The most recent version of my character is
here.
One thing that I do know is wrong is the spells/day. I changed around my Innate Spell feats a few times without updating them so they should be slightly off.
Also, one trick that I am using which is implied in my tactics section but not specifically stated is that I cast Superior Invisibility with the Invisible Spell metamagic feat. This removes the visual component so that it cannot be defeated by a spot check. Therefore it just grants protection from blindsight, scent, blindsense, and tremorsense.
Once you're in the tower, you'll probably need to have a very, very good divination spell up to dodge his traps and find him. An all-seeing sense stretched out to 1 mile/DvR might do.
I plan on triangulating his location since that method will work no matter the distance between us.
DvR checks apply to everything directly opposing Dispater's power though, most likely, so some of the things might not be as easy. Since I never figured out what exactly needs rank checks and what doesn't, my advice might be of limited help.
Divine ranks apply when a deity tried to affect a cosmic entity with a divine power or most salient divine abilities or when a cosmic entity tries to affect a deity with one of it's unique powers (from the cosmic entity template). Lords of the Nine need to succeed on a rank check to enter a hallowed ground. A deity who uses alter reality must make a rank check if they try to change an ongoing cosmic effect or oppose another deities alter reality ability. A deity is only killed if they die on their home plane and their killer succeeds on a rank check. Deity immunities are ignored on a rank check. Deities who attempt to change the conditions of another deities cosmic realm make a rank check at a -8 penalty.
My character relies on his deific abilities and immunities as little as possible. I still rely on being a deity to gain immunity to imprisonment and banishment. Although I am unaffected by most of those abilities since I have high saves and SR. I can use the hallow spell offensively to restrict the movement of Dispater. Alter Reality simply duplicates wish. When I would come into opposition with a deity or cosmic entity I can simply use wish to get the effect that I want without needing to make a roll.
While reading over that, I just realized that since Alter Reality specifically states that it can be used to change ongoing cosmic effects put into place by cosmic entities I can use either it or wish to strip Dispater of his Iron Curtain. Thanks, getting past that obstacle has been something that's been a problem for a while.
@Tshern Here are 2 epic spells I made. Both are modification of existing epic spells. The first is based off of the Circle of Locking the Nine Gates. I removed a lot of the fluff, changed it so that it doesn't banish whatever it summons, and removed the ritual component. I also added in non-epic defensive spell penetration and contingency suppression to the spell.
The Circle Calling a Lord of Hell [spoiler]
Conjuration (Summoning)
Spellcraft DC: 178
Components: V, S, XP
Casting Time: Standard action
Range: 75 feet
Effect: One summoned Lord of the Nine
Duration: 27
Saving Throw: No
Spell Resistance: Yes (see text)
To Develop[spoiler]
1,602000 gp, 64,080 xp, 33 days. Seed:destroy (DC 29), Seed:summon (DC 14) Seed:ward (DC 14). Factors: summon a unique creature (DC
+60), summon a CR 66 creature (+122 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 +10), allow no save against damage
from the destroy seed (ad hoc +10), Ignore all non-epic protective spells or powers (ad hoc +50 DC), Suppresses contingent spells +36(ad hoc), 1-action casting time Mitigating factors: burn 9,90 XP (-99 DC), 99d6 backlash damage (-99 DC)
[/spoiler]
In locking the Nine Gates, casters may temporarily destroy a Lord of the Nine.
A portion of hell surrounding the Lord of the Nine is suddenly dragged from Hell and forced into the center of the magic circle against evil. The Lord finds that it cannot return to the Pit and that it cannot summon or call allies for the duration of the spell.
The Lord of the Nine's entry into to the mortal coil is a painful one as not only is the Duke forced to the Prime, but so too is a portion of Hell. The simultaneous placement of these two realities causes grave damage to the Lord; the Lord immediately suffers 120 points of divine damage, with no saving throw. The Lord does not regenerate this damage during the duration of the spell (although he may use other means to heal). At this point, the caster(s) must enter the magic circle against evil in order to battle with the Duke.
The Lord of the Nine may make a caster level check to determine whether he can ignore the wards by means of spell resistance.Should the Lord attempt to breach the surrounding wards he automatically suffers 120 points of damage per attempt.
The duration of the spell is always 27 rounds. If after that time has elapsed the Lord is not destroyed, the spell ceases to function and the Lord is free. It may summon or call reinforcements, may return to Hell, or may wander the mortal coil for up to nine days. Most Lords, unless gravely wounded, are guaranteed to exact immediate revenge against at least one of its tormentors before retreating to slowly ruin the lives of other living adversaries.
This spell ignores any non-epic protective spells, spell-like abilities, powers, or psi-like abilities in place upon either the Lord or the surrounding portion of Hell. The caster of any opposing protective epic spell must make succeed on an opposed caster level in order for this spell to be prevented. Additionally no contingent spells are triggered by any effect of this spell.
Backlash Cost: 99d6
XP Cost: 9,900 XP.