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\Dirk Calius: Male Human Savant Phrenic Unholy Scion Medium Outsider (evil , outsider (native), psionic, Fire, Cold);

Racial Abilities

× Base land speed of 30 feet.
x 10/good and magic
x Darkvision out to 60 feet.
x Fast healing 4.
x Immunity to poison and mind-affecting spells and abilities.
× Bonus Feat: 1st level bonus feat

× 4 extra skill points at 1st level and 1 extra skill point at each additional level.
× Favored Class: Any

Unholy Strike (Su): An unholy scion’s natural weapons and any melee weapon it wields are treated as evil-aligned for
the purpose of overcoming damage reduction. In addition, all such attacks deal an extra 2d6 points of damage against
good-aligned opponents.

• –2 penalty to Climb, Handle Animal, Intuit Direction, Jump, Listen, Ride, Spot, Swim, and Wilderness Lore checks.

• +2 racial bonus to Demolitions, Freefall, Knowledge (all), Navigation, Pilot, Repair, Research, Urban Lore, and Use Device checks.

• In addition, a character from such a race begins play with the Technical Proficiency feat.

Deductive Leap (Ex)

Once per round, a savant can choose to substitute its Intelligence modifier for the ability modifier usually associated with a saving throw it is about to make. The decision to use this ability must be made before the saving throw is rolled, and this ability can be used even if the savant does not know what the saving throw is for.

Uncanny Dodge (Ex)

This ability functions identically to the rogue ability. If a savant gains uncanny dodge from a class level or another template, it instead gains improved uncanny dodge.

Combat Insight (Ex)

Against any creature it has watched in combat for at least 3 rounds a savant gains a +2 insight bonus to AC and on attack and damage rolls.

Skill Mastery (Ex)

A savant chooses ten skills when the template is added. It may take 10 on checks made with any of these skills, even if stress or distraction would normally prevent it from doing so.

Spellcraft, Concentration, Intimidate, Pilot, Sense Motive, Spot, Use Magic Device, Listen, Use Device, Bluff

A savant gains a +6 insight bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks against creatures it has observed or interacted with for 1 minute. Furthermore, it can use all Knowledge skills, Disable Device, Linguistics, and Use Magic Devices untrained.

Home Advantage (Ex)

A savant gains a +4 insight bonus on initiative rolls and Perception and Stealth checks in any area with which it is very familiar (that is, a place that the savant feels at home in).

 

Brain Fog (after being awake 1d6 hrs, -2 Concentration and immediate Knowledge checks)
 
Special Interest (DC 10 Charisma check to avoid bringing it up, +2 to contextual checks; 5%/day interest changes) 
 
Social Interaction Difference (-4 Bluff, -4 Sense Motive)
 
Attention Difference (DC 10 Concentration check to stay focused on something; on fail, +2 Listen/Spot but need more time for task; on pass, -2 Listen/Spot but +2 to task. Also, if anticipated event upcoming, DC 10 Concentration; on fail, as pass above but lasts until event)
 
Disinhibited Social Engagement (additional -2 Bluff and -2 Sense Motive, -2 to saving throws vs charm, +2 Diplomacy after 10 minutes interaction)

Fire Subtype

A creature with the fire subtype has immunity to fire. It has vulnerability to cold, 

Cold Subtype

A creature with the cold subtype has immunity to cold. It has vulnerability to fire

 

Feats: Blind-Fight as a bonus feat.

 

 

XP 440,817
Next 465,000

Dirk: CL 25, CR 29.5, EL 26.5, ECL 30 ECR 28
LA: +6, CR 28 (26 class 6 template)
TOB, Manual of the Planes, BOVD, Heroes of Horror, PGtF, CW, Complete Mage, UA

Warblade 18/Fighter 6/Human Paragon 3/Wizard 5/ Mindshatter Mage 4/ Abjurant Champion 4/ Swiftblade 5//Dread Witch 4/ Master Arcane Artisan 5(Epic)

Combat

Init +29 ( +9 Dex, +20 (swiftblade), ; Spd 40 ft + 30 ft (haste)/x4; Can move before and after when taking attack action.

AC 48 (+11 armor, +9 shield, +9 dex, +9 deflection, touch 37, flat-footed 39; When attacked in melee can use AOO to strike back. 

 

Improved Uncanny Dodge
40% miss chance from Melee or Range attacks, 20% vs direct spells (Swiftblade);
+1 dodge feat, +4 to dodge AC when moving in and out of threaten squares.

Immune All mind-affecting effects, Poison, Fire, Cold;
Resist cold 5, Acid 5, fire 5, electricity 5 SR 35 PR 35
Fast Heal 4;

Base Atk/Grapple +22/+33;
Attack bonus+37= +22(bab) +10(Str) +1(Class) +1(haste)+2 competence(tattoo)+1 luck(tattoo)

Std attack +20 damage if flat-footed +20 to confirm crit, +20 opposed vs trips overrun ect, +20 ATT/DMG WITH AOO, Imperious Command

Can add +22 to dmg to attacks with -22 to AC (Power Attack).
Roll twice for a missed chance.

greater dispellingTargeted greater dispel magic effect (as the spell) 3/day, menacingArmor or shields with this property allow their users to terrify foes. Three times per day, on command, the wearer becomes frightening, forcing any opponent within 30 feet and with fewer HD than she possesses to make a Will saving throw (DC 10 + 1/2 the wearer's HD + her Cha modifier). Those who fail become panicked for 10 rounds and cower if cornered. Those who make the saving throw are shaken for 1 round, but are immune to further uses of this ability from the same menacing armor for 24 hours.
Aura: Moderate necromancy
, weakening=-1 Str damage to min of 1 for 10 min Vile Each hit does 1 vile damage, Counts as Ogre Str item +4 enchantment spiked locked gauntlets only function as a pair, automatically bestowing two negative levels on anyone that wears only one of them. Treated with Thain steel to capture any souls that he killed and then gave to Hell to keep them happy when he was not directly working for them.

Weapons

+44 Two handed Hammer of Thunderbolts +5 (4d6+18;19-20/x2)

+42 Balor Fist +5 (1d6+17+1 vile;20/x3)

+42 unarmed attack (1d6+17;20/x1d4) + 2d6 vs good targets

+37 Claw (1d4+10;20/x2) + 2d6 vs good targets

+42 Two-handed +5 Bastard Sword, (1d10+20;19-20/x2)

Class Breakdown1 Warblade 1 //Arcane Reabsorption, Domain(BATTLE DOMAIN) Sub Wizard 1 CL 1
2 fighter(Pugilist) 1 // Human Paragon 1
3 fighter(Pugilist) 2 // Human Paragon 2 CL 2
4 Warblade 2 // Human Paragon 3 CL 3
5 Wizard 2 // Dread Witch 1 CL 4
6 Warblade 3 // Abjurant Champion 1 CL 5
7 Warblade 4 // Abjurant Champion 2 CL 6
8 Warblade 5 // Abjurant Champion 3 CL 7
9 Warblade 6 // Abjurant Champion 4 CL 8
10 Warblade 7 // Dread Witch 2 CL 9
11 Swiftblade 1 // Wizard 3 CL 10
12 Swiftblade 2// Warblade 8 CL 11
13 Mindshatter Mage 1//Warblade 9 CL 12
14 Swiftblade 3 // Warblade 10 CL 13
15 Dread Witch 3// Warblade 11 CL 14
16 Mindshatter Mage 2// Warblade 12 CL 15
17 Wizard 4// Swiftblade 4 X CL 16
18 Warblade 13// Mindshatter Mage 3 CL 17
19 Warblade 14// Mindshatter Mage 4 CL 18
20 Warblade 15// Swiftblade 5 CL 19 BAB +19
21 Warblade 16// Dread Witch 4 CL 20 BAB +19
22 Wizard 5// Master Arcane Artisan 1 CL 21 BAB +19
23 Warblade 17// Master Arcane Artisan 2 CL 22
24 Fighter 5// Master Arcane Artisan 3 CL 22 BAB +20
25 Fighter 6// Master Arcane Artisan 4 CL 23 +4(feat)=25
26 warblade 18// Master Arcane Artisan 5 CL

Info

HD 26; hp 416191 base 
AL NE;

SV Fort 22+17 base, +7 Con Ref 36Base +12, +9 Dex,+15 insight to Ref(Wbl) Will 32+24 base, +8+11 vs fear attacks(DW), +6 resistance All(Spell), Deductive Leap (Ex) replace normal stat bonus with Int Bonus 1/round.

 

Base Stats

Templates

Dex +2, Int +6, Wis +2, Cha +4 Unholy S
Int +2 (if Int is 3 or greater), Wis +2, Cha +4. Psionic

Int +8, Wis +4, Cha -2 Savant

 

Str 18->24 +1 wish +5 Enhance spell +1 Char
Dex 14->22 +2 template +5 Enhance spell +1 Char
Con 17->22 +1 Wish +5 Enhance spell 
Wis 9->24 +2 Wish +8 template +5 Enhance spell +1 age +1 Char 
Int 17->44 +16 template +1 age +5 enhance spell +3 char (first 5 stat boosts) +2 class     
Cha 14->26 +1 age +5 enhance spell +8 template -2 Template

 

Str 24(30) (+10), Dex 22(28) (+9), Con 22(28) (+9), Int 44(50) (+20), Wis 24 (30) (+10), Cha 26 (32) (+11);

Feats

Planf=free wb=warblade Fw=Flaw PC=char *=bonus class set ePC=epic char ef=epic free
1 (Fw) Dodge(Fw) Mobility, (PC) Mercantile Background(Human) Kung Fu Genius (f) Blind Flight (*f) Scribe Scroll
2,(*f) Improved Unarmed Attack, (*f) Endurance, (f) Power Attack
3 (PC) Combat Casting (f*) Practice spellcaster,(f*) Leap Attack
4
5
6 (PC) spell mastery
7
8 (fwb*) Improved Bull Rush
9 (PC) Leadership
10
11 (*f) Spring Attack
12 (PC) Quicken Spell
13 ((f*)Skill Focus (knowledge (psionic) (fwb*) Shock Trooper
14 Craft Wonderous Item**, Craft Staff**, Create Contingent Item**
15 (PC) Imperious Command
16 (f*) Skill Focus ( spellcraft)
17
18 (f*) Extend Spell, (PC) Persistence Spell (*) (fwb*) Combat Reflex
19 (f*) UNCANNY FORETHOUGHT
20
21 (ePC) Efficient Item Creation
22
23 (fWB) Diehard
24 (ePC) Epic Spellcasting, (f*) Create epic Wonderous Item
25 (f) Robilar's Gambit

Endurance(PH 93), Leadership(PH 97), Spell Mastery(PH 100) (0), UNCANNY FORETHOUGHT, Skill Focus (arcane), 
Practiced Spellcaster, Skill Focus (knowledge (psionic) *

Meta and Item ** Free Scroll feats
Create Staff** Create Contingent Item** Craft Wondrous Item(PH 92)**, Scribe Scroll(PH 99)², Extend Spell(PH 94)², Quicken Spell, Persistence Spell (*),

Combat
Blind-Fight(PH 89)², Combat Casting(PH 92), Combat Reflexes(PH 92)², Dodge(PH 93), Mobility(PH 98), Spring Attack(PH 100)², Improved Unarmed Strike(PH 96)², Power Attack(PH 98), Improved Bull Rush(PH 95), Shock Trooper, Dreadful Wrath(PGtF 38), Leap Attack, Imperious Command

Robilar's Gambit
At the start of your action, you can adopt a fighting stance that exposes you to harm but allows you to take advantage of your opponents' exposed defenses as they reach in to attack you. Anyone who strikes at you gains a +4 bonus on attack rolls and damage rolls against you. In return, they provoke attacks of opportunity from you each time they swing. Resolve your attack of opportunity after your foe's attack.

Epic Feats: Epic Spellcasting, Efficient Item Creation, Create Epic Wondrous Items

Flaws:
Self Reliant Only you can help yourself.
Effect: You never grant nor benefit from flanking. Additionally, you cannot take the aid of other actions, and others can not aid you.

Grudge Keeper

Type: Flaw

You have an overpowering need for vengeance and have difficulty letting go of grudges.
Benefit: If you are damaged in combat, you suffer a -2 penalty on attack rolls, skill checks, saving throws, and ability checks until you damage the foe who caused you harm. This penalty does not apply if you cannot discern the source of the damage. This penalty disappears when the combat ends.

SLAs

CL=26th
Charm person 3/day
Desecrate 1/day
Enervation 1/day, 
Protection vs good 3/day
Major Image 1/day 
poison 3/day
dominate person 1/day
baneful polymorph 1/day
animate dead 1/day
true seeing 3/day
unholy aura 3/day 
unhallow 1/day
harm 1/day
gate to Hell 1/day
Polymorph any object 1/day

ML=26th lvl

1-2 3/day-defensive precognition; 1/day-force screen
3-4 3/day-empty mind, mind thrust
5-6 1/day-body adjustment, brain lock
7-8 1/day-aversion, blast
9-10 3/day-intellect fortress; 1/day-psychic crush
11-12 1/day-psionic dominate
13-14 1/day-energy current, tower of iron will
15-16 3/day-psionic teleport
17-18 1/day-fission
19-20 1/day-ultrablast

[/spoiler]
 

Perm spells:
shield, protection from from good, detect magic, detect invisible, detect life, detect phase, tongues, read magic

Skills

* A savant gains a +6 insight bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks against creatures it has observed or interacted with for 1 minute.

**Furthermore, it can use all Knowledge skills, Disable Device, Linguistics, and Use Magic Devices untrained.

After being awake 1d6 hrs-2 Concentration and immediate Knowledge checks

Social Interaction Difference (-4 Bluff-4 Sense Motive)

 

Attention Difference (DC 10 Concentration check to stay focused on something; on fail+2 Listen/Spot but need more time for task; on pass-2 Listen/Spot but +2 to task. Also, if anticipated event upcoming, DC 10 Concentration; on fail, as pass above but lasts until event)
 
Disinhibited Social Engagement (additional -2 Bluff and -2 Sense Motive-2 to saving throws vs charm+2 Diplomacy after 10 minutes interaction)
 

• –2 penalty to Climb, Handle Animal, Intuit Direction, Jump, Listen, Ride, Spot, Swim, and Wilderness Lore checks.

• +2 racial bonus to Demolitions, Freefall, Knowledge (all), Navigation, Pilot, Repair, Research, Urban Lore, and Use Device checks.

Bold skills take always take 10

Autohypnosis(1) +11,  
Appraise¹(10) +30

Concentration¹(26) +34,

Craft (Weapons)¹ (9)+29, 
Craft (Armour)¹(6) +26, 
Craft(Alchemy)(13) +33,

Craft (Tattoo) (12) +32,
Craft (Gemstone) (3) +23,

Craft (Electronic) (5) +25,

Craft ( Mechanical) +26,

Craft blacksmithing, Brewing, Calligraphy, Explosives, Bowmaking, Leatherworking, Locks, painting, papermaking, poison, sculpting, stonemasonry, trapmaking, weaving all at 1 for +21 skill

+10 enhancement bonus on your Bluff, Diplomacy, and Intimidate (Voice of the dragon)

* A savant gains a +6 insight bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks against creatures it has observed or interacted with for 1 minute.


*Bluff¹(29)(-6 template) +44 (can add +15 with the item), 
*Diplomacy¹(16+6 Synergy=22) +33,  
*Intimidate¹(29+2(feat)+8(class)+2 syn
=51) (can add +15 with the item) 
*Sense Motive¹(19 -6) +23,
Gather Information¹(9) +19

Jump¹(25) +35-2 +2(syn)=+ 35 (can add +15 item),
Balance (9) +18

Tumble(7 +2 syn) +18,

Perform (Dancing)(13) +23,

Search¹(12) +32, 
Spot¹(29) +39-2=+37 (can add +15 item), 
Listen¹(20) +30,  

***Use Magic Device(20) +30, 

Psicraft(5) +25,  
Spellcraft(30+30+3+5 spell +2 syn)) +90, 
Decipher Script(5) +25,  
***Disable Device (0) +20

Furthermore, it can use all Knowledge skills, , Linguistics, and Use Magic Devices untrained.

+2 all knowledge checks

***Use all knowledge as untrained total bonus +22

***Knowledge (arch & eng)
***Knowledge (dungeoneering)
***Knowledge (geography)
***Knowledge (history)
***Knowledge (local)

***Martial Lore

***Knowledge (nature)
***Knowledge (religion)

Knowledge (arcana) (30+3+2)(feat)) +55,
Knowledge (nobility)(5) +27,
Knowledge (psionics)(5+3(Feat)) +30,
Knowledge (the planes)(20) +42,

 

Tech skills

Demolitions (6) +26+2=+28

Freefall (12) +21+2=+23

Navigation (12) +32=+34

Pilot (20) +29+2=+31

Repair (2) +22+2=24

Research (10) +20 +2=+22

Urban Lore (6) +16+2=+18

Use Device (8) +28+2=+30

Warblade 18/Fighter 6/Human Paragon 3/Wizard 5/ Mindshatter Mage 4/ Abjurant Champion 4/ Swiftblade 5//Dread Witch 4/ Master Arcane Artisan 5(Epic)

Class Abilities

Warblade 18

Battle Clarity (Ex): You can enter a state of almost mystical awareness of the battlefield around you. As long as you are not flat-footed, you gain an insight bonus equal to your Intelligence bonus (maximum equals your warblade level) on your Reflex saves.

Weapon Aptitude (Ex): Your training with a wide range of weaponry and tactics gives you great skill with particular weapons. You qualify for feats that usually require a minimum number of fighter levels (such as Weapon Specialization) as if you had a fighter level equal to your warblade level –2. For example, as a 6th-level warblade, you could take Weapon Specialization, since you’re treated as being a 4th-level fighter for this purpose. These effective fi ghter levels stack with any actual fighter levels you have. Thus, a fighter 2/warblade 4 would also qualify for Weapon Specialization. You also have the flexibility to adjust your weapon training. Each morning, you can spend 1 hour in weapon practice to change the designated weapon for any feat you have that applies only to a single weapon (such as Weapon Focus).

You must have the newly designated weapon available during your practice session to make this change. For example, if you wish to change the designated weapon for your Weapon Focus feat from greatsword to longsword, you must have a longsword available to practice with during your practice session. You can adjust any number of your feats in this way, and you don’t have to adjust them all in the same way. However, you can’t change the weapon choices in such a way that you no longer meet the prerequisite for some other feat you possess. For instance, if you have both Weapon Focus (longsword) and Weapon Specialization (longsword), you can’t change the designated weapon for Weapon Focus unless you also change the weapon for Weapon Specialization in the same way.

Battle Ardor (Ex): The sheer love of battle lends uncanny strength to your blows. Starting at 3rd level, you gain an insight bonus equal to your Intelligence bonus on rolls made to confirm critical hits.

Bonus Feat: At 5th level, you gain a bonus feat from the list given below. You must meet the prerequisite for the feat you select. Every four levels thereafter (at 9th, 13th, and 17th level), you choose another bonus feat from the list.

Battle Cunning (Ex): Your instinct for seizing the moment gives you a significant advantage over foes unprepared for your attack. At 7th level, you gain an insight bonus equal to your Intelligence bonus on melee damage rolls against flat-footed or flanked opponents.

Battle Skill (Ex): You anticipate your enemies ploys and tactics. At 11th level, you gain an insight bonus equal to your Intelligence bonus on any check made to oppose an enemy's bull rush, disarm, feint, overrun, sunder, or trip attempt.

Battle Mastery (Ex): You notice the most subtle openings and cues offered by your opponents. At 15th level, you gain an insight bonus equal to your Intelligence bonus on melee attack rolls and melee damage rolls made whenever you make an attack of opportunity.
 

Fighter(Pugilist ) 6

Special Abilities: The pugilist gains the Improved Unarmed Strike and Endurance feats for free at 1st level. In addition, her unarmed strikes inflict 1d4 points of damage per strike. Small pugilists inflict 1d3 points of damage. The pugilist may choose any of the following special abilities in place of a bonus feat.

Human Paragon 3

Adaptive Learning (Ex) Bluff

At 1st level, a human paragon can designate any one of his human paragon class skills as an adaptive skill. This skill is treated as a class skill in all respects for all classes that the character has levels in, both current and future. For example, if a human paragon chooses Spot as an adaptive skill, he treats Spot as a class skill for all future class levels he gains, even if it is not normally a class skill for the class in question.

Bonus Feat (Ex)

At 2nd level, a human paragon gains a bonus feat. Due to the varied talents and adaptable nature of humans, this feat can be any feat for which the human paragon is qualified (he is not restricted to a special list of bonus feats). The character must meet the prerequisites for the bonus feat normally.

Ability Boost (Ex)

At 3rd level, a human paragon increases one ability score of his choice by 2 points. INT

Wizard (Arcane Reabsorption Domain Wizard) 5

Benefit: Whenever a targeted spell you cast fails to penetrate a creature's spell resistance or is countered by another spellcaster, you can immediately attempt to reabsorb the arcane energy you just spent as an immediate action. The spell can have no effect at all in order to use this ability. By making a Spellcraft check (DC 20 + [spell level × 3]), you regain the spell as if it was never cast (or regain the spell slot if you cast spells spontaneously). Attempting this taxes your body. Regardless of the success of the check, you take 1 point of nonlethal damage per spell level you attempt to reabsorb. This damage is internal and bypasses damage reduction and resistances you possess.

Domain wizard Necromancy:
NECROMANCY DOMAIN
0 - disrupt undead;

1st - ray of enfeeblement;

2nd - false life;

3rd - vampiric touch;

not

4th - fear;

5th - waves of fatigue;

6th - circle of death;

7th - control undead;

8th - horrid wilting;

9th - energy drain.

Mindshatter Mage 4

Custom Class

Mindshatter Mage
(Magic of Faerûn variant, p. 28)

The mindshatter mage has two principal responsibilities: They aid the mindshatters with spells and arcane knowledge, and they hunt psionic user down.

Requirements
Alignment: Any but L-G

Skills: Concentration 4 ranks, Knowledge (arcana) 8 ranks, Knowledge (psionic) 4 ranks, Sense Motive 2 ranks, Spellcraft 8 ranks Psicraft 5.

Feats: any 2 metamagic feat, 3 item creation feat, spell mastery

Spellcasting: Ability to cast 3rd-level arcane spells.

Special: Sponsorship by a member of the mindshatters or dirk. Also required to donate 1 created item every 6 months to the mindshatters.


Hit die
d4

Skill points
4 + Int

Class skills: Bluff, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Gather Information, Heal, Hide, Knowledge (any), Listen, Move Silently, Perform, Profession, Ride (Dex), Sense Motive, Speak Language, Spellcraft, Psicraft, and Spot.

Class Features
Weapon and Armor Proficiency: mages are proficient with simple weapons. They gain no proficiency in the use of any armor.

Spells per Day/Spells Known: A mage's training focuses on magic. Thus, when a character gains a new level of this mage, she gains new spells per day as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats, for example).

If a character had more than one arcane spellcasting class before she became this mage, she must decide to which class she adds each level of Mindshatter mage for purposes of determining spells per day when she adds the new level.

Minds Insight: As hunters, mages develop a keen interest in psionics fields. The Harper mage gains a free Skill Focus feat in Knowledge psionics skill.

Arcane Theory: At 2nd level, the Harper mage gains a free Skill Focus feat in either Spellcraft or Knowledge (arcana). This represents an introduction to theories of magic from other civilizations through study and Dirk teachings.

Extend Spell: gain extend spell feat,

4th Be Prepared: as the tenants of the Church dictate always be prepared for any situation . In order to the Mind shatter mage gains UNCANNY FORETHOUGHT even if do not have stat requirements. You can add Psychic Turmoil (Greater) into your spellbook for free

5th psionic magic metamagic feat : Through Long training and experience hunting psionics you learn how affect psionics with your magics. You learn Antipsionic Magic feat even if you have PP or psi like abilities.

BAB POOR
GOOD SAVE will

UNCANNY FORETHOUGHT You cunningly prepare your spells for any exigency. Prerequisites: Int 17, Spell Mastery. Benefi t: When preparing your daily allotment of spells, you can reserve a number of spell slots equal to your Intelligence modifi er. As a standard action, you can use one of these slots to cast a spell that you selected for the Spell Mastery feat. The level of the slot used must be equal to or greater than the level of the spell you intend to cast. Alternatively, as a full-round action, you can use a reserved slot to cast any spell that you know. The spell is resolved as normal, but for the purpose of the spell, your caster level is reduced by two. The level of the slot used must be equal to or greater than the level of the spell you intend to cast.

Minds Insight: As hunters, mages develop a keen interest in psionics fields. The Harper mage gains a free Skill Focus feat in Knowledge psionics skill.

Arcane Theory: At 2nd level, the Harper mage gains a free Skill Focus feat in either Spellcraft or Knowledge (arcana). This represents an introduction to theories of magic from other civilizations through study and Dirk teachings.

Extend Spell: gain extend spell feat,

4th Be Prepared: as the tenants of the Church dictate always be prepared for any situation. In order to the Mind shatter mage gains UNCANNY FORETHOUGHT even if do not have stat requirements. You can add Psychic Turmoil (Greater) into your spellbook for free
 

Abjurant Champion 4

Abjurant Armor (Su): Any time you cast an abjuration spell that grants you an armor bonus or shield bonus to AC, you can increase the value of the bonus by your abjurant champion class level. Abjurant champions rely on shield and similar spells instead of actual armor.

Extended Abjuration (Su): You depend on your abjuration spells to protect you in combat. Double the duration of abjuration spells you cast, as if you had applied the Extend Spell feat to them (but without any change in level or casting time).

Swift Abjuration (Su): Beginning at 2nd level, you can cast abjuration spells as a swift action, as if you had applied the Quicken Spell feat to them (but without any change in level). The maximum level of spell you can quicken in this way is equal to 1/2 your class level (rounded up).

Arcane Boost (Su): Beginning at 4th level, you gain the ability to burn arcane energy to empower your martial abilities. As a swift action, you can spend one of your uncast spells or spell slots to grant yourself one of the following insight bonuses for 1 round.

Bonus on attack rolls equal to the spell's level.
Bonus on weapon damage rolls equal to twice the spell's level.
Bonus to AC equal to the spell's level.
Bonus on saving throws equal to the spell's level.
Resistance to acid, cold, electricity, fire, and sonic equal to 5 × the spell's level.

Swiftblade 5


Swift Surge (Ex): Your body is augmented with the residual energy of previous haste castings. You gain a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. At 4th level, you gain a +10 foot enhancement bonus to all of your modes of movement and deal an extra 1d6 points of damage during any round in which you move at least 10 feet. hese bonuses stack with the bonuses gained from the haste spell and skirmish ability.

Blurred Alacrity (Ex): At 2nd level, your understanding of the haste spell makes you difficult to target with melee and ranged attacks. While under the effect of a haste spell that you cast yourself, you gain concealment (20% miss chance). This miss chance increases by +10% at 3rd, 4th, and 5th level. The effect of this ability does not stack with blur, displacement, or similar spell effects.

Sudden Casting (Ex): At 3rd level, you learn how to seamlessly cast the haste spell. You can cast haste as a free action once per round, as if augmented by the Quicken Spell metamagic feat, but without using up higher-level spell slots.

Arcane Reflexes (Ex): At 4th level, you infuse the energy of previous haste castings into your natural reaction time. You receive a competence bonus on initiative rolls equal to your arcane spellcasting ability modifier.

Evasive Celerity (Ex): At 5th level, your knowledge of the haste spell makes you difficult to target with spells. While under the effect of a haste spell that you cast yourself, individually targeted spells have a 20% chance of failing against you. This spell failure chance increases by +10% at 6th, 7th, and 8th level. The effect of this ability does not stack with blink or similar spell effects.

Dread Witch 4

Master of Terror (Ex): Your fear-based spells become more potent. The save DC of any spell you cast with the fear descriptor increases by 1. This bonus stacks with Spell Focus. Furthermore, add the spells bane and doom to your arcane spellcaster list as 2nd-level spells. In addition, you become adept at making people uneasy with the right word, expression, or gesture. You gain a bonus to all Intimidate skill checks equal to +2 per class level.

Unnatural Will (Ex): You gain Unnatural Will (see below) as a bonus feat, even if you do not meet the prerequisites.
You have learned to focus your force of personality and inner strength to stand against fearful circumstances.

Unnatural Will (Ex):

Prerequisites: Charisma 12, Iron Will.
Benefit: Add your Charisma modifier to all Will saves against fear effects. This bonus stacks with any Wisdom bonus you might have to Will saves.
Special: This feat is used by dread witches to resist the negative effects of fear while still empowering their mystical abilities.


Absorb Fear (Su): Starting at 2nd level, you can turn your own fear, whether natural or mystical in origin, into extra power for your spells. Any time you are exposed to a condition that could make you shaken, all your spells function at +1 caster level; if the condition could make you frightened, they function at +2 caster level; if panicked, they function at +3 caster level. These bonuses last for the duration of the fear effect, or for a number of rounds equal to your Charisma modifier, whichever is less. (Of course, if you fail your saving throw against the condition, you might not be in a position to use the bonuses, but you do have them.) These bonuses are treated in all ways as though you had failed the save. In other words, if you are subject to a spell that causes panic on a failed save but only frightens those who make the save, you gain the bonus from being panicked even if you make the save.

You can, instead of gaining these bonuses, choose to cast a single extra spell; this casting does not use up a spell slot. You must make this choice the instant you are subject to the fear effect, and once you have made your choice you must cast the spell within a number of rounds equal to your Charisma modifier. You can cast an additional cantrip if shaken, an additional 1st-level spell if frightened, or an additional 2nd level spell if panicked. If you are subject to a second fear effect while still enjoying the effects of the first—either the granted benefits or holding the extra spell—you must decide whether to keep the original effect or replace it with the new one; you cannot benefit from more than one fear effect at a time.

Fearful Empowerment (Su): Starting at 3rd level, once per day you can add the fear descriptor to any spell you cast that has some sort of visual manifestation. For example, you could apply it to a fireball, to a summon monster spell, or to any visual illusion, but not to charm person, since that spell does not directly create any visual effect. Creatures targeted by a spell modified by fearful empowerment must make a Will save (DC equal to 10 + your class level + your Cha modifier) or become shaken for 1d4 rounds; this is in addition to any other effects the spell might have. Your save DC bonuses from master of terror apply to this spell.
At 5th level, you can invoke this power twice per day.

Delay Fear (Su): Starting at 4th level, you can choose to delay the onset of any fear effect you impose on someone else, such as by casting a cause fear spell. You can delay the onset up to a number of minutes equal to your Charisma modifier. You must determine the onset time when casting the spell, and you cannot later change your mind. Similarly, you can delay fear effects affecting you. If you fail your save against a fear effect, you can delay its onset for a number of rounds equal to your Charisma modifier. You still gain the advantages granted by the absorb fear class feature, even though you are delaying the negative effects. You can invoke this version of delay fear twice per day.

Greater Master of Terror (Ex): Beginning at 4th level, the increased difficulty of all save DCs against all spells you cast with the fear descriptor increases from +1 to +2. In addition, your fear spells are now so potent that they can even affect creatures normally immune to fear, such as paladins, although the subject still gains a saving throw to resist the spell’s effect. Only a target whose HD exceed your caster level by 4 or more is immune to your mastery of terror. For instance, if you are a sorcerer 7/dread witch 4 (overall caster level 10), a paladin of 14th level or higher is immune to your fear spells.

Master Arcane Artisan 5

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treasure

 

Treasure: current
1 million gp value in mix gp and pp coins -1 million for the kingdom


1 million gp value in various gems
300k gp value in art objects
85,205 gp sold item of 2e items before 3e came into effect. -1150000 -239795

187 astral diamonds worth 10k each trading material for outer planes people


500k paid by Wildblade but offset by below costs
300k spent on Sarah spells who build an astral fort as payment.
200k spent on adventures before moving to 3rd
150k paid by wildblade for belt.

1,150,000 spent

1,150,000 from 2e items

 

 

200k savant

4200 sun

future race wishx1.5 39795

239,795 total

 

fire and cold templates cast themselves limited wish

 

1 million

13k spell components

 

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Casting
[B]Bold[/B] Fear based
[U]Underline Abjuration[/U]

CL 26th(+1 stone) 20th level spells per day
Base DC 26( +1Scrolls) +2(Fear) 
Abjuration extend(free) Free quicken spell up to 3rd spell
Metamagic feats: Quicken(4), Extend(1), Persistence(6)

12 spell mastery spells

1 magic missile
2 Superior Resistance, Greater
3 Mage Armour, Greater
4 Shield
5 Dispel Magic
6 Shapechange
7 Mordenkainen's Disjunction
8 Teleport Without Error
9 Delayed Blast Fireball
10 Haste
11 Time Stop
12 disintegrate

 
4    8    8    7    7    7    7    6    6    6


cantrip 4
D- 0 - disrupt undead;

1st - 8
Free, Free, Free, Magic missile, Feather Fall, Enlarge, Unseen Servant, change self
D - 1st - ray of enfeeblement;

2nd -8
Free [b] Scare +2[/b], Dimension Hop, Shroud of Undeath, Wraithstrike,  Chain of Eyes, Forcewave,  Rope Trick
D - 2nd - false life;

3rd 7
free, [U]Dispel Magic[/U], Energy Vulnerability, Blacklight, Spell Vulnerability, Dimension Step, Rainbow Blast,    
D - 3rd - vampiric touch;

4th - 11
freex2, Greater Knock, Condemnation, Know Vulnerabilities, Locate Creature, Orb of Force, Arcane Eye, Fearx2,  Illusory Wall

5th - 11
free, Voice of the Dragon(Extended)]castedgive +10 to list of skills Incite Riot, Pronouncement of Fate, Wall of Force, Power Word Petrify, [U]Reciprocal Gyre[/U], Tempus Fugit, Fleshshiver, Dismissal, Sakkratar's Triple Strike 

6th - 7
free, Dim Hop(Quicken), [b]Aura of Terror +2 DC[/b], Sadism (Quicken)[b] Imperious Glare +2 DC[/b], chain lightning, Dragonsight

7th - 6
free, Curse of the Putrid Husk(Quicken)+2 DC, Arcane Spellsurge, Greater Teleport, There But Not There Isn't There, Reverse Gravity

8th - 6
free,  Free, Horrid Wilting, Maze, Fear(Quicken) +2 DC, free

9th - 6
free, Mindrape, Haste(Persistence), Time Stop, [U]Maw of Chaos[/U], Sphere of Ultimate Destruction

Spells
1st 
Burning hands, chromatic  orb, colour spray, fist of stone, Grease, magic missile, shocking grasp, Sleep, scatterspray
charm person, [U]protection from good[/U], [U]Shield[/U], Feather Fall, Enlarge comprehend languages, copy, detect magic, detect phase, detect undead, Erase, Identify, read magic, Unseen Servant, change self

2nd
charge,[U] Portal Alarm[/U], [B]scare[/B], Scorch, , Flaming Sphere, uncontrollable hideous laughter, web,  Shroud of Undeath,
Melf’s Acid Arrow, Wraithstrike, Forcewave, glitterdust, Vision of Fear, Sadism, Invisibility, mirror image, Misdirection, Spider Climb, continual flame, Blur,  Analyze Portal, detect evil, Detect Psionics, Knock, know alignment, See Invisibility, Whispering Wind, wizard lock, Dimension Hop, Arcane Lock, detect life, Chain of Eyes, ESP, Magic mouth, Rope Trick, Create Enchanted Tattoo, Baleful Transposition, Command undead

3rd
Acid Breath, Dispel Magic, Eyes of the Zombie, [B]Curse of the Putrid Husk[/B], Displacement, Fireball, flame arrow, Great Thunderclap, Giant’s Wrath,  Hailstones, Hold Person, Icelance(FR), Energy Vulnerability, Dimension Step, ligthning bolt, manyjaws, melf minute meteors ,Rainbow BlastRainbow Blast
Evocation
Level:    Sor/wiz 3
Components:    V, S, M
Casting time:    1 standard action
Range:    Medium (100 ft. + 10 ft./level)
Area:    Line
Duration:    Instantaneous
Saving Throw:    Reflex half
Spell Resistance:    Yes

From your splayed fingers shoot a beam of mixed energy and multihued lights. The beam burns and freezes, sizzles, and screams.

This spell is a wide-spectrum blast of radiant energy composed of all five energy types. The rainbow blast deals 1d6 points of damage from each of the five energy types (acid, cold, electricity, fire, and sonic), for a total of 5d6 points of damage. Creatures apply resistance to energy separately for each type of damage.

As you gain in levels, the damage die increases in size. At 7th level the spell deals 5d8 points of damage, at 9th level it deals 5d10 points of damage, and at 11th level it deals 5d12 points of damage—one die for each of the five energy types.

Focus: A small clear gem or crystal prism worth at least 50 gp. [/spoiler],
, Devil Blight, vampiric touch, Blacklight, Hold Undead, nondetection, Dimensional anchor, Halt Undead, protection from normal weapons, Spell Vulnerability, Water Breathing, Sepia Snake Sigil, Demon Dirge, Clearstone, Backblast, darkvision,  ChokeChoke
Enchantment (Compulsion) [Mind-Affecting]
Level:    3
Components:    V,S
Casting time:    1 standard action
Range:    30ft.
Target:    one target
Duration:    1 round/level with Concentration check to maintain
Saving Throw:    Will save
Spell Resistance:    Yes

The subject starts suffocating, and cannot take any actions. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.) A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.

If the subject doesn't breathe, then it does not suffocate, it just cannot speak.

Note: This suffocation is forced and without warning. The subject has had no time to hold their breath. The DC for this save is 10 + casters Charisma mod.
[/ooc]
 , Augment_Undead

4th
Burning Blood, Evard’s Black Tentacles, Scramble Portal, ice storm, Force Missiles, resilient sphere, phantasmal killer , polymorph other, Voice of the Dragon, Wall of Fire, [U]Improved Portal Alarm[/U], Thunderlance(MF), sunbolt, Spell Enhancer, Destroy Undead [U]Radiant Shield[/U], Stoneskin, Portal View, [U]Elemental shield[/U], Orb of Force, polymorph self, improved invisibility, Dimensional Anchor, Metal Melt, Locate Creature, Know Vulnerabilities, dig, Dimension Door, Greater Knock, Magic Weapon, fire trap, greater malison, Illusory Wall, Bull Strength, Energy Spheres, Animate Dead, Arcane Eye,  Greater Earthbind, Condemnation, remove curse, Bloodstone's Frightful Joining, Bloodstar, Zone of Respite, Iron Bones, Wingbind, Infernal Wound,
 
5th
Sword of Deception, ball of lighting, beltyns burning blood, ball lightning, Lightning SnakeLightning Snake
Evocation [Electricity]
Level:    Sorcerer/Wizard 5
Components:    V, S, M
Casting time:    1 standard action
Range:    Long (400 ft + 40 ft/level); see text
Effect or Area:    One lightning snake in a up to 120 ft line; see text
Duration:    1 round/2 levels
Saving Throw:    Reflex half
Spell Resistance:    Yes

Lightning jumped between the orcs, but they endured the blow. What they didn't see was the lightning turn around and come in for a second strike.

This spell acts like lightning bolt, although you can choose not to travel the full 120 ft and its maximum dice cap is raised to 15d6 at caster level 15th. At the end of the path of lightning is left a crackling sphere of energy that takes up a 5 ft square and deals the damage of the lightning bolt for creatures passing through or ending their turns in the square. At any point in the duration you can concentrate (a standard action) to make another lightning bolt originating from the electrical sphere up to 120 ft away in a line, as long as it is within range of the spell. Thus at caster level 10 you could potentially concentrate for 5 rounds, moving your lightning bolt in a new direction each time.

Material Component: A bit of copper wiring.
, Bigby fantasic fenserBigby’s Fantastic Fencers
Evocation
Level: Sor/Wiz 5
Component: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One sword-wielding hand/3 caster levels
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
 This spell creates one hand for every three levels of the caster, each of which holds a rapier. Each hand is an expert at the disarm maneuver, and will attempt to disarm the caster’s enemies. The hands may be directed verbally, but may only make
disarm attempts (they may not actually attack an opponent). Each hand uses your base attack bonus, modified by your Intelligence or Charisma (for wizards and sorcerers, respectively), and a +2 bonus from size. The hands do not provoke an
attack of opportunity for the disarm attempt, but if the disarm is failed the opponent does get to make his own disarm attempt as normal for that combat maneuver. Should a hand be disarmed, it is immediately dispelled (although other hands
created by this spell continue to function normally). The hands react to spells and physical attacks in the same manner as the hand created by Bigby’s interposing hand, except these hands each have an AC of 21 (+2 size, +9 natural) with hit
points equal to your caster level (maximum of 15 hit points each). The hands can benefit from and provide a flanking bonus when assisted by another attacker.
 Focus Component: A silver amulet shaped like a mailed gauntlet holding a gem-encrusted sword (total value of the amulet is at least 1,000 gold pieces). [/ooc],
chaos, cloudkill, cone of cold, Dismissal, Fleshshiver, Graymantle, Hold Monster, lower resistance, Magic Jar, magic staff, Snatchport, Viscid Glob, Sakkratar's Triple Strike, [U]Reciprocal Gyre, [/U]Pronouncement of Fate, Precipitate Breach, Greater Blink, ironguard, Negate Psionics, Passwall, permanency,[U] Protection from Energy, [/U]Power Word Petrify, Ghost stormGhost storm
School    Necromancy
Descriptor    Death
Level    Sor/Wiz 5
components    V, S
casting time    1 round
range    Medium
target    You
effect    area    30-ft.-radius spread
duration    1 round/level
saving throw    Fortitude partial
spell resistance    Yes 

One thing the lost cities share, despite their diverse locations, is a history of loss and despair. Had no tragedy occurred, the city would have remained vibrant. Yet something -- some terrible fate, be it plague, disaster, war, madness, or worse -- befell the ancient citizens of the now empty city, and an echo or remnant of their final hours is firmly imprinted in what ruined stones still remain in their one-time homes.

Ghost storm calls upon the residual energies of anguish, fear, terror, and despair embedded in the stones of the region and magnifies them to a terrifying degree. As the spell is cast, dozens of wrathful, shrieking spirits rise out of the ground and ruined walls of the surroundings, filling the area with a whirling storm of wretchedness and agony. As the spirits move around and through any creatures caught in the area, their anguish and pain is transferred to any living creatures in the area.

All living creatures in a ghost storm who make a Fortitude save simply become shaken for 1 round. A new saving throw is required each round the creature stays in the ghost storm. Living creatures that fail this saving throw flail and claw at the ghosts in a hopeless attempt to prevent the spirits from assaulting them. The only action such a creature can take is a single move action per turn, and the creature loses its Dexterity bonus to Armor Class (if any). Worse, the unhealthy contact with the necromantic spirits of a ghost storm inflict one negative level for each failed Fortitude save. Negative levels imparted by a ghost storm fade at the rate of one per minute once a character exits the ghost storm area; no saving throw is required to remove negative levels gained from this spell, but otherwise the negative levels have their normal effects (see the Glossary). Any creature who gains negative levels equal to his Hit Dice is immediately slain.

Once created, a ghost storm remains stationary. A creature that enters the area must immediately save against its effects, even if he has already made a previous saving throw against the same spell.

This spell is far less effective in areas other than lost cities (a "city" is a community with a population 5,000; see page 137 in the Dungeon Master's Guide). If the spell is cast in a location where a city never existed, the ghosts produced fill only a single 10-foot square. [/ooc], Dancing Blade, Mordenkainen’s faithful hound, Metalshape, Manifest Desire, Fiendform, Incite Riot, Electric Vengeance, Greater, sending, Dragonsight, Focal stone , Mordenkainen’s faithful hound, airy water, animate dead, Arc of Lightning, Summon Elemental, Contact Other Plane, wall of iron, Wall of stone, Wall of Force ,
, Major Creation, Teleport, Telepathic Bond, Domination Person, Acid Rain

6th
entomb, Acid Fire ( [url]https://www.d20pfsrd.com/magic/all-spells/t/trial-of-fire-and-acid/[/url]), Acid Fog, chain lightning, death fog, death spell, Dimensional BladeDimensional Blade
School transmutation; 
Level  sorcerer/wizard 6
Casting Time 1 swift action
Components V, S
Range personal
Target you
Duration 1 round

DESCRIPTION
This spell gives you the power to turn one melee weapon in your hand into a two-dimensional object with length and height but no width. A sword becomes a flat image of a sword, a mace is reduced to a flat outline, and so on. The magic of the spell allows the weapon to be wielded by you normally, creating just enough depth to grasp it.

Attacks made with the weapon are melee touch attacks that ignore all armor. Force effects, such as mage armor and shield, still apply their AC against attacks made with a dimensional blade. Bludgeoning weapons used to make attacks with this spell deal half damage and are treated as slashing weapons. If the weapon leaves your hand before the end of the spell, the effect ends.
, disintegrate, Seal Portal, power word, silence, Translocation Trick, Prismatic Eye, Harding, Fleshshiver, Gemjump, telekinesis, Interplanar Telepathic Bond, [U]invulnerability to magical weapons[/U], mislead, [U]antimagic field[/U], tenser transformation, Mudslide, Planar Binding, [U]Globe of Invulnerability[/U], Repulsion, project image, contingency, [U]Seal Portal[/U], True Seeing, Subvert Planar Essence, Thunder Field, Etherealness, Storm Prison, Stone Body, Revive Undead, permanent illusion, Legend Lore, [I]Imperious Glare[/I], Geas, Probe Thoughts,, Dirk Greater Tracer, [B]Aura of Terror[/B], Animate Undead Legion,  Superior Resistance, [U]Ruby Ray of Reversal[/U]

7th
teleport object, [U]Energy Immunity[/U], Whirl of Fangs, Delayed Blast Fireball, Volcanic StormVolcanic storm

School    Conjuration (Creation)
Descriptor    
Earth
Fire
Level    Sor/Wiz 7
components    V, S, M
casting time    1 standard action
range    Long
target    
effect    
area    30-ft.-radius spread
duration    3 rounds
saving throw    see text
spell resistance    No

Volcanic storm creates billowing clouds of volcanic ash and pelts the region with blocks of partially molten stone, subjecting the area to the effects of a localized volcanic eruption.

On the first round of this spell's duration, the area is blasted with a powerful pyroclastic wind. Living creatures in the area must make a Fortitude save or be nauseated for 1d4 rounds. The winds are hurricane force and have the appropriate wind effect on all creatures in the area.

On the second round, the wind stops as a whistling shower of fist-sized chunks of rock pelt the area. All creatures and unattended objects in the area take 1d6 points of damage per two caster levels (max 10d6); a successful Reflex saving throw reduces the damage by half. Any creature that fails this save must make a Fortitude save or be stunned for 1d4 rounds.

On the third and final round, these chunks of rock explode into torrents of lava. All creatures and unattended objects in the area take 1d6 points of damage per two caster levels (max 10d6), a successful Reflex saving throw reduces the damage by half

Material Component
A javelin made of obsidian and tipped with a diamond head worth at least 100 gp. This javelin must be thrown as the spell is cast; it unerringly flies to the point directed by the caster to be the center of the spell's area as the spell is cast.[/ooc],
 , Finger of Death, Forcecage, Mordenkainen’s Sword, Reverse Gravity, Prismatic Spray, Banishment, Power Word, Stun, There But Not There Isn't There(custom) , Anti-psionic Shell, control undead,, Elemental Body, Ice Castle, [U]Ghost Trap[/U], Status, Ruby Ray of Reversal, Forcecage, Simbul's Spell Sequencer,[U] Planar Bubble,[/U] Tymessull Planar Pacifier,  Gem Tracer, Limited Wish, Simulacrum, Greater Teleport, Arcane Spellsurge, Planar Door Phase Door, [U]Ironguard[/U]

8th
bigby clenched fist, Horrid Wilting, Incendiary Cloud, lightning ring, Maze, nybor wrathful castigation, Otto’s Irresistible Dance, Power Word Stun, Sunburst, Afterclap Convert, Steal Life, sink, Spell Star, Freedom, [U]Symbol(All)[/U], Plane Shift, Greater Clone, Planar Binding, Greater, Mordenkainen's Capable Caravel, Halaster's Blacksphere, Mind Blank, Ghostform, Earth Glide, Create Greater Undead, permanency, Veil of Undeath, polymorth any object, Analyze Dweomer, Blackfire, [U]Spell Engine[/U], Dirk's Anticipate Teleportation, Greater.

9th
bigby crushing hand, black blade of disaster, elemental aura, Imprisonment, [U]Maw of Chaos(MF),[/U] Meteor Swarm, Mordenkaien’s Disjunction, Power Word Kill, Prismatic Sphere, Transmute Rock to Lava, Stalking Spell, Utterdark, time stop, Steal Portal, [B]Power Word, Banishment[/B],Tidal Wave, Virus Charm convert , Soul Bind, Weird , Sphere of Ult Destruction, Dragonshape, Perinarch, Planar, Shapechange, Foresight, Time Stop, Crushing Fist of Spite, Awaken Construct, Simbul Spell Trigger, Chain Contingency(TB), Programmed Amnesia, succor
Temporal Stasis, Mindrape, Wish, Iceberg, Alefian’s Dweomer Invulnerability(custom), Ensul's Soultheft, Dirk's Magic Battery,  Reality Maelstrom

10th Level

Anti-wish Field  DC 55

Anti-wish Field (Spellcraft DC 55):]
cost:495,000 gp(paid by Wildblade)
XP:19,800(75% paid by wildblade)
Days: 9 days
Components: V, S, M, DF,
Casting Time: 1 standard action
Range: 10 ft.
Area: 10-ft.-radius emanation, centered on you
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: See text

 This spell works exactly as an antimagic field except that it only affects wish spells.

Dirk's Wisper in the Ear DC 55

Cost:495,000  gp
Time: 9 days
XP:19,800 xp

Dirk’s Whisper in the Ear [Spellcraft ]: as foresight, except the caster has enough time to take either an opportunity action or a free action. This spell lasts 24 hours.
[/ooc]

Queen Curse DC 88

Enchantment (Compulsion) [Teleportation] [Mind-Affecting]
Spellcraft DC:    88
Components:    V, S,
Casting Time:    1 standard action
Target:    Creature touched
Duration:    Instantaneous (20 hours for compulsion)
Saving Throw:    Will negates (see text)
Spell Resistance:    Yes
To Develop:    792,000 gp; 16 days; 31,680 XP. Seeds: Ward(Stop all non living matter going with you) (DC 14) transport (DC 27), compel (to keep target in hell and burn spells) (DC 19). Factors: interplanar travel (+4 DC), unwilling target (+4 DC), 1-action casting time (+20 DC), . Mitigating factor: 

The character sends his or her foe to hell. If the character succeeds at a melee touch attack, the target must succeed at a Will saving throw (DC = the standard epic spell DC + 15). 

If he or she fails this saving throw, he or she is sent straight to the 2ne Layer of Hell into the Undying Queen Realm. The subject will not willingly leave the plane for 20 hours, believing that his or her predicament is a just reward for an ill-spent life. Even after the compulsion fades, he or she must devise his or her own escape from the plane. 

Only living matter is sent, any items, clothing ect are left behind 

On a 2nd Will failed save, the subject must spend a standard action each round abandoning his or her highest-level spell (or losing his or her highest-level unused spell slot). Each round, the subject eliminates another spell or spell slot, moving to lower-level spells once all the higher-level spells are gone. In the case of prepared spells, the subject decides which spells to abandon at each level. If the subject has more than one standard action allowed in the round, he or she may spend those actions as he or she desires. The subject doesn’t realize the spells or spell slots are gone until he or she tries to cast a spell and finds it unavailable. Abandoning a spell slot or losing a spell is standard action, but it does not draw an attack of opportunity. It is a purely mental exercise not obvious to observers.

 So they could land on the 2nd layer of Hell with no items or magic to defend themselves.

Dirk's Nullification DC 79

Seed: Dispel
Abjuration
Spellcraft DC:    79
Components:    V, S
Casting Time:    1 minute
Range:    300 ft.
Target:    One creature, object, or spell
Duration:    Instantaneous
Saving Throw:    None
Spell Resistance:    No

When cast this dispels 1 magical or supernatural effect with a +60 to the check. 

 

Dirk’s Instant Travel DC 72

Seed: Transport, Dispel
Conjuration [Teleportation]
Cost:  432,000 gp
Time:  9 days
XP: 17,280 xp

Spellcraft DC:    72(27 +4(interplane) +2 Alternate path, +20 DC casting time, Seed: Dispel (DC 19) 
Components:    V, S
Casting Time:    1 std action
Range:    Touch
Target:    You and touched objects or other touched willing creatures weighing up to 1,000 lb.
Duration:    Instantaneous, or 5 rounds for temporal transport
Saving Throw:    None or Will negates (see text)
Spell Resistance:    No or Yes (see text)

This spell transport caster and anyone else touching him up to standard amount to any place personally visited by caster on any plane. If astral is open to use spell uses that, if not it uses any other transit plane to move to location.  Any protections from transport at the location the spell can make check against the blocking 1d20+20 vs 11+ CL of blocking spell.

Reaper's Hand DC 93

eed: Destroy, Slay
Transmutation, Necromancy 
Cost: 837,000 gp
Time:  17 days
XP: 33,480 xp

Spellcraft DC: 93    Seed: Dispel (DC 19) Energy DC 19 + Slay 25 + limited: +10 Increase DC in metal armour  DC +20 casting time
Components:    V, S
Casting Time:    1 std action
Range:    300 ft.
Target:    One living creature
Duration:    Instantaneous
Saving Throw:    Fortitude partial or half (see text)
Spell Resistance:    Yes

Range Touch AC if wearing metal armour +10 to DC  if wearing metal armour. Normal attack roll if not wearing metal armour. 
It does enough lightning damage to bring the target to -10. If make their save are reduced to half their full normal max hit points. If have immunity to lightning the spell dispels this protection using epic spell dispel seed rules.



[ooc=Reaper;s Hand]
S[/ooc]

[ooc=Call my Friend]
Conjuration [Teleportation], Seed: Summon Seed: Delude 
Spellcraft DC:    27 + summon 14  + Seed: Delude DC 14
Components:    V, S
Casting Time:    1 minute
Range:    60 radius
Target:    You and touched objects or other touched willing creatures weighing up to 1,000 lb.
Duration:    Instantaneous, or 5 rounds for temporal transport
Saving Throw:    None or Will negates (see text)
Spell Resistance:    No or Yes (see text)

When cast anyone in area that is given the command word can summon the caster to them anywhere they are. All they need to do is say the word and an illusion of the speaker and everything around them they can see appears to the caster. Using a move action the speaker can send a msg the same length as a sending spell. The caster can choose to accept the summons and appear anywhere within the illusion area shown.  Please of the nature of the magic this forms a magical connection. Those that know how could use this connection to teleport to the caster or use the connect to cast spells at him through the link.

[/ooc]

[ooc=Dirk's Give me Save]
Abjuration
Spellcraft DC:    14 Seed: Dispel (DC 19)
Components:    V, S
Casting Time:    1 min
Range:    Self
Target or Effect:    Touched creature or object of 2,000 lb. or less; or 10-ft.-radius spherical emanation, centered on you
Duration:    24 hours
Saving Throw:    None
Spell Resistance:    Yes

While this spell is in effect anything that tries to effect you that does not give you a save, this spell ends and you get a normal save for the effect. If this is overcoming a 9th level or lower effect its automatically works. If Epic or higher(gods) you get to rolls a epic dispel check to have the spell work. [/ooc]

DIRKS GREATER ANTICIPATE TELEPORTATION LVL 8 

Abjuration
Level: Sorcerer 8, Wizard 8
Components: V, S, AF,
Casting Time: 10 minutes
Range: One willing creature touched
Area: 5-ft./level radius emanation from touched creature
Duration: 24 hours
Saving Throw: None
Spell Resistance: No

As anticipate teleportation, except that greater anticipate teleportation identifies the type of the arriving creature (and any companions accompanying it) and creates a delay of 3 rounds, providing the recipient with even more warning and preparation time. In addition anything trying to leave be it with teleport or plane hopping magics has to beat a caster lvl check to leave if dirk does not allow it.

Focus: A tiny hourglass of platinum and crystal filled with diamond dust, costing 1,000 gp. The hourglass must be carried or worn by the spell's recipient while the spell is in effect.

 

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Dirk gives up 1 eye to gain info on prison

until the eye is replaced -20 conc check skill

Spellcraft auto pass

all normal one-eye penalties apply

medium

lucy(The Devil) first demon oberist Torsac Belltorn forge that made Golem, Draden wars and overgod wars overlaps golem used in both. Starstuff defense discoperated no physical form to attack, only interact with divine blast.

Hand-to-hand good, Range combat divine blast

slow-moving

anti-magic immune magic

weapon weakness

echoing enchantment 75 lvl CL +25 purpose of cost

 

prisoners

blazing roaring the frey star

algol far realm entities possession anti far realm golem that is a star

 

 

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