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  1. - Top - End - #61
    Ogre in the Playground
     
    Arcanist's Avatar

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    Default Re: A challenge to the playground

    Quote Originally Posted by Harry View Post
    So the seraphim win?.......how is that even possible?
    That depends, are we allowed to use the Immortals Handbook as well? Because if it is then I think I got an idea for it
    Larloch, The Shadow King (w/ Ioun Stones) avatar by Iron Penguin

  2. - Top - End - #62
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    Default One of the biggest challenges the playground has ever faced!

    Playground, this is probably the second (Punpun being the first) biggest challange the playground has ever faced.

    Rules:You are to make a level 1000 (that's right 1000) gestalt.

    You are allowed any cheese except manipulate form.

    You are not allowed To use anything from the immortals handbook to your advantage.

    Your PC had a year to prepare.

    Now finally your opponent.


    THE MORTIVERSE

    Is a Octodecaogdoad Nona-Macrobe Amidah Apocalyptic Black-Hole-Spawned Legion Elder Unelemental
    Xona-Titanic Outsider (Extraplanar)
    Hit Dice: 1,584,563,250,000,000,000,000,000,000,000d1000+ 627,710,173,312,402,500,000,000,060,213,403,500,00 0,000,000,000,000,000,000 (627,710,173,312,402,500,000,004,405,085,855,000,0 00,000,000,000,000,000,000 hp) [INFINITE HP]

    Initiative: +39,614,081,250,000,000,000,000,017,738 [+INFINITY] (always first)

    Speed: Fly 84,442,493,010,000,000 ft (perfect) (16,888,498,600,000,000 squares)

    Armor Class: 13,949,114,962,503,125,000,000,006,235,068,135,750 ,000,000,000,000,017,776 [INFINITE] (-19,807,040,630,000,000,000,000,000,000 size, +39,614,081,250,000,000,000,000,000,078 Dex [+INFINITY], +38 deflection, +13,949,114,962,503,125,000,000,005,740,492,120,75 0,000,000,000,000,000,000 natural, +158,456,325,000,000,000,000,000,000,060 luck, +316,912,650,000,000,000,000,000,000,000 insight, +17,600 divine)

    BAB/Grp: +1,584,563,250,000,000,000,000,000,000,000/+1,624,177,331,000,000,000,000,000,001,461 [+INFINITY]

    Attack: Slam +1,604,370,290,000,000,000,000,000,018,681 [+INFINITY] melee touch ((1.64242679676097956787161330563046400971x10^1399 8234165795717336113540446)d10+1,095,989,581,000,00 0,000,000,000,001,081 [+INFINITY])

    Full Attack: 2 slams +1,604,370,290,000,000,000,000,000,018,681 [+INFINITY] melee touch ((1.64242679676097956787161330563046400971x10^1399 8234165795717336113540446)d10+1,095,989,581,000,00 0,000,000,000,001,081 [+INFINITY])

    Space/Reach: 198,070,406,300,000,000,000,000,000,000 ft/198,070,406,300,000,000,000,000,000,000 ft

    Special Attacks: Alter reality, divine aura, entropic mastery, gravitic aura, omega pulse, portfolios, third death, time lord abilities, void gaze, vortex, wish

    Special Qualities: Accretion, cosmic consciousness, cosmic firmament, DR 528,187,750,000,000,000,000,000,000,000/-, elemental traits, evil eye, fast healing 792,281,625,000,000,000,000,000,000,070, flight, generate spawn, hardness 1,500, omnicompetent, regeneration, rejuvenation, SR 1,584,563,250,000,000,000,000,000,000,270, time lord traits, transtemporal, undead traits

    Saves:
    Fort +792,281,625,000,000,000,000,000,017,662 [+INFINITY]
    Ref +831,895,706,300,000,000,000,000,017,738 [+INFINITY]
    Will +831,895,706,300,000,000,000,000,017,741 [+INFINITY]

    Abilities:
    Str 79,228,162,500,000,000,000,000,002,052 [INFINITE] (+39,614,081,250,000,000,000,000,001,021) [+INFINITY]
    Dex 79,228,162,500,000,000,000,000,000,166 [INFINITE] (+39,614,081,250,000,000,000,000,000,078) [+INFINITY]
    Con -
    Int 79,228,162,500,000,000,000,000,000,081 [INFINITE] (+39,614,081,250,000,000,000,000,000,035) [+INFINITY]
    Wis 79,228,162,500,000,000,000,000,000,172 [INFINITE] (+39,614,081,250,000,000,000,000,000,081) [+INFINITY]
    Cha 79,228,162,500,000,000,000,000,000,086 [INFINITE] (+39,614,081,250,000,000,000,000,000,038) [+INFINITY]

    Skills: All skills + (1,584,563,250,000,000,000,000,000,017,663 plus key ability modifier) [+INFINITY]

    Feats: Power Attack, Cleave, Great Cleave, Supernatural Transformation (wish), Dodge, Mobility, Combat Expertise, Spring Attack, Whirlwind Attack, Death's Blessing, Reflective Spell Resistance, Epic Potency x528,187,750,000,000,000,000,000,000,000

    Environment: Outer Space
    Organization: Unique
    Challenge Rating: 264,093,876,000,000,000,000,000,058,608
    Treasure: None
    Alignment: Neutral Evil
    Advancement: -
    Level Adjustment: -

    Mortiverse's mind-boggling density grants it 5,281,877,500,000,000,000,000,000,072 virtual size categories. Save DCs are infinite unless the infitie aspect is cancelled out.

    Accretion (Ex): Anyone striking the Mortiverse must make a DC 831,895,706,300,000,000,000,000,001,091 Strength check to be able to retrieve their weapon (or appendage) from the entity’s surface following each and every attack. The DC is Strength-based.

    Divine Aura (Su): Range 253,530,120,000,000,000,000,000,000,000,000 ft [INFINITE], save DC 831,895,706,300,000,000,000,000,000,108.

    Entropic Mastery (Ex): The damage dealt by the Mortiverse is permanent. A limited wish spell will heal 1 point of damage. A miracle or wish will heal 1 point of damage per level of the caster. Those slain by the Mortiverse are brought closer to the true nature of death and as such cannot be raised. However, they can be resurrected, albeit suffering a loss of 2 levels (from resurrection) or a loss of 1 level (from true resurrection). The Mortiverse destroys nonmagical matter with a touch. Magical items must make a Fortitude save (DC 831,895,706,300,000,000,000,000,000,108) each time they touch, or are touched by, the Mortiverse or be destroyed. Anyone grappling with, or striking, the Mortiverse suffers permanent damage equal to the base dice their attack(s) would normally inflict.

    Evil Eye (Ex): Opponents of the Mortiverse suffer a -12 luck penalty to armor class, attack rolls, checks of any kind, damage rolls, DCs, initiative, saves, SR, and TR Furthermore, Mortiverse may choose the die results for all creatures within its divine aura. This effect has a range of 63,382,530,000,000,000,000,000,000,000,400 ft and there is no save.

    Flight (Ex): The Mortiverse does not fly; rather, it is not subject to gravity in the same way other creatures are. It can move in any direction through any medium, disintegrating any solid matter in its path.

    Generate Spawn (Su): As a standard action at will, the Mortiverse may generate 52,818,775,000,000,000,000,000,000,000d10 spawn statistically equivalent to itself, only the spawn lack the ability to generate other spawn. Each spawn generated subtracts its hp from the Mortiverse’s total, although having infinite hp renders this moot. The Mortiverse may always choose to generate fewer spawn than a die roll indicates. Under normal circumstances, Mortiverse will choose to generate spawn during any round in which it is not actually fighting. Spawn remain in constant mental contact with the Mortiverse. Distance is not a factor, but communication cannot cross planar boundaries. Each spawn is capable f independent action and can even gain experience (good luck with that), but it obeys the commands of the Mortiverse without question. The Mortiverse may only command three spawn at a time, although it may create more if it so wishes. Free spawn may serve the Mortiverse willingly, but are truly autonomous entities. When the Mortiverse is slain, all its spawn are freed. A free spawn has a 5% chance to become a new Mortiverse.

    Gravitic Aura (Ex): The astronomical mass of the Mortiverse causes great disturbances within the localized area. See the following table for effects based on proximity. The Fortitude save DC is Strength-based. The Mortiverse and its spawn are not subject to this effect.

    Radius (10^795,001,780,500,000,000,000,000,000) ft
    Hp damage 10% (Your maximum hit points are reduced by this amount each round.)
    Death save DC 831,895,706,300,000,000,000,000,001,091
    Unconsciousness save DC –
    Stunning save DC –

    Radius (10^795,001,780,500,000,000,000,000,000)x3 ft
    Hp damage 2%
    Death save DC 831,895,706,300,000,000,000,000,001,091
    Unconsciousness save DC –
    Stunning save DC –

    Radius (10^795,001,780,500,000,000,000,000,000)x10 ft
    Hp damage –
    Death save DC –
    Unconsciousness save DC 831,895,706,300,000,000,000,000,001,091
    Stunning save DC –

    Radius (10^795,001,780,500,000,000,000,000,000)x30 ft
    Hp damage –
    Death save DC –
    Unconsciousness save DC –
    Stunning save DC 831,895,706,300,000,000,000,000,001,091

    Immunities (Ex): ability damage, ability drain, anything requiring a Fortitude save unless it affects objects, critical hits, death effects, death from massive damage, disease, energy damage, energy drain, fatigue, magic from this universe, mind-affecting effects, natural effects, non-epic magic, paralysis, permanent destruction, petrification, physical injury by matter from this universe, poison, polymorphing, stunning, wounding.

    Omega Pulse (Su): Once per day, the Mortiverse can release a pulse of utter doom. The omega pulse kills or destroys 1,584,563,250,000,000,000,000,000,000,000 creatures, as selected by the Mortiverse within a 633,825,300,000,000,000,000,000,000,000,000-ft spread, centered on the Mortiverse. A successful Will save (DC 831,895,706,300,000,000,000,000,000,108) resists the effect, but targets within range still take 316,912,650,000,000,000,000,000,000,000d8 points of sonic damage. Creatures immune to death effects are still vulnerable to this attack.

    Regeneration (Ex): The Mortiverse regrows severed limbs in 1d6 rounds, and it can reattach a severed limb instantly by holding it to the stump. Its fast healing continues to function even when it is brought below 0 hit points (at which point the Mortiverse becomes helpless instead of being destroyed). It can only be truly slain by reducing it below 0 hp and then using a wish or miracle, either of which must also bypass its spell resistance, to keep it dead.

    Rejuvenation (Su): Three times per day the Mortiverse can restore itself to full hit points.

    Third Death (Su): If destroyed (permanently), the Mortiverse implodes in on itself. All targets within the Mortiverse’s reach must make a Reflex save (DC 831,895,706,300,000,000,000,000,000,108) or be sucked into the void and lost forever. Occasionally, beings lost in this manner find a way to return, but they are never the same as they were before unless they are somehow protected from the dimension of entropy.

    Time Lord Abilities:
    -Akashic Effect, Uncanny (633,825,300,000,000,000,000,000,000,000 x8 divine ranks before effect modification)
    -Cosmic Nullification
    -Indissoluble
    -Infinite Strength, Dexterity, Intelligence, Wisdom, Charisma
    -Learned Opponent Immunity
    -Omneity
    -Omnidimensional
    -Omnific Toughness
    -Omniparity
    -Omnipresent
    -Omniversal
    -Transcendental Nescience
    -Undimensional

    -Invincibility
    -Omega Effect, Uncanny (6,338,253,000,000,000,000,000,000,000,000d4 x8 HD before effect modification)
    -Perfect Attack
    -Perfect Defense
    -Transdimensional
    -Transilient Saves
    -Transmute

    -Abrogate
    -Ensorcelled

    -Goetic Blood
    -Mime Ability
    -Perfect Initiative
    -Quantum Effect (stuck at octuple effect)

    12,844 ability slots left to spend

    Void Gaze (Su): Any intelligent creature looking at the Mortiverse can become lost in the unrelenting depth of blackness. Intelligent creatures within 158,456,325,000,000,000,000,000,000,000 ft of the Mortiverse must make a Will save (DC 831,895,706,300,000,000,000,000,000,108) or become fascinated for 2d6 rounds. This is a mind-affecting effect.

    Vortex (Ex): Normally the Mortiverse somehow insulates itself from the environment and dampens its gravitational field, otherwise it would be at the center of a storm of wind and flying matter. If it chooses, however, the Mortiverse can suspend this insulation, causing an astronomical attraction to it. This vortex can suck all the air or other gases from a (10^795,001,780,500,000,000,000,000,000)-ft cube in a single round. Furthermore, all creatures within 10^795,001,780,500,000,000,000,000,000 ft of the Mortiverse who fail a DC 831,895,706,300,000,000,000,000,001,091 Reflex save are pulled into contact with the Mortiverse, taking damage equal to the Mortiverse's base slam damage.

    Wish (Su): At will, Mortiverse can duplicate the effects of a wish at caster level 1,584,563,250,000,000,000,000,000,000,000. Save DC 39,614,081,250,000,000,000,000,000,117. This is a supernatural ability.

    Good luck playground, good luck.
    Last edited by Harry; 2012-10-01 at 01:00 AM.

  3. - Top - End - #63
    Dwarf in the Playground
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    Default Re: A challenge to the playground

    Go for it arcanist, I don't want these things to win.

  4. - Top - End - #64
    Ogre in the Playground
     
    Deathkeeper's Avatar

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    Default Re: One of the biggest challenges the playground has ever faced!

    I'm getting a bit of deja vu here. Except it's gotten even more ridiculous. Seriously, did you actually type that many (+ INFINITY)'s with a straight face? If you did, how?
    Spako Highclaws by Ceika.

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  5. - Top - End - #65
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    Default Re: One of the biggest challenges the playground has ever faced!

    Pun-Pun was not a challenge. He also wasn't created in the playground.

  6. - Top - End - #66
    Orc in the Playground
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    Default Re: A challenge to the playground

    Quote Originally Posted by Harry View Post
    Go for it arcanist, I don't want these things to win.
    I have an idea in the works, though it is fairly cheesy (level 20 character.)

    Edit: Are they assumed to have no items/WBL? And can they affect themselves with non-epic spells?

    Anyone know of a way to get the [Evil] descriptor onto any spell?
    Last edited by Battleship789; 2012-10-01 at 01:09 AM.
    The New Soulknife Handbook!
    Quote Originally Posted by Mercenary Pen View Post
    And there I was thinking that Midichlorian counts were a variety of force-sensitive hereditary noble- most notably Dooku.

  7. - Top - End - #67
    Dwarf in the Playground
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    Default Re: One of the biggest challenges the playground has ever faced!

    Never said he was created here.

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    Default Re: A challange to the playground

    Quote Originally Posted by Arcanist View Post
    Derp... Eschew Materials allows the combo to work properly
    Priceless =/= 0 gp cost

  9. - Top - End - #69
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    Default Re: A challenge to the playground

    Hmm. I guess we shall assume there own spells can effect themselfs (but if someone says why they wouldn't....well yea go with the correct ruling)

    And considering how they are God's with miracle at will I guess we should assume infinite wealth. Or at least wealth by level.

  10. - Top - End - #70
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    Roland St. Jude's Avatar

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    Default Re: A challenge to the playground

    Sheriff: Let's keep this to a single thread.
    Forum Rules

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  11. - Top - End - #71
    Dwarf in the Playground
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    Default Re: A challenge to the playground

    Hmmk. If we can defeat the first monster( or if you just want to skip it) you can fight that.....thing.

  12. - Top - End - #72
    Ogre in the Playground
     
    SolithKnightGuy

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    Default Re: A challenge to the playground

    A creature with divine ranks could beat his initiative since theirs count as natural 20s.

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    Default Re: One of the biggest challenges the playground has ever faced!

    This thing would be easier to read if you just wrote +infinity to everything instead of typing out stupid big numbers for every stat.

    But anywho: You've got epic spellcasting available at a crazy high level. You can spend a few months making ice assassins of yourself and using them all to fuel a ritual strong enough to end the entire multiverse.

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    TuggyNE's Avatar

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    Default Re: A challenge to the playground

    I'm not sure what the point of this is. Clearly, there are a nigh-infinite number of semi-autonomous spawn out there; how many of them need to randomly decide to blow stuff up before the multiverse is almost completely decimated? (Not many.) Never mind the question of just how this stupidly powerful thing came into being in the first place.

    In other words, there aren't going to be many new tactics showing up; it's essentially poking for missed immunities before teleporting through time or something for the kill. In particular, the big numbers are entirely unnecessary; either it dies to enough HP damage (where "enough" is defined as "genuinely infinite") or it doesn't, and so on and so forth.
    Quote Originally Posted by Water_Bear View Post
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  15. - Top - End - #75
    Orc in the Playground
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    Default Re: A challenge to the playground

    Quote Originally Posted by Harry View Post
    Hmm. I guess we shall assume there own spells can effect themselfs (but if someone says why they wouldn't....well yea go with the correct ruling)

    And considering how they are God's with miracle at will I guess we should assume infinite wealth. Or at least wealth by level.
    Does the character know in advance where the Seraphs are, or must they be discovered? How far apart are all seven?
    The New Soulknife Handbook!
    Quote Originally Posted by Mercenary Pen View Post
    And there I was thinking that Midichlorian counts were a variety of force-sensitive hereditary noble- most notably Dooku.

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    Default Re: A challenge to the playground

    Let's see what matters...
    One side:
    Knight 20. Ex immunity to death.
    Factotum 20.
    Artificer 20.

    The other side:
    Wizard 100 (I don't think the EPLH even has a progression for that, but whatever).

    I use the omniscifer trick, locking myself into an infinite damage loop after casting Masochism. Then I use a spell with the Destroy seed, dealing infinite damage. My spell is cast as a standard action, targets and infinite number of creatures, has infinite range and plus infinite to beat SR. It's Fortitude for half, but half of infinity is still infinite. Just for fun, damage is in d20s and duration is permanent, so those creatures will take infinite damage forever.
    Last edited by ThiagoMartell; 2012-10-01 at 01:48 AM.

  17. - Top - End - #77
    Dwarf in the Playground
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    Default Re: A challenge to the playground

    We shall assume you both know of each others location. All seven are in seven different plane but can change planes when ever they wish.

    Oh and randomguy, A universe has 999 HD. So he has/is the power of 1,586,149,399,399,399,399,399,399,399 universes.

    So he kinda is the multiverse.........

    Oh and abrogate destroys your strongest ability (epic spell casting)

    Oh and even if you do destroy it......

    Generate Spawn (Su): As a standard action at will, the Mortiverse may generate 52,818,775,000,000,000,000,000,000,000d10 spawn statistically equivalent to itself, only the spawn lack the ability to generate other spawn. Each spawn generated subtracts its hp from the Mortiverse’s total, although having infinite hp renders this moot. The Mortiverse may always choose to generate fewer spawn than a die roll indicates. Under normal circumstances, Mortiverse will choose to generate spawn during any round in which it is not actually fighting. Spawn remain in constant mental contact with the Mortiverse. Distance is not a factor, but communication cannot cross planar boundaries. Each spawn is capable f independent action and can even gain experience (good luck with that), but it obeys the commands of the Mortiverse without question. The Mortiverse may only command three spawn at a time, although it may create more if it so wishes. Free spawn may serve the Mortiverse willingly, but are truly autonomous entities. When the Mortiverse is slain, all its spawn are freed. A free spawn has a 5% chance to become a new Mortiverse.

    Oh and IIRC he has the ability to make all chance based effects have the best result, always.

  18. - Top - End - #78
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    Default Re: A challenge to the playground

    They have immunity to all conjuration, necromancy, illusion, and abjuration spells, even if epic. Is that seed in the evocation school? Can't remember.
    Last edited by Harry; 2012-10-01 at 01:51 AM.

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    Default Re: A challenge to the playground

    Quote Originally Posted by Harry View Post
    They have immunity to all conjuration, necromancy, illusion, and abjuration spells, even if epic. Is that seed in the evocation school? Can't remember.
    Use a psion instead of a wizard then. Same thing.
    Nevermind, the Destroy seed is in Transmutation.
    Last edited by ThiagoMartell; 2012-10-01 at 01:53 AM.

  20. - Top - End - #80
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    Default Re: A challenge to the playground

    transparency sucks doesn't it?


    Edit: ah ok.....
    Last edited by Harry; 2012-10-01 at 01:54 AM.

  21. - Top - End - #81
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    Default Re: A challenge to the playground

    You still have the problem of cosmic string and at will miracle.

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    Default Re: A challenge to the playground

    Quote Originally Posted by Harry View Post
    You still have the problem of cosmic string and at will miracle.
    I'm immune to death. When they win initiative, I cast Celerity before they do anything, cast my unnamed spell, then I win. Miracle doesn't even come into play.

  23. - Top - End - #83
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    Default Re: A challenge to the playground

    Sooooo......stalemate then? Or do you have a way to be physically bigger then them?

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    Default Re: A challenge to the playground

    Quote Originally Posted by Harry View Post
    Sooooo......stalemate then? Or do you have a way to be physically bigger then them?
    With the Transform seed, I can either increase my size or decrease their size. Considering I also have an arbitrary number of actions due to my Factotum levels, that's hardly an issue.

  25. - Top - End - #85
    Orc in the Playground
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    Default Re: A challenge to the playground

    Quote Originally Posted by ThiagoMartell View Post
    Let's see what matters...
    One side:
    Knight 20. Ex immunity to death.
    Factotum 20.
    Artificer 20.

    The other side:
    Wizard 100 (I don't think the EPLH even has a progression for that, but whatever).

    I use the omniscifer trick, locking myself into an infinite damage loop after casting Masochism. Then I use a spell with the Destroy seed, dealing infinite damage. My spell is cast as a standard action, targets 8 creatures (all the seraphim plus whatshisname), has infinite range and plus infinite to beat SR. It's Fortitude for half, but half of infinity is still infinite. Just for fun, damage is in d20s and duration is permanent, so those creatures will take infinite damage forever.
    How are you getting enough time to research the Epic Spell? It takes an amount of time proportional to the Spellcraft DC to create the spell, so an infinite DC spell will take an infinite time to research. (Chain gate stuff!) Anyway, the Seraph will survive, as they are immune to the Transmutation school (which the Destroy seed is a part of.) Using the Reveal seed (8 times, so that there are 8 different mobile sensors to target the enemies) for the base and slapping on the Destroy seed to deal the damage in an incredibly large radius should work, as the school of an epic spell is chosen by the caster from the schools of the seeds (under the Determining School section on page 89 of the ELH), so use Divination in this case. Chain gate stuff in as needed to reduce the Spellcraft DC to 0, thus reducing the time/gold cost of the spell to zero.

    My idea was to use the Dispel, Energy (Sonic) and Reveal seeds to kill the Seraphs (using Chain-Gated creatures to reduce the Spellcraft DC to 0): the Dispel seed to remove/supress all buffs/items, the Reveal seed to target all of the Seraphs (and find them, if necessary), and the Energy (Sonic) seed to actually kill them. I was using a Dragonwrought Kobold Commoner 1/Sorcerer 19 (with Chicken Infested for fun!) to achieve this, though I am sure it could be done at a lower level. I qualified for Epic Spellcasting using this trick (swiped from Brilliant Gameologist forumites Naldor and Doc Roc):

    • Shapechange/Polymorph into a dusk giant
    • Cannibalize Chickens to get 24 HD (the maximum allowed by a Dusk Giant: also, the Max Skill Rank limit is increased to 27)
    • Use a Limited Wish -> Psychic Reformation to reallocate skill points for 24 ranks in Spellcraft and Knowledge (arcana)
    • DCFS a feat for Epic Spellcasting


    By stature, if they mean physically bigger, I am sure there is a way around that. If by notoriety, by killing them I have gained greater notoriety than them.

    Edit: The epic spell rules are indeed stoopid.
    Last edited by Battleship789; 2012-10-01 at 02:08 AM.
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    Quote Originally Posted by Mercenary Pen View Post
    And there I was thinking that Midichlorian counts were a variety of force-sensitive hereditary noble- most notably Dooku.

  26. - Top - End - #86
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    Default Re: A challenge to the playground

    Quote Originally Posted by Battleship789 View Post
    How are you getting enough time to research the Epic Spell? It takes an amount of time proportional to the Spellcraft DC to create the spell, so an infinite DC spell will take an infinite time to research.
    Genesis and my own plane with weird time traits, add Teleport Through Time if necessary.
    Infinite DC is not necessary, you just need it to be aribitrarily high enough. I just don't want to spend more than 5 minutes on silliness like this

    EDIT: Yeah, epic spells are silly.
    Last edited by ThiagoMartell; 2012-10-01 at 02:11 AM.

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    Quote Originally Posted by Harry View Post
    They have immunity to all conjuration, necromancy, illusion, and abjuration spells, even if epic. Is that seed in the evocation school? Can't remember.
    Couldn't you just make an epic spell that includes a transmutation seed, making it count as a dual school spell? And to be immune to a dual school spell, you need to be immune to both schools, right? Or is that not how it works at all?

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    Default Re: A challenge to the playground

    Quote Originally Posted by ThiagoMartell View Post
    Genesis and my own plane with weird time traits, add Teleport Through Time if necessary.
    Infinite DC is not necessary, you just need it to be aribitrarily high enough. I just don't want to spend more than 5 minutes on silliness like this
    Good point.

    Quote Originally Posted by Randomguy View Post
    Couldn't you just make an epic spell that includes a transmutation seed, making it count as a dual school spell? And to be immune to a dual school spell, you need to be immune to both schools, right? Or is that not how it works at all?
    The spellcaster chooses the school to be applied to the finished product in the case of an epic spell with seeds that give multiple magical schools.
    Last edited by Battleship789; 2012-10-01 at 02:12 AM.
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    Quote Originally Posted by Mercenary Pen View Post
    And there I was thinking that Midichlorian counts were a variety of force-sensitive hereditary noble- most notably Dooku.

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    Default Re: A challenge to the playground

    Huh from what I see the only problem with your plan is they also have a week (with knowledge of you) of preparation.

    They could in theory do anything from that Simulacrum trick posted earlier, to a trick similar to yours.

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    Default Re: A challenge to the playground

    Quote Originally Posted by Harry View Post
    Huh from what I see the only problem with your plan is they also have a week (with knowledge of you) of preparation.

    They could in theory do anything from that Simulacrum trick posted earlier, to a trick similar to yours.
    You missed Teleport Through Time and my demiplane. I actually unleash my plan before I start it.

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