This thread is a general dumping ground, for any original Krustian deities people have created, or converted from other systems. To kick things off, I'm posting my all-purpose avatar character, currently on his fourth or fifth incarnation in D&D 3.5 alone. For more about the setting referenced in his backstory, see here. For the Wyrmblade class, click here. For the Half-dragon Paragon class, click here. He uses a variant Epic Spellcasting system, which can be found here; any spells I don't describe were made by Mercucio.
Auric, Son of Aurelious
High Justice of Sanctuary; Bahamut’s Bringer of War
Quasi-deity of Protection and War; Proxy of Bahamut
Male Gold Half-Dragon Human
Wyrmblade-45/Half-dragon Paragon-5/ (ECL 66)
History
Auric was born on Iokarthel; a world where Dragons reign supreme, where the children of Io are counted among the mightiest gods in Creation. He was born of love between Aurelius, a young adult golden dragon, and Jerleena MacTaggart, a human wizardess. The two lived in a small village on the continent of Crucible, near the borders of a young silver dragon's territory, where Jerleena had been born, and their lives seemed idyllic. But, such happiness never lasts, and theirs was shattered with exceptional cruelty. A cruel and ancient black dragon named Corrodar, who had taken the first steps on the path of the Dragon Ascendant, passed over the village on his wanton path of destruction; Aurelious fought bravely, and his grasp of magic was far superior to Corrodar's, but he was no match for the malevolent elder. Though his sacrifice bought time for the villagers to escape, his Jerleena and their toddler son watched as the noble drake was torn apart and devoured. Corrodar made good his escape, after destroying everything left in the village, and none of the metallic dragons who sought to hunt him down were ever seen again.
Jerleena supported herself and her son by teaching at an academy of magic on the metallic dragon homeland of Sanctuary, and Auric mastered his innate gift for sorcery with astounding speed. However, he had witnessed firsthand that powerful magic can be overcome by brute force, and was determined to attain equal mastery in the way of the sword; here too, his draconic heritage proved a mighty boon, giving him physical prowess beyond his years. Throughout his childhood and youth, he was fixed upon one goal; that no other child should ever be deprived of his parents by the creatures of darkness. When Auric grew to maturity, he joined several other graduates of the academy, forming the core of a group of adventurers who went on to defeat many great evils. Scheming Chromatic warlords, mind-flayer and aboleth incursions from other worlds who sought undermine the decree of Io, a traitorous human mage known as Gellidus Frostrage with more innocent blood on his hands than most lizardfolk sacrificial priests… these are but a sampling of the dangers Auric faced in his long youth.
One of the greatest of these was a being whom Auric once counted among his dearest friends; Solasterros, an Elven evoker, another teacher at the academy of sorcery, who had been a mentor to Auric, and rather more than that to his mother. When visiting the Academy, as he often did between adventures, he entered Jerleena’s chambers… and discovered Solasterros drinking his mother’s blood. Auric drove off the treacherous vampire, and later defeated him with the aid of his companions, but to this day, the event haunts him. Also to this day, Auric has no idea whether his old teacher had been transformed into an undead beast of the night only recently, or had been a monster, masquerading as an agent of good, for centuries. Jerleena herself was pulled back from the brink of death by clerics of Tamara, only to succumb to ravages of age less than two decades later; her son not only grown, but a hero, she let lapse the spells extending her lifespan, and joined her first love Aurelious in Bahamut’s heavenly realm.
After mourning his mother, Auric set out to avenge his father; alone and unaided, he fought his way past Corrodar's brood of wyrmlings and half-dragon spawn, and struck down the mighty black wyrm, in the very midst of the obscene ritual that would have completed his divine ascension. This act earned Auric the eternal ire of Tiamat, who had spent centuries grooming Corrodar as a replacement consort; and the gratitude and favor of Bahamut, who had for centuries been unable to pierce his dark sister's protections over the murdering wretch. For this deed, Auric was named the Platinum Lord’s High Justice and Bringer of War, and gifted with Bahamut’s Roar, a weapon of surpassing power forged by the greatest smiths of the Seven-fold Heavens, and imbued with the Platinum Dragon’s grace. That day was over three hundred years ago, as reckoned on the Prime, and Auric has journeyed the infinite worlds and planes ever since, carrying out Bahamut's will. In that time, he has grown to the utmost heights of mortal power, even ignoring the gifts of his divine patron and draconic heritage. He has altered the course of history on Iokarthel and many, many other worlds of the Prime beleaguered by the forces of Tiamat and other evils. He has led Bahamut’s armies into battles that shook the firmament, and shattered armies purely by his own might.
On the rare occasions when Auric is at rest between crusades, he can most often be found on his homeworld of Iokarthel. Though he dabbles in Sanctuary’s politics, and is officially head of the Order of Knights Arcane, he prefers to spend such time passing on his knowledge and experience at the Academy, or indulging in his favorite pastime; the old, traditional music of his mother’s people. Music is the surest way of easing his weary, warrior’s heart from the eternal strife to which his divine office binds him.
Manifestation of Auric
Medium Outsider (Augmented Dragon, Augmented Humanoid, Human, Native)
Divine Rank 4
Hit Dice: 45d8 + 5d12 + 650 (1074 hit points) (50d20+650, 1650 with Corrodar’s Atonement)
Initiative: +17 (+5 Dex, +4 divine, +8 Superior Initiative)
Speed: 90 ft., Swim 90 ft., fly 180 ft. (average)
Armor Class: 71 (+15 armor, +16 deflection, +5 Dex, +4 divine, +14 natural, +7 shield), touch 42, flat-footed 66
Base Attack/Grapple: +35/+53
Attack: Bahamut’s Roar +80 melee (2d6 + 29 + 2d6 holy + 3d6 sonic/17-20/x2 + 4d6 holy + 6d6 sonic), or claw +73 melee (1d8+18), or by spell +73 melee touch or +64 ranged touch
Full Attack: Bahamut’s roar +80/+75/+70/+65 melee and bite +68 (1d6+9), or 2 claws +73 melee and bite +68
Space/Reach: 5ft./5ft.
Special Attacks: Arcane channeling (full attack), breath weapon, spells, spell-like abilities, spell power +9.
Special Qualities: Acid immunity, armored mage (medium armor, heavy shields), damage reduction 10/Epic and evil, divine aura (150 ft., DC 30), fire immunity, immunity to magical sleep and paralysis, low-light vision, spell resistance 64, virtual size category.
Saves: Fort +62, Ref +49, Will +51
Abilities: Str 38, Dex 20, Con 40, Int 26, Wis 18, Cha 42
Skills: Concentration +74, Diplomacy +81, Gather Information +73, Intimidate +75, Knowledge (arcana) +69, Knowledge (religion) +69, Knowledge (the planes) +69, Listen +63, Perform (oratory) +34, Perform (sing) +34, Perform (string instruments) +33, Perform (wind instruments) +33, Sense Motive +63, Spellcraft +75, Spot +63, Survival +30 (+36 on other planes)
Feats: Amplify Spell, Arcane Strike, Draconic Claw*, Draconic Heritage (Gold)*, Empower Spell*, Eschew Materials*, Heighten Spell, Improved Initiative, Power Attack, Purify Spell, Quicken Spell, Searing Spell*, Track
Epic Feats: Automatic Metamagic Capacity x6 (2*), Dire Charge^, Ignore Material Components, Improved Power Attack^, Improved Spell Capacity x11 (6*), Metamagic Freedom*, Power Attack Mastery^, Spell Knowledge^, Uncanny Power Attack^
(*bonus feat; ^Multifaceted)
Divine Abilities:
Divine Spell Knowledge – Auric knows two additional spells of zero through ninth level.
Heavenly Mind – Auric adds his Charisma modifier as a luck bonus to attack rolls.
Inspiring Voice – Auric has the Countersong, Fascinate, and Inspire Courage abilities of a 25th level bard. These abilities are usable a total of twenty-five times per day.
Multifaceted – Auric gains six additional feats.
Regeneration – Auric regenerates 25 nonlethal damage per round. He takes lethal damage only from cold and unholy attacks.
Divine Handicap: Auric takes 150% from cold-based attacks. He gains a bonus divine ability.
Environment: Any
Organization: Unique
Treasure (Artifacts): Bahamut’s Roar, Scales of Varunaurum, Paladine Talisman, Corrodar’s Atonement
Treasure (non-Epic items): belt of many pockets, musical instruments, spell foci
Challenge Rating: 44
Alignment: Lawful Good
You were told to expect a sorcerer, but the individual before you hardly fits the typical image of a spellcaster. Perhaps it's the fact that he is decked out in golden, shimmering full plate mail, and carries a gently glowing longsword with practiced ease. It may be that he stands only two inches shy of seven feet, with a powerful, thickly muscular build. Or, perhaps it could the coin-sized golden scales covering every exposed inch of his body, the razor-sharp claws on the tip of each finger, vast wings sprouting from his shoulder blades, and head that seems more draconic than human. Regardless, he quickly dispels your doubts by scattering a handful of small orbs of light about the room, then shrinking and shifting to appear entirely human. With a knowing grin, he extends a hand, and speaks. "Greetings, friend. My name is Auric; I'm here to protect you."
Auric’s manifestation stands six feet, ten inches tall, and weighs over a thousand pounds, due to his heavy scales, broad wings, and muscular density.
Combat
Auric wades into battle forthrightly, employing his spells and blade to the fullest. His first priority is to evacuate any innocent bystanders using greater teleport, and then isolate and destroy the most dangerous opponents present. He uses magic to enhance himself first, and then blast his foes into ashes. He will retreat only if victory is clearly impossible, and will then usually return fully restored, and with powerful reinforcements.
Arcane Channeling (Su): As a standard action, Auric can cast a touch spell with a casting time of 1 standard action or less, and deliver it through a melee weapon with a normal attack. Casting a spell in this manner does not provoke attacks of opportunity. The effects of the spell are resolved after the damage dealt by the weapon. He may also cast a touch spell as part of a full attack, affecting each target he successfully hits in melee that round; doing so discharges any touch spells that normally last longer than one round.
Armored Mage (Ex): Auric may cast spells in light or medium armor, and in heavy shields, with no chance of arcane spell failure.
Breath Weapon (Su): 30 ft. cone of fire every 1d4 rounds. Deals 16d8 fire damage, reflex DC 39 half (6d8, DC 27 without Scales).
Half-Dragon Traits: As a half-gold dragon Auric gains the following benefits
—Str +8, Con +2, Int +2, Cha +2.
—Auric’s natural armor improves by +4 (overlaps with divine bonus).
—He gains darkvision 60 feet and lowlight vision.
—Auric is immune to fire, sleep, and paralysis effects.
—Level adjustment: +3
Protection Portfolio (Quasi-deity)
—Shield of Protection: Auric can choose to take half the damage dealt to any ally in his divine aura.
—Scion of Protection: Auric gains a +4 bonus to attack rolls, damage, and AC when acting in the immediate defense of a person, object, or cause, against a threat with a CR higher than his.
—Unyielding Brethren: Any creatures Auric summons gain DR 4/-.
—Compelled to Protect (Weakness): Auric cannot refuse his protection to any non-Evil creature that asks for it, and has a lower ECL than himself.
—Anarchic Vulnerability (Weakness): Auric takes 150% damage from chaotic spells and attacks.
Proxy of Bahamut: As a quasi-deity Auric receives the following traits:
—Damage reduction 10/epic.
—Auric adds a +4 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); save DC of all special abilities, spell-like abilities, and spells; initiative; saving throws, and spell resistance.
—Godly Realm: Auric’s godly realm is a single room within the faculty wing of the Sanctuary Academy of Sorcery on Iokarthel, with a radius of 150 ft.; despite the relatively small size, the chamber is still bigger inside than out. Within his divine realm Auric can impose a -4 divine penalty on all rolls to any or all characters (even more powerful deities), and his total hit points are doubled.
—Grant Spells: Auric can grant up to 9th-level spells thanks to the assistance of his patron, Bahamut.
—Avatar: Auric can spend 10% of his total quintessence to create an avatar. His avatars have 25 levels and the Prophet template. All of an avatar’s ability scores are equal to 7+ 1/2 (round down) the same ability score possessed by his manifestation. If Auric gains levels or increases an ability score, so too do his avatars.
—Immortality: Auric does not age, requires no air to breathe, no food or drink, nor sleep.
—Immunities: Auric is unaffected by natural effects such as: ability damage, disease, natural elements (cold, drowning, fire, lava, lightning etc.), poison and so forth. He can still be affected by magical cold, magical disease, magical fire etc.
—Auric possesses spell resistance equal to his level +14.
—Level Adjustment: +13
Spell-like Abilities: Caster level 54, save DC 30 + spell level. At will – antimagic field, blade barrier, commune, divine power, dream, etherealness, flame strike, geas/quest, greater dispel magic, greater teleport, magic jar, magic vestment, magic weapon, mind blank, power word blind, power word kill, power word stun, prismatic sphere, protection from energy, repulsion, sanctuary, sending, shield other, spell immunity, spell resistance, spiritual weapon, tongues; 4/day – wish.
Spellcasting: as 45th level Wyrmblade (CL 54). Auric gains a +9 bonus on caster level checks to penetrate the spell resistance of creatures he has wounded with a melee attack in the same encounter. Save DC = 30 + spell Level. Maximum spell level 16th (31 sp), plus seven free metamagic levels per round. Spells points per day per day: 855.
Spells known: 0 – arcane mark*, dancing lights, detect magic, mage hand, message, prestidigitation, ray of frost*, read magic. 1st – burning rage*, Jerleena’s inquiry, magic missile, nerveskitter, obscuring mist*, shocking grasp, true strike. 2nd – alter self, detect thoughts*, knock, scorching ray, whirling blade*, wraithstrike. 3rd – arcane sight*, dragonskin, energy vulnerability, fireball, haste, spell vulnerability*. 4th – Auric’s lightning lash, celerity, celestial brilliance*, greater wings of air*, orb of acid, solid fog. 5th – cone of cold, dragonsight*, greater blink, greater fireburst, telekinesis, wall of force*. 6th – chain lightning*, chasing perfection*, Solasterros’ burning retort, true seeing. 7th – delayed blast fireball*, forcecage*, limited wish. 8th – discern location*, moment of prescience, polar ray*. 9th – detonate, meteor swarm, time stop*, true dispel magic*. 10th – Forge Destiny. 11th – Ruin (no backlash). 12th – Roar of Desolation. 13th – Wyrm’s Might. 14th – Epic Fire Shield. 15th – Instant Champion. 16th – Rain of Holy Fire.
*from Divine Spell Knowledge
Virtual Size Category (Ex): Due to great strength and muscular density, Auric functions in some ways as if one size larger. His natural weapons deal greater damage, and he gains +4 Con, -2 Dex, +2 natural armor (already factored into above stats).
War Portfolio Traits (Quasi-deity):
— Battle Ready (Ex): Auric takes no penalty for wearing armor or carrying a shield.
— Scion of War (Ex): Auric gains a +4 competence bonus to attack rolls.
— Brothers of Battle (Su): Any creatures Auric summons gain a +4 competence bonus to attack rolls.
—Soldier’s Death (Ex): Auric takes a -4 penalty to all rolls for one week after he retreats from a battle.
—Lemming’s Wisdomr (Ex): Auric takes a -4 competence penalty to Wisdom.
Unique Non-Epic Spells
Auric’s Lightning Lash
Evocation/Transmutation (electricity)
Level: Druid 5, Duskblade 4, Sorcerer/wizard 4, Warmage 4
Components: V, M, S
Casting Time: 1 standard action
Range: Personal
Effect: A whip of lightning
Duration: 1 round per level
A stroke of lightning shoots from your palm, but instead of striking your enemies, it remains there, hanging in the air, for you to wield as you please. You can already see just how to manipulate the thunderbolt to maximum advantage…
A 10-ft. long beam of crackling electricity springs forth from your hand, which you wield as a whip (including reach and the ability to make trip attempts). Attacks with the beam are melee touch attacks that deal 1d6 points of electricity damage + 1.5 times your primary spellcasting modifier (Wisdom for druids, Intelligence for wizards, and so on). You decide when you cast the spell whether this damage is lethal or nonlethal in nature. You are considered proficient with the lightning lash, and receive Improved Trip and Weapon Finesse as bonus feats for the duration of the spell, regardless of whether you meet the prerequisites.
Jerleena’s Inquiry
Transmutation
Level: Sorcerer/wizard 1, Bard 0
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
As you complete the incantation, you feel your mind open, pointing out obvious ways to make others tell you what you wish to know.
Developed by Auric’s mother (who used it frequently as an adventurer, parent, and professor alike), this spell grants the caster a +5 insight bonus on his next Charisma or Wisdom-based skill check. If he does not make such a check within one round of casting, the spell is wasted. You need not designate which skill receives the bonus at the time of casting.
Solasterros’ Burning Retort
Evocation [Fire]
Level: Duskblade 5, Sorcerer/wizard 6, Warmage 6
Components: V, S, F
Casting Time: 1 standard action, or 1 immediate action (see below)
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Your pain and indignation at being struck seem to coalesce in your hand, causing it to burst into flame. You reach towards your foe, eager to deliver his comeuppance.
Solasterros, an Elven evoker and mentor to Auric in his younger days, created this spell to dissuade melee warriors from taking advantage of his physical frailty; Auric, though hardly frail, finds it eminently suited to his own style of fighting. Though the mage later succumbed to the temptations of evil, Auric continues to use the spell in memory of his old friend.
If you cast this spell as a standard action, you make a melee touch attack that deals 1d6 points of fire damage per level (max of 15d6) to the target. However, as a special use of the spell, you may cast it as an immediate action against a target that has just injured you with a melee attack (including another touch spell); if you cast the spell in this fashion, you gain a +4 bonus on your attack roll, and it deals 1d4 points of fire damage per level (max of 15d4). Casting the spell in this fashion counts as an attack of opportunity.
Focus: a ceremonial obsidian dagger, worth no less than 500 gp.
Fëanáro’s True Dispel Magic
Abjuration
Level: Clr 9, Sor/Wiz 9
This spell functions as dispel magic except that the maximum CL bonus to the dispel check is +35. Additionally, true dispel magic can dispel any non-instantaneous magical effect, including antimagic field, forcecage and wall of force.
Finally, the caster may select his targets when using the area dispel option, choosing to exclude his allies from the effect if so desired.
Unique Epic Spells
Epic Fire Shield
Evocation (Fire)
Level: 14
Spellcraft DC: 71
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
To Develop: 497,000 gp; 9 days; 19,880 XP. Seed: fire shield (DC 20), acid sheath (fire version; DC 22). Factors: convert 3 damage per CL to 1d6 per CL (+0 DC), increase level cap for damage by 34 dice (+34 DC)
Mitigating Factors: warm shield only (-5 DC)
Crushing the lump of phosphorus between your fingers, your body ignites in flames. You feel no pain from the eldritch blaze, but those that dare strike you will not be so fortunate.
While this spell is active, you take half damage from all cold-based attacks (if the attack offers a save for partial damage, and you makes the save, you instead take no damage). Any creature that strikes you with a non-reach melee weapon takes 1d6 fire damage plus an additional 1d6 per caster level (maximum 50d6). Any other fire spell you cast while this spell is active does 1 additional damage per die.
Arcane material component: a lump of phosphorus
Instant Champion
Transmutation
Level: 15
Spellcraft DC: 80
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: 1 creature
Duration: 10 minutes per level
Saving Throw: None
Spell Resistance: Yes (harmless)
To Develop: 560,000 gp; 12 days; 22,400 XP. Seed: heroics (three times) (DC 48). Factors: allow granted feats to meet requirements for each other (+12 DC), allow one granted feat to be Epic (+20 DC).
As you finish the spell, and the sliver of ancient steel evaporates in your hand, your mind surges with the battle ardor and warrior’s training of the one who wielded the blade from whence it came. Whether you choose to keep that knowledge for yourself, or pass it to a comrade, you know it will turn the tide of the battles to come.
This spell grants a single touched creature three feats from the list of bonus feats available to Fighters. Of these feats, only one may be Epic, and the recipient must meet all prerequisites for feats chosen, although the granted feats can be used to qualify for each other (for example, a character could gain Dodge, Mobility, and Spring Attack with a single casting of the spell). Casting this spell, or any similar spells, on a character already under its effects dispels the previous casting.
Material Component: A piece of a weapon, shield, or armor once used by a fighter of at least 25th level.
Rain of Holy Fire
Evocation [Fire, Good]
Level: 16
Spellcraft DC: 87
Components: V, S
Casting Time: 10 minutes; see text
Range: 4 miles
Area: 12-mile-radius circle, centered on you; see text
Duration: 4d12 hours (D); see text
Saving Throw: Reflex negates (see text)
Spell Resistance: No
To Develop: 609,000 gp; 13 days; 24,360 XP. Seed: control weather (DC 26). Factors: change rain to wisps of energy that inflicts 1 point of fire damage (ad hoc +10 DC), increase damage die 7 steps (+70 DC), add 14 dice of damage (+28 DC), duplicate Consecrate Spell (+7 DC) triple area of effect (+8 DC), dismissible by caster (+2 DC). Mitigating Factor: 32d6 backlash (-64 DC)
As the long incantation nears completion, you can feel the storm’s wrath building to a peak; the fire you have summoned, and infused with the power of your deity aches to break free and rain destruction upon the unworthy. With a final word, you release the magic, and gouts of fire burst from your body and streak into the clouds. You look up as the pain fades, and watch as flickers of brilliant, white flame begin to fall.
This spell summons a swirling thunderstorm that rains fire rather than raindrops down on the character and everything within a two-mile radius of him or her. Everything caught unprotected or unsheltered in the flaming deluge takes 15d12 points of damage each round; this damage is half fire and half divine. A successful Reflex save results in no damage, but the save must be repeated each round. Unless the ground is exceedingly damp, all vegetation is eventually blackened and destroyed, leaving behind a barren wasteland similar to the aftermath of a grass or forest fire. The fiery storm is stationary and persists even if the caster leaves. Channeling this spell inflicts 32d6 backlash damage on the caster.
Roar of Desolation
Evocation [Mind-affecting, Sonic]
Level: 12
Spellcraft DC: 54
Components: V, S
Casting Time: 1 standard action
Area: 60-ft. cone.
Duration: Instantaneous, and 1 round/level (see text)
Saving Throw: Reflex half, and Will negates (see text)
Spell Resistance: Yes
To Develop: 378,000gp; 8 days; 15,120 xp. Seeds:
cone of cold (sonic) (DC 22), crushing despair (DC 20).
b]Factors:[/b] increase damage die by one step (+10), increase maximum damage by 10 dice (+10 DC), increase morale penalty by 5 (+10 DC). Mitigating Factors: Reduce duration to 1 round/level (-10 DC), 4d6 backlash (-8 DC)
Summoning your anger and magical power, you unleash a terrible roar of fury, with power enough to tear flesh and bone asunder. The foes who survive this battering ram of sound are left trembling in fear.
This spell deals 1d8 points of sonic damage per caster level to all creatures in a 60 ft.-long cone (maximum 25d8); a Reflex saving throw is allowed to halve this damage. All creatures in the area of effect must also make a Will saving throw; those who fail this save take a -7 morale penalty to all attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls, for one round per caster level. The caster takes 4d6 backlash damage, as the force of the roar rattles his flesh and bones.
Wyrm’s Might
Transmutation
Level: 13
Spellcraft DC: 62
Components: V, S, M
Casting Time: 1 standard action
Range: Personal.
Target: You.
Duration: 11 minutes (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 434,000gp; 9 days; 17,360 xp. Seeds:
giant size (DC 26), cat’s grace (DC 16). Factor: spell from Wu Jen list (ad hoc +10 DC), dismissible by caster (+2 DC), increase duration by 1000% (+10 DC). Mitigating Factors: reduce Dexterity enhancement to +2 (ad hoc -4 DC).
You complete the incantation with a triumphant shout, which turns into a deafening roar. You look down upon your foes, who now seem small as ants; they have no chance against your newfound strength!
This spell makes the caster as large and strong as the greatest dragons. Upon completing this spell, the caster and all of his equipment grows to Huge, Gargantuan, or Colossal size (caster’s choice). A medium creature growing to Colossal gains +32 Strength, -2 Dexterity, +12 Constitution, +12 Natural Armor, -8 to attack rolls and AC, and a space and reach of 30 ft. The caster also gains a +2 enhancement bonus to Dexterity (negating the size penalty).
Material Component: The scale from a dragon or hair from a giant. Auric uses his own scales.
Note: Auric’s total benefits are +8 to melee attacks and damage (+12 two-handed damage., +4 secondary), -8 to ranged attacks, +400 hit points, +4 AC, -8 touch AC. His sword deals a base of 8d6 damage while colossal, his staff and claws deal 4d6, and his bite 2d8.
Artifacts
Bahamut’s Roar: This holy flare sonic blast longsword +7 grants its wielder the Improved Critical feat. The blade and hilt are inlaid with orichalcum, increasing its weight by a factor of eight and base damage by 1.5, and requiring a minimum Strength score of 25 to wield. In addition to its enhancements, the wearer receives the benefits of a constant detect evil and can use heal and zone of truth as spell-like abilities three times per day as a 54th level cleric; unlike normal spell-like abilities, these require the sword to be used as a focus component.
However, like all power, that of Bahamut’s Roar confers great responsibility on its wielder; it is as much a badge of office as a weapon. While wielding the blade (and not merely carrying it sheathed), Auric suffers a cumulative -1 penalty to all ability scores any time he commits an action of which Bahamut would not approve (DM’s discretion). This penalty remains for 24 hours, or until he performs an act of piety appropriate to his transgression; slaying an evil-aligned dragon or fiend, or taking damage while protecting innocent beings, is always considered appropriate. Bahamut’s Roar is an instrument of sacred vengeance; once drawn, it cannot be sheathed or willingly dropped until it has dealt damage to an evil-aligned creature.
Paladine Talisman: This sacred relic of Bahamut grants the bearer the divine abilities of Adjuration (celestials and metallic dragons only), Heavenly Soul, and Improved Damage Reduction (evil), provided he meets the prerequisites. It also holds a reserve of pure, divine energy, supplying 2,000 xp that Auric can spend in place of his own for purposes of spells with xp costs; this reserve can be split into multiple uses, and renews itself every sunrise.
The Scales of Varunaurum: The Scales are an intelligent suit of glamered soulfire full plate +7 of heavy fortification, with Int 32, Wis 33, Cha 32, and Ego 56. Varunaurum can speak all languages and read magic, but prefers to communicate via telepathy. The spirit within the armor has 20 ranks in Sense Motive and Diplomacy, may cast bless on the wearer and his allies 3/day, and heal 1/day. In addition, if the wearer is a half-dragon, his breath weapon increases in power, dealing 1 die of damage per 3 HD, with half class levels stacking with racial HD to determine the save DC. Varunaurum’s spirit can animate the armor for brief periods, allowing it to be donned or removed as a full round action without assistance, and without incurring penalties for being donned hastily. The Scales have an armor check penalty of -2, and are treated as medium armor for the purpose of proficiency and spell failure.
Corrodar’s Atonement: This cloak whips about of its own accord in battle, intercepting blows aimed at the wearer, granting a +7 shield bonus to AC. Unlike a normal shield, this bonus applies to touch AC, and as a bonus on any checks Auric makes to resist a bull rush, disarm, grapple, overrun, or trip attempt. It also bestows qualities similar to those of a Black Dragon; immunity to acid damage, and a swim speed equal to the wearer’s base land speed. The power of the cloak resonates with Auric’s own draconic blood, granting him incredible bodily toughness, changing all of his hit dice to d20s while it is worn.
Non-epic Items
Masterwork musical instruments: bagpipes, fiddle, dulcimer, mandolin, horn
Belt of many pockets
Foci for non-Epic spells
Adventure Ideas
Sub-Epic (Evil PCs): Auric’s Avatar (Wyrmblade-25, Prophet) would be ideal as a climactic encounter for evil player characters on the cusp of divine ascension.
Sub-Epic (Non-evil PCs): The PCs have been drafted into Sanctuary’s military in preparation for inevitable war against the Chromatic homeland of Bastion. Due to critical personnel shortages, Auric (or an avatar) is their commanding officer.
Low-Epic: Auric has recovered a powerful evil artifact, but he cannot perform the long ritual to destroy it without leaving himself vulnerable to any number of foes. Will the PCs agree to protect him, or take advantage of his lowered guard?
Mid-Epic: Bahamut is dead, and his former Proxy stands accused of the heinous crime… but the PCs witnessed Platinum Dragon’s murder, and know Auric is innocent. Can they clear his name?
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Notes
Skill points were calculated using his final Intelligence modifier, because I am lazy, and because I think it makes sense.
Wyrmblade (and Duskblade) uses the Bard column for spell points:
144 + 11 + 13 + 15 + 17 (ISC 6-9) + 242 (Cha 1-9) + 19x3 + 21x3 + 23x3 + 25x2 + 27x2 + 29x2 + 31x2 (ISC 10-16) = 855
The Quasi-deity template can be found in Upper_Krust’s Immortal’s Handbook: Ascension.
Ability scores:
Item Pricing:
Bahamut’s Roar: +24.8 (26.6) equivalent.
Treat restriction as granting SLAs.
+23.8 (17x1.4 total bonus)
+1 Improved Critical
-1.8 for inherent bonus
Paladine Talisman: +22.8 (26) equivalent
+6 Adjuration
+6 Heavenly Spirit
+6 Improved Damage Reduction
+4.8 XP reserve (650 * 1.25 split * 1.5 secondary)
-3.2 for inherent bonus
Scales of Varunaurum: +25 (26) total bonus.
+7 (enhancement bonus)
+6 (Intelligence and all it brings with it)
+2 (Epic Dragon Breath feat)
+5 (Heavy fortification)
+4 (Soulfire)
+1 (Glamered, fast donning)
-1 for inherent bonus
Corrodar’s Atonement: +22 (26) total bonus.
+6 (shield bonus)
+1 (Shield Specialization)
+1 (Shield Ward)
+6 (acid immunity, divine ability)
+2 (swim speed, comparable to 1-2 feats)
+6 (Divine Toughness)
-4 for inherent bonus
Auric, Son of Aurelious
High Justice of Sanctuary; Bahamut’s Bringer of War
Quasi-deity of Protection and War; Proxy of Bahamut
Male Gold Half-Dragon Human
Wyrmblade-45/Half-dragon Paragon-5/ (ECL 66)
History
Auric was born on Iokarthel; a world where Dragons reign supreme, where the children of Io are counted among the mightiest gods in Creation. He was born of love between Aurelius, a young adult golden dragon, and Jerleena MacTaggart, a human wizardess. The two lived in a small village on the continent of Crucible, near the borders of a young silver dragon's territory, where Jerleena had been born, and their lives seemed idyllic. But, such happiness never lasts, and theirs was shattered with exceptional cruelty. A cruel and ancient black dragon named Corrodar, who had taken the first steps on the path of the Dragon Ascendant, passed over the village on his wanton path of destruction; Aurelious fought bravely, and his grasp of magic was far superior to Corrodar's, but he was no match for the malevolent elder. Though his sacrifice bought time for the villagers to escape, his Jerleena and their toddler son watched as the noble drake was torn apart and devoured. Corrodar made good his escape, after destroying everything left in the village, and none of the metallic dragons who sought to hunt him down were ever seen again.
Jerleena supported herself and her son by teaching at an academy of magic on the metallic dragon homeland of Sanctuary, and Auric mastered his innate gift for sorcery with astounding speed. However, he had witnessed firsthand that powerful magic can be overcome by brute force, and was determined to attain equal mastery in the way of the sword; here too, his draconic heritage proved a mighty boon, giving him physical prowess beyond his years. Throughout his childhood and youth, he was fixed upon one goal; that no other child should ever be deprived of his parents by the creatures of darkness. When Auric grew to maturity, he joined several other graduates of the academy, forming the core of a group of adventurers who went on to defeat many great evils. Scheming Chromatic warlords, mind-flayer and aboleth incursions from other worlds who sought undermine the decree of Io, a traitorous human mage known as Gellidus Frostrage with more innocent blood on his hands than most lizardfolk sacrificial priests… these are but a sampling of the dangers Auric faced in his long youth.
One of the greatest of these was a being whom Auric once counted among his dearest friends; Solasterros, an Elven evoker, another teacher at the academy of sorcery, who had been a mentor to Auric, and rather more than that to his mother. When visiting the Academy, as he often did between adventures, he entered Jerleena’s chambers… and discovered Solasterros drinking his mother’s blood. Auric drove off the treacherous vampire, and later defeated him with the aid of his companions, but to this day, the event haunts him. Also to this day, Auric has no idea whether his old teacher had been transformed into an undead beast of the night only recently, or had been a monster, masquerading as an agent of good, for centuries. Jerleena herself was pulled back from the brink of death by clerics of Tamara, only to succumb to ravages of age less than two decades later; her son not only grown, but a hero, she let lapse the spells extending her lifespan, and joined her first love Aurelious in Bahamut’s heavenly realm.
After mourning his mother, Auric set out to avenge his father; alone and unaided, he fought his way past Corrodar's brood of wyrmlings and half-dragon spawn, and struck down the mighty black wyrm, in the very midst of the obscene ritual that would have completed his divine ascension. This act earned Auric the eternal ire of Tiamat, who had spent centuries grooming Corrodar as a replacement consort; and the gratitude and favor of Bahamut, who had for centuries been unable to pierce his dark sister's protections over the murdering wretch. For this deed, Auric was named the Platinum Lord’s High Justice and Bringer of War, and gifted with Bahamut’s Roar, a weapon of surpassing power forged by the greatest smiths of the Seven-fold Heavens, and imbued with the Platinum Dragon’s grace. That day was over three hundred years ago, as reckoned on the Prime, and Auric has journeyed the infinite worlds and planes ever since, carrying out Bahamut's will. In that time, he has grown to the utmost heights of mortal power, even ignoring the gifts of his divine patron and draconic heritage. He has altered the course of history on Iokarthel and many, many other worlds of the Prime beleaguered by the forces of Tiamat and other evils. He has led Bahamut’s armies into battles that shook the firmament, and shattered armies purely by his own might.
On the rare occasions when Auric is at rest between crusades, he can most often be found on his homeworld of Iokarthel. Though he dabbles in Sanctuary’s politics, and is officially head of the Order of Knights Arcane, he prefers to spend such time passing on his knowledge and experience at the Academy, or indulging in his favorite pastime; the old, traditional music of his mother’s people. Music is the surest way of easing his weary, warrior’s heart from the eternal strife to which his divine office binds him.
Manifestation of Auric
Medium Outsider (Augmented Dragon, Augmented Humanoid, Human, Native)
Divine Rank 4
Hit Dice: 45d8 + 5d12 + 650 (1074 hit points) (50d20+650, 1650 with Corrodar’s Atonement)
Initiative: +17 (+5 Dex, +4 divine, +8 Superior Initiative)
Speed: 90 ft., Swim 90 ft., fly 180 ft. (average)
Armor Class: 71 (+15 armor, +16 deflection, +5 Dex, +4 divine, +14 natural, +7 shield), touch 42, flat-footed 66
Base Attack/Grapple: +35/+53
Attack: Bahamut’s Roar +80 melee (2d6 + 29 + 2d6 holy + 3d6 sonic/17-20/x2 + 4d6 holy + 6d6 sonic), or claw +73 melee (1d8+18), or by spell +73 melee touch or +64 ranged touch
Full Attack: Bahamut’s roar +80/+75/+70/+65 melee and bite +68 (1d6+9), or 2 claws +73 melee and bite +68
Space/Reach: 5ft./5ft.
Special Attacks: Arcane channeling (full attack), breath weapon, spells, spell-like abilities, spell power +9.
Special Qualities: Acid immunity, armored mage (medium armor, heavy shields), damage reduction 10/Epic and evil, divine aura (150 ft., DC 30), fire immunity, immunity to magical sleep and paralysis, low-light vision, spell resistance 64, virtual size category.
Saves: Fort +62, Ref +49, Will +51
Abilities: Str 38, Dex 20, Con 40, Int 26, Wis 18, Cha 42
Skills: Concentration +74, Diplomacy +81, Gather Information +73, Intimidate +75, Knowledge (arcana) +69, Knowledge (religion) +69, Knowledge (the planes) +69, Listen +63, Perform (oratory) +34, Perform (sing) +34, Perform (string instruments) +33, Perform (wind instruments) +33, Sense Motive +63, Spellcraft +75, Spot +63, Survival +30 (+36 on other planes)
Feats: Amplify Spell, Arcane Strike, Draconic Claw*, Draconic Heritage (Gold)*, Empower Spell*, Eschew Materials*, Heighten Spell, Improved Initiative, Power Attack, Purify Spell, Quicken Spell, Searing Spell*, Track
Epic Feats: Automatic Metamagic Capacity x6 (2*), Dire Charge^, Ignore Material Components, Improved Power Attack^, Improved Spell Capacity x11 (6*), Metamagic Freedom*, Power Attack Mastery^, Spell Knowledge^, Uncanny Power Attack^
(*bonus feat; ^Multifaceted)
Divine Abilities:
Divine Spell Knowledge – Auric knows two additional spells of zero through ninth level.
Heavenly Mind – Auric adds his Charisma modifier as a luck bonus to attack rolls.
Inspiring Voice – Auric has the Countersong, Fascinate, and Inspire Courage abilities of a 25th level bard. These abilities are usable a total of twenty-five times per day.
Multifaceted – Auric gains six additional feats.
Regeneration – Auric regenerates 25 nonlethal damage per round. He takes lethal damage only from cold and unholy attacks.
Divine Handicap: Auric takes 150% from cold-based attacks. He gains a bonus divine ability.
Environment: Any
Organization: Unique
Treasure (Artifacts): Bahamut’s Roar, Scales of Varunaurum, Paladine Talisman, Corrodar’s Atonement
Treasure (non-Epic items): belt of many pockets, musical instruments, spell foci
Challenge Rating: 44
Alignment: Lawful Good
You were told to expect a sorcerer, but the individual before you hardly fits the typical image of a spellcaster. Perhaps it's the fact that he is decked out in golden, shimmering full plate mail, and carries a gently glowing longsword with practiced ease. It may be that he stands only two inches shy of seven feet, with a powerful, thickly muscular build. Or, perhaps it could the coin-sized golden scales covering every exposed inch of his body, the razor-sharp claws on the tip of each finger, vast wings sprouting from his shoulder blades, and head that seems more draconic than human. Regardless, he quickly dispels your doubts by scattering a handful of small orbs of light about the room, then shrinking and shifting to appear entirely human. With a knowing grin, he extends a hand, and speaks. "Greetings, friend. My name is Auric; I'm here to protect you."
Auric’s manifestation stands six feet, ten inches tall, and weighs over a thousand pounds, due to his heavy scales, broad wings, and muscular density.
Combat
Auric wades into battle forthrightly, employing his spells and blade to the fullest. His first priority is to evacuate any innocent bystanders using greater teleport, and then isolate and destroy the most dangerous opponents present. He uses magic to enhance himself first, and then blast his foes into ashes. He will retreat only if victory is clearly impossible, and will then usually return fully restored, and with powerful reinforcements.
Arcane Channeling (Su): As a standard action, Auric can cast a touch spell with a casting time of 1 standard action or less, and deliver it through a melee weapon with a normal attack. Casting a spell in this manner does not provoke attacks of opportunity. The effects of the spell are resolved after the damage dealt by the weapon. He may also cast a touch spell as part of a full attack, affecting each target he successfully hits in melee that round; doing so discharges any touch spells that normally last longer than one round.
Armored Mage (Ex): Auric may cast spells in light or medium armor, and in heavy shields, with no chance of arcane spell failure.
Breath Weapon (Su): 30 ft. cone of fire every 1d4 rounds. Deals 16d8 fire damage, reflex DC 39 half (6d8, DC 27 without Scales).
Half-Dragon Traits: As a half-gold dragon Auric gains the following benefits
—Str +8, Con +2, Int +2, Cha +2.
—Auric’s natural armor improves by +4 (overlaps with divine bonus).
—He gains darkvision 60 feet and lowlight vision.
—Auric is immune to fire, sleep, and paralysis effects.
—Level adjustment: +3
Protection Portfolio (Quasi-deity)
—Shield of Protection: Auric can choose to take half the damage dealt to any ally in his divine aura.
—Scion of Protection: Auric gains a +4 bonus to attack rolls, damage, and AC when acting in the immediate defense of a person, object, or cause, against a threat with a CR higher than his.
—Unyielding Brethren: Any creatures Auric summons gain DR 4/-.
—Compelled to Protect (Weakness): Auric cannot refuse his protection to any non-Evil creature that asks for it, and has a lower ECL than himself.
—Anarchic Vulnerability (Weakness): Auric takes 150% damage from chaotic spells and attacks.
Proxy of Bahamut: As a quasi-deity Auric receives the following traits:
—Damage reduction 10/epic.
—Auric adds a +4 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); save DC of all special abilities, spell-like abilities, and spells; initiative; saving throws, and spell resistance.
—Godly Realm: Auric’s godly realm is a single room within the faculty wing of the Sanctuary Academy of Sorcery on Iokarthel, with a radius of 150 ft.; despite the relatively small size, the chamber is still bigger inside than out. Within his divine realm Auric can impose a -4 divine penalty on all rolls to any or all characters (even more powerful deities), and his total hit points are doubled.
—Grant Spells: Auric can grant up to 9th-level spells thanks to the assistance of his patron, Bahamut.
—Avatar: Auric can spend 10% of his total quintessence to create an avatar. His avatars have 25 levels and the Prophet template. All of an avatar’s ability scores are equal to 7+ 1/2 (round down) the same ability score possessed by his manifestation. If Auric gains levels or increases an ability score, so too do his avatars.
—Immortality: Auric does not age, requires no air to breathe, no food or drink, nor sleep.
—Immunities: Auric is unaffected by natural effects such as: ability damage, disease, natural elements (cold, drowning, fire, lava, lightning etc.), poison and so forth. He can still be affected by magical cold, magical disease, magical fire etc.
—Auric possesses spell resistance equal to his level +14.
—Level Adjustment: +13
Spell-like Abilities: Caster level 54, save DC 30 + spell level. At will – antimagic field, blade barrier, commune, divine power, dream, etherealness, flame strike, geas/quest, greater dispel magic, greater teleport, magic jar, magic vestment, magic weapon, mind blank, power word blind, power word kill, power word stun, prismatic sphere, protection from energy, repulsion, sanctuary, sending, shield other, spell immunity, spell resistance, spiritual weapon, tongues; 4/day – wish.
Spellcasting: as 45th level Wyrmblade (CL 54). Auric gains a +9 bonus on caster level checks to penetrate the spell resistance of creatures he has wounded with a melee attack in the same encounter. Save DC = 30 + spell Level. Maximum spell level 16th (31 sp), plus seven free metamagic levels per round. Spells points per day per day: 855.
Spells known: 0 – arcane mark*, dancing lights, detect magic, mage hand, message, prestidigitation, ray of frost*, read magic. 1st – burning rage*, Jerleena’s inquiry, magic missile, nerveskitter, obscuring mist*, shocking grasp, true strike. 2nd – alter self, detect thoughts*, knock, scorching ray, whirling blade*, wraithstrike. 3rd – arcane sight*, dragonskin, energy vulnerability, fireball, haste, spell vulnerability*. 4th – Auric’s lightning lash, celerity, celestial brilliance*, greater wings of air*, orb of acid, solid fog. 5th – cone of cold, dragonsight*, greater blink, greater fireburst, telekinesis, wall of force*. 6th – chain lightning*, chasing perfection*, Solasterros’ burning retort, true seeing. 7th – delayed blast fireball*, forcecage*, limited wish. 8th – discern location*, moment of prescience, polar ray*. 9th – detonate, meteor swarm, time stop*, true dispel magic*. 10th – Forge Destiny. 11th – Ruin (no backlash). 12th – Roar of Desolation. 13th – Wyrm’s Might. 14th – Epic Fire Shield. 15th – Instant Champion. 16th – Rain of Holy Fire.
*from Divine Spell Knowledge
Virtual Size Category (Ex): Due to great strength and muscular density, Auric functions in some ways as if one size larger. His natural weapons deal greater damage, and he gains +4 Con, -2 Dex, +2 natural armor (already factored into above stats).
War Portfolio Traits (Quasi-deity):
— Battle Ready (Ex): Auric takes no penalty for wearing armor or carrying a shield.
— Scion of War (Ex): Auric gains a +4 competence bonus to attack rolls.
— Brothers of Battle (Su): Any creatures Auric summons gain a +4 competence bonus to attack rolls.
—Soldier’s Death (Ex): Auric takes a -4 penalty to all rolls for one week after he retreats from a battle.
—Lemming’s Wisdomr (Ex): Auric takes a -4 competence penalty to Wisdom.
Unique Non-Epic Spells
Auric’s Lightning Lash
Evocation/Transmutation (electricity)
Level: Druid 5, Duskblade 4, Sorcerer/wizard 4, Warmage 4
Components: V, M, S
Casting Time: 1 standard action
Range: Personal
Effect: A whip of lightning
Duration: 1 round per level
A stroke of lightning shoots from your palm, but instead of striking your enemies, it remains there, hanging in the air, for you to wield as you please. You can already see just how to manipulate the thunderbolt to maximum advantage…
A 10-ft. long beam of crackling electricity springs forth from your hand, which you wield as a whip (including reach and the ability to make trip attempts). Attacks with the beam are melee touch attacks that deal 1d6 points of electricity damage + 1.5 times your primary spellcasting modifier (Wisdom for druids, Intelligence for wizards, and so on). You decide when you cast the spell whether this damage is lethal or nonlethal in nature. You are considered proficient with the lightning lash, and receive Improved Trip and Weapon Finesse as bonus feats for the duration of the spell, regardless of whether you meet the prerequisites.
Jerleena’s Inquiry
Transmutation
Level: Sorcerer/wizard 1, Bard 0
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
As you complete the incantation, you feel your mind open, pointing out obvious ways to make others tell you what you wish to know.
Developed by Auric’s mother (who used it frequently as an adventurer, parent, and professor alike), this spell grants the caster a +5 insight bonus on his next Charisma or Wisdom-based skill check. If he does not make such a check within one round of casting, the spell is wasted. You need not designate which skill receives the bonus at the time of casting.
Solasterros’ Burning Retort
Evocation [Fire]
Level: Duskblade 5, Sorcerer/wizard 6, Warmage 6
Components: V, S, F
Casting Time: 1 standard action, or 1 immediate action (see below)
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Your pain and indignation at being struck seem to coalesce in your hand, causing it to burst into flame. You reach towards your foe, eager to deliver his comeuppance.
Solasterros, an Elven evoker and mentor to Auric in his younger days, created this spell to dissuade melee warriors from taking advantage of his physical frailty; Auric, though hardly frail, finds it eminently suited to his own style of fighting. Though the mage later succumbed to the temptations of evil, Auric continues to use the spell in memory of his old friend.
If you cast this spell as a standard action, you make a melee touch attack that deals 1d6 points of fire damage per level (max of 15d6) to the target. However, as a special use of the spell, you may cast it as an immediate action against a target that has just injured you with a melee attack (including another touch spell); if you cast the spell in this fashion, you gain a +4 bonus on your attack roll, and it deals 1d4 points of fire damage per level (max of 15d4). Casting the spell in this fashion counts as an attack of opportunity.
Focus: a ceremonial obsidian dagger, worth no less than 500 gp.
Fëanáro’s True Dispel Magic
Abjuration
Level: Clr 9, Sor/Wiz 9
This spell functions as dispel magic except that the maximum CL bonus to the dispel check is +35. Additionally, true dispel magic can dispel any non-instantaneous magical effect, including antimagic field, forcecage and wall of force.
Finally, the caster may select his targets when using the area dispel option, choosing to exclude his allies from the effect if so desired.
Unique Epic Spells
Epic Fire Shield
Evocation (Fire)
Level: 14
Spellcraft DC: 71
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
To Develop: 497,000 gp; 9 days; 19,880 XP. Seed: fire shield (DC 20), acid sheath (fire version; DC 22). Factors: convert 3 damage per CL to 1d6 per CL (+0 DC), increase level cap for damage by 34 dice (+34 DC)
Mitigating Factors: warm shield only (-5 DC)
Crushing the lump of phosphorus between your fingers, your body ignites in flames. You feel no pain from the eldritch blaze, but those that dare strike you will not be so fortunate.
While this spell is active, you take half damage from all cold-based attacks (if the attack offers a save for partial damage, and you makes the save, you instead take no damage). Any creature that strikes you with a non-reach melee weapon takes 1d6 fire damage plus an additional 1d6 per caster level (maximum 50d6). Any other fire spell you cast while this spell is active does 1 additional damage per die.
Arcane material component: a lump of phosphorus
Instant Champion
Transmutation
Level: 15
Spellcraft DC: 80
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: 1 creature
Duration: 10 minutes per level
Saving Throw: None
Spell Resistance: Yes (harmless)
To Develop: 560,000 gp; 12 days; 22,400 XP. Seed: heroics (three times) (DC 48). Factors: allow granted feats to meet requirements for each other (+12 DC), allow one granted feat to be Epic (+20 DC).
As you finish the spell, and the sliver of ancient steel evaporates in your hand, your mind surges with the battle ardor and warrior’s training of the one who wielded the blade from whence it came. Whether you choose to keep that knowledge for yourself, or pass it to a comrade, you know it will turn the tide of the battles to come.
This spell grants a single touched creature three feats from the list of bonus feats available to Fighters. Of these feats, only one may be Epic, and the recipient must meet all prerequisites for feats chosen, although the granted feats can be used to qualify for each other (for example, a character could gain Dodge, Mobility, and Spring Attack with a single casting of the spell). Casting this spell, or any similar spells, on a character already under its effects dispels the previous casting.
Material Component: A piece of a weapon, shield, or armor once used by a fighter of at least 25th level.
Rain of Holy Fire
Evocation [Fire, Good]
Level: 16
Spellcraft DC: 87
Components: V, S
Casting Time: 10 minutes; see text
Range: 4 miles
Area: 12-mile-radius circle, centered on you; see text
Duration: 4d12 hours (D); see text
Saving Throw: Reflex negates (see text)
Spell Resistance: No
To Develop: 609,000 gp; 13 days; 24,360 XP. Seed: control weather (DC 26). Factors: change rain to wisps of energy that inflicts 1 point of fire damage (ad hoc +10 DC), increase damage die 7 steps (+70 DC), add 14 dice of damage (+28 DC), duplicate Consecrate Spell (+7 DC) triple area of effect (+8 DC), dismissible by caster (+2 DC). Mitigating Factor: 32d6 backlash (-64 DC)
As the long incantation nears completion, you can feel the storm’s wrath building to a peak; the fire you have summoned, and infused with the power of your deity aches to break free and rain destruction upon the unworthy. With a final word, you release the magic, and gouts of fire burst from your body and streak into the clouds. You look up as the pain fades, and watch as flickers of brilliant, white flame begin to fall.
This spell summons a swirling thunderstorm that rains fire rather than raindrops down on the character and everything within a two-mile radius of him or her. Everything caught unprotected or unsheltered in the flaming deluge takes 15d12 points of damage each round; this damage is half fire and half divine. A successful Reflex save results in no damage, but the save must be repeated each round. Unless the ground is exceedingly damp, all vegetation is eventually blackened and destroyed, leaving behind a barren wasteland similar to the aftermath of a grass or forest fire. The fiery storm is stationary and persists even if the caster leaves. Channeling this spell inflicts 32d6 backlash damage on the caster.
Roar of Desolation
Evocation [Mind-affecting, Sonic]
Level: 12
Spellcraft DC: 54
Components: V, S
Casting Time: 1 standard action
Area: 60-ft. cone.
Duration: Instantaneous, and 1 round/level (see text)
Saving Throw: Reflex half, and Will negates (see text)
Spell Resistance: Yes
To Develop: 378,000gp; 8 days; 15,120 xp. Seeds:
cone of cold (sonic) (DC 22), crushing despair (DC 20).
b]Factors:[/b] increase damage die by one step (+10), increase maximum damage by 10 dice (+10 DC), increase morale penalty by 5 (+10 DC). Mitigating Factors: Reduce duration to 1 round/level (-10 DC), 4d6 backlash (-8 DC)
Summoning your anger and magical power, you unleash a terrible roar of fury, with power enough to tear flesh and bone asunder. The foes who survive this battering ram of sound are left trembling in fear.
This spell deals 1d8 points of sonic damage per caster level to all creatures in a 60 ft.-long cone (maximum 25d8); a Reflex saving throw is allowed to halve this damage. All creatures in the area of effect must also make a Will saving throw; those who fail this save take a -7 morale penalty to all attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls, for one round per caster level. The caster takes 4d6 backlash damage, as the force of the roar rattles his flesh and bones.
Wyrm’s Might
Transmutation
Level: 13
Spellcraft DC: 62
Components: V, S, M
Casting Time: 1 standard action
Range: Personal.
Target: You.
Duration: 11 minutes (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 434,000gp; 9 days; 17,360 xp. Seeds:
giant size (DC 26), cat’s grace (DC 16). Factor: spell from Wu Jen list (ad hoc +10 DC), dismissible by caster (+2 DC), increase duration by 1000% (+10 DC). Mitigating Factors: reduce Dexterity enhancement to +2 (ad hoc -4 DC).
You complete the incantation with a triumphant shout, which turns into a deafening roar. You look down upon your foes, who now seem small as ants; they have no chance against your newfound strength!
This spell makes the caster as large and strong as the greatest dragons. Upon completing this spell, the caster and all of his equipment grows to Huge, Gargantuan, or Colossal size (caster’s choice). A medium creature growing to Colossal gains +32 Strength, -2 Dexterity, +12 Constitution, +12 Natural Armor, -8 to attack rolls and AC, and a space and reach of 30 ft. The caster also gains a +2 enhancement bonus to Dexterity (negating the size penalty).
Material Component: The scale from a dragon or hair from a giant. Auric uses his own scales.
Note: Auric’s total benefits are +8 to melee attacks and damage (+12 two-handed damage., +4 secondary), -8 to ranged attacks, +400 hit points, +4 AC, -8 touch AC. His sword deals a base of 8d6 damage while colossal, his staff and claws deal 4d6, and his bite 2d8.
Artifacts
Bahamut’s Roar: This holy flare sonic blast longsword +7 grants its wielder the Improved Critical feat. The blade and hilt are inlaid with orichalcum, increasing its weight by a factor of eight and base damage by 1.5, and requiring a minimum Strength score of 25 to wield. In addition to its enhancements, the wearer receives the benefits of a constant detect evil and can use heal and zone of truth as spell-like abilities three times per day as a 54th level cleric; unlike normal spell-like abilities, these require the sword to be used as a focus component.
However, like all power, that of Bahamut’s Roar confers great responsibility on its wielder; it is as much a badge of office as a weapon. While wielding the blade (and not merely carrying it sheathed), Auric suffers a cumulative -1 penalty to all ability scores any time he commits an action of which Bahamut would not approve (DM’s discretion). This penalty remains for 24 hours, or until he performs an act of piety appropriate to his transgression; slaying an evil-aligned dragon or fiend, or taking damage while protecting innocent beings, is always considered appropriate. Bahamut’s Roar is an instrument of sacred vengeance; once drawn, it cannot be sheathed or willingly dropped until it has dealt damage to an evil-aligned creature.
Paladine Talisman: This sacred relic of Bahamut grants the bearer the divine abilities of Adjuration (celestials and metallic dragons only), Heavenly Soul, and Improved Damage Reduction (evil), provided he meets the prerequisites. It also holds a reserve of pure, divine energy, supplying 2,000 xp that Auric can spend in place of his own for purposes of spells with xp costs; this reserve can be split into multiple uses, and renews itself every sunrise.
The Scales of Varunaurum: The Scales are an intelligent suit of glamered soulfire full plate +7 of heavy fortification, with Int 32, Wis 33, Cha 32, and Ego 56. Varunaurum can speak all languages and read magic, but prefers to communicate via telepathy. The spirit within the armor has 20 ranks in Sense Motive and Diplomacy, may cast bless on the wearer and his allies 3/day, and heal 1/day. In addition, if the wearer is a half-dragon, his breath weapon increases in power, dealing 1 die of damage per 3 HD, with half class levels stacking with racial HD to determine the save DC. Varunaurum’s spirit can animate the armor for brief periods, allowing it to be donned or removed as a full round action without assistance, and without incurring penalties for being donned hastily. The Scales have an armor check penalty of -2, and are treated as medium armor for the purpose of proficiency and spell failure.
Corrodar’s Atonement: This cloak whips about of its own accord in battle, intercepting blows aimed at the wearer, granting a +7 shield bonus to AC. Unlike a normal shield, this bonus applies to touch AC, and as a bonus on any checks Auric makes to resist a bull rush, disarm, grapple, overrun, or trip attempt. It also bestows qualities similar to those of a Black Dragon; immunity to acid damage, and a swim speed equal to the wearer’s base land speed. The power of the cloak resonates with Auric’s own draconic blood, granting him incredible bodily toughness, changing all of his hit dice to d20s while it is worn.
Non-epic Items
Masterwork musical instruments: bagpipes, fiddle, dulcimer, mandolin, horn
Belt of many pockets
Foci for non-Epic spells
Adventure Ideas
Sub-Epic (Evil PCs): Auric’s Avatar (Wyrmblade-25, Prophet) would be ideal as a climactic encounter for evil player characters on the cusp of divine ascension.
Sub-Epic (Non-evil PCs): The PCs have been drafted into Sanctuary’s military in preparation for inevitable war against the Chromatic homeland of Bastion. Due to critical personnel shortages, Auric (or an avatar) is their commanding officer.
Low-Epic: Auric has recovered a powerful evil artifact, but he cannot perform the long ritual to destroy it without leaving himself vulnerable to any number of foes. Will the PCs agree to protect him, or take advantage of his lowered guard?
Mid-Epic: Bahamut is dead, and his former Proxy stands accused of the heinous crime… but the PCs witnessed Platinum Dragon’s murder, and know Auric is innocent. Can they clear his name?
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Notes
Skill points were calculated using his final Intelligence modifier, because I am lazy, and because I think it makes sense.
Wyrmblade (and Duskblade) uses the Bard column for spell points:
144 + 11 + 13 + 15 + 17 (ISC 6-9) + 242 (Cha 1-9) + 19x3 + 21x3 + 23x3 + 25x2 + 27x2 + 29x2 + 31x2 (ISC 10-16) = 855
The Quasi-deity template can be found in Upper_Krust’s Immortal’s Handbook: Ascension.
Ability scores:
Code:
14 11 16 14 12 17 (base, 5d6 drop two).
+8 +2 +2 +2 half-dragon
+2 +2 half-dragon paragon
+8 +6 +8 +6 +8 +10 divine bonuses
+5 +5 +5 +4 +2 +5 inherent bonuses
+3 +3 +6 level advancement
-2 +4 virtual size category
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38 20 40 26 22 42
Item Pricing:
Bahamut’s Roar: +24.8 (26.6) equivalent.
Treat restriction as granting SLAs.
+23.8 (17x1.4 total bonus)
+1 Improved Critical
-1.8 for inherent bonus
Paladine Talisman: +22.8 (26) equivalent
+6 Adjuration
+6 Heavenly Spirit
+6 Improved Damage Reduction
+4.8 XP reserve (650 * 1.25 split * 1.5 secondary)
-3.2 for inherent bonus
Scales of Varunaurum: +25 (26) total bonus.
+7 (enhancement bonus)
+6 (Intelligence and all it brings with it)
+2 (Epic Dragon Breath feat)
+5 (Heavy fortification)
+4 (Soulfire)
+1 (Glamered, fast donning)
-1 for inherent bonus
Corrodar’s Atonement: +22 (26) total bonus.
+6 (shield bonus)
+1 (Shield Specialization)
+1 (Shield Ward)
+6 (acid immunity, divine ability)
+2 (swim speed, comparable to 1-2 feats)
+6 (Divine Toughness)
-4 for inherent bonus
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