: See Magic
Benefit: You can determine the school and effect of any magical auras you see, rather then just the strength. Also, leylines are in your portfolio, and you can activate remote sensing by seeing the auras.


Also, what is Extra Spell? A feat? SDA?
Rikandur_Azebol

06-12-07, 02:01 PM
Feat it is.
BillTheManiac

06-12-07, 03:30 PM
Ah. Complete Arcane/Mage or something.
Zelck

06-12-07, 07:08 PM
Got this idea last night while looking at colossi.

Divine Anti-Magic Field (Ex) SDA
Prerequisite: Protection Domain, Divine Rank 16+
Benefit: You constantly generate an anti-magic field in a radius f 10 ft. per divine rank. The field is an invisible barrier that is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines, except for your own supernatural abilities. This effect is otherwise as an antimagic field with its caster level equal to your HD plus your divine rank.
Special: This antimagic field can affect even deities, for deities to overcome this affect they must succeed on an opposed rank check.

This looks a lot like "If I win an opposed rank check, I win automatically against deities". Why do people insist on making such powerful custom SDAs? :-/
goro

06-12-07, 10:44 PM
It esn't have to be an SDA. I can change it to a special ability/quality, of a cosmic being. I'm either going with Arch-devil template or one of the demon lord/prince/demiurge templates from DF if witch allows it. Would prefer something other than demonlord, seems kinda week to me.

What I would really like is this. (http://community.dicefreaks.com/viewtopic.php?t=2005) If witch allows it, and has a resonable ECL.
Zelck

06-13-07, 01:09 AM
It esn't have to be an SDA. I can change it to a special ability/quality, of a cosmic being. I'm either going with Arch-devil template or one of the demon lord/prince/demiurge templates from DF if witch allows it. Would prefer something other than demonlord, seems kinda week to me.
Fine, why do people insist on making such powerful custom abilities? :P
dragon221284

06-13-07, 04:38 AM
Is The Iron Siege: Attempts Thread dead?!?!

Go on guys i want to read more Attempts....

;)
Witch

06-13-07, 04:58 AM
This looks a lot like "If I win an opposed rank check, I win automatically against deities". Why do people insist on making such powerful custom SDAs? :-/

I have no clue. At all. Goro, you may make an ability that functions as the normal antimagic field but has a radius of DvR * 5 feet. The thing you suggest your self is absolutely out of the question.
Bernat

06-13-07, 05:50 AM
I have no clue. At all. Goro, you may make an ability that functions as the normal antimagic field but has a radius of DvR * 5 feet. The thing you suggest your self is absolutely out of the question.

There's at least 2 more differences. First, it's an extraordinary ability. And second, it affects deities on a successful rank check.
Witch

06-13-07, 05:51 AM
I saw those differences. Particularly the affecting of deities is the "out of the question" part.
BillTheManiac

06-13-07, 08:34 AM
Just thought of something. I have a lot of spells using the Feanmerc system. Do those count as single-action spells so I don't have to spend +20?
Rikandur_Azebol

06-13-07, 09:47 AM
No.

Please ... check Witch's first post, on the first page. It links all rulings and exceptions. :(
goro

06-13-07, 09:51 AM
Witch, when Dispater is channeling his powers through his constructs, do those powers count as divine/cosmic?
Witch

06-13-07, 09:56 AM
Witch, when Dispater is channeling his powers through his constructs, do those powers count as divine/cosmic?
What makes you think Dispater ever channels his powers through his constructs?
goro

06-13-07, 10:00 AM
Because otherwise he would have had to of left the Iron Tower to attack Bernat.
Witch

06-13-07, 10:03 AM
Continue your speculation all you wish, I'll merely say that there is nothing in Dispater's stats that allows him to take "channel his powers" through his constructs.
goro

06-13-07, 10:12 AM
How abou this one?


Spell Immunity SDA
Prerequisite: Magic Domain
You gain immunity from all spells of the 2 lowest spell levels you are not immune to, not counting 0-level spells.
Special: You may gain this SDA multiple times, its effects stack, every time you take this SDA it applies to the next 2 lowest spell levels that you are not already immune. You may be immune to no spell level that is higher than your Divine Rank. (I.E. DvR 9 highest immunity 9th level spells. DvR 12 Highest immunity 12th level spells). This spell immunity does not apply to epic level spells. Deities receive an opposed rank check to overcom this immunity.
goro

06-13-07, 02:16 PM
Was just thinking, an SDA is worth 2/3 CR, and racial HD at epic levels are worth 1/2 CR, so;


Divine Power Boost
Prerequisite: Divine Rank 16+
Benefit: Gain 2 racial HD.
Note: You can gain this SDa multiple times, it's effects stack, but you may not exceed DF HD maximums.


wouldn't be too overpowered.



Oh, can Fiendish and Half-Fiend templates be applied as demons and devils?

Does anyone know the math on the "Divine Psionics" SDA? How many power Points you get for bonus scores higher than 25.
Venenum

06-13-07, 03:05 PM
Does anyone know the math on the "Divine Psionics" SDA? How many power Points you get for bonus scores higher than 25.

It's a diriect linar table. Get 5 levels already rinted find the difference between the one one above it. You will see a pattern. I had it writtewn down somewhere but, I think you can fiogure it out on your own. (Plus i don't know where somewhere is...)
goro

06-13-07, 03:57 PM
I dont know why I didn't do that before.

Bonus.......Increase
+10...........19
+11...........21
+12...........23
+13...........25
+14...........27
+15...........29
+16...........31
+17...........33
+18...........35
+19...........37
etc....
goro

06-13-07, 04:29 PM
I think I really need U_K's bestiary, I need the stat increases for making my dragon 1,600 ft long.

I'm reviving my rust dragon idea;
Rust Dragon Demon Lord (Non-native Outsider, Dragon)

But it would only work if I was able to recover some HD.
Witch

06-13-07, 05:21 PM
Was just thinking, an SDA is worth 2/3 CR, and racial HD at epic levels are worth 1/2 CR, so;


Divine Power Boost
Prerequisite: Divine Rank 16+
Benefit: Gain 2 racial HD.
Note: You can gain this SDa multiple times, it's effects stack, but you may not exceed DF HD maximums.


wouldn't be too overpowered.
Doesn't make sense. No.

Oh, can Fiendish and Half-Fiend templates be applied as demons and devils?

No.

I think I really need U_K's bestiary, I need the stat increases for making my dragon 1,600 ft long.
Not going to be approved.
Mysteris

06-13-07, 07:20 PM
Heya Witch! :) While you're here, what do you think of these two SDAs and these epic spells?



Bulwark of Time

Prerequisite: Time Domain, Fate Domain, Force Domain

Benefit: Time itself rises in defense of the god with this ability. Whenever one protected by the Bulwark of Time is attacked, regardless of the means or success of the attack, a backlash of chronal energies erupts against the attacker. The attacker is buffeted mercilessly by a sudden gust of the entropic winds of time, suffering 40d6 pure divine damage (intensified with no save or SR, though a Divine Shield can absorb the blow). Someone destroyed by this assault disintegrates (as per the Disintegrate spell). This effect destroys barriers such as a Wall of Force or a Prismatic Sphere that may be protecting the attacker.

Special: This ability is entirely passive and always in effect. It lashes out immediately against attackers, but cannot itself be used as an attack. If the deity with this power is attacked by multiple targets or multiple times in a round, then the Bulwark will strike back on each attack and against each attacker. The Bulwark of Time does not grant bonuses to AC or a miss chance to spells.

Suggested Portfolio Elements: Time, Fate, Supreme



Double Spell

Prerequisite: Magic Domain, the ability to cast 9th-level arcane or divine spells, Knowledge (arcana) 50 ranks

Benefit: The deity with this ability can cast twice the number of spells per day they normally could. This applies to both arcane and divine spells.

Suggested Portfolio Elements: Magic, Supreme



Second Chance Denied
Abjuration
Spellcraft DC: 132
Components: XP
Casting Time: Quickened spell
Duration: Contingent until triggered, then Instantaneous
Range: See Text
Target: One Creature
Saving Throw: Fort Negates
Spell Resistance: No

When cast, the spellcaster selects one creature as its target. The spell does not take effect until and unless the target dies and an effect that attempts to bring that target back to life (such as epic magic or lower-level spells like true resurrection, raise dead, resurrection, revenance, last breath, wish, or miracle) go into effect. Second Chance Denied then activates, immediately preventing the resurrection and permanently destroying the targeted creature. If the target succeeds on a Fort save (DC 142) the spell is negated. If the spell succeeds, a resounding and authoritative feminine voice thunders the word "NO!" across the heavens, accompanied by the brief visual image of a wrathful nymph maid pointing her index finger accusingly at the target.

To Develop: 1,188,000 GP, 24 days, 47,520 XP. Seed: Foresee (DC 17), Dispel (DC 19). Factors: Quickened Spell (+28), No verbal or somatic components (+4), Increase save DC by 26 (+52), Gain +21 to defeat caster level check (+42), Burn 3000 XP to cast (-30 DC).

Orb of Oblivion
Conjuration (Creation)
Spellcraft DC: 142
Components: V
Casting Time: 1 standard action
Duration: Permanent
Range: Medium (100 ft. +10 ft. per level)
Saving Throw: Fort partial
Spell Resistance: Yes

This spell summons up the primal and ever-thirsting force of entropy itself. The caster cups her hands and makes a squeezing motion. The space between the cupped hands rapidly compresses, shrinking in on itself infinitely until even light itself cannot escape. Whispering words of binding and control in the long-lost tongue of primal Sylvan, the caster then hurls this miniature black hole against her target. The orb of oblivion generates a dire wind that pulls all within its range into its' dread embrace. Anything pulled into the maw of an orb of oblivion suffers an intensified 20d6 points of damage. Creatures that make a successful Fort save take half damage. Anything reduced to 0 hit points in this fashion is forever lost beyond the event horizon of the black hole and disintegrated (as per the Disintegrate spell). Unattended objects get no save against this effect. The caster and those creatures or things she specifies are immune to this effect and may move and act normally. By concentrating (as a move-equivalent action), the caster may send the sphere off to a distance of the orb's range once per turn. The orb cannot be moved beyond its' maximum range in one turn, although the caster can exert a telekinetic pull to move the sphere along with her to the maximum of her move rate on her turn as a standard action.

To Develop: 1,278,000 GP, 26 days, 51,120 XP. Seed: Destroy (29), No somatic components (+2), Dismissible by caster (+2), Burn 1500 XP to cast (-15), Permanent (x5).

Offend Not The Goddess
Abjuration
Spellcraft DC: 171
Components: V, S, XP
Casting Time: 1 standard action
Duration: Contingent until triggered, then 24 hours
Range: Personal
Saving Throw: Yes (harmless)
Spell Resistance: Yes (harmless)

This potent spell was developed by Mirienemi long ago, in preparation for battle against the wicked. Once cast, the spell remains dormant until triggered by a hostile spell or psionic power. When the spell or power would hit, Offend Not The Goddess triggers, reflecting the spell or power back upon its' caster. The caster suffers the full effects of the spell or power at whatever spell level or manifester level was originally used, with the same save DC. In the case of Reaving Dispel, if the attacker fails in their dispel checks then their own magic is reaved and the beneficial effects go to Mirienemi. This spell does not affect Mirienemi's own spells, so she can use her own spells upon herself without difficulty. She can choose to raise or lower the protection of this spell as an immediate action, allowing beneficial spells to take effect upon her.

To Develop: 1,539,000 GP, 31 days, 61650 XP. Seed: Reflect (29), Reflect spells up to 10th level (+180), Increase duration by 100% (+2), Burn 4000 XP upon casting (-40).

Through the Looking Glass
Conjuration (Summoning)
Spellcraft DC: 89
Casting Time: Quickened spell
Duration: 1 day per level
Range: Medium (100 ft. +10 ft. per level)
Saving Throw: No
Spell Resistance: No

Long ago, Mirienemi wandered the planes in search of meaning and purpose. In her journeys she came across a strange dimension; a plane of mirrors, where one encountered one's opposite self. She battled a dark version of herself and won, giving her the inspiration to create this spell. When cast, Through the Looking Glass creates a mirror-self of a selected target. This mirror-self is identical in all ways to the target, save that they are of the opposing alignment and dedicated to their real-self's destruction. The mirror-self has all the memories of the selected target, as well as all of their possessions and abilities at the moment of creation. The mirror-self fights tirelessly to stalk and slay it's real-self. If it succeeds in killing it's real self it then assumes it's real-self's life and place and does as much as possible to undermine the position of it's real-self until destroyed, dismissed, or it's time expires. When it's time expires or when it's destroyed a mirror-self shatters (as do all of it's possessions). As a side-effect of it's creation, a mirror-self created through this spell obeys the one who summoned it, going on their turn in battle. It can hear the telepathic commands of its' creator across any distance, including planar boundaries. This is contrary to a normal mirror-self, who has it's own will.

To Develop: 801,500 GP, 16 days, 32,060 XP. Seed: Mirror Walking (DC 26), Life (27), Quickened Spell (+28) , No verbal or somatic components (+4), Duration increased by 100% (+2), Dismissible by caster (+2).


Also, could Miri take a dragon as her familiar? Particularly a Force or Prismatic Dragon? If not, then what familiars would be acceptable for a 62nd-level Sorceress?
goro

06-13-07, 10:18 PM
So, fiendish template makes you a devil only?

We don't apply the stats of a 1,600 ft long creature, only the stats for a colosal creature as outlined in MM?

Does anyone know of a demon template/race with an LA of less than 3?
Rikandur_Azebol

06-13-07, 11:54 PM
Goro ... since when Half-Fiend and Fiendish can be added to Outisders ? :confused:

And as far as I know DF standards for GoH, biggest size You can apply to a creature is Titanic. A renamed Colossal+.
Mysteris

06-14-07, 12:15 AM
Goro: Off the top of my head the only one I can think of would be the Tiefling. They have a +1 or +2 LA I believe.
Buugipopuu

06-14-07, 07:48 AM
Goro ... since when Half-Fiend and Fiendish can be added to Outisders ? :confused:


Savage Species talks about stuff like Half-Tanaari Yugoloths, or Half-Celestial Azers, and states you can apply those templates to Outsiders. I would rule that the benefits of applying Half-Fiend or Fiendish to an Outsider would overlap with their existing racial traits, rather than stack, but there's nothing in RAW about that.
BillTheManiac

06-14-07, 09:15 AM
Draw from the Universe
Prequisites: Craft Artifact
Effect: You spend half normal XP when crafting magic items.

Also, can I just purchase power components for items at 5 gp per XP?
goro

06-14-07, 09:19 AM
Goro ... since when Half-Fiend and Fiendish can be added to Outisders ?

Wasn't going to add it to an outsider, wanted to make a humanoid into an outsider.

Can Tieflings progress through racial HD?
Rikandur_Azebol

06-14-07, 04:47 PM
No, they can't. They got 1 "racial" HD and advance only trough levels. And if You want fiendish race of +0 LA, take Fearunian Fey'ri. If Witch allows. Or there is +0 variant of Thiefling, if memory serves well.

And if You really want to became half-fiend, use epix spell to transform into one.
goro

06-14-07, 07:18 PM
I need some kind of demon with at least 60 racial HD and an LA of no greater than +3.

Do the races from savage species count as racial HD or class HD? If they are racial I might try the incubus route. Or a chaotic evil rakshasa (If allowed).
goro

06-14-07, 08:21 PM
Witch, what is the LA of the Demon Lord template from the HOTA teaser on DF?
Rikandur_Azebol

06-15-07, 12:38 AM
Safe bet it is at least +12.
goro

06-15-07, 01:02 AM
I thought it was +12 (double CR), but I wanted to make sure.
Mysteris

06-15-07, 04:30 PM
Quick question: Can deities use Sanctified spells? I understand that there are costs to using them, like ability drain or losing a level. However I ask because I'm aware that deities are immune to such things, so I wondered where the rules fell. Thanks!
Rikandur_Azebol

06-15-07, 04:57 PM
I belive that sacrifice cost comes from the deity. Witch ruled, and I agreed on that heartily, that Corrupt spells cause Corruption cost to caster. Even if they are gods.
Thus, I belive that Sanctified spells incur normal Sacrifice cost. No easy leeway for being a deity. I, personally, belive that while casting such spell deity causes the said "damage" to itself, wich explains why immunity is bypassed.

Of course if You are undead, and cast Corrupt spell that damages Str, You can say "Neena, neena !" and there is huge probability that DM will shot You repeatedly for rule abusing and being overly annoying. :P
Mysteris

06-15-07, 05:19 PM
Ah, thanks! :)

*L* It's fun to spring surprises on the DM, as long as everyone has fun with it. :P
goro

06-15-07, 08:02 PM
I still need to find an outsider with less than +3 LA.

How does this look for a Demon Lord's powers? Too strong? Too weak?

Adumbrate, Lord of Shadows, Lord of Decay
60+ HD Demon Lord
Demon Lord Sepcial Abilities/Qualities:
Shadow Blend (Su):
In any condition of illumination other than full daylight, I can disappear into the shadows, giving me total concealment. Artificial illumination, even a light, continual flame, or daylight spell, does not negate this ability.
Create Shadows (Su):
A number of times per day, equal to my CHA modifier, I can conjure a mass of leaping shadowswith a radius of 100 ft. per 10 HD and a duration of 1hour per 10 HD. All normal and magical light sources are negated within this radius. All characters and creatures gain a +4 bonus on their hide checks within the shadows, and can hide even if directly observed. While in the shadow I gain total concealment, though i cn move normally. My attacks gain a +2 bonus and denies my opponents any dexterity bonus to AC, because they are considered invisible.
Master of Shadows (Su):
While within any shadow I receive a +9 bonus to any attack roll, skill check (Non-Int based skills only), or saving throw. This bonus stacks with all other bonuses.
Tshern

06-15-07, 08:20 PM
I still need to find an outsider with less than +3 LA.
Aasimar and Tiefling are +1. Otherworldy feat makes you an outsider. On top of those, Neraph has LA of 0...
goro

06-15-07, 09:16 PM
I need an evil outsider that can advance by racial HD. Where is the "Neraph" found?
Tshern

06-16-07, 08:27 AM
Neraphs can be of any chaotic alignment and they were introducen in Planar Handbook.
goro

06-16-07, 09:35 AM
Thanks Tshern, but the shadowswyft looks like it would go better with my characters theme.
Venenum

06-16-07, 12:37 PM
Thanks Tshern, but the shadowswyft looks like it would go better with my characters theme.

Wait...

Neither the Neraph nor the Shadowswyft, advance by racial HD, they both lose their HD in exchange for a class level, so you still have a problem.
goro

06-16-07, 02:20 PM
:censored: :censored:
Rikandur_Azebol

06-16-07, 03:12 PM
Goro, maybe You can take something that is suspectible to Half-Fiend template and just slap the template upon the bugger ?

And to reduce LA You can petition Witch to trade SLAs and something else, like Smite/SR for decreasing LA.

For example, imagine 666 headed HYDRA that was result of Demogorgon's drinking party !!! :D :D :D
BillTheManiac

06-16-07, 03:33 PM
Does anyone non-Witch know if Automatic Metamagic applies to epic spells?
Or if the spells I created using spells as seeds need me to spend +20 to reduce their casting times?
It must have come up already...
Mysteris

06-16-07, 04:50 PM
BillTheManiac: Sadly, you can't apply Automatic Metamagic to Epic spells. As for reducing times, I'm not sure. I know you can make them quickened spells by adding a +28 to the DC.
goro

06-16-07, 07:25 PM
Goro, maybe You can take something that is suspectible to Half-Fiend template and just slap the template upon the bugger ?

And to reduce LA You can petition Witch to trade SLAs and something else, like Smite/SR for decreasing LA.

For example, imagine 666 headed HYDRA that was result of Demogorgon's drinking party !!! :D :D :D

Sounds like a plan. I will when witch gets back.
Rikandur_Azebol

06-17-07, 12:55 AM
IMO losing SLAs, SR, DR and Smite is worth decreasing LA of Half-Fiend to +2.

To be honest I wouldn't shed much tears over it. :ayyyy!:

But You also need base creature with 2+ HD and LA +0. So don't sit on the victory seat for now.:schemes:

Guys what do You think of such party:

Bard Succubus, I wonder how much HD I can give her ... and she is intended to sing for my guy trough magic "headphones". Inspire Greatness is neat. :P
Drow Priestess, she'll sit back home and make up all mistakes done by me or my team. IE, rezz us.
Jovoc Demonlord, pure HD and lives to kill-maim and spread diseases. I intend to give him some class abilities of Cancer Mage PrC as ravages.
BillTheManiac

06-17-07, 10:07 AM
Earth genasi would make sense as a race for mortals in my party. This seems to be the most official version. (http://www.wizards.com/default.asp?x=dnd/frgr/20040206a)
Rez priest idea stolen. Cleric of me lol.
Bodyguard, some kind of tricked out fighter for killitude of spell-immune Iron Collosi.
Something else...
Mysteris

06-17-07, 12:02 PM
BillTheManiac: You might want to take a look at the Legendary Dreadnought for your fighter type. The Dreadnought is all about the killing and is pretty good at it. :)
BillTheManiac

06-17-07, 01:18 PM
BillTheManiac: You might want to take a look at the Legendary Dreadnought for your fighter type. The Dreadnought is all about the killing and is pretty good at it. :)

Seems like they're more about the invincibility. Which is just as good. For fighter-style smashy-stuff - Does Witch have ToB? *checks at beginning of thread* Nope. And it's an entire system, there's no way I could explain it.
A Large Earth Elemental Hulking Hurler thing might be fun.
Rikandur_Azebol

06-17-07, 04:17 PM
Rez priest idea stolen. Cleric of me lol.

You cannot steal what is freely given.^^
Glad that I could be of help.

Here is another idea, make phylactery for Your guy. It will be self-triggering, casting Stasis Clone on Your bugger ... and will contain his soul as well. I'm contemplating using it as sort of Suicide Balor Launcher.
300 exploding Balors per minute sound neat.

Something else...

You want some killtiude guy ? Titanic Frienzied Berserker with artifact weapon that allow it to strike everything in LoS. Or hecakontiers with returning triple-throw boulders that contain self-ressurecting jovoc demons. http://xupas.mysticalhead.net/sosimpo/Smileys//default/laughing4.gifhttp://xupas.mysticalhead.net/sosimpo/Smileys//default/laughing4.gifhttp://xupas.mysticalhead.net/sosimpo/Smileys//default/laughing4.gif



Mysteris, are You going to take some bruiser for Miri ? Belive me that she is fragile enough to need someone to keep rabble at bay. ;)
For example nice solar cohort, who'll be casting Epix Phoenix Fires. Or shoot at all those naughty Advanced Pit Fiends and Iron Collossi stumbling Your way.
Mysteris

06-17-07, 05:56 PM
Mysteris, are You going to take some bruiser for Miri ? Belive me that she is fragile enough to need someone to keep rabble at bay. ;)
For example nice solar cohort, who'll be casting Epix Phoenix Fires. Or shoot at all those naughty Advanced Pit Fiends and Iron Collossi stumbling Your way.

Well, she's not quite as fragile anymore. V.2.2 features some significant changes, both offense and defense-wise. :) I only have three more Epic spells to write up and then I'll post her. But a bruiser never hurts. :D

I like the Solar idea. ^_^ Or, since she's chaotic good, maybe an amped-up Eladrin warrior of some kind. How does one design a cohort though? I'm not really clear on that. I know that Miri does get some kind of familiar as a sorceress, but most of those look pretty lame at this level of play.
fnord

06-17-07, 06:20 PM
Seems like they're more about the invincibility. Which is just as good. For fighter-style smashy-stuff - Does Witch have ToB? *checks at beginning of thread* Nope. And it's an entire system, there's no way I could explain it.
He does, that was answered way back, and is in my (now out of date) summary. You can use it.
BillTheManiac

06-17-07, 07:09 PM
You cannot steal what is freely given.^^
Glad that I could be of help.

Here is another idea, make phylactery for Your guy. It will be self-triggering, casting Stasis Clone on Your bugger ... and will contain his soul as well. I'm contemplating using it as sort of Suicide Balor Launcher.
300 exploding Balors per minute sound neat.



You want some killtiude guy ? Titanic Frienzied Berserker with artifact weapon that allow it to strike everything in LoS. Or hecakontiers with returning triple-throw boulders that contain self-ressurecting jovoc demons. http://xupas.mysticalhead.net/sosimpo/Smileys//default/laughing4.gifhttp://xupas.mysticalhead.net/sosimpo/Smileys//default/laughing4.gifhttp://xupas.mysticalhead.net/sosimpo/Smileys//default/laughing4.gif
Chaotic wretch! The leylines follow unnecessarily complicated geometric laws, not the destructive chaos of demons and barbarians!

Oh sweet I can use ToB? Are there any epic progressions for those out there?
Definitely Stone Dragon Awesomeness.
Rikandur_Azebol

06-18-07, 12:59 AM
Well, she's not quite as fragile anymore. V.2.2 features some significant changes, both offense and defense-wise. :) I only have three more Epic spells to write up and then I'll post her. But a bruiser never hurts. :D

Especially when he is dangerous enough to cause trouble on his own. I belive that someone standing between Miri and incoming folks that are ready to disturb her spell-casting is a good idea.

I like the Solar idea. ^_^ Or, since she's chaotic good, maybe an amped-up Eladrin warrior of some kind. How does one design a cohort though? I'm not really clear on that. I know that Miri does get some kind of familiar as a sorceress, but most of those look pretty lame at this level of play.

You should check how much of Miri's PrCs stack for the purpouse of improving familliar. You might discover that Her familliar is a little to weak, and needs to stay home and sniff flowers or something.

How to design a cohort ? However You like ... but if You want it to be a cohort of Miri, not a "party member", his ECL is to be 1 less than Miri's HD.
If Party Member, You are free to go with ECL 75, I think.

And as for solar CG, perhaps Yours can have mutated ? For example he or she insulted Fey Queen sometime in the past, and as a result walks around with donkey's head. :D



BillTheManiac, chmm ... then maybe Your guy could design Epix spell that will allow him to cause something like ... rise of the volcano ? Or open chasm the size of Iron Tower ? I belive that one can use Ley Lines to shake the world that way, yes ?
BillTheManiac

06-18-07, 07:36 AM
The chasm won't be necessary until Phase 2 or so. I prefer more subtle magic.
The real question is, what happens when I cut him off from summoning? What kind of blow is it to his power?

Open chasm=destroy seed. I don't think that would work, though. Either the tower would levitate or the metal woudn't go away.

Volcano = Dispater is immune to fire.

hhhmmmm..... What kind of LA should I give my priest? Should I have a bard, marshal (bonus spellcraft mua ha ha), or other fighter-type in the 4th slot? hmm....
Rikandur_Azebol

06-18-07, 01:36 PM
The chasm won't be necessary until Phase 2 or so. I prefer more subtle magic.

Steal control of the plane from him ... temporarily ?:clap:

The real question is, what happens when I cut him off from summoning? What kind of blow is it to his power?

Not serious ... he can alvays issue sendings to his minions. But might be useful if used creatively.

Open chasm=destroy seed. I don't think that would work, though. Either the tower would levitate or the metal woudn't go away.

Use multi-dimensional something to pull Iron Tower trough 9-miles sized chasm in the dimensions and drop it into Silver Sea. LG angels will not tolerate the damned thing in their turf. ;)

Volcano = Dispater is immune to fire.

Is he immune to explosions ? And I belive that BIG volcano would cause enough hassle to force Dispi to react somewhat to it. :D
BillTheManiac

06-18-07, 03:24 PM
Steal control of the plane from him ... temporarily ?:clap:
Epic UMD check to convince the iron tower you are Dispater? If Witch set a DC I could probably handle it.

Not serious ... he can alvays issue sendings to his minions. But might be useful if used creatively.

Well, he should lose a lot of soul collection and power on the Material Plane if he cannot be summoned.

Use multi-dimensional something to pull Iron Tower trough 9-miles sized chasm in the dimensions and drop it into Silver Sea. LG angels will not tolerate the damned thing in their turf. ;)
Inanimate objects can't pass through portals, right?

Is he immune to explosions ? And I belive that BIG volcano would cause enough hassle to force Dispi to react somewhat to it. :D
I plan to cause hassle by cutting him off from the Material Plane. Fun. Explosions=fire+bludgeoning+sonic, basically.

Witch: How big is the iron tower?
Rikandur_Azebol

06-18-07, 04:13 PM
Epic UMD check to convince the iron tower you are Dispater? If Witch set a DC I could probably handle it.

Not unless Hell froze over. There is no Epic Usage of UMD. Of course I was thinking more of ley-line magic that would enable You to take control from Dispater. Or You may ask DM to take custom SDA that allow such Epic usages of UMD.

Well, he should lose a lot of soul collection and power on the Material Plane if he cannot be summoned.

I doubt. He is ruler of an whole horde od devils that are busy soul collecting for him. Not to mention that he have Iron Reserve for such occassions.

Inanimate objects can't pass through portals, right?

It depends on portal and how it's placed. I herby invoke the LAW OF GRAVITY !!! If the portal is beyond Iron Tower ... there is absolutely real chance that it may fell trough. And Epix portal can let pass anything You want. :)

With +4 to DC You can make portal that ignores all planar barriers, except Epix spells that make sure to prevent this kind of magic. And Dispater have positively high chance to have countermenasures.

For the Iron Tower to fall trough it ... the portal would have to last for 4 hours, 26 minutes and 40 seconds. That much time would free-fall take for the Iron Tower. 600'/round as it is in D&D falling speed.

I plan to cause hassle by cutting him off from the Material Plane. Fun. Explosions=fire+bludgeoning+sonic, basically.

Volcano in the city=Something really sticking out. And ruins landscape. :D
I hope You do see the prospective devastation caused by Iron Volcano, speving liquyfied Iron all over. Even fire immune devils will suffer.

Witch: How big is the iron tower?

9 miles x 9 miles x 999 miles is the size of the thing.
BillTheManiac

06-18-07, 04:27 PM
Not unless Hell froze over. There is no Epic Usage of UMD. Of course I was thinking more of ley-line magic that would enable You to take control from Dispater. Or You may ask DM to take custom SDA that allow such Epic usages of UMD.

Epic cold damage spell. Duh. Besides, I'd need rediculous cheese to beat any sane DC.

I doubt. He is ruler of an whole horde od devils that are busy soul collecting for him. Not to mention that he have Iron Reserve for such occassions.

In that case my whole plan might not work. Depends on how often Dispater is summoned, really.

It depends on portal and how it's placed. I herby invoke the LAW OF GRAVITY !!! If the portal is beyond Iron Tower ... there is absolutely real chance that it may fell trough. And Epix portal can let pass anything You want. :)

With +4 to DC You can make portal that ignores all planar barriers, except Epix spells that make sure to prevent this kind of magic. And Dispater have positively high chance to have countermenasures.

For the Iron Tower to fall trough it ... the portal would have to last for 4 hours, 26 minutes and 40 seconds. That much time would free-fall take for the Iron Tower. 600'/round as it is in D&D falling speed.

But - 9 miles by 9 miles. 4 hours. What is the epic DC on that thing. Problem: Dispater wouldn't die in Dis. He'd die in Celestia.

Volcano in the city=Something really sticking out. And ruins landscape. :D
I hope You do see the prospective devastation caused by Iron Volcano, spewing liquyfied Iron all over. Even fire immune devils will suffer.

I don't think destroying the city will work. Dispater will just laugh it off. Unless you had something exponential. An idea that was bouncing around my head for a while: Undead with Create Spawn that can effect outsiders. If we get enough of them of high enough CR one of Dispater's personal minions might come after you. Then you kill it. Wash, rinse, repeat. Handy Libris Mortis - will be back in a minute. FORSAKEN SHELL mua ha ha. There's got to be some epic way to create ubered up forsaken shells, then watch your specter bomb take out swaths of Dis's population. There's a template in Savage Species called winged......
NoldorForce

06-18-07, 10:56 PM
Problem: Dispater wouldn't die in Dis. He'd die in Celestia.Solution: Clock him into unconsciousness or otherwise into a capacity in which he can't do anything. Then go back to Dis. You got out, so you can likely get back...
Mysteris

06-19-07, 12:22 AM
You should check how much of Miri's PrCs stack for the purpouse of improving familliar. You might discover that Her familliar is a little to weak, and needs to stay home and sniff flowers or something.

All of her PrCs amp up her Sorcerer levels. Effectively, she's a 62nd-level Sorceress and 17th-level Druid before the deific bonuses to caster level checks are added in. With those bonuses and a couple of items I've bought for her she ends up as a 82nd-level Sorceress and 36th-level Druid. However, I have found something in the Dicefreaks rules that states that a deity with 1 or more levels in Sorcerer or Wizard can take any sort of creature as a familiar as long as they are within one mile of the deity as well as a regular familar. Right now I'm doing a toss-up between a Great Wyrm Oceanus Dragon (Draconomicon) or an Ancient Prismatic Dragon.

How to design a cohort ? However You like ... but if You want it to be a cohort of Miri, not a "party member", his ECL is to be 1 less than Miri's HD. If Party Member, You are free to go with ECL 75, I think.

And as for solar CG, perhaps Yours can have mutated ? For example he or she insulted Fey Queen sometime in the past, and as a result walks around with donkey's head. :D

Hee! :D But I reread the Solar description and they can be of any good alignment. I've already got a bruiser type worked up in my head, complete with backstory. I'll be posting him up as a cohort. Thanks for the inspiration! :)
Rikandur_Azebol

06-19-07, 01:15 AM
In that case my whole plan might not work. Depends on how often Dispater is summoned, really.

Quite often, it's infinite world after all.


But - 9 miles by 9 miles. 4 hours. What is the epic DC on that thing. Problem: Dispater wouldn't die in Dis. He'd die in Celestia.

It's 999 miles tall, wich means that it takes a while to fall trough. DC would be ridiculously big. Both for the size of portal, and for the duration.


I don't think destroying the city will work. Dispater will just laugh it off. Unless you had something exponential. An idea that was bouncing around my head for a while: Undead with Create Spawn that can effect outsiders. If we get enough of them of high enough CR one of Dispater's personal minions might come after you. Then you kill it. Wash, rinse, repeat. Handy Libris Mortis - will be back in a minute. FORSAKEN SHELL mua ha ha. There's got to be some epic way to create ubered up forsaken shells, then watch your specter bomb take out swaths of Dis's population. There's a template in Savage Species called winged......
Sorta like jovocs with Diehard and Delay Death running around ? :)

Nice idea, good to see that great minds think alike ... I were going to use Shape of Fire epix undead in this regard. Not many regular fiends can face them, even Pit Fiend will have problems.


All of her PrCs amp up her Sorcerer levels. Effectively, she's a 62nd-level Sorceress and 17th-level Druid before the deific bonuses to caster level checks are added in. With those bonuses and a couple of items I've bought for her she ends up as a 82nd-level Sorceress and 36th-level Druid. However, I have found something in the Dicefreaks rules that states that a deity with 1 or more levels in Sorcerer or Wizard can take any sort of creature as a familiar as long as they are within one mile of the deity as well as a regular familar. Right now I'm doing a toss-up between a Great Wyrm Oceanus Dragon (Draconomicon) or an Ancient Prismatic Dragon.

But do they improve familliar or just spellcasting ? Please check. And alvays it's pleasure to be helpful. :)

As for dragon cohort, take what You deem as more fitting for Miri.
goro

06-19-07, 11:23 AM
Witch, could I remove Immunity to Poison, Armor class bonus, and smite good from the Hal-Fiend template to drop it down to +3 LA?
Witch

06-19-07, 11:26 AM
No. The Half-Fiend template is about flavor as well, not just about getting as many abilities as you can for as small a price as you can pay.
Mysteris

06-19-07, 12:31 PM
Rik: You were right about the spellcasting levels. Her familiar only counts as a 21st level-familiar because the PrCs don't up her familiar bonuses. Sadness. :(

Anyways, here's Mirienemi v.2.2, now with extra flavor text, redesigned spells, epic spells, and SDAs, as well as modifications to artifacts. ^_^ I haven't included her cohort and familiar here since I just wanted to get the main part up first.

Appearance (true form): Mirienemi (Meer-e-en-ah-me) appears as the translucent image of a slender and well-curved nymph female in the bloom of youth, standing 5'4" tall, though she often varies her appearance and height. A shimmering curtain of coppery red hair sprinkled with glittering stars frames a pale, delicate, heart-shaped face. She has very large, tiptilted eyes that are ever-shifting in color and convey an impression of unfathomable timelessness quite at odds with her usual quirky grins or gentle smiles. When not arrayed for battle she is usually either nude or in wispy garments of mist and shimmering light that only barely conceal her femininity.

Personality: Mirienemi is a kind and wise soul with the playful spirit of a innocent child. Benevolent and sweet-natured, Mirienemi has long tended to the needs of those weaker than herself. She can be mercurial and flighty, and she has a mischievous streak a mile wide. She uses her powers over time and fate to foretell the destinies of others, and often she'll meddle in those destinies if she thinks she can improve their lot. She applies this same principle to civilizations as well, and actively works to shake up stagnant and hidebound societies. She means well, but her wandering attention and lack of true understanding about mortal consequences means that sometimes things spiral out of control in unintended ways. She's a big proponent of personal freedom for all and the sight of injustice and tyranny can easily bring about her wrath. Woe be to evil-doers in range when she's on the warpath. She's a believer in karmic retribution for wicked deeds, and she has no problem being karma's agent when need be.

History: Mirienemi is ancient almost beyond measure. One of the first goddesses, she began her existence as a nymph in the time before the dawning of the Mortal Coil. Originally she was of the Seelie Court, and can remember the exile of the Lost Dreamers as well as the great battle between the Seelie Queen Gloriana and the creature called the Unborn. When the battle ended and the Fey began spreading out to the new-made mortal worlds, Mirienemi found herself on a pristine and lovely world. The mortals of that world revered the beautiful nature spirit, who tended their wounds and yet never seemed to age. Generations passed, and as the nymph played her days away with her animal friends, a great civilization began to spring up outside the woods and lakes of her home. Mirienemi healed all who came to her without regard for gender, class, race, or creed, never noticing the veneration that came to be associated with her and the "sacred forest" in which she dwelled.

It came as a great shock to her on the day when the Queen of the Seelie Court visited her lakeside home. Before she could do much more than kneel and properly greet her, Miri found herself banished from Faerie. When she, stricken, asked why, she was told that she had transcended her natural place, having become a being not part of nature. Without realizing it, the worship of the many mortals of her adopted world had transformed her into one of the first true deities. Confused, the dismissed Miri traveled beyond her world, venturing into the Realities Beyond to try and process all that was happening.

Still nymph at heart, Mirienemi wandered the forming Outer Planes, witnessing the arrival of other deities and the rise of the devils, among other cosmic events. She found that she could not abide the physical or mental suffering of mortal beings or the stagnation the devils were bringing, and aligned herself with the powers of goodness. Her body no longer bound by her fey origins she became a transparent figure of wisdom and compassion; oracle, knowledge-keeper, and divine avenger of injustice. In time she accepted her new divinity and established a realm of her own. She continues to forward the cause of life, but she sees herself as now being capable of acting against the causes of the evils that threaten life as well.

Portfolio: Time, Fate, Healing, Magic, Chaos, Freedom, Knowledge, Divine Retribution

Symbol: A nymph maiden dancing across a lake of rainbow waters, with a full moon in the starry night behind and above her.

Favored Weapon: Longbow.

Alignment of worshippers allowed: Chaotic Good, Neutral Good

Environment: Utopia's Embrace (Divine Realm), on Arvandor in the Olympian Glades of Arborea

Utopia's Embrace: This sylvan paradise lies in far northwestern Arvandor. The boundaries of this massive realm are marked by foothills carpeted in a profusion of wildflowers. Treants wander the borders, happy to guide passengers of good intent and thwart any dangerous intruders. The warm breezes of this land's sunny, eternal spring carry the scent of the honeybees and flowers. Copper dragons lair in the higher hills that border the massive basin of the Embrace proper, always up for a chat.

Utopia's Embrace, viewed from above, is a massive forested basin surrounding a miles-wide lake in the center. Smaller streams, lakes, and rivers feed this lake from springs in the hills. The lake itself is unusual, with water that ripples every color of the rainbow. One descends towards it across paths that the sentient forest opens. Awakened trees and animals (both magical and natural) can be found all over the area, keeping company with Eladrin, elves, and the spirits of Mirienemi's mortal worshippers. These petitioners live in treetop communities or in homes formed from a partnership with the living trees around them, which are of every type imaginable. Mirienemi does not allow the destruction of her sacred forest for housing or other purposes.

The very air ripples with life in Utopia's Embrace. Visitors will find their wounds healing faster and their cares eased by the forest. The closer one gets to the central lake, the greater this effect becomes. This is because the central lake, known as the Lady's Lake, has the major positive-dominant trait. Petitioners and guests are shielded from the effects by Mirienemi's will, but intruders will suffer the effects of being on the Positive Energy Plane without shielding (unless they provide their own shielding). When in residence, Mirienemi usually can be found in the smooth, reflective lake or treating with guests in the groves of shady weeping willows that grow along its' side.

Utopia's Embrace has the following traits:

Subjective Directional Gravity
Flowing Time (1 day in Utopia's Embrace is equivalent to one year on the Material Plane)
Finite (1800 miles)
Divinely Morphic
Minor Positive-Dominant; Major Positive-dominant at the Lady's Lake
Strongly Good-aligned and strongly Chaos-aligned: -4 penalty to all Intelligence, Wisdom, and Charisma-based checks for those of alignments other than chaotic good.
Enhanced Magic: Enchantment, Positive Energy, Abjuration, Evocation. Spells, class features, and spell-like abilities that rely on positive energy are enhanced.
Impeded Magic: Necromancy, Negative Energy, Conjuration. Spells, class features, and spell-like abilities that rely on negative energy are impeded.

Tenets of the Faith: Mirienemi stresses that people should be free from the forces of tyranny and evil, but otherwise should be free to find their own paths. Her followers are charged with healing the wounds of the non-evil and encouraging freedom in as many ways as possible. They are the advocates for the rights of non-evil outcast groups and races of society. They are the ones providing grants to struggling artists and poets whose work is considered subversive. The more martial members of the church are the ones tapped for assignments such as overthrowing corrupt rulers, battling the forces of evil, and striking targets Mirienemi has designated are worthy of divine retribution.

Cleric Training: Mirienemi's priesthood is generally broken into three cooperative sections. The first section are the Healers. These priests are trained in all manner of mundane and magical healing and are sent out to aid good folk in need. The second are the Progressives. These are the diplomats of the church. Their job is to smash oppressive status quo and promote individual freedom and cultural change. Finally there are the Avengers. The Avengers are the martial arm of the Church, composed of Paladins, Crusaders, battle-inclined clerics, and others whose job it is to right wrongs and triumph over evil wherever they find it. Prospective new members are the church are tested to see where their interest lies and then funneled into one of these three groups, however, since the groups do work together as a cohesive whole, its not uncommon to find members of one group aiding another in times of need.

Prayers: Mirienemi is an informal deity so she has no set prayers or ritual that she demands. Many priests begin their prayers with "In Mirienemi's name we ask..." .

Temples: Many of the temples of Mirienemi are built into nature in some way. Grottos, magically shaped trees, and forest glades are the typical places to look for one of her temples. Urban temples to Mirienemi feature tree-filled wide parks, spacious lawns, and many fountains or small lakes.

Rites: Mirienemi's church celebrates the solstices and equinoxes with grand festivals that cheer the change of seasons. Food is provided for free to all, including the homeless and the poor. The Change of Years is one of the biggest rites in the church. For a week, members reflect on the past year in ritual meditation, considering what can be learned and what issues should be discarded from the past. It is a time of hope and preparation for the future. Hope's Birth and Light Passing, the rites of birth and death, are major events as well. Mirienemi's church teaches that death is not the end. While the loss of the deceased should be acknowledged and mourned, the passage of the dead into a better life should be celebrated. Its' for this reason that the church so strongly condemns the undead, viewing them as perversions to be put down. Marriage tends to be a simple ritual of less than fifteen minutes with just family and a few close friends about. It is a great change, so priests (usually of the Progressives faction) ensure that the couple really understand what they're getting into before they wed. The Rite of Light Ascendant is a brief ceremony the Avengers conduct before going into battle against evil. It consists of a ritual prayer to Mirienemi for victory and courage. The Rite of Shadow Falling is a longer ceremony conducted after a successful campaign, in which a tithe of the fallen's treasure is ritually donated to Mirienemi and the warriors give thanks for her aid.

Herald and Allies: Mirienemi often uses celestial rocs and Copper or Oceanus dragons as her heralds. Her personal attendants Mytylene and Therianthropis appear as final warnings to stray priests or those wicked ones Miri believes might be worthy of redemption. Mirienemi has Solars, Eladrin of all stripes, good-aligned Fey, and good-aligned dragons as her allies.



Name: Mirienemi

Race: Greater Deity (Divine Rank 18)

Type: Fey, Outsider

Level: 70

Class: Nymph (+7 LA) , Sorcerer 21, Mystic Theurge 10, Loremaster 10, Initiate of the Sevenfold Veil 7, Fatespinner 5, Master of the Sevenfold Veil 10

Size: Medium

Alignment: Chaotic Good

Strength-5 (-3 mod) (5 inherent)
Dexterity-82 (+36 mod) (57+5 inherent+8 racial, +12 from Belt of the Divine Wind)
Constitution-51 (+20 mod) (32+5 inherent+2 template mod, +12 from Bracers of Epic Health)
Intelligence-54 (+22 mod) (49+5 inherent)
Wisdom-54 (+22 mod) (43+5 inherent+4 racial mod+2 template mod)
Charisma-74 (+32 mod) (41+5 inherent+6 racial mod+2 template mod, +12 from Cloak of Charisma +12, +8 from Rod of Epic Splendor)

(190 +18 DvR bonus +16 from character levels)

Speed (land): 30 ft.; (fly): 160 ft. (perfect maneuverability); (swim): 50 ft.

HP: 63d4+13d6+20 (1,850 hp)
AC: 135 (+36 Dex, +33 Natural Armor granted from divinity, +32 deflection from Charisma, +32 deflection from Unearthly Grace racial ability, +1 Dodge, +1 Haste conferred from weapon); increases to 153 vs. lawful opponents (Favor of Chaos SDA)
Touch AC: 102 (120 vs. lawful opponents)
Flatfooted AC: 99 (117 vs. lawful opponents)

Space/face/reach: 5 ft

Weight: Insubstantial

Base Attack Bonus: 64/64/59 (10 BAB +3 Nymph racial bonus +7 Sorcerer +25 Epic +18 Divine, +1 bonus from Ioun Stone).

Primary Attack: 11 arrows
Secondary Attack: 8 arrows

Fort Save: 133 (37 from classes and prestige classes, +20 Con mod, +21 epic bonus, +18 divine bonus, +32 Unearthly Grace bonus, +1 Nymph's Kiss, +1 Permanent Resistance bonus, +1 from Ioun Stone, +2 from The Lore of True Stamina. Increases to 151 vs. lawful opponents due to the Favor of Chaos SDA).
Reflex Save: 149 (as above, with a 36 Dex mod and Secret Knowledge of Avoidance. Increases to 167 vs. lawful opponents).
Will Save: 143 (as above, with a 30 Wis mod. Increases to 161 vs. lawful opponents).

Initiative: 40 (36 Dex mod+Improved Initiative)

Feats (0 left): Greater Spell Focus (Abjuration), Skill Focus (Spellcraft), Quick Draw, Point Blank Shot, Epic Spellcasting, Extra Spell, Still Spell, Eschew Materials, Empower Spell, Maximize Spell, Intensify Spell, Ignore Material Components, Automatic Still Spell (x6), Nymph's Kiss, Rapid Metamagic, Silent Spell, Quicken Spell, Multispell, Rapid Shot, Manyshot, Improved Manyshot, Epic Skill Focus (Spellcraft), Improved Spell Capacity, Craft Magic Arms and Armor, Forge Ring, Craft Wondrous Item, Craft Staff, Craft Rod, Favored Magic Foe (Evil Outsiders), Reach Spell, Spell Penetration, Greater Spell Penetration, Epic Spell Penetration, Automatic Silent Spell, Arcane Mastery, Transdimensional Spell, Sculpt Spell, Tenacious Magic (Offend Not The Goddess), Spell Stowaway (Time Stop), Precise Shot, Improved Precise Shot, Craft Contingent Spell, Craft Epic Contingent Spell, Improved Metamagic (x3)

Bonus Feats (from SDAs and domains): Improved Initiative (Time Domain), Spell Focus: all schools (SDA: Divine Spellcasting), Improved Combat Casting (SDA: Divine Spellcasting), Epic Counterspell (SDA: Instant Counterspelling), Combat Archery, Distant Shot, Swarm of Arrows, Uncanny Accuracy (SDA: Divine Archery), Craft Epic Arms and Armor, Forge Epic Ring, Craft Epic Wondrous Item, Craft Epic Staff, Craft Epic Rod (SDA: Craft Artifact)

Special Abilities: Uncanny Dodge (granted from Fate domain), Use scrolls, wands, and other devices with spell trigger or spell activation as a 20th-level cleric (Magic Domain), Can reroll any damage roll and take the better of the two rolls once per day (Force Domain), Can cast healing spells at +1 caster level (Healing domain), Can cast good spells at +1 caster level (Good domain), Can cast divination spells at +1 caster level (Knowledge domain), Gains +1 bonus on caster level checks to overcome an evil outsider's spell resistance; evil outsiders take -1 penalty on saves against Mirienemi's spells and spell-like abilities (Favored Magic Foe feat).

Special Attacks: Blinding Beauty (DC 77 Fort save), Stunning Glance (DC 77 Fort save), spells, spell-like abilities

Loremaster Secrets: Dodge Trick (+1 AC), The Lore of True Stamina (+2 Fort), Secrets of Inner Strength (+2 Will), Secret Knowledge of Avoidance (+2 Reflex), Applicable Knowledge (One extra feat)

Special Qualities: Damage Reduction 10/cold iron, low-light vision, unearthly grace, wild empathy (+6 bonus), outsider traits, fey traits, incorporeal traits greater deity traits, permanent resistance spell, permanent darkvision spell, casts as a 7th-level Druid by nature, resistance 38/electricity, immunity (fire and acid), regeneration 114, divine aura, DR 40 (Epic, Chaotic and Frystalline), SR 105, immunity to polymorphing, ability damage, ability drain, petrifaction, energy drain, mind-affecting effects, disease, poison, stunning, death effects, disintegration, sleep, paralysis, imprisonment, banishing, anyone that attacks her automatically suffers a -18 penalty on attack rolls, saves, and checks for one day, can grant +18 bonus or penalty on attack rolls, saves, and checks 18/day, +2 bonus on all Charisma-based checks, Gains +1 bonus on all attack rolls, saves, ability checks, and skill checks due to her pale green prism Ioun stone.

Salient Divine Abilities (0 left): Extra Domain, Extra Domain, Know Secrets (Will save DC 77), Instant Counterspell, Divine Blast, Favor of Chaos, Automatic Metamagic (Purify Spell), Power of Truth, Divine Archery, Divine Fast Healing (SDA taken three times), Power of Luck, Divine Dodge, One With The Magic*, Automatic Metamagic (Quicken Spell-like abilities), Divine Spellcasting, Increased Spell Resistance, Increased Damage Reduction (Chaotic), Supreme Damage Reduction (Requires a weapon of Frystalline that has been knowingly made against Mirienemi and willingly mined by a Tulani Eladrin, forged by a Ursinal Guardinal, and cooled in the tears of a Throne Archon), True Knowledge, Craft Artifact, Divine Skill Focus (Spellcraft)

*One With The Magic (Ex)

Benefit: The deity with this powerful ability may, once per day as a full-round action, merge with the power of all magic within the multiverse. This allows the deity to regain all spells and spell-like abilities expended as if they had rested a full day. The deity does not become flat-footed during this brief trance.

Prerequisite: Magic Domain, Time Domain, Force Domain, Spellcaster level 60th


Class Skills (from all classes): Appraise, Concentration, Craft (alchemy), Decipher Script, Gather Information, Sense Motive, Handle Animal, Heal, Knowledge (all skills taken individually), Perform, Profession, Speak Language, Spellcraft, Use Magic Device, Sleight of Hand, Bluff

Skills (0 left): Appraise 73 (+2 to appraise bows, armors, shield, and art), Autohypnosis 40, Balance 56, Bluff 121, Climb 15, Concentration 105, Craft (bowmaking) 40, Craft (armor or shield) 40, Craft (artistry) 40, Decipher Script 40, Diplomacy 119, Disable Device 40, Disguise 50 (+2 when acting in character), Escape Artist 54, Forgery 40, Gather Information 115, Handle Animal 115 (+2 to wild empathy), Heal 105, Hide 119, Intimidate 117, Jump 17, Knowledge (arcana) 105, Knowledge (history) 105 (+2 to lore checks), Knowledge (local: Arvandor) 105, Knowledge (nature) 107, Knowledge (nobility and royalty: The Nine Hells) 105, Knowledge (religion) 105, Knowledge (the Planes) 105, Knowledge (Psionics) 40, Listen 105, Lucid Dreaming 73, Move Silently 54, Open Lock 54, Perform (dance) 50, Profession (Gambler) 45, Psicraft 40, Ride 54, Search 70, Sense Motive 105, Sleight of Hand 56, Speak Language 41, Spellcraft 173 (+2 to use spells on scrolls), Spot 40, Survival 40 (+2 aboveground, +2 to find and follow tracks, +2 on other planes), Swim 61 (+8 from Nymph racial bonus; can take 10 on Swim checks at any time and move at 4x speed in a straight line), Tumble 54, Use Magic Device 115 (+2 when using scrolls), Use Psionic Device 50, Use Rope 54

Cleric Domains she grants to followers: Time, Fate, Luck, Magic, Force, Healing, Good, Knowledge

Spell-like abilities useable at will: True Strike, Gentle Repose, Haste, Freedom of Movement, Permanency, Contingency, Legend Lore, Foresight, Time Stop, Augury, Bestow Curse, Status, Mark of Justice, Geas/Quest, Vision, Mind Blank, Mage Armor, Magic Missile, Blast of Force, Otiluke's Resilient Sphere, Wall of Force, Repulsion, Forcecage, Otiluke's Telekinetic Sphere, Bigby's Crushing Hand, Nystul's Magic Aura, Identify, Dispel Magic, Imbue with Spell Ability, Antimagic Field, Spell Turning, Protection from Spells, Mordenkainen's Disjunction, Protection from Evil, Aid, Magic Circle against Evil, Holy Smite, Dispel Evil, Blade Barrier, Holy Word, Summon Monster IX (good), Entropic Shield, Protection from Energy, Break Enchantment, Moment of Prescience, Miracle, Detect Secret Doors, Detect Thoughts, Clairaudience/Clairvoyance, Divination, True Seeing, Find the Path, Discern Location, Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Cure Critical Wounds, Mass Cure Light Wounds, Heal, Regenerate, Mass Cure Critical Wounds, Mass Heal, Analyze Dweomer, Greater Plane Shift, Greater Teleport.

Spell-like abilities 1/day: Dimension Door

Mirienemi casts as a 62nd-level sorceress normally. She casts as a 64th-level sorcerer due to her orange Ioun stone and Ring of Arcane Might. She also casts as a 17th-level Druid normally (18th due to her orange Ioun stone). Her effective caster level is as a 82nd-level Sorcerer and as a 36th-level Druid.

Sorcerer spells per day: 6/14/14/14/14/14/14/14/14/14/7/7/7/7/6/6/6/6/5/5/5/5/4/4/4/4

Spells known: Stick, Resistance, Prestidigitation, Dancing Lights, Ghost Sound (x2), Grease, Buzzing Bee, Familiar Pocket, True Casting (x6), Ventriloquism (x2), Ectoplasmic Armor (x2), Karmic Aura, Phantom Foe (x2), Ectoplasmic Feedback, Baleful Transposition, Eagle's Splendor (x2), Spectral Hand (x2), Scintillating Scales, Sting Ray (x4), Earthbind (x2), Slow, Water to Acid, Tormenting Thirst, Karmic Backlash, Bothersome Babble, Unluck, Spellcaster's Bane (x3), Spell Vulnerability (x5), Ray of Deanimation (x2), Assay Spell Resistance (x4), Wings of Flurry (x2), Parboil, Dancing Web, Desert Diversion, Orb of Sound (x3), Permanency, Reciprocal Gyre (x5), Graymantle, Gelid Blood, Telepathy Block (x2), Orb of Force (x4), Greater Heroism, Permanent Image, Heartfreeze, Entomb, Quickshift, Wages of Sin, Karmic Retribution, Howling Chain, Orb of Force (x4), Ray of Deanimation (x2), Delayed Blast Fireball, Waterspout, Sword of Darkness, Retributive Enervation, Radiant Assault (x6), Prismatic Spray (x2), Greater Prying Eyes, Greater Shout (x2), Mysterious Redirection (x2), Wrathful Castigation (x2), Field of Icy Razors, Orb of Sound (x6), Wish (x2), Reaving Dispel, Reality Maelstrom (x2), Exalted Fury, Time Stop, Power Word Kill, Replicate Casting (x2), Iceberg (x4), Orb of Force (x7), Intensified Wings of Flurry (x4), Intensified Ray of Deanimation (x3), Intensified Reciprocal Gyre (x7), Intensified Orb of Sound (x7), Intensified Delayed Blast Fireball (x2), Intensified Radiant Assault (x5), Intensified Greater Shout (x2), Intensified Orb of Force (x4), Intensified Iceberg (x5), Intensified Exalted Fury (x2), Magic Miasma, Greater Dragon Ally (x3), Deadly Sunstroke, Absorption, Entomb, Wings of Flurry (x3), Reaving Dispel, Radiant Assault (x4), Effulgent Epuration, Iceberg (x4), Graymantle, Wish, Iceberg (x3), Prismatic Deluge (x3), Iceberg, Wail of the Banshee, Weird, Ironguard (x2), Radiant Assault (x4), Wings of Flurry, Wish, Iceberg, Magic Miasma

Druid Spells per day: 6/16/13/13/14/13/12/11/10/9/5/4/4/4/4/3/3/3/3/2/2/2/2

Spells Prepared: Create Water, Guidance, Flare, Naturewatch, Resistance, Know Direction, Crabwalk, Foundation of Stone, Hawkeye (x2), Healthful Rest, Eyes of the Avoral, Sunstroke, Speak With Animals, Charm Animal, Beastland Ferocity, Kua-toa Skin, Longstrider, Owl's Wisdom (x3), Swim (x3), Heart of Air, Tojanida Sight, Mass Snake's Swiftness (x11), Earthbind (x2), Sleet Storm, Column of Ice (x3), Heart of Water, Vine Mine, Spirit Jaws, Thunderous Roar, Affliction, Wind Wall, Water Breathing, Thalassemia, Lay of the Land, Control Water, Eye of the Hurricane (x2), Essence of the Raptor, Chain of Eyes, Wall of Water (x3), Searing Exposure, Heart of Earth, Moon Bolt (x2), Heart of Fire, Sirine's Grace, Commune With Nature, Dancing Web, Blizzard, Call Avalanche, Transmute Mud to Rock, Flaywind Blast, Transformation of the Deeps (x4), Memory Rot, Mass Bear's Endurance, Mass Cat's Grace, Death Hail, Sandstorm, Mudslide, Enveloping Cocoon, Dinosaur Stampede (x2), Tortoise Shell, Bite of the Werebear (x2), Cometfall, Storm of Elemental Fury, Slime Wave, Rain of Roses (x2), Great Worm of the Earth (x2), Waterspout, Cometfall (x2), Ice Flowers (x2), Frostfell, Glacier, Reverse Gravity, Leonal's Roar, Unearthly Beauty, Red Tide, Flashflood, Maelstrom, Deadfall, Shapechange, Cometstrike, Cast In Stone, Tsunami, Greater Whirlwind (x4), Mass Drown (x2), Nature's Avatar, Rain of Roses, Cometfall, Cometstrike, Flashflood, Tsunami, Glacier, Leonal's Roar, Rain of Roses, Intensified Thalassemia (x2), Intensified Starvation (x3), Intensified Call Avalanche (x5), Intensified Spectral Dinosaurs, Intensified Cometfall (x4), Intensified Bombardment (x2), Intensified Deadfall (x2), Intensified Cometstrike (x3), Intensified Tsunami, Poison Vines, Waterspout, Flashflood, Glacier, Rain of Black Tulips, Unearthly Beauty, Cast In Stone, Greater Whirlwind, Deadfall (x3), Mudslide (x2), Transmute Mud to Rock, Spectral Dinosaurs, Maelstrom (x2), Transformation of the Deeps (x3), Flashflood (x2), Tsunami (x2), Cometstrike (x2), Choking Sand, Glacier

Epic Spells per day: 10 (arcane)/10 (divine)

Epic Spells Known (arcane): Contingent True Resurrection (x2), Second Chance Denied, Greater Epic Mage Armor, Esoteric Aegis (x3), Offend Not The Goddess, Through the Looking Glass, Spirit To Flesh.

Epic Spells Known (divine): Mirienemi's Kiss (x5), Storm of Slime (x3), Mirienemi's Blessing (x2).

Second Chance Denied
Abjuration
Spellcraft DC: 173
Components: XP
Casting Time: Quickened spell
Duration: Contingent until triggered, then Instantaneous
Range: See Text
Target: One Creature
Saving Throw: No
Spell Resistance: No

When cast, the spellcaster selects one creature as its target. The spell does not take effect until and unless the target dies and an effect that attempts to bring that target back to life (such as epic magic, epic psionics, or lower-level spells and powers like true resurrection, raise dead, resurrection, revenance, last breath, wish, alter reality, bend reality, reality revision, or miracle) go into effect. Second Chance Denied then activates, immediately preventing the resurrection and permanently destroying the targeted creature. A resounding and authoritative feminine voice thunders the word "NO!" across the heavens, accompanied by the brief visual image of a wrathful nymph maid pointing her index finger accusingly at the target.

To Develop: 1,602,000 GP, 32 days, 64080 XP. Seed: Foresee (DC 17), Dispel (DC 19). Factors: Quickened Spell (+28), No verbal or somatic components (+4), Disallow a saving throw (+60), Ignore spell resistance (+50), Burn 500 XP (-5)

Mirienemi's Kiss
Conjuration (Healing)
Spellcraft: 145
Casting Time: Quickened spell
Duration: Instantaneous
Range: See Text
Target: Caster and up to eight other creatures
Saving Throw: Will (harmless for caster)
Spell Resistance: Yes (harmless for caster)

With a thought the spellcaster heals herself and up to eight others fully. This spell works as the Heal spell, save that the subject recovers all hit points and is cured of all afflictions, ability damage, and negative levels. An unwilling subject can make a Will save to resist this effect. There's a visual effect of rainbow light rippling over the subject for a few seconds and then bursting into a spray of prismatic butterflies flying into each injury and exploding in a tinkling sound. Each injury is instantly healed up. Within a few seconds the butterflies are gone on a rose-scented wind.

To Develop: 1,305,000 GP, 26 days, 52,200 XP. Seed: Heal (25). Factors: Quickened spell (+28), No verbal or somatic components (+4), Dispelling negative levels (+2), Heals temporarily or permanently drained ability damage (+6).

Offend Not The Goddess
Abjuration
Spellcraft DC: 171
Components: V, S, XP
Casting Time: 1 standard action
Duration: Contingent until triggered, then 24 hours
Range: Personal
Saving Throw: Yes (harmless)
Spell Resistance: Yes (harmless)

This potent spell was developed by Mirienemi long ago, in preparation for battle against the wicked. Once cast, the spell remains dormant until triggered by a hostile spell or psionic power. When the spell or power would hit, Offend Not The Goddess triggers, reflecting the spell or power back upon its' caster. The caster suffers the full effects of the spell or power at whatever spell level or manifester level was originally used, with the same save DC. In the case of Reaving Dispel, if the attacker fails in their dispel checks then their own magic is reaved and the beneficial effects go to Mirienemi. This spell does not affect Mirienemi's own spells, so she can use her own spells upon herself without difficulty. She can choose to raise or lower the protection of this spell as an immediate action, allowing beneficial spells to take effect upon her.

To Develop: 1,539,000 GP, 31 days, 61650 XP. Seed: Reflect (29), Reflect spells up to 10th level (+180), Increase duration by 100% (+2), Burn 4000 XP upon casting (-40).

Spirit To Flesh
Transmutation
Spellcraft DC: 173
Casting Time: Quickened spell
Duration: Permanent
Range: 1000 ft. radius
Saving Throw: No
Spell Resistance: No

Having experienced the joys and benefits of incorporeality Mirienemi realized how dangerous it could be in the hands of an enemy. Hence she created this spell to deal with ghost-like foes.

When cast, Spirit To Flesh releases a pulse of gray energy that forces creatures in range to become corporeal (if incorporeal) or prevents them from assuming incorporeality. They lose all the benefits of incorporeality and all attackers gain a +4 bonus to attack them. The spellcaster chooses which creatures are affected, enabling her to spare allies this effect. Further, whether or not they were incorporeal to begin with, it pins the creatures where they were and blocks them from using any supernatural, extraordinary, psionic, magical, spell-like, or psi-like abilities, feats, or items that would transport it from its' current location. This energy field remains in place for the duration of the spell, affecting any other creature that enters it. Affected creatures can continue to take standard and full-round actions (including attacks). The spellcaster is immune from the effect of the spell and the field of energy moves with her.

To Develop: 1,557,000 GP, 31 days, 62280 XP. Seed: Transform (21), Factors: Affects incorporeal creatures (+10), Ignores Spell Resistance (+50), Disallow a saving throw (+60), No verbal or somatic components (+4), Increase Area by 700 ft. (+28), Quickened spell (+28), Dismissible by caster (+2), Burn 3000 XP when casting (-30)

Through the Looking Glass
Conjuration (Summoning)
Spellcraft DC: 89
Casting Time: Quickened spell
Components: None
Duration: 1 day per level
Range: Medium (100 ft. +10 ft. per level)
Saving Throw: No
Spell Resistance: No

Long ago, Mirienemi wandered the planes in search of meaning and purpose. In her journeys she came across a strange dimension; a plane of mirrors, where one encountered one's opposite self. She battled a dark version of herself and won, giving her the inspiration to create this spell. When cast, Through the Looking Glass creates a mirror-self of a selected target. This mirror-self is identical in all ways to the target, save that they are of the opposing alignment and dedicated to their real-self's destruction. The mirror-self has all the memories of the selected target, as well as all of their possessions and abilities at the moment of creation. The mirror-self fights tirelessly to stalk and slay it's real-self. If it succeeds in killing it's real self it then assumes it's real-self's life and place and does as much as possible to undermine the position of it's real-self until destroyed, dismissed, or it's time expires. When it's time expires or when it's destroyed a mirror-self shatters (as do all of it's possessions). As a side-effect of it's creation, a mirror-self created through this spell obeys the one who summoned it, going on their turn in battle. It can hear the telepathic commands of its' creator across any distance, including planar boundaries. This is contrary to a normal mirror-self, who has it's own will.

To Develop: 801,500 GP, 16 days, 32,060 XP. Seed: Mirror Walking (DC 26), Life (27), Quickened Spell (+28) , No verbal or somatic components (+4), Duration increased by 100% (+2), Dismissible by caster (+2).

Mirienemi's Blessing
Transmutation
Spellcraft DC: 156
Components: None
Casting Time: Quickened spell
Range: 600 ft.
Saving Throw: Yes (harmless)
Spell Resistance Yes (harmless)

This spell was created by Mirienemi to endow her allies with the blessings of good. When cast, up to eight creatures at a time find that their attacks become epic, silver, good-aligned, and chaotic-aligned for the purposes of overcoming damage reduction. Their size increases by two categories (to a maximum of Colossal+) with all attendant bonuses and penalties, and all of their base stats increase by 10.

To Develop: 1,404,000 GP, 28 days, 56,160 XP. Seeds: Fortify (DC 17), Transform (DC 21). Factors: Quickened Spell (+28), Affect eight targets (+80), No verbal or somatic components (+4), Increase range by 300 ft. (+6)

Contingent True Resurrection
Conjuration (Healing)
Spellcraft DC: 94
Components: None
Casting Time: Quickened Spell
Range: Touch
Target: You or creature touched
Duration: Contingent until expended, then instantaneous
Saving Throw: None (see text)
Spell Resistance: Yes (harmless)
To Develop: 846,000 gp; 17 days; 33,840 XP. Seed: life
(DC 27). Factors: activates when subject is slain (+25
DC), no loss of level or Constitution when resurrected
(ad hoc +10), Quickened spell (+28), No verbal or somatic components.

Contingent true resurrection works as per contingent
resurrection, save that the resurrected creature does not
lose a level (or 1 point of Constitution if the subject was
first level), and the time between death and resurrection
is only 1 round.

Greater Epic Mage Armor
Conjuration (Creation) [Force]
Spellcraft DC: 70
Components: V, S
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: 72 hours (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 630,000 gp; 13 days; 25,200 XP. Seed:
armor (DC 14). Factors: +36 additional armor bonus
(+72), increase duration by 200% (+4). Mitigating Factor:
increase casting time by 9 minutes (-18), change
target to personal (-2).

Greater epic mage armor works as per epic mage
armor, except that it grants a +40 armor bonus to Armor
Class, and lasts for 3 days.

Esoteric Aegis
Abjuration
Spellcraft DC: 173
Components: None
Casting Time: Quickened spell
Range: 300 ft.
Effect: 10-ft. radius emanation
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
To Develop: 1,557,000 gp, 31 days, 62,280 XP. Seeds:
ward (DC 14), transform (DC 21). Factors: gain +10
bonus on DC to avoid being dispelled (ad hoc +20),
make spell effect tenacious (as per the feat) (ad hoc +10),
end dispel checks that fail to dispel this spell automatically
(ad hoc +4), ward against mage’s disjunction (+16).
Mitigating factors: Change from personal to area (+4), Change from area to target (+4), Add eight other targets (+80), Quickened spell (+28), No verbal or somatic components (+4), Burn 4200 XP to cast (-42)

The caster calls upon the very fabric of magic to fashion
a ward to protect his own working of the Word from
those that would tear it down. A shimmering, dusky
globe surrounds the caster, intercepting any attempts to
end his spells by means of dispel magic, or similar spells
and epic spells, and providing a +10 bonus on the DC
against which the dispel attempt must succeed. Any dispel
attempt which succeeds can then proceed as normal,
but esoteric aegis works as if under the effects of the
Tenacious Magic feat, and thus cannot be dispelled, only
suppressed for 1d4 rounds. Dispel attempts that fail are
not entitled to checks against lesser spells within the area
of effect (this differs from the usual procedure of area
dispel magic attempts). Furthermore, mage’s disjunction
is warded against in its entirety.


Storm of Slime
Conjuration (Summoning)
Spellcraft DC: 173
Components: None
Casting Time: 1 standard action
Duration: 1 round per level
Saving Throw: No
Spell Resistance: No

This potent spell was devised by Mirienemi to deal with exceptionally tough creatures immune to normal types of damage. When cast, Storm of Slime calls up massive clouds that unleash a deluge of green slime upon all in the area that the spellcaster designates (exempting allies as she wishes). This deadly slime is far more potent than the normal variety of green slime. Against organic creatures, the slime does 31d20 points of Constitution damage per round as it consumes them. Against wood or metal the damage increases to 32d20 of damage per round, ignoring the hardness of any metal. Stone is not affected by this slime. This green slime can be destroyed in all the ways that normal green slime can, but more green slime falls from the storm each round.

To Develop: 1,557,000 GP, 31 days, 62,280 XP. Seed: Slime Wave (DC 26). Factors: Increase damage by four steps (+40), Increase damage dealt by 30d6 (+30), Increase range by 600 ft. (+12), Change area to four ten-foot cubes (+4), Increase area by 1000 ft. (+20), No verbal and somatic components (+4), Disallow a saving throw (+60), Burn 2300 XP when casting (-23).

Major Artifacts Possessed: Lament of the Wicked, Nymph's Integrity, Clarity of Thought, Unbalanced Fate, Intangible Will

Lament of the Wicked: This longbow of purest Frystalline was forged for Mirienemi in the time when the Gods were first establishing themselves in the cosmos. The mysterious deity who now sleeps beneath the mountains of Eronia on Elysium took pity on the confused, newly-deified nymph and crafted a weapon for her to defend herself with as she searched to find meaning for her new life. This elaborately-curved bow is of palest-gold crystal, with twining vines of mithral that support leaves of emerald and berries of ruby. Writing in Celestial and primal Sylvan is engraved into the bow. It reads: "Dear Mirienemi. May this bow protect you wherever you wander, my dear little dancer. Always remember that the light of hope can never be overcome, even in the depths of the blackest darkness." When Mirienemi joined with the forces of Good and took up the portfolio of Divine Retribution upon the death of another deific friend in combat, she took this bow to be her weapon of choice. Rarely has she drawn Lament of the Wicked, for she prefers to encourage mortals to rise up against evil on their own or to use her powers to aid them, but the deadliness of the weapon when she has used it has well earned it its name.

Lament of the Wicked confers several effects to its' holder. First, merely possessing the bow (drawn or not) grants the holder the benefits of the following spells: True Seeing, Guided Shot, Critical Strike, Hunter's Mercy, and Haste. The bow automatically produces arrows when its' mithral string is drawn. The number of arrows is equivalent to the number that the holder can fire on a full attack. Further, the holder can choose what types of arrows are produced as an immediate mental action. Arrows so produced can have up to a +10 bonus and be of any material or substance known to the holder. This semi-sentient bow is attuned to Mirienemi and resists being removed from her hand. Anytime a person or force tries to remove Lament of the Wicked from Mirienemi, the bow gets not only a Strength check, but also a Will roll (at Mirienemi's Will DC). If both fail then the bow is removed. However, the bow automatically teleports or flies (whichever is more effective) back to Mirienemi at the start of her next turn. Lament of the Wicked has the effects of the Dread (Evil Outsiders), Holy, Impedance, Ghost Touch, Unerring Accuracy, and Maiming weapon traits. The arrows that it shoots ignore an opponent's AC bonus from cover. Finally, Lament of the Wicked is treated as epic, chaotic and good for the purpose of overcoming DR.

Lament of the Wicked can be destroyed only by immersion in the Venom Fount or by being destroyed by the God who forged it.

Nymph's Integrity: During her wanderings across reality Mirienemi saw the rise of planes devoted to law and chaos, to good and to evil. In her early days as a deity of good she traveled into the Gray Waste of Hades in pursuit of a wicked archmage of great power who had fled from the wrath of the citizens he'd once oppressed. The traits of the dark plane were a hindrance to Miri as she battled, and once the defeated archmage was returned to his world to face his fate at the hands of a lynch mob, Miri decided that she had to do something to prevent such problems in the future. Thus was born Nymph's Integrity.

Nymph's Integrity is a pendant forged of platinum and mithral links. A simple crystal of deepest blue, a gift from a clan of Bariaur Miri once helped, is held within a mithral filigree. When worn, the pendant creates both a consecrated area and a persistent planar bubble effect (as the spell) about the wearer, enabling them to emulate the traits of their native reality no matter where they go. Nymph's Integrity also grants immunity to fire, cold, acid, electricity, and sonic damage and effects, as well as immunity to the effects of immersion in any deadly liquid.

Nymph's Integrity can only be destroyed on the Plane of Mirrors, by being brought in direct contact with its' opposite version on Mirienemi's mirror-self.

Unbalanced Fate: Mirienemi well knows that fate can be an unfair thing at times. Though devoted to both chaos and good, she has often seen the innocent struck down by a fate that seemed cruel or needless. It was this imbalance of destiny that inspired her to create this defensive artifact for herself.

Unbalanced Fate appears as a wispy, flowing dress that reveals much of both the leg and the cleavage. It is a deep midnight-blue in color, gold-trimmed at the edges, with swirling indigo that moves and ripples along its' length as if alive. Each thread contains a deep, internal gleam that creates patterns of swirling light before the eyes of those who look at it.

When worn, Unbalanced Fate creates a number of effects. First and foremost, anyone who strikes at the wearer of Unbalanced Fate with a weapon (including unarmed strikes), spell, power, class ability, or supernatural or extraordinary ability becomes instantly fatelinked to the wearer (no save). The attacker takes the negatives of this link. Any damage done to the wearer is done in full to the fatelinked other (s). If the damage is of a type (i.e. acid damage), the fatelinked other (s) takes the typed damage as well. Additionally, the fatelinked other (s) receives a luck penalty to their attack rolls, skill checks, saving throws, and caster/manifester level checks equal to the wearer's class level or divine rank, whichever is lower. This penalty stacks with any other penalty the fatelinked other (s) is currently under. If the wearer of Unbalanced Fate is killed, all others they are fatelinked to instantly die (deities and cosmic beings get a rank check to avoid this; if they succeed on the rank check then a successful Fort save negates all damage and an unsuccessful one results in half damage). Unbalanced Fate can fatelink a number of people equal to the character level of the wearer or the wearer's divine rank, whichever is lower.

Additionally, the wearer of Unbalanced Fate gains the benefits of any magical or psionic enhancements and defenses of those they are fatelinked to, as well as the benefits of any supernatural or extraordinary abilities they may have. They cannot use the fatelinked's spells, powers, supernatural or extraordinary abilities, but they do receive the benefits of said abilities when they are used. The wearer receives the benefit of any healing or buffing spell the fatelinked casts on themselves during the duration of the link. The wearer does not take any damage or the negative effects of spells, powers, or supernatural or extraordinary abilities that the fatelinked suffers during the time of the link. The fatelink lasts for a number of hours equal to the wearer's character level or divine rank (whichever is lower); until the wearer chooses to break off the link, or until Unbalanced Fate is willingly removed.

Unbalanced Fate can only be destroyed by being left within a doldrum on the Negative Energy Plane for three days.

Clarity of Thought: As a Goddess of Chaos, Mirienemi once felt obligated to explore the inherent chaos in the minds of mortals. To that end she entered the Plane of Dreams and sought out the Dreamheart. Enchanted as she was by the sheer variety of dreamscapes, Miri soon realized that some mortals feared the chaos in their hearts. That fear was what allowed the likes of devils and tyrants to take over, with their promises of easing the confusion. Going one step further, Miri wondered if there was a realm where the chaos of deities was made manifest. Fond as she is of change and growth, Miri has no desire to experience insanity. Hence she created Clarity of Thought.

Clarity of Thought is a circlet of gold with a crystal orb of iridescent indigo mounted in it. Although simple in appearance this artifact grants amazing power. The wearer of Clarity of Thought is immune to all fear, mind-affecting, and compulsion effects, as well as all gaze attacks. In addition, the headband creates a zone of intense psionic "static" in its' vicinity when worn. Psionic powers are greatly impeded in the presence of the artifact, requiring an additional 30 power points per level of the manifestation to even function. For example, a 1st-level power would require 30 points plus the normal cost to manifest. This effect is not permanent as it moves with the wearer. Once the wearer moves out of range or removes Clarity of Thought psionic powers can be manifested at their normal cost again. Finally, at will as a free mental action, Clarity of Thought can be commanded to produce a zone of celestial brilliance (as the Exalted spell). This brilliance can be turned off just as easily.

Clarity of Thought can only be destroyed in the Soul Forges of Moradin, or by casting it into the Lake of Fire and Brimstone in Phelgethos, the Fourth Perdition of Hell.

Intangible Will: This pair of white gloves might appear to be harmless bits of near-transparent fabric, but looks can be deceiving. The gloves was created by Mirienemi due to an inspiration she had. In her early wanderings she befriended a wizard who had discovered the joys of intangibility. He showed this to the young divinity and she realized that this would be something she'd like to experience on multiple occasions. She would often visit with her friend and the two would travel his world as ghosts, seeing what others thought was concealed. When her wizard friend neared the end of his life, he taught the secrets of intangibility to Miri, so that she could continue to have adventures after he was gone. It was for this reason that she fashioned Intangible Will.

When worn, Intangible Will enables their wearer to go incorporeal or to regain corporeality at will as an immediate action. They also prevent an incorporeal wearer from being forced into corporeality against their will and vice-versa. Intangible Will also grants immunity to critical hits and sneak attacks, the benefits of the Improved Evasion ability (regardless of whether the wearer already has Evasion or not) and enables the wearer to move objects through telekinesis while incorporeal.

Intangible Will can only be destroyed by grinding them (while corporeal and worn) between two of the continent-sized floating cubes of Acheron.

Starting Gold: 85,780,800 GP
Remaining Gold: 59,742,718 GP

Bought: Bag of Holding (IV)-10,000
Rod of Excellent Magic (x6)-3,900,000
Rod of The Path-306,870
Cloak of Epic Charisma (+12)-1,440,000
Ioun Stone (pale green prism)-30,000
Ioun Stone (orange prism)-30,000
Greater Metamagic Rod of Sculpting (x3)-73,500
Rod of the Wyrm (Copper x2)-3,125,000
Bracers of Epic Health (+12)-1,440,000
Staff of Nature's Fury-500,000
Staff of Prism-326,812
Rod of Epic Splendor-297,400
Ring of Arcane Might-20,000
Ring of Sequester-300,000


Created: Belt of the Divine Wind: Inspired by a battle against Quicklings she was once involved in, Mirienemi created this belt of worked platinum and ruby links that bears the image of a nymph bore aloft on a whirlwind on its' silver buckle. It grants a +12 bonus to Dexterity.-1,440,000
goro

06-19-07, 12:31 PM
Can the Shadoswyfts, from "Planar Handbook," be raised through racil HD? If yes, can we use them?

Are the level progressions in "Savage Species" class levels or racial levels?

I'm looking for an Evil Outsider that can be raised through racial HD with an LA equal to or less than 3.

What would be the La to give a creature the "Outsider Type" (pg. 313 Monster Manual I)?
goro

06-20-07, 01:46 AM
What is the level adjustment for the fallen template from TGOH chapter 4? It says CR -2, so would that be LA -4?
Buugipopuu

06-20-07, 08:30 AM
I'm still here, I haven't been posting mainly due to having exams, but they're over now. I'll probably get a post up either today or tomorrow.
Venenum

06-20-07, 11:18 AM
What is the level adjustment for the fallen template from TGOH chapter 4? It says CR -2, so would that be LA -4?

I wish...
Diplominator

06-20-07, 04:31 PM
I could have sworn I already posted this, but maybe not. I doubt it was deleted, so I guess I screwed up.


Anyway, Mysteris, your stats are a bit off, mostly from stacking violations. Cloaks of Charisma don't stack with Rods of Splendor. Deflection bonuses don't stack. Also, for saves, you know that you only count bonuses from classes/races for the first 20 levels, and then use the epic bonus instead, right?

Also, it seems like you have an awful lot of epic spells prepared (it's ranks/10, not bonus/10), and deities don't have to prepare divine spells.

There might be other issues, but that's what I saw.
Bernat

06-20-07, 06:43 PM
Also, you have more than 70 HD and an ECL higher than 75.

Btw, can you have both the fey and outsider type at the same time?

Oh, and Witch will be very thankful if you included what kind of bonuses you get and where from (to avoid mistakes like the ones Diplominator pointed).
Rikandur_Azebol

06-21-07, 02:50 AM
Mysteris ... I hate to admit that, but You did Your stats wrong. :(
I grow some fondness for Miri, so I'll be extra cruel to You. ;)

(1-th flail) You got, as greater deity, 220 +DvR => 238 points for stats. Inherent bonuses are included in it. Then You apply racial modifiers.

(2-nt club) If I'm not mistaken stat minimum is 3, so You should spend on Your strenght minimum 8 points.

(3-rd blunt object) Maximum nonpermament bonus to statistic is +25. DM's houserule.

(4-th poke stick) Bonuses of the same type don't stack. Save progression, above 20 HD don't stack. You have LA +7, wich means that Miri have 68 HD total. And "only" 61 class levels.
Her BAB is as such(I follow Your outline of how she acquires her class levels):
7 fey HD, 13 Sorcerer HD combined and +29 epix bonus.
Her saves are:
7 fey HD, 13 Sorcerer HD combined and +29 epix bonus.
Bernat

06-21-07, 04:26 AM
Nymph only has 6 racial HD, so she can have 62 class levels.

BAB (plus epic bonus) would be something like
+3 (6 fey HD) + 7 (14 sorc levels) + 24 (48 epic levels) = +34/+29

For saves, assuming she took levels in this order:
fort: +2 (6 fey HD) + 4 (14 sorc levels) +24 (48 epic levels) = +30
refl: +5 (6 fey HD) + 4 (14 sorc levels) + 24 (48 epic levels) = +33
will: +5 (6 fey HD) + 9 (14 sorc levels) + 24 (48 epic levels) = +38
goro

06-21-07, 09:58 AM
Are deities immune to the anti-magic fields created by other deities? I thought most divine immunities could be bypassed by a successful rank check?
Witch

06-21-07, 10:22 AM
Not this one. They're just as immune.
Mysteris

06-21-07, 06:44 PM
Anyway, Mysteris, your stats are a bit off, mostly from stacking violations. Cloaks of Charisma don't stack with Rods of Splendor. Deflection bonuses don't stack. Also, for saves, you know that you only count bonuses from classes/races for the first 20 levels, and then use the epic bonus instead, right?

Oh. This is where I always seem to foul up. I can do the fluff for the character easily but I have problems with the numbers. :(

Also, it seems like you have an awful lot of epic spells prepared (it's ranks/10, not bonus/10), and deities don't have to prepare divine spells.

*nod* Right. Here's how I figured it:

Knowledge (arcana): 105, so that divided by 10 is 10.5 (or 10 rounded down)
Knowledge (nature): 107. Divided that's 10.7 and I rounded down to 10.

Are you saying that I'm supposed to just take the base number of the skill (before adding the divine bonus and synergies) and divide that? In that case I would have 6 Epic Arcane and 6 Epic Divine spells.

Also, you have more than 70 HD and an ECL higher than 75.


How so? 62 class levels plus the 7 LA for being a Nymph is 69, so doesn't that put her under the limit?

Btw, can you have both the fey and outsider type at the same time?

Not really sure. TGoH just said that deities are considered outsiders, and she's a fey so I put both down. :)

Oh, and Witch will be very thankful if you included what kind of bonuses you get and where from (to avoid mistakes like the ones Diplominator pointed).

*nod* I try to. :)

I grow some fondness for Miri, so I'll be extra cruel to You. ;)


I humbly accept my punishment. :P

(1-th flail) You got, as greater deity, 220 +DvR => 238 points for stats. Inherent bonuses are included in it. Then You apply racial modifiers.


Oh! Then I was shortchanging her considerably. I was going off of 190 +DvR.

(2-nt club) If I'm not mistaken stat minimum is 3, so You should spend on Your strenght minimum 8 points.

Hehe. Now she's stronger than my pet cat. Yay! :D

(3-rd blunt object) Maximum nonpermament bonus to statistic is +25. DM's houserule.

Ah. So much for super Dex and Charisma. Oh well.

(4-th poke stick) Bonuses of the same type don't stack. Save progression, above 20 HD don't stack.

:confused: It's here that I get confused. I get that I add her BAB and her save bonuses together until 20, then switch to epic. What I don't get is what becomes of the bonuses she gets from being divine, from charisma (which I saw granting a bonus in TGoH), and from her Unearthly Grace racial ability. Unearthly Grace lets her use her Charisma modifier as a bonus on all her saving throws and as a deflection bonus to AC.

Bernat: Thanks for statting that out! :)

While I'm asking questions about numbers, I had two about her familiar and her cohort. I decided to go with a Great Wyrm Oceanus Dragon as her familiar (from the Draconomicon). It tops out at 41 HD for a Great Wyrm, leaving 28 free levels. Adding 28 levels of something like Fighter or Warblade wouldn't be against the rules, would it? I know that ToB is allowed, but I've never designed a Dragon character before and I don't know how they get classes.

For her cohort, I wanted to go with a Solar. They get to Huge at 23 HD, and I planned to go Fighter 11/Rogue 11, then prestige into Guardian Paramount 12 and Legendary Dreadnought 12. Is this workable?

Thanks for the patience and the answers everyone. I really appreciate it! :)
Zelck

06-21-07, 07:02 PM
(3-rd blunt object) Maximum nonpermament bonus to statistic is +25. DM's houserule.
I'm pretty sure it's +25 enhancement and 1x +17 of any other type, like Insight.
Diplominator

06-21-07, 07:08 PM
*nod* Right. Here's how I figured it:

Knowledge (arcana): 105, so that divided by 10 is 10.5 (or 10 rounded down)
Knowledge (nature): 107. Divided that's 10.7 and I rounded down to 10.

Are you saying that I'm supposed to just take the base number of the skill (before adding the divine bonus and synergies) and divide that? In that case I would have 6 Epic Arcane and 6 Epic Divine spells.



Right, just the base, 6 and 6. The total bonus covers how powerful of spells you can cast.
Mysteris

06-21-07, 07:30 PM
Right, just the base, 6 and 6. The total bonus covers how powerful of spells you can cast.

:confused: By bonus, you mean how high a Spellcraft DC I can get and what factors I can apply to spells?

But I now get how many Epic-level spells I can have. :)

Also, I meant to ask this before. I understand that a divine caster just knows all of his/her spells. They can pick any spells of any level they have access to from the appropriate list at the start of the day and use however many spells they want up to their slot limit. What I don't understand is how this works for deities. Do I not pick Druid spells for Miri at all?
Diplominator

06-21-07, 07:34 PM
:confused: By bonus, you mean how high a Spellcraft DC I can get and what factors I can apply to spells?

But I now get how many Epic-level spells I can have. :)

Also, I meant to ask this before. I understand that a divine caster just knows all of his/her spells. They can pick any spells of any level they have access to from the appropriate list at the start of the day and use however many spells they want up to their slot limit. What I don't understand is how this works for deities. Do I not pick Druid spells for Miri at all?


Yes on the bonus thing for Spellcraft DC. It's your ranks + whatever modifiers you have.

No, you don't pick spells. All deities of rank 1 or higher can spontaneously cast any spell they can grant with their divine slots. Nifty ability.
Bernat

06-21-07, 07:44 PM
Glad to help, Mysteris.

As for the number of class levels, I said your total HD must be equal or lower than 70 (HD can come from classes, prestige classes or racial HD). You have 6 racial HD, plus 62 levels for a total of 68 HD. You can't go beyond that because 68 HD + 7 LA = 75 ECL, which you can't go above.

And remember that the BAB and saves scores still need that you add divine, stat and other bonuses. And you may get higher saves if you mix up your class picks pre-epic.

Also, if you took PrC before reaching epics, you could get higher Will saves as well. Something like:
Nymph 6 / Sorc 6 / Loremaster 6 / Mysthic Theurge 2 / XX 48 would get
BAB: 3 + 3 + 3 + 1 + 24 = +34
Fort: 2 + 2 + 2 + 0 + 24 = +30
Refl: 5 + 2 + 2 + 0 + 24 = +33
Will: 5 + 5 + 5 + 3 + 24 = +42
Diplominator

06-24-07, 07:08 PM
New question, this one for Witch. What's the limit on what can be controlled by the Undead Mastery SDA? I mean, I know that there's no actual limit, but for purposes of the Siege, what is "too much?" I'd like to get some advanced Atropals, maybe a few Prismatic Demidracoliches, and there's no reason *not* to get the most powerful undead around, but I'd like to get some boundaries. No craploads of additional templates, no advancing HD beyond the listed maximum, nothing I can't create/control with little or no resource expenditure, that kind of thing.

Oh, and...any reason nothing's happened for days?
Rikandur_Azebol

06-25-07, 12:46 AM
The Witch is busy with exams, I guess. :(



Diplominator, I guess that I could reply to Your question ... at least to part of it. Witch once said that he would prefer us to not have more than 4 things in a party. If You wish to include some "generic" undead monsters, controlled, You should make epix spell that creates one.

For example, Witch once told me that spell creating Atropal will require permamenced Summon seed, in addition to Animate seed. He also said that I increase DC only for critter's CR.

Apologies for being nosy, but what extacly You intend to achieve with those super-undead ? I intend to release some Shapes of Fire ... to create distraction.
Tomkin

06-25-07, 09:32 AM
Huh, maybe I'll take a crack at this... of course, I'll probably fail, but creating a 70th-level greater god is fun in and of itself.

Witch (or anyone else), given that my character is a god with wizard worshipers, how many of his wizards can he persuade to give spell slots for a 100-day ritual spell? Would I need Leadership for that? And what is the limit on divine proxy class levels?

Deities are limited to 70 HD and ECL 75, correct? And mortals are unlimited, as long as it's reasonable? Also, where can I find a description of Dis?

EDIT: What do I do if I want to create an artifact-level item? How do you assign costs to that kind of thing?
Bernat

06-25-07, 09:54 AM
You are right on HD and ECL limit for your deity. For mortal HD limit, I believe that under dicefreaks system (http://dicefreaks.com/phpBB2/viewtopic.php?t=2768), humanoids are limited to 50 HD.
Tomkin

06-25-07, 12:50 PM
How much preparation time are we allowed not on Dis? I'm thinking in the 100+ days zone.

Also, is "defeating Dispater" a legitimate portfolio? :D

EDIT: I thought of something else - during the time I'm allotted for preparation, can I hire someone to kill my body and cast Gathering of Maggots to turn me into a Worm that Walks (if I preserve my soul somehow) without counting towards my Level Adjustment, since I'm not technically starting with that LA?

EDIT2: Is the Dicefreaks lich template legal?
Diplominator

06-25-07, 01:56 PM
The Witch is busy with exams, I guess. :(



Diplominator, I guess that I could reply to Your question ... at least to part of it. Witch once said that he would prefer us to not have more than 4 things in a party. If You wish to include some "generic" undead monsters, controlled, You should make epix spell that creates one.

For example, Witch once told me that spell creating Atropal will require permamenced Summon seed, in addition to Animate seed. He also said that I increase DC only for critter's CR.

Apologies for being nosy, but what extacly You intend to achieve with those super-undead ? I intend to release some Shapes of Fire ... to create distraction.


I was maybe going to use the distraction aspect, too, but mainly they'd just be there as powerful minions, who I can have do stuff for me in preparation for attacking. Plus it's just awesome.
Rikandur_Azebol

06-25-07, 05:44 PM
Diplominator, http://xupas.mysticalhead.net/sosimpo/Smileys//default/laughing4.gifhttp://xupas.mysticalhead.net/sosimpo/Smileys//default/laughing4.gifhttp://xupas.mysticalhead.net/sosimpo/Smileys//default/laughing4.gif !!!
Yes, avesome is the right word. But, unfortunately, You'll have to provide Your godling with means to acquire such equisite minions. Say with me ... Epix Rituals are Your friends. :P



Tomkin, I guess so ... but IF You use such portfolio, I bet that DM will let Dispater to hire small, sickly looking ... kobold. :devil:

I'm afraid that Gathering of Maggots might not work well on Your godling. It works on wizards/sorcerers ... but I'm not sure if it works on gods. As far as sanity and Your paycheck allows You are free to hire people to kill Your god. And to prepare him for "return" as mass of worms. (yuck!)

Hire assassin from Garrote. They are expensive, but will fulfill their end of job.

But being on Your place I would create also backup. In case that WtW trick wouldn't work, so You wouldn't lose to Dispater even before he becames aware of Your Challenger. It would be quickest defeat ... :D

How to get wizards participate in epix ritual ? Pay them.
For example if You want 9 lvl spell-slots for 100 day ritual. You need also 10 casters. We take price of casting 9-lvl spell by NPC, multiply it by time and number of casters. And You have cost of hired help. IMO it's fair, and prevents abuse of rules.

Then, You can have up to 4 folks in a party. Wich might be 3 extra casters that You don't have to pay !^^

For artifact ... create it following guidelines from D&D books on creating MI. If You want to put into it something unstandard, Witch will set a price.

So far all artifacts I present him with are ... headaches or glorified trinkets that aren't really worth "artifact" title. Thus I might not be the best artifact-guide around here. :embarrass
Goro and Mysteris seem to be very active lately, thus maybe ask them ? Bernat is right, You better check the first page ... it contains rules in first post etc.
Tomkin

06-25-07, 07:55 PM
Thanks for answering all my questions, now I have a few more.

Can I use the summon seed to transport a being from somewhere else to me, and then the transport seed to transport it to Dis? Will it then disappear from Dis in 20 rounds? (I'm trying to transport it instantaneously so that it can't be dispelled/antimagicked/whatever).

If a hecatoncheires gains the half-dragon template, how many bites/claws does it gain? How many bite attacks can it make against a single opponent? If it becomes Colossal size, would its boulder attacks hit multiple squares? I mean, the boulders are one-handed Colossal weapons, which makes them Gargantuan - surely that hits more than one person!

(Yes, I'm planning on an assault force of advanced half-dragon hecatoncheires. They beat Dispater in a straight-up fight, and they can be pretty devastating - but their Will save is low enough that I can control them easily.)

Is attacking Dispater always good deed (and therefore prevented by Acedia's Influence)? *fingers crossed*

Doubtless I'll have more later, but that's all for now.

EDIT: Ah,another one - if I have the Spontaneous Arcane Spells SDA, can I spontaneously cast spells enhanced by metamagic? If so, does it take me longer? *EDIT: The SRD actually solves this, and yes, I can and it does, just as a sorcerer spell.*

EDIT: And another - do hecatoncheires and other abominations get the benefits of Dicefreaks' DvR 0,or the SRD's DvR 0?

EDIT: Can you be a half-force or -prismatic dragon?
Mysteris

06-25-07, 09:12 PM
Tomkin: I'd be glad to help with artifact design if you need help. :)


Speaking of Epic items, I have a question. How much would a +20 stat-enhancing item cost, do you think? My best guess has been 3,024,000 GP, but I want to be sure before I commit to anything on the stat sheet.

Bernat: If I staggered my Sorcerer levels with the PrC's classes, do you think it would compromise the abilities she'd get or the HP and spells?
Tomkin

06-25-07, 09:34 PM
Tomkin: I'd be glad to help with artifact design if you need help. :)


Speaking of Epic items, I have a question. How much would a +20 stat-enhancing item cost, do you think? My best guess has been 3,024,000 GP, but I want to be sure before I commit to anything on the stat sheet.

Heh, I think I'm okay for now. I just heard the word "artifact" and started drooling. :D

As for the +20 item... 20^2 = 400 * 10,000 = 4 mil, right? x1.5 for a nonassociated slot, x2 for no slot, x2 for another type of bonus. This table (http://www.d20srd.org/srd/magicItems/creatingMagicItems.htm#tableEstimatingMa gicItemGoldPieceValues) has a pricing guide (be aware that some spells, like true strike, do not follow the table, for cheese reasons). And remember to multiply epic items (stat bonuses above +6, save bonuses above +10, etc.) by 10.

EDIT: And more questions (of course)... do our signature weapons (as mentioned in the the Gates of Hell appendix) count towards our character wealth, since they're listed as a class feature?

EDIT: Man, I never run out, do I? Are there any weapon materials in the Book of Exalted Deeds? (Like mithral, cold iron, etc. except exalted materials that hurt evil beings to use them.)
goro

06-25-07, 11:59 PM
Tomkin: I'd be glad to help with artifact design if you need help. :)


Speaking of Epic items, I have a question. How much would a +20 stat-enhancing item cost, do you think? My best guess has been 3,024,000 GP, but I want to be sure before I commit to anything on the stat sheet.

Bernat: If I staggered my Sorcerer levels with the PrC's classes, do you think it would compromise the abilities she'd get or the HP and spells?

What kind of stat? An ablity score?

+20 ability score bonus (enhancement): 4,000,000 gp
+20 saving throw bonus (resistance): 4,000,000 gp
+20 saving throw bonus (other): 8,000,000 gp
+20 skill bonus (competence): 400,000 gp
Bernat

06-26-07, 04:47 AM
Bernat: If I staggered my Sorcerer levels with the PrC's classes, do you think it would compromise the abilities she'd get or the HP and spells?

I don't think so. The only stats that are calculated differently once you reach 21 HD are BAB and saves. HP are always the same (with diferent dice, and possibly a con increase). Spells are the same until you reach the number of spells known and dailly allotment of a lvl 20 sorcerer, but you can reach it at epic levels and it won't matter.

I hope this was the info you were looking for :).
Tshern

06-26-07, 06:44 AM
What kind of stat? An ablity score?

+20 ability score bonus (enhancement): 4,000,000 gp
+20 saving throw bonus (resistance): 4,000,000 gp
+20 saving throw bonus (other): 8,000,000 gp
+20 skill bonus (competence): 400,000 gp
I am pretty sure that an item giving competence bonus is not that expensive. +30 item should be 90k right?
Bernat

06-26-07, 08:29 AM
He went off by a 0 (probably a typo). Skill bonus goes epic beyond +30, so for lower bonus price is bonus^2 * 100. 40.000 gp for +20.
Tomkin

06-26-07, 08:38 AM
Actually, a +20 skill-enhancing item is only 40,000 gp, and a +30 item is likewise 90,000; it's not epic until it grants +31 or higher. This page (http://www.d20srd.org/srd/epic/magicItems/basics.htm#marketPrice) lists what constitutes "epic". EDIT: Darn it, scooped by Bernat.

EDIT: As always, another question... The Automatic Metamagic SDA in the Gates of Hell appendix doesn't specify that I have to have the feat in question, so I can take it for any nonepic metamagic feat, correct?

EDIT: The Paragon Creature template is being patently vague - it says that the creature gains a +13 insight bonus to its special abilities. To what does this bonus apply - save DC? Can I apply it to whatever I want?
goro

06-26-07, 01:55 PM
Actually, a +20 skill-enhancing item is only 40,000 gp, and a +30 item is likewise 90,000; it's not epic until it grants +31 or higher. This page lists what constitutes "epic". EDIT: Darn it, scooped by Bernat.
Oh yeah.
Rikandur_Azebol

06-26-07, 02:56 PM
Thanks for answering all my questions, now I have a few more.

Och boy. I suddenly felt deja vu. :ayyyy!:

Can I use the summon seed to transport a being from somewhere else to me, and then the transport seed to transport it to Dis? Will it then disappear from Dis in 20 rounds? (I'm trying to transport it instantaneously so that it can't be dispelled/antimagicked/whatever).

If You summon critter outside of Dis, then I belive it so.

If a hecatoncheires gains the half-dragon template, how many bites/claws does it gain? How many bite attacks can it make against a single opponent? If it becomes Colossal size, would its boulder attacks hit multiple squares? I mean, the boulders are one-handed Colossal weapons, which makes them Gargantuan - surely that hits more than one person!

Pair of claws per pair of hands. Bite per head. IMO, this rule of thumb is the simplest and most apporiate. And effects of hurling gargantuan boulders are up to DM. I guess that a lot of devils would emit squishy noises.

(Yes, I'm planning on an assault force of advanced half-dragon hecatoncheires. They beat Dispater in a straight-up fight, and they can be pretty devastating - but their Will save is low enough that I can control them easily.)

Not only You, sweetcheeks. :devil:
Or, if we make difference between Abomination subtype and DvR 0 ... You can't control them that easily !

Is attacking Dispater always good deed (and therefore prevented by Acedia's Influence)? *fingers crossed*

Unfortunately, attacking someone is neutral act. Even if You tackle vilest fiend in existence.

EDIT: Ah,another one - if I have the Spontaneous Arcane Spells SDA, can I spontaneously cast spells enhanced by metamagic? If so, does it take me longer?

:eek:
It's up to DM to decide. IMO You would still got slower casting.

EDIT: And another - do hecatoncheires and other abominations get the benefits of Dicefreaks' DvR 0,or the SRD's DvR 0?

Dunno ... I alvays treated Abomination subtype as different from DvR 0. In case of DvRs use DF system. For consistency.

EDIT: Can you be a half-force or -prismatic dragon?

Hand template to DM, and if Witch okay it ...


Speaking of Epic items, I have a question. How much would a +20 stat-enhancing item cost, do you think? My best guess has been 3,024,000 GP, but I want to be sure before I commit to anything on the stat sheet.

4 millions.
Tomkin

06-26-07, 07:01 PM
OK, here's my take on the half-force dragon template. Feel free to suggest revisions.
EDIT: never mind, came up with something better and easier. It was a pretty unimaginative template anyway.

And the ever-present next question: Can I research the rituals to turn into a Dicefreaks lich and just say that my character completed the ritual, then deduct the necessary XP and gold rather than messing about with level adjustments?

EDIT: Man, I just can't stop with the questions! Does anyone have an estimate for the ad-hoc DC to switch a permanent spell to instantaneous (so that it can't be dispelled or suppressed)?
fnord

06-28-07, 06:08 PM
EDIT: Man, I just can't stop with the questions! Does anyone have an estimate for the ad-hoc DC to switch a permanent spell to instantaneous (so that it can't be dispelled or suppressed)?
Consensus has been an additional x2 (for a total of x10). But even that is highly abusable, and so may get vetoed under the DM approval thing.

What do I do if I want to create an artifact-level item? How do you assign costs to that kind of thing?
It depends on if you want a truly unique power, or simply a powerful item that could, in theory, be essentially reproduced by mortal magic, e.g.:
A major artifact submission:
Robe of Tortured Secrets
Upon casual examination, this robe appears to be made of rough leather. The true form of the robe is revealed to any who don it, or examine it with true seeing: it is fashioned from thousands of tongues, stitched together with wires of platinum, mithral, and adamantine.
As soon as it is donned, thousands of voices fill the mind of the one who don it, whispering maddening and dark secrets. Anyone who is not a worshiper of Melkor must immediately make a will save (DC 45) or be reduced to a babbling idiot, as per the feeblemind spell. Anyone who is lawful or good must make another will save or be driven insane, permanently confused. This effect is not blocked by any items short of artifacts, nor are creatures immune to mind-affecting effects spared (though mindless creatures are). If the saves are successful, they must be repeated every 90 hours until the robe is removed. Removing the robe is not easy, however, because once donned it clings to flesh and clothing with incredible force. The wearer can escape with a DC 65 escape artist check, or anyone can pull it off with a DC 45 strength check, but this deals 6d6 points of damage as skin and flesh are pulled off and remain adhered to the robe.
Those who hear the whispers of the robe, whether their mind withstands the assault or not, can receive great insight from it. The are constantly aware of any possible threats, and so cannot be surprised or caught flat-footed and they gain a +2 insight bonus to AC and reflex saves. They can the benefits of true seeing constantly, and can see through up to 3 feet of dirt, one foot of stone, or one inch of common metal, but doing so intensifies the voices to such an extent the the wearer takes a point of wisdom damage per minute of use. The learn the hidden art of concealment, gaining a +30 competence bonus to the hide skill and preventing them from being found by divination effects (spells which reveal information about a general area still function, but do not reveal the wearer). The secrets of luck open to them, gaining a +1 luck bonus to all saving throws, skill and ability checks, and to caster level. They also learn secret weaknesses of creatures and how to cover their own, gaining a +1 compentence bonus to all attack rolls and saving throws and a +2 enhancement bonus to rolls to penetrate spell resistance. Finally, they learn to be the masters of vile power, rather then be mastered by it; they heal vile damage normally. In addition to the secrets they provide, the voices drown out all other attempts to influence the mind, blocking all mind-affecting effects.
Even to those who cannot hear its whispers, the robe provides considerable magical protection, granting the wearer a +8 armor bonus (effective even against incorporeal touch attacks). It also gives immunity to critical hits, death effects, and energy drain.
The robe can be coaxed into revealing more powerful secrets, to those who provide it with sacrifices. Each secret requires the wearer to add a certain number of tongues (which must come from creatures that can speak) to the robe, using precious metal wire worth 1500 gp per tongue. The robe magically retains it's size, regardless of how many tongues have been sewn in.12 tongues, 4 each from from creatures killed by starvation, dehydration, and suffocation.
The wearer does not need to eat, drink, or breath.
612 tongues, which must come from creatures painfully and suddenly slain while experiencing pleasure.
The wearer takes half damage from all all attacks, and is immune to magical effects which cause pain.325 tongues, which must come from creatures able to cast spells.
The wearer can cast spells with experience costs or material components without providing those components. The wearer can ignore up to 2,000 gp of material components or 2,000 xp or experience costs per day (or a mix of the two).
For each additional 325 tongues added, the amount that can be ignored increases by 2,000200 tongues, which must come from creatures with movement speeds of at least 100 feet.
The wearer's speed, in all movement forms, doubles (which does not stack with other magical effects).1,524 tongues, which must be evenly divided between creatures native to the great ring, creatures native to the mortal coil, and creatures native to the elemental planes.
When away from their native plane, the wearer carries a portion of it with you, maintaining a bubble of their native planar traits in a 10 foot radius. Even if this bubble is somehow suppressed, they ignore many planar traits, including magical traits (except limited and dead magic), extremes of temperature, dangerous or limited atmospheres, excesses of elemental energy (including positive and negative energy), and other natural hazards (such as the deafening of the wind in Pandemonium, but not gravity traits or indirect effects of the planar traits such as deflection of missiles on Pandemonium). The negative effects of aligned planes are halved, and you can ignore the limited magic trait for up to 50 levels of spells (each additional tongue added allows an additional spell level to be ignored, these tongues can be added later and do not need to be split between planes as above). Finally, you can control the area around you with your force of will as if you were on Limbo.
The robe can only be destroyed by returning all the stolen tongues, including the 5,446 tongues used in its original creation, to their sources, with a healing spell on a living or raised victim, or by disposing of them in respectful, individual funeral rites for dead victims (with the body, if it still exists). The robe writhes when the tongues are being removed, and must be pinned (grapple check +85) while they are cut out.

5.5 million gp, plus additional costs for activating the secrets


Apparently, for an item like the Robe of Tortured Secrets, you can make it a major artifact just for being sufficiently impressive. For unique powers, you have to ask Witch.
fnord

07-02-07, 10:49 PM
Ok, I say it doesn't count as a double post given the duration of time.
In any case, the rest of my characters are done. Now, just to figure out all the gear they need.

Melkor
The Whisperer, the Foe of Fate
Greater Deity
Symbol: A dagger piercing an open book
Home Plane: Abyss
Alignment: chaotic evil
Portfolio: forbidden knowledge, dangerous inspiration, attacks on authority for its own sake, treason
Worshippers: scholars, tacticians, traitors, cultists
Cleric Alignments: CE, CN, NE
Domains: Chaos, Evil, Knowledge, Luck, Magic, War
Favored Weapon: Scimitar

The roots of the being that has become Melkor is very old. It is known that it was not always a god, and once served the forces of law (and some whisper that even that service began in treason against some other force), perhaps even under the Circle of Three. Now, though, Melkor utterly opposed to law.
Its lawful roots occasionally still appear, in grand visions of "unifying the forces of chaos". But it is driven by the need to destroy established order, ending with the final undoing of the work of the Circle of Three.
Melkor
Neuter Gloura 7/Hexblade 3/Fighter 2/Blackguard 3/Dervish 3/Swiftblade 2/Ex-Monk 2/Bard 1/Favored Soul 1/Sublime Chord 2/Mystic Theurge 10/Swiftblade +8/Paladin of Slaughter 2/Cosmic Descryer 12/Loremaster 7/Abjurant Champion 5
Medium Outsider (Chaotic, Evil, Cold, Fire, Augmented Fey)
Init +35 (+10 Dex, +25 competence (arcane reflexes));
Senses: 18 mile radius (including darkvision and blindsight), 20 remote locations; Listen +54, Spot +76; portfolio sense;
Aura: divine aura (DC 53), 18 miles;
Languages: all languages (including nonverbal languages)
________________________________________ _____________________

AC 114, touch 81, flat-footed 102 (+25 deflection, +9 Dex, +18 divine, +33 natural, +25 unnamed (monk), +1 unnamed (dervish), +1 Dodge (haste), +2 Dodge (swift surge)) (+1 against 1 foe)
HP: 7d6 + 3d10 + 2d10 + 3d10 + 2d6 + 2d8 + 1d8 + 1d6 + 2d6 + 10d4 + 8d6 + 2d10 + 12d4 + 7d4 + 5d8 + 2100 + 70 - 384 (2186 hp); DR 45/epic and rimefire ice
Immune: ability damage*, ability drain*, acid, banishment effects*, cold, critical hits, death effects, disease, disintegration*, electricity*, energy drain*, fire, imprisonment effects*, mind-affecting, paralysis, patterns*, phantasms*, poison, sleep, sonic*, stunning, transmutations* (except its own), turning and rebuking*
* Bypassed with successful rank check
SR 105
Fort +152; Ref +140; Will +132 (+25 to all versus spells and spell-like abilities)
________________________________________ _____________________

Speed 85 ft. (17 squares), burrow 55 ft (11 squares), fly 225 ft. (good) (45 squares); Space/Reach 5ft./5ft.
Melee Blade of Chaos Triumphant +82/+77/+72/+67 (touch) (+2 versus lawful outsiders) /15-20 (automatically confirms, can critically hit constructs)
Damage: 1d6 +35 +1 vile + stunning (DC 68) + annihilation (DC 60) /x2 +1d6 + death (DC 75)
Melee touch +71
Ranged touch +54
Base Atk +41; Grp +71
Atk Options Power Attack, Combat Expertise, Stunning Fist,
Special Actions Maneuvers
Combat Gear Blade of Chaos Triumphant, Robe of Tortured Secrets
________________________________________ _____________________

Favored Soul Spells (CL 25th; DC 16 + spell level; can spontaneously cast any divine spell)
25th (2/day)
24th (2/day)
23th (2/day)
22nd (2/day)
21st (3/day)
20th (3/day)
19th (3/day)
18th (3/day)
17th (4/day)
16th (4/day)
15th (4/day)
14th (4/day)
13rd (5/day)
12th (5/day)
11th (5/day)
10th (5/day)
9th (11/day)
8th (11/day)
7th (11/day)
6th (11/day)
5th (12/day)
4th (12/day)
3rd (12/day)
2nd (12/day)
1st (13/day)
0th (6/day)
Epic Spells Per Day 13

Sublime Chord Spells (CL 41th; DC 36 + spell level; can spontaneously cast any sorcerer or bard spell)
25th (2/day)
24th (2/day)
23th (2/day)
22nd (2/day)
21st (3/day)
20th (3/day)
19th (3/day)
18th (3/day)
17th (4/day)
16th (4/day)
15th (4/day)
14th (4/day)
13rd (5/day)
12th (5/day)
11th (5/day)
10th (5/day)
9th (6/day)
8th (7/day)
7th (8/day)
6th (9/day)
5th (10/day)
4th (10/day)
Epic Spells Per Day 6

Bard Spells (CL 41th; DC 36 + spell level; can spontaneously cast any bard spell)
3rd (8/day)
2nd (9/day)
1st (10/day)
0th (3/day)

Blackguard Spells (CL 3rd; DC 15 + spell level; can spontaneously cast any divine spell)
2nd (1/day)
1st (3/day)

Spell-Like Abilities (CL 88, save DC 63 + spell level)
At will - Aid, Animate Objects, Antimagic Field, Blade Barrier, Blasphemy, Break Enchanment, Chaos Hammer, Clairaudience/Clairvoyance, Cloak of Chaos, Desecrate, Detect Good, Detect Secret Doors, Detect Thoughts, Dispel Good, Dispel Law, Dispel Magic, Discern Location, Divination, Divine Power, Entropic Shield, Find the Path, Flamestrike, Foresight, Freedom of Movement, Identify, Imbue with Spell Ability, Legend Lore, Mage's Disjunction, Magic Aura, Magic Circle against Good, Magic Circle against Law, Magic Vestment, Magic Weapon, Miracle, Mislead, Moment of Prescience, Power Word Blind, Power Word Kill, Power Word Stun, Protection from Energy, Protection from Good, Protection from Law, Protection from Spells, Shatter, Spell Turning, Spell Resistance, Spiritual Weapon, Summon Monster IX (as a chaotic or evil spell only), True Seeing, Unholy Aura, Unholy Blight, Word of Chaos
________________________________________ _____________________

Divine Rank 18
Abilities Str 70, Dex 29, Con 70*, Int 40, Wis 20, Cha 60
*Though Constitution does not generally change due to size changes from Alter Reality, because of ability caps Con will increase to a maximum of 80 if Melkor is enlarged and will decrease if he is reduced.
SQ: Unearthly Grace, Arcane Resistance, Mettle, Dark Blessing, Aura of Despair, Dervish Dance 2/day (+2 to attack and damage with slashing), Movement Mastery, Swift Surge +2d6, Blurred Alacrity 50%, Sudden Casting: Haste, Evasive Celerity 50%, Fortified Hustle, Diligent Rapidity, Perpetual Options, Innervated Speed, Evasion, Bardic Music (6/day, Inspire Courage +1, Fascinate, Countersong, Song of Arcane Power), Bardic Knowledge/Lore (automatic), Divine Grace, Naturalization (Mortal Coil, Hell, Gehenna, Hades, Carceri, Faerie), Superior Planar Summoning (+12 HD), Enduring Gate (4 days), Cosmic Connection 2/day (12 minutes), Secrets (Applicable Knowledge, Secrets of inner strength, The lore of true stamina, Secret knowledge of avoidance), Greater Lore
Ravages: Ability Boost: Strength, Ability Boost: Consitution, Ability Boost: Charisma, Ability Boost: Dexterity, Ability Boost: Wisdom, Ability Boost: Intelligence, Additional Movement Form: Burrow, Blindsight 30 ft., Bonus Regular Feat x 15, Bonus Epic Feat.
Feats: Dodge, Mobility, Spell Focus: Conjuration, Power Attack (B), Improved Sunder, Cleave (B), Combat Expertise, Weapon Focus: Scimitar, Spring Attack (B), Great Cleave (B), Craft Wondrous Item, Improved Critical: Scimitar*, Improved Unarmed Strike (B), Stunning Fist (B), Deflect Arrows (B), Combat Casting*, Quicken Spell*, Craft Magical Arms and Armor*, Forge Ring*, Bounding Assault (B), Skill Focus: Knowledge (Arcana)*, Vile Martial Strike: Scimitar*, Improved Toughness (B), Scribe Scroll (B), Ascetic Mage (B), Extend Spell (B), Persistent Spell (B), Ability Focus: Annihilating Strike (B), Extra Spell (B), Craft Rod (B), Extra Music (B), Rapid Metamagic (B), Martial Study: Wall of Blades (B), Martial Study: Iron Heart Surge (B), Martial Stance: Dancing Blade Form (B), Martial Study: Adamantine Hurricane (B), Eschew Components (B), Spell Focus: All (B);
*Uses an epic feat slot
Epic Feats: Energy Resistance: Acid, Epic Spellcasting, Exceptional Deflection, Infinite Deflection, Multispell x2, Spell Stowaway: Time Stop (B), Permanent Emanation: Planar Bubble (B), Overwhelming Critical (Scimitar), Devastating Critical (Scimitar) (DC 75), Improved Aura of Despair, Vile Deathstrike: Scimitar, Spectral Strike, Craft Epic Wonderous Item (B), Craft Epic Arms and Armor (B), Forge Epic Ring (B), Craft Epic Rod (B), Scribe Epic Scroll (B), Improved Combat Casting (B), Ignore Material Components (B)
Salient Divine Abilities: Alter Form, Annihilating Strike (DC 60), Battlesense, Clearsight, Create Object, Divine Blast (33d12, 28/day), Divine Celerity, Divine Creation, Divine Dodge 68%, Divine Fast Healing x2 (76/round), Divine Shield (180 damage, 33/day), Eldritich Knowledge, Extra Energy Immunity: Acid, Extra Sense Enhancement: Blindsight, Increased Damage Reduction, Increased Spell Resistance, Irresistible Blows: Scimitar (DC 68), Power of Luck, Rejuvenation, Supreme Eldritich Knowledge, True Knowledge, Undead Qualities.
Skills Appraise +34, Autohypnosis +32, Balance +37, Bluff +97, Climb +48, Concentration +116, Craft (alchemy) +48, Craft (armorer) +37, Craft (weaponsmith) +37, Craft (poisonmaking) +34, Decipher Script +34, Diplomacy +68, Disguise +33 (+39 to act in character), Disable Device +34, Escape Artist +90, Gather Information +44, Handle Animal +44, Heal +24, Hide +63, Intimidate +66, Jump +52, Knowledge (arcana) +98, Knowledge (history) +34, Knowledge (psionics) +34, Knowledge (nature) +105, Knowledge (religion) +93, Knowledge (the planes) +93, Listen +54, Move Silently +42, Open Lock +29, Perform (Dance) +46, Perform (Sing) +61, Profession (Astrologer) +29, Psicraft +34, Search +43, Sense Motive +96, Sleight of Hand +35, Spellcraft +109 (+111 to decipher scrolls), Spot +76, Survival +30 (+38 is aboveground natural environments, +36 in the planes), Swim +48, Tumble +60, Use Magic Device +48 (+56 for scrolls), Use Psionic Device +44
Epic Spells Known Swift Boost Charisma, Swift Boost Strength, Swift Boost Constitution, Escape Solidity, Improved Esoteric Aegis, Empowerment, Inspiration, Fortune, Profane Empowerment, Contingent True Resurrection
Possessions Blade of Chaos Triumphant, Robe of Tortured Secrets
Upon casual examination, this robe appears to be made of rough leather. The true form of the robe is revealed to any who don it, or examine it with true seeing: it is fashioned from thousands of tongues, stitched together with wires of platinum, mithral, and adamantine.
As soon as it is donned, thousands of voices fill the mind of the one who don it, whispering maddening and dark secrets. Anyone who is not a worshiper of Melkor must immediately make a will save (DC 45) or be reduced to a babbling idiot, as per the feeblemind spell. Anyone who is lawful or good must make another will save or be driven insane, permanently confused. This effect is not blocked by any items short of artifacts, nor are creatures immune to mind-affecting effects spared (though mindless creatures are). If the saves are successful, they must be repeated every 90 hours until the robe is removed. Removing the robe is not easy, however, because once donned it clings to flesh and clothing with incredible force. The wearer can escape with a DC 65 escape artist check, or anyone can pull it off with a DC 45 strength check, but this deals 6d6 points of damage as skin and flesh are pulled off and remain adhered to the robe.
Those who hear the whispers of the robe, whether their mind withstands the assault or not, can receive great insight from it. The are constantly aware of any possible threats, and so cannot be surprised or caught flat-footed and they gain a +2 insight bonus to AC and reflex saves. They can the benefits of true seeing constantly, and can see through up to 3 feet of dirt, one foot of stone, or one inch of common metal, but doing so intensifies the voices to such an extent the the wearer takes a point of wisdom damage per minute of use. The learn the hidden art of concealment, gaining a +30 competence bonus to the hide skill and preventing them from being found by divination effects (spells which reveal information about a general area still function, but do not reveal the wearer). The secrets of luck open to them, gaining a +1 luck bonus to all saving throws, skill and ability checks, and to caster level. They also learn secret weaknesses of creatures and how to cover their own, gaining a +1 compentence bonus to all attack rolls and saving throws and a +2 enhancement bonus to rolls to penetrate spell resistance. Finally, they learn to be the masters of vile power, rather then be mastered by it; they heal vile damage normally. In addition to the secrets they provide, the voices drown out all other attempts to influence the mind, blocking all mind-affecting effects.
Even to those who cannot hear its whispers, the robe provides considerable magical protection, granting the wearer a +8 armor bonus (effective even against incorporeal touch attacks). It also gives immunity to critical hits, death effects, and energy drain.
The robe can be coaxed into revealing more powerful secrets, to those who provide it with sacrifices. Each secret requires the wearer to add a certain number of tongues (which must come from creatures that can speak) to the robe, using precious metal wire worth 1500 gp per tongue. The robe magically retains it's size, regardless of how many tongues have been sewn in.12 tongues, 4 each from from creatures killed by starvation, dehydration, and suffocation.
The wearer does not need to eat, drink, or breath.
612 tongues, which must come from creatures painfully and suddenly slain while experiencing pleasure.
The wearer takes half damage from all all attacks, and is immune to magical effects which cause pain.325 tongues, which must come from creatures able to cast spells.
The wearer can cast spells with experience costs or material components without providing those components. The wearer can ignore up to 2,000 gp of material components or 2,000 xp or experience costs per day (or a mix of the two).
1,524 tongues, which must be evenly divided between creatures native to the great ring, creatures native to the mortal coil, and creatures native to the elemental planes.
When away from their native plane, the wearer carries a portion of it with you, maintaining a bubble of their native planar traits in a 10 foot radius. Even if this bubble is somehow suppressed, they ignore many planar traits, including magical traits (except limited and dead magic), extremes of temperature, dangerous or limited atmospheres, excesses of elemental energy (including positive and negative energy), and other natural hazards (such as the deafening of the wind in Pandemonium, but not gravity traits or indirect effects of the planar traits such as deflection of missiles on Pandemonium). The negative effects of aligned planes are halved, and you can ignore the limited magic trait for up to 50 levels of spells (each additional tongue added allows an additional spell level to be ignored, these tongues can be added later and do not need to be split between planes as above). Finally, you can control the area around you with your force of will as if you were on Limbo.
The robe can only be destroyed by returning all the stolen tongues, including the 5,446 tongues used in its original creation, to their sources, with a healing spell on a living or raised victim, or by disposing of them in respectful, individual funeral rites for dead victims (with the body, if it still exists). The robe writhes when the tongues are being removed, and must be pinned (grapple check +85) while they are cut out.

5.5 million gp, plus additional costs for activating the secrets


Before the forging of the Rod of Eight Parts, Melkor fought for the forces of Chaos against the Lords of Law, and it captured and imprisoned a number of its foes. When it betrayed the forces of Chaos to take shelter from the effects of the Rod of Eight Parts, it brought the prisoners with it. Hidden in a planar pocket, it experimented with the prisoners, attempting with dark magic and foul tortures compel them to betray and turn against the forces of Law. Its Vaati prisoners, composed of pure law, resisted his efforts, but it managed to pervert those which served Good or Evil against Law by forging them into a blade enflamed with hatred for the forces of Law.
The Blade of Chaos Triumphant appears as a scimitar with engravings of screaming faces, both beautiful and hideous, covering the entire weapon.
It acts as a +10 scimitar, and its hatred for all creation is such that it automatically confirms critical hits, except against chaotic foes. Additionally, it ignores all forms of hardness and damage reduction.
When used against lawful foes, it screams in rage and deals an additional 3d6 points of regular damage and 1d6 points of sonic damage, inflicts a negative level and is treated as chaotic, good, and evil. Additionally, the wielder can suppress the ability to automatically confirm critical hits, in exchange for doing an additional 3d6 damage and an additional negative level on a critical hit (Fortitude DC 23 to remove, 24 hours later).
Against lawful outsiders, it deal the bonus damage as above, and acts as a +12 weapon. Additionally, if the wielder suppresses the ability to automatically confirm, gains a x4 critical multiplier and inflicts an extra 9d6 and 3 negative levels on a critical hit.
Finally, as inventions of the hated Vaati, constructs are also vulnerable to the blade. It is capable of critically hitting constructs, though it does not automatically confirm criticals. Constructs infused with Law, such as Inevitables and Hellfire Engines, are automatically destroyed on a confirmed critical.
As +25 weapon, plus 1.8 M gp
Caster level 70

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Domain Abilities Melkor casts evil, chaotic, and divination spells at +1 caster level.

Up to 18 times per day, it can reroll one just after it is made, before success or failure is declared.
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Raeturus, Demon Lord of Theft
Male Half-fiend Pixie (with a Vestigial Twin) Spell Thief 18/Ur Priest 10/Arcane Trickster 42
Small Outsider (Chaotic, Evil, Cold, Fire, Augmented Fey)
Init +15
Senses: Listen +23, Spot +23,
Languages: all languages (including nonverbal languages)
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AC 34 (+15 dex +2 natural +3 profane +4 deflection)
HP: 18d6+10d8+42d4+70x7 846 hp
DR 25/epic and good and cold iron
Immune: ability damage*, ability drain*, banishment effects*, cold, critical hits*, death effects*, disease, disintegration*, electricity, energy drain*, fire, imprisonment effects*, mind-affecting*, paralysis*, patterns*, phantasms*, poison, sleep*, acid, stunning*, transmutations* (except its own), turning and rebuking*
* Bypassed with successful rank check
SR 67
Fort +38; Ref +46; Will +49
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Speed 50 ft. (10 squares), earth glide 40 ft (8 squares), fly 90 ft. (good) (18 squares); Space/Reach 5ft./5ft.
Melee Will finish when possessions are done
Melee touch +55
Melee ranged +55
Base Atk +39; Grp +35
Atk Options Sneak Attack
Combat GearXX
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Spellthief Spells (CL 18th; DC 14 + spell level)
9th (1/day)
8th (1/day)
7th (1/day)
6th (1/day)
5th (1/day)
4th (2/day)
3rd (3/day)
2nd (3/day)
1st (4/day)
Epic Spells Per Day 7

Ur Priest Spells (CL 61st; DC 20 + spell level)
12th (1/day)
11th (1/day)
10th (2/day)
9th (2/day)
8th (3/day)
7th (4/day)
6th (6/day)
5th (6/day)
4th (6/day)
3rd (6/day)
2nd (7/day)
1st (7/day)
Epic Spells Per Day 7

Spell-Like Abilities (CL 70 unless otherwise noted, save DC 14+spell level)
Constant - detect good, detect law, detect magic, true seeing (all CL 1)
At will - Break Enchantment, Detect Magic, Discern Location, Ray of Enfeeblement, Ghost Form, Knock, Locate Creature, Locate Object, Passwall, Telekinesis, Magic Jar, Mage's Lucubration, Maze, Prestidigitation, Shadow Conjuration, Trap the Soul, Vampiric Touch
6/day - Persistent Superior Invisibility, Soul Bind, Wish*
3/day -Darkness, Poison, Unholy Aura
1/day -Blasphemy, Contagion, Desecrate, Destruction, Horrid Wilting, Summon Monster IX, Unhallow, Unholy Blight
*If Witch is upset by free wishes, I'll have it cost normal xp.
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Divine Rank 0
Abilities Str 10, Dex 40, Con 24, Int 36, Wis 30, Cha 19 (including a +5 inherent bonus to Con, Dex, and Wis, and a +4 inherent bonus to Int)
SQ: resist sonic 20, telepathy 1000 ft, fast healing 20, Demonic Ideal, Inured to Corruption, Grand Larceny, Cosmic Thief, Abyssal Dominion, Abyssal Fury, Call Demons, Demonic Impasse, Induce Ravages, Wake of Corruption, Greater Invisibility, Sneak Attack +26d6, Steal Spell, Trapfinding, Spellgrace +2, Steal Spell Effect, Steal Energy Resistance, Steal Spell-like Ability (as Spellthief and Ur-Priest), Absorb Spell, Discover Spells, Steal Spell Resistance, Rebuke Undead (10th level), Siphon Spell Power, Ranged Legerdemain 11/day, Impromptu Sneak Attack 10/day
Ravages: Ability Boost: Strength, Ability Boost: Constitution, Ability Boost: Charisma, Ability Boost: Dexterity, Ability Boost: Intelligence, Ability Boost: Wisdom, Blindsight 120 ft, Earth Glide, Ignore Immunity to Critical Hits 75%, Ignore Damage Reduction 20, Spell-like Abilities (Cosmic)x5, Undead Traits,
Feats: Dodge (B), Weapon Finesse (B), Iron Will, Spell Focus: Evil, Skill Focus: Sleight of Hand, Cheat, Improved Feint, Deft Hands, Staggering Strike, Hamstring*, Deadly Precision*, Combat Expertise*, Improved Disarm*, Combat Casting*, Combat Reflexes*, Quicken Spell*, Two Weapon Fighting*, Improved Two-Weapon Fighting*, Greater Two-Weapon Fighting*,
*Uses an epic feat slot
Epic Feats: Polyglot, Epic Skill Focus: Sleight of Hand (B), Lord of Legerdemain x2, Improved Sneak Attack (B), Spell Opportunity (B), Robber of Legend, Unexpected Strike, Improved Spell Capacity (Spellthief)x5 (B), Epic Spellcasting, Epic Skill Focus: Search (B), Improved Spell Capacity (Ur Priest) (B), Improved Spell Capacity: Ur Priest x2,
Skills: Bluff +77, Concentration +57, Decipher Script +23, Disable Device +83, Disguise +44, Escape Artist +88, Gather Information +34, Hide +88, Listen +23, Knowledge: Arcana +83, Knowledge: The Planes +16, Knowledge: Religion +76, Move Silently +88, Open Lock +88, Search +96, Sense Motive +86, Sleight of Hand +111, Spellcraft +86, Spot +23, Use Magic Device +39, Use Psionic Device +39
Possessions Will do later
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Raetarius can use his Steal Spell class feature to steal any level of spell. He can even steal an Epic Spell, but only 7 times per day. He can also use his Steal Energy Resistance class ability to steal any amount of energy resistance, even energy immunity. Additionally, his Spellthief level is treated as 60 for the purposes of his Steal Spell, Steal Spell Effect, Steal Energy Resistance, Steal Spell-like Ability, and Steal Spell Resistance class features.
When stealing spells from the gods for his Ur Priest spellcasting, he may steal any divine spell, not just cleric spells. He is still forbidden from casting [good] or [lawful] spells.
This is an Abyssal Blessing.
As a special use of his Steal Spell-like Ability class features, Raetarius can still the powers of deities and other cosmic beings. If he uses his Ur Priest ability in this way, it takes a full round action, requires a melee touch attack, and expends his daily use. To use his Spellthief ability in this way, he makes a single melee attack as a full round action, which must meet the criteria for a sneak attack but does not do extra damage.
From deities, he can steal the deities Divine Aura, ability to Create Items, the Ability to Travel, or a single Salient Divine Ability. From Cosmic Entities, the guidelines are similar [the DM should use his judgement]; for example, from a Lord of the Nine, Raetarius could steal the Aura of Hell, most Diabolic Adaptations, and Hell's Fire.
This ability is the same as the base abilities for duration, number of allowed uses, and determining whether the victim can still use the ability.
This is an Abyssal Blessing.

Melexion, Demon Lord of Infinite Potential
Neuter Half-fiend Hagunemnon 44/Meditant 11/Body Leech 5/Metamind 10
Large Outsider (Chaotic, Evil, Cold, Fire, Augmented Aberration)
Init +11 Dex
Senses: Listen +85, Spot +85,
Aura: As 22nd level Marshal and 22nd level Black Dragon Shaman, generally Motivate Dexterity +25, Hardy Soldiers+4, and Presence +5, (known: Dragon Shaman: all at +5, Marshal: Art of War, Demand Fortitude, Determined Caster, Force of Will, Motivate Charisma, Motivate Dexterity, Motivate Intelligence, Motivate Wisdom (at +25), Hardy Soldiers, Motivate Ardor, Motivate Urgency, Resilient Troops (at +4))
Languages: all languages (including nonverbal languages)
________________________________________ _____________________

AC 83, touch 55, flat-footed 72 (+28 natural, +11 Dex, +9 profane, +25 deflection)
HP: 44d8 + 26d4 + 2100 - 60 hitpoints 2494; DR 30/epic and good and lawful and slashing and thinuan
Immune: ability damage*, ability drain*, banishment effects*, cold, critical hits*, death effects*, disease, disintegration*, electricity, energy drain*, fire, imprisonment effects*, mind-affecting*, paralysis*, patterns*, phantasms*, poison, sleep*, acid, stunning*, transmutations* (except its own), turning and rebuking*
* Bypassed with successful rank check
SR 67
Fort +63; Ref +42; Will +49
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Speed 50 ft, fly 220 ft (perfect)
Space/Reach 10ft./10ft.
Melee 5 Slams +58 (2d6 +19 + Destablize Form)
Melee touch +58
Melee ranged +52
Base Atk +40; Grp +63
Atk Options Kiai Smite
Combat GearXX
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Psionics (Save DC 35 + power/spell level)
At will - Detect Thoughts (CL 20), Dimension Door (CL 20), Ethereal Jaunt (CL 20), Knock (CL 20), Nondetection (CL 20), Planeshift (CL 20), Suggestion (CL 20)
3/day - Free Manifesting (1st) (CL 54), Free Manifesting 2nd (CL 54),
1/day - Font of Power (CL 54), Free Manifesting (3rd) (CL 54), Free Manifesting 4th (CL 54), Free Manifesting 5th (CL 54)

Spell-Like Abilities (CL 70 unless otherwise noted, save DC 35 + spell level)
Constant - detect good, detect law, detect magic, true seeing (all CL 44)
At will - blasphemy (CL 44), deeper darkness (CL 44), greater dispel magic (CL 44), unhallow (CL 44), unholy aura (CL 44), unholy blight (CL 44)
3/day -Darkness, Poison, Unholy Aura
1/day -Blasphemy, Contagion, Desecrate, Destruction, Horrid Wilting, Power Word Kill (CL 44), Summon Monster IX, Unhallow, Unholy Blight
________________________________________ _____________________

Divine Rank 0
Abilities Str 48, Dex 33, Con 72, Int 42, Wis 34, Cha 60
SQ: resist sonic 20, telepathy 1000 ft, fast healing 50, Demonic Ideal, Inured to Corruption, All Things are Possible, The Ravaging Plague, Abyssal Dominion, Abyssal Fury, Call Demons, Demonic Impasse, Induce Ravages (DC 76), Wake of Corruption, Destablize Form, Alter Shape, Wild Surge +9, Surging Euphoria +4, Elude Touch, Volatile Mind (8 pp), Inner Peace, Meditative Sustenance, Deeper Psychic Meditation 4, Intense Psychic Meditation 2, Prepared Mind, Ethereal Form 4/day, Inner Harmony
Ravages: Ability Boost: Intellegence, Ability Boost: Wisdom, Ability Boost: Constitution, Ability Boost: Charisma, Blindsight 120 ft, Bonus Regular Feat x10, Bonus Epic Feat x2, Breath Weapon: 14d12 profane, Class Feature: Divine Grace, Class Feature: Grant Move Action 9/day, Class Feature: Mettle, Class Feature: Bardic Music as a 22nd level bard, Class Feature: Spirit Journey as 22nd level Spirit Shaman, Class Feature: Kiai Smite 5/day (22nd level Samurai), Class Feature: Draconic Aura as a 22nd level Black Dragon Shaman, Class Feature: Draconic Aura as a 22nd level Marshal, Class Feature: Touch of Vitality as a 22nd level Black Dragon Shaman, Class Feature: Impetous Fortitude (22nd level Knight), Improved Damage Reduction (Cosmic), Improved Movement Speed (Flight), Naturally Psionic (72 pp), +6 Profane to AC, Ranged "Energy" Attack 11d10 destabilizing form, Rebuke Abberations, Virtual Class Levels (Wilder 33),
Feats: Practiced Manifestor, Psychic Meditation, Deep Psychic Meditation x3, Psionic Meditation, Psicrystal Affinity, Overchannel*, Body Fuel*, Inquistor*, Quicken Power*, Burrowing Power (B), Unconditional Power (B), Psicrystal Containment (B), Corrupt Spell-like Ability (B), Vile Natural Strike: Slam (B), Metamorphic Transfer x3 (B), Improved Flight (B), Martial Study: Wall of Blades (B), Martial Study: Iron Heart Surge (B)
Epic Feats: Polyglot, Psicrystal Power x7 (Psionic Greater Teleport, Shadow Body, Psionic Telekinetic Sphere, Reddopsi, Fission, Dream Travel, Temporal Acceleration) (B), Epic Manifesting, Epic Psionic Focus, Focused Metapsionics: Quickened Power, Multipower x2, Epic Psychic Meditation: Third Eye (B), Epic Psychic Meditation: Throat, Epic Psychic Meditation: Base, Epic Psychic Meditation: Solar Plexus, Epic Psychic Meditation: Sacral, Epic Inner Harmony, Permanant Emanation: Affinity Field, Power Stowaway: Temporal Acceleration, Power Stowaway: Time Regression (B), Power Stowaway: Reality Revision (B)
Skills: Autohypnosis +61, Bluff +75, Concentration +81, Diplomacy +75, Disguise +98, Hide +54, Intimidate +98, Knowledge: Psionics +65, Listen +85, Move Silently +58, Perform: Sing +58, Psicraft +65, Sense Motive +85, Spot +85
Possessions Will do later

Melexion can manifest all powers, off all class lists. However, when manifesting a power it doesn't know, it must pay twice the power point cost. Extra PP payed for augmentation or metapsionics are not doubled, but the total cost (including the doubled base cost) is still limited by his manifester level (adjusted for Wild Surge or Overchannel), as normal.
This is an Abyssal Blessing.

Melexion can use its Induce Ravages ability on any creature, not just demons. Additionally, Melexion can inflict a special Cosmic Ravage, the Ravaging Plague. The affected being gains the Inflict Ravages ability, including the ability to inflict the Ravaging Plague. However, each round they must make a Will Save (same DC as the DC to resist a Ravage), or be compelled to spread ravages to those around them. They will target unravaged creatures preferentially, followed by other ravaged creatures, and themselves last. They will inflict the Ravaging Plague for preference, but if they know the creature will not survive the hit point cost of a Cosmic Ravage, they can inflict a different ravage.
If no other creatures are around and if further ravaging would reduce them below 0 hit points, victims of the Ravaging Plague get a second Will Save each round. If they fail the first but succeed the second, they do not ravage themselves, but instead do nothing, struggling with their Abyssal urges.
Melexion can free creatures from the Ravaging Plague, but that counts as inflicting another Cosmic Ravage. Creatures with the Ravaging Plague who make at least 2 successive Will saves can attempt to free themselves the same way. Roll 1d20; if the number is less than the number of successive Will Saves they have passed, they can free themselves. Otherwise, they do nothing that round.
This is an Abyssal Blessing.

Terfel, Demon Lord of Treachery
Female Succubus 6/Bard 3/Rogue 2/Spymaster 7/Exemplar 4/Epic Infiltrator 48
Medium Outsider (Chaotic, Evil, Cold, Fire)
Init +7 (Dex)
Senses: Listen +85, Spot +85,
Aura: As 4th level Marshal, generally Motivate Charisma +25 and Motivate Care +1, (known: Motivate Charisma, Motivate Dexterity, Motivate Care)
Languages: all languages (including nonverbal languages)
________________________________________ _____________________

AC 54 (+7 Dex, +9 natural, +3 profane, +25 deflection)
HP: 6d8+3d6+2d6+7d6+4d6+48d6+70x5 hitpoints 781; DR 25/epic and good and cold iron
Immune: ability damage*, ability drain*, banishment effects*, cold, critical hits*, death effects*, disease, disintegration*, electricity, energy drain*, fire, imprisonment effects*, mind-affecting*, paralysis*, patterns*, phantasms*, poison, sleep*, acid, stunning*, transmutations* (except its own), turning and rebuking*
* Bypassed with successful rank check
SR 67
Fort +61; Ref +43; Will +40
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Speed 60 ft. (12 squares), burrow 30 ft (6 squares), fly 80 ft. (average) (16 squares); Space/Reach 5ft./5ft.
Melee Will finish when possessions are done
Melee touch +49
Melee ranged +49
Base Atk +42; Grp +44
Atk Options Sneak Attack, Staggering Strike
Combat GearXX
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Spell-Like Abilities (CL 70 unless otherwise noted, save DC 35 + spell level)
Constant - detect good, detect law, detect magic, true seeing (all CL 15)
At will - animate rope, alter self, assay resistance, blasphemy (CL 15), deeper darkness (CL 15), destruction, detect thoughts, disguise self, divine insight, freedom of movement, ghostform, greater arcane sight, greater dispel magic (CL 15), greater invisibility, greater teleport, harm, improvisation, knock, magic aura, mass charm monster, passwall, pass without trace, permanent image, poison, polymorph any object, programmed image, sniper's shot, speak with dead, mass suggestion, modify memory, symbol of insanity, unhallow (CL 15), unholy aura (CL 15), unholy blight (CL 15), word of chaos
6/day - extended shapechange, extended superior invisibility, dominate monster, reaving dispel
1/day - power word kill (CL 15), mage's assassin
________________________________________ _____________________

Divine Rank 0
Abilities Str 14, Dex 24, Con 20, Int 30, Wis 22, Cha 60 (including a +5 inherent bonus to Cha and Dex and a +4 inherent bonus to Int and Con)
SQ: resist sonic 20, telepathy 1000 ft, fast healing 20, Demonic Ideal, Inured to Corruption, Supreme Cover Identity, Opening of the Way, Abyssal Dominion, Abyssal Fury, Call Demons, Demonic Impasse, Induce Ravages, Wake of Corruption, Bardic Knowledge (+10), Sneak Attack +19d6, Evasion, Skill Artistry (Bluff, Disguise), Skill Mastery (Bluff, Disguise, Hide, Open Lock, Search, Sense Motive), Lend Talent, Sustaining Presence, Cover Identity x3, Undetectable Alignment, Quick Change, Scrying Defense +7, Slippery Mind, Dispel Scrying, Deep Cover, Specialist Training (Concealment +21, Subterfuge + 21, Espionage +6), Read Thoughts 11/day, Far Sense 23/day, Improved Cover Identity x11, Mindblank 6/day
Ravages: Ability Boost: Strength, Ability Boost: Constitution, Ability Boost: Charisma, Ability Boost: Dexterity, Ability Boost: Intelligence, Ability Boost: Wisdom, Alternate Form (any Humanoid, Fey, Giant or Monstrous Humaniod), Blindsight 120 ft, Bonus Regular Feat, Class Feature (4th level Marshal Auras), Ignore Immunity to Critical Hits 75%, Ignore Damage Reduction 20, Spell-like Abilities (Cosmic) x 5
Feats: Skill Focus: Disguise, Skill Focus: Bluff, Persuasive, Alertness, Skill Focus: Open Lock(B), Nimble Fingers, Staggering Strike, Improved Unarmed Strike, Deflect Arrows*, Quicken Spell-Like Ability: Shapechange*, Impostor*, Backstabber*, Cheat*, Deceitful (B), Corrupt Spell-like Ability (B), Violate Spell-like Ability (B),
*Uses an epic feat slot
Epic Feats: Polyglot, Epic Skill Focus: Bluff, Epic Skill Focus: Disguise, Epic Skill Focus: Open Lock, Epic Reputation, Epic Skill Focus: Forgery, Epic Skill Focus: Search, Exceptional Deflection, Epic Skill Focus: Sense Motive, Tenacious Magic: Shapechange
Skills: Bluff +145, Concentration +100, Disable Device +78, Diplomacy +120, Disguise +143 (+151 to act in character), Forgery +110, Hide +101, Knowledge: The Planes +83, Listen +85, Move Silently +101, Open Lock +111, Search +94, Sense Motive +89, Sleight of Hand +105, Spot +85 (Does not include Cover Identity or Aura)
Possessions Will do later
________________________________________ _____________________
When using the cover identity or improved cover identity class features, no mortal effect can discern her true nature. Terfel is treated as having the alignment of her cover identity for all effects depending on alignment. For example, if disguised as a devil, Terfel would not be affected by Dictum, but would be affected by Word of Chaos. If magic is used in her disguise, it is not detected by detect magic or similar effects or penetrated by true seeing (though dispel effects can still defeat it). Effects which read her thoughts appear to find appropriate thoughts for her cover identity. If disguised as a creature of the plane, she effectively does not gain the [extraplanar] subtype. Furthermore, in a cover identity, Terfel's aura of corruption is suppressed. Finally, if the cover identity is of good alignment, Terfel can enter hallowed ground without unhallowing it or alerting the deity, though she must make a rank check or suffer negative levels as normal.
This does not provide any additional protection against mundane methods of investigation, including Spot checks to penetrate her disguise or Sense Motive to uncover lies or her true abilities.
The abilities of divine and cosmic entities can penetrate her cover if the entity beats her in a rank check. If they succeed, she receives the worst possible effect of her true alignment or her cover alignment. For example, if she were disguised as a devil, she would suffer fully from both Dictum and Word of Chaos if the attacker made a rank check.
This is an Abyssal Blessing.
All effects which seal doors, portals, chests and similar objects can be overcome by Terfel with a successful Open Lock check. Arcane lock and similar magical seals can be bypassed by making an Open Lock check with a DC equal to 20 + the CL of the effect. Magically created effects which normally only open for the caster, such as the entrance to a magnificent mansion, can be entered with a check of DC 30 + CL.
Additionally, Terfel can use an Open Lock check instead of other attribute or skill checks to break through or pass through barriers or open chests or similar devices. This generally means Strength checks to break down doors or walls or break open chests (but not to break other objects) and Escape Artist checks to pass through confined spaces or walls of force (but not to escape bonds). In certain circumstances, other skills or attributes could be replaced, such as an Intelligence check to solve a puzzle lock, or a Knowledge (arcana) check to guess a password to open a portal.
This is an Abyssal Blessing.
Rikandur_Azebol

07-03-07, 12:45 AM
Nice group Fnord. :)
Mysteris

07-03-07, 12:49 AM
Here's Mirienemi v.2.3. I've completed Miri herself, now I'm just working on her cohort and familiar. Since I wasn't sure how deities cast divine spells I added a revamped Druid spell list, I couldn't make sense of the Dicefreaks rules in this matter.

As for the cohort and familiar: I've got a Large Solar with class levels. Rogue 13/Fighter 10/Devoted Defender 10/Guardian Paramount 11. The familiar is a Great Wyrm Battle Dragon from Draconomicon. They come in at 39 HD. The rest of the levels are going to be filled with Crusader, Swordsage, or Warblade levels, and the Master of Nine prestige class. Any comments? Ideas? Flaming arrows of negation? :)

Appearance (true form): Mirienemi (Meer-e-en-ah-me) appears as the translucent image of a slender and well-curved nymph female in the bloom of youth, standing 5'4" tall, though she often varies her appearance and height. A shimmering curtain of coppery red hair sprinkled with glittering stars frames a pale, delicate, heart-shaped face. She has very large, tiptilted eyes that are ever-shifting in color and convey an impression of unfathomable timelessness quite at odds with her usual quirky grins or gentle smiles. She is usually either nude or in wispy garments of mist and shimmering light that only barely conceal her femininity.

Personality: Mirienemi is a kind and wise soul with the playful spirit of a innocent child. Benevolent and sweet-natured, Mirienemi has long tended to the needs of those weaker than herself. She is mercurial and flighty, and she has a mischievous streak a mile wide. She uses her powers over time and fate to foretell the destinies of others, and she'll meddle in those destinies if she thinks she can improve their lot. She applies this same principle to civilizations as well, and actively works to shake up stagnant societies. She means well, but her wandering attention and lack of true understanding about mortal consequences means that sometimes things spiral out of control. She's a big proponent of personal freedom for all and the sight of injustice and tyranny can bring about her wrath. She's a believer in karmic retribution for wicked deeds.

History: Mirienemi is ancient almost beyond measure. One of the first goddesses, she began her existence as a nymph in the time before the dawning of the Mortal Coil. Originally she was of the Seelie Court, and can remember the exile of the Lost Dreamers as well as the great battle between the Seelie Queen Gloriana and the creature called the Unborn. When the battle ended and the Fey began spreading out to the new-made mortal worlds, Mirienemi found herself on a pristine and lovely world. The mortals of that world revered the beautiful nature spirit, who tended their wounds. Generations passed, and as the nymph played her days away with her animal friends, a great civilization began to spring up outside the woods and lakes of her home. Mirienemi healed all who came to her without regard for gender, class, race, or creed, never noticing the veneration that came to be associated with her and the "sacred forest" in which she dwelled.

It came as a great shock to her on the day when the Queen of the Seelie Court visited her lakeside home. Before she could do much more than kneel and properly greet her, Miri found herself banished from Faerie. When she, stricken, asked why, she was told that she had transcended her natural place, having become a being not part of nature. Without realizing it, the worship of the many mortals of her adopted world had transformed her into one of the first true deities. Confused, the dismissed Miri traveled beyond her world, venturing into the Realities Beyond to try and process all that was happening.

Still nymph at heart, Mirienemi wandered the forming Outer Planes, witnessing the arrival of other deities and the rise of the devils, among other cosmic events. She found that she could not abide the physical or mental suffering of mortal beings or the stagnation the devils were bringing, and aligned herself with the powers of goodness. In time she accepted her new divinity and established a realm of her own. She continues to forward the cause of life, but she sees herself as now being capable of acting against the causes of the evils that threaten life as well.

Portfolio: Time, Fate, Healing, Magic, Chaos, Freedom, Knowledge, Divine Retribution

Symbol: A nymph maiden dancing across a lake of rainbow waters, with a full moon in the starry night behind and above her.

Favored Weapon: Longbow.

Alignment of worshippers allowed: Chaotic Good, Neutral Good

Environment: Utopia's Embrace (Divine Realm), on Arvandor in the Olympian Glades of Arborea

Utopia's Embrace: This sylvan paradise lies in far northwestern Arvandor. The boundaries of this massive realm are marked by foothills carpeted in a profusion of wildflowers. Treants wander the borders, happy to guide passengers of good intent and thwart any dangerous intruders. The warm breezes of this land's sunny, eternal spring carry the scent of the honeybees and flowers. Copper dragons lair in the higher hills that border the massive basin of the Embrace proper, always up for a chat. Faerie, Oceanus, and Battle Dragons can be found in the Embrace, as well as Solars.

Utopia's Embrace, viewed from above, is a massive forested basin surrounding a miles-wide lake in the center. Smaller streams, lakes, and rivers feed this lake from springs in the hills. The lake itself is unusual, with water that ripples every color of the rainbow. One descends towards it across paths that the sentient forest opens. Awakened trees and animals (both magical and natural) can be found all over the area, keeping company with Eladrin, good fey, elves, and the spirits of Mirienemi's mortal worshippers. These petitioners live in treetop communities or in homes formed from a partnership with the living trees around them, which are of every type imaginable. Mirienemi does not allow the destruction of her sacred forest for housing or other purposes.

The very air ripples with life in Utopia's Embrace. Visitors will find their wounds healing faster and their cares eased by the forest. The closer one gets to the central lake, the greater this effect becomes. This is because the central lake, known as the Lady's Lake, has the major positive-dominant trait. Petitioners and guests are shielded from the effects by Mirienemi's will, but intruders will suffer the effects of being on the Positive Energy Plane without shielding (unless they provide their own shielding). When in residence, Mirienemi usually can be found in the smooth, reflective lake or treating with guests in the groves of shady weeping willows that grow along its' side.

Utopia's Embrace has the following traits:

Subjective Directional Gravity
Flowing Time (1 day in Utopia's Embrace is equivalent to one year on the Material Plane)
Finite (1800 miles)
Divinely Morphic
Minor Positive-Dominant; Major Positive-dominant at the Lady's Lake
Strongly Good-aligned and strongly Chaos-aligned: -4 penalty to all Intelligence, Wisdom, and Charisma-based checks for those of alignments other than chaotic good.
Enhanced Magic: Enchantment, Positive Energy, Abjuration, Evocation. Spells, class features, and spell-like abilities that rely on positive energy are enhanced.
Impeded Magic: Necromancy, Negative Energy, Conjuration. Spells, class features, and spell-like abilities that rely on negative energy are impeded.

Tenets of the Faith: Mirienemi stresses that people should be free from the forces of tyranny and evil, but otherwise should be free to find their own paths. Her followers are charged with healing the wounds of the non-evil and encouraging freedom in as many ways as possible. They are the advocates for the rights of non-evil outcast groups and races of society. They are the ones providing grants to struggling artists and poets whose work is considered subversive. The more martial members of the church are the ones tapped for assignments such as overthrowing corrupt rulers, battling the forces of evil, and striking targets Mirienemi has designated are worthy of divine retribution.

Cleric Training: Mirienemi's priesthood is broken into three cooperative sections. The first section are the Healers. These priests are trained in all manner of mundane and magical healing and are sent out to aid good folk in need. The second are the Progressives. These are the diplomats of the church. Their job is to smash the status quo when it becomes oppressive and stagnant and promote individual freedom and cultural change. Finally there are the Avengers. The Avengers are the martial arm of the Church whose job it is to right wrongs and triumph over evil wherever they find it. Prospective new members of the church are tested to see where their interest lies and then funneled into one of these three groups, however, since the groups do work together as a cohesive whole, its not uncommon to find members of one group aiding another in times of need.

Prayers: Mirienemi is an informal deity so she has no set prayers or ritual that she demands.

Temples: Many of the temples of Mirienemi are built into nature in some way. Grottos, magically shaped trees, and forest glades are the typical places to look for one of her temples. Urban temples to Mirienemi tend to have an understated, simple elegance. They often feature tree-filled parks, spacious lawns, and many fountains or small lakes.

Rites: Mirienemi's church celebrates the solstices and equinoxes with grand festivals that cheer the change of seasons. Food is provided for free to all. The Change of Years is one of the biggest rites in the church. For a week, members reflect on the past year in ritual meditation, considering what can be learned and what issues should be discarded from the past. It is a time of hope and preparation for the future. Hope's Birth and Light Passing, the rites of birth and death, are major events as well. Mirienemi's church teaches that death is not the end. While the loss of the deceased should be acknowledged and mourned, the passage of the dead into a better life should be celebrated. Its' for this reason that the church so strongly condemns the undead, viewing them as perversions to be put down. Marriage tends to be a simple ritual of less than fifteen minutes with just family and a few close friends about. It is a great change, so priests (usually of the Progressives faction) ensure that the couple really understand what they're getting into before they wed. The Rite of Light Ascendant is a brief ceremony the Avengers conduct before going into battle against evil. It consists of a ritual prayer to Mirienemi for victory and courage. The Rite of Shadow Falling is a longer ceremony conducted after a successful campaign, in which a tithe of the fallen's treasure is ritually donated to Mirienemi and the warriors give thanks for her aid.

Herald and Allies: Mirienemi often uses celestial rocs and Copper, Brass, Battle, Faerie, or Oceanus dragons as her heralds. Mirienemi has Solars, Eladrin of all stripes, good-aligned Fey, celestial animals, and good-aligned dragons as her allies.



Name: Mirienemi

Race: Greater Deity (Divine Rank 18)

Type: Fey, Outsider

Level: 68

Class: Nymph (+7 LA), Sorcerer 6, Mystic Theurge 6, Loremaster 2, Initiate of the Sevenfold Veil 7, Sorcerer 13, Mystic Theurge 4, Loremaster 8, Fatespinner 5, Master of the Sevenfold Veil 10

Size: Medium

Alignment: Chaotic Good

Strength-8 (-1 mod) (5 naturally +3)
Dexterity-82 (+36 mod) (70 naturally + 12 from an Epic Belt of Dexterity +12)
Constitution-70 (+30 mod) (50 naturally +20 from Epic Bracers of Health +20)
Intelligence-60 (+25 mod) (40 naturally +20 from Boots of Intelligence +20)
Wisdom-60 (+25 mod) (40 naturally +20 from Mask of Wisdom +20)
Charisma-80 (+34 mod) (60 naturally +20 from Cloak of Charisma +20)

Speed (land): 30 ft.; (fly): 160 ft. (perfect maneuverability); (swim): 50 ft.

HP: 61d4+7d6+30 (2,296 hp)
AC: 137 (+36 Dex, +15 Natural Armor granted from divinity, +18 Divine Rank bonus, +66 deflection from Charisma and Unearthly Grace racial ability, +1 Dodge, +1 Haste conferred from weapon); increases to 155 vs. lawful opponents (Favor of Chaos SDA)
Touch AC: 104 (122 vs. lawful opponents)
Flatfooted AC: 101 (119 vs. lawful opponents)

Space/face/reach: 5 ft

Weight: Insubstantial

Base Attack Bonus: 53/48/53 (3+3+3+1+21 Epic +18 Divine +3 Fey +1 Ioun Stone)

Primary Attack: 11 arrows
Secondary Attack: 8 arrows

Fort Save: 118 (10 from classes and prestige classes, +30 Con mod, +21 epic bonus, +18 divine bonus, +34 Unearthly Grace bonus, +1 Nymph's Kiss, +1 Permanent Resistance bonus, +1 from Ioun Stone, +2 from The Lore of True Stamina. Increases to 136 vs. lawful opponents due to the Favor of Chaos SDA).
Reflex Save: 123 (9 base, then bonuses added as above with a 36 Dex mod and Secret Knowledge of Avoidance. Increases to 141 vs. lawful opponents).
Will Save: 121 (18 base, then bonuses added as above with a +25 Wis mod. Increases to 139 vs. lawful opponents).

Initiative: 40 (36 Dex mod+Improved Initiative)

Feats (0 left): Greater Spell Focus (Abjuration), Skill Focus (Spellcraft), Quick Draw, Point Blank Shot, Epic Spellcasting, Extra Spell, Still Spell, Eschew Materials, Empower Spell, Maximize Spell, Intensify Spell, Ignore Material Components, Automatic Still Spell (x6), Nymph's Kiss, Rapid Metamagic, Silent Spell, Quicken Spell, Multispell (x2), Rapid Shot, Manyshot, Improved Manyshot, Epic Skill Focus (Spellcraft), Improved Spell Capacity, Craft Magic Arms and Armor, Forge Ring, Craft Wondrous Item, Craft Staff, Craft Rod, Favored Magic Foe (Evil Outsiders), Reach Spell, Spell Penetration, Greater Spell Penetration, Epic Spell Penetration, Automatic Silent Spell, Arcane Mastery, Transdimensional Spell, Sculpt Spell, Spell Stowaway (Time Stop), Precise Shot, Improved Precise Shot, Craft Contingent Spell, Craft Epic Contingent Spell, Improved Metamagic (x3)

Bonus Feats (from SDAs and domains): Improved Initiative (Time Domain), Spell Focus: all schools (SDA: Divine Spellcasting), Improved Combat Casting (SDA: Divine Spellcasting), Epic Counterspell (SDA: Instant Counterspelling), Combat Archery, Distant Shot, Swarm of Arrows, Uncanny Accuracy (SDA: Divine Archery), Craft Epic Arms and Armor, Forge Epic Ring, Craft Epic Wondrous Item, Craft Epic Staff, Craft Epic Rod (SDA: Craft Artifact)

Special Abilities: Uncanny Dodge (granted from Fate domain), Use scrolls, wands, and other devices with spell trigger or spell activation as a 20th-level cleric (Magic Domain), Can reroll any damage roll and take the better of the two rolls once per day (Force Domain), Can cast healing spells at +1 caster level (Healing domain), Can cast good spells at +1 caster level (Good domain), Can cast divination spells at +1 caster level (Knowledge domain), Gains +1 bonus on caster level checks to overcome an evil outsider's spell resistance; evil outsiders take -1 penalty on saves against Mirienemi's spells and spell-like abilities (Favored Magic Foe feat).

Special Attacks: Blinding Beauty (DC 78 Fort save), Stunning Glance (DC 78 Fort save), spells, spell-like abilities

Loremaster Secrets: Dodge Trick (+1 AC), The Lore of True Stamina (+2 Fort), Secrets of Inner Strength (+2 Will), Secret Knowledge of Avoidance (+2 Reflex), Applicable Knowledge (One extra feat)

Special Qualities: Damage Reduction 10/cold iron, low-light vision, unearthly grace, wild empathy (+6 bonus), outsider traits, fey traits, incorporeal traits greater deity traits, permanent resistance spell, permanent darkvision spell, casts as a 7th-level Druid by nature, resistance 38/electricity, immunity (fire and acid), regeneration 114, divine aura, DR 40 (Epic, Chaotic and Frystalline), SR 105, immunity to polymorphing, ability damage, ability drain, petrifaction, energy drain, mind-affecting effects, disease, poison, stunning, death effects, disintegration, sleep, paralysis, imprisonment, banishing, anyone that attacks her automatically suffers a -18 penalty on attack rolls, saves, and checks for one day, can grant +18 bonus or penalty on attack rolls, saves, and checks 18/day, +2 bonus on all Charisma-based checks, Gains +1 bonus on all attack rolls, saves, ability checks, and skill checks due to her pale green prism Ioun stone.

Salient Divine Abilities (0 left): Extra Domain, Extra Domain, Automatic Metamagic (Maximize Spell), Instant Counterspell, Divine Blast, Favor of Chaos, Automatic Metamagic (Purify Spell), Gift of Life, Divine Archery, Divine Fast Healing (SDA taken three times), Power of Luck, Divine Dodge, One With The Magic*, Automatic Metamagic (Quicken Spell-like abilities), Divine Spellcasting, Increased Spell Resistance, Increased Damage Reduction (Chaotic), Supreme Damage Reduction (Requires a weapon of Frystalline that has been knowingly made against Mirienemi and willingly mined by a Tulani Eladrin, forged by a Ursinal Guardinal, and cooled in the tears of a Throne Archon), True Knowledge, Craft Artifact, Divine Skill Focus (Spellcraft)

*One With The Magic (Ex)

Benefit: The deity with this powerful ability may, once per day as a full-round action, merge with the power of all magic within the multiverse. This allows the deity to regain all spells and spell-like abilities (including epic spells) expended as if they had rested a full day. The deity does not become flat-footed during this brief trance and is surrounded by an impenetrable bubble of pure mystic energy that negates attacks, spells, spell-like abilities, psi-like abilities, and supernatural and extraordinary powers, whether hostile or friendly.

Prerequisite: Magic Domain, Time Domain, Force Domain, Spellcaster level 60th

Class Skills (from all classes): Appraise, Concentration, Craft (alchemy), Decipher Script, Gather Information, Sense Motive, Handle Animal, Heal, Knowledge (all skills taken individually), Perform, Profession, Speak Language, Spellcraft, Use Magic Device, Sleight of Hand, Bluff

Skills (0 left): Appraise 73 (+2 to appraise bows, armors, shields, and art), Autohypnosis 40, Balance 56, Bluff 121, Climb 15, Concentration 105, Craft (bowmaking) 40, Craft (armor or shield) 40, Craft (artistry) 40, Decipher Script 40, Diplomacy 119, Disable Device 40, Disguise 50 (+2 when acting in character), Escape Artist 54, Forgery 40, Gather Information 115, Handle Animal 115 (+2 to wild empathy), Heal 105, Hide 119, Intimidate 117, Jump 17, Knowledge (arcana) 105, Knowledge (history) 105 (+2 to lore checks), Knowledge (local: Arvandor) 105, Knowledge (nature) 107, Knowledge (nobility and royalty: The Nine Hells) 105, Knowledge (religion) 105, Knowledge (the Planes) 105, Knowledge (Psionics) 60, Listen 105, Lucid Dreaming 73, Move Silently 54, Open Lock 54, Perform (dance) 50, Profession (Gambler) 45, Psicraft 40, Ride 54, Search 90, Sense Motive 170, Sleight of Hand 56, Speak Language 41, Spellcraft 211 (+2 to use spells on scrolls), Spot 40, Survival 40 (+2 aboveground, +2 to find and follow tracks, +2 on other planes), Swim 61 (+8 from Nymph racial bonus; can take 10 on Swim checks at any time and move at 4x speed in a straight line), Tumble 54, Use Magic Device 115 (+2 when using scrolls), Use Psionic Device 50, Use Rope 54

Cleric Domains she grants to followers: Time, Fate, Luck, Magic, Force, Healing, Good, Knowledge

Spell-like abilities useable at will: True Strike, Gentle Repose, Haste, Freedom of Movement, Permanency, Contingency, Legend Lore, Foresight, Time Stop, Augury, Bestow Curse, Status, Mark of Justice, Geas/Quest, Vision, Mind Blank, Mage Armor, Magic Missile, Blast of Force, Otiluke's Resilient Sphere, Wall of Force, Repulsion, Forcecage, Otiluke's Telekinetic Sphere, Bigby's Crushing Hand, Nystul's Magic Aura, Identify, Dispel Magic, Imbue with Spell Ability, Antimagic Field, Spell Turning, Protection from Spells, Mordenkainen's Disjunction, Protection from Evil, Aid, Magic Circle against Evil, Holy Smite, Dispel Evil, Blade Barrier, Holy Word, Summon Monster IX (good), Entropic Shield, Protection from Energy, Break Enchantment, Moment of Prescience, Miracle, Detect Secret Doors, Detect Thoughts, Clairaudience/Clairvoyance, Divination, True Seeing, Find the Path, Discern Location, Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Cure Critical Wounds, Mass Cure Light Wounds, Heal, Regenerate, Mass Cure Critical Wounds, Mass Heal, Analyze Dweomer, Greater Plane Shift, Greater Teleport.

Spell-like abilities 1/day: Dimension Door

Mirienemi casts as a 61st-level sorceress normally. She casts as a 63rd-level sorcerer due to her orange Ioun stone and Ring of Arcane Might. She also casts as a 17th-level Druid normally (18th due to her orange Ioun stone). Her effective caster level is as a 81st-level Sorcerer and as a 36th-level Druid.

Close-range spells are cast at a range of 165 ft.

Sorcerer spells per day: 6/15/15/15/12/12/12/12/11/9/10/10/10/10/8/8/8/8/6/6/6/6/4/4/4/4

Spells known: Stick, Resistance, Prestidigitation, Dancing Lights, Ghost Sound (x2), Grease, Buzzing Bee, True Casting (x13), Karmic Aura, Phantom Foe (x2), Ectoplasmic Feedback, Baleful Transposition, Eagle's Splendor, Spectral Hand (x2), Scintillating Scales (x3), Sting Ray (x4), Augment Familiar (x2), Scale Weakening (x3), Slow (x2), Karmic Backlash, Unluck, Spellcaster's Bane (x2), Elation (x2), Spell Vulnerability (x5), Enhance Familiar, Ray of Deanimation (x2), Assay Spell Resistance (x4), Wings of Flurry (x2), Aerial Alacrity, Orb of Sound (x5), Permanency, Reciprocal Gyre (x5), Graymantle, Gelid Blood (x2), Telepathy Block, Orb of Force (x2), Greater Heroism, Entomb, Quickshift, Wages of Sin, Karmic Retribution, Howling Chain (x2), Orb of Force (x5), Delayed Blast Fireball, Waterspout, Sword of Darkness, Retributive Enervation, Radiant Assault (x7), Prismatic Spray, Greater Prying Eyes, Greater Shout (x2), Greater Arcane Fusion (x2), Superior Invisibility (x2), Orb of Sound (x4), Iceberg (x3), Reality Maelstrom, Exalted Fury, Deadly Sunstroke, Maw of Chaos, Replicate Casting (x2), Iceberg (x5), Orb of Force (x5), Intensified Wings of Flurry (x4), Intensified Ray of Deanimation (x3), Intensified Orb of Sound (x3), Intensified Reciprocal Gyre (x5), Intensified Orb of Force (x5), Intensified Orb of Force (x10), Intensified Delayed Blast Fireball (x2), Intensified Radiant Assault (x6), Intensified Greater Shout (x4), Intensified Orb of Force (x4), Intensified Iceberg (x4), Intensified Maw of Chaos (x2), Intensified Exalted Fury (x2), Magic Miasma (x2), Greater Dragon Ally (x2), Absorption, Iceberg, Wings of Flurry (x2), Reaving Dispel, Radiant Assault (x2), Maw of Chaos (x2), Effulgent Epuration, Iceberg (x5), Mind Blank, Iceberg (x3), Prismatic Deluge (x2), Reality Maelstrom, Wail of the Banshee, Power Word Kill, Weird, Ironguard (x3), Ironguard, Wings of Flurry (x3), Deadly Sunstroke (x2), Mind Blank (x2), Mind Blank, Iceberg (x2), Magic Miasma, Reality Maelstrom (x2), Superior Invisibility (x2)

Druid Spells per day: 6/12/12/12/11/10/10/9/7/6/10/10/10/10/8/8/8/8/6/6/6/6/4/4/4/4

Spells Prepared: Create Water, Guidance, Flare, Resistance, Know Direction (x2), Crabwalk (x3), Foundation of Stone, Healthful Rest (x2), Jump (x2), Kuo-Toa Skin (x4), Heart of Air, Tojanida Sight (x2), Earthbind (x2), Mark of the Outcast (x4), Halo of Sand, Thin Air (x2), Sleet Storm, Binding Snow (x3), Sink (x2), Heart of Water, Kelpstrand, Spirit Jaws (x2), Hypothermia, Wind Wall, Thalassemia, Control Water, Eye of the Hurricane (x3), Boreal Wind, Wall of Water (x3), Control Currents, Heart of Earth, Heart of Fire, Sirine's Grace, Commune With Nature, Wind Tunnel (x2), Call Avalanche (x2), Transmute Mud to Rock (x2), Flaywind Blast, Mass Bear's Endurance, Mass Cat's Grace, Mass Owl's Wisdom, Snow Wave, Mudslide (x2), Dinosaur Stampede, Tortoise Shell, Bite of the Werebear, Cometfall, Storm of Elemental Fury (x2), Slime Wave, Rain of Roses (x2), Great Worm of the Earth (x2), Fire Storm (x2), Glacier, Reverse Gravity, Depthsurge, Flashflood, Maelstrom, Deadfall, Red Tide, Tsunami (x2), Greater Whirlwind (x2), Mass Drown (x2), Rain of Black Tulips (x2), Rain of Roses (x2), Leonal's Roar (x2), Poison Vines (x2), Cast In Stone, Unearthly Beauty, Intensified Thalassemia, Deadfall (x4), Depthsurge (x2), Mass Bear's Endurance, Mass Cat's Grace, Mass Owl's Wisdom, Intensified Call Avalanche (x10), Intensified Spectral Dinosaurs (x5), Intensified Cometfall (x5), Intensified Fire Storm (x6), Intensified Storm of Elemental Fury (x2), Intensified Deadfall (x4), Intensified Glacier (x4), Intensified Tsunami (x4), Intensified Greater Whirlwind (x4), Greater Whirlwind (x4), Tsunami (x4), Flashflood (x2), Binding Snow (x4), Cometfall (x6), Firestorm (x2), Red Tide, Tsunami (x3), Deadfall (x2), Glacier (x2), Binding Snow (x2), Mudslide (x2), Transmute Mud to Rock (x2), Deadfall (x4), Tsunami (x3), Unearthly Beauty

Epic Spells per day: 6 (arcane)/6 (divine)

Epic Spells Known (arcane): Contingent True Resurrection (x2), Second Chance Denied, Esoteric Aegis, Offend Not The Goddess, Spirit To Flesh

Epic Spells Known (divine): Mirienemi's Kiss (x3), Storm of Slime (x2), Mirienemi's Blessing

Second Chance Denied
Abjuration
Spellcraft DC: 173
Components: XP
Casting Time: Quickened spell
Duration: Contingent until triggered, then Instantaneous
Range: See Text
Target: One Creature
Saving Throw: No
Spell Resistance: No

When cast, the spellcaster selects one creature as its target. The spell does not take effect until and unless the target dies and an effect that attempts to bring that target back to life (such as epic magic, epic psionics, or lower-level spells and powers like true resurrection, raise dead, resurrection, revenance, last breath, wish, alter reality, bend reality, reality revision, or miracle) go into effect. Second Chance Denied then activates, immediately preventing the resurrection and permanently destroying the targeted creature. A resounding and authoritative feminine voice thunders the word "NO!" across the heavens, accompanied by the brief visual image of a wrathful nymph maid pointing her index finger accusingly at the target.

To Develop: 1,602,000 GP, 32 days, 64080 XP. Seed: Foresee (DC 17), Dispel (DC 19). Factors: Quickened Spell (+28), No verbal or somatic components (+4), Disallow a saving throw (+60), Ignore spell resistance (+50), Burn 500 XP (-5)

Mirienemi's Kiss
Conjuration (Healing)
Spellcraft: 145
Casting Time: Quickened spell
Duration: Instantaneous
Range: See Text
Target: Caster and up to eight other creatures
Saving Throw: Will (harmless for caster)
Spell Resistance: Yes (harmless for caster)

With a thought the spellcaster heals herself and up to four others fully. This spell works as the Heal spell, save that the subject recovers all hit points and is cured of all afflictions, ability damage, and negative levels. An unwilling subject can make a Will save to resist this effect. There's a visual effect of rainbow light rippling over the subject for a few seconds and then bursting into a spray of prismatic butterflies flying into each injury and exploding in a tinkling sound. Each injury is instantly healed up. Within a few seconds the butterflies are gone on a rose-scented wind.

To Develop: 1,305,000 GP, 26 days, 52,200 XP. Seed: Heal (25). Factors: Quickened spell (+28), No verbal or somatic components (+4), Dispelling negative levels (+2), Heals temporarily or permanently drained ability damage (+6).

Offend Not The Goddess
Abjuration
Spellcraft DC: 211
Components: V, S, XP
Casting Time: 1 standard action
Duration: Contingent until triggered, then 24 hours
Range: Personal
Saving Throw: Yes (harmless)
Spell Resistance: Yes (harmless)

This potent spell was developed by Mirienemi long ago in preparation for battle against the wicked. Once cast the spell remains dormant until triggered by a hostile spell or psionic power. When the spell or power would hit, Offend Not The Goddess triggers, reflecting the spell or power back upon its' caster. The caster suffers the full effects of the spell or power at whatever spell level or manifester level was originally used, with the same save DC. In the case of Reaving Dispel, if the attacker fails in their dispel checks then their own magic is reaved and the beneficial effects go to Mirienemi. Harmful effects remain upon the reaved. This spell does not affect Mirienemi's own spells, so she can use her own spells upon herself without difficulty. She can choose to raise or lower the protection of this spell as an immediate action at will, allowing beneficial spells to take effect upon her. She can extend this protection to up to four allies at once.

To Develop: 1,899,000 GP, 38 days, 75,960 XP. Seed: Reflect (29), Reflect spells up to 10th level (+180), Increase duration by 100% (+2), Affect four additional targets (+40), Change from target to area (+4), Burn 4400 XP upon casting (-44).

Spirit To Flesh
Transmutation
Spellcraft DC: 173
Casting Time: Quickened spell
Duration: Permanent
Range: 1000 ft. radius
Saving Throw: No
Spell Resistance: No

Having experienced the joys and benefits of incorporeality Mirienemi realized how dangerous it could be in the hands of an enemy. Hence she created this spell to deal with ghost-like foes.

When cast, Spirit To Flesh releases a pulse of gray energy that forces creatures in range to become corporeal (if incorporeal) or prevents them from assuming incorporeality. They lose all the benefits of incorporeality and all attackers gain a +4 bonus to attack them. The spellcaster chooses which creatures are affected, enabling her to spare allies this effect. Further, whether or not they were incorporeal to begin with, it pins the creatures where they were and blocks them from using any supernatural, extraordinary, psionic, magical, spell-like, or psi-like abilities, feats, or items that would transport it from its' current location. This energy field remains in place for the duration of the spell, affecting any other creature that enters it. Affected creatures can continue to take standard and full-round actions (including attacks). The spellcaster is immune from the effect of the spell and the field of energy moves with her.

To Develop: 1,557,000 GP, 31 days, 62280 XP. Seed: Transform (21), Factors: Affects incorporeal creatures (+10), Ignores Spell Resistance (+50), Disallow a saving throw (+60), No verbal or somatic components (+4), Increase Area by 700 ft. (+28), Quickened spell (+28), Dismissible by caster (+2), Burn 3000 XP when casting (-30)

Mirienemi's Blessing
Transmutation
Spellcraft DC: 130
Components: None
Casting Time: Quickened spell
Duration: Permanent
Range: 600 ft.
Saving Throw: Yes (harmless)
Spell Resistance Yes (harmless)

This spell was created by Mirienemi to endow her allies with the blessings of good. When cast, up to four creatures at a time find that their attacks become epic, silver, good-aligned, and chaotic-aligned for the purposes of overcoming damage reduction. Their weapons or unarmed attacks become capable of striking incorporeal creatures, and their armor (natural or otherwise) is capable of defending against incorporeal attacks. Their size increases by two categories (to a maximum of Colossal+) with all attendant bonuses and penalties, and receive a +20 boost to any two stats of Mirienemi's choosing, with the attendant rise in modifiers. Finally, they gain the ability to freely move underwater and breathe both water and air.

To Develop: 1,170,000 GP, 23 days, 46,800 XP. Seeds: Fortify (DC 17), Armor (+14), Transform (DC 21). Factors: Quickened Spell (+28), Affect four targets (+40), No verbal or somatic components (+4), Increase range by 300 ft. (+6)

Contingent True Resurrection
Conjuration (Healing)
Spellcraft DC: 94
Components: None
Casting Time: Quickened Spell
Range: Touch
Target: You or creature touched
Duration: Contingent until expended, then instantaneous
Saving Throw: None (see text)
Spell Resistance: Yes (harmless)
To Develop: 846,000 gp; 17 days; 33,840 XP. Seed: life
(DC 27). Factors: activates when subject is slain (+25
DC), no loss of level or Constitution when resurrected
(ad hoc +10), Quickened spell (+28), No verbal or somatic components.

Contingent true resurrection works as per contingent
resurrection, save that the resurrected creature does not
lose a level (or 1 point of Constitution if the subject was
first level), and the time between death and resurrection
is only 1 round.

Esoteric Aegis
Abjuration
Spellcraft DC: 175
Components: None
Casting Time: Quickened spell
Range: 300 ft.
Effect: 10-ft. radius emanation
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
To Develop: 1,575,000 gp, 31 days, 63,000 XP. Seeds:
ward (DC 14), transform (DC 21). Factors: gain +10
bonus on DC to avoid being dispelled (ad hoc +20),
make spell effect tenacious (as per the feat) (ad hoc +10),
end dispel checks that fail to dispel this spell automatically
(ad hoc +4), ward against mage’s disjunction (+16).
Mitigating factors: Change from personal to area (+4), Change from area to target (+4), Add four other targets (+40), Quickened spell (+28), No verbal or somatic components (+4),

The caster calls upon the very fabric of magic to fashion
a ward to protect his own working of the Word from
those that would tear it down. A shimmering, dusky
globe surrounds the caster, intercepting any attempts to
end his spells by means of dispel magic, or similar spells
and epic spells, and providing a +10 bonus on the DC
against which the dispel attempt must succeed. Any dispel
attempt which succeeds can then proceed as normal,
but esoteric aegis works as if under the effects of the
Tenacious Magic feat, and thus cannot be dispelled, only
suppressed for 1d4 rounds. Dispel attempts that fail are
not entitled to checks against lesser spells within the area
of effect (this differs from the usual procedure of area
dispel magic attempts). Furthermore, mage’s disjunction
is warded against in its entirety.


Storm of Slime
Conjuration (Summoning)
Spellcraft DC: 173
Components: None
Casting Time: 1 standard action
Duration: 1 round per level
Range: 1,040 ft.
Saving Throw: No
Spell Resistance: No

This potent spell was devised by Mirienemi to deal with exceptionally tough creatures immune to normal types of damage. When cast, Storm of Slime calls up massive clouds that unleash a deluge of green slime upon all in the area that the spellcaster designates (exempting allies as she wishes). This deadly slime is far more potent than the normal variety of green slime. Against organic creatures, the slime does 31d20 points of Constitution damage per round as it consumes them. Against wood or metal the damage increases to 32d20 of damage per round, ignoring the hardness of any metal. Stone is not affected by this slime. This green slime can be destroyed in all the ways that normal green slime can, but more green slime falls from the storm each round.

To Develop: 1,557,000 GP, 31 days, 62,280 XP. Seed: Slime Wave (DC 26). Factors: Increase damage by four steps (+40), Increase damage dealt by 30d6 (+30), Increase range by 600 ft. (+12), Change area to four ten-foot cubes (+4), Increase area by 1000 ft. (+20), No verbal and somatic components (+4), Disallow a saving throw (+60), Burn 2300 XP when casting (-23).

Major Artifacts Possessed: Lament of the Wicked, Nymph's Integrity, Clarity of Thought, Unbalanced Fate, Intangible Will

Lament of the Wicked: This longbow of purest Frystalline was forged for Mirienemi in the time when the Gods were first establishing themselves in the cosmos. The mysterious deity who now sleeps beneath the mountains of Eronia on Elysium took pity on the confused, newly-deified nymph and crafted a weapon for her to defend herself with as she searched to find meaning for her new life. This elaborately-curved bow is of palest-gold crystal, with twining vines of mithral that support leaves of emerald and berries of ruby. Writing in Celestial and primal Sylvan is engraved into the bow. It reads: "Dear Mirienemi. May this bow protect you wherever you wander, my dear little dancer. Always remember that the light of hope can never be overcome, even in the depths of the blackest darkness." When Mirienemi joined with the forces of Good and took up the portfolio of Divine Retribution upon the death of another deific friend in combat, she took this bow to be her weapon of choice. Rarely has she drawn Lament of the Wicked, for she prefers to encourage mortals to rise up against evil on their own or to use her powers to aid them, but the deadliness of the weapon when she has used it has well earned it its name.

Lament of the Wicked confers several effects to its' holder. First, merely possessing the bow (drawn or not) grants the holder the benefits of the following spells: True Seeing, Guided Shot, Critical Strike, Hunter's Mercy, Find the Gap, and Haste. The bow automatically produces arrows when its' mithral string is drawn. The number of arrows is equivalent to the number that the holder can fire on a full attack. Further, the holder can choose what types of arrows are produced as an immediate mental action. Arrows so produced can have up to a +10 bonus and be of any material or substance known to the holder. This semi-sentient bow is attuned to Mirienemi and resists being removed from her hand. Anytime a person or force tries to remove Lament of the Wicked from Mirienemi, the bow gets not only a Strength check, but also a Will roll (at Mirienemi's Will DC). If both fail then the bow is removed. However, the bow automatically teleports or flies (whichever is more effective) back to Mirienemi at the start of her next turn. Lament of the Wicked has the effects of the Dread (Evil Outsiders), Holy, Impedance, Ghost Touch, Unerring Accuracy, and Maiming weapon traits. The arrows that it shoots ignore an opponent's AC bonus from cover. Finally, Lament of the Wicked is treated as epic, chaotic and good for the purpose of overcoming DR.

Lament of the Wicked can be destroyed only by immersion in the Venom Fount or by being destroyed by the God who forged it.

Nymph's Integrity: During her wanderings across reality Mirienemi saw the rise of planes devoted to law and chaos, to good and to evil. In her early days as a deity of good she traveled into the Gray Waste of Hades in pursuit of a wicked archmage of great power who had fled from the wrath of the citizens he'd once oppressed. The traits of the dark plane were a hindrance to Miri as she battled, and once the defeated archmage was returned to his world to face his fate at the hands of a lynch mob, Miri decided that she had to do something to prevent such problems in the future. Thus was born Nymph's Integrity.

Nymph's Integrity is a pendant forged of platinum and mithral links. A simple crystal of deepest blue, a gift from a clan of Bariaur Miri once helped, is held within a mithral filigree. When worn, the pendant creates both a consecrated area and a persistent planar bubble effect (as the spell) about the wearer as well as up to eight subjects of the wearer's choosing, enabling them to emulate the traits of their native reality no matter where they go. Nymph's Integrity also grants immunity to fire, cold, acid, electricity, and sonic damage and effects, as well as immunity to the effects of immersion in any deadly liquid.

Nymph's Integrity can only be destroyed on the Plane of Mirrors, by being brought in direct contact with its' opposite version on Mirienemi's mirror-self.

Unbalanced Fate: Mirienemi well knows that fate can be an unfair thing at times. Though devoted to both chaos and good, she has often seen the innocent struck down by a fate that seemed cruel or needless. It was this imbalance of destiny that inspired her to create this defensive artifact for herself.

Unbalanced Fate appears as a wispy, flowing dress that reveals much of both the leg and the cleavage. It is a deep midnight-blue in color, gold-trimmed at the edges, with swirling indigo that moves and ripples along its' length as if alive. Each thread contains a deep, internal gleam that creates patterns of swirling light before the eyes of those who look at it.

When worn, Unbalanced Fate creates a number of effects. First and foremost, anyone who strikes at the wearer of Unbalanced Fate with a weapon (including unarmed strikes), spell, power, class ability, or supernatural or extraordinary ability becomes instantly fatelinked to the wearer (no save). The attacker takes the negatives of this link. Any damage done to the wearer is done in full to the fatelinked other (s). If the damage is of a type (i.e. acid damage), the fatelinked other (s) takes the typed damage as well. Additionally, the fatelinked other (s) receives a luck penalty to their attack rolls, skill checks, saving throws, and caster/manifester level checks equal to the wearer's class level or divine rank, whichever is lower. This penalty stacks with any other penalty the fatelinked other (s) is currently under. If the wearer of Unbalanced Fate is killed, all others they are fatelinked to instantly die (deities and cosmic beings get a rank check to avoid this; if they succeed on the rank check then a successful Fort save negates all damage and an unsuccessful one results in half damage). Unbalanced Fate can fatelink a number of people equal to the character level of the wearer or the wearer's divine rank, whichever is lower.

Additionally, the wearer of Unbalanced Fate gains the benefits of any magical or psionic enhancements and defenses of those they are fatelinked to, as well as the benefits of any supernatural, spell-like, psi-like, or extraordinary abilities they may have. They cannot use the fatelinked's spells, powers, supernatural or extraordinary abilities, but they do receive the benefits of said abilities when they are used. The wearer receives the benefit of any healing or buffing spell the fatelinked casts on themselves during the duration of the link. The wearer does not take any damage or the negative effects of spells, powers, spell-like or psi-like abilities, or supernatural or extraordinary abilities that the fatelinked suffers during the time of the link. The fatelink lasts for a number of hours equal to the wearer's character level or divine rank (whichever is lower); until the wearer chooses to break off the link, or until Unbalanced Fate is willingly removed.

Unbalanced Fate can only be destroyed by being left within a doldrum on the Negative Energy Plane for three days.

Clarity of Thought: As a Goddess of Chaos, Mirienemi once felt obligated to explore the inherent chaos in the minds of mortals. To that end she entered the Plane of Dreams and sought out the Dreamheart. Enchanted as she was by the sheer variety of dreamscapes, Miri soon realized that some mortals feared the chaos in their hearts. That fear was what allowed the likes of devils and tyrants to take over, with their promises of easing the confusion. Going one step further, Miri wondered if there was a realm where the chaos of deities was made manifest. Fond as she is of change and growth, Miri has no desire to experience insanity. Hence she created Clarity of Thought.

Clarity of Thought is a circlet of gold with a crystal orb of iridescent indigo mounted in it. Although simple in appearance this artifact grants amazing power. The wearer of Clarity of Thought is immune to all fear, mind-affecting, and compulsion effects, as well as all gaze attacks. In addition, the headband creates a zone of intense psionic "static" in its' vicinity when worn. Psionic powers are greatly impeded in the presence of the artifact, requiring an additional 30 power points per level of the manifestation to even function. For example, a 1st-level power would require 30 points plus the normal cost to manifest. This effect is not permanent as it moves with the wearer. Once the wearer moves out of range or removes Clarity of Thought psionic powers can be manifested at their normal cost again. Finally, at will as a free mental action, Clarity of Thought can be commanded to produce a zone of celestial brilliance (as the Exalted spell). This brilliance can be turned off just as easily.

Clarity of Thought can only be destroyed in the Soul Forges of Moradin, or by casting it into the Lake of Fire and Brimstone in Phelgethos, the Fourth Perdition of Hell.

Intangible Will: This pair of white gloves might appear to be harmless bits of near-transparent fabric, but looks can be deceiving. The gloves was created by Mirienemi due to an inspiration she had. In her early wanderings she befriended a wizard who had discovered the joys of intangibility. He showed this to the young divinity and she realized that this would be something she'd like to experience on multiple occasions. She would often visit with her friend and the two would travel his world as ghosts, seeing what others thought was concealed. When her wizard friend neared the end of his life, he taught the secrets of intangibility to Miri, so that she could continue to have adventures after he was gone. It was for this reason that she fashioned Intangible Will.

When worn, Intangible Will enables their wearer to go incorporeal or to regain corporeality at will as an immediate action. They also prevent an incorporeal wearer from being forced into corporeality against their will and vice-versa. Intangible Will also grants immunity to critical hits and sneak attacks, the benefits of the Improved Evasion ability (regardless of whether the wearer already has Evasion or not) and enables the wearer to move objects through telekinesis while incorporeal.

Intangible Will can only be destroyed by grinding them (while corporeal and worn) between two of the continent-sized floating cubes of Acheron.

Starting Gold: 85,780,800 GP
Remaining Gold: 46,008,118 GP

Bought: Bag of Holding (IV)-10,000
Rod of Excellent Magic (x8)-5,200,000
Rod of The Path-306,870
Ioun Stone (pale green prism)-30,000
Ioun Stone (orange prism)-30,000
Greater Metamagic Rod of Sculpting (x4)-98,000
Staff of Nature's Fury-500,000
Staff of Prism-326,812
Ring of Arcane Might-20,000
Ring of Sequester-300,000


Created: Belt of the Divine Wind: This belt of worked platinum and ruby links that bears the image of a nymph bore aloft on a whirlwind on its' silver buckle. It grants a +12 bonus to Dexterity.-1,440,000 +24,400 XP

Perceptive Mind: This facemask is carved of purest white pearl and fits neatly over Mirienemi's face. It is carved to exactly mimic Mirienemi's own face in all appearance. It grants a +20 bonus to Wisdom.-6,000,000+70,000 XP

Quickened Thoughts: These spiraling bands of iridescent crystal attach to the ankles of the wearer and extend up to the mid-calf. Tiny golden bells are attached to the bands. Quickened Thoughts grants a +20 bonus to Intelligence.-6,000,000+70,000 XP

Nymph's Eternal Beauty: This transparent cloak of lavender silk attaches at the shoulders and wrists, flowing with the wearer's movements. Reflective threads sewn into the cape cause it to sparkle. Nymph's Eternal Beauty provides a +20 bonus to Charisma.-4,000,000+80,000 XP

Resolve of the Deity: These armbands are forged of iridescent crystal that reflect colors in prismatic displays of light. When both are worn they provide a +20 bonus to Constitution. -4,000,000+80,000 XP.

Personal Attendants

Mirienemi is attended by two companions at nearly all times. These companions, in addition to being close friends, form an honor guard about the Goddess.

The first companion is Mytylene (My-tah-leen), a mighty Solar who has been with the Goddess for seven millennia. He was once part of a company of angels, until the day a horde of demons attempted to invade Elysium. His company was destroyed defending Elysium, but successful in turning back the horde. Injured, he retreated to his native Arborea and stumbled into Utopia's Embrace. Once he met the Lady of the Lake he was smitten, and has stayed on in her service ever since. Mytylene is faultlessly loyal to his Goddess. His romantic passion has morphed over time into deep trust and friendship. The pragmatic Mytylene is often the voice of reason. Nonetheless, he has no qualms against striking out against evil and he'd never abandon his charge no matter danger she went into.

Mirienemi's other companion is Therianthropis (Ther-e-an-throw-pis). Therianthropis is a Great Wyrm Battle Dragon that Mirienemi met when she was a Wyrmling. Therianthropis's family had served Mirienemi for many generations in her battles against evil, and when her parents passed in combat, Miri raised the little wyrmling. Therianthropis has been Mirienemi's familiar her entire life. Though she has given birth and reared her own offspring by now, Therianthropis acts very much as if she were Mirienemi's own child. Therianthropis can be a prankster and quite sarcastic at times, but she's devoted to the cause of good and to her mother figure. She loves to tease Mytylene in a good-natured way, because he plays the straight man to her jokes so very well.
Tomkin

07-03-07, 09:42 PM
OK, more questions...

What is the ECL for a ha-naga? Previous information seems to suggest 33?

Does the Monster of Legend template allow "psionics" as a class feature? (My rationale: It says "any class feature but spellcasting", and the rest of the site is psionics-compatible. Also, it lets you choose spellcasting as a cleric/druid/wizard/sorcerer, but does not include psionics there.)

No, these questions are not related in any way. Of course not...
Rikandur_Azebol

07-04-07, 02:39 AM
Tomkin, You evil munchkin, You ! ;)

For templates it is safe to assume that LA is equal to 2x CR adjustment. For critters ? Using U_K's calculator would be helpful. For quick and dirty You might try CR x 150% and see how much it exceeds Ha-Naga's HD. If it exceeds HD, it's an attempt at ECL.

By this logic Ha-Naga have +13 LA. IMO this is bit low, considering innate sorcerer levels, but heck. Her other abilities are more tame. :)

For another example, by Upper_Krust, Great Wyrm Red Dragon have ECL of 67. Wich gives LA +27.



Mysteris, where to start. :P
Miri is admirable and I like her very much ... but why she got custom SDA that mimicks Asmodeus's big stuff ?
One with Magic, that is. Bit powerful with being all untouchable for a round. I have no complaints, just wish to point out what stands out.

Now complaints: Slime spell ? Slime !? :confused:
Cutest of nymphs acting like some loathsome Juiblex ?! :eek:

Not to mention that I have no idea how You come up with 31d20 Con damage. You know that it allow Your girlie to slay Dispater and all cosmic beings around on sucessful rank check ? In one round.

I'm not sure if Witch would allow such spell. I would require more tame damage before allowing it, were I DM. 5d6 Con damage/round is terryfing enough.

Hope You do know that once Green Slime starts eating Dispi, our favorite fiend can't defend itself from it ? For Green Slime isn't attacking. Never.^^

And now praises: Yes, Miri is to be praised. She's well developed and I'm unable to find anything to point out as being bad. My bad. :weep: ;)
Mysteris

07-07-07, 01:21 PM
Fnord: Very nice group. :) I did notice that Melkor's stats include two Spell Stowaway: Time Stop epic feats. I thought you might want to know so you can give Melkor another Epic feat. :)

As for equipment, let's see: I'd recommend an extra weapon with Transmuting, Harmonizing, and perhaps Magebane and/or Lucky. Harmonizing is useful for the bard levels Melkor and Terfel have, allowing them to use a bardic effect and then have the weapon keep it going for them. Transmuting would be good for overcoming Dispater's DR (Epic, Good, Anarchic, and Silver I believe it is). Lucky allows you to reroll one failed save once a day, and Magebane gives you a bonus plus extra damage against spellcasters.

For Melexion, perhaps a Time Butress shield might be of use. It's a +5 shield that lets him ignore all effects and powers once a round once a day. A Great Reflection Shield from the ELH is also recommendable. A Crystal of Greater Mindcloaking and a Crystal of Greater Lifekeeping (both from the Magic Item Compendium) wouldn't be bad investments either.

For Terfel, a Rod of Cats (MIC) might be of help. It offers bonuses to stealth-related things. Stuff that bumps up base stats (like Epic Bracers of Armor from the ELH) are never a bad idea either. Hope that helps. :)

Rik: Miri is admirable and I like her very much ... but why she got custom SDA that mimicks Asmodeus's big stuff ?
One with Magic, that is. Bit powerful with being all untouchable for a round. I have no complaints, just wish to point out what stands out.

Well, I needed something for a custom SDA, and it occured to me that if an artifact could have such power, no reason why a deity shouldn't, especially a deity of magic. That, and I worried about running out of spells in a prolonged engagement. The lesser pit fiends don't worry me, but Dispater has the likes of Merorem, Glasya, Caim, and Titivilus to call upon and I wanted Miri to have an edge in case things dragged on. :)

Now complaints: Slime spell ? Slime !?
Cutest of nymphs acting like some loathsome Juiblex ?!

Not to mention that I have no idea how You come up with 31d20 Con damage. You know that it allow Your girlie to slay Dispater and all cosmic beings around on sucessful rank check ? In one round.

Hehe. :) It may be gross, but it should shut down those pesky Iron Colossi.

:eek: I didn't realize that it would be that powerful though. I know it would tear up all those lesser demons in a heartbeat, but I figured Dispater would be immune since deities/cosmic entities are immune to ability damage and ability drain. I got the damage by using the Dicefreaks method of amping up the damage of spells and upping the spellcraft DC by a lot (then mitigating it by requiring XP to cast). But if its' too powerful I could knock it down to 5d6 or something like that. It won't be as effective against the Colossi, but it won't one-shot everything either.

Hope You do know that once Green Slime starts eating Dispi, our favorite fiend can't defend itself from it ? For Green Slime isn't attacking. Never.^^

Hee! :) I didn't know that but you're right. ^_^

And now praises: Yes, Miri is to be praised. She's well developed and I'm unable to find anything to point out as being bad. My bad. :weep: ;)

Thank you! :)

*pat pat* And there there, don't worry. I'm sure her two attendants will have enough errors for you to whack me with the corrections club over. :P
fnord

07-07-07, 02:57 PM
For when Witch gets back, there are a few things that need approval:
Raetarus's and Melexion's Abyssal Blessings.
Body Leech and the psychic meditation stuff from Mind's Eye.
Access to the Dragon Shaman from Dragon Magic and Marshal from Miniatures Handbook.
Mysteris

07-07-07, 04:20 PM
Oh yeah, quick question. Does the Quick Draw feat enable one to draw items as a swift action?
Tomkin

07-07-07, 09:03 PM
It stands to reason. I would say yes.

What is the enhancement/price bonus for the soul-drinking property of a Souldrinker (specific epic weapon)? What would be the cost to get it maximized?
fnord

07-08-07, 12:19 AM
Mysteris: Quickdraw is a simple free action, not a swift action, you can do it multiple times (to allow for throwing more than 2 weapons/round, for example). If your asking about items other than weapons, I'd say yes, for items that are stored in convenient places, like hanging from a belt. I wouldn't expect it to let you grab something from a back pack (except maybe a Handy Haversack).

Where's Harmonizing from? That's an EXCELLENT find.


What is the enhancement/price bonus for the soul-drinking property of a Souldrinker (specific epic weapon)? What would be the cost to get it maximized?
You could probably do it as a fixed cost (on a melee weapon) of the full price, 318,000 gp. Or maybe a +5 bonus plus 278,000 gp. Maximizing it is harder to figure out. If you do it as a fixed cost, I'd peg it as ~1,000,000 gp. Or a +8-10 bonus and 500,000 gp.

I don't think it would be that useful, though. I wouldn't expect it to work on anything threatening to these characters, and there are easier ways to get temporary hp.
Tomkin

07-08-07, 09:30 AM
Darn, I missed that part of the Abomination traits. *sigh* Stupid immunities. Better find something else then.
Mysteris

07-08-07, 12:41 PM
Mysteris: Quickdraw is a simple free action, not a swift action, you can do it multiple times (to allow for throwing more than 2 weapons/round, for example). If your asking about items other than weapons, I'd say yes, for items that are stored in convenient places, like hanging from a belt. I wouldn't expect it to let you grab something from a back pack (except maybe a Handy Haversack).

Ah, great. :) I was thinking of her grabbing stuff from her Bag of Holding in combat, that's why I took the feat.

Where's Harmonizing from? That's an EXCELLENT find.

I found it in the Magic Item Compendium, p. 35. Glad I could help. :)
fnord

07-08-07, 01:22 PM
Ah, great. :) I was thinking of her grabbing stuff from her Bag of Holding in combat, that's why I took the feat.
Given that it normally takes a full-round action, I don't think the Bag of Holding would fly. I'd use a Handy Haversack.
deathwishjoe

07-11-07, 05:03 PM
how long is the line right now for completing this challenge?
Witch

07-11-07, 05:09 PM
Okay gentlemen - I'm back from my sabbatical from this thing. That doesn't mean I'll be continually answering questions from dozens of people at the same time.

I'll be discussing with Zelck on his coming challenge via msn; Buugipopuu, give me a while to get better information on whether there'd be portals accessible without Dispater's permission on Dis.
Zelck

07-11-07, 10:47 PM
Sweet! Unfortunately, I'm usually off MSN during the times when you're on it, so we'll probably be talking mostly during the weekends.

By the way, can we assume that the Divine Spellcasting chart extends infinitely both ways?
Bernat

07-12-07, 04:42 AM
I suggest you resurrect the attempts thread before it disappears :).
deathwishjoe

07-12-07, 01:26 PM
Okay I have a couple of questions. the biggest problem so far seems to be getting inside the tower and moving around freely. now I know that dispater has banned teleportation magic and cut off links to the astral plane but especially with Planar bubble you should be able to easily get inside it with the etherealness spell. has witch mentioned banning this particular method of getting inside? your not damaging the iron tower in any way just walking around the walls (in a 4 demensional way)

I also seem to remember diplominator pricing out the cost of making a continous use item of planar bubble much earlier in the thread but dont remember what witch said as to how much it was supposed to cost.

Also I hope witch wont mind but for my build I am using a PrC that only a character with levels in cleric can qualify for but "adds +1 to caster level of existing class" to which I'm adding to sorcerer levels.
Witch

07-12-07, 02:07 PM
Okay I have a couple of questions. the biggest problem so far seems to be getting inside the tower and moving around freely. now I know that dispater has banned teleportation magic and cut off links to the astral plane but especially with Planar bubble you should be able to easily get inside it with the etherealness spell. has witch mentioned banning this particular method of getting inside? your not damaging the iron tower in any way just walking around the walls (in a 4 demensional way)
I suggest you inform yourself about what the ethereal plane is coexistant with. But I will not be anwering questions on this thread for this time being - it's too tiring. I will be handling participants via msn as they go, starting with Zelck.

Also I hope witch wont mind but for my build I am using a PrC that only a character with levels in cleric can qualify for but "adds +1 to caster level of existing class" to which I'm adding to sorcerer levels.
Now, does that seem the intent of the class? I rather doubt it.
deathwishjoe

07-12-07, 02:21 PM
I suggest you inform yourself about what the ethereal plane is coexistant with.

well it coexists with the material plane and with a bubble of the material plane around me I should have the same connection as if I were still in the material plane. that is my logic. the same concept would hold true to teleporting around inside my planar bubble.


Now, does that seem the intent of the class? I rather doubt it.

I understand. while I use of this rules work around isn't game breaking in this instance I can still make some changes to it. maybe I'll go with favored soul or something for the CHA synergy I'm looking for.
Witch

07-12-07, 04:10 PM
well it coexists with the material plane and with a bubble of the material plane around me I should have the same connection as if I were still in the material plane. that is my logic. the same concept would hold true to teleporting around inside my planar bubble. It doesn't, ofcourse. Planar Bubble emulates Planar Traits. That's all. If it were to draw an actual planar connection to another plane, it'd fail due to the lack of astral links.
deathwishjoe

07-12-07, 05:02 PM
a fair and logical ruling on why it wouldn't work. I also found another reason why it wouldn't work. apparently theres a demensional anchor spell all over the iron tower and the only way through is to have a specail token.
Mysteris

07-12-07, 06:07 PM
Fnord: Thanks! I'll switch to a Haversack then. Miri travels light. :)

Witch: Welcome back! :) I know you're not answering a ton of questions, but are you still reviewing characters for the Siege?

Quick question for the board: How much would it cost to develop an item that grants a +100 or +150 bonus to a skill?
Phantom Llama

07-12-07, 06:52 PM
Buugipopuu, give me a while to get better information on whether there'd be portals accessible without Dispater's permission on Dis.

Dis is a trading city - it's downright cosmopolitan by infernal standards. If Dispater had to micromanage and authorise every use of a portal he'd never have time to do anything else. And while that's totally appropriate for Dis, it isn't appropriate for the big D himself.
fnord

07-12-07, 06:52 PM
Now, does that seem the intent of the class? I rather doubt it.
Hmm, with that in mind, I may have to rework Raetarius, since I'm advancing Ur-Priest with Arcane Trickster. That said, there is no generic alternative, and I half-qualify by using Miracle to emulate Mage Hand. Your call.
goro

07-12-07, 07:02 PM
So would the Fallen teplate be only a -2 LA? or -3? or -4?
Witch

07-12-07, 08:00 PM
Fnord - I intend to get back on you after Zelck.

PL: Sometimes, stuff can be arranged differently than by portal's all across the plane. That's why I'm going to inform myself better.

Mysteris: not reviewing anyone's characters but Zelck's at the moment.
Zelck

07-13-07, 02:31 AM
Whoa whoa! I think I may have read Automatic Metamagic wrong the entire time. It looks like it doesn't require you to actually have the feat. If that's the case, I have like 10(!) more feats I need to pick. That can't be right... I'm just going to assume the feats are prerequisites.

Mysteris: not reviewing anyone's characters but Zelck's at the moment.
Gah, I better upload the latest version then!

I realized my character's illegal due to not having Craft Arms and Armor. Since Craft Artifact SDA obviates the need for epic crafting items, I switched those out for other stuff. I also apparently have some illegal epic bonus feats.

So, I've dropped Quicken and Auto-Quicken SLA (Moment of Prescience), along with Craft Epic Rod and Craft Epic Wondrous Item. In their place, I've picked up Forge Ring and Craft Epic Arms and Armor, and Enhance Spell and Improved Metamagic x2. To make up for the extra non-epic feat, I've dropped the Force domain for the Planning domain. I've also bought another 80 Bag of Tricks (Grey) and another 90 Prayer Beads (Standard).

By the way, I'm going by a couple of assumptions. First, if a domain adds skills to the Cleric's class skill list, I can at least take a max number of ranks equal to my hit dice + 3 even if I don't have levels in the Cleric class (it doesn't matter whether or not they're bought with 1 skill point or 2 as long as I can take the Able Learner feat, which lets me buy cross-class skills spending only 1 skill point for each rank). Second, the Divine Spellcasting slot progression extends in both directions for higher ability scores and spell levels and follows a progression like that in the SRD here (http://www.d20srd.org/srd/divine/divineAbilitiesFeats.htm#spellSlotsAbove 9thLevel). If not, I have another SDA open which I could use to acquire this progression.
Zelck

07-13-07, 02:32 AM
(Double posted due to length)

I figure I might get more feedback if I just post the char here, even though I think it reads easier in the Excel file. You can get the updated Excel file here: CLICKY FOR DOWNLOAD (http://putstuff.putfile.com/94692/7584577).

Note: Stats usually include magically-boosted ability score modifiers but won’t include magic items or Power of Luck bonuses. Extra bonuses from items and/or final stats after item bonuses will be depicted in curly brackets. For ability scores and caster levels, the base scores don’t include spells, and the post-spell results are displayed in curly brackets.

Aram, the Magelord
Magic is power.

70 HD True Neutral Human Deity (DvR 18)
Domains: Magic, Knowledge, Luck, Trickery, Planning

Class: Wizard 4, Human Paragon 2, Rainbow 10, Archmage 5, Loremaster 49 (5 levels of Loremaster taken before Archmage levels)

CL 73 {116}: 66 class levels + 4 Practiced Spellcaster + 3 Archmage {+ 1 Ioun Stone + 1 Ring of Arcane Might + 1 Create Magic Tattoo + 4 Prayer Bead of Karma + 36 Greater Consumptive Field}

Abilities:
Str: 11 (0) {53 (21)}
Dex: 40 (15) {82 (36)}
Con: 58 (24) {100 (45)}
Int: 60 (25) {102 (46)}
Wis: 30 (10) {72 (31)}
Cha: 56 (23) {98 (44)}

Hit Points: 3430
Initiative: +40 {+1 competence}; Supreme Initiative SDA
(Epic) BAB: +34 (base BAB +9)
Ranged attack: +89 (+34 BAB, +1 Loremaster Secret, +18 Divine, +36 Dex) {+1 competence}

Fortitude Save: +93 (+30 base +45 Con +18 Divine) {+10 resistance +1 competence}
Reflex Save: +86 (+30 base + 36Dex +18 Divine +2 Secret) {+10 resistance +1 competence +1 dodge}
Will Save: +91 (+40 base +31 Wis +18 Divine +2 Secret) {+10 resistance +1 competence}

SR: 85 (from divine rank; 32 + 1/2 * 70 + 18)
AC: 142 (10 +36 Dex +1 Dodge from Loremaster Secret +18 Deflection from divine +44 Deflection from Cha +15 Natural from Divine +18 Natural from Divine Rank)
Touch AC: 109 (Normal AC –15 Natural –18 Natural)
Flat-footed AC: 105 (Normal AC –36 Dex –1 Dodge)
AC from Items: +10 Luck, +10 Insight, +10 Morale, +1 Dodge, +10 Enhancement (Defending Weapon), +2 Shield, +15 Armor

Divine Qualities: (only listed ones are ones where a choice needed to be made)
Immune to Fire
Immune to Lightning
Cold Resistance 38
Casts cure spells at will
DR 40/epic and mithral

Salient Divine Abilities:
Divine Spellcasting
Arcane Mastery
Spontaneous Arcane Spells
Supreme Initiative
True Knowledge
See Magic
Instant Counterspell
Extra Sense Enhancement (Sight)
Know Secrets (Will DC 82)
Power of Luck
The Magelord’s Power
The Magelord’s Guile
Craft Artifact
Automatic Metamagic (Quicken Spell)
Automatic Metamagic (Silent Spell)
Automatic Metamagic (Still Spell)
Automatic Metamagic (Persistant Spell)
Automatic Metamagic (Delay Spell)
Automatic Metamagic (Twin Spell)
Automatic Metamagic (Extend Spell)
Automatic Metamagic (Maximize Spell)
Automatic Metamagic (Repeat Spell)
Automatic Metamagic (Widen Spell)
ONE UNASSIGNED SDA OR DOMAIN

Normal Feats: (24 + 1 Human + 1 Human Paragon + 1 Loremaster Secret + Wizard 1 + Planning domain)
Able Learner, Spell Focus (Conjuration), Spell Focus (Necromancy), Skill Focus (Knowledge Arcana), Skill Focus (Spellcraft), Quicken Spell, Silent Spell, Still Spell, Persistant Spell, Delay Spell, Twin Spell, Extend Spell [Planning Domain], Maximize Spell, Repeat Spell, Widen Spell, Heighten Spell, Scribe Scroll [Wizard 1], Craft Arms and Armor, Forge Ring, Craft Wondrous Item, Craft Rod, Improved Counterspell, Rapid Metamagic, Eschew Materials, Leadership, Improved Initiative, Spell Mastery, Practiced Spellcaster, Track

Epic Bonus Feats: (13 Loremaster)
Epic Spellcasting, Epic Leadership, Ignore Material Components, Epic Heighten Spell, Enhance Spell, Improved Metamagic x2, Multispell x6

Class Abilities:
Familiar (lol)
Scribe Scrolls
Human Paragon Class Skills: Balance, Diplomacy, Escape Artist, Listen, Psicraft, Search, Sense Motive, Survival, Spot, Tumble
Adaptive Learning (Diplomacy)
Detect Evil
Extra Domains (Good, Air, Law)
Grow Wings
Detect Chaos
Detect Thoughts
Cleric Spell Access
Spell Power x3
Mastery of Elements
Mastery of Shaping
Secret of Inner Strength
Secret Knowledge of Avoidance
Weapon Trick
Dodge Trick
Applicable Knowledge
Lore (1d20+46+49+2); True Knowledge SDA
2x Bonus Languages (let’s just assume he knows them all)
Greater Lore
True Lore

Skills: (Doesn’t include Power of Luck bonus)

Balance: 73 ranks, +135 {+175}
Bluff: 73 ranks, +135 {+175}
Concentration: 73 ranks, +136 {+176}
Craft (Drawing): 1 rank, +65 {+66}
Craft (Sculpture): 1 rank, +65 {+66}
Decipher Script: 1 rank, +65 {+66}
Diplomacy: 73 ranks, +153 {+193}
Disable Device: 1 rank, +65 {+66}
Escape Artist: 73 ranks, +127 {+167}
Forgery: 25 ranks, +89 {+90}
Hide: 73 ranks, +127 {+167}
Knowledge (Arcana): 73 ranks, +137 {+138}
Knowledge (Architecture): 5 ranks, +69 {+70}
Knowledge (Dungeoneering): 73 ranks, +137 {+138}
Knowledge (Geography): 5 ranks, +69 {+70}
Knowledge (History): 73 ranks, +137 {+138}
Knowledge (Local): 25 ranks, +89 {+90}
Knowledge (Nature): 73 ranks, +145 {+146}
Knowledge (Nobility): 5 ranks, +69 {+70}
Knowledge (Psionics): 73 ranks, +137 {+138}
Knowledge (Religion): 73 ranks, +137 {+138}
Knowledge (The Planes): 73 ranks, +137 {+138}
Listen: 73 ranks, +122 {+162}
Psicraft: 73 ranks, +130 {+131}
Search: 73 ranks, +137 {+177}
Sense Motive: 73 ranks, +122 {+162}
Spellcraft: 73 ranks, +145 {+185}
Spot: 73 ranks, +122 {+162}
Survival: 73 ranks, +122 {+123}
Tumble: 73 ranks, +127 {+128}
Use Magic Device: 2 ranks, +64 {+65}
Use Psionic Device: 2 ranks, +64 {+65}
Aram’s Equipment:
Total Wealth: 85,780,800
Total Cost of Items: 48,136,638
Total Cost of Epic Spells: 7,650,000
Subsidize Cohort: 4,623,015
Gold Left: 25,371,148

Experience Reserve: 350,000
Experience Burned: 306,000

Equipment:

Note: CL 116 Hardening (+58 Hardness) cast on everything

Rod of the Magelord (Major Artifact)
Crafted by Aram himself, this rod of pure mithral functions as a +10 Defending Quarterstaff and offers its wielder other outstanding benefits. First, the staff provides the area with a close connection to Arborea, as per the spell Planar Bubble. This effect can have a 20' radius, a 10' radius, or be suppressed entirely. Changing the setting of the Planar Bubble effect requires an immediate action. Additionally, for up to 12 times per day, when the spellcaster casts a spell with an experience point component, the rod supplies up to 3500 XP. If more experience points are required to cast the spell, the caster provides them. This rod also provides the bearer with the evasion ability. The bearer gains a +30 competence and +10 morale bonus to Spellcraft and Concentration.

Caster level 70, Planar Bubble, 2 lbs, Market Price: 62,726,950; Crafting Cost 15,681,738 gold and 1,254,539 XP (Paid with Rod of Excellent Magic, or alternatively uses XP transferred from willing creatures with market price of 12,545,390 gold)


Pale Green Ioun Stone: +1 competence bonus on checks. 30,000 gold
Orange Ioun Stone: +1 caster level. 30,000 gold
Ring of Universal Energy Immunity and Arcane Might. 2,190,000 gold
Strand of Prayer Beads (Standard) x100. 2,580,000
Essence Generator [Bag of Tricks (Grey)] x120. 1,080,000 gold
Amulet of Epic Sense Motive: +30 competence and +10 morale bonus to Sense Motive. 1,268,100 gold
Hat of Epic Discourse: +30 competence and +10 morale bonus to Diplomacy and Bluff. 2,986,200 gold
Ring of Epic Hide: +30 competence and +10 morale bonus to Hide. 1,268,100 gold
Glasses of Epic Detection: +30 competence and +10 morale bonus to Spot, Listen, and Search. 4,704,300 gold
Gloves of Epic Escape Artist: +30 competence and +10 morale bonus to Escape Artist. 1,268,100 gold
Boots of Epic Balance: +30 competence and +10 morale bonus to Balance. 1,268,100 gold
+1 Mithral Buckler of Heavy Fortification, Great Reflection, and Exceptional Arrow Deflection. 5,760,000 gold
Bracers of Epic Armor +15. 2,250,000 gold
Cloak of Epic Resistance +10. 1,000,000 gold
Shirt of Epic Protection: +10 luck, +10 insight, and +10 morale bonus to AC. 4,000,000 gold
Robes of Haste: continuous Haste. 120,000 gold
Handy Haversack. 2,000 gold
Rod of Excellent Magic (Expended). 650,000 gold.

Epic Spells:

Enhance Body
DC: 21
Cost: 189,000
Components: V, S
Casting Time: 10 minutes
Range: 300 feet.
Target: Up to two creatures, who can’t be more than 300 ft. apart
Duration: 1020 Hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Factors: Seed (Fortify) x3: 51; Increase bonuses by 24: +144; Increase duration by 50x: +100; Touch to target: +4; Add another target: +10; Increase cast time to 10 minutes: -9; 50 spellcasters offering level 2 spell slots: -150; 25 spellcasters offering level 3 spell slots: -125.

The creatures gain a +25 enhancement bonus to Strength, Dexterity, and Constitution.

Enhance Mind
DC: 21
Cost: 189,000
Components: V, S
Casting Time: 10 minutes
Range: 300 feet.
Target: Up to two creatures, who can’t be more than 300 ft. apart
Duration: 1020 Hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Factors: Seed (Fortify) x3: 51; Increase bonuses by 24: +144; Increase duration by 50x: +100; Touch to target: +4; Add another target: +10; Increase cast time to 10 minutes: -9; 50 spellcasters offering level 2 spell slots: -150; 25 spellcasters offering level 3 spell slots: -125.

The creatures gain a +25 enhancement bonus to Intelligence, Wisdom, and Charisma.

Strength and Intelligence
DC: 24
Cost: 216,000
Components: V, S
Casting Time: 10 minutes
Range: 300 feet.
Target: Up to two creatures, who can’t be more than 300 ft. apart
Duration: 1020 Hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Factors: Seed (Fortify) x2: 46, Increase Bonuses by 16 x2: +192, Increase duration by 50x: +100, Touch to target: +4, Add another target: +10, Increase cast time to 10 minutes: -9, 52 spellcasters offering level 2 spell slots: -156, 25 spellcasters offering level 3 spell slots: -125, 2 spellcasters offering epic level spell slots: -38.

The creature gains a +17 insight bonus to Strength and Intelligence.


Constitution and Wisdom
DC: 24
Cost: 216,000
Components: V, S
Casting Time: 10 minutes
Range: 300 feet.
Target: Up to two creatures, who can’t be more than 300 ft. apart
Duration: 1020 Hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Factors: Seed (Fortify) x2: 46, Increase Bonuses by 16 x2: +192, Increase duration by 50x: +100, Touch to target: +4, Add another target: +10, Increase cast time to 10 minutes: -9, 52 spellcasters offering level 2 spell slots: -156, 25 spellcasters offering level 3 spell slots: -125, 2 spellcasters offering epic level spell slots: -38.

The creature gains a +17 insight bonus to Constitution and Wisdom.


Dexterity and Charisma
DC: 24
Cost: 216,000
Components: V, S
Casting Time: 10 minutes
Range: 300 feet.
Target: Up to two creatures, who can’t be more than 300 ft. apart
Duration: 1020 Hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Factors: Seed (Fortify) x2: 46, Increase Bonuses by 16 x2: +192, Increase duration by 50x: +100, Touch to target: +4, Add another target: +10, Increase cast time to 10 minutes: -9, 52 spellcasters offering level 2 spell slots: -156, 25 spellcasters offering level 3 spell slots: -125, 2 spellcasters offering epic level spell slots: -38.

The creature gains a +17 insight bonus to Dexterity and Charisma.


Elude Detection
DC: 65
Cost: 585,000
Components: V, S, XP
Casting Time: 10 minutes
Range: 300 feet.
Effect: 10-ft. emanation centered on you or a creature or object of up to 2,000 lb.
Duration: Permanent
Saving Throw: None
Spell Resistance: No
Factors: Seed (Conceal): 17, Seed (Ward): 14, Field is mobile (ad hoc): +4, Doesn’t end after attack: +4, Blocks divination: +6, Blocks non-magical divination-type effects (ad hoc): +8, Permanent: x5, Increase cast time to 10 minutes: -9, Burn 3500 XP per casting: -35, 52 spellcasters offering level 2 spell slots: -156.

The creature or object the spell is centered on is concealed from sight, even darkvision. If the subject is a creature carrying gear, the gear vanishes too. This spell also blocks divination spells, effects, and epic spells developed using the reveal seed from detecting things within the emanation. In all cases where divination magic of any level, including epic level, is employed against the subject of this spell, a check (1d20 + caster level versus DC 11 + caster level) determines if it works. If a non-magic divination effect is employed, a similar check (1d20 + creature’s hit dice versus DC 11 + caster level) determines if it works.


Aram’s Arcane Protection
DC: 85
Cost: 765,000
Components: V, S
Casting Time: 10 minutes
Range: Touch
Effect: 10-ft. emanation centered on you or a creature or object of up to 2,000 lb.
Duration: 51 days
Saving Throw: None
Spell Resistance: Yes
Factors: Seed (Ward): 14, Seed (Transform): 21, Field is mobile (ad hoc): +4, Ward against Mage’s Disjunction: +16, Make spell effect tenacious: +10, End dispel checks that fail to dispel this spell: +4, Add +100 to CL check to dispel: +200, Increase duration by x50: +100, Increase cast time to 10 minutes: -9, 50 spellcasters offering level 2 spell slots: -150, 25 spellcasters offering level 3 spell slots: -125.

This powerful spell creates a globe which surrounds and moves with the target creature. This globe protects its contents from Disjunction effects and is immune to them itself. This spell also automatically intercepts all dispel effects, and ends them if they don't dispel this ward. The dispel DC to dispel this ward is increased by 100, and even on a successful dispel, this ward is merely suppressed for 1d4 rounds. Spells and effects attempting to detect this spell's magical aura fails unless its caster succeeds a check (1d20 + caster level or hit dice if it's not a spell versus DC 11 + caster level).


Preserve Magic
Spellcraft DC: 39
Cost: 351,000
Components: V, S, XP
Casting Time: 10 minutes
Range: 300 ft.
Effect: 10 ft. radius emanation, centered on the targeted creature or object.
Duration: 16 days
Saving Throw: None
Spell Resistance: Yes
Factors: Seed (Ward): 14, Field is mobile (ad hoc): +4, Blocks Antimagic Field: +16, Personal to target: +19, Increase duration by 15x: +30, Increase cast time to 10 minutes: -9, Burn 3500 XP per casting: -35

Antimagic Fields have on effect on this ward or its interior.


Aram’s Retributive Dispellation
Spellcraft DC: 134
Cost: 1,206,000
Components: V, S, XP
Casting Time: 10 minutes
Range: 10 ft.
Effect: 10 ft. radius emanation, centered on the targeted creature or object.
Duration: 6 days or until expended
Saving Throw: None
Spell Resistance: No
Factors: Seed (Reflect): 27, Seed (Dispel): 19, Seed (Ward): 14, Field is mobile (ad hoc): +4, Reflects area spells: +20, Reflects only dispel effects of any level (ad hoc): +180, Add +40 to the reflected dispel check: +80, Duration increased by 11x: +22, Increase cast time to 10 minutes: -9, Burn 3500 XP per casting: -35, 50 spellcasters offering level 2 spell slots: -150, 2 spellcasters offering epic level spell slots: -38.

This spell creates a 10-ft. emanation that automatically reflects the next dispel effect. The dispel affect rebounds upon its caster functioning as a targeted dispel effect (even if the reflected dispel effect affected an area), making dispel checks at its original bonus +40. Once this spell reflects a dispel effect, it is discharged. If another ward that intercepts and ends dispels is also in effect, this spell only intercepts dispels that get through that ward.


Aram’s Unflinching Eye
Spellcraft DC: 127
Cost: 1,143,000
Components: V, S, XP
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: Yes; see text
Factors: Seed (Metafaculty, Magic): 30; Seed (Conceal): 17; Defeats epic protections from scrying (ad hoc): +10; Allows magic-enhanced senses: +4; Increase Scrying area by 9x to 100 ft radius: +36; Can’t be detected: +6; No save: +60; Increase duration by 9x to 10 minutes per level: +18; Burn 3500 XP per casting: -35; 1 spellcaster offering epic spell slots: -19

This powerful divination spell developed by Aram allows the caster to acquire a great deal of information about a creature he has seen before. This spell works as Magical Metafaculty, with some important differences. First, Aram's Incredible Divination is capable of defeating even epic spells and special abilities that obscure divinations with a caster level check (DC 6 + caster level of the obscuring effect or hit dice of creature with the ability). Second, the caster's magical senses work through the divination. Third, the caster sees the area in a 100' radius around the subject. Fourth, the spell does not allow the subject a save from the Greater Scrying effect. Fifth, the subject cannot detect the scrying, even if the caster fails to overcome its SR. Lastly, the spell lasts considerably longer, with a duration of 10 minutes per caster level.


Aram’s Supreme Dispellation
Spellcraft DC: 156
Cost: 1,404,000
Components: XP
Casting Time: 1 swift action
Range: 1200 ft.
Target or Area: One creature, object, or spell, or 12x 30-ft. cubes
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Factors: Seed (Dispel): 19; Quickened: +28; Stilled and Silenced: +4; Range increase by 3x: +6; Change from target to 4x 10-ft cubes: +12; Increase area by 4x: +16; Allow choice between target and area (ad hoc): +2; Increase dispel check by +50: +100; Increase backlash damage by 2d6 to increase dispel check by +1 (ad hoc): +4; Burn 3500 XP per casting: -35.

This potent spell can end ongoing spells that have been cast on a creature or object, temporarily suppress the magical abilities of a magic item, or end ongoing spells (or at least their effects) within an area. This spell can defeat all spells, even those not normally subject to dispel magic. It can dispel (but not counter) the ongoing effects of supernatural abilities as well as spells, and it affects spell-like effects just as it affects spells. The caster makes a dispel check against the spell or against each ongoing spell currently in effect on the object or creature with a bonus of +50 on the dispel check. The caster may increase this dispel check bonus by +1 for every additional 2d6 backlash damage he chooses to take. Any creature, object, or spell is potentially subject to this spell, even the spells of gods and the abilities of artifacts. A character automatically succeeds on the dispel check against any spell that he or she cast him or her self.


Time Warp
Spellcraft DC: 65
Cost: 585000
Components: None
Casting Time: 1 Swift Action
Range: Personal
Target: You
Duration: 5 rounds
Saving Throw: None
Spell Resistance: No
Factors: Seed (Transport): 27; Faster time: +8; Quickened: +28; Stilled and Silenced: +4; Change touch to personal: -2

The caster speeds up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. The caster is free to act for 5 rounds of apparent time. Fire, cold, poison gas, and similar effects can still harm the caster. While the caster is in the fast time stream, other creatures are invulnerable to his or her attacks and spells; however, the caster can create spell effects and leave them to take effect when he or she reenters normal time.


Cure-All
Spellcraft DC: 67
Cost: 603000
Components: None
Casting Time: 1 Swift Action
Range: Touch
Target: Creature Touched
Duration: Instantaneous
Saving Throw: Yes (harmless; see text)
Spell Resistance: Yes (harmless)
Factors: Seed (Heal): 25; Quickened: +28; Stilled, Silenced, no Focus (ad hoc): +6; Restores drained ability score points: +6; Dispels all negative levels in the last 20 weeks: +2

This spell automatically cures all diseases, blindness, deafness, hit point damage, temporary ability damage, permanently drained ability scores poisons, feablemind, mental disorders, magic effects penalizing the target's abilities, and all negative levels lost in the last 20 weeks. Against undead, it causes the loss of all but 1d4 hit points of if the undead fails a Fortitude saving throw.
deathwishjoe

07-13-07, 11:57 AM
So a few questions for witch when he gets the chance. obviously hes too busy with the current and up comming challenger right now but I don't think that should take more then a few days.

first can I use the salt mummy template with out going into walker of the waste PrC. the flavor text for the template suggests no but the rules section allows it and it would get me around the whole unable to use a divine requirement PrC to boost Arcane caster levels issue.

Is the Maw of Chaos spell from the spell compendium allowed?
goro

07-13-07, 06:25 PM
I went with a-2 LA for the "Fallen Angel" template. I came up with;

Adumbrate, Lord of Shadows, Lord of Decay
60 HD Fallen Hound Archon Demon Lord (Fallen, Extraplanar, Evil, Chaotic)
Buugipopuu

07-13-07, 09:02 PM
I'll be discussing with Zelck on his coming challenge via msn; Buugipopuu, give me a while to get better information on whether there'd be portals accessible without Dispater's permission on Dis.

Okays. Just to clear something up in advance: Could I do some retraining if I make it off the plane, or are the retraining rules off-limits?
Ramaloke

07-14-07, 02:24 PM
I need some stuff approved, Fiendish Prc's in Fiend Folio, Possession in Fiendex Codex, Unearthed Arcana variant Conjurer, Tome of Magic's Fiendbinder, Complete Scoundrel's Malconvoker, Complete Mage's Master Conjurer, Epic Handbook's Cosmic Descryer.

Odd Stuff:

My character's body will also be the body of a devil that specializes in possession. So for instance when the demon leaves it's body in the etheral plane to possess something the conjurer will be in control, the can share control on a round by round basis, and also the devil will be able to give control to the conjurer. When they both inhabit the same body they will have a combined DvR of 18, when seperate they will both have a DvR of 9.
goro

07-14-07, 08:52 PM
This is it so far. Did I make any mistakes yet?


Adumbrate, Lord of Shadows, Lord of Decay
Fallen Hound Archon (Fallen, Extraplanar, Evil, Chaotic)


Hit Dice: 60d8 + ( )


Feats, Salient Divine Abilities, and Ravages:

Salient Divine Abilities
Rusting Scales
Battlesense
Extra Sense Enhancement: Blindsight 1,800 miles
Stride
Free Move
Indomitable Strength
Divine Blast
Mass Divine Blast
Supreme Initiative
Divine Dodge
Annihilating Strike
See Magic
Clear Sight
Supreme Initiative
Increased Spell Resistance (x4)
Supreme Initiative
Power of Truth
Power of Nature
Know Secrets
Instant Move
Alter Form
Shapechange
True Shapechange

Cleric Domains:
Strength, Travel, Magic,

Ravages: -48 hit points for excess ravages.(-12 for 2 common ravages, -36 for an aborrent ravage)
(Abhorrent)Ability Boost: +4 to Constitution
(Abhorrent)Ability Boost: +4 to Charisma
(Abhorrent)Ability Boost: +4 to Dexterity
(Abhorrent)Additional Movement Form: Fly 1.5 times land speed (Good Maneuerability)
(Common)Additional Natural Attack: Tentacle
(Common)Additional Natural Attack: Tentacle
(Cosmic)Blindsight: 120 ft.
(Cosmic)Energized Attacks: 4 damage dice,
(Vile)Expanded Reach: 10 ft. all natural attacks
(Cosmic)Improved Damage Reduction:
(Cosmic)Ignore Damage Reduction/Hardness: 20 points.
(Cosmic)Improved Movement Speed: +120 ft. (Land)
(Cosmic)Improved Movement Speed: +120 ft. (Fly)
(Abhorrent)Class Feature: Evasion
(Abhorrent)Class Feature: Improved Evasion
(Abhorrent)Class Feature: Unarmed Strike
(Vile)Resistances: (One energy type)
(Vile)Resistances: (One energy type)



Demon Lord Sepcial Abilities/Qualities:
Shadow Blend (Su):
In any condition of illumination other than full daylight, I can disappear into the shadows, giving me total concealment. Artificial illumination, even a light, continual flame, or daylight spell, does not negate this ability.
Create Shadows (Su):
A number of times per day, equal to my CHA modifier, I can conjure a mass of leaping shadows with a radius of 1,000 ft. per 10 HD and a duration of 1 hour per 10 HD. All normal and magical light sources are negated within this radius. All characters and creatures gain a +4 bonus on their hide checks within the shadows, and can hide even if directly observed. While in the shadow I gain total concealment, though I can move normally. My attacks gain a +2 bonus and denies my opponents any dexterity bonus to AC, because they are considered invisible.
Master of Shadows (Su):
While within any shadow I receive a +9 bonus to any attack roll, skill check (Non-Int based skills only), or saving throw. This bonus stacks with all other bonuses.

Demon Lord Traits:
Size-Type:
Speed:
Armor Class:
Damage Reduction:
Fast Healing:
Immunity
Resistance
Spell Resistance
Telepathy
Divine Rank 0:
Demonic Ideal:
Inured to Corruption:
Abyssal Blessing (Su): The demon lord exhibits special abilities or qualities different from its peers and beyond the powers of lesser demons. Each demon lord gains one special ability or special quality and then acquires one additional special ability or special quality for every 30 total HD and levels possessed. Bear in mind that some of these abilities have no apparent association with the demon lord's goals or origins.
Abyssal Dominion: The demon lord possesses a strong connection to The Abyss, which significantly empowers it. Accordingly, the demon lord receives a +6 bonus to the DC of its special attacks, spells, and spell-like abilities, and to the effective caster level of their spellcasting, if any, while in The Abyss.
Abyssal Fury (Su): The physical presence of a demon lord is so disgusting that it causes lesser creatures to succumb to its mania and will to destroy. All creatures within 60 feet of the demon lord must succeed at a Will save (DC 10 + ½ the demon’s HD + the demon’s Charisma modifier). Those that succumb to Abyssal Fury randomly suffer one of the following effects. The demon lord may change the effect (a different effect is randomly selected) as a swift action. As a free action, the demon lord can discontinue the use of its Abyssal Fury, but creatures already afflicted remain under its effects.
Victims of Abyssal Fury remain under the conditions for as long as they are within 60 feet of the demon lord, after which the conditions begin to fade. Each condition fades at its own rate, as specified in their descriptions. Those who make their saves against Abyssal Fury do not have to save against it again for 24 hours unless the effect is changed by the demon lord.
Despair: An affected being feels intense sadness, and takes a -6 morale penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. Each round, there is a 36% chance that they will be overwhelmed by grief and unable to act. This effect lasts for six minutes after leaving the radius of effect.
Fear: An affected being becomes shaken. In addition to the normal effects of the condition, the victim screams uncontrollably, suffering a -6 penalty to Hide, Move Silently, and any Wisdom-based checks. Furthermore, attempts to cast spells with no verbal components require a Concentration check with a DC of 20 + the attempted spell's level. Casting spells with verbal components is impossible.
When Abyssal Fury causes fear, its victims must attempt a save every round. A shaken creature that fails a second Will save against Abyssal Fury becomes frightened, and a frightened creature who fails a third save becomes panicked. Panicked creatures who fail a fourth save become frozen in fear and are effectively helpless. Creatures who make their secondary and further saves do not improve their condition, but they no longer need to make successive saves. This effect lasts for six minutes after leaving the radius of effect.
Loathing: The presence of the demon lord inspires intense hatred in its foes. Such creatures will take the most direct path towards the demon lord, and attack it to the exclusion of all other threats. They will attack the demon lord in melee combat if at all possible, resorting to ranged attacks or spells only if they cannot physically reach the creature.
In this enraged state, spellcasting is impossible unless the creature succeeds on a Concentration check (DC 25 + attempted spell's level). The creature is considered flat-footed against all attacks except those that originate from the demon lord. When confronted by a potentially fatal obstacle (a natural hazard in their path, or the attacks of another creature), victims receive another Will save to break free of this effect. This effect lasts until the victim successfully makes a secondary Will save, the demon lord is slain, or until the victim can no longer sense the presence of the demon lord. A character who is under the influence of loathing who can no longer sense the presence of the demon lord takes out his frustration on the nearest living object in the most destructive manner possible for the 6 rounds following the disappointment.
Nausea: An affected being becomes violently ill from the demon lord’s presence, becoming nauseated. This effect lasts for 1d6 rounds after leaving the radius.
The demon lord can make its servants, worshipers, beings of Chaotic Evil alignment, or a mixture of all three types immune to this effect as a free action. This immunity lasts one day or until the demon lord dismisses it.
Call Demons (Sp): A demon lord commands the respect of lesser demons, calling such creatures to serve its vile needs. As a move equivalent action, the demon lord may call 100 hit dice worth of demons in a single day. No demon called may have more hit dice than the demon lord, possess cosmic or divine ranks, or possess the Yaldabaoth subtype. Most demon lords have specific kinds of demons they prefer to call, but all are capable of calling any and all types. Called demons obey the demon lord without question.
Demonic Impasse (Ex): The forces of righteousness disgust the demon lord, who finds goodness repellent enough to give it pause. As a result, the demon lord avoids hallowed ground. A demon lord attempting to enter a hallowed site must make a successful rank check against the represented god; a demon lord cannot use its spell resistance to overcome this effect. If the demon lord fails the neutral rank check (DC = the god's divine rank), it receives 1d4 negative levels per the god's divine rank. If the demon lord succeeds in entering the hallowed area, the area immediately becomes unhallowed. Once a demon lord breaches holy ground, the god in question is immediately alerted to the fiend’s presence and will often (DM’s discretion) send a proxy or an avatar to deal with the intrusion.
Induce Ravages (Ex): A demon lord's connection to the incredible generative and transformative power of The Abyss empowers it to induce ravages in lesser creatures. A demon lord may force any demon within line of sight to acquire warps and common ravages of the demon lord's choice as a full round action per ravage induced. However, this is a dangerous process for both the demon lord and the intended subject/victim. While a demon lord is attempting to induce ravages, it loses access to its cosmic abilities, spell-like abilities, and supernatural abilities for one hour. Furthermore all ravages that a demon gains as a result are considered to be unsafe, even if the demon in question would otherwise be able to acquire them safely through "traditional" means. The saving throw for an unwilling demon is 16 + 1/2 HD + Charisma modifier.
Ravaged Forms: The demon lord will probably lose the general build of the base creature. This happens randomly as the creature evolves into a greater form of demon. At times the change results in only extraordinary qualities or traits like enhanced sensory or tactile abilities. Occasionally, the demon lord acquires supernatural powers, like a hypnotic gaze or a breath weapon. A demon lord rolls for 1d6 ravaged forms on the cosmic mutation chart upon their transformation. This stacks with any abilities and changes gained through previous mutation.
Wake of Corruption (Su): The demon lord’s presence destroys everything in its wake, causing the immediate area to deteriorate and fall apart. A demon lord that remains in a particular location for an extended period of time causes severe degeneration that can expand to an even larger area over time. A demon lord that remains within a 60 foot radius area for 6d6 rounds causes the location to fall under an effect identical to the spell desecrate cast at the demon lord’s hit dice. For every additional round that the demon lord remains within that initial 60 foot area, the desecration's radius expands another 10 feet.
If the demon lord remains in the initial 60 foot area for 6d6 minutes, a region equivalent to the demon lord’s hit dice x 60 ft. becomes unhallowed as the spell cast at a level equal to the demon lord’s hit dice; the demon lord may attach two spell effects to the area of its choosing. These spells may or may not be from among those listed as choices in the unhallow spell description.
Spell-like Abilities or Psionics: The demon lord retains most of the spell-like abilities of the base creature; the demon lord does not retain fire-based magic or illusionary magic unless the base creature was a demon; these spell-like abilities are removed. As a general rule, a demon lord usually does not have access to spells that heal, return life to, or otherwise benefit another being. Additionally, a demon lord never has access to spells like limited wish, miracle, or wish. The caster level for such abilities is always the demon lord's racial hit dice + 6. As beings of chaos and destruction, demon lords rarely share the same spells. The demon lord gains the following spell-like abilities. Always active – detect good, detect law, detect magic, true seeing; at will – blasphemy, deeper darkness, destruction, greater dispel magic, harm, unhallow, unholy aura, unholy blight + 30 + Charisma modifier additional spell levels under 7th level; 6/day – 18 + Charisma modifier additional spell levels; 3/day – any one power word spell; 1/day – two epic spells (Spellcraft DC less than 50); 1/week – one epic spell (Spellcraft DC less than 100). A demon lord may select spells from any base class list that are not incompatible with its alignment.
Feats: The demon lord typically retains the existing feats of the base creature, although the demon lord may "swap" one feat for another so long as the demon lord meets the prerequisites for the new feat. All demon lords gain the Corrupt Spell-like Ability (but do not suffer corrupt damage) and either the Vile Natural Strike or Violate Spell-like Ability feats listed in the Book of Vile Darkness as bonus feats.

Hound Archon Traits:
Speed: Base speed is 40 ft.
Armor Class: +9 natural armor bonus
Archon Traits:
Special Attacks: Spell-like Abilities: At will--Aid (Change to Bane), Continual Flame, Detect Evil (change to Detect Good), Message, Caster level equal to HD.
Special Qualities: Change Shape, Damage Reduction, Scent, Damage Reduction, Spell Resistance
Racial Skills: Concentration, Hide, Jump, Listen, Move Silently, Sense Motive, Spot, Survival

Fallen Traits:
Special Attacks: Spell-like Abilities: Replace all spell-like abilities bearing the good descriptor with evil counterparts. Aside from Dectect Evil, which becomes Dectect good, the fallen loses access to any permanent spell-like effects.
Special Qualities: (Fallen lose any angelic choir traits. It replaces them with the traits of the fallen subtype; )
Darkvision to 60 ft., and low-light vision
Immunity to Poison and
+4 Racial bonus on saves against petrification
Magic Circle Against Good (Su)
Teleport (Sp)
Telepathy (Su)
Cursed (Ex) Fallen have betrayed all they once stood for and have an unsettling nature about them. A fallen suffers a -2 penalty on diplomacy checks when interacting with good creatures, but gains a +2 bonus on all intimidate checks.
In the case of any other qualities not replaced as a result of losing the various choir traits and gaining fallen traits, replace any instances relating to good with the opposite. For example, damage reduction would lose the evil qualifier (since this is appropriate for good creatures) and gain the good qualifier instead. In the case of regeneration, where evil weapons or spells previously dealt lethal damage, this would be replaced by good weapons or spells.
Esgarblackpox

07-15-07, 03:09 AM
I'm intrested in joining this (although I need a loonngg time to get ready knowledge wise. Very little epic/divine knowledge on my part). Also, would a necromancer begin with, asssumedly, his maximum allotment of undead slaves? Would you accept a Dread Necromancer playing as a Demi-lich? Sorry for my newbishness.
BillTheManiac

07-15-07, 12:39 PM
What's the LA on a Large Earth Elemental?
deathwishjoe

07-15-07, 01:15 PM
Esgarblackpox, dread necromancer is fine and in the books allowed and conisdering he is allowing walker in the waste to become a demi lich then I dont think you would even need to ask. As far as undead I am sure that if you pay for the onyx like your supposed to you can have pre-existing undead. I dont know what you think you're going to do with them as dispater has way more minions then you could possibly have and even more powerful minions then undead could be. outsiders are the shiznit! You might need to negotiate with witch however on what types of undead you can use and if any templates can be on them.
Esgarblackpox

07-15-07, 03:03 PM
Okay, thanks. As for the undead, well, I'll try to keep it reasonable. Even if my small army of undead gets pasted by bodyguards, they're ablaztive wounds that can serve their purpose, even if it's only for a round or two.

EDIT: In the appendix for God point-buy, is it a typo that Gods with a DvR of 16-20 have 22 points plus their DvR? Is it supposed to be 220?
Zelck

07-15-07, 10:41 PM
I spoke with Witch earlier on MSN today, and got the following (stuff in [] are my thoughts or extrapolations). Witch, please correct me via post or PM if I got anything wrong; I won't be on MSN much during the week.

The Divine Spellcasting table in TGoH 9 extends both ways infinitely. [Basically, your ability modifier on your primary spellcasting stat is the maximum spell level you can cast (and get).]
Automatic Metamagic SDA doesn't require you to have the metamagic feat. However, it may be a good thing(tm) thematically if your character has the [some of the? all of the?] metamagic feats anyway.
No more than +10 CL bonus to resist dispel checks on an Esoteric Aegis-like effect.
Mitigation through additional casters is limited to 140, or twice HD [twice HD is probably the generalized rule...]. He also doesn't like having too many (around 50?) additional spellcasters.
Witch doesn't like the "No Save" factor in the Faenmerc system. [I'm guessing it's effectively banned.] Instead, we may boost epic spell DCs to match our highest level spell slot DCs.
Adding the option to take backlash damage to pay for a scaling cost (like adding the option to take 2d6 backlash damage per each extra +1 CL to dispel check) costs +20 DC.
Using one Rod of Excellent Magic to pay for the creation of an artifact requiring about 1.2 million XP is too cheesy ;). I paid market price for the XP, or XP*10, instead.


That's all we got to today. Some things I wanted to ask but couldn't get to:

Heroics spell (bonus feat): yay or nay?
How much temp HP can I get from Divine Power?
How much temp HP can I get from Consumptive Field?
Everything that a God of Knowledge with a ridiculous Knowledge (The Planes) check knows about Dis (I don't have FC2).
Exactly how many of those metamagic feats can I trade out for other ones? I could really use 10 extra metamagic feats ;).
Is Miracle as an SLA OK if I only use it to emulate spells?
If a domain gives me certain skills as cleric class skills and I don't have levels in cleric, is the max ranks on that still HD + 3? (I don't care if it's class or cross-class).


That is all.
BillTheManiac

07-16-07, 09:07 AM
I spoke with Witch earlier on MSN today, and got the following (stuff in [] are my thoughts or extrapolations). Witch, please correct me via post or PM if I got anything wrong; I won't be on MSN much during the week.

Automatic Metamagic SDA doesn't require you to have the metamagic feat. However, it may be a good thing(tm) thematically if your character has the [some of the? all of the?] metamagic feats anyway.
Witch doesn't like the "No Save" factor in the Faenmerc system. [I'm guessing it's effectively banned.] Instead, we may boost epic spell DCs to match our highest level spell slot DCs.


1. So we don't have to?
2. So my ridiculously boosted spells beyond my ISC don't work?
Buugipopuu

07-16-07, 09:29 AM
Witch: Can I add more questions to an Epic Spell developed with the 10-questions use of the Foresee Seed? If so, what DC will you apply per extra question?
BillTheManiac

07-16-07, 10:29 AM
Duuk Ra-Darak
Large Earth Elemental Warhulk 10/Hulking Hurler 3/Barbarian 29
Size/Type: Large Elemental (Earth, Extraplanar)
Hit Dice: 8d8+32 (68 hp)
Initiative:
Speed: 20 ft. (4 squares)
Armor Class: 19 (-1 size, +10 natural), touch 8, flat-footed 18
Base Attack/Grapple: +6/+23
Attack: Slam +18 melee (2d8+13)
Full Attack: 2 slams +18 melee (2d8+13)
Space/Reach: 10 ft./10 ft.
Special Attacks: Earth mastery, push
Special Qualities: Damage reduction 5/-, earth glide, darkvision 60 ft., elemental traits
Saves: Fort +12, Ref +2, Will +2
Abilities: Str 37, Dex 11, Con 22, Int 6, Wis 11, Cha 11
Skills: Listen +6, Spot +5
Feats: Cleave, Great Cleave, Power Attack, 9, 12, 15, 18
Epic Feats: 21, 24, 27, 30, 33, 36, 39, 42, 45, 48
Environment: Elemental Plane of Earth
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral
Advancement: 9-15 HD (Large)
Level Adjustment: +5 or less, hopefully
More later
Is 445d6 too much? Should I tone it down?
That's without warhulk. With warhulk it's 7089d6.
fnord

07-16-07, 04:55 PM
I
Is Miracle as an SLA OK if I only use it to emulate spells?

Note that it can't be avoided by gods with the Luck Domain.

Esgar: I have to assume that yes, greater deities get 220+DVR ability points.
Esgarblackpox

07-16-07, 05:02 PM
Okay, that's what I thought. Is it okay if I substitute my Dread necromancer levels for cleric levels for determining if I meet the prerequisites for the SLA Undead mastery? The class does give me access to command/rebuke undead, which I assume is why the cleric restriction is there.
EDIT: Since there is no EPic rules for Dread NEcromancers of 21st+ level ,I'm planning to treat Xin (my guy) as drawing upon the sprocer spell list for the higher levels. Is this oka, or do want me to adjust it?
BillTheManiac

07-20-07, 08:25 AM
Can I have all the characters in my party have at least DvR 0? If not, can I at least have my earth elemental guy be a minor deity of earth in my service?
Witch

07-20-07, 05:53 PM
Okays. Just to clear something up in advance: Could I do some retraining if I make it off the plane, or are the retraining rules off-limits?
Within some limits, yes. And skill tricks are off limits, I'm afraid. We've put them off limits in design for Dicefreaks as well, simply due to the fact that it wouldn't make sense for previously designed creatures not to have them.
Rikandur_Azebol

07-21-07, 06:05 AM
Can I have all the characters in my party have at least DvR 0? If not, can I at least have my earth elemental guy be a minor deity of earth in my service?

You should read the rulings on 1 page. ;)

Your party can have total of 18 DvRs, wich means that You can have ANY combination of those. Including 3 0 DvR guys and 1 18 DvR.
BillTheManiac

07-21-07, 03:05 PM
It just seemed a little cheap.
Does Automatic Metamagic apply to epic spells?
Rikandur_Azebol

07-22-07, 04:45 AM
No.
BillTheManiac

07-24-07, 03:30 PM
I need something to improve my caster level or some high slot adjustment epic magic spell.

Greater Heighten Spell [Metamagic]
Prequisites: Heighten Spell
Double the save DC adjustment for Heighten Spell.

Overpowered?

Also, I know all arcane spells, including new spells. Does that mean I can make versions of current spells modified with Energy Substitution (as in, coldball and cone of fire)? Any other feats?

Can I spend 1 epic feat to get 2 ordinary feats? There was a thread with feats like that around here somewhere..

Can I use an SDA to get more feats/epic feats? What would be an appropriate number?
Zelck

07-24-07, 09:12 PM
I need something to improve my caster level or some high slot adjustment epic magic spell.

Greater Heighten Spell [Metamagic]
Prequisites: Heighten Spell
Double the save DC adjustment for Heighten Spell.

Overpowered?
Yea, I'm pretty sure that would be overpowered. If you use it to increase a spell by 1 level, it gets +2 DC as opposed to +1 DC. That's an equivalent increase to Spell Focus, except it applies to spells from all schools that you heighten (big whup with deities).

Can I use an SDA to get more feats/epic feats? What would be an appropriate number?
I think it was around 4 or 5. But they have to fit a scheme, and it would be one of your special SDAs.
BillTheManiac

07-24-07, 09:58 PM
hmmm.... Intensified Enhanced x5 Horrid Wilting has level 35. Making it level 52 brings the save DC up to 36+Int, so 76 DC. That's more then enough, which is good, because the DC will scale down with each casting.

Or I could take Automatic Metamagic (Heighten Spell).


Craft Mastery SDA
Effect:You gain all non-epic item creation feats


Strategy: It seems like in Hell, Dispater's most trusted minions would be eager to betray him for personal power. Couldn't I get a Token of Dis from them?
Buugipopuu

07-26-07, 09:53 AM
I'm going to repose this question, as I am unable to continue without a new Epic Spell, and am unable to research one until I know whether this will be allowed:

Witch: Can I add more questions to an Epic Spell developed with the 10-questions use of the Foresee Seed? If so, what DC will you apply per extra question?
Witch

07-26-07, 10:05 AM
I'll go with +5 DC for each additional question.
BillTheManiac

07-26-07, 05:33 PM
Can you approve my SDA so I can work on my character some more?


Dispater's [total group of devils under his command] is finite
Proof by contradiction.
Assume there are an infinite number of devils.
Divide the devils into levels like this: Dispater is level 1, those who answer directly to him are level 2, those who answer to them are level 3, etc.
Then either there are an infinite number of levels, in which case, because it takes time for orders to be transmitted down the levels, most devils haven't gotten any orders yet, or there is at least one level that is infinite.
In this case, because level 1 is finite, there is a level i that is finite such that i+1 is infinite, or else all levels would be finite by induction. In this case, one or more devils of level i would command an infinite number of devils of level i+1. This is impossible because they could never have ordered even a small fraction of these devils by now.
Conclusion: Dispater's [total group of devils under his command] is finite.
Rikandur_Azebol

07-27-07, 11:14 AM
BTM, and to what end serve the statement of finite number of devils serving Dispi ? It's still a very huge number. :confused:

Or You are going to use something to thin these numbers down ? Like plague, self spawning fire resistant - undead etc. ? :)

Witch, here is epic spell proposal:

Fiery Fury

Necromancy [Evil]

Spellcraft DC: 126
Casting Time: 1 minute
Range: Touch
Target: One corpse
Duration: Instantaneous
Seeds: Animate Dead (23 DC), Nar Fiendbond (27 DC)
Factors: Create Shape of Fire (+52 DC), animate and control undead of 35 HD (+24 DC).

You create dreadful undead known as Shape of Fire with this dark spell, that is possessing Half-Fiend template. It's HD count against Your control limit, as usual.
BillTheManiac

07-27-07, 02:31 PM
Shapes of Fire can't animate non-humanoids.

Well that means we can cause significant damage in finite time.

In fact today I was lurking on Dicefreaks and I saw a thread saying DF thinks outsiders can't be undead.
Buugipopuu

07-27-07, 05:56 PM
Witch: Where is my character now? You said that I managed to "get out", but I'm not sure how out I am. Am I out of the city, off the layer, or off the whole plane?

One Epic Spell for approval:

nameless' Exhaustive Trinary Search
Divination
Spellcraft DC: 113
Components: S
Casting Time: 1 Full Round Action
Range: Personal
Target:[b] You
[b]Duration: Instantaneous
To Develop: 1017000 gp; 21 days; 40,680 XP. Seed: Forsee (DC 23). Factors: Reduce casting time by 9 rounds (+18 DC), Increase number of questions to 40 (+150 DC), No Verbal Component (+2 DC), Deal 80d6 points of backlash damage to the caster (-80 DC)

Once the caster has mentally designated an area to search, and an object to find, the spell automatically divides the area into three, determines which of the three areas the desired object or creature is in, and then repeats the process 40 times, usually providing the caster with a very good idea of the exact location of the object, unless a truly enormous search area is specified. The spell works entirely in coordinates relative to the caster, unless the desired object or creature is on another plane, in which case the caster must specify a suitable system of measurement for the spell to be able to search meaningfully. The answers return in a language the caster understands, but use only one-word replies, usually "One", "Two", "Three", or "None". All questions answered are 90% likely to be answered truthfully, which is why "None" is a possible answer. Should the spell encounter that answer it automatically rolls its search back one step (effectively averaging 34.4 correctly and usefully answered questions per casting). This spell can only be cast once every five weeks, and the strain of 40 quickfire questions and answers being pushed through the caster's brain over the space of 6 seconds deals 80d6 damage to the caster.
fnord

07-27-07, 06:11 PM
This is impossible because they could never have ordered even a small fraction of these devils by now.
You assume that there is no way for a single devil to command infinite devils. An alternative would be for infinite devils to exist and have identical orders.

Or, of course, there could be a finite but absurdly large and rapidly increasing number of devils. Even a deity can only kill devils at a finite rate, and the rate of generation of new devils could be greater than that.
BillTheManiac

07-27-07, 06:48 PM
There is no way to communicate to an infinite number of people at once, because they would be gathered in an infinite area, and all communication has a range or # of targets limit.

I doubt there is an exponential number because devils are created from soul shells from the finite dead on the finite Material Plane.

About how many soul shells does Dispater get a day?
fnord

07-28-07, 12:13 AM
There is no way to communicate to an infinite number of people at once, because they would be gathered in an infinite area, and all communication has a range or # of targets limit.
Orders can be actively gathered by the recipients, rather than passively received. At a specific moment, infinite wizards scry on a Duke, who voluntarily fails all his Will Saves. The Duke then speaks the orders.

I'm not saying it's likely; I think that the finite but very large and rapidly increasing number is most likely. But your idea that it is logically impossible for an infinite number of devils to be under Dispater's command is wrong.

The number, or even if it's infinite or not, would NOT be common knowledge, so Witch is hardly required to divulge it.

Probably Merorem and Glasya are the only Archdevils under his command, though he could possibly call in favors to get the aid of others. He might or might not be able to call favors from LE gods or other LotN. Probably not many, and probably only as a last resort.

Probably 8 Dukes, but again favors may get him more.

For the non-nobles, it gets harder.

GoH puts the Dark Ministry at >72 trillion devils, the Infernal Vanguard at >9 trillion devils, plus Abrigor's 666 Legions and the other troops of Bael's Dukes. Say >99 trillion devils. The standing armies of the Lords are 3%, so figure 3 trillion devils as a minimum for his army.

That's minimum, and just for his army. So figure 9^9 trillion (387 trillion) as a low end estimate. The wording suggests that it's not orders of magnitude higher, though.

Of those, I'd guess about 8/9 are lemures, with each rank falling off by a factor of 9.
Witch

07-28-07, 08:36 AM
Witch: Where is my character now? You said that I managed to "get out", but I'm not sure how out I am. Am I out of the city, off the layer, or off the whole plane?
You're on Avernus, and I'll allow you to freely planeshift away, from there.


nameless' Exhaustive Trinary Search
Divination
Spellcraft DC: 113
Components: S
Casting Time: 1 Full Round Action
Range: Personal
Target:[b] You
[b]Duration: Instantaneous
To Develop: 1017000 gp; 21 days; 40,680 XP. Seed: Forsee (DC 23). Factors: Reduce casting time by 9 rounds (+18 DC), Increase number of questions to 40 (+150 DC), No Verbal Component (+2 DC), Deal 80d6 points of backlash damage to the caster (-80 DC)

Once the caster has mentally designated an area to search, and an object to find, the spell automatically divides the area into three, determines which of the three areas the desired object or creature is in, and then repeats the process 40 times, usually providing the caster with a very good idea of the exact location of the object, unless a truly enormous search area is specified. The spell works entirely in coordinates relative to the caster, unless the desired object or creature is on another plane, in which case the caster must specify a suitable system of measurement for the spell to be able to search meaningfully. The answers return in a language the caster understands, but use only one-word replies, usually "One", "Two", "Three", or "None". All questions answered are 90% likely to be answered truthfully, which is why "None" is a possible answer. Should the spell encounter that answer it automatically rolls its search back one step (effectively averaging 34.4 correctly and usefully answered questions per casting). This spell can only be cast once every five weeks, and the strain of 40 quickfire questions and answers being pushed through the caster's brain over the space of 6 seconds deals 80d6 damage to the caster.
I'm afraid I don't entirely understand what this does. Especially the interaction between the questions and the dividing in an area. It may have seemed clearer in your head, or I'm being daft. Regardless, I'd like you to clarify.


Regarding the infinity of Dispater's forces: they're finite but growing. Quickly. They currently number in the trillions, most of which are low-end devils. Regarding number of Archdevils: the two mentioned are the only ones I'm using. Regarding Dukes, I'm using those that make sense to use according to how Perdition is described.
BillTheManiac

07-28-07, 10:36 AM
So to cause noticable damage I need at least a trillion kills - or a unique item like the Garden of Whateveritis.

According to DMG II, each citizen takes up 1500 square feet. This seems a little large, especially compared to the people-to-building ratios they list, but I'll go with it. Dis should be higher because it has tall buildings.

sqrt(400 trillion * 1 500) = 774,596,669. That's 146,704 miles square. So Dispater would barely notice if I smashed an area the size of the United States. He'd get pretty angry if I smashed the entire surface area of Earth.

The vast majority of Dispater's dudes comes from soul shells, right? I'm pretty sure in the real world, less then 100 bil have died. How many Material Plane worlds are there in Godspell?
Buugipopuu

07-28-07, 03:17 PM
I'm afraid I don't entirely understand what this does. Especially the interaction between the questions and the dividing in an area. It may have seemed clearer in your head, or I'm being daft. Regardless, I'd like you to clarify.


It's a standard trinary search algorithm, but in Epic Spell form. It's easier to see what's going on with an example.

Say I want to find a needle in a haystack: It divides the haystack into three sections of equal volume and asks "Is the needle in the first section, the second section, or the third section?". Upon receiving an answer of, say, one, it divides section one into three more sections of equal volume, and they become the new sections one, two, and three and asks the same question again. Each time it receives a truthful answer, the volume that the needle could potentially be in is reduced by a factor of three. After many questions, the questioner will know the location of the needle very accurately, as the volume of the last potential section is very small, and an intelligent caster who knows the method by which the spell does its volume dividing (usually: pick the longest side of the cuboid to be searched, and split it into three sections, which will be "Upper", "Middle", or "Lower", or "East", "Middle", or "West", or some other set of directions.) can then work out the exact location of the object to be found.

Unfortunately, the Foresee seed is only 90% accurate. This means that one out of every ten questions will have a misleading answer, say the spell says "Left" when it's actually "Right". This is fine, as on the very next question the fact that the previous question was answered falsely will be revealed, unless that question is also answered falsely (a one in a hundred chance). In the event of a false question being discovered, the spell simply goes back to the last known correctly answered question and tries again. Each false question wastes two questions (the one that was answered incorrectly and the one which was looking in the wrong section because of this), so really each question is worth 0.8 truthful answers, on average.
BillTheManiac

07-28-07, 06:43 PM
It's a standard trinary search algorithm, but in Epic Spell form. It's easier to see what's going on with an example.

Say I want to find a needle in a haystack: It divides the haystack into three sections of equal volume and asks "Is the needle in the first section, the second section, or the third section?". Upon receiving an answer of, say, one, it divides section one into three more sections of equal volume, and they become the new sections one, two, and three and asks the same question again. Each time it receives a truthful answer, the volume that the needle could potentially be in is reduced by a factor of three. After many questions, the questioner will know the location of the needle very accurately, as the volume of the last potential section is very small, and an intelligent caster who knows the method by which the spell does its volume dividing (usually: pick the longest side of the cuboid to be searched, and split it into three sections, which will be "Upper", "Middle", or "Lower", or "East", "Middle", or "West", or some other set of directions.) can then work out the exact location of the object to be found.

Unfortunately, the Foresee seed is only 90% accurate. This means that one out of every ten questions will have a misleading answer, say the spell says "Left" when it's actually "Right". This is fine, as on the very next question the fact that the previous question was answered falsely will be revealed, unless that question is also answered falsely (a one in a hundred chance). In the event of a false question being discovered, the spell simply goes back to the last known correctly answered question and tries again. Each false question wastes two questions (the one that was answered incorrectly and the one which was looking in the wrong section because of this), so really each question is worth 0.8 truthful answers, on average.


Why is 3 the limit? Why can't you do quadrary search (or whatever it's called)? Northwest, Northeast, Southwest, or Southeast?
fnord

07-28-07, 07:44 PM
Why is 3 the limit? Why can't you do quadrary search (or whatever it's called)? Northwest, Northeast, Southwest, or Southeast?
For that matter, in English at least, you can go all the way to twentieth with one word answers.
Witch

07-28-07, 08:45 PM
Spell Approved.
Rikandur_Azebol

07-29-07, 02:59 AM
So to cause noticable damage I need at least a trillion kills - or a unique item like the Garden of Whateveritis.

You wanna trillion kills ? Go with some sort of rapid-spreading contagious curse that activates after long period of time. Or disease ... or something that grows fast, and feasts of natural assets of Dis. Iron and Heat.

According to DMG II, each citizen takes up 1500 square feet. This seems a little large, especially compared to the people-to-building ratios they list, but I'll go with it. Dis should be higher because it has tall buildings.

Doesn't it mean that Dis might be smaller, due to tigh-packed spaces of those all skyscrapers ?

sqrt(400 trillion * 1 500) = 774,596,669. That's 146,704 miles square. So Dispater would barely notice if I smashed an area the size of the United States. He'd get pretty angry if I smashed the entire surface area of Earth.

So ... it means that if I use Earthquake type of effect with a radius of 100 miles I can cover Dis in 23 uses of it ? :confused:

The vast majority of Dispater's dudes comes from soul shells, right? I'm pretty sure in the real world, less then 100 bil have died. How many Material Plane worlds are there in Godspell?

All cannon-fodder devils come from dead dudes. And 11% of sentient souls that belive in punishment after death go to Hell. Thus it's almost infinite, at best You would be able to create shortages ... because death rate isn't increasing so flow of souls is steady ... and You might outpace it with rampart slaughter. :)

But I guess that Dispi is ready even for Hosts of Heavens invading him in full force. ^^
Buugipopuu

07-29-07, 07:31 AM
Why is 3 the limit? Why can't you do quadrary search (or whatever it's called)? Northwest, Northeast, Southwest, or Southeast?

Because they aren't really needed. Currently, the spell can locate an object to within the nearest 20cm from an initial search volume of 265,227 cubic kilometers. Not so coincidentally, a cylinder with a diameter of 9 miles and a height of 999 miles has a volume of about 265,227 cubic kilometers.
Witch

07-29-07, 07:47 AM
You forgot depth. I'd double that number of cm ;)
BillTheManiac

07-29-07, 10:36 AM
You wanna trillion kills ? Go with some sort of rapid-spreading contagious curse that activates after long period of time. Or disease ... or something that grows fast, and feasts of natural assets of Dis. Iron and Heat.
I'm pretty sure there's no RAW method for contagion of diseases. Any spell capable of getting a trillion kills is pretty impressive. I was thinking of conjuring a humungous sphere of acid then somehow transforming it into a massive thin sheet, eroding a little over a wide area of Dis. I was thinking some kind of Living Spell Rusting Grasp with Split, or maybe Clockwork Horrors. Iron and....heat. Oooh! That mold thing that feeds on heat! Then ubered up somehow and released on Dis... but it would be too easy to kill. The question is, how much fire damage would it take?

Doesn't it mean that Dis might be smaller, due to tigh-packed spaces of those all skyscrapers ?

True. I was hoping to get a number that looked possible.

So ... it means that if I use Earthquake type of effect with a radius of 100 miles I can cover Dis in 23 uses of it ? :confused:

No. Miles square is different from square miles. 4 miles square=16 square miles.

All cannon-fodder devils come from dead dudes. And 11% of sentient souls that belive in punishment after death go to Hell. Thus it's almost infinite, at best You would be able to create shortages ... because death rate isn't increasing so flow of souls is steady ... and You might outpace it with rampart slaughter. :)
That's the idea. 11%. I wonder how long it's been since the universe started and how many worlds there are. Tens of quadrillions of death seems a little high.
But I guess that Dispi is ready even for Hosts of Heavens invading him in full force. ^^

Finding Dispater on the Material Plane is a little harder. Anyone have an idea?

Dis works like a godly realm. So if Dispater wants to be unsummonable, he must also be unable to teleport.

Contingency: Dispater casting teleport within my ability to detect it.
Effect: Plane Shift to the Material Plane
Effect: Grant me an extra action somehow, allowing me to summon him

Also I previously cast a summoning sanctum, now HE can't run away. Or maybe just
Effect: Another extra action. Cast "Control Dispater".
fnord

07-29-07, 10:38 AM
It depends how many questions you have to throw out on wrong answers and corrections. 50% of the time, it will reduce the volume by 3^36; 90% of the time, it will reduce the volume by 3^32, 99% of the time, it will reduce the volume by 3^28; in all but ~10^-7 times, it will reduce the volume by 3^10;

From the 9 mile diameter, 999 mile height cylinder, the 99% rate reduces the search area to about a 10 foot cube. The 90% rate reduces it to about a 2 foot cube.
Buugipopuu

07-29-07, 11:37 AM
You forgot depth. I'd double that number of cm ;)

If it goes 999 miles down as well as up, that only decreases the accuracy by a factor of 1.26. Doubling the volume of the final sector results in multiplying its side length by the cube root of two.

The easiest way to work out the final volume is to roll 40 d10s. Raise 3 to the power of (40-2*number of natural 1s rolled on the 40 d10s), and divide the initial volume by that number.
Witch

07-29-07, 11:38 AM
Aren't you forgetting the situation where you get two failed rolls in a row?
fnord

07-29-07, 01:33 PM
Aren't you forgetting the situation where you get two failed rolls in a row?
For my calculations, two failed rolls in a row doesn't matter. Each false answer kills 2 questions; the question itself and the question that causes a backtrack. If two false answers are given in a row, the spell merely has to backtrack twice.
BillTheManiac

07-29-07, 02:55 PM
hmmm...

FFT would backtrack to F. If you get another T you backtrack again, if you get another F you continue on blindly.

FFFT would backtrack to FF. You need 2 Ts to get you out.

... etc.

Witch: I read TGoH and I'm not exactly sure how hard it is to summon LoTN. Can you just use an epic spell or do you need something more difficult? If you use an epic spell, wouldn't that bring them under your control like a normal summoned monster?
fnord

07-29-07, 03:35 PM
Can you just use an epic spell or do you need something more difficult? If you use an epic spell, wouldn't that bring them under your control like a normal summoned monster?
They can, in theory, be summoned by an epic spell, but they are capable of preventing the epic spell from working provided they remain on their layer.
If they are somehow summoned, they would not be under the summoner's control.
Finally, by increasing the Spellcraft DC by +60, the caster can summon a unique individual he or she specifies from anywhere in the multiverse. The caster must know the target’s name and some facts about its life, defeat any magical protection against discovery or other protection possessed by the target, and overcome the target’s spell resistance, and it must fail a Will saving throw. The target is under no special compulsion to serve the caster.
Buugipopuu

07-29-07, 04:36 PM
hmmm...

FFT would backtrack to F. If you get another T you backtrack again, if you get another F you continue on blindly.

FFFT would backtrack to FF. You need 2 Ts to get you out.

... etc.


Which means that each false answer kills 2 questions, and everything is peachy. FFFTTT is fine, and back on course and uses 6 questions, which is 2 for every false answer. There is the possibility of further false answers, but the same thing happens again. You need 4 Ts to get out of a string in which there are 4 Fs.
BillTheManiac

07-29-07, 06:29 PM
Remember you still have a 10% error chance at the very end. When you're searching a large area, that might be important.

About control: Then I'll just have to cast Control Dispater.

Oh, Witch: DMG II has an item that gives you +5 spell resistance for 25,000 gp. Vest slot. Can I make a custom item with the bonus^2*1,000 gp formula (and x10 for epic level)?
BillTheManiac

07-31-07, 09:44 PM
If I scry on someone, can I transfer it to my familiar so he watches while I sleep?
Dartonus

08-03-07, 08:02 AM
Are ECL 51 characters allowed? Because I think my old Alhoon archmage is perfect for this:D . If so, I'll be back on Monday.
fnord

08-03-07, 05:44 PM
Are ECL 51 characters allowed? Because I think my old Alhoon archmage is perfect for this:D . If so, I'll be back on Monday.
As long as it has no more than 0 divine rank, no more than 50 HD, and is sane (ie no Paragon Pseudonatural Half-Fiend Spell-Warped &&&&& Of Legend), you're OK.
BillTheManiac

08-03-07, 06:40 PM
I think the max LA is +5. And you can have 1 70 HD 18 DvR character.
KRATOS_BLADE_of_SPARTA

08-03-07, 09:29 PM
What an interesting concept, I will have to try my hand at this, though simply accessing the Iron Citadel will be achievment enough for my self-satisfaction.

How have previous Void Incarnates gone?
fnord

08-04-07, 12:44 AM
I think the max LA is +5. And you can have 1 70 HD 18 DvR character.
Any being with (non-zero) DvR can have 75 ECL and 70 hit dice (which ever is less).
Other beings can have any ECL, but are limited in hit dice according to the DiceFreaks limits by type: 50 for humanoids and most other mortals, 70 for others, and a few special cases for the ultra-high HD Oozes, Elementals, and Constructs from the ELH, IRC.
Rikandur_Azebol

08-04-07, 12:46 AM
1-st post contains all regulations and rules. LA +5 is a free LA, in addition to everything else. :)

If You use a deity, max is 18 DvRs(total for all characters), 70 HD for greater deity.
You can use up to 4 member party, all have character wealth per lvl.

Mortals are limited at 50 HD, and Dicefreak boards contain limits on other critters.
KRATOS_BLADE_of_SPARTA

08-05-07, 07:37 AM
What is the HD limit for a DvR 0 Human? Is he considered a Mortal or Immortal? (I think DvR 0 specifies immortal but I'm not sure).
aelryinth

08-05-07, 11:05 PM
I'm really not sure of the point of all this, save as an incentive to try and design some really powerful entities.

The restrictions of the Tower DEMAND a level18 deity to overcome...you don't have a chance otherwise. And then Dispater gets a bonus to his divine abilities within his tower, turning the whole contest thing into a bunch of Divine Power checks with basically pass/fail attached to them. If you fail, you are done.

Getting to the tower might be entertaining, but unless you've got someway of consistently being able to beat his Divine Influence check inside his own tower, you aren't going to accomplish much. Even finding out exactly what he's doing isn't going to help you, because it's all coming down to weighted die rolls with the dice in his favor.

===Aelryinth
Rikandur_Azebol

08-06-07, 01:10 AM
What is the HD limit for a DvR 0 Human? Is he considered a Mortal or Immortal? (I think DvR 0 specifies immortal but I'm not sure).

50 HD is a limit for pseudo-deities, but it is "soft" limit thus You can make up to 100 HD DvR 0 guy, with DM's approval.

Aelryinth, I think it is a ufairly pessimistic argument from Your side to demand godlings. Tower isn't what have to be overcome, it's "only" Dispater. And the fiend can be dealt with in many ways. Only requirment is to kill him within Dis.

Nothing stops You from summoning Dispi into Your power base, where He would be as helpless as bystanders are in Dispater's realm. Then You can prepare Dispater for death. Like Quivering Palm-ing him ... and dozen other means are avaible, even to "mere" mortals.



Witch, what could make prince Lixer borrow his anty-deity sword to someone ? Is genuine offer of "my divinity" enough of a bait ?
Dartonus

08-06-07, 07:18 AM
Any being with (non-zero) DvR can have 75 ECL and 70 hit dice (which ever is less).
Other beings can have any ECL, but are limited in hit dice according to the DiceFreaks limits by type: 50 for humanoids and most other mortals, 70 for others, and a few special cases for the ultra-high HD Oozes, Elementals, and Constructs from the ELH, IRC.

Good. My lich is HD 40. Do I need to post stats here, or is there a thread? or do I even need to post stats at all?
KRATOS_BLADE_of_SPARTA

08-06-07, 08:06 AM
Well, I am certainly interested in the challenge, though admittingly it is ALOT of work, and would take ALOT of time, for now I will muse over a few builds and strategies and confine myself to watching other would-be slayers of Dispater get annihilated ;)

I would really like to know why the Tower is Impervious to seemingly all forms of attack. Perhaps a trumpted up Epic Dispelling followed by a Legendary Dreadnought Sundering it on a Full Charge Full Power Attack, whilst a godling attacks it with his Divine Blast, and the mage flings an Sphere of Annihilation at it, might dent it?

[EDIT]- PS: All these failed attempts make me think that perhaps the person who statted Dispater may have given him a CR a tad bit too low? Or is the Challenge severly increased due to the Tower? In which case, what would the EL of this event be? (So far it seems beyond the ability of ECL 85 beings)
Rikandur_Azebol

08-06-07, 12:50 PM
Tower is immune to everything, except one special way destined to destroy it. This is DF rule on Greater Artifacts.
KRATOS_BLADE_of_SPARTA

08-08-07, 11:19 AM
So what is needed is a Knowledge Check to discover the ONE Way to defeat it? Can't an Artifact damage an Artifact or am accessing one of my group's houserule without realizing it?
Rikandur_Azebol

08-08-07, 11:57 AM
I guess there are numerous ways in wich we could figure it out. Deity with Know Secrets SDA will know. Dispater knows. Wish, if properly worded might give You some help. But I have this gnawing suspicion that it will be difficult to figure out with wishes.

For an artifact that would be capable of overcoming Major Artifact's "immunity". Well ... ask DM. I wanted to make such SDA and He disapproved it.
Perhaps a sword who's power is something along the lines: "If it overpoweres (CL/HD check) another artifact/creature ... it can ignore all hardness/immunties and DR and damage the creature as if it weren't possessing such qualities." would be more acceptable for DM.

What You have in mind Kratos ? You plan on making guy capable of storming in, and slaughtering everyone before him ? Your nick suggests me with such image. Sorry. :P
KRATOS_BLADE_of_SPARTA

08-08-07, 01:09 PM
What You have in mind Kratos ? You plan on making guy capable of storming in, and slaughtering everyone before him ? Your nick suggests me with such image. Sorry. :P

I was thinking, Warblade 70 DvR 15
Rogue 70 DvR 1
Psion 70 DvR 1
Barbarian 30/Frenzied Berserker 30/Warhulk 10 DvR 1

Not sure if I'd Storm in or sneek in. I might swap some Rogue levels for Void Incarnate, who knows.

As I said in any earlier post, it is aLOT of work and I'm not sure I have enough to spare.

That said, I REALLY wanna see what a WARBLADE 70 (perhaps swapping some levels out for a PrC) DvR 15 can do.
Rikandur_Azebol

08-09-07, 01:00 PM
I was thinking, Warblade 70 DvR 15

I suggest Your main character to be DvR 18, Warblade sounds scary when paired with such a power. :)

Rogue 70 DvR 1

You know, it can be 70 rogue with 0 DvR, and it still will be powerful enough to serve as good rogue.

Psion 70 DvR 1

Let me guess, someone for mass-destruction and/or magic protection ? So Your Warblade won't be interrupted by some pesky Cosmic Powers or Epic Spell.

Barbarian 30/Frenzied Berserker 30/Warhulk 10 DvR 1

Being on Your place I would make it some kind of healer. Warblade is IMO enough to slaughter every single being in Your party's patch to Iron Tower. And someone capable of protecting and healing ... would be a necessity.
KRATOS_BLADE_of_SPARTA

08-09-07, 02:25 PM
Consider your suggestions considered...

However, it does not look like I will be entering as I cannot get a link to TGoH that works (I need all relevant chapters concerning the encounter).

I can't even work on the characters 'cause the Divine Rules are located in Chpt9 of TGOH :(

Whilst I'm here tho' I'll ask Witch, is there any "Certified" Epic progression of Warblade that you want us to use?
Witch

08-09-07, 02:50 PM
What's your problem downloading tGoH? Where have you tried?
Not currently using a certified version of Warblade - and I recommend you not start building yet, either. Lots of contestants already, few time.

Oh, and a remark: how would you get 70 HD DvR1 characters? DvR 1 characters are capped lower.
KRATOS_BLADE_of_SPARTA

08-09-07, 03:56 PM
What's your problem downloading tGoH? Where have you tried?

I have tried every link I've found, including links provided at DiceFreaks and thru Google, I think it might be my comp (I'm upgrading soon so hopefully that will solve the problem).


Not currently using a certified version of Warblade - and I recommend you not start building yet, either. Lots of contestants already, few time.

Understood.


Oh, and a remark: how would you get 70 HD DvR1 characters? DvR 1 characters are capped lower.

Ah, one of the problems of not having access to the DF's Divine Rules ;)

Also blows my build out the water, unless...
Rikandur_Azebol

08-11-07, 01:07 AM
DF divine rules are posted on the boards, in "Deities and Cosmic Entities" division. And I think that these are the current ones, same as in TGoH.

And ... here is suggestion on the rogue, Fey are capped at 75 HD, use ... for example, an pixie (1 HD, LA +4) wich later Your godling can bestow with Proxy status or something along the lines.

As Witch advices, take Your time creating the "party".

Here are hints: Dispater is an equivalent of Greater God in his Tower. Iron Duke have powers that make him near invurnerable to agression and those wich shatter will of those oppossing him, he treats Iron as his totem ... and can literally do anything with iron. He treats Dis as his godly realm.
He have army of lesser fiends at his whim. Wich include cadre of elite pit fiends acting as his bodyguards, called Nessian Pit Fiends. These are almost like Paragon Pit Fiends ... but without this ridiculous template.
Possibly hundreds of these. And tens of thousands of "ordinary" pit fiends. With lesser devils the numbers only increase.
Dispater's inmediate servants are 9 Dukes of Hell that have power rivaling this of demigods. And two Archdevils, whose power rivals this of strong Lesser Deity(Glasya the Princess of Hell) ... and Merorem the Darkwind (He is powerful, and have power over Time wich equals to serious difficulty in gauging his power level without doubting).
For example, in my first attempt at Iron Siege, Merorem had no difficulties in causing 2 miles big hole in the city just to get rid of my guy. :P
aelryinth

08-11-07, 11:04 AM
Some of the above is why I am skeptical.

You are attempting to kill Dispater. This can only be truly done in his tower and on his home plane. Summoning and killing him just isn't going to do the job.

His tower is an artifact invulnerable to all but a single weakness. He has unlimited ability to manipulate iron.

Servants who are demigod and lesser god level. He's considered a greater God inside his tower.

So, in the end it's going to come down to divine level checks, simply because mortals aren't going to be able to deal with all the divine cheese abilities coming down the pike. And all he has to do is not come out of his invulnerable tower and make you stew. Inside his tower, he effectively has Alter Reality on all the iron at will.

So...I'm again not sure of the point of this. Bring down his tower, and then you can kill him. Otherwise, one lost contested divine level check, and you are mucked. And it seems his Tower might be impossible to bring down.

===Aelryinth
BillTheManiac

08-11-07, 05:11 PM
Summon him as a std action whenever he teleports.
Dominate him.
Plane shift with him to Dis, where you can kill him.
Kill him.
Trap the soul.
That's the best summoning strategy.

All I need is a +20 caster level increase to scry on him perfectly. With my spellcraft bonus, there's no way he can teleport without me knowing. Just took away one of his major advantages, especially within the Iron Tower.

Also Merorem/Glasya. Summon one of them and nab a Token of Dis.
Rikandur_Azebol

08-12-07, 01:49 AM
Aelryinth, I tend to disagree with Your statement.

Only gods have chance, and if they make a smallest mistake they are squished ? So ... epic mortals are doomed from the start ? I whole heartedly disagree with You on this.

Here is how party of 4 casters can get rid of our Dispater:

Summon him and dominate him. With proper munchkinisation of each build: Summoner, Dominator, Protector and Killer, it shall be a piece of cake.

Summoner summons Dispater into party's stronghold. Where they are strongest and devil isn't at peak of his power.

Dominator brainwashes devil. Hefty task, but with Epic Spells it's doable.

Protector makes sure that nobody disturbs them during binding ... certainly difficult, but doable.

Killer is the one who'll destroy Dispater in Dis. He'll use something that destroys soul. No rank checks, no return. Remember that Killer is optimised that way that he kills easily and his victims are as dead as it's possible. For example Vile Deathstrike will make it almost impossible for Dispater to return to life, without intervention of an Holy place. :D
BillTheManiac

08-12-07, 08:25 AM
Aelryinth, I tend to disagree with Your statement.

Only gods have chance, and if they make a smallest mistake they are squished ? So ... epic mortals are doomed from the start ? I whole heartedly disagree with You on this.

Here is how party of 4 casters can get rid of our Dispater:

Summon him and dominate him. With proper munchkinisation of each build: Summoner, Dominator, Protector and Killer, it shall be a piece of cake.

Summoner summons Dispater into party's stronghold. Where they are strongest and devil isn't at peak of his power.

Dominator brainwashes devil. Hefty task, but with Epic Spells it's doable.

Protector makes sure that nobody disturbs them during binding ... certainly difficult, but doable.

Killer is the one who'll destroy Dispater in Dis. He'll use something that destroys soul. No rank checks, no return. Remember that Killer is optimised that way that he kills easily and his victims are as dead as it's possible. For example Vile Deathstrike will make it almost impossible for Dispater to return to life, without intervention of an Holy place. :D

It's not even that hard. Summoner and Dominater is about 2 epic spells. You can accomplish it all within a single time stop, easily. If you have him dominated, the wording never specifies "won't willingly fail the rank check and fortitude save on a spell". Then all you need is trap the soul. I'm pretty sure someone already asked if it could work, and Witch replied yes. The HARD part is when he cuts off Astral links in his 5 foot square.

Where is Vile Deathstrike from? I should look it up. It might provide a convenient way of killing him.

How can I cheaply and simply get the +20 caster level necessary to scry on Dispater with a 100% chance of successs against nondetection?

It's almost certain Merorem and Glasya carry tokens of Dis, right?
Rikandur_Azebol

08-13-07, 01:45 AM
It's not even that hard. Summoner and Dominater is about 2 epic spells. You can accomplish it all within a single time stop, easily. If you have him dominated, the wording never specifies "won't willingly fail the rank check and fortitude save on a spell". Then all you need is trap the soul. I'm pretty sure someone already asked if it could work, and Witch replied yes. The HARD part is when he cuts off Astral links in his 5 foot square.

That's why I wrote it will be hard. And Epic Summon should have inbuild trick against messing with astral links. Transport Seed anyone ? ^^

And why would I need Time-Stop ? I prefer to have contingency prepared instead of TS trick. All use that, and I'm certain that D have something against that.

Also, I'm positive that there are effects that can destroy soul without saves or rank checks of any kind. Like trapping it, and using it as spell-component or magic item component. Or feeding it to Demogorgon. :P

Where is Vile Deathstrike from? I should look it up. It might provide a convenient way of killing him.

It's from Epic Insights for BoVD. Takes Vile damage one step further, negating revival of the slain victim unless it's performed on sanctified ground. (By apporiate [Good] spells) But it is only to melee/ranged stuff. No metamagic like that, I'm afraid. :)

How can I cheaply and simply get the +20 caster level necessary to scry on Dispater with a 100% chance of successs against nondetection?

This necromantic spell that absorbs dying guys to feed You with power for a time. Forgot the name, though. Death Kneel might be of use too.

It's almost certain Merorem and Glasya carry tokens of Dis, right?

Positive. And I'm certain that M will prove to be more difficult.
BillTheManiac

08-13-07, 08:20 AM
60 pages. Just wait until we get to 99.
That's why I wrote it will be hard. And Epic Summon should have inbuild trick against messing with astral links. Transport Seed anyone ? ^^
Looks like for the transport seed, not using the astral plane is +2. It's so ... easier then I thought. I think this shoots down the need for a token of Dis. Depending on how nice Witch is, I will have to pay +2 (summoning doesn't use Astral plane). At this point, all Dispater could have left are secret tricks up his sleeve.
And why would I need Time-Stop ? I prefer to have contingency prepared instead of TS trick. All use that, and I'm certain that D have something against that.
Contingent time stop was my plan, so you get all the turns you need.
Also, I'm positive that there are effects that can destroy soul without saves or rank checks of any kind. Like trapping it, and using it as spell-component or magic item component. Or feeding it to Demogorgon. :P
Trap the soul then feed it to Demogorgon? So you don't have to store it and all. But then Demogorgon takes his power, and Demogorgon becomes Lord of the Second. Except not, because of Asmo.


It's from Epic Insights for BoVD. Takes Vile damage one step further, negating revival of the slain victim unless it's performed on sanctified ground. (By apporiate [Good] spells) But it is only to melee/ranged stuff. No metamagic like that, I'm afraid. :)
That's what stabbing him is for. Many times.

This necromantic spell that absorbs dying guys to feed You with power for a time. Forgot the name, though. Death Kneel might be of use too.
Consumptive Field. It's cleric-only, though, I think. By Death Kneel I hope you mean Death Knell.
Why do evil characters get all the good tricks?

Positive. And I'm certain that M will prove to be more difficult.
Had a hard time with Merorem last time? I plan to complete the entire thing in a single turn.
Rikandur_Azebol

08-14-07, 12:29 AM
60 pages. Just wait until we get to 99.

:D

Looks like for the transport seed, not using the astral plane is +2. It's so ... easier then I thought. I think this shoots down the need for a token of Dis. Depending on how nice Witch is, I will have to pay +2 (summoning doesn't use Astral plane). At this point, all Dispater could have left are secret tricks up his sleeve.

I doubt. More like it would require whole Transport Seed DC +2, after all You don't want Dispater to be summoned ... but transported to where You want him, right ?

Contingent time stop was my plan, so you get all the turns you need.

It's useless against Merorem, and Dispater must know ways of working with it better than Your godling. And I bet my left leg that he expects You to do that.

Trap the soul then feed it to Demogorgon? So you don't have to store it and all. But then Demogorgon takes his power, and Demogorgon becomes Lord of the Second. Except not, because of Asmo.

Why ? For DF, current, Demogorgon Dispater is just a DvR 0 "snack". And I belive that any soul-eating demon would suffice to destroy Dispater's soul. But with Demo we can be sure that it will be gulped down without fail. Right ?

In case You dislike this assumption, feed Dispater's soul to Voidstone in Negative Energy Plane. I guess that it would annihilate it all the more.

Consumptive Field. It's cleric-only, though, I think. By Death Kneel I hope you mean Death Knell.
Why do evil characters get all the good tricks?

Typoo on my part. And evil guys get all cool tricks because good guys have "fate" on their sides. ;)

Had a hard time with Merorem last time? I plan to complete the entire thing in a single turn.

Really ? You'll have to break Dispater's barrier 9 times in a row, You know. I hardly see it as possible in single round. :confused:
BillTheManiac

08-14-07, 08:35 AM
I doubt. More like it would require whole Transport Seed DC +2, after all You don't want Dispater to be summoned ... but transported to where You want him, right ?
The problem is neither one really applies, because the only seed that works accross infinite range is Summon, which specifies it uses the Astral Plane. We just have to beg to Witch for an ad hoc factor. :Weep: please pretty please? with butter and sugar on top?

It's useless against Merorem, and Dispater must know ways of working with it better than Your godling. And I bet my left leg that he expects You to do that.
Of course he expects it. he question is, can he prevent it?

Why ? For DF, current, Demogorgon Dispater is just a DvR 0 "snack". And I belive that any soul-eating demon would suffice to destroy Dispater's soul. But with Demo we can be sure that it will be gulped down without fail. Right ?
I don't know. Demogorgon is chaotic....
In case You dislike this assumption, feed Dispater's soul to Voidstone in Negative Energy Plane. I guess that it would annihilate it all the more.
heh heh heh....evil.


Typoo on my part. And evil guys get all cool tricks because good guys have "fate" on their sides. ;)
What about us neutral guys? We're LN. We own fate. We should get something! Book of Inviolate Order plz?

Really ? You'll have to break Dispater's barrier 9 times in a row, You know. I hardly see it as possible in single round. :confused:
Intensified Time Stop+Multispell should do it. I mean if he gets a turn, he probably has something really awesome I am totally unprepared for.
Psionx

08-14-07, 05:35 PM
So yah I posted this in the theoretical optimization and didn't get any contradictions although it's certainly weird.

An atropal is an undead with regeneration
Atropals take normal damage from good weapons or sentient weapons (or otherwise living weapons).
Nonlethal immunity->Regeneration=0 from any source

Ways around regen that he could probably do:

-Non damage approach
-Eliminate the Regeneration
-Go for the parts of regen that allow damage

First option: Undead traits disallow alot of stuff immediately, his gaze attack could be negated with a save or some ingenious method. I'm not sure if there really is anything short of imprisoning that would work.

Second option: Immunities shoots down all chances to change its form and its an Ex ability. There may however be some way to take it down, but messing with time just means it doesn't restore the damage, it doesn't prevent nonlethal transferance.

Third option: Note that it says weapons that means it has to be something you can weild in combat not spells or psionics. Maybe a bunch of organic blades or intelligent items or other things could damage him, but they would have to be magical and disjunction or perhaps an antimagic field can fix that issue (Permanent emanation would be nice).

I'm sure there are things I don't know about because I'm only using core stuff, but this is NOT an infinite loop

Also just think about it, he arrives on the skeletal path and the bones immediately rise to serve him. That is just cool.

EDIT:
Acedia's influence=mind affecting
Aura of Hell=mind affecting
Call Devils=more difficult but manageable
Chains of Toil=mind affecting
Diabolical Empowerment=oh well
Ferric Affinity=Buff strength to deal with it
Hell’s Fire=Damage
Infernal Nobility=mmm hmm
Iron Curtain=claw through it
The Might of Hell=Oh good, make an undead opponent stronger
Perseverating Glance=This could almost be a problem, except that its a fortitude save AND doesn't affect objects, just creatures.
Polished Façade=I hope against diplomancer stuff
The Iron Tower=the following stuff
dimensional anchor effect=Not planning on going anywhere really
telekinetic effects=Strength buff mentioned earlier
catapsi effect=If I went with swarm of crystals not much of an issue
corrupt, intensified lightning bolts=damage
hold monster spell=paralysis (and mind-affecting too apparently)
mage’s disjunction=not using any buffs whatsoever, but I probably need some way to negate his regeneration or bypass it probably through an effect with the good descriptor that won't get snatched away.

The plan: bust in, deal nonlethal damage, continue dealing it and drag him out of his tower, use a spell or effect with the good descriptor ftw. Voidstone was mentioned above and sounds good.
Mysteris

08-14-07, 09:57 PM
Hey everyone. I'm still here and interested. I just got wacked with the Real Life Bat a bit lately. I've got a tentative draft done on one of Mirienemi's cohorts and a partial draft of the other cohort.
Rikandur_Azebol

08-15-07, 01:58 AM
The problem is neither one really applies, because the only seed that works accross infinite range is Summon, which specifies it uses the Astral Plane. We just have to beg to Witch for an ad hoc factor. :Weep: please pretty please? with butter and sugar on top?

That wouldn't do. Transport Seed, used as a part of the spell should suffice, theoretically. But I guess it would entail Dispi to make an saving throw. He'll be unwilling subject, right ? :)

Of course he expects it. he question is, can he prevent it?

Merorem ? Yes. Dispater ? Doubly Yes ... even as I don't know how Dispi could do that. Merorem is a devil of Time. Timestop is a child's play for him.

I don't know. Demogorgon is chaotic....

*Takes bat of heavy-handed persuasion +65*
I'm sure we can discuss it peacefully. Demo are reasonable creatures, aren't they ? :P

heh heh heh....evil.

Yes I am. http://xupas.mysticalhead.net/sosimpo/Smileys//default/laughing4.gif

What about us neutral guys? We're LN. We own fate. We should get something! Book of Inviolate Order plz?

You neutral guys go cry on Lady of Pain's shoulder. I belive she'll serenely listen to You before slicing You to pieces.

Isn't partial resistance to all Evil-smiting spells, or Good-smiting spells and effects enough for Ya ?

Intensified Time Stop+Multispell should do it. I mean if he gets a turn, he probably has something really awesome I am totally unprepared for.

Like I said, it wouldn't slow down Merorem. Dispater is expected to have contingencies on such times. After all, Dispi is a contingency-who... *echem* addict. :embarrass



Psionx, sorry ... I don't understand Your entry fully. You are going to try it with Atropal ? :confused:



Mysteris, hooray for You and Miri. :D
BTW, prepare some sort of contingency for Your girl. So the bad devil won't capture her in case that she fails to slaughter him. ;)
Psionx

08-15-07, 03:12 AM
Long Answer:
I'm seeing if I can put this method past witch and see if he'd allow it to work the way I show it as working. If I had my way I'd make a half-tarrasque lich with these abilities and the Divine ranks because I'd get spellcasting too and complete invulnerability to almost everything that can be done short of: Imprisonment via something resembling crystallize without a fortitude save or Some other stuff.

Ultimately I think I'd need the rest of the splatbooks listed on his ok'd list to beat dispater since there probably is something I haven't thought of, but for the most part alot of what Dispater uses gets nerfed against an Atropal that has increased strength and an AMF to stop the rest.

Short Answer:
I want to see how he'll react to this "abomination" ;) and my plan but I don't actually plan to assault the iron fortress since I doubt that I have the resources to do it.

EDIT: It seems from reading the attempts thread that being undead does take care of alot of stuff, but it opens up some vulnerabilities as well. (That guy shoulda made a dessication epic spell w/out the component to take care of the water).
BillTheManiac

08-15-07, 06:20 PM
Creatures with no con score can't have regeneration. It should be fast healing.
fnord

08-15-07, 11:35 PM
Hey everyone. I'm still here and interested. I just got wacked with the Real Life Bat a bit lately.
Ack. I know how that feels. More or less the same here. Had some free time today, but none for the past week, or probably for several more days. If the next contestant is ready before I'm back, they can go.

Also, I'm positive that there are effects that can destroy soul without saves or rank checks of any kind. Like trapping it, and using it as spell-component or magic item component.
Yes. But trapping the soul generally requires a save and/or a rank check.
But once it's trapped, you more or less win.

Summoner and Dominater is about 2 epic spells
The problem is that anything based on the Compel seed will be [mind-affecting], which is easy to be immune to. Dispater just casts Mindblank before he goes anywhere; so you at least need a successful debuff.

The HARD part is when he cuts off Astral links in his 5 foot square.
I asked Witch earlier in this thread (before I gave up on the summoning plan) and he said the defenses he gets when summoned do not include the effects of being on Dis, just the specific benefits of the Iron Tower.

Psionix: Don't get overconfident:
An atropal is an undead with regeneration
Atropals take normal damage from good weapons or sentient weapons (or otherwise living weapons).
Nonlethal immunity->Regeneration=0 from any source
Maybe. There are arguments that this should turn it into fast healing automatically, or that this should be a special case.

First option: Undead traits disallow alot of stuff immediately, his gaze attack could be negated with a save or some ingenious method. I'm not sure if there really is anything short of imprisoning that would work.
There are lots of undead-specialized spells that would work, if the DC is boosted high enough. Or, as noted, imprisonment.

Third option: Note that it says weapons that means it has to be something you can weild in combat not spells or psionics. Maybe a bunch of organic blades or intelligent items or other things could damage him, but they would have to be magical and disjunction or perhaps an antimagic field can fix that issue (Permanent emanation would be nice).
Trollbane.
Artifacts can be used in an AMF, and can't even be disjoined if major. Likewise, if Dispater uses a spell to empower it, the spell won't end in an AMF.
Most notably, there are a few nonmagical things that could be considered "alive" or good. Living metal, from Magic of Faerun, comes to mind. IRC, there's a material in BoED that makes weapons good, but I'm AFB. Or symbiote weapons. Or unarmed strikes and natural attacks.
BillTheManiac

08-16-07, 08:11 AM
Yes. But trapping the soul generally requires a save and/or a rank check.
But once it's trapped, you more or less win.
Is Dispy divinely immune to trap the soul? If not, it will only require a save.

The problem is that anything based on the Compel seed will be [mind-affecting], which is easy to be immune to. Dispater just casts Mindblank before he goes anywhere; so you at least need a successful debuff.
Research an epic spell with a +86 dispel bonus.

I asked Witch earlier in this thread (before I gave up on the summoning plan) and he said the defenses he gets when summoned do not include the effects of being on Dis, just the specific benefits of the Iron Tower.
I meant, on Dis. Merorem tips him off that you'll summon him, or he looks into the future. However, that gives me an idea. If you use a transport system other then the Astral Plane for summoning, you can cut off Astral links in the summoning chamber, because it's on your home realm. Then that reduces Dispater's ability to leave significantly.
Psionx

08-16-07, 02:06 PM
Psionix: Don't get overconfident:

Maybe. There are arguments that this should turn it into fast healing automatically, or that this should be a special case.


There are lots of undead-specialized spells that would work, if the DC is boosted high enough. Or, as noted, imprisonment.


Trollbane.
Artifacts can be used in an AMF, and can't even be disjoined if major. Likewise, if Dispater uses a spell to empower it, the spell won't end in an AMF.
Most notably, there are a few nonmagical things that could be considered "alive" or good. Living metal, from Magic of Faerun, comes to mind. IRC, there's a material in BoED that makes weapons good, but I'm AFB. Or symbiote weapons. Or unarmed strikes and natural attacks.

I'm not confident because I knew there would be stuff out there, moreover I'm just testing the waters...

1> Definitely a unique case as I've never seen it anywhere else
2> That just narrows things down to who can make their saving throw and who can't
3> Never heard of trollbane which is another reason why I said I'm testing the waters, Artifacts worry me but at least he'll have to fight me in a melee or get past my saves without much help from his tower. So as you can see through this method I believe I've taken the advantage away from him in terms of his tower and his normal abilities and possibly even his iron staff/rod if it isn't an intelligent item. Now its just a matter of gathering all the books witch said could be used and pouring over them for what I need as well as sending this to the optimization threads so they can make it capable of going toe to toe with Dispater.
4> Come on don't you think it would at least be somewhat cool with the undead at the entry way and how dispater has learned that perseverance can conquer all? Who perseveres better than the undead?
BillTheManiac

08-16-07, 02:33 PM
4> Come on don't you think it would at least be somewhat cool with the undead at the entry way and how dispater has learned that perseverance can conquer all? Who perseveres better than the undead?

Perseverence will not get you the iron siege. Perseverence will get you
Now, now, Atropal. Can you not see that your effort is in vain? As soon as you leave this area, devils will be sent to rebuild. Do I not demolish my own city in order to have it rebuilt myself, already? All you have done here is excert your own petty anger. You attempted to tell to this world that you are not without power. But nothing you have done has constituted a fundamental difference in this plane - it has only emphasized your own powerlessness in this regard.

You can persevere all you want - but you won't destroy Dispater.
Mysteris

08-16-07, 04:23 PM
Mysteris, hooray for You and Miri. :D
BTW, prepare some sort of contingency for Your girl. So the bad devil won't capture her in case that she fails to slaughter him. ;)

Oh, I've got a couple of nasty contigencies for Dispi. If nothing else, she should at least be able to frustrate him quite a bit before going down swinging. :D

Here's my first draft of Miri's first cohort, the Solar Mytylene. He should up the annoyance factor in the fight when paired with Miri and her tank cohort. ^_^



Mytylene

Race: Solar

Alignment: Chaotic Good

Size: Large

Class: Solar (23 HD), Rogue 16, Paladin of Freedom 7, Devoted Defender 10, Guardian Paramount 11

Strength: 34 (+12 mod. 28 normally +6 from Belt of Giant's Strength +6)
Dexterity: 32 (+11 mod. 20 normally +12 from Epic Gloves of Dexterity +12)
Constitution: 32 (+11 mod. 20 normally +12 from Epic Bracers of Health +12)
Wisdom: 32 (+11 mod. 20 normally +12 from Epic Periapt of Wisdom +12)
Intelligence: 23 (+6 mod)
Charisma: 25 (+7 mod)

+17 ability points

HP: (22d8+16d6+7d10+12d10+11d10+11) 1320 hp

Base Attack Bonus: +66/+79 (+22/+35 base +24 Epic +5 from Devoted Defender +15 from Guardian Paramount)

Primary Attack:

Fort: 53 (18 base +11 mod +23 Epic bonus +1 permanent resistance bonus, 57 vs. poisons)
Reflex: 53 (18 base + 11 mod +23 Epic bonus +1 permanent resistance bonus)
Will: 55 (20 base +11 mod +23 Epic bonus +1 permanent resistance bonus)

Special Qualities: Damage reduction 15/epic and evil, darkvision 60 ft., low-light vision, regeneration 15, immunity to acid, cold, and petrification, protective aura, resistance to fire and electricity 10, spell resistance 32, tongues, +1 Permanent Resistance bonus

Special Abilities: Improved Uncanny Dodge, Improved Evasion, Opportunist, Bonus Feat, Aura of Good, Detect Evil, Smite Evil/2, Lay on Hands, Divine Grace, Aura of Courage, Divine Health, Special Mount, Remove Disease 1/week, +1 to saving throws against spells (Nymph's Kiss)

Special Attacks: Spells, spell-like abilities

Feats (0/25): Alertness, Lightning Reflexes, Eyes In The Back of Your Head, Combat Reflexes, Whirlwind Attack, Blinding Speed, Improved Initiative, Superior Initiative, Improved Unarmed Strike, Deflect Arrows, Improved Aura of Courage, Improved Whirlwind Attack, Improved Combat Reflexes, Mobility, Eldritch Erosion, Combat Expertise, Dodge, Improved Trip, Power Attack, Combat Casting, Improved Combat Casting, Whirlwind Attack, Nymph's Kiss, Extra Weapon Profiency: Spiked Chain, Eschew Materials, Ignore Material Components

Bonus Feats: Spellcasting Harrier, Exceptional Deflection, Infinite Deflection, Improved Sneak Attack

Class Skills: Craft, Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Nobility and Royalty) (Int), Knowledge (Religion) (Int), Profession (Int), Ride (Wis), Sense Motive (Wis), Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex), Innuendo (Wis),

Skills (0): Appraise, Autohypnosis, Balance, Bluff 54, Climb, Concentration 53, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist 58, Forgery, Gather Information 54, Handle Animal, Heal, Hide 58, Innuendo, Intimidate, Jump, Knowledge, Listen 58, Lucid Dreaming, Move Silently 58, Open Lock 58, Perform, Profession, Psicraft, Ride, Search 53, Sense Motive 54, Sleight of Hand, Speak Language, Spellcraft, Spot 53, Survival, Swim, Tumble 58, Use Magic Device 33, Use Psionic Device, Use Rope

Spell-like Abilities usable at will: Aid, Animate Objects, Commune, Continual Flame, Dimensional Anchor, Greater Dispel Magic, Holy Smite (DC 21), Imprisonment (DC 26), Invisibility (self only), Lesser Restoration (DC 19), Polymorph (self only), Power Word Stun, Remove Curse (DC 20), Remove Disease (DC 20), Remove Fear (DC 18), Resist Energy, Summon Monster VII, Speak With Dead (DC 20), Waves of Fatigue

Spell-like Abilities 3/day: Blade Barrier (DC 23), Earthquake (DC 25), Heal (DC 23), Mass Charm Monster (DC 25), Permanency, Resurrection, Waves of Exhaustion

Spell-like Abilities 1/day Greater Restoration (DC 24), Power Word Blind, Power Word Kill, Power Word Stun, Prismatic Spray (DC 24), Wish

All Spell-like abilities are at caster level 20th.

Cleric Domains: Destruction, Luck

Cleric Spells: 6/9/9/9/8/8/7/7/6/6

Resistance, Detect Magic, Guidance (x3), Amanuensis, Eyes of the Avoral, Bless, Entropic Shield, Healer's Vision (x2), Foundation of Stone, Vision of Glory (x2), Ice Slick, Zone of Truth, Shatter, Shield Other, Elation (x2), Quick March, Divine Protection, Close Wounds, Mark of the Outcast, Wind Wall, Shivering Touch (x2), Mass Aid, Mass Conviction, Knight's Move, Grace, Protection from Energy, Mass Resurgence, Divine Power (x2), Panacea, Greater Blindsight (x2), Recitation (x2), Freedom of Movement, Righteous Might, True Seeing, Spell Resistance, Dispel Evil, Energetic Healing, Dancing Web, Righteous Wrath of the Faithful, Earth Reaver, Harm, Mislead, Crown of Brilliance, Superior Resistance (x3), Zealot Pact, Disintegrate, Spell Turning, Righteous Smite (x2), Bastion of Good, Shield of the Archons, Mass Restoration, Moment of Prescience, Holy Aura, Cloak of Chaos, Summon Giants, Wall of Greater Dispel Magic, Mass Death Ward, Implosion (x2), Sublime Revelry, Undeath's Eternal Foe, Fire Storm, Lion's Roar

Paladin Spells: 4

Protection from Law, Warning Shout, Silverbeard, Deafening Clang

Equipment: Roaring, Heavy Fortification Adamantine Plate Mail w/Greater Crystal of Aquatic Action-658,000
Holy Power, Wounding Adamantine Spiked Chain w/Lesser Crystal of Returning-2,007,000
Great Reflection Buckler w/Greater Crystal of Glancing Blows-1,216,000
Sacred, Wounding, Warning, Adamantine Morningstar w/Greater Fiendslaying Crystal-56,000
Masterwork Thieves' Tools-100
Epic Bracers of Health +12-1,440,000
Epic Gloves of Dexterity +12-1,440,000
Epic Periapt of Wisdom +12-1,440,000
Coronet of Truth (+150 to Sense Motive skill; not sure how to price it.)
Cloak of Battle-22,000
Steadfast Boots-1,400
Belt of Giant's Strength+6-36,000
Ring of Elemental Immunity (Electricity)-240,000
Ring of Epic Protection +10-2,000,000
Esgarblackpox

08-16-07, 05:49 PM
Gah, thanks mysteris. You just reminded me that I have to work out my entire undead army. Great.... this is going to hurt. So many HD...
BillTheManiac

08-16-07, 09:30 PM
I guess I'm waiting on whether transport+summon works.
Diplominator

08-21-07, 03:17 PM
I know I had my turn and failed (technically), but this is still bothering me, and it's summer, so I'm still thinking about it.

So. a few questions. I know they won't be answered immediately, but they're here so I don't forget them.

1. Truename magic...acceptable as long I don't go epic in any of the classes? Unname is so nice...

2. Fusion with an already-fused creature? There's a lot of controversy on this, but at these levels it probably wouldn't be too bad.

3. Item familiars from UA? Not strictly necessary, but they'd help with the truespeak checks and with epic spellcasting.

4. Is there an acceptable version of Persistent Power? I know there's one in Hyperconscious, but is that a valid source? Should I just convert it from the CA version?

Thanks, and thanks for the interesting challenge.
Rikandur_Azebol

08-23-07, 03:45 AM
Dip, check the first post ... it contains rules and rule-modifications, as well as used material. It should help anserving some of Your questions. :)
Diplominator

08-23-07, 09:53 AM
Dip, check the first post ... it contains rules and rule-modifications, as well as used material. It should help anserving some of Your questions. :)

Except...it doesn't. Which is why I asked. The only thing close is that Dark creatures have been allowed, and they're from the same book as ToM. But I already knew that, since I'm the one who asked that, too.

But, yeah, these are all new questions. I've given up on Venyx and I'm working on a new undead god, Kudet'aa (say it fast). But he really only works if the answer to question 1 is yes, and 2 being yes is almost as important. 3 and 4 are less so, but might come up.

If 1 or 2 is denied, though...I think I'm done. Truename magic offers a lot, though.
Buugipopuu

08-23-07, 10:29 AM
Is Witch even still on board for this? I'm still waiting on the results of my spell, and he hasn't been posting in the thread.
Witch

08-23-07, 11:11 AM
I've been following, but I've been needing to attend to other things. I'll be posting those results soon.
BillTheManiac

08-27-07, 07:56 PM
Watching from the Nexus
Divination [Law]
Level: Sorcerer/Wizard 9
Casting Time: 1 Standard action
Range: Personal
Target: You
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
You gain insight into the cosmic order. Your caster level is increased by 50%.
Aracor

08-28-07, 09:31 AM
You're dreaming, right? A (theoretically) uncapped bonus that is effectively permanent for a 9th level spell?

MAYBE if it had a duration of 1 minute rather than 24 hours.
BillTheManiac

08-28-07, 11:24 AM
Look at persistent consumptive field, lesser. Would be 10th level. But this gives less benefits.
GrogMcGee

08-31-07, 04:44 AM
First Off:
I've been watching this off and on for a bit... mostly just the action in the attempts thread. However, I'm thinking of becoming an applicant myself.

As such are applicants still being accepted?

Further (I'm only on page 17 of this thread; yes I'm reading the whole thing).

So my further questions: Is this still true?


This seems to me to be something which requires interpretation. Unless convinced otherwise by sound arguments, I'd rule that said things can be both dispelled and disjoined, but that they count as Tenacious, and hence come back after 1d4 rounds.


I'm not sure if this question makes any sense (I'm sleepy and it's very early in the morning here, but these 5 level of experience should they be treated as the experience to get from lvl 70 to 75 or something else?


You can use the five free level adjustment I granted for purposes of Epic Spells and crafting :)

Thanks

P.s. I'm really hoping that applicants are still being accepted.
BillTheManiac

09-01-07, 09:14 AM
First Off:
I've been watching this off and on for a bit... mostly just the action in the attempts thread. However, I'm thinking of becoming an applicant myself.

As such are applicants still being accepted?
Sure. Nameless looks pretty close, though I'd bet against him...

I'm not sure if this question makes any sense (I'm sleepy and it's very early in the morning here, but these 5 level of experience should they be treated as the experience to get from lvl 70 to 75 or something else?
Yeah. So that's (75*74/2-70*69/2)*1000=360,000.



Thanks

P.s. I'm really hoping that applicants are still being accepted.[/QUOTE]
Avoraciopoctules

09-06-07, 12:52 AM
I found this just tonight, and three questions popped into my mind.

1. What if you plan on killing Dispator in a way that takes a really... REALLY long time? I'm thinking along the lines of a divine barghest consuming Dispator's minions one by one, gaining power with each, while the other members of the group provide for protection and support. Since everyone can have at least one Divine Rank, couldn't you take billions of years with it, dropping out for an eon or so when the pressure got too intense?

2. From what I see, there seems to be a limit of four characters per attempt. Do followers and hirelings (thinking paladins of freedom here) count?

3. I know that you need to kill Dispater on his home plane, but are you allowed to create a chink in his defenses and point it out to his enemies for some handy help/diversions in the form of the inevitable flood of would-be assasins? What if one of them gets him first?
BillTheManiac

09-06-07, 02:16 PM
I found this just tonight, and three questions popped into my mind.

1. What if you plan on killing Dispator in a way that takes a really... REALLY long time? I'm thinking along the lines of a divine barghest consuming Dispator's minions one by one, gaining power with each, while the other members of the group provide for protection and support. Since everyone can have at least one Divine Rank, couldn't you take billions of years with it, dropping out for an eon or so when the pressure got too intense?

2. From what I see, there seems to be a limit of four characters per attempt. Do followers and hirelings (thinking paladins of freedom here) count?

3. I know that you need to kill Dispater on his home plane, but are you allowed to create a chink in his defenses and point it out to his enemies for some handy help/diversions in the form of the inevitable flood of would-be assasins? What if one of them gets him first?

1. Dispater gains minions faster then that. Also, he would search-and-destroy you with Merorem or Glasya or someone
2. I would say no, but if they start fighting it might be yes.
3. If he dies, you win.
Avoraciopoctules

09-06-07, 11:34 PM
1. Dispater gains minions faster then that. Also, he would search-and-destroy you with Merorem or Glasya or someone
2. I would say no, but if they start fighting it might be yes.
3. If he dies, you win.

1. The point isn't so much to lower his infinite number of minions as to goad him into sending powerful minions to "search and destroy" you, allowing you to beat them up and feed them to the barghest while on your own turf, allowing you to slowly build up power. Ideally there are far more pressing concerns (like other archdevils) than some pointlessly vindictive group of goons munching on the cornugons, so he won't send more than one archdevil against the party when they head into their extraplanar fortress made as a direct rip-off of his. (Nothing in the rules bans heading off of Dis temporarily, say for 1d20 eons.)
2. So Leadership and its upgrades are banned? Spending character wealth on mercenaries is banned?
3. So you could spend a few years gathering allies for the attack?

Thank you for the feedback.
Avoraciopoctules

09-06-07, 11:48 PM
The most interesting thing about this challenge in my eyes is that this the epic subforum, not the character optimization subforum. Thus, I find myself encouraged to think of a way to solve through epic machinations and schemes, rather than by acting directly.

Though this might end up playing into Dispater's hands, the idea of putting into motion a massive plot involving the manipulation of multiple planar factions seems the funnest way to attempt this. The one that leaps most immediately to mind is the tipping of the balance of the blood war. If a greater power and its allies all threw a lot of support to... say Grazzt, this might enable him to lauch an attack on the Nine Hells that breaks through Avernus and into Dispater's realm. The chaos caused by such an attack, unheard of (at least in my limited knowledge) in planar history, could cause the death of Dispater or at least mess up his fancy I-Haxor-Yo-Magic planar properties.

Of course, Demons can be rather less than reliable at times...
BillTheManiac

09-07-07, 05:55 PM
1. Think first how to kill the powerful minions, then think how to goad them into attacking you.

2. 1 cohort=1 party member, so you're better off with an ordinary party member.

Manipulation: If you do that, Asmodeous will get involved. He will go right to the source of the trouble. If you can beat Asmodeous, then just create a LE character, kill him, become the Overlord's avatar, and demote Dispater.
Avoraciopoctules

09-07-07, 11:10 PM
1. Think first how to kill the powerful minions, then think how to goad them into attacking you.

2. 1 cohort=1 party member, so you're better off with an ordinary party member.

Manipulation: If you do that, Asmodeous will get involved. He will go right to the source of the trouble. If you can beat Asmodeous, then just create a LE character, kill him, become the Overlord's avatar, and demote Dispater.

Now there's a thought. If I start anythting big, I need some way of placating his boss and keeping other major devils from helping Dispator in order to put him in their debt. At least one party member should be a custom archdevil (so I have the excuse of trying to supplant Dispator), which brings up the question of whether virtual divine ranks count towards the limit.

As far as killing his minions goes, the plan is basically to lure his minions onto our turf so as to have enough of an advantage to make beating them easy with 4-to-one odds.
Avoraciopoctules

09-08-07, 12:03 AM
Hmmmm... my musings have begun to generate a party.

First, we'll need a divine barghest, who's motto will be as follows:

"Devils are a yummy treat, they're nice and sweet and good to eat"

He/She will gain HD with every minion munched, and will probably also be the diplomat... :D

Second, we need a greater god completely and utterly devoted to abjuration magic. If Dispater has focuses his power on multiple things, and a greater deity puts all its power into protecting it and its buddies from his L33t skills, then it seems safe to say that the specialist will trump the multitasking generalist.

Any other ideas? What about the archdevil and whoever is responsible for building a fortress that directly rips off the Iron Tower, but happy and filled with love and flower gardens?
Avoraciopoctules

09-08-07, 12:08 AM
Oh yes, I'll also have to make sure to use mostly SRD content in order to make the barghest even more hilarious than before. Perhaps I can make him try to take command of an army of level 1 goblin warriors to invade with. That could be a perfect diversion simply due to the shock of having CR 1/2s with such apparent audacity/idiocy.
Avoraciopoctules

09-08-07, 12:16 AM
Actually, scratch that. I should make him into something that gives him the ability to absorb life-force even more effectively. What about a Dicefreaks archdevil? If I do that, I could make up new abilities (to make the devouring work with large numbers of weaker creatures as well as small numbers of stronger ones), and it certainly seems like a good investment if Dispater, who is CR 63 if I remember, is so powerful in comparison to his estimated CR that he can beat CRs greater than 70 with ease.
Allarian

09-08-07, 12:33 AM
Frankly this looks very interesting. The plots and plans route is a much better option because the kill it and loot its stuff doesn't appear to work. Also you lose NOTHING with a group of 3 level 50+'s Divine rank 0 and a 70th level 18DVR as the fourth. right now the party idea is an artificer who is going to break down parts of the plane in order to get craft reserve, after that he builds another portal 'cause most conjuration spells seem to be banned on this plane, the other idea that I am currently toying with is a guy who wants some help to "pimp my demiplane hommie." I don't know if this has already been answered but you are sensed as soon as you touch the iron that prevades this challenges version of the 2nd circle of hell, at this point the disjunction effect that the plane seems to have destroys any magical bonuses and disapator, as someone put it, H4XX0R5 J0R M4G1C and then forces you onto a set path that ends with death.


Also the end of the lich was most unbelievable, the inability of a MAJOR deity to boil water is astounding, also as the room had been sealed the steam would have made a strength check every round to burst the eclosure, also the tower has no way to give a bonus on divine rank checks, 18 is dispators devine rank and unless I just don't know something that is where it stays.
Avoraciopoctules

09-08-07, 12:53 AM
Frankly this looks very interesting. The plots and plans route is a much better option because the kill it and loot its stuff doesn't appear to work. Also you lose NOTHING with a group of 3 level 50+'s Divine rank 0 and a 70th level 18DVR as the fourth. right now the party idea is an artificer who is going to break down parts of the plane in order to get craft reserve, after that he builds another portal 'cause most conjuration spells seem to be banned on this plane, the other idea that I am currently toying with is a guy who wants some help to "pimp my demiplane hommie." I don't know if this has already been answered but you are sensed as soon as you touch the iron that prevades this challenges version of the 2nd circle of hell, at this point the disjunction effect that the plane seems to have destroys any magical bonuses and disapator, as someone put it, H4XX0R5 J0R M4G1C and then forces you onto a set path that ends with death.


Also the end of the lich was most unbelievable, the inability of a MAJOR deity to boil water is astounding, also as the room had been sealed the steam would have made a strength check every round to burst the eclosure, also the tower has no way to give a bonus on divine rank checks, 18 is dispators devine rank and unless I just don't know something that is where it stays.

Artificer+portals sounds great. If the party can hold an area long enough, then perhaps it can open gates to the elemental plane of water (or better yet, the silver sea of holy water in celestia) and flood the place. Another possibility could be keeping a fire-dominant demiplane with the mold that expands when touched by flame sealed off until you connect it to Dis, causing the built-up pressure (dry-demilich death rip-off) to deal immense bludgeoning damage to the city.
Allarian

09-08-07, 01:23 AM
definitly but I like your ideas for the other menbers of the party also I wonder what Witch thinks of these:
http://community.dicefreaks.com/viewtopic.php?t=124&sid=9714fa087f46334e17b0dcd3d48d81ed
the true neutral guy who came just because Dispator has be wiping out major deity after major deity. the real question is what the plan would be to destablize Dis so much that Dispator can't hack the party and has other concerns.
Buugipopuu

09-08-07, 07:24 AM
Frankly this looks very interesting. The plots and plans route is a much better option because the kill it and loot its stuff doesn't appear to work.

It's working for me. I'm just waiting for Witch to tell me that I can't walk through the wall because it's too thick so I can Alter Size through it, and then the killing and stuff-taking may begin.
BillTheManiac

09-08-07, 08:01 AM
Artificer+portals sounds great. If the party can hold an area long enough, then perhaps it can open gates to the elemental plane of water (or better yet, the silver sea of holy water in celestia) and flood the place. Another possibility could be keeping a fire-dominant demiplane with the mold that expands when touched by flame sealed off until you connect it to Dis, causing the built-up pressure (dry-demilich death rip-off) to deal immense bludgeoning damage to the city.

Inanimate objects don't go through portals unless they are attended.

The mold wouldn't build up pressure like that. It would just stop growing.

I was originally thinking genesis-ing up a demiplane filled with acid.

However I don't think I need to, due to Transport: +2 (doesn't use Astral Plane)
Witch

09-08-07, 02:23 PM
It's working for me. I'm just waiting for Witch to tell me that I can't walk through the wall because it's too thick so I can Alter Size through it, and then the killing and stuff-taking may begin.
Ah yes. My slow speed in updating.

Consider this valid ingame - it's OOC so I won't dirty the thread with it: about a foot in the wall, you're blocked.
Buugipopuu

09-08-07, 02:49 PM
More OOC stuff. I'll bump the thread when I actually do something. I surmise that since I'm being blocked 1 foot into the wall, not 5, that I've run into some kind of Force effect. If this is the case, my Greater Arcane Sight/Blindsight/Epic Reveal spell should reveal the aura of the effect. Can I see anything of the sort?
Witch

09-08-07, 02:53 PM
I'll just clarify that it is a Wall of Force-like effect.
Allarian

09-08-07, 03:51 PM
It's working for me. I'm just waiting for Witch to tell me that I can't walk through the wall because it's too thick so I can Alter Size through it, and then the killing and stuff-taking may begin.

You just touched iron and so as soon as the timestop runs out, Dispator will be aware of your presence, at this point you are most likly living on borrowed time. Though at this point you may just have gotten close enough to kill him before you get H4XX0Red.
Witch

09-08-07, 05:30 PM
Am I correct in assuming that the Time Stop has ended then, Buugipopuu? If not, you cannot do that.
Buugipopuu

09-08-07, 05:43 PM
Am I correct in assuming that the Time Stop has ended then, Buugipopuu? If not, you cannot do that.

Are you sure?

This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 1d4+1 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. While the time stop is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell. A spell that affects an area and has a duration longer than the remaining duration of the time stop have their normal effects on other creatures once the time stop ends. Most spellcasters use the additional time to improve their defenses, summon allies, or flee from combat.

You cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another creature’s possession.

You are undetectable while time stop lasts. You cannot enter an area protected by an antimagic field while under the effect of time stop.

Emphasis mine.

A Wall of Force is neither a creature, nor an item that is being "held, carried, or worn", so there's no restriction on what you can do to it.
Witch

09-08-07, 06:04 PM
The Iron Tower, however, is quite firmly in Dispater's possession. It's even listed in his statblock.
Buugipopuu

09-08-07, 06:22 PM
The Iron Tower, however, is quite firmly in Dispater's possession. It's even listed in his statblock.

Which of the following things is Dispater doing to the Tower? Is he holding it, carrying it or wearing it?
Witch

09-08-07, 06:42 PM
Which of the two is a positive statement, "You cannot move X, Y, and Z", or "You can only move things that are not A"? Spells are limited by what they tell you you can do, not what you cannot do.
Buugipopuu

09-08-07, 06:46 PM
Which of the two is a positive statement, "You cannot move X, Y, and Z", or "You can only move things that are not A"? Spells are limited by what they tell you you can do, not what you cannot do.

I don't need to argue this. I've got a backup plan anyway. I'll edit my post on the grounds that any mechanical ruling you make would have been known to my character in advance.
Witch

09-08-07, 06:48 PM
That is correct.
WombleHunter

09-08-07, 06:51 PM
Are you saying that anything that is indisputably someone's possession can never be affected by someone in Time Stop? That's an odd assertion.
Witch

09-08-07, 06:57 PM
No, that's a fine assertion. There is a difference between property and possession; the Iron Tower is a special case due to its artifact nature and its being specifically linked to Dispater, and noone else. And Dispater quite certainly is touching it. "Wearing" it, in a sense.
Buugipopuu

09-08-07, 07:02 PM
I've edited my post, with a different line of attack.
Allarian

09-08-07, 08:38 PM
How magical is the plane, I mean it seems as if the intire realm is infused with Dispator's will, would that make the plane like a magic item in a sense?
WombleHunter

09-08-07, 11:06 PM
No, that's a fine assertion. There is a difference between property and possession; the Iron Tower is a special case due to its artifact nature and its being specifically linked to Dispater, and noone else. And Dispater quite certainly is touching it. "Wearing" it, in a sense.

Ah, ok; I haven't seen the artefact write-up of the Iron Tower so I didn't realise that the description specifies this. :)
BillTheManiac

09-09-07, 09:00 AM
The flaw in the barghest plan: Dicefreaks uses a HD cap. I see no reason the barghest should be able to pass this.

If it works, just eat material plane creatures. Less likely for dispater to notice.
Avoraciopoctules

09-09-07, 04:55 PM
The flaw in the barghest plan: Dicefreaks uses a HD cap. I see no reason the barghest should be able to pass this.

If it works, just eat material plane creatures. Less likely for dispater to notice.

Aha! So it's now explicit that we're using all of the the Dicefreaks rules? In that case, things have changed aroud quite a bit. I can now presumably make use of some of those utterly ridiculous epic spells, like the one that makes you lose all arcane magic and spell-like abilities if you fail a will save.

I'm building a barghest in PCGen, and a few more questions came up.

Questions:
1. Can an epic spell create creatures above the hit-dice cap? If not, can you use the extra DC for special and spell-like abilities instead?

2. The limit for undead is 100 HD, correct?

3. What can I do with a diplomacy modifier better than Dispater's? I think I have one now?

4. You can buy any normal item, and anything made with the normal magic item rules, but are there any guidelines for custom magic items? Should I use epic seeds and rituals as a basis for unique epic items?

5. How much would the Annulus cost?

6. Can I show my inherent +5's to every attribute by simply setting the attributes 5 higher?
Avoraciopoctules

09-09-07, 05:06 PM
Two more.

1. I'm designing an epic spell, and want to know what the ad hoc adjustment for giving a created creature the magic immunity of a flesh golem is.

2. How long does it take to use your epic leadership feat to attract followers and cohorts once you settle down?
BillTheManiac

09-09-07, 05:33 PM
Aha! So it's now explicit that we're using all of the the Dicefreaks rules? In that case, things have changed aroud quite a bit. I can now presumably make use of some of those utterly ridiculous epic spells, like the one that makes you lose all arcane magic and spell-like abilities if you fail a will save.
I believe so. Couldn't be too more broken then "transport Dispater to your sanctum, no save" or "take control of dispater's mind, no save".
I'm building a barghest in PCGen, and a few more questions came up.

Questions:
1. Can an epic spell create creatures above the hit-dice cap? If not, can you use the extra DC for special and spell-like abilities instead?
No. Yes. You always can use it for special abilites.
2. The limit for undead is 100 HD, correct?
I don't know.
3. What can I do with a diplomacy modifier better than Dispater's? I think I have one now?
Dispater does this thing where he uses bluff to plant suggestions. You can make him your fanatic follower, maybe. He might die for you then.
4. You can buy any normal item, and anything made with the normal magic item rules, but are there any guidelines for custom magic items? Should I use epic seeds and rituals as a basis for unique epic items?
Use the guidlines for custom magic items, everything must be approved by Witch. No, epic spells aren't part of magic items. Metamagic-d spells are.
5. How much would the Annulus cost?
Infinity.
6. Can I show my inherent +5's to every attribute by simply setting the attributes 5 higher?
Those are already accounted for.

Two more.

1. I'm designing an epic spell, and want to know what the ad hoc adjustment for giving a created creature the magic immunity of a flesh golem is.
By RAW- infinity. You can make it immune to the highest level of spells dispater can cast, though not epic spells. Probably a waste with enhanced intensified orbs
2. How long does it take to use your epic leadership feat to attract followers and cohorts once you settle down?
Not too long. You plan to do it on Dis? I don't think you'll get any. You definitely won't get enough.



That should help
Avoraciopoctules

09-09-07, 06:29 PM
Thanks, I definitely appreciate the feedback.
According to the official rules, accessories that give +90 to skills cost 8,100,000 gold. I'm using two of those, allowing me to cast better spells and up my persuasive abilities. It's pretty balanced compared to absolute elemental immunity for 2,160,000 and follows all the standard rules with no ad hoc adjustment. However, I think that even with these I might not end up spending all my character wealth. And this is just one of the level 50s!

What's the character wealth for a HD 49, ECL 55 character anyways? I think its 88 million, but I'm not sure.
Avoraciopoctules

09-09-07, 06:43 PM
[QUOTE=BillTheManiac;13724275] Quote:
Originally Posted by Avoraciopoctules
Two more.

1. I'm designing an epic spell, and want to know what the ad hoc adjustment for giving a created creature the magic immunity of a flesh golem is.
By RAW- infinity. You can make it immune to the highest level of spells dispater can cast, though not epic spells. Probably a waste with enhanced intensified orbs
But isn't it one special quality? With Savage Species, a flesh golem can be a non-epic PC, so why does one of its abilities have an infinite cost?
2. How long does it take to use your epic leadership feat to attract followers and cohorts once you settle down?
Not too long. You plan to do it on Dis? I don't think you'll get any. You definitely won't get enough.
Does the fact that I am of an always LE race make any difference?

Thanks again.
Avoraciopoctules

09-09-07, 06:49 PM
Here's the export sheet of what I have so far.
Note the diplomacy and spellcraft modifiers.
It's about half done.

Name: Divine Barghest "mista b"
Race: Greater Barghest (Quasideity)
Player: PLAYER
Classes: Outsider9 Sorcerer40 Epic Spells (Arcane/CHA)0
Hit Points: 1163Experience: 1176000 / 1225000
Alignment: True Neutral
Vision: Darkvision (60')
Speed: Walk 40 ft.
Languages: Goblin, Infernal, Worg

Stat Score Mod
STR 28 (+9)
DEX 26 (+8)
CON 48 (+19)
INT 34 (+12)
WIS 38 (+14)
CHA 60 (+25)

-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Bluff 77 52.0 25 0
Concentration 71 52.0 19 0
Craft (Carpentry) 64 52.0 12 0
Craft (Metalworking) 64 52.0 12 0
Craft (Stonemasonry) 64 52.0 12 0
Diplomacy 194 52.0 25 117
Disguise 81 52.0 25 4
Hide 20 16.0 8 -4
Knowledge (Arcana) 64 52.0 12 0
Knowledge (Architecture and Engineering) 38 26.0 12 0
Knowledge (The Planes) 38 26.0 12 0
Move Silently 20 12.0 8 0
Perform (Comedy) 51 26.0 25 0
Sense Motive 68 52.0 14 2
Spellcraft 173 52.0 12 109
Spot 34 20.0 14 0
Use Magic Device 42 17.0 25 0


-------------------------- Feats ---------------------------
Craft Staff
Craft Epic Staff
Craft Woundrous Item
Craft Epic Woundrous Item
Efficient Item Creation (Craft Epic Staff, Craft Epic Woundrous Item)
Simple Weapon Proficiency
Leadership
Epic Leadership
Skill Focus (Spellcraft, Diplomacy)
Epic Skill Focus (Spellcraft, Diplomacy)
Epic Spellcasting
Improved Spell Capacity (10-15)
Master Staff
Maximise Spell
Negotiater
Quicken Spell
-------------------- Special Abilities ---------------------
Change Shape (Su)
Damage Reduction (Su)
Divine Rank 0
Feed (Su)
Fire Resistance 5
Grant Spells (Ex)
Immortal (Ex)
Immunity to Acid (Ex)
Immunity to Cold (Ex)
Immunity to Electricity (Ex)
Immunity to Energy Drain (Ex)
Immunity to Mind-Affecting (Ex)
Immunity to Transmutation (Ex)
Outsider Traits
Scent (Ex)
Summon Familiar


------------------------ Templates -------------------------
Divine Rank

-------------------------- Combat --------------------------

Total / Touch / Flat Footed
AC: 51 / 42 / 43

Initiative: +8
BAB: +19/+14/+9/+4
Melee tohit: +37/+32/+27/+22
Ranged tohit: +36/+31/+26/+21

Fortitude: +51
Reflex: +40
Will: +52

Unarmed attack:
to hit: +37/+32/+27/+22
damage: 1d4+9
critical: 20/x2

Bite:
to hit: +37
damage: 1d8+9
critical: 20/x2

Claw:
to hit: +32/+32
damage: 1d6+4
critical: 20/x2

--------------------- Special Abilities --------------------


------------------------- Equipment ------------------------
Name QTY LBS
Belt of Epic Diplomacy 1 0lbs Special: (Belt), Competance bonus to selected skillof Diplomacy|+90Ring (Protection +10) 1 0lbsCloak of Epic Resistance +10 1 1lbsGloves of Spellcraft 1 0lbs Special: (Gloves), Competance bonus to selected skillof Spellcraft|+90Manual of Bodily Health +5 1 5lbsManual of Gainful Exercise +5 1 5lbsManual of Quickness of Action +5 1 5lbsRing of Universal Energy Immunity 1 0lbs Special: energy immunity for all types of energyTome of Clear Thought +5 1 5lbsTome of Leadership and Influence +5 1 5lbsTome of Understanding +5 1 5lbs

Total weight caried:
Current load: Light

Encumbrance
Light: 1200
Medium: 2400
Heavy: 3600

[Spells edited out to save space]
Avoraciopoctules

09-09-07, 07:01 PM
Should I swap the item creation for more Metamagic?
Allarian

09-10-07, 12:28 AM
I would say that the bonuses from skillfocus and negotiator can be droped with little penalty to diplomacy which could go to increasing the number of magic items you can wear, also make the skill item a ring, you want your belt to be a belt of epic magnificence for +12 to all stats. Also you wan't about 120 sense motive and bluff for lieing to Dispator and detecting his suggestions a couple of +90 items should do it.
Rikandur_Azebol

09-10-07, 01:59 PM
Avoraciopoctules welcome here, buddy. I wish You best luck. :)

I advice Your barhgest to have some way of staying alive, if You want crazy ideas for epix spells just call me. :D

For example:"Bite of the Barghest King"-this spell allows barghest to devour soul of a living being in a way similiar to it's natural ability, if the being fails a save. And lenghtens range of the critter's bite to 10 miles. ;)

Witch, I deeply apologise for not sending my Challenger yet, but factors came that limit my @net acess severely. Thus delay ... hopefully it will be temporary. And hopefully I'll manage to recreate all my half-finished stuff without much difficulty. :(

I'll have my vengance on this pesky devil. Nobody touches Rik. :evillaugh
Allarian

09-11-07, 08:38 PM
[QUOTE=BillTheManiac;13724275]
Originally Posted by Avoraciopoctules
By RAW- infinity. You can make it immune to the highest level of spells dispater can cast, though not epic spells. Probably a waste with enhanced intensified orbs
But isn't it one special quality? With Savage Species, a flesh golem can be a non-epic PC, so why does one of its abilities have an infinite cost?


The magic immunity of a flesh golem is by RAW infinite spell resistence and the orbs do hurt.
And mista b has 5 epic spells perday.
summerstar

09-13-07, 11:03 PM
Good day, ladies and gentlemen. I am here to pose you a challenge. The Iron Siege.

Witch, this is a brilliant and entertaining challenge. Thanks for putting it together.
QuickenedWish

09-14-07, 01:50 AM
You just touched iron and so as soon as the timestop runs out, Dispator will be aware of your presence, at this point you are most likly living on borrowed time. Though at this point you may just have gotten close enough to kill him before you get H4XX0Red.

If I'm not mistaken, nameless is incorporeal at the moment, and is therefore not touching anything. Unless the Iron Tower can sense incorporeal creatures, I don't see how Dispater would know...

QW
Avoraciopoctules

09-15-07, 03:30 PM
[QUOTE=Avoraciopoctules;13725032]

The magic immunity of a flesh golem is by RAW infinite spell resistence and the orbs do hurt.
And mista b has 5 epic spells perday.

Aha!
Check the ad-hoc adjustments for the create living vault ritual.

Create Living Vault (Ritual)
Conjuration (Creation)
Spellcraft DC: 58
Components: V, S, XP
Casting Time: 100 days, 11 minutes
Range: 0 ft.
Effect: One living vault, 50 ft. by 50 ft. by 10 ft.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: None
To Develop: 540,000 gp; 11 days; 21,600 XP. Seeds: animate (DC 25) large chunk of stone, fortify (DC 27). Factors: allow vault to “grow” to proper size after created in 4d4 days (ad hoc +20 DC), increase HD of object by 92 (+184 DC), grant magical immunity (ad hoc +105 DC), increase damage reduction to 15 (+28 DC) and to /epic (+15 DC), make permanent (x5 DC). Mitigating factors: increase casting time by 10 minutes (–20 DC), increase casting time by 100 days (–200 DC), 9d6 backlash (–9 DC), seven additional casters contributing one epic spell slot (133 DC), burn 20,000 XP per epic caster (1,600 DC).
The character creates a construct known as a living vault to protect and hide his or her treasures. Upon completion, the vault initially measures only 5 feet on a side, but it gradually increases to its proper size over the following 4d4 days. The vault is attuned to the character, allowing him or her alone entrance and egress in a manner similar to a dimension door spell. When the character desires the vault to hide itself, he or she gives it a simple command. To summon the vault, the character may cast a sending spell or arrange some other manner to contact it.
XP Cost: 20,000 XP.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Now, I have two spells to suggest.

Mista B’s ZomboGoonie
Necromancy [Evil]
Spellcraft DC: 161
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: One or more corpses touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
To Develop: 1,449,000 GP; 28 days; 57,960 XP
Seed: Animate Dead (DC 23). +8 to DC for ghost, +120 for creating and controlling an extra 80 Hit Dice of undead. +10 Ad hoc for flexible creation

When this spell is cast, a touched corpse is transformed into a level 100 human ghost sorceror with the abilities described below. The ghost loyally serves its creator while controlled, and moves on to work towards fulfilling its purpose after control is relinquished. Because the bodies are a mere catalyst in the reaction that produces the ghost, they have no affect on the ghost produced beyond their worn gear being transferred to it. Instead, the creator determines alignment, a rough personality, the purpose of the ghost’s existence, and the 2d4 items that the ghost automatically receives in addition to the gear from the body.



Can’t Hex This (Ritual)
Conjuration (Creation)
Spellcraft DC: 180
Components: V, S, XP
Casting Time: 11 minutes
Range: Touch
Target: one creature or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: None
To Develop: 1,620,000 gp; 32 days; 64800 XP.
Seed: fortify (DC 17). Factors: grant magical immunity (ad hoc +105 DC), make permanent (x5 DC). Mitigating factors: increase casting time by 10 minutes (–20 DC), Burn 2,800 XP on main caster (-28 DC), two additional casters contributing epic-level spell slots (–38 DC)

When this spell is cast, a touched creature becomes immune to all supernatural and spell-like effects until the ward is dismissed by the caster.
Psionx

09-15-07, 03:53 PM
I'd suggest that a spell called hammer time be included.
Allarian

09-15-07, 06:09 PM
Would a chaotic evil half fiend count as a demon for the purposes of gaining ravages?
It was said earlier in the thread that a chaotic evil infernal would count so I was curious.
BTW Avoraciopoctules: The annulus has be aproved but I don't think that we will have time to use it.
What kind of LA reduction would a mortal (no divine ranks not divine rank 0) get?
Again it has been mentioned but not stated. Also the hypothetical person would be part of a party which will use the divine ranks.
What is the ECL limit for non-native outsiders?
Again it was mentioned but not stated. (I think I could have missed something I'm only 31 pages into the thread)
And the dweomerkeeper? (web expantion for complete divine I think) I'm not planing on doing anything broken with it.
War hulk? (minitures handbook but previewed online)
Also would you be okay with a permenant, tenacios, warded agaist MDJ epic mage armor?
Buugipopuu

09-17-07, 03:08 PM
I know that the Outer Planes sometimes work over timescales of centuries, but that doesn't mean the attempts thread has to as well.
Witch

09-17-07, 03:32 PM
You have been sent a PM. My MSN address is in there. Bug me there if I take too long.
BillTheManiac

09-17-07, 05:08 PM
I'd suggest that a spell called hammer time be included.

Destroy seed, change from untyped damage to force, make it a ranged attack instead of save, up the damage a ton.
Allarian

09-17-07, 11:26 PM
Destroy seed, change from untyped damage to force, make it a ranged attack instead of save, up the damage a ton.

Flavorful but it won't help with the challenge or be particularly hillarious so I don't think that the research time would be well spent.
BillTheManiac

09-18-07, 06:59 AM
Flavorful but it won't help with the challenge or be particularly hillarious so I don't think that the research time would be well spent.

ok good point. We can't harm the Iron Tower or even pretend like we can harm the iron tower. If we go by Plan: Dump Iron Tower into Mount Celestia, it could be "Hammer Archon Time" or something. This is unfortunately a battle of wills and magical finnesse vs. DM fiat, not brute force, and that's the only thing hammers excel at.
Mysteris

09-18-07, 06:58 PM
I might have missed this earlier and if so I apologize. How much would a item granting +90 to a skill cost?

Also, are newer books like Heroes of Battle being allowed? I understand that Complete Champion is out, correct?

Thanks! :)
Allarian

09-18-07, 07:17 PM
ok good point. We can't harm the Iron Tower or even pretend like we can harm the iron tower. If we go by Plan: Dump Iron Tower into Mount Celestia, it could be "Hammer Archon Time" or something. This is unfortunately a battle of wills and magical finnesse vs. DM fiat, not brute force, and that's the only thing hammers excel at.

that is much more fun and would be nice but we would need to move a truely increadible amount of iron to do it and then overcome the limiting traits of the plane :weep:, how about plan antigenesis around the tower, that might get the lord of Dis's attention.
I might have missed this earlier and if so I apologize. How much would a item granting +90 to a skill cost?


Bonus^2*100*10(epic) I think. So 8,100,000.
Mysteris

09-18-07, 07:40 PM
Thanks Allarian! :)
BillTheManiac

09-18-07, 09:50 PM
that is much more fun and would be nice but we would need to move a truely increadible amount of iron to do it and then overcome the limiting traits of the plane :weep:, how about plan antigenesis around the tower, that might get the lord of Dis's attention

That might just work. 9 mile radius/180 feet=264. Hmm... can do.
Allarian

09-19-07, 02:12 AM
That might just work. 9 mile radius/180 feet=264. Hmm... can do.

Possible but where did you find the iron towers radius, it might be easier to make an epic spell that grew faster and had no radius limit. I think that that would just ruin Dispater's day (and you know his plane) the trick would be getting asmodeus off your back.

Thanks Allarian! :)

You're welcome :)

EDIT: Witch what is the limit one non-native outsiders and dragons for the purpose of hit dice?
BillTheManiac

09-19-07, 07:12 AM
Possible but where did you find the iron towers radius, it might be easier to make an epic spell that grew faster and had no radius limit. I think that that would just ruin Dispater's day (and you know his plane) the trick would be getting asmodeus off your back.



Your welcome :)

EDIT: Witch what is the limit one non-native outsiders and dragons for the purpose of hit dice?


9th level=DC 31. +5000 XP*mitigation factor for XP. That's a free genesis. 264 days isn't an inordinate amount of time.
Avoraciopoctules

09-19-07, 06:46 PM
I'd suggest that a spell called hammer time be included.

I personally wanted to make a "Grammar Time" ritual, but didn't have any ideas that were worth a slot. As far as this goes....

.......... I HAVE IT!

One of two effects:

A. a viral (spreads from person to person like a spiritual disease) curse that forces targets to make a will save or burst into sychronized breakdancing while annoying music plays in the background.

B. Compels targets to speak like "mista b" does, and thus suffer 1d4 wisdom drain for every round in which they talk.

Both versions would require psychic chirurgery or an epic dispel chaos to fix.

I think, however, that my resources would be better spent in a slightly saner manner. A manner such as having the level 100 ghost army who's purpose is to make me succeed develop the spells.
- - - - - - - -

Also, I have a unique magic item to get the price for;

Mista B's MADD GRILZ (I'm sorry)

This set of incredibly gaudy gold-and-dimond fang covers alters the barghest's ability to consume enemies. Whenever a body is eaten, its hit dice are added to a "life-force" pool. When the number of dice in this pool exceed the barghest's hit dice total, the barghest gains a level.

Also, 3/hour, the barghest may grin as a swift action, producing a flash of light which blinds all within 30 feet for 1d4 rounds.
Rikandur_Azebol

09-20-07, 06:48 AM
Nice ... but maybe You would prefer it to give Your guy positive levels instead ? I doubt Witch would agree on HD.

I propose You to modify this artifact by changing "[...]gains HD[...]" to "[...]gains positive level, positive levels can't exceed his total HD, and expire after an hour.[...]"

IMO +1 BAB,Saves and CL as well as +5 HP is a good thing. :)

Also, being on Your place I would give "grin" ability sort of Reflex save to avoid it.


Maybe You would want to try such epic spell:"Mr Sandman", seeds Energy[weather] and Sleep spell. Change max HD that can be affected to 100, increase DC to the level where Greater God with 18 DvR's couldn't possibly make it in 95% of times and increase area,using energy[weather] seed, to some substantial zone. Put Dispater to sleep, kill everyone and eat them ... and find him before he awekens. Eat the sleeping princess. :)

I plan on making similiar spell, but one where victims fall into nigthmare where my Challenger is the "DM". This way I can be sure that if one of many attacks I intend on unleashing fails it should at least give enough havoc for others to increase their chances.

Like fighting giant who can be barely scratched by my attacks and can squish me like bug. One scrath wouldn't concern him, it's only 1 hp right ?

But tens or hundred such scratches ? :P
BillTheManiac

09-20-07, 07:00 AM
The ghost sorcerer is way overpowered. Animate Dead was balanced for sucky undead HD, not class levels. Consider how expensive that would be if it was a permanent summon spell!
Psionx

09-20-07, 12:37 PM
On a more serious note... although the above was certainly funny: Does the iron tower stay in place or does it move or can it be moved? The reason I ask was because of time hop. If it could be moved and you know where it goes you could time hop and end the time hop so that you are in the tower. I thought of this from something about a person timehopping a guy on a moving airship and the guy falling to his death because he returned at the same place without the airship.
Buugipopuu

09-20-07, 02:48 PM
How odd. I surmise that I am being tricked by some illusion or other (which should be impossible, because I see through illusions). Dispater doesn't know Ghost Trap (It isn't in the PHB, BoVD, or CA), but that can be got around with Wish. However, Ghost Trap is a 5ft/level Emanation. Emanations don't pass through walls, as they don't effect creatures which have total cover against them. Dispater could get around this by taking a move action to gain Line of Effect by using Ferric Affinity. However, senses that require an action to be used don't provide any benefit when it's not the user's turn, and it definitely isn't Dispater's turn. The upshot of this is that a Ghost Trap cannot penetrate into the iron at the moment, because it doesn't have line of effect. This leads me to believe that I have not identified the spell correctly for some reason.
Psionx

09-20-07, 09:33 PM
Actually you know, maybe a time hop could affect a part of the tower so a wall could have a hole in it for a bit.
QuickenedWish

09-21-07, 11:32 AM
I might have missed this earlier and if so I apologize. How much would a item granting +90 to a skill cost?
Thanks! :)

I thought Witch had a pretty strict limit on how high skill items could be? Or is that skill modifiers via epic spells I'm thinking about? Bah.
summerstar

09-23-07, 07:29 PM
I thought Witch had a pretty strict limit on how high skill items could be? Or is that skill modifiers via epic spells I'm thinking about? Bah.

I think that I've read that stats are limited to +25 but other bonuses are limited by a cost of less than 25% of character's total starting wealth.
summerstar

09-24-07, 11:51 PM
Following the pattern in the dmg for epic level wealth, i arrived at 94,600,000gp in pc wealth for a 70th level character, i recall witch saying we got full wealth so would we now get all that, if so it is going to be way more than i need.

Is this 94,600,000 number correct for ECL70 PC wealth? Thank you.
summerstar

09-25-07, 12:31 AM
Is this 94,600,000 number correct for ECL70 PC wealth? Thank you.

This link in the Epic Boards FAQ would suggest that the wealth at ECL70 would be substantially higher:

http://forums.gleemax.com/showthread.php?t=430042
BillTheManiac

09-25-07, 07:08 AM
This link in the Epic Boards FAQ would suggest that the wealth at ECL70 would be substantially higher:

http://forums.gleemax.com/showthread.php?t=430042


And it doesn't matter because we've got NPC wealth.
summerstar

09-26-07, 12:38 AM
And it doesn't matter because we've got NPC wealth.

I think that I read in this thread that it was switched from NPC to PC wealth. Yes, here it is:

But I'm going to simplify things and just state deities get full wealth - I made an error in denying this. I'll note this in the rules.
BillTheManiac

09-26-07, 06:57 AM
I think that I read in this thread that it was switched from NPC to PC wealth. Yes, here it is:

Wow. How much wealth do we get then?
dragon221284

09-26-07, 08:59 AM
Witch, whats going up with Dispater/Nameless?
I'm looking here (in the Attempt Thread) each day hopefully to read something new.....
Rikandur_Azebol

09-27-07, 03:38 PM
Wow. How much wealth do we get then?

85,5 millions of gp.:love:
BillTheManiac

09-27-07, 03:41 PM
85,5 millions of gp.:love:

With craft artifact that requires 4% of 171 million gp= 6,840,000 XP!

Please can we please pretty please buy XP at 5 gp/XP?
summerstar

09-27-07, 11:16 PM
85,5 millions of gp.:love:

The Epic Boards FAQ indicates that lv60 a PC's wealth would be 106,800,000gp. I recognize that the FAQ may be wrong but, please, what is your source for 85.5M at lv70? Thank You.
Rikandur_Azebol

09-28-07, 04:56 AM
From DF boards, it have tablets. Dm agreed.
Buugipopuu

09-28-07, 07:28 AM
Witch, whats going up with Dispater/Nameless?
I'm looking here (in the Attempt Thread) each day hopefully to read something new.....

I'm waiting for a rules clarification, and Witch is perpetually away on MSN whenever I check.
Witch

10-01-07, 08:36 AM
I'm waiting for a rules clarification, and Witch is perpetually away on MSN whenever I check.
"Away" on my msn does not mean I'm not there. It means I might not be there, but mostly am. I just don't bother changing it, because that leaves open the option that I forget putting it to the correct one when I leave.

The fact that the only way you recognise the effect is as similar to Ghost Trap is because that is the closest mortal equivalent you are aware of. You have never recognised a magical effect identical to this one before.
Buugipopuu

10-01-07, 08:48 AM
"Away" on my msn does not mean I'm not there. It means I might not be there, but mostly am. I just don't bother changing it, because that leaves open the option that I forget putting it to the correct one when I leave.


Doesn't MSN automatically set you to "away" if you're inactive for a long enough period of time and set your status back when it detects activity?


The fact that the only way you recognise the effect is as similar to Ghost Trap is because that is the closest mortal equivalent you are aware of. You have never recognised a magical effect identical to this one before.

Hmm. This might pose a problem.
Witch

10-01-07, 08:51 AM
Doesn't MSN automatically set you to "away" if you're inactive for a long enough period of time and set your status back when it detects activity?
Not sure, really.

Hmm. This might pose a problem.
Incidentally, just to clarify I didn't pull this out of some dark spot covered by my pants, Gates of Hell p. 340 states the following:
"It is likely that he also has access to spells that no mortal
mind has ever conceived of."
Jolkuna

10-01-07, 01:33 PM
Isn't Buugipopuu immortal and a god?

Just saying...
Rikandur_Azebol

10-04-07, 12:28 PM
Incidentally, just to clarify I didn't pull this out of some dark spot covered by my pants, Gates of Hell p. 340 states the following:
"It is likely that he also has access to spells that no mortal mind has ever conceived of."

Bah, but I belive that Gods of Magic should have such spells explained along with all what it takes to tear them down, right ?

Know Secrets SDA seems to be something more and more valuable as I observe the other participans. And Yes, I'm slowly rebuilding my party. :P
BillTheManiac

10-04-07, 12:31 PM
Know Secrets SDA
Considering Dispater is more or less the cosmic entity of "being really really secretive", he might have a defense against that.
Rikandur_Azebol

10-06-07, 08:12 AM
But I doubt that this is Super Defense that trumps god of magic in his own sphere of influence. It would be very unfair if all efforts I would spend would be just dismissed as meaningless with "It doesn't work".

And Witch isn't that kind of DM. :)

Now to Char Ops for inspiration.:P
BillTheManiac

10-06-07, 08:21 AM
And Witch isn't that kind of DM. :)P

Witch isn't. Dispater is.
Rikandur_Azebol

10-07-07, 06:28 AM
So ... You say that for Dispater's sake Witch will forget that I may come up with something that devil couldn't counter ? And flatly say that it didn't worked ?

IMO this is a bad attiude.;)
BillTheManiac

10-07-07, 08:17 AM
So ... You say that for Dispater's sake Witch will forget that I may come up with something that devil couldn't counter ? And flatly say that it didn't worked ?

IMO this is a bad attiude.;)Or maybe Dispater already thought of it.
Psionx

10-07-07, 04:57 PM
So, what would be enough to win the iron siege? Having Primus order a modron march? A level 300 character with 50 divine ranks? Is it actually possible?
BillTheManiac

10-07-07, 09:28 PM
Once you get 27 DvR, always beating Dispater on rank checks (oh wait strata bonuses, not sure exactly how they work), it gets a bit sad.
Avoraciopoctules

10-08-07, 03:23 AM
Once you get 27 DvR, always beating Dispater on rank checks (oh wait strata bonuses, not sure exactly how they work), it gets a bit sad.

Once I realized that epic undead creation allowed me to make ghosts (sentient undead that can be of any alignment, get class levels instead of HD, respawn, be singlemindely devoted to a specific purpose etc.) higher level than me, I started scheming.

When I realized that a ghost's purpose can be "Protect and serve me to the best of your ability while still obeying my commands" or "try to kill Dispater, and work on really annoying him in between attempts" it became apparent that I don't even need to control them.

As far as comparatively early ways to kill Dispater go, I'd say creating several level 100 NPCs that cannot be permanently destroyed to do the job for you each day works perfectly. The really horrible thing is when you realize that the ghosts come with gear, allowing them to surpass my spellcraft checks and make even more powerful ghosts. It's like an epic spectre bomb, only every one of them is impossible to destroy for more than a few days until they win, and all of them are over 30 CR over what I'm trying to kill.
Avoraciopoctules

10-08-07, 03:28 AM
On a related subject, I thought I heard something about the Dicefreaks cosmology only having ghosts on the Ethereal Plane. If that is the case, then why don't any ghosts travel through ether curtains? Ghosts can exist on any plane, though they may not be incorporeal if they travel there, right?
Rikandur_Azebol

10-08-07, 07:48 AM
Or maybe Dispater already thought of it.

He might, but ... what if he lacks sheer might to defend if from determined "assault" ? I belive that Deity of Magic can beat Dispater defences easier than he erects them. Later it becames just an matter of time when Dispi runs out of protections.
BillTheManiac

10-08-07, 04:10 PM
He might, but ... what if he lacks sheer might to defend if from determined "assault" ? I belive that Deity of Magic can beat Dispater defences easier than he erects them. Later it becames just an matter of time when Dispi runs out of protections.

Brute force is so much easier.

Bust through nondetection.
Bust through dimensional anchor.
Bust through his iron shield thingy.
Bust through his will save.
Win.
Amaranth

10-19-07, 11:01 PM
Im planning a character to take on the challenge, but was going to need some epic spell use to do so..... are ad hoc modifiers allowed, depending on how reasonable they are, or do we have to stick to the factors listed in the SRD?
Spell Compendium, yea or nay?
Since we can be divine emissaries, is it also the case that we can be pious templars (and take the requisite true believer feat to qualify)?
Also, since a transform seed spell is key here, can i assume that my character is familiar with the templates from the listed books applied to creatures from these books? Also, a long shot, i know, are the other MM books ruled out or can i use them?
Lastly, what are the rules for creating magic items that do not already exist? Are they allowed if i provide the formulae by which they were derived, or do we have to stick to items that are already official?
Rikandur_Azebol

10-20-07, 07:49 AM
Good luck, Amaranth, and welcome ! :)

You may wish to try first page, DM put majority of rules used there, and as for epic spells. You will need to create them, then give to DM for judgment.

As an side-note, try not to abuse tranformation rules too much. DM frowns on such things and tends to be stampy with "banned" label upon things that create trouble or exploit loopholes.
Amaranth

10-20-07, 08:01 AM
Already looked over that list, but there were some questions I had that werent up there, and as for the transformation seed, i dont plan to abuse any special abilities of the new form, just wondering if i could apply templates from the allowed sourcebooks to creatures from the allowed sourcebooks (and if so, presumably, for balance's sake, how much a template "costs" in terms of HD to research/what forms you can turn into)
Rikandur_Azebol

10-21-07, 10:05 AM
Chmm ... I believe that DM may treat Your transformation spells like (Polymorph) subschool. Thus, if You prepare Your transforming spells that way, I guess there shouldn't be too much trouble.

As for actual templates ... all from allowed books are free to take as far as I know. You use Level Adjustment, or discuss with DM LA for things without LA. If You create Greater Deity, You got 70 HD to play with plus "free" 5 levels, that can be used to "fuel" template and/or pay for Epic Spell research.
Amaranth

10-21-07, 11:25 AM
Is there the precedent for the polymorph subschool assumption? I mean, that would severely nerf the seed for this challenge-- Doesnt the polymorph subschool replace your abilities entirely by those of what you turn into? With the transform seed being permanent and not dismissable without additional factors, i think that not only goes against the intent of the spell seed, but makes it weaker for several levels that the shapechange spell. In this particular case, for example, a caster would be guaranteed to be giving up at least 21 levels of spellcasting ability, and all divine abilities.
As far as templates go with the transform seed, I was unsure if the DM would allow transformation into a templated creature by purchasing the +25 DC specific individual and what template/creature combinations I could be assumed to be familiar with.
Amaranth

10-21-07, 08:27 PM
Also, are the Ability score caps pre-or post-magic items?
Rikandur_Azebol

10-22-07, 04:22 AM
Ability scores:

Pre-Buff maximums, for Medium critters ... You can add Size bonuses for bigger guys. Buff total max is +25.

Polymorphing:

I honestly don't know. So far noone tried it, thus my guessworking. Try to whip up some epic spell and I bet that outher participans who use Epic magic will do their best to help You.
Amaranth

10-22-07, 12:10 PM
Alright, I have three epic spells ready at the moment, lets see what people think. (Greater Deity of the Fey, magic, luck and travel)

True Fey-Form ** fixed

Spellcraft DC 68
Components: V, S, XP
Casting Time: one round
Range: Personal
Target: You
Duration: Permanent
Saving Throw: Fort Negates
SR: Yes

THis spell transforms the caster into the paramount incarnation of the fey, a paragon leshay. The transformation is extremely painful, burning 20,000 xp the target's mind and body are literally torn apart and rebuilt in the matter of a few seconds. The target creature's Strength, Dexterity, Constitution, Charisma and natural armor become those of a typical paragon leshay. The creature's base attack bonus becomes +25, and base saves become Fortitude: +16, Will: +27, Reflex: +27. The target also gains the Gaze attack (adjusted for the +13 paragon bonus), the use of leshay weapons and the insight bonus to Armor class form the leshay base creature. The subject gains the paragon luck bonus to attack, damage, and armor class.
To develop: 612,000 gp, 13 days and 24480 xp Seed: Transform (dc 21) Factors: 50 HD creature (+70 DC), Specific creature and mental abilities (+25 DC), Change type (+5), Keep original intelligence score (+4 DC ad hoc), Keep original Wisdom score (+4 DC ad hoc), Gain leshay insight bonus (+10) Gain leshay weapons (+10), Gain leshay gaze attack (+10), add Paragon template (+60 DC, 4 per CR increase), Gain paragon luck bonus to attack, damage and armor class (+30 DC), Gain paragon bonus to saves (+10 DC) Mitigating Factors: Burn 20,000 xp (-200 DC), change range to personal (-2 DC)
Amaranth

10-22-07, 12:35 PM
Seamless Dweomer ** fixed

DC 118

Components V,S
Casting Time- 10 minutes
Range Personal
Target You
Duration 48 Hours
Saving Throw None
SR Yes

This spell was developed to make sure that no opponent could ever deny him the use of his arcane spells and abilities. Upon completion, this spell grants all magic items worn or carried by the caster, as well as any spells that are currently effecting him/her a +50 bonus to defeat any dispel attempt.
Cost to Create 1,062,000 gold, 22 days, and 42480 Xp Seed: ward (dc 14) Factors: Affect all magic items and effects on a specific person (+20 DC ad hoc), add +50 to defeat dispel attempts (+100 DC) Mitigating factors: 10 minute casting time (-18 DC), change range to personal (-2 DC)

Sure Spell-Guard ** fixed
DC 113
Components v, s, xp
Casting time 1 round
Range Personal
Target You
Saving Throw None
SR yes

This spell was developed to guard the FeyFather's arcane workings against spells that Seamless Dweomer failed to protect against. This spell permanently makes the caster immune to the effects of antimagic fields, antimagic rays, and the mage's disjunction spell.
Cost to Create 1,017,000 gp 21 days, and 40680 xp Seed Ward (DC 14) Factors: Mage's Disjunction (16 DC) Antimagic Field (10 DC) Antimagic Ray (14 DC) 1 round casting time (9 DC) Permanent (DC x 5) Mitigating factors: burn 20,000 xp (-200 DC) change range to personal (-2 DC)
Rikandur_Azebol

10-23-07, 03:23 PM
Nice Concept Amaranth.

IMO Your spells are going to kill Your character, unless You have some avesome way of mitigating damage You'll suffer from the Seamless Dweomer and Sure Spell-Guard, 113d6 dmg per round equals roughly 400 dmg/round. It would require Your guy to have Fast Healing 400+ and/or ability to use 3 "free" Heals per round.

Because Backslash is applied for each round of the the spell's duration, or only once for instant spells.Also Your transmutation spell, it might have wrong duration. It shouldn't be "Permament" but "Instant" otherwise You would pack up to 253d6 dmg/round. Sureway to kill oneself.

Besides that, I remember DM maxing "+dispell difficulty" at +10. My fault, I were throwing insane stuff at him. :(

If You want Your guy to have artifact, You make item from Your gold reserve ... around 85,500,000 gp if memory serves, and DM says if it merits Artifact Status.

For example I wanted "Orb of Souls" that were stealing souls of those I slay, wich I could use to replenish my spell-slots or pump up my "powah" with equivalent of Divine Metamagic. :P

Or "Belt of Blood", that lets my guy to replenish his spell-slots by losing HP equal to spell-level multiplied by 10, including Epic Spell-slots treated here as 10-th level spells.

Of course I were going to use spells that were reflecting all magic back at enemies, were Roll Natural 20-or-Die-Miserably, were causing Earthquakes 200 miles in diameter (Love Energy-Weather seed), were transforming victim into Brown Mold (So it would grow in geometrical tempo in Damagingly Hot Hell) that had qualities of Green Slime(dissolve metal and flesh in rapid time), were causing Ebola type of flu that were turning devils and other poor souls into mutated and frenzied killing machines.

Just to stir things up. :plotting: ;)

Then sit outside Dis, summon Dispater and Nova him with Epic Unstoppable Dispel and Obey Worm !. :ayyyy!:
And kill him, slowly, by impaling on the ruined remmants of Iron Tower. But to destroy this Artifact it would take some effort. That' what Evil gods of Destructive Magics do when annoyed. :cool:

Well, that's my plan. I'm waiting for DM to say no or approve, before finishing my stats. Also I got backup party members, so if my Godling get owned, somebody will rezz him to start waltz again. :D



P.S. Och, and I forgot to write up maximums, apologies. :embarrass

Permament Physical stats for medium guys top at 60 pts and mental at 50 pts. At leat I believe so.
Amaranth

10-23-07, 06:27 PM
You are absolutely right about the backlash damage, I misread the entry... Thought it was per round of casting time :eek: Guess Ill have to rework them a bit :P I have Fast Healing 78 but thats not nearly enough for those spells. Thanks for the help! :D

p.s. Anyone have any suggestions for a DC adjustment for turning a permanent duration epic transform into an instantaneous one?
Amaranth

10-23-07, 09:33 PM
Also, how about a new SDA

Arcanist Supreme
Requirements: magic domain, Able to cast 9th level arcane spells, 5 metamagic feats
Benefit: Improved metamagic x3
Additionally, the deity can reduce the level adjustment for a spell prepared with metamagic feats to +0

OR


If that is judged to be too strong,

Benefit: Intensify Spell, Enhance Spell, Multispell x 2
Rikandur_Azebol

10-24-07, 11:54 AM
Thanks for the help! :D

No problem, alvays glad to be of use. ;)

p.s. Anyone have any suggestions for a DC adjustment for turning a permanent duration epic transform into an instantaneous one ?

I vaguely remember that one of the Challengers were asking for just it. As far as I remember DM explained why this option is too much trouble to be worth it. And why it's too abusable.
Amaranth

10-24-07, 09:46 PM
Two more things: Does this Logic work? Slippery Mind allows a second save against enchantment effects. The Liberation Domain's granted power allows a second save against any charm, compulsion or fear effect. Since all enchantment spells seem to have the compulsion or charm descriptor, does the Liberation Domain (which more than replicates the effects of Slippery Mind) fulfill the requirement of slippery mind for a prestige class or feat?

Also, assumed Ultimate Magus epic progression
11: +1 to one class
12: +1/+1 casting
13: +1 to the other class, Spell Power +1 (+1 at 16, 19, 22, etc..)
14: +1/+1 casting
15: +1 to first class, Bonus feat
Repeat
Sound right?
Rikandur_Azebol

10-25-07, 04:47 AM
Two more things: Does this Logic work? Slippery Mind allows a second save against enchantment effects. The Liberation Domain's granted power allows a second save against any charm, compulsion or fear effect. Since all enchantment spells seem to have the compulsion or charm descriptor, does the Liberation Domain (which more than replicates the effects of Slippery Mind) fulfill the requirement of slippery mind for a prestige class or feat?

You might persuade DM to allow it, I don't see why it shouldn't be allowable.

Also, assumed Ultimate Magus epic progression
1: +1 to one class
2: +1/+1 casting
3: +1 to the other class, Spell Power +1
Repeat, with feats at 15th, 20th, 25th etc....

Sound right?

Nay, no dual-caster class give such good progression (I wish it would !)

IMO DM would allow something more streamlined along the way of:

1: +1 to first class
2: +1 to the other class
3: +1 to first class, Spell Power +1
Repeat, with feats at 15th, 20th, 25th etc....

Also, to some extent You can mitigate poor CL progression in Epic levels with Practiced Spellcaster feats, their Epic Version and/or make custom SDA that will give You Dual Progression as in non-epic Ultimate Magus ... plus some minor bonuses (to make it balanced SDA)
Amaranth

10-25-07, 09:29 AM
I was using the Cerebromancer progression Witch set out as a basis.

here it is
"Use something like this:
11: +1 spellcasting
12: +1 spellcasting / +1 psionics
13: +1 psionics
14: +1 spellcasting / +1 psionics
15: +1 spellcasting
... etcetera. This also goes for mystic theurgetypes."
Rikandur_Azebol

10-26-07, 04:40 AM
och ? Sorry then for misguiding. :embarrass
Geraturatu

11-15-07, 08:06 PM
Did you people get tired of trying to tak him down?
BillTheManiac

11-15-07, 09:15 PM
Did you people get tired of trying to tak him down?

This is my first try. My plan is actually looking pretty reasonable. The only thing I've gotten tired of is Witch not really running this thread at all.
Rikandur_Azebol

11-16-07, 03:08 AM
Seconded, with the exception that I am not as reasonably approaching and it's my second try. :)
BillTheManiac

11-16-07, 07:44 PM
Seconded, with the exception that I am not as reasonably approaching and it's my second try. :)

anyone can win with non-astral-summon, dominate, plane shift, kill. It's the "I have a giant hammer" solution.
Rikandur_Azebol

11-17-07, 08:20 AM
What's wrong with ruinging Dis a a form of making a point ? ;)

Just killing Dispater wouldn't be half the fun. I want to have my revenge. :D
BillTheManiac

11-18-07, 09:07 PM
What's wrong with ruinging Dis a a form of making a point ? ;)

Just killing Dispater wouldn't be half the fun. I want to have my revenge. :D

Once Dispater is dead, bye-bye opposing rank check.
Avoraciopoctules

11-23-07, 01:03 AM
Are there any rulings on hirelings yet?
I'm thinking of using a fraction of my character wealth to fund an epic crusade as a diversion.
Witch

11-23-07, 08:54 AM
This is my first try. My plan is actually looking pretty reasonable. The only thing I've gotten tired of is Witch not really running this thread at all.

Amusingly, what I've gotten tired of is running the thread :) Quote me your plan, if you will, and I'll tell you at what step it goes wrong.
Avoraciopoctules

11-23-07, 12:01 PM
Amusingly, what I've gotten tired of is running the thread :) Quote me your plan, if you will, and I'll tell you at what step it goes wrong.

Alright! This makes things considerably easier.

Preparation:
1.
4 epic critters. Mista B, (" 'da boss") has finshed devouring as many souls as he can get his grubby paws on. He is now stupidly powerful (character already posted), and further enhances this by spending a ridiculous amount of money on an artifact that magnifies his spellcraft. He uses it first to make himself immune to magic, and then to make ghostly sorcerors more powerful than him, who in turn take the magnifier and use it to create their own more powerful minions.

The key to this is that the ghost's designated purpose is to protect him, removing the need for magical controls. The second generation's purpose is to kill Dispater (or "Stick it to 'da man, ya know, that D-dawg feller." as Mista B puts it). (Each of these is at least 30 challenge rating point points over Dispater.) Mista G moves into Hell and starts a petty soul-trafficking business. He lets the 50 or so challenge rating 100+s deal with any threats to himself.

2.
The greater deity of secrecy devotes all his time and effort to keeping anyone from discovering our plans. His clerics get their spells, but they don't get much contact with him due to the effort he's expending. They aren't surprised, since he is the god of secrecy.
3.
An epic bard goes to sing ballads about the tragic forbidden love between Glasya and Merorem. In the Iron City. He makes his perform check to turn hostiles into fanatical supporters. If he survives long enough, he gives bad advice (We're talking Romeo and Juliet-level stupidity here) about love and suggests that the couple elope.
4.
Err.... I don't know.
Alright, an epic artificier builds millions of flying magical nanites for aid-another checks. I'll give more detail if you want.
5.
We use our pooled wealth to either hire several level 1000 warriors for 200 gold a day to attack (Yes, insane DMG rules but worth asking), or fund both an epic crusade and an epic assassination. As decoys/distractions.

How's that? The main thing is numbers. One challenge rating less than 70 loses against 100 challenge rating 100s. If the first wave doesn't work, the second will be bigger.
Witch

11-23-07, 12:14 PM
Ghosts live on the Ethereal, and can only manifest on the Prime Material. Hence, they don't exist on Baator.
Also, I'm skeptical on how you create ghosts with CRs of 30 above Dispater's.

Glasya and Merorem's love is not forbidden. Nevertheless, the Bard's arrival is noticed by Merorem before it happens. He prevents the bard from ever uttering a word by placing strategical silence items. The bard is arrested.

Magical Flying Nanites are stupid. They don't exist.

There are no level 1,000 warriors.
Wintermute_

11-23-07, 01:42 PM
Quote me your plan, if you will, and I'll tell you at what step it goes wrong.

Heh, this is a way faster way to run this.
Witch

11-23-07, 02:19 PM
Heh, this is a way faster way to run this.
Yes, yes, I still recall me and Selah telling you all the staps your (what was it - third? ;)) plan would go wrong :)
Tshern

11-23-07, 03:24 PM
Ghosts live on the Ethereal, and can only manifest on the Prime Material. Hence, they don't exist on Baator.
Also, I'm skeptical on how you create ghosts with CRs of 30 above Dispater's.

Glasya and Merorem's love is not forbidden. Nevertheless, the Bard's arrival is noticed by Merorem before it happens. He prevents the bard from ever uttering a word by placing strategical silence items. The bard is arrested.

Magical Flying Nanites are stupid. They don't exist.

There are no level 1,000 warriors.
How about making all the talk telepathic? I bet there are ways to get very large range telepathy.
Avoraciopoctules

11-23-07, 05:04 PM
Ghosts live on the Ethereal, and can only manifest on the Prime Material. Hence, they don't exist on Baator.
Also, I'm skeptical on how you create ghosts with CRs of 30 above Dispater's.

Glasya and Merorem's love is not forbidden. Nevertheless, the Bard's arrival is noticed by Merorem before it happens. He prevents the bard from ever uttering a word by placing strategical silence items. The bard is arrested.

Magical Flying Nanites are stupid. They don't exist.

There are no level 1,000 warriors.

The main thing is that everything but the army of ghosts is a diversion- intended to fail spectacularly. (Fine awakened animated objects with ranks in every skill and inherent flight are what I meant. They are indeed quite a stupid idea, but they can be made.)

Ghosts live on the ethereal plane. The ethereal plane is stuffed full of portals that go to other planes. They can also use Malevolence to possess hosts and travel in them. Unless the fundamental way the ethereal plane works is different in this setting, there is nothing preventing a ghost from entering a portal. It's just corporeal now, taking away its grea

The barghest creates an army of ghosts on the ethereal plane. They find a portal to Dis, and go in. They cause havoc. The main problems they would face would be that portals may be capable of being destroyed in this setting, and that such a concentration of power would likely cause massive portents and spontaneous vortices to the negative energy plane. (I posted the spell already but never got a response, should I post it again? The DC is insane, but easily reachable with the item I bought.)

If you want to place a power cap on epic spellcasting, that would of course change things.
Wintermute_

11-23-07, 05:04 PM
Yes, yes, I still recall me and Selah telling you all the staps your (what was it - third? ;)) plan would go wrong :)Bah, that was a pretty good plan. The real flaw was that it needs an arbitrarily high caster/manifester level to pull off (and probably a few other modifications I haven't thought of yet :)).
Avoraciopoctules

11-23-07, 05:07 PM
Bah, that was a pretty good plan. The real flaw was that it needs an arbitrarily high caster/manifester level to pull off (and probably a few other modifications I haven't thought of yet :)).

I can afford to triple my relevent skill ranks easily with our pooled wealth. If worst comes to worst, I can Use Magic Device a scroll of Persistent Consumptive Field (Libris Mortis). That should get me a caster level over 100. I could do worse, but templating the ghosts would be too much work and make the spell more iffy.
Avoraciopoctules

11-23-07, 05:11 PM
Oh! The epic bard can dance if he can't talk. Any viewing him are instantly turned into fanatical minions! Poorly written diplomacy rules, huzzah!
Tshern

11-23-07, 06:44 PM
Oh! The epic bard can dance if he can't talk. Any viewing him are instantly turned into fanatical minions! Poorly written diplomacy rules, huzzah!
Or ask questions, or jump, or swim and what have you. Go Exemplars!
Witch

11-23-07, 06:47 PM
You're aware I outruled Diplomacy stupidity somewhere in the start of the thread, right? That goes similar for Perform versions of it.

In any case, Avoraciopoctules:
a) relink the spell
b) have you used the Dicefreaks version of the Ghost template?
c) what sort of general build do they have? HD-wise and others.
Avoraciopoctules

11-23-07, 07:32 PM
[QUOTE=Allarian;13749299]

Aha!
Check the ad-hoc adjustments for the create living vault ritual.

Create Living Vault (Ritual)
Conjuration (Creation)
Spellcraft DC: 58
Components: V, S, XP
Casting Time: 100 days, 11 minutes
Range: 0 ft.
Effect: One living vault, 50 ft. by 50 ft. by 10 ft.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: None
To Develop: 540,000 gp; 11 days; 21,600 XP. Seeds: animate (DC 25) large chunk of stone, fortify (DC 27). Factors: allow vault to “grow” to proper size after created in 4d4 days (ad hoc +20 DC), increase HD of object by 92 (+184 DC), grant magical immunity (ad hoc +105 DC), increase damage reduction to 15 (+28 DC) and to /epic (+15 DC), make permanent (x5 DC). Mitigating factors: increase casting time by 10 minutes (–20 DC), increase casting time by 100 days (–200 DC), 9d6 backlash (–9 DC), seven additional casters contributing one epic spell slot (133 DC), burn 20,000 XP per epic caster (1,600 DC).
The character creates a construct known as a living vault to protect and hide his or her treasures. Upon completion, the vault initially measures only 5 feet on a side, but it gradually increases to its proper size over the following 4d4 days. The vault is attuned to the character, allowing him or her alone entrance and egress in a manner similar to a dimension door spell. When the character desires the vault to hide itself, he or she gives it a simple command. To summon the vault, the character may cast a sending spell or arrange some other manner to contact it.
XP Cost: 20,000 XP.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Now, I have two spells to suggest.

Mista B’s ZomboGoonie
Necromancy [Evil]
Spellcraft DC: 161
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: One or more corpses touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
To Develop: 1,449,000 GP; 28 days; 57,960 XP
Seed: Animate Dead (DC 23). +8 to DC for ghost, +120 for creating and controlling an extra 80 Hit Dice of undead. +10 Ad hoc for flexible creation

When this spell is cast, a touched corpse is transformed into a level 100 human ghost sorceror with the abilities described below. The ghost loyally serves its creator while controlled, and moves on to work towards fulfilling its purpose after control is relinquished. Because the bodies are a mere catalyst in the reaction that produces the ghost, they have no affect on the ghost produced beyond their worn gear being transferred to it. Instead, the creator determines alignment, a rough personality, the purpose of the ghost’s existence, and the 2d4 items that the ghost automatically receives in addition to the gear from the body.



Can’t Hex This (Ritual)
Conjuration (Creation)
Spellcraft DC: 180
Components: V, S, XP
Casting Time: 11 minutes
Range: Touch
Target: one creature or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: None
To Develop: 1,620,000 gp; 32 days; 64800 XP.
Seed: fortify (DC 17). Factors: grant magical immunity (ad hoc +105 DC), make permanent (x5 DC). Mitigating factors: increase casting time by 10 minutes (–20 DC), Burn 2,800 XP on main caster (-28 DC), two additional casters contributing epic-level spell slots (–38 DC)

When this spell is cast, a touched creature becomes immune to all supernatural and spell-like effects until the ward is dismissed by the caster.

Mainly, I capitalize on the fact that ghosts are given as an example in the the animate dead seed. Since ghost is a template, that's most of what matters. I'll search for this template I just heard of just now and accept the fact that as I have already stated, there are problems with the diplomacy system.
Avoraciopoctules

11-23-07, 07:36 PM
The Dicefreaks website seems to be gone. Ah well, the only real question is whether you can make ghosts with a purpose. Is this so?
Avoraciopoctules

11-23-07, 08:09 PM
I dug up the mostly-finished ghost, since you didn't get the build the first time. It uses the official ghost template.
(It's in PCGen format, and is thus pretty scrambled, but all the info is there)
Highlights:
1200 HP
Casts 10 level 10-12 spells in a round.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Name: Divine ZomboGoonie
Race: Human (Ghost)
Player: PLAYER
Classes: Sorcerer95 Archmage5 Epic Spells (Arcane/CHA)0
Hit Points: 1200Experience: 5460000 / 5565000
Alignment: True Neutral
Vision:
Speed: Walk 30 ft., Fly 30 ft.
Languages: Common

Stat Score Mod
STR * (+0)
DEX 18 (+4)
CON * (+0)
INT 16 (+3)
WIS 22 (+6)
CHA 51 (+20)

-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Bluff 123 103.0 20 0
Concentration 123 103.0 0 20
Diplomacy 88 50.0 20 18
Disguise 49 13.0 20 16
Knowledge (Arcana) 106 103.0 3 0
Perform (Sing) 60 40.0 20 0
Spellcraft 127 103.0 3 21


-------------------------- Feats ---------------------------
Ability Focus
Add +2 to the DC for all saving throws against the special attack on which the creature focuses.

Simple Weapon Proficiency
You make attack rolls with simple weapons normally.


-------------------- Special Abilities ---------------------
50% chance to ignore any damage from a corporeal source
Acid Resistance 10
Always moves silently
Attacks pass through armor
Automatic Quicken Levels 0 to 12
Automatic Silent Levels 0 to 3
Can be harmed only by other incorporeal creatures/+1 or better weapons/magic
Can pass through solid objects at will
Draining Touch (Su) DC80
Electricity Resistance 10
Fire Resistance 10
Malevolence (Su) DC35
Manifestation (Su)
Mastery of Shaping
Quicken Spell 9/round
Rejuvenation (Su)
Sonic Resistance 10
Spell-Like Ability (4)
Summon Familiar
Telekinesis (Su) DC80
Turn Resistance +4 (Ex)


------------------------ Templates -------------------------
Ghost

-------------------------- Combat --------------------------

Total / Touch / Flat Footed
AC: 49 / 34 / 45

Initiative: +4
BAB: +10/+5
Melee tohit: +54/+49
Ranged tohit: +58/+53

Fortitude: +46
Reflex: +50
Will: +60

Unarmed attack:
to hit: +54/+49
damage: 1d3
critical: 20/x2

--------------------- Special Abilities --------------------


------------------------- Equipment ------------------------
Name QTY LBS
Bracers of Epic Armor +15 1 1lbsRing of Universal Energy Immunity 1 0lbs Special: energy immunity for all types of energyOutfit (Monk's) 1 2lbs

Total weight caried:
Current load: Light

Encumbrance
Light: 33
Medium: 66
Heavy: 100


--------------------------- Magic --------------------------



Sorcerer Spells

SPELLBOOKNAME0


Level 0
Light (Evocation)Saves: None DC: 31 Casting: 1 standard actionDuration: 1000 minutes [D] Range: Touch Components: V, M/DFSR: No Effect: Object shines like a torch. Target: Object touched Mage Hand (Transmutation)Saves: None DC: 30 Casting: 1 standard actionDuration: Concentration Range: Close (275 ft.) Components: V, SSR: No Effect: 5-pound telekinesis. Target: One nonmagical, unattended object weighing up to 5 lb. Mending (Transmutation)Saves: Will negates (harmless, object) DC: 30 Casting: 1 standard actionDuration: Instantaneous Range: 10 ft. Components: V, SSR: Yes (harmless, object) Effect: Makes minor repairs on an object. Target: One object of up to 1 lb. Message (Transmutation)Saves: None DC: 30 Casting: 1 standard actionDuration: 1000 minutes Range: Medium (1100 ft.) Components: V, S, FSR: No Effect: Whispered conversation at distance. Target: 100 creatures Open/Close (Transmutation)Saves: Will negates (object) DC: 30 Casting: 1 standard actionDuration: Instantaneous Range: Close (275 ft.) Components: V, S, FSR: Yes (object) Effect: Opens or closes small or light things. Target: Object weighing up to 30 lb. or portal that can be opened or closed Prestidigitation (Universal)Saves: See text DC: 30 Casting: 1 standard actionDuration: 1 hour Range: 10 ft. Components: V, SSR: No Effect: Performs minor tricks. Target: See text Ray of Frost (Evocation)Saves: None DC: 31 Casting: 1 standard actionDuration: Instantaneous Range: Close (275 ft.) Components: V, SSR: Yes Effect: Ray deals 1d3 cold damage. Target: Ray Read Magic (Divination)Saves: None DC: 30 Casting: 1 standard actionDuration: 1000 minutes Range: Personal Components: V, S, FSR: No Effect: Read scrolls and spellbooks. Target: You Resistance (Abjuration)Saves: Will negates (harmless) DC: 30 Casting: 1 standard actionDuration: 1 minute Range: Touch Components: V, S, M/DFSR: Yes (harmless) Effect: Subject gains +1 on saving throws. Target: Creature touched


Level 1
Burning Hands (Evocation)Saves: Reflex half DC: 32 Casting: 1 standard actionDuration: Instantaneous Range: 15 ft. Components: V, SSR: Yes Effect: 5d4 fire damage Target: Cone-shaped burst Charm Person (Enchantment)Saves: Will negates DC: 31 Casting: 1 standard actionDuration: 100 hours Range: Close (275 ft.) Components: V, SSR: Yes Effect: Makes one person your friend. Target: One humanoid creature Comprehend Languages (Divination)Saves: None DC: 31 Casting: 1 standard actionDuration: 1000 minutes Range: Personal Components: V, S, M/DFSR: No Effect: You understand all spoken and written languages. Target: You Endure Elements (Abjuration)Saves: Will negates (harmless) DC: 31 Casting: 1 standard actionDuration: 24 hours Range: Touch Components: V, SSR: Yes (harmless) Effect: Exist comfortably in hot or cold environments. Target: Creature touched Floating Disk (Evocation)Saves: None DC: 32 Casting: 1 standard actionDuration: 100 hours Range: Close (275 ft.) Components: V, S, MSR: No Effect: Creates 3-ft.-diameter horizontal disk that holds 10000 lbs Target: 3-ft.-diameter disk of force Grease (Conjuration)Saves: See text DC: 31 Casting: 1 standard actionDuration: 100 rounds [D] Range: Close (275 ft.) Components: V, S, MSR: No Effect: Makes 10-ft. square or one object slippery. Target: One object or a 10-ft. square Magic Missile (Evocation)Saves: None DC: 32 Casting: 1 standard actionDuration: Instantaneous Range: Medium (1100 ft.) Components: V, SSR: Yes Effect: 5 missiles that do 1d4+1 damage each. Target: Up to five creatures, no two of which can be more than 15 ft. apart Mount (Conjuration)Saves: None DC: 31 Casting: 1 roundDuration: 200 hours [D] Range: Close (275 ft.) Components: V, S, MSR: No Effect: Summons riding horse for 200 hours. Target: One mount Protection from Evil (Abjuration)Saves: Will negates (harmless) DC: 31 Casting: 1 standard actionDuration: 100 minutes [D] Range: Touch Components: V, S, M/DFSR: No; see text Effect: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. Target: Creature touched Protection from Law (Abjuration)Saves: Will negates (harmless) DC: 31 Casting: 1 standard actionDuration: 100 minutes [D] Range: Touch Components: V, S, M/DFSR: No; see text Effect: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. Target: Creature touched


Level 2
Flaming Sphere (Evocation)Saves: Reflex negates DC: 33 Casting: 1 standard actionDuration: 100 rounds Range: Medium (1100 ft.) Components: V, S, M/DFSR: Yes Effect: Creates rolling ball of fire, 2d6 damage, lasts 100 rounds. Target: 5-ft.-diameter sphere Locate Object (Divination)Saves: None DC: 32 Casting: 1 standard actionDuration: 100 minutes Range: Long (4400 ft.) Components: V, S, F/DFSR: No Effect: Senses direction toward object [specific or type]. Target: Circle, centered on you, with a radius of 4400 ft. Minor Image (Illusion)Saves: Will disbelief (if interacted with) DC: 32 Casting: 1 standard actionDuration: Concentration +2 rounds Range: Long (4400 ft.) Components: V, S, FSR: No Effect: As silent image, plus some sound. Target: Visual figment that cannot extend beyond 104 10-ft. cubes [S] Mirror Image (Illusion)Saves: None DC: 32 Casting: 1 standard actionDuration: 100 minutes [D] Range: Personal; see text Components: V, SSR: No Effect: Creates decoy duplicates of you [1d4 +33, max 8]. Target: You Misdirection (Illusion)Saves: None or Will negates; see text DC: 32 Casting: 1 standard actionDuration: 100 hours Range: Close (275 ft.) Components: V, SSR: No Effect: Misleads divinations for one creature or object. Target: One creature or object, up to a 10-ft. cube in size Obscure Object (Abjuration)Saves: Will negates (object) DC: 32 Casting: 1 standard actionDuration: 8 hours [D] Range: Touch Components: V, S, M/DFSR: Yes (object) Effect: Masks object against scrying. Target: One object touched of up to 10000 lbs Pyrotechnics (Transmutation)Saves: Will negates or Fortitude negates; see text DC: 32 Casting: 1 standard actionDuration: 1d4+1 rounds, or 1d4+1 rounds after creatures leave the smoke cloud; see text Range: Long (4400 ft.) Components: V, S, MSR: Yes or No; see text Effect: Turns fire into blinding light or choking smoke. Target: One fire source, up to a 20-ft. cube Rope Trick (Transmutation)Saves: None DC: 32 Casting: 1 standard actionDuration: 100 hours [D] Range: Touch Components: V, S, MSR: No Effect: As many as eight creatures hide in extradimensional space. Target: One touched piece of rope from 5 ft. to 30 ft. long Touch of Idiocy (Enchantment)Saves: No DC: 32 Casting: 1 standard actionDuration: 1000 minutes Range: Touch Components: V, SSR: Yes Effect: Subject takes 1d6 points of Int, Wis, and Cha damage. Target: Living creature touched Web (Conjuration)Saves: Reflex negates; see text DC: 32 Casting: 1 standard actionDuration: 1000 minutes [D] Range: Medium (1100 ft.) Components: V, S, MSR: No Effect: Fills 20-ft.-radius spread with sticky spiderwebs. Target: Webs in a 20-ft.-radius spread


Level 3
Blink (Transmutation)Saves: None DC: 33 Casting: 1 standard actionDuration: 100 rounds [D] Range: Personal Components: V, SSR: No Effect: You randomly vanish and reappear for 100 rounds. Target: You Clairaudience/Clairvoyance (Divination)Saves: None DC: 33 Casting: 10 minutesDuration: 100 minutes [D] Range: Long (4400 ft.) Components: V, S, F/DFSR: No Effect: Hear or see at a distance for 100 minutes. Target: Magical sensor Dispel Magic (Abjuration)Saves: None DC: 33 Casting: 1 standard actionDuration: Instantaneous Range: Medium (1100 ft.) Components: V, SSR: No Effect: Cancels magical spells and effects. Target: One spellcaster, creature, or object; or 20-ft.-radius burst Explosive Runes (Abjuration)Saves: See text DC: 33 Casting: 1 standard actionDuration: Permanent until discharged [D] Range: Touch Components: V, SSR: Yes Effect: Deals 6d6 damage when read. Target: One touched object weighing no more than 10 lb. Secret Page (Transmutation)Saves: None DC: 33 Casting: 10 minutesDuration: Permanent Range: Touch Components: V, S, MSR: No Effect: Changes one page to hide its real content. Target: Page touched, up to 3 sq. ft. in size Sepia Snake Sigil (Conjuration)Saves: Reflex negates DC: 33 Casting: 10 minutesDuration: Permanent or until discharged; until released or 1d4 days + one day/level; see text Range: Touch Components: V, S, MSR: No Effect: Creates text symbol that immobilizes reader. Target: One touched book or written work Slow (Transmutation)Saves: Will negates DC: 33 Casting: 1 standard actionDuration: 100 rounds Range: Close (275 ft.) Components: V, S, MSR: Yes Effect: 100 subjects take only one action/round, -1 to AC, -1 on attack rolls, -1 on Reflex saves. Target: 100 creatures, no two of which can be more than 30 ft. apart Suggestion (Enchantment)Saves: Will negates DC: 33 Casting: 1 standard actionDuration: 100 hours or until completed Range: Close (275 ft.) Components: V, MSR: Yes Effect: Compels subject to follow stated course of action. Target: One living creature Vampiric Touch (Necromancy)Saves: None DC: 34 Casting: 1 standard actionDuration: Instantaneous/1 hour; see text Range: Touch Components: V, SSR: Yes Effect: Touch deals 10d6 damage; caster gains damage as hp. Target: Living creature touched


Level 4
Animate Dead (Necromancy)Saves: None DC: 35 Casting: 1 standard actionDuration: Instantaneous Range: Touch Components: V, S, MSR: No Effect: Creates undead skeletons and zombies. Target: One or more corpses touched Dimensional Anchor (Abjuration)Saves: None DC: 34 Casting: 1 standard actionDuration: 100 minutes Range: Medium (1100 ft.) Components: V, SSR: Yes (object) Effect: Bars extradimensional movement. Target: Ray Hallucinatory Terrain (Illusion)Saves: Will disbelief (if interacted with) DC: 34 Casting: 10 minutesDuration: 200 hours [D] Range: Long (4400 ft.) Components: V, S, MSR: No Effect: Makes one type of terrain appear like another [field into forest, or the like]. Target: 100 30-ft. cubes [S] Resilient Sphere (Evocation)Saves: Reflex negates DC: 35 Casting: 1 standard actionDuration: 100 minutes [D] Range: Close (275 ft.) Components: V, S, MSR: Yes Effect: Force globe protects but traps one subject. Target: 100 ft. diameter sphere, centered around a creature Scrying (Divination)Saves: Will negates DC: 34 Casting: 1 hourDuration: 100 minutes Range: See text Components: V, S, M/DF, FSR: Yes Effect: Spies on subject from a distance. Target: Magical sensor Secure Shelter (Conjuration)Saves: None DC: 34 Casting: 10 minutesDuration: 200 hours [D] Range: Close (275 ft.) Components: V, S, M, F; see textSR: No Effect: Creates sturdy cottage. Target: 20 ft. square structure Stoneskin (Abjuration)Saves: Will negates (harmless) DC: 34 Casting: 1 standard actionDuration: 1000 minutes or until discharged Range: Touch Components: V, S, MSR: Yes (harmless) Effect: Ignore 10 points of damage per attack. Target: Creature touched Wall of Fire (Evocation)Saves: None DC: 35 Casting: 1 standard actionDuration: Concentration + 100 rounds Range: Medium (1100 ft.) Components: V, S, M/DFSR: Yes Effect: Deals 2d4 fire damage out 10 ft. and 1d4 out 20 ft. Passing through wall deals 2d6+100 damage Target: Opaque sheet of flame up to 2000 ft. long or a ring of fire with a radius of up to 250 ft; either form 20 ft. high Wall of Ice (Evocation)Saves: Reflex negates; see text DC: 35 Casting: 1 standard actionDuration: 100 minutes Range: Medium (1100 ft.) Components: V, S, MSR: Yes Effect: Ice plane creates wall with 115 hp or hemisphere can trap creatures inside. Target: Anchored plane of ice, up to 100 10-ft. squares, or hemisphere of ice with a radius of up to 103 ft


Level 5
Fabricate (Transmutation)Saves: None DC: 35 Casting: See textDuration: Instantaneous Range: Close (275 ft.) Components: V, S, MSR: No Effect: Transforms raw materials into finished items. Target: Up to 1000 cu. ft; see text Mage's Private Sanctum (Abjuration)Saves: None DC: 35 Casting: 10 minutesDuration: 24 hours [D] Range: Close (275 ft.) Components: V, S, MSR: No Effect: Prevents anyone from viewing or scrying an area for 24 hours. Target: 3000 ft. cube [S] Permanency (Universal)Saves: None DC: 35 Casting: 2 roundsDuration: Permanent; see text Range: See text Components: V, S, XPSR: No Effect: Makes certain spells permanent. Target: See text Telekinesis (Transmutation)Saves: Will negates (object) or None; see text DC: 35 Casting: 1 standard actionDuration: Concentration of up to 100 rounds or instantaneous; see text Range: Long (4400 ft.) Components: V, SSR: Yes (object); see text Effect: Moves object, attacks creature, or hurls object or creature. Target: See text Telepathic Bond (Divination)Saves: None DC: 35 Casting: 1 standard actionDuration: 1000 minutes [D] Range: Close (275 ft.) Components: V, S, MSR: No Effect: Link lets allies communicate. Target: You plus 33 willing creatures, no two of which can be more than 30 ft. apart Transmute Mud to Rock (Transmutation)Saves: See text DC: 35 Casting: 1 standard actionDuration: Permanent Range: Medium (1100 ft.) Components: V, S, M/DFSR: No Effect: Transforms 200 10-ft. cubes. Target: Up to 200 10 ft. cubes [S] Transmute Rock to Mud (Transmutation)Saves: See text DC: 35 Casting: 1 standard actionDuration: Permanent; see text Range: Medium (1100 ft.) Components: V, S, M/DFSR: No Effect: Transforms 200 10-ft. cubes. Target: Up to 200 10 ft. cubes [S] Wall of Stone (Conjuration)Saves: See text DC: 35 Casting: 1 standard actionDuration: Instantaneous Range: Medium (1100 ft.) Components: V, S, M/DFSR: No Effect: Creates a stone wall that can be shaped. Target: Stone wall whose area is up to 100 5-ft. squares [S]


Level 6
Analyze Dweomer (Divination)Saves: None or Will negates; see text DC: 36 Casting: 1 standard actionDuration: 100 rounds [D] Range: Close (275 ft.) Components: V, S, FSR: No Effect: Reveals magical aspects of subject. Target: 100 objects or creatures Antimagic Field (Abjuration)Saves: None DC: 36 Casting: 1 standard actionDuration: 1000 minutes [D] Range: 10 ft. Components: V, S, M/DFSR: See text Effect: Negates magic within 10 ft. Target: 10-ft.-radius emanation, centered on you Chain Lightning (Evocation)Saves: Reflex half DC: 37 Casting: 1 standard actionDuration: Instantaneous Range: Long (4400 ft.) Components: V, S, FSR: Yes Effect: 20d6 damage; 20 secondary bolts each deal half damage. Target: One primary target, plus 100 secondary targets [each of which must be within 30 ft. of the primary target] Circle of Death (Necromancy)Saves: Fortitude negates DC: 37 Casting: 1 standard actionDuration: Instantaneous Range: Medium (1100 ft.) Components: V, S, MSR: Yes Effect: Kills 100d4 HD of creatures. Target: Several living creatures within a 40-ft.-radius burst Contingency (Evocation)Saves: None DC: 37 Casting: At least 10 minutes; see textDuration: 100 days [D] or until discharged Range: Personal Components: V, S, M, FSR: No Effect: Sets trigger condition for another spell. Target: You Control Water (Transmutation)Saves: None; see text DC: 36 Casting: 1 standard actionDuration: 1000 minutes [D] Range: Long (4400 ft.) Components: V, S, M/DFSR: No Effect: Raises or lowers bodies of water. Target: Water in a volume of 1000 ft by 1000 ft by 200 ft [S] Create Undead (Necromancy)Saves: None DC: 37 Casting: 1 hourDuration: Instantaneous Range: Close (275 ft.) Components: V, S, MSR: No Effect: Creates ghouls, ghasts, mummies, or mohrgs. Target: One corpse Freezing Sphere (Evocation)Saves: Reflex half; see text DC: 37 Casting: 1 standard actionDuration: Instantaneous or 100 rounds; see text Range: Long (4400 ft.) Components: V, S, FSR: Yes Effect: Freezes water or deals cold damage. Target: See text Geas/Quest (Enchantment)Saves: None DC: 36 Casting: 10 minutesDuration: 100 days or until discharged [D] Range: Close (275 ft.) Components: VSR: Yes Effect: As lesser geas, plus it affects any creature. Target: One living creature Guards and Wards (Abjuration)Saves: See text DC: 36 Casting: 30 minutesDuration: 200 hours [D] Range: Anywhere within the area to be warded Components: V, S, M, FSR: See text Effect: Array of magic effects protect area. Target: Up to 20000 sq. ft [S] Hardening (Transmutation)Saves: None DC: 36 Casting: 1 standard actionDuration: Permanent Range: Touch Components: V, SSR: Yes (object) Effect: Target: One item of a volume of no greater than 1000 cu. ft. Heroism, Greater (Enchantment)Saves: Will negates (harmless) DC: 36 Casting: 1 standard actionDuration: 100 minutes Range: Touch Components: V, SSR: Yes (harmless) Effect: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp. Target: Creature touched Move Earth (Transmutation)Saves: None DC: 36 Casting: See textDuration: Instantaneous Range: Long (4400 ft.) Components: V, S, MSR: No Effect: Digs trenches and build hills. Target: Dirt in an area up to 750 ft. square and up to 10 ft. deep [S]


Level 7
Forcecage (Evocation)Saves: None DC: 38 Casting: 1 standard actionDuration: 200 hours [D] Range: Close (275 ft.) Components: V, S, MSR: No Effect: Cube or cage of force imprisons all inside. Target: Barred cage 20 or windowless cell 10 Mage's Magnificent Mansion (Conjuration)Saves: None DC: 37 Casting: 1 standard actionDuration: 200 hourss [D] Range: Close (275 ft.) Components: V, S, FSR: No Effect: Door leads to extradimensional mansion. Target: Extradimensional mansion, up to 300 10-ft. cubes [S] Mage's Sword (Evocation)Saves: None DC: 38 Casting: 1 standard actionDuration: 100 rounds [D] Range: Close (275 ft.) Components: V, S, FSR: Yes Effect: Floating magic blade strikes opponents. Target: One sword Phase Door (Conjuration)Saves: None DC: 37 Casting: 1 standard actionDuration: 50 usess Range: 0 ft. Components: VSR: No Effect: Creates an invisible passage through wood or stone. Target: Ethereal 5 ft. by 8 ft. opening, 176 ft. deep Plane Shift (Conjuration)Saves: Will negates DC: 37 Casting: 1 standard actionDuration: Instantaneous Range: Touch Components: V, S, FSR: Yes Effect: As many as eight subjects travel to another plane. Target: Creature touched, or up to eight willing creatures joining hands Project Image (Illusion)Saves: Will disbelief (if interacted with) DC: 37 Casting: 1 standard actionDuration: 100 rounds [D] Range: Medium (1100 ft.) Components: V, S, MSR: No Effect: Illusory double can talk and cast spells. Target: One shadow duplicate Psychic Turmoil, Greater (Abjuration)Saves: Will partial; see text DC: 37 Casting: 1 standard actionDuration: 100 rounds Range: Close (275 ft.) Components: V, S, MSR: Yes Effect: [see text] Target: 40-ft-radius emanation centered on point in space Reverse Gravity (Transmutation)Saves: None; see text DC: 37 Casting: 1 standard actionDuration: 100 rounds [D] Range: Medium (1100 ft.) Components: V, S, M/DFSR: No Effect: Objects and creatures fall upward. Target: Up to 50 10-ft. cube [S] Scrying, Greater (Divination)Saves: Will negates DC: 37 Casting: 1 standard actionDuration: 100 hours Range: See text Components: V, SSR: Yes Effect: As scrying, but faster and longer. Target: Magical sensor Spell Turning (Abjuration)Saves: None DC: 37 Casting: 1 standard actionDuration: Until expended or 1000 minutes Range: Personal Components: V, S, M/DFSR: No Effect: Reflect 1d4+6 spell levels back at caster. Target: You Teleport, Greater (Conjuration)Saves: None and Will negates (object) DC: 37 Casting: 1 standard actionDuration: Instantaneous Range: Personal and touch Components: VSR: No and Yes (object) Effect: As teleport, but no range limit and no off-target arrival. Target: You and touched objects or other touched willing creatures Teleport Object (Conjuration)Saves: Will negates (object) DC: 37 Casting: 1 standard actionDuration: Instantaneous Range: Touch Components: VSR: Yes (object) Effect: As teleport, but affects a touched object. Target: One touched object of up to 5000 lbs and 300cu. ft. Waves of Exhaustion (Necromancy)Saves: No DC: 38 Casting: 1 standard actionDuration: Instantaneous Range: 60 ft. Components: V, SSR: Yes Effect: Several targets become exhausted. Target: Cone-shaped burst


Level 8
Antipathy (Enchantment)Saves: Will partial DC: 38 Casting: 1 hourDuration: 200 hours [D] Range: Close (275 ft.) Components: V, S, M/DFSR: Yes Effect: Object or location affected by spell repels certain creatures. Target: One location of up to a 100 10 ft. cube or one object Binding (Enchantment)Saves: Will negates; see text DC: 38 Casting: 1 minuteDuration: See text [D] Range: Close (275 ft.) Components: V, S, MSR: Yes Effect: Utilizes an array of techniques to imprison a creature. Target: One living creature Clone (Necromancy)Saves: None DC: 39 Casting: 10 minutesDuration: Instantaneous Range: 0 ft. Components: V, S, M, FSR: No Effect: Duplicate awakens when original dies. Target: One clone Create Greater Undead (Necromancy)Saves: None DC: 39 Casting: 1 hourDuration: Instantaneous Range: Close (275 ft.) Components: V, S, MSR: No Effect: Create shadows, wraiths, spectres, or devourers. Target: One corpse Dimensional Lock (Abjuration)Saves: None DC: 38 Casting: 1 standard actionDuration: 100 days Range: Medium (1100 ft.) Components: V, SSR: Yes Effect: Teleportation and interplanar travel blocked for 100 days. Target: 20-ft.-radius emanation centered on a point in space Discern Location (Divination)Saves: None DC: 38 Casting: 10 minutesDuration: Instantaneous Range: Unlimited Components: V, S, DFSR: No Effect: Reveals exact location of creature or object. Target: One creature or object Horrid Wilting (Necromancy)Saves: Fortitude half DC: 39 Casting: 1 standard actionDuration: Instantaneous Range: Long (4400 ft.) Components: V, S, M/DFSR: Yes Effect: Deals 20d6 damage within 30 ft. Target: Living creatures, no two of which can be more than 60 ft. apart Iron Body (Transmutation)Saves: None DC: 38 Casting: 1 standard actionDuration: 100 minutes [D] Range: Personal Components: V, S, M/DFSR: No Effect: Your body becomes living iron. Target: You Moment of Prescience (Divination)Saves: None DC: 38 Casting: 1 standard actionDuration: 100 hours or until discharged Range: Personal Components: V, SSR: No Effect: You gain insight bonus on single attack roll, check, or save. Target: You Polymorph Any Object (Transmutation)Saves: Fortitude negates (object); see text DC: 38 Casting: 1 standard actionDuration: See text Range: Close (275 ft.) Components: V, S, M/DFSR: Yes (object) Effect: Changes any subject into anything else. Target: One creature, or one nonmagical object of up to 10000 cu. ft Prismatic Wall (Abjuration)Saves: See text DC: 38 Casting: 1 standard actionDuration: 1000 minutes [D] Range: Close (275 ft.) Components: V, SSR: See text Effect: Wall's colors have array of effects. Target: Wall 400 ft wide, 200 ft high Protection from Spells (Abjuration)Saves: Will negates (harmless) DC: 38 Casting: 1 standard actionDuration: 1000 minutes Range: Touch Components: V, S, M, FSR: Yes (harmless) Effect: Confers +8 resistance bonus. Target: Up to 25 creatures touched Prying Eyes, Greater (Divination)Saves: None DC: 38 Casting: 1 minuteDuration: 100 hours; see text [D] Range: One mile Components: V, S, MSR: No Effect: 1d4+100 prying eyes, with true seeing. Target: Ten or more levitating eyes Scintillating Pattern (Illusion)Saves: None DC: 38 Casting: 1 standard actionDuration: Concentration + 2 rounds Range: Close (275 ft.) Components: V, S, MSR: Yes Effect: Twisting colors confuse, stun, or render unconscious. Target: Colorful lights in a 20-ft.-radius spread Shout, Greater (Evocation)Saves: Fortitude partial or Reflex negates (object); see text DC: 39 Casting: 1 standard actionDuration: Instantaneous Range: 60 ft. Components: V, S, FSR: Yes (object) Effect: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects. Target: Cone-shaped burst Symbol of Insanity (Enchantment)Saves: Will negates DC: 38 Casting: 10 minutesDuration: See text Range: 0 ft.; see text Components: V, S, MSR: Yes Effect: Triggered rune renders nearby creatures insane. Target: One symbol Sympathy (Enchantment)Saves: Will negates; see text DC: 38 Casting: 1 hourDuration: 200 hours [D] Range: Close (275 ft.) Components: V, S, MSR: Yes Effect: Object or location attracts certain creatures. Target: One location [100 10-ft. cubes] or one object Telekinetic Sphere (Evocation)Saves: Reflex negates (object) DC: 39 Casting: 1 standard actionDuration: 100 minutes [D] Range: Close (275 ft.) Components: V, S, MSR: Yes (object) Effect: As resilient sphere, but you move sphere telekinetically. Target: 100 ft. diameter sphere, centered around creatures or objects Trap the Soul (Conjuration)Saves: See text DC: 38 Casting: 1 standard action or see textDuration: Permanent; see text Range: Close (275 ft.) Components: V, S, M, (F); see textSR: Yes; see text Effect: Imprisons subject within gem. Target: One creature


Level 9
Astral Projection (Necromancy)Saves: None DC: 40 Casting: 30 minutesDuration: See text Range: Touch Components: V, S, MSR: Yes Effect: Projects you and companions onto Astral Plane. Target: You plus 50 additional willing creatures touched Crushing Hand (Evocation)Saves: None DC: 40 Casting: 1 standard actionDuration: 100 rounds [D] Range: Medium (1100 ft.) Components: V, S, M, F/DFSR: Yes Effect: Large hand provides cover, pushes, or crushes your foes. Target: 10-ft. hand Dominate Monster (Enchantment)Saves: Will negates DC: 39 Casting: 1 roundDuration: 100 days Range: Close (275 ft.) Components: V, SSR: Yes Effect: As dominate person, but any creature. Target: One creature Foresight (Divination)Saves: None or Will negates (harmless) DC: 39 Casting: 1 standard actionDuration: 1000 minutes Range: Personal or touch Components: V, S, M/DFSR: No or Yes (harmless) Effect: 'Sixth sense' warns of impending danger. Target: See text Freedom (Abjuration)Saves: Will negates (harmless) DC: 39 Casting: 1 standard actionDuration: Instantaneous Range: Close (275 ft.) Components: V, SSR: Yes Effect: Releases creature from imprisonment. Target: One creature Gate (Conjuration)Saves: None DC: 39 Casting: 1 standard actionDuration: Instantaneous or concentration [up to 100 rounds]; see text Range: Medium (1100 ft.) Components: V, S, XP; see textSR: No Effect: Connects two planes for travel or summoning. Target: See text Hold Monster, Mass (Enchantment)Saves: Will negates; see text DC: 39 Casting: 1 standard actionDuration: 100 rounds [D]; see text Range: Medium (1100 ft.) Components: V, S, M/DFSR: Yes Effect: As hold monster, but all within 30 ft. Target: One or more creatures, no two of which can be more than 30 ft. apart Imprisonment (Abjuration)Saves: Will negates; see text DC: 39 Casting: 1 standard actionDuration: Instantaneous Range: Touch Components: V, SSR: Yes Effect: Entombs subject beneath the earth. Target: Creature touched Mage's Disjunction (Abjuration)Saves: Will negates (object) DC: 39 Casting: 1 standard actionDuration: Instantaneous Range: Close (275 ft.) Components: VSR: No Effect: Dispels magic, disenchants magic items. Target: All magical effects and magic items within a 40-ft.-radius burst Meteor Swarm (Evocation)Saves: None or Reflex half; see text DC: 40 Casting: 1 standard actionDuration: Instantaneous Range: Long (4400 ft.) Components: V, SSR: Yes Effect: Four exploding spheres each deal 6d6 fire damage. Target: Four 40-ft.-radius spreads; see text Power Word Kill (Enchantment)Saves: None DC: 39 Casting: 1 standard actionDuration: Instantaneous Range: Close (275 ft.) Components: VSR: Yes Effect: Kills one creature with 100 hp or less. Target: One living creature with 100 hp or less Prismatic Sphere (Abjuration)Saves: See text DC: 39 Casting: 1 standard actionDuration: 1000 minutes [D] Range: 10 ft. Components: VSR: See text Effect: As prismatic wall, but surrounds on all sides. Target: 10-ft.-radius sphere centered on you Shades (Illusion)Saves: Will disbelief (if interacted with); varies; see text DC: 39 Casting: 1 standard actionDuration: See text Range: See text Components: V, SSR: Yes; see text Effect: As shadow conjuration, but up to 8th level and 80% real. Target: See text Shapechange (Transmutation)Saves: None DC: 39 Casting: 1 standard actionDuration: 1000 minutes [D] Range: Personal Components: V, S, FSR: No Effect: Transforms you into any creature, and change forms once per round. Target: You Soul Bind (Necromancy)Saves: Will negates DC: 40 Casting: 1 standard actionDuration: Permanent Range: Close (275 ft.) Components: V, S, FSR: No Effect: Traps newly dead soul to prevent resurrection. Target: Corpse Time Stop (Transmutation)Saves: None DC: 39 Casting: 1 standard actionDuration: 1d4+1 rounds [apparent time]; see text Range: Personal Components: VSR: No Effect: You act freely for 1d4+1 rounds. Target: You Wish (Universal)Saves: See text DC: 39 Casting: 1 standard actionDuration: See text Range: See text Components: V, XPSR: Yes Effect: As limited wish, but with fewer limits. Target: See text


Epic Spells (Arcane/CHA) Spells


Level 9
Mista B's Zombogoonie ()Saves: DC: 39 Casting: Duration: Range: Components: SR: Effect: Target:

Level 10
Kinetic Control (Abjuration)Saves: None DC: 40 Casting: 1 minuteDuration: 12 hours or until discharged Range: Personal; touch Components: V, SSR: No Effect: See text. Spellcraft DC 100. Target: You; creature or object touched Greater Ruin (Transmutation)Saves: Fortitude half DC: 40 Casting: 1 standard actionDuration: Instantaneous Range: 12,000 ft. Components: V, S, XPSR: Yes Effect: See text. Spellcraft DC 59. Target: One creature, or up to a 10-foot cube of nonliving matter Superb Dispelling (Abjuration)Saves: None DC: 40 Casting: 1 standard actionDuration: Instantaneous Range: 300 ft. Components: V, SSR: No Effect: See text. Spellcraft DC 59. Target: One creature or object Time Duplicate (Conjuration)Saves: None (harmless) DC: 40 Casting: 1 free actionDuration: 1 round [see text] Range: Components: V, SSR: None (harmless) Effect: See text. Spellcraft DC 71. Target: You
Avoraciopoctules

11-23-07, 08:28 PM
Drat. The feats didn't copy right, but I have a bunch of metamagic, multispell 8 times, lots of miscellanious feats, and the generic feats every caster has. I have 16 or so feats I haven't spent yet, so I could have the ghosts casting 25 spells a round if that seemed like a decent idea.

I also only gave the ghost 2 items, to represent their minimum out of 2d4. The ones who get more will get epic rings of wizardry, epic cloaks of charisma, and maybe another +150 to spellcraft item if it looks like I'll need to quintuple their power again.
- - - - - - - - - - - - - - -
Hey, I just realized that even if I can't move my ghosts out of the ethereal plane due to invisible plot walls I can still hold all material planes for ransom.

"If the Overlord don't publically execute D-Dawg for his egregious sins o' playa-hating, then I'm a shrill whistle away from bustin' a cap right in this darned multiverse's center."

I could quite possibly make myself into the most hated entity in all dicefreaks-approved multiverses. Neat.
Witch

11-24-07, 07:06 AM
There are no level 100 humans. Humans are capped at 49 HD, unless they're already close to cosmic or divine power, in which case they can have 50 HD. As such, there's no level 100 human ghosts. And I object to your use of the magic immunity effect.
Avoraciopoctules

11-24-07, 12:35 PM
There are no level 100 humans. Humans are capped at 49 HD, unless they're already close to cosmic or divine power, in which case they can have 50 HD. As such, there's no level 100 human ghosts. And I object to your use of the magic immunity effect.

Alright, I'll make things vaguer.

[Highest level possible] [Race with highest HD cap possible] [Undead template equivalent in value to core ghost] [Lots of extra templates like paragon, phrenic, and pseudonatural until it is roughly as powerful again]

There are no caps on epic magic, so the power of created effects is limited only by the spellcraft skill modifer of the caster.
1. Buy +150 spellcraft item with MAD starting wealth
2. Have artificer build aforementioned Fine flying awakened animated objects with spellcraft modifiers, use them for aid another checks while shapechanged into a Colossal form and flying. (No nanites, use shrunk followers from Leadership)
3. Make superbeings to do the job for you.

Since epic magic has a listed DC for core ghosts, is there any reason I can't still make them and call them "Zombogoonies"? Since epic magic has listed DC adjustment for making them, can't I just say I invented a new type of undead? I'll even drop the incorporeal aspect. (Hey, maybe that lowers the DC by 1!)

I'm fine with no access to magic immunity, but does that mean that Dispater's Iron Colossi and Living Vaults won't be immune to magic either?
BillTheManiac

11-24-07, 05:40 PM
Amusingly, what I've gotten tired of is running the thread :) Quote me your plan, if you will, and I'll tell you at what step it goes wrong.

Can I use this deal:

1: Summon Dispater (not through astral plane)
2: Mind control him with all your slots+multispell, hoping to pass a rank check
If not: Plane Shift+Teleport away and try again tomorrow.
If so:
3: Plane Shift to Dis
4: Hit him with a save or die, ordering him to fail rank check and save.
5: Trap the Soul
6: Throw it into a black hole artifact thingy which you put in a bag of holding and feed to a barghest which you throw into Demogorgon's stomach, or just feed it to a barghest or something.
Witch

11-25-07, 06:16 AM
Can I use this deal:

1: Summon Dispater (not through astral plane)
2: Mind control him with all your slots+multispell, hoping to pass a rank check
If not: Plane Shift+Teleport away and try again tomorrow.
If so:
3: Plane Shift to Dis
4: Hit him with a save or die, ordering him to fail rank check and save.
5: Trap the Soul
6: Throw it into a black hole artifact thingy which you put in a bag of holding and feed to a barghest which you throw into Demogorgon's stomach, or just feed it to a barghest or something.

There are basically two options, here, regarding #1, and I'll argue that I don't need to rule which one would apply.

#1a) It is impossible to summon Dispater in that fashion.
#1b) It is possible to summon Dispater in that fashion. It happens. Merorem steps back in time and informs Dispater. Dispater devises the spell before you do, and applies the same trick to you, except you are imprisoned in the Iron Tower during his attempt, a prison room specifically devised for you, and warded with significant types of effects.

Hence, in both cases, #1 will do no good.
Witch

11-25-07, 06:21 AM
Alright, I'll make things vaguer.

[Highest level possible] [Race with highest HD cap possible] [Undead template equivalent in value to core ghost] [Lots of extra templates like paragon, phrenic, and pseudonatural until it is roughly as powerful again]
In the Dicefreaks world, only one Paragon creature of each species exists. No others can come into existence. A paragon is special.
Highest HD cap possible, for all mortals, is 50, except for pathetic vermin. Non-templated undead have a 100 to account for atropals and the like. What do you mean by an undead template equivalent in value to core ghost?

There are no caps on epic magic, so the power of created effects is limited only by the spellcraft skill modifer of the caster.
Nonsense. The caps on epic magic are determined by the DM as what he deems appropriate for a character of that level.


Have artificer build aforementioned Fine flying awakened animated objects with spellcraft modifiers, use them for aid another checks while shapechanged into a Colossal form and flying. (No nanites, use shrunk followers from Leadership)
*Sigh* That's still not intended by the rules. And it'd break any game. I don't deal in gamebreakers.


Since epic magic has a listed DC for core ghosts, is there any reason I can't still make them and call them "Zombogoonies"? Since epic magic has listed DC adjustment for making them, can't I just say I invented a new type of undead? I'll even drop the incorporeal aspect. (Hey, maybe that lowers the DC by 1!)
Reference me where it lists that, please. And why exactly do you want ghosts?


I'm fine with no access to magic immunity, but does that mean that Dispater's Iron Colossi and Living Vaults won't be immune to magic either?
Ehm. No. It doesn't. I'm not saying that Create Living Vault doesn't confer magic immunity. I'm saying you're not going to make an Instantaneous Fortify effect that confers it.
BillTheManiac

11-25-07, 09:20 AM
There are basically two options, here, regarding #1, and I'll argue that I don't need to rule which one would apply.
Can you at least tell me if, barring anything special/secret Dispater has, it is possible to combine the Summon and Transport seeds to do such a thing? It seems like as players we should be informed of the rules of the game.
#1a) It is impossible to summon Dispater in that fashion.
#1b) It is possible to summon Dispater in that fashion. It happens. Merorem steps back in time and informs Dispater. Dispater devises the spell before you do, and applies the same trick to you, except you are imprisoned in the Iron Tower during his attempt, a prison room specifically devised for you, and warded with significant types of effects.

Hence, in both cases, #1 will do no good.

So is Dispater just not smart enough to think of that spell first and do it to every Iron Siege challenger as soon as they take their first action, thus negating the entire contest? I haven't checked his Int score recently, but I think it's higher than that of BillTheManiac, 1st level human commoner.
Witch

11-25-07, 09:45 AM
Can you at least tell me if, barring anything special/secret Dispater has, it is possible to combine the Summon and Transport seeds to do such a thing? It seems like as players we should be informed of the rules of the game.

So is Dispater just not smart enough to think of that spell first and do it to every Iron Siege challenger as soon as they take their first action, thus negating the entire contest? I haven't checked his Int score recently, but I think it's higher than that of BillTheManiac, 1st level human commoner.
There have been records of summoned deities or abyssal lords (e.g. Fraz-Urb'Luu specializes in it, Graz'zt was summoned by Iggwilv, Zagyg summoned Fraz-Urb'Luu and several deities, etcetera), but I think the rituals are far more extensive than a single epic spell, and require a direct purpose. It is also a fact that none of those summoned creatures are as paranoid and protective of themselves as Dispater, and it is hence likely that those summons occured through the astral plane, which wouldn't work with the Iron Duke.
As such, my personal opinion would be that such summoning through anything but the astral plane is impossible, which is what prevents Dispater from doing it to deities as well. (Although, naturally, politics are also a reason why Dispater wouldn't do such a thing.)
BillTheManiac

11-25-07, 09:59 AM
There have been records of summoned deities or abyssal lords (e.g. Fraz-Urb'Luu specializes in it, Graz'zt was summoned by Iggwilv, Zagyg summoned Fraz-Urb'Luu and several deities, etcetera), but I think the rituals are far more extensive than a single epic spell, and require a direct purpose.
There's a list of the summoning rituals for Dispater in the Gates of Hell. Lots of platinum, some useless labor, etc. Is that all I need to summon him (+an epic spell), or is there more?
It is also a fact that none of those summoned creatures are as paranoid and protective of themselves as Dispater, and it is hence likely that those summons occured through the astral plane, which wouldn't work with the Iron Duke.
As such, my personal opinion would be that such summoning through anything but the astral plane is impossible, which is what prevents Dispater from doing it to deities as well. (Although, naturally, politics are also a reason why Dispater wouldn't do such a thing.)
So, that is your ruling that you cannot combine Transport (+2, don't use astral) and Summon to grab Dispater?
Consider this a submission of an unfinished epic spell.
Witch

11-25-07, 10:13 AM
There's a list of the summoning rituals for Dispater in the Gates of Hell. Lots of platinum, some useless labor, etc. Is that all I need to summon him (+an epic spell), or is there more?
His consent. The ritual is there to prepare the Mortal Coil for receiving Dispater on it, and to prove the individual worthy of his attentions. Executing the ritual involves multiple invocations of his name; if he hears his name, he can hear what is going on, and is aware of the ritual. At that point, he may choose to head to a place without astral links and possibly send in another creature.

So, that is your ruling that you cannot combine Transport (+2, don't use astral) and Summon to grab Dispater?
Consider this a submission of an unfinished epic spell.
Yes. On the other side, consider it a ruling that Dispater cannot combine Transport and Summon to grab you.
BillTheManiac

11-25-07, 10:51 AM
His consent. The ritual is there to prepare the Mortal Coil for receiving Dispater on it, and to prove the individual worthy of his attentions. Executing the ritual involves multiple invocations of his name; if he hears his name, he can hear what is going on, and is aware of the ritual. At that point, he may choose to head to a place without astral links and possibly send in another creature.

What if he fails his Will save?

Yes. On the other side, consider it a ruling that Dispater cannot combine Transport and Summon to grab you.

Well, that renders this excersize slightly irrelevant. It's still useful to provide a lockdown so he can't teleport.
Witch

11-25-07, 10:57 AM
What if he fails his Will save?
Irrelevant. He can avoid the effect of the ritual, due to its long casting time, and hence can avoid having to make the save.


Well, that renders this excersize slightly irrelevant. It's still useful to provide a lockdown so he can't teleport.
It might be a viable option; a few of the negatives would be that you'd need to have some idea when Dispater is at an astral link, and the fact that your spell would need to be quick enough to grab him before he leaves one again.
Avatar of Kokusho

11-25-07, 11:52 AM
Out of curiosity, what would happen if you threw a time dragon into the mix? That could possibly negate temporal influences....but that's just my take on it.
Witch

11-25-07, 12:01 PM
I do not have the source on Time Dragons.
Avatar of Kokusho

11-25-07, 12:18 PM
Final issue of Dragon magazine, page 38, I do believe. Those things scare me.:D
Witch

11-25-07, 12:24 PM
I know it's from there, but unfortunately, have no access to it.
Avatar of Kokusho

11-25-07, 12:43 PM
Well, you can look at that in one of two ways: it stinks, because they're an UBER challenge, or it's a good thing, because of the same reason.

They make prismatics look weak, that's all.:D
Allarian

11-25-07, 02:59 PM
Note that the nanobot idea is limited primarily by the one aid another check they can make a round. I don't see the problem because A) Diplomacy is banned B) You have veto power on every epic spell C) It is largly impractical in combat D) They die very easily. The limits make it so you can only have bonuses on assorted skill checks and to AC, one out of every twenty attacks still hits no matter what.
Witch

11-25-07, 03:23 PM
Even though they are very impractical, the notion of a nanobot bunch providing stupid high amounts of bonuses to skills is silly and should not be allowed.
Avoraciopoctules

11-26-07, 01:17 PM
Even though they are very impractical, the notion of a nanobot bunch providing stupid high amounts of bonuses to skills is silly and should not be allowed.

Well, personally, I think of levels 40+ as "stupid epic". The power levels are so ridiculously distorted and variant between individuals that "silly" things should be unsurprising. Since I'm aiming at what I view to be a "silly" end (defeat an archetype of ultimate defense through a more or less straightforward attack), my Chaotic Evil Barghest could easily decide that ends justify means, and seek out silly means to improve the probability of victory.

If bestowing immunity to magic is not permissible for a ritual enchantment, but is permissable for epic constructs, what about a flying castle or suit of golem armor? I would treat it as a variant create living vault spell.

If you view aid another check exploits to be unacceptable, then what about hiring level 6 adepts? What about spells like jump that give boosts to skill checks? What about circle magic?

In response to your question about why I chose ghosts:
1. Best undead template that the Epic Level Handbook explicitly states as an example of what epic necromancy can create (animate dead seed).
2. Undead have a 100 HD limit. That's high enough for what I want if it's a template added to 100 class levels. If you switch your ruling to ECL, it's still over 90 class levels.
3. Any alignment, seeks to fulfill a goal set at creation so I don't need to maintain control of it and can make as many as I want with enough time. They pursue their goals independantly.
4. Telekinesis at will offsets what I see as the disadvantages of being incorporeal if the ghosts don't get to Dis through a color curtain.
5. Gets 2d4 items when it is created. These can be things like rings of absolute elemental immunity.

And at a cost of +8 spellcraft DC? Might be the best bargain in the book.
BillTheManiac

11-26-07, 03:20 PM
Irrelevant. He can avoid the effect of the ritual, due to its long casting time, and hence can avoid having to make the save.
Unless it has a 1-round casting time. see below...
It might be a viable option; a few of the negatives would be that you'd need to have some idea when Dispater is at an astral link, and the fact that your spell would need to be quick enough to grab him before he leaves one again.
That was my original idea for the spell at one point.
Astral Link: Scrying+High caster level+Spellcraft, to see when he tries to teleport. Each round, ready an action to cast the spell (actually time stop+plane shift+teleport+cast).
Omen_of_Peace

11-30-07, 06:51 PM
I'd love to be proven wrong, but I don't see the point of any technique since Merorem seems to be a source of ultimate DM Ex Machina.
Player : I try X.
DM : it could have worked, but Merorem steps back in time, and warns Dispater. Dispater creates an epic spell that foils X, or applies X to your deity. You lose.
Witch

11-30-07, 07:01 PM
Which brings us to two options:

- Either you kill Dispater before Merorem can do anything about it (even if he'd go back in time after, I'd argue it counts as a kill).
- Or you need to deal with Merorem first. He has his limits, though. Mostly imposed by Paradox. For example, I can't have him kill a DvR 18 god while he as a baby, as it changes the future too incredibly.
Amon_V

12-01-07, 01:04 AM
Hmm.

This whole thing is a pretty good puzzle, Witch.

Dispater has got Glasya and Memorem backing him up, as well as nine dukes and a pile of Iron Colossi, not to mention the entire capacity of his layer.

A detailed study of Glasya and Memorem reveals the stakes in this confrontation. Laying a single finger on Glasya is likely to provoke Asmodeus' immediate intervention. One Sure-Fire Owning is likely to result, courteous of a massive Divine Rank advantage.

Memorem might actually be the weaker link. One amusing possibility is that he might literally be in a different timestream or era at the time of the attack. Here's hoping. If he's at the wrong time to do anything, Dispater is flying blind against Time Stop.

Of course, Dispater himself has various options:

#Call in various favors From Mephistopheles and Pwn the party.
#Hit the Party with one Billion Devils and kill them.
#Glasya gets involved, dragging Asmodeus into the Fray.
#Cast an Epic Spell to Pwn the party (if the PCs can go insane on this matter, Dispater must be light years ahead of them)
#Memorem kills the PCs grandparents before they where ever born, eliminating the problem.

Any Serious attack against Dispater probably needs Asmodeus' Support--and why would you be a better lord of hell than him? However, it might be the case that whoever replaces Dispater better serves Asmodeus' needs. The case seems to be unlikely--Asmodeus seems to like Dispater best of most of his Lords.

A better question would be--Do you HAVE to kill Dispater to force him to lose control of Dis? Do means exist to make him lose his 'Lord of the Nine' bestowed power? Witch never set a time limit on the attack, and its possible that enough harassment (fragging his dukes) can bring him down. If the PCs are LE and declare themselves the new leader of Dis; and they can rally most of the layer to their side--and lock Dispater in his tower forever--is that a victory?
Omen_of_Peace

12-01-07, 06:22 AM
- Either you kill Dispater before Merorem can do anything about it (even if he'd go back in time after, I'd argue it counts as a kill).
I don't understand what "before" means for somebody who travels time. If he steps into the future - which he does all the time -, he can easily check whether Dispater is still alive, and if not, how he was killed. I seem to remember he employs a lesser devil as clerk. The starting point of this time jump could be millennia before the attempt on Dispater.

Or is that prohibited by Paradox ? I don't see anything indicating that, but I'm hardly knowledgeable w.r.t. the Dicefreaks canon.

- Or you need to deal with Merorem first. He has his limits, though. Mostly imposed by Paradox. For example, I can't have him kill a DvR 18 god while he as a baby, as it changes the future too incredibly.
But he has few limits regarding himself, right ? Reproduce the steps above, except he's checking for himself too. Meaning even if you could kill him, you'd better erase any possible record of how you did it... and I can't begin to imagine how to do that, given that Asmodeus at least would know.

And since he's incredibly smart, he probably has countless other tricks and failsafes anyway.

(Though I generally really like Dicefreak's work, time travel is probably the one thing I would have liked to... well, remain unstatted. ;) )
BillTheManiac

12-01-07, 09:02 AM
I don't understand what "before" means for somebody who travels time. If he steps into the future - which he does all the time -, he can easily check whether Dispater is still alive, and if not, how he was killed. I seem to remember he employs a lesser devil as clerk. The starting point of this time jump could be millennia before the attempt on Dispater.

Or is that prohibited by Paradox ? I don't see anything indicating that, but I'm hardly knowledgeable w.r.t. the Dicefreaks canon.


But he has few limits regarding himself, right ? Reproduce the steps above, except he's checking for himself too. Meaning even if you could kill him, you'd better erase any possible record of how you did it... and I can't begin to imagine how to do that, given that Asmodeus at least would know.

And since he's incredibly smart, probably has countless other tricks and failsafes anyway.

(Though I generally really like Dicefreak's work, time travel is probably the one thing I would have liked to... well, remain unstatted. ;) )

I think the smart thing is to kill Merorem, because "first" implies a 1-round kill, which is nearly impossible.

Q: Can Merorem go back in time because of an act on himself, or is that one of the limitations?
If no: We can block Dispater's divine sight, 18>=18. That means the only way he can no what we're doing is by time travel. So we can catch Merorem while he teleports.
Avoraciopoctules

12-07-07, 01:31 AM
If "The Circle of Locking the Nine Gates" has a base DC of 139, a level 70 primary caster could probably develop a far better spell. With just a single magical item, a semi-dedicated level 70 wizard can get 73 (ranks) + 15 (3 feats) + 10 (Ability modifier) + 150 (Epic Skill Bonus item) = 248 + 1d20 as a Spellcraft result. Throw in circle magic, aid another checks, a character build designed specifically for epic casting, an epic spell that boosts Spellcraft checks, and a permanent magical summoning sanctum that takes up a cubic mile. I think it is quite easily possible for one to get a check over 400.

Would summoning the Overlord and ordering him to kill Dispater for you count? If not, what about using the other eight Lords of the Nine to deplete his resources before attacking? What about enslaving Demogorgon to be your crafting monkey and trading an improved version of the Iron Tower to Dispater in exchange for him killing himself (bringing himself back through contingent resurrection)?

If powerful epic spells aren't allowed, then what about having the team's greater deity doing the crafting monkey's job instead. Would Dispater accept a swingin' new party pad in exchange for a half-round-long state of death?
BillTheManiac

12-07-07, 07:37 AM
If "The Circle of Locking the Nine Gates" has a base DC of 139, a level 70 primary caster could probably develop a far better spell. With just a single magical item, a semi-dedicated level 70 wizard can get 73 (ranks) + 15 (3 feats) + 10 (Ability modifier) + 150 (Epic Skill Bonus item) = 248 + 1d20 as a Spellcraft result. Throw in circle magic, aid another checks, a character build designed specifically for epic casting, an epic spell that boosts Spellcraft checks, and a permanent magical summoning sanctum that takes up a cubic mile. I think it is quite easily possible for one to get a check over 400.

Would summoning the Overlord and ordering him to kill Dispater for you count? If not, what about using the other eight Lords of the Nine to deplete his resources before attacking? What about enslaving Demogorgon to be your crafting monkey and trading an improved version of the Iron Tower to Dispater in exchange for him killing himself (bringing himself back through contingent resurrection)?

If powerful epic spells aren't allowed, then what about having the team's greater deity doing the crafting monkey's job instead. Would Dispater accept a swingin' new party pad in exchange for a half-round-long state of death?

temporary death doesn't count. Also, what is the Circle of Locking the Nine Gates?
Avoraciopoctules

12-07-07, 03:45 PM
temporary death doesn't count. Also, what is the Circle of Locking the Nine Gates?

Could you please cite where in this labyrinth of mostly unsorted text you found this ruling? I didn't see anything in post #1's compiled answers that would indicate this. Aw well, it wasn't really all that serious an idea component anyways. However, the fact remains that a Spellcraft check of 400 can summon some very powerful beings.

If something has a CR more than 8 over Dispater's CR then it should be able to kill him so easily that it doesn't even get experience for it. According to how I see core mechanics, attacking Dispater with over 10 CR 80's should be an auto-win. I just need to distract him long enough to make them.
Avoraciopoctules

12-07-07, 04:10 PM
Circle of Locking the Nine Gates:

Backup copy of The Gates of Hell
http://www.prism.gatech.edu/~gth669h/TGoH/
Chapter 2, Page 32

This is supposedly "one of the greatest spells designed by mortals". It's a DC 131 epic ritual which takes 9 people 27 rounds to perform. You call and then attempt to either banish or kill the devil you summoned.

It's made for calling Dukes of Hell, but according to the description, "The circle of locking the Nine Gates can be adjusted to summon more powerful Dukes, Arch-Devils, or even a Lord of the Nine by sacrificing additional XP at thetime of casting to meet the CR requirement."

It's handy when you consider that Merorem (CR 53) could be bound into service to you before you attack. It's a fun alternative to charming him with an atropal bard (repeatedly kills itself while another party member uses revive undead to lower it's undead hit dice and make room for more bard levels. Hilarious and effective at the same time, even if the core persuasion class mysteriously has no effect when attempting to convince Merorem to do something he already wants to do.).
BillTheManiac

12-08-07, 09:54 AM
There's only one problem with summoning. Dispater can keep whichever 5' by 5' square Merorem is, or his whole realm really, free from astral links. Same for himself. I can already hit high enough DC to summon him with a save DC higher then he can make and a caster level check higher then he can handle, then hit him with a domination spell with the same strength.
Avoraciopoctules

12-08-07, 02:03 PM
There's only one problem with summoning. Dispater can keep whichever 5' by 5' square Merorem is, or his whole realm really, free from astral links. Same for himself. I can already hit high enough DC to summon him with a save DC higher then he can make and a caster level check higher then he can handle, then hit him with a domination spell with the same strength.

Then that means that they're holed up in their happy fort of invincibility, and I don't need to worry about them. If they're cut off from the astral plane, then I'm free to scheme and practice my maniacal laughter without interruption.

And after all, charming Merorem with a level 1 giant-flying-undead-god-baby/level 149 bard's amazing dance moves is so stylish that it can't possibly be discarded from the Plan. The summoning comes into play after I've researched the Overlord's CR.

Question: How high a Knowledge(The Planes) check do I need to research the Overlord's CR?
BillTheManiac

12-08-07, 03:14 PM
you can scheme all you want, but that won't defeat big D.
dragon221284

12-10-07, 01:36 AM
Where could I find the statblock of Merorem? I couldn't find anything about him in the gates of hell chapter 9
BillTheManiac

12-10-07, 01:00 PM
Where could I find the statblock of Merorem? I couldn't find anything about him in the gates of hell chapter 9

try chapter 8. :)

I think the only hope is to make him leave his tower. The powers he has within it, such as boxing people in invulnerable iron walls, are so dangerous it's probably easier to just blow up stuff outside the tower.
Avoraciopoctules

12-10-07, 08:22 PM
you can scheme all you want, but that won't defeat big D.

Of course. Thought has little meaning when it isn't accompanied by action. However, just as a wall of dwarven masonry can withstand far greater forces than a crude barrier of stacked boulders, a carefully crafted and engineered plan is likely to endure more complications than an enthusiastic, but ultimately foolhardy desire to make things up as one goes along.

Both of these approaches (and the mentalities that often accompany them) have distinctive advantages and disadvantages, but adaptable plans can certainly be created. Given the fact that the most recent iteration of my strategy was rendered invalid rather than failing outright, I have all the time in the world to think over how to approach the situation. I value this time, and will certainly put it to use. My actions may be delayed, but they will be bettered by the wait. And after all, I cannot act until some of the more important questions I have asked are answered.

If by your statement you meant that it is flatly impossible for the party I create to defeat this nemesis, I disagree. I will concede that it seems unlikely for anyone to triumph against Dispater in this particular challenge, however. I do not believe that this is due to any particular property of Dispater or his allies. Rather, this supposition is based on three unwritten rules that Witch seems to be enforcing:
1. Tactics or mechanics that make any individual more powerful than the DM would like are disallowed.
2. Tactics or mechanics the DM regards as "silly" are disallowed.
3. If the PC(s) enter a stalemate with Dispater, he defeats them automatically.

I also suspect that tactics or mechanics that violate rule 1 for PCs don't necessarily do so for favored NPCs. Thus my next question:

Merorem has time travel. Can my stupid-epic sorceror have teleport through time?
[Edit: http://www.wizards.com/default.asp?x=dnd/pg/20030409b]
BillTheManiac

12-10-07, 09:55 PM
Of course. Thought has little meaning when it isn't accompanied by action. However, just as a wall of dwarven masonry can withstand far greater forces than a crude barrier of stacked boulders, a carefully crafted and engineered plan is likely to endure more complications than an enthusiastic, but ultimately foolhardy desire to make things up as one goes along.

Both of these approaches (and the mentalities that often accompany them) have distinctive advantages and disadvantages, but adaptable plans can certainly be created. Given the fact that the most recent iteration of my strategy was rendered invalid rather than failing outright, I have all the time in the world to think over how to approach the situation. I value this time, and will certainly put it to use. My actions may be delayed, but they will be bettered by the wait. And after all, I cannot act until some of the more important questions I have asked are answered.

If by your statement you meant that it is flatly impossible for the party I create to defeat this nemesis, I disagree. I will concede that it seems unlikely for anyone to triumph against Dispater in this particular challenge, however. I do not believe that this is due to any particular property of Dispater or his allies. Rather, this supposition is based on three unwritten rules that Witch seems to be enforcing:
1. Tactics or mechanics that make any individual more powerful than the DM would like are disallowed.
2. Tactics or mechanics the DM regards as "silly" are disallowed.
3. If the PC(s) enter a stalemate with Dispater, he defeats them automatically.

I also suspect that tactics or mechanics that violate rule 1 for PCs don't necessarily do so for favored NPCs. Thus my next question:

Merorem has time travel. Can my stupid-epic sorceror have teleport through time?
[Edit: http://www.wizards.com/default.asp?x=dnd/pg/20030409b]
The problem is that your in-game scheming won't do you anything. If you can't come up with a plan, now, you might as well not start the challenge.
Avoraciopoctules

12-11-07, 09:30 PM
The problem is that your in-game scheming won't do you anything. If you can't come up with a plan, now, you might as well not start the challenge.

I am afraid that I don't understand what you are saying. I have a plan already. In fact, I have a layered plan that alters itself depending on what answers I receive to the many yes/no questions I have asked thus far. I already gave a simplified description of it (Post #1913).

Since I am currently waiting for a response that explains whether I can create SRD ghosts (the element the entire plan hinges upon) or not, I have nothing to do but speculate and throw out ideas while I wait. Hopefully, these will provide ideas and inspiration for any others contemplating this challenge.

Why do you state that I lack a plan?
BillTheManiac

12-12-07, 04:56 PM
Then that means that they're holed up in their happy fort of invincibility, and I don't need to worry about them. If they're cut off from the astral plane, then I'm free to scheme and practice my maniacal laughter without interruption.

And after all, charming Merorem with a level 1 giant-flying-undead-god-baby/level 149 bard's amazing dance moves is so stylish that it can't possibly be discarded from the Plan. The summoning comes into play after I've researched the Overlord's CR.

Question: How high a Knowledge(The Planes) check do I need to research the Overlord's CR?

That was what I was referring to.
Avoraciopoctules

12-15-07, 12:37 AM
That was what I was referring to.

Ah, that clarifies things considerably, thank you. The main point is that it's up to them to react at this point. There is an army of creatures that can individually easily defeat a Lord of the Nine (If their CRs are anywhere near accurate.). The army multiplies itself every minute or so. (I'll say you need 4d4 rounds to explain the scheme to each new ghost, but each ghost that knows the scheme can explain it to others.) If it isn't stopped, then it will wipe out all of Hell on the way to achieving its objective. The only way for the army to be permanently destroyed is for it to achieve its objective.

If they hole up in their magic "held or wielded" tower that is somehow immune to everything it's a matter of simple attrition. What's more, they've blocked off significant interplanar travel with the planar separations. If (Dicefreaks) ghosts can't get in, then the flow of souls to Hell should be at least slightly impeded. Considering the exponential growth of the army, it should be easy to delegate some to intercepting hellbound souls. I might just wait until there are so many ghosts that they cause the plane to implode from the unnatural power concentration.

As I see it, the main thing is to wait for the "you auto-fail" plot device and then attempt to work my way out of it. I don't need a new plan, the Hells need a plan to deal with the massive army of munchkin spirits that can wipe out most if not all conventional foes.
Rikandur_Azebol

12-15-07, 05:08 PM
Heh. I wanted to Flood the Dis with Sea of Holy Water ... but Witch said that I can't create such spell in first place. :rolleyes:

I believe that You should keep up the good imagination going, Avoraciopoctules. You just have to figure out with DM what kind of ghost is acceptable. I believe that if You make spell that creates 50 HD ghosts, it should be within game-rules.

But as You said, this is all up to DM.

BTW, what do You think of such tactic:
1) Mindrape Merorem to get him out of way.
2) Create Brown Mold/Green Slime hybrid. Drop one patch in Dis. Watch it double in size each round. :)
3) Cause series of Earthquakes so the whole city get love for 10 in Richter's scale ... and all buildings crumble. Except the Iron Tower, of course.
4) Make devils live trough "Day of the Livin' Dead" with a rapid-spreading disease that combines Chaos Warp, Faceless Hate, Festering Anger and Ebola 's infectivness into one ugly package.
5) Go on and slaughter everyone on Your way, destroy the Iron Tower with proper method and Know Secrets SDA.
6) Mess with Dispater's mind, make him block soul-transit trough Dis.
7) Watch him squirm in induced helplessness.
8) Leave ashes behind Ye.
9) Don't forget to smile.
Avoraciopoctules

12-16-07, 11:30 PM
Heh. I wanted to Flood the Dis with Sea of Holy Water ... but Witch said that I can't create such spell in first place. :rolleyes:

I believe that You should keep up the good imagination going, Avoraciopoctules. You just have to figure out with DM what kind of ghost is acceptable. I believe that if You make spell that creates 50 HD ghosts, it should be within game-rules.

But as You said, this is all up to DM.

BTW, what do You think of such tactic:
1) Mindrape Merorem to get him out of way.
2) Create Brown Mold/Green Slime hybrid. Drop one patch in Dis. Watch it double in size each round. :)
3) Cause series of Earthquakes so the whole city get love for 10 in Richter's scale ... and all buildings crumble. Except the Iron Tower, of course.
4) Make devils live trough "Day of the Livin' Dead" with a rapid-spreading disease that combines Chaos Warp, Faceless Hate, Festering Anger and Ebola 's infectivness into one ugly package.
5) Go on and slaughter everyone on Your way, destroy the Iron Tower with proper method and Know Secrets SDA.
6) Mess with Dispater's mind, make him block soul-transit trough Dis.
7) Watch him squirm in induced helplessness.
8) Leave ashes behind Ye.
9) Don't forget to smile.

I like it. The main thing we need to get around is the crazy effect that apparently forces deities to make rank checks to use spells affecting terrain. (I'm thinking of the earth elemental PC's attempt.) Then we can start worrying about the Baatezu immunity to most poisons and diseases (a deal with the Oinoloth, perhaps?).

As far as the the sea of holy water goes, what if you open a portal leading to the first layer of Celestia? An epic Gate should easily be able to be a few miles wide. An alternative might involve funneling the sea through astral conduits. Even if Dispater haxors your magic you can still flood the gates of hell, forcing them to shut portals or risk the other 8 layers.
BillTheManiac

12-17-07, 07:57 AM
BTW, what do You think of such tactic:
1) Mindrape Merorem to get him out of way.
-Difficult
2) Create Brown Mold/Green Slime hybrid. Drop one patch in Dis. Watch it double in size each round. :)
Watch as Dispater ices the whole plane. :) Shouldn't take him too long to notice, though, and at that point he can just frost it. Significant damage.
3) Cause series of Earthquakes so the whole city get love for 10 in Richter's scale ... and all buildings crumble. Except the Iron Tower, of course.
You can develop epic spells that good?
4) Make devils live trough "Day of the Livin' Dead" with a rapid-spreading disease that combines Chaos Warp, Faceless Hate, Festering Anger and Ebola 's infectivness into one ugly package.
Same?
5) Go on and slaughter everyone on Your way, destroy the Iron Tower with proper method and Know Secrets SDA.
It's probably something stupid like "immerse the tower in holy water".
6) Mess with Dispater's mind, make him block soul-transit trough Dis.
If you got his mind, then it's game over next round.
7) Watch him squirm in induced helplessness.
8) Leave ashes behind Ye.
9) Don't forget to smile.[/QUOTE]
Avatar of Kokusho

12-17-07, 08:10 AM
Someone needs to shut off Meorem's time travel. Since the time dragon isn't viable (due to Witch not having its stats, darn it) then I guess you're gonna have to use good old ELH creatures- namely, the phane.

Phanes have limited control over time itself. You need one that had a high enough HD (and therefore special ability DCs) to stick him in stasis touch, then use summon time duplicate (hey, you get a 25 HD version of Meorem, better than nothing but it's ON YOUR SIDE) to copy him. His abilities won't be insane at 25 HD, but they should be sufficient to do what you need to do...

Plus, if your first attempt doesn't work, your phane can use Time Regression..if it lives long enough.
Rikandur_Azebol

12-17-07, 02:14 PM
-Difficult

For who ? Greater Deity of Magic and Destruction ? To summon a fiend in a way that the fiend in question can't refuse ? :)

Watch as Dispater ices the whole plane. :) Shouldn't take him too long to notice, though, and at that point he can just frost it. Significant damage.

He, he. It would take Dispi a LOT of effort to ice the whole plane. Anyways, At first he shouldn't notice ... and it would give me enough time to trash the spores around. Not to mention that were I nasty I could also warp the Supermold to have aura that changes cold damage to fire ! ;)

You can develop epic spells that good?

Yeah, I even posted them somewhere here. If my memory isn't deceiving me Witch didn't commented on the spell. I named it Dancing Thousand Goats or something ... Basically it was combination of Energy[Weather] seed with Earthquake. Weather Seed is giving us awesome range of the spell 2 miles, with penalty of effect occuring 10 minutes later. Spell can be dispelled during this time easily, if You can beat my insane CL that is, so I don't see it as big problem to bump the spell's final range to 100 miles.

Saying so, paired with my artifact that is mimicking Belt of Dread Emperor, but even for Epic spells ... I can spam the surroundings with so many earthquakes to level significant enough portion of the city.

Same ?

Orgin of Species, right ? Several Fortify seeds to grant the disease all we want, and bump up the DC. :)

One major note ! Devils ARE NOT IMMUNE to diseases. Just poisons. :D

It's probably something stupid like "immerse the tower in holy water".

Were it that easy ... I would gladly do so.

If you got his mind, then it's game over next round.

It would be quite difficult ... Iron Curtain is a pain to pass trough. But Yes, game is much like over once You break trough Dispi's defenses.

BTW, could You share with us Your plan ? I seem to can't find it.:embarrass

Avatar of Kokusho, Your idea is very interesting. Per chance we could use such "approved" characters to counter Merorem. Paradox, Angel of Timetable and Xestomul. Of all of those, Celestial is said to be equal to the devil, Paradox is more powerful (But this guy is Lawful, so this is posing a problem) and Xestomul ... I think everybody knows this slaad lord. :)

Avoraciopoctules, this is doable ... yet, DM said that He disallows such spell concept. No to "Gate that Floods Dis in Holy Water". Maybe ... Chaos Water instead ? ;)

On the other hand, this can be worked around ... who said we can't Conjure icebergs made of Holy Water ? If we drop such "snowballs" on Dis from 2000 miles ... :P
Avoraciopoctules

12-17-07, 03:27 PM
But it's a gate to Avernus... ah well. I guess drenching people in holy water is just one more thing that only Dispater is allowed to do. (The demilich PC.)

The mold idea is pretty good too. Your idea is much more creative than my version. You can get around the cold vulnerability with a ring of elemental immunity. If Dispater is allowed to "wear and/or carry" his tower but the mold is banned from using a ring, you can always use an epic spell.

One thing you might want to consider would be delegating your PCs to accomplish different tasks. You could (for example) have an Eladrin Paladin of Freedom sabotage the Celestial sea by draining portions into a bunch of astral conduits, a githyanki Marshal organize workers to link the conduits to various portals to hellish layers, an ooze mephit Thrall of Juiblex developing and releasing an epic Blood War bioweapon (a more insane version of the mold, possibly with a hivemind), and an epic caster for magical shenanigans (don't forget to buy a +150 Spellcraft accessory). It's fun when the four PC's are completely oblivious to each other and collaborating purely by accident.
Avoraciopoctules

12-17-07, 04:58 PM
New addition to my scheme. I just found out about a CR 18 monster that I must have. To be specific, "Siege Crab, Greater". The artificer is gone. In its place: A Phane Druid (thanks, Avatar of Kokusho). This druid (traps 50 immortal beings in stasis for 1000 points of healing every round, wears a ring of absolute elemental immunity)will make a knowledge (nature or the planes) check and/or a gather information check as required to find out how to get to an abyssmal layer filled with fiendish greater siege crabs.

I will steal many of their young and abscond to a hidden demiplane, where I will spend 12 eons raising my unaging (fiendish) army (A +150 handle animal accessory will be in use). I will develop an epic variant of the awaken spell and raise them to have 50 HD each (class levels if possible). They will be linked together with a nifty psionic item that creates a telepathic bond. I will purchase chunks of the tarrasque's carapace (someone ought to have started a tarrasque farm at this level, but if not, I'll settle for adamantite augmented to be magic-resistant through epic alchemy) and have them smithed into armor plating. Finally, I will equip them with disintegration ray-and-cone shooting items likely acquired from Acheron.

The army of giant enemy crabs will strike through an epic version of plane shift that transports everyone outside Dis in the location specified in the first post. They will coordinate themselves with the ZomboGoonie strike through an astral color pool, arriving within rounds of one another.

At this point, my party consists of

1. A greater god of secrecy.
2. A transdimensional shadow centaur tree-hugger leading an army of giant demonic siege crabs shooting death rays.
3. A fiendish goblin-wolf gangsta-mage who gains power through overeating and creates a legion of asexually reproducing phantasmal sorcerous goons more powerful than he is in order to to "stick it to the Man"
4. A giant flying undead god-baby that has a Diplomacy modifier almost 100 points higher than Dispater and who uses bardic music through dance.

I think I've treated level 70 with all the respect it deserves.
Wintermute_

12-17-07, 05:31 PM
Phanes have limited control over time itself. You need one that had a high enough HD (and therefore special ability DCs) to stick him in stasis touch, then use summon time duplicate (hey, you get a 25 HD version of Meorem, better than nothing but it's ON YOUR SIDE) to copy him. His abilities won't be insane at 25 HD, but they should be sufficient to do what you need to do...

You're going to put Merorem in stasis? Merorem, who is immune to all non-beneficial temporal effects? That Merorem?
Avoraciopoctules

12-17-07, 06:22 PM
You're going to put Merorem in stasis? Merorem, who is immune to all non-beneficial temporal effects? That Merorem?

Apparently so. Wait while I look him up....

"Temporal Mastery (Su): No spell, power or similar effect dealing with time or movement can affect Merorem unless he chooses to allow it to do so. Furthermore, all such powers, spells or spell-like abilities activated within 90 feet of him require success on an opposed caster level check; failure means that Merorem assumes control of the power and can redirect it where he chooses."

Citation
Wintermute_

12-17-07, 06:27 PM
Apparently so. Wait while I look him up....

"Temporal Mastery (Su): No spell, power or similar effect dealing with time or movement can affect Merorem unless he chooses to allow it to do so. Furthermore, all such powers, spells or spell-like abilities activated within 90 feet of him require success on an opposed caster level check; failure means that Merorem assumes control of the power and can redirect it where he chooses."

Citation

And this quotation supports your case how again? "No spell, power or similar effect dealing with time or movement can affect Merorem unless he chooses to allow it to do so." seems pretty clear-cut to me.
Avoraciopoctules

12-17-07, 09:30 PM
And this quotation supports your case how again? "No spell, power or similar effect dealing with time or movement can affect Merorem unless he chooses to allow it to do so." seems pretty clear-cut to me.

What case? My agenda is twofold: clarity and hilarity.

Your statement's information is more valuable if I provide a citation that shows the exact wording of the ability. This way, not only do people considering the stasis option see that the dicefreaks version (Haven't seen him elsewhere so I don't know whether there's a sanely powerful version or not.) of Merorem is immunized to such effects while his magic functions, but they also can notice his ability to redirect certain spells cast nearby.

If you think I want to play a phane in order to use its "crazay timewarp skillz" (as my sorceror would put it), you are mistaken. I want to play a phane in order to recieve Fast Healing 1000 by exploiting stasis applied to weak immortal entities.
Rikandur_Azebol

12-18-07, 01:31 AM
But it's a gate to Avernus... ah well. I guess drenching people in holy water is just one more thing that only Dispater is allowed to do. (The demilich PC.)

Wrong approach, IMO. And it was Dry Lich, so normal water was sufficient.

The mold idea is pretty good too. Your idea is much more creative than my version. You can get around the cold vulnerability with a ring of elemental immunity. If Dispater is allowed to "wear and/or carry" his tower but the mold is banned from using a ring, you can always use an epic spell.

Why not create Mold that is immune ? ;)

One thing you might want to consider would be delegating your PCs to accomplish different tasks. You could (for example) have an Eladrin Paladin of Freedom sabotage the Celestial sea by draining portions into a bunch of astral conduits, a githyanki Marshal organize workers to link the conduits to various portals to hellish layers, an ooze mephit Thrall of Juiblex developing and releasing an epic Blood War bioweapon (a more insane version of the mold, possibly with a hivemind), and an epic caster for magical shenanigans (don't forget to buy a +150 Spellcraft accessory). It's fun when the four PC's are completely oblivious to each other and collaborating purely by accident.

Love the idea. :D

I'm afraid that DM did banned +150 skill stuff. It costs like ... 22,500,000 gp. Quite the strain on my gold reserves were it allowed. Not to mention that I don't remember if there weren't a rule about self-crafting such high-end trinkets by oneself. And I don't have CL 300 to create +150 skill item. :)

Chmm ... I think that my partaaay will be as follows:

1) Xestomul, who decided after long nap to do something with a guy who escaped him, again. Will take care of time issues, in Dr Who style.
2) Greater God of Magic and Destruction, lured from the past by our froggie. Suffice to say that this guy got a grudge. I already wrote what this guy is willing to do.
3) Obyrith equivalent of Sucubuss, Bard 20/Sublime Chord 43. ECL 75. Girl will be responsible for havoc and disrupting devils counter actions. I intend to give her Special Qualities on par with Abominations. Even if Epic Bard is evil enough in itself. =)
4) And Mr Army. Initially I thought about something from the Good side of the force, but decided against it. Large Hunefer seem almost too good to pass. But here is my "problem" with this guy ... He's too slow. I want him to have Swarm-shaped template, but the swarm of Gravedust (to mimick sandstorm) is ... too small. Do any of You know legitimate ways of augumenting this one ?

All I can think of are Feats(+30' speed), integrated Boots of Speed (x2 speed), Body outside of Body trick and magic to enlarge the thing to Titanic (Colossal+) size with Epic Spell.

This guy's work is to sweep trough all Infernal Legions that will amass to fight other threats and to fly trough them, infecting whoever is possible with Hunefer Rot. Several rounds later Infernal Legion will have it's own issues with horde of angry mummies. :eek:

Point is that I would like to make these mummies immune to fire. Granting Fire Subtype to Hunefer is easy enough with a spell, but the "poor" minions. Ach whateva, they should appear after Dispater starts freezing the Dis to fight off the Mold. :P
Avoraciopoctules

12-18-07, 01:47 AM
You could apply the mummy template to creatures with the Fire subtype for free immunity, and grafting on extra legs/wheels with the help of an Artificer or Fleshwarper (Not sure if I have the right name) could arguably help like they would with animated objects for speed. You might trying talking a CG dragon into serving as a mount, you can afford to invest in Ride if necessary.

Not sure about the rest, I'll think a bit.
Avoraciopoctules

12-18-07, 01:54 AM
One thing. I know that use of Diplomacy to change attitudes was banned for PCs. Do any of you know how it's supposed to work now?
Avatar of Kokusho

12-18-07, 08:26 AM
A very minor epic Suggestion should allow at least the CL check- i.e. "You will allow me to use this one ability". +20 ad hoc DC seems fair, even if he's normally immune to mind affecting abilities.
Avoraciopoctules

12-18-07, 01:35 PM
That's a pretty handy idea. What's more, I think there's some precedent in the Dicefreaks cosmology. At least one of the seduction-focused devils has an ability to bypass immunity to mind-affecting effects. I'll try looking it up and posting the ability.

[EDIT] Leviathan, Semyaza, and Fierana all have such abilities.
Wintermute_

12-18-07, 02:06 PM
Or you could cut the dicking around and just hit him with a save-or-die.
Avatar of Kokusho

12-18-07, 03:04 PM
Hitting him with a SoD spell would probably have no effect due to his temporal mastery. The idea I'm proposing would possibly nullify that, using a being that is, in its own way, just as temporally adept as he is.
Wintermute_

12-18-07, 03:11 PM
Hitting him with a SoD spell would probably have no effect due to his temporal mastery. The idea I'm proposing would possibly nullify that, using a being that is, in its own way, just as temporally adept as he is.
Buh? He can't go back in time and undo your spell if he's dead. All you need to do is get the drop on him and then one-shot him.
Avoraciopoctules

12-18-07, 03:15 PM
Or you could cut the dicking around and just hit him with a save-or-die.

Because the legion of siege crabs would feel sad if they didn't get to use their death rays! :) You're probably right in all seriousness, but saves of Fort +48, Ref +47, and Will +54 are nothing to sneeze at. You likely have use a powerful malison effect first.
Tshern

12-19-07, 12:09 PM
Is Merorem's immunity to mind-affecting stuff an advantage that vanishes with some help from a handy antimagic field? If so, hit him with one of those and hit him with a huge bluff check, which can at epic levels duplicate Suggestion easily. No I just wait my idea to be shot down.
Avoraciopoctules

12-19-07, 01:06 PM
Is Merorem's immunity to mind-affecting stuff an advantage that vanishes with some help from a handy antimagic field? If so, hit him with one of those and hit him with a huge bluff check, which can at epic levels duplicate Suggestion easily. No I just wait my idea to be shot down.

I believe that since the immunity to mind-affecting effects comes from being an archdevil, it should be classified as a supernatural ability. Thus, I think that antimagic would nullify it.

And hey, it gives you a chance to ask for Anti-Anti-antimagic Field
from the "1001 silly spells" thread

Anti-Anti-antimagic Field
Abjuration
Level: Clr 9, Magic 8, Protection 8, Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 10-ft.-radius field
Duration: 1 round/level
Saving Throw: None
Spell Resistance: See text

You generate a stationary, invisible field of reinforced anti-magic. All spells, spell-like abilities etc, are negated, including spells inside an anti-anti magic field.
An anti-antimagic field fails to suppress an anti-anti-antimagic field. A mage's disjunction can dispel an anti-anti-antimagic field, but he may become confused as to what he is dispelling at this point.
BillTheManiac

12-23-07, 11:37 AM
Because the legion of siege crabs would feel sad if they didn't get to use their death rays! :) You're probably right in all seriousness, but saves of Fort +48, Ref +47, and Will +54 are nothing to sneeze at. You likely have use a powerful malison effect first.

I disagree. They're quite easy to sneeze at. You only need a 75 DC.
Avoraciopoctules

12-23-07, 12:04 PM
I disagree. They're quite easy to sneeze at. You only need a 75 DC.

It's very important to keep the crab's feelings in mind. They're having a grand old time stomping around, knocking down houses, and sweeping their death rays (one for each of four claws) over the swarms of devils running around like somewhat disoriented ants. Then some joker sweeps in and upstages them by actually doing the job they came for. You might take out D-dawg (as my sorceror calls him) only to find yourself embroiled in a sudden crab uprising! They might go so far as to demand wages and healthcare (finding a doctor for someone who looks like http://wizards.com/dnd/images/mmiii_gallery/83053.jpg, but demonic can be quite tricky at times)!

However, if you have an idea as to where I can get 4 million DC 75 disintegration cannons suitable for combat spacecraft at very little cost, then I'll definitely consider it.

I have three ideas, but all of them rely on actually knowing the diplomacy rules currently in use.
Geraturatu

12-24-07, 03:11 AM
Why is sneezing at a crab the topic of discussion here? did everything die off while I was gone? so... confused...
Rikandur_Azebol

12-24-07, 04:01 AM
Nah, they just try to sound funny. :)
BillTheManiac

12-24-07, 03:50 PM
Nah, they just try to sound funny. :)

I'm not.;)
Avoraciopoctules

12-24-07, 09:30 PM
Why is sneezing at a crab the topic of discussion here? did everything die off while I was gone? so... confused...

The person who created the challenge in the first place decided that he/she was no longer interested. That and the horrible organization of the myriad of scattered houserules are likely to have put a damper on the enthusiasm of most potential participants.

As far as giant enemy crabs go, that's part of the plan I'm throwing together to show just how little respect I have for gameplay after level 40. I'm putting together a band of ECL ~70 characters and making their attack as much of a joke as possible while still retaining the possibility of success.

("Nothing to sneeze at" is a figure of speech meaning that the subject is worth serious consideration. In this case, I was pointing out that most of the more mundane save-or-die options available to a PC would require augmentation if their feasibility as weapons versus Dispater was to be assured.)
Rikandur_Azebol

12-25-07, 03:04 AM
My misfortune. I wanted my revenge. ;)

Not to mention that I agree with You wholeheartedly, Avoraciopoctules. People often treat Epic, and gameplay in general, too serious. I never had problems with too weak fiendish lords or fact that PC from 842 lvl can kick ass of Ao himself. Never liked this overgod anyway. :P

BTW, what do You honestly think of Ring of Infinite Wishes as DM's ? Most people I ask for such things (and I ask for such things only when my PC's have cash to have it for pocket change) seem to treat it as "Baseball bat of DM-bane +666".

And Siege Crabs ... how would You protect these preeties from baking alive in Dis ? It is Hellishly fiery place You know.
Avoraciopoctules

12-25-07, 04:15 PM
My misfortune. I wanted my revenge. ;)

Not to mention that I agree with You wholeheartedly, Avoraciopoctules. People often treat Epic, and gameplay in general, too serious. I never had problems with too weak fiendish lords or fact that PC from 842 lvl can kick ass of Ao himself. Never liked this overgod anyway. :P

BTW, what do You honestly think of Ring of Infinite Wishes as DM's ? Most people I ask for such things (and I ask for such things only when my PC's have cash to have it for pocket change) seem to treat it as "Baseball bat of DM-bane +666".

And Siege Crabs ... how would You protect these preeties from baking alive in Dis ? It is Hellishly fiery place You know.

I think of the wish spell thus: The caster of the spell releases a force of semisentient magic, and directs it to manifest in a specific way. This magic is bolstered by the caster's life force (the XP cost) and/or the surrounding ambient magic (for cost-free SLAs) to the extent that it can create an effect of up to a standard 10th level spell in power. Its manifestation is controlled as much by intent as by wording, so if you cast it yourself and ask for an effect too powerful, it will probably either partially fulfill it (I wish for a staff of the magi: a staff of the magi that can hold up to 5 charges maximum is created.) or fizzle harmlessly.

The abuse potential for infinite wishes is already here. Just chain-bind efreeti. If you can both afford and plausibly find available for sale/make a Ring of Infinite Wishes, I as a DM would accept it. At that level, many options are more powerful than wishes, so wish is mostly a utility spell. I might require a full-round action instead of a standard action when making a wish that took a long time to say (more than a sentence or so).

In houseruled games, I usually use the wish variant in post #6 of the Tome of Fiends (http://forums.gleemax.com/showthread.php?t=646241).

EDIT: As far as the fiendish siege crabs go, http://www.d20srd.org/srd/monsters/fiendishCreature.htm. Fire resistance 10.
Rikandur_Azebol

03-15-08, 02:11 PM
Hi guys, jut for Your information it is ressurected at Dicefreaks Black Ops boards. :)
Tshern

03-15-08, 04:44 PM
Hi guys, jut for Your information it is ressurected at Dicefreaks Black Ops boards. :)
Orly?
BillTheManiac

03-16-08, 09:07 PM
linky?
Rikandur_Azebol

03-17-08, 02:39 AM
http://projectdf.phpbbnow.com/viewtopic.php?p=43272#43272

Tshern is taking over DM-duty. :P
Tshern

03-17-08, 11:15 AM
*sigh*

Wonder if many people from these boards are willing to try it... I can just as well be efficient about it.

Anyone willing to try the Iron Siege, report to this thread.
BillTheManiac

03-17-08, 03:24 PM
I can't even post in the DF thread. :(
Tshern

03-17-08, 04:12 PM
Post here or send me a PM. If I recall correctly, you did start something with the previous Siege, didn't you? With some sort of an earth elemental and few others perhaps?
BillTheManiac

03-17-08, 06:44 PM
Wizard god was the most developed one.
Tshern

03-17-08, 06:51 PM
If we have enough participants here, I'll run it here as well. Sorry, but if you are alone with this, I'll keep the game at Dicefreaks' site. Feel free to register there though, even if it needs some trickery.

This gives you instructions how to get there. (http://projectdf.phpbbnow.com/viewtopic.php?t=281)

Let's say I'll be glad to start a new thread for this on this board if we get three or more challengers.
Tshern

03-23-08, 07:07 PM
Just asking again: Are there any takers for the new Iron Siege? If there are, I'll open a new thread for it here.
Avatar of Kokusho

03-24-08, 08:44 PM
If you can reiterate the basics, then I'd be willing to try.

PLEASE tell me you have access to the info on Time Dragons; they are rather important to my strategy.
Tshern

03-24-08, 08:51 PM
The basics are in the first post of this thread. Moreover, the little FAQ in that post applies as well, but if you want me to reconsider something, just ask. And no, I personally do not have access to Time Dragons, but if you would tell me where they are, I'll see what I can do. The collective amount of D&D material of my friends is quite substantial.
Avatar of Kokusho

03-24-08, 09:05 PM
They're in the final issue of Dragon magazine. Nasty little bastards, too.
Tshern

03-24-08, 09:23 PM
I've got access to that one. I will have to read through them before I know are they allowed for the purpose of this challenge. In general I am against all Dragon Magazine material, but I might make an exception here.
Avatar of Kokusho

03-25-08, 08:46 AM
Just let me know, if you would. :)
Tshern

03-25-08, 10:54 AM
I dislike Time apotheosis. I really, really do. The problem is, if you take divine ranks, your HD caps at 70, but if you take no divine ranks, you can create a 100 HD time dragon giving it Time apotheosis. Let me think about this a bit and if you already know whether you use divine ranks or not, tell me, makes my job easier.
Avatar of Kokusho

03-25-08, 11:03 AM
I was actually only planning on using several as allies; I need their time travel abilities to nullify Merorem...the rest would be accomplished using a single epic spellcaster.
Tshern

03-25-08, 11:15 AM
Okay then. I just fail to see how any dragon without (or with it for that matter) Time apotheosis would nullify Merorem's abilities. I suppose this depends on how many and of what HD are you using, grabbing two dozens of 99 HD time dragons is going to get 'no'.
Avatar of Kokusho

03-25-08, 11:30 AM
No, I limit myself in regards to exactly how much cheese I'm willing to use. Merorem is a time traveller, if I remember correctly. He will nullify most anything a petitioner attempts using those abilities. Time dragons, of course, have time travelling power as well. Assuming I can word it correctly, and assuming that everything goes well, I want to attempt to keep Merorem...busy...in some sort of paradoxical loop, using three different time dragons, so that he will be unable to interfere with the epic wizard's plans. It's not to kill him; just to keep him elsewhere while the main person starts the assault.
Tshern

03-25-08, 12:01 PM
Is there something I don't quite get? To me it seems only great wyrms can travel in time, which again requires them to have at least 99 HD. There's also a sidebar called Traveling through time and it says there's more info about it in Dragon Magazine 350, which I do not have access to.
Avatar of Kokusho

03-25-08, 02:42 PM
If you're uncomfortable with time dragons, I suppose a bunch of phanes working in concert might do it.
Tshern

03-25-08, 02:46 PM
The biggest problem is I have no access to the magazine that describes their time travel. Seeing that it is the main thing you would be using, I don't think I can allow it before I get that issue of DragMag.

I have no problem with their other abilities, expect for Time apotheosis.
Avatar of Kokusho

03-25-08, 06:59 PM
That is completely understandable.

I'll see if I can work up something different in the meantime.
Tshern

03-25-08, 07:17 PM
I am eager to see what you can come up with using Phanes. Very eager indeed.

Is BilltheManiac still willing to give this one a go? I can start a new thread for this in here if two players want to try, but not for one. If I don't open a thread here, you can always take part into the challenge at Dicefreaks'.
dragon221284

03-26-08, 03:07 AM
Where could I find Merorem's Abilitys? It looks like that I'm the only one person who didn't know them.... :)
Tshern

03-26-08, 09:23 AM
It is not so much of a conincidence that people do not know all the abilities and resources Dispater has, but as it is so easy to google up anyway: Gates of Hell. (http://www.prism.gatech.edu/~gth669h/TGoH/) Merorem is in the book eight.
Mysteris

03-26-08, 12:45 PM
I still have my mostly complete entry character. I'd be willing to give it a shot if the challenge is going to be run. :)
Tshern

03-26-08, 01:01 PM
The challenge is going to take place whether or not I have enough interested people on these boards. Please give me a link to your character and if you have any questions, ask them here. (http://forums.gleemax.com/showthread.php?t=1008609)
Mysteris

03-26-08, 06:54 PM
Here is the old, mostly complete version of my challenger. Changes can be made if certain books or spells are not allowed.

Appearance (true form): Mirienemi (Meer-e-en-ah-me) appears as the translucent image of a slender and well-curved nymph female in the bloom of youth, standing 5'4" tall, though she often varies her appearance and height. A shimmering curtain of coppery red hair sprinkled with glittering stars frames a pale, delicate, heart-shaped face. She has very large, tiptilted eyes that are ever-shifting in color and convey an impression of unfathomable timelessness quite at odds with her usual quirky grins or gentle smiles. She is usually either nude or in wispy garments of mist and shimmering light that only barely conceal her femininity.

Personality: Mirienemi is a kind and wise soul with the playful spirit of a innocent child. Benevolent and sweet-natured, Mirienemi has long tended to the needs of those weaker than herself. She is mercurial and flighty, and she has a mischievous streak a mile wide. She uses her powers over time and fate to foretell the destinies of others, and she'll meddle in those destinies if she thinks she can improve their lot. She applies this same principle to civilizations as well, and actively works to shake up stagnant societies. She means well, but her wandering attention and lack of true understanding about mortal consequences means that sometimes things spiral out of control. She's a big proponent of personal freedom for all and the sight of injustice and tyranny can bring about her wrath. She's a believer in karmic retribution for wicked deeds.

History: Mirienemi is ancient almost beyond measure. One of the first goddesses, she began her existence as a nymph in the time before the dawning of the Mortal Coil. Originally she was of the Seelie Court, and can remember the exile of the Lost Dreamers as well as the great battle between the Seelie Queen Gloriana and the creature called the Unborn. When the battle ended and the Fey began spreading out to the new-made mortal worlds, Mirienemi found herself on a pristine and lovely world. The mortals of that world revered the beautiful nature spirit, who tended their wounds. Generations passed, and as the nymph played her days away with her animal friends, a great civilization began to spring up outside the woods and lakes of her home. Mirienemi healed all who came to her without regard for gender, class, race, or creed, never noticing the veneration that came to be associated with her and the "sacred forest" in which she dwelled.

It came as a great shock to her on the day when the Queen of the Seelie Court visited her lakeside home. Before she could do much more than kneel and properly greet her, Miri found herself banished from Faerie. When she, stricken, asked why, she was told that she had transcended her natural place, having become a being not part of nature. Without realizing it, the worship of the many mortals of her adopted world had transformed her into one of the first true deities. Confused, the dismissed Miri traveled beyond her world, venturing into the Realities Beyond to try and process all that was happening.

Still nymph at heart, Mirienemi wandered the forming Outer Planes, witnessing the arrival of other deities and the rise of the devils, among other cosmic events. She found that she could not abide the physical or mental suffering of mortal beings or the stagnation the devils were bringing, and aligned herself with the powers of goodness. In time she accepted her new divinity and established a realm of her own. She continues to forward the cause of life, but she sees herself as now being capable of acting against the causes of the evils that threaten life as well.

Portfolio: Time, Fate, Healing, Magic, Chaos, Freedom, Knowledge, Divine Retribution

Symbol: A nymph maiden dancing across a lake of rainbow waters, with a full moon in the starry night behind and above her.

Favored Weapon: Longbow.

Alignment of worshippers allowed: Chaotic Good, Neutral Good

Environment: Utopia's Embrace (Divine Realm), on Arvandor in the Olympian Glades of Arborea

Utopia's Embrace: This sylvan paradise lies in far northwestern Arvandor. The boundaries of this massive realm are marked by foothills carpeted in a profusion of wildflowers. Treants wander the borders, happy to guide passengers of good intent and thwart any dangerous intruders. The warm breezes of this land's sunny, eternal spring carry the scent of the honeybees and flowers. Copper dragons lair in the higher hills that border the massive basin of the Embrace proper, always up for a chat. Faerie, Oceanus, and Battle Dragons can be found in the Embrace, as well as Solars.

Utopia's Embrace, viewed from above, is a massive forested basin surrounding a miles-wide lake in the center. Smaller streams, lakes, and rivers feed this lake from springs in the hills. The lake itself is unusual, with water that ripples every color of the rainbow. One descends towards it across paths that the sentient forest opens. Awakened trees and animals (both magical and natural) can be found all over the area, keeping company with Eladrin, good fey, elves, and the spirits of Mirienemi's mortal worshippers. These petitioners live in treetop communities or in homes formed from a partnership with the living trees around them, which are of every type imaginable. Mirienemi does not allow the destruction of her sacred forest for housing or other purposes.

The very air ripples with life in Utopia's Embrace. Visitors will find their wounds healing faster and their cares eased by the forest. The closer one gets to the central lake, the greater this effect becomes. This is because the central lake, known as the Lady's Lake, has the major positive-dominant trait. Petitioners and guests are shielded from the effects by Mirienemi's will, but intruders will suffer the effects of being on the Positive Energy Plane without shielding (unless they provide their own shielding). When in residence, Mirienemi usually can be found in the smooth, reflective lake or treating with guests in the groves of shady weeping willows that grow along its' side.

Utopia's Embrace has the following traits:

Subjective Directional Gravity
Flowing Time (1 day in Utopia's Embrace is equivalent to one year on the Material Plane)
Finite (1800 miles)
Divinely Morphic
Minor Positive-Dominant; Major Positive-dominant at the Lady's Lake
Strongly Good-aligned and strongly Chaos-aligned: -4 penalty to all Intelligence, Wisdom, and Charisma-based checks for those of alignments other than chaotic good.
Enhanced Magic: Enchantment, Positive Energy, Abjuration, Evocation. Spells, class features, and spell-like abilities that rely on positive energy are enhanced.
Impeded Magic: Necromancy, Negative Energy, Conjuration. Spells, class features, and spell-like abilities that rely on negative energy are impeded.

Tenets of the Faith: Mirienemi stresses that people should be free from the forces of tyranny and evil, but otherwise should be free to find their own paths. Her followers are charged with healing the wounds of the non-evil and encouraging freedom in as many ways as possible. They are the advocates for the rights of non-evil outcast groups and races of society. They are the ones providing grants to struggling artists and poets whose work is considered subversive. The more martial members of the church are the ones tapped for assignments such as overthrowing corrupt rulers, battling the forces of evil, and striking targets Mirienemi has designated are worthy of divine retribution.

Cleric Training: Mirienemi's priesthood is broken into three cooperative sections. The first section are the Healers. These priests are trained in all manner of mundane and magical healing and are sent out to aid good folk in need. The second are the Progressives. These are the diplomats of the church. Their job is to smash the status quo when it becomes oppressive and stagnant and promote individual freedom and cultural change. Finally there are the Avengers. The Avengers are the martial arm of the Church whose job it is to right wrongs and triumph over evil wherever they find it. Prospective new members of the church are tested to see where their interest lies and then funneled into one of these three groups, however, since the groups do work together as a cohesive whole, its not uncommon to find members of one group aiding another in times of need.

Prayers: Mirienemi is an informal deity so she has no set prayers or ritual that she demands.

Temples: Many of the temples of Mirienemi are built into nature in some way. Grottos, magically shaped trees, and forest glades are the typical places to look for one of her temples. Urban temples to Mirienemi tend to have an understated, simple elegance. They often feature tree-filled parks, spacious lawns, and many fountains or small lakes.

Rites: Mirienemi's church celebrates the solstices and equinoxes with grand festivals that cheer the change of seasons. Food is provided for free to all. The Change of Years is one of the biggest rites in the church. For a week, members reflect on the past year in ritual meditation, considering what can be learned and what issues should be discarded from the past. It is a time of hope and preparation for the future. Hope's Birth and Light Passing, the rites of birth and death, are major events as well. Mirienemi's church teaches that death is not the end. While the loss of the deceased should be acknowledged and mourned, the passage of the dead into a better life should be celebrated. Its' for this reason that the church so strongly condemns the undead, viewing them as perversions to be put down. Marriage tends to be a simple ritual of less than fifteen minutes with just family and a few close friends about. It is a great change, so priests (usually of the Progressives faction) ensure that the couple really understand what they're getting into before they wed. The Rite of Light Ascendant is a brief ceremony the Avengers conduct before going into battle against evil. It consists of a ritual prayer to Mirienemi for victory and courage. The Rite of Shadow Falling is a longer ceremony conducted after a successful campaign, in which a tithe of the fallen's treasure is ritually donated to Mirienemi and the warriors give thanks for her aid.

Herald and Allies: Mirienemi often uses celestial rocs and Copper, Brass, Battle, Faerie, or Oceanus dragons as her heralds. Mirienemi has Solars, Eladrin of all stripes, good-aligned Fey, celestial animals, and good-aligned dragons as her allies.



Name: Mirienemi

Race: Greater Deity (Divine Rank 18)

Type: Fey, Outsider

Level: 68

Class: Nymph (+7 LA), Sorcerer 6, Mystic Theurge 6, Loremaster 2, Initiate of the Sevenfold Veil 7, Sorcerer 13, Mystic Theurge 4, Loremaster 8, Fatespinner 5, Master of the Sevenfold Veil 10

Size: Medium

Alignment: Chaotic Good

Strength-8 (-1 mod) (5 naturally +3)
Dexterity-82 (+36 mod) (70 naturally + 12 from an Epic Belt of Dexterity +12)
Constitution-70 (+30 mod) (50 naturally +20 from Epic Bracers of Health +20)
Intelligence-60 (+25 mod) (40 naturally +12 from ability points and +8 from Boots of Intelligence +8)
Wisdom-60 (+25 mod) (40 naturally +20 from Mask of Wisdom +20)
Charisma-85 (+37 mod) (60 naturally + 5 from ability points and +20 from Cloak of Charisma +20)

Speed (land): 30 ft.; (fly): 160 ft. (perfect maneuverability); (swim): 50 ft.

HP: 61d4+7d6+30 (2,296 hp)
AC: 145 (+36 Dex, +15 Natural Armor granted from divinity, +18 Divine Rank bonus, +74 deflection from Charisma and Unearthly Grace racial ability, +1 Dodge, +1 Haste conferred from weapon); increases to 163 vs. lawful opponents (Favor of Chaos SDA)
Touch AC: 104 (122 vs. lawful opponents)
Flatfooted AC: 101 (119 vs. lawful opponents)

Space/face/reach: 5 ft

Weight: Insubstantial

Base Attack Bonus: 53/48/53 (3+3+3+1+21 Epic +18 Divine +3 Fey +1 Ioun Stone)

Primary Attack: 11 arrows
Secondary Attack: 8 arrows

Fort Save: 121 (10 from classes and prestige classes, +30 Con mod, +21 epic bonus, +18 divine bonus, +37 Unearthly Grace bonus, +1 Nymph's Kiss, +1 Permanent Resistance bonus, +1 from Ioun Stone, +2 from The Lore of True Stamina. Increases to 139 vs. lawful opponents due to the Favor of Chaos SDA).
Reflex Save: 126 (9 base, then bonuses added as above with a 36 Dex mod and Secret Knowledge of Avoidance. Increases to 144 vs. lawful opponents).
Will Save: 124 (18 base, then bonuses added as above with a +25 Wis mod. Increases to 142 vs. lawful opponents).

Initiative Bonus: +40 (36 Dex mod+Improved Initiative)

Feats (0 left): Greater Spell Focus (Abjuration), Skill Focus (Spellcraft), Extra Rings, Point Blank Shot, Epic Spellcasting, Extra Spell, Still Spell, Eschew Materials, Empower Spell, Maximize Spell, Intensify Spell, Ignore Material Components, Automatic Still Spell (x6), Nymph's Kiss, Rapid Metamagic, Silent Spell, Quicken Spell, Multispell (x2), Rapid Shot, Manyshot, Improved Manyshot, Epic Skill Focus (Spellcraft), Improved Spell Capacity, Craft Magic Arms and Armor, Forge Ring, Craft Wondrous Item, Craft Staff, Craft Rod, Favored Magic Foe (Evil Outsiders), Reach Spell, Spell Penetration, Greater Spell Penetration, Epic Spell Penetration, Sharp Shooting, Arcane Mastery, Transdimensional Spell, Sculpt Spell, Spell Stowaway (Time Stop), Precise Shot, Improved Precise Shot, Craft Contingent Spell, Craft Epic Contingent Spell, Improved Metamagic (x3)

Bonus Feats (from SDAs and domains): Improved Initiative (Time Domain), Spell Focus: all schools (SDA: Divine Spellcasting), Improved Combat Casting (SDA: Divine Spellcasting), Epic Counterspell (SDA: Instant Counterspelling), Combat Archery, Distant Shot, Swarm of Arrows, Uncanny Accuracy (SDA: Divine Archery), Craft Epic Arms and Armor, Forge Epic Ring, Craft Epic Wondrous Item, Craft Epic Staff, Craft Epic Rod (SDA: Craft Artifact)

Special Abilities: Uncanny Dodge (granted from Fate domain), Use scrolls, wands, and other devices with spell trigger or spell activation as a 20th-level cleric (Magic Domain), Can reroll any damage roll and take the better of the two rolls once per day (Force Domain), Can cast healing spells at +1 caster level (Healing domain), Can cast good spells at +1 caster level (Good domain), Can cast divination spells at +1 caster level (Knowledge domain), Gains +1 bonus on caster level checks to overcome an evil outsider's spell resistance; evil outsiders take -1 penalty on saves against Mirienemi's spells and spell-like abilities (Favored Magic Foe feat).

Special Attacks: Blinding Beauty (DC 81 Fort save), Stunning Glance (DC 81 Fort save), spells, spell-like abilities

Loremaster Secrets: Dodge Trick (+1 AC), The Lore of True Stamina (+2 Fort), Secrets of Inner Strength (+2 Will), Secret Knowledge of Avoidance (+2 Reflex), Applicable Knowledge (One extra feat)

Special Qualities: Damage Reduction 10/cold iron, low-light vision, unearthly grace, wild empathy (+6 bonus), outsider traits, fey traits, greater deity traits, permanent resistance spell, permanent darkvision spell, casts as a 7th-level Druid by nature, resistance 38/electricity, immunity (fire and acid), regeneration 114, divine aura, DR 40 (Epic, Chaotic and Frystalline), SR 105, immunity to polymorphing, ability damage, ability drain, petrifaction, energy drain, mind-affecting effects, disease, poison, stunning, death effects, disintegration, sleep, paralysis, imprisonment, banishing, anyone that attacks her automatically suffers a -18 penalty on attack rolls, saves, and checks for one day (no save), can grant +18 bonus or penalty on attack rolls, saves, and checks 18/day (no save), +2 bonus on all Charisma-based checks, +1 to saving throw bonuses against spells, Gains +1 bonus on all attack rolls, saves, ability checks, and skill checks due to her pale green prism Ioun stone, 70% chance that any attack against her will automatically miss.

Salient Divine Abilities (0 left): Extra Domain, Extra Domain, Automatic Metamagic (Maximize Spell), Instant Counterspell, Divine Blast, Favor of Chaos, Automatic Metamagic (Purify Spell), Gift of Life, Divine Archery, Divine Fast Healing (SDA taken three times), Power of Luck, Divine Dodge, One With The Magic*, Automatic Metamagic (Quicken Spell-like abilities), Divine Spellcasting, Increased Spell Resistance, Increased Damage Reduction (Chaotic), Supreme Damage Reduction (Requires a weapon of Frystalline that has been knowingly made against Mirienemi and willingly mined by a Tulani Eladrin, forged by a Ursinal Guardinal, and cooled in the tears of a Throne Archon), True Knowledge, Craft Artifact, Divine Skill Focus (Spellcraft)

*One With The Magic (Ex)

Benefit: The deity with this powerful ability may, once per day as a full-round action, merge with the power of all magic within the multiverse. This allows the deity to regain all spell slots (including epic spells) and spell-like abilities expended as if they had rested a full day. If the deity possesses levels in divine spellcasting classes they can choose new divine spells prepared exactly as if a new day had begun. The deity does not become flat-footed during this brief trance and is surrounded by an impenetrable bubble of pure mystic energy that negates attacks, spells, spell-like abilities, psionic powers, psi-like abilities, and supernatural and extraordinary powers, whether hostile or friendly.

Prerequisite: Magic Domain, Time Domain, Force Domain, Spellcaster level 60th

Class Skills (from all classes): Appraise, Concentration, Craft (alchemy), Decipher Script, Gather Information, Sense Motive, Handle Animal, Heal, Knowledge (all skills taken individually), Perform, Profession, Speak Language, Spellcraft, Use Magic Device, Sleight of Hand, Bluff

Skills (0 left): Appraise 73 (+2 to appraise bows, armors, shields, and art), Autohypnosis 40, Balance 56, Bluff 124, Climb 15, Concentration 105, Craft (bowmaking) 40, Craft (armor or shield) 40, Craft (artistry) 40, Decipher Script 40, Diplomacy 119, Disable Device 40, Disguise 50 (+2 when acting in character), Escape Artist 54, Forgery 40, Gather Information 115, Handle Animal 115 (+2 to wild empathy), Heal 105, Hide 119, Innuendo 46, Intimidate 120, Jump 17, Knowledge (arcana) 105, Knowledge (history) 105 (+2 to lore checks), Knowledge (local: Arvandor) 105, Knowledge (nature) 107, Knowledge (nobility and royalty: The Nine Hells) 105, Knowledge (religion) 105, Knowledge (the Planes) 105, Knowledge (Psionics) 60, Listen 105, Lucid Dreaming 73, Move Silently 54, Open Lock 54, Perform (dance) 50, Profession (Gambler) 45, Psicraft 40, Ride 54, Search 90, Sense Motive 170, Sleight of Hand 56, Speak Language 41, Spellcraft 211 (+2 to use spells on scrolls), Spot 40, Survival 40 (+2 aboveground, +2 to find and follow tracks, +2 on other planes), Swim 61 (+8 from Nymph racial bonus; can take 10 on Swim checks at any time and move at 4x speed in a straight line), Tumble 54, Use Magic Device 118 (+2 when using scrolls), Use Psionic Device 50, Use Rope 54

Cleric Domains she grants to followers: Time, Fate, Luck, Magic, Force, Healing, Good, Knowledge

Spell-like abilities useable at will: True Strike, Gentle Repose, Haste, Freedom of Movement, Permanency, Contingency, Legend Lore, Foresight, Time Stop, Augury, Bestow Curse, Status, Mark of Justice, Geas/Quest, Vision, Mind Blank, Mage Armor, Magic Missile, Blast of Force, Otiluke's Resilient Sphere, Wall of Force, Repulsion, Forcecage, Otiluke's Telekinetic Sphere, Bigby's Crushing Hand, Nystul's Magic Aura, Identify, Dispel Magic, Imbue with Spell Ability, Antimagic Field, Spell Turning, Protection from Spells, Mordenkainen's Disjunction, Protection from Evil, Aid, Magic Circle against Evil, Holy Smite, Dispel Evil, Blade Barrier, Holy Word, Summon Monster IX (good), Entropic Shield, Protection from Energy, Break Enchantment, Moment of Prescience, Miracle, Detect Secret Doors, Detect Thoughts, Clairaudience/Clairvoyance, Divination, True Seeing, Find the Path, Discern Location, Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Cure Critical Wounds, Mass Cure Light Wounds, Heal, Regenerate, Mass Cure Critical Wounds, Mass Heal, Analyze Dweomer, Greater Plane Shift, Greater Teleport.

Spell-like abilities 1/day: Dimension Door

Mirienemi casts as a 61st-level sorceress normally. She casts as a 63rd-level sorcerer due to her orange Ioun stone and Ring of Arcane Might. She also casts as a 17th-level Druid normally (18th due to her orange Ioun stone). Her effective caster level is as a 81st-level Sorcerer and as a 36th-level Druid due to her +18 divine rank bonus.

Close-range spells are cast at a range of 165 ft.

Sorcerer spells per day: 6/15/15/15/12/12/12/12/11/9/10/10/10/10/8/8/8/8/6/6/6/6/4/4/4/4

Spells known: Stick, Resistance, Prestidigitation, Dancing Lights, Ghost Sound (x2), Grease, Buzzing Bee, True Casting (x13), Karmic Aura, Phantom Foe (x2), Ectoplasmic Feedback, Baleful Transposition, Eagle's Splendor, Spectral Hand (x2), Scintillating Scales (x3), Sting Ray (x4), Augment Familiar (x2), Scale Weakening (x3), Slow (x2), Karmic Backlash, Unluck, Spellcaster's Bane (x2), Elation (x2), Spell Vulnerability (x5), Enhance Familiar, Ray of Deanimation (x2), Assay Spell Resistance (x4), Wings of Flurry (x2), Aerial Alacrity, Orb of Sound (x5), Reciprocal Gyre (x5), Graymantle, Gelid Blood (x2), Telepathy Block, Orb of Force (x3), Greater Heroism, Entomb, Quickshift, Wages of Sin, Karmic Retribution, Howling Chain (x2), Orb of Force (x5), Delayed Blast Fireball, Waterspout, Sword of Darkness, Retributive Enervation, Radiant Assault (x7), Prismatic Spray, Greater Prying Eyes, Greater Shout (x2), Greater Arcane Fusion (x2), Superior Invisibility (x2), Orb of Sound (x4), Iceberg (x3), Reality Maelstrom, Exalted Fury, Deadly Sunstroke, Maw of Chaos, Replicate Casting (x2), Iceberg (x5), Orb of Force (x5), Intensified Wings of Flurry (x4), Intensified Ray of Deanimation (x3), Intensified Orb of Sound (x3), Intensified Reciprocal Gyre (x5), Intensified Orb of Force (x5), Intensified Orb of Force (x10), Intensified Delayed Blast Fireball (x2), Intensified Radiant Assault (x6), Intensified Greater Shout (x4), Intensified Orb of Force (x4), Intensified Iceberg (x4), Intensified Maw of Chaos (x2), Intensified Exalted Fury (x2), Magic Miasma (x2), Greater Dragon Ally (x2), Absorption, Iceberg, Wings of Flurry (x2), Reaving Dispel, Radiant Assault (x2), Maw of Chaos (x2), Effulgent Epuration, Iceberg (x5), Magic Miasma, Iceberg (x3), Prismatic Deluge (x2), Reality Maelstrom, Wail of the Banshee, Power Word Kill, Weird, Ironguard (x3), Ironguard, Wings of Flurry (x3), Deadly Sunstroke (x2), Magic Miasma (x2), Iceberg (x3), Magic Miasma, Reality Maelstrom (x2), Superior Invisibility (x2)

Druid Spells per day: 6/12/12/12/11/10/10/9/7/6/10/10/10/10/8/8/8/8/6/6/6/6/4/4/4/4

Spells Prepared: Create Water, Guidance, Flare, Resistance, Know Direction (x2), Crabwalk (x3), Foundation of Stone, Healthful Rest (x2), Jump (x2), Kuo-Toa Skin (x4), Heart of Air, Tojanida Sight (x2), Earthbind (x2), Mark of the Outcast (x4), Halo of Sand, Thin Air (x2), Sleet Storm, Binding Snow (x3), Sink (x2), Heart of Water, Kelpstrand, Spirit Jaws (x2), Hypothermia, Wind Wall, Thalassemia, Control Water, Eye of the Hurricane (x3), Boreal Wind, Wall of Water (x3), Control Currents, Heart of Earth, Heart of Fire, Sirine's Grace, Commune With Nature, Wind Tunnel (x2), Call Avalanche (x2), Transmute Mud to Rock (x2), Flaywind Blast, Mass Bear's Endurance, Mass Cat's Grace, Mass Owl's Wisdom, Snow Wave, Mudslide (x2), Dinosaur Stampede, Tortoise Shell, Bite of the Werebear, Cometfall, Storm of Elemental Fury (x2), Slime Wave, Rain of Roses (x2), Great Worm of the Earth (x2), Fire Storm (x2), Glacier, Reverse Gravity, Depthsurge, Flashflood, Maelstrom, Deadfall, Red Tide, Tsunami (x2), Greater Whirlwind (x2), Mass Drown (x2), Rain of Black Tulips (x2), Rain of Roses (x2), Leonal's Roar (x2), Poison Vines (x2), Cast In Stone, Unearthly Beauty, Intensified Thalassemia, Deadfall (x4), Depthsurge (x2), Mass Bear's Endurance, Mass Cat's Grace, Mass Owl's Wisdom, Intensified Call Avalanche (x10), Intensified Spectral Dinosaurs (x5), Intensified Cometfall (x5), Intensified Fire Storm (x6), Intensified Storm of Elemental Fury (x2), Intensified Deadfall (x4), Intensified Glacier (x4), Intensified Tsunami (x4), Intensified Greater Whirlwind (x4), Greater Whirlwind (x4), Tsunami (x4), Flashflood (x2), Binding Snow (x4), Cometfall (x6), Firestorm (x2), Red Tide, Tsunami (x3), Deadfall (x2), Glacier (x2), Binding Snow (x2), Mudslide (x2), Transmute Mud to Rock (x2), Deadfall (x4), Tsunami (x4)

Epic Spells per day: 6 (arcane)/6 (divine)

Epic Spells Known (arcane): Contingent True Resurrection (x2), Second Chance Denied, Esoteric Aegis, Offend Not The Goddess, Spirit To Flesh

Epic Spells Known (divine): Mirienemi's Kiss (x3), Storm of Slime (x2), Mirienemi's Blessing

Second Chance Denied
Abjuration
Spellcraft DC: 173
Components: XP
Casting Time: Quickened spell
Duration: Contingent until triggered, then Instantaneous
Range: See Text
Target: One Creature
Saving Throw: No
Spell Resistance: No

When cast, the spellcaster selects one creature as its target. The spell does not take effect until and unless the target dies and an effect that attempts to bring that target back to life (such as epic magic, epic psionics, or lower-level spells and powers like true resurrection, raise dead, resurrection, revenance, last breath, wish, alter reality, bend reality, reality revision, or miracle) go into effect. Second Chance Denied then activates, immediately preventing the resurrection and permanently destroying the targeted creature. A resounding and authoritative feminine voice thunders the word "NO!" across the heavens, accompanied by the brief visual image of a wrathful nymph maid pointing her index finger accusingly at the target.

To Develop: 1,602,000 GP, 32 days, 64080 XP. Seed: Foresee (DC 17), Dispel (DC 19). Factors: Quickened Spell (+28), No verbal or somatic components (+4), Disallow a saving throw (+60), Ignore spell resistance (+50), Burn 500 XP (-5)

Mirienemi's Kiss
Conjuration (Healing)
Spellcraft: 145
Casting Time: Quickened spell
Duration: Instantaneous
Range: See Text
Target: Caster and up to four other creatures
Saving Throw: Will (harmless for caster)
Spell Resistance: Yes (harmless for caster)

With a thought the spellcaster heals herself and up to four others fully. This spell works as the Heal spell, save that the subject recovers all hit points and is cured of all afflictions, ability damage, and negative levels. An unwilling subject can make a Will save to resist this effect. There's a visual effect of rainbow light rippling over the subject for a few seconds and then bursting into a spray of prismatic butterflies flying into each injury and exploding in a tinkling sound. Each injury is instantly healed up. Within a few seconds the butterflies are gone on a rose-scented wind.

To Develop: 1,305,000 GP, 26 days, 52,200 XP. Seed: Heal (25). Factors: Quickened spell (+28), No verbal or somatic components (+4), Dispelling negative levels (+2), Heals temporarily or permanently drained ability damage (+6).

Offend Not The Goddess
Abjuration
Spellcraft DC: 211
Components: V, S, XP
Casting Time: 1 standard action
Duration: Contingent until triggered, then 24 hours
Range: Personal
Saving Throw: Yes (harmless)
Spell Resistance: Yes (harmless)

This potent spell was developed by Mirienemi long ago in preparation for battle against the wicked. Once cast the spell remains dormant until triggered by a hostile spell or psionic power. When the spell or power would hit, Offend Not The Goddess triggers, reflecting the spell or power back upon its' caster. The caster suffers the full effects of the spell or power at whatever spell level or manifester level was originally used, with the same save DC. In the case of Reaving Dispel, if the attacker fails in their dispel checks then their own magic is reaved and the beneficial effects go to Mirienemi. Harmful effects remain upon the reaved. This spell does not affect Mirienemi's own spells, so she can use her own spells upon herself without difficulty. She can choose to raise or lower the protection of this spell as an immediate action at will, allowing beneficial spells to take effect upon her. She can extend this protection to up to four allies at once and they too may use beneficial spells or powers upon themselves or their allies.

To Develop: 1,899,000 GP, 38 days, 75,960 XP. Seed: Reflect (29), Reflect spells up to 10th level (+180), Increase duration by 100% (+2), Affect four additional targets (+40), Change from target to area (+4), Burn 4400 XP upon casting (-44).

Spirit To Flesh
Transmutation
Spellcraft DC: 173
Casting Time: Quickened spell
Duration: Permanent
Range: 1000 ft. radius
Saving Throw: No
Spell Resistance: No

Having experienced the joys and benefits of incorporeality Mirienemi realized how dangerous it could be in the hands of an enemy. Hence she created this spell to deal with ghost-like foes.

When cast, Spirit To Flesh releases a pulse of gray energy that forces creatures in range to become corporeal (if incorporeal) or prevents them from assuming incorporeality. They lose all the benefits of incorporeality and all attackers gain a +4 bonus to attack them. The spellcaster chooses which creatures are affected, enabling her to spare allies this effect. Further, whether or not they were incorporeal to begin with, it pins the creatures where they were and blocks them from using any supernatural, extraordinary, psionic, magical, spell-like, or psi-like abilities, feats, or items that would transport it from its' current location. This energy field remains in place for the duration of the spell, affecting any other creature that enters it. Affected creatures can continue to take standard and full-round actions (including attacks). The spellcaster is immune from the effect of the spell and the field of energy moves with her.

To Develop: 1,557,000 GP, 31 days, 62280 XP. Seed: Transform (21), Factors: Affects incorporeal creatures (+10), Ignores Spell Resistance (+50), Disallow a saving throw (+60), No verbal or somatic components (+4), Increase Area by 700 ft. (+28), Quickened spell (+28), Dismissible by caster (+2), Burn 3000 XP when casting (-30)

Mirienemi's Blessing
Transmutation
Spellcraft DC: 130
Components: None
Casting Time: Quickened spell
Duration: Permanent
Range: 600 ft.
Saving Throw: Yes (harmless)
Spell Resistance Yes (harmless)

This spell was created by Mirienemi to endow her allies with the blessings of good. When cast, up to four creatures at a time find that their attacks become epic, silver, good-aligned, and chaotic-aligned for the purposes of overcoming damage reduction. Their weapons or unarmed attacks become capable of striking incorporeal creatures, and their armor (natural or otherwise) is capable of defending against incorporeal attacks. Their size increases by two categories (to a maximum of Colossal+) with all attendant bonuses and penalties, and receive a +20 boost to any two stats of Mirienemi's choosing, with the attendant rise in modifiers. Finally, they gain the ability to freely move underwater and breathe both water and air.

To Develop: 1,170,000 GP, 23 days, 46,800 XP. Seeds: Fortify (DC 17), Armor (+14), Transform (DC 21). Factors: Quickened Spell (+28), Affect four targets (+40), No verbal or somatic components (+4), Increase range by 300 ft. (+6)

Contingent True Resurrection
Conjuration (Healing)
Spellcraft DC: 94
Components: None
Casting Time: Quickened Spell
Range: Touch
Target: You or creature touched
Duration: Contingent until expended, then instantaneous
Saving Throw: None (see text)
Spell Resistance: Yes (harmless)
To Develop: 846,000 gp; 17 days; 33,840 XP. Seed: life
(DC 27). Factors: activates when subject is slain (+25
DC), no loss of level or Constitution when resurrected
(ad hoc +10), Quickened spell (+28), No verbal or somatic components.

Contingent true resurrection works as per contingent
resurrection, save that the resurrected creature does not
lose a level (or 1 point of Constitution if the subject was
first level), and the time between death and resurrection
is only 1 round.

Esoteric Aegis
Abjuration
Spellcraft DC: 175
Components: None
Casting Time: Quickened spell
Range: 300 ft.
Effect: 10-ft. radius emanation
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
To Develop: 1,575,000 gp, 31 days, 63,000 XP. Seeds:
ward (DC 14), transform (DC 21). Factors: gain +10
bonus on DC to avoid being dispelled (ad hoc +20),
make spell effect tenacious (as per the feat) (ad hoc +10),
end dispel checks that fail to dispel this spell automatically
(ad hoc +4), ward against mage’s disjunction (+16).
Mitigating factors: Change from personal to area (+4), Change from area to target (+4), Add four other targets (+40), Quickened spell (+28), No verbal or somatic components (+4),

The caster calls upon the very fabric of magic to fashion
a ward to protect his own working of the Word from
those that would tear it down. A shimmering, dusky
globe surrounds the caster, intercepting any attempts to
end his spells by means of dispel magic, or similar spells
and epic spells, and providing a +10 bonus on the DC
against which the dispel attempt must succeed. Any dispel
attempt which succeeds can then proceed as normal,
but Esoteric Aegis works as if under the effects of the
Tenacious Magic feat, and thus cannot be dispelled, only
suppressed for 1d4 rounds. Dispel attempts that fail are
not entitled to checks against lesser spells within the area
of effect (this differs from the usual procedure of area
dispel magic attempts). Furthermore, mage’s disjunction
is warded against in its entirety.


Storm of Slime
Conjuration (Summoning)
Spellcraft DC: 166
Components: None
Casting Time: 1 standard action
Duration: 1 round per level
Range: 1,040 ft.
Saving Throw: No
Spell Resistance: No

This potent spell was devised by Mirienemi to deal with exceptionally tough creatures immune to normal types of damage. When cast, Storm of Slime calls up massive clouds that unleash a deluge of green slime upon all in the area that the spellcaster designates (exempting allies as she wishes). This deadly slime is far more potent than the normal variety of green slime. Against organic creatures, the slime does 2d20 points of Constitution damage per round as it consumes them. Against wood or metal the damage increases to 2d20 of damage per round, ignoring the hardness of any metal. Stone is not affected by this slime. This green slime can be destroyed in all the ways that normal green slime can, but more green slime falls from the storm each round.

To Develop: 1,494,000 GP, 30 days, 59,760 XP. Seed: Slime Wave (DC 26). Factors: Increase damage by four steps (+40), Increase range by 600 ft. (+12), Change area to four ten-foot cubes (+4), Increase area by 1000 ft. (+20), No verbal and somatic components (+4), Disallow a saving throw (+60)

Major Artifacts Possessed: Lament of the Wicked, Nymph's Integrity, Clarity of Thought, Unbalanced Fate, Intangible Will

Lament of the Wicked: This longbow of purest Frystalline was forged for Mirienemi in the time when the Gods were first establishing themselves in the cosmos. The mysterious deity who now sleeps beneath the mountains of Eronia on Elysium took pity on the confused, newly-deified nymph and crafted a weapon for her to defend herself with as she searched to find meaning for her new life. This elaborately-curved bow is of palest-gold crystal, with twining vines of mithral that support leaves of emerald and berries of ruby. Writing in Celestial and primal Sylvan is engraved into the bow. It reads: "Dear Mirienemi. May this bow protect you wherever you wander, my dear little dancer. Always remember that the light of hope can never be overcome, even in the depths of the blackest darkness." When Mirienemi joined with the forces of Good and took up the portfolio of Divine Retribution upon the death of another deific friend in combat, she took this bow to be her weapon of choice. Rarely has she drawn Lament of the Wicked, for she prefers to encourage mortals to rise up against evil on their own or to use her powers to aid them, but the deadliness of the weapon when she has used it has well earned it its name.

Lament of the Wicked confers several effects to its' holder. First, merely possessing the bow (drawn or not) grants the holder the benefits of the following spells: True Seeing, Guided Shot, Critical Strike, Hunter's Mercy, Find the Gap, and Haste. The bow automatically produces arrows when its' mithral string is drawn. The number of arrows is equivalent to the number that the holder can fire on a full attack. Further, the holder can choose what types of arrows are produced as an immediate mental action. Arrows so produced can have up to a +10 bonus and be of any material or substance known to the holder. This semi-sentient bow is attuned to Mirienemi and resists being removed from her against her will. Anytime a person or force tries to remove Lament of the Wicked from Mirienemi, the bow gets not only a Strength check, but also a Will roll (at Mirienemi's Will DC). If both fail then the bow is removed. However, the bow automatically teleports or flies (whichever is more effective) back to Mirienemi at the start of her next turn. Lament of the Wicked has the effects of the Dread (Evil Outsiders), Holy, Impedance, Ghost Touch, Unerring Accuracy, and Maiming weapon traits. The arrows that it shoots ignore an opponent's AC bonus from cover. Finally, Lament of the Wicked is treated as epic, chaotic and good for the purpose of overcoming DR.

Lament of the Wicked can be destroyed only by immersion in the Venom Fount or by being destroyed by the God who forged it.

Nymph's Integrity: During her wanderings across reality Mirienemi saw the rise of planes devoted to law and chaos, to good and to evil. In her early days as a deity of good she traveled into the Gray Waste of Hades in pursuit of a wicked archmage of great power who had fled from the wrath of the citizens he'd once oppressed. The traits of the dark plane were a hindrance to Miri as she battled, and once the defeated archmage was returned to his world to face his fate at the hands of a lynch mob, Miri decided that she had to do something to prevent such problems in the future. Thus was born Nymph's Integrity.

Nymph's Integrity is a pendant forged of platinum and mithral links. A simple crystal of deepest blue, a gift from a clan of Bariaur Miri once helped, is held within a mithral filigree. When worn, the pendant creates both a consecrated area and a persistent planar bubble effect (as the spell) about the wearer as well as up to four subjects of the wearer's choosing, enabling them to emulate the traits of their native reality no matter where they go. Nymph's Integrity also grants immunity to fire, cold, acid, electricity, and sonic damage and effects, as well as immunity to the effects of immersion in any deadly liquid.

Nymph's Integrity can only be destroyed on the Plane of Mirrors, by being brought into direct contact with its' opposite version on Mirienemi's mirror-self.

Unbalanced Fate: Mirienemi well knows that fate can be an unfair thing at times. Though devoted to both chaos and good, she has often seen the innocent struck down by a fate that seemed cruel or needless. It was this imbalance of destiny that inspired her to create this defensive artifact for herself.

Unbalanced Fate appears as a wispy, flowing dress that reveals much of both the leg and the cleavage. It is a deep midnight-blue in color, gold-trimmed at the edges, with swirling indigo that moves and ripples along its' length as if alive. Each thread contains a deep, internal gleam that creates patterns of swirling light before the eyes of those who look at it.

When worn, Unbalanced Fate creates a number of effects. First and foremost, anyone who strikes at the wearer of Unbalanced Fate with a weapon (including unarmed strikes), spell, power, class ability, spell-like ability, psi-like ability, or supernatural or extraordinary ability becomes instantly fatelinked to the wearer (no save). The attacker takes the negatives of this link. Any damage done to the wearer is done in full to the fatelinked other (s). If the damage is of a type (i.e. acid damage), the fatelinked other (s) takes the typed damage as well. Additionally, the fatelinked other (s) receives a luck penalty to their attack rolls, skill checks, saving throws, and caster/manifester level checks equal to the wearer's class level or divine rank, whichever is lower. This penalty stacks with any other penalty the fatelinked other (s) is currently under. If the wearer of Unbalanced Fate is killed, all others they are fatelinked to instantly die (deities and cosmic beings get a rank check to avoid this; if they succeed on the rank check then a successful Fort save negates all damage and an unsuccessful one results in half damage). Unbalanced Fate can fatelink a number of people equal to the character level of the wearer or the wearer's divine rank, whichever is lower.

Additionally, the wearer of Unbalanced Fate gains the benefits of any magical or psionic enhancements and defenses of those they are fatelinked to, as well as the benefits of any supernatural, spell-like, psi-like, or extraordinary abilities they may have. They cannot use the fatelinked's spells, powers, supernatural or extraordinary abilities, but they do receive the benefits of said abilities when they are used. The wearer receives the benefit of any healing or buffing spell the fatelinked casts on themselves during the duration of the link. The wearer does not take any damage or the negative effects of spells, powers, spell-like or psi-like abilities, or supernatural or extraordinary abilities that the fatelinked suffers during the time of the link. The fatelink lasts for a number of hours equal to the wearer's character level or divine rank (whichever is lower); until the wearer chooses to break off the link, or until Unbalanced Fate is willingly removed.

Unbalanced Fate can only be destroyed by being left within a doldrum on the Negative Energy Plane for three days.

Clarity of Thought: As a Goddess of Chaos, Mirienemi once felt obligated to explore the inherent chaos in the minds of mortals. To that end she entered the Plane of Dreams and sought out the Dreamheart. Enchanted as she was by the sheer variety of dreamscapes, Miri soon realized that some mortals feared the chaos in their hearts. That fear was what allowed the likes of devils and tyrants to take over, with their promises of easing the confusion. Going one step further, Miri wondered if there was a realm where the chaos of deities was made manifest. Fond as she is of change and growth, Miri has no desire to experience insanity. Hence she created Clarity of Thought.

Clarity of Thought is a circlet of gold with a crystal orb of iridescent indigo mounted in it. Although simple in appearance this artifact grants amazing power. The wearer of Clarity of Thought is immune to all fear and compulsion effects, as well as all gaze attacks. In addition, the headband creates a zone of intense psionic "static" in its' vicinity when worn. Psionic powers are greatly impeded in the presence of the artifact, requiring an additional 30 power points per level of the manifestation to even function. For example, a 1st-level power would require 30 points plus the normal cost to manifest. This effect is not permanent as it moves with the wearer. Once the wearer moves out of range or removes Clarity of Thought psionic powers can be manifested at their normal cost again. Finally, at will as a free mental action, Clarity of Thought can be commanded to produce a zone of celestial brilliance (as the Exalted spell). This brilliance can be turned off just as easily.

Clarity of Thought can only be destroyed in the Soul Forges of Moradin, or by casting it into the Lake of Fire and Brimstone in Phelgethos, the Fourth Perdition of Hell.

Intangible Will: This pair of white gloves might appear to be harmless bits of near-transparent fabric, but looks can be deceiving. The gloves were created by Mirienemi due to an inspiration she had. In her early wanderings she befriended a wizard who had discovered the joys of intangibility. He showed this to the young divinity and she realized that this would be something she'd like to experience on multiple occasions. She would often visit with her friend and the two would travel his world as ghosts, seeing what others thought was concealed. When her wizard friend neared the end of his life, he taught the secrets of intangibility to Miri, so that she could continue to have adventures after he was gone. It was for this reason that she fashioned Intangible Will.

When worn, Intangible Will enables their wearer to go incorporeal or to regain corporeality at will as an immediate action. They also prevent an incorporeal wearer from being forced into corporeality against their will and vice-versa. Intangible Will also grants immunity to critical hits and sneak attacks, the benefits of the Improved Evasion ability (regardless of whether the wearer already has Evasion or not) and enables the wearer to move objects through telekinesis at their fastest move speed while incorporeal.

Intangible Will can only be destroyed by grinding them (while corporeal and worn) between two of the continent-sized floating cubes of Acheron.

Starting Gold: 85,780,800 GP
Remaining Gold: 46,494,648 GP

Bought: Bag of Holding (IV)-10,000
Rod of Excellent Magic (x8)-5,200,000
Rod of The Path-306,870
Ioun Stone (pale green prism)-30,000
Ioun Stone (orange prism)-30,000
Greater Metamagic Rod of Sculpting (x4)-98,000
Staff of Nature's Fury-500,000
Staff of Prism-326,812
Ring of Arcane Might-20,000
Ring of Sequester-300,000
Bandoleer
Ring of Universal Elemental Immunity
Ring of Arcane Might-20,000


Created: Belt of the Divine Wind: This belt of worked platinum and ruby links that bears the image of a nymph bore aloft on a whirlwind on its' silver buckle. It grants a +12 bonus to Dexterity.-1,440,000 +24,400 XP

Perceptive Mind: This facemask is carved of purest white pearl and fits neatly over Mirienemi's face. It is carved to exactly mimic Mirienemi's own face in all appearance. It grants a +20 bonus to Wisdom.-6,000,000+70,000 XP

Quickened Thoughts: These spiraling bands of iridescent crystal attach to the ankles of the wearer and extend up to the mid-calf. Tiny golden bells are attached to the bands. Quickened Thoughts grants a +8 bonus to Intelligence.-960,000+19,200 XP

Nymph's Eternal Beauty: This transparent cloak of lavender silk attaches at the shoulders and wrists, flowing with the wearer's movements. Reflective threads sewn into the cape cause it to sparkle. Nymph's Eternal Beauty provides a +20 bonus to Charisma.-4,000,000+80,000 XP

Resolve of the Deity: These armbands are forged of iridescent crystal that reflect colors in prismatic displays of light. When both are worn they provide a +20 bonus to Constitution. -4,000,000+80,000 XP.
Mysteris

03-26-08, 06:57 PM
And here are the incomplete versions of her two personal attendants.

Personal Attendants

Mirienemi is attended by two companions at nearly all times. These companions, in addition to being close friends, form an honor guard about the Goddess.

The first companion is Mytylene (My-tah-leen), a mighty Solar who has been with the Goddess for seven millennia. He was once part of a company of angels, until the day a horde of demons attempted to invade Elysium. His company was destroyed defending Elysium, but successful in turning back the horde. Injured, he retreated to his native Arborea and stumbled into Utopia's Embrace. Once he met the Lady of the Lake he was smitten, and has stayed on in her service ever since. Mytylene is faultlessly loyal to his Goddess. His romantic passion has morphed over time into deep trust and friendship. The pragmatic Mytylene is often the voice of reason. Nonetheless, he has no qualms against striking out against evil and he'd never abandon his charge no matter danger she went into.

Mirienemi's other companion is Therianthropis (Ther-e-an-throw-pis). Therianthropis is a Great Wyrm Battle Dragon that Mirienemi met when she was a Wyrmling. Therianthropis's family had served Mirienemi for many generations in her battles against evil, and when her parents passed in combat, Miri raised the little wyrmling. Therianthropis has been Mirienemi's friend her entire life. Though she has given birth and reared her own offspring by now, Therianthropis acts very much as if she were Mirienemi's own child. Therianthropis can be a prankster and quite sarcastic at times, but she's devoted to the cause of good and to her mother figure. She loves to tease Mytylene in a good-natured way, because he plays the straight man to her jokes so very well.

Mytylene is a 9' tall humanoid with silver skin, eyes of gleaming golden hue, and massive white-feathered wings that emerge from his back. When not arrayed for combat he can usually be found in comfortable, loose-fitting attire of any hue of the rainbow. Therianthropis at rest is a 50' ft dragon with scales of a dull brown color. When she is active and moving, the scales possess a pure golden sheen to them.

Attendant Stats

Mytylene

Race: Solar

Alignment: Chaotic Good

Size: Large

Class: Solar (23 HD), Rogue 16, Paladin of Freedom 7, Devoted Defender 10, Guardian Paramount 11

Strength: 34 (+12 mod. 28 normally +6 from Belt of Giant's Strength +6)
Dexterity: 32 (+11 mod. 20 normally +12 from Epic Gloves of Dexterity +12)
Constitution: 32 (+11 mod. 20 normally +12 from Epic Bracers of Health +12)
Wisdom: 32 (+11 mod. 20 normally +12 from Epic Periapt of Wisdom +12)
Intelligence: 23 (+6 mod)
Charisma: 25 (+7 mod)

+17 ability points

HP: (22d8+16d6+7d10+12d10+11d10+11) 1320 hp

Base Attack Bonus: +66/+79 (+22/+35 base +24 Epic +5 from Devoted Defender +15 from Guardian Paramount)

Primary Attack:

Fort: 53 (18 base +11 mod +23 Epic bonus +1 permanent resistance bonus, 57 vs. poisons)
Reflex: 53 (18 base + 11 mod +23 Epic bonus +1 permanent resistance bonus)
Will: 55 (20 base +11 mod +23 Epic bonus +1 permanent resistance bonus)

Special Qualities: Damage reduction 15/epic and evil, darkvision 60 ft., low-light vision, regeneration 15, immunity to acid, cold, and petrification, protective aura, resistance to fire and electricity 10, spell resistance 32, tongues, +1 Permanent Resistance bonus

Special Abilities: Improved Uncanny Dodge, Improved Evasion, Opportunist, Bonus Feat, Aura of Good, Detect Evil, Smite Evil/2, Lay on Hands, Divine Grace, Aura of Courage, Divine Health, Special Mount, Remove Disease 1/week, +1 to saving throws against spells (Nymph's Kiss)

Special Attacks: Spells, spell-like abilities

Feats (1/25): Alertness, Lightning Reflexes, Eyes In The Back of Your Head, Combat Reflexes, Whirlwind Attack, Blinding Speed, Improved Initiative, Superior Initiative, Improved Unarmed Strike, Deflect Arrows, Improved Aura of Courage, Improved Whirlwind Attack, Improved Combat Reflexes, Mobility, Eldritch Erosion, Combat Expertise, Dodge, Improved Trip, Power Attack, Combat Casting, Improved Combat Casting, Nymph's Kiss, Extra Weapon Profiency: Spiked Chain, Eschew Materials, Ignore Material Components

Bonus Feats: Spellcasting Harrier, Exceptional Deflection, Infinite Deflection, Improved Sneak Attack

Class Skills: Craft, Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Nobility and Royalty) (Int), Knowledge (Religion) (Int), Profession (Int), Ride (Wis), Sense Motive (Wis), Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex), Innuendo (Wis),

Skills (0): Appraise, Autohypnosis, Balance, Bluff 54, Climb, Concentration 53, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist 58, Forgery, Gather Information 54, Handle Animal, Heal, Hide 58, Innuendo, Intimidate, Jump, Knowledge, Listen 58, Lucid Dreaming, Move Silently 58, Open Lock 58, Perform, Profession, Psicraft, Ride, Search 53, Sense Motive 54, Sleight of Hand, Speak Language, Spellcraft, Spot 53, Survival, Swim, Tumble 58, Use Magic Device 33, Use Psionic Device, Use Rope

Spell-like Abilities usable at will: Aid, Animate Objects, Commune, Continual Flame, Dimensional Anchor, Greater Dispel Magic, Holy Smite (DC 21), Imprisonment (DC 26), Invisibility (self only), Lesser Restoration (DC 19), Polymorph (self only), Power Word Stun, Remove Curse (DC 20), Remove Disease (DC 20), Remove Fear (DC 18), Resist Energy, Summon Monster VII, Speak With Dead (DC 20), Waves of Fatigue

Spell-like Abilities 3/day: Blade Barrier (DC 23), Earthquake (DC 25), Heal (DC 23), Mass Charm Monster (DC 25), Permanency, Resurrection, Waves of Exhaustion

Spell-like Abilities 1/day Greater Restoration (DC 24), Power Word Blind, Power Word Kill, Power Word Stun, Prismatic Spray (DC 24), Wish

All Spell-like abilities are at caster level 20th.

Cleric Domains: Destruction, Luck

Cleric Spells: 6/9/9/9/8/8/7/7/6/6

Resistance, Detect Magic, Guidance (x3), Amanuensis, Eyes of the Avoral, Bless, Entropic Shield, Healer's Vision (x2), Foundation of Stone, Vision of Glory (x2), Ice Slick, Zone of Truth, Shatter, Shield Other, Elation (x2), Quick March, Divine Protection, Close Wounds, Mark of the Outcast, Wind Wall, Shivering Touch (x2), Mass Aid, Mass Conviction, Knight's Move, Grace, Protection from Energy, Mass Resurgence, Divine Power (x2), Panacea, Greater Blindsight (x2), Recitation (x2), Freedom of Movement, Righteous Might, True Seeing, Spell Resistance, Dispel Evil, Energetic Healing, Dancing Web, Righteous Wrath of the Faithful, Earth Reaver, Harm, Mislead, Crown of Brilliance, Superior Resistance (x3), Zealot Pact, Disintegrate, Spell Turning, Righteous Smite (x2), Bastion of Good, Shield of the Archons, Mass Restoration, Moment of Prescience, Holy Aura, Cloak of Chaos, Summon Giants, Wall of Greater Dispel Magic, Mass Death Ward, Implosion (x2), Sublime Revelry, Undeath's Eternal Foe, Fire Storm, Lion's Roar

Paladin Spells: 4

Protection from Law, Warning Shout, Silverbeard, Deafening Clang

Equipment: Roaring, Heavy Fortification Adamantine Plate Mail w/Greater Crystal of Aquatic Action-658,000
Holy Power, Wounding Adamantine Spiked Chain w/Lesser Crystal of Returning-2,007,000
Great Reflection Buckler w/Greater Crystal of Glancing Blows-1,216,000
Sacred, Wounding, Warning, Adamantine Morningstar w/Greater Fiendslaying Crystal-56,000
Masterwork Thieves' Tools-100
Epic Bracers of Health +12-1,440,000
Epic Gloves of Dexterity +12-1,440,000
Epic Periapt of Wisdom +12-1,440,000
Coronet of Truth (+90 to Sense Motive skill)-8,100,000
Cloak of Battle-22,000
Steadfast Boots-1,400
Belt of Giant's Strength+6-36,000
Ring of Elemental Immunity (Electricity)-240,000
Ring of Epic Protection +10-2,000,000


Therianthropis

Race: Battle Dragon

Size: Gargantuan

Alignment: Neutral Good

Class: Battle Dragon (39 HD), Fighter

Strength: 20 (+5 mod)
Dexterity: 10 (+0 mod)
Constitution: 29 (+9 mod)
Intelligence: 20 (+5 mod)
Wisdom: 21 (+5 mod)
Charisma: 22 (+6 mod)

+17 ability points

HP:

Base Attack/Grapple: +38/+64
Full Attack: +62/+88 (+24 Epic bonus added to base)

Fortitude: 59 (30 base+29
Reflex: 50 (21 base+29
Will: 55 (26 base+29

Special Abilities: Frightful Presence, Immunity to Sonic, Damage Reduction 20/magic and 10/evil, Protection from Evil, Aid, Shield Other, Inspire Courage, Fast Healing 2, Battle Fury, Heroes' Feast, Breath Weapons (Sonic energy cone and fear gas cone)

Special Qualities:

Feats: Weapon Focus (Claw), Weapon Specialization (Claw), Greater Weapon Focus (Claw), Greater Weapon Specialization (Claw), Power Attack, Improved Grapple, Improved Unarmed Strike, Combat Reflexes, Improved Initiative, Dire Charge, Rapid Strike, Improved Rapidstrike, Multiattack, Improved Multiattack, Snatch, Improved Snatch, Rend, Snatch and Swallow, Fly-by Attack, Spellcasting Harrier

Equipment: Gem of Heavy Fortification (35,000)
Amulet of Supremacy
Gorget of Tempest Breath (10,000)
Ring of Elemental Immunity (Electricity)-240,000
Allarian

03-28-08, 01:43 AM
You should post on the new thread, this seems to be shaping up well and with the mostly finished build you could be among the first challengers.
Mysteris

03-28-08, 01:58 PM
Thanks! I think I will. :)

Tshern: The Bandoleer item, as I understand it, allows one to quickdraw items like wands and rods without the use of the Quick Draw feat.