View Full Version : Epic Level Game
TheDruid20
9th of July, 2002, 02:57
Several of you have begged and pleaded with me to run this one when it comes it. It should be doing so soon, and as I am on my way to a second interview on a job I was told my the owner I was getting, I will be able to buyt the book when it comes out. So from you guys who wants to play this? I want you all to create your 20th level characters before the book comes out. 20th level can take some time to make and for me to confirm etc, Iplan on starting you all off with the experiance of halfway between 20th and 21st level. So wizards and cleric and druids make items to your hearts content. I DO expect a character idea background FIRST and I want it finalized before you start the character. It want you to make the stats to make the character not the otherway around. It will be taking place in alternate FR about 5-10 years after the current date. All good or nuetral, Monsterous races and Templates and PrCs more then welcome, your level for feats and stat bonuses, as well as maximuin skills is your level+ecl. IE a halfdragon elf level 17 wizard counts as level 20 for level based feats and stat bonuses, and can have a max rank of 23 in their skills. Starting gold as per 20th level. EXP as of now, may change when the book comes out, is 200500, meaning you can spend 10500 in exp for items and not effect level. Once you send me your concept, either here or in email I will send you my house rules and we can start your character.
Yes I am insnae...
SponkleofInfini
10th of July, 2002, 13:38
I'm in if thats ok, I will work on a character background for it soon.
TheDruid20
10th of July, 2002, 16:06
As I said this would be FR in the future 5-10 years. Here are some of the major developments. This is what is COMMON KNOWLEDGE not FACT. Those with ranks in religion, modern history and receive divine spells may know otherwise. If a said a deity died and you want to be a cleric of that deity EMAIL ME. As they may not be dead. This isn't finished it is a work in progress so if things change or I add more don't shoot me.
Lathander has cause the Twilight Cataclysm, much like his dawn one, only this time things went much worse. Chauntea knew, and tried to warn a few of the other Major deities, none believe her. Word got around. Mask did some sneaking and discovered it was true. The evil deities saw this as their chance; for once they decided to fight a common foe, the good deities. Fortunately that didn't last long, however they were able to prepare for Lathander's little trick. As the divine power surged throughout the planes, the deities that were prepared fought back. In the backlash many deities were killed instantly, among them Lathander, Tyr, Illamater, Kelvemor, and Sune. However in the chaos that followed the burst, many deities were stunned and weakened and were ambushed by ancient enemies. Gruumsh finally repaid Corellon for the loss of his eye. They say the elven deity’s head hangs over Gruumsh's fireplace. Angharradh tried to save him but she was no match for the orc deities and shattered into a million splinters of light. Her status is unknown. The Gnome, Halfling and Dwarven Pantheons didn't far much better, as the goblinoid deities ambushed them many fell, Yondolla, Garl, Moradin, Berronar and Gorm.
Mystra plummeted to a demigod, as Shar used the time of chaos to slaughter many of her followers with the power of the Shadow Weave. Those that survived say the Shadow Weaved attacked anyone with any ability to use magic. As her protection was withdrawn from Eliminster, many of his ancient enemies took their chance. It is said that Cyric now wears his testicals as earrings and his soul can be heard screaming though the layers of the Abyss.
With many of the power bases destroyed or in chaos many of the tyrants of the world saw a golden opportunity. The Shades sacked Silverymoon and Waterdeep, they now control all of Western Coast, from Calishman to Icewind Dale shadows cover the sky. Thay controls everything East of Damara and north of Unther. The Zhents now hold the Dalelands Cormyr and Sembia as well as the Vilhon Reach, The Dragon Coast and a small part of Aglarond.
Halruaa's civil war reignited at the death of many of its leaders, this time the shadow weave users had the Upper hand, however Dambrath choose this time to invade, nothing is known of the outcome, as both nations seam to have destroyed each other.
However there are a few bright spots, with his death Moradin seams to have increased the power of the Thundering. Dwarves are pouring out of the earth to establish new cities and towns. The Halflings, lead by Cyrrollalee's clerics see this as their chance to inherit the earth, as is their destiny, "The Dragons had their time, the Elves theirs, the Humans theirs, Now it is our turn." This belief has helped them establish cities as far north as Chondath and they recently began fighting the Thayen army, and winning. The army is stretched thin as Mulhornd and Unter begin to rebel. Aglarond and Rashmen are proving nearly as hard to hold.
The last spot of hope is the High Forest; the elves of Everska retreated here with many others. Turlang refused them entry claiming it would make the woods a target. However the other fey refused to stand by and watch the people get slaughtered by the Shades and allowed them in, over Turlang's wishes. He now lies dead at the hands of his fellow treants. They refused to allow millions to die.
It is said that Evermeet is Deserted, that all the elves have returned. But no one has been able to prove this.
Lantan hold off a 5year siege by the pirates. The Moonshaes are in Anarchy.
Oddly enough no Chautea temple or field or abbey was damaged in all the wars. Many believe she told Mask in exchange for her help she would be allowed to continue on to provide food for the people.
Hiro
14th of July, 2002, 09:39
I'm in if you'll have me.
TheDruid20
14th of July, 2002, 10:04
Yup your the last one I will take however. That makes 5. Send me your concept/history via a post here an email or a PVT message, or you can IM me on AIM, Fluters19, Y! Thedruid20, MSN thedruid19@hotmail.com, or ICQ 22060322.
The_Friendly_Fiend
14th of July, 2002, 17:54
Has anyone seen the Epic Level Handbook? I just grazed through it last night and some of the feats are just way over the top! Imagine if you will a fighter that charges and gets his full attack off, combined with supreme two-weapon fighting where his off hand weapon has as many attacks as his primary hand! We were just thinking up some crazy ideas.
And the epic spells, the formulas for creating them can probably be adapted to create lower level spells too. That in of itself probably makes the fairly large book worth buying. Some really need stuff for magic-users (read as all spellcasters) in that book. Druids and Bards can get some really cool feats, especially druids. We were drooling over the druid who wild shapes into dragons. :fun:
TheDruid20
14th of July, 2002, 18:28
Alot of that was in the playtest material I think most of us have seen, I haven't gotten my hands on the finished on yet though. Hence whyt he game starts at 20th not 21st level:-)
Beidamon
15th of July, 2002, 15:46
Warning, This is a first draft, everything in here may not be accurate and may be subject to future editing as I fix a few problems.
Name: (As you should know this is the last thing I ever do)
Age:
Alignment: LN
Race: Half Celestial Human
Class: Monk17
Speed: 90 ft., 180 ft. Flight (Perfect)
EXP:
Str: 35 +12
Dex: 28 +9
Con: 20 +5
Wis: 24 +7
Int: 16 +3
Cha: 18 +4
SR: 37
HP: 187
BAB: +12/+9/+6/+3 (Unarmed)
AC: 57 (10 + 4 (Monk) + 9 (Dex) + 7 (Wis) + 9 (Armor) + 4 (Haste) + 6* (Natural) + 5 (Deflection) + 3 (Luck))
Init: +11
Fort: +19 (+10 (Monk) + 5 (Con) + 3 (Luck) + 1 (Feat))
Ref: +22 (+10 (Monk) + 9 (Dex) + 3 (Luck))
Will: +21 (+10 (Monk) + 7 (Wis) + 3 (Luck) + 1 (Feat))
Attacks
Unarmed +33/+30/+27/+24, +33 (Haste), 18-20/x2 Crit
Unarmed 1d20 + 4d6 + 17
Unarmed Flurry +31/+31/+29/+25/+22, +31 (Haste), 18-20/x2 Crit.
Unarmed Flurry 1d20 + 4d6 + 17
Special
-Racial
Low Light Vision
Acid, Cold, Desease, and Electricity immunity
+4 racial bonus on fort. save vs. poisen
-Class
Stunning attack, 17/day, DC 25
Improved Evasion
Ki Strike (+3)
Slow Fall (50 ft.)
Still Mind
Purity of Body
Wholeness of Body
Leap of the Clouds
Diamond Body
Diamond Soul
Abundant Step
Quivering Palm, 1/day, DC 25
Timeless Body
Tongue of the Sun and Moon
Spells
3/day Protection from Evil, Holy Aura; 1/day Bless, Aid, Detect Evil, Cure Serious Wounds, Neutralize Poisen, Holy Smite, Remove Desease, Dispel Evil, Holy Word, Hallow, Symbol, Summon Monster IX (Celestials Only)
Skills:
Balance 10r
Diplomacy 10r
Gather Information 10r
Knowledge (Arcane) 20r
Listen 20r
Move Silently 20r
Search 5r
Spot 20r
Tumble 20r
Feats
Combat Reflexes
Cosmopolitan (Spot)
Improved Critical (Fist)
Improved Flight
Dodge
Power Attack
Roundabout Kick
Mobility
Warriors Instinct
Weapon Focus (Fist)
Spring Attack
Items
Amulet of Might Fist (+5)
Belt of Greater Haste
Four Corners Striking (Bracers of Striking (Frosting, Flaming, Corrosive, Thundering, Impact, Warning))
Half Gloves of the Ancestral Monk
Headband of Perfect Excellence
Monks Tattoo's (Black and Silver dragons going up arms)
Ring of Armor (+9)
Ring of Deflection (+5)
Ring of Minor Regeneration (1 hour/day)
Skin of Heroes
Something of Natural Armor (+5) Slot to be decided
Beidamon
15th of July, 2002, 17:01
And heres the rough draft of Part 1 of my story....
The monk in question (Hereafter referred to as the monk due to a lack of name at this point) was born in Damara quite a while ago, way up in the Galena Mountains in a monastary along the border with Vaasa. He grew up in this monistary with his fellow monks, and as he grew he learned the way of monks, training hard and striving to advance his martial style. He learned all he could, but while the monks had much to teach, they had little enough for him to learn. The monks of the monastery's style was more of a soft style, defensive fighting and other such tricks, while this monk yearned more for a more agressive approach to monkly fighting, the hard style. Knowing that the diffirence in the style the monks taught and the style he desired to learn was to great, the monk set out on good terms with the monastary to train his art in the style of his choosing without the distraction of the other monks styles, and to try to find someone who could teach him that which he seeked to learn. The monk first traveled to Heliogabalus, the capital of Damara. There he joined the orc and goblin hunts as a way to earn a little cash and to help sharpen his fighting prowess. In short time he had earned a little money and more importantly, learned some valuable fighting lessons. He was content, but not really happy there. He had what he needed, but the weather gear the cold forced on him always seemed to hamper his fighting style, and the goblins although exciting and new to fight at first were quickly revealed to be a let down and little challange at all. When he heard that Dram Agornis, a wealthy trader, was looking for mercenaries to guard a caravan that would cut across the moonsea area to get to the Dalelands the monk jumped at the opertunity to leave. He signed up as a guard and traveled with Dram to the Dalelands. Dram's money was wisely spent, his caravan was attacked a few times by bandits, and ambushed by a large party of orcs, and even a group of zhents who tried to take taxes on the goods for them passing through what they claimed to be their lands. All were dispatched, and although the monk could not say he was responcible for the victory, he did his fair share to help in achieving it. He was now in the Dalelands, but he still had two problems. He still didn't have much money and he still needed to find a place to teach him more on the style he was trying his best to train himself in. To remedy the first problem he found a simple solution. He again turned to mercenary work, joining the Dalelands army to fight against Sembia in yet anouther instance of strife between the two countries. He served in many ambushes, both of Supply lines, and ironically of merchant caravans to hit the sembians where it hurts. Eventually the fact he needed neither weapons nor armor earned him a mission behind enemy lines. He was sent into Sembia, into the city of Ordulin, to steal a item of great importance to the sembians. The monk managed to pull off the mission but before he could escape the city the alarm was sounded and the gates were closed. He just barely managed to slip onto a ship leaving for Cormyr before he was caught. In Cormyr he delivered the item to a Dalelands represenative and was advised that with the sembians angry at him that maybe it would be best to keep his distance for a while, he never was to return. He turned once again to mercenary work, the one thing he could always count on, and guarded a string of caravans working his way east untill he reached Baldur's gate. There he heard rumors of a Monk's Order to the south, one with a shady reputation but with what seemed a style that was akin to his own. He heard of the order of monks known as the Dark Moon monks, a Amnish group dedicated to Shar and purely evil, and so setting out south to Amn the monk traveled, to join with these dark monks and learn that which no one else so far was able to teach him, and so began one of the darkest times in this monks life......
So ends part 1, stay tuned for the amazing continuation of this story in, Part 2
SponkleofInfini
15th of July, 2002, 18:22
Name: Cray Brek
Class: Wizard 15/ArchMage 5
Race: Gnome
Gender: M
Age: 87
Height/Weight: 3'2/40 lbs
Experience: 190,508/210,000
Abilities
Str-- 8 [-1] 10 Base -2 Racial
Dex-- 20 [+5] 14 Base +6 Gloves
Con-- 26 [+7] 16 Base +2 Racial +2 Familiar +6 Amulet
Int-- 34 [+12] 18 Base +5 Level Bonus +6 Headband +5 (Tome)
Wis-- 14 [+2] 14 Base
Cha-- 10 [+0] 10 Base
Hit Points: 4+19d4+140
Total: 201
Current: 201
Temporary:
Saves
Fort +14 (5 +1 +1 + Con)
Ref +12 (5 +1 +1 + Dex)
Will +16 (9 +4 +1 + Wis)
Initiative: 5
Base Attack Bonus: +9/+4
Melee: +9/+4
Ranged: +15/+10
Load: Light - 18 lbs
AC =31 +8 (Armour) +5 (Dex) +0 (Shield) +5 (Misc) +2 (Luck) +1 (Size)
vs. Touch = 27
Flat Footed = 27
Armour Penalty =0
Spell Failure =0%
Languages
Common
Gnome
Dwarven
Draconic
Elven
Celestial
Abyssal
Infernal
Goblin
Giant
Orc
Undercommon
Halfling
Ignan
Sylvan
Alignment
LN
Feats
Scribe Scroll
Skill Focus (SpellCraft)
Spell Focus (Evocation)
Spell Focus (Illusion)
Craft Wonderous Items
Craft Magic Arms and Armour
Craft Wand
Forge Ring
Magic Artisan (Scribe Scroll)
Magic Artisan (Craft Wonderous Items)
Magic Artisan (Craft Wand)
Weapon Finesse (Staff)
Spell Mastery (Shield, Fireball, Haste, Improved Invisibility, Greater Magic Weapon, Ghost Form, Contact other Plane, Telekinesis, Globe of Invulnerability, Plane Shift, Time Stop, Gate)
Split Ray
Enlarge Spell
Special/Racial Abilities
SR 17
Spell Penetration (Robe) +2 to caster level checks
Can survive without Air (Ioun Stone)
High Arcana (Mastery of Elements) 8th level spell slot
High Arcana (Spell Like Ability: Disintergrate - 4/day) 5th, 9th level Spell slot
High Arcana (Arcane Fire) 9th level spell slot
High Arcana (Spell Power +2 [increases spell DC]) 7th level spell slot
High Arcana (Spell Like Ability: Meteor Swarm - 2/day) 5th, 9th level spell slot
See Invisibility (Permanency)
Small: +1 to AC, +1 to attack, +4 to Hide
Low-light Vision
+2 to saves vs Illusion
+1 to attack rolls vs Kobolds and Goblinoids
+4 Dodge Bonus vs Giants
+2 Racial Bonus to Listen
+2 Racial Bonus to Alchemy
Spell Like ability: Dancing Lights, Prestidigitation, Ghost Sound 1/day each
Skills (2 + Int){x4}
Spellcraft 37 (23 Ranks +12 Int +2 Skill Focus)
Knowledge (Arcana) 35 (23 Ranks +12 Int)
Knowledge (The Planes) 35 (23 Ranks +12 Int)
Knowledge (Religion) 35 (23 Ranks +12 Int)
Knowledge (History) 35 (23 Ranks +12 Int)
Concentration 30 (23 Ranks +7 Con)
Craft (Armoursmith) 35 (23 Ranks +12 Int)
Craft (Weaponsmith) 35 (23 Ranks +12 Int)
Craft (Bowmaking) 35 (23 Ranks +12 Int)
Listen 15 (11.5 Ranks +2 Racial +2 Wis)
Spot 13 (11.5 Ranks +2 Wis)
Search 23 (17 Ranks +12 Int)
Hide 14 (5.5 Ranks +4 Racial +5 Dex)
Alchemy 14 (+2 +12 Int)
Spells Prepared/Per Day 4/4/4/8/4/2/4/3/3/1
0 lv:
Resistance
Detect Magic
Detect Magic
Detect Magic
1st lv:
Shield
Shield
Lesser Sonic Orb
Protection from Evil
2nd lv:
Invisibility
Darkness
Cat's Grace
Invisibility
3rd lv:
Haste
Haste
Haste
Haste
Suggestion
Dispel Magic
Greater Magic Weapon
Greater Magic Weapon
4th lv:
Dimension Door
Improved Invisibility
Improved Invisibility
Polymorph Self
5th lv:
Contact other Plane
6th lv:
True Seeing
Legend Lore
Globe of Invulnerability
Globe of Invulnerability
7th lv:
Plane Shift
Teleport without Error
Limted Wish
8th lv:
Horrid Wilting
Etherealness
Discern Location
9th lv:
Gate
Spells Known
All Cantrips
1st lv:
Mage Armour
Shield
Magic Missile
Change Self
Color Spray
Lesser Sonic Orb
Magic Weapon
Reduce
Expeditious Retreat
Protection from Evil
Protection from Chaos
2nd Lv:
Cat's Grace
Familiar Pocket
Endurance
Invisibility
Melf's Acid Arrow
See Invisibility
Darkness
Bull Strength
False Life
Daylight
3rd lv:
Secret Page
Fly
Fireball
Lightning Bolt
Haste
Hold Person
Greater Magic Weapon
Suggestion
Dispel Magic
4th lv:
Electric Orb
Minor Globe of Invulnerability
Polymorph Self
Dimension Door
Charm Monster
Polymorph Other
Improved Invisibility
Dimensional anchor
Arcane Eye
5th lv:
Leomunds Secret Chest
Permanency
Ghost Form
Contact Other Plane
Dominate Person
Teleport
Telekinesis
Energy Buffer
6th lv:
Legend Lore
Globe of Invulnerability
Legend Lore
Disintergrate
Mass Fly
True Seeing
Mass Haste
Greater Dispelling
7th lv:
Mass Teleport
Delayed Blast Fireball
Plane Shift
Teleport without Error
Limited Wish
Banishment
Finger of Death
8th lv:
Great Shout
Horrid Wilting
Ethrealness
Prismatic Wall
Incendiary Clouds
Discern Location
Greater Planar Binding
9th lv:
Meteor Swarm
Wish
Time Stop
Gate
Prismatic Sphere
Mordenkainen's Disjunction
Possesions
Food Stuff
Rations, Trail x 12
Weapons and Armour
Staff of Power (+2 Quarter Staff)
Rods
Rod of Empowerment (Normal)
Wands
Scrolls
Shield x30 (3 per Scroll Organiser)
Haste x20 (2 per Scroll Organiser
Improved Invisibility x10 (2 on one Scroll Organiser, 1 on others)
True Seeing x1
Ghostform x5
Contact Other Plane x5
Teleport Without Error x2
Horrid Wilting x3
Time Stop x 6
Gate x2
Basics
Headband of Intellect +6
Gloves of Dexterity +6
Bracers of Armour +8
Boots of Speed
Amulet of Health +6
Boccobs Blessed Book (49 Pages Used)
Boccobs Blessed Book (46 Pages Used)
Boccobs Blessed Book
Hewards Handy Haversack
Grey Robe of the Archmagi
Ioun Stone (Iridescent, Spindle)
Carpet of Flying (2ft by 5ft, 300lbs capacity, spd: 210ft, 5 lbs)
Ring of Protection +5
Ring of Wizardry III
Tome of Clear Thought +5 (Used)
Waterskin
Component Pouch
Scroll Organiser x 8 (Wearing 4, the other 4 in Hewards Handy Haversack)
Clothing
Explorer's Outfit x2
Nobles Outfit
Coinage
PP -
GP - 3,650
SP -
CP -
Beidamon
15th of July, 2002, 18:31
Bracer of armor provides a armor bonus, and doesnt stack with armor bonus from robe
Ioun stone provides a enhancement bonus, and doesnt stack with enhancement bonus from amulet
Yay, the corrections begin :)
SponkleofInfini
15th of July, 2002, 19:02
Nice observation Beidamon, but I have the amulet on Con, and Ioun Stone on Int..................hehe
Beidamon
15th of July, 2002, 19:23
My mistake
In that case your headband and your ioun stone dont stack :)
Dust
16th of July, 2002, 08:12
Beid, your Half-Celestial Monk's level should be 19, not seventeen. Half-Celestials only have a +1CR.
BigRedRod
16th of July, 2002, 08:19
you are confusing CR and ECL
bad dust, bad :)
Dust
16th of July, 2002, 08:28
Isn't it roughly equivalent?
I haven't seen an ECL for Half-Celestials, and when I submitted my character idea to Druid, I made my dude lvl 19 (also Half-Celestial) to no objections. Then again, maybe I just slipped one by him by mistake :evil:
Are you sure that Half-Celestials have a +3 ECL?
The_Friendly_Fiend
16th of July, 2002, 09:04
I think the DMG lists half-celestrials as a player character race at +3. For a monster challenge rating, it's a +1. But then I subscribe to the Monte theory for effective character levels, they are what the DM assigns. That said, the half-celestrial could in fact be a +1 or a +2, +3, +4, +5...I think you're starting to get the idea. The ECL for the various races are completely at the will of the DM.
Dust
16th of July, 2002, 09:41
Ah Crap! They are listed at +3, and I just missed it!
shit
Well, I've got some thinking to do now. Playing a Half-Celestial would be cool, especially because I like my background so much, but at level 17, what's the point in an epic level game? If I'm going to be getting the Handbook, I want to be able to use it. At level 17 it'll take me forever before I'm doing anything in regards to it.
... Damn. I might need to think up a new character.
*Stalks off singing 'Castles Made of Sand' by Jimmy Hendrix*
Dust
16th of July, 2002, 09:43
PS to Beid:
How do you have 11 feats?
And...
If you are going to play a Half-Celestial, there's an alignment restriction in the template description. Good characters only.
TheDruid20
16th of July, 2002, 11:04
Dust as for his feats, you all get extra's to relfect your divine heritage, you all have a destiny. 1000exp to spend on feats and skill points, 300 per feat 10per skill point.
Beidamon
16th of July, 2002, 11:05
There is no alignment restrictions, for any level no matter how great it is there is still a chance that they can be of a diffirent alignment.
Talk to billy, he will tell you about the feats
Plus if you heard the second part of my story and learned when the Celestial qualities manifested you might understand a little better. Right now he is only a human with dormant Celestial blood in his veins, when I post the second part of my history that might help. It also explains why his wings are black instead of white, and why despite being a half celestial he was quite evil for a while.
Besides, if one third of the celestials could easily be turned to evil forming the basis for the devils then obviously something only half celestial wont have much trouble being evil at all.
Dust
16th of July, 2002, 11:10
Originally posted by Beidamon
Plus if you heard the second part of my story and learned when the Celestial qualities manifested you might understand a little better. Right now he is only a human with dormant Celestial blood in his veins, when I post the second part of my history that might help. It also explains why his wings are black instead of white, and why despite being a half celestial he was quite evil for a while.
Besides, if one third of the celestials could easily be turned to evil forming the basis for the devils then obviously something only half celestial wont have much trouble being evil at all.
Cool. Explanation accepted. :)
Hiro
16th of July, 2002, 11:58
Just browsed through the Epic Level Handbook and decided to change my character concept due to vast amounts of pure horror. Elminster is/was a sissy girl. Spellfire is weak. There are worse things than pissing off the entire pantheon. The hurting ... blood everywhere ... the world screams out in pain ... death ... so much death...
Was thinking monk or sorcerer but since there are already a monk and an arcane caster in the party I guess I'll go with brute force. 20th level human barbarian should be interesting. Will work on it tonight and should post a rough copy sometime tomorrow.
Beidamon
16th of July, 2002, 13:52
And so, the monk (Still without a name, but as I said thats always the last thing I do) Traveled south, and joined up with the monks of the dark moon. He trained hard there making up for the time he had to train by himself and gained in skill quite well. He preformed duties for the group, and got along there. He acted as a guard when needed, did some petty theft when it was called for, and served the guild as best he could. This went on for quite a while, untill something happened that totally changed him....
It was one of his guard duties, but this one was special. He was one of many sent to guard a ritual, a ritual of dark intent and dark power. A ritual of dark power was occuring, they began their chants and gathered their will, the power unfolded and they drew the pure shadow energy from the realm of shar their mistress in order to infuse it into a item to create a relic of great power, of shadow power. But as is likely to happen during these dark rituals, adventurers showed up. They began killing the people and the guards rushed to stop them, the monk was one of them. He attacked one of the adventurers, but a fireball blast flung him away, right into the stream of pure, dark, shadow energy. As the monk came into contact with the energy of pure darkness and pure evil he should of been killed, but this was not so. He had celestial blood in him, but it had been dormant all his life, the need was never there, so it had never appeared, but now as the dark energy tried to stream through him the celestial blood flared up, manifesting his celestial nature, fighting back, and the pure energy of good clashed with the pure energy of evil, sparing his life if not leaving him unscathed. The energy released from the clash of pure evil and pure good caused a huge explosion, destroying most of the building and killing both the adventurers and the the followers of the dark moon. He was all that was left, with his celestial blood fully manifest, but not as it should be, he felt anything but holy now, and where pure white wings should have been, there were wings of the darkest black. Confused and not knowing what to do, the monk left, he fled Amn fearing both that he would be helf responcible and of the changes that had occured in him. He fled north, back to baldur's gate.
Here he joined the adventurers again, conflicted between his twin nature of good and evil, but keeping the balance through neutrality. He went on many adventures based around baldurs gate, searching through dungeons, killing giants and trolls, and whatever else the group decided to do. He grew to be on good terms with the group and enjoyed being with them. All was going well untill on the way home from the latest dungeon they had explored. They were ambushed by weak vampire creatures, petty bandits by the look but augmented by vampirism to create quite a challange. The paladin of the group presented the holy symbol to them and uttering the name of his god, he drove most of them away to cower in their hideout. Some didn't go, some resisted his efforts to drive them off, and one even had the audacity to snatch the holy symbol right from his hands and run with it. The group without the holy icon still was able to kill the vampire spawned scum, but the holy symbol was a heirloom of the family of the paladin, and had been passed down many generations. The paladin had to get it back, and so they followed the fleeing vampires, right to a worn down old castle. The adventurers made their way through the castle, killing both lesser undead and lesser vampires, not having to much trouble. They finally got to where the vampires lord should be, and didnt expect much trouble. They were wrong. The barged in, and were about to attack, the vampires guards began to move forward but with a smile the vampire waved item off, saying he would finish them off alone. A battle ensued, and very quickly the group was completely downed. To add insult to injury the vampire decided not to drink their blood. Instead he produced a vial of extremely potent poisen, pooring some in each of their wounds, and leave them to die while they went out to feast. The group members screamed in agony as the poisen coursed through their veins killing him. The monk could do nothing to save them, and even though no poisen had even been able to effect him he could feel the poisen slowly working away at him, slowly weakening him. It was slow, oh so slow, but he knew what its eventual outcome would be. He saw only one choice, he returned south to Amn and asked his contacts in the Dark Moon about the poisen. His contact was awed by his presence, hearing of the ritual long ago and knowing what happened, he gave the monk the information he needed. The monk continues south, coming to Calimshan where he met someone who knew the way to cure the poisen, a rogue, and the leader of a theives guild. He said he did have the antidote, but that it would cost him. The monk proformed many tasks for the rogue, killing a few people, stealing, even fighting in the arena. The rogue always wanted more, even when the monk had done all he agreed to the rogue still wanted more. Knowing the rogue would never give him the antidote and this would jsut go on till the monk was to weak, the monk snuck in at night, and battled the rogue, killing him and taking the antidote. It worked amazingly fast, in no time the monk felt his strength returning and knew the poisen was gone from his system. It was now that the monks mind turned to revenge. He wanted to kill the vampire, but he knew he still wasn't strong enough. He looked around and eventually heard stories of a monk of great power, who's fist were supposed to harness the four elements of nature to extreme effect. Finding the location of this monks tomb, the monk organised a group of adventurers and set out to explore this catacomb, eventually finding the monks secret, bracers of great power (Bracers of striking). With all the training hed got from the fights in the tomb and the theives jobs, plus this item of great power the monk felt ready to return to face the vampire again. He traveled north, back to baldurs gate, back to the worn down old castle where the vampire laired. He again fought his way into the vampires presence, the vampire again waved off the other vampires and chose to fight alone, but this time, the monk won. The vampire was killed by the monk, and the monk made sure it was perminent. With his death, some of his vampire minions died, others found they were free, but all fled. The monk took the holy symbol they had originally came for and he left. Now however he was no longer in balance. He was neutral before, but the killings the stealing the blood and violence, the agony of his friends as they were killed by the vampires while he was helpless to stop them, the thirst for vengence had all left their mark. He was no longer in balance, his balance had tiped, the dark had won. The dark returns to the dark, the monk returned to Amn and joined the dark moons monk guild again. Hearing rumors of him from when he was passing through the holy leader believed he was the will of shar, and that it was shars blessing that when the ritual went wrong he was born, to aid the monks order. So he joined the dark moon monks guild again, this time as a assasin. He killed those in Amn who dared to oppose the dark moon. When he had done that enough, he was even sent to other cities to kill for the dark moon, and eventually over most of the known world, killing those who the dark moon wanted dead. That is how he earned his name in the group. Now he was called, simply, the angel of death.....
Stay tuned for part 3, where he overcomes being evil a little....
SponkleofInfini
16th of July, 2002, 14:43
I fixed the mistakes pointed out to me by Beid and Billy. I hope that is all of them.
The_Friendly_Fiend
16th of July, 2002, 15:33
Mr. Wizard, did you forget to add your bonus for your wish spells? I mean, what 20th level wizard wouldn't have spent some time and experience to cast a few wish spells to increase some or just one of his abilities? Or is that taking munchkinism to an all new level? Elminster did it, why not you?
And one more mistake for you to correct, your skill points. My my calcuation your skill points should be 158 ranks, not the 254.5 that you currently have unless you managed to spend 1260 experience points out of the 1000 that you're allowed to increase your skills or feats. It isn't like you get skill point bonuses for your items starting at 1st level. A tome of clear thought +5 probably won't be found until around 15th level and your INT bonus from your 20 levels is spaced out over those 20 levels.
Level Base Skp INT Bonus Skill P/level INT
1 8 4 12 18
2 2 4 6 18
3 2 4 6 18
4 2 4 6 19
5 2 4 6 19
6 2 4 6 19
7 2 4 6 19
8 2 5 7 20
9 2 5 7 20
10 2 5 7 20
11 2 5 7 20
12 2 5 7 21
13 2 5 7 21
14 2 5 7 21
15 2 8 10 26
16 2 8 10 27
17 2 8 10 27
18 2 8 10 27
19 2 8 10 27
20 2 9 11 28
Total skill points 158
And yes, I'm being generous here. Your Intelligence bonus went up between 14th and 15th level. But the actual chances of you finding one at 14th level is slim to none and slim left town a while ago. You couldn't make one since the experience points required to construct it is over 25,000.
I'll look at the other details later.
Beidamon
16th of July, 2002, 16:05
Because the bonus from a wish spell and the book doesn't stack, and all other stats arent really worth 25k exp to get up to +5
The_Friendly_Fiend
16th of July, 2002, 16:29
Hmmm...I didn't see that one. Thanks Beidamon! Still I think I'm right when it comes to your skill points. You didn't have a 30+ Intelligence at 1st level.
The_Friendly_Fiend
16th of July, 2002, 16:43
Just plugged Beidamon's into my spreadsheet and he's short skills!
Level Base Skp INT Bonus Human Skill P/level
1 16 12 4 32
2 4 3 1 8
3 4 3 1 8
4 4 3 1 8
5 4 3 1 8
6 4 3 1 8
7 4 3 1 8
8 4 3 1 8
9 4 3 1 8
10 4 3 1 8
11 4 3 1 8
12 4 3 1 8
13 4 3 1 8
14 4 3 1 8
15 4 3 1 8
16 4 3 1 8
17 4 3 1 8
Total 160
I think Beidamon's shorting himself 10 skill ranks. I'm also assuming here that his intelligence didn't go up during his 17 levels of monk.
SponkleofInfini
16th of July, 2002, 18:15
Yeah I get your point, but regarding items, it requires guess work, you have to roughly estimate when you get these items unless you are in a proper campaign and have actually progresed to this level. You also haven't taken into account my headband of intellect +6
LeeCHeSSS
16th of July, 2002, 22:24
This post ain't here...
There never was a post...
(For the slower people: I edited my post away)
Hiro
17th of July, 2002, 02:34
Don't have access to all my books until tomorrow so I'll just work on background a little.
Name: Brute
Age: 27
Alignment: TN
Race: Human
Class: Barbarian 20
Chaos, blood, death and destruction. The pure bliss of taking the life of another without hesitation or remorse. How I miss them so. My life was like that before she came. The world was in chaos and no one cared about a single being of evil roaming the land. Countless numbers I slaughtered. Men, women, young, old, humans, halflings, devils, celestials... It didn't matter, I took pleasure in their deaths. I destroyed and became strong because of it.
Dust
17th of July, 2002, 02:55
Originally posted by Hiro
Don't have access to all my books until tomorrow so I'll just work on background a little.
Name: Brute
Age: 27
Alignment: TN
Race: Human
Class: Barbarian 20
Chaos, blood, death and destruction. The pure bliss of taking the life of another without hesitation or remorse. How I miss them so. My life was like that before she came. The world was in chaos and no one cared about a single being of evil roaming the land. Countless numbers I slaughtered. Men, women, young, old, humans, halflings, devils, celestials... It didn't matter, I took pleasure in their deaths. I destroyed and became strong because of it.
Mmm... sounds like we have an evil one on our hands. And don't pull that 'I'm just neutral' or 'I'm just chaotic neutral' crap! If you miss the death and destruction, then your character is evil. And don't bullshit differently! :angry:
...phew...
Sorry. Players always try to play evil characters on me by making them neutral and then playing them evil. It makes me so angery :tsk:
... happy thoughts... happy thoughts... I'm in a field with the chick from Dark Angel, and I'm very warm... warm... :nod:
BigRedRod
17th of July, 2002, 03:05
mmmm Jessica Alba
and yeah that character does sound pretty evil
Beidamon
17th of July, 2002, 04:55
*looks at dust*
*sigh* Maybe you should again wait untill I post the next part, my charecter at that time was extremely evil, but latter on he changes to neutral....
Dust
17th of July, 2002, 05:31
I was talking to Hiro, not you Beid.
I'm sure your character will see the light before the end. :cool:
TheDruid20
17th of July, 2002, 06:26
Normally I wouldn't allow a CN or evil character, but he has a "BabySitter". He may want to be selffish and mean but it wont let him so so very well. He is has a cursed inteligent LG weapon.... o yes very very mean DM... he hasn't seen it yet:-)
Dust
17th of July, 2002, 08:59
Originally posted by TheDruid20
Normally I wouldn't allow a CN or evil character, but he has a "BabySitter". He may want to be selffish and mean but it wont let him so so very well. He is has a cursed inteligent LG weapon.... o yes very very mean DM... he hasn't seen it yet:-)
:devious:
The_Friendly_Fiend
17th of July, 2002, 09:40
SponkleofInfini, so are you saying that the bonus from your headband of intellect, if removed you'd lose your skill points? Technically the temporary bonus from an item like the headband won't grant you the bonus skill points. The headband isn't like a constitution increasing item. Adding skill points is a permanent effect. It isn't like Con, where the hit points are lost if you lose the item. If it did work that way, why wouldn't a mage cast the intelligence rasing spell out of tome and blood when they raise their level? It would be a supremely munchkin way of gaining skill points, but if that's the way your DM plays it, more power to you!
Also when coming up with when you could have acquired the tome of clear thought, I checked the DMG for PC equipment and picked one that could be fairly reasonable, 15th level. I chose 15th level as the lowest point that you could get the book. The book is a major wonderous item, a very powerful one at that. If it really were up to me, you probably wouldn't have it until 20th level. The reason being that you have other equipment that adds up to your level equivalent gold. If you did acquire the book at 15th level, you wouldn't have very much other wealth. But you'd be one smart cookie!
Question, how do your roleplay a character with a 30+ intelligence? It will be interesting to see if SponkleofInfini can pull it off.
Beidamon
17th of July, 2002, 11:50
Its simple, as long as you remember what wisdom does and what intelegence does ;)
Beidamon
17th of July, 2002, 11:59
You do know that a light load for you is only about 20 lb. right?
That could really suck.... ;)
SponkleofInfini
17th of July, 2002, 15:05
Fiendly fiend good point, all I was saying is if you have an item which boosts int the next level you gain, as long as you are waring it then you should gain the extra skill points etc etc, but ti dosen't matter I can see wear your coming from............damn got to go back and change my sheet again.
My light load is 26lbs, as long as I keep my hewards handy haversack at a reasonable level I should be fine, or I could just put it on my carpet of flying for a little while, while I find a way to carry them myself.
Beidamon
17th of July, 2002, 15:12
Yes, your light load is 26, if you grow 2 or 3 feet taller that is, till then your small and your light load is only about 20 or so ;)
Then again with those items I guess it doesn't matter to much, and if any heavy lifting needs to be done you can just turn to my charecter lol
Just dont ask him to carry anything, he travels light hehe
The_Friendly_Fiend
17th of July, 2002, 16:14
Consder this, your clothes will weigh around 8 pounds if you wear the standard Explorer's garb. Also because you're small, your carrying capacity is only 3/4th normal. An 8 STR gives you 26 pounds if you're medium sized. Being small, it's now 19.5 pounds.
Harver sack is 5 pounds
Clothes are 8 pounds
If you carry a staff or dagger, that's one pound for a dagger, and 4 pounds for a staff.
A scroll organizer is 1/2 a pound, and I think I saw you with four of them. That's two pounds worth of scrolls!
A spell component pouch is 3 pounds.
I think you're pushing a medium load at nearly all times. Let's see, 5 + 8 + 1 + 4 + 2 + 3 = 23 pounds!
You might want to spend a couple thousand in getting gauntlets of ogre power. A +2 to your feeble strength will make you faster.
SponkleofInfini
17th of July, 2002, 17:52
the componant pouch and explorers outfit only way a quarter of the mentioned weight, taking it down from 11 pounds from those 2 items to about 3-4 pounds to a weight of 15 pounds total roughly, well what do you know, I am light load....:)
LeeCHeSSS
17th of July, 2002, 17:56
I reckon that since noone commented on my unfinished sheet, means that noone found any errors so far? :)
SponkleofInfini
17th of July, 2002, 18:36
Or that no one cares :yum:
TheDruid20
17th of July, 2002, 18:51
All of you who are playign go check out Worlds Aflame.. or what ever I called it...
LeeCHeSSS
17th of July, 2002, 18:59
Originally posted by SponkleofInfini
Or that no one cares :yum: must remember to disable a few important options for Spookle everytime he mocks me... :devious:
SponkleofInfini
17th of July, 2002, 19:01
Oh no, umm oh no...I'll be good :nervous:
The_Friendly_Fiend
17th of July, 2002, 19:04
Or that it's incomplete!
Technically you should be as a Wemic an ECL +5 or even more. Then again, you might have talked about this one.
Mosnters with 2+ HD start with max racial HD + the additional number of HD. A Wemic for example should have 5d8 Racial HD. Your HP would be 8 + 4d8 + xdx for your class levels.
Having additional HD give you a better BAB, and saving throws. In addition, you get a number of skill points based on your creature type.
+5 BAB
+1 Fort
+4 Ref
+4 Will
Add those four bonuses to your base numbers.
One other note, when buying equipment, you need to pay for large sized stuff, unless it's magical. Magical stuff will resize to fit small-large creatures. Don't forget, because you're a long large creature, you'll need to have things made special for you. Sorry, no boots for you! Can't wear horseshoes either.
Maybe I can come up with some more things later.
How about a claw attack, or two! 1d6 + 1/2 STR Bonus
Beidamon
18th of July, 2002, 04:30
Sure he can wear boots, in fact he probably can wear 2 sets of boots ;)
As for the HD thing billy has a rule where you can trade racial HD in to lower the ECL
As for equipment since hes a wemic its likely hell be around other wemics during his life and will thereby not have to have things specially made due to the fact that he is in a community of wemics. Beside, all wonderous items reshape to fit the person wearing them.
TheDruid20
18th of July, 2002, 04:58
Not all creatures can trade HD for ECL, if you read under it alot of the reasont hey have such a high ECL is the HD. Regardless of their other powers. No he can't wear boots. And as far as "special" sized stuff, most stuff is fine, his torse is normal human proportions, its the rest of him thats too big, he essentially needs to buy barding... not armor. But vests, chestplates, rings, hats and all are normal.
LeeCHeSSS
18th of July, 2002, 05:18
Thanks for the comments FF
Luckily I have experience starting monster characters by now, so I knew it all already. I've decreased the stats for a normal wemic by 4 HD, even including the one feat a normal wemic has...
And I doubt I'll be using any barding, since it doesn't seem right to me - a lion wearing protection. Nope, chain shirt at most.
Dust
18th of July, 2002, 09:40
My character will be finished by tonight. Man it's confusing creating a 20th level character :tsk:
... And yet the power... the power... :evil:
Beidamon
18th of July, 2002, 10:15
Just thought about a Wemic in full plate mail, become a paladin and it will start causing some Heroes Quest flashbacks hehe
Dust
18th of July, 2002, 15:19
Vestre Xilaxsandriel
Race: Sun Elf
Gender: Male
Height: 5’7
Weight: 127lbs
Class(es): Clr5/ Divine Geomancer10/ Divine Disciple5
Patron: Corellon Larethian/ Sehanine Moonbow
Alignment: Chaotic Good
Eyes: Green
Hair: Golden Blond
Skin: Bronze
HP: 105
Nat other mod
Str 14 +4 +4
Dex 12 +0 +1
Con 12 +0 +1
Int 14 +0 +2
Wis 27 +6 +11
Cha 14 +0 +2
AC: 40 (21 Touch, 39 Flat footed) Check Penalty: -4 Speed: 50ft
Nat other final
Fort +13 +10 +23
Ref +9 +10 +19
Will +23 +10 +33
Melee: +19/+14/+9
Ranged: +16/+11/+6
Iniative: +5
Attacks: ‘Fury’ {+5 Keen Holy Spellblade (Power Word, Kill) Longsword} - +6 to hit, 1d8+4 (+2d6 v. evil), 15-20/x2
Feats:
Combat Casting
Improved Critical (Longsword)
Improved Iniative
Power Attack
Cleave
Great Cleave
Weapon Focus (Longsword)
Empower Spell
Extend Spell
Maximize Spell
Quicken Spell
Scent
Leadership
Skill ranks mod
Concentration 20 Con
Spellcraft 16 Int
Scry 10 Int
Knowledge (religion) 13 Int
Heal 16 Wis
Diplomacy 13 Cha
Knowledge (arcana) 12 Int
Knowledge (nature) 12 Int
Wilderness Lore 5 Wis
Intuit Direction 5 Wis
Languages: Elven, Chondathan, Sylvan
Class Features:
Turn Undead
New Domain (War)
Divine Emissary (Speak telepathically w/ outsiders of same alignment or deity)
Sacred Defense +2 (to saving throws against divine spells and outsider abilities)
Imbue with Spell Ability (as spell)
Transcendence (Vestre is a native outsider. Type switches to outsider, can cast Protection from Evil at will)
Divine Spell Versatility 9 (see ‘Notes on Divine Geomancer PrC)
Ley Lines (forest) +3
Drift 1 – Touch causes flowers to bloom
Drift 1 – Eyes change to look like a cat’s
Drift 2 – Comely as a dryad (+4 Diplomacy)
Drift 2 – Swift as an elk (+5 speed)
Drift 3 – Eyes as sharp as an owl’s (+4 spot in dusk and darkness)
Drift 3 - Eyes as sharp as an eagle’s (+4 spot in daylight)
Drift 4 – Nose as sensitive as a hound’s (scent feat)
Drift 4 – Ferocity of a boar (continue to fight while dying w/o penalty)
Drift 5 – The tremorsense of an earthworm (sense vibrations within 30ft)
Drift 5 – Graceful as a pixie (+2 reflex saves)
GP: 1,330
Equipment:
‘Fury’ +5 Keen Holy Spellblade (Power Word, Kill) Longsword
Belaria’s Armor, +5 Death Ward Mithral Half-Plate of Invulnerability
Ring of Haste (as spell, use activated, 10 rounds per activation)
Ring of Protection +5
Cloak of Resistance +5
Peript of Wisdom +6
Tome of Understanding +4 (Used)
Headband of Great Luck (+5 AC, +5 ST)
Bag of Holding (15 lb variety)
Boots of Striding and Springing (double speed, +10 on Jump checks, jump not limited)
Belt of Priestly Might (+2 AC, +4 Str)
Bracers of Armor +5
Bedroll
Winter Blanket
Flint and Steel
Rations, Trail (x5)
Crowbar
Grappling Hook
Hammer
Lantern, Hooded
Rope, Silk (50ft)
Waterskin (full)
Holy Symbol, Silver (Corellon Larethian)
Cold weather outfit
Traveler’s outfit
Noble’s outfit
Spells per day:
0 1 2 3 4 5 6 7 8 9
6 8+1 8+1 8+1 7+1 7+1 7+1 7+1 6+1 6+1
Domains: Good, Magic, War
Spells Prepared:
0:
Detect Magic (x4)
Create Water
Purify Food and Drink
1st:
Invisibility to Undead
Summon Monster 1 (x2)
Entropic Shield
Bless
Comprehend Languages
Deathwatch
Wieldskill
*Nystul’s Undetectable Aura
2nd:
*Identify
Silence
Bull’s Strength
Summon Monster 2
Endurance
Zone of Truth
Spiritual Weapon
Lesser Restoration
Resist Elements
3rd:
Create Food and Water
Continual Flame
Briar Web
Dispel Magic
Searing Light
Negative Energy Protection
Remove Disease
Water Breathing
*Dispel Magic
4th:
*Holy Smite
Air Walk
Dismissal
Death Ward
Freedom of Movement
Summon Monster 4
Restoration
Know Vulnerabilities
5th:
Dispel Evil
Flame Strike (x2)
Raise Dead
Scrying
Spell Resistance
True Seeing
*Spell Resistance
6th:
*Anti-Magic Field
Blade Barrier (x2)
Greater Dispelling
Heal (x2)
Summon Monster 6
Azuth’s Exalted Triad
7th:
Destruction
Holy Word
Resurrection
Summon Monster 7
Greater Restoration
Greater Scrying
Flame Strike (Empowered)
*Power Word, Stun
8th:
*Power Word, Blind
Fire Storm
Summon Monster 8
Mass Heal (x2)
Symbol
Flame Strike (Maximized)
9th:
Blade Barrier (Maximized)
True Resurrection
Implosion
Summon Monster 9
Storm of Vengeance
Spell-Resistance (Quickened)
*Power Word, Kill
Note: Vestre casts Bull’s Strength, Endurance, and Azuth’s Exalted Triad (Searing Light) on himself every day upon receiving his spells.
Note on Divine Geomancer PrC: The Divine Geomancer is just the regular Geomancer from Masters of the Wild without the arcane spell requirement. The HD are increased to d8 to make up for the loss of Spell Versatility, which is replaced by Divine Spell Versatility. DSV has almost no in game effect, other than it allows Vestre access to the War and Magic domains, normally unavailable since the demise of his god, Corellon Larethian. What Divine Spell Versatility does is allows a character to draw some of the power for his divine spells out of the power of nature. Its main significance for Vestre lies in a theory of his. Originally, Vestre was planned to be a Half-Celestial. He had a theory that with the proper Elven High Magic and the direct intervention of a god of magic, he could use his own Celestial body as a conduit for the resurrection of Corellon. After I changed him to a Sun Elf, I wanted to find some way so that this theory would still be applicable. That’s where Divine Spell Versatility comes in. Instead of using his Half-Celestial body as a conduit, the theory now states that if enough divine energy was drawn from the earth using the Divine Spell Versatility skill that that in stead could be used a catalyst.
So, bottom line, all it does in game is allows me to keep gaining spells as if I still had access to the domains granted by Corellon Larethian.
History:
Vestre's birth place is unknown, but he was raised among the elves of Evermeet far before the Twilight Cataclysm ever took place. He was delivered as a newborn unto a priest of Corellon Larethian deep within Corellon's Grove by a female Astral Deva, who charged the priest with his care. No reason was ever given for his abandonment, but it was clear that there was something special about him. He had a birthmark on his center of the forehead in the shape of a cresent moon, Corellon Larethian's holy symbol. Vestre had the mark of someone destined for great deads. The Astral Deva who delivered him was never seen again, and he remained in Evermeet for his youth.
Vestre's life all the way up to his adulthood was a charmed one. He was naturally bright, and despite his mark there were few elves who ever disliked him. Evermeet priests, no matter who they worshipped, treated him with exceptional kindness. The followers of Corellon Larethian treated him with double kindness. He lived within the Grove and studied with them on a regular basis, showing an instant love of Corellon's teachings. Many of the priests took this to be a sign that he was sent directly by the god himself for some as yet unknown purpose. This thought was backed by the fact that as a young adult Vestre showed remarkable talent in the Power. He was quickly initiated into Corellon's priesthood, where he continued his studies in the safety and security of Evermeet.
When the Twilight Cataclysm came, it took the entire elvish community by surprise and sent them into as dark a despair as the race had ever felt. Vestre felt it twice as hard as most. Though he could not explain it, he had always felt a certain extra-ordinary connection every time he tapped into the Power, greater, he believed after talking with other clerics, than that commonly felt by priests. He had come to believe some of the talk around the island himself, that he was possibly a chosen in training, meant for some great purpose. When Corellon died, Vestre's dreams and reality came crashing down all around him. He fell into a dark despair, and remained there for over three years.
Over that time the elves of Evermeet scattered. Some, claiming that the Elven race had to get further away from Faerun than ever, sailed towards the North, South or East in hopes of finding new lands. Many, including the elven court, returned to Faerun and settled in Evereska, where their cousins were sending messages of terrible darkness sweeping over the land. Some few stayed behind, Vestre among them. He spent most of his time in Corellon's Grove, now somehow darkened and dying in many places. He had become like a ghost wandering a ruined castle. He might have stayed that way forever had the Drow not begun to invade Evermeet in larger and larger numbers. One day they set fire to Corellon's Grove, forcing Vestre out. This act brought about the deaths of many drow as the remaining elves of Evermeet, Vestre included, charged them in a last stand of defiant fury. Vestre and his companions would no doubt have all been killed if it were not for Evermeet's three remaining guardian dragons (the others having followed the Elvish court to Evereska). Roused by the fire, they awoke and wrecked havoc among the Drow for four solid days. In the end the Drow were driven out of Evermeet, although it cost the life of one of the great dragons. To Vestre's knowledge they have not returned, accomplishing most of what they came for by burning down Corellon's Grove.
The terrible act of violence forced Vestre out of Evermeet, though the other elves stayed. With the Grove destroyed, he no longer felt any connection to the place. Aided by the priest who had raised him, Vestre used a portal to travel to Evereska, where he found conditions little improved from Evermeet. He delivered his terrible news to the Elven court and then departed, wishing to travel for a time in an attempt to put his head back in order and find new strength. Shortly after beginning his journey, Vestre found that some of his divine spells had returned, although he still did not feel the connection. In a dream, he saw Sehanine Moonbow taking her place at the head of the Elven gods. Though the dream may not have been divine in nature, Vestre interpreted it as such, and deduced that his spells were now coming from her. From that point on his has prayed to both her and Corellon Larethian.
Eventually his wanderings lead him to the King's Forest in Cormyr during the war between them and the Zhents. There he was attacked by orcs. It was not the first time he was attacked by orcs, nor was it the last, but these particular orcs sent him into a dark rage. Among them was an Eye of Gruumsh, the very site of which made his blood become like fire. He slew the entire band, and then traveled into the forest. Over the next few months he drove a sizable number of orcs out of the forest before exhausting his rage, at least for the moment. He set up a home near the great river that ran through the land, and there he stays still. However, his life has changed greatly since the time he first settled.
At first he shut himself away to develop his divine talents, deciding that he needed more power if he were to successfully combat the orcs and other evil things encroaching upon the woods. Also, a thought was buzzing the back of his brain that would require great magical strength... but that would come later. Then one day, after some time spent in solitude and study, a group of eighteen refugees came floating down the river. Vestre was there at the time, observing them from a distance and pondering over whether there was anything he could do to help them, when orcs set upon them from the opposite side of the river. Vestre immediately came to their aid. Afterwards he invited them to his home to feed them, and the small town of Xilaxsandriel was founded. Over the years up to the present day more and more refugees have trickled in, until the town has grown into a self sufficient community of nearly a hundred and fifty individuals, some of them powerful cohorts attracted to Vestre's power and kindness. Vestre, rather despite himself, has found himself liking the townsfolk under his protection. He had been reclusive and inverted ever since Corellon's death, but the townsfolk brought out a happiness he had not felt for some time. And they had given him the courage to go about his plan.
Vestre has been pondering for some time the methods of reviving a god. He has sponsored numerous adventuring sorties to retrieve documents that might help him in his studies, and has amassed a fair library with musings on the subject, many of them written by the church of Bane, the last god to be resurrected. Vestre believes that somewhere there may be writings that would tell him what artifacts, spells, rituals, or combination of all three might be required to revived Corellon. He has been researching many paths, but the one on which there is the most information is the one he has been most actively pursuing. Though he does not believe in any form that he is the son of Corellon Larethian, he believes that his ability to draw power from the land (as a Divine Geomancer) might be strong enough to work as a conduit for Corellon's spirit. Just as Xvim became Bane, Vestre hopes to give his body to Corellon. However, he is not picky on method, and is looking for all possible options. What's more, even though he has researched the before mentioned path more than any others, he has made little headway into figuring out how it might be done, although he is contemplating a journey to High Forest to petition the Elvish court about the possible combining of a Mithal, Elven High Magic, and a plea for Mystra's help to try and bring about Corellon's resurrection.
Vestre strongly believes that if Corellon is revived it will turn the tides against evil. If he can truly discover a way to bring gods back from the dead, then the other gods destroyed in the Twilight Cataclysm can be brought back as well. With their combined might, they could bring balance back to Faerun, or perhaps destroy the evil altogether after the dark deities had weakened themselves for all these years warring among themselves. However, seeing terrible things grow all around him he is rather impatient. He does not want to let things get any worse than they already are, as he fears that the damage may become irreversible if he does not find a way soon. At times he despairs in the face of the impossible, but he tries to keep on a good face, both for himself and for his people, as he searches for the way.
TheDruid20
18th of July, 2002, 15:42
Can I ask where you managed to find such treasures? :-) You do know the 1/4 max gold per item, and I never gave permission for epic items, nor did I say you couldn't have them, thats my fault. Unfortunatly you will need to change them to normal items.
Dust
18th of July, 2002, 16:43
Normal as in +6 limit to ability scores, +5 to armor bonuses? I can do that if you'd like. I can actually make it so that I have roughly the same AC, abillities and stats (stats will actually go up via Tome of Wisdom, or whatever that this is) without going over budget.
Which ones were the epic items? I'm assuming Amulet of Akuro (+10 Wis), Cloak of Heroes (+10 Resistance bonus), and Gauntlets of Deflection +10, although the Ring of Haste is also an original creation. Incidentally, all of these were created using the guidelines in the DM's guide and Tomb and Blood, and Amulet of Akuro, Cloak of Heroes and the Gauntlets of Deflection are all priced at 100,000 gp apiece. As far as I know we're going with standark level 20 gp, which, I believe, is 760,000.
Anyways, I'm just looking for clarification. It shouldn't be too much trouble to change them :)
TheDruid20
18th of July, 2002, 17:42
Yup thats the limits.
As for the ring of haste that may be one of the MANY cases were the price charts don't do it justice. Not all spells of the same level are created equal. Some are very powerful but in specific situations, haste is always powerful....
Hiro
18th of July, 2002, 18:06
Work in progress. Questions or comments are appreciated.
Name: Brute
Barbarian 20
Race: Human
Alignment: True Neutral
AGE: 28
HGT: 6'7"
WGT: 275
SEX: Male
STATS:
STR 26 (+8)
DEX 18 (+4)
CON 26 (+8)
INT 14 (+2)
WIS 16 (+3)
CHA 7 (-2)
-------------------------------------
Normal AC 31, Touch AC 22
HP: 321
Initiative: +4 (Dex)
Speed 80' (Boots)
BAB +20/+15/+10/+5
Saves: (Bar+Ability+Misc)
Fort +12+8+5=+25
Ref. +6+4+5=+15
Will +6+3+5=+14
Damage Reduction: 4 / -
-------------------------------------
Feats:
Power Attack
Cleave
Great Cleave
Sunder
Improved Sunder
Destructive Rage
Dodge
Mobility
Spring Attack
Combat Reflexes
---------------------------------------
Skills: (Ranks+Stat+Misc)
Balance 10+4+2=16
Climb 20+8+0=28
Intimidate 23-1+20=42
Jump 20+8+40=68
Listen 20+3+0=23
Sense Motive 5+3+0=13
Swim 20+8-20=8
Tumble 5+4+0=9
Wilderness Lore 20+3+0=23
---------------------------------------
Class Abilities:
Barbarian
Greater Rage 6 / day and no longer winded after rage
Uncanny Dodge (Dex bonus to AC, can't be flanked, +4 against traps)
Damage Reduction 4 / -
---------------------------------------
Racial Abilities:
None.
---------------------------------------
Weapons:
Adamantine Greataxe +5
Ghost Touch, Sure Striking Dagger +1
---------------------------------------
Armor:
Adamantine Chain Shirt of Heavy Fortification +1
---------------------------------------
Magic Items:
Helm of Vision
Boots of Striding and Springing and Haste
Robe of Freedom of Movement
Ring of Jump
Shirt of Natural Armor +4
Ring of Protection +4
Amulet of Health +6
Belt of Giants Strength +6
Cloak of Resistance +5
Fearsome Tattoo (+20 Intimidate)
---------------------------------------
Equip:
MW Potion Holster
5 Potions of Cure Serious Wounds
Money: 271 GP, 8 SP
----------------------------------------
Background:
Once an incarnation of foul evil, now...
----------------------------------------
Description
Brute is a man who has seen death one too many times. Although a reknown killer, he no longer takes joy in his work. The scars of a warrior he possesses are apparent to anyone with an observant eye.
He wears a simple chain shirt beneath his great cloak and wields a greataxe.
The_Friendly_Fiend
18th of July, 2002, 18:34
Just quickly going over Dust's character sheet, I think his skills are off by a couple points. I'll have to double check my MotW for the Geomancer skill points and class skills. Also the Dodge feat requires you to have a Dexterity of 13+. I don't see a 13 in his Dex.
I'm confused with his conversion. Dust are you just trying to play the class as a non-arcane spell caster? Sounds kind of twinky to me.
And I'd agree that a ring of haste is worth more than the manufactured book cost. I also don't think it works at will. In order to activate magic items, you use a standard action unless the item has some sort of special activation rule.
The_Friendly_Fiend
18th of July, 2002, 19:02
Hiro, a few mistakes.
BAB should be +20/+15/+10/+5. It looks like you copied over an older character and left spellsword stuff on it.
Saves are not calculated right, your stat mods are off. For Fortitude it should be +12 base, +8 Con, +5 Cloak for a total of +25. I think you can fix the rest if there are more mistakes.
You might need to go back over your skill points. I think they're off. You have a few more skill points to spend. Base 4 + 1 for being human + 2 for INT, total of 7 Skill points per level. Four times this number at 1st level for 28. 19 more levels, 133, for a grand total of 161. You have three cross class skills at 5 for 30 points. Five class skills at 20 for 100 points. One class skill at 23 for a total of 153 points spent. That would give you another 10 points to spend. You could bump one of your cross-classed skills up to a 10 if you wanted.
I'm curious about the cost of your boots. If you could post their cost and breakdown, I'd be happy to see it.
One more thing, you have a headband and a helmet. You can't use both at the same time. Check page 176 in the DMG for the list on magic item limits. Maybe make bracers of movement, or goggles of vision.
Hiro
19th of July, 2002, 02:01
Base Item would be boots of speed and then add expedious retreat and jump to them to make them boots of striding and springing and speed.
Adding things = (Spell Level Squared x Caster Level x Command Word 1800) x 2
Boots of Speed 8000 + Expedious Retreat 1 x 3 x 1800 + Jump 1 x 3 x 1800 = 14400
Dust
19th of July, 2002, 02:49
Originally posted by The_Friendly_Fiend
Just quickly going over Dust's character sheet, I think his skills are off by a couple points. I'll have to double check my MotW for the Geomancer skill points and class skills. Also the Dodge feat requires you to have a Dexterity of 13+. I don't see a 13 in his Dex.
I'm confused with his conversion. Dust are you just trying to play the class as a non-arcane spell caster? Sounds kind of twinky to me.
And I'd agree that a ring of haste is worth more than the manufactured book cost. I also don't think it works at will. In order to activate magic items, you use a standard action unless the item has some sort of special activation rule.
Yep, I made a mistake on the Dodge feat. I'll change it shortly.
What does 'twinky' mean, by the way?
And as for the Ring of Haste, should that be changed as well Druid? I think the price I had for it was about 80,000gp, just for the record.
By the way, I looked things up in the DMs guide and I think I can actually get the same effects for those three items for less money. I'll be doing a general edit as soon as I get the specifics down.
Dust
19th of July, 2002, 06:10
My bad about the Gauntlets of Deflection +10. Turns out they were priced at 200,000.
Also, could somebody explain luck bonus creation to me? Basically I'm all ready to go, except I'm creating an item that has a luck bonus of +5 to AC and +5 to Saving Throws. Now, in the DMs guide it places luck bonuses as Bonus Squared x 2,500. The example it gives shows a luck bonus to both AC and saving throws. The x 2500 seems too low for a bonus to both AC and ST, but it seems to high to refer to one or the other.
So, basically, how would someone price a (Fill in the Blank) of Luck (+5 AC, +5 ST)?
TheDruid20
19th of July, 2002, 07:08
Epensive... I don't remember it right now but I konw I went through this with Beid the other day. Luck bonuses are expensive. He would know.
Beidamon
19th of July, 2002, 07:23
In refrence use the price of Skin of Heroes, (Which I have ;)), It gives +3 luck bonus to attack, armor, and saves I believe. When you work out the cost, the cost is for a +3 luck item, with a +3 luck item, with a +3 luck item. In the book you could add all 3 to the same item and it didnt increase their cost much, so its just the cost of the 2 bonuses, or the 2 bonuses with the second one times 1.1. So the cost for the +5 armor, +5 saves would be about 50x2500 or 125000 gold
Hope this helps a little
Speaking of haste items I have one to, dont leave home without one. Its not that unbalanced though, since at high level usually you will have time to prepare at fights, and since the wizard can quite easily just cast mass haste the first round of combat it doesn't make that much diffirence
Hiro, heres my comment, raise your armor ALOT. As things are you might as well go armorless for all the good it will do you, at this high level things usually get at least +30 to +40 to attack so you really need a higher ac to deal with it (like my great little 57 ac, although its one of the things causing billy to hate my charecter with a passion ;))
Beidamon
19th of July, 2002, 07:27
As for the price of it being to expensive, its not.
You have to remember the fact that part of the price of the bonuses derives from how unique they are. For example, armor is the cheapest bonus because its the most common bonus because you can just get it from armor. Deflection is one step up, because some spells and stuff provide it, but its still not very common, the same for a resistance bonus. Luck bonus costs more then every other because so few things actually give it, it will stack with almost everything you have unless you have anouther luck bonus which isnt to likely. It costs that little bit more because it stacks almost all the time.
Beidamon
19th of July, 2002, 07:44
Also, consider going mithral full plate mail, it counts as medium armor so doesnt hurt your class abilities
Dust
19th of July, 2002, 10:48
Thanks Beid.
I'm basically just waiting for confirmation on the Ring of Haste. Do I get to keep it or no?
After I get that, I should be able to add up all the new prices and see where I stand. I think I'm going to be about 20,000 over budget, but we'll see.
Dust
19th of July, 2002, 10:56
BTW, my Epic Level Handbook shipped today from amazon.com, if y'all are looking to pick it up.
Beidamon
19th of July, 2002, 12:04
If you want to get really cheap you can try to convince billy to let you have a adamantite mithral alloy full plate mail armor :)
TheDruid20
19th of July, 2002, 15:27
Make the ring non continuous, hence requiring and action, same price and lasts 10 rounds per activasion, standard action. A few Mord's Disjunctions will fix all of you anyway.
The_Friendly_Fiend
19th of July, 2002, 18:30
Let's see, a 10th level wizard, 5th level Cormirian War Wizard, 5th level Archmage could have a DC around (10 + 12 + 6 + 9 + 4) 41? Can the characters make a Will save 41?
Let's see, a Base save of around 14. Add wisdom say +3 unless you're a priest. Plus magical bonuses from cloaks or luck, +5 cloak of protection and a +5 luck bonus for a +10 total? Total that up, you get +14 + 3 + 10 for a total of +27. Can they can roll a 14 or better for half their magic items. So one casting of MD will kill around 65% of the party's magic items which isn't too bad. Of course the fighter is going to get screwed!
BTW, I think that's how I'd cheese this. go 9 levels of wizard, 5 levels of war wizard, 3 levels of Archmage, 1 more level of wizard, and then 2 more levels of archmage. A 20th level character with a DC save vs. evocations at around a 41. One other class of spells would have a 39 or 41 DC. The others are at 37. But the above example is for the DM to use if he wants to be cheesy and max it all out as a human. Or if you're a Sun Elf, add one more point to the DC. :evil:
I'm surprised nobody wants to play a PMAMT!
SponkleofInfini
19th of July, 2002, 18:48
As far as I know we're going with standark level 20 gp, which, I believe, is 760,000.
Gold for a 20th level character is 720,000GP
Dust
20th of July, 2002, 04:57
Nope. Table 2-24 in the DM's Guide. 760,000gp.
Dust
20th of July, 2002, 05:12
Are we close to starting the story, by the way? Because I'll be able to fix my character stuff before it becomes an issue in the game world even if we started today.
I just wanted to make sure than no one was waiting on me. :paranoid:
LeeCHeSSS
20th of July, 2002, 06:22
It's most likely me..., I never reach deadlines :(
Beidamon
20th of July, 2002, 07:48
Your suprised no one played the PMAMT? Id be suprised if someone did, he sucks. He is only good against PC charecters who rely on their equiment, against any real monster he is at a huge disadvantage, and will quickly get his ass kicked.
As for the DC 41 will save, thats nothing, try 5 wizard, 10 thayan wizard, 5 archmage, specializing in necromancy. DC 50 or so save or die, +32 to overcome spell resistance, you can quickly kill anything that comes against you
TheDruid20
20th of July, 2002, 07:56
Your all starting out seperately, your waiting on the DM to finish up his plans....
The_Friendly_Fiend
20th of July, 2002, 12:07
Beids, I bow before the munching master. I didn't or couldn't go with a red wizard because in my eye, they're the evil henchmen that the DM uses. My wizard is simply an evocationist that isn't a specialist wizard. I was thinking of Tim the Enchanter when desigining the levels and such. With elemental mastery, he could throw any of the elemental spells. I was thinking how cool it might look to throw a sonic chain lightning. The sound waves looking like the compression waves that the MLA guns used in Eraser. MLA being Magnetic Linear Acceleration, I miss playing Space Master. :(
Hiro
21st of July, 2002, 07:24
Big oops on my part. Only used a third of that for equipment. Please be patient while I redo a few things.
Also, can I get my artifact now? The anticipation of sorrow and pain is almost too much for me.
TheDruid20
21st of July, 2002, 12:52
Hiro I will work on it tonight I will post it ASAP. lets move this to its forum. There will be a message there.
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