Talk:Protean-Above-All (3.5e Deity)
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Unlike my previous three epic creatures and characters, who were made over a year ago and finally posted online, I made this one from scratch a few days ago. Though admittedly I had created a Protean-Above-All in about the same time as the others, it was a 90-HD hagunemnon with 200 levels of factotum, and loaded with all the arbitrary bonus feats/divines that the rest of them were.
This time it was a plain old monster with the first one template, its abilities made solely for flavor. I also made it another face of Limbus, the first one of the Far Realm as mentioned in the Immortal's Handbook.
powerful array: 18, 16, 14, 13, 11, 9 (avg 13.5 each)
Str 11, Dex 9, Con 16, Int 13, Wis 18, Cha 14
add 602 from 301 supernatural creature hit dice
Con +50, Wis +400, Cha +152
Str 13, Dex 11, Con 66, Int 9, Wis 418, Cha 166
First One bonuses (+96 to each; Int bonus lowered to 48 to add 24 to Wis)
Str 109, Dex 107, Con 66, Int 57, Wis 538, Cha 166
base size modifiers for gargantuan (IH rules)
Str +30, Dex -6, Con +12
Str 139, Dex 101, Con 78, Int 57, Wis 538, Cha 166
virtual size modifiers (+6 size categories)
Dex -12, Con +24
Str 139 (+64), Dex 89 (+39), Con 102 (+46), Int 57 (+23), Wis 538 (+264), Cha 166 (+78)
virtual size category = if your normal strength (i.e. completely unbuffed) is 15 higher than is normal for a creature of your size (10 if Medium, 20 Large, 40 Gargantuan, etc), you gain one virtual size category. Your Dex, Con, and natural armor modifiers, and base damage dice of natural weapons and unarmed strikes are as if you were a creature of your size category plus your virtual size category/ies. Every 15 points your Strength is above the norm for your size gives you another virtual size category.
Protean-Above-All is so strong that its Dex, Con, natural armor, and base damage die are as if it were Macro-Small size (~2000-4000' tall or long). Its immensely packed muscles also make it weigh as much as a Macro-Small creature (~2k-4k' long or tall).
Custom portfolio: Transformation
Aspects: Doppelgangers, druids, phasms, shifters
Opposed Portfolio: Stasis
Synergistic Portfolios: Moon, Trickery
Examples: Loki (Norse)
Favored Animal: Mimic (supernatural)
Favored Class: Transmuter
Favored Place: Fey mound
Favored Sacrifice: Anything that has remained the same for a length of time
Favored Time: Goofy time
Favored Weapon: Scimitar
Portfolio Trial: You must assume the form of a king or emperor and issue one command that will be felt throughout the land
Prerequisite: Must have the shapechanger subtype
Symbol: Face with two completely different halves
Typical Quote: "I am the prince and the pauper, the wolf and the lamb, the dragon and the slayer."
Granted Power: You cast transmutation spells at +1 caster level.
1: Enlarge Person
2: Alter Self
3: Gaseous Form
4: Righteous Might
6: Flesh to Stone
8: Polymorph Any Object
"Normal form" is unheard of in your realm, for your petitioners or the landscape. Its features and buildings if any are just as transformative as you are, depending on your tastes and temperament. It may be an ever-growing jungle or fey domain, an everchanging clockwork realm, indistinguishable from Limbo, or all of the above.
Hazards: Depending on the realm's alignment traits, non-shapechangers may be pitied, harrassed, or hunted. Certain forms may be favored by factions, and you won't know until you offend them by choosing an insulting shape. Realms of a double Transformation portfolio might deem those with only one or two other forms as inferior to the likes of phasms and hagunemnons.
Inhabitants: Obviously shapechangers of all kinds are attracted to this place.
Transformation Template (Single Portfolio)
Appearance: Some part of the immortal is rarely the same from one moment to the next, or is completely non-descript like a blank page awaiting ink, usually dependent on its other portfolio. E.g. an immortal with the Transformation and Trickery portfolios might have fingers that elongate and develop extra knuckles when feeling greedy.
Demeanor: To say the immortal is adaptable is an understatement. It finds those who harp about their "true self" perplexing, and hates looking at the same things all the time. Chaotic ones hate even the idea of routines, traditions, and the like even moreso than most chaotic beings.
Special: Has the druid's A Thousand Faces class feature, except can be used in any of its forms.
Transformation Template (Double Portfolio)
Appearance: As with a single portfolio, but for its entire manifestation, which might resemble a phasm or hagunemnon. But this is irrelevant as they likely have forgotten their "true form".
Demeanor: Having a conversation with one of them is like talking with a person one moment, then while you're speaking he walks away and another with different mannerisms takes his place and continues as if nothing had happened, which repeats itself more and more the longer you continue to talk.
Special: Has Alter Self as a swift action, at-will supernatural ability that lasts until you dismiss it with a free action, except with no movement limits and the maximum hit dice is equal to your divine rank plus half your hit dice.
Single Transformation Portfolio
Disciple - Spell-like Abilities (Sp): Can use any of its domain spells at-will as a standard action.
Hostile Environment (Stasis) - Competence penalty (equal to your divine rank) on all die rolls while within a plane or area with the Static or Timeless trait.
Prophet - Transmutation Immunity - You are immune to transmutation effects.
Hero-deity - Scion of Change - Competence bonus (equal to your divine rank) on attack rolls, weapon damage rolls and armor class while in another form.
Quasi-deity - Improved Summoning (Shapechangers) - Summoned creatures with the Shapechanger subtype have 50% more HD (summons advanced versions).
Demi-deity - Embodiment of Alteration - 50% chance to ignore immunities to your transmutation or polymorph effects.
Lesser Deity - Superior Poison [Effect] - Assault your enemies with poison-based effects.
Intermediate Deity - Uncanny Poison Mastery - Assault your enemies with poison-based effects.
Greater Deity - Diversity Heals (Ex) - Gain fast healing equal to the damage reduction gained from your divinity template times your cosmic firmament modifier (if any) while in another form.
Elder One - Shapechanger Messiah - Shapechangers and creatures with the alternate form or change shape ability of a lower divine rank cannot harm you (no save).
Cosmic Imperfection (Stasis) - One artifact in the multiverse can defeat your cosmic string ability.
Old One - Pariah of Statis - Effects that stop time or fix shape or motion (petrification, stunning) no longer function in your realm.
Double Transformation Portfolio
Disciple - Spell-like Abilities (Sp): Can use any of its domain spells at-will as a swift action and a standard action.
Hostile Environment (Stasis) (Ex) - Competence penalty (equal to double your divine rank) on all die rolls while within a plane or area with the Static or Timeless trait.
Prophet - Transmutation Reflection (Su) - Enemies using any transmutation effect on you has it automatically reflected back onto them.
Hero-deity - Sire of Change (Ex) - Competence bonus (equal to double your divine rank) on attack rolls, weapon damage rolls and armor class while in another form.
Quasi-deity - Perfect Summoning (Shapechangers) (Su) - Summoned creatures with the Shapechanger subtype have 200% more HD.
Demi-deity - Embodiment of Alteration (Su) - Ignore immunities to your transmutation or polymorph effects.
Lesser Deity - Gravitic [Effect] - Crush your foes with gravity-based effects.
Intermediate Deity - Greater Gravitic [Effect] - Crush your foes with gravity-based effects.
Greater Deity - Diversity Heals (Ex) - Gain fast healing equal to twice the damage reduction gained from your divinity template times double your cosmic firmament modifier (if any) while in another form.
Elder One - Lord of Shapechangers (Su) - Dominate any shapechangers and creatures with the alternate form or change shape ability in your divine aura/realm. The Will DC is 20 + Cha mod (plus the bonus from divinity and other DC increasers). This uses no action on part of the immortal. Functions like Dominate Person with the following exceptions: changing instructions or giving a new command is a free action, you always receive full sensory input, this ignores Protection from Evil or similar effects, and this is neither a mind-affecting effect nor an enchantment or compulsion effect (it works by the elder god's intimate connection between its portfolio and the multiverse).
Cosmic Imperfection (Stasis) - Two artifacts in the multiverse can defeat your cosmic string ability.
Old One - Molymorph (Su) - You are immune to all the extraordinary abilities, including attacks with natural weaponry, of any form you assume. Does not make you immune to manufactured weapons, spells, supernatural abiltiies or elsewise.
First One - Cosmic Inspiration (Ex) - You gain a single interchangeable cosmic ability.
natural armor: +129 = from size (+54) and first one template only (1/4 HD = 75)
BAB and base saves are good (+301; +152)
Attack rolls: 457 = 301 + 64 (Str) + 48 (divine) + 48 (insight) - 4 (size)
Attacks (touch): 432 = 301 + 39 (Dex) + 48 (divine) + 48 (insight) - 4 (size)
Armor Class: 426 = 10 - 4 (size) + 39 (dex) + 78 (deflection) + 48 (divine) + 78 (force) + 48 (insight) + 129 (natural)
Touch AC: 297 = 10 - 4 (size) + 39 (dex) + 78 (deflection) + 48 (divine) + 78 (force) + 48 (insight)
Flat-Footed AC: 387 = 10 - 4 (size) + 78 (deflection) + 48 (divine) + 78 (force) + 48 (insight)
Saving throws: Fort +152, Ref +152, Will +152
Divine bonus (+48 each): Fort +200, Ref +200, Will +200
Ability modifiers (+264 Wis; LuIn): Fort +464, Ref +464, Will +464
Insight bonus to saves (+48): Fort +512, Ref +512, Will +512
Old artifact from its previous incarnation
FLESH OF NEUTRONIUM
This... well, it used to be a suit of armor of unsurpassed craftsmanship. Now, though, the armor -- it wasn't even around long enough to be given a worthy name -- is as much an integral part of the near-evergod's very being as is it's very quintessence. The armor was originally fashioned from a mechanus gear suit, its material a base of orichalcum with 0.19% neutronium -- the orichalcum was wholly subsumed by even this drop of neutronium, much like adamantine is laughably overshadowed by so much as pinch of white star metal.
The armor -- if it were still around, that is -- seamlessly melts into and mixes with all external and internal portions of its wearer, like the result of a year of constantly stirring chocolate and vanilla pudding. As it melds with its wearer, it becomes like unto skin, muscle, and bone. Even a being's innermost essence, be it soul or quintessence, cannot escape this assimilation. It is forevermore an irrevokable portion of the entity, regardless of its form, even if its immortality were to be shorn from its husk -- a quintessence elemental would be at least as scarily bulwarked as an orichalcum gargant.
The Protean-Above-All, since the time it gladly subsumed the shell into its boiling form, has had a permanent 640 armor bonus to its AC. The armor does not hinder The Protean in any way -- it is considered as unarmored as a nude dwarf, though more aesthetically pleasing, therefore requiring no proficiency nor mastery feats. This would be about as bizarre as a healthy halfling taking a feat to become proficient in his own skin. The absorption didn't increase the Protean-Above-All's natural armor bonus (except as a consequence of many bonus VSCs) therefore it cannot benefit from wearing any other armor unless that armor's bonus is higher than 640 -- although it could still cast armor-enhancing spells on "itself".
Merging with the armor also had the side effect of increasing its base weight from about one-and-a-quarter kilotons to a world-sundering 86 teratons. Since this miniscule portion of neutronium alloy fortified his musculature at the molecular level, the Protean-Above-All's natural strength (from its base race alone) raised from 77 to 180; if it weren't for Inconsistency's overdivinity, it wouldn't even be able to move! He would have become little more than a centimeter-deep puddle, which may well have have sunk all the way through the planet, becoming a part of itse core and wreaking all sorts of unforseeable carnage. [NOTE: change individual numbering; divine bonuses to strength add to virtual size categories]
Aside from the obvious benefit of near-irremovable, nigh-impenetrable flesh, the Protean-Above-All has also gained the benefit of nine Virtual Size Categories from the neutronium alloy fortifying his musculature at the molecular level, gaining 36 Constitution and an additional 108 natural armor while losing only 18 Dexterity (he doesn't gain an additional +90 Strength; it's already benefitted from the Strength increase from the armor's weight).
Should the Protean-Above-All be destroyed and its psysical corpse somehow preserved, a sidereal blacksmith can extract raw neutronium by boiling away its flesh -- it is up to the DM to determine any DCs or the exact nature of this process, if it need be described at all.
The amount of raw neutronium gathered is enough to craft: 720 weapons or 480 suits of armor of 0.0004% neutronium, 96 weapons or 64 armors of 0.003%, 12 weapons or 8 armors of 0.024%, or 1 weapon or 1 armor of 0.19%. It is suggested that neutronium is so ludicrously dense that percentages of it can only be mixed with pure orichalcum or other equally dense or strong materials (add the cost modifier of orichalcum to the neutronium's cost modifier).
custom feats/divine abilities/etc
As it used to be a level 200 factotum, I made a bunch of custom abilities for them. Also made custom ones for hagunemnons. Maybe someone will find a use for them.
Negative Piety: You can choose to channel negative energy to harm the living, or heal the dead. Special: You can still channel positive energy to heal the living, or harm the dead. Normal: You can only channel positive energy to heal the living, or harm the dead.
Opportunistic Undeath Control: You can now rebuke or control the undead as an evil cleric. Special: You can still turn or destroy undead as a good cleric. Normal. You can only turn or destroy undead as a good cleric.
Improved Cunning Defense (Medium): You gain the benefit of Improved Cunning Defense while wearing medium armor. Normal: You can only benefit from Improved Cunning Defense while wearing light armor.
Improved Cunning Defense (Heavy): You gain the benefit of Improved Cunning Defense while wearing heavy armor. Normal: You can only benefit from Improved Cunning Defense while wearing light armor.
Supernatural Cunning Brilliance: You can now use Supernatural Class Abilities as well as Extraordinary Class Abilities with Cunning Brilliance. This does not grant you spell casting of a class.
Extra Cunning Brilliance: You can choose one more Extraordinary Class Ability (or Supernatural Class Ability, if you have the Supernatural Cunning Brilliance feat) at the start of the day. In addition, each individual use of Cunning Brilliance lasts 2 more minutes. You may end emulating class abilities voluntarily, in fact they automatically end when you rest to recharge them. Special: You can take this feat multiple times. Each time you do, add one more cumulative minute. For example, if you take this feat twice, class abilities last 6 minutes. If thrice, 10 minutes. Four times, 15. And so on.
base 1 minute 1 = +2 = 3 minutes 2 = +3 = 6 3 = +4 = 10 4 = +5 = 15 5 = +6 = 21
48 minutes + 21 = 69 minutes
Cunning Brilliance (Var): A factotum may emulate extraordinary or supernatural class abilities. It sas in store eight class abilities from classes of up to 105th-level. Emulating one costs 1 IP and the class ability lasts 69 minutes or ended voluntarily or when it begins to rest to recharge cunning brilliance and arcane dilettante.
Arcane Dilettante (Sp): May store up to 68 spells. Spells may be up to 53rd-level. Caster level 248th??.
Cunning Surge (Ex): May take up to 48 extra standard actions in a round. Each extra standard action costs 1 IP.
Brilliant Dilettante: You can switch your arcane dilettante spells and cunning brilliance class abilities one more time a day, each additional switch requiring a ten-minute rest each. Any limited use class abilities (such as a paladin's smite evil) and expended arcane dilettante spell slots are still spent; you cannot switch out used spells with new ones. Special: You can take this feat multiple times.
Cheapened Brilliance: The cost to activate Cunning Brilliance is 1 IP less. Preresquisites: Extra Cunning Brilliance, Brilliant Dilettante. Special: You can take this feat up to three times. The preresquisites for each time this is taken scale up to one additional Extra Cunning Brilliance and Brilliant Dilettante. Example: twice (to make CB cost 2 IP) you need two ECBs and BDs each. Thrice (to make CB cost 1 IP) you need three ECBs and BDs each.
Cheapened Defense: The cost to activate Cunning Defense is 1 IP less. Preresquisite: CD usable 4/day. Special: You can take this feat up to three times. The preresquisites for each time this is taken scale scale up to four more times a day CD can be used; before you can take ChD twice, CuD needs to be usable 8/day, and before you can take ChD thrice, CuD needs to be usable 12/day.
Cheapened Surge: The cost to activate Cunning Surge is 1 IP less. Preresquisites: ???. Special: you can take this feat up to two times. N.B. This assumes you can only use Cunning Surge once a round. If you have ruled that a player can use Cunning Surge as many times in a round as he has IP to spare, consider banning this feat.
Improved Cunning Knowledge: You can use Cunning Knowledge on any particluar skill one more time a day. Ex. if you have two ICK feats, you can use CK to improve Swim up to three times a day. You may take this feat up to three times.
Epic Cunning Knowledge: You can use Cunning Knowledge on any skill as often as you wish. Preresquisite: two ICK feats. Special: if you've taken ICK three times, by the time you hit epic level you automatically swap out the third ICK for ECK.
Reiterative Arcane Dilettante: Your Arcane Dilettante is no longer limited to picking each spell only once per day with for your Arcane Dilettante repitore. You can now pick the same spell multiple times with your Arcane Dilettante each time you prepare your Arcane Dilettante spell like abilities. Each individual selection of a spell as a spell like ability takes up one Arcane Dilettante slot.
[not epic] Greater Cunning Strike: You deal 2d6 sneak attack damage whenever you spend 1 IP to activate this ability. Normal: You deal 1d6 sneak attack damage per IP spent.
Epic Cunning Strike: You deal 3d6 sneak attack damage whenever you activate cunning strike. Preresquisite: greater cunning strike.
Epic Cunning Defense: By spending 3 IP as a free action, you gain Int modifier as dodge bonus to AC for 1 round. Special: As a dodge bonus, this stacks with Improved Cunning Defense.
Improved Cunning Brilliance: Each individual use of cunning brilliance lasts an additional number of minutes equal to your divine rank. This stacks with the bonus time from Brilliant Dilettante.
Protean Celestial: An immortal hagunemnon can assume the physical shape of any combination of creatures of up to an effective DR 16 in power (aka greater-deity-equivalent beings) -- mostly, this just means any creature that uses d20s for HD. (size rules here) This is otherwise equal to the hagunemnon's Alter Shape ability.
Protean Celestial, Supernatural: An immortal hagunemnon can now choose to assume supernatural abilities in place of extraordinary abilities of creatures forms they could assume extraordinary abilities from with their normal Alter Shape ability. They also gain access to the supernatural abilities of deity-equivalent monsters of up to four divine ranks less than your current divine rank. For example, a lesser deity hagunemnon could use the supernatural abilities of a horned devil or death slaad (prophet-equivalent), an intermediate deity could use the balor's [hero-deity-equivalent], and greater deities could gain access to abominations such as the atropal and odium (quasi-deity-equivalent). Special: They can still choose extraordinary abilties. Normal: Alter Shape only allows a protean up to four extraordinary abilities at any one time.
Protean Primordial: A sidereal hagunemnon can assume the extraordinary abilities of any combination of creatures of up to an effective DR 48 in power (aka first-one-equivalent beings) -- mostly, this just means any creature that uses d100s for HD. This is otherwise equal to the hagunemnon's Alter Shape ability.
Protean Primordial, Supernatural: A sidereal hagunemnon can now choose to assume supernatural abilities in place of extraordinary abilities, but only from beings of up to an effective DR 16 in power (see Protean Celestial). Special: They can still choose extraordinary abilties. Normal: Alter Shape only allows extraordinary abilities.
Protean Above All: An eternal hagunemnon can assume the shape of any combination of creatures of up to an effective DR 128 in power (aka stage-III-demiurge-equivalent beings) -- mostly, this just means any creature with less than 1000 HD that uses d1000s for HD. This is otherwise equal to the hagunemnon's Alter Shape ability.
Protean Above All, Supernatural: An eternal hagunemnon can now choose to assume supernatural abilities in place of extraordinary abilities, but only from beings of up to an effective DR 48 in power (see Protean Primordial). Special: They can still choose extraordinary abilties. Normal: Alter Shape only allows extraordinary abilities.
Divine Iaijutsu: Your extra damage from Iaijutsu Focus is uncapped.
Superior Iaijutsu: You can increase the damage dice used when you use iaijutsu focus. Special: This ability can be taken up to three times. The first time it is taken the sneak attack damage dice increases to d8, the second time it becomes d10 and the third time it becomes d12.
[cosmic] Iaijutsu Critical: Your iaijutsu bonus damage is multiplied upon scoring a critical hit.
[cosmic] Unearthly Iaijutsu: Use d20s to determine iaijutsu bonus damage.
[cosmic] Evenhanded: Add your iaijutsu bonus damage to every successful hit. Special: You are treated as if you always "take ten" with your iaijutsu roll, even though you cannot normally. This saves you from having to make skill rolls on top of every attack and damage roll. You may still choose to make Iaijutsu Focus rolls with each hit if you wish, for a slight variety.
Unearthly Cunning Knowledge: You gain your factotum level as a bonus to all skills.
Perfect Cunning Defense: As a free action, you can spend 9 IP to gain double-Int modifier as a dodge bonus to AC that lasts a number of rounds equal to DR. Alternatively, you can spend 3 IP to gain Int modifier as a dodge bonus to AC that lasts a number of rounds equal to DR. Special: This ability "replaces" Epic Cunning Defense; you cannot use them simultaneously. You cannot stack this ability with itself; each time you use this ability, any previous use is immediately ended.
Unearthly Cunning Defense: As a free action, you can spend 27 IP to gain triple-Int modifier as a dodge bonus to AC that lasts a number of rounds equal to DR. Alternatively, you can spend 9 IP to gain double-Int modifier as a dodge bonus to AC that lasts a number of rounds equal to DR, or 3 IP to gain Int modifier as a dodge bonus to AC that lasts a number of rounds equal to DR. Special: This ability "replaces" Divine Cunning Defense; you cannot use them simultaneously. You cannot stack this ability with itself; each time you use this ability, any previous use is immediately ended.
Ultimate Cunning Defense: As a free action, you can spend 81 IP to gain quadruple-Int modifier as a dodge bonus to AC that lasts a number of rounds equal to DR. Alternatively, you can spend 27 IP to gain triple-Int modifier as a dodge bonus to AC that lasts a number of rounds equal to DR, 9 IP to gain double-Int modifier as a dodge bonus to AC that lasts a number of rounds equal to DR, or 3 IP to gain double-Int modifier as a dodge bonus to AC that lasts a number of rounds equal to DR. Special: This ability "replaces" Divine Cunning Defense; you cannot use them simultaneously. You cannot stack this ability with itself; each time you use this ability, any previous use is immediately ended.
Divine Cunning Strike: Anytime you activate cunning strike, you deal sneak attack damage equal to a rogue of your factotum level, Ex. a 50th level factotum would deal 22d6 sneak attack damage. Special: You qualify for any feats and abilities that require sneak attack, based on how much sneak attack damage you would do whenever you activate cunning strike. Preresquisite: Epic Cunning Strike.
Cosmic Cunning Health: Gain Int modifier as bonus HP per HD.
Epic Cunning Breach: By spending 1 extra IP when using CB, you can affect any number of targets instead of only one.
Divine Cunning Breach: By spending 4 IP you can
Cosmic Cunning Breach: By spending 4 IP as a free action, you can ignore a single target's spell resistance and damage reduction for a number of rounds equal to your DR. Alternatively, you can spend 5 IP
old, unfinished stat block
Advanced Hagunemnon Level 200 Factotum First One
Gargantuan Outsider (Extraplanar)
Hit Dice: 290d100(x8)+18,850+52,490 (303,340 hp)
Speed: 500 ft. [give the divine ability Supersonic or something...]
Armor Class: 1324 (-4 size, +48 Divine, +59 Dex, +63 deflection, +181 dodge, +640 armor [Flesh of Neutronium], +327 natural), touch 357, flat-footed 1265
Base Attack/Grapple: +210/+508
Attack: Slam +??? melee (???)
Full Attack: 5 slams +??? melee (???)
Saves: Fort +258, Ref +252, Will +258
Abilities: Str 125, Dex 128, Con 140, Int 372, Wis 72, Cha 137
Special Attacks: [tba]
Special Qualities: [tba]
Skills: Appraise +722 (+738 related to crafts), Autohypnosis +636, Balance +797, Bluff +604 (+781 using drow sign lang. to deliver secret), Climb +779 (+795 involving ropes), Concentration +606, Control Shape +572, Craft (all) +722, Decipher Script +722, Diplomacy +652, Disable Device +722, Disguise +604 (+620 acting in character), Escape Artist +781 (+797 involving ropes), Forgery +722, Gather Information +620, Handle Animal +604, Heal +572, Hide +781, Iaijutsu Focus +604, Intimidate +604 (+779 Str-substitution), Jump +795, Knowledge (arcana) +722, Knowledge (architecture and engineering) +722, Knowledge (dungeoneering) +722, Knowledge (geography) +722, Knowledge (history) +722, Knowledge (local) +722, Knowledge (nature) +738, Knowledge (nobility and royalty) +722, Knowledge (psionics) +738, Knowledge (religion) +722, Knowledge (the planes) +722, Listen +772, Martial Lore +722, Move Silently +781, Open Lock +781, Perform (all) +635, Psicraft +738 (+754 address power stones), Profession (all) +572, Ride +781, Search +722 (+738 secret doors etc), Sense Motive +572, Sleight Of Hand +781, Spellcraft +722 (+754 decipher scrolls), Spot +572, Survival +572 (+636 following tracks, when underground, when in above-ground natural, when on other planes, avoiding becoming lost, or avoiding hazards), Swim +779, Truespeak +722, Tumble +797, Use Magic Device +604 (+636 involving scrolls), Use Psionic Device +604 (+620 involving power stones), Use Rope +781 (+797 involving bindings)
Feats: Blind-Fight, Cleave, Font of Inspiration(12) Great Cleave, Greater Combat Reflexes, Heavy Armor Proficiency, Hymnist, Improved Multiattack, Indomitable Soul, Quick Reconnoiter, Sneak Attack of Opportunity, Steadfast Determination
Epic Feats: Automatic Metamagic Capacity (40), Brilliant Dilettante(5), Cheapened Cunning Brilliance(3), Cheapened Defense(3), Cheapened Surge(2), Epic Combat Reflexes, Extra Cunning Brilliance(5), Heavy Armor Mastery, Heavy Fortification Improved Cunning Defense (Heavy), Metamagic Freedom, Negative Piety, Opportunistic Undeath Control, Perfect Cleave, Power Attack Mastery, Reiterative Arcane Dilettante, Sixth Sense, Skywalker, Supernatural Cunning Brilliance, Uncanny Power Attack, Underwalker, Weapon AbatementDivine Abilities: Anyfeat (x10), Carapace, Celerity, Improved Cunning Brilliance, Improved Cunning Surge, Intellectual Mind, Intellectual Soul, Intellectual Spirit, Nescient, Perfect Cunning Breach, Perfect Cunning Strike, Superior Cunning Strike, Superior Iaijutsu, Perfect Initiative, Protean Celestial, Quantum Effect, Superior Cunning Breach, Supernatural Protean Celestial, Uncanny Dodge
Cosmic Abilities: Devastating Spell, Divine Inspiration (x5), Divine Nescience, Evenhanded, Protean Primordial, Supernatural Protean Primordial, Supersonic, Unearthly Cunning Health, Unearthly Cunning Knowledge
Transcendental Abilities: Protean Above All, Supernatural Protean Above All
Challenge Rating: 401
I created an epic progression for factotums (as I couldn't find any on the web), but I lost it. --ScryersEve 04:19, 14 September 2011 (MDT)