
Monkeygod |

I really like the concept of an infernal vampiric knight, but there's no epic magic item that grants the vampire template. Lich and graveknight, yes, but no vampire.
Would it be okay if my custom race was sort of a mashup of both the Nephilim and the Moroi(the vampire race also from Rite Publishing), and take Fiendish Exemplar and Blood Noble(the Moroi paragon class) as my two classes?
Again, if you don't have access to In the Company of Vampires, I can provide all the relevant info.

Lisaia the Bloodmaiden |

This is Seer of Shadows with the as-yet-incomplete Lisaia the Bloodmaiden, whose final build is still being fine-tuned. Her statblock is not in the profile yet as a result, but I wanted to go over the character and make sure she is a fit for your game.
Her meta-level concept is based on the baobhan sith of Scottish folklore, a vampire-succubus-banshee-fey whose powers range from devouring blood, laying curses, or killing with piercing wails. I actually named her race, Baa'van See, after the canon pronunciation of baobhan sith.
Her background is that she was a fey conceived in the forbidden union between a human woman and an exiled fey noble, which caused her to be born with the burden of innumerable curses and the need to feed on blood. Her human mother raised her with love and care, but the curses that leaked from the unwitting young fey eventually claimed her mother. She wandered for years until she found acceptance on the Isle of Avalon, whose blessed shores suppressed her curses and whose kind inhabits welcomed her with open arms. Avalon eventually fell to an invading force and was lost to the mists of time forever, leaving her bereft of home and companionship once more. The years of tragedy, loneliness, and betrayal have changed her and she has fallen far since then, having embraced her cursed nature and become a dark mirror of her former self. Even the most cruel and self-absorbed villains recognize that a multiversal apocalypse is a bad thing though and she responds to the call to retrieve the artifacts with the same fervor more heroic souls do, perhaps also spurred on by some lingering sentiment from the withered human half of her soul.
It would take a while to get into the complexities of her build and explain every single thing that she can do, but I can touch on it to give you an idea of her capabilities. If you want a quick and easy description before I get into that, know that she is a mixed-attacker with both magic and melee options that can engage foes at many ranges, spread debilitating debuffs to foes, and provide unique forms of aid and utility to further increase the party's efficiency. She is one of the most mechanically-complex PCs that I have built in quite some time and there are a lot of moving parts that go into the stratagems she will be employing.
The Death sphere is next in line. The Bleeding Wounds Ghost Strike pairs very well with both her Crimson Dancer class and the Blood sphere and can, with a spellpoint, stack double her caster level in bleed damage on a target if it succeeds. This sphere also allows her to inflict many kinds of afflictions, curses, and other detrimental effects onto foes, mostly through one of the Ghost Strike talents. Summoning specific spirits is another of her talents, as is permanently being able to speak to the dead and see a creature's general health in a manner similar to Deathwatch. Again, this is not the full extent of her capabilities, but should serve as a guideline for what she can accomplish.
The Mind Sphere is next, although it is much simpler to get explain. She will have plenty of mind-affecting options for use, including Amnesia, Command, Enthrall, Mind Spy, and Paralyze. All of these will be easier to use against bleeding targets thanks to the Vampire's Guile feat. Simple, effective, useful.
Fate is the last sphere that has any respectable degree of investment. Most of my choices here were limited to curses and interesting tarot buffs. Harm is an especially useful talent since it causes a target to take untyped damage equal to half her caster level every time they take damage, regardless of the source.
Most of my other spheres I plan on taking are there to help me qualify for certain dual sphere feats and don't warrant special attention. But spheres and the talents chosen from those are not the only powers my character has.
Her heavy investment in the Necrosis feat chain gives a range of bonuses: extra spell points, elemental resistances that can become temporary immunities by spending a spell point, the ability to invert positive and negative energy's effects on herself with a spellpoint, a permanent CHA bonus to fortitude saves, bonuses against many detrimental effects, and a mystic phylactery that enables her to linger at death's door when she would normally die, allowing her be healed back to life so long as it's done before her next turn comes around.
Her Crimson Dancer specialization, Scarlet Dancer, grants many useful abilities. She can move adjacent to any creature suffering from bloodletting without consuming movement or provoking attacks of opportunity. Her speed can never be reduced and she can spend Vitae to ignore all effects or conditions that could impede her movement. She can move at increased speeds while attacking everything in her way by spending Vitae using her Secret of the Soul. Secret of Blood enables her to, for one Vitae, close-range teleport from adjacent to a bleeding foe to one that has not been affected by exsanguinate. All of these vastly improve her mobility in combat and let her menace foes that would otherwise be outside her reach.
Lamentation is the Hedgewitch Path I chose. This choice was both a lore pick and a backup in case a foe is immune to bleeding, curses, death effects, and negative energy. It enables her to release wails that deal sonic damage and allows her to add Miseries to them that either increase damage or provide debilitating effects much like an Antipaladin's Cruelties. It also provides a nice capstone: a permanent form of semi-incorporeality with all of the benefits and few of the drawbacks, as well as a 60 ft. perfect fly speed.
Eat Pain is a very useful power to have since she can maximize any source of damage directed against her to gain 2 Vitae any number of times per round. This might seem suicidal in such a high-powered game and it normally would be, but for the fact that she will be gaining chunks of temporary HP from her bleeding effects that offset this.
The ten levels of Grim Disciple Mageknight might seem like an odd pick at first glance, but it helps continue her full BAB progression into epic levels, makes cursing foes a less action-heavy process, and adds her casting ability modifier to all attack and damage rolls she makes against targets afflicted with a curse effect.
The ten levels of Baobhan Sith Wraith tie a little more obviously into her role and themes. Blood Lover gives her natural claw attacks that she can use even when possessing another creature, gives an extra attack after landing Exsanguinating Strike, and enables her to spend spellpoints to use any charm from the Mind sphere upon establishing a Blood Control effect. False Seducer makes her good at lying, gives her the ability to tell when targets believe her lies, shifts a target's attitude towards the positive if they fall for her Bluffs, and she can dismiss the attitude shift to make a Suggestion. Throatripper gives her bonuses to attack rolls against any creature affected by one of her charm abilities.
Her gameplay loop is built around afflicting as many foes as possible with debilitating curses and large chunks of bleed damage, then preying on their minds and proceeding to pile on the damage as they bleed out. She has quite a few secondary, support, and utility options to back up her and a foe immune to her debilitations will not cripple her in combat.

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How do you handle the Favored Class Bonus for gestalt? Do both classes get a bonus, or just one? Can we choose the FCBs for our custom race?
Treat it as if Gestalt was your favored class (ie you get benefits from all 30 levels of Gestalt.)
You get to choose either 1 HP or 1 Skill Point as normal. If you want to have other options, spend 1 RP and apply any of the alternate options already present within the game, or the functionals equivalent of one, to your Gestalt. Each additional option you want to be able to apply costs 1 RP.
For instance, if you wanted to be able to choose from the "additional spell known" and "1/4 slayer talent" options, that would be 2 RP of your 30.

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Okay, good info.
Second question, how do you feel about Spheres of Power content? Individual basis?
I'm ok with spheres of power because people I trust enough are ok with it. My familiarity with it is not great, so it will take me some additional time to review the options taken.
If you know something is broken, don't take it.
I'll do my best to remind myself this is a level where people have access to multiple wishes and miracles before deciding if something is broken.
(Hint: if something lets you do essentially a full round action as a swift action at will, it's probably broken.)

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Okay, trying to consolidate all my questions here so that other people can refer to the answers:
* Is the Spheres of Power oath system okay? How do we scale some of the boons that cap at 20th level? (I'm looking particularly at those that replicate ABP features: Enhanced Abilities, Enhanced Armaments, Enhanced Defenses, Inhuman Resilience, and Shielded Form)
* How about mythic Sphere feats? I'm mostly looking at Mythic Transformation to be able to give my phoenix an appropriately Colossal firebird form.
* How do you feel about me flavoring some magical items as being part of my phoenix's anatomy?
Abilities (spells, powers, whatever) that cap at 20th level cap at 20th level. Exceptions that are spelled out by rules allowing exceptions (e.g. Epic Sorcerer's Arcane Conversion, where you give up spell slots to individually increase other spell's caps.)
The oaths system is ok. An oath of poverty would limit you to 1.92 Million Gold pieces (your starting wealth would be reduced to this) with no item costing over 32K. This would possibly severely reduce your stats compare to everyone else, as you would not have access to higher enhancement items and wouldn't be able to have book-based inherent bonuses.
I'm good with using the mythic spheres feats as your mythic feat. Also the Legendary Games Mythic ruleset is approved expanding mythic options.
Magic Item Focus — Magic Item Specialization -- Magic Item Mastery -- Internalize Power chain lets you incorporate specific magic item slots into your being. Since you're not trying to wear magic items on top of having them internalized, I'd also allow you to internalize other magic items, but they would still take up the slots they normally would.
Polymorph often subsumes items into your form and allows continuous magic items to function, so maybe your mythic transformation already covers what you want.

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I really like the concept of an infernal vampiric knight, but there's no epic magic item that grants the vampire template. Lich and graveknight, yes, but no vampire.
Would it be okay if my custom race was sort of a mashup of both the Nephilim and the Moroi(the vampire race also from Rite Publishing), and take Fiendish Exemplar and Blood Noble(the Moroi paragon class) as my two classes?
Again, if you don't have access to In the Company of Vampires, I can provide all the relevant info.
I'm ok with you doing this, 30 RP goes a long way towards this kind of mash-up.

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With all the great questions and feedback, I think I have come up with a really bizarre idea for a PC, GM going to send you a PM to check if its ok, before I head down this rabbit hole. :)
I need a bit more time to digest what you're suggesting/requesting. Will get back with you hopefully by tomorrow.

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This is Seer of Shadows with the as-yet-incomplete Lisaia the Bloodmaiden, whose final build is still being fine-tuned. Her statblock is not in the profile yet as a result, but I wanted to go over the character and make sure she is a fit for your game.
The general theme of inquiries and intentions thus far seem to match up well with her. Arinolus will use whichever tools are the most effective in his quest to stop Sporaxus.

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Crafting Feats Question
This is usually a sticky problem, which tends to boil down to "do I get double the starting wealth if I pick crafting feats". If you are adventuring, and you get a bunch of equipment (wealth by level) you don't need/want and sell it, you only get 50% of its price. Then you turn that 50% into an item you actually do want because you have the crafting feat, worth the same exact amount. So being able to craft doesn't double your money, it just lets you select the equipment you want.
Then the problem becomes since we're creating level 30 characters from scratch, we already get to pick whatever we want, so what benefit does picking crafting feats give us? You get 30 feats so it's not that difficult to pick a few crafting feats out of those 30, yet you are giving up another feat choice.
It's not worth double the money. Instead, I'll say that each magical crafting feat adds 500K gold to your starting wealth. The Prudent Crafter epic feat adds 1.25 Million Gold to yourt starting wealth.

andreww |
OK, here we go with a full blooded submission. First off, my Race.
History
In the early days of the Multiverse one of the first sentient races to arise were the Shoon. The early Shoon were far more aggressive and violent than their frail features would suggest. Ruled by their passions they waged regular war amongst themselves until the arrival of the Prophet, Corvus. Corvus was the first of their people capable of wielding the powers of magic and with them he forged an alliance amongst the many tribes. Over time he brought them knowledge, wisdom, technology and magic and the Shoon soon colonised their world. They built an Empire, led by their new God King, Corvus.
In time their knowledge and power grew so great that they built mighty machines and their Empire expanded into the stars. They colonised new worlds and built vast Gates to connect each to the Homeworld. As they met new species they shared their knowledge, technology and wisdom and so their reach spread. It was not to last however. Corvus foresaw a great disaster that would consume everything they had built. He could not tell what it was but he knew nothing would survive. He threw himself into finding a way for his people to escape their doom.
He learned of the Interversal Portals but he knew only a tiny handful of his people could possibly survive the trip through one and so he began a plan. He would build a Gate that could create a portal mortals could use to escape into another Multiverse. As the Empty Flames encroached into his reality and began to unmake everything he activated the Gate. It failed. In despair he called out to the Universe for aid.
In the very last moments Arinolus reached out and whisked away the few hundred survivors as the Realm was consumed. However, such close exposure to the Empty Flames changed the surviving Shoon. Their organs withered, their flesh grew transparent and, without the intervention of Arinolus their souls would have been utterly consumed. As it was, all of them succumbed to Undeath, although they retained their minds, souls and personalities.
Some could not live with their new state and destroyed themselves on the spot. Many, however, led by Corvus, committed themselves to Arinolus. They would find the Artefacts he needed to defeat Sporaxus and, when that was done, return to their Homeworld and rebuild. In the millennia since, many have succumbed to violence, ennui or madness. Now only a few dozen remain.
Physical Description
Tall, slender, hairless with multi jointed fingers and pale, lambent eyes. Their flesh is transparent and their internal organs are visible and withered. Their skeletons are blue and faintly glow.
Society
The Shoon value wisdom, knowledge, learning and community over all things. Or at least, they did. Early Shoon were passionate, aggressive and violent and those traits sometimes war with their more modern sensibilities.
Relations
The Shoon are a gregarious and open people. They see no-one as their enemy unless they show themselves to be so and their Empire encompassed many races, from elves and dwarves to cloakers and xulgaths. All who were willing to accept their principles were welcome.
Alignment and Religion Shoon alignments vary depending on their personality but there are few truly evil members of the race. They worshipped a variety of Gods but those who support Magic, Travel, Knowledge and Community were most popular.
Adventurers: The few Shoon remaining are all powerful agents of Arinolus. They meet infrequently and Corvus remains the first amongst them.
Male Names: Corvus, Artalon, Cupidus, Cardiel
Female Names: Adriel, Carlina, Minaya, Tallia
Standard racial Traits:
The Shoon usually have the following racial traits:
Ability Score Modifiers: +6 Cha, +4 Wis, -2 Int, +2 Str, Dex and Con
(Advanced Stats 4rp, Advanced Cha 4rp, Advanced Wisdom 5rp)
Type: The original Shoon were Humanoids. The remaining survivors are all Undead
(Undead 16rp)
Size: Shoon are medium (0RP)
Base Speed: Shoon have a base speed of 40
(Fast 1RP)
Languages: Shoon begin play knowing Common and Orcish. Shoon with a high starting intelligence can choose additional languages from Boggard, Catfolk, Gnoll, Grippli, Nagaji, Sahaughin or Vanaran.
Ok, here is the stat block. It is still something of a work in progress but is mostly complete. There may be errors. Correction, there will be errors. Mechanically Corvus is magic incarnate. He can use all spells, Arcane or Divine and has exceptional levels of metamagic options. He brings buffs, debuffs, large scale area damage, utility, transportation. If you need it, he can provide it. He also provides exceptional defences against magic, able to counter over a dozen spells per round if he has the spell slots free.
This stat block includes the adjustments for the stupidly large number of buffs he casts. I have tried to highlight in each section where his numbers come from. I have probably made a million different mistakes and this is a complicated character to build. Herolab helps but it only goes so far. Feel free to point out and errors. It would also be helpful to know if, numbers wise, we are anywhere near similar across different potential PCs.
Corvus Venerable Shoon oracle (spirit guide) 20/sorcerer (crossblooded) 20/Archmage 1
CG Huge undead
Init +30 [+20 Dex, +4 Improved Init, +4 Insight [Powerless Prophecy], +2 Luck
Archon’s Aura 20’ radius, persistent DC40 Will save, -2 penalty to attacks, saves and AC
Aura of Doom 20’ radius, persistent DC37 Will save, shaken while within the area
Repulsion 10’ radius, persistent DC40 Will save or cannot enter the area
Senses darkvision 90 ft., blindsight 40ft., true seeing; Perception +65 [+10 to spot traps plus trapfinding]
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Defense
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AC 90, touch 51, flat-footed 90
(10 Base +19 armour, +20 Dex +11 natural +10 deflection +9 shield +2 dodge [BoF] +3 Insight [Foresight] -2 Size [Shapechange] +8 Cover [Seamantle]
hp 756 (30 HD; 30d8+ 600 [30*Cha] +3 [Mythic]) +117 Temp HP [35 Divine Power, 82 Greater False Life]
Fort +54
+6 [Base] +20 [Cha] +4 Luck [Divine Favour] +12 [Resistance] +4 [Epic levels] +6 Competence [Channel Vigour] +2 Sacred [Beacon of Luck]
Ref +74 (Evasion)
+6 [Base] +20 [Dex] +20 [Cha] +4 Luck [Divine Favour] +12 [Resistance] +4 [Epic levels] +1 Competence [IS] +3 Insight [Foresight] +4 Cover [Seamantle] +2 Sacred [Beacon of Luck]
Will +69
+12 [Base] +18 [Wis] +20 [Cha] +4 Luck [Divine Favour] +12 [Resistance] -2 [Crossblooded] +4 [Epic levels] +1 Competence [IS] +2 Sacred [Beacon of Luck]
Defensive Abilities channel resistance +4, concealment (20%), evasion, fast healing 4, hard to kill, improved uncanny dodge, mind blank [immune to detection and divination effects], nondetection [CL21], powerless prophecy (+4 insight bonus to AC and Saves in surprise rounds); DR 5/slashing, 6/magic, 5/-; Immune fear, undead traits, surprise, flat footed, critical hits and precision damage [particulate form, shapechange]; Resist fire 5, cold 5
Weaknesses light sensitivity
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Offense
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Speed 170 ft., fly 410ft.
Special Attacks mythic power (5/day, surge +1d6)
Weapons:
Melee +6 adamantine starknife [+52/52/52/42, 1d8+32]
[BaB +18/18/18/8, +6 [enhancement] +20 [cha] +1 Competence [IS] +6 luck [Divine Favour] +2 untyped [Blessing of Fervour] -2 Size [Shapechange] +1 weapon focus
Spellcasting Basics (Sorcerer and Oracle)
Caster Level
31 [30 base +1 Ioun Stone]
+4 for Greater Dispel Magic [Spell Specialisation +Spell Perfection]
+4 1/day with Prayer Beads [Used for Buffs]
Spell Penetration
+2 [Spell Penetration] +2 [Greater Spell Penetration] +2 [Epic Spell Penetration]
Mystery Spells: +2 [Unravelled Mysteries]
Spell DC
10 [Base] +20 [Charisma] + [Spell Level]
Evocation: +2 [School Power] +4 [Spell Focus, Greater Spell Focus, Mythic Spell Focus]
Abjuration, Necromancy and Transmutation: +2 [Spell Focus and Greater Spell Focus]
Mystery Spells: +2 [Unravelled Mysteries]
Metamagic: +1DC to any spell with metamagic applied
Greater Dispel: +4 [Spell Perfection]
Long Duration Buffs
Caster Level: 35 [30 Base +1 Ioun Stone +4 Prayer Beads]
Metamagic Key: Ascendant [A], Empower [EM], Extend [EX], Enduring [E], Enhance [EN], Perfect [P], Persistent [PE]
Enduring Spells have reduced available spell slots. Other buffs have not been removed if they last longer than 24 hours as they will generally be case the day before setting off on any mission.
Oracle Spells:
3rd: Divine Favour [A, E], Ironskin [E], Find Traps [E]
4th: Archon's Aura [E, PE], Greater Stunning Barrier [E], Channel Vigour [E], Beacon of Luck [E]
5th: Divine Power [E], Overland Flight [EX, 62 hours], Freedom of Movement [E]
6th: Aura of Doom [E, PE], Fickle Winds [E], Blessing of Fervour [A, E]
7th: Antilife Shell [E]
8th: Particulate Form [E], Nine Lives [EX, 62 hours]
9th: Repulsion [E, PE]
Sorcerer Spells:
3rd: Mage Armour [A, EX, 62 hours], Raiment of Command [EX, 62 hours], Endure Elements [A, EX]
4th:
5th: Haste [A, E], Greater Invisibility [E]
6th: Echolocation [E]
7th: Contingency [ EX, 62 days], True Seeing [E], Greater False Life [P, EN, EX]
8th: Borrowed Time [A, E]
9th: Mind Blank [EX, 62 hours], Spell Turning [P, E, 20 levels], Seamantle [E]
10th: Aroden’s Spellbane [EX, 62 hours, Dispel Magic, Greater Dispel Magic, Antimagic Field, Maze, Disjunction, Disintegrate, Power Word Stun], Shapechange (Huge Air Elemental) [E]
11th: Foresight [A, E]
Contingency
If reduced below one quarter HP cast Harm on me
Oracle Spell-Like Abilities (CL 31st; concentration +58)
1/day—dweller in darkness
Oracle (Spirit Guide) Spells Known (CL 31st; concentration +58)
Epic Spells Per Day
Base: 10th (6), 11th (6), 12th (6), 13th (5), 14th (3)
Charisma Bonus Spells: 3/3/3/2/2
Maximum Spells/Day: 11/11/11/11/10/10/10/9/9/9/9/7/7
Available Spells/Day: 11/11/8/7/8/7/9/8/8/9/9/7/7
9th: mass heal, meteor swarm (m), miracle, overwhelming presence, polar midnight, wail of the banshee (s)
8th: deathclutch, earthquake, firestorm, horrid wilting (s), mass inflict critical wounds, nine lives, stormbolts, sunburst (m)
7th: archon’s trumpet, control undead (s), holy word, mass inflict serious wounds, particulate form, prismatic spray (m), regenerate, repulsion
6th: anti-life shell, banishment, blade barrier, chain lightning (m), circle of death (s), greater dispel magic, harm, inspiring recovery, mass inflict moderate wounds, wind walk
5th: break enchantment, fickle winds, greater forbid action, mass inflict light wounds, overland flight (m), plane shift, greater sand whirlwind, slay living (s)
4th: aura of doom, blessing of fervour, divine power, fear (s), freedom of movement, holy smite, inflict critical wounds, rainbow pattern (m)
3rd: animate dead (s), archon's aura, beacon of luck, channel vigour, daylight (m), greater stunning barrier, inflict serious wounds, invisibility purge, prayer, shield of darkness
2nd: desecrate, false life (s), find traps, hypnotic pattern (m), inflict moderate wound, ironskin, light prison, resist energy, sound burst, tears to wine
1st: cause fear (s), colour spray (m), command, divine favour, inflict light wounds, murderous command, sanctuary, shield of faith
Cantrips: bleed, create water, detect fiendish presence, detect magic, detect poison, guidance, scrivener's chant, sotto voce, stabilise
Mystery Heavens
S spirit magic spell; Spirit Bones
Sorcerer (Crossblooded) Spells Known (CL 31st; concentration +58)
Epic Spells Per Day
Base: 10th (6), 11th (6), 12th (6), 13th (5), 14th (3)
Charisma Bonus Spells: 3/3/3/2/2
Maximum Spells/Day: 11/11/11/11/10/10/10/9/9/9/9/7/7
Available Spells/Day: 11/11/11/11/8/9/9/8/7/8/8/7/7
9th: aroden’s spellbane, foresight, mage's disjunction, mass icy prison, shapechange, time stop, wish
8th: mind blank, greater possession, power word stun, scintillating pattern, seamantle
7th: hungry darkness, mass mydriatic spontaneity, greater teleport, spell turning
6th:borrowed time, contingency, chain lightning, disintegrate, flesh to stone, greater dispel magic, greater heroism, true seeing
5th: baleful polymorph, cloudkill, cone of cold, echolocation, fire snake, telepathic bond
4th: ball lightning, dimension door, dragon's breath, emergency force sphere, enervation, greater invisibility, greater false life
3rd: battering blast, dispel magic, fireball, haste, slow, suggestion, tongues
2nd: aram zey’s focus, bestow insight, invisibility, mirror image, pilfering hand, raiment of command
1st: burning hands, comprehend languages, ear-piercing scream, endure elements, heightened awareness, liberating command, mage armour, magic missile, obscuring mist, protection from alignment, shield, true strike
Cantrips: arcane mark, chameleon scales, ghost sound, mage hand, mending, message, open/close, prestidigitation, ray of frost, spark
Bloodline Arcane, Orc
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Statistics
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Str 22 (+6) [18 Base +4 shapechange]
Dex 50 (+20) [18 Base +7 level, +2 race +12 enhancement +5 tome +6 shapechange]
Con — [Undead]
Int 43 (+16) [18 base +7 level -2 race +12 enhancement +5 revelation +3 age]
Wis 46 (+18) [18 base +7 level +2 race +12 enhancement +4 tome +3 age]
Cha 50 (+20) [18 base +7 level +6 race +12 enhancement +4 tome +3 age]
Base Atk +18/18/8 [15 Base +3 Epic levels +5 Epic Prowess - second attack]
CMB +38
[+18 BaB +6 Str +3 Epic levels +1 Competence [IS] +6 luck [Divine Favour] +2 untyped [Blessing of Fervour] +2 Size [Shapechange]
CMD 82
[10 Base +18 BaB +6 Str +20 Dex +3 Epic levelsn+10 deflection +2 dodge [BoF] +3 Insight [Foresight] +2 Size [Shapechange] +8 Cover [Seamantle]]
Non Epic Feats [30/30]
Metamagic Ascendant Spell, Dazing Spell, Empower Spell, Extend Spell, Intensified Spell, Maximise Spell, Merciful Spell, Persistent Spell, Quicken Spell, Reach Spell, Rime Spell, Silent Spell, Solar Spell, Still Spell
Magic Feats Destructive Dispel, Greater Spell Focus (abjuration, evocation, necromancy, transmutation), Greater Spell Penetration, Spell Focus (abjuration, necromancy, evocation), Spell Penetration, Spell Perfection (greater dispel), Spell Specialisation (greater dispel)
Combat Feats Combat Reflexes, Dimensional Agility, Divine Fighting Technique (Desna's Shooting Star)
General Feats Cunning
Bonus Class Feats (Sorcerer) [4/4]
Eschew Materials, Improved Counterspell, Improved Initiative, Spell Focus (transmutation)
Other Bonus Feats:
Alertness (Ioun Stone), Blind Fight (Resonant Power Ioun Stone), Weapon Proficiency (Starkinfe) [Ioun Stone], Weapon Focus (Star Knife) [Resonant Power Ioun Stone]
Traits fate's favoured, seeker, uskwood hunter
Mythic Path Abilities and Feats
Archmage [Wild Arcana], Hierophant [Inspire Spell] Extra Mythic Feat (Dual Path[M]), Spell Focus (Evocation) [M]
Epic Feats [10]
Improved Metamagic [6], Multispell [3], Reactive Counterspell
Epic Sorcerer Bonus Feats [3]
Banishing Spell [+3/6], Enduring Spell [+6], Enhance Spell [+4]
Epic Oracle Bonus Feats [3]
Ineffable Spell [+7], Perfect Spell [+6], Epic Spell Penetration
Class Abilities: Sorcerer
Arcane Bloodline Arcana: +1DC to spells with metamagic applied
Orc Bloodline Arcana: +1 damage per dice with spells
Metamagic Adept: Applying metamagic to spells does not increase casting time
Blood Havoc: +1 damage per die with Bloodline spells or those benefiting from Spell Focus
New Arcana: Extra spells known (4, 6, 8)
School Power: +2DC for evocation spells
Arcane Apotheosis: Expend spell slots to power charged items (3/charge)
Class Abilities: Epic Sorcerer
Arcane Conversion: Choose 28 spell slots, you may expend a spell slot of up to level 8 to enhance other spells. Swift action to activate. Can do one of the following:
Add metamagic feat with no adjustment more than half level of the converted spell
Increase DC by half level
Increase caster level by level
Bonus to penetrate SR of twice the level
Increase dispel DC by twice level
Raise any caps by twice the level
Class Abilities: Oracle
Mystery: Heavens
Curse: Powerless Prophecy [Cannot act in surprise rounds, staggered on round 1 if there is no surprise round, improved uncanny dodge, +4 insight to initiative rolls, +4 insight bonus to AC and Saves during surprise rounds]
Dweller in Darkness: Weird 1/day [DC45]
Coat of Many Stars: +16 armour bonus to AC, DR5/slashing
Awesome Display: Pattern spells treat creatures as having 20 fewer HD
Spirit Guide (Bones - Deathly Being): +4 channel resistance and extra spells
Final Revelation: Immune to Fear, automatically confirm all crits, add Cha mod as bonus to saves
Class Abilities: Epic Oracle:
Unravelled Mystery: Reduce total metamagic level for Mystery spells by 4, Mystery Spells gain a +2 bonus to DC, SR and opposed rolls.
Epic Revelation: Coat of Many Stars (+3AC)
Prowess: +5 to second attack in full attack
Skill Points
(6 +16 [Int]) * 30 +30 [FCB] +30 [Cunning] +60 [Background Skills] = 780 ranks [26 maxxed skills]
Skills
Common Modifiers: +4 Luck [Divine Favour] +1 Competence [Ioun Stone]
Acrobatics +74 [30 ranks +Dex +20 Competence]
Bluff +79 [30 ranks +Cha +3 Class Skill +20 Competence]
Diplomacy +65 [30 ranks +Cha +3 Class Skill +5 [RoC] +3 Comp]
Disable Device +58 [30 ranks +Dex +4 competence]
Disguise +74 [30 ranks +Cha +20 Competence]
Escape Artist +58 [30 ranks +Dex +4 competence]
Fly +58 [30 ranks +Dex +3 Class Skill]
Heal +56 [30 ranks +Wis +3 Class Skill]
Intimidate +65 [30 ranks +Cha +3 Class Skill +5 [RoC] +3 comp]
Knowledge (all) +73 [30 ranks in each +Int +3 Class +20 competence]
Linguistics +51 [30 ranks +Int]
Perception +65 [30 ranks +Wis +3 Class +1 trait +4 Feat +5 Comp]
Sense Motive +64 [30 ranks + Wis +3 Class +4 Feat +5 competence]
Sleight of Hand +55 [30 ranks +Dex +3 Class Skill]
Spellcraft +54 [30 ranks +Int +3 Class Skill]
Stealth +87 [30 ranks +Dex +3 Class Skill +30 Competence]
Survival +56 [30 ranks +Wis +3 Class Skill]
Languages Common, Orcish +40 extra
Four items make up the Imperial Regalia of the Shoon Empire.
The Promise Ring
This band of adamant set with a single, square cut, diamond is a symbol of the Promise made between The Shoon and their God King. It protects their King and he, in turn, protects them. Every time Corcus notices the ring it brings him great sadness at his failure and so he tends to keep it melded into whatever form he has Shapechanged into.
The Ring acts as a Ring of Protection +10 and has the properties of a Ring of Freedom of Movement and Ring of Evasion.
The All Knowing Eye
This perfectly spherical ivory orb is the size of an eyeball. It is designed to be placed into the socket of a living being although it will meld with their own eye rather than replacing it. The Eye is one of the Kings Regalia and is designed to provide discernment, wisdom and knowledge.
The Eye acts as a Librarian Lens as well as Eyes of the Eagle and Inquisitors Monocle.
The Crown of Will
The third piece of the Imperial Regalia this crown is made of platinum and studded with a dozen perfect spherical diamonds. It ensures that the King possesses wisdom and understanding in decision making and the pursuit of diplomatic policy.
The Crown acts as a +12 Headband of Epic Mental Superiority (+12 to all three mental stats) and a Circlet of Persuasion. The languages and skill ranks granted can be chosen once by each new wearer rather than being forever fixed.
The Mantle of Discretion
The final piece of the Regalia, this simple grey smock is designed to allow the King to move amongst his people with discretion and care. In such ways a King may learn what his people truly believe, fear and desire and thereby serve them better.
The Mantle acts as a Mantle of Great Stealth and Vest of Escape.
Other Equipment
Belt of Dexterity +12
Cloak of Resistance +12
Periapt of Perfidy
Angel Rings
Luckstone
Mithral Buckler +8
+6 Adamantine Starknife
Luckstone
Ioun Stones (Pale Green Prism, Orange Prism, White Pyramid, Incandescent Sphere, Dark Blue Rhomboid)
Ebon Wayfinder
Necklace of Prayer Beads
Many Pages of Spell Knowledge (2 x 6th, 2 x 5th, 2 x 4th, 6 x 3rd, 3 x 2nd, 5 x 1st)
I still have about 300k GP to spend but I might just hold that for spell components and foci. I haven't bothered to account for Foci for things like Shapechange or Contingency.

bigrig107 |

The epic magic items that grant templates would apply those template abilities during a polymorph spell, right? Since they're continuous magic item effects.
I'm working on a dragon shifter, who can spend 24/7 in his dragon form and don't want to waste money on something I can't use.
Edit: for worshippers of Arinolus, what are his domains and subdomains?

andreww |
Reckless wrote:Templates? No, although the specific epic magic items in Jesse’s guide that provide templates are allowed to be purchased and used to gain one template that way.The first post says this, though. If he’s changed his mind that’s fine, just thought those were okay.
Yep, I think the position subsequently changed to no templates.

bigrig107 |

Sorry for the confusion. The original exception stands (which is what I meant by "stick with the no templates"), just no other exceptions. Those items are ok.
Oooh fun! Thanks for the clarification.
Did you happen to have Arinolus‘ domains for his clerics? Or does he not grant power like that?

MordredofFairy |
Sorry for the confusion. The original exception stands (which is what I meant by "stick with the no templates"), just no other exceptions. Those items are ok.
In that case, I have one question regarding those Templates that involve Rejuvenation - how would those work?
Normally a lich has a phylactery and the Graveknight his armor - there are also items involved here - would they basically take over this role after the 24-hour attunement?
If so, do they have to remain "attached" to the remains? Or could a contingency move them somewhere safe, where they start the rebuilding process?
And how would they interact with a Phylactery Doll?
Specifically, I am wondering about dying when the connection to the doll is cut(e.g. Antimagic Field)
AFAIK it's not enough to kill a Lich in an AMF to shut down his phylactery but the wording seems to suggest here it would.
I like having a failsafe for a bit of reckless play, but considering the significant price point those template-items carry, I'd like to know a bit more to gauge if they seem worth the investment :) Thank you.

eriktd |

I'm going away for a few days and probably won't be checking the boards (or at least I really shouldn't!), so I thought I'd post what I have so far for general edification and error-checking.
What to say about her? Well, she's kind of a fantasy princess, exiled from her people and sent to live in a distant tower because of her witchy powers and her magic hair. But she's also a giant. So she does lots of deep, arcane magic stuff-- like expanding her demiplane and specializing in Necromantic spells that don't summon undead-- and she also does lots of scrappy, giant fighty stuff-- like grappling enemies into submission with her walloping locks.
She's grown up in a special protected bubble, but she won't be safe for long since it's only a matter of time before Sporaxus tracks her down. All of her relatives have been Unmade, and it seems like Arinolus is her only hope for a future. She will have to learn to work with others and brave the big bright beautiful world beyond her frozen island if she's going to have a life where she gets to keep futzing around with magical snowmen and singing about the cold.
There's a fair few cheesy things in her build, but I've tried to keep everything fair within the parameters. For example, she has purchased and spent the materials necessary to make two winter hag simulacra, which she can join in a coven. Together the three of them can make more simulacra as a spell-like ability, including things like solars with 1/day wishes or even Baba Yaga or Nocticula. I figure that this lets her do almost anything in her little demiplane of make-believe, but none of it will carry out into "the real world" unless she can actually pay for it with real money (the starting gold amount for this game). It's like she's living in a dollhouse made of snow.
The Spell Supremacy epic feat really appealed to me, so I sort of built around it. But instead of using something boring and done like shocking grasp or battering blast, I decided to go with chill touch. If Evelynda is selected, I'm looking forward to seeing how far we can push that sad and neglected little first level spell. Anyway, that sort of led to most of the choices I made with this character: cold, dark, and equal parts positive and negative energy.

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Reckless wrote:Sorry for the confusion. The original exception stands (which is what I meant by "stick with the no templates"), just no other exceptions. Those items are ok.Oooh fun! Thanks for the clarification.
Did you happen to have Arinolus‘ domains for his clerics? Or does he not grant power like that?
Arinolus is able to grant his worshipers any domain.

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Reckless wrote:Sorry for the confusion. The original exception stands (which is what I meant by "stick with the no templates"), just no other exceptions. Those items are ok.In that case, I have one question regarding those Templates that involve Rejuvenation - how would those work?
Normally a lich has a phylactery and the Graveknight his armor - there are also items involved here - would they basically take over this role after the 24-hour attunement?
If so, do they have to remain "attached" to the remains? Or could a contingency move them somewhere safe, where they start the rebuilding process?
And how would they interact with a Phylactery Doll?
Specifically, I am wondering about dying when the connection to the doll is cut(e.g. Antimagic Field)
AFAIK it's not enough to kill a Lich in an AMF to shut down his phylactery but the wording seems to suggest here it would.I like having a failsafe for a bit of reckless play, but considering the significant price point those template-items carry, I'd like to know a bit more to gauge if they seem worth the investment :) Thank you.
So, the items would become the source of the Rejuvenation. However, should someone else become attuned to them before the rejuvenation process was completed, there would be issues.... probably involving opposed charisma checks over the rejuvenation period... it could prove fatal to either the "original" owner or the new one.
I cannot find Phylactery Doll via Google and am unfamiliar; could you link?

MordredofFairy |
Thanks for the reply, and aye, what Nickadeamous said :)
Basically since you have to carry your items with you, it seemed the closest thing to a "real" Phylactery to put the template item on the Doll, then hide that in a layered demiplane.
But that's about half the character budget, so if it is easy to "cut" that connection, via planar traits or Anti-Magic Field or the like, the expenditure seems unviable.
(Spending that much on a "failsafe" that will not work half of the time, it would be better to invest the money into not needing the failsafe in the first place)

Monkeygod |

Just a heads up: Looking through epic book last night, and there's definitely a few errors:
Epic Skill Focus(21 ranks in a skill):
Select one skill in which you have invested at least 31 ranks. You gain a +12 bonus on all skill checks with that skill. If you have 31 ranks in your chosen skill, the bonus increases by an additional +6,
I would assume it's supposed to be 'pick a skill you have *21* ranks in'.
Legendary Climber [Skill]
Prerequisites: Dexterity 21, Balance 12 ranks, Climb 21 ranks.
Pretty sure Balance is no longer a skill in Pathfinder...
There might be others, so just keep an eye out.

andreww |
I had a question about the epic sorcerer ability Arcane Conversion. One of the options is:
Apply one metamagic feat with a maximum level adjustment equal to 1/2 the spell level of the converted slot (rounded down)
As written, this doesn't have to be a metamagic feat you know or even one that you qualify for. Is that right?

Almonihah |

Magic Item Focus — Magic Item Specialization -- Magic Item Mastery -- Internalize Power chain lets you incorporate specific magic item slots into your being. Since you're not trying to wear magic items on top of having them internalized, I'd also allow you to internalize other magic items, but they would still take up the slots they normally would.
Polymorph often subsumes items into your form and allows continuous magic items to function, so maybe your mythic transformation already covers what you want.
I'll have to look at that feat chain. But you are correct on the way the transformation works--I've been thinking of the giant firebird form as its true form so much I didn't think about how it's technically a polymorph effect by the rules. :D

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And how would they interact with a Phylactery Doll?
Specifically, I am wondering about dying when the connection to the doll is cut(e.g. Antimagic Field)
AFAIK it's not enough to kill a Lich in an AMF to shut down his phylactery but the wording seems to suggest here it would.
It seems to me, an antimagic field/mage's disjunction could sever your link to the doll, thus eliminating the thing that gives you the template, so the template and all its benefits would be removed and you would thus be destroyed.
Also, for clarification on this campaign's settings, a Phylactery Doll would only work if it were in the same Realm as your character, unless it was at least a minor artifact with a dedicated, eternal, or everlasting bond legendary item ability (which is not available at campaign start.)

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1 person marked this as a favorite. |

I had a question about the epic sorcerer ability Arcane Conversion. One of the options is:
Quote:Apply one metamagic feat with a maximum level adjustment equal to 1/2 the spell level of the converted slot (rounded down)As written, this doesn't have to be a metamagic feat you know or even one that you qualify for. Is that right?
It definitely looks that way, and since it's a limited-use ability, I'm ok with it.

gyrfalcon |

Hey Reckless, would you allow Legendary Games' Legendary versions of (many) Paizo classes?
Thanks,

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Hey Reckless, would you allow Legendary Games' Legendary versions of (many) Paizo classes?
Thanks,
Yes.

gyrfalcon |

Great!
One more question. I'm playing with a sun wukong / drunken monkey trickster build.
Are you good with the Light Body optional rule?

TheWaskally |

Well..I made my character submission, gestalt bard/godling (eldritch), up to lvl 20. Now I need to hammer out the details on my work for epic eldritch godling with Reckless. Once that's done, I can lvl him up to 30. Then buying the gear and completing the spell lists begin.
What a lovely labor of love!

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Great!
One more question. I'm playing with a sun wukong / drunken monkey trickster build.
Are you good with the Light Body optional rule?
No, sorry, hard pass on that.

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I haven't had the time to work on my character these last few days. When is the deadline for applications? I would like to try and finish Lisaia, but don't want to feel as if I am holding everyone else up.
July 4th, you still have awhile.

QUIN-TESS-ENCE |

HI GM with what you have said about Planes and their effects in them, I think it would be dumb to have 2x Psion class PC, if there is an Anti magic//Devine/psion field or they just don't work my PC is in trouble, So flexibility is key. That being said then, I have changed my PC it be.
Advanced Elan PSION [Telepath] L20 / UNCARNATE L10 / INVESTIGATOR-GADGETER L30 / Mythic [Meta-Mind] R1
From a high-tech plane where Science and psionics live hand in hand.
APPEARANCE
QUIN-TESS-ENCE often materializes as a large hovering shifting fractal flower.

Philo Pharynx |

HI GM with what you have said about Planes and their effects in them, I think it would be dumb to have 2x Psion class PC, if there is an Anti magic//Devine/psion field or they just don't work my PC is in trouble, So flexibility is key. That being said then, I have changed my PC it be.
If they have anti-magic, it will likely take long enough for everybody to figure out their numbers that it will kill the game. :)
Still, it makes sense to diversify and always have some alternate tactics.

The First Flame |
1 person marked this as a favorite. |

When the Creator ignited the first star, a loop of flame erupted from its newly-burning surface. This flame took some tiny divine spark and formed great wings and keen talons, becoming the first and greatest of all phoenixes. The Creator charged it with going forth to bring light and warmth to the coldest and darkest corners of existence, and since that time it has flown the void, bringing its fire to those who need it most.
…or so one legend says of its origin. But legends about it are as numerous as its names: The Sunwing, The Beginning of Phoenixes, The Stellar Eagle. When asked, the name it gives for itself most often is The First Flame, but it acknowledges the others, as well.
What is certain is that The First Flame is a being of great compassion, but also terrible wrath. At times they descend on a darkened corner of a world and bring hope to a dying people, using its power to rekindle life where it was almost extinguished. At other times their coming is marked by vitrifying entire swaths of land with its flames--sometimes because of an obvious threat, other times when no danger can be seen. Still other times it descends in its smaller, anthropomorphic form, to speak to and guide individuals or nations that were lost in metaphorical darkness.
Now, it rises to the call to fight the End-Flame, the Fire of Undoing, that which is counter to every fiber of its essence. It will throw its entire being into this war, but it is not hasty nor foolish. It is ready to plan, to prepare, to do all within its considerable power to assure victory.
**************
I'm still working on transferring everything over, but The First Flame is pretty much done on the spreadsheet I was working on. I'll try to get it all formatted and transferred over by next Monday.

bcool999 |

I have been silently lurking and working on a character waiting to decide if I can get all the bits and bobs in order to make a character for this. I now believe I can, but I do have a bunch of questions to make the character work and make sure I am doing things correctly.
1: Arinolus. What is Arinolus’s alignment and favored weapon? I plan on having Arinolus as my character’s diety and the above do have a mechanical effect.
2: Would equivalent Epic Metapsionic Feats be allowed for Psionic Characters? For example, Enduring Spell would be Enduring Power, require Extend Power and raise the PP cost of a power under it’s effect by 12. Otherwise functions the same as Enduring Spell. Would that be correct?
3: How do Prestige classes progressing class abilities into Epic Levels work? Jesse’s Epic Pathfinder gives suggestions on making prestige classes epic, but not on if neither base or prestige class are epic but together they would progress a class ability to epic levels. This could easily be a case by case scenario.
3a: If Prestige Classes don’t progress class features to Epic Level, could we use epic feats (with GM review) to advance class features from a level 20 class we prestiged out of into epic levels?
4: Would you be opposed to the High Psionics Soulknives rule presented in Psionics Augmented: Soulknives? It essentially gives Soulknives a free archetype to give them manifesting up to 4th level powers (like a paladin or Ranger progression)

Monkeygod |

Reckless, I am considering taking Mythic Vital Strike as my mythic feat, as my PC is all about brutal attacks(well, and being an absolute beast of a tank, lol).
I'm curious if you're aware of how badly it's worded, and the proposed solutions from Legendary Games.
As officially written, if I were to use any of the feats in the vital strike chain, I would be multiplying everything by something like 48+. My Str bonus alone would add 912 damage, lol
I'm okay with either above linked solution.