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Thread: Enigma, Master magician of time (only he doens't know it :P)

  1. #1
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    Default Enigma, Master magician of time (only he doens't know it :P)

    So here it is, the stats chunk of my character sheet, just to give you all some inkling about what's it going to be and to give you the opportunity to nitpick

    You'll have to wait for a more fleshed out spellbook, details on equipment, a better history and strongholds though. :P

  2. #2
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    Enigma

    "Time is the most valuable thing a man can spend."
    -Theophrastus

    Name: Euripides Katrans "Chronos" Ahya, currently known only as 'Enigma'
    Race: High Elf
    Class: Chronomancer 20 / Alienist 10 / Enlightened 10 / Arcane Avatar 3 / Druid 6 / Bard 1
    Size: Medium Size
    Age: 1456 ,physically he looks like 174 years
    Gender: Male
    Height: 5'6"
    Weight: 96 lbs.
    Eyes: two normal bright blue eyes with blueish eyeballs and his third eye is blue-rimmed dark purple on a violet eyeball
    Hair: Long uncombed black hair with grey streaks that reaches the ground with an occasional braid in it and lots of beads.
    Skin: Tanned
    Alignment: Chaotic Neutral
    Deity: Ehlonna (used to be Boccob)
    Level: 50
    Speed: 30 ft.

    Str: 18 (+4)
    Dex: 21 (+5)
    Con: 21 (+5)
    Int: 47 (+18)
    Wis: 21 (+5)
    Cha: 17 (+3)

    HP: (20d4 + 10d4 + 10d6 + 3d4 + 6d8 + 1d6 + 50x5 con + 3 mad certainty, +3 insane certainty, +6 toughened)
    AC: 15 (+5 dex, +? armor)
    Init: +5
    BaB: +25/+20

    Fort: +27 (+6 base, +15 epic, +5 con, +1 alien blessing) +31 vs poison
    Ref: +27 (+6 base, +15 epic, +5 dex, +1 alien blessing)
    Will: +33 (+12 base, +15 epic +5 wis, +1 alien blessing) +35 vs enchantment
    Melee: +29/+24
    Ranged: +30/+25

    Weapons:

    Armor:

    Skills: :chrono (20x(2+18)) :alienist (10x(2+18)) :enlightend (10x(4+18)) :arcane avatar (3x(2+18)) :druid (6x(4+18)) :bard (1x(6+18)) = 256
    Appraise (+18 Int)
    Balance (+5 Dex)
    Bluff (+3 Cha)
    Climb (+4 Str)
    Concentration (+5 Con, 500 ranks)
    Craft (+18 Int)
    Craft (alchemy) (+18 Int, 5 ranks)
    Decipher Script (+18 Int)
    Diplomacy (+3 Cha)
    Disguise (+3 Cha)
    Escape Artist (+5 Dex)
    Gather Information (+3 Cha, 10 ranks)
    Handle Animal (+3 Cha)
    Heal (+5 Wis, 5 ranks)
    Hide (+5 Dex)
    Jump (+4 Str)
    Knowledge (+18 Int)
    Knowledge (arcana) (+18 int, 50 ranks)
    Knowledge (continuum) (+18 int, 50 ranks)
    Knowledge (the planes) (+18 int, 50 ranks)
    Knowledge (nature) (+18 Int, 10 ranks)
    Listen (+5 Wis)
    Move Silently (+5 Dex, +3 familiar)
    Perform (+3 Cha)
    Profession (apothecary) (+3 Wis, 5 ranks)
    Ride (+5 Dex)
    Sense Motive (+5 Wis)
    Sleight of Hand (+5 Dex)
    Speak Language (-)
    Spellcraft (+18 Int, 5 ranks)
    Spot (+5 Wis)
    Survival (+5 Wis)
    Swim (+4 Str)
    Tumble (+5 Dex, 100 ranks)
    Use Magic Device (+3 Cha)

    Feats:
    Martial Weapon Proficiency (Shortsword)
    Martial Weapon Proficiency (Longsword)
    Martial Weapon Proficiency (Shortbow)
    Martial Weapon Proficiency (Composite Shortbow)
    Martial Weapon Proficiency (Longbow)
    Martial Weapon Proficiency (Composite Longbow)

    Still Spell
    Silent Spell
    Extend Spell
    Quicken Spell
    Iron Will
    Blind Fight
    Chronomancy
    Alertness
    Eschew Materials
    Ignore Material components
    Epic Spellcastign
    Automatic Quicken Spell
    Automatic Quicken Spell
    Automatic Quicken Spell
    Multispell
    Multispell
    Multispell
    Leadership
    Landlord

    Class Features:
    Probability Manipulation (6/day)
    Temporal Scholar
    Scribe Scroll
    Summon Alien
    Alien Blessing
    Metamagic Secret
    Mad Certainty (phobia for cats)
    Pseudonatural Familiar
    Extra Summoning
    Metamagic Secret
    Insane Certainty
    Timeless Secret
    Transcendence
    Suppress Paradox
    Mind Clock
    Insightful Attack
    Quirk
    Toughened
    Slow Motion
    Heart of Paradox
    Toughened
    Quirk
    Timeless Body
    Suppress Time
    Avatar of Magic
    Augment Magic
    Call Spell
    Animal Companion
    Nature Sense
    Wild Empathy
    Woodland Stride
    Trackless Step
    Resist Nature's Lure
    Wild Shape 2/day
    Bardic Music
    Bardic Knowledge
    Countersong
    Fascinate
    Inspire Courage +1

    Racial Features:
    Immunity to magic sleep effects and a +2 racial saving throw bonus against enchantment spells or effects.
    Low Light Vision
    Weapon Proficiency (longsword, shortsword, longbow, shortbow)
    Search check when in 5 ft. proximity of hidden door.

    Languages:
    Elven
    Common
    Draconic
    Gnome
    Goblin
    Orc
    Sylvan
    Druidic

    Chronomancer Spells:
    0 lvl - 4
    1st lvl - 9
    2nd lvl - 9
    3rd lvl - 8
    4th lvl - 8
    5th lvl - 8
    6th lvl - 8
    7th lvl - 7
    8th lvl - 7
    9th lvl - 7

    Chronomancer Spellbook:
    Entire PHB plus this list:
    0 lvl Moment;
    1st lvl Combat Precognition, Detect Chronomancy, Resist Planar Alignment, Light of Lunia;
    2nd lvl Deja Vu, Switch Fate, Slow Magic, Detect Paradox, Avoid Planar Effects, Mechanus Mind, Hero's Luck;
    3rd lvl Temporal Displacement, Shadow Cache, Spell Vulnerability;
    4th lvl Time Fold, Time to Act, Glimpse Past the Barrier, Attune Form, Ethereal Mount, Zone of Respite, Zone of Revelation, Corporeal Instability, False Gravity, Perinarch, Imbue Touch Spell;
    5th lvl Rapid Aging, Past Facade, Contingent Spell Immunity, Shadowfade, Xorn Movement, Planar Tolerance, Loyal Guardian, Weapon Ward;
    6th lvl Inevitable Strike, 24 hours, Time to Pause, Temporal Disjunction, Rekindle Youth, Echo of Past State, Make Manifest, Wall of Gears, Rary's Interplanar Telepathic Bond;
    7th lvl Time Travel, Slow Skin, Reality Maelstrom, Planar Bubble, Barghest's Feast, Miasma of Entropy;
    8th lvl Sever Thread, 20 minutes, Withering, Time's Chariot, Mass Manifest, Greater Planeshift, Precitate Complete Breach, Planar Perinarch;
    9th lvl Greater Time Travel, Temporal Abstraction;

    Note on the spellbook, his entire collection of spells is stored in so called spellstrings (more details on this in the Quintessential Wizard, page 62)

    Chronomancer Spells Prepared:
    Everything's stilled and silenced.
    0 lvl - Moment, Ghost Sound, Mage Hand, Prestidigitation;
    1st lvl - Detect Chronomancy, Resist Planar Alignment (2x), Light of Lunia, Unseen Servant, Protection from chaos, Protection from evil, Protection from good, Protection from Law;
    2nd lvl - Deja Vu, Switch Fate (x2), Slow Magic, Detect Paradox, Avoid Planar Effects (x2), Mechanus Mind, See Invisibility;
    3rd lvl - Temporal Displacement, Shadow Cache, Spell Vulnerability (2x), Arcane Sight, Fireball, Lightning Bolt, Dispel Magic;
    4th lvl - Time Fold (x2), Time to act, Glimpse past the Barrier, False Gravity, Dimensional Anchor, Polymorph, Greater Invisibility;
    5th lvl - Rapid Aging, Past Facade, Contigent Spell Immunity, Xorn Movement, Planar Tolerance, Loyal Guardian (x2), Dismissal;
    6th lvl - 24 Hours, Time to Pause, Temporal Disjunction, Rekindle Youth, Echo of Past State, Rary's Interplanar Telepathic Bond, Greater Dispel Magic, Globe of Invulnerability;
    7th lvl - Time Travel(x2), Reality Maelstrom, Drawmij Instant Summons, Greater Teleport, Control Weather;
    8th lvl - Sever Thread, Withering, Time's Chariot, Maze, Trap the Soul (x2)
    9th lvl - Greater Time Travel (x3), Mordenkainen's Disjunction, Power Word Kill, Wail of the Banshee, Time Stop;

    Druid Spells:
    0 lvl - 7
    1st lvl - 4
    2nd lvl - 4
    3rd lvl - 2

    Druid Spell-list:
    0 lvl: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue;
    1st lvl: Calm Animals, Charm Animal, Cure Light Wounds, Detect Animals or Plants, Detect Snares and Pits, Endure Elements, Entangle, Feary Fire, Goodberry, Hide from Animals, Jump, Longstrider, Magic Fang, Magic Stone, Obscuring Mist, Pass without Trace, Produce Flame, Shillelagh, Speak with Animals, Summon Nature's Ally I;
    2nd lvl: Animal Messenger, Animal Trance, Barkskin, Bear's Endurance, Bull's Strength, Cat's Grace, Chill Metal, Delay Poison, Fire Trap, Flame Blade, Flaming Sphere, Fog Cloud, Gust of Wind, Heat Metal, Hold Animal, Owl's Wisdom, Reduce Animal, Resist Energy, Lesser Restoration, Soften Earth and Stone, Spider Climb, Summon Nature's Ally II, Summon Swarm, Tree Shape, Warp Wood, Wood Shape;
    3rd lvl: Call Lightning, Contagion, Cure Moderate Wounds, Daylight, Diminish Plants, Dominate Animal, Greater Magic Fang, Meld into Stone, Neutralize Poison, Plant Growth, Poison, Protection from Energy, Quench, Remove Disease, sleet STorm, Snare, Speak with Plants, Spike Growth, Stone Shape, Summon Nature's Ally III, Water Breathing, Wind Wall;

    Druid Spells Prepared:
    0 lvl: Create Water, Detect Magic, Detect Poison, Know Direction, Light, Purify Food and Drink, Read Magic;
    1st lvl: Cure Light Wounds, Pass without Trace, Produce Flame, Speak with Animals;
    2nd lvl: Flaming Sphere, Tree Shape, Warp Wood, Wood Shape;
    3rd lvl: Speak with Plants, Waterbreathing;

    Bard Spells:
    0 lvl - 2

    Bard Spell-list:
    0 lvl Dancing Lights, Daze, Detect Magic, Flare, Ghost Sound, Know Direction, Light, Lullaby, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Read Magic, Resistance, Summon Instrument;

    Equipment:
    Headband of Epic Intelligence (1,440,000 gp)

    Manual of bodily health +5 (137,500 gp)
    Manual of gainful exercise +5 (137,500 gp)
    Manual of quickness in action +5 (137,500 gp)
    Tome of clear thought +5 (137,500 gp)
    Tome of Leadership and influence +5 (137,500 gp)
    Tome of Understanding +5 (137,500 gp)

    Total Carried: 0 lbs

    Money:
    32,000,000 - (6 x 137,500) - 1,440,000 - 22,500 - 8,300 - 9,675 - 15,100

    Loads:
    Light: 0-100 lbs
    Medium: 101-200 lbs
    Heavy: 301-300 lbs
    Overhead: 200 lbs
    Off ground: 400 lbs
    Push/drag: 1000 lbs

    Animal Companions:
    Vanish, the Chessire Cat
    Cat
    Tiny Outsider
    Hit Dice: 50d8 (? HP)
    Initiative: +2 (Dex)
    Speed: 30 ft.
    AC: 49 (+2 size, +2 Dex, +25 natural)
    Attacks: 2 Claws +4 melee, Bite -1 melee
    Damage: Claw 1d2+2, bite 1d3+2
    Face/Reach: 2 1/2 ft. by 2 1/2 ft. / 0 ft.
    Special Attacks: True Strike 1/day (+20 on a single attack roll)
    Special Qualities: Electricity & Acid Resistance 20, Spell Resistance 100, Damage Reduction 10/+3, Alternate Form (blob)
    Saves: Fort +2, Ref +4, Will +1
    Abilities: Str 3, Dex 15, Con 10, Int 30, wis 12, Cha 7
    Skills: Balance +10, Climb +5, Hide +17, Listen +4, Move Silently +9 Spot +4
    Feats: Weapon Finesse (claw,bite)
    -----------------------------------
    Climate/Terrain: Any Land
    Organisation: Solitary
    Challenge Rating: 21/4
    Treasure: None
    Alignemt: Always Neutral
    Advancement: -
    Familiar Stuff: Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master, Speak with Animals of its kind, Spell Resistance 100, Scry on Familiar, Familiar Spell (Greater Invisibility, Greater Teleport, Plane Shift)

    Marley
    Monkey
    Tiny Animal
    Hit Dice: 5d8 (28 HP)
    Initiative: +3 (Dex)
    Speed: 30 ft., climb 30 ft.
    AC: 18 (+2 size, +3 Dex, +4 natural) (EVASION)
    Attacks: Bite +5 melee
    Damage: Bite 1d3-3
    Face/Reach: 2 1/2 ft. by 2 1/2 ft. / 0 ft.
    Special Attacks: -
    Special Qualities: -
    Saves: Fort +22, Ref +24, Will +29 (+5 vs enchantment spells & effects)
    Abilities: Str 5, Dex 17, Con 10, Int 2, wis 12, Cha 5
    Skills: Balance +10, Climb +14, Hide +14, Listen +4, Spot +4
    Feats: Weapon Finesse (bite)
    -----------------------------------
    Climate/Terrain: Warm Forest
    Organisation: Troop (10-40)
    Challenge Rating: 1/6
    Treasure: None
    Alignemt: Always Neutral
    Advancement: 2-3 HD (Medium Size)
    Tricks: Come, Seek, Fetch

    Physical description:
    One of the taller, but pretty thin, members of his race, looks like a normal elf of middle age. His hair is turning grey at this young age, but it doesn't seem to bother him. His eyes are bright blue, still reflecting his youth and his third eyes eyelid is wrinkled like his forehead so that also doesn't attrack too much attention. The only thing that makes him stand out is his flamboyant way of dressing, very undruid. Wearing blue, white and mint green robes decorated with silverwire, with purple, white leather armor, a purple, white and blue silver cloak, lined with silverwire consisting of straps of cloth covering his back, red, yellow and green straps with feathers around his arms and legs and patches on his clothes in the same colors, silver and gold jewelry on his fingers, ankles, writs, upperarms and neck ans his low hair with coloured beads in it draging over the floor, with eight golden and silver chains with strange tools and incense burners, attached also draging over the floor, his strange sword, his silver sickle, and the countless bags filled with herbs, dried flowers, seeds, roots, fruits and nuts, and the scent they give off, make him an extraordinary appearance. His clothes are multi layered and way to big for him, so he appears to be pretty large in size.

    Books used:
    - 3.5 PHB; Wizards of the Coast
    - 3.5 DMG; Wizards of the Coast
    - 3.5 MM; Wizards of the Coast
    - Masters of the Wild; Wizards of the Coast
    - The Quintessential Druid; Mongoose Publishing
    - The Quintessential Elf; Mongoose Publishing
    - The Quintessential Wizard; Mongoose Publishing
    - Encylopeadia Arcane: Chronomancy; Mongoose Publishing
    - Magic; Alderac Entertainment Group
    - Manual of the Planes; Wizards of the Coast
    - Planar Handbook; Wizards of the Coast
    - Epic Level Handbook; Wizards of the Coast
    - Tome and Blood; Wizards of the Coast
    - Arms & Equipment Guide; Wizards of the Coast

    History:
    The Elf known as Katrans Ahya was born 1456 years ago in the high elf metropolis Dardaria. From a young age he was trained to become a wizard, and he quickly mastered the various cantrips. As son of one of the cities magistrates he was to become one of the most powerful diviners the city had ever known. But faith dediced otherwise. The young Katrans found divination boring and was more interested in conjuration, the science of the planes. When in wizards school he skipped countless classes so he could read about the planes in the schools library. Besides the planes, he was interested in 'different' magic. The arcane didn't bore him, it was just that he wanted to know about all kinds of magic around, so he took obscure courses in elementalism and nymphology and such, until he stumbled upon chronomancy in a musty old tome. Afer that he never was the same. He now dropped out of school enitrely, studying with an old chronomancer he had found after several long searches, devoting all his attention to the forgotten art of time magic.

    He became quite adept in the arts of time, wielding the magic with great ease, and within a few years he surpassed his master. And after another few years he had mastered it completely, at least that was what he thought. Ambtitious as he was, he went back to school, this time to take classes in conjuration. Being older and wiser than his fellow students, and also than some of his teachers, he quickly dropped out again, returning to old tomes in forgotten libraries across the land. There he learned about the far realm, and decided to try and venture into it. There he got trapped and decided to venture trough the 'Outside world'. He visited Xaxox and its insane inhabitants, studied the whirlpool of time, fought pseudonatural creatures but couldn't escape. Dark, forbidding creatures, holding the wisom of eons, whispered secrets in his ears about chronology, the fabric of space and reality, lands before time, outposts at the edge of space and other strange concepts, unheard of by normal beings. After years and years of reciding in the Far Realm, having become insane at the one hand, but more genious than anyone could imagine on the other, he found a book. A forgotten tome which held new chronology ideas. It told about paradox and the continuum and how about life as we know it is an illusion. He mastered the newly discovered art, his chronomancer training and his contact with the strange far realm creatures aiding him in his pursuit, but with a fatal consequence. He finally become so insane that he forgot everything he had learned before.

    One day, an adolecent elf woke up, in a nice bed with clean sheets. The nurse that came in moments after he woke told him that he was found just outside the village, half-drowned in a muddy puddle, his head almost cracked open on a large root. Probably an accident happened. When the elf realised he couldn't remember anything about his life before, and told the nurse about it, she said it must've been a concussion and that he would get over it.

    When he was deemed cured, he ventured into the village, trying a couple of jobs there, but he didn't fit in with the humans, who frowned upon the lost elf. So after a while he left the city and started exploring the surrounding forest. He met a druid there, and the young elf liked the old man's lifestyle, so the appointed himself as a druid apprentice. He learned quickly, until his master died, after which his training stalled. He travelled the forest for years, keeping villages at bay, protecting creatures and meditating about how his life before the 'awakening' would've been. This really made him depressed and stressed out, almost dying of curiosity. One day, after he had found himself exhausted on the ground, after a stark raving attack he decided that this was not the way he wanted to continue with his life. With his knowledge of herbs, and his herbalist skills he found a mild drug, that would soothe his pain. But he became addicted, and his training stalled even more, as he got into deep depressions and moments of great euforia.

    Recently he's got a hold of himself, and he moved into the village again, to take up the profession of bard. Making music the way these jolly people do used to make him forget about his problems, so he thought it would be the perfect solution for him.

    Strongholds:
    Polina, Elven Mansion
    Xatari, Far Realm Watchtower
    Boingi, Druid Grove

  3. #3
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    Posts
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    Default

    A short post on equipment

    32,000,000 - (6 x 137,500) - 1,440,000 - 22,500 - 8,300 - 9,675 - 15,100

    Headband of Epic Intelligence (1,440,000 gp)

    Manual of bodily health +5 (137,500 gp)
    Manual of gainful exercise +5 (137,500 gp)
    Manual of quickness in action +5 (137,500 gp)
    Tome of clear thought +5 (137,500 gp)
    Tome of Leadership and influence +5 (137,500 gp)
    Tome of Understanding +5 (137,500 gp)

    Artifacts owned:
    Orb of Neutrality (priceless) (Arms & Equipment Guide)
    This 6-inch orb is made of gold and topped by a gem-studded knob. While in a neutral character's possesion, it confers a +4 enhancement bonus to Charisma. Further, the orb allows the wielder to see in all direction at once, as if wearing a robe of eyes, but with no visible change to her person. She gains darkvision to 120 feet and can see invisible or ethereal things within 120 feet. She also gains a +15 circumstance bonus on Search and Spot checks. She retains her Dexterity bonus to AC even when flatfooted and can't be flanked. Unlike a robe of eyes, the Orb does allow its wielder to avert or close her eyes from a creature with a gaze attack, and it cannot be blinded by magical light.

    Temporis Orbus (priceless) (Encyclopaedia Arcane: Chronomancy)
    The temporis orbus has almost as many names as it has creators. That is to say so many chronomancers have claimed to have been the creator of this mystical object that all hope of finding its true master is lost to history. Among chronomancers, the temporis orbus represents the holy grail of time seekers. Were it to ever be rediscovered, it would almost certainly be disappoingin in appearance. The orb appears approximately 3 inches in diameter and has a dull grey surface. Forged from the very essence of the void-between and sealed by magics lost even to the chronomancers, it is said that the orb grants its owner the power to destroy paradox itself.
    An exaggeration to be sure, the temporis orbus is an artefact not to be reckoned with none-the-less. In the hands of anyone but a chronomancer, the orb offers no power at all. To a chronomancer, the orb offers a +10 ehancment bonus to all ritual chronomancy checks, access to the alacrity, celerity and true sight paradox feats and, most impressive of all, the power to stop time. While time is stopped, the choronomancer who holds the orb may function as though under the influence of a time stop spell; using the orb however, it is reality that has stopped, not the chronomancer who has sped up. So long as the orb is used to stop time, the forces of paradox cannot act against the user. There is no limit to how long time can be stopped. The user ages normally. When the user stops the effect, he receives a point of paradox for every minute he experienced outside the flow of time. If the user dies, the effect ends.
    There are many rumours circling the ancient communities of chronomancers concerning the temporis orbus. Any of them may or may not be true but two in particular seem popular. It is widely believed by those who feel the orb did exist, that the Lords of Paradox long ago captured the orb to protect it from foolish chronomancers who abused its power. It is also said that the chronovoires search relentlessly for the orb and that, should they ever find it, a chronovoire lord (should such a thing actually exist) could use the orb to destroy our world. Indeed, it has been whispered that the creator found the power to create it by trafficing with the chronovoires and that they had created it for this very reason.
    Temporis Orbus is a Major Artifact.

    Worn:
    Robes of the Master Chronomancer (Encyclopaedia Arcane: Chronomancy)
    These lightweight and decorative robes have a delicate gold and silver trim. The inner surface is covered in intricate arcane symbols. The main centrepiece on the back of the cloak is a single hourglass encircled by a gold inlaid mobius strip. When worn by a chronomancer, these robes grant the following powers:

    * +5 armour bonus to AC
    * +1 insight bonus to all saving throws
    * +1 enhancement bonus to all ritual chronomancy checks
    * +4 to Time Sense checks as though the character possessed the time sensitive feat.
    * +6 enhancement reduction to the character's paradox score.

    If donned by anyone but a chronomancer, she immediately gains three negative levels. These negative energy levels never result in lost levels but remain as long as the garment is worn and cannot be removed in any way (including restoration spells).
    Caster Level: 14th, Prerequisites: Craft Wondrous Item, Time Sensitive, mage armour, crafter must be a chronomancer, market price: 54,000 gp, Weight: 1 lb

    Outfit of Ages (Magic)
    This is a set of clothes, such as an artisans, explorer's or traveler's outfit, which is ensorcelled with illusion magic to shift and change ever so subtly to match whatever current time the outfit is in. A character wearing such an outfit will draw no undue attention to herself because of her appearance.
    Caster Level: 5th, Prerequisites: Craft Wondrous Item, change self; Market Price: 500 gp, Weight: varies.

    Ring of Epic Protection (Epic Level Handbook)
    This ring offers continual magic protection in the form of a deflection bonus to Armor Class of +6 or higher.
    Caster Level: 20th, Prerequisite: Forge Ring, Forge Epic Ring, shield of faith, creator's caster level must be three times the rings bonus; Market Price: 2,000,000 gp (+10 def. bonus to ac)

    Ring of Universal Elemental Immunity (Epic Level Handbook)
    This ring appears to be fashioned from four lengts of pure element: acid, fire, cold and electricity. The stone set in the band emits a ruble like distant thunder once every day. When worn, its functions are as a ring of elemental immunity for all types of energy - fire, cold, electricity and sonic. The wearer takes no damage from energy of any of these types.
    Caster Level: 20th, Prerequisite: Forge Ring, Forge Epic Ring, protection from elements; Market Price: 2,160,000 gp.

    Boots of Swiftness (Epic Level Handbook)
    These soft soled leather shoes grant their wearer a +6 enhancement bonus to Dexterity. The wearer's speed doubles (this does not stack with any magical or supernatural enhancements to speed), she gains the evasion ability (as the rogue class feature), and the wearer's jumping distance is not limited by her height. The wearer gains a +20 competence bonus on Balance, Climb, Jump and Tumble checks. Three times per day, the wearer can utter a command word to activate the boots haste power (as the haste spell, lasts 20 rounds).
    Caster Level: 20th, Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, cat's grace, expeditious retreat, haste, jump; Market Price: 256,000 gp, Weight: 1 lb

    Bracers of Epic Armor (Epic Level Handbook)
    These items appear to be wrist or arm guards. They surround the wearer with an invisible but tangible field of force granting him an armor bonus of +11 or higher, just as though he were wearing armor. Both bracers must be worn for the magic to be effective.
    Caster Level: 20th, Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, mage armor, creator's caster level must be twice the bracers bonus; Market Price: 2,250,000 gp (+15), Weight: 1 lb.

    Amulet of Epic Natural Armor (Epic Level Handbook)
    This amulet, usually crafted from dragon scales, toughens the wearer's body and flesh, giving him a natural armor bnous to his AC of +6 or higher, depending on the type of amulet.
    Caster Level: 20th, Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, barkskin, creator's caster level must be three times the amulet's bonus; Market Price: 2,000,000 gp (+10), Weight: -

    Cloak of Magical Connection: (Magic)
    To most witches, the thought of being disconnected from the flow of magic is a sobering one. Though rare, an encounter with an antimagic field robs a witch of all his powers and special abilities. This feels supremely unnatural to the witch.
    While wearing this cloak, the wearer is able to use supernatural powers, spell-like effects, and spells, even while within an antimagic field, as long as he has a range of personal or touch. Thus, a witch can use spells like alter self or true strike, but not magic missile or slow. Spells that allow the caster to bypass space and time can also be used on areas outside the antimagic field, but not on targets within it. This ability allows the caster to use spells like scrying and teleportation, as long as the target area is outside the antimagic field.
    The cloak also provides a +4 bonus to all saving throws against magical effects, and allows standard saving throws against spells that don't normally permit them, such as magic missile.
    (Caster Level: 18th, Prerequisites: Craft Wondrous Item, Mordenkainen's disjunction, prismatic sphere, Market Price: 350,000 gp, Weight: - )

    In pockets and stuff:
    Temporal Compass (Magic)
    The temporal compass is a small metal globe approximately two inches in diameter covered with numbers and runes with two swirling rings circulating around it that intersect and line up to determine the exact time in history at any given moment.
    Caster Level: 4th, Prerequisites: Craft Wondrous Item, legend lore; Market Price: 1000 gp, Weight: 1 lb.

    Gate Key (Epic Level Handbook)
    This small tube has a series of rotating rings and small buttons along its length. When properly operated, it can be used to attune any bounded space, such as a doorway or a cave opening, to another bounded space on another plane of existance previously visited by the wielder. When two bounded spaces are attuned, an interdimensional portal springs up at each location, and the two portals are connected. When the wielder creates a pair of portals, he also establishes the necessary key that travellers must have to access the portal. Possible keys include nothing, a pearl, a particular hair color, or even the gate key itself. Up to sixty different pairs of portals can be attuned in this manner.
    Once all sixty pairs of portals are created, the key cannot create additional gates, though it may still be the necessary key to access some or all of the portals. To any creature without the proper key, the interdimensional portals are not visible (trough true seeing or similar magic reveals their presence).
    Caster Level: 21, Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, Gate; Market Price: 378,000 gp, Weight 1 lb.

    Differential Hourglass (Planar Handbook0
    Because time can flow at different rates on different planes, it can sometimes help planar travelers to know how much time is passing on other planes. A differential hourglass consists of two hourglasses - one large, one small - mounted end to end. The substance inside each hourglass flows at the same speed, but one of the hourglasses measures the passage of local time, and the other measures the passage of remote time. Differential hourglasses are usually built with a specific pair of planes in mind, and as such are rather useless for anyother purpose. Depending on the difference between the two planes in question, the smaller hourglass could measure seconds, rounds, minutes, hours or days, while the larger of the two could measure rounds, minutes, hours, days, weeks, or even some longer period, depending on the time differential between the two planes.
    (Cost: 75 gp, Weight 4 lbs.)

    Planar Atlas
    Countless versions of these handy tomes exist, each of which is meant to describe the relationships between various planes for the convenience of travelers. They are rarely accurate when it comes to detailing the locations of planar portals (or the instructions for how to activate them), but the information on the planes grants a +2 competence bonus on Knowledge (the planes) checks.
    (Cost: 25 gp, Weight 2 lbs.)

    Greater Gate Compass (Planar Handbook)
    As a gate compass, - this item looks like an ordinary compass. Instead of pointing to true north, a gate compass points to an area envisioned byt he holder (or to the nearest portal leading to the area). It has the same chance of being on target or off target as if it were casting a teleport spell. Once the compass points to an area (either correctly or incorrectly), it will continue to point consistently to the area until it reaches the area or goes to another plane. - except that it always points correctly to the desired destinations.
    (Moderate divination; CL 11th, Craft Wondrous Item, find the path, Price 10,000 gp; Weight 1 lb.)

    Sextant of the Planes
    A sextant of the planes analyzes the environment to give the user a planar bearing. In essence, it determines what planar traits the plane exhibits.
    When not in use, the sextant appears to be a brass sphere about 4 inches across, nesteled into a round brass box about 8 inches in diameter, with designs inscribed over every survace. When the brass sphere is pulled upward, the device "unfolds" to reveal the inner workings, including a series of crystal lenses and a myriad of control knobs and levers. This unfolding process takes 1 full round; restoring the sextant to its portable form takes the same ammount of time.
    Using a sextant of the planes takes 1 minute and reveals the following information (see page 147 of the Dungeon Master's Guide for more information on planar traits.
    * Whether the gravity is normal, heavy, light, objective ("down" is always a specific direction), subjective ("down" is defined by each individual), or nonexistent.
    * Whether time passes at the normal rate, faster, slower, or erratically (randomly speeding up or slowing down), or whether time has any noticeable effect on the plane at all.
    * Whether the plane is infinite, finite, or self-contained (the edges of the plane wrap around).
    * Whether the plane's basic nature is alterable morphic (you can make changes by physical effort), static (the plane never changes), highly morphic (changing as a reaction to various stimuli), magically morphic (you can make changes by casting spells), divinely morphic (deities can change the plane), or sentient (the plane effects its own changes).
    * Whether the element of air, earth, fire or water is dominant on the plane, or whether the plane is dominated by positive or negative energy.
    * Whether the plane is alligned with good or evil, law or chaos, or neutrality, and whether the alignment is mild or strong.
    * Whether magic works normally on the plane, or is dead (nonexistent), wild (unpredictable in effect), impeded (spells are more difficult to cast), enhanced (cast as though with metamagic effects), or limited (only spells of certain schools, subschools, descriptors, or levels work).
    * The location of any portals within 60 feet of the sextant.

    A sextant does not reveal the name of the plane it is on, though its user can attempt a DC 18 Knowledge (the planes) check to determine which plane or planes this information corresponds to.
    When used within 30 feet of a portal, a sextant of the planes can be instructed to provide the same information about the plane on the far side of the portal, as well as whether the portal is one-way or two-way.
    (Faint divination, CL 5th, Craft Wondrous Item, analyze portal (see Manual of the Planes); Price 54,000 gp; Weight 12 lbs.)

    All Seeing Crystal BAll with true seeing (Chronomancy)
    This crystal ball look like any other magic crystal ball, a sphere of crystal about 6 inches in diameter. A character can use the device to see over virtually any distance or into other planes of existence, as with a normal scrying spell. Unlike a normal crystal ball though, the stand on which the ball rests is also magical and engraved with strange arcane symbols. A character amking a successful Knowledge (arcana) check (DC 20) can determine a way to use this crystal ball to see into the pas as well as the present.
    Using the all seeing crystal ball to see into the past follows all the rules as though the user had the Scry Past feat. The user and crystal ball both receive the paradox this generates. Certain all seeing crystal balls have additional powers that can be user trough the crystal ball at targets viewed.
    (Caster Level: 12th, Prerequisites: Craft wondrous Item, Scry Past, scrying (plus any additional spells put into item) Weight: 7 lbs., Cost 115,000 gp )

    Magic Foci (Chronomancy)
    Chronomancers wishing to perform ritual chronomancy make use of a chronomancy focus. These rod-like objects allow the chronomancer to focus his magical energies as he directs them into the void-between. A chronomancer with the time and inclination can produce a magical focus. This requires a non-magical masterwork focus to be constructed and than enchanted in a separate process that follows all the normal rules for producing a magic rod.
    Only a chronomancer with the Craft Rod feat can enchant a magic focus. As with normal foci, only the chronomancer that created the focus can use it, though it can be enchanted by anyone witht he Craft Rod feat. A magic focus can provide an enhancement to the ritual chronomancy check and saving throw difficulty. This bonus can be between +1 and +5. The base cost and casting level of the magic focus is dependent on its enhancement bonus.
    (Magic Foci +5, CL: 20th, Cost: 50,000)


    In Xatari and Polina:
    Pedestal Vase (Encyclopaedia Arcane: Chronomancy)
    The pedastal vase appears to be exactly that; a single long, narrow mouthed vase supported on a five-foot pedestal of ornate silver and copper. The vase itself is fashioned from blue-and-white china and filled with fresh-smelling herbs and incense. These fragile vases have only 2 hit points, no hardness to speak of and a break DC of 5. In years past, the great colleges of chronomancy constructed such vases to redirect and control the paradox created by their students. Now, they site in the workrooms and towers of aged chronomancers, doing what little they can to stem the tide of paradox. Each pedestal vase can store up to 20 points of temporary or fixed paradox. The chronomancer must either be touching the vase or have it within range of his ritual when he generates the paradox. During ritual chronomancy, the chronomancer can redirect the paradox generated for the subject of the ritual or himself, but not both. Any paradox consumed by a vase becomes permanent and when the vase itself reaches its maximum capacity, it crumbles to dust. Any excess paradox the chronomancer is forced to retain. Up to 10 vases may be used to absorb the paradox generated by a ritual but only one can be used when the paradox is generated by a paradox feat.
    Caster Level: 20th, Prerequisites: Craft Wondrous Item, crafter must be chronomancer; Market Price: 220,00 gp, Weight 2 lbs (stand), 1/2 lb (vase)

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