Soulriders 5.0: Legend of the Unending Games

The Thunder of Gaming => Border City of Balmuria => Crimson Hangout => Topic started by: Anastasia on December 10, 2009, 03:24:53 AM

Title: Miscellania
Post by: Anastasia on December 10, 2009, 03:24:53 AM
For those times I want to babble.

1. Epic magic progression is going to need another tweak. I've used the Dark Six in part to playtest 10th+ level magic, and I think a standard progression rate is too fast. Maybe halve it, I dunno. I have a few more levels before you guys reach this so it's not a life or death hurry. Considering that the vast majority of the content here is going to be custom made, a slower progression makes sense there too.

2. To your question in PM before I left for work Seira, I keep various notes of boosts. My organization is always a bit slipshod(Yeah, yeah, I should know better). Why do you ask?

3. Splitting needs to go away. It wasn't broken at all at the start, but as Amaryl's build slotted in and she got bane/sacred and other ways to add extra damage dice, things have gotten out of control fast. I'm going to do this OOC once this arc ends and compensate Amaryl for the change.

4. I'll be tackling Wish/Miracle soon.  The only serious problem is stat boosters, I'm considering various remedies to this. No real point to this, just keep your eyes open for it.

5. What do you guys think of the various epic feats I've posted? They range the gamut in quality, have they interested or helped you guys at all?

6. Sometime after this arc ends and you guys have the requisite cooldown period, the ruins are still on the table. OOC, Deme wants to finish them to have closure on Demedais. Christmas break is ideal to do at least part of them, not sure how those times are going to work out.
Title: Re: Miscellania
Post by: Corwin on December 10, 2009, 01:32:34 PM
I dunno. I'm sure you got to see how it worked, but it's all a great mystery to me, I must admit. Maybe if one of the spells worked-- yeah, that would've been beyond bad. More to the point, my true CL without boosters/feats is 13. Unless I'm misreading the rules you've posted, I'd only ever be eligible for epic magic after gaining natural cl 20. That's, uhh, a lot of wait as is. I dunno if I'll ever see it as is, so making it slower seems to translate to making Seira casting 10th+ level spells even more theorethical than it is now.

I only have 3 lvl6 slots available and decided to free up the superior resistance for this venture into the Abyss with Xerona. Except I deleted the old values in a hurry and they clash with the ones I have. Stuff like not knowing where an extra +1 to ref came from, did I accidentally subtract only 5 from the ref save value or was there something that affected it that I'm forgetting to count. Wanted to double-check.

For Amaryl's weapon, I'd prefer it if Waukeen changed it similarly to how Kossuth did for Hell Striker (or some other more suitable deity, if one fits better here). There's no need to dwell on it too much, but it'd be kinda lame if one day it just stopped twinning arrows and she'll be forced to lament together with Marie on the universe's great conspiracies. Further on splitting, I don't think it needs to be banned overall if you only see it causing trouble in certain character+bow enchantment builds, but that's my opinion.

Wish-wise, why not just have a built-in delay in stat boosting via Wish? Such as 'only works once per X time', with you deciding the X. Seems to work, especially since you're the one who decides when to timeskip us and how far.

Epic feats... only a handful have been helpful to me, to be honest. You've been focusing a lot on prc-themed feats, and none of them either appeal to me or even have me as eligible. The automatic lines of metamagic feats interests me the most at present, however. I'd appreciate seeing some dragon-themed feats I can actually use and would want to, if you ever get inspired.

Arc ending... well, I'd like to go cave in Gurlan's face, but that can happen after ruins. I wouldn't want to start any other (side)quest before those, once we finish with Androlynne and deal with any immediate/short-term consequences thereof.
Title: Re: Miscellania
Post by: Anastasia on December 10, 2009, 02:02:56 PM
Quote from: Corwin on December 10, 2009, 01:32:34 PM
I dunno. I'm sure you got to see how it worked, but it's all a great mystery to me, I must admit. Maybe if one of the spells worked-- yeah, that would've been beyond bad. More to the point, my true CL without boosters/feats is 13. Unless I'm misreading the rules you've posted, I'd only ever be eligible for epic magic after gaining natural cl 20. That's, uhh, a lot of wait as is. I dunno if I'll ever see it as is, so making it slower seems to translate to making Seira casting 10th+ level spells even more theoretical than it is now.

I can go more into the nuts and bolts of what I've done on my end when this arc finishes. With all of this being custom, a new level of spells to explore every 2 levels strikes me as being a bit too much. A slower progression will give time for the higher level magics to shine and more time to flesh them out.

Admittedly, I'm arguing this as a general design issue and not one specific to Seira's build.

QuoteI only have 3 lvl6 slots available and decided to free up the superior resistance for this venture into the Abyss with Xerona. Except I deleted the old values in a hurry and they clash with the ones I have. Stuff like not knowing where an extra +1 to ref came from, did I accidentally subtract only 5 from the ref save value or was there something that affected it that I'm forgetting to count. Wanted to double-check.

Next down day we can go over these things together and see what values we come up with, say? It never hurts to double-check the math every few levels, too. Mistakes happen.

QuoteFor Amaryl's weapon, I'd prefer it if Waukeen changed it similarly to how Kossuth did for Hell Striker (or some other more suitable deity, if one fits better here). There's no need to dwell on it too much, but it'd be kinda lame if one day it just stopped twinning arrows and she'll be forced to lament together with Marie on the universe's great conspiracies. Further on splitting, I don't think it needs to be banned overall if you only see it causing trouble in certain character+bow enchantment builds, but that's my opinion.

You can argue if splitting needs a hard ban, a soft ban or just a nerf, but it's not really material to the point in question. But if you want something plotty for the change I'll respect that and work something out. Talk to me in PM later.

QuoteWish-wise, why not just have a built-in delay in stat boosting via Wish? Such as 'only works once per X time', with you deciding the X. Seems to work, especially since you're the one who decides when to timeskip us and how far.

Thanks for the suggestion!  I'll get into this later when I really work on Wish.

QuoteEpic feats... only a handful have been helpful to me, to be honest. You've been focusing a lot on prc-themed feats, and none of them either appeal to me or even have me as eligible. The automatic lines of metamagic feats interests me the most at present, however. I'd appreciate seeing some dragon-themed feats I can actually use and would want to, if you ever get inspired.

Automatic metamagic feats can be cranked out  at will. Automatic silent/still provides a template that works fine for them and can be imported with little difficulty.  Most of them need a quick sanity check to make sure that it's not broken, but most metamagic feats can be easily extended into these. What ones interest you in particular? Do note that you  need the basic metamagic before you get an automatic version, so I suppose that partially answers this question.

The majority of the epic feats I've made relate back to monster design - it's why I've made a few vile epic feats - or epic PrC extensions.  You work with what you need to, yeah? Dragons are a complete package, I rarely feel the need to buff up dragons with custom feats. Though on reflection I think this is missing the point - by dragon you mean you, not other dragons? What you're really asking is about feats that fit you. Let me see what shakes out next time I work on feats.

QuoteArc ending... well, I'd like to go cave in Gurlan's face, but that can happen after ruins. I wouldn't want to start any other (side)quest before those, once we finish with Androlynne and deal with any immediate/short-term consequences thereof.

Right.
Title: Re: Miscellania
Post by: Corwin on December 10, 2009, 02:11:07 PM
Sure, I'd like to hear more about the stuff behind the scenes when you can talk about it, though irc is better than forum for it, if that's not a problem.

For automatic metamagic feats, yeah, it's pretty obvious. I'd consider quicken as well, if it were eligible, but twin is really what it's all about. I asked you about it specifically before, if you remember. Empower is... I don't know. I'll likely try to take that feat that lowers the metamagic cost by one across the board, so I doubt I'll need to have them automatic, when I could just boost them without too much an expense. Maximize is pretty good, but if I am able to afford the various metamagic rods of it, I find that preferable. No other metamagic feats really interest me, although I might get into chaining/splitting one day. Who knows?

And yes, I really meant dragon-flavored as opposed to hellreaver-flavored, say. Exciting feat trees that actually draw on your build and improve it.

Title: Re: Miscellania
Post by: Anastasia on December 27, 2009, 03:05:24 AM
1. Re: Moment of Prescience: Were either of you thinking about taking it and applying it's bonus to init or anything like that? RAW you probably could.

2. Ninth level magic is looking a bit thin. There's never been as many spells for it as other levels and a few of it's spells are going by the wayside(Power word kill, Wail of the Banshee, Shapechange) and a few others need revisions/nerfs(Gate, Wish). Just a heads up here that the SRD pool of spells is going to be a bit short.

3. I'm toying with adding a material component of some cost to Time Stop. Any thoughts? I also might add an old line from second edition that divinities are immune to time stop(Except from other Gods), but this is mostly flavor.

4. I've been toying with Turn Undead. I saw a revised version on Brilliant Gameologists, does this do anything for any of you? It might make turning a bit handier, though it would require a bit of work to integrate:

Turn Undead
You create a burst of positive energy centered on yourself with a thirty foot radius.  All undead creatures in the area take 1d6 points of damage per Cleric level. A successful Will save (DC 10 + 1/2 cleric level + Cha mod) halves the damage.  All living creatures in the area are healed the same amount (Will save for half, harmless).  You are not affected by your own turn attempts.

Undead creatures with Turn Resistance take less damage.  For each point of turn resistance, reduce the number of damage dice by one.  So if a ninth level Cleric (9d6 turn damage normally) would turn a vampire (turn resistance 4), he would roll 4d6 damage less, so he would only deal 5d6 damage to the vampire.

It's a departure from normal turning and the healing to all makes it really potent. It would make turning relevant again.

5. CC says:
It'd be nice if you either added a thread, or just edited the current npc one, and just wrote a few lines
Stuff like height, appearance, some general thoughts, either from you about the chars, or as the chars towards something they feel strongly about
I think it'd be nice


Any interest? It's work but I can do it if there's motivation.
Title: Re: Miscellania
Post by: Corwin on December 27, 2009, 06:08:00 AM
1. Taking it? Well yeah, I even have a scroll of it for backup. Using it on init? Didn't really consider it, probably wouldn't, unless it was like a key boss battle I couldn't measure up to otherwise.

2. PHB2 has the 'You are now an adult red dragon' spell, and it's totally getting taken home if I can't manage this any other way until I get it, like I would actually prefer. (I'm sure it'll be fine even with the low SRD selection)

3. Unfair beings immune to Time Stop? Say it ain't so! No real thoughts otherwise, hasn't used it so far, about four levels away from ever using it.

4. I lack Turning and even getting it as a dip would never make it even good for me, much less great of relevant. Just makes it hard to care under the circumstances, you know? I did always dislike how Turning worked normally, if that helps any.
Title: Re: Miscellania
Post by: Ebiris on December 27, 2009, 08:23:51 AM
1. Moment of Prescience is an ok spell, but I have too few to likely blow on it, so no issue for me.
3. I'd planned on taking a feat to make myself immune to time stop anyway. It would rarely come up but would be awesomely hilarious when it did. I loathe material components on principle.
4. I'd actually use that variant of Turn Undead. As it is, my turns are worthless - the only time we ever face undead who look like they'd be vulnerable to me, they turn out to be souped up versions who're way past my limit, so all it's really good for is fuelling divine might.
5. That's pretty neat - a description to refer to for NPCs would be handy, since there are a few I don't actually know what they look like, and it's always interesting to see your thoughts on them. Something to do when you're bored?
Title: Re: Miscellania
Post by: Anastasia on December 27, 2009, 10:48:05 AM
Quote2. PHB2 has the 'You are now an adult red dragon' spell, and it's totally getting taken home if I can't manage this any other way until I get it, like I would actually prefer. (I'm sure it'll be fine even with the low SRD selection)

Technically this spell would be banned since it's a polymorph, though I'd allow it in your case because it's a perfect fit and relatively balanced.

Quote4. I lack Turning and even getting it as a dip would never make it even good for me, much less great of relevant. Just makes it hard to care under the circumstances, you know? I did always dislike how Turning worked normally, if that helps any.

The main benefit to Seira would be a bit of extra cheap healing and devotion fuel, as well as opening up divine feats.

Quote3. I'd planned on taking a feat to make myself immune to time stop anyway. It would rarely come up but would be awesomely hilarious when it did. I loathe material components on principle.

I'd considered a feat like that, too. This lead to me considering a component for it, which lead to here. What was the feat you were going to take?

Quote
4. I'd actually use that variant of Turn Undead. As it is, my turns are worthless - the only time we ever face undead who look like they'd be vulnerable to me, they turn out to be souped up versions who're way past my limit, so all it's really good for is fuelling divine might.

We'll try it then. What's your turning level?

Quote
5. That's pretty neat - a description to refer to for NPCs would be handy, since there are a few I don't actually know what they look like, and it's always interesting to see your thoughts on them. Something to do when you're bored?

Sure.
Title: Re: Miscellania
Post by: Ebiris on December 27, 2009, 10:52:56 AM
Alicia's effective level for turning is 8. As for getting immunity to time stop, it'd come via the Spell Stowaway epic feat - if someone casts Time Stop within 300 feet, you get affected as well. It could be interpreted as simply running a seperate time stop for the stowaway immediately after the original caster completes his, but it seems far cooler for the caster and the stowaway to be time stopped simultaneously.
Title: Re: Miscellania
Post by: Anastasia on December 27, 2009, 10:54:41 AM
Quote from: Ebiris on December 27, 2009, 10:52:56 AM
Alicia's effective level for turning is 8. As for getting immunity to time stop, it'd come via the Spell Stowaway epic feat - if someone casts Time Stop within 300 feet, you get affected as well. It could be interpreted as simply running a seperate time stop for the stowaway immediately after the original caster completes his, but it seems far cooler for the caster and the stowaway to be time stopped simultaneously.

I'd considered both that feat and a custom feat to ignore time stop altogether.  Either works.
Title: Re: Miscellania
Post by: Corwin on December 27, 2009, 01:12:07 PM
The benefit of Turning being fuel wouldn't change for me, regardless of versions. Getting 1d6 of healing is something I use a wand of CLW for, so my lack of caring remains.  >_>

Did I happen to mention I'd be happy to get a dragon's form without the magic? Truly, my subtlety knows no bounds.

I'd also like to remind you that I asked you about the epic feat that lowers metamagic costs by one. Please take another look at it and tell me whether it's available, and if so, what are the changes to it. http://www.d20srd.org/srd/epic/feats.htm#improvedMetamagic

And since we're on the subject of epic feats, there's something that's been bugging me for ages about D&D magic in general. Let's pretend we've had a lengthy argument about how wizards are gods and how they're awesome and overpowered, and came back to a point where we agree that while they shine awesomely in any single situation with smart spell selection and prep, they just can't really be cool and effective at prolongued engagements or multiple ones across the same day aganst level-appropriate enemies. I'd really like to see if there were ways to do something about it that wouldn't be game-breaking, be it per-encounter powers (Hellreaver-style, to avoid 4e hate?), a doubling of spell slots that doesn't suck like the rings of wizardry (really, ~43% of my slots come from the int bonus, and that ratio's only going to climb as stats increase while basic slots remain static, and I don't recall a change being proposed for those), or improved recasting options that don't rely on pearls of power hording and whoring. I have absolutely no idea if this is too awesome or what, but to give a general idea for the last one... like there's an Automatic Quicken Spell feat that lets you quicken your lvl1-3 spells automatically and then your lvl4-6 spells if you take it again, perhaps a feat could exist that does something that mixes some of this and some of that archmage feature that lets you dump a slot to cast a given spell a couple times as a SLA instead. You'd effectively be epic and have earned it, in a fashion, and your spells would still ultimately be limited, but you wouldn't need to keep track of each casting of shield or haste, you know? It'd actually be cool.
Title: Re: Miscellania
Post by: Anastasia on December 27, 2009, 01:34:17 PM
Cor: It really depends a lot on the execution of any ability here. Try and refine your idea a bit down to what you want and how you want it to do it, roughly? Keep it down to a minimum of detail, just focus on the important parts.
Title: Re: Miscellania
Post by: Corwin on December 27, 2009, 01:37:30 PM
Sure. I'll make three variants for epic feats, one for each approach, and then you'll correct me on where I'm going in the wrong direction, if that works.
Title: Re: Miscellania
Post by: Anastasia on December 27, 2009, 01:38:54 PM
Go ahead. Post 'em here when you're done.
Title: Re: Miscellania
Post by: Corwin on December 28, 2009, 11:40:56 AM
I have no sense of naming or balance, it's probably not a huge secret. Anyway, one of the alternatives I was talking about would go like this:

Increased Magic Capacity [Epic]
Prerequisites
Spellcraft 13 ranks, ability to cast 9th-level arcane or divine spells, your highest spell level is at least six levels higher than any spell levels that would be affected by this feat.

Benefit
You may recast all of your prepared 0-, 1st-, 2nd-, and 3rd-level spells a second time. The normal limits to the spells in question apply.

Special
You can gain this feat multiple times. Each time you take the feat, it now applis to the spells of your next three lowest spell levels. The second time you would be eligible is when you have 12th level spells, and so on.


It wouldn't give you stronger power than automatic twin spell, nor the immediate per-round power of automatic quicken spell, but what this does provide is more options. If I can recast any given spell without relying on item cheese, it means I don't need to memorize several unicorns or Haste twice. That frees me up to pursue more fun/wider-spread options, or even to actually get more of the combat spells and just last longer throughout the day. Twice as long, in fact. Not really sure about the prereqs. The progression, if any, would be more staggered than any comparable automatic feat, but I couldn't think of any feat that would apply well as a prereq. Something like 'must have x metamagic feats'? Maybe 'must have at least one epic metamagic feat'? Practiced spellcaster?


Vitalize Spellcasting [Epic]
Benefit: You gain double the spell slots you would normally gain from any ring of wizardry or similar benefit, not just the ones gained from a class.
Special: Bonus spells from high ability scores, school specialization, or any other source are also doubled while enjoying the benefit of a ring of wizardry or similar source.


Yeah, this one was shamelessly stolen from the Vitalize Potion writeup. I don't like how it reads, but the basic intent should be obvious. If some enterpreneuring mage is spending hundreds of thousands in gold on pimp-like golden rings, this epic feat ensures that he gets the most ouf of his money without haggling over slots. I'm not even sure I'd take it as is, at current prices and all (since it'd almost certainly mean I'd need slotless rings of wizardry for x2.5 price, yay), but who knows? I think it offers a decent option for those who wish to seize it and can afford to.



I don't actually have a per encounter mechanic so far to demonstrate even as a draft. Maybe this could be yet another area where turning is used as fuel, to substitite for the Hellreaver holy fury points? Like you said, Dune, I'm certainly thinking on and off about a one-level dip to get turning one day to power Travel Devotion, so it could be one more reason if that direction sounds right. I'm vaguely thinking of a framework that lets you refresh spells after encounter by spending X turning attempts (3-4?), perhaps increasingly more with each such refreshing. Thoughts?
Title: Re: Miscellania
Post by: Anastasia on December 28, 2009, 11:55:55 PM
Increased Metamagic Capacity needs a rewrite for clarity. I'd also have it just grant double slots, this is far less confusing than how it's written now. I'd take a long look at rejiggering it but I see what concept you want. As for Vitalize Spellcasting, I see what you're going for, but potions and rings of wizardry are far different beasts.  You're essentially tripling your spellslots for a level with a ring of wizardry combined with this feat. That's not even counting in bonus slots counting now. That's too good for what it does.

QuoteI don't actually have a per encounter mechanic so far to demonstrate even as a draft. Maybe this could be yet another area where turning is used as fuel, to substitute for the Hellreaver holy fury points? Like you said, Dune, I'm certainly thinking on and off about a one-level dip to get turning one day to power Travel Devotion, so it could be one more reason if that direction sounds right. I'm vaguely thinking of a framework that lets you refresh spells after encounter by spending X turning attempts (3-4?), perhaps increasingly more with each such refreshing. Thoughts?

Look at Divine Feats. You spend a feat for an effect. http://www.crystalkeep.com/d20/rules/DnD3.5Index-Feats.pdf - Go to Divine feats and read these, page 72. If you simply want an 'encounter' power you can fuel with turns, look at these.  As for refreshing spells with turns? That could range from too weak to too strong with a very narrow sweet spot where it's sane.  

Let me ask: Do you want more spell slots or just an encounter power to throw around?
Title: Re: Miscellania
Post by: Anastasia on December 29, 2009, 12:01:21 AM
Unrelated to the above:

1. I posted a tentative chart of the new epic spell progression, it's a notepad attachment in the same posts as the Feanmerc PDFs. How does it look to you guys?

2. I'm thinking about scapping creation costs for spells altogether. With the higher and epic levels depending more on custom content, this seems to be less needed. Thoughts?
Title: Re: Miscellania
Post by: Corwin on December 29, 2009, 02:56:43 AM
Increased Magic Capacity [Epic]
Prerequisites
Spellcraft 13 ranks, ability to cast 9th-level arcane or divine spells

Benefit
You may double all of your prepared 0-, 1st-, 2nd-, and 3rd-level spell slots. The normal limits to the spells in question apply.

Special
You can gain this feat multiple times. Each time you take the feat, it now applis to the spells of your next three lowest spell levels.


You mean like this, except with stronger prereqs? I'm still not entirely sure what would be a good prerequisite that makes sense.


On Vitalize Spellcasting, why would it triple things or more? Say you're a wizard with 4+3+1 (class+wis mod+domain) spell slots at level 3, and you get a ring of wizardry III. Normally, it would give you 4+3+1+4 slots for lvl3, while what I tried to propose would give you (4+3+1)x2. Not that I like the way this entire approach goes that much, but I don't understand your specific critique there.


Editing in response to 1: Considering I get access to lvl9 spells at level 23, and natural CL20 at level 26, it's very hard for me to care for epic spell slots at this stage, while I'm level 19....

Basically, this all just feels too unreal to me at this point in time. Ditto for costs, and most such spell mechanics.
Title: Re: Miscellania
Post by: Anastasia on December 29, 2009, 04:15:43 PM
Well, if it's all feeling disconnected, don't worry about it so much right now. Give it another level and come back to it, say?
Title: Re: Miscellania
Post by: Corwin on December 29, 2009, 04:18:01 PM
I'm in despair! This cruel and impossibly distant epic spell progression has put me in despair!
Title: Re: Miscellania
Post by: Anastasia on January 02, 2010, 08:24:47 PM
1. Mythals: Both of you have shown interests along these lines. What are you guys thinking here?
Title: Re: Miscellania
Post by: Ebiris on January 02, 2010, 08:30:52 PM
I haven't actually gone into the details of statting it up since I haven't really examined the new epic spell creation guidelines, but I was thinking of basically incorporating the Mythal epic spell seed from Lost Empires of Faerun into the new rules and making a spell that fit.

Of course, it's hard for sorcerers since every Mythal is unique in the old rules, so I'd have to rely on a single standard Mythal spell whereas a wizard or cleric could just make unique ones to fit whatever their current needs are, unless the new rules would allow for making something with more flexibility.

Like I said, though, I haven't looked at it in detail. Even 10th level magic is way way off for me, and it'd probably end up higher level than that.
Title: Re: Miscellania
Post by: Anastasia on January 02, 2010, 08:35:08 PM
I'd recommend making it a 10th(or higher, whatever) spell that's very much a template. That's what I'm doing when I work on a Genesis replacement.
Title: Re: Miscellania
Post by: Anastasia on January 02, 2010, 09:34:44 PM
While I'm at it! This is a beta.


Genesis
Conjuration (Creation)
Level: Sor/Wiz 10
Components: V, S, M
Casting Time: 1 week (8 hours/day)
Range: 20ft radius/level. (see text)
Effect: A demiplane coterminous with the Ethereal Plane, centered on your location
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The spellcaster creates a finite plane with limited access: a demiplane.

A character can only cast this spell while on the Ethereal Plane. When he or she casts the spell, a local density fluctuation precipitates the creation of a demiplane. At first, the fledgling plane grows at a rate of 2 feet in radius per day to it's maximum after one week.

The spellcaster determines the environment within the demiplane when he or she first casts genesis, reflecting most any desire the spellcaster can visualize. The spellcaster determines factors such as atmosphere, water, temperature, and the general shape of the terrain. This spell cannot create life (including vegetation), nor can it create construction (such as buildings, roads, wells, dungeons, and so forth). The spellcaster must add these things in some other fashion if he or she desires. Special traits can be added, see below.

Once the basic demiplane reaches its maximum size, the spellcaster can continue to cast this spell to enlarge the demiplane, adding another casting's feet to it's size per week.

Specialized variations of this spell may exist that allow demiplanes beyond the Ethereal, but they're beyond the scope of the basic spell.

Adding special traits

Special planar traits may be added at great expense and difficulty. Almost any effect the wizard can imagine can be created with the following exception: The flow of time may not be changed in any way due to the divine ban on time-altering magic. To do so costs a material component of at least 50,000 GP per effect, these are often unique things that must be obtained.

Material Component:

A crystal sphere, as well as any material components required for special planar conditions.
Title: Re: Miscellania
Post by: Corwin on January 03, 2010, 02:39:36 AM
Eb, I've actually considered trying for a Mythal using Incantations, which feel more inclusive and more... I dunno, unique, which seems to fit the creation of epic artifacts. Thoughts?
Title: Re: Miscellania
Post by: Ebiris on January 03, 2010, 08:04:47 AM
Well, we've never had any incantations show up in game before, so I don't necessarily see that as being more inclusive - whether it's an incantation or epic magic, either way it's something we haven't done before. And the rules for incantations cover stuff between 6th and 9th level, so a Mythal is way above its remit.

Also, incantations kinda hit me in the 'no, you don't have skills, fuck off' spot, so they're not really something I can play with. Unless we went and bought 'hats of mythal-making' which grant +20 to all the skills needed for the incantation, which is pretty lame and would probably just result in Dune setting higher DCs to stop low level dudes using the same to toss up mythals everywhere.
Title: Re: Miscellania
Post by: Corwin on January 03, 2010, 08:10:48 AM
Mmm. Maybe I should just say how I wish to see it, rather than frame it in terms of spell/incantations/whichever.

I want a sense of this being epic, not just the epic levels, but in the true meaning of the word. So I'm looking for uniqueness, something to set it apart from even other epic spells. I'd also like it to take the form of a ritual, not being trivial in the least, and requiring considerable time and cooperation between more than one mage. That seems to be awesome to me. Does it sound awesome to you and Dune? Is that the direction you guys agree something like Mythal-creation should go?
Title: Re: Miscellania
Post by: Anastasia on January 03, 2010, 08:52:58 AM
That could be good. I think you're making a slight fallacy here - you don't need to make something new. You can work within the already established spell rules to do this. Making a mythal is unique, make a unique spell to represent it if you like. You don't have to make a new system or bring in something new to work with it.
Title: Re: Miscellania
Post by: Ebiris on January 03, 2010, 09:07:42 AM
Basically, I want a mythal to be something Alicia can either make herself, or play a primary role in creating if it's a team effort. I don't want it to be a case of Seira doing all the awesome ritual stuff while Alicia's just one of the scrubs who contributes a 3rd level spell slot to the process.

It's basically a case of playing to our strengths. Seira's got all the epic skills and the boatload of wizard followers so going the skill check and group effort thing is easy for her. Alicia doesn't have any of that so that's why I'm focusing my attention on the 10th+ level spell direction.
Title: Re: Miscellania
Post by: Corwin on January 03, 2010, 09:23:50 AM
Sharing the primary role is totally fine, and in fact preferable from my end of things, etc. Works?
Title: Re: Miscellania
Post by: Ebiris on January 03, 2010, 10:23:32 AM
Well, assuming we have mechanics for it, sure. That's why I prefer the epic magic route, since the rules are all right there to make any sort of mythal you want.
Title: Re: Miscellania
Post by: Anastasia on January 03, 2010, 01:36:35 PM
Quick question: Are mythals given any further rules besides Lost Empires of Faerun?
Title: Re: Miscellania
Post by: Ebiris on January 03, 2010, 01:46:29 PM
No. And I just spent like an hour working on my own Mythal using those rules and the Feanmerc ones, so you can have a look at what I came up with.

***

I decided to have a go at designing a Mythal spell using the epic magic guidelines to serve as an example.

The basic Mythal seed has a Spellcraft DC of 25, takes 10 minutes to cast, a range of 30 feet, covers a 100 feet radius, and a permanent duration. But it doesn't actually do anything, yet.

So what do we want our Mythal to do?

First of all, armies of the dead are a bad thing. So what's a good way of getting rid of them? We'd want something to stop undead from spawning within the Mythal, as well as something to stop them in their tracks if they try to come in from outside. Two good ways of doing that - Consecrate prevents any undead from being raised in its area of effect, and Life's Grace is a Spell Compendium spell that offers immunity to death spells, death effects, energy drain, any negative energy effects, undead special attacks that deal ability damage/drain, and magical disease (like mummy rot), as well as making the subject's armour count as ghost touch.

Those two spells alone make us pretty set vs undead, so lets see what they cost.

Consecrate is a 2nd level spell with a 2hr/level duration. So we take the spell level x the caster level and multiply by 100 to get the DC cost for that - comes to 600.

Life's Grace is a 5th level spell with a minute/level duration, so we do the same calculation as above but then multiply it again by 2 thanks to the shorter duration to get 9,000.

We'd also like people in our Mythal to be safe from mindrape, so a protection against evil spell seems like a no brainer. Its DC cost comes in at 200.

Since this will probably cover a city, we might want to prevent invisibility from being used to stymie robbers/spies. This would be easy to do with a prevalent Invisibility Purge spell, but it could hurt us if we ever have to wage a Stalingrad style city defence. It's a double-edged sword, so I'll err on the side of caution and avoid it - there are other methods we can use later on.

It's nice to offer our citizens some protection against scrying, so Detect Scrying can be added on for 2,800 to the DC.

So now we have our prevalent spells, giving very strong protections to everyone within from the undead as well as keeping their thoughts safe and allowing some safeguards to their privacy. The DC sits at 12,600.

In addition to putting in prevalent spells, it would be nice to block out people from using certain types of magic. These are called Arointed Spells. You can ban by descriptors and subschools, or even whole schools of magic. We don't really want to crack down too hard on magical progress, though, so lets just drop-kick the Evil descriptor and leave everything else alone. That costs 15,000, upping our total DC now to 27,600.

The last thing a Mythal can do, is make certain spells work as usable SLAs, called Vanguard Powers. You can either have these work for everyone within the Mythal, or key them to a specific group, which doubles the price. With a strong set of Keyed spells you could effectively turn every guardsman in your city into a powerful sorcerer. Or you could restrict it to inoffensive spells and let everyone play with them. Setting whether they're at will, 3/day, or 1/day also affects the cost. Here I think we can create two sets, one for everyone and one for our guards.

For everyone, we'll make Feather Fall and Cure Light Wounds at will and Neutralise Poison 1/day. There's no way to really use these offensively, so it doesn't matter if everyone in the city can cast them. The cost for Feather Fall and Cure Light Wounds are Spell Level x Caster Level x 100, which comes out at 100 each and for Neutralise Poison it's the x25 instead of x100 for being limited to once per day, so comes to 700.

Then for our ward initiates we want a more robust set of abilities, since they've shown their trustworthiness and will be called upon to defend our epic magical metropolis. Quench is fantastic for putting out fires, so we'll have that one at will. The DC for it comes to 3,000 (doubled for being a keyed power). Bless Weapon at will also helps our guards against any fiend attacks, and is a mere 200 to add on. Invisibility Purge was mentioned earlier and now gets its proper appearance, so our guards can use it to root out criminals - that's another 3,000. Silence lets them neatly shut down criminal spellcasters for 1,200. At Will Wall of Force is expensive at 9,000, but lets the guards repair walls in the event of sieges, block streets during riots, and pin down particularly powerful enemies until the real heroes arrive, so it's well worth the cost. Discern Lies helps out on the investigative side of their jobs and in settling disputes, so we'll pay 5,600 for that. Lastly Haste is a great buff for chasing down criminals and fighting pitched battles, so 3,000 for that.

So after adding in all our vanguard powers for a total of 25,900, our Mythal has a spellcraft DC of 53,500. We divide that by 1,000 to arrive at 53, then add on the original Mythal DC of 25 to set the DC to cast it as 78. But it still only covers 100 feet, which will not do. So here we turn to the Feanmerc system to add in our Epic Spell Factors. The only thing we really care about is increasing the area, which ups the DC by 4 for every 100% increase of the original value (so no exponential doubling). A mile is about 5,280 feet, so we'd have to add 204 to our DC to have a Mythal extending 1 mile in all directions, pushing our DC to 282. We need to bring that down to make it castable, so in come our mitigating factors.

First of all are the Mythal specific ones. There are four of these, the first is 'Caster Dies, no resurrection possible' which drops 50 off the DC. Lets move along. The next is Capstone, which effectively gives your Mythal a phylactery, the destruction of which brings down the Mythal, for -20 to the DC. That's a bit too risky for my taste. The next is Corruptible, which reduces the cost to 75% and means the Mythal starts to degrade after 100 years unless renewed - you can up time till it degrades by another 100 years for +2 to the DC after reducing the total, so lets set our Mythal to wear down after 1,000 years. First we drop our DC to 211, then add 18 to arrive at 229. We can also set our Mythal as Anchored, which means large changes to the physical, magical, or spiritual environment, like the destruction of the city it protects, or the presence of a hostile outsider with HD greater than our CL for at least 24 hours, can cause the Mythal to degrade. This nets another 75% reduction, putting us at 158.

Now come the standard Epic mitigating factors. The best one to start off with is an XP cost, which can really drive the cost down, but unfortunately we have no XP in this game, so we'll have to make do with the others. Lets start with Backlash damage, then. 20d6 of backlash damage, which magic can't heal, knocks 40 off our DC. Next we can up the casting time by an additional 10 minutes for a further 20 off the DC. We're at 98 now.

We can add in additional casters to make it a ritual. If we require the presence of 2 casters sacrificing 9th (-17 each) level slots, and 3 sacrificing 6th level slots (-11 each), our DC falls to 31. If we then use the Feanmerc guidelines saying spell level equals DC divided by 3 and then plus 7, our Mythal becomes a 10th level spell.


Simple Mythal
Level: 10th
Spellcraft DC: 31
Components: V, S
Casting Time: 20 minutes
Range: 30 feet
Area: 1 mile radius emanation
Duration: 1,000 years (see text)
Saving Throw: None
Spell Resistance: No

This Mythal erects a magical ward covering a 1 mile radius with the following traits:

Prevalent Spells: Consecrate, Life's Grace, Protection from Evil, Detect Scrying
Arointed Spells: Any with the Evil descriptor
Vanguard Spells: Feather Fall, Cure Light Wounds, Neutralise Poison (1/day)

Furthermore, a ritual of attunement allows an individual access to a greater list of Vanguard Spells, detailed below.

Keyed Vanguard Spells: Quench, Bless Weapon, Invisibility Purge, Silence, Wall of Force, Discern Lies, Haste

After one thousand years, the Mythal must make Integrity Failure checks once per year. This is a Spellcraft check using the Caster's modifier at the time the Mythal was raised, against a DC of the original Mythal DC minus 20 (for an initial DC of 11). The DC increases by one for every ten years that pass, by one for every failed integrity check, and by two per anchor damaging event. When a check is failed, refer to table 2-11 in Lost Empires of Faerun. An Integrity Failure check must be made whenever an anchor damaging event occurs.

Casting this spell requires the assistance of five other participants, two of which must provide a 9th level spell slot, and three of which must provide a 6th level spell slot each. The primary caster suffers 20d6 damage on completion of the spell, which can only be healed naturally - it is considered lethal damage if the caster has regeneration, and fast healing only heals its designated value every hour rather than every round.
Title: Re: Miscellania
Post by: Anastasia on January 03, 2010, 01:53:51 PM
How would this be on costs to cast, RAW? I was under the impression that mythals are expensive as hell to create.
Title: Re: Miscellania
Post by: Ebiris on January 03, 2010, 01:55:18 PM
31 x 7,000 = 217,000gp using Feanmerc
31 x 9,000 = 279,000gp using SRD
Title: Re: Miscellania
Post by: Anastasia on January 03, 2010, 01:56:53 PM
While I am seriously considering axing spell creation costs, I would keep some cost to create a mythal for obvious reasons. That looks about right between the two. I'd rather have one base mythal spell instead of making new spells for each mythal, though.  Also, you just did the math and mentioned a material component, what would you suggest?

Title: Re: Miscellania
Post by: Ebiris on January 03, 2010, 02:01:23 PM
Well, 100XP equals -1 DC on the Feanmerc mitigating factors, so why not 1,000gp equals -1 DC for us?
Title: Re: Miscellania
Post by: Anastasia on January 03, 2010, 02:02:24 PM
Quote from: Ebiris on January 03, 2010, 02:01:23 PM
Well, 100XP equals -1 DC on the Feanmerc mitigating factors, so why not 1,000gp equals -1 DC for us?

If you used that on the above, how would the numbers end up?
Title: Re: Miscellania
Post by: Ebiris on January 03, 2010, 02:06:35 PM
Well, it depends entirely on what I did with it. I mean, I could spend up to 200,000gp to reduce the DC by 200, and then use that to toss in a bunch of other powers on the Mythal. Or I could spend 127,000gp and get rid of the backlash/additional casters/increased casting time.

All it does is give more room to play with.
Title: Re: Miscellania
Post by: Anastasia on January 03, 2010, 02:07:10 PM
Okay. Work with it.
Title: Re: Miscellania
Post by: Corwin on January 03, 2010, 02:39:28 PM
Casting time concerns aside, which have mostly been dispelled if Permanency can be emulated to a single round as well, only one real issue remains for me. Maybe that one derives from my misunderstanding as well, but does it mean we'll both cast the theoretical Raise Mythal spell together? I'm not clear on whether that's allowed or what, but I figure none of us just wants to be there for the ride, whether the slot we contribute is lvl3 or lvl9.

On the more practical aspect, if we stick to a single design, I prefer permanent and not degrading stuff. IC, above all, a perfectionist can't possibly contend with anything less.  >_>
It's not that I believe nothing even more epic could destroy it, but to make something that will break in the far future would be a terrible notion for me. Further thoughts on specifics... well, it'd be pretty neat to have several tiers of groups keyed to the Mythal, each getting more powers from it. I don't think there's anything particularly preventing that one in the rules. Basically, more of that, more options and customization, since we'll be having a single spell to apply instead of a template to adjust. One thing, for example, would be dimensional travel which we really should prevent from being abused.
Also, Eb, any reason you didn't go for Death Ward over Consecrate/Life's Grace?
Title: Re: Miscellania
Post by: Ebiris on January 03, 2010, 03:00:43 PM
Well, Mythals default to permanent (but can be killed by epic dispelling spells, none 'it comes back after a few rounds' like Permanency gets), I just dropped it for my example to reduce the cost. Alicia would favour degrading ones anyway, since leaving epic magic stuff around forever when stuff might render it pointless in the future (the city being abandoned, for example) seems wasteful and potentially irresponsible. There's also nothing to stop having different types of keyed spells - attunement makes sense for guards, but you can put in other things like 'only works for people of alignment X' or 'only for elves', so you could easily have several tiers. There's tons of room for customisation.

Death Ward doesn't stop undead spawning, which Consecrate does, and Life's Grace stops everything Death Ward does and then even more, so it seemed like a good call.

And yeah, ultimately this means we'd have our own seperate Mythals if we went that way. We can share the burden of spell research and material components, we could even design them together OOC to make a standard, but ultimately only one person gets to do the casting. To be honest, it makes sense for Seira to be the only one to do it, since she can have as many epic spells known as she likes, whereas for Alicia its a bit of a waste to learn a spell she'll only cast a handful of times. But this is the sort of cool world changing stuff I really want in on.
Title: Re: Miscellania
Post by: Anastasia on January 05, 2010, 01:47:39 PM
Random side point: Would you guys like a cheat sheet topic for you guys and NPCs you control?
Title: Re: Miscellania
Post by: Corwin on January 05, 2010, 02:10:30 PM
I already use a cheat sheet, but I could post it, if you'd like. Doesn't matter to me either way. What I'd like is for you to keep Amaryl's sheet up to date.  >_>
Title: Re: Miscellania
Post by: Anastasia on January 07, 2010, 01:15:29 AM
Went with improved init for Antenora. This may be changed depending on Dire Charge but that's low on my list tonight and I don't want to leave it hanging.

Gave Amaryl the resort/improved crit/deadeye. We'll see how that one works out.
Title: Re: Miscellania
Post by: Anastasia on January 07, 2010, 01:52:56 AM
Oberuth's done too.
Title: Re: Miscellania
Post by: Anastasia on January 07, 2010, 11:30:15 AM
From the PM of DOOM:

I'd put an immediate action Benign Transposition as a 6th level spell, ballpark. You're paying to be able to bend the normal flow of actions. Write it up and post it, we'll see how it looks.

QuoteNext is epic stuff. I bugged you about some sort of epic feat for doubling/increasing lower-level spell slots, and wrote some variants up. You didn't like one of them, but I'm not sure what you meant on the other. I'd like to see if I have any prayer of doing this with feats, or if I should just grit my teeth and buy up rings of wizardry right now.

Let's try this then:

Superior Magic Capacity [Epic]
Prerequisites: Spellcraft 13 ranks, ability to cast 9th-level arcane or divine spells, primary casting stat 23
Benefit: You gain 150% of your normal allotment of spellslots for your 0, 1st, 2nd and 3rd level spells. Calculate this before adding in bonus spell slots from high attribute scores and items. For example, a 21st level wizard who took this feat would have (6*1.5=9) 9 first level spell slots.

It's hard to say exactly how extra low level slots impact an epic game unless you're purely using them as fuel for something like arcane strike. I removed automatic stacking since if this feat chain was continued I'd want different pre-requisites.

QuoteAlso of interest is the War Wizard prc, which I thought could become an epic one if brought over from 3.0. Just hoping to see what you'd do with it, since it hits a lot of the points I think epic wizardry's all about.

It'll be awhile. PrC design is hard and time consuming. Why don't you elaborate again on what you'd want from this? You did so in PM before but I can't seem to find it.

Quotet just might be a dozen things, maybe?  >_>   Eb's right, turning Amaryl into a drow is pretty hilarious, but might be fun if she wants it? No stigma, either! I should totally ask Waukeen to give her sexy SR and +dex/int/cha. Right, getting back on track.

Can you imagine the angst? <_< In all seriousness there's not been a single drown seen or referenced in this campaign; Lolth doesn't exist as far as you guys know. (Knowing something doesn't exist that normally does...that's one hell of a logical contortion to consider IC, isn't it?)

QuoteStuff about petitioners.

Do remember that most petitioners don't remember their mortal life. There are exceptions - Alicia is looking to be one as she ascends directly into being an angel of Mystra - but the norm is that your past life fades away. It's possible some of these people won't remember who they were.

QuoteTrying to meet Honeydip doesn't actually have to happen here. I could see her once I return, too, since she did mention being there for us once she gets free, and you wanted to do more stuff in Pallanth (same here, but that got slightly delayed). She probably can't teach me the secrets of her awesome aura, but I'd like to have some tips on how to be useful as a commander, not just an individual, and to actually earn my nominal title. Spending some time around the friends I've gathered together would also be fun. Realistically, it won't take longer than Jessica's wedding, I figure, so it only looks huge when I write about all my intentions and requests!

Honeydip's aura are from being a 21st level Marshal. If you really want them you can take a Marshal dip.  Tips on commanding are fine though.



Title: Re: Miscellania
Post by: Corwin on January 07, 2010, 01:34:21 PM
-A 21st level wizard has 4 slots max.  :(

-I could just convert the prc myself and post/PM it, as you'd prefer.

-Aww, no drow.

-I expect as much, but I can't actually know in advance if more exceptions exist unless I make the effort. Waukeen could tell me not to bother and I won't, of course.

-Diplo-inspired zealotry is fine though, right?  >_>
Title: Re: Miscellania
Post by: Anastasia on January 08, 2010, 01:45:31 AM
Quote from: Corwin on January 07, 2010, 01:34:21 PM
-A 21st level wizard has 4 slots max.  :(

Whoops! I was looking at the sorc table. 1/2 is probably too little then, my bad.

Quote-I could just convert the prc myself and post/PM it, as you'd prefer.

If you want to take a try at it first feel free.

Quote-Aww, no drow.

If I knew you two would be such drow fanboys I would've included them and had Antenora be a renegade drow matron. <_< Then again, I wonder if it would turn Balmuria into a game of seduce the pet drow girl. >_>

Quote-Diplo-inspired zealotry is fine though, right?  >_>

Yes.

This touches on a related point, which is the mess that is diplomacy checks. I usually end up heavily modding and winging diplo checks depending on the situation, though using diplomacy checks for zealotry and inspirational leadership is entirely epic. Maybe make a new epic skill use for diplomacy?
Title: Re: Miscellania
Post by: Corwin on January 08, 2010, 10:12:45 AM
Requirements

Alignment: Any nonevil, nonchaotic
Skills: Spellcraft 13 ranks, Knowledge/Arcana 13 ranks
Feats: Enlarge Spell, Widen Spell, Martial Weapon Proficiency (any)
Spellcasting: Ability to cast 4th level arcane spells, Int 25 or Cha 25


Class Skills

Concentration (Con), Craft (Int), Gather Information (Cha), Knowledge/any (Int), Profession (Wis), Spellcraft (Int)
Skill Points at Each Level: 2 + Int modifier


Class Features

Weapon and Armor Proficiency: War Wizards gain no proficiency with any weapon or armor.
Spells per Day: When a character gains a new level of War Wizard, she gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class.
Weapon Focus: The War Wizard gains a free Weapon Focus feat for a martial weapon of her choice. She must be proficient with that weapon in order to apply this feat to it.
Epic Metamagic Feat: At 2nd level and again at 4th level, the War Wizard gains a bonus epic metamagic feat of her choice that she meets the requirements for.
Widen Spell: Beginning at 3rd level, a War Wizard may cast a spell as if it were under the effects of the Widen Spell feat. She does not need to prepare this in advance, and it does not increase the casting time or use a higher spell slot. The War Wizard can use this ability a number of times per day equal to 1 + her Charisma bonus (if any).
Enhanced Spell Area: Any time a War Wizard of 5th level casts a spell modified by the Widen Spell feat, any numeric measurements of the spell's area increase by 200% rather than 100%. Thus, a widened fireball spell would have a 60ft radius spread instead of a 40ft radius spread.


The War Wizard

Class Level   BAB      Special         Spells per Day
1st      +0      Weapon Focus      +1 level of existing class
2nd      +1      Epic Metamagic Feat   +1 level of existing class
3rd      +1      Widen Spell              +1 level of existing class
4tht      +2      Epic Metamagic Feat   +1 level of existing class
5th      +2      Enhanced Spell Area   +1 level of existing class


Again, I tried to stay as close to the original as possible. Replaced Scry with GI, added the epic prereqs you have for epic arcane feats (relevant skills at 13 ranks, primary caster stat at 25), took out the two good saves due to epic, converted the bonus metamagic feats to epic. Kept the spellcasting prereq below 9th level both to keep it accessible and because epic srd prcs have stuff like this too, like the Hight Proselytizer. Enhanced Spell Area makes Widen Spell triple the area rather than doubling it, as normally, which is another change. Given that in 3.0 it gave what Widen Spell now gives by default, and it being the capstone ability, I figured it was appropriate. I still don't get why the boring and useless Enlarge Spell needs to be one of the prereqs, but I guess it's there to make you waste a feat on it or something. As always, thoughts and comments?
Title: Re: Miscellania
Post by: Corwin on January 08, 2010, 10:17:09 AM
DrowStuff is mostly jokes, so don't take it too seriously. Diplo-wise, I realize it's a stupid skill but given the use it's been having in the game, both of us sunk quite a few ranks into it. Epic uses for it would be cool. I really do think the SRD one is fine (Fanatic, laf), only the implementation needs a bit of work. It could only work in battle, say? Or with what Exalted would call a stunt? It could even be built on, to have ever-increasing levels of zealotry that we would legitimately be able to inspire in our manly goons.
Title: Re: Miscellania
Post by: Anastasia on January 08, 2010, 01:06:02 PM
Quote from: Corwin on January 08, 2010, 10:12:45 AM
Requirements

Alignment: Any nonevil, nonchaotic
Skills: Spellcraft 13 ranks, Knowledge/Arcana 13 ranks
Feats: Enlarge Spell, Widen Spell, Martial Weapon Proficiency (any)
Spellcasting: Ability to cast 4th level arcane spells, Int 25 or Cha 25

The alignment requirements should go, this isn't a particularly anti-chaotic or anti-evil class.  I'd ditch the feat pre-reqs for the moment. I'd raise the spellcasting requirement to at least 5th or 6th level if not a little higher. The ability score requirement should go entirely, classes generally don't require an ability score to enter.

QuoteClass Skills

Concentration (Con), Craft (Int), Gather Information (Cha), Knowledge/any (Int), Profession (Wis), Spellcraft (Int)
Skill Points at Each Level: 2 + Int modifier

I'd add decipher script instead of gather information; there's really no basis in this class for including it. Decipher script is one of the wizard core skills so stick with that.

QuoteWeapon Focus: The War Wizard gains a free Weapon Focus feat for a martial weapon of her choice. She must be proficient with that weapon in order to apply this feat to it.

Why should you work to get to an epic PrC then get a feat you can take at level 1 as a benefit? An epic PrC shouldn't mess around with giving limp payouts like this. At the very least improve it to epic weapon focus; better yet, make it something that fits better into the point of the class.

QuoteEpic Metamagic Feat: At 2nd level and again at 4th level, the War Wizard gains a bonus epic metamagic feat of her choice that she meets the requirements for.

Wizard classes get a bonus feat every 3 levels RAW and could stand to be bumped to 4. This isn't a big deal for a 5 level PrC, though I'd consider trimming one of the feats off and replacing it with something more thematic to the class.

QuoteWiden Spell: Beginning at 3rd level, a War Wizard may cast a spell as if it were under the effects of the Widen Spell feat. She does not need to prepare this in advance, and it does not increase the casting time or use a higher spell slot. The War Wizard can use this ability a number of times per day equal to 1 + her Charisma bonus (if any).

This could be handled in a few ways. You could give Automatic Widen Spell as a bonus feat, though that's more limited unless you get more than one application of it.  Alternately, I'd consider changing the uses per day as being off charisma.

QuoteEnhanced Spell Area: Any time a War Wizard of 5th level casts a spell modified by the Widen Spell feat, any numeric measurements of the spell's area increase by 200% rather than 100%. Thus, a widened fireball spell would have a 60ft radius spread instead of a 40ft radius spread.

This isn't bad. It's not worth the capstone, but it's not bad.
Title: Re: Miscellania
Post by: Corwin on January 08, 2010, 01:42:13 PM
Requirements

Skills: Spellcraft 13 ranks, Knowledge/Arcana 13 ranks
Feats: Empower Spell, Widen Spell
Spellcasting: Ability to cast 6th level arcane spells


Class Skills

Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge/any (Int), Profession (Wis), Spellcraft (Int)
Skill Points at Each Level: 2 + Int modifier


Class Features

Weapon and Armor Proficiency: War Wizards gain no proficiency with any weapon or armor.
Spells per Day: When a character gains a new level of War Wizard, she gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class.
Spontaneous Widen Spell: The War Wizard may cast a spell as if it were under the effects of the Widen Spell feat. She does not need to prepare this in advance, and it does not increase the casting time or use a higher spell slot. The War Wizard can use this ability a number of times per day equal to 1 + the modifier for her main casting ability (Intelligence or Charisma, as appropriate).
Epic Metamagic Feat: At 2nd level and again at 4th level, the War Wizard gains a bonus epic metamagic feat of her choice that she meets the requirements for.
Unbound Spell: Once per day, a wizard can double the damage dice of a spell. Thus, a 17CL War Wizard would get nine missiles casting Magic Missile, or 17d6 damage casting Fireball.
Enhanced Spell Area: Any time a War Wizard of 5th level casts a spell modified by the Widen Spell feat, any numeric measurements of the spell's area increase by 200% rather than 100%. Thus, a widened fireball spell would have a 60ft radius spread instead of a 40ft radius spread.
War Spell: Once per day, a wizard can call on a spell cast with the Widen Spell or Spontaneous Wide Spell benefit, and increase the spell's area exponentially. The radius of this spell increases by 1000%.

The War Wizard

Class Level   BAB      Special                               Spells per Day
1st      +0      Spontaneous Widen Spell                 +1 level of existing class
2nd      +1      Epic Metamagic Feat                      +1 level of existing class
3rd      +1      Unbound Spell                               +1 level of existing class
4tht      +2      Epic Metamagic Feat                      +1 level of existing class
5th      +2      Enhanced Spell Area, War Spell         +1 level of existing class
Title: Re: Miscellania
Post by: Anastasia on January 08, 2010, 01:58:19 PM
QuoteSpontaneous Widen Spell: The War Wizard may cast a spell as if it were under the effects of the Widen Spell feat. She does not need to prepare this in advance, and it does not increase the casting time or use a higher spell slot. The War Wizard can use this ability a number of times per day equal to 1 + the modifier for her main casting ability (Intelligence or Charisma, as appropriate).

I'd allow it to be Widen or Enlarge spell, as both are aspects of the class.

QuoteUnbound Spell: Once per day, a wizard can double the damage dice of a spell. Thus, a 17CL War Wizard would get nine missiles casting Magic Missile, or 17d6 damage casting Fireball.

I'd do this as a Sudden Enhance Spell feat. A bit more limited, though.

The rest of this is fine. I'd still trim down the open bonus feat to one, probably at 3rd level and shift around the benefits slightly. This is better though. The capstone of a 10x range/area spell feels like the point of this. Throwing around a mansion sized fireball fits epic scale.
Title: Re: Miscellania
Post by: Corwin on January 08, 2010, 03:20:06 PM
Okay. From this and your comments in #e, how about:

Requirements

Skills: Spellcraft 13 ranks, Knowledge/Arcana 13 ranks
Feats: Empower Spell, Widen Spell
Spellcasting: Ability to cast 6th level arcane spells


Class Skills

Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge/any (Int), Profession (Wis), Spellcraft (Int)
Skill Points at Each Level: 2 + Int modifier


Class Features

Weapon and Armor Proficiency: War Wizards gain no proficiency with any weapon or armor.
Spells per Day: When a character gains a new level of War Wizard, she gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class.
Spontaneous Widen Spell: The War Wizard may cast a spell as if it were under the effects of the Widen Spell feat. She does not need to prepare this in advance, and it does not increase the casting time or use a higher spell slot. The War Wizard can use this ability a number of times per day equal to 1 + the modifier for her main casting ability (Intelligence or Charisma, as appropriate).
Epic Metamagic Feat: At 3rd level, the War Wizard gains a bonus epic metamagic feat of her choice that she meets the requirements for.
Unbound Spell: Once per day, a wizard can double the damage dice of a spell. Thus, a 17CL War Wizard would get nine missiles casting Magic Missile, or 17d6 damage casting Fireball.
Enhanced Spell Area: Any time a War Wizard of 4th level casts a spell modified by the Widen Spell feat, any numeric measurements of the spell's area increase by 200% rather than 100%. Thus, a widened fireball spell would have a 60ft radius spread instead of a 40ft radius spread.
War Spell: Once per day, a 5th level War Wizard can call on a spell cast with the Widen Spell or Spontaneous Wide Spell benefit, and increase the spell's area exponentially. The radius of this spell increases by 1000%.

The War Wizard

Class
Level    BAB      Special                                      Spells per Day
1st      +0      Spontaneous Widen Spell                 +1 level of existing class
2nd      +1      Unbound Spell                               +1 level of existing class
3rd      +1      Epic Metamagic Feat                       +1 level of existing class
4tht      +2     Enhanced Spell Area                       +1 level of existing class
5th      +2       War Spell                                     +1 level of existing class


War Spell and Unbound Spell were borrowed from the epic feats txt you have on the epic thread. I used them with those write-ups instead of, say, sudden enhance spell, since I wasn't sure if the feats in question would be acceptable in Balmuria or not. Having it as a 1/day class benefit doesn't force you to allow Enhance Spell, for example, I figured. Empower Spell is listed as the prereq there, so I put it here, too. I'd also be more than happy to ditch Enlarge Spell entirely instead of having the spontaneous ability apply to it as well. It's one thing if you saddle me with a dead feat as a prereq, I'd be cool with that, but otherwise I can't think of a single occasion where having free, spammable enlarge spell would have been of use in Balmuria, at all.
Title: Re: Miscellania
Post by: Anastasia on January 09, 2010, 12:27:56 PM
Quote from: Corwin on January 08, 2010, 03:20:06 PM
War Spell and Unbound Spell were borrowed from the epic feats txt you have on the epic thread. I used them with those write-ups instead of, say, sudden enhance spell, since I wasn't sure if the feats in question would be acceptable in Balmuria or not. Having it as a 1/day class benefit doesn't force you to allow Enhance Spell, for example, I figured. Empower Spell is listed as the prereq there, so I put it here, too. I'd also be more than happy to ditch Enlarge Spell entirely instead of having the spontaneous ability apply to it as well. It's one thing if you saddle me with a dead feat as a prereq, I'd be cool with that, but otherwise I can't think of a single occasion where having free, spammable enlarge spell would have been of use in Balmuria, at all.

I'd rather you use sudden enhance here for the sake of continuity. I'd rather not start calling the same effect two different things, you  know? Anyway, this looks about right. I'll sketch up a quick Sudden Enhance and toss it into the feats pile too.
Title: Re: Miscellania
Post by: Anastasia on January 17, 2010, 01:51:22 AM
1. Finished Abagail in the NPC topic. Preferences on who to do next?

2. Cor, could you remove the necklace of basilisk teeth from your horde list? You can keep the chain in there if you care to, it's worth 15 GP without the teeth.

3. Comments on the spellpool:

You have a focus listed but I don't see one, only material components.

How big/wide/tall is the Spellpool?

Go ahead and clarify it a bit? Rewrite it, flush out what you want a little more.

4. As for the cloak, I'll get back to you. I can't find offhand how I priced the damn thing.
Title: Re: Miscellania
Post by: Corwin on January 17, 2010, 07:26:54 AM
1. No real preference. But if Ed wants to talk to me, I'd like to know his basic appearance?  >_>
2. I'm listing all that stuff in the loot thread, in a concentrated post. I figured I'd update everything together once I was done, but if it bothers you I'll delete it now.
3. The focus is crystals. It'd basically be tokens to form a connection, like for a Mythal? I'm not sure about how to price them, but I figure it needs to be in the thousands, but not too insane (1% of the overall Spellpool cost?) Rather than give the dimensions, how about I just find a cool picture of a crystal tower?
4. Thanks! It was made from the pyroclastic dragon, I believe.
Title: Re: Miscellania
Post by: Corwin on January 18, 2010, 11:59:03 AM
Requirements

Skills: Spellcraft 13 ranks, Knowledge/Arcana 13 ranks
Feats: Empower Spell, Widen Spell
Spellcasting: Ability to cast 6th level arcane spells


Class Skills

Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge/any (Int), Profession (Wis), Spellcraft (Int)
Skill Points at Each Level: 2 + Int modifier


Class Features

Weapon and Armor Proficiency: War Wizards gain no proficiency with any weapon or armor.
Spells per Day: When a character gains a new level of War Wizard, she gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class.
Spontaneous Widen Spell: The War Wizard may cast a spell as if it were under the effects of the Widen Spell feat. She does not need to prepare this in advance, and it does not increase the casting time or use a higher spell slot. The War Wizard can use this ability a number of times per day equal to 1 + the modifier for her main casting ability (Intelligence or Charisma, as appropriate).
Epic Metamagic Feat: At 2nd level, the War Wizard gains a bonus epic metamagic feat of her choice that she meets the requirements for.
Enhanced Spell Area: Any time a War Wizard of 3rd level casts a spell modified by the Widen Spell feat, any numeric measurements of the spell's area increase by 200% rather than 100%. Thus, a widened fireball spell would have a 60ft radius spread instead of a 40ft radius spread.
Sudden Enhance: The War Wizard is treated as having the Sudden Enhance feat, even if she does not have the normal prerequisites for that feat.
War Spell: Once per day, a 5th level War Wizard can call on a spell cast with the Widen Spell or Spontaneous Widen Spell benefit, and increase the spell's area exponentially. The radius of this spell increases by 1000%.

The War Wizard

Class
Level    BAB      Special                                      Spells per Day
1st      +0      Spontaneous Widen Spell                 +1 level of existing class
2nd      +1      Epic Metamagic Feat                            +1 level of existing class
3rd      +1       Enhanced Spell Area                      +1 level of existing class
4tht      +2      Sudden Enhance                      +1 level of existing class
5th      +2       War Spell                                     +1 level of existing class


How about now? Also, if you want better prereqs, tell me what you'd do there so that it'd help me plan ahead for them?  >_>
Title: Re: Miscellania
Post by: Anastasia on January 18, 2010, 12:34:44 PM
Bump up the casting another level or two. It's a pure wizard class with no pretensions of weapon focus or a martial bent. You could toss in an epic feat as a pre-req but I'm not particularly married to that idea.

It looks fine for the most part.
Title: Re: Miscellania
Post by: Anastasia on January 18, 2010, 12:48:58 PM
QuoteBright Scale Cloak: Adds 2d8 holy damage to any breath weapon used by the wearer. 20,000 GP.

I cannot for the life of me figure out how I priced this damned thing and I can't find my notes.  I'll call it 35000 to get to 3d8, 55000 to get to 4d8.
Title: Re: Miscellania
Post by: Anastasia on January 18, 2010, 01:32:07 PM
Character build ramblings:

Donald: Duskblade until 18-20. There's not much point for him sticking with it into epic, he could do a bunch of things or dip around. Considering Duskblade's casting stops at 20, if he stayed with it he'd want expanded casting tables of some sort or a bonus feat every 2 or 3 levels. I've toyed with a barbarian->Rage Mage dip but it's just a bit too much hassle. He might want a save dip before 21, but not this coming level as he gets 5th level magic. EDIT: Oh yes, I'm tempted to retrain something for endurance and have him grab Steadfast Determination. Either that or dip three levels of ranger.

Antenora: Antenora could do a lot since her stats are so good, but I've narrowed it down to a few things. Hellreaver and paladin are the obvious ones. She wants more Hellreaver and will probably take it to 10+. She'd like turning one day so two more levels of paladin is likely(No, she won't do a cleric dip), which also begs the possibility of taking a 5th level for the charging smite ACF. She'd also get Rhino's Rush as a first level paladin spell which has it's own temptations. EDIT: Marshal tempts again, since it has a minor aura that adds charisma to charge damage.

Pollyanna: If Polly comes back she'll be straight OoBI.

Jessica: Will run the table with Hellbreaker and we'll see from there. It's too early in her rebuild for me to have a real grasp of what she's capable of.

Eudard: He's going to finish up Pious Templar at this point. For all that I'm not a fan of it, he may as well get the last two levels out of it so he has a finished PrC for epic. Once he finishes his paladin spell progression, boosting his favored soul progression appeals. There's a few money classes he could use for this.

Abagail: Once she finishes thamuaturgist she may diversify a bit. She could pick up a level of rogue or something and go unseen seer and solidify more of a support role for Seira.

Latha: Will continue to take augmented racial hit dice.

Oberuth: He'll probably stay with Dwarven Defender well into epic. This class fits him to a T, though he could take a quick dip around 20 for a save boost. His ref and will saves are pretty damn bad. Will's less important with his Occult Slayer benefits, but still.

Amaryl: I'd like for her to finish up DD before she reaches epic, but beyond that she'll slot into ranger/scout mostly?  She could look into Arcane Archer or PrCs like that, or she could progress that sorc casting. I don't think it's worth the investment for her but it is a possibility.

Bonus content: Syala: She's loosely statted up as an Astral Deva with 5 or 6 levels of druid.  I'll make her an official sheet for reference this week or next; I won't get creative with her unless she ends up having a bigger role(read as: not tree bound).



Title: Re: Miscellania
Post by: Corwin on January 18, 2010, 01:47:44 PM
Cool. Since I hate different dice and my breath weapon uses d10s now, can you adjust pricing for those?
Title: Re: Miscellania
Post by: Anastasia on January 19, 2010, 11:58:24 AM
I'll just say that takes an additional 20k.
Title: Re: Miscellania
Post by: Anastasia on February 08, 2010, 03:16:36 AM
Do you guys appreciate the extra work I've been putting into hordes/item piles lately? I'm trying to do it to make things interesting, add flavor and aid Seira accumulating an interesting horde.
Title: Re: Miscellania
Post by: Ebiris on February 08, 2010, 03:25:20 AM
I think it's neat, even if generally only a very small percentage of items actually appeal to Alicia on a fluff basis.
Title: Re: Miscellania
Post by: Corwin on February 08, 2010, 05:26:39 AM
Ditto re: small percentages, which I suppose is somewhat inevitable, but I like always having something to grab for flavor!
Title: Re: Miscellania
Post by: Corwin on February 14, 2010, 05:29:51 PM
Repasted from #e:

Anyhow, there was something I wanted to bring up again.
I really like how some of the epic skill uses work, since it feels like pretty much awesome feats.
I don't like most dcs, because they're stupid and invite bloat.
Can we have epic skill uses either inspired by the srd ones or even the same ones, with adjusted dcs?
Title: Re: Miscellania
Post by: Anastasia on February 15, 2010, 10:41:50 AM
Quote from: Corwin on February 14, 2010, 05:29:51 PMAnyhow, there was something I wanted to bring up again.
I really like how some of the epic skill uses work, since it feels like pretty much awesome feats.
I don't like most dcs, because they're stupid and invite bloat.
Can we have epic skill uses either inspired by the srd ones or even the same ones, with adjusted dcs?

If you have suggestions or ideas by all means, go for it.
Title: Re: Miscellania
Post by: Corwin on February 15, 2010, 11:40:53 AM
Let's talk DCs first, since it's easiest? For lvl22 the max is 25 skill points, and it's reasonable to max them out for skills you intend to use. Say a +10 ability mod for your stronger abilities at this level, and about 5-15 miscellaneous bonuses, the upper range including the bonuses granted by basic items? If my estimate's about right, it gives you +40/+50 on a roll in your strong skills. Diplo/bluff/intimidate are weird for having lots of synergy and the Voice spell, but they are generally the exception, not the rule.

Going by this math, it'd make a dc of 70 and higher impossible, and a dc of 60 requiring an item or a significant extra boost from somewhere to use reliably (have it succeed 50% of the time or so, say). 50 would be an entry epic dc, then, doable reasonably from the start, but only really an autopass if it's a pretty strong skill for you.

Looking at my sheet, my stronger skills are in the area of +30/+33, but then again I haven't maxed them out, either, which is bound to add at least 5 and in some cases as much as 10 to the final score. Most are bound to be below +40, much less +50, even with max ranks, unless I boost the rolls with an item or magic like Heroism.

Anyhow! If this makes sense to people other than myself, I could use it as a guideline for setting a few sample DCs for an epic skill or two and present that. Waiting on your input, here.

As an aside, what I wish to see done with epic skills is often a paler version of something that is done better with fairly simple spells (imitating cantrips/lvl1 spells in one aspect of them), yet being able to do this halfway reliably instead of X times a day draws my interest. Not to mention that the epic acrobatics are pretty neat and I guess I've always been disappointed that dangling from a rope in the dark while shooting a bat at lvl3 with a bow actually brought on penalties. I'd appreciate the chance to do fun stuff in combat from time to time and feeling justified in my desc, since just as that teleporting fiend can autopass concentration so could I where it comes to, say, balance or jump.
Title: Re: Miscellania
Post by: Anastasia on February 15, 2010, 12:27:38 PM
I'll reply to you in a bit, Cor.

I've been reworking Antenora's character sheet as I've been wanting to streamline/elaborate sheets for some time now. How does this look?

Antenora Reynes

Erinyes 9/Hellreaver 6/Paladin 2/Ranger 1(Spiritual Connection sub level)
Size/Type: Medium Outsider(Native) (Good, Lawful)
Hit Dice: 9d8+81+8d10+72+1d8+9  (258 hp)
Initiative: +9
Speed: 30 ft, fly 60 ft. (perfect)
Armor Class: 35 (+5 Dex, +9 natural, +10 armor, +1 dodge), touch 16, flat-footed 29
Base Attack/Grapple: +18/+23
Attack: Longspear+29 (1d8+15 19-20 x3)
Full Attack: Longspear+29/+24/+19/+14 (1d8+15 19-20 x3)
Space/Reach: 5 ft./5 ft. (10 ft with spear)
Special Attacks: Entangle, Spell-like abilities, Smite Evil 4/day, Furious Strike, Call to Judgment, Ignorance.
Special Qualities: Damage reduction 10/silver and evil, immunity to fire, resistance to acid 5 and cold 5, spell resistance 26, divine grace, mettle, darkvision 60 ft, see in darkness, telepathy 100 ft, lay on hands(18HP), favored enemy(evil outsiders), divine succor(20 HP), divine resolve, divine shield, heroic sacrifice.
Saves: Fort +31, Ref +24, Will +26
Abilities: Str 28, Dex 21, Con 28, Int 14, Wis 22, Cha 29
Skills: Concentration +20, Craft(Metalworking)+3, Diplomacy +17, Escape Artist +17, Hide +17, Intimidate +10, Knowledge: Arcana +14, Knowledge: Planes +23, Knowledge: Religion +15, Listen +24, Move Silently +17, Perform(Singing)+26, Sense Motive +20, Spot +24, Survival+18, Use Rope +5 (+7 with bindings).
Feats: Dodge(B), Mobility(B), Track(B), Mindsight(1), Improved Flier(3), Flyby Attack(6), Power Attack(9), Extra Smiting(Paladin)(12), Favored Power Attack(15), Improved Initiative(18).
Alignment: Lawful Good.

Racial and innate powers:
Spoiler: ShowHide
Spell like abilities(Sp):

At will: Discern Lies, Holy Smite, Dispel Magic, Detect Magic, Vision of Heaven. 2/day: Remove Curse, Remove Disease, Remove Fear. 1/day: Blade Barrier, Align Weapon, Flame Strike, Heal. DC 19+spell level. The DCs are charisma based. Caster level 18th.

Entangle (Ex)

Each erinyes carries a stout rope some 50 feet long that entangles opponents of any size as an animate rope spell (caster level 16th). An erinyes can hurl its rope 30 feet with no range penalty. Typically, an erinyes entangles a foe, lifts it into the air, and drops it from a great height.  Antenora retains this ability even after her transformation.

Smite Evil(Su)

Once per day Antenora can make a normal melee attack to deal extra damage equal to her HD (+18; maximum of +20) against an evil foe.


Paladin powers:
Spoiler: ShowHide
Aura of Good (Ex)

The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level. Note that being a good aligned outsider gives her an overwhelming aura already, this is essentially overlapping with it.

Smite Evil (Su)

Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

Divine Grace (Su)

At 2nd level, a paladin gains a bonus equal to her Charisma bonus (+9) on all saving throws.

Lay on Hands (Su)

Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus(18 points). A paladin may choose to divide her healing among multiple recipients, and she doesn't have to use it all at once. Using lay on hands is a standard action.

Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.


Ranger powers:
Spoiler: ShowHide
Favored Enemy (Ex)

At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. Antenora has chosen evil outsiders as her favored enemy.

Speak with Animals and Plants (Sp)

You can use speak with animals and speak with plants, as the spells (Caster level 1). You can use any combination of these effects up to three times per day.


Hellreaver powers:
Spoiler: ShowHide
Holy Fury (Ex)

When you face your enemies, a raging anger fills your mind. Avenging divine power surges through you, allowing you to generate magical effects. Entering this state is a free action. While in a holy fury, your melee attacks are good aligned. You also gain immunity to fear effects.

In addition, you gain a number of holy fury points equal to your hellreaver level plus your charisma modifier. You spend these points to activate many of your hellreaver class abilities.

You can use holy fury once per encounter. It lasts until the end of the encounter.

Furious Strike (Su)

As a swift action, you can spend 1 holy fury point to pour divine energy into your weapon. Your blade crackles with a divine aura that is baneful to your foes. You gain a +4 bonus and deal an extra 2d6 points of damage on your next attack. These bonuses apply only to an attack that targets an evil creature. If you accidentally use furious strike against a creature that is not evil, or your attack misses, the furious strike has no effect, but the holy fury point is still spent.

Divine Succor (Su)

Just as your divine power can slay evil creature, it can also mend wounds suffered by the just.  As a swift action, you can spend 1 holy fury point to heal 20 points of damage.  You can apply this healing to yourself or any good aligned creature within 20 feet.

Divine Resolve (Su)

From 3rd level on you can draw upon your fury to push aside the effect of a spell cast by your foes, a monster's poison and so forth. As an immediate action, you can spend 1 holy fury point to gain a +2 bonus to your next saving throw. You must use this before the saving throw is determined. (Houserule for an NPC)

Divine Shield (Su)

When you attain 3rd level, you can focus your divine power into a shield that knocks aside a foe's attac with a mighty shout. As an immediate action, you can spend 1 holy fury point to gain a +2 bonus to your AC against the next attack you face. You must use this before the attack role is determined. (Houserule for an NPC)

Mettle (Ex)

Beginning at 4th level, if you make a successful fortitude or will save that would normally reduce(rather than negate) a spell's effect, you suffer no effect from the spell at all. Only those spells with a saving throw entry of will partial, fortitude half or similar entries can be negated through this ability.

Heroic Sacrifice (Su)

From 5th level on, as a swift action, you can voluntarily take 2 points of constitution damage to fully replenish your holy fury points.

Call to Judgment (Su)

With your foe near defeat, you cry out to the gods for justice. Gleaming white chains appear around your enemy, preventing it from using dimensional travel.

At 6th level and beyond, as a swift action, you can spend 3 holy fury points to charge your weapon with divine power. If your next melee attack hits an evil outsider, the target suffers the effects of a dimensional anchor spell, with a caster level equal to your hellreaver level. Note that spell resistance does not apply, as this is a supernatural effect.


Gear:
Spoiler: ShowHide


Black Horn Spear: Longspear+2, mighty smiting, keen, evil outsider bane/fiercebane, 2x damage and wounding on a charge. Mighty Smiting: +1 smites per day, +2 hit/damage on smites. Keen: Doubled crit threat range. Evil outsider bane: +2 enhancement and +2d6 damage to attacks on the chosen type. Fiercebane: Glow if creature type selected by bane is within 60ft, +2d10 damage on a crit. It's a +7 weapon in total.
Mithral Breastplate+5: +10 armor bonus.
Ribbon of Disguise: Alter self at will.
Amulet of Health+6: +6 enhancement bonus to constitution.
Bracers of Wrathful Smiting: +2 hit/damage on smites.
Ring of Subsistence: Removes need for food and water, only needs 2 hours of sleep a night.
Ring of Beauty: +6 enhancement bonus to charisma, +15 competence bonus to performance.
Belt of Giant's Strength+6: +6 enhancement bonus to strength.
Boots of the Battle Charger: Can charge as a standard action 2/day.
Ghost Rope 100ft: 2/day can use entangle to solidify an incorporeal creature. As long as the creature is entangled, it's considered corporeal.
Masterwork silver dagger: Backup weapon to slay creatures that need silver to bypass DR. Kept on person.
White Dress: Counts as armor slot, increases flying speed by 50ft. In storage.


Other/misc:
Spoiler: ShowHide


Ignorance: Cannot gain ranks in search. Once a week, can add a +12 bonus to any roll of choice.
Mindsight: Within radius of telepathy, can detect any creatures and type/intelligence. This is a free action. Mind Blank defeats this, as does anything that expressly stops mind reading, such as a ring of mind shielding.


Notes:
Spoiler: ShowHide


Perception:

Spot+24
Listen+24
See in darkness
Mindsight 100ft

Common Attack Bonuses:

+2 charging
+2 bane on evil outsiders
+13 smite evil (9+2+2)
+1 flying
+4 furious strike

Common Damage Bonuses:

+2d6 bane on evil outsiders
+2d10 on a crit on an evil outsider from fiercebane
+6 smite evil (2+2+2)
+18 from racial smite evil.
+2d6 furious strike
+2 favored enemy for evil outsiders
x2 and wounding on a charge.
3-1 PA ratio vs evil outsiders.

Immunities:

Fire, fear(Holy Fury only)

Resistances:

Acid and cold 5
Spell Resistance 26

Title: Re: Miscellania
Post by: Anastasia on February 15, 2010, 12:35:20 PM
Quote from: Corwin on February 15, 2010, 11:40:53 AM
Let's talk DCs first, since it's easiest? For lvl22 the max is 25 skill points, and it's reasonable to max them out for skills you intend to use. Say a +10 ability mod for your stronger abilities at this level, and about 5-15 miscellaneous bonuses, the upper range including the bonuses granted by basic items? If my estimate's about right, it gives you +40/+50 on a roll in your strong skills. Diplo/bluff/intimidate are weird for having lots of synergy and the Voice spell, but they are generally the exception, not the rule.

Going by this math, it'd make a dc of 70 and higher impossible, and a dc of 60 requiring an item or a significant extra boost from somewhere to use reliably (have it succeed 50% of the time or so, say). 50 would be an entry epic dc, then, doable reasonably from the start, but only really an autopass if it's a pretty strong skill for you.

Looking at my sheet, my stronger skills are in the area of +30/+33, but then again I haven't maxed them out, either, which is bound to add at least 5 and in some cases as much as 10 to the final score. Most are bound to be below +40, much less +50, even with max ranks, unless I boost the rolls with an item or magic like Heroism.

Anyhow! If this makes sense to people other than myself, I could use it as a guideline for setting a few sample DCs for an epic skill or two and present that. Waiting on your input, here.

The quick and dirty math I use for epic skill DCs is 24 (Level 21 max skill ranks)+10 (Relevant stat)+12(Various synergies and miscellaneous bonuses.) This ends up at 46, which I bump to 50 for a nice, easy to use number. So yeah, that's a good entryway point. You can obviously char-op past this if you want to, but I'm not going to worry too much about that right now. So I'd work around there and upwards.

There are exceptions(Spot's see invisible creatures, but this should frankly be a part of the non epic rules), but that's what I'd stick with.

QuoteAs an aside, what I wish to see done with epic skills is often a paler version of something that is done better with fairly simple spells (imitating cantrips/lvl1 spells in one aspect of them), yet being able to do this halfway reliably instead of X times a day draws my interest. Not to mention that the epic acrobatics are pretty neat and I guess I've always been disappointed that dangling from a rope in the dark while shooting a bat at lvl3 with a bow actually brought on penalties. I'd appreciate the chance to do fun stuff in combat from time to time and feeling justified in my desc, since just as that teleporting fiend can autopass concentration so could I where it comes to, say, balance or jump.

Sure, work with this mindset and see where you end up.
Title: Re: Miscellania
Post by: Anastasia on February 15, 2010, 02:21:00 PM
Re: Resources and incoming money.

Alicia:

Wetwind harbor cabaret/ex-brothel

Seira:

Inn
Teleportation curcuit once done.

Am I missing any notable ones offhand?
Title: Re: Miscellania
Post by: Anastasia on February 15, 2010, 04:22:44 PM
Test 2.

Donald Smurth

Duskblade 16
Size/Type: Medium Humanoid(Elf)  
Hit Dice: 16d8+112 (201 HP)
Initiative: +3  
Speed: 20 ft(30 base) fly 50 ft(Perfect)
Armor Class: 40 (+3 dex, +9 armor, +2 perfection, +7 shield,  +5 deflection, +4 natural.)
Base Attack/Grapple: +16/+245
Attack: Guardianil+28 (1d10+11 19-20)
Full Attack: Guardianil +28/+23/+18 (1d10+11 19-20)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, spells, arcane channeling, swift cast 3/day, spell power+4
Special Qualities: Immunity to sleep, +2 vs enchantment effects, damage reduction 5/cold iron and epic, low light vision, +2 racial bonus to spot, listen and search checks, armored mage(medium armor, heavy shield), arcane attunement.
Saves: Fort +20 Ref +12, Will +13 (+5 vs enchantment.)
Abilities: Str 28, Dex 16, Con 22, Int 16, Wis 8, Cha 12
Skills: Climb+15, Concentration+21, Craft(Religious Icons)+21, Knowledge: Arcana+22, Knowledge: Local(United Baronies)+11, Knowledge: Nature+17, Knowledge: Religion+22, Ride+17, Spellcraft+22, Swim+24.
Feats: Fey Heritage(B), Combat Casting(B), Exotic Weapon Proficiency(Bastard Sword)(H), Weapon Focus(Bastard Sword)(1), Toughness(3), Power Attack(6), Protection Devotion(9), Arcane Strike(12), Fey Legacy(15).
Alignment: Chaotic Good.

Racial and innate powers:
Spoiler: ShowHide


Spell like abilities

1/day-  Confusion, Cure Critical Wounds*, Dimension Door, Dispel Evil*, Resist Energy(Acid or cold only)*, Summon Nature's Ally 5. Caster level 16th. Abilities with an asterisk are from the Angelhelm.

Elf traits (Ex)

Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects.
Low-light vision.
+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.

Human traits (Ex)

Donald was a human before dying and being reincarnated. He retains a human bonus feat and +9 skill points to represent this.


Duskblade powers:
Spoiler: ShowHide


Donald casts as a 16th level duskblade. The DCs for his spells are 13+spell level. Spells with an asterisk can be arcane channeled.

Spell charges: 6/10/10/9/6

0: Acid splash, disrupt undead, ray of frost, touch of fatigue*.
1: Blade of Blood, Obscuring Mist, Ray of Enfeeblement, Resist Energy, Shocking Grasp*, True Strike.
2: Animalistic Power, Scorching Ray, See Invisibility, Touch of Idiocy.
3: Dispelling Touch*, Greater Magic Weapon, Ray of Exhaustion, Vampiric Touch*.
4: Enervation, Fire Shield, Interposing Hand, Shout.

Arcane Attunement (Sp)

You can use the spell like powers dancing lights, detect magic, flare, ghost sound and read magic a combined total of times per day equal to 3 + your int modifier. These spell-like powers do not count against your total of spells known or spells per day.

Armored Mage (Ex)

Normally, armor of any time interferes with an arcane spellcaster's gestures, which can cause spells to fail if these spells have a somatic component. A duskblade's limited focus and specialized training, however, allows you to avoid arcane spell failure as long as you stick to medium armor and heavy shields. This training does not extend to heavy armor. This ability does not apply to spells gained from a different spellcasting class.

Arcane Channeling (Su)

Beginning at 3rd level, you can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved. If used as a full attack action, the spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round.

Quick Cast (Ex)

Beginning at 5th level, you can cast one spell each day as a swift action, so long as the casting time of the spell is 1 standard action or less. You can use this ability twice per day at 10th level, three times per ady at 15th level and so on.

Spell Power (Ex)

Starting at 6th level, you can more easily overcome the spell resistance of any opponent you successfully injure with a melee attack. If you have injured an opponent with a melee attack, you gain a +2 bonus on your caster level check to overcome spell resistance for the remander of this encounter. This bonus increases by 1 at 11th, 16th and 18th level. It is currently at +4 for Donald.


Gear:
Spoiler: ShowHide


Guardianil: Bastard Sword+2. This weapon grants a +2 perfection bonus to AC to the holder and all allies within a 10 ft radius. Three times per day, it grants the shining defense ability: When fighting defensively, the user gains DR 5/- and 15 temporary HP until his next turn. Further, he may designate anyone within 20ft. If a target is designated, any damage dealt ot this target is instead dealt to the wielder.
Mithral Full Plate of Speed+1. +9 armor bonus. Allows the wearer to act as if hasted for 10 non-consecutive rounds per day.
Heavy Steel Shield+5. +7 shield bonus.
Angelhelm: Weapons strike as good aligned, can cast cure critical wounds, dispel evil and resist energy(Acid or cold only) once per day as spell likes equal to your character level.
Amulet of Health+6 and Natural Armor+1: +6 enhancement bonus to constitution, +1 enhancement bonus to natural armor.
Cloak of Resistance+4. +4 resistance bonus to saving throws.
Gloves of Dexterity+2. +2 enhancement bonus to dexterity.
The Fourth Resort: Ring. +5 deflection bonus to armor class, constant feather fall, damage reduction 5/epic and cold iron.
Belt of Giant Strength+6: +6 enhancement bonus to strength.
Killer's Scorn: Large Greataxe+4, bleeding. Kept in storage.
5,796 GP


Other/misc
Spoiler: ShowHide


Fey Heritage and his elven bonus against enchantments were rules to stack.
Protection Devotion: +6 sacred bonus to AC within 30ft radius, lasts 1 minute. Can be used once per day.


Notes:
Spoiler: ShowHide


Perception:

Spot+1
Listen+1
Low-Light vision

Common Attack Bonuses:

+variable arcane strike, bonus depending on the highest level spell sacrificed to it. It equals the highest level spell. A 5th level spell is +5, for example.
+1 flying
+2 Greater Magic Weapon on Guardianil

Common Damage Bonuses:
+xd4 arcane strike, bonus equalling the number of spells sacrificed to arcane strike. Maximum is equal to his character level. (16d4)
+2 Greater magic weapon on Guardianil

Immunities:

Sleep

Title: Re: Miscellania
Post by: Corwin on February 15, 2010, 05:25:13 PM
Amaryl's sheet: 19 of the 20 charges on the wand of CLW are gone. So Amaryl could get a new one after getting the crimson dragonhide gauntlets as a separate item. There'll even be enough left for a helm of mindarmor! Please consider that one~
Title: Re: Miscellania
Post by: Anastasia on February 16, 2010, 01:59:43 PM
Jessica Reynes

Rogue 10/Hellbreaker 5

Size/Type: Medium Outsider(Native)
Hit Dice: 15d6+105 (158 HP)
Initiative: +13
Speed: 30ft, fly 60ft (good)
Armor Class: 33 (+9 dex, +5 armor, +1 deflection, +4 natural, +4 shield)
Base Attack/Grapple: +10/+12
Attack: Third Resort+23 (1d4+6+3d6+3d6)
Full Attack: Third Resort+23/+18
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, sneak attack +6d6, penetrating strike, crippling strike, steal spell like ability, neutralize spell-like ability.
Special Qualities: Magic circle against evil, evasion, improved uncanny dodge, mantle of darkness, telepathic static, stowaway.
Saves: Fort +11, Ref +19, Will +9 (+4 vs poison)
Abilities: Str 14, Dex 29, Con 24, Int 15, Wis 16, Cha 14
Skills: Bluff+20, Disable Device+21, Escape Artist+27, Hide+27, Knowledge: Planes+12, Move Silently+27, Open Lock+23, Listen+21, Search+20, Sense Motive+21, Spot+27, Tumble+23.
Feats: Weapon Finesse(H), Combat Expertise(1), Improved Feint(3), Undo Resistance(6), Sacred Strike(9), Improved Initiative(12), Darkstalker(15).
Alignment: Neutral Good

Racial and innate powers:
Spoiler: ShowHide


Spell-like abilities: At will-Greater Plane Shift(Between Balmuria and Dweomerheart only), detect magic, dispel magic, calm emotions. 3/day- Greater Invisibility, Bless Weapon. Caster level 15th.

Magic Circle Against Evil(Su)

Jessica is surrounded by a magic circle against evil, with a caster level equal to her hit dice. If it is dispelled, she can reactivate it as a free action on her turn.


Rogue powers:
Spoiler: ShowHide


Evasion (Ex)

At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Penetrating Strike (Ex)

Whenever you flank a creature that is iummne to extra damage from sneak attacks, you still deal extra damage equal to half your normal sneak attack dice. This benefit does not apply against creatures that cannot be flanked, nor against foes that are otherwise denied their dexterity bonus to AC or flat-footed but not flanked.

Improved Uncanny Dodge (Ex)

A rogue of 8th level or higher can no longer be flanked.

This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

Crippling Strike (Ex)

A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.


Hellbreaker powers:
Spoiler: ShowHide


Mantle of Darkness (Ex)

You can make hide checks in any kind of darkness, even when observed by creatures that can see in darkness.

Telepathic Static (Su)

Beginning at 1st level, you emit a field of psychic chatter out to a range of 20 feet, negating the telepathy ability of all creatures within range. In addition, divination spells and spell-like abilities cast or used in the area are impeded. The use divination magic, a caster must succeed on a spellcraft check (DC + the level of the spell). If the check fails the spell or spell-like ability does not function but is still lost as a prepared spell, spell slot or daily use. If the check succeeds, the spell functions normally. You can suppress this ability for 1 round as a free action.

Steal Spell-like Ability (Su)

Starting at 2nd level, you can use a sneak attack to temporarily steal a creature's spell-like ability. If you hit an opponent with a sneak attack, you can choose to forgo 2d6 dice of sneak attack damage and instead gain one use of one of the target's spell-like abilities. If the target is willing, you can steal a spell-like ability with a touch as a standard action(you do not need to damage a willing target).

This spell-like ability can originate from teh target's class, race, template or any other source, and can be of any spell level up to a maximum of 1/2 your class level. You can select a specific spell-like ability to borrow; otherwise, the DM chooses the ability at random. If the ability has a limited number of uses per day, the target must hav eat least one such use left, or you can't steal the ability. If the target can't use its ability(Such as a summoned devil's summon ability), you can't steal it. If you steal and use an ability with limited uses per day, your use of the ability also counts as one use for the target creature.

You can use a stolen spell-like ability once. For all purposes(caster level, save DC and so on), treat the spell-like ability as if the creature whose ability you stole were using it. You must use the stolen spell-lik ability within 1 minute of acquiring it, or it is lost. Unitl you use the ability(or until 1 minute elapses), the target cannot use the stolen ability. If you have a similiar ability, such as the spellthief's steal spell-like ability, you can steal two spell-lik eabilities at once, but each is subject to its respective spell leve restriction. Once you have stolen a spell-like ability, you cannot use neutralize spell-like ability until you have used the stolen ability.

Stowaway (Su)

From 4th level on, you can hitch a ride on a conjuration(teleportation) spell or spell-like ability cast or used within 30 feet of you. If the target is unwilling, you must succeed on a level check with a DC of 10 + the caster level of the effect as an immediate action. If the target is willing, this ability functions automatically. When the spell is cast, you appear whereever the caster appears, in the same position you were at the time of the spell's casting. If this would force you to appear in a solid object, you appear in the nearest open available space If the conjuration spell has variable results, such as teleport, you suffer the same effect as the caster.

Neutralize Spell-like Ability (Su)

Beginning at 5th level, youc an the ability to neutralize one of a target's spell-like abilities. This ability functions like the steal spell-like ability class feature, except you do not gain the ability to use the spell-like ability. Instead, you prevent the target from using the ability for a number of rounds equal to your class level. You cannot use this ability while holding a stolen spell-like ability. You can neutralize any number of spell-like abilities.


Other/misc:
Spoiler: ShowHide


Jessica was a human before becoming a half celestial. Thus she has a human bonus feat and retains the human skill point.
Darkstalker: Cannot be detected by blindsense, blindsight, tremorsense and other unusual means of detection.


Gear:
Spoiler: ShowHide


The Third Resort: Dagger+4, +3d6 lightning and +3d6 fire damage each hit. It can inflict critical hits on any creature, no matter it's type or immunity.
Elven Chain+1, nimbelness: +5 armor bonus. Nimbleness: Raises the dex cap of the armor by 2.
Darkwood Buckler+3: +4 shield bonus.
Amulet of Health+4: +4 enhancement bonus to constitution.
Ring of Protection+1: +1 deflection bonus to armor class.
Gloves of Dexterity+2: +2 enhancement bonus to dexterity.
Potion of Invisibility
900 GP.


Notes:
Spoiler: ShowHide


Perception:

Spot+27
Listen+21

Common Attack Bonuses:

+2 flanking
+1 flying

Common Damage Bonuses:

+3d6 fire on dagger hits
+3d6 lightning on dagger hits
+6d6 sneak attack on normal foes
+6d8 sneak attack on evil normal foes
+3d6 sneak attack on immune, flanked foes
+3d8 sneak attack on immune, flanked, evil foes.
Title: Re: Miscellania
Post by: Anastasia on February 22, 2010, 02:20:58 AM
Syala wasn't ever meant to see the light of day past a fight and maybe a few cameos after that. She has boss syndrome a bit and breaks some rules so I've reworked her. I made her an integrated druid with 19 HD instead of an Astral Deva with 7 levels of druid. Does it matter? Not much except reducing ability bloat. I boosted her scores to compensate.

I'm tossing her in here for now.

Size/Type: Medium Outsider (Angel, Extraplanar, Good)
Hit Dice: 19d8+84 (164 hp)
Initiative: +8
Speed: 50 ft, fly 100 ft. (good)
Armor Class: 29 (+4 Dex, +15 natural), touch 14, flat-footed 25
Base Attack/Grapple: +19/+25
Attack: +3 heavy mace of disruption +29 melee (1d8+13 plus stun) or slam +26 melee (2d6+10)
Full Attack: +3 heavy mace of disruption +29/+24/+19/+14 melee (1d8+13 plus stun) or slam +26 melee (2d6+10)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, stun, spells.
Special Qualities: Change shape, damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 37, tongues, uncanny dodge
Saves:    Fort +19 (+23 against poison), Ref +14, Will +18
Abilities: Str 24, Dex 18, Con 18, Int 18, Wis 20, Cha 20
Skills: Concentration +26, Knowledge(Local: Ysgard) +26, Profession: Artist+26, Knowledge: Planes+26, Diplomacy +28, Escape Artist +26, Hide +26, Intimidate +27, Listen +30, Move Silently +26, Sense Motive +26, Spot +30, Use Rope +11 (+13 with bindings, +15 with bindings and Alicia.), Survival+27, Spellcraft+26, Knowledge: Nature+14.
Feats: Alertness, Great Fortitude, Improved Initiative, Power Attack, Eschew Materials, Nimbus of Light, Improved Natural Attack(Slam)

Spells:

Syala casts as a 7th level druid.

Spell slots: 6/6/4/3/2

0: Detect Magic, Detect Poison, Guidance, Know Direction, Purify Food and Drink.
1: Detect Animals and Plants, Entangle, Obscuring Mist, Summon Nature's Ally 1, Speak with Animals, Jump.
2: Barkskin, Bear's Endurancex2, Spider Climb.
3: Sleet Storm, Summon Nature's Allyx2
4: Freedom of Movement, Summon Nature's Ally 4.

Spell-Like Abilities

At will— continual flame, charm animal, detect evil, discern lies (DC 19), dispel evil (DC 20), dispel magic, holy aura (DC 23), holy smite (DC 19), holy word (DC 22), invisibility (self only), plane shift (DC 22), remove curse (DC 18), remove disease (DC 18), remove fear (DC 16); 7/day—cure light wounds (DC 16), see invisibility; 1/day—blade barrier (DC 21), heal (DC 21). Caster level 19th. The save DCs are Charisma-based.

Change Shape (Su)

Syala can assume the form of any Small or Medium humanoid or any small or medium animal.

Stun (Su)

If an astral deva strikes an opponent twice in one round with its mace, that creature must succeed on a DC 22 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based.

Uncanny Dodge (Ex)

An astral deva retains its Dexterity bonus to AC when flat-footed, and she cannot be flanked except by a rogue of at least 23th level. It can flank characters with the uncanny dodge ability as if she were a 19th-level rogue.
Title: Re: Miscellania
Post by: Ebiris on February 22, 2010, 07:53:48 AM
You've given her 6 feats but she should have 7. Also, no wild shape? (even lacking that, you could just add 'small or medium animals' to her Change Shape to emulate the theme and account for her initial foxiness without having to worry about the clusterfuck of stat changes wild shape causes)
Title: Re: Miscellania
Post by: Anastasia on February 22, 2010, 11:54:48 AM
She already has that, read her change shape again. As for the feat, d'oh. Miscounted.
Title: Re: Miscellania
Post by: Anastasia on February 22, 2010, 12:11:53 PM
Added Improved Natural Attack. Oh, and I'm surprised I didn't get killed for the Use Rope quip.
Title: Re: Miscellania
Post by: Ebiris on February 22, 2010, 04:05:20 PM
Suggested spells for Syala during the ordeal:

0: Know Direction, Purify Food and Drink x4
1: Detect Animals and Plants x3, Goodberry, Produce Flame x2
2: One With the Land x2 (p149 SpC), Spider Climb, Flame Blade
3: Neutralize Poison x2, Plant Growth
4: Freedom of Movement, Repel Vermin

One With the Land is 1hr/level and grants +2 to handle animal, hide, move silently, search, survival, and wild empathy
Title: Re: Miscellania
Post by: Anastasia on February 28, 2010, 02:37:01 AM
1. Remind me tomorrow to start converting more character sheets to the new NPC topic, the last few days have not been cooperative.

2. I was scanning your sheet and I noticed things like the dwarven puzzle box and The Garden aren't on there, Alicia. Where do you keep track of them?
Title: Re: Miscellania
Post by: Anastasia on February 28, 2010, 09:40:01 PM
Okay, there's a coming timeskip. When it happens I'm probably gonna take at least a few days off. I'm due for one of those breaks I take from Balmuria every so often. I'm not at raw burnout but it's a good time to take one, so why waste it?

We'll get to this in anywhere from a few days to a week depending on how long the last of the pre-timeskip stuff takes.
Title: Re: Miscellania
Post by: Anastasia on March 02, 2010, 03:24:26 AM
I hate selecting spells for anything, especially when designing around a narrow theme. I don't know how you two do it sometimes.
Title: Re: Miscellania
Post by: Ebiris on March 02, 2010, 07:53:55 AM
Themed spell sets are fun! I really enjoyed picking out appropriate spells for Marjorie in S&S to fluff up her sorc spellcasting as ghostly powers, and the Fungal Nymph's nature/rot spell set in City of the Spider Queen.
Title: Re: Miscellania
Post by: Anastasia on March 02, 2010, 01:19:18 PM
I usually find there aren't enough spells that do what I want to do. Then again, I have that problem with a lot of things: I want exactly what I want, not something I twist or refluff or squint sideways at.
Title: Re: Miscellania
Post by: Anastasia on March 04, 2010, 05:16:54 PM
Ko note: Oberuth is next, then Amaryl, then port people over and level them. Include Polly and Syala.
Title: Re: Miscellania
Post by: Corwin on March 08, 2010, 02:33:43 PM
How would Split Ray (complete arcane p83, according to google) and Twin Spell (complete arcane p85) stack? If I first apply Split Ray to my enervation and then apply Twin Spell to the result, would I end up with four enervations?
Title: Re: Miscellania
Post by: Anastasia on March 08, 2010, 03:53:06 PM
I believe so but I'd have to open up the books to check.

I toyed with Esthan abusing metamagic a little more like that, but I think I chose not to since 4d4 negative levels a shot is a bit excessive.
Title: Re: Miscellania
Post by: Anastasia on March 08, 2010, 04:18:53 PM
Okay! I won't be restarting Balmuria until at least this Thursday or Friday, it not a little longer. This break is doing me a lot of good! My batteries and imagination are recharging, plus I'm having a chance to do a lot of prep work. In the meantime, the timeskip.

I was thinking until mid-late summer, in the realm of 3-5 months at the minimum. We could do more if you two care to, that's just a starting figure. My questions are:

1. What will you primarily be doing during this time?
2. Who will you be doing it with?
3. Where will you be doing it?
4. How will you be doing it?
5. Why will you be doing it?
6. What will you be keeping your eye on during the timeskip?
7. What will you be looking at once it ends?
Title: Re: Miscellania
Post by: Corwin on March 08, 2010, 05:10:55 PM
A split twinned enervation is an effective lvl10 spells, so I dunno if it's excessive for that. Compared to what, Nailed to the Sky?  >_>

Too tired to seriously answer your questions, I'll try to get to that tomorrow.
Title: Re: Miscellania
Post by: Anastasia on March 08, 2010, 06:05:08 PM
Quote from: Corwin on March 08, 2010, 05:10:55 PM
A split twinned enervation is an effective lvl10 spells, so I dunno if it's excessive for that. Compared to what, Nailed to the Sky?  >_>

Too tired to seriously answer your questions, I'll try to get to that tomorrow.

It's all very relative, to be honest. That's a whole other discussion though!
Title: Re: Miscellania
Post by: Ebiris on March 09, 2010, 06:13:26 AM
1. What will you primarily be doing during this time?

Recruiting people to come live in Sylica and organising them when they get there. Getting advice from those with experience on how to best develop my new power base.

2. Who will you be doing it with?

The lovely angelic trio of Anty, Latha, and Syala.

3. Where will you be doing it?

Sylica itself, Mount Celestia, Elysium, Arborea, and Ysgard.

4. How will you be doing it?

Visiting deities and planar lords whom I have friendly relations with to ask for advice and talk up the benefits of them letting their followers know Sylica is a cool place to live. Directly approaching friendly individuals to offer them roles in Sylica, and getting them to spread the word even if they choose not to come over themselves.

In particular, the planar lords/deities Alicia would approach are Barachiel (already done IC), Pistis Sophia, Raziel (assuming Latha can swing an introduction), Queen Morwel, Gwynharwyf, Mystra, and Empress Sulia.

Individuals I'd like to personally recruit are Strength of Light, Lady Honeydip, Spawn of Jormungandr, Hopiel, and Jamais. I'd also ask Mial to do some PR work for us in Brightwater, but wouldn't actually try and poach Sulia's reformed succubus.

Marie, Latha, Syala, and Dawnhope hopefully have cool friends of their own they can approach directly.

Once I actually have people coming into Sylica, I'll set up my cabinet/bureaucracy to get into the details of actually running a small country, assigning people jobs and duties as befits their skills.

5. Why will you be doing it?

Sylica right now is a pretty but empty shell. By growing its population and establishing it as a legitimate interplanar power, it will become a secure base with which to fight against evil and help the innocent, granting resources to affect things on a scale far beyond what any individual hero can accomplish.

6. What will you be keeping your eye on during the timeskip?

I'll still visit my friends and family on the prime such as Darlina, Taldeer, Rosamund, the Reyneses, and of course everyone in Balmuria.

Around the first month of Spring I'll stop by Kesse to make sure Winter isn't overstaying its welcome. If it is I'll have words with Snowflake.

I'll finish up furnishing and warding the secret library Copy-Alicia lives at.

7. What will you be looking at once it ends?

Breaking another seal on Daa-vid's cage.
Title: Re: Miscellania
Post by: Corwin on March 09, 2010, 03:04:09 PM
Dune note: Edited in each question for my ease of use.

1. What will you primarily be doing during this time?

Focusing on training. I've neglected some spells, so there's lots of them to scribe and practice with. There's also a new metamagic threshold that I've just crossed, so the break is used to cement its use.

Focusing on solidifying my position. I'd like to continue what I've done with Mechanus with any favorable powers that I actually like, while designating myself as the primary contact for the Guard. Nothing nearly as extensive as Alicia, as my goal is mostly the establishment of mutual defense pacts where possible and streamlining diplomatic matters, with an information-gathering (ie spying) network being formed on an interplanar scale.

Searching for a suitable base of power on Astral, where unclaimed things can be found if you look hard enough. Hopefully, I could narrow it down enough to pursue this IC afterwards.

Taking a vacation with Amaryl. We're overdue another of those, and why not take it together? I'd suggest we just travel the world incognito for a while, rather than explore past the horizon this time around, and help out where we can along the way.

Devoting some time to Pallanth. If there's anything I could do for the land, or for my family and its closest friends there specifically, time and effort will certainly be invested.

Focusing on my allies and proteges. Those who need some extra training in any area will get it. Those who are cool and are finally ready to play on a larger playing field would get that chance by accompanying me on any of the above, if they so wish.


2. Who will you be doing it with?

Related to that last paragraph, both people I've adventured before, and people who have ties to me and deserve a chance. I intend to see if there's another promising mage like Abagail, if more astral devas are ready to follow Waukeen's banner to help spread her will on Prime.

3. Where will you be doing it?

In order of significance: Balmuria. Pallanth. Allied planes. Astral.

4. How will you be doing it?

Personal visits for the most part, study with Elle and other mages for the arcane part. The specifics for establishing diplomatic relations (and a bit extra) would follow the Mechanus precedent. All that needs to happen is a reasonable offer that benefits both sides, and good will between both parties. When personal effort on my side is further put into it, I see potential for success.

5. Why will you be doing it?

I want to have a solid reason to be better at magic, and this would reflect my shift from the physical/melee to the arcane (with the physical part essentially moving over to the alternate form).

I want to have a first rate intelligence network. The benefits are obvious, and I know many people who have their own sources of information, yet they aren't actually on best terms between one another and lack a reason to share it this way. If I succeed, I could collate quite a bit.

Because I was lying when I said I was stopping at the goal of becoming a dragon, and any deity needs a proper realm. Even if it's some castoff realm.

Because she's the the waifu! And because I like helping people.

Because it's my home, just as Balmuria.

Because I feel it might be my last chance, and I don't want to have any regrets.

6. What will you be keeping your eye on during the timeskip?

Kesse, via Agathaiel, my personal representative there. J could also help deliver alerts to me via her magic, if their combined ability cannot handle whatever issue might pop up.

Sylica, because it's Alicia's realm. It would be the first place I'll implement the Gemjump plan, so that once I've crossed through the portal into Sylica, I could teleport instantly to the mountain Alicia provided to me regardless of whether I have a teleportation spell available.

Fiendish movements, in particular towards Prime or our allies.

The ruins, in case some idiot decides to head there.

The Desert Fiefdoms and Kelara. I don't intend to get involved nearly as much as with (1), but I basically want to ensure the public works projects proceed smoothly in the former, and that the ground is ready in the latter for a temple to Waukeen and subsequent joining of the place to the TP Circle network.

The Wastes. Seeing if there's progress, learning how to duplicate it from EARTH if it does take place.

EDIT: This probably should be here, even if it depends on something that hasn't happened yet. I wanted to present Waukeen's new scripture before the break, and if that is made possible, I'd like to follow up on that during said break to help guide Waukeen's faith towards where I think it should be.

7. What will you be looking at once it ends?

I want to put a V mark next to the underwater rune, but the ruins and breaking a seal is right there on the list after it. Another matter is following a lead/my research on Astral for anything that would suit me. If Eb prefers the ruins before all else, I don't mind at all.

(1) and (6) perhaps have a lot, but I'm assuming much of it won't take time. Quite a lot is either supervision, or can be done together (I could surely strengthen my ties with Abagail and travel throughout Astral at the same time, and it'd even work out better, I figure; Donald might enjoy visiting a CG heaven together, etc.)
Title: Re: Miscellania
Post by: Corwin on March 09, 2010, 03:29:07 PM
Abby's book from Mechanus, reminder, etc.
Title: Re: Miscellania
Post by: Anastasia on March 11, 2010, 02:16:10 PM
Okay, schedule. I'm looking to get up an info post and update things sometime tomorrow. I'm hoping to resume Balmuria Saturday or Sunday, depending on how things go. Monday isn't out of the question if I get delayed, but no later than that.
Title: Re: Miscellania
Post by: Anastasia on March 12, 2010, 12:26:23 AM
Ko note: Crystal bracelets.
Title: Re: Miscellania
Post by: Anastasia on March 12, 2010, 12:52:25 PM
Made a semi-decent capstone for Antenora's ED, let me know what you two think. On another note, Eb/Cor, have you decided on your appearance changes yet?
Title: Re: Miscellania
Post by: Ebiris on March 12, 2010, 01:57:50 PM
Not a huge fan of sanctify the wicked, but we can assume there's lots of exciting RP and conversion under the hood while Anty absorbs the bad guys before she spits them out all reformed. It's super high level and she's an NPC so it's not like there's any risk of her abusing it.
Title: Re: Miscellania
Post by: Anastasia on March 12, 2010, 02:04:17 PM
Quote from: Ebiris on March 12, 2010, 01:57:50 PM
Not a huge fan of sanctify the wicked, but we can assume there's lots of exciting RP and conversion under the hood while Anty absorbs the bad guys before she spits them out all reformed. It's super high level and she's an NPC so it's not like there's any risk of her abusing it.

To get to the point of atonement requires a fair bit of RP to begin with, so yeah. Unless it's a case of finding someone who already wants it and just hasn't found someone who can do it, anyway.
Title: Re: Miscellania
Post by: Anastasia on March 12, 2010, 02:46:35 PM
We'll resume tomorrow or Sunday. I won't know about which until late tonight, depending on how my prep goes.
Title: Re: Miscellania
Post by: Anastasia on March 12, 2010, 03:10:32 PM
I'm toying with making the int you gain from the inherent enhancement bonus of your EDs providing skill points, unlike normal boosters, since they're very much a part of you all the time. Thoughts?
Title: Re: Miscellania
Post by: Corwin on March 12, 2010, 03:13:10 PM
I like skills.
Title: Re: Miscellania
Post by: Ebiris on March 12, 2010, 03:13:33 PM
I don't particularly care either way. Unless it's retroactive it won't have a huge impact on our skills. I'll probably be dropping my human bonus skill points as another price of power, so it'll counter that neatly.
Title: Re: Miscellania
Post by: Anastasia on March 12, 2010, 03:14:34 PM
We'll do that then.

---

Okay, once I line your EDs up and analyze them, I'll ask for final changes. Then I'll want final drafts posted, probably tomorrow. Heads up.
Title: Re: Miscellania
Post by: Anastasia on March 12, 2010, 04:04:08 PM
I'm going to cover some of the events of the downtime here, ones that don't need RPing. Some of them do need a bit of time devoted to them and a few are in flux depending on things you do(Seira's doctrine stuff for Waukeen, for example), so don't treat this as a definitive list. 

Part 1: Kingdoms of the world.

---

Come spring and the onset of summer, the known world is healing from the ravages of the Dark Six. To the east of Balmuria, Malmuth begins to pick itself up. The capital city has been restored, magic and hard work replacing hundreds of years of history.

The Empire continues to wobble along, Purinn staying in the Empire, but reports say that it's coffers are almost empty and instability bubbles beneath the surface. At the same time, Queen Tant seeks greater ties with the United Baronies, while managing diplomacy and a fractured nobility. Whispers say that some prefer a return to King Ferdi's style, believing the Empire cursed for it's weakness by the Gods. Others support Queen Tant, arguing that this is a time of recovery and not revanchist expansion.  A third splintering sect is far more nasty, said to advocate the complete dissolution of the Malmuthian Empire. Calling themselves Vitalists, they claim that Malmuth must break apart into healthy, vital kingdoms or the entire rotten body will perish. Such views are akin to treason, being declared treasonous. Far to the east, what few reports come of the free city-states there claim that there is a rising murmur of war there, rumors that this is now the time to strike. The truth of this isn't known, but it spreads like wildfire in the taverns of northeastern Malmuth.

To the north, the Elven Kingdom of Pallanth is tranquil. It's eternal ebb and flow is as it always is if one only looked to the surface. Beneath the surface lies several changing paradigms. At the royal council, the addition of House Aryn has altered the landscape. Scion Aryn has preoccupied himself with diplomatic matters, including the drafting of an expanded treaty of alliance with the Baronies. While Scion Aryn has been received well by most of the other noble houses, the political reality has reasserted itself. Arguments over mundane and serious matters occupy Scion Aryn's time, the course of Pallanth beginning to swerve. Away from the council, Pallanth profits from the trade with the Baronies and the growing influence of Waukeen. While some elves are embracing it, a growing counter-reaction is attempting to reassert the traditional Seladrine pantheon, claiming the pursuit of pure opulence is contrary to Corellon Larethian's wishes. Contrasting this, reports of fey and fantastical creatures has risen astronomically in the past few months.  A few elven villages have changed radically, or even vanished.  These matters are under investigation. Amid all this there is some concern about Malmuth's situation, but traditional de-attachment prevails so far.

To the west of the United Baronies, the Desert Fiefdoms continue as they have before. Being spared the worst of the wrath of the Dark Six and with the diabolical invasion a safe memory, the Pasha continues his rule. Seira's intelligence reports do provide an insight into the Palace, murmurs that certain types of trade revenue and taxes are down. Seira's portal network is largely blamed, though the Pasha does not seem to be addressing the matter. Military intelligence from Lord Salman also notes that there is a renewed interest in the southern border of the Fiefdoms.

Farther to the west, Kelara continues a shaky road to reform. The stories Alicia hears from her family say that Lord Roth is slowly making concessions and expanding the protective military presence in Kelara's hinterlands, but that he faces strong opposition from the entrenched city nobility. Intrigue runs rampant, a thousand conspiracies and murmurings. The Temple of Mystra in Kelara is staying above it as best they can, expanding magic and sending arcanists deeper into Kelara, complimenting and picking up slack for the local guard. Quietly, Dweomerkeeper Taldeer reports there is a growing cult of Saint Alicia. Doctrine is loose and varies, but it is said she is considered a living saint, a daughter of Mystra incarnated into a mortal body to lead the faith.

In the lands past the wild jungles, spring has come. The battlefields are dry, no rivers of blood and tears to moisten them.  For now a fragile peace holds, a peace of money and force of will. All armies are still on alert, but nothing has disturbed this delicate balance of Saxant, Evrai and Kesse. Agathaiel and the servants of Waukeen work at a torrid pace, going all out and all over in a desperate race to keep the peace from crumbling. Gold and toil are spent each day, as the summer blossoms.


Title: Re: Miscellania
Post by: Anastasia on March 12, 2010, 04:39:17 PM
Part 2: Balmuria and the United Baronies.

Come the spring, Lord Salman travels on Seira's portal network, coming to Balmuria. He spends several days inspecting the troops, the city and it's defenses. After seven days of this he addresses the citizens in a great open air rally. By his proclamation he declares Balmuria a free city in personal union with the United Baronies, independent but connected intimately. The Crimson Guard is declared to be given a new charter by his order, one drafted by Commander Oberuth. In this, the Crimson Guard is not loyal to just the United Baronies, but the peace loving peoples of all the world, this one and beyond.  The people of Balmuria have a sacred duty, beyond that of simply protecting one kingdom. They are the hope and sword-arm of this new world, one that thrives of magic and the renewed mercy of the Gods.

The charter presented states that the Crimson Guard shall be henceforth be composed of chapters. Each chapter is ruled by a Commander, having a seat at a grand council hall to be constructed. As of now there is only the chapter in Balmuria, but Commander Oberuth vows there will be more soon. Further, Seira, Alicia and Demedais are each awarded the title of Commander as recognition of their longstanding deeds and superlative valor in service to the Guard.  While technically below the rank of Commander Oberuth in Balmuria, they still command almost anyone else in the Guard.

Meanwhile, Balmuria continues to grow richer. Trade sends a constant wave of gold into it's coffers, magic and sorcery blossoming fully. More expansion to the west is anticipated, a new city quarter desired by next mid-winter. The elven mission is expanding, seeking to change into a fully developed block with stores, cultural ties and an ambassadorship. Malmuth and the Fiefdoms follow suit, sending diplomats to make ambassadorships, as well as formal treaties and other diplomatic niceties.

The various religions of Balmuria continue to grow. Helm's temple grows the fastest, a sudden influx of pilgrims and worshipers. It is said that the Prophet Demedais has left the mortal realm to guide the faithful to Helm's side, visions of ethereal crystal stairways. The religious and knowledgeable speak of a new place, a new passage and transmigration for souls after death. This is echoed by the other churches, albeit with much less vigor and focus.  Waukeen's church continues it's steady growth as more wealth comes into Balmuria. A web of trading outposts connect all the kingdoms and empires here, and the favor of Seira's teleportation networks only strengthens this. The Mystrians are also blossoming, magic and magic seekers coming to pay homage and learn Mystra's will.  Of note is that Alicia's old home has been found to be hallowed and sanctified after she left. Many claim this as a miracle of Mystra or Alicia herself, though Shankar has withheld comment on this matter for now.

The church of Torm has been toeing a distinctly meek and quiet tone, all eyes on them but nothing coming of it for now. The Church of Gond continues it's work, doing this or that and connecting with other upstart churches. There are splashes of other faiths as well. There is some angel-worship, which is generally discouraged, mostly tracing back to the angelic aid during the attack of the Dark Six and it's aftermath. Relatedly, many of the visiting eladrin promoted the Seladrine, resulting in a few isolated worshipers among the humans. Darker whispers murmur of diabolical cults and the demonic, but nothing obvious has been seen of them.

Beyond Balmuria, the United Baronies continue to thrive. The residual profit from the trade routes enriches the farmlands. Victoria continues to build itself under Lord Salman's direction, but is still a far second place to the splendors of Balmuria. To the north and in Pilltain, several pilgrims of Helm have begun to build a temple, claiming this to be where the Prophet Demedais took on his great duty of guiding souls under Helm's direction.  Farther to the north, Armasea is quietly prosperous, out of the way and ruled by Lady Lyselle. To the south, among the northern reaches of the Galkass mountains, Parsifal has recovered from the plague and mining continues unabated.
Title: Re: Miscellania
Post by: Ebiris on March 12, 2010, 04:40:14 PM
Regarding appearance changes, Alicia's going to keep mostly the same physical structure (I strongly considered changing to large size for reach/stat boosts and to better stand up in comparison to most other deities and planar lords of the same stature, but it'd inconvenience daily life too much). Her complexion will change from her tanned/Mediterranean colouring to a more even golden hue (kinda like Amber, why not) while her feathery white wings will gain a bluish-silvery colour.
Title: Re: Miscellania
Post by: Anastasia on March 12, 2010, 05:01:50 PM
Post 3: The world beyond the world

The Realms Beyond continue along a well, changes small and great taking place as eternity continues it's endless procession. Word of the Well of Souls has made some impact in the divine realms. It is reportedly said that Kelemvor's fury was akin to the rage of Talos himself, and to follow this, there have been reports of conflicts between worshipers and servants of the two powers.  More interestingly, there are reports that some aid to Helm and the Triad has come from Nature's Heart, though reports of this and possible ramifications are currently not known, but hugely speculated. Many of the knowledgeable postulate that a divine war is in the offing, a titanic clash between Kelemvor and Helm, and by extension Jergal, the Triad and perhaps Talos.

In Gehenna, the old Oinoloth and much of the old regime has fallen in the fires of the Helmite's crusade. In the aftermath a being styling itself as the Adversary has taken control as the the crusade has retreated back and ceased. Questions run rampant, to the curious, to the thoughtful, to the claims that the 'loths and the Heavens have some unholy pact and the Adversary is a ruler suitable to all sides, somehow.  The Adversary has kept his head down thus far, though whispers of a brutal purge as followup after the crusade spread far and wide. The identity of the Adversary is also a common topic of discussion, with a million answers and a million more questions. Anthraxus has been mentioned as a possibility, as well as the Adversary being a front for Shar. Others wonder if an enterprising Bane or Cyric is taking the reigns, or if a planar lord has struck it big.

Baator is as unchanging as Asmodeus wills it to be. The Blood War rages in Avernus, while the lower layers continue their depredations of the soul and all that is righteous. The diabolical forces, ravaged by Zquujaj's fury, are said to be at their lowest ebb in over a hundred thousand years. The kicker is that sources whisper that transfers to Avernus are at an all time high, with powerful positions ripe for the picking. Bel himself has come out ultimately unscathed, tested but successful. Interestingly, opposition to his regime has all but vanished in the aftermath of Zquujaj's attacks.

The Abyss howls. Androlynne has become a realm of gray nothing-ness, where a dozen demonic armies fight for supremacy. It is known that various Abyssal  Gods, Princes and Lords have stakes in this affair, such as Demogorgon, Orcus, Zquujaj, Torm, Malcanthet and others uncounted. Pale Night's will has not made itself known; be she in Androlynne or in her fortress within Baphomet's maze, or somewhere else in Creation. Surely it is Pale Night's realm to lose, but she's making no signs of doing anything but losing it.

In far more palatable realms, Celestia and the Triad grow closer. It is said that Helm has begun to embrace the lessons of the rest of the Triad, shifting them closer to Celestia than Arcadia. Some of the Triad's servants deny this, others support it and yet others are not quite certain yet. Perhaps the matter is not settled, or perhaps the Triad does not wish to address it at this time.
Title: Re: Miscellania
Post by: Corwin on March 12, 2010, 05:39:38 PM
Unless Commander Oberuth or Queen Tant request my aid, I won't attempt to intervene in Malmuth.

I regret the temporary decline of the Desert Fiefdoms, although I won't do anything there unless the Pasha or Lady Malika ask it of me. After all, I asked them if they wished to be included and they had the chance to see how the network was working elsewhere for months beforehand. Wasn't my choice to make, and the Pasha must realize, same as me, that in the end he'll come out better off. I could help proselythize on his behalf if he wants me to....

My interest in Kelara is limited strictly to encouraging Waukeen's nascent temple in the area. Being inclusive, Waukeen wouldn't see any need to clash with any existing, strong religions, but merely to fill her own niche.

Agathaiel has my full support, in person should she need it, or by way of funds.

Victoria is lead by Lord Salman? Clearly, I must bug you for that chat I wanted with Claris, as it doesn't seem he has recovered even in all these months.

So Oberuth made us his jedi masters. I'm not sure what chapter I'm supposed to be in charge of, to be truthful.

Don't intend to do a thing about Torm for now. What about Talos, however? Do we have non-abandoned temples to him anywhere in the world?

Good luck to Zquujaj with his conquest of Androlynne!

So. This leaves Pallanth. As I indicated, this is one land I actually intend to intervene directly. I see two issues. The first is that villages are going missing, likely due to fey. This has got to stop, and I intend to join the investigation with all the skill and magic at my disposal. The second is the ideological split within Pallanth. I will try to argue that Corellon wishes for elves to go out and seek new experiences as part of his dogma, but if my conciliatory efforts don't make a difference, I will strive to get an audience with Corellon or his wife. Needless infighting is the last thing either of us wishes, I can bet, and it would either allow us to reach a compromise if the split has real basis, or allow us to come out united against it and hope to sway the elves at large.
Title: Re: Miscellania
Post by: Ebiris on March 12, 2010, 06:03:42 PM
Sylica takes a vast amount of time and attention at this juncture, so Alicia won't be poking her head out too much.

She will however make a point of infiltrating any nascant cults in her name (Marie can do the same) in disguise just to make sure they're acting in a manner she approves of, and offering some help along the way to anyone who catches her eye.

If she has any influence among the big names, she'll use it to try and get Kelemvor to cool down and focus his attention on the real guilty party, Shar. I don't think she has any significant contacts in the realm of the dead aside from her good relationship with the temple of Kelemvor in Kelara, though, so it's doubtful she can have any impact here.

I recall Rosamund mentioned will o' wisps in the forest. I'll get Marie to see if she can find any of them (she can pass herself off as one in her ball of light form and is immune to electricity) to see what sort of threat they could pose.

I'll attempt to do some limited information gathering in Gehenna. Hugo's nightmares seem fairly likely to refer to the new Oinoloth which gives me some degree of personal involvement if it affects him. Unless I lucked out and recruited an awesome spymaster I won't risk probing too deeply.

And if Seira wants to investigate the vanished elven villages Alicia would be interested in tagging along since she mostly gets on well with fey and is hopeful there's a non-bad explanation.
Title: Re: Miscellania
Post by: Corwin on March 13, 2010, 03:46:35 PM
Something I didn't consider at the time, but I'll do from time to time quietly is study up on Mechanus law. Is there some sort of skill for it that I could grab for flavor? Eventually, I'll try to defend the crazy inevitable guy from his imminent death.

And I recall mentioning suitable planes to forge better, official ties with, but didn't list them. I'm thinking... after Mechanus, the Plane of Fire (Kossuth, perhaps the City of Brass as well), Corellon's pantheon, Queen Morwel's realm via Honeydip, Celestia, Brightwater since it makes perfect sense. Maybe Alicia, Marie and Jessica could intro me to someone in Elysium I could chat with about this. Lathander and Mielikki's realms, since I think they'd be receptive. Triad and Talos, since they might well be receptive, all things considered. Am I forgetting anything suitable?

Some of that could happen IC, as much as you require.

EDIT: I'm forgetting Bahamut. Celestia, sure, but still.
Title: Re: Miscellania
Post by: Corwin on March 13, 2010, 06:26:03 PM
What exactly happens if I choose to transform from a red dragon to a golden dragon before being locked out of that option by how finite the transformation reads? Can I?
Title: Re: Miscellania
Post by: Anastasia on March 14, 2010, 06:10:17 AM
Quote from: Ebiris on March 09, 2010, 06:13:26 AMVisiting deities and planar lords whom I have friendly relations with to ask for advice and talk up the benefits of them letting their followers know Sylica is a cool place to live. Directly approaching friendly individuals to offer them roles in Sylica, and getting them to spread the word even if they choose not to come over themselves. In particular, the planar lords/deities Alicia would approach are Barachiel (already done IC), Pistis Sophia, Raziel (assuming Latha can swing an introduction), Queen Morwel, Gwynharwyf, Mystra, and Empress Sulia.

Pistis Sophia and Raziel are both helpful, offering advice to the nascent planar lord of righteousness.  None of you can quite remember the night that happened in the Court of Stars after, save for blissful, longing glimpses of Queen Morwel and a promise that what is right will happen for the heroes of Androlynne. Naeys assures you that Mystra will aid your cause, as you have served her will for your long, difficult mortal life. Empress Sulia is a bit more of an open question and one that will be covered IC.

EDIT: I'm aware it's a little odd that you might meet all of them but Mystra for this, but I'd rather not trivialize contact with her.

QuoteIndividuals I'd like to personally recruit are Strength of Light, Lady Honeydip, Spawn of Jormungandr, Hopiel, and Jamais. I'd also ask Mial to do some PR work for us in Brightwater, but wouldn't actually try and poach Sulia's reformed succubus.

These will be all done IC besides for Mial. I'd have your recruitment spiel worked out if I were you.

QuoteMarie, Latha, Syala, and Dawnhope hopefully have cool friends of their own they can approach directly.

Yes. Getting Celestials to your banner isn't hard. The famous Alicia Reynes, defiant of Agares and hero of Androlynne will recruit many a curious celestial and spreading the word helps further. Beyond that, do you want to recruit anything else besides good outsiders?

QuoteOnce I actually have people coming into Sylica, I'll set up my cabinet/bureaucracy to get into the details of actually running a small country, assigning people jobs and duties as befits their skills.

You can hash this out IC or OOC once you know who's coming. For minor things and minor posts, feel free to create your own minor celestials. I'm not going to stat up a dozen low/mid HD ones for roles that are of minimal importance. It's your and Syala's realm, your will constantly and subtly shapes it.

QuoteSylica right now is a pretty but empty shell. By growing its population and establishing it as a legitimate interplanar power, it will become a secure base with which to fight against evil and help the innocent, granting resources to affect things on a scale far beyond what any individual hero can accomplish.

Yes. What about names, locations, all of that? Once you establish Sylica and have it populated, how are you going to organize it? This ties into the above and doesn't have to be IC, but figure this out for down the line.

QuoteI'll still visit my friends and family on the prime such as Darlina, Taldeer, Rosamund, the Reyneses, and of course everyone in Balmuria.

How open are you going to be about telling them about your new duties and showing them how you're changing?

QuoteAround the first month of Spring I'll stop by Kesse to make sure Winter isn't overstaying its welcome. If it is I'll have words with Snowflake.

Spring comes without incident. Nothing noteworthy here, besides the region being a powder keg like the Balkans but with even less charm.

QuoteI'll finish up furnishing and warding the secret library Copy-Alicia lives at.

Goes without incident, by and large.

QuoteShe will however make a point of infiltrating any nascent cults in her name (Marie can do the same) in disguise just to make sure they're acting in a manner she approves of, and offering some help along the way to anyone who catches her eye.

This is something to be done IC. It's your first possible worshipers, y'know.

QuoteIf she has any influence among the big names, she'll use it to try and get Kelemvor to cool down and focus his attention on the real guilty party, Shar. I don't think she has any significant contacts in the realm of the dead aside from her good relationship with the temple of Kelemvor in Kelara, though, so it's doubtful she can have any impact here.

Your feelers will be politely but firmly ignored.

QuoteI recall Rosamund mentioned will o' wisps in the forest. I'll get Marie to see if she can find any of them (she can pass herself off as one in her ball of light form and is immune to electricity) to see what sort of threat they could pose.

IC in some manner or another. How exactly you desire to tackle it is a question I'll leave to you.

QuoteI'll attempt to do some limited information gathering in Gehenna. Hugo's nightmares seem fairly likely to refer to the new Oinoloth which gives me some degree of personal involvement if it affects him. Unless I lucked out and recruited an awesome spymaster I won't risk probing too deeply.

How are you going to be doing this? By yourself? By proxy? Going to try and establish links or use magic to find out answers?

QuoteAnd if Seira wants to investigate the vanished elven villages Alicia would be interested in tagging along since she mostly gets on well with fey and is hopeful there's a non-bad explanation.

Noted.


Title: Re: Miscellania
Post by: Anastasia on March 14, 2010, 06:21:34 AM
Quote from: Corwin on March 12, 2010, 05:39:38 PMUnless Commander Oberuth or Queen Tant request my aid, I won't attempt to intervene in Malmuth.

Okay, noted.

QuoteI regret the temporary decline of the Desert Fiefdoms, although I won't do anything there unless the Pasha or Lady Malika ask it of me. After all, I asked them if they wished to be included and they had the chance to see how the network was working elsewhere for months beforehand. Wasn't my choice to make, and the Pasha must realize, same as me, that in the end he'll come out better off. I could help proselytize on his behalf if he wants me to....

Okay. We'll see how this shakes out IC.

QuoteMy interest in Kelara is limited strictly to encouraging Waukeen's nascent temple in the area. Being inclusive, Waukeen wouldn't see any need to clash with any existing, strong religions, but merely to fill her own niche.

Of course, that assumes that the other temples are willing to live and let live, but noted anyway.

QuoteAgathaiel has my full support, in person should she need it, or by way of funds.

She is thankful and very busy. When she needs more funds to spread Waukeen's will she'll be asking.

QuoteVictoria is lead by Lord Salman? Clearly, I must bug you for that chat I wanted with Claris, as it doesn't seem he has recovered even in all these months.

Yeah, that's 1 or 2 on the agenda for you, since it got pushed back.

QuoteSo Oberuth made us his jedi masters. I'm not sure what chapter I'm supposed to be in charge of, to be truthful.

Right now, none. But you're angling to expand and there may come a time when you've moved beyond Balmuria. This is for that time, when and if it happens.

QuoteDon't intend to do a thing about Torm for now. What about Talos, however? Do we have non-abandoned temples to him anywhere in the world?

Talos doesn't have a huge presence in the region except for the jungles. However, Seira's information and a bit of poking reveals there may be more forming in Malmuth. She could investigate more IC or send someone OOC if she cares to.

QuoteGood luck to Zquujaj with his conquest of Androlynne!

The unholy scion of the Abyss and damnation thanks you for your support, vowing to make a realm suitable to torment your spirit for all time in.

QuoteSo. This leaves Pallanth. As I indicated, this is one land I actually intend to intervene directly. I see two issues. The first is that villages are going missing, likely due to fey. This has got to stop, and I intend to join the investigation with all the skill and magic at my disposal. The second is the ideological split within Pallanth. I will try to argue that Corellon wishes for elves to go out and seek new experiences as part of his dogma, but if my conciliatory efforts don't make a difference, I will strive to get an audience with Corellon or his wife. Needless infighting is the last thing either of us wishes, I can bet, and it would either allow us to reach a compromise if the split has real basis, or allow us to come out united against it and hope to sway the elves at large.

This will be mostly IC, though I figure you knew that.

QuoteSomething I didn't consider at the time, but I'll do from time to time quietly is study up on Mechanus law. Is there some sort of skill for it that I could grab for flavor? Eventually, I'll try to defend the crazy inevitable guy from his imminent death.

Profession(Lawyer) or something like that relating to Mechanus would cover it. Do be aware that Seira would know that defending him is mostly a formality. This is very much a Cardassian trial, as you two put it.

QuoteAnd I recall mentioning suitable planes to forge better, official ties with, but didn't list them. I'm thinking... after Mechanus, the Plane of Fire (Kossuth, perhaps the City of Brass as well), Corellon's pantheon, Queen Morwel's realm via Honeydip, Celestia, Brightwater since it makes perfect sense. Maybe Alicia, Marie and Jessica could intro me to someone in Elysium I could chat with about this. Lathander and Mielikki's realms, since I think they'd be receptive. Triad and Talos, since they might well be receptive, all things considered. Am I forgetting anything suitable?

Query: As yourself, as the Crimson Guard, as Balmuria or what? Now Mechanus is happy to make treaties with everyone and anyone since it's about spreading the cosmic Law. Others vary a lot depending on how you approach them and in what capacity.

Title: Re: Miscellania
Post by: Anastasia on March 14, 2010, 06:24:05 AM
Quote from: Corwin on March 13, 2010, 06:26:03 PM
What exactly happens if I choose to transform from a red dragon to a golden dragon before being locked out of that option by how finite the transformation reads? Can I?

You mean the transformation of the ED?

Quote
Transformation (Ex)

At level 21 the being's type changes to outsider and it gains the (native) subtype within its own realm. At the being's discretion it may take any alignment subtypes that match its alignment, but once chosen the choice cannot be undone. The being may change its appearance to suit its new station, changing size category by one larger or smaller, changing any natural attacks (for example swapping claws for slam attacks, although the damage values should remain the same), or other cosmetic changes. Once chosen, these alterations cannot be undone.

Lessee. It's mostly cosmetic changes, so I'd just rule you have golden scales but a red dragon's statline otherwise.

Title: Re: Miscellania
Post by: Ebiris on March 14, 2010, 08:19:01 AM
Aside from good outsiders, Alicia will welcome other extraplanar creatures of a similar moral bent - I know dragons and fey are common enough out there, and they'll be happily welcomed. We have something of an interest in reformed fiends, although chances are that any who've come that far already have patrons of their own, but the door is open. This will probably result in us being infested with spies in the short term, which we'll have to be careful of, but it's a risk I'm willing to take.

I'll add names for places and institutions to the Sylica post at some point once I have an idea of who lives in my realm.

Friends and family will be told exactly what's happening, and I'll even give them visits to Sylica if they're interested in seeing for themselves.

As for the new Oinoloth, I'd prefer to use spies of my own if I manage to acquire anyone with appropriate skills. I don't know if my travel restriction will be in place during downtime, if it's not I might attempt a visit to Gehenna myself, if not I'll delegate it probably to Marie and Latha.
Title: Re: Miscellania
Post by: Anastasia on March 14, 2010, 09:25:40 AM
Clarification note: Seira, your info about what you were researching on the Astral is going to happen IC.
Title: Re: Miscellania
Post by: Anastasia on March 14, 2010, 09:26:15 AM
Quote from: Ebiris on March 14, 2010, 08:19:01 AM
Aside from good outsiders, Alicia will welcome other extraplanar creatures of a similar moral bent - I know dragons and fey are common enough out there, and they'll be happily welcomed. We have something of an interest in reformed fiends, although chances are that any who've come that far already have patrons of their own, but the door is open. This will probably result in us being infested with spies in the short term, which we'll have to be careful of, but it's a risk I'm willing to take.

I'll add names for places and institutions to the Sylica post at some point once I have an idea of who lives in my realm.

Friends and family will be told exactly what's happening, and I'll even give them visits to Sylica if they're interested in seeing for themselves.

As for the new Oinoloth, I'd prefer to use spies of my own if I manage to acquire anyone with appropriate skills. I don't know if my travel restriction will be in place during downtime, if it's not I might attempt a visit to Gehenna myself, if not I'll delegate it probably to Marie and Latha.

Noted.
Title: Re: Miscellania
Post by: Corwin on March 14, 2010, 01:48:43 PM
I'm interested in the Talos angle. However, I believe I will delegate the task of the creation of initial ties. Is Mia interested?

Aww, Zquuj, he's such a softy.

Cardassian trials are fine. I don't suppose an insanity plea exists?

My initial idea was for the Crimson Guard, representing Balmuria, with myself as the prime contact. Do I have cause to believe this is a bad approach?
Title: Re: Miscellania
Post by: Corwin on March 14, 2010, 03:42:26 PM
Right, appearances. Base form becomes the half-elf one, closing the circle in a way. Golden wings, greater than the previous ones but just as conveniently foldable, replace the red ones of the half-dragon form. I'm not trying to affect the red dragon form one bit, just the base form, but if my wings there get a strange golden coloration, I can't complain too much given the circumstances.
Title: Re: Miscellania
Post by: Anastasia on March 16, 2010, 02:21:42 AM
Cor, are you interested in Amaryl taking any feats to boost Yoshi up? There's a couple that could make him more effective if you want to put resources into making him viable. Your call though.
Title: Re: Miscellania
Post by: Corwin on March 16, 2010, 07:54:31 AM
Such as? Sorry, was just never interested in the area of animal companions, so I wouldn't know without an example or two.  >_>
Title: Re: Miscellania
Post by: Anastasia on March 18, 2010, 12:45:54 AM
Updated Abagail's spell selection and a few other things on her sheet.
Title: Re: Miscellania
Post by: Corwin on March 22, 2010, 02:58:14 PM
Ko note: Cleaned up bad notepad breaks.

I've been meaning to post this, and once the effects of Abby's book were revealed, I was in a position to post. The idea is to use a refluffed Malconvoker with the Mechanus theme for her next prc. The name itself... doesn't really work anymore, but I lack anything better at the moment (Ace Attorney tempts so much...). Also, the summon lists suck for axiomatic critters that aren't outsiders, pretty much, but if it's possible to apply any sort of template for the origin of the summoned beastie, that should fix this issue (Summon Monster VI has a celestial dire lion, for example, but if the option existed to summon a fiendish/axiomatic/anarchic dire lion with that spell instead, it'd work well enough).

This is a draft, etc, and clearly some things don't work as they did for the original Malconvoker, but I tried to keep them as close as possible whenever it fit, and diverged when it didn't. Comments?

Malconvoker [Mechanus Edition]

You have always honed your conjuration magic beyond that of your other spells, toyying with the idea of summoning powerful outsiders to do your bidding yet never being able to do more than contend with the Summon Monster family of spells. At least, not until that book appeared, and you were set upon your path by a seemingly serendipitous event: the appearance of a thin folio inscribed with the vivid imagery of gears, entitled the Vital Pact.


Entry Requirements

Alignment: Any non-chaotic.
Skills: Diplomacy 4 ranks, Knowledge (the planes) 4 ranks.
Feats: Augment Summoning, Spell Focus (conjuration).
Special: Ability to call an Inevitable.

Class Features

As a malconvoker, you bargain with your allies from Mechanus in order to enter binding contracts with them, ones that they would execute to the letter.

Spellcasting: At each level beyond 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a malconvoker, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Axiomatic Summons (Su): At 1st level, you can attempt to barter with lawful creatures you conjure into serving you for longer than they normally would. When casting a summon monster spell to summon a lawful-aligned creature, you can attempt a Diplomacy check as a free action, opposed by the creature's Sense Motive check. If your check succeeds, the duration of the effect is doubled (as if by the Extend Spell feat), and the summoned creature might be subject to additional effects as described below. If it fails, the duration remains as normal and no additional effects can be applied.
If you fail the check by 5 or more, the creature breaks free of your control and is hostile toward you (though it still disappears as normal when the spell's duration ends).
If you use this ability when summoning multiple creatures, you must attempt an opposed skill check separately against each creature you wish to affect.

Beginning at 4th level, you can get the summoned creatures to go an extra mile for you. If your Diplomacy check to extend the duration of summoning succeeds, the creatures get a +2 bonus on weapon damage rolls and 2 extra hit points perHit Die (in addition to the bonuses conferred by Augment Summoning).

Beginning at 7th level, you can instill true zeal into the summoned creatures, sparking off exceptional resistance to your enemies' attempts to control or dismiss them. If your Diplomacy check to extend the duration of summoning succeeds, the creatures get a +2 bonus on Will saves, and your effective caster level is increased by 2 for the purpose of resisting dispel magic and similar effects against those creatures.

Inevitable Focus: Beginning at 2nd level, you can add the following spells to your class spell list and your list of known spells (or your spellbook) at the indicated levels. If you already have one or more of these spells on your class list at a different level, treat it as being of the lower level.
5th: Call Zelekhut (SC p42).
7th: Call Kolyarut (SC p42).
9th: Call Marut (SC p42)

Bargaining Skills: At 3rd level, you gain Skill Focus (Diplomacy) as a bonus feat. If you already have this feat, you can select any other feat for which you meet the prerequisite.

Legions of Mechanus (Ex): Once you attain 5th level, whenever you use a summon monster spell to summon one or more lawful creatures, you summon one extra creature of the same kind.

I Rest My Case (Ex): Starting at 6th level, you become exceptionally versed in the ways and natures of lawful creatures. Your silver tongue can convince lawful creatures you call to work with you, putting your case in such a way that shows that your intentions parallel their own. Upon calling an Inevitable into your service, you can make a Diplomacy check opposed by the creature's Sense Motive skill check. If you succeed on this check, the called creature becomes more amenable to your cause, taking a –5 penalty on the opposed Charisma check made to refuse serving you. If you fail, the creature immediately makes a new Will saving throw against your spell. On a failure, the spell functions as normal. If it succeeds on this save, the creature breaks free of your control and returns to Mechanus, where it might put forth a formal complaint against you.

Improved Conjuration: At 8th level, you gain Greater Spell Focus (conjuration) as a bonus feat. If you already have this feat, you can select any other feat for which you meet the prerequisite.

Expeditous Calling (Su): At 9th level, your greater understanding of Mechanus's laws has gifted you with the ability to cut through the vast majority of the red tape involved in certain kinds of conjurations. You may call Inevitables into your service while vastly reducing the time you would normally spend during the long process of bartering with them. Calling an Inevitable now takes up a full round action for you rather than the usual ten minutes. It then attempts to execute the task given it faithfully to the best of its abilities for a duration of 1rnd/lvl of the summoner before returning to Mechanus.



The Malconvoker Hit Die: d4
        Base
        Attack Fort Ref    Will
Level   Bonus Save Save Save    Special                     Spellcasting
1st    +0    +0    +0    +2    Axiomatic Summons          —
2nd    +1    +0    +0   +3    Inevitable Focus                  +1 level of existing spellcasting class
3rd    +1    +1    +1    +3    Bargaining Skills                 +1 level of existing spellcasting class
4th    +2    +1    +1    +4    Axiomatic Summons (Aid and Comfort)    +1 level of existing spellcasting class
5th    +2    +1    +1    +4    Legions of Mechanus          +1 level of existing spellcasting class
6th    +3    +2    +2    +5    I Rest My Case             +1 level of existing spellcasting class
7th    +3    +2    +2    +5    Axiomatic Summons (Objection!)    +1 level of existing spellcasting class
8th    +4    +2    +2    +6    Improved Conjuration          +1 level of existing spellcasting class
9th    +4    +3    +3    +6    Expeditous Calling                 +1 level of existing spellcasting class

Class Skills (2 + Int modifier per level): Bluff, Concentration, Craft, Disguise, Knowledge (arcana), Knowledge (religion), Knowledge (the planes), Profession, Spellcraft.
Title: Re: Miscellania
Post by: Ebiris on March 22, 2010, 08:10:29 PM
Thinking about Alicia's planar domain and all the resources it entails, it was pretty cool how she had ready access to so much info on Eblis through her inhouse contacts, but it also makes me think of another point I touched on in the Sylica writeup. Alicia has an army, with all the logistical support that entails, so it makes rather less sense for her to be reliant on looting dungeons and dropping sacks of gold off at Elle's for her equipment needs. I think it might be better at this stage to generally have all her adventuring proceeds allocated to her treasury automatically, and have a free floating pool of stuff she can call on as needed - like how NPC writeups in D&D books might say 'Lady Alustriel is typically equipped with A, B, and C, but due to her position as ruler of the biggest magical city in the North can be assumed to have ready access to any magic item of up to X value.'

A good way of running it in the game to allow for player input and seeing choices matter is with certain actions increasing or decreasing the pool - mandating better weapons for the troops or initiating big projects could lower the resources readily available, increasing the population or looting a particularly juicy hoard or discovering secret crafting techniques could increase it. There could even be type adjustments on specific things, like say Sylica produces more holy type items and the Cauldron produces more fiery type items so more expensive items fitting the correct theme can be procured.

Most of our primary gear will surely still come from adventuring and plot, but I think this would be a cool way to get odds and ends or specific tools for a unique job.
Title: Re: Miscellania
Post by: Anastasia on March 23, 2010, 12:29:40 AM


Quote from: Corwin on March 22, 2010, 02:58:14 PMI've been meaning to post this, and once the effects of Abby's book were revealed, I was in a position to post. The idea is to use a refluffed Malconvoker with the Mechanus theme for her next prc. The name itself... doesn't really work anymore, but I lack anything better at the moment (Ace Attorney tempts so much...). Also, the summon lists suck for axiomatic critters that aren't outsiders, pretty much, but if it's possible to apply any sort of template for the origin of the summoned beastie, that should fix this issue (Summon Monster VI has a celestial dire lion, for example, but if the option existed to summon a fiendish/axiomatic/anarchic dire lion with that spell instead, it'd work well enough).

There's an axiomatic creature template in the Manual of the Planes, but that introduces an element I'd rather not deal with. (Linked minds). Just change smite evil to smite chaos and that works fine for an axiomatic creature. The fluff is that they're very finished, symmetrical creatures.

QuoteYou have always honed your conjuration magic beyond that of your other spells, toying with the idea of summoning powerful outsiders to do your bidding yet never being able to do more than contend with the Summon Monster family of spells. At least, not until that book appeared, and you were set upon your path by a seemingly serendipitous event: the appearance of a thin folio inscribed with the vivid imagery of gears, entitled the Vital Pact.

Rename the Vital Pact, there's no need to lift the Malconvoker flavor 100%.

QuoteImproved Conjuration: At 8th level, you gain Greater Spell Focus (conjuration) as a bonus feat. If you already have this feat, you can select any other feat for which you meet the prerequisite.

This is a fine substitution for Improved Calling. Improved Calling's better but it doesn't translate to the concept here at all.

---

Looks fine overall.
Title: Re: Miscellania
Post by: Anastasia on March 23, 2010, 12:43:51 AM
Quote from: Ebiris on March 22, 2010, 08:10:29 PMThinking about Alicia's planar domain and all the resources it entails, it was pretty cool how she had ready access to so much info on Eblis through her inhouse contacts, but it also makes me think of another point I touched on in the Sylica writeup.

You guys having a lot of info at your fingers is logical enough and on purpose. Both of you have lots of friends and resources to help track things down. Sylica does tend to concentrate them, though.

QuoteAlicia has an army, with all the logistical support that entails, so it makes rather less sense for her to be reliant on looting dungeons and dropping sacks of gold off at Elle's for her equipment needs. I think it might be better at this stage to generally have all her adventuring proceeds allocated to her treasury automatically, and have a free floating pool of stuff she can call on as needed - like how NPC writeups in D&D books might say 'Lady Alustriel is typically equipped with A, B, and C, but due to her position as ruler of the biggest magical city in the North can be assumed to have ready access to any magic item of up to X value.'

A good way of running it in the game to allow for player input and seeing choices matter is with certain actions increasing or decreasing the pool - mandating better weapons for the troops or initiating big projects could lower the resources readily available, increasing the population or looting a particularly juicy hoard or discovering secret crafting techniques could increase it. There could even be type adjustments on specific things, like say Sylica produces more holy type items and the Cauldron produces more fiery type items so more expensive items fitting the correct theme can be procured.

Most of our primary gear will surely still come from adventuring and plot, but I think this would be a cool way to get odds and ends or specific tools for a unique job.

Yeah. This works for me - what do you think Cor - but I'm not really sure on how the math involved would shake out. Suggestions?
Title: Re: Miscellania
Post by: Corwin on March 23, 2010, 03:19:00 AM
I'll repost the prc some time later while accounting for the above and some thoughts on how diplo could be replaced.

---

I like it, just like I hoped to eventually see cash from any business venture, when you posted about wanting to do that. I do think it needs to be defined more, and there actually are some non-trivial things I want to have crafted, so I'll need an actual framework to see how that works. For an example, I'm looking into items having to do with holy dragon breath, that's not something I can reasonably expect to just be lying around in some dungeons, much less evil ones.

Another thing I'd like addressed (it's not clear to me as is) would be just who this pool of resources would cover. Our faceless followers, the npcs on our team, us? All of the above? If that, how would it work, since a negligible boost to me from some item would be quite the difference to, say, Abagail or some lvl3 wizard hoping to follow in my footsteps. Related, how would npc cash handled (Anty, Amaryl, Donald, etc)?

EDIT: And I forgot to put it my suggestions, of course. I actually do have some, as it happens. For investments, I'd suggest some kind of percentage of the cost invested if they turn successful. Say you put in X into a project; a year after, you get that percentage of X as royalties or whichever, perhaps with the proviso you can allocate them to another project (12% of invested value annually, 1% per month?). The rest of the proceeds presumably go towards upkeep, defenses and to pay your staff.

For planar treasuries and such: how about using something along the lines of the dicefreaks suggestion?

QuoteCreate Items: A deity of rank 1 or higher can create magic items related to her portfolio without any requisite item creation feat, provided that she possesses all other prerequisites for the item. The maximum item value a deity can create is a function of her divine rank (see the table below). The item's cost and creation time remain unchanged, but the deity is free to undertake any activity when not laboring on the item.


Code: Select all
DIVINE  MAXIMUM
RANK    MARKET PRICE
1–5     4,500 gp
6–10    30,000 gp
11–15   200,000 gp (any non-epic item)

The idea would be to use HD instead of DvR. Assign 10,000gp for each HD to calculate the value of treasury, if you need to calculate large purchases at any given time? And say 5% of that would be the cap on any singular items you can spam, for lack of better word? At present level, the numbers make sense to me, though I can't tell how they'd scale. Otherwise, the restrictions on how the items must somehow fit the criteria (relation to portfolio) and Eb's suggestion of a wider theme (holy vs fire) both work. Perhaps the specific items to be produced fall under one and the general needs for off-screen equipment under the other?
Title: Re: Miscellania
Post by: Ebiris on March 23, 2010, 04:45:55 PM
The idea I had is that our followers get level appropriate gear as a matter of course (or monster standard stuff like astral devas and their holy maces +3) and our resources are for personal stuff and giving occasional gifts to individuals we like - if you abuse it like infinite money to hand out a million cloaks of resistance +3 then it rapidly becomes lame. It's more to have a sort of Batman factor of always having stuff available in our base that can be used for the current problem/task than for infinite money.

Like I mentioned, we could mandate say superior equipment for a large proportion of our followers at a penalty to our resources level, but it's best to be heavily abstracted than scrutinized too closely on the math, I think.

For notable unique NPCs, in addition to claiming stuff from adventuring proceeds as the PCs do, they could perhaps be granted access to the same resource pool as befits their status, considering they've been taking equal shares of adventuring profit all game. Since they're NPCs and under Dune's control there's zero worry of them abusing it, anyway.

I don't particularly care about profits from investments since I gave away my only business when I took over in Sylica, but I guess Seira deserves a profit from her portal monopoly.
Title: Re: Miscellania
Post by: Corwin on March 24, 2010, 02:12:43 PM
General prc thoughts, as follow-up to my draft post.

-How about using Knowledge: Law or Perform: Oratory (Arguments) as both prereq and class skill (applicant chooses one upon entry into the class)? It wouldn't discriminate between the various arcane casters, and while it would play to their strengths more with the main casting stat, it also wouldn't make them uber at normal diplo. In fact, it'd arguably make them worse than comparable characters since they'd be wasting their skill points on an unrelated skill. It could still be used against the Sense Motive of the target creature.

-The idea is that the 'axiomatic' template only applies to the 'monsters', those who are either 'celestial' or 'fiendish'. For ease of use, I'll follow Dune's suggestion (as I understood it) and keep the fiendish or celestial template of the creatures listed in the Summon Monster spells, with the following exception: it would gain Smite Chaos, and naturally be Lawful, coming from a Lawful plane, as far as fluff goes. Since it's somewhat related, do Celestial creatures have their natural attacks be Good-aligned?

-Not sure whether I should outright limit the benefits of the class which relate to Summon Monster uses to apply explicitly only to non-outsiders. Summoning devils without the original Malconvoker's protections against dealing with evil is kinda silly, and I dunno if there are any LG outsiders worth the bother by the time SM gets them for you. Thoughts?

-The book is being renamed to the Geometry of Gears!

-How about moving the dead caster level up a bit, to lvl2, lvl3 or lvl5? With the change in skill to something not-diplo, it's not as if a single level dip in the class particularly rewards you, or allows those with high diplo/bluff to auto-extend Summons.
Title: Re: Miscellania
Post by: Anastasia on March 25, 2010, 04:53:41 PM
Query: When you two chatted about wealth on IRC, you were talking about a White Wolf system of wealth. How does that work?
Title: Re: Miscellania
Post by: Corwin on March 25, 2010, 11:21:07 PM
In a nutshell, it says that you have 'resources' of 0 to 5, where each step up represents a very large growth in resources available to you. Next, it assigns costs to equipment both mundane and superior (ie magical/masterwork, say) using the same numbers. From that point on, it is a simple matter of comparing the equipment cost to the resources you have. If you are Resources 4, you can easily spam Equipment 0-3. If you buy Equipment 4, your Resources drop to 3. You simply cannot afford Equipment 5.

The stated goal of this is that it's not a game about counting gold or planning your household budget, so it basically streamlines it.
Title: Re: Miscellania
Post by: Anastasia on March 26, 2010, 03:47:20 AM
I'd probably want more than 5 ranks, but I get the idea.
Title: Re: Miscellania
Post by: Anastasia on March 26, 2010, 01:59:12 PM
Quote from: Corwin on March 24, 2010, 02:12:43 PM
General prc thoughts, as follow-up to my draft post.

-How about using Knowledge: Law or Perform: Oratory (Arguments) as both prereq and class skill (applicant chooses one upon entry into the class)? It wouldn't discriminate between the various arcane casters, and while it would play to their strengths more with the main casting stat, it also wouldn't make them uber at normal diplo. In fact, it'd arguably make them worse than comparable characters since they'd be wasting their skill points on an unrelated skill. It could still be used against the Sense Motive of the target creature.

That works. There's no Knowledge: Law but it suits Mechanus, so if you want it as fluff, why not?

Quote-The idea is that the 'axiomatic' template only applies to the 'monsters', those who are either 'celestial' or 'fiendish'. For ease of use, I'll follow Dune's suggestion (as I understood it) and keep the fiendish or celestial template of the creatures listed in the Summon Monster spells, with the following exception: it would gain Smite Chaos, and naturally be Lawful, coming from a Lawful plane, as far as fluff goes. Since it's somewhat related, do Celestial creatures have their natural attacks be Good-aligned?

Celestial creatures lack the good subtype, so their natural attacks do not count as good aligned. This also applies to fiendish, anarchic and axiomatic creatures. The exception is using smite good/evil/law/chaos, which does count. (See houserules on smites.)

Quote-Not sure whether I should outright limit the benefits of the class which relate to Summon Monster uses to apply explicitly only to non-outsiders. Summoning devils without the original Malconvoker's protections against dealing with evil is kinda silly, and I dunno if there are any LG outsiders worth the bother by the time SM gets them for you. Thoughts?

I'd have to look at the summoning lists, though I do know good outsiders are thinner on the ground than evil ones.

Quote-How about moving the dead caster level up a bit, to lvl2, lvl3 or lvl5? With the change in skill to something not-diplo, it's not as if a single level dip in the class particularly rewards you, or allows those with high diplo/bluff to auto-extend Summons.

I'd rather have it and get the dead level out of the way. This isn't a huge deal though since she'd be focusing in the class, so whatever works.
Title: Re: Miscellania
Post by: Corwin on March 31, 2010, 09:36:13 AM
Since you asked. I'm currently thinking of doing things in stages, since I don't have enough support across the planes for what I intend, nor is my realm particularly versatile. It all comes to me having the space for rent, and having friends in high places, but the two not being very compatible right now.

So, of the things I could actually do:

1) Our lyre of magical building will be used to make a great gingerbread palace after the ruins of Imix's old one have been cleared.

2) It will be liberally used to build housing and fortifications alike, as needed.

3) The steam elementals are our core force for now, so they are staying within the hollowed-out volcano. But I want someone to guard the mountain itself, so I'm considering recruiting earth elementals for the task. We have some nearby, and they seem somewhat receptive to the idea of going places. I'll offer them to keep whatever the idiots who try to get through by sneaking or force, which might well recruit enough to my side. It'd probably be my first priority, if it needs to be RPd.

4) I doubt Kossuth would care about trivialties such as assigning fire elementals or other creatures to my side. Assuming he doesn't cause some insane cleric dudes to flock to my banner, I'll try to see whether Zaaman Rul feels like befriending this incredibly rare Fire/Good dragon striking out on her own.

5) Bahamut did extend an invitation to me, and I was curious enough to consider it, although the quest took precedence. I could gain some insight there as to alliances and recruitment, and might even get a few followers. Or observers. Whichever. It's hard to plan this out, but I figure something neat would happen if I try.

6) Astral's own red dragons. I haven't quite formulated my strategy there, but I was considering either approaching normally and asking whether a couple wanted to try spending some time there, or just heading up to Ixen and proposing that he sent some bored/curious/whichever dragons over to gain some much-needed life experience. Just because red dragons are evil doesn't mean they like Imix or Eblis, I figure, so they'd be up for a good fight if anything starts. This particular part largely depends on 5, assuming 5 can actually happen. Reforming the red dragon nation might still be a pipe dream, but affecting some young, impressionable red dragons might not be so insane an idea.

7) Do fire elves actually exist in Balmuria? I've been wondering about that ever since you linked to those weird creatures.

8) Just how comfortable is the Cauldron for water creatures? It's not literally a sauna everywhere, I hope. I'll try contacting Cessa (perhaps by Sending) and Oolu, and politely inquire whether there's any interest to give it a try. Perks would be Sanzha being there, plus a variety of reasons via my salespitch. It would be tailored for the listener, be it studying ways to coexist with fire(creatures), the exciting new field of steam, patriotic resolve to continue Sanzha's work and assure the Cauldron doesn't tilt back to the side of Fire and what not. If there's anyone weird enough to actually come and listen, I figure I'll see how I can seal the deal then. My ultimate goal is setting up regions of Fire and Water within, somewhat similar to defensive lines, but I can't have my moat if no one cares to man it.

9) I want to scry on the golden hawk armor hero, and see how that turns out. If it's a proper afterlife, I won't bring in mortals, but then I need to shape it as such. Can't really do much there until I know, either way.

Is this good for a start?
Title: Re: Miscellania
Post by: Anastasia on March 31, 2010, 02:11:07 PM
Looks good, Seira. A couple of comments on specific parts.

Quote1) Our lyre of magical building will be used to make a great gingerbread palace after the ruins of Imix's old one have been cleared.

Any idea on a name, Cor?

Quote7) Do fire elves actually exist in Balmuria? I've been wondering about that ever since you linked to those weird creatures.

They aren't known to the elves of Pallanth. They may or may not exist somewhere in Creation. To be honest, I just linked that on a whim. If Seira wants to hunt for mythical fire typed creatures she's welcome to try.

Quote8) Just how comfortable is the Cauldron for water creatures? It's not literally a sauna everywhere, I hope. I'll try contacting Cessa (perhaps by Sending) and Oolu, and politely inquire whether there's any interest to give it a try. Perks would be Sanzha being there, plus a variety of reasons via my salespitch. It would be tailored for the listener, be it studying ways to coexist with fire(creatures), the exciting new field of steam, patriotic resolve to continue Sanzha's work and assure the Cauldron doesn't tilt back to the side of Fire and what not. If there's anyone weird enough to actually come and listen, I figure I'll see how I can seal the deal then. My ultimate goal is setting up regions of Fire and Water within, somewhat similar to defensive lines, but I can't have my moat if no one cares to man it.

The Cauldron is hot but kept in check by Water. Water elementals can survive in it well enough, though they'd probably prefer wet caves here and stay away from the bottom with the lava pool.

Title: Re: Miscellania
Post by: Corwin on April 01, 2010, 05:56:06 AM
Much of this depends on wealth/resources, if we do go for that, so I've been waiting on it. Still, that doesn't mean I can't plan in general terms.

I figure I can tell whenever someone invades my realm, or at least act upon a report of it to look in and see for myself. Not really clear on whether I need to be actually there or not, but even in the best case scenario it turns me into a hikkikomori if I want to reasonably defend a realm that's open from every direction. Thus, I'm interested in a magical item/artifact that works like the map of tactics. To really have it work for the entire 25 mile radius realm without lame spammings of them to cover the ground (greater map of tactics seems to cover a mile), it'd probably need to be artifact-level? Alternately, it could be used just to cover the surroundings (ie the potential approaches), not the actual realm itself. Coupled with (greater) alarm it would serve us quite well in alerting us to the inevitable invasion attempt, rather than insulting my disbelief by saying that somehow I can recruit enough people to watch every possible approach from Astral.

I'd like defenses as well, and those would be centered on the mouth of the volcano. I have other ideas for defending the mountain itself, so it's only the large, open space that I think needs defenses. I was considering going with a selection of Lesser Orb traps like what I planned for my inn's dungeon before just going with abstract traps added from taking those successfully disabled home. 4chan once proved to be made of true heroes and mentioned a spell turret, which... seems to be the same thing, except it cycles through the spells rather than trigger the same one. I believe that the right selection of orbs and some magic missiles in case of incorporeal assailants would be a decent deterrent. Another part of those defenses would be Hallow, but I'm still not certain how dimensions work out for the volcano's top, so it might well not be practical.

Speaking of Hallow, I do want Resist Energy: Fire attached to a Hallow effect gracing my palace, keyed both to creatures who share my alignment and creatures who share my faith (satisfying one of the conditions is enough). For alignment, I'm choosing only the Good portion as sufficient (don't care about the L/C axis). For faith, I'm split; does it mean the faith I follow, ie Waukeeneers, or can who literally follow me apply? In any case, due to its limited size, it would be set at the courtyard, which would serve as the appointed teleportation spot for anyone who feels like visiting and made their way to the outer boundary, as a courtesy. The throne room should have a second Hallow, this one containing Death Ward, because fuck undead. We might not be a Good plane by nature, but this would be a good way of showing where our allegience lies.

Astral being a transitive plane that leads to all others, I want some means to establish where I am in accordance to those other planes, as well as the means to open a gate there briefly. It'd probably need to wait until I can actually command magic like that, but what you said about trade got me thinking. If that's part of our appeal, we might as well be well-suited to it by being able to take on goods from one spot, and deliver it to another as we plot our course through Astral. This ties into actually being able to do that. Can I make the realm travel through Astral as is? If not, what would I need to go to allow it to fly through Astral with a set goal in mind, rather than aimlessly?

Is there any way to impede individual flight through Astral? Given it's your int that decides your speed, the only thing I can think of is attacking the int of your enemies, using stuff like Slow or deploying physical obstacles in the flight path. Is this generally correct? I'll probably need to sketch something out, then. I can't really plot for teleporting enemies, not without a Mythal as defense, but that doesn't mean someone can't attack me with a swarm of minions that could actually be stopped by more conventional means.

Can I banish people I don't like? How does that work, and if they're native to Astral, where would they appear? I'm also thinking that some strategic places could have Greater Glyphs of Warding that could hold Dismissal/Banishment. Saul could be manly and provide the spells, although I'm not sure it's particularly worthwhile. In the end, I'll probably use the Glyphs, but not for this purpose. The generic blast, probably, or Harm (or Heal vs undead). Summonings are also nice and very unfair.

Would Forbiddance affect my travels through the area of the Cauldron it applies to? If not, I'll probably try for it around the throne room. Also, can't help but wonder how Gurlan reportedly set Antipathy permanently for his place. Either I misunderstood something, or he found a way that was better than recasting it daily for a very tiny portion of his realm. If there is some way for me to emulate that, then the volcano entrance would be Antipathy'd vs Imix's followers (by detailing them as much as is necessary for the spell to work properly).

More to come. Eventually I'll have something cohesive to post in the Cauldron thread.
Title: Re: Miscellania
Post by: Anastasia on April 01, 2010, 02:13:41 PM
Quote from: Corwin on April 01, 2010, 05:56:06 AM
Much of this depends on wealth/resources, if we do go for that, so I've been waiting on it. Still, that doesn't mean I can't plan in general terms.

I figure I can tell whenever someone invades my realm, or at least act upon a report of it to look in and see for myself. Not really clear on whether I need to be actually there or not, but even in the best case scenario it turns me into a hikkikomori if I want to reasonably defend a realm that's open from every direction. Thus, I'm interested in a magical item/artifact that works like the map of tactics. To really have it work for the entire 25 mile radius realm without lame spammings of them to cover the ground (greater map of tactics seems to cover a mile), it'd probably need to be artifact-level?

That sound epic or artifact level, yes.

QuoteAlternately, it could be used just to cover the surroundings (ie the potential approaches), not the actual realm itself. Coupled with (greater) alarm it would serve us quite well in alerting us to the inevitable invasion attempt, rather than insulting my disbelief by saying that somehow I can recruit enough people to watch every possible approach from Astral.

You may be right insomuch that a flexible defense is your best option. An elastic defense, if you will. http://en.wikipedia.org/wiki/Defence_in_depth Reminds me of that idea. If it's too big to cover by yourselves, use the size to hoist your enemies by their own petards instead.

QuoteI'd like defenses as well, and those would be centered on the mouth of the volcano. I have other ideas for defending the mountain itself, so it's only the large, open space that I think needs defenses. I was considering going with a selection of Lesser Orb traps like what I planned for my inn's dungeon before just going with abstract traps added from taking those successfully disabled home. 4chan once proved to be made of true heroes and mentioned a spell turret, which... seems to be the same thing, except it cycles through the spells rather than trigger the same one. I believe that the right selection of orbs and some magic missiles in case of incorporeal assailants would be a decent deterrent. Another part of those defenses would be Hallow, but I'm still not certain how dimensions work out for the volcano's top, so it might well not be practical.

Hallow isn't practical in the base form, since it' has a range of 40ft enamination. A higher or even epic level spell for bigger Hallowing isn't unreasonable, dunno if that exists at all in any of the splatbooks. As for the turrets, that sounds fine, try stating one up and pricing it out using the magic item rules? See how that turns out and we'll work from there.

QuoteSpeaking of Hallow, I do want Resist Energy: Fire attached to a Hallow effect gracing my palace, keyed both to creatures who share my alignment and creatures who share my faith (satisfying one of the conditions is enough). For alignment, I'm choosing only the Good portion as sufficient (don't care about the L/C axis). For faith, I'm split; does it mean the faith I follow, ie Waukeeneers, or can who literally follow me apply? In any case, due to its limited size, it would be set at the courtyard, which would serve as the appointed teleportation spot for anyone who feels like visiting and made their way to the outer boundary, as a courtesy. The throne room should have a second Hallow, this one containing Death Ward, because fuck undead. We might not be a Good plane by nature, but this would be a good way of showing where our allegiance lies.

RAW, Hallow simply says 'your alignment', so cherry-picking only half of it isn't possible. For the other half you can select any particular faith you want to. This is an interesting question: Do you want to continue serving Waukeen more or stake out on your own as an independent power? Either choice makes a statement about that.

QuoteAstral being a transitive plane that leads to all others, I want some means to establish where I am in accordance to those other planes, as well as the means to open a gate there briefly. It'd probably need to wait until I can actually command magic like that, but what you said about trade got me thinking. If that's part of our appeal, we might as well be well-suited to it by being able to take on goods from one spot, and deliver it to another as we plot our course through Astral. This ties into actually being able to do that. Can I make the realm travel through Astral as is? If not, what would I need to go to allow it to fly through Astral with a set goal in mind, rather than aimlessly?

Now bear in mind that you should really read up on the Astral first. Go to the Manual of the Planes and read the entire Astral section, as well as the bits about how planes interact. As to the question of making it into a giant Astral traveling realm, that's possible but you'd have to work something out there. It could be the aim of a quest or something like that.

QuoteIs there any way to impede individual flight through Astral? Given it's your int that decides your speed, the only thing I can think of is attacking the int of your enemies, using stuff like Slow or deploying physical obstacles in the flight path. Is this generally correct? I'll probably need to sketch something out, then. I can't really plot for teleporting enemies, not without a Mythal as defense, but that doesn't mean someone can't attack me with a swarm of minions that could actually be stopped by more conventional means.

Not that I know of, but it's possible there's something in a splatbook or another.

QuoteCan I banish people I don't like? How does that work, and if they're native to Astral, where would they appear? I'm also thinking that some strategic places could have Greater Glyphs of Warding that could hold Dismissal/Banishment. Saul could be manly and provide the spells, although I'm not sure it's particularly worthwhile. In the end, I'll probably use the Glyphs, but not for this purpose. The generic blast, probably, or Harm (or Heal vs undead). Summonings are also nice and very unfair.

Yes and they'd appear somewhere in the Astral. The rest of it is fine, Saul's more than willing to help out with a bit of spellcasting.

QuoteWould Forbiddance affect my travels through the area of the Cauldron it applies to? If not, I'll probably try for it around the throne room. Also, can't help but wonder how Gurlan reportedly set Antipathy permanently for his place. Either I misunderstood something, or he found a way that was better than recasting it daily for a very tiny portion of his realm. If there is some way for me to emulate that, then the volcano entrance would be Antipathy'd vs Imix's followers (by detailing them as much as is necessary for the spell to work properly).

Yes, it would. As for antipathy one could look into that, certainly.
Title: Re: Miscellania
Post by: Corwin on April 01, 2010, 06:16:07 PM
And now I'll probably get into the realm of the strange with the first two.

1) The leylines of Prime. There was the one granting Forbiddance, the one that dwarf trader/would-be assassin used that messed with TP and divinations, and how reversing its effects could have given me greater versions of teleport and plane shift if I chose so. I realize that messing with this on Prime is uncool beyond, say, reversing it. Could I arrange for something like that in the Cauldron, however, or it's simply not something I could normally achieve on a demi-plane?

2) Living spells. I've been interested in them ever since encountering and fighting one, but now they can actually be relevant! How would I go about trying to create my very own guardian ooze?

3) How exactly would I pursue the things you said I could try looking into?

QuoteFor the other half you can select any particular faith you want to. This is an interesting question: Do you want to continue serving Waukeen more or stake out on your own as an independent power? Either choice makes a statement about that.

4) Is there an actual need to choose one or the other? Azuth both has a portfolio and serves Mystra, right? Red Knight worships Tempus, while receiving worship herself. I'm not entirely certain why it seems like I can't do that from your response. Am I reading it wrong?
Title: Re: Miscellania
Post by: Anastasia on April 02, 2010, 02:02:15 AM
Quote from: Corwin on April 01, 2010, 06:16:07 PM
And now I'll probably get into the realm of the strange with the first two.

1) The leylines of Prime. There was the one granting Forbiddance, the one that dwarf trader/would-be assassin used that messed with TP and divinations, and how reversing its effects could have given me greater versions of teleport and plane shift if I chose so. I realize that messing with this on Prime is uncool beyond, say, reversing it. Could I arrange for something like that in the Cauldron, however, or it's simply not something I could normally achieve on a demi-plane?

Ley-lines can't be  replicated on a demiplane. They're the natural flows of energy of the world, like the veins of life-force that powers the Prime.

Quote2) Living spells. I've been interested in them ever since encountering and fighting one, but now they can actually be relevant! How would I go about trying to create my very own guardian ooze?

Checking the MM3 writeup there isn't a creation method provided.  Yes, you can do it, don't know how offhand, I'll need to squint at the numbers and figure something out.

Quote3) How exactly would I pursue the things you said I could try looking into?

Take an IC action to do. When I ask you 'what are you doing' next time, specify that and we'll see.

Quote4) Is there an actual need to choose one or the other? Azuth both has a portfolio and serves Mystra, right? Red Knight worships Tempus, while receiving worship herself. I'm not entirely certain why it seems like I can't do that from your response. Am I reading it wrong?

What I mean is that are you going to stand as a servant of Waukeen or as an independent power? This is one of many things that helps clarify this. This isn't to say that you can't still revere Waukeen, but that you're becoming a power and it has to do with the station and position you desire.
Title: Re: Miscellania
Post by: Anastasia on April 19, 2010, 02:52:33 AM
Divine Crusader: 10 level full casting class that isn't totally broken! On the downside, it doesn't work right with Sun Domain. Doh.
Title: Re: Miscellania
Post by: Corwin on April 19, 2010, 06:35:36 PM
Poke for living spells~
Title: Re: Miscellania
Post by: Anastasia on April 22, 2010, 05:43:32 PM
I'm probably going to do Valar over the weekend and give him turning in place of features from Divine Crusader. I like the concept too much to let this snag mess it up.
Title: Re: Miscellania
Post by: Anastasia on April 23, 2010, 01:50:04 AM
Valar refuses to cooperate, more stupid shit keeps happening as I build him. Grr.
Title: Re: Miscellania
Post by: Anastasia on April 26, 2010, 01:54:07 AM
Posted two revised feats and added a new epic feat based on Valar, just FYI.
Title: Re: Miscellania
Post by: Corwin on May 15, 2010, 06:48:51 PM
Choosing the ability damage prevention, in case you haven't seen, Dune. Also, for my 2 spells per levelup, I'm interested in Greater Stunning Breath (SC p211) and Superior Invisibility (SC p125). Are they cool?
Title: Re: Miscellania
Post by: Anastasia on May 15, 2010, 11:34:09 PM
They're both fine.
Title: Re: Miscellania
Post by: Anastasia on May 15, 2010, 11:46:33 PM
Donald's level up:

> roll 1d8
* Hatbot --> "Kowork rolls 1d8 and gets 5." [1d8=5]

Gains 12 HP. Gains +1 BAB. Spell power increases to +5.  Gains +1 to all three saving throws. Skills go up as normal.  He retrains Weapon Focus(Bastard Sword) into Endurance. Donald gains a feat at 18 and selects Steadfast Determination. Donald's will save increases by 7 and he now does not automatically fail fortitude saves on a natural 1. Donald gains another 4th and 5th level spell charge. Donald learns TBA as his new spell.

His spell is open. I'm toying with Disintegrate or Polar Ray, any suggestions?

Donald has two more levels to play with before epic, he's toying with a dip anyway and doing that before epic gives him a saves bump. Toying with what would most help him, though.  Also, if I double level anyone anytime soon, it'll probably be Donald. He's always in battle and fighting things, yet is lower level than most of the others and hasn't had a double level in some time.  On the other hand, he's being effective in combat and my main litmus test for a double level is 'are they effective right now?'. Thoughts?
Title: Re: Miscellania
Post by: Anastasia on May 15, 2010, 11:57:13 PM
Antenora's level up:

> roll 1d10
* Hatbot --> "Kowork rolls 1d10 and gets 10." [1d10=10]

Gains 19 hit points. Gains +1 BAB.  Divine Succor increases to 30 HP per use. Gains +1 will. Level 20, so she gains +1 to a stat. Antenora chooses charisma which has a whole lot of knock on effects as well as making Alicia shiver. Skills go up as usual. Her spell resistance increases to 28. 

She's reached the maximum non epic level. At 21 she'll probably take celestial smiting or dire charge, depending on if I work the latter out. She'd like to take more levels of paladin sometime in the future, for the various benefits. Taking charging smite as an ACF at 5th level is shiny for her and turns would be nice.
Title: Re: Miscellania
Post by: Anastasia on May 16, 2010, 12:00:50 AM
Made a note in her old character sheet, repeating here for mental reference: If Polly rejoins play she's due 3 levels.
Title: Re: Miscellania
Post by: Anastasia on May 16, 2010, 12:13:40 AM
Jessica's level up:

> roll 1d6
* Hatbot --> "Kowork rolls 1d6 and gets 2." [1d6=2]

Gains 9 HP. Gains +1 BAB. Gains foil summoning. Skills rise as usual.

Not a terribly interesting level for her, but just as well since she's on the shelf until she has her baby. She has three more levels to play with pre-epic, she may want to consider dipping around after next level for a save boost and to boost her SA up a bit. I figure her next level is locked for steal supernatural ability, though.

Title: Re: Miscellania
Post by: Anastasia on May 16, 2010, 12:22:53 AM
Eudard's level up:

> roll 1d10
* Hatbot --> "Kowork rolls 1d10 and gets 9." [1d10=9]

Gains 16 HP. Gains +1 BAB.  Gains another Pious Templar smite. Fort and will saves rise by 1.  Skills go up as usual. Level 18 feat is Initiate of Helm, grants him two good spells and one okay one. Mace of Odo is nutty-good. Gains another 2nd level spell.

I'm assuming you can only attack once per round with Mace of Odo, or it's wraithstrike 2.0 and let's not even get into that. As it is, it's a really, really good spell. Eudard's finished PT and has two levels before epic, not sure what he'll fill them out with. Suggestions are welcome.
Title: Re: Miscellania
Post by: Anastasia on May 16, 2010, 01:17:04 PM
Abagail's level up:

> roll 1d4
* Hatbot --> "Kotono rolls 1d4 and gets 3." [1d4=3]

Gains 7 HP. Gains Axiomatic Summons. Will save increases by +2. Skill points all dumped into diplomacy.

She'll be following this new PrC for awhile, so all is well.
Title: Re: Miscellania
Post by: Anastasia on May 16, 2010, 01:30:48 PM
Latha's level up:

> roll 1d8
* Hatbot --> "Kotono rolls 1d8 and gets 7." [1d8=7]

Gains 15 HP. Gains +1 BAB. Spell resistance increases to 38. All saves increase by +1. Latha gains a +1 to a stat for level 20, puts it into strength. Skills go up as usual. Latha gains true seeing as an always active SLA. Latha gains a +2 to dexterity.

She'll continue on with racial HD. True seeing is her capstone, fitting her contemplation of the Truth of Celestia and how the light of Lathander can melt away evil and lies. Most of her next level's gains will be updating her abilities into epic; telepathy 200ft, elemental resistances up to 20 and so on.
Title: Re: Miscellania
Post by: Anastasia on May 16, 2010, 01:39:44 PM
Oberuth's level up:

> roll 1d12
* Hatbot --> "Kotono rolls 1d12 and gets 3." [1d12=3]

Gains 10 HP. Dodge bonus to AC rises by one. Gains 1 point of BAB. Gains another use of defensive stance per day. Skills go up as normal.

Ho-hum level though at least his dodge bonus rises. Oberuth may very well want to dip one more time before epic, since he's level 19 now. Not sure what and how, but something with a save bonus would be aces.
Title: Re: Miscellania
Post by: Anastasia on May 16, 2010, 01:57:01 PM
Amaryl's level up:

> roll 1d6
* Hatbot --> "Kotono rolls 1d6 and gets 2." [1d6=2]

Gains 8 HP. Gains 1 point of BAB. Gains +1d6 points of skirmish. Gains claws. Fort save rises by 1. Skills go up as normal.

She has 3 levels to play with before epic though at least one of them's spoken for. She could make another dip if she really wanted, though it's not as needed as with others and may do more harm than good.
Title: Re: Miscellania
Post by: Anastasia on May 16, 2010, 02:36:22 PM
Syala's level up:

> roll 1d8
* Hatbot --> "Kotono rolls 1d8 and gets 6." [1d8=6]

Gains 10 HP. Gains 1 point of BAB. Various outsider powers mature at 21st HD as normal. Spell resistance increases to 38. Skills go up as normal. Epic feat at 21 is open, haven't decided on what yet and won't until after this pot. (Suggestions welcome!)  Epic destiny abilities added.
Title: Re: Miscellania
Post by: Ebiris on May 16, 2010, 02:49:35 PM
Since you like to give NPCs unique thematic feats at epic, here's one for Syala

Power Stun
Prerequisites: Power Attack, racial Stun ability, level 21
When using power attack, the amount subtracted from your attack bonus is added to the DC of your Stun ability. Furthermore, you can Stun with any bludgeoning weapon.

I feel that Syala should swap her mace out for a warhammer. I just think it would look cooler.
Title: Re: Miscellania
Post by: Anastasia on May 16, 2010, 02:51:12 PM
Power Stun [Epic]
Prerequisites: Power Attack, racial stun ability, str 21
Benefit: When using power attack, the amount subtracted from your attack bonus is added to the DC of your stun ability. Furthermore, you can stun with any bludgeoning weapon.
Title: Re: Miscellania
Post by: Anastasia on May 16, 2010, 02:55:48 PM
Added Power Stun and Demonslayer to the list of epic feats.
Title: Re: Miscellania
Post by: Anastasia on May 17, 2010, 02:03:23 PM
Cor/Eb, could you two clean and integrate the two parts of your EDs(Custom and default) and post it as one unified whole?
Title: Re: Miscellania
Post by: Anastasia on May 17, 2010, 02:25:28 PM
Miscellania from the Crusade against Hell:

1. The various options to get to and from Hell were each reasonably difficult. Mechanus would've been primarily an RP and diplomacy challenge, while Acheron was a combat and army oriented one.

Mechanus would have involved layers and layers of intrigue, maneuvering and diplomacy to get your aim. While the main side would be your arguments versus Mechanus and almost certain diabolical counter arguments against a Duke of Hell would be the main thrust of it, other factions would get involved over time. Other celestials from Arcadia and Celestia would argue AGAINST your plan, as they'd feel it would leave their realms open to the same sort of violation. A third party would argue in your favor, one who is a paid advocate of certain daemonic and demonic elements who would love for the treaties of Mechanus to loosen.

Success would have let you use the portal but started an immediate fight, and a counter argument in Mechanus to allow a diabolical army passage to Celestia as a quid pro quo counter attack.

2. The Terror Cube was going to be more expansive in the first draft, but I figured that you guys would make the connection to a Borg Cube early on. While this wasn't the inspiration for the Terror Cube, I knew that it would provide more flavor for it than I could offer in a short fight-through.  So I focused on the battles instead as well as the coolness of hijacking it to your own ends. I think it worked out well.

3. Valydeos was loosely based on the original art for the Paeliryon, as seen here: http://www.wizards.com/dnd/images/designdev_Paeliryon.jpg Seriously, why the hell make one of the highest ranking normal devils look like fat cross-dressers? I really, really, really loathe that design from top to bottom.

4. The march across Avernus being unopposed for most of it was an intentional gambit by the devils. Obvious enough there, right? I figure there were a few random encounters despite you guys not dealing with any; at your position a random fiendish  animal or minor devils just aren't going to be kicked up that far for you to deal with. I do wish I'd sold the fireballs a little more, though.

5. Natara is from the Gates of Hell, book 5. I adapted her to Balmuria as I really like her character. Interesting girl that one, reminds me a bit of Knight from Planar. I feel bad that she was demoted to mid-boss status, but so it goes. At your level, fighting a mere legend isn't that big a deal. For the Supreme Legion, it was the day that the vaunted Major Natara was slain on the fields of Avernus. For you guys, it was just another encounter.

Natara and Antenora are very much alike; if the battle had gone on a little longer, Antenora wanted a chance to talk to her. She sensed a bit of a kindred spirit, even if it was mostly wishful thinking.

6. Agares was badly nerfed by the Evergold water. He was a mid 20s CR boss designed to lock down a party if not interrupted in his entropy gathering. If you guys had taken longer he could have very likely TPKed Alicia and Seira.  You were on an invisible time limit with Malice, but you cleared it with effort to spare.
Title: Re: Miscellania
Post by: Anastasia on May 17, 2010, 02:25:44 PM
Post those in the ED topic, I'm going ot make a new one as I finalize various EDs.
Title: Re: Miscellania
Post by: Anastasia on May 17, 2010, 06:51:30 PM
From around the horn:

1. Okay Seira, are you heading to your delayed Planar trip after you rest up from that crusade. Eudard's hanging, if not, at least send him word it's been delayed. Up to you there.

2. There was some talk about the prisoners taken from the Terror Cube and Sylica. Alicia, where you going to leave them in Celestial prisons or...?

3. Seira, you were talking about Irresistible Dance in chat yesterday. Thinking about taking it?
Title: Re: Miscellania
Post by: Ebiris on May 17, 2010, 06:58:08 PM
Alicia is going to take on the prisoners that surrendered to her in the terror cube, yes. I'll make a post over in the Sylica thread about her plans there, since it'll affect the existing demon prisoners and any future captives as well.
Title: Re: Miscellania
Post by: Anastasia on May 17, 2010, 06:59:07 PM
Okay. In a related story, Antenora was going to use fundage from Natara's armor and contributing it to Sylica and Alicia's discretion to improve some of her friend's gear. Is there anything Marie wants?

Yes, she's just a little pixie-fairy but damned if Antenora wants her going out there without the right amount of protection!
Title: Re: Miscellania
Post by: Ebiris on May 17, 2010, 07:01:37 PM
Alicia will gently suggest that Antenora not sell Natara's armour, because it serves as an excellent trophy/symbol of our recent victory, and is also an exceptionally well made piece of armour from which Latha and our other artisans can learn valuable lessons to put to use in making equipment for Sylica's army.
Title: Re: Miscellania
Post by: Anastasia on May 17, 2010, 07:02:25 PM
Antenora will abide by Alicia's will then, of course.
Title: Re: Miscellania
Post by: Anastasia on May 17, 2010, 07:04:19 PM
Could you add the armor to the vault or somewhere else so it's not forgotten about, Alicia?
Title: Re: Miscellania
Post by: Corwin on May 18, 2010, 11:50:16 AM
1. Yes, I'll grab Eudard and Kresset and we'll go on it.

3. Yeah. Since it's been used before and it's not some evil death spell, it's okay, right? Likewise for Horrid Wilting?
Title: Re: Miscellania
Post by: Anastasia on June 06, 2010, 12:58:19 AM
Using this as a scratchpad for ideas for NPC's next level, been meaning to work a couple of these out in depth for awhile.

Donald:

Donald wants to diversify a bit. Boosting his general abilities would be nice, as well as a save bump.

Fighter 1: +1 bab, +2 fort, bonus feat. This could be useful depending on what epic feats he wants to grab, haven't really decided there. It's not terrible by any means but you should have an idea of what you're getting for it.

Rogue 1: A bump to reflex which he would like and +1d6 SA isn't too bad for him. He'd want to look into an ACF for trapfinding, that could make or break the idea. The skill pool would be nice, too.

Dragon Disciple 1: The flavor fits with Seira, and at this point why not? He's becoming as bastardized as he used to joke she is.  It adds a lot of nice little bonuses all over, and having a bite secondary melee option wouldn't hurt.

Fortune's Friend 1(CS): If Donald invests in luck feats he'd be well advised to take some levels in this. It's a nice boost for anyone who invests in those feats and it bumps his reflex save too. If he goes this route it's worth considering, worthless otherwise.

Antenora:

Antenora's growth is fairly set; it's a matter between paladin and hellreaver for her. For reference, she's an 8th level hellreaver and a 2nd level paladin. The question is how exactly does she choose to grow. I'm going to analyze each of the next 3 levels for paladin and hellreaver to see how they stack up. Saves are irrelevant since she's reached epic.

Hellreaver 9: Improved divine resolve and shield. She can spend 2 holy fury points instead of 1 and gain a +4 save or AC bonus instead of +2.  The save bonus is pointless for her, the AC bonus is more useful. It's not a great level at all, she very rarely bothers with either of those abilities.

Hellreaver 10: Furious Strike rises to +8/+4d6, which is worth the price of admission alone. Then there's the matter of the capstone: It's death or 10d6 damage for Divine Retribution. My instinct is to translate to that 20d6/10d6 on a save and have the blinding effect happen if she slays the target with that attack. No matter what, as long as I don't butcher the capstone, this is a superb level. Awesome all around and worth the trouble.

Hellreaver 11: Divine Succor rises to 40 points of healing. Solid enough, not spectacular, but solid.

Paladin 3: Aura of Courage is okay, but was mostly covered in battle by Holy Fury and her ridiculous saves. Divine Health is useful when it comes up, but doesn't come up that often. So-so level, doesn't do a lot for Antenora.

Paladin 4: Turn undead opens up the wide world of divine feats as well as giving Antenora more healing juice. That alone would make a worthy level, the beginnings of paladin casting are purely extra vittles. Divine Favor isn't a bad buff for her to have on hand before a fight, but it's nothing earth shattering. Great level, not quite as good as Hellreaver 10, but still great.

Paladin 5: Smite evil 2/day(This ignores celestial smiting a moment, see below) is awesome for her resources, and while special mount isn't much, the charging smite ACF is. +2 per paladin level to smite damage and a missed smite isn't used, both when you charge. The synergy with her build is outstanding, on par with Hellreaver 10, maybe even better than it.

Other things to factor:

Celestial Smiting is an epic feat that requires paladin 3. It allows Antenora to count her racial HD as paladin levels for smiting, which drastically increases the potency of her smites as well as giving her more of them.

Epic Hellreaver feats are available to her now. She doesn't need any more levels in Hellreaver to use most of them; they're decent but need a bit of tweaking I think.

Both paladin 3 and hellreaver 9 aren't too great for Antenora, stepping stones and little else. Paladin 3 has the advantage of opening up celestial smiting for her level 21 feat, though.

Paladin 4 is a great level, hellreaver 10 is an outstanding one.  However, with Antenora's feat situation as it is, she can't get any divine feats for some time. Hellreaver 10 is the clear winner here and should be gotten before paladin 4 unless charging smite becomes paramount.

Paladin 5 is better than hellreaver 11.  No real contest here, even if celestial smiting would remove the smite from that level.

Eudard:

Main desire is to finish Eudard's paladin casting while getting some goodies on the side.

Paladin 7: +1 bab and +1 casting, that's it. Dead level, not really interested.

Fighter 3: +1 bab, +1 ref/will, no casting. A different shade of a dead level.

Contemplative 1 (CD): He can make the requirements right now, the last is a special but he's met enough to qualify I think, Deme could possibly qualify for that. Poor BAB and only will as a good save, so he'd have to get a good ability to make it worthwhile. Divine Health is redundant, but +1 casting isn't bad and he gets a bonus domain. This gives the granted power for sure, and debateably gives him domain slots with his paladin casting. This is kind of a skewed-eyed reading of it but it's not implausible. If I read it like that it makes a worthwhile dip. That said the flavor for it sorta works, but it's a slight reach all around.

Triadic Knight 1 (CoV): The requirements would take some adaptation to sub Helm for Torm but this is reasonable in this campaign. The first level is actually underwhelming, with just +1 bab, +2 fort and two relatively useless add on abilities. Level 2 has an awesome ability and is worth the price of admittance, shield other isn't terrible and the level 4 ability is shiny too. This is more of an investment than a dip, but immunity to sicken/nauseated/blinded/dazzled is hard to come by.

Knight of the Chalice 1 (CW): Could work if I adapt it's paladin-esque casting to continuing paladin progression like Pious Templar. Fiendslaying +1/+1d6 isn't a bad pickup at all. Censure demon isn't bad if he kept at it, but the low DC makes it fishing for a 1 at best.

Title: Re: Miscellania
Post by: Anastasia on June 06, 2010, 08:07:26 PM
Re: Dire Charge. I've been avoiding this since I haven't come up with a version of it that makes me happy. With Antenora about to reach 21 and probably not taking Celestial Smiting until 24, this is more relevant. My thoughts:

Use original version: Yuck. Not a fan of it.
Use previously houseruled version: Meh.
Have it add a 2x multiplier to charge attacks: Eh.
Something else: ???

Suggestions?
Title: Re: Miscellania
Post by: Corwin on June 07, 2010, 02:27:01 AM
What exactly do you not like about Dire Charge? The prerequisites? It's hard to suggest variations when I don't know that.
Title: Re: Miscellania
Post by: Anastasia on June 08, 2010, 07:31:50 AM
Wham-dart effect, Cor. See pounce problems; mobile overkill.

---

Posted a revised rapidstrike/improved rapidstrike. I end up using this feat gallons since 2 slams or the like don't cut it as an epic attack routine and the old version has some features I don't agree with.
Title: Re: Miscellania
Post by: Corwin on June 08, 2010, 07:38:33 AM
In that case, why not saddle the feat with prerequisites? Basically, fighting types in D&D that want to trip or grapple better than others usually sink a couple feats into it and take a prc to aid them along, right? If to get to the point where you full attack on a charge you give up other options, mundane and epic, which you could've used to make your strike Holy, Bane or do that epic improved crit thing, it now becomes more an issue of you trading overkill via other means into this.
Title: Re: Miscellania
Post by: Anastasia on June 11, 2010, 03:15:01 AM
Entirely beta, but I was fucking around with legendary dreadnought. Thoughts? (No idea if it's anywhere near balanced!)

Legendary Dreadnought

Requirements:

Base Attack Bonus+21

Feats

Great Strength, Damage Reduction.

Take this epic class if: You want to be unstoppable like the Juggernaut.

Hit Die: d12

Skill points per level: 2 + int modifier.

Base Attack Bonus: Good.

Class Features

Unstoppable (Ex)

At 1st level, the legendary dreadnought can concentrate his  power, gaining a +20 bonus on his Strength check to break or burst a door or item once per day, plus one additional time per day every four levels thereafter. As a special use of this ability, the legendary dreadnought can attempt to break a wall of force or other force effect (Strength DC 30 + effect level, and the character applies his or her unstoppable bonus to this check as well). Alternatively, the legendary dreadnought can apply the +20 bonus to a single attack roll.

Unmovable (Ex)

At 2nd level, the legendary dreadnought can concentrate his or her power, making him or herself unmovable once per day, plus one additional time per day every four levels thereafter. This power grants the character a +20 bonus on any one of the following:

A grapple check made to avoid being grabbed with the improved grab ability.

A Strength check to avoid the effects of a bull rush, trip attempt, or similar effect.

A Strength check against any effect that would move the character either physically or magically.

Any one saving throw. If an effect that would move the character either physically or magically does not normally allow a saving throw, the legendary dreadnought can use this ability to gain a Will saving throw. He or she still gains the +20 bonus on the saving throw in such a case.

Unkillable (Ex)

At 3rd level and every three levels thereafter, the legendary dreadnought gains damage reduction 3/-. This stacks with permanent effects, the damage reduction feat and other permanent sources, but not temporary effects.

Unensorcable (Ex)

At 5th level, the legendary dreadnought gains spell resistance equal to 10 + it's total hit dice. Once per day at 5th level and once more every five levels, the legendary dreadnought may apply it's spell resistance to all magical effects in a round, even if they would not normally allow spell resistance. This is a free action that can be taken on it's turn.

Invincible (Ex)

At 10th level the legendary dreadnought becomes invincible. Once per day, and once more every five levels, the legendary dreadnought may become invincible for one round as a swift action. During this time they cannot be harmed by any means, physical or magical.

Bonus feats

At 4th level and every four levels thereafter, the legendary dreadnought gains an epic bonus feat from the following list: (Use fighter list for now, it's close enough.)
Title: Re: Miscellania
Post by: Anastasia on June 21, 2010, 01:34:23 AM
Posted Marigold, Gulpan's next. Hopefully he'll be done tonight or tomorrow, he's shaping up to be a scout 10 in the same mold as Kresset.

---

The appendix of Complete Adventurer has an improved skirmish feat. I forget if you've seen it, Cor. Heads up if you haven't. It's a bit wonky in execution.
Title: Re: Miscellania
Post by: Anastasia on June 21, 2010, 03:23:24 AM
Skills? What are those? Marigold doesn't know!

Ajsklgdj;lksdjglksdjg;lkxonrxornxornxornxorn I'll fix it in the morning.
Title: Re: Miscellania
Post by: Anastasia on June 21, 2010, 01:25:50 PM
Gulpan's up.
Title: Re: Miscellania
Post by: Corwin on June 21, 2010, 02:13:07 PM
Okay, I'm pretty much done with my write-up for the Cauldron. I'm using items that shouldn't be too difficult to reproduce, yet unique enough that if I need to pay for their creation, just let me know, Dune.

Some quick design thoughts. You said the gnomish communication orbs could be using either sending or telepathic bond as their base, so they should be capable enough to handle communication across the planes, perhaps with an extra cost to cover the gap. The standard two-way communication ones would be at about 10k or thereabouts, since that's how you priced the repair on the original orbs, I figure.

The special ones would each use an emulation/custom spell of Greater Plane Shift 2/day that works on objects instead of people, say, and Invis 1/day on top of the standard communications package? Maybe some flight into the mix, I think the orbs were floating on their own as is but it might be neat to have it follow the people I'm chatting with as they walk.

The soul/essence/mind transfer part touches on what I brought up IC with Elle and Lagann, and that clay assassin guy is doing similar things. In any case, the bulk of that room's enchantment should be the equivalent of an emulate/custom Mass Magic Jar spell 1/day? Lagann can make very nice figurines with plenty of gears, but I doubt that actually costs any real cash, just an investment of time. Hallucinatory Terrain or a variant thereof should be able to take care of the details within, and Veil to likewise cover the participants looking like they expect to be and not as clockwork robots?

The Gerelethen magical doll setup was 5k per orb, from memory, but I think each orb could summon more than a single apparition from a template. I also believe that while retaining memory and following their programming, they didn't have a sense of self, as such. If I'm wrong and I should treat them as people, you could either tell me here or have me learn the lesson as I watch them in action.

The last thing is the Animate Objects for the dragon statues. You approved the spell use itself, but if there's a problem with the amount I'm implying to use it for or you'd like to add other conditions on its use, here's the chance.
Title: Re: Miscellania
Post by: Anastasia on June 22, 2010, 12:29:40 AM
Spawn of Jormugandr is up. Na'lith is next, he'll probably be up later in the week.

---

That all reads about right, Cor. I'll post again after I've read and commented to the Cauldron writeup.
Title: Re: Miscellania
Post by: Corwin on June 23, 2010, 05:40:54 PM
Relevant to today's session. I've done work on reinforcing an epic seal before, and I've studied others like them on several opportunities. If I were to try and (re)create a seal from scratch, can I do it? What would I need for that, magic-wise, skill-wise, time-wise?

Any thoughts on the above post, btw? I'll assume the Cauldron stuff is easy enough to arrange over time and doesn't incur extra costs if you don't list your objections.  >_>

For the dragons, how about using the template for the Gargantuan object meshed along with a bit from the Awaken spell?
http://www.d20srd.org/srd/monsters/animatedObject.htm
http://www.d20srd.org/srd/spells/awaken.htm

A G-sized construct, with 3d6 int and +2HD? If that sounds acceptable, I'll post the stat block.
Title: Re: Miscellania
Post by: Anastasia on June 27, 2010, 10:44:37 AM
Go go go late replies.

Yeah, you could. I'd rule it something like gemstones + time + spellcraft checks + K:A checks. The gemstones are simple for you, the time would be a week or two.  You think you could manage the checks decently well. A variant of Awaken's fine, though not the +2 HD. That's for animals, this is closer to the tree application and using the animated object template anyway.  If you really want another HD or two, I'd just add it as is.

The rest of the stuff above is fine.
Title: Re: Miscellania
Post by: Anastasia on July 01, 2010, 07:59:53 PM
This is a general cosmology commentary on the more active parts of Creation. This seeks to redefine what you know and clear up various misconceptions. Besides, I need a project to relax.

Chapter 1: Baator

Alternate Names: The Nine Hells, Hell, Perdition, The Pit.

Changes from the canon: A whole lot. Two sources influence Balmuria's Baator, the Fiendish Codex 2 and the Gates of Hell.

Notable NPCs aligned to Baator: Antenora(formerly), The Lords of the Nine, Agares, the various Dukes and Archdukes of Hell, Eblis(formerly), Verrier.

Summary: Baator is the nine-tiered home of Lawful Evil and the devil race. It is a society of might, power and cruelty. In it's enslavement all will be brought low and into the Pit. Such is the absolute will of Hell, which every devil strives for in the service of Hell. Those of Baator believe themselves superior, and devils believe themselves superior to all other races.

---

Layers and notable devils:

Powers of Hell Overview: It should be noted here that the Archdukes of Hell have Divine Rank 0, while the Lords of the Nine have full divine rank of varying levels. The FC2 stats for them should not be considered. Since this is an epic level game that should be a given anyway.  Also, assume that any listing of dukes within the FC2 is inaccurate unless stated otherwise, as the Gates of Hell material generally supersedes.

Power structures: There are two main power blocks in Hell: The Fallen of Belial and Baazlebub and formerly Zariel, and the True Devils of Mephisto and Dispater and formerly Mammon. Bel stands alone for now, a new lord that few trust, though some suspect he'll end up with the true devils eventually.  Mammon lies in disgrace, having betrayed his former allies to save his skin during a previous power shakeup. Levistus is imprisoned, the ally of no one. Glasya is newly risen and ignoring offers of alliance, her own true motives completely hidden from all but herself.

1: Avernus.  Avernus basic is essentially as it is presented in the Fiendish Codex 2, though the names and flavor vary much more towards the Gates of Hell. It is an infernal battleground, where the combined forces of lawful evil oppose the ravages of the Abyss. The numbers are generally understated in the FC2 - combat in Avernus is between armies of devils against vast hordes of demons, not to mention whatever else gets involved. Legion names, types and so forth favor the Gates of Hell rather than anything in the FC2. For example, Abigor runs the Supreme Legion, versus another devil running a differently named legion in the FC2.

Besides Bel's very basic history and the  few mentions of Zariel, the notes of various notable devils there are entirely inaccurate. The Gates of Hell Duke/Archduke/Lord of the Nine structure is used instead. Duke Abigor leads much of the defense of Avernus, Duke Malphas is the Infernal Armor-master who also has a big stake in Hellfire and so on. There are outcasts devils in Avernus, mostly semi-exiled Archdukes and fugitives that have chosen not to leave Baator. Finally, the exact history of Bel is uncertain. It is known that he overthrew Zariel and is said to hold Zariel in bondage. Beyond that it's unclear, though it is generally known he was a superb leader in the Blood War before his Lordship.

2: Dis.  Dis is essentially as presented in the FC2 barring one notable exception. God Street does not exist, all true powers have their own realms or reside in the realms of their superiors.  A devil with divine rank would be an Archduke, an outcast devil or a Hellspawn, none of which would have them within Dispater's realm.  Everything else is more or less accurate, though it should be noted few reach deeply within the Iron Tower, and reports of what truly lies inside vary.

Dispater is more or less as presented in the FC2. However, he has an obsession with effort and enriching himself. He is not Mammon, but he relishes his underlings pursuing pointless labor. It is said that a gang of soul shells travels down a road and paves it, and as they finish, another game comes along to begin tearing it apart once more. This defers to the Gates of Hell Dispater, though it's not a huge difference as much as elaborating on what he is and his tendencies. As for other devils, it is known that Titivilus is the Herald of Dispater. He is not his Nuncio, but the difference is minimal.

3. Minaros. This section has minimal to no changes.

Mammon is more or less as presented in personality. His true form is not that of a golden serpent, but as a corpulent, golden fiend of incredible wealth, decadence and greed. Generally the Gates of Hell material about his is preferred, simply because it's far more in depth. He is served by Dukes such as Scax and Melcholm, who have both been mentioned within Balmuria.

4. Phlegethos. This material is essentially intact. It should be noted the Lake of Fire and Brimstone is guarded by far more than 9 cornugons, the FC2 seriously lowballed that.

Belial and Fierna favor their Gates of Hell incarnations. This does make Belial a Fallen as stated above, though this fact is known by very few anymore. His station isn't quite as secure as the Gates of Hell indicates, Fierna is a dangerous foe but also a bit more like her FC2 portrayal. Belial is served by Dukes such as Rosier, a Fallen Planetar. In general, many Fallen for the sins of lust and the flesh end up under Belial's thrall.

5. Stygia. This material has been used wholesale within Balmuria.  No real changes.

Levistus is detailed further within the Gates of Hell, but neither material generally contradicts each other. It should be noted that Agares was a Duke of Stygia with a far different focus, rather than the land oriented Duke of Malbolge.

6. Malbolge. The FC2 material supersedes here entirely. There is no Lilith as the Lord of Malbolge; Glasya rules instead. It is possible there is an Archduke or exiled devil Lilith kicking around somewhere, but she would not be akin to her Gates of Hell incarnation.

Glasya prefers her Gates of Hell incarnation, albeit that she has a new edge over her brother, the Archduke of Undeath Lixer. How this affects their relationship is not currently known, nor how it affects other plots. The Dukes of Hell and Archdukes for Malbolge can be assumed to be essentially the same, though with possible serious alterations to compensate for Glasya's rule.

7.  Maladomini.  Pretty much everything fits.

Baazlebub does not have a slug-like form, though common misconception(Said to be spread by Mephisto or other enemies) does spread this lie about. His true form is that as described in the Gates of Hell, in general that material is completely supreme. I distinctly prefer it to a slug-like Baazlebub, while not entirely flagrant about it, the material seen IC for Baazlebub favors this.

8. Cania. Hellfire and the School of Hellfire does exist in Caina. However, it is part of the greater Academia Caniae lead by Duke Murmur. It is one of many projects Mephisto has, not his only gambit. Duke Malphas of Avernus has a stake in Hellfire as well, the exact agreement and workings of this dark alliance are not fully clear.

Mephisto is his Gates of Hell incarnation entirely. I find GoH Mephistopheles infinitely more compelling as an enemy and a rival to Asmodeus than FC2 Mephistopheles.  The general gelugon population is hostile to the Hellfire project, but they have not been entirely chased out of Mephistar. Mephisto is served by Dukes of Hell such as Murmur.

9. Nessus. Little of Nessus is known. What truly lies at the bottom of the Pit is a question that many pray will never be answered.
Title: Re: Miscellania
Post by: Anastasia on July 06, 2010, 09:25:19 AM
Antenora took another dose of Extra Smiting, while Oberuth took Steadfast Determination. He needed Endurance for Dwarven Defender, so why not get a good feat it helps him qualify for?

Now with proper aim.
Title: Re: Miscellania
Post by: Anastasia on July 06, 2010, 01:26:40 PM
Note to self for later: Look at Invisible Eye Monk ACF for Oberuth's next level. Gives a save bump at 20 and Combat Reflexes as a bonus feat. He wants that so he can get Spellcasting Harrier at some point.

Second note to self for later: Slighty revise Spellcasting Harrier for clarity.
Title: Re: Miscellania
Post by: Anastasia on July 08, 2010, 05:01:32 PM
The Tarrasque

The Tarrasque is a destroyer of nations, a render of the earth, a slayer of all. Contrary to popular myth is it known that more than one exists. Be they clones, siblings, or from some sort of faraway place where they are born naturally is not known. Creation stories of them vary wildly. Some blame the Elemental Evils for them, though legends conflict on which one created such a horror. A few place the blame on Ogremoch, while others blame Imix. However, a lack of obvious evidence and disagreement does lessen this claim. Another is that they come from Baator. In fact it is known that devils have claimed this. However, this claim is not well accepted in general. The Tarrasque is simply not Baator's style. Others blame Shar or Talos, though the claims of these legends are older yet.

The tarrasque is an engine of massacre. It's bite swallows you whole, often reaving off limbs if you happen to survive. It heals wounds capable of slaying a demi-power within a few rounds and is resistant to all but epic weapons. Most effects such as energy drain or ability damage fail, and it's shell reflects cones, rays and lines of effect. It is immune to fire and highly resistant to other elements. In addition it's keen sense of smell allows it to locate invisible, displaced or hidden foes with unerring accuracy, though oftentimes it simply tramples them over so it hardly matters. While slightly slow moving, it can make infrequent rushes that cover vast amounts of ground at once.

To destroy the tarrasque you must manage to subdue it. No known damage deals lethal harm to it. Once subdued, a wish or a miracle must be employed to ensure it never rises again. Otherwise, it will regenerate, even if reduced to nothingness.  Even weapons that bypass it's damage reduction don't defeat it's regeneration. If slain, it's said that it's shell and blood can be forged into a trio of shields, while it's flesh can be boiled in liquid adamantine to produce a potion that will grant vast amounts of natural resistance to the imbiber.

It should be noted that the Tarrasque is not a particularly intelligent foe. Nor can it entirely explain all of the Destroyer's behavior. In particular, it's near supernatural ability to hunt down those who violate it's realm does not fit with any of the legends at all.

Title: Re: Miscellania
Post by: Corwin on July 08, 2010, 05:49:01 PM
Brief post of placement and plans.

On the Kesse front, Valar is to be triangulating things. Kresset should track down the assassin soon enough, and if Valar thinks he can handle that on his own, that's perfectly fine. If not, I'll make an appearance. Likewise for the fire guy.

On the Donald front, once he is done with training the agents we're sending to Prime, he can have his fun redemption quest~

In Balmuria, I will need a few moments to chat with Oberuth/Abagail/Mia+Gilartal, broken up whenever. I'd like to give my answer to the Arbiter before chatting with Obi, but it also shouldn't take too long.

Epic tarrasque. It would be fun to fight one! I'll bring Amaryl, and Yoshi and Lagann will be there for support. I kinda want Abby to be around to see this since she was with me originally on it.

A reminder for you to post the custom spell that messes with scrying if you can manage that.
Title: Re: Miscellania
Post by: Ebiris on July 08, 2010, 07:15:39 PM
Alicia will arrange an expedition to study the Mist Coil, led by Jornsen since he's all into illusions which has some thematic similarity to ethereal stuff so hopefully he's a good pick for it. He can bring along a bundle of assistants and guards anyway to round things out.
Title: Re: Miscellania
Post by: Anastasia on July 08, 2010, 11:58:09 PM
- Oberuth's gear has been boosted. I do this periodically since he draws upgrades from his position. Armor and shield's enhancement bonus went up by 1, gauntlets went up to +4 strength, gained a cloak of resistance+3. Nothing interesting, just mundane boosters.
- House rules post about Spellcasting Harrier. Also cleaned up house rules topic and will further spruce it up as the night goes on.
- The epic materials were folded into the house rules. A few things were clarified or tweaked, though nothing serious except for Dire Charge. Mostly this is cleaning up and restating what I meant in a better organized way. I wrote those over a year ago and I've learned a lot since then.
- Thinking about tweaking Magic Disjunction again. Any house rule suggestions while I'm under the hood?

Title: Re: Miscellania
Post by: Anastasia on July 09, 2010, 12:48:14 AM
Suggested new house rules, let me know if any feel off to you. Most of these are odds and ends I'm doing while I'm working.

5. Paladins gain Knowledge: Planes as a class skill.
9. Sorcerers gain eschew materials as a bonus feat at 1st level. They gain a bonus metamagic feat at 5th level and every 5 levels thereafter.
2. Fighters gain spot and listen as class skills.
2. Diehard is now a fighter bonus feat.
4. Endurance is now a fighter bonus feat.
8. Weapon Finesse loses it's prerequisite of BAB+1 and gains a prerequisite of dex 13.

Also, I have a banned spell list now. I just have a few on, let me know of any others I've nixed so I can add them.
Title: Re: Miscellania
Post by: Anastasia on July 09, 2010, 01:39:05 PM
Quote from: Corwin on July 08, 2010, 05:49:01 PM
Brief post of placement and plans.

On the Kesse front, Valar is to be triangulating things. Kresset should track down the assassin soon enough, and if Valar thinks he can handle that on his own, that's perfectly fine. If not, I'll make an appearance. Likewise for the fire guy.

Okay, they'll pass on word as it goes. If they need your help you'll get word.

QuoteOn the Donald front, once he is done with training the agents we're sending to Prime, he can have his fun redemption quest~

When timewise? Are you thinking after this Tarrasque thing or later down the line?

QuoteIn Balmuria, I will need a few moments to chat with Oberuth/Abagail/Mia+Gilartal, broken up whenever. I'd like to give my answer to the Arbiter before chatting with Obi, but it also shouldn't take too long.

Sure, whenever.

QuoteEpic tarrasque. It would be fun to fight one! I'll bring Amaryl, and Yoshi and Lagann will be there for support. I kinda want Abby to be around to see this since she was with me originally on it.

Okay.

From IRC:

Quote<Seira> Cool. The rest is basically ongoing stuff I wanted to ask you about, like the Kesse project. There are several of them running, so should I just let them go at the speed of plot? Should I get heavily involved? I'm seeking guidance.

Well, look at how many direction Seira's been pulled in lately. Can Waukeen or Tempus appear in every affair they have a stake in? Really, a God is like a modern celebrity. You don't meet every fan or sign every autograph. But you do have an image you cultivate, and have aides and helpers cultivate that image. They get your word out for you, since it's not practical to be everywhere at once and be monitoring every situation yourself. I'd figure out which ones really need your attention or you really wanna deal with. Let others deal with the less important things.
Title: Re: Miscellania
Post by: Anastasia on July 09, 2010, 01:55:23 PM
Quote from: Ebiris on July 08, 2010, 07:15:39 PM
Alicia will arrange an expedition to study the Mist Coil, led by Jornsen since he's all into illusions which has some thematic similarity to ethereal stuff so hopefully he's a good pick for it. He can bring along a bundle of assistants and guards anyway to round things out.

Replying to this fell between the cracks, but okay.
Title: Re: Miscellania
Post by: Ebiris on July 09, 2010, 01:57:37 PM
On a similar note she'll get some nameless scholars in Sylica to read over the Titan's library for any useful information.
Title: Re: Miscellania
Post by: Corwin on July 09, 2010, 02:23:35 PM
Donald and his quest: He can leave on it as soon as he wants to.

Re: ongoing projects. I think you misunderstood my intent. I'm basically asking whether things can progress on their own, or if the only way for anything to change is for me to involve myself. Take the reclaiming of the Wastes for an example. Whenever I briefly check up on it, there is no change. Would it happen eventually? Or am I expected to follow up on my plan to try and open a gate to the plane of positive energy and conduct a ritual with the shard of life in our possession? And if it can actually happen on its own, am I expected to look in personally to find out the results? Or would someone let me know all on their own even if I don't show direct interest?
Title: Re: Miscellania
Post by: Anastasia on July 09, 2010, 03:08:44 PM
Depends. Most cases have people working on them but it takes time. For example EARTH is working on the wastes, Valar is trying to handle Kesse. Some of this comes down to your judgment. What makes a divinity personally intervene? You can always briefly check up on people if you like. (For example, EARTH is working well away from where you popped into with the wastes.)
Title: Re: Miscellania
Post by: Anastasia on July 10, 2010, 09:23:13 AM
House rules updated to reflect how skirmish and teleportation interact. Also quoting these for a new page, if you have feedback on them go ahead and give 'em.

Quote from: Anastasia on July 09, 2010, 12:48:14 AM
Suggested new house rules, let me know if any feel off to you. Most of these are odds and ends I'm doing while I'm working.

5. Paladins gain Knowledge: Planes as a class skill.
9. Sorcerers gain eschew materials as a bonus feat at 1st level. They gain a bonus metamagic feat at 5th level and every 5 levels thereafter.
2. Fighters gain spot and listen as class skills.
2. Diehard is now a fighter bonus feat.
4. Endurance is now a fighter bonus feat.
8. Weapon Finesse loses it's prerequisite of BAB+1 and gains a prerequisite of dex 13.

Also, I have a banned spell list now. I just have a few on, let me know of any others I've nixed so I can add them.
Title: Re: Miscellania
Post by: Anastasia on July 10, 2010, 10:49:04 AM
House rule modifying Triadic Knight for Balmuria added.
Title: Re: Miscellania
Post by: Corwin on July 10, 2010, 11:16:41 AM
Okay, house rules stuff.

I still think Improved Favored Enemy [Epic] is pretty weak considering Improved Favored Enemy [not epic] gives a +3 boost versus epic's +2. Yeah, that one doesn't stack, but like you mention it's not really optimal to stack epic feats as is, and there are weapon enchantments that boost favored enemy damage and do stack with either feat. I can't really see any ranger take this epic variant.

Since I have clear interest there, I can't be particularly objective, but most of the rogue feats besides the basic +1d6 SA (which doesn't feel worth it to me as an epic boost, but that's another story) all require 10 levels of rogue or more, depending on what the rogue specialized in. For example, Lingering Damage. It does kinda make sense, but say take the Legendary Wrestler (or Righteous Strike, or other examples) right besides it. It's probably a monk feat (or a grappler build feat), but the difference is that any monk can get that prereq really early in their carrier, and so could any other character by investing a feat. Considering I'm not returning for 7+ levels of rogue at this point, it's a shame to me I'll never have this stuff as options.

Other matters close to my heart... the automatic meta feat line is neat, and doesn't really require more than the single example it has with Empower. Enhance should really get added, since right now only Sudden Enhance is there and it's weird not to have the normal one actually listed. It'd be cool to see other epic metamagic/spell-related feats for epic. And some draconic feats! I guess I could design a few, but it feels a bit sad to do that on my own. Something themed like the templar/hellreaver stuff that builds upon my options would be pretty fun to see.
Title: Re: Miscellania
Post by: Anastasia on July 10, 2010, 11:38:51 AM
Quote from: Corwin on July 10, 2010, 11:16:41 AM
Okay, house rules stuff.

I still think Improved Favored Enemy [Epic] is pretty weak considering Improved Favored Enemy [not epic] gives a +3 boost versus epic's +2. Yeah, that one doesn't stack, but like you mention it's not really optimal to stack epic feats as is, and there are weapon enchantments that boost favored enemy damage and do stack with either feat. I can't really see any ranger take this epic variant.

I boosted it up from +1 to +2. I think it's reasonably competitive, since it Improved Favored Enemy only raises damage, while the epic version(Mental note: rename feat to avoid confusion) raises damage and the associated skill bonuses. It's not that great a feat as it is, but it's respectable enough. I'd say it's on the low end of epic feats? It's not bad to pump up damage against your hated foes, though it's not great either. A lot of the class ability boosters aren't the strongest epic feats, but allow you to gain more power in a class ability without investing levels, or get ahead of the curve. That's what makes them worth epic feats. You're paying a feat to get better at a class power without putting in more class levels.

QuoteSince I have clear interest there, I can't be particularly objective, but most of the rogue feats besides the basic +1d6 SA (which doesn't feel worth it to me as an epic boost, but that's another story) all require 10 levels of rogue or more, depending on what the rogue specialized in. For example, Lingering Damage. It does kinda make sense, but say take the Legendary Wrestler (or Righteous Strike, or other examples) right besides it. It's probably a monk feat (or a grappler build feat), but the difference is that any monk can get that prereq really early in their carrier, and so could any other character by investing a feat. Considering I'm not returning for 7+ levels of rogue at this point, it's a shame to me I'll never have this stuff as options.

The rogue advancement epic feats are complicated that they're all designed for a rogue who has at least ten levels in the base class, since they build off the rogue's special abilities. There's no good answer to this for a multiclassed rogue, beyond making new epic feats to bridge this gap. I agree there's a design imbalance here, but it's such a fundamental one with the way non-epic rogue is set up that it's not realistic to alter.

QuoteOther matters close to my heart... the automatic meta feat line is neat, and doesn't really require more than the single example it has with Empower. Enhance should really get added, since right now only Sudden Enhance is there and it's weird not to have the normal one actually listed. It'd be cool to see other epic metamagic/spell-related feats for epic. And some draconic feats! I guess I could design a few, but it feels a bit sad to do that on my own. Something themed like the templar/hellreaver stuff that builds upon my options would be pretty fun to see.

By all means feel free to make some. I'm only one person, most of my epic class continuations are for classes I know will see epic advancement. Duskblade's next on that list. What you want will be addressed sooner or later with Amaryl.
Title: Re: Miscellania
Post by: Anastasia on July 10, 2010, 11:44:48 AM
Side note: I may level Abby up twice for being useful against the Destroyer. She's been levelled once right now.

Also Latha, Jessica and Amaryl need feats. Suggestions?
Title: Re: Miscellania
Post by: Corwin on July 10, 2010, 01:57:29 PM
How about Woodland Archer (Races of the Wild p154) for Amaryl? Knowledge Devotion is also a surprisingly good choice for her, I think, if she can learn the proper knowledges. Nemesis: Evil Outsiders might be pretty neat for Amaryl, too (BoED p44). There's always the boring but useful Improved Rapid Shot (CW p95). Steadfast Determination is also sort of nice.

Overall, I think Nemesis is the coolest option as is, and Woodland Archer after it. K:D would be neat but requires an investment of skills to really be of use.
Title: Re: Miscellania
Post by: Anastasia on July 10, 2010, 02:04:14 PM
Funny story, Eb suggested Nemesis for Antenora with that mist bonus feat. I didn't take it for her since it's redundant with Mindsight. Which favored enemy do you think she should take for Nemesis?

Woodland Archer is good and something she'll want one day. I was eyeing it for Polly and it works for Amaryl too. She couldn't take Knowledge Devotion, I generally enforce the part about the power you worship offering the domain to take a domain feat. She revers Waukeen, so. (This gets messier if she revered you and you offered Knowledge, but that would be in the future in any event.) Steadfast Determination isn't worth it for Amaryl, her con and wis are the same. Finally, Improved Rapid Shot isn't bad for her, but it is plain.
Title: Re: Miscellania
Post by: Corwin on July 10, 2010, 02:06:46 PM
Quote
Nemesis: Evil Outsiders

>_>
Title: Re: Miscellania
Post by: Anastasia on July 10, 2010, 02:10:53 PM
I'll just repost the edited portion of the above post here, since you just beat me to the draw.

Woodland Archer is good and something she'll want one day. I was eyeing it for Polly and it works for Amaryl too. She couldn't take Knowledge Devotion, I generally enforce the part about the power you worship offering the domain to take a domain feat. She revers Waukeen, so. (This gets messier if she revered you and you offered Knowledge, but that would be in the future in any event.) Steadfast Determination isn't worth it for Amaryl, her con and wis are the same. Finally, Improved Rapid Shot isn't bad for her, but it is plain.

---

Okay, evil outsiders is fine.
Title: Re: Miscellania
Post by: Anastasia on July 10, 2010, 02:11:36 PM
BREAKING NEWS: I'M AN IDIOT, WAUKEEN DOES OFFER THE KNOWLEDGE DOMAIN! MORE AT 11!
Title: Re: Miscellania
Post by: Anastasia on July 10, 2010, 02:13:15 PM
(Mental note: Still need to upgrade Amaryl's sorc casting from 1 to 2. Nearly forgot, go me.)
Title: Re: Miscellania
Post by: Corwin on July 10, 2010, 02:19:08 PM
Yeah, it's one of her domains. I was eyeing Steadfast Determination for its 'you don't fail fort on a 1' clause, and partially because I expect Amaryl's con to rise above wis eventually, but like Improved Rapid Shot it's kinda plain.

Nemesis: Undead works really well thematically, but we face fiends a lot more, really, and they're our more serious battles. More to the point, undead could be an annoyance, but only fiends would be our true enemies. Arcanists is also useful, but it'd be creepy if I were to light up on her senses as an enemy.
Title: Re: Miscellania
Post by: Anastasia on July 10, 2010, 02:27:14 PM
I'll go with that then when I go to adjust feats.

---

I'm thinking Donald will take 2 levels of Dragon Disciple then 2 levels of fighter to pick up shield ward and shield specialization. This is delaying finishing up duskblade, but I think this does him more good right now. Thoughts?
Title: Re: Miscellania
Post by: Corwin on July 10, 2010, 02:35:09 PM
Well, if he wants to. How about DD and then fighter, to get the most out of saves?
Title: Re: Miscellania
Post by: Anastasia on July 10, 2010, 02:53:55 PM
Well, he took DD this level for 19. Level 20 is his last save level, he can get +1 fort and will with DD or +2 fort with Fighter. Depends how he wants to split it up.
Title: Re: Miscellania
Post by: Corwin on July 10, 2010, 04:37:35 PM
Practiced Spellcaster -> Widen Spell. Approved?
Title: Re: Miscellania
Post by: Anastasia on July 10, 2010, 04:38:11 PM
Change is fine. It doesn't mess up any pre-reqs of yours, does it?
Title: Re: Miscellania
Post by: Corwin on July 10, 2010, 04:40:23 PM
No. I intended to drop it one day, might as well do it now. As long as it's at levelup, I figured it'd be fine.
Title: Re: Miscellania
Post by: Anastasia on July 10, 2010, 04:42:05 PM
It's aokay with me.
Title: Re: Miscellania
Post by: Anastasia on July 11, 2010, 01:03:51 AM
House rules updated with the above tweaks to core classes.

Quicken Turning was also added and revised to be a swift action instead of a free action.
Title: Re: Miscellania
Post by: Corwin on July 11, 2010, 06:35:15 AM
Can I make a tarrasque simulacrum? I want to get rings of friendship (tm) for it and Amaryl so that she will effectively have as much hp as everyone else. In theory. Barring that, some super troll simulacrum?

The above assumes the snow clones are not real people and don't really care. Is that true enough?
Title: Re: Miscellania
Post by: Anastasia on July 11, 2010, 12:55:10 PM
What's your caster level?

QuoteYou can't create a simulacrum of a creature whose Hit Dice or levels exceed twice your caster level.
Title: Re: Miscellania
Post by: Anastasia on July 11, 2010, 01:17:45 PM
Amaryl.....Nemesis(Evil Outsiders)
Jessica......Quicken SLA(Greater Invisibility)
Latha.........???

No decision was reached on Latha. Eb, what do you prefer since you usually deal with her in combat.
Title: Re: Miscellania
Post by: Ebiris on July 11, 2010, 01:19:23 PM
Go with improved spell resistance. Be more invincible.
Title: Re: Miscellania
Post by: Anastasia on July 11, 2010, 01:20:14 PM
Okay.
Title: Re: Miscellania
Post by: Corwin on July 11, 2010, 01:21:48 PM
18 at present, 21 pre-leveling. Plausibly raised by 2 more from one of the spells that do it (like the tattoo or whichever) since stacking them all together would be lame. I was more asking about the spirit of what I'm trying for here, though.
Title: Re: Miscellania
Post by: Anastasia on July 11, 2010, 01:26:02 PM
OOC a moment, the Destroyer has 48 HD. You guys will need to dig up CL 24 to make simulcrums of it.
Title: Re: Miscellania
Post by: Corwin on July 11, 2010, 01:32:04 PM
I dunno if Eb would care to, but his CL is 23 at present and I can easily boost that to 24. Other than the mechanics involving epic tarrasques, is my plan solid and workable?  >_>
Title: Re: Miscellania
Post by: Anastasia on July 11, 2010, 01:32:29 PM
Quote from: Corwin on July 11, 2010, 06:35:15 AM
Can I make a tarrasque simulacrum? I want to get rings of friendship (tm) for it and Amaryl so that she will effectively have as much hp as everyone else. In theory. Barring that, some super troll simulacrum?

The above assumes the snow clones are not real people and don't really care. Is that true enough?

I missed this part! It's important!

Yes, simulcrums are real people. Remember Copy-Alicia? They're intelligent and have wants, needs, and desires like anyone else. A simulcrum Tarrasque is going to have the same intellect as the Tarrasque.
Title: Re: Miscellania
Post by: Corwin on July 11, 2010, 01:42:08 PM
I'm sure if we ask it nicely, Copy-Tarrasque would be Amaryl's bestest friend!
Title: Re: Miscellania
Post by: Anastasia on July 11, 2010, 02:48:33 PM
Double level up discussion.

Abby: Will get a second level tonight. Surviving the Destroyer and managing to sincerely help is good enough for me.
Donald: Deserves another one at some point, he's been behind all game and only gotten one. Maybe this level, actually, since otherwise it would wait awhile.
Amaryl: Eh. She's behind but she has gotten several. OOC, I'm tempted to have her take a second one, have it be a dip of fighter and take toughness and call it a day.
Jessica: Probably at some point, but she's busy being pregnant right now.
Latha: No, she's at the head of the pack.
Antenora: Snerk.
Oberuth: Maybe at some point. I'd need to do some homework there.
Syala: Maybe? She's not nearly as strong as the others, though getting ahead of Alicia's level has some obvious conflicts with ED stuff. Probably just needs gear.
Title: Re: Miscellania
Post by: Anastasia on July 11, 2010, 03:24:14 PM
Abby's double leveled now. Cor, could you make up a new spell list and slots for her? Eb, could you do the same with Syala?
Title: Re: Miscellania
Post by: Corwin on July 11, 2010, 05:18:33 PM
No problem.

Amaryl's sheet: grapple is surely +19 now? And that one charge CLW wand is now all used up. The Nemesis benefit/damage bonus aren't listed, either, at least not where I could easily find them.

Ko note: Using this to remind me of other things. Add Ring of Entropic Deflection(MIC) to Amaryl's sheet.
Title: Re: Miscellania
Post by: Anastasia on July 12, 2010, 02:01:56 AM
Beta. Really beta.   You can see the thrust of my jibe.

---

The basic idea is an archer that wants her arrows to emulate dragon-breath style. The underlying reason for the exact design choices is that it's for one PC in particular. It's very loosely based on Fochluchan Lyrist from Complete Adventurer, which requires three classes as well. (Rogue or evasion giver, bard and druid.)

Dragonbreath Archer

Hit Die: d6

Requirements:

Feats

Dragonfire Strike
Maybe add an epic feat to take at 21?

Skills

Knowledge: Arcana 15 ranks

Spells

Able to spontaneously cast 1st level arcane magic

Special

Skirmish +3d6/+3 AC
Three or more favored enemies

Class skills

Scout list with a few possible alterations for dragon-ness. K:A and spellcraft? Maybe ditch a few hangers on?


Level   BAB   Special
1   +0   Dragonfire Strike+2d6, favored enemy advancement
2   +1   +1 spell level
3   +2   +1 spell level
4   +3   Dragonfire Strike+3d6, Bonus Feat, +1 spell level
5   +3   Dragonfire Strike (Searing), +1 spell level
6   +4   +1 spell level
7   +5   Dragonfire Strike+4d6, +1 spell level
8   +6   Bonus Feat, +1 spell level
9   +6   +1 spell level
10   +7   Dragonfire Strike+5d6, Dragonfire Strike(Burning), +1 spell level

Dragonfire Strike (Su)

Whenever you choose to add the extra damage from dragonfire strike, the amount of extra damage dice you add increases. At level 1 it becomes 2d6, at level 4 3d6, at level 7 4d6 and 5d6 at level 10.

At level 5 your dragonfire strike flames become searing, ignoring fire resistance and dealing half damage to fire immune creatures.

At level 10 your dragonfire strike becomes burning, setting the target ablaze and that target takes damage equal to the character's skirmish bonus damage on the attacker's next turn as well. 

Favored Enemy Advancement (Ex)

Dragonbreath Archer levels stack with ranger levels to determine your favored enemies. This does not grant continued progression in any other ranger ability, or advance skirmish if you possess the Swift Hunter feat.

Spells (Sp)

At 2nd level and every level past that, you gain a level in spontaneous casting arcane class.

Bonus Feat

Add list of bonus feats. Scout-y. Fuck, I don't know. This also begs looking at Improved Skirmish and fuck improved skirmish.
Title: Re: Miscellania
Post by: Corwin on July 12, 2010, 06:50:53 AM
Looks pretty fun, and I always liked the lyrist prc, actually! Can there be something similar to unbound to deal with the inevitable ASF? I guess Amaryl could deal with that stuff with a level of Spellsword or something, but cherry-picking levels in other prcs especially when making a custom prc here is sorta eh, right?

Thoughts on skills: Listen, Search, Spot are listed as key for scouts, rangers and dragons, so they're probably keepers? Knowledge (Arcana), Knowledge (Dungeoneering) and Knowledge (Nature) would probably fit really well for the mix of classes here. Concentration, Diplomacy, Intimidate, Sense Motive, Spellcraft and Survival also seem to work. I dunno whether you're keeping it scout or lyrist-like (with 8/6+int skills per level and lots and lots of skills) so it's hard to say if this hits the spot. Any self-respecting dragon would study the vast knowledge of planes!
Title: Re: Miscellania
Post by: Anastasia on July 12, 2010, 01:33:29 PM
No dice on the ASF. The class is already really loaded by progressing 3 things and having a capstone AND bonus feats(It is an epic class, granted).

Sounds about right for class skills, I'll compile that tonight.
Title: Re: Miscellania
Post by: Ebiris on July 12, 2010, 05:08:12 PM
Alicia will dispatch a few of Sylica's finest who have a talent for shapechanging and blending into mortal cultures to infiltrate the no longer neutral party people. They'll basically keep themselves on the down-low and keep an eye out for trouble while basically being super-nice neighbours as celestials are wont to be.
Title: Re: Miscellania
Post by: Corwin on July 12, 2010, 06:20:27 PM
If Hand of the Mage is 900gp for at will Mage Hand (and takes up a neck slot), does it follow that a tiara of cantrips is 25k for at will use of any cantrips (and takes up the head slot)? I have 28 cantrips memorized, which should be most if not all of them, so I pretty much multiplied the two numbers. Or would it be cheaper since it's just cantrips?
Title: Re: Miscellania
Post by: Anastasia on July 12, 2010, 11:14:44 PM
Quote from: Ebiris on July 12, 2010, 05:08:12 PM
Alicia will dispatch a few of Sylica's finest who have a talent for shapechanging and blending into mortal cultures to infiltrate the no longer neutral party people. They'll basically keep themselves on the down-low and keep an eye out for trouble while basically being super-nice neighbours as celestials are wont to be.

Okay. Noted.

Title: Re: Miscellania
Post by: Anastasia on July 12, 2010, 11:23:23 PM
Quote from: Corwin on July 12, 2010, 06:20:27 PM
If Hand of the Mage is 900gp for at will Mage Hand (and takes up a neck slot), does it follow that a tiara of cantrips is 25k for at will use of any cantrips (and takes up the head slot)? I have 28 cantrips memorized, which should be most if not all of them, so I pretty much multiplied the two numbers. Or would it be cheaper since it's just cantrips?

The formula is .5*1*1800 for the Hand of Glory. The multiple for adding a second ability is 1.5 times the lower item. In theory, quick math puts a 28 at will cantrip tiara at 37,350 GP. Let's be honest, it's not worth that much for unlimited CL 1 cantrips short of something abusive like taking infinite Create Water into a desert. I'd house rule it to just a flat 20k, pending a list of what cantrips you'd want on it. Curiously, what do you want it for?
Title: Re: Miscellania
Post by: Anastasia on July 12, 2010, 11:56:33 PM
Detailed class skill notes.

Quote from: Corwin on July 12, 2010, 06:50:53 AMThoughts on skills: Listen, Search, Spot are listed as key for scouts, rangers and dragons, so they're probably keepers?

Agreed.

QuoteKnowledge (Arcana), Knowledge (Dungeoneering) and Knowledge (Nature) would probably fit really well for the mix of classes here.

Yes, all three fit. Amaryl has ranks in 2 of those and the third is one she's just never had skill points for, even though it's on most of her class lists.

QuoteConcentration, Diplomacy, Intimidate, Sense Motive, Spellcraft and Survival also seem to work. I dunno whether you're keeping it scout or lyrist-like (with 8/6+int skills per level and lots and lots of skills) so it's hard to say if this hits the spot. Any self-respecting dragon would study the vast knowledge of planes!

Concentration and Spellcraft are standard on any casting class list so they're on. Intimidate and Diplomacy are out. Neither class has those, nor does sorc or any casting class she draws on. (She has ranks because she spent a feat on apt learning for that and K:R and N) None of these classes are socially oriented at all, why would a synthesis have them? The sole exception is scout having Sense Motive, so I'll add that at least. The synthesis focuses on dragon-breath like arrows, not anything charismatic.

Survival is fine, it appears on scout and ranger's lists.

No to K:P. The class has nothing to do with the planes and Amaryl has zero ranks. At best it would be an illogical skill point waste-spot for her. A bunch of other people do K:P better than she could do without investing dozens of SP.

Skills added: Hide and Move Silently are in, she has ranks and most of classes have it as a class skill.  Ride gets in for the same reason. I may add a few more things to the list later on to polish it up, but the skill selection looks like this right now:

Concentration(Con), Hide(Dex), Knowledge(Arcana)(Int), Knowledge(Dungeoneering)(Int), Knowledge(Nature)(Int), Listen(Wis), Move Silently(Dex), Ride(Dex), Search(Wis), Sense Motive(Wis), Spellcraft(Int), Spot(Wis), Survival(Wis
Title: Re: Miscellania
Post by: Anastasia on July 13, 2010, 12:05:52 AM
This is mostly done. I can tweak this a little more(Skills list mostly) but the gist is here. I moved the bonus feats back to one every five levels as I feel this class is really good to begin with. Swarm of Arrows was added as a pre-req, mostly for the motif of a dragon's fury flying full strength at everyone around.

Dragonbreath Archer

Hit Die: d6

Requirements:

Feats

Dragonfire Strike

Epic Feats

Swarm of Arrows

Skills

Knowledge: Arcana 15 ranks

Spells

Able to spontaneously cast 1st level arcane magic

Special

Skirmish +3d6/+3 AC
Three or more favored enemies

Class skills

Concentration(Con), Hide(Dex), Knowledge(Arcana)(Int), Knowledge(Dungeoneering)(Int), Knowledge(Nature)(Int), Listen(Wis), Move Silently(Dex), Ride(Dex), Search(Wis), Sense Motive(Wis), Spellcraft(Int), Spot(Wis), Survival(Wis)

Skills per level: 6 + int mod.


Level   BAB   Special
1   +0   Dragonfire Strike+2d6, favored enemy advancement
2   +1   +1 spell level
3   +2   +1 spell level
4   +3   Dragonfire Strike+3d6, +1 spell level
5   +3   Dragonfire Strike (Searing), Bonus Feat,+1 spell level
6   +4   +1 spell level
7   +5   Dragonfire Strike+4d6, +1 spell level
8   +6   +1 spell level
9   +6   +1 spell level
10   +7   Dragonfire Strike+5d6, Dragonfire Strike(Burning), Bonus Feat, +1 spell level

Dragonfire Strike (Su)

Whenever you choose to add the extra damage from dragonfire strike, the amount of extra damage dice you add increases. At level 1 it becomes 2d6, at level 4 3d6, at level 7 4d6 and 5d6 at level 10.

At level 5 your dragonfire strike flames become searing, ignoring fire resistance and dealing half damage to fire immune creatures.

At level 10 your dragonfire strike becomes burning, setting the target ablaze and that target takes damage equal to the character's skirmish bonus damage on the attacker's next turn as well.  

Favored Enemy Advancement (Ex)

Dragonbreath Archer levels stack with ranger levels to determine your favored enemies. This does not grant continued progression in any other ranger ability, or advance skirmish if you possess the Swift Hunter feat.

Spells (Sp)

At 2nd level and every level past that, you gain a level in spontaneous casting arcane class.

Bonus Feat

At 5th level and every 5 levels after, the Dragonbreath Archer gains a bonus feat from the following list: Bane of Enemies, Blinding Speed, Combat Archery, Distant Shot, Epic Endurance, Epic Prowess, Epic Speed, Epic Toughness, Fast Healing, Improved Combat Casting, Improved Favored Enemy, Improved Manyshot, Legendary Tracker, Swarm of Arrows, Uncanny Accuracy.
Title: Re: Miscellania
Post by: Corwin on July 13, 2010, 01:07:07 PM
QuoteIntimidate and Diplomacy are out. Neither class has those, nor does sorc or any casting class she draws on. (She has ranks because she spent a feat on apt learning for that and K:R and N) None of these classes are socially oriented at all, why would a synthesis have them? The sole exception is scout having Sense Motive, so I'll add that at least. The synthesis focuses on dragon-breath like arrows, not anything charismatic.

This part was more based on dragons, who have Diplo and Intimidate as class skills. Beyond that, Diplo is a class skill for Amaryl normally, and Intimidate is from DD, plus they compliment each other. You mentioned rounding out scout skills with draconic ones, I thought, so that was the reason here. Doesn't matter, really, just wanted to show where I was coming from.

Quote
The formula is .5*1*1800 for the Hand of Glory. The multiple for adding a second ability is 1.5 times the lower item. In theory, quick math puts a 28 at will cantrip tiara at 37,350 GP. Let's be honest, it's not worth that much for unlimited CL 1 cantrips short of something abusive like taking infinite Create Water into a desert. I'd house rule it to just a flat 20k, pending a list of what cantrips you'd want on it. Curiously, what do you want it for?

I suppose I could be anal and argue that the cantrips all serve the same function and wouldn't need the x1.5 boost to the price. I wouldn't really bother, since item creation 'rules' are mere guidelines for the GM, but if you're using multiple different abilities (http://www.d20srd.org/srd/magicItems/creatingMagicItems.htm#multipleDifferentAbilities), I'd insist that I'm actually using multiple similar abilities (http://www.d20srd.org/srd/magicItems/creatingMagicItems.htm#multipleSimilarAbilities) who have a discount, not a price raise.

Anyway, you asked what I want with this. I ranted once that it sucked an archmage only had 4 cantrips per day and had to choose between them, so you told me to make an item to compensate. I finally decided to give it a try. My intent here is not to create a tiara that does 28 different if minor things, but a tiara that gives me unlimited cantrip usage (which happen to be made of the 28 I know). Naturally, I would wear it and use arcane marks, detect magic and... I think that's about it, but I might need stuff like Amanuensis or whatever, and it always feels to lame that I need to rest just to get that dumb cantrip.
Title: Re: Miscellania
Post by: Anastasia on July 13, 2010, 01:09:23 PM
The tiara's fine, if you want it just post in loot.

Title: Re: Miscellania
Post by: Corwin on July 13, 2010, 01:12:13 PM
I don't remember if you ever got asked on this/ruled on this. Greater and Superior Resistance are listed as better versions of Resistance, and that one can be Permanency'd on other people. Can either of those, too, with a sufficiently high CL?
Title: Re: Miscellania
Post by: Anastasia on July 13, 2010, 01:17:16 PM
Donald has a little over 5k and an axe worth in the ballpark of...40k? I didn't list a price I can find. It's +4 before the bleeding add on so it's not cheap anyway. His priorities are boosting his armor's bonus up from +1, boosting his natural armor bonus amulet, and getting an int booster installed into his angelhelm.

Title: Re: Miscellania
Post by: Anastasia on July 13, 2010, 01:18:01 PM
Quote from: Corwin on July 13, 2010, 01:12:13 PM
I don't remember if you ever got asked on this/ruled on this. Greater and Superior Resistance are listed as better versions of Resistance, and that one can be Permanency'd on other people. Can either of those, too, with a sufficiently high CL?

Maybe, I'd have to take a look at the math involved.
Title: Re: Miscellania
Post by: Corwin on July 13, 2010, 03:49:29 PM
The Second Resort

This sword counts as a short sword, long sword, great sword and bastard sword for the sake of feats. It is of +4 enchantment and deals 3d8 damage per strike, with a critical hit range of 19-20/x3. It has four powers, each one usable once per day:
-Spellruin(Su): On a successful melee strike, the user may elect to deal 2d4 damage to the target's spell charges or memorized spells. The highest level spells are lost first, with any remainder going down.
-Smite(Su): On a successful hit you deal an additional 6d8 damage. This damage is divine-typed and ignores all resistances.
-Maim(Su): On a successful melee strike, you may elect to deal only 1 damage and inflict 2d4+2 charisma damage instead.
-Lifetheft(Su): On a successful melee strike, you may elect to heal one half of the damage this strike did to your target.
Title: Re: Miscellania
Post by: Anastasia on July 14, 2010, 01:28:27 PM
Quote from: Anastasia on July 13, 2010, 01:18:01 PM
Quote from: Corwin on July 13, 2010, 01:12:13 PM
I don't remember if you ever got asked on this/ruled on this. Greater and Superior Resistance are listed as better versions of Resistance, and that one can be Permanency'd on other people. Can either of those, too, with a sufficiently high CL?

Maybe, I'd have to take a look at the math involved.

No. They don't really balance out well.
Title: Re: Miscellania
Post by: Corwin on July 14, 2010, 04:18:26 PM
Once more, spell approval requests.

SC:

Black Blade of Disaster, lvl9 (1rnd/lvl, concentration, p29)
Energy Immunity, lvl7 (24hr, p80)
Enhance Familiar, lvl3 (1hr/lvl, p82)


Complete Mage:

Deadly Sunstroke, lvl9 (p101)
Repelling Shield, lvl3 (1min/lvl, p115)


PHB2:

Chain Dispel, lvl8 (p106-107)
Cloud of Knives, lvl2 (1rnd/lvl, p108)
Curse of Arrow Attraction, lvl3 (1rnd/lvl, p110)
Energy Vulnerability, lvl3 (1rnd/lvl, p113)
Title: Re: Miscellania
Post by: Anastasia on July 15, 2010, 01:12:42 PM
SC:

Black Blade of Disaster, lvl9 (1rnd/lvl, concentration, p29) - No objection, it's a walking disintegration spell 1/round.
Energy Immunity, lvl7 (24hr, p80) - I'm of the opinion energy immunity should be in epic. I have no problem with this spell, but not at level 7.  I would approve a level 10 version.
Enhance Familiar, lvl3 (1hr/lvl, p82) - No objection.


Complete Mage:

Deadly Sunstroke, lvl9 (p101) - No objection. Mettle bait, but otherwise a nice spell.
Repelling Shield, lvl3 (1min/lvl, p115) - Okay.


PHB2:

Chain Dispel, lvl8 (p106-107) - No objection. As a side note, it says as a dispel magic, so it wouldn't have the dispel curse function of greater dispel magic.
Cloud of Knives, lvl2 (1rnd/lvl, p108) - I'm not a big fan of this spell, as it allows you to bend the economy of actions. On the other hand, 1d6+5 damage is hardly going to shake mountains. Do you have a combo in mind for this spell or are you taking it on it's own merits?
Curse of Arrow Attraction, lvl3 (1rnd/lvl, p110) - Okay.
Energy Vulnerability, lvl3 (1rnd/lvl, p113) - Okay.
[/quote]
Title: Re: Miscellania
Post by: Anastasia on July 15, 2010, 01:28:06 PM
Final version is up. Let me know if there are any mistakes or anything I missed.

Dragonbreath Archer

Hit Die: d6

Requirements:

Feats

Dragonfire Strike

Epic Feats

Swarm of Arrows

Skills

Knowledge: Arcana 14 ranks

Spells

Able to spontaneously cast 1st level arcane magic

Special

Skirmish +3d6/+3 AC
Three or more favored enemies

Class skills

Concentration(Con), Craft(Int), Hide(Dex), Knowledge(Arcana)(Int), Knowledge(Dungeoneering)(Int), Knowledge(Nature)(Int), Listen(Wis), Move Silently(Dex), Ride(Dex), Search(Wis), Sense Motive(Wis), Spellcraft(Int), Spot(Wis), Survival(Wis)

Skills per level: 6 + int mod.


Level   BAB   Special
1   +0   Dragonfire Strike+2d6, favored enemy advancement
2   +1   +1 spell level
3   +2   +1 spell level
4   +3   Dragonfire Strike+3d6, +1 spell level
5   +3   Dragonfire Strike (Searing), Bonus Feat,+1 spell level
6   +4   +1 spell level
7   +5   Dragonfire Strike+4d6, +1 spell level
8   +6   +1 spell level
9   +6   +1 spell level
10   +7   Dragonfire Strike+5d6, Dragonfire Strike(Burning), Bonus Feat, +1 spell level

Dragonfire Strike (Su)

Whenever you choose to add the extra damage from dragonfire strike, the amount of extra damage dice you add increases. At level 1 it becomes 2d6, at level 4 3d6, at level 7 4d6 and 5d6 at level 10.

At level 5 your dragonfire strike flames become searing, ignoring fire resistance and dealing half damage to fire immune creatures.

At level 10 your dragonfire strike becomes burning, setting the target ablaze and that target takes damage equal to the character's skirmish bonus damage on the attacker's next turn as well.  

Favored Enemy Advancement (Ex)

Dragonbreath Archer levels stack with ranger levels to determine your favored enemies. This does not grant continued progression in any other ranger ability, or advance skirmish if you possess the Swift Hunter feat.

Spells (Sp)

At 2nd level and every level past that, you gain a level in spontaneous casting arcane class.

Bonus Feat

At 5th level and every 5 levels after, the Dragonbreath Archer gains a bonus feat from the following list: Armor Skin, Bane of Enemies, Blinding Speed, Combat Archery, Distant Shot, Epic Endurance, Epic Prowess, Epic Speed, Epic Toughness, Fast Healing, Improved Combat Casting, Improved Favored Enemy, Improved Manyshot, Legendary Tracker, Perfect Health, Uncanny Accuracy.
Title: Re: Miscellania
Post by: Corwin on July 15, 2010, 01:32:49 PM
Looks neat to me.
Title: Re: Miscellania
Post by: Anastasia on July 16, 2010, 02:24:16 PM
Re: Hope Domain.

The spells are fine, no problem with them. I'm not so thrilled with the granted power, it's basically an action point in a campaign that doesn't use them. I don't want to import an entirely new mechanic into this for one granted power. I'd be inclined to turn it into 'Once per day you can add a +3 bonus to a skill check, attack roll or saving throw before you make the roll.' Thoughts? Were you particularly attached to the granted power as written or anything?

Edit: Regardless of how this hashes out I'm planning on posting the Hope domain in house rules once this is settled.
Title: Re: Miscellania
Post by: Corwin on July 16, 2010, 02:35:28 PM
I liked the idea to be able to pull something out after you fail. How about luck's reroll or a bigger bonus if it's one you use upfront?
Title: Re: Miscellania
Post by: Anastasia on July 16, 2010, 11:37:35 PM
Revised Hope Domain. I went ahead and bumped it to +4; I'd gone with +3 since that was the average of a d6 roll. Well, technically it's 3.5 but you round down remember. Everything look kosher?

Hope Domain

Granted Power: Once per day, you may add +4 to any one attack roll, skill check or saving throw. This must be declared before you make the roll.

1. Bless
2. Aid
3. Heroism
4. Good Hope
5. Atonement
6. Greater Heroism
7. Greater Restoration
8. Greater Planar Ally
9. Miracle
Title: Re: Miscellania
Post by: Anastasia on July 16, 2010, 11:43:59 PM
Eb: Posted a revised war domain to the house rules topic as discussed. For those of you scoring at home, Power Word: Kill is replaced with foresight. Also, regarding Mistress of the Duel, I figure a +8 cap sounds about right? Most battles simply don't last long enough for the full brunt of this to come up in any event, but this prevents absurd cases like the Destroyer.
Title: Re: Miscellania
Post by: Anastasia on July 17, 2010, 12:00:25 AM
File this one under random digressions. This isn't aimed at Cor, his comment just got me thinking at work about these things. It's pretty much a rant, so y'know. Don't take any of it personal, I used your and other phrases in it that can be misleading.

Quote from: Corwin on July 16, 2010, 02:35:28 PMI liked the idea to be able to pull something out after you fail.

As far as D&D goes, I've never particularly cared for anything like this. I think it comes down to me being old school; you pass or fail the roll and that's that. It annoys my basic sense of fairness when the PCs get to ignore this rule with action points. The dice are the dice; everyone lives with them and dies with them. I dislike Hellreaver's AC and save booster for the same reason, it's why when I control Antenora she almost never uses them.

On a related tangent, I hate the argument that asserts that the PCs should have these because they're the PCs. Bullshit. Yeah, you're the focus of the stories and nothing is wrong with that. At the same time, you don't need to be magical unique snowflakes who get their own set of rules because they're special. PCs are special, but it's because they're being controlled by players and the focus because of that, not because they get special rules and exceptions. I really loathe 4e's resurrection rules for the same reason. Alicia's special because she redeemed Antenora and has opposed Hell dozens of times. Seira's special because she's completed her transformation and defended the Baronies. It's this and other reasons that make them special, not extra-special-unique twisting of the rules so they can do that. It's doing that on even ground that makes them so special, dammit. When the rules hand the players special exceptions and special gifts, it dilutes all the heroism they do. After all, couldn't the bad guys win if they had the same perks? Hell, I'd rather root for the bad guys then, since they're the underdogs!

Of course, this means the bad guys can win. Is this a good thing for the game? Well, it is game over if the party wipes out. On the other hand, if there's no risk of defeat, what's the point of playing? You may as well go diceless and write a collaborative fanfic instead.  If you can't accept the basic tenet of being at risk of losing, then I don't think you're cut out for this sort of game.
Title: Re: Miscellania
Post by: Ebiris on July 17, 2010, 09:07:23 AM
Quote from: Anastasia on July 16, 2010, 11:43:59 PM
Eb: Posted a revised war domain to the house rules topic as discussed. For those of you scoring at home, Power Word: Kill is replaced with foresight. Also, regarding Mistress of the Duel, I figure a +8 cap sounds about right? Most battles simply don't last long enough for the full brunt of this to come up in any event, but this prevents absurd cases like the Destroyer.

I think I'd prefer +10 both for roundness and because a 5+ round fight is almost certainly going to be something important while a 4 round fight could just be one where we dicked around buffing or positioning for a round or two.

And I maintain the Destroyer was cool rather than absurd. Dragging yourself out of the Tarrasque's stomach is awesome! (although it needn't have happened if I had a few more ranks in concentration)
Title: Re: Miscellania
Post by: Anastasia on July 17, 2010, 10:17:53 AM
The fight was cool, I mean the mechanical issues with uncapped MotD rather than any style issues.
Title: Re: Miscellania
Post by: Anastasia on July 17, 2010, 12:00:33 PM
Okay, so what's on your guys agenda in the immediate term? I'd like to clear out what's built up so some time can move along and stuff.
Title: Re: Miscellania
Post by: Ebiris on July 17, 2010, 12:06:01 PM
Waiting for my Blackball trap to catch something.
Waiting for Marchalu to finish her adventure.
Waiting for explorers in Tarrasque land to find anything interesting.
Waiting for Mist Coil study to come up with anything cool I can use.

Lots of waiting!

Also, Marie and Anty and Ebony are going to go to Kelara and try to help my cultists not die horribly.

Speaking of, did Marie and Ebony manage to acquire a Mithral Golem to help guard my sealed evil in a can?
Title: Re: Miscellania
Post by: Corwin on July 17, 2010, 12:07:08 PM
"Exciting archaeological discovery, I go reshape Agares's ring or mystery random encounter for me"
Title: Re: Miscellania
Post by: Corwin on July 17, 2010, 12:20:44 PM
+3/+4 1/day to a roll is kinda sad for a Domain power. Can't you make it 1/encounter or something fun like that?
Title: Re: Miscellania
Post by: Anastasia on July 17, 2010, 12:35:10 PM
As written above, Hope is reasonably in line with other domains. A +4 untyped bonus to one of three things - all three useful too - is quite potent. Most domain powers that aren't class skills add-ons or bonus feats are like this. Animal, Strength, Protection, Destruction and so on are all 1/day, so that's normal enough. This bonus also avoids the overlap problem that the bigger bonuses of a higher level strength and protection run into - those are resistance and enhancement bonuses, which are usually going to be overlapping with a permanent item.
Title: Re: Miscellania
Post by: Anastasia on July 18, 2010, 04:36:20 PM
Adding to epic feat list:

Death of Magic [Epic]
Prerequisite: Mage Slayer, no spellcasting ability.
Benefit: Any weapon you wield is treated as a magebane weapon(+2 to enhancement bonus and plus 2d6 damage against spellcasters or creatures with SLAs). This ability stacks with similar abilities. 
Title: Re: Miscellania
Post by: Anastasia on July 18, 2010, 04:39:42 PM
Epic Sacred Exorcist

Alicia; never did her magic fail, even as she dove into the endless Pit. Behind her, the ground of Avernus ran red with blood... - History of the Crimson Guard, Volume XXI.

Hit die: d8

Skill points each level: 2 + int mod.

Chosen Foe (Ex): The epic Sacred Exorcist's bonus against her chosen foe rises by +1 at level 12 and every three levels thereafter.

Dispel Evil (Sp): The epic Sacred Exorcist gains another use of Dispel Evil per week at level 13 and every three levels thereafter.

Spells: The Sacred Exorcist continues to gain a spellcasting level with each level in Sacred Exorcist.

Bonus Feats: The epic Sacred Exorcist gains a bonus feat(Selected from the Sacred Exorcist bonus feat list.) at level 14 and every four levels thereafter. Epic Sacred Exorcist bonus feat list: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Bonus Domain, Enhance Spell, Epic Spell Capacity, Epic Spell Focus, Epic Spell Penetration, Ignore Material Components, Improved Alignment-Based Casting, Improved Combat Casting, Improved Heighten Spell, Intensify Spell, Planar Turning, Positive Energy Aura, Spectral Strike, Spell Stowaway, Spontaneous Domain Access, Spontaneous Spell, Tenacious Magic. Also any Sacred Exorcist continuation feat listed below.

The Epic Sacred Exorcist

Level   BAB   Special            Spells
11   +8   -            +1 level of existing class
12   +9   Chosen Foe+4         +1 level of existing class
13   +9   Dispel Evil 4/week      +1 level of existing class
14   +10   Bonus feat         +1 level of existing class
15   +11   Chosen Foe+5         +1 level of existing class
16   +12   Dispel Evil 5/week      +1 level of existing class
17   +12   -            +1 level of existing class
18   +13   Chosen Foe+6, bonus feat   +1 level of existing class
19   +14   Dispel Evil 6/week      +1 level of existing class
20   +15   -            +1 level of existing class

Evil's Bane [Epic]
Prerequisite: Dispel Evil 3/week, Sacred Exorcist level 11.
Benefit: You may dispel evil on a per day basis instead of per week. For example, if you could dispel evil 3/week, you would now be able to dispel it 3/day.

Sacred Contempt [Epic]
Prerequisite: Chosen Foe+4.
Benefit: Your bonus against your chosen foe increases by +1.
Special: This feat may be taken more than once. It's bonuses stack.
Title: Re: Miscellania
Post by: Anastasia on July 23, 2010, 07:27:00 PM
I didn't notice this during the Tarrasque battle until afterwards, and I forgot about it until now. Whoops!

Cor, you used Benign Transposition incorrectly in the Destroyer battle. When Amaryl was swallowed you couldn't have seen her to establish line of sight, which conflicts with the following from the SRD:

http://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#targetorTargets

QuoteSome spells have a target or targets. You cast these spells on creatures or objects, as defined by the spell itself. You must be able to see or touch the target, and you must specifically choose that target. You do not have to select your target until you finish casting the spell.

This is a case where it isn't said explicitly in the spell, but the basic rules are meant to apply. It's the same sort of thing where the basic rules for conjuration(summoning) prevent you from dropping summons on the head of another creature. It doesn't say so in the spell, because you're meant to know this already from the over-arching rules.

Remember this for later Benign Transposition uses.
Title: Re: Miscellania
Post by: Corwin on July 23, 2010, 07:44:28 PM
I actually used a Limited Wish to achieve a similar effect, so I thought it was okay.
Title: Re: Miscellania
Post by: Anastasia on July 23, 2010, 07:52:02 PM
If you asked that, then it probably was and I either didn't realize it or I forgot it between now and then. The Destroyer battle was hectic and blah blah blah.

If not....eeeeh. That's not entirely unreasonable for a LW, but I'd want to review a few other teleport effects first.
Title: Re: Miscellania
Post by: Anastasia on July 24, 2010, 11:24:25 AM
Slashing Flurry from PHB2 added to houserules with slightly revised pre-reqs and adding the errata of it being a fighter bonus feat.
Title: Re: Miscellania
Post by: Anastasia on July 24, 2010, 12:01:49 PM
Na'lith up.
Title: Re: Miscellania
Post by: Anastasia on July 24, 2010, 04:04:10 PM
Cor: I was checking the Complete Mage errata. It mentions Deadly Sunstroke; note that it should have the fire descriptor instead of the light descriptor. This may matter for you. In particular, it should be Evocation[Fire], not Evocation[Light].
Title: Re: Miscellania
Post by: Corwin on July 24, 2010, 04:05:29 PM
That's actually better for me, thanks!
Title: Re: Miscellania
Post by: Anastasia on July 25, 2010, 02:33:32 AM
Oraga's up. Cor, I'll do most of the PM heavy lifting tomorrow since I spent so long on Oraga. I'll answer a few questions here, though.

QuoteCould you add a new spoiler tag where you'd put her attack routine as both using rapidshot and as using manyshot (from 30ft away) as separate entries for each of her favored enemies, including all the relevant to hit/damage/ac booster info?

That's going into the territory of a full on cheat sheet. If you want one do it yourself, you'll set it up how you like it and I'll add it to her sheet if you like.

Quote
Ring of Entropic Deflection: 20% miss chance on ranged attacks when you move 10ft in a round, goes up to 50% if you're wearing a speed boosting item. <-- does the 50% miss chance require moving more than the standard 10ft?

No. It only says you need to have a movement boosting item to gain the 50% benefit, not that you need to move more than the 10ft to activate the base power.
Title: Re: Miscellania
Post by: Anastasia on July 25, 2010, 02:35:50 AM
On tap soon:

For NPCs, the only one I can think of right now is Jornsen. I've been meaning to do him forever and a day, but it requires log diving and I go meh to that. Most of what's up next is stuff I won't be posting to you guys.
Title: Re: Miscellania
Post by: Anastasia on July 25, 2010, 12:02:36 PM
Fixing a dumb 1 AM mistake: Oraga now has the elf subtype instead of human. Since he hijacked an elven body this makes a lot more sense!
Title: Re: Miscellania
Post by: Anastasia on August 07, 2010, 09:40:35 AM
Design notes: Epic Scout's main virtue is continuing skirmish. Beyond that battle fortitude continues to rise as does fast movement. Technically fast movement stops at 11th level, but I'm pre-assuming a house rule that has it continue at level 19 and every 8 levels thereafter. I don't know why they had it stop instead of continuing. I've put scouts at a bonus feat every three levels, this could slide up to two. I'm on the fence about it.

Epic Scout

Hit Die: d8

Skill points at each level: 6 + int modifier.

Skirmish (Ex)

This ability continues to improve at level 21 and every two levels thereafter. It alternates between improving skirmishes damage dice and AC bonus, becoming +6d6/+5 AC at level 21, +6d6/+6 AC at level 23 and so on.

Battle Fortitude (Ex)

At level 29 and every nine levels thereafter, your battle fortitude bonus increases by one.

Fast Movement (Ex)

At level 27 and every eight levels thereafter, your bonus to movement increases by 10 feet.

Bonus feats: The epic scout gains a bonus feat(Selected from the epic scout bonus feat list) at 22rd level and every three levels thereafter. Epic Scout Bonus Feat List: Armor Skin, Blinding Speed, Combat Archery, Devastating Critical, Distant Shot, Epic Dodge, Epic Endurance, Epic Prowess, Epic Reputation, Epic Speed, Epic Toughness, Fast Healing, Improved Manyshot, Improved Skirmish, Overwhelming Critical, Perfect Health, Spectral Strike, Uncanny Accuracy.
Title: Re: Miscellania
Post by: Ebiris on August 07, 2010, 12:32:23 PM
Scouts are basically rogues in wilderness clothing, and rogues get bonus epic feats every 4 levels.
Title: Re: Miscellania
Post by: Anastasia on August 07, 2010, 01:39:01 PM
I'd say a rogue should be a  bonus feat every 3 levels.
Title: Re: Miscellania
Post by: Anastasia on August 12, 2010, 04:21:58 PM
Refocusing time!

What's on tap for you guys in a timeframe of 3-12 months or so? Feel free to paste things from the last time I asked by all means, I'm touching base here.
Title: Re: Miscellania
Post by: Corwin on August 12, 2010, 04:37:17 PM
Mmm. As always when you ask, it'll be a bit lengthy.

First, I think I'll post a thread or something about things I want to be updated on from time to time (a list of things in progress, such as reconstruction of Kesse's economy or EARTH remaking the Wastes and such). I figure it'd make it much easier to keep track of things without cluttering the game itself much.

So with that out of the way, things I have left that I want to do. I kinda want to do a bunch of brief fluff stuff. Visiting various elves I'm friendly with (such as Ambrose and Celebrimbor). I still need to settle the Gilartal/Mia/Cauldron's temple to Waukeen issue, which was kind of left hanging. Visiting human family in the Baronies (or Malmuth?). Now that I know there's yet another (potential) civilization remaining past the jungle and the Kesse block, I want to go exploring it with Amaryl. Alicia too, if she wants to come, since it'd probably be fun. I want to organize an elemental hub between the good-aligned elemental realms in the Cauldron, and while the timeskip would be pro for it, I figure at least one meeting should take place 'on screen' to set the tone for it, or decide if it even takes off the ground. I also need to talk to Lagann and ask him if he wants his old body and/or memories back.

I dunno, though, if any of this is fun for you to run. We tend to drift over to other stuff when I try to do this, but you also told me that wasn't intentional. So up to you?
Title: Re: Miscellania
Post by: Ebiris on August 12, 2010, 04:54:23 PM
Alicia needs to send terms to Nemiel for Baalzebub's 'diplomatic' visit to the Cauldron. She'll do so just before the 7 months are up so she can dictate what's what rather than him showing up on her doorstep with an itinerary.

Other than that she'll mostly be focused on the Benfal issue. Using the superior summoning circles at Copy Alicia's pad she'll planar bind a bundle of Thoqqas to go and kill a tainted forest or two by the roots, and she plans to seed a powerful devilslaying weapon in a hidden place on Benfal in hopes that a cool rebel will find it (sympathy/antipathy used to try and ensure only a nice person finds it), which will come out of her personal cash. Most other stuff will be done through her minions, like cracking down on Rosier's cults on other primes and sending saboteurs/rabble-rousers/assassins to Benfal. Also want to get more information on Rosier's demiplane, so some spies will go snoop around Gehenna.
Title: Re: Miscellania
Post by: Anastasia on August 13, 2010, 12:40:14 PM
Quote from: Corwin on August 12, 2010, 04:37:17 PM
Mmm. As always when you ask, it'll be a bit lengthy.

First, I think I'll post a thread or something about things I want to be updated on from time to time (a list of things in progress, such as reconstruction of Kesse's economy or EARTH remaking the Wastes and such). I figure it'd make it much easier to keep track of things without cluttering the game itself much.

This is good. Do it.

QuoteSo with that out of the way, things I have left that I want to do. I kinda want to do a bunch of brief fluff stuff. Visiting various elves I'm friendly with (such as Ambrose and Celebrimbor). I still need to settle the Gilartal/Mia/Cauldron's temple to Waukeen issue, which was kind of left hanging. Visiting human family in the Baronies (or Malmuth?). Now that I know there's yet another (potential) civilization remaining past the jungle and the Kesse block, I want to go exploring it with Amaryl. Alicia too, if she wants to come, since it'd probably be fun. I want to organize an elemental hub between the good-aligned elemental realms in the Cauldron, and while the timeskip would be pro for it, I figure at least one meeting should take place 'on screen' to set the tone for it, or decide if it even takes off the ground. I also need to talk to Lagann and ask him if he wants his old body and/or memories back.

I dunno, though, if any of this is fun for you to run. We tend to drift over to other stuff when I try to do this, but you also told me that wasn't intentional. So up to you?

Most of it is, yes. It's just when you spend long periods of time doing one thing and other things are going on, interruptions do happen. <_<

Title: Re: Miscellania
Post by: Anastasia on August 13, 2010, 12:41:06 PM
Quote from: Ebiris on August 12, 2010, 04:54:23 PM
Alicia needs to send terms to Nemiel for Baalzebub's 'diplomatic' visit to the Cauldron. She'll do so just before the 7 months are up so she can dictate what's what rather than him showing up on her doorstep with an itinerary.

Other than that she'll mostly be focused on the Benfal issue. Using the superior summoning circles at Copy Alicia's pad she'll planar bind a bundle of Thoqqas to go and kill a tainted forest or two by the roots, and she plans to seed a powerful devilslaying weapon in a hidden place on Benfal in hopes that a cool rebel will find it (sympathy/antipathy used to try and ensure only a nice person finds it), which will come out of her personal cash. Most other stuff will be done through her minions, like cracking down on Rosier's cults on other primes and sending saboteurs/rabble-rousers/assassins to Benfal. Also want to get more information on Rosier's demiplane, so some spies will go snoop around Gehenna.

Okay. Draw up those terms and have them ready.

Okay on the Benfal stuff. I'll get you up to date on things as relevant.
Title: Re: Miscellania
Post by: Ebiris on August 14, 2010, 03:00:32 PM
Avenger of Innocence
This scimitar is made of gleaming silver, its razor sharp curve bringing to mind a crescent moon. The hilt is smooth and bears a single emerald recessed into its pommel, while its short crossguard is studded with orange amber stones.
This weapon is an Alchemical Silver scimitar +5, with the Evil Outsider Bane and Lawful Outsider Bane enhancements (giving it a total enhancement bonus of +9 against creatures such as devils). It is intelligent, possessing darkvision, hearing, and blindsense out to 120 feet, and able to communicate both by speech and telepathy. Once per day, it can impose a dimensional anchor, and it has 10 ranks in Knowledge (Planes).
The blade is devoted to slaying devils, and will constantly encourage its wielder to follow such a pursuit in the most efficient manner - it is patient and not reckless, willing to bide its time so long as it leads to better opportunities to rid the world of such tyrannical creatures. It uses its own knowledge to instruct its wielder on the habits and abilities of the baatezu, to make them more capable of defeating such foes, and will caution rather than press attack on a creature clearly out of its wielder's league.
While quite happy to serve anyone who meets it goals, the sword will not countenance an unworthy wielder, and especially not any who sympathise with the devils. In such cases it will exert all will towards being passed onto a more appropriate bearer.
Alignment: Chaotic Good
INT 10 WIS 18 CHA 18
EGO 20

This sword will cost Alicia 125,000gp to make (out of the 127,795 she has handy), broken down as 98k for a +7 weapon, 12k for the intelligent weapon basic aspect, 10k for it to have dimensional anchor, and 5k for knowledge planes.

The Circle of Twelve and Benfallan refugees will hopefully help in its construction, to make it a more suitable weapon in aspect and temperament for a champion of their people to wield. Once it is ready, it will be hidden in a wild place of Benfal, with a Sympathy spell placed on it that will attract Good creatures. From there hopefully one will pick it up and go on to become a hero.


As for the Thoqqas, Alicia will go to the mountain sanctuary of Copy Alicia and employ the ley lines there to boost Lesser Planar Binding spells (produced via Limited Wishes) to summon forth a half dozen of the creatures. She will then try to cajole them into going to Benfal via a Gate she will open to one of the reshaped forests, whereupon they are to burrow under the earth and roam as they like to scorch all the tree roots they find, for a period of one month before their service is considered complete and they may return to the reality of fire. She doesn't really have anything she considers suitable for bribing them, so will rely purely on charisma and persuasion to gain their service (+9 to her check, +0 to theirs before any modifiers).

The other things she will have less direct oversight over, but will basically involve sending over spies and saboteurs to weaken the baatezu grip on the planet in small ways and gather intelligence to be used when the campaign is stepped up. Likewise she'll be sending forces to worlds Rosier has cults on to gather information and prepare to either discredit/undermine them or outright assault them. She wouldn't be personally involved with such unless something really big was found. Spies will also go to Gehenna to bribe a few 'loths and try to find out about Rosier's demiplane.
Title: Re: Miscellania
Post by: Ebiris on August 14, 2010, 03:25:56 PM
Alicia will first use a Sending on Nemiel, asking where she can deliver an itinerary for his Lord's visit to Sylica, and then she'll pop open a Gate and drop it through. The itinerary, in appropriately diplomatic language, will describe the following:

Baalzebub is to arrive in Sylica via a Gate that Alicia will provide, at a time and place designated by him. He may bring up to two attendants if he so wishes. He will arrive at the castle of Silverwatch, where a feast will be held to honour the visit, gifts will be exchanged, and they might discuss the trials of the Furnace, and the changes it has undergone in becoming Sylica. After the dinner, Alicia and Syala will grant Baalzebub audience to discuss matters of mutual interest, and a way will be opened for him to return to Hell.

As far as the feast goes, Alicia and Syala will naturally be in attendance, as well as a few of the big names in Sylica like Latha and Strength of Light, plus any people who might provide good conversation and not be too freaked out by dining with a Lord of the Nine. Seira can come along as a surprise special guest. Castle Silverwatch itself is pretty remote in Sylica, seeing as it holds a permanent Gate to the Outreaches. As far as gifts, Alicia intends to present him with Sammael's Inspiration, and A Perfect Sacrifice (the painting of Zariel's favoured sacrifice that was looted from Gerelethen).

I'll talk to Syala about the itinerary to see if she has any suggested modifications beforehand. And if Seira can spare her, I wouldn't mind asking Sanzha for a bit of advice on diplomacy between planar bigwigs.
Title: Re: Miscellania
Post by: Anastasia on August 22, 2010, 01:53:12 PM
This is going into house rules, since I find myself wanting to use this feat for the entire evil spectrum.

Blood War Conscript [Vile]
Prerequisite: Evil Brand.
Benefit: Against good aligned enemies you gain a +1 profane bonus to attack and damage rolls. In addition, if you serve demons this bonus applies against lawful enemies. If you serve devils it applies to chaotic opponents. If you serve yugoloths, it may apply to either lawful of chaotic alignments. Once this choice is made, it cannot be changed except by your yugoloth master.
Title: Re: Miscellania
Post by: Anastasia on August 23, 2010, 01:55:13 AM
This is from Races of Faerun. It's an obscure book and it didn't make the transition to the SC. It's for Lagann if you couldn't guess.

Detect Metal and Minerals
Divination
Level: Clr 3, Sorc/Wiz 3
Components: V, S, M.
Casting Time: 1 standard action.
Range: 60ft
Area: Cone-shaped emanation
Duration: Concentration, up to 10 min./ level (D)
Saving Throw: None
Spell Resistance: No

You can detect large accumulations of metals and other minerals, whether worked or unworked. The spell will detect everything from a vein of iron ore to a pile of gold coins, even through solid stone or other barriers.When you cast this spell, you must concentrate on at least10 pounds of the metal or mineral you're searching for. If an accumulation of that metal 10 pounds or larger is within the spell area, you will unerringly sense it (most coins are 50 to the pound). The amount of information revealed depends on how long you study a particular area:

1st Round:  Presence or absence of the particular metal or mineral.
2nd Round: Approximate weight of the metal or mineral.
3rd Round: Distance and direction (measured in a straight line) to the metal or mineral.

As long as the spell is active, you can change the metal or mineral you're trying to detect by simply concentrating on a different sample (it takes a standard action to refocus on the new sample). Thus you could search for gold, then switch to adamantine, then seek out sources of iron. If you stop concentrating ona sample, the spell ends.
Title: Re: Miscellania
Post by: Anastasia on August 24, 2010, 09:50:55 AM
Quote from: Ebiris on August 14, 2010, 03:00:32 PM
Avenger of Innocence
This scimitar is made of gleaming silver, its razor sharp curve bringing to mind a crescent moon. The hilt is smooth and bears a single emerald recessed into its pommel, while its short crossguard is studded with orange amber stones.
This weapon is an Alchemical Silver scimitar +5, with the Evil Outsider Bane and Lawful Outsider Bane enhancements (giving it a total enhancement bonus of +9 against creatures such as devils). It is intelligent, possessing darkvision, hearing, and blindsense out to 120 feet, and able to communicate both by speech and telepathy. Once per day, it can impose a dimensional anchor, and it has 10 ranks in Knowledge (Planes).
The blade is devoted to slaying devils, and will constantly encourage its wielder to follow such a pursuit in the most efficient manner - it is patient and not reckless, willing to bide its time so long as it leads to better opportunities to rid the world of such tyrannical creatures. It uses its own knowledge to instruct its wielder on the habits and abilities of the baatezu, to make them more capable of defeating such foes, and will caution rather than press attack on a creature clearly out of its wielder's league.
While quite happy to serve anyone who meets it goals, the sword will not countenance an unworthy wielder, and especially not any who sympathise with the devils. In such cases it will exert all will towards being passed onto a more appropriate bearer.
Alignment: Chaotic Good
INT 10 WIS 18 CHA 18
EGO 20

This sword will cost Alicia 125,000gp to make (out of the 127,795 she has handy), broken down as 98k for a +7 weapon, 12k for the intelligent weapon basic aspect, 10k for it to have dimensional anchor, and 5k for knowledge planes.

This is fine, it'll be covered IC on any further changes as requested by the others.
Title: Re: Miscellania
Post by: Anastasia on August 24, 2010, 10:22:50 AM
Jessica's ED is up. Hers is a little more experimental; she has no down side as RP and mechanical reasons indicate she doesn't need one. I'll try this with her and see how it goes.

Who's left? Eudard, Abagail, Oberuth, Amaryl and Hugo. Hugo and Abagail are far enough away to where there isn't any priority. Oberuth's is being revised since I ended up being unhappy with it. Amaryl's I know roughly what I want to do but I'll need to some time figuring out the mechanics. Still debating with Eudard's.
Title: Re: Miscellania
Post by: Anastasia on August 26, 2010, 05:07:28 PM
Hm. I've been thinking about taking a break from Balmuria for a long time now. A sabbatical, you know? Just get away from it for several months. The current scope of the game makes it hard to focus on any one thing. Dozens and dozens of things are going on, making it a severe drain for me to keep things up. It's fun, but I could really use a break away from things as they stand.

What I'd like is to put this game on pause for a good long while. Maybe a few months, maybe even half a year. What I'd like to do instead is run something with much simpler roots at a lower level. I'd like to do it in the same world if possible, probably a game focusing on urban adventures in the city of Balmuria itself. You guys deal with the city on a mostly removed level, only managing a few important locations. I'd like to get into the nooks, crannies and the heart of the city. 

Any interest, you two? There's a fair few risks: A sabbatical could mean never coming back easily enough, you never know how things are going to go. But I feel that more than anything else, this current part of the game needs a time for renewal and regrowth. What that parses down to is that I need a break from it.
Title: Re: Miscellania
Post by: Ebiris on August 26, 2010, 05:12:28 PM
To be perfectly honest, I'm down with putting Balmuria to bed. The epic scope of being a God really isn't as satisfying as the nitty gritty of looting a dungeon or shaking down a dude in a bar or exploring a creepy wild forest. So yeah, getting back to basics appeals to me a great deal.

That said, though, if we're doing that then why not just start a brand new game (it could still be set in the Balmuria setting, I don't much mind either way) and see if we can get some new blood in? Having more players would balance things better and avoid the see-sawing "I'm just the sidekick in Seira/Alicia's great story" feeling that I think both Cor and I have experienced of late.
Title: Re: Miscellania
Post by: Anastasia on August 26, 2010, 05:13:31 PM
Yes, more players and a new game is what I mean. On rereading I see I didn't express that. Whoops.
Title: Re: Miscellania
Post by: Corwin on August 26, 2010, 05:22:49 PM
There's the sidekick feeling sometimes, though most times the game's plenty fun. And I like the challenge of finding a balance, since at the core it's a problem that tends to show up in any non-solo game sometimes. Interesting as the dungeon-delvings are, my main draw remains interactions (meeting people, befriending people, befriending people Nanoha style) and that doesn't really change regardless of scope.

Since you want to take a break and Eb's enthusiastic, let's go for it? I dunno if I want to play in the actual universe in a different game, since it feels like you're in FR and Elminster is there, mocking you. I suppose we could try it?
Title: Re: Miscellania
Post by: Anastasia on August 26, 2010, 05:24:32 PM
Ironically the main idea for a new game is a city based game. I had the idea of it in Balmuria OR in Waterdeep in FR. So Elminster mocking you is entirely on target!
Title: Re: Miscellania
Post by: Ebiris on August 26, 2010, 05:25:54 PM
Quote from: Corwin on August 26, 2010, 05:22:49 PM
I dunno if I want to play in the actual universe in a different game, since it feels like you're in FR and Elminster is there, mocking you. I suppose we could try it?

That's a very good point, actually. It's like those bad games you sometimes read about where the DM's best buddies have their old PCs as deities who show up the current party, and there's the issue of having something happen and us being like "No way! Alicia/Seira would never have let that happen!" which is just all kinds of bad.
Title: Re: Miscellania
Post by: Corwin on August 26, 2010, 05:28:01 PM
Mmm. I don't really like the idea of glass ceilings and being restricted, you know? Say you're starting a lvl7 game and it's unlikely to proceed past lvl12. I don't really mind, since it's fun. But actually saying it like that would just occupy me needlessly. So I read it as a concept that says, 'Here's a setting where normal mortals ascended to greatness from nobodies. You're nobodies too, but you'll never become like them, ever'. Dunno if that makes sense to others.
Title: Re: Miscellania
Post by: Anastasia on August 26, 2010, 05:38:02 PM
Quote from: Ebiris on August 26, 2010, 05:25:54 PM
That's a very good point, actually. It's like those bad games you sometimes read about where the DM's best buddies have their old PCs as deities who show up the current party, and there's the issue of having something happen and us being like "No way! Alicia/Seira would never have let that happen!" which is just all kinds of bad.

That is a concern. I'd keep the old PCs out of the way entirely besides references. What happens after that is in the realm of the DM, not the previous players.

Quote from: Corwin on August 26, 2010, 05:28:01 PM
Mmm. I don't really like the idea of glass ceilings and being restricted, you know? Say you're starting a lvl7 game and it's unlikely to proceed past lvl12. I don't really mind, since it's fun. But actually saying it like that would just occupy me needlessly. So I read it as a concept that says, 'Here's a setting where normal mortals ascended to greatness from nobodies. You're nobodies too, but you'll never become like them, ever'. Dunno if that makes sense to others.

Well, I never imagined Balmuria would go as far and as long as it did. What I'm saying here is what I want to focus the game around. Will it change? Maybe. Will you never progress past level 5? Who knows? There's not a glass ceiling implied here, but I'm instead implying what I'd like to focus on. Remember, you guys started at level 3 before, too.
Title: Re: Miscellania
Post by: Ebiris on August 26, 2010, 09:01:07 PM
Since Dune asked in PM for any questions about the game to be posted here if we're wrapping, I'll toss a few out.

What the hell was the Neverborn's bleating about two into three into one or whatever all about?

Were there any traitors in our midst besides the far-too-adorable-to-ever-suspect Marigold?

Who was actually trying to off Obi?

What did Sylian do with our blood?

Who bought Beth's soul? (I never really cared but Esthan offered it out like it was something meaningful so might as well know)
Title: Re: Miscellania
Post by: Anastasia on August 27, 2010, 12:04:39 AM
To elaborate on some points!

If this does come back, there will be a few things. The first will be a timeskip of some considerable time. 10 years is the number that pops into my head, but it could be more. I'd like some time to distance you guys from your old (mortal) entanglements and settle things. Pursuant to this, the game will likely be tightly refocused to be easier to manage.  All of what you guys do is fine, but a bit more structure is good for everyone. I'd like to pare down the character lists and focus on a core cast. EDIT: All of this would come with a level boost as well to settle into your new positions.

There's nothing wrong with making a lot of friends! This is a good thing. But let's be honest, when you're dealing with dozens and dozens of NPCs it tends to dilute things a whole lot. Too many ingredients muddy the broth if you want another analogy.  That was my main problem lately, I was overwhelmed making new people and keeping track of them all. Too much was going on, too many events and so on and so forth.
Title: Re: Miscellania
Post by: Anastasia on August 27, 2010, 12:29:25 AM
I'm going to answer some of these for now. See above for why, the question I answer will be things I don't think are hugely relevant after any sort of long timeskip. The others I may answer later, going to see how things pan out the next few days first on reflection.

QuoteWere there any traitors in our midst besides the far-too-adorable-to-ever-suspect Marigold?

First of all, various immigrants were loosely spying on you for the powers they came from. The Heavens of all stripes were keeping tabs on Sylica and the various Princes of Elemental Good were doing the same with Seira. This wasn't malicious spying insomuch as assessing new powers.  If Sylica merged with Dweomerheart or became it's own layer of Elysium, that would be a gigantic planar shift. It's best for everyone involved to know what they're getting before that, and be able to act if something's afoul. In the case of the Cauldron, Seira made a lot of grand promises to the Elemental Princes. They were naturally inclined to keep track of Seira, her progress and if she looks capable of fulfilling her goals.

Helm was keeping his eyes on both realms, but wasn't using direct spies. He has too much on his plate with Kelemvor. He wasn't willing to risk the political fallout of two new powers he had reasonably good impressions with until his plate was clear.

Lathander is keeping an eye on Seira through Valar. What Seira was never told is that Lathander directly contacted Valar(He may have alluded to this happening, I forget, but none of the rest) and gave him instructions. Lathander sees a lot of himself in Seira, but at the same time also sees a bit of a authoritarian streak. He likes her but isn't quite sure what to make of her. Valar is an important piece in his plans elsewhere, but he went with the moment and sacrificed him for position with Seira. This isn't really Lathander's style, but the plan fell into his lap premade and he went with it. Lathander has serious impulse control issues as I'm sure you've noticed.

Sharess has an interest in Sylica and a passing fancy to try and shift it more towards chaos and good. Odds are this won't last but a few decades before she gets bored of it. In any event her spies are minimal, she's inclined to make an obvious move of chatting up Syala and Alicia instead. Syala has an idea that Sharess is at this game, but hadn't said anything yet since she wasn't sure. While Syala didn't think Alicia would take it the wrong way, she didn't see a reason to risk a pointless argument over it.

As for actual enemies? I hadn't decided on a new batch after the entire G'renna/Marigold arc. I was going to choose some soon and start dropping subtle hints and build up to it. I'd rather focus on establishment and external threats than spies for the moment.

QuoteWho was actually trying to off Obi?

Short answer: Pale Night but it's fucking complicated.

Long version: Pale Night is pissed at the party and the Crimson Guard. I don't need to say why, do I? Using mind altering magic and resources she set it up to look like a diabolical agent sabotaged a demonic cult. The portal to Avernus was in fact a highly cloaked portal to her throne. Fortunately this was never used and things worked out.  The entire thing was a huge, rambling and completely apeshit insane scheme on her part to get vengeance. Being an impossibly old demon lends itself to all sorts of madness.

The other part of this gambit is Zquujaj.  He was contacted by Pale Night while he fought amid many for control of Androlynne. By contact I mean that she revealed part of her incomprehensible essence to him, driving him yet further mad. He is to become a servant of hers, twisted entirely to insane chaos and free of the last vestiges of his baatezu heritage.  Further she would be able to annul the bonds he crafted to forswear antagonism to the Crimson Guard. He was going to be the big enemy of that storyline if it went forward. In the meantime he'd be recreating Androlynne in his image.

Incidentally there would be a chance than Athux would come into conflict with Zquujaj as two newly re-purposed layers change for new masters. This would lead to an extra-pissy Graz'zt getting involved though mostly as a background force and provocateur. He wants revenge on Athux for taking Greenrot for his own, but Athux's apotheosis into an Abyssal Lord made this dicey. When you toss in Graz'zt own obligations in both the Blood War and against Demogorgon/Orcus, his chances of nipping it in the bud bottomed out. Abyssal politics would become involved and well...those are messy.

QuoteWho bought Beth's soul? (I never really cared but Esthan offered it out like it was something meaningful so might as well know)

I forget the exact name but it was an agent of Mephistopheles. The Lord of Cania is running a whole hell of a lot of gambits involving the party as you've begun to see lately. (How much Baazlebub was telling the truth is a question that is begged by this answer, but I'll hold my tongue on that for a moment.)
Title: Re: Miscellania
Post by: Anastasia on August 27, 2010, 12:43:35 AM
Odds and ends I can talk about now:

Helm vs Kelemvor

As you noticed there was  a low simmering blow up cooking between the two powers. The creation of the Well of Souls was not something Kelemvor could tolerate, no matter how Shar had managed to pervert his own workings. While Kelemvor is entirely aware that there is a greater enemy, ignoring another power taking some of his portfolio is akin to divine suicide. Now Helm was trying to angle it so that the obligations of the greater good would ultimately stay Kelemvor's hand. Would it? It was coming close to a head either way, Kelemvor forced his way in to meet Demedais. While he approves of Demedais personally, this isn't enough to quite quell his dissatisfaction.

I hadn't quite decided if a full blow divine war would erupt. Helm had a solid gambit but this is a damned hard pill for Kelemvor to swallow. Unless Helm backed down and started playing nicer, he was leaning towards war. I wasn't quite sure if Helm would, he wanted to maintain this toehold into Death as he shifted into full on Lawful Good. He was becoming a Greater Power and replacing the fallen Torm, so more power is a good thing for him right now. Incidentally this is why he was around Celestia a lot, he was making friends, courting allies and preparing. The House of the Triad was going to move to Celestia in due time to cement it's complete shift into ordered righteousness. Being on good terms with the Hebdomad is only logical in that case.

Now if the war did break out? It would be nasty but mostly a background thing for you unless you intervened directly. After some time you'd have a chance to get involved, as Demedais would ask a favor as the war spiraled out of control. Up to you guys if you wanted to get involved or let it play out. I had no idea who would win if it wasn't interfered with, though who knows there? Open warfare between the churches of Kelemvor and Helm would -not- be a good thing for anyone, let alone if related powers get involved. The cults of Jergal probably would, as would the other members of the Triad. Worse, Torm might butt his nose in just because, and Helm could call in a favor from the partially risen Talos if things get hairy.

Helm really didn't want that war but was willing to risk it. Kelemvor really didn't want the war but couldn't stand his portfolio being poached.  It's as simple as that.

As a final note, if Tai ever rejoined the game I'd have Kelemvor pull a fait accompli and manage to take over the Well of Souls, giving Deme DAS BOOT.
Title: Re: Miscellania
Post by: Anastasia on August 27, 2010, 12:55:39 AM
Was Malmuth going to collapse?

Yeah, it was probably going to the scrap heap. Short of Seira personally propping things up long term the damage done was too severe. A series of weak rulers, then losing the border territories to independence hurt. Having Ferdi rev up the kingdom for a grand invasion, lose and have the Empire lose another hunk of land to the Baronies? Ouch. Critical hit. She be wobbling, captain! The attack of the Dark Six was simply too much to bear in this state. While you guys prevented the worst of the humanitarian disaster, the political damage was widespread. Queen Tant is a capable ruler yet the wounds of Malmuth run deep. The Vitalist movement is a convenient name given to several loosely connected independence and splintering sentiments, grouped together by one spreading, main ideological point.

You'd see three to half a dozen kingdom-lets spring up from the Malmuthian empire, with perhaps a rump Malmuth remaining. How these matters went from there is anyone's guess, as well as the exact boundaries. No matter how it worked out, the United Baronies were going to be the main power in the area. Defeating the Empire and being the economic powerhouse of the region ensues that, it's only a question of how much control is going to be exerted. Commander Oberuth was inclined to try and prevent serious civil war(s) from occuring, and privately he suspected that in 50-100 years the United Baronies would be Malmuth with a different name and capital city.

Fundamentally the Vitalist movement was independent of any outer planar influence. It was entirely organic, the result of the current zeitgeist and nothing more. While a few powers were muddying around in it, the tide of history was one largely of mortal making. There was no grand diabolical plan or a God pulling all the strings. This was simply cause and effect, nothing more and nothing less. If anyone is to be blamed it's probably Tymora, since the Empire had bad break after bad break.  Alternately you can blame yourselves if you want. Killing Ferdi may have saved a huge war, but the aftereffects doomed Malmuth.
Title: Re: Miscellania
Post by: Anastasia on August 27, 2010, 01:04:33 AM
What was with Jessica's baby?

This one's easy. The firstborn of Jessica/Roald, Syala/Alicia and Antenora/Marie was going to be the first of Sylica's Chosen. The Chosen were going to be the unique outsiders of Sylica. Three(It's always three) children to lead those who exemplify the ideals of Sylica, yeah? I'm sure you're asking yourself: What caused this to happen? The answer's simply that as one of the outer planes, Sylica is a land of belief, faith and magic. This happens by the nature of the land Syala and Alicia created together. Three children because three is a number of power, secrets and truth. It's always three.

I hadn't fully statted out the chosen of Sylica, but I did do a beta. I modeled them around Astral Devas, as that's the power level I wanted for them typical chosen. The three children would become much more powerful in time.  Here it is for your perusal:

Size/Type: Medium Outsider (Angel, Good)
Hit Dice: 12d8+
Initiative: +5
Speed: 40ft, fly 60ft (good)
Armor Class: (+5 dex)
Base Attack/Grapple: +12/+18
Attack:
Full Attack:
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, spells.
Special Qualities: Darkvision 60ft, low light vision, immunity to cold, acid and petrification, resistance to fire and electricity 10, protective aura, tongues.
Saves: Fort +, Ref +, Will + (+4 vs poison)
Abilities: Str 20, Dex 20, Con 16, Int 16, Wis 20 , Cha 20 
Skills: 
Feats:
Epic Feats:
Alignment: Always Neutral Good.

Racial and innate powers:

At will-Detect evil, discern lies, dispel evil, dispel magic, holy aura, holy smite, holy word, plane shift, see invisibility. Caster level 12th.

Spells

X cast as either a 12th level sorcerer or a 12th level druid. Once chosen this cannot be changed.

<Ebiris> As far as virtues go, she'd promote personal initiative (remember how she approved of Hetesi going above and beyond on his mission?), measured trust (makes us vulnerable to infiltration but winning over such infiltrators as with Marchalu is worth the risk), and creativity (anti-entropy symbolism aside, having hobbies outside of smiting is healthy). Her cult writeup goes over this well enough.
<Ebiris> Mechanically she'd strongly encourage blending magic and martial skill as she does. Her doctrine stresses a good offence being the best defence.

> What do you think Syala would impart into celestials that follow her?
> (I have my mind made up, just curious as to what you'd say.)
<Ebiris> She'd encourage following your passions (underlying assumption that everyone in Sylica has more or less healthy passions), being direct and open in everything you do, being loving and accepting to everyone you meet (unless they're evil, then you punch them in the face)

From Alicia's side we have fighter/mages who have good dex(initiative, har, maybe improved init as a bonus feat), sense motive/discern lies as class skills/SLA, each one has a field of interest. Skill points? Other ability? Hm.
Title: Re: Miscellania
Post by: Ebiris on August 27, 2010, 01:07:39 PM
Having our pals keeping close tabs on us isn't really surprising or objectionable. Considering the good grace with which Alicia took Marchalu's spying, she really wouldn't have batted an eye at Sharess having her own agents in there. The likes of Naeys and Latha were entirely open with their real loyalties to Dweomerheart/Celestia but that didn't hurt their standing any.

I don't really care about Athux/Grazzt since they haven't done anything interesting, having Zquujaj show up as a big bad would've been an awesome callback to the early game and how so much sprung off from him. I'm sure Seira would have tried to befriend him as well, since he seems to be the only male NPC that she thinks is cool.

Helm vs Kelemvor would be interesting in that there's no real bad guy in the conflict, but considering how both Alicia and Seira suffered due to Kelemvor's fuckups there's no way that Team PC would do anything but give Helm full support in this one, I think, even before friendship to Deme is considered.

Malmuth collapsing is no surprise. Alicia predicted it the moment their capital got sacked by frost caterpillars, and even though she softened her feelings on the failure when it became obvious just how hardcore those remhoraz were, it doesn't really diminish the perception of weakness and inability to hold things together that would be engendered towards the empire. Tymora is only responsible for good luck, though - blame Beshaba for Malmuth getting the short end of the stick.

Chosen of Sylica could be cool, but to start off with they are a bit too deva/ghaele/trumpet-like to hold that much inherent interest. Of course, being our kids they'd surely be cool in their own right.
Title: Re: Miscellania
Post by: Anastasia on August 27, 2010, 01:52:24 PM
Nessian Pit Fiends are from the Gates of Hell. They're the elite servants of Asmodeus and meant to be epic level terrors. I remade them for Balmuria, though the fundamentals aren't overly changed. They rarely are seen outside of Hell; it took a possible escapee from the Order of the Lie to bring one out. They are never used lightly.

For the CR I think they need more HP, though most would spent any wealth on a con booster to fix this. 666 HP just doesn't cut it at CR 30.

Size/Type: Huge Outsider (Evil, Lawful, Devil)
Hit Dice: 37d8+370 (666 hp)
Initiative: +17
Speed: 40ft, fly 60ft (average)
Armor Class: 48 (+9 dex, +27 natural, +4 deflection, -2 size)
Base Attack/Grapple: +37/+62
Attack: Claw+52 (3d8+17 and 1 vile)
Full Attack:  2 claws+52/47/+42/+37 (3d8+17 and 1 vile), bite+52 (6d6+8 and 1 vile and poison and disease), 2 wings+52 (3d6+8 and 1 vile) and tail+52 (3d8+8 and 1 vile and improved grab and constrict)
Space/Reach: 15ft/15ft
Special Attacks: Constrict 3d8+34, fear aura, improved grab, spell-like abilities, summon devils.
Special Qualities: Damage reduction 20/good, silver and epic, darkvision 60ft, immunity to fire and poison, resistance to acid and cold 20, regeneration 12, see in darkness, spell resistance 47, telepathy 200ft, overlord's blood.
Saves: Fort +34, Ref +33, Will +32
Abilities: Str 45, Dex 28, Con 31, Int 27, Wis 27, Cha 27
Skills:   
Feats: Corrupt Spell-Like Ability(B), Combat Reflexes(1), Improved Initiative(3), Rapidstrike(6), Power Attack(9), Multiattack(12), Improved Multiattack(15), Improved Rapidstrike(18), Quicken Spell-Like Ability(Meteor Swarm)(27), Empower Spell-Like Ability(Meteor Swarm)(30), Vile Natural Attack(33)
Epic Feats: Superior Initiative(21), Blinding Speed(24), Vile Wounds(36)
Alignment: Lawful Evil
Challenge Rating: 30

Spell-like Abilities: Always active - unholy aura. At will - blasphemy, charm monster, create greater undead, desecrate, detect good, detect magic, fireball, greater invisibility, greater teleport, magic circle against good, mass hold monster, persistent image, power word stun, produce flame, pyrotechnics, suggestion, superb dispelling, unholy aura, unhallow, wall of fire; 3/day - hellball, meteor swarm, symbol of pain, 1/month -  wish.  Caster level 37th; save DC 18 + spell level. 

Constrict (Ex)

A Nessian pit fiend deals 3d8+34 points of damage with a successful grapple check. 

Disease (Su)

A creature struck by a Nessian pit fiend's bite attack must succeed on a DC 38 Fortitude save or be infected with a vile disease known as devil chills (incubation period immediate, damage 2d6 Str). The save DC is Constitution based. 

Fear Aura (Su)

A Nessian pit fiend can radiate a 20 foot fear aura as a free action. A creature in the area must succeed on a DC 36 Will save or be affected as though by a fear spell (caster level 37th); the Nessian pit fiend can determine which creatures within the radius are affected.  A creature that successfully saves cannot be affected again by the aura for 24 hours.  Pit fiends, higher ranked devils, and any others so selected by the Nessian pit fiend are immune to the aura. The save DC is Charisma-based. 

Improved Grab (Ex)

To use this ability, the Nessian pit fiend must hit with its tail attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.  If the Nessian pit fiend wins the grapple check, it establishes a hold and constricts.

Poison (Ex)

Injury, Fortitude DC 38, initial damage 1d8 con drain, secondary 3d8 con drain. The save is Constitution based. 

Regeneration (Ex)

Nessian pit fiends take normal damage from good-aligned silver weapons, and from spells or effects with the good descriptor.

Summon Devils (Sp)

Thrice per day, a Nessian pit fiend can automatically summon 33 hit dice of devils. It may summon anything of 25 hit dice or lower. It may summon a mix of devils, for example it may summon a pit fiend, an erinyes and several lemures in a single summon. This is equivalent to a 10th level spell.
Title: Re: Miscellania
Post by: Anastasia on August 27, 2010, 01:59:53 PM
I had no plans to use the Elite of Glasya. They were a mechanics exercise that went well, so I kept them around. At heart I knew it would be a useful fallback if I needed a powerful NPC on the fly. These were based on the max HD Erinyes in the Gates of Hell.

Mechanically they're nasty but very fragile. They are not front line fighters. I'm not sure about CR 35 in retrospect, though any you encountered would have the relevant gear to help balance that out.

The Elite of Glasya, 36 HD Brachina.

Size/Type: Medium Outsider (Evil, Lawful)
Hit Dice: 36d8+360 (508 HP)
Initiative: +15
Speed: 30ft, fly 60ft (perfect)
Armor Class: 58 (+11 dex, +24 natural, +1 dodge, +12 armor)
Base Attack/Grapple: +36/+43
Attack: Touch+47 melee touch (Poison)
Full Attack: Touch+47/+42/+37/+32 melee touch (Poison)
Space/Reach: 5ft/5ft
Special Attacks: Bardic music, beguile, poison, spell-like abilities, summon baatezu
Special Qualities: See in darkness, telepathy 200ft, damage reduction 25/good, silver and epic, immunity to fire and poison, resistance to acid and cold 30, regeneration 14, spell resistance 48,
Saves: Fort +38, Ref +39, Will +38
Abilities: Str 24, Dex 33, Con 30, Int 30, Wis 30, Cha 45 
Skills: Bluff+56, Concentration+49, Diplomacy+56,  Disguise+56 (+58 acting), Hide+50,  Intimidate+56, Knowledge(Arcana)+48, Knowledge(History)+48, Knowledge(Nature)+48, Knowledge(Nobility and Royalty)+48, Knowledge(Planes)+48, Knowledge(Religion)+48, Listen+49, Move Silently+50, Perform(Song)+56, Search+49, Sense Motive+49, Spellcraft+48, Spot+49, Survival+49 (+51 on other planes), Tumble+49.
Feats: Dodge(B), Mobility(B), Weapon Finesse(1), Combat Expertise(3), Spring Attack(6), Improved Initiative(9), Improved Flier(12), Improved Combat Expertise(15), Quicken Spell-Like Ability(Vampiric Touch)(18), Virulent Poison(24), Deadly Poison(27)
Epic Feats: Blinding Speed(21), Fast Poison(30), Relentless Poison(33), Death Poison(36)
Alignment: Lawful Evil.
Challenge Rating: 35

Spell-like abilities:

Always active: tongues, true seeing. At will- charm monster, clairaudience/clairvoyance, create greater undead, desecrate, enthrall, greater command, greater invisibility, greater teleport, magic circle against chaos, major image, mass suggestion, morality undone, produce flame, superb dispelling, suggestion, unholy blight, vampiric touch. 3/day- greater plane shift, trap the soul. 1/day- wish. Caster level 36th, save DCs are 27 + spell level.

Beguile (Su)

The elite of Glasya can temporarily gain control of several living creatures. When she use this ability, she gains immediate control of up to nine creatures, which  immediately takes a full turn's worth of actions under her control. An elite of Glasya can use this ability up to nine times per day on any living creatures within 90 feet, but all targets must be within 30 feet of each other. A DC 45 will save negates the effect. This is a mind-affecting enchantment ability. The save DC is charisma based.

Poison (Ex)

Contact, Fortitude DC 42, 2d6 wis drain/4d6 wis drain. The secondary drain continues each round until a save is passed or the victim is reduced to zero wisdom. Poison immune creatures are affected, but they gain a +5 bonus to the fortitude save and any wisdom damage is halved. The save DC is Constitution-based and includes a +2 racial bonus.

Summon Baatezu (Sp)

The Elite of Glasya may summon up to 18 erinyes or harvester devils, 9 orthons or chain devils or 3 brachina. All creatures summoned have double the normal hit dice for their kind. This is equivalent to a 10th level spell.

Bardic Music

Elite of Glasya may preform bardic music as a 27th level bard.


Glasya's Favor: This pair of hell-forged golden earrings are the sign of Glasya's patronage. They grant a +10 enhancement bonus to charisma as well as functioning as a cloak of resistance+8. Nine times per day, they may heighten any spell-like ability they possess to 12th level.
Angelbone Bracers: +12 armor bonus to armor class. These bracers provide a constant nondetection effect, caster level 30th.
Necklace of Health+6

Each Elite of Glasya has an additional 250,000 to 750,000 GP in equipment and resources to draw on, customized to the situation they are in.

Superb Dispelling
Abjuration
Level: Sorc/Wiz 12, Clr 12

This spell functions as greater dispel magic, with a maximum dispel check cap of +40. It can automatically destroy an antimagic field, as well as affect anything a magic disjunction can. This spell is often preferred over Magic Disjunction due to it's tighter radius of effect.

Fast Poison [Epic]
Prerequisites: Virulent Poison, Blinding Speed
Benefit: Your poison deals secondary damage one round after infection, instead of one minute.

Relentless Poison [Epic]
Prerequisite: Deadly Poison
Benefit: If the victim of your poison fails it's secondary save against your poison, it must save again in another minute or again suffer secondary damage from the poison. This continues until the victim is incapacitated or passes a saving throw.
Special: If you possess the fast poison feat, the time between saves is reduced to one round.

Death Poison [Epic]
Prerequisite: Virulent Poison, Deadly Poison, Fast Poison, Relentless Poison.
Benefit: Your poison can now damage creatures otherwise immune to poison. Such creatures are effected, but they gain a +5 bonus to any saving throws to resist the poison and any damage or negative effects are halved. Magic such as delay poison is still effective.
Title: Re: Miscellania
Post by: Anastasia on August 27, 2010, 02:04:45 PM
Blackballs. I don't really need to tell you what these are, do I?

Umbral Blots (Blackballs)

Size/Type: Medium Construct
Hit Dice: 30d10+30+180 (510 HP)
Initiative: +18
Speed: Fly 90ft (perfect)
Armor Class: 50 (+10 dex, +20 natural, +10 deflection)
Base Attack/Grapple: +22/+22
Attack: Disintegrating Touch+32 melee touch(60d6 or 10d6, see below)
Full Attack: 2 Disintegrating Touches+32 melee touch (60d6 or 10d6, see below)
Space/Reach: 5ft/5ft
Special Attacks: Disintegrating touch, vortex.
Special Qualities: Blindsight 200 ft, construct traits, fast healing 10, planar travel, spell resistance 40, elemental resistance 30, constructed toughness.
Saves: Fort +11, Ref +23, Will +17
Abilities: Str 10, Dex 30, Con -, Int 17, Wis 19, Cha 19 
Skills:   
Feats: Toughness(B), Weapon Finesse(1), Improved Initiative(3), Ability Focus(Disintegrating Touch)(6), Ability Focus(Vortex)(9), Combat Reflexes(12), Iron Will(15), Lightning Reflexes(18).
Epic Feats: Epic Toughness(B), Superior Initiative(21), Epic Toughness(24), Epic Toughness(27), Blinding Speed(30)
Alignment: Neutral

Constructed Toughness (Ex)

An Umbral Blot gains Toughness and Epic Toughness as bonus feats. It gets maximum hit points per hit die.

Warping Reality (Ex)

Due to the twisting of reality the Umbral Blot causes, it gains a deflection bonus to its armor class equal to one third of it's hit dice.

Disintegrating Touch (Ex)

Any material object that comes into contact with a blackball is immediately disintegrated, suffering 60d6 damage unless it succeeds on a DC 35 fortitude save. A character or object that has been destroyed by the disintegration disappears completely, leaving behind not even dust to mark its passing. Those who succeed on the saving throw still take 10d6 points of damage from the disintegrating touch. As the blackball is transdimensional due to it's nature, ethereal creatures are affected by coming in contact with the blackball. The save DC is charisma based and includes a +4 racial bonus.

The touch of the blackball is treated as a disintegrate spell cast at a level equal to the blackball's HP for the purposes of interacting with spells and effects, such as wall of force.

Vortex (Ex)

Normally a blackball insulates itself from the air around it (otherwise it would perpetually be at the center of a howling wind-storm). If it chooses, instead of allowing the air to bend around it, the blackball can suspend this insulation, causing a sudden rush of wind to pour toward the blackball from all directions. This vortex sucks all the air from a 30-foot-by-30-foot-by-30-foot room in a single round, creating a sudden influx of air in its direction. All flying or floating creatures within 30 feet of the umbral blot who fail a Reflex save (DC 35) are swept along with the wind into contact with the blackball. Nonflying creatures within 30 feet who fail a Reflex save (DC 17) are pulled into contact with the umbral blot. Contact with an umbral blot could lead to disintegration, as noted above.

Spell Immunities (Ex)

In addition to the spells that an umbral blot is immune to because of its construct traits, it is immune to disintegration spells and variations thereof.

Planar Travel (Ex)

A blackball can fold space at will, allowing it to use ethereal jaunt, dimension door, greater teleport, or greater plane shift at will as a standard action.

Umbral Blots rarely engage in combat as far as they're concerned. If something is in the way and happens to touch them, oh well. So few things warrant treating them as an actual battle. In the event this does happen, it uses it's vortex ability and attempts to lay low the opponents as fast as possible.  It prefers going after spellcasters first and foremost, before they can have a chance to get a lucky spell through or put up a barrier it can't disintegrate. It ignores melee targets, trusting it's body to destroy their weapons before doing any serious harm.

Umbral Blots have a sense of self preservation, retreating when reduced to 1/3rd of it's total HP.

Blackballs are said to be holes in Creation, but this is not quite accurate. They are vast clustered of destruction and entropic power, focused together by natural laws of Creation. While destructive, they work within the bounds of Creation, unlike the similar Q'pa abomination from the Far Realm. They care nothing for other creatures, content to go about and serve some unfathomable purpose. Speculation to what this is varies; various theories include blackballs being a natural system of disposal by Creation, a means to counterbalance overwhelming life and energy, a way to eliminate things that threaten Creation, or other such.

In recent times Shar has perverted some of the blackballs to her own service, filling them with an unholy zeal. These blackballs become the Eyes of Shar, desiring only to destroy everything and bring about perfect Entropy.
Title: Re: Miscellania
Post by: Anastasia on August 27, 2010, 02:06:03 PM
The Eyes of Shar

Size/Type: Medium Construct
Hit Dice: 30d10+30+180 (510 HP)
Initiative: +18
Speed: Fly 90ft (perfect)
Armor Class: 50 (+10 dex, +20 natural, +10 deflection)
Base Attack/Grapple: +22/+22
Attack: Disintegrating Touch+32 melee touch(60d6 or 10d6 vile disintegration damage, see below)
Full Attack: 2 Disintegrating Touches+32 melee touch (60d6 or 10d6 vile disintegration damage, see below)
Space/Reach: 5ft/5ft
Special Attacks: Disintegrating touch, spell-like abilities, vortex.
Special Qualities: Blindsight 200 ft, construct traits, fast healing 10, planar travel, spell resistance 40, elemental resistance 30, constructed toughness, Shar's touch.
Saves: Fort +16, Ref +25, Will +19
Abilities: Str 10, Dex 30, Con -, Int 17, Wis 19, Cha 19 
Skills:   
Feats: Toughness(B), Weapon Finesse(1), Improved Initiative(3), Ability Focus(Disintegrating Touch)(6), Ability Focus(Vortex)(9), Combat Reflexes(12), Evil Brand(15), Evil's Blessing(18).
Epic Feats: Epic Toughness(B), Superior Initiative(21), Epic Toughness(24), Epic Toughness(27), Blinding Speed(30)
Alignment: Neutral Evil.

Other stuff is as per a blackball, except for this:

Shar's Touch (Su)

All damage the Eye of Shar inflicts is treated as vile damage.
Title: Re: Miscellania
Post by: Anastasia on August 27, 2010, 02:20:41 PM
Nemiel. I need not say more, do I?

Nemiel, Fallen Solar Emissary of Baazlebub 7.

Size/Type: Large Outsider(Evil, Lawful, Fallen)
Hit Dice: 22d8+286+7d6+91+29 (519 HP)
Initiative: +20
Speed: 50 ft, fly 150 ft (good)
Armor Class: 49 (-1 size, +12 dex, +21 natural, +7 armor)
Base Attack/Grapple: +27/+40
Attack: Voice of the Fly+45 (3d6+23) or slam+38 (2d8+16)
Full Attack: Voice of the Fly+45/+40/+35/+30 (3d6+23) or 2 slams+38 (2d8+16)
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, spells, summon devil, dark calling, dark conversion.
Special Qualities: Damage Reduction 20/epic, good and silver, immunity to fire and poison, spell resistance 36, regeneration 19, +4 bonus vs petrification, darkvision 120ft, low light vision, teleport, telepathy 200 ft, dark sustenance, fallen.
Saves: Fort +30, Ref +29, Will +26  (+4 vs petrification)
Abilities: Str 33, Dex 35, Con 36, Int 33, Wis 28, Cha 35
Skills: 33+ability modifier (+10 diplomacy, +7 to intimidate and bluff.)
Feats: Dark Speech(B), Quicken Spell(1), Twin Spell(3), Improved Initiative(6), Skill Focus(Diplomacy)(9), Power Attack(12), Improved Initiative(15), Toughness(18)
Epic Feats: Automatic Quicken Spell(21), Automatic Twin Spell(24), Superior Initiative(27)
Alignment: Lawful Evil.
Challenge Rating: 29

Nemiel casts as a 13th level cleric(Caster level 20th) with access to the evil and herald domains. The save DCs for his spells are 19+spell level. All of Nemiel's 0, 1st, 2nd and 3rd level spells are quickened and twinned.

Spell slots: 6/8+1/7+1/6+1/6+1/5+1/3+1/2+1

0: Detect Magic, Resistance, Guidance, Cure Minor Wounds
1: (Protection from Good), Divine Favorx2, Entropic Shield, Shield of Faith, Sanctuaryx2, Deathwatch, Command.
2: (Enthrall), Bear's Endurance, Bull's Strength, Lesser Restorationx3, Spiritual Weaponx2'
3: (Magic Circle Against Evil), Blindness/Deafness, Prayer, Wind Wall, Invisibility Purge, Cure Serious Woundsx2
4: (Sending), Death Ward, Divine Power, Freedom of Movement, Restorationx3.
5: (Greater Command), Plane Shiftx2, Righteous Mightx2, Unhallow.
6: (Dream), Antilife Shell, Healx2.
7: (Blasphemy), Ethereal Jaunt, Repulsion.

Spell-like abilities

Always active-detect good, see invisibility, tongues. At will—aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, unholy blight, imprisonment, invisibility (self only), death knell, power word stun, bestow curse, bestow disease, fear, resist energy, summon monster 7, speak with dead, waves of fatigue; 3/day—blade barrier, earthquake, harm, mass charm monster, permanency, waves of exhaustion; 1/day—power word blind, power word stun, prismatic spray, miracle. Caster level 29nd, DC 22+spell level. The save DCs are Charisma-based. Any of Nemiel's always active abilities may be dispelled, but Nemiel can reactive them as a free action on his turn.

Regeneration (Ex)

Nemiel takes normal damage from epic, silvered good-aligned weapons, and from spells or effects with the good descriptor.

Summon devils (Sp)

Three times per day Nemiel can summon 7 cornugons or 14 erinyes or hamatula. Any devils summoned by Nemiel possess maximum hit points per hit die.

Fallen (Ex)

Nemiel is a fallen angel, having lost everything to overweening pride. His body was hurled from Celestia by Barachiel, plummeting down into Maladomini. This fall ruined Nemiel's angelic beauty, leaving behind a pitiable figure. An angel with broken skin, wings of weeping sores and fire, broken, jutting bones, and most of all, repulsive ugliness.

Any non-evil creature that sees Nemiel's true form is shaken for one round with no saving throw. Thereafter, they are filled with regret and righteous scorn, gaining a +7 bonus to attack rolls, damage rolls, skill checks, caster level checks and saving throws against Nemiel. This bonus lasts until the end of the encounter.

Nemiel has perverted the sacred lessons he learned from Barachiel. The powers presented here are a twisted version of the abilities of an Emissary of Barachiel.

Nemiel casts as a 7th level Emissary of Baazlebub. THe save DCs for his spells are 22+spell level. All of Nemiel's spells are quickened and twinned.

Spell charges: 6/6/3/2

1: Magic Mouth, Message, Protection from Chaos, Tongue of Baazlebub.
2: Detect Thoughts, Eagle's Splendor, Suggestion, Whispering Wind.
3: Devil's Ego, Clairaudience/Clairvoyance, Scrying.
4: Nightmare, Sending.

Dark Calling (Su)

Invoking words of the Dark Speech berating and scorning the imperfections before him, Nemiel can wound the souls of those who do not follow Hell. Nemiel can use this ability seven times a day as a full round action. Any creature within 210 feet of Nemiel may be affected. Nemiel makes a diplomacy check, with the result being the save DC for for affected creatures' will saving throws. Creatures that fail their save suffer the following effects:

Lawful Evil: Inspired
Neutral Evil, Lawful Neutral, Neutral: Scorned
Chaotic Evil, Chaotic Neutral, any good: Stunned, demoralized

Inspired: Affected creatures receive a +2 morale bonus on attack rolls, saving throws, skill and ability checks, and weapon damage rolls for 10 minutes.
Scorned: Affected creatures are shaken for 10 minutes.
Stunned: Affected creatures are stunned for 1 round.
Demoralized: Affected creatures take a -2 penalty on attack rolls, saving throws, skill checks, ability checks and weapon damage rolls for 10 minutes.

Using any manifestation of the Dark Calling class ability requires use of the Dark Speech, resulting in 1d4 points of charisma damage. Dark Calling is an enchantment(compulsion) [Language-Dependent, Mind-Affecting] effect.

Dark Conversion (Su)

Nemiel can use his Dark Calling ability to drag creatures down into the chains of Hell. Doing so counts as a use of the Dark Calling class ability for the day and the initial effects of the calling are the same, except that Nemiel takes 1d6 points of charisma damage instead of 1d4. When the initial effects are over, however, all creatures that were subject to any effect of the calling(Except lawful evil creatures) must make another saving throw. Creatures who fail begin acting as though their alignment were one step closer to evil. If the creature is already evil, they are pulled towards law instead.

Creatures affected by this temporary alignment shift can make new saving throws each day for a total of seven days. If the emissary is not present at the time a creature makes its save, it receives a +1 circumstance bonus on the saving throw, and this bonus increases by 1 for each additional saving throw for which the emissary is not present.

During these seven days, an affected creature is immune to any other conversion effect, from the same emissary or a different one. During this time, the alignment shift can be reversed with a break enchantment spell, but the caster must succeed on a caster level check against a DC equal to the emissary's original Diplomacy check result. Also during this time, an atonement spell can make the alignment shift permanent, preventing any more saving throws.

If a creature fails seven saving throws after the initial saving throw against the calling, the alignment change is permanent. At this point, the creature can change alignment again, either through another conversion effect, or voluntarily (in a gradual manner, as alignment change normally works - the creature cannot simply decide to be good again).

Dark Sustenance (Su)

Nemiel can ensure that evil creatures stay evil. As a use of his Dark Calling ability, he can produce one of the following effects:

* Duplicate the effects of an atonement spell.
* Reverse any magical alignment change.
* Dispel a charm or compulsion effect cast by a good creature on an evil target, by making a dispel check (1d20+character level against a DC of 11+good caster's level).

These effects require Nemiel to touch the target creature

Voice of the Fly: Nemiel has long had hatred for the messengers of Barachiel. Nemiel's schemes gave him the chance to overcome and slay a favored Trumpet Archon of Barachiel. In triumph he took the archon's trumpet, but it turned to a lump of useless iron. Over the centuries Nemiel forced his will onto it, coming to conquer it and to forge it into his own herald's trumpet.

Nemiel may blow the Voice of the Fly as a standard action. If a DC 35 perform(wind instruments) check is passed, the trumpet emits a note of paralysing awe. Any who fail a DC 35 fortitude save are paralyzed for 1d6+1 rounds. At Nemiel's command as a free action, the trumpet transforms into a +7 greatsword of everdancing.

In the hands of someone who is not lawful evil, the trumpet turns to a lump of useless iron. A DC 28 charisma check can overcome the trumpet and allow the holder to use it's full powers. This check may be attempted once per level.

Casten Superbity: This appears as a plain, faceless white mask. It fits onto the face of any creature from small to huge size, staying in place without any straps. When worn, the wearer appears as they believe they do. A fat man who sincerely believes he is a beautiful star athelete will be seen as such. In the case of Nemiel, it presents him as he once was: a beautiful herald of the Realms Above, unmarred by imperfection. This is a quasi-real illusion, standing up to touch. True Seeing can defeat it with an opposed caster level check.

In addition, Casten Superbity grants Nemiel a +7 profane bonus to diplomacy, intimidate and bluff checks.

CL 21, shades. GP value: - (Artifact)

Nemiel also wears a sash of armor+7.


Nemiel prepares well, having resist energy up for cold, acid, electricity and sonic at all times. Before delivering any message, he casts Eagle's Splendor, Tongue of Baazlebub and Devil's Ego. Should he be going into combat, he tailors his cleric spells to aid him and protect him as much as possible.

If he is facing weak foes, Nemiel will rely on his spell like abilities and paralyzing trumpet blast to carry the day. Should his foes be more respectable, he summons cornugons while using quickened twinned Spiritual Weapons and his everdancing sword to harry his enemies, then unleashes Dark Calling and Dark Conversion. He prefers to fight above his enemies, using his flying as much as possible combined with entropic shield and wind wall to stop projectiles.  If reduced to 2/3rds his HP, Nemiel will summon more cornugons if they are effective; if not, he will begin spamming Dark Calling and Dark Conversion every round, combined with quickened Lesser Restorations to reverse the charisma damage this inflicts. If reduced to 1/3rd of his HP, Nemiel will retreat. If unable or unwilling to do so, Nemiel attempts to finish his foes with his formidable melee capabilities.

Nemiel is a prideful being, convinced of his own superiority much like Baazlebub. He believes that he utters perfect words, dictated and directed by the Lord of the Flies. He has no doubts that Maladomini is the correct path and that in time it will come to dominate all the cosmos. He desires to ensure that mortals get it right. But even his pride cannot hide his shattered body. In time he was able to create a means to shield his body with illusions, and eventually created Casten Superbity. He has come to beileve that the illusion is his true form, forcefully forgetting what lies beneath the magic of the mask. If forced to confront it, Nemiel falls into a psychotic fury, attempting to slaughter those who made him face his imperfection.
Title: Re: Miscellania
Post by: Anastasia on August 27, 2010, 02:25:24 PM
The Q'pa you guys prevented from escaping the Outreaches:

Q'pa (Space Destroyer)

Size/Type: Large Outsider(Evil, Beyond)
Hit Dice: 25d8+250+125 (479 HP)
Initiative: +15
Speed: 40ft, fly 100ft(perfect)
Armor Class: 21 (-1 size, +11 dex, +1 dodge), 50% miss chance
Base Attack/Grapple: +25/+34
Attack: Spatial Warping - (20d6 and fascination)
Full Attack: Spatial Warping - (20d6 and fascination)
Space/Reach: 10ft/10ft
Special Attacks: Spatial Warping.
Special Qualities: Darkvision 60ft, low light vision, blindsight 60ft, immunity to mind effecting, incomprehensible mind, regeneration 10, damage reduction 20/epic, silver, adamantine and cold iron, spell resistance 37, spurn divinity, twisting reality.
Saves: Fort +26, Ref +25, Will +21
Abilities: Str 20, Dex 33, Con 31, Int 19, Wis 20, Cha 23 
Skills: 28+ability modifier
Feats: Dodge(1), Mobility(3), Toughness(6), Ability Focus(Spatial Warping)(9), Improved Initiative(12),  Iron Will(15),  Great Fortitude(18)
Epic Feats: Epic Toughness(21), Epic Toughness(24)
Alignment: Chaotic Evil
Challenge Rating: 25

Matter Irrelevance(Ex): Q'pa can pass through solid matter and living beings without penalty. It ignores walls of force, though a prismatic wall or sphere holds it at bay. It's touch and warping extends to the Ethereal Plane.

Twisting Reality(Ex): Due to the destruction of space around the Q'pa, all forms of attack against the Q'pa suffer a 50% miss chance. True Seeing is ineffective, but weapons and abilities that can damage incorporeal creatures reduce the miss chance to 20%.

Spatial Warping(Ex): The passing of a Q'pa shatters the bonds of reality. Any ground or space the Q'pa passes through is twisted into an insanity of maddening shapes and mind shattering nonsense. Any creature within 100 feet of any space the Q'pa has passed through who sees it must immediately make a will save. Success means the creature is merely shaken until they leave the presence of the warped space and the Q'pa. Failure renders them fascinated with the shapes, unable to look away. Unlike normal fascination, this fascination is only broken by direct physical harm to the subject.

Each round they stare they must make a second will save, failure indicates the creature's mind has crumbled into helpless insanity. They are treated as being afflicted by a feeblemind and insanity spell. The victim will make broken, disjointed rants about impossible space while afflicted. A creature unfortunate to be within the space a Q'pa warps suffers 20d6 damage per round(no save) from their biological systems and internal organs being warped. Any creature who is within a Q'pa when it's movement ends suffers an additional 10d6 damage.

Space mutated by the Q'pa stays that way indefinitely. A wish or miracle spell can reverse up to 600 feet of warped space per casting. Divinities generally send agents to reverse such damage as soon as possible. If left alone, this space has a 6% chance per day of becoming a full breach to the Far Realm. Those rendered insane by the Q'pa can be restored by a properly worded Wish or the direct personal intervension of at least a lesser divinity. A miracle spell has no effect on this state. As the ability is Ex, anti magic or dead magic zones do not negate the insanity and feeblemind effects.

Damage Reduction(Ex): Only an epic weapon made of cold iron, adamantine and silver can deal full damage to the Q'pa. It is speculated that the true material to damage a Q'pa does not exist in Creation, but this combination suffices.

Regeneration(Ex): Weapons that bypass the Q'pa's damage reduction or spells with the good descriptor deal lethal damage to the Q'pa.

Spurn Divinity(Ex): Q'pa are immune to all divine magic of 6th level or lower. On any divine spells that can effect them, they gain their charisma as a bonus to any relevant saving throws. This also applies to the spells, spell like abilities and supernatural abilities of outsiders. Q'pa are immune to divine typed damage, such as half the damage from a flame strike.


Q'pa take the form of impossible geometry. They represent the perversion and irrelevance of normal spatial relations and matter in the Far Realm. They have no place in Creation nor a comprehensible intellect.
Title: Re: Miscellania
Post by: Anastasia on August 27, 2010, 03:29:42 PM
Once things settle down over the next few days, I'd like to do a few scenes each. These will be cappers, nice things to conclude what's happened so far and lay the way to the future. If we come back they serve as springboards, if we don't they serve as a good conclusion. I was thinking 2-3 each as to not endlessly drag it out. My basic ideas are:

Alicia.

1. Go back to Dweomerheart to be honored. This is meant to be a cap to Alicia's career thus far.

2. Brief chat with Antenora/Marie/Latha/Jessica. Basically setting the table for the future and a chance to address a few points.

Seira

1. Scene with Amaryl. Maybe them getting married, maybe something else, but mostly just a happy note to that.

2. Final chat with Elle/maybe Donald. Nothing huge, mostly just putting finishing touches on things.

3. Something with Waukeen/Brightwater. Much like Alicia's capper there, I think.
Title: Re: Miscellania
Post by: Corwin on August 27, 2010, 03:36:03 PM
I know I've been a bit quiet here. I will need some time to properly post and everything, so one day.

Just a quick response to Dune on this one. I think it's a good idea, however things turn, and I'd like that. Some time over the next week, say? I also agree with Dune's picks for scenes and all, though I would like to have a group scene. I guess it can still be like that for some of the suggestions, but I wanted to explicitly mention it. Maybe something in Balmuria with Elle casting a Mythal on it? Watching over a new team that takes on the ruins? Meeting over for tea? I dunno, just something.
Title: Re: Miscellania
Post by: Anastasia on August 27, 2010, 03:42:58 PM
Sure, something like that is fine. I completely forgot a group scene with you two. Duh.
Title: Re: Miscellania
Post by: Anastasia on August 29, 2010, 01:33:27 AM
Experiment time!

Distilled Antenora

The point of this is to 'remake' Antenora as a typical NPC with no class levels. It integrates everything into her and removes minor abilities, while adding more relevant ones. Racial HD are used as the backbone. Magical items are minimized, baseline scores are raised instead. Transported abilities are often upgraded to work into epic level play effectively. This Antenora would be a few thousand years old, serving Alicia faithfully all this time. In power she's roughly equivalent to a Duke of Hell, very weak demigod or an Archomental. Many of her previous abilities have faded while she has cultivated new ones proper to her station.

Antenora, the Opal Angel of Redemption, Warden of the Opal Mountain of Sylica.

Size/Type: Medium Outsider (Good, Lawful, Angel)
Hit Dice: 30d8+330 (570 hp)
Initiative: +11
Speed: 30ft, fly 60ft (perfect)
Armor Class: 65 (+12 armor, +21 natural, +7 dex, +14 deflection, +1 dodge)
Base Attack/Grapple: +30/+41
Attack: Black Horn Spear+48 (1d8+23 19-20 x3)
Full Attack: Black Horn Spear+48/+43/+38/+33 (1d8+23 19-20 x3)
Space/Reach: 5ft/5ft (10ft with spear)
Special Attacks: Entangle, favored enemy(evil outsiders)+7, furious strike +14/+7d6,  hope of Sylica, smite evil 7/day, spells, spell-like abilities.
Special Qualities: Damage reduction 20/epic, evil and silver, immunity to fire, resistance to acid and cold 30, spell resistance 43, darkvision 120ft, divine grace, mettle, holy fury, mercy, opal angel of redemption, protective aura, resolve, see in darkness, telepathy 300ft.
Saves: Fort +42, Ref +38, Will +40
Abilities: Str 32, Dex 25, Con 32, Int 20, Wis 28, Cha 38
Skills: Concentration+44, Craft(Metalworking)+38, Diplomacy+47, Escape Artist+40, Hide+40, Intimidate+47, Knowledge(Arcana)+38, Knowledge(Planes)+38, Knowledge(Religion)+38, Listen+42, Move Silently+40, Perform(Singing)+63, Sense Motive+42, Spellcraft+38, Spot+42, Survival+42, Use Rope+40
Feats: Dodge(B), Mobility(B), Sword of the Arcane Order(B), Mindsight(1), Flyby Attack(3), Power Attack(6), Favored Power Attack(9), Improved Initiative(12), Track(15), Battle Blessing(18)
Epic Feats: Blinding Speed(21), Multiaction(24), Great Smiting(27), Improved Paladin Spellcasting(30)
Alignment: Lawful Good.
Environment: Sylica
Organization: Solitary or with the Opal Choir(7 to 14 astral devas advanced to 21 HD) or with Marielle or with Alicia, Syala, Marielle, Latha and Jessica.
Challenge Rating: 33

Spell like abilities(Sp):

At will: Discern Lies, Holy Smite, Superb Dispelling, Arcane Sight, Vision of Heaven. 3/day: Atonement. 2/day: Remove Curse, Remove Disease, Remove Fear. 1/day: Blade Barrier, Flame Strike, Heal. 1/week: Miracle. DC 24+spell level. The DCs are charisma based. Caster level 30th.

Entangle (Ex)

Antenora carries a stout rope 70 feet long that entangles opponents of any size as an animate rope spell(caster level 30th). Antenora can hurl her rope 70 feet with no range penalty. Antenora uses this combined with her Ghost Rope to bind ethereal opponents and otherwise immobilize threats. She has retained this knowledge from her genesis as an erinyes within Cania.

Mercy (Su)

Violence against evil often cannot be helped. Yet death does nothing to save the wicked, it should only be a last resort. Antenora may choose to deal non-lethal damage with her attacks, spells and spell like abilities without penalty. Choosing the type of damage she inflicts is a free action, but if her attack damages more than one creature, each creature must take the same type of damage; that is, she cannot inflict non-lethal and lethal damage at the same time.

Resolve (Su)

Antenora is possessed of a resolve to oppose the Depths Below at every turn. Having risen from the Pit of Baator, she knows all too well how sweet the song of evil can be. As a result of her painful lessons, she is immune to any effect that would compel her to commit evil or change her alignment. An effect such as morality undone would automatically fail on her. Dominate Monster would not be broken, but any command to commit an evil act would not be obeyed. This ability prevents abilities only when the basic effect of the ability compels her to evil. A controlling effect or other effect that does not automatically entail evil is not stopped, only limited in it's application.

In addition Antenora has preternatural ability to have her words reach those who are mired in evil. She gains a sacred bonus equal to her charisma modifier to diplomacy, sense motive, bluff and intimidate checks against evil creatures when attempting to make them turn away from evil. From her own experiences in the miracle of redemption, Antenora understands what to say and how to say it to even the purest evil.

Hope of Sylica (Su)

As a standard action, Antenora may spread the light of the Realms Above around her in a 70 foot radius.  Any evil creature within the radius is afflicted as by Vision of Heaven (Will DC 39) with a caster level equal to her hit dice. Any creature who fails this saving throw is thereafter unable to forget what they saw for seven days. They are tantalized by the visions of a better life, unable to quench the smallest seed of regret from growing within them. While this does not force any creature to follow a more righteous path, they cannot look away from it during this time.

Those who choose to take a path of redemption find a path to Sylica on choosing to reform, even if takes miraculous means to do so. The new penitent finds themselves in Penance within Sylica, instructed and aided in finding redemption. Creatures within a divine realm or outer plane of evil may even find such a path, though Alicia must make a rank check against the controlling power of that realm. Success allows the path to appear, failure stops it from appearing.  As Antenora is Alicia's angel of redemption, the power to transport the penitent creature comes from her.

Opal Angel of Redemption (Su)

Antenora is the exemplar of forgiveness and redemption within Sylica. Her ability to remove the taint of evil from others is matched by few others in Creation. When she invokes Atonement on a penitent creature who has proven themselves worthy to be redeemed, she may choose to also invoke Sanctify the Wicked. This involves no material or sacrificial components. Antenora instead takes the soul to within her spirit, where it is changed over the course of one week.  During this time Antenora suffers one negative level for every three hit dice of the penitent creature, as she bears the weight of it's absolved sins on her spirit as she provides succor. During this time these negative levels cannot be removed short of Antenora choosing to eject the creature from within her spirit as a full round action. Choosing to do so ruins the effects of the Atonement and the Sanctify the Wicked spells, both must be started anew.

During the week Antenora stays in meditation atop the Opal Mountain if possible, leading the Opal Choir in singing for the rebirth of the formerly sinful creature. This is not necessary for the redemption, though many sources mistakenly believe it is. Antenora is realistic enough to know that in her weakened state, the best thing she can do is allow others to battle evil while she ministers to the soul being reborn within her. She will take up arms during this time under dire circumstances, though she will not eject the penitent soul short of a grave threat or a direct order from Alicia.

At the end of the week, the reformed creature emerges from Antenora in a cascade of opal light, blessed with the Sanctified Creature, Half Celestial or other appropriate template.

Spells

Antenora casts as a 30th level paladin with access to arcane magic.

7/7/6/6/6/6

Smite Evil (Su)

Antenora may smite evil seven times per day, gaining a +x bonus to her attack roll and dealing an extra x damage. On a charge she deals an extra x damage and a missed smite is not consumed.

Divine Grace (Su)

Antenora gains her charisma modifier as a bonus on all saving throws and as a deflection bonus to armor class.

Favored Enemy (Ex)

Antenora has evil outsiders as her chosen favored enemy.

Holy Fury (Ex)

When Antenora faces evil, a raging anger fills her mind. It is held back only by the gift of redemption she was given when she was so wretchedly unworthy, giving her the grace and will to form this anger into power. Channeling this power allows her the powers of a Hellreaver. Antenora may enter this state at the start of any battle save for surprise rounds. When surprised she must wait for the surprise round to end before going into a Holy Fury. Once in this state she is immune to fear.

While in a Holy Fury, Antenora gains a number of holy fury points equal to her hit dice plus her charisma modifier(add later). She may spend these points to active various powers as listed below.

Antenora can use Holy Fury once per encounter. It lasts until the end of the encounter.

Furious Strike (Su)

As a swift action, Antenora can spend 1 holy fury point to pour divine energy into her weapon. Antenora's spear crackles with a divine aura that is baneful to her foes. She gain a +14 bonus to her next attack roll and deals an extra 7d6 points of damage on her next attack. These bonuses apply only to an attack that targets an evil creature. If she accidentally use furious strike against a creature that is not evil, or if her attack misses, the furious strike has no effect, but the holy fury point is still spent.

Divine Succor (Su)

Just as Antenora's divine power can slay evil creatures, it can also mend wounds suffered by the just.  As a swift action, she can spend 1 holy fury point to heal 70 points of damage.  You can apply this healing to yourself or any good aligned creature within 70 feet.

Call to Judgment (Su)

With Antenora's foe near defeat, she calls out to Alicia for justice. Gleaming white chains appear around her enemy, preventing it from using dimensional travel. She may spend 3 holy fury points as a swift action to charge her weapon with divine power. If her next melee attack hits an evil creature, the target suffers the effects of a dimensional anchor spell(Caster level 30th).

Divine Retribution (Su)

Once per day as a swift action, Antenora can call on the righteous wrath of the Heavens to slay what must be slain. She can spend 4 holy fury points to imbue her next attack with pure destructive power. If this attack hits an outsider with the evil subtype, the target takes an extra 20d6 damage on this attack in a great cascade of golden light. All evil creatures within 70 ft must make a fortitude save (DC 10+cha modifier+1/2 character level) or be blinded for 7 rounds.

Gear:

Black Horn Spear: Longspear+7, valorous, keen, evil outsider bane and fiercebane. This spear was recovered from the treasure of a cauchemar nightmare in Antenora's earliest days at Alicia's side. It was a gift to Antenora from Alicia, symbolizing that she trusted Antenora with a weapon. It has been imbued with great power from the Goddess of Arcane Battle since then.
Golden Breastplate: Breastplate+7. This breastplate, forged from the holy fires of Jovar, suffers from no arcane spell failure or armor check penalty. It's maximum dexterity matches the dexterity modifier of the wearer.
Ring of Beauty: This ring grants a +15 competence bonus to perform checks as well as a +7 enhancement bonus to charisma.
Ghost Rope: This 100ft rope can entangle any creature. If used on an incorporeal creature, it can entangle them as if they were corporeal. In addition, once entangled, they are treated as being corporeal until they escape the rope. Antenora uses this with her entangle ability to confine ghostly and phantasmic enemies.

Improved Paladin Spellcasting [Epic]
Prerequisite: Paladin spellcasting level 20.
Benefit: Your paladin spellcasting continues to improve. See the table below for progression. For your 5th level and higher slots, you may fill them with spells from the cleric list.
Title: Re: Miscellania
Post by: Corwin on August 29, 2010, 03:44:12 AM
Looking back, I have to admit I wasn't perfectly clear about what I wanted as much as I thought at the time.

I like the current game and would prefer it over others. As I mentioned before, my main interest in a game lies in interactions and goals. A new game would offer the same opportunities, in theory, but at the same time discard every relationship and achievement and ongoing plot that exists which is a shame to me. Where the combat and adventure part comes in, I'm reasonably certain I'll be as entertained and challenged in a crusade against our old pal Zq as I would be as a lower-level character exploring a lich's dungeon. There are also specific reasons to like Balmuria as well, beyond the sense of accomplishment and continuation, and I'm sure we all have our own here.

I'm not really sure what else to say here. Burn out is bad, RL troubles affecting the game are bad. If that leads to a break, then it leads to a break. Joking aside, it's not like people are gaming robots. I would be happy if we were able to resume afterwards, that's all.
Title: Re: Miscellania
Post by: Corwin on August 31, 2010, 09:31:11 AM
Questions.

Was Esthan's replacement devil dropped due to lack of interest? We tried to catch him afterwards but it didn't really work out and it seemed like he was out of the picture.

The elven kid Latha and I came across and abducted for brainwashing. Was it successful? Just what was Esthan trying to achieve there, if anything?

Elanabell. Did she escape once freed? Was she as much a zealot as she seemed? I wasn't trying to become her friend, but I was still taken aback by the endless vitriol.

Will Valar manage to hold Kesse at status quo at least? Would he manage to raise the standard of living? For a land that got conquered and then war averted, it seemed to gain an incredible amount of interest from elemental powers and various outsiders even without mortal meddling, and I wonder what was up with that, too. It didn't seem as if I actually caused much of it by my presence, so what was everyone else doing there and why?

Spying aside, were the Elemental Princes going to honor their own commitments to me in the immediate range? Keeping an eye on things is one thing, but would doing something perceived as unpopular with Water have caused the water elementals to betray me or rebel, regardless of the gains to Water in the longer range? I'm talking about the difference between Lumenbur telling me that Zaaman Rul would appreciate an enemy to Imix remaining in the game but letting me make my choices and reporting them, and between refusing to follow my orders and defecting if I so much as decided once to forego Zaaman Rul's advice on something.

The Valar bit is the only one that annoys me. Lathander certainly had Donald around if he really wanted a follower to keep an eye on me. It bothers me, I have to say, that I insisted that it had to be Valar's choice of whether he comes to join forces with me (if allowed to by Lathander/his duties, of course), and then I find out he was commanded by his deity to do that. The point is, I guess, that I wouldn't have minded an 'official' spy and even welcomed them from allies, so it just doesn't seem cool to be that sneaky when I was being upfront.

Why did Queen Tant never ask for our help? It's something I've wondered about. The OOC reason is probably that you felt it would be boring? But I can't see a good IC reason, unless she preferred to keep what she could under her own power than be indebted to me, even after knowing I wouldn't really call any favors in from past meetings. Since I don't see the existence of that empire as particularly important and unlike Kesse, I didn't get any genocidal vibes, I stayed out of the whole thing, but still, kinda curious.

Back to agents, was Kascha one? The way I see things, she and Oraga were my only true followers in the sense of following me as a deity, not as a military commander or an allied one. Lagann would fit best under partner, and so would Amaryl, while the rest openly followed their own religions. Is that correct?

Speaking of Amaryl, just how much did she follow Waukeen out of obligation, and how much out of sharing her ideals? We've talked about this, but it's something that keeps on changing, I figure. Also, Eb and I talked about how likely she is to go to the Cauldron if she died. I figured that even if she went to Brightwater, she'd probably be allowed to visit an allied realm. Curious here as well, on how close this is and all.

My plan was pretty much to continue befriending Oraga by fighting by his side, after keeping him around despite the inconvenience and fighting while wearing his bracers. Since any timeskip would likely make it moot, was it going in the right direction? I figured that just talking to him wasn't going to do any more at this stage. Actions seemed to speak much louder than words with Oraga, so I planned the crusade against EVIL FIRE with him first in mind.

Just have to mention this, Zq isn't the only male npc who I thought was cool! Obi, Celebrimbor, Valar, even Donald, Andram, Zaaman Rul, plenty of them. Too many others to list, though those and Shamal's sad would-be suitor are more memorable to me (I think I didn't like the male angels much, though I was slowly coming around). And yes, I would have tried to befriend Zquujaj!

Who were my enemies? Were they doing anything interesting in the short term?
Title: Re: Miscellania
Post by: Anastasia on August 31, 2010, 10:44:33 AM
Quote from: Corwin on August 31, 2010, 09:31:11 AMWas Esthan's replacement devil dropped due to lack of interest? We tried to catch him afterwards but it didn't really work out and it seemed like he was out of the picture.

This was mostly the powers behind him choosing to take a different tack regarding the Guard. After some reflection on Esthan's failure, Verrier decided that a more measured reply was in order. Being a hellspawn that measures his age in eons, he has nothing but patience. There wasn't too much tot his beyond a minor plot threat that wasn't directly continued.

QuoteThe elven kid Latha and I came across and abducted for brainwashing. Was it successful? Just what was Esthan trying to achieve there, if anything?

In time it would be. Esthan was mostly stirring shit, spreading evil and the like. He's a Pit Fiend, it's what they do. Latha and Esthan were basically walking through Pallanth and trying to influence towards LE or LG; including fixing up each other's acts. Mostly Latha was doing the fixing since she was pointedly behind Esthan and following his trail.

A side effect of all this was to keep Latha and you guys busy while he tried to wear down your will.

More later, have to run out. If you have more post 'em in another post, don't edit them in.  I have all this copied down now and I'll miss them.
Title: Re: Miscellania
Post by: Anastasia on August 31, 2010, 12:42:21 PM
Quote from: Corwin on August 31, 2010, 09:31:11 AMElven child, continued.

Latha and Esthan, two figures of absolute law. It's an interesting philosophical statement that they are the outsiders that go about Pallanth, using it as a chess board versus good and evil. This has some implications on the ethical state of Pallanth in regard to typical elven chaos; contrast it with the stereotypical elven mindset that someone like CL embodies. This provides another frame of reference regarding the fey troubles in Pallanth.

QuoteElanabell. Did she escape once freed? Was she as much a zealot as she seemed? I wasn't trying to become her friend, but I was still taken aback by the endless vitriol.

I hadn't decided if she'd try to run yet. As for the rest? She was certainly principled, though I shy away from using the phrase zealot due to it's negative connotations.  The problem with Elanabell and by extension the entire Kesse situation is a deeply fundamental disconnect between Seira and the rest of the realm. Let me try and explain this by analogy. Let's say in March of '45 God sends down some angels to stop WW2. They proclaim that Germany must not be occupied, and that it's time for a peace of coexistence. Germany gets it's '39 borders back and no occupation at all. How do you imagine the Russians or the Allies would have reacted to this?

To the peoples of Sanaxt and Evrai, that was exactly how they saw you. They saw a force unjustly protecting a vile enemy that had committed an atrocity on them. A meddler who was perverting the natural outcome of justice to a scale that cannot be easily comprehended? That was you in their eyes. Only implicit force prevented an all out war. Elanabell's attitude towards you is a distillation of this sentiment. You're an outsider who's fucked up everything and is protecting the villains.  You're a perversion of justice, nature and what should have happened. So yeah, in a lot of eyes over there you're the Bane, the Asmodeus, the Cyric.

Does this make Seira evil? Nah. She was genuinely working for good, but at the same time, this doesn't mean that the other nations and malcontents didn't have a valid reason to oppose her. The morality of the situation was supremely fucked up to the nth degree. It's not a situation of a single good guy or bad guy like it probably would be on your side of the world. There's a lot of shades of gray involved in everything here. There were no good or bad guys here as much as competing goals. No matter your goals, you were a meddler and that tinted every perception about you.

Anyway, where was I? Right, Elanabell. With all that said and considered, does her attitude make more sense to you now?  Seira's not Asmodeus, no matter how much Elanabell may think so, but at the same time I don't think she's a delusional idiot who has no reason to be bitching.

QuoteWill Valar manage to hold Kesse at status quo at least? Would he manage to raise the standard of living? For a land that got conquered and then war averted, it seemed to gain an incredible amount of interest from elemental powers and various outsiders even without mortal meddling, and I wonder what was up with that, too. It didn't seem as if I actually caused much of it by my presence, so what was everyone else doing there and why?

Yeah. In time and short of a major catastrophe Valar will hold down Kesse. 30+ wisdom and years of experience make him an outstanding candidate to pacify the region.  He stepped up to the plate quickly, as he felt he was well suited to this while Seira was struggling. This isn't an OOC statement - though I do agree with him there - but he's done this sort of thing and knows how to deal with it. Raising the standard of living is slightly more secondary to him than it is to you. His main goal is to keep them peaceful. Prosperity is a component of that, but not a direct goal like it is for Seira.

The elementals were just doing their thing. It wasn't related to any of this as much as the world awakening and a power vacuum in place. Using the mortals as chess pieces to a long delayed war was simply using the tools in front of them.  This did tie into some of Seira's sources, though it wasn't really anything caused by it. It was just what it was, and as a result a few of the elemental powers had interest.

As for the outsiders? Baator was simply doing what Baator does. They were trying to manipulate a region, gain footholds and spread diabolism. Unfortunately for them, their agent in the area underestimated Greaon. He wasn't lying nor was he pulling a direct scam by talking about the baatezu envoy, it was what it was. As for the slaad-maid, he had that summoned and bound for him as a favor. He needed powerful protection and had the resources to get it. The slaad-maid had fallen for Greaon, finding him an absolutely fascinating and capable mortal. It wanted to take him to Limbo and fill his body up with eggs, transforming him into a lesser slaad and spawning many chaos-frogs. That's why she was so agreeably subservient, even with the bonds on her.  All of this was subtext when you met Greaon, who long since stopped giving a fuck.  He's lived longer than any spymaster should and was freerolling with his life at this point. So why not have some fun in your reclining years and play the game?

Basically it was various unrelated circumstances playing together. You saw a lot of it as you were moving in the circles of power in the region.

QuoteSpying aside, were the Elemental Princes going to honor their own commitments to me in the immediate range? Keeping an eye on things is one thing, but would doing something perceived as unpopular with Water have caused the water elementals to betray me or rebel, regardless of the gains to Water in the longer range? I'm talking about the difference between Lumenbur telling me that Zaaman Rul would appreciate an enemy to Imix remaining in the game but letting me make my choices and reporting them, and between refusing to follow my orders and defecting if I so much as decided once to forego Zaaman Rul's advice on something.

It varied by the elemental lord. Zaaman Rul really liked Seira; they were fairly kindred spirits.  He was going to give her lots of leeway as long as she was trying her best and opposing Imix. Chan and Entemoch/Sunnis both though well enough of you as well, but not as much as Zaaman Rul. They don't automatically oppose Fire so they were quite willing to go along with you. You're a new rising power, it's worth the gamble to see if you can do it. If not, not, no huge loss for them.  This oversimplifies their views but it's good enough for the moment.

Ben-Hadar did not like you. In fact, he thought you were a delusional idiot drunk on the few scraps of power she snuck out of Creation. Some of this was due to Fire/Water, sure. A lot of it was because you two aren't compatible people.  He's experienced, cynical and cold-blooded when he needs to be. This contrasts with Seira in a sharp and obvious way. He went along with Seira more to keep an eye on her than out of any expectation of it working out, though it's possible you'd surprise him down the road. He may have had his elementals betray you he felt you were doing something he wanted no part of.

Incidentally, hounding him for the 'Greater Good' would have sped that up. He really loathes talk like that and finds it pathetically naive. He wouldn't want to make a pure enemy of Seira, though he would if he had to.

QuoteThe Valar bit is the only one that annoys me. Lathander certainly had Donald around if he really wanted a follower to keep an eye on me. It bothers me, I have to say, that I insisted that it had to be Valar's choice of whether he comes to join forces with me (if allowed to by Lathander/his duties, of course), and then I find out he was commanded by his deity to do that. The point is, I guess, that I wouldn't have minded an 'official' spy and even welcomed them from allies, so it just doesn't seem cool to be that sneaky when I was being upfront.

"Oh, one of my servants just got used...hm, that Fallen Eblis, right. Oh, Seira's there now, that rising mortal from...Oh! Chauntea, that's a great idea! Valar can play spy and guide Seira along! With some good doctrine in her ear she'll grow up just right!"

That's really about it. Lathander had it fall in his lap and ran with it since why the fuck not? Impulsiveness is always what will get Lathander in trouble.  (This also brushes against some fascinating theological issues with Lathander/Skyfather and Valar's faith, though that's a whole other discussion.)

QuoteWhy did Queen Tant never ask for our help? It's something I've wondered about. The OOC reason is probably that you felt it would be boring? But I can't see a good IC reason, unless she preferred to keep what she could under her own power than be indebted to me, even after knowing I wouldn't really call any favors in from past meetings. Since I don't see the existence of that empire as particularly important and unlike Kesse, I didn't get any genocidal vibes, I stayed out of the whole thing, but still, kinda curious.

In short? Politics. Using Seira or the Guard to prop up her kingdom weakens her own rule. Who is going to respect a Queen who relies on a foreign power to prop up her rule? Yes, the Baronies did a lot to help Malmuth and it softened many opinions regarding them, but she didn't feel she should take the gamble unless really desperate. Queen Tant was really in a no-win situation and this is one of the many reasons why.

I didn't feel it would be OOC boring, it was just the way things were panning out.

QuoteBack to agents, was Kascha one? The way I see things, she and Oraga were my only true followers in the sense of following me as a deity, not as a military commander or an allied one. Lagann would fit best under partner, and so would Amaryl, while the rest openly followed their own religions. Is that correct?

No, Kascha was a free agent. Queen Morwel felt no need to spy on you, mostly because she was content you restored the lost children of Androlynne.  The rest of the assessment is more or less correct. You did have a few of the outsiders buying into your doctrine and I wanted to explore this a little later.

QuoteSpeaking of Amaryl, just how much did she follow Waukeen out of obligation, and how much out of sharing her ideals? We've talked about this, but it's something that keeps on changing, I figure. Also, Eb and I talked about how likely she is to go to the Cauldron if she died. I figured that even if she went to Brightwater, she'd probably be allowed to visit an allied realm. Curious here as well, on how close this is and all.

For most of her life Amaryl would've gone to Arborea. Not Avrandor, but as a general petitioner of the Olympian Glades.  Later on she may have gone to Brightwater for a brief time, but her faith in Waukeen was never deep. Her real faith was in Seira - by the end she would have probably gone to the Cauldron. This has some interesting spiritual connotations but it's not something I ever explored. (Not to mention possible mechanical headaches but not gonna worry about that.)

QuoteMy plan was pretty much to continue befriending Oraga by fighting by his side, after keeping him around despite the inconvenience and fighting while wearing his bracers. Since any timeskip would likely make it moot, was it going in the right direction? I figured that just talking to him wasn't going to do any more at this stage. Actions seemed to speak much louder than words with Oraga, so I planned the crusade against EVIL FIRE with him first in mind.

Hard to say since you needed to spend some time with him. I was prodding you here and there but you never bit.

QuoteWho were my enemies? Were they doing anything interesting in the short term?

A bunch and some were. I'll go into this a little later.
Title: Re: Miscellania
Post by: Corwin on August 31, 2010, 01:47:03 PM
Requests for clarifications, as you surely expected.

-The kid I brought back with Latha. Since I asked about two things, essentially, I wanted to know how he would turn out. I tried to check up on it IC but it would always fall through, though not for lack of interest. Was this mostly a matter of raising him right at the boarding school? Was the school up to it?

-Kesse. In case you were asking non-rhetorically, if Germany were occupied by divine forces and the borders forced upon it were the pre-conflict ones and not the pre-war ones (no annexations, etc) then I think it could go either way. The US paid an insane amount on policing and rebuilding Germany that it really could've used for better things. Kids in the USSR were taught that all Germans=Nazis. They were also taught the world war was '41-'45. I like to think that the actual leaders of the country could tell their propaganda from reality, however.

-Back to Elanabell, where this started. No, I'm afraid that her specific attitude isn't clearer to me just yet. This is why: she might believe me a meddler and Kesse rightfully guilty. But I got the idea from all she was saying that she just wanted to cleanse the land of people for nature's sake. If she intended to stop at the borders of Kesse's neighbors (after sacrificing many of them to the new war she was trying to start), that wasn't clearly stated that I remember. At least the fire guy attempted to strike directly at Kesse and its leadership; Elanabell just tried to create more strife in the service of an avatar of eternal winter.

-More on Kesse. Was Agathaiel wrong for the job, originally? What was that enemy Greaon warned me about? I asked Donald to look into it, but it wasn't really a priority. And speaking of Greaon, he asked me to offer him something, but was there anything he actually wanted or needed? I can't think of anything even now. On counter-insurgency tactics, I'm not sure that what goes under 'prosperity' is that secondary, but it'd really take things off course. If you want, we could always chat about this over irc. Finally, were there any specific bad moves you think I made in that area over time? Something that lead to a setback for me and the people there?

Quote
"Oh, one of my servants just got used...hm, that Fallen Eblis, right. Oh, Seira's there now, that rising mortal from...Oh! Chauntea, that's a great idea! Valar can play spy and guide Seira along! With some good doctrine in her ear she'll grow up just right!"

*facepalm*

-Malmuth. I'm kinda saddened she didn't believe in my ability to be quiet and sticking to the shadows, but I guess it's her loss? As long as it was her choice, I don't mind.

QuoteYou did have a few of the outsiders buying into your doctrine and I wanted to explore this a little later.

That's kinda a shame. I really did hope to see the effects of... my religion, I guess? Nothing was overtly happening, so I even took care to establish the church, build the infrastructure and doctrine of my order, and it never really got to be used. I regret it a lot more than not getting to use my prc or epic metamagic feats or dragon form in combat more. You know, the mechanics. I don't suppose you could show me some of that IC, and hopefully without a decade of a timeskip?

QuoteHer real faith was in Seira - by the end she would have probably gone to the Cauldron. This has some interesting spiritual connotations but it's not something I ever explored.

Eh, I wouldn't think too much about it. I'd go to the Cauldron, too, if I died and while I really, really like myself, that's not the reason why.  >_>

It just fits, etc.

Quote
Hard to say since you needed to spend some time with him. I was prodding you here and there but you never bit.

That... was actually miscomunication between us, I now realize. A series of them, at that. I told Lumenbur I wanted a list of targets, and I told Donald I was preparing for that with Oraga. I just... expected that Lumenbur would approach me when it was time. I probably should've just pressed him with "Are we there yet?" all the time to actually get to this part. Also, I tried to bring Oraga with me for the ghost Destroyer part, but Donald came instead. I... kinda hinted to you that I wanted to bring Oraga but left it to you to choose between the two of them, so when you immediately selected Donald I took it to mean that you didn't want to use Oraga in combat yet. All this is amusing after the fact, right? There was only one actual combat, and it didn't work out. There was a future combat, and it never quite materialized. And there was one more chance, where I offered Oraga a spar right after I reincarnated him, but you said he wasn't interested in it at the time. My chances to do something there, not utilized.

-Tor Salinus. What's up with that, seriously? A simple fetch quest by Chan just about sent me to my death and I can't tell what went wrong.  :/

-I want to ask about how our Prime developed over time, much like you did in write-ups during timeskips. A lot of things I tried to change brought about problems in the immediate range, while the rewards were still distant. It kinda bothers me to leave it at that. Would you like me to specify what I'm looking at? Or if you want, I could just comment specifically after you go into things. If it's not much of a bother.
Title: Re: Miscellania
Post by: Anastasia on August 31, 2010, 02:23:48 PM
Quote from: Corwin on August 31, 2010, 01:47:03 PM-The kid I brought back with Latha. Since I asked about two things, essentially, I wanted to know how he would turn out. I tried to check up on it IC but it would always fall through, though not for lack of interest. Was this mostly a matter of raising him right at the boarding school? Was the school up to it?

He'll probably turn out okay. He'll have issues but with good care he had good odds of turning out alright.

Quote-Kesse. In case you were asking non-rhetorically, if Germany were occupied by divine forces and the borders forced upon it were the pre-conflict ones and not the pre-war ones (no annexations, etc) then I think it could go either way. The US paid an insane amount on policing and rebuilding Germany that it really could've used for better things. Kids in the USSR were taught that all Germans=Nazis. They were also taught the world war was '41-'45. I like to think that the actual leaders of the country could tell their propaganda from reality, however.

It's mostly just making a point, Cor.

Quote-Back to Elanabell, where this started. No, I'm afraid that her specific attitude isn't clearer to me just yet. This is why: she might believe me a meddler and Kesse rightfully guilty. But I got the idea from all she was saying that she just wanted to cleanse the land of people for nature's sake. If she intended to stop at the borders of Kesse's neighbors (after sacrificing many of them to the new war she was trying to start), that wasn't clearly stated that I remember. At least the fire guy attempted to strike directly at Kesse and its leadership; Elanabell just tried to create more strife in the service of an avatar of eternal winter.

Snowflake offered a chance to provoke the war that had been forestalled. That was good enough for Elanabell to restore the natural order Seira got in the way of. The strife you dismiss is what should have happened if you hadn't butted in.

Quote-More on Kesse. Was Agathaiel wrong for the job, originally? What was that enemy Greaon warned me about? I asked Donald to look into it, but it wasn't really a priority. And speaking of Greaon, he asked me to offer him something, but was there anything he actually wanted or needed? I can't think of anything even now. On counter-insurgency tactics, I'm not sure that what goes under 'prosperity' is that secondary, but it'd really take things off course. If you want, we could always chat about this over irc. Finally, were there any specific bad moves you think I made in that area over time? Something that lead to a setback for me and the people there?

Agathaiel wasn't bad for the job. She did well enough, her only failing was blundering a bit into a much larger scheme than she could handle.

Greaon was obliquely referring the elemental problems, which he knew about. You did have a few other problems and malcontents who wanted you dead, which he could also claim he was referring to. Being vague is useful since he can slam whatever's convenient in there later.  As for what he wanted, not much? Oh, immortality does tempt a little bit, but he's strangely zen about his mortality. He's been through so much that he's grown to accept what happens when his time comes. This is one of the things that makes him a damn dangerous opponent - he's not afraid of anything that's happening.

I think your mistake with Kesse was simply not 'getting' the region. You know the typical bad RP story of 'I made a happy bard and the game turned out to be grimdark?' disasters? I think that's close to what got you. You wanted to help but you were poorly equipped to deal with the situation. It turned into Seira trying to out stubborn and out-will an entire region, culture and flow of history. It's a testament to Seira's powerful words that she managed to often win victories here, even if small ones. To be honest even now I don't think you get it - the way you attacked the details of the WW2 analogy and didn't really grasp the point it was making.

I wasn't going to stop you from interfering. It was your power and you had the resources to do so. But I wasn't going to sugarcoat what happened, either.

Quote*facepalm*

Yeah, that's a good reaction to Lathander's spur of the moment plans. Sometimes they work, but sometimes they're pure facepalm bait.

Quote-Malmuth. I'm kinda saddened she didn't believe in my ability to be quiet and sticking to the shadows, but I guess it's her loss? As long as it was her choice, I don't mind.

Pretty much. It was just an impossible situation for her.

QuoteThat's kinda a shame. I really did hope to see the effects of... my religion, I guess? Nothing was overtly happening, so I even took care to establish the church, build the infrastructure and doctrine of my order, and it never really got to be used. I regret it a lot more than not getting to use my prc or epic metamagic feats or dragon form in combat more. You know, the mechanics. I don't suppose you could show me some of that IC, and hopefully without a decade of a timeskip?

Sure.

QuoteEh, I wouldn't think too much about it. I'd go to the Cauldron, too, if I died and while I really, really like myself, that's not the reason why.  >_>

As a power you'd respawn there naturally unless slain there, in which case you'd be dead forever. Different case.

QuoteThat... was actually miscomunication between us, I now realize. A series of them, at that. I told Lumenbur I wanted a list of targets, and I told Donald I was preparing for that with Oraga. I just... expected that Lumenbur would approach me when it was time. I probably should've just pressed him with "Are we there yet?" all the time to actually get to this part. Also, I tried to bring Oraga with me for the ghost Destroyer part, but Donald came instead. I... kinda hinted to you that I wanted to bring Oraga but left it to you to choose between the two of them, so when you immediately selected Donald I took it to mean that you didn't want to use Oraga in combat yet. All this is amusing after the fact, right? There was only one actual combat, and it didn't work out. There was a future combat, and it never quite materialized. And there was one more chance, where I offered Oraga a spar right after I reincarnated him, but you said he wasn't interested in it at the time. My chances to do something there, not utilized.

Yeah, miscommunication. I think we just didn't connect there for whatever reason. Just stupid all around on our parts.

Quote-Tor Salinus. What's up with that, seriously? A simple fetch quest by Chan just about sent me to my death and I can't tell what went wrong.  :/

Tor Salinus is a nasty son of a bitch.

In more detail there are things that even powers fear. You found out about that, though Chan didn't plan for you to get massacred. Tor Salinus is one of those things. As if saying GENOCIDING THE ENTIRE PLANE wasn't subtle enough to say he was disgustingly dangerous. >_> Incidentally he's in the mid 30s for CR; about on par with an Archomental. In particular:

Master of Salt (Ex)

Long ago, Tor Salinus slaughtered and devoured the Archomental of Salt. Since then there has been no Archomental to claim Salt, only the endless rampages of Tor Salinus.  His single-minded purpose has shaped and been shaped by Salt in that time. While not a true archomental, he does gain certain benefits from his almost rulership of Salt. Tor Salinus has maximum HP per HD, is treated as having divine rank 0 for the sake of effects, gains access to the Thirst Domain's spells and can shape the salt around him freely.

Salt is best described by Tor Salinus. Tor Salinus is Salt. Salt is a realm that hates life, wants you dead and is hardcore enough to do it.

Quote-I want to ask about how our Prime developed over time, much like you did in write-ups during timeskips. A lot of things I tried to change brought about problems in the immediate range, while the rewards were still distant. It kinda bothers me to leave it at that. Would you like me to specify what I'm looking at? Or if you want, I could just comment specifically after you go into things. If it's not much of a bother.

This is a big thing and I'll be working this out when I do setting stuff for the next game.
Title: Re: Miscellania
Post by: Ebiris on August 31, 2010, 04:52:27 PM
Pretty minor question, but all of Cor's inspired me to think of something I was curious about and the 'cheery bard in a grimdark game' disconnect reminded me of my feelings towards it when it first came up, but what became of Alicia's former whorehouse after she handed the reins over to become a goddess?
Title: Re: Miscellania
Post by: Anastasia on August 31, 2010, 04:53:36 PM
It did okay enough. It was a solid thing but never got much focus due to too much going on. You laid a solid enough foundation there that it wouldn't fail.
Title: Re: Miscellania
Post by: Corwin on September 01, 2010, 02:29:59 AM
-Was Elanabell going to return to the Kesse region to act against us even if she left? In a sense, Valar is right and this is what matters the most.

-Did Biggs ever learn magic? I've been curious on and off but I wasn't able to return to the academy to see for myself.

-What was Amaryl's ED going to be? I've wanted to know for ages, you know that much.

-Not a question on the past, but something I want to know if it is possible. I was going to do a few things and didn't press for them since there was no rush. I'm referring to opening the second portal way eastwards in Pallanth that I agreed upon with Corellon, extending the network to the recovered land in the Wastes since there's no other easy way to connect Pallanth-proper with it and opening a private portal connected to the network in Sa'grim's old hideout, converted to a trading hub, to help transport goods and people better due to the unique properties there. I wanted to have a separate portal from the ground level of the Cauldron towards the maw to better transport troops there if there's a need.

Sure, I wanted loads more, like building a Mythal on the new land and in the Cauldron and in Balmuria and one day connecting the new continent to the portal network and really it wouldn't stop. But the above were the immediate things, so to speak, that I didn't work on simply because there was no pressing need I could foresee to do it right now, not because I still lacked the magical know-how of how to create them or because the completion of those projects would have taken decades and not a few months tops. Bottom line, which of this can happen?

I also wanted to get Amaryl something nice to replace her engagement ring; I was thinking of an epic ring to draw on my power and link to the Cauldron and give her the chance to use that bit of power in my stead if she wished. Even if it couldn't copy all of what I can and had other restrictions, I think it's the thought that would count.
Title: Re: Miscellania
Post by: Corwin on September 01, 2010, 02:30:08 AM
Quote from: Anastasia on August 27, 2010, 03:29:42 PM
Seira

1. Scene with Amaryl. Maybe them getting married, maybe something else, but mostly just a happy note to that.

2. Final chat with Elle/maybe Donald. Nothing huge, mostly just putting finishing touches on things.

3. Something with Waukeen/Brightwater. Much like Alicia's capper there, I think.

-Thinking about it, I want to see the effect of my faith materializing. I'm only asking here since you said it was happening, you just didn't get a chance to show me. It's something I worked towards and would like to experience.

-The wedding seemed like a 'when', not an 'if' thing for a while now, and I'm fairly close at where I expected to be at the time as is. If it works for Amaryl as well, then great! I figured I'd ask Hanali eventually if she'd be willing to do the honors, so if she's available and interested maybe she could preside over the ceremony? She seemed nice, and it feels a lot like her thing. I'd want friends from mortal world and the planes there, but I'd be happy enough as long as everyone is invited and has fun, there is no need to have drawn out conversations with the guests under the circumstances. Just the obvious, like family/close friends/some well wishes?

-You seem to have an idea for an Elle/Donald scene, and they did stick by me the longest. It could be on Prime, before I leave. Oberuth, too, if you want.

-Time-skipped capper with Waukeen at Brightwater? You seem to have it pretty much planned out.
Title: Re: Miscellania
Post by: Anastasia on September 01, 2010, 12:52:40 PM
Quote from: Corwin on September 01, 2010, 02:29:59 AM-Was Elanabell going to return to the Kesse region to act against us even if she left? In a sense, Valar is right and this is what matters the most.

Maybe. She was shaken from what happened but I really wasn't sure what she'd do. With her basic nature(CN) involved it is a bit of a crapshoot. I was leaning towards yes, but not certain by any means. Valar was essentially correct - it's a gamble and one that may come back to bite you, but it might work out too.

Quote-Did Biggs ever learn magic? I've been curious on and off but I wasn't able to return to the academy to see for myself.

Eventually. At heart he's a bit of a rebel without a clue, but he got the basics down. Lives very nicely in a pleasant hamlet within a day's travel of Balmuria as the town hedge wizard.

Quote-What was Amaryl's ED going to be? I've wanted to know for ages, you know that much.

See, I had the idea for quite some time. I wasn't sure how the hell I was going to do it mechanically, so I kept it to myself until I had it worked out. Anyway, it was going to be something dragoncentric like Seira. Perhaps a full metamorphosis, perhaps not. I honestly had not decided or worked out various mechanical kinks.

Quote-Not a question on the past, but something I want to know if it is possible. I was going to do a few things and didn't press for them since there was no rush. I'm referring to opening the second portal way eastwards in Pallanth that I agreed upon with Corellon, extending the network to the recovered land in the Wastes since there's no other easy way to connect Pallanth-proper with it and opening a private portal connected to the network in Sa'grim's old hideout, converted to a trading hub, to help transport goods and people better due to the unique properties there. I wanted to have a separate portal from the ground level of the Cauldron towards the maw to better transport troops there if there's a need.

All of that's fine and will keep Seira busy for awhile. You can assume that happens.

QuoteSure, I wanted loads more, like building a Mythal on the new land and in the Cauldron and in Balmuria and one day connecting the new continent to the portal network and really it wouldn't stop. But the above were the immediate things, so to speak, that I didn't work on simply because there was no pressing need I could foresee to do it right now, not because I still lacked the magical know-how of how to create them or because the completion of those projects would have taken decades and not a few months tops. Bottom line, which of this can happen?

Honestly you guys aren't that far from epic level magic, so I was going to use the Mythal as the capper scene with you two.

QuoteI also wanted to get Amaryl something nice to replace her engagement ring; I was thinking of an epic ring to draw on my power and link to the Cauldron and give her the chance to use that bit of power in my stead if she wished. Even if it couldn't copy all of what I can and had other restrictions, I think it's the thought that would count.

Sure, that works.
Title: Re: Miscellania
Post by: Anastasia on September 01, 2010, 05:22:46 PM
1. When you guys are finished make sure your sheets are fully updated and finalized. If we come back to Balmuria I want everything in order. Any last minute purchases, sellings or anything else is acceptable. Just post them in loot.

2. I leave a half hour early tomorrow due to needing to get to work early. Stupid hurricane prep.
Title: Re: Miscellania
Post by: Anastasia on September 01, 2010, 05:25:29 PM
Also, is there any interest in doing more  what makes them tick entries or character writeups before I put all this to bed?
Title: Re: Miscellania
Post by: Corwin on September 01, 2010, 05:34:51 PM
There's interest, though no specific preference towards anyone at the moment. You could also revive the impressions thread and add a new post with the updated outlooks. I personally think it'd be neat to do it after a while, actually.
Title: Re: Miscellania
Post by: Ebiris on September 01, 2010, 07:41:12 PM
The impressions thread was fun but it's a lot of work, so don't stress yourself too much about it if it's a struggle.
Title: Re: Miscellania
Post by: Corwin on September 02, 2010, 03:58:40 PM
I guess I might have a couple more of these, if/when I think about them. Surely not a whole long list like before, at least.

Was that power in the ancient elven magical academy Sandalphon like I suspected?
Title: Re: Miscellania
Post by: Anastasia on September 02, 2010, 05:13:03 PM
Yes.
Title: Re: Miscellania
Post by: Anastasia on September 09, 2010, 04:06:15 PM
There's a little more to go in Balmuria, but please don't post on this board anymore unless you have a reason. Thanks.
Title: Re: Miscellania
Post by: Anastasia on April 30, 2011, 02:23:07 AM
Been wanting to do a fiat version of her for awhile. This is an experiment, one I don't intend on finishing. While doing her fiat is interesting, I think I'd rather build people from the ground up with gestalt instead. Shes' a bit of a design mess - somewhat like distilled Antenora, who in retrospect I don't like how I designed, either. Ah well. I'll probably do a gestalt version of her at some point.

As I'm not using racial HD, any bonus feat I'm just slotting as a default (B). She used the spell-less ranger variant for feats and scout gives bonus feats, so between all that she has a bunch of them. Whatever, not sweating it.


Size/Type: Medium Native Outsider (Augmented Elf, Dragonblooded, Good)
Hit Dice: 28d8+224 (448 hp)
Initiative: +17
Speed: 50ft
Armor Class: (+12 dex)
Base Attack/CMB/CMD: +22/+28/50
Attack:
Full Attack:
Space/Reach: 5ft/5ft
Special Attacks: Favored Enemies(Arcanists +10; +8 evil outsiders, +6 undead, +4 constructs, +2 oozes(+3 to damage vs all favored enemies)), skirmish 10d6/+5 AC or 12d6/+7 AC.
Special Qualities: Elf traits, resistance to fire 20, battle fortitude+5, improved uncanny dodge, improved evasion, low light vision, darkvision 120ft, noble elven upbringing, wild empathy, trackless step, animal companion, woodland stride, swift tracker, trapfinding, fast movement+20ft, telepathic bond, spell reflection, damage reduction 15/epic and cold iron, fast healing 3.
Saves: Fort +29 Ref +30, Will +18
Abilities: Str 22, Dex 35, Con 27, Int 25, Wis 26, Cha 26 
Skills:   
Feats: Track(B), Rapid Shot(B), Endurance(B), Manyshot(B), Swift Hunter(B), Improved Favored Enemy(B), Improved Critical(Longbow)(B), Point Blank Shot(1), Precise Shot(3), Weapon Focus(Longbow)(6), Greater Manyshot(9), Improved Skirmish(12), Deadeye(15), Nemesis(Evil Outsiders)(18)
Epic Feats: Blinding Speed(21), Swarm of Arrows(24), Fast Healing(27)
Alignment: Neutral Exalted
Title: Re: Miscellania
Post by: Anastasia on April 30, 2011, 03:49:47 PM
This is roughly how Amaryl would look at the end of Balmuria 1 with Balmuria 2 rules in effect. Her feats are a bit of a mess the way things worked out but oh well, not sweating it.

I didn't bother with Amaryl's spells, since cherry picking useful spells for a mechanical exercise is a horrible waste of time.


Amaryl Gaial

Scout 20//Ranger 10/Dragon Devotee 5/Sorcerer 5

Size/Type: Medium Humanoid (Elf, Dragonblood)
Hit Dice: 10d8+60+10d6+60 (230 hp)
Initiative: +17
Speed: 60ft
Armor Class: 42 (+10 dex, +10 armor, +8 natural, +1 dodge, +3 deflection)
Base Attack/CMB/CMD: +20/+24/48
Attack: First Resort+37 (3d6+9 plus 10 precision x4) or claw+24 (1d3+4)
Full Attack: First Resort+37/+32/+27/+22 (3d6+9 plus 10 precision x4) or Manyshot+31/+31/+31/+31 (3d6+9 plus 10 precision x4) or Rapidshot+35/+35/+30/+25/+20 (3d6+9 plus 10 precision x4) or 2 claws+24 (1d3+4)
Space/Reach: 5ft/5ft
Special Attacks: Skirmish +7d6/+5 AC, favored enemies(arcanists+6, evil outsiders+4, undead+2; +3 to damage vs favored enemies), spells.
Special Qualities: Immunity to sleep, low-light vision, trapfinding, battle fortitude+3, uncanny dodge, fast movement +30ft, trackless step, evasion, flawless stride, camouflage, blindsight 30ft, hide in plain sight, free movement, wild empathy, animal companion, woodland stride, swift tracker, spell reflection, ignore spell failure, familiar, darkvision 60ft, resistance to fire 5.
Saves: Fort +32, Ref +28, Will +28 (+2 vs enchantment, +4 vs paralysis)
Abilities: Str 18, Dex 30, Con 23, Int 21, Wis 22, Cha 22  
Skills: Concentration+29, Diplomacy+29,  Handle Animal+29, Hide+33, Knowledge(Arcana)+20, Knowledge(Nature)+28, Knowledge(Dungeoneering)+28, Listen+31, Move Silently+38, Ride+33, Spellcraft+20, Spot+33, Survival+29, Tumble+33(+2 search,+2 intimidate.)
Feats: Point Blank Shot(1),Track(R1), Rapid Shot(R2), Precise Shot(3), Endurance(R3), Swift Hunter(S4), Precise Shot(R4), Weapon Focus(Longbow)(6), Manyshot(R6), Improved Initiative(S8), Improved Favored Enemy(R8), Greater Manyshot(9), Improved Skirmish(S12), Deadeye(15), Dodge(S16), Eschew Material Components(Sor1), Nemesis(Evil Outsiders)(18), Iron Will(S20), Still Spell(Sor 5)
Epic Feats:
Alignment: Neutral Exalted

Scout powers:
Spoiler: ShowHide


Skirmish (Ex)

A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the scout's turn. This extra damage increases by 1d6 for every four levels gained above 1st.

The extra damage only applies against living creatures that have a discernable anatomy(Swift Hunter changes this, see below). Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.

At 3rd level, a scout gains a +1 competence bonus to armor class during any round in which she moves at least 10 feet. This bonus applies as soona s the scout has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd.

A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.

Trapfinding (Ex)

A scout can use the search skill to locate traps with a DC higher than 20, and she can use disable device to bypass a trap or disarm magic traps.

Battle Fortitude (Ex)

At 2nd level, a scout gains a +1 competence bonus on fortitude saves and initiative checks. This bonus increases to +2 at 11th level and +3 at 20th level. A scout loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.

Uncanny Dodge (Ex)

Starting at 2nd level, a scout cannot be caught flat footed and reacts to danger before her senses would normally allow her to do so.

Fast Movement (Ex)

Starting at 3rd level, a scout gains a +10 ft enhancement bonus to her base land speed. This bonus rises by 10ft every eight levels.

Trackless Step (Ex)

Beginning at 3rd level, a scout cannot be track in natural surroundings.

Flawless Stride (Ex)

Starting at 6th level, a scout can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.

This ability does not let her move more quickly through terrain that requires a Climb or Swim check to navigate, nor can she move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.

A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Camouflage (Ex)

Beginning at 8th level, a scout can use the Hide skill in any sort of natural terrain. See the ranger class feature, page 48 of the Player's Handbook. She loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Hide in Plain Sight (Ex)

Beginning at 14th level, a scout can use the Hide skill in natural terrain even while being observed. See the ranger class feature, page 48 of the Player's Handbook. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Free Movement (Ex)

At 18th level and higher, a scout can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Blindsight (Ex)

A 20th-level scout gains the blind-sight ability out to 30 feet. Her senses become so acute that she can maneuver and fight flawlessly even in total darkness. Invisibility, darkness, and most kinds of concealment are irrelevant, though the scout must have line of effect to a creature or object to discern it.


Ranger powers:
Spoiler: ShowHide


Favored Enemy (Ex)

At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Wild Empathy (Ex)

A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Combat Style (Ex)

At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character's class features but does not restrict his selection of feats or special abilities in any way.

If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. At 6th level, a ranger's aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.

The benefits of the ranger's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Animal Companion (Ex)

At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger's list of options: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.

This ability functions like the druid ability of the same name, except that the ranger's effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

Champion of the Wild (Ex)

By surrendering your spellcasting ability, you focus your energies on becoming a weapon master. You gain access to bonus feats much as a fighter does, but focused on your mastery of your chosen combat style.

You no longer gain spells as a ranger, but you can now select a bonus feat at 4th, 8th, 11th and 14th level. You can choose any feat from the following list for which you meet the prerequisites: Blind-fight, Combat Expertise, Eyes in the Back of Your Head, Improved Disarm, Improved Favored Enemy, Improved Feint, Improved Trip, Far Shot, Improved Precise shot, Improved Rapid Shot, Manyshot, Point Blank Shot, Precise Shot, Ranged Disarm, Ranged Pin, Ranged Sunder, Sharp-Shooting and Shot on the Run.

Woodland Stride (Ex)

Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Swift Tracker (Ex)

Beginning at 8th level, a ranger can move at his normal speed while following tracks wiDrathout taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Spell Reflection (Su)

You gain the supernatural ability to reflect magical attacks back on their caster. If an enemy misses with a spell or spell-like ability aimed at you, you can use an immediate action to redirect the effect back at its originator. The spell or ability attacks the original caster (who makes a new attack roll using the same modifier as the original attack). If it hits, the caster is subject to the normal effect of the spell or ability. For example, if a 3rd-level wizard missed you with a scorching ray, you could use an immediate action to redirect the ray back to the wizard. The wizard would immediately make a new ranged attack roll (using the same modifier) against his own touch AC; if the attack succeeds, the scorching ray deals its normal damage to the wizard.

This effect applies only to spells and spell-like abilities that require an attack roll. Other spells and spell-like abilities that affect a target aren't subject to this reflection. If a single spell or ability misses you more than once at the same time (such as scorching ray cast by a high-level caster), you can redirect each portion of the spell that missed. Using the example above, if you were missed by two of the three rays from an 11th-level wizard's scorching ray spell, you could redirect only those two rays (but not the one that hit).

You can use this ability a number of times per day equal to 1 + your Dex modifier (minimum 1/day).


Dragon Devotee powers:
Spoiler: ShowHide


Ability Increase (Ex)

When you enter this class, your Charisma score increases by 2 points. At 3rd level, your constitution score improves by 2 points. At 5th level, your strength score improves by 2 points.

Natural Armor (Ex)

A dragon devotee's skin thickens and toughens, developing minuscule scales. This changes provides a +1 bonus to your existing natural armor bonus to AC, or simply a +1 natural armor bonus if you had no natural armor to begin with.

Combat Technique (Ex)

At 2nd level, you become more deadly in combat. You gain +1d6 skirmish.

Draconic Resistance (Ex)

At 2nd level, you become resistant to paralysis and magic sleep effects, gaining a +4 bonus on saves against such effects.

Ignore Spell Failure (Ex)

Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause his spells to fail if those spells have somatic components. Beginning at 3rd level, you can ignore the arcane spell failure chance when casting 0-level and 1st-level arcane spells. This benefit doesn't apply to spells higher than 1st level, including 0-level or 1st-level spells that occupy a high level spell slot because of the application of a metamagic feat.

Draconic Template:

At 5th level, you gain all the abilities of the draconic creature template (see page 74) that you have not already gained as dragon devotee class features—except that you do not apply the template's level adjustment. Specifically, you gain the dragonblood subtype in addition to any subtype you might already have. You also gain darkvision out to 60 feet, low-light vision, and a +2 bonus on Intimidate checks and Spot checks.


Sorcerer powers:
Spoiler: ShowHide


Amaryl casts as a 7th level sorcerer. The DCs for her spells are 16+spell level.

Spell charges: 6/8/8/5

0: Disrupt Undead, Light, Mage Hand, Prestidigitation, Ray of Frost. (3)
1: Shield, Sniper's Shot. (3)
2: (3)
3: (2)


Gear:
Spoiler: ShowHide


The First Resort: Longbow+4. It's arrows count as force typed, dealing 3d6 damage and with a 4x critical hit multiplier. Once per day, the shooter can make a disjoining shot. The target, if hit, is affected as if by a mage's disjunction(+20 dispel check).
Lumenvolo: Chainmail+5, maximum dexterity+10, -3 armor check penalty and arcane spell failure of 10%. Can invoke the following powers: Smiting: The wearer gains a +4 bonus to damage to all attacks versus evil or chaotic creatures for one round. This may be used once per day. Wings: Ghostly dragon wings spread from the back of the wearer. They may fly as per the spell for up to 3 minutes per day. This time may be broken up as the wearer wishes. Dragonfire: The wearer may emit a blast of draconic energy similar to dragon's breath as a standard action. This may be of fire or electricity, chosen each time the ability is used. This deals 8d8 damage, with a reflex save 26 for half damage. This may be used once per day. Quickness: +5 to movement. Healing: Swift action to heal 2d8+5 once per day, automatically activates if HP is -1 to -9.
Crystal Helmet of Will: +4 insight bonus to will saves.
Cloak of Resistance+5: +5 resistance bonus to saving throws.
Amulet of Natural Armor+4: +4 enhancement bonus to natural armor.
Bracers of Greater Archery +2 competence bonus to ranged attack rolls and +1 competence bonus to ranged damage rolls.
Ring of Protection+3: +3 deflection bonus to armor class.
Ring of Entropic Deflection: 20% miss chance on ranged attacks when you move 10ft in a round, goes up to 50% if you're wearing a speed boosting item.
Belt of Magnificence+6: +6 enhancement bonus to all six ability scores.
Boots of Elvenkind: +5 competence bonus to move silently checks.
Sun Blade: Bastard Sword+2, +4 vs evil. Deals double damage against undead and negative energy plane creatures(x3 on a crit), can deal critical hits to undead.
2 scrolls of heroic aspirations
30 cold iron/silver/adamantine arrows
Title: Re: Miscellania
Post by: Anastasia on April 30, 2011, 11:50:04 PM
Epic Amaryl. Notes as follows.

- I used level 31 since that was the level she could finish dragonbreath archer.

- Amaryl dipped fighter because her feats were a mess. Due to the way she took certain class levels earlier, she couldn't take certain feats at the right time and it fucked things all up. I'm sure Cor twitched when he saw that. Sorry!

- Having spent centuries in the Cauldron and consorting with elemental spirits, Gods and powerful outsiders, Amaryl has begun to change. She possesses the Good subtype and adds evil to bypass her damage reduction. While not a full outsider, she has taken some of the traits of them. I recall Seira having interest in her becoming a power in her own right some day, but that's more complexity than I want to add to this.

- Amaryl's gear is scaled up in a few instances but mostly it's static. If she reached this level through normal play I imagine this wouldn't be accurate, but ah well.

- Her sorc metamagic feats had about 10 seconds of thought behind them. Still is useful if she absolutely has to get a spell off despite possible ASF, Extend is obvious for buffs, Empower for the occasional bit of blasting.

- Her epic feats are straight forward. Blinding Speed is a marginally weak choice since she can just cast haste, but not having to waste an action setting haste up has merit. Bane of Enemies is nicer and Improved Manyshot...well...it's main draw is that it allows you to shoot as many arrows as you have bab increments, even past the normal cap of 4.  If you allow it to stack with Greater Manyshot's ability for each arrow to deal precision damage it's insane, though it does take some work to offset the growing penalty for each arrow. I'd probably rule it could, though Amaryl's build abuses this.

- Yes, her spells aren't done. No, I'm not going to do them. It's too much effort for a mockup, you can imagine the sort of spells she'd prefer. Hint: Buffs. Lots of buffs.

- Amaryl's saves and BAB benefitted from gestalt. She got 20 bab without effort and got several extra points to each save. Her save boosters are less required with them; she probably wouldn't have as nice a cloak of resistance or even one at all if she was played gestalt.

- Amaryl's average damage per arrow is roughly 70, barring critical hits and fire immunity. Further, her heat metal effect and lingering flames boost this higher in the following rounds. If she hits all seven shots of a manyshot, she deals an average 490 damage. Ow. This is before buffs and favored enemies, and also before halving against fire immune targets.


Amaryl Gaial

Scout 20/Fighter 1/Dragonbreath Archer 10//Ranger 10/Dragon Devotee 5/Sorcerer 16

Size/Type: Medium Humanoid (Elf, Dragonblood, Good)
Hit Dice: 20d8+160+10d6+80+1d10+8 (406 hp)
Initiative: +23
Speed: 60ft
Armor Class: 54 (+10 dex, +14 armor, +14 natural, +1 dodge, +5 deflection)
Base Attack/CMB/CMD: +31/+36/63
Attack: First Resort+50 (3d6+10 plus 12 precision 19-20 x4) or claw+35 (1d3+5)
Full Attack: First Resort+50/+45/+40/+35 (3d6+10 plus 12 precision 19-20 x4) or Manyshot+40/+40/+40/+40/+40/+40/+40 (3d6+10 plus 12 precision 19-20 x4) or Rapidshot+48/+48/+43/+38/+33 (3d6+10 plus 12 precision 19-20 x4) or 2 claws+35 (1d3+5)
Space/Reach: 5ft/5ft
Special Attacks: Skirmish +7d6/+5 AC, favored enemies(arcanists+6, evil outsiders+4, undead+2; +3 to damage vs favored enemies), spells, dragonfire strike+5d6, dragon's heat, searing dragonfire strike, explosive flames, lingering flames.
Special Qualities: Immunity to sleep, low-light vision, trapfinding, battle fortitude+3, uncanny dodge, fast movement +30ft, trackless step, evasion, flawless stride, camouflage, blindsight 30ft, hide in plain sight, free movement, wild empathy, animal companion, woodland stride, swift tracker, spell reflection, ignore spell failure, familiar, darkvision 60ft, resistance to fire 15, damage reduction 15/cold iron and evil.
Saves: Fort +39, Ref +35, Will +33 (+2 vs enchantment, +4 vs paralysis)
Abilities: Str 20, Dex 35, Con 26, Int 23, Wis 24, Cha 24  
Skills: Concentration+42, Diplomacy+41,  Handle Animal+41, Hide+46, Knowledge(Arcana)+32, Knowledge(Nature)+40, Knowledge(Dungeoneering)+40, Listen+43, Move Silently+51, Ride+46, Spellcraft+32, Spot+45, Survival+41, Tumble+46 (+2 search,+2 intimidate.)
Feats: Point Blank Shot(1),Track(R1), Rapid Shot(R2), Precise Shot(3), Endurance(R3), Swift Hunter(S4), Precise Shot(R4), Weapon Focus(Longbow)(6), Manyshot(R6), Improved Initiative(S8), Improved Favored Enemy(R8), Dragonfire Strike(9), Improved Skirmish(S12), Deadeye(15), Dodge(S16), Eschew Material Components(Sor1), Nemesis(Evil Outsiders)(18), Iron Will(S20), Still Spell(Sor5), Greater Manyshot(F1), Extend Spell(Sor10), Improved Critical(Longbow)(30), Empower Spell(Sor15)
Epic Feats: Energy Resistance(Fire)(21), Improved Initiative(24), Bane of Enemies(DA3), Blinding Speed(27), Improved Manyshot(DA6), Armor Skin(DA9)
Alignment: Neutral Exalted

Scout powers:
Spoiler: ShowHide


Skirmish (Ex)

A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the scout's turn. This extra damage increases by 1d6 for every four levels gained above 1st.

The extra damage only applies against living creatures that have a discernable anatomy(Swift Hunter changes this, see below). Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.

At 3rd level, a scout gains a +1 competence bonus to armor class during any round in which she moves at least 10 feet. This bonus applies as soona s the scout has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd.

A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.

Trapfinding (Ex)

A scout can use the search skill to locate traps with a DC higher than 20, and she can use disable device to bypass a trap or disarm magic traps.

Battle Fortitude (Ex)

At 2nd level, a scout gains a +1 competence bonus on fortitude saves and initiative checks. This bonus increases to +2 at 11th level and +3 at 20th level. A scout loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.

Uncanny Dodge (Ex)

Starting at 2nd level, a scout cannot be caught flat footed and reacts to danger before her senses would normally allow her to do so.

Fast Movement (Ex)

Starting at 3rd level, a scout gains a +10 ft enhancement bonus to her base land speed. This bonus rises by 10ft every eight levels.

Trackless Step (Ex)

Beginning at 3rd level, a scout cannot be track in natural surroundings.

Flawless Stride (Ex)

Starting at 6th level, a scout can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.

This ability does not let her move more quickly through terrain that requires a Climb or Swim check to navigate, nor can she move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.

A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Camouflage (Ex)

Beginning at 8th level, a scout can use the Hide skill in any sort of natural terrain. See the ranger class feature, page 48 of the Player's Handbook. She loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Hide in Plain Sight (Ex)

Beginning at 14th level, a scout can use the Hide skill in natural terrain even while being observed. See the ranger class feature, page 48 of the Player's Handbook. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Free Movement (Ex)

At 18th level and higher, a scout can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Blindsight (Ex)

A 20th-level scout gains the blind-sight ability out to 30 feet. Her senses become so acute that she can maneuver and fight flawlessly even in total darkness. Invisibility, darkness, and most kinds of concealment are irrelevant, though the scout must have line of effect to a creature or object to discern it.


Ranger powers:
Spoiler: ShowHide


Favored Enemy (Ex)

At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Wild Empathy (Ex)

A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Combat Style (Ex)

At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character's class features but does not restrict his selection of feats or special abilities in any way.

If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. At 6th level, a ranger's aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.

The benefits of the ranger's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Animal Companion (Ex)

At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger's list of options: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.

This ability functions like the druid ability of the same name, except that the ranger's effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

Champion of the Wild (Ex)

By surrendering your spellcasting ability, you focus your energies on becoming a weapon master. You gain access to bonus feats much as a fighter does, but focused on your mastery of your chosen combat style.

You no longer gain spells as a ranger, but you can now select a bonus feat at 4th, 8th, 11th and 14th level. You can choose any feat from the following list for which you meet the prerequisites: Blind-fight, Combat Expertise, Eyes in the Back of Your Head, Improved Disarm, Improved Favored Enemy, Improved Feint, Improved Trip, Far Shot, Improved Precise shot, Improved Rapid Shot, Manyshot, Point Blank Shot, Precise Shot, Ranged Disarm, Ranged Pin, Ranged Sunder, Sharp-Shooting and Shot on the Run.

Woodland Stride (Ex)

Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Swift Tracker (Ex)

Beginning at 8th level, a ranger can move at his normal speed while following tracks wiDrathout taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Spell Reflection (Su)

You gain the supernatural ability to reflect magical attacks back on their caster. If an enemy misses with a spell or spell-like ability aimed at you, you can use an immediate action to redirect the effect back at its originator. The spell or ability attacks the original caster (who makes a new attack roll using the same modifier as the original attack). If it hits, the caster is subject to the normal effect of the spell or ability. For example, if a 3rd-level wizard missed you with a scorching ray, you could use an immediate action to redirect the ray back to the wizard. The wizard would immediately make a new ranged attack roll (using the same modifier) against his own touch AC; if the attack succeeds, the scorching ray deals its normal damage to the wizard.

This effect applies only to spells and spell-like abilities that require an attack roll. Other spells and spell-like abilities that affect a target aren't subject to this reflection. If a single spell or ability misses you more than once at the same time (such as scorching ray cast by a high-level caster), you can redirect each portion of the spell that missed. Using the example above, if you were missed by two of the three rays from an 11th-level wizard's scorching ray spell, you could redirect only those two rays (but not the one that hit).

You can use this ability a number of times per day equal to 1 + your Dex modifier (minimum 1/day).


Dragon Devotee powers:
Spoiler: ShowHide


Ability Increase (Ex)

When you enter this class, your Charisma score increases by 2 points. At 3rd level, your constitution score improves by 2 points. At 5th level, your strength score improves by 2 points.

Natural Armor (Ex)

A dragon devotee's skin thickens and toughens, developing minuscule scales. This changes provides a +1 bonus to your existing natural armor bonus to AC, or simply a +1 natural armor bonus if you had no natural armor to begin with.

Combat Technique (Ex)

At 2nd level, you become more deadly in combat. You gain +1d6 skirmish.

Draconic Resistance (Ex)

At 2nd level, you become resistant to paralysis and magic sleep effects, gaining a +4 bonus on saves against such effects.

Ignore Spell Failure (Ex)

Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause his spells to fail if those spells have somatic components. Beginning at 3rd level, you can ignore the arcane spell failure chance when casting 0-level and 1st-level arcane spells. This benefit doesn't apply to spells higher than 1st level, including 0-level or 1st-level spells that occupy a high level spell slot because of the application of a metamagic feat.

Draconic Template:

At 5th level, you gain all the abilities of the draconic creature template (see page 74) that you have not already gained as dragon devotee class features—except that you do not apply the template's level adjustment. Specifically, you gain the dragonblood subtype in addition to any subtype you might already have. You also gain darkvision out to 60 feet, low-light vision, and a +2 bonus on Intimidate checks and Spot checks.


Sorcerer powers:
Spoiler: ShowHide


Amaryl casts as a 18th level sorcerer. The DCs for her spells are 16+spell level.


Dragonbreath Archer powers:
Spoiler: ShowHide


Dragonfire Strike (Su)

At 1st level and every three levels thereafter, your dragonfire strike bonus damage rises by 1d6.

Dragon's Heat (Su)

At 2nd level, any creature stricken by a dragonfire strike risks his possessions turning hot as an inferno. When a creature is successfully damaged by the dragonbreath archer's dragonfire strike, any metal possessions are afflicted as if by a intensified heat metal spell. Multiple metal items on the same person do not stack. As little as a metal ring or earring is sufficient to cause damage. There is no saving throw to this effect.

Bonus Feat

At 3rd level and every three levels thereafter, the dragonbreath archer gains an epic bonus feat. This feat is selected from the list below.

Searing Dragonfire Strike (Su)

By 5th level, the flames of the dragonbreath archer's flames are so hot as to rival the sun. They are treated as searing flames, as the metamagic. This means that the fire damage from dragonfire strike ignores fire resistance and deals half damage to creatures normally immune to fire.

Explosive Flames (Su)

The dragonbreath archer may shoot a special exploding arrow at 8th level as a normal standard action. This attack must be able to trigger dragonfire strike. If so and it successfully strikes, it deals normal damage to the target and then explodes out in a 30ft radius. This deals fire damage equal to the damage of the attack to all creatures within the radius, including the victim of the arrow attack. A reflex save (10 + charisma modifier + 1/2 character level) halves this damage.

Lingering Flames (Su)

At 10th level, the flames of the dragonbreath archer burn on after the initial strike. After a successful dragonfire strike on a target, they catch ablaze. Unless this fire is put out before your next turn, they take extra damage equal to your dragonfire strike bonus damage. After that turn ends the flames fade away. A target can only take damage from Lingering Flames once a round, no matter how many times the dragonbreath archer struck them the previous round.


Gear:
Spoiler: ShowHide


The First Resort: Longbow+4. It's arrows count as force typed, dealing 3d6 damage and with a 4x critical hit multiplier. Once per day, the shooter can make a disjoining shot. The target, if hit, is affected as if by a mage's disjunction(+20 dispel check).
Lumenvolo: Chainmail+8, maximum dexterity+10, -3 armor check penalty and arcane spell failure of 10%. Can invoke the following powers: Smiting: The wearer gains a +4 bonus to damage to all attacks versus evil or chaotic creatures for one round. This may be used once per day. Wings: Ghostly dragon wings spread from the back of the wearer. They may fly as per the spell for up to 3 minutes per day. This time may be broken up as the wearer wishes. Dragonfire: The wearer may emit a blast of draconic energy similar to dragon's breath as a standard action. This may be of fire or electricity, chosen each time the ability is used. This deals 8d8 damage, with a reflex save 26 for half damage. This may be used once per day. Quickness: +5 to movement. Healing: Swift action to heal 2d8+5 once per day, automatically activates if HP is -1 to -9.
Crystal Helmet of Will: +4 insight bonus to will saves.
Cloak of Resistance+5: +5 resistance bonus to saving throws.
Amulet of Natural Armor+8: +4 enhancement bonus to natural armor.
Bracers of Greater Archery +2 competence bonus to ranged attack rolls and +1 competence bonus to ranged damage rolls.
Ring of Protection+5: +3 deflection bonus to armor class.
Ring of Entropic Deflection: 20% miss chance on ranged attacks when you move 10ft in a round, goes up to 50% if you're wearing a speed boosting item.
Belt of Magnificence+6: +6 enhancement bonus to all six ability scores.
Boots of Elvenkind: +5 competence bonus to move silently checks.
Sun Blade: Bastard Sword+2, +4 vs evil. Deals double damage against undead and negative energy plane creatures(x3 on a crit), can deal critical hits to undead.
2 scrolls of heroic aspirations
30 cold iron/silver/adamantine arrows
Title: Re: Miscellania
Post by: Anastasia on May 01, 2011, 01:57:21 AM
Did up Syala as a rank 1 demigoddess. Why? Why not. Notes below.

- 33 HD was chosen semi-arbitrarily. 30 HD is my personal minimum for divine creatures, barring a few outliers with DvR0. So 33 worked as she's a low tier goddess.

- http://dicefreaks.superforums.org/viewtopic.php?f=14&t=19 The rules here are used with a few tweaks as well as a few houserules I use for divinity.

- Her spells are undeveloped, but she'd be casting 11th or 12th level magic with her druid casting.

- Gods are ridiculously hard to kill with anything but physical damage, and even then it's a hell of a struggle getting that far.

- If Syala gets more ranks/domains, she'll want the Nature, Strength and Protection domains.


Syala

Angel of Love, Mother of the Pride
Demigoddess
Symbol: A stylized red heart embraced by a tree's branches.
Home Plane:Sylica
Portfolio: Love, family, protection
Worshipers: Mothers, defenders
Cleric Alignments: LG, NG, CG
Domains: Family, Wrath, Good
Favored Weapon: Blessing of the Twelve(Greathammer)

Syala

33 hit dice astral deva

Size/Type: Medium Outsider (Good, Chaotic)
Divine Rank: 1
Hit Dice: 33d8+330 (594 hp)
Initiative: +15
Speed: 60ft, fly 200ft (good)
Armor Class: 56 (+10 dex, +16 natural, +7 armor, +1 divine, +11 deflection)
Base Attack/CMB/CMD: +33/+45/76
Attack: Blessing of the Twelve+53 (1d12+25 plus stun 19-20 x3)
Full Attack: Blessing of the Twelve+53/+48/+43/+38 (1d12+25 plus stun 19-20 x3)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, spells, stun, alter reality.
Special Qualities: Damage reduction 15/epic, cold iron and evil, immunity to acid, cold, ability damage, ability drain, energy drain, mind affecting and petrification, protective aura, resistance to electricity and fire 20, spell resistance 47, uncanny dodge, darkvision 120ft, low light vision, change shape, limited planar travel, tongues, faithful defiance.
Saves: Fort +36, Ref +36, Will +37
Abilities: Str 36, Dex 31, Con 31, Int 31, Wis 33, Cha 33
Skills: Bluff+48, Concentration+47, Diplomacy+48, Escape Artist+47, Handle Animal+48, Heal+48, Hide+47, Intimidate+48, Knowledge(Arcana)+47, Knowledge(Local: Sylica)+47, Knowledge(Nature)+47, Knowledge(Planes)+47, Knowledge(Religion)+47, Listen+48, Move Silently+47, Profession(Artist)+48, Sense Motive+48, Spellcraft+47, Spot+48, Survival+48, Use Rope+47(+49 with bindings, +51 with bindings and Alicia)
Feats: Power Attack(1), Improved Initiative(3), Eschew Material Components(6), Improved Critical(Greathammer)(9), Nimbus of Light(12), Ability Focus(Stun)(15), Quicken Spell(18)
Epic Feats: Power Stun(21), Blinding Speed(24), Multiaction(27), Automatic Quicken Spell(30), Epic Spell Capacity(33)
Salient Divine Abilities: Divine Blast(12d12), Mind of the Beast.
Alignment: Chaotic Exalted

Racial and innate powers:
Spoiler: ShowHide


Spells:

Syala casts as a 33rd level druid (34th for good spells). The DCs for her spells are 20+spell level. Her 1st through 3rd level spells are automatically quickened.

Spell-Like Abilities

At will—aid, continual flame, blade barrier, bless, bull's strength, charm animal, detect evil, discern lies, dispel evil, dispel magic, greater shout, greater teleport(Self and 100 pounds only), helping hand, heroes feast, holy aura, holy smite, holy word, imbue with spell ability, invisibility, magic circle against evil, plane shift, protection from evil, protection from spells, prismatic sphere, rage, refuge, remove curse, remove disease, remove fear, rhino's rush, righteous might, shield other, shout, song of discord, storm of vengeance, summon monster 9 (Good creatures only), telepathic bond, tenser's transformation; 7/day—cure light wounds, see invisibility; 1/day—heal. Caster level 33rd. The save DCs are Charisma-based.

Change Shape (Su)

Syala can assume the form of any Tiny to Huge humanoid or animal.

Stun (Su)

If Syala strikes an opponent twice in one round with a bludgeoning weapon, that creature must succeed on a DC 41 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based.

Uncanny Dodge (Ex)

Syala retains her Dexterity bonus to AC when flat-footed, and she cannot be flanked except by a rogue of at least 37th level. She can flank characters with the uncanny dodge ability as if she were a 33rd-level rogue.

Overwhelming Presence (Ex)

Any item that grants an enhancement bonus to an ability score ceases to function on the nascent divinity. Spells or innate powers that grant these bonuses continue to function as normal.

Limited Planar Travel (Ex)

When attempting to travel onto another plane by means of a Conjuration (Teleportation) effect, the intrusion is immediately noted by the designated ruler of the plane, who may choose to deny entry by means of an opposed rank check. If the interloper wins the rank check, they arrive as normal but their location is known to the host. If the host wins the rank check, they can either deny entry or divert the interloper to any space within their domain. Travel via portals is not affected, nor are effects of the Summoning/Calling subschools.

Faithful Defiance (Ex)

The presence of the being's opposite alignment is innately repellent. Upon contact with a desecrated or unhallowed area, the being must make a successful rank check against the power the area is devoted to, or else be barred from entry. Upon a successful check, the area immediately becomes consecrated to the interloper, and the original owner of the area is notified which may result in a servant or avatar being sent to deal with the invader. Desecrated or Unhallowed areas may still be dispelled as normal.

Ability Boost (Ex)

The god's superior energy grants ability beyond that of  mortal means. The divinity gains an enhancement bonus to all ability scores equal to 10 + it's divine rank.

Alter Reality (Su)

Deities exert a considerable measure of control over reality itself, and their presences can command the very essence of the world around them. This warping of reality manifests in a number of ways.

Demigods and lesser deities can use limited wish with regard to their portfolios. This ability requires a standard action to implement. In effect, a deity can duplicate practically any spell effect, so long as the effect fits within the deity's sphere of influence. Note that in the situation where two deities both try and Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered. 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.

Domain Powers (Su)

A deity of rank 1 or higher can use any domain power she can grant a number of times per day equal to her divine rank (if the power normally can be used more often than that, the deity gets the greater number of uses). If a domain power is based on cleric level (or one-half cleric level), a deity with no cleric levels has an effective cleric level equal to her divine rank for this purpose.

Family: Once per day as a free action, you can protect a number of creatures equal to your Charisma modifier (minimum one creature) with a +4 dodge bonus to AC. This ability lasts 1 round per level. An affected creature loses this porotection if it moves more than 10' from you. You can affect yourself with this ability.
Good: You cast good spells at +1 caster level.
Wrath: Once per day, you can subtract a number of points from your Wisdom score equal to or less than your cleric level. For every 2 points you subtract from your Wisdom score, add 1 point and add them to your Strength score. You suffer all the effects of reduced Wisdom, including access to spells and bonus spells, reduction of Will saves, and penalties on Wisdom-based skills. This trade between ability scores lasts for 1 round per cleric level and cannot be ended prematurely.

Spontaneous Casting: A deity of rank 1 or higher who has levels in a divine spellcasting class can spontaneously cast any spell she can grant, just as a cleric can spontaneously cast cure or inflict spells. In essence, Syala may spontaneously cast any spell from the Family, Good or Wrath domains with her druid spellcasting, even if they do not normally appear on the druid spell list.

Divine Aura (Ex)

The mere presence of a deity of rank 1 or higher can deeply affect mortals and beings of lower divine rank. A divine aura is an emanation that extends around the deity in a radius whose size is a function of her rank. She chooses the size of the radius and can change it as a swift action. If the deity chooses a radius of 0 feet, her aura power effectively becomes non-functional. 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. A deities divine aura can extend as far as described on the table below:

(Table omitted, Syala's aura is 10ft.)

The deity can make her own worshipers, beings of her alignment, or both types of individuals immune to the effect as a free action. The immunity lasts one day or until she dismisses it. Once affected by an aura power, creatures remain affected as long as they remain within the aura's radius. The deity can choose from the following effects each round as a free action.

Daze: Affected beings just stare at the deity 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 the deity makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight.
Resolve: The deity's allies receive a +4 morale bonus on attack rolls, saves, and checks, while her 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 10 + the deity's rank + the deity's Charisma modifier. Deities are immune to the auras of others of equal or lower rank. Any being that makes a successful saving throw against a deity's aura becomes immune to that aura power for one day.

Checks: A deity gains a divine bonus equal to her divine rank on all skill checks, ability checks and caster level checks.


Gear:
Spoiler: ShowHide


Blessing of the Twelve: Greathammer+7, functions as a rod of metamagic: twin six times per day.
Bracers of Defense+7: +7 armor bonus to armor class and +7 resistance bonus to saving throws.
Title: Re: Miscellania
Post by: Anastasia on May 21, 2011, 11:45:09 PM
Screwed around with Antenora some, to clear my head while I messed around with gestalt. There's no great plan here for her; in fact, I really struggled coming up with a class for her first nine levels. I went with fighter though I'm not happy about it.

This isn't complete and won't be anytime soon. It's just a scribble I'm posting for interest.


Because she's much easier than Latha, who I have no fucking idea how I'll do in gestalt.

Erinyes 9/Hellreaver 23/Ranger 1//Fighter 10/Paladin 23

Size/Type: Medium Outsider (Good, Lawful)
Hit Dice: 33d10+330+33 (hp)
Initiative: +11
Speed: 30ft, fly 60ft (perfect)
Armor Class: 55 (+7 dex, +18 natural, +12 armor, +7 deflection, +1 dodge)
Base Attack/CMB/CMD: +30/+40/57
Attack: Black Horn Spear+52 (1d8+26 plus 2d6 holy
Full Attack:
Space/Reach: 5ft/5ft (10ft with spear)
Special Attacks: Entangle, spell-like abilities, smite evil 8/day, charging smite, spells, furious strike+12/+9d6, call to judgment, favored enemy(evil outsiders), divine retribution.
Special Qualities: Damage reduction 15/epic, good and silver, immunity to fire, resistance to acid and cold 20, spell resistance 46, darkvision 120ft, see in darkness, telepathy 200ft,  aura of good, divine grace, lay on hands(276 hp), aura of courage, divine health, turn undead 15/day, remove disease 6/week, divine succor(80 hp), improved divine resolve, improved divine shield, mettle, heroic sacrifice.
Saves: Fort +44, Ref +41, Will +41
Abilities: Str 30, Dex 25, Con 30, Int 16, Wis 24, Cha 32
Skills: Concentration+46, Craft(Metalworking)+25, Diplomacy+47, Escape Artist+43, Hide+43, Knowledge(Arcana)+39, Knowledge(Planes)+39, Knowledge(Religion)+39, Listen+43, Move Silently+43, Perform(Singing)+47, Sense Motive+43, Spot+43, Survival+43, Use Rope+43, (+45 with bindings.)
Feats: Dodge(B), Mobility(B), Mindsight(1), Weapon Focus(Longspear)(F1), Improved Initiative(F2), Improved Flier(3), Power Attack(F4), Flyby Attack(6), Weapon Specialization(Longspear)(F6), Melee Weapon Mastery(F8), Toughness(9), Greater Weapon Focus(Longspear)(F10), Extra Smiting(Paladin)(12), Favored Power Attack(15), Track(R1), Battle Blessing(18), Divine Might(Mist)
Epic Feats: Dire Charge(21), Blinding Speed(24), Crushing Furious Strike(H14), Multiaction(27), Spread Holy Fury(H18)Unstoppable Crusade(30), Holy Strike(H22), Epic Weapon Focus(Longspear(33), Great Smiting(P23)
Alignment: Lawful Exalted

Gear:

Black Horn Spear: Longspear+7, mighty smiting, keen, evil outsider bane/fiercebane, 2x damage and wounding on a charge. Mighty Smiting: +1 smites per day, +2 hit/damage on smites. Keen: Doubled crit threat range. Evil outsider bane: +2 enhancement and +2d6 damage to attacks on the chosen type. Fiercebane: Glow if creature type selected by bane is within 60ft, +2d10 damage on a crit. It's a +12 weapon in total.
Golden Breastplate+7: +12 armor bonus. No ACP, ASF, no maximum dexterity.
Ribbon of Disguise: Alter self at will.
Amulet of Health+10 and Natural Armor+8: +10 enhancement bonus to constitution and +8 enhancement bonus to natural armor.
Bracers of Wrathful Smiting: +2 hit/damage on smites.
Ring of Protection+7: +7 deflection bonus to armor class.
Ring of Beauty: +6 enhancement bonus to charisma, +15 competence bonus to performance.
Gloves of Dexterity+2: +2 enhancement bonus to dexterity.
Belt of Giant's Strength+6: +6 enhancement bonus to strength.
Boots of the Battle Charger: Can charge as a standard action 2/day.
Ghost Rope 100ft: 2/day can use entangle to solidify an incorporeal creature. As long as the creature is entangled, it's considered corporeal.
Masterwork silver dagger: Backup weapon to slay creatures that need silver to bypass DR. Kept on person.
White Dress: Counts as armor slot, increases flying speed by 50ft. In storage.
Title: Re: Miscellania
Post by: Anastasia on June 30, 2011, 03:11:10 AM
Alicia. This time I tried experimenting, combining class abilities and divine traits into one package. I avoided gestalt altogether, instead designing her purely as a monster with no class levels. Epic feats were mostly guesses on what fit, as well as throwing around the idea of an epic arcane strike. For the moment it's just a bitchy pre-req feat that loosens the recent nerfing, I may make something more interesting later. Really I tried to capture the elements of war, gish and holiness with Alicia's build here. There's a lot of futzing around in here, posting it for interest.

I meant to do something with lay on hands or remove it, but I couldn't think of anything and I forgot to remove it. Oh well.

I'll probably do Seira next time I want to mess around with epic.


Alicia Reynes, Queen of the Battlefield

Queen of the Battlefield, The Righteous Avenger, Saint Alicia
Demigoddess
Symbol: Black queen chess piece viewed from above
Home Plane: Sylica
Portfolio: Magic, battle, justice, perseverance
Worshipers: Warriors, guards, spellswords, gishes, adventurers
Cleric Alignments: LG, NG, CG
Domains: War, Magic, Good
Favored Weapon:  Bonds (Falchion)

Size/Type: Medium Outsider (Good)
Hit Dice: 33d8+330 (594 hp)
Initiative: +10
Speed: 60ft, fly 200ft (good)
Armor Class: 62 (+10 dex, +12 armor, +16 natural, +13 deflection, +1 divine)
Base Attack/CMB/CMD: +33/+45/68
Attack: Bonds+54 (2d4+25 plus 2d6 undead bane plus 3d6 holy power 15-20 x3)
Full Attack: Bonds+54/+49/+44/+39 (2d4+25 plus 2d6 undead bane plus 3d6 holy power 15-20 x3)
Space/Reach: 5ft/5ft
Special Attacks: Spells, spell-like abilities, channel smite evil, turn undead(16/day, 19d6, DC 39), alter reality, change shape, divine aura, mistress of the duel.
Special Qualities: Divine grace, lay on hands(429 hp), chosen foe+6, familiar, damage reduction 15/epic, good and silver, divine aura, immunity to polymorph, petrification, energy drain, ability drain, ability damage and mind effecting(charms, compulsions, phantasms, patterns and morale effects), disease, poison, stunning, sleep, paralysis, death effects and disintegration, immunity to electricity and sonic, spell resistance 47,
Saves: Fort +42, Ref +42, Will +42
Abilities: Str 34, Dex 30, Con 30, Int 28, Wis 30, Cha 36   
Skills: Bluff+54, Concentration+47, Craft(Painting)+46, Diplomacy+54, Intimidate+54, Knowledge(Arcana)+46, Knowledge(Local: Sylica)+46,  Knowledge(Nature)+46, Knowledge(Religion)+46, Knowledge(Planes)+46, Sense Motive+47, Spellcraft+46, Tumble+47 (6 skills to go)
Feats: Eschew Materials(B), Power Attack(H), Flyby Attack(1), Divine Might(3), Arcane Strike(6), Improved Critical(Falchion)(9), Exalted Familiar(12), Celestial Bloodline(15), Weapon Focus(Falchion)(18)
Epic Feats: Overwhelming Critical(21), Devastating Critical(24), Blinding Speed(27), Epic Arcane Strike(30), Epic Reputation(33)
Salient Divine Abilities: Divine Armor Mastery, Divine Radiance.
Alignment: Lawful Exalted (Neutral Exalted tendencies)

Spells

Alicia casts as a 33rd level sorcerer. (34th for good spells) Her save DCs are 23+spell level.

Spell-like abilities

At will-Aid, antimagic field, blade barrier, dispel evil, dispel magic, divine power, flame strike, foresight, greater teleport, holy aura, holy smite, holy word, imbue with spell ability, identify, magic aura, magic circle against evil, magic disjunction, magic weapon, magic vestment, power word blind, power word stun, protection from evil, protection from spells, spell resistance, spell turning, spiritual weapon, summon monster 9(Good creatures only)

Divine Radiance (Di)

Alicia can shed light from her body in an emanation with a radius of 20 feet. This light counters and dispels all darkness effects (unless created by a deity or cosmic entity that succeeds on an opposed rank check) and causes pain and damage to undead creatures, who take 4d8 points of damage per round with no save. In addition the area within the emanation is considered consecrated with an altar to Alicia, granting +2d6 to turning damage dice and -2 to undead attack rolls, damage rolls and saves.

Divine Armor Mastery (Di)

Alicia ignores the arcane spell failure and maximum dexterity bonus of all light and medium armors.

Channeled Smite Evil (Su)

Three times per day Alicia may channel a spell, like the spellsword ability of the same name. When she does so, her weapon throbs with holy power and eldritch might, treating the following attack with the channeled spell as if she smited evil. This adds a +13 bonus to her attack roll and +33 to her damage roll against evil targets. Missing does not expend the smite or channeled spell. Further, if the target is evil and successfully smited, any saving throw the target makes against the channeled spell suffers a -4 penalty to it's saving throw, and Alicia gains a +4 bonus to any caster level check to overcome spell resistance.

Mistress of the Duel (Di)

By testing her foes' defenses and wearing them down, Alicia can determine the most efficient way to achieve victory. Every round after the first, Alicia gains a cumulative +2 insight bonus to all rolls concerning an opponent she is in battle with, while her opponent suffers a cumulative -2 penalty to all rolls concerning Alicia, to a maximum of +6/-6. Thus if Alicia has been in battle with two pit fiends for three rounds, the modifiers would be +4/-4 respectively. If a Cornugon enters battle on the third round, then Alicia would gain a +2/-2 advantage over it on the fourth round, while the Pit Fiends would be on +6/-6. The benefits of this ability remain in place as long as combat lasts, but end if Alicia and her opponent are separated for more than three rounds, and must start again if battle is rejoined.

Epic Arcane Strike[Epic]
Prerequisite: Arcane Strike, base attack bonus+25, caster level 25st.
Benefit: You may sacrifice up to two spells per round with arcane strike. The attack roll bonus uses the highest spell level sacrificed and does not stack. However, the extra damage from both sacrificed spells stack. For example, Alicia sacrifices a 5th and a 9th level spell. She gains a +9 bonus to her attack rolls and gains +14d4 damage on a hit.
Title: Re: Miscellania
Post by: Anastasia on July 15, 2011, 02:12:50 AM
I've been using a modified version of dicefreaks's deity rules for my deity designs. I'm posting them here for reference. It's nice and out of the way, and I don't want to clutter the board of a low/mid level game up with divine rules. Note that I tend to make little edits and adjustments as I work with them, so these may not be wholly accurate later on. A few things aren't done yet, but these are all borderline things I don't care much about for theoretical design work.

This will be several posts, incoming now.
Title: Re: Miscellania
Post by: Anastasia on July 15, 2011, 02:18:50 AM

Changes are indicated with bold text. Minor edits to bring this in line with Balmuria house rules may not be indicated, such as removing reference to epic BAB progression.

DIVINE RANKS

Each deity has a divine rank. A deity's divine rank determines how much divine power the entity has.

Rank 0: Creatures of this rank are sometimes called quasi-deities or hero deities. Creatures that have a mortal and a deity as parents also fall into this category. These entities can grant limited spells, and are immortal and usually have one or more ability scores that are far above the norm for their species. They may have some worshipers. Ordinary mortals do not have a divine rank of 0. They lack a divine rank altogether.

Rank 1–5: These entities, called demigods, are the weakest of the deities. A demigod can grant spells and perform a few deeds that are beyond mortal limits. A demigod has anywhere from a few hundred to a few thousand devoted mortal worshipers and may receive veneration or respect from many more. A demigod controls a small godly realm (usually on an Outer Plane) and has minor control over a portfolio that includes one or more aspects of mortal existence. A demigod might be very accomplished in a single skill or a group of related skills, gain combat advantages in special circumstances, or be able to bring about minor changes in reality itself related to the portfolio.

Rank 6–10: Called lesser deities, these entities grant spells and can perform more powerful deeds than demigods can. Lesser deities have anywhere from a few thousand to tens of thousands of worshipers and control larger godly realms than demigods. They also have keener senses where their portfolios are concerned.

Rank 11–15: These entities are called intermediate deities. They have hundreds of thousands of mortal worshipers and control larger godly realms than demigods or lesser deities.

Rank 16–20: Called greater deities, these entities may have millions of mortal worshipers, and they command respect even among other deities. The most powerful of greater deities rule over other deities just as mortal sovereigns rule over commoners.

Rank 21+: These entities are beyond the ken of mortals and care nothing for worshipers. They do not grant spells, do not answer prayers, and do not respond to queries. If they are known at all, it is to a handful of scholars on the Mortal Coil, and the most powerful entities of the planes. They are called overpowers. For most intents and purposes, overpowers are effectively omnipotent. In some pantheistic systems, the consent of an overpower is required to become a deity.

DIVINE CHARACTERISTICS

Most deities are creatures of the outsider type, save for ascended undead creatures (which remain undead) and ascended dragons(which retain the dragon type). A chaotic, evil, good, or lawful deity will possess all the appropriate alignment subtypes. A deity will also possess any subtypes of the base creature, and when encountered on the Mortal Coil most deities will possess the extraplanar subtype as well (unless that is where the deity's divine realm is located). Unlike other outsiders, deities do not automatically receive darkvision. Exact physical characteristics vary from deity to deity. A deity's outsider type, racial HD, and class or classes determine her weapon proficiencies, feats, and skills. She uses the epic saving throw progressions as appropriate. A deity also has some or all of the following additional qualities, depending on her divine rank.

Hit Points: A deity always has maximum hit points.
Speed: Deities can move much more quickly than mortals. A deity's base land speed depends on her current form (biped or quadruped) and size, as shown below. Some deities are exceptions, with speeds faster or slower than the norm.











SIZE BIPED* QUADRAPED**
Fine 20ft 60ft
Diminutive 30ft 70ft
Tiny 40ft 80ft
Small 50ft 90ft
Medium 60ft 100ft
Large 80ft 120ft
Huge 100ft 140ft
Gargantuan 120ft 160ft
Colossal 140ft 180ft

*Or any form with two or fewer legs.
**Or any form with three or more legs.

Note: Use the Biped column for burrow and swim speeds for all deities regardless of form. Use half the value in the Biped column for climb speeds for all deities. Use twice the value in the Quadruped column for fly speeds for all deities capable of flying.

Armor Class: A field of divine energy encompasses a deity's body, granting her a divine Armor Class bonus equal to her divine rank. This bonus stacks with all other Armor Class bonuses and is effective against touch attacks and incorporeal touch attacks. A deity also receives a Natural Armor bonus to armor class equal to 15 + her divine rank, and a deflection bonus to AC equal to her Charisma bonus (if any). Many deities have other Armor Class bonuses as noted in their individual descriptions.

Attacks: A deity's Hit Dice and type and character level determine her base attack bonus. A deity gets her divine rank as a divine bonus on all attack rolls.

Bypassing Damage Reduction: As outsiders with alignment subtypes, the natural attacks of deities, as well as any weapons they wield, are considered aligned the same as the deity for the purposes of bypassing damage reduction. They are also considered to be epic weapons.

Special Abilities: A deity retains all the special abilities of the base creature and also gains the following special abilities.

Alter Reality (Su): Deities exert a considerable measure of control over reality itself, and their presences can command the very essence of the world around them. This warping of reality manifests in a number of ways.

Demigods and lesser deities can use limited wish with regard to their portfolios, and deities of higher rank can use wish likewise. This ability does not place any strain on the deity's body, unlike with a mortal casting wish or limited wish, and requires a standard action to implement. In effect, a deity can duplicate practically any spell effect, so long as the effect fits within the deity's sphere of influence. Whether the deity has access to wish or limited wish as part of alter reality, a strict interpretation of what is and what is not related to its portfolio is necessary to maintain balance. Permissible uses of this ability should be listed in each deity's description. Note that in the situation where two deities both try and Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered. 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.

Deities of at rank 6 or higher may also cure or inflict wounds. Good deities can use alter reality to cast any cure spell at will as a standard action while evil deities can cast any inflict spell; neutral deities select which version they prefer and cannot change it once selected. A deity can apply metamagic feats to the spells if desired, up to the normal limited of wish or limited wish's ability to mimic spells.

Change shape removed, this becomes a salient divine ability instead.

Domains: Demigods receive three domains, lesser deities receive four, intermediate five, and greater six. A deity of any rank may take the Extra Domain salient divine ability (see Salient Divine Abilities, below). A deity with fewer domains then his rank would entitle him to may make up the difference with bonus salient divine abilities.

Domain Powers: A deity of rank 1 or higher can use any domain power she can grant a number of times per day equal to her divine rank (if the power normally can be used more often than that, the deity gets the greater number of uses). If a domain power is based on cleric level (or one-half cleric level), a deity with no cleric levels has an effective cleric level equal to one half her hit dice for this purpose.

Familiar ability removed and made into a salient divine ability instead.

Salient Divine Abilities: Every deity of rank 1 or higher has at least one additional power, called a salient divine ability, per divine rank (see Salient Divine Abilities, below). A deity who has less domains than she is entitled to gains bonus salient divine abilities, as noted in domains.

Spontaneous Casting: A deity of rank 1 or higher who has levels in a divine spellcasting class can spontaneously cast any spell she can grant, just as a cleric can spontaneously cast cure or inflict spells. This ability does not fully extend to epic spells; a deity must research or otherwise learn an epic spell normally before she can spontaneously cast it.

Spell-Like Abilities: A deity can use any domain spell she can grant as a spell-like ability at will. This ability does not extend past ninth level magic; epic level spells are not gained as spell-like abilities in this manner. Her effective caster level for such abilities is equal to her hit dice. The saving throw DC for such abilities is 20 + the spell's level + her Charisma modifier + her divine rank.

Travel: A deity of rank 1 or higher can use greater teleport as a spell-like ability at will at a caster level equal to her hit dice, except that she can transport only herself and up to 100 pounds of objects per divine rank. A deity of rank 6 or higher also can use greater planeshift as a spell-like ability at will at a caster level equal to her hit dice, except that she can only transport herself and up to 100 pounds of objects. If the deity has a familiar, personal mount, or personal intelligent weapon, the creature can accompany her in any mode of travel if she touches it. The creature's weight counts against the total weight limit.

Special Qualities: A deity retains the base creature's special qualities, and gains the following:

Damage Reduction: A deity has damage reduction as shown below.

    DIVINE   DAMAGE
    RANK     REDUCTION
    0        10/epic
    1–5      15/epic and material*
    6–10     20/epic and material*
    11–15    25/epic and material*
    16–20    30/epic and material*
    *Select a standard material such as adamantine, mithral, cold iron,
    steel, wood or silver.

If the deity also has damage reduction from another source, it does not stack with her divine damage reduction. Instead, they combine as best as possible, based on the rules for combining types of damage reduction. See Salient Divine Abilities (below) for additional ways to complement a deity's damage reduction. Damage reduction cannot be ignored by means of a successful opposed rank check.

Divine Aura (Ex): The mere presence of a deity of rank 1 or higher can deeply affect mortals and beings of lower divine rank. A divine aura is an emanation that extends around the deity in a radius whose size is a function of her rank. She chooses the size of the radius and can change it as a swift action. If the deity chooses a radius of 0 feet, her aura power effectively becomes non-functional. 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. A deities divine aura can extend as far as described on the table below:

    DIVINE  DIVINE
    RANK    AURA SIZE
    1–5     10 ft./rank
    6–10    100 ft./rank
    11–15   1000 ft./rank
    16–20   1 mile/rank

The deity can make her own worshipers, beings of her alignment, or both types of individuals immune to the effect as a free action. The immunity lasts one day or until she dismisses it. Once affected by an aura power, creatures remain affected as long as they remain within the aura's radius. The deity can choose from the following effects each round as a free action.

Daze: Affected beings just stare at the deity 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 the deity makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight.
Resolve: The deity's allies receive a +4 morale bonus on attack rolls, saves, and checks, while her 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 10 + the deity's rank + the deity's Charisma modifier. Deities are immune to the auras of others of equal or lower rank. Any being that makes a successful saving throw against a deity's aura becomes immune to that aura power for one day.

Immortality: All deities (even those of rank 0) are naturally immortal and cannot die from natural causes. A deity does not age, and she does not need to eat, sleep, or breathe. The only way for a deity to die is through special circumstances, usually by being slain in magical or physical combat. She risks permanent destruction if slain on her home plane and if the attacker succeeds in an opposed rank check. Otherwise, the deity reforms within her divine realm after Omitted at DM discretion.

Immunities: A deity is immune to polymorphing, petrification, or any other attack that alters her form. Any shape-altering powers she might have function normally on herself. She 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).

Deities of rank 1 or higher are immune to any two elements (acid, cold, electricity, fire, or sonic), regardless of the attacker. Some deities have additional energy immunities. They are also immune to disease, poison, stunning, sleep, paralysis, death effects, and disintegration. In addition to these, deities of rank 6 or higher are immune to effects that imprison or banish them. Such effects include banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking.

Removed resistances, it's unneeded bloat.

Spell Resistance: A deity has spell resistance equal to 15 + HD.

Saving Throws: A deity's Hit Dice and character levels determine her base saving throw bonuses. She gains a bonus equal to her divine rank as a divine bonus on all saving throws. [/b]In addition she gains a resistance bonus to all saving throws equal to her charisma modifier.[/b]

Ability Scores: A deity gains an enhancement bonus to all ability scores equal to 10 + her divine rank.

Checks: A deity gains a divine bonus equal to her divine rank on all skill checks, ability checks and caster level checks.

Removed bit about rank checks, see Rank Checks below.

Removed CR notes. Really, CR is hugely relative in epic anyway. Not even going to try.

OTHER DIVINE POWERS

Deities of rank 1 or higher do not automatically fail on a natural attack roll or saving throw roll of 1. Lesser deities (rank 6–10) may take 10 on any check, provided they need to make a check at all. Intermediate deities (rank 11–15) always get a result of 20 on any check, provided they need to make a check at all.

Greater deities (rank 16–20) automatically get the best result possible on all die rolls they make. Calculate success, failure, or other effects accordingly. When a roll of 20 would grant automatic success (as on an attack roll or saving throw), a d20 should still be rolled and used to check for automatic success. Likewise, a d20 should be still rolled when a greater deity makes an attack roll, to check for a critical threat. This quality means that greater deities never need the Maximize Spell feat, because their spells have maximum effect already (greater deities are treated as having Maximize Spell, Maximize Spell-Like Ability and any other Maximize Feat for the sake of prerequisites. They need not select them.).

Certain rolls (such as miss chances and rank checks) should still be rolled by the DM (the deity does not automatically succeed).

Automatic Actions: When acting within her portfolio, a deity can perform any action as an immediate action, as long as the check DC is equal to or less than the number on the table below. The number of swift actions a deity can perform each round is also determined by her divine rank. She is, however, still limited to one swift action spell per round (unless one of her abilities states otherwise).

    DIVINE  MAXIMUM DC   SWIFT ACTIONS
    RANK    FOR ACTION   PER ROUND
    1–5     15           2
    6–10    20           5
    11–15   25           10
    16–20   30           20

Communication: A deity of rank 1 or higher can understand, speak, and read any language, including nonverbal languages. She can speak directly to any beings within one mile of herself per divine rank.

Remote Communication: As a standard action, the deity can send a communication to a remote location. She can speak to any of her own worshipers, and to anyone within one mile per rank away from a site dedicated to her, or within one mile per rank away from a statue or other likeness of her. The creature being contacted can receive a telepathic message that only it can hear. Alternatively, the deity's voice can seem to issue from the air, the ground, or from some object of her choosing (but not an object or locale dedicated to another deity of equal or higher rank). In the latter case, anyone within earshot of the sound can hear it. The deity can send a manifestation or omen instead of a spoken or telepathic message. The exact nature of this communication varies with the deity, but it usually is some visible phenomenon. A deity's communication power can cross planes and penetrate any barrier. Once communication is initiated, the deity can continue communicating as a free action until she decides to end the communication. A deity can carry on as many remote communications at one time as she can remotely sense (see Remote Sensing, below).

Create Items: A deity of rank 1 or higher can create magic items related to her portfolio without any requisite item creation feat, provided that she possesses all other prerequisites for the item. The maximum item value a deity can create is a function of her divine rank (see the table below). The item's cost and creation time remain unchanged, but the deity is free to undertake any activity when not laboring on the item.

    DIVINE  MAXIMUM
    RANK    MARKET PRICE
    1–5     4,500 gp
    6–10    30,000 gp
    11–15   200,000 gp (any non-epic item)
    16–20   400,000 gp (including artifacts)

If a deity has the item creation feat pertaining to the item she wishes to create, the cost (in gold) and creation times are halved. If she has the Craft Artifact salient divine ability, all item creation costs are halved.

Removed segment about limits and instead placed a hard cap on greater deity item creation.

Grant Spells: A deity automatically grants spells and domain powers to mortal divine spellcasters who pray to her. All deities can grant spells from divine spell lists, unless they possess an alignment descriptor opposed to the deity's own alignment. Demigods can grant spells from three domains, lesser deities from four, intermediate deities from five, and greater deities from six. A deity can gain the Extra Domain salient divine ability (see Salient Divine Abilities, below) to increase this number.

Omitted section on non-cleric divine casting, I don't feel this level of preciseness does anyone any favors. Gods simply grant spells to their worshipers, I don't see a need to break it up any more than that.

A deity can withhold spells from any particular mortal at will; once a spell has been granted, however, it remains in the mortal's mind until expended.

Portfolio: Every deity of rank 1 or higher has at least limited knowledge and control over some aspect of mortal existence. Her connection to her portfolio gives her a number of powers.

Portfolio Sense: Demigods have a limited ability to sense events involving their portfolios. They automatically sense any event that involves one thousand or more people. The ability is limited to the present. Lesser deities automatically sense any event that involves their portfolios and affects five hundred or more people. Intermediate deities automatically sense any event that involves their portfolios, regardless of the number of people involved. In addition, their senses extend one week into the past for every divine rank they have. Greater deities automatically sense any event that involves their portfolios, regardless of the number of people involved. In addition, their senses extend one week into the past and one week into the future for every divine rank they have. The ability to sense the future is not perfect, local events can change the future so that what was sensed does not come to pass.

When a deity senses an event, she merely knows that the event is occurring and where it is. She receives no sensory information about the event. Once a deity notices an event, she can typically use her remote sensing power to perceive more about it. If a greater deity senses an event in the future that is subsequently stopped from happening, they are aware it was stopped, though further details are not known.

Omitted sensory powers, made into an SDA instead.

Remote Sensing: As a standard action, a deity of rank 1 or higher can perceive everything within a radius of one mile per rank around any of her worshipers, holy sites, or other objects or locales sacred to her. This supernatural effect can also be centered on any place where someone speaks the deity's name or title for up to 1 hour after the name is spoken, and at any location when an event related to her portfolio occurs. The remote sensing power can cross planes and penetrate any barrier except a divine shield (described in Salient Divine Abilities) or an area otherwise blocked by a deity of equal or higher rank. Remote sensing is not fooled by misdirection, nondetection, or similar spells, and it does not create a magical sensor that other creatures can detect. A deity can extend her senses to two or more remote locations at once (depending on her divine rank) and still sense what's going on nearby.

    DIVINE   REMOTE
    RANK     LOCATIONS
    1–5      2
    6–10     5
    11–15    10
    16–20    20

Once a deity chooses a remote location to sense, she automatically receives sensory information from that location until she chooses a new location to sense, or until the location is blocked somehow.

Block Sensing: As a standard action, a deity of rank 1 or higher can block the sensing ability of other deities of her rank or lower. This power extends for a radius of one mile per rank of the deity, or within the same distance around a temple or other locale sacred to her, or the same distance around a portfolio-related event. The deity can block two remote locations at once, plus the area within one mile of herself. The blockage lasts 1 hour per divine rank.

Rank Checks: A rank check is used to determine results between two deities attempting to influence reality or compete against each other. A rank check is 1d20 + divine rank + strata bonus(if any).

When making a rank check against another deity or a cosmic entity, a deity (or cosmic entity) adds her divine rank as well as a +4 strata bonus for every divine strata which she is higher than her opponent. The different strata are quasideity, demigod, lesser deity, intermediate deity, greater deity, and overdeity. For example, if a rank 9 lesser deity and a rank 12 intermediate deity were to make opposed rank checks, the lesser deity would roll 1d20+9 (base 9) and the intermediate deity would roll 1d20+16 (base 12 + 4 strata bonus). If a rank 18 greater deity were to make a check against a rank 5 demigod, the greater deity would roll 1d20+30 (base 18 + 12 strata bonus) and the demigod would roll 1d20+5 (base 5).

Intermediate and greater deities do not maximize rank check rolls.

Avatars and proxies are omitted by DM discretion.

Godly realms omitted by DM discretion.
Title: Re: Miscellania
Post by: Anastasia on July 15, 2011, 02:20:23 AM
SALIENT DIVINE ABILITIES

A salient divine ability is like a feat—it gives a deity a new capability or improves one that she already has. A deity has a base of three salient divine abilities, plus one for each of her divine ranks, as well as additional salient divine abilities reflecting its status: demigods receive one bonus ability, lesser deities receive two bonus abilities, intermediate deities receive three, and greater deities receive five.

Some salient divine abilities have prerequisites. Usually, the deity must have all the listed prerequisites to have the ability. A divine rank of 1 is a prerequisite for all salient divine abilities. The most common salient divine abilities are described here, but these are by no means the only ones possible. Most deities have at least one or two unique salient divine abilities, which are explained in their descriptions. Some deities have many more than that, depending on how unusual their portfolios are.

When a salient divine ability allows a saving throw, the kind of save is noted in the descriptive text. Most saving throws have DCs of 20 + the deity's relevant ability modifier + the deity's divine rank. The actual DC is listed in the deity's description.

Using Salient Divine Abilities: Using a salient divine ability is a standard action unless otherwise noted in the ability description. Using a salient divine ability does not provoke an attack of opportunity.

Salient Divine Abilities and Antimagic: A salient divine ability functions normally within an antimagic field(which a deity is immune to anyway), and is never subject to spell resistance.

TYPES OF SALIENT DIVINE ABILITIES

Salient divine abilities can be divided into several subgroups, detailed below. Unique salient divine abilities can fall into any category.

General Abilities: General abilities have no special rules that govern them as a group. They might enhance existing abilities, grant new abilities, or even grant a number of epic or non-epic feats.

Divine Class Features: Divine class abilities are designed to grant epic skill in a particular class. They typically consist of four to six bonus epic feats and similarly-powered abilities. They may grant more or less than this, depending on how powerful the feats are.

Divine Powers: Divine power abilities either grant unique powers to a deity or enhance divine traits she already possesses. The powers granted by these salient divine abilities are typically unavailable from any other source, and are often akin to racial traits.

Domain Abilities: Domain abilities are similar to divine power abilities, but they grant a group of powers based on the deity's portfolio. These abilities can be great or small, but they allow a deity to better exemplify her principle portfolio element.

DESCRIPTIONS

Here is the format for salient divine ability descriptions.

ABILITY NAME

Prerequisite: A minimum divine rank, minimum ability score, another salient divine ability, a minimum base attack bonus, a feat, a skill, or some other condition that a deity must have in order to acquire this salient divine ability. This entry is absent if a salient divine ability has no prerequisites. An ability may have more than one prerequisite. All salient divine abilities have a minimum prerequisite of divine rank 1. Quasi-deities (rank 0) have no salient divine abilities.

Benefit: What the ability enables the deity to do. If a deity has the same ability more than once, its benefits do not stack unless indicated otherwise in the description. In general, having a salient divine ability twice is the same as having it once.

Special: Additional facts about the ability that may be helpful when using the ability in play.

Rest: Some abilities require the deity to rest afterward. If no rest is required, the entry is absent. A resting deity can engage in light activities such as talking or walking at half speed. When attempting anything more strenuous than that, the deity can only take partial actions and suffers a –6 penalty on all attack rolls, saves, and checks. She cannot use another ability that requires rest until her current rest requirement is fulfilled. Any time the deity spends performing strenuous activities does not count toward the required rest time.

Suggested Portfolio Elements: This entry gives one or more portfolio elements that are associated with the salient divine ability in question. A deity should not have more than a few abilities that fall outside of her portfolio; those that do should make sense for the deity despite lacking those portfolio elements. When "supreme" is listed as a portfolio element, any deity counted among the most powerful in her pantheon qualifies.

Note that portfolio elements do not necessarily translate directly to domains.

The portfolio guidelines are just that. They are guidelines and suggestions, not cold, hard rules.

Note: Prerequisite changes aren't bolded.


ALTER FORM
The deity can make minor changes to her appearance and form. This is an extraordinary ability.
Benefit: As a move-equivalent action, the deity can alter her form, including clothing and equipment. The assumed form must be corporeal. Her body can undergo a limited physical transmutation, including adding or subtracting one or two limbs. If the form selected has wings, the deity can fly. Likewise, she can swim if the form has fins, breathe water if the form has gills, and so on.
The deity can remain in the altered form indefinitely, but resumes her own form if slain.
Notes: The deity's attack bonus, Armor Class, and saves do not change. She does not gain any of the assumed form's special abilities, attack forms, defenses, ability scores, or mannerisms. The deity can change physical qualities (such as hair color, hair texture, skin color, and gender). She can use this ability to create disguises, gaining a bonus of +10 on its Disguise checks. She can use her Alter Size ability simultaneously with this one to become taller, shorter, thinner, or heavier.
Suggested Portfolio Elements: Nature, secrets, thieves.

ALTER SIZE
The deity gains the ability to change size.
Benefit: The deity gains the ability to alter change her size. As a swift action, demigods can assume any size from Tiny to Huge. A demigod also can change the size of up to 100 pounds of objects she touches. If the deity has a familiar, personal mount, or personal intelligent weapon, the creature can change size with the deity if the deity touches it, but its weight counts against the deity's weight limit. Lesser deities can increase their size up to Gargantuan, and deities of higher rank can assume any size from Fine to Colossal. 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 the deity's combat ability. The deity's Strength, Armor Class, attack bonus, and damage dealt with weapons changes according to the size the deity assumes. The deity's Strength score can never be reduced to less than 1 through this ability. Also note that use of this divine ability does not affect all the deities' characteristics. Demigods and lesser deities can select the Improved Alter Size salient divine ability to remove some of the restrictions placed upon them.
Suggested Portfolio Elements: Any.

ANNIHILATING STRIKE
Prerequisites: Divine rank 11, base attack bonus +40, Str 35
Benefit: When the deity strikes with a weapon or natural weapon, the opponent struck may be obliterated. Creatures, attended objects, and magic items must make Fort saves (DC 10+ Str modifier + divine rank) or be reduced to -10 hit points and killed outright. Unattended, non-magical objects are obliterated. The deity can destroy up to 1,000 cubic feet (a 10-foot cube) of nonliving matter per rank, so the ability destroys only part of any very large object or structure targeted.
Notes: Deities and cosmic entities are not subject to this ability except on a successful opposed rank check. This ability has no effects on objects or effects that are not subject to physical attacks, such as walls of force.
Suggested Portfolio Elements: Death, justice, vengeance, war.

ARCANE MASTERY
The deity can prepare arcane spells without consulting a spellbook.
Prerequisites: Spellcaster level 21st, Int 29, Spell Mastery.
Benefit: The deity can prepare any arcane spell that she can cast without using a spellbook. This includes all spells on the appropriate spell list as well as non-standard spells created according to the spell creation guidelines.
Suggested Portfolio Elements: Knowledge, magic.

AREA DIVINE SHIELD
The deity can channel part of her personal energy into a barrier that protects against almost any attack.
Prerequisites: Divine rank 6, Cha 31, Divine Shield.
Benefit: Except where noted here, this ability works like the Divine Shield ability. The deity produces a transparent barrier whose area is up to one 10-foot square per rank, or a sphere or hemisphere with a radius of up to 1 foot per rank. The barrier can be placed anywhere within her line of sight. The deity can place the barrier so that it is mobile with respect to some unattended object or willing creature. The barrier can be adjusted to ignore certain types of damage, just as a divine shield can. If the deity makes the shield mobile with respect to a willing creature, the deity also can make the barrier one-way with respect to the creature and its allies, allowing them to attack through the shield and still use its protection.
Notes: The deity can shape the shield around herself or around a willing creature so that it is skintight, which prevents the subject from being touched.
Suggested Portfolio Elements: Any.

AUTOMATIC METAMAGIC
The deity can apply a particular metamagic feat to spells she can cast or to her spell-like abilities with no spell slot adjustment.
Prerequisite: Spellcaster level 21st.
Benefit: The deity chooses one non-epic metamagic feat. As a free action, she can apply the selected feat to the spells from any one spellcasting class she has or to her spell-like abilities. A spell altered by the use of this ability does not use up a higher-level slot.
Notes: The deity must obey all the limitations normally associated with the metamagic feat. Feats that depend on making the spell's level higher, such as Heighten Spell, do not work with this ability. A deity can have this ability multiple times, choosing a metamagic feat and either a spellcasting class or spell-like abilities to which the ability will apply each time.
Suggested Portfolio Elements: Knowledge, magic.

BANESTRIKE
Any weapon the deity wields works better against one type of foe.
Prerequisite: Base attack bonus +25.
Benefit: Any weapon the deity wields gains a bonus of +4 on attack rolls, and it deals an extra +4d6 points of damage against the designated foe. The bonus and extra damage stack with any other properties the weapon has.
Notes: The deity selects one kind of enemy from the list of ranger favored enemies.
The ability functions only when the deity personally attacks with a melee weapon or ranged weapon. She can apply the Banestrike ability to any weapon or natural weapon, but not to a spell, spell-like ability, supernatural ability, or divine ability.
A deity can have this ability multiple times, choosing a different kind of foe each time. She can imbue only one bane special ability to a weapon at a time and can change among them as a swift action.
Suggested Portfolio Elements: Death, justice, vengeance, war.

BATTLESENSE
The deity is nearly impossible to surprise, flank, or catch flat-footed.
Benefit: The deity cannot be surprised or flanked except by a deity or cosmic entity that succeeds on an opposed rank check. The deity retains her Dexterity bonus to Armor Class even if caught flat-footed or attacked by an invisible opponent, and is not subject to sneak attacks except by deities or cosmic entities that succeed on an opposed rank check. The deity always acts in a surprise round and is never surprised.
Notes: If the deity has the uncanny dodge or improved uncanny dodge class feature, this ability replaces it.
Suggested Portfolio Elements: Thieves, war.

CALL CREATURES
The deity can bring creatures to serve and aid her.
Benefit: The deity can call some kind of creature as noted in her description. Each creature called can have no more Hit Dice than the deity has divine ranks + 10, and the deity cannot have more creatures serving her at any given time than she has ranks. The creatures are transported to the deity's presence through an interdimensional connection similar to that created by a gate spell, except that it opens to the Material Plane. The creatures willingly serve to the best of their ability. The calling effect is otherwise similar to the calling property of the gate spell.
Notes: A deity can have this ability multiple times, choosing a different kind of creature each time.
Suggested Portfolio Elements: Any.

CLEARSIGHT
The deity can perceive reality despite appearances.
Prerequisites: Divine rank 6, Wis 29.
Benefit: The deity can see illusions, transmuted creatures and objects, and disguised creatures or objects for what they really are, provided they are within 10 feet per divine rank. This ability is similar to the true seeing spell, except that it does not reveal creatures' alignments and it does foil mundane disguises.
Suggested Portfolio Elements: Knowledge, truth.

COMMAND PLANTS
The deity can control plants and plant creatures.
Benefit: The deity can make plants grow in a radius of up to one mile per divine rank once per day. She can use this ability even in a place where no plants grow, though in this case the plants wither and die after one day. This ability works like the plant growth spell, except that it cannot be countered except by a deity or cosmic entity that succeeds on a rank check against the deity using the ability.
Also once per day, the deity can create one of the following effects.
Charm: Plant creatures and fungus creatures within (25 ft. + 5 ft. per 2 divine ranks) of her person act as if affected by a mass charm spell. The deity can command a number of plant creatures not exceeding her divine rank. No two affected creatures can be more than 30 feet from each other, and each is allowed a Will saving throw to negate the effect, whose DC is Wisdom-based. The effect lasts 1 day. This is a charm effect.
Animate: The ability imbues trees or other large, inanimate vegetable life with mobility. The animated plants then attack whomever or whatever the deity first designates. Animated plants gain humanlike senses. The plants' AC, speed, attacks, and special abilities vary with their size and form, as described for animated objects. The deity can animate two Large plants (like trees), four Medium plants (like shrubs), or eight Small plants (like vines). All plants to be affected must be within 60 feet of each other. The deity can animate different types of plants if desired. Creatures that have the plants in their possession can prevent the effect with Will saves; the DC is Wisdom-based. The effect lasts 1 hour per divine rank, to a maximum of 1 day.
Entangle: The deity imbues all plants within (25 ft. + 5 ft. per 2 divine ranks) with semimobility, which allows them to entwine around creatures in the area. This duplicates the effect of an entangle spell. The effect lasts 1 hour per divine rank, to a maximum of 1 day. The save DC is Wisdom-based.
Suggested Portfolio Elements: Agriculture, earth, fertility.

CRAFT ARTIFACT
The deity can make magic items that exceed mortal limits.
Prerequisites: Any five item creation feats.
Benefit: The deity is considered to possess the epic item creation feats associated with her non-epic feats. In addition, all magic items she creates gain the special properties unique to artifacts.
Suggested Portfolio Elements: Crafts, knowledge, magic.

CREATE OBJECT
The deity can create simple objects out of nothing.
Prerequisites: Int 29.
Benefit: As a full-round action, the deity can create objects weighing up to 100 pounds per divine rank, or with a volume of 20 cubic feet per rank. If she uses this ability on a divinely morphic plane or within her own godly realm, double the volume and weight the deity can create. If her realm is located on a divinely morphic plane, triple the volume and weight the deity can create there.
Once created, the objects are permanent and nonmagical. If the deity has the appropriate Craft skill, she can make a Craft check when creating the item to make it a masterwork item.
Rest: The deity must convert a considerable amount of its own energy into the object, which can leave the deity impaired. The deity can create an object with a value of up to 100 gp without impairment. For every additional 100 gp of value (or fraction of 100 gp), the deity must rest for 10 minutes. If the deity is creating an item on a divinely morphic plane or within its own godly realm, it can create a 200 gp item without resting. If the deity's realm is located on a divinely morphic plane, it can create a 300 gp item there without having to rest.
Suggested Portfolio Elements: Any

DIVINE AIR MASTERY
The deity has mastery over the air.
Prerequisite: Air domain.
Benefit: The deity gains a competence bonus on attack rolls, damage, and Armor Class equal to her divine rank if both she and her foe are airborne.
The deity can fly with perfect maneuverability. When flying, she automatically knows the location of any corporeal creature within 10 feet per divine rank, by sensing the disturbance in the air the creature causes.
Suggested Portfolio Elements: Air, wind.

DIVINE ARCHERY
The deity is the epitome of the archer, with abilities that surpass those of mortal archers.
Prerequisites: Base attack bonus +30, Dex 29, Point Blank Shot, Far Shot.
Benefit: The deity gains Combat Archery, Distant Shot, Swarm of Arrows, and Uncanny Accuracy as bonus feats. The range on her Swarm of Arrows feat is equal to 10 feet per divine rank.
Suggested Portfolio Elements: Archers, war.

DIVINE ARMOR MASTERY
The deity is able to move freely in light or medium armor.
Prerequisites: Armor Proficiency (light), Armor Proficiency (medium).
Benefit: The deity ignores the maximum Dexterity bonus limit, armor check penalty and arcane spell failure for medium or light armor.
Suggested Portfolio Elements: War.

DIVINE BARD
The deity is the epitome of the bard and has abilities that far surpass those of mortal bards.
Prerequisite: Bard level 20th.
Benefit: The deity gains Group Inspiration, Lasting Inspiration, Music of the Gods, Rapid Inspiration, and Reactive Countersong as bonus feats.
In addition, the range on all of the deity's ranged bardic abilities, such as countersong, fascinate, inspire competence, and inspire greatness, is equal to one mile per divine rank.
Finally, the effects of all the deity's bardic music abilities are doubled. Inspire courage grants a +8 morale bonus on saving throws against charm and fear effects and a +8 morale bonus on attack and damage rolls; inspire competence grants a +4 competence bonus on skill checks; inspire greatness grants +4d10 Hit Dice, a +4 competence bonus on attack rolls, and a +2 competence bonus on Fortitude saves, and inspire heroics grants a +8 morale bonus on saving throws and a +8 dodge bonus to AC.
Suggested Portfolio Elements: Art, bards, beauty, dance, love, music, poetry.

DIVINE BATTLE MASTERY
The deity is the epitome of the fighter, a master of sophisticated battle techniques.
Prerequisites: Fighter level 20th, Combat Reflexes, Int 13, Dex 13, Dodge, Combat Expertise, Mobility, Spring Attack, Whirlwind Attack, War domain.
Benefit: The deity gains Bounding Assault, Improved Combat Expertise, Improved Combat Reflexes, Improved Whirlwind Attack, Rapid Blitz feats as bonus feats.
In addition, the deity gains a +4 bonus to CMB and never provokes an attack of opportunity for attempting a combat maneuver. This bonus stacks with the benefits of other feats and abilities.
Suggested Portfolio Elements: Justice, vengeance, war.

DIVINE BLAST
The deity can channel part of her personal energy into a ray.
Prerequisite: Cha 29.
Benefit: The deity can use this ability a number of times per day equal to 3 + her Charisma bonus. The ray created can extend up to one mile per rank (the deity chooses the length). Targets the ray strikes take 1d12 points of damage per rank of the deity, plus 1d12 points of damage per point of Charisma bonus the deity has. There is no saving throw, but the deity must make a ranged touch attack to hit a target. She can make the ray look, sound, smell, and feel like anything she desires. Despite the appearance of the ray, the damage it deals results directly from divine power and is therefore not subject to being reduced by protection from elements and similar magic.
Notes: The ray destroys a wall of force, prismatic wall, or prismatic sphere it hits (all layers in a prismatic effect are destroyed). The ray itself is unaffected and can strike a target behind the wall of force or prismatic effect.
A divine shield can stop the ray.
Suggested Portfolio Elements: Any.

DIVINE BLESSING
The deity can grant exceptional abilities to mortals.
Prerequisite: Selected ability score 35.
Benefit: Choose one ability: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. The deity must have a score of at least 35 in the selected ability. She can grant mortals an enhancement bonus to that ability that lasts for one day, equal to one half of her own ability modifier. In a single day and at one time, the deity can affect a number of creatures equal to her divine rank.
Notes: A deity can have this ability multiple times, choosing a different ability score each time.
Suggested Portfolio Elements: Agility, beauty, endurance, knowledge, strength, wisdom.

DIVINE CELERITY
The deity is supernaturally swift.
Prerequisite: Dex 29.
Benefit: The deity always acts as if hasted, gaining all of the normal bonuses granted by the haste spell.
Suggested Portfolio Elements: Travel, wind.

DIVINE CREATION
The deity can create creatures or magic items out of nothing.
Prerequisites: Divine rank 16, Int 29, Create Object.
Benefit: As a full-round action, the deity can create mortal creatures or magic items whose total weight is up to 100 pounds per divine rank, or with a total volume of 20 cubic feet per rank. If she uses this ability on a divinely morphic plane or within her own godly realm, double the volume and weight the deity can create. If her realm is located on a divinely morphic plane, triple the volume and weight she can create there.
Notes: This ability works like the Create Object ability, except as noted below.
A deity can use this ability to create any kind of creature that does not have a divine rank. The deity can create a creature with class levels, but never with more class levels than the deity has herself or the deity's divine rank, whichever is lower.
Rest: The deity must convert a considerable amount of her own energy into a creature, which always leaves the deity impaired. The deity must rest for 10 minutes × the creature's Hit Dice × the creature's Challenge Rating for each creature created, with a minimum of 10 minutes per creature. If the creature has class levels, each level counts as an additional Hit Die.
The deity can create any kind of magic item except an artifact.
The rest requirement for creating magic items is the same as for the Create Object ability.
Suggested Portfolio Elements: Crafts, creation, supreme.

DIVINE DODGE
The deity can avoid damage by simply not being there when the attack hits.
Prerequisite: Dex 29.
Benefit: Any physical attack or individually targeted spell directed at the deity has a percent miss chance equal to 50 + the deity's rank. Area effects that include the deity have a similar chance to be ineffective.
Notes: The ability is similar to the blink spell, except that it is defensive only and the deity does not move to the Ethereal Plane, but simply exits from reality for a brief moment. This ability never interferes with the deity's own attacks. If an attack overcomes the miss chance, the deity still gets the benefit of a saving throw (if one is allowed).
Suggested Portfolio Elements: Agility, gambling, luck, protection.

DIVINE DRUID
The deity is the epitome of the druid and has abilities that far surpass those of mortal druids.
Prerequisites: Druid level 20th.
Benefit: The deity gains Colossal Wild Shape, Diminutive Wild Shape, Fine Wild Shape, Gargantuan Wild Shape, Improved Elemental Wild Shape, Magical Beast Wild Shape, and Plant Wild Shape as bonus feats.
Suggested Portfolio Elements: Nature.

DIVINE EARTH MASTERY
The deity has mastery over the earth.
Prerequisites: Earth domain.
Benefit: The deity gains a competence bonus on attack rolls, damage, and Armor Class equal to her divine rank if both she and her foe are touching the ground.
The deity gains a burrow speed commensurate with her size, as well as the ability to glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. This burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of her presence.
She has tremorsense, allowing her to automatically sense the location of anything within 10 feet per divine rank that is in contact with the ground.
The deity has complete control over all things made of earth (including stone and metal). She can alter the form of any amount of earth as a swift action. She can duplicate the effects of the stone shape, move earth, rusting grasp, transmute rock to mud, transmute mud to rock, disintegrate, and similar spells, with any earth, stone, or metal object as a target. She can also transmute any object made of earth, stone, or metal into a different kind of earth, stone, or metal. The deity can affect any object she can see, but no more than one object per round.
Suggested Portfolio Elements: Earth.

DIVINE FAMILIAR
The deity can make anything it's familiar.
Prerequisites: The deity can call a familiar or possesses one, caster level 21st.
Benefit: A deity has the ability to treat any creature of a given kind as her familiar, as long as that creature is within a distance of one mile per divine rank of the deity. This special familiar ability only applies to one creature at a time, but the deity can switch between one creature and another as an immediate action, as long as the second creature is within range. This special familiar ability does not replace her ability to have a normal familiar, which could be any kind of eligible creature.
Suggested Portfolio Elements: Magic.

DIVINE FAST HEALING
The deity heals wounds in a flash.
Prerequisites: Con 29 or the fast healing special quality.
Benefit: The deity gains fast healing of 20 + her divine rank. Lost limbs or body parts reattach instantly when pressed against the wound on the body.
Notes: This ability does not stack with the fast healing special quality.
A deity can have this ability multiple times, and its effects stack. A deity with two applications of this ability has fast healing of 40 + (divine rank ×2).
Suggested Portfolio Elements: Endurance, healing.

DIVINE FIRE MASTERY
The deity has mastery over fire.
Prerequisites: Fire domain.
Benefit: The deity gains a competence bonus on attack rolls, damage, and Armor Class equal to her divine rank if both she and her foe are touching fire or using weapons with the flaming or flaming burst special abilities.
The deity is immune to the effects of fire and heat.
She automatically knows the location of any corporeal creature within 10 feet per divine rank by sensing the disturbance in the ambient temperature that the creature causes.
The deity has complete control over all nonmagical fire and can duplicate the effect of any spell with the [fire] descriptor as a standard action.
Suggested Portfolio Elements: Fire.

DIVINE GLIBNESS
The deity's silver-tongued speech can convince others to take action.
Prerequisites: Cha 29, Bluff 40 ranks, Trickery domain.
Benefit: As a full-round action, the deity can speak and convince others to take some course of action. This works like a mass suggestion spell cast at a level equal to 10 + her divine rank, except that it affects up to (10 + divine rank) creatures, no two of which can be more than (10 × divine rank) feet apart. The save DC is 10 + the deity's Charisma modifier + the deity's divine rank.
Suggested Portfolio Elements: Commerce, lies, thieves.

DIVINE INSPIRATION
The deity can inspire a specific emotional state in others.
Benefit: The deity can enchant creatures to create a specific emotion. She can affect one creature per divine rank at once, and up to the same number each day. All must be within the deity's line of sight when first affected. The specific effects depend on the emotional state induced. Unless otherwise noted, all save DCs are Charisma-based.
Courage: The enchanted creatures become immune to fear effects and receive a +2 morale bonus on attack rolls, weapon damage rolls, skill checks, and Will saves.
Despair: The enchanted creatures are affected as by an improved version of the crushing despair spell: affected creatures suffer a –4 penalty on attack rolls, damage rolls, saves, and checks unless they make a successful Will save. The effect lasts one day.
Dread: The enchanted creatures must make successful Wisdom checks (DC = the deity's divine rank) to attack or fight. If the check fails, the creature flees in panic for 1d4 rounds. If the check succeeds, the creature does not have to check again for 10 minutes. The enchanted creatures also suffer a –2 morale penalty on attack rolls, weapon damage rolls, skill checks, and Will saves.
Frenzy: Frenzied creatures spend themselves in drinking, feasting, and dancing unless provoked or incited to violence. Frenzied creatures turn violent if they are attacked or perceive a threat to their safety. Frenzied creatures receive a +4 morale bonus to Strength and Dexterity, a –4 penalty to Wisdom, and a –2 penalty to AC. Subjects can attempt Will saves to resist the effect. This is a mind-affecting compulsion.
Hope: The enchanted creatures gain a +4 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Rage: The enchanted creatures receive a +4 morale bonus to Strength and Constitution scores, a +2 morale bonus on Will saves, and a –2 penalty to AC. They are compelled to fight heedless of danger. Subjects can attempt Will saves to resist the effect. This is a mind-affecting compulsion.
Love and Desire: A love effect causes the target to fall in love with the specified creature, seeking every opportunity to be near that creature and making every effort to win the creature's affection. A desire effect is similar, but the target seeks any opportunity to become physically intimate with the specified creature. can attempt Will saves to resist the effect. This is a mind-affecting compulsion effect.
Suggested Portfolio Elements: Any.

DIVINE MONK
The deity is the epitome of the monk and has abilities that far surpass those of mortal monks.
Prerequisites: Monk level 20th, Deflect Arrows.
Benefit: The deity gains Axiomatic Strike, Exceptional Deflection, Infinite Deflection, Keen Strike and Reflect Arrows as bonus feats.
In addition, any unarmed attack she makes has a base damage of 2d12 and an enhancement bonus of +10.
Suggested Portfolio Elements: Monks.

DIVINE PALADIN
The deity is the epitome of the paladin and has abilities that far surpass those of mortal paladins.
Prerequisites: Paladin level 20th.
Benefit: The deity gains Great Smiting x3, Improved Aura of Courage, and Widen Aura of Courage as bonus feats. She can smite evil five additional times per day, and her special mount, if any, gains the celestial template.
Suggested Portfolio Elements: Good, justice, law, nobility, war.

Omitted divine psionics and divine psionic endowment. I don't know enough about them to include them and I'm not likely to ever use them. if this changes I'll add them.

DIVINE RADIANCE
The deity can emit a powerful holy light.
Prerequisite: Good alignment.
Benefit: The deity can shed light from her body in an emanation with a radius of 10 feet per divine rank. This light counters and dispels all darkness effects (unless created by a deity or cosmic entity that succeeds on an opposed rank check) and causes pain and damage to undead creatures, who take 2d8 points of damage per round with no save. As a full attack action, the deity can generate up to three rays of scorching light that can strike targets up to a number of miles away equal to her divine rank. Each ray deals 1d8 points of damage per divine rank. Undead take 2d12 points of damage per divine rank.
Suggested Portfolio Elements: Good, light, sun.

DIVINE RAGE
The deity flies into an awe-inspiring rage when struck by a weapon.
Prerequisite: Barbarian level 20th.
Benefit: This ability is similar to the barbarian's rage ability (and it replaces the barbarian rage ability for the deity). The deity can activate this ability only after suffering damage from a weapon, and can use it a number of times per day equal to her divine rank. Once used, the ability lasts 1 hour (though she can end the rage at will). While raging, the deity gains +10 to Strength, +10 to Constitution, and a +5 morale bonus on Will saves. Her spell resistance and energy resistances each increase by +10. The deity also can make one extra attack, at her full attack bonus, whenever she uses the full attack action. While raging, the deity suffers a –5 penalty to Armor Class and cannot perform acts that require patience and concentration, such as moving silently, casting spells, and using salient divine abilities.
Suggested Portfolio Elements: Destruction, rage, strength, war.

DIVINE RANGER
The deity is the epitome of the ranger and has abilities that far surpass those of mortal rangers.
Prerequisites: Ranger level 20th, Wis 29, Survival 40 ranks, Knowledge (nature) 30 ranks.
Benefit: The deity gains Bane of Enemies and Legendary Tracker as bonus feats. In addition, she treats all normal terrain as very soft ground for purposes of tracking and ignores DC modifiers for time or weather.
Suggested Portfolio Elements: Archers, hunting, nature.

DIVINE RECALL
The deity has superhuman memory of a particular subject.
Benefit: The deity remembers every event of a certain type that has ever occurred. The type of event is specified in the deity description.
Notes: A deity can have this ability multiple times, choosing a different type of event each time.
Suggested Portfolio Elements: Knowledge.

DIVINE ROGUE
The deity is the epitome of the rogue and has abilities that far surpass those of mortal rogues.
Prerequisites: Rogue level 20th, improved evasion, defensive roll.
Benefit: When struck by an attack from an opponent, she may make a Reflex save (DC 10 + damage dealt) to negate all damage from the attack. She may do this twice per round. She also gains Trap Sense as a bonus feat.
In addition, she can assess the exact value of any treasure she can see, and can immediately determine what any creature is carrying and where each carried item is.
Suggested Portfolio Elements: Thieves.

DIVINE SHIELD
The deity can channel part of her personal energy into a barrier that protects against almost any attack.
Prerequisites: Cha 29.
Benefit: As a swift action, the deity can create a shield that lasts 10 minutes and protects her body and equipment from attacks. The shield stops 10 points of damage per rank. Once the shield stops that much damage, it collapses. The damage can be from any source, including a divine blast attack. The deity can use this ability a number of times per day equal to 3 + her Constitution bonus.
The deity can adjust the shield so that it does not block damage she ignores anyway. The effects of multiple divine shields do not stack.
Suggested Portfolio Elements: Any.

DIVINE SKILL FOCUS
The deity has superlative ability with the selected skill.
Prerequisites: 33 ranks in the selected skill.
Benefit: The deity receives a bonus of 10 + her divine rank when using the selected skill.
Notes: This bonus stacks with the divine rank bonus deities normally receive on checks. If the selected skill is related to the deity's portfolio, add the deity's rank to the maximum DC for an immediate action.
A deity can have this ability multiple times, choosing a different skill each time.
Suggested Portfolio Elements: Any.

DIVINE SNEAK ATTACK
The deity's sneak attacks are devastating.
Prerequisites: Sneak attack +10d6, crippling strike.
Benefit: The deity gains Improved Sneak Attack x3, Sneak Attack of Opportunity, and Lingering Damage as bonus feats. In addition, she can flank or catch flat-footed any opponent whose divine rank does not exceed the deity's and can sneak attack that opponent.
Suggested Portfolio Elements: Thieves.

DIVINE SPELL FOCUS
The save DC for one school of spells the deity can cast increases.
Prerequisites: Spell Focus, Greater Spell Focus, Epic Spell Focus.
Benefit: The deity chooses one school of magic. The save DC for any spell of that school increases by one-half her divine rank. This bonus stacks the bonus from Spell Focus or Greater Spell Focus.
Notes: A deity can have this ability multiple times, choosing a different school of magic each time.
Suggested Portfolio Elements: Magic.

Removed Divine Spellcasting. Epic's feat for 10+ magic is sufficient.

DIVINE SPLENDOR
The deity's mere proximity is fatal to mortals.
Prerequisites: Divine rank 16, Cha 36.
Benefit: Any mortal who approaches within 10 feet per divine rank of the deity in her natural form dies immediately. The mortal is allowed a Fortitude saving throw with a DC of 20 + the deity's Charisma bonus + the deity's divine rank. Even if the save succeeds, the subject takes 1d8 damage per rank of the deity, which may kill it anyway. This ability may be suppressed or resumed as a free action. The deity may exclude creatures from this ability as a free action.
Suggested Portfolio Elements: Supreme.

DIVINE STORM
The deity can create a vortex of force that protects her and harms those of an alignment different from her own.
Prerequisite: Divine rank 11.
Benefit: The deity can surround herself with a vortex of holy or unholy energy that manifests in different forms depending on the deity. The vortex extends from the deity in an emanation with a radius of 10 feet per divine rank. The effect stops all attacks with thrown weapons and projectiles (they fail if made by creatures inside the area, or targeted at creatures within the area, or if their paths take them through the area).
In addition, the force expels creatures whose alignment on the ethical (lawful-chaotic) axis is opposite the deity's. If her ethical alignment is neutral (neutral good or neutral evil), the force does not expel any creatures. Affected creatures in the area must make Fortitude saves or be picked up and thrown out, regardless of size. Such creatures suffer 1d6 points of damage for each 10 feet they travel. Creatures that make successful saves are not affected by the vortex for one day, although the vortex still stops their thrown weapons and projectiles. Creatures that fail their saves can attempt to reenter the area, but must attempt new saves.
The force damages creatures whose alignment on the moral (good-evil) axis is opposite the deity's. If her moral alignment is neutral (lawful neutral or chaotic neutral), the force does not damage any creatures. Affected creatures in the area must make Fortitude saves each round or suffer 1 point of holy or unholy damage per divine rank. A successful save negates the damage, but the creature must save again the next round if it is still within the area.
Creatures whose alignment is diametrically opposed to the deity's are subject to both effects. The save DCs for both effects are Charisma-based.
Suggested Portfolio Elements: War.

DIVINE WATER MASTERY
The deity has mastery over water.
Prerequisites: Water domain.
Benefit: The deity gains a competence bonus on attack, damage, and Armor Class equal to her divine rank if both she and her foe are touching the same body of water.
The deity gains a swim speed commensurate with her size (see Divine Characteristics).
At will, as a full-round action, the deity can create a devastating tidal wave of water. On land, the wave has effects similar to a flash flood: Creatures caught in the water must make a Fortitude save (DC 15). Large or smaller creatures that fail the save are swept away, taking 1d6 points of nonlethal damage per round (1d3 points on a successful Swim check against DC 20). Huge creatures that fail are knocked down, while Gargantuan and Colossal creatures are checked. The wave destroys all wooden buildings and 25% of the stone buildings it comes into contact with. At sea, the tidal wave capsizes ships and crushes them to splinters. The wave affects a number of miles of coastland up to the deity's divine rank.
When touching water, the deity automatically senses the location of anything within 10 feet per divine rank that is in contact with the same body of water.
Suggested Portfolio Elements: Water.

DIVINE WEAPON FOCUS
The deity is particularly adept with one kind of weapon.
Benefit: This ability works like the Weapon Focus feat except that the deity receives a bonus of +4 on attacks with the weapon.
Notes: This bonus stacks with the divine bonus deities get on attack rolls, and with the Divine Weapon Mastery salient divine ability. It also stacks with the Weapon Focus and Greater Weapon Focus feats.
A deity can have this ability multiple times, choosing a different kind of weapon each time.
Suggested Portfolio Elements: Any.

DIVINE WEAPON MASTERY
The deity is exceptionally proficient with weapons.
Prerequisites: Epic Weapon Focus, Epic Weapon Specialization.
Benefit: The deity gains a +4 bonus to attack and damage rolls with any weapon. This stacks with the benefits from the various weapon focus and weapon specialization feats, as well as with divine weapon focus and divine weapon specialization.
Suggested Portfolio Elements: Fighters, war.

DIVINE WEAPON SPECIALIZATION
The deity deals tremendous damage with one kind of weapon.
Prerequisites: Epic Weapon Specialization, Divine Weapon Focus.
Benefit: This ability works like the fighter's Weapon Specialization feat, except that the deity receives a bonus on damage with the weapon equal to her divine rank.
Notes: If the selected weapon is a ranged weapon, the extra damage applies against any target the deity can see.
The damage bonus from this ability stacks with the damage bonus from the Divine Weapon Mastery ability and the Weapon Specialization and Greater Weapon Specialization feats.
A deity can have this ability multiple times, choosing a different kind of weapon each time.
Suggested Portfolio Elements: Fighters, war.

ELDRITCH KNOWLEDGE
The deity learns additional spells.
Prerequisites: Spellcaster level 31st, Cha 29, Extra Spell.
Benefit: The deity knows double the number of spells of each level normally granted by her class and level.
Notes: A deity may gain this salient divine ability more than once; the effects stack.
Suggested Portfolio Elements: Knowledge, magic.

ENERGY BURST
The deity can create a blast of damaging energy.
Benefit: The deity can create an emanation of a specific type of energy (acid, cold, electricity, fire, or sonic energy, specified in her description) with a radius of 10 feet per divine rank. Anything in the area takes 1d10 points of the appropriate energy damage per divine rank. Damage is halved for those who make successful saving throws (Reflex for acid, cold, electricity, or fire, Fortitude for sonic energy; the save DC is Charisma-based).
Notes: A deity can have this ability multiple times, choosing a different type of energy each time.
Suggested Portfolio Elements: Any.

ENERGY STORM
The deity can create a vortex of swirling energy that protects her and damages those who touch the vortex.
Prerequisite: Divine rank 11.
Benefit: The deity can surround herself with a vortex of energy (acid, cold, electricity, fire, sonic, positive, or negative energy, specified in the deity's description). The vortex extends from the deity in an emanation with a radius of 10 feet per divine rank. The effect stops attacks with thrown weapons and projectiles. Such attacks fail if made by creatures inside the area, or targeted at creatures within the area, or if their paths take them through the area.
Energy storms that use acid, cold, electricity, fire, or sonic energy deal 1 point of energy damage and 1 point of divine damage per divine rank each round.
Positive energy deals 1 point of damage per divine rank to undead creatures, and heals the same amount of damage on living creatures.
Negative energy deals 1 point of negative energy per divine rank to living creatures, and heals the same amount of damage on undead creatures.
Notes: A deity can have this ability multiple times, choosing a different type of energy each time.
Suggested Portfolio Elements: Any.

EXTRA DOMAIN
The deity gains an extra domain.
Prerequisite: Divine rank 1.
Benefit: The deity chooses one domain to add to her list of domains. She can grant spells and powers from that domain and use those spells and powers personally, just as she can the spells and powers of her other domains.
Notes: A deity can have this ability multiple times, choosing a new domain each time.
Suggested Portfolio Elements: Any.

EXTRA ENERGY IMMUNITY
The deity is immune to some form of energy.
Prerequisites: Divine rank 6, resistance to the energy type selected.
Benefit: The deity gains immunity to acid, cold, electricity, fire, or sonic energy.
Notes: This ability is effective regardless of the attacker (other deities or cosmic entities cannot make a rank check to ignore it).
A deity can have this ability multiple times, choosing a different form of energy each time.
Suggested Portfolio Elements: Any.

Extra sense enhancement has been removed for now. This may be added back in later once divine senses are made into an SDA.

FOOTSORE
The deity can make living creatures tired.
Prerequisites: Travel domain.
Benefit: The deity can sap the energy from living creatures so that they feel tired. She can affect up to one creature per divine rank at once, but no more than one creature per divine rank each day. All must be within her line of sight when first affected. Subjects can attempt Fortitude saves to resist (the save DC is Charisma-based). Creatures who fail their saves become fatigued and their speed is reduced by half. Furthermore, any mount or vehicle they ride is likewise slowed. The effect lasts one day.
Suggested Portfolio Elements: Travel.

FREE MOVE
The deity can move almost instantaneously.
Prerequisites: Dex 33, Divine Celerity.
Benefit: The deity can move up to her speed once a round as a swift action.
Suggested Portfolio Elements: Travel.

FRIGHTFUL PRESENCE
The deity's attacks strike fear into opponents.
Prerequisites: Cha 25.
Benefit: Whenever the deity performs a specific action specified in her description (usually attacking, but sometimes making an intimidating gesture), foes within a 30-foot-radius burst must make Will saves. Foes within the burst, but not the deity's immediate target, become shaken for 3d6 rounds if they fail their saves. Creatures the deity attacks when she activates the ability become panicked for 3d6 rounds if they fail their saves. The save DC is Charisma-based, and foes who make successful saving throws are unaffected by this ability for one day.
Suggested Portfolio Elements: Destruction, war.

GIFT OF LIFE
The deity can restore any previously living mortal creature to life.
Benefit: The deity can restore a dead creature to life, no matter how long the creature has been dead or what the condition of the body.
Notes: This ability works like the true resurrection spell, except that there is no material component and the amount of time the subject has been dead is irrelevant.
This ability can restore a creature to life against its will, but only with the permission of whatever deity rules the underworld or the divine realm where the mortal's soul resides. Unwilling mortals may attempt a Will saving throw to resist resurrection. This ability can resurrect an elemental or outsider and can resurrect a creature whose soul is trapped, provided the soul is not held by a deity of higher rank than the one using this ability.
This ability cannot restore life to a creature that has been slain by the Hand of Death ability or the Life and Death ability of a deity with a higher rank. The save DC is Charisma-based.
Suggested Portfolio Elements: Healing, life.

GOVERN THE CHILDREN
The deity can dominate and control the actions of a specific kind of creature.
Prerequisites: Divine Rank 6, Control Creatures.
Benefits: The deity can control an infinite number of one type of creatures that she can control through her Control Creatures ability. This places no great strain upon her being, provided that they are on the same plane as she is.
Additionally, the deity may telepathically call any of these creatures that are within one mile per divine rank, regardless of their ability to understand language. Called creatures begin at once to travel as swiftly as they can to her location in order to serve her.
Suggested Portfolio Elements: Domination, race, supreme.

GROW CREATURE
The deity can make a certain type of creature larger.
Benefit: This ability works like the animal growth spell, except that it can affect up to one creature of the specified type per divine rank each day, all of which must be within the deity's line of sight when first affected. The effect lasts one day.
Notes: A deity can have this ability multiple times, choosing a different type of creature each time.
Suggested Portfolio Elements: Nature.

HAND OF DEATH
The deity can slay any living mortal creature.
Benefit: The deity can point to any mortal within her sensory range and snuff out its life. There must be an unbroken line of effect between the deity and the target.
Notes: This ability works like the destruction spell, except that there is no material component. The mortal is allowed a Fortitude saving throw to resist being destroyed. Even if the save succeeds, the subject takes 1d8 damage per rank of the deity, which may kill it anyway. If the attack kills the mortal (either through a failed saving throw or through damage), the mortal cannot be raised or resurrected afterward, except by a deity of equal or higher rank using the Gift of Life, Life and Death, or Mass Life and Death salient divine abilities. The save DC is Charisma-based.
Suggested Portfolio Elements: Death.

INCREASED DAMAGE REDUCTION
The deity is remarkably resistant to physical attacks.
Prerequisites: Con 29.
Benefit: The deity's damage reduction increases 5 and adds an additional requirement to bypass the damage reduction. This requirement can be an alignment opposed to that of the deity or a specific damage type (bludgeoning, piercing, or slashing). Alternately, the deity can waive the additional requirement and instead change her special material requirement to something more unique (such as jade, bone, starmetal, or any material as long as it can be fashioned into a weapon).
Suggested Portfolio Elements: Any.

INCREASED SPELL RESISTANCE
The deity has spell resistance beyond the divine norm.
Benefit: The deity's spell resistance increases by 20.
Notes: A deity can have this ability multiple times, and its effects stack. A deity with two applications of this ability improves her spell resistance by 40.
Suggested Portfolio Elements: Any.

IMPROVED ALTER SIZE
The deity's ability to change size increases.
Benefit: The deity gains the ability to alter size as a greater deity, regardless of her rank.
Suggested Portfolio Elements: Any.

INDOMITABLE STRENGTH
The deity is very difficult to beat in contests of strength.
Prerequisite: Str 40, Strength domain.
Benefit: If required to make an opposed roll involving Strength (including grapple checks), the deity receives a divine bonus of +25 on her roll. This bonus stacks with the normal divine rank bonus.
Suggested Portfolio Elements: Strength.

INSTANT COUNTERSPELL
The deity can counterspell as a free action.
Benefit: The deity gains Epic Counterspell as a bonus feat. She can use her spell-like abilities as counterspells in addition to her normal spells.
Suggested Portfolio Elements: Magic.


INSTANT MOVE
The deity can move almost instantaneously.
Prerequisites: Divine rank 6, Dex 29.
Benefit: As a move action, the deity can travel up to 30 feet per divine rank, as though using the dimension door spell, except that the deity never appears within a solid object and can act immediately after teleporting.
Suggested Portfolio Elements: Travel.

Irresistible Blows has been snipped. I'm not opening up THAT can of worms again.

IRRESISTABLE PERFORMANCE
Prerequisites: Perform 40 ranks.
Benefit: When the deity sings, plays a musical instrument, tells jokes, recites verse, or engages in any other type of performance as a full-round action, she has the option to create any of the following effects. She can use this ability a number of times per day equal to her divine rank. It affects up to one creature per divine rank within a burst with a radius of 10 feet per divine rank, centered on the deity. All save DCs are Charisma-based.

Affected creatures become unable to take actions; instead, they dance, observe the performance with rapt attention, laugh, or applaud at the deity's option. The affected creatures also suffer a –4 penalty to Armor Class, cannot succeed at Reflex saves (except on a roll of 20), and cannot use shields. Creatures can resist this mind effect with a successful Will save. The effects last for as long as the deity performs and for up to 1 round per divine rank thereafter.
Affected creatures become blissfully calm. They are immune to fear and compulsion effects, except for those created by deities or cosmic entities that succeed on a rank check against the performing deity. Fear and complusion effects already operating on affected creatures are countered and dispelled. This ability also counters and dispels rage effects except for those created by deities or cosmic entities that succeed on a rank check against the performing deity. Immunity to fear and compulsion last for as long as the deity performs and for up to 1 round per divine rank thereafter.
Affected creatures fall asleep. This works like the sleep spell, except that any living creature can be affected. Creatures can resist this mind-affecting effect with Will saves. Affected creatures sleep for up to 1 hour per divine rank or until awakened. The deity can end the effect at will.
Affected creatures are so deeply moved that they simply die. Only living creatures with Hit Dice equal to or less than the deity's divine rank are affected. Creatures can resist the effect with Fortitude saves.

Once a creature makes a successful save against one of the deity's performances, the creature cannot be affected again for one day.
Note: Not all deities with this ability can create all the mentioned effects, as specified in the deity descriptions.
Suggested Portfolio Elements: Art, bards, beauty, dance, love, music, poetry.

KNOW DEATH
The deity knows when and how creatures will meet their end.
Benefit: The deity knows the exact moment and circumstances of any mortal creature's death just by looking at the creature. As with portfolio sense, the future vision is not perfect and unexpected events can change this fate. If it changes, the deity can find out it's new fate by looking at him again.
Suggested Portfolio Elements: Death.

KNOW SECRETS
No secrets can be kept from the deity.
Benefit: The deity can learn a creature's entire history (including any embarrassing or vital secrets it might know) just by looking at it. This ability is similar to the legend lore spell, except that it delivers instant results and the subject is allowed a Will save to avoid the effect. The save DC is Charisma-based.
Suggested Portfolio Elements: Knowledge, secrets.

LAY CURSE
The deity can place a debilitating curse on creatures.
Benefit: This ability works like the bestow greater curse spell, except that the curse can be removed only by another deity or a cosmic entity that succeeds on a rank check against the cursing deity. The save DC is determined as a salient divine ability, not a spell, and is Charisma-based.
The deity can affect up to one creature per divine rank at once, but no more than that number each day. All must be within the deity's line of sight when first affected.
Suggested Portfolio Elements: Evil,vengeance.

LAY QUEST
The deity can enchant creatures so they are compelled to perform some service of her choosing.
Benefit: This ability works like the geas/quest spell, except that it works only on mortals and it can be removed only by a deity or cosmic entity that succeeds on an opposed rank check against the deity who lays the quest. The deity can affect up to one creature per divine rank at once, but no more than that number each day. All must be within her line of sight when first affected. The save DC is determined as a salient divine ability, not a spell, and is Charisma-based.
Suggested Portfolio Elements: Justice, law.

LIFE AND DEATH
The deity can kill a mortal creature almost anywhere. Likewise, the deity can bestow life upon any dead mortal being almost anywhere.
Prerequisites: Divine rank 6, Gift of Life or Hand of Death.
Benefit: The deity designates any mortal and snuffs out its life. The mortal is allowed a Fortitude saving throw to resist. Even if the save succeeds, the subject takes 1d8 damage per rank of the deity, which may kill it anyway.
Alternately, the deity can designate any dead mortal and restore it to life. Unwilling mortals may attempt a Will save against the same DC to resist resurrection.
The save DCs are Charisma-based.
Notes: This ability works across planar boundaries and penetrates any barrier except a divine shield. However, the subject must be in a location the deity can sense, either within the deity's sense range or in a location the deity can perceive through its remote sensing ability. If the deity cannot see the subject, the deity must unambiguously identify the subject in some fashion. If the deity chooses to kill a mortal, the ability works like the destruction spell, except that there is no material component. The mortal cannot be raised or resurrected afterward, except by a deity using the Gift of Life or Life and Death ability, who must succeed on a rank check against the deity that slew the mortal.
If the deity restores life to a mortal, this ability works like the true resurrection spell, except that there is no material component and the amount of time the subject has been dead is irrelevant.
This ability cannot restore a creature to life against its will, but it can resurrect an elemental or outsider. It can resurrect a creature whose soul is trapped - if the soul is held by another deity or a cosmic entity, the deity must succeed on an opposed rank check to free it.
This ability can only restore life to a creature that has been slain by the Hand of Death, Life and Death, or Mass Life and Death ability if the deity succeeds on an opposed rank check against the deity that slew the creature.
Rest: After using either version of this ability, the deity must rest for 1 minute per level or Hit Die of the creature affected.
Deities whose portfolio includes life or death do not have to rest after using this ability.
Suggested Portfolio Elements: Death, life, supreme.

LIFE DRAIN
The deity can create a dark cloud that saps life energy.
Prerequisites: Death domain.
Benefit: As a swift action, the deity can generate a cloud of darkness that rises from her body in a spread 10 feet high with a radius of 10 feet per divine rank. The cloud blocks sight as a deeper darkness spell does, except that it cannot be countered by light effects (other than those cast by deities or cosmic entities that succeed on a rank check). Living creatures must make Will saves or die. Even with a successful save, living creatures still gain two negative levels (the save DC to remove the negative levels is the same as the first Will save). A single creature can be drained by the cloud only once per day, but the cloud's darkness remains effective. The save DC is Charisma-based.
Suggested Portfolio Elements: Death, undead.

MASS DIVINE BLAST
The deity can channel part of her personal energy into an attack. This ability can be used against multiple targets or an area.
Prerequisites: Divine rank 6, Cha 29, Divine Blast.
Benefit: This ability works like the Divine Blast ability, except that the deity can specify up to five targets per rank, no two of which can be more than one mile apart per rank, or an area. The area can be a cone, burst, spread, or cylinder. A cone can be up to 100 feet long per rank. A burst or spread can have a radius of up to 50 feet per rank. A cylinder can have a radius of up to 50 feet per rank and a height of up to 10 feet per rank. The deity chooses the attack's exact form and dimensions.
Each use of this ability counts as a use of her Divine Blast ability.
Suggested Portfolio Elements: Any.

MASS LIFE AND DEATH
The deity can kill large numbers of mortal creatures almost anywhere. Likewise, the deity can bestow life upon large numbers of dead mortals almost anywhere.
Prerequisites: Divine rank 16, Gift of Life or Hand of Death, Life and Death.
Benefit: The deity can designate any number of mortals and snuff out their lives. Or she can designate any number of dead mortals and restore them to life. The targets are allowed saving throws just as with Life and Death.
Notes: No two mortals affected by a single use of this ability can be more than one mile apart per rank of the deity. The ability is otherwise identical to the Life and Death salient divine ability.
Rest: After using either version of this ability, the deity must rest for 1 minute per level or Hit Die of the creatures affected.
Suggested Portfolio Elements: Death, supreme.

MASTER CRAFTER
The deity'
Title: Re: Miscellania
Post by: Anastasia on July 15, 2011, 02:22:04 AM
MIND OF THE BEAST
The deity can make plants and animals sentient, and she can reduce sentient creatures to animal or plant form.
Benefit: The deity can grant humanlike sentience to trees or animals. This sentience lasts a maximum of one day, and the sentient tree or animal obeys her commands to the best of its ability. The deity can affect up to one creature per divine rank at once, but no more than that number each day. All must be within her line of sight when first affected.
Also, the deity can transmute any creature into a plant or animal of approximately the same size or up to two size categories smaller. The subject is allowed a Fortitude save to resist. Subjects turned into plants become objects. Subjects turned into animals have the same abilities and statistics of the kind of animal the deity chooses.
Either effect can be made permanent through the use of alter reality. The save DC is Charisma-based.
Suggested Portfolio Elements: Nature.

OVERLORD
Prerequisites: Divine rank 16, Control Creatures, Govern the Children.
Benefits: The deity can control an infinite number of one type of creatures that she can control through her Control Creatures ability. This places no great strain upon her being, provided that they are on the same plane as she is.
Additionally, the deity may telepathically call any of these within the same plane, regardless of their ability to understand language. Called creatures begin at once to travel as swiftly as they can to her location in order to serve her.
Suggested Portfolio Elements: Domination, race, supreme

POSSESS MORTAL
The deity can infuse some of her energy into a mortal, turning the mortal into an extension of herself.
Prerequisites: Cha 29.
Benefit: The deity can possess any mortal in any location she can sense. Unwilling mortals can attempt Will saves; the save DC is Charisma-based.
Notes: Spells that prevent possession block this ability if the mortal is unwilling. Likewise, spells that end possession drive out the deity if the mortal is unwilling. If the mortal is willing, however, the deity cannot be blocked or driven out, except by a divine shield or the use of alter reality by another deity who makes a successful rank check.
The possessed mortal effectively becomes an avatar of the deity. The deity can draw on all the possessed mortal's memories, and the deity senses what the mortal senses. Each mortal possessed counts as a remote location where the deity is sensing and communicating.
While the deity is in possession, the mortal's abilities are unchanged, except as noted below.
Type: Same as the deity.
Hit Points: Same as the mortal, +1 for each rank of the deity.
Armor Class: The mortal gains a divine bonus to Armor Class equal to half the deity's divine rank.
Ability Scores: Strength, Dexterity, and Constitution are unchanged. Intelligence, Wisdom, and Charisma become 5 points lower than the deity's (or remain as the mortal's scores if they are higher).
Saves: Fortitude and Reflex same as the mortal; Will adjusted if necessary for the mortal's new Wisdom score.
Skills: The mortal can use its own skills and the deity's skills. If the mortal and the deity have the same skill, use the skill of whichever has more ranks in the skill. Use the mortal's effective ability scores to determine skill modifiers.
Suggested Portfolio Elements: Any

POWER OF LUCK
The deity can bestow good luck or ill.
Prerequisites: Luck domain.
Benefit: The deity can give creatures good or bad fortune. She can affect up to one creature per divine rank at once, but no more than that number each day. All must be within the deity's line of sight when first affected. Subjects receive a luck bonus of +1 per divine rank or a luck penalty of –1 per divine rank on attack rolls, saves, and checks for one day. Any creature that attacks the deity automatically suffers the luck penalty, and this does not count against the deity's daily uses of this ability.
Suggested Portfolio Elements: Fate, gambling, luck.

POWER OF NATURE
The deity can control the forces of nature.
Benefit: The deity can perform any of the following in a radius of one mile per divine rank around her person at will, as a full-round action.

Create or quell winds to produce anything from still air to tornado force winds.
Set the temperature anywhere from –50°F to 120°F.
Shake the earth, as the earthquake spell.
Create rain, sleet, hail, snow, or thunderstorms.

These effects last as long as the deity concentrates and for up to 1 minute per divine rank afterward. The deity can end an effect as a free action.
Suggested Portfolio Elements: Nature, sea, weather.

POWER OF TRUTH
The deity can discern lies and compel creatures to tell the truth.
Benefit: The deity knows when anyone deliberately lies. This ability works like the discern lies spell, except that it works continuously and applies to any creature the deity can perceive. The deity must make a successful rank check to use this ability against another deity or a cosmic entity.
The deity also can enchant creatures so they become truthful. She can affect up to one creature per divine rank at once, but no more than that number each day. All must be within the deity's line of sight when first affected. The enchanted creatures become unable to utter any deliberate falsehoods or evasions of truth for one day. The subject is allowed a Will save to resist. Subjects who make successful saves become immune to this ability for one day. The save DC is Charisma-based
Suggested Portfolio Elements: Justice, law, truth.

Removed Rejuvenation, as the base rules for killing Gods supercede this.

SEE MAGIC
The deity can see magical auras just by looking at them.
Prerequisites: Magic domain.
Benefit: This ability is similar to a constant greater arcane sight spell, except that it covers the whole area the deity can see, and the deity immediately knows the number of auras present along with their locations and strengths. She needs to make a Spellcraft check to identify the school of each aura, but most deities with this ability can use Spellcraft as an immediate action.
Suggested Portfolio Elements: Magic.

SHAPECHANGE
The deity can assume the form of any living, corporeal creature (but not the form of another deity). This is an extraordinary ability.
Prerequisites: Divine rank 11, Alter Size, Alter Form.
Benefit: The deity can assume the form of any animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or plant. The assumed form must be both living and corporeal. She can remain in the assumed form indefinitely, but resumes her own form if slain.
Notes: This ability works like the Shift Form salient divine ability, except that the deity is not limited to a set number of forms and as noted here.
The deity can use her Alter Size ability simultaneously with this one to become as small as a grain of sand or as large as 1,600 feet in the assumed form's greatest dimension.
The deity can use this ability to create disguises, gaining a bonus of +20 on her Disguise checks.
Suggested Portfolio Elements: Nature, secrets, thieves.

SHIFT FORM
The deity can assume the forms of creatures related to her portfolio. This is an extraordinary ability.
Prerequisites: Divine rank 6, Alter Size, Alter Form.
Benefit: The deity can assume the form of another creature. The forms she can assume are limited and vary with each deity. The forms allowed are listed in the deity's description. She can remain in the assumed form indefinitely, but resumes her own form if slain.
Notes: The deity acquires the physical, natural, and extraordinary abilities of the form she has assumed (but not spell-like or supernatural abilities) while retaining her own mind. Physical abilities include natural size and Strength, Dexterity, and Constitution scores. Natural abilities include armor, natural weapons (such as claws, bite, swoop and rake, and constriction; but not petrification, breath weapons, energy drain, energy effect, and the like), and similar gross physical qualities (presence or absence of wings, number of extremities, and so on). A body with extra limbs does not allow the deity to make more attacks (or more advantageous two-weapon attacks) than normal. Natural abilities also include mundane movement capabilities, such as walking, swimming, and flight with wings. The deity's speed is that of the assumed form or her normal speed, whichever is higher.
In general, any part of the body or piece of equipment that is separated from the whole reverts to its original form. However, if the assumed form has an extraordinary ability that allows it to produce a substance or shed part of its body, then this ability also grants that ability.
The deity retains her Intelligence, Wisdom, and Charisma scores, level and classes, alignment, base attack bonus, and base saves. (New Strength, Dexterity, and Constitution scores may affect final hit point total and attack and save bonuses.) The deity retains her outsider type, extraordinary abilities, spells, and spell-like abilities, but not her supernatural abilities.
The deity also retains her divine Armor Class bonus and divine qualities and abilities, provided they are not supernatural.
The deity can cast spells for which she has components. She needs a voice like that of a humanoid for verbal components and hands like those of a humanoid for somatic components, Likewise, the deity needs hands to use many of her powers, such as creating objects related to her portfolio.
When the shape shift occurs, the deity's equipment, if any, transforms to match the new form. If the new form is a creature that does not use equipment (aberration, animal, beast, magical beast, construct, dragon, elemental, ooze, some outsiders, plant, some undead creatures, or vermin), the equipment melds into the new form and becomes nonfunctional.
Material components and focuses melded in this way cannot be used to cast spells. If the new form uses equipment (fey, giant, humanoid, some outsiders, many undead creatures), the deity's equipment changes to match the new form and retains its properties.
This ability cannot confer class levels or class abilities.
The deity can change physical qualities such as hair color, hair texture, skin color, and gender. The deity can use this ability to create disguises, gaining a bonus of +15 on her Disguise checks.
The deity can use her Alter Size ability simultaneously with this one to become as small as a grain of sand or as large as 1,600 feet in the assumed form's greatest dimension.
Suggested Portfolio Elements: Nature.

SPEAK WITH CREATURES
The deity can converse with certain types of creatures, as specified in her description.
Benefit: The deity has the supernatural ability to converse with the specified creature. This ability works like a permanent speak with animals or speak with plants spell, or like a tongues spell that only allows the deity to converse with the specified type of creature.
Notes: A deity can have this ability multiple times, choosing a different type of creature each time.
Suggested Portfolio Elements: Any.

SPONTANEOUS ARCANE SPELLS
The deity can spontaneously cast any arcane spell available to her.
Prerequisites: Divine rank 6, spellcaster level 31st, Int 37, Spell Mastery, Arcane Mastery salient divine ability.
Benefit: This ability works like a cleric's ability to cast cure spells spontaneously, except that it applies to arcane spells from the appropriate spell list. The deity must have a sufficient Intelligence score and caster level to cast the spell.
Suggested Portfolio Elements: Knowledge, magic.

STRIDE
The deity can move rapidly over long distances, can make living creatures travel faster, and can jump extraordinary distances.
Prerequisites: Travel domain.
Benefit: The deity's movement is doubled on the local or overland scales. In addition, she can impart extra overland speed to living creatures. She can affect up to one creature per divine rank at once, but no more than that number each day. All must be within the deity's line of sight when first affected. Creatures who receive this boon double their speeds on the local or overland scales.
Suggested Portfolio Elements: Travel.

SUNDER AND DISJOIN
The deity can destroy weapons and items used against her in combat.
Benefit: If any weapon or item is used against the deity in combat, she can destroy it with a touch. Treat a successful touch as a combination of a disintegrate spell, targeted exclusively at the touched item. The save DC for the effect is 19 + the deity's Charisma modifier. An item remains vulnerable to this ability for up to one day after being used against the deity.
Suggested Portfolio Elements: Victory, war.

SUPREME DAMAGE REDUCTION
Prerequisite: Divine rank 6, Increased Damage Reduction.
Benefit: This ability adds a creation process requirement for the weapon needed to bypass the deity's damage reduction. A deity can't choose this ability more than once. This requirement can be as unique as desired, such as requiring a weapon to be forged from tarrasque bones and cooled in the blood of a willing angel; the requirement must be possible, no matter how remote or obscure it is.

SUPREME ELDRITCH KNOWLEDGE
The deity's knowledge of arcane spells is complete.
Prerequisites: Divine rank 6, spellcaster level 31st, Cha 39, Extra Spell, Eldritch Knowledge, Magic domain.
Benefit: The deity knows all arcane spells that she can cast. This includes all spells on the appropriate spell list as well as non-standard spells.
Suggested Portfolio Elements: Knowledge, magic.

SUPREME INITIATIVE
The deity always goes first in the initiative order. This is an extraordinary ability.
Prerequisites: Dex 29, Improved Initiative.
Benefit: The deity goes first in the initiative order, no matter what her initiative result is or what initiative result anyone else in an encounter or battle has.
Notes: Determine initiative normally among any beings who don't have this ability, placing them in order after the deity. The deity can choose to delay or ready an action, just any other being can, and doing so changes her initiative as normal. The deity also can refocus, thereby resuming her position at the beginning of the initiative order.
If two or more deities who have this ability are in the same battle, the deity with the highest divine rank gets the first position in the initiative order, the deity with the second highest rank gets the second position, and so on. Other beings then go in order after the last deity with the Supreme Initiative ability.
If two deities with this ability and the same divine rank are in a battle, make an initiative check for each deity, and the deity with the higher result goes first.
Suggested Portfolio Elements: Agility, thieves, war.

TRUE KNOWLEDGE
The deity's mastery of knowledge is nearly complete.
Prerequisites: Divine rank 11, Int 40, bardic knowledge or lore class feature and 10th level in the class that grants the ability, Knowledge domain.
Benefit: The deity never fails a bardic knowledge or lore check, no matter how obscure the knowledge involved. She speaks and understands all languages. The deity can use legend lore and analyze dweomer as immediate actions.
Suggested Portfolio Elements: Knowledge.

TRUE SHAPECHANGE
The deity can assume the form of any creature or object, but not the form of another deity. This is an extraordinary ability.
Prerequisites: Divine rank 16, Alter Size salient divine ability, Alter Form salient divine ability, Shapechange salient divine ability.
Benefit: The deity can assume the form of any object or creature. The deity can remain in the assumed form indefinitely, but it resumes its own form if slain.
Notes: This ability works like the Shift Form salient divine ability, except as noted below.
The deity can take any form, living or unliving, corporal or incorporeal. The deity gains the supernatural abilities of the assumed form.
The deity can use this ability to create disguises, gaining a bonus of +20 on its Disguise checks.
The deity can use its Alter Size ability simultaneously with this one to become as small as a grain of sand or as large as 1,600 feet in the assumed form's greatest dimension.
Suggested Portfolio Elements: Nature, secrets, thieves.

Removed undead mastery for now, will look at it and redesign it for the changed turning rules later.

Removed undead qualities for the moment. It's coming back but it needs a redesign. Later.

WAVE OF CHAOS
The deity can cause nearby creatures to act unpredictably.
Prerequisites: Chaotic alignment.
Benefit: The deity can create a wave of mental force that extends from her person in a spread with a radius of 10 feet per divine rank. Creatures within the spread must make Will saves or be forced to act unpredictably. This ability works like a confusion spell cast by a sorcerer of level 10 + the deity's divine rank. The save DC is Charisma-based
Suggested Portfolio Elements: Chaos.

WOUND ENEMY
Any weapon the deity wields causes a bleeding wound when it hits.
Prerequisites: Base attack bonus +30.
Benefit: Any weapon wielded by the deity deals damage to a creature such that a wound it causes deals 2d6 points of damage per round thereafter in addition to the normal damage from the weapon. Multiple wounds from the deity result in cumulative bleeding loss (two wounds for 2d6 points of damage per round, and so on). The bleeding can only be stopped by a successful Heal check (DC 15 + the deity's rank) or the application of any cure spell or other healing spell (heal, healing circle, and so on).
Notes: The ability functions only when the deity personally attacks with a physical weapon. She can apply the ability to any weapon or natural weapon, but not to a spell, spell-like ability, supernatural ability, or divine ability. A deity can have this ability multiple times, and its effects stack.
Suggested Portfolio Elements: Death, pain, war
Title: Re: Miscellania
Post by: Anastasia on July 15, 2011, 02:25:49 AM
In case I ever need to justify these, notes on various changes below. If a change isn't listed, it's either minor, in line with a house rule or self-obvious.

Quasipowers can grant limited spells: Left vague on purpose - it's possible and often part of becoming a full power. I'd say a quasi power should have a small handful of worshipers they can support.
Ascended dragons keep the dragon type: The top three types in Savage Species are dragon, outsider and undead. Generally types don't change from those easily; plus dragons rely on how dragon hit dice are set up. So they keep the dragon type and hit dice.
Epic spells not gained as SLAs: Intentional design choice. 10th level and above magic is another tier and often self developed.
Deity SR: It's good enough already and boosting the SR by heaps of 20 is possible with SDAs. It's good enough here without adding more to it.

-SDAs-

ANNIHILATING STRIKE: I left this and other death effects in for now. I may remove these later, I don't know. I don't mind deities having instant death against mortals. If anyone's going to have it, it really should be them.
AREA DIVINE SHIELD: Changed this one to any. I'm trying to loosen the portfolio requirements for non specific abilities that are general divine things or simple boosts.
BANESTRIKE: The change here has no net change, as the list provided was the ranger favored enemy list.
BATTLESENSE: Battlesense as written feels weak. When two single digit level rogue powers can essentially mimic an SDA, the SDA needs a boost.
CALL CREATURES: Using base divine rank as the HD limit for called creatures is too weak for my tastes.
CRAFT ARTIFACT: I'll change this one later in some manner.
CREATE OBJECT: This feels like something any given deity should be able to do, so I put it into any.
DIVINE ARMOR MASTERY: Armor becomes less and less useful into epic, so something to boost the viability of it - especially as dex rises higher and higher - is nice. Adding immunity to ACF and ACP is reasonable enough, as most armored mage classes give some variant of this anyway.
DIVINE BARD: This applies to any of the divine X feats where you need a block of 20 levels in a base class. Anyway, I'm inclined to change those up to other pre-reqs. 3.5 encourages dipping and multiclassing, so more flexible prerequisites help. Divine Sneak Attack has the right idea. These will be changed in time, but it's a low priority.
DIVINE BATTLE MASTERY: Gah, even the fighter styled SDA blows shit. I augmented it and I may augment it more or just rewrite the whole damned SDA. Two feats for an SDA? Uh, no.
DIVINE BLAST: This should really be an any ability, as smiting is a classical divine ability. It also lets deities get around a lot of the more annoying mortal defenses.
DIVINE MONK: Monks are non-chaotic instead of lawful in Balmuria, so I just changed the suggested portfolio to something generic.
DIVINE PALADIN: I suspect Great Smitingx3 is not well balanced. I may change this later or just revamp Great Smiting altogether.
DIVINE RADIANCE: Beefed this one up. It's really potent anti-undead stuff now instead of feeling mediocre. I also ditched the sun domain requirement, as not everything light and holy has the sun domain.
DIVINE RANGER: This one needs a boost, probably adding another feat or two to it.
DIVINE ROGUE: The changes here were a patch. I may just eliminate it and let Divine Sneak Attack stand on it's own.
DIVINE SPELL FOCUS: I'm a little wary about allowing this to stack with spell focus and the like, but I don't think it's broken. DCs for spells can use the help around low-mid epic and onward, especially non-heightened spells.
DIVINE SPLENDOR: It needed an on/off switch, so I gave it one.
DIVINE WEAPON FOCUS: Why not any? May as well, I personally think it's a horrible pile of shit for an SDA. Whoo-hoo, another +4 to hit. Live the dream. If you really want to use an SDA on an overgrown weapon focus, go ahead.
DIVINE WEAPON MASTERY: Obsoleted with melee/ranged weapon mastery from the PHB2. I just made it a double strength version of that feat instead.
ENERGY BURST: Upping the damage felt fair, and with so many applications, making it any feels right.
EXTRA ENERGY IMMUNITY: I'd complain about being able to take this multiple times, but at this level anyone relying on elemental damage has ways around immunity.
INCREASED SPELL RESISTANCE: Eh, whatever. It's a boring feat and potentially broken so this one will get changed later.
POSSESS MORTAL: Again, this feels standard divine and not specialized. It's any now.
SPEAK WITH CREATURES: This feels redundant with the various abilities in the divine toolbox, but I'll keep it. As all of them have tongues already, I went ahead and made it any. A deity should have this option if she picks up a bunch of unusual communicating followers.
SUPREME DAMAGE REDUCTION: While selecting a truly impossible material or method to bypass DR is amusing and worthy of divine dickery, game balance requires adding a clause that it must be something possible. This doesn't mean it's something easy or anything but just barely, maybe, sort of, once in an eternity possible, though.
SUPREME ELDRITCH KNOWLEDGE: I'm okay with this feat with it's pre-reqs, though it is on paper all sorts of broken. Should a sorcerer deity have free magic selection? Eh.
WOUND ENEMY: Boosted this a little bit. If you get hit like ten times by a deity this bleed could be a problem. Of course, if you survive ten hits from a deity you're probably not dying from this hit point damage, either.
Title: Re: Miscellania
Post by: Anastasia on July 15, 2011, 02:29:33 AM
Divine design rules:

1. Keep dipping to a minimum. Deities generally have blocks of classes, not mere assortments of dips.  When doing a dip, it should be taking a foundational class to qualify for a PrC that fits better than the base class. The exception is if the deity's flavor requires it.

2. Deities have boatloads of SLAs, full casting classes aren't generally needed to make them competitive. So lay off unless appropriate.

3. Custom content is sometimes unavoidable. Epic progressions, feats and SDAs are part of the terrain. This is fine and helps expand the epic material base.

4. Epic spellcasting should generate anywhere from 2-4 new spells per deity. There's no need to fill up all the 10th level and higher slots, as long as each caster contributes a few more.

5. Deity generation order

A. Determine classes and total hit dice, as well as divine rank.

B. Determine base ability scores. Add in the +1 for each four levels and then the enhancement bonus for divine rank.

C. Determine all possible values from that. Apply class powers after.

D. Apply the rest of the divine powers.

E. Feats, skills, spell selection, ectera. Make sure that any choices match up with any pre-requisites the deity needs to satisfy.

F. Generate equipment and all final touches. Check statistics one last time.
Title: Re: Miscellania
Post by: Anastasia on July 16, 2011, 06:40:08 PM
Donald. I wanted to see how he stacked up compared to some of the low end cosmic entities I'm working with. He's a much better warrior than Empress Sulia, which is what I wanted. A non-combat typed cleric demigoddess shouldn't eclipse a dedicated fighter of this level in combat. Granted, Sulia can buff herself to be much more competitive if she has time to prepare, but I'm okay with that.

Donald's below Zaaman Rul in everything, but about in the right range of being behind based on the hit dice difference and divine rank.  In other words, things are coming out about how I want them to. Yay.

Yes, Donald's types are ridiculous. He's a human/elf/fey/dragon...thing. This is half inspiration from Seira and half trolling. At heart Donald has the soul of an internet troll, even though he does often mean well. He lacks the insight or wisdom to really know better. I know Cor didn't ever really like it, but I usually found it amusing. Perhaps I'm easily amused.


Donald Smurth

Duskblade 30//Fighter 20/Dragon Disciple (Copper) 10

Size/Type: Medium Dragon (Augmented Humanoid, Elf)
Hit Dice: 20d10+180+10d12+90+30 (478 hp)
Initiative: +5
Speed: 20ft (30ft base), fly 50ft (perfect)
Armor Class: 60 (+15 armor, +9 shield, +12 natural, +3 dex, +4 perfection, +6 deflection, +1 weapon supremacy)
Base Attack/CMB/CMD: +30/+47/80
Attack: Guardianil+60 (1d10+34 17-20 x2)
Full Attack: Guardianil+60/+55/+50/+45 (1d10+34 17-20 x2) and bite+42 (1d6+17) or bite+47 (1d6+17) and 2 claws+42 (1d4+8)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, spells, arcane channeling, swift cast 6/day, spell power+7, breath weapon.
Special Qualities: Immunity to sleep and paralysis, immunity to acid, darkvision 60ft, low-light vision, armored mage(medium armor and heavy shields), arcane attunement, blindsense 60ft, elf traits, limited human traits.
Saves: Fort +33, Ref +23, Will +36 (+5 vs enchantment)
Abilities: Str 44, Dex 20, Con 28, Int 18, Wis 8, Cha 14
Skills: Climb+50,  Concentration+42, Craft(Religious Icons)+37, Knowledge(Arcana)+37, Knowledge(Local: Balmuria)+37, Knowledge(Local: Cauldron)+37, Knowledge(Nature)+37, Ride+38,  Spellcraft+37, Swim+50.
Feats: Fey Heritage(B), Fey Bloodline(H), Endurance(1), Weapon Focus(Bastard Sword)(F1), Combat Casting(D2), Toughness(F2), Protection Devotion(3), Weapon Specialization(Bastard Sword)(F4), Steadfast Determination(6), Power Attack(F6), Melee Weapon Mastery(F8), Arcane Strike(9), Improved Critical(Bastard Sword)(F10), Fey Legacy(12), Greater Weapon Focus(Bastard Sword)(F12), Greater Weapon Specialization(Bastard Sword)(F14), Exotic Weapon Proficiency(Bastard Sword)(15), Shield Specialization(F16), Fey's Fate(18), Shield Ward(F18), Weapon Supremacy(Bastard Sword)(F20)
Epic Feats: Epic Weapon Focus(Bastard Sword(21), Great Strength(24), Epic Spell Capacity(D24), Epic Weapon Specialization(27), Automatic Quick Cast(D28), Improved Automatic Quick Cast(30)
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Spell-like abilities: 1/day-Confusion, cure critical wounds, dimension door, dispel evil, resist energy(acid or cold only), summon nature's ally 5. Caster level 30th. The save DCs are charisma based.

Limited Human Traits (Ex)

Donald was born as a human before being reincarnated into an elf, being infected with fey blood and then studying dragons. His incredibly unlikely heritage retains his human bonus feat.


Duskblade powers:
Spoiler: ShowHide


Spells

Donald casts as a 30th level duskblade. The save DCs are 14 + spell level.

6/11/11/11/9/8/7/9/4

0: Acid splash, disrupt undead, ray of frost, touch of fatigue*.
1: Blade of Blood, Detect Secret Doors, Obscuring Mist, Ray of Enfeeblement, Resist Energy, Shocking Grasp*, True Strike.
2: Animalistic Power, Glitterdust, Scorching Ray, See Invisibility, Touch of Idiocy.
3: Dispelling Touch*, Greater Magic Weapon, Ray of Exhaustion, Tongues, Vampiric Touch*.
4: Enervation, Fire Shield, Hallucinatory Terrain, Interposing Hand, Shout.
5: Chain Lightning, Disintegrate, Polar Ray, Seeming, Waves of Fatigue
6: Chasing Perfection, Greater Dispel Magic, Mislead, Swift Etherealness, Waves of Exhaustion.
7: Crushing Hand, Greater Shout, Horrid Wilting, Meteor Swarm, Sequester.
8: Energy Drain, Hellball, Irresistible Dance.

Arcane Attunement (Sp)

You can use the spell like powers dancing lights, detect magic, flare, ghost sound and read magic a combined total of times per day equal to 3 + your int modifier. These spell-like powers do not count against your total of spells known or spells per day.

Armored Mage (Ex)

Normally, armor of any time interferes with an arcane spellcaster's gestures, which can cause spells to fail if these spells have a somatic component. A duskblade's limited focus and specialized training, however, allows you to avoid arcane spell failure as long as you stick to medium armor and heavy shields. This training does not extend to heavy armor. This ability does not apply to spells gained from a different spellcasting class.

Arcane Channeling (Su)

Beginning at 3rd level, you can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved. If used as a full attack action, the spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round.

Quick Cast (Ex)

Beginning at 5th level, you can cast one spell each day as a swift action, so long as the casting time of the spell is 1 standard action or less. You can use this ability twice per day at 10th level, three times per day at 15th level and so on.

Spell Power (Ex)

Starting at 6th level, you can more easily overcome the spell resistance of any opponent you successfully injure with a melee attack. If you have injured an opponent with a melee attack, you gain a +2 bonus on your caster level check to overcome spell resistance for the remander of this encounter. This bonus increases by 1 at 11th, 16th and 18th level.


Dragon Disciple powers:
Spoiler: ShowHide


Breath Weapon (Su)

6d8 line of acid, DC 34 halves. The save DC is constitution based.


Gear:
Spoiler: ShowHide


[Weapon]Guardianil: Bastard Sword+7. This weapon grants a +4 perfection bonus to AC to the holder and all allies within a 10 ft radius. Three times per day, it grants the shining defense ability: When fighting defensively, the user gains DR 10/- and 30 temporary HP until his next turn. Further, he may designate anyone within 20ft. If a target is designated, any damage dealt to this target is instead dealt to the wielder. Activating this ability is a free action when fighting defensively is declared.
[Armor]Mithral Full Plate of Speed+7. +15 armor bonus. Allows the wearer to act as if hasted for 10 non-consecutive rounds per day. In addition, this armor grants a +6 enhancement bonus to dexterity.
[Shield]Heavy Steel Shield+6. +8 shield bonus. In addition, this shield grants a +6 deflection bonus to armor class.
[Head]Blessed Angelhelm: This angelhelm as all of the powers of it's namesake. It also grants a +6 resistance bonus to saving throws.
[Neck]Amulet of Health+8 and Natural Armor+5: +8 enhancement bonus to constitution, +5 enhancement bonus to natural armor.
[Torso]Belt of Giant Strength+10: +10 enhancement bonus to strength.

[Reserve Weapon]Salutia: Bastard Sword+5. When drawn, all good creatures within a 70ft radius are immune to silence effects, Forbidden Speech or any other ability that robs them of verbal communication. In addition they gain the benefit of a tongues spell(Caster level 18th). Finally, once per day as a standard action, the wielder may have Salutia emit the effect of a Heaven's Trumpet spell with a DC of 24 to resist(Caster level 18th). This is Donald's backup weapon.

Title: Re: Miscellania
Post by: Anastasia on July 16, 2011, 08:19:33 PM
Latha. As one half of her gestalt is all the fiat abilities I was giving her by advancing racial hit dice, I gave her many of her epic destiny abilities. As a powerful outsider and direct servant of a Goddess, she should have a few tricks above and beyond that of other creatures. Latha is a walking sun now and horribly beats down most undead.

She's not as good at direct combat as Donald, but that's okay since he has a ton of fighter levels. She has a huge pool of SLAs and full cleric casting to back it up. Speaking of, I chose cleric as the other side of her gestalt. This was primarily to mimic planetars and solars, as they're the next evolution of angel-kind. Her cleric side is undeveloped; I didn't bother to assign her spells. I wasn't planning on doing her right now, so I'll come back and finish off her spells some other time. Also, she could use a metamagic feat or two.


Latha

Astral Deva 32//Cleric 32

Size/Type: Medium Outsider (Good, Lawful)
Hit Dice: 32d8+352 (499 hp)
Initiative: +10
Speed: 50ft, fly 100ft (good)
Armor Class: 60 (+10 dex, +10 armor, +9 shield, +21 natural) (+6 deflection vs evil)
Base Attack/CMB/CMD: +32/+43/72
Attack: Glorious Duty+50 (1d8+18 plus stun)
Full Attack: Glorious Duty+50/+45/+40/+35 (1d8+18 plus stun)
Space/Reach: 5ft/5ft
Special Attacks: Spells, spell-like abilities, turn undead 15/day(16d6; DC 37), stun, absolute light.
Special Qualities: Change shape, telepathy, protective aura, tongues, improved uncanny dodge, damage reduction 35/epic, silver and evil, immunity to acid, cold, petrification and energy drain, resistance to electricity 20 and fire 20, spell resistance 49, darkvision 120ft, low-light vision, telepathy 200ft, regeneration 21.
Saves: Fort +29, Ref +31, Will +29 (+6 resistance vs evil)
Abilities: Str 32, Dex 30, Con 32, Int 30, Wis 33, Cha 34 
Skills: Balance+45, Concentration+46, Craft(Alchemy)+45, Craft(Bowmaking)+45, Craft(Weaponsmithing)+45, Craft(Armorsmithing)+65, Diplomacy+47, Escape Artist+45, Gather Information+47, Hide+45, Intimidate+47, Knowledge(Local: Sylica)+45, Knowledge(Religion)+45, Knowledge(Planes)+45, Listen+46, Move Silently+45, Sense Motive+46, Spot+46, Use Rope+45
Feats: Endurance(B), Diehard(B), Words of Creation(B), Exalted Spell Resistance(1), Shield Specialization(3), Shield Ward(6), Power Attack(9), Sun Devotion(12), Spell Penetration(15), Divine Might(18)
Epic Feats: Improved Spell Resistance(21), Bonus Domain(C23), Flames of the Sun(24), Spontaneous Domain Access(C26), Power Stun(27), Epic Spell Capacity(C29), Exalted Nova(30)
Alignment: Lawful Exalted (Axiomatic Exalted tendencies)

Racial powers:
Spoiler: ShowHide


Always active- detect evil, detect snares and pits, discern lies, see invisibility, true seeing. At will—aid, animate objects, commune, continual flame, dimensional anchor, dispel evil, greater dispel magic, greater teleport(self plus 50 pounds of gear only), heat metal, holy aura, holy smite, holy word, flame strike, imprisonment, invisibility (self only), lesser restoration, power word stun, plane shift, remove curse, remove disease, remove fear, resist energy, searing light, speak with dead, summon monster 7, sunbeam waves of fatigue. 7/day—cure moderate wounds; 3/day-blade barrier, earthquake, heal, mass charm monster, permanency, resurrection, waves of exhaustion 1/day—greater restoration, heroism, miracle, power word blind, power word stun, prismatic spray, sunburst. The save DCs are 21 + spell level. Caster level 31st.

Change Shape (Su)

An astral deva can assume the form of any Small or Medium humanoid.

Stun (Su)

If an astral deva strikes an opponent twice in one round with its mace, that creature must succeed on a DC 37 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based.

Telepathy (Su)

Latha can communicate with any creature within 200 feet via telepathy.

Protective Aura (Su)

Against attacks made or effects created by evil creatures, this ability provides a +6 deflection bonus to AC and a +6 resistance bonus on saving throws to anyone within 20 feet of Latha. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (Caster level 32nd). This aura can be dispelled, but Latha can create it again as a free action on her next turn.

Tongues (Su)

Latha can speak with any creature that has a language, as though using a tongues spell (Caster level 20th). This ability is always active.

Improved Uncanny Dodge (Ex)

An astral deva retains its Dexterity bonus to AC when flat-footed, and it cannot be flanked except by a rogue of at least 23rd level. It can flank characters with the uncanny dodge ability as if it were a 21th-level rogue.

Absolute Light (Su)

Latha sheds light as the sun, her body nothing more than a miniature star. All but the righteous find her too bright to look at, let alone withstand. Any evil or undead creature within 70ft of Latha takes 7d6 points of damage per round. This damage is treated as divine typed; however, it inflicts double damage on creatures vulnerable to sunlight.

Latha may choose to assume a 'normal' physical body as a swift action. This quenches her light, effectively disabling Absolute Light until she resumes her true form.

Regeneration (Ex)

Latha takes normal damage from silvered, epic evil weapons and from spells and abilities with the evil descriptor.


Cleric powers:
Spoiler: ShowHide


Spells

Latha casts as a 32nd level cleric with access to the Good, Law and Sun domains.

0: 6
1: 5+1
2: 5+1
3: 5+1
4: 5+1
5: 5+1
6: 4+1
7: 4+1
8: 4+1
9: 4+1
10: 4+1
11: 4+1
12: 4+1
13: 3+1


Gear:
Spoiler: ShowHide


[Weapon]Glorious Duty: Heavy Mace+7. Latha may use Sun Devotion an additional 3 times per day and Sun Devotion's bonus to damage increases by +7. This is a +9 weapon in total.
[Shield]Aegis of the Tarrasque: Heavy Steel Shield+6, grants +2 con and diehard/endurance as bonus feats. 50% miss chance on lines, cones and rays.
[Head]Silver Halo: Increases the bonus of protective aura to +6 saves and armor class.
[Wrists]Bracers of Armor+10: +10 enhancement bonus to armor class.
[Ring 1]Ring of Nondetection: CL 20 nondetection at all times.
[Torso]Belt of Magnificence+6: +6 enhancement bonus to all ability scores.

[Skill Booster] Latha's Hammer: +20 enhancement bonus to Craft(armorsmithing) checks.


Custom material [spoiler]

Flames of the Sun [Epic]
Prerequisite: Cha 25, Sun Devotion, ability to turn undead.
Benefit: When you turn undead, brilliant sunfire fills the area. This fire has no effect on living beings, but undead turned take extra damage equal to your hit dice. Undead vulnerable to sunlight take double damage from these flames.

Exalted Nova [Epic, Exalted, Domain]
Prerequisite: Exalted Spell Resistance, Sun Devotion, cha 21
Benefit: When an evil spell or spell like ability fails to penetrate your spell resistance, a halo of sacred light explodes around you. You are automatically under the effect of Sun Devotion for one minute, as if you used Sun Devotion. Further, you gain fast healing equal to the level of the spell resisted for one minute.
Special: This use of Sun Devotion does not count against your daily uses of Sun Devotion.
Title: Re: Miscellania
Post by: Anastasia on July 17, 2011, 06:07:02 PM
Pollyanna's done. Notes below.

- Converting her was tricky, but I ultimately kept to classes. Gestalt does her build a world of favors, as she was trying to do too much before. She's able to do everything well instead of most things passably. I think she's gained the most from the conversion.

- 5 levels of cleric is a dip at this level of power. While she's not under the divine design rules to limit small dips, a few levels in cleric gives her useful options and versatility.

- Knight of the Mist is a template related to the Well of Souls. Part of it is noted in her racial powers section, though not all of it is for varying reasons. If something doesn't quite make sense, like her turning, just assume that's behind it.

- Her actual build is pretty fearsome. With infinite AoOs, able to AoO from up to 60ft away and Sneak Attack of Opportunity, Pollyanna lays down the beatings and battlefield control. I figure it helps keep people on Demedais or at least harassed if they try to hit and run on him. It's a shame Spellcasting Harrier specifies melee attacks.


Pollyanna

Fighter 10/Order of the Bow Initiate 21//Rogue 21/Cleric of Helm 5/Knight of the Mist 5

Size/Type: Medium Outsider (Augmented Human, Lawful)
Hit Dice: 10d8+80+21d8+168+31+62 (498 hp)
Initiative: +13
Speed: 50ft, fly 50ft (good)
Armor Class: 44 (+6 deflection, +9 dex, +12 armor, +7 natural) (20% miss chance, 50% against incorporeal)
Base Attack/CMB/CMD: +31/+39/76
Attack: Whispermyst+51 (1d8+30 plus 11d6 sneak attack and 2 str damage plus 3d6 lawful and 1 negative level(+9d6 and 3 negative levels on critical) 19-20 x3)
Full Attack: Whispermyst+51/+51/+46/+41/+36 (1d8+30 plus 11d6 sneak attack and 2 str damage plus 3d6 lawful and 1 negative level(+9d6 and 3 negative levels on critical) 19-20 x3)
Space/Reach: 5ft/5ft
Special Attacks: Mist strike, turn undead 9/day(7d6, DC 23), spell-like abilities, sneak attack+11d6, penetrating strike, crippling strike, spells, ranged precision+11d8.
Special Qualities: Darkvision 60ft, blindsight 120ft, immunity to energy drain, ability damage and ability drain, resistance to cold 10, damage reduction 15/anarchic, spell resistance 41, duty, shield of mists, trapfinding, improved evasion, improved uncanny dodge, opportunist, slippery mind, close combat shot, extended precision.
Saves: Fort +28, Ref +30, Will +22
Abilities: Str 27, Dex 29, Con 26, Int 20, Wis 22, Cha 23 
Skills: Balance+43, Climb+42, Craft(Bowmaking)+39, Diplomacy+40, Disable Device+39, Escape Artist+43, Hide+43, Knowledge(Religion)+39, Listen+40, Move Silently+43, Search+40, Spot+40, Swim+42, Tumble+43, Use Rope+43
Feats: Point Blank Shot(H), Precise Shot(1), Rapid Shot(F1), Weapon Focus(Longbow)(F2), Improved Initiative(3), Weapon Specialization(Longbow)(F4), Manyshot(6), Improved Rapidshot(F6), Combat Reflexes(F8), Improved Critical(Longbow)(9), Ranged Weapon Mastery(Piercing)(F10), Toughness(12), Greater Weapon Focus(Longbow)(OoBI4), Woodland Archer(15), Sharp-Shooting(OoBI6), Deadeye(18), Law Devotion(C1)
Epic Feats: Improved Combat Reflexes(21), Opportunistic Shot(OoBI13), Combat Insight(24), True Strike(OoBI16), Sneak Attack of Opportunity(27), Improved Opportunistic Shot(OoBI19), Epic Toughness(30)
Alignment: Lawful Neutral

Racial powers:
Spoiler: ShowHide


Spell-like abilities

At will-Etherealness, greater plane shift(Between the Mortal Coil, the House of the Triad and the Well of Souls only), obscuring mists.

Mist Strike (Su)

Due to the Knight of the Mists being exposed to otherworldly, ghostly vapors, it can strike the insubstantial as easily as the material. It may ignore the miss chance caused by incorporeal creatures. This applies to all modes of attack the base creature possesses.

Duty (Su)

A Knight of the Mist is bound to the Well of Souls and may not leave without permission. While in the Well of Souls, treat the Knight of the Mist as if under a constant dimensional anchor effect.

Shield of Mists (Ex)

Mists constantly surround and protect the Knight of the Mist, granting it concealment at all times and a 20% miss chance. This miss chance rises to 50% against incorporeal creatures.


Rogue powers:
Spoiler: ShowHide


Sneak Attack

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding

Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Penetrating Strike (Ex)

When you flank an enemy and successfully attack that enemy, you may apply half of your sneak attack damage.

Uncanny Dodge (Ex)

Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Improved Uncanny Dodge (Ex)

A rogue of 8th level or higher can no longer be flanked.

This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Crippling Strike (Ex)

A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability

Improved Evasion (Ex)

This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Opportunist (Ex)

Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue's attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can't use the opportunist ability more than once per round.

Slippery Mind (Ex)

This ability represents the rogue's ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.


Order of the Bow Initiate powers:
Spoiler: ShowHide


Ranged Precision (Ex)

As a standard action, an initiate may make a single precisely aimed attack with a ranged weapon, dealing an extra 1d8 points of damage if the attack hits. When making a ranged precision attack, an initiate must be within 30 feet of his target. An initiate's ranged precision attack only works against living creatures with discernible anatomies. Any creature that is immune to critical hits (including undead, constructs, oozes, plants, and incorporeal creatures) is not vulnerable to a ranged precision attack, and any item or ability that protects a creature from critical hits (such as armor with the fortification special ability) also protects a creature from the extra damage.

Unlike with a rogue's sneak attack, the initiate's target does not have to be flat-footed or denied its Dexterity bonus, but if it is, the initiate's extra precision damage stacks with sneak attack damage. Treat the initiate's ranged precision attack as a sneak attack in all other ways.

The initiate's bonus to damage on ranged precision attacks increases by +1d8 every two levels.

An initiate can only use this ability with a ranged weapon for which he has taken the Weapon Focus feat.

Close Combat Shot (Ex)

At 2nd level, an initiate can attack with a ranged weapon while in a threatened square and not provoke an attack of opportunity.

Extended Precision (Ex)

A 10th-level Order of the Bow initiate's senses and feel for "the shot" become so attuned that he may make ranged precision attacks (and sneak attacks, if he has the ability) at a range of up to 60 feet.


Cleric powers:
Spoiler: ShowHide


Pollyanna casts as a 5th level cleric with access to the Strength domain. Her spell DCs are 16 + spell level.

0: Create Water, Cure Minor Wounds, Light, Mending, Virtue.
1: (Enlarge Person), Blessed Aim, Cure Light Wounds, Divine Favor, Grave Strikex2
2: (Bull's Strength), Divine Insight, Silence, Spiritual Weaponx2.
3: (Magic Vestment), Magic Circle against Chaos, Prayer.


Gear: [spoiler]

[Weapon]Whispermyst: Longbow+7, axiomatic power. This bow does not need arrows, instead creating them out of mist every time the bow is fired.
[Armor]Phantasm: Breastplate+7, sizing. This breastplate was once worn by the Lord of the Wild Hunt before it was immersed in the power of the mists of Uatu. It's fey magics were transformed, yet it is still not entirely of this world or any other. It is partially composed of powerful mists and perfectly flexible. As such, it has no armor check penalty, maximum dexterity cap or arcane spell failure. The armor bonus it provides applies to touch AC and CMD.
[Neck]Amulet of Natural Armor+7: +7 enhancement bonus to natural armor.
[Torso]Belt of Magnificence+6: +6 enhancement bonus to all ability scores.
Title: Re: Miscellania
Post by: Anastasia on July 18, 2011, 03:03:14 AM
Ah Antenora. Remember when I said Pollyanna's build gains the most from gestalt? I lied. Let's put it this way, Antenora's possible damage output is in a spoiler box at the bottom; scraping 4 digits was entirely possible before I removed Great Smiting. That's why she has Armor Skin so much, there wasn't much else I could give her and the AC is good. Ironically she ended up with a better AC than Donald and Latha; I'm not happy about that from a design standpoint but she's an anomaly.

She doesn't look that strong if you just look at her attack column. You have to get into her wheelhouse of being an evil outsider, or at least evil, for Antenora to reach her potential. Check out the maths section at the end for details on the insanity.


Antenora Reynes

Erinyes 9/Ranger 1/Hellreaver 22//Paladin 32

Size/Type: Medium Outsider (Good, Lawful)
Hit Dice: 32d10+288 (468 hp)
Initiative: +13
Speed: 30ft, fly 110ft (perfect)
Armor Class: 67 (+9 dexterity, +27 natural, +12 armor, +1 dodge, +7 deflection)
Base Attack/CMB/CMD: +32/+42/62
Attack: Black Horn Spear+49 (1d8+22 19-20 x2)
Full Attack: Black Horn Spear+49/+44/+39/+34 (1d8+22 19-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Entangle, spell-like abilities, favored enemy(evil outsiders+2), furious strike(+12/+8d6), call to judgment, divine retribution, smite evil 9/day, turn undead 16/day(15d6; DC 37), spells, charging smite.
Special Qualities: Damage reduction 15/epic, evil and silver, immunity to fire, resistance to acid and cold 20, spell resistance 40, darkvision 120ft, see in darkness, telepathy 200ft, speak with plants and animals, holy fury, divine succor(70 points), improved divine resolve, improved divine shield, mettle, heroic sacrifice, detect evil, divine grace, lay on hands(416 hp), aura of courage, divine health, remove disease 9/week.
Saves: Fort +43, Ref +44, Will +41
Abilities: Str 30, Dex 28, Con 28, Int 14, Wis 22, Cha 36
Skills: Concentration+44, Craft(Metalworking)+37, Diplomacy+48, Escape Artist+43, Hide+43, Listen+41, Knowledge(Planes)+37, Knowledge(Religion)+37, Move Silently+43, Perform(Song)+68, Sense Motive+41, Spot+41, Survival+41, Use Rope+43.
Feats: Dodge(B), Mobility(B), Mindsight(1), Improved Flier(3), Flyby Attack(6), Power Attack(9), Favored Power Attack(12),  Battle Blessing(15), Track(R1), Divine Might(18), Extra Smiting(Paladin)(Mist), Improved Initiative(24)
Epic Feats: Dire Charge(21), Armor Skin(P23), Spread Holy Fury(H14), Armor Skin(P26), Blinding Speed(27), Armor Skin(H18), Armor Skin(P29), Multiaction(30), Armor Skin(H22), Armor Skin(P32)
Alignment: Axiomatic Exalted (Lawful Exalted tendencies)

Racial powers:
Spoiler: ShowHide


At will: Discern Lies, Holy Smite, Detect Magic, Greater Dispel Magic, Vision of Heaven. 2/day: Remove Curse, Remove Disease, Remove Fear. 1/day: Blade Barrier, Align Weapon, Flame Strike, Heal. DC 23 + spell level. The DCs are charisma based. Caster level 32nd.

Entangle (Ex)

Antenora carries a stout rope some 100 feet long that entangles opponents of any size as an animate rope spell (caster level 32nd). Antenora can hurl her rope 30 feet with no range penalty. Typically, Antenora entangles incorporeal creatures or particularly mobile ones. 

Smite Evil(Su)

Once per day Antenora can make a normal melee attack to deal extra damage equal to her HD (+20; maximum of +20) against an evil foe.


Ranger powers:
Spoiler: ShowHide


Favored Enemy (Ex)

At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. Antenora has chosen evil outsiders as her favored enemy.

Speak with Animals and Plants (Sp)

You can use speak with animals and speak with plants, as the spells (Caster level 1). You can use any combination of these effects up to three times per day.


Paladin powers:
Spoiler: ShowHide


Spells

Antenora casts as a 32nd level paladin.

1: Divine Favorx7.
2: Divine Insightx3, Undetectable Alignmentx3
3: Righteous Furyx6
4: Death Wardx3, Restorationx3

Aura of Good (Ex)

The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level. Note that being a good aligned outsider gives her an overwhelming aura already, this is essentially overlapping with it.

Smite Evil (Su)

Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

Divine Grace (Su)

At 2nd level, a paladin gains a bonus equal to her Charisma bonus on all saving throws.

Lay on Hands (Su)

Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn't have to use it all at once. Using lay on hands is a standard action.

Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Aura of Courage (Su)

Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.

This ability functions while the paladin is conscious, but not if she is unconscious or dead.

Divine Health (Ex)

At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.

Turn Undead (Su)

When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.

Remove Disease (Sp)

At 6th level, a paladin can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).


Hellreaver powers:
Spoiler: ShowHide



Holy Fury (Ex)

When you face your enemies, a raging anger fills your mind. Avenging divine power surges through you, allowing you to generate magical effects. Entering this state is a free action. While in a holy fury, your melee attacks are good aligned. You also gain immunity to fear effects.

In addition, you gain a number of holy fury points equal to your hellreaver level plus your charisma modifier. You spend these points to activate many of your hellreaver class abilities. Antenora has 16 holy fury points.

You can use holy fury once per encounter. It lasts until the end of the encounter.

Furious Strike (Su)

As a swift action, you can spend 1 holy fury point to pour divine energy into your weapon. Your blade crackles with a divine aura that is baneful to your foes. You gain a +6 bonus and deal an extra 3d6 points of damage on your next attack. These bonuses apply only to an attack that targets an evil creature. If you accidentally use furious strike against a creature that is not evil, or your attack misses, the furious strike has no effect, but the holy fury point is still spent.

Divine Succor (Su)

Just as your divine power can slay evil creature, it can also mend wounds suffered by the just.  As a swift action, you can spend 1 holy fury point to heal 30 points of damage.  You can apply this healing to yourself or any good aligned creature within 20 feet.

Improved Divine Resolve (Su)

From 3rd level on you can draw upon your fury to push aside the effect of a spell cast by your foes, a monster's poison and so forth. As an immediate action, you can spend 2 holy fury points to gain a +4 bonus to your next saving throw. You must use this before the saving throw is determined. (Houserule for an NPC)

Improved Divine Shield (Su)

When you attain 3rd level, you can focus your divine power into a shield that knocks aside a foe's attac with a mighty shout. As an immediate action, you can spend 2 holy fury points to gain a +4 bonus to your AC against the next attack you face. You must use this before the attack role is determined. (Houserule for an NPC)

Mettle (Ex)

Beginning at 4th level, if you make a successful fortitude or will save that would normally reduce(rather than negate) a spell's effect, you suffer no effect from the spell at all. Only those spells with a saving throw entry of will partial, fortitude half or similar entries can be negated through this ability.

Heroic Sacrifice (Su)

From 5th level on, as a swift action, you can voluntarily take 2 points of constitution damage to fully replenish your holy fury points.

Call to Judgment (Su)

With your foe near defeat, you cry out to the gods for justice. Gleaming white chains appear around your enemy, preventing it from using dimensional travel.

At 6th level and beyond, as a swift action, you can spend 3 holy fury points to charge your weapon with divine power. If your next melee attack hits an evil outsider, the target suffers the effects of a dimensional anchor spell, with a caster level equal to your hellreaver level. Note that spell resistance does not apply, as this is a supernatural effect.


Gear:
Spoiler: ShowHide


[Weapon] Black Horn Spear: Longspear+7, mighty smiting keen evil outsider bane/fiercebane valorious.
[Armor] Golden Armor: This armor was forged in Jovar long ago, recovered from the lair of a Far Realm twisted abomination. Breastplate+7, no armor check penalty, arcane spell failure or maximum dexterity cap.
[Slotless]White Dress: Grants a 50ft bonus to Antenora's fly speed.

[Head]Ribbon of Disguise: Alter self as the spell, at will.
[Neck]Amulet of Endurance: +6 enhancement bonus to natural armor and constitution.
[Wrists]Bracers of Wrathful Smiting: +2 hit/damage bonus on a smite attack.
[Ring 1]Ring of Beauty: +10 enhancement bonus to charisma, +25 competence bonus to perform checks.
[Ring 2]Ring of Protection+7: +7 deflection bonus to armor class.
[Torso]Belt of Giant Strength+8: +8 enhancement bonus to strength.
[Feet]Boots of the Battle Charger: 2/day, can charge as a standard action instead of a full round action. In addition, these boots grant a +6 enhancement bonus to dexterity.

[Reserve Weapon]Ghost Rope: 2/day, this rope can be used with Antenora's Entangle ability against an incorporeal target. It ignores the normal incorporeal miss chance and if the Entangle is successful, the incorporeal creature is rendered corporeal as long as its' entangled.

Math:
Spoiler: ShowHide


Pasting this from IRC, where I did it segment by segment to illustrate how things go. This assumes an evil outsider since that's her focus. The majority of her tricks work on just an evil target, but she loses some boosts. This is with her having Great Smiting x2.

> +49 base. +12 furious strike to +61.
> +61 base. +13 smite evil to +74.
> +74 base. +2 bracers of wrathful smiting to +76.
> +76 base. +2 mighty smiting to +78.
> +78 base. +2 evil outsider bane to +80.
> +80 base. +2 charge to +82.
> +82 base. +1 blinding speed to +83.
> +83 base. +3 divine favor to +86.
> +86 base. +2 righteous fury to +88.
> +88 in her wheelhouse. Ow. -32 for PA is +56, which is hittable against most foes and can easily be cut back a bit. For the sake of overkill let's do -32.

With two swift actions per round, I feel having a few buffs up is reasonable. +56 is a little low for her level, but I went with it to make a point about her damage.

> Base damage is 1d8+22.
> +2 for favored enemy, 1d8+24
> +8d6 for furious strike, 1d8+24+8d6
> +160 for smite evil, 1d8+184+8d6. (I'm ruling Great Smite only multiplies the base smite damage and not charging smite. RAW it's a bit unclear the way the two abilities are written.)
> +13 for divine might, 1d8+197+8d6
> +2 for bracers of wrathful smiting, 1d8+199+8d6.
> +2 for mighty smiting, 1d8+201+8d6
> +2 for evil outsider bane, 1d8+203+8d6
> +2d6 for evil outsider bane, 1d8+203+8d6+2d6
> +3 divine favor, 1d8+206+8d6+2d6
> +3 righteous fury, 1d8+209+8d6+2d6
> +96 power attack, 1d8+305+8d6+2d6
> x3 valorious and dire charge, 3d8+915+8d6+2d6

You can boost that up to 5d8+1525+8d6+2d6+3d10 on a crit. Yeaaaaah. The total comes to 3d8+693+8d6+2d6 without Great Smiting. Polly is doing 350 at most if all her arrows hit and sneak attack gets through, Latha's somewhere around 200ish with a high level spell, Donald's around 300 with a full attack and Amaryl's around 500 on an optimal target and full hits. While the context of each is different and they have unique fighting styles, I strongly suspect Antenora's broken on the basis of her overwhelming damage output.

As an aside, Amaryl may be broken, but I think her +40 base to hit with manyshot limits her well enough. Could be wrong, especially since can buff herself a bunch.

I digress. The point is that I'd tone down Antenora's build if I were playing this seriously. No Great Smiting, and either Charging Smite or Favored Power Attack might potentially go. I'm not going to alter her any further right now, I want to see how everyone else turns out before applying the nerf bat.

Also, her damage would get insane if you ruled Great Smiting multiplies the boost from Charging Smite. Try 5d8+2115+8d6+2d6+3d10 for laughs.
Title: Re: Miscellania
Post by: Anastasia on July 23, 2011, 04:15:34 PM
Alicia. Holy hell did this take some work, mostly in the epic spell department. Notes below.

- Paladin 11 is to make sure she gets full BAB. I had it 10/10/14 beforehand.

- Divine paladins have insane saving throws. Charisma focus plus charisma to saves twice leads to horrible things. I'm okay with this, a divine paladin should have near-unbeatable saving throws.

- Familiar Spell x2 is a placeholder, as Alicia couldn't qualify for any epic metamagic or much of anything else. The sorc list of bonus feats is a bit scanty.

- Sunlance was developed for Latha but I didn't post it at the time. Volcanic Genesis was designed for Seira but I haven't statted her out yet. I figure she shared it with Alicia. I'm aware Mirror's Mimicry is broken on paper. I suspect it works a little better in play since the images get toasted quickly.

- A few odds and ends from Alicia's old sheet were trimmed. Things like reversed euyale and sacred cleansing. Undead Bane may be converted to an SDA later.


Alicia Reynes
Queen of the Battlefield, The Righteous Avenger, Saint Alicia
Quasipower
Symbol: Black queen chess piece viewed from above
Home Plane: Sylica
Alignment: Lawful Exalted
Portfolio: Magic, battle, justice, perseverance
Worshipers: Warriors, guards, spellswords, gishes, adventurers
Cleric Alignments: LG, NG, CG
Domains: War, Magic, Good
Favored Weapon: Bonds (Falchion)

Sorcerer 34//Paladin 11/Spellsword 10/Sacred Exorcist 13

Size/Type: Medium Outsider(Good)
Divine Rank: 1
Hit Dice: 11d10+100+23d8+240+34 (568 hp)
Initiative: +11
Speed: 60ft, fly 200ft (good)
Armor Class: 62 (+1 divine, +13 deflection, +16 natural, +10 dex, +12 armor)
Base Attack/CMB/CMD: +34/+46/80
Attack: Bonds+59 (2d4+25 plus 2d6 holy plus 4d6 banestrike plus 3d6 holy and 1 negative level(plus 9d6 and 3 negative levels on a critical hit) plus 2d6 evil outsider bane plus 13 fire 15-20 x3)
Full Attack: Bonds+59/+54/+49/+44 (2d4+25 plus 2d6 holy plus 4d6 banestrike plus 3d6 holy and 1 negative level(plus 9d6 and 3 negative levels on a critical hit) plus 2d6 evil outsider bane plus 13 fire 15-20 x3)
Space/Reach: 5ft/5ft
Special Attacks: Spells, smite evil 3/day, turn undead 16/day(10d6; DC 33), charging smite, channel spell 5/day, multiple channel spell,
Special Qualities: Divine traits, damage reduction 15/epic, evil and silver, immunity to electricity and cold, spell resistance 49, fast healing 3, familiar, detect evil, divine grace, lay on hands(130 hp), aura of courage, divine health, charging smite, remove disease 2/week, ignore spell failure 30%, chosen foe+4(evil outsiders), consecrated presence.
Saves: Fort +61, Ref +53, Will +60
Abilities: Str 35, Dex 31, Con 31, Int 27, Wis 30, Cha 37
Skills: Bluff+51, Concentration+48, Craft(Painting)+46, Diplomacy+51, Intimidate+51, Knowledge(Arcana)+46, Knowledge(Nature)+46, Knowledge(Planes)+46, Knowledge(Religion)+46, Listen+48, Perform(Oratory)+48, Sense Motive+48, Spellcraft+46, Spot+48, Tumble+48
Feats: Weapon Focus(Falchion)(B), Apt Learning(Tumble and Diplomacy)(H), Power Attack(1), Eschew Materials(S1), Celestial Bloodline(3), Still Spell(S5), Arcane Strike(6), Divine Might(9), Silent Spell(S10), Improved Critical(Falchion)(12), Toughness(SS2), Flyby Attack(15), Chain Spell(S15), Exalted Familiar(18), Explosive Spell(S20)
Epic Feats: Epic Spell Capacity(21), Spell Stowaway(Wish)(S23), Overwhelming Critical(Falchion)(24), Ignore Material Components(S26), Devastating Critical(Falchion)(27), Familiar Spell(S29), Fast Healing(30), Familiar Spell(S32), Holy Strike(33)
Salient Divine Abilities: Banestrike, Divine Armor Mastery, Divine Blast, Divine Shield, Mistress of the Duel
Alignment: Lawful Exalted (Neutral Exalted tendencies)

Divine traits:
Spoiler: ShowHide


Spell-like abilities

At will-Aid, antimagic field, blade barrier, dispel evil, dispel magic, divine power, flame strike, foresight, greater teleport, holy aura, holy smite, holy word, identify, imbue with spell ability, magic aura, magic circle against evil, magic disjunction, magic vestment, magic weapon, power word blind, power word stun, protection from evil, protection from spells, spell resistance, spell turning, spiritual weapon, summon monster 9(good creatures only). Caster level 34th. The save DCs are 33 + spell level.

Alter Reality (Su)

Alicia exerts a considerable measure of control over reality itself, and her presence can command the very essence of the world around her. This warping of reality manifested in a number of ways. Alicia can use limited wish when doing so could help her battle evil, promote the blending of might of arms and magic, and conduct holy war. Note that in the situation where Alicia and another deity both try to Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered.

Domain powers:

Good: +1 bonus to the caster level of good spells.
Magic: - (Irrelevant due to being a full leveled sorcerer.)
War: Free weapon focus with your chosen weapon(Falchion).

Divine Aura (Ex)

The save DC against Alicia's divine aura is 24 and the radius is 10ft.

Immunities: Alicia is immune to polymorphing, petrification, or any other attack that alters her form. Any shape-altering powers she might have function normally on herself. She 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). She are also immune to disease, poison, stunning, sleep, paralysis, death effects, and disintegration. An opposed rank check may bypass any of these immunities; each attempt to do so requires a separate check.

Checks: Alicia gains a divine bonus equal to her divine rank on all skill checks, ability checks and caster level checks.

Alicia does not automatically fail on a natural attack roll or saving throw roll of 1.

Communication: Alicia can understand, speak, and read any language, including nonverbal languages. She can speak directly to any beings within one mile of herself per divine rank.

Remote Communication: As a standard action, Alicia can speak to any of her own worshipers, and to anyone within one mile per rank away from a site dedicated to her, or within one mile per rank away from a statue or other likeness of her. The creature being contacted can receive a telepathic message that only it can hear. Alternately, she may contact her faithful with telepathy, speaking directly into their mind.

Create Items: Alicia can create any wondrous item with power related to war, good or magic; the maximum is 4,500 marks.

Portfolio Sense: Alicia is aware of any act of righteous battle or justice that involves 1,000 or more people.


Sorcerer powers:
Spoiler: ShowHide


Alicia casts as a 34th level sorcerer.

6/10/9/9/9/9/8/8/8/8/7/7/7/7/3

0: Amanuensis, Caltrops, Detect Poison, Light, Mage Hand, Mending, Message, Prestidigitation, Stick.
1: Critical Strike, Feather Fall, Light of Lunia, Magic Missile, Shield, Shock and Awe, True Strike.
2: Alter Self, Daylight, Deflect, Knock, Mirror Image, Resist Energy, Whirling Blade.
3: Analyze Portal, Greater Magic Weapon, Magic Circle Against Evil, Major Image, Mass Snake's Swiftness, Sleet Storm.
4: Enervation, Greater Invisibility, Perfect Summons, Rainbow Pattern, Ray Deflection, Voice of the Archon.
5: Dismissal, Moonbow, Sending, Telekinesis, Telepathic Bond, Wall of Force.
6: Antimagic Field, Fires of Purity, Greater Dispel Magic, Imbue Familiar With Spell Ability, Probe Thoughts.
7: Greater Teleport, Limited Wish, Might of the Planetar, Planar Bubble, Radiant Assault.
8: Dimensional Lock, Divert Teleportation, Greater Arcane Fusion, Mind Blank, Sunburst.
9: Gate, Meteor Swarm, Summon Monster 9, Unbinding, Wish.
10: Celestial Valor, Energy Immunity, Naeys' Life Font, Shield of Sylica.
11: Epic Mage Armor, Might of the Solar, Sunlance, Volcanic Genesis.
12: 4
13: Mirror's Mimicry 3
14: Radiant Storm 2

Familiar

Marielle the courre eladrin.


Paladin powers:
Spoiler: ShowHide


Alicia casts as an 11th level paladin. She may spontaneously cast any of her domain spells.

1: Divine Favorx2, Lesser Restorationx3.
2: Divine Protection, Shield Otherx2, Stabilizex2
3: Cure Moderate Wounds, Remove Blindness/Deafness, Remove Curse

Detect Evil (Sp)

At will, a paladin can use detect evil, as the spell.

Smite Evil (Su)

Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level.

Divine Grace (Su)

At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Lay on Hands (Su)

Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn't have to use it all at once. Using lay on hands is a standard action.

Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Aura of Courage (Su)

Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.

This ability functions while the paladin is conscious, but not if she is unconscious or dead.

Divine Health (Ex)

At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.

Turn Undead (Su)

When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.

Charging Smite (Su)

When you charge and make a smite attack, you deal an additional 2 points of damage per paladin level.

Remove Disease (Sp)

At 6th level, a paladin can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).


Spellsword powers:
Spoiler: ShowHide


Ignore Spell Failure (Ex)

Starting at 1st level, a spellsword's hard work pays off. He can ignore part of the arcane spell failure chance caused by wearing armor. He subtracts the value from this ability from any arcane spell failure his armor causes.

Channel Spell (Sp)

At fourth level a spellsword can channel any spell she can cast into his melee weapon. Using this ability requires a move action, and the spellsword uses up the prepared spell or spell slot just as if he had cast the spell. The channelled spell affects the next target the spellsword successfully attacks with her weapon (spell resistance and saving throws still apply). Even if the spell normally only affects an area, or is a ray, it affects only the target. A spellsword can channel her spells into only one weapon at a time. Spells channelled into a weapon are lost if not used in eight hours.

Multiple Channel Spell (Sp)

A 10th level spellsword can channel two spells into his melee weapon, using a move action to channel each one. Both channelled spells affectt he next target the spellsword successfull attacks with his weapon, in the order they were placed into the weapon. As with the channel spell class feature, saving throws and spell resistance applies normally. Each time a spellsword uses multiple channel spell, two of his five channel spell uses per day are expended.


Sacred Exorcist powers:
Spoiler: ShowHide


Chosen Foe (Ex)

A sacred exorcist designates either undead or outsiders as her chosen foe. Extensive study and special training in the proper techniques for combating this foe gives the sacred exorcist a +1 competence bonus on Bluff, Intimidate, Listen, Sense Motive, and Spot skill checks and caster level checks to overcome any spell resistance of the chosen foe. At 4th level the bonus increases to +2, and at 8th level it increases to +3.

Turn Undead (Su)

Sacred exorcists can turn undead as clerics do. If a sacred exorcist has this ability from another class, her class levels stack to determine her effective turning level.

Detect Evil (Sp)

At will, a sacred exorcist of at least 2nd level can use detect evil as a spell-like ability.

Dispel Evil (Sp)

Beginning at 4th level, a sacred exorcist can use dispel evil as a spell-like ability once per week. At 7th level, she can use this ability twice per week. At 10th level, she can use it three times per week.

Consecrated Presence (Su)

At 5th level and higher, a sacred exorcist is surrounded by an aura of positive energy that extends 20 feet from her presence. This aura duplicates the effects of a consecrate spell, but it moves with the sacred exorcist. If the sacred exorcist enters an area affected by a desecrate spell, both effects are negated while the sacred exorcist remains in the area. If the sacred exorcist is the target of a desecrate spell, her aura is suppressed for the duration of the desecrate spell.

Holy Aura (Sp)

A sacred exorcist of 8th level or higher can use holy aura once per day as a spell-like ability.


Gear:
Spoiler: ShowHide


Bonds

This falchion was forged in Sylica, putting in metal some of the deep friendships that aided Alicia in her long quest. Bonds is a falchion+7, holy power and evil outsider bane. For each of Jessica, Marie, Antenora, Latha or Syala within 30ft while wielding bonds, Alicia gains a +2 insight bonus to armor class. These bonuses stack with each other.

Holy War

Holy War was gifted to Alicia by Latha, created using ancient techniques of smithing handed down from Celestia. It was forged with metals and minerals alive with the energies of the purification of Sylica. It functions as a breastplate+7. This armor has a maximum dexterity cap of 12, no arcane spell failure and only -2 armor check penalty. The gems in the armor provide sacred power to conduct just war, granting Alicia a +2 sacred bonus to strength. By drawing on the magic within the gems, Alicia can consecrate  and purify(as the metamagic feats) one spell or spell-like ability per day, with no increase in casting time or spell level.

In addition, Alicia possesses a considerable amount of other treasure useful in battle. She carries a portable hole with her, using it to withdraw items and gird herself as appropriate. For most battles she wears bracers of heartfelt blows and a ring of freedom of movement. Alicia is not above using much more treasure and equipment when circumstances dictate.


Custom material:
Spoiler: ShowHide


Celestial Valor
Abjuration [Good]
Level: Sor/Wiz 10, Glory 10.
Components: V, S.
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: One creature/level.
Duration: 1 min/level
Saving Throw: None.
Spell Resistance: No.

Your words of magic fill those that hear them with deep wellsprings of righteous bravery. Each target of this spell gains a +8 sacred bonus to saving throws against fear and any emotion based effect that would sap the will to fight, such as calm emotions or crushing despair. In addition, celestial valor grants a +4 sacred bonus to attack rolls, weapon damage rolls, armor class and saving throws. Finally, any weapon they use counts as a holy weapon for the duration, granting 2d6 extra damage against evil targets. This does not stack if the weapon already has the holy special property.

Energy Immunity
Abjuration
Level: Clr 10, Drd 10, Sorc/Wiz 10
Components: V, S.
Casting Time: 1 standard action.
Range: Touch.
Target: Creature touched.
Duration: 24 hours.
Saving Throw: None.
Spell Resistance: No.

This abjuration grants a creature and its equipment complete immunity to one of the five energy types-fire, cold, electricity, acid or sonic. Energy immunity only absorbs hit point damage, so side effects such as deafening from sonic attacks or immobilized in ice by an ice spell still apply.

Energy immunity overlaps with protection from energy and resist energy. As long as it is in place, the other spells absorb no damage.

Shield of Sylica
Abjuration
Level: Clr 10, Sor/Wiz 10
Components: V, S, M, special.
Casting Time: 24 hours.
Range: Touch
Target: Creature touched.
Duration: Permanent.
Saving Throw: None.
Spell Resistance No.

Intoning a prayer to the two goddesses of Sylica, you channel the harmony of balance between law and chaos. With this blessing you are of both law and chaos and yet with neither at the same time, granting you special protections against attacks that rely on it. You are immune to any spell that has the lawful or chaotic descriptor, such as order's wrath, word of chaos and so forth. You are immune to damage relying on law or chaos, such as the extra damage from an anarchic or axiomatic weapon.

Material Components

An opal from the Opal Mountain of Sylica and a gold nugget from the streams of the Wychwood of Sylica, both of no less than 10,000 marks value.

Special

This spell must be cast in a place of harmony between law and chaos.

Might of the Solar
Transmutation
Level: Sor/Wiz 11
Components: V, S, M.
Casting Time: 1 standard action.
Range: Personal.
Target: You.
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Calling on the majesty of the celestial host, you imbue your body with a spark of the near-divine energy that empowers Solars. You gain a +18 enhancement bonus to strength, dexterity and constitution. You also gain a +14 enhancement bonus to natural armor. Your natural attacks and weapons are filled with sacred power, allowing you to treat any attack you make as a bane attack against the target; adding a +2 bonus to hit and damage, as well as 2d6 points of damage.

In addition you gain the benefits of the improved initiative and power attack feats.

Material Component

The feather of a solar.

Sunlance
Evocation [Light]
Level: Drd 11, Sor/Wiz 11, Sun 11
Components: V, S, M.
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: Reflex partial; see text.
Spell Resistance: Yes; see text.

Calling on Lathander's glow, the caster summons a 10ft long lance of pure solar energy. This lance hurtles from the caster and requires a ranged touch attack. On success it deals 1d6 points of damage per caster level(Maximum 30d6) A creature to which sunlight is harmful or unnatural takes double damage. A second later the lance explodes into a burst of radiance. This burst is treated as a sunburst spell with a doubled area(160ft). The area is centered on the target and the target is also affected by the sunburst normally.

There is no saving throw against the sunlance's primary damage and a reflex save is allowed as normal with the secondary sunburst effect. For the sake of evasion, the sunlance's primary damage is not negated on a successful reflex save, only the sunburst damage. Spell resistance is allowed on the lance and the sunburst.

Material Component

A hunk of sunstone.


Volcanic Genesis
Evocation [Fire]
Level: Sor/Wiz 11
Components: V, S
Casting Time: 1 standard action.
Range: Long (400ft + 40ft/level)
Target: One 20ft patch of solid ground.
Duration: 1 round/level.
Saving Throw: See text.
Spell Resistance: No.

When you cast this spell, you point at a segment of ground 20ft in radius, which promptly crumbles away and reveals a vein of boiling magma a mere 20ft below. If any creatures are standing on the ruptured hole and are small enough to fall through, they must make a reflex save or plummet into the magma below. Creatures who fall in are treated as being immersed in lava, taking 20d6 points of fire damage per round.

Each round this revealed hole causes various effects, as noted below.

1st round: Black, sulfurous gasses escape from the rupture. This miasma spreads in a radius of 10ft per caster level and reaches 30ft high at all points. This is treated as obscuring mist, hampering visibility as per that spell. Due to the thickness of the gas, wind of less than hurricane force cannot disperse it. A hurricane force wind will disperse the gas in one round. Further, the superheated, toxic gasses are damaging. Any creature within these gasses takes 5d6 points of fire damage and is nauseated. A successful fortitude save halves the fire damage and reduces the nausea to sickened.

2nd round: With a rumble, great bursts of flaming volcanic rock erupt out of the newborn volcano. These pummel an radius of 10ft per caster level around the hole, dealing 10d6 points of fire damage and 10d6 points of bludgeoning damage to all creatures within the radius. A successful reflex save halves this damage.

3rd round: A wave of magma bursts out from the hole, spreading out in a 20ft radius around the volcano. This deals 20d6 points of fire damage to any creature within the radius, with a reflex save to halve this damage. Further, it melts the ground below, expanding the radius of the volcano's hole by a like amount.  Any creature on this ground must make a reflex save for fall into the magma below.

4th round and beyond: At the 4th round the 2nd round effects repeat, and on the 5th round the 3rd round effects repeat. Adjust the affects accordingly as the radius of the volcanic hole expands. This pattern continues until the duration expires.

After the duration expires, the hole vanishes and any magma or flaming rock on the ground cools as normal. The gasses dissipate within 10 minutes, though a strong wind or greater will disperse them in one round.

Mirror's Mimicry
Illusion (Figment)
Level: Sor/Wiz 13
Components: V, S, F.
Casting Time: 1 standard action.
Range: Personal.
Target: You.
Duration: 1 round/level.
Saving Throw: None.
Spell Resistance: No.

This spell functions as mirror image; however, you sacrifice a small part of your life force to render the images partially real. For each image created you take 8 points of damage. This damage cannot be prevented in any way, and if it is redirected, the spell fails.

Each round, every image may take a standard action. They may perform any action you are capable of. Each image may take a separate action and your normal actions are not constrained. Due to only being partially real, everything is only half-effective. The attack rolls of your mirror images are half of yours, the save DCs are halved, durations are halved, damage is halved, and so forth and so on. The images may not target themselves with beneficial abilities, nor can they effectively heal themselves. However, they can heal the caster or buff him as normal. Any resources used by the mirror images are expended as normal, despite only being half effective.

Focus

A polished mirror engraved with your true name and an image of your true face. This must be of the highest craftsmanship and worth at least 20,000 marks.

MISTRESS OF THE DUEL
Benefit: Alicia is a gifted natural at deciphering the attack patterns of her enemies. Within second she can master a combat, turning it to her advantage and confounding her foes. Every round after the first, Alicia gains a cumulative +2 insight bonus to all rolls concerning an opponent she is in battle with, while her opponent suffers a cumulative -2 penalty to all rolls concerning Alicia. Thus if Alicia has been in battle with two pit fiends for three rounds, the modifiers would be +4/-4 respectively. If a Cornugon enters battle on the third round, then Alicia would gain a +2/-2 advantage over it on the fourth round, while the Pit Fiends would be on +6/-6. The benefits of this ability remain in place as long as combat lasts, but end if Alicia and her opponent are seperated for more than three rounds, and must start again if battle is rejoined. his ability caps at +6/-6.
Title: Re: Miscellania
Post by: Anastasia on July 26, 2011, 03:04:12 AM
Eudard. His build was simple, since he's similar to Zaaman Rul. It's not his fault, I designed him first. He's just unlucky since he can't compare to an Archomental. Notes as follows.

1. His AC is a little low, especially for a shield user. He chose to buff his damage reduction, hit points and shield defenses over raw armor class. Oftentimes at this level, epic toughness is a better overall deal than armor skin. It does depend on the build, and the nature of epic feats let you buff whichever part of your defenses you feel needs it.

2. Battlescarred paladin is nice. It's damage reduction at the same speed as a barbarian; barbarians get more class features so I figure this is fair enough. If you're going to stick with paladin levels, you may as well get something for it.

3. Yes, Eudard's gear is a homage to Cecil's final equipment in Final Fantasy 4. Considering what his storyline was and how he dealt with it, the reference is quite fitting. I was playing with this back in Balmuria 1; between this and the Well of Souls, the flavor is there for this gear. All of his gear besides his sword was generic or a Deme loaner, so I took some creative liberties. Yes, everything is on a 3-6-9 numerical organization. The Triad likes 3s.

4. Shield Barrier could be a non-epic feat depending on your tastes. Goodness knows shield users need the boost. Shield Evasion is probably an epic feat; it stretches the rules as it is by offering evasion. One of the rules of epic feat design is, barring feats that build on class abilities for epic, you don't give out class abilities with feats. I think it's reasonably justifiable based on the chain of feats. Shield Ward lets you apply your shield to CMD and touch AC, and Shield Barrier lets you apply it to reflex saves. I feel it's a reasonable continuation of the theme.


Eudard

Paladin 29//Fighter 6/Pious Templar 16/Triadic Knight 7

Size/Type: Medium Humanoid (Human)
Hit Dice: 29d10+203+29+116 (512 hp)
Initiative: +9
Speed: 30ft, fly 50ft (perfect)
Armor Class: 51 (+17 armor, +9 shield, +1 dex, +6 deflection, +8 natural)
Base Attack/CMB/CMD: +29/+39/69
Attack: Lightning Crash+51 (1d8+23 plus 3d6 lightning (6d6 lightning on a critical) 19-20 x2)
Full Attack: Lightning Crash+51/+46/+41/+36 (1d8+23 plus 3d6 lightning (6d6 lightning on a critical) 19-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Smite evil 7/day, turn undead 11/day (13d6; DC 29), spells, smite(pious templar) 7/day, shout, threefold smite.
Special Qualities: Aura of good, detect evil, divine grace, lay on hands(203 hp), aura of courage, divine health, battlescarred paladin, remove disease 8/week, mettle, damage reduction 16/-, hands of Ilmater, shield other, eyes of Tyr, discern lies, vigilance of Helm.
Saves: Fort +35, Ref +33, Will +30
Abilities: Str 30, Dex 20, Con 24, Int 18, Wis 22, Cha 26
Skills: Concentration+39, Diplomacy+40, Handle Animal+40, Heal+38, Knowledge(Planes)+36, Knowledge(Religion)+36, Sense Motive+38, Swim+42
Feats: True Believer(H), Protection Devotion(1), Improved Initiative(F1), Weapon Focus(Longsword)(F2), Endurance(3), Weapon Specialization(Longsword)(F4), Divine Might(6), Toughness(F6), Steadfast Determination(9), Melee Weapon Mastery(Slashing)(PT3), Shield Specialization(PT4), Battle Blessing(12), Shield Ward(PT8), Initiate of Helm(15), Power Attack(18)
Epic Feats: Great Charisma(21), Epic Toughness(P23), Great Strength(24), Holy Strike(P26), Damage Reduction(PT13), Shield Barrier(27), Epic Toughness(P29), Armor Skin(PT16)
Alignment: Lawful Good

Paladin powers:
Spoiler: ShowHide


Spells

Eudard casts as a 29th level paladin. His spell DCs are 17 + spell level. All of Eudard's paladin spells are quickened.

5/5/5/5

1: Bless, Cure Light Wounds, Divine Favorx2, Warning Shout.
2: Divine Insightx2, Warning, Zone of Truthx2
3: Force Ward, Mace of Odo, Righteous Furyx3/
4: Death Wardx2, Restorationx3

Aura of Good (Ex)

The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp)

At will, a paladin can use detect evil, as the spell.

Smite Evil (Su)

Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

Divine Grace (Su)

At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Lay on Hands (Su)

Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn't have to use it all at once. Using lay on hands is a standard action.

Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Aura of Courage (Su)

Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.

This ability functions while the paladin is conscious, but not if she is unconscious or dead.

Divine Health (Ex)

At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.

Turn Undead (Su)

When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.

Battlescarred Paladin (Ex)

You gain damage reduction 1/-.  At level 8 it rises to damage reduction 2/- and rises by another point every three levels thereafter. (11, 14, 17, 20, 23, ect.)

Remove Disease (Sp)

At 6th level, a paladin can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).


Pious Templar powers:
Spoiler: ShowHide



A Pious Templar's special blessing allows her to shrug off magical effects that would otherwise harm her. If a pious templar makes a successful will or fortitude saving throw that would normally  reduce the spell's effect, she suffers no effect from the spell at all. Only those spells with a saving throw entry of will partial, fortitude half or similar entries can be negated through this ability.

Smite (Su)

Once per day, a pious templar of 2nd level or higher may make a single melee attack with a +4 attack bonus and a damage bonus equal to her pious templar level(if she hits). The pious templar must declare the smite before making the attack. Starting at 6th level, a pious templar can smite twice per day and at 10th level, three times per day.

If a pious templar has a smite evil or smite ability(for being a paladin or a cleric with the Destruction domain) already, she can use the ability one extra time per day(two extra times at 7th level). The attack bonus does not increase, but the damage bonus is based on the character's combined level(pious templar level plus cleric or paladin level).


Triadic Knight powers:
Spoiler: ShowHide


Hands of Ilmater (Su)

At 2nd level and higher, you can no longer become nauseated or sickened.

Shield Other (Sp)

Starting at 3rd level, you can use a shield other effect once per day; your caster level is equal to twice your class level. Triadic knights often call this ability "martyr's embrace."

Eyes of Tyr (Su)

At 4th level and higher, you can no longer become dazzled or blinded (except by physical damage to your eyes).

Discern Lies (Sp)

At 5th level, you become able to use a discern lies effect once per day; your caster level is equal to twice your class level. Triadic knights often call this ability "judge's insight."

Vigilance of Helm (Su)

You are never-resting in your vigilance. You are now immune to sleep effects.

Shout (Sp)

At 7th level, you can use shout once per day; your caster level is equal to twice your class level. Triadic knights often call this ability "lion's roar."

Threefold Smite (Su)

At 7th level, you can combine three smite evil attempts in a single attack. Doing this costs you three of your daily smite evil attempts; if you don't have at least three such attempts remaining, you can't use this ability. Making a threefold smite requires a full-round action and triples the bonus on damage rolls (but not on attack rolls) normally applied with a smite evil attack. For example, a 5th-level paladin/7th-level  Triadic knight would deal an extra 36 points of damage (three times his effective smite evil level of 12th).


Gear:
Spoiler: ShowHide


[Weapon]Lightning Crash: A gift from risen Talos, this longsword crackles with lightning. It is a longsword+6, lightning blast. It is of limited intelligence, having scores of int 6, wis 6 and cha 6. Once per round as a full around action, it may emit a chain lightning effect(Caster level
21st, save DC 30).
[Armor]Crystal Armor of the Triad: This armor is crafted of crystals said to be from the Well of Souls. This is full plate+9. Three times per day it may be invoked as a full round action to use greater plane shift(Caster level 21st).
[Shield]Crystal Eye: This shield was found deep in a forgotten temple of Helm, engraved with a crystal eye of of Helm. Is is a heavy steel shield+6. Three times per day as a swift action, Eternal Eye may emit a 60ft cone of light. This light renders all within the range visible - as if everyone who can see has the benefit of true seeing. This benefit lasts for 3 minutes.

[Head]Crystal Helmet of the Triad: This helmet grants a +6 deflection bonus to armor class. Three times per day it may invoke a greater teleport effect as a full round action.
[Neck]Amulet of Natural Armor+6: +6 enhancement bonus to natural armor.
[Wrists]Crystal Gauntlets of the Triad: These gauntlets grant a +3 sacred bonus to attack and damage rolls. Three times per day, as a free action on the wearer's turn, the gauntlets may be invoked to grant his weapons the ghost touch ability for three rounds.
[Torso]Belt of Magnificence+6: +6 enhancement bonus to ability scores.


Custom material:
Spoiler: ShowHide


Shield Barrier [Epic]
Prerequisites: Shield Specialization, Shield Ward.
Benefit: You may apply your shield bonus to armor class as a bonus to reflex saves.

Shield Evasion [Epic]
Prerequisites: Shield Barrier, dex 19
Benefit: Whenever you are using a shield, you are treated as having the evasion special quality.
Title: Re: Miscellania
Post by: Anastasia on July 29, 2011, 01:13:27 AM
Jessica.

I don't have a lot to say with her. The style choices are obvious. Of note...let's see. Fighter 1 was to loosen up her feat crunch and ensure she gets full BAB. I redid her gear since it was largely prosaic and boring.

In the years between Balmuria 1 and Balmuria 2, Jessica has completed her transition into a full outsider. She is a spirit who attends her sister, the goddess Alicia. When she goes out she goes out in stealth, striking down evil and enacting Alicia's will. Few know her outside of Alicia's inner circle, but she's happy with that. Her reward waits for her every time she comes home to her friends, family, husband and children.

I would imagine Roald is an honored petitioner. He has some similarities to Josa insofar as they use food as a medium for magic. If I were to stat him, I'd use expert as the baseline and spent the other side of the gestalt on custom powers to manage his baking. Unlike Josa, his work is fully based around restoration and recovery.

Perfect Wight may get a revision from me soon. It'll be a small one, adding BAB and upgrading greater invisibility to superior invisibility. That's all that's really needed. It's not a bad idea for a class, but greater invisibility is badly dated and played out by now. Superior invisibility makes the class more worthwhile to bother with and upgrades the power nicely for epic.


Jessica Reynes

Rogue 29//Fighter 1/Spellthief 10/Hellbreaker 10/Perfect Wight 8

Size/Type: Medium Outsider (Good)
Hit Dice: 1d10+10+28d6+280 (398 hp)
Initiative: +18
Speed: 30ft, fly 60ft (good)
Armor Class: 45 (+14 dex, +4 natural, +5 dodge, +8 armor, +4 deflection) (10% miss chance)
Base Attack/CMB/CMD:+29/+31/64
Attack: Gentle Serenity+49 (1d6+20 plus 1d6 nonlethal plus 15d6 sneak attack plus 2 str damage 15-20 x2)
Full Attack: Gentle Serenity+49 (1d6+20 plus 1d6 nonlethal plus 15d6 sneak attack plus 2 str damage 15-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Sneak attack+15d6, crippling strike, steal spell(5th), steal energy resistance 10, spells, steal spell-like ability(make ruling that these stack), neutralize spell-like ability, steal supernatural ability, spell-like abilities
Special Qualities: Trapfinding, improved evasion, penetrating strike, improved uncanny dodge, defensive roll, skill mastery, detect magic, spellgrace+1, absorb spell, arcane sight, mantle of darkness, telepathic static, stowaway, foil summoning, plane hop, greater invisibility 2/day, improved legerdemain 2/day, incorporeal 2/day, shadow form 1/day, resistance to all elements 30, magic circle against evil, damage reduction 15/evil and epic.
Saves: Fort +33, Ref +41, Will +26 (+4 vs poison)
Abilities: Str 14, Dex 39, Con 30, Int 15, Wis 16, Cha 14
Skills: Balance+46, Bluff+34, Disable Device+34, Escape Artist+46, Gather Information+34, Hide+66, Knowledge(Planes)+34, Move Silently+66, Listen+35, Search+34, Sense Motive+35, Spot+35, Tumble+46, Use Magic Device+34, Use Rope+46
Feats: Combat Expertise(H), Improved Feint(1), Weapon Finesse(F1), Undo Resistance(3), Sacred Strike(6), Improved Initiative(9), Darkstalker(12), Dodge(15), Quicken Spell-Like Ability(Greater Invisibility(18)
Epic Feats: Self Concealment(21), Improved Weapon Finesse(24), Epic Dodge(R24), Epic Dodge(PW5), Great Dexterity(27), Lingering Damage(R28)
Alignment: Neutral Exalted

Racial powers:
Spoiler: ShowHide


Spell-like abilities: At will-Calm emotions, detect magic, greater dispel magic, greater plane shift. 3/day- Greater invisibility, bless weapon. Caster level 29th.

Magic Circle Against Evil (Su)

Jessica is surrounded by a magic circle against evil, with a caster level equal to her hit dice. If it is dispelled, she can reactivate it as a free action on her turn.


Rogue powers:
Spoiler: ShowHide


Sneak Attack (Ex)

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding

Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Improved Evasion (Ex)

This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Penetrating Strike (Ex)

Whenever you flank a creature that is immune to extra damage from sneak attacks, you still deal extra damage equal to half your normal sneak attack dice. This benefit does not apply against creatures that cannot be flanked, nor against foes that are otherwise denied their dexterity bonus to AC or flat-footed but not flanked.

Uncanny Dodge (Ex)

Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Improved Uncanny Dodge (Ex)

A rogue of 8th level or higher can no longer be flanked.

This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Crippling Strike (Ex)

A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Defensive Roll (Ex)

The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue's evasion ability does not apply to the defensive roll.

Skill Mastery

The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.

Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Jessica has chosen hide, move silently, disable device, tumble and escape artist.


Spellthief powers:
Spoiler: ShowHide


Jessica casts as a 10th level spellthief.

2/2

1: Animate Rope, Golem Strike, Shield, True Strike.
2: Knock, Mirror Image, See invisibility.

Steal Spell (Su)

A spellthief can siphon spell energy away from his target and use it himself. A spellthief who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead steal a spell, or the potential to cast a specific known spell, from his target. If the target is willing, a spellthief can steal a spell with a touch as a standard action.

The target of a steal spell attack loses one 0-level or 1st-level spell from memory if she prepares spells ahead of time, or one 0-level or 1st-level spell slot if she is a spontaneous caster. A spontaneous caster also loses the ability to cast the stolen spell for 1 minute. If the target has no spells prepared (or has no remaining spell slots, if she is a spontaneous caster), this ability has no effect. A spellthief can choose which spell to steal; otherwise, the DM determines the stolen spell randomly. If a spellthief tries to steal a spell that isn't available, the stolen spell (or spell slot) is determined randomly from among those the target has available.

For example, a 1st-level spellthief who uses this ability against a 1st-level sorcerer could choose to steal magic missile. Assuming the sorcerer knew that spell, a successful steal spell attack would eliminate one 1st-level spell slot and temporarily prevent her from casting magic missile. If the same spellthief stole magic missile from a wizard who had it prepared, the wizard would lose one prepared magic missile spell (but wouldn't lose any other magic missile spells she might also have prepared).

After stealing a spell, a spellthief can cast the spell himself on a subsequent turn. Treat the spell as if it were cast by the original owner of the spell for the purpose of determining caster level, save DC, and so forth. A spellthief can cast this spell even if he doesn't have the minimum ability score normally required to cast a spell of that level. The spellthief must supply the same components (including verbal, somatic, material, XP, and any focus) required for the stolen spell. Alternatively, a spellthief of 4th level or higher can use the stolen spell power to cast any spellthief spell that he knows of the same level or lower (effectively, this gives the spellthief one free casting of a known spell). A spellthief must cast a stolen spell (or use its energy to cast one of his own spells) within 1 hour of stealing it; otherwise, the extra spell energy fades harmlessly away.

As a spellthief gains levels, he can choose to steal higher-level spells. At 4th level, he can steal spells of up to 2nd level, and for every two levels gained after 4th, the maximum spell level stolen increases by one (up to a maximum of 9th-level spells at 18th level).

At any one time, a spellthief can possess a maximum number of stolen spell levels equal to his class level (treat 0-level spells as 1/2 level for this purpose). For instance, a 4th-level spellthief can have two stolen 2nd-level spells, or one 2nd-level spell and two 1st-level spells, or any other combination of 0-level, 1st-level, and 2nd-level spells totaling four levels. If he steals a spell that would cause him to exceed this limit, he must choose to lose stolen spells sufficient to reduce his total number of stolen spell levels to no more than his maximum.

A spellthief can't apply metamagic feats or other effects to the stolen spell unless the specific spell stolen was prepared with such an effect. For example, a spellthief of 6th level or higher could steal a wizard's empowered magic missile, but only if he specifically chose to steal empowered magic missile. If he chose to steal an unmodified magic missile, he couldn't steal an empowered magic missile, a silent magic missile, or any other metamagic form of the spell. A spellthief couldn't steal an empowered magic missile from a sorcerer, since the sorcerer applies metamagic effects upon casting and thus has no prepared empowered magic missile spell.

This ability works only against spells. It has no effect on psionic powers or spell-like abilities (but see the steal spell-like ability class feature, below).

Detect Magic (Sp)

A spellthief of 2nd level or higher can use detect magic a number of times per day equal to his Charisma bonus, if any (minimum 1). His caster level is equal to his spellthief class level.

Spellgrace (Su)

A spellthief of 2nd level or higher gains a +1 competence bonus on his saves against spells. This bonus improves to +2 at 11th level and to +3 at 20th level.

Steal Spell Effect (Su)

Beginning at 2nd level, a spellthief can siphon an active spell effect from another creature. A spellthief who hits an opponent with a sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead gain the effect of a single spell affecting the target. If the target is willing, a spellthief can steal a spell effect with a touch as a standard action.

The spellthief can choose which spell effect to steal; otherwise, the DM determines the stolen spell effect randomly. If a spellthief tries to steal a spell effect that isn't present, the stolen spell effect is determined randomly from among those currently in effect on the target. A spellthief can't steal a spell effect if its caster level exceeds his class level + his Charisma modifier.

Upon stealing a spell effect, a spellthief gains the stolen effect (and the original creature loses that effect) for 1 minute per class level (or until the spell's duration expires, whichever comes first). If the spell effect's duration hasn't expired by this time, the spell effect returns to the creature that originally benefited from it.

A spellthief can steal the effect of a spell only if the spell could be cast on him by the original caster. For example, a spellthief couldn't gain the effect of an animal growth spell (unless the spellthief is of the animal type) or the effect of a shield spell (since that spell's range is personal). If a spellthief tries to steal the effect of a spell not allowed to him, the effect is still suppressed on the original target of the spell for 1 minute per spellthief class level.

This ability does not work on spell effects that are immune to dispel magic (such as bestow curse).

Steal Energy Resistance (Su)

Beginning at 3rd level, a spellthief can siphon off some or all of a target's resistance to an energy type (acid, cold, electricity, fire, or sonic). A spellthief who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead temporarily gain resistance 10 to an energy type to which his target is resistant (or immune). If the target is willing, a spellthief can steal energy resistance with a touch as a standard action.

Simultaneously, the target creature's resistance to that energy type is reduced by 10 (to a minimum of 0). A creature with immunity to an energy type retains that immunity.

If his target has more than one type of resistance to energy, a spellthief can choose which kind to steal; otherwise, the DM determines the stolen resistance randomly from among those possessed by the target. If a spellthief chooses to steal a type of resistance that the target doesn't possess, the stolen type of resistance is determined randomly from those possessed by the target.

The resistance a spellthief gains from using this ability lasts for 1 minute. If the resistance is derived from a temporary effect (such as a spell), the stolen resistance disappears when the effect expires.

A spellthief can use this ability multiple times, but its effects do not stack unless they apply to different types of energy. For example, throughout a long combat, a spellthief might use this ability to gain resistance to fire and resistance to cold, but he could not use it twice on a creature that is resistant to fire to gain twice as much resistance to fire (nor to reduce the creature's resistance to fire by twice as much).

At 11th level, a spellthief can steal resistance 20 to an energy type by using this ability, and at 19th level he can steal resistance 30 to an energy type.

Steal Spell-Like Ability (Su)

At 5th level and higher, a spellthief can use a sneak attack to temporarily steal a creature's spell-like ability. A spellthief who hits an opponent with a sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead gain one use of one of the target's spell-like abilities. If the target is willing, a spellthief can steal a spell-like ability with a touch as a standard action.

This spell-like ability can originate from the target's class, race, template, or any other source, and can be of any level up to a maximum of one-third the spellthief's class level. A spellthief can select a specific spell-like ability to steal; otherwise, the DM chooses the ability at random. If the ability has a limited number of uses per day, the target must have at least one such use left, or the spellthief can't steal the ability. If the target can't use its ability at the present time (such as a summoned demon's summon ability), the spellthief can't steal it.

A spellthief can use a stolen spell-like ability once. For all purposes (caster level, save DC, and so on), treat the spell-like ability as if it were being used by the original possessor of the ability. A spellthief must use the stolen spell-like ability within 1 minute of acquiring it, or it is lost harmlessly. Until the spellthief uses the ability (or until the minute elapses), the target cannot use the stolen ability.

Absorb Spell (Su)

Beginning at 7th level, if a spellthief makes a successful save against a spell that targets him, he can attempt to absorb the spell energy for later use. This ability affects only spells that have the spellthief as a target, not effect or area spells. A spellthief can't absorb a spell of a higher spell level than he could steal with his steal spell ability (see above).

To absorb a spell that targets him, a spellthief must succeed on a level check (1d20 + spellthief class level) against a DC of 10 + the spell's caster level. Failure indicates that the spell has its normal effect. Success means that the spellthief suffers no effect from the spell and can cast the spell later (or use its energy to cast one of his own spells known) as if he had stolen the spell with his steal spell ability. His normal limit of total spell levels stolen still applies.

At 20th level or higher, a spellthief can choose to use the stolen spell energy as an immediate action, either to recast the original spell or to cast one of his own spells known using the stolen spell energy.

Arcane Sight (Sp)

Beginning at 9th level, a spellthief can use arcane sight as a swift action a number of times per day equal to his Charisma modifier (minimum 1). His caster level is equal to his spellthief class level.


Hellbreaker powers:
Spoiler: ShowHide


Mantle of Darkness (Ex)

You can make hide checks in any kind of darkness, even when observed by creatures that can see in darkness.

Telepathic Static (Su)

Beginning at 1st level, you emit a field of psychic chatter out to a range of 20 feet, negating the telepathy ability of all creatures within range. In addition, divination spells and spell-like abilities cast or used in the area are impeded. The use divination magic, a caster must succeed on a spellcraft check (DC + the level of the spell). If the check fails the spell or spell-like ability does not function but is still lost as a prepared spell, spell slot or daily use. If the check succeeds, the spell functions normally. You can suppress this ability for 1 round as a free action.

Steal Spell-like Ability (Su)

Starting at 2nd level, you can use a sneak attack to temporarily steal a creature's spell-like ability. If you hit an opponent with a sneak attack, you can choose to forgo 2d6 dice of sneak attack damage and instead gain one use of one of the target's spell-like abilities. If the target is willing, you can steal a spell-like ability with a touch as a standard action(you do not need to damage a willing target).

This spell-like ability can originate from teh target's class, race, template or any other source, and can be of any spell level up to a maximum of 1/2 your class level. You can select a specific spell-like ability to borrow; otherwise, the DM chooses the ability at random. If the ability has a limited number of uses per day, the target must have eat least one such use left, or you can't steal the ability. If the target can't use its ability(Such as a summoned devil's summon ability), you can't steal it. If you steal and use an ability with limited uses per day, your use of the ability also counts as one use for the target creature.

You can use a stolen spell-like ability once. For all purposes(caster level, save DC and so on), treat the spell-like ability as if the creature whose ability you stole were using it. You must use the stolen spell-lik ability within 1 minute of acquiring it, or it is lost. Until you use the ability(or until 1 minute elapses), the target cannot use the stolen ability. If you have a similar ability, such as the spellthief's steal spell-like ability, you can steal two spell-like abilities at once, but each is subject to its respective spell level restriction. Once you have stolen a spell-like ability, you cannot use neutralize spell-like ability until you have used the stolen ability.

Stowaway (Su)

From 4th level on, you can hitch a ride on a conjuration(teleportation) spell or spell-like ability cast or used within 30 feet of you. If the target is unwilling, you must succeed on a level check with a DC of 10 + the caster level of the effect as an immediate action. If the target is willing, this ability functions automatically. When the spell is cast, you appear wherever the caster appears, in the same position you were at the time of the spell's casting. If this would force you to appear in a solid object, you appear in the nearest open available space If the conjuration spell has variable results, such as teleport, you suffer the same effect as the caster.

Neutralize Spell-like Ability (Su)

Beginning at 5th level, you can the ability to neutralize one of a target's spell-like abilities. This ability functions like the steal spell-like ability class feature, except you do not gain the ability to use the spell-like ability. Instead, you prevent the target from using the ability for a number of rounds equal to your class level. You cannot use this ability while holding a stolen spell-like ability. You can neutralize any number of spell-like abilities.

Foil Summonings (Su)

At 7th level, your telepathic static intensifies so that you also impede conjuration(calling) and conjuration(summoning) spells and spell-like abilities within 20 ft. See telepathic static for details.

Steal Supernatural Ability (Su)

From 8th level on, you can steal supernatural abilities. This ability functions like the steal spell-like ability class feature. While in possession of a stolen spell-like or supernatural ability, you cannot use steal spell-like ability, steal supernatural ability, or neutralize spell-like ability again until you lose access to the stolen ability (by discharging it or after 1 minute, whichever comes first).

Plane Hop (Sp)

At 10th level, you can use plane shift as an immediate action once per day. This ability functions like the spell, but it has a range of personal and a target of you.


Perfect Wight powers:
Spoiler: ShowHide


Greater Invisibility (Su)

Starting at 1st level, the perfect wight gains the benefit of greater invisibility once per day, plus one additional time per day every five levels thereafter. The greater invisibility is as the spell cast by a 20th-level caster.

Improved Legerdemain (Su)

A perfect wight can perform the following class skills at a range of 30 feet: Disable Device, Open Lock, Sleight Of Hand, and Search. If desired, the perfect wight can take 10 on the check. Any object manipulated during the skill check must weigh 100 pounds or less. Alternatively, the perfect wight can use improved legerdemain to make one melee sneak attack against any creature within 30 feet. The perfect wight executes the sneak attack (or death attack, if applicable) as if attacking from a flanking position. If the attack is successful, the victim is dealt the appropriate sneak attack damage despite the fact that the perfect wight and his or her weapon do not physically cross the intervening distance. A perfect wight can use improved legerdemain once per day at 2nd level, plus one additional time per day every five levels thereafter.

Incorporeal (Su)

At 3rd level, the perfect wight can become incorporeal once per day, plus one additional time per day every five levels thereafter. A perfect wight can remain incorporeal for a number of rounds equal to 20 + his or her perfect wight level. As an incorporeal creature, the perfect wight can be harmed only by other incorporeal creatures, +1 or better magic weapons, and spells, spell-like abilities, and supernatural abilities. He or she is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, the perfect wight has a 50% chance to ignore any damage from a corporeal source (except for force effects or attacks made with ghost touch weapons). An incorporeal perfect wight has no natural armor but has a deflection bonus equal to his or her Charisma modifier (always at least +1, even if his or her Charisma score does not normally provide a bonus). An incorporeal perfect wight can pass through solid objects at will, but not force effects. His or her attack ignores natural armor, armor, and shields, although deflection bonuses and force effects work normally against it. An incorporeal perfect wight moves silently and cannot be heard with Listen checks if he or she doesn't wish to be. While incorporeal, the perfect wight has no Strength score, so his or her Dexterity modifier applies to both melee and ranged attacks.

Shadow Form (Su)

At 4th level, the perfect wight can take shadow form once per day, plus one additional time per day every five levels thereafter. The perfect wight's shadow form lasts 1 minute per level of the prestige class. While in shadow form the perfect wight is incorporeal (see above), is immune to critical hits, and can fly at a speed of 100 feet (good). The perfect wight can also use the substance of his or her own shadow to enhance his or her effective level on any attack roll, check, or saving throw. Drawing power from his or her own shadow form deals the perfect wight 7 points of damage for each +1 bonus on a single roll or +1 effective level for any other single use.


Gear:
Spoiler: ShowHide

[Weapon]Gentle Serenity: Rapier+6, keen merciful. Whenever this weapon successfully deals non-lethal damage on a strike, the target must make a DC 28 will save or be affected as if by calm emotions spell(Caster level 21st.)
[Armor]Sashes of Shadow: These black silk sashes cover the wearer's body in constant, semi-solid shadow. This provides a +8 armor bonus to armor class and a +20 competence bonus to hide and move silently checks.

[Neck]Tear of Sylica: This white and green gemstone was found by Roald one day when he went looking in the wilds of Sylica for ingredients. The origins of it are unclear, but it's magic is not. It grants a +8 enhancement bonus to constitution and dexterity.
[Ring 1]Ring of Greater Universal Energy Resistance: Resistance 30 to all elements.
[Ring 2]Ring of Defense+5: +5 deflection bonus to armor class and +5 resistance bonus to saving throws.

[Expendable]3 of Roald's biscuits. Each biscuit functions as a heal spell when consumed. (Caster level 20th.)

Title: Re: Miscellania
Post by: Anastasia on August 03, 2011, 01:54:52 PM
No comments here, he took forever. Feedback welcome as always.

Zquujaj
The Traitor, Knight of the Pale Mother
Demon Lord
Symbol: The severed body of a Pit Fiend, cut into 6 pieces, against a white field.
Home Plane: Androlynne, 471st layer of the Abyss.
Alignment: Anarchic Vile.
Portfolio: Hatred, genocide, revenge.
Worshipers: Blood War soldiers serving the Abyss, mass murderers, vengeance seekers.
Cleric Alignments: CE, NE.
Domains: Chaos, Evil, Hatred, War.
Favored Weapon: Natural Attacks.

Pit Fiend 50//Barbarian 25/Marshal 25

Size/Type: Large Outsider (Chaotic, Evil)
Divine Rank: 1
Hit Dice: 25d12+375+25d8+375+50+100 (1400 hp)
Initiative: +15
Speed: 90ft, fly 240ft (average)
Armor Class: 80 (+25 natural, +18 armor, +1 divine, +13 deflection, +14 dex, -1 size)
Base Attack/CMB/CMD: +50/+74/112
Attack: Claw+77 (2d8+36)
Full Attack: 2 claws+77/+72/+67/+62 (2d8+36) and 2 wings+76 (2d6+26) and bite+76 (4d6+26 and poison and disease) and tail slap+76 (2d8+26 and improved grab)
Space/Reach: 10ft/30ft
Special Attacks: Constrict 2d8+50, improved grab, spell-like abilities, summon demon, mighty rage 7/day, auras, grant move action 6/day.
Special Qualities: Damage reduction 25/epic, good and cold iron, damage reduction 6/-, darkvision 120ft, see in darkness, immunity to fire, electricity and poison, resistance to acid and cold 40, regeneration 13, spell resistance 65, telepathy 200ft, divine traits, fast movement, improved uncanny dodge, trap sense+8, tireless rage.
Saves: Fort +56, Ref +58, Will +63 (+4 vs enchantment, +6 vs lawful magic)
Abilities: Str 50, Dex 38, Con 41, Int 41, Wis 37, Cha 37 
Skills: Balance+68, Bluff+67, Climb+74, Concentration+69, Diplomacy+67, Disguise+67, Hide+64, Intimidate+67, Jump+98, Knowledge(Arcana)+69, Knowledge(Local: Androlynne)+69, Knowledge(Local: Avernus)+69, Knowledge(Nature)+69, Knowledge(Nobility and Royalty)+69, Knowledge(Planes)+69, Knowledge(Religion)+69, Listen+67, Move Silently+68, Search+67, Sense Motive+67, Spellcraft+69, Spot+67, Survival+67, Swim+74, Tumble+68, Use Magic Device+68, Use Rope+68
Feats: Weapon Focus(Claw)(B), Dark Speech(B), Multiattack(1), Improved Multiattack(3), Power Attack(6), Instantaneous Rage(9), Iron Will(12), Rapid Strike(Claws)(15), Improved Rapid Strike(Claws)(18), Skill Focus(Diplomacy(M1), Toughness(39)
Epic Feats: Great Strength(21), Pulverize(24), Incite Rage(B24), Blinding Speed(27), Armor Skin(30), Epic Will(33), Embrace of the Pale Mother(36), Epic Toughness(42), Lasting Aura(45), Widen Aura(48), Multiaura(M23)
Salient Divine Abilities: Banestrike(Lawful Outsiders), Devil Genocide, Extra Domain(Hatred), Knight of the Pale Mother, Wound Enemy.
Alignment: Anarchic Vile

Racial powers:
Spoiler: ShowHide


Constrict (Ex)

Zquujaj deals 2d8+50 points of damage with a successful grapple check.

Disease (Su)

A creature struck by a Zquujaj's bite attack must succeed on a DC 50 Fortitude save or be infected with a vile disease known as warp touch (incubation period immediate, damage special; see BoVD). The save DC is Constitution-based.

Improved Grab (Ex)

To use this ability, Zquujaj must hit with his tail slap attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity.

If he wins the grapple check, he establishes a hold and can constrict.

Poison (Ex)

Injury, Fortitude DC 50, initial damage 1d6 Con, secondary damage 2d6 Con. The save DC is Constitution-based.

Summon Demons (Ex)

Six times per day Zquujaj may summon up to 60 hit dice of demons. This may be any combination that equals fifty hit dice, but no one monster may have more than 30 hit dice. Zquujaj prefers balors and obyriths when he summons.

Regeneration (Ex)

Zquujaj takes normal damage from good-aligned, epic cold iron weapons, and from spells or effects with the good or lawful descriptor.


Divine powers:
Spoiler: ShowHide


Spell-like abilities: At will-Animate objects, antipathy, bestow curse, blade barrier, blasphemy, chaos hammer, cloak of chaos, create undead, desecrate, dispel good, dispel law, divine power, doom, flame strike, forbiddance, foresight, greater dispel magic, greater teleport, invisibility, magic circle against good, magic circle against law, magic weapon, magic vestment, mass hold monster, persistent image, power word blind, power word stun, protection from good, protection from law, righteous might, scare, shatter, song of discord, spiritual weapon, storm of vengeance, summon monster 9(chaotic evil creatures only), unholy aura, unholy blight, word of chaos. Caster level 50th. The save DCs are 34 + spell level.

Alter Reality (Su)

Zquujaj 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 manifested in a number of ways. Zquujaj can use limited wish when doing so could help him promote the destruction of devils, genocide or acts of grand hatred. Note that in the situation where Zquujaj and another deity both try to Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered.

Domain powers:

Chaos: +1 bonus to the caster level of chaotic spells.
Evil: +1 bonus to the caster level of evil spells.
Hatred: Choose one opponent. Against that opponent you gain a +2 profane bonus on attack rolls, saving throws, and Armor Class for 1 minute. This supernatural ability is usable once per day as a free action.
War: Free Martial Weapon Proficiency with deity's favored weapon (if necessary) and Weapon Focus with the deity's favored weapon.

Divine Aura (Ex)

The save DC against Zquujajl's divine aura is 24 and the radius is 10ft.

Immunities: Zquujaj is immune to polymorphing, petrification, or any other attack that alters her 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). He are also immune to disease, poison, stunning, sleep, paralysis, death effects, and disintegration. An opposed rank check may bypass any of these immunities; each attempt to do so requires a separate check.

Checks: Zquujaj gains a divine bonus equal to her divine rank on all skill checks, ability checks and caster level checks.

Zquujaj does not automatically fail on a natural attack roll or saving throw roll of 1.

Communication: Zquujaj can understand, speak, and read any language, including nonverbal languages. He can speak directly to any beings within one mile of himself per divine rank.

Remote Communication: As a standard action, Zquujaj can speak to any of his own worshipers, and to anyone within one mile per rank away from a site dedicated to him, or within one mile per rank away from a statue or other likeness of him. The creature being contacted can receive a telepathic message that only it can hear. Alternately, his voice can be heard from the cracking bone and tearing flesh of a devil being butchered. In this case, anyone within earshot of the sound can hear it.

Create Items: Zquujaj can create any wondrous item with power related to hatred and war; the maximum is 4,500 marks.

Portfolio Sense: Zquujaj is aware of any act of war, hatred or genocide that involves 1,000 or more people.


Barbarian powers:
Spoiler: ShowHide


Fast Movement (Ex)

A barbarian's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn.

Rage (Ex)

A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the barbarian's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can't charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below).

A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else's action.

Uncanny Dodge (Ex)

At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Trap Sense (Ex)

Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

Improved Uncanny Dodge (Ex)

At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Damage Reduction (Ex)

At 7th level, a barbarian gains Damage Reduction. Subtract 1 from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Greater Rage (Ex)

At 11th level, a barbarian's bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at –2.

Indomitable Will (Ex)

While in a rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.

Tireless Rage (Ex)

At 17th level and higher, a barbarian no longer becomes fatigued at the end of his rage.

Mighty Rage (Ex)

At 20th level, a barbarian's bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at –2.


Marshal powers:
Spoiler: ShowHide


Auras (Ex)

The marshal exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. The marshal may project one minor aura and (starting at 2nd level) one major aura at a time.

Projecting an aura is a swift action. The aura remains in effect until the marshal uses a free action to dismiss it or activates another aura of the same kind (major or minor). A marshal can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the marshal takes his first turn.

Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A marshal sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do their best.

Unless otherwise noted, a marshal's aura affects all allies within 60 feet (including himself ) who can hear the marshal. An ally must have an Intelligence score of 3 or higher and be able to understand the marshal's language to gain the bonus. A marshal's aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies.

A marshal begins play knowing one minor aura of his choice. As his marshal level increases, he gains access to new auras, as indicated on Table: The Marshal.

All bonuses granted by a marshal's auras are circumstance bonuses that do not stack with each other.

Minor Auras: Art of War, Determined Caster, Force of Will, Master of Tactics, Motivate Dexterity, Motivate Strength, Over the Top, Watchful Eye.

Major Auras: Motivate Ardor, Motivate Attack, Motivate Urgency, Resilient Troops, Steady Hand.

Grant Move Action (Ex)

Starting at 4th level, a marshal can direct and motivate his allies to act immediately. Once per day, as a standard action, he may grant an extra move action to any or all of his allies within 30 feet (but not to himself ). Each of the affected allies takes this extra move action immediately, acting in their current initiative order. This extra action does not affect the allies' initiative count; the round continues normally after the marshal's turn is over. (This may mean, for example, that an ally whose initiative count immediately follows the marshal's may get an extra move action from the marshal, followed directly by a full round worth of actions on the ally's turn.)

At 8th level, a marshal gains the ability to grant an extra move action to his allies twice per day. The frequency increases to three times per day at 12th level, four times per day at 16th level, and five times per day at 20th level.

A character can take only one extra move action per round. (In other words, two marshals can't use this ability on the same ally in the same round.) If an ally chooses not to take the extra move action, it is lost.


Gear:
Spoiler: ShowHide


While Zquujaj carries no weapon with him, his natural weapons are ensorcelled with a +6 enchantment bonus.

Baatorian Mail

During his assault on Avernus, Zquujaj stumbled on an ancient Baatorian. In a cataclysmic battle that shattered the Devil's Spire mountain range, Zquujaj overcame the fiend. Thereafter he had its scales flayed, it's remnants desecrated to chaos and crafted into a suit of armor. This unique suit of armor is treated as light armor, granting a +18 armor bonus, no armor check penalty and a maximum dexterity cap of 18. The powers of law within the armor are broken, now shielding the wearer from lawful magic. It grants a +6 profane bonus to saving throws against any spell with the lawful descriptor.

Circlet

Zquujaj wears a simple circlet. It naturally avoids notice; only creatures who succeed on a DC 60 spot check or have true seeing active even notice it is worn. Those that do glimpse a plain, stone wrought circlet of a dull white color before finding themselves disinterested and feeling it is best not studied. If this is ignored, the circlet can be noticed to slowly twist into itself, turning into a non-connecting, endless line of non-euclidean geometry. Those that spend one round studying the circlet like this are sickened for 6 minutes(no save) and filled with an absolute knowledge that the circlet must be destroyed. If checked for auras, the circlet radiates overwhelming evil and chaos.

The circlet has no known name, though Zquujaj has stated it was a gift from Pale Night. When worn it allows Zquujaj's body to partially ignore the limits of rational space and geometry. His reach is tripled due to this effect. Six times per day as an immediate action, Zquujaj may call on the circlet to cast dimension door, with a caster level of 60. Calling on this ability twists Creation around him. There is a 10% chance that when used anywhere but the Abyss that this will create a portal to a random layer of the Abyss. This portal appears where Zquujaj was standing before the dimension door effect. This portal is permanent until sealed, further, the area within 600 feet of the portal is treated as being unhallowed. On opening, 6d20 hit dice of random demons, fiendish monsters and other Abyss creatures come through the portal and again every hour thereafter. The exact type of demon depends on the layer in question.

A portal created in this way must be destroyed in a specific manner. The grounds must be hallowed to counter-act the unhallow effect, before seven good-aligned casters cast holy word and then dimensional lock. The casters must form a perfect circle around the portal and cast the two spells in sequence. Alternately, 14 lawful-aligned casters may cast dictum and then dimensional lock to seal the portal. They do not need to dispel the unhallow effect, though it remains once the portal is closed.


Custom material:
Spoiler: ShowHide


Embrace of the Pale Mother [Epic, Vile, Anarchic]
Prerequisite: Iron Will, Epic Will, wis 29, must have Pale Night as a patron.
Benefit: Pale Night has gifted you with a glimpse of what lies beyond her ever-shifting vale. Through impossible willpower you have survived, mind forever twisted beyond mortal comprehension. You are immune to mind-effecting abilities of all types. In addition you now see flashes of the truth behind things. Once per day as a swift action on your turn, you may gain the benefits of a true seeing spell. This lasts for 6 minutes with a caster level equal to your hit dice.

Lasting Aura [Epic]
Prerequisite: Intimidate 12 ranks, must know at least 3 major marshal auras.
Benefit: When you use an aura power, its affects linger on your allies even after they leave the aura's range. You use this feat as a free action whenever you project an aura. Allies within range who can hear you gain the aura's effects for as long as you maintain the aura and they remain within range, but they continue to benefit for 1 minute after the aura's effects end or they move out of range. Allies that enter the aura's range after you project it still gain the aura's benefits, but it has no lingering effect on them (though you can use this feat again to project a new lingering aura that affects them).

Widen Aura [Epic]
Prerequisite: Lasting Aura.
Benefit: Your aura can affect all allies within 120 feet (including yourself) who can hear you.
Normal: Your aura can affect all allies within 60 feet (including yourself) who can hear you.

Multiaura [Epic]
Prerequisite: Cha 25, Lasting Aura.
Benefit: You can maintain up to two minor auras and one major aura simultaneously. Activating a minor aura remains a swift action, so you still need 2 rounds to activate two minor auras. Your second minor aura activated must be of a different aura than one that is already active.
Normal: You can maintain one minor and one major aura simultaneously.

KNIGHT OF THE PALE MOTHER
Prerequisite: Embrace of the Pale Mother, patron Pale Night.
Benefit: Zquujaj is a chosen champion of Pale Night, raised up into the madness. All of his genocidal fury against devil-kind has been focused into a roaring insanity, a force that can propel the demonic hordes to victory against Bel. Through this pure force of hate all devils who view Zquujaj risk falling into howling insanity at the unchecked chaos he represents.

Any devil who sees Zquujaj must immediately make a will save (DC 10 + 1/2 hd + charisma modifier + divine rank; DC 49) or be rendered insane, as per the spell insanity. There is no limitation on distance, though the creature must be able to clearly see Zquujaj and make out his features. This ability strikes through scrying and similar long ranged magical sight, though the caster gains a +5 circumstantial bonus to the saving throw. A devil who is insane for 6 hours must make another will saving throw or shift one step closer to chaotic evil. This repeats until the insanity is cured or the devil's alignment becomes chaotic evil. At that point the devil is permanently insane, unable to be cured by any means short of a wish or miracle from a 30th level caster. Such devils attack other devils indiscriminately, caring for nothing but the extermination of its former kin.

This ability is mind-affecting, though normal precautions do not work. Any spell or magical item that protects a devil from mind-affecting abilities risks being overcome and rendered useless. Zquujaj is allowed a special opposed caster level check to overcome any such effect; his caster level is equal to his hit dice. If Zquujaj wins this check, the effect is instantly dispelled and those it protected are immediately subject to this ability. If he does not, the effect works as normal. Zquujaj is allowed a rank check to bypass divine immunities against mind effecting abilities as normal against divine targets. Protective magic that does not protect any devils is unaffected by this ability. However, if it comes to protect a devil, it is immediately subject to being dispelled.

Lawful, non-devil outsiders are disturbed and sickened on viewing Zquujaj, but are otherwise unaffected. Good aligned creatures of any type are likewise upset. This has no mechanical effect, it is merely a side effect of Pale Night's touch on Zquujaj.

In addition to the above, this ability causes Zquujaj to be counted as an obyrith for the sake of effects.

This is a mind affecting ability. A devil that successfully saves cannot be affected again by Knight of the Pale Mother for 24 hours.

DEVIL GENOCIDE
Prerequisite: Banestrike(Lawful Outsiders)
Benefit: Such is Zquujaj's fury that he cares nothing but for the extermination of devils. His banestrike ability no longer affects non-devil lawful outsiders, such as archons. The bonus to hit against devils from banestrike increases to +6 and the extra damage dice increase to +6d6. Any devil that is successfully damaged by an attack that benefits from banestrike must immediately make a fortitude saving throw (DC 10 + 1/2 hd + strength modifier + divine rank; DC 56) or suffer 6 negative levels. Unlike normal negative levels, these negative levels are immediately permanent. No secondary saving throw is allowed to remove them.