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Autor Thema: Schwarzies Char für die Epic Competition 2006  (Gelesen 15683 mal)

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Schwarzies Char für die Epic Competition 2006
« am: 13. April 2006, 12:09:09 »
So fange ich mal mit den Aktualisierungen an

Ich habe sämtliche Werte mit Berechnung angegeben damit ihr überprüfen könnt ob es soweit stimmt, wer Fehler findet bekommt nen Keks. In die Stats sind die Epicspells direkt eingearbeitet.

Name und Titel: Gelrijad, The Enforcer, Chosen of the Dark Gods

Rasse: LeShay [SRD]
Alignment: Lawful Evil
Template: Paragon [SRD]
Klassen: Blackguard4 [DMG]/ Pious Templar1 [CD]/ Monk2 [PHB]
Alterskategorie: Standard

St 8 +10 +15 =33 +5(Tome) +6 profane +6Item= 49 (+19)
Dex14 +34 +15 =63 +5(tome) +20(Item) +6 Profane= 94 (+42)
Con12 +26 +15 =53 +5(Tome) +20(Item) +6profane= 84 (+37)
Int:14 +12 +15 =51 +5(Tome) +100(Epicspell) +6profane= 152 (+71)
Wis:8 +12 +15 =35 +5(Tome) +20(Item) +6profane= 66 (+28 )
Cha18 +36 +15 =69 +2 (Steigerung) +100(Epicspell) +5(Tome) +6profane = 182 (+86)


Speed: 40ft(Base)*3(Paragon)=120ft

Feats: (Für Prerecs benötigt: Power Attack, Improved Sunder, True Believer, Weapon Focus, Cleave, Combat Expertise)
Wish:
1. Combat Expertise
3. Power Attack
6. Cleave
9. Improved Sunder
12. True Believer
15. Weapon Focus
18. Improved Trip
21. Epic Prowess
24. Quicken Spellike Ability (Greater Teleport)
27. Improved Quicken Spellike Ability (Greater Teleport)
30. Weapon Finesse
33. Leadership
36. Combat Insight
39. Epic Leadership
42. Quicken Spellike Ability (Heal)
45. Staggering Strike
48. Close Quarters Fighting
51. Divine Shield
54. Divine Might
57.
Paragon: Epic Divine Might
Monk: Improved Grapple
Monk: Combat Reflexes

Geschätzte AC
10+86(Deflection) +12(luck) +86(insight) +86(DivineShield) +5(natural) +42(Dex) +6(Bracers) +6(Shield) +1(Haste)+1(Monks Belt) +28(Monk)+5(AoNA)= 374
Touch 266
Im AF: 86 Touch 80

Geschätzer Attack Wert
+42(BAB)+25(Paragon)+23(Waffe)+1(WF)+20Insight +95Epicspell +42Dex+2(Magebane) +1(Epic Prowess) = 251

Geschätzer Durchschnittsschaden
4,5(Waffe)+23(Enhancement)+71(Int)+258(Cha*3 durch Divine Might und epic divine Might)+20(Luck)+35(Force)+7(Magebane)+95(Epicspell)=513,5
Pro Runde: 4621,5

geschätzte Saves:
Fort: Base 16 +3(Epic) +10(Paragon) +258(cha) +37(Con)= 324
Ref: Base 27 +3(Epic) +10(Paragon) +258(cha) +42(Dex)= 340
Will: Base 16 +3(Epic) +10(Paragon) +258(cha) +28(Wis)= 315

Special Qualities
Spell-Like Abilities: At will—alter self, detect thoughts, displacement, freedom, greater dispel magic, heal, greater invisibility, knock, speak with plants, spell turning, greater teleport, water breathing. Caster level 43th; save DC 128 + spell level. The DCs are Charisma-based.

Spell-Like Abilities (Sp) or Psionics (Sp): A paragon creature gains the ability to use greater dispel magic, haste, and see invisibility three times per day at 15th caster level.

LeShay Weapons (Su): Each leShay carries two personal melee weapons that he or she manifests from his or her own life essence. The weapon can change form as he or she shifts from class to class, typically appearing as a bastard sword (one in each hand). When not in combat, the weapons simply do not exist, but leShay can “draw” their weapons from nowhere as a free action. LeShay weapons are considered light weapons for a leShay, regardless of their size.

Superior Two-Weapon Fighting (Ex): A leShay fights with a leShay weapon in each hand. Because these weapons are extensions of its own body, the leShay does not take an attack or Damage penalty for attacking with two weapons.

 Gaze (Su): All creatures within 30 feet who meet the gaze of a leShay become affected as if by charm monster. A Will save (DC 165) negates the effect. Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. A leShay can also actively gaze as an attack action by choosing a target within range, who must then attempt a saving throw. LeShay are immune to their own gaze. The DC is Charisma-based.

Elf Traits: Immune to magic sleep spells and effects; +2 racial bonus on Will saves against enchantment spells or effects; low-light vision (can see twice as far as a human in low-light conditions); entitled to a Search check when within 5 feet of a secret or concealed door as though actively looking for it; Martial Weapon Proficiency (composite longbow, composite shortbow, longbow, longsword, and rapier) as bonus feats; +2 racial bonus on Listen, Spot, and Search checks (already figured into the statistics given above).

DR 15/Epic and Cold Iron
Fast Healing 20
immune to poison and disease
SR 72
Fire and cold resistance 10


Equipment: Tome*6 (825K), Buckler+5 of Heavy Fortification (100165), 6* Attributsboost +6 profane slotless(432K), 3* Attributsboost +20 Enhancement (12Mio), Bracers of Armor+6 and Soulfire(100K), +5 AoNA slotless (100K), Slotless Item für permanent Bless Weapon (25K), Iounstone mit +20 Competence auf Attack (3,2Mio), Slotless Item für permanent Greater Blink (720K), 100 Graue Iounstones (2,5K), slotless item Mind Blank (240K), Ring of Superior Invisibility (612K), Skillful Monks Amulet+1 of Magebane (64K), Googles of True Seeing (180K), Ring of Freedom of Movement (40K)
Gesamt 18.560.665GP

Übrig 23.359.335

Mundane Krempel: Masterworked Composite Longbow Mighty +16 (2K), Pfeile aus Adamantite, Cold Iron und Silver, Adamantite Greatsword (3350), Adamantite Rapier (3320),



Cohorte
Rasse: Human
Alignement: Lawful Evil
Klassen: Marshal1/Wizard4/Urpriest2/MysticTheurge8/Netherese Arcanist4/Fatespinner4/Incantatrix7/Archmage5/ArcaneLord10

Attribute:
STR 8 +6 item Tome+5= 19
DEX 8 +6 item +6 profane Tome+5= 25
CON 8 +6 Item +6 profane Tome+5= 25
INT 18 + 11 (Steigerung) +100 (Epicspell) +6 profane Tome+5 Tome+5= 140
WIS 14 +6 Item +6 profane Tome+5= 31
CHA16 +100 (Epicspell) Tome+4= 121

TP: 3W8+42W4+315 = 433

AC= 10(base)+7(dex)+55(deflection)+55(insight)+

Skillsranks: Spellcraft +48, Knowledge(arcana) +48, Knowledge(religion) +48, knowledge(netheril) +48, knowledge(the planes) +48, Concentration +48
216 Skillpoints übrig

Spells:
1: 4+17, 2: 4+16, 3: 4+16, 4: 4+16, 5: 4+16, 6: 4+15, 7: 4+15, 8: 4+15, 9: 4+15, 10: 1+14, 11: 1+14, 14: 1+14, 13: 1+13

Spellbook:

Sorcerer/Wizard Spells
0-Level Sorcerer/Wizard Spells (Cantrips)
Abjur
Resistance: Subject gains +1 on saving throws.
Conj
Acid Splash: Orb deals 1d3 acid damage.
Div
Detect Poison: Detects poison in one creature or small object.
Detect Magic: Detects spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.
Ench
Daze: Humanoid creature of 4 HD or less loses next action.
Evoc
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (-1 on attack rolls).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
Illus
Ghost Sound: Figment sounds.
Necro
Disrupt Undead: Deals 1d6 damage to one undead.
Touch of Fatigue: Touch attack fatigues target.
Trans
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Univ
Arcane Mark: Inscribes a personal rune (visible or invisible).
Prestidigitation: Performs minor tricks.

1st-Level Sorcerer/Wizard Spells
Abjur
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Conj
Grease: Makes 10-ft. square or one object slippery.
Mage Armor: Gives subject +4 armor bonus.
Obscuring Mist: Fog surrounds you.
Summon Monster I: Calls extraplanar creature to fight for you.
Unseen Servant: Invisible force obeys your commands.
Div
Comprehend Languages: You understand all spoken and written languages.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Undead: Reveals undead within 60 ft.
Identify M: Determines properties of magic item.
True Strike: +20 on your next attack roll.
Ench
Charm Person: Makes one person your friend.
Evoc
Burning Hands: 1d4/level fire damage (max 5d4).
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
Necro
Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
Trans
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Reduce Person: Humanoid creature halves in size.

2nd-Level Sorcerer/Wizard Spells
Abjur
Obscure Object: Masks object against scrying.
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Conj
Summon Monster II: Calls extraplanar creature to fight for you.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Div
Detect Thoughts: Allows “listening” to surface thoughts.
Locate Object: Senses direction toward object (specific or type).
See Invisibility: Reveals invisible creatures or objects.
Ench
Hideous Laughter: Subject loses actions for 1 round/level.
Evoc
Continual Flame M: Makes a permanent, heatless torch.
Darkness: 20-ft. radius of supernatural shadow.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Shatter: Sonic vibration damages objects or crystalline creatures.
Illus
Blur: Attacks miss subject 20% of the time.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Necro
Blindness/Deafness: Makes subject blinded or deafened.
Command Undead: Undead creature obeys your commands.
False Life: Gain 1d10 temporary hp +1/level (max +10).
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Trans
Alter Self: Assume form of a similar creature.
Darkvision: See 60 ft. in total darkness.
Knock: Opens locked or magically sealed door.
Levitate: Subject moves up and down at your direction.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Rope Trick: As many as eight creatures hide in extradimensional space.
Spider Climb: Grants ability to walk on walls and ceilings.
Whispering Wind: Sends a short message 1 mile/level.

3rd-Level Sorcerer/Wizard Spells
Abjur
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Nondetection M: Hides subject from divination, scrying.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Conj
Summon Monster III: Calls extraplanar creature to fight for you.
Div
Arcane Sight: Magical auras become visible to you.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Tongues: Speak any language.
Ench
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Evoc
Daylight: 60-ft. radius of bright light.
Fireball: 1d6 damage per level, 20-ft. radius.
Lightning Bolt: Electricity deals 1d6/level damage.
Wind Wall: Deflects arrows, smaller creatures, and gases.
Illus
Displacement: Attacks miss subject 50%.
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Major Image: As silent image, plus sound, smell and thermal effects.
Necro
Gentle Repose: Preserves one corpse.
Halt Undead: Immobilizes undead for 1 round/level.
Ray of Exhaustion: Ray makes subject exhausted.
Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
Trans
Blink: You randomly vanish and reappear for 1 round/level.
Fly: Subject flies at speed of 60 ft.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Keen Edge: Doubles normal weapon’s threat range.
Magic Weapon, Greater: +1/four levels (max +5).
Secret Page: Changes one page to hide its real content.
Shrink Item: Object shrinks to one-sixteenth size.
Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.
Water Breathing: Subjects can breathe underwater.

4th-Level Sorcerer/Wizard Spells
Abjur
Dimensional Anchor: Bars extradimensional movement.
Fire Trap M: Opened object deals 1d4 damage +1/level.
Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
Remove Curse: Frees object or person from curse.
Stoneskin M: Ignore 10 points of damage per attack.
Conj
Black Tentacles: Tentacles grapple all within 20 ft. spread.
Dimension Door: Teleports you short distance.
Minor Creation: Creates one cloth or wood object.
Secure Shelter: Creates sturdy cottage.
Solid Fog: Blocks vision and slows movement.
Summon Monster IV: Calls extraplanar creature to fight for you.
Div
Arcane Eye: Invisible floating eye moves 30 ft./round.
Detect Scrying: Alerts you of magical eavesdropping.
Locate Creature: Indicates direction to familiar creature.
Scrying F: Spies on subject from a distance.
Ench
Charm Monster: Makes monster believe it is your ally.
Confusion: Subjects behave oddly for 1 round/level.
Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
Geas, Lesser: Commands subject of 7 HD or less.
Evoc
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Resilient Sphere: Force globe protects but traps one subject.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
Illus
Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
Necro
Animate Dead M: Creates undead skeletons and zombies.
Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Contagion: Infects subject with chosen disease.
Enervation: Subject gains 1d4 negative levels.
Fear: Subjects within cone flee for 1 round/level.
Trans
Enlarge Person, Mass: Enlarges several creatures.
Mnemonic Enhancer F: Wizard only. Prepares extra spells or retains one just cast.
Polymorph: Gives one willing subject a new form.
Reduce Person, Mass: Reduces several creatures.
Stone Shape: Sculpts stone into any shape.

5th-Level Sorcerer/Wizard Spells
Abjur
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Dismissal: Forces a creature to return to native plane.
Mage’s Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
Conj
Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.
Mage’s Faithful Hound: Phantom dog can guard, attack.
Major Creation: As minor creation, plus stone and metal.
Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
Secret Chest F: Hides expensive chest on Ethereal Plane; you retrieve it at will.
Summon Monster V: Calls extraplanar creature to fight for you.
Teleport: Instantly transports you as far as 100 miles/level.
Wall of Stone: Creates a stone wall that can be shaped.
Div
Contact Other Plane: Lets you ask question of extraplanar entity.
Prying Eyes: 1d4 +1/level floating eyes scout for you.
Telepathic Bond: Link lets allies communicate.
Ench
Dominate Person: Controls humanoid telepathically.
Feeblemind: Subject’s Int and Cha drop to 1.
Hold Monster: As hold person, but any creature.
Mind Fog: Subjects in fog get -10 to Wis and Will checks.
Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber.
Evoc
Cone of Cold: 1d6/level cold damage.
Interposing Hand: Hand provides cover against one opponent.
Sending: Delivers short message anywhere, instantly.
Wall of Force: Wall is immune to damage.
Illus
Dream: Sends message to anyone sleeping.
False Vision M: Fools scrying with an illusion.
Mirage Arcana: As hallucinatory terrain, plus structures.
Nightmare: Sends vision dealing 1d10 damage, fatigue.
Persistent Image: As major image, but no concentration required.
Seeming: Changes appearance of one person per two levels.
Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
Necro
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Magic Jar F: Enables possession of another creature.
Symbol of Pain M: Triggered rune wracks nearby creatures with pain.
Waves of Fatigue: Several targets become fatigued.
Trans
Animal Growth: One animal/two levels doubles in size.
Baleful Polymorph: Transforms subject into harmless animal.
Fabricate: Transforms raw materials into finished items.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Passwall: Creates passage through wood or stone wall.
Telekinesis: Moves object, attacks creature, or hurls object or creature.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Univ
Permanency X: Makes certain spells permanent.

6th-Level Sorcerer/Wizard Spells
Abjur
Antimagic Field: Negates magic within 10 ft.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.
Guards and Wards: Array of magic effects protect area.
Repulsion: Creatures can’t approach you.
Conj
Acid Fog: Fog deals acid damage.
Planar Binding: As lesser planar binding, but up to 12 HD.
Summon Monster VI: Calls extraplanar creature to fight for you.
Wall of Iron M: 30 hp/four levels; can topple onto foes.
Div
Analyze Dweomer F: Reveals magical aspects of subject.
Legend Lore M F: Lets you learn tales about a person, place, or thing.
True Seeing M: Lets you see all things as they really are.
Ench
Geas/Quest: As lesser geas, plus it affects any creature.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Suggestion, Mass: As suggestion, plus one subject/level.
Symbol of Persuasion M: Triggered rune charms nearby creatures.
Evoc
Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
Contingency F: Sets trigger condition for another spell.
Forceful Hand: Hand pushes creatures away.
Freezing Sphere: Freezes water or deals cold damage.
Illus
Mislead: Turns you invisible and creates illusory double.
Permanent Image: Includes sight, sound, and smell.
Programmed Image M: As major image, plus triggered by event.
Shadow Walk: Step into shadow to travel rapidly.
Veil: Changes appearance of group of creatures.
Necro
Circle of Death M: Kills 1d4/level HD of creatures.
Create Undead M: Creates ghouls, ghasts, mummies, or mohrgs.
Eyebite: Target becomes panicked, sickened, and comatose.
Symbol of Fear M: Triggered rune panics nearby creatures.
Undeath to Death M: Destroys 1d4/level HD of undead (max 20d4).
Trans
Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level.
Bull’s Strength, Mass: As bull’s strength, affects one subject/ level.
Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
Control Water: Raises or lowers bodies of water.
Disintegrate: Makes one creature or object vanish.
Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
Flesh to Stone: Turns subject creature into statue.
Fox’s Cunning, Mass: As fox’s cunning, affects one subject/ level.
Mage’s Lucubration: Wizard only. Recalls spell of 5th level or lower.
Move Earth: Digs trenches and build hills.
Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/ level.
Stone to Flesh: Restores petrified creature.
Transformation M: You gain combat bonuses.

7th-Level Sorcerer/Wizard Spells
Abjur
Banishment: Banishes 2 HD/level of extraplanar creatures.
Sequester: Subject is invisible to sight and scrying; renders creature comatose.
Spell Turning: Reflect 1d4+6 spell levels back at caster.
Conj
Instant Summons M: Prepared object appears in your hand.
Mage’s Magnificent Mansion F: Door leads to extradimensional mansion.
Phase Door: Creates an invisible passage through wood or stone.
Plane Shift F: As many as eight subjects travel to another plane.
Summon Monster VII: Calls extraplanar creature to fight for you.
Teleport, Greater: As teleport, but no range limit and no off-target arrival.
Teleport Object: As teleport, but affects a touched object.
Div
Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
Scrying, Greater: As scrying, but faster and longer.
Vision M X: As legend lore, but quicker and strenuous.
Ench
Hold Person, Mass: As hold person, but all within 30 ft.
Insanity: Subject suffers continuous confusion.
Power Word Blind: Blinds creature with 200 hp or less.
Symbol of Stunning M: Triggered rune stuns nearby creatures.
Evoc
Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for 5 rounds.
Forcecage M: Cube or cage of force imprisons all inside.
Grasping Hand: Hand provides cover, pushes, or grapples.
Mage’s Sword F: Floating magic blade strikes opponents.
Prismatic Spray: Rays hit subjects with variety of effects.
Illus
Invisibility, Mass: As invisibility, but affects all in range.
Project Image: Illusory double can talk and cast spells.
Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real.
Simulacrum M X: Creates partially real double of a creature.
Necro
Control Undead: Undead don’t attack you while under your command.
Finger of Death: Kills one subject.
Symbol of Weakness M: Triggered rune weakens nearby creatures.
Waves of Exhaustion: Several targets become exhausted.
Trans
Control Weather: Changes weather in local area.
Ethereal Jaunt: You become ethereal for 1 round/level.
Reverse Gravity: Objects and creatures fall upward.
Statue: Subject can become a statue at will.
Univ
Limited Wish X: Alters reality—within spell limits.

8th-Level Sorcerer/Wizard Spells
Abjur
Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
Mind Blank: Subject is immune to mental/emotional magic and scrying.
Prismatic Wall: Wall’s colors have array of effects.
Protection from Spells M F: Confers +8 resistance bonus.
Conj
Incendiary Cloud: Cloud deals 4d6 fire damage/round.
Maze: Traps subject in extradimensional maze.
Planar Binding, Greater: As lesser planar binding, but up to 18 HD.
Summon Monster VIII: Calls extraplanar creature to fight for you.
Trap the Soul M F: Imprisons subject within gem.
Div
Discern Location: Reveals exact location of creature or object.
Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
Prying Eyes, Greater: As prying eyes, but eyes have true seeing.
Ench
Antipathy: Object or location affected by spell repels certain creatures.
Binding M: Utilizes an array of techniques to imprison a creature.
Charm Monster, Mass: As charm monster, but all within 30 ft.
Demand: As sending, plus you can send suggestion.
Irresistible Dance: Forces subject to dance.
Power Word Stun: Stuns creature with 150 hp or less.
Symbol of Insanity M: Triggered rune renders nearby creatures insane.
Sympathy F: Object or location attracts certain creatures.
Evoc
Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
Polar Ray: Ranged touch attack deals 1d6/level cold damage.
Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
Telekinetic Sphere: As resilient sphere, but you move sphere telekinetically.
Illus
Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.
Screen: Illusion hides area from vision, scrying.
Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% real.
Necro
Clone M F: Duplicate awakens when original dies.
Create Greater Undead M: Create shadows, wraiths, spectres, or devourers.
Horrid Wilting: Deals 1d6/level damage within 30 ft.
Symbol of Death M: Triggered rune slays nearby creatures.
Trans
Iron Body: Your body becomes living iron.
Polymorph Any Object: Changes any subject into anything else.
Temporal Stasis M: Puts subject into suspended animation.

9th-Level Sorcerer/Wizard Spells
Abjur
Freedom: Releases creature from imprisonment.
Imprisonment: Entombs subject beneath the earth.
Mage’s Disjunction: Dispels magic, disenchants magic items.
Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Conj
Gate X: Connects two planes for travel or summoning.
Refuge M: Alters item to transport its possessor to you.
Summon Monster IX: Calls extraplanar creature to fight for you.
Teleportation Circle M: Circle teleports any creature inside to designated spot.
Div
Foresight: “Sixth sense” warns of impending danger.
Ench
Dominate Monster: As dominate person, but any creature.
Hold Monster, Mass: As hold monster, but all within 30 ft.
Power Word Kill: Kills one creature with 100 hp or less.
Evoc
Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.
Illus
Shades: As shadow conjuration, but up to 8th level and 80% real.
Weird: As phantasmal killer, but affects all within 30 ft.
Necro
Astral Projection M: Projects you and companions onto Astral Plane.
Energy Drain: Subject gains 2d4 negative levels.
Soul Bind F: Traps newly dead soul to prevent resurrection.
Wail of the Banshee: Kills one creature/level.
Trans
Etherealness: Travel to Ethereal Plane with companions.
Shapechange F: Transforms you into any creature, and change forms once per round.
Time Stop: You act freely for 1d4+1 rounds.
Univ
Wish X: As limited wish, but with fewer limits.


Feats:
1. Spellfocus Evil
1H. Iron Will
3. Skillfocus Spellcraft
6. Delay Spell
9. Maximise Spell
12. Spellfocus (Transmutation)
15. Spellfocus (Necormancy)
18. Twin Spell
21. Improved Spell Capacity
24. Improved Spell Capacity
27. Improved Spell Capacity
30. Improved Metamagic
33. Improved Spell Capacity
36. Improved Metamagic
39. Multispell
42. Improved Metamagic
Bonus Metamagic: Quicken Spell
Bonus Metamagic: Heighten Spell
Bonus Metamagic: Empower Spell
Bonus Metamagic (Epic):Intensify Spell
Bonus Metamagic (Epic):Improved Heighten Spell
Wish: Practised SpellCaster (Wizard)
Netherese Arcanist: Epic Spellcasting

Eigentlich wollte ich auf Epic Counterspell hinaus, aber Arcane Lord und Netherese Arcanist haben die Feat Slots aufgefressen :(


Die Epicspells werden momentan minütlich geändert wegen des Wegfalls der Stufen und den daraus resultierenen Änderungen am maximal erreichbaren Spellcraftwert und CL.

Für Tipps zu den Epicspells wäre ich sehr dankbar, es sind immerhin die ersten die ich je entworfen habe.

Blessing of the Dark Gods
Fortify Seed DC17
Fortify Seed DC17
-20 : 10 additional minutes casting time
-200 : 100 days Casting time
-80: burn 8000EXP
-5: Netherese Arcanist
-3 2nd Lv Spell Ritual
+198: 99 Additional Points of Charisma
+200: 100 Additional Points of Intelligence
+160 +8000% Duration
= DC284
Effekt:
+100 auf Charisma
+100 auf Intelligence
Für 80 Tage

Protection of the Dark Gods
Seed Fortify DC27
Seed Fortify DC27
 Ward DC14
-20 : 10 additional minutes casting time
-20: burn 2000EXP
-5: Netherese Arcanist
-3 2nd Lv Spell Ritual
+20: Unearthly Grace (Tempus ad hoc Modi)
+100: Dark Grace
+18 Ward against Disjunction
+190 +95 Punkte Auf Angriff und Schaden
+24 Increase Duration by 1200%
= DC372
 Effekt:
Verleiht Unearthly Grace und Dark Grace. Schützt vor
Disjunction. Gibt einen +95 Bonus auf Angriff und Schaden. Für 312h

AM I BALOR? NO, I AM
Transmutation
*Spellcraft DC:* 22
*Components:* V, S
*Casting Time:* 1 minute
*Range:* 300 ft.
*Area:* Personal
*Duration:* Permanent
*Saving Throw:* Fortitude negates (see text)
*Spell Resistance:* Yes
Seed: transform (DC 21).
Factors: regain /gaze/ (+10 DC), regain modified /LeShay Weapons/ (+20
DC), permanent (x5). Mitigating factors: -190 (casting time 95days) -20 (10min Casting time) -3 (Ritual) -20 (burn 2000EXP)

Preis der Epicspells: 4.746.000GP
Bitte folgenden Link beachten: Forenrichtlinien[/url]

Tamriel

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Schwarzies Char für die Epic Competition 2006
« Antwort #1 am: 13. April 2006, 12:45:49 »
hmm

Der Bonus in den Stats oben bei Dex wird mit +39 angegeben zählt aber unten mit +49 in die AC rein.

20 Ist als BAB das maxmimum danach wirds Episch.
Wo kommt der Boni durch Int auf den Angriff her?

Ich hab dir ne PM geschickt für den Charismabasierenden Boni auf Angriff und Schaden.

Wo kommt denn der -3 2nd lvl Modifikator her sowas habe ich ja noch nie gesehen.

Nach meiner Berechnung und den Regeln im Contest kann dein Cohort nur CL 68 erreichen was insgesammt dann einen 136 Buff max geben würde.

Und dann wäre da noch die Frage warum dein Char göttliche Feats nehmen kann.

Zu allem anderen kann ich nix sagen da das wohl alles mit Tempus und den anderen in der Vergangenheit geklärt wurde.


mfg Tam
"So heiß wie die Waffe, so kalt ist die Hand die sie führt."
"Was zum Läufer henkt hier?"

Sjeg

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Schwarzies Char für die Epic Competition 2006
« Antwort #2 am: 13. April 2006, 12:47:36 »
Zitat
Und dann wäre da noch die Frage warum dein Char göttliche Feats nehmen kann.


Blackguard 4

Tamriel

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Schwarzies Char für die Epic Competition 2006
« Antwort #3 am: 13. April 2006, 12:51:05 »
Zitat von: "Sjeg"
Zitat
Und dann wäre da noch die Frage warum dein Char göttliche Feats nehmen kann.


Blackguard 4


Aha hmh steht voll dabei. WO?!?

Für Göttliche Feats braucht man einen Göttlichen Mantel und das setzt einen Divinegrad von mind 1 vorraus. Den man sicher nicht einfach so durch 4 Stufen Blackguard bekommt.
"So heiß wie die Waffe, so kalt ist die Hand die sie führt."
"Was zum Läufer henkt hier?"

Sjeg

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Schwarzies Char für die Epic Competition 2006
« Antwort #4 am: 13. April 2006, 12:53:48 »
Mich würde auch intressieren wie du deine Int auf den angriffswurf bekommst. Combat Insight gibt nur Int statt Str auf den Angriffswurf.

Und für Divine Feats muss man nur Turn undead haben und das bekommt man bei blackguard 4.

mfg Sjeg

Neo

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« Antwort #5 am: 13. April 2006, 12:55:14 »
Zitat von: "Tamriel"
Zitat von: "Sjeg"
Zitat
Und dann wäre da noch die Frage warum dein Char göttliche Feats nehmen kann.


Blackguard 4


Aha hmh steht voll dabei. WO?!?

Für Göttliche Feats braucht man einen Göttlichen Mantel und das setzt einen Divinegrad von mind 1 vorraus. Den man sicher nicht einfach so durch 4 Stufen Blackguard bekommt.


Wo steht denn der Unsinn mit dem göttlichen Mantel? Das einzige was man für Divine Feats braucht ist die Ability to rebuke/turn Undead und die kann man durch Blackguard ohne weiteres bekommen, selbst mit meinem SC kann ich bei Bedarf an Divine Feats kommen.
Sieger der Epischen Herausforderung 2005

Tamriel

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« Antwort #6 am: 13. April 2006, 13:03:07 »
Sprich jeder Stufe 1 Kleriker kann stat Normalen Göttliche Feats nehmen.

Abgesehen davon gibt es einige Götter die kein Turn oder Rebuke Undead haben und die haben auch Göttliche Feats. Also wie kommt dann sowas?

mfg Tam
"So heiß wie die Waffe, so kalt ist die Hand die sie führt."
"Was zum Läufer henkt hier?"

Neo

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Schwarzies Char für die Epic Competition 2006
« Antwort #7 am: 13. April 2006, 13:06:16 »
Zitat von: "Tamriel"
Sprich jeder Stufe 1 Kleriker kann stat Normalen Göttliche Feats nehmen.

Abgesehen davon gibt es einige Götter die kein Turn oder Rebuke Undead haben und die haben auch Göttliche Feats. Also wie kommt dann sowas?

mfg Tam


Welche Götter sollen das denn bitte schön sein? Kannst du da vielleicht ein Beispiel nennen? Wenn du auf Divine Salient Abilities anspielst, dann sind die was völlig anderes als Feats.
Sieger der Epischen Herausforderung 2005

Tamriel

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« Antwort #8 am: 13. April 2006, 13:19:20 »
Zitat von: "Neo"
Zitat von: "Tamriel"
Sprich jeder Stufe 1 Kleriker kann statt Normalen Göttliche Feats nehmen.

Abgesehen davon gibt es einige Götter die kein Turn oder Rebuke Undead haben und die haben auch Göttliche Feats. Also wie kommt dann sowas?

mfg Tam


Welche Götter sollen das denn bitte schön sein? Kannst du da vielleicht ein Beispiel nennen? Wenn du auf Divine Salient Abilities anspielst, dann sind die was völlig anderes als Feats.


Merde hat sich gegessen das Thema.
"So heiß wie die Waffe, so kalt ist die Hand die sie führt."
"Was zum Läufer henkt hier?"

Schwarzie

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« Antwort #9 am: 13. April 2006, 13:55:30 »
*seufz* Da ist ja einiges Schief gegangen.

a) Divine Feats stehen z.B. im Complete Warrior oder Complete Divine, die kann man nehmen wenn man Turn oder Rebuke besitzt. Mein Char hat 4 Stufen Blackguard (steht ganz oben) und daher Rebuke Undead.

Was du mit göttlichen Feats meinst ist mir ohnehin unklar, ich besitze nur das englische Regelwerk.

b) Int statt Stärke durch Combat Insight, ja. Passt doch alles. Stärke habe ich auch nciht eingerechnet.

c) die -3 durch 2ndLv Spell kommen durch Ritualmagie die Tempus zusammen mit der Cohorte gestattet hat. 2ndLv Spells bekomme ich durch den Blackguard.

@Dex zu hoch. Danke, habe ich falsch notiert, das Endergebnis stimmt aber dennoch :D

Danke für die PM werd ich mir gleich mal ansehen.

@CL Meine Cohorte kann mehr erreichen. Auch deutlich höhere DC´s, aber dadurch sinkt das CL wieder, ist also eine reine Frage der Opportunitätskosten.

@BAB Für Mosnter stoppt der BAB nicht bei 20, die kommen höher. Für die gilt einzig das Limit auf 4 Angriffe.
Bitte folgenden Link beachten: Forenrichtlinien[/url]

Neo

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« Antwort #10 am: 13. April 2006, 13:59:09 »
DR 75/Silver and Cold Iron
Wie hast du das bewerkstelligt?
Sieger der Epischen Herausforderung 2005

Tamriel

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Schwarzies Char für die Epic Competition 2006
« Antwort #11 am: 13. April 2006, 14:19:36 »
Zitat von: "Schwarzie"

a) Divine Feats stehen z.B. im Complete Warrior oder Complete Divine, die kann man nehmen wenn man Turn oder Rebuke besitzt. Mein Char hat 4 Stufen Blackguard (steht ganz oben) und daher Rebuke Undead.

Was du mit göttlichen Feats meinst ist mir ohnehin unklar, ich besitze nur das englische Regelwerk.


Als Neo das mit den Salient Divine Abilities ansprach ist es mir wie Schuppen von den Augen gefallen.
Denn und das ist der Punkt es ist leider so das man sich nicht die Mühe gegeben hat die Feats anders zu nennen als die Salient Divine Abilities.
Kannst du dir ja mal ansehen daher rührte meine Frage.

Das andere hat sich ja dann durch deine Erklärung auch erledigt.

Du hättest nur -3 2nd Level Spellslot hinschreiben müssen und alles wäre klar gewesen. ;)

Ganz netter Build. *thumps up*

mfg Tam
"So heiß wie die Waffe, so kalt ist die Hand die sie führt."
"Was zum Läufer henkt hier?"

Sjeg

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Schwarzies Char für die Epic Competition 2006
« Antwort #12 am: 13. April 2006, 14:25:26 »
Das hier ist ohnehin broken, weil er mehr als 50HD was ich noch immer absurd finde <_<  :roll:

Conbat insight bringt nur einen Bonus auf Schaden nicht auf attack Schwarzie.

mfg Sjeg

Tamriel

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Schwarzies Char für die Epic Competition 2006
« Antwort #13 am: 13. April 2006, 14:35:05 »
Zitat von: "Sjeg"
Das hier ist ohnehin broken, weil er mehr als 50HD was ich noch immer absurd finde <_<  :roll:

mfg Sjeg


Ja die Diskusion mit dem negativen LA.

Bei wieviel liegt denn jetzt das Grundgerüst des Le-Shay an HD in diesem Bezug?
Dadurch das er Paragon noch als Template hat und noch 7 Klassenstufen Müsste er ja ein ganz schön enormes negatives LA haben.
Ich finde den Build nicht übermäßig stark muss aber anmerken das er schon eingie Vorteile gegenüber anderen Chars hat.
Vor allem von der Anzahl der Feats her gesehen.

Zählt er wirklich als Monster oder eigentlich nur als Überelf so wie er dargestellt wird im ELH.

mfg Tam
"So heiß wie die Waffe, so kalt ist die Hand die sie führt."
"Was zum Läufer henkt hier?"

Zeitreisender

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Schwarzies Char für die Epic Competition 2006
« Antwort #14 am: 13. April 2006, 15:42:59 »
Zitat
ch hab dir ne PM geschickt für den Charismabasierenden Boni auf Angriff und Schaden

@Tamriel das bräuchte ich auch wenn du mir das auch schicken könntest wär ich dir sehr dankbar.
Zeitreisender
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