Jess Atmore (3.5e NPC)
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|Male Elemental (human) Sorcerer 1/ Wizard (Conjuration) 4/ Ultimate Magus 10/ Elemental Savant 10CAr/ Red Wizard 5/ Arcane Savant 10|
|N Medium Elemental (human)|
|Init/Senses||+5/darkvision 60 ft. , telepathic bond; Listen +16, Spot +11|
|Languages||Common, Infernal, Abyssal, Ignan, Celestial, Sylvan, Undercommon, Terran, Dwarven, Draconic|
|AC|| +15, touch +15, flat-footed +10|
|hp||none yet (40 HD)|
|Fort/Ref/Will||+22/+21/+33; +15 to saves against fire and magical fire; +10 to saves against magic sleep, natural poison, paralysis, and stunning; +2 to saves against spells from the Conjuration school.|
|Melee||Slam +20 melee (1d6+1 plus 1d6 fire)|
|Special Actions||none yet|
|Combat Gear||none yet.|
|Sorcerer Spells Known|| (CL 46th - Transmutation spells/day: (6,10,10,10,9,9,9,9,8,8). Conjuration spells/day: CL 47th (10,18,18,18,16,16,16,15,14,11)):|
|Abilities||Str 14, Dex 20, Con 23, Int 32, Wis 22, Cha 40|
|SQ||vulnerability to cold, not subject to critical hits or flanking, does not need to eat, sleep or breathe.|
|Feats||Improved Spell Capacity x3, Epic Spellcasting, Ignore Material Components, Ignore Focus Components, Epic Leadership, Craft Epic Wonderous Item, Rapid Metamagic, Silent Spell, Still Spell, Quicken Spell, Spell Mastery, Energy Substitution (fire), Leadership, Craft Wonderous Item, Tattoo Focus, Epic Skill Focus (Spellcraft)|
|Skills||Appraise +16 (+18 to wonderous items), Autohypnosis +19, Bluff +15, Concentration +49, Craft (wondrous item) +54, Diplomacy +37, Disguise +15, Gather Information +35, Intimidate +15, Know (arcana) +54, Know (Engineering) +31, Know (Planes) +54, Know (Local) +31, Know (Religion) +34, Know (History) +31), Scry +54, Search +16, Spellcraft +71, Use Magic Device +35 (+37 involving scrolls)|
|Possessions||combat gear plus simple clothing|
|Arcane Epic Spells Known|| epic spells prepared plus siege cannon
|Spellbook|| spells prepared plus |
0—Blessed Books contain all spells listed below
|Spell Mastery||superior invisibilityCAr, overland flight, zone of revelation, +7 more|
Jess usually prefers to talk, and if possible, avoid fighting. He often makes use of Sense Motive, Diplomacy, and Gather Information during parlay to gain as much useful information as possible about a potential opponent. He makes heavy use of spells in combat, especially fire-based spells, elemental summoning, and teleportation. If Jess is engaged in combat that he wants to continue in, he will often attempt to teleport the opponent (or opponents) to a more favourable location (usually a place where he can make use of his elemental resistance). If the combat is potentially dangerous, Jess usually begins the first round of combat by using instant summons to bring him his powerful magic armour, followed by a time stop (if he plans to stay and continue combat), or a teleport spell (if he wants to avoid combat at this time).
At the beginning of every day Jess (usually) casts overland flight.
Burn (Ex): Jess’ slam attack deals bludgeoning damage plus fire damage from his flaming body. Those hit by a Jess' slam attack also must succeed on a Reflex save (DC 26) or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC is Constitution- based.
Elemental Specialty (Ex): When Jess casts a spell that normally deals energy damage, it's energy descriptor is changed to fire, and it deals fire damage instead of it's normal type.
Energy Penetration/Energy Focus (Ex): When Jess casts a spell with the fire descriptor, he gains a +4 competence bonus to caster level checks to overcome a creature's spell resistance. Also, the save DC for any spell cast by Jess with the fire descriptor increases by 2 (already considered).
Background fluff coming soon.
He has also written the book, "A Treatise on Living Spells", which discusses uses for living spells at an epic level.
Barred schools: Evocation, Enchantment, Illusion (after level 26)
 Vestement for All Seasons
After hundreds of years of research and study, Jess managed to uncover the secrets needed to create one of his greatest works to date: development and construction of his "Vestement for All Seasons." In a monumental feat of magical engineering, Jess designed and created a magical force within his own body, magically increasing his hardiness, and granting him various effects and spells at-will. Design and development was no simple task - it required many trips to hazardous planar destinations, gathering of rare material components, and deals with powers both dark and light. Simply constructing the Vestement took, in itself, nearly nine years of his time. The power of this item is great, and so was the cost - elevating his magical prowess has weakend his connection with himself.
The Vestement grants Jess the following spells at will: analyze portal, arcane mark, gate, greater blink (CL 45), greater dimension door (CL 45), greater plane shift (CL 45), greater scrying, greater teleport (CL 45), greater twin portals (CL 45), instant summons, phase door (CL 45), telekinesis (CL 45), teleport other (CL 45), wish, xorn movement, and zone of revelation. Jess also gains the following spells as a constant effect: detect scrying, greater anticipate teleportation, mind blank, and planar tolerence. The Vestement also grants Jess a +8 compentance bonus to Intelligence, Charisma, and Constitution. However, it also places a permanent -1 bonus on both Strength and Dexterity.
To create: 3,272,250 gp and 75,445 XP
- Built with a 25-point buy.
- Gains +3 to Int, Wis, Cha, with no negative effects of aging due to elemental transformation. One point of this bonus is applied at level 20, the remaining two age category bonuses are applied at level 40.
- At level 20, used five Wish spells to gain a +5 inherant bonus to Int, Wis, Con, Cha, Str, and Dex.
For characters I make, I prefer to avoid absolutes if possible. I've been trying to use the suggestions here and here as a basis for substituting absolutes with increased saves. For example, if the Elemental Savant prestige class grants immunity to sleep, stunning, and paralysis, I'd change that to give +10 to saves against sleep, stunning, and paralysis. +10 to a save means that they're going to almost always make the save. I'm using bonuses of +5 for each step of logicalness that a save has. Like, if a fire elemental (which is composed of fire) gains "immunity to fire", then they'll gain a +15 bonus to saves vs fire effects. If a fire giant (which has the fire subtype) gains immunity to fire, they'll get +10 to their save vs fire effects. A normal human with no reason to be immune to fire gains a +5 vs fire effects.
Similar deal with immunity to fire. Upper Krust, in the Immortals Handbook suggests to use a three-tiered system, with FR 50 for creatures that have no reason to be immune to fire, FR 100 for creatures with the (fire) subtype, and FR 150 for creatures composed of fire. Since the Elemental Transformation feature of the Elemental Savant PrC actually turns the character into an elemental, I've given Jess FR 150. I've also added the FR 20 gained during the class progression, for FR 170 total. Also, saves against [whatever] from converted "immunities" are untyped, so they stack with everything else.