Character Sheet P2
[spoiler]
Feats[spoiler]
Feats by Source[spoiler]
Normal
Human: Able Learner
Marshal: Skill Focus Diplomacy
Planning: Extend Spell
7 Levels: Sacred Vow, Still Spell, Eschew Materials, Dark Stalker, Heighten Spell, Persistent Spell, Extra Spell,
4 Illithid Savant: Quicken Spell, Vow of Poverty, Silent Spell, Mounted Combat
3 Vow of Poverty: Nymph's Kiss, Consecrate Spell-like Ability, Purify Spell-like Ability
Epic
17 Levels: Epic Vow of Poverty, Ignore Material Components 15x Font of Inspiration
25 Epic Illithid Savant: Twin Spell, Invisible Spell, Innate Spell (Contingency), Extend Power, Persist Power, Repeat Power, Expanded Knowledge (Hustle), Innate Spell (Persistant Greater Ironguard), Mindsight, Rapid Metamagic, Ignore Material Components, 5x Multispell, 2x Multispell-like ability, Spell Stowaway (Time Stop), Innate Spell (Twinned Repeated Greater Arcane Fusion), Quick Recconiter, Extraordinary Spell Aim, Enhance Effect, Improved Snatch Spell, Lifesense
25 Epic Vow of Poverty: Improved Alignment Based Spellcasting (Good), 24x Great Charisma
11 Feat Leech: Twin Power, Chain Power, Delay Power, Empower Power, Enlarge Power, Extend Power, Maximize Power, Quicken Power, Widen Power, Psionic Meditation, Expanded Knowledge (Hypercognition), Speed of Thought
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Feats by Function[spoiler]
Prereqs: Sacred Vow, Extra Spell, Mounted Combat
Stats: Able Learner, Vow of Poverty, Epic Vow of Poverty, 15x Font of Inspiration , Improved Alignment Based Spellcasting (Good), 24x Great Charisma, Nymph's Kiss, Skill Focus (Diplomacy), Speed of Thought
Utility: Dark Stalker, Consecrate Spell-like Ability, Purify Spell-like Ability, Mindsight, Spell Stowaway (Time Stop), Innate Spell (Twinned Repeated Greater Arcane Fusion), Enhance Effect, Snatch Spell, Lifesense, Quick Reconniter, Innate Spell (Contingency), Innate Spell (Persistant Greater Ironguard) 2x Multispellike ability, Expanded Knowledge (Hustle)
Casting Utility:Eschew Materials, Ignore Material Components, Rapid Metamagic, 5x Multispell, Extraordinary Spell Aim, Psionic Meditation, Expanded Knowledge (Hypercognition)
Metamagic: Extend Spell, Quicken Spell, Still Spell, Silent Spell, Persistent Spell,Invisible Spell, Heighten Spell, Epic Heighten Spell, Twin Spell
Metapsionic: Extend Power, Persist Power, Repeat Power, Twin Power, Chain Power, Delay Power, Empower Power, Enlarge Power, Extend Power, Maximize Power, Quicken Power, Widen Power
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Epic VoP Benefits[spoiler]
Sustenance
No need to Breath
Endure Elements
Mind Shielding
Freedom of Movement
Regeneration
True Seeing constant effect
Stat Bonuses[spoiler]
AC Bonus (Su): The character gains a +26 exalted bonus to AC.
Resistance (Ex): The character gains a +15 resistance bonus to saving throws.
Holy Aura (Su): The character is surrounded at all times by the effects of the holy aura spell. This aura provides all of the usual benefits of the spell to any good creature within 20 feet of the ascetic.
Exalted Strike (Su): + 16 enhancement bonus to attack and damage rolls. All weapons are considered to be epic epic and silver/cold iron. They also have the holy and holy power abilities.
Ability Score Enhancement (Ex): + 32 , 30, 28, 26, 24 and 22 enhancement bonus to ability
Fast Healing (Ex): Fast Healing 13
Damage Reduction (Su): DR 40 vs Epic & Evil
Deflection (Su): +11 Deflection bonus to AC
Inherent Bonus (Ex): +5 inherent bonus to all stats
Natural Armour (Ex): +8 Natural Armor
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Spellcasting[spoiler]
Arcane and Divine Spellcasting[spoiler]
I cast arcane spells spontaneously from the Sorcerer and Cleric and Paladin spell lists.
All Spells may be Consecrated, Purified, Quckened, and/or Twinned for free and can ignore Spell Resistance for 2 inspiration points.
+1 CL of Good and Knowledge Spells
CL for Arcane Spells 132 = (88 = 70 +18 rank) * 1.5 (Consumptive Field)
Arcane Spells per day(max spell level 29)
Base DC 79 = 10 base + 65 stat + 3 Improved Aligned Spellcasting
0/01/02/03/04/05/06/07/08/09/10/11/12/13/14/15/16/17/18/19/20/21/22/23/24/25/26/27/28/29
1/16/16/16/15/15/14/13/14/14/14/14/13/13/13/12/11/12/12/11/11/11/11/11/10/10/10/10/09/09
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Spell-Like Abilities[spoiler]
All Spell-Like Abilities may be Quickened for free.
6/day, Miracle, Wish
At Will
Innate Spell: Contingency, Persistant Greater Ironguard, Twinned Repeated Greater Arcane Fusion
1-Nystul's Magic Aura, Detect Secret Doors, Entropic Shield, Deathwatch, Obscuring Mist, Protection from Evil, Detect Evil
2-Identify, Detect Thoughts, Aid, Augury, Wind Wall, Aid
3-Dispel Magic, Clairaudience/Clairvoyance, Protection from Energy, Gaseous Form, Magic Circle against Evil
4-Imbue with Spell Ability, Divination, Freedom of Movement, Status, Air Walk, Holy Smite
5-Spell Resistance, True Seeing, Break Enchantment, Detect Scrying, Control Winds, Dispel Evil
6-Antimagic Field, Find the Path, Mislead, Heroes Feast, Chain Lightning, Blade Barrier
7-Spell Turning, Legend Lore, Spell Turning, Greater Scrying, Control Weather, Holy Word
8-Protection from Spells, Discern Location, Moment of Prescience, Discern Location, Whirlwind, Holy Aura
9-Mordenkainen's Disjunction, Foresight, Time Stop, Elemental Swarm, Summon Monster 9 (good only)
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Manifesting[spoiler]
Discipline: Telepathy
Power Points: 1743 = 343 Base + 1400 Bonus (70 CL * 40 Int / 2)
PP Limit: 19
Powers Known: 75/86
DC: 50 + Power Level
All powers are Persisted and Repeated for free.
1: Control Light, Know Direction and Location, Missive, Sense Link, Skate, Synesthete
2: Control Sounds, Feat Leech, Identify, Knock, Mass Missive, Lock, Forced Sense Link
3: Time Hop, Touchsight, Ubiquitous Vision
4: Aura Sight, Correspond, Death Urge, Detect Remote Viewing, Dimension Door, Divination, Intellect Fortress, Mindwipe, Psychic Reformation, Trace Teleport, Wall of Ectoplasm
5: Catapsi, Incarnate, Leech Field, Major Creation, Plane Shift,
6: Contingency, Co-opt Concentration, Disintegrate, Retrieve, Temporal Acceleration
7: Divert Teleport, Insanity, Phase Door, Sequester
8: Bend Reality, Matter Manipulation, Recall Death, Shadow Body, Greater Teleport
9: Apopsi, Assimilate, Microcosm, Reality Revision, Timeless Body
Telepathy Powers: Charm, Mindlink, Adversion, Brain Lock, Read Thoughts, Suggestion, Crisis of Breath, Hostile Empathetic Transfer, False Sensory Input, Dominate, Thieving Mindlink, Modify Memory, Schism, Metaconcert, Mind Probe, Mind Switch, Crisis of Life, Mind Seed, True Mind Switch, Psychic Chirurgery
Expanded Knowledge Powers: Hustle, Hypercognition
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Epic Spells and Powers[spoiler]
Epic spells learned through Epic Illithid Savant
14 Epic Arcane Spells per day.
Epic Spells Known: Esoteric Aegis, Extemporaneous Aura, Superior Superb Dispelling, Epic Heal Undead, The Circle of Locking the Nine Gates, Summoning Sanctuary, Cloak of Magical Invincibility
Epic Spell and Power Details[spoiler]
Epic Consecrated Stealth Planar Bubble[spoiler]
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Cloak of Magical Invincibility[spoiler]
Abjuration
Spellcraft DC: 245
Components: V, S
Casting Time: 11 minutes
Range: Touch
Target: Touched Creature
Duration: 5 weeks
Saving Throw: Will negates
Spell Resistance: yes
To Develop: 2,205,000 gp, 88,200 xp, 45 days
Factors: +14(Seed: Ward) +220(Wards against all spells(and spell like effects, including those from magic items) increases by 11 levels) +68(Increase duration 3,400%, +34 days) +100(Increase caster level against dispel checks by 50 levels) Mitgating Factors: -100(Caster burns 10,000 xp) -57(three participants contributing an epic level spell slot)
Gives targeted creature immunity from all spells and spell-like effects with a spell level 12 or less for . Increases the caster level against dispel checks by 50 levels.
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Superior Superb Dispelling[spoiler]
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Summoning Sanctuary[spoiler]
Abjuration
Spellcraft DC: 80
Components: Components
Casting Time: 1 minute
Range: Touch
Effect: 30-ft. spherical emanation
Duration: 24 hours
Saving Throw: None
Spell Resistance: Yes
To Develop: 720,000 gp; 15 days; 28,800 XP. Seed:
ward (DC 14). Factors: increase area of effect by 200%
(+8), increase bonus on caster level check to overcome
spell resistance by +20 (+40), determine creature type to
be warded against at the time of casting this spell (ad hoc
+4), prevent spiritual wounds within summoning area
(ad hoc +14).
This spell creates an area in preparation for summoning
a powerful creature. Proof only against physical attacks,
it prevents the next summoned creature, and all
other creatures of that type summoned into the area for
the duration of the sanctuary, from leaving a 30-foot
spherical emanation area by any means. The summoned
creature may be able to break past the barrier by means
of its spell resistance, in which case the caster makes a
caster level check with a +20 bonus.
Additionally, the typical effects of summoning a powerful
cosmic entity to the Prime are ignored if the creature
is summoned within a summoning sanctuary.
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Esoteric Aegis[spoiler]
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The Circle of Locking the Nine Gates[spoiler]
Conjuration (Summoning)
Spellcraft DC: 136 or more
Components: V, S, M, XP, Ritual
Casting Time: see below
Range: 75 feet
Effect: One summoned Duke of Hell
Duration: 27 rounds
Saving Throw: Will negates (see text)
Spell Resistance: No
To Develop[spoiler]
: 1,215,000 gp; 25 days; 48,600 XP. Seed:
destroy (DC 29), summon (DC 14), summon (DC 14),
ward (DC 14). Factors: summon a unique creature (DC
+60), summon a CR 29 creature (+54 DC), one magic
circle against evil (ad hoc +10 DC), maximized damage
for destroy seed (ad hoc +10 DC), prevent regeneration
from divine damage (ad hoc +2), allow no save against
damage from destroy seed (ad hoc +10), +2 transports
through no mediumallow CR o fDuke to be summoned
to be increased by +1 for eachadditional 200 XP spent
during casting (ad hoc +2), altereffect of second summon
seed to banish (ad hoc +2), banish unique creature (ad hoc +60),
enforce banishment for 9d100 years (ad hoc +30).
Mitigating factors: Eightadditional casters contributing 5th
level spell slots (-72 DC), 3d6 backlash Sanity (or 1d4 Wisdom
damage) (-4 DC) to the primary caster, burn 9,900 XP (in equal
shares from all participants) (-81 DC).
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Extemporaneous Aura[spoiler]
Abjuration
Spellcraft DC: 198
Components: -
Casting Time: 1 standard action
Range: Personal
Effect: 300' radius centered on caster
Duration: 48 hours
Saving Throw: None
Spell Resistance: No
Seed: Ward (14)
Factors: increase area 29 times +116, one action casting time +20, increase duration 100% +2, any contingent spell +36 (ad hoc), moves with caster +10 (ad hoc)
This spell suppresses the activation of all contingent spells or powers within a 300' radius. The contingent spells are not dispelled, but if their trigger condition is met, while within the radius make a caster level check using the CL of the contingent spell against the CL of Extemporaneous Aura. If the check is unsuccessful, the trigger does not activate. Once outside of Extemporaneous Aura's area of effect, suppressed contingent spells go off normally if their triggering condition continues to be, or is once again met. However, if the triggering condition is a specific event rather than on ongoing condition nothing happens until that event occurs again.
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Epic Heal Undead[spoiler]
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Persistent Effects[spoiler]
Persistent Powers: Schism, Touchsight, Feat Leech
Persistent Spells: Favor of the Martyr, Life Ward, 10x Otiluke's Suppressing Field (Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Teleportation, Transmutation), Greater Consumptive Field, Dampen Magic, Foresight, Anticipate Teleport, Anticipate Teleport (Greater), Superior Invisibility, Mind Blank, Battlemagic Perception
Epic Persistent Spells: Esoteric Aegis, Extemporaneous Aura, Epic Consecrated Stealth Planar Bubble, Cloak of Magical Invincibility
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Divine Abilities[spoiler]
Stat Bonuses[spoiler]
+18 AC, +33 Nat AC, +Cha AC, +18 Attack Rolls, +18 Saving Throws, +18 checks ( skill, ability, caster level, and turning)
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Immunities[spoiler]
Aging, Polymorph, Energy Drain, Ability Damage, Mind Affecting effects, 2 Elements, disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment/binding effects
all can be negated by a rank check
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Passive Abilities[spoiler]
Maximum hit points, Aligned Weapons, DR 40/Epic and Material, Divine Aura, SR 85, Do not fail on natural 1, Take 10 on any roll, Portfolio Sense, Sense Enhancement
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Activated Abilities[spoiler]
Domains(Domain Power 18/day, Domain spells at will), Alter Reality(Cure/inflict, Wish/Limited Wish, Alter Size), 23 SDAs, Teleport at will, Automatic Actions, 20 swift actions/round, Communication, Create Items, Alter Size
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Salient Divine Abilities[spoiler]
Eldritch Knowledge, Supreme Eldritch Knowledge, Clearsight, See Magic, 3x Extra Sense Enhancement (Clearsight: Distance, Metal, Abjuration Spells), Divine Air Mastery, Instant Counterspell, Supreme Initiative, Divine Celerity, Know Secrets, Power of Luck, True Knowledge, Divine Dodge, Divine Blast, Supersneaky, Divine Skill Focus (Hide), Automatic Metamagic (Quicken), Automatic Metamagic (Twin Spell), Automatic Metaspell-like Ability (Quicken), Automatic Metapsionic (Persistant), Automatic Metapsionic (Repeat Power)
Custom Salient Divine Abilities[spoiler]
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Items[spoiler]
An ordinary (neither magic nor masterwork) quarterstaff, a simple robe, a hat and sandals.
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Consolidated Statistics[spoiler]
Defenses[spoiler]
Stats AC: 180, Fort: 215, Ref: 230, Will: 258, FH 13, SR 85, DR 40 vs Epic Evil/Wood
Abilities: Evasion, Mettle, Spell Immunity, Repel Missiles, Divine Dodge (68%)
Spells: Otiluke's Suppressing Field (CL 132), Dampen Magic (-21), Anticipate Teleport (Greater), Ironward, Superior Invisibility
Epic Spells: Extemporaneous Aura, Cloak of Magical Invincibility, Epic Consecrated Stealth Planar Bubble, Esoteric Aegis
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Activated Attacks and Abilities[spoiler]
Special Attacks: Aura of Despair (DC 108), Constitution Drain (DC 108), Seize Concentration, Snatch Spell, Extract Brains (DC 85), Divine Aura (DC 91), Aura of Menace (DC 110), Instant Counterspell (Mastery of Counterspelling), Know Secrets, Power of Luck, Turn Undead, Turn Air Elementals, Divine Blast (81d12 damage 66/day)
Special Abilities: Metamagic Effect, Cosmic Connection, Innervated Speed, Time Regression, Alter Size, Extraordinary Spell Aim, True Knowledge, Reroll 91/day, Cosmic Connection
Factotum: Total Inspiration Points (125), Cunning Insight (1), Cunning Defense (1), Cunning Breach (2), Cunning Surge (3)
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Senses[spoiler]
Skills: Spot: 233, Listen: 233, 1 free spot and listen check per round
Divine: Senses extend to 1 mile/level or 100 feet/level vs Cosmic Entities
Sight: Clearsight (ESH: Distance, Metal, Abjuration Spells), See Magic, Ghost Sight, True Seeing, Lifesense
Other: Blindsense 50 miles, Blindsight 500 feet, Divine Air Mastery 180 feet, Touchsight 60 feet
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Immunities[spoiler]
Racial: Mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, critical hits, nonlethal damage, ability drain, energy drain, fatigue, exhaustion, negative energy, effects that require a fortitude save, death from massive damage, dehydration, heat, polymorph
Class: force effects, surprise , divination effects which would reveal my location
Feats:freedom of movement, acid, cold, electricity, fire, sonic
Spells: dazed, nauseated, sickened, staggered, unconsciousness through HP loss, positive energy, metal, dispelling, blindsight, blindsense, scent, and tremorsense
Divine: Imprisonment/Binding
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Actions/Turn[spoiler]
Standard Actions: 3 (Base + Quickness + Perpetual Options) + 1 mental (Schism) + 41/encounter (Factotum)
Move Actions: 1 (Base)
Movement Move Actions: 1 (65/day) (Temporal Slide)
Swift Actions: 1 + 4 Quickened Spells + 3 Quickeded SLA + 20 DC 30 Swift Actions + 65/day (Divine Impetus)
Free: 1 Spot, 1 Listen
Note: 5 PP to Repeat Hustle
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To Do List[spoiler]
Write fluff
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Party Members [spoiler]
Mindflayer 15/Illithid Savant 10/Epic Illithid Savant 75
Mindflayer 15/Illithid Savant 10/Epic Illithid Savant 75
Mindflayer 15/Psion 20/Epic Psion 65
Mindflayer 15/Wizard 10/Incantatrix 10/Rainbow Servant 10/Cosmic Descryer 75
Feats: Improved Spell Capacity x20
All of my allies are Proxies of the deity.
While fufilling their other goals they scour the planes for new spells and abilities to empower my deity and each other with.
The Mindflayers generally offer a True Resurrection and one favor to be named later to anyone who has something they want.
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Strategy[spoiler]
Myself[spoiler]
Canopic Jar Locations[spoiler]
Each of my canopic jars
Lungs, Stomach, Liver, Intestines: Each of the previous Canopic Jars are given to a greater deity of good (chaotic or neutral aligned) for safekeeping.
Heart: Kept and guarded by my followers on my home plane.
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Vs Casters[spoiler]
I have many different defenses and options when fighting casters. To begin with I can Counterspell any spell they cast as a free action by using either a spell-like ability or a spell. Such spells then rebound upon their caster. My Otiluke's Suppressing field spell suppresses any spell cast into or in it's range on a CL check so weaker casters may find themselves completely ineffective. Dampen Magic reduces the effect of any magic cast against me. I counter any spell that allows spell resistance and negate any spell that I save against. If any caster is able to affect me with any detrimental persistent effect I can seize control of it and change it's variables so that it no longer affects me.
Offensively I can pierce through spell resistance and have a wide variety of spells and spell-like abilities to choose from.
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Buffs[spoiler]
He always has the listed persistent buffs active. He persists and extends all of them and casts them every day so he always has one set of spells up and usually has two. He buffs inside of an Innervated Speed and suppresses Dampen Magic while he is buffing. He casts an Extraordinarily Aimed Otiluke's Suppressing Field at one lower caster level than normal and then takes 10 on his caster level checks against it for the rest of his buff spells. He also uses Cunning Breach to penetrate his own spell resistance when casting any buff spells that would otherwise be negated by it. Additionally, every buff spell with a visual component is cast as an Invisible spell. Esoteric Aegis is cast while receiving maximum benefit from Cosmic Connection. Every spell with a radius greater than 60' is trimmed to 60' with mastery of shaping so that it is concealed with Epic Consecrated Stealth Bubble.
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Abilities[spoiler]
Metamagic Effect: Aside from the obvious uses, I can use the corresponding epic feats to modify an harmful effect to not affect me through Extraordinary Spell Aim or apply Cunning Breach along with Purify to enhance it and make it not effect me. If I am unable to use Extraordinary Spell Aim on the spell effect and I need to get rid of it I can always reduce it's area to one square through Mastery of Shaping.
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vs Dispater[spoiler]
Negated Abilities: [spoiler]
Aura of Hell, Hell's Fire, Perseverance Glance, Acedia's Influence, The Might of Hell
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Relevant Abilities
[spoiler]
Ferric Affinity: Don't carry iron and if you are hidden the don't interact with iron. With Ironward you can avoid doing this by accident.
Interestingly, Dispater can animate slightly less than 8 square feet of Iron (or a greater amount of lighter iron alloys) at a time. This ability is a free action and therefore Dispater is limited by the movement speed of the iron itself. Animate objects without legs or wheels have a maximum movement speed of 40' per round. As there is time for 2 move actions per turn Dispater can therefore move 38,400 pounds of iron 80' per round He could move less iron a proportionally further distance since he is limited only by quantity and not by actions.
By far the most dangerous part of this ability is that by using a move action he can gain LoS and LoE from any iron within the radius. He can use this ability to steal your time stops and cast his own without them being stolen. To to counter this move so that he need to constantly re-use this ability. Basically, this allows him to constantly attack you without any chance of reprisal. The only way to win this game is not to play.
One method that could be used to reach him could be to wish to be transported to the opposite side of the Ferric Affinity effect.
Iron Curtain: This ability has a long duration so expect it to be constantly active. Since Dispater can negate any attack with a very easy fortitude save there is no way attack him directly while this effect is active. Alter Reality can negate this on a successful opposed rank check. A Wish would be able to do it without requiring the save.
Spellcasting/Psionics: As per page 56 of the XPH the all of the psionic disciplines with the exception of Psychoportation powers are equivalent to a school of magic for the purpose of psionics-magic transparency. Since the Iron Siege uses psionics-magic transparency I can use Otiluke's Suppressing Field to negate all spells, powers, and items duplicating them which have a CL or ML less than mine. This does not include Psychoportation powers or spells from the Universal school. Unless Dispater has some CL increasing trickery or some other way around this trick he cannot affect me with normal spells. Also of note is that any spell targeting me has it's caster level reduced by 23.
Call Devils: It is within Dispater's capabilities to summon 9 Dukes of Hell to come to his aid. None of the Dukes of Hell are strong enough to challenge me in a straight up fight although the possibility of distraction renders this ability a threat.
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The Iron Tower
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Spell Resistance negates the Dimensional Anchor effect.
Immunity to force effects negates the telekinesis.
High reflex saves and evasion negates the lightning bolts.
Immunity to mind effecting effects negates hold monster.
Esoteric Aegis negates the disjunction.
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