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Author Topic: Interest Check: Legendary Monsters (3.5 DnD)  (Read 6040 times)

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Offline Kunoichi

Re: Interest Check: Legendary Monsters (3.5 DnD)
« Reply #325 on: December 12, 2014, 12:23:46 AM »
*checks on something*

Would psionics work for the build you're planning?  A Psion is basically an Int-powered Sorcerer...

Offline indarkestknight

Re: Interest Check: Legendary Monsters (3.5 DnD)
« Reply #326 on: December 12, 2014, 12:28:51 AM »
Whoops too slow with the edit I made should have just made that a new post for the EP questions for Zaer.

And, no, alas, Psion would not. I'm using wizard or sorcerer to become a swiftblade, a prestige class which revolves around the use of the haste spell.

Offline Kunoichi

Re: Interest Check: Legendary Monsters (3.5 DnD)
« Reply #327 on: December 12, 2014, 04:09:23 AM »
Ah, I see.  Well, Ascetic Mage is the 'your Monk AC bonus is now based off of Charisma' feat, if that helps, and considering the only spellcasting requirement for the Swiftblade class is 'ability to cast Haste', perhaps Zaer will allow the 3/day Haste spell-like ability from the Paragon template to qualify you for it?  I imagine that that would probably make things much easier.

Online Sain

Re: Interest Check: Legendary Monsters (3.5 DnD)
« Reply #328 on: December 12, 2014, 05:37:32 AM »
That weapon enhancement that gave made weapon attacks count as natural weapon seems like must have for PCes in this campaign. Damn, could have made some sort of grim reaper with soul reaper prC...   Need to start plotting soon before unused concepts begin screaming for freedom.

Offline ShadowFox89

Re: Interest Check: Legendary Monsters (3.5 DnD)
« Reply #329 on: December 12, 2014, 06:27:22 AM »
That weapon enhancement that gave made weapon attacks count as natural weapon seems like must have for PCes in this campaign. Damn, could have made some sort of grim reaper with soul reaper prC...   Need to start plotting soon before unused concepts begin screaming for freedom.

 That's why I went with lycanthrope as my monster side.

Offline indarkestknight

Re: Interest Check: Legendary Monsters (3.5 DnD)
« Reply #330 on: December 12, 2014, 06:45:37 AM »
Well, barring that here are a couple incomplete builds I'm tinkering with. I just stumbled across Ascetic Mage earlier tonight, but it does help, yes, so thank you.

Sorcerer build
Paragon Invisible Stalker
Mystical Might: Sorcerer 6/Swiftblade 6
Physical Might: Ex-Monk 1/Rogue 11
Sshai
Large Elemental (Air, Extraplanar)
Hit Dice
: 8d8 + 4d6 + 108 + 144 (340 hp)
Initiative: +28
Speed: 100 ft., fly 100 ft. (perfect)
Armor Class: 70 (+16 Dex, +1 dodge, +12 insight, +12 luck, +13 monk, +5 natural, +2 sacred, -1 size), touch 65, flat-footed 53
Base Attack/Grapple: +10/+25
Attack: Slam +46 melee (2d6+31) or slam +44 melee (2d6+31) and Snap Kick +45 (6d8+26) or unarmed strike +47 melee (6d8+32) or unarmed strike +45 melee (6d8+32) and Snap Kick +45 melee (6d8+26)
Full Attack: 2 slams +46 melee (2d6+31) or 2 slams +44 melee (2d6+31) and Snap Kick +45 melee (6d8+26) or unarmed strike +47/+42 melee (6d8+32) or unarmed strike +45/+40 melee (6d8+32) and Snap Kick +45 melee (6d8+26) or flurry of blows +58/+58/+53 melee (6d8+32) or flurry of blows +56/+56/+51 melee (6d8+32) and Snap Kick +43 melee (6d8+26)
Space/Reach: 10 ft./10 ft.
Special Attacks: Flurry of blows, penetrating strike, sneak attack +6d6, spells, spell-like abilities, swift surge +1/+10 ft.
Special Qualities: Arcane reflexes, blurred alacrity (50%), damage reduction 10/epic, darkvision 60 ft., divine companion, elemental traits, evasion, evasive celerity (30%), fast healing 20, fortified hustle, improved tracking, improved uncanny dodge, natural invisibility, resistance to cold 10 and fire 10, slippery mind, spell resistance 55, sudden casting, trapfinding, uncanny dodge
Saves: Fort +29, Ref +43, Will +36
Ability Scores: Str 33, Dex 42, Con 29, Int 29, Wis 30, Cha 34, +2 to Charisma or Dex (undecided)
Skills: Bluff +37, Concentration +34, Escape Artist +43, Hide +41, Listen +35, Move Silently +41, Search +34, Spot +35, Spellcraft +34, Tumble +41, lots more skills
Feats: Ascetic Mage, Ascetic Rogue, Darkstalker, Dodge (b), Improved Natural Attack (unarmed strike), Mobility, Spring Attack (b), Snap Kick, Superior Unarmed Strike, few more feats
Alignment: True Neutral

Sorcerer Spells Known (6/9/9/18/8/5; save DC 22+spell level; caster level 23rd): 0- ; 1st - bloodwind, golemstrike, mage armor; 2nd - wraithstrike; 3rd - haste, greater magic weapon, greater mighty whallop; 4th - dimension door, ruin delver's fortune; 5th -

hasted Sshai
Speed: 130 ft., fly 130 ft. (perfect)
Armor Class: 71 (+16 Dex, +2 dodge, +12 insight, +12 luck, +13 monk, +5 natural, +2 sacred, -1 size), touch 66, flat-footed 53
Attack: Slam +47 melee (2d6+31) or slam +45 melee (2d6+31) and Snap Kick +46 (6d8+26) or unarmed strike +48 melee (6d8+32) or unarmed strike +46 melee (6d8+32) and Snap Kick +46 melee (6d8+26)
Full Attack: Slam +47/+47 melee (2d6+31) and slam +47 melee (2d6+31) or slam +45/+45 melee (2d6+31) and slam +45 melee (2d6+31) and Snap Kick +46 melee (6d8+26) or unarmed strike +48/+48/+43 melee (6d8+32) or unarmed strike +46/+46/+41 melee (6d8+32) and Snap Kick +46 melee (6d8+26) or flurry of blows +59/+59/+59/+54 melee (6d8+32) or flurry of blows +57/+57/+57/+52 melee (6d8+32) and Snap Kick +44 melee (6d8+26)
Saves: Fort +29, Ref +44, Will +36

Buffs: greater magic weapon on unarmed strike (Duration: 23 hours); greater mighty whallop on unarmed strike (Duration: 23 hours); mage armor (Duration: 23 hours)

Buffed Sshai
Armor Class: 74 (+4 armor, +16 Dex, +1 dodge, +12 insight, +12 luck, +13 monk, +5 natural, +2 sacred, -1 size), touch 65, flat-footed 57
Attack: Slam +46 melee (2d6+31) or slam +44 melee (2d6+31) and Snap Kick +49 (24d6+30) or unarmed strike +51 melee (24d6+36) or unarmed strike +49 melee (24d6+36) and Snap Kick +49 melee (24d6+30)
Full Attack: 2 slams +46 melee (2d6+31) or 2 slams +44 melee (2d6+31) and Snap Kick +49 melee (6d8+30) or unarmed strike +51/+46 melee (24d6+36) or unarmed strike +49/+44 melee (24d6+36) and Snap Kick +49 melee (24d6+30) or flurry of blows +62/+62/+57 (24d6+36) or flurry of blows +60/+60/+55 (24d6+36) and Snap Kick +47 melee (24d6+30)

hasted and buffed Sshai
Speed: 130 ft., fly 130 ft. (perfect)
Armor Class: 75 (+4 armor, +16 Dex, +2 dodge, +12 insight, +12 luck, +13 monk, +5 natural, +2 sacred, -1 size), touch 66, flat-footed 57
Attack: Slam +47 melee (2d6+31) or slam +45 melee (2d6+31) and Snap Kick +50 (24d6+30) or unarmed strike +52 melee (24d6+36) or unarmed strike +50 melee (24d6+36) and Snap Kick +50 melee (24d6+30)
Full Attack: Slam +47/+47 melee (2d6+31) and slam +47 melee (2d6+31) or slam +45/+45 melee (2d6+31) and slam +45 melee (2d6+31) and Snap Kick +50 melee (6d8+30) or unarmed strike +52/+52/+47 melee (24d6+36) or unarmed strike +50/+50/+45 melee (24d6+36) and Snap Kick +50 melee (24d6+30) or flurry of blows +63/+63/+63/+58 (24d6+36) or flurry of blows +61/+61/+61/+56 (24d6+36) and Snap Kick +48 melee (24d6+30)
Saves: Fort +29, Ref +44, Will +36

Wizard build
Paragon Invisible Stalker
Mystical Might: Wizard 5/Swiftblade 7
Physical Might: Ex-Monk 1/Rogue 11
Sshai
Large Elemental (Air, Extraplanar)
Hit Dice
: 8d8 + 4d6 + 108 + 144 (340 hp)
Initiative: +30
Speed: 100 ft., fly 100 ft. (perfect)
Armor Class: 73 (+16 Dex, +2 dodge, +12 insight, +12 luck, +15 monk, +5 natural, +2 sacred, -1 size), touch 67, flat-footed 55
Base Attack/Grapple: +11/+25
Attack: Slam +47 melee (2d6+31) or slam +45 melee (2d6+31) and Snap Kick +46 (6d8+26) or unarmed strike +48 melee (6d8+32) or unarmed strike +46 melee (6d8+32) and Snap Kick +46 melee (6d8+26)
Full Attack: 2 slams +47 melee (2d6+31) or 2 slams +45 melee (2d6+31) and Snap Kick +46 melee (6d8+26) or unarmed strike +48/+43/+38 melee (6d8+32) or unarmed strike +46/+41/+36 melee (6d8+32) and Snap Kick +46 melee (6d8+26) or flurry of blows +59/+59/+54/+49 melee (6d8+32) or flurry of blows +57/+57/+52/+47 melee (6d8+32) and Snap Kick +44 melee (6d8+26)
Space/Reach: 10 ft./10 ft.
Special Attacks: Flurry of blows, penetrating strike, sneak attack +6d6, spells, spell-like abilities, swift surge +2/+10 ft.
Special Qualities: Arcane reflexes, blurred alacrity (50%), damage reduction 10/epic, darkvision 60 ft., elemental traits, evasion, evasive celerity (40%), fast healing 20, fortified hustle, improved tracking, improved uncanny dodge, natural invisibility, resistance to cold 10 and fire 10, slippery mind, spell resistance 55, sudden casting, trapfinding, uncanny dodge
Saves: Fort +29, Ref +44, Will +36
Ability Scores: Str 33, Dex 42, Con 29, Int 38, Wis 30, Cha 26
Skills: Bluff +33, Concentration +34, Escape Artist +43, Hide +41, Listen +35, Move Silently +41, Search +39, Spot +35, Spellcraft +39, Tumble +41, lots more skills
Feats: Ascetic Rogue, Bounding Assault (b), Darkstalker, Dodge (b), Improved Natural Attack (unarmed strike), Kung Fu Genius, Mobility, Spring Attack (b), Snap Kick, Superior Unarmed Strike, few more feats
Alignment: True Neutral

hasted Sshai
Speed: 130 ft., fly 130 ft. (perfect)
Armor Class: 74 (+16 Dex, +3 dodge, +12 insight, +12 luck, +15 monk, +5 natural, +2 sacred, -1 size), touch 68, flat-footed 55
Attack: Slam +48 melee (2d6+31) or slam +46 melee (2d6+31) and Snap Kick +47 (6d8+26) or unarmed strike +49 melee (6d8+32) or unarmed strike +47 melee (6d8+32) and Snap Kick +47 melee (6d8+26)
Full Attack: Slam +48/+48 melee (2d6+31) and slam +48 melee (2d6+31) or slam +46/+46 melee (2d6+31) and slam +46 melee (2d6+31) and Snap Kick +47 melee (6d8+26) or unarmed strike +49/+49/+44/+39 melee (6d8+32) or unarmed strike +47/+47/+42/+37 melee (6d8+32) and Snap Kick +47 melee (6d8+26) or flurry of blows +60/+60/+60/+55/+50 melee (6d8+32) or flurry of blows +58/+58/+58/+53/+48 melee (6d8+32) and Snap Kick +45 melee (6d8+26)
Saves: Fort +29, Ref +45, Will +36

Buffs: greater magic weapon on unarmed strike (Duration: 22 hours); greater mighty wallop on unarmed strike (Duration: 22 hours); mage armor (Duration: 22 hours)

Buffed Sshai
Armor Class: 77 (+4 armor, +16 Dex, +2 dodge, +12 insight, +12 luck, +15 monk, +5 natural, +2 sacred, -1 size), touch 67, flat-footed 59
Attack: Slam +47 melee (2d6+31) or slam +45 melee (2d6+31) and Snap Kick +50 (24d6+30) or unarmed strike +52 melee (24d6+36) or unarmed strike +50 melee (24d6+36) and Snap Kick +50 melee (24d6+30)
Full Attack: 2 slams +47 melee (2d6+31) or 2 slams +45 melee (2d6+31) and Snap Kick +50 melee (6d8+30) or unarmed strike +52/+47/+42 melee (24d6+36) or unarmed strike +50/+45/+40 melee (24d6+36) and Snap Kick +50 melee (24d6+30) or flurry of blows +63/+63/+58/+53 (24d6+36) or flurry of blows +61/+61/+56/+51 (24d6+36) and Snap Kick +48 melee (24d6+30)

hasted and buffed Sshai
Speed: 130 ft., fly 130 ft. (perfect)
Armor Class: 78 (+4 armor, +16 Dex, +3 dodge, +12 insight, +12 luck, +15 monk, +5 natural, +2 sacred, -1 size), touch 68, flat-footed 59
Attack: Slam +48 melee (2d6+31) or slam +48 melee (2d6+31) and Snap Kick +51 (24d6+30) or unarmed strike +53 melee (24d6+36) or unarmed strike +51 melee (24d6+36) and Snap Kick +51 melee (24d6+30)
Full Attack: Slam +48/+48 melee (2d6+31) and slam +48 melee (2d6+31) or slam +46/+46 melee (2d6+31) and slam +46 melee (2d6+31) and Snap Kick +51 melee (6d8+30) or unarmed strike +53/+53/+48/+43 melee (24d6+36) or unarmed strike +51/+51/+46/+41 melee (24d6+36) and Snap Kick +51 melee (24d6+30) or flurry of blows +64/+64/+64/+59/+54 (24d6+36) or flurry of blows +62/+62/+62/+56/+52 (24d6+36) and Snap Kick +49 melee (24d6+30)
Saves: Fort +29, Ref +45, Will +36

Equipment
necklace of shadowstriking natural attacks +1 - 32,600 gp
cloak/vest/ring of resistance +5 - 25,000 gp
ring of wizardry III - 70,000 gp
amulet/bracers of retribution - 56,000 gp
lesser metamagic rod of extend spell - 3,000 gp
lesser metamagic rod of still spell -
monk's belt - 13,000 gp

gloves/boots/ring of bloodwind (bloodwind at will; CL 1st) - 2,000 gp
gloves/boots/ring of wraithstrike (wraithstrike at will; CL 3rd) - 12,000 gp


Still have a couple open feat slots, so I'm open to suggestions. Here are some ideas I have for what to do with them.

1) Great Fortitude & Dexterous Fortitude. Prerequisites for Void Incarnate.
2) Flyby Attack & Great Flyby Attack
3) Crafting feats
4) Versatile Spellcaster (Sorcerer only)
5) Weapon Finesse
6) Extra Spell to pick up nondetection (Sorcerer only)

Not sure where to apply the paragon +13 insight bonus to on swift surge. I already have an insight bonus to AC and saves, I get one to attack when I use flurry of blows, I get one to damage when I sneak attack, and I can't apply it to speed. Suggestions?

Hm... Maybe I should pick up a ring of freedom of movement...

Offline Zaer DarkwailTopic starter

Re: Interest Check: Legendary Monsters (3.5 DnD)
« Reply #331 on: December 12, 2014, 06:48:14 AM »
Zaer, are we using the listed sex rules?

How does the paragon template interact with EP? Do we get 12 bonus EP for each of our hit dice, too? Do bonuses to damage from enhancement bonuses to unarmed strikes/natural weapons or the +20 luck bonus to damage apply to EP damage as well? If your target is flat-footed against you or is... ahem "flanked" can sneak attack damage apply to EP damage?

You can use them if players want to (is not must have but it would be nice get everyone's opinion about it). If we do use them, then paragons indeed do get +12 per HD extra EP and you get +20 luck bonus to the EP damage (and any enchantment to natural or unarmed attacks do add up) and if target is flat-footed or flanked and you do sneak attack, then sneak attack adds up to the EP.

Ah, I see.  Well, Ascetic Mage is the 'your Monk AC bonus is now based off of Charisma' feat, if that helps, and considering the only spellcasting requirement for the Swiftblade class is 'ability to cast Haste', perhaps Zaer will allow the 3/day Haste spell-like ability from the Paragon template to qualify you for it?  I imagine that that would probably make things much easier.

Indeed, I would allow 'haste as spell-alike ability' to help qualify for Swiftblade so question boils down to have needed skill ranks and BAB (and special requirement need changed to 'cast haste three times in single day/encounter'). To pick battle mage variant for sorcerer to get medium BAB you would qualify even quicker and earlier. As note if eventually reaching 10th level and Innervated Speed, you spend spell slots still activate the power even if you got haste as spell-alike ability.


Offline indarkestknight

Re: Interest Check: Legendary Monsters (3.5 DnD)
« Reply #332 on: December 12, 2014, 06:55:54 AM »
Battle Sorcerer isn't really necessary to qualify - my physical path gives me the necessary BAB and proficiencies. In fact, in that case, I would qualify for Swiftblade at... level 4. Dang. So I guess it'd be Sorcerer 4/Swiftblade 8 or Wiz4/Swiftblade 8.  ;D

Looks like I have some math to crunch...

EDIT: I am totally unbiased in my desire to use the EP system because I have sneak attack, greater mighty wallop, greater magic weapon, and monk unarmed damage progression.

... So basically Kunoichi's character is the most jaw-droppingly gorgeous creature ever and could seduce gods, archdevils, and demon lords, but in terms sheer EP damage output I think I might win.
« Last Edit: December 12, 2014, 06:58:54 AM by indarkestknight »

Online Sain

Re: Interest Check: Legendary Monsters (3.5 DnD)
« Reply #333 on: December 12, 2014, 07:15:09 AM »
I can imagine share pain and scihism being fun in EP system at least along with multiple sustained telekinesis spells. Heck, even astral constructs could be made into sexy helping hands...

Engaging in NC sex with any sort of enemy that could not be dealt with trough mundane means is probably impossible anyway with freedom of movement being so common.

Offline Zaer DarkwailTopic starter

Re: Interest Check: Legendary Monsters (3.5 DnD)
« Reply #334 on: December 12, 2014, 07:17:07 AM »
Freedom of Movement depending on the foe. Some foes may be 1 HD but you cannot murder or persuade them other means.

Online Sain

Re: Interest Check: Legendary Monsters (3.5 DnD)
« Reply #335 on: December 12, 2014, 07:20:27 AM »
Damn, I'm suddenly starting to think that, despite being widely bashed as one of the worst psionic powers, forced share pain could be quite sexy. Yep... gotta leave something out of the build for this.

Offline Zaer DarkwailTopic starter

Re: Interest Check: Legendary Monsters (3.5 DnD)
« Reply #336 on: December 12, 2014, 07:30:05 AM »
Share Pain is also useful if got psi-crystal and vigor powers....nice increase on HP considering psi-crystal gets half of your HP (and paragon gots lots of HP).

Online Sain

Re: Interest Check: Legendary Monsters (3.5 DnD)
« Reply #337 on: December 12, 2014, 07:43:33 AM »
So, temporary hp would help in EP system even if healing doesn't?
« Last Edit: December 12, 2014, 07:46:37 AM by Sain »

Offline Zaer DarkwailTopic starter

Re: Interest Check: Legendary Monsters (3.5 DnD)
« Reply #338 on: December 12, 2014, 07:50:29 AM »
Temporal HP does not help, my suggestion about psi-crystal was related to combat and such.

Online Sain

Re: Interest Check: Legendary Monsters (3.5 DnD)
« Reply #339 on: December 12, 2014, 07:57:42 AM »
Yeah it's still quite nifty even without applying any extra manifester levels to break psionics. A modest 180 temp hp with overchannel and two uses of Empower power.

Offline Zaer DarkwailTopic starter

Re: Interest Check: Legendary Monsters (3.5 DnD)
« Reply #340 on: December 12, 2014, 08:02:55 AM »
Yeah and psi-crystal gets hilarious when I picked it up as diamond dragon and used claw manifestation so my psi-crystal could use my BAB + weapon finesse to use claws to do 6pts dmg on enemies (+5 enchant bonus). Used it fairly successfully to interrupt spellcasters spellcasting in one fight :P.

Offline Kunoichi

Re: Interest Check: Legendary Monsters (3.5 DnD)
« Reply #341 on: December 12, 2014, 02:14:19 PM »
Hmm.  I just found a rather interesting feat called Live My Nightmare.  People who target the user of the feat with a Divination effect get sent a Phantasmal Killer, as the spell.  That could be a rather fun way to deal with unwanted scrying, but the only feat I can swap out to work it into my build is Dreadful Wrath...

Offline Zaer DarkwailTopic starter

Re: Interest Check: Legendary Monsters (3.5 DnD)
« Reply #342 on: December 12, 2014, 02:18:40 PM »
Well, dreadful wrath just adds shaken effect on folks which could stack to frightened perhaps. That feat outright kills anybody (with your Cha mod the DC is darn high) who tries divine about you.

Offline Zaer DarkwailTopic starter

Re: Interest Check: Legendary Monsters (3.5 DnD)
« Reply #343 on: December 12, 2014, 02:23:34 PM »
Anyways here is the OOC thread for the game; https://elliquiy.com/forums/index.php?topic=219361.0

Try work tomorrow IC post.

Offline ererruz

Re: Interest Check: Legendary Monsters (3.5 DnD)
« Reply #344 on: July 09, 2015, 08:38:27 AM »
I've been talking to Zaer via PMs for some time about joining this game. He asked me to post my character sheet here so here it is:

XAOS, tHe Mystrylspawn, tHe AwaKanEr, tHe EvErChAnGiNg DweomErkEEpeR of LiMbO, tHe SonG of ChAoS

Statblock
Paragon Magic-Blooded Radiant Sharn Anarch 5/Chaos Monk 7 // Ardent 2/Metaphysical Spellshaper 3/Mystic Theurge 7
CN Large Outsider (augmented aberration, native)
Init +19 [+24]; Senses  darkvision 60 ft.; low-light vision
         Listen +38, Spot +42
Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Elven, Gith, Ignan, Infernal, Loross, Modronic, Rilmani, Seldruin, Slaadi, Sylvan, Terran, Undercommon
________________________________________
AC 76 [79], touch 71 [74], flat-footed 61 [64]
   (+15 Dex, -1 size, +5 natural, +12 insight, +12 luck, +23 [+26] Monk)
Miss Chance 40% (attacks of opportunity emanating from hex portals only)
hp 404 (4d10 HD + 8d8 HD + 156 + 144); fast-healing 20; regeneration 2
DR 10/cold iron, epic, lawful, magic
Immune  blindness, dazed, dazzled, stunned; mind-affecting spells and abilities; inviolate form
Resist cold 10, fire 10; evasion, slippery mind, still mind; SR 55
Fort +53 [+56], Ref +55 [+58], Will +51 [+54]; +2 vs enchantments
________________________________________
Speed 50 ft. (10 squares) [100 ft. (20 squares)]; fly 140 ft. (perfect) [280 ft. (perfect)]
Full Attack Unarmed strike +62/+57 [+64/+59] (2d8+35 [4d8+60]; +57 [+85] with Insightful Strike)
           9 claws +49 [+51] each (1d6+35 [3d6+60]; +57 [+85] with Insightful Strike) and 3 bites +49 [+51] each (2d6+35 [4d6+60]; +57 [+85] with Insightful Strike)
           Unarmed strike +62/+57 [+64/+59] (2d8+35 [4d8+60]; +57 [+85] with Insightful Strike) and 9 claws +47 [+49] each (1d6+27 [3d6+52]; +49 [+77] with Insightful Strike) and 3 bites +47 [+49] each (2d6+27 [4d6+52]; +49 [+77] with Insightful Strike)
           Flailing strike +61/+56 [+63/+58] and 1d4+13 attacks +61 [+63] each (2d8+35 [4d8+60]; +57 [+85] with Insightful Strike)
           Flailing strike +61/+56 [+63/+58] and 1d4+13 attacks +61 [+63] each (2d8+35 [4d8+60]; +57 [+85] with Insightful Strike) and 9 claws +46 [+48] each (1d6+27 [3d6+52]; +49 [+77] with Insightful Strike) and 3 bites +46 [+48] each (2d6+27 [4d6+52]; +49 [+77] with Insightful Strike)
           EP attack (2d8+42 [+45]; +62 [+68] with Insightful Strike)
           All natural attacks treated as Chaotic and Epic for purposes of overcoming DR
Space 10 ft.; Reach 10 ft. (5 ft. through a hex portal)
Base Atk +10; Grp +25
BAB +10 1/4
Spell-Like Abilities (CL 27th, DC 32 [35]+spell level)
   3/day-- color spray, blur, greater dispel magic (CL 15), haste (CL 15), see invisibility (CL 15)
   1/day-- detect magic, freedom of movement, mirror image, Nystul’s magic aura, Nystul’s undetectable aura, rainbow pattern, read magic, searing light
Favored Soul Spellcasting (CL 28th, DC 21+spell level)
    0 --6/day; amanuensis, create water, cure minor wounds, detect poison, guidance, light, no light, purify food and drink, resistance
   1st--12 [13]/day; bless, blood wind, divine favour, resurgence, protection from evil, sanctuary
   2nd—12 [12]/day; divine insight, elation , guidance of the avatar, lore of the gods, lesser restoration, silence
   3rd--11 [12]/day; alter fortune, anyspell, bestow curse, mark of doom, masochism, sadism
   4th--11 [12]/day; consumptive field, delay death, death ward, divine power, restoration
   5th--10 [11]/day; psychic turmoil, surge of fortune, true seeing, wall of stone
   6th--8 [9]/day; greater anyspell, geas/quest, heal
   7th--0/day;
Sorcerer Spellcasting (CL 18th, DC 45 [48]+spell level)
    0 --6/day; arcane mark, dancing lights, detect magic, ghost sound, mage hand, mending, message, prestidigitation, read magic
   1st--12 [13]/day; disguise self, grease, nerveskitter, ray of enfeeblement, shield
   2nd—12 [12]/day; deflect, glitterdust, ray of stupidity, wings of cover, wraithstrike
   3rd--11 [12]/day; great thunderclap, greater mighty wallop, shivering touch, unluck
   4th--11 [12]/day; greater invisibility, ruin delver's fortune, wings of fury
   5th--10 [11]/day; baleful polymorph, wall of force
   6th--8 [9]/day; disintegrate
   7th--0/day;
Psionics (ML 15th, DC 21+power level; PP 96)
Mantles: Magic, Mental Power, Time
   1st—burst, synchronicity
________________________________________
Abilities Str 40 (+15), Dex 40 (+15), Con 36 (+13), Int 32 [36] (+11) [+13] , Wis 32 (+11), Cha 54 [60] (+22) [+25]
SA gaze of truth, destructive strike, displacing stance, dual spell, erratic advance, grant move action, hex portals, metamagic manipulation, smite law, spell reflection, turn undead, paladin domain (luck)
SQ  AC bonus, archetypal shape, acrobatic charge, aura of chaos, aura of despair, auras, debilitating aura, divine grace, dodge bonus, evasion, fast movement, grace, holy warrior, incorporate consciousness, independent action, insightful strike, inviolate form, ki strike, mantles, metamagic mastery, slippery mind, slow fall, spell conversion, spell power +2, spell secrets, still mind, sword of Limbo, unarmed strike
Feats  1. Alertness (B), Extend Spell, Multiattack (B), Multiweapon Fighting (B), Skill Focus (Diplomacy) (B), 3. Persistent Spell, 4. Ocular Spell (B), Power Attack (B), 5. Item Familiar, Sexy Kung Fu (B), 6. Trickery Devotion (B), Leadership (B), Weapon Finesse (B), 7. Psicrystal Affinity, Combat Reflexes (B), 9. Knowledge Devotion (B), Divine Might, 11. Versatile Spellcaster, Initiate of Mystra (B), Might Makes Right (B),  12. Epic Divine Might (B)
Skills
Autohypnosis +24, Balance +28, Bluff +47 [+64], Concentration +38, Craft (sculpting) +24, Diplomacy +56 [+70], Disable Device +22 [+24], Disguise +47 [+53] (+49 [+60] when being observed and acting in character), Escape Artist +26, Hide +32 [+47], Intimidate +35 [+46], Knowledge (arcana) +33 [+35], Knowledge (architecture and engineering) +22 [+24], Knowledge (dungeoneering) +22 [+24], Knowledge (geography) +22 [+24], Knowledge (history) +22 [+24], Knowledge (local) +22 [+24], Knowledge (nature) +22 [+24], Knowledge (nobility and royalty) +26 [+28], Knowledge (psionics) +28 [+30], Knowledge (religion) +31 [+33], Knowledge (the planes) +24 [+26], Listen +38, Move Silently +40, Perform (sing) +33 [+44], Sense Motive +36, Sleight of Hand +42 [+50], Spellcraft/Psicraft +42 [+60] (+44 [+62] involving scrolls or power stones), Spot +42, Survival +22, Tumble +30, Use Magic/Psionic Device +47 [+58] (+49 [+60] involving scrolls or power stones)
Skill tricks  Collector of Stories, Distracting Taunt, False Theurgy, Second Chance, Social Recovery, Swift Concentration
Carrying capacity Light 4256 [8512], Medium 8512 [17024], Heavy 12800 [25600], Lift over head 12800 [25600], Lift off ground 25600 [51200], Push or drag 64000 [128000]
Possessions 660gp
Divinity Dreamt
(Legendary item) (71 700gp)
Artifact forged in the depths of the Everchanging Limbo, combining arcane, divine and psionic energies to house a fraction of a slumbering god's personality, knowledge and power.
The amulet confers the benefits of an Amulet of Mighty Fists (Warning; Wrathful Healing; Sudden Stunning; Rapid Wrath) which are further enhanced by Xaos's Sword of Limbo class feature.
Divinity Dreamt also informs its wielder of all spellcasting that occurs within 60 feet of him, as well as allowing him to attempt a Spellcraft check (DC 15 + spell level) to identify the spell being cast (even if he can't see its casting or effect).  This is a continuous effect and requires no activation. Once per day, when he succeeds in identifying a spell in this manner, he can activate the amulet to counterspell that spell as if with dispel magic, or change the target of the spell to any target within 60 feet of him.  If he chooses an illegal target (because of the spell's range limitation or other restrictions), the spell functions normally and the effect is wasted.
Moreover, the amulet makes all Xaos's attacks deal additional force damage equal to his Charisma modifier.
Furthermore, Xaos gains a +5 bonus on all Charisma-based checks as well as Leadership. His voice is magically amplified, so that it can be heard clearly by anyone within 100 ft. The psionic aura the amulet exhudes grants a +2 morale bonus on attack rolls, saves, and skill checks to Xaos and all his allies within Xaos's voice's range.
Divinity Dreamt functions as Xaos's Item Familiar. It possesses following ability scores: Int 16 (+3), Wis 12 (+1), Cha 12 (+1). It is capable of telepathy (120 ft.). It can also speak Common, Jotun, Thorass and Rilmani.
114 skill ranks invested (bonus provided: +6 Bluff, +3 Diplomacy, +15 Hide, +8 Sleight of Hand, +6 Spellcraft)
6th level slot invested
Equipment
Arms: Strongarm Bracers
Body: Vestment of Many Styles
Hands: Gauntlets of Ghost Fighting
Head: Starcrown of the Hidden One (Circlet of Persuasion and Intellect +4)
Rings: Ring of Anticipation, Fanged Ring
Shoulders: Chameleon Cloak of Disguise and Charisma +6
Torso: Dispelling Cord
Belt of Psychoportation (Belt of Battle and Wide Earth)
Runestaff of Dweomer
Contingency (1/day), Analyze Dweomer (1/day), Antimagic Field (1/day), Permanency (1/day), Scrying (1/day)
Handy Haversack
True Holy Symbol

Ioun Stone of Wisdom (+4) (in use by the Psicrystal)

Locations: 22 000gp
Otyugh Hole (Skill Focus [Intimidate])
Iron Wyrm Vault (Skill Focus [Hide])
The Highest Spire (Skill Focus [Climb])
Heward’s Hall (Skill Focus [Perform])
Frog God’s Fane (Skill Focus [Knowledge (religion)])
Court of Thieves ([Luck] feat)

Chaos Shuffles: 16 800gp

Psychic Reformations: 840gp

Legend of the Mystrylspawn

After the Overgod Ao created the crystal sphere that held the world of Abeir-Toril, two twin goddesses emerged from the gray, timeless void that was Ao’s creation. Selune, the goddess of light, and Shar, the goddess of darkness. Together they created the world – the planet of Abeir-Toril and a number of other heavenly bodies. Soon, however, the legendary eons-long war between the two erupted. In a desperate move, Selune tore a piece of herself and hurled it at her dark sister who had gained the upper hand and was close to achieving her victory. From the blending of both dark and light energy, a new goddess was born – Mystryl, the original goddess of magic and the embodiment of all magic in the cosmos. It was through Mystryl that the creature now known only as Xaos – or any of his many titles – came to being. Selune and Shar never truly stopped their eternal struggle, even with Mystryl trying to act as a balancing force between the two. In one such event, the Lady of Mysteries was caught in the crossfire and severely hurt by the two goddesses. Mystryl’s blood fell down into the Everchanging Limbo, far away from her chaotic but controlled divine realm of Dweomertor. The few drops of the divine ichor merged with the chaotic essence of the plane, causing wonders and nightmares that had never been dreamt of even by creatures of Limbo. Only when the unthinkable happened -- a group of powerful slaadi lords united (ain’t that unheard of in the planes...) in their efforts to bring it under their control -- did the strange phenomenon stop. Or rather, it changed. Nothing ever stops in Limbo. Change is the only thing one can be sure of about the plane. Xaos, the original sharn, was born.

It easily overwhelmed the now weakened slaadi who had succeeded in somehow stopping the destructive force of the Weaveblood. Casting spells with more ease than any mortal archmage, Xaos unleashed a fury of magic at the Limbospawn and then absorbed all of them into its own chaotic essence.

In an ironic twist of fate, the Limbo – or the Weave? or any other higher force -- gifted Xaos with a malleable but absolutely unchanginable form. Never has any being managed to polymorph or otherwise transform the Chaos Incarnate. Visually Xaos is a mass of radiant prismatic energy-made-solid that can morph into any form which still resembles a humanoid – he has been known to grow additional heads for his assumed personalities, additional arms, hands, claws, talons, even sexual organs if needed. And yet even Xaos itself cannot overcome the shapechange restriction – even his own spells do not allow it to assume any other shape apart from its own.

As the embodiment of chaotic energies of magic, it could always be found where powerful magic was used. Over centuries of its ‘pilgrimage’ to learn of the planes and magic, it had visited countless planes and demiplanes, from the deepest depths of the Abyss, through the mystical sylvan glades of the Plane of Faerie, to the moonlit peaks of Celestia. Everywhere it went, it absorbed arcanists, priests, outsiders and other creatures, adding their knowledge and powers to its own. In its experiment to learn as much as possible about the cosmic forces of magic, it even travelled to the base of the Spire where no magic existed. Having experienced this feeling of loss, it had finally decided to come back to its Source. To its Mother, the Goddess of All Magic. Mystryl.

Sharing a powerful mystical bond with the strange morphing being, Mystryl accepted Xaos – who took pride in calling itself ‘Mystrylspawn’ – into her service, gifting him with an insight into her divine works and even some mysteries.

The very first time Xaos visited the Prime Material Plane was when a group of Miyatari high elven mages managed to summon and bind it in a desperate attempt to save what they could of their dying nation. The Elven Crown Wars. Using their high magic, they somehow managed to circumvent the ironic will of Chaos and assume Xaos’s form... or rather, they tried and failed. Their bodies merged together and instead of becoming like he was – a humanoid-like morph – they became blobs of dark chaotic matter and energy. After their transformation was over, Xaos was freed and – for a time – even helped the newfound race of sharns in establishing a safe haven. It wasn’t long however till it felt the divine call of Mystryl who had decided to make use of it as her representative in the mortal realm. It continued to do her bidding till the one even that would forever change the Weave and the forces of magic in Toril. Karsus’ Folly.

When the Netherese arcanist Karsus cast his ritual to strip Mystryl of her divinity, Xaos, having been born from her blood and sharing a bond with her, was also affected. The spell ripped out the particle of divinity invested in the creature and had it not been for Mystryl’s quick reincarnation as the new goddess of magic – with a much stricter view on use of magic – it would have surely perished forever. It was returned to being, but not exactly as it once was – it had been severed from its true power, having lost a considerable part of its legendary mystical prowess.

The new goddess of magic was different than the rainbow-haired divine sorceress Xaos had come to love. She was strict and authoritarian, with an outlook that was not at all compatible with Xaos’ chaotic nature. She respected it and allowed it to serve her, but they did not share the same bond. Xaos reluctantly agreed. It helped a number of other arcanists in their magical research, sharing the secret of the sharn ritual with them. Over a century later, at Mystra’s bidding, it travelled to the ruins of the ancient psiocracy of Jhaamdath where it connected with the dying god of psionics, Auppenser. Through Xaos, Mystra used her mastery over the Weave to put the god to a restful slumber so that he may not die even though his worship had diminished. Xaos, serving as the link between the two deities, got a chance to delve into the psionic deity’s mind – and somehow a small fraction of the god’s essence flowed into the sharn. This event opened the sharn’s mind on another type of magic – at least according to its own point of view – namely, psionics.

Xaos’s chaotic mind’s newest inhabitant, however, even in his  slumber, was way too powerful. The Mystrylspawn had to somehow get rid of the god’s influence before it was overwhelmed by it. Even to this day, it bears its influence as it was since that time that Xaos started to prefer a more male-like form and identify as a male and not an ungendered being as before.

To circumvent Auppenser’s mental influence, the sharn forged an artefact of its own by combining divine, arcane and psionic powers together in the deepest reaches of Limbo. It was into that pendant that he transferred Auppenser’s divine spark. Divnity Dreamt, the object of many a tale and craving.

Almost two thousand years later Xaos’s fate was to change yet again. With the destruction of the second goddess of magic, Mystra, Xaos was once again to be annihilated. Unlike the previous time, when Mystryl almost immediately reincarnated into her new form, this time Mystra stayed dead for a longer time – enough to completely unbalance the Weave. Xaos’s own link to the Weave destabilized it even further, creating many areas of wild magic. Before he himself could die and cause irreparable damage to the realms, however, he was whisked away and imprisoned in a plane beyond time and space by Lord Ao.
« Last Edit: July 09, 2015, 11:35:33 AM by ererruz »

Offline Zaer DarkwailTopic starter

Re: Interest Check: Legendary Monsters (3.5 DnD)
« Reply #345 on: July 09, 2015, 02:56:30 PM »
Char looks okay to me, go ahead and post in charsheet section and the OOC section of the game :)

Offline ererruz

Re: Interest Check: Legendary Monsters (3.5 DnD)
« Reply #346 on: July 09, 2015, 03:12:16 PM »
Char looks okay to me, go ahead and post in charsheet section and the OOC section of the game :)

Done, boss! :)