Daniel678
Barbary Macaque at the Rock of Gibraltar
  
Posts: 199
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« Reply #60 on: November 30, 2010, 12:02:07 AM » |
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Several things, diplomacy is given huge penalties since it is broken. I do not suggest relying on it. http://community.wizards.com/go/thread/view/75882/19525830/The_Iron_Siege?post_id=331826174#331826174People are trying to take him on head-on because he almost never leaves his tower. The only time he leaves is for the meeting with the 8 other Lords of the Nine. Players can't gain entry to the tower legitimately and so going commando is by far the simplest solution. It is also the one that has been the most successful. There has been at least one attempt at diplomacy but it didn't go anywhere. That said, some strategies that might work are, summoning him from outside the tower/plane, persuading him that the tower is dangerous, or ambushing him while he is traveling to the meeting (I forget the name) with the other lords of the 9. If you kill Dispater outside of Dis you don't kill permanently but you do get information and his items. If you immediately go to kill him on Dis he will be lacking buffs and might be a little disorientated. Counterspelling is nice to have. The SDA instant counterspell will give you everything you want. Good luck with the challenge.
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The_Mad_Linguist
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« Reply #61 on: November 30, 2010, 12:13:57 AM » |
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The most irritating thing for me is that you're forced to start in Dis, while it'd be far simpler to hijack a preexisting summoning.
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Daniel678
Barbary Macaque at the Rock of Gibraltar
  
Posts: 199
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« Reply #62 on: November 30, 2010, 12:23:21 AM » |
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I'm pretty sure that starting in Dis was more for convenience and you are not forced to do it if you don't want to.
If I recall correctly you start in Dis because Dispater stopped astral links and planar portals and so you start by entering with a custom epic teleport spell.
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« Last Edit: November 30, 2010, 12:38:57 AM by Daniel678 »
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Bauglir
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« Reply #63 on: November 30, 2010, 12:48:26 AM » |
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I'm pretty sure that starting in Dis was more for convenience and you are not forced to do it if you don't want to.
If I recall correctly you start in Dis because Dispater stopped astral links and planar portals and so you start by entering with a custom epic teleport spell.
I'm pretty sure that starting in Dis was more for convenience and you are not forced to do it if you don't want to.
Nah, it's mandatory. A lot of builds end up immediately leaving after some plausible reason for being there in the first place is established, simply because a lot of important preparations can't be carried out beforehand or because some other route of approach is preferred. For anybody's convenience for anyone looking for ideas, I've spoilered my entry below as it stood last time I worked on it. Everything in it was approved, IIRC, but of course it's always subject to Tshern's will. Notable Factors: Incorporeal (Dry Demi) Lich Deity is a difficult-to-kill position by default. Levels in Entropomancer let him hide in a buffed Sphere of Annihilation (which, presumably, blocks line of effect to all non-Entropomancers, but I hadn't got around to asking that; Tshern's mileage may vary). Levels in Void Incarnate make him very difficult to track, and provide Force immunity. Remember, thanks to a throwaway line in Creating Monsters in the Monster Manual, you use Charisma for setting all save DCs ordinarily based on Con, so the save Dispater needs to make for Iron Curtain is set by Cha. Andross, The Everlasting Know-It-All, The Infosphere
Alignment: Lawful Evil Portfolio: Death, Fate, Knowledge Worshippers: Liches, Unbodied Cleric Alignments: LN, LE, NE Domains: Knowledge, Fate, Oracle, Envy, Luck, Time
Andross is a deity of knowledge and secrets. He has often been described as Vecna on crack, if indeed stimulant drugs had any effect on undead deities. However, he does not mind sharing his secrets; in fact, it is said that anybody who journeys to his abode on the Negative Energy plane is given one completely true piece of information of their asking. This knowledge, however, often drives its learner insane, although this is of no consequence to Andross. His purpose in being is to learn all that there is to know, at any cost. He does, however, covet the knowledge he does not have, and envies those who possess it to the point of hatred.
He began his existence as a Lawful Neutral deity of knowledge, but over time he found that regard for lesser beings needed to be cast off to pursue his studies ever further. Early in his career, he became known to and worshipped by a small group of scholars in an ancient kingdom. These scholars eventually ascended to the beings now known as the Unbodied. It is said that Andross first discovered the secrets of lichdom, and shared them with ancient necromancers. It was Andross who found an alternate path in the way of the dry lich, and took that path himself. Andross was the first to ascend to the rank of demilich. If one is willing, one can trace many of the world's most vile pieces of knowledge back to this being.
Andross represents the cold pursuit of knowledge without regard to cost, and in this he is much like Mephistopheles. However, he pursues knowledge for its own end, not because it can be used for other purposes. When he finally understands everything, he plans to end the multiverse to ensure that no new knowledge can be created. Fortunately, his goal is not yet in sight, and many theorize that even threats so distant as the Overlord of Hell's rebirth are more imminent problems.
Overcoming Andross' Damage Reduction requires an epic, good, and wooden weapon blessed by 3 Celestials of each alignment on the Law-Chaos axis (total of 9 Celestials), all of which must have 21 or more hit dice. Furthermore, the weapon must then be soaked in the willingly given blood of a good-aligned Unicorn for a period of 24 hours.
Andross (Unbodied Dry Demilich) Divine Rank: 18 Diminuitive Undead (Lawful) (Evil) Undead 5/Favored Soul 1/Divine Oracle 2/Contemplative 2/Entropomancer 10/Void Incarnate 10/Psychic Theurge 10/Void Disciple 12/Blackguard 2/Ephemeral Exemplar 2/Cosmic Descryer 2 58d12+1856 (2552 hp) Initiative: +48 Speed: 180 fly (perfect) AC: 230 (+58 Insight, +4 Size, +43 Deflection, +48 Dex, +49 Wis, +18 Divine) BAB/Grp: +32/- (+13 BAB, +19 Epic) Attack: Touch +161 (10d6+20+5d6 dessication) or Temporal Beams +171/+166 (2d6+1d6 Desiccating+1d6 negative+1 negative level+10/x3+2d10 negative +2 negative levels or dispel +42)
Special Attacks: Psionic Powers, Telekinetic Force, Desiccating Touch, Aura of Despair, Constitution Drain, Trap the Soul, Fear Aura, Paralyzing Touch, Spell-like Abilities, Null Strike, Shard of Entropy (7d6) 2/day, Entropic Field 2/day, Cosmic Connection 1/day, Alter Reality, Sense Void 6/day (empathic senses), Moment of Clarity 4/day, Altering The Course, Void Release, Void Suppression, Detect Good, Smite Good 1/day
Special Qualities: Darkvision 60, Assume Likeness, Incorporeal Traits, Hide Mind, Magic Immunity, Perfect Automatic Still Spell, Phylactery Transference, Undead Traits, Demilich Immunities, Turn Resistance +22, Fast Healing 76, Dry Lich Immunities, Unholy Toughness, Water Weakness, Deity's Favor, Scry Bonus, Prescient Sense, Trap Sense +1, Divine Health, Slippery Mind, Control Sphere, Blank Aura, Improved Evasion, Void Presence, Improved Mettle of Fortitude, Blank Mind, Improved Mettle of Will, Empty Form, Poison Use, Dark Blessing, Superior Planar Summoning (+3 HD), Naturalization (Baator), DR 45/epic and wood and good, DR 15/bludgeoning and epic, Divine Aura, Immortality, Deific Immunities, Fire and Sonic Immunity, Acid Immunity, SR 78, Divine Checks, Automatic Actions, Communication, Create Items, Grant Spells, Portfolio, Senses
Spell-like Abilities: At will - Alter self, astral projection, create greater undead, create undead, death knell, enervation, greater dispel magic, harm, summon monster 1-9, telekinesis, weird; 2/day -- greater planar ally, caster level 59, save DCs are 109.
Saves: Fort +85, Ref +139, Will +150 Abilities: Str -, Dex 81 (106), Con -, Int 79 (104), Wis 83 (108), Cha 67 (92)
Skills: Bluff 61 (+125), Concentration 61 (+121), Decipher Script 59 (+125), Diplomacy 59 (+133), Disguise 30 (+94), Escape Artist 15 (+82), Hide 57 (+144), Intimidate 57 (+123), Knowledge (arcana) 61 (+137), Knowledge (architecture and engineering) 61 (+137), Knowledge (dungeoneering) 61 (+137), Knowledge (geography) 61 (+137), Knowledge (history) 61 (+137), Knowledge (nature) 61 (+137), Knowledge (nobility and royalty) 61 (+137), Knowledge (psionics) 61 (+137), Knowledge (religion) 61 (+140), Knowledge (the planes) 61 (+137), Listen 59 (+147), Move Silently 33 (+120), Psicraft 61 (+127), Search 61 (+147), Sense Motive 59 (+147), Sleight of Hand 5 (+78), Spellcraft 61 (+263), Spot 59 (+147), Tumble 59 (+126), Use Magic Device 59 (+121)
Feats: Skill Focus (Knowledge (religion)), Great Fortitude, Magical Aptitude, Spell Focus (Conjuration), Maximize Spell, Eschew Materials, Extend Spell, Persist Spell, Practiced Caster, Empower Spell Epic Feats: Blinding Speed (B), Tenacious Magic (Foresight) (B), Automatic Quicken Spell (B), Energy Resistance (Acid), Dextrous Fortitude, Epic Spellcasting, Ignore Material Components, Spell Stowaway (Time Stop), Enhance Spell, Intensify Spell, Improved Metamagic x2, Multispell
Salient Divine Abilities: Automatic Metamagic (Quicken), Divine Spellcasting, Divine Dodge, Know Death, Know Secrets, Power of Luck, Battlesense, Clearsight, Divine Blast, Divine Fast Healing x2, Divine Shield, Divine Skill Focus (Spellcraft), Negative Energy Storm, Extra Immunity (Acid), Increased Damage Reduction, Divine Stealth, Rejuvenation, Supreme Initiative, Supreme Damage Reduction, Divine Spell Mastery, Information Database, Stupidity Beam
Favored Soul Caster Level: 58 (63) Telepath Manifester Level: 15
Spells per day: 6/29/16/16/16/16/15/15/15/15/5/5/5/5/4/4/4/4/3/3/3/3/2/2/2/2/1/1/1/1 Spontaneously cast from Cleric list and Domains Epic Spells: 6 Epic Spell Slots. Epic Spells Known: Strengthen the Sphere, Fragmented Phylactery, Greater Esoteric Aegis, Warp Space, Eternal Freedom, Blast Wave, Heightened Awareness Powers: 547 PP 1: Call to Mind, Control Light, Know Direction and Location, Synchronicity, Vigor 2: Cloud Mind, Larval Flayers, Mental Disruption, Forced Sense Link, Serenity 3: Cerebral Phantasm, Dimension Twister, Dispel Psionics, Telekinetic Thrust, Touchsight 4: Detect Remote Viewing, Psionic Dimension Door, Psionic Freedom of Movement, Mindwipe 5: Anticipatory Strike, Cranial Deluge, Psychic Crush 6: Mass Cloud Mind, Psychometry, Inconstant Location 7: Decerebrate, Psionic Moment of Prescience, Psionic Phase Door 8: Shadow Body
Equipment: 7 Rods of Excellent Magic (Expended on Epic Spells) 2 Rings: Ring of Sequestering, X-ray Vision Cloak: Cloak of Epic Charisma +25 Amulet: Periapt of Epic Wisdom +25 Gloves: Gloves of Epic Dexterity +25 Head: Headband of Epic Intellect +25 and Spellcraft +100 Torso: Vest of Epic Resistance +10 Body: Black Robe of the Archmagi Waist: Monk's Belt Ioun Stones: Pale Green Prism, Orange Prism Random: Strand of 144 Prayer Beads (Karma) Elsewhere: +5 Books Sphere of Annihilation
COMBAT: Immunities: Magic, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, mind-affecting effects, any effect requiring a Fortitude save unless it also works on objects, critical hits, subdual damage, ability damage, ability drain, energy drain, cold, electricity, fire, acid, sonic, force, polymorph, dehydration, heat. Turn Resistance (Ex): Andross has Turn Resistance +28. Telekinetic Force (Su): Andross can use telekinetic force (DC 15) as a standard action that does not provoke attacks of opportunity. Manifester level 4th. The save DC is Charisma-based. Assume Likeness (Su): Andross can assume the likeness of any Small, Medium, or Large creature as a standard action that does not provoke attacks of opportunity. Its abilities do not change, but it appears to be that creature, relying on its Bluff and Disguise skills to deflect suspicion. Hide Mind (Su): Andross cannot be identified as psionic by divination spells or clairsentience powers. Incorporeal Traits: Andross is harmed only by other incorporeal creatures, magic weapons, powers, spells, spell-like abilities, and supernatural abilities. He has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. He can pass through solid objects, but not force effects, at will. His attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. An incorporeal creature always moves silently and cannot be heard with Listen checks if it doesn’t wish to be. Skills: Andross has a +4 racial bonus on Bluff and Disguise checks. *When using his assume likeness ability, Andross gets an additional +10 circumstance bonus on Disguise checks. If he can read an opponent’s mind, he gets a further +4 circumstance bonus on Bluff and Disguise checks. Trap the Soul (Su): Andross can trap the souls of up to eight living creatures per day. To use this power, he selects any target he can see within 300 feet. The target is allowed a Fortitude saving throw (DC 117). If the target makes its saving throw, it gains four negative levels (this does not count as a use of trap the soul). If the target fails its save, the soul of the target is instantly drawn from its body and trapped within one of the gems incorporated into Andross’s form. The gem gleams wickedly for 24 hours, indicating the captive soul within. The soulless body collapses in a mass of corruption and molders in a single round, reduced to dust. If left to his own devices, Andross slowly devours the soul over 24 hours—at the end of that time the soul is completely absorbed, and the victim is forever gone. If Andross is overcome before the soul is eaten, crushing the gem releases the soul, after which time it is free to seek the afterlife or be returned to its body by the use of either resurrection, true resurrection, clone, or miracle. A potential victim protected by a death ward spell is not immune to trap the soul, but receives a +5 bonus on its Fortitude saving throw and is effective against the level loss on a successful save. Fear Aura (Su): Andross is shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60- foot radius that look at him must succeed at a Will save (DC 63) or be affected as though by fear as cast by a 21st-level caster. Paralyzing Touch (Su): Any living creature a demilich touches must succeed at a Fortitude save (DC 117) or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim. The effect cannot be dispelled. Anyone paralyzed by Andross seems dead, though a successful Spot check (DC 20) or Heal check (DC 15) reveals that the victim is still alive. Perfect Automatic Still Spell: Andross can cast all the spells it knows without gestures. Magic Immunity (Ex): Andross is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against him, as noted below. A shatter spell affects Andross as if he were a crystalline creature, but deals half the damage normally indicated. A dispel evil spell deals 3d6 points of damage (Fort save for half damage). Holy smite spells affect Andross normally. Phylactery Transference (Su): Headbands, belts, rings, cloaks, and other wearable items kept in close association with Andross’s phylacteries transfer all their benefits to him no matter how far apart Andross and the phylacteries are located. The standard limits on types of items utilized simultaneously still apply. Undead Traits: Immune to poison, sleep, paralysis, stunning, disease, death, effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing. Immunities (Ex): Andross is immune to cold, electricity, polymorph, and mind-affecting attacks. Damage Reduction (Su): Andross has damage reduction 15/Epic and bludgeoning. Vorpal weapons, no matter their enhancement bonus, ignore this damage reduction but do only half damage to a demilich (demiliches cannot be beheaded). Aura of Despair (Su): Andross is surrounded by a terrible sense of age, loss, and death. Any creature within a 60-foot radius must succeed on a Will save (DC 88) or be shaken for 1d4 rounds. A creature that successfully saves cannot be affected again by Andross’s aura of despair for 24 hours. Constitution Drain (Su): Any living creature Andross hits with its touch attack must succeed on a Fortitude save (DC 88) or take 1d6 points of Constitution drain. With each successful drain, Andross gains 5 temporary hit points. Immunities: Andross has immunity to dehydration, heat, polymorph (though he can use polymorph effects on himself), and mind-affecting spells and abilities. Unholy Toughness (Ex): Andross gains a bonus to his hit points equal to his Charisma bonus (Minimum +1) times his Hit Dice. Water Weakness: All water deals damage to Andross as if it were holy water. Scry Bonus (Su): Andross adds a +1 sacred bonus to the save DC of all his divination (scrying) spells. Prescient Sense (Ex): If Andross makes a successful Reflex saving throw against an attack that normally inflicts half damage on a successful save, he instead takes no damage, since his prescience allowed him to get out of the way faster. This form of evasion works no matter what armor the divine oracle wears, unlike the evasion ability used by monks and rogues. Trap Sense (Ex): Andross gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. Divine Health (Ex): Andross has immunity to all diseases, including magical diseases such as mummy rot and lycanthropy. Slippery Mind (Ex): Andross has the ability to shrug off magical effects that would otherwise control or compel him. If Andross is affected by an enchantment and fails his saving throw, one round later he can attempt his saving throw again. He only gets this one extra chance to succeed on his saving throw. Shard of Entropy (Su): Twice per day, for a maximum of 10 rounds, Andross can create a miniature shard of entropy. The shard is a chunk of absolute blackness, 2 inches across, and can be moved up to 30 feet as a standard action. Against objects, the shard deals 7d6 points of damage, bypassing the object’s hardness. Against creatures, Andross must make a ranged touch attack to hit, and if successful the shard deals 7d6 points of damage to the target (Fortitude half, DC 65). The shard appears in any square adjacent to Andross when it is created, and it can be used to attack on the round it is formed. The shard of entropy lurches, jumps, and bounces around the square it’s in. Any creature who passes through the shard’s square takes damage as if the shard struck him (Fortitude half), as does any creature that’s in the ame square as the shard at the beginning of Andross’s turn. Andross can move the shard into another square with a move action, or aim it at a specific creature (dealing damage immediately) as a standard action. The shard also exerts an inexorable tug on creatures nearby, pulling them toward the shard. At the end of Andross’s turn, the shard tries to pull creatures within 15 feet closer to it. This is treated as a bull rush attempt, for which the shard has a +11 bonus. If the shard wins the opposed check, it bull rushes creatures in a direct line toward its square. Andross isn’t immune to this effect. Entropic Field (Su): As a standard action, Andross can surround himself with a field of invisible, entropic energy that lasts for 10 rounds. The field extends in a 50-ft radius, centered on Andross. All magical healing automatically fails within the entropic field. It takes the entropomancer a standard action to dismiss the entropic field. The entropic field is strong enough to warp the laws of probability. Once per round, as a free action, Andross can force a character within the field (including himself) to reroll an attack, save, or check. Andross demands the reroll after he knows whether the attack, save, or check ucceeded or failed, but before the exact consequences have been calculated and applied. The result of the reroll takes precedence, even if it’s worse than the original roll. The entropic field causes wounds created within it to continue bleeding, dealing an additional 1 point of damage per round thereafter (at the end of Andross’s turn) as long as they remain within the entropic field. A successful Heal check (DC 15) stops the bleeding. If multiple wounds are suffered, then the creature takes 1 point of damage per wound. Andross is subject to the bleeding effect. Control Sphere (Su): Andross has the ability to control a sphere of annihilation as if he were using a talisman of the sphere, and Andross is personally unaffected by a sphere of annihilation, which passes through him as if his square were completely empty. Blank Aura (Ex): Andross (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. Andross cannot lower this aura. Andross can share this aura with three additional willing creatures (and their equipment) within 30 feet of himself. Granting the blank aura to one or more creatures within range is a standard action; the effect lasts for 24 hours or until Andross dismisses the aura as a free action. A creature sharing the aura must remain within 30 feet of the void incarnate (regardless of line of effect) to receive the benefit of the effect. If a creature sharing the aura leaves the range of the effect, the effect on the creature fades for the amount of time spent away from the void incarnate; moving back into range allows the creature to once again gain the aura’s benefits for the remainder of the 24 hours or until the creature leaves the area again, whichever comes first. Improved Evasion (Ex): When subjected to an effect that allows a Reflex save for half damage, Andross takes only half damage on a failed save. Improved evasion can be used only if Andross is wearing light armor or no armor. Void Presence (Ex): Opponents of Andross unconsciously ignore his presence. They are always treated as flat-footed to Andross (and thus may not apply their Dexterity modifier to AC). This lasts until he attacks the opponent, but resumes again at the start of Andross’s next turn. This is a mind-affecting effect. Andross 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 Andross finds the task very difficult. Increase the DC of such tasks by 30. Blank Mind (Ex): Andross is protected by a mind blank effect at all times. Andross cannot lower this aura, even to accept a harmless mind-affecting spell. Andross can share this effect with two additional willing creatures (and their equipment) within 30 feet of himself. Granting the blank mind to one creature is a standard action; the effect lasts for 24 hours or until Andross dismisses the aura as a free action. A creature sharing the effect must remain within 30 feet of Andross (regardless of line of effect) to receive the benefit of the effect. If a creature sharing the effect leaves the range of the effect, the effect on the creature fades for the amount of time spent away from Andross; moving back into range allows the creature to once again gain the effect’s benefits for the remainder of the 24 hours or until the creature leaves the area again, whichever comes first. Null Strike (Ex): Once per day, Andross can declare any melee or ranged attack he makes to be a touch attack. Improved Mettle of Fortitude (Ex): If subjected to an effect that allows a Fortitude save for a partial or half effect, Andross 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): Andross has a permanent freedom of movement effect (as the spell) on him at all times. Andross is also immune to force effects. Such effects either deal no damage (such as magic missile), don’t exist for him (such as wall of force, which he 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, Andross takes only the partial or half effect on a failed save (and no effect on a successful save, just as with mettle of will). Sense Void (Su): The first technique taught to the void disciple is the ability to reach out with the mind and sense the world around, exploring the unseen layer of reality most people rarely experience. Andross’s consciousness actually departs his body and extends into the world, allowing him to use his normal senses (sight, hearing, touch, taste, smell) to perceive whatever area, person, or thing he directs his attention to. Andross can sense anywhere within 1000 miles of himself. Andross cannot sense across planar boundaries. Andross can use detect magic and detect evil at will. He can use discern lies and read emotional states, gaining a +10 bonus on Sense Motive checks. Andross can use this ability 6 times per day. Moment of Clarity (Su): Andross can grant an ally the temporary ability to perform any skill or feat (with the exception of ancestor feats). Andross must use a standard action to touch the target. The target gains either one feat or a number of ranks in one skill equal to his relevant ability modifier for that skill. For example, a character with Dexterity 14 could gain 2 ranks in Ride, for a total skill modifier of +4. The effect lasts for 12 rounds. Andross can use this supernatural ability four times per day. Altering the Course (Su): Once per day, Andross can add a +20 bonus on any single attack roll, skill check, or ability check he makes. He cannot transfer this bonus to another character by any means. This supernatural ability requires no action, and lasts only the duration of the single check. Void Release (Su): Three times per day, Andross can touch an ally, allowing that character to use his highest ability score modifier in place of any one lower modifier (target’s choice) for a 6 rounds. Void Suppression (Su): Once per day, Andross can make a melee touch attack to force the target to use his lowest ability score modifier in place of any one higher modifier (void disciple’s choice) for 5 rounds. Aura of Evil (Ex): Andross has an overpowering aura of evil. Detect Good (Sp): At will, Andross can use detect good as a spell-like ability, duplicating the effect of the detect good spell. Poison Use: Andross is skilled in the use of poison and never risks accidentally poisoning himself when applying poison to a blade. Dark Blessing (Su): Andross applies his Charisma modifier as a bonus on all saving throws. Smite Good (Su): Once a day, Andross may attempt to smite good with one normal melee attack. He adds +41 to his attack roll and deals 2 extra points of damage . If he accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day. Improved Deflection (Su): Andross adds +2 to his deflection bonus to AC. Superior Planar Summoning (Ex): Andross can increase the power of any of the following spells—elemental swarm, gate, greater planar ally, greater planar binding, summon monster IX, or summon nature’s ally IX—to affect or summon outsiders of 4 Hit Dice higher than the spell’s normal limit or conjure creatures with 4 Hit Dice of advancement. Naturalization (Ex): For the purposes of spells and spell-like abilities that would normally affect creatures not native to Baator, Andross is treated as a native of that plane. Alter Reality (Su): Andross exerts a considerable measure of control over reality itself, and his presence can command the very essence of the world around him. This warping of reality manifests in a number of ways. Andross can use wish at will with regard to his portfolio. This ability costs Andross no XP, and requires a standard action to implement. In effect, Andros can duplicate practically any spell effect, so long as the effect fits within the deity’s sphere of influence. In a situation where two deities both try to alter reality in opposition to each other, an opposed rank check may be necessary to determine the resulting reality. Similarly, where Alter Reality is used to change ongoing cosmic effects put in place by cosmic entities, an opposed rank check is required to determine whether the effect is overcome or not. Andross can cast any inflict spell at will. Andross can apply metamagic feats to the spells if desired, but doing so requires him to forego using alter reality for 1 round for each level the feat would normally add to the equivalent spell. As a swift action, Andross can assume any size from Fine to Colossal. Andross also can change the size of up to 100 pounds of objects he touches. This ability allows a deity to assume any proportions from the size of a grain of sand up to as much as 1,600 feet tall. A radical change in size can have great impact on Andross’s combat ability. Andross’s Strength, Armor Class, attack bonus, and damage dealt with weapons changes according to the size he assumes. Also note that use of this divine ability does not affect all of his characteristics. Domain Powers: Andross can use any domain power he can grant 18 times per day (if the power normally can be used more often than that, he gets the greater number of uses). If a domain power is based on cleric level (or one-half cleric level), Andross is treated as Cleric 18 for this purpose. Spell-Like Abilities: Andross can use any domain spell he can grant as a spell-like ability at will. His effective caster level for such abilities is 76. The saving throw DC for such abilities is 77 + the spell’s level. Travel: Andross can use greater teleport as a spell-like ability at will, as the spell cast by a 20th-level character, except that he can transport only himself and up to 1800 pounds of objects. Andross also can use greater planeshift as a spell-like ability at will, as the spell cast by a 20th-level character, except that she can only transport herself and up to 100 pounds of objects. Divine Aura (Ex): The mere presence of Andross can deeply affect mortals and beings of lower divine rank. Andross's divine aura has a maximum radius of 18 miles. He chooses the size of the radius and can change it as a swift action. If he chooses a radius of 0 feet, his aura power effectively becomes nonfunctional. When two or more deities’ auras cover the same area, only the aura that belongs to the deity with the highest rank functions. If divine ranks are equal, the auras coexist. Andross can make his own worshipers, Lawful Evil beings, or both types of individuals immune to the effect as a free action. The immunity lasts one day or until he dismisses it. Once affected by an aura power, creatures remain affected as long as they remain within the aura’s radius. Andross can choose from the following effects each round as a free action. Daze: Affected beings just stare at Andross in fascination. They can defend themselves normally but can take no actions. Fright: Affected beings become shaken and suffer a -2 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from Andross makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight. Resolve: Andross’s allies receive a +4 morale bonus on attack rolls, saves, and checks, while his foes receive a –4 morale penalty on attack rolls, saves, and checks. All divine aura effects are mind-affecting abilities. Mortals and other deities of lower rank can resist the aura’s effects with successful Will saves; the DC is 77. Andross is immune to the divine auras of any deities of divine rank lower than 18. Any being that makes a successful saving throw against Andross’s aura becomes immune to that aura power for one day. Immortality: Andross is naturally immortal and cannot die from natural causes. Andross does not age, and he does not need to eat, sleep, or breathe. Andross is not subject to death from massive damage. The only way for Andross to die is through special circumstances, usually by being slain in magical or physical combat. He risks permanent destruction if slain on his home plane and if the attacker succeeds in a rank check. Otherwise, Andross reforms within his after one year per hit die of the attacker. Divine Immunities: Andross is immune to polymorphing, petrification, or any other attack that alters his form. Any shape-altering powers he might have function normally on himself. He is not subject to energy drain, ability drain, or ability damage, and is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Andross is immune to Fire and Acid, regardless of the attacker. Andross is also immune to disease, poison, stunning, sleep, paralysis, death effects, and disintegration. In addition to these, Andross is immune to effects that imprison or banish him. Such effects include banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking. Unless otherwise indicated, these immunities are ignored on a successful opposed rank check (remember that a check must be made for each attempt to breach an immunity). Checks: Andross can take 10 on any d20 roll. Automatic Actions: Andross can perform any action within his portfolio as an immediate action as long as the check DC is equal to or less than 30. Andross recieves 20 swift actions per round, but can only use one of them for a swift-action spell. Communication: Andross can understand, speak, and read any language, including non-verbal languages. He can speak directly to any being within 18 miles of himself. Remote Communication: As a standard action, Andross can send a communication to a remote location. He can speak to any of his own worshippers and to anyone within within 18 miles of a site dedicated to him or within 18 miles of a statue or other likeness of him. The creature being contacted receives a telepathic message that only it can hear. Otherwise, Andross can choose to have his voice issue from any object not dedicated to another deity of rank 18 or higher. Alternatively, Andross can send an omen or manifestation. This ability functions across planes and any barrier. Once communication is initiated, Andross can continue communicating as a free action until he decides to end it. He can carry on as many remote communications at one time as he can remotely sense. Create Items: Andross can create magic items related to his portfolio without the appropriate feats (but still must meet all other requirements). As a standard action, Andross can create a nonmagical object of any object related to his portfolio, which lasts for 18 days. This was built in Spring '08, which means in terms of optimization-fu it is likely shit. So take it for what it's worth, which is probably less than the space it takes up.
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So you end up stuck in an endless loop, unable to act, forever.
In retrospect, much like Keanu Reeves.
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Bauglir
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« Reply #64 on: November 30, 2010, 12:48:59 AM » |
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Double post for Epic Spells and his personal Artifact, which couldn't fit in the last one. Strengthen The Sphere Transmutation Spellcraft DC: 100 Components: Ritual, V, S, XP Casting Time: 100 days, 11 minutes Range: Touch Effect: Negate Weaknesses in a Sphere of Annihilation Duration: Instantaneous Saving Throw: None Spell Resistance: None To Develop: 900,000gp; 18 days; 36000 xp. Seeds: Fortify (DC 27). Factors: Grant magical immunity (ad hoc +105 DC), Protect against Rod of Cancellation (ad hoc +10 DC), Protect against Gate (ad hoc +10 DC), make permanent (x5 DC), make instantaneous (x2 DC). Mitigating Factors: Increase casting time by 10 minutes (-20 DC), increase casting time by 100 days (-200 DC), 20d6 backlash (-20 DC), twenty additional casters contributing one 9th level spell slot (-340 DC), burn 4000 xp per caster (-800 DC)
This spell improves a Sphere of Annihilation. It requires 20 casters to assist the primary caster, each contributing one 9th level spell slot to the ritual. The primary caster, at the completion of the ritual, touches the Sphere to be enhanced. The spell grants no protection against the Sphere's destructive powers, and so the caster is almost always at least a 10th level Entropomancer. The Sphere is, thereafter, immune to any effect that allows spell resistance, as well as its normal weaknesses of the Gate spell and a Rod of Cancellation. Altering a minor artifact is not without its toll, draining 4000 XP from each caster involved in the spell, and exposing the primary caster to the Sphere's destructive energies, no matter what protections they might have; this effect deals 20d6 points of backlash damage.
Fragmented Phylactery Transmutation Spellcraft DC: 35 Components: V, S Casting Time: 1 Minute Range: Touch Target: One or more objects, including the caster's phylactery Duration: Permanent Saving Throw: None Spell Resistance: No To Develop: 315,000 gp; 6 days; 12,600 xp. Seeds: transform (DC 21), Ward (DC 14). This spell can only be cast by a lich. It either separates the lich's phylactery into multiple objects or expands the phylactery to include multiple objects. The number of objects can be no larger than the caster's modifier for its spellcasting ability. Thereafter, destroying the phylactery requires destroying each object, and so long as a single one exists, the caster cannot be destroyed permanently. This spell can be cast repeatedly, increasing the number of objects comprising the phylactery by the caster's ability modifier each time.
Greater Esoteric Aegis 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: 1,269,000 gp, 23 days, 44,280 XP. 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 greater 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.
Warp Space Conjuration [Teleportation] Spellcraft DC: 65 Components: V, S Casting Time: 1 Standard Action Range: Touch Target: You and touched objects Duration: Instantaneous Saving Throw: None Spell Resistance: No To Create: 585000 gp; 16920 xp; 9 days. Seeds: Transport (DC 27). Factors: 1-action casting time (+38 DC), Transport by Other Means (+4 DC), Ignore Transportation Barriers (ad hoc +10 DC). Mitigating Factors: Damage on Miscast (ad hoc -4 DC), 10d6 backlash damage (-10 DC) This spell bends the fabric of space around you, placing you in your desired location, before snapping back to its original arrangement; the only change when the spell is completed is that you are now at your intended destination instead of your location at the casting of this spell. Since this spell does not make use of interplanar travel, it cannot be disrupted by a Dimensional Lock spell or similar protections, nor are barriers of any sort between you and your destination a factor. In fact, there seems to be no known method of stopping the effect of this spell. However, if the user is unfamiliar with the destination, they must choose a direction and a distance to travel. If this movement places the creature inside an object, they are trapped and take 10d6 points of damage per round as their physical structure interferes with that of the surrounding material, although spells without verbal, somatic, or material components may still be cast (with an appropriate Concentration check for continuous damage). Unwise wizards have been found fossilized due to inaccurate uses of the spell. Incorporeal creatures are shunted to the nearest surface at a speed of 100 ft per round, taking 5d6 points of damage per round due to the natural instability of lurking so far from a surface, although if they survive they are expelled and take no further damage. Regardless of the result of the spell, the caster takes 10d6 points of backlash damage.
Blast Wave Transmutation Spellcraft DC: 273 Components: V, S Casting Time: 1 Standard Action Range: 3,000 ft Target: One Creature Duration: Instantaneous Saving Throw: Fortitude Partial Spell Resistance: Yes To Create: 2,457,000 gp, 98,280 xp, 50 days. Seeds: Destroy (29 DC), Slay (25 DC). Factors: Increase to 160 HD (+8 DC), Increase save DC by 48 (+96 DC), Increase damage by 30d6 (+60 DC), Decrease Casting Time to 1 Standard Action (+38 DC), Remove Death descriptor (ad hoc +6 DC), Increase Damage Dice to d20 (+40 DC). Mitigating Factors: Take 20d6 backlash damage (-20 DC), Decrease range by 75% (ad hoc -4), Consume random spell slot (ad hoc -5 DC) You unleash a tremendous wave of destructive energy, reducing your foe to a fine mist. The target of this spell must make a Fortitude save (at a DC of 68+your Key Ability Modifier) or be slain outright by the incredible energy channeled by this spell if they have 160 HD or fewer. If their save is successful, or they possess a greater number of hit dice, they merely take 50d20 points of damage. The caster of the spell takes 20d6 points of backlash damage from the energy of the spell, however, and the strain on their mind causes them to lose one randomly determined prepared spell or spell slot from a level between 1 and 9.
Heightened Awareness Divination Spellcraft DC: 250 Components: V, S Casting Time: 100 days, 11 minutes Range: Touch Effect: Gain Information Duration: Instantaneous Saving Throw: None Spell Resistance: No To Develop: 2,250,000 gp, 45 days, 90,000 XP Seeds: Reveal (DC 19), Foresee (DC 17). Factors: Change Personal to Area (+15), Change Area to Touch (+4), Various Effect Information (ad hoc +20 DC), Eliminate 10% chance of failure (ad hoc +10 DC), Make Dismissable (+2 DC), Change Duration to Permanent (x5 DC), Change Duration to Instantaneous (x2 DC). Mitigating Factors: 100d6 Backlash Damage (-100 DC), Increase Casting Time by 10 Minutes (-20 DC), Increase Casting Time by 100 Days (-200 DC), 17 Additional Casters Each Contributing 9th level Spell Slots (-289 DC), 1 Additional Caster Contributing a 6th level Spell Slot (-11 DC)
The caster grants himself incredible perception of the world's workings on the subject. The caster is immediately notified whenever the subject is targeted or otherwise subjected to any effect. The caster knows what sort of save is allowed, if any, and the DC of the save to within 10, although the spell reports a specific value; the actual save can be anywhere from 10 points higher to 10 points lower than the reported value. The caster knows whether the effect allows spell resistance. The caster is informed of any checks the effect makes, such as caster level checks or rank checks. The caster gains no information about the source of the effect, and only a brief description of what the effect was intended to accomplish (such as "Move via extraplanar travel to another location" if the caster were the victim of a spell such as Baleful Transposition), although appropriate skill checks may be made to identify a specific effect. This spell grants no bonuses to any saves, checks, or other statistics involved with the effect; it merely gives the caster knowledge of the aforementioned aspects of the effect. If the subject is not the caster, only the caster receives this information. The caster can dismiss the spell at any time, although its effects are otherwise treated as instantaneous and thus cannot be dispelled or interfered with by any means. A caster casting an epic spell on the subject can hide the details that the spell reveals with a successful opposed caster level check, resulting in the caster of Heightened Awareness being aware only of the fact that such a spell was cast; the caster of Heightened Awareness is not aware of the specific results of the caster level check, only whether or not it succeeded or failed. Salient Divine Abilities bypass this spell, unless the caster of Heightened Awareness is also a deity. In this case, an opposed rank check is allowed; on a success, the caster is aware of the Ability as though the deity using that ability had succeeded on the caster level check for an epic spell. If the caster fails, then the caster is not aware of the ability at all. Note that artifacts, no matter how powerful, do not count as epic spells or salient divine abilities.
Temporal Beam The pair of soul gems comprising the Everlasting Know-It-All's temporal lobes double as a weapon. As long as both are attached to the same creature, the following effects can be used; both must be attached for the magic to be effective. Fortunately, these soul gems cease to function as such items upon separation from their owner's body, retaining only their weapon capabilities. The gems combined magical energy can produce beams of energy. Each beam functions as a +10 Ghost Touch Unholy Desiccating Profane Burst Distance Seeking Arrow fired from a Medium Longbow, although the base damage is 2d6 rather than 1d8, and the damage is untyped rather than piercing. In addition, any target struck by the beam gains a negative level; victims of a critical hit suffer 3 negative levels. Any victim slain by the beam is drawn into one of the temporal lobe gems, as a demilich's Trap the Soul ability, but with no save allowed (except on a successful opposed rank check, in which case the normal Fortitude save applies). Finally, each beam carries a dispelling effect. If a beam encounters a magical, psionic, or otherwise supernatural barrier or effect that prevents it from striking or otherwise affecting its target, the beam is allowed to make a dispel check (1d20+50). Supernatural effects use their creator's racial hit dice, if any, as the caster level to be beaten. This is an exception to the rule that supernatural effects cannot be dispelled. In any case, the beam does not continue through the barrier to strike its target; its magic is expended in the dispel check. Each beam requires a ranged touch attack to hit. Firing a single beam is an attack action. It is important to note that the items are as incorporeal as their current owner; only a Wish spell following the Everlasting Know-It-All's destruction can cause them to become corporeal, which allows for their installation in a corporeal being. Installing the gems in an incorporeal creature is a simple matter of placing them in the appropriate part of said creature, although the manipulation of the gems must be handled by Ghost Touch gauntlets. For corporeal creatures, the gems must first be rendered corporeal, at which point invasive brain surgery is required to implant them. The procedure requires a DC 40 Heal check to carry out properly, and even on a success the subject must make a DC 35 Fortitude save or die. The DC increases by 35 if the Heal check is failed. Naturally, Undead can simply shove them into their heads without worrying about undue consequences, and thus the above requirements do not apply (although the Heal check is often made anyway for the sake of appearances). The items do not function for any Construct or Plant.
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So you end up stuck in an endless loop, unable to act, forever.
In retrospect, much like Keanu Reeves.
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Ramaloke
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« Reply #65 on: November 30, 2010, 02:03:14 AM » |
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Is Illithid Savant allowed? Seems to me like an Illithid Savant + Stolen Thrallherd ability (for 2 more illithids with Illithid Savant) + Stolen Metamind's Font of Power + Fusion (We Are Legion) + Shrodinger's Cat Shenanigans should be silly enough to overcome the challenge.
Said character would be able to turn back time to the beginning of the challenge every time he met a "failure" and restart from the top. All enemies would roll natural 1s on every die roll, he would always roll natural 20s.
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« Last Edit: November 30, 2010, 02:05:57 AM by Ramaloke »
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Prime32
Honorary Moderator
Organ Grinder

Posts: 7534
Modding since 03/12/10
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« Reply #66 on: November 30, 2010, 05:46:50 AM » |
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Necromancy, eh? Would some variant of this work? (add in Improved Cohort, familiar can gain Divine Ranks through "Nut-Pun" method, master is a primordial half-giant who was subjected to return to nature spam until he became Fine then swallowed) EDIT: Ho?EDIT2: Could a hairy spider build do well in this?
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« Last Edit: November 30, 2010, 05:54:12 AM by Prime32 »
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My workDeviantArtCurrent gamesThe tier system in a nutshell: Tier 6: A cartographer. Tier 5: An expert cartographer or a decent marksman. Tier 4: An expert marksman. Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left. Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy. Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
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Sippin
Ring-Tailed Lemur
 
Posts: 14
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« Reply #67 on: November 30, 2010, 09:33:47 AM » |
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The problem I have always had with the iron siege is twofold. First the lack of openness of what the DM is actually doing. Secondly that Dispater gets to impose absolutes on beings equal in rank to him with no save or check. At this level of play, things are so complicated that it is hard for the player to remember half of his abilities from 80 levels, hundreds of millions of gold in equipment, permanent buffs, etc. let alone the DM. Even past that, my opinion has always been that since this a challenge directly against the DM it is important for both parties to agree to any houserules that they want in effect.
With the way that the Iron Tower works, not even Pun-Pun could touch Dispater. It cant be destroyed in whole or part, has inescapable traps with no save and no check and is unaffected by essentially everything. Oh, and it is infinite. It was not written to be challenged. The only way to get to Dispater is DM fiat which is rather unlikely in a challenge where it is you vs the DM.
Our group is going to be running the Iron Siege here, but we are hashing out some changes to make it less arbitrary and actually beatable without fiat. Houserullings will be by consensus, full disclosure of abilities and effects is in play, no made up no save/check abilities/traps. Even that is not enough, still are trying to work out the nature of the Iron Tower itself.
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PhaedrusXY
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« Reply #68 on: November 30, 2010, 10:02:04 AM » |
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I can say that at least when Tshern was running it, the abilities he was using were 100% legit. He chose me as a "moderator" of sorts, and told me exactly what the NPCs were doing. I only performed this duty during one challenge, but I suspect everything else was "by the book" as well. It's just that as you said it is incredibly complicated due to the levels and abilities involved, not to mention minions, and the Iron Tower itself is nearly impregnable. There have been credible attempts to get into it, as well as at least one that seemed to be successful. Unfortunately, it led to the demise of the one using it...
But getting to Dispater is certainly the real challenge. Actually beating him is a snap for pretty much all contestants that have been entered.
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A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?
Sounds like the makings of a gay porn film.
...thanks
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Sippin
Ring-Tailed Lemur
 
Posts: 14
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« Reply #69 on: November 30, 2010, 11:35:13 AM » |
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I have absolute confidence in the integrity of Tshern's challenges, I have no doubt that he did everything by the book. I still think full disclosure should be in effect however. I dont know if any houseruling came into effect on parts of what he did, but if so I would think the community should get some say on that. I may be in the minority, but I consider the player as an equal to the DM when it comes to houserules and custom material especially when this is a challenge of player vs DM. If for nothing else disclose so that the audience knows how they are doing those things. The challenge is biased against the challenger enough that even if they are allowed in character to know the exact mechanical effects Dispater and his minions use they still have basically no chance of winning.
By the rules Tshern could have all the other lords of the nine and every major demon in the nine hells show up between you and the Iron Tower. Unlikely setting wise, but not too difficult to make a excuse for (ancient pacts, prophecies, etc). Would that be fair for the challenge? There is no check and balance on the DMs power in the iron siege, it is futile unless the DM wants you to win. If it is going to be run as it is, there should be some constraints on both sides (no epic spell that outright kills Dispater;no saveless super traps so on).
As written the Iron Tower isnt nearly impregnable. It is utterly impregnable. Assuming you get to it, assuming you open the doors (Dispater lets you) you can walk inside to a featureless, inescapable room, have the doors close behind you and be trapped forever. No save to avoid, no check to escape, cant knock down or damage the walls. Very difficult to teleport, pointless even if you can since the rest of the tower is the same and infinite in size and Dispater is so paranoid he has countermeasures to your every epic scrying spell.
Run Pun-Pun against the iron siege with every ability and class level there is. He still cant get to Dispater. Still cant get around the Iron Tower's defenses. The only chance he has is if the DM lets Pun-Pun have custom abilities or epic spells that enable him to get to Dispater. It is unbeatable as is and was never designed to be beaten.
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« Last Edit: November 30, 2010, 12:02:28 PM by Sippin »
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PhaedrusXY
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« Reply #70 on: November 30, 2010, 12:27:56 PM » |
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Tshern says otherwise, but he hasn't told me the specifics of how he thinks it can be beaten. He's holding out because he thinks someone might beat it someday. AFAIK, he didn't use any house rules at all except those found in the Dicefreaks pdfs and mentioned in the game setup thread. As you've said, it's not like he needs them...
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A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?
Sounds like the makings of a gay porn film.
...thanks
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ImmortalSoul
Ring-Tailed Lemur
 
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« Reply #71 on: November 30, 2010, 12:31:38 PM » |
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Showing everything to the players would imho make significant parts of the challenge rather pointless for those who read them to figure strategies for their own later attemps.
What I actually liked most about reading the attempts that have been made (and that I could find) and some of the character concepts was not actual rule mechanic anyway. This is partly because I don't know some of the rules (those for the Divine Ranks for example) and abilities used well enough, but also because I feel beating the system by actual rules is half of the challenge, at best. The entire rest is "being smart enough to really impress your DM" (which is, find the weak part in a seemingly unbeatable setting). On a certain level of optimization (where most of the challengers worked) the characters are solid enough, so obvious weaknesses in your builds are probably not the problem. The real challenge is finding the exact weak point your attempt is going to attack and utilize it.
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Tshern
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« Reply #72 on: November 30, 2010, 12:53:29 PM » |
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Daniel678: It is possible to enter the Tower. I've got an idea or few.
PhaedrusXY: Thanks for defending me.
Sippin: Full disclosure is in a way against the challenge. If I reveal all the tricks I use, all the challengers will be directly to be countering those shenanigans. For example, if you know you are going to face foes that stun you a lot, you'll want Freedom of Movement. A big part of the challenge is to simply figure out what the DM does.
Some random issues you raised: -Dispater can call Dukes and other devils, not archdevils or Lords of the Nine. I, or any other of the DMs, has used other Lords or archdevils unassociated with Dis (Glasya and Merorem are the only ones). -Checks and balances: A moderator, I've used PhaedrusXY and Mister Sinister. -There are no saveless supertraps. Heck, I have not even used a single custom epic spell yes. -Tower is not immune to teleporting through the means of Wish, Miracle and Alter reality.
A handful of general notes: -I still maintain the challenge is beatable. By no means easy or even just difficult, it is a formidable task, but can be done. Not sure if I could do it, at least if I gave the new DM my notes on Dispater's tactics and tricks. -No custom epic spells have been used from the DM's side. -I think the main problem in the challenge is that it has been conducted by the same DM for so long. I have a rudimentary grasp of character optimization and I've had time to figure out defensive maneuvers.
Anyway, if there are any questions directly to me, I am willing to answer.
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Ja vuosia myöhemmin kalvas kaksikko lattialla motellin tihrustelee, kun sama keiju katossa leijailee. Kyselevät: "Mikä päivä nyt on? Tiedätkö sen?" Kuiskaten laulaa keiju: "Tämän elämän viimeinen."
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The_Mad_Linguist
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« Reply #73 on: November 30, 2010, 02:48:23 PM » |
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Full disclosure is in a way against the challenge.
Fuck that. I'm the goddamn god of secrets.
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BeholderSlayer
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« Reply #74 on: November 30, 2010, 02:49:10 PM » |
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Full disclosure is in a way against the challenge.
Fuck that. I'm the goddamn god ghost of secrets. Fixed.
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Tshern
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« Reply #75 on: November 30, 2010, 02:49:49 PM » |
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Full disclosure is in a way against the challenge.
Fuck that. I'm the goddamn god of secrets. Reveal us the answers then.
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Ja vuosia myöhemmin kalvas kaksikko lattialla motellin tihrustelee, kun sama keiju katossa leijailee. Kyselevät: "Mikä päivä nyt on? Tiedätkö sen?" Kuiskaten laulaa keiju: "Tämän elämän viimeinen."
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Ed-Zero
Barbary Macaque at the Rock of Gibraltar
  
Posts: 183
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« Reply #76 on: November 30, 2010, 02:56:23 PM » |
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Daniel678: It is possible to enter the Tower. I've got an idea or few.
PhaedrusXY: Thanks for defending me.
Sippin: Full disclosure is in a way against the challenge. If I reveal all the tricks I use, all the challengers will be directly to be countering those shenanigans. For example, if you know you are going to face foes that stun you a lot, you'll want Freedom of Movement. A big part of the challenge is to simply figure out what the DM does.
Some random issues you raised: -Dispater can call Dukes and other devils, not archdevils or Lords of the Nine. I, or any other of the DMs, has used other Lords or archdevils unassociated with Dis (Glasya and Merorem are the only ones). -Checks and balances: A moderator, I've used PhaedrusXY and Mister Sinister. -There are no saveless supertraps. Heck, I have not even used a single custom epic spell yes. -Tower is not immune to teleporting through the means of Wish, Miracle and Alter reality.
A handful of general notes: -I still maintain the challenge is beatable. By no means easy or even just difficult, it is a formidable task, but can be done. Not sure if I could do it, at least if I gave the new DM my notes on Dispater's tactics and tricks. -No custom epic spells have been used from the DM's side. -I think the main problem in the challenge is that it has been conducted by the same DM for so long. I have a rudimentary grasp of character optimization and I've had time to figure out defensive maneuvers.
Anyway, if there are any questions directly to me, I am willing to answer.
I, for one, am glad to see you're still continuing with this Tshern.
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Daniel678
Barbary Macaque at the Rock of Gibraltar
  
Posts: 199
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« Reply #77 on: November 30, 2010, 02:56:42 PM » |
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Here's my character if anyone is interested/has suggestions. Character Sheet
Name: Nym Alignment: Chaotic Good: Size: Medium Race: Human -> Mindflayer (Polymorph Any Object) Dry Lich Type: Undead No Constitution Score, 60' Darkvision, Immunity to (Mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, critical hits, nonlethal damage, ability drain, energy drain, fatigue, exhaustion, negative energy, effects that require a fortitude save, death from massive damage), Not affected by raise dead and reincarnate spells or abilities, healed by negative energy, harmed by positive energy.
Level: 70 (Divine Rank 18) + 365,000 exp Class: Factotum 8/Marshal 1/Illithid Savant 10/Prestige Paladin of Freedom 1/Epic Illithid Savant 50 Titles: The Greater Good Domains: Magic, Knowledge, Luck, Planning, Good, Air Portfolio: Good, Magic, Planning, Strategy Home Plane: Neth, The Plane that Lives Favored Weapon: Unchosen Fluff Health: 5390 Health Speed Initiative: 122 = 15 (Dex) + 40 (Int) + 65 (Cha) + 2 Quick Recconiter + Always go first Attributes Melee 117 Attack Bonus = 20 Base + 25 Epic + 18 Rank + 18 Luck + 15 Str + 21 Enhancement All weapons the deity holds are treated as if they had the following bonuses 7 Evil Outsider Dread: 4 enhancement, 4d6 dmg, DC 27 Fort save on crit or dust 1 Psybane: 2 enhancement, 2d6 dmg 1 Magebane: 2 enhancement, 2d6 1 Evil Outsider Bane: 2 enhancement, 2d6 dmg
24 Acidic/Icy/Fiery/Lightning Blast: 18d6 elemental dmg, extra on crit 8 Holy Power: 3d6 holy (good) dmg, 1 neg level, extra on crit 2 Axiomatic: 2d6 dmg, law aligned 2 Holy: 2d6 dmg, good aligned 2 Fierce: Dex bonus to dmg, no dex bonus to AC
5 Vorpal: Cut off heads on a nat. 20 2 Wounding: 1 con dmg 3 Necrotic Focus: Channel dry lich con drain (1d6 con dmg) 2 Transmuting: After striking overcome their DR for 10 rounds 1 Ghost Touch: Deal normal damage vs incoporeal
2 Skillful: Grants proficiency 1 Morphing: Standard action to reshape into another weapon of the same type 1 Sizing: Standard action to change size catagory
1 Eager: 2 Initiative 1 Warning: +5 insight to initiative
Armor Class and Saving Throws Skills Class Features Factotum: Inspiration Points (5), Cunning Insight, Cunning Knowledge, Cunning Defense, Cunning Strike, Cunning Surge, Trapfinding, Arcane Dilettante (3 spells, level 2), Brains over Brawn, Opportunistic Piety Marshall: Minor Aura (Motivate Dexterity) Prestige Paladin of Freedom: Smite 1/day Illithid Savant: Lore 8/day, 4x Acquire Skill, 4x Acquire Feat, 3x Acquire Class Feature, 2x Acquire Special Attack or Special Quality Epic Illithid Savant: Lore at will, 25x Acquire Skill, 25x Acquire Feat, 16x Acquire Class Ability, 12x Acquire Special Attack or Special Quality Acquired Abilities Information Acquire Skill: Bluff, Concentration, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Knowledge (All), Listen, Move Silently, Open Lock, Search, Sense Motive, Slight of Hand, Spellcraft, Spot, Tumble, Use Magic Device Acquire Feat: 4 Normal, 25 Epic 19 Acquire Class Ability: Cerebral Blind, Cleric Spell Access, Cosmic Connection, Cunning Breach, High Arcana, Divine Impetus, Dry Lich, Empty Form, Fast Movement, Faultless Hunt, Hide in Plain Sight, Implacable Hunt, Innervated Speed, Metamagic Effect, Perpetual Options, Psionics, Seize Concentration, Snatch Spell, Seen it Before Acquired Class Abilities text Acquired Class Abilities Information Psionics (Psion, Expanded Psionics Handbook) Powers (Epic Psion, Epic Level Handbook) Manifesting as a 70th level Psion Fast Movement (Epic Monk, Dungeon Master's Guide) +230 enhancement bonus to movement speed Cerebral Blind (Illithid Slayer, Expanded Psionics Handbook) You are immune to all devices, powers, or spells which reveal location. Divine Impetus (Ruby Knight Vindicator, Tome of Battle) You can turn your turn undead attempts into swift actions Implacable Hunt/Faultless Hunt (Consecrated Harrier, Complete Divine) You may designate any creature you injure as a target of this ability. You know their direction and distance (10% error). This ability functions across planar boundaries. Hide in Plain Sight (Shadow Shaper Illusionist, Unearthed Arcana) You may use the hide skill even while being observed. Seen it Before (Ardent Dilettante, Planar Handbook) You receive a will save to identify an illusion after perceiving it with any of your senses even if the illusion provides sensory input for that sense. Dry lich (Walker in the Wastes, Sandstorm) You gain the Dry Lich Template Type changes to undead, HD changes to d12, +5 nat armor, Desiccating Touch (5d6), Aura of Despair (DC 45 + CHA), Constitution Drain (DC 45 + CHA), Turn Resistance 6, DR 10/bludgeoning and magic, Fast Healing 2, Immunities (dehydration, heat, polymorph, mind-affecting spells), Unholy Toughness, Water Weakness, Abilities (+2 Str, + 4 Wis, +2 Cha, No Con), Skills (+8 Hide, Intimidate, Listen, Move Silently, Search, Spot)
Metamagic Effect (Incantatrix, Player's Guide to Faerun) You can apply a metamagic feat to a persistent effect that is already in place 3+Int Mod times per day as a full round action that provokes attacks of opportunity. It requires a spellcraft check. Seize Concentration (Incantatrix, Player's Guide to Faerun) You can attempt to seize control over a persistent effect created by another spellcaster that requires concentration from another spellcaster within 30 feet. It must be within 30 feet and they make an opposed caster level check. They must make an opposed caster level check and if you succeed the spell functions as if you were the caster. If you allow your concentration to lapse before the duration expires the original caster may make a caster level check to gain control. Snatch Spell (Incantatrix, Player's Guide to Faerun) You can attempt to seize control over a persistent effect created by another spellcaster that does not depend on concentration but sill relies or responds to the caster's control from other spellcaster within 30 feet. They make an opposed caster level check and if you succeed the spell functions as if you had cast it. You must make a second opposed caster level check to dismiss the spell if it is dismissible. Perpetual Options (Swiftblade, Web Enhancement) When under the effects of haste you may make one move action or one standard action instead of an extra attack Innervated Speed (Swiftblade, Web Enhancement) You may use the haste spell to stop time for a number of rounds equal to the spell slot it is being cast from -5 Empty Form(Void Incarnate, Web Enhancement) Freedom of Movement and Immunity to Force effects. Cleric Spell Access (Rainbow Servant, Complete Divine) You add all cleric spells to your spell list. Cunning Breach (Factotum, Dungeonscape) By spending 2 inspiration points you may ignore a single creature's DR or SR for one round High Arcana (Archmage, Dungeon Master's Guide) Mastery of Shaping, Mastery of Counterspelling, Spell-like Ability (Epic Heal), Spell-like Ability (Miracle 6x day), Spell-like Ability (Wish 6x day) Cosmic Connection (Cosmic Descryer, Epic Level Handbook) 15 times per day you may become immune to critical hits, become treated as a native of any plane you visit, use dimension door at will, and deal yourself 5 points of damage to gain +1 to a single roll on your caster level for a single spell. This lasts for 80 minutes.
14 Acquire Special Attack or Special Quality: Abomination Traits, Time Regression, Alter Form, Extract Brains, Quickness, Virtual Class Features, Quiescence, Telepathy 50 Miles, Immunity to Magic, Temporal Slide, Temporal Slip, Repel Missiles, Carapace, Natural Cunning Acquired Special Attack and Special Qualities Text Acquired Special Attack and Special Qualities Information Natural Cunning (Minotaur, Monster Manual) Never become lost, track enemies, never flatfooted Carapace (Tarrasque, Monster Manual) Deflect all rays, lines, cones, and magic missile spells. There is a 30% chance of these spells being reflected upon the caster. Repel Missiles (Ragewalker, MM3) Any thrown or projectile weapon used against me turns upon it's wielder. Abomination Traits (Infernal, Epic Level Handbook) Immune to polymorphing, pertification, and other form-altering attacks; not subject to energy drain, ability drain, ability damage, or death from massive damage; immune to mind-affecting effects; fire resistance 20; cold resistance 20; nondetecion; true seeing at will; blindsight 500 ft.; telepathy out to 1,000 ft. Telepathy (Formian Queen, Monster Manual) I may speak telepathically with anyone within 50 miles Time Regression (Phane, Epic Level Handbook) If you spend an action per round for four rounds then at the end of the fourth round you return to the first when you originally began concentrating on Time Regression. You may take different actions and have different results on your second pass through the time stream. Quiescence (Gloom, Epic Level Handbook) You are constantly silent as the silence spell and gain a +20 bonus on move silently checks. Alter Form (Hagunemnon, Epic Level Handbook) You can assume the shape of any combination of physical nondeific creatures as a free action. It takes a move action each round to retain a certain shape. Whatever shape you are in you retain all of your own special qualities. You also gain up to four extraordinary abilities from the forms you mimic. The assumed form can be no smaller than a flea and no larger than 200 feet in it's largest dimension. Immunity to Magic (Trilloch, Monster Manual III) You are immune to all spells and spell-like abilities that allow spell resistance except detect magic, deathwatch, holy word and banishment. Extract Brains (Neh-Thalggu, Epic Level Handbook) Once every 1d4 rounds as a full-round action a brain collector can psionically remove the brain from a target. This can be blocked by a dimensional anchor effect on the target. The target gets a save equal to 10 + ½ HD + Int Mod (85 for Nym) to resist this effect. If they succeed they are stunned for 1d4+1 rounds and takes 9d6 points of damage. Quickness (Choker, Monster Manual) You may take an extra standard or move action each turn each round. Virtual Class Features (Monster of Legend, Dicefreaks) You may use Mettle and Ghost Sight as if were a member of that class whose level equals its hit dice. Temporal Slide (Temporal Drake, Web Enhancement) As a free action that does not provoke an attack of opportunity, you can move your current speed. You can use this ability 65 times per day. You can use this ability only once per round. Time Slip (Temporal Drake, Web Enhancement) You can immediately reroll a d20 roll that it just made, but before the outcome of the die roll is determined. You take the better of the two rolls. Using this ability is a free action that does not provoke an attack of opportunity. You can use this ability 65 times per day. The temporal drake may use this ability only once in any given round. Some extraordinary abilities Immunities Passive Abilities Activated Abilities or Special Attacks Disintegrating Touch (Umbral Blot, Epic level Handbook) Any material object that comes into contact with you must make a Fortitude save DC 108 or be immediately disintegrated leaving no remains. Those who make a successful saving throw take 5d6 points of damage. Rust (Rust Monster, Monster Manual) Destroy 1000 square feet of metal with a touch Extract (Elder Brain, Lords of Madness) 1 Tentacle Extraction Null Time Field (Phane, Epic Level Handbook) 30 radius field. All creatures and objects make a DC 108 will save each round to take any actions. Empathetic Sense (Bane Wraith, Heroes of Horror): You know the name and appearance of every friend and loved one of each individual within 30 feet. You also know where the individual believes they are. Planar Travel (Umbral Dot, Epic Level Handbook) You may use Ethereal Jaunt, Dimension Door, Teleport Without Error, or Plane Shift at will as a standard action. Sprint (Cheetah, Monster Manual) Once per hour you may move 10 times your normal speed as a charge action.
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« Last Edit: July 08, 2011, 11:02:17 AM by Daniel678 »
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Daniel678
Barbary Macaque at the Rock of Gibraltar
  
Posts: 199
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« Reply #78 on: November 30, 2010, 02:56:57 PM » |
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Character Sheet P2
Feats Feats by Source Normal Human: Able Learner Marshal: Skill Focus Diplomacy Planning: Extend Spell 7 Levels: Sacred Vow, Still Spell, Eschew Materials, Dark Stalker, Heighten Spell, Persistent Spell, Extra Spell, 4 Illithid Savant: Quicken Spell, Vow of Poverty, Silent Spell, Mounted Combat 3 Vow of Poverty: Nymph's Kiss, Consecrate Spell-like Ability, Purify Spell-like Ability Epic 17 Levels: Epic Vow of Poverty, Ignore Material Components 15x Font of Inspiration 25 Epic Illithid Savant: Twin Spell, Invisible Spell, Innate Spell (Contingency), Extend Power, Persist Power, Repeat Power, Expanded Knowledge (Hustle), Innate Spell (Persistant Greater Ironguard), Mindsight, Rapid Metamagic, Ignore Material Components, 5x Multispell, 2x Multispell-like ability, Spell Stowaway (Time Stop), Innate Spell (Twinned Repeated Greater Arcane Fusion), Quick Recconiter, Extraordinary Spell Aim, Enhance Effect, Improved Snatch Spell, Lifesense 25 Epic Vow of Poverty: Improved Alignment Based Spellcasting (Good), 24x Great Charisma 11 Feat Leech: Twin Power, Chain Power, Delay Power, Empower Power, Enlarge Power, Extend Power, Maximize Power, Quicken Power, Widen Power, Psionic Meditation, Expanded Knowledge (Hypercognition), Speed of Thought
Feats by Function Prereqs: Sacred Vow, Extra Spell, Mounted Combat Stats: Able Learner, Vow of Poverty, Epic Vow of Poverty, 15x Font of Inspiration , Improved Alignment Based Spellcasting (Good), 24x Great Charisma, Nymph's Kiss, Skill Focus (Diplomacy), Speed of Thought Utility: Dark Stalker, Consecrate Spell-like Ability, Purify Spell-like Ability, Mindsight, Spell Stowaway (Time Stop), Innate Spell (Twinned Repeated Greater Arcane Fusion), Enhance Effect, Snatch Spell, Lifesense, Quick Reconniter, Innate Spell (Contingency), Innate Spell (Persistant Greater Ironguard) 2x Multispellike ability, Expanded Knowledge (Hustle) Casting Utility:Eschew Materials, Ignore Material Components, Rapid Metamagic, 5x Multispell, Extraordinary Spell Aim, Psionic Meditation, Expanded Knowledge (Hypercognition) Metamagic: Extend Spell, Quicken Spell, Still Spell, Silent Spell, Persistent Spell,Invisible Spell, Heighten Spell, Epic Heighten Spell, Twin Spell Metapsionic: Extend Power, Persist Power, Repeat Power, Twin Power, Chain Power, Delay Power, Empower Power, Enlarge Power, Extend Power, Maximize Power, Quicken Power, Widen Power
Epic VoP Benefits Sustenance No need to Breath Endure Elements Mind Shielding Freedom of Movement Regeneration True Seeing constant effect Stat Bonuses Bonus Feats: An epic ascetic 25 bonus feats. Holy Wake (Ex): The character does not need to sleep and is immune to all natural and magical sleep effects. A spellcaster still requires eight hours of rest before he can replenish his spells, usually spending the time in a meditative trance. Energy Resistance (Ex): Immunity to acid, cold, electricity, fire and sonic. Timeless Body (Ex): No more age penalties Swiftness (Su): The character'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): The character can communicate with any creature, as though under the effects of a tongues spell. Aura of Menace (Su): A righteous aura surrounds the character 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 47 + the ascetic’s Charisma modifier. Those who fail take a -14 penalty on attacks, AC and saves. 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 Abilities: Exalted Warrior (Ex) – The ascetic's base attack bonus increases to +20/+15/+10/+5. This increase is applied before Epic modifiers. 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 receive Extra Turning as a bonus feat. 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. 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 receives 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. 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 permanently 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 permanently increases to 32, he could add the Spell-storing property, as well.
Spellcasting Arcane and Divine Spellcasting Spell-Like Abilities
All Spell-Like Abilities may be Quickened for free.
6/day, Miracle, Wish At Will Innate Spell: Contingency, Persistant Greater Ironguard, Twinned Repeated Greater Arcane Fusion 1-Nystul's Magic Aura, Detect Secret Doors, Entropic Shield, Deathwatch, Obscuring Mist, Protection from Evil, Detect Evil 2-Identify, Detect Thoughts, Aid, Augury, Wind Wall, Aid 3-Dispel Magic, Clairaudience/Clairvoyance, Protection from Energy, Gaseous Form, Magic Circle against Evil 4-Imbue with Spell Ability, Divination, Freedom of Movement, Status, Air Walk, Holy Smite 5-Spell Resistance, True Seeing, Break Enchantment, Detect Scrying, Control Winds, Dispel Evil 6-Antimagic Field, Find the Path, Mislead, Heroes Feast, Chain Lightning, Blade Barrier 7-Spell Turning, Legend Lore, Spell Turning, Greater Scrying, Control Weather, Holy Word 8-Protection from Spells, Discern Location, Moment of Prescience, Discern Location, Whirlwind, Holy Aura 9-Mordenkainen's Disjunction, Foresight, Time Stop, Elemental Swarm, Summon Monster 9 (good only)
Manifesting Discipline: Telepathy Power Points: 1743 = 343 Base + 1400 Bonus (70 CL * 40 Int / 2) PP Limit: 19 Powers Known: 75/86 DC: 50 + Power Level
All powers are Persisted and Repeated for free.
1: Control Light, Know Direction and Location, Missive, Sense Link, Skate, Synesthete 2: Control Sounds, Feat Leech, Identify, Knock, Mass Missive, Lock, Forced Sense Link 3: Time Hop, Touchsight, Ubiquitous Vision 4: Aura Sight, Correspond, Death Urge, Detect Remote Viewing, Dimension Door, Divination, Intellect Fortress, Mindwipe, Psychic Reformation, Trace Teleport, Wall of Ectoplasm 5: Catapsi, Incarnate, Leech Field, Major Creation, Plane Shift, 6: Contingency, Co-opt Concentration, Disintegrate, Retrieve, Temporal Acceleration 7: Divert Teleport, Insanity, Phase Door, Sequester 8: Bend Reality, Matter Manipulation, Recall Death, Shadow Body, Greater Teleport 9: Apopsi, Assimilate, Microcosm, Reality Revision, Timeless Body
Telepathy Powers: Charm, Mindlink, Adversion, Brain Lock, Read Thoughts, Suggestion, Crisis of Breath, Hostile Empathetic Transfer, False Sensory Input, Dominate, Thieving Mindlink, Modify Memory, Schism, Metaconcert, Mind Probe, Mind Switch, Crisis of Life, Mind Seed, True Mind Switch, Psychic Chirurgery
Expanded Knowledge Powers: Hustle, Hypercognition
Epic Spells and Powers Epic spells learned through Epic Illithid Savant 14 Epic Arcane Spells per day. Epic Spells Known: Esoteric Aegis, Extemporaneous Aura, Superior Superb Dispelling, Epic Heal Undead, The Circle of Locking the Nine Gates, Summoning Sanctuary, Cloak of Magical Invincibility Epic Spell and Power Details Epic Consecrated Stealth Planar Bubble Abjuration Spellcraft DC: 76 Components: S, M Casting Time: 10 minutes Range: Personal Duration: 60 minutes/level Effect: 60-ft radius emanation centered on caster Saving Throw: Will negates (Harmless) Spell Resistance: No To Develop: 684,000 gp, 14 days, 27,360 XP. Seeds: Planar Bubble (DC 26), Consecrate (DC 16), Magic Aura (DC 14) Factors: Increase duration to 60 minutes/level (+10), increase area to 60-ft radius emanation (+20), make tenacious as the feat (ad hoc +10) no verbal component (+2), ward against Mage’s Disjunction (ad hoc +16) Mitigating Factors: Change from Touch to personal (-2), increase casting time to 1 minute (-18) increase casting time to 10 minutes (-18)
This spell mimics the Planar Bubble spell as found in the Spell Compendium, but with an increased duration and area of effect, but as personal range spell, a tenacious spell, and warded against Mage’s Disjunction. The subject also radiates a permanent Consecrate effect over the area for the duration of the spell, and masks the magic auras of spells and magic items within the area, so they appear as nonmagical.
Cloak of Magical Invincibility Abjuration Spellcraft DC: 245 Components: V, S Casting Time: 11 minutes Range: Touch Target: Touched Creature Duration: 5 weeks Saving Throw: Will negates Spell Resistance: yes To Develop: 2,205,000 gp, 88,200 xp, 45 days Factors: +14(Seed: Ward) +220(Wards against all spells(and spell like effects, including those from magic items) increases by 11 levels) +68(Increase duration 3,400%, +34 days) +100(Increase caster level against dispel checks by 50 levels) Mitgating Factors: -100(Caster burns 10,000 xp) -57(three participants contributing an epic level spell slot)
Gives targeted creature immunity from all spells and spell-like effects with a spell level 12 or less for . Increases the caster level against dispel checks by 50 levels.
Superior Superb Dispelling Summoning Sanctuary Abjuration Spellcraft DC: 80 Components: Components Casting Time: 1 minute Range: Touch Effect: 30-ft. spherical emanation Duration: 24 hours Saving Throw: None Spell Resistance: Yes To Develop: 720,000 gp; 15 days; 28,800 XP. Seed: ward (DC 14). Factors: increase area of effect by 200% (+8), increase bonus on caster level check to overcome spell resistance by +20 (+40), determine creature type to be warded against at the time of casting this spell (ad hoc +4), prevent spiritual wounds within summoning area (ad hoc +14). This spell creates an area in preparation for summoning a powerful creature. Proof only against physical attacks, it prevents the next summoned creature, and all other creatures of that type summoned into the area for the duration of the sanctuary, from leaving a 30-foot spherical emanation area by any means. The summoned creature may be able to break past the barrier by means of its spell resistance, in which case the caster makes a caster level check with a +20 bonus. Additionally, the typical effects of summoning a powerful cosmic entity to the Prime are ignored if the creature is summoned within a summoning sanctuary.
Esoteric Aegis Abjuration Spellcraft DC: 83 Components: V, S Casting Time: 1 minute Range: Personal Effect: 10-ft. radius emanation Duration: 24 hours Saving Throw: None Spell Resistance: No To Develop: 747,000 gp, 15 days, 29,880 XP. Seeds: ward (DC 14), transform (DC 21). Factors: gain +10 bonus on DC to avoid being dispelled (ad hoc +20), make spell effect tenacious (as per the feat) (ad hoc +10), end dispel checks that fail to dispel this spell automatically (ad hoc +4), ward against mage’s disjunction (+16). Mitigating factors: change range from touch to personal (-2) The caster calls upon the very fabric of magic to fashion a ward to protect his own working of the Word from those that would tear it down. A shimmering, dusky globe surrounds the caster, intercepting any attempts to end his spells by means of dispel magic, or similar spells and epic spells, and providing a +10 bonus on the DC against which the dispel attempt must succeed. Any dispel attempt which succeeds can then proceed as normal, but esoteric aegis works as if under the effects of the Tenacious Magic feat, and thus cannot be dispelled, only suppressed for 1d4 rounds. Dispel attempts that fail are not entitled to checks against lesser spells within the area of effect (this differs from the usual procedure of area dispel magic attempts). Furthermore, mage’s disjunction is warded against in its entirety.
The Circle of Locking the Nine Gates Conjuration (Summoning) Spellcraft DC: 136 or more Components: V, S, M, XP, Ritual Casting Time: see below Range: 75 feet Effect: One summoned Duke of Hell Duration: 27 rounds Saving Throw: Will negates (see text) Spell Resistance: No To Develop : 1,215,000 gp; 25 days; 48,600 XP. Seed: destroy (DC 29), summon (DC 14), summon (DC 14), ward (DC 14). Factors: summon a unique creature (DC +60), summon a CR 29 creature (+54 DC), one magic circle against evil (ad hoc +10 DC), maximized damage for destroy seed (ad hoc +10 DC), prevent regeneration from divine damage (ad hoc +2), allow no save against damage from destroy seed (ad hoc +10), +2 transports through no mediumallow CR o fDuke to be summoned to be increased by +1 for eachadditional 200 XP spent during casting (ad hoc +2), altereffect of second summon seed to banish (ad hoc +2), banish unique creature (ad hoc +60), enforce banishment for 9d100 years (ad hoc +30). Mitigating factors: Eightadditional casters contributing 5th level spell slots (-72 DC), 3d6 backlash Sanity (or 1d4 Wisdom damage) (-4 DC) to the primary caster, burn 9,900 XP (in equal shares from all participants) (-81 DC).
In locking the Nine Gates, casters may either banish a Duke of Hell from the mortal coil for generations (if not permanently) or may permanently destroy a Duke of Hell. The Duke of Hell is suddenly dragged from Hell and forced into the center of the magic circle against evil. The Duke finds that it cannot return to the Pit and that it cannot summon or call allies for the duration of the spell. If the caster hopes to destroy the Duke of Hell the Duke’s entry into to the mortal coil is a painful one as not only is the Duke forced to the Prime, but so too is a portion of Hell. The simultaneous placement of these two realities causes grave damage to the Duke; the Duke immediately suffers 120 points of divine damage, with no saving throw. The Duke does not regenerate this damage during the duration of the spell (although he may use other means to heal). At this point, the caster(s) must enter the magic circle against evil in order to battle with the Duke. The Duke can attempt to breach the ward itself. A Duke receives a Will save DC 99 in order to breach one of the two wards one time during the duration of the summons (note that in the event that the caster attempts hostilities upon the Duke’s person, the save DC requirement to breach the ward is removed, and the Duke instead makes a caster level check to determine whether he can ignore the wards by means of spell resistance). Should the Duke attempt to breach the wards surrounding him as described in circle of the Nine Pits, he automatically suffers 120 points of damage per attempt. Whether the intent is to banish or to destroy the Duke, the duration of the spell is always 27 rounds. If after that time has elapsed the Duke is neither banished nor destroyed, the spell ceases to function and the Duke is free. It may summon or call reinforcements, may return to Hell, or may wander the mortal coil for up to nine days. Most Dukes, unless gravely wounded, are guaranteed to exact immediate revenge against at least one of its tormentors before retreating to slowly ruin the lives of other living adversaries. The circle of locking the Nine Gates can be adjusted to summon more powerful Dukes, Arch-Devils, or even a Lord of the Nine by sacrificing additional XP at the time of casting to meet the CR requirement. Only the primary caster is able to sacrifice this additional XP amount. While a Lord of the Nine can be banished and (theoretically) destroyed by this the use of the circle of locking the Nine Gates, any successful binding achieved upon a Lord lasts no more than 9 days. Woe to any foolish enough to attempt this on a Lord-Regent of Hell. XP Cost: 9,900 XP.
Extemporaneous Aura Abjuration Spellcraft DC: 198 Components: - Casting Time: 1 standard action Range: Personal Effect: 300' radius centered on caster Duration: 48 hours Saving Throw: None Spell Resistance: No Seed: Ward (14) Factors: increase area 29 times +116, one action casting time +20, increase duration 100% +2, any contingent spell +36 (ad hoc), moves with caster +10 (ad hoc)
This spell suppresses the activation of all contingent spells or powers within a 300' radius. The contingent spells are not dispelled, but if their trigger condition is met, while within the radius make a caster level check using the CL of the contingent spell against the CL of Extemporaneous Aura. If the check is unsuccessful, the trigger does not activate. Once outside of Extemporaneous Aura's area of effect, suppressed contingent spells go off normally if their triggering condition continues to be, or is once again met. However, if the triggering condition is a specific event rather than on ongoing condition nothing happens until that event occurs again.
Epic Heal Undead
Persistent Effects Persistent Powers: Schism, Touchsight, Feat Leech Persistent Spells: Favor of the Martyr, Life Ward, 10x Otiluke's Suppressing Field (Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Teleportation, Transmutation), Greater Consumptive Field, Dampen Magic, Foresight, Anticipate Teleport, Anticipate Teleport (Greater), Superior Invisibility, Mind Blank, Battlemagic Perception Epic Persistent Spells: Esoteric Aegis, Extemporaneous Aura, Epic Consecrated Stealth Planar Bubble, Cloak of Magical Invincibility
Divine Abilities Stat Bonuses Immunities Aging, Polymorph, Energy Drain, Ability Damage, Mind Affecting effects, 2 Elements, disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment/binding effects
all can be negated by a rank check
Passive Abilities Activated Abilities Domains(Domain Power 18/day, Domain spells at will), Alter Reality(Cure/inflict, Wish/Limited Wish, Alter Size), 23 SDAs, Teleport at will, Automatic Actions, 20 swift actions/round, Communication, Create Items, Alter Size
Salient Divine Abilities Eldritch Knowledge, Supreme Eldritch Knowledge, Clearsight, See Magic, 3x Extra Sense Enhancement (Clearsight: Distance, Metal, Abjuration Spells), Divine Air Mastery, Instant Counterspell, Supreme Initiative, Divine Celerity, Know Secrets, Power of Luck, True Knowledge, Divine Dodge, Divine Blast, Supersneaky, Divine Skill Focus (Hide), Automatic Metamagic (Quicken), Automatic Metamagic (Twin Spell), Automatic Metaspell-like Ability (Quicken), Automatic Metapsionic (Persistant), Automatic Metapsionic (Repeat Power) Custom Salient Divine Abilities
Items Consolidated Statistics Defenses Stats AC: 180, Fort: 215, Ref: 230, Will: 258, FH 13, SR 85, DR 40 vs Epic Evil/Wood Abilities: Evasion, Mettle, Spell Immunity, Repel Missiles, Divine Dodge (68%) Spells: Otiluke's Suppressing Field (CL 132), Dampen Magic (-21), Anticipate Teleport (Greater), Ironward, Superior Invisibility Epic Spells: Extemporaneous Aura, Cloak of Magical Invincibility, Epic Consecrated Stealth Planar Bubble, Esoteric Aegis
Activated Attacks and Abilities Special Attacks: Aura of Despair (DC 108), Constitution Drain (DC 108), Seize Concentration, Snatch Spell, Extract Brains (DC 85), Divine Aura (DC 91), Aura of Menace (DC 110), Instant Counterspell (Mastery of Counterspelling), Know Secrets, Power of Luck, Turn Undead, Turn Air Elementals, Divine Blast (81d12 damage 66/day) Special Abilities: Metamagic Effect, Cosmic Connection, Innervated Speed, Time Regression, Alter Size, Extraordinary Spell Aim, True Knowledge, Reroll 91/day, Cosmic Connection
Factotum: Total Inspiration Points (125), Cunning Insight (1), Cunning Defense (1), Cunning Breach (2), Cunning Surge (3)
Senses Skills: Spot: 233, Listen: 233, 1 free spot and listen check per round Divine: Senses extend to 1 mile/level or 100 feet/level vs Cosmic Entities Sight: Clearsight (ESH: Distance, Metal, Abjuration Spells), See Magic, Ghost Sight, True Seeing, Lifesense Other: Blindsense 50 miles, Blindsight 500 feet, Divine Air Mastery 180 feet, Touchsight 60 feet
Immunities Racial: Mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, critical hits, nonlethal damage, ability drain, energy drain, fatigue, exhaustion, negative energy, effects that require a fortitude save, death from massive damage, dehydration, heat, polymorph Class: force effects, surprise , divination effects which would reveal my location Feats:freedom of movement, acid, cold, electricity, fire, sonic Spells: dazed, nauseated, sickened, staggered, unconsciousness through HP loss, positive energy, metal, dispelling, blindsight, blindsense, scent, and tremorsense Divine: Imprisonment/Binding
Actions/Turn
To Do List Party Members Strategy Myself Canopic Jar Locations Vs Casters Buffs Abilities
vs Dispater Negated Abilities: Relevant Abilities
The Iron Tower
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« Last Edit: July 08, 2011, 01:25:31 PM by Daniel678 »
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The_Mad_Linguist
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« Reply #79 on: November 30, 2010, 03:04:36 PM » |
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Full disclosure is in a way against the challenge.
Fuck that. I'm the goddamn god of secrets. Reveal us the answers then. Dispater is unaware he possesses a deadly peanut allergy. Basically you slip him a Snickers and call it good.
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