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Author Topic: Carnivores Workshop  (Read 13907 times)
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carnivore
Grape ape
*****
Posts: 1671


« on: August 02, 2008, 06:19:34 AM »

Carnivores Workshop on WotC
Old Links thread: (WOTC Archive)
http://web.archive.org/web/20080409163018/forums.gleemax.com/wotc_archive/index.php/f-339.html







http://imageshack.us/new_search.php?s=1&q=fairy






Pixie 4/ Marshal 1/ Sorceror 4/



Star Elf
Bard 4/ Fighter 4/ Arcane Archer 10/ OoBI 1

Feats:
Weapon Focus(Longbow)(Fighter bonus)
Precise Shot(Fighter bonus)(Fighter bonus)
Weapon Specialization(Longbow)(Fighter bonus)
1st lvl: Point Blank Shot
3rd lvl: Rapid Shot
6th lvl: Knowledge Devotion
9th lvl: Ranged Weapon mastery(Piercing)
12th lvl: Woodland Archer
15th lvl: Improved Rapid Shot
18th lvl: Quick Reconoiter







now i have another build that i am close to finishing..... and it requires NO EPIC spell casting....and uses a VOP:

Temporal Drake 12(10 HD+2 LA(7 LA - 5 LA for Free)

Monk 20/ Sorceror 2/ Favored Soul 2/ Fist of the Forest 3/ Mystic theurge 10/ Contemplative 2/ Archmage 5/ Abjurant Champion 5/ Sacred Exorcist 7/ Loremaster 10/ EPIC Loremaster 12/ Void Incarnate 10

Domains:
Knowledge
Force
Time
Magic
Luck
Celerity

[sblock]

Attributes:

110 Str(49 +12 Racial +5 Inherent(VOP)+44 Enhancement(VOP))
90 Dex(33 +10 Racial +5 Inherent(VOP)+42 Enhancement(VOP))
110 Con(59 +8 Racial +5 Inherent(VOP)+38 Enhancement(VOP))
80 Int(39 -2 Racial +5 Inherent(VOP)+36 Enhancement(VOP) +2 Feat(VOP))
80 Wis(15 +13 lvls +4 Racial +5 Inherent(VOP)+40 Enhancement(VOP)+3 Feat(VOP))
110 Cha(43 +10 lvls +6 Racial +5 Inherent(VOP)+46 Enhancement(VOP))


Feats:
 7 regular feats:
26 EPIC feats:
3 Monk bonus feats:
1 Loremaster bonus
11 Bonus Exalted(VOP)
39 bonus EPIC(EPIC VOP)
3 bonus Exalted Weapon Mastery
4 bonus EPIC(EPIC Loremaster)
1 Bonus Time Domain
6 bonus Divine Monk
10 Bonus Divine Spellcasting

Iron Will
Still Spell
Silent Spell
Quicken Spell
Eschew Material
Combat Reflexes
Robilars Gambit
Darkstalker
Quick Reconoiter
Great Fortitude
Improved Unarmed Strike
Deflect Arrows
Power Attack
Ordered Chaos(Abyssal Heritage)allows you to ignore Non-Lawful req for Void Incarnate
Primordal Scion....  Natural Weapons and Weilded Weapons are Chaotic vs DR and +1d6 vs Lawful,
Asetic Mage



[SIZE="3"]Salient Abilities[/SIZE]

[COLOR="Blue"]Magic:[/COLOR]
ARCANE MASTERY
AUTOMATIC METAMAGIC(Quicken) ........... applied to Spell-like abilities
AUTOMATIC METAMAGIC(consecrate)........... applied to Spell-like abilities
AUTOMATIC METAMAGIC(Twin)........... applied to Spell-like abilities
DIVINE SPELLCASTING
INCREASED SPELL RESISTANCE
SPONTANEOUS ARCANE SPELLS


[COLOR="blue"]Martial:[/COLOR]
DIVINE MONK
BATTLESENSE
SUPREME INITIATIVE
DIVINE DODGE
DIVINE FAST HEALING
REJUVENATION
IRRESISTIBLE BLOWS(Unarmed Strike)
DIVINE BLAST
ANNIHILATING STRIKE

[COLOR="blue"]Knowledge/Time:[/COLOR]
CLEARSIGHT
EXTRA SENSE ENHANCEMENT(Clearsight) 1 Mile/Rank
EXTRA SENSE ENHANCEMENT(Clearsight) Ignore Iron
SEE MAGIC
KNOW SECRETS
TRUE KNOWLEDGE


[COLOR="blue"]Luck:[/COLOR]
POWER OF LUCK










[/sblock]
Big Grin


useful map Link

this is to create a workshop on these boards ..... because the WoTC boards are down so much... at times when i can get on ... so instead i will work here:






Crystal Keep
SRD

« Last Edit: November 10, 2011, 06:44:26 AM by carnivore » Logged

carnivore
Grape ape
*****
Posts: 1671


« Reply #1 on: August 02, 2008, 06:19:56 AM »





Archery build:

test build:













Soahc Progression Guide

Assuming the stats
Str 12 Lvl. =Level
Dex 14 AW. = Average Wealth
Con 14 PP. = Power points
Int 14
Wis 14
Cha 8

1st Lvl. AW. (N/A) PP (1)
Equipment- Longsword, Longbow, Heavy Steel Shield, Scale Mail.

2nd Lvl. AW. (900gp) PP (3)
Equipment- Masterwork Spiked Chain, Riding Dog, Scale Mail, 325gp.


3rd Lvl. AW. (2700gp) PP (6)
Equipment- Masterwork Spiked Chain, Riding Dog (if still alive), Masterwork Full Plate, 900gp.



4th Lvl. AW. (5400gp) PP (9)
Equipment- +1 Spiked Chain, +1 Full Plate, 2300gp.


5th Lvl. AW (9000gp) PP (12)
Equipment- +1 Spiked Chain, +1 Full Plate, Bag of Holding I, 6500gp.


6th Lvl. AW. (13000gp) PP (20*)
Equipment- +1 Spiked Chain, +1 Full Plate, Bag of Holding, Periapt of Wisdom +2*, 9000gp.





3000gp Skin of Ectoplasmic Armor(Complete Psionics)
...+8 Armor,+2 Max dex,-6 Armor chk,25% ASF, no speed penalty


Equipment= Ave 75 GP
10gp....5x daggers
35gp...light crossbow
2gp.....20 bolts
10gp ...leather armor

misc equipment and supplies

PW 2
Equipment= Ave 900 GP
as first level...but add the following:
200gp..2x War Ponies(trained)...one to be riden, one for carrying supplies...both are combat ready and can fight
150gp...6x Guard Dogs(trained).....trained for various things
100gp .10x Acid Flasks
200gp..10x Alchemists Fire
100gp...4x Holy Water

Remainder for misc. items and supplies.


[/quote]

PW 3
Equipment=Ave 2700 GP
As 2nd level....add more mundane Alchemical items



PW 4
Equipment=Ave 5400 GP
same as 3rd lvl but add
2000gp.......Handy Haversack....very useful for his entire career



PW 5

Equipment=Ave 9000 GP
same as 4th lvl..but add:
4000gp .......+2 Headband of Intellect



PW 6

Equipment=Ave 13000 GP
same as 5th lvl..but add:
2500gp .........ring of sustenance
2500gp .........Boots of the Winterlands



PW 7

Equipment= Ave 19000 GP
same as 6th, but add:
4000gp ......+2 Cloak of Charisma




PW 8
Ave 27000 GP,Equipment=
same as 7th lvl


PW 9

Ave 36000 GP,Equipment=
same as 8th lvl ...but add




PW 10
Equipment=Ave 49000 GP
total equipment now:
16000gp...+4 Headband of Intellect
4000gp....+2 Cloak of Charisma
8000gp....Third eye Penetrate: While worn, a third eye penetrate grants the wearer a +2 bonus on manifester level checks to overcome a creature’s power resistance.
2500gp....Ring of Sustenance
2500gp....Boots of the Winterlands
2000gp...Handy Haversack....very useful for his entire career
900gp ...Hand of the Mage..gives Mage Hand At Will
10gp...5x daggers
35gp..light crossbow
2gp...20 bolts
3000gp Skin of Ectoplasmic Armor(Complete Psionics)
...+8 Armor,+2 Max dex,-6 Armor chk,25% ASF, no speed penalty
2007gp +1 Heartning Darkwood Medium Shield
200gp......2x War Ponies(trained)...one to be riden, one for carrying supplies...both are combat ready and can fight
150gp......6x Guard Dogs(trained).....trained for various things
800gp Acid flasks(80)
800gp Alchemists fire(40)
150gp Antitoxin(3)
110gp Everburning torch
200gp Holywater(8)
100gp Smoke sticks(5)
600gp Thunderstones(20)
250gp Tanglefoot Bags(5)

Remainder for misc. items and supplies.



PW 11
ave 66000gp


PW 12
Ave 88000 GP,Equipment=

PW 13
Ave 110000 GP,Equipment=

PW 14
Ave 150000 GP,Equipment=

PW 15
Ave 200000 GP,Equipment=

PW 16
Ave 260000 GP,Equipment=

PW 17
Ave 340000 GP,Equipment=

PW 18
Ave 440000 GP,Equipment=

PW19

Ave 580000 GP,Equipment=
Quote
PW 20
Ave 760000 GP,Equipment=



Work in progress

testtesttesttesttesttesttesttest






interesting link:

Rustmonster.net (http://rustmonster.net/)

http://forums.gleemax.com/leaving.php?destination=http://rustmonster.net/

other fun links:
tsuyoshikentsu's stuff/Lokiyn, Grand Alchemy List (http://tsuyoshikentsu.pbwiki.com/Lokiyn,%20Grand%20Alchemy%20List)


WoTC list of updated Anthropomorphic Animals (http://www.wizards.com/default.asp?x=dnd/ask/20061009a)
Big Grin
« Last Edit: November 10, 2011, 06:56:24 AM by carnivore » Logged

carnivore
Grape ape
*****
Posts: 1671


« Reply #2 on: August 02, 2008, 06:20:14 AM »










Strongheart Halfling

Fighter 6

32 pt buy

10 Str(12-2)
22 Dex(17 +2 +1 lvl +2 gloves)
16 Con(16)
13 Int(13)
8 Wis(8 )
8 Cha(8 )

Feats:
Weapon Focus(Throwing Axe), Knowledge Devotion(bonus), Weapon Finnesse
TWF
Pt Blk Shot
Weapon Specialize(Throwing Axe)
Imp Initiative, Quickdraw

Skills:27 skill points... Knowledge(Dungeoneering) class skill from Knowledge Devotion
using Skilled City Dweller Web enhancement variant(exchange Ride for Tumble as class skills)
8 ranks Tumble
5 ranks Knowledge(Dungeoneering)
1 rank Knowledge(Arcana) (cross classed)
1 rank Knowledge(Nature) (cross classed)
1 rank Knowledge(Local) (cross classed)
1 rank Knowledge(Religion) (cross classed)
1 rank Knowledge(The Planes) (cross classed)

Skill Tricks:
2 points on Collector of Stories(Receive a +5 Competence bonus on trained Knowledge check to remember the
special ability / vulnerability of a creature.)
2 points on Nimble Stand(You may stand from being Prone without generating an Attack of Opportunity.)

13000gp:

2100gp +1 Mithral Chain Shirt
8000gp +2 Gloves of Dex + Gauntlets of War
750gp Belt of healing
616gp 2x Throwing Axes(Masterwork)
80gp 10x Throwing Axes

HP 55
Saves:8 fort/ 8 ref/ 1 Will
AC 22= Base 10 +6 Dex + 4 Armor +1 enhancement +1 Size
Touch AC 17
Flatfooted AC 16
Fighting Defensively(-4 attack,+3 AC)
Full Defense(no Attacks,+6 AC)

Initiative: +6 Dex+4 Imp Initiative = +10 initiative
Attack bonus:
BAB +6 +6 Dex +1 WF +2 Insight(Average Knowledge Devotion) +1 Size= +16

+16/+11 full attack

Melee Attacks:
Melee with MW Throwing Axes
+17/+12
Melee with MW Throwing Axes and TWF
+15/+15/+12

Damage = (Small)Throwing Axe (1d4) 2 ave + 2 Insight + 2 Wpn Specialize +3 Enhancement = 9 damage per hit

Ranged Attacks:
Ranged with Throwing Axes(not Masterwork)
+17/+12
Ranged within 30'
+18/+13
Ranged within 30' with TWF  
+16/+16/+11

Damage = (Small)Throwing Axe (1d4) 2 ave + 2 Insight + 2 Wpn Specialize = 6 damage ... 7 damage within 30' per hit





or

Dodge
Mobility
Weapon Finnesse
Weapon Focus
Weapon Specialize
Knowledge Devotion
Draconic Aura(Vigor)
Giant Bane
Elusive Target
TWF




13000gp:

2100gp +1 Mithral Chain Shirt
8000gp +2 Gloves of Dex + Gauntlets of War
750gp Belt of healing
616gp 2x Throwing Axes(Masterwork)
80gp 10x Throwing Axes





Dragonborn with Draconic Aspect: Spirit... Gives this:

+2 Con,-2 Dex
+2 Dodge to AC vs Dragon Type
Immune to Frightful Presence
Immune to Paralysis, Magic Sleep Effects
Darkvision 30'
Low Light Vision
+2 Racial to Spot, Search, Listen

@6 HD Darkvision 60'
@9 HD Darkvision 90' and 3xLow Light Vision
@12 HD Darkvision 120' and 4xLow Light Vision
@15 HD Blindsense 30'


1/2 Fey give this:
The 1/2 Fey Template,+2LA
The Half-Fey

Half-fey are the spawn of powerful fey creatures and the mortals they find so intriguing. Often confused by the ignorant with half-fiends, some half-fey grow up tormented by their peers, but a few use their gifts to win over others and become quite popular.

"Half-fey" is usually an inherited template, but it could be acquired through other means as well. Certain mortals who are obsessed with the fey study fey magic and dwell in sylvan places in hopes of gaining power, and a few actually do manage to acquire the half-fey template.

Attribute bonuses Dex +2, Con -2, Wis +2, Cha +4



Fey Type: She becomes vulnerable to spells and effects that work on creatures of the fey type but is immune to effects that target her original type. For example, a half-fey/half-human would be subject to the extra damage from a fey bane sword, but she is immune to hold person because that spell affects only humanoids.

Low-Light Vision (Ex): the half-fey gains low-light vision.

Saving Throw Bonuses (Ex): a half-fey gains a +4 racial bonus on saving throws against spells and effects from the Enchantment school.

Spell-Like Abilities: Starting at 1st level, a half-fey with an Intelligence or Wisdom score of 8 or better gains spell-like abilities. The exact abilities gained depend on the half-fey's character level and level in the template class, according to the following table. In each case, the caster level equals the half-fey's character level. Save DCs, where applicable, are Charisma-based (10 + spell level + half-fey's Cha modifier).

Level Spell-Like Abilities Gained
1st Charm person at will, hypnotism 1/day
1st Faerie fire or glitterdust 1/day
3rd Detect law 3/day
3rd Enthrall or sleep 1/day
5th Protection from law 3/day
7th Confusion or emotion 1/day
9th Eyebite or lesser geas 1/day
11th Dominate person or hold monster 1/day
13th Mass invisibility 1/day
15th Geas/quest or mass suggestion 1/day
17th Insanity or mass charm 1/day
19th Otto's irresistible dance 1/day

The character gains each spell-like ability as soon as she meets both qualifications for it. Spell-like abilities are cumulative, so a half-fey whose character level is 3rd has charm person at will, detect law 3/day, enthrall or sleep 1/day, faerie fire or glitterdust 1/day, hypnotism 1/day.

Immunity to Enchantments (Ex): a half-fey becomes immune to all spells and effects from the Enchantment school. This ability replaces the saving throw bonus against these effects included in the half-fey's base racial features.

Wings (Ex): a half-fey grows insectlike wings (usually similar to those of a butterfly) and may use them to fly at up to twice her base land speed with good maneuverability.
under construction

 Big Grin
« Last Edit: November 10, 2011, 10:30:27 PM by carnivore » Logged

carnivore
Grape ape
*****
Posts: 1671


« Reply #3 on: August 02, 2008, 06:20:31 AM »

Due to the Increase in Lactose Intollerant individuals, this Dish is made completely Cleric-Free. It also avoids the Druid Cheese as well, and Ur-Priest and Apostle of Peace in addition. But how can you make a Dish that advances Divine Casting without those staple groups? Sit back and enjoy the meal. Let me present :

"The Handyman" ... Sir Hubert Jass

Human

Ranger 1/ Swashbuckler 1/ Fighter 1/ Paladin 4/ Divine Crusader 1/ Knight of the Raven 5/ Contemplative 2/ Ordained Champion 5

Domains:
Celestia(Lawful Good-Planar)
Destiny
War
Sun

Variants used:
Trapfinding Ranger... lose Track

The focus of this build is to be a Versative Support Character that can help most any Party(with Arcane Caster, Divine Caster, Tank). At later levels he can actually Adventure even without a party.

5th lvl
Support Mode: Ranged Attacks... Secondary Melee
Ranger 1/ Swashbuckler 1/ Fighter 1/ Paladin 2
Alignment: Lawful Good
HP: 8+4d10+10= (40hp)
10 Str
14 Dex
14 Con
10 Int
11 Wis
15 Cha(14 +1 lvl)
AC: 18 (Touch 12, flat 16)
Saves: Fort +13, Ref +6, Will +2.
Attacks: +1 Rapier(+8, 1d6+1) or  longbow ranged (+8, 1d8)
Feats: Extend Spell, Persistant Spell, Weapon Finnesse, Weapon Focus(Longsword)
Skills: 28+3+5+6= 42
5 Ranks Balance 5
5 Ranks Disable Device
4 Ranks Search 5
5 Ranks Spot 5
5 Ranks Diplomacy 5
5 Ranks Bluff 5
1 rank Tumble 1
1 rank Sense Motive 1
1 rank Handle Animal 1
1 rank Knowledge (dungeoneering)
1 rank Knowledge (geography)
1 rank Knowledge (nature)
1 rank Knowledge (nobility and royalty)
2 ranks Knowledge (religion)
1 rank Heal

Skill Trick:
Nimble Charge:You can Run or Charge across a Difficult Surface without needing to make a Balance check.


Equipment=Ave 9000 GP
Equipment: +1 Mithral Chain Shirt (2100), Goggles of Foefinding (2500), Cloak of Resistance +1 (1000), +1 Rapier (2350), Masterwork Longbow(375gp), Darkwood Buckler (165),

10th lvl
Support Mode: Ranged Attacks... Secondary Melee
Ranger 1/ Swashbuckler 1/ Fighter 1/ Paladin 4/ Divine Crusader 1/ Knight of the Raven 2
Alignment: Lawful Good
HP: 8+3d8+6d10+40= (94 hp)
10 Str
16 Dex(14 +2 gloves)
18 Con(14+ 4 bear endurance)
10 Int
11 Wis
18 Cha(14 +2 lvl +2 Cloak)
AC: 18 (Touch 12, flat 16)
Saves: Fort +13, Ref +6, Will +2.
Attacks: +1 Rapier or  longbow ranged (+8, 1d8)
Feats: Extend Spell, Persistant Spell, Weapon Finnesse, Weapon Focus(Longsword),DMM(Persistant), Heighten Spell, TWF
Skills: 28+3+5+6=
5 Ranks Balance 5
5 Ranks Disable Device
4 Ranks Search 5
5 Ranks Spot 5
5 Ranks Diplomacy 5
5 Ranks Bluff 5
1 rank Tumble 1
1 rank Sense Motive 1
1 rank Handle Animal 1
1 rank Knowledge (dungeoneering)
1 rank Knowledge (geography)
1 rank Knowledge (nature)
1 rank Knowledge (nobility and royalty)
2 ranks Knowledge (religion)
1 rank Heal

Skill Trick:
Nimble Charge:You can Run or Charge across a Difficult Surface without needing to make a Balance check.

Equipment:Ave 49000 GP
total equipment now:
4000gp...+2 Cloak of Charisma
4000gp....+2 Gloves of Dex
3750gp ... Eyes of the Eagle and Minute Seeing: +5 competence Spot and +5 competence Search 
3000gp ... Rod of Extend Lesser
2500gp... Ring of Sustenance
4500gp... Boots of the Winterlands+Boots of Agile Leaping+Steadfast boots: This footgear bestows many powers upon the wearer. First, he is able to travel across snow at his normal speed, leaving no tracks. The boots also enable him to travel at normal speed across the most slippery ice (horizontal surfaces only, not vertical or sharply slanted ones) without falling or slipping. The boots warm the wearer, as if he were affected by an endure elements spell. These boots allow the wearer to use his Dexterity modifier instead of his Strength modifier on Jump checks.  If the wearer has 5 or more ranks in Balance, he can stand from prone as a swift action that doesn't provoke attacks of opportunity. +4 bonus to avoid bull rush, trip, or overrun attacks.  Any two-handed weapon you carry is treated as if readied against any creature that charges you.
2000gp...Handy Haversack....very useful for his entire career
900gp ...Hand of the Mage..gives Mage Hand At Will
2100gp +1 Mithral Chain Shirt
2007gp +1 Heartning Darkwood Medium Shield
6500gp +1 Adamantine Feycrafted Longsword(finnessable)
350gp Masterwork Rapier
375gp Masterwork Longbow
5gp 100 Arrows
750gp Wand of Lesser Vigor
250gp Misc adventuring equipmment(Animals,Alchemical items, Mundane items)

+12000gp left
4500gp Circlet of Persuasion +3 Competence to Cha chks
4000gp Gauntlets of War +3 enhancement to damage


15th lvl "Sweet spot"
Support Mode: Ranged Attacks... Secondary Melee
Ranger 1/ Swashbuckler 1/ Fighter 1/ Paladin 2
Alignment: Lawful Good
HP: 8+4d10+10= (40hp)
10 Str
14 Dex
14 Con
10 Int
11 Wis
15 Cha(14 +1 lvl)
AC: 18 (Touch 12, flat 16)
Saves: Fort +13, Ref +6, Will +2.
Attacks: +1 Rapier or  longbow ranged (+8, 1d8)
Feats: Extend Spell, Persistant Spell, Weapon Finnesse, Weapon Focus(Longsword)
Skills: 28+3+5+6=
Equipment:Ave 200000 GP,Equipment=

20th lvl
Support Mode: Ranged Attacks... Secondary Melee
Ranger 1/ Swashbuckler 1/ Fighter 1/ Paladin 2
Alignment: Lawful Good
HP: 8+4d10+10= (40hp)
10 Str
14 Dex
14 Con
10 Int
11 Wis
15 Cha(14 +1 lvl)
AC: 18 (Touch 12, flat 16)
Saves: Fort +13, Ref +6, Will +2.
Attacks: +1 Rapier or  longbow ranged (+8, 1d8)
Feats: Extend Spell, Persistant Spell, Weapon Finnesse, Weapon Focus(Longsword)
Skills: 28+3+5+6=
Equipment:Ave 760000 GP,Equipment=


A divine crusader casts divine spells. She may only prepare and cast spells from her chosen domain. Effectively, a divine crusader has a class spell list
of only nine spells (one per spell level). To prepare or cast a spell, a divine crusader must have a Charisma score equal to at least 10 + the spell level. The diffi culty class for a saving throw against a divine crusader’s spell is 10 + the spell level + the divine crusader’s Cha modifier. The divine crusader also gets bonus spells based on her Charisma. A divine crusader prepares and casts spells as a cleric, except that she cannot spontaneously cast cure or infl ict spells.



Level 10
Elf Incarnate 5/Beastmaster 5
Alignment: Chaotic neutral.
HP: 5d6+5d10+30 (75)
Str 10 (0 pts)
Dex 16 (6 pts, +2 racial)
Con 17 (8 pts, -2 racial, +2 advancement, +2 Enhancement)
Int 12 (4 pts)
Wis 11 (3 pts)
Cha 8 (0 pts)
AC: 19 (Touch 13, flat 16)
Saves: Ref +10, Fort +13, Will +6
Attacks: Spittle ranged touch (30ft, +13, 4d6), or +1 longbow ranged (+14/+9, 1d8+1), or +1 longsword (+8/+3, 1d8)
Feats: Aereni Focus (Handle Animal), Expanded Soulmeld Capacity, Share Soulmeld, Bonus Essentia.
Skills: Handle Animal +21, Knowledge (Nature) +8, Ride +10, Survival +11, Spellcraft +10, Climb +5.
Soulmelds (Essentia pool 7, combat distribution listed in brackets): Dissolving Spittle (ESC, 4), Sighting Gloves (Hands, 0), Incarnate Avatar (3), Bluesteel Bracers(0).
Equipment: Amulet of Health +2 (4000), +1 Death Ward Mithral Chain Shirt of Improved Stamina (8100), Goggles of Foefinding (2500), Cloak of Resistance +2 (4000), +1 Longbow (2375), +1 Rapier (2350), +1 Light Fortification Darkwood Buckler of Mindarmor (7165), Least Crystal of Arrow Deflection (500), Carpet of Flying (5x5), Bracers of Repulsion (4000), Everfull Mug (200), 310 gp misc. adventuring equipment.

Now we hit the important synergy: the Beastmaster’s multiple companions and Share Soulmeld. By taking a pair of hawks as companions and keeping them nearby, we add more acid-spitting goodness. By 10th level, we can deal 12d6 per round without trying, which is matching or outcompeting warlock blasters. The hawks attack at +12 and +9 respectively.

It might be objected that animals can’t just use the soulmeld, but it doesn’t seem unreasonable, especially with a +25 Handle Animal modifier (Take 10 for 35) when dealing with a companion, to teach a third instance of the “Attack” trick to use Dissolving Spittle.
Level 12 – “Sweet Spot”
Elf Incarnate 5/Beastmaster 7
Alignment: Chaotic neutral.
HP: 5d6+7d10+48 (137)
Str 10 (0 pts)
Dex 16 (6 pts, +2 racial)
Con 18 (8 pts, -2 racial, +3 advancement, +2 Enhancement)
Int 12 (4 pts)
Wis 11 (3 pts)
Cha 8 (0 pts)
AC: 19 (Touch 13, flat 16)
Saves: Ref +11, Fort +15, Will +7
Attacks: Spittle ranged touch (30ft, +15, 5d6), or +1 longbow ranged (+16/+11, 1d8+1), or +1 longsword (+10/+5, 1d8)
Feats: Aereni Focus (Handle Animal), Expanded Soulmeld Capacity, Share Soulmeld, Bonus Essentia, Natural Bond.
Skills: Handle Animal +23, Knowledge (Nature) +10, Ride +12, Survival +13, Spellcraft +10, Climb +7.
Soulmelds (Essentia pool 7, combat distribution listed in brackets): Dissolving Spittle (ESC, 6), Sighting Gloves (Hands, 0), Incarnate Avatar (1), Bluesteel Bracers(0).
Equipment: Incarnum Amulet of Constitution +2 (19000), +3 Death Ward Mithral Chain Shirt of Greater Stamina (24100), Goggles of Foefinding (2500), Cloak of Resistance +2 (4000), +1 Warning Longbow (8375), +1 Rapier (2350), +1 Light Fortification Darkwood Buckler of Mindarmor (7165), Least Crystal of Arrow Deflection (500), Carpet of Flying (5x5, 20000), Bracers of Repulsion (4000), Everfull Mug (200), 310 gp misc. adventuring equipment.

I’ve chosen 12th level as my choice level; it hits a series of boosts all at once, as we get a new companion, an increased essentia cap from character level, an incarnum focus item, and Natural Bond all at once. We have four spittle attacks at +15, +15, +12, and +10, for 5d6 each, or 20d6 per round. As a twelfth-level character, this is not too shabby, and uses minimal equipment, allowing for good defensive gearing without sacrificing damage.
Level 15
Elf Incarnate 5/Beastmaster 10
Alignment: Chaotic neutral.
HP: 5d6+10d10+75 (180)
Str 10 (0 pts)
Dex 18 (6 pts, +2 racial, +2 Enhancement)
Con 20 (8 pts, -2 racial, +3 advancement, +4 Enhancement)
Int 12 (4 pts)
Wis 11 (3 pts)
Cha 8 (0 pts)
AC: 21 (Touch 15, flat 17)
Saves: Ref +16, Fort +19, Will +11
Attacks: Spittle ranged touch (30ft, +17, 6d6), or +1 longbow ranged (+18/+13/+8), 1d8+1), or +1 longsword (+13/+8/+3, 1d8)
Feats: Aereni Focus (Handle Animal), Expanded Soulmeld Capacity, Share Soulmeld, Bonus Essentia, Natural Bond, Split Chakra (Hands).
Skills: Handle Animal +26, Knowledge (Nature) +13, Ride +15, Survival +16, Spellcraft +10, Climb +10.
Soulmelds (Essentia pool 7, combat distribution listed in brackets): Dissolving Spittle (ESC, 6), Sighting Gloves (Hands, 0), Incarnate Avatar (1), Bluesteel Bracers(0).
Equipment: Incarnum Amulet of Constitution +4 (31000), Gloves of Dexterity +2 (4000),  +3 Death Ward Mithral Chain Shirt of Greater Stamina (24100), 2x Goggles of Foefinding (on Delta) (5000), Cloak of Resistance +5 (25000), +1 Warning Longbow (8375), +1 Rapier (2350), +1 Medium Fortification Darkwood Buckler of Mindarmor (19165), Least Crystal of Arrow Deflection (500), Greater Crystal of Mind Cloaking (10000), Ring of Freedom of Movement (40000), Belt of Battle (12000), Carpet of Flying (5x5, 20000), Bracers of Repulsion (4000), Everfull Mug (200), Heward’s Handy Haversack (2000), Portable Foxhole (5000), 310 gp misc. adventuring equipment.

Beastmaster is now giving us a strong quadratic curve. With four hawks (Alpha, Beta, Gamma and Delta) and an Incarnum focus amulet, we can now deal 24d6 acid damage per round. Natural Bond also becomes useful here, giving significant survivability and attack boosts to the three lesser hawks. The hawks attack at +21, +15, +12, and +10 respectively. However, the essentia reserves are starting to run dry, so we’ll swap back to Incarnate to finish the build.
Level 20
Elf Incarnate 10/Beastmaster 10
Alignment: Chaotic neutral.
HP: 10d6+10d10+160 (250)
Str 10 (0 pts)
Dex 26 (6 pts, +2 racial, +6 Enhancement, +5 Inherent)
Con 26 (8 pts, -2 racial, +4 advancement, +6 Enhancement, +5 Inherent)
Int 12 (4 pts)
Wis 12 (3 pts, 1 advancement)
Cha 8 (0 pts)
AC: 19 (Touch 13, flat 16)
Saves: Ref +21, Fort +25, Will +16
Attacks: Spittle ranged touch (30ft, +23, 8d6), or +1 longbow ranged (+16/+11/+6), 1d8+1), or +1 longsword (+13/+8/+3, 1d8)
Feats: Aereni Focus (Handle Animal), Expanded Soulmeld Capacity, Share Soulmeld, Bonus Essentia, Natural Bond, Split Chakra (Hands), Open Greater Chakra (Throat).
Skills: Handle Animal +26, Knowledge (Nature) +13, Ride +15, Survival +16, Spellcraft +10, Climb +10.
Soulmelds (Essentia pool 12, combat distribution listed in brackets): Dissolving Spittle (ESC, Throat, 8), Sighting Gloves (Hands, 0), Incarnate Avatar (4), Diadem of Purelight (Crown, 0).
Equipment: Incarnum Amulet of Constitution +6 and Natural Armor +1 (53000), Gloves of Dexterity +6 (36000),  +3 Called Death Ward Mithral Chain Shirt of Greater Stamina (26100), 5x Goggles of Foefinding (Self and each hawk) (2500), Wings of Flying and Resistance +5 (79000), +1 Warning Longbow (82375), +1 Rapier (2350), +1 Aporter Commander Heavy Fortification Darkwood Buckler of Mindarmor (61165), Greater Crystal of Mind Cloaking (10000), Greater Ring of Universal Energy Resistance (180000), Manual of Bodily Health +5 (137500), Manual of Quickness in Action +4 (82500), Belt of Battle (12000), Skin of Power Damping (10000), Bracers of Repulsion (4000), Everfull Mug (200), Heward’s Handy Haversack (2000), Portable Foxhole (5000),  310 gp misc. adventuring equipment.

And now we’re finished. The hawks attack at +24, +18, +15 and +13, and all attacks now ignore both cover (Goggles of Foefinding) and concealment (Diadem of Purelight). We lose a small initiative boost, but skipping miss chances is worth it. Final damage output is 40d6 per round, with an extra 40d6 in the next round for 80d6 total. And this can be divided in 8d6 chunks, so dropping an opponent generally results in less overkill, which is good. And you have the Fortitude save and Hit Points to get reasonably close to your enemies, as well as gear to bolster that weak Will save. Against acid resistant/immune foes, you’re in a bad place, but the payoff is a very strong and completely sustainable damage output against everything else.











ENTRY REQUIREMENTS
Alignment: Any lawful, neutral good, or neutral evil. Skill: Knowledge (religion) 7 ranks. Feat: Weapon Focus with deity's favored weapon. Spellcasting: Able to cast magic weapon as a divine spell. Special: Must worship Hextor or Heironeous.

Classfeatures:

Advances spellcasting at level 2, 3 and 5. Full BAB, good will and fortitude saves, but crappy reflex save.

Bonus Domain:
If you are a cleric, you gain the War domain as a third domain. If you already have the War domain, you can instead choose any other domain granted by your deity as your third domain. If you have no cleric levels, you can add the War domain spells to your class spell list, but I you do not gain its domain ability or any extra spell slots for domain spells.

Combat Feats:
You can permanently sacrifice one or two] of your domain granted powers to acquire an equal number of feats from the list of fighter bonus feats, as long as you meet I the prerequisites' for them. You may not sacrifice your War domain ability for this purpose. You must choose whether or not to make this exchange when you first become an ordained champion, and you cannot later change your mind.

Continued Advancement:
levels in ordained champion stack with levels of other appropriate classes for the purpose of turning or rebuking undead, and for all level-dependent domain granted powers.

Modified Spontaneous Casting (Ex):
If you have cleric levels, you lose the ability to spontaneously cast cure or inflict spells. Instead, you can swap out previously prepared cleric spells for any spells of equal or lower level from the War domain. This alteration applies even to levels you gain as a cleric after becoming an ordained champion.

If you are not a cleric, modified spontaneous casting does not apply to you, even if you can spontaneously cast some other kind of spell, such as summon nature's ally.

Diehard:
At 2nd level, you gain Diehard as a bonus feat, even if you lack the prerequisites. If you already have Diehard,
you can select any other feat for which you meet the prerequisites as your bonus feat.

Smite (Su):
At 2nd level, you can spend one daily use of your turn/rebuke undead ability as a swift action to turn your next melee attack into a smite. You gain a bonus equal to your Charisma modifier on attack rolls, and you deal extra damage equal to your total effective turning or rebuking level. Your smite attack is not limited by alignment or race; you can attempt to smite any foe. Except as noted here, this ability functions like the paladin's smite evil ability (PH 44).

Channel Spell (Sp):
At 3rd level, you can channel any spell you have available to cast into your melee weapon. Doing so requires a move action and uses up a prepared spell or spell slot just as if you had cast the spell. The channeled spell affects the next target you successfully attack with that weapon, though saving throws and spell resistance still apply normally. Even if the spell normally affects an area or is a ray, it still affects only the target in this case. On a successful hit, the spell is discharged from the weapon, which can then hold another spell. You can channel your spells into only one weapon at a time. A spell channeled into a weapon is lost if not used within 8 hours.

Divine Bulwark (Sp):
At 3rd level, you can sacrifice a prepared spell or spell slot as a swift action to gain damage reduction. The value of the damage reduction equals 1 + spell level sacrificed, and it can be overcome by a chaotic-aligned strike. Thus, a 3rd-level ordained champion who sacrificed aflame strike spell would gain damage reduction 6/chaotic for 3 rounds. The damage reduction gained from multiple uses of this ability does not stack. This protection lasts for a number of rounds equal to your ordained champion level.

Fist of the Gods (Sp):
At 4th level, you can sacrifice a prepared spell or spell slot as a swift action to deal extra damage. Doing so grants you a bonus equal to 1 + spell level sacrificed on your damage rolls for melee attacks. This benefit lasts for a number of rounds equal to your ordained champion level.

Rapid Spontaneous Casting (Ex):
When you attain 4th level, any spell from the War domain that you spontaneously cast requires only a swift action if its normal casting time is no more than 1 standard action, or a standard action if its normal casting time is 1 full-round action. A spontaneous spell that you modify with a metamagic feat requires only its normal casting time rather than the extra time such a spell normally requires.

Holy Warrior (Sp):
At 5th level, you can spend one daily use of your turn/rebuke undead ability as a swift action to king your Wisdom into play in combat. For 5 rounds after you activate this ability, you can use your Wisdom modifier in place of your Strength modifier on attack rolls and damage rolls.

War Caster (Ex):
At 5th level, you gain a +2 bonus to your effective caster level when casting spells that appear on the War domain spell list.

Class Skills
(2 + Int modifier per level): Concentration, Craft, Heal, Intimidate, Knowledge (arcana), Knowledge (nobility and royalty), Knowledge (religion), Knowledge (the planes), Profession, Ride, Spellcraft.

Adaptation:
Adaptation
Although the ordained champion is designed primarily as a follower of Hextor, it can easily be altered to fit into the church of any martial deity of any alignment. Simply adjust some of the flavor text and the alignment  equirements accordingly. In the FORGOTTEN REALMS campaign setting, the Red Knight, Tempus, and Tyr are appropriate deities for the class; while Dol Arrah, Dol Dorn, and the Mockery serve the purpose well in the EBERRON campaign setting.




Effective and Helpful Low Level Cleric Archer
Most Cleric Archer Builds focus solely on archery.... that they neglect thier support role for the party. This Build tries to avoid that kind of problem, while making an effective character that is both a Cleric and Archer.

Gray Elf(+2Dex,+2Int,-2Str,-2Con)

Patron:Ehlonna
Domains:
Knowledge(bonus)
Animal
Celerity
Sun(bonus)
Travel(bonus)

Ranger 2/ Cloistered Cleric 3/ Seeker of the Misty isle 3/ Knight of the Raven 10/ xxxx 2 =RSoE 2 or Contemplative 2, any full casting progression class

32 point buy:
8 Str(10 base-2racial)
16 Dex(14 base+2racial)
12 Con(14 base-2racial)
16 Int(14 base+2racial)
14 Wis
14 Cha

All ability boost from levels go to Wisdom

Feats:
Track(Bonus)
Quick Reconioter
Rapid Shot(Bonus)
Point Blank Shot
True Believer
Touch of Healing
Knowledge Devotion
Summon Elemental(reserve)
Woodland Archer

Items:

1st lvl:
2nd lvl:
3rd lvl:
4th lvl:
5th lvl:
6th lvl:
7th lvl:
1000gp Misc Arrows
1800gp Efficient Quiver
Ephod Of Authority
1400gp Lenses of Revelation
1000gp Reliquary Holy Symbol
750gp Healing Belt
750gp Wand of Cure Light Wounds
2410gp +1 Alchemical Silver Longsword
4900gp +1 Serren Wood Elvencraft Composite Longbow(+2 Str)
1000gp Truedeath Crystal-Lesser
2000gp Hewards Handy Haversack

8th lvl:
Add:
8150gp Millinnial Chainmail(Relic)
9th lvl:
Add:
8000gp Quiver of Elvenkind
1100gp Gloves of the Starry Sky
4000gp +2 Amulet of Wisdom

10th lvl:
11th lvl:
12th lvl:
13th lvl:
14th lvl:
15th lvl:
16th lvl:
17th lvl:
18th lvl:
19th lvl:
20th lvl:

 Big Grin
« Last Edit: October 20, 2008, 09:44:48 AM by carnivore » Logged

carnivore
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Posts: 1671


« Reply #4 on: August 02, 2008, 06:20:47 AM »

my Ultimate Tank http://forums.gleemax.com/wotc_archive/index.php/t-468418.html

Need to Update this
there have been many threads made listing the important aspects of a Tank. Why not try to actually implement them in a build.


here goes:

Ranger 2/ Monk 2/ Psiwarrior 2/ Elocator 1/ Shou Disciple 5/ Fighter 8

very simple, it seems as the important things are Battlefield control(mainly thru AoOs, and special Attacks(Bull rush,tripping,etc....)

Ranger 1 Track/Dodge/Mobility
Ranger 2 2WF
Monk1 Imp Unarmed/Imp Grapple/Weapon focus(Unarmed)
Monk2 Combat Reflexes
PW 1 Power Attack
PW 2 Spring Attack/ Deft Opportunist
Elocator 1 Sidestep Charge
Shou Disciple 1
Shou Disciple 2 Combat Expertise/Karmic Strike
Shou Disciple 3
Shou Disciple 4 Improved Trip
Shou Disciple 5 Leap Attack
Fighter 1 Improved Bullrush
Fighter 2 Elusive Target
Fighter 3 Shock Trooper
Fighter 4 Imp 2WF
Fighter 5
Fighter 6 Hold the Line/ Double Hit
Fighter 7
Fighter 8 Defensive Throw

this character will have the following:

BAB +17

good charging abilities
can control the battlefield well
makes the most of AoOs:

2 attacks for each
+4 to attack for each

gets to make AoO for the following conditions:
VS Charges
vs charges that miss
anytime he gets hit
anytime someone misses him(if they are the target of his Dodge)
if he triggers an AoO and they Miss


Weapons:
he would probably use a Glaive or Guisarme for reach, but still threaten the squares around himself with 2d6 unarmed attacks.
as for weapons ....the reason for the Polearm(Glaive or Guisarme) : they are Martial weapons and can be used in a Flurry with Shou disciple 5, i would like to use an exotic weapon but they require a feat that i dont have to spare.

i would also like to fit in a Large race........but the things that make a tank efficient and survivable are Magic(psionic) items, and this would almost require something like a Phylactery of change(A&EG) or Skin of Proteus..notice:
Quote from: SRD
Skin of Proteus: This psychoactive skin continually affects the wearer as the metamorphosis power. While in a form other than his natural form, the wearer does not appear to be wearing the skin.
Moderate psychometabolism; ML 7th; Craft Universal Item, metamorphosis; Price 84,000 gp; Weight 2 lb.

Annis hag,Troll,Treant are all good forms, and the Max HD forms that these items will allow are 7HD....................i would rather have items than rely on spells for 2 reasons:

1)does not use up resources(spells for the party)
2)long term duration and versatility

if i use items to make the character stronger by means of a different form........this REDUCES MAD, and i can focus on mental abilities(i still need to keep enough attributes to qualify for the Feats.
Also i can be a Large Character without the LA



this is a quick alternative to this tank:

Ranger 2/ Monk 6/ Psiwarrior 2/ Elocator 1/ Shou Disciple 5/ Fighter 2/ xxxxxx 2

this will give me Greater Flurry with All Martial weapons, and if i can get a monks belt and monks Tatoo the unarmed damage is 2d10, but i loose several feats and have 1 BAB lower.........

the thing with Tank development....for the most part many thins can be gained with magic(psionic) items. Battlefield control and Martial skill(BAB,# of Attacks) must be gained with proper class choice and Feat choice.

this is a work in progress....... any suggestions are welcome...


Arcane Archer builds and theory http://forums.gleemax.com/wotc_archive/index.php/t-416262.html

 Big Grin
« Last Edit: August 06, 2008, 05:47:25 AM by carnivore » Logged

carnivore
Grape ape
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Posts: 1671


« Reply #5 on: August 02, 2008, 06:20:59 AM »

Sword and Board:

Human
Fighter 4/ Crusader 2

Flaws:


Feats:
Jotunbrud ........ considered Large Sized for any attacks that get bonuses for size(Trip, Bullrush,etc..), and can use Weapons that are Large with no penalty
Exotic Weapon(Spinning Sword)
Shield Specialization
Improved Shield Bash
Agile Shield Fighter
PA
Leap Attack



Stance:
Thicket of Blades



This is a list linking to free online official d&d sources. The main tool you have to your disposal is www.d20srd.org, which has most of the Player's Handbook, Dungeon Master's Guide, Monster Manual I, Unearthed Arcana and Expanded Psionics Handbook. In addition visit crystalkeep which has downloadable pdfs with listings of pretty much everything. The links below come from the wizard's 3.5 excerpts archive. Each article has a print function so that you use it more easily.

Races and Templates


Classes


Alternative Features and Substitution Clases


Prestige Classes


Skills


Feats


Spellcasting (spells, invocations, powers, soulmelds, etc)


Monsters


Equipment



Quote from: Surreal;6974556
Popular psionic prestige classes from The Mind's Eye
Constructor
Crystal Master
Meditant
Sangehirn
Body Leech





Web Previews (some of the links may not go directly to the preview, so you may have to scroll  around a bit)
Archivist (Heroes of Horror)
Beast Heart Adept (Dungeonscape)
Blackguard (DMG)
Chameleon (Races of Destiny)
Corrupt Avenger (Heroes of Horror)
Cragtop Archer (Races of Stone)
Cyran AVenger (Eberron: Five Nations)
Deepwarden (Races of Stone)
Demonbinder (Drow of the Underdark)
Doomguard (actually Doomlord, Planar Handbook)
Dragonfire Adept (Dragon Magic)
Dragonstalker (Draconomicon)
Dread Commando (Heroes of Battle)
Eyes of Horus-Re (Player's Guide to Faerun)
Fist of Raziel (Book of Exalted Deeds)
Fochlucan Lyrist (Complete Adventurer)
Frostrager - Frostburn
Green Star Adept (Complete Arcane)
Hammer of Moradin (Player’s Guide to Faerun)
Harper Agent (Player's Guide to Faerun)
Hellfire Warlock - Fiendish Codex II
Hidecarved Dragon (Draconomicon)
Knight Phantom (Eberron: Five Nations)
Magelord (Lost Empires of Faerun)
Marshal (Miniatures Handbook)
Master Harper
Master of Masks (Complete Scoundrel)
Master of Radiance (Libris Mortis)
Master of Shrouds (Libris Mortis)
Mystic Examplar (Complete Champion)
Nar Demonbinder (Forgotten Realms: Unapproachable East)
Orc Warlord - Races of Faerun
Paladin alternative class features (from Dungeonscape)
Pious Templar (Complete Divine)
Psychic Assassin
Psychic Rogue
Psychic Theurge
Psychic Weapon Master
Rage Mage (Complete Warrior)
Raumathari battlemage (Forgotten Realms: Unapproachable East)
Recaster (Races of Eberron)
Scarlet Corsair (Stormwrack)
Silver Key (Dragonmarked)
Soul Manifester
Spellthief (Complete Adventurer)
Subverted Psion
Thief-Acrobat (Complete Adventurer)
Ultimate Magus (Complete Mage)
War Hulk (Miniatures Handbook)
Warblade (Tome of Battle)
Wilder (Expanded Psionics Handbook)


OK, I'd like to sum up what we have so far in terms of "building blocks" to create strong level 1 psions. Then, people can pick and choose from these blocks as they see fit.

We can make choices in the following areas:
>>Primary choices
*Attributes
*Race
*Discipline
>>Secondary choices
*Feats
*Powers
*Skill Points
*Equipment

The most important weakness for the level 1 Psion is lack of hp, which probably makes Psionic Body the most important building block. This means we want quantity and quality in psionic feats.

Psionic Feat Quantity
*Race: Human or Strongheart Halfling
*Weaknesses if you can take them: Murky-eyed and Feeble

Psionic Feat Quality
*Psionic Talent: If you take this once, you can essentially manifest 2 extra powers per day. Take it twice and gain an additional 3 level 1 powers per day.
*Psicrystal Affinity: The crystal is a scout, poison delivery device, movable light source (wrap it in oiled cloth and set it on fire) and more. Hardness 8 + construct traits reads "Immune to everything" at level 1. It also comes with a personality trait (essentially skill focus) and Alertness for 3 feats in one!
*Overchannel + Talented: Only worth it if you have 2 flaws and plenty of Psionic Talent points to spend. But if you do, you're essentially beginning play as level 2 rather than level 1 with all the HP, PP and the ML of 2.
*Link Power: If you can somehow fit this in too, you can summon a wooden shell sphere in 2 rounds for almost complete immunity as detailed by Lokiyn above.
*Enlarge Power: If you have feats to spend, you can increase the effectiveness with your ranged powers for no extra PP cost with this.
*Other feats: Inquisitor, Up the Walls and Speed of Thought all offer extra benefits for a first level character.

We need good powers for a first level character to make the most of the PP. Let's start with the powers that are NOT good for a 1st level character and why:
Entangling Ectoplasm, Energy Ray, Crystal Shard: Requires a touch attack. At level 1, your BAB is low and touch AC are only a few points below normal AC. At higher levels, the difference is huge and you have better BAB too. Then these powers get good.
Astral Construct, Grease: Also great powers at higher levels, but right now the duration is too small. You could make a case for them as level 2 choices though, if you want to use them before level 7 when you can use Psychic Reformation. Rather than AC, use animals (see below).

Now for powers that are good at level 1:
*Matter Agitation: This is essentially a weapon that costs 1 pp to draw and ignores your poor attack roll and strength score. It deals little damage compared to a greatsword, but it never misses. It's also a "weapon" that affects swarms and it can set things on fire from a distance.
*Disable: This is just like Sleep or Color Spray - a mass save-or-die that is [mind-affecting] and based on a will save. It even augments to stay useful until you reform, but that's beside the point for this discussion.
*Vigor: 5 extra hp should soak up most attacks at this level. Maybe even two attacks.
*Psionic Minor Creation: Make poison, flammables, utility items like ropes and ladders, wall segments, reinforce doors, build bridges, produce food etc.
*Call Item: For Lokyin's wooden sphere trick and more.
*Call to Mind: If your DM uses lots of Knowledge checks, getting to roll twice and taking an additional +4 bonus is pretty big.
*Various social powers: Psionic Charm, Mindlink, Attraction, Telempathic Projection etc. are all powerful and useful at this level.

You're most likely a high int human, which means you have plenty skill points to spend. Your priorities are:
*Concentration: Always. Remember you can expend focus to take 15 at a concentration check if necessary.
*Trained only INT-skills: Put your high INT-modifier to use and spend 1 rank to unlock any skill that is even remotely interesting such as Knowledge skills, Craft skills, Psicraft and Decipher Script. Craft is even more important if you have Psionic Minor Creation and intend to make complex items. Craft also enables you to manufacture your own equpment at 1/3 the price. Knowledge is more important if you have Call to Mind.
*Class skills: Max out any that seem useful given your choice of discipline (Diplomacy, Autohypnosis, Heal, Spot and Listen are good things to know at level 1).
*Other trained only skills: Who knows when a rank in Autohypnosis or Tumble could be useful?
*CC skills: Listen and Spot are always useful if you don't have them already.

Finally, there's equipment. You get 75 gp average or 120 gp max as a psion. To make the most of this gold, spend a few skill points on the necessary craft skills so you can effectively buy stuff at 1/3 the price. Buy the following expendable animals:
*One donkey: 8 gp. You can lug everything around (it even goes into dungeons) despite your low strength. It also has lots of hp and can deal 1d2 damage.
*One guard dog: 25 gp. A weak Astral Construct that lasts until destroyed.
Replace both of these with a war trained Riding Dog at level 2, to fill both functions, only better.

The rest is raw material for armor, weapons and a few utility items. Go for a self made chain shirt and heavy wooden shield. You can even make leather barding for your dog at a small extra cost, to make it last longer. If you have gp left to spend, use it on raw material for alchemical items and make some of those too.
Big Grin
« Last Edit: December 31, 2008, 04:42:58 PM by carnivore » Logged

carnivore
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*****
Posts: 1671


« Reply #6 on: August 02, 2008, 06:21:13 AM »





 Big Grin
« Last Edit: November 11, 2011, 08:42:52 PM by carnivore » Logged

carnivore
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*****
Posts: 1671


« Reply #7 on: August 02, 2008, 06:21:24 AM »



 Big Grin
« Last Edit: November 11, 2011, 08:59:05 PM by carnivore » Logged

carnivore
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Posts: 1671


« Reply #8 on: August 02, 2008, 06:21:36 AM »




 Big Grin


Poster Name: carnivore

Character Name: Hollimion Jarkaunum, the Devoted Brother

Race/Class/Level: Half Elven Cleric 5 / Master of Radience 5 / Radiant Servant of Ehlonna 5 / Contemplative 1 / Sacred Exorcist 2 / Loremaster 1

System: Core (Greyhawk/Default)

Short Description: In addition to being able to cast 9th level divine spells, this character has an amazing bonus to both Spot and Diplomacy, ensuring that if he doesn't want to fight you, chances are he'll convince you that you don't want to fight him! If he does want to fight you, watch out for the five death arrows that will be coming your way via his Bow of the Solars, all of which are likely to hit. And if you're an undead, plant, or malevolent spirit, you'll be in big trouble shortly via tremendous turning power!

Ability Scores:

Str: 8 (34 in Solar Form) (Headband of Excellence)
Dex: 10 (26 in Solar Form) (Headband of Excellence)
Con: 8 (10) (22 in Solar Form) (+2 Belt of Dwarvenkind)
Int: 16
Wis: 16 (22) (Headband of Excellence)
Cha: 16 (32) (+5 for levels 4, 8, 12, 16, and 20, +5 inherent [wish], +6 Cloak of Charisma)Character Sheet:
(in Solar Form for simplicity, using the shapechange ability)Deity: Ehlonna
Alignment: True Good
Hit Points: 200
Saves: +23/+16/+32
Armor Class: 60, with 50% miss chance (Improved Blink) (+8 dexterity, +5 deflection (shield of faith), +23 natural armor (righteous might), -2 size (righteous might), +4 armor, +2 shield, +10 enhancement (shield and armor))
Initiative: +14
Speed: 50 ft, fly 150 ft (good)
Attacks: Bow of the Solars, ranged, +35/+35/+30/+25/+20(BAB +20 (divine power), +8 dexterity, -2 size (solar form and righteous might), +3 luck (divine favor), +5 enhancement, +1 and an extra attack from Boots of Speed)All arrows fired become Slaying Arrows that affect everything including constructs and elementalsLongsword, melee, +41/+41/+36/+31/+26(BAB +20 (divine power), +14 strength (righteous might), -2 size (righteous might), +3 luck (divine favor), +5 enhancement, +1 and extra attack from Boots of Speed)

If all attacks hit, which is reasonable to assume, a full attack deals an average of 180 points of damage.Turning:Against Undead and Possessing Spirits22 uses of Turn Undead/day
14 uses of Greater Turn Undead/day
Effective Level vs. Undead and Possessing Spirits: 30th
Average Turning Damage vs. Undead: 70 HDAgainst Plants14 uses of Turn Plants/day
Effective Level vs. Plants: 21st
Average Turning Damage vs. Plants: 38 HDProgression:

01 Clr 1 Divine Spell Power, Animal and Sun Domains
02 Clr 2
03 Clr 3 Skill Focus (Knowledge [religion])
04 Clr 4
05 Clr 5
06 Clr 5 / MoR 1 Craft Magic Arms & Armor
07 Clr 5 / MoR 2
08 Clr 5 / MoR 3
09 Clr 5 / MoR 4 Extra Turning
10 Clr 5 / MoR 5
11 Clr 5 / MoR 5 / RSoE 1
12 Clr 5 / MoR 5 / RSoE 2 Extend Spell
13 Clr 5 / MoR 5 / RSoE 3
14 Clr 5 / MoR 5 / RSoE 4
15 Clr 5 / MoR 5 / RSoE 5 Plant Domain, Persistant Spell
16 Clr 5 / MoR 5 / RSoE 5 / Cnt 1 Celerity Domain
17 Clr 5 / MoR 5 / RSoE 5 / Cnt 1 / SaE 1 Exorcism Domain
18 Clr 5 / MoR 5 / RSoE 5 / Cnt 1 / SaE 2 Divine Metamagic
19 Clr 5 / MoR 5 / RSoE 5 / Cnt 1 / SaE 2 / LrM 1 Domain Spontaneity (Celerity)Skills of Note:
(when in Solar Form, for simplicity)Spot: (23 ranks) +50(23 ranks + 6 wisdom + 1 racial + 10 competence + 10 enhancement)Diplomacy: (23 ranks) +40 (23 ranks + 11 charisma + 2 racial + 4 synergy)Spellcraft: (10 ranks) +15
Knowledge (religion): (10 ranks) +15
Knowledge (nature): (10 ranks) +15
Knowledge (the planes): (10 ranks) +15
Knowledge (nobility): (5 ranks) +10Spells of Note:
In addition to full casting as an 18th level Cleric (22nd Caster Level)1st Level: Divine Favor
3rd Level: Magic Vestement (on shield and armor)
4th Level: Divine Power, Greater Magic Weapon (on longsword and longbow)
5th Level: Righteous Might, Slay Living
6th Level: Banishment, Greater Dispel Magic, Harm, Heal
7th Level: Destruction
8th Level: Fire Storm, Symbol of Death, Sun Burst, Improved Blink
9th Level: Energy Drain, Implosion, Miracle, True Resurrection, Prismatic Sphere, Time Stop, ShapechangeItems of Note:Character Developement Items:+2 (+5) Bow of the Solars (+5 Strength Bonus) (50,500 gp, self made)
+1 (+5) Intelligent Eager Long Sword (grants Improved Initiative) (25,500 gp, self made)
+1 (+5) Sacred Glamered Mithril Chain Shirt of Linking (23,100 gp, self made)
+1 (+5) Sacred Heavy Mithril Shield of Animated Arrow Deflection (37,000 gp, self made)
Lesser Bracers of Archery (5,000 gp)
3 Nightstick Rods (22,500 gp)
Scepter of the Netherworld (9,000 gp)
Greater Holy Symbol (5,400 gp)
Goggles of Draconic Vision (46,000 gp)
Dragoneye Amulet (85,000 gp)
General ItemsHeadband of Perfect Excellence (180,000)
Vest of Resistance +5 (25,000 gp)
Boots of Speed (12,000 gp)
Cloak of Charisma +6 (36,000 gp)
Tome of Leadership and Influence +5 (137,500 gp)
Two Rings of Counterspelling (8,000 gp)
Metamagic Rod of Extend (11,000 gp)
Lesser Metamagic Rod of Extend (3,000 gp)
5 Raptor Arrows (36,365 gp, self made)

Total Gold Spent: 757,865 gp
Total Gold Remaining for Miscellaneous Adventuring Gear (as if 20th level): 2,135 gpWhat books are needed for this build?

Core Rulebooks
Complete Divine (Radiant Servant of Ehlonna, Sacred Exorcist, Contemplative, Divine Spell Power, Innate Spell, Sacred Bracers, Raptor Arrows, and Improved Blink)
Expanded Psionics Handbook (Linked Armor Enhancement)
Draconomicon (Goggles of Draconic Vision and Dragon's Eye Amulet)
Libris Mortis (Master of Radiance, Nightstick Rod and Scepter of the Netherworld)
Ghostwalk (Phaant's Luckstone)
Arms and Equipment (Bow of the Solars, Eager Weapon Enhancement, and Sacred Shield Enhancement)
Defenders of the Faith (Greater Holy Symbol)
Sword and Fist (Headband of Excellence)
Tome and Blood (Vest of Resistance)

________________________________________ ________________________________________ ______

The Duo

Why are these characters the perfect duo?Ivellion and Hollimion represent powerhouses of divine might, which they use to enhance every other aspect of themeselves, and eachother. Hollimion, with his father's Bow of the Solars, is a ranged combat death machine firing slaying arrows against whatever creature type he chooses, even constructs and elementals. Ivellion is a master at melee, dealing swift, sure blows in his dance of death for suprisingly large amounts of damage. Both brothers are extremely charismatic, and can collectively convince anyone of anything. Each also has several areas in which he specializes... for example, Ivellion in trap disarming and stealth, and Hollimion turning of all kinds (undead, plant, and possessing spirit). Both brothers have access to Time Stop and Shapechange, which allow the brothers to stop time to make use of their excellent buffs, and to allow Hollimion to assume the form of anything with 22 HD or less. Two favorite forms are the War Troll (see above) and the Solar, whose Special Qualities include damage reduction 15/epic and evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 15, resistance to electricity 10 and fire 10, spell resistance 32, tongues, and a huge amount of spell like abilities, as well as full, 20th level clerical casting!How would the Duo kick ass against the following:Aberrations/Magical Beasts / etc: With these monsters, versatility and combat prowess is the key. Between Ivellion and Hollimion, over 400 pts of damage can be done/round in melee combat alone. That's if they're able to get past the death arrows of Hollimion to close with the characters. Additionally, both characters cast 9th level divine spells, and have the Time Stop spell that gives them 1d4 free rounds to use all those great Cleric buffs!
Constructs: Hollimion's Slaying Arrows are able to affect constructs, unlike most death effects, which means that Constructs (who have notably low fortitude saves), should be shaking in their boots!
Dragons: In a game with dragons, nothing beats diplomatic skills. This pair has Diplomacy, Bluff, Sense Motive and (if you're feeling brave) Intimidate in huge supply! If talking fails, they've got great combat abilities and awesome spells at their fingertips... but that's considerably less satisfying than talking the dragon out of his treasure!
Elementals/Outsiders:Elementals and Outsiders are subject to all kinds of cleric spells that can immediatly resolve an encounter... spells like Banishment, and Dispel Allignment X (of which they can cast every allignment). Additionally, Hollimion's Slaying Arrows (fired from his Bow of the Solar's) can target outsiders . No, outsiders won't be a threat for long as Ivellion casts Banishments and Hollimion fires Slaying Arrows.
Undead:This is all about Hollimion. He is simply a great undead turner, able to extinguish a 30 HD undead with a standard action... 14 times per day. In case that fails for some ungodly reason, Hollimion has incredible light spells and spell-like abilities (which Ivellion can borrow) that deals serious damage to such an undead at serious range, destroying it if it is vulnerable to light (like a high level vampire). Spells like Sunburst, which deals damage and blinds huge numbers of non-undead, are particularly effective in wiping out hordes of undead minions.
Traps:Ivellion's got this one covered... he can detect a 9th level trap 85% of the time, at which point it's only a matter of a few rounds before it's disarmed. This is in addition to the standard rogue package stealth skills.
Political Intrigue:Diplomacy, Bluff, Sense Motive, and Intimidate are of huge value here as well, in addition to a plethora of high level spells that are of great use in this arena. Plus, because they represent both extremes on the moral axis, they can talk with almost anyone on their own terms!
Diplomatic Maneuvers:The word "diplomatic" is of importance here, especially because Hollimion has +40 to his Diplomacy Check! If more down-and-dirty encounters are necessary, Ivellion weighs in with good bonuses on Bluff and Intimidate.
A BBEG / Mastermind / Warlord:BBEG's are fond of using combat/brute tactics, which is no problem for this rather martial pair... after a 400 melee damage alpha strike, he'll be done shortly. Warlords rely on lesser cohorts and hordes to do their dirty work... and neither represents a problem (either for the same reasons as the BBEG, above, or Mobs, below). Masterminds often use political intrigue and diplomatic maneuvers, which have already been covered above.

All three groups, however, are perhaps overly fond of magic items and spells that totally outclass PCs. When you strip them of this magic, they're often just like any other NPC. Ivellion does so with huge saves vs. any kind of magic ~ +40/+39/+39... how do you dominate me know!?!
Mobs:Clerics have a plethora of area effect spells that can wipe out a mob of weaker monsters. Imagine four Fire Storms that cover an area of 8000 square feet... that's 320 precisely targeted medium creatures, each taking 20d6 fire damage, over the course of only two rounds. That'll take care of any horde.
Assassins: Many adventurers become the target of assassination attempts. This pair is almost totally immune to such attempts, however, because Hollimion has Blindsense and a Spot check of +50! As carnivore gently put it... "I could see a pixie fart." Which actually isn't far off, because to see an invisible, inanimate object requires a check result of 40.
Overwhelming Odds:Ivellion's already got huge saves and good durability, and Hollimion can get really pumped up, really fast with a Shapechange (preffered form: War Troll). The Heal spell is available twice each round, because both characters can cast it... that's 400 points of healing in one round (or 1,000 in one round if they use a time stop). With all this longevity and staying power, eventually the enemy will die. And if not, there's always a “Miracled” Teleport! Coding:

Kingside_Bishop and carnivore: Ivellion and Hollimion Jarkaunum, Disbelief and Devotion as One (http://boards1.wizards.com/showpost.php?p=4748749&postcount=2)

[ URL=http://boards1.wizards.com/showpost.php?p=4748749&postcount=2]Kingside_Bishop and carnivore: Ivellion and Hollimion Jarkaunum, Disbelief and Devotion as One[/URL ]

This build was completed at 8:00am on the 17th of November

 Big Grin
« Last Edit: November 10, 2011, 10:32:35 PM by carnivore » Logged

carnivore
Grape ape
*****
Posts: 1671


« Reply #9 on: August 02, 2008, 06:27:14 AM »

Just a heads up for all of you people playing archer-type characters out there, there's an obscure little section in the Steelwing entry of the Monster Manual V that allows you to purchase non-magical keen adamantine arrows for only 50 gp each:


Quote
Typical Treasure

Steelwings have no interest in treasure, but their razorfeathers have great value. Razorfeathers are ruined when used in a steelwing's attacks or a razorfeather shield, but characters who defeat a steelwing in combat on the material Plane can remove 350 razorfeathers (worth 50 gp each; see For Player Characters).

If a steelwing pair is killed on Acheron, an egg makes up the bulk of their treasure, along with 300 razorfeathers that can be reclaimed from the roiling winds and tumbling matter of that plane.

In any case, a steelwing has standard treasure for its Challenge Rating.


For Player Characters

Steelwings offer two possibilities for PCs.

Razorfeather Ammunition: Razorfeathers can be used to make masterwork arrows or bolts, with each group of fifty requiring a DC 30 Craft (weaponsmithing) check to construct. Such ammunition is considered to be masterwork and adamantine, and to have the keen weapon property.

Mounts: Hatching and raising a steelwing requires six months of work and a DC 35 Handle Animal check. Riding a steelwing requires an exotic saddle worth 500 gp, built to carry up to four Medium or smaller creatures, or two Large creatures, and protect them from the creature's razorfeather shield. A steelwing can fight when carrying riders. All riders except the one guiding the steelwing can attack while being carried, but the steelwing's lead rider cannot also attack without succeeding on a Ride check.

Steelwing eggs are worth 10,000 gp each on the open market. Professional trainers charge 20,000 gp to hatch and train a steelwing.

Carrying Capacity: A light load for a steelwing is up to 1,600 pounds; a medium load, 1,601-3,200 pounds; and a heavy load, 3,201-4,800 pounds.


 Big Grin
« Last Edit: August 03, 2008, 04:13:25 PM by carnivore » Logged

carnivore
Grape ape
*****
Posts: 1671


« Reply #10 on: August 02, 2008, 06:27:28 AM »

Nentyar Hunter (protectors of the Nentyar forest in the Forgotten Realms)(UE p28)
Alignment: LG, NG, CG, LN, N, CN.
Search: 4 ranks.
Spot: 8 ranks.
Survival: 8 ranks.
Feats: Alertness, Combat Casting, Track.

HD: d6
Skill Points: 4
Attack: Rogue
Good Save: Ref
Weap: Simple, Martial
Armor: Light
Class Lvs: 5

Str: Climb, Jump, Swim.
Dex: Balance, Hide, Move Silently.
Int: Craft, Know(nature), Search.
Wis: Listen, Profession, Sense Motive, Spot,Survival
Con: Concentrate.
Cha: Handle Animal.

Spells:

2
2/1
3/2/1
3/2/2/1
3/3/2/2/1


1st: Gain Wisdom-based Prepared Divine spells from the Nentyar Hunter Spell List.
May move through any sort of natural undergrowth without slowing down or taking damage..

2nd: May follow tracks at normal speed without taking a –5 penalty.

3rd: +10 Speed

4th: +4 Spot

5th: immune to Fear


Nentyar Hunter Spell List
Prepared Divine spells based on Wisdom. (UE p29)
1st Level
Barkskin(PH p177) – Grants +3 natural armor bonus (or higher).
Cure Light Wounds(PH p190) – Cures 1d8 +1/level damage (max +5).
Detect Magic(PH p193) – Detects spells and magic items within 60’.
Detect Poison(PH p193) – Detects poison in one creature or small object.
Entangle(PH p200) – Plants entangle everyone in a 40’ radius circle.
Jump(PH p219) – Subject gets +30 on Jump checks.
Light(PH p222) – Object shines like a torch.
Pass without Trace(PH p234) – One subject per level leaves no tracks or scent trail for 10 min/level.
Magic Missile(PH p224) – 1d4+1 force damage; +1 missile per two levels above 1st (max 5 missiles).
Snare(PH p253) – Creates a magical booby trap.
Speak with Animals(PH p254) – You may communicate with natural animals.
True Strike(PH p267) – Add +20 insight bonus to your next attack roll.

2nd Level
Aganazzar’s Scorcher(FR p66) – Path of fire deals 1d8 per 2 levels (max 5d8).
Blur(PH p181) – Attacks miss subject 20% of the time.
Cure Moderate Wounds(PH p190) – Cures 2d8 +1/level (max +10).
Gust of Wind(PH p212) – Blows away or knocks down smaller creatures.
Moonbeam(FR p73) – Moveable beam of light that penetrates darkness and forces lycanthropes to change shape.
Neutralize Poison(PH p232) – Detoxifies venom in or on subject.
Remove Disease(PH p244) – Cures all diseases affecting subject.
Resist Elements(PH p246) – Ignores 12 damage/round from one energy type.
Speak with Plants(PH p254) – You can talk to normal plants and plant creatures.
Tree Shape(PH p267) – You look exactly like a tree for 1 hour per level.

3rd Level
Cure Serious Wounds(PH p190) – Cures 3d8 +1/level (max +15).
Freedom of Movement(PH p207) – Subject moves normally despite impediments.
Greenfire(UE p50) – 2d6 + 1/lvl (max 2d6 +10) acid damage to one contiguous 5’ cube per level. Caster can cause plants to ignore the damage.
Invisibility(PH p217) – Subject is invisible for 10 minutes per level or until it attacks.
Keen Edge(PH p219) – Doubles normal weapon’s threat range.
Moon Blade(FR p72) – Touch attack deals 1d8 +1 per 2 levels, more to undead, plus scrambles spellcasting.
Quench(PH p241) – Extinguishes nonmagical fires or one magic item.
See Invisibility(PH p248) – Reveals invisible creatures or objects.
Wind Wall(PH p273) – Deflects arrows, smaller creatures, and gases.

4th Level
Break Enchantment(PH p181) – Frees subject from enchantments, alterations, curses, and petrifaction.
Commune with Nature(PH p186) – Learn about terrain for one mile per level.
Control Winds(PH p189) – Change wind direction and speed.
Force Orb(UE p49) – Ranged touch, 1d6 per level (max 10d6) points of force damage divided as you see fit (min 1d6). If an orb misses, force explodes in a 10’ burst, dealing 2 points per damage die of that orb.
Greater Magic Weapon(PH p210) – +1 bonus per three levels (max +5).
Tree Stride(PH p267) – Step from one tree to another far away.
Wall of Thorns(PH p271) – Thorns damage anyone who tries to pass.

5th Level
Find the Path(PH p203) – Shows most direct way to a location.
Flame Strike(PH p205) – Smites foes with divine fire(1d6 / level).
Healing Circle(PH p213) – Cures 1d8 + 1 / level (max +20) damage in all directions.
Moon Path(FR p72) – Form a bridge of moonlight.
Righteous Might(PH p246) – Your size increases, and you gain +4 Strength.

 Big Grin
« Last Edit: August 03, 2008, 04:16:23 PM by carnivore » Logged

carnivore
Grape ape
*****
Posts: 1671


« Reply #11 on: August 02, 2008, 06:27:40 AM »

Fighter
Lesser Drow ELF

Attributes:

12 Str(12)
34 Dex(16+2 racial +5 levels +5 Inherent +6 item)
14 Con(14 -2 Racial)
14 Int(14)
24 Wis(14 +4 Inherent +6 item)
8 Cha(8)





Fighter(Drow Elf Sub level) 1 Weapon Finnesse, Education
Fighter 2 Imp Weapon Familiarity
Fighter 3 Weapon Focus(Elven Courtblade)
Fighter 4 Weapon Specialization(Elven Courtblade)
Fighter 5
Fighter 6 Knowledge Devotion, Improved Unarmed Strike
Fighter 7
Fighter 8 Superior Unarmed Strike
Fighter 9 Versatile Unarmed Strike
Fighter 10 Melee Weapon Mastery(Slashing)
Fighter 11
Fighter 12 Combat Reflexes, Robilars Gambit
Fighter 13
Fighter 14 Combat Expertise
Fighter 15 Greater Weapon Focus(Courtblade)
Fighter 16 Overpowering Attack (PHB II)
Fighter 17
Fighter 18 Greater Weapon Specialization(Courtblade), Weapon Supremacy(Courtblade)
Fighter 19
Fighter 20 Sense Weakness


Items:
26530gp per inherent pt:

+9 inherent = 238770gp


139175gp +1 Keen Dessicating Burst Blurrstrike Kaorti Resin Dwarvencraft Large(2d8) Elven Courtblade with Hideaway
Crystal of Life Drinking (MIC, 6k or less) - An absolutely stellar crystal, easily on par with the DR crystal for armor, it's essentially exactly the inverse. Each hit you make with the weapon, you gain 1/3/5 HP, to a max of 10/30/50 per day. Absolutely amazing.


72300gp Bracers(Strong Arm Bracers + 8 Bracers of Armor + )+8 Armor to AC, wield weapons one size larger than you, and gives +2 Competence to Attack for AoO's if you have Combat Reflexes, and 2/day take extra AoO above your limit for the round
Quickness (MIC, +5k)- +5 grand for +5' speed, with no other restrictions. Sounds good to me.

? cost: Counterstrike Bracers: immediate action activation, best for high ac or concealment/blink users
? cost: Greatreach Bracers: cheap reach of more than just 5 feet

10000gp Ledgendary locations:
Agile Athelete: Highest Spire 3000gp
iron Will: Otuygh Hole 3000gp
Skill Focus(Knowledge Religion) Frog Gods Fane 2000gp
Skill Focus(Knowledge Nature) Frog Gods Fane 2000gp

25000gp Monk's Belt + Belt of Battle (MiC, 12,000 gp): Provides 3 charges per day which may be spent for extra actions: 1 charge for a move action, 2 for a standard action, 3 for a full action.


63000gp Boots of Agile Leaping + Boots of Big Stepping + Boots of Temporal Acceleration + Steadfast Boots + Boots of Speed: These boots allow the wearer to use his Agility modifier instead of his Strength modifier on Jump checks.  If the wearer has 5 or more ranks in Balance, he can stand from prone as a swift action that doesn't provoke attacks of opportunity. Greater Teleport with a 60' range three times per day. Effectively creates a two-round Time Stop once per day. +4 bonus to avoid bull rush, trip, or overrun attacks.  Any two-handed weapon you carry is treated as if readied against any creature that charges you.As a free action, the wearer can click her boot heels together, enabling her to act as though affected by a haste spell for up to 10 rounds each day. The duration of the haste effect need not be consecutive rounds.


58302gp +1 Eager Warning Gauntlets with +6 Gloves of Dex + Gauntlets of War + Gloves of the Balanced Hands  +1 damage to melee attacks, +3 if you worship a deity with access to the War domain. gives 2 weapon Fighting...if already have..gives Imp 2 Weapon fighting
Eager (MIC, +1)- At +1 for +2 nameless bonus to initiative, this was good. On top of that, free-action draw and +2 damage per hit (nameless!) during the surprise round and first round of combat, and it's just plain wonderful.
Warning (MIC, +1)- +1 enhancement for +5 Insight to init

45000gp +6 Amulet of Wisdom and Retribution  +6 to Wis and Force a no save/no SR Shield Other effect onto any creature that attacks you 3/day

22200gp  Mask of the Undying(p154, Faiths of Eberron) : Tons of Immunities: Immune to poison, sleep effects, paralysis, stunning, disease, death effects, mind-affecting spells and abilities (charms, compulsions, phantasms, patters, and morale effects), not subject to extra damage from critical hits, nonlethal damage, or ability drain, immunity to damage to physical ability scores, immunity to fatigue and exhaustion. Immune to any effect that requires a Fort save (unless works on objects, is harmless, or is energy drain)
The wearer retains his CON score!
A few quirky things: subject to energy drain, harmed by negative energy and healed by positive energy, etc.

46000gp Ring of Freedom of Movement + Ring of anticipation(Drow of the Underdark)  +2 competence bonus on Listen and Spot, and when you roll for Initiative, you roll two times and take the better result. This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.

53500gp Shadow Cloak(Drow of the Underdark) +5 Deflection bonus to AC, 3/day as an immediate action, teleport 10' or gain concealment.You can even teleport 10' above the enemy who just charged you, evading all melee attack except those with reach.


Swashbuckler Seduction class feature:
seduction alt class feature (http://www.wizards.com/default.asp?x=dnd/cwc/20070227x)

SWASHBUCKLER

Complete Warrior, pg. 11

The swashbuckler has six dead levels, the first of which occurs at 4th level. Their grace and dodge bonus both follow a logical progression (one every nine and five levels) with no spell-like or supernatural abilities to shore up their martial skills. In keeping with their grandiose approach to combat, the following dead level ability is intended to reflect their larger-than-life celebrity as adventurers.

Seduction (Ex): At 4th level, a swashbuckler has a lascivious way of acquiring knowledge through less than diplomatic channels. A swashbuckler gains an additional use of the Bluff skill called seduce to learn secret. The swashbuckler can use charm, flirtation, or seduction to learn a coveted secret that is known by a nonplayer character. In order for this iteration of the Bluff skill to work, the nonplayer character must find the swashbuckler physically attractive and be in a position to actually know the secret in question. There are five kinds of secrets that can be learned with a seduce to learn secret check . The fewer people that know a secret, the greater their loyalty to keep that secret.

Secret DC* Example
Common 10 Password told to the city guard, known by 16 or more people
Uncommon 20 Identity of thieves' guild leader, known by 9 to 16 people
Valuable 30 A merchant ship hauling exotic goods, known by 5 to 8 people
Deadly 40 Plans to invade a foreign land, known by 3 to 4 people
Unutterable 50 The mental disability of a king, known by 3 or less people

*The DC assumes that the nonplayer character is indifferent. The Bluff check is modified by -20 if the NPC is hostile, -10 if the NPC is unfriendly, +5 if the NPC is friendly, and +10 if the NPC is helpful.

Designer's Note: The seduction ability can be a powerful tool in the hands of a lusty swashbuckler, but still requires that the character figure out which NPC has knowledge of a desired secret, represented by a Gather Information check. If you want to make the seduce to learn secret action available to all characters, simply reduce the skill usage duration to one-half the normal time for a swashbuckler of 4th level.

A typical seduce to learn secret check takes 1d4+1 hours and requires seduction. If the check succeeded by 10 or more, the attempt takes 1d4+1x10 minutes and only requires flirtation. If the check succeeded by 20 or more, the attempt takes 1d4+1 minutes and merely requires charm. Retries are not possible as the target becomes too suspicious.

At 9th level, a swashbuckler gains a +1 bonus on seduce to learn secret checks. This bonus increases by +1 at 13th, 15th, 18th, and 19th level.
Big Grin
« Last Edit: October 28, 2008, 12:19:36 PM by carnivore » Logged

carnivore
Grape ape
*****
Posts: 1671


« Reply #12 on: August 02, 2008, 06:27:51 AM »

archive
http://boards1.wizards.com/wotc_archive/index.php/

CO Archive (http://forums.gleemax.com/wotc_archive/index.php/f-339.html)

Ok, hope I dont get skinned for this.


http://img100.imageshack.us/img100/292/dragonmagazine28384it0.jpg
http://img120.imageshack.us/img120/4395/dragonmagazine28385cb2.jpg


Enjoy guys Smile

Ultimate Archer - Core 3.5 (http://forums.gleemax.com/wotc_archive/index.php/t-120762.html)

heres an Idea... Druid Archer .... Legendary Ape form.. using a Bow

Druid Archer build (http://forums.gleemax.com/wotc_archive/index.php/t-121834.html)

Icon Role #4: Skillmonkey aka Trapmonkey (http://forums.gleemax.com/wotc_archive/index.php/t-255806.html)
Min/maxing the pyrokineticist (http://forums.gleemax.com/wotc_archive/index.php/t-228107.html)
Mr. Jump (http://forums.gleemax.com/wotc_archive/index.php/t-229444.html)
Ultimate Assassin (http://forums.gleemax.com/wotc_archive/index.php/t-223871.html)
No Range Penalty + Eyes of the Avoral (http://forums.gleemax.com/wotc_archive/index.php/t-311666.html)
How "powerful" is flying? (http://forums.gleemax.com/wotc_archive/index.php/t-182692.html)

 Big Grin
« Last Edit: August 03, 2008, 04:20:02 PM by carnivore » Logged

carnivore
Grape ape
*****
Posts: 1671


« Reply #13 on: August 02, 2008, 06:28:04 AM »

Fist of the Forst PreReqs: BAB: +4, Handle Animal 4 ranks, Survival 4 ranks, Great Fortitude, Improved Unarmed Strike, Power Attack, Must gain approval as a fist of the forest by theleaders of a band of Guardians of the Green, then adopt the lifestyle of an animal (see Primal Living, below).

Hit Die: D10

Code:
? Base
        Attack   Fort   Ref Will                    Unarmed
Level Bonus Save   Save     Save       Special Damage
1st +1 +2 +2 +0 AC bonus, 1d8
fast movement,
feral trance 1/day,
primal living
2nd +2 +3 +3 +0 Uncanny dodge, 1d8
untamed strike
3rd +3 +3 +3 +1 Feral trance 1d10
2/day, scent

Class Skills (2 + Int modifier per level): Balance, Climb, Handle Animal, Intimidate, Jump, Listen, Move Silently, Sense Motive, Spot, Survival, Swim.

AC Bonus (Ex):
While unarmored, you gain a bonus to your Armor Class equal to your Constitution bonus (if any). See the monk class feature (PH 40).

Fast Movement (Ex):Your base land speed is faster than the norm for your race. See the barbarian class feature (PH 25). If you already have fast movement from another class, the bonuses to your speed stack.

Feral Trance (Su): Once per day, you can enter a feral battle trance. While you are in this state, the raw power of the beast flows through you. Your hands and feet become clawlike (destroying any shoes or gloves you are wearing), and your teeth lengthen and grow pointed. For the duration of the trance, you gain a +4 bonus to Dexterity and a +2 bonus on damage rolls with your unarmed strikes. You
can also make one bite attack per round at your highest attack bonus whenever you attack as a full-round action. The damage for this attack is 1d6 + your Str modifier, regardless of your size. A feral trance lasts for a number of rounds equal to 3 + your Con modifier. While in a trance, you cannot perform certain actions, and afterward you are fatigued. These restrictions are the same as those for the
barbarian’s rage class feature (PH 25–26). If you have the ability to enter a rage, you can do so while in a feral trance, using your increased Constitution score to determine the duration of both effects. At 3rd level, you can use this ability twice per day.

Primal Living (Ex): To maintain your bestial powers,
you must live like a wild animal. You must sleep in natural environments, never inside buildings, unless forced by circumstances. Furthermore, you cannot purchase food—you must obtain it by hunting, gathering, begging, or stealing. Some fists of the forest even give up speech, the use of fire and tools, and all possessions, but such extremes are not required. In any month in which you buy food or
voluntarily sleep indoors more than three times, all your fist of the forest class features cease to function until you have spent thirty consecutive days living like an animal once more, or until a fellow Guardian of the Green casts atonement on you.

Unarmed Damage (Ex):
Your unarmed attacks deal more damage than usual. At 1st level, you deal 1d8 points of damage with each unarmed strike. When you attain 3rd level, this damage increases to 1d10 points. See the monk class feature (PH 41). If your unarmed attack already deals this amount of damage, increase the base damage to the next step indicated on the monk class table.

Uncanny Dodge (Ex):
At 2nd level, you cannot be
caught f lat-footed, and you react to danger before your senses would normally allow you to do so. See the barbarian class feature (PH 26). If you already have uncanny dodge from another class, you instead gain improved uncanny dodge.

Untamed Strike (Su):
On attaining 2nd level, you can
channel the untamed power of nature when you attack. Your unarmed strikes are treated as magic weapons; see the monk’s ki strike class feature (PH 41). If your unarmed strikes are already magical, they instead are treated lesser ghost touch weapons. They deal full damage against incorporeal creatures 50% of the time and half damage the rest of the time.

Scent (Su): Beginning at 3rd level, you gain the supernatural ability to detect approaching enemies, sniff out hidden foes, and track by sense of smell. This ability otherwise functions like the extraordinary ability of the same name (MM 314).

« Last Edit: August 16, 2008, 12:54:27 PM by carnivore » Logged

carnivore
Grape ape
*****
Posts: 1671


« Reply #14 on: August 02, 2008, 06:28:15 AM »

10th lvl Melee for Low Magic:



Wood Elf(+2 Str,+2 Dex,-2 Con,-2 Int) fav:Ranger

Ranger 2/ Fighter 2/ Swashbuckler 1/ Master thrower 3/ Champion of Corellon 2

18 Str(16+2 racial)
24 Dex(16+2 racial +2 lvls +4 Gloves)
12 Con(14 -2 racial)
13 Int(15 -2 racial)
8 Wis(8)
8 Cha(8)

Flaws:

Feats:
Track(ranger bonus)
Improved Weapon Familiarity(elven weapons) (Flaw Bonus)
Weapon Focus(Dagger)(Flaw Bonus)
1st lvl: Point Blank Shot
2nd lvl: TWF(ranger bonus)
3rd lvl: Dodge
Weapon Finnesse(Swashbuckler bonus)
4th lvl: Precise Shot (Fighter bonus)
5th lvl: Mounted Combat(Fighter bonus)
6th lvl: Combat Expertise
Quickdraw(Master thrower bonus)
9th lvl: Improved trip
Imp Disarm(CoC bonus)


BAB +10

Master thrower class abilities:
Evasion
thrown weapon tricks:

Trip Shot – On a successful thrown weapon attack, you can make a Trip Attack in addition to the damage. Make a Dexterity check with a +4 bonus opposed by your the opponent’s Strength or Dexterity check (whichever is better). Advantages such as ‘Stability’ apply.

Palm Throw – Each attack with little thrown weapons (i.e., daggers, shuriken, & darts) can be with two of the weapons. Do not apply your Strength modifier to the damage of either.

get :
Dex to Attack
Dex to Damage
Dex to Trip(master thrower)

 Big Grin
« Last Edit: August 12, 2008, 06:42:43 AM by carnivore » Logged

carnivore
Grape ape
*****
Posts: 1671


« Reply #15 on: August 02, 2008, 06:28:31 AM »

"General Purpose Build"
Since this is a general purpose build, the feats and power selection will be such that this character can survive and contribute in a meaningful way to any party he is with.

Human Telepath

8 Str
10 Dex
10 Con
16 Int
13 Wis
14 Cha

Psion 1
Psion 1......Power points = (2+ 1 bonus)= 3 PP
New Powers Known: Empathy, Entangling Ectoplasm, Telempathic Projection
Feats: Psycrystal Affinity,Illithid Heratige, Illithid Compulsion
Skills:
4 ranks Concentration
4 ranks Knowledge (Psionics)
4 ranks Psicraft
4 ranks Bluff
4 ranks Diplomacy
4 ranks Sense Motive


Equipment= Ave 75 GP
10gp....5x daggers
35gp...light crossbow
2gp.....20 bolts
10gp ...leather armor

misc equipment and supplies

Tactics:At this level....his main tactic is Diplomacy.....followed by running away as fast as he can. He can help his party with Entangling ecto...then use missile fire(crossbow). Not very much to do but try to survive. 

Psion 2
Psion 2......Power points = (6 + 3 Bonus)= 9 PP
New Powers Known:Crystal Shard, Vigor
Feats:
Skills:
5 ranks Concentration
5 ranks Knowledge (Psionics)
5 ranks Psicraft
5 ranks Bluff
5 ranks Diplomacy
5 ranks Sense Motive

total Diplomacy = 5 ranks + 2 Cha + 4 Synergy = +11 minimum + 1d20 + Psionic Bonuses


Equipment= Ave 900 GP
as first level...but add the following:
200gp..2x War Ponies(trained)...one to be riden, one for carrying supplies...both are combat ready and can fight
150gp...6x Guard Dogs(trained).....trained for various things
100gp .10x Acid Flasks
200gp..10x Alchemists Fire
100gp...4x Holy Water

Remainder for misc. items and supplies.

Tactics:Now he can use his powers a little more....but his Skills have jumped, due to the Synergy bonuses for Diplomacy. His actions are mostly the same(Diplomacy focus)....but he is able to help a little more for combat(due mainly to his animals). 

Psion 3
Psion 3 ......Power points = ( 11 + 4 Bonus)= 15 PP
New Powers Known:Ego Whip, Share pain
Feats:Illithid Legacy(bonus Powers:Psi Charm,Read Thoughts)
Skills:
6 ranks Concentration
6 ranks Knowledge (Psionics
1 rank Knowledge (Nobility & royalty
6 ranks Psicraft
5 ranks Bluff
6 ranks Diplomacy
6 ranks Sense Motive

Equipment=Ave 2700 GP
As 2nd level....add more mundane Alchemical items

Tactics: Here he gets a big boost to powers Known and he can make even more use of his Skills(Psi Charm....makes a NPC Friendly....much easier to work with using Diplomacy)....also he can be much less afraid of combat(Share pain+Vigor+ Share Powers with Psicrystal). His combat options now are to Throw a lot of Splash weapons(easy to use, very effective). 

Psion 4
Psion 4......Power points = ( 17 + 6 Bonus)= 23 PP,
New Powers Known:Concussion Blast,Psi Suggestion
Feats:
Skills:
7 ranks Concentration
7 ranks Knowledge (Psionics
Knowledge (Nobility & royalty)..2 ranks
7 ranks Psicraft
Bluff...........................5 ranks
7 ranks Diplomacy
7 ranks Sense Motive

Equipment=Ave 5400 GP
same as 3rd lvl but add
2000gp.......Handy Haversack....very useful for his entire career

Tactics: Much the same as 3rd lvl.......Psi Suggestion has many uses. Also Concussion Blast can target multiple targets & incorporeal targets...handy power to have. At this level he adds +1 point to Int, so Int = 17. 

Psion 5
Psion 5......Power points = (25 + 10 Bonus)= 35 PP
New Powers Known:Hostile Empathic Transfer,Touchsight
Feats: Psi Meditation
Skills:
8 ranks Concentration
8 ranks Knowledge (Psionics
Knowledge (Nob & roy)..3 ranks
8 ranks Psicraft
Bluff........................5 ranks
8 ranks Diplomacy
8 ranks Sense Motive

Equipment=Ave 9000 GP
same as 4th lvl..but add:
4000gp .......+2 Headband of Intellect

Tactics:much the same as 4th.....but has an added detection ability(touchsight) usefull to keep from being suprised. Also has a major Offensive/Defensive power..Hostile Empathic Transfer...heals him and hurt them.Also intelligence ...combined with the headband (total Int 19)...he gets a major jump in PP and the DC of his powers goes up. 

Psion 6
Psion 6..Power points = (35 + 12 Bonus)= 47 PP
New Powers Known:Time Hop,Energy Wall
Feats:Linked Power
Skills:
Concentration ..9 ranks
Knowledge (Psionics)...9 ranks
Knowledge (Nob & roy)..4 ranks
Psicraft.......9 ranks
Bluff......5 ranks
Diplomacy.....9 ranks
Sense Motive....9 ranks

Equipment=Ave 13000 GP
same as 5th lvl..but add:
2500gp .........ring of sustenance
2500gp .........Boots of the Winterlands

Tactics:This level he gets 2 versatile powers....these greatly aid his party in both Combat and Non-Combat situations. 

Psion 7
Psion 7......Power points = (46 + 14 Bonus)= 60 PP
New Powers Known:Schism,Psi Divination
Feats:
Skills:
Concentration .10 ranks
Knowledge (Psionics)....10 ranks
Knowledge (Nob & roy)..5 ranks
Psicraft....10 ranks
Bluff...5 ranks
Diplomacy...10 ranks
Sense Motive..10 ranks

Equipment= Ave 19000 GP
same as 6th, but add:
4000gp ......+2 Cloak of Charisma

Tactics: With the boost to Diplomacy from additional Synergy and Cha boost, now his Diplomacy Score = 10 ranks + 6 synergy + 3 Cha = +19 + 1d20!!!! Although its not a world record, it is still very nice at this time. Also he can do a lot more in a tight situation, schism will give him more actions(but drain PP quickly). Psi Divination is very useful.....Knowledge=Power...this can give just the edge he and his party needs. 

Psion 8
Psion 8......Power points = (58 + 20 Bonus)= 78 PP
New Powers Known:Correspond,Modify Memory
Feats:
Skills:
Concentration ..11 ranks
Knowledge (Psionics)....11 ranks
Knowledge (Nob & roy)..5 ranks
Knowledge (Arcana).....1 rank
Knowledge (Religion)....1 rank
Psicraft.....11 ranks
Bluff...5 ranks
Diplomacy.11 ranks
Sense Motive.11 ranks

Ave 27000 GP,Equipment=
same as 7th lvl

Tactics:Here he gets a useful communication power and a helpful power to use in case of a mistake or to provide some player controled memories in some NPC(make them remember you just saving thier lives or something).  At this level he adds +1 point to Int, so Int = 20(18 +2 headband)

Psion 9
Psion 9......Power points = (72 + 22 Bonus)= 94 PP
New Powers Known:Mind Probe,Plane Shift
Feats:Illithid Legacy ,Greater(bonus powers:Dispel Psionics, Psi Dominate)
Skills:
Concentration ..12 ranks
Knowledge (Psionics)...12 ranks
Knowledge (Nob & roy)..5 ranks
Knowledge (Arcana)......1 rank
Knowledge (Religion).....1 rank
Knowledge (Nature)......1 rank
Knowledge (The Planes).1 rank
Psicraft..12 ranks
Bluff..5 ranks
Diplomacy.12 ranks
Sense Motive12 ranks

Ave 36000 GP,Equipment=
same as 8th lvl ...but add

Tactics:Here he gets a Major Boost in Powers known:
Mind Probe:incredible tool for gathering info.
Plane Shift:very useful transport.....even for healing in an emergency(ie.Positive Material Plane)
Dispel Psionic:a power that usually should be taken earlier....but should always be taken.
Psi Dominate:now he can really control his enemies. 

Psion 10
Psion 10......Power points = (88 + 30 Bonus)= 118 PP
New Powers Known:Ecto Shambler,True Seeing
Feats:Expanded Knowledge(Metamorphosis)
Skills:
Concentration ..13 ranks
Knowledge (Psionics)......13 ranks
Knowledge (Nob & roy)...5 ranks
Knowledge (Arcana).......1 rank
Knowledge (Religion)......1 rank
Knowledge (Nature).......1 rank
Knowledge (The Planes)....1 rank
Knowledge (Arch & eng)....1 rank
Knowledge (Dungeoneering)..1 rank
Psicraft..13 ranks
Bluff.5 ranks
Diplomacy..13 ranks
Sense Motive..13 ranks

Equipment=Ave 49000 GP
total equipment now:
16000gp...+4 Headband of Intellect
4000gp....+2 Cloak of Charisma
8000gp....Third eye Penetrate: While worn, a third eye penetrate grants the wearer a +2 bonus on manifester level checks to overcome a creature’s power resistance.
2500gp....Ring of Sustenance
2500gp....Boots of the Winterlands
2000gp...Handy Haversack....very useful for his entire career
900gp ...Hand of the Mage..gives Mage Hand At Will
10gp...5x daggers
35gp..light crossbow
2gp...20 bolts
3000gp Skin of Ectoplasmic Armor(Complete Psionics)
...+8 Armor,+2 Max dex,-6 Armor chk,25% ASF, no speed penalty
2007gp +1 Heartning Darkwood Medium Shield
200gp......2x War Ponies(trained)...one to be riden, one for carrying supplies...both are combat ready and can fight
150gp......6x Guard Dogs(trained).....trained for various things
800gp Acid flasks(80)
800gp Alchemists fire(40)
150gp Antitoxin(3)
110gp Everburning torch
200gp Holywater(8)
100gp Smoke sticks(5)
600gp Thunderstones(20)
250gp Tanglefoot Bags(5)

Remainder for misc. items and supplies.

Tactics:here is another milestone in his power growth. In addition to 3 new Powers, he has upgraded his headband to +4 and gets additional boost to PP and DC of his powers. He has great flexiblity in the use of his powers and can freely use many skills. He has little to be afraid of in combat...due to his Metamorphosis power and the ability to share this with his Psicrystal. Here he is easily the equal of any other character and the Superior of many.

Psion 11
Psion 11......Power points = (106 + 33 Bonus)= 139 PP
New Powers Known:Disintegrate,Retrieve
Feats:
Skills:
Concentration ................14 ranks
Knowledge (Psionics)........14 ranks
Knowledge (Nob & roy)......5 ranks
Knowledge (Arcana)........1 rank
Knowledge (Religion).......1 rank
Knowledge (Nature)........1 rank
Knowledge (The Planes)..1 rank
Knowledge (Arch & eng)..1 rank
Knowledge (Dung)..........1 rank
Knowledge (History).......1 rank
Knowledge (Geography)..1 rank
Psicraft......................14 ranks
Bluff..........................5 ranks
Diplomacy................14 ranks
Sense Motive...........14 ranks

Equipment=Ave 66000 GP
as 10th lvl but add:

Tactics:Here he get a MAJOR boost to offense with the addition of Disintegrate......it is also a versatile non-combat tool. Retrieve also can be very powerful....if you use your imagination as to how to use it.

Psion 12
Psion 12......Power points = (126 + 36 Bonus)= 162 PP
New Powers Known:Temporal Acceleration
Feats:Metamorphic transfer
Skills:
Tactics:At this level he adds +1 point to Int, so Int = 19 +4 headband = 23 Int

Ave 88000 GP,Equipment= 

Psion 13
Psion 13......Power points = (147 + 39 Bonus)= 186 PP
New Powers Known:Energy Conversion,Mind Blank(Personal)
Feats:
Skills:
Tactics:

Ave 110000 GP,Equipment= 

Psion 14
Psion 14......Power points = (170 + 42 Bonus)= 212 PP
New Powers Known:Energy Wave
Feats:
Skills:
Tactics:

Ave 150000 GP,Equipment=  buy nothing, save for +5 Tome of Int

Psion 15
Psion 15......Power points = (195 + 45 Bonus)= 240 PP
New Powers Known:Bend Reality,Teleport Greater
Feats: Psicrystal Containment, Twin Power
Skills:
Tactics:

Ave 200000 GP,Equipment=  buy nothing, save for +5 Tome of Int

Psion 16
Psion 16......Power points = (221 + 80 Bonus)= 301 PP!!
New Powers Known:True Metabolism
Feats:
Skills:
Tactics:At this level he adds +1 point to Int, so Int = (20+5 Inherent= 25) +6 headband= 31 Int

Ave 260000 GP,Equipment= 
Add +5 Tome of Int

Psion 17
Psion 17......Power points = (250 + 85 Bonus)= 335 PP
New Powers Known:Psychic Chirgury,Affinity Field
Feats:
Skills:
Tactics:

Ave 340000 GP,Equipment= 

Psion 18
Psion 18......Power points = (280 + 90 Bonus)= 370 PP
New Powers Known:Assimilate
Feats:Extend Power
Skills:
Tactics:

Ave 440000 GP,Equipment= 

Psion 19
Psion 19......Power points = (311 + 95 Bonus)= 406 PP
New Powers Known:Reality Revision,Timeless Body
Feats:
Skills:
Tactics:

Ave 580000 GP,Equipment= 

Psion 20
Psion 20......Power points = (343 + 110 Bonus)= 453 PP
New Powers Known:Microcosm
Feats:Empower Power
Skills:
Tactics:At this level he adds +1 point to Int, so Int = (21+5 Inherent= 26) +6 headband= 32 Int

Ave 760000 GP,Equipment=




Ape
APE
Large Animal
Hit Dice: 4d8+11 (29 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +3/+12
Attack: Claws +7 melee (1d6+5)
Full Attack: 2 claws +7 melee (1d6+5) and bite +2 melee (1d6+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +6, Will +2
Abilities: Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7
Skills: Climb +14, Listen +6, Spot +6
Feats: Alertness, Toughness
Environment: Warm forests
Organization: Solitary, pair, or company (3–5)
Challenge Rating: 2
Advancement: 5–8 HD (Large)
Level Adjustment: —
These powerful omnivores resemble gorillas but are far more aggressive; they kill and eat anything they can catch. An adult male ape is 5-1/2 to 6 feet tall and weighs 300 to 400 pounds.

Combat
Skills: Apes have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Dire Ape
DIRE APE
Large Animal
Hit Dice: 5d8+13 (35 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 15 ft.
Armor Class: 15 (–1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+13
Attack: Claw +8 melee (1d6+6)
Full Attack: 2 claws +8 melee (1d6+6) and bite +3 melee (1d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend 2d6+9
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +6, Will +5
Abilities: Str 22, Dex 15, Con 14, Int 2, Wis 12, Cha 7
Skills: Climb +14, Listen +5, Move Silently +4, Spot +6
Feats: Alertness, Toughness
Environment: Warm forests
Organization: Solitary or company (5–8)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6–15 HD (Large)
Level Adjustment: —
A dire ape stands about 9 feet tall and weighs from 800 to 1,200 pounds.
Combat
Dire apes attack anything that enters their territory, even other dire apes. If an opponent’s armor foils a dire ape’s attacks, the creature will attempt to grapple and pin, then rend the prone opponent.

Rend (Ex): A dire ape that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+12 points of damage.
Skills: Dire apes have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Ledgendary Ape
Meduim Animal
13HD
30 str
17 dex





 Big Grin
« Last Edit: December 20, 2008, 01:06:57 PM by carnivore » Logged

carnivore
Grape ape
*****
Posts: 1671


« Reply #16 on: August 02, 2008, 06:28:42 AM »

Null the Undetectable
Name: [SIZE="3"]Null the Undetectable... Caretaker of Time, Master of Stealth[/SIZE]

nondescript character... who no-one can detect, but who can kick butt... Ultra finnesse, Mental focused, manipulates Spells(Arcane and Divine) and Powers and EPIC Powers and Spells(Arcane and Divine) and the Timestream.... very tough, hard to hit, impossible to kill



1/2 Dragon(bronze) Phrenic Human

Swashbuckler 3/ Fighter(hit and Run variant) 2/ Monk 20/ Wizard 3/ Archivist 2/ Contemplative 2/ Psion 3/ Void incarnate 10/ Mystic theurge 8/ Cerebremancer 9/ Psychic theurge 8

70HD(70HD +5 LA ) class levels not in this order:


Ability scores: 238 points, distribute as desired, add +1/4 levels (18), No physicals higher than 70 (for mediums, can go higher with size increases), or mentals higher than 55.

Racial bonus from 1/2 Bronze Dragon Phrenic = +8 Str, +2 Con, +4 Int, +2 Wis, +6 Cha

53 Str(20+8 Racial+25 Enhancement)
111 Dex(70+15 levels+25 Enhancement)
57 Con(30+2 Racial +25 Enhancement)
78 Int(49+4 racial+25 Enhancement)
67 Wis(39+2 racial+1 level+25 Enhancement)
61 Cha(30+6 Racial+25 Enhancement)

Enhancement bonuses come from +25 stat Item(Belt) for all stats is only something like 7.5 million gp

Hit points:2020hp (5d10+10d6+20d8+35d4+1610)

Move 240', Fly 560'(perfect)
Alignment: Lawful Good
Divine Rank 18

Attack:[sblock=Attack rolls]
[sblock=using Divine Power]
Attack as 70HD Outsider = 70+50 Dex +5 Enhancement +18 Luck +18 Rank= +161 Attack...All unarmed Strikes are Touch Attacks that Ignore Force Effects(like Mage Armor, Shield spell, bracers of Armor, Walls of Force,etc...)

[SIZE="2"]Full Attack with Greater Flurry and haste=
+161/+161/+161/+161/+156/+151/+146[/SIZE]
[/sblock]
[sblock=not using Divine Power]

BAB +41+50 Dex +5 Enhancement +18 Luck +18 Rank=  +132 Attack ]...All unarmed Strikes are Touch Attacks that Ignore Force Effects(like Mage Armor, Shield spell, bracers of Armor, Walls of Force,etc...)


Full Attack with Greater Flurry and haste=
+132/+132/+132/+132/+127/+122/+117[/sblock][/sblock]


Damage = (+ 2d12= 13 average)+ 50 Dex+ [COLOR="Red"]68 (Int x2)[/COLOR] +10 Enhancement...= 141 damage per hit..... 987 damage/ round +

will make an EPIC spell to make unarmed Strikes +10 enhancement ... later

Unarmed Strikes are Considered:
[indent]
Magic
EPIC
Lawful (Axiomatic)
Chaotic(Anarchic)
Adamantine
Silver
Good
Keen(18-20)
Vorpal[/indent]

[SIZE="3"]AC 224[/SIZE]= (10 Base+18 Divine + 18 Deflection + 36 Natural Armor +50 Dex + 34 Int+18 Luck+40 Armor), 148 Touch, 174 Flatfooted

Miss Chance :
Divine Dodge 68% chance for opponents to Miss
Self Conceament 50% chance for opponents to Miss
opponents must beat both for any attack to hit


Saves (bonus to all Saves +18(div rank) +10 Cha)
110 Fort save = 41 +23 Con +18 Luck+18(div rank) +10 Cha
131 Ref save = 35 +50 Dex +18 Luck+18(div rank) +10 Cha
109 Will save =35 +28 Wis +18 Luck+18(div rank) +10 Cha

also if he makes ANY save he takes NO Damage, if he Fails a Save he only takes 1/2 Damage


40/epic and material*

Immune to Sonic and Lightning base divine ability
Immune to Fire ........ Divine Fire Mastery
Resistance 38 Acid


[SIZE="3"]SR 105[/SIZE](base 32+35(1/2 HD)+18 rank+20 Imp SR)


Domains:
Air
Fire
Earth
Luck
Sun
Time
Fate


Salient powers(18+5):

BATTLESENSE
CLEARSIGHT
DIVINE AIR MASTERY......... Fly 560'(perfect), +18 competence Att,Damage,AC if both are Flying
DIVINE ARCHERY
DIVINE DODGE
DIVINE EARTH MASTERY..... Tremorsense 180', Burrow(Earthglide 120'), +18 competence Att,Damage,AC if both are touching Ground
DIVINE FAST HEALING(38)
DIVINE FIRE MASTERY......... +18 competence Att,Damage,AC if both are touching fire or using Fire or flaming weapons
DIVINE MONK
DIVINE PSIONICS
DIVINE RADIANCE
DIVINE SPELLCASTING
EXTRA DOMAIN(Fate)
EXTRA SENSE ENHANCEMENT
IRRESISTIBLE BLOWS
INCREASED SPELL RESISTANCE(+20)
KNOW SECRETS
POWER OF LUCK
REJUVENATION
SUPREME INITIATIVE

Three custom SDA:[indent]
Master of Destiny ...... SDA,created by PhaedrusXY
Temporal Mastery
Temporal Mobility[/indent]

[sblock] Custom SDAs

Master of Destiny
Prerequisites: Time and Fate Domains; Clearsight, Battlesense, and Extra Sense Enhancement SDAs, Wisdom 40

The deity can see perfectly into his own future for up to one round per divine rank. He can perfectly forsee the results of his own actions, and the actions of others as they affect him. This means he is able to react to the actions of others up to 18 rounds before they are taken, adjusting his own actions accordingly.

In game terms, this allows him to "redo" his actions for a number of rounds up to his DR. Any creatures able to percieve his new actions can react accordingly, but they have no memory of the "previous" rounds, as they never actually occurred.

Use of this power requires no action on the deity's part. It is automatic, and not even his death can prevent it, as he forsees it and reacts to it before it happens. Nothing can block the deity's ability to see his own fate, including the SDAs of other deities and cosmic entities, and the powers of artifacts. His ability to observe other creature's part in his future may be obscured by appropriate protections against divination effects, however.

This power also automatically extends to the deity's avatars and proxies, as they contain fractions of his own power and essence, but their fates may be obscured by appropriately powerful magic. The deity can also use this ability to forsee the fate of any of his followers, but this requires a swift action to use, and he can only forsee the fate of up to 1 follower per divine rank per use of this ability. Finally, the deity can use this ability on a creature that is not a follower of his, but this requires a standard action and the target can attempt a Will save to resist it. If they succeed, they know they were targetted by some kind of supernatural effect.


Temporal Mastery (Salient Ability): Req: Time Domain, Int 40, Wis 40, Divine Rank 6
No spell, power or similar effect dealing with time or movement can affect Null unless he chooses to allow it to do so. Furthermore, all such powers, spells or spell-like abilities activated within 90 feet of him require success on an opposed caster level check; failure means that Null assumes control of the power and can redirect it where he chooses. Null possesses the ability to step through time, although he has little control over where he emerges. 1/week, Null may transport himself and anyone he is touching through time. There is no save against this effect, but Null must succeed on a touch Attack to take an unwilling creature. Magic and effects blocking astral travel have no effect on this ability, as Null and any travelers are moving through the Temporal Storm, not the Astral Plane. Null chooses whether he is moving to the past or the future, and a point in time of no greater accuracy than a day. He immediately appears in that time, within d% millennia of his goal. Should he desire greater accuracy than this, he can sacrifice his future use of his ability to decrease the offset. By reducing his uses of the power to once a year, Null may appear within d% years of the goal. Reduction to once a century allows him to appear within d% days, and at his most accurate, Null can sacrifice his use of this power for a millennia and appear at the exact day he desires. By taking a full round action, Null can produce a minor Temporal Step at will. This produces the effects of greater teleport but Null appears 1d10 rounds in the past or future. If he approaches within one mile of another one of his "selves" using this power, both are immediately stunned for 1 round, after which they have 1 round to separate to a less paradoxical distance. This effect is also impossible to block with effects such as dimensional anchor and the like.


[COLOR="black"]Temporal Mobility[/COLOR] (Salient Ability): Req:
Temporal Mastery (Salient Ability),Time Domain, Int 40, Wis 40, Divine Rank 6
 As a result of his involvement with time and history, Null has a control over spatial and temporal magicks. Any spells that alter speed, the flow of time, or instantaneously transport material (including teleport and summon spells) with an origin or target located within 60 feet of Null are subject to his power. The caster must make an opposed caster level check against Null (caster level ??th) or have his spell retargeted as Null wishes. Regardless of the success of the level check, Null himself is immune to any hostile temporal magicks. He has access to contingency, foresight, haste, slow, and time stop, as defined in his Spell-like Abilities section. Finally, Null may make minor tweaks in the time stream 6/day. Below are listed some common uses of this power:[indent]
Rewind: Null may cause time to flow backwards, essentially undoing the last round of actions.
Slow Time: Null may cause creatures within an area to be suffused with slow time. This affects an area with a 60-foot radius. All creatures within the area must make a Will save DC 58 or be held as per hold monster. Those who make their save are treated as though affected by the slow spell, except their speed is quartered, and the penalties are at -6. Null is also affected by this slow time, should he remain within the area. The slow time dissipates after 14 rounds.
Fast Time: Null may cause creatures within an area to be suffused with fast time. This affects an area with a 60-foot radius. Creatures within the area are treated as if affected by a haste spell, except that they receive two rounds worth of actions every round, and the bonuses are +6. This fast time lasts for 14 rounds.[/indent][/sblock]




All Spells and Powers are based on Int, thus .... DC 42+ spell/power lvl(minimum... havent added feats and other boosts)

Arcane and Divine Spells above 9th lvl:

Psionics:

PP 544 Divine Psi +147 Ring = 691 PP

[sblock=Psilike Abilities(Phrenic)]
Manifester Level = 70th
DC = +25 Cha
3/day—defensive precognition; 1/day—force screen
3/day—empty mind, mind thrust
1/day—body adjustment, brain lock
1/day—aversion, blast
3/day—intellect fortress; 1/day—psychic crush
1/day—psionic dominate
1/day—energy current, tower of iron will
3/day—psionic teleport
1/day—fission
1/day—ultrablast
[/sblock]

Epic Spells: Null can prepare up to 7 EPIC Arcane spells, 7 EPIC Divine spells, 7 EPIC Psionic Powers per day.
[sblock=EPIC Spells known]
 

Greater Esoteric Aegis [COLOR="Red"]created by PhaedrusXY[/COLOR](based on GoH Chp2)
Abjuration
Spellcraft DC: 123
Components: V, S
Casting Time: 11 minutes
Range: Personal
Effect: 10-ft. radius emanation
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
To Develop: 747,000 gp, 15 days, 29,880 XP (recalculate). Seeds:
ward (DC 14), transform (DC 21). Factors: gain +40
bonus on DC to avoid being dispelled (ad hoc +80),
make spell effect tenacious (as per the feat) (ad hoc +10),
end dispel checks that fail to dispel this spell automatically
(ad hoc +4), ward against mage’s disjunction (+16).
Mitigating factors: change range from touch to personal
(-2), increase casting time by 10 min (-20)
The caster calls upon the very fabric of magic to fashion
a ward to protect his own working of the Word from
those that would tear it down. A shimmering, dusky
globe surrounds the caster, intercepting any attempts to
end his spells by means of dispel magic, or similar spells
and epic spells, and providing a +40 bonus on the DC
against which the dispel attempt must succeed. Any dispel
attempt which succeeds can then proceed as normal,
but esoteric aegis works as if under the effects of the
Tenacious Magic feat, and thus cannot be dispelled, only
suppressed for 1d4 rounds. Dispel attempts that fail are
not entitled to checks against lesser spells within the area
of effect (this differs from the usual procedure of area
dispel magic attempts). Furthermore, mage’s disjunction
is warded against in its entirety.

Fortify Wisdom (also knows Dex, Con, Int, and Cha versions)[COLOR="red"]created by PhaedrusXY[/COLOR]
Spellcraft DC 31
Fortify Seed: 17
Factors: Increase attribute by +24 (+48), duration x5 (100 hours)(+10), casting time increased by 10 min (-20).
Caster gains +25 ehn. to Wisdom for 100 hours

Greater Epic Mage Armor
Conjuration (Creation) [Force]
Spellcraft DC: 70
Components: V, S
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: 72 hours (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 630,000 gp; 13 days; 25,200 XP. Seed:
armor (DC 14). Factors: +36 additional armor bonus
(+72), increase duration by 200% (+4). Mitigating Factor:
increase casting time by 9 minutes (-18), change
target to personal (-2).
Greater epic mage armor works as per epic mage
armor, except that it grants a +40 armor bonus to Armor
Class, and lasts for 3 days.

Contingent True Resurrection
Conjuration (Healing)
Spellcraft DC: 80
Components: V, S, DF
Casting Time: 1 round
Range: Touch
Target: You or creature touched
Duration: Contingent until expended, then instantaneous
Saving Throw: None (see text)
Spell Resistance: Yes (harmless)
To Develop: 720,000 gp; 15 days; 28,800 XP. Seed: life
(DC 27). Factors: activates when subject is slain (+25
DC), no loss of level or Constitution when resurrected
(ad hoc +10), decrease casting time by 9 rounds (+18).
Contingent true resurrection works as per contingent
resurrection, save that the resurrected creature does not
lose a level (or 1 point of Constitution if the subject was
first level), and the time between death and resurrection
is only 1 round.
[sblock=Epic spells that need to be adjusted]
Epic Spell Reflection ..... adjust
Abjuration
Spellcraft DC: 68
Components: V, S , X P
Casting Time: 41 days, 11 minutes
Range: Touch
Target: Object or creature touched
Duration: Permanent
Saving Throw: None
Spell Resistance: Yes
To Develop: 630,000 gp; 13 days; 25,200 XP. Seed: reflect (DC 27). Factors: reflect up to 9th-level spells (+160 DC), change range to touch (+2 DC), permanent (x5 DC). Mitigating factors: increase casting time by 10 minutes (-20 DC), increase casting time by 41 days (-82 DC), 20d6 backlash (-20 DC), six additional casters contributing one 8th-level spell slot (-90 DC), burn 9,500 XP per caster (-665 DC).

The character can create a permanent ward against all spells of 1st through 9th level that target the subject. These spells are reflected back on the caster. Spells that affect an Area are not affected by this spell.

XP Cost: 7,500 XP.

Dispater’s Iron Defense............. adjust
Psychokinesis [Death, Force]
Psicraft DC: 127
Display: Vi, Au
Casting Time: Immediate action
Range: Personal
Target: You
Duration: 33 hours
Saving Throw: None; see text
Power Resistance: Yes (harmless)
To Develop: 1,143,000 gp, 23 days, 45,720 XP. Seeds:
armor (DC 14), destroy (DC 29), fortify (DC 17), fortify
(DC 27), transform (DC 31). Factors: cast as an immediate
action (ad hoc +36), grant bonus to spell resistance
or saves of +6 (+10), grant insight bonus to armor class
of +6 (+50), grant fast healing 12 (+66), caster can become
incorporeal as an immediate action, or change bonus
to saves, spell resistance or armor class to a different
bonus to one of those three (ad hoc +16), caster can dismiss
incorporeal aspect of the power as a free action
(+8), increase duration by 165% (+4), increase duration
by 330% when within the Iron Tower (ad hoc +1), increase
damage dealt by destruction seed by . Mitigating
factors: only allow one bonus to either spell resistance,
saves or armor class at a time (ad hoc –30), change target
to personal (-2), burn 15,000 XP (-150)
From within his Iron Tower, the Lord of the Second
seeks to protect himself from all powers, for he schemes
to place himself above all others. To this end, he developed
the iron defense epic power.
The manifester of this epic power is able to manifest it
as an immediate action (see p.59 of the Expanded Psionics
Handbook for details on immediate actions).
Upon activating this power, the manifester’s eyes begin
to glow like molten iron, and the susurration of thousands
of blades whisking through the air (akin to the
sound of a blade barrier spell) can be heard within the
vicinity. The manifester chooses whether to apply a +6
bonus to his spell resistance (enhancement bonus), armor
class (insight bonus) or saving throws (resistance bonus)
when first manifesting the power; as an immediate action,
the manifester can switch freely between the different
bonuses while the power’s duration lasts. The manifester
also gains fast healing 12, and can choose to become
incorporeal as an immediate action (returning to a
corporeal state is a free action) – Dispater uses this aspect
of the power to become incorporeal just as an opponent
tries to strike him in combat, or as additional protection
against hostile powers and spells. Any weapon that
does strike the manifester must make a Fort save DC 20
+ the relevant manifesting ability score modifier or be
destroyed (or, at the least, take 20d6 points of pure destructive
energy); this damage is dealt to the creature if it
attacks with natural weapons (including bullrush, grapple
and similar attempts). A successful save deals half dam-
21
age.
If cast within the Iron Tower, the duration of this
power is doubled (66 hours).
XP Cost: 15,000 XP.[/sblock]

[/sblock]



Bonus regular feats:
Weapon Finnesse(Swashbuckler)
Improved Critical(Unarmed Strike)(fighter)
Combat Reflexes(fighter)
Point blank Shot(Wizard, martial variant)
Improved Initiative(Time Domain)
Imp Unarmed Strike(monk Bonus)
Improved Grapple(monk Bonus)
Deflect Arrows(monk Bonus)
Improved Disarm(monk Bonus)
Carmondine Monk(human bonus)..... changes Monk bonus to AC to Int based

Regular Feats:
Darkstalker
Ordered Chaos(Abyssal Heritage)allows you to ignore Non-Lawful req for Void Incarnate
Primordal Scion....  Natural Weapons and Weilded Weapons are Chaotic vs DR and +1d6 vs Lawful,
Expertise
Iron Will................................. from legendary Location(3000gp value)
Weapon Focus (unarmed strike)
Far Shot
Robilars Gambit

EPIC Feats:
Bonus Feats(Divine Archer, Divine Monk, Divine Spellcaster, Divine Psionics):[indent]
Axiomatic Strike
Exceptional Deflection
Infinite Deflection
Keen Strike
Reflect Arrows
Vorpal Strike
Spell Focus (in all schools of magic)
Improved Combat Casting
Combat Archery
Distant Shot
Swarm of Arrows
Uncanny Accuracy
Psionic Endowment feat on any power he manifests.[/indent]

IMPROVED COMBAT REFLEXES [EPIC]
[COLOR="red"]EPIC PROWESS [EPIC][/COLOR]
[COLOR="Red"]COMBAT INSIGHT[/COLOR][/url]
DEXTEROUS FORTITUDE [EPIC]
DEXTEROUS WILL [EPIC]
Epic Manifestation..... like EPIC Spellcasting but Psionic
EPIC SPELLCASTING [EPIC]
IMPROVED MANIFESTATION [EPIC]
PENETRATE DAMAGE REDUCTION [EPIC](silver)
SELF-CONCEALMENT [EPIC][SIZE="3"][COLOR="Red"]x5 [/COLOR][/SIZE]
SHATTERING STRIKE [EPIC]
SPELL STOWAWAY [EPIC] [SIZE="3"][COLOR="red"]x2[/COLOR][/SIZE](Timestop,Greater Spell Imunity)






[sblock=Equipment]
[SIZE="3"]Equipment:[/SIZE]

items from other entries to adjust:
Gloves of Spellweaving
This item grants a +30 enhancement bonus on Spellcraft checks. Cost: 90,000 gp.

Goggles of Spellsight
This item grants a +30 competence bonus on Spellcraft checks. Cost: 90,000 gp.



[COLOR="Red"]Wealth for ECL 60 is 108,600,000[/COLOR]

Boots of Swiftness: These shoes grant their wearer a +6 enhancement bonus to Dexterity. The wearer’s speed doubles (this does not stack with any magical or supernatural enhancement to speed), he or she gains the evasion ability (as the rogue class feature), and the wearer’s jumping distance is not limited by his or her height. The wearer gains a +20 competence bonus on Balance, Climb, Jump, and Tumble checks. Three times per day, the wearer can utter a command word to activate the boots’ haste power (as the haste spell, lasts 20 rounds).
Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, cat’s grace, expeditious retreat, haste, jump; Market Price: 256,000 gp; Weight: 1 lb.


Mantle of Great Stealth: The wearer of this cloak gains a +30 bonus on Hide and Move Silently checks. The wearer’s outline is blurry and indistinct, granting concealment (20% miss chance) at all times (as the blur spell). The mantle also grants nondetection to its wearer (as the spell).
Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, blur, invisibility, nondetection, silence; Market Price: 242,000 gp; Weight: 1 lb.

Ring of Epic Psionics IX: This special crystal ring comes in a variety of types useful only to psionic characters (characters who have power points per day). The wearer’s total power points per day are increased, depending on the ring. The points granted are not bonus points-while the ring is worn, it actually increases the wearer’s points per day, but a night’s rest is required before gaining access to the increased power point per day total. (Power points are not actually stored in the ring, as would be the case for a crystal capacitor. Instead, the ring grants power points by magnifying the manifester’s own power.)
A ring of epic psionics V increases the wearer’s daily power points by 43 points, a ring of epic psionics VI grants 63 power points, a ring of epic psionics VII grants 87 power points, a ring of epic psionics VIII grants 115 points, and a ring of epic psionics IX grants 147 power points.
Manifester Level: 23rd (epic psionics V), 26th (epic psionics VI), 29th (epic psionics VII), 32nd (epic psionics VIII), 35th (epic psionics IX); Prerequisites: Craft Universal Item, Craft Epic Universal Item, great emulation; Market Price:  810,000 gp (epic psionics IX).



Special Composite Longbow:

+3,920,000 gp +1 Splitting(+3) Force(+2) Holy Power(+8)
[/sblock]
[sblock=Void Incarnate]
[SIZE="4"]Void Incarnate[/SIZE]

Alignment: Any nonlawful.
Skills: Bluff 24 ranks, Escape Artist 24 ranks, Hide 24 ranks.
Feats: Great Fortitude or Iron Will or Lightning Reflexes.
Epic Feats: Dexterous Fortitude or Dexterous Will.
Special: Evasion class feature, slippery mind class feature.

Class Skills

The void incarnate's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Escape Artist (Dex), Hide (Dex), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha). See Chapter 4: Skills in the Player's Handbook for skill descriptions.

Skill Points at Each Level: 6 + Int modifier.

Class Features

All of the following are class features of the void incarnate prestige class.

Weapon and Armor Proficiency: The void incarnate gains no proficiency in armor or weapons.

Blank Aura (Ex): [COLOR="Red"]The void incarnate (and any equipment he wears or carries) radiates no aura of any kind. Detect chaos, detect magic, and similar spells simply register him as a blank.[/COLOR] The void incarnate cannot lower this aura.


Improved Evasion (Ex): At 2nd level and higher, when subjected to an effect that allows a Reflex save for half damage, the void incarnate takes only half damage on a failed save (and no damage on a successful save, just as with evasion). Improved evasion can be used only if the void incarnate is wearing light armor or no armor.

Void Presence (Ex): Opponents of a void incarnate unconsciously ignore the void incarnate's presence starting at 3rd level. They are always treated as [COLOR="red"]flat-footed [/COLOR]to the void incarnate (and thus may not apply their Dexterity modifier to AC). This lasts until the void incarnate attacks the opponent, but resumes again at the start of the void incarnate's next turn. This is a mind-affecting effect.
You can also use Bluff to create a diversion to hide as a move-equivalent action, rather than as a standard action.
This ability has an interesting side effect. Anyone attempting to use Gather Information or similar methods to learn about a void incarnate finds the task very difficult. Increase the DC of such tasks by 20 plus the target's void incarnate class level.

Mettle of Fortitude (Ex): Beginning at 4th level, if exposed to any effect that normally allows a character to attempt a Fortitude save for a partial or half effect (such as slay living), the void incarnate suffers no effect with a successful saving throw.

Blank Mind (Ex): At 5th level, the void incarnate is protected by a mind blank effect at all times. The void incarnate cannot lower this aura, even to accept a harmless mind-affecting spell.

Mettle of Will (Ex): If exposed to any effect that normally allows a character to attempt a Will save for a partial or half effect (such as an inflict wounds spell), the 6th-level void incarnate suffers no effect with a successful saving throw.

Null Strike (Ex): Once per day, a 7th-level void incarnate can declare any melee or ranged attack he makes to be a touch attack. He may use this ability one additional time per day for every 4 levels gained above 7th.

Improved Mettle of Fortitude (Ex): By 8th level, if subjected to an effect that allows a Fortitude save for a partial or half effect, the void incarnate takes only the partial or half effect on a failed save (and no effect on a successful save, just as with mettle of fortitude).

Empty Form (Ex): A 9th-level void incarnate has a permanent freedom of movement effect (as the spell) on him at all times. The character also becomes [COLOR="red"]immune to force effects[/COLOR]. Such effects either deal no damage (such as magic missile), don't exist for the void incarnate (such as wall of force, which the void incarnate can simply walk through), or otherwise fail to affect the void incarnate (such as mage armor).


Improved Mettle of Will (Ex): Beginning at 10th level, if subjected to an effect that allows a Will save for a partial or half effect, the void incarnate takes only the partial or half effect on a failed save (and no effect on a successful save, just as with mettle of will).
[/sblock]



Other deific abilities:
Alter Size (Fine to Collossal, with all bonuses and penalties)
Alter Reality (Dice Freaks version): Can produce any spell effect in line with his portfolio. Can add metamagic, but this delays use of Alter Reality for 1 round per extra spell slot level normally added.
Domain Powers: All useable 18 times per day.
Can spontaneously cast any spell he grants.
Can use domain spells as SLAs at will. Caster level is HD+DR. Save is 20+Cha mod +spell level +DR.
Greater Teleport (100 lbs/DR objects) and Greater Plane Shift (100 lbs objects) at will.
DR 45/Silver and epic (plus alignment and unique weapon forging requirements)
Divine Aura (Ex): See text. Will use Fright mostly (Shaken, Will DC 28+cha_mod)
Spell Resistance 87
Skills: Add DR to all skill checks, ability checks, caster
level checks, and turning checks.
Equipment: Limited to +24 weapon (+10 actual enh), armor, and shield.
Swift actions: 20 per round, DC 30 or less. Can be any action within her portfolio, except only 1 swift spell per round.
Create items: Can be anything related to portfolio, including artifacts...
Portfolio sense: Senses anything related to it, up to 18 weeks in past or future.
Senses: All extend out to 18 miles.
Avatars: Can make up to 20, DR 0, half class levels. See book for more info.
Proxies: Can imbue mortals with divine power. This includes one SDA useable at the deities DR... Other crazy abilities. It might be worth taking all of the avatars and proxies and having them all coordinate attacks at once.


Deities have the following immunities. Individual deities may have more immunities. Unless otherwise indicated, these immunities do not apply if the attacker is a deity of equal or higher rank.

Transmutation
A deity is immune to polymorphing, petrification, or any other attack that alters its form. Any shape-altering powers the deity might have work normally on itself.

Energy Drain, Ability Drain, Ability Damage
A deity is not subject to energy drain, ability drain, or ability damage. (Attacks by equal or higher rank deities of this type should work.)

Energy Immunity
Immune to electricity (dragon), sonic (deific), acid (deific), fire (SDA), and cold energies (cold subtype, from a spell), even if the attacker is a deity of higher divine rank.

Deities of rank 1 or higher are immune to disease and poison, stunning, sleep, paralysis, and death effects, and disintegration.

Deities of rank 6 or higher are immune to effects that imprison or banish them. Such effects include banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking.



 Big Grin
« Last Edit: August 05, 2008, 10:11:19 PM by carnivore » Logged

carnivore
Grape ape
*****
Posts: 1671


« Reply #17 on: August 02, 2008, 06:28:54 AM »


Succubus 12/ Bard 7/ Sublime Chord 2/ Divine Crusader 2/ Mystic Theurge 7...... at 30th lvl

@20th lvl
10 Str(8 +2 Racial)
22 Dex(16 +2 Racial +4 lvls)
16 Con(14 +2 Racial)
20 Int(14 +6 Racial)
12 Wis(8 +4 Racial)
33 Cha(16 +16 Racial+1 lvl)

@30th lvl
10 Str(8 +2 Racial)
24 Dex(16 +2 Racial +6 lvls)
16 Con(14 +2 Racial)
20 Int(14 +6 Racial)
12 Wis(8 +4 Racial)
33 Cha(16 +16 Racial+1 lvl)

if you are able to have Alter Reality Salient Ability... then the Salient Ability Progression is like this(after gaining +5 inherent to All attributes):
15 Str(8 +2 Racial +5 inherent)
29 Dex(16 +2 Racial +6 lvls +5 inherent)
21 Con(14 +2 Racial +5 inherent)
25 Int(14 +6 Racial +5 inherent)
17 Wis(8 +4 Racial +5 inherent)
38 Cha(16 +16 Racial+1 lvl +5 inherent)

5th lvl: Divine Fire Mastery
10th lvl: Alter Reality
15th lvl: Know Secrets
20th lvl: Supreme Initiative
25th lvl: Irresistable Blows
30th lvl: Divine Dodge


Table A–46: The Succubus
Hit Base Attack Fort Ref Will Skill
Level Dice Bonus Save Save Save Points CR Special
1st 1d8 +1 +2 +2 +2 (8 + Int mod) × 4 1 Feat, 2 claws 1d3, alternate form (1), +1 natural armor,
resistances (acid 5, cold 5, electricity 5, fire 5),
tongues, subtypes (chaotic, evil)
2nd 2d8 +2 +3 +3 +3 8 + Int mod 2 +2 Int, lesser succubus powers 1/day, telepathy 100 ft.
3rd 2d8 +2 +3 +3 +3 — 2 +2 Cha, fly 50 ft. (average), alternate form (3),
+3 natural armor
4th 3d8 +3 +3 +3 +3 8 + Int mod 3 Feat, +2 Con, lesser succubus powers 3/day
5th 3d8 +3 +3 +3 +3 — 3 +2 Int, alternate form (any humanoid), +5 natural
armor
6th 4d8 +4 +4 +4 +4 8 + Int mod 4 +2 Cha, lesser succubus powers at will
7th 4d8 +4 +4 +4 +4 — 4 +2 Wis, energy drain 1/day, +7 natural armor,
resistances (acid 10, cold 10, electricity 10, fire 10)
8th 5d8 +5 +4 +4 +4 8 + Int mod 5 +2 Int, succubus powers 1/day
9th 5d8 +5 +4 +4 +4 — 6 +2 Cha, spell resistance, +9 natural armor
10th 6d8 +6/+1 +5 +5 +5 8 + Int mod 6 Feat, +2 Wis, succubus powers 1/day or 3/day,
electricity immunity
11th 6d8 +6/+1 +5 +5 +5 — 7 +2 Str, energy drain at will, DR 10/+2
12th 6d8 +6/+1 +5 +5 +5 — 7 Succubus powers 1/day or at will, +4 Cha,
summon balor (10%)


Bluff +19, Concentration +10, Diplomacy +12, Disguise +17* (+19 acting), Escape Artist +10, Hide +10, Intimidate +19, Knowledge (any one) +12, Listen +19, Move Silently +10, Search +12, Spot +19, Survival +2 (+4 following tracks), Use Rope +1 (+3 with bindings)





Iron Seige entry
Magic
Ha-Naga(Advanced 40 HD) / Monster of Legend 7/ Monk 2/ Sorceror 1/ Contemplative 2/ Hierophant 1/ Archmage 4/ Void Incarnate 10/ Fist of the Forest 1/ Saint 2

MOL Special Powers:
Spells as Cleric(20th+ 30 CL)
Class Features(Fighter feats, Weapon and Armor proficiencies)
Class Features(Warlock EB, Invocations)
Class Features(Monk Unarmed Strike Progression, Flurry of Blows)



61HD Colossal Aberation

(25pt Buy)
55 Str(8 base+16 racial+8 MoL+5 Inherent+18 enhancement(VOP)
81 Dex(14 base+28 Racial+4 MoL+5 Inherent+26 enhancement(VOP)+4 lvl
73 Con(14 base+22 racial+2 Saint+8 MoL+5 Inherent+22 enhancement(VOP)
71 Int(14 base+24 racial+4 MoL+5 Inherent+24 enhancement(VOP)
61 Wis(9 base+20 racial+2 Saint+4 MoL+5 Inherent+20 enhancement(VOP)+1 lvl
93 Cha(14 base+26 racial+4 Saint+6 MoL+5 Inherent+28 enhancement(VOP)+10 lvl

Feats:
7 regular
15 EPIC
10 regular Exalted(VOP)
20 EPIC VOP
2 bonus MoL
2 bonus Monk(Sleeping Tiger style)(Weapon Finnesse, Imp Initiative)
10 regular Fighter bonus feats
10 EPIC bonus feats from EPIC Fighter


Weapon Finnesse
Insightful Strike(EPIC)
Ascetic Mage
Great Fortitude
Power Attack
Combat Expertise
Combat Reflexes
Robilars Gambit
EPIC Prowess




Dex to AC
Dex to Attack
Dex to Damage
Int to Damage
2xCha to AC
2xCon to AC

DR 35/epic and Wood
SR 62(DV 0)

Immune:
DV 0:
energy drain
ability drain
ability damage
immune to mindaffecting effects (charms, compulsions, phantasms, patterns, and morale effects)


MoL:
aging
disintegration
polymorphing
petrifaction
any other attack that alters its form.
paralysis
poison
stunning

VOP:
Fire
Cold
Electricity
Acid
Sonic
sleep

Saint:

Proxie:
Death effects


Muscle
Ha-Naga(Advanced 40 HD) / Monster of Legend 7/ Monk 2/ Cleric 1/ Contemplative 2/ Hierophant 1/ Archmage 4/ Void Incarnate 10/ Fist of the Forest 1/ Saint 2



Stealth
Ha-Naga(Advanced 40 HD) / Monster of Legend 7/ Monk 2/ Cleric 1/  Contemplative 2/ Hierophant 1/ Archmage 4/ Void Incarnate 10/ Fist of the Forest 1/ Saint 2


VOP
1st lvl +4 Exalted Bonus to AC...................................... ..............(40000gp value)
2nd lvl Exalted Feat ........................................ .................(value ?)
3rd lvl +5 Exalted AC/ constant Endure Elements..................(64500gp)
4th lvl +1 enhancement to all attacks/Feat........................(2000gp+?)
5th lvl No need to Eat or Drink(similar to ring of sustenance...............(2500gp)
6th lvl +6 Exalted AC/ +1 Deflection AC/feat .......................(92000gp)
7th lvl +1 resistance to all saves/ +2 Enhancement (1 Ability)............(5000gp)
8th lvl +1 natural Armor/ mind shielding(sim to ring)/feat........(10000gp)
9th lvl +7 Exalted AC...................................... ........................(122500gp)
10th lvl +2 enhancement to all attacks/ DR 5/feat..................(8000gp)
11th lvl +4/+2 Enhancement(2 Abilities).............................. .........(20000gp)
12th lvl +8 Exalted AC/ +2 Deflection AC/ No need to Breath/feat(168000gp)
13th lvl +2 Resistance all Saves/ Energy Resistance 5 (All Elements).....(34000gp)
14th lvl +3 Enhancement to all attacks/Freedom of movement constant/feat..(74000gp)
15th lvl +9 Exalted AC/+6/+4/+2 Enhancement(3 Abilities)/ DR 5/EVIL ...(258500gp)
16th lvl +2 Natural Armor/feat.................................... ........(8000gp)
17th lvl +4 Enhancement to all attacks/+3 Resistance all saves/ Regeneration.(41000gp)
18th lvl +10 Exalted AC/ +3 Deflection/ True Seeing constant effect/feat....(358000gp)
19th lvl +8/+6/+4/+2 Enhancement (4 Abilities)/DR 10/EVIL............(120000gp)
20th lvl +5 Enhancement to all attacks/ Energy Resistance 15 (All elements)...(155000gp)



so now for a cumulative level-by-level total GP value for a VOP:

1st lvl 40000
2nd lvl 40000 + 1 exalted feat
3rd lvl 64500 + 1 exalted feat
4th lvl 66500 + 2 exalted feats
5th lvl 69000 + 2 exalted feats
6th lvl 98500 + 3 exalted feats
7th lvl 101500 + 3 exalted feats
8th lvl 111500 + 4 exalted feats
9th lvl 142000 + 4 exalted feats
10th lvl 148000 + DR 5/magic + 5 exalted feats
11th lvl 168000 + DR 5/magic + 5 exalted feats
12th lvl 213500 + no breath + DR 5/magic + 6 exalted feats
13th lvl 246500 + no breath + DR 5/magic + 6 exalted feats
14th lvl 312500 + no breath + DR 5/magic + 7 exalted feats
15th lvl 391000 + no breath + DR 5/Evil + 7 exalted feats
16th lvl 397000 + no breath + DR 5/Evil + 8 exalted feats
17th lvl 416000 + Regeneration + no breath + DR 5/Evil + 8 exalted feats
18th lvl 563500 + Regeneration + no breath + DR 5/Evil + 9 exalted feats
19th lvl 627500 + Regeneration + no breath + DR 10/Evil + 9 exalted feats
20th lvl 730500 + Regeneration + no breath + DR 10/Evil + 10 exalted feats

EPIC VOP
Epic Vow of Poverty (Epic, Exalted)
You have renewed your vow to forswear material possessions.

Prerequisites: Sacred Vow, Vow of Poverty, character level 21+.

Benefit: You continue to gain bonuses to your Armour Class, attacks, ability scores and saving throws, as well as bonus feats, all depending on your character level. See the table below for details.

Special: To fulfil your vow, you must not own or use any material possessions, with the following exceptions: You may carry and use an ordinary (neither magic nor masterwork) quarterstaff. You may wear simple clothes (usually just a homespun robe, possibly also including a hat and sandals). You may carry and use a spell component pouch. You may not use any magic item of any sort, though you can benefit from magic items used on your behalf you can drink a potion of cure serious wounds a friend gives you, receive a spell cast from a wand, scroll or staff, or ride on your companion’s ebon fly. You may not, however, “borrow” a cloak of resistance or any other magic item from a companion for even a single round, nor may you yourself cast a spell from a scroll, wand or staff.

If you break your vow, you immediately and irrevocably lose the benefit of this feat. You may not take another feat to replace it.

Epic Vow of Poverty Benefits
AC Bonus (Su): An epic ascetic's exalted bonus to AC continues to increase by +1 for every 3 character levels beyond 18th (+11 at 21st level, +12 at 24th level, +13 at 27th level, and so forth).

Resistance (Ex): An epic ascetic's resistance bonus to saving throws increases by +1 for every 4 character levels beyond 17th (+4 at 21st, +5 at 25th, +6 at 29th, and so forth).

Bonus Feats: An epic ascetic gains a bonus feat every 2 levels over 20th (22nd, 24th, 26th, and so forth). These bonus feats must be selected from the following list, and the character must still meet all pre-requisites for the feats:

Epic Ascetic Bonus Feats: Any exalted feat, plus Armour Skin*, Bonus Domain**, Damage Reduction*, Energy Resistance*, Epic Toughness*, Extended Life Span*, Fast Healing*, Great Charisma*, Great Constitution*, Great Dexterity*, Great Intelligence*, Great Smiting, Great Strength*, Great Wisdom*, Improved Alignment-Based Casting (good), Improved Aura of Courage, Improved Spell Resistance*, Music of the Gods, Penetrate Damage Reduction***, Perfect Health, Planar Turning, Positive Energy Aura, Spontaneous Domain Access**, Widen Aura of Courage.
* This feat can be taken multiple times, its effects stack.
** This feat can be taken multiple times, applying to a new domain each time.
*** This feat can be taken multiple times, applying to a different type of special material each time.

Holy Wake (Ex): Once he attains 22nd level, an epic ascetic character does not need to sleep and is immune to all natural and magical sleep effects. An epic ascetic spellcaster still requires eight hours of rest before he can replenish his spells, usually spending the time in a meditative trance.

Exalted Strike (Su): An epic ascetic's exalted strike ability continues to increase as he gains levels. The enhancement bonus to attack and damage rolls increases by +1 for every 3 character levels beyond 20th. At 23rd level, any weapon the character wields effectively becomes a +6 weapon, and can overcome the damage reduction of a creature as though it were an epic weapon. At 26th level, the ascetic’s attacks are considered to have been made with a silver or cold iron weapon, whichever would be more beneficial. At 32nd level, any weapon the character wields is considered to have the holy ability, dealing extra damage to evil creatures. At 41st level, any weapon the character wields is considered to have the holy power ability.

Ability Score Enhancement (Ex): An epic ascetic's ability score enhancements continue to increase beyond 20th level. At 23rd level, his existing bonuses increase by +2 and he gains a +2 bonus to a fifth ability score. At 27th level, he gains a +2 bonus to those five scores and a +2 bonus to a sixth ability score. The bonus for each ability score then increases by +2 for every 4 character levels he achieves.

Damage Reduction (Su): At 24th level, the epic ascetic’s damage reduction improves to 10/epic and evil. For every 10 levels the ascetic gains beyond 24th, his damage reduction improves by 5 points (15/epic & evil at 34th, 20/epic & evil at 44th, etc.).

Deflection (Su): An epic ascetic's deflection bonus to AC increases by +1 at 24th level, and every 6 levels thereafter.

Inherent Bonus (Ex): Upon reaching 24th level, an epic ascetic gains a +1 inherent bonus to all of his ability scores. This bonus increases by +1 for every 2 levels the ascetic achieves beyond 24th (+2 at 26th level, +3 at 28th level, +4 at 30th level, to a maximum of +5 at 32nd level).

Natural Armour (Ex): An epic ascetic's natural armour bonus to AC increases by +1 for every 8 character levels beyond 16th (24th, 32nd, 40th, and so forth).

Holy Aura (Su): An epic ascetic of 25th level and above is surrounded at all times by the effects of the holy aura spell. This aura provides all of the usual benefits of the spell to any good creature within 20 feet of the ascetic.

Energy Resistance (Ex): At 28th level, an epic ascetic's energy resistance increases to 30. Beginning at 35th level, an epic ascetic chooses one energy type (acid, cold, electricity, fire or sonic). The epic ascetic is now immune to that energy type. An epic ascetic chooses another energy type for every 5 levels beyond 35th (40th, 45th, 50th and 55th).

Timeless Body (Ex): Upon attaining 29th level, an epic ascetic no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the ascetic still dies of old age when his time is up.

Fast Healing (Ex): Upon reaching 32nd level, an epic ascetic’s regeneration ability improves. He gains the fast healing ability, healing an amount of damage per round equal to (ascetic’s level -5)/5, rounded down.

Swiftness (Su): Upon reaching 36th level, the epic ascetic’s speed doubles (this does not stack with any magical or supernatural enhancements to speed) and he gains the evasion ability (as the monk class feature). He also gains a +20 competence bonus on Balance, Climb, Jump and Tumble checks. Three times per day, he can act as though under the effects of a haste spell for 20 rounds.

Tongues (Ex): At 39th level, an epic ascetic can communicate with any creature, as though under the effects of a tongues spell.

Divine Ascension (Ex): Upon reaching 40th level, the ascetic is rewarded with a small measure of divine power for his faith and endurance. He gains a divine rank of 0, which grants him the following benefits:

* His hit points are increased to the maximum possible for his Hit Dice.
* His base land speed increases to 60 feet (50 feet if he is Small)
* His deflection bonus to AC is increased by his Charisma bonus.
* He is rendered immune to polymorph, petrification and any other effect that alters his form (though he may forgo this immunity at his option).
* He is no longer subject to energy drain, ability drain, ability damage or mind-affecting effects.
* He gains spell resistance 32, or his existing spell resistance increases by 5.

Aura of Menace (Su): Beginning at 43rd level, a righteous aura surrounds the epic ascetic when he is in combat or angry. Any hostile creatures within a 20-foot radius of the ascetic must succeed on a Will save to resist its effects. The save DC is equal to 12 + half the ascetic’s character level + the ascetic’s Charisma modifier. Those who fail take a penalty on attacks, AC and saves equal to (ascetic’s level)/5, rounded down. This penalty lasts for 24 hours or until they successfully hit the ascetic. A creature that has successfully resisted or broken the effect cannot be affected again by the ascetic’s aura for 24 hours.

Special Ability: Upon reaching 45th level, and every 5 levels thereafter, the epic ascetic chooses one ability from the following list.

Exalted Banestrike (Su) – Any weapon the ascetic wields (including natural weapons or unarmed strikes) deals grievous damage to undead and evil outsiders. Against such foes, the ascetic’s attacks deal an extra 4d6 points of damage.

Exalted Dodge (Ex) – When struck by an opponent the ascetic has designated as the target of his Dodge feat, he may make a Reflex save (DC 10 + damage dealt) to negate all damage from the attack.

Exalted Druid (Su) – While in wild shape, the ascetic gains all the extraordinary and supernatural abilities of the creature whose form he adopts. In addition, the ascetic can assume the form of magical beasts.

Exalted Evasion (Su) – Any physical attack or individually targeted spell directed at the ascetic has a 20% miss chance. Area effects that include the ascetic have a similar chance to be ineffective. If an attack overcomes the miss chance, the ascetic still gets the benefit of a saving throw (if applicable).

Exalted Monk (Su) – The ascetic’s unarmed strikes are treated as slashing weapons with the keen, lawful and vorpal qualities. The ascetic can choose to deal bludgeoning damage instead of slashing damage, but the vorpal quality does not apply to the attack. In addition, the ascetic’s unarmed damage increases by one die step.

Exalted Paladin (Su) – The ascetic’s aura of courage grants a +8 morale bonus on saving throws against fear effects and extends to all allies within 100 feet. In addition, the ascetic can smite evil an additional three times per day, and gets an extra three points of damage per class level on a successful smite.

Exalted Radiance (Su) – The ascetic automatically dispels any darkness effect that comes into contact with his Nimbus of Light. In addition, undead within the brightly lit area of the Nimbus take an additional 2d8 points of holy damage each round with no save.

Exalted Sight (Su) – The ascetic is under the constant effects of a greater arcane sight spell.

Exalted Warrior (Ex) – The ascetic's base attack bonus increases to +20/+15/+10/+5. This increase is applied before Epic modifiers.

Exalted Weapon Mastery (Ex) – When striking with a simple or natural weapon, the ascetic gains the benefits of the Epic Weapon Focus, Epic Weapon Specialisation and Improved Critical feats.

Call the Ascetic (Su)
Once per day the ascetic character can call Pistis Sophia The Ascetic, she help the ascetic character for 5 hours, she arrive 2d6 Min. after she is called, if the ascetic character is dead by then (for some reason, monsters, traps etc.), there happen something special, she begins to search after those who killed the ascetic, and when she finds them, and fight them, then after 1d6 rounds the least champion of celestia arrive, and after that have arrived, then 1d6 rounds after the second least champion of celestia arrive, this continue untill every champion of celestia has arrived. Except one: the watcher, he shall watch over the layers they have leaved behind, untill they comes back. When they are done with those who killed the ascetic, they take home to their layer of celestia again. Maybe it should be Min. per ascetic character level/5 or maybe even rounds per ascetic level/5, but in this kind of case i think he/she could divide the time out to several times per day.

Exalted Resurrection (Su)
Once per month the ascetic character is brought back to life as though by a true resurrection spell.

Exalted Grace (Ex)
The Ascetic's pre-Epic base save bonuses increase to Fort +12, Ref +12, Will +12.

Greater Exalted Grace (Ex)
The Ascetic may add his Charisma modifier as a Sacred bonus to saving throws. Prerequisite: Exalted Grace.

Spell-like Ability
The Ascetic gains a spell-like ability. He may choose any 0-3rd level spell to be usable at will, any 4th-6th level spell usable 3/day, or any 7th-9th level spell usable 1/day. The spell chosen may not have the Evil descriptor, and gains the Good descriptor in addition to any it may already possess. You may select a spell modified by a metamagic feat, but the spell's adjusted level is used for determining daily uses (spells whose adjusted level is over 9th may be used 1/week), and the total metamagic adjustment of all spell-like abilities may never be more than the Ascetic's Charisma modifier. You may not select spells using Heighten, Fortify, or similar metamagics. A spell-like ability may be seleced multiple times to gain additional uses. The ability's caster level is equal to the Ascetic's HD, and its save DC is Charisma based. If Wish, Limited Wish, or Miracle is selected, the XP cost must be payed in full for each use.

Exalted Magic (Su)
Any damaging spell the Ascetic casts is treated as Purifed and Consecrated, without increasing the casting time or using a higher-level spell slot. In addition, he recieves a +2 bonus to overcome the spell resistance of evil creatures; this stacks with Spell Penetration and similar effects. The benefits of this power do not apply to any Spell-like or Supernatural abilities the Ascetic may possess.

Epic Exalted Companion (Ex)
The Ascetic's familiar, animal companion, or special mount gains the Half-Celestial template, and recieves Epic Planar Creature and Legendary Planar Creature as bonus feats (both found here). (http://boards1.wizards.com/showthread.php?t=158114) If the Ascetic has more than one of these creatures (for example, a multiclass Wizard/Druid, with both a familiar and an animal companion), he must select only one to recieve the benefit (though he can select this ability again to grant it to another).

Exalted Cohort (Ex)
A powerful creature of good, such as a Celestial, high-level Paladin, or metallic dragon, pledges itself to the Ascetic's service. The creature's exact level of power is determined by the Ascetic's Leadership score, as defined under the Leadership and Epic Leadership feats, with the exception that its effective level is considered three lower than normal (for Leadership purposes only). The Ascetic does not attract followers by selecting this ability. The cohort gained thus is in addition to any he may already have by virtue of taking the aforementioned feats.

Exalted Lifespark (Su)
You are constantly under the effects of Deathward. Additionally, you may Turn Undead, as a Cleric of 1/2 your level, a number of times each day equal to your Charisma modifier. If you can already Turn Undead, you Turn as if you were 5 levels higher in the class that granted the ability, and you recieve Extra Turning as a bonus feat.

Improved Exalted Strike (Su)
You may select a number of weapon enhancements, whose total "plus value" cannot exceed your Charisma modifier, to be applied to any weapon you wield, including natural weapons and unarmed strikes. You need not spend the entire amount at once, and may select new enhancements if your Charisma permanantly increases in the future. Once chosen, these enhancements cannot be changed; this ability cannot be taken more than once. Note that selecting Holy or Holy Power would be redundant. Example: an Ascetic with 30 Cha (+10 modifier) could choose to make his weapons (and fists, claws, etc.) Speed (+4), Brilliant Energy (+4), and Flaming Burst (+2). If his Charisma later permanantly increases to 32, he could add the Spell-storing property, as well.


Monster of Legend
CREATING A MONSTER OF LEGEND
“Monster of Legend” is an acquired template that can be added to any corporeal aberration, animal, fey, giant, magical beast, monstrous humanoid, or vermin (referred to hereafter as the base creature).

A monster of legend uses all the base creature’s statistics and abilities except as noted here. If the monster of legends type changes (in the case of animals and vermin) recalculate the creature’s Hit Dice, base attack bonus, saves, and skill points based in its new type.

Size and Type: Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged (but see Special Qualities, below).

Hit Dice: The base creature receives maximum hit points per hit die. Most monsters of legend are advanced to at least double the base creature’s hit dice.

Armor Class: The base creature’s natural armor class improves by its Constitution bonus.

Damage: The damage inflicted by the base creatures’ natural weapons increase by one die step.

Special Attacks: A monster of legend possesses one special attack from the list below, or one of the designers devising of equivalent power. A monster of legend gains 1 additional special attack OR special quality (see below) for every 10HD possesses (minimum 1).



Spellcasting (Ex): The monster of legend has the spells per day of a cleric, druid, sorcerer, or wizard equal to half its hit dice and an effective caster level equal to three-quarters of its hit dice.


Virtual Class Features (Ex): A monster of legend can select two class features from any class, except for spellcasting ability. The monster of legend may use the selected class features as if were a member of that class whose level equals its hit dice. The monster of legend may also select feats that require levels in the class whose features it mimics. The abilities selected must be from same class.

Special Qualities: A monster of legend creature retains all the special qualities of the base creature and also gains the following qualities.
—Lowlight vision.
—Spell resistance equal to its Challenge Rating +14.
—A monster of legend is immune to aging, disintegration, polymorphing, petrifaction, or any other attack that alters its form. Any shape-altering powers the monster of legend might have still work normally on itself.
—Resistance to two types of energy and damage reduction (see the table below).


Code:
HD... ER DR
01–04 5. 5/magic or material
05–08 5. 5/magic
09–12 10 10/magic
13-16 15 10/magic and material
17-24 20 15/magic and material
25-34 25 20/magic and material
35-44 30 25/epic and material
45-54 35 30/epic and material
55-64 40 35/epic and material

The monster of legend may select any material from the following list: adamantine, cold iron, silver, steel, or wood. Alternately the monster of legend may select any alignment component that opposes its own.

If the base creature already has one or more of these special qualities, use the better value.

In addition to special qualities listed above a monster of legend possesses one special quality from the list below, or one of the designers devising of equivalent power. A monster of legend gains 1 additional special attack OR special quality for every 10HD it possesses (minimum 1).


Immunities (Ex): The monster of legend may select three immunities from the following list: ability damage and drain, cold, death effects, disease, electricity, fire, mind-altering effects, paralysis, poison, sleep, and stunning.

Preternatural Grace (Su): The monster of legend gains a deflection bonus to AC equal to its Charisma bonus and adds one-half its Charisma bonus as a resistance bonus to all its saves.




Saves: The monster of legend always uses the Good column when determining its base save bonuses.

Abilities: Strength +8, Dex +4, Constitution +8, Intelligence +4, Wisdom +4, Charisma +6. A base creature with an Intelligence or Charisma score of 3 or lower rolls 3d6 and then adds the appropriate modifier to determine its new base score. As unique individuals it is recommend the GM use the elite ability score array when designing a monster of legend.

Feats: A monster of legend may select any two feats it meets the prerequisites for as bonus feats.

Saint
Saint
(an exalted representation of
the ideals of a Good Deity,
who makes a great sacrifice
and is rewarded)
(BoED p184) (DR324 p104)+
Often surrounded by
a aura of light.
Can be applied to any
living creature of
Good alignment that
is not an Outsider or
Elemental.
Becomes a ‘Outsider (native)’
Immune to Acid, Cold,
Electricity, & Petrifaction
Fire Resistance 10
+4 Racial bonus vs. Poison
Low-Light Vision
Darkvision 60’
+2 DC to all special attacks,
spells, supernatural, spelllike,
& extraordinary
abilities.
Con +2
Wis +2
Cha +4
Lvl +2
CR +2
Tongues, always on.
Gain an Insight bonus to AC equal to the Saint’s Wisdom modifier
Holy Touch – the Saint’s melee attacks do +1d6 Holy damage vs.
Evil creatures (or +1d8 vs. Evil Undead or Evil Outsiders). Any
Evil creature that attacks the Saint with a Natural Attack takes
the same amount of damage.
Able to cast Guidance, Resistance, Virtue, and Bless at will at
Character level.
Gain Fast Healing (HD/2).
Protective Aura – 20’ radius nimbus of light that can be activated
as a Free Action. Acts as a double strength Magic Circle against
Evil and a Less Globe of Invulnerability.
HD Damage Reduction
1-3 —
4-7 5 / magic
8-11 5 / evil
12+ 10 / evil
Shining Blade of Heironeous optimization
how about this:

Human
Lawful Good

Ranger(Trapfinding variant) 2/ Fighter 1/ Paladin 4/ Divine Crusader 3/ Contemplative 2/ Shining Blade of Heironeous 8....... not in that order

Domains:
Glory
Good

BAB +19
9th lvl Divine Spells @ 14th lv Caster(15th for Good spells)

Flaws:
Vulnerable
Murkey eyed

Feats:
Education(human Bonus)
Knowledge Devotion(Flaw bonus)
Weapon Focus(longsword)(Flaw bonus)
TWF(ranger bonus)
Power Attack(fighter bonus)
1st lvl: Oversized TWF
3rd lvl:
6th lvl:
9th lvl:
12th lvl:
15th lvl:
18th lvl:

 Big Grin



Misc Tank / Battlefield Control Builds:
Ranger 2/ Monk 2/ Psiwarrior 2/ Elocator 1/ Shou Disciple 5/ Fighter 8

very simple, it seems as the important things are Battlefield control(mainly thru AoOs, and special Attacks(Bull rush,tripping,etc....)

Ranger 1 Track/Dodge/Mobility
Ranger 2 2WF
Monk1 Imp Unarmed/Imp Grapple/Weapon focus(Unarmed)
Monk2 Combat Reflexes
PW 1 Power Attack
PW 2 Spring Attack/ Deft Opportunist
Elocator 1 Sidestep Charge
Shou Disciple 1
Shou Disciple 2 Combat Expertise/Karmic Strike
Shou Disciple 3
Shou Disciple 4 Improved Trip
Shou Disciple 5 Leap Attack
Fighter 1 Improved Bullrush
Fighter 2 Elusive Target
Fighter 3 Shock Trooper
Fighter 4 Imp 2WF
Fighter 5
Fighter 6 Hold the Line/ Double Hit
Fighter 7
Fighter 8 Defensive Throw

this character will have the following:

BAB +17

good charging abilities
can control the battlefield well
makes the most of AoOs:

2 attacks for each
+4 to attack for each

gets to make AoO for the following conditions:
VS Charges
vs charges that miss
anytime he gets hit
anytime someone misses him(if they are the target of his Dodge)
if he triggers an AoO and they Miss


Weapons:
he would probably use a Glaive or Guisarme for reach, but still threaten the squares around himself with 2d6 unarmed attacks.
as for weapons ....the reason for the Polearm(Glaive or Guisarme) : they are Martial weapons and can be used in a Flurry with Shou disciple 5, i would like to use an exotic weapon but they require a feat that i dont have to spare.

i would also like to fit in a Large race........but the things that make a tank efficient and survivable are Magic(psionic) items, and this would almost require something like a Phylactery of change(A&EG) or Skin of Proteus..notice:
Quote from: SRD
Skin of Proteus: This psychoactive skin continually affects the wearer as the metamorphosis power. While in a form other than his natural form, the wearer does not appear to be wearing the skin.
Moderate psychometabolism; ML 7th; Craft Universal Item, metamorphosis; Price 84,000 gp; Weight 2 lb.

Annis hag,Troll,Treant are all good forms, and the Max HD forms that these items will allow are 7HD....................i would rather have items than rely on spells for 2 reasons:

1)does not use up resources(spells for the party)
2)long term duration and versatility

if i use items to make the character stronger by means of a different form........this REDUCES MAD, and i can focus on mental abilities(i still need to keep enough attributes to qualify for the Feats.
Also i can be a Large Character without the LA



this is a quick alternative to this tank:

Ranger 2/ Monk 6/ Psiwarrior 2/ Elocator 1/ Shou Disciple 5/ Fighter 2/ xxxxxx 2

this will give me Greater Flurry with All Martial weapons, and if i can get a monks belt and monks Tatoo the unarmed damage is 2d10, but i loose several feats and have 1 BAB lower.........

the thing with Tank development....for the most part many thins can be gained with magic(psionic) items. Battlefield control and Martial skill(BAB,# of Attacks) must be gained with proper class choice and Feat choice.

 Big Grin
[/spoiler]
« Last Edit: December 13, 2008, 04:46:39 PM by carnivore » Logged

carnivore
Grape ape
*****
Posts: 1671


« Reply #18 on: August 02, 2008, 06:29:06 AM »

some items i plan to make into Golems that are Shaped like the item in question...why?,... because Golems are Immune to Disjunction.... since they are Creatures


Mul
See, the trick is to break their will. Not too
much, mind you. Nobody wants to watch a
docile gladiator, and muls are too expensive to
waste as labor slaves. But, you don’t want them
trying to escape every other day. No crowd likes
to hear that their champion was killed during an
attempted escape.
-- Gaal, draji arena trainer
Born from the unlikely parentage of dwarves and
humans, muls combine the height and adaptable
nature of humans with the musculature and
resilience of dwarves. Muls enjoy traits that are
uniquely their own, such as their robust
metabolism and almost inexhaustible capacity for
work. The hybrid has disadvantages in a few areas
as well: sterility, and the social repercussions of
being created for a life of slavery. Humans and
dwarves are not typically attracted to each other.
The only reason that muls are so common in the
Tablelands is because of their value as laborers
and gladiators: slave-sellers force-breed humans
and dwarves for profit. While mul-breeding
practices are exorbitantly lucrative, they are often lethal to both
the mother and the baby. Conception is difficult and impractical,
often taking months to achieve. Even once conceived, the mul
takes a full twelve months to carry to term; fatalities during this
period are high. As likely as not, anxious overseers cut muls from
the dying bodies of their mothers.
Personality: All gladiators who perform well in the arenas
receive some degree of pampered treatment, but muls receive
more pampering than others. Some mul gladiators even come to
see slavery as an acceptable part of their lives. However, those
that acquire a taste of freedom will fight for it. Stoic and dull to
pain, muls are not easily intimidated by the lash. Masters are
loath to slay or maim a mul who tries repeatedly to escape, although
those who help the mul’s escape will be tormented in order
to punish the mul without damaging valuable property. Once
a mul escapes or earns his freedom, slavery remains a dominant
part of his life. Most muls are heavily marked with tattoos that
mark his ownership, history, capabilities and disciplinary measures.
Even un-tattooed muls are marked as a potential windfall for
slavers: it is clearly cheaper to “retrieve” a mul who slavers can
claim had run away, than to start from scratch in the breeding
pits.
Physical: Second only to the half-giant, the mul is the
strongest of the common humanoid races of the tablelands. Muls
grow as high as seven feet, weighing upwards of 250 pounds, but
carry almost no fat at all on their broad muscular frames. Universal
mul characteristics include angular, almost protrusive eye
ridges, and ears that point sharply backwards against the temples.
Most muls have dark copper-colored skin and hairless bodies.
Relations: Most mul laborers master the conventions of
slave life, figuring out through painful experience who can be
trusted and who cannot. (Muls learn from their mistakes in the
slave pits to a greater extent than other races not because they are
cleverer, but because unlike slaves of other races they tend to survive
their mistakes, while other slave races are less expensive and
therefore disposable. Only the most foolish and disobedient mul
would be killed. Most masters will sell a problem mul slave rather
than kill him.) Their mastery of the rules of slave life and their
boundless capacity for hard work
allows them to gain favor with their
masters and reputation among their
fellow slaves.
Alignment: Muls tend towards
neutrality with respect to good and
evil, but run the gamut with
respect to law or chaos. Many
lawful muls adapt well to the
indignities of slavery, playing
the game for the comforts that
they can win as valued slaves.
A few ambitious lawful muls use
the respect won from their fellowslaves
to organize rebellions and
strike out for freedom. Chaotic
muls, on the other hand, push their
luck and their value as slaves to the
breaking point, defying authority,
holding little fear for the lash.
Lands: As a collective group,
muls have no lands to call their
own. Occasionally, escaped muls
band together as outlaws and
fugitives, because of their common
ex-slave backgrounds, and because
their mul metabolism makes it
easier for them to survive as
fugitives while other races cannot
keep up. Almost without exception,
muls are born in the slave pits of
the merchants and nobles of the
city-states. Most are set to work as
laborers, some as gladiators, and fewer yet as soldier-slaves. Very
Dark Sun 3 Page 11 –Prerelease: 7/16/2003
few earn their freedom, a greater number escape to freedom
among the tribes of ex-slave that inhabit the wastes.
Religion: Even if muls were to create a religion of their own,
as sterile hybrids, they would have no posterity to pass it on to.
Some cities accept muls as templars. Mul clerics tend to be drawn
towards the strength of elemental earth.
Psionics: Since most slave owners take steps to ensure that
their property does not get schooled in the Way, it is rare for a
mul to receive any formal training. Those that get this training
tend to excel in psychometabolic powers.
Magic: Muls dislike what they fear, and they fear wizards.
They also resent that a wizard’s power comes from without, with
no seeming effort on the wizard’s part, while the mul’s power is
born of pain and labor. Mul wizards are unheard of.
Language: Muls speak the common tongue of slaves, but
those favored muls that stay in one city long enough before being
sold to the next, sometimes pick up the city language. Because of
their tireless metabolism, muls have the capacity to integrate with
peoples that other races could not dream of living with, such as
elves and thri-kreen.
Names: Muls sold as laborers will have common slave
names. Muls sold as gladiators will often be given more striking
and exotic names. Draji names (such as Atlalak) are often popular
for gladiators, because of the Draji reputation for violence. Masters
who change their mul slaves’ professions usually change their
names as well, since it’s considered bad form to have a gladiator
with a farmer’s name, and a dangerous incitement of slave rebellions
to give a common laborer the name of a gladiator.
Adventurers: Player character muls are assumed to have already
won their freedom. Most freed mul gladiators take advantage
of their combat skills, working as soldiers or guards. Some
turn to crime, adding rogue skills to their repertoire. A few muls
follow other paths, such as psionics, templar orders or elemental
priesthoods.
Role-playing Suggestions
Born to the slave pens, you never knew love or affection; the taskmaster’s
whip took the place of loving parents. As far as you have
seen, all of life’s problems that can be solved are solved by sheer
brute force. You know to bow to force when you see it, especially
the veiled force of wealth, power and privilege. The noble and
templar may not look strong, but they can kill a man with a word.
You tend towards gruffness. In the slave pits, you knew some
muls that never sought friends or companionship, but lived in
bitter, isolated servitude. You knew other muls who found
friendship in an arena partner or co-worker. You are capable of affection,
trust and friendship, but camaraderie is easier for you to
understand and express - warriors slap each other on the shoulder
after a victory, or give their lives for each other in battle. You don’t
think of that sort of event as “friendship” - it just happens.
Mul Traits
• +4 Strength, +2 Constitution, -2 Charisma. Combining the
human height with the dwarven musculature, muls end up
stronger than either parent race, but their status as born-tobe
slaves makes them insecure in their dealings with others.
• Medium-size. Muls have no special bonuses or penalties due
to size.
• Mul base speed is 30 feet.
• Darkvision: Muls can see in the dark up to 30 feet. Darkvision
is black and white only, but is otherwise like normal sight,
and muls can function just fine with no light at all.
• Tireless: Muls get a +4 racial bonus to checks for performing
a physical action that extends over a period of time (running,
swimming, holding breath, and so on). This bonus stacks
with the Endurance feat. This bonus may also be applied to
savings throws against spells and magical effects that cause
weakness, fatigue, exhaustion or enfeeblement.
• Extended activity: Muls may engage in up to 12 hours of hard
labor or forced marching without suffering from fatigue.
• Dwarven Blood: For all special abilities and effects, a mul is
considered an dwarf. Muls, for example, can use dwarvish
weapons and magic items with racially specific dwarven
powers as if they were dwarves.
• Subdual Damage Resistance 1/-. Muls are difficult to subdue,
and do not notice minor bruises, scrapes, and other discomforts
that pain creatures of other races.
• Favored Class: Gladiator
• Automatic Language: Common. Bonus Languages: Dwarven,
Elven, Gith, Giant, Tarek
• Level Adjustment +1. As a hybrid half-race, muls are considerably
more powerful than either of their parent races, thus
they gain levels more slowly.
« Last Edit: May 29, 2010, 04:43:53 PM by carnivore » Logged

carnivore
Grape ape
*****
Posts: 1671


« Reply #19 on: August 02, 2008, 06:29:20 AM »

new Build Idea:

Advanced(30HD) Temporal Drake/ Monster of Legend 7/ Monk 20/ Mystic Theurge 10/ Abjurant Champion 5/ Archmage 5/ Incantatrix 6/ Hierophant 5/ Void Incarnate 10

Monst of Legend Abilities:
Spl casting: Wizard(15th lvl spls @20th lvl Caster), Cleric(15th lvl spls @20th lvl Caster)
Virtual Class features: Fighter feats(11 bonus + 5 EPIC bonus), Weapon and Armor proficencies
Immunities (Ex): ability damage and drain, death effects, mind-altering effects, paralysis, poison, stunning.
Preternatural Grace (Su): The monster of legend gains a deflection bonus to AC equal to its Charisma bonus and adds one-half its Charisma bonus as a resistance bonus to all its saves.[/B]


Temporal Drake

Temporal Drake
Large Dragon
Hit Dice: 10d12+40 (113 hp)
Initiative: +5
Speed:  60 ft. (12 squares), fly 60 ft. (good)
Armor Class:  24 (-1 size, +5 Dex, +10 natural), touch 14, flat-footed 19
Base Attack/Grapple: +10/+20
Attack: Bite +15 melee (2d6+6)
Full Attack: Bite +15 melee (2d6+6) and 2 claws +13 melee (1d8+3) and 2 wings +13 melee (1d6+3) and 1 tail slap +13 melee (1d8+3)
Space/Reach: 10 ft./5 ft. (10 ft. with bite)
Special Attacks:  Temporal inversion
Special Qualities:  Darkvision 60 ft., low-light vision, progressive initiative, recurrence, temporal displacement, temporal slide, time slip
Saves:  Fort +11, Ref +12, Will +9
Abilities:  Str 22, Dex 21, Con 18, Int 8, Wis 14, Cha 16
Skills: Hide +14, Listen +17, Move Silently +18, Search +12, Spot +17
Feats: Alertness, Cleave, Multiattack, Power Attack
Environment: Any land and underground
Organization:  Solitary or pair
Challenge Rating:  11
Treasure:  Standard
Alignment: Usually neutral
Advancement: 11-20 HD (Large); 21-30 HD (Huge)
Level Adjustment: +7

Long and low to the ground, the draconic creature has the bulk and strength of a true dragon but a feline grace all its own. It seems to wink erratically in and out of sight, and its gray scales cast back light in incongruous patterns, reflecting glints of light at odd times and angles.

Like the wyvern, the temporal drake is a distant cousin of the true dragons. Smaller than all but the youngest true dragons, the temporal drake has neither the intellect nor the innate magical ability of its powerful kindred. The temporal drake's strengths, and the source of its name, lie in its ability to manipulate the passage of time. Although not capable of significant time travel, the drake moves through and manipulates time in ways that other creatures have difficulty understanding. By stepping outside of time for a split second, the drake can appear to move across the battlefield instantaneously, cause apparently accurate blows to miss, and even seemingly return from the dead.

Temporal drakes are dangerous hunters that stalk and kill animals and other creatures for food. Confident in their own might, temporal drakes do not hesitate to attack even numerous or well-armed groups, but they are not so foolish as to remain in a fight when overmatched. If caught and trained at a young age, temporal drakes can serve ably as mounts.

A typical temporal drake stands about 5 feet tall at the shoulder and has a wingspan of up to 18 feet. Temporal drakes weigh about 1,250 pounds.

Temporal drakes speak Draconic.

Combat

A dangerous hunter and melee combatant, the temporal drake trusts to its physical prowess and supernatural abilities and wades fearlessly into combat. Although less intelligent than the average human, the drake can invent sophisticated ambushes. The drake usually begins fights by using its temporal slide ability to appear in the midst of its foes, then makes a full attack, preferably against anyone that looks like a spellcaster. The drake is also smart enough to keep one use of its temporal slide ability in reserve in case it has to flee.

Temporal Slide (Su): The temporal drake can manipulate time as it moves, allowing it to seemingly disappear and reappear elsewhere instantaneously. As a free action that does not provoke an attack of opportunity, the temporal drake moves its current speed (following the normal rules for movement). The temporal drake can use this ability a number of times per day equal to its Constitution bonus (4 for an average temporal drake). It can use this ability only once per round.

Temporal Inversion (Su): Once per day, as a standard action, a temporal drake can shunt one creature out of the time stream for a short period. The temporal drake can affect any creature within 60 feet. The creature is then shunted out of time unless it succeeds on a DC 18 Will saving throw. Time passes for creatures other than the affected creature, and it can take no actions other than trying to escape. The creature seems to vanish, while out of the time stream no other creature, spell, magical effect, or force can affect it in any way. (It is as though the creature has ceased to exist.) Each round on its turn, the affected creature may attempt a DC 20 Intelligence check to rejoin the time stream as a full-round action. If the subject doesn't escape, the effect ends after 10 minutes. The save DC is Charisma-based.

Progressive Initiative (Ex): The temporal drake moves through time differently than other creatures, so its initiative value changes as combat progresses. Each round after the first round of combat, the temporal drake's initiative score becomes 4 higher. This will often cause the temporal drake to act at a different time in the initiative order in many rounds. This ability is automatic, and requires no action by the temporal drake.

When the temporal drake uses the delay or ready actions, its initiative value changes as normal; however, its initiative score becomes 4 higher each round.

Time Slip (Su): The temporal drake can step back in time a fraction of a second, potentially changing the outcome of one action. The temporal drake can immediately reroll a d20 roll that it just made, but before the outcome of the die roll is determined. The temporal drake takes the better of the two rolls. Using this ability is a free action that does not provoke an attack of opportunity. The temporal drake can use this ability a number of times per day equal to its Constitution bonus (4 for an average temporal drake). The temporal drake may use this ability only once in any given round.

Recurrence (Ex): As a temporal drake dies, it calls a different version of itself out of the time stream. This means that one round after the temporal drake's death, it reappears fresh and ready for combat. This new drake possesses full hit points, fully restored daily uses of its abilities, and no effects of the recent fight. The drake takes one full round's worth of actions and then disappears, returning to its original place in the time stream. (It does reappear thereafter.) If this drake is killed before it disappears, it simply dies, and another drake does not appear.

Temporal Displacement (Su): The temporal drake blinks in and out of the time stream quickly and at random. This causes attacks against the temporal drake to have a 20% miss chance, and neither the Blind-Fight feat or spells such as true seeing or see invisibility help against this miss chance. Like other supernatural abilities, this ability is suppressed in an anti-magic field.




[sblock=Monster of Legend]
Monster of Legend
A monster of legend is a unique representative of its race imbued with a degree of power far beyond that possessed by ordinary members of its kind. Though monsters of legends do arise spontaneous every few centuries they are more likely to be empowered by a deity or powerful cosmic entity to perform an appointed task. These puissant creatures are often set to guard artifacts or planar portals.

Monsters of legend are fearsome opponents. They are faster, hardier, stronger, and possessed of a terrible cunning that far exceeds their normally encountered kin. All monsters of legend possess several unique abilities that set it apart from others of its kind, and even other monsters of legend.

CREATING A MONSTER OF LEGEND
“Monster of Legend” is an acquired template that can be added to any corporeal aberration, animal, fey, giant, magical beast, monstrous humanoid, or vermin (referred to hereafter as the base creature).

A monster of legend uses all the base creature’s statistics and abilities except as noted here. If the monster of legends type changes (in the case of animals and vermin) recalculate the creature’s Hit Dice, base attack bonus, saves, and skill points based in its new type.

Size and Type: Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged (but see Special Qualities, below).

Hit Dice: The base creature receives maximum hit points per hit die. Most monsters of legend are advanced to at least double the base creature’s hit dice.

Armor Class: The base creature’s natural armor class improves by its Constitution bonus.

Damage: The damage inflicted by the base creatures’ natural weapons increase by one die step.

Special Attacks: A monster of legend possesses one special attack from the list below, or one of the designers devising of equivalent power. A monster of legend gains 1 additional special attack OR special quality (see below) for every 10HD possesses (minimum 1).



Spellcasting (Ex): The monster of legend has the spells per day of a cleric, druid, sorcerer, or wizard equal to half its hit dice and an effective caster level equal to three-quarters of its hit dice.


Virtual Class Features (Ex): A monster of legend can select two class features from any class, except for spellcasting ability. The monster of legend may use the selected class features as if were a member of that class whose level equals its hit dice. The monster of legend may also select feats that require levels in the class whose features it mimics. The abilities selected must be from same class.

Special Qualities: A monster of legend creature retains all the special qualities of the base creature and also gains the following qualities.
—Lowlight vision.
—Spell resistance equal to its Challenge Rating +14.
A monster of legend is immune to aging, disintegration, polymorphing, petrifaction, or any other attack that alters its form. Any shape-altering powers the monster of legend might have still work normally on itself.
—Resistance to two types of energy and damage reduction (see the table below).


Code:
HD... ER DR
01–04 5. 5/magic or material
05–08 5. 5/magic
09–12 10 10/magic
13-16 15 10/magic and material
17-24 20 15/magic and material
25-34 25 20/magic and material
35-44 30 25/epic and material
45-54 35 30/epic and material
55-64 40 35/epic and material

The monster of legend may select any material from the following list: adamantine, cold iron, silver, steel, or wood. Alternately the monster of legend may select any alignment component that opposes its own.

If the base creature already has one or more of these special qualities, use the better value.

In addition to special qualities listed above a monster of legend possesses one special quality from the list below, or one of the designers devising of equivalent power. A monster of legend gains 1 additional special attack OR special quality for every 10HD it possesses (minimum 1).


Immunities (Ex): The monster of legend may select three immunities from the following list: ability damage and drain, cold, death effects, disease, electricity, fire, mind-altering effects, paralysis, poison, sleep, and stunning.

Preternatural Grace (Su): The monster of legend gains a deflection bonus to AC equal to its Charisma bonus and adds one-half its Charisma bonus as a resistance bonus to all its saves.





Saves: The monster of legend always uses the Good column when determining its base save bonuses.

Abilities: Strength +8, Dex +4, Constitution +8, Intelligence +4, Wisdom +4, Charisma +6. A base creature with an Intelligence or Charisma score of 3 or lower rolls 3d6 and then adds the appropriate modifier to determine its new base score. As unique individuals it is recommend the GM use the elite ability score array when designing a monster of legend.

Feats: A monster of legend may select any two feats it meets the prerequisites for as bonus feats.

Challenge Rating: 10HD or less as base creature +3; 11-20HD +4, 30HD or more +5.[/sblock]

Big Grin

 Big Grin
« Last Edit: August 03, 2008, 07:44:49 PM by carnivore » Logged

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