entrant to the Iron Siege (which I never actually attempted, but I think some people used some of my ideas later):
The Undying Bull God
Eternal Emporer of the Sands of Time
Half(blue)-Dragon Minotaur Dry Lich (10 dragon HD + 60 class levels +5 LA)
Dragon 10/Barb1/Blackguard5/Frenzied Berzerker4/PsiWar2/Cleric3/Walker in the Waste 10/Cleric+6/Cosmic Descryer 12/Legendary Dreadnought 7
Cleric CL 29 (40 with buffs and items)
Greater Consumptive Field (Persistent, Maximized)(+20 enh. Str, +10 CL, +80 temp HP, assuming it caps at these)
Mantle of the Icy Soul (instantaneously added Cold subtype)
Greater Spell Immunity (Telekinesis)
Antimagic Field (he is immune to it)
Freedom of Movement
Resonating Resistance (from BoVD, roll twice to beat his SR, take worst roll)
Active Epic Spells (7 Epic spells per day):
Greater Esoteric Aegis (see notes, +40 to Dispel DCs, immune to MDJ, lasts 1 day)
Greater Epic Mage Armor (40 armor bonus for 3 days)
Buffs that give +25 Wis, Cha, Dex and Int (I might use Owl's WIsdom instead for Wis)
Epic Spells known (not approved yet):
Greater Esoteric Aegis (based on GoH Chp2)
Spellcraft DC: 123
Components: V, S
Casting Time: 11 minutes
Effect: 10-ft. radius emanation
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
To Develop: 747,000 gp, 15 days, 29,880 XP (recalculate). Seeds:
ward (DC 14), transform (DC 21). Factors: gain +40
bonus on DC to avoid being dispelled (ad hoc +80),
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), increase casting time by 10 min (-20)
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 +40 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.
Fortify Wisdom (also knows Dex, Int, and Cha versions)
Spellcraft DC 31
Fortify Seed: 17
Factors: Increase attribute by +24 (+48), duration x5 (100 hours)(+10), casting time increased by 10 min (-20).
Caster gains +25 ehn. to Wisdom for 100 hours
Greater Epic Mage Armor
Conjuration (Creation) [Force]
Spellcraft DC: 70
Components: V, S
Casting Time: 10 minutes
Duration: 72 hours (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 630,000 gp; 13 days; 25,200 XP. Seed:
armor (DC 14). Factors: +36 additional armor bonus
(+72), increase duration by 200% (+4). Mitigating Factor:
increase casting time by 9 minutes (-18), change
target to personal (-2).
Greater epic mage armor works as per epic mage
armor, except that it grants a +40 armor bonus to Armor
Class, and lasts for 3 days.
All attempts to use any form of scrying and/or divination on you or an item in your possession fail automatically. This includes the Salient Divine Abilities of deities which produce scrying or divination effects, but not their Portfolio Sense. You detect all scrying and divination attempts that target you or an item in your possession. This includes attempts to scry on you in the present, past, and future. You also get a brief glimpse of the being that attempted the scrying/divination.
Other spells I'd like to use, but haven't gotten approval for yet: Mindrape and Resonating Resistance from the Book of Vile Darkness.
Ability scores: 238 points, distribute as desired, add +1/4 levels (18) and racial mods (+28 more points)(total 284 points). No physicals higher than 70 (for mediums, can go higher with size increases), or mentals higher than 55.
For large size:
Str 98 (78+20enh)(+44)
Dex 61 (46+25enh)(+25)
Con - (originally 20)
Int 55 (30+25enh)(+22)
Wis 80 (55+25enh)(+35)
Cha 80 (55+25enh)(+35)
Move 80', Fly 240'
Alignment: Neutral Evil
Divine Rank 18
Domains: Thirst, War, Earth, Fire, Time, and Fate
The fate all warriors is to die. The best that they can hope for is to die gloriously in battle. Then their memories can immortalize them, preserving them long past after their mortal coil has long since decayed into dust.
All things decay. Death and ruin are the inevitable end for all. Time withers away even great mountains. The waste can preserve greatness, though. It burns away impurities, and hides the purified essence in its shifting sands.
Ozymandius exemplifies this: a great warrior whose deeds have been immortalized in tales and legends, and whose body has been purified and preserved by the waste. He calls on other warriors to follow his example, and legions of such undead scions live with him in his pyramid beneath the Sands of Time (a region of Hades).
Attacks: (45bab+18divine+44str+10enh-1size) +116 Reaper, +106 Bite (1d8+22), +106 Gore (1d8+22), +106 2 claws (1d6+44)
Full attack: +116/111/106/101 Reaper (3d6+76, 19-20/x3, always touch attacks), +101 Bite (1d8+22), and +101 Gore (1d8+22)
Divine Might adds +35 damage per hit
On a charge: Full power attack, Shock Trooper to put penalty to AC, Leap Attack increases PA damage to 3x45= +135, for 3d6+211 damage per attack.
Rage + Frenzy adds 10 more to str and an extra attack, for a total charging Leap attack Divine Might routine of:
+123/+123/118/113/108 Reaper (3d6+253)(avg 1317 for all weapon attacks, all vs. Touch AC) and +108 Bite (1d8+174), and +108 Gore (1d8+174), for a total of 1683 average damage. The target has to make a Fort. save DC 77 or be destroyed for every attack that lands (Annihilating Strike).
AC: 196 (10+18divine+33nat+35defl+40armor+25dex+36monk-1size), Touch 119, FF 171
HD 75d12+2625+150+24 (Hit points 3699)
Base Saves: Fort +42, Ref +34, Will +34
(+53 from Cha and DR)
Total Saves: Fort +95, Ref +112, Will +122
Wealth for ECL 60 is 108,600,000!!! What is it for us?
Feats: Improved Initiative (Time domain), Weapon Focus (Greataxe, War Domain), Power Attack (1), Cleave (3), Improved Sunder (6), Great Cleave (9), Destructive Rage (12), Intimidating Rage (15), Heat Endurance (18), Extra Rage (21), Improved Bull Rush (PsiW1), Shock Trooper (PsiW2), Spell Focus: Conjuration (24), Energy Resistance (Sonic) (27), Extra Rage (30), Ruinous Rage (33), Terrifying Rage (36), Divine Might (39), Instantaneous Rage (42), Extend Rage (45), Combat Reflexes (48), Combat Brute (51), Dodge (54), Combat Expertise (57), Karmic Strike (60), Epic Spellcasting (CDesc5), Spell Stowaway (Time Stop) (CDesc10), Improved Critical (Greataxe)(63), Speed of Thought (66), Improved Combat Reflexes (LD5), Psionic Charge (69)
Other feats: Craft Wonderous Item (Retrained away)
Skills, Fiendish Companion, and more equipment to come.
Equipment (under construction): Some artifiact incorporating the function of a Monk's belt, and a Belt of Battle.
The Reaper (not approved yet)
This large headsman's axe is an artifact of great power. Crafted from the thigh bone of a greater deity, it has a +10 enhancement bonus. It overcomes all regeneration and damage reduction as if it were constantly bathed in Trollbane and had the Shadowstriking property, except it works on the first hit. It protects the wielder with a constant Spell Turning effect, and can also grant immunity to one specific spell of up to 9th level, in a fashion similiar to Greater Spell Immunity. Finally, it traps the souls of any it slays (as if it were made of Thinuan). The wielder can communicate with trapped souls telepathically, and free them if he wishes. The wielder can also cast spells or use other powers on trapped souls as long as the abilities target the mind or soul.
SDAs (gets 5 extra per Dice Freaks rules, so 23 total)
Clearsight (Wis 29)
Divine Fire Mastery (Fire Domain)
Divine Earth Mastery (Earth domain)
Divine Fast Healing (fast healing)
Energy Storm (use Negative energy. It gives all benefits of Divine Storm plus does 18 negative energy damage per round, which heals Ozymandius.)
Extra Sense Enhancement (applied to Fire Mastery sense, senses all corporeal creatures within 18 miles)
Irresistable Blows (War domain, attacks with greataxes are touch attacks)
Supreme Initiative (Dex 29, Improved Initiative. Always goes first.)
Annihilating Strike (anyone hit makes Fort save, DC 28+Str_mod, or destroyed)
Battlesense (cannot be surprized, flanked, sneaked, lose Dex, etc; except by higher rank deity)
Divine Dodge (68% miss chance for everything)
Call Creatures (call up to 18 creatures of his hit dice of one specific kind)
Divine Blast (1d12 per DR + 1d12 per Cha_Mod, 18 mile range, destroys and penetrates Force effects)
Increased Damage Reduction (add 5 and weird material or alignment)
Supreme Damage Reduction (weapon must be forged in a specific way)
Automagic Metamagic (Persistent)
Automagic Metamagic (Quicken)
Automagic Metamagic (Maximize)
Life Drain (Swift action cloud, 10' high x 180' radius, Living creatures must make a Will save or die (DC 20+DR+Cha_mod). If they succeed, they still get 2 negative levels.)
Two custom SDAs
Master of Destiny (approved)
Prerequisites: Time and Fate Domains; Clearsight, Battlesense, and Extra Sense Enhancement SDAs, Wisdom 40
The deity can see perfectly into his own future for up to one round per divine rank. He can perfectly forsee the results of his own actions, and the actions of others as they affect him. This means he is able to react to the actions of others up to 18 rounds before they are taken, adjusting his own actions accordingly.
In game terms, this allows him to "redo" his actions for a number of rounds up to his DR. Any creatures able to percieve his new actions can react accordingly, but they have no memory of the "previous" rounds, as they never actually occurred.
Use of this power requires no action on the deity's part. It is automatic, and not even his death can prevent it, as he forsees it and reacts to it before it happens. Nothing can block the deity's ability to see his own fate, including the SDAs of other deities and cosmic entities, and the powers of artifacts. His ability to observe other creature's part in his future may be obscured by appropriate protections against divination effects, however.
This power also automatically extends to the deity's avatars and proxies, as they contain fractions of his own power and essence, but their fates may be obscured by appropriately powerful magic. The deity can also use this ability to forsee the fate of any of his followers, but this requires a swift action to use, and he can only forsee the fate of up to 1 follower per divine rank per use of this ability. Finally, the deity can use this ability on a creature that is not a follower of his, but this requires a standard action and the target can attempt a Will save to resist it. If they succeed, they know they were targetted by some kind of supernatural effect.
Stabilize Timestream SDA (not approved yet)
Prerequisite: Time domain
All time manipulation effects within 100 feet per divine rank of the deity automatically fail. This includes Time Stop, Temporal Acceleration, Time Hop, most of the abilities of phanes, etc. The deity can supress or resume this ability as a free action on his turn.
Other deific abilities:
Alter Size (Fine to Collossal, with all bonuses and penalties)
Alter Reality (Dice Freaks version): Can produce any spell effect in line with his portfolio. Can add metamagic, but this delays use of Alter Reality for 1 round per extra spell slot level normally added.
Domain Powers: All useable 18 times per day.
Can spontaneously cast any spell he grants.
Can use domain spells as SLAs at will. Caster level is HD+DR. Save is 20+Cha mod +spell level +DR.
Greater Teleport (100 lbs/DR objects) and Greater Plane Shift (100 lbs objects) at will.
DR 45/Silver and epic (plus alignment and unique weapon forging requirements)
Divine Aura (Ex): See text. Will use Fright mostly (Shaken, Will DC 28+cha_mod)
Spell Resistance 87
Skills: Add DR to all skill checks, ability checks, caster
level checks, and turning checks.
Equipment: Limited to +24 weapon (+10 actual enh), armor, and shield.
Swift actions: 20 per round, DC 30 or less. Can be any action within her portfolio, except only 1 swift spell per round.
Create items: Can be anything related to portfolio, including artifacts...
Portfolio sense: Senses anything related to it, up to 18 weeks in past or future.
Senses: All extend out to 18 miles.
Avatars: Can make up to 20, DR 0, half class levels. See book for more info.
Proxies: Can imbue mortals with divine power. This includes one SDA useable at the deities DR... Other crazy abilities. It might be worth taking all of the avatars and proxies and having them all coordinate attacks at once.
Dry Lich abilities (all saves DC 15+Wis_mod):
Dessicating Touch (5d6, Fort for half)
Aura of Despair (60' radius, Will or shaken for 1d4 rounds)
Constitution Drain Touch (Fort or take 1d6 Con drain, lich gains 5 temp HP)
Unholy Toughness (Cha mod to all hit dice)
Water weakness (water acts as Holy Water)
Fast Healing 2 (in arid environments)
Turn Resistance +6
If destroyed, returns in 1d6 weeks if all 5 Canopic Jars not destroyed.
Immune to Maze, never flatfooted, never lost (Minotaur).
Deities have the following immunities. Individual deities may have more immunities. Unless otherwise indicated, these immunities do not apply if the attacker is a deity of equal or higher rank.
A deity is immune to polymorphing, petrification, or any other attack that alters its form. Any shape-altering powers the deity might have work normally on itself.
Energy Drain, Ability Drain, Ability Damage
A deity is not subject to energy drain, ability drain, or ability damage. (Attacks by equal or higher rank deities of this type should work.)
Immune to electricity (dragon), sonic (deific), acid (deific), fire (SDA), and cold energies (cold subtype, from a spell), even if the attacker is a deity of higher divine rank.
Deities of rank 1 or higher are immune to disease and poison, stunning, sleep, paralysis, and death effects, and disintegration.
Deities of rank 6 or higher are immune to effects that imprison or banish them. Such effects include banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking.
Barbarian: Pounce, Rage (for FB).
Frenzied Berzerker: Cannot die from hit point damage while Frenzying. Due to being a Dry Lich, he is also immune to subdual, so he can't be knocked unconscious from hit point damage, either. He only has 5 Rages and 5 Frenzies per day, though. And they only last 6 rounds, due to his lack of a Constitution score.
Blackguard: Cha to saves, fiendish companion based on character level, Rebuke Undead (used for Divine Might).
Half-dragon: Makes him immune to electricity, and gives him non-magical flight.
Starting at 2nd level, the cosmic descryer develops a natural affinity for one plane that he or she has visited, becoming resistant to any spells and spell-like effects that would normally affect any creature not native to that plane.
Cosmic Connection (Su)
Dimension Door at will, can boost several things by an uncapped amount by taking damage.
Legendary Dreadnaught: Unstoppable and Unmovable powers twice per day, both of which are (Ex).
I'm not sure more Frenzied Berzerker wouldn't be better, due to the power attack improvements of that class.
He also has epic clerical spellcasting for insane buffage (some included above), and he has an Antimagic Field around him (which he ignores, thanks to his DR), making him immune to all magical attacks that don't come from deific beings (or epic spells?).
Water, Positive Energy, Divine, Vile damage and physical damage could be problems, while he isn't Frenzying. He has an SDA that totally stops all ranged weapon attacks, though, and he is by far most dangerous in melee. So if he forces his enemies to melee him, he will likely win. (Karmic Strike + Annihilating Strike + Improved Combat Reflexes means you don't want to melee him.)