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    Orc in the Playground
     
    NecromancerGuy

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    Default My very own Larloch!

    This is what I have so far. The rules are 3.5, but yes I have been using some 3.0 rules, and tried to give him the feats that I feel fit him, without considering the rules.

    ANy comments would be nice.



    Larloch the Shadow King


    Neutral Evil Human
    Wizard 20/ Arch Mage 7/ Netherese Arcanist 5/ Arcane Lord 15
    Str: = 29 + 9
    Dex: = 29 + 9
    Con: = 0
    Int: = 52 + 21
    Wis: = 40 + 15
    Cha: = 40 + 15

    Hit Points: 564


    Saves: Fort: +41/ Ref: +52/ Will: +62


    Melee: +38/+33 (+39/+39/+34, haste)
    Ranged: +39/+34

    AC: 62 (+9 Dex, +15 bracers, +10 ring, +10 natural, +1 haste, +2 foresight, +5 luck)
    Touch: 37
    Flat footed: 62

    SR: 59
    DR: 20/bludgeoning

    Caster level vs. dispelling: 68
    Counterspell Bonus: +62
    Spell Penetration: 74
    Base Spell DC: 39 (45)
    Initiative: +13


    Feats: (42/8), Alertness, Spellcasting Prodigy, Arcane Manipulation, Iron Will, Lightning Reflexes, Great Fortitude, Improved Initiative, Spell Penetration, Greater Spell Penetration, Spell Focus (Necromancy, Transmutation), Greater Spell Focus (Necromancy, Transmutation) Combat Reflexes, Improved Counterspell, Reactive Counterspell, Skill Focus (Spellcraft), Greater Skill Focus (Spellcraft), Spell Mantle, Supernatural Transformation, Spell Girding, Greater Spell Girding, Mysterious Magic, Ability Enhancer, Extraordinary Concentration, Extra Slot x15, Insightful Caster, Widen Spell.

    Bonus Wizard Feats: (4) Still Spell, Silent Spell, Maximize Spell, Quicken Spell

    Bonus Arcane Lord Feats: (3) Twin Spell, Delay Spell, Selective Spell

    Epic Feats: (47/9) Epic Counterspell, Automatic Quicken x3, Multi Spellx3, Epic Spell Focus (Necromancy, Transmutation), Automatic Silent Spell x3, Automatic Still Spell x3, Intensify Spell, Epic Spellcasting, Improved Spell Capacity x4, Great Intelligence, Improved Meta-magic, Enhance Spell, Permanent Emanation x 2, Epic Skill Focus (Spellcraft), Epic Spell Penetration, Ignore Material Component, Improved Spellpool Access, Efficient Item Creation x 18).

    Item Creation Feats: (10) Scribe Scroll, Brew Potion, Craft Magic Arms and Armor, Craft Staff, Forge Ring, Attune Gem, Craft Wondrous Item, Craft Contingent Spell, Portal Master, Craft True Artifact

    Epic Item Creation Feats: (8) Scribe epic Scroll, Brew epic Potion, Craft epic Magic Arms and Armor, Craft epic Staff, Forge epic Ring, Attune epic Gem, Craft epic Wondrous Item, Craft epic Contingent Spell.

    Wizard Class Abilities:
    Scribe Scroll
    Summon Familiar
    Bonus Feat (5, 10, 15, 20)

    Arch Mage Class Abilities: (FRCS)
    High Arcana: (Spell Power: 1, 2, 3)
    High Arcana: Mastery of Shaping
    High Arcana: Mastery of Elements
    High Arcana: Mastery of Counterspelling
    High Arcana: Arcane Reach

    Netherese Arcanist Class Abilities: (Player’s guide to Faerûn)
    Epic Spellcasting, Field Specialization
    Spell Focus (Epic)
    Backslash Resistance 5
    Epic Spell Artisan
    Greater Spell Focus (Epic)

    Arcane Lord Class Abilities: (Dragon Mag. 297)
    Bonus Metamagic Feat: (Twin Spell)
    New Spell
    Recall Spell 1/day
    New Spell
    Expanded Spellpower 1/day
    New Spell, Recall Spell 2/day, Bonus Metamagic Feat: (Delay Spell)
    Gauge Weakness 1/day
    New Spell
    Recognize Spell, Recall Spell 3/day
    New Spell, Arcane Mastery, Expanded Spellpower 2/day
    Bonus Metamagic Feat: (Selective Spell)
    New Spell, Recall Spell 4/day
    -
    New Spell,
    Expanded Spell Power 3/day, Recall Spell 5/day


    Items:
    Amulet of the Planes
    Ring of Protection +10
    Ring of Universal Elemental Immunity
    Cloak of Resistance +10
    Bracers of Armor +15
    Belt of Excellence +12
    Headband of Brilliance +12
    Ioun Stone of Ultimate Wizardry
    Ioun Stone of Consentration: (+30 concentration)
    Ioun Stone of Spellcraft: (+30 Spellcraft)
    Ioun Stone of Unending Arcana (as ring of unending arcana)
    Bright silver cylinder: (As cloak of etherealness, double duration)
    Cerulean blue rhomboid: (As ring of freedom of movement)
    Dark green ellipsoid: (+5 luck bonus to AC)
    Dark red cube: (as medallion of thoughts)
    Dull orange rhomboid: (as brooch of shielding)
    2 x Lavender and green ellipsoid: (Absorbs 50 spells levels of 8th level or lower)
    Mottled gray sphere: (as ring of counterspells)
    Octahedron: (Protects owner with continual mind blank spell)
    Pale green prism: (+5 competence bonus on attack rolls, saves and checks)
    Pale lavender ellipsoid: (Absorbs 20 spells levels of 4th level of lower)
    Pale white sphere: (Recall three 9th-level spells, as pearl of power)
    Pearlized brown ellipsoid: (as boots of speed, free action to activate)
    Pearly black spindle: (Undead regenerate 1hp/hour)
    Rich green star: (as +5 stone of good luck)
    Shining black spiral: (as helm of teleportation)
    2 x Vibrant purple prism: (Stores three levels of spells, as a ring of spell storing, minor)
    Prism: (User can see in magical darkness 30ft.)



    Level 1 2 3 4 5 6 7 8 9 10 11 12 13
    Base: 4 4 4 4 4 4 4 4 4 1 1 1 1
    RoW: 4 4 4 4 4 4 4 4 4
    Bonus: 6 6 5 5 5 5 4 4 4 4 3 3 3
    Spell-like: 1 1 1 1 1 1 1 1 1
    Total: 15 15 14 14 14 14 13 13 13 5 4 4 4


    Special Attacks (DC: 48):

    Fear Aura (Su): Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the lich’s level. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours.

    Paralyzing Touch (Su): Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description, page 203 of the Player’s Handbook). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.

    Curse Touch (Su): Traits of emerald energy occasionally travel across Larloch’s body. These manifestations are a side effect of the defensive curses he protects himself with. If he touches a creature or is struck by a touch attack or unarmed strike, the target creature or attacking creature is affected by a bestow curse spell (saving throw still apply). In addition to the possible curses listed in the PHB, Larloch’s curses can also cause the target creature to assume a withered and horrific appearance, or make them appear rotting and covered in sores. Some of Larloch’s curses take effect days after this contact. A creature trying to remove one of these curses must make a caster level check to succeed, even with spells such as remove curse.

    Coldfire (Su): The lich can produce balls of cold, blue-green fire that deal 3d10 points of negative energy damage. The lich can use a full attack action to throw two balls of coldfire in a round (the second missile’s attack bonus decreases by 5). The range increment for these missiles is 15 feet.

    Despair (Su): The touch of certain liches, in addition to dealing damage, has the effect of an emotion (despair) spell: Victims must make a Will save or suffer a –2 morale penalty on saving throws, attack rolls, skill and ability checks, and weapon damage rolls for the duration of the encounter.

    Doom Gaze (Su): The lich can slay with a glance, at a range of 30 feet. Living creatures who meet the lich’s gaze must succeed at a Fortitude save or die.

    Dream Haunting (Su): The lich can visit the dreams of any individual whose exact location is known to it. The sleeper experiences tormenting dreams and suffers 1 point of permanent Constitution drain upon awakening (Will save negates). A sleeper reduced to a Constitution score of 0 dies.

    Grasp of Death (Su): Once per day, the lich can surround its hands in a nimbus of black flame that remains until the lich touches someone. A character touched by the lich (with a melee touch attack roll) must make a successful Fortitude save or die instantly.

    Grasp of Enfeeblement (Su): The lich can weaken a foe by making a special touch attack. The affected opponent must succeed at a Fortitude save or take 2d4 points of temporary Strength damage.

    Painwrack Gaze (Su): Any creature that makes eye contact with the lich takes 2d10 points of damage from severe, muscle-wrenching pain. A successful Fortitude save allows a character to avoid the lich’s gaze.

    Voice of Maleficence (Sp): If the lich speaks to a victim for 10 full minutes, the subject must make a Will save or fall into a sleepy trance. While in this trance state, the character answers truthfully any question the lich asks. The victim may attempt a new saving throw every hour, but for each consecutive hour the lich talks to the victim, the saving throw DC increases by 1.


    Special Qualities:

    Immunities (Ex): Larloch is immune to cold, electricity, polymorph (though he can use polymorph effects on himself), and mind-affecting attacks, (charms, compulsions, phantasms, patterns, and morale effects). Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects. Not subject to critical hits, nonlethal damage, ability drain, or energy drains. Immune to damage to his physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Not at risk of death from massive damage, but when reduced to 0 hit points or less, he is immediately destroyed. So far, no psionic powers have ever affected Larloch. Larloch is furthermore immune to one spell per level: Magic missile, , fireball, Eward’s black tentacles, cone of cold, disintegrate, level 7, sunburst, level 9.

    Spell Resistance (Ex): Larloch has spell resistance of 59.

    Damage Reduction (Ex): Larloch has improved damage reduction 20/bludgeoning and magic.

    Silver Vulnerability (Ex): Larloch suffers double damage from silver weapons. This unique vulnerability is a side effect of some of the permanent magical alterations he has made to his body.

    Darkvision (Ex): Larloch has darkvision out to 60 feet.

    Wish (Su): Through lengthy rituals and tedious experimentation Larloch has gained the ability to use the wish spell as a supernatural ability at will.

    Spell Reflection (Su): Through epic magic rituals, Larloch is continuously protected by a permanent spell turning effect, reflecting all spells and spell-like abilities targeting him, back at the caster.

    Spell-Like Abilities: Through the use of wish spells and lengthy rituals (Each of which cost him a spell slot of levels 1st-9th), Larloch can use each of the following spells once per day as a spell-like ability: Magic missile, web, dispel magic, arcane eye, animate dead, chain lightning, control undead, devastate undead and energy drain.

    Eternal Freedom (Sp): Through the epic magic, Larloch is continuously warded against the following specific spells, effects, and spell-like abilities: entangle, hold, imprisonment, paralysis, petrification, sleep, slow, stunning, temporal stasis, and web.

    Arcane Fundare (Ex): Larloch has received the full effect of the first chapter of the Nether Scrolls. +30 inherent bonus on Spellcraft checks; +1 to save DCs for all arcane spells.

    Permanent ongoing spell effects:
    Epic Spell Reflection (Ritual)
    Eternal Freedom (Ritual)
    Widen Anticipate Teleportation, Greater (Permanent Emanation)
    Selective, Widen Temporal Repair (Permanent Emanation)
    Foresight (Permanent)
    Haste (Permanent)
    True Seeing (Permanent)
    Detect Magic (Permanent)
    Read Magic (Permanent)


    Skill Points: (605)
    Level 1-7 = 7/level 70
    Level 8-15= 8/level 64
    Level 16-20 = 9level 45
    Level 21-23 = 14/level 42
    Level 24-31 = 15/level 120
    Level 32-39 = 16/level 128
    Level 40-47 = 17/level 136

    Concentration 50
    Spellcraft 50
    Knowledge Arcane 50
    Scry 25
    Decipher script 10
    Alchemy 25
    Spot 50
    Listen 50
    Search 25
    Craft 25
    Knowledge x 9 225
    Total 575


    Servitor undead:
    60 liches level 25 (2 clerics)
    3 demi liches level 35 (Netherese Arcanist)
    20 vampire lords
    10 dread wraiths
    10 greater shadows
    10 devourers
    10 Spectres
    10 boneclaws
    5 banshees
    5 deathbringers
    20 baneguards
    10 dread warrior
    10 cursts
    1 nightwalker
    1 shadow dragon great wyrm


    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

  2. - Top - End - #2
    Bugbear in the Playground
     
    Andion Isurand's Avatar

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    Default Re: My very own Larloch!

    It might help if you found some prestige classes for him prior to epic level.

    Perhaps make it simple and give him Incantatrix... and take Spell Reprieve, Item Reprieve and Arcane Transfiguration to get back the school you prohibited taking the class.... and the 4 bonus metamagic feats you get from the first 10 levels of the class will make it up.

    Wizard 6 / Incantatrix 10 / Archmage 4
    Archmage 1 / Epic Incantatrix 6 / Netherese Arcanist 5 (If you want to keep him with the published 32 levels)

    01 / Keen Intellect (if you want to dump wisdom)
    01 / Spell Focus (pick a school) (Human)
    03 / Iron Will
    05 / any metamagic feat (Wizard 5)
    06 / Spell Focus (pick a school)
    09 / Spell Reprieve
    12 / Item Reprieve
    15 / Skill Focus (Spellcraft)
    18 / Arcane Transfiguration
    Last edited by Andion Isurand; 2014-04-09 at 06:12 PM.

  3. - Top - End - #3
    Orc in the Playground
     
    NecromancerGuy

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    Default Re: My very own Larloch!

    Quote Originally Posted by Andion Isurand View Post
    It might help if you found some prestige classes for him prior to epic level.

    Perhaps make it simple and give him Incantatrix... and take Spell Reprieve, Item Reprieve and Arcane Transfiguration to get back the school you prohibited taking the class.... and the 4 bonus metamagic feats you get from the first 10 levels of the class will make it up.

    Wizard 6 / Incantatrix 10 / Archmage 4
    Archmage 1 / Epic Incantatrix 6 / Netherese Arcanist 5 (If you want to keep him with the published 32 levels)

    01 / Keen Intellect (if you want to dump wisdom)
    01 / Spell Focus (pick a school) (Human)
    03 / Iron Will
    05 / any metamagic feat (Wizard 5)
    06 / Spell Focus (pick a school)
    09 / Spell Reprieve
    12 / Item Reprieve
    15 / Skill Focus (Spellcraft)
    18 / Arcane Transfiguration

    Thank you for your comments. After folowing the Candlekeep forums for some years now, I have gathered that Ed Greenwood thinks Larloch is more like level 46 so I have made him level 47.


    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

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    Bugbear in the Playground
     
    Andion Isurand's Avatar

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    Default Re: My very own Larloch!

    Makes me wonder where that puts Ioulaum.

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    Orc in the Playground
     
    NecromancerGuy

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    Default Re: My very own Larloch!

    Quote Originally Posted by Andion Isurand View Post
    Makes me wonder where that puts Ioulaum.
    What I have understood he basically abandoned magic when seeing how fragile it was, when Mystryl died. So I think he's stil "just" level 41 wiz. I have also understood that he is doing he own thing and that we can only speculate on what scemes he might be devising.


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    Dwarf in the Playground
     
    Griffon

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    Default Re: My very own Larloch!

    Your Larloch is bad ass. Not sure how I feel about the 100+ feats you have given him, but he seems to fit the bill. Just remember to give him some nasty home brew necro spells: Enevasion, mass comes to mind. Or mass vampiric touch or even a greater vampiric touch. And some SICK epic spells that matches his ultra lich status. .
    Last edited by Max Caysey; 2014-04-13 at 02:33 PM.

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    Orc in the Playground
     
    NecromancerGuy

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    Default Re: My very own Larloch!

    Thanks for the answers... Any further comments are welcome.
    Last edited by Melcar; Yesterday at 03:43 AM.


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    Dwarf in the Playground
     
    BlackDragon

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    Default Re: My very own Larloch!

    Quote Originally Posted by Andion Isurand View Post
    It might help if you found some prestige classes for him prior to epic level.

    Perhaps make it simple and give him Incantatrix... and take Spell Reprieve, Item Reprieve and Arcane Transfiguration to get back the school you prohibited taking the class.... and the 4 bonus metamagic feats you get from the first 10 levels of the class will make it up.
    I actually really recommend avoiding this.

    The incantatrix is not some sort of generic prestige class offering bonuses to metamagic, but actually something with specific Forgotten Realms lore and fluff attached to it. And it's a selection of lore and fluff options which do not actually apply to Larloch, at least not directly. A much better option would be loremaster, at least when it comes to representing the fact that Larloch is a keeper of vast and unfathomable knowledge. The incantatrix also did not exist back in the age of Old Netheril.

    Also, I would avoid the Netherese Arcanist prestige class since that also seems to be rather ill-fitting as concepts go. The class only really represents someone trying to recreate the magic of old Netheril, and imposes a degree of specialisation that does not fit for Larloch's current form.

    A much better option is something like a wizard 10/loremaster* 27/archmage 5

    * you can of course substitute ten levels of loremaster with levels of another appropriate prestige class, but only if it's appropriate. If you're feeling potential doubt, it's probably not appropriate.

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    Bugbear in the Playground
     
    Andion Isurand's Avatar

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    Default Re: My very own Larloch!

    Ah, alrighty. How about this...

    ===================================
    BAB and Base Saves

    +03/+02/+02/+05 = 06 lvls Wizard
    +00/+02/+00/+02 = 01 lvls Mindbender
    +05/+03/+03/+07 = 10 lvls Loremaster
    +01/+01/+01/+03 = 03 lvls Archmage

    +10/+08/+06/+17 @ lvl 20 (using partial BAB)

    ===================================
    Epic Levels:

    +2 Archmage
    lots of Epic Loremaster

    ===================================
    Feats

    01/ Keen Intellect
    01/ Able Learner (human feat)
    01/ Scribe Scroll (wizard feat)
    03/ Craft Wonderous Item (for becoming a lich)
    05/ metamagic feat (wizard feat)
    06/ Skill Focus (any knowledge)
    09/ Spell Focus (any school)
    12/ Spell Focus (any school)
    15/ Skill Focus (Spellcraft)
    18/ open

  10. - Top - End - #10
    Orc in the Playground
     
    NecromancerGuy

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    Default Re: My very own Larloch!

    Personally I feel that the rules in no way does hin justice. Thats the reason why I have giving more than 100 feats. This could be redused to about half if I were to be more rule stricked, but here I have tried to give him what I think he needs to have, based on what I have read about him on different forums. Just t give an explination for the crazyness.

    This does not mean, however, that I dont reflect and appresiate all the comments. Especially the class selection.

    Thanks again and keep them comming.


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