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  1. #331
    Eleventh Reincarnation Siriel's Avatar
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    Default Final Character Sheet

    Name: Killian Ashtar
    Class: Wizard 24
    Portfolio: Magic, War, Death.
    Patron of the Warlords, War Wizards, and those that seeks to prolong/cause wars.
    Alternate Names: The Wave, The Crimson Wave, The All-Consuming Flame.
    Divine Rank: 16

    Stats:
    Strength: 10
    Constitution: 16
    Dexterity: 18
    Wisdom: 10
    Intelligence: 36
    Charisma: 16

    Hit Points: 176
    Attacks: 27/22/17/12 (Unsure here, was never good calculating that)
    AC: 50
    Damage Reduction: 30/Epic
    Saving Throws:
    Fortitude:30
    Reflex: 28
    Will: 33
    Resistances:
    Fire (21-Immune by Salient Divine Ability)
    Spell Resistance (126)
    Caster Level: 40

    Feats:

    Spell Penetration
    Greater Spell Penetration
    Quicken Spell
    Eschew Material
    Silent Spell
    Still Spell
    Spell Mastery (Magic Missiles, Shield, Haste, Fireball and Invisibility)
    Combat Casting
    Forge Rings
    Improved Counterspelling
    Summon familiar
    Scribe Scroll
    -Evasion-

    Epic Feats
    Improved Metamagic (Epic)
    Multispell (Epic)
    Ignore Material Component (Epic)

    Divine Powers:

    Baseline Divine powers:
    Always Maximize Roll
    Immortality
    Senses (16 miles)
    Remote Sensing (16 miles/20 locations)
    Block Sensing (16 Divine Ranks and below/16 miles/16 hours)
    Portfolio Sense (16 weeks past/future)
    Automatic Actions (DC 30/20 Actions)
    Create Magic Items (No Limitations, include Artifacts)
    Divine Aura (1 mile, DC 29)
    Communication (16 miles)
    Remote Communication (16 miles/20 targets)
    Godly Realm (100 miles Outer Plane/ 16 000 ft. Material)
    Travel (Greater Teleport/Plane Shift, 16 000 pounds)
    Familiar

    Salient Divine Abilities
    Arcane Mastery
    Spontaneous Wizard Spells
    Battlesense
    Create Object
    Create Greater Object
    Divine Creation
    Divine Spellcasting
    Increased Energy Resistance x2 (Sonic/16, Acid/16)
    Increased Spell Resistance
    Extra Energy Immunity x3 (Fire, Sonic, Acid)
    Energy Storm x2 (Acid, Fire)
    Hand of Life
    Life And Death
    Divine Inspiration
    Lay Quest
    Instant Counterspell
    Sunder and Disjoint

    Domains

    Count as a level 16 Cleric for the purpose of casting domains spells.

    Death:

    Cause Fear
    Death Knell
    Animate Dead M
    Death Ward
    Slay Living
    Create Undead M
    Destruction F
    Create Greater Undead M
    Wail of the Banshee

    Magic:
    Magic Aura
    Identify
    Dispel Magic
    Imbue with Spell Ability
    Spell Resistance
    Antimagic Field
    Spell Turning
    Protection from Spells M F
    Mage’s Disjunction

    War:

    Magic Weapon
    Spiritual Weapon
    Magic Vestment
    Divine Power
    Flame Strike
    Blade Barrier
    Power Word Blind
    Power Word Stun
    Power Word Kill
    Immunities:
    Transmutation.
    Energy Drain, Ability Drain, Ability Damage.
    Mind-Affecting Effects.
    Energy Immunity(Cold, Electricity, Acid)
    Disease and poison, stunning, sleep, paralysis, and death effects, and disintegration.
    Effects that imprison or banish.

    Domains Powers:
    War: Weapon Proficiency and Focus: Longsword
    Magic: Count as a Level 32 Wizard for the activation of magical devices, scrolls and wands.
    Death: Death Touch

    Spells per Day:
    1) 8
    2) 8
    3) 7
    4) 7
    5) 7
    6) 7
    7) 6
    8) 6
    9) 6
    10) 3

    Items:
    Headband of Intellect +6
    Ring of Protection +5
    Amulet of Natural Armor +5
    Robe of the Gray Archmagi (+5 AC) (18 SR) (+4 ST)
    Boots of Swiftness (+6 Dex) (Evasion) (Haste 20 Rounds 3/day)
    Mantle of Epic Spell Resistance (SR 40)
    Ring of the Twillight


    Agenda: He does not truly follow a precise plan, or indeed, seek a particular goal. He as always enjoyed war for it's own sake, and since his Ascension, this part of his personality only increased in importance.

    He usually does not take a direct hand in things, prefering to act through agents and followers, and he is not above manipulating others to spread his goal.

    Despite this, however, he does favor some mortals who show particular zeal in spreading warfare, and might even grant gifts or some of his creations to the greatest of them.

    While he does acknowledge that power is one of the primary factor in life, he does not give his favor to the most powerful, but rather to the ones who follow the path of war the closest. If the two factors happen to favor the same person...well, all the better.

    Followers/Worshippers/Favoured: Unsurprisingly, many tyrants and would-be conqueror pray to him(or at least, to some equivalent. He doesn't really care if they are aware that it is in fact him that they worship), revolutionaries and anarchists are also often part of his worshippers, due to their actions spreading war and conflict.

    In an ironic twist, followers of the gods that are considered Good sometimes earn his favor, sometimes whitout their knowledge, simply because their desires to spread their religion will indirectly(or directly) lead to Holy Wars, which is one of his favourite type of conflict.

    Servants/Chosen: He has yet to directly command mortals in his own name, however, that might soon change.

    For some times now, he has been looking for a worthy mortal(perhaps even one who does not yet worship him), a warlord that wages war for it's own sake, much like he himself did during his life. Once he has found such a mortal, he plans to wait until his death(hopefully on the battle field), he will then offer the mortal a new chance at life, acting as his 'hand' in the mortal realm.(He fears that should he send an outsider or act himself, one of the other gods might interfere directly, which would certainly screw up his already farfetched plan)

    For the sake of this plan, he has experimented with his new powers, and created some creatures which exist only for the sake of war.

    He hopes that with these creatures under his command, his 'hand' will be able to engulf the entire material plane in a glorious battle.

    --------------------------------------------------------------


    Will edit skills later.
    Last edited by Siriel; 10-04-2008 at 06:54 PM.
    Suffering is a fact of life. You survive if you find a reason to endure it.

  2. #332

    Default

    Quote Originally Posted by The MunchKING View Post
    Psttt. Edit that post so that you have a devine bonus equal to your devine ranks to all those skills...

    Lucky you, becomeing a God has made you WAY more skilled.
    I did add 6 to all my skills. That was right, right?"
    Scribble the Leviathan, Scrawl the Elder Air Elemental, Scroll the Ifriti King, Sketch the Dryad Queen, Sign the Titan

    Awesome Award

  3. #333
    When the two Meet... The MunchKING's Avatar
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    Default

    Quote Originally Posted by God_of_Awesome View Post
    I did add 6 to all my skills. That was right, right?"
    Right. That's cool.

  4. #334
    The Eagle Mr. Primetime's Avatar
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    Default

    A tip for those who (like me) have taken the Arcane Mastery ability - the Complete Spellbook is your best friend. It's a .pdf compiling every single officially sanctioned spell in 3rd edition, and should be quite easy to find at places like Demonoid and IsoHunt.
    WINNER of CBR's "Books & Elseworlds" Tournament

    Watch out! I'll speedblitz you like Kiki on a sugar rush!

    POSSESSOR OF: Every videogame, anime, and manga ever made; Starscream's null-ray & cluster bombs, the blade Durandal, the Retcon Cannon, the services of Thief's Law-Ninja, Gendou Ikari's glasses, Ukyo Kuonji's giant spatula, Superpope's cape and miter; and the collective severed head of the Whedonverse.

    "Doom drinks your milkshake." --PatchMadripoor

  5. #335
    The Kazekage Daemon's Avatar
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    Default

    Name: Terestrian Bonechill
    Alignment: Neutral Evil
    Class: Wizard 10, Fire Savant 10
    Creature Type: Lich/Undead (Previously Human)
    Portfolio: Darkness, Death, Destruction, Discord, Fire, Malice, Magic, Undead
    Symbol: A skull surrounded by Black Flames


    Domains: Death, Destruction, Fire
    Divine Rank: 16

    Stats:
    Strength: 14 (+2)
    Constitution: -
    Dexterity: 14 (+2)
    Wisdom: 26 (+8)
    Intelligence: 40 (+15)
    Charisma: 36 (+13)


    Hit Points: 240 (20d12)
    Speed: 60
    Attacks: 28/23 (+2 strength, +16 divine)
    AC: 56 (+16 divine, +2 dexterity, +5 natural, +23 Deflection )
    Damage Reduction: 69/+5, 15/Bludgeoning, 10/-
    Saving Throws:
    Fortitude: 22
    Reflex: 24
    Will: 38
    Immunities:
    Fire, Cold, Electricity, Acid, Sonic, Transmutation, Mind Affecting, Energy/Ability Drain, Ability Damage, Disease, Poison, Stunning, Sleep, Death, Paralysis, Disintegration, Banishment, Binding, Dimension Anchor, Dismissal, Imprisonment, Repulsion, Soul Bind, Temporal Stasis, Trap the Soul, Turning and Rebuking.
    Spell Resistance: 48
    Caster Level: 35

    Skills:

    Feats:
    Energy Admixture - Sonic
    Energy Substitution - Fire
    Meta Magic - Twin Spell, Quicken Spell, Extend Spell, Persistent Spell, Empower Spell
    Greater Intellect x3

    Class Abilities:
    Scribe Scroll
    Summon Familiar
    Darkvision
    Spell Focus +3
    Elemental Penetration +3

    Spells per Day:
    0) 4
    1) 8
    2) 8
    3) 7
    4) 7
    5) 7
    6) 10
    7) 6
    8) 8
    9) 5
    10) 3
    11) 2
    12) 2
    13) 2
    14) 2
    15) 2

    Racial Traits:
    Touch Attack: 1d8+5

    Skills:
    Appraise: 43 = 12(ranks) + 16(divine) + 15(Int)
    Balance: 32 = 12(ranks) +16(divine) + 2(Dex) +2(Synergy)
    Bluff: 41 = 12(ranks) +16(divine) + 13(Cha)
    Climb: 32 = 12(ranks) +16(divine) +2(Str) +2(Synergy)
    Concentration: 40 = 24(ranks) +16(divine)
    Decipher Script: 43 = 24(ranks) +16(divine) +15(Int)
    Diplomacy: 32 = 12(ranks) +16(divine) +13(Cha) +2(Synergy)
    Escape Artist: 32 = 12(ranks) +16(divine) +2(dex) +2(Synergy)
    Hide: 32 = 12(ranks) +16(divine) +2(dex) +2(Synergy)
    Intimidate: 43 = 12(ranks) +16(divine) + 13(Cha) +2(Synergy)
    Jump: 32 = 12(ranks) +16(divine) +2(Str) +2(Synergy)
    Knowledge (Arcana): 43 = 24(ranks) +16(divine) +15(Int)
    Knowledge (Religion): 43 = 24(ranks) +16(divine) +15(Int)
    Knowledge (The Planes): 43 = 24(ranks) +16(divine) +15(Int)
    Listen: 36 = 12(ranks) +16(divine) +8(Wis)
    Move Silent: 30 = 12(ranks) +16(divine) +2(dex)
    Ride: 30 = 12(ranks) +16(divine) +2(dex)
    Search: 31 = 12(ranks) +16(divine) +15(Int)
    Sense Motive: 36 = 12(ranks) +16(divine) +8(Wis)
    Spellcraft: 59 = 24(ranks) +16(divine) +15(Int) +4(Synergy)
    Spot: 36 = 12(ranks) +16(divine) +8(Wis)
    Swim: 30 = 12(ranks) +16(divine) +2(Str)
    Tumble: 38 = 12(ranks) +16(divine) +8(Wis) +2(Synergy)
    Use Rope: 32 = 12(ranks) +16(divine) + 2(Dex) +2(Synergy)

    Favored Weapon: Scythe

    Domains:
    Death
    Cause Fear
    Death Knell
    Animate Dead M
    Death Ward
    Slay Living
    Create Undead M
    Destruction F
    Create Greater Undead M
    Wail of the Banshee

    Destruction
    Inflict Light Wounds
    Shatter
    Contagion
    Inflict Critical Wounds
    Inflict Light Wounds, Mass
    Harm
    Disintegrate
    Earthquake
    Implosion

    Fire
    Burning Hands
    Produce Flame
    Resist Energy
    Wall of Fire
    Fire Shield
    Fire Seeds
    Fire Storm
    Incendiary Cloud
    Elemental Swarm

    Divine Powers:
    Baseline Divine powers:
    Never Fail on a 1
    Immortality/Immunities
    Senses (6 miles)
    Remote Sensing (6 miles/5 locations)
    Block Sensing (6 Divine Ranks and below/6 miles/6 hours)
    Portfolio Sense (6 weeks past if affecting 500 or more)
    Automatic Actions (DC 20/5 Actions)
    Create Magic Items (30,000 gp limit)
    Divine Aura (600 feet, DC 25)
    Communication (6 miles)
    Remote Communication (6 miles/5 targets)
    Godly Realm (1 mile Outer Plane/ 600 ft. Material)
    Travel (Greater Teleport/Plane Shift, 600/100 pounds)
    Familiar

    Salient Divine Abilities:
    Arcane Mastery
    Automatic Metamagic - Twin, Energy Admixture, Quicken, Persistent, Empower
    Divine Spellcasting
    Instant Counterspell
    Spontaneous Wizard Spells
    Avatar
    Alter Reality
    Command Undead
    Divine Shield
    Divine Blast
    Mass Divine Blast
    Increased Energy Resistance(Sonic)
    Extra Energy Immunity (Sonic)
    Increased Damage Reduction
    Hand of Death
    Gift of Life and Death
    Know Death

    That's it for now.

    edit:

    Equipment Time:

    Reaper of Souls
    This Scythe is permanently stained black from Blood Long ago radiates death magic. Even the smallest nick can be fatal. On hit at the wielders discretion one of the Following may be used; Trap the Soul, Slay Living or Energy Drain. This weapon holds the souls of over one thousand once living beings, ranging from powerful warriors and ancient dragons to Devas. The souls trapped within the weapon are corrupted by the malefic presence of Bonechill and are driven mad till all that remains is an unswerving loyalty to their new master. This weapon in part is responsible for the creation of Bonechill's army. Any Soul within the weapon may be consumed as a free action granting 20 hp to Bonechill per Level/HD of the soul consumed.
    The weapon grants Bonechill the following feats free:
    Weapon Proficiency (Scythe)
    Weapon Focus (Scythe)
    Greater Weapon Focus (Scythe)

    If separated from its owner Bonechill it can be resummoned to his grasp as a free action.

    Damage: 2d4+5 Critical: x4

    Eye of a Forgotten God
    If the owner replaces one of their eyes with the Eye of a Forgotten God they gain the following abilities: +8 Wis, +11 Int, Permanent True Seeing

    Robes of the Lich King
    These immaculate robes confer presence and protection Granting a +10 deflection bonus to AC, Damage reduction of 10/- and +7 to Cha.

    Ring of Epic Wizardry VI

    Ring of Epic Wizardry VIII

    Crystal Fortress in the Land of the Eternal Moonlight (Godly Realm)
    Bonechill adores beauty. His realm reflects this. His fortress is made up of some unknown crystalline that reflects and refracts the moonlight from overhead so that it shines as if a beacon in a Sea of Darkness. Two Crystal spires rise above all else on either side in perfect symmetry. Atop each spire one can see the silhouettes of Colossal Dragons. Upon the ramparts and at the gates you see the gleam of the soldier's armor in the moonlight, their faces shrouded.
    Last edited by Daemon; 10-05-2008 at 02:01 PM.

  6. #336
    When the two Meet... The MunchKING's Avatar
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    Default Final Charecter Sheet

    Munchinicus
    Cleric 23
    Medium-Size Human
    Divine Rank: 17
    Hit Dice: 23d8 + 23 (Clr) (207 hp)
    Initiative: +2 (+2 Dex)
    Speed: 180 ft.
    AC: 66 (10 +2 Dex, +17 divine + 13 Armor + 17 natural + 7 Shield)
    Portfolio: Magic, Knowledge, Wealth, Self-Improvement
    Domains: Knowledge, Magic, Force, Wealth, Trade, Oracle

    Attacks*: +5 Holy, Anarchistic, Flaming burst, Shocking burst, Icy burst Heavy Mace: Triburst +45/+40/+35 or unarmed +40/+35/+30
    *Always receives a 20 on attack rolls; roll die to check for critical hit.

    Damage*: Triburst: 1d8 + 3d6 (flaming, shocking and cold) + 5 (+2d6 against Lawful, +2d6 against Evil) (31-55) (+3d10 on a critical)
    or by spell *Always does maximum damage

    Face/Reach: 5 ft. by 5 ft./5 ft.

    Special Attacks: Domain powers, salient divine abilities, spell-like abilities, turn undead

    Special Qualities: Divine immunities, DR 52/+4, Fire resistance 37, SR 69, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 17 miles, remote communication, godly realm, teleport without error at will, plane shift at will, divine aura (17 miles, DC 27).

    Saves*: Fort +31, Ref +26, Will +44.
    *Always receives a 20 on saves.

    Abilities: Str 14 (+2), Dex 14 (+2), Con 12 (+1), Int 15 (+2), Wis 30 (+10), Cha 10.

    Skills*:
    Knowledge (religion): +43
    Spellcraft: +56
    Concentrate: +43
    Craft (Smithing): +43
    Appraise +27 (w/synergy bonus)
    *Always receives a 20 on checks.

    Feats: Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Forge Ring, Scribe Scroll, Craft Golems, Skill Focus (Spellcraft), Epic Spellcasting, Epic Skill Focus (Spellcraft). Skill Focus (Appraise)

    Items:
    Triburst
    Demolition Augmentation Crystal
    Truedeath Augmentation crystal
    Boots of Big Stepping
    Hellcat Gauntlets
    Goggles of Draconic Vision
    Full Plate + 5 Masking Ghost Ward, Ectoplasmic feedback, Nimbleness
    +5 Heavy Steel Shield
    Phylactery of Undead turning
    Least Crystal of Adamant Armor
    Lesser Crystal of Arrow Deflection

    Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.

    Salient Divine Abilities:
    Divine Skill Focus (Spellcraft), Divine Spellcasting, See Magic, Instant counterspell, Know Secrets, Lay Curse, Lay Quest, Call Creatures, Speak with creatures, Divine Recall, Clearsight, Automatic Metamagic (Quicken Cleric Spells), Automatic Metamagic (Silent Cleric Spells), Automatic Metamagic (Still Cleric Spells), Extra Domain (Wealth), Extra Domain (Trade), Extra Domain (Oracle), Gift of Life, Life and Death, Mass Life and Death, Sunder and Disjoin, Increased Spell resistance,


    Domain Powers: 17/ day Munchinicus can
    Reroll one Roll
    Use Detect thoughts (1 subject for 1minute)
    Cast divination spells at +3 caster level
    Use Magic Items as a 12th level Wizard
    Reroll any Damage roll


    Spell-Like Abilities: Munchinicus uses these abilities at will as a 27th-level caster, except divination spells which are cast as a 30th level caster. The save DCs are 27 + spell level.
    Detect Secret Doors, Detect Thoughts, Clairaudience/Clairvoyance, Divination, True Seeing, Find the Path, Legend Lore, Discern Location, Foresight, Nystul’s Magic Aura, Identify, Dispel Magic, Imbue with Spell ability, Spell Resistance, Antimagic Field, Spell Turning, Protection from Spells, Mordenkainen’s Disjunction, Mage Armor, Magic Missile, Blast of Force, Otiluke’s Resistant Sphere, Wall of Force, Repulsion, Forcecage, Otiluke’s Telekinetic Sphere, Bigby’s Crushing Hand, Alarm, Obscure Object, Glyph of Warding, Detect Scrying, Leomund’s Secret Chest, Forbiddance, Sequester, Discern Location, Antipathy, Message, Gembomb, Eagle’s Splendor, Sending, Fabricate, Mordeinkain’s Magnificent Mansion, Mind Blank, Identify, Augury, Scrying, Commune, Greater Scrying, Discern Location

    Cleric Spells/Day: 6/9/9/8/8/8/7/6/6/6/2 +4 Epic; base DC = 20 + spell level.
    Other Divine Powers
    As a greater deity, Munchinicus automatically receives the best possible result on any die roll he makes (including attack rolls, damage, checks, and saves). He is immortal.

    Senses: Munchinicus can hear, touch, and smell at a distance of 17 miles. As a standard action, he can perceive anything within 17 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to twenty locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 17 hours.

    Portfolio Sense: Munchinicus senses every action taken by a trader or spellcaster on whom he placed his blessing, any magic intended to make day to day life easier, studying new spells, creation of magical items or creatures, and any large gains or losses of wealth the instant it happens and 17 weeks into the past and the future.

    Automatic Actions: Munchinicus can use Diplomacy, Spellcraft, Knowledge (arcana), Knowledge (geography), Knowledge (history), Knowledge (nobility and royalty), Knowledge (the planes), or Knowledge (religion), as a free action if the DC for the task is 30 or lower. He can perform up to twenty such free actions each round.

    Create Magic Items: Munchinicus can create any magic weapon or armor a cleric could use and any item that predicts the future, increases knowledge, or makes life easier, even up to Artifact level.

  7. #337
    When the two Meet... The MunchKING's Avatar
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    Default Final Charecter Sheet

    Roberts
    Rouge 15/Dread Pirate 10
    Medium-Sized Human
    Divine Rank: 15
    Hit Dice: 15d6 + 10D6 + 50 (300 hp)
    Initiative: +13 (+6 Dex)
    Speed: 60 ft. (swim 60 ft.)
    Portfolio: Pirates, Good Rouges, Charmers, Sea Travel, Oceans, Luck
    Domains: Water, Travel, Luck, Greed, Oceans, Charm
    AC: 64 (10 +10 Dex, +15 divine, +20 Natural, +9 deflection)

    Attacks*: +5 Keen, Defending, speed, Outsider (fire) bane, Brilliant Energy Rapier: Aquablade +35/+35/+30/+25/+20 AND +5 Spell storing, Seeking, Retuning, Throwing Dagger: Luckblade +35/+30/+25/+20 or +5 Speed, Holy, Outsider (fire) bane, Brilliant Energy Longbow: Pirate Victory +37/+37/+32/+27/+22 or spell
    *Always receives a 20 on attack rolls; roll die to check for critical hit.

    Damage*: Aquablade 1d6 + 5 (11)/16–20 (Ignores Armor) (+2d6+2 against Fire Creatures) Luckblade 1d4 +5 +1d8 sonic (17) Range 10 or Pirate Victory 1d8+5+1 (14) /x3 (+2d6+2 against fire creatures, +2d6 against evil) or by spell
    *Always does maximum damage

    Face/Reach: 5 ft. by 5 ft./5 ft.

    Special Attacks: Domain powers, salient divine abilities, spell-like abilities, fight with two weapons, Concealed weapon attack, hoist the black flag, scourge of the seas, sneak attack +8d6, Opportunist.

    Special Qualities: Divine immunities, DR 50/+4, understand, speak, and read all languages and speak directly to all beings within 15 miles, remote communication, godly realm, teleport without error at will, plane shift at will, SR 47, divine aura (15 miles, DC 34), fearsome reputation +10, Rope Swing, Wind at your back, Leadership + 6, shifting deck, Come about, evasion, Uncanny dodge, Trap sense +5, Improved Uncanny dodge, Improved evasion. Fire resistance 35,

    Saves*: Fort +31, Ref +45, Will +30. *Always receives a 20 on saves.

    Abilities: Str 10, Dex 30 (+10), Con 14 (+2), Int 12 (+1), Wis 10, Cha 29 (+9)

    Skills*:
    Appraise: +45
    Balance: +43
    Bluff: +43
    Climb: +45
    Diplomacy: +45
    Escape Artist: +35
    Forgery: +43
    Open Lock: +31
    Profession (Sailor): +33
    Sleight of Hand: +47
    Swim: +29
    Use Rope: +31
    *Always receives a 20 on checks.

    Feats:
    Point Blank Shot, Precise shot, Improved Precise shot, Improved Two Weapon Fighting, Greater Two Weapon Fighting, Weapon Finesse, Quick Draw, Leadership (CL 28), Sneak Attack of Opportunity, Perfect Two Weapon Fighting, Epic Leadership

    Items:
    Gloves of Epic Dexterity +8
    Bracers of Archery
    Cloak of resistance +5
    Amulet of Natural Armor +5
    2 x Bag of Holding IV

    Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.

    Salient Divine Abilities: Extra Domain (Oceans), Extra Domain (Charm), Extra Domain (Greed), Alter Reality, Avatar, Call Creatures (Cephalopods), Divine Blast (12/day 24d12 (248)), Divine Shield (12/day 150 Damage), Divine Water Mastery, Divine Dodge (65% miss chance), Mass Devine Blast, Power of Luck (+ or – 15), Stride (instead of working on living creatures, it instead doubles the overland speed of Boats), Speak with Creatures (Cephalopods), Speak with Creatures (Dolphins), Area Devine Shield, Mind of the Beast (usually used in relation to sea creatures), Frightful Presence

    Domain Powers: 15/day
    Boost Charisma by 4 for 1 minute
    Breathe water for 15 minutes
    Act normally as if under freedom of movement for up to 15 rounds
    Reroll one roll
    Turn or Destroy Fire elementals as a 15th level Cleric. Rebuke, Bolster or Command Water elementals as a 15th level Cleric.

    Spell-Like Abilities: Roberts uses these abilities as a 25th-level caster. The save DCs are 34 + spell level. Obscuring Mist, Fog Cloud, Water Breathing, Control Water, Ice Storm, Cone of Cold, Acid Fog, Horrid Wilting, Elemental Swarm (Water Elementals only), Longstrider, Locate object, Fly, Dimension Door, Teleport, Find the Path, Greater Teleport, Phase Door, Astral Projection, Entropic Shield, Aid, Protection from Energy, Freedom of Movement, Break Enchantment, Mislead, Spell Turning, Moment of Prescience, Miracle, Cheat, Entice gift, Knock, Fire Trap, Fabricate, Guards and Wards, Teleport Object, Phantasmal Theft, Sympathy, Endure Elements, Sound Burst, Wall of Ice, Otiluke’s Freezing Sphere, Waterspout, Maelstrom, Charm Person, Calm emotions, Suggestion, Good Hope, Charm Monster, Geas/Quest, Insanity, Demand, Dominate Monster

    Other Divine Powers
    As a greater deity, Roberts automatically receives the best possible result on any die roll he makes (including attack rolls, damage, checks, and saves). He is immortal. 139

    Senses: Roberts can hear, touch, and smell at a distance of 15 miles. As a standard action, he can perceive anything within nineteen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 15 hours.

    Portfolio Sense: Roberts senses every action taken by a pirate on whom he has bestowed his favor, every attempt to charm someone for personal benefit, gambling, and every danger on the high seas (monsters, Bad weather, etc) the instant it happens and nineteen weeks into the past and the future.

    Automatic Actions: Roberts can use Diplomacy, Bluff, Profession (Sailor), Swim, Use Ropes, Sleight of Hand as a free action if the DC for the task is 25 or lower. He can perform up to ten such free actions each round.

    Create Magic Items: Roberts can create any magic light weapon, and any item that uses Charm, deals with water, gambling, or boats up to (but not including) Artifact level.

    Backstory:The Dread Pirate God Roberts was actually the latest in a line of Dread Pirate Roberts until his ascention to Devinity. The Previous Dread Pirate Roberts, born Sammy Small, gave the Ace ex Machi'ne, his ship, and his title as "Dread Pirate Roberts" to a rouge who broke in, looted the ship, captured him, and managed to make it to Tiuguna before he could catch up with him. By that time Captain Small was ready to retire as Dread Pirate and stuck around long enough to show the new kid the ropes. The new Dread Pirate Roberts managed to be the best of them all. His reign of terror on the High Seas caused small nations to go bankrupt, and sailors in every port to grow rich. He was running around with an Armada to rival the strongest nations' before he was called to a Higher Purpose. Before leaving, he passed on the Ace ex Machi'ne and the Title to his most promising succesor. However most of the Armada had to disband to keep the secret.

    Upon his assention, he forged himself a new Godly ship from his will. Now he sails the heavenly oceans aboard the Deuce ex Machi'na. While the original was a ship of wood and timber, this ship is his godly realm. Where it sails, his power goes likewise. Not only can it sail the heavens, but by setting the right course it can sail to any port in the Prime Material plane as well. When he sails in the heavens, his ship has a fleet of ghost ships manned by the souls of long dead pirates and sailors working with it. Only the most Loyal of his crew can work abord the Deuce. (I.E. those bought with the Leadership feat).

    He's also gone back to spread the story about how he's assended to Godhood, but leaves out the part about trading off the title. So now people who aren't in on the secret assume that the Dread pirate Roberts out there is some kind of pirating GOD. WHich is just how Roberts likes it. This story has been corraberated by Clerics who of course know about the changing of the Gods...

    Crew: 82 2nd level people, mostly commoners and warriors with Profession (Sailor),41 3rd Level Warriors, 21 4th, 11 5th, 6 of the crew are Pirates: 4th Level rouges. 2 5th level Fighters and a wizard, 2 6th Level rouges, and Mr. Smee a 5th level cleric/ 2nd Bard. Lastly we have Roger's Second-in-Command, and acting Fleet Commodore, a 24th Level Pirate Queen known as Bebs.

    (I haven't statted her out yet. But she should be cool.)

  8. #338
    When the two Meet... The MunchKING's Avatar
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    Relic: Triburst is not just a Holy Anarchistic Flaming Burst, Shocking Burst, Icy Burst Heavy Mace. It is also a sentient weapon. It has Int 19 Wis 19 Cha 10 and can speak, read in a variety of languages, including read magic. It can communicate telepathically with it’s wielder. It has 120’ Darkvision, blindsense, and hearing. It can Detect Magic at will, Major image once a day, and has 10 Ranks in both Sense motive and Spot. It has the greater powers to Detect Opposite Alignment and can create a Magic circle against it at will.
    It is a strongly Chaotic Good weapon and has been endowed with the divine purpose of defeating/slaying diametrically opposed alignment. To this purpose, its wielder gains a +2 luck bonus on all attacks, saves and checks when fulfilling that goal. As it is so strongly aligned and intelligent, it can be willful in the hands of any but Munchinicus. It has an Ego of 38 and can bend those of lesser mental strength to its will, trying always to return to its master or accomplish its purpose.

  9. #339
    Cruel and Unusual Sound Silence's Avatar
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    Quote Originally Posted by Mr. Primetime View Post
    That's exactly why I took Rejuvenation; I'll just pop back 1d10 days later.
    You need Divine Fast Healing for that. And you need Consitution 29 for *that*.

  10. #340
    Cruel and Unusual Sound Silence's Avatar
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    Name: Her true name is Susurrus, however she is usually referred to by a euphemism, often ‘Her Serenity’
    Titles: The Dark Lady, The Queen of Whispers, The Hidden Goddess, The Mother of Lies, The Weaver of Shadows, The Changer of Ways (yeah, I admit I stole this last one )
    Class: Rogue20/Shadowdancer1
    Alignment: Chaotic Evil
    Symbol: Some variant of a Grinning Face.

    Appearance: An woman of incredible otherworldly beauty. Snow white skin, violet hair, and black eyes that open like a window into space. Possesses large, iridescent butterfly wings. Normally, however, all of this is hidden by black robes and veils, particularly when she appears to mortals.
    Portfolio: Treachery, Trickery, Darkness, Deception, Violent Change, Risks
    Patron of the Conspirators, Swindlers, Deceivers, Revolutionaries, Gamblers, and Traitors
    Divine Rank: 17
    Domains: Trickery, Luck, Illusion, Chaos

    Stats:
    Strength: 8
    Dexterity: 21 (+5 start points, +2 racial bonus, +1 level point, +5 wish)
    Constitution: 10 (-2 racial penalty, +4 start points)
    Intelligence: 25 (+10 start points, +4 level points, +5 wish)
    Wisdom: 21 (+6 start points, +2 racial bonus, +5 wish)
    Charisma: 35 (+10 start points, +4 racial bonus, +10 extra points, +5 wish)

    Special: Using Alter Reality, she has given herself a permanent version of the spell Ebon Eyes (basically, see in natural or magical darkness).

    Hit Points: 128
    Speed: 60, fly 200 (good)
    Attacks: 38/33/28 (+5 dexterity)
    AC: 44 (+5 dexterity, +17 divine, +12 deflection,), touch 44, flat-footed 39
    Damage Reduction: 30/Epic
    Saving Throws:
    Fortitude: 23
    Reflex: 44 (+5 dexterity)
    Will: 35 (+12 charisma)
    Resistances:
    Fire (37)
    Spell Resistance (69)

    Skills:
    Forgery+20
    Disguise+20
    Sleight of Hand+20
    Hide+10
    Move Silently+10
    Diplomacy+20
    Gather Information+20
    Bluff+20
    Sense Motive+20
    Craft (poison)+20
    Appraise+20
    Perform (singing, dancing, keyboards, winds, acting, oratory) +20
    Search+10
    Escape Artist+10
    Use Rope+10
    Balance+20
    Tumble+20

    Skill Tricks
    Assume Quirk
    Group Fake-Out
    Second Impression
    Social Recovery
    Timely Misdirection
    Acrobatic Backstab
    Back on Your Feet
    Shrouded Dance

    Feats:
    Combat Reflexes
    Dodge
    Mobility
    Improved Initiative
    Weapon Finesse
    Force of Personality
    Flyby Attack
    Improved Flyby Attack
    *Versatile Performance
    *Jack of All Trades
    *Improved Feint

    Epic Feats
    Superior Initiative

    Class Abilities
    Rogue
    Sneak Attack 10d6
    Trapfinding
    Trap Sense +6
    Improved Uncanny Dodge
    Improved Evasion


    Shadowdancer
    Hide in Plain Sight


    Racial Traits
    Low-Light Vision
    Immune to Enchantments

    Spell-like abilities
    Charm Person at will
    Hypnotism 1/day
    Faerie Fire or Glitterdust 1/day
    Detect law 3/day
    Sleep or Enthrall 1/day
    Protection from law 3/day
    Tasha’s Hideous laughter or suggestion 1/day
    Confusion or emotion 1/day
    Eyebite or lesser geas 1/day
    Dominate person or hold monster 1/day
    Mass Invisibility 1/day
    Geas/Quest or mass suggestion 1/day
    Insanity or mass charm 1/day
    Otto’s irresistible dance 1/day

    Divine Powers:
    Baseline Divine powers:
    Always Maximize Roll
    Immortality/Immunities
    Senses (17 miles)
    Remote Sensing (17 miles/20 locations)
    Block Sensing (17 Divine Ranks and below/17 miles/17 hours)
    Portfolio Sense (17 weeks past/future)
    Automatic Actions (DC 30/20 Actions)
    Create Magic Items (No Limitations, include Artifacts)
    Divine Aura (17 miles, DC 37)
    Communication (17 miles)
    Remote Communication (17 miles/20 targets)
    Godly Realm (100 miles Outer Plane/ 1700 ft. Material)
    Travel (Greater Teleport/Plane Shift, 1700/100 pounds)

    Salient Divine Abilities
    Alter Form
    Alter Size
    Shapechange
    True Shapechange
    Alter Reality
    Know Secrets
    Sunder and Disjoin
    Possess Mortal
    Power of Luck
    Call Creatures (creatures from plane of shadow)
    Control Creatures (fey)
    Extra Domain (Chaos)
    Avatar
    Divine Blast (15/day)
    Mass Divine Blast^
    Divine Inspiration (hope) (uses this to incite people into taking foolish risks)
    Divine Splendor (Special: Works instead on those who view her face from within 30 feet)
    Divine Shield (3/day)
    Increased Spell Resistance
    Instant Counterspell
    Wave of Chaos
    Divine Storm

    Domains
    Count as a level 17 Cleric for the purpose of casting domains spells.

    Illusion:
    Silent Image
    Minor Image
    Displacement
    Phantasmal Killer
    Persistent Image
    Mislead
    Project Image
    Screen
    Weird

    Luck:
    Entropic Shield
    Aid
    Protection from Energy
    Freedom of Movement
    Break Enchantment
    Mislead
    Spell Turning
    Moment of Prescience
    Miracle

    Trickery:
    Disguise Self
    Invisibility
    Nondetection
    Confusion
    False Vision
    Mislead
    Screen
    Polymorph Any Object
    Time Stop

    Chaos:
    Protection from law
    Shatter
    Magic Circle against Law
    Chaos Hammer
    Dispel Law
    Animate Objects
    Word of Chaos
    Cloak of Chaos
    Summon Monster XI (as Chaos spell only)

    Domains Powers:
    Illusion: Illusion spells cast at +1
    Luck: Reroll any roll (1/day)
    Chaos: Chaos spells cast at +1



    Portfolio Sense: She senses the plotting of every betrayal, conspiracy, and revolution, as well as the moment such actions occur, when anyone lies or takes a risk, or any event that upsets the status quo (i.e. the assassination of a leader, a massive disaster, etc), the instant it happens and 17 weeks into the past and the future.

    Automatic Actions: She can use Craft (poison), Bluff, Hide, Forgery, Sleight of Hand or Disguise, as a free action if the DC for the task is 30 or lower. She can perform up to twenty such free actions each round.

    Create Magic Items: She can create any poison or magic item can creates darkness, illusion, blocks divinations, that cause radical changes in outlook (such as a helm of opposite alignment), chaos-based items (like a chaos diamond), or that rely on random chance (such as a rod of wonder). This includes Artifacts.

    Avatars: As Susurrus, but divine rank 8.
    All Avatars have the following salient abilities:
    Alter Form
    Alter Size
    Alter Reality
    Know Secrets
    Power of Luck
    Extra Domain (Chaos)
    Divine Inspiration (hope) (uses this to incite people into taking foolish risks)
    Instant Counterspell
    Additionally, each has 2 more abilities (each avatar is different).


    Godly Realm: The House of Black and White, a massive labyrinth of hallways with checkered floors and ceilings, and walls lined in mirrors. There are many rooms in the House, each pertaining to different aspects and variations on the Dark Lady's portfolio. Some sections of the House are silent, while in others faint music can be heard (whether ominous or soothing), in other low voices whisper dark secrets. The hallways are rather chilly, being around 20 degrees above freezing. The halls have the following traits (individual rooms might have different traits): Normal Gravity, Normal Time, Strongly Chaotic Evil aligned, Enhanced Magic (Enchantments, Extended), Enhanced Magic (Illusions, Extended), Limited Magic (Law-based spells), Impeded Magic (Divinations).


    Items:
    Greater Deck of Illusions
    Custom Deck of Many Things
    Godfang
    Last edited by Sound Silence; 10-04-2008 at 09:57 PM.

  11. #341
    Cruel and Unusual Sound Silence's Avatar
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    Final Artifact Stats:

    Greater Deck of Illusions
    This deck functions as a deck of illusions save for the following:
    1. The deck contains more cards, and thus a greater variety of monsters.
    2. The cards do not cease to function after their use.
    3. The monsters summoned are shadow creatures, as if conjured with the ‘shades’ spell. However, they can only deal nonlethal damage.
    She often uses this deck to play games with mortals. The game involves two parties drawing one or more cards and having the summoned monsters battle. (yeah, I went there)

    Godfang (Signature Weapon): This is an intelligent +5 unholy anarchic ghost touch everdancing rapier. She occasionally sends this blade for mortals to find. The weapon can fool magical detections and will work with its owner (and doesn't give negative levels) for a time before betraying him or her. During this time it will attempt to incite the owner to taking great risks, causing chaos, or betraying their friends.
    Special Abilities:
    Silent Image, Deeper Darkness, Invisibility: At will.
    Poison: Godfang generates poison that deals 2d6 Con damage (primary and secondary). This vile damage. Save DC 37.
    Sever Shadow: On a critical hit, the blade severs the victim's shadow. Those who lose their shadows must make a fortitude save or go unconscious for 1d2 days. Aside from losing their shadow, they gain a vulnerability to sunlight, taking 1 point of Constitution damage for every hour they are in direct sunlight. If their Constitution reaches 0 by this manner, they Disintegrate. The victim can make a touch attack as a full round action to reunite with their shadow.
    As for the shadow, it becomes a doppelganger of the victim, except with the umbral template. If it is of lesser power than the wielder, it is their slave. If of equal or greater power, it retains its will and a warped form of its former owner's personality.

    She also has a unique version of a Deck of Many Things.

    Greater Deck of Illusions
    “Clubs”
    01: Goblin 1/3
    02: Orc 1/2
    03: Bugbear 2
    04: Ogre 3
    05: Troll 5
    06: Fensir 5
    07: Ettin 6
    08: Hill Giant 7
    09: Ogre Mage 8
    10: Fire Giant 10
    11: War Troll 12
    12: Storm Giant 13
    13: Death Giant 16
    “Spades”
    14: Dire Weasel 2
    15: Giant Eagle 3
    16: Winter Wolf 5
    20: Nymph 7
    21: Huge Monstrous Scorpion 7
    22: Treant 8
    23: Triceratops 9
    24: Razor Boar 10
    25: Purple Worm 12
    26: Dire Werebear 11th level Barbarian 16
    “Diamonds”
    27: Human Warrior Skeleton 1/3
    28: Gelatinous Cube 3
    29: Mimic 4
    30: Yuan-Ti Halfblood 5
    31: Mummy 5
    32: Invisible Stalker 7
    33: Shield Guardian 8
    34: Mind Flayer 9
    35: Dark Weaver 10
    36: Elder Fire Elemental 11
    37: Beholder 13
    38: 13th level Lich 15
    39: Greater Stone Golem 16
    “Hearts”
    40: Dretch 2
    41: Ethereal Filcher 3
    42: Nightmare 5
    43: Chaos Beast 7
    44: Warden Archon 8
    45: Osyluth 9
    46: Night Hag 9
    47: Rakshasa 10
    48: Moon Dog 12
    49: Nycaloth 13
    50: Nalfeshnee 14
    51: Marut 15
    52: Astral Dreadnaught 17
    53: Tarrasque 20 (Marked Joker)
    54: Doppelganger of User ??? (Unmarked Joker)


    Custom Deck of Many Things
    CLUBS
    01: Magician – Gain a minor spell-like ability useable at will.
    02: Monkey – Be afflicted with a cursed item.
    03: Heart – Gain immunity to mind/soul effects.
    04: Chalice – Healed, as well as cured of all diseases, curses, and afflictions, and gains resistance to such things in the future.
    05: Balance – Shift behavior to opposite extreme or suffer the effects of geas.
    06: The Fates -- Avoid any situation you choose . . . once.
    07: Shades – Become harried by creatures from the plane of shadow. Such creatures will attack about once every week.
    08: Key -- Gain a major magic item (usually a weapon) that will be of use in some future venture.
    09: Hermit -- Gain a look at a critical future event.
    10: Wheel – Over the course of a year, lose all wealth, items, and contacts, and gain replacements.
    11: Knight -- Gain the loyal service of a powerful warrior.
    12: Vizier -- Know the answer to your next dilemma.
    13: Mirror – Defeat an aleax or be forever destroyed. If you win, gain a level.
    SPADES
    14: Butterfly -- Gain the favor of fey-kind.
    15: Sickle – Lose all spellcasting abilities permanently. No more can be gained.
    16: Chariot – Immediately transports you and any relevant items and companions to the place you most desire to reach.
    17: Ring – Summons an Artifact, a one foot diameter hoop that generates a constant antimagic field in a 100 foot radius. One per day, this artifact can be used to utterly destroy any magical item or being.
    18: Mantra – Sense living things within 100 ft. You can tell their emotional state, as well as predict what actions they will take during the next round.
    19: Clock – Subject is trapped in a permanent Time Stop. This is actually an alternate reality…in the real world they appear to be in an eternal coma.
    20: Judgment – Calls down a supernatural storm upon the area.
    21: World – Within the next year you will begin a great adventure that will take an entire year to complete. At the end, you will either be powerful, wealthy, and famous…or dead.
    22: Moon -- You are granted 3 wishes.
    23: Sun – Gain enlightenment and a magical talisman.
    24: Star – Gain a permanent increase to ability of choice.
    25: The Void -- Body functions, but soul is trapped elsewhere.
    26: Talons -- All magic items you possess disappear permanently.
    DIAMONDS
    27: Flames -- Enmity between you and an outsider.
    28: Donjon -- You are imprisoned.
    29: Throne -- Gain a charisma bonus, followers, and a small keep.
    30: Skull – Be transformed into a skeletal creature (as bone creature template), but retain your own alignment and personality. Does not affect ECL.
    31: Diamonds – You find your pocket (or similar space) always has a diamond in it.
    32: Eclipse – Gain 3 wishes. However, the opposite effect takes place. This card is indistinguishable from The Moon until the wishes are made.
    33: Rogue -- One of your friends turns against you.
    34: Dice -- The area in a 100 yard radius of the drawer renders all magical effects random. Spells cast act as a rod of wonder, and items abilities shift every ten minutes. This effect lasts one hour.
    35: Silver Sword – lose your shadow (as Godfang’s ability, but the shadow is free-willed and cannot rejoin with you. It may be friendly, neutral, or hostile depending on several personality factors).
    36: Brain – All items on your person become sentient. They gain no further abilities. They do, however, gain retroactive memory to their creation.
    37: Construct – you are permanently trapped in a suit of Golem Armor. This does not affect your spellcasting abilities, and you no longer need to eat or drink (you must still sleep and breathe).
    38: Guillotine – You die. You can be raised via True Resurrection.
    39: Faceless – Gain the ability to change shape (as polymorph), but never to your original form.
    HEARTS
    40: Beast – You are forever followed by a huge invisible beast that has causes fear (as per Frightful Prescence, even though no one can see it). See invisibility and similar powers reveal the Beast, in which case it acts as a Phantasmal Killer.
    41: Nymph – Gain the ability to speak with animals, speak with plants, and stone tell at will.
    42: Black Rose – Find True Love.
    43: Sky – Your weapons and armor become infused with the power of Air, granting electrical burst to the weapon, and electrical immunity to the armor. A random item of some value of yours bestows flight.
    44: Gate – Gain friendship with an extraplanar creature.
    45: Thorns – Become wracked with eternal pain. No longer need to eat, drink, sleep, or breathe.
    46: Bliss – Induces a state of permanent euphoria. No longer need to eat, drink, sleep, or breathe.
    47: Tower – Lose all nonmagical wealth.
    48: Euryale – Turn to stone. Only a wish can undo this effect.
    49: Fool – Lose experience and draw two more cards.
    50: Jester – Gain experience and draw two more cards.
    51: Pyramid – Gain the Paragon template (no change to ECL).
    52: Comet – Within the next few hours, the party will be challenged by a group of adventurer’s that mirror them in skill and persona. If victorious, they will gain greater experience and ability increases.

    53: Smiley (Marked Joker) – Gain an aura that causes uneasiness and loathing with reality. This even effects nonliving objects (this manifests as a luck penalty to all rolls that depend on such objects, equal to your charisma score). Plants and animals react hostiley towards you (but do not attack). Bad weather and disaster follow you. Even the dead will return to life and gather around to mock you (though they do not attack). Intelligent creatures do not feel this loathing, but will no doubt distrust you because of the visible effects. This effect can only be undone by a greater deity.
    54: The Dark Lady (Unmarked Joker) – Gain a favor from Susurrus.

  12. #342
    The Eagle Mr. Primetime's Avatar
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    Quote Originally Posted by Sound Silence View Post
    You need Divine Fast Healing for that. And you need Consitution 29 for *that*.
    That's what I get for looking it up in the Feat Bible instead of the SRD.
    WINNER of CBR's "Books & Elseworlds" Tournament

    Watch out! I'll speedblitz you like Kiki on a sugar rush!

    POSSESSOR OF: Every videogame, anime, and manga ever made; Starscream's null-ray & cluster bombs, the blade Durandal, the Retcon Cannon, the services of Thief's Law-Ninja, Gendou Ikari's glasses, Ukyo Kuonji's giant spatula, Superpope's cape and miter; and the collective severed head of the Whedonverse.

    "Doom drinks your milkshake." --PatchMadripoor

  13. #343
    When the two Meet... The MunchKING's Avatar
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    Azrael, the Death Charmer -- God of Awesome

    Killian Ashtar --Siriel

    Terestrian Bonechill -- Daemon

    Munchinicus -- MunchKING

    Dread Pirate God Roberts -- MunchKING

    Susurrus -- Sound Silence

  14. #344
    The Kazekage Daemon's Avatar
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    Quote Originally Posted by Siriel View Post
    Name:
    Caster Level: 40
    Question.

    How did you manage that?

  15. #345
    Cruel and Unusual Sound Silence's Avatar
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    Quote Originally Posted by Daemon View Post
    Question.

    How did you manage that?
    I think that only applies for caster level checks (for overcoming SR and stuff like that).

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