| Post/Author/DateTime | Post |
|---|---|
| #1galeighJul 16, 2008 1:36:31 | I know, its redudant. Anyway, I'm working on an Epic Campaign and I'm have trouble designing the Final opponent for my players (They're better at optimizing than me ) but I really want to make em work for the end game. I've decided with going with 3 lvl 40 characters, one arcane nuker, a melee type, and a rogue type.Target: Arcane: high damage, AoEs Melee: insane AC, decent damage Rogue: High damage, anti-spellcaster (never fail evasion, etc.) I can design the items and stuff, but there's so many feats and classes to go through, I'm having trouble deciding. Any advice, suggestions. |
| #2tshernJul 16, 2008 6:58:59 | Take a Hagumemnon. Have it imitate Iron Colossus' 100ft antimagic field. Then have a single Cleric with Initiate of Mystra feat so that he can cast spells within the antimagic field. Proceed to give some real challenge to the poor sobs. |
| #3bltkingJul 16, 2008 10:41:54 | Not to mess over their characters individually, but can you tell us anything about them? |
| #4galeighJul 17, 2008 19:05:23 | Not to mess over their characters individually, but can you tell us anything about them? its fine, I don't know thier feats or magic items cause I dont have thier sheets with me but I do know thier classes: Psion/30, Race: Elan Fighter/20, Legendary Dreadnought/10, Race: Half-orc Cleric/3, wizard/3, Mystic Theurge/24, Race: Gnome Rogue/13, The Mountebank/10, Perfect Wight/7, Race: Whisper Gnome as would expect, my biggest trouble comes from the Psion and MT, but the fighter and rogue have suprised me a couple of times as well. |
| #5tshernJul 17, 2008 20:15:18 | Are you working with Magic/Psionics transparency? That is to say, is spell resistance equal to power resistance and all that. |
| #6galeighJul 17, 2008 22:21:44 | no, my ruling is psionics is not magic. thus psionics work inside of anti-magic fields, but not inside of anti-psionics fields and the reverse. |
| #7cycadaJul 17, 2008 23:36:27 | If I were to go with the 3 characters suggested, I'd make the mage more of a disabling/battle field control type, maybe with a few spell seeds. :D My 2 platinum.... |
| #8galeighJul 18, 2008 0:32:52 | If I were to go with the 3 characters suggested, I'd make the mage more of a disabling/battle field control type, maybe with a few spell seeds. :D Not a bad idea actually, it would help me neutralize the Psion and MT..... one problem though, I've no experience in make control type casters -.- |
| #9smrtac_dupJul 18, 2008 7:24:49 | Well i am away from my books, but as for rogue i believe something like Rogue 20/ Dervish 10/ Invisible Blade 5/ Ghost Face Killer 5 ... Something like that should be disturbing with all of TWF, Mage Slayer, Improved Critical, Power Critical, Improved Sneak Attack, Telling Blow, Craven and so on feats ... Sorry for giving only this much input but i as i mentioned above i am not near my books so i won't even try to optimize a wizard ... |
| #10bauglirJul 18, 2008 12:07:07 | You could always try a shadowpouncer. Fighter 2/Rogue 3/Telflammar Shadowlord 6/Revenant Blade 5/Tempest 5/Disciple of Dispater 8/Scout 11 should be decent. Or something like that. Grab Perfect Two-Weapon Fighting, and you should be shadowpouncing with a weapon that does 1d6+1.5 Str 10 times or so (depending on how Perfect Two-Weapon Fighting interacts with Haste; technically, it grants you that extra attack with your offhand as well) and has a threat range of 9-20/x2. Pity you can't make it out of Kaorti Resin to make it 9-20/x4 due to the restrictions on Iron Power. I'm too lazy to swap out scout for something else if you decide that teleportation effects don't trigger Skirmish, though. Give them a custom magic item of Inconstant Location at-will, and you're good to go. |
| #11smrtac_dupJul 18, 2008 12:52:14 | Okey by the books now, wizard that i would suggest (all through in rough lines not big fan of having having few levels in 10 classes :P ) is Wizard 10/ Initiate of the Sevenfold Veil 10/ Master Specialist 10 (Abjuration)/ Ur Priest 10 OR you can switch Ur priest 10 with Green Star Adept 10 Not necessarily in that order, but thats the build ![]() Not exactly battlefield controller but still something which would be fun to put against the party, as Abjuration got some nice powers like Antimagic Ray and all other sweet defensive spells plus some veils :P |
| #12bauglirJul 18, 2008 13:42:17 | Looks like it could be interesting, although I'd have to recommend against Antimagic Ray on the grounds that it allows a Will save, making it worthless against the opponents it would otherwise be most useful against. |
| #13reisJul 18, 2008 14:01:07 | Okey by the books now, wizard that i would suggest (all through in rough lines not big fan of having having few levels in 10 classes :P ) is Wizard 10/ Initiate of the Sevenfold Veil 10/ Master Specialist 10 (Abjuration)/ Ur Priest 10 suggest incantatrix10 or archmage5/abjurant champion5 instead master specialist abjurer with IotSV and abjurant champion and mastery of counterspelling, reactive counterspell, battlemagic perception, duelward etc is kinda mean |
| #14tshernJul 18, 2008 15:37:15 | Looks like it could be interesting, although I'd have to recommend against Antimagic Ray on the grounds that it allows a Will save, making it worthless against the opponents it would otherwise be most useful against. I'd also advicing against taking the three nonexistent levels of the Initiate of the Sevenfold Veil that are presented in the build... |
| #15carnivoreJul 18, 2008 15:46:57 | try this : Role: Rogue: High damage, anti-spellcaster (never fail evasion, etc.) Phane CR 25 with Class levels: Rogue 10/Void Incarnate 5 this is a Very Sneaky character.... great for Hit-and-run tactics :D |
| #16carnivoreJul 18, 2008 15:57:21 | try this: Role:Arcane: high damage, AoEs ![]() Ha Naga CR 22 with Class levels: Monk 2/ Ur Priest 2/ Mystic theurge 10/ Archmage 5 cast spells as 36th lvl sorcerer, and can also cast cleric spells and spells from the domains of Chaos and Evil as arcane spells (save DC 33 + spell level). The DC is Charisma-based. cast 9th lvl Divine from Ur-Priest :D |
| #17carnivoreJul 18, 2008 16:05:22 | try this: Role:Melee: insane AC, decent damage ![]() Gloom CR 25 with Class levels Monk 6/ Fighter 6/ Legendary Dreadnought 3 very High AC.... very good at Melee combat, lots of Tactical options :D |
| #18carnivoreJul 18, 2008 16:22:56 | heres one that can fill several Roles: Elder Titan CR 30 with Class Levels: Monk 2/ Incantatrix 5/ Archmage 3 has Great AC(AC: 71 (base 10 -8 size, +32 natural, +24 insight+13 Wis) great Attacks:....rememeber, boost these by +5 from class levels: Base Attack/Grapple: +70/+104 Attack: Colossal +5 warhammer +87 (4d8+30/19-20 (+2d6 on critical hit)) melee; or Colossal +5 javelin +70 (2d10+22/19-20) ranged Full Attack: Colossal +5 warhammer +87/+82/+77/+72 (4d8+30/19-20 (+2d6 on critical hit)) melee; or Colossal +5 javelin +70/+65/+60/+55 (2d10+22/19-20) ranged Space/Reach: 30 ft./30 ft. casts Spells: Spells: An elder titan can use arcane spells as a 37th-level wizard , He will also possess the knowledge of at least three epic spells and the means by which to develop them, though he may not have done so himself. lots of At Will abilities: At will - alter self, analyze dweomer, commune with nature, cure critical wounds, eyebite, freedom of movement, fly, fog cloud, produce flame, protection from energy, read magic, remove curse, sanctuary, sending, speak with animals, soften earth and stone, speak with plants, summon monster VI, greater teleport, wind wall; :D |
| #19phaedrusxyJul 18, 2008 16:41:41 | You're definitely better off taking already powerful monsters and adding class levels to them, due to the way the CR system works. I think Carnivore has demonstrated this fairly well with his examples (which I'd guess are weakened versions of builds he's working on to use with his Iron Siege attempt ;) ). |
| #20carnivoreJul 18, 2008 16:44:22 | heres another fun ... multi-Role build: Very Old Force Dragon CR 39 with Class Level: Monk 1 has +78 Attack great AC : 101 (-8 size, +20 deflection, +59 natural+ 20 Wis) cast Spells as 27th lvl Sorceror nice special abilities ... for Stealth: Immune to Force (Ex): A force dragon cannot be harmed by any force effect, including magic missiles, explosive runes, mage’s 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 a wall of force. 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. :D |
| #21carnivoreJul 18, 2008 16:46:01 | You're definitely better off taking already powerful monsters and adding class levels to them, due to the way the CR system works. I think Carnivore has demonstrated this fairly well with his examples (which I'd guess are weakened versions of builds he's working on to use with his Iron Siege attempt ;) ). shhhhhh , Tshern might be lurking somewhere close by ... actually i just worked these up .... as some quick examples :D |
| #22tshernJul 18, 2008 16:46:47 | You're definitely better off taking already powerful monsters and adding class levels to them, due to the way the CR system works. I think Carnivore has demonstrated this fairly well with his examples (which I'd guess are weakened versions of builds he's working on to use with his Iron Siege attempt ;) ). Which is why I am following this thread in sheer terror. Carnivore: Suuuuure you did. Anyway, some Force dragon/Prismatic dragon thingee with five levels of Abjurant Champion might cut it. The entire CL=BAB works wonders with draconic HD. |
| #23carnivoreJul 18, 2008 16:49:02 | actually i have something far more effective for the iron Seige .... but have to get the Fluff/Flavor stuff finished :D |
| #24carnivoreJul 18, 2008 16:54:06 | great catch with the Abjurant Champion + Force Dragon HD try this: Mature adult Force Dragon CR 35 + class levels: Abjurant Champion 5 BAB +52 Spells Known as 26th lvl Sorceror .... Caster level 52 :D |
| #25tshernJul 18, 2008 16:56:46 | Don't forget to take Sudden maximize feat and the spell called Maw of Chaos with that. 52d6=312 chaos damage a round and a will save against a daze effect. Every single round. |
| #26carnivoreJul 18, 2008 16:59:38 | ouch :D |
| #27carnivoreJul 18, 2008 17:40:35 | heres another fun one: Paragon + Solar CR 37 + Monk 2/ Hierophant 1 ANGEL, SOLAR Large Outsider (Angel, Extraplanar, Good) Hit Dice: 176+24+300(paragon)+ 300(con)= 800 hp Initiative: +12 Speed: 150 ft., fly 450 ft. (good) Armor Class: 81 (base 10 –1 size, +12 Dex, +21 natural +12 insight +12 luck bonus+15 Wis ) BAB +24 Attack bonus: +49 Attacks: A paragon creature makes all its attacks with a +25 luck bonus on the attack roll. Damage = +16 Str +20 Luck = +36 every attack... minimum Damage: A paragon creature gains a +20 luck bonus on Damage rolls for all melee and thrown ranged attacks. Special Qualities: Damage reduction 15/epic and evil darkvision 60 ft. low-light vision immunity to acid, cold, and petrification protective aura regeneration 15, resistance to electricity 10 and fire 10 and Cold 10, spell resistance 63 tongues Fast healing 20 Abilities: 43 Str 28+15 35 Dex 20+15 35 Con 20+15 38 Int 23+15 40 Wis 25+15 40 Cha 25+15 A solar’s natural weapons, as well as any weapons it wields, are treated as good-aligned and epic for the purpose of overcoming damage reduction. Change Shape (Su): A solar can assume the form of any Small or Medium humanoid. Regeneration (Ex): A solar takes normal damage from epic evil-aligned weapons, and from spells or effects with the evil descriptor. Special Attacks: A paragon creature’s special attacks, if any, all gain a +13 insight bonus, if applicable. The +13 insight bonus may only be applied to a given special ability once........ this applies to Spells and Spell-like abilities Spell-Like Abilities: Caster level 35th. The save DCs are Charisma-based. Spell-Like Abilities (Sp) or Psionics (Sp): If the base creature has spell-like abilities, it gains +15 to its caster level to use those abilities. A paragon creature also gains the ability to use greater dispel magic, haste, and see invisibility three times per day, even if it did not have spell-like abilities before, at 15th caster level. 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), remove curse (DC 20), remove disease (DC 20), remove fearresist energy, summon monster VII, speak with dead (DC 20), waves of fatigue (DC 18); 3/day - blade barrier (DC 23), earthquake (DC 25), heal (DC 23), mass charm monster (DC 25), permanency, resurrection, waves of exhaustion; 1/day - greater restoration (DC 24), power word blind, power word kill, power word stun, prismatic spray (DC 24), wish. The following abilities are always active on a solar’s person, as the spells (caster level 20th): detect evil, detect snares and pits, discern lies (DC 21), see invisibility, true seeing. They can be dispelled, but the solar can reactivate them as a free action. Spells: Solars can cast divine spells as 20th-level clerics. Saves: The paragon creature gains a +10 insight bonus on all its saving throws. Skills: The paragon creature gains a +10 competence bonus on all its skill checks. Feats: Same as the base creature, plus one bonus feat. :D |
| #28tshernJul 18, 2008 17:53:47 | How about Greater pseudonatural for the lulz. |
| #29galeighJul 18, 2008 18:20:26 | Thanks for all the Advice, I think I can take it from here, I'll post them when I'm done with them. |
| #30ookamikibaJul 18, 2008 19:39:58 | And here I was going to offer an Epic Spell or two. Custome made and everything... I've gotten good (okay) at making them and the rules are far from well balanced. I hope that none of your players have been to the TheoOp boards to look at my posts there... |