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Thread: Team Primeval

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    Default Team Primeval

    Disclaimer: This is not the way to normally play DnD. Every character, combination and what have you is not meant for normal play. I acknowledge the fact that nearly every single thing about the Team is overpowered. Please do not take this opportunity to discuss how broken 3.5 is.

    Full credit to Douglas for his Team Solar - it's the main inspiration for this Team. That guy is a genius.

    A few months ago, I had a brainwave to create " Team Balor ", an intended team similar to Team Solar, except evil. I challenged Douglas to a match, but he's a busy guy so it's not happened yet. After sitting around with some half completed builds and combinations, I decided to push through a complete them, then try and find a DM brave enough to run a game for them, or a PvP match for them. I got really into making them into "real" characters, detailing their lairs and general tactics. To this end I'll be posting up some NPC stuff for them in case some DM wants to challenge epic level characters.

    Enough ramble, onto the Team!

    Early in the process I realized Balors are rather sub optimal, so switched to Pit Fiends. The name was changed to Team Primeval... I also prefer Lawful Evil over all over alignments and was tossing around the idea of characters who don't view themselves as evil, eccentric enigmas of moral philosophy.

    Mechanics
    I've taken a RAI approach, and self restricted myself in the following ways:
    • No Infinite Loops
    • No Damage Immunity (This ruled out Favor of the Matyr)
    • Max 3 Dark Chaos Feat Shuffles on each character, no Shuffling feats like Familiar granted Alertness.
    • Maximum one ally (I picked an around 22 HD Dragon)


    Where there's a fuzzy rules thing, I've taken the conservative definition. (This includes Reserves of Strength). ACs start at a high value because listing out all the static AC would take too long.

    I've listed all the buffs and how my characters got to how they are in the 3rd post down. It also includes how I went about buffing my characters. Just to reiterate, I'm posting these for critique, comments, but mostly a brave DM or an opponent for PvP.

    Rai, Shadowmagus
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    Whisper Gnome Cloistered Cleric 1/Archivist 5/Shadowcrafter 1/Paragnostic Apostle 1/Shadowcraft Mage 5/Dweomerkeeper 4/Contemplative 1 (LE)
    Small Humanoid (Gnome) Small Outsider (Baatezu, Extraplanar, Evil, Lawful, Fire, Cold, Gnome)

    Speed: 30ft 150ft, Fly 415ft (Perfect), Swim 195ft, Burrow 90ft

    Init: +0 +36

    HD: 12d6+6d4+18 12d6+6d4+378
    Ba/Gpple: +9/+3 +18/Immune or +65

    AC: 11 (+1 Size) 209 (150+35 Wis+20 Dex+1 Size+3 Snowsong)
    FF: 11 176 Touch: 11 141

    Attack:

    Full Attack:

    Special: Domains (War, Knowledge, Illusion and Magic), Spontaneous Domains (Magic), Rebuke Undead +0 (+3) +13 (2nd level, 10/day 16/day), Lore +7 +18, Spells (Cleric 1st, Archivist 17th), Dark Knowledge 4/day (Puissance, Tactics), Lore Mastery (+2 Decipher Script, +2 Knowledge (The Planes)), Still Mind, Prayerbook, Cloak of Shadow 40%, Silent Illusion, Shadow Illusion, Extended Illusion, Powerful Shadow Magic +20%, Lore Advancement, Holy Texts, Knowledge is Power (Spatial Awareness), Arcane Sight, Mantle of Spells (7th or 8th Silent Image, Revivify), Supernatural Spell 1/day, Divine Health;

    Feats:
    1 Magical Training (Wizard), Arcane Disciple (Luck), Shadow Weave Magic, 2 Scribe Scroll (B), 3 Piercing Cold, Iron Will (B), 6 Tenacious Magic (B), Insidious Magic (B), Pernicious Magic (B), Spell Focus (Illusion), 9 Reserves of Strength, 12 Elder Giant Magic, 15 Heighten Spell, 18 Earth Sense, War Domain: Proficiency and Focus DCFS’d for Earth Spell and Divine Metamagic (Heighten Spell), Power Attack, Blind fight, Improved Initiative

    Flaws: Noncombatant, Pathetic Charisma

    Skills: (Tome of +4 Int used at level 16)
    Tumble 4 +4 +24, Balance 5 +5 +25, The Planes 8 +18 +38, Geography 8 +16 +36, Dungeoneering 8 +16 +36, Speak Language 3 All, Hide 16 +24 +38, Bluff 16 +14 +25, Arcana 10 +18 +38, Religion 21 +19 +49, Concentration 21 +23 +42, Spellcraft 21 +31 +41 (+46 when Identifying spells being cast), Diplomacy 21 +21 +30, Move Silently 8 +12 +28, Intimidate 0 +0 +22, Sleight of Hand 0 +2 +22,

    Abilities: Str 6, Dex 10, Con 14, Int 26, Wis 20 (+6 Enhancement = 26), Cha 6 (+6 enhancement = 12) (Two Tomes, +4 Int @15th level, +4 Wis)
    Str 117, Dex 51, Con 53, Int 42, Wis 80, Cha 32
    Saves: Fort 11 +13, Ref 2 +2, Will 16 +23 Fort 11 +60, Ref 2 +55, Will 16 +81
    Spells per day: 4/8/8/8/8/7/7/6/5/3 Archivist, 3/5 Cleric

    Gear: Reliquary Holy Symbol, Nightstick, Extract Gift twice for +6 Cha and +6 Wisdom (Duplicated via Miracle)

    Prayerbook:
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    0th: Silent Image
    1st: Camoflauge (Drd 1), Crabwalk (Rgr 1), Hawkeye (Drd 1), Rapid Burrowing (Drd 1), Snowsight (Drd 1), Primal Hunter (Rgr 1), Hidden Ward (Dgb FS 1), Lightfoot (Rgr), Remove Paralysis (Hlr), Lesser Restoration (Pal), Improvisation (Brd), Protection from Good/Evil/Chaos/Law*, Endure Elements*, Shield of Faith*, Wings of the Sea*, Conviction*, Faith Healing*

    2nd: Earthen Grace (Drd), Nature's Favor (Drd), Grace*, War Cry (Brd), Primal Instinct (Rgr), Death Kneel*, Cloud Wings (Drd), Burrow (Drd), Divine Insight*, Lesser Frostburn*, Hold Animal (Drd), Sonorous Hum (Brd), Reduce Animal (Drd), Mass Snake's Swiftness (Drd), Zone of Glacial Cold (Drd), Fell the Greatest Foe (Pal), Lion's Charge (Pal), Clairaudience/Clairvoyance (Drow), Augury (Oracle), Remove Disease (NH), Neutralize Poison (NH), Lesser Celerity (Wiz)

    3rd: Mass Align Weapon*, Animate Dead*, Tongues (Cloistered Clr), Possess Animal (Malar Ini), Lesser Geas (Brd), Charm Monster (Brd), Infernal Therondy (Brd), Hymn of Praise (Brd), Arcane Sight (Bardic Sage), Nature's Balance (Drd), Mass Resist Energy (Drd), Dominate Animal (Drd), Evard's Menacing Tentacles (Drd), Lesser Spellsong (Elistaree Ini), Magic Circle against Chaos/Good*, Speak with Dead (Pact), Freedom of Movement (NH), Dimensional Anchor (Portal), Divination (Oracle), Suggestion (Charm), Frostball (Wiz), Righteous Fury (Pal), Ferocity of Sanguine Rage (Wiz), Wounding Whispers (Brd), Dragonsight (Wiz)

    4th: Panacea*, Consumptive Field*, Sheltered Vitality*, Recitation*, Divine Power, Imbue with Spell Ability, Dismissal, Mark of the Enlightened Soul, Touch of the Blackened Soul, Animate Legion, Detect Scrying (Cloistered Clr), Favor of the Matyr (Illmater Ini), Break Enchantment (Brd), Dominate Person (Brd), Sirine's Grace (Brd), Hold monster (Brd), Greater Mirror Image (Brd), Analyze Dweomerizer (Bardic Sage), Essence of the Raptor (Drd), Arc of Lightning (Drd), Primal Senses (Drd), Primal Speed (Rgr), Locate Creature (Urban Ranger), Sacred Haven (Pal), Lawful Sword (Pal), Restoration (Pal), Fracturing Weapon (Pal), Shadow Conjuration (Wiz), Celerity (Wiz), Modify Memory (Mentalism), Scrying (Oracle), Cure Critical Wounds (Hlr)

    5th: Divine Agility*, Revivify*, Zone of Revelation *, Incorpereal Nova*, Slay Living, Atonement, Unhallow, Hallow, Plane Shift, Righteous Might, True Seeing, Battletide (Bane Ini), Greater Dispel Magic (Brd), Greater Heroism (Brd), Contact other Plane (Bardic Sage), Greater Scrying (Bardic Sage), Cold Snap (Drd), Freeze (Drd), Mantle of the Icy Soul (Drd), Baleful Polymorph (Drd), Banishment (Gatekeeper Ini), Lesser Planar Binding (Wiz), Teleport (Wiz), Wall of Ice (Cold), Wall of Force (Force), Raise Dead (Hlr), Commune (Oracle), Dragonsight (Wiz), Spell Resistance, Owl's Insight (Drd),

    6th: Ghost Trap*, Revive Outsider*, Planar Ally*, Heal*, Create Undead, Forbiddance, Visions of the Future, Mass Frostburn, Snowsong (Brd), Empyreal Ectasy (Brd), Nixie's Grace (Brd), Algid Enhancement, Desecrate battlefield, Spellsong (Elistaree Ini), Dimensional Lock (Gatekeeper Ini), Disintigrate (Wiz), Planar Binding (Wiz), Starmantle (Wiz), Ruby Ray of Reversal (Wiz), Revive Undead (Wiz), Antimagic Field (Magic), Banishment (Balance), Awaken Undead (Deathbound), Greater Restoration (Hlr), Regenerate (Hlr), Spellmantle (Mystra Ini), Globe of Invulnerability (Wiz)

    7th: Greater Consumpitve Field*, Holy Transformation*, Holy Star*, Greater Planeshift*, Blasphemy*, Dictum*, Destruction, Greater Aura of Cold, Finger of Death (Undying Fate Ini), Greater Shield of Lathander (Lathander Ini), Aura of Vitality (Drd), Antimagic Ray (Wiz), As the Frost (Wiz), Word of Balance (Balance), Forcecage (Force), Antipathy (Mentalism),

    8th: Greater Spell Immunity*, Unholy Aura*, Fimbulwinter (Drd), Frostfell (Drd), Greater Teleport (Travel), True Domination (Domination), Simularcum (Envy), Screen (Illusion), Discern Location (Oracle), Mass Heal (Hlr), Foresight (Time), Surelife (Repose), Necrotic Empowerment (Clr), Master of the Sky (Sky),

    9th: Gate*, True Reserection*, Miracle, Greater Aspect of the Deity (Herald/Apostle of Peace), Shapechange (Drd), Nature's Avatar (Drd), Freedom (Wiz), Disjunction (Wiz), Effulgent Eppuration (Wiz), Unbinding (Wiz), Time Stop (Trickery), Power Word Kill (War), Monstrous Thrall (Domination), Choose Destiny (Destiny), Undermaster (Drd)

    Spells marked with an * are those gained from level up/starting play.


    Main Points
    -Rai's spells are incredibly hard to detect, due to the Shadow Adept feats. DC 100+ Caster level checks. Also his spells are very hard to dispel, normally with DCs above 40 for "normal spells" and 120+ for high level spells.
    -Shadowcraft mage lets him flexibly cast any sorcerer/wizard spells of Evocation, Conjuration (Creation) and Conjuration (Summoning), combined with Divine Metamagic (Heighten) and Earth Spell he can mimick any spell from most of his slots, including 0th, and gain a caster level boost from Earth Spell.
    -Rai's spells are often 120% real or so, so if targets succeed to disbelief they'll take additional damage.
    -I've used Magic Training to qualify for Dweomerkeeper, then taken it one step further by taking Arcane Disciple (Luck), putting Miracle on my Sorcerer/Wizard list.
    -Piercing Cold lets him bypass cold immunity, to be combined with his 120% real spells and Reserves of Strength lets him deal lots of damage if he wishes.
    -Supernatural spell has allowed him to create the magical items for the party for free, including weapons and secondary items.
    -Using spells from many lists, Rai contributes with more esoteric spells to aid the party.



    //Background

    Fatemagus
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    Silverbrow Human Conjurer 5/Incantrix 10/Master Conjurer 1/Archmage 1/Mindbender 1 (LE)
    Medium Humanoid (Dragonblood, Human) Medium Outsider (Baatezu, Extraplanar, Evil, Lawful, Fire, Cold)

    Speed: 30ft 150ft, Fly 415ft (Perfect), Swim 195ft, Burrow 90ft

    Init: +3 +35

    HD: 18d4+18 18d4+414+18
    Ba/Gpple: +9/+3 +18/Immune or +73

    AC: 203 (150+22 Dexterity+31 Wisdom) 203 near Rai
    FF: 11 171 Touch: 14 135

    Attack: +13 Light Crossbow ranged d6 +87 ranged d6+20 or +115 melee touch elven courtblade 1d8+127 plus 1d6 sonic, +2d6 unholy, Unarmed Strike
    Full Attack: +13/+8 ranged d6 +85/+85/+80/+75/+70 ranged d6+20 each or +115/+115/+110/+105/+100 melee touch elven courtblade 1d8+127 each with +1d6 sonic, +2d6 unholy, Unarmed Strike

    Special: Abrupt Jaunt 8/day 16/day, Specialist Conjurer, Prohibited Schools: Enchantment and Evocation, Co-operative Metamagic 11/day 19/day, Metamagic Effect 11/day 19/day, Instant Metamagic 2/day, Snatch Spell, Metamagic Spell Trigger, Seize Concentration, Focused Studies (Necromancy), Bonus Metamagic feats (5), Miracle 2/day, Telepathy 100ft, Featherfall 4/day, Destiny Domain granted power.

    Feats: 1 Arcane Disciple (Luck), Aid Spellcaster, Spell Focus (Divination), Spell Focus (Conjuration), 3 Reach Spell, Iron Will (B), 6 Twin Spell, Chain Spell (B), 9 Extend Spell, Empower Spell (B), 12 Maximize Spell (B), Martial Study (Wall of Blades), 15 Martial Study (Iron Heart Surge), 16 Skill Focus (Spellcraft) (B), 18 Mindsight, DCFS Scribe Scroll for Spell Reprieve (Charm Person) at 17th level, DCFS War Domain Proficiency for Persist Spell (B) and Focus for Spell Reprieve (Miracle) at 16th Level. Power Attack, Blind Fight, Improved Toughness

    Flaws: Noncombatant, Weak Will

    Skills: Knowledge Arcana 21 +29 +49, Spellcraft 21 +31 +41 (+46 to ID spells), Concentration 21 +22 +44, Religion 11 +19 +39, Martial Lore 10 +18 +26, Sense Motive 4 +5 +35, Bluff 4 +4 +15, Sense Motive 4 +4 +35, Iaijitsu Focus 9 +9 +20, Diplomacy 4 +4 +15, Intimidate 4 +4 +15

    Abilities: Str 8, Dex 14, Con 12, Int 26, Wis 12, Cha 10
    Str 121, Dex 55, Con 57, Int 42, Wis 72, Cha 36
    Saves: Fort 4 +5 Ref 4 +6 Will 17 +17 Fort 4 +57, Ref 4 +61, Will 17 +77

    //Spellbook

    Mechanics
    -Fatemagus, being of the Dragonblood subtype, gets additional benefit from some spells, which, due to the buffing method, boost the whole party.
    -Incantatrix is needed for the buffing procedure.
    -In addition to putting Miracle on my spell list using Arcane Disciple, I made it a Spell Like ability 2/day using Archmage. Fatemagus commonly duplicates himself with Body outside Body. Now, look at Body outside Body. See how it's a 7th level Wu Jen spell? Now look at Miracle. Back at Body outside Body. Look on as Fatemagus breaks the game. More on this later.
    -He has Iron Heart Surge and Wall of Blades for added versatility, and more importantly, so do his clones.
    -Abrupt Jaunt and Feather fall enhance him and his clones.
    -Dragonblood subtype also means that clones duplicating the spell Wings of Cover cover the whole party.
    -I took the Destiny Domain granted power, letting clones grant re-rolls to d20 rolls.
    -Spellcaster Support (Dr 318, OA Update) lets him boost another caster's caster level by 1. Consulting the Rules compendium informs me that multiple aid anothers stack - I limited myself to 8 aiders, the ammount that can surround the caster.



    *//Background
    Last edited by Cadian 9th; 2011-06-02 at 08:58 PM.
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    Default Re: Team Primeval

    And now for 3 more:

    Sariss, Eldritch Knight
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    Lesser Tiefling Monk 1/Wizard 5/Paragnostic Apostle 2/Spellguard of Silverymoon 5/Abjurant Champion 5
    Medium Humanoid (Planetouched, Human) Medium Outsider (Baatezu, Extraplanar, Evil, Lawful, Fire, Cold)

    Speed: 40ft 160ft, Fly 425ft (Perfect), Swim 205ft, Burrow 100ft

    Init: +7 +33

    HD: 10d4+3d8+5d10+18 10d4+3d8+5d10+414 and THP

    Ba/Gpple: +11/+11 +18/+71 and Immune

    AC: 14 (+1 Size, +3 dex) 204 (150+22 Dexterity+31 Wisdom+1 Intrinsic), 204 within 10ft of Rai
    FF: 11 172 Touch: 14 136

    Attack: Large Heavy Platinum +1 Aptitude Elven Courtblade +20 melee for 4d6-2 damage, 18-20/x2 crit. Medium Sized Heavy Platinum +1 Aptitude Elven Courtblade +120 melee touch for 6d6+134+1d6 Cold+1d6 Electricity 15-20/x2 auto confirm.

    Full Attack: Medium Heavy Platinum +1 Aptitude Elven Courtblade +18/+18/+13/+8/+3 melee for 3d6-2 damage, 18-20/x2 crit. Medium Sized Heavy Platinum +1 Aptitude Elven Courtblade +118/+118/+113/+108/+103 melee touch for 6d6+134+2d6 energy each 15-20/x2 auto confirm and Kick +118 melee touch 12d6+78+2d6 energy 19-20/x2

    Special: AC Bonus, Flurry of Blows, Fast Movement +10ft, Bonus feats, Abrupt Jaunt 9/day 17/day, Bonus Feat, Specialized Conjurer, Banned: Necromancy and Enchantment, Abjurant Armor +5, Swift Abjuration, Extended Abjuration, Martial Arcanist (CL 16th 18th), Arcane Boost, Lore +10 +19, Knowledge is Power (Mind over Matter, Manifest Ethos), Selective Spell (Multiple types, Int/day), Spellguard, Spell Power +1,

    1 Power Attack (B), Improved Unarmed Strike (B), Combat Casting, Carmendine Monk, 2 Augment Summoning (B) DCFS'd for Quicken Spell, 3 Arcane Disciple (Luck), 6 Spell Mastery (B), Leap Attack, 9 Sun School, 10 Selective Spell (B), 12 Repeat Spell (B), Snap Kick, 15 Signature Spell (Miracle), 18 Metamagic School Focus (Conjuration), Blindfight, Improved Sunder

    Flaws: Shaky, Innatentive

    Skills: Jump 21 +26 +185, Spellcraft 21 +30 +42, Concentration 21 +22 +44, Tumble 21 +26 +60, Martial Lore 3 +12 +25, Spot 10 +7 +64, Iaijitsu Focus 10 +9 +20, Sense Motive 6 +7 +37, Listen 2 -1 +37, Balance 5 +8 +29, Move Silently 4 +7 +26, Diplomacy 0 +1 +12, Intimidate 0 +1 +12

    Abilities: Str 8, Dex 16, Con 12, Int 28, Wis 12, Cha 8
    Str 121, Dex 55, Con 57, Int 44, Wis 72, Cha 34
    Saves: Fort 5 +6 Ref 5 +8 Will 17 +18 Fort 5 +57 Ref 8 +59 Will 13 +73

    Mechanics
    -Uses Dimension Jumper, Dimension Door, and friendly teleports to make a flurry of attacks via Sun School. I took Snap Kick to take it further. Well worth the monk dip, I think.
    -Spellguard is handy for making defences (such as a Teleport Cage), and also getting that initial Shapechange out.
    -Abjurant Champion and Paragnostic Apostle combine for a +7 Armor bonus on Armor spells and a +5 bonus to shield bonus, as well as swift/extended abjuration and a boost to speed from spells.
    -Abrupt Jaunt gets even better than it is since he attacks twice each time he teleports.
    -I required Signature spell to be able to squeeze off multiple miracles a day.
    -The old leap attack, huge two handed weapon combo lets him function nicely as a "gish".



    Lysander, Archmagus
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    Changeling Wizard 5/Paragnostic Apostle 2/ Spellguard of Silverymoon 5/Loremaster 1/Recaster 5 (LE)
    Medium Outsider (Native) Medium Outsider (Baatezu, Extraplanar, Evil, Lawful, Fire, Cold)

    Speed: 30ft 150ft, Fly 415ft (Perfect), Swim 195ft, Burrow 90ft

    Init: +0 +38

    HD: 18d4+36 18d4+414

    Ba/Gpple: +9/+9 +18/+73 and Immune

    AC: 12 (+2 Dex) 204 (150+32 Wisdom+22 Dexterity)
    FF: 24 172 Touch: 26 136

    Attack:
    Full Attack:

    Special: Battle Domain, Combat Wizard variant, Drakken Familiar, Knowledge is Power (Spatial Awareness, Manifest Ethos (Evil)), Lore 2, Holy Texts, Selective Spell (Multiple types, Int mod/day), Spellguard, Spell power +1, Bonus Metamagic feats, Metamorphic Spell (Components, Still Silent 5/day, Time Quicken 3/day, Space 5/day), Expanded Spell Knowledge (Unholy Beast, Wings of Cover), Instant Metamagic (Empower, Maximize 5/day), Secret (Bonus Feat)

    Feats: 1 Combat Casting, Practiced Spellcaster (Wizard), Maximize Spell, Scribe Scroll (B), 3 Arcane Disciple (Luck), Iron Will (B), Skill Focus (Knowledge: Religion) (B), 5 Empower Spell (B), 6 Quicken Spell, 9 Ocular Spell (B), Reserves of Strength, 11 Delay Spell (B), 12 Spell Mastery, 15 Uncanny Forethought, 18 Spell Linked Familiar, Power Attack, Blind Fight, Improved Initiative

    Flaws: Inattentive, Noncombatant

    Skills: Spellcraft 21 +31 +41 (+5 to ID Spells), Knowledge (Arcana) 21 +29 +49, Knowledge (Religion) 8 +16 +36, Knowledge (Geography) 5 +13 +33, Bluff 5 +7 +17, Diplomacy 10 +12+24, Concentration 21 +21 +44, Spot 21 +23 +82, Sense Motive 0 +4 +32, Intimidate 0 +4 +14, Sleight of Hand 0 +2 +24

    Skill Tricks: 1

    Abilities: Str 8, Dex 10, Con 10, Int 26, Wis 14, Cha 10,
    Str 121, Dex 55, Con 57, Int 42, Wis 74, Cha 36
    Saves: Fort 3 +3, Ref 3 +3, Will 17 +19 Fort 3 +56, Ref 3 +60, Will 15 +77

    Mechanics
    -Mastery of Magic, apparently.
    -Full caster caster, not like Sariss. Uses Recaster to alter his spells as well as spellguard to acheive fine control over his spells and who they affect.
    -Reserves of Strength lets Lysander get higher level spells into his familiar, and other benefits.
    -His Familiar, a Raven, has the Dragonblood subtype, meaning that when it uses Wings of Cover, it covers nearly the whole party.
    -I picked the Battle Domain, rather than specializing.



    Horus, Crusader
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    Human Cloistered Cleric 1/Crusader 5/Ur Priest 1/Ruby Knight Vindicator 10/Hierophant 1
    Medium Humanoid (Human) Medium Outsider (Baatezu, Extraplanar, Evil, Lawful, Fire, Cold)

    Speed: 30ft 150ft, Fly 415ft (Perfect), Swim 195ft, Burrow 90ft

    Init: +2 +33

    HD: 12d8+5d10+1d6-18 1d6+12d8+5d10+414

    Ba/Gpple: +17/+17 +18/+73 and Immune

    AC: 9 (-1 Dex) 207 (150+22 Dex+35 Wis)
    FF: 16 175 Touch: 10 139

    Attack: +1 Intercepting Valorous large heavy elven thinblade +18 melee (3d6+1 18-20/x2) +120 melee touch (4d6+107+2d6 energy 15-20/x2 Auto confirm) or +1 Intercepting valorous large heavy lance +18 melee (3d6+1 20/x3) +120 melee touch (4d6+107+2d6 energy 19-20/x3 Auto confirm)

    Full Attack: Blade +18/+13/+8/+3 melee (3d6+1 18-20/x2) [color="blue"]+120/+120/+115/+110/+105 melee touch (4d6+107+2d6 Energy 15-20/x2 Auto confirm) or Lance +18/+13/+8/+3 (3d6+1 20/x3)+120/+120/+115/+110/+105 melee touch (4d6+107+2d6 Energy 19-20/x3 Autoconfirm)

    Unarmed: +120 melee touch (12d6+107+2d6 energy 19-20/x2 Auto Confirm)
    Lance Charge: +122 melee touch (16d6+536+2d6 energy, 19-20/x3 Auto Confirm)
    Divine Might, Full Power: +104 melee touch (16d6+764+2d6 Energy 19-20/x3 Auto Confirm)

    Special: Domains (Knowledge, Trickery and Undeath), Steely Resolve 20, Furious Counterstrike, Zealous Surge, Indomitable Soul, Spellcasting (Ur Priest 9th,Caster level 14th), Rebuke Undead (1st level, 11/day), Divine Reach

    Feats: Iron Will (B), Spell Focus (Evil), Mounted Combat, Ride by Attack, Spirited Charge, Trample, Quicken Spell, Divine Metamagic (Quicken Spell), Practiced Spellcaster (Ur-Priest), Divine Might, Blind Fight, Cavalry Charger, Power Attack

    Flaws: Weak Will, Shaky

    Skills:
    Bluff 6 +14 +25, Knowledge (The Planes) 5 +6 +26, Knowledge (Arcana) 5 +6 +26, Hide 4 +3 +24, Intimidate 16 +24 +35, Ride 21 +20 +43, Spellcraft 21 +22+32, Knowledge (Religion) 21 +22 +42, Concentration 20 +19 +43,

    Abilities: Str 10, Dex 8, Con 8, Int 12, Wis 20, Cha 26
    Str 121, Dex 55, Con 57, Int 28, Wis 80, Cha 52
    Saves: Fort 9 +8, Ref 6 +5, Will 14 +26 Fort 9 +70, Ref 6 +71, Will 14 +86

    Mechanics
    -Combining Crusader, Ur Priest and Ruby Knight Vindicator. Notice how Ur Priest doesn't say you can't have a patron diety, and I've lost the Cleric casting. This is a high powered combo that gets full manuvers and full spellcasting, as well as good base attack and class features.
    -Divine Metamagic quicken and Divine Impetous from RKV lets him get a spell off AND use divine might.
    -A level of Hierophant is normally suboptimal since it doesn't progress spellcasting, however I had reached 9th level spells in Ur Priest anyway, so Divine Reach was a welcome addition for the Dragon knight.
    -Utilitizes lance charges for massive damage. He rides Saphiron, the dragon.
    -I missed out on 9th level maneuvers, but I'm not too bothered.



    //Background
    Last edited by Cadian 9th; 2011-06-02 at 07:39 PM.
    Awesome Avatar by Lord Fullbladder, Master of Goblins!

    Retired from active duty

    It means I am rarely on this site anymore. It's been an honor serving with you all.


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    Default Re: Team Primeval

    And for a few more....

    Lorthos, Warblade
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    Lesser Tiefling Rogue 1/Warblade 1/Rogue 1/Warblade 15
    Medium Humanoid (Human, Planetouched) Medium Outsider (Baatezu, Extraplanar, Evil, Lawful, Fire, Cold)

    Speed: 30ft 150ft, Fly 415ft (Perfect), Swim 195ft, Burrow 90ft

    Init: +2 +34

    HD: 16d12+2d6-18 16d12+2d6+414

    Ba/Gpple: +17/+19 +18/+68

    AC: 11 (+1 Dexterity) 204 (150+22 Dex+32 Wisdom)
    FF: 10 172 Touch: 11 136

    Attack: +1 Intercepting Aptitude Heavy Large greatsword +21 melee (4d6+4 19-20/x2) +121 melee touch (6d6+134+2d6 energy 17-20/x2 Auto Confirm) or Armor spikes +20 melee (d6+1 20/x2 Auto confirm) +121 melee touch (d8+79+2d6 energy 19-20/x2 Auto confirm) either and Unarmed Strike +19 melee (-2 on both if used) (d3+1 20/x2) +120 melee touch (-2 on both if used) (12d6+79+2d6 energy 19-20/x2 Autoconfirm)

    Full Attack: Greatsword +19/+14/+9/+4 melee (4d6+4 19-20/x2) and Spikes +18/+13 (d6+1 20/x2) and Unarmed strike +15 melee (d3+1 20/x2) +117/+117/+112/+107/+102 melee touch (6d6+134+2d6 energy 17-20/x2 Auto Confirm) and +117/+112 melee touch (d8+79+2d6 energy 19-20/x2 Auto Confirm) and +116 melee touch (12d6+79+2d6 energy 19-20/x2 Auto Confirm) or Greatsword +19/+14/+9/+4 melee (4d6+4 19-20/x2) and Unarmed Strikes +15/+15/+10 melee (d3+1 20/x2) +117/+117/+112/+107/+102 melee touch (6d6+134+2d6 Energy 17-20/x2 Auto Confirm) and +116/+116/+111 melee touch (12d6+79+2d6 energy 19-20/x2 Auto confirm)

    Special:
    Weapon Aptitude, Battle Clarity (Max 17), Uncanny Dodge, Battle Ardor (+Int to confirm critical hits), Improved Uncanny Dodge, Battle Cunning (+Int as Insight to damage vs Flanked or FF foes), Bonus feats, Battle Skill (+Int as insight on specific opposed checks), Battle Mastery (+int on attack and damage on AOO), Evasion, Trapfinding

    Feats:
    1 Power Attack (B), Improved Unarmed Strike, Stand Still, Two Weapon Fighting, 3 Weapon Focus (Spiked Shield), Weapon Focus (Spiked Armor) (B), 6 Hold the Line, 9 Close Quarters Fighting, 12 Improved Two Weapon Fighting, 15 Double Hit, 18 Snap Kick, Warblade 5: Combat Reflexes (B), Warblade 9: DCFS’d for Robilar’s Gambit, Warblade 13: DCFS’d for Leap Attack, Human: DCFS’d for Blood Spiked Charger. Blind Fight, Battle Jump

    Flaws: Shaky, Poor Reflexes

    Skills: Balance 5 +9 +29, Bluff 10 +10 +21, Concentration 21 +20 +44, Diplomacy 21 +23 +34, Disable Device 6 +15 +25, Iaijitsu Focus 10 +8 +19, Jump 21 +23 +119
    , Open Lock 6 +8 +28, Search 6 +15 +25, +35 to find traps, Sleight of hand 21 +23 +45, Sense Motive 5 +7 +37, Tumble 21 +25 +60, Use Magic Device 21 +19+30
    Skill Tricks: 3

    Abilities: Str 14 Dex 14 Con 8 Int 28 Wis 14 Cha 6
    Str 121, Dex 55, Con 57, Int 44, Wis 74, Cha 32
    Saves: Fort 10 +9, Ref 8 +16, Will 5 +7 Fort 10 +61, Ref 8 +76, Will 5 +65

    Mechanics
    -Praetorian, adept at battle control, especially in close conditions.
    -He gets AOOs for nearly anything, and +Int on attack and damage for those, in addition to hitting twice with Double Hit, then kicking them really hard afterwards.
    -If you charge him, you'll normally cop 12 attacks of opportunity, plus 3 for every attack you make if you make a full attack after the charge, One of which deals double damage.
    -Maneuvers and Stances.
    -He uses leap attack and blood spiked charger (Aptituded the Spiked Shield benefit to his courtblade) to deal huge damage.


    //Background

    Saphiron, Dragon
    Spoiler
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    Huge Dragon (Extraplanar) AL NE
    Huge Dragon (Extraplanar, Evil, Lawful, Fire, Cold)

    Speed: 60ft, Fly 150ft (Poor) 150ft, Fly 415ft (Perfect), Swim 195ft, Burrow 90ft

    Init: +0 +12

    HD: 23d12+115 23d12+506

    Ba/Gpple: +23/+42 +23/+87

    AC: 30 (+0 Dexterity, -2 Size, +22 Natural) 197 (150+14 Dex+36 Wisdom-1 Natural-2 Size)
    FF: 30 173 Touch: 8 130

    Attack:

    Full Attack:

    Special:
    Breath Weapon (12d8 Force Damage, Reflex Half DC 28 DC 40) or Will Sapping gas (Crushing Despair, Will Neg DC 28 DC 40), Force Resistance, Strength of Will, Freedom of Movement, DR 10/Magic, Otilukes Resilient Sphere 1/day, SR 22 102

    Feats:

    Flaws:

    Skills:

    Abilities: Str 38 (+5 Wish) Dex 10, Con 24 (+3 Wish) Int 20 Wis 22 (+1 Wish) Cha 20
    Str 122, Dex 38, Con 54, Int 36, Wis 82, Cha 46
    Saves: Fort 13 +18, Ref 13 +13, Will 13 +19 Fort 13 +70, Ref 13 +67, Will 13 +84

    Mechanics



    Saphiron's Skills and Feats are left blank because the DM gets to decide that.

    Buffing Procedure:
    Spoiler
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    First, Sariss prepares spells. Fatemagus then uses a Divine Insight spell cast by Rai from a spell storing ring, gaining a +15 bonus on his next Spellcraft check. Sariss casts his Shapechange spell, which is then boosted by Fatemagus with the Chain Spell and Reach Spell metamagic. He meets the Spellcraft DC by taking 10. With the whole party receiving shapechange at caster level 17 Base+1 Mind over Matter +1 Spell Power+1 Ioun Stone (Total 20), Any forms needed for buffing are available.

    All party members shapechange into a symbiont, he casts Bear’s Endurance, followed by Suffer the Flesh for 10 con damage. As a symbiont, Fatemagus uses his Miracle ability once to cast Body Outside body, duplicating himself thrice. Each duplicate casts Miracle to cast Necrotic Empowerment, paying 5000xp to avoid the focus requirement and to allow it to last for 1 hour. This is a lesser effect than, for example, raising all of the caster's allies to swing the tide of a battle (The equivalent of a Revivify with the reach and chain spell metamagic applied, either cast many times or boosted by the Twin Spell and Split Ray metamagic feats, an ad hoc boost in the form of being able to target allies fallen in the past day, making it roughly a 15th or 20th level spell or multiple 15th level spells). Due to the share spell like ability function of
    a symbiont, this is shared with all 6 characters. Each duplicate then bows, and stays to provide metamagic for Sariss in his buff phase.

    After that, Sariss casts Create Magic Tatoo (+1 Caster Level usage), Touch of the Enlightened Soul and Touch of the Blackened Soul. Finally, he spontaneously casts Miracle to duplicate Owl’s Insight, boosting his caster level with a Spell Enhancer, Mystic Surge and Mind over Matter, aided by Fatemagus, for a total of 17 Base+1 Ioun Stone+1 Create Magic Tatoo+2 Spell Enhancer+1 Mystic Surge+1 Mind over Matter+1 Aid Spellcaster+5 Suffer the Flesh+2 Hero’s Tears component+1 Spell Power (Total 32, for +16).

    Now each other caster in the party has a +8 enhancement bonus to Intelligence, +24 enhancement and insight bonus to Wisdom, they prepare spells.
    Rai: +5/+4/+4/+4/+4/+3/+3/+3/+3 total 4/10/9/9/9/9/8/7/6/5
    Lysander: +3/+3/+3/+3/+2/+2/+2/+2/+1 total 5/8/8/8/8/7/7/6/5/3
    Fatemagus: +3/+3/+3/+3/+2/+2/+2/+2/+1 total 5/8/8/8/8/6/7/7/6/3
    Horus: +5/+4/+4/+4/+4/+3/+3/+3/+3 total 6/10/8/8/8/8/6/5/4/3
    Sariss: 5/8/8-2/8/8-3/7-1/7/6/5/3-3

    Next, the party goes into full buffing, everyone activating a bead of Karma. Rai casts Sonorous Hum for Harmonic Chorus, then Infernal Therondy. Fatemagus uses his Miracle spell-like ability to cast Body out Side body, (so not gaining the caster level bonuses and one use effects), which creates 3 Duplicates. Fatemagus uses Miracle to duplicate Body outside Body at caster level 18+1 Ioun Stone+5 Suffer the Flesh+1 Create Magic Tatoo+4 Bead of Karma+4 Songs+2 Spell Enhancer (Still shared from the last Owl’s Insight casting)+1 Mystic Surge (Still Shared). This creates 6 duplicates of Fatemagus, all of which are sticking around all day, thanks to the prior duplicates providing a cooperative metamagic (Persist, DC 60, met by them casting Miracle to duplicate Surge of Fortune (Clr 5), and Divine Insight (Clr 4), giving them a bonus of 20+21 Ranks+8 Inteligence+3 Skill Focus+15 Divine Insight.)

    All Duplicates will either be readying actions to Aid Spellcaster, using the Aid Another action, or boosting a spell with Cooperative Metamagic or Metamagic Effect. 34 Cultists are ready for their part, now arrayed in the temple. Horus casts polymorph on all of them, as reach, twin and chain are added by a clone. They then all polymorph into wolves.

    Now, Rai casts Silent Image, Heightened to (10th) with Earth Spell and Divine Metamagic, to Duplicate Miracle, which duplicates Greater Consumptive Field, Aided by 8 clones and the Magus himself, adding a Hero’s Tears component, 3 rounds of casting time for Elder Giant Magic, +1 from Mind over Body, he drains the life of X Cultists who all are willing targets, level 1 NPCs. The caster level for this spell is 17 Base+1 Ioun Stone+8 Aid Spellcaster+3 Elder Giant Magic+1 Death Kneel (Celerity, immediately before hand)+1 Mystic Surge+4 Songs+2 Spell Enhancer+1 Evil Domain+5 Suffer the Flesh+9 Earth Spell+2 Hero’s Tears+4 Bead of Karma+4 Ankh of Ascension+1 Nature Holy Symbol+2 Talon of Elhonna+1 Create Magic Tatoo. (Total 66). This gives him a +33 caster level boost.

    Horus reacts quickly, having readied an action to cast Revivify, which has the additional component of a Unicorn Horn. With a Chain and Twin boost from Fatemagus, this is enough to raise all of the dead cultists. Who said being evil was about being horrid, anyway? We’re altruists.

    With an Immense caster level boost (+33), Rai begins casting in earnest. He alternates between spending rebuke attempts to power Divine Metamagic: Heighten and using Residual Magic’s benefit to gain the highest caster level for the important buffs. Such as Algid Enhancement (CL 87 from 17 base+1 Ioun Stone+1 CMT+4 Bead+9 Earth Spell+5 StF+4 Songs+33 Consumptive Field+1 DK+8 Aid Spellcaster+2 Hero’s Tears+2 Spell Enhancer), Owl’s Insight (Same as Algid Enhancement+4 Ankh of Ascension+1 Mystic Surge+1 Domain+3 Elder Giant Magic, total CL 96), Ferocity of Sanguine Rage (CL 80, Same as
    Algid Enhancement-9 Earth Spell-2 Hero’s Tears+1 Mystic Surge+3 Elder Giant Magic), Spell Resistance (Same as Algid Enhancement+3 Giant Magic), Dragonsight (Same as Algid Enhancement-2 Hero’s Tears-8 Earth Spell+3 Giant Magic, total 80), Spell Immunity (Same as Dragonsight), Nature’s Avatar (as Algid Enhancement-9 Earth Spell-2 Hero’s Tears+3 Giant Magic+2 Talon of Elhonna+1 Holy Symbol+1 Domain, total 82, adding a Guardianal Feather component)) (Cast on self, Rod of Silent and Still) and finally Improvisation (As Algid Enhancement, -9 Earth Spell, -2 Hero’s Tears+3 Elder Giant Magic+1 Mystic Surge, total 80)

    This set of buffs are all only detectable by divinations on a DC 11+CL check by weave users, and have a dispel DC of CL+4, with an additional +5 for a weave user. The benefits granted by these spells are as follows:
    +3 Dodge Bonus to AC
    +1 on Attack rolls
    +1 on Reflex saves
    Extra attack on a full round action with one weapon the creature is holding
    +30 enhancement bonus to speed
    80d8 THP, Maximized by Fatemagus, 640 THP.
    +10 Morale bonus on Attack Rolls
    +10 Morale bonus on Damage Rolls
    +40 Morale bonus on Melee damage rolls
    +30 Enhancement bonus on Attack Rolls
    +31 bonus on saves against fire effects
    +30 deflection bonus to AC
    1d8+29, maximized by Fatemagus, for 37 THP
    SR 102
    See 4 times as far as a human in LLV, only half the usual penalty due to distance on spot checks
    Blindsense 400ft
    Darkvision 800ft
    Spell Immunity: 20 Spells of 8th level or lower
    +48 Insight bonus to Wisdom
    Pool of 160 points of luck bonus, of which only 40 can be applied to a single roll.

    On Metamagic and the possibility of running out of free metamagic:
    Each Duplicate will duplicate himself. Thanks to their caster level, they'll produce 3 duplicates of themselves. Each duplicate can produce up to 6 of itself, and still provide metamagic. Each duplicate of those duplicates can produce 6 of themselves, each with a 11 Cooperative Metamagic uses and 11
    Metamagic effect uses, which increases exponentially. The possibility is zero, impossible. Even though the duplicates last 1 minute only, they can duplicate themselves in that minute, so in effect there will always be metamagic available if the party needs it. Furthermore, each duplicate has natural telepathy due to the Mindbender telepathy class feature, so issuing commands to each other is incredibly fast.

    Some out of the ordinary things:
    Several spells have different effects based on alignment when cast. In order to gain the benefit a good character will receive, I use the following method:

    A character changes into a Lilitu demon, from FC 1. Lilitu have a supernatural ability that means that spells and magic items with the good descriptor affect them as if they were good targets. Due to the casting of Mark of the Enlightened Soul, all spells cast by the party have the good descriptor (and Evil descriptor, ironically), so will affect the character as if they were a good character. Hence, we are able to gain the benefit of spells such as Inner Beauty.

    For Nature's Balance, I had to dig deeply for a way to make it work. The way I found was the form of the Mature Nabbassu from FC 1. This creature has the amazing ability Vampiric Link (Su), which somehow I can't believe it isn't all over CO boards. Essentially, the Mature Nabassu creates a link with a living creature within 30ft (Will Neg). When the creature deals damage to the Nabassu, it takes the same damage. *When the creature targets the Nabbassu with a spell, the effects of the spell are duplicated and affect the caster as well, even if the spell fails to penetrate SR or the Nabassu makes its save.* Essentially, this is a great ability for an NPC, but in the hands of an optimizer, is incredible. It even lets you do Pun-Pun style one ups, where you sacrifice HP to boost an Ally, but the effects are duplicated for you.

    For Nature's Balance, Rai casts it, and targets everyone else (Chain Spell and Reach spell are wonderful things). Due to the Vampiric Link created by one of the party members, the benefit of the spell boosts Rai as well, giving him the boost. However, Rai will still be taking the penalty, so the net gain is none for Rai, except strength which gets a +2 bonus.

    Spells targetting weapons (Such as Weapon of Energy) are boosted with reach and chain spell. Other than that, a clone often will DCFS one of his metamagic feats away to take Occular spell (by duplicating himself). This is how the team persists spells like Investiture of the Chain Devil and Ycholol Blessing. (This was going too far)


    Bufflist:
    Spoiler
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    Ability Scores:
    Spoiler
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    Strength:
    Base 37 (Shapechange to Pit Fiend)
    +18 Enhancement (Bite of the Werebear, Horn of the Gorgon)
    //+6 Enhancement (Divine Power)
    +6 Sacred (Holy Transformation, Horn of the Gorgon)
    //+4 Sacred (Righteous Fury)
    +6 Profane (Infernal Transformation, Horn of the Gorgon)
    +4 Morale (Elation, Horn of the Gorgon)
    +6 Untyped (Nature’s Balance, Horn of the Gorgon)
    +6 Untyped (Greater Visage of the Deity, Horn of the Gorgon)
    +22 Untyped (Evard’s Menacing Tentacles, Arms of Plenty, Girralon’s Blessing, Flaying Tendrils, Fuse Arms, Horn of the Gorgon)
    +6 Size (Righteous Might, Horn of the Gorgon)
    +6 Untyped (Greater Aspect of the Deity)
    +4 Untyped (Unholy Beast)
    =121
    *
    Dexterity
    Base 27 (Shapechange to Pit Fiend)
    +10 Enhancement (Divine Agility)
    +2 Morale (Elation)
    +4 Untyped (Nature’s Balance)
    +4 Untyped (Greater Visage of the Deity)
    +2 Untyped (Greater Aspect of the Deity)
    //+2 Sacred (Grace)
    +4 Sacred (Inner Beauty)
    +2 Untyped (Unholy Beast)
    =55
    +4 Morale near Rai (Aura of Vitality)
    *
    Constitution
    Base 27 (Shapechange to Pit Fiend)
    +8 Enhancement (Bite of the Werebear)
    +4 Sacred (Holy Transformation)
    +4 Profane (Infernal Transformation)
    +4 Untyped (Nature’s Balance)
    +2 Untyped (Greater Visage of the Deity)
    +2 Size (Righteous Might)
    +4 Untyped (Greater Aspect of the Deity)
    +2 Untyped (Unholy Beast)
    =57
    +4 Morale near Rai (Aura of Vitality)
    *
    Intelligence
    +8 Enhancement (Necrotic Empowerment)
    +4 Untyped (Greater Visage of the Deity)
    +2 Untyped (Greater Aspect of the Deity)
    =+14
    *
    Wisdom
    +8 Enhancement (Necrotic Empowerment)
    +48 Insight (Owl’s Wisdom)
    +4 Untyped (Greater Aspect of the Deity)
    =+60
    *
    Charisma
    +8 Enhancement (Nixie’s Grace)
    +4 Profane (Devil’s Ego)
    +4 Sacred (Inner Beauty)
    +4 Morale (Snowsong) (near Rai)
    +2 Untyped (Greater Visage of the Deity)
    +4 Untyped (Greater Aspect of the Deity)
    =+26


    Speed, Movement Modes and Senses
    Spoiler
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    Movement:
    Can pass through solid objects, if they end moving inside an object, shunted towards nearest non solid square, d6 damage/5ft travelled (Greater Blink)
    Sariss can teleport a member(s) and self 90ft as a move action once per round (Greater Dimension Door)
    Teleport 30ft 1/round as a move action to a place in line of sight (Dimension Jumper)
    Teleport 60ft 1/round as a swift action to a place in line of sight (Greater Dimension Jumper)
    Can move freely through the space of a creature only one size larger than them, and squeeze into a space half as wide as its normal space with no penalties to attack rolls, movement or AC (Flexform)
    Metal weapons and armor have their hardness and hit points doubled, and +10 to break DC (Fortify Metal and Stone, Reach, Chain)

    Speed:
    //Base 40ft (Shapechange to Pit Fiend)
    Base 70ft (Essence of the Raptor, Spatial Awareness)
    //+10ft Enhancement (Heart of Air, Fire, Primal Speed)
    +40ft enhancement (Haste, Spatial Awareness)
    +15ft Untyped (Elation, Spatial Awareness)
    +60ft Untyped (Footsteps of the Divine, Spatial Awareness)
    +20ft untyped (Grace, Spatial Awareness)
    =205ft
    x.75 (Greater Blink)
    150ft
    *
    //Fly 60ft (Good) (Shapechange to Pit Fiend)
    //Fly land speed (Greater Visage of the Deity) 205ft
    Fly double land speed (Greater Aspect of the Deity, Spatial Awareness) 420ft
    //Fly 40ft (Stormrage)
    //+10ft Enhancement (Heart of Air, Fire, Primal Speed)
    +40ft Enhancement (Haste, Spatial Awareness)
    +30ft Untyped, Perfect (Aerial Alacrity)
    +40ft Untyped (Cloud Wings, Spatial Awareness)
    +15ft (Elation)
    +10ft Untyped (Lord of the Sky)
    555ft, perfect
    X0.75 (Greater Blink)
    415 ft, perfect
    *
    Swim 205ft (Land speed, Heart of Water)
    //Swim 30ft (Nixie's Grace)
    //Swim 60ft (Sirine's Grace)
    //+10ft Enhancement (Heart of Air)
    +40ft (Haste, Spatial Awareness)
    +15ft (Elation, Spatial Awareness)
    260ft
    X0.75 (Greater Blink)
    195ft
    *
    Burrow 40ft (Burrow)
    //+10ft Enhancement (Heart of Air, Fire)
    +40ft Enhancement (Haste, Spatial Awareness)
    +15ft (Elation, Spatial Awareness)
    +30ft Untyped (Rapid Burrowing, Spatial Awareness)
    125 ft
    X0.75 (Greater Blink)
    90ft

    Vision:
    //Darkvision 60ft (Infernal Transformation)
    //Darkvision 60ft (Pit Fiend)
    Darkvision 400ft (Dragonsight)
    See in Magical Darkness (Pit Fiend)
    Scent (Essence of the Raptor)
    Blindsense 400ft (Dragonsight)
    Blindsight 60ft (Greater Blindsight)
    Greater Arcane Sight
    Analyze Dweomerizer
    Recognize spells automatically cast, caster level, within sight (Spellcaster's Bane)
    Can see in all Snow weather


    Saves, HP and AC
    Spoiler
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    HP
    Boosted by Con.

    Temporary Hit Points:
    100 (Necrotic Empowerment)
    30 (Heart of Earth)
    640 (Maximized Nature's Avatar)
    50 (Righteous Fury)
    20 (Divine Power)
    32+Cha (Ruin Delver's Fortune)
    37 (Algid Enhancement)

    Regeneration 5/Good and Silver (Pit Fiend)
    Fast Healing 1 (Snowsong)
    Fast Healing 4 (Greater Vigor)

    Saves:
    +4 Sacred (Holy Transformation)
    +5 Morale (Conviction)
    //+4 Morale (Greater Heroism)
    //+1 Morale (Divine Protection)
    +6 Resistance (Superior Resistance)
    -2 Untyped (Holy Transformation)
    +2 Profane (Hand of Divinity)
    +Cha as Luck
    +2 Competence (Enhance Familiar)
    =+17+Cha

    //+4 Resistance vs Mind Affecting
    *
    Reflex
    +1 Dodge while Flying (Aerial Alacrity)
    +3 Insight (Eyes of the Oracle)
    +1 Untyped (Haste)
    +1 Untyped (Battletide)
    =+22+Cha for Reflex

    AC:
    +40 Natural (Shapechange to Pit Fiend, Bite of the Werebear, Guardianal Feather, Greater Visage of the Deity, Guardianal Feather, Greater Aspect of the Deity, Guardianal Feather, Unholy Beast)
    +8 Circumstance (Holy Star, Guardianal Feather)
    +10 Dodge (Haste, Guardianal Feather, Enhance Familiar, Guardianal Feather, Battletide (Haste))
    +32 Deflection (Algid Enhancement, Guardianal Feather) or +Cha+2 (Sirine’s Grace, Guardianal Feather)
    +4 Sacred (Sacred Haven, Guardianal Feather)
    +17 Armor (Greater Luminous Armor, Guardianal Feather, Abjurant Armor, Mind over Matter)
    +3 Morale (Divine Protection, Guardianal Feather)
    +Wis+1 (Monk’s Belt)
    +3 Insight (Eyes of the Oracle)
    +4 Luck (Recitation, Guardianal Feather)
    +11 Shield (Shield, Guardianal Feather, Abjurant Armor)
    +6 Insight Within 80ft of Draco (Snowsong, Guardianal feather)
    =150+Dex+Wis+Other (+3 within 80ft of Draco)

    Initiative:
    +5 Competence (Primal X line)
    +7 Insight (Combat Readiness)


    Attacks, Damage, Special Attack things, Special Attacks:
    Spoiler
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    Attack Rolls:
    +30 Enhancement (Algid Enhancement)
    +10 Morale (Nature’s Avatar)
    +5 Luck (Nature’s Favor)
    +1 Untyped (Haste)
    +1 Untyped (Battletide)
    -2 Untyped (Holy Transformation)
    +2 Competence (Enhance Familiar)
    =+47
    *
    Damage Rolls:
    (Melee)
    +5 Enhancement (Greater Magic Weapon)
    +40 Morale (Ferocity of Sanguine Rage)
    +5 Luck (Nature’s Favor)
    +2 Competence (Enhance Familiar)
    +d6 Cold (Snowsong)
    +d6 Sonic (Weapon of Energy)
    =+52+2d6
    Bludgeoning Weapons deal damage as if 5 size categories larger or collossal, whichever is less. (Mighty Wallop, greater) (Monks belt: d6>d8>2d6>3d6>4d6>6d6, 6d6 for medium and small)
    One natural weapon deals damage as if one size larger (Sharptooth), 8d6.
    Natural Weapons deal damage as if one size category larger (Unholy Beast), 12d6.
    Weapons deal damage as if one size category larger (Enlarge Weapon)

    Special Attack things:
    Strike as Invisible (Greater Blink)
    Weapons: Double Critical range, automatically confirm critical hits (Dolorous Blow)
    When attacking a foe Flanked or that has lost Dex to AC, double critical range, +4 to confirm critical hits and +1d6 sneak attack (Critical Strike)
    Disease (Pit Fiend) DC 39 (41 near Rai)
    Evil, Lawful, Good aligned for bypassing damage reduction
    Range Increment increases by 50% (Hawkeye)
    Thrown melee weapons are returning (Hurl)
    Full attack at the end of a Charge (Lion's Charge)
    Targets damaged by charge must succeed on a DC 48 will save or be Panicked for 1 round, SR applies, +66 to overcome SR, +4 additional vs Weave Users (War Cry)
    Extra Attack on full attack (Battletide, Haste, Nature's Avatar)
    Instead of Battletide's Extra Attack on full attack, may cast a spell of up to 6th level as a free action (Battletide, Reserves of Strength)
    Once per round the next attack, if it causes damage, will inflict a -5 penalty on AC and -5 to the target's DR for 1 round (Fracturing Weapon)
    Melee attacks are touch attacks (Wraithstrike)
    +d6 per size category target is larger on melee damage
    BaB equals level (Divine Power)
    Melee attacks and Touch attacks are good aligned for overcoming DR (Grace)
    +2 on Charge attack on the first attack, +2 AC when charging, (Crabwalk)

    Natural Attacks
    1d6 Bite, 2 1d4 Claws if Medium, (Greater Visage of the Deity)
    3d4 Tail, Poison DC 41 (43 within 60ft of Rai) Initial damage 1d6 Str, Secondary 2d6 Str, (Infernal Transformation) Additional on a full attack, overcomes as Evil.
    Hands become claws, 1d8 if medium, bite 2d8+1/2 Strength modifier, full attack with claws+bite, only -2 on Bite attack (Bite of the Werebear)

    Special Attacks:
    Burn (Elemental Body (Fire))
    10d6 Lighting Attack at 100ft, +3 on ranged touch attack if opponent is metal/wearing a lot of metal (Stormrage)
    Cloud of Knives: d6 knife+5, ranged attack +101, 30ft, 19-20/x2 critical profile. (Cloud of Knives)
    20 Electricity Damage as a swift action 1/turn against another flyer within 60ft, they suffer half fly speed for 24 hours, multiple penalties don't stack (Lord of the Sky)
    120 elemental damage as a standard action, ranged touch attack, of acid, cold, fire, electricity, +2 for each time they've hit the target before with this attack (Glorious Master of the Elements, Maximized, Empowered, Transdimensional)


    Defences/Immunities
    Spoiler
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    *DR
    DR 5/Evil (Holy Transformation)
    DR 5/Good (Infernal Transformation)
    DR 5/Cold Iron (Nixie's Grace)
    DR 15/Good and Silver (Pit Fiend)
    DR 10/Magic (Greater Visage of the Deity)

    Defences
    Opponents do not gain flanking attack roll bonus (Combat Readiness)
    Improved Uncanny Dodge as 66th level Barbarian (Primal X line)
    +8 to resist a Bull Rush, Overrun or Trip Attack
    Resistance to Fire 20 (Heart of Fire)
    Resistance to Cold 15 (Snowsong)
    DC 15 reflex save for Half damage from a Magic Weapon (Starmantle)
    Half Damage from Melee and Ranged attacks
    Melee attackers suffer -4 on attack rolls against character
    Retain Dex to AC vs Invisible or when FF (Sacred Haven)
    Half Damage from area attacks (Greater Blink, doesn't work vs some effects)
    50% Miss chance (Greater Blink, doesn't work vs some effects)
    Half damage from falling (Greater Blink)
    Endure Elements
    Protection from Good, Evil, Chaos, Law
    20% Miss chance vs Ranged Attacks
    Nonmagical attacks have a 50% miss chance (Shadow Phase)
    Magical Attacks have a 20% miss chance (Shadow Phase)
    Ranged weapon attacks automatically miss (Mastery of the Sky)
    Siege Weapons suffer -4 penalty to attack them (Mastery of the Sky)
    Windstorm strength winds surround them, Medium or smaller creatures cannot enter their space (Mastery of the Sky)
    Huge or Smaller creatures suffer 50% miss chance on melee attacks vs them (Mastery of the Sky)
    All damage from Stone or Earth is non-lethal (Earthen Grace)
    //SR 25 (Greater Visage of the Deity)
    SR 102 (Spell resistance)
    No Scent (Remove Scent)
    Never Surprised or Flat Footed (Foresight)
    Absorb Anticipate Teleportation, Spell Vulnerability, Dispelling Screen, Forceward, Assay Spell Resistance, Dispel Magic, Arcane Turmoil, Force Missiles, Backlash, Mana Flux, up to 13 levels to power Cure Light Wounds (d8+5), (Spellmantle, Maximized Empowered)
    Immune to 4th or lower level spells, within 10ft of Rai, Sariss, Fatemagus. (Globe of Invulnerability)
    Undetectable Alignment
    Nondetection (DC 105)
    20% Miss Chance (Blur)
    Freedom of Movement
    Show as Lawful Evil to detection spells (Moral Facade) (Ponder that)
    Evasion (Ruin Delver's Fortune)
    Soft Cover, not granting a reflex save bonus (Raptor Cloud, Chained)

    Immunities
    Poison (Elemental Body, Pit Fiend, Greater Visage of the Deity)
    Disease (Greater Aspect of the Deity)
    Sleep, Paralysis and Stunning (Elemental Body)
    Extra damage from Critical Hits and Sneak Attack (Elemental Body, Heart of Water/Fire/Air/Earth)
    Fatigue, Exhaustion, Ability Damage and Ability Drain (Sheltered Vitality)
    Magical Death Effects, Death Spells, Energy Drain, Negative Energy Effects (Death Ward)
    Fire (Elemental Body, Pit Fiend)
    Cold (Mantle of the Icy Soul, Greater Aspect of the Deity)
    Acid, Electricity (Greater Aspect of the Deity)
    Sonic (Energy Immunity)
    Thrown Weapons and Projectiles, Natural or Magical Wind (Stormrage)
    Nonmagical Weapons (Starmantle) (The weapons are destroyed)
    Mind Affecting (Empyreal Ecstasy, Doesn't suppress existing spells)
    Dazzling and Blinding (Vision of the Omniscient Eye)
    20 8th level or lower spells (Greater Spell Immunity)
    Death from rocks falling (Surelife) (Yeah, so no " Rocks fall, everyone dies ")
    Ranged Touch Attacks (Ray Deflection)
    Difficult terrain (Surefooted Stride)
    Fear (Greater Heroism, Ruin Delver's Fortune)


    Skills and Misc:
    Spoiler
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    Skills:
    +4 Morale (Greater Heroism)
    -4 Untyped (Empyreal Ecstasy)
    //+10 Enhancement Jump (Heart of Air)
    +30 Enhancement Jump (Jump)
    +8 Racial Swim (Swim Speed)
    +5 Enhancement Escape Artist
    +2 Competence Intelligence based
    -2 Untyped Charisma based
    +8 Insight Spot (Vision of the Omniscient Eye)
    +8 Racial Spot (Eyes of the Avoral)
    +8 Hide, Survival, Spot, Listen, Jump, (Essence of the Raptor)
    +10 Insight Search to find traps, Trapfinding (Find Traps)
    -20 Hide (Grace)
    +10 Escape Artist and Tumble (Flexform)
    +5 Jump and Tumble (Raptor Cloud, Chained)
    +10 Circumstance Hide (Camouflage)
    +5 Competence Spot (Hawkeye)
    Make Tumble Checks untrained (Flexform)
    Balance, Climb and Move Silently have no penalty for movement (Accelerated Movement)
    +10 Insight Knowledge (Lore of the Gods, knowledge domain) can expend for retrying a failed check or doing an untrained check, bringing the duration to 1 hour.
    Make Knowledge checks untrained (Spiritual Advisor)

    Misc
    Can breathe underwater (Nixie's Grace, Sirine's Grace, Heart of Water)
    Can Activate a Feather fall effect that discharges the spell (Heart of Air)
    Can Activate a Stoneskin effect that lasts 31 rounds before discharging spell (Heart of Earth)
    Can Activate a Fire Shield effect that lasts 31 rounds before discharging spell (fire protection only) (Heart of Fire)
    Can Activate a Freedom of Movement effect that lasts 31 rounds before discharging the spell (Heart of Water)
    Can Ready a Standard action at the end of their turn as a free action that discharges the spell (Eyes of the Oracle)
    Can Fire a 10d6 lightning bolt as a standard action that discharges the spell (Lord of the Sky)
    Can counter a spell lower than 5th level as an immediate action that discharges the spell (Kiss of Draconic Defiance)
    Can deal 6d8 (Reflex DC 29 half) to an adjacent target as a standard action that discharges the spell (Raptor Cloud, Chained)
    Rai aware of status (Sacred Haven)
    Can Ready an Action to blink when attacked
    Fear Aura (Pit Fiend) DC 1/2 HD+Cha
    Can remove Dazed, Dazzled, Fatigued, Exhausted, Sickened or Nauseated, caster level can be ranks in heal with Conjuration (Healing) spells, assuming 10 ranks heal (Healing Lorecall)
    Tongues
    Telepathy 100ft (Pit Fiend)
    Bonus Fighter feat (Heroics)
    Blindfight and Power Attack as bonus feats (Bite of the Werebear)
    Roll 2d20 and pick the best result (Choose Destiny)
    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 as Spell Like abilities, once per round as a standard action
    Warned of Danger (Foresight)
    Enemies suffer 20% Spell Failure chance, Will DC 52 negates, within 60ft of Rai (Snowsong)
    +4 Profane bonus to Rebuke Undead, -4 profane to Turn Undead within 100ft of Rai (Infernal Threnody)
    Evil casters within 100ft of Rai gain +2 Caster Level (Infernal Threnody)
    Spells gain the [Good] and [Evil] descriptor, and 3rd level or lower spells deal an extra 50% damage to Good or Evil targets, or 50% again against evil and good targets.
    +2 Insight on Counterspell and Dispel Check
    Telepathic bond, interplanar
    Non reach weapon melee attackers suffer 4d6 force damage (Justice of the Wyrm King) and 135+1d3 sonic damage (Wounding Whispers, Maximized, Empowered, CL 84) and d8 slashing damage (SR apples, +30 overcome)
    One attacker (by any means) takes 90+7d6 damage, half sonic, half divine, and 4+1/2 d4 strength damage, Will halves damage and negates strength damage (Divine Retribution)
    Enemy Spellcasters must pass Fort saves (DC 32) or lose spell they are casting (Kiss of Draconic Defiance)
    Illuminate out to 60ft (Grace)
    Evil creatures within 10ft suffer a -2 penalty to saves (Holy Transformation)
    Don't Provoke attacks of opportunity for moving (Lightfoot)
    Contingent Panacea when afflicted (Renewal Pact)
    Contingent boost (35 temporary HP, DR 5/magic, +2 luck on Saves) when reduced to 1/2 HP (Stalwart Pact)
    Contingent boost (+4 on attack rolls, double damage, must attack foes of opposing alignment, know which foes are of opposite alignment within 60ft) when hitting a Chaotic Good foe. (Zealot Pact)




    Daily Life:
    Spoiler
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    The team has a private sanctum on their personal plane. This plane was created using the genesis spell cast by Rai, Dweomerkeeper, and is 720 ft in diameter. The planes traits are exactly the same as the material plane, as is familiar to the team. Sariss, Eldritch Knight, casts Halaster’s Teleport Cage (CoSW), using the Spellguard of Silverymoon’s selective spell ability to specify that only creatures with the Extraplanar subtype are affected. This means that anyone who doesn’t call their plane home can’t teleport into it.

    The Plane is quite flat, and raises in height as a traveler reaches the center. Water surrounds the 20ft edge of the plane, falling off to return to the center where it freezes. Each party member has their own private sanctum within the central landmark, a frozen hill. The temperature is slightly lower than normal and gets colder towards the center, to -40 F. An icy temple stands at the top of the hill, with in built gates (as the Gate Spell). Creatures of Evil alignment are protected by an Endure Elements effect via Rai’s wards, so they can traverse the icy areas and the fiery areas without ill effects.

    Due to Rai’s position as Master of the Plane, he rules that his team is native to this plane; that is to say, they do not have the Extraplanar subtype while at home. This is a rather simple application of a Miracle/Wish, to make a creature native to its sanctum plane. (It is in line with a ninth level spell, as the Mantle of the Icy soul grants the Cold Subtype as an instantaneous Effect, costing 2000 xp. Rai will cast it for 100,000 xp, of course ignoring said XP cost due to the Supernatural Spell ability he posseses.) The process is also repeatable for any other creatures that Rai wishes to allow onto their Plane. Rai also casts a wish that allows his fellow party members to function as Masters of the Plane.

    Sariss’ caster level for Teleport cage is boosted by consumptive field beforehand. The caster level for consumptive field is 18 base+4 Songs+4 Bead of Karma+5 Suffer the Flesh+2 Spell Enhancer+1 Mystic Surge+1 Create Magic Tatoo+1 Spell Power+2 Heroes Tears+1 Holy Symbol of Hextor+25 Aid spellcaster, for a total of 64, leading to a caster level modifier of +32.

    Finally, the caster level for Teleport Cage is everything for Consumptive field+32 for consumptive field, for a final result of 96. Sariss’ caster level means that the spell’s area is 96 10ft cubes. The area of the plane is 407,150 ft, or rather, 4072 10ft cubes. This means after 4 consecutive castings, Sariss has covered 384/4072 – 9.4%. After one week of casting this 4 times each day, as Rai grows the plane, Sariss covers 2,688 10ft cubes of area, for 66% done. 4 more days of casting means the whole plane is covered.

    Rai casts Consumptive Field, and then uses the Shadow Illusion power to duplicate the Unhallow spell. The caster level for this spell is 18 Base+2 Thesis+1 Gnome Domain+4 Songs+4 Bead of Karma+5 Suffer the Flesh+1 Create Magic Tatoo+1 Spellgifted+1 Holy Symbol+25 Aid spellcaster+4 Ankh of Ascension+2 Spell Enhancer+1 Mystic Surge+9 Earth Spell+3 Elder Giant Magic+41 Consumptive Field+1 Death Kneel = 123. The area is widened by Fatemagus for an 80ft area. A dimensional Anchor effect is set in the Unhallow area – the spell overcomes spell resistance with a +124 modifier, +128 against Weave Users, keyed against anyone not of a lawful evil alignment. In order to detect this Unhallow, a weave user must succeed on a DC 134 caster level check. To realize that the Unhallow spell is illusory, it’s a DC 41 Will save. If the save is successful, the spell becomes 120% real.

    Rai casts this 3 additional times, laying out the areas in intersecting locations. The center point is 40ft away from each center of another circle. Then he casts it on days ahead in the same patern, until he has a 860ft diameter Unhallowed zone, where non lawful evil creatures are affected with Dimensional Anchor.

    Rai moves on to cast Silent Image as a Shadow Illusion, heightened to 10th level using Earth Spell. This spell duplicates Desecrate, with the same caster level as Unhallow – 123, overcomes spell resistance with a +124 modifier, +128 against Weave Users, and requires a DC 134 caster level check to detect with divinations. It lasts for 2 hours per level, doubled for the Extended Illusion class feature, then Extended and Widened by Fatemagus, for 984 hours. In other words, 41 days. This is repeated 3 more times to gain a 80ft wide area, then an additional 6 to put it to a 160ft wide area.

    EDIT: After I wrote this I saw the Desecrate Battlefield spell in Heroes of Battle. I'll work that in...

    Finally, Rai Wishes an Endure Elements effect to aid everyone who shares Rai’s alignment (Evil). This is well within Wish’s limits, duplicating a very, very wide area (180ft) however merely providing an effect that is in line with a Hallow spell. This is Widened to cover the whole plane. In the same way, an Avoid Planar Effects spell, a Vigor spell and a Freedom of Movement spell affect creatures of Evil Alignment, while a Glitterdust spell and Antipathy effect target creatures of non-Evil alignments. The Freedom of Movement spell allows evil creatures to navigate treacherous terrain and work underwater, a boon for the parties servants.

    Sariss then cast a Gate Spell, linking the teams plane with a city on the material plane where further gates can be accessed. The gate only affects native creatures, so travel through it is impossible to creatures not native to the teams plane. Horus often leaves with Saphiron through this gate, to take part in some battle that takes his fancy.

    Saphiron is an Adult Tarterian Dragon (Draconomicon 190), who joined the party for a joint share in treasure as well as new additions to its hoard worth 50,000gp. Bonded to Horus, the Knight of Death, Saphiron is armored in thick metal plating in addition to his formidable natural defences, and receives the benefit of 5 very powerful spell casters to aid him.

    Saphiron was originally called through the Gate spell, and took a liking to Horus. A cunning dragon, Saphiron knows that sticking to the team will reap great rewards, and that leaving them will result in his death. Furthermore, it’d mean losing his continual stream of riches that comes from associating with such powerful exemplars of evil. Saphiron shares an abode with Horus, and frequently participates in discussions with the team.


    EDIT: Background up on Monday, as well as NPC stuff.

    Open for comment/advice/declarations of bravery/various compliments
    Last edited by Cadian 9th; 2011-06-02 at 08:29 PM.
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    Default Re: Team Primeval

    I only barely understand some of this but it's safe to say I'm amazed by the complexity and the time you've put in! O_O

    Just ... woah.
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    Ettin in the Playground
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    Default Re: Team Primeval

    Why the Monk on your Eldritch Knight? Your wearing armor so it does not seem to do much.

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    Default Re: Team Primeval

    Quote Originally Posted by Niezck View Post
    I only barely understand some of this but it's safe to say I'm amazed by the complexity and the time you've put in! O_O

    Just ... woah.
    Thanks - I'll work on explaining it over the weekend.

    Quote Originally Posted by Tvtyrant View Post
    Why the Monk on your Eldritch Knight? Your wearing armor so it does not seem to do much.
    None of the party (except the Praetorian, Lorthos) are wearing armor. I needed monk to easily qualify for Snap Kick, to get Sun School and also meant I could dump strength for Power Attack by getting it as a bonus feat. Additionally it provides the class skills needed to get Jump for Leap Attack. The +10 ft speed from Carmendine Monk is superflous, I admit. I think I'll swap it out for something else.
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    Default Re: Team Primeval

    Wow. Something that makes Team Solar look balanced. Very well done, sir, very well done.

    I'd love to see that deathmatch between Team Solar and Team Pit Fiend here.
    Last edited by arguskos; 2011-06-02 at 09:17 PM.

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    GreataxeFighterGuy

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    Default Re: Team Primeval

    And when Team Solar and Team Pit Fiend clashed, there was a great explosion. And at the end of it, there was nothing left in the Multiverse but Pun-Pun.
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    ClericGirl

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    Default Re: Team Primeval

    Quote Originally Posted by ragingrage View Post
    And when Team Solar and Team Pit Fiend clashed, there was a great explosion. And at the end of it, there was nothing left in the Multiverse but Pun-Pun.
    Oh, I'm sure the Wish and the Word will be around there somewhere.

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    Quote Originally Posted by Hecuba View Post
    Oh, I'm sure the Wish and the Word will be around there somewhere.
    Man, it's been AGES since I've thought about the Wish and the Word. I need to explore them again, they're too much fun, especially the Word, who was a masterpiece of creative abuse of the Savage Species rituals.

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    Default Re: Team Primeval

    Subscribing.

    Seeing this is reminding me that I have to work on the Seven.

    Seriously, I'm thinking of recruiting Lynd to assist me His optimization skills might help me put a dent in your awesomeness.

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    Is it bad that I'm making a group of MINOR DEITIES to challenge this team?

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    Default Re: Team Primeval

    Oh yeah, I've been forgetting about this thing. I'll give it a thorough inspection later, but I've got two issues with it already:
    1) "Aspect of the Deity" is, judging by a google search, from the 3.0 book Defenders of the Faith. While the official WotC stance is that unupdated 3.0 material is 3.5 legal, in practice it's usually on an individual approval basis and frowned on. You should really limit yourself to non-3.0 material, I think. Even aside from that, the Visage of the Deity line of spells is clearly an updated version of the same thing, and it being 3.0 is probably the only reason the name change wasn't noted in Spell Compendium. They're the same spell, use only one and make it the most recent version.
    2) I haven't studied the way you did it in detail yet, but using Good and - especially - Sanctified spells for an evil team seems Wrong in a rather major way.

    Quote Originally Posted by arguskos View Post
    Man, it's been AGES since I've thought about the Wish and the Word. I need to explore them again, they're too much fun, especially the Word, who was a masterpiece of creative abuse of the Savage Species rituals.
    As I recall, the Word was based on a severe misinterpretation of Ur-Priest caster level plus stacking Ioun Stones which shouldn't work either. And the Wish, well, there's a reason the spell duplication item pricing guidelines are guidelines rather than rules.
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    Default Re: Team Primeval

    How are you casting spells with your Body Outside Body clones?
    Thanks, Telasi for the spectacular OotSatar!

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    Default Re: Team Primeval

    Oh man, when I saw the title of this thread I came in prepared to discuss how to build Nick and Helen Cutter. Then I read the content and was just totally confused.

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    Quote Originally Posted by Acrux View Post
    Oh man, when I saw the title of this thread I came in prepared to discuss how to build Nick and Helen Cutter. Then I read the content and was just totally confused.
    Commoner level 1-3. They can't even fistfight raptors!

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    Default Re: Team Primeval

    Quote Originally Posted by arguskos View Post
    Wow. Something that makes Team Solar look balanced. Very well done, sir, very well done.

    I'd love to see that deathmatch between Team Solar and Team Pit Fiend here.
    Can I sig the first part?

    Quote Originally Posted by douglas View Post
    Oh yeah, I've been forgetting about this thing. I'll give it a thorough inspection later, but I've got two issues with it already:
    1) "Aspect of the Deity" is, judging by a google search, from the 3.0 book Defenders of the Faith. While the official WotC stance is that unupdated 3.0 material is 3.5 legal, in practice it's usually on an individual approval basis and frowned on. You should really limit yourself to non-3.0 material, I think. Even aside from that, the Visage of the Deity line of spells is clearly an updated version of the same thing, and it being 3.0 is probably the only reason the name change wasn't noted in Spell Compendium. They're the same spell, use only one and make it the most recent version.
    2) I haven't studied the way you did it in detail yet, but using Good and - especially - Sanctified spells for an evil team seems Wrong in a rather major way.

    As I recall, the Word was based on a severe misinterpretation of Ur-Priest caster level plus stacking Ioun Stones which shouldn't work either. And the Wish, well, there's a reason the spell duplication item pricing guidelines are guidelines rather than rules.
    No problem, I figured you were busy. You may have to step up Team Solar a bit, currently I hit you on a natural 1 (2d20b1, so only a .4% miss chance), and you only hit me on a natural 20, and you can't beat my spell resistance. I'd suggest Algid Enhancement.

    1) It's in Book of Exalted Deeds, Apostle of Peace 9, Herald 9, Exalted Arcanist 9. Transmutation [Good]. It appears on different spell lists than the cleric version and Spell Compendium doesn't say that they're the same spell.

    2) The Sanctified spell (Greater Luminous Armor) is cast using Miracle, and the Archivist (And other casters for that matter) don't have restrictions on what alignment spells they can cast. I do agree that it's rather Wrong, but hey, Rai doesn't think he's actually evil.

    On the Wish and the Word: Not only are they relying on an item for initial startup, it's an illegal item, and every thing the Wish does can be stamped on by a DM. Additionally, the FaQ specifically calls out Innate Spell as not qualifying for Supernatural Transformation... I still love the duo.

    As for the match between this Team and the Wish and the Word, we're immune to the blasphemy/holy word/word of chaos/word of balance line, and cleaning up the wish is as simple as gating them into a Selective Spell'd (The spellguard ability, excluding Dragon type) AMF while Saphiron beats the stuffing out of them. No contigent wishes, no wishes full stop and a big dragon who can freely beat you up.

    Quote Originally Posted by Vulaas View Post
    How are you casting spells with your Body Outside Body clones?
    They have miracle 2/day as a spell like ability.

    Quote Originally Posted by Acrux View Post
    Oh man, when I saw the title of this thread I came in prepared to discuss how to build Nick and Helen Cutter. Then I read the content and was just totally confused.
    LOVE THAT SERIES. Still haven't seen series 4 and 5 yet, though.

    EDIT: Updating the OP with more information.
    Last edited by Cadian 9th; 2011-06-05 at 04:52 PM.
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