-Starting level will be 25. I have access to quite a few books, and it would take too long to list them here. If you would, please let me know if a class you want to play is from a source such as Magic of Incarnum or Complete Champion (Just got access to this one :D), because I don't have those books and would appreciate some familiarity with your class abilities.
-Races: Considering the world and challenges ahead of you, race are left relatively open. That said, if you want to play anything with an effective level adjustment of more than +4 or so, please talk to me about it. There is also one additional race that will be allowed to you:
Darkvision 90' Keen Sight: A twilight elf can see five times as far as a human can in starlight, torchlight, moonlight, or similar low-light conditions. +4 racial bonus to Hide, Move Silently, Search, Spot. and Listen checks. Elven search ability (see PHB under Elf racial traits) Proficient with the longsword, bastard sword, longbow, shortbow, and composite varieties of each. +4 racial bonus on saving throws against mind affecting spells and effects. +4 racial bonus on saving throws to resist poison. Blind-Fight as a bonus feat. Land speed: 40'. +2 Dex, +2 Cha, +2 Int -2 Con Favored Class: Ranger Effective Level: +2
Twilight elves are cousin to the drow, though they tend to be good aligned. Clerics of their race are primarily worshippers of Eilistraee and gods of nature.They resemble drow, except for a slightly paler skin tone, silver hair, and silver eyes.
Also, an extra prestige class, for people who feel screwed by Mystic Theurge (I know I did)
Weavemaster d4 HD Skill Points 2+ Int modifier
Class Skills: Craft, Concentration, Heal, Knowledge (arcana), Knowledge (religion), Knowledge (the planes), Profession, Spellcraft (I THINK that's it...I'm doing this from memory, lol)
Ability to cast 4th level arcane spells Ability to cast 3rd level divine spells Knowledge (arcana) 10 ranks Knowledge (religion) 10 ranks Patron Deity: Mystra, Azuth, Boccob, or similar deity from other campaign settings Domain: Knowledge
Abilities include +1 arcane/+1 divine at each level Level 1- Blessed Familar and Arcane Turning- Weavemaster levels stack for purposes of determining your familiar's abilities and for your effective turning level. Spellmantle- Choose any of your spells known or granted. You can spontaneously convert spells, arcane or divine, of that spell's level or higher into that spell. You must pay any XP costs normally, if the spell requires them. You get this ability again at 4th, 7th and 10th level. Weave Focus: You can never take the Shadow Weave Magic feat, even if for some reason you lose access to the Weave.
Bonus Feat- You can choose a bonus metamagic feat or divine feat at 3rd, 6th, and 9th level.
10th- Cloak of Mysteries. This functions like Improved Metamagic, reducing the cost of all metamagic feat spell level adjustments by one. This cannot reduce a feat's cost to less than one.
And yes, for those familiar enough with FR pretiges, I did base this off the Dweomerkeeper. You have to wait longer to take this than you do with Theurge, but you at least get...stuff out of it...
Deities: Choice of deity is open to you from the Core deities, Forgotten Realms, and the Eberron deities, though I'd like particulars on them if you choose one, since I don't have the Eberron campaign setting. This world is loosely based on the Realms, with me taking EXTREME liberties with geography and other things.
We''l go ahead and use Mamelon point-buy to generate characters, because it seems to be so popular and actually generates good characters. Also, an HP system was pointed out to me, though I don't know who to credit. I believe the system works that you get maximum HP for every odd HD, and half max for even, adding Con modifier as normal.
Starting gold is as usual for a 25th level character; if you don't have the Epic Level Handbook, you can find this on the SRD, I believe. If not, ask me, and I'll dig it up for you. Remember- no one item can cost more than 25% of your total wealth.
Spellcaster Note: The Divine Metamagic feat is allowed...but I really don't want to see any nightsticks. That's plain silly. Also, anyone who happens to be lucky enough to have the spell-like ability Wish must pay XP costs as normal. You may use up to two levels' worth of XP and any of the gold given to you to create magic items (Note: If you don't have iten creation feats or the ability to cast spells, you can always find a caster willing to make stuff for you. PM me if this is the case.), but in the case of custom items, I would like to have a look at them first. The same works for any of you that wish to create epic spells/powers (in the case of psions).
House Rules to be implemented:
-Weapon Specialization is available to any class at 4th level. Rationale: If a wizard can grab Wp. Spec: Ray, why can't a ranger grab it for his bow?
-Vorpal weapons do NOT behead your opponent. Instead, they increase the critical multiplier by 2. For instance, a vorpal scythe has a x6 crit multiplier...so it's theoretically possible you could behead your opponent anyway.
-If you are a cleric, you MUST have a deity. No questions aked.
-Sorcerers recieve a bonus feat progression much like the wizard, at every 5th level. They recieve Eschew Material Components as a bonus feat at 1st level.
-Unearthed Arcana: If any of you are interested in any of the variants from this book, PM me about it and we'll talk.
-Magic/Psionic Transparency: Magic and psionics are quite similar...but not the same. In the case of power resistance and spell resistance, a creature's PR equals his SR minus ten. The reverse is also true. For instance, a 25- HD drow has a SR of 36. His PR is 26.
-Remember, if you can do it, so can your enemies. I'll warn you guys now that I am VERY fond of using humanoid creatures with class levels as enemies, and I have an evil mind. This is why I am relatively unrestrictive in what I allow.
-Character Storyline and Class: I do expect heavy RP here- in the high levels, you just don't have that many physical encounters. Therefore, please be thorough in character development. Exceptions can be made for certain classes and class requirements if you can convince me that there's a really good reason (i.e. a non elf becoming an Arcane Archer)
-Item Creation and Cooperation: Players may contribute XP towards the creation of magical items, but the character who actually has the item creation feat and is creating the item must supply at least 25% of the XP cost him/herself.
-Any spell that involves Locate City, Explosive Spell, and the like will immediately result in you being struck down by a 5000d6 Divine Blast. Hmm...let's see..nah, I think that would overload the dice generator.
I'll be splitting you into two groups so that this campaign doesn't take ten thousand years.
In your biography, I do expect more than a few lines of text. Remember, you're 25th level. You'v been around for awhile. People probably know who you are on sight (well, 25% chance :)). City of origin (if any), family members, any people that have a particular reason to hate your guts, and so on.
Everyone will be starting in the metropolis of Gullevin (don't bother looking; it's on no map but my own); a diplomatic conference between two warring nations is slated to start in three days. None of you are representatives of either nation, but anyone who's anyone is here, waiting to see the outcome. This is neutral territory, by necessity- the wizards' college here is an ally to the throne, and very, very few people wish to mess with the headmaster of the wizards' school.
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
STR 27 (+8) (16 base +6 belt +5 tome) DEX 27 (+8) (12 base +6 belt/boots +5 tome +4 levels (belt and boots don't stack; both give enhancement bonus)) CON 27 (+8) (16 base +6 belt +5 tome) INT 32 (+11) (18 base +6 belt +5 tome +3 levels) WIS 22 (+6) (16 base +6 belt) CHA 18 (+4) (12 base +6 belt)
HP: 378/378 AC: 37 (10 base +8 Dex +8 Vest Armor +4 Shirt Enhancement +5 Ring Deflection +1 Class ability Dodge +1 Ioun stone Insight) Flat-Footed: 29 (37 -8 Dex) Touch: 29 (37 -8 Armor) Speed: 60' (+30 from boots) Initiative: +16 (+8 Dex +8 Superior Initiative)
Base Attack Bonus: +17/+12/+7/+2 with +5 Epic bonus. Grapple Bonus: +25/+20/+15/+10 with +5 Epic Bonus Ranged Attack Bonus: +25/+20/+15/+10
Attack: Alacar's Rod (Forceblade)
Attack Bonus: +29/+24/+19/+14 with +5 Epic bonus +1 when a spell is channeled.
Damage: 1d8+11 (force magic) +10 when using Insightful Strike, +1 when a spell is channeled. Range: Melee
Type: Light Slashing
Crit: 19-20/x2
Weight: 1 lb.
Attack: Alacar's Rod (Force Blast)
Attack Bonus: +26/+21/+16/+11 with +5 Epic bonus +1 when a spell is channeled
Damage: 10d6 (force magic)
Range: 100'
Type: Force Magic
Crit: None
Weight: 1 lb.
Ammunition: 2 times per day
This plain rod has two grooves in either end, and has a single gemstone embedded in it. Roughly 18 inches long, and half an inch around.
Alacar's Rod is both a Rod and a Weapon in terms of classification: It can hold only one Augmentation Crystal, and can have spells channeled into it as a weapon. If a spell is channeled, the Forceblade delivers it in melee, and the Force Blast can deliver it as a ranged touch attack. It has two major uses: Forceblade: Upon a mental command, as a swift action, from the end with the augment crystal emanating from it, a 3-foot blade of force energy emits. This blade functions as a +3 Longsword, but it is made of pure force energy. It is considered a light weapon, as the blade is weightless. The blade lasts until recalled by mental command. Force Blast: Twice per day, upon command, as a standard action, a ray of force energy projects from the rod as a ranged touch attack, dealing 10d6 points of force damage. This effect may not be used while the Forceblade is active. Prerequisites: Magic Missile, Mordenkainen's Sword, Craft Rod, Craft Magic Arms & Armor Cost to Create: 35,000gp, 2,500XP, 60 days.
Attached to Alacar's Rod:Greater Crystal of Arcane Steel (6,000gp)
+1 insight bonus to damage when delivering a spell channeled through the weapon.
+1 insight bonus to hit when delivering a spell channeled through the weapon.
Increases the save DC of the channeled spell.
Head: Circlet of Rapid Casting(3/day may cast spells as swift actions) Eyes: None. Face: None. Shoulders: Cloak of Spell Resistance (SR 21) 90,000gp Throat: Empowered Spellshard, 1st Level (3/day Empower, as the feat, Magic Missile, when cast) Torso: Vest of the Archmagi (+8 Armor bonus to AC, +5 resistance to all saving throws, +2 enhancement bonus on caster level checks to overcome spell resistance, may spend an arcane spell as a swift action to heal himself 5 times the spell's level as many times as desired.) 200,000gp Chest: Alacar's Shirt (Glamered Twilight Masking Padded Shirt of Landing +4; +4 enhancement bonus to AC, Looks like regular clothing, ignore Arcane Spell Failure by 10%, Ignore first 60' of falling damage, always land on feet, and continual nondetection.) 405,300gp Info: Padded Shirt: +1 AC, Max Dex +8, ACP 0, 12 lbs. Spell Failure: 0% Chest: Restful Crystal (attached to armor; may rest wearing armor without becoming fatigued.) 500gp Arms: Counterstrike Spellmight Bracers (2/day as a swift action may make an AoO on an opponent who misses him in melee. In addition, may make a -5 penalty on attack rolls with ranged touch attack spells/spell-like abilities to add +1d6 damage.) 2,500gp Hands: True Strike Gauntlets of Storing (1/day +20 to hit with weapon. In addition, may hold one object less than 20 lbs. that is summoned as a free action by snapping one's fingers. Stored Item: Alacar's Rod) 13,500gp Ring: Ring of Silent Spells and Protection +5 (1/day create a Silence effect around himself, and may cast spells in that area as though Silent, without verbal component. In addition, grants a +5 deflection bonus to AC) 52,000gp Ring: Ring of Wizardry I and IV (Doubles 1st and 4th level spells per day) 35,000gp Waist:Belt of Magnificence +6 (+6 enhancement bonus to all ability scores) 200,000gp Feet: Boots of Swiftness and Climbing (+20 to Climb, Jump, and Tumble checks, +30' to movement speed, +6 enhancement bonus to Dex, 3/day haste for 20 rounds. In addition, may spider climb as the spell.) 263,200gp
Tome of Clear Thought +5 (Int) (137,500gp)
Manual of Bodily Health +5 (Str) (137,500gp)
Manual of Gainful Exercise +5 (Con) (137,500gp)
Manual of Quickness of Action +5 (Dex) (137,500gp) (All tomes give inherent bonuses) Cube of Force (62,000gp) Bag of Holding Type IV (10,000gp)
Wand of Cure Critical Wounds (41 charges) (21,000gp) Magic Bedroll (Recover +1 hp/level while resting, plus endures elements) (500gp) Daern's Instant Tent (Small triangle canvas turns into a 20'x20'x20' tent that can house 8 people as though in a Tiny Hut, with a firepit. Tent has electricity, fire, and acid resistance 10, and immunity to cold.) (9,000gp)
3 Everlasting Rations(Field rations feed a single Medium creature once/day) (350gp) Everfull Mug(3/day, on command may generate 12oz. water, cheap ale, or watery wine.) (200gp) Spool of Endless Rope(Can generate up to 500' of silk rope at one time) (1,400gp) Truelight Lantern(Can illuminate as though under continual light, and when one speaks "reveal" in Celestial, everyone in sight sees all illuminated objects as though under true seeing.) (36,000gp) Pale Green Prism Ioun Stone (+1 competence bonus on attack rolls, saves, skill checks, and ability checks.) (30,000gp) Lavender and Green Ellipsoid Ioun Stone (Absorbs up to 50 levels' worth of 8th level spells or lower) (40,000gp) Dusty Rose Prism Ioun Stone (+1 insight bonus to AC) (5,000gp) Greater Metamagic Rod of Maximize Spell (3/day may cast a spell up to 9th level as though Maximized.) (121,500gp) Sphere of Awakening (1/day, all allies within 60' are awakened from any sleep; fatigue and exhaustion are removed, and all are immune to fatigue and exhaustion for 10 minutes after activation.) (1,800gp) Metamagic rod of Quicken/Widen/Empower Spell (5/day may cast a spell up to 6th level, choosing one of the feats to apply to it.) Blessed Book(12,500gp)
673 Platinum coins
1,833 copper
95 gold Cloak of Epic Resistance +6 (+6 resistance bonus to all saves)
Magicka- +5 mithral chain mail of moderate fortification and elemental resistance 10 to all elements. -Negates all ASF. -Wearer gains the ability to cast 1 spell of each spell level as a 10th level sorcerer once per day. 0th-Light 1st-Magic Missile 2nd-glitterdust 3rd-haste 4th-greater invisibility 5th-wall of force
Laughing Damsel- +5 adamantine breastplate of dispelling. 3/day the wearer can imbue a held melee weapon with a greater dispelling as cast by a 17th level wizard. Wearer, if of elven blood, can use bardic knowledge as a 5th level bard and can inspire competence using the Perform skill of her choice, also as a 5th level bard.
Magicka- Int 15, Wis 12, Cha 18, Ego Score 25, Alignment: NG
Laughing Damsel- Int 16, Wis 10, Cha 17, Ego 22, Alignment: CG
Half-Elf:
- Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
- Half-elf base land speed is 30 feet.
- Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
- Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
- +1 racial bonus on Listen, Search, and Spot checks.
- +2 racial bonus on Diplomacy and Gather Information checks.
- Elven Blood: For all effects related to race, a half-elf is considered an elf.
- Automatic Languages: Common and Elven. Bonus Languages: Any
- Favored Class: Any. Fighter: Bonus Fighter Feats at 1st and 2nd level Wizard: Familiar: Squirrel: Tiny Critter, +2 to Reflex Saves.
Scribe Scroll Swashbuckler: Weapon Finesse (May use Dex bonus on to-hit rolls w/light weapons)
Grace +1 (+1 circumstance bonus to Dodge)
Insightful Strike (Functions like Sneak Attack; Add INT bonus to damage rolls in addition to STR when using a light weapon) Spellsword: Channel Spell 8/day(May 'store' any spell he knows into his weapon as a move action into his weapon that is 'cast' when he releases it or it hits a target. Lasts 4 hours.) Spell DC is increased by 1 when releasing a spell. Multiple Channel Spell (May channel 2 spells)
Ignore Spell Failure 45%
Bonus Fighter and/or Metamagic Feats at 2nd (11th), 12th (22nd), and 16th level Abjurant Champion: Abjurant Armor: When using an abjuration spell to increase AC, the AC bonus gets an additional +1. Extended Abjuration: Doubles the duration of all abjuration spells Alacar casts as though Extend Spell were applied. Swift Abjuration: May Quicken any Abjuration spell Alacar knows. Arcane Boost: May, as a swift action, burn a memorized spell to gain one of the following:
Bonus on attack rolls equal to the spell's level.
Bonus on damage rolls equal to twice the spell's level.
Bonus to AC equal to the spell's level.
Bonus on saving throws equal to the spell's level.
Resistance to acid, cold, electricity, fire, and sonic equal to 5 times the spell's level.
Epic Level: Once per day, may make a reroll on any d20 roll.
Spellcasting Prodigy (Forgotten Realms) (1st) - Treat Intelligence score as though 2 points higher for determining DCs and bonus spells. Quick Draw (Fighter 1st) - Draw weapons as a free action. Improved Initiative (Fighter 2nd) - +4 to Initiative. Spell Mastery (3rd) - Can prepare 4 pre-chosen spells without a spellbook: Magic Missile, Sleep, Light, Detect Magic Signature Spell: Magic Missile (Forgotten Realms) (6th) - Can turn any 1st level or higher prepared spell into Magic Missile. Combat Casting (9th) - +4 to Concenration checks when casting defensively. Twin Spell (Forgotten Realms) (Spellsword 2nd) - May cast 2 of the same spell at the same time. Caster level: +3 (due to Arcane Thesis) Somatic Weaponry (Complete Mage) (12th) - May cast spells that use a Somatic component even when hands are full. Mobile Spellcasting (Complete Adventurer) (15th) - May make a DC 20 Concentration check when casting a spell; if success, then Alacar may move while casting a spell; if failure, the spell fails. Arcane Thesis: Magic Missile (Player's Handbook II) (18th) - Automatically casts Magic Missile as though 2 arcane levels higher, and when a metamagic feat is applied to it, its effective spell slot is lowered by 1 for each feat applied to it. Maximize Spell (Spellsword 12th) - Spell effect is maximized. Casting Level: +2 (due to Arcane Thesis) Superior Initiative (Epic Level Handbook) (21st) - +8 to Initiative (doesn't stack with Improved) Arcane Strike (Complete Warrior) (24th) As a free action, Alacar may spend one of his spells per day to channel arcane energy into his weapon or unarmed strike; when he strikes with it, he gains an attack bonus equal to the spell's level, and adds Xd4 arcane damage to the weapon damage, where X is the spell's level. Spell Penetration (Spellsword 16th) +2 bonus to checks for overcoming Spell Resistance. Greater Spell Penetration (27th) Additional +2 bonus to checks for overcoming Spell Resistance. Storm Bolt (Complete Mage) (Bonus) As long as Alacar has an electricity spell of 3rd or higher level memorized, he can, at will as a standard action, launch a 20' bolt of electricity, dealing Xd6 damage, where X is the highest level electricity spell he has memorized. Also, his caster level is considered +1 when casting electricity spells.
Blog Entry Prologue
Alacar Leoricar was born thirty-some years ago, on the Island of Krallis in the Moonsea north of Hillsfar and the Elven Court in the Dalelands. Krallis was an island completely populated by elves. They used magic and strict military discipline to shroud themselves for eons before making themselves known to the Realms, after being discovered by diviners looking for uncharted land. But the elves of Krallis were not typical elves: They were speciesists; rather, they distrusted anyone not of their own kind, and even treated foreign elves with some distaste.
After being discovered on Faerun, the Krallisian elves decided to make their mark; they could generate feywine, in large quantities, and began to export it until wine, magic, and sailing were their primary sources of income. They never let any visitors stay for more than two days and a single night, but they made quite a splash in the wine market.
Alacar was born illegally--his mother, Arianna Leoricar, an elf of Krallis, was a barmaid serving at a shady dive near the docks. Some visiting buccaneers came and she met his father, Alan Tyberr, the captain of their crew. He seduced her, and she had an affair with him. Unfortunately, they were discovered the next morning. She and Alan were imprisoned and put to trial.
During this trial, Arianna was found pregnant with their child. This was an outrage, and a blemish on Krallisian society. But, before the king rendered his verdict, the king's high arcanist approached and warned that their child must not be killed--he was a child of destiny, for good and ill fortune. But whose good and ill, he could not discern. The king, intrigued, wanted to keep Alacar under close observation. Therefore, he ordered that Arianna be imprisoned in his ivory tower until she gave birth to him. Alan was sent to be executed, never to see his lover or child.
And so, Arianna carried and bore her only son with melancholy, loving him more than anything. But when he was delivered, she was to be banished forever from Krallis on pain of death. The day of his birth, she only held him once, naming him 'Alacar' before he was taken from her arms and she was cast away north to Phlan, alone.
Alacar knew nothing of his birth. He was raised by K'Xizthizzerdrix (Kith-ziz-thiss-er-dricks), the high arcanist that predicted his future and saved him from death. Xiz, as Alacar called him, tried to teach him the ways of magic at an early age, and he had a knack for simple cantrips, but he was so very active. When he entered childhood, he was allowed to mingle with the elven boys and girls. They regarded him as a 'special kid', since he was taller, stronger, and more developed than they were. Their elders, who knew about this, only told his peers that he was 'unique'.
It was during this childhood that he met Lyia Laramond, an elven woman, who sang as the Krallisian Royal Guard's herald. She met Alacar almost on accident, and found him enjoyable. She knew he was half-elven, but her duty told her not to tell the truth. She became his guardian away from Xiz, who was becoming more and more angry at Alacar's antics. She watched him grow older as time went by.
As Alacar grew, faster than the kids he had met, Xiz piqued his interest in learning and reading. When he wasn't pouring over books, he was training with Lyia--she taught him the basics on combat and tactics. This formed the basis for his future career.
Alacar's bright future was not to be forever though. It all came crashing down on him when he was only thirteen years old. That day, a demonic being, Tyranthraxus, a flaming demon spirit and servant to Bane, came from the Pool of Radiance, which had appeared in Krallis. The Pool was said to be an extraplanar pool that granted anyone who bathed in it tremendous power, but in actuality it was a portal to the Elemental Plane of Fire, where Tyranthraxus resided. It used to be a tool of Mystra's, until Bane stole it from her for his own purposes. It randomly teleported to somewhere in the planes every ten years. This year, it appeared in Krallis.
Tyranthraxus was not a being of physical nature; he inhabits the body of the nearest living thing completely, (DC 40 Will save vs. complete domination, anyone?) and can move from person to person in that manner, as long as he is near the pool. He found his way to K'Xizthizzerdrix, who used and augmented his powers to usurp Krallis and not only annihilate the crown, but destroy the city's defenders and revive them as undead, spreading Bane's power. The city was ravaged, and burnt to the ground. The monsters then left Krallis to continue Tyranthraxus's reign of terror, taking the pool with them.
During this attack, Alacar wanted to help, but his own foster parent was the evil cause. Tyranthraxus confronted Alacar early during his posession, and while it would've pleased him to kill the young boy, it had no purpose and he had to work quickly. Alacar fled with his life, and met Lyia on that fateful day. She knew it was hopeless, so she made him get into a boat and flee. She told him the truth--that he was a child of destiny, a half elf born of Arianna Leoricar, and he had to flee the evil to live. He pleaded with Lyia to come with him, to protect him, but she refused, giving him her rapier. She told him she would find him in Phlan after she tried to save her family. That was the last Alacar would see of Lyia for a long time.
Alacar fled to Phlan with nothing but Lyia's rapier, his minor spellbook with only a few cantrips and Magic Missile inside, (which Xiz had always told him to keep handy) There he lived as an orphan, finding shelter with a human family who knew of Krallis's destruction. He knew nothing of his mother's whereabouts, only that she had been banished.
With the loss of his home and Lyia, and the truth of his heritage and his mother heavy on his heart, Alacar devoted himself to his two studies: Combat and magic. He would train during the day, and study at night. When he was a few years older, he moved south to Hillsfar to find his fortune.
It was there that he sought help from the gods at a temple of Tyr. There he met and befriended a dashing young human paladin by the name of Roland Everbrand, a devoted servant of the god. At the tavern that night, sharing a drink, Alacar discovered his pocket being picked--by a halfling named Fraedo (OOC: Yes, this is a pun. Let it go). In exchange for not being turned into the police, he agreed to buy their next round. Over the bar conversation, they got to know each other, and actually became fast friends.
Part I: Pool of Radiance (1-8)
Roland, it seemed, had been sent by the temple of Tyr to investigate an occurrance at Phlan; it seemed that they had been attacked by a horde of brigands in the past year. Alacar, afraid for his new home, joined with him to go to Phlan. Fraedo came along too--there was word of reward for those who would help cleanse it of 'bad guys.'
Arriving, they found the city had only one block that was civilized left--the rest had been occupied. There they met an elven 'city ranger' named Thrender Grone, who had also answered the call. Oddly enough, the elf was Krallisian, and knew of Alacar. Thrender revealed more information about his past, but knew not where Arianna was. Thrender joined with their band and the four of them investigated and cleared the city of various orcs, kobolds, goblins, brigands, bounties, and undead. They discovered the cause of the attack: Tyranthraxus. His old horde had discovered the new location of the pool: At the top of the city castle. It was there that Tyranthraxus was able to posess the body of a Golden dragon to command his troops. The four of them fought their way to the castle gates, and then snuck inside, going up and fighting the beastly monster, and slaying the dragon. Tyranthraxus's spirit fled with the pool, being recalled by Bane.
They were heroes then, and given the royal jewels of Phlan. It was then that Alacar met and was reunited with Lyia. She had heard word of him and his exploits--she had fled Phlan during the invasion and had returned. Now a fully grown man, Alacar was overjoyed to see her, and she was delighted. They fell in love, and Roland married them in a small ceremony. Lyia had become a travelling bard, a singer of tales of greatness passed on from her lost kingdom.
Part II: Curse of the Azure Bonds (9-14)
The five of them travelled south towards Cormyr, wanting to spend their riches together, when they were attacked in the night by unseen agents--poisoned and paralyzed, they woke to find that their arms had been branded with five azure symbols, each of various origin. These sigils were 'Azure Bonds', powerful magical bonds that forced their victims to do whatever was wanted against their will (DC 30 Will save to resist). The five of them had to find the owners of these bonds, and defeat them to remove them. They were, in order:
1) The Fire Knives, a band of thieves who tried to use them to assassinate King Azoun IV. They had kidnapped Princess Nacacia; when the party infiltrated their hideout, they saved her and earned Azoun's respect.
2) A powerful wizard, named Dracandros--a banished Red Wizard of Thay who had created a Dracolich. The party succeeded in defeating him and the dracolich, and earned the Helm of Dragons, an artifact that proved most useful.
3) The Cult of Moander, the dead god of decay and dead foliage. The cultists tried to use them as a sacrifice to summon the god, but their bond was broken during the ritual and they defeated its Aspect and the cult. There they recieved the Gauntlets of Moander, another powerful artifact.
4) Zhentil Keep--Lord Fzoul's right-hand man wanted to use the party and their bonds in an experiment; if he could use these bonds to control people, he could control all of Zhentil Keep, and the world. But, the Banites of Zhentil Keep hated him for using their enemy and attacked; the party had to defeat the Banites' Beholder. Then they recieved the Blade of Lathander, which was in Fzoul's collection.
These three artifacts were key in locating the owner of the final bond--Tyranthraxus! The party discovered his hidden base in the Ruins of Myth Drannor--this time Tyranthraxus had taken the body of a Storm Giant, and wanted to enslave his enemies for Bane's use. The party used the artifacts to spoil his plans and defeated him.
Part III: Secret of the Silver Blades (15-20)
Defeated and angrier than ever, Tyranthraxus called to one of Bane's servants: Kaz'zor, a Lich lord who had taken power in a castle far to the north. The lich king attacked the mining village of Larendon, which was the guarding place of the ancient relic known as the Well of Knowledge. This Well, an intelligent agent of Mystra, could do many wonderful things if fed gems and jewels. The town, in their desperation, fed it all of its wealth, and the Well summoned the party of five to their aid, proclaiming that they were the only ones capable of performing such an endeavor. Surprised at being teleported without their permission, the party had not much choice. They could not defeat the Lich king without the aid of five powerful weapons, the Silver Blades, which were deep underground in an ancient underground temple. After battling their way through the snow and ice, and under the earth, they found the temple and claimed the blades, and used them to fight their way past the Giant guardians of the castle, and to the lich king himself. It was there that Alacar, his magical power dispelled by the lich, was forced to use his strength of arms alone to defeat such a powerful foe, thus allowing him to become a Spellsword.
Part IV: Pools of Darkness (20-25)
The lich king defeated, Alacar and the party were teleported back to Phlan, where they would be welcomed. But their respite was not for long; Bane had had enough, and decided that the time was now to strike. Ao had sent the gods to the Prime, as it was the Time of Troubles, and Bane struck down upon Phlan and the surrounding area, sending out his five generals to occupy and control the area. The general populace was either killed, zombified, or chased out of their homes. Alacar and his company had no choice but to intervene. They travelled for that year across the area, clearing not just the one city of Phlan but all surrounding cities and villages, one after another, defeating his generals. Alacar finally even killed Tyranthraxus, enacting vengeance for what had happened so long ago. Bane alone could not control his ruined occupation, so he fled. When it was over, the year was nearly through, and Tyr, the god of Justice, saw fit to restore the land as it was, with only a vague memory of what had truly happened, save for the heroes themselves, and heroes they were, getting a personal blessing from the god himself.
Epilogue
Alacar then set about searching for his mother, which, with his popularity and resources, managed to do. Arianna, having lived in exile in the Elven Court, had not heard of his exploits. She was, needless to say, overjoyed. The fate of his father, Alan, is unknown--it is not known for certain if he was truly executed; no one that survived the attack saw it happen.
These days, Alacar is often seen wandering the realms as he pleases, enjoying life. His wife and mother live together in Phlan, which he regularly returns to. His wife is expecting a child soon.
DISCLAIMER: I have no art talent, so these pictures are not my own, they just fit the character. Just wanted to say that.
Name: Prince Corum Jaehlen Irsei
Age: 247
Height: 5'8"
Weight: 135 lbs
Eye Color: Left Eye: Golden, with a purple iris that changes to a deep red if he is angered. Right Eye: covered under a heavily jeweled eyepatch.
Hair Color: Wavy gold
Skintone: Pale white, except the left hand, which appears to be a heavily jeweled guantlet with six fingers.
Alignment: TN
Deity: Lord Arkyn of Law [Hoar, of the Forgotten Realms Campaign Setting]
Race: Vadhagh [Twilight Elf]
Size: Medium
Class and Level: Rogue 2/Wizard 10/Magelord 10/Shadow Adept 1(+2 LA from race)
Attack: Luck Blade (+2 short sword)
Attack Bonus: +16/11/6
Damage: 1d6+5
Critical: 19-20/x2
Range: N/A
Ammunition: N/A
Special: +1 luck to all saves, has two Wishes in the blade
Armor: Dyrr's Impervious Vestments
AC Bonus: +9 armor
Max Dexterity Bonus: Any
Armor Check Penalty: None
Arcane Spell Failure %: None
Special: Can create a 15d6 blade barrier centered on the wearer once per day. The wearer may pass though this barrier (and this one only) with no harm.
Other Protective Items:
-Vest of Resistance +5
-Ring of Spell Turning (worn on the left hand)
-Lavender and Green Sphere Ioun Stone (absorbs spells of 8th level or lower cast at Corum, once 50 levels have been absorbed, the stone crumbles to dust, 50 levels remain).
-Clear Spindle Ioun Stone (Corum does not require food nor water)
-Iridescent Spindle Ioun Stone (Corum does not require air)
-Mantle of Epic Spell Resistance (SR 40)
Artifacts:
-Staff of the Magi (50 charges remain).
-The Hand of Kwll: It takes the slot of a single glove, so wearing a pair of gauntlets or gloves is not an option. (You can however, wear a single glove or gauntlet on the other hand.)
Whenever the wearer kills a creature in combat, whether it be melee or spell (within 100ft), the creature must make a Will save (DC= 10 + 1/2 wearer's HD + Cha modifier) or have its soul trapped within the Hand, making resurrection impossible until it is released. On command, the wearer can release the soul from the Hand, commanding it to protect the wearer for a number of rounds equal to the creature's original HD. After that, or if another creature becomes trapped within the Hand, the soul dissipates, going on to whatever its final reward might be.
Creatures without souls (such as undead) are immune to this effect, and creatures that essentially ARE souls (such as outsiders) get a +4 to their saving throw. CL 20th, strong necromancy, Price: -
-The Eye of Rhynn: This replaces one of the user's actual eyes. It generates a constant see invisibility effect, and three times per day can be used to cast true seeing as a 20th level sorcerer. The user can also detect magic at will. CL 20th, strong divination, Price: -
Other Possessions:
-+6 Belt of Magnificence
-+4 Tome of Con and a +5 Tome of Int (both read)
-Ring of Spell Storing, Major (maximized chain missile, translocation trick)
-Glove of Storing (right hand, currently storing a Staff of the Magi)
-Rod of Greater Quicken Spell
-Rod of Greater Twin Spell
-Ring of Wizardry IV (worn on the right hand)
-Ioun Stone (+1 to Corum's Caster Level)
-Bag of Holding IV (holding anything that isn't worn, and the Ring of Spell Storing)
-Vadhagh Minor Telkiira (stores all of Corum's peoples ancestral memories)
-323,060 gp
* +4 racial bonus to Hide, Move Silently, Search, Spot. and Listen checks.
Racial and Class Features:
-Sneak Attack +3d6
-Evasion
-Trapfinding
-Signature Supremacy (Corum may spontaneously cast any spell on his Spell Mastery list. The spell uses a spell slot of the appropriate level.)
-Magelord Mastery (Corum may apply metamagic feats to any spell he casts with Signature Supremacy, provided that he uses a spell slot high enough to accommodate the altered spell. Example: he can use a first level slot to cast a magic missile, or he may use a fifth level spell slot to cast a quickened magic missile, at his discretion.)
-Bonus Mastered Spell (4) (eyebite, solipsism, horrid wiliting, sphere of ultimate destruction)
-Darkvision 90'
-Keen Sight: A twilight elf can see five times as far as a human can in starlight, torchlight, moonlight, or similar low-light conditions.
-Elven search ability
-Proficient with the longsword, bastard sword, longbow, shortbow, and composite varieties of each.
Spells/Day: 4/7/7/7/7/6/6/6/6/5/2
Spell DC: 22+ spell level
Caster Level: 22nd
Spellbook:
0th- Everything? Do we care much? I'm not sure how much it really matters, but if you have a concern about it, let me know.
1st-magic missile, hail of stone, shield, mage armor
2nd-toothed tentacle, wracking touch, shadow spray, spider climb
3rd-hold person, dispel magic, fly, fireball, chain missile
4th-stone shape, enervation, translocation trick, assay spell resistance, greater invisibility, bestow curse, water breathing, freedom of movement, force missiles
5th-shadowfade, greater dimension door, shadow evocation, wall of force, hold monster, magic jar
6th-eyebite, ruby ray of reversal, mislead, gemjump, disintegrate, antimagic field
7th-solipsism, final rebuke, greater teleport, reverse gravity, energy transformation field, finger of death
8th-horrid wilting, otto's irresistible dance, avascular mass, greater bestow curse, synostodweomer, maze
9th-sphere of ultimate destruction, time stop, mass hold monster, obedient avalanche, wish, mordenkainen's disjunction, reaving dispel
Spell Mastery List: Eyebite, Solipsism, Horrid Wiliting, Sphere of Ultimate Destruction, Time Stop, Mass Hold Monster, Mordenkainen's Disjunction, Otto's Irresistible Dance, Avascular Mass, Greater Bestow Curse, Final Rebuke, Greater Teleport, Reverse Gravity, Ruby Ray of Reversal, Mislead, Stone Shape, Shadowfade, Greater Dimension Door, Shadow Evocation, Enervation, Hold Person, Dispel Magic, Magic Missile, Toothed Tentacle, Chain Missile, Shadow Spray, Hail of Stone
DISCLAIMER: This character is taken from the pages of Michael Moorcock, as I never felt he was done enough justice in his three books. Have some mercy please Moorcock fans. And to everyone else, that was his story. Now, it's in my hands, and there's no knowing where it'll go.
The Prince in the Scarlet Robe, cursed to a doom-filled destiny as the last of his people, the Vadhagh, Prince Corum Jhaelen Irsei is a haunted soul.
He doesn't know peace, he doesn't know tranquility. He knows only the eternal struggle between Chaos and Law, and that he is forever a champion of Law, though he must employ Chaos' powers to prevail.
Prince Corum hails from a distant plane of existence, where the familiar gods are unknown and foreign, and in their place rules the Cosmic Balance, and the twin powers of Chaos and Law. Corum's people were called the Vadhagh, and they were a gentle, quiet folk, much given to contemplation and thought. They had no problems with spending a hundred years on a singular painting or sculpture, since for them, that time was spent contemplating the act of creation and the art that emerged from that act. As is the way of things, the world aged, and a new race emerged: the Mabden (called the race of Men in other planes). These Mabden were wild and simple beasts, and for centuries they viewed the Vadhagh with suspicion and fear, for the Vadhagh were said to have much powerful sorcery and magic. In time though, the Mabden forgot their fear, as the Vadhagh ignored their presence, and so the Mabden descended upon the older race with hatred and death. The Vadhagh all were exterminated before they understood what was happening to them, save one young prince.
Corum Jhaelen Irsei (which means in their ancient speech the Prince in the Scarlet Robe, for it was Vadhagh tradition to pick a single color as their signature so to speak) was away from Castle Erorn, his home, when the Mabden struck. They slew the war-weak Vadhagh inside, and burned his home to ash. Corum, last of his kind, was the first Vadhagh in a thousand years to know war, to know fear and hate and anger, and to know the thrill of the kill. His attack upon his race's killers led to his capture, and the loss of his left hand, and right eye as they tortured him. He eventually escaped after they maimed him, and through a series of events, fell in love with a Mabden woman, and met the demi-god sorcerer Shool.
Shool made a request of Corum: bring him the Heart of Arioch, the Prince of the Swords, Chaos Lord of Corum's realm, and Shool would grant to Corum a mighty gift, and his and his love's freedom. Corum accepted, and was given the Hand of Kwll and the Eye of Rhynn, the last fragments of the Lost Gods, ancient beings that dated to a time before the Vadhagh or even the Cosmic Balance.
Corum, with the Hand and Eye grafted onto his flesh, went out to seek Arioch, Duke of Hell, and find him he did. Corum crushed the Heart of Arioch in his left fist, thus slaying the Chaos Lord, and restoring Law to his world in the form of Lord Arkyn.
Corum had many further exploits from then on, including luring the Queen of the Swords, Chaos Duke Xiombarg into Lord Arkyn's realm (an act forbidden to the gods by the Cosmic Balance) thus destroying her; and even restoring the Lost Gods Kwll and Rhynn to life. This final act would prove the most daunting for the Prince, since to do so meant the end of both Law and Chaos in his realm, as Kwll and Rhynn took revenge on all the gods for their eon-long banishment.
How Prince Corum Jhaelen Irsei left his world, and came to be here is another tale. What matters now though is that the Hand of Kwll and the Eye of Rhynn are once more grafted to his flesh, and Prince Corum feels the presence of the destroyed Lord Arkyn once more. How this is possible, he knows not, but it stands to reason that here, on another plane, Law and Chaos still rule, and Corum must once again journey outwards in a quest to end the reign of Chaos on this plane
So begins the Second Life of Corum Jhaelen Irsei, Prince in the Scarlet Robe, the Champion Eternal....
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
-Vorpal weapons do NOT behead your opponent. Instead, they increase the critical multiplier by 2. For instance, a vorpal scythe has a x6 crit multiplier...so it's theoretically possible you could behead your opponent anyway.
Hey, that's not fun.. What's wrong with Vorpal Keen rapier on a rogue with crit specialization on it.. It only autokills you on 9+...
Okay, i got it.
Though, i'd say that 2x crit multiplier isn't worth it for cost of +5 enchancement, so i think you should also lower the cost..
Private Mod Note
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The Sage is occupied with the unspoken
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
Hey, that's not fun.. What's wrong with Vorpal Keen rapier on a rogue with crit specialization on it.. It only autokills you on 9+...
Okay, i got it.
Though, i'd say that 2x crit multiplier isn't worth it for cost of +5 enchancement, so i think you should also lower the cost..[/FONT]
Actually, the rules don't work that way. Improved Critical (the feat) and Keen don't stack, and Vorpal only goes off when you crit with a natural 20 (regardless of critical thread range). Otherwise it would, indeed, be way too powerful.
Also, it looks like I may be able to make a character this weekend, so,
@AoK: How strict are you with the "no more than 25% of wealth on 1 item" rule? Because I kind of want Armor of the Celestial Battalion, but it does cost 616,300 gp (1/4 of starting is 525,000 gp for those who don't want to calculate).
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
Meh, I preferred fighter/wizard because of the bonus feats, and because it harkens back to the days of 2nd edition fighter/mage, which Alacar originally was. I had considered Duskblade, but they get fewer spells per day as well.
Name: Banion of the Many Forms Race: Human Class and Level: Druidic Avenger 5 Master of Many Forms 10, Warshaper 5, Nature’s Warrior 5 First 20 levels are: Druidic Avenger 5, Master of Many Forms 8, Warshaper 3, Nature’s Warrior 5 Alignment: Chaotic Neutral Deity: Malar
Attack: Bite +35, 2d8+19, 20 ft range (4d6 if augmented) 2 Claws +33, 2d6+11, 15 ft range (2d8 if augmented) 2 wings, +33, 1d8+11, 15 ft range (2d6 if augmented) 1 Tail Slap, +33, 2d6+11, 15 ft range (2d8 if augmented) 1 Crush, +35, 2d8+27, (4d6 if augmented)
Feats: Alertness Endurance Track Power Attack Assume Supernatural Ability (breath weapon) Multiattack Snatch Large and in Charge Improved Snatch Rend
Special Abilities Rage 2/day Fast Movement Wild Empathy +3 Nature Sense Woodland Stride Trackless Steps Resist Nature Lure Wild Shape (considering Multimorph and the fact that the ability works for more or less 15 hours, that should be considered at will) Improved Wild Shape (Diminutive to Gargantuan, everything but Outsiders, Undeads, Constructs) Fast Wild Shape Shifter’s Speech Extraordinary Wild Shape Evershifting Form Armor of the Crocodile Claws of the Grizzly Wild Growth Immune to Critical hits or stunning Morphic Weapons Morphic Reach Morphic Body Morphic Healing Multimorph
Items to be determined, will most likely include +6 stat boosting items to each of the physical stats, w/ wilding clasp so add 4000 to the price of each (AoK told me to do that), a bronzewood medium armor, +5 with the wild ability, a ring of protection, for the rest we’ll see
Common forms include: behir, delver, triceratops, tyrannosaurus, Elder Air Elemental, Elder Earth Elemental, Frost Worm, Kraken, purple worm, Roc, Gargantuan Scorpion, Battlebriar, Eldritch Giant
Player Details
Name: Apachai Hopachai
Player: ME
Class and Level: Barbarian 1/Frenzied Berserker 10/Fighter 10/Warblade 2
Race: Minotaur
Alignment: Neutral Good
Religious Alignment: Kord.
Size: Large
Age: 28
Gender: Male
Height: 8'11"
Weight: 265 LB
Eyes: Brown
Hair: Tan
Skin: Tan
Ability Scores and Modifers
STR 38 + 14 (18+6+4+5+5)
DEX 20 + 5 (14+6)
CON 32 + 11 (18+6+2+5+1)
INT 18 + 4 (14+6-2)
WIS 18 + 4 (12+6)
CHA 14 + 2 (10+6-2)
(note - point buy is first score, followed by +6 for belt, followed by racial, followed by tome, followed by level stats)
Combat Info
HP 443
AC 62 (10+15+2+5+5+5+5+10)
Touch 35 (10+5 dex + 5 deflection +5 insight +5 Dodge +5 Sacred)
Flat-Footed 47 (unlikely...I'm a minotaur after all :P)
Speed: 55 (60-15 mechanus +10 barbarian) or 85 when hasted.
BAB: 20/15/10/5 + 2 EPIC
Grapple: 40 (+2 epic)
Initiative: 5
Weapons
Weapon Name: Delamare du senschouzen alamira, the +5 Ghostly Vorpal Falchion of Kord
Attack Bonus: 49/49/44/39/34 (extra +49 attack from slashing flurry)
Damage: 2D6 + 29 + whatever supreme power attack damage I add
Crit Multiplier 15-20/X4 +3D6 + DC35 will save to avoid instant death
Type: Slashing.
Special: Delamare can, at will, cast Dimension Door on itself and Apachai, as the spell.
It also grants apachai a +2 luck bonus to saves, attack rolls, and skill checks. It has the following powers.
Detect Undead at will
Bless 3/day
Detect Magic at will
Hold Person 3/day
Detect Evil at will
Daylight 3/day
Invisibility Purge 3/day
Delamare has the following mental stats. Wis 19, Int 19, Cha 10
It's dedicated mission is to eliminate all undead, especially Nightwalkers, since it was a powerful nightwalker mage that bound him to the weapon. Cost:387,300 GP
50,000+80,000+1000+3600+6500+7200+16000+16000+30,000+15,000+162,000 is costs of item
When Frenzied, Raging and Hasted (i.e. usual full-round attack :p)
Attack Bonus: 56/56/56/56/51/46/41
Damage: 2D6 + 35 + whatever supreme power attack damage I add
Crit Multiplier 15-20/X4 + 3D6 + DC35 will save to avoid instant death
Armor
Armor: +5 Heavy Fortified Glamored Mithril Mechanus Armor
AC Bonus: 15
Max dex Bonus: 2
ACP: 6 (10-3 Mithril -1 Masterworked)
Arcane Spell % failure: 40%
Special: The wearer of this armor is immune to Critical hits.
On command, this armor can transform into a normal set of minotaur furs.
1 (maybe with Resistance too)
113,450 GP.
Shield name: +5 Animated Mithril Tower Shield
AC Bonus: +10
Max Dex Bonus: N/A
ACP: 2
Special: This shield can, on command, float 2 feet or so in front of Apachai, allowing him to still heft his Falchion in both hands and still gain the shield bonus.
Cost: 49,000
Class and Racial Abilities
+4 Str, +2 Con, -2 int, -2 cha
+4 Spot, Listen, Search checks
NEVER flatfooted
Immune to maze spells
Tireless Frenzy 5/day
Inspire Frenzy 3/day
Deathless Frenzy
Improved and Supreme Power attack
Supreme Cleave
Battle Clarity +4
Weapon Aptitude
Uncanny Dodge
Fast Movement
Illiterate
Rage 1/day
Six Fighter Bonus feats.
Languages known:
Common
Giant
Goblin
Orc
Draconic
Encumbrance
Light weight: 3728 LB
Medium weight: 7464 LB
Heavy weight: 15000 LB (around about :p)
Equipment:
Belt of magnificence (+6 to all attributes) 200,000
Boots of Swiftness (+6 DEX, 2x movespeed, Evasion, +20 bonus on Balance, Climb, Jump, Tumble checks, Haste 3/day, CL20) 256,000
Bracers of Resistance +5 (50,000)
Ring of Protection +5 (25,000)
Amulet of Natural Armor +5 (50,000)
Read 2 tomes (str, con +5) 275,000
+5 Dusty Rose Ioun Stone 100,000
Gloves of Insight +5 62,500 (+5 dodge bonus to AC)
Ring of Kord +5 62500 (+5 sacred bonus to AC)
Headband of Kord +5 50,000 (+5 sacred bonus to resistances)
Mantle of Epic Spell Resistance (SR 40) 290,000
Cloak of Displacement, Major 50,000
Adventurer’s kit
Currency
Gold: 4250
Silver:
Martial Abilities
Wall of blades
Iron Heart Surge
Iron Heart Focus
Finishing Move
Dancing Blade Form (Stance)
Prepared:
Finishing Move
Finishing Move
Iron Heart Surge
Iron Heart Focus
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
Shield: +5 Animated Heavy Mithril Shield of Greater Reflection
AC Bonus: +7
Max Dex Bonus: N/A
ACP: 0
Special: This shield can, on command, float 2 feet or so in front of Apachai, allowing him to still heft his Greatsword in both hands and still gain the shield bonus.
Any time the wielder is targeted by a spell, that spell is automatically reflected back upon the caster of the spell. This effect may be cancelled or resumed as a free action by the wielder.
Cost: 297,670
Now, this shield is SERIOUSLY off as far as price goes. Great reflecting (which you have) is a +10 Epic, which costs 1,000,000 to buy.
Then you're also got animation +2, and +5, which is a total of +17.
Your shield costs 1,049,000 GP. (+10 epic(1,000,000) +7 core (+49,000))
Private Mod Note
():
Rollback Post to RevisionRollBack
[19:59] greymon90210: Hey StormBlind how tall are you? "I'm six money *****, don't forget it"
"The Critics always said that we'd only have a black president when pigs flu"...
-Starting level will be 25. I have access to quite a few books, and it would take too long to list them here. If you would, please let me know if a class you want to play is from a source such as Magic of Incarnum or
Complete Champion(Just got access to this one :D), because I don't have those books and would appreciate some familiarity with your class abilities.-Races: Considering the world and challenges ahead of you, race are left relatively open. That said, if you want to play anything with an effective level adjustment of more than +4 or so, please talk to me about it. There is also one additional race that will be allowed to you:
Childhood: 1-30
Teenage: 31-80
Adult: 81-300
Middle Age: 301-450
Old: 451-600
Venerable: 601+
Maximum Age: add +5d%
Darkvision 90'
Keen Sight: A twilight elf can see five times as far as a human can in starlight, torchlight, moonlight, or similar low-light conditions.
+4 racial bonus to Hide, Move Silently, Search, Spot. and Listen checks.
Elven search ability (see PHB under Elf racial traits)
Proficient with the longsword, bastard sword, longbow, shortbow, and composite varieties of each.
+4 racial bonus on saving throws against mind affecting spells and effects.
+4 racial bonus on saving throws to resist poison.
Blind-Fight as a bonus feat.
Land speed: 40'.
+2 Dex, +2 Cha, +2 Int
-2 Con
Favored Class: Ranger
Effective Level: +2
Twilight elves are cousin to the drow, though they tend to be good aligned. Clerics of their race are primarily worshippers of Eilistraee and gods of nature. They resemble drow, except for a slightly paler skin tone, silver hair, and silver eyes.
Also, an extra prestige class, for people who feel screwed by Mystic Theurge (I know I did)
Weavemaster
d4 HD
Skill Points 2+ Int modifier
Class Skills: Craft, Concentration, Heal, Knowledge (arcana), Knowledge (religion), Knowledge (the planes), Profession, Spellcraft (I THINK that's it...I'm doing this from memory, lol)
Ability to cast 4th level arcane spells
Ability to cast 3rd level divine spells
Knowledge (arcana) 10 ranks
Knowledge (religion) 10 ranks
Patron Deity: Mystra, Azuth, Boccob, or similar deity from other campaign settings
Domain: Knowledge
Abilities include +1 arcane/+1 divine at each level
Level 1-
Blessed Familar and Arcane Turning- Weavemaster levels stack for purposes of determining your familiar's abilities and for your effective turning level.
Spellmantle- Choose any of your spells known or granted. You can spontaneously convert spells, arcane or divine, of that spell's level or higher into that spell. You must pay any XP costs normally, if the spell requires them. You get this ability again at 4th, 7th and 10th level.
Weave Focus: You can never take the Shadow Weave Magic feat, even if for some reason you lose access to the Weave.
Bonus Feat- You can choose a bonus metamagic feat or divine feat at 3rd, 6th, and 9th level.
10th- Cloak of Mysteries. This functions like Improved Metamagic, reducing the cost of all metamagic feat spell level adjustments by one. This cannot reduce a feat's cost to less than one.
And yes, for those familiar enough with FR pretiges, I did base this off the Dweomerkeeper. You have to wait longer to take this than you do with Theurge, but you at least get...stuff out of it...
Deities: Choice of deity is open to you from the Core deities, Forgotten Realms, and the Eberron deities, though I'd like particulars on them if you choose one, since I don't have the Eberron campaign setting. This world is loosely based on the Realms, with me taking EXTREME liberties with geography and other things.
We''l go ahead and use Mamelon point-buy to generate characters, because it seems to be so popular and actually generates good characters. Also, an HP system was pointed out to me, though I don't know who to credit. I believe the system works that you get maximum HP for every odd HD, and half max for even, adding Con modifier as normal.
Starting gold is as usual for a 25th level character; if you don't have the Epic Level Handbook, you can find this on the SRD, I believe. If not, ask me, and I'll dig it up for you. Remember- no one item can cost more than 25% of your total wealth.
Spellcaster Note: The Divine Metamagic feat is allowed...but I really don't want to see any nightsticks. That's plain silly. Also, anyone who happens to be lucky enough to have the spell-like ability Wish must pay XP costs as normal. You may use up to two levels' worth of XP and any of the gold given to you to create magic items (Note: If you don't have iten creation feats or the ability to cast spells, you can always find a caster willing to make stuff for you. PM me if this is the case.), but in the case of custom items, I would like to have a look at them first. The same works for any of you that wish to create epic spells/powers (in the case of psions).
House Rules to be implemented:
-Weapon Specialization is available to any class at 4th level. Rationale: If a wizard can grab Wp. Spec: Ray, why can't a ranger grab it for his bow?
-Vorpal weapons do NOT behead your opponent. Instead, they increase the critical multiplier by 2. For instance, a vorpal scythe has a x6 crit multiplier...so it's theoretically possible you could behead your opponent anyway.
-If you are a cleric, you MUST have a deity. No questions aked.
-Sorcerers recieve a bonus feat progression much like the wizard, at every 5th level. They recieve Eschew Material Components as a bonus feat at 1st level.
-Unearthed Arcana: If any of you are interested in any of the variants from this book, PM me about it and we'll talk.
-Magic/Psionic Transparency: Magic and psionics are quite similar...but not the same. In the case of power resistance and spell resistance, a creature's PR equals his SR minus ten. The reverse is also true. For instance, a 25- HD drow has a SR of 36. His PR is 26.
-Remember, if you can do it, so can your enemies. I'll warn you guys now that I am VERY fond of using humanoid creatures with class levels as enemies, and I have an evil mind. This is why I am relatively unrestrictive in what I allow.
-Character Storyline and Class: I do expect heavy RP here- in the high levels, you just don't have that many physical encounters. Therefore, please be thorough in character development. Exceptions can be made for certain classes and class requirements if you can convince me that there's a really good reason (i.e. a non elf becoming an Arcane Archer)
-Item Creation and Cooperation: Players may contribute XP towards the creation of magical items, but the character who actually has the item creation feat and is creating the item must supply at least 25% of the XP cost him/herself.
-Any spell that involves Locate City, Explosive Spell, and the like will immediately result in you being struck down by a 5000d6 Divine Blast. Hmm...let's see..nah, I think that would overload the dice generator.
Current Roster:
1. Yukora
2. Crabpuff
3. Shadowhunter
4. Alacar_Leoricar
5. Stormblind
6. bloodydoves
7. Wuffles II
8. Wrath_of_Dog
9. Amadi
10. Keldulas
11. Krashbot
12. nan
I'll be splitting you into two groups so that this campaign doesn't take ten thousand years.
In your biography, I do expect more than a few lines of text. Remember, you're 25th level. You'v been around for awhile. People probably know who you are on sight (well, 25% chance :)). City of origin (if any), family members, any people that have a particular reason to hate your guts, and so on.
Everyone will be starting in the metropolis of Gullevin (don't bother looking; it's on no map but my own); a diplomatic conference between two warring nations is slated to start in three days. None of you are representatives of either nation, but anyone who's anyone is here, waiting to see the outcome. This is neutral territory, by necessity- the wizards' college here is an ally to the throne, and very, very few people wish to mess with the headmaster of the wizards' school.
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
Awesome Avatar and signature by DarkNightCavalier
Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
Age: 30
Height: 5' 10"
Weight: 130lbs.
Eye Color: Green
Hair Color: Black
Skintone: Fair and white
Alignment: Chaotic Good
Deity: Tymora, Forgotten Realms CN Goddess of Luck
Race: Half-Elf
Size: Medium
Class and Level: Fighter 2/Swashbuckler 3/Wizard 4/Spellsword 16/Abjurant Champion 3
2nd Fighter 13
3rd Wizard 12
4th Wizard 10
5th Fighter 18
6th Wizard 10
7th Swashbuckler 18
8th Wizard 10
9th Swashbuckler 18
10th-25th Spellsword 192
26th Abjurant Champion 18
27th Abjurant Champion 13
28th Abjurant Champion 18
29th Abjurant Champion 13
DEX 27 (+8) (12 base +6 belt/boots +5 tome +4 levels (belt and boots don't stack; both give enhancement bonus))
CON 27 (+8) (16 base +6 belt +5 tome)
INT 32 (+11) (18 base +6 belt +5 tome +3 levels)
WIS 22 (+6) (16 base +6 belt)
CHA 18 (+4) (12 base +6 belt)
AC: 37 (10 base +8 Dex +8 Vest Armor +4 Shirt Enhancement +5 Ring Deflection +1 Class ability Dodge +1 Ioun stone Insight)
Flat-Footed: 29 (37 -8 Dex)
Touch: 29 (37 -8 Armor)
Speed: 60' (+30 from boots)
Initiative: +16 (+8 Dex +8 Superior Initiative)
Reflex: +24 (+4 Epic, +2 Familiar, +5 vest, +8 Dex, +4 base, +1 competence)
Will: +27 (+4 Epic, +6 Wis, +5 vest, +11 base, +1 competence) +2 additional if vs. enchantment
Spell Resistance: 21 (Cloak)
Grapple Bonus: +25/+20/+15/+10 with +5 Epic Bonus
Ranged Attack Bonus: +25/+20/+15/+10
Attack: Alacar's Rod (Forceblade)
Attack Bonus: +29/+24/+19/+14 with +5 Epic bonus +1 when a spell is channeled.
Damage: 1d8+11 (force magic) +10 when using Insightful Strike, +1 when a spell is channeled.
Range: Melee
Type: Light Slashing
Crit: 19-20/x2
Weight: 1 lb.
Attack: Alacar's Rod (Force Blast)
Attack Bonus: +26/+21/+16/+11 with +5 Epic bonus +1 when a spell is channeled
Damage: 10d6 (force magic)
Range: 100'
Type: Force Magic
Crit: None
Weight: 1 lb.
Ammunition: 2 times per day
Price: 70,000gp
Caster Level: 13th
Aura: Strong (DC 21); Evocation
Weight: 1 lb.
This plain rod has two grooves in either end, and has a single gemstone embedded in it. Roughly 18 inches long, and half an inch around.
Alacar's Rod is both a Rod and a Weapon in terms of classification: It can hold only one Augmentation Crystal, and can have spells channeled into it as a weapon. If a spell is channeled, the Forceblade delivers it in melee, and the Force Blast can deliver it as a ranged touch attack. It has two major uses:
Forceblade: Upon a mental command, as a swift action, from the end with the augment crystal emanating from it, a 3-foot blade of force energy emits. This blade functions as a +3 Longsword, but it is made of pure force energy. It is considered a light weapon, as the blade is weightless. The blade lasts until recalled by mental command.
Force Blast: Twice per day, upon command, as a standard action, a ray of force energy projects from the rod as a ranged touch attack, dealing 10d6 points of force damage. This effect may not be used while the Forceblade is active.
Prerequisites: Magic Missile, Mordenkainen's Sword, Craft Rod, Craft Magic Arms & Armor
Cost to Create: 35,000gp, 2,500XP, 60 days.
Attached to Alacar's Rod: Greater Crystal of Arcane Steel (6,000gp)
+1 insight bonus to damage when delivering a spell channeled through the weapon.
+1 insight bonus to hit when delivering a spell channeled through the weapon.
Increases the save DC of the channeled spell.
Eyes: None.
Face: None.
Shoulders: Cloak of Spell Resistance (SR 21) 90,000gp
Throat: Empowered Spellshard, 1st Level (3/day Empower, as the feat, Magic Missile, when cast)
Torso: Vest of the Archmagi (+8 Armor bonus to AC, +5 resistance to all saving throws, +2 enhancement bonus on caster level checks to overcome spell resistance, may spend an arcane spell as a swift action to heal himself 5 times the spell's level as many times as desired.) 200,000gp
Chest: Alacar's Shirt (Glamered Twilight Masking Padded Shirt of Landing +4; +4 enhancement bonus to AC, Looks like regular clothing, ignore Arcane Spell Failure by 10%, Ignore first 60' of falling damage, always land on feet, and continual nondetection.) 405,300gp
Info: Padded Shirt: +1 AC, Max Dex +8, ACP 0, 12 lbs. Spell Failure: 0%
Chest: Restful Crystal (attached to armor; may rest wearing armor without becoming fatigued.) 500gp
Arms: Counterstrike Spellmight Bracers (2/day as a swift action may make an AoO on an opponent who misses him in melee. In addition, may make a -5 penalty on attack rolls with ranged touch attack spells/spell-like abilities to add +1d6 damage.) 2,500gp
Hands: True Strike Gauntlets of Storing (1/day +20 to hit with weapon. In addition, may hold one object less than 20 lbs. that is summoned as a free action by snapping one's fingers. Stored Item: Alacar's Rod) 13,500gp
Ring: Ring of Silent Spells and Protection +5 (1/day create a Silence effect around himself, and may cast spells in that area as though Silent, without verbal component. In addition, grants a +5 deflection bonus to AC) 52,000gp
Ring: Ring of Wizardry I and IV (Doubles 1st and 4th level spells per day) 35,000gp
Waist: Belt of Magnificence +6 (+6 enhancement bonus to all ability scores) 200,000gp
Feet: Boots of Swiftness and Climbing (+20 to Climb, Jump, and Tumble checks, +30' to movement speed, +6 enhancement bonus to Dex, 3/day haste for 20 rounds. In addition, may spider climb as the spell.) 263,200gp
Manual of Bodily Health +5 (Str) (137,500gp)
Manual of Gainful Exercise +5 (Con) (137,500gp)
Manual of Quickness of Action +5 (Dex) (137,500gp) (All tomes give inherent bonuses)
Cube of Force (62,000gp)
Bag of Holding Type IV (10,000gp)
Wand of Cure Critical Wounds (41 charges) (21,000gp)
Magic Bedroll (Recover +1 hp/level while resting, plus endures elements) (500gp)
Daern's Instant Tent (Small triangle canvas turns into a 20'x20'x20' tent that can house 8 people as though in a Tiny Hut, with a firepit. Tent has electricity, fire, and acid resistance 10, and immunity to cold.) (9,000gp)
3 Everlasting Rations(Field rations feed a single Medium creature once/day) (350gp)
Everfull Mug(3/day, on command may generate 12oz. water, cheap ale, or watery wine.) (200gp)
Spool of Endless Rope(Can generate up to 500' of silk rope at one time) (1,400gp)
Truelight Lantern(Can illuminate as though under continual light, and when one speaks "reveal" in Celestial, everyone in sight sees all illuminated objects as though under true seeing.) (36,000gp)
Pale Green Prism Ioun Stone (+1 competence bonus on attack rolls, saves, skill checks, and ability checks.) (30,000gp)
Lavender and Green Ellipsoid Ioun Stone (Absorbs up to 50 levels' worth of 8th level spells or lower) (40,000gp)
Dusty Rose Prism Ioun Stone (+1 insight bonus to AC) (5,000gp)
Greater Metamagic Rod of Maximize Spell (3/day may cast a spell up to 9th level as though Maximized.) (121,500gp)
Sphere of Awakening (1/day, all allies within 60' are awakened from any sleep; fatigue and exhaustion are removed, and all are immune to fatigue and exhaustion for 10 minutes after activation.) (1,800gp)
Metamagic rod of Quicken/Widen/Empower Spell (5/day may cast a spell up to 6th level, choosing one of the feats to apply to it.)
Blessed Book (12,500gp)
673 Platinum coins
1,833 copper
95 gold
Cloak of Epic Resistance +6 (+6 resistance bonus to all saves)
-Negates all ASF.
-Wearer gains the ability to cast 1 spell of each spell level as a 10th level sorcerer once per day.
0th-Light
1st-Magic Missile
2nd-glitterdust
3rd-haste
4th-greater invisibility
5th-wall of force
Laughing Damsel- +5 adamantine breastplate of dispelling.
3/day the wearer can imbue a held melee weapon with a greater dispelling as cast by a 17th level wizard.
Wearer, if of elven blood, can use bardic knowledge as a 5th level bard and can inspire competence using the Perform skill of her choice, also as a 5th level bard.
Magicka- Int 15, Wis 12, Cha 18, Ego Score 25, Alignment: NG
Laughing Damsel- Int 16, Wis 10, Cha 17, Ego 22, Alignment: CG
All skill checks are +1 due to Ioun stone. All entries below are tallied as though the ioun stone were active.
Balance* 16 (5 ranks, +8 Dex, +2 synergy)
Bluff 7 (2 ranks, +4 Cha)
Climb* 60 (31 ranks, +8 Str, +20 boots)
Concentration 42 (33 ranks, +8 Con) 42 when Combat Casting
Decipher Script 13 (1 rank, +11 Int)
Diplomacy 15 (8 ranks, +4 Cha, +2 racial)
Escape Artist* 13 (4 ranks, +8 Dex)
Gather Information 7 (+4 Cha, +2 racial)
Handle Animal 6 (2 ranks, +4 Cha)
Jump* 76 (33 ranks, +8 Str, +20 boots, +2 synergy +12 Speed)
Knowledge (arcana) 44 (32 ranks, +11 Int)
Knowledge (Planes) 20 (8 ranks, +11 Int)
Listen 10 (2 ranks, +6 Wis, +1 racial)
Profession (Sailor) 9 (2 ranks, +6 Wis)
Perform (instrument) 9 (4 ranks, +4 Cha)
Ride 11 (2 ranks, +8 Dex)
Search 14 (1 rank, +11 Int, +1 racial)
Sense Motive 9 (2 ranks, +6 Wis)
Spellcraft 48 (32 ranks, +11 Int, +4 synergy)
Spot 10 (2 ranks, +6 Wis, +1 racial)
Swim** 14 (5 ranks, +8 Str)
Tumble* 40 (7 ranks, +8 Dex, +20 boots, +4 synergy)
Use Rope 13 (4 ranks, +8 Dex)
*ACP applies, double for Swim. Note: Alacar's armor currently inhibits no ACP.
- Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
- Half-elf base land speed is 30 feet.
- Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
- Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
- +1 racial bonus on Listen, Search, and Spot checks.
- +2 racial bonus on Diplomacy and Gather Information checks.
- Elven Blood: For all effects related to race, a half-elf is considered an elf.
- Automatic Languages: Common and Elven. Bonus Languages: Any
- Favored Class: Any.
Fighter: Bonus Fighter Feats at 1st and 2nd level
Wizard: Familiar: Squirrel: Tiny Critter, +2 to Reflex Saves.
Scribe Scroll
Swashbuckler: Weapon Finesse (May use Dex bonus on to-hit rolls w/light weapons)
Grace +1 (+1 circumstance bonus to Dodge)
Insightful Strike (Functions like Sneak Attack; Add INT bonus to damage rolls in addition to STR when using a light weapon)
Spellsword: Channel Spell 8/day(May 'store' any spell he knows into his weapon as a move action into his weapon that is 'cast' when he releases it or it hits a target. Lasts 4 hours.) Spell DC is increased by 1 when releasing a spell.
Multiple Channel Spell (May channel 2 spells)
Ignore Spell Failure 45%
Bonus Fighter and/or Metamagic Feats at 2nd (11th), 12th (22nd), and 16th level
Abjurant Champion: Abjurant Armor: When using an abjuration spell to increase AC, the AC bonus gets an additional +1.
Extended Abjuration: Doubles the duration of all abjuration spells Alacar casts as though Extend Spell were applied.
Swift Abjuration: May Quicken any Abjuration spell Alacar knows.
Arcane Boost: May, as a swift action, burn a memorized spell to gain one of the following:
Quick Draw (Fighter 1st) - Draw weapons as a free action.
Improved Initiative (Fighter 2nd) - +4 to Initiative.
Spell Mastery (3rd) - Can prepare 4 pre-chosen spells without a spellbook: Magic Missile, Sleep, Light, Detect Magic
Signature Spell: Magic Missile (Forgotten Realms) (6th) - Can turn any 1st level or higher prepared spell into Magic Missile.
Combat Casting (9th) - +4 to Concenration checks when casting defensively.
Twin Spell (Forgotten Realms) (Spellsword 2nd) - May cast 2 of the same spell at the same time. Caster level: +3 (due to Arcane Thesis)
Somatic Weaponry (Complete Mage) (12th) - May cast spells that use a Somatic component even when hands are full.
Mobile Spellcasting (Complete Adventurer) (15th) - May make a DC 20 Concentration check when casting a spell; if success, then Alacar may move while casting a spell; if failure, the spell fails.
Arcane Thesis: Magic Missile (Player's Handbook II) (18th) - Automatically casts Magic Missile as though 2 arcane levels higher, and when a metamagic feat is applied to it, its effective spell slot is lowered by 1 for each feat applied to it.
Maximize Spell (Spellsword 12th) - Spell effect is maximized. Casting Level: +2 (due to Arcane Thesis)
Superior Initiative (Epic Level Handbook) (21st) - +8 to Initiative (doesn't stack with Improved)
Arcane Strike (Complete Warrior) (24th) As a free action, Alacar may spend one of his spells per day to channel arcane energy into his weapon or unarmed strike; when he strikes with it, he gains an attack bonus equal to the spell's level, and adds Xd4 arcane damage to the weapon damage, where X is the spell's level.
Spell Penetration (Spellsword 16th) +2 bonus to checks for overcoming Spell Resistance.
Greater Spell Penetration (27th) Additional +2 bonus to checks for overcoming Spell Resistance.
Storm Bolt (Complete Mage) (Bonus) As long as Alacar has an electricity spell of 3rd or higher level memorized, he can, at will as a standard action, launch a 20' bolt of electricity, dealing Xd6 damage, where X is the highest level electricity spell he has memorized. Also, his caster level is considered +1 when casting electricity spells.
Normally, Alacar's caster level is 16th.
When overcoming spell resistance, it is 22nd. (16+2 vest+4 feats)
When casting magic missile, it is 20th.
When casting magic missile to overcome spell resistance, it is 24th.
Spells Per Day
4/7/7/7/7/6/5/5/4
Spells Known
0: All 0-level spells in PHB and SC
1: Magic Missile, Protection from Evil, Identify, Sleep, Feather Fall, Grease, Mage Armor, Mount, Burning Hands, Tenser's Floating Disk, Enlarge Person, Reduce Person, Blades of Fire (SC), Persistant Blade (SC)
2: Blast of Force (SC), Protection from Arrows, Scorching Ray, Mirror Image, Melf's Acid Arrow, Locate Object, Knock, Distracting Ray (SC)
3: Dispel Magic, Heroism, Fireball, Lightning Bolt, Chain Missile (SC), Protection from Energy, Explosive Runes, Fly, Mass Mage Armor (SC), Mass Snake's Swiftness (SC)
4: Charm Monster, Greater Invisibility, Crushing Despair, Orb of Force (SC), Thunderlance (SC), Force Missiles (SC), Forceward (SC), Evard's Black Tentacles, Slashing Dispel (PHB2), Backlash (SC), Locate Creature
5: Mordenkainen's Faithful Hound, Teleport, Hold Monster, Permanency, Prismatic Ray (SC), Dance of Blades (Special), Break Enchantment, Dismissal, Overland Flight, Sending, Wall of Dispel Magic (SC), Mass Fly (SC)
6: Imbue Familiar with Spell Ability (SC), Thunder Field (SC), Greater Heroism, Disintegrate, Chain Lightning, Greater Dispel Magic, Ruby Ray of Reversal (SC), Contingency, Antimagic Field,Globe of Invulnerability, Guards and Wards, Prismatic Aura (CM)
7: Banishment, Prismatic Spray, Greater Teleport, Spell Turning
8: Discern Location, Prismatic Wall
Saving Throw DCs: 22/23/24/25/26/27/28/29/30 (+1 when the spell is channeled through his Rod)
Elven
Draconic
Celestial
Goblinoid
Sylvan
Prologue
Alacar Leoricar was born thirty-some years ago, on the Island of Krallis in the Moonsea north of Hillsfar and the Elven Court in the Dalelands. Krallis was an island completely populated by elves. They used magic and strict military discipline to shroud themselves for eons before making themselves known to the Realms, after being discovered by diviners looking for uncharted land. But the elves of Krallis were not typical elves: They were speciesists; rather, they distrusted anyone not of their own kind, and even treated foreign elves with some distaste.
After being discovered on Faerun, the Krallisian elves decided to make their mark; they could generate feywine, in large quantities, and began to export it until wine, magic, and sailing were their primary sources of income. They never let any visitors stay for more than two days and a single night, but they made quite a splash in the wine market.
Alacar was born illegally--his mother, Arianna Leoricar, an elf of Krallis, was a barmaid serving at a shady dive near the docks. Some visiting buccaneers came and she met his father, Alan Tyberr, the captain of their crew. He seduced her, and she had an affair with him. Unfortunately, they were discovered the next morning. She and Alan were imprisoned and put to trial.
During this trial, Arianna was found pregnant with their child. This was an outrage, and a blemish on Krallisian society. But, before the king rendered his verdict, the king's high arcanist approached and warned that their child must not be killed--he was a child of destiny, for good and ill fortune. But whose good and ill, he could not discern. The king, intrigued, wanted to keep Alacar under close observation. Therefore, he ordered that Arianna be imprisoned in his ivory tower until she gave birth to him. Alan was sent to be executed, never to see his lover or child.
And so, Arianna carried and bore her only son with melancholy, loving him more than anything. But when he was delivered, she was to be banished forever from Krallis on pain of death. The day of his birth, she only held him once, naming him 'Alacar' before he was taken from her arms and she was cast away north to Phlan, alone.
Alacar knew nothing of his birth. He was raised by K'Xizthizzerdrix (Kith-ziz-thiss-er-dricks), the high arcanist that predicted his future and saved him from death. Xiz, as Alacar called him, tried to teach him the ways of magic at an early age, and he had a knack for simple cantrips, but he was so very active. When he entered childhood, he was allowed to mingle with the elven boys and girls. They regarded him as a 'special kid', since he was taller, stronger, and more developed than they were. Their elders, who knew about this, only told his peers that he was 'unique'.
It was during this childhood that he met Lyia Laramond, an elven woman, who sang as the Krallisian Royal Guard's herald. She met Alacar almost on accident, and found him enjoyable. She knew he was half-elven, but her duty told her not to tell the truth. She became his guardian away from Xiz, who was becoming more and more angry at Alacar's antics. She watched him grow older as time went by.
As Alacar grew, faster than the kids he had met, Xiz piqued his interest in learning and reading. When he wasn't pouring over books, he was training with Lyia--she taught him the basics on combat and tactics. This formed the basis for his future career.
Alacar's bright future was not to be forever though. It all came crashing down on him when he was only thirteen years old. That day, a demonic being, Tyranthraxus, a flaming demon spirit and servant to Bane, came from the Pool of Radiance, which had appeared in Krallis. The Pool was said to be an extraplanar pool that granted anyone who bathed in it tremendous power, but in actuality it was a portal to the Elemental Plane of Fire, where Tyranthraxus resided. It used to be a tool of Mystra's, until Bane stole it from her for his own purposes. It randomly teleported to somewhere in the planes every ten years. This year, it appeared in Krallis.
Tyranthraxus was not a being of physical nature; he inhabits the body of the nearest living thing completely, (DC 40 Will save vs. complete domination, anyone?) and can move from person to person in that manner, as long as he is near the pool. He found his way to K'Xizthizzerdrix, who used and augmented his powers to usurp Krallis and not only annihilate the crown, but destroy the city's defenders and revive them as undead, spreading Bane's power. The city was ravaged, and burnt to the ground. The monsters then left Krallis to continue Tyranthraxus's reign of terror, taking the pool with them.
During this attack, Alacar wanted to help, but his own foster parent was the evil cause. Tyranthraxus confronted Alacar early during his posession, and while it would've pleased him to kill the young boy, it had no purpose and he had to work quickly. Alacar fled with his life, and met Lyia on that fateful day. She knew it was hopeless, so she made him get into a boat and flee. She told him the truth--that he was a child of destiny, a half elf born of Arianna Leoricar, and he had to flee the evil to live. He pleaded with Lyia to come with him, to protect him, but she refused, giving him her rapier. She told him she would find him in Phlan after she tried to save her family. That was the last Alacar would see of Lyia for a long time.
Alacar fled to Phlan with nothing but Lyia's rapier, his minor spellbook with only a few cantrips and Magic Missile inside, (which Xiz had always told him to keep handy) There he lived as an orphan, finding shelter with a human family who knew of Krallis's destruction. He knew nothing of his mother's whereabouts, only that she had been banished.
With the loss of his home and Lyia, and the truth of his heritage and his mother heavy on his heart, Alacar devoted himself to his two studies: Combat and magic. He would train during the day, and study at night. When he was a few years older, he moved south to Hillsfar to find his fortune.
It was there that he sought help from the gods at a temple of Tyr. There he met and befriended a dashing young human paladin by the name of Roland Everbrand, a devoted servant of the god. At the tavern that night, sharing a drink, Alacar discovered his pocket being picked--by a halfling named Fraedo (OOC: Yes, this is a pun. Let it go). In exchange for not being turned into the police, he agreed to buy their next round. Over the bar conversation, they got to know each other, and actually became fast friends.
Part I: Pool of Radiance (1-8)
Roland, it seemed, had been sent by the temple of Tyr to investigate an occurrance at Phlan; it seemed that they had been attacked by a horde of brigands in the past year. Alacar, afraid for his new home, joined with him to go to Phlan. Fraedo came along too--there was word of reward for those who would help cleanse it of 'bad guys.'
Arriving, they found the city had only one block that was civilized left--the rest had been occupied. There they met an elven 'city ranger' named Thrender Grone, who had also answered the call. Oddly enough, the elf was Krallisian, and knew of Alacar. Thrender revealed more information about his past, but knew not where Arianna was. Thrender joined with their band and the four of them investigated and cleared the city of various orcs, kobolds, goblins, brigands, bounties, and undead. They discovered the cause of the attack: Tyranthraxus. His old horde had discovered the new location of the pool: At the top of the city castle. It was there that Tyranthraxus was able to posess the body of a Golden dragon to command his troops. The four of them fought their way to the castle gates, and then snuck inside, going up and fighting the beastly monster, and slaying the dragon. Tyranthraxus's spirit fled with the pool, being recalled by Bane.
They were heroes then, and given the royal jewels of Phlan. It was then that Alacar met and was reunited with Lyia. She had heard word of him and his exploits--she had fled Phlan during the invasion and had returned. Now a fully grown man, Alacar was overjoyed to see her, and she was delighted. They fell in love, and Roland married them in a small ceremony. Lyia had become a travelling bard, a singer of tales of greatness passed on from her lost kingdom.
Part II: Curse of the Azure Bonds (9-14)
The five of them travelled south towards Cormyr, wanting to spend their riches together, when they were attacked in the night by unseen agents--poisoned and paralyzed, they woke to find that their arms had been branded with five azure symbols, each of various origin. These sigils were 'Azure Bonds', powerful magical bonds that forced their victims to do whatever was wanted against their will (DC 30 Will save to resist). The five of them had to find the owners of these bonds, and defeat them to remove them. They were, in order:
1) The Fire Knives, a band of thieves who tried to use them to assassinate King Azoun IV. They had kidnapped Princess Nacacia; when the party infiltrated their hideout, they saved her and earned Azoun's respect.
2) A powerful wizard, named Dracandros--a banished Red Wizard of Thay who had created a Dracolich. The party succeeded in defeating him and the dracolich, and earned the Helm of Dragons, an artifact that proved most useful.
3) The Cult of Moander, the dead god of decay and dead foliage. The cultists tried to use them as a sacrifice to summon the god, but their bond was broken during the ritual and they defeated its Aspect and the cult. There they recieved the Gauntlets of Moander, another powerful artifact.
4) Zhentil Keep--Lord Fzoul's right-hand man wanted to use the party and their bonds in an experiment; if he could use these bonds to control people, he could control all of Zhentil Keep, and the world. But, the Banites of Zhentil Keep hated him for using their enemy and attacked; the party had to defeat the Banites' Beholder. Then they recieved the Blade of Lathander, which was in Fzoul's collection.
These three artifacts were key in locating the owner of the final bond--Tyranthraxus! The party discovered his hidden base in the Ruins of Myth Drannor--this time Tyranthraxus had taken the body of a Storm Giant, and wanted to enslave his enemies for Bane's use. The party used the artifacts to spoil his plans and defeated him.
Part III: Secret of the Silver Blades (15-20)
Defeated and angrier than ever, Tyranthraxus called to one of Bane's servants: Kaz'zor, a Lich lord who had taken power in a castle far to the north. The lich king attacked the mining village of Larendon, which was the guarding place of the ancient relic known as the Well of Knowledge. This Well, an intelligent agent of Mystra, could do many wonderful things if fed gems and jewels. The town, in their desperation, fed it all of its wealth, and the Well summoned the party of five to their aid, proclaiming that they were the only ones capable of performing such an endeavor. Surprised at being teleported without their permission, the party had not much choice. They could not defeat the Lich king without the aid of five powerful weapons, the Silver Blades, which were deep underground in an ancient underground temple. After battling their way through the snow and ice, and under the earth, they found the temple and claimed the blades, and used them to fight their way past the Giant guardians of the castle, and to the lich king himself. It was there that Alacar, his magical power dispelled by the lich, was forced to use his strength of arms alone to defeat such a powerful foe, thus allowing him to become a Spellsword.
Part IV: Pools of Darkness (20-25)
The lich king defeated, Alacar and the party were teleported back to Phlan, where they would be welcomed. But their respite was not for long; Bane had had enough, and decided that the time was now to strike. Ao had sent the gods to the Prime, as it was the Time of Troubles, and Bane struck down upon Phlan and the surrounding area, sending out his five generals to occupy and control the area. The general populace was either killed, zombified, or chased out of their homes. Alacar and his company had no choice but to intervene. They travelled for that year across the area, clearing not just the one city of Phlan but all surrounding cities and villages, one after another, defeating his generals. Alacar finally even killed Tyranthraxus, enacting vengeance for what had happened so long ago. Bane alone could not control his ruined occupation, so he fled. When it was over, the year was nearly through, and Tyr, the god of Justice, saw fit to restore the land as it was, with only a vague memory of what had truly happened, save for the heroes themselves, and heroes they were, getting a personal blessing from the god himself.
Epilogue
Alacar then set about searching for his mother, which, with his popularity and resources, managed to do. Arianna, having lived in exile in the Elven Court, had not heard of his exploits. She was, needless to say, overjoyed. The fate of his father, Alan, is unknown--it is not known for certain if he was truly executed; no one that survived the attack saw it happen.
These days, Alacar is often seen wandering the realms as he pleases, enjoying life. His wife and mother live together in Phlan, which he regularly returns to. His wife is expecting a child soon.
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Ryttare Kelasin Luna Orelinalei
Should have the sheet done on Friday, but the biography will take me some time.
For those that don't have the Epic Handbook and are too lazy to find the SRD, the starting gold for a level 25 character is 2,100,000 gold.
Age: 247
Height: 5'8"
Weight: 135 lbs
Eye Color: Left Eye: Golden, with a purple iris that changes to a deep red if he is angered. Right Eye: covered under a heavily jeweled eyepatch.
Hair Color: Wavy gold
Skintone: Pale white, except the left hand, which appears to be a heavily jeweled guantlet with six fingers.
Alignment: TN
Deity: Lord Arkyn of Law [Hoar, of the Forgotten Realms Campaign Setting]
Race: Vadhagh [Twilight Elf]
Size: Medium
Class and Level: Rogue 2/Wizard 10/Magelord 10/Shadow Adept 1(+2 LA from race)
Languages:
-Common
-Elven
-Draconic
-Abyssal
-Infernal
-Celestial
-Ignan
Bought with Skill Points (10 pts worth):
-Auran
-Aquan
-Terran
-Undercommon
-Dwarven
HP: 142
AC: 25 (10+6 Dex+9 armor)
Flat-Footed: 19
Touch: 16
SR: 40 (cloak) + 23 (staff of the magi)
Speed: 40'
Initiative: +10
STR 16 (+3)
DEX 22 (+6)
CON 28 (+9)
INT 34 (+12)
WIS 20 (+5)
CHA 20 (+5)
Fortitude: 23 (6 base+9 Con+5 vest+1 luck+2 epic)
Reflex: 27 (13 base+6 Dex+5 vest+1 luck+2 epic)
Will: 25 (12 base+5 Wis+5 vest+1 luck+2 epic)
+4 racial bonus on saving throws against mind affecting spells and effects.
+4 racial bonus on saving throws to resist poison.
Base Attack Bonus: 11/6/1
Grapple Bonus: 14/9/4 + 2 Epic
Ranged Attack Bonus: 17/12/7 + 2 Epic
Attack: Luck Blade (+2 short sword)
Attack Bonus: +16/11/6
Damage: 1d6+5
Critical: 19-20/x2
Range: N/A
Ammunition: N/A
Special: +1 luck to all saves, has two Wishes in the blade
Armor: Dyrr's Impervious Vestments
AC Bonus: +9 armor
Max Dexterity Bonus: Any
Armor Check Penalty: None
Arcane Spell Failure %: None
Special: Can create a 15d6 blade barrier centered on the wearer once per day. The wearer may pass though this barrier (and this one only) with no harm.
Shield: N/A
AC Bonus: N/A
Armor Check Penalty: N/A
Arcane Spell Failure %: N/A
Special: N/A
Natural Armor Bonus: N/A
Other Protective Items:
-Vest of Resistance +5
-Ring of Spell Turning (worn on the left hand)
-Lavender and Green Sphere Ioun Stone (absorbs spells of 8th level or lower cast at Corum, once 50 levels have been absorbed, the stone crumbles to dust, 50 levels remain).
-Clear Spindle Ioun Stone (Corum does not require food nor water)
-Iridescent Spindle Ioun Stone (Corum does not require air)
-Mantle of Epic Spell Resistance (SR 40)
Artifacts:
-Staff of the Magi (50 charges remain).
-The Hand of Kwll: It takes the slot of a single glove, so wearing a pair of gauntlets or gloves is not an option. (You can however, wear a single glove or gauntlet on the other hand.)
Whenever the wearer kills a creature in combat, whether it be melee or spell (within 100ft), the creature must make a Will save (DC= 10 + 1/2 wearer's HD + Cha modifier) or have its soul trapped within the Hand, making resurrection impossible until it is released. On command, the wearer can release the soul from the Hand, commanding it to protect the wearer for a number of rounds equal to the creature's original HD. After that, or if another creature becomes trapped within the Hand, the soul dissipates, going on to whatever its final reward might be.
Creatures without souls (such as undead) are immune to this effect, and creatures that essentially ARE souls (such as outsiders) get a +4 to their saving throw. CL 20th, strong necromancy, Price: -
-The Eye of Rhynn: This replaces one of the user's actual eyes. It generates a constant see invisibility effect, and three times per day can be used to cast true seeing as a 20th level sorcerer. The user can also detect magic at will. CL 20th, strong divination, Price: -
Other Possessions:
-+6 Belt of Magnificence
-+4 Tome of Con and a +5 Tome of Int (both read)
-Ring of Spell Storing, Major (maximized chain missile, translocation trick)
-Glove of Storing (right hand, currently storing a Staff of the Magi)
-Rod of Greater Quicken Spell
-Rod of Greater Twin Spell
-Ring of Wizardry IV (worn on the right hand)
-Ioun Stone (+1 to Corum's Caster Level)
-Bag of Holding IV (holding anything that isn't worn, and the Ring of Spell Storing)
-Vadhagh Minor Telkiira (stores all of Corum's peoples ancestral memories)
-323,060 gp
Skills:
Spellcraft: 24 ranks + 12 Int +2 synergy = +38
Knowledge [arcana]: 24 ranks + 12 Int = +36
Knowledge [the planes]: 24 ranks + 12 Int = +36
Hide: 15 ranks + 6 Dex + 4 racial = +25
Intimidate: 15 ranks + 5 Cha = +20
Bluff: 15 ranks + 5 Cha = +20
Climb: 10 ranks + 3 Str = +13
Swim: 10 ranks + 3 Str = +13
Concentrate: 24 ranks + 9 Con = +33
Spot: 15 ranks + 5 Wis + 4 racial = +24
* +4 racial bonus to Hide, Move Silently, Search, Spot. and Listen checks.
Racial and Class Features:
-Sneak Attack +3d6
-Evasion
-Trapfinding
-Signature Supremacy (Corum may spontaneously cast any spell on his Spell Mastery list. The spell uses a spell slot of the appropriate level.)
-Magelord Mastery (Corum may apply metamagic feats to any spell he casts with Signature Supremacy, provided that he uses a spell slot high enough to accommodate the altered spell. Example: he can use a first level slot to cast a magic missile, or he may use a fifth level spell slot to cast a quickened magic missile, at his discretion.)
-Bonus Mastered Spell (4) (eyebite, solipsism, horrid wiliting, sphere of ultimate destruction)
-Darkvision 90'
-Keen Sight: A twilight elf can see five times as far as a human can in starlight, torchlight, moonlight, or similar low-light conditions.
-Elven search ability
-Proficient with the longsword, bastard sword, longbow, shortbow, and composite varieties of each.
Feats:
-Blind-Fight (racial bonus)
-Improved Initiative
-Weapon Focus (ray)
-Spell Mastery (magic missile, toothed tentacle, chain missile, shadow spray, hail of stone)
-Signature Spell
-Shadow Weave Magic
-Spell Mastery (shadowfade, greater dimension door, shadow evocation, enervation, hold person, dispel magic)
-Maximize Spell
-Craft Contingent Spell
-Arcane Manipulation
-Spell Mastery (Time Stop, Mass Hold Monster, Mordenkainen's Disjunction, Otto's Irresistible Dance, Avascular Mass, Greater Bestow Curse, Final Rebuke, Greater Teleport, Reverse Gravity, Ruby Ray of Reversal, Mislead, Stone Shape)
-Improved Spell Capacity (+1 10th level spell slot)
Spells/Day: 4/7/7/7/7/6/6/6/6/5/2
Spell DC: 22+ spell level
Caster Level: 22nd
Spellbook:
0th- Everything? Do we care much? I'm not sure how much it really matters, but if you have a concern about it, let me know.
1st-magic missile, hail of stone, shield, mage armor
2nd-toothed tentacle, wracking touch, shadow spray, spider climb
3rd-hold person, dispel magic, fly, fireball, chain missile
4th-stone shape, enervation, translocation trick, assay spell resistance, greater invisibility, bestow curse, water breathing, freedom of movement, force missiles
5th-shadowfade, greater dimension door, shadow evocation, wall of force, hold monster, magic jar
6th-eyebite, ruby ray of reversal, mislead, gemjump, disintegrate, antimagic field
7th-solipsism, final rebuke, greater teleport, reverse gravity, energy transformation field, finger of death
8th-horrid wilting, otto's irresistible dance, avascular mass, greater bestow curse, synostodweomer, maze
9th-sphere of ultimate destruction, time stop, mass hold monster, obedient avalanche, wish, mordenkainen's disjunction, reaving dispel
Spell Mastery List:
Eyebite, Solipsism, Horrid Wiliting, Sphere of Ultimate Destruction, Time Stop, Mass Hold Monster, Mordenkainen's Disjunction, Otto's Irresistible Dance, Avascular Mass, Greater Bestow Curse, Final Rebuke, Greater Teleport, Reverse Gravity, Ruby Ray of Reversal, Mislead, Stone Shape, Shadowfade, Greater Dimension Door, Shadow Evocation, Enervation, Hold Person, Dispel Magic, Magic Missile, Toothed Tentacle, Chain Missile, Shadow Spray, Hail of Stone
Spells Memorized Today: 4/7/7/7/7/6/6/6/6/5/2
0-
1-
2-
3-
4-
5-
6-
7-
8-
9-
10-
The Prince in the Scarlet Robe, cursed to a doom-filled destiny as the last of his people, the Vadhagh, Prince Corum Jhaelen Irsei is a haunted soul.
He doesn't know peace, he doesn't know tranquility. He knows only the eternal struggle between Chaos and Law, and that he is forever a champion of Law, though he must employ Chaos' powers to prevail.
Prince Corum hails from a distant plane of existence, where the familiar gods are unknown and foreign, and in their place rules the Cosmic Balance, and the twin powers of Chaos and Law. Corum's people were called the Vadhagh, and they were a gentle, quiet folk, much given to contemplation and thought. They had no problems with spending a hundred years on a singular painting or sculpture, since for them, that time was spent contemplating the act of creation and the art that emerged from that act. As is the way of things, the world aged, and a new race emerged: the Mabden (called the race of Men in other planes). These Mabden were wild and simple beasts, and for centuries they viewed the Vadhagh with suspicion and fear, for the Vadhagh were said to have much powerful sorcery and magic. In time though, the Mabden forgot their fear, as the Vadhagh ignored their presence, and so the Mabden descended upon the older race with hatred and death. The Vadhagh all were exterminated before they understood what was happening to them, save one young prince.
Corum Jhaelen Irsei (which means in their ancient speech the Prince in the Scarlet Robe, for it was Vadhagh tradition to pick a single color as their signature so to speak) was away from Castle Erorn, his home, when the Mabden struck. They slew the war-weak Vadhagh inside, and burned his home to ash. Corum, last of his kind, was the first Vadhagh in a thousand years to know war, to know fear and hate and anger, and to know the thrill of the kill. His attack upon his race's killers led to his capture, and the loss of his left hand, and right eye as they tortured him. He eventually escaped after they maimed him, and through a series of events, fell in love with a Mabden woman, and met the demi-god sorcerer Shool.
Shool made a request of Corum: bring him the Heart of Arioch, the Prince of the Swords, Chaos Lord of Corum's realm, and Shool would grant to Corum a mighty gift, and his and his love's freedom. Corum accepted, and was given the Hand of Kwll and the Eye of Rhynn, the last fragments of the Lost Gods, ancient beings that dated to a time before the Vadhagh or even the Cosmic Balance.
Corum, with the Hand and Eye grafted onto his flesh, went out to seek Arioch, Duke of Hell, and find him he did. Corum crushed the Heart of Arioch in his left fist, thus slaying the Chaos Lord, and restoring Law to his world in the form of Lord Arkyn.
Corum had many further exploits from then on, including luring the Queen of the Swords, Chaos Duke Xiombarg into Lord Arkyn's realm (an act forbidden to the gods by the Cosmic Balance) thus destroying her; and even restoring the Lost Gods Kwll and Rhynn to life. This final act would prove the most daunting for the Prince, since to do so meant the end of both Law and Chaos in his realm, as Kwll and Rhynn took revenge on all the gods for their eon-long banishment.
How Prince Corum Jhaelen Irsei left his world, and came to be here is another tale. What matters now though is that the Hand of Kwll and the Eye of Rhynn are once more grafted to his flesh, and Prince Corum feels the presence of the destroyed Lord Arkyn once more. How this is possible, he knows not, but it stands to reason that here, on another plane, Law and Chaos still rule, and Corum must once again journey outwards in a quest to end the reign of Chaos on this plane
So begins the Second Life of Corum Jhaelen Irsei, Prince in the Scarlet Robe, the Champion Eternal....
Radha, Heir to Keld, Vorel of the Hull Clade, Kemba, Kha Regent, Vela the Night-Clad, Kozilek, Butcher of Truth, Barrin, Master Wizard, Slobad, Goblin Tinkerer, Patron of the Orochi, Oloro, Ageless Ascetic, Thraximundar, Roon of the Hidden Realm, Prossh, Skyraider of Kher, Marath, Will of the Wild, Teneb, the Harvester
If you did this, tell me and I'll credit you!
That is TOTALLY unfair.:D
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
Awesome Avatar and signature by DarkNightCavalier
Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
Hey, that's not fun.. What's wrong with Vorpal Keen rapier on a rogue with crit specialization on it.. It only autokills you on 9+...
Okay, i got it.
Though, i'd say that 2x crit multiplier isn't worth it for cost of +5 enchancement, so i think you should also lower the cost..
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
Actually, the rules don't work that way. Improved Critical (the feat) and Keen don't stack, and Vorpal only goes off when you crit with a natural 20 (regardless of critical thread range). Otherwise it would, indeed, be way too powerful.
Also, it looks like I may be able to make a character this weekend, so,
@AoK: How strict are you with the "no more than 25% of wealth on 1 item" rule? Because I kind of want Armor of the Celestial Battalion, but it does cost 616,300 gp (1/4 of starting is 525,000 gp for those who don't want to calculate).
Winner of the Weekly Signature & Avatar Contest Weeks 51, 59, 78, & 118.
I don't care if I was framed for murder if I only got a warning I would let it go.
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Ryttare Kelasin Luna Orelinalei
Oh, and Alacar, did you draw those yourself? They're excellent! Can't wait to actually see the character in-game!
Radha, Heir to Keld, Vorel of the Hull Clade, Kemba, Kha Regent, Vela the Night-Clad, Kozilek, Butcher of Truth, Barrin, Master Wizard, Slobad, Goblin Tinkerer, Patron of the Orochi, Oloro, Ageless Ascetic, Thraximundar, Roon of the Hidden Realm, Prossh, Skyraider of Kher, Marath, Will of the Wild, Teneb, the Harvester
If you did this, tell me and I'll credit you!
I also found Epic Level progression for the Spellsword, so I maxed it out
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Ryttare Kelasin Luna Orelinalei
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
Awesome Avatar and signature by DarkNightCavalier
Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
* bloodydoves goes off it find art like those for Corum, though it's not gonna happen i think.
Radha, Heir to Keld, Vorel of the Hull Clade, Kemba, Kha Regent, Vela the Night-Clad, Kozilek, Butcher of Truth, Barrin, Master Wizard, Slobad, Goblin Tinkerer, Patron of the Orochi, Oloro, Ageless Ascetic, Thraximundar, Roon of the Hidden Realm, Prossh, Skyraider of Kher, Marath, Will of the Wild, Teneb, the Harvester
If you did this, tell me and I'll credit you!
bloodydoves, try here.
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Ryttare Kelasin Luna Orelinalei
Name: Banion of the Many Forms
Race: Human
Class and Level: Druidic Avenger 5 Master of Many Forms 10, Warshaper 5, Nature’s Warrior 5
First 20 levels are: Druidic Avenger 5, Master of Many Forms 8, Warshaper 3, Nature’s Warrior 5
Alignment: Chaotic Neutral
Deity: Malar
Basic Stats, w/ magic items
Str-20 (+5)
Dex-16 (+3)
Con-36 (+13)
Int-16 (+3)
Wis-18 (+4)
Cha-14 (+2)
BAB (including epic) : +19/+14/+9/+4
Three most common forms:
Adult Gold Dragon
Huge Dragon (Shapechanger)
Height: more than 15’
Weight: too much
Skin: Gold
Age: 31
HP:
Stats
Str-43 (+16)
Dex-16 (+3)
Con-31 (+10)
Int-16 (+3)
Wis-18 (+4)
Cha-14 (+2)
Speed: 70’, 200’ fly (poor) 60’ swim
Damage reductions: 5/magic
Size/Reach: 15 ft/15 ft/20 ft w/bite
Saving Throws:
Fort: 17(base)+10(Con)+2(epic)
Ref: 9 (base)+3(Dex)+2(epic)
Will: 15 (base)+4(Wis)+2(epic)
Attack: Bite +35, 2d8+19, 20 ft range (4d6 if augmented)
2 Claws +33, 2d6+11, 15 ft range (2d8 if augmented)
2 wings, +33, 1d8+11, 15 ft range (2d6 if augmented)
1 Tail Slap, +33, 2d6+11, 15 ft range (2d8 if augmented)
1 Crush, +35, 2d8+27, (4d6 if augmented)
Breath Weapon, 12d10, DC 32 half
Immune to Sleep, Paralysis, Fire
Water Breathing
Blindsense 120ft
Keen Senses (lowlight vision x4, darkvision 120 ft)
Spell Resistance: 23
Armor Class: 10+27(natural armor)+3( dex)-2(size)+11 (armor)+5(ring)=54
Touch AC: 18
Flat-Footed AC: 51
Lernean, 12-headed CryoHydra
HP:
Stats
Str-33 (+11)
Dex-18 (+4)
Con-31 (+10)
Int-16 (+3)
Wis-18 (+4)
Cha-14 (+2)
Speed: 30’ swim 20’
Fast healing 22
Size/Reach: 15 ft/15 ft
Saving Throws:
Fort: 17(base)+10(Con)+2(epic)
Ref: 9 (base)+4(Dex)+2(epic)
Will: 15 (base)+4(Wis)+2(epic)
Attack: 12 Bites, +29 2d8+14 (4d6 if augmented)
Breath Weapon, 3d6x12, DC 32 half
Armor Class: 10+27(natural armor)+3( dex)-2(size)+11 (armor)+5(ring)=54
Touch AC: 18
Flat-Footed AC: 51
Feats:
Alertness
Endurance
Track
Power Attack
Assume Supernatural Ability (breath weapon)
Multiattack
Snatch
Large and in Charge
Improved Snatch
Rend
Special Abilities
Rage 2/day
Fast Movement
Wild Empathy +3
Nature Sense
Woodland Stride
Trackless Steps
Resist Nature Lure
Wild Shape (considering Multimorph and the fact that the ability works for more or less 15 hours, that should be considered at will)
Improved Wild Shape (Diminutive to Gargantuan, everything but Outsiders, Undeads, Constructs)
Fast Wild Shape
Shifter’s Speech
Extraordinary Wild Shape
Evershifting Form
Armor of the Crocodile
Claws of the Grizzly
Wild Growth
Immune to Critical hits or stunning
Morphic Weapons
Morphic Reach
Morphic Body
Morphic Healing
Multimorph
Items to be determined, will most likely include +6 stat boosting items to each of the physical stats, w/ wilding clasp so add 4000 to the price of each (AoK told me to do that), a bronzewood medium armor, +5 with the wild ability, a ring of protection, for the rest we’ll see
Common forms include:
behir, delver, triceratops, tyrannosaurus, Elder Air Elemental, Elder Earth Elemental, Frost Worm, Kraken, purple worm, Roc, Gargantuan Scorpion, Battlebriar, Eldritch Giant
Thanks Æther for making my banner! And even if he says it's only an honor working for the shop, Thanks to Hot Pizza
Radha, Heir to Keld, Vorel of the Hull Clade, Kemba, Kha Regent, Vela the Night-Clad, Kozilek, Butcher of Truth, Barrin, Master Wizard, Slobad, Goblin Tinkerer, Patron of the Orochi, Oloro, Ageless Ascetic, Thraximundar, Roon of the Hidden Realm, Prossh, Skyraider of Kher, Marath, Will of the Wild, Teneb, the Harvester
If you did this, tell me and I'll credit you!
Player Details
Name: Apachai Hopachai
Player: ME
Class and Level: Barbarian 1/Frenzied Berserker 10/Fighter 10/Warblade 2
Race: Minotaur
Alignment: Neutral Good
Religious Alignment: Kord.
Size: Large
Age: 28
Gender: Male
Height: 8'11"
Weight: 265 LB
Eyes: Brown
Hair: Tan
Skin: Tan
Ability Scores and Modifers
STR 38 + 14 (18+6+4+5+5)
DEX 20 + 5 (14+6)
CON 32 + 11 (18+6+2+5+1)
INT 18 + 4 (14+6-2)
WIS 18 + 4 (12+6)
CHA 14 + 2 (10+6-2)
(note - point buy is first score, followed by +6 for belt, followed by racial, followed by tome, followed by level stats)
Combat Info
HP 443
AC 62 (10+15+2+5+5+5+5+10)
Touch 35 (10+5 dex + 5 deflection +5 insight +5 Dodge +5 Sacred)
Flat-Footed 47 (unlikely...I'm a minotaur after all :P)
Speed: 55 (60-15 mechanus +10 barbarian) or 85 when hasted.
BAB: 20/15/10/5 + 2 EPIC
Grapple: 40 (+2 epic)
Initiative: 5
Saves:
Fort: +42 (2 + 7 + 7 + 3 + 11 + 5 + 5 + 2)
Ref: +27 (3 + 3 + 5 + 4 + 5 + 5 + 2)
Will: +22 (4 + 3 + 3 + 5 + 5 + 2)
Weapons
Weapon Name: Delamare du senschouzen alamira, the +5 Ghostly Vorpal Falchion of Kord
Attack Bonus: 49/49/44/39/34 (extra +49 attack from slashing flurry)
Damage: 2D6 + 29 + whatever supreme power attack damage I add
Crit Multiplier 15-20/X4 +3D6 + DC35 will save to avoid instant death
Type: Slashing.
Special: Delamare can, at will, cast Dimension Door on itself and Apachai, as the spell.
It also grants apachai a +2 luck bonus to saves, attack rolls, and skill checks.
It has the following powers.
Detect Undead at will
Bless 3/day
Detect Magic at will
Hold Person 3/day
Detect Evil at will
Daylight 3/day
Invisibility Purge 3/day
Delamare has the following mental stats. Wis 19, Int 19, Cha 10
It's dedicated mission is to eliminate all undead, especially Nightwalkers, since it was a powerful nightwalker mage that bound him to the weapon.
Cost: 387,300 GP
When Frenzied, Raging and Hasted (i.e. usual full-round attack :p)
Attack Bonus: 56/56/56/56/51/46/41
Damage: 2D6 + 35 + whatever supreme power attack damage I add
Crit Multiplier 15-20/X4 + 3D6 + DC35 will save to avoid instant death
Armor
Armor: +5 Heavy Fortified Glamored Mithril Mechanus Armor
AC Bonus: 15
Max dex Bonus: 2
ACP: 6 (10-3 Mithril -1 Masterworked)
Arcane Spell % failure: 40%
Special: The wearer of this armor is immune to Critical hits.
On command, this armor can transform into a normal set of minotaur furs.
1 (maybe with Resistance too)
113,450 GP.
Shield name: +5 Animated Mithril Tower Shield
AC Bonus: +10
Max Dex Bonus: N/A
ACP: 2
Special: This shield can, on command, float 2 feet or so in front of Apachai, allowing him to still heft his Falchion in both hands and still gain the shield bonus.
Cost: 49,000
Skills
Skill Name CC? Total Ranks Ability Racial Misc
Intimidate 34 20 14
Jump 54 20 14 20
Climb 54 20 14 20
Balance 36 1 5 20
Swim 33 19 14
Survival 24 20 4
Tumble Yes 26 1 5 20
Listen 18 10 4 4
Search 18 10 4 4
Spot 18 10 4 4
Feats
All relevant feats are focused on Falchion, currently. All focus and specialization feats are fighter bonus feats.
Weapon Focus
Greater Weapon Focus
Epic Weapon Focus
Weapon specialization
Slashing Flurry
Melee Weapon Mastery (Slashing)
Improved Critical
Overwhelming Critical
Devastating Critical
Cleave
Great Cleave
Supreme Cleave (Frenzied Berserker)
Power Attack
Improved Power Attack (Frenzied berserker)
Supreme Power Attack (Frenzied berserker)
Intimidating Rage
Destructive Rage
Diehard (Frenzied berserker)
Class and Racial Abilities
+4 Str, +2 Con, -2 int, -2 cha
+4 Spot, Listen, Search checks
NEVER flatfooted
Immune to maze spells
Tireless Frenzy 5/day
Inspire Frenzy 3/day
Deathless Frenzy
Improved and Supreme Power attack
Supreme Cleave
Battle Clarity +4
Weapon Aptitude
Uncanny Dodge
Fast Movement
Illiterate
Rage 1/day
Six Fighter Bonus feats.
Languages known:
Common
Giant
Goblin
Orc
Draconic
Encumbrance
Light weight: 3728 LB
Medium weight: 7464 LB
Heavy weight: 15000 LB (around about :p)
Equipment:
Belt of magnificence (+6 to all attributes) 200,000
Boots of Swiftness (+6 DEX, 2x movespeed, Evasion, +20 bonus on Balance, Climb, Jump, Tumble checks, Haste 3/day, CL20) 256,000
Bracers of Resistance +5 (50,000)
Ring of Protection +5 (25,000)
Amulet of Natural Armor +5 (50,000)
Read 2 tomes (str, con +5) 275,000
+5 Dusty Rose Ioun Stone 100,000
Gloves of Insight +5 62,500 (+5 dodge bonus to AC)
Ring of Kord +5 62500 (+5 sacred bonus to AC)
Headband of Kord +5 50,000 (+5 sacred bonus to resistances)
Mantle of Epic Spell Resistance (SR 40) 290,000
Cloak of Displacement, Major 50,000
Adventurer’s kit
Currency
Gold: 4250
Silver:
Martial Abilities
Wall of blades
Iron Heart Surge
Iron Heart Focus
Finishing Move
Dancing Blade Form (Stance)
Prepared:
Finishing Move
Finishing Move
Iron Heart Surge
Iron Heart Focus
K just bios to go i think.
A fair representation of a twilight elf, and one of the NPCs you may meet along the way.
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
Awesome Avatar and signature by DarkNightCavalier
Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
Radha, Heir to Keld, Vorel of the Hull Clade, Kemba, Kha Regent, Vela the Night-Clad, Kozilek, Butcher of Truth, Barrin, Master Wizard, Slobad, Goblin Tinkerer, Patron of the Orochi, Oloro, Ageless Ascetic, Thraximundar, Roon of the Hidden Realm, Prossh, Skyraider of Kher, Marath, Will of the Wild, Teneb, the Harvester
If you did this, tell me and I'll credit you!
How can you be a minotaur with only a 2 level LA? There are 6 levels of Monsterous humanoid that come along with that you know.
He lost most of the benefits, including a cut to stat bonuses.
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
Awesome Avatar and signature by DarkNightCavalier
Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
Now, this shield is SERIOUSLY off as far as price goes. Great reflecting (which you have) is a +10 Epic, which costs 1,000,000 to buy.
Then you're also got animation +2, and +5, which is a total of +17.
Your shield costs 1,049,000 GP. (+10 epic(1,000,000) +7 core (+49,000))
However, I do need to reprice my luck blade... how much is a 2 wish blade?
Radha, Heir to Keld, Vorel of the Hull Clade, Kemba, Kha Regent, Vela the Night-Clad, Kozilek, Butcher of Truth, Barrin, Master Wizard, Slobad, Goblin Tinkerer, Patron of the Orochi, Oloro, Ageless Ascetic, Thraximundar, Roon of the Hidden Realm, Prossh, Skyraider of Kher, Marath, Will of the Wild, Teneb, the Harvester
If you did this, tell me and I'll credit you!
Also wuffles, your weapon is vastly off as well. It should cost 792000 GP.
Between JUST the shield and armor, you'd be used up a vast majority of your money.