Spellcasting [spoiler]
Arcane and Divine Spellcasting [spoiler]
I cast arcane spells that draw from the Sorcerer and Cleric spell list.
All Spells are Consecrated, Purified 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 25)
Base DC 77 = 10 base + 63 stat + 3 Improved Aligned Spellcasting
1/16/16/16/15/15/14/13/14/14/14/14/13/13/13/12/11/12/12/11/11/11/11/11/10/10/10/10/9/9
[/spoiler]
Spell-Like Abilities [spoiler]
6/day, Persistent Greater Ironguard, Wish
At Will
1-Nystul's Magic Aura, Detect Secret Doors, Entropic Shield, Deathwatch, Obscuring Mist, Protection from 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, Miracle, Time Stop, Elemental Swarm, Summon Monster 9 (good only)
[/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, The Circle of Locking the Nine Gates, Summoning Sanctuary, Cloak of Magical Invincibility
[spoiler=Epic Spell and Power Details]
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]
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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.
[/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
[spoiler=To Develop]: 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), allow CR of
Duke to be summoned to be increased by +1 for each
additional 200 XP spent during casting (ad hoc +2), alter
effect 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: Eight
additional 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 [spoiler]
[/spoiler]
Persistent Effects [spoiler]
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
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
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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 1 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,
[/spoiler]
21/23 Salient Divine Abilities [spoiler]
Eleritch 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, Free Move, Divine Blast, Divine Shield, Supersneaky, Divine Skill Focus (Hide), Automatic Metamagic (Quicken), Divine Psionics
Custom Salient Divine Abilities [spoiler]
[/spoiler]
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[/spoiler]
Items [spoiler]
An ordinary (neither magic nor masterwork) quarterstaff, a simple robe, a hat and sandals.
[/spoiler]
Consolidated Statistics [spoiler]
Defense [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, Divine Dodge (68%), Divine Shield
Spells: Otiluke's Suppressing Field (CL 132), Dampen Magic (-21), Anticipate Teleport (Greater), Ironward, Superior Invisibility
[/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, Dual Actions, Time Regression, Alter Form, Flyby Attack, Extraordinary Concentration, Extraordinary Spell Aim, True Knowledge, True Shapechange, Dual Actions, Reroll 91/day, Cosmic Connection, Divine Shield
Factotum: Total Inspiration Points (125), Cunning Insight (1), Cunning Defense (1), Cunning Breach (2), Cunning Surge (4)
[/spoiler]
Senses [spoiler]
Skills: Spot: 233, Listen: 233
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
[/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, metal, {blindsight, blindsense, scent, and tremorsense while the person with those senses can't see me}
Divine: Imprisonment/Binding
[/spoiler]
Actions [spoiler]
Standard Actions: 3/turn + 31/encounter
Move Actions: 1/turn
Movement Move Actions: 1/turn + 63/day
Swift Actions: 1/turn + 7 Quickened Spells/turn + 20 DC30 Swift Actions/turn + 129/day
Note: One of the move actions requires a swift action to use
[/spoiler]
[/spoiler]
To Do List [spoiler]
Fluff: Write Fluff
Skills: Add Synergies
Acquire 4 monster abilities
Spellcasting: Add citations for who made the epic spells
Items: Provide locations for canopic jars
To Do List: Finish to do list
Strategy: Too much to do to list
[/spoiler]
Strategy [spoiler]
Myself [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 (go Miracle!) 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 spellcasters may find themselves completely ineffective (this also works on most psionics) . I can gain spell-immunity to counter any spell that allows spell resistance and have high saves to avoid any spell that allows a save. If any caster is able to affect me with any detrimental persistent effect I can seize control of it and change it's variable so that it no longer affects me.
On the offensive side of things I can pierce through spell resistance.
[/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 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.
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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: Aura of Hell, Hell's Fire, Perseverance Glance
Annoying Abilities
The Might of Hell: The wide radius and free action cast time is the main annoyance of this ability however due to it's small number of uses it is not that bad. Simply expect that if you are within 1560 feet of any iron, have taken any vile damage, am not inside a Time Stop and want to heal yourself then he can use it to counter Hallow.
Difficult Abilities
Ferric Affinity: This ability is very powerful but it can be countered relatively easily. Anyone who has iron on their person will automatically fail stealth rolls and broadcast exactly where they are so that's a very bad idea. However, assuming that you have no iron on your person stealth is a good idea.
Dispater can animate slightly less than 8 pounds of Iron (or a greater amount of lighter iron alloys). The animation ability is not limited by actions but is limited by the movement speed of the iron that Dispater animates. By using two free actions and two separate uses of animate Dispater could animate 2 sections of metal which take a single move action apiece thereby doubling his iron movement per turn. While greater divisions of this ability could theoretically be done to make larger amounts of material move proportionately smaller distances, partial move actions are not covered by the rules and so I'm going to assume that it can't be done. In open areas this ability alone is harmless provided that you stay 50 or so feet away from any metal.
Dispater can also use any piece of iron as a source of line of sight and line of effect. This part of the ability is the most dangerous. If you are going to use any spell that he has Spell Stowaway for then be at least 300 feet away from iron or else it is possible that Dispater will gain the effect. If you want to remain hidden stay 500 feet away or else he can pinpoint your location with his blindsight. If Dispater has the mindsight feat you should remain 1000 feet away. This also allows Dispater to throw spells at you without the possibility for response. Additionally, Dispater can use a Time Stop or similar effect to throw delayed or persistent spells without Spell Stowaway gaining it's effect. This ability can be combined with Ferric Affinity to let Dispater make an iron avatar of sorts which he can cast spells from. This ability does require an action to use so as long as Dispater does not know your location it's harmless. While this ability does require a move action, quickened temporal acceleration and time stop spells allow him to change it multiple times per round. You can expect for effects to come from every direction.
Iron Curtain: This one is a very, very tough nut to crack. I'm not certain who made the save DC based on half the attackers HD and their Con modifier but it's just silly. This is in addition to the incredibly open ended wording that will prevent any form of harm coming to him while that effect is active. I'm trying to counter this ability by being undead and maxing out my charisma score but the final DC of 108 is easily within Dispater's reach provided that he's uses magical items to buff his stats and saves. That this effect remains for 24 hours means that it is never down and it will always absorb 600 points of damage. The damage absorption is negligible, however it dramatically reduces the effectiveness of high damage through multiple attacks since Dispater can activate it as a free action in response to an attack. This provides him with an effective DR 600 against the first 9 attacks.
Spell-Like Abilities: Few of Dispater's Spell-Like Abilities are relevant. Greater Restoration, True Seeing, Wish, and Iron Wall could hold some use for him.
[/spoiler]
[/spoiler]
The Plan [spoiler]
Summoning Dispater [spoiler]
Goals [spoiler]
Acquire Information: Knowledge of spells and powers known, Knowledge of persistent effects, Know Secret SDA, Eat brain, Activate Implacable/Faultless Hunt, See Dispater
Conceal Information: Prevent divination, Use spells which provide the same effects as my natural immunities, Hide in Plain Sight
Harm Dispater: Destruction of magical items and artifacts (if the items were created by Asmodeus this could be interesting...), Temporary destruction of Dispater
Help Myself: Acquire Ability (Eat Brain)
[/spoiler]
Preparation [spoiler]
The area will be prepared with a Summoning Sanctuary spell and the requisite Magic Circle. Around and overlapping the protected area will be many, many different private sanctum spells. Vision will be blocked every 5 feet. As such I will be the only person able to see with the ability to ignore abjuration spells blocking my sight. Additionally, the area around the summoning circle will be hallowed by a priest of the strongest god who would be willing to support my cause.
I will also have my allies send messages to Paradox, the Axiom of the Temporal Flux
To be continuted
[spoiler]
[spoiler]