The Vorpal Tribble
2006-08-20, 03:09 PM
This has probably gotta be the most epic character I've ever made, however, I'm not that knowledgeable with epic levels. My calculations for a CR seems to only work for sub-epic creatures. After that I can't estimate it with any degree of accuracy. Would be greatful for anyone who has an idea how to get it at least close.
Once I know its CR I can then figure out what its spell resistance should be.
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Magnusumatta
Colossal Outsider (extraplanar)
Hit Dice: 116d8+2436 (2958 hp)
Initiative: +11
Speed: 120 ft. (20 squares)
Armor Class: 85 (+13 deflection, +5 dex, +75 natural, -8 size), touch 10, flat-footed 80
Base Attack/Grapple: +116/+161
Attack: Slam +146 melee (40d10+43/19-20x2)
Full Attack: Slam +146 melee (40d10+43/19-20x2)
Space/Reach: 80 ft./80 ft.
Special Attacks: Forgotten cause, spell-like abilities
Special Qualities: Amphibious, blindsight 1000 feet, calming aura, damage reduction 50/-, darkvision 1200 feet, equal terms, immunity to cold, fire and mind-affecting effects, not really here, outsider traits, spell resistance ?, strategic knowledge, telepathy 200 ft., tremorsense 5000 ft., true seeing
Saves: Fort +81, Ref +65, Will +69
Abilities: Str 68 (+29), Dex 21, Con 52 (+21), Int 19, Wis 28 (+9), Cha 36 (+13)
Skills: Autohypnosis +74, Concentration +80, Decipher Script +63, Diplomacy +76, Gather Information +76, Intimidate +76, Knowledge (any 10) +63, Listen +68, Move Silently +64, Psicraft +63, Search +63, Sense Motive +74, Spellcraft +63, Spot +68, Use Magic Device +72
Feats: Awesome Blow, Blind-Fight, Cleave, Combat Casting, Combat Expertise, Combat Intuition, Combat Reflexes, Daunting Presence, Defensive Sweep, Deflect Arrows, Diehard, Dodge, Endurance, Enlarge Spell, Extraordinary Concentration, Great Cleave, Hold the Line, Improved Critical (slam), Improved Initiative, Improved Sunder, Large and In Charge, Mobility, Power Attack, Quick Reconnoiter, Quicken Spell-like Ability (Epic Repulsion), Quicken Spell-like Ability (Greater Teleport), Sculpt Spell, Shock Trooper, Spring Attack, Weapon Focus (slam), Whirlwind Attack
Epic Feats: Devasting Critical (slam), Epic Prowess, Epic Reputation, Epic Sunder, Exceptional Deflection, Improved Combat Casting, Overwhelming Critical (slam)
Environment: Any
Organization: Solitary, Pair, or Barrier (3+)
Challenge Rating: 55
Treasure: None
Alignment: Always Neutral
Advancement: 117-200 HD (Colossal)
Level Adjustment: -
One would think the ground would rumble, for the passing of this creature can momentarily eclipse the sun itself, but its steps are as silent as the movement of a glacier. The magnusumatta superficially resembles that of a beetle-like insect with a chitonous covering alike to that of pale cream marble but stronger than any stone. Patches of silver shadows within the meter thick armor.
Magnusumatta are a great engima. The great creatures are said to be sent when the gods themselves tire of battle. Such is very nearly the case, for indeed great powers send them whenever the winning of a war or battle would tip the scale of power to the detriment of many. Be it a charge of misguided peasants against a tyrranical but ultimately beneficial lord or one side of the unimaginably vast forces of the Blood War threatening to win over the other. Perhaps the lord's iron hand was all that kept at bay an invasion of barbarians, or the only check to the spread of evil being the continued hostility between demon and devil.
Such circumstances require a solution when diplomacy has failed and which more blood shed would only worsen. It is here the Magnusumatta appears, positioning itself between the clashing forces, turning a deaf ear to the words of either side. It hulks and maintains peace between the two by the simple method of allowing neither side to touch the other. A magnusumatta would sooner destroy both or perish than allow one to have the upper hand over the other. This fact is given by the creature itself and rumors are heard throughout the planes of factions that tested the validity of its words. Thus on reputation alone the opposing forces are wont to break up, for both sides would lose horribly.
Magnusumatta's tend to occupy small demiplanes of their own construction, sending a seeming across the multiverse so that it may explore and seek out adventure and knowledge from the safety of its own home. This demiplane is often connected to some powerful phenomonenon such as black hole or center of the positive energy plane so that when its presence no longer sustaining its plane, such as from its death, those within the demiplane, perhaps its killers, are wont to be destroyed.
The weight of a Magnusumatta is astronomical, and it stands over sixty feet high and the distance between its back and front most foot is at the least some 100 feet. Magnusumattas are quick to learn the language of those they go to bar though most speak through their telepathic abilities.
Combat
Magnusumattas prefer to arrive before the armies have actually clashed, planeshifting in and then teleporting itself to the proper location. When the armies come together they find the creature in their midsts, shimmering walls of force stretching into the distance. The Magnusumatta then delivers its ultimatum that the forces shall move away orall wil suffer. If its words are not heeded it uses its repulsion affect to ward off the two warring species and repel metal and stone to keep weapons from being brought to bear against the others. As a last resort it charges towards the leaders with a cry, wiping from their minds the cause of their hostility.
A magnusumatta's natural weapons are considered adamantium and epic for the purpose of overcoming damage reduction.
Calming Aura (Sp): A magnusumattas is continuously surrounded by a calming aura to a radius of 5000 feet. Creatures within the aura must make a successful Will save (DC 71), or be affected as by the Calm Emotions spell. Creatures who leave the aura and reenter it receive new saving throws. A creature that makes a successful saving throw and remains in the aura is unaffected until it leaves the aura and reenters. The aura is a mind-affecting, supernatural compulsion. The save DC is Charisma-based.
Equal Terms (Sp): A Magnusumatta may produce an antimagic field about itself as a standard action that surrounds it out to a mile in all directions.
Forgotten Cause (Su): Twice per day a magnusumatta may release a strange cry that wreaks havoc with one's memory. All those within a thousand feet of the creature must succeed on a DC 71 will save or be struck with complete amnesia, even if their ears are covered. This causes the loss of all character levels, skills, powers and spells the creature knew (though not spell-like abilities). The victim forgets everything from the reason that he fights to his very name. Those who succeed on the save are still rendered Confused for 1d6 rounds. Wish, Miracle, Psychic Chirurgery and other similiar high-leveled powers can restore an individual's memory whom regains all lost levels and the like.
Such a powerful ability is this that the magnusumatta itself must succeed on a save as well or lose 10 HD. This is a mind-affecting effect. The save DC is Charisma-based.
Immunity to Mind-Affecting Effects (Ex):
A magnusumattas is immune to all spells, powers and effects with the mind-affecting descriptor.
Not Really Here (Ex):
Though a magnusumatta appears in all ways to be present it is actually residing within its own personal demi-plane. Its properties are such however that a magnusumatta may project a perfect seeming into an area and for all purposes is actually there, able to use its abilities, both magical and physical, except it is immune to all physical and mental affects in turn. To actually harm a magnusumatta requires one travel to its demiplane, whoes rules within vary between individual magnusumattas. A magnusumatta is perfectly aware of its surroundings in both settings simultaneously.
Spell-like Abilities:
At Will - Epic Repulsion, Foresight, Greater Teleport, Interposing Hand, Repel Metal or Stone, Wall of Force; 4/day - Planeshift. Caster level 116th. Save DC's are Charisma-based.
Strategic Knowledge (Sp): A magnusumattas merely has to see a creature through any means to use the equivalent of the Status spell. Its ability does not function after the being's death, but it does cross planar boundaries.
True Seeing (Su): Magnusumattas have a continuous true seeing ability, as the spell (caster level 116th).
Once I know its CR I can then figure out what its spell resistance should be.
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Magnusumatta
Colossal Outsider (extraplanar)
Hit Dice: 116d8+2436 (2958 hp)
Initiative: +11
Speed: 120 ft. (20 squares)
Armor Class: 85 (+13 deflection, +5 dex, +75 natural, -8 size), touch 10, flat-footed 80
Base Attack/Grapple: +116/+161
Attack: Slam +146 melee (40d10+43/19-20x2)
Full Attack: Slam +146 melee (40d10+43/19-20x2)
Space/Reach: 80 ft./80 ft.
Special Attacks: Forgotten cause, spell-like abilities
Special Qualities: Amphibious, blindsight 1000 feet, calming aura, damage reduction 50/-, darkvision 1200 feet, equal terms, immunity to cold, fire and mind-affecting effects, not really here, outsider traits, spell resistance ?, strategic knowledge, telepathy 200 ft., tremorsense 5000 ft., true seeing
Saves: Fort +81, Ref +65, Will +69
Abilities: Str 68 (+29), Dex 21, Con 52 (+21), Int 19, Wis 28 (+9), Cha 36 (+13)
Skills: Autohypnosis +74, Concentration +80, Decipher Script +63, Diplomacy +76, Gather Information +76, Intimidate +76, Knowledge (any 10) +63, Listen +68, Move Silently +64, Psicraft +63, Search +63, Sense Motive +74, Spellcraft +63, Spot +68, Use Magic Device +72
Feats: Awesome Blow, Blind-Fight, Cleave, Combat Casting, Combat Expertise, Combat Intuition, Combat Reflexes, Daunting Presence, Defensive Sweep, Deflect Arrows, Diehard, Dodge, Endurance, Enlarge Spell, Extraordinary Concentration, Great Cleave, Hold the Line, Improved Critical (slam), Improved Initiative, Improved Sunder, Large and In Charge, Mobility, Power Attack, Quick Reconnoiter, Quicken Spell-like Ability (Epic Repulsion), Quicken Spell-like Ability (Greater Teleport), Sculpt Spell, Shock Trooper, Spring Attack, Weapon Focus (slam), Whirlwind Attack
Epic Feats: Devasting Critical (slam), Epic Prowess, Epic Reputation, Epic Sunder, Exceptional Deflection, Improved Combat Casting, Overwhelming Critical (slam)
Environment: Any
Organization: Solitary, Pair, or Barrier (3+)
Challenge Rating: 55
Treasure: None
Alignment: Always Neutral
Advancement: 117-200 HD (Colossal)
Level Adjustment: -
One would think the ground would rumble, for the passing of this creature can momentarily eclipse the sun itself, but its steps are as silent as the movement of a glacier. The magnusumatta superficially resembles that of a beetle-like insect with a chitonous covering alike to that of pale cream marble but stronger than any stone. Patches of silver shadows within the meter thick armor.
Magnusumatta are a great engima. The great creatures are said to be sent when the gods themselves tire of battle. Such is very nearly the case, for indeed great powers send them whenever the winning of a war or battle would tip the scale of power to the detriment of many. Be it a charge of misguided peasants against a tyrranical but ultimately beneficial lord or one side of the unimaginably vast forces of the Blood War threatening to win over the other. Perhaps the lord's iron hand was all that kept at bay an invasion of barbarians, or the only check to the spread of evil being the continued hostility between demon and devil.
Such circumstances require a solution when diplomacy has failed and which more blood shed would only worsen. It is here the Magnusumatta appears, positioning itself between the clashing forces, turning a deaf ear to the words of either side. It hulks and maintains peace between the two by the simple method of allowing neither side to touch the other. A magnusumatta would sooner destroy both or perish than allow one to have the upper hand over the other. This fact is given by the creature itself and rumors are heard throughout the planes of factions that tested the validity of its words. Thus on reputation alone the opposing forces are wont to break up, for both sides would lose horribly.
Magnusumatta's tend to occupy small demiplanes of their own construction, sending a seeming across the multiverse so that it may explore and seek out adventure and knowledge from the safety of its own home. This demiplane is often connected to some powerful phenomonenon such as black hole or center of the positive energy plane so that when its presence no longer sustaining its plane, such as from its death, those within the demiplane, perhaps its killers, are wont to be destroyed.
The weight of a Magnusumatta is astronomical, and it stands over sixty feet high and the distance between its back and front most foot is at the least some 100 feet. Magnusumattas are quick to learn the language of those they go to bar though most speak through their telepathic abilities.
Combat
Magnusumattas prefer to arrive before the armies have actually clashed, planeshifting in and then teleporting itself to the proper location. When the armies come together they find the creature in their midsts, shimmering walls of force stretching into the distance. The Magnusumatta then delivers its ultimatum that the forces shall move away orall wil suffer. If its words are not heeded it uses its repulsion affect to ward off the two warring species and repel metal and stone to keep weapons from being brought to bear against the others. As a last resort it charges towards the leaders with a cry, wiping from their minds the cause of their hostility.
A magnusumatta's natural weapons are considered adamantium and epic for the purpose of overcoming damage reduction.
Calming Aura (Sp): A magnusumattas is continuously surrounded by a calming aura to a radius of 5000 feet. Creatures within the aura must make a successful Will save (DC 71), or be affected as by the Calm Emotions spell. Creatures who leave the aura and reenter it receive new saving throws. A creature that makes a successful saving throw and remains in the aura is unaffected until it leaves the aura and reenters. The aura is a mind-affecting, supernatural compulsion. The save DC is Charisma-based.
Equal Terms (Sp): A Magnusumatta may produce an antimagic field about itself as a standard action that surrounds it out to a mile in all directions.
Forgotten Cause (Su): Twice per day a magnusumatta may release a strange cry that wreaks havoc with one's memory. All those within a thousand feet of the creature must succeed on a DC 71 will save or be struck with complete amnesia, even if their ears are covered. This causes the loss of all character levels, skills, powers and spells the creature knew (though not spell-like abilities). The victim forgets everything from the reason that he fights to his very name. Those who succeed on the save are still rendered Confused for 1d6 rounds. Wish, Miracle, Psychic Chirurgery and other similiar high-leveled powers can restore an individual's memory whom regains all lost levels and the like.
Such a powerful ability is this that the magnusumatta itself must succeed on a save as well or lose 10 HD. This is a mind-affecting effect. The save DC is Charisma-based.
Immunity to Mind-Affecting Effects (Ex):
A magnusumattas is immune to all spells, powers and effects with the mind-affecting descriptor.
Not Really Here (Ex):
Though a magnusumatta appears in all ways to be present it is actually residing within its own personal demi-plane. Its properties are such however that a magnusumatta may project a perfect seeming into an area and for all purposes is actually there, able to use its abilities, both magical and physical, except it is immune to all physical and mental affects in turn. To actually harm a magnusumatta requires one travel to its demiplane, whoes rules within vary between individual magnusumattas. A magnusumatta is perfectly aware of its surroundings in both settings simultaneously.
Spell-like Abilities:
At Will - Epic Repulsion, Foresight, Greater Teleport, Interposing Hand, Repel Metal or Stone, Wall of Force; 4/day - Planeshift. Caster level 116th. Save DC's are Charisma-based.
Strategic Knowledge (Sp): A magnusumattas merely has to see a creature through any means to use the equivalent of the Status spell. Its ability does not function after the being's death, but it does cross planar boundaries.
True Seeing (Su): Magnusumattas have a continuous true seeing ability, as the spell (caster level 116th).