__________________ Working on finals, to be immediately followed by a trip abroad this summer. Will be back to posting on June 12th. Apologies for inconveniences in the meantime.
I'm try not to be too vain but this was too perfect not to sig.
Quote:
Originally Posted by Primal Fury
okay RoC, that is enough! the gitp boards can only take so much awsome, you might actually hurt somebody with this one!
Immune to Polymorphing, petrification, and form altering attacks
Immune to energy drain, ability damage, and ability drain
Immune to mind-affecting effects.
DR 10/epic
Fire Resistance 5
Spell Resistance 32
Immortal
Templates
Spoiler
Half-Fey
Fly Speed
A half-fey gains a fly speed equal to twice their base speed, with good maneuverability.
Spell-Like Abilities
At Will: Charm person
3/day: Detect law, protection from law
1/day: Calm emotions, enthrall, eyebite, glitterdust, hideous laughter, hold monster, hypnotism, irresistible dance, mass charm person, mass invisibility, mass suggestion
Immune to enchantment spells and effects.
Low-light vision.
Ability Adjustments
Dex +2, Con -2, Wis +2, Cha +4
Pact Descendant
Gains Planetouched Subtype
Eldritch Blast
Adds 1d6 damage to eldritch blast, plus an additional 1d6 for every five levels. (+7d6 at level 30)
Dark Blessing (Charisma)
The pact descendant increases an ability score by 2. Increase this ability score by 1 for each 5 HD the pact descendant has. (+8 at level 30)
Natural Invocation
A pact descendant innately knows one least invocation from the Warlock invocation list. It's caster level for this invocation is equal to it's HD. The save DC for this invocation (if it allows a save) is 10 + equivalent spell level + the pact descendant’s Charisma modifier. The pact descendant learns an additional least invocation for each 6 HD it has. (6 at level 30)
Ability Adjustments
Dex +2, Wis -2, Cha +2
Pact Heir
Frightful Presence (Ex)
When the pact heir attacks it inspires fear in all creatures within 30 feet that saw the attack. A potentially affected creature that succeeds at a Will save (DC 10 + ½ pact heir’s hit dice + pact heir’s Charisma modifier) becomes immune to that pact heir’s frightful presence for 24 hours. On a failure, creatures with 5 or less HD than the pact heir become panicked for 3d6 rounds, creatures with 1-4 less HD than the pact heir become frightened for 2d6 rounds, and those with HD equal to or greater than the pact heir become shaken for 1d6 rounds.
Dark Insight (Su)
The pact heir gains a +1 profane bonus to all its attack rolls. Increase this bonus by 1 for each 5 HD it has. (+7 at level 30)
Inhuman Speed
All modes of movement the pact heir has increase by 5 ft. per 2 HD it has. Increase the distance of the pact heir’s 5 foot step by 5 ft. for each 6 HD it has. (+75ft and +25ft at level 30)
Natural Invocation
A pact heir with 8 or more HD innately understands some of the deeper powers of its legacy. It knows one lesser invocation from the Warlock invocation list. It's caster level for this invocation is equal to it's HD. The save DC for this invocation (if it allows a save) is 10 + equivalent spell level + the pact heir’s Charisma modifier. The pact heir learns an additional lesser invocation for each additional 8 HD it has. (3 at level 30)
Ability Adjustments
+2 Dex, +2 Int, +2 Cha
Bloodlines
Spoiler
Major Hero-Born (Warlock)
Skill Boosts
+2 to Knowledge (Arcana), Knowledge (The Planes), Spellcraft, and Use Magic Device
Ability Boosts
+1 Dex, +1 Con, +1 Cha
Eldritch Blast
If the Hero-Born has levels in Warlock, increase the amount of damage dealt by their Eldritch Blast by 3d6
Invocation
If the Hero-Born has levels in Warlock, they learn additional Invocations of up to the highest level available to them at levels 8th and 16th. (This grants me one lesser and one dark.)
Damage Reduction
DR 1/Cold Iron
Fiendish Resilience
One per day as a free-action the Hero-Blood may enter a regenerative state for two minutes during which he gains Fast Healing 1.
Destiny 5
The hero-born gains a "Destiny Pool" equal to the rating of their Destiny ability. They may use these points to gain rerolls for themselves or force opponents to reroll. In the latter case the opponent's roll must have been directly related to the Hero-Born (Such as an attack roll targeted at them or a saving throw to resist a save). These points regenerate at a rate of 1/day and one is recovered when in particularly dramatic circumstances, such as facing an arch-rival.
Heroic Affinity +6
You gain a bonus on all interaction rolls with characters with one or more levels in Warlock.
Major Efreeti
Skill Boosts
+2 Bluff, Concentration, Intimidate, Knowledge (The Planes)
Spell-Like Abilities
1/day: Produce Flame, Scorching Ray
1/week: Wall of Flames
Natural Armor
+2 natural armor bonus.
Immunity to Fire
Efreeti Affinity +6
You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with efreet.
Invoker
Spoiler
[b]Invocations (Sp)
The invoker has seven least invocations, six lesser invocations, five greater invocations, and four greatest invocations. They further gain the Magic Insight invocation for free.
See spell list for Invocations chosen. Invoker invocations are marked with 'i,' with 1 representing least, 2 representing lesser, 3 representing greater, and 4 representing greatest.
Summon Familiar
As the Sorcerer or Wizard class feature. An Invoker may use the Share Spells feature to share Invocations with his Familiar, even though they are not technically spells. He does not gain the ability to share other types of Spell-like Ability.
Alchemist
At 2nd level, an Invoker gains Brew Potion as a bonus feat, and furthermore can create any potion without being able to cast the spell it requires by having a Caster Level of at least twice the Spell's level, and succeeding on a Craft (Alchemy) check equal to 10 + the Spell's level. Success means that the Invoker is treated as if he had successfully cast the spell; the Invoker still must provide all other resources for the brewing.
An Invoker with the Alchemist feature may also brew Spellvials, special potions which are used as thrown weapons. Spellvials are brewed using spells of no higher than 3rd level, just like potions, and the spells must furthermore function either on a ranged touch attack, a single specific target, or in an area that may be placed at range (not an area that must be centered on the caster). Throwing and hitting with a spellvial is ranged touch attack: for single-target spells, this means the spell hits (and in the case of spells that offered a Reflex save, they automatically fail this save since the Invoker has actually hit them with the attack), for area-effect spells it means the spell is essentially cast centered on the area where it was thrown (and any targets within the area are allowed any applicable saving throws, including Reflex saves). As weapons, spellvials have a range increment of 10 ft. Ingesting a spellvial has no effect.
Scribe
At 4th level, an Invoker gains Scribe Scroll as a bonus feat, and furthermore can create any scroll without being able to cast the spell in question by having a Caster Level of at least twice the Spell's level, and succeeding on a Forgery check equal to 10 + the Spell's desired Caster Level. Success means the Invoker is treated as having successfully cast the spell; the Invoker must still provide all other resources for the scribing.
The Invoker may also substitute a Forgery check for his Use Magic Device check to attempt to activate scrolls.
Paragnostic Apostle
Spoiler
Lore (Ex)
You can recall legends or information regarding various topics, just like a bard can with bardic knowledge. To use this ability, make a lore check (1d20 + twice your Paragnostic apostle level + your Int modifier). Success grants you the same result as a bardic knowledge check would. This stacks with similar abilities from other classes.
Backhanded Attack
If you success*fully hit with an attack that deals hit point or ability score damage and requires a saving throw against an additional, nondamaging effect, add 1 to the DC of the saving throw.
Call of the Worlds
Call of Worlds: Each creature you summon with a conjuration (sum*
moning) spell gains the fast healing ability. The damage healed per round begins at 2 hit points and increases by 1 for every three caster levels (maximum +5 at 15th caster level).
Manifest Ethos (Evil)
Choose one non-neutral aspect of your own alignment (chaos, evil, good, or law). When you cast an energy-based offensive spell against a creature with an opposing alignment component (chaos/law or good/evil), one-half the hit point damage dealt is pure divine power instead of its normal energy type, and thus not subject to reduction by energy resistance or immunity.
Mind Over Matter
Whenever you cast a spell that creates a solid object, its hardness and hit points each increase by 2. When you cast a spell that provides an armor bonus, that bonus to AC also increases by 2.
Penetrating Insight
You gain a +1 bonus on caster level on checks made to overcome spell resistance, or to successfully dispel another caster's spell.
Mindbender
Spoiler
Telepathy (Su)
At first level, a mindbender gains the ability to communicate telepathically with any creature within 100ft that has a language.
Warlock
Spoiler
Eldritch Blast (Sp)
Standard action ranged touch attack with 60ft range. Deals 15d6 damage (1d6 at every odd level). May be altered with one Eldritch Essence and one Blast Shape.
Invocations (Sp)
The Warlock has three invocations and two eldritch essences or blast shapes for each four invocation grades (Least, Lesser, Greater, Heritage).
See spell list for Invocations chosen. Warlock invocations are marked with 'w,' with 1 representing least, 2 representing lesser, 3 representing greater, and 4 representing heritage. 'we' designates eldritch essences and blast shapes.
Detect Magic (Sp)
At 3rd level a warlock can use detect magic as the spell at will with caster level equal to class level.
Deceive Item (Ex)
At 5th level a warlock can can take 10 on a UMD check, even if distracted or threatened.
Identify Item (Su)
When a warlock of 8th level casts detect magic on an item, he may then spend 1 minute concentrating on the item to also learn the properties of the item as if he had cast identify.
Eldritch Volley (Su)
At 9th level, if a warlock uses his eldritch blast in a round he may launch an additional eldritch blast at his full base attack bonus as a swift action. When the warlock reaches 18th level he may launch up to two additional eldritch blasts instead of only one.
Eldritch Soul (Su)
At 13th level the magic that infuses a warlock wells up in an incredible fount of power. His warlock caster level and the caster level of any magical item he uses is considered to be 2 higher.
Greater Arcane Sight (Ex)
By 15th level the world’s magic is laid out before a warlock’s senses, as clear to him as the color of the earth or sky. Like his other senses, so intrinsic is this ability that not even an anti-magic field can disrupt it. He is permanently under an effect similar to greater arcane sight, except that instead of using a Spellcraft check to determine schools of magic, he uses his ranks in Spellcraft + his caster level. He may suppress or resume this ability as a free action.
Renew Item (Su)
A warlock of 20th level can utilize his eldritch abilities to recharge magical items that have been temporarily drained. He may concentrate intently on an item that has a limited number of uses that recharge each day and replenish some or all of the charges. If an item has no charges left, he may concentrate uninterrupted for 5 minutes to restore a single charge. Alternatively, he may focus on an item uninterrupted for an hour to fully recharge the item.
Destructive Energy
At 2nd level a demonic warlock wields his arcane might with ferocity, growing more destructive. His eldritch blast’s damage dice increases to a d8. At 10th level the damage die increases to d10, and at 14th level, it increases to a d12.
Demonic Resilience (Su)
At 4th level a demonic warlock gains fast healing 3. This improves to fast healing 6 at 10th level, and fast healing 10 at 16th level.
Demonic Resistance (Su)
At 6th level a demonic warlock gains resistance 10 against electricity and is immune to poison. At 18th level a demonic warlock's energy resistance improves to resistance 20 against electricity and he gains resistance 10 against acid, cold, and fire.
Demonic Restitution
At 20th level a demonic warlock unlocks the final power of his blood. He becomes immune to electricity and his attacks are considered both chaotic and evil aligned for the purpose of overcoming damage reduction. Finally, when you die the destructive energies you contain explode outward violently, dealing 10d12 damage to everything within 100 feet (Reflex 20 + Cha mod for half). Treat this as an eldritch blast that has every eldritch essence you know applied to it. Half the damage is always raw untyped energy, while the other half is appropriately modified by your eldritch essences. Your body and anything you are wearing or carrying is utterly destroyed. Your energies will slowly coalesce, reforming your body, restoring you and your equipment at full health. Use the following tables to determine if, when, and where you reform.
Spoiler
Table: Reforming
d%
Effect
1-5
You reform in 1d10 rounds
6-15
You reform in 1d10 minutes
16-30
You reform in 10d6 minutes
31-70
You reform in 1d12 hours
71-90
You reform in 1d20 days
91-95
You reform in 1d12 months
96-99
Reroll, ignoring a result of 96+. You reform then, but your equipment does not.
100
You remain dead and do not reform.
Table: Location
d%
Location
1-69
You reform where you died.
70-95
You reform at a random location within 10 miles of where you died.
96-97
You reform on a random layer of the Abyss.
98-99
You reform on the outer plane that mirrors your alignment.
100
You reform on another random outer plane.
[/list]
Chosen
Spoiler
Epic Spellcasting
Even without the Epic Spellcaster feat, a chosen can still develop and cast epic spells using any four seeds of his or her choice seeds. For the purpose of developing epic spells with these seeds (and only these seeds), costs in gold pieces and experience points are halved. If the chosen doesn't cast spells, he or she uses his or her highest ability score modifier to determine epic spell save DCs.
Bonus Feat
At every odd level, a chosen may select any feat that he or she qualifies for as a bonus feat.
Chosen Advancement
At each level, a chosen selects two different base classes and gains class features (including spellcasting ability) and an increase in effective level as if you had also gained a level in those classes. You need not have previously possessed levels in that class and may choose different classes at each level. You do not gain the benefit of chosen class’ Hit Dice, attack progression, or skill points, however. At each even level, the chosen may select a third base class to advance in this way.
Advanced Class: Warlock
+10 effective warlock levels, gaining levels 21-30 of the Epic Warlock Progression.
Spoiler
Invocations: The epic warlock's caster level is equal to his class level. He does not learn additional invocations.
Eldritch Blast: An epic warlock's eldritch blast damage increases by 1d6 at every odd-numbered level higher than 20th (11d6 at 21nd, 12d6 at 23th, and so on).
Bonus Feats: The epic warlock gains a bonus feat every even level higher than 20th (22rd, 24th, 26th, and so on). Bonus feats must be chosen from the following list, and can be selected even if the warlock does not meet the prerequisites.
Maneuvers (8 readied)
A 10th level swordsage knows 15 maneuvers and can ready 8 at once. The available disciplines are: Dancing Leaf, Desert Wind, Diamond Mind, Setting Sun, Shadow Hand, and Tiger Claw
Maneuvers Known: Baffling Defense, Counter Charge, Dance of Falling Leaves, Distracting Ember, Heart of Elderwood, Inferno Blast, Leaping Flame, Mirrored Pursuit, One with Shadow, Phantasmal Elegance, Shadow Blink, Shadow Stride, Turn Back the Wind, Walk the Thorn Strewn Path, Wind Stride, Zephyr Dance
Readied: Dance of Falling Leaves, Heart of Elderwood, One with Shadow, Phantasmal Elegance, Shadow Blink, Turn Back the Wind, Walk the Thorn Strewn Path, Zephyr Dance
Stances
A 10th level swordsage knows four stances.
Stances Known: Child of Shadow, Holocaust Cloak, Shifting Defense, Walking on the Wind
Discipline Focus Weapon Focus: Setting Sun
At 1st level, you gain the benefit of the Weapon Focus feat for weapons associated with the chosen discipline. Insightful Strikes: Desert Wind
At 4th level, you can add your Wisdom modifier as a bonus on damage rolls whenever you execute a strike from the chosen discipline. At 12th levle, you can choose a second discipline to which this ability applies. Defensive Stance: Diamond Mind
At 8th level, you gain a +2 bonus on saving throws whenever you adopt a stance from the chosen discipline. At 16th level, you can choose a second discipline to which this ability applies.
You gain a +2 bonus on Martial Lore checks made regarding a maneuver in a discipline in which you have discipline focus.
Quick to Act (Ex)
You gain a +1 bonus on initiative checks. This bonus increases by 1 at 5th, 10th, 15th, and 20th level. (+3 at level 10)
AC Bonus
Starting at 2nd level, you can add your Wisdom modifier as a bonus to Armor Class, so long as you wear light armor, are unencumbered, and do not use a shield. This bonus to AC applies even against touch attacks or when you are flat-footed. However, you lose this bonus when you are immobilized or helpless.
Sense Magic (Su): Beginning at 7th level, you can spend 10 minutes focusing upon a weapon or suit of armor. If you succeed on a level check (DC 10 + the caster level of the weapon or armor), you can identify the properties of that item, including its enhancement bonus and special abilities. This ability does not reveal the properties of artifacts or legacy weapons, though it does indicate that such items are significantly powerful.
Evasion (Ex)
At 9th level, you can avoid even magical and unusual attacks with great agility. If you make a successful reflex saving throw against an attack that normally deals damage on a successful save, you can instead take no damage. Evasion can be used only if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
Maneuvers (4 readied)
A 5th level warblade knows 6 maneuvers and can ready 4 at once. The available disciplines are: Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, and White Raven.
Maneuvers Known: Action Before Thought, Iron Heart Focus, Iron Heart Surge, Moment of Perfect Mind, Quicksilver Motion, Wall of Blades
Maneuvers Readied: Action Before Thought, Moment of Perfect Mind, Iron Heart Surge, Quicksilver Motion
Stances
A 5th level warblade knows two stances.
Stances Known: Pearl of Black Doubt, Stance of Alacrity
Battle Clarity (Ex)
As long as you are not flat-footed, you gain an insight bonus equal to your intelligence bonus (maximum equals your warblade level) on your Reflex saves.
Weapon Aptitude (Ex)
You qualify for feats that usually require a minimum number of fighter levels as if you had a fighter level equal to your warblade level -2. You also have the flexibility to adjust your weapon training. Each morning, you can spend 1 hour in weapon practice to change the designated weapon for any feat you have that applies only to a single weapon. You can adjust any of your feats in this way, and you don't have to adjust them all in the same way.
Uncanny Dodge (Ex)
At 2nd level you gain the ability to react to danger before your sense would normally allow you to do so. You retain your dexterity bonus to AC even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your dexterity bonus to AC if you are immobilized.
Battle Ardor (Ex)
The sheer love of battle lends uncanny strength to your blows. Starting at 3rd level, you gain an insight bonus equal to your intelligence bonus on rolls made to confirm critical hits.
Bonus Feats
At 5th level, you gain a bonus feat from the Warblade list. You must meet the prerequisite for the feat you select. Every four levels thereafter, you choose another bonus feat from the list.
Eldritch Paragon
Spoiler
All the features of Eldritch Paragon are listed in character specific homebrew below. This will serve only to list which choices I took.
Moonshadow Caste Epic Destiny
Bitter Sweetness of Betrayal cannot be used as a standard action, and does not use a skill check, but instead provokes a Will save (DC = level + charisma modifier).
Dancing Leaf Discipline
Heart of Elderwood, Phantasmal Elegance, Turn Back the Wind, Walk the Thorn Strewn Path, Walking on the Wind
Necromantic Invocations
Black Omen Aegis, Bonerip Blast, Crypt Blast, Death Mask, Eldritch Affliction, Hungry Spirit, Poltergeist, Predatory Perception, Vampiric Blast, Wraith Shroud
Elemental Invocations
Master of Earth and Stone, One with Earth, Riverflow Blast, Searing Blast, Sing the Winds, Ward Torch, Wind Force, Work the Waters
Celestial Invocations
Circle of Peace, Eldritch Wrath, Guiding Spirits, Transcendent Language, Valiant Martyr
More Warlock Invocations
Annihilating Blast, Daemon's Whisper, Ethereal Abduction, Eyes of the Dead, Rebuking Blast, Stoneshape Blast
Epic Warlock Feats
Eldritch Sculptor, Epic Extra Invocation, Lord of All Essences, Master of the Elements, Morpheme Savant, Paragon Visionary, Shadow Master
Character Specific Homebrew
And I Shall Know Them (Epic Feat)
Spoiler
Prerequisites: Telepathy special quality, Mindsight Benefit: You may telepathically speak to anyone within twice the normal range of your telepathy. This does not extend the range of your Mindsight.
Your Mindsight now works closer to blindsight, pinpointing intelligent creatures with such precision that they do not gain total concealment against you.
Lastly, any creature can deliberately call out to you, conveying information as if they had an telepathic link with you. Any creature that does this reveals their location in such a way that you can be counted to have seen it once for the purposes of teleportation, though you are given no real knowledge or understanding of the place in question. You are also treated as having at least secondhand knowledge of the creature for the purposes of scrying.
Force of Will (Epic Feat)
Spoiler
Prerequisites: Spellcraft 24, impenetrable barrier, poltergeist, repelling blast Benefit:If your impenetrable barrier is destroyed, you do not take any damage. Also, you may have an additional barrier active at the same time for every six caster levels your possess.
You may affect any incorporeal or ethereal entity as if they were solid, effectively granting the ghost touch quality of force descriptor to all spells, weapons, and armor you touch.
Lastly, you may manipulate your environment at a range, and sustain such efforts with only a modicum of concentration. In essence, this power grants you two extra arms with reach equal to 100ft + 10ft per caster level and an effective Strength equal to your Charisma. You cannot use this extended reach to make AoOs. You require line of effect in order to use these arms to manipulate anything, but can use them in any way you would normally use your arms. This is a supernatural ability.
Innate Eldritch Power (Epic Feat)
Spoiler
You have become one with the powers you wield, making them a part of you and increasing their strength as you grow stronger. Prerequisites: Spellcraft 21 ranks, ability to use dark invocations or their equivalent. Benefit: The DCs for your Invocations are calculated as if they were normal spell-like abilities, increasing them to 10 + 1/2 HD + casting statistic (or Charisma, if it is greater).
Spell Vampire (Epic Feat)
Spoiler
You feed off the power of magic. Prerequisites: Spellcraft 20 ranks, Caster's Lament, Devour Magic, Voracious Dispelling Benefit: Your invocations no longer have a maximum caster level bonus for break enchantment and dispel magic type effects.
When using Devour Magic, the temporary hit points you gain stack up to a maximum of five times your caster level. Temporary hit points gained in this way fade after 24 hours.
Caster's Lament can be used to counterspell a spell of any level, and may be used to counterspell as an immediate action once per encounter.
You may also remove all kinds of powerful magical effects. The break enchantment effect of Caster's Lament may be effectively used against any appropriate non-epic spells, even ones that would normally require wish or miracle to remove. This does not change the type of spells Caster's Lament may be used to remove, only its power to remove them.
Lastly, you gain spell resistance equal to 11+caster level. This is an extraordinary ability.
Eldritch Paragon (Epic Prestige Class)
Spoiler
Entry Requirements Skills: Knowledge (arcana) 20 ranks, Knowledge (the planes) 20 ranks Invocations: Ability use dark invocations (or their equivalent, such as Ancestry, Greatest, etc.)
Hit Die: d6
Level
BAB
Special
Invocations
1st
+0
Eldritch Thought, Quick Invocation (1)
+1 level of existing invocation-using class
2nd
+1
Invocation Knowledge
+1 level of existing invocation-using class
3rd
+1
Bonus Feat
+1 level of existing invocation-using class
4th
+2
Invocation Secret
+1 level of existing invocation-using class
5th
+2
Eldritch Persistence (+4)
+1 level of existing invocation-using class
6th
+3
Quick Invocation (2)
+1 level of existing invocation-using class
7th
+3
Invocation Knowledge
+1 level of existing invocation-using class
8th
+4
Bonus Feat
+1 level of existing invocation-using class
9th
+4
Invocation Secret
+1 level of existing invocation-using class
10th
+5
Eldritch Persistence (+6)
+1 level of existing invocation-using class
Class Skills (4+ Int modifier per level): Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha)
Eldritch Thought: A true invoker need not waste time with gestures, for their magic is one with their will. The Eldritch Paragon no longer suffers arcane spell failure, and does not need to provide somatic components for their invocations- they evoke them with their will. In addition, using an invocation no longer provokes an attack of opportunity.
Quick Invocation: Once per round, an Eldritch Paragon can use an invocation (or eldritch blast) with a casting time of 1 standard action or less as a free action. At 6th level and every 5 levels afterwards, this ability can be used one additional time per round.
Invocation Knowledge: At second level and each five levels after that, the Eldritch Paragon learns a number of new invocations. Each time they gain this feature, they gain six eldritch points, which may be spent to learn new invocations as according to the following table:
Grade
Point Cost
Least
1
Lesser
2
Greater
3
Dark
4
Bonus Feats: At 3rd level and every 5 levels afterwards, an Eldritch Paragon can select a single bonus feat from the following list: Dark Transient, Eldritch Sculptor, Epic Eldritch Blast, Epic Extra Invocation, Lord of All Essences, Master of the Elements, Morpheme Savant, Paragon Visionary, Shadowmaster, Souleater Incarnate, Spell Vampire Verminlord
Invocation Secret: At fourth level and every five levels after that, an Eldritch Paragon may choose one of the following abilities:
Spoiler
Eldritch Echo
Whenever you use an invocation, you may choose to have it automatically cast again at the beginning of your turn in the following round. No matter where you might have moved in the previous round, the second invocation originates from the same location and affects the same area as the original spell. If the original invocation designates a ranged target, the repeated invocation affects the same target if it is within 30 feet of its original position; otherwise, the second invocation fails. If the original invocation has a range of touch, the repeated invocation affects the same target if it is within 5ft of its original position; otherwise, the second invocation fails.
Enduring Invocations
All personal range invocations with a duration of 24 hours are now permanent duration, though you may choose to dismiss or restart the effect as a free action. Any effect that would dispel them instead suppress them until the beginning of your next turn.
Intensify Invocation
Choose a single invocation you know that deals a variable amount of damage. It deals twice the normal amount of damage. If you possess Eldritch Blast or an equivalent ability, you may apply this ability to it.
Piercing Invocation
You can use your invocations against targets that are sheltered behind a wall or force effect. You may bypass one foot of barrier per five caster levels. If the invocation requires line of sight, you cannot cast it unless you can somehow see the target.
In addition, your invocations have full effect on incorporeal and ethereal creatures, and does not suffer the normal 50% miss chance against them.
If you possess Eldritch Blast or an equivalent ability, you may apply this ability to it.
Swift Invoking
You may choose to cast any invocation that would normally only take a full round or standard action as a swift action instead.
Eldritch Persistence: Invocations are drawn from the raw flow of magic and power, and are not fragile constructs like spells to be so easily torn apart. At fifth level, the Eldritch Paragon gains the ability to cast his invocations and maintain the benefit of her epic warlock feats even in antimagic and dead magic. To cast an invocation or use one of her epic warlock feat abilities in such an area, the Eldritch Paragon must make a successful caster level check against a DC equal to 11 + the caster level of the effect (for dead magic zones the DC is generally 25, though some may be stronger than others). The Eldritch Paragon further gains a +4 bonus to caster level checks for this purpose, as well as overcoming spell resistance and determining the DC to dispel their invocations. This bonus increases by +2 for every five levels after this.
Revised Warlock Progression (Epic Progression)
Spoiler
Hit Die: d6
Skill Points at Each Additional Level: 4 + Int modifier
Invocations: The epic warlock's caster level is equal to his class level. He does not learn additional invocations.
Eldritch Blast: An epic warlock's eldritch blast damage increases by 1d6 at every odd-numbered level higher than 20th (11d6 at 21nd, 12d6 at 23th, and so on).
Bonus Feats: The epic warlock gains a bonus feat every even level higher than 20th (22rd, 24th, 26th, and so on). Bonus feats must be chosen from the following list, and can be selected even if the warlock does not meet the prerequisites.
Epic Warlock Bonus Feats: Additional Magic Item Space, Augmented Alchemy, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Damage Reduction, Dark Transient*, Efficient Item Creation, Eldritch Sculptor*, Energy Resistance, Epic Eldritch Blast*, Epic Extra Invocation*, Epic Fiendish Resilience*, Epic Spell Penetration, Extended Lifespan, Extra Epic Invocation*, Fast Healing, Improved Combat Casting, Lord of All Essences*, Master of the Elements*, Morpheme Savant*, Paragon Visionary*, Scribe Epic Scroll, Shadowmaster*, Souleater Incarnate*, Spell Vampire Spellcasting Harrier, Superior Initiative, Verminlord*.
Assumed and Constant Effects
Spoiler
Damage Immunities: Acid*, Cold, Electric, Fire, and Nonlethal
Immunities with Redundancies: Ability damage, ability drain, energy drain, mind-affecting, poison,
Immunity to bleed, death effects, disease, enchantment, flanking, fortitude save effects (unless they work on objects), paralysis, petrification, polymorphing, positive energy, shadow spells and effects, sleep effects, stunning, transmutation
Constant Freedom of Movement effect
Constant Mindblank effect
Miss Chances:
20% vs ranged attacks*
20% vs non-ghost touch or force effects*
Senses:
Aware of all spells, magical effects, and spellcasters
Blindsight 60ft*
Darkvision 60ft* (Even in magical darkness)
Greater Arcane Sight
Mindsight 100ft
Scent*
See Invisibility*
True-Seeing 120ft
Stances:
Shifting Defense
Stance of Alacrity
All long duration invocations are deemed to be up at all times.
* Marks an effect from an invocation
Re: The Ultimate Conflict (Of Gods and Royalty) OOC
Of Seed and Harvest
Spoiler
When the living leave they feed the ground, buried as tiny seeds, morsels fed to a restless giant. Cut down, ended, devoured- so many rustling stalks of wheat gathered for the harvest.
Tiny little seed, passed over and forgotten by the hungering divines, untended by the grave-farmer, put forth your roots and grow strong. What shoots will you put forth as you eat from the table of gods, what color will be your leaves, when you drink the crimson nectar poured down to you?
Hear the requiem sung above of a year now in its wane. Listen to the litanies of the falling leaves and the nature's bounty. Scattered among the dirges, they trickle down like water and give you strength again. Little by little you claw your way up from the jagged stones, a single flower ready to bloom.
Gather the scattered dust from the graveclothes, pick up the scraps of the shrouds. Only hints of what you were, only shadows of what you are to be- hold them close, little blossom, but take your form from greater things. See the gleaming silver moon above, fit for a crown, the bare trees and briars, arrayed as fine armor. The leaves and winds will be your gown, the garish festivals its embroidery.
Rise up, for they must acknowledge you- the seed grown wild, the lost princess sung in the echoes of songs. Hear their unknown longing as they begin their feasts. Their celebrations are empty- hollow vessels ready to hold your glory.
See how they tremble before their rightful royalty, how they bow and offer you the tribute of their labors. Ascend the throne and claim your place, take what is yours and let all else fade away, for you are the Harvest Queen.
An Introduction to the Harvest Queen
Spoiler
It is a difficulty thing to write of the fair folk. Even the best among them are full of tricks and illusions, while the worst purposefully sow lies and deceit for their own gain. To those expecting solid fact and truth, I can only say that such things are anathema to them. Indeed, even if all their distractions and vagaries were stripped away, I doubt it would be possible to pin down a real definition for the fey creatures- no, their natures are as twisting and illusory as their deeds and words, not whole and set like our own. Yet, there are points of certainty and solid ground, certain quirks and narratives that remain constant, and so these are what I will attempt to put forward.
The Harvest Queen, for all that she might claim or hint at, is not timeless, nor as ancient as many of her peers. The precise time of her appearance is hard to pin down, but we know that many centuries ago, people did not sing her songs, did not know her name. Though she may well be hundreds of years in age, there are old and immortal entities who might remember a time when she did not exist.
What clues I have been able to piece together indicate that her appearance was sudden and unexpected. I have some pieces of writing which express consternation and uncertainty over her emergence and claims. One can imagine the feelings of our ancestors, practicing common traditions only to have some alien being of power appear, claiming to have heard their worship and demanding their acknowledgment of her crown.
Yet then, as it is now, the Harvest Queen was regarded with awe and reverence. Those who have been lucky enough to see her- or to speak with her as I have- know that the fey lady is something far beyond normal existence, a creature of beauty and power only to be compared with the gods. Little wonder then, that despite uncertainty, she was swiftly accepted and lauded.
As to where or how she first emerged I can only guess, but that is not to say there is no merit in speculation. Long have the fey been associated with the dead and those who have passed- I suspect the Queen's origins to have ties to the realm of the underworld, or the departed dead. Research indicates that the rites of respect to the dead and the homage to our ancestors that we practice in the times of the harvest season appeared around the same time as the Queen herself. Further, her power over the dead and ties to chthonic things are well known and noted. Neither of these are truly conclusive links, but they are hints and indicators.
Of those things modern we know far more. Today, the Harvest Queen declares her rule over the harvest season and its festivals and requests tributes of song, certain peculiar tithes and sacrifices, and the working of rites and traditions both of her own devising and ancient traditions. I have composed a list of the songs associated with our fair Queen and written out many of their verses, and included them later.
The tithes and sacrifices the Queen requests are largely items that few hesitate to give up- the fallen leaves of certain trees, particularly those with the most colorful and beautiful leaves in the season. She also enjoys small handfuls of seeds from the plants, like pumpkins and other gourds. Bones and blood of animals prepared for the beasts are also often sacrificed in her name. While all of these please her, rarer and more extravagant gifts may draw her favor and attention- an artisan once made a crown of perfect leaves, brilliant hued things found across the years and preserved in magic and gilt with silver, and presented it to the Queen, and she has worn it ever since.
Some have made it a custom to offer up lives to the Queen. I speak not of loathsome and bloody rites such as are made to the dread gods and demons, but what some might refer to or know as pale sacrifice, the practice of offering up eternal servitude. While this is quite rare, when it occurs it seems to please the Queen greatly. Those who pledge themselves to the Queen often become something like priests in her name, working at her direction and taking care of her rites and furthering respect towards her. Many of them simply remain where they lived while performing such tasks, but she gathers her favorites into her entourage.
While the precise composition of the Queen's entourage changes over time (and thus their function, for she delegates tasks to them that suit their capabilities) traditionally she selects the most talented, distinct, and beautiful to follow her. Yet the whims and powers of the Queen are to be noted- often those who speak loudly against her or oppose her with their might will end up in her charge, madly devoted to her and repentant (or ignorant) or all they have done before.
The goals of the Queen, and thus what the future has in store for her, are uncertain. Yet the building regard and tithes to her across the world seem to indicate that her power is growing. In time, she may well take her place among the mighty beings, the gods and their peers.
Character Links
Spoiler
Gidae
The Queen has always had an eye out for unusual and significant things. So it was that when Gidae descended, The Queen swiftly took notice and interest. She knew not where Gidae came from, or why she could remember nothing- but the Queen knew Gidae was powerful, and something about her provoked an eerie wonder within the fey.
And so she sheltered the fallen divine, offering her protection and promising her to uncover her mysterious past. In truth, the Queen clings tightly and miserly to whatever scraps of secrets she learns of the former deity, while generously lavishing her with other gifts and aid- attempting to prolong her stay and pull her further into the Queen's debt. Each dear hint given over is used to keep the illusion of her help alive, and to reward Gidae for when she makes decisions of which the Queen approves.
For she dares not use magic or forceful powers upon this person- magic covers her like a shroud, and even were she not, the delicate mystery and blossoming character would be ruined and wasted by claiming her mind forcefully. No, she must do this carefully, and with only the softest words and gentle enticements.
One day, the Queen dreams, she will understand Gidae's past, and one day, she will win Gidae's full devotion.
Sebastian
Assassins are something the Queen has great interest in, for passing from life and the interred dead are within the domain she claims. No matter how it might seem, how can she ignore them? How can she turn them away, when they further her worship in some sense.
Most people know that assassins will give prayers and offerings to the Harvest Queen. To the common man, the Queen safeguards the dead, ensures they are respected, and inflicts terrible vengeance upon those who despise her protection and defile places and sites of death. An assassin, therefore, must protect himself by mollifying the Queen, ensuring that no matter who has been killed, or why, that they pass in the proper way- else they may find their death with their victim.
Yet the Queen has many faces- and to the assassins themselves, she is known as a cautious benefactor. They worship her, they feed her divinity with the blood that raised her, and so she aids them. Those that pray to her may find that she helps them, or saves them from sure death. Those in her debt, or trusted by her, may find a chance to gain her favor and great reward by removing but a few minor hindrances to her name and cause...
So it is not surprising that Sebastian found the Queen, in time. Those around them paid their respects to the fey of the harvest, and so he heard of her. He listened and learned that she might protect them, and he remembered that, when great danger came after him. He called in desperation- and she answered. She saved his life, and he offered his service. It was a small offer, comparative to what she had done for him, only once per harvest would he serve her as she wished. But the Queen smiled, and accepted his offer, and Sebastian found himself in greater debt than he knew.
After all, it is always the harvest somewhere.
The Acropolis Chthonios
Spoiler
The Harvest Queen's home is beneath the earth, down among the graves, and it is in the shadows that deepen in the night. It can be found in paths of moonlight, and among grain prepared for the scythe. The great castle of the Queen does not deign to settle itself in one place- that is the province of a mortal's domain.
For every location it appears in it has new entrance, yet all eventually lead down into the earth into long inclined tunnels of dark wood and carefully worked stone. Illuminated by flickering lights of red, orange, yellow, and silver, the walls show countless years of traditions and ceremony, from mad dances at the full moon, to the somber burials of log forgotten heroes.
If one goes far enough down these tunnels, they will eventually reach a grand cave composed not of stone, but of shadow. It is within the earth, and yet it is not within the earth, a black cloud within the heart of a world that none can reach save by its Queen's will. High above shines a red moon, and far below a silver lake, and between them, built upon a spire-like island, is the home of the Harvest Queen.
Darkness, light, wood, stone and metal are all twined together inseparably as its walls, complimenting and contradicting one another. Doors vast enough that even a giant might struggle to shift them stand open, welcoming all who find their way here into the courtyard.
Total Cost: 8,000,000
Spoiler
Universal Conveniences
The walls (outer and inner) are Hardness 40, and have 1000 hit points. What is more, they repair themselves at a rate of 10 damage per round even if reduced to 0 or below, so long as the Harvest Queen still lives. While intact, the walls cannot be passed through, even by ethereal, incorporeal, or gaseous creatures.
Teleportation and Plane Shifting effects cannot reach the Acropolis, no have any effect inside of it, unless they are created by the Harvest Queen.
Every task that might arise in such a place is tended to by spiritual servants. There are hundreds of them, but ultimately they are identical. They are treated as Unseen Servants, though they can range anywhere within the Acropolis, and have mental scores of 10, though they are treated as mindless for all adverse effects. They only obey commands given by the Harvest Queen, though she may delegate her authority to other entities if she wishes.
Things that need to be disposed of simply seem to disappear. Anything designated as trash, placed within bins or other such areas are simply disintegrated, leaving nothing behind.
Lights can be found and created anywhere within the Acropolis, and are capable of changing into any warm colors, or silver. All of them shed light as a torch, and may be commanded to move, light, or extinguish as a free action.
No matter their method of entry, the Harvest Queen senses the arrival of newcomers into her domain, as per the mental version of the greater alarm spell, except there is no distance limitation.
The entrance to the Acropolis Chthonios is wherever the Harvest Queen wishes, even on other planes. This works as the planar travel version of the gate spell, except it can be used to connect to areas on the same plane, it may be held open indefinitely, and the entrance may be expanded large enough to accept even large vehicles. The Queen may open an entrance if she is in the Acropolis, or if she is outside of it. If she so desires, the Harvest Queen may open the entrance to a random location, though such locations tend towards themes as mentioned in the description.
Argent Harbor
On the silver lake far below the main castle there is are rows of dock made from black wood. When the entrance opens near water, it leads here, a lake deep enough to allow even large ships to find harbor. Should one find reason to arrive, this harbor could be used by an entire fleet.
Further on land there are stables of similar size, mostly proportioned for horses, though a few stranger steeds might find a place there.
Banquet Hall
This hall changes to suit its number of occupants and the mood, ranging from a small room suitable for no more than four, to a grand chamber that can hold hundreds. The spirit servants can simply conjure good food from nothing, serving up to three hundred each day.
It also encompasses a bar area with similar size properties that can create alcohol or any other non-magical beverage to serve the same number of people.
Crypt of the Speaking Dead
A dark and winding labyrinth, the crypt is home to countless biers. Any corpse placed within the crypt does not rot or decay, and is instead perfectly preserved as per the gentle repose spell. In addition, once per week, each corpse will answer 10 questions per week, as per speak with dead.
Lost Library
Artfully designed shelves are far taller than a man, and are extended in long rows. Yet, finding knowledge is easy, as the items on the shelves whisper where to go, calling out to those who seek them, and speaking of their secrets to those wandering without direction. Research done here has its time cut in half, and all knowledge checks are granted a +5 circumstance bonus.
Those who come seeking books will be surprised to find far more here. The shelves are crowded with historical artifacts, and trinkets that meant a great deal to those who once carried them. One can find the sword of an old warrior next to a tome of necromantic secrets, and next to that, a bright red scarf only significant by the secret love it once represented.
In addition, a row of black books record every question ever asked and answered by the corpses within the crypts below.
Guest Wings
Much like the rest of the Acropolis, the guest wings are designed to accommodate hundreds. The rooms are vast and spacious, large enough that they might fit a small house, and filled with minor magical wonders. Among other things, they clean themselves, provide supplies of fresh water, and furniture slowly rearranges itself on command.
Sanctum
This room cannot be touched by divination of any kind. Within the it are the Queen's private chambers, which include living space, a study, a small storage area, and a ritual chamber. Within the study is a vast map which depicts the current state of the Acropolis, including all the territory outside the castle. It is a perfectly accurate 3d map that may be manipulated at the user's whim, created of illusions projected from arcane diagrams inscribed into the floor with countless gems. While consulting the Sanctum map, the range of the Harvest Queen's Mindsight expands to encompass the entire Acropolis.
Throne of Rings
This room is designed to emphasize the throne of the Harvest Queen. All within the hall can comprehend and speak in other languages as a continuous tongues effect. In addition, if a creature willingly kneels before the Harvest Queen while she sits in her throne and makes an oath to her, she may bind their oath with a lesser geas effect, except there is no hit die limitation, and it lasts until the Harvest Queen dismisses it, the oath is fulfilled, or the next full moon rises.
Vaults
Warded against all divination, much like the sanctum, the vaults are lead lined and hidden directly under the castle. There are no doors or passages to them, or any indication that they exist. There are numerous separate vault rooms, allowing for storage of various items without mixing them. Generally, the vaults go unused, except for a few items of great importance placed there by the Queen.
The Queen's Panoply
Spoiler
Blessings of Rebirth
Spoiler
The reincarnation of the Harvest Queen into her current form granted her many powers, raising her above the common man, reinforcing her body, and heightening her powers of perception.
+5 Inherent Str, Dex, Int, Wis, Cha
+2 to Dexterity
Iron Will
60ft darkvision,
+4 to perception
Cannot be flanked.
+4 bonus to initiative, acrobatics, and escape artist
This is just Manuals, Flexible Spine, Silithar Tendons, Otyugh Hole, and Crown of Eyes all smashed together for fluff purposes only. All are effectively slotless, and I gain no benefits or penalties from doing this. It's all flavor.
Total Cost: 814,000
Mark of the Turning Season
Spoiler
Everything moves, everything changes and fades. Autumn becomes winter, and once the harvest is complete, the time of lack approaches- the fields are barren, the trees and vines withering in cold, dying away.
A tattoo in earthy browns and blacks weaves along the left side of the Harvest Queen, coyly spreading thin designs onto her face, and tracing all the way down the arm and leg of the same side of her body. Its shape changes though, from moment to moment and season to season, but it retains the same hints and themes- vines and branches, flowers and leaves, heavenly bodies and bleached bones.
This item takes up the face slot, feet slot, one ring slot, and the throat slot, and possesses the following capabilities:
+12 enhancement bonus to Dexterity
Adds +1 Aiming, Collision, Defending, Eager, Merciful, Spellstrike, Transmuting, and Warning to a single natural weapon.
Further, this single natural weapon is a Spellblade weapon, capable of reflecting Greater Dispel Magic.
Three times per day as a swift action, reflects the next 9 spell levels directed at you as if by the spell turning spell.
Three times per day as a swift action it may be invoked to invoke an effect identical to temporal acceleration. The apparent duration is three rounds.
Two times day as a swift action, renders the wearer immune to all forms of damage from any source for one round.
Four times per day as an immediate action, you may reroll a saving throw, before you know the outcome of your roll. You cannot use this if you have already rerolled the save for any reason.
Four times per day as an immediate action, may be invoked to negate any of the following conditions before it affects you: confused, dazed, fascinated, stunned.
Four times per day as an immediate action, may be invoked to reduce all variable effects of the next spell or spell-like ability that affects you to minimum value. Only you are protected by this effect. This protection lasts until the end of your next turn.
Total Cost: 4,691,180
Moonlight Harvest Crown
Spoiler
This crown is made of carefully woven fallen autumn leaves edged with precisely folded silver. Crafted only in the light of the harvest moon, the crown absorbed the bright moonlight and still sheds it from the veins of the leaves and reflects it from its mirror-like silver edges. During the day it is a beautiful ornament, but by night the aura of power it sheds is easily seen drifting around its wearer as motes of silver light. All who look upon it feel the majesty and weight of its wearer's presence and magic.
The Moonlight Harvest Crown takes up the head and torso slots, and bestows the following powers on its wearer:
+12 enhancement bonus to Charisma and Wisdom.
+10 competence bonus to all Charisma and Wisdom checks and skill checks.
The aura of the crown can be folded and layered around its wearer to form whatever apparel they might desire, creating even the most expensive and beautiful raiment, including jewelry. Anything separated from the wearer simply fades into silver light and disperses, without harm to the crown. Creating, changing, or dismissing such garments is a free action. Nothing so created can be used in any other way than clothing. The garments are made of quasi-real shadow stuff and while their shadowy nature can be noted with true seeing or similar effects, they still obscure the wearer.
The crown can use its shadow-stuff to create extraplanar pockets that can only be accessed by the wearer. The wearer can only store items that they can hold in one hand, but may store as many as they desire, so long as their total weight is no more than 1,000lbs. They may retrieve or store any item as a free action.
While sheathed in the moonlight of her crown, the wearer is protected from positive energy effects. She can ignore the blinding effect of positive-dominant planes, and does not gain fast healing or additional hit points from such places. Furthermore, spells and effects that channel positive energy (such as cure spells) have no effect on the wearer.
This power further grants a +5 resistance bonus to saving throws.
Lastly, the moonlight shadow-stuff can illuminate the surrounding area. As a swift action, the wearer can shed light as a torch. This light may also be extinguished as a swift action.
+1 bonus to caster level, and +4 effective caster level for determining the difficulty for another character to dispel or counter one of your spells.
In addition, the wearer can automatically sense all spellcasting that occurs within 60ft, and can identify the spell with a successful spellcraft check (DC 15 + spell level) even if she can't see the casting or effect. In addition, once per day you may affect an identified spell, either choosing to counterspell it as if with dispel magic, or change the target of the spell to any valid target within 60ft.
Constant Freedom of Movement effect.
The crown gives the wearer preternatural reaction speeds: She may roll twice for initiative checks and take the better result, and further adds a +2 competence bonus to it. In addition, she gains 3 charges that are renewed each day at dawn. Spending 1 or more charges as a swift action grants a single extra action that must be taken immediately.
Re: The Ultimate Conflict (Of Gods and Royalty) OOC
The structure of the acropolis (or at least its major features) are listed on Vael's post above. Otherwise, you are free to act as normal people (who may or may not possess murderous impulses) until Vael opens the gate for you
On that topic, Vael, you are welcome to invent any city to open up onto. You can even use real D&D locations if you warn me but be aware that I'll probably get lots of details wrong if you do.
__________________ Working on finals, to be immediately followed by a trip abroad this summer. Will be back to posting on June 12th. Apologies for inconveniences in the meantime.
I'm try not to be too vain but this was too perfect not to sig.
Quote:
Originally Posted by Primal Fury
okay RoC, that is enough! the gitp boards can only take so much awsome, you might actually hurt somebody with this one!
Re: The Ultimate Conflict (Of Gods and Royalty) OOC
Sebastian Here just needs the slightest of tweaks still. Taking up the Improved Critical feat via an Arrogant flaw (yay) and scrapping some weapons upgrades, but I'm hitting the end of my Redbull and the start of my Nyquil so this may have to wait until tomorrow.
Edit: Actually, Having made Speed useless (boots w/ haste), Keen useless (Improved Critical) and Human-Bane equally pointless, I'm going to just swap out those +5 (+1 Keen, +1 Bane, +3 Speed) for 'Vorpal' so I don't have to do math. That should leave all the stats the same, excluding the +2/+2d6 to humans, and just adds 'May decapitate'. Normally I would avoid vorpal and jsut cut them down to +10 Adamantine Daggers, but in reading about it here it seems that vorpal does NOT interact with keen, improved critical, etc in Pathfinder as it did in 3.5. If I'm wrong just tell me, otherwise, this is it. Sheet SHOULD be done now. EDIT 2: I can't focus properly right now, but the first thing I'll do upon waking tomorrow is posting in-character. I want this show on the road as much as the rest of you. Besides, I justify to myself, It would be rude to post before a Lady, like Gidae. Daniel, Fang? Shame on you.
__________________
Praise be to our highest most exalted lord, Emperor Ing for gifting me with this magnificent avatar. Also check out his awesome comic, Well That was Unexpected.
Last edited by Toska Moriarty : 08-23-2012 at 11:56 PM.
Re: The Ultimate Conflict (Of Gods and Royalty) OOC
My apologies if the first post is a TLDR, I doubt my others will be this long winded, I simply wanted to solidify Sebastian's, er, unusual look before dropping him in. He won't have anywhere near this much detail every morning, but it'll probably be the same routine whenever he sleeps in the Acropolis.
__________________
Praise be to our highest most exalted lord, Emperor Ing for gifting me with this magnificent avatar. Also check out his awesome comic, Well That was Unexpected.
Re: The Ultimate Conflict (Of Gods and Royalty) OOC
Ah, a bit of elaboration is usually fine. I didn't indulge in it myself due to a sheer in-built reflex that comes from reading too many bad fanfics.
Personally, I'm torn between interested and worried over why the Queen had me sit in the throne. Could have used Warp World to create new chairs for myself, but that'd just be rude...
__________________
"Not trusting me might be the smartest decision you made since getting off of your horse."
Kharal Zhou, Fire Aspect of Lookshy:
Image and avatar by Ifni, who is rightly awesome.
Re: The Ultimate Conflict (Of Gods and Royalty) OOC
If my posts end up sounding like bad fanfiction (Audible gag *HERE*) please tell me in so I can atone. The internet does not need more of those.
And apprehension aside, you've gotta admit; It must be a really nice throne.
__________________
Praise be to our highest most exalted lord, Emperor Ing for gifting me with this magnificent avatar. Also check out his awesome comic, Well That was Unexpected.
Re: The Ultimate Conflict (Of Gods and Royalty) OOC
I came to the forum to make my daily IC post but it seems that I'm not quite needed yet to interject. I was tempted to have a servant inform Daniel where everyone is but I think I'll wait for Infernally Clay's post in case Gidae also ends up in the banquet hall. I'll keep an eye on the thread tonight in case a post is more justified shortly.
Edit:Vael: One thing I've either been meaning to ask or have asked and forgot the answer to was where exactly your acropolis is. I know that direct assault seems unlikely anywhere but as only the entrance moves (if I'm reading things properly), where is the rest of the fortress? Material plane? Plane of Shadows? Realm of Seelie (minus flowing time trait)? Demiplane? If you don't feel like making that info even this public, feel free to PM me your thoughts on this.
__________________ Working on finals, to be immediately followed by a trip abroad this summer. Will be back to posting on June 12th. Apologies for inconveniences in the meantime.
I'm try not to be too vain but this was too perfect not to sig.
Quote:
Originally Posted by Primal Fury
okay RoC, that is enough! the gitp boards can only take so much awsome, you might actually hurt somebody with this one!
Re: The Ultimate Conflict (Of Gods and Royalty) OOC
I didn't quite specify in my write up, but I did hint at it. Essentially, I view it as being its own demiplane, but one that is coterminous with the material plane, and probably the other planes the material plane is coterminous to. Except, it's only one very small dot of a demiplane in the midst of a much bigger plane- so effectively, waaaay deep underground in the material plane there is this spot that has another plane overlapping it in the same way the ethereal and shadow planes overlap the material. And that plane is where the Acropolis is (and the Acropolis is all that it contains).
It's kinda hard to get to and from without the entrance.
Edit: In my next post I'm gonna state where we are headed! But not by name. Mostly because I don't have a name in mind, and want to offer other people a chance to give it one- or to just use something already made.
Essentially I'm thinking a Sigil analogue. Which could just be Sigil. Or maybe it is somewhere kinda like it but in this game's setting. Basically, a massive city with traffic all across the planes, full of people and magic and powerful entities.
Re: The Ultimate Conflict (Of Gods and Royalty) OOC
Frankly, I can't wait. Wherever we go, I just can't wait.
__________________
Praise be to our highest most exalted lord, Emperor Ing for gifting me with this magnificent avatar. Also check out his awesome comic, Well That was Unexpected.
Re: The Ultimate Conflict (Of Gods and Royalty) OOC
I'll be waiting for the actual gate-opening to make my post a reality. I for one can't wait to start, either.
__________________ Working on finals, to be immediately followed by a trip abroad this summer. Will be back to posting on June 12th. Apologies for inconveniences in the meantime.
I'm try not to be too vain but this was too perfect not to sig.
Quote:
Originally Posted by Primal Fury
okay RoC, that is enough! the gitp boards can only take so much awsome, you might actually hurt somebody with this one!
Re: The Ultimate Conflict (Of Gods and Royalty) OOC
How was that? Sorry for taking so long, I haven't been able to get back home all day (both this and the IC post were written on a Vita snagging bandwidth from an unsecure WiFi connection ), so I apologise if it isn't detailed enough. I just didn't want to waste anyone's time.
__________________
"Don't think of it as dying," said Death,
"Just think of it as leaving early to avoid the rush."
Re: The Ultimate Conflict (Of Gods and Royalty) OOC
Quote:
Originally Posted by Realms of Chaos
I'll be waiting for the actual gate-opening to make my post a reality. I for one can't wait to start, either.
I am now expecting rodents with automatic bazookas waiting for us on the other side of the portal. All the portals. Plane shifting rodents.
This expectation may be connected to the complete lack of sleep I have had. Presumably, tomorrow, this will appear strange to me. Right now it makes total sense.
__________________
"Not trusting me might be the smartest decision you made since getting off of your horse."
Kharal Zhou, Fire Aspect of Lookshy:
Image and avatar by Ifni, who is rightly awesome.
Re: The Ultimate Conflict (Of Gods and Royalty) OOC
Yup, just waiting for someone to pull the metaphorical switch (unless you already did and I simply missed it )
__________________ Working on finals, to be immediately followed by a trip abroad this summer. Will be back to posting on June 12th. Apologies for inconveniences in the meantime.
I'm try not to be too vain but this was too perfect not to sig.
Quote:
Originally Posted by Primal Fury
okay RoC, that is enough! the gitp boards can only take so much awsome, you might actually hurt somebody with this one!
__________________
Praise be to our highest most exalted lord, Emperor Ing for gifting me with this magnificent avatar. Also check out his awesome comic, Well That was Unexpected.
Last edited by Toska Moriarty : 08-25-2012 at 03:23 PM.
Re: The Ultimate Conflict (Of Gods and Royalty) OOC
Just want to throw this out there: By 'Looking up and down' I meant up and down the street. Kinda defeats the purpose of mentioning Erika if I'm looking up/down, and I would've edited it were it not for the roll involved.
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Re: The Ultimate Conflict (Of Gods and Royalty) OOC
It occurs to me that having Erika, essentially, walk up to the cthulhoid monstrosities and say 'hi' might have some unwanted repercussions. Just as cautiously poking the tears in the fabric of reality with her extended will (or however Warp World works).
Oh well. Should be interesting, provided I can hold my sanity together...
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Re: The Ultimate Conflict (Of Gods and Royalty) OOC
... It also occurs to me that the Queen demolishing sections of Sigil and generally advertising her presence might not be a brilliant idea. Especially with the Lady of Pain quite literally a couple of blocks away, and possibly already in a bad mood. I don't know if the Lady of Pain has moods, bad or otherwise, but I tend to assume the worst possible variable is correct.
But hey, it won't be me getting flayed alive at least
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"Not trusting me might be the smartest decision you made since getting off of your horse."
Kharal Zhou, Fire Aspect of Lookshy:
Image and avatar by Ifni, who is rightly awesome.
Re: The Ultimate Conflict (Of Gods and Royalty) OOC
I don't plan on Sebastian doing anything more than accosting random crowd members until:
1. The Harvest Queen, Daniel, Erika, or Gidae tell him to do something.
2. Anyone tells Fang to do something.
3. The crowd leaves without him and he is stuck in front of The Lady
4. The sky-cracks give birth.
5. Pigs fly.
Outside of that, yelling at random people whilst ignoring the two main threats it is! Atleast this way I should avoid losing SAN, right? (Maugan >.<)
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Last edited by Toska Moriarty : 08-27-2012 at 10:27 PM.
Re: The Ultimate Conflict (Of Gods and Royalty) OOC
Quote:
Originally Posted by Vael
Yeah, well, if the Lady wants to be violent about someone trying to help then the Queen won't care about trashing her.
(Oh god please let the Queen not die)
If Sebastian owes the Queen (Strangely ALL of my characters take debt very seriously) then a simple telepathic message is all it takes to send the assassin into a fight he can and should not handle *cough Cough*
... to call for backup.
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Praise be to our highest most exalted lord, Emperor Ing for gifting me with this magnificent avatar. Also check out his awesome comic, Well That was Unexpected.
Re: The Ultimate Conflict (Of Gods and Royalty) OOC
Can we do Plane-y-things here? I was under the impression that Sigil made plane-hopping (Shadow, plane shift, Etherealness, etc) off limits? I mean, if we can do it, tell me, and I'll be a little more mobile.
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Praise be to our highest most exalted lord, Emperor Ing for gifting me with this magnificent avatar. Also check out his awesome comic, Well That was Unexpected.
Re: The Ultimate Conflict (Of Gods and Royalty) OOC
I know that access to the astral plane and that gates don't work (I'm making an exception for the acropolis) but I'm not sure about other planey stuff. Probably no access to the plane of shadow (seeing as the outlands isn't coterminous with the plane of shadow last time I checked). Ethereal plane is okay. Teleportation is likely okay. Planeshift is okay.
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Quote:
Originally Posted by Primal Fury
okay RoC, that is enough! the gitp boards can only take so much awsome, you might actually hurt somebody with this one!
Re: The Ultimate Conflict (Of Gods and Royalty) OOC
I wasn't even thinking of approaching her when I decided to follow her. I figured she'd already have a plan just wanted to keep an eye on her, maybe figure out what said plan is. Now that we've approached her... not sure how this is going to end.
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Re: The Ultimate Conflict (Of Gods and Royalty) OOC
Pretty much made that decision on a whim, I admit. Erika isn't the sort to casually sit by and observe an interesting situation when she can get involved.
And aw, Daniel interposing himself between the Lady and Erika.
__________________
"Not trusting me might be the smartest decision you made since getting off of your horse."
Kharal Zhou, Fire Aspect of Lookshy:
Image and avatar by Ifni, who is rightly awesome.
Last edited by Maugan Ra : 08-30-2012 at 08:47 AM.