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Duke Malagigi
2007-12-04, 12:13 AM
I've decieded to post Cuirithir in the Homebrew Design section but I still need help picking out spells, maneuvers and items for him to own and use. Statistically speaking Cuirithir is a geneticist (http://www.giantitp.com/forums/showthread.php?t=62788) 15/ blade scholar (http://forums.gleemax.com/showthread.php?t=948233) 10/ eldritch knight (http://www.giantitp.com/forums/showthread.php?t=57794) (Krimm Blackleaf version) 10/ Stoic of Mephistopheles 10. I'm also using a homebrewed high elf (http://www.giantitp.com/forums/showpost.php?p=3154256&postcount=34) variant for him. Assume that his 10th geneticist level is his 25th non-adjusted character level. His 7th blade scholar level is his 27th non-adjusted character level with his 10th blade scholar level being his 30th character level. His first Stoic of Mephistopheles level is his 31st non-adjusted character level, his 11th geneticist level is his 32nd non-adjusted character level and he alternates between the two for the first 10 levels.

I'm also planning on using Improved Spell Capacity as a replacement for standard Epic Spell rules.

Co-contributors; AslanCross for suggesting the name Cuirithir, Nebo for drawing attention to Cuirithir's then poor main weapon and low Armor Class, DracoDei for suggesting that I give Cuirithir a some what longer back story, Krimm_Blackleaf for his version of the eldritch knight prestige class, the Gates of Hell DICE (official Dicefreaks development team) for the stoic of Mephistopheles and Jaerom Darkwind for making and posting his blade scholar class.

Cuirithir the Glorious
Medium Fey (High Elven)

Levels: Geneticist 15, Blade Scholar 10, Eldritch Knight 10, Stoic of Mephistopheles 10
Hit Dice: 25d4+20d8+225= 384 hit points
Initiative: +4
Speed: 40 ft.
AC: 30 (+4 Dex), (+8 Int), (+4 from chain shirt), (+5 magic), touch 26, flat footed 26
Base Attack/Grapple: +26/+28
Attack: Heartchill, +5 icy burst, wounding, life transfering bastard sword +33 (1d10+2+5 transfered+1d10 cold+1 Constitution/19-20/x2) and Ice Shard, +2 icy burst dagger +24 (1d4+4+1d10 cold/19-20/x2)
Full Attack: Heartchill, +5 icy burst, wounding, life transfering bastard sword +32/+28/+23 (1d10+2+5 transfered/19-20/x2) and Ice Shard, +2 icy burst dagger +24 (1d4+4+1d10 cold/19-20/x2)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Maneuvers and spells.
Special Qualities: Scribe scroll, summon familiar, geneticist expertise (2), improve mutation: fifteen points a week, scribe martial script, AC bonus, twilight sword stance, armored mage, arcane recovery, eldritch toughness, mettle, martial channeling, book of geometry, 30 fire resistance from armor
Saves: Fort +24, Ref +24, Will +24
Abilities: Str 14 (-2 for race, +1 levels), Dex 18 (+2 for race, +1 levels), Con 21 (+2 for race, +1 for levels, +5 for manual of bodily health), Int 26 (+4 for race, +5 levels), Wis 12 (+2 for race), Cha 16 (+3 levels)
Skills: Knowledge (arcana): rank 35 (bonus +43), Knowledge (optics): rank 12 (bonus +20), Knowledge (astrophysics): rank 18 (bonus +26), Knowledge (chaos theory): rank 16 (bonus +24), Knowledge (biology): rank 36 (bonus +44), Knowledge (acoustics): rank 14 (bonus +22). Knowledge (chemistry): rank 24 (bonus +32), Knowledge (electrodynamics): rank 31 (bonus +39), Knowledge (psychology): rank 25 (bonus +33), Knowledge (meteorology): rank 14 (bonus +22), Knowledge (local): rank 16 (bonus +24), Knowledge (nobility and royalty): rank 21 (bonus +29), Knowledge (religion): rank 19 (bonus +27), Knowledge (history): rank 28 (bonus +36), Knowledge (art and culture) rank 14 (bonus +22), Martial Lore: rank 23 (bonus +30), Concentration: rank 26 (bonus +31), Craft (alchemy): rank 24 (bonus +32), Craft (weaponsmithing): rank 24 (bonus +32), Diplomacy: rank 13 (bonus +16), Bluff: rank 13 (bonus +16), Hide: rank 20 (bonus +24), Intimidate: rank 23 (bonus +26), Tumble: rank 13 (bonus +17), Balance: rank 13 (bonus +17), Jump: rank 13 (bonus +17), Spellcraft: rank 29 (bonus +37), Gather Information: rank 13 (Bonus +16), Sense Motive: rank 7 (Bonus +10)
Feats: Scribe Scroll (Class Bonus), Maximize Spell (1st level), Two-Weapon Fighting (3rd level), Craft Wondrous Item (6th level), Scribe Martial Scroll (Blade Scholar bonus feat), Improved Recovery (Blade Scholar bonus feat), Instant Recall (9th level), Craft Magic Arms and Armor (Eldritch Knight bonus feat), Craft Staff (12th level), Spell Focus (necromancy) (15th level), Iron Will (18th level), Rapid Martial Strike (21st level), Exotic Weapon Profciency: Bastard Sword (Blade Scholar bonus feat), Devotee of Darkness (27th level)
Epic Feats: Improved Spell Capacity: 10th level (24th level), Improved Spell Capacity: 11th level (30th level), Improved Spell Capacity: 12th level (33rd level) Improved Spell Capacity: 13th level (36th level), Improved Spell Capacity: 14th level (39th level), Improved Spell Capacity: 15th level (42nd level), Improved Spell Capacity: 16th level (45th level)
Climate/Terrain: Any land but Tia Saoirse.
Organization: Solitary (Unique)
Challenge Rating: 33
Treasure: Heartchill, Ice Shard, Heatwarder (+5 chain shirt of fire resistance) and 1,114,158 gold pieces and 5 silver pieces to be used in outfitting him.

Heartchill: Physical description: Heartchill, originally known as Deidre's Safeguard, is an approximately 4' long bastard sword with a straight 33" long blade. The hilt of the sword is in the shape of his former lover Deirdre. While the blade its self is made from high quality steel it has the appearance of untarnished silver, with white-gold inlayed words reading, "From life, into life" in high elven.
Powers: This +5 icy burst, wounding bastard sword has a faint blue glow and partially dims a small area surounding it (this has no in game effect, it's just for flavor). Each time the blade injures a living creature, five of the victim's hit points are transfered into the sword its self. By merely touching another living creature with this sword during a full round action, you can then transfer these hit points into that creature. The wielder can also transfer some of his or her life (read as hit points) into the weapon by firmly gripping both the blade and handle. Doing so transfers up to five hit points per round spent. This sword can also be used to heal the wielder by any number of hit points stored. No more than 25 hit points can be stored in this weapon at any one time.

Strong evocation, moderate necromancy; CL 14th; Craft Magic Arms and Armor, ice storm, Mordenken’s sword, greater life transfer; Price 121,000 gp; Cost 60,500 gp + 4,840 XP and 120 days.

Ice Shard: Physical description: Ice Shard is a translucent white-blue 19 1/2" long dagger with a straight crossguard that closely resemble jagged icicles. The pommel is ring-shaped with a single vertical line through it.
Powers: This +2 Icy Burst dagger can be used to freeze the surface of a body of water in a 200' radius.

Moderate evocation; CL 10th; Craft Magic Arms and Armor, ice storm; Price 20,702 gp; Cost 10,352 gp + 812 XP and 20 days.

Alignment: Lawful Evil

Devotee of Darkness: Once per day, Cuirithir can call upon the aid of Mephistopheles, granting him a +3 profane bonus to any one roll. Against chaotic or good foes, Cuirithir gains a +1 profane bonus to Armor Class, and once per day can gain a +2 profane bonus on saving throws gainst a spell with the chaotic or good descriptor. He also gains spell resistance 45 against chaotic and good spells and spell-like abilities. Whenever dealing with a higher-ranking servant of Mephistopheles (or the Lord of No Mercy himself), Cuirithir takes a –2 penalty on attacks, checks, and other rolls, a –3 penalty to Armor Class, and a -6 penalty to saving throws. In addition, no spell resistance Cuirithir obtains is ever effective against such creatures.

Spells: Cuirithir casts arcane spells which are drawn from the sorcerer/ wizard spell list. He must choose and prepare his spells ahead of time (see below).

Due to his Intelligence score of 26 Cuirithir can learn, prepare, or cast any spell up to 16th level.

Like other spellcasters, a geneticist can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Geneticist. In addition, he receives bonus spells per day if he has a high Intelligence score.

Unlike a bard or sorcerer, a geneticist may know any number of spells. He must choose and prepare his spells ahead of time by getting a good night’s sleep and spending 1 hour studying his spellbook. While studying, the geneticist decides which spells to prepare.

Typical Wizard Spells Prepared
(4/6/6/6/6/5/5/5/5/5/1/1/1/1/1/1/1; save DC 18 + spell level, save DC 19 + spell level for necromancy spells, save DC 19 + spell level for cold-based spells and save DC 20 + spell level for cold-based necromancy spells): 0 -; 1st -; 2nd -; 3rd -; 4th -; 5th -; 6th -; 7th -; 8th -; 9th -; 10th -; 11th -; 12th -; 13th -; 14th -; 15th -; 16th -.

Spellbook 1: 0; resistance, acid splash, detect poison, detect magic, read magic, daze, dancing lights, flare, light, ray of frost, disrupt undead, touch of fatigue, arcane mark, prestidigitation 1st; chill touch, unseen servent, hypnotism, burning hands, identify, cause fear, shield, true strike, ray of enfeeblement, summon monster I, 2nd; summon monster II, false life, ghoul touch, shatter, resist energy, bear’s endurance*, bull’s strength*, cat’s grace*, eagle’s splendor*, fox’s cunning*, owl’s wisdom* 3rd; lightning bolt, gentle repose 4th; charm monster, contagion, ray of exhaustion, summon monster IV, fire shield 5th; dominate person, symbol of pain 6th; cause mutation, create undead, Otluke's freezing sphere, summon monster VI

pages used 100/100

Spellbook 2: 3rd; vampiric touch, stinking cloud 4th; crushing despair, fire trap, ice storm, wall of ice, animate dead, arcane eye, detect scrying, scrying, fear 5th; Mordenken’s private sanctum, summon monster V, Lemond's secret chest, cone of cold, mind fog 7th; waves of exhaustion: 8th; clone 9th; improved cause mutation, wish
pages used 100/100

Spellbook 3: 7th; finger of death: 8th; create greater undead, horrid wilting 9th; energy drain, dominate monster 10th; 11th; 12th; supreme cause mutation 13th; 14; Cuirithir's Wraith Frost
pages used 67/100

Spellbook 4:

Bonus Languages: Cuirithir may substitute Draconic for one of the bonus languages available to the character because of his race.

Familiar: As any other wizard or sorcerer.

Scribe Scroll: Curithir has Scribe Scroll as a bonus feat.

Specialization: Cuirithir is a specialist necromancer and gains all standard penalties and bonuses. His two prohibited schools are Illusion and Transmutation but he gains one additional necromancy spell per spell level per day and gain a +2 towards all checks at learning nercomancy spells.

Improve Mutation (Su): Cuirithir may spend fifteen extra mutation points per week on any necromancy spell that involves mutation. Suitable spells are: false life (additional temporary hit points), contagion (bonuses to ability damage), cause mutation (http://www.giantitp.com/forums/showpost.php?p=2954349&postcount=4) (mutation points), awaken (each point used goes to either Intelligence, Charisma or Wisdom but as a wizard only). Spells effected also include bear’s endurance, bull’s strength, cat’s grace, eagle’s splendor, fox’s cunning and owl’s wisdom. When used with spell animal growth the duration is extended by one minute per two bonus points while ghoul gauntlet grants bonuses to either damage or to DC equal to each point spent. Improve mutation can also subtract one week per bonus point spent from the clone development time to a minimum of two months for Clone and stasis clone. This also applies to the origin of species line of epic spells but only to off set backlash damage or additional casters.

Geneticist Expertise: Cuirithir has two special abilities of his choice below.

Draw essence (Su):.
Cuirithir may obtain more Improve Mutation points than his level would allow but can only gain and use them under strict conditions. To gain additional Improve Mutation points for use in bestowing any one spell-like ability, Cuirithir must obtain these points by "drawing essence" from a living and corporeal creature that can use that power. In game terms this comes in the form of Constitution damage equal to the lowest full-caster spell level of the creature's or creatures' particular spell-like ability plus additional costs for daily use. Any and all points gathered in this method could only be applied to granting one of the creature's spell-like abilities, but multiple creatures of the same variety can be used to avoid over-taxing it. The spell-like ability or abilities are then distilled into the form mutative serums. Each serum costs 300 gold pieces per mutation point and categorized by base creature. For example: a standard unicorn has five spell-like abilities with costs, cure light wounds three times per day is worth 3 points, cure moderate wounds once per day is worth 2 points, neutralize poison once per day is worth 3 points, detect evil at will and a a standard action is worth 7 points and greater teleport once per day is also worth 7 points. All together, the spell-like abilities are worth a total of 22 improve mutation points and 22 points of Constitution damage.

Greater Mutation (Su): Cuirithir can now double the bonuses gained from use of his Improved Mutation class ability. However this only affects eight mutation points per week.

Maneuvers: Unlike a crusader or warblade, Cuirithir can learn maneuvers from any discipline, and he may know any number of maneuvers (see Combat Manual, below).

Once Cuirithir knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by blade scholars is considered an extraordinary ability unless otherwise noted in its description. Cuirithir's maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when initiating one. He can only initiate a maneuver if he is wielding a weapon associated with its discipline (see Tome of Battle, Chapter 4, pp. 40-42).

Cuirithir must meet a maneuver’s prerequisite to learn it. See Table 3–1, Tome of Battle p. 39, to determine the highest-level maneuvers he can learn.

Maneuvers Readied: Cuirithir can ready seven of his maneuvers known. Cuirithir readies his maneuvers by studying his combat manual for at least 20 minutes. The maneuvers he chooses remain readied until he decides to study his manual again and change them. Cuirithir need not sleep or rest for any long period of time to ready his maneuvers; any time he spends 20 minutes in study, he can change your readied maneuvers.

Cuirithir begins an encounter with all his readied maneuvers unexpended, regardless of how many times he might have already used them since he chose them. When Cuirithir initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can only be used once per encounter (unless you recover them, as described below).

Cuirithir can recover an expended maneuver by using a full-round action to quickly focus his concentration. Doing this does not provoke attacks of opportunity. If Cuirithir completes his meditation, he can choose one expended maneuver to refresh. It is now available for use in a subsequent round.

Stances: Unlike other martial adepts, Cuirithir must ready your stances in advance. Cuirithir can ready four stances. Cuirithir readies his stances at the same time he readies his other maneuvers, but unlike maneuvers, stances are not expended when he initiates them. All the stances that Cuirithir has readied are available to him at all times, and he can change the stance he is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.

Combat Manual: Cuirithir must study your combat manual for at least 20 minutes to ready your maneuvers. He cannot ready any maneuver not recorded in his manual.

At each new blade scholar level, Cuirithir gains two new maneuvers or one new stance of any level or levels that he can initiate (based on your new level) for his combat manual. At any time, he can also add maneuvers and stances found in other blade scholars’ manuals to his own.

Maneuvers Learned
Shadow Hand book
Strikes
1. Shadow Blade Technique, Clinging Shadow Strike
2. Drain Vitality
3. Strength Draining Strike
4. Hand of Death, Obscuring Shadow Veil
5. Bloodletting Strike
6. Ghost Blade
7. Death in the Dark
9. Five-Shadow Creeping Ice Enervation StrikeG
Boosts
2. Cloak of Deception
Counters
8. One with Shadow
Teleportation
2. Shadow Jaunt
5. Shadow Stride
7. Shadow Blink
Stances
1. Child of Shadow
3. Assassin’s Stance, Dance of the Spider
pages 71/100

Diamond Mind book
Strikes
1. Sapphire Nightmare Blade
2. Emerald Razor
3. Insightful Strike
4. Bounding Assault, Mind Strike, Ruby Nightmare Blade, Bounding Assault
5. Disrupting Blow
7. Avalanche of Blades
Boosts
2. Action Before Thought
3. Mind over Body
7. Quicksilver Motion
8. Diamond Defense
Counters
1. Moment of Perfect Mind
2. Action Before Thought
5. Rapid Counter
6. Moment of Alacrity
Stances
1. Moment of Perfect Mind
5. Hearing the Air
8. Stance of Alacrity
9. Time Stands StillG
pages used 97/100

Devoted Spirit book
Strikes
1. Crusader’s Strike, Vanguard Strike
2. Foehammer
3. Revitalizing Strike
4. Divine Surge
5. Radiant Charge (can no longer use), Tide of Chaos (can no longer use), Law Bearer, Doom Charge
6. Rallying Strike
7. Castigating Strike
Boosts
3. Defensive Rebuke
Stances
1. Martial Spirit, Iron Guard’s Glare
3. Thicket of Blades
8. Immortal Fortitude
pages 66/100

Iron Heart book
Strikes
1. Steel Wind, Steely Strike
2. Disarming Strike
3. Iron Heart Surge
4. Lightning Recovery
5. Iron Heart Focus
Boosts
6. Iron Heart Endurance
7. Scything Blade
Stances
1. Punishing Stance
pages 31/100

Setting Sun book
Strikes
1. Mighty Throw
2. Clever Positioning
3. Devastating Throw
4. Comet Throw, Strike of the Broken Shield
5. Soaring Throw
6. Ballista Throw
7. Hydra Slaying Strike
9. Tornado ThrowG
Counters
1. Counter Charge
2. Baffling Defense
3. Feigned Opening
5. Stalking Shadow, Mirrored Pursuit
6. Scorpion Parry
8. Fool’s Strike
Stances
1. Step of the Wind
3. Giant Killing Style
5. Shifting Defense
8. Ghostly Defense
pages 97/100

Tiger Claw book
Strikes
2. Claw at the Moon, Rabid Wolf Strike
3. Soaring Raptor Strike
4. Death from Above
5. Pouncing Charge
6. Rabid Bear Strike, Wolf Climbs the Mountain
7. Hamstring Attack
Boosts
3. Flesh Ripper
5. Dancing Mongoose
7. Prey on the Weak
Stances
3. Leaping Dragon Stance
pages 56/100

Stone Dragon
Srikes
2. Mountain Hammer
3. Stone Dragon’s Fury
5. Elder Mountain Hammer
6. Irresistible Mountain Strike
Stances
1. Stonefoot Stance
3. Roots of the Mountain
5. Giant’s Stance
pages 32/100

The G is for after book of geometry.

Scribe Martial Script: Cuirithir has Scribe Martial Script as a bonus feat.

AC Bonus: Cuirithir has a +8 bonus to Armor Class, so long as he wears light or no armor, is unencumbered, and does not use a shield. This bonus to AC applies even against touch attacks or when he is flat-footed. However, he loses this bonus when he is immobilized or helpless.

Book of Geometry: Due to his status as a 7th level blade scholar, Cuirithir can use a unique system for recording the details of a maneuver that drastically reduces the expense of maintaining his combat manuals. Every maneuver he can learn requires only a single page in his manual, and each stance two pages. It still takes 24 hours to scribe a maneuver into a manual and materials costing 100 gp per page.

Twilight Sword Stance (Su): Cuirithir has learned the mystic art of the twilight sword stance. He may lose the benefits of any stance he is currently in to gain the benefits of this one. While in this stance Cuirithir may attune his arcane magic to his maneuvers. Three times per encounter he may apply the benefits of any metamagic feat he knows to any maneuver readied as if it were a spell.

Armored Mage (Ex): Cuirithir knows how to maneuver his arms when casting a spell as well as he would a sword in combat. Cuirithir can now cast spells as a wizard in light armor without any chance of arcane spell failure from armor.

Arcane Recovery (Su): Cuirithir knows how to expend his magic to enhance his fighting. As a free action Cuirithir may expend a prepared spell or spell slot to attain a maneuver of the spells level or lower. This maneuver did not have to be readied previously, but becomes readied above and beyond the maneuvers you already have readied. This maneuver remains readied for seven rounds.

Eldritch Toughness (Su): Cuirithir can fortify his body with his very own magic. Whenever Cuirithir an arcane spell he gains temporary hit points equal to twice the spell's level. These hit points don't stack with those gained from the casting of other spells and last until the end of the encounter.

Mettle (Ex): Cuirithir can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. If Cuirithir is unconscious or sleeping he does not gain the benefit of mettle.

Martial Channeling (Su): Cuirithir can create the perfect fusion of both martial and arcane power. Whenever he uses a martial strike, boost or both against an enemy he may channel any touch spell you have prepared or know (if you are a spontaneous caster) through it as a swift action. If the strike does not hit, Cuirithir may try again the next round, the spell remains charged in the weapon for as many rounds as the spell level.

Stoic Sage (Ex): Cuirithir is disciplined in his spellcasting efforts. He gains a +5 competence bonus on Concentration checks. This bonus only applies to Concentration checks made in relation to casting or maintaining a spell or spell-like ability. This discipline also extends to his research. Cuirithir has choosen three Knowledge skills (Knowledge (arcana), Knowledge (biology) and Knowledge (psychology)), and is thereafter able to ‘max-out’ the skill six ranks higher than usual (i.e maximum ranks in the chosen skills will be equal to class levels +9).

Cold Shoulder (Su): Cuirithir is forever immune to the following spells: antipathy, crushing despair, fear, greater heroism, heroism, Tasha's hideous laughter, rage, and sympathy. At the DM’s option, other spells with similar functions (i.e. emotion-based spells) could also be added to the list of stoic immunities. Furthermore, he is no longer affected by morale bonuses or penalties of any sort.

Cold Mind (Su): Cuirithir has become cold and inhuman in every aspect of his thought process. He gains spell resistance 31 against enchantments and mind-influencing spells and effects.

Cold Soul (Ex): Cuirithir has become impassionate in every fiber of his being. He can automatically cast any spell with an energy descriptor so that it is instead cast as a spell with the cold descriptor; he need not prepare the spell beforehand and the casting time is unaffected. Additionally, spells with the cold descriptor are cast as if he were one level
higher, and the save DC increases by +1. Cuirithir also has cold immunity.

Contempt for Corruption (Su): The corrupt knowledge with which Cuirithir acquaints himself on a regular basis no longer has any effect on him. If a spell has a corruption cost, he no longer pays that cost.

*This makes the assumption that you are using the old 2nd Edition AD&D dual-school rules and consider spells like bear's strength are Transmutation, Necromancy.

Back Story
Cuirithir the Glorious, or as known by his original name Cuirithir ó Séaghdha, was always interested in in both magic and genetics, two things that interest most high elves as well and intended to use such knowledge for the benefit of all sentients. To this end Cuirithir studied in the famed Saoilcrann ("Lifetree") academy of necromantic studies in Airgeadcoill ("Silverforest"). During this time Cuirithir exceled in his studies. He was in fact at the top of his class and graduated with full honors. During his education as a genetcist Cuirithir fell in love with a young elven women and fellow student named Deirdre ó hÉalaighthe.

They spent decades afterwards showering each other with love and affection as a married couple before their bitter divorce. He also made friends with such now influencial necromancers while at the academy. The list includes such luminaries as the human anatomist Jonathan Ellington (now the president of Saoilcrann), the bear-folk deathslayer/marshal of liberty (consecrated knight (http://www.giantitp.com/forums/showthread.php?t=49220)) Barthold Dehmer, who now acts as the institute's vice-president and the ogre geneticist/? Artair Mac Laomainn.

These five young necromancers, plus the gnomish transmuter Albert Eisenholz ventured about for over 16 years. Their enemies once included Alcine de Lorme, the late mother of Angelique de Lorme and the woman murdered Barthold's parents and enslaved his clan, Venomfang, the green dragon who conquered and briefly held half of the dwarven Empire Felsen Haupt and the halfling enchanter Milo Hillgrass who magically enslaved his Shire's eight governors and attempted a military invasion of the goblin protectorate of Grantland.

During this time Cuirithir started training in the martial arts and sciences so he could better confront and defeat these vicious tyrants and despots. To this end he studied the Sciences of Combat under numerous masters. He was at one point the pupil of Bjorn Stahlhügel, dwarven master of the Iron Heart and Badger Fang (Tiger Claw) disciplines and supreme general to Emperor Albrecht Ostheim. Cuirithir also learned both the Falling Boulder (Setting Sun) and Bone Crusher (Stone Dragon) styles from ogrish battlemaster, warchief and high king Duncan Galbraith. He was then instructed in the methodology of the Shadow Hand by the human master thief Robert Giles. He was introduced to the Devoted Spirit path by both the wood elven captain Sidheag MacGregor and later by Seigneur Edouard Bellamont of the Royaume Vert. In addition Cuirithir learned the dicsipline of the Diamond Mind school from the exiled bushi Saitou Hiroshi. He then wrote down everything he was taught by these great warriors and tacticians then combined both his magical and martial studies into one intense training regimen.

Cuirithir also used his arcane knowledge and training, along with that of his then wife Deirdre and Artair Mac Laomainn, to cure genetic disorders including higher risks of certain illnesses such as cancer and heart disease. This was the height of ó Séaghdha's and Ellington's collaboration in which they would diagnose and treat both, the disease it's self and the underlying genetic condition leading to it. Cuirithir also granted genetic mutations to almost anyone who asked for them, including whole towns and villages. The mutations included sorcerous powers and improved wizardry. To this day the in the town of Bristol, all of its sorcerers can trace their powers to Cuirithir's gift.

Four years later Ellington's band went their separate ways. Doctor Ellington himself headed for a professorship in Saoilcrann and his wife and children. Barthold Dehmer followed Ellington back to Airgeadcoill so he could teach the next generation of deathslayers and use the school as a base of operations. Artair left for his clan after hearing he was elected its king. Albert Eisenholz headed back to the Weiße Gebirgsrepublik to continue his magical studies into engineering and mechanics while both Cuirithir and his wife Deirdre left for their Cnocglas home to spend more time with their own children.

During this time Cuirithir slowly became more emotionally distant from his wife, children and friends who still came to visit. He became obsessed with his work and experiments, often times ignoring ethics and the well being of his test subjects. This lead Cuirithir to swear allgience to the spirit he calls Tiarna aibh Eolas or Lord of Knowledge, whom most human scholars refer to as Mephistopheles. His wife Deirdre noticed this behavior and contacted Albert and Artair when they were in town. Together they confronted Cuirithir with these allegations of forced mutations and kidnapping. During this confrontation Deirdre raised her voice to her husband demanding that he tell if her suspicions are true, and to release his victims if they are. Cuirithir refused and a fight ensued. The fight ended with Cuirithir teleporting out after sustaining major injuries including electrical burns and suffering direct nervous system damage. Albert Eisenholz had less luck, Cuirithir cut off the gnome's entire left hand and later crafted a metal replacement.

After loosing his home, marriage, his main laboratory and the support of his own family, Cuirithir established a new stronghold and returned to his work. Now Cuirithir believes that since his knowledge and powers as a geneticist necromancer would benefit the whole world, leaving it solely up to individual choice would be the greatest atrocity of all, worse and more contemptible in his eyes than mass-murder.

Role-playing advice
Cuirithir is despised by his fellow elves both due to his very totalitarian beliefs and his tendency to view must other people as things and act then upon that opinion. Cuirithir is also known for his highly unethical experiments on other sapient creatures such as nymphs, dryads, centaurs, pixies, humans, dwarves, gnomes and fellow elves, in some cases resulting in death. There are cases in which he has conducted such experiments on children and infants. Oddly he has no hatreds or bigotries and believes that everything he does is for the benefit of all, regardless of race.

To Cuirithir individual life and happiness is without value, including his own. Only in the group can the individual find meaning and understanding as far as this elf is concerned. Cuirithir's philosophy can be explained very simply with these two questions. Is it truly moral to deny someone good health, long life and greater skill and power than they would other wise have by caving into their own willful refusal of these gifts? Is it truly righteous to set aside the greater good for the life and well being of one person?

Personality wise he is a madman concealing his insanity underneath a thin veneer of urbanity and grace. His madness is that which comes with lack of emotion and empathy. In other words, think of Mr. Teatime instead Kefka or the Joker. Cuirithir also possesses a tactical and cultural understanding similar to that of Star Wars's Admiral Thrawn. He is also an expert swordsman and staff fighter who derives his skill from years of studying books from the great masters of armed combat and under the tutorage of the living masters. Cuirithir combines the personality traits of Admiral Thrawn, Terry Pratchett's Jonathan Teatime and Alan Moore's Ozymandis into one persona.

There are rumors, and very truthful ones, that Cuirithir commands the aid of some hospitals, governments and midwives to kidnap children of all races, for the purpose of conducting genetic experiments on them. Those who turn out well are used as magically augmented solders, spies, research aides and assassins. Some possess mutations that increase intellect and capabilities as wizards, like caster level or damage increases for certain spells. While others develop arcane power as a direct result of the mutation, i.e. normal sorcerers and battle sorcerers. A few have Spell-Like abilities instead. On occasion they will manifest two of the mutations mentioned above and in very rare cases all three. This is in addition to other mutation bonuses. He also impresses foreign solders into service and performs experiments on them as well.

Physical Description
Physically speaking Cuirithir is a slimly built, but by no means anorexic, man. He's also rather handsome by human and elven standards. Cuirithir also has long white-blonde that reaches down below his shoulders and vibrant green eyes. His outfit includes a soft-green waist-length tunic with his family's symbol on it, a black oak tree with dark-green leaves. Cuirithir also wears light brown trousers, well-made dark-green boots and a medium-blue cloak jacket combination.

He also possesses three main weapons other than his offensive spells. These include an ornate but functional High Elven (read as Irish (http://www.mwart.com/xq/ASP.productlg/pid.2110/qx/irish-sword.htm) or Celtic) sword, a pure-white staff capped with a large blue diamond and a spellshot pistol (http://www.giantitp.com/forums/showthread.php?t=57044) with 50 rounds amunition. Statistically speaking a High Elven sword would be a masterwork bastard sword weighing in at 3 lbs., which is historically more accurate than the 6 lbs. weight of the PHB bastard sword. It can also be used as a piercing weapon.

Duke Malagigi
2007-12-04, 02:56 AM
A spell of Cuirithir's own making.

Cuirithir's Wraith Frost
Evocation [Cold] and Necromancy [Evil]
Level: Clr 14, Sor/Wiz 14
Components: V, S, M
Casting Time: 3 rounds
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Fortitude half and negates
Spell Resistance: Yes

When you cast this spell a cold and toxic mist slowly envelops your victims, claiming their lives and transforming them into wraiths. All targets within range suffer 15d6 points of cold damage and 1d10 points of Constitution damage from the noxious fumes created by this spell, taking only half cold damage and no Constitution damage on a succesful save. The corpses of some of this spell's victims will disintegrate and reform around their now corrupted souls. No more than one wraith per five spellcasting levels can by created using this method.

Material Component: Five ounces of liquid nitrogen and a five ounce mixture of chemicals including one ounce of arsenic and belladonna each and three ounces of chlorophyll to partially anesthetize the spell‘s victims while they are poisoned and freeze to death.

Now for a simple breakdown of how I designed this spell.

When designing this spell I started with fireball changed it to the cold descriptor instead of fire. Then I increased the damage cap from 10d6 to 15d6, raising the base spell level by 2. Since fireball is a 3rd level spell the base level of the new spell would be 5th level. All direct damage spells use their base level to determine their maximum damage dice. These spells can also be modified by damage die used. +2 to levels for every increase in damage die value (up to d20) and -2 to levels for every decrease in damage die value (d4 at least). A spell that causes 15d8 points of damage to multiple targets would be 7th or 8th level before other modifications.


Base Single Multiple
Spell Target Targets
Level Cap Cap
0 5d6 2d6
1 5d6 5d6
2 10d6 5d6
3 10d6 10d6
4 15d6 10d6
5 15d6 15d6
6 20d6 15d6
7 20d6 20d6
8 25d6 20d6
9 25d6 25d6
10 30d6 25d6
11 30d6 30d6
12 35d6 30d6
13 35d6 35d6
14 40d6 35d6
15 40d6 40d6
16 45d6 40d6
17 45d6 45d6
18 50d6 45d6

Additional spells add 3/4 their own levels to the base spell. The spells added to this 5th level base spell are poison and create greater undead.

This was based in large part off of Ulitharid_Lord’s own variant Epic spell system.

Duke Malagigi
2007-12-05, 07:47 PM
Two new spells for Cuirithir to know inspired by Joltz's cause mutation (http://www.giantitp.com/forums/showpost.php?p=2954349&postcount=4) spell. No formulas were used in the creation of these spells; I just eyeballed them a bit. Enjoy.

Improved Cause Mutation
Transmutation or Necromancy*
Level: Sor/Wiz 9, Druid 8
Targets: Up to three creatures.

As cause mutation but grants two mutation points per three caster levels instead of one per three caster levels. Points may be spread among multiple recipients.

Supreme Cause Mutation
Transmutation or Necromancy*
Level: Sor/Wiz 12, Drd 11

As improved cause mutation but grants one mutation points per caster level instead of two mutation points per three levels.

*Barring only one school doesn't prevent you from casting the spell.

Duke Malagigi
2007-12-06, 04:21 PM
What else should I give this character?

Duke Malagigi
2007-12-07, 07:31 PM
I moved the flavor text to the end of the first post, gave him more spells and changed his title. What else should I do?

Gwyn chan 'r Gwyll
2007-12-07, 07:58 PM
Try spoilering a few bits of it. It makes it easier to read. I haven't given it a proper look over yet. I will once you spoiler it in pieces.

puppyavenger
2007-12-07, 09:10 PM
Wheres stoic of Mephisotiles(sp) from?

Duke Malagigi
2007-12-07, 10:43 PM
Try spoilering a few bits of it. It makes it easier to read. I haven't given it a proper look over yet. I will once you spoiler it in pieces.

I did just that.


Wheres stoic of Mephisotiles(sp) from?

The Stoic of Mephistopheles is from Dicefreaks Gates of Hell Chapter Three: Prestige Classes of Perditions. See here (http://www.prism.gatech.edu/~gth669h/TGoH/).

Nebo_
2007-12-08, 12:36 AM
Why are his stats and AC so low? His weapon is pretty bad, too.

Duke Malagigi
2007-12-08, 02:59 AM
I increased Cuirithir's Constitution, improved his main weapon slightly and gave him some magical armor.

Duke Malagigi
2007-12-09, 01:54 AM
I just added the section on Cuirithir's use of kidnaped children as solders.

Duke Malagigi
2007-12-11, 05:35 PM
New weapon enhancement:

Life Transfer
Each time the blade injures a living creature, one hit point per weapon bonus is transfered into the sword its self. By merely touching another living creature during a full round action, you can then transfer these hit points into that recipient. The wielder can also transfer some of his or her life (read as hit points) into the weapon by firmly gripping both the blade and handle. Doing so transfers up to one hit point enhancement bonus per round spent. This sword can also be used to heal the wielder by any number of hit points stored. No more than the weapon's enhancement bonus squared worth of hit points can be stored in this weapon at any one time. Can only be applied to piercing or slashing weapons.

Moderate necromancy; CL 8th; Craft Magic Arms and Armor, greater life transfer; Price +2 bonus.

DracoDei
2007-12-12, 12:58 AM
Cool looking... don't know much about mutation points, but he certainly makes sense... some history wouldn't be amiss... one doesn't get to epic levels without some sort of interesting things happening along the way...

Who is Mr Teatime?

Duke Malagigi
2007-12-12, 06:20 PM
Cool looking... don't know much about mutation points, but he certainly makes sense... some history wouldn't be amiss... one doesn't get to epic levels without some sort of interesting things happening along the way...

I may need some time to work on it. I have some basic ideas, but I'm not sure about the exact format I should use.


Who is Mr Teatime?

I hope this (http://wiki.lspace.org/wiki/Jonathan_Teatime) explains a bit.

Duke Malagigi
2007-12-13, 01:07 AM
Basic ideas for Cuirithir's back story.
-His fascination with the chemistry and inner workings of life and organic matter spurred him to pursue his necromantic studies as a geneticist. While this is common among elves, selling your own soul, enslaving or sacrificing others and general cruelty to study necromancy aren't.
-He honestly sees himself and what he's doing as good. He views himself as improving upon the genetic quality of all forms of sapient life. That said, he believes that it's necessary for some to suffer, whether they're willing or not, for the greater good. In the name of this "greater good", Cuirithir has both condoned and committed acts of murder, kidnapping, torture, brainwashing and forcing genetic mutations on others. He even performed genetic mutation on himself. All this said, Cuirithir views himself and his diobolical master, Mephistopheles as some of the good guys of the universe.
-Before his corruption, Cuirithir developed a scholarly interest in the arts of combat. To this end Cuirithir studied under dwarven masters of the Iron Heart and Badger Fang (Tiger Claw) discipline and ogrish masters of the Falling Boulder (Setting Sun) style. Human and elven masters of the Shadow Hand and Devoted Spirit paths and elven masters of the Diamond Mind school, writing down every thing he was taught. He then devised a way of combining his arcane and martial studies.
-In his somewhat younger days, Cuirithir and a young elven woman named Deirdre were lovers. Later, Deirdre left Cuirithir when he turned from a kind and loving upholder of freedom (Chaotic Good) and descended into his current totalitarian philosophy. While Cuirithir no longer loves Deirdre, he doesn't hate her either. As a Stoic of Mephistopheles he simply lacks emotion of all sorts.

Is this good enough for now, or do I need to reorganize it a bit?

Duke Malagigi
2007-12-14, 02:24 PM
Any further comments on Cuirithir's stats, personality and basic back story?

Duke Malagigi
2007-12-15, 12:06 AM
What else should I do?

Duke Malagigi
2007-12-17, 09:15 PM
I'm giving Cuirithir more of back story but I might need some help working on it. How does it look so far? Also, while Artair will have some warrior class as his second class I'm not quite sure what exact class it should be.

Duke Malagigi
2007-12-18, 06:46 PM
I'm still working on Cuirithir's back story and his statistics. I have a basic idea of what spells and maneuvers he should know but I might need help on deciding what other items he should have.

Duke Malagigi
2007-12-20, 03:10 AM
I'm reworking the paragraph about Cuirithir's studies into the Sublime Way, or as I like to call it, the Sciences of Combat. I've named three of his teachers but would like help with the others.

Duke Malagigi
2007-12-20, 07:17 PM
I'll give him some spells and maneuvers later. Other than his back story and equipment I'm doing pretty well.

Edit:

Bjorn Stahlhügel: Bjorn is Scandinavian for bear; stahl is German for steel while hügel is German for hill
Albrecht Ostheim: Albrecht is the German equivalant of Albert, which means "bright nobility"
Sidheag MacGregor: Sidheag (pronounced: SHEE-ak) is a Gaelic woman's name meaning "wolf"
Edouard Bellamont: the French form of Edward meaning "guardian of prosperity"
Saitou Hiroshi: Hiroshi is Japanese for "generous"

Duke Malagigi
2007-12-22, 03:06 PM
I filled up two of Cuirithir's spell books and gave him a fourth one. I'm also going to add a few more maneuvers to his combat manual but I may need help finishing his back story, especially his slow corruption and parting of the ways with his now former friends.

Duke Malagigi
2007-12-23, 07:44 PM
I think I'm finished with his back story but not his statistics. I'll give him more maneuvers using his book of geometry class feature and more spells. Then I'll give him a few more magical and mundane items and then work on his fortress and laboratory in a seperate thread

Krimm_Blackleaf
2007-12-23, 08:00 PM
I felt I ought to mention it, thanks for using my PrC.:biggrin:

Duke Malagigi
2007-12-23, 10:32 PM
I felt I ought to mention it, thanks for using my PrC.:biggrin:

You're welcome.

P.S. What do you think about Cuirithir as character and do you like what I did with your Prestige Class?

Duke Malagigi
2007-12-24, 07:30 PM
I just included a list of co-contributors

Duke Malagigi
2007-12-27, 03:48 PM
While I'm happy with most of the statistics I would like some help fleshing out Cuirithir's martial training and his instructors.

Duke Malagigi
2007-12-28, 12:31 AM
New mutations including one based off of Ability Decay, Ability Augmentation. I basically copied, pasted and edited.

ABILITY AUGMENTATION [MAJOR]
Your body or mind is improved by your genetic mutations.

MP Cost: 4.

Benefit: One of your ability scores (your choice) permanently increases by 2. You cannot apply this mutation to an Intelligence score of less than 3.

Special: You may take this mutation multiple times. Its effects stack.

ENERGY IMMUNITY [MAJOR]
You are immune to one form of harmful energy.

MP Cost: 4.

Benefit: You gain immunity to one type of energy chosen from the following list: acid, cold, electricity, fire, or sonic/concussion.
Speicial: Must already have energy resistance 20 towards the energy type chosen.

BREATH WEAPON [MAJOR]
You have the inborn ability to expell fire or other forms from your open mouth as if you were a dragon.

MP Cost: 6.

Benefit: Any mutant with this ability gains a single breath weapon usable once per day. This breath weapon deals 6d8 points of damage. A successful Reflex save (DC 10 + ½ the user’s racial HD + user’s Con modifier) reduces damage by half. This is a Supernatural Ability.

{table=head]Breath Weapon Type|Breath Weapon Shape
acid|60-foot line
lightning|60-foot line
corrosive (acid) gas|30-foot cone
fire|60-foot line
""|30-foot cone
cold|30-foot cone
[/table]

Special: Requires Energy Immunity and cannot be taken by dragons.

One of my twisted ideas involves Cuirithir splicing dragon genes with non-dragon to produce lab-grown half-dragons. This could also be used to explain why a certain dragon has all half-dragon retune of bodyguards with out them having to be his or her children. They could just be very good employees with equally good loyalty based perks. :smallbiggrin: I do wonder however, if I set the cost of Ability Augmentation too high.

Duke Malagigi
2007-12-31, 05:16 PM
I've finished most of Cuirithir' statistics but didn't give him as many Setting Sun maneuvers as I would have liked to. Right now I want to focus on his trainers and their time mentoring him. So I've decided to ask the good denizens of the Playground to help out by writing about Cuirithir's martial training for me, one Playgrounder working on one mentor at a time. Any one who does this for me will also have the sole rights to type up and post the statistics and back stories for the character chosen. Alignment wise they're all non-Evil. Any questions?

Duke Malagigi
2008-01-01, 02:32 AM
You could even send your take on Cuirithir's studies with one of his mentors by way of a private message.

Duke Malagigi
2008-01-04, 11:49 PM
I'll give Cuirithir at least around 30 more pages worth of Setting Sun maneuvers tomorrow. Other than that, how does he look so far?

Duke Malagigi
2008-01-05, 09:22 PM
Okay then, I gave Cuirithir more than 30 extra pages worth of maneuvers. That's no big deal of course.

Duke Malagigi
2008-01-06, 08:44 PM
I just finished Cuirithir's dagger and added to his Combat Manuals. Any other ideas for me?

Duke Malagigi
2008-02-13, 02:17 AM
I'll give Cuirithir a few minions within the week if I have the chance. One of them will be Alice Rousseau. She'll most likely be a sorcerer 6/ rogue 4/ arcane trickster 10 but without the alignment restrictions and some slight modifications. This would include better hit die values and BAB.