Name: Nym
Alignment: Chaotic Good
Size: Medium
Race: Mindflayer
Templates: Dry Lich
Types: Undead
Subtypes: Shapechanger
Level: 70 (Divine Rank 18) + 365,000 exp
Class: Factotum 8/Marshal 1/Illithid Savant 10/Stalwart Sorcerer 1/Pious Templar 1/Epic Illithid Savant 49
Titles:
Domains: Luck, Air, Magic, Knowledge, Protection, Death
Portfolio: Protection, Knowledge, Magic, Death
Home Plane: Neth, The Plane that Lives
Favored Weapon: Longsword
Spoiler: Fluff (click to show/hide)
Work in progress
Spoiler: Statistics (click to show/hide)
Health: 5390 Health
Initiative: 122 = 15 (Dex) + 40 (Int) + 65 (Cha) + 2 Quick Reconnoiter + Always go first + Always get a surprise round
Spoiler: Speed (click to show/hide)
Fine: Land/Burrow/Swim 500, Fly 700
Medium: Land/Burrow/Swim 580, Fly 860
Colossal: Land/Burrow/Swim 740, Fly 1380
Sound Barrier = 6758
Spoiler: Attributes (click to show/hide)
Str: 41 (+15)(12 base + 24 Enhancement + 5 Inherent + 2 Racial)
Dex: 41(+15) (14 base + 26 Enhancement + 5 Inherent)
Con: - (12 base + 22 Enhancement + 5 Inherent) * 0
Int: 91 (+40)(58 base + 28 Enhancement + 5 Inherent)
Wis: 97 (+43)(58 base + 30 Enhancement + 5 Inherent + 4 Racial )
Cha: 140 (+65)(60 base + 32 Enhancement +5 Inherent + 17 Levels + 24 Feats + 2 Racial)
Spoiler: Melee (click to show/hide)
Unarmed Strike
117 Attack Bonus = 20 Base + 25 Epic + 18 Rank + 18 Luck + 15 Str + 21 Enhancement
Thunderlance
167 Attack Bonus = 20 Base + 25 Epic + 18 Rank + 18 Luck + 65 Str + 21 Enhancement
Spoiler: Weapon Abilities (click to show/hide)
7 Evil Outsider Dread: 4 enhancement, 4d6 dmg, DC 27 Fort save on crit or dust
7 Psy Dread: 4 enhancement, 4d6 dmg, DC 27 Fort save on crit or dust
7 Mage Dread: 4 enhancement, 4d6 dmg, DC 27 Fort save on crit or dust
1 Psybane: 2 enhancement, 2d6 dmg
1 Magebane: 2 enhancement, 2d6
1 Evil Outsider Bane: 2 enhancement, 2d6 dmg
1 Holy Surge: Deal 3d6 damage against an evil target on a melee attack 1+Cha times per day.
1 Divine Wrath: Expend a turn attempt to deal Cha * 1d6 points of damage to undead on your next attack.
8 Holy Power: 3d6 holy (good) dmg, 1 neg level, extra on crit
2 Axiomatic: 2d6 dmg, law aligned
2 Holy: 2d6 dmg, good aligned
2 Fierce: Dex bonus to dmg, no dex bonus to AC
2 Collision: +5 damage per hit
5 Vorpal: Cut off heads on a nat. 20
2 Wounding: 1 con dmg
3 Cursespewing: On crit applies a -4 penalty to the enemies attack rolls, saving throws, skill checks, and ability checks for 1 minute
3 Necrotic Focus: Channel dry lich con drain (1d6 con dmg)
2 Transmuting: After striking overcome their DR for 10 rounds
1 Ghost Touch: Deal normal damage vs incoporeal
1 Stunning Surge: 1+Cha times per day on a melee attack your opponent must make a Fort save (DC 10 + 1/2 lvl + Cha) or be stunned for one round.
2 Skillful: Grants proficiency
1 Morphing: Standard action to reshape into another weapon of the same type
1 Sizing: Standard action to change size catagory
1 Eager: 2 Initiative
1 Warning: +5 insight to initiative
2 Parrying :+1 Insight to AC & Saves
Spoiler: Armor Class and Saving Throws (click to show/hide)
AC: 183 = Base 10 + 15 Dex + 18 (Divine, Deity) + 33 Natural Armor (Deity) + 5 Natural Armor (Dry Lich) + 8 Natural Armor (Epic VoP) + 65 (Deflection, Deity) + 1 haste + 1 Insight + 27 (Exalted, Epic VoP)
Save = Base + Epic + Stat + Resistance + Sacred + Luck + Rank + Insight + 1 Nymph's Kiss
Fort: 155 = 12 + 25 + 0 + 15 + 65 + 18 + 18 + 1 + 1
Ref: 170 = 12 + 25 + 15 + 15 + 65 + 18 + 18 + 1 + 1
Will: 198 = 12 + 25 + 43 + 15 + 65 + 18 + 18 + 1 + 1
Spoiler: Skills (click to show/hide)
Skill Points rounded down and no synergies applied.
Appraise: 76 = 40 Int + 36 Luck/Rank
AutoHypnosis: 79 = 43 Wis + 36 Luck/Rank
Balance: 156 = 40 Int + 15 Dex + 65 Cha + 36 Luck/Rank + 20 VoP
Bluff: 257 = 73 Ranks + 73 Acquire Skill + 65 Cha + 36 Luck/Rank
Climb: 101 = 40 Int + 15 Dex + 36 Luck/Rank + 20 VoP
Concentration: 247 = 73 Ranks + 73 Acquire Skill + 65 Cha + 36 Luck/Rank
Decipher Script: 149 = 73 Acquire Skill + 40 Int + 36 Luck/Rank
Diplomacy: 209 = 73 Acquire Skill + 65 Cha + 36 Luck/Rank + 2 Sacred Vow + 3 Skill Focus + 16 Synergy (Bluff) + 16 Synergy (Sense Motive)
Disable Device: 15 Dex + 40 Int + 36 Luck/Rank
Disguise: 73 Acquire Skill + 40 Int + 36 Luck/Rank
Escape Artist: 156 = 15 Dex + 40 Int + 65 Cha + 36 Luck/Rank
Forgery: 91 = 15 Dex + 40 Int + 36 Luck/Rank
Gather Information: 184 = 73 Acquire Skill + 65 Cha + 36 Luck/Rank + 8 Synergy
Handle Animal: 101 = 65 Cha + 36 Luck/Rank
Heal: 101 = 65 Cha + 36 Luck/Rank
Hide (Darkstalker, Hide in Sight): 310 = 73 Ranks + 73 Acquire Skill + 15 Dex + 40 Int + 65 Cha + 36 Luck/Rank + 8 Racial
Intimidate: 198 = 73 Acquire Skill + 65 Cha + 36 Luck/Rank + 8 Racial + + 16 Synergy
Jump: 299 = 15 Str + 40 Int + 36 Luck/Rank + 20 VoP + 188 speed
Knowledge (Arcana): 222 = 73 Ranks + 73 Acquire Skill + 40 int + 36 Luck/Rank
Knowledge (Religion): 222 = 73 Ranks + 73 Acquire Skill + 40 Int + 36 Luck/Rank
Knowledge (Nature): 165 = 73 Acquire Skill + 40 Int + 36 Luck/Rank + 16 Synergy
Knowledge (All): 149 = 73 Acquire Skill + 40 Int + 36 Luck/Rank
Listen: 233 = 73 Ranks + 73 Acquire Skill + 43 Wis + 36 Luck/Rank + 8 Racial
Move Silently: 330 = 73 Ranks + 73 Acquire Skill + 15 Dex + 40 Int + 65 Cha + 36 Luck/Rank + 28 Racial
Open Lock: 156 = 15 Dex + 40 Int + 65 Cha + 36 Luck/Rank
Psicraft: 222 = 73 Ranks + 73 Acquire Skill + 40 Int + 36 Luck/Rank
Ride: 156 = 15 Dex + 40 Int + 65 Cha + 36 Luck/Rank
Search: 172 = 73 Acquire Skill + 15 Dex + 40 Int + 36 Luck/Rank + 8 Racial
Sense Motive: 225 = 73 Ranks + 73 Acquire Skill + 43 Wis + 36 Luck/Rank
Sleight of Hand: 318 = 73 Ranks + 73 Acquire Skill + 15 Dex + 40 Int + 65 Cha + 36 Luck/Rank + + 16 Synergy
Spellcraft: 248 = 73 Ranks + 73 Acquire Skill + 40 Int + 36 Luck/Rank + 10 Epic Skill Focus + 16 Synergy
Spot: 233 = 73 Ranks + 73 Acquire Skill + 43 Wis + 36 Luck/Rank + 8 Racial
Survival: 79 = 43 Wis + 36 Luck/Rank
Swim: 91 = 15 Str + 40 Int + 36 Luck/Rank
Tumble: 222 = 73 Acquire Skill + 15 Dex + 40 Int + 65 Cha + 36 Luck/Rank + 20 VoP
Use Magic Device: 247 = 73 Ranks + 73 Acquire Skill + 65 Cha + 36 Luck/Rank
Use Psionic Device: 247 = 73 Ranks + 73 Acquire Skill + 65 Cha + 36 Luck/Rank
Use Rope: 91 = 15 Dex + 40 Int + 36 Luck/Rank
Spoiler: Class Features (click to show/hide)
Factotum: Inspiration Points (5), Cunning Insight, Cunning Knowledge, Cunning Defense, Cunning Strike, Cunning Surge, Trapfinding, Arcane Dilettante (3 spells, level 2), Brains over Brawn, Opportunistic Piety
Marshall: Minor Aura (Motivate Dexterity)
Pious Templar: Mettle
Illithid Savant: Lore 8/day, 4x Acquire Skill, 4x Acquire Feat, 3x Acquire Class Feature, 2x Acquire Special Attack or Special Quality
Epic Illithid Savant: Lore at will, 25x Acquire Skill, 25x Acquire Feat, 16x Acquire Class Ability, 12x Acquire Special Attack or Special Quality
Spoiler: Acquired Abilities Information (click to show/hide)
Spoiler: Acquire Skill (click to show/hide)
Bluff, Concentration, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Knowledge (All), Listen, Move Silently, Open Lock, Search, Sense Motive, Slight of Hand, Spellcraft, Spot, Tumble, Use Magic Device
Acquire Feat: 4 Normal, 25 Epic
Spoiler: 19 Acquired Class Abilities (click to show/hide)
Spoiler: Evershifting Form (click to show/hide)
(Master of Many Forms, Complete Adventurer)Gain the shapechanger subtype and become immune to any transmutation effect unless you are willing to accept it .
Spoiler: Maneuvers (click to show/hide)
(Warblade, Tome of Battle): You know 13 maneuvers from the Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, and White Raven disciplines.
Spoiler: Maneuvers Readied (click to show/hide)
(Warblade, Tome of Battle): You may ready 7 maneuvers which you may change with 5 minutes of preperation. You may recover all expended maneuvers with a swift action followed by a readied action.
Spoiler: Stances Known (click to show/hide)
You know 4 stances from the Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, and White Raven disciplines.
Spoiler: Island in Time (click to show/hide)
(Eternal Blade, Tome of Battle): Once per encounter you may use an immediate action to take a turn.
Spoiler: Powers (click to show/hide)
(Epic Psion, Epic Level Handbook): Manifesting as a 70th level Psion
Spoiler: Cerebral Blind (click to show/hide)
(Illithid Slayer, Expanded Psionics Handbook): You are immune to all devices, powers, or spells which reveal location.
Spoiler: Divine Impetus (click to show/hide)
(Ruby Knight Vindicator, Tome of Battle): You can turn your turn undead attempts into swift actions.
Spoiler: Hide in Plain Sight (click to show/hide)
(Shadow Shaper Illusionist, Unearthed Arcana): You may use the hide skill even while being observed.
Spoiler: Farsight (click to show/hide)
(Craigtop Archer, Races of Stone): You suffer half the nrmal penalty on spot checks for distance (-1/20 instead of -1/10) and take half the normal penalty on ranged attacks per range increment (-1 instead of -1)
Spoiler: Dry Lich (click to show/hide)
(Walker in the Wastes, Sandstorm): You gain the Dry Lich Template
Spoiler: Dry Lich Template (click to show/hide)
Type changes to undead, HD changes to d12, +5 nat armor, Desiccating Touch (5d6), Aura of Despair (DC 45 + CHA), Constitution Drain (DC 45 + CHA), Turn Resistance 6, DR 10/bludgeoning and magic, Fast Healing 2, Immunities (dehydration, heat, polymorph, mind-affecting spells), Unholy Toughness, Water Weakness, Abilities (+2 Str, + 4 Wis, +2 Cha, No Con), Skills (+8 Hide, Intimidate, Listen, Move Silently, Search, Spot)
Spoiler: Subtle Magic (click to show/hide)
(Luckstealer, Races of the Wild): Divination spells must succeed on an opposed caster level check at a -5 penalty to detect your spells.
Spoiler: Perpetual Options (click to show/hide)
(Swiftblade, Web Enhancement): When under the effects of haste you may make one move action or one standard action instead of an extra attack
Spoiler: Innervated Speed (click to show/hide)
(Swiftblade, Web Enhancement): You may use the haste spell to stop time for a number of rounds equal to the spell slot it is being cast from -5
Spoiler: Empty Form (click to show/hide)
(Void Incarnate, Web Enhancement): Freedom of Movement and Immunity to Force effects.
Spoiler: Cleric Spell Access (click to show/hide)
(Rainbow Servant, Complete Divine): You add all cleric spells to your spell list.
Spoiler: Cunning Breach (click to show/hide)
(Factotum, Dungeonscape): By spending 2 inspiration points you may ignore a single creature's DR or SR for one round
Spoiler: High Arcana (click to show/hide)
(Archmage, Dungeon Master's Guide): Mastery of Shaping, Mastery of Counterspelling, Spell-like Ability (Epic Heal), Spell-like Ability (Miracle 6x day), Spell-like Ability (Wish 6x day)
Spoiler: Cosmic Connection (click to show/hide)
(Cosmic Descryer, Epic Level Handbook): 11 times per day you may become immune to critical hits, become treated as a native of any plane you visit, use dimension door at will, and deal yourself 5 points of damage to gain +1 to a single roll on your caster level for a single spell. This lasts for 60 minutes.
Spoiler: 14 Acquired Special Attack and Special Qualities (click to show/hide)
Spoiler: Earth Glide (click to show/hide)
(Glitterhaunt, Web Article): You can glide through stone, dirt, or almost any other sort of earth -- including metal -- as easily as a fish swims through water. Your burrowing leaves behind no tunnel or hole, nor do you create any ripple or other signs of its presence. A move earth spell cast on an area containing you flings you back 30 feet, stunning you for 1 round unless you succeed on a DC 15 Fortitude save.
Spoiler: Lightning Strike (click to show/hide)
(Dire Tortise, Sandstorm): On the first round of combat you always get a surprise round..
Spoiler: See In Darkness (click to show/hide)
(Devil Traits): You can see in darkness of any sort, even magical darkness.
Spoiler: Abomination Traits (click to show/hide)
(Infernal, Epic Level Handbook)Immune to polymorphing, pertification, and other form-altering attacks; not subject to energy drain, ability drain, ability damage, or death from massive damage; immune to mind-affecting effects; fire resistance 20; cold resistance 20; nondetecion; true seeing at will; blindsight 500 ft.; telepathy out to 1,000 ft.
Spoiler: Telepathy (click to show/hide)
(Formian Queen, Monster Manual): I may speak telepathically with anyone within 50 miles
Spoiler: Time Regression (click to show/hide)
(Phane, Epic Level Handbook): If you spend an action per round for four rounds then at the end of the fourth round you return to the first when you originally began concentrating on Time Regression. You may take different actions and have different results on your second pass through the time stream.
Spoiler: Quiescence (click to show/hide)
(Gloom, Epic Level Handbook): You are constantly silent as the silence spell and gain a +20 bonus on move silently checks.
Spoiler: Alter Form (click to show/hide)
(Hagunemnon, Epic Level Handbook): You can assume the shape of any combination of physical nondeific creatures as a free action. It takes a move action each round to retain a certain shape. Whatever shape you are in you retain all of your own special qualities. You also gain up to four extraordinary abilities from the forms you mimic. The assumed form can be no smaller than a flea and no larger than 200 feet in it's largest dimension.
Spoiler: Extraordinary abilities for Alter Form (click to show/hide)
Spoiler: Immunity to Magic (click to show/hide)
(Trilloch, Monster Manual III): You are immune to all spells and spell-like abilities that allow spell resistance except detect magic, deathwatch, holy word and banishment.
Spoiler: Extract Brains (click to show/hide)
(Neh-Thalggu, Epic Level Handbook): Once every 1d4 rounds as a full-round action a brain collector can psionically remove the brain from a target. This can be blocked by a dimensional anchor effect on the target. The target gets a save equal to 10 + ½ HD + Int Mod (85 for Nym) to resist this effect. If they succeed they are stunned for 1d4+1 rounds and takes 9d6 points of damage.
Spoiler: Quickness (click to show/hide)
(Choker, Monster Manual): You may take an extra standard or move action each turn each round.
Spoiler: Virtual Class Features (click to show/hide)
(Monster of Legend, Dicefreaks):You may use Fast Movement (Monk) and Ghost Sight (Ninja) as if were a member of that class whose level equals its hit dice.
Spoiler: Temporal Slide (click to show/hide)
(Temporal Drake, Web Enhancement): As a free action that does not provoke an attack of opportunity, you can move your current speed. You can use this ability 65 times per day. You can use this ability only once per round.
Spoiler: Time Slip (click to show/hide)
(Temporal Drake, Web Enhancement): You can immediately reroll a d20 roll that it just made, but before the outcome of the die roll is determined. You take the better of the two rolls. Using this ability is a free action that does not provoke an attack of opportunity. You can use this ability 65 times per day. The temporal drake may use this ability only once in any given round.
Spoiler: Feats (click to show/hide)
Spoiler: Feats by Source (click to show/hide)
Normal
Human: Able Learner
Marshal: Skill Focus(Diplomacy)
Stalwart Sorcerer: Weapon Focus(Longsword)
Planning Domain: Extend Spell
7 Levels: Sacred Vow, Still Spell, Eschew Materials, Extend Spell, Heighten Spell, Persistent Spell, Extra Spell,
4 Illithid Savant: Vow of Poverty, Quicken Spell, Silent Spell, True Believer
4 Vow of Poverty: Words of Creation, Nymph's Kiss, Consecrate Spell-like Ability, Purify Spell-like Ability
Epic
17 Epic Levels: Epic Vow of Poverty, Ignore Material Components 15x Font of Inspiration
24 Epic Illithid Savant: Twin Spell, Invisible Spell, Worldly Focus, Obtain Familiar, Enhance Spell, Intensify Spell, Mindsight, Rapid Metamagic, Ignore Material Components, 4x Multispell, 3x Multispell-like ability, Innate Spell (Twinned Repeated Greater Arcane Fusion), Extraordinary Spell Aim, Lifesense, Empower Spell, Maximize Spell, 3x Improved Metamagic
25 Epic Vow of Poverty: Improved Alignment Based Spellcasting (Good), 24x Great Charisma
Spoiler: Feats by Function (click to show/hide)
Prereqs: Sacred Vow, Extra Spell, True Believer, Weapon Focus(Longsword)
Stats: Able Learner, Vow of Poverty, Epic Vow of Poverty, 15x Font of Inspiration , Improved Alignment Based Spellcasting (Good), 26x Great Charisma, Nymph's Kiss, Skill Focus (Diplomacy)
Utility: Consecrate Spell-like Ability, Purify Spell-like Ability, Mindsight, Innate Spell (Twinned Repeated Greater Arcane Fusion), Lifesense, 3x Multispellike ability, Worldy Focus, Obtain Familiar
Spellcasting: Eschew Materials, Ignore Material Components, Rapid Metamagic, 4x Multispell, Extraordinary Spell Aim, 3x Improved Metamagic
Metamagic: Extend Spell, Quicken Spell, Still Spell, Silent Spell, Persistent Spell,Invisible Spell, Heighten Spell, Epic Heighten Spell, Twin Spell, Enhance Spell, Intensify Spell, Maximize Spell
Spoiler: Epic VoP Benefits (click to show/hide)
Sustenance
No need to Breath
Endure Elements
Mind Shielding
Freedom of Movement
Regeneration
True Seeing constant effect
Spoiler: Stat Bonuses (click to show/hide)
AC Bonus (Su): The character gains a +26 exalted bonus to AC.
Resistance (Ex): The character gains a +15 resistance bonus to saving throws.
Holy Aura (Su): The character is surrounded at all times by the effects of the holy aura spell. This aura provides all of the usual benefits of the spell to any good creature within 20 feet of the ascetic.
Exalted Strike (Su): + 16 enhancement bonus to attack and damage rolls. All weapons are considered to be epic epic and silver/cold iron. They also have the holy and holy power abilities.
Ability Score Enhancement (Ex): + 32 , 30, 28, 26, 24 and 22 enhancement bonus to ability
Fast Healing (Ex): Fast Healing 13
Damage Reduction (Su): DR 40 vs Epic & Evil
Deflection (Su): +11 Deflection bonus to AC
Inherent Bonus (Ex): +5 inherent bonus to all stats
Natural Armour (Ex): +8 Natural Armor
Bonus Feats: An epic ascetic 25 bonus feats.
Holy Wake (Ex): The character does not need to sleep and is immune to all natural and magical sleep effects. A spellcaster still requires eight hours of rest before he can replenish his spells, usually spending the time in a meditative trance.
Energy Resistance (Ex): Immunity to acid, cold, electricity, fire and sonic.
Timeless Body (Ex): No more age penalties
Swiftness (Su): The character's speed doubles (this does not stack with any magical or supernatural enhancements to speed) and he gains the evasion ability (as the monk class feature). He also gains a +20 competence bonus on Balance, Climb, Jump and Tumble checks. Three times per day, he can act as though under the effects of a haste spell for 20 rounds.
Tongues (Ex): The character can communicate with any creature, as though under the effects of a tongues spell.
Aura of Menace (Su): A righteous aura surrounds the character when he is in combat or angry. Any hostile creatures within a 20-foot radius of the ascetic must succeed on a Will save to resist its effects. The save DC is equal to 47 + the ascetic’s Charisma modifier. Those who fail take a -14 penalty on attacks, AC and saves. This penalty lasts for 24 hours or until they successfully hit the ascetic. A creature that has successfully resisted or broken the effect cannot be affected again by the ascetic’s aura for 24 hours.
Special Abilities:
Exalted Warrior (Ex) – The ascetic's base attack bonus increases to +20/+15/+10/+5. This increase is applied before Epic modifiers.
Exalted Lifespark (Su)
You are constantly under the effects of Deathward. Additionally, you may Turn Undead, as a Cleric of 1/2 your level, a number of times each day equal to your Charisma modifier. If you can already Turn Undead, you Turn as if you were 5 levels higher in the class that granted the ability, and you receive Extra Turning as a bonus feat.
Exalted Grace (Ex)
The Ascetic's pre-Epic base save bonuses increase to Fort +12, Ref +12, Will +12.
Greater Exalted Grace (Ex)
The Ascetic may add his Charisma modifier as a Sacred bonus to saving throws. Prerequisite: Exalted Grace.
Exalted Magic (Su)
Any damaging spell the Ascetic casts is treated as Purifed and Consecrated, without increasing the casting time or using a higher-level spell slot. In addition, he receives a +2 bonus to overcome the spell resistance of evil creatures; this stacks with Spell Penetration and similar effects. The benefits of this power do not apply to any Spell-like or Supernatural abilities the Ascetic may possess.
Improved Exalted Strike (Su)
You may select a number of weapon enhancements, whose total "plus value" cannot exceed your Charisma modifier, to be applied to any weapon you wield, including natural weapons and unarmed strikes. You need not spend the entire amount at once, and may select new enhancements if your Charisma permanently increases in the future. Once chosen, these enhancements cannot be changed; this ability cannot be taken more than once. Note that selecting Holy or Holy Power would be redundant. Example: an Ascetic with 30 Cha (+10 modifier) could choose to make his weapons (and fists, claws, etc.) Speed (+4), Brilliant Energy (+4), and Flaming Burst (+2). If his Charisma later permanently increases to 32, he could add the Spell-storing property, as well.
Stance: Stance of Alacrity
Spoiler: Readied (click to show/hide)
Action Before Thought, Diamond Defense, Mind over Body, Moment of Perfect Mind, Quicksilver Motion, Stance of Alacrity, Iron Heart Focus, Iron Heart Surge
Spoiler: Arcane and Divine Spellcasting (click to show/hide)
I cast arcane spells spontaneously from the Sorcerer and Cleric spell lists.
I can access any spell that is 7th level or less through Miracle.
All Spells may be Consecrated, Purified, Quckened, and/or Twinned for free and can ignore Spell Resistance for 2 inspiration points.
Divination spells must succeed on an opposed CL check to detect my spells.
+1 CL Knowledge Spells
CL for Arcane Spells 132 = (88 = 70 +18 rank) * 1.5 (Consumptive Field)
Arcane Spells per day(max spell level 29)
Base DC 79 = 10 base + 65 stat + 3 Improved Aligned Spellcasting
0/01/02/03/04/05/06/07/08/09/10/11/12/13/14/15/16/17/18/19/20/21/22/23/24/25/26/27/28/29
1/16/16/16/15/15/15/15/14/14/14/14/13/13/13/13/12/12/12/12/11/11/11/11/10/10/10/10/09/09
Spoiler: Reserved Slots (Not Included Above) (click to show/hide)
High Arcana (Archmage)
6 - Mastery of Shaping
7 - Mastery of Counterspelling
EPIC - Spell-like Ability (Epic Renewal 2x day)
15 - Spell-like Ability (Miracle 6x day)
15 - Spell-like Ability (Wish 6x day)
Innate Spell (Feat)
23 - Twinned Repeated Greater Arcane Fusion
12 - Life Ward
Persistant Spells (Pre-cast)
Normal Spells
4 - Invisible Favor of the Martyr
4 - Invisible Twinned Otiluke's Suppressing Field
7 - Invisible 2x Twinned Repeated Otiluke's Suppressing Field
7 - Invisible Greater Consumptive Field
9 - Invisible Foresight
8 - Invisible Ghostform
8 - Invisible Superior Invisibility
9 - Invisible Miracle (Duplicating Greater Anticipate Teleportation)
Spoiler: Spell-Like Abilities (click to show/hide)
All Spell-Like Abilities may be Quickened and each of my Spell-Like Abilities may be Purified and/or Consecrated up to three times per day.
6/day Miracle, Wish
2/day Epic Renewal
At Will
Innate Spell: Twinned Repeated Greater Arcane Fusion
1-Nystul's Magic Aura, Detect Secret Doors, Entropic Shield, Deathwatch, Obscuring Mist, Protection from Evil, Detect Evil
2-Identify, Detect Thoughts, Aid, Augury, Wind Wall, Aid
3-Dispel Magic, Clairaudience/Clairvoyance, Protection from Energy, Gaseous Form, Magic Circle against Evil
4-Imbue with Spell Ability, Divination, Freedom of Movement, Status, Air Walk, Holy Smite
5-Spell Resistance, True Seeing, Break Enchantment, Detect Scrying, Control Winds, Dispel Evil
6-Antimagic Field, Find the Path, Mislead, Heroes Feast, Chain Lightning, Blade Barrier
7-Spell Turning, Legend Lore, Spell Turning, Greater Scrying, Control Weather, Holy Word
8-Protection from Spells, Discern Location, Moment of Prescience, Discern Location, Whirlwind, Holy Aura
9-Mordenkainen's Disjunction, Foresight, Time Stop, Elemental Swarm, Summon Monster 9 (good only)
Spoiler: Manifesting (click to show/hide)
Discipline: Telepathy
Power Points: 1743 = 343 Base + 1400 Bonus (70 CL * 40 Int / 2)
Powers Known: 82/86
DC: 50 + Power Level
1: Control Light, Know Direction and Location, Missive, Sense Link, Skate, Synesthete, Synchronicity, Crystal Shard
2: Control Sounds, Feat Leech, Identify, Knock, Mass Missive, Lock, Forced Sense Link, Damp Power, Bestow Power
3: Time Hop, Touchsight, Ubiquitous Vision
4: Aura Sight, Correspond, Death Urge, Detect Remote Viewing, Dimension Door, Divination, Intellect Fortress, Mindwipe, Psychic Reformation, Trace Teleport, Wall of Ectoplasm, Power Resistance
5: Catapsi, Incarnate, Leech Field, Major Creation, Change Fate, Anticipatory Strike
6: Contingency, Co-opt Concentration, Disintegrate, Retrieve, Temporal Acceleration
7: Divert Teleport, Insanity, Phase Door, Sequester, Decerebrate
8: Bend Reality, Matter Manipulation, Recall Death, Shadow Body, Greater Teleport
9: Apopsi, Assimilate, Microcosm, Reality Revision, Timeless Body
Telepathy Powers: Charm, Mindlink, Adversion, Brain Lock, Read Thoughts, Suggestion, Crisis of Breath, Hostile Empathetic Transfer, False Sensory Input, Dominate, Thieving Mindlink, Modify Memory, Schism, Metaconcert, Mind Probe, Mind Switch, Crisis of Life, Mind Seed, True Mind Switch, Psychic Chirurgery
Psychic Chirugery Granted Powers: Hustle, Hypercognition, Temporal Reiteration, Revivify
Spoiler: Epic Spells and Powers (click to show/hide)
Epic spells learned through Epic Illithid Savant
14 Epic Arcane Spells per day.
Spoiler: Epic Spell and Power Details (click to show/hide)
Spoiler: Epic Metafaculty (click to show/hide)
Divination
DC 94
Components:
Casting Time: 1 Standard
Range: Personal
Target: You
Duration: Instantaneous and 10 minutes/level(D); see text
Seed: Metafaculty (DC 30)
Factors: 1 Action (+20), Increase duration by 1000% (+20), Determines the direction and distance of the creature (ad hoc +20), Only knowledge of the creature is needed (ad hoc +30), Does not function as Remote Viewing (-10), No verbal or somatic components (+4), XP cost reduction (+10), Does not detect the creature's recent activities (-30)
You elevate your mind to a near-universal consciousness, cogitating countless impressions and predictions involving any creature you know of.
This process gives you an uncannily accurate vision of the creature’s nature, activities, and whereabouts. When you cast this spell, you learn the following facts about the creature.
• Its name, race, alignment, and character class.
• An estimate of its level or Hit Dice rounded up to the nearest multiple of 10.
• Its location (including place of residence, town, country, world, and plane of existence).
• Significant items currently in its possession.
• The current direction and the approximate distance (within 10% of the total distance) to it. This may be maintained for up to 10 minutes per level and functions across planar boundaries.
The DM determines what items or activities are significant to the envisioned creature. For instance, a high level character probably pays little attention to a potion of cure light wounds in her belt, but a low-level character might regard it as a significant possession. Similarly, no one regards a routine meal as noteworthy, but attending a court banquet most likely would be.
Epic Metafaculty can defeat spells, powers and special abilities that normally obscure divination spells. You can attempt a caster level check (DC 6 + CL (spells/powers) or DC 10 + HD (special abilities) of the creator of the obscuring effect) to defeat these sorts of otherwise impervious defenses.
Spoiler: Epic Consecrated Stealth Planar Bubble (click to show/hide)
Abjuration
Spellcraft DC: 76
Components: S, M
Casting Time: 10 minutes
Range: Personal
Duration: 60 minutes/level
Effect: 60-ft radius emanation centered on caster
Saving Throw: Will negates (Harmless)
Spell Resistance: No
To Develop: 684,000 gp, 14 days, 27,360 XP. Seeds: Planar Bubble (DC 26), Consecrate (DC 16), Magic Aura (DC 14) Factors: Increase duration to 60 minutes/level (+10), increase area to 60-ft radius emanation (+20), make tenacious as the feat (ad hoc +10) no verbal component (+2), ward against Mage’s Disjunction (ad hoc +16) Mitigating Factors: Change from Touch to personal (-2), increase casting time to 1 minute (-18) increase casting time to 10 minutes (-18)
This spell mimics the Planar Bubble spell as found in the Spell Compendium, but with an increased duration and area of effect, but as personal range spell, a tenacious spell, and warded against Mage’s Disjunction. The subject also radiates a permanent Consecrate effect over the area for the duration of the spell, and masks the magic auras of spells and magic items within the area, so they appear as nonmagical.
Spoiler: Adaptable Dispelling (click to show/hide)
Abjuration
Spellcraft DC: 111
Components: V, S
Casting Time: 1 action
Range: 1200 ft.
Target: One creature or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
To Develop:
Seed: dispel (DC 19)
Factors: additional +70 to dispel check (+70 DC), 1-action casting time (+20 DC),
allow dispel check to be increased by +1 for every 100 XP spent during casting (ad hoc +2),
increase range by 300%
As greater dispelling (see Chapter 11: Spells in the Player’s Handbook), except that the initial bonus
on the dispel check is +80 and by sacrificing XP at the time of casting the dispel check can be increased.
Spoiler: Esoteric Aegis (click to show/hide)
Abjuration
Spellcraft DC: 83
Components: V, S
Casting Time: 1 minute
Range: Personal
Effect: 10-ft. radius emanation
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
To Develop: 747,000 gp, 15 days, 29,880 XP. Seeds:
ward (DC 14), transform (DC 21). Factors: gain +10
bonus on DC to avoid being dispelled (ad hoc +20),
make spell effect tenacious (as per the feat) (ad hoc +10),
end dispel checks that fail to dispel this spell automatically
(ad hoc +4), ward against mage’s disjunction (+16).
Mitigating factors: change range from touch to personal
(-2)
The caster calls upon the very fabric of magic to fashion
a ward to protect his own working of the Word from
those that would tear it down. A shimmering, dusky
globe surrounds the caster, intercepting any attempts to
end his spells by means of dispel magic, or similar spells
and epic spells, and providing a +10 bonus on the DC
against which the dispel attempt must succeed. Any dispel
attempt which succeeds can then proceed as normal,
but esoteric aegis works as if under the effects of the
Tenacious Magic feat, and thus cannot be dispelled, only
suppressed for 1d4 rounds. Dispel attempts that fail are
not entitled to checks against lesser spells within the area
of effect (this differs from the usual procedure of area
dispel magic attempts). Furthermore, mage’s disjunction
is warded against in its entirety.
Spoiler: Extemporaneous Aura (click to show/hide)
Abjuration
Spellcraft DC: 198
Components: -
Casting Time: 1 standard action
Range: Personal
Effect: 300' radius centered on caster
Duration: 48 hours
Saving Throw: None
Spell Resistance: No
Seed: Ward (14)
Factors: increase area 29 times +116, one action casting time +20, increase duration 100% +2, any contingent spell +36 (ad hoc), moves with caster +10 (ad hoc)
This spell suppresses the activation of all contingent spells or powers within a 300' radius. The contingent spells are not dispelled, but if their trigger condition is met, while within the radius make a caster level check using the CL of the contingent spell against the CL of Extemporaneous Aura. If the check is unsuccessful, the trigger does not activate. Once outside of Extemporaneous Aura's area of effect, suppressed contingent spells go off normally if their triggering condition continues to be, or is once again met. However, if the triggering condition is a specific event rather than on ongoing condition nothing happens until that event occurs again.
Spoiler: Epic Renewal (click to show/hide)
Conjuration (Healing)
Spellcraft DC: 57
Components: DF
Casting Time: 1 swift action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Yes
Spell Resistance: Yes
Seeds: Heal
Factors: swift action casting time +28, no verbal of somatic components +4
This spell completely cures an undead creature of all blindness, deafness, hit point damage, and temporary ability damage. It offsets feeblemindedness and cures mental disorders caused by spells or injury to the brain. It dispels all magical effects penalizing the character’s abilities, including effects caused by spells, even epic spells developed with the afflict seed. Only a single application of the spell is needed to simultaneously achieve all these effects. This spell does not restore levels or Constitution points lost due to death.
Spoiler: Persistent Effects (click to show/hide)
Persistent Powers: Schism, Touchsight
Persistent Spells: Favor of the Martyr, Life Ward, 10x Otiluke's Suppressing Field (Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Teleportation, Transmutation, Evil), Greater Consumptive Field, Foresight, Superior Invisibility, Magic Circle against Evil, Ghostform
Epic Persistent Spells: Esoteric Aegis, Extemporaneous Aura, Epic Consecrated Stealth Planar Bubble
Spoiler: Divine Abilities (click to show/hide)
Spoiler: Stat Bonuses (click to show/hide)
+18 AC, +33 Nat AC, +Cha AC, +18 Attack Rolls, +18 Saving Throws, +18 checks ( skill, ability, caster level, and turning)
Spoiler: Immunities (click to show/hide)
Aging, Polymorph, Energy Drain, Ability Damage, Mind Affecting effects, 2 Elements, disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment/binding effects
all can be negated by a rank check
Spoiler: Passive Abilities (click to show/hide)
Maximum hit points, Aligned Weapons, DR 40/Epic and Material, Divine Aura, SR 85, Do not fail on natural 1, Take 10 on any roll, Portfolio Sense, Sense Enhancement
Spoiler: Activated Abilities (click to show/hide)
Domains(Domain Power 18/day, Domain spells at will), Alter Reality(Cure/inflict, Wish/Limited Wish, Alter Size), 23 SDAs, Teleport at will, Communication, Create Items, Alter Size
Spoiler: Automatic Actions (click to show/hide)
Nym can use any knowledge skill, even those he has no ranks in, as well as spellcraft and psycraft as a free action if the DC is 30 or lower. He can also use any protective spell or domain power as a free action. He can perform up to twenty such free actions each round.
Spoiler: Salient Divine Abilities (click to show/hide)
23/23
Alter Form, Shapechange, True Shapechange, Eldritch Knowledge, Supreme Eldritch Knowledge, Clearsight, See Magic, 2x Extra Sense Enhancement (Clearsight: Distance, Divine Air Mastery: Distance), Divine Air Mastery, Supreme Initiative, Divine Celerity, Power of Luck, True Knowledge, Divine Dodge, Divine Blast, Power of Truth, Know Secrets, Automatic Metamagic (Quicken), Automatic Metamagic (Twin Spell), Automatic Metaspell-like Ability (Quicken), Automatic Instant Counterspell, Mass Divine Blast
Spoiler: Items (click to show/hide)
An ordinary (neither magic nor masterwork) quarterstaff, a simple robe, a hat and sandals.
Spoiler: Consolidated Statistics (click to show/hide)
Spoiler: Defenses (click to show/hide)
Stats AC: 180, Fort: 215, Ref: 230, Will: 258, FH 13, SR 85, DR 40 vs Epic Evil/Wood
Abilities: Evasion, Mettle, Spell Immunity, Repel Missiles, Divine Dodge (68%)
Spells: Otiluke's Suppressing Field (CL 132), Dampen Magic (-21),Superior Invisibility, Magic Circle against Evil, Ghostform, Greater Anticipate Teleportation
Epic Spells: Extemporaneous Aura, Epic Consecrated Stealth Planar Bubble, Esoteric Aegis
Spoiler: Activated Attacks and Abilities (click to show/hide)
Special Attacks: Aura of Despair (DC 108), Constitution Drain (DC 108), Extract Brains (DC 85), Divine Aura (DC 91), Aura of Menace (DC 110), Instant Counterspell (Mastery of Counterspelling), Power of Luck 18/day, Turn Undead 65/day, Turn Air Elementals 68/day, Divine Blast (83d12 damage 66/day), Luck Domain Power 18/day, Protection Domain Power 18/day, Death Domain Power 18/day
Special Abilities: Cosmic Connection, Innervated Speed, Time Regression, Alter Size, Extraordinary Spell Aim, True Knowledge, Know Secrets, Power of Truth, Reroll 65/day, Cosmic Connection, Psychic Mediation 7/day
Factotum: Total Inspiration Points (125), Cunning Insight (1), Cunning Defense (1), Cunning Breach (2), Cunning Surge (3)
Spoiler: Senses (click to show/hide)
Skills: Spot: 233 (-1/20'), Listen: 233, 1 free spot and listen check per round
Divine: Senses extend to 1 mile/level or 100 feet/level vs Cosmic Entities
Sight: Clearsight (ESH: Distance), See in Darkness, See Magic, Ghost Sight, Lifesense, True Seeing 500 feet
Other: Mindsense 50 miles, Blindsight 500 feet, Divine Air Mastery (ESH: Distance), Touchsight 60 feet
Spoiler: Immunities (click to show/hide)
Racial: Mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, critical hits, nonlethal damage, ability drain, energy drain, fatigue, exhaustion, negative energy, effects that require a fortitude save, death from massive damage, dehydration, heat, polymorph
Class: force effects, surprise , divination effects which would reveal my location
Feats:freedom of movement, acid, cold, electricity, fire, sonic
Spells: dazed, nauseated, sickened, staggered, unconsciousness through HP loss, positive energy, metal, dispelling, blindsight, blindsense, scent, and tremorsense, possession
Divine: Imprisonment/Binding
Spoiler: Actions/Turn (click to show/hide)
Standard Actions: 3 (Base + Quickness + Perpetual Options) + 1 mental (Schism) + 41/encounter (Factotum)
Move Actions: 1 (Base)
Movement Move Actions: 1 (65/day) (Temporal Slide)
Swift Actions: 1 + 4 Quickened Spells + 3 Quickeded SLA + 20 DC 30 Swift Actions + 65/day (Divine Impetus) + 1 (Stance of Alacrity)
Free: 1 Spot, 1 Listen
Note: 5 PP to Repeat Hustle
Spoiler: Party Members (click to show/hide)
All of my allies are Proxies of the deity.
While traveling the planes they further the cause of good and look for new knowledge and power.
Mindflayer 15/Psion 20/Epic Psion 65
Spoiler: Human Lich Sorcerer 20/Epic Sorcerer 76 (click to show/hide)
Feats: Improved Spell Capacity x20
Spoiler: Succubus 12/Fiend of Possession 6/Marshal 1/Pious Templar 1/Wilder 1/Factotum 11/Slayer 10/ Epic Slayer 58 (click to show/hide)
Name:
Alignment: Neutral Good
Race: Succubus
Templates: Proxy, Familiar
Size/Type: Medium Outsider (Chaotic, Extraplanar, Tanar'ri, Evil, Native (Ritual of Association))
LA: 100(Succubus 12/Fiend of Possession 6/Marshal 1/Pious Templar 1/Wilder 1/Factotum 11/Slayer 10/ Epic Slayer 58)
Spoiler: Statistics (click to show/hide)
Abilites
Str: 43(+16)(8 base + 2 Racial + 28 Enhancement + 5 Inherent)
Dex: 54(+17)(13 base + 2 Racial + 34 Enhancement + 5 Inherent)
Con: 50(+20)(10 base + 2 Racial + 32 Enhancement + 5 Inherent + 1 Feat)
Int: 103(+46)(53 base (Familiar) + 6 Racial + 38 Enhancement + 5 Inherent)
Wis 57(+23)(12 base + 4 Racial + 36 Enhancement + 5 Inherent)
Cha: 170(+80)(15 base + 16 Racial + 40 Enhancement + 5 Inherent + 22 Levels + 36 Feats + 36 Proxy)
Initiative: 23 (Always go first)
Melee Attack Bonus: 120 = 20 Base + 37 Epic, + 18 Luck + 16 Str + 29 Enhancement
Ranged Attack Bonus: 121 = 20 Base + 37 Epic, + 18 Luck + 17 Dex + 29 Enhancement
Health: 2695
Speed: 120 ground, 400 fly
Armor: 197 (10 base + 15 dex + 80 deflection + 35 exalted + 57 natural)
Fort: Saves: 190 (12 base + 20 Stat + 38 epic + stat + 21 resistance + 80 sacred + 18 Luck + 1 Nymph's kiss
Ref: 187 (12 base +17 Stat + 38 epic + stat + 21 resistance + 80 sacred + 18 Luck + 1 Nymph's kiss
Will: 193 (12 base + 23 stat + 38 epic + stat 21 resistance + 80 sacred + 18 Luck + 1 Nymph's kiss
Spoiler: Special Qualities and Attacks (click to show/hide)
Special Attacks: Energy Drain, spell-like abilities, summon demon, Proxy (Divine Mandate, Salient Divine Ability(Supreme Initiative), Spell-Like Abilities, Special Qualities (Immunity to Negative Energy, Stunning, Force Effects, Banishment Effects))
Special Qualities: tanar'ri traits, Epic VoP(Damage Reduction 70/Epic and Evil, SR 109, Holy Wake, Exalted Strike, Energy Immunity(Acid, Cold, Electricity, Fire, Sonic), Fast Healing 17, Evasion, Divine Ascension, Aura of Menace, Exalted Banestrike, Exalted Evasion, Exalted Sight, Exalted Resurrection, Exalted Grace, Greater Exalted Grace, Exalted Lifespark, Imroved Exalted Strike, Call the Ascetic, Exalted Warrior), Familiar Abilities
Spoiler: Feats (click to show/hide)
Marshal: Skill Focus Dimplomacy
Vow of Poverty: Nymph's Kiss, Nemesis
Normal 7: Sacred Vow, Vow of Poverty, Track, 4x Practiced Manifester
Epic 24: 3x Practiced Manifester, Overchannel, Twin Power, Enlarge Power, Burrowing Power, Empower the Soul, Disciple of the Sun, 15x Font of Inspiration(126 IP)
Epic Slayer 29/29: 8x Improved Metapsionics, Focused Metapsionics(Twin, Quicken, Intensify, Improved Heighten, Multidimensional, Burrowing Power, Enlarge Power), 8x Multipower, Intensify Power, Improved Heighten Power, Trans-dimensional Power, Improved Overchannel, Heighten Power, Quicken Power
Spoiler: Manifesting (click to show/hide)
ML:96
PP: 3840 (96 * 80 / 2) + 106
Powers Known
9: Stygian Conflagration, Reality Revision, Time Regression
8: Greater Teleport
7: Fate of One, Bend Reality
6: Temporal Acceleration
5: Plane Shift, Anticipatory Strike
4: Dimension Door, Schism
2: Bestow Power, Damp Power, Concussion Blast
1: Synchronicity
Psychic Chirurgery: Time Regression
Spoiler: Strategy (click to show/hide)
Spoiler: Myself (click to show/hide)
Spoiler: Canopic Jar Locations (click to show/hide)
Each of my canopic jars
Lungs, Stomach, Liver, Intestines: Each of the previous Canopic Jars are given to a greater deity of good (chaotic or neutral aligned) for safekeeping.
Heart: Kept and guarded by my followers on my home plane.
Spoiler: vs Casters (click to show/hide)
I have many different defenses and options when fighting casters. To begin with I can Counterspell any spell they cast as a free action by using either a spell-like ability or a spell. Such spells then rebound upon their caster. My Otiluke's Suppressing field spell suppresses any spell cast into or in it's range on a CL check so weaker casters may find themselves completely ineffective. Dampen Magic reduces the effect of any magic cast against me. I counter any spell that allows spell resistance and negate any spell that I save against.
Offensively I can pierce through spell resistance and have a wide variety of spells and spell-like abilities to choose from.
Spoiler: Buffs (click to show/hide)
He always has the listed persistent buffs active. He persists and extends all of them and casts them every day so he always has one set of spells up and usually has two. He buffs inside of an Innervated Speed and suppresses Dampen Magic while he is buffing. He casts an Extraordinarily Aimed Otiluke's Suppressing Field at one lower caster level than normal and then takes 10 on his caster level checks against it for the rest of his buff spells. He waits until being possessed by his Fiend of Possession cohort before he casts Magic Circle against Evil. Every buff spell with a visual component is cast as an Invisible spell. Esoteric Aegis is cast while receiving maximum benefit from Cosmic Connection. Every spell with a radius greater than 60' is trimmed to 60' with mastery of shaping so that it is concealed with Epic Consecrated Stealth Bubble. Before combat he uses Psychic Mediation Third Eye (Not counted in the stat block).
Spoiler: Unincluded Stats (click to show/hide)
The protection domain increases my saving throws by +65. It is a standard action to activate this protection, it lasts 1 hour, and protects against one ability.
Spoiler: vs Dispater (click to show/hide)
Spoiler: Negated Abilities (click to show/hide)
Aura of Hell, Hell's Fire, Perseverance Glance, Acedia's Influence, The Might of Hell
Spoiler: Relevant Abilities (click to show/hide)
Ferric Affinity: Don't carry iron and if you are hidden the don't interact with iron. With Ironward you can avoid doing this by accident.
Interestingly, Dispater can animate slightly less than 8 square feet of Iron (or a greater amount of lighter iron alloys) at a time. This ability is a free action and therefore Dispater is limited by the movement speed of the iron itself. Animate objects without legs or wheels have a maximum movement speed of 40' per round. As there is time for 2 move actions per turn Dispater can therefore move 38,400 pounds of iron 80' per round He could move less iron a proportionally further distance since he is limited only by quantity and not by actions.
By far the most dangerous part of this ability is that by using a move action he can gain LoS and LoE from any iron within the radius. He can use this ability to steal your time stops and cast his own without them being stolen. To to counter this move so that he need to constantly re-use this ability. Basically, this allows him to constantly attack you without any chance of reprisal. The only way to win this game is not to play.
One method that could be used to reach him could be to wishto be transported to the opposite side of the Ferric Affinity effect.
Iron Curtain: This ability has a long duration so expect it to be constantly active. Since Dispater can negate any attack with a very easy fortitude save there is no way attack him directly while this effect is active. Alter Reality can negate this on a successful opposed rank check. A Wish would be able to do it without requiring the save.
Spellcasting/Psionics: As per page 56 of the XPH the all of the psionic disciplines with the exception of Psychoportation powers are equivalent to a school of magic for the purpose of psionics-magic transparency. Since the Iron Siege uses psionics-magic transparency I can use Otiluke's Suppressing Field to negate all spells, powers, and items duplicating them which have a CL or ML less than mine. This does not include most Psychoportation powers or spells from the Universal school. However it does include Psychoportation powers of the Teleportation subschool. Unless Dispater has some CL increasing trickery or some other way around this trick he cannot affect me with the majority of non-epic spells. Also of note is that any spell targeting me has it's caster level reduced by 23.
Call Devils: Dispater may summon 9 Dukes of Hell to his aid. None of the Dukes of Hell are strong enough to challenge me in a straight up fight although the possibility of distraction renders this ability a threat.
Spoiler: The Iron Tower (click to show/hide)
Spell Resistance negates the Dimensional Anchor effect.
Immunity to force effects negates the telekenisis.
High reflex saves and evasion negates the lightning bolts.
Immunity to mind effecting effects negates hold monster.
Esoteric Aegis negates the disjunction.
Spoiler: Entering the Iron Tower (click to show/hide)
A simple wish spell should be able to provide me access
Spoiler: To Do (click to show/hide)
Double check FoP to assure validity.
Vision of the Omniscient Eye: Dazzled/Blinded, +11 Spot
Piercing Cold
Blink (Greater)
Ray Deflection
Elminster’s Effulgent Epuration
Inspiration (Bard, Miracle)
Add in Rapid spell for contingency.
Add a contingency for time travel effects which do not include my character.
Spell Durations