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    Firbolg in the Playground
    Join Date
    Aug 2005
    Location
    Mountain View, CA
    Gender
    Male

    Default Team Solars (Archiving)

    It seems the OOC forum automatically purges threads over 1 year old, and that finally caught up with a certain thread linked in my sig and occasionally referred to, so I'm creating a copy of all the important contents of the thread here before google flushes its cached copy.

    My group of characters is finally ready to go. It will still take some time to pretty them up for official viewing, but the work of actually building them is done.

    Each team member is Shapechanged into a Solar, and has used the Solar's Change Shape ability to return to his or her normal size and appearance.

    One character is ready for the public in the spoiler block below. I'll put one more character per post after this when they're ready. The full list of buffs, complete with sources and bonuses, etc. will go in a final post.

    Vesran Rynash, the Master of Nine
    Spoiler
    Show
    Vesran Rynash
    Race: Human (Outsider (Angel, Good, Fire))
    Deity: Heironeous
    Alignment: Lawful Good
    Class: Crusader 13/Master of Nine 5
    Init: +6 +22
    Senses: Blind-Fight
    Senses: Detect Magic, Detect Evil, Detect Good, Detect Chaos, Detect Law, Read Magic, Greater Arcane Sight, Darkvision 300', double-strength Low light vision, Detect Scrying, Detect Secret Doors, Detect Undead, See Invisibility, True Seeing, Analyze Portal, Blindsight 60', Blindsense 150', ignore natural and magical darkness, scent, warning of danger, telepathy within party (even across planes), know shortest direction to place of "safety", tremorsense 30', ignore snow glare/whiteout, all-around vision, Blessed Sight (like Arcane Sight, but for evil)
    Languages: Common all
    ____________
    AC 12 (touch 12, flat-footed 10)
    AC 121 (touch 77, flat-footed 114), +1 when flying, can't be flanked
    hp 189 333 +383 temp
    DR none 15/epic and evil, 10/adamantine
    Saves: Fort 14, Ref 7, Will 9, mettle
    Saves: Fort 47, Ref 46 (+1 when flying), Will 56, evasion, mettle, roll twice take better
    Regeneration 15/epic and evil or [evil]
    Fast Healing 5
    SR 32
    Miss chance from Blink vs attacks and targeted spells, half damage from AoE and falling
    50% miss chance vs nonmagical attacks, 20% vs magic (partially incorporeal)
    Displacement (50%)
    Never flat-footed, warned of imminent danger
    20' radius Magic Circle Against Evil and Lesser Globe of Invulerability
    10 levels Spell Turning
    Loratai notified of position and condition
    Breathe water
    Contingent Heal
    Evil creatures within 10' take -2 on attacks ands aves
    Native planar environment (Planar Bubble)
    Stalwart Pact
    Renewal Pact
    Death Pact
    1d6+31 sonic melee damage return
    4d6 force melee damage return
    +12 extra vs bull rush, overrun, trip
    Half damage from melee and ranged attacks
    Reflex DC 15 for half damage from magic weapons, immune to nonmagic weapons
    Improved Uncanny Dodge
    Can't be flanked


    Immunities:
    Petrification
    Death spells, magical death effects, energy drain, negative energy
    Endure Elements
    Grapple, paralysis, magical movement impediment
    Penalties for underwater fighting
    Poison
    Sleep
    Stunning
    Critical hits
    Fire, Acid, Electricity, Cold, and Sonic
    Fear
    Blasphemy, Dictum, Word of Chaos, Word of Balance, Stone to Flesh, Dimensional Lock
    Rust attacks
    Harmful vapors and gasses, vacuum (Necklace of Adaptation)
    Metal
    Ranged touch attacks
    Fatigue, exhaustion, ability damage, ability drain
    Thrown and projectile ranged attacks
    Wind
    Difficult terrain
    Disease
    Mind-affecting (does not suppress precast buffs)
    Blindness, deafness, drowning
    No physiology or respiration
    Damage from temperature and pressure of deep water
    Dessication damage (first 100 points)

    _________________
    Speed: 30 land 55 land, 130 fly, 65 swim, 50 burrow, Close range teleport as move action that ends turn, 60' teleport with line of sight as swift action, don't provoke for moving, move through ice, snow, stone, or earth easily
    Melee:
    +1 Transmuting Swarmstrike Adamantine Falchion
    +20/+15/+10/+5 +73/+73/+68/+63/+58
    15-20 crit, crits autoconfirm, touch attacks, roll twice take better
    Constantly readied against charge
    Damage: 2d4+5 2d4+1d6+65 +1d6 sonic, +xd6 vs larger foes
    Space/reach: 5'/5'
    BAB/grapple: +16/+19 +18/immune
    Maneuvers:
    Spoiler
    Show
    Typical readied:
    Wall of Blades
    Diamond Defense

    Order Forged From Chaos
    Shadow Blink
    Quicksilver Motion

    Flashing Sun
    Avalanche of Blades
    Time Stands Still
    Strike of Righteous Vitality
    War Master's Charge

    Iron Heart Surge

    Stances known:
    Leading the Charge
    Martial Spirit
    Tactics of the Wolf
    Immortal Fortitude
    Pearl of Black Doubt
    Hearing the Air
    Stance of Alacrity
    Aura of Perfect Order

    _____________________
    Str 16, Dex 14, Con 20, Int 8, Wis 8, Cha 14
    Str 70, Dex 36, Con 36, Int 16, Wis 38, Cha 28
    special qualities
    Flaws: Shaky, Inattentive
    Feats: Dodge, Blind-Fight, Adaptive Style, Improved Unarmed Strike, Improved Initiative, Martial Study x3, Extra Granted Maneuver, Martial Stance
    Power Attack, Blind-Fight
    Skill ranks: Balance 10, Intimidate 21, Jump 21, Martial Lore 21, Tumble 21
    Synergies: +2 tumble, +2 balance, +2 jump
    Skills: Appraise 6, Balance 28, Bluff 12, Climb 37, Concentration 16, Craft 6, Decipher Script 6, Diplomacy 12, Disable Device 6, Disguise 12, Escape Artist 21, Forgery 6, Gather Information 12, Handle Animal 13, Heal 17, Hide 35, Intimidate 33, Jump 98, Martial Lore 27, Knowledge (all) 16, Listen 37, Move Silently 17, Open Lock 16, Perform 20, Profession 17, Ride 16, Search 11, Sense Motive 17, Sleight of Hand 16, Spellcraft 6, Spot 49, Survival 29, Swim 40, Tumble 39, Use Magic Device 12, Use Rope 16
    ____________
    Equipment
    Novice Ring of the Diamond Mind
    Scholar Ring of the Diamond Mind
    Novice Desert Wind Cloak
    Monk's Belt
    Gauntlets of Rust, Ghost Fighting (MIC), and Infinite Blades (MIC)
    Heward's Handy Haversack
    Pale Green Prism Ioun Stone
    Necklace of Adaptation
    Steadfast Boots
    Spool of Endless Rope
    2 luck blades
    Universal Solvent x4
    Immovable Rod x2
    Mundane gear pack
    ________
    Furious Counterstrike
    Steely Resolve 20
    Indomitable Soul
    Zealous Surge
    Smite 1/day
    Die Hard
    Mettle
    Dual Stance 10 rounds/day
    Perfect Form
    Counter Stance
    Mastery of Nine (+6)
    10d6 electricity attack at 100' range at will
    Earth Lock, Earthquake, Excavate, Flesh to Stone, Meld into Stone, Move Earth, Reverse Gravity, Soften Earth and Stone, Statue, Stone Shape, Stone Tell, Stone to Flesh, Transmute Mud to Rock, Transmute Rock to Mud, Tunnel Swallow, Wall of Stone, and Xorn Movement at will
    Feather Fall as immediate (discharges Heart of Air)
    Stoneskin as swift for 1 round/level (discharges Heart of Earth)
    Fire Shield as swift for 1 round/level (discharges Heart of Fire)
    Freedom of Movement as swift for 1 round/level (discharges Heart of Water)
    Transmute rock to mud = no save slow for 2d6 rounds
    Transmute mud to rock = full heal
    Stone to Flesh = dispel Stone Body (but Spell Immunity blocks it)
    Whenever a spell is cast within 20', heal 1 hp per level of the spell
    10d6 fire, electricity, cold, or acid attack at 60' range at will

    _____________
    Vesran Rynash was, like so many heroes, born a simple peasant in an out of the way village. He was never content with the idea of being a farmer all his life, and enlisted in the military at an early age. Guard duty quickly palled, however, and he sought out alternatives. Rumors of fantastical missions, slaying monsters and saving innocents, reached him about the activities of the church of Heironeous, and he eagerly applied to join that order.

    Once accepted into the lower levels of the most militant branch of Heironeous' service, Vesran quickly distinguished himself as an exceptional combatant and a highly principled man. He showed little flexibility, however, and no understanding of the finer points of large group tactics needed for high command. As his martial prowess continued to develop and his mental faculties remained stagnant, his superiors eventually decided to permanently put him exactly where he wanted to be - on small group missions with clear cut objectives and little overall authority.

    Vesran racked up an impressive list of slain enemies over the years, and had begun to amass a considerable reputation when he fell captive to a wizard he had been sent to kill. The wizard had been consorting with devils and engaging in all sorts of unpleasantness, including human sacrifice, and Vesran was supposed to take his little team and put a stop to it. Unfortunately for Vesran's teammates, the wizard had anticipated just such an expedition and laid a clever trap for them all. The entire team was captured, and the wizard was delighted to be able to offer such powerful sacrifices to the devils he was dealing with.

    The wizard saved Vesran for last, torturing him by forcing him to watch the ceremonial deaths of his friends. Vesran himself would have perished as well if not for the intervention of a Mystran cleric named Loratai Estran. Loratai happened to wander near enough in her constant travels to hear about this wizard and was determined that such a perversion of magic should not be allowed to continue. She burst into the wizard's ritual chamber, practically glowing with fury and the might of her own magic, tore his protections and the chamber's magic to shreds, and killed the wizard himself in a brief and intense battle.

    Vesran vowed to repay Loratai for her spectacular rescue, and has been travelling with her ever since. He does not understand what she calls "shades of gray", but is willing to defer to her judgment in matters outside his own expertise in monster killing.

    When the two of them heard of the Grinder and the prize waiting inside, Vesran was quite eager to go. It struck him as the perfect adventure to cap a lifetime, and he dreams of the good he might be able to accomplish with the power of a god.


    And here's the cleric of the group.

    Loratai Estran, the wanderer
    Spoiler
    Show
    Loratai Estran
    Race: Grey Elf (Outsider (Angel, Good, Fire))
    Deity: Mystra
    Alignment: Neutral Good
    Class: Cleric 5/Divine Oracle 3/Sacred Exorcist 5/Seeker of the Misty Isle 5
    Init: +0 +18
    Senses: low-light vision
    Senses: Detect Magic, Detect Evil, Detect Good, Detect Chaos, Detect Law, Read Magic, Greater Arcane Sight, Darkvision 300', double-strength Low light vision, Detect Scrying, Detect Secret Doors, Detect Undead, See Invisibility, True Seeing, Analyze Portal, Blindsight 60', Blindsense 150', ignore natural and magical darkness, scent, warning of danger, telepathy within party (even across planes), know shortest direction to place of "safety", tremorsense 30', ignore snow glare/whiteout, all-around vision, automatically recognize spellcasting within 100' with line of effect, no distance limit and also know caster level with line of sight, Blessed Sight (like Arcane Sight, but for evil)
    Languages: Common, Elven, Celestial, Sylvan all
    ____________
    AC 10 (touch 10, flat-footed 10)
    AC 131 (touch 87, flat-footed 124), +1 when flying, can't be flanked
    hp 100 244 +383 temp
    DR none 15/epic and evil, 10/adamantine
    Saves: Fort 11, Ref 7, Will 20, evasion
    Saves: Fort 48, Ref 48 (+1 when flying), Will 60, evasion, roll twice take better
    Regeneration 15/epic and evil or [evil]
    Fast Healing 5
    SR 32
    Miss chance from Blink vs attacks and targeted spells, half damage from AoE and falling
    50% miss chance vs nonmagical attacks, 20% vs magic (partially incorporeal)
    Displacement (50%)
    Never flat-footed, warned of imminent danger
    20' radius Magic Circle Against Evil and Lesser Globe of Invulerability
    10 levels Spell Turning
    Breathe water
    Contingent Heal
    Evil creatures within 10' take -2 on attacks ands aves
    Native planar environment (Planar Bubble)
    Stalwart Pact
    Renewal Pact
    Death Pact
    1d6+31 sonic melee damage return
    4d6 force melee damage return
    +12 extra vs bull rush, overrun, trip
    Half damage from melee and ranged attacks
    Reflex DC 15 for half damage from magic weapons, immune to nonmagic weapons
    Improved Uncanny Dodge
    Can't be flanked


    Immunities:
    Petrification
    Death spells, magical death effects, energy drain, negative energy
    Endure Elements
    Grapple, paralysis, magical movement impediment
    Penalties for underwater fighting
    Poison
    Sleep
    Stunning
    Critical hits
    Fire, Acid, Electricity, Cold, and Sonic
    Fear
    Blasphemy, Dictum, Word of Chaos, Word of Balance, Stone to Flesh, Dimensional Lock
    Rust attacks
    Harmful vapors and gasses, vacuum (Necklace of Adaptation)
    Metal
    Ranged touch attacks
    Fatigue, exhaustion, ability damage, ability drain
    Thrown and projectile ranged attacks
    Wind
    Difficult terrain
    Disease
    Mind-affecting (does not suppress precast buffs)
    Blindness, deafness, drowning
    No physiology or respiration
    Damage from temperature and pressure of deep water
    Dessication damage (first 100 points)

    _________________
    Speed: 30 land 55 land, 130 fly, 65 swim, 50 burrow, Close range teleport as move action that ends turn, 60' teleport with line of sight as swift action, don't provoke for moving, move through ice, snow, stone, or earth easily
    Melee:
    +1 Transmuting Swarmstrike Adamantine Longsword
    +9/+4 +72/+72/+67/+62/+57
    17-20 crit, crits autoconfirm, touch attacks, roll twice take better
    Constantly readied against charge
    Damage: 1d8-1 1d8+1d6+65 +1d6 sonic, +xd6 vs larger foes
    Space/reach: 5'/5'
    BAB/grapple: +10/+8 +18/immune
    _____________________
    Str 6, Dex 10, Con 12, Int 14, Wis 26, Cha 14
    Str 70, Dex 36, Con 36, Int 22, Wis 56, Cha 28
    special qualities
    Feats: Skill Focus (Knowledge Religion), Initiate of Mystra, Spontaneous Domains (CompChamp), Spell Focus (Transmutation), Ability Enhancer, Divine Defiance (Fiendish Codex II), Practiced Spellcaster
    Power Attack, Blind-Fight
    Skill ranks: Knowledge (Religion) 8, Knowledge (The Planes) 10, Survival 8, Spot 21, Listen 21, Spellcraft 19
    Synergies: +2 turn undead, +2 survival on other planes, +2 knowledge (nature), +2 UMD with scrolls
    Skills: Appraise 10, Balance 17, Bluff 13, Climb 38, Concentration 19, Craft 10, Decipher Script 10, Diplomacy 13, Disable Device 10, Disguise 13, Escape Artist 22, Forgery 10, Gather Information 13, Handle Animal 14, Heal 27, Hide 36, Intimidate 13, Jump 76, Knowledge (Religion) 31, Knowledge (The Planes) 30, Knowledge (Nature) 22, Knowledge (all) 20, Listen 77, Move Silently 18, Open Lock 17, Perform 21, Profession 27, Ride 17, Search 20, Sense Motive 27, Sleight of Hand 17, Spellcraft 31, Spot 84, Survival 47, Swim 41, Tumble 17, Use Magic Device 13, Use Rope 17
    ____________
    Equipment
    Monk's Belt
    Candle of Invocation (used)
    Gauntlets of Rust and Ghost Fighting
    Heward's Handy Haversack
    Pale Green Prism Ioun Stone
    Necklace of Adaptation
    Strand of Prayer Beads
    Ring of Spell-Battle
    Steadfast Boots
    Ring of Enduring Arcana
    2 luck blades
    Spool of Endless Rope
    Tome of Understanding +4 (used)
    Spellbook containing Focusing Chant, Harmonic Chorus, Lightfoot, Inner Beauty, Hymn of Praise, and Wounding Whispers
    Universal Solvent
    Mundane gear pack
    Inner Beauty focus
    3 1000 gp diamonds
    3 pinches Primal Essence
    ________
    Turn Undead
    Spell, Magic, Oracle, and Travel domains
    Scry Bonus
    Prescient Sense
    Trap Sense +1
    Divination Enhancement
    Exorcism
    Detect Evil at will
    Resist Possession
    Chosen Foe (Outsider) +1
    Dispel Evil 1/week
    Consecrated Presense
    Swiftfooted
    Correlon's Perception
    Surefooted
    10d6 electricity attack at 100' range at will
    Earth Lock, Earthquake, Excavate, Flesh to Stone, Meld into Stone, Move Earth, Reverse Gravity, Soften Earth and Stone, Statue, Stone Shape, Stone Tell, Stone to Flesh, Transmute Mud to Rock, Transmute Rock to Mud, Tunnel Swallow, Wall of Stone, and Xorn Movement at will
    Feather Fall as immediate (discharges Heart of Air)
    Stoneskin as swift for 1 round/level (discharges Heart of Earth)
    Fire Shield as swift for 1 round/level (discharges Heart of Fire)
    Freedom of Movement as swift for 1 round/level (discharges Heart of Water)
    Transmute rock to mud = no save slow for 2d6 rounds
    Transmute mud to rock = full heal
    Stone to Flesh = dispel Stone Body (but Spell Immunity blocks it)
    Whenever a spell is cast within 20', heal 1 hp per level of the spell
    10d6 fire, electricity, cold, or acid attack at 60' range at will

    _____________
    Spells prepared:
    Domain slots are spontaneous
    Level 0: Create Water, Light, Purify Food and Drink x2, Mending x2
    Level 1: (domain) Detect Chaos, Detect Good, Detect Law, Detect Evil, Detect Undead, Conviction, Blood Wind, Resurgence x2, Vision of Glory x2
    Level 2: (domain) Status, Lore of the Gods, Find Traps, Close Wounds, Divine Insight x3, Augury x2, Divine Protection, Make Whole
    Level 3: (Fly) Anyspell (Focusing Chant), Anyspell (Harmonic Chorus), Anyspell (Lightfoot), Battlemagic Perception, Protection from Dessication, Blessed Sight, Remove Blindness/Deafness, Prayer, Anyspell x2, Dispel Magic
    Level 4: (domain) Assay Spell Resistance x2, Control Water x2, Delay Death x2, Revenance, Spiritual Adviser, Restoration, Death Ward
    Level 5: (domain) Break Enchantment x2, Divine Agility, Revivify x4, Pass Through Ice, Plane Shift
    Level 6: (domain) Chasing Perfection, Greater Anyspell (Inner Beauty), Greater Anyspell (Hymn of Praise), Greater Anyspell (Wounding Whispers), Harm, Heal, Find the Path, Superior Resistance, Greater Anyspell
    Level 7: (Spell Turning) Fortunate Fate x2, Holy Star, Regenerate, Holy Word x2, Greater Plane Shift, Planar Bubble
    Level 8: (domain) Greater Spell Immunity, Chain Dispel x3, Death Pact, Stormrage
    Level 9: (domain) Gate, Mass Heal, True Resurrection, Miracle x2
    ________________
    Loratai Estran is a devout follower of Mystra, goddess of magic and knowledge. She has long suffered from acute wanderlust, always hungry for the next horizon and the new sights and experiences it might bring. Her curiosity and a strong interest in magic combined with unshakable moral convictions led her to study the art of magic under the sponsorship of the Mystran church, with a focus on divination magic.

    Unlike many practitioners of magic, however, Loratai was not satisfied to study magic for its own sake. She sought to use her power for the benefit of others, but found too few opportunities to do so in the normal course of life. So, she gave in to her wanderlust and began travelling, setting wrongs right whenever the opportunity presented itself. The dangerous life of an adventurer incidentally forced her to develop her skills with magic well beyond what they might have been otherwise, and the church eventually took advantage of her already chosen course and demonstrated ability and inducted her into the Sacred Exorcists. Loratai's travels took her all across Toril, vanquishing evil wherever she found it, and her magical power continued to increase.

    One day, when Loratai arrived in a new village, she heard rumors of an especially nasty wizard nearby. A fair number of the villagers had disappeared recently, and there were whispers of human sacrifice and devils. A few discreet questions got her quick directions to the wizard's twoer, accompanied by dire warnings to stay away from it. Confident in her own power, she ignored the warnings and immediately departed for the tower.

    When she arrived, she discovered the remains of a nasty magical trap that had clearly been triggered quite recently. Her examination revealed it to be quite powerful, but not yet reset, and she found signs that those it trapped had not gone easily. She pressed on quickly, hoping to find the wizard still depleted from a recent confrontation with powerful foes, and broke into the tower.

    Loratai encountered little opposition of substance until she reached a locked and warded door, covered with protective runes. Surmising that the wizard was likely inside and either resting or engaged in some ritual, she prepared herself for a great battle and burst through the door. She found the wizard calling up a devil, about to sacrifice Vesran Rynash to it to seal a bargain. Enraged and at the height of her power, Loratai barked a single word that dispersed the ritual's power in an instant. The devil vanished, and the wizard was caught off guard with most of his defenses gone. He was furious, and proceeded to lash out with the most powerful spells he had available, but Loratai was ready and his onslaught had little effect. The wizard was overmatched, and soon lay dead in the center of his ruined ritual circle.

    Vesran was extremely grateful and promptly vowed to repay her for the dramatic rescue somehow. The two of them have been traveling together ever since.

    Loratai has grown bored with the challenges the mundane world offers recently, and was very interested when she heard the tale of the extraordinary dangers of the Grinder. The risk is great, but so is the potential reward, and she had met several powerful allies in her many travels who might help.


    Now for the group's incantatrix, who makes all-day buffing so much easier.

    Zamek Awd
    Spoiler
    Show
    Zamek Awd
    Race: Spellscale (Outsider (Angel, Good, Fire))
    Deity: Mystra
    Alignment: Neutral Good
    Class: Wu Jen 5/Incantatrix 10/Archmage 3
    Init: +0 +18
    Senses: low-light vision
    Senses: Detect Magic, Detect Evil, Detect Good, Detect Chaos, Detect Law, Read Magic, Greater Arcane Sight, Darkvision 300', double-strength Low light vision, Detect Scrying, Detect Secret Doors, Detect Undead, See Invisibility, True Seeing, Analyze Portal, Blindsight 60', Blindsense 150', ignore natural and magical darkness, scent, warning of danger, telepathy within party (even across planes), know shortest direction to place of "safety", tremorsense 30', ignore snow glare/whiteout, all-around vision, automatically recognize spellcasting within 100' with line of effect, no distance limit and also know caster level with line of sight, Blessed Sight (like Arcane Sight, but for evil)
    Languages: Common, Draconic, Dwarven, Giant, Gnome, Halfling all
    ____________
    AC 10 (touch 10, flat-footed 10)
    AC 122 (touch 78, flat-footed 115), +1 when flying, can't be flanked
    hp 83 227 +383 temp
    DR none 15/epic and evil, 10/adamantine
    Saves: Fort 7, Ref 5, Will 17
    Saves: Fort 41, Ref 44 (+1 when flying), Will 55, evasion, roll twice take better
    Regeneration 15/epic and evil or [evil]
    Fast Healing 5
    SR 32
    Miss chance from Blink vs attacks and targeted spells, half damage from AoE and falling
    50% miss chance vs nonmagical attacks, 20% vs magic (partially incorporeal)
    Displacement (50%)
    Never flat-footed, warned of imminent danger
    20' radius Magic Circle Against Evil and Lesser Globe of Invulerability
    10 levels Spell Turning
    Breathe water
    Contingent Heal
    Evil creatures within 10' take -2 on attacks ands aves
    Native planar environment (Planar Bubble)
    Stalwart Pact
    Renewal Pact
    Death Pact
    1d6+31 sonic melee damage return
    4d6 force melee damage return
    +12 extra vs bull rush, overrun, trip
    Half damage from melee and ranged attacks
    Reflex DC 15 for half damage from magic weapons, immune to nonmagic weapons
    Improved Uncanny Dodge
    Can't be flanked


    Immunities:
    Petrification
    Death spells, magical death effects, energy drain, negative energy
    Endure Elements
    Grapple, paralysis, magical movement impediment
    Penalties for underwater fighting
    Poison
    Sleep
    Stunning
    Critical hits
    Fire, Acid, Electricity, Cold, and Sonic
    Fear
    Blasphemy, Dictum, Word of Chaos, Word of Balance, Stone to Flesh, Dimensional Lock
    Rust attacks
    Harmful vapors and gasses, vacuum (Necklace of Adaptation)
    Metal
    Ranged touch attacks
    Fatigue, exhaustion, ability damage, ability drain
    Thrown and projectile ranged attacks
    Wind
    Difficult terrain
    Disease
    Mind-affecting (does not suppress precast buffs)
    Blindness, deafness, drowning
    No physiology or respiration
    Damage from temperature and pressure of deep water
    Dessication damage (first 100 points)

    _________________
    Speed: 30 land 55 land, 130 fly, 65 swim, 50 burrow, Close range teleport as move action that ends turn, 60' teleport with line of sight as swift action, don't provoke for moving, move through ice, snow, stone, or earth easily
    Melee:
    +1 Transmuting Swarmstrike Adamantine Morningstar
    +8/+3 +72/+72/+67/+62/+57
    19-20 crit, crits autoconfirm, touch attacks, roll twice take better
    Constantly readied against charge
    Damage: 1d8-1 1d8+1d6+65 +1d6 sonic, +xd6 vs larger foes
    Space/reach: 5'/5'
    BAB/grapple: +8/+7 +18/immune
    _____________________
    Str 8, Dex 10, Con 14, Int 26, Wis 12, Cha 10
    Str 70, Dex 36, Con 36, Int 34, Wis 42, Cha 24
    special qualities
    Flaws: Shaky, Inattentive
    Feats: Apprentice, Skill Focus (Spellcraft), Iron Will, Extend Spell, Spell Focus (Transmutation), Spell Focus (Evocation), Martial Study (Douse the Flames), Martial Study (White Raven Tactics), Magical Aptitude, Maximize Spell, Persistent Spell, Chain spell, Sculpt Spell, Rapid Spell
    Power Attack, Blind-Fight
    Skill ranks: Spellcraft 21, Knowledge (Arcana) 21, Concentration 21, Knowledge (The Planes) 21, Knowledge (Dungeoneering) 21, Knowledge (Psionics) 5, Psicraft 5, Use Magic Device 15
    Synergies: +2 UMD with scrolls, +2 spellcraft, +2 survival on other planes, +2 survive when underground, +2 psicraft, +2 spellcraft with scrolls
    Skills: Appraise 16, Balance 17, Bluff 11, Climb 38, Concentration 38, Craft 16, Decipher Script 16, Diplomacy 11, Disable Device 16, Disguise 11, Escape Artist 22, Forgery 16, Gather Information 11, Handle Animal 12, Heal 20, Hide 36, Intimidate 11, Jump 76, Knowledge (Arcana) 47, Knowledge (The Planes) 47, Knowledge (Dungeoneering) 47, Knowledge (Psionics) 31, Knowledge (all) 26, Listen 40, Move Silently 18, Open Lock 17, Perform 19, Profession 20, Ride 17, Search 21, Sense Motive 20, Sleight of Hand 17, Spellcraft 54, Spot 52, Survival 33, Swim 41, Tumble 17, Use Magic Device 28, Use Rope 23, Psicraft 23
    ____________
    Equipment
    Major Ring of Spell Storing (not usually worn)
    Ring of Spell Storing (not usually worn)
    Monk's Belt
    Boccob's Blessed Book
    Gauntlets of Rust and Ghost Fighting
    Heward's Handy Haversack
    Pale Green Prism Ioun Stone
    Orange Prism Ioun Stone
    Necklace of Adaptation
    Strand of Prayer Beads
    Ring of Spell-Battle
    Steadfast Boots
    Spool of Endless Rope
    Ring of Enduring Arcana
    Decanter of Endless Water
    Bottle of Endless Sand
    2 luck blades
    Portable Hole
    Third Eye Sense
    Tome of Clear Thoughts +4 (used)
    Universal Solvent
    Mundane gear pack
    3 pinches Primal Essence
    ________
    Watchful Spirit
    Taboos (no meat or alcohol)
    5 bonus metamagics
    Spell Secret (Extend Fog Cloud)
    focused study (ban Necromancy)
    Cooperative Metamagic
    Metamagic Effect
    Metamagic Spell Trigger
    Seize Concentration
    Instant Metamagic 2/day
    Snatch Spell
    Improved Metamagic
    SLA (Transcend Mortality)
    SLA (Minute Form)
    Spell Power +1
    10d6 electricity attack at 100' range at will
    Earth Lock, Earthquake, Excavate, Flesh to Stone, Meld into Stone, Move Earth, Reverse Gravity, Soften Earth and Stone, Statue, Stone Shape, Stone Tell, Stone to Flesh, Transmute Mud to Rock, Transmute Rock to Mud, Tunnel Swallow, Wall of Stone, and Xorn Movement at will
    Feather Fall as immediate (discharges Heart of Air)
    Stoneskin as swift for 1 round/level (discharges Heart of Earth)
    Fire Shield as swift for 1 round/level (discharges Heart of Fire)
    Freedom of Movement as swift for 1 round/level (discharges Heart of Water)
    Transmute rock to mud = no save slow for 2d6 rounds
    Transmute mud to rock = full heal
    Stone to Flesh = dispel Stone Body (but Spell Immunity blocks it)
    Whenever a spell is cast within 20', heal 1 hp per level of the spell
    10d6 fire, electricity, cold, or acid attack at 60' range at will

    _____________
    Spells prepared:
    Level 0: Prestidigitation x4
    Level 1: Jump, Shield x2, Animate Water, Animate Rope, True Strike, Unseen Servant
    Level 2: Chameleon, Heart of Air, See Invisibility, Swim, Animate Fire, Fog Cloud, Wood Shape
    Level 3: Displacement, Heart of Water, Tongues, Dispel Magic, Remove Curse, Rebirth of Iron x2
    Level 4: Good Hope, Heart of Earth, Dimension Door x2, Dismissal x2, Storm of Needles
    Level 5: Heart of Fire, Wall of Force x2, Cone of Cold, Fabricate x2
    Level 6: True Seeing, Stone to Flesh x2, Lingering Flames, Greater Dispel Magic x2
    Level 7: Arcane Spellsurge, Body Outside Body x3, Greater Teleport
    Level 8: Finding the Center, Polymorph Any Object x3, Deadly Lahar
    Level 9: Gate, Transcend Mortality, Freedom
    ________________
    Zamek Awd is a reclusive figure. He lives in a remote mountainous region, with few neighbors of most would consider "normal". He befriended a number of dragons who laired in the mountain range, and has spent most of his life studying magic with their guidance.

    Loratai Estran happened to be traveling through the area once when a local spot of trouble erupted, and she was highly instrumental in resolving it. When she contacted Zamek about the possibility of attempting the Grinder together, he was hesitant to leave his home but also bored with everyday life and intrigued by the tales she related.


    Following the example set by a previous attempt, there is one genuine Solar in the group, summoned by a Candle of Invocation and promised a group of new deific allies for his patron if they are successful. He has his standard greatsword and bow for his own personal use, plus some equipment donated from the party.

    Harachel, the Solar.
    Spoiler
    Show
    Harachel
    Race: Solar (Outsider (Angel, Good, Fire))
    Deity: Mystra
    Alignment: Neutral Good
    Class: None
    Init: +9 +22
    Senses: low-light vision, darkvision 60', detect evil, detect snares and pits, discern lies, see invisibility, true seeing
    Senses: Detect Magic, Detect Evil, Detect Good, Detect Chaos, Detect Law, Read Magic, Greater Arcane Sight, Darkvision 300', double-strength Low light vision, Detect Scrying, Detect Secret Doors, Detect Undead, See Invisibility, True Seeing, Analyze Portal, Blindsight 60', Blindsense 150', ignore natural and magical darkness, scent, warning of danger, telepathy within party (even across planes), know shortest direction to place of "safety", tremorsense 30', ignore snow glare/whiteout, all-around vision, automatically recognize spellcasting within 100' with line of effect, no distance limit and also know caster level with line of sight, Blessed Sight (like Arcane Sight, but for evil)
    Languages: all
    ____________
    AC 35 (touch 14, flat-footed 30)
    AC 134 (touch 90, flat-footed 127), +1 when flying, can't be flanked
    hp 209 385 +383 temp
    DR 15/epic and evil 10/adamantine
    Saves: Fort 18, Ref 18, Will 20
    Saves: Fort 56, Ref 59 (+1 when flying), Will 65, evasion, roll twice take better
    Regeneration 15/epic and evil or [evil]
    Fast Healing 5
    SR 32
    20' radius Magic Circle Against Evil and Lesser Globe of Invulerability
    Miss chance from Blink vs attacks and targeted spells, half damage from AoE and falling
    50% miss chance vs nonmagical attacks, 20% vs magic (partially incorporeal)
    Displacement (50%)
    Never flat-footed, warned of imminent danger
    10 levels Spell Turning
    Breathe water
    Contingent Heal
    Evil creatures within 10' take -2 on attacks ands aves
    Native planar environment (Planar Bubble)
    Stalwart Pact
    Renewal Pact
    Death Pact
    1d6+31 sonic melee damage return
    4d6 force melee damage return
    +12 extra vs bull rush, overrun, trip
    Half damage from melee and ranged attacks
    Reflex DC 15 for half damage from magic weapons, immune to nonmagic weapons
    Improved Uncanny Dodge
    Can't be flanked


    Immunities:
    Acid, cold, petrification
    Death spells, magical death effects, energy drain, negative energy
    Endure Elements
    Grapple, paralysis, magical movement impediment
    Penalties for underwater fighting
    Poison
    Sleep
    Stunning
    Critical hits
    Fire, Acid, Electricity, Cold, and Sonic
    Fear
    Blasphemy, Dictum, Word of Chaos, Word of Balance, Stone to Flesh, Dimensional Lock
    Rust attacks
    Harmful vapors and gasses, vacuum (Necklace of Adaptation)
    Metal
    Ranged touch attacks
    Fatigue, exhaustion, ability damage, ability drain
    Thrown and projectile ranged attacks
    Wind
    Difficult terrain
    Disease
    Mind-affecting (does not suppress precast buffs)
    Blindness, deafness, drowning
    No physiology or respiration
    Damage from temperature and pressure of deep water
    Dessication damage (first 100 points)

    _________________
    Speed: 50 land, 150 fly (good) 55 land, 130 fly, 65 swim, 50 burrow, Close range teleport as move action that ends turn, 60' teleport with line of sight as swift action, don't provoke for moving, move through ice, snow, stone, or earth easily
    Melee:
    +5 Dancing Greatsword
    +35/+30/+25/+20 +75/+75/+70/+65/+60
    17-20 crit, crits autoconfirm, touch attacks, roll twice take better
    Constantly readied against charge
    Damage: 3d6+18 4d6+65 +1d6 sonic, +xd6 vs larger foes
    Ranged:
    +2 Slaying Composite Bow (+5 strength)
    +28/+23/+18/+13 +58/+58/+53/+48/+43
    Damage: 2d6+7 and Slaying 3d6+25 +1d6 sonic and Slaying
    Space/reach: 10'/10'
    BAB/grapple: +22/+35 +22/immune
    _____________________
    Str 28, Dex 20, Con 20, Int 23, Wis 25, Cha 25
    Str 70, Dex 36, Con 36, Int 31, Wis 55, Cha 39
    special qualities
    Feats: Cleave, Dodge, Great Cleave, Improved Initiative, Improved Sunder, Mobility, Power Attack, Track
    Power Attack, Blind-Fight
    Skill ranks: Concentration 25, Knowledge (Arcana) 25, Knowledge (The Planes) 25, Knowledge (Religion) 25, Knowledge (History) 25, Knowledge (Nature) 25, Diplomacy 25, Escape Artist 25, Hide 25, Listen 25, Move Silently 25, Search 25, Sense Motive 25, Spellcraft 25, Spot 25
    Synergies: +4 spellcraft, +4 survival on other planes, +4 survival in nature, +4 use rope with bindings, +4 survival tracking, +4 diplomacy
    Skills: Appraise 14, Balance 17, Bluff 18, Climb 38, Concentration 42, Craft 14, Decipher Script 14, Diplomacy 47, Disable Device 14, Disguise 18, Escape Artist 47, Forgery 14, Gather Information 18, Handle Animal 19, Heal 26, Hide 57, Intimidate 18, Jump 76, Knowledge (Arcana) 49, Knowledge (The Planes) 49, Knowledge (Religion) 49, Knowledge (History) 49, Knowledge (Nature) 49, Knowledge (all) 24, Listen 75, Move Silently 43, Open Lock 17, Perform 26, Profession 26, Ride 17, Search 44, Sense Motive 51, Sleight of Hand 17, Spellcraft 43, Spot 87, Survival 38, Swim 41, Tumble 17, Use Magic Device 18, Use Rope 17
    ____________
    Equipment
    Monk's Belt
    Gauntlets of Rust and Ghost Fighting
    Heward's Handy Haversack
    Pale Green Prism Ioun Stone
    Necklace of Adaptation
    Strand of Prayer Beads
    Steadfast Boots
    Spool of Endless Rope
    Ring of Enduring Arcana
    2 luck blades
    Universal Solvent
    Mundane gear pack
    2 1000 gp diamonds
    ________
    At will-aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite (DC 28), imprisonment (DC 33), invisibility (self only), lesser restoration (DC 26), remove curse (DC 27), remove disease (DC 27), remove fear (DC 25), resist energy, summon monster VII, speak with dead (DC 27), waves of fatigue; 3/day-blade barrier (DC 30), earthquake (DC 32), heal (DC 30), mass charm monster (DC 32), permanency, resurrection, waves of exhaustion; 1/day-greater restoration (DC 31), power word blind, power word kill, power word stun, prismatic spray (DC 31), wish. Caster level 20th. The save DCs are Charisma-based.
    10d6 electricity attack at 100' range at will
    Earth Lock, Earthquake, Excavate, Flesh to Stone, Meld into Stone, Move Earth, Reverse Gravity, Soften Earth and Stone, Statue, Stone Shape, Stone Tell, Stone to Flesh, Transmute Mud to Rock, Transmute Rock to Mud, Tunnel Swallow, Wall of Stone, and Xorn Movement at will
    Feather Fall as immediate (discharges Heart of Air)
    Stoneskin as swift for 1 round/level (discharges Heart of Earth)
    Fire Shield as swift for 1 round/level (discharges Heart of Fire)
    Freedom of Movement as swift for 1 round/level (discharges Heart of Water)
    Transmute rock to mud = no save slow for 2d6 rounds
    Transmute mud to rock = full heal
    Stone to Flesh = dispel Stone Body (but Spell Immunity blocks it)
    Whenever a spell is cast within 20', heal 1 hp per level of the spell
    10d6 fire, electricity, cold, or acid attack at 60' range at will

    _____________
    Spells prepared:
    Domains: War and Magic
    Level 0: Create Water, Light, Purify Food and Drink x2, Mending x2
    Level 1: (Magic Aura), Conviction x2, Eyes of the Avoral x2, Wings of the Sea x2, Blood Wind x3, Resurgence x2
    Level 2: (Spiritual Weapon) Aid, Divine Protection, Elation x2, Fuse Arms, Interfaith Blessing, Make Whole x2, Close Wounds x2, Silence
    Level 3: (Magic Vestment) Fell the Greatest Foe x2, Footsteps of the Divine x2, Invisibility Purge x2, Prayer, Safety, Protection from Dessication, Battlemagic Perception
    Level 4: (Divine Power) Blessing of the Righteous, Death Ward, Recitation, Sheltered Vitality, Assay Spell Resistance x2, Delay Death x2, Control Water x1, Revenance
    Level 5: (Spell Resistance) Magic Convalescence, Pass Through Ice, Break Enchantment x2, Revivify x4, Plane Shift, Wall of Stone
    Level 6: (Antimagic Field) Find the Path x2, Heroes' Feast x2, Stone Body, Superior Resistance x2, Harm, Heal
    Level 7: (Spell Turning) Fortunate Fate x2, Holy Star, Holy Transformation, Planar Bubble, Regenerate, Holy Word, Greater Plane Shift
    Level 8: (Power Word Stun) Death Pact, Stormrage x2, Chain Dispel x4, Greater Spell Immunity
    Level 9: (Mordenkainen's Disjunction) Greater Visage of the Deity x2, True Resurrection, Gate, Mass Heal, Miracle x3
    ________________
    Harachel is one of the mightiest of Mystra's angelic servants. He has agreed to assist Loratai and her group in their quest in return for the promise of alliance with Mystra should they prove successful.


    Zamek Awd routinely produces two groups of six clones using Body Outside Body each day. The first group uses their Cooperative Metamagic and Metamagic Effect abilities to assist with buffing, and are then dismissed. The second group is included as recipients of buffing and stay all day as durable but expendable scouts. Their participation in combat is usually limited to using White Raven Tactics if they get better initiative than everyone else. Otherwise they try to use their 3" size to avoid notice as tiny passengers on real party members.

    Zamek Awd clone
    Spoiler
    Show
    Zamek Awd (clone)
    Race: Spellscale (Fire)
    Deity: Mystra
    Alignment: Neutral Good
    Class: Wu Jen 5/Incantatrix 10/Archmage 3
    Init: +0 +18
    Senses: low-light vision
    Senses: Detect Magic, Detect Evil, Detect Good, Detect Chaos, Detect Law, Read Magic, Greater Arcane Sight, Darkvision 300', double-strength Low light vision, Detect Scrying, Detect Secret Doors, Detect Undead, See Invisibility, True Seeing, Analyze Portal, Blindsight 60', Blindsense 150', ignore natural and magical darkness, scent, warning of danger, telepathy within party (even across planes), know shortest direction to place of "safety", tremorsense 30', ignore snow glare/whiteout, all-around vision, automatically recognize spellcasting within 100' with line of effect, no distance limit and also know caster level with line of sight, Blessed Sight (like Arcane Sight, but for evil)
    Languages: Common, Draconic, Dwarven, Giant, Gnome, Halfling all
    ____________
    AC 10 (touch 10, flat-footed 10)
    AC 91 (touch 68, flat-footed 84), +1 when flying, can't be flanked
    hp 20 52 +383 temp
    DR none 30/epic and 10/evil and adamantine
    Saves: Fort 7, Ref 5, Will 17
    Saves: Fort 43, Ref 44 (+1 when flying), Will 60, evasion, roll twice take better
    Fast Healing 5
    SR 47
    Miss chance from Blink vs attacks and targeted spells, half damage from AoE and falling
    50% miss chance vs nonmagical attacks, 20% vs magic (partially incorporeal)
    Displacement (50%)
    Never flat-footed, warned of imminent danger
    10 levels Spell Turning
    Breathe water
    Contingent Heal
    Evil creatures within 10' take -2 on attacks ands aves
    Native planar environment (Planar Bubble)
    1d6+31 sonic melee damage return
    4d6 force melee damage return
    +8 extra vs bull rush, overrun, trip
    Half damage from melee and ranged attacks
    Reflex DC 15 for half damage from magic weapons, immune to nonmagic weapons
    Improved Uncanny Dodge
    Can't be flanked


    Immunities:
    Death spells, magical death effects, energy drain, negative energy
    Endure Elements
    Grapple, paralysis, magical movement impediment
    Penalties for underwater fighting
    Poison
    Sleep
    Stunning
    Critical hits
    Fire, Acid, Electricity, Cold, and Sonic
    Fear
    Blasphemy, Dictum, Word of Chaos, Word of Balance, Stone to Flesh, Dimensional Lock
    Metal
    Ranged touch attacks
    Fatigue, exhaustion, ability damage, ability drain
    Thrown and projectile ranged attacks
    Wind
    Difficult terrain
    Disease
    Mind-affecting (does not suppress precast buffs)
    Blindness, deafness, drowning
    No physiology or respiration
    Damage from temperature and pressure of deep water
    Dessication damage (first 100 points)

    _________________
    Speed: 30 land 55 land, 130 fly, 65 swim, 50 burrow, Close range teleport as move action that ends turn, 60' teleport with line of sight as swift action, don't provoke for moving, move through ice, snow, stone, or earth easily
    Melee:
    Morningstar
    +8/+3 +64/+64/+59/+54/+49
    19-20 crit, crits autoconfirm, touch attacks, roll twice take better
    Constantly readied against charge
    Damage: 1d8-1 1d8+1d6+42 +1d6 sonic, +xd6 vs larger foes
    Space/reach: 5'/5' .5'/0'
    BAB/grapple: +8/+7 +18/immune
    _____________________
    Str 8, Dex 10, Con 14, Int 26, Wis 12, Cha 10
    Str 40, Dex 34, Con 28, Int 34, Wis 42, Cha 24
    special qualities
    Flaws: Shaky, Inattentive
    Feats: Apprentice, Skill Focus (Spellcraft), Iron Will, Extend Spell, Spell Focus (Transmutation), Spell Focus (Evocation), Martial Study (Douse the Flames), Martial Study (White Raven Tactics), Magical Aptitude, Maximize Spell, Persistent Spell, Chain spell, Sculpt Spell, Rapid Spell
    Power Attack, Blind-Fight
    Skill ranks: Spellcraft 21, Knowledge (Arcana) 21, Concentration 21, Knowledge (The Planes) 21, Knowledge (Dungeoneering) 21, Knowledge (Psionics) 5, Psicraft 5, Use Magic Device 15
    Synergies: +2 UMD with scrolls, +2 spellcraft, +2 survival on other planes, +2 survive when underground, +2 psicraft, +2 spellcraft with scrolls
    Skills: Appraise 15, Balance 11, Bluff 10, Climb 28, Concentration 34, Craft 15, Decipher Script 15, Diplomacy 10, Disable Device 15, Disguise 10, Escape Artist 16, Forgery 15, Gather Information 10, Handle Animal 12, Heal 19, Hide 47, Intimidate 10, Jump 66, Knowledge (Arcana) 46, Knowledge (The Planes) 46, Knowledge (Dungeoneering) 46, Knowledge (Psionics) 30, Knowledge (all) 25, Listen 40, Move Silently 13, Open Lock 11, Perform 18, Profession 19, Ride 11, Search 21, Sense Motive 19, Sleight of Hand 11, Spellcraft 54, Spot 52, Survival 33, Swim 31, Tumble 11, Use Magic Device 27, Use Rope 11, Psicraft 22
    ____________
    Equipment
    ________
    Watchful Spirit
    Taboos (no meat or alcohol)
    5 bonus metamagics
    Spell Secret (Extend Fog Cloud)
    focused study (ban Necromancy)
    Cooperative Metamagic
    Metamagic Effect
    Metamagic Spell Trigger
    Seize Concentration
    Instant Metamagic 2/day
    Snatch Spell
    Improved Metamagic
    SLA (Transcend Mortality)
    SLA (Minute Form)
    Spell Power +1
    10d6 electricity attack at 100' range at will
    Earth Lock, Earthquake, Excavate, Flesh to Stone, Meld into Stone, Move Earth, Reverse Gravity, Soften Earth and Stone, Statue, Stone Shape, Stone Tell, Stone to Flesh, Transmute Mud to Rock, Transmute Rock to Mud, Tunnel Swallow, Wall of Stone, and Xorn Movement at will
    Feather Fall as immediate (discharges Heart of Air)
    Stoneskin as swift for 1 round/level (discharges Heart of Earth)
    Fire Shield as swift for 1 round/level (discharges Heart of Fire)
    Freedom of Movement as swift for 1 round/level (discharges Heart of Water)
    Transmute rock to mud = no save slow for 2d6 rounds
    Transmute mud to rock = full heal
    Stone to Flesh = dispel Stone Body (but Spell Immunity blocks it)
    Whenever a spell is cast within 20', heal 1 hp per level of the spell
    10d6 fire, electricity, cold, or acid attack at 60' range at will
    Saberhagen's Twelve Swords, some homebrew artifacts for 3.5 (please comment)

    Archives:
    Spoiler
    Show
    Isstinen Tonche for ECL 74 playtesting.
    Team Solars: Powergaming beyond your wildest imagining, without infinite loops or epic. Yes, the DM asked for it.
    Arcane Swordsage: Making it actually work (homebrew)

  2. - Top - End - #2
    Firbolg in the Playground
    Join Date
    Aug 2005
    Location
    Mountain View, CA
    Gender
    Male

    Default Re: Team Solars (Archiving)

    Now for the first of the two wizards. They are twin brothers and share spellbooks freely. Combined with the Elven Generalist Wizard substitution level from Races of the Wild, this gives them a total of 6 free spells known at each level (each one gets 3, then copies the other's 3). They have also both visited the Frog God's Fane location from Complete Scoundrel, thereby gaining Skill Focus (Knowledge Religion) as a bonus feat. This ability is given a gold value of 2000 gp in that book, and I have counted it as part of their wealth by level at that value, once for each of them.

    Cergar Morech, retired Spellguard and Archmage of the Arcane Order
    Spoiler
    Show
    Cergar Morech
    Race: Grey Elf (Outsider (Angel, Good, Fire))
    Deity: Heironeous
    Alignment: Lawful Good
    Class: Wizard 5/Divine Oracle 3/Spellguard of Silverymoon 5/Mage of the Arcane Order 4/Archmage 1
    Init: +4 +22
    Senses: low-light vision
    Senses: Detect Magic, Detect Evil, Detect Good, Detect Chaos, Detect Law, Read Magic, Greater Arcane Sight, Darkvision 300', double-strength Low light vision, Detect Scrying, Detect Secret Doors, Detect Undead, See Invisibility, True Seeing, Analyze Portal, Blindsight 60', Blindsense 150', ignore natural and magical darkness, scent, warning of danger, telepathy within party (even across planes), know shortest direction to place of "safety", tremorsense 30', ignore snow glare/whiteout, all-around vision, automatically recognize spellcasting within 100' with line of effect, no distance limit and also know caster level with line of sight, Blessed Sight (like Arcane Sight, but for evil)
    Languages: Common, Elven, Draconic, Gnoll, Goblin, Orc, Sylvan, Infernal all
    ____________
    AC 10 (touch 10, flat-footed 10)
    AC 121 (touch 77, flat-footed 114), +1 when flying, can't be flanked
    hp 86 230 +383 temp
    DR none 15/epic and evil, 10/adamantine
    Saves: Fort 6, Ref 5, Will 16, evasion
    Saves: Fort 42, Ref 45 (+1 when flying), Will 56, evasion, roll twice take better
    Regeneration 15/epic and evil or [evil]
    Fast Healing 5
    SR 32
    Miss chance from Blink vs attacks and targeted spells, half damage from AoE and falling
    50% miss chance vs nonmagical attacks, 20% vs magic (partially incorporeal)
    Displacement (50%)
    Never flat-footed, warned of imminent danger
    20' radius Magic Circle Against Evil and Lesser Globe of Invulerability
    10 levels Spell Turning
    Breathe water
    Contingent Heal
    Evil creatures within 10' take -2 on attacks ands aves
    Native planar environment (Planar Bubble)
    Stalwart Pact
    Renewal Pact
    Death Pact
    1d6+31 sonic melee damage return
    4d6 force melee damage return
    +12 extra vs bull rush, overrun, trip
    Half damage from melee and ranged attacks
    Reflex DC 15 for half damage from magic weapons, immune to nonmagic weapons
    Improved Uncanny Dodge
    Can't be flanked


    Immunities:
    Petrification
    Death spells, magical death effects, energy drain, negative energy
    Endure Elements
    Grapple, paralysis, magical movement impediment
    Penalties for underwater fighting
    Poison
    Sleep
    Stunning
    Critical hits
    Fire, Acid, Electricity, Cold, and Sonic
    Fear
    Blasphemy, Dictum, Word of Chaos, Word of Balance, Stone to Flesh, Dimensional Lock
    Rust attacks
    Harmful vapors and gasses, vacuum (Necklace of Adaptation)
    Metal
    Ranged touch attacks
    Fatigue, exhaustion, ability damage, ability drain
    Thrown and projectile ranged attacks
    Wind
    Difficult terrain
    Disease
    Mind-affecting (does not suppress precast buffs)
    Blindness, deafness, drowning
    No physiology or respiration
    Damage from temperature and pressure of deep water
    Dessication damage (first 100 points)

    _________________
    Speed: 30 land 55 land, 130 fly, 65 swim, 50 burrow, Close range teleport as move action that ends turn, 60' teleport with line of sight as swift action, don't provoke for moving, move through ice, snow, stone, or earth easily
    Melee:
    +1 Transmuting Swarmstrike Adamantine Longsword
    +8/+3 +73/+73/+68/+63/+58
    17-20 crit, crits autoconfirm, touch attacks, roll twice take better
    Constantly readied against charge
    Damage: 1d8-2 1d8+1d6+65 +1d6 sonic, +xd6 vs larger foes
    Space/reach: 5'/5'
    BAB/grapple: +7/+5 +18/immune
    _____________________
    Str 6, Dex 10, Con 14, Int 28, Wis 8, Cha 14
    Str 70, Dex 36, Con 36, Int 36, Wis 38, Cha 28
    special qualities
    Flaws: Shaky, Inattentive
    Feats: (location) Skill Focus (Knowledge Religion), Combat Casting, Sudden Silent Spell, Spell Focus (Conjuration), Scribe Scroll, Spell Focus (Transmutation), Skill Focus (Spellcraft), Improved Initiative, Cooperative Spell, Sudden Still Spell, Improved Counterspell, Reactive Counterspell, Arcane Disciple (Destiny domain), Split Ray
    Power Attack, Blind-Fight
    Skill ranks: Knowledge (Religion) 12, Spellcraft 21, Knowledge (Arcana) 21, Concentration 21, Knowledge (Architecture and Engineering) 21, Knowledge (Geography) 21, Knowledge (The Planes) 21, Use Magic Device 10, Craft (painting) 1
    Synergies: +2 spellcraft, +2 search for secret doors, +2 survival vs lost or hazards, +2 survival on other planes, +2 spellcraft with scrolls, +2 UMD with scrolls
    Skills: Appraise 16, Balance 16, Bluff 12, Climb 37, Concentration 37, Craft (Painting) 17, Decipher Script 16, Diplomacy 12, Disable Device 16, Disguise 12, Escape Artist 21, Forgery 16, Gather Information 12, Handle Animal 13, Heal 17, Hide 35, Intimidate 12, Jump 75, Knowledge (Arcana) 47, Knowledge (Religion) 41, Knowledge (Architecture and Engineering) 47, Knowledge (Geography) 47, Knowledge (The Planes) 47, Knowledge (all) 26, Listen 37, Move Silently 17, Open Lock 16, Perform 20, Profession 17, Ride 16, Search 29, Sense Motive 17, Sleight of Hand 16, Spellcraft 42, Spot 49, Survival 29, Swim 40, Tumble 16, Use Magic Device 22, Use Rope 16
    ____________
    Equipment
    Bag of Holding type II (filled with many various shrunk rocks)
    Monk's Belt
    Boccob's Blessed Book
    Gauntlets of Rust and Ghost Fighting
    Heward's Handy Haversack
    Pale Green Prism Ioun Stone
    Necklace of Adaptation
    Strand of Prayer Beads
    Ring of Spell-Battle
    Steadfast Boots
    Spool of Endless Rope
    Ring of Enduring Arcana
    2 luck blades
    Crystal Mask of Detection
    Tome of Clear Thoughts +4 (used)
    Universal Solvent
    Cube of Force
    Mundane gear pack
    Analyze Dweomer focus
    Augury focus
    Legend Lore focus
    Mordenkainen's Magnificent Mansion focus
    Mirror for Scrying
    1250 gp incense for Augury, Divination, and Legend Lore
    3 pinches Primal Essence
    ________
    Generalist Wizardry (Races of the Wild)
    Summon familiar
    Spontaneous Divination (CompChamp)
    Oracle Domain
    Scry Bonus
    Prescient Sense
    Trap Sense +1
    Divination Enhancement
    Ward Attunement
    3 bonus metamagics
    Selective Spell
    Spellguard
    Spell Power +1
    Spellpool II
    bonus language
    Arcane Reach
    10d6 electricity attack at 100' range at will
    Earth Lock, Earthquake, Excavate, Flesh to Stone, Meld into Stone, Move Earth, Reverse Gravity, Soften Earth and Stone, Statue, Stone Shape, Stone Tell, Stone to Flesh, Transmute Mud to Rock, Transmute Rock to Mud, Tunnel Swallow, Wall of Stone, and Xorn Movement at will
    Feather Fall as immediate (discharges Heart of Air)
    Stoneskin as swift for 1 round/level (discharges Heart of Earth)
    Fire Shield as swift for 1 round/level (discharges Heart of Fire)
    Freedom of Movement as swift for 1 round/level (discharges Heart of Water)
    Transmute rock to mud = no save slow for 2d6 rounds
    Transmute mud to rock = full heal
    Stone to Flesh = dispel Stone Body (but Spell Immunity blocks it)
    Whenever a spell is cast within 20', heal 1 hp per level of the spell
    10d6 fire, electricity, cold, or acid attack at 60' range at will

    _____________
    Spells prepared:
    Level 0: Detect Magic, Read Magic, Prestidigitation x2
    Level 1: Accelerated Movement, Detect Secret Doors, Ebon Eyes, Alarm, Blood Wind, Grease, 2 open
    Level 2: Create Magic Tattoo, Heroics, Hurl, Glitterdust, Knock, 2 open
    Level 3: Analyze Portal, Dolorous Blow, Greater Mage Armor, Leomund's Tiny Hut, Regroup, 2 open
    Level 4: Aerial Alacrity, Detect Scrying, Mystic Surge, Ray Deflection, Celerity, Orb of Force, 1 open
    Level 5: Dragonsight, Greater Blink, Break Enchantment, Dimension Shuffle, Telekinesis, Wall of Force, 1 open
    Level 6: Exalted Raiment, Greater Heroism, Disintegrate, Ruby Ray of Reversal, 2 open
    Level 7: Elemental Body, Glorious Master of the Elements, Greater Arcane Sight, Limited Wish, Mordenkainen's Magnificent Mansion
    Level 8: Chain Dispel, Ghostform, Greater Celerity, Horrid Wilting, Otiluke's Telekinetic Sphere
    Level 9: Choose Destiny, Greater Dimension Jumper, Sphere of Ultimate Destruction, Mordenkainen's Disjunction x2
    ____________________
    Spellbook:
    Level 0: all
    Level 1: Alarm, Accelerated Movement, Animate Rope, Blood Wind, Comprehend Languages, Detect Secret Doors, Ebon Eyes, Feather Fall, Grease, Magic Missile, Ray of Enfeeblement, Scholar's Touch, Spontaneous Search, True Casting, True strike, Vigilant Slumber, 8 more
    Level 2: Augury, Create Magic Tattoo, Glitterdust, Greater Alarm, Heroics, Hurl, Knock, Locate Object, Slapping Hand, Sonic Weapon, Suffer the Flesh, Wraithstrike
    Level 3: Analyze Portal, Battlemagic Perception, Divination, Dolorous Blow, Greater Mage Armor, Greater Magic Weapon, Leomund's Tiny Hut, Regroup, Shadow Phase, Shrink Item, Spellcaster's Bane, Tremorsense
    Level 4: Aerial Alacrity, Arcane Eye, Assasy Spell Resistance, Celerity, Detect Scrying, Dimension Door, Mystic Surge, Orb of Force, Otiluke's Resilient Sphere, Ray Deflection, Ruin Delver's Fortune, Spell Enhancer
    Level 5: Break Enchantment, Contact Other Plane, Dimension Shuffle, Dragonsight, Freezing Fog, Greater Blink, Greater Dimension Door, Prying Eyes, Telekinesis, Transmute Sand to Stone, Wall of Force, Wall of Stone
    Level 6: Analyze Dweomer, Disintegrate, Exalted Raiment, Eye of Stone, Greater Dispel Magic, Greater Heroism, Interplanar Telepathic Bond, Legend Lore, Ruby Ray of Reversal, Scry Location, Starmantle, Wall of Iron
    Level 7: Brilliant Aura, Elemental Body, Forcecage, Glorious Master of the Elements, Greater Arcane Sight, Greater Scrying, Ironguard, Justice of the Wyrm King, Limited Wish, Mordenkainen's Magnificent Mansion, Greater Teleport, Teleport Object
    Level 8: Chain Dispel, Discern Location, Ghostform, Greater Celerity, Greater Prying Eyes, Horrid Wilting, Moment of Prescience, Otiluke's Telekinetic Sphere, Otto's Irresistible Dance, 3 more
    Level 9: Black Blade of Disaster, Choose Destiny, Eye of Power, Greater Dimension Jumper, Freedom, Invoke Magic, Mordenkainen's Disjunction, Reaving Dispel, Shapechange, Sphere of Ultimate Destruction, Time Stop, Wish
    ________________
    Cergar Morech and his twin brother Vordano were born and raised in Silverymoon. The pair were both proud to follow in their fathers' footsteps as master wizards, and they did practically everything together. Cergar was the more responsible of the two and was always having to get his brother out of mischief, but it was usually fun and sometimes informative so he didn't mind too much.

    Vordano was quite a prankster and could never resist indulging his curiosity, and Cergar would invariably get dragged along for the ride. One particular incident deserves special note: Vordano often imagined himself as a great adventurer, fearlessly exploring ancient ruins and unearthing their secrets, and he stumbled upon references to an abandoned religious shrine to a forgotten god nearby. Intrigued, he researched the subject further and found nothing to indicate danger too great for the twins to handle despite their relative inexperience. There was nothing for it in his mind but to set off immediately, brother in tow, to get started on his life of excitement.

    Thus, the pair of them discovered the Frog God's Fane (magic location from Complete Scoundrel pages 145-146). The experience mellowed Vordano out a bit, as he found the jungle not at all to his liking and was brought a little too close to facing his own mortality, and the pair threw themselves back into their study of magic. In time, they joined the Spellguard of their city and served proudly, always willing to show off what they were capable of to aid the deserving. They spent much of their off duty time studying with the civilian wizard's guild as well, and have recently joined the ranks of Archmagi.

    Vordano recently unearthed some lore about the Grinder in his research and, curious and still retaining a bit of his adventurous spirit, determined that attempting to claim its prize would be a challenge worthy of his and his brother's skills. Wary of the dire warnings they found and uncertain how the gods might view an attempt to join their ranks, however, the brothers sought out the advice of a powerful cleric who was passing through. Loratai Estran assured them that there has been sufficient precedent of mortals ascending to godhood that the pantheon would not be overly disgruntled, but agreed that a pair of wizards, even ones as accomplished as the Morech brothers, would not likely be enough to succeed. She then surprised them by volunteering to come with them and to contact several other powerful friends who might also help.


    Wizard number 2.

    Vordano Morech, retired Spellguard and Archmage of the Arcane Order
    Spoiler
    Show
    Vordano Morech
    Race: Grey Elf (Outsider (Angel, Good, Fire))
    Deity: Mystra
    Alignment: Chaotic Good
    Class: Wizard 5/Divine Oracle 3/Spellguard of Silverymoon 5/Mage of the Arcane Order 4/Archmage 1
    Init: +4 +22
    Senses: low-light vision
    Senses: Detect Magic, Detect Evil, Detect Good, Detect Chaos, Detect Law, Read Magic, Greater Arcane Sight, Darkvision 300', double-strength Low light vision, Detect Scrying, Detect Secret Doors, Detect Undead, See Invisibility, True Seeing, Analyze Portal, Blindsight 60', Blindsense 150', ignore natural and magical darkness, scent, warning of danger, telepathy within party (even across planes), know shortest direction to place of "safety", tremorsense 30', ignore snow glare/whiteout, all-around vision, automatically recognize spellcasting within 100' with line of effect, no distance limit and also know caster level with line of sight, Blessed Sight (like Arcane Sight, but for evil)
    Languages: Common, Elven, Draconic, Gnoll, Goblin, Orc, Sylvan, Abyssal all
    ____________
    AC 10 (touch 10, flat-footed 10)
    AC 122 (touch 78, flat-footed 115), +1 when flying, can't be flanked
    hp 86 230 +383 temp
    DR none 15/epic and evil, 10/adamantine
    Saves: Fort 6, Ref 5, Will 16, evasion
    Saves: Fort 42, Ref 45 (+1 when flying), Will 56, evasion, roll twice take better
    Regeneration 15/epic and evil or [evil]
    Fast Healing 5
    SR 32
    Miss chance from Blink vs attacks and targeted spells, half damage from AoE and falling
    50% miss chance vs nonmagical attacks, 20% vs magic (partially incorporeal)
    Displacement (50%)
    Never flat-footed, warned of imminent danger
    20' radius Magic Circle Against Evil and Lesser Globe of Invulerability
    10 levels Spell Turning
    Breathe water
    Contingent Heal
    Evil creatures within 10' take -2 on attacks ands aves
    Native planar environment (Planar Bubble)
    Stalwart Pact
    Renewal Pact
    Death Pact
    1d6+31 sonic melee damage return
    4d6 force melee damage return
    +12 extra vs bull rush, overrun, trip
    Half damage from melee and ranged attacks
    Reflex DC 15 for half damage from magic weapons, immune to nonmagic weapons
    Improved Uncanny Dodge
    Can't be flanked


    Immunities:
    Petrification
    Death spells, magical death effects, energy drain, negative energy
    Endure Elements
    Grapple, paralysis, magical movement impediment
    Penalties for underwater fighting
    Poison
    Sleep
    Stunning
    Critical hits
    Fire, Acid, Electricity, Cold, and Sonic
    Fear
    Blasphemy, Dictum, Word of Chaos, Word of Balance, Stone to Flesh, Dimensional Lock
    Rust attacks
    Harmful vapors and gasses, vacuum (Necklace of Adaptation)
    Metal
    Ranged touch attacks
    Fatigue, exhaustion, ability damage, ability drain
    Thrown and projectile ranged attacks
    Wind
    Difficult terrain
    Disease
    Mind-affecting (does not suppress precast buffs)
    Blindness, deafness, drowning
    No physiology or respiration
    Damage from temperature and pressure of deep water
    Dessication damage (first 100 points)

    _________________
    Speed: 30 land 55 land, 130 fly, 65 swim, 50 burrow, Close range teleport as move action that ends turn, 60' teleport with line of sight as swift action, don't provoke for moving, move through ice, snow, stone, or earth easily
    Melee:
    +1 Transmuting Swarmstrike Adamantine Longsword
    +8/+3 +72/+72/+67/+62/+57
    17-20 crit, crits autoconfirm, touch attacks, roll twice take better
    Constantly readied against charge
    Damage: 1d8-2 1d8+1d6+65 +1d6 sonic, +xd6 vs larger foes
    Space/reach: 5'/5'
    BAB/grapple: +7/+5 +18/immune
    _____________________
    Str 6, Dex 10, Con 14, Int 28, Wis 8, Cha 14
    Str 70, Dex 36, Con 36, Int 36, Wis 38, Cha 28
    special qualities
    Flaws: Shaky, Inattentive
    Feats: (location) Skill Focus (Knowledge Religion), Combat Casting, Silent Spell, Spell Focus (Conjuration), Scribe Scroll, Spell Focus (Transmutation), Skill Focus (Spellcraft), Improved Initiative, Cooperative Spell, Still Spell, Improved Counterspell, Reactive Counterspell, Eschew Materials, Quicken Spell
    Power Attack, Blind-Fight
    Skill ranks: Spellcraft 21, Knowledge (Arcana) 21, Concentration 21, Use Magic Device 9, Knowledge (Religion) 21, Knowledge (History) 21, Knowledge (Nobility and Royalty) 21, Knowledge (Local) 7, Craft (painting) 1, Decipher Script 5, Disable Device 1
    Synergies: +2 UMD with scrolls, +2 spellcraft, +2 spellcraft with scrolls, +2 diplomacy, +2 gather information, +2 UMD with scrolls
    Skills: Appraise 17, Balance 17, Bluff 13, Climb 38, Concentration 38, Craft (Painting) 18, Decipher Script 22, Diplomacy 15, Disable Device 18, Disguise 13, Escape Artist 22, Forgery 17, Gather Information 15, Handle Animal 14, Heal 18, Hide 36, Intimidate 13, Jump 76, Knowledge (Arcana) 48, Knowledge (Religion) 51, Knowledge (History) 48, Knowledge (Nobility and Royalty) 48, Knowledge (Local) 34, Knowledge (all) 27, Listen 38, Move Silently 18, Open Lock 17, Perform 21, Profession 18, Ride 17, Search 30, Sense Motive 18, Sleight of Hand 17, Spellcraft 43, Spot 50, Survival 30, Swim 41, Tumble 17, Use Magic Device 22, Use Rope 17
    ____________
    Equipment
    Nolzur's Marvelous Pigments x5
    Monk's Belt
    Boccob's Blessed Book
    Gauntlets of Rust and Ghost Fighting
    Heward's Handy Haversack
    Pale Green Prism Ioun Stone
    Necklace of Adaptation
    Strand of Prayer Beads
    Ring of Spell-Battle
    Steadfast Boots
    Spool of Endless Rope
    Ring of Enduring Arcana
    2 luck blades
    Crystal Mask of Detection
    Tome of Clear Thoughts +4 (used)
    Universal Solvent
    Cube of Force
    Mundane gear pack
    Augury focus
    Legend Lore focus
    Shapechange focus
    Ironguard focus
    1250 gp incense for Augury, Divination, and Legend Lore
    3 pinches Primal Essence
    ________
    Generalist Wizardry (Races of the Wild)
    Summon familiar
    Spontaneous Divination (CompChamp)
    Oracle Domain
    Scry Bonus
    Prescient Sense
    Trap Sense +1
    Divination Enhancement
    Ward Attunement
    3 bonus metamagics
    Selective Spell
    Spellguard
    Spell Power +1
    Spellpool II
    bonus language
    Arcane Reach
    10d6 electricity attack at 100' range at will
    Earth Lock, Earthquake, Excavate, Flesh to Stone, Meld into Stone, Move Earth, Reverse Gravity, Soften Earth and Stone, Statue, Stone Shape, Stone Tell, Stone to Flesh, Transmute Mud to Rock, Transmute Rock to Mud, Tunnel Swallow, Wall of Stone, and Xorn Movement at will
    Feather Fall as immediate (discharges Heart of Air)
    Stoneskin as swift for 1 round/level (discharges Heart of Earth)
    Fire Shield as swift for 1 round/level (discharges Heart of Fire)
    Freedom of Movement as swift for 1 round/level (discharges Heart of Water)
    Transmute rock to mud = no save slow for 2d6 rounds
    Transmute mud to rock = full heal
    Stone to Flesh = dispel Stone Body (but Spell Immunity blocks it)
    Whenever a spell is cast within 20', heal 1 hp per level of the spell
    10d6 fire, electricity, cold, or acid attack at 60' range at will

    _____________
    Spells prepared:
    Level 0: Detect Magic, Read Magic, Prestidigitation x2
    Level 1: Animate Rope x2, Feather Fall, Magic Missile, Ray of Enfeeblement, Grease, 2 open
    Level 2: Sonic Weapon, Suffer the Flesh, Wraithstrike, Glitterdust, Slapping Hand, 2 open
    Level 3: Greater Magic Weapon, Shadow Phase, Spellcaster's Bane, Tremorsense, Leomund's Tiny Hut, Regroup, 1 open
    Level 4: Ruin Delver's Fortune x3, Spell Enhancer, Celerity, Otiluke's Resilient Sphere, 1 open
    Level 5: Greater Dimension Door, Break Enchantment, Dimension Shuffle, Wall of Force, Transmute Sand to Stone, 2 open
    Level 6: Interplanar Telepathic Bond, Starmantle, Disintegrate, Ruby Ray of Reversal, 2 open
    Level 7: Ironguard, Justice of the Wyrm King, Limited Wish, Greater Teleport, Teleport Object
    Level 8: Chain Dispel, Greater Celerity, Horrid Wilting, Otiluke's Telekinetic Sphere, Otto's Irresistible Dance
    Level 9: Shapechange x2, Freedom, Mordenkainen's Disjunction x2
    ____________________
    Spellbook:
    Level 0: all
    Level 1: Alarm, Accelerated Movement, Animate Rope, Blood Wind, Comprehend Languages, Detect Secret Doors, Ebon Eyes, Feather Fall, Grease, Magic Missile, Ray of Enfeeblement, Scholar's Touch, Spontaneous Search, True Casting, True strike, Vigilant Slumber, 8 more
    Level 2: Augury, Create Magic Tattoo, Glitterdust, Greater Alarm, Heroics, Hurl, Knock, Locate Object, Slapping Hand, Sonic Weapon, Suffer the Flesh, Wraithstrike
    Level 3: Analyze Portal, Battlemagic Perception, Divination, Dolorous Blow, Greater Mage Armor, Greater Magic Weapon, Leomund's Tiny Hut, Regroup, Shadow Phase, Shrink Item, Spellcaster's Bane, Tremorsense
    Level 4: Aerial Alacrity, Arcane Eye, Assasy Spell Resistance, Celerity, Detect Scrying, Dimension Door, Mystic Surge, Orb of Force, Otiluke's Resilient Sphere, Ray Deflection, Ruin Delver's Fortune, Spell Enhancer
    Level 5: Break Enchantment, Contact Other Plane, Dimension Shuffle, Dragonsight, Freezing Fog, Greater Blink, Greater Dimension Door, Prying Eyes, Telekinesis, Transmute Sand to Stone, Wall of Force, Wall of Stone
    Level 6: Analyze Dweomer, Disintegrate, Exalted Raiment, Eye of Stone, Greater Dispel Magic, Greater Heroism, Interplanar Telepathic Bond, Legend Lore, Ruby Ray of Reversal, Scry Location, Starmantle, Wall of Iron
    Level 7: Brilliant Aura, Elemental Body, Forcecage, Glorious Master of the Elements, Greater Arcane Sight, Greater Scrying, Ironguard, Justice of the Wyrm King, Limited Wish, Mordenkainen's Magnificent Mansion, Greater Teleport, Teleport Object
    Level 8: Chain Dispel, Discern Location, Ghostform, Greater Celerity, Greater Prying Eyes, Horrid Wilting, Moment of Prescience, Otiluke's Telekinetic Sphere, Otto's Irresistible Dance, 3 more
    Level 9: Black Blade of Disaster, Eye of Power, Greater Dimension Jumper, Freedom, Invoke Magic, Mordenkainen's Disjunction, Reaving Dispel, Shapechange, Sphere of Ultimate Destruction, Time Stop, Wish
    ________________
    Vordano Morech and his twin brother Cergar were born and raised in Silverymoon. The pair were both proud to follow in their fathers' footsteps as master wizards, and they did practically everything together. Vordano was the more mischievous of the two and was always getting himself in trouble and usually dragging his brother into it as well. Fortunately for Vordano, his many scrapes were usually entertaining and informative, so his brother didn't mind too much.

    Vordano was quite a prankster and could never resist indulging his curiosity, and Cergar would invariably get dragged along for the ride. One particular incident deserves special note: Vordano often imagined himself as a great adventurer, fearlessly exploring ancient ruins and unearthing their secrets, and he stumbled upon references to an abandoned religious shrine to a forgotten god nearby. Intrigued, he researched the subject further and found nothing to indicate danger too great for the twins to handle despite their relative inexperience. There was nothing for it in his mind but to set off immediately, brother in tow, to get started on his life of excitement.

    Thus, the pair of them discovered the Frog God's Fane (magic location from Complete Scoundrel pages 145-146). The experience mellowed Vordano out a bit, as he found the jungle not at all to his liking and was brought a little too close to facing his own mortality, and the pair threw themselves back into their study of magic. In time, they joined the Spellguard of their city and served proudly, always willing to show off what they were capable of to aid the deserving. They spent much of their off duty time studying with the civilian wizard's guild as well, and have recently joined the ranks of Archmagi.

    Vordano recently unearthed some lore about the Grinder in his research and, curious and still retaining a bit of his adventurous spirit, determined that attempting to claim its prize would be a challenge worthy of his and his brother's skills. Wary of the dire warnings they found and uncertain how the gods might view an attempt to join their ranks, however, the brothers sought out the advice of a powerful cleric who was passing through. Loratai Estran assured them that there has been sufficient precedent of mortals ascending to godhood that the pantheon would not be overly disgruntled, but agreed that a pair of wizards, even ones as accomplished as the Morech brothers, would not likely be enough to succeed. She then surprised them by volunteering to come with them and to contact several other powerful friends who might also help.


    Now the druid. Just the animal companion left after this, plus double checking equipment and posting the buff list.

    Nyeron Endas, old druid.
    Spoiler
    Show
    Nyeron Endas
    Race: Human (Outsider (Angel, Good, Fire))
    Deity: Ehlonna
    Alignment: Neutral Good
    Class: Druid 15/Divine Oracle 3
    Init: -1 +18
    Senses: low-light vision
    Senses: Detect Magic, Detect Evil, Detect Good, Detect Chaos, Detect Law, Read Magic, Greater Arcane Sight, Darkvision 300', double-strength Low light vision, Detect Scrying, Detect Secret Doors, Detect Undead, See Invisibility, True Seeing, Analyze Portal, Blindsight 60', Blindsense 150', ignore natural and magical darkness, scent, warning of danger, telepathy within party (even across planes), know shortest direction to place of "safety", tremorsense 30', ignore snow glare/whiteout, all-around vision, automatically recognize spellcasting within 100' with line of effect, no distance limit and also know caster level with line of sight, Blessed Sight (like Arcane Sight, but for evil)
    Languages: Common, Elven, Draconic, Gnoll, Goblin, Orc, Sylvan, Abyssal all
    ____________
    AC 9 (touch 9, flat-footed 9)
    AC 132 (touch 88, flat-footed 125), +1 when flying, can't be flanked
    hp 118 262 +383 temp
    DR none 15/epic and evil, 10/adamantine
    Saves: Fort 12, Ref 5, Will 22, evasion
    Saves: Fort 47, Ref 46 (+1 when flying), Will 61, evasion, roll twice take better
    Regeneration 15/epic and evil or [evil]
    Fast Healing 5
    SR 32
    Miss chance from Blink vs attacks and targeted spells, half damage from AoE and falling
    50% miss chance vs nonmagical attacks, 20% vs magic (partially incorporeal)
    Displacement (50%)
    Never flat-footed, warned of imminent danger
    20' radius Magic Circle Against Evil and Lesser Globe of Invulerability
    10 levels Spell Turning
    Breathe water
    Contingent Heal
    Evil creatures within 10' take -2 on attacks ands aves
    Native planar environment (Planar Bubble)
    Stalwart Pact
    Renewal Pact
    Death Pact
    1d6+31 sonic melee damage return
    4d6 force melee damage return
    +12 extra vs bull rush, overrun, trip
    Half damage from melee and ranged attacks
    Reflex DC 15 for half damage from magic weapons, immune to nonmagic weapons
    Improved Uncanny Dodge
    Can't be flanked


    Immunities:
    Petrification
    Death spells, magical death effects, energy drain, negative energy
    Endure Elements
    Grapple, paralysis, magical movement impediment
    Penalties for underwater fighting
    Poison
    Sleep
    Stunning
    Critical hits
    Fire, Acid, Electricity, Cold, and Sonic
    Fear
    Blasphemy, Dictum, Word of Chaos, Word of Balance, Stone to Flesh, Dimensional Lock
    Rust attacks
    Harmful vapors and gasses, vacuum (Necklace of Adaptation)
    Metal
    Ranged touch attacks
    Fatigue, exhaustion, ability damage, ability drain
    Thrown and projectile ranged attacks
    Wind
    Difficult terrain
    Disease
    Mind-affecting (does not suppress precast buffs)
    Blindness, deafness, drowning
    No physiology or respiration
    Damage from temperature and pressure of deep water
    Dessication damage (first 100 points)

    _________________
    Speed: 30 land 55 land, 130 fly, 65 swim, 50 burrow, Close range teleport as move action that ends turn, 60' teleport with line of sight as swift action, don't provoke for moving, move through ice, snow, stone, or earth easily
    Melee:
    +1 Transmuting Swarmstrike Adamantine Scimitar
    +12/+7/+2 +72/+72/+67/+62/+57
    15-20 crit, crits autoconfirm, touch attacks, roll twice take better
    Constantly readied against charge
    Damage: 1d6 2d6+65 +1d6 sonic, +xd6 vs larger foes
    Space/reach: 5'/5'
    BAB/grapple: +12/+11 +18/immune
    _____________________
    Str 8, Dex 8, Con 14, Int 18, Wis 30, Cha 13
    Str 70, Dex 36, Con 36, Int 26, Wis 60, Cha 27
    special qualities
    Feats: Able Learner (Races of Destiny), Skill Focus (Knowledge Religion), Sudden Silent Spell, Natural Spell, Track, Spell Focus (Transmutation), Ability Enhancer, Natural Bond
    Power Attack, Blind-Fight
    Skill ranks: Knowledge (Religion) 8, Concentration 21, Handle Animal 7, Knowledge (Nature) 21, Spellcraft 21, Survival 21, Spot 21, Listen 21, Speak Language (3 languages)
    Synergies: +2 ride, +2 wild empathy, +2 survival in nature, +2 UMD with scrolls, +2 Knowledge (Nature)
    Skills: Appraise 11, Balance 16, Bluff 11, Climb 37, Concentration 37, Craft 11, Decipher Script 11, Diplomacy 11, Disable Device 11, Disguise 11, Escape Artist 21, Forgery 11, Gather Information 11, Handle Animal 19, Heal 28, Hide 35, Intimidate 11, Jump 75, Knowledge (Religion) 32, Knowledge (Nature) 46, Knowledge (all) 21, Listen 73, Move Silently 17, Open Lock 16, Perform 19, Profession 28, Ride 18, Search 16, Sense Motive 28, Sleight of Hand 16, Spellcraft 32, Spot 85, Survival 63, Swim 40, Tumble 16, Use Magic Device 11, Use Rope 16
    ____________
    Equipment
    Monk's Belt
    Gauntlets of Rust and Ghost Fighting
    Heward's Handy Haversack
    Pale Green Prism Ioun Stone
    Necklace of Adaptation
    Strand of Prayer Beads
    Ankh of Ascension
    Ring of Spell-Battle
    Steadfast Boots
    Spool of Endless Rope
    Ring of Enduring Arcana
    2 luck blades
    Tome of Understanding +5 (used)
    Universal Solvent
    Mundane gear pack
    3 pinches Primal Essence
    ________
    Animal Companion
    Nature Sense
    Wild Empathy
    Woodland Stride
    Trackless Step
    Resist Nature's Lure
    Wild Shape 5/day (tiny-huge, plant)
    Venom Immunity
    A Thousand Faces
    Timeless Body
    Oracle Domain
    Scry Bonus
    Prescient Sense
    Trap Sense +1
    Divination Enhancement
    10d6 electricity attack at 100' range at will
    Earth Lock, Earthquake, Excavate, Flesh to Stone, Meld into Stone, Move Earth, Reverse Gravity, Soften Earth and Stone, Statue, Stone Shape, Stone Tell, Stone to Flesh, Transmute Mud to Rock, Transmute Rock to Mud, Tunnel Swallow, Wall of Stone, and Xorn Movement at will
    Feather Fall as immediate (discharges Heart of Air)
    Stoneskin as swift for 1 round/level (discharges Heart of Earth)
    Fire Shield as swift for 1 round/level (discharges Heart of Fire)
    Freedom of Movement as swift for 1 round/level (discharges Heart of Water)
    Transmute rock to mud = no save slow for 2d6 rounds
    Transmute mud to rock = full heal
    Stone to Flesh = dispel Stone Body (but Spell Immunity blocks it)
    Whenever a spell is cast within 20', heal 1 hp per level of the spell
    10d6 fire, electricity, cold, or acid attack at 60' range at will

    _____________
    Spells prepared:
    Level 0: Create Water, Know Direction, Dawn x2, Purify Food and Drink, Mending
    Level 1: Animate Water x2, Aspect of the Wolf, Crabwalk, Deep Breath, Endure Elements, Faerie Fire, Hawkeye, Rapid Burrowing, Snowsight, Speak with Animals, Surefooted Stride
    Level 2: Burrow, Cloud Wings, Embrace the Wild, Nature's Favor x2, One With the Land, Primal Hunter, Tojanida Sight, Warp Wood, Wild Instincts, Reduce Animal
    Level 3: Control Sand, Control Temperature, Daylight, Girallon's Blessing, Lion's Charge, Primal Instinct, Stone Shape x3, Wind Wall x2
    Level 4: Control Currents x3, Essense of the Raptor, Eye of the Hurricane, Greater Blindsight x2, Freedom of Movement x2, Primal Senses, Superior Magic Fang
    Level 5: Control Winds x3, Greater Vigor, Owl's Insight x2, Sirine's Grace, Transformation of the Deeps, Transmute Sand to Stone x2
    Level 6: Bite of the Werebear x2, Energy Immunity x4, Find the Path x2, Primal Speed
    Level 7: Control Weather x4, Sunbeam x2, Wind Walk x2
    Level 8: Cocoon x3, Earth Glide x2, Earthquake x2, Sunburst8
    Level 9: Cast in Stone, Nature's Avatar x2, Foresight, Undermaster x2, Planar Perinarch
    ____________________
    Nyeron Endas is an ancient (for a human) druid who long ago rid the tundra forest he calls home of unwelcome intruders. Neighboring orc and goblin tribes don't dare even enter his forest any more, much less try to chop a tree down for firewood. His life has been mostly uneventful for the past 40 years or so, to the point where a peaceful visit by a wandering cleric of Mystra was a major occasion.

    Loratai Estran stayed as his guest for several weeks, showing great respect for his accomplishments and home and eagerly listening to his stories. Though he was content and happy that his forest was no longer threatened, the tales Loratai told in exchange reminded him vividly of just how much more alive he had felt in his youth, dealing with frequent incursions of orcs and even, every so often, direct large scale assaults on his own grove. By the time she moved on he was growing wistful for the excitement of decades past, and when Loratai contacted him about the Grinder he wasted no time joining her. His forest would be safe in his absence, he judged - his enemies were too afraid of him to even check if he was still there.


    For the animal companion, Nyeron has a Dire Polar Bear. The base stats for it are in Frostburn, and PHBII added it to the list of animal companion possibilities with a -15 penalty for effective druid level. I assumed that Shapechanging as required for my buffing procedure is a valid trick to teach him, possibly only after buffing his intelligence. Boosting the bear's intelligence to low human levels does not require doing the Shapechange first, so I think this is reasonable. He does not Shapechange into a Solar afterwards like the rest of the party, however - the Dire Polar Bear's natural stats are high enough that wouldn't be quite such a boost as for everyone else. He is instead buffed with Reduce Animal to help him fit into possible tight spaces.

    Lorch, the Dire Polar Bear
    Spoiler
    Show
    Lorch
    Race: Dire Polar Bear
    Alignment: Neutral
    Init: 1 +15
    Senses: low-light vision, scent
    Senses: Detect Magic, Detect Evil, Detect Good, Detect Chaos, Detect Law, Read Magic, Greater Arcane Sight, Darkvision 300', double-strength Low light vision, Detect Scrying, Detect Secret Doors, Detect Undead, See Invisibility, True Seeing, Analyze Portal, Blindsight 60', Blindsense 150', ignore natural and magical darkness, scent, warning of danger, know shortest direction to place of "safety", tremorsense 30', ignore snow glare/whiteout, all-around vision, Blessed Sight (like Arcane Sight, but for evil)
    ____________
    AC 22 (touch 9, flat-footed 21)
    AC 86 (touch 50, flat-footed 79), +1 when flying, can't be flanked
    hp 216 336 +383 temp
    DR none 10/adamantine
    Saves: Fort 18, Ref 13, Will 13, evasion
    Saves: Fort 41, Ref 42 (+1 when flying), Will 45, evasion, roll twice take better
    Fast Healing 5
    Miss chance from Blink vs attacks and targeted spells, half damage from AoE and falling
    50% miss chance vs nonmagical attacks, 20% vs magic (partially incorporeal)
    Displacement (50%)
    Never flat-footed, warned of imminent danger
    10 levels Spell Turning
    Breathe water
    Contingent Heal
    Native planar environment (Planar Bubble)
    Stalwart Pact
    Renewal Pact
    Death Pact
    1d6+31 sonic melee damage return
    4d6 force melee damage return
    +8 extra vs bull rush, overrun, trip
    Half damage from melee and ranged attacks
    Reflex DC 15 for half damage from magic weapons, immune to nonmagic weapons
    Improved Uncanny Dodge
    Can't be flanked


    Immunities:
    Death spells, magical death effects, energy drain, negative energy
    Endure Elements
    Grapple, paralysis, magical movement impediment
    Penalties for underwater fighting
    Poison
    Sleep
    Stunning
    Critical hits
    Fire, Acid, Electricity, Cold, and Sonic
    Fear
    Blasphemy, Dictum, Word of Chaos, Word of Balance, Stone to Flesh, Dimensional Lock
    Metal
    Ranged touch attacks
    Fatigue, exhaustion, ability damage, ability drain
    Thrown and projectile ranged attacks
    Wind
    Difficult terrain
    Disease
    Mind-affecting (does not suppress precast buffs)
    Blindness, deafness, drowning
    No physiology or respiration
    Damage from temperature and pressure of deep water
    Dessication damage (first 100 points)

    _________________
    Speed: 50 land, swim 20 55 land, 130 fly, 65 swim, 50 burrow, Close range teleport as move action that ends turn, 60' teleport with line of sight as swift action, don't provoke for moving, move through ice, snow, stone, or earth easily
    Melee:
    2 claws +29 (2d6+15) and bite +23 (3d8+7)
    2 claws +76 (1d8+1d6+53 +1d6 sonic +xd6 vs larger foes) and bite +70 (2d8+1d6+36 +1d6 sonic +xd6 vs larger foes)
    touch attacks, roll twice take better
    Space/reach: 10'/5'
    BAB/grapple: +15/+38 +20/immune (+57)
    _____________________
    Str 40, Dex 12, Con 23, Int 2, Wis 12, Cha 10
    Str 76, Dex 30, Con 35, Int 10, Wis 42, Cha 24
    Feats: Alertness, Endurance, Improved Natural Armor, Run, Toughness x2, Track, Weapon Focus (claw)
    Power Attack, Blind-Fight
    Skill ranks: Hide 2, Listen 9, Spot 9, Swim 3
    Skills: Appraise 2, Balance 12, Bluff 9, Climb 40, Concentration 14, Craft 2, Decipher Script 2, Diplomacy 9, Disable Device 2, Disguise 9, Escape Artist 17, Forgery 2, Gather Information 9, Handle Animal 11, Heal 18, Hide 30, Intimidate 9, Jump 78, Knowledge (all) 12, Listen 54, Move Silently 14, Open Lock 12, Perform 17, Profession 18, Ride 12, Search 8, Sense Motive 18, Sleight of Hand 12, Spellcraft 2, Spot 66, Survival 31, Swim 54, Tumble 12, Use Magic Device 9, Use Rope 12
    ____________
    Improved Grab
    10d6 electricity attack at 100' range at will
    Earth Lock, Earthquake, Excavate, Flesh to Stone, Meld into Stone, Move Earth, Reverse Gravity, Soften Earth and Stone, Statue, Stone Shape, Stone Tell, Stone to Flesh, Transmute Mud to Rock, Transmute Rock to Mud, Tunnel Swallow, Wall of Stone, and Xorn Movement at will
    Feather Fall as immediate (discharges Heart of Air)
    Stoneskin as swift for 1 round/level (discharges Heart of Earth)
    Fire Shield as swift for 1 round/level (discharges Heart of Fire)
    Freedom of Movement as swift for 1 round/level (discharges Heart of Water)
    Transmute rock to mud = no save slow for 2d6 rounds
    Transmute mud to rock = full heal
    Stone to Flesh = dispel Stone Body (but Spell Immunity blocks it)
    Whenever a spell is cast within 20', heal 1 hp per level of the spell
    10d6 fire, electricity, cold, or acid attack at 60' range at will
    Saberhagen's Twelve Swords, some homebrew artifacts for 3.5 (please comment)

    Archives:
    Spoiler
    Show
    Isstinen Tonche for ECL 74 playtesting.
    Team Solars: Powergaming beyond your wildest imagining, without infinite loops or epic. Yes, the DM asked for it.
    Arcane Swordsage: Making it actually work (homebrew)

  3. - Top - End - #3
    Firbolg in the Playground
    Join Date
    Aug 2005
    Location
    Mountain View, CA
    Gender
    Male

    Default Re: Team Solars (Archiving)

    Ok, equipment:
    The "Mundane gear pack" each person has consists of the following:
    Spoiler
    Show
    5 spell component pouches if caster
    silver holy symbol if divine caster
    spare clothes
    2 daggers
    light mace
    morningstar (GMW)
    quarterstaff
    sling, 50 sling bullets
    longbow (GMW), 50 arrows
    heavy pick
    net
    light shield
    heavy shield
    tower shield
    backpack
    bedroll
    winter blanket
    crowbar
    2 flasks
    flint and steel
    grappling hook
    hammer
    ink
    inkpen
    hooded lantern
    5 flasks oil
    10 sheets paper
    10' pole
    belt pouch
    5 days trail rations
    100' silk rope
    2 sacks
    torch
    2 waterskins
    2 flasks acid
    2 flasks alchemists fire
    2 flasks holy water
    3 doses Trollbane (Dungeonscape)


    I haven't actually bothered to total up the cost of it, but it's all cheap mundane stuff and I had over 500 gp per person available to spend on it.

    The day or two prior to entering the Grinder, the Morech Brothers went out to some mountains and cast Shrink Item on a whole lot of rocks and stuffed them all into the bag of holding. This is so I have a ready supply whenever I need to throw something at a barrier to test it, or need some rocks to anchor a Wall of Stone.

    The two wizards and the wu jen have all used a Tome of Clear Thoughts +4 each. The cleric used a Tome of Understanding +4, and the druid used a Tome of Understanding +5 (he's taken advantage of Timeless Body to get +3 wisdom from age for no penalty, which combined with the extra +1 gives an even number).

    That's 577500 spent on inherent ability score bonuses
    Each party member's primary weapon is +1 Swarmstrike (Dungeonscape) Transmuting (MIC) Adamantine, a +4 equivalent with a 3000 gp material cost that includes masterwork. That's 35000 plus base cost for each, x6 = 210000 plus small change.

    Major Ring of Spell Storing (200000)
    Ring of Spell Storing (50000)
    Ring of Telekinesis (75000)
    Bag of Holding type II (5000)
    Monk's Belt x7 (13000 x7 = 91000)
    Boccob's Blessed Book x3 (12500 x3 = 37500)
    Candle of Invocation (8400)
    Gauntlets of Rust x7 (11500 x7 = 80500)
    Gauntlets of Ghost Fighting (MIC) added to Gauntlets of Rust x7 (4000 x7 x1.5 = 42000)
    Gauntlet of Infinite Blades (MIC) added to Gauntlets of Rust (6500 x1.5 = 9750)
    Heward's Handy Haversack x7 (2000 x7 = 14000)
    Pale Green Prism Ioun Stone x7 (30000 x7 = 210000)
    Orange Prism Ioun Stone (30000)
    Necklace of Adaptation x7 (9000 x7 = 63000)
    Nolzur's Marvelous Pigments x5 (4000 x5 = 20000)
    Strand of Prayer Beads x6 (25800 x6 = 154800)
    Ankh of Ascension (MIC) (9000)
    Ring of Spell-Battle (MIC) x5 (12000 x5 = 60000)
    Steadfast Boots (MIC) x7 (1400 x7 = 9800)
    Spool of Endless Rope (MIC) x7 (1400 x7 = 9800)
    Ring of Enduring Arcana (Complete Mage) x6 (6000 x6 = 36000)
    Bonus Skill Focus feat from Frog God's Fane (Complete Scoundrel) x2 (2000 x2 = 4000)
    Decanter of Endless Water (9000)
    Bottle of Endless Sand (Sandstorm) (21600)
    Universal Solvent x10 (50 x10 = 500)
    14 luck blades (22060 x14 = 308840)
    Portable Hole (20000)
    Crystal Mask of Detection (MIC) x2 (10000 x2 = 20000)
    Third Eye Sense (MIC) (24000)
    Cube of Force x2 (62000 x2 = 124000)
    Immovable Rod x2 (5000 x2 = 10000)
    Ring of the Diamond Mind (scholar) (Tome of Battle) (15000)
    Ring of the Diamond Mind (novice) (Tome of Battle) (3000)
    Desert Wind Cloak (novice) (Tome of Battle) (3000)
    Spellbook containing Focusing Chant, Harmonic Chorus, Lightfoot, Inner Beauty, Hymn of Praise, and Wounding Whispers (2115)

    Spell components:
    250 gp for Stalwart Pact
    1000 gp for Death Pact
    500 gp for Renewal Pact
    1500 focus for Analyze Dweomer
    50 for two foci for Augury
    100 for two foci for Legend Lore
    15 focus for Mordenkainen's Magnificent Mansion
    1500 focus for Shapechange
    100 focus for Ironguard
    500 focus for Inner Beauty
    1000 mirror for scrying

    Daily components:
    250 gp ruby for Suffer the Flesh
    50 gp statuette for Chasing Perfection
    250 ointment for True Seeing
    100 inks for Create Magic Tattoo
    500 deep blue spinel for Undermaster
    20 pixie dust for Starmantle
    6000 for 10 Guardinal Feathers (Complete Champion)
    2875 for 5 Horn of Gorgon (Complete Champion)
    370 for a Talon of Ehlonna (Complete Champion)

    10415 gp per day for expensive material components
    5 days supply = 52075 gp

    One day's worth will be used before going in. Each of Loratai, Cergar, Vordano, and Nyeron will have one day's worth in their packs.

    On demand expensive components:
    2500 gp incense for Augury, Divination, and Legend Lore
    5 1000 gp diamonds
    15 pinches of Primal Essence (Complete Mage, 15x150 = 2250)

    Total equipment:
    577500 + 210000 + 200000 + 50000 + 75000 + 5000 + 91000 + 37500 + 8400 + 80500 + 42000 + 9750 + 14000 + 210000 + 30000 + 63000 + 20000 + 154800 + 9000 + 60000 + 9800 + 9800 + 36000 + 4000 + 9000 + 21600 + 500 + 308840 + 20000 + 20000 + 24000 + 124000 + 10000 + 15000 + 3000 + 3000 + 2115 + 250 + 1000 + 500 + 1500 + 50 + 100 + 15 + 1500 + 100 + 500 + 1000 + 52075 + 2500 + 5000 + 2250 = 2636445
    Available funds: 440000 x6 = 2640000
    Spare funds: 3555, which I'm fairly sure is enough to cover the base cost of weapons and the mundane pack.

    Buffing:

    The Spellguard ability of the Morech brothers changes the range of all personal "defensive" spells they cast to touch. Shapechange fits the definition of defensive given for the ability. Arcane Reach then changes it to 30', which makes it eligible for Chain Spell. With the aid of a Divine Insight spell cast via the Ring of Spell Storing and Fox's Cunning, Zamek's clones are able to meet the DC to apply both Chain and Persist to this with Cooperative Metamagic by taking 10. So, the entire party gets Chained Persisted Shapechange.

    The party then goes through the following procedure once for each caster with buffs to cast:
    1) Everyone but the caster Shapechanges into a Psychic Sinew (Fiend Folio) and attaches to the caster.
    2) The caster casts all his buffs on himself, with Zamek's clones making them all Persistent. The Share Spells ability of Psychic Sinew (and other symbionts, this is just the one I picked) copies each spell to all party members automatically.
    3) The party separates. Repeat with the next caster.

    End result: Every single buff the entire party has available is cast on every party member regardless of personal range restrictions, and with only one casting of each required for the entire party.

    All casters use the Bead of Karma on their strand of prayer beads to increase caster level while going through their buff list. The arcane casters use Use Magic Device to emulate the divine casting class feature requirement (DC 20).

    Special note: Nature's Avatar and Nature's Favor require the target to have the Animal type. Nyeron achieves this by casting Aspect of the Wolf before casting these two spells. This gives him the animal type, making him eligible for those two buffs, and the Share Spells ability explicitly ignores such targeting restrictions. He then dismisses Aspect of the Wolf afterwards. The Talon of Ehlonna is also used for Nature's Avatar, giving that spell +2 caster level.

    Nyeron's normal caster level for buffing is 31. This is raised to 40 for Owl's Insight by means of Spell Enhancer (cast via the Ring of Spell Storing), Mystic Surge (cast by a clone via the Major Ring of Spell Storing), Harmonic Chorus (cast by a clone via the Major Ring of Spell Storing), and activating the Ankh of Ascension.

    The bonuses and what buffs they come from:
    Spoiler
    Show
    Ability Scores:
    Base strength = 28 (Shapechange to Solar)
    //+8 enhancement strength (Divine Power, Ability Enhancer)
    //+6 enhancement strength (Stone Body, Ability Enhancer)
    //+6 enhancement strength(Chasing Perfection, Ability Enhancer)
    +20 enhancement strength (Bite of the Werebear, Ability Enhancer, Horn of Gorgon)
    +6 untyped strength when using arms (Girallon's Blessing + Fused Arms, Horn of Gorgon)
    +6 sacred strength (Holy Transformation, Horn of Gorgon)
    +6 untyped strength (Greater Visage of the Deity, Horn of Gorgon)
    +4 morale strength (Elation, Horn of Gorgon)
    Base dexterity = 20 (Shapechange to Solar)
    //+4 enhancement dexterity (Bite of the Werebear, Ability Enhancer)
    //+4 enhancement dexterity (Sirine's Grace)
    //+6 enhancement desterity (Chasing Perfection, Ability Enhancer)
    +12 enhancement dexterity (Divine Agility)
    +4 sacred dexterity (Inner Beauty)
    +2 untyped dexterity (Greater Visage of the Deity)
    +2 morale dexterity (Elation)
    -4 untyped dexterity (Stone Body)
    Base constitution = 20 (Shapechange to Solar)
    //+6 enhancement constitution (Chasing Perfection, Ability Enhancer)
    +10 enhancement constitution (Bite of the Werebear, Ability Enhancer)
    +4 sacred constitution (Holy Transformation)
    +4 untyped constitution (Greater Visage of the Deity)
    -2 constitution (Death Pact)
    +6 enhancement intelligence (Chasing Perfection, Ability Enhancer)
    +2 untyped intelligence (Greater Visage of the Deity)
    +6 enhancement wisdom (Chasing Perfection, Ability Enhancer)
    +20 insight wisdom (Owl's Insight)
    +4 untyped wisdom (Greater Visage of the Deity)
    //+4 enhancement charisma (Sirine's Grace)
    +6 enhancement charisma (Chasing Perfection, Ability Enhancer)
    +4 sacred charisma (Inner Beauty)
    +4 untyped charisma (Greater Visage of the Deity)

    Initiative:
    +5 competence (Primal Instinct)

    Attack Bonus:
    BAB = level (Divine Power)
    //+1 morale (Aid)
    //+1 morale (Heroes' Feast)
    //+2 morale (Good Hope)
    //+4 morale (Greater Heroism)
    +10 morale (Nature's Avatar)
    //+1 luck (Prayer)
    //+2(3) luck (Recitation)
    +5 luck (Nature's Favor)
    +5 enhancement (Greater Magic Weapon)
    +1 competence (Ioun Stone)
    +1 untyped (Haste, from Nature's Avatar)
    +1 circumstance (Focusing Chant)
    +1 untyped for followers of Mystra or Ehlonna (Interfaith Blessing)
    +2 untyped for follower of Heironeous (Interfaith Blessing)
    Doubled crit range, crits auto-confirm (Dolorous Blow)
    range increment +50% for ranged attacks (Hawkeye)
    weapons are returning (Hurl)
    full attack when charging (Lion's Charge)
    Extra +2 on first charge attack, no AC penalty for charging (Crabwalk)
    Extra attack in full attack (Haste, from Nature's Avatar)
    Melee attacks are touch attacks (Wraithstrike)
    Roll twice, take better (Choose Destiny)

    Damage Bonus:
    //+1 luck (Prayer)
    +5 luck (Nature's Favor)
    //+2 morale (Good Hope)
    +10 morale (Nature's Avatar)
    +5 enhancement (Greater Magic Weapon)
    overcome DR as good and epic (Shapechange to Solar)
    +xd6, x = size categories target is larger than me (Fell the Greatest Foe)
    overcome DR as good (Blessing of the Righteous)
    +1d6 sonic (Sonic Weapon)
    +1d6 holy (Blessing of the Righteous)

    AC:
    +21 natural (Shapechange to Solar)
    +9 enhancement natural (Bite of the Werebear, Guardinal Feather)
    +4 insight (Foresight, Guardinal Feather)
    +8 armor (Greater Mage Armor, Guardinal Feather)
    +6 shield (Shield, Guardinal Feather)
    +charisma+2 as deflection (Sirine's Grace, Guardinal Feather)
    +wisdom+1 (Monk's Belt)
    +3 morale (Divine Protection, Guardinal Feather)
    +8 circumstance (Holy Star, Guardinal Feather)
    +3 dodge (Haste, from Nature's Avatar, Guardinal Feather)
    +4 (5 for followers of Mystra) luck (Recitation, Guardinal Feather)
    +6 sacred (Exalted Raiment, Guardinal Feather)
    +1 untyped for followers of Ehlonna (Interfaith Blessing)
    +1 dodge while flying (Aerial Alacrity)
    Don't lost dex when flat-footed or attacked by invis (Wild Instincts)
    Can't be flanked (Tojanida Sight)

    DR:
    15/epic and evil (Shapechange to Solar)
    //5/evil (Holy Transformation)
    //10/evil (Exalted Raiment)
    10/adamantine (Stone Body)

    Regen/fast healing:
    regeneration 15/epic and evil weapons or [evil] spells and effects (Shapechange to Solar)
    Fast Healing 5 (Greater Vigor)

    SR:
    32 (Shapechange to Solar)
    25 (Exalted Raiment)

    Saves:
    //+1 morale vs fear (Aid)
    //+1 morale will (Heroes' Feast)
    //+1 morale (Divine Protection)
    //+2 morale (Good Hope)
    //+4 morale (Greater Heroism)
    +5 morale (Conviction)
    +2 insight reflex (Foresight)
    //+1 luck (Prayer)
    //+2(3) luck (Recitation)
    +charisma as luck (Ruin Delver's Fortune)
    //+4 racial vs poison (Shapechange to Solar)
    +1 competence (Ioun Stone)
    +4 sacred (Holy Transformation)
    +1 dodge reflex (Haste, from Nature's Avatar)
    +1 dodge reflex while flying (Aerial Alacrity)
    //+5 resistance reflex (Primal Speed)
    +6 resistance (Superior Resistance)
    evasion (Ruin Delver's Fortune)
    Roll twice, take better (Choose Destiny)

    Skills:
    Trapfinding, +10 insight on searching for traps (Find Traps)
    +2 morale, also on ability checks (Good Hope)
    +4 morale (Greater Heroism)
    //+10 enhancement jump (Heart of Air)
    +30 enhancement jump (Jump)
    +5 enhancement escape artist (Heart of Water)
    +1 luck (Prayer)
    +10 circumstance hide (Chameleon)
    +1 circumstance, also on ability checks (Focusing Chant)
    +8 competence swim, can always take 10 on swim (Swim)
    //+5 competence spot (Hawkeye)
    +2 competence handle animal, hide, move silently, search, survival, wild empathy (One With the Land)
    //+2 competence climb (Surefooted Stride)
    +5 competence spellcraft for identifying spellcasting (Battlemagic Perception)
    +5 competence climb, jump, swim (Primal Hunter)
    +5 competence survival (Primal Instinct)
    +5 competence listen and spot (Primal Senses)
    +1 competence, also on ability checks (Ioun Stone)
    +8 racial spot (Eyes of the Avoral)
    //+4 insight all knowledge (Spiritual Adviser)
    +10 insight all knowledge (Lore of the Gods)
    +10 insight spot and listen (Wild Instincts)
    +2 untyped listen and spot (Embrace the Wild)
    +8 untyped hide, jump, listen, spot, survival (Essence of the Raptor)
    +8 untyped perform (Sirine's Grace)
    +1 untyped for followers of Mystra (Interfaith Blessing)
    +4 untyped spot and search (Tojanida Sight)
    -4 (Empyreal Ecstasy, via Miracle)
    no penalty on balance, climb, hide, move silently, or tumble for moving at full speed (Accelerated Movement)
    All knowledge skills are trained (Spiritual Adviser)
    Roll twice, take better, also on ability checks (Choose Destiny)

    Temp hp:
    1d8+10 (Aid) (maximized)
    caster level (Divine Power) (CL 33)
    1d8+10 (Heroes' Feast) (maximized)
    20 (Greater Heroism)
    1d8/caster level (Nature's Avatar) (CL 33) (maximized)
    30 (Heart of Earth)

    Misc Defenses:
    Miss chance vs attacks and targeted spells, half damage from AoE and falling (Greater Blink)
    20% miss chance vs ranged attacks (Entropic Shield)
    50% miss chance vs nonmagical attacks, 20% vs magic (as if partially incorporeal) (Shadow Phase)
    Total concealment (Displacement)
    Warned of danger, never flat-footed or surprised (Foresight)
    Type = Outsider (Angel, Good, Fire) (Shapechange to Solar, Elemental Body)
    20' radius Magic Circle Against Evil and Lesser Globe of Invulnerability (Shapechange to Solar)
    10 levels of Spell Turning
    cleric notified of everyone's position and condition (Status)
    Breath water (Sirine's Grace, Heart of Water, Transformation of the Deeps)
    Dispelling Buffer (via Miracle)
    Contingent Heal (Fortunate Fate)
    Evil creatures within 10' take -2 on attacks and saves (Holy Transformation)
    Native planar environment (Planar Bubble)
    Contingent True Resurrection (Death Pact)
    Contingent Panacea (Renewal Pact)
    Contingent +35 hp when reduced to half normal (Stalwart Pact)
    1d6+caster level sonic melee damage return (Wounding Whispers)
    +4 vs bull rush, overrun, trip (Steadfast Boots)
    +8 vs bull rush, overrun, trip (Heart of Earth)
    Two-handed weapons always readied against charge (Steadfast Boots)
    half damage from melee/ranged attacks (Empyreal Ecstasy, via Miracle)
    reflex DC 15 for half damage vs magic weapons, immune to non-magic (Starmantle)
    4d6 force damage return (Justice of the Wyrm King)
    Improved Uncanny Dodge (Primal Hunter/Instinct/Senses/Speed)
    Can't be flanked, can't avert eyes vs gaze attacks (Tojanida Sight)

    Immunities/resistances:
    Death spells, magical death effects, energy drain, negative energy (Death Ward)
    Endure Elements
    Grapple, paralysis, magical movement impediment (Freedom of Movement)
    Penalties for underwater fighting (Freedom of Movement, Sirine's Grace)
    Poison (Heroes' Feast, Elemental Body, Ruin Delver's Fortune, Stone Body)
    Sleep (Elemental Body)
    Paralysis (Elemental Body)
    Stunning (Elemental Body, Stone Body)
    Critical hits (Elemental Body, Heart of Air/Water/Earth/Fire, Stone Body)
    Fire (Elemental Body)
    Fear (Heroes' Feast, Greater Heroism, Ruin Delver's Fortune)
    Acid, cold (Shapechange to Solar, Energy Immunity)
    petrification (Shapechange to Solar)
    Fire and electricity resistance 10 (Shapechange to Solar)
    Blasphemy, Dictum, Word of Chaos, Word of Balance, Stone to Flesh, Dimensional Lock (Greater Spell Immunity)
    Rust (Gauntlet of Rust)
    Harmful vapors and gasses, vacuum (Necklace of Adaptation)
    Never run out of air (Deep Breath)
    Electricity and Sonic damage (Energy Immunity)
    Metal (Ironguard)
    Ranged touch attacks (Ray Deflection)
    Fatigue, exhaustion, ability damage, ability drain (Sheltered Vitality)
    Ability damage (Stone Body)
    Thrown and projectile ranged attacks (Stormrage)
    Wind, both natural and magical (Stormrage)
    Difficult terrain (Surefooted Stride)
    Disease (Greater Visage of the Deity, Stone Body)
    Mind-affecting (Empyreal Ecstasy, via Miracle)
    Blindness, deafness, drowning (Stone Body)
    Spells/attacks that affect physiology or respiration (Stone Body)
    Damage from temperature and pressure of deep water (Transformation of the Deeps)

    Movement:
    Base speed = 60' (Essence of the Raptor)
    //+10' enhancement (Primal Speed)
    +30' enhancement speed (Haste, from Nature's Avatar)
    +5' untyped (Elation)
    +50' untyped (Footsteps of the Divine)
    Base land speed = 145
    1/2 speed (Stone Body)
    3/4 speed, walk through walls (Greater Blink)
    Land Speed = 55

    Fly:
    //fly 40' (Stormrage)
    //Fly 60' good (Fly)
    Fly = x2 land (290), good (Greater Visage of the Deity)
    +30' untyped fly (Cloud Wings)
    +30' untyped fly (Aerial Alacrity)
    +1 maneuverability (Aerial Alacrity)
    Base fly = 350
    Fly speed = 130

    Swim:
    //60' swim (Sirine's Grace)
    swim = land speed (145) (Heart of Water)
    +30' untyped swim (Wings of the Sea)
    Base swim = 175
    Swim speed = 65

    Burrow:
    30' burrow (Burrow)
    +20' untyped burrow (Rapid Burrowing)
    +30' enhancement (Haste, from Nature's Avatar)
    +5' untyped (Elation)
    +50' untyped (Footsteps of the Divine)
    Base burrow = 135
    Burrow speed = 50

    Special:
    Close range teleport as move action that ends turn (Greater Dimension Door)
    60' teleport with line of sight as swift action (Greater Dimension Jumper)
    Don't provoke AoOs for moving (Lightfoot)
    move through ice and snow (Pass Through Ice)
    move through stone or earth as easily as water (Earth Glide)

    Senses:
    Detect Magic
    Read Magic
    Greater Arcane Sight
    //Darkvision 60' (Shapechange to Solar, Elemental Body, Holy Transformation, Transformation of the Deeps)
    Darkvision 10'/caster level (Dragonsight) (CL 30)
    Low Light vision (Shapechange to Solar)
    Detect Scrying
    Detect Secret Doors
    Detect Undead
    Invisibility Purge
    See Invisibility
    True Seeing
    Analyze Portal
    Blindsight 60' (Greater Blindsight)
    //blindsense 30' (Embrace the Wild)
    double-strength low-light vision (Dragonsight)
    Blindsense 5'/caster level (Dragonsight) (CL 30)
    Ignore natural and magical darkness (Ebon Eyes)
    Scent (Essence of the Raptor)
    Warning of danger (Foresight)
    Telepathy within party, even across planes (Interplanar Telepathic Bond)
    Know shortest direction to place of "safety" (Safety)
    Tremorsense 30' (Tremorsense)
    Automatically recognize spells being cast in line of sight, and know caster level (Spellcaster's Bane)
    Ignore snow glare/whiteout (Snowsight)
    Automatically detect all spellcasting (including SLAs) within 100' with line of effect (Battlemagic Perception)
    all-around vision (Tojanida Sight)

    Caster Level:
    +1 (Orange Prism Ioun Stone)
    +4 buffing only (Bead of Karma)
    +1 (Create Magic Tattoo)
    +2 divine casters only (Hymn of Praise)
    +2 one spell/casting (Spell Enhancer)
    +1 one spell/casting (Mystic Surge)
    +2 morale short duration (Harmonic Chorus)
    +4 one spell w/double spell slot, 3/day divine only (Ankh of Ascension)
    +5 Suffer the Flesh
    +5 Dispelling Buffer (for dispel DC only)
    +4 Ring of Enduring Arcana (for dispel DC only)
    +2 insight for counterspell/dispel, direct to check so ignores cap (Spellcaster's Bane)

    Misc:
    Tongues (Shapechange to Solar, Tongues)
    Power Attack and Blind-Fight as bonus feats (Bite of the Werebear)
    10d6 electricity attack at 100' range at will (Stormrage) (maximize)
    Earth Lock, Earthquake, Excavate, Flesh to Stone, Meld into Stone, Move Earth, Reverse Gravity, Soften Earth and Stone, Statue, Stone Shape, Stone Tell, Stone to Flesh, Transmute Mud to Rock, Transmute Rock to Mud, Tunnel Swallow, Wall of Stone, and Xorn Movement at will (Undermaster)
    Feather Fall as immediate (discharges Heart of Air)
    Stoneskin as swift for 1 round/level (discharges Heart of Earth)
    Fire Shield as swift for 1 round/level (discharges Heart of Fire)
    Freedom of Movement as swift for 1 round/level (discharges Heart of Water)
    Transmute rock to mud = no save slow for 2d6 rounds (Stone Body)
    Transmute mud to rock = full heal (Stone Body)
    Stone to Flesh = dispel Stone Body (Stone Body)
    Can counter a spell as a free action at the cost of ending Battlemagic Perception (Battlemagic Perception)
    Whenever a spell is cast within 20', heal 1 hp per level of the spell (Magic Convalescence)
    Arcane spells are quickened (Arcane Spellsurge)
    10d6 fire, electricity, cold, or acid attack at 60' range at will (Glorious Master of the Elements) (maximize)


    The buffs and books they're from, and caster level:
    Spoiler
    Show
    Conviction (Spell Compendium) 33
    Detect Chaos 33
    Detect Good 33
    Detect Law 33
    Detect Evil 33
    Detect Undead 33
    Eyes of the Avoral (Book of Exalted Deeds) 33
    Wings of the Sea (Spell Compendium) 33
    Aid 33
    Divine Insight (Spell Compendium) 33
    Divine Protection (Spell Compendium) 33
    Elation (Book of Exalted Deeds) 33
    Find Traps 33
    Fuse Arms (Spell Compendium) 33
    Interfaith Blessing (Complete Champion) 33
    Lore of the Gods (Complete Champion) 33
    Status 33
    Focusing Chant (Spell Compendium) 31
    Lightfoot (Spell Compendium) 31
    Battlemagic Perception (Heroes of Battle) 33
    Blessed Sight (Book of Exalted Deeds) 33
    Fell the Greatest Foe (Spell Compendium) 33
    Fly 31
    Footsteps of the Divine (Complete Champion) 33
    Invisibility Purge 33
    Prayer 33
    Protection from Dessication (Sandstorm) 31
    Safety (Spell Compendium) 33
    Blessing of the Righteous (Player's Handbook II) 33
    Death Ward 33
    Divine Power 33
    Recitation (Spell Compendium) 33
    Sheltered Vitality (Spell Compendium) 33
    Spiritual Adviser (Complete Champion) 33
    Divine Agility (Spell Compendium) 31
    Magic Convalescence (Player's Handbook II) 33
    Pass Through Ice (Frostburn) 33
    Chasing Perfection (Player's Handbook II) 31
    Inner Beauty (Fiendish Codex I) 31
    Hymn of Praise (Spell Compendium) 31
    Wounding Whispers (Spell Compendium) 31
    Heroes' Feast 33
    Stone Body (Spell Compendium) 33
    Superior Resistance (Spell Compendium) 33
    Fortunate Fate (Spell Compendium) 33
    Holy Star (Spell Compendium) 33
    Holy Transformation (Spell Compendium) 33
    Planar Bubble (Spell Compendium) 33
    Spell Turning (domain) 31
    Death Pact (Spell Compendium) 33
    Greater Spell Immunity 31
    Stormrage (Spell Compendium) 33
    Greater Visage of the Deity (Spell Compendium) 33
    Dispelling Buffer (Expanded Psionics Handbook) 33
    Empyreal Ecstasy (Book of Exalted Deeds) 33
    Detect Magic 32
    Read Magic 32
    Accelerated Movement (Spell Compendium) 30
    Detect Secret Doors 32
    Ebon Eyes (Spell Compendium) 30
    Create Magic Tattoo (Spell Compendium) 30
    Hurl (Spell Compendium) 30
    Sonic Weapon (Spell Compendium) 30
    Suffer the Flesh (Magic of Eberron) 30
    Wraithstrike (Spell Compendium) 30
    Analyze Portal (Spell Compendium) 32
    Dolorous Blow (Spell Compendium) 30
    Greater Mage Armor (Spell Compendium) 30
    Greater Magic Weapon 30
    Shadow Phase (Spell Compendium) 30
    Spellcaster's Bane (Complete Mage) 32
    Tremorsense (Spell Compendium) 30
    Aerial Alacrity (Races of the Wild) 30
    Detect Scrying 32
    Ray Deflection (Spell Compendium) 30
    Ruin Delver's Fortune (Spell Compendium) 30
    Dragonsight (Spell Compendium) 30
    Greater Blink (Spell Compendium) 30
    Greater Dimension Door (Spell Compendium) 30
    Exalted Raiment (Book of Exalted Deeds) 30
    Greater Heroism 30
    Interplanar Telepathic Bond (Spell Compendium) 32
    Starmantle (Book of Exalted Deeds) 30
    Elemental Body (Spell Compendium) 30
    Glorious Master of the Elements (Dragon Magic) 30
    Greater Arcane Sight 32
    Ironguard (Spell Compendium) 30
    Justice of the Wyrm King (Dragon Magic) 30
    Choose Destiny (Races of Destiny) 32
    Greater Dimension Jumper (Complete Mage) 30
    Shapechange 30
    Crabwalk (Spell Compendium) 31
    Deep Breath (Spell Compendium) 31
    Endure Elements 31
    Hawkeye (Spell Compendium) 31
    Rapid Burrowing (Spell Compendium) 31
    Snowsight (Frostburn) 31
    Surefooted Stride (Spell Compendium) 31
    Burrow (Spell Compendium) 31
    Cloud Wings (Spell Compendium) 31
    Embrace the Wild (Spell Compendium) 31
    Nature's Favor (Spell Compendium) 31
    One With the Land (Spell Compendium) 31
    Primal Hunter (Dragon Magic) 31
    Tojanida Sight (Stormwrack) 33
    Wild Instincts (Races of Eberron) 33
    Girallon's Blessing (Spell Compendium) 31
    Lion's Charge (Spell Compendium) 31
    Primal Instinct (Dragon Magic) 31
    Essence of the Raptor (Spell Compendium) 31
    Greater Blindsight (Spell Compendium) 31
    Freedom of Movement 31
    Primal Senses (Dragon Magic) 31
    Greater Vigor (Spell Compendium) 31
    Owl's Insight (Spell Compendium) 40
    Sirine's Grace (Spell Compendium) 31
    Transformation of the Deeps (Stormwrack) 31
    Bite of the Werebear 31
    Energy Immunity (Spell Compendium) 31
    Primal Speed (Dragon Magic) 31
    Earth Glide (Races of Stone) 31
    Cast in Stone? (Spell Compendium) 31
    Nature's Avatar (Spell Compendium) 33
    Foresight 33
    Undermaster (Spell Compendium) 31
    Jump 30
    Shield 30
    Chameleon (Complete Arcane) 30
    Heart of Air (Complete Mage) 30
    See Invisibility 30
    Swim 30
    Displacement 30
    Heart of Water (Complete Mage) 30
    Tongues 30
    Good Hope 30
    Heart of Earth (Complete Mage) 30
    Heart of Fire (Complete Mage) 30
    True Seeing 30
    Arcane Spellsurge (Dragon Magic) 30


    Silly me, I forgot to maximize Stormrage and Glorious Master of the Elements. It doesn't seem worth the effort to go back and edit each post just for this, so I'll just note here that the 10d6 at will energy attacks do 60 damage every time.

    Non-stacking is already accounted for - lines with a // in front are superseded by greater bonuses of the same type and are not included in the totals I calculated for each character.

    The extra +2 for things like Chasing Perfection is from, as noted in the parentheses, the feat Ability Enhancer. I already asked in PM, this feat is approved but only applies to enhancement bonuses. Strength bonuses also got an extra +2 each from the Horn of Gorgon optional material component, and AC boosters got an extra +2 each from Guardinal Feathers. Both of those optional material components are from Complete Champion.

    For example, Vesran's 121 AC is broken down as follows:
    10 base
    13 dex
    21 natural armor
    9 enhancement to natural armor
    4 insight
    8 armor
    6 shield
    11 deflection
    15 monk's belt
    3 morale
    8 circumstance
    3 dodge
    4 luck
    6 sacred
    Total: 121

    And an additional +1 dodge when flying

    None of those bonuses are the same type except dodge, and dodge bonuses do stack.

    His strength is:
    28 base
    +20 enhancement
    +6 untyped
    +6 sacred
    +6 untyped
    +4 morale
    Total: 70

    There are a few smaller enhancement bonuses also in effect, but they are redundant and not included in my math. The two untyped bonuses are from different sources, so they stack.
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    Pixie in the Playground
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    Default Re: Team Solars (Archiving)

    What is a Swarmstrike weapon? Source?

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    Firbolg in the Playground
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    Swarmstrike is a weapon special ability from Dungeonscape, page 40. The primary benefit of it is that the weapon deals full damage to swarms no matter what size the swarm's component creatures are and no matter what type of damage the weapon deals.

    The swarm subtype is one of the very small number of ways to have outright immunity to weapon damage, and Swarmstrike negates that.
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    Default Re: Team Solars (Archiving)

    hi douglas!
    nice post.

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    OldWizardGuy

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    Default Re: Team Solars (Archiving)

    Quote Originally Posted by douglas View Post
    Ok, equipment:

    For example, Vesran's 121 AC is broken down as follows:
    10 base
    13 dex
    21 natural armor
    9 enhancement to natural armor
    4 insight
    8 armor
    6 shield
    11 deflection
    15 monk's belt
    3 morale
    8 circumstance
    3 dodge
    4 luck
    6 sacred
    Total: 121

    And an additional +1 dodge when flying

    There are a few smaller enhancement bonuses also in effect, but they are redundant and not included in my math. The two untyped bonuses are from different sources, so they stack.
    I have a question...

    Isnít +21 natural and +9 enchantment bonus to natural the same? Iím guessing natural armor is natural armor, whether or not its luck, enchantment or circumstance... as long as its natural armor it doesnít stack!

    Also the Monks Belt doent work as you think.... I think!

    Giving a monk AC like he was 5 levels higher would make him level 23 monk... that would give him a max of +5 AC not 15... A level 20 monk gets +4 AC. Per 3.5 that is! Or is there something else I'm not seeing... possibly I would reduce his armor 23 compared to the 121, so 98 would for me be the correct number! At least how I calculate it.

    And how do you get immune to critical hits? The fortification armor enchantment or some other ability?
    Last edited by Melcar; 2013-07-05 at 02:23 PM.

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    Firbolg in the Playground
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    Quote Originally Posted by Melcar View Post
    I have a question...

    Isnít +21 natural and +9 enchantment bonus to natural the same? Iím guessing natural armor is natural armor, whether or not its luck, enchantment or circumstance... as long as its natural armor it doesnít stack!
    Nope. Think of it like the bonus you'd get from +5 full plate - the full plate itself gives +8 armor, and the +5 enhancement bonus on it improves that by 5. Here, the +21 is the base amount, corresponding to full plate's +8, and the +9 is the magical improvement to that.

    Quote Originally Posted by Melcar View Post
    Also the Monks Belt doent work as you think.... I think!

    Giving a monk AC like he was 5 levels higher would make him level 23 monk... that would give him a max of +5 AC not 15... A level 20 monk gets +4 AC. Per 3.5 that is! Or is there something else I'm not seeing... possibly I would reduce his armor 23 compared to the 121, so 98 would for me be the correct number! At least how I calculate it.
    You're forgetting that Monk AC bonus includes your wisdom ability bonus. Vesran's wisdom is 38, which gives a +14 bonus. Add +1 for the level 5 level-based component, and you get +15.

    Quote Originally Posted by Melcar View Post
    And how do you get immune to critical hits? The fortification armor enchantment or some other ability?
    Open the "The bonuses and what buffs they come from" spoiler. Critical hits are listed in the "Immunities/resistances" section, with the spells Elemental Body, Heart of Air/Water/Earth/Fire, and Stone Body noted. Elemental Body and Stone Body each individually give crit immunity, and the combination of all four Heart of X spells also gives crit immunity.
    Last edited by douglas; 2013-07-05 at 02:35 PM.
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    OldWizardGuy

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    Quote Originally Posted by douglas View Post

    You're forgetting that Monk AC bonus includes your wisdom ability bonus. Vesran's wisdom is 38, which gives a +14 bonus. Add +1 for the level 5 level-based component, and you get +15.
    Im not sure I read it like that? The AC a monk gets is up to +4 at level 20 and thats without wis. After reading about the item Monks Belt I cant find where it says it includes wisdom. It says you gain AC and Unarmed attack like a level 5 monk. I would understand that like getting only a +1 bonus. Not the wisdom to ac monk ability. But that is a difference of oppinion I guess, or how you understand the written text.

    Also if its not too much trouble, could you explane how the saves get so high? As far as I know... +4 morale plus +4 morale doean not give +8 but only +4? Why do they stack?
    Last edited by Melcar; 2013-07-05 at 03:39 PM.

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    Firbolg in the Playground
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    Quote Originally Posted by Melcar View Post
    But if he already is a level 18 monk, and already have +14.. wouldnt he just get a +1 for the belt? Because he already have +14?
    He isn't. He's a Crusader/Master of Nine. No Monk levels in there at all.

    Quote Originally Posted by Melcar View Post
    Im not sure I read it like that? The AC a monk gets is up to +4 at level 20 and thats without wis. After reading about the item Monks Belt I cant find where it says it includes wisdom. It says you gain AC and Unarmed attack like a level 5 monk. I would understand that like getting only a +1 bonus. Not the wisdom to ac monk ability. But that is a difference of oppinion I guess, or how you understand the written text.
    It doesn't need to mention the wisdom bonus. It says you get AC bonus as a level 5 monk, and a level 5 monk's AC bonus includes wisdom. Therefore you get wisdom to AC - subject to the same constraints as an actual monk, namely that you don't use armor or a shield.

    Quote Originally Posted by Melcar View Post
    Also if its not too much trouble, could you explane how the saves get so high?
    See the "The bonuses and what buffs they come from" spoiler. It's all there. In particular, the "Saves" and "Ability scores" sections. The line about getting charisma bonus to all of them from Ruin Delver's Fortune is particularly important.

    Quote Originally Posted by Melcar View Post
    As far as I know... +4 morale plus +4 morale doean not give +8 but only +4? Why do they stack?
    They don't. As noted below those spoilers, the // in front of several of those lines means the bonuses on those lines are superseded by higher bonuses of the same type from other sources and are not included in the totals. If you add up only the bonuses that do not have slashes in front, you should get the totals noted on the character sheets.
    Last edited by douglas; 2013-07-05 at 03:42 PM.
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    OldWizardGuy

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    Quote Originally Posted by douglas View Post
    He isn't. He's a Crusader/Master of Nine. No Monk levels in there at all.


    See the "The bonuses and what buffs they come from" spoiler. It's all there. In particular, the "Saves" and "Ability scores" sections. The line about getting charisma bonus to all of them from Ruin Delver's Fortune is particularly important.
    Yeah... sorry had missed that spoiler... But can you tell me how come bonusses of the same type stack?

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    Firbolg in the Playground
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    Quote Originally Posted by Melcar View Post
    Yeah... sorry had missed that spoiler... But can you tell me how come bonusses of the same type stack?
    They don't. As noted below those spoilers, the // in front of several of those lines means the bonuses on those lines are superseded by higher bonuses of the same type from other sources and are not included in the totals. If you add up only the bonuses that do not have slashes in front (and remember the base bonuses from class levels), you should get the totals noted on the character sheets.

    And see the edits I made while you were posting.
    Last edited by douglas; 2013-07-05 at 03:44 PM.
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    OldWizardGuy

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    Thanks... All that information put me off. Good job by the way. Some times the message does get a clearly throug via text as it would words!

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    The Solar Squad is the Suns elite hip hop dance and interactive team which performs at each Suns home game.

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