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Post by Cameron on Sept 5, 2013 8:02:59 GMT -8
Vaj'rath the GlaringMale tiefling witch 10 CN Medium Outsider (native) Init +3; Senses darkvision 60 ft.; Perception +17 Languages Common, Abyssal, Celestial, Draconic, Dwarven, Elven, Giant, Goblin, Infernal, Orc, Polyglot, Sylvan, Undercommon ------------------------------------ AC 13 (+3 Dex), touch 13, flat-footed 10; 17 with mage armor or shield (21 with both) hp 57 (10 HD) plus 1d10+10 with false life Immune necklace of adaptation Resist cold 5, electricity 5, fire 5 Fort +7, Ref +9, Will +11 ------------------------------------ Speed 30 ft., fly 60 ft. (10 minutes/day) {0 used} or 40 ft. with overland flight Melee spiked gauntlet +3 (1d4-2) Ranged none Base Atk +5; CMB +3, CMD 16 Combat Gear scrolls (see below); potion of cure serious wounds {2}; wands of cure light wounds {45, 31, 27}, mage armor {45}, magic missile (CL9) {46; UMD 20} and shield {47; UMD 20} Witch Spells Prepared (CL 10th) __5th (3/day, DC 23) ~ cloudkill, overland flight, teleport __4th (5/day, DC 22) ~ charm monster, confusion, greater aggressive thundercloud {2}, secure shelter __3rd (5/day, DC 21) ~ accursed glare, haste, lightning bolt {2}, stinking cloud __2nd (6/day, DC 20) ~ blindness/deafness, cure moderate wounds {2}, false life, glitterdust, status __1st (6/day, DC 19) ~ burning hands, cure light wounds {2}, ear-piercing scream, hex vulnerability, lock gaze __Cantrips (at will) ~ detect magic, guidance, light, message Witch Hexes (CL 10th) At will ~ cackle, evil eye (DC 23), feather fall, misfortune (DC 23), retribution (DC 23), slumber (DC 23) 1/day ~ levitate Spell-Like Abilities (CL 10th) __1/day ~ darkness ------------------------------------ Abilities (20-pt buy) Str 6, Dex 16, Con 12, Int 27, Wis 12, Cha 6 SQ prehensile tail, vestigial wings, patron spells (agility), major hex Feats Scribe Scroll, Craft Wondrous Item, Improved Familiar, Craft Wand, Craft Magic Arms and Armor, Alertness Traits Pragmatic Activator, Seeker Skills (0 ACP) Escape Artist 10/+13, Fly 6/+16 (+19 using fly spell or hex, +20 using overland flight spell), Heal 10/+14, Knowledge (arcana / planes) 9/+20, Knowledge (history / nature) 4/+15, Knowledge (dungeoneering / local / religion) 1/+9, Linguistics 5/+13, Perception 10/+17, Spellcraft 10/+21, Stealth 10/+13, Swim 0/+2, Use Magic Device 10/+21 Witch Spells Known arcane mark, bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, putrefy food and drink, read magic, resistance, spark, stabilize, touch of fatigue; 1st beguiling gift, burning hands, charm person, cure light wounds, detect secret doors, ear-piercing scream, enlarge person, frostbite, hex vulnerability, jump, lock gaze, mage armor, obscuring mist, remove sickness; 2nd blindness/deafness, burning gaze, cat's grace, cure moderate wounds, false life, glitterdust, see invisibility, spectral hand, status, touch of idiocy, vomit swarm, web; 3rd accursed glare, bestow curse, communal delay poison, disable construct, dispel magic, fly, haste, heart of the metal, heroism, lightning bolt, remove blindness/deafness, remove curse, remove disease, stinking cloud, vampiric touch, water walk; 4th charm monster, confusion, cure serious wounds, death ward, freedom of movement, greater aggressive thundercloud, hellmouth lash, ice storm, secure shelter; 5th cloudkill, dominate person, overland flight, polymorph, teleport Possessions (20/40/60 ~ 9, light) headband of vast intelligence +4 {Stealth, Heal}, necklace of adaptation, ring of sustenance, cloak of resistance +3 (1 lb), spiked gauntlet (1 lb), explorer's outfit and spell component pouch (2 lb) __Handy Haversack (5 lb) with combat gear (-) plus Jambala Jaeg cloth, 200 ft. silk rope (20 lb), and 6,385.82 gp cash __Arcane Scrolls (Witch) detect secret doors {1}, enlarge person {2}, frostbite (CL6) {2}, mage armor {1}, obscuring mist {4}, remove sickness {2} ~ cat's grace {1}, false life {2}, glitterdust {3}, see invisibility {2}, spectral hand {4}, touch of idiocy {2}, vomit swarm (CL7) {1}, web {1} ~ communal delay poison {1}, dispel magic {1}, fly {2}, haste {3}, heart of the metal {1}, heroism {1}, remove blindness/deafness {1}, vampiric touch (CL6) {1}, water walk (CL6) {1} ~ death ward {2}, freedom of movement {1}, hellmouth lash (CL8) {1}, ice storm {2} __Arcane Scrolls (Other) (Use Magic Device DC 21) magic weapon {1}, protection from evil {1} ~ (UMD 23) bull's strength {1}, command undead {1}, darkness {1}, invisibility {2}, knock {1}, mirror image {1}, resist energy {1}, rope trick {1}, scorching ray {1} ~ (UMD 25) water breathing {1} __Divine Scrolls (Use Magic Device DC 21) magic stone {1}, remove fear {1} ~ (UMD 23) align weapon {1}, silence {1} ~ (UMD 27 plus UMD 29 to emulate Wis 14) command plants, cure critical wounds Ht 5'0" Wt 130 lb Age middle-aged XP (medium) 112,506/155,000Hexes Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch's level + the witch's Intelligence modifier. Cackle (Su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round. Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a -2 penalty on one of the following (witch's choice): Armor Class, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to -4. Flight (Su): The witch grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly (as per the spell) for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in one-minute increments. Misfortune (Su): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. Slumber (Su): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch's level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.Major Hexes Retribution (Su): A witch can place a retribution hex on a creature within 60 feet, causing terrible wounds to open across the target's flesh whenever it deals damage to another creature in melee. Immediately after the hexed creature deals damage in melee, it takes half that damage (round down). This damage bypasses any resistances, immunities, or damage reduction the creature possesses. This effect lasts for a number of rounds equal to the witch's Intelligence modifier. A Will save negates this effect.Patron: Agility Domain Spells: 2nd ~ jump, 4th ~ cat's grace, 6th ~ haste, 8th ~ freedom of movement, 10th ~ polymorph, 12th ~ mass cat's grace, 14th ~ ethereal jaunt, 16th ~ animal shapes, 18th ~ shapechange.Pragmatic Activator (Magic): You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.Seeker (Social): You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.Vestigial Wings: Some tieflings possess a pair of undersized, withered, or stunted wings like a mockery of those of their fiendish forbearer. Sometimes these wings are leathery, like those of a bat. Other times they are covered with a scattering of black, red, or violet feathers. Rare manifestations can take even more bizarre forms. These wings do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly skill checks. This racial trait replaces skilled.1st-Level Witch SpellsEAR-PIERCING SCREAM School evocation (sonic); Level bard 1, inquisitor 1, sorcerer/wizard 1, witch 1 Casting Time 1 standard action; Components V, S Range close (25 ft. + 5 ft./2 levels); Targets one creature; Duration instantaneous (see text) Saving Throw Fortitude partial (see text); Spell Resistance yes __You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage.HEX VULNERABILITY School necromancy (curse); Level shaman 1, witch 1 Casting Time 1 standard action; Components V, S, M (a drop of your blood) Range close (25 ft. + 5 ft./2 levels); Targets one creature; Duration 1 round/level Saving Throw Will negates; Spell Resistance yes __The targeted creature becomes susceptible to a repeat use of your hexes, even if you could not otherwise target that creature with a particular hex for a certain time period. For example, normally after you target a creature with a charm hex, you cannot target it again for 1 day. But after casting this spell on a creature, you could try the charm hex repeatedly as long as the spell persists. The end of this spell has no effect on any active or ongoing hex on a creature. For example, if the creature failed its save against a second use of your charm hex, it remains charmed for the normal duration, even if the spell expires before the hex does. __Each subsequent casting of this spell on a target within a 24-hour period gives the target a +4 bonus on its save against the spell and imposes a -4 penalty on your caster level check to overcome the target's spell resistance with this spell.LOCK GAZE School enchantment (compulsion); Level bard 1, inquisitor 1, magus 1, sorcerer/wizard 1, witch 1 Casting Time 1 standard action; Components V, S Range close (25 ft. + 5 ft./2 levels); Targets one creature; Duration 1 round/level Saving Throw Will negates; Spell Resistance yes __You compel the target to look at you and only you for the spell's duration or until the spell is discharged. While staring at you, the target is considered to be averting its eyes from every creature but you, granting creatures other than you concealment against the target's attacks. If the target willingly leaves your line of sight, it is blinded for 1 round and the spell ends. If you willingly leave the target's line of sight or become unconscious or dead, the spell creature suffers no ill effects. Blind creatures and creatures immune to gaze attacks are immune to this spell.3rd-Level Witch SpellsACCURSED GLARE School necromancy (curse); Level antipaladin 3, sorcerer/wizard 3, witch 3 Casting Time 1 round; Components V, S Range close (25 ft. + 5 ft./2 levels); Targets one creature; Duration 1 day/level Saving Throw Will negates; Spell Resistance yes __You channel a fell curse through your glare. If the target fails its saving throw, it begins to obsessively second-guess its actions and attract bad luck. Whenever the target attempts an attack roll or saving throw while the curse lasts, it must roll twice and take the lower result. While you cast this spell, an ally within range of the subject can attempt an Intimidate check as a move action (DC = save DC of this spell); on a success, the ally adds its own glare to yours, granting you a +2 bonus on your caster level check to overcome spell resistance (if any). Multiple allies can attempt Intimidate checks; this bonus stacks.4th-Level Witch SpellsAGGRESSIVE THUNDERCLOUD, GREATER School evocation (electricity, sonic); Level druid 4, magus 4, sorcerer/wizard 4, witch 4 Casting Time 1 standard action; Components V, S, M/DF (a piece of a tree struck by lightning) Range medium (100 ft. + 10 ft./level); Effect 5-ft.-diameter sphere; Duration 1 round/level Saving Throw Reflex negates and Fortitude negates (see text); Spell Resistance yes __A crackling, spherical storm cloud flies in whichever direction you point and deals electricity damage to those it strikes. It has a fly speed of 20 feet with perfect maneuverability. If it enters a space that contains a creature, the storm stops moving for the round and deals 6d6 points of electricity damage to that creature, though a successful Reflex save negates that damage. The first creature damaged by the cloud is also stunned for 1 round (Fortitude negates); this is a sonic effect. It provides concealment (20% miss chance) to anything within it, and its flickering light illuminates the same area a candle would. __The sphere moves as long as you actively direct it (as a move action for you); otherwise, it stays at rest and crackles with lightning. It can be moved by wind effects and counts as a Small creature for the purpose of determining how winds affect it. The sphere has no physical substance and cannot exert any force on corporeal creatures or objects. It disperses if it exceeds the spell's range.HELLMOUTH LASH School transmutation [acid, electricity, or fire]; Level sorcerer/wizard 4, witch 4 Casting Time 1 standard action; Components V, S Range personal; Target you; Duration 1 round/level __Upon casting this spell, your tongue transforms into an energy whip weapon that can deal acid, electricity, or fire damage. You choose what type of energy damage the spell deals when you cast it. You attack with your tongue as if it were a whip, except you make touch attacks with it and it can harm creatures with armor or natural armor bonuses. You are considered proficient with this weapon. A successful touch attack with the tongue deals 1d8 points of energy damage per two caster levels (maximum of 5d8 points of damage at 10th level). __While the spell is in effect, you cannot speak, cast spells requiring verbal components, or activate items requiring command words.Jambala Jaeg Cloth: The cloth (made from beaten bark) is quite ancient, cataloged with "Three Tik Taan Idols, courtesy of Lugizar Trantos." The script on the cloth may be read with a DC 15 Decipher Script check, revealing not only a warning against the idols' corrupting powers, but also a powerful chant that dispels their influence over men. A bard with the countersong ability may speak the chant aloud (using countersong while doing so) to break the hold of the Tik Taan over any listeners. When employed in this manner, the cloth is a reusable item, allowing a bard to use it as many times a day as he can countersong. A spellcaster who deciphers the writing may also read it as a scroll of break enchantment (this too ends the Tik Taan's influence on any one subject), but doing so causes the writing to vanish as a common scroll, which can never be used again.Odalisque Female sprite familiar (improved) CN Diminutive Fey Init +3; Senses detect evil, detect good, low-light vision; Perception +15 Languages Common, Sylvan; speak with master ------------------------------------ AC 22 (+4 size, +3 Dex, +5 natural), touch 17, flat-footed 19; 26 with mage armor or shield (30 with both) hp 28 (10 HD); DR 2/cold iron Fort +3, Ref +6 (improved evasion), Will +7 ------------------------------------ Speed 15 ft., fly 60 ft. (perfect) Melee short sword +5 (1d2-4/19-20) Ranged shortbow +12 (1d2-4/x3, range 60) Space 1 ft.; Reach 0 ft. Base Atk +5; CMB +4; CMD 10 Spell-Like Abilities (CL 10th) __Constant ~ detect evil, detect good __At will ~ dancing lights, daze (DC 10) __1/day ~ color spray (DC 11) ------------------------------------ Abilities Str 3, Dex 17, Con 10, Int 10, Wis 11, Cha 10 SQ luminous, empathic link, share spells, store spells, deliver touch spells Feats Alertness Skills (0 ACP) Escape Artist 10/+24, Fly 6/+26, Heal 10/+10, Perception 10/+15, Spellcraft 10/+10, Stealth 10/+28, Use Magic Device 10/+13; Racial Modifiers +8 Escape Artist, +6 Fly Encumbrance (2/5/7 ~ 1, light) combat gear (-) plus short sword (.2 lb), shortbow (.2 lb), and 20 arrows (.3 lb) Ht 0'9" Wt 2 lbAs a Diminutive creature, Odalisque can move through squares occupied by Medium or larger enemies. This provokes attacks of opportunity as usual. Luminous (Su): A sprite naturally sheds light equal to that provided by a torch. A sprite can control the color and intensity of the light as a swift action, reducing it to the dimness of a candle or even extinguishing its luminosity entirely if it wishes. Empathic Link (Su): The master has an empathic link with his familiar to a one-mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does. Share Spells (Ex): The master may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (fey). Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates. Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.[/font]
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Post by takasi on Sept 9, 2013 9:19:43 GMT -8
Gobbledy GookMale goblin barbarian 6 N Small humanoid (goblin) Init +4; Senses Darkvision 60 ft., Perception +6 Languages Goblin ------------------------------------ AC 15 (+4 Dex, +1 size), touch 15, flat-footed 11 hp 66 (6 HD) Fort +7, Ref +6, Will +2; Improved Uncanny Dodge, Trap Sense +2 ------------------------------------ Speed 40 ft. (8 squares) Melee claw +9/+9/+4 (1d4+2) and bite +4 (1d4+1) Base Atk +6; CMB +7, CMD 22 Rage Powers (16 rounds per day) __Reckless Abandon, Lesser Beast Totem, Beast Totem ------------------------------------ Abilities (20-pt buy) Str 14, Dex 18, Con 14, Int 10, Wis 10, Cha 8 SQ Fast Movement, Rage Feats Improved Unarmed Strike, Improved Grapple, Power Attack Skills Acrobatics 3/+10, Climb 3/+8, Craft (trapmaking) 3/+6, Intimidate 3/+5, Knowledge (nature) 3/+6, Perception 3/+6, Survival 3/+6, Swim 3/+8 Possessions half eaten baby gnome skull, hidden talisman of Zogmugot (barghest fingernail) Ht 2'11" Wt 33 lb Age 13 (young) IF RIP THEN Häagen-DazsMale dwarf cleric of Torag 8 N Medium humanoid (dwarf) Init +2; Senses Darkvision 60 ft., Perception +3 Languages Common, Dwarven ------------------------------------ AC 21 (+2 Dex, +7 Armor, +1 Natural Amor, +1 Deflection), touch 13, flat-footed 18 hp 71 (8 HD) Fort +12, Ref +8, Will +12; Hardy +2 vs poison, spells or spell like abilities Resist cold 10 ------------------------------------ Speed 20 ft. (4 squares) Melee battleaxe +6/+1 (1d8/x3) Ranged +1 frost heavy crossbow +9 (1d10+1/19-20 plus 1d6 cold) Base Atk +6/+1; CMB +6, CMD 18; Stability +4 CMD bull rush or trip Atk Options Hatred +1 vs orc and goblinoid subtypes, Channel Energy (4d6, 4/day) Cleric Spells (CL 6th) 4rd (3+1) ~ Spell Immunity (D), Air walk, Freedom of Movement, Restoration 3rd (4+1) ~ (2) Protection from Energy (D), Dispel Magic, Resist Energy Communal, Water Walk 2nd (4+1) ~ Shield Other (D), Bear's Endurance, Remove Paralysis, Lesser restoration, Silence 1st (5+1) ~ (2) Sanctuary (D), Bless Water, Entropic Shield, Protection from Evil, Protection from Chaos 0th (4) ~ Create Water, Detect Magic, Detect Poison, Purify Food and Drink Domains Protection, Ice ------------------------------------ Abilities (20-pt buy) Str 10, Dex 14, Con 16, Int 10, Wis 18, Cha 12 SQ Dwarven Weapon Familiarity, Hatred, Hardy, Stability, Channel Energy (4d6, 4/day) Feats Point Blank Shot, Precise Shot, Rapid Reload (heavy crossbow), Craft Magical Arms & Armor Skills (ACP -3, -4 w/shield) Heal 6/+12, Knowledge Religion 6/+9, Craft (crossbolts) 4/+7 Possessions (33/67/100, 58 lbs, Medium) +1 frost heavy crossbow (8350 gp, 8 lbs), battleaxe (10 gp, 6 lbs), wand of cure moderate wounds (50 charges, 4500 gp), +1 breastplate (1450 gp, 25 lbs), +1 heavy wooden shield (1157 gp, 10 lbs), 3 adamantine bolts (181 gp), 10 silver bolts (21 gp, 1 lb), 100 cold iron crossbow bolts (20 gp, 10 lb), Holy Symbol of Torag, 311 gp (6 lbs), cloak of resistance +1, ring of protection +1, amulet of natural armor +1, 50 holy crossbow bolts Ht 4'3" Wt 262 lbs Age 102 (young) XP (medium) 54,275/75,000
Protection Domain (Sp): Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess. Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Icicle (Sp): As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Cold Resistance (Ex): At 6th level, you gain resist cold 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to cold.
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Post by scottm on Sept 13, 2013 18:39:15 GMT -8
Irön MofoMale dwarf fighter 6/ranger 3 LN Medium humanoid (dwarf) Init +1; Senses darkvision 60 ft.; Perception +11 -------------------- Defense-------------------- AC 26, touch 11, flat-footed 25 (+11 armor, +1 Dex, +1 natural, +3 shield) hp 92 (9d10+36) Fort +12, Ref +7, Will +5 (+2 vs. fear); +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training -------------------- Offense-------------------- Speed 30 ft. Melee Power Attacks mofo's edge +14/+9 (1d10+15) or heavy shield bash +12/+7 (1d6+11) or mofo's fist +12/+7 (1d4+11) or warhammer +11/+6 (1d8+11) Two weapon power attackmofo's edge +10/+5 (1d10+15) and heavy shield bash +8 (1d4+5) or mofo's edge +10/+5 (1d10+15) and mofo's fist +10 (1d4+5) mofo's edge +10/+5 (1d10+15) and warhammer +8(1d8+5) Two Weaponmofo's edge +13/+8 (1d10+9) and heavy shield bash +11 (1d6+2) or mofo's edge +13/+8 (1d10+9) and mofo's fist +13/(1d4+2) or mofo's edge +13/+8 (1d10+9) and warhammer +10 (1d8+2) Regularmofo's edge +17/+12 (1d10+9 x3) heavy shield bash +15/+10 (1d6+5) dagger +14/+9 (1d4+5/19-20) or mofo's fist +15/+10 (1d4+5) or warhammer +14/+9 (1d8+5) Ranged master work str +4 composite longbow +11/+64 (1d8+4) Special Attacks combat style (two-weapon combat), favored enemy (giants +2), hatred, weapon training (axes +1) -------------------- Statistics-------------------- Str 20, Dex 12, Con 16, Int 13, Wis 12, Cha 8 Base Atk +9; CMB +11 (+13 bull rush); CMD 25 (31 vs. bull rush, 29 vs. trip) Feats Endurance, Improved Bull Rush, Improved Shield Bash, Power Attack, Shield Focus, Shield Slam, Step Up, Toughness, Two-weapon Fighting, Weapon Focus (dwarven waraxe), Weapon Specialization (dwarven waraxe) Traits armor expert, rich parents Skills Acrobatics +2, Climb +7, Craft (armor) +6 (+8 on checks related to metal or stone), Craft (weapons) +6 (+8 on checks related to metal or stone), Handle Animal +3, Heal +5, Knowledge (dungeoneering) +6, Knowledge (engineering) +5, Knowledge (geography) +5, Knowledge (nature) +5, Perception +11 (+13 to notice unusual stonework), Ride +2, Sense Motive +2, Spellcraft +5, Stealth +10, Survival +12, Swim +6; Racial Modifiers craftsman, +2 Perception to notice unusual stonework Languages Common, Dwarven, Giant SQ armor training 1, favored terrain (jungle +2), track +1, wild empathy +2 Combat Gear potion of cure light wounds, potion of cure moderate wounds, potion of cure serious wounds, potion of enlarge person (2), potion of fly; Other Gear +2 full plate, +3 chain shirt, mithral heavy shield, mofo's edge, arrows (20), chakram, mw darkwood composite longbow str +4, dagger, mofo's fist, warhammer, amulet of natural armor +1, belt of giant strength +2, boots of striding and springing, cloak of resistance +1, handy haversack, belt pouch, belt pouch, chalk (4), ink, black, inkpen, signet ring, wooden holy symbol of Torag, donkey, artisan's tools, artisan's tools, bedroll, book of grudges (worth 10 gp, 2 lb), flint and steel, grappling hook, masterwork backpack, mug/tankard, pack saddle, silk rope (100 ft.), trail rations, waterskin, 7,297 gp, 8 sp -------------------- Special Abilities-------------------- Armor Expert -1 Armor check penalty. Craftsman +2 on Craft/Profession checks related to metal/stone. Darkvision (60 feet) You can see in the dark (black and white vision only). Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype. Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Favored Enemy (Giants +2) (Ex) +2 to rolls vs. Favored Enemy (Giants) foes. Favored Terrain (Jungle +2) (Ex) +2 to rolls when in Favored Terrain (Jungle). Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs. Improved Bull Rush You don't provoke attacks of opportunity when bull rushing. Improved Shield Bash You still get your shield bonus while using Shield Bash. Power Attack -3/+6 You can subtract from your attack roll to add to your damage. Shield Focus +1 Shield AC Shield Slam Shield Bash attack gives a free bull rush on a hit. Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them. Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet. Track +1 Add the listed bonus to survival checks made to track. Weapon Training (Axes) +1 (Ex) +1 Attack, Damage, CMB, CMD with Axes Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy. -------------------- DonkeyDonkey N Medium animal Init +1; Senses low-light vision, scent; Perception +5 -------------------- Defense-------------------- AC 11, touch 11, flat-footed 10 (+1 Dex) hp 13 (2d8+4) Fort +5, Ref +4, Will +0 -------------------- Offense-------------------- Speed 40 ft. Melee 2 hooves +2 (1d3+1) -------------------- Statistics-------------------- Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4 Base Atk +1; CMB +2; CMD 13 (17 vs. trip) Feats Endurance, Run Skills Acrobatics +1 (+5 to jump with a running start, +5 to jump), Perception +5 Other Gear artisan's tools, artisan's tools, bedroll, book of grudges (worth 10 gp, 2 lb), flint and steel, grappling hook, masterwork backpack, mug/tankard, pack saddle, silk rope (100 ft.), trail rations (5), waterskin -------------------- Special Abilities -------------------- Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running. Scent (Ex) Detect opponents within 15+ feet by sense of smell.
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Post by Seth on Apr 3, 2014 20:52:26 GMT -8
Here, finally, is my character. If I hadn't made it clear enough many games ago, unless I state otherwise, I AM ALWAYS POWER ATTACKING. Thus, my humble
2d4 +7 becomes, 2d4 +13.
2H weapon, +4 Str bonus becomes 150% = 6
2H weapon, Power Attack -2/+4 becomes -2/+6
6+6+1 enhancement = 13
Throw in 2d6 Sneak Attack, and we end up with 2d4 + 2d6 + 13.
Just in case there was any question about how I'm coming up with my damage numbers...
Saul Goode
Male Human Fighter 3/Rogue 3
N Medium humanoid
Languages Common, Undercommon
Init +4; Senses Perception +10
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AC 19, touch 13, flat-footed 16 (+6 armor, +2 Dex, +1 dodge)
hp 43 (6HD)
Fort +5, Ref +6, Will +3; +1 vs. Fear
Defensive Abilities Evasion, Trap Sense +1, Bravery, Armor Training
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Speed 30 ft.
Melee: +1 Scythe +11 (2d4+7/20x4)
Ranged: Longbow +7 (1d8/20x3)
Special Attacks: Sneak Attack +2d6
Base Atk +5; CMB +9; CMD 21
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Str 18, Dex 14, Con 12, Int 12, Wis 12, Cha 12
Traits: Reactionary (+2 Init), Slippery (+1 stealth)
Class Features: Bravery, Trapfinding, Evasion, Rogue Talent (Fast Stealth), Trap Sense +1, Armor Training
Feats: Weapon Focus (Scythe), Power Attack, Dodge, Combat Reflexes, Mobility, Spring Attack
Skills: Acrobatics +10, Disable Device +14, Escape Artist +9, Intimidate +6, Know. Dungeoneering +5, Perception +10, Prof. Dance +6,
Sleight of Hand +10, Stealth +12, Survival +5, Use Magic Device +10
Combat Gear: +1 Scythe, Breast plate, that's it.
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