Da'Shain
2009-10-07, 07:00 AM
I'm soon to be playing in an epic, Evil, monsters-allowed, planes-hopping campaign in 3.5e. I'm not the most familiar of people with this system, and even less so with playing monsters with class levels ... but the fact that I can do it meant I really wanted to try, so I came up with a character with suitably epic motivations, a rather awesome (to my eyes, anyway) array of abilities, and a sheer coolness factor going for him.
Before I begin, let me tell you what the DM told me regarding the campaign:
- Betrayals are fully expected and embraced
- Epic spells will NOT be something granted to players except at plot-specific moments (in other words, unless he says so they're off the table)
- There will be much planes-hopping so having the ability to move about the planes under your own power is almost a must; all characters will be given 10 free skill ranks in Knowledge(The Planes)
- He will allow small amounts of leeway in character creation if he likes the concept enough
- The other players so far are a sorceror, a monk, a duskblade, a scout, and some character from the book of 9 swords, almost all of which are playing with some form of monster race or level adjustment or both; the monk and the scout are not definitely able to play
- "All" books except for the Spell Compendium and anything to do with Psionics are allowed (I assume "all" will later be revised but don't know yet)
- The starting level is 24, the starting array is 18, 16, 13, 12, 11, 10
- Ability points are only awarded every 4 class levels, not for monster HD
That's about all I know at the moment.
On to my character:
Sunda Asura
Male Neutral Evil Rakshasa Ur-Priest 2/Mystic Theurge 8 (7 Outsider(Native) HD)
HP 126, AC 32, Fort 15 Ref 15 Will 22
STR: 13 DEX: 16 CON: 16 INT: 16 WIS:19 CHA: 29 (+5 inherent bonus)
Skills: Bluff +23, Concentration +23, Disguise +21, Knowledge(Arcana) +23, Knowledge(Religion) +23, Knowledge(The Planes) +20, Listen +14, Sense Motive +20, Spellcraft +23, Spot +14
Languages: Common, Infernal, Sylvan, Undercommon, Celestial, Draconic, Abyssal, Goblin, Daelkyr (10 ranks invested)
Feats: Iron Will, Spell Focus (Evil), Divine Metamagic, Quicken Spell, Practiced Spellcaster (Ur-Priest), Practiced Spellcaster (Sorceror), Leadership (Given Free)
Special Qualities: Speed 40ft/x4, Darkvision 60ft, +4 Racial Bonus to Bluff and Disguise, +9 Natural Armor Bonus, DR 15/good and piercing, SR 37 (27+Class levels)
Special Abilities: Rebuke Undead 12x/day, Natural Weapons Bite (1d6) and 2 Claws (1d4), Detect Thoughts(Su) save DC 20, Change Shape
Possessions: Staff of Illusion, Greater Rod of Maximize, Rod of Absorption, Glove of Storing (2x), Black Robe of the Archmagi, Ring of Protection +5, Ring of Arcane Might, Headband of Conscious Effort, Cloak of Etherealness, Scarab of Protection, Belt of Many Pockets, Boots of Gravity, Handy Haversack, Dimensional Shackles, Heward's Fortifying Bedroll, Belt of Many Pockets, various potions and dusts
Casts as a 10th level Ur-Priest, caster level 17:
-0th- Create Water, Cure Minor Wounds (x2), Guidance, Resistance (2x)
-1st- Entropic Shield, Cure Light Wounds (x2), Bless, Bane, Doom
-2nd- Zone of Truth, Owl's Wisdom, Eagle's Splendor, Shatter, Silence, Resist Energy
-3rd- Cure Serious Wounds (x2), Dispel Magic, Wind Wall, Mass Resist Energy
-4th- Cure Critical Wounds (x2), Assay Resistance (x2), Spell Immunity
-5th- Plane Shift (Eberron*) x2, Plane Shift, True Seeing
-6th- Forbiddance, Heal (x2), Greater Dispel Magic
-7th- Greater Restoration, Regenerate, Resurrection
-8th- Mass Cure Critical Wounds, Greater Spell Immunity
-9th- Mass Heal
*Plane Shift (Eberron) was for the purposes of breaching a specific dimensional barrier, which was the fluff of why my character was introduced.
+2 to Spell Penetration (Robe of the Archmagi)
Casts as a 15th level Sorceror, caster level 18:
-0th- Detect Magic, Read Magic, Ghost Sound, Mage Hand, Open/Close, Arcane Mark, Prestidigitation, Mending, Message
-1st- Charm Person, Ray of Enfeeblement, Feather Fall, Shield, Magic Missile
-2nd- Glitterdust, Scorching Ray, Web, Knock, Mirror Image
-3rd- Dispel Magic, Lightning Bolt, Greater Mage Armor, Haste
-4th- Scrying, Greater Invisibility, Enervation, Dimensional Anchor
-5th- Telekinesis, Overland Flight, Spell Theft, Wall of Force
-6th- Contingency, Disintegrate, Veil
-7th- Spell Turning, Greater Teleport
+2 to Spell Penetration (Robe of the Archmagi)
History
Young by Rakshasa standards, Sunda Asura was created in the multiverse of Eberron, where he remained for most of his existence as a lackey of the ancient and powerful Lords of Dust. A relative nobody, he was unable to advance in the rigid class-based society of his people, and would often be used as a glorified messenger boy. Knowing that he could grow beyond his peers if given the opportunity, he searched and searched, and over the millennia found evidence for a coterminous set of dimensions, as well as musings and failed spells which excited him with their potential. About 2000 years ago, unwilling to spend another age chafing at the bit, he rushed his research into the formation of a spell that would propel him into the unknown, and used it to breach heretofore sacrosanct walls of reality.
Arriving in a multiverse that seemed vast and backwards by his standards (the DM's custom setting, which I don't know much about yet), he spent centuries familiarizing himself with his new home universe. Encountering similar races and similar perils, he nevertheless found himself liberated and began to grow in power. As an Astral traveler, he encountered gods and monsters, and found that there were little difference between the two except for the level of power. Back in Eberron, gods had been a nebulous force which rarely made their influence known and obviously carried vast power; these new gods seemed more similar to the more powerful of his former Rajas, and he found he could not worship them. Instead, he reasoned, these gods were only a sufficiently advanced race, one to which anyone could aspire ... and, logically, the greater gods of this universe and the gods of Eberron were merely a species twice removed from his own in power.
Convinced of the possibility for advancement, Sunda seeks a way to raise himself up, to the level of his old masters and beyond. From his fortress on the body of a dead god of secrets in the Astral Sea, he and his followers tirelessly research the means to steal power from gods, manipulate the primordial energy of the cosmos, and combine the two into an art form that will unlock the next stage of evolution. Recently, with the help of a mysterious imp of great power, he has finally perfected the spell that breached the dimensional barrier. With the promise of greater knowledge and ability, the imp has convinced him to aid in its own plans, which are certainly far more sinister than they appear but coincide with Sunda's own goals, for now.[/endbio]
Before anyone leaps on me, yes, I know that technically a Rakshasa cannot go directly into Ur-Priest, because he cannot get the required Knowledge(Religion) 8 due to it being cross-class. However, the DM liked my idea enough that he will allow me to get the 8 ranks, provided I pay the full 2 skill points for each one. Furthermore, he ruled that Rakshasa get the base class skills of a Sorceror in addition to what is listed in the MM, so I get Concentration, Knowledge(Arcana) and Spellcraft as class skills, which helps a lot.
Any suggestions on how to improve build, spell list, w/e. I think swapping out classes at this point is probably not allowed, but I do have a level gained from this session, and I'm debating how to use it.
Thanks a lot in advance! I know this was a lot to slog through, and I hope someone's intrigued enough to give me some suggestions on it. Looking forward to hearing from everyone! :smallbiggrin:
Before I begin, let me tell you what the DM told me regarding the campaign:
- Betrayals are fully expected and embraced
- Epic spells will NOT be something granted to players except at plot-specific moments (in other words, unless he says so they're off the table)
- There will be much planes-hopping so having the ability to move about the planes under your own power is almost a must; all characters will be given 10 free skill ranks in Knowledge(The Planes)
- He will allow small amounts of leeway in character creation if he likes the concept enough
- The other players so far are a sorceror, a monk, a duskblade, a scout, and some character from the book of 9 swords, almost all of which are playing with some form of monster race or level adjustment or both; the monk and the scout are not definitely able to play
- "All" books except for the Spell Compendium and anything to do with Psionics are allowed (I assume "all" will later be revised but don't know yet)
- The starting level is 24, the starting array is 18, 16, 13, 12, 11, 10
- Ability points are only awarded every 4 class levels, not for monster HD
That's about all I know at the moment.
On to my character:
Sunda Asura
Male Neutral Evil Rakshasa Ur-Priest 2/Mystic Theurge 8 (7 Outsider(Native) HD)
HP 126, AC 32, Fort 15 Ref 15 Will 22
STR: 13 DEX: 16 CON: 16 INT: 16 WIS:19 CHA: 29 (+5 inherent bonus)
Skills: Bluff +23, Concentration +23, Disguise +21, Knowledge(Arcana) +23, Knowledge(Religion) +23, Knowledge(The Planes) +20, Listen +14, Sense Motive +20, Spellcraft +23, Spot +14
Languages: Common, Infernal, Sylvan, Undercommon, Celestial, Draconic, Abyssal, Goblin, Daelkyr (10 ranks invested)
Feats: Iron Will, Spell Focus (Evil), Divine Metamagic, Quicken Spell, Practiced Spellcaster (Ur-Priest), Practiced Spellcaster (Sorceror), Leadership (Given Free)
Special Qualities: Speed 40ft/x4, Darkvision 60ft, +4 Racial Bonus to Bluff and Disguise, +9 Natural Armor Bonus, DR 15/good and piercing, SR 37 (27+Class levels)
Special Abilities: Rebuke Undead 12x/day, Natural Weapons Bite (1d6) and 2 Claws (1d4), Detect Thoughts(Su) save DC 20, Change Shape
Possessions: Staff of Illusion, Greater Rod of Maximize, Rod of Absorption, Glove of Storing (2x), Black Robe of the Archmagi, Ring of Protection +5, Ring of Arcane Might, Headband of Conscious Effort, Cloak of Etherealness, Scarab of Protection, Belt of Many Pockets, Boots of Gravity, Handy Haversack, Dimensional Shackles, Heward's Fortifying Bedroll, Belt of Many Pockets, various potions and dusts
Casts as a 10th level Ur-Priest, caster level 17:
-0th- Create Water, Cure Minor Wounds (x2), Guidance, Resistance (2x)
-1st- Entropic Shield, Cure Light Wounds (x2), Bless, Bane, Doom
-2nd- Zone of Truth, Owl's Wisdom, Eagle's Splendor, Shatter, Silence, Resist Energy
-3rd- Cure Serious Wounds (x2), Dispel Magic, Wind Wall, Mass Resist Energy
-4th- Cure Critical Wounds (x2), Assay Resistance (x2), Spell Immunity
-5th- Plane Shift (Eberron*) x2, Plane Shift, True Seeing
-6th- Forbiddance, Heal (x2), Greater Dispel Magic
-7th- Greater Restoration, Regenerate, Resurrection
-8th- Mass Cure Critical Wounds, Greater Spell Immunity
-9th- Mass Heal
*Plane Shift (Eberron) was for the purposes of breaching a specific dimensional barrier, which was the fluff of why my character was introduced.
+2 to Spell Penetration (Robe of the Archmagi)
Casts as a 15th level Sorceror, caster level 18:
-0th- Detect Magic, Read Magic, Ghost Sound, Mage Hand, Open/Close, Arcane Mark, Prestidigitation, Mending, Message
-1st- Charm Person, Ray of Enfeeblement, Feather Fall, Shield, Magic Missile
-2nd- Glitterdust, Scorching Ray, Web, Knock, Mirror Image
-3rd- Dispel Magic, Lightning Bolt, Greater Mage Armor, Haste
-4th- Scrying, Greater Invisibility, Enervation, Dimensional Anchor
-5th- Telekinesis, Overland Flight, Spell Theft, Wall of Force
-6th- Contingency, Disintegrate, Veil
-7th- Spell Turning, Greater Teleport
+2 to Spell Penetration (Robe of the Archmagi)
History
Young by Rakshasa standards, Sunda Asura was created in the multiverse of Eberron, where he remained for most of his existence as a lackey of the ancient and powerful Lords of Dust. A relative nobody, he was unable to advance in the rigid class-based society of his people, and would often be used as a glorified messenger boy. Knowing that he could grow beyond his peers if given the opportunity, he searched and searched, and over the millennia found evidence for a coterminous set of dimensions, as well as musings and failed spells which excited him with their potential. About 2000 years ago, unwilling to spend another age chafing at the bit, he rushed his research into the formation of a spell that would propel him into the unknown, and used it to breach heretofore sacrosanct walls of reality.
Arriving in a multiverse that seemed vast and backwards by his standards (the DM's custom setting, which I don't know much about yet), he spent centuries familiarizing himself with his new home universe. Encountering similar races and similar perils, he nevertheless found himself liberated and began to grow in power. As an Astral traveler, he encountered gods and monsters, and found that there were little difference between the two except for the level of power. Back in Eberron, gods had been a nebulous force which rarely made their influence known and obviously carried vast power; these new gods seemed more similar to the more powerful of his former Rajas, and he found he could not worship them. Instead, he reasoned, these gods were only a sufficiently advanced race, one to which anyone could aspire ... and, logically, the greater gods of this universe and the gods of Eberron were merely a species twice removed from his own in power.
Convinced of the possibility for advancement, Sunda seeks a way to raise himself up, to the level of his old masters and beyond. From his fortress on the body of a dead god of secrets in the Astral Sea, he and his followers tirelessly research the means to steal power from gods, manipulate the primordial energy of the cosmos, and combine the two into an art form that will unlock the next stage of evolution. Recently, with the help of a mysterious imp of great power, he has finally perfected the spell that breached the dimensional barrier. With the promise of greater knowledge and ability, the imp has convinced him to aid in its own plans, which are certainly far more sinister than they appear but coincide with Sunda's own goals, for now.[/endbio]
Before anyone leaps on me, yes, I know that technically a Rakshasa cannot go directly into Ur-Priest, because he cannot get the required Knowledge(Religion) 8 due to it being cross-class. However, the DM liked my idea enough that he will allow me to get the 8 ranks, provided I pay the full 2 skill points for each one. Furthermore, he ruled that Rakshasa get the base class skills of a Sorceror in addition to what is listed in the MM, so I get Concentration, Knowledge(Arcana) and Spellcraft as class skills, which helps a lot.
Any suggestions on how to improve build, spell list, w/e. I think swapping out classes at this point is probably not allowed, but I do have a level gained from this session, and I'm debating how to use it.
Thanks a lot in advance! I know this was a lot to slog through, and I hope someone's intrigued enough to give me some suggestions on it. Looking forward to hearing from everyone! :smallbiggrin: