Author Topic: remember the iron siege?  (Read 33363 times)

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Daniel678

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Re: remember the iron siege?
« Reply #60 on: November 30, 2010, 02:02:07 AM »
Several things, diplomacy is given huge penalties since it is broken. I do not suggest relying on it.
http://community.wizards.com/go/thread/view/75882/19525830/The_Iron_Siege?post_id=331826174#331826174

People are trying to take him on head-on because he almost never leaves his tower. The only time he leaves is for the meeting with the 8 other Lords of the Nine. Players can't gain entry to the tower legitimately and so going commando is by far the simplest solution. It is also the one that has been the most successful. There has been at least one attempt at diplomacy but it didn't go anywhere. That said, some strategies that might work are, summoning him from outside the tower/plane, persuading him that the tower is dangerous, or ambushing him while he is traveling to the meeting (I forget the name) with the other lords of the 9. If you kill Dispater outside of Dis you don't kill permanently but you do get information and his items. If you immediately go to kill him on  Dis he will be lacking buffs and might be a little disorientated.

Counterspelling is nice to have. The SDA instant counterspell will give you everything you want.

Good luck with the challenge.

The_Mad_Linguist

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Re: remember the iron siege?
« Reply #61 on: November 30, 2010, 02:13:57 AM »
The most irritating thing for me is that you're forced to start in Dis, while it'd be far simpler to hijack a preexisting summoning.
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Daniel678

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Re: remember the iron siege?
« Reply #62 on: November 30, 2010, 02:23:21 AM »
I'm pretty sure that starting in Dis was more for convenience and you are not forced to do it if you don't want to.

If I recall correctly you start in Dis because Dispater stopped astral links and planar portals and so you start by entering with a custom epic teleport spell.
« Last Edit: November 30, 2010, 02:38:57 AM by Daniel678 »

Bauglir

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Re: remember the iron siege?
« Reply #63 on: November 30, 2010, 02:48:26 AM »
I'm pretty sure that starting in Dis was more for convenience and you are not forced to do it if you don't want to.

If I recall correctly you start in Dis because Dispater stopped astral links and planar portals and so you start by entering with a custom epic teleport spell.

I'm pretty sure that starting in Dis was more for convenience and you are not forced to do it if you don't want to.
So you end up stuck in an endless loop, unable to act, forever.

In retrospect, much like Keanu Reeves.

Bauglir

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Re: remember the iron siege?
« Reply #64 on: November 30, 2010, 02:48:59 AM »
So you end up stuck in an endless loop, unable to act, forever.

In retrospect, much like Keanu Reeves.

Ramaloke

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Re: remember the iron siege?
« Reply #65 on: November 30, 2010, 04:03:14 AM »
Is Illithid Savant allowed? Seems to me like an Illithid Savant + Stolen Thrallherd ability (for 2 more illithids with Illithid Savant) + Stolen Metamind's Font of Power + Fusion (We Are Legion) + Shrodinger's Cat Shenanigans should be silly enough to overcome the challenge.

Said character would be able to turn back time to the beginning of the challenge every time he met a "failure" and restart from the top. All enemies would roll natural 1s on every die roll, he would always roll natural 20s.
« Last Edit: November 30, 2010, 04:05:57 AM by Ramaloke »
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Prime32

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Re: remember the iron siege?
« Reply #66 on: November 30, 2010, 07:46:50 AM »
Necromancy, eh?
Would some variant of this work? (add in Improved Cohort, familiar can gain Divine Ranks through "Nut-Pun" method, master is a primordial half-giant who was subjected to return to nature spam until he became Fine then swallowed)

EDIT: Ho?

EDIT2: Could a hairy spider build do well in this?
« Last Edit: November 30, 2010, 07:54:12 AM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Sippin

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Re: remember the iron siege?
« Reply #67 on: November 30, 2010, 11:33:47 AM »
The problem I have always had with the iron siege is twofold.
First the lack of openness of what the DM is actually doing. Secondly that Dispater gets to impose absolutes on beings equal in rank to him with no save or check.
At this level of play, things are so complicated that it is hard for the player to remember half of his abilities from 80 levels, hundreds of millions of gold in equipment, permanent buffs, etc. let alone the DM. Even past that, my opinion has always been that since this a challenge directly against the DM it is important for both parties to agree to any houserules that they want in effect.

With the way that the Iron Tower works, not even Pun-Pun could touch Dispater. It cant be destroyed in whole or part, has inescapable traps with no save and no check and is unaffected by essentially everything. Oh, and it is infinite. It was not written to be challenged. The only way to get to Dispater is DM fiat which is rather unlikely in a challenge where it is you vs the DM.

Our group is going to be running the Iron Siege here, but we are hashing out some changes to make it less arbitrary and actually beatable without fiat. Houserullings will be by consensus, full disclosure of abilities and effects is in play, no made up no save/check abilities/traps. Even that is not enough, still are trying to work out the nature of the Iron Tower itself.

PhaedrusXY

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Re: remember the iron siege?
« Reply #68 on: November 30, 2010, 12:02:04 PM »
I can say that at least when Tshern was running it, the abilities he was using were 100% legit. He chose me as a "moderator" of sorts, and told me exactly what the NPCs were doing. I only performed this duty during one challenge, but I suspect everything else was "by the book" as well. It's just that as you said it is incredibly complicated due to the levels and abilities involved, not to mention minions, and the Iron Tower itself is nearly impregnable. There have been credible attempts to get into it, as well as at least one that seemed to be successful. Unfortunately, it led to the demise of the one using it...

But getting to Dispater is certainly the real challenge. Actually beating him is a snap for pretty much all contestants that have been entered.
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

Sippin

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Re: remember the iron siege?
« Reply #69 on: November 30, 2010, 01:35:13 PM »
I have absolute confidence in the integrity of Tshern's challenges, I have no doubt that he did everything by the book.
 I still think full disclosure should be in effect however. I dont know if any houseruling came into effect on parts of what he did, but if so I would think the community should get some say on that. I may be in the minority, but I consider the player as an equal to the DM when it comes to houserules and custom material especially when this is a challenge of player vs DM. If for nothing else disclose so that the audience knows how they are doing those things. The challenge is biased against the challenger enough that even if they are allowed in character to know the exact mechanical effects Dispater and his minions use they still have basically no chance of winning.

By the rules Tshern could have all the other lords of the nine and every major demon in the nine hells show up between you and the Iron Tower. Unlikely setting wise, but not too difficult to make a excuse for (ancient pacts, prophecies, etc). Would that be fair for the challenge? There is no check and balance on the DMs power in the iron siege, it is futile unless the DM wants you to win. If it is going to be run as it is, there should be some constraints on both sides (no epic spell that outright kills Dispater;no saveless super traps so on).

As written the Iron Tower isnt nearly impregnable. It is utterly impregnable. Assuming you get to it, assuming you open the doors  (Dispater lets you) you can walk inside to a featureless, inescapable room, have the doors close behind you and be trapped forever. No save to avoid, no check to escape, cant knock down or damage the walls. Very difficult to teleport, pointless even if you can since the rest of the tower is the same and infinite in size and Dispater is so paranoid he has countermeasures to your every epic scrying spell.

Run Pun-Pun against the iron siege with every ability and class level there is. He still cant get to Dispater. Still cant get around the Iron Tower's defenses. The only chance he has is if the DM lets Pun-Pun have custom abilities or epic spells that enable him to get to Dispater. It is unbeatable as is and was never designed to be beaten.
« Last Edit: November 30, 2010, 02:02:28 PM by Sippin »

PhaedrusXY

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Re: remember the iron siege?
« Reply #70 on: November 30, 2010, 02:27:56 PM »
Tshern says otherwise, but he hasn't told me the specifics of how he thinks it can be beaten. He's holding out because he thinks someone might beat it someday. AFAIK, he didn't use any house rules at all except those found in the Dicefreaks pdfs and mentioned in the game setup thread. As you've said, it's not like he needs them...
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

ImmortalSoul

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Re: remember the iron siege?
« Reply #71 on: November 30, 2010, 02:31:38 PM »
Showing everything to the players would imho make significant parts of the challenge rather pointless for those who read them to figure strategies for their own later attemps.

What I actually liked most about reading the attempts that have been made (and that I could find) and some of the character concepts was not actual rule mechanic anyway. This is partly because I don't know some of the rules (those for the Divine Ranks for example) and abilities used well enough, but also because I feel beating the system by actual rules is half of the challenge, at best. The entire rest is "being smart enough to really impress your DM" (which is, find the weak part in a seemingly unbeatable setting). On a certain level of optimization (where most of the challengers worked) the characters are solid enough, so obvious weaknesses in your builds are probably not the problem. The real challenge is finding the exact weak point your attempt is going to attack and utilize it.

Tshern

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Re: remember the iron siege?
« Reply #72 on: November 30, 2010, 02:53:29 PM »
Daniel678: It is possible to enter the Tower. I've got an idea or few.

PhaedrusXY: Thanks for defending me.

Sippin: Full disclosure is in a way against the challenge. If I reveal all the tricks I use, all the challengers will be directly to be countering those shenanigans. For example, if you know you are going to face foes that stun you a lot, you'll want Freedom of Movement. A big part of the challenge is to simply figure out what the DM does.

Some random issues you raised:
-Dispater can call Dukes and other devils, not archdevils or Lords of the Nine. I, or any other of the DMs, has used other Lords or archdevils unassociated with Dis (Glasya and Merorem are the only ones).
-Checks and balances: A moderator, I've used PhaedrusXY and Mister Sinister.
-There are no saveless supertraps. Heck, I have not even used a single custom epic spell yes.
-Tower is not immune to teleporting through the means of Wish, Miracle and Alter reality.

A handful of general notes:
-I still maintain the challenge is beatable. By no means easy or even just difficult, it is a formidable task, but can be done. Not sure if I could do it, at least if I gave the new DM my notes on Dispater's tactics and tricks.
-No custom epic spells have been used from the DM's side.
-I think the main problem in the challenge is that it has been conducted by the same DM for so long. I have a rudimentary grasp of character optimization and I've had time to figure out defensive maneuvers.

Anyway, if there are any questions directly to me, I am willing to answer.

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The_Mad_Linguist

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Re: remember the iron siege?
« Reply #73 on: November 30, 2010, 04:48:23 PM »
Full disclosure is in a way against the challenge.
Fuck that.  I'm the goddamn god of secrets. 
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BeholderSlayer

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Re: remember the iron siege?
« Reply #74 on: November 30, 2010, 04:49:10 PM »
Full disclosure is in a way against the challenge.
Fuck that.  I'm the goddamn god ghost of secrets. 
Fixed.
Hi Welcome
[spoiler]
Allow me to welcome you both with my literal words and with an active display of how much you fit in by being tone deaf, dumb, and uncritical of your babbling myself.[/spoiler]

Tshern

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Re: remember the iron siege?
« Reply #75 on: November 30, 2010, 04:49:49 PM »
Full disclosure is in a way against the challenge.
Fuck that.  I'm the goddamn god of secrets. 
Reveal us the answers then.

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Ed-Zero

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Re: remember the iron siege?
« Reply #76 on: November 30, 2010, 04:56:23 PM »
Daniel678: It is possible to enter the Tower. I've got an idea or few.

PhaedrusXY: Thanks for defending me.

Sippin: Full disclosure is in a way against the challenge. If I reveal all the tricks I use, all the challengers will be directly to be countering those shenanigans. For example, if you know you are going to face foes that stun you a lot, you'll want Freedom of Movement. A big part of the challenge is to simply figure out what the DM does.

Some random issues you raised:
-Dispater can call Dukes and other devils, not archdevils or Lords of the Nine. I, or any other of the DMs, has used other Lords or archdevils unassociated with Dis (Glasya and Merorem are the only ones).
-Checks and balances: A moderator, I've used PhaedrusXY and Mister Sinister.
-There are no saveless supertraps. Heck, I have not even used a single custom epic spell yes.
-Tower is not immune to teleporting through the means of Wish, Miracle and Alter reality.

A handful of general notes:
-I still maintain the challenge is beatable. By no means easy or even just difficult, it is a formidable task, but can be done. Not sure if I could do it, at least if I gave the new DM my notes on Dispater's tactics and tricks.
-No custom epic spells have been used from the DM's side.
-I think the main problem in the challenge is that it has been conducted by the same DM for so long. I have a rudimentary grasp of character optimization and I've had time to figure out defensive maneuvers.

Anyway, if there are any questions directly to me, I am willing to answer.
I, for one, am glad to see you're still continuing with this Tshern.

Daniel678

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Re: remember the iron siege?
« Reply #77 on: November 30, 2010, 04:56:42 PM »
Here's my character if anyone is interested/has suggestions.

Character Sheet [spoiler]
Name: Nym
Alignment: Chaotic Good:
Size: Medium
Race: Human -> Mindflayer (Polymorph Any Object) Dry Lich
Type: Undead[spoiler]

No Constitution Score, 60' Darkvision, Immunity to (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), Not affected by raise dead and reincarnate spells or abilities, healed by negative energy, harmed by positive energy.
[/spoiler]
Level: 70 (Divine Rank 18) + 365,000 exp
Class: Factotum 8/Marshal 1/Illithid Savant 10/Prestige Paladin of Freedom 1/Epic Illithid Savant 50
Titles: The Greater Good
Domains: Magic, Knowledge, Luck, Planning, Good, Air  
Portfolio: Good, Magic, Planning, Strategy
Home Plane: Neth, The Plane that Lives
Favored Weapon: Unchosen
Fluff[spoiler]
Ufninished

[/spoiler]
Health: 5390 Health
Speed[spoiler]
Fine: Land/Burrow/Swim 500, Fly 700
Medium: Land/Burrow/Swim 580, Fly 860
Colossal: Land/Burrow/Swim 740, Fly 1380

[/spoiler]
Initiative: 122 = 15 (Dex) + 40 (Int) + 65 (Cha) + 2 Quick Recconiter + Always go first
Attributes[spoiler]
Str: 41 (+15)(12 base + 24 Enhancement + 5 Inherent + 2 Racial)
Dex: 41(+15) (14 base + 26 Enhancement + 5 Inherent)
Con: - (12 base + 22 Enhancement + 5 Inherent) * 0
Int: 91 (+40)(58 base + 28 Enhancement + 5 Inherent)
Wis: 97 (+43)(58 base + 30 Enhancement + 5 Inherent + 4 Racial )
Cha: 140 (+65)(60 base + 32 Enhancement +5 Inherent + 17 Levels + 24 Feats + 2 Racial)
[/spoiler]
Melee[spoiler]

117 Attack Bonus = 20 Base + 25 Epic + 18 Rank + 18 Luck + 15 Str + 21 Enhancement
All weapons the deity holds are treated as if they had the following bonuses
[spoiler]
7 Evil Outsider Dread: 4 enhancement, 4d6 dmg, DC 27 Fort save on crit or dust
1 Psybane: 2 enhancement, 2d6 dmg
1 Magebane: 2 enhancement, 2d6
1 Evil Outsider Bane: 2 enhancement,  2d6 dmg

24 Acidic/Icy/Fiery/Lightning Blast: 18d6 elemental dmg, extra on crit
8 Holy Power: 3d6 holy (good) dmg, 1 neg level, extra on crit
2 Axiomatic: 2d6 dmg, law aligned
2 Holy: 2d6 dmg, good aligned
2 Fierce: Dex bonus to dmg, no dex bonus to AC

5 Vorpal: Cut off heads on a nat. 20
2 Wounding: 1 con dmg
3 Necrotic Focus: Channel dry lich con drain (1d6 con dmg)
2 Transmuting: After striking overcome their DR for 10 rounds
1 Ghost Touch: Deal normal damage vs incoporeal

2 Skillful: Grants proficiency
1 Morphing: Standard action to reshape into another weapon of the same type
1 Sizing: Standard action to change size catagory

1 Eager: 2 Initiative
1 Warning: +5 insight to initiative

[/spoiler]

[/spoiler]
Armor Class and Saving Throws[spoiler]

AC: 182 = Base 10 + 15 Dex + 18 (Divine, Deity) + 33 Natural Armor (Deity) + 5 Natural Armor (Dry Lich) + 8 Natural Armor (Epic VoP) + 65 (Deflection, Deity) + 1 haste + 27 (Exalted, Epic VoP)
Save = Base + Epic + Stat + Resistance + Sacred + Luck + Rank + 1 Nymph's Kiss
Fort: 154 = 12 + 25 + 0 + 15 + 65 + 18 + 18 + 1
Ref: 169 = 12 + 25 + 15 + 15 + 65 + 18 + 18 + 1
Will: 197 = 12 + 25 + 43 + 15 + 65 + 18 + 18 + 1

[/spoiler]
Skills[spoiler]

Skill Points rounded down and no synergies applied.
Appraise: 76 = 40 Int + 36 Luck/Rank
AutoHypnosis: 79 = 43 Wis + 36 Luck/Rank
Balance: 156 = 40 Int + 15 Dex + 65 Cha + 36 Luck/Rank + 20 VoP
Bluff: 257 = 73 Ranks + 73 Acquire Skill + 65 Cha + 36 Luck/Rank
Climb: 101 = 40 Int + 15 Dex + 36 Luck/Rank + 20 VoP
Concentration: 247 = 73 Ranks + 73 Acquire Skill + 65 Cha + 36 Luck/Rank
Decipher Script: 149 = 73 Acquire Skill + 40 Int + 36 Luck/Rank
Diplomacy: 177 = 73 Acquire Skill + 65 Cha + 36 Luck/Rank + 2 Sacred Vow + 3 Skill Focus
Disable Device: 15 Dex + 40 Int + 36 Luck/Rank
Disguise: 73 Acquire Skill + 40 Int + 36 Luck/Rank
Escape Artist: 156 = 15 Dex + 40 Int + 65 Cha + 36 Luck/Rank
Forgery: 91 = 15 Dex + 40 Int + 36 Luck/Rank
Gather Information: 176 = 73 Acquire Skill + 65 Cha + 36 Luck/Rank
Handle Animal: 101 = 65 Cha + 36 Luck/Rank
Heal: 101 = 65 Cha + 36 Luck/Rank
Hide (Darkstalker, Hide in Sight): 338 = 73 Ranks + 73 Acquire Skill + 15 Dex + 40 Int + 65 Cha + 36 Luck/Rank + 28 Divine SF + 8 Racial
Intimidate: 182 = 73 Acquire Skill + 65 Cha + 36 Luck/Rank + 8 Racial
Jump: 111 = 15 Str + 40 Int + 36 Luck/Rank + 20 VoP
Knowledge (Arcana): 222 = 73 Ranks + 73 Acquire Skill + 40 int + 36 Luck/Rank
Knowledge (Religion): 222 = 73 Ranks + 73 Acquire Skill + 40 Int + 36 Luck/Rank
Knowledge (All): 149 = 73 Acquire Skill + 40 Int + 36 Luck/Rank
Listen: 233 = 73 Ranks + 73 Acquire Skill + 43 Wis + 36 Luck/Rank + 8 Racial
Move Silently: 330 = 73 Ranks + 73 Acquire Skill + 15 Dex + 40 Int + 65 Cha  + 36 Luck/Rank + 28 Racial
Open Lock: 156 = 15 Dex + 40 Int + 65 Cha + 36 Luck/Rank
Psicraft: 222 = 73 Ranks + 73 Acquire Skill + 40 Int + 36 Luck/Rank
Ride: 156 = 15 Dex + 40 Int + 65 Cha + 36 Luck/Rank
Search: 172 = 73 Acquire Skill + 15 Dex + 40 Int + 36 Luck/Rank + 8 Racial
Sense Motive: 225 = 73 Ranks + 73 Acquire Skill + 43 Wis + 36 Luck/Rank
Sleight of Hand: 302 = 73 Ranks + 73 Acquire Skill + 15 Dex + 40 Int + 65 Cha + 36 Luck/Rank
Spellcraft: 232 = 73 Ranks + 73 Acquire Skill + 40 Int + 36 Luck/Rank + 10 Epic Skill Focus
Spot: 233 = 73 Ranks + 73 Acquire Skill + 43 Wis + 36 Luck/Rank + 8 Racial
Survival: 79 = 43 Wis + 36 Luck/Rank
Swim: 91 = 15 Str + 40 Int + 36 Luck/Rank
Tumble: 222 = 73 Acquire Skill + 15 Dex + 40 Int + 65 Cha + 36 Luck/Rank + 20 VoP
Use Magic Device: 247 = 73 Ranks + 73 Acquire Skill + 65 Cha + 36 Luck/Rank
Use Psionic Device: 247 = 73 Ranks + 73 Acquire Skill + 65 Cha + 36 Luck/Rank
Use Rope: 91 = 15 Dex + 40 Int + 36 Luck/Rank

[/spoiler]
Class Features[spoiler]

Factotum: Inspiration Points (5), Cunning Insight, Cunning Knowledge, Cunning Defense, Cunning Strike, Cunning Surge, Trapfinding, Arcane Dilettante (3 spells, level 2), Brains over Brawn, Opportunistic Piety
Marshall: Minor Aura (Motivate Dexterity)
Prestige Paladin of Freedom: Smite 1/day
Illithid Savant: Lore 8/day, 4x Acquire Skill, 4x Acquire Feat, 3x Acquire Class Feature, 2x Acquire Special Attack or Special Quality
Epic Illithid Savant: Lore at will, 25x Acquire Skill, 25x Acquire Feat, 16x Acquire Class Ability, 12x Acquire Special Attack or Special Quality
Acquired Abilities Information[spoiler]

Acquire Skill: Bluff, Concentration, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Knowledge (All), Listen, Move Silently, Open Lock, Search, Sense Motive, Slight of Hand, Spellcraft, Spot, Tumble, Use Magic Device
Acquire Feat: 4 Normal, 25 Epic
19 Acquire Class Ability: Cerebral Blind, Cleric Spell Access, Cosmic Connection, Cunning Breach, High Arcana, Divine Impetus, Dry Lich, Empty Form, Fast Movement, Faultless Hunt, Hide in Plain Sight, Implacable Hunt, Innervated Speed, Metamagic Effect, Perpetual Options, Psionics, Seize Concentration, Snatch Spell, Seen it Before
Acquired Class Abilities text[spoiler]

[/spoiler]
Acquired Class Abilities Information[spoiler]

Psionics (Psion, Expanded Psionics Handbook)
Powers (Epic Psion, Epic Level Handbook)
Manifesting as a 70th level Psion
Fast Movement (Epic Monk, Dungeon Master's Guide)
+230 enhancement bonus to movement speed
Cerebral Blind (Illithid Slayer, Expanded Psionics Handbook)
You are immune to all devices, powers, or spells which reveal location.
Divine Impetus (Ruby Knight Vindicator, Tome of Battle)
You can turn your turn undead attempts into swift actions
Implacable Hunt/Faultless Hunt (Consecrated Harrier, Complete Divine)
You may designate any creature you injure as a target of this ability. You know their direction and distance (10% error). This ability functions across planar boundaries.
Hide in Plain Sight (Shadow Shaper Illusionist, Unearthed Arcana)
You may use the hide skill even while being observed.
Seen it Before (Ardent Dilettante, Planar Handbook)
You receive a will save to identify an illusion after perceiving it with any of your senses even if the illusion provides sensory input for that sense.
Dry lich (Walker in the Wastes, Sandstorm)
You gain the Dry Lich Template[spoiler]

Type changes to undead, HD changes to d12, +5 nat armor, Desiccating Touch (5d6), Aura of Despair (DC 45 + CHA), Constitution Drain (DC 45 + CHA), Turn Resistance 6, DR 10/bludgeoning and magic, Fast Healing 2, Immunities (dehydration, heat, polymorph, mind-affecting spells), Unholy Toughness, Water Weakness, Abilities (+2 Str, + 4 Wis, +2 Cha, No Con), Skills (+8 Hide, Intimidate, Listen, Move Silently, Search, Spot)

[/spoiler]
Metamagic Effect (Incantatrix, Player's Guide to Faerun)
You can apply a metamagic feat to a persistent effect that is already in place 3+Int Mod times per day as a full round action that provokes attacks of opportunity. It requires a spellcraft check.
Seize Concentration (Incantatrix, Player's Guide to Faerun)
You can attempt to seize control over a persistent effect created by another spellcaster that requires concentration from another spellcaster within 30 feet. It must be within 30 feet and they make an opposed caster level check. They must make an opposed caster level check and if you succeed the spell functions as if you were the caster. If you allow your concentration to lapse before the duration expires the original caster may make a caster level check to gain control.
Snatch Spell (Incantatrix, Player's Guide to Faerun)
You can attempt to seize control over a persistent effect created by another spellcaster that does not depend on concentration but sill relies or responds to the caster's control from other spellcaster within 30 feet. They make an opposed caster level check and if you succeed the spell functions as if you had cast it. You must make a second opposed caster level check to dismiss the spell if it is dismissible.
Perpetual Options (Swiftblade, Web Enhancement)
When under the effects of haste you may make one move action or one standard action instead of an extra attack
Innervated Speed (Swiftblade, Web Enhancement)
You may use the haste spell to stop time for a number of rounds equal to the spell slot it is being cast from -5
Empty Form(Void Incarnate, Web Enhancement)
Freedom of Movement and Immunity to Force effects.
Cleric Spell Access (Rainbow Servant, Complete Divine)
You add all cleric spells to your spell list.
Cunning Breach (Factotum, Dungeonscape)
By spending 2 inspiration points you may ignore a single creature's DR or SR for one round
High Arcana (Archmage, Dungeon Master's Guide)
Mastery of Shaping, Mastery of Counterspelling, Spell-like Ability (Epic Heal), Spell-like Ability (Miracle 6x day), Spell-like Ability (Wish 6x day)
Cosmic Connection (Cosmic Descryer, Epic Level Handbook)
15 times per day you may become immune to critical hits, become treated as a native of any plane you visit, use dimension door at will, and deal yourself 5 points of damage to gain +1 to a single roll on your caster level for a single spell. This lasts for 80 minutes.

[/spoiler]
14 Acquire Special Attack or Special Quality: Abomination Traits, Time Regression, Alter Form, Extract Brains, Quickness, Virtual Class Features, Quiescence, Telepathy 50 Miles, Immunity to Magic, Temporal Slide, Temporal Slip, Repel Missiles, Carapace, Natural Cunning
Acquired Special Attack and Special Qualities Text[spoiler]

[/spoiler]
Acquired Special Attack and Special Qualities Information[spoiler]


Immunities[spoiler]

Wind Immunity (Asperi, MMII)
Magical and nonmagical winds have no effect on you unless you want to ride them for additional speed.
Immune to Light and Blindness (Prismatic Dragon, Epic Level Handbook)
Cannot be harmed by any light
Positive Immunity (Visage, Libris Mortis)
Immunity to damage through positive energy effects. Affected by turning as normal.
Magic Immunity (Iron Colossus, Epic Level Handbook)
Immune to all magical and supernatural effect except for electricity which heals it
Swarm Traits (Rat Swarm, SRD)
Not subject to critical hits or flanking. Immune to mind-affecting spells. Immune to damage from all weapons. Immune to single-target spells. Vulnerable to area effects. Does not threaten nearby squares.

[/spoiler]
Passive Abilities[spoiler]

Regeneration (Tarrasque, Monster Manual)
No lethal damage, regenerates 40 damage per round, can only be killed by taking maximum damage and a wish spell.
Half Damage (Elder Treant, Epic Level Handbook)
All hit point damage is reduced by half
Resistant to Blows (Hunefer, Epic Level Handbook)
You take half damage from weapons

[/spoiler]
Activated Abilities or Special Attacks[spoiler]

Disintegrating Touch (Umbral Blot, Epic level Handbook)
Any material object that comes into contact with you must make a Fortitude save DC 108 or be immediately disintegrated leaving no remains. Those who make a successful saving throw take 5d6 points of damage.
Rust (Rust Monster, Monster Manual)
Destroy 1000 square feet of metal with a touch
Extract (Elder Brain, Lords of Madness)
1 Tentacle Extraction
Null Time Field (Phane, Epic Level Handbook)
30 radius field. All creatures and objects make a DC 108 will save each round to take any actions.
Empathetic Sense (Bane Wraith, Heroes of Horror): You know the name and appearance of every friend and loved one of each individual within 30 feet. You also know where the individual believes they are.
Planar Travel (Umbral Dot, Epic Level Handbook)
You may use Ethereal Jaunt, Dimension Door, Teleport Without Error, or Plane Shift at will as a standard action.
Sprint (Cheetah, Monster Manual)
Once per hour you may move 10 times your normal speed as a charge action.


[/spoiler]

[/spoiler]

[/spoiler]

[/spoiler]

[/spoiler]

[/spoiler]

« Last Edit: July 08, 2011, 01:02:17 PM by Daniel678 »

Daniel678

  • Barbary Macaque at the Rock of Gibraltar
  • ***
  • Posts: 199
Re: remember the iron siege?
« Reply #78 on: November 30, 2010, 04:56:57 PM »
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

[/spoiler]
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

[/spoiler]
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


[/spoiler]

[/spoiler]
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

[/spoiler]
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)

[/spoiler]
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

[/spoiler]
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]

[/spoiler]
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.

[/spoiler]
Superior Superb Dispelling[spoiler]

[/spoiler]
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.

[/spoiler]
Esoteric Aegis[spoiler]

[/spoiler]
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).


[/spoiler]
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.

[/spoiler]
Epic Heal Undead[spoiler]

[/spoiler]

[/spoiler]

[/spoiler]
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

[/spoiler]

[/spoiler]
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)

[/spoiler]
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

[/spoiler]
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

[/spoiler]
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

[/spoiler]
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]

[/spoiler]

[/spoiler]

[/spoiler]
Items[spoiler]

An ordinary (neither magic nor masterwork) quarterstaff, a simple robe, a hat and sandals.

[/spoiler]
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

[/spoiler]
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)

[/spoiler]
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

[/spoiler]
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

[/spoiler]
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

[/spoiler]

[/spoiler]
To Do List[spoiler]

Write fluff

[/spoiler]
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.

[/spoiler]
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.
[/spoiler]
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.

[/spoiler]
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.

[/spoiler]
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.

[/spoiler]

[/spoiler]
vs Dispater[spoiler]

Negated Abilities: [spoiler]
Aura of Hell, Hell's Fire, Perseverance Glance, Acedia's Influence,  The Might of Hell
[/spoiler]
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.
[/spoiler]
[/spoiler]
The Iron Tower
[spoiler]
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.
[/spoiler]
[/spoiler]
[/spoiler]
« Last Edit: July 08, 2011, 03:25:31 PM by Daniel678 »

The_Mad_Linguist

  • Organ Grinder
  • *****
  • Posts: 8780
  • Simulated Thing
Re: remember the iron siege?
« Reply #79 on: November 30, 2010, 05:04:36 PM »
Full disclosure is in a way against the challenge.
Fuck that.  I'm the goddamn god of secrets. 
Reveal us the answers then.
Dispater is unaware he possesses a deadly peanut allergy.

Basically you slip him a Snickers and call it good.
Linguist, Mad, Unique, none of these things am I
My custom class: The Priest of the Unseen Host
Planetouched Handbook
Want to improve your character?  Then die.