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Author Topic: Swords & Souls (Character Sheets)  (Read 5502 times)
Eiji
Guest
« on: October 16, 2007, 07:38:39 AM »

For your convenience, repost all your character sheets here, so you don't have to climb through OOC posts to find them.  You can edit them directly as this.  Keep this thread clean please, one post from your character sheet is enough.
Logged
Eiji
Guest
« Reply #1 on: April 01, 2008, 08:16:46 PM »


Ell: 88/88
Lamar: 44/44


Ell Glideswell
Wizard 5/Factorum 1/Wild Soul 4/Staffshaper 2

TN Mini-Warforged
XP: 68,250, next 78,000

Size/Type: Small Construct (Living Construct)
HD: 1d8+11d4+36 (88hp)
Initiative: +2
Speed: 20 ft.
AC: AC 17 (size 1, dex 2, armor 3, nat armor 1), touch 13, flatfooted 15 (w/ shield +4)
BAB/Grapple: +4/-2

Attack1: Slam melee +2 (1d3-2, 20/x2)
Attack2: Kukri melee +3 (1d3-2, 18-20/x2)
Attack3: Arbalest ranged +7 (1d8, 19-20/x2)
Attack4: Flagstaff "Xen" +1/+1 melee +4/+4 (1d4-1/1d4-1, 20/x2)
Attack5: Magebane Hand Cannon +1 touch ranged +7 [vs casters +9] (Varies on spell + 1, +2d6 vs casters, 20/x2)

Ability Scores: Str 6, Dex 14, Con 16, Int 21, Wis 10, Cha 12
Saves: Fort +5, Reflex +6, Will +10
Skills: Appraise (0) +5/+7 vs Craft skills, Concentration (15) +20, Craft Drawing (1) +8, Craft Earthwork (1) +8, Craft Metalwork (1) +8, Decipher Script (1) +6, Disguise (0) +13, Heal (15) +17, Knowledge Arcana (15) +22, Knowledge Nature (15) +20, Knowledge The Planes (3) +20, Search (0) +15, Spellcraft (15) +24/+26 vs scrolls, Spot (0) +10, Survival (0) +0/+2 above ground natural, UMD (15) +18/+20 vs scrolls
Languages: Common, Halfling, Draconic, Eldritch, Sylven

Feats: Scribe Scroll (bonus 1st), Collegiate Wizard (1st), Cross-Class Learning: Heal & Use Magic Device (3rd), Craft Wondrous Item (bonus 5th), Craft Magic Arms & Armor (6th), Craft Construct (9th), Craft Staff (bonus 11th), Twin Spell (12th)
Background Feat: Prison of Madness (Lvl = Bonus on Knowledge The Planes)

Special Attacks: Summon Seele Ally 3/day, *Detect Magic 3/day (Visor)
Spontaneous Spells: 1st (Remove Fear)
Spontaneous Spells: 2nd (Hideous Laughter)
Spontaneous Spells: 3rd (Invisibility)
Spontaneous Spells: 4th (Break Enchantment)

Special Qualities:
*Fire Affinity: CL +4 and DC +1 for [Fire] spells.
*Immune to Sleep/Poison/Paralysis/Disease/Nausea/Fatigue/Exhaustion/Sickened/Energy Drain
*Cannot heal lethal damage naturally.
*25% Fortification.
*Living Construct Healing/Auto Stabilize.
*Affected by Heat/Chill Metal, Repel Metal or Stone, Repel Wood, and Rusting Grasp.
*No eating/sleeping/breathing.
*When Summon Monster/Summon Seele Ally, Immune to Sleep (Again), +2 saves vs enchancement
*Low-Light Vision (Visor)

Special (Other):
*2 Inspiration Points/encounter
*Trapfinding
*Cunning Insight: spend inspiration point to add Int mod as competence to attack/damage/saving throw, free action.
*Cunning Knowledge: For skills with ranks, spend inspiration point for +1 bonus to a single check, cannot do the same check twice.
*Seelie Courtier: Wild Soul Level to Bluff/Diplomacy/Intimidate vs Fey. Good aligned path.
*Metroid Synergy Bonus: Hand Cannon has Grapple Beam, Low-Light Vision
*Constant Dancing Lights on flagstaff.
*Metamagic Substitution (x2 charges to power metamagic)

Spells Prepared: Wiz 10, CL 10 (# [Fire] spells)
0-Detect Magic, Mage Hand, Prestidigitation, Ghost Sound (4 slots)
1-Expeditious Retreat, Magic Missile, Magic Missile, Protection from Evil, Shieldbearer, True Casting (4+2 slots)
2-Earthbind, Heroics, Scale Weakening (4-2+1 slots)
3-Haste*, Fly, Miser's Envy, Ray of Exhaustion (3+1 slots)
4-Assay Spell Resistance, Dimension Door, Polymorph, Solid Fog (3+1 slots)
5-Telekinesis, Flight of the Dragon, Solar Window# (2+1 slots)
6- (0 slots)
7- (0 slots)
8- (0 slots)
9- (0 slots)

Spellbook:
0-All
1-Alarm, Animate Rope, Benign Transposition, Color Spray, Comprehend Languages, Disguise Self, Expeditious Retreat, Floating Disc, Identify, Magic Missile, Master's Touch, Protection From Evil, Ray of Enfeeblement, Shieldbearer, Silent Image, True Casting, True Strike, Unseen Servant
2-Acid Arrow, Alter Self, Bear's Endurance, Blur, Bull's Strength, Burning Sword, Cat's Grace, Combust, Command Undead, Continual Flame, Daze Monster, Eagle's Splendor, Earthbind, Fox's Cunning, Greater Slide, Gust of Wind, Heroics, Mirror Image, Owl's Wisdom, Phantasmal Assailants, Ray of Stupidity, Rope Trick, Scale Weakening, Scorching Ray, See Invisibility, Sonic Weapon, Wraithstrike
3-Antidragon Aura, Command, Dispel Magic, Fireball, Fly, Haste, Mind Poison, Miser's Envy, Ray of Exhaustion, Shrink Item, Spell Vulnerability, Tiny Hut, Tongues
4-Assay Spell Resistance, Bloodstar, Death Ward, Dimension Door, Dimensional Anchor, Greater Invisibility, Polymorph, Repair Critical Damage, Shadow Conjuration, Solid Fog, Spell Enhancer, Summon Monster IV
5-Wall of Stone, Teleport, Telekenesis, Greater Clairaudience/Clairvoyance, Magic Jar, Bite of the Wereboar, Flight of the Dragon, Solar Window
6-
7-
8-
9-

Items Equipped: "Xen" Flagstaff*, Mwk Arbalest, Mwk Kukri, Warforged Component Magebane Hand Cannon +1 (arms), Warforged Component Wand Sheath (Ejectable 3 Wand version, slotless), Twilight Death Ward Composite Body +1, Tower Shield (usually not used), Warforged Component Tactical Visor (goggles), Wig of Disguise & Familiar Pockets & Int +6 (Head), Amulet of Natural Armor +1 (throat), Belt of Battle (belt) or Belt of Healing (belt), Dispelling Cord (torso), Pearl of Speech (Lamar, face)

Quote from: Xen the Flagstaff/Staffshaper
Flagstaff +1/+1
Charges: 10
Hardness/Hp: 12/30 (Break DC 27)
Spells Imbued/Slots Lost: (2nd, 2nd)
*Greater Slide +1
*Combust +1
*+2
*+3
*+4
*+5

Special: Empowered Strike up to 2d6 (1 charge), touch.  Efflux-Dancing Lights.

Items (Bag): 1820g, Handy Haversack, Lesser Metamagic Rod of Split Ray, Lesser Metamagic Rod of Chaining, Lesser metamagic Rod of Extend, Pearl of Power (1st lvl spell), Blessed Book, Warforged Screwdriver, Masterwork Artisan's Tools (+2 Craft), Flint & Steel, Bullseye Lantern, Mwk Tools (UMD, Heal, Spellcraft, Knowledge Arcana, Concentration, Disguise), Thinaun Ore, Lead Lined Safebox (Lock DC 25), Darkwood Planks, Small Random Books and Diary, Experiment Documents, Ancient Locket, Dedicated Wright "Faeguin"

Items (Consumables): Wand of Benign Transposition (50 charges, internal), Wand of Silent Image (50 charges, internal), Eternal Wand of Nerveskitter (2/day, internal), Wand of Acid Arrow (9 charges), 4x Vials (Ink), Scroll of Hide from Dragons (7th), Scroll of Chained Superior Resistance (9th)

Extra:

=======================

Lamar

Size/Type:     Tiny Outsider (Xenotheric, Fire)
Initiative:    +7
Speed:    15 ft. (can't run)
Armor Class:    21 (+3 Dex, +2 size, +6 natural), touch 15, flat-footed 18
Base Attack/Grapple:    +3/-7 (+9 when attached)
Attack:    Lunge bite +8 melee (1d6-2)
Space/Reach:    2½ ft./0 ft.
Special Attacks:    Attach, head couple (1d6-2), lunge, overwhelm
Special Qualities:    blindsight 60 ft., immunity to toxins/radiation/fire, vulnerable to cold
Saves:    Fort +6, Ref +9, Will +9
Abilities:    Str 6, Dex 17, Con 12, Int 10, Wis 11, Cha 6
Skills:    Concentration (14) +15, Craft Tattoo (1) +1, Craft Woodworking (1) +1, Craft Earthworking (1) +1, Decipher Script (1) +1, Jump (0) +10, Heal (14) +14, Hide (4) +12 (+16 in total darkness), Knowledge Arcana (14) +14, Knowledge Nature (14) +14, Knowledge The Planes (2) +2, Move Silently (?) +6, Listen (4) +4, Spellcraft (14) +14, Spot (4) +4, UMD (14) +12
Feats:    Alertness, Improved Initiative, Skill Focus (Jump)

WIZARD LEVEL 10
(Alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with other headcrabs)
Natural Armor +5
Int 10

==============

Armor Check Penalty: 0
Usual Load: 11 lb. (Light)
Carrying Capacity: Light: 0-15 lb., Medium: 16-30 lb., Heavy: 31-45 lb.
Body Weight: 40 lb.
Haversack Capacity: 19 out of 80/20/20 lbs.

(Numbers are presuming I am carrying my Arbalest)

==============

Temporary Data:
« Last Edit: March 20, 2010, 12:59:39 PM by Eiji » Logged
Eiji
Guest
« Reply #2 on: May 02, 2008, 10:15:39 PM »

Somehow XP has gotten all out of whack.  While feel free to keep it on your sheets and updating, I've gone through the thread with some help to find all the XP given, and made the appropriate adjustments for RP xp and buyoff.  If your numbers differs from this, check your math, this should be right.

Maya 69650
(RP xp 1700)

Zion 66900
(RP xp 2050, 5900 unaccounted, LA buyoff -9000)

Ell 68250
(RP xp 1200)

Jethro 67841
(RP xp 1100)

History: Risu (RP xp 350), Kazin (RP xp 1250), Kaylin (RP xp 1100)

----------------------


HISTORY

Goblin Camp: 3500 (total 6500)
Entry Door: 150 (total 6650)
Assassin Vine: 250 (total 6900)
Owlbears/Trap: 500 (total 7400)
Red Triangles: 6400 (13800)
Orphus Battle: 5600 (19400)
Trap Bridge: 50 (19450)
Puzzle Door: 100 (19550)
Devil/Bust/Headcrab Fight: 1500 (21050)
Water Trap: 2800 (23850)
Lord Woot: 2000 (25850)
Dinner RP: 100 (25950)
Sanso The Mad: 13000 (38950)
Town RP: 8000 (46950)
Voidmind Battle: 6000 (52950)
Gift Golem: 4000 (56950)
Nuclear Blast: 11000 (67950)

------------------------

LEVEL UP CHART
(I did this by hand, so if anyone finds any math errors or where the actual chart is in the book, do tell.)

1-0
2-1000
3-3000
4-6000
5-10,000
6-15,000
7-21,000
8-28,000
9-36,000
10-45,000
11-55,000
12-66,000
13-78,000
14-91,000
15-105,000
16-120,000
17-136,000
18-153,000
19-171,000
20-190,000

----------------------------

DAYS PAST: 21

DATE: April 5, 1008

----------------------------

FUMBLE CHART

1-Attack Self (Roll to hit)
2-Attack Nearby Ally (Roll to hit)
3-Fall Down Prone
4-Throw Weapon (1d12 for direction, 1d6x10 for distance)
5-Drop Weapon
6-Fall On One Knee (No movement until you stand, but not prone, no AoO)
7-Miss and look stupid
8-Miss
9-Miss
10-Miss
11-Miss
12-Miss

========
========
========
========
========
========
========
========

I decided to keep track of the 'common bag' of items.  Everything else is up to you guys, and as such, once you 'own' an item, it goes on your sheet and off this one.  Don't loose track of it.  (Fixed the lists so removed Holly's c/p post for neatness.)

Quote from: Owned Items, this list will be deleted soon, cross-reference that you have everything.
*Rat Hat... OF THE GODS! (Kaylin)
*1x Bloody Chain Shirt (Kaylin)
*Study* Short Sword +1 (Kaylin)
*Gloves of Dexterity +2 (Kaylin)
*Unchucked Swords +1 both (Kaylin)

*1x Masterwork Rapier (Kazin)
*1x Bracers of Armor +1 (Kazin)
*1x Ring of Force Shield (Kazin)
*1x Wand of Enlarge Person (42 charges) (Kazin)
*1x Tanglefoot Bag (Kazin)
*5x Elixers of Love (Kazin)
*3x Elixers of Vision (Kazin)
*Eyes of the Eagle Lens pair (Kazin)
*Truesteel Kukri +1 (Truesteel adds +1 to confirm critical hits, also it has some radiant cold energy left over, +1 cold damage) (Kazin)
*Cloak of Resistance +1 (Kazin)
*Ring of Protection +1 (Kazin)
*Headband of Sorcerous Knowledge (With Summon Monster 1 in it) (Kazin)
*Truesteel Jian +1 (Kazin)
*Wand of Web (15 charges) (Kazin)

*10x Oils of Magic Weapon (Risu)
*Wand of Detect Magic (45 charges) (Risu)
*Phylactery of Faithfulness (Risu)
*White Helmet of Focus (Risu)
*Scroll of Resurrection (Risu)
*Blinding Mithril Buckler +1 (Risu)
*Karras Stone Knife (+1 Knowledge Religion when used for sacrifices) (Risu)
*Wand of Inflict Critical Wounds (23 charges) (DC 16) (Risu)
*Scroll of Cure Moderate Wounds (Risu)
*Charging* Heavy Mace +1 (Risu)

*Spell Components: 1x Dragon Tear (Maya)
*1x Oil of Keen Edge (Maya)
*Gauntlets of Ogre Power +2 (Maya)
*Masterwork Greataxe (Maya)
*Bag of Holding Type 2 (Maya)
*Monocle of Scouting (Maya)
*Sanctified Greatsword (Maya)
*Belt of Ogre's Strength (Maya)

*Wand of Acid Arrow (9 charges) (Ell)
*500 xp worth of crafting materials (Ell)
*Lead Lined Safebox (With an Average Lock DC 25, unlocked) (Ell)
*Thinaun Ore (Knowledge Geology DC 25, a dangerous metal known to absorb souls who die nearby it, weapons made from it stores up to one soul at a time, even its user if they die) (Ell)
*Experiment Documents (A lengthly series of aged reports in eldritich.) (Ell)
*Amulet of Natural Armor +1 (Ell)
*Lesser Enlarge Metamagic Rod (Ell)
*Darkwood Planks (Ell)
*Pearl of Power (1st lvl spell) (Ell)

*Scroll of Command Undead (Zion)
*Scroll of Bull's Strength (Zion)
*4x Vials of Ink (Zion)
*Scroll of Eagle's Splendor (Zion)
*Scroll of Daze Monster (Zion)
*2x Alchemist Fires (Zion)
*1x Chimes (musical instrument) (Zion)
*Spell Components: A Serpent's Tongue, Angel Down, Primal Essence, and 2x Dragon Tear (Zion)
*Hero's Cape (Zion)
*1x Identify Scrolls (Zion)
*2x Natural Memory Crystals (Zion)
*Ring of Sustenance (Zion)
*1x Potion of Cure Moderate Wounds (Zion)
*Twilight Mithril Chain Shirt +1 (Zion)
*Amulet of Health +2 (Zion)
*2x Sticks of Glowchalk (Zion)
*Pipes of Sounding (Zion)
*Concealable* Stiletto +1 (Zion)
*Scroll of Mirror Image (Zion)
*Wand of Eagle's Splendor (34 charges) (Zion)
*Light Crossbow +1 (Zion)
*Aberration Bane Bolts +1 (15 bolts) (Zion)
*Efficient Quiver (Zion)
*1x Medium Spider Venom (1d4 Str/1d4 Str, DC 13 Injury) (Zion)
*Flaming Arrows +1 (25 shots) (Zion)
*Sicklewhip +1 (A chain weapon with a sickle hook on the end, it has the whip's 15' reach but not it's bonuses to trip and disarm. It deals lethal damage as a Sickle, and counts as a whip in terms of proficiency.) (Zion)

Quote from: Common Bag
*Scroll of Disguise Self (No owner)
*Longspear +1 (No owner)
*1x Potion of Cure Moderate Wounds (No owner)
*3x Smokestick (No owner)
*1x Thunderstone (No owner)
*1x Bloody Chain Shirt (No owner)
*Potion of Enlarge Person (Potion of the Gods!  Maybe...) (No owner)
*Potion of Magic Fang (No owner)
*Potion of Fly (No owner)
*2x Sticks of Glowchalk (No owner)
*Ring of Swimming +5 (No owner)
*Truesteel Battleaxe +1 (Truesteel adds +1 to confirm critical hits, also it has some radiant fire energy left over, +1 fire damage) (No owner)
*Truesteel Warhammer +1 (Truesteel adds +1 to confirm critical hits, also it has some radiant electric energy left over, +1 elec damage) (No owner)
*Helm of Battle (Swift action. When you activate the helm, you gain a +2 bonus
on the next attack roll or ability check you make to attempt a bull rush, disarm,
overrun, sunder, or trip attempt during your turn. This ability functions three times per day.) (No owner)
*Mysterious Diary (No owner)
*Mysterious Disc with Magic Symbols on it (No owner)
*Mysterious pocket watch with an Arcane Mark on it.  The watch is no longer running but is not broken. (No owner)
*1x Oil of Keen Edge (No owner)
*Wand of Owl's Wisdom (15 charges) (No owner)
*Stick of Lashing +1 [DnD Wiki] (No owner)
*Devastation Gauntlets (No owner)
*Scroll of Floating Disc (No owner)
*5x Bottles of Liquid Pain (No owner)
*Elixir of the Dark Speech (No owner)
*Scroll of Animate Rope (No owner)
*Potion of Nondetection (No owner)
*Potion of Cure Moderate Wounds (No owner)
*Greatreach Bracers (No owner)
*Sandals of Sprinting (No owner)
*Ring of Counterspells (No owner, Unknown if a spell is loaded in it)
*Scroll of Alarm (No owner)
*Potion of Cure Moderate Wounds (Extra delicious!) (No owner)
*Potion of Darkvision (No owner)
*Robes +1 (No owner)
*Stealth Cloak  (No owner)
*1x Medium Spider Venom (1d4 Str/1d4 Str, DC 13 Injury) (No owner)
*Hand of the Mage (No owner)
*Sanso's Secret Notes of Madness (No owner, Behind the pedestal)
*Scroll of Sending (No owner.  Given so you can inform him of your success.)
*Vest of Resistance +2 (No owner)
*Wand of Fireball (CL 10, 10 charges) (No owner)
*Oil of Greater Magic Weapon +4 (No owner)
*Armband of Elusive Action (Avoid AoO 1/day as an immediate action) (No owner)
*3x Smokesticks (No owner)
*Lesser Demolition Crystal (Added to a weapon, weapon treated as adamantium for overcoming DR of constructs and 1d6 damage vs constructs, only works on +1 weapons or greater.  Think materia.) (No owner)
*Chime of Opening (10 charges) (No owner)
*Greater Elemental Slaying Arrow x1 (Save vs die DC 23 Fort, death effect) (No owner)
*Scroll of Floating Disk (No owner)
*A map of some unknown town (The town of Innsmouth) (No owner)
*Masterwork Artisan’s Tools (No owner)

Items that were given away at the graves:
*Sanctified Evil Bane Longsword +1
*Mithril Heavy Metal Shield +1 (Ell)
*Mithril Full Plate +1 (Maya)

Also, 188,015gp total.
« Last Edit: May 21, 2009, 04:34:18 PM by Eiji » Logged
Holly
Guest
« Reply #3 on: May 21, 2008, 02:52:29 AM »

Quote from: Mr Suck

AMASUKA
*Scroll of Sending (No owner. Given so you can inform him of your success.)

GOBLIN CAMP
*1x Masterwork Rapier (Kazin)
*Masterwork Greataxe (Maya)
*1x Potion of Cure Moderate Wounds (Zion)
*1x Potion of Cure Moderate Wounds (No owner)
*1x Bracers of Armor +1 (Kazin)
*1x Ring of Force Shield (Kazin)
*1x Wand of Enlarge Person (42 charges) (Kazin)
*Scroll of Command Undead (Zion)
*Scroll of Disguise Self (No owner)
*Longspear +1 (No owner)
*Scroll of Bull's Strength (Zion)
*4x Vials of Ink (Zion)
*Masterwork Artisan’s Tools (No owner)
*Scroll of Eagle's Splendor (Zion)
*Scroll of Daze Monster (Zion)
*2x Alchemist Fires (Zion)
*3x Smokestick (No owner)
*No pony (Owned by DM)

ASSASSIN VINE
*1x Tanglefoot Bag (Kazin)
*1x Thunderstone (No owner)
*1x Chimes (musical instrument) (Zion)
*Spell Components: A Serpent's Tongue, Angel Down, Primal Essence, and 2x Dragon Tear (Zion)
*Spell Components: 1x Dragon Tear (Maya)
*No Grand Piano (Owned by DM)

JOLLY RED BAG
*Hero's Cape (Zion)
*1x Identify Scrolls (Zion)
*10x Oils of Magic Weapon (Risu)
*Wand of Detect Magic (45 charges) (Risu)
*Phylactery of Faithfulness (Risu)
*White Helmet of Focus (Risu)
*5x Elixers of Love (Kazin)
*3x Elixers of Vision (Kazin)
*Eyes of the Eagle Lens pair (Kazin)
*Rat Hat... OF THE GODS! (Kaylin)
*Monocle of Scouting (Maya)

PYRAMID HEADS
*Bloody Greatsword (Maya)
*1x Bloody Chain Shirt (Kaylin)
*1x Bloody Chain Shirt (No owner)
*2x Natural Memory Crystals (Zion)

POOL ROOM
*Potion of Enlarge Person (Potion of the Gods! Maybe...) (No owner)
*Potion of Magic Fang (No owner)
*Potion of Fly (No owner)
*2x Sticks of Glowchalk (No owner)
*2x Sticks of Glowchalk (Zion)
*Ring of Swimming +5 (No owner)

ORPHUS
*Truesteel Battleaxe +1 (Truesteel adds +1 to confirm critical hits, also it has some radiant fire energy left over, +1 fire damage) (No owner)
*Truesteel Warhammer +1 (Truesteel adds +1 to confirm critical hits, also it has some radiant electric energy left over, +1 elec damage) (No owner)
*Truesteel Kukri +1 (Truesteel adds +1 to confirm critical hits, also it has some radiant cold energy left over, +1 cold damage) (Kaylin)
*Blinding Mithril Buckler +1 (Risu)
*Twilight Mithril Chain Shirt +1 (Zion)
*Amulet of Health +2 (Zion)
*Cloak of Resistance +1 (Kaylin)
*Gauntlets of Ogre Power +2 (Maya)
*Gloves of Dexterity +2 (Kaylin)
*Ring of Protection +1 (Kaylin)
*Ring of Sustenance (Zion)
*Headband of Sorcerous Knowledge (With Summon Monster 1 in it) (Kaylin)
*Helm of Battle (Swift action. When you activate the helm, you gain a +2 bonus
on the next attack roll or ability check you make to attempt a bull rush, disarm,
overrun, sunder, or trip attempt during your turn. This ability functions three times per

day.) (No owner)
*Bag of Holding Type 2 (Maya)
*Mysterious Diary (No owner)
*Mysterious Disc with Magic Symbols on it (No owner)
*Mysterious pocket watch with an Arcane Mark on it. The watch is no longer running but is

not broken. (No owner)

TREASURE ROOM A
*Amulet of Natural Armor +1 (Kaylin)
*Charging* Heavy Mace +1 (Risu)
*Study* Short Sword +1 (Kaylin)
*1x Oil of Keen Edge (No owner)
*1x Oil of Keen Edge (Maya)
*Lesser Enlarge Metamagic Rod (No owner)
*Truesteel Jian +1 (Kaylin)
*Pipes of Sounding (Zion)
*Devastation Gauntlets (No owner)
*Concealable* Stiletto +1 (Zion)
*Wand of Owl's Wisdom (15 charges)
*Wand of Web (15 charges) (Kaylin)
*Scroll of Resurrection (Risu)
*Scroll of Animate Rope (No owner)
*Scroll of Mirror Image (Zion)
*Scroll of Floating Disc (No owner)
*5x Bottles of Liquid Pain (No owner)
*Karras Stone Knife (+1 Knowledge Religion when used for sacrifices) (Risu)
*Elixer of the Dark Speech (No owner)

TREASURE ROOM B
*Wand of Inflict Critical Wounds (23 charges) (DC 16) (Risu)
*Stick of Lashing +1 [DnD Wiki] (No owner)
*Wand of Eagle's Splendor (34 charges) (Zion)
*Light Crossbow +1 (Zion)
*Aberration Bane Bolts +1 (15 bolts) (Zion)
*Potion of Nondetection (No owner)
*Potion of Cure Moderate Wounds (No owner)
*Greatreach Bracers (No owner)
*Sandals of Sprinting (No owner)
*Ring of Counterspells (Unknown if a spell is loaded in it)
*Scroll of Alarm (No owner)
*Scroll of Cure Moderate Wounds (Risu)
*Potion of Cure Moderate Wounds (Extra delicious!) (No owner)
*Potion of Darkvision (No owner)
*Efficient Quiver (Zion)
*Robes +1 (No owner)
*Stealth Cloak (No owner)
*1x Medium Spider Venom (1d4 Str/1d4 Str, DC 13 Injury) (Zion)
*1x Medium Spider Venom (1d4 Str/1d4 Str, DC 13 Injury) (No owner)
*Hand of the Mage (No owner)
*Flaming Arrows +1 (25 shots) (Zion)
*Sanso's Secret Notes of Madness (Behind the pedastil)

GOLEM ROOM
*Mithril Full Plate +1 (Maya)
*Sanctified Evil Bane Longsword +1 (No owner)
*Mithril Heavy Metal Shield +1 (Ell)
*Wand of Acid Arrow (10 charges) (Ell)
*Sicklewhip +1 (A chain weapon with a sickle hook on the end, it has the whip's 15' reach but not it's bonuses to trip and disarm. It deals lethal damage as a Sickle, and counts as a whip in terms of proficiency.) (Zion)
*Lead Lined Safebox (With an Average Lock DC 25, unlocked) (No owner)
*Thinaun Ore (Knowledge Geology DC 25, a dangerous metal known to absorb souls who die nearby it, weapons made from it stores up to one soul at a time, even its user if they die) (No owner)
*Experiment Documents (A lengthly series of aged reports in eldritich.) (No owner)


omg u sck.

I CAN'T BE BOTHERED TO FIX THIS. But, I may. Much later. You've got most of the stuff Kazin owns filed under KAYLIN. I own a lot of stuff for taking very little apparently.
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Eiji
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« Reply #4 on: June 04, 2008, 06:47:02 PM »

Using this post to store all the non-SRD and custom stuff you need to know for reference.

Quote from: Non-SRD items

*Hero's Cape. +5 to Diplomacy, Intimidate, Perform, and Gather Information. In addition it has Inspirational Boost 2/day (swift action lvl 1 spell), and Feather Fall 1/day (swift action level 1 spell). It also looks cool, blowing in the windless air.

*White Helmet of Focus which gives +5 Concentration and Detect Undead 3/day.

*Rat Hat of the Gods. Before you decide to burn it, notice that it gives +4 Hide and Move Silently, +8 to Balance, Swim, and Climb checks, and lets you cast Speak with Animals (rats only) 1/day for 1 minute. You must wear it, and make this face-> :3 Do it.

*Monocle of Scouting.  +6 Appraise and use Identify 1/day and Detect Magic 1/day.

*Headband of Sorcerous Knowledge (With Summon Monster 1 in it) [DnD Wiki]

*Helm of Battle (Swift action. When you activate the helm, you gain a +2 bonus on the next attack roll or ability check you make to attempt a bull rush, disarm, overrun, sunder, or trip attempt during your turn. This ability functions three times per day.)

*Devastation Gauntlets (2000gp) are good with those making critical hits. It has 3 charges refreshed every day. As a swift action activated after a confirmed critical hit, you can expend 1-3 charges to add extra damage.
-1 charge: +2d6
-2 charge: +3d6
-3 charge: +4d6

*{Greatreach Bracers} 2000g
3/day extend reach by 10ft for 1 round, swift action.

*{Sandals of Sprinting} 2500g
3/day get +30 enchantment to speed for 1 round (max x2 speed), swift action.


Quote from: Current Spell Components/Drugs

*Serpent Tongue: When used with an enchantment spell, the spell is done as with the Extend Spell feat. (Enough doses to power up to a level 2 spell, or two level 1 spells.)

*Angel Down: When used with an abjuration spell, the spell is done as with the Extend Spell feat. (Enough doses to power up to a level 1 spell.)

*Primal Essence: Can substitute for an expensive material component up to a value of 100 gp per dose. (2 doses, so up to 200 substituted. Only important for those expensive spells where I'll pay attention to this things.)

*Dragon Tear: When used with an fire or mind-effecting spell, the spell is done at one level higher as with the Heighten Spell feat. (Enough doses to power up to a level 3 spell, or three level 1 spells, or other combos adding to 3.)

*Memory Crystal: Can be used to record events like a video camera with the right equipment.  
Natural crystals go blank when used but are re-recordable.  +2 caster level on mind effecting spell's duration.  Consumed when used like that.

*Liquid Pain tells you the following: It is a most vile extract formed of pain and torment made manifest in only the worst conditions. It is a thick red liquid, and also goes by the name of Agony. It can be used in magic item creation, substituting for 3 xp a dose. It is used as fuel in certain infernal engines, and as material components in spells (it increases the effective caster level by 2 for a spell).
And not only that, but it is a potent drug: the Initial Effect is stunning for 1d4+1 rounds and only partial actions for 1d6 minutes after. The secondary effect is a 1d4+1 enchantment bonus to Charisma for 1d10+50 minutes, with the side effect of intense pleasure for 1d4 hours. It's quite dangerous to take more than one dose every 24 hours, and EXTREMELY addictive. It is to be swallowed.

*The Elixir of the Dark Speech tells you the following: It is a dangerous brew which deals you 1 Str damage, but for the next 10 minutes you are capable of Dark Speech, the perverse, warped counterpart of the Words of Creation and all that it entails. An additional DC 20 The Planes Knowledge check is needed to gain specifics about Dark Speech.
Zion may find this tidbit either interesting or disturbing. As it is related to the Words of Creation, you may apply your bonus to both checks.


I finally re-aquired your background feats.  Mark them down on your character sheets this time.  Also note I have made minor changes to the feats for balance and fun, namely the addition of some languages.

Quote

*Zion- 1 extra skill point per level due to intense study habits while at church. Choose 4 different Knowledge skills and get a +4 bonus, and an additional +4 with the following subjects: Words of Creation/Song of Creation, the Onimusha, the Church of Harmony and its members, and illithids. Also, members of the Church of Harmony start out friendly, and members of the Order of the Eagle start at helpful.  Due to race you know Qualith.

*Maya- Resistant to heat effects (as Endure Elements, providing a level 3 heat resistance that fully protects her up to 180 °F; see Natural Waste Hazards in the Sandstorm supplement, pg 12-15). +5 saves vs dehydration effects. Also gains the Track feat while in deserts and badlands. If you already have Track, gain a +5 bonus to checks while Tracking in such areas. As she is from the wild lands of Cibola, add Cibolan to your list of languages, a common pidgen between the tribes living there.

*Kaylin- Automatic membership in Foxhound, Foxhound members are friendly. Membership grants the secret sign language Oddsign, missions available from HQ for extra gold and sometimes XP, and access to underground network stores for poisons (which are not usually available to the public). See the guild data for information.

*Kazin- Gain dwarven stonecunning ability. Also, 2/day perform a surge of arcane energy, increasing the save DC of a single spell by +1 as a swift action.  You are also already aware of the things concerning Undercity, and may make Knowledge checks on the creatures native to it without ranks at a +2 bonus.

*Risu- You are a delicious cake.

*Ell- Already put in my thing, I'm a Knowledge the Planes thing.
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TK
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« Reply #5 on: June 30, 2008, 09:03:15 PM »

Jethro Adalbrecht Talbort: http://www.myth-weavers.com/sheets/view.php?id=61495
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« Reply #6 on: November 13, 2008, 05:42:30 AM »

Kaylin Starshine
Human Swordsage 10 / Rogue 1
   Medium Humanoid(Human, Shadow)
   Hit Dice: 11d8 + 0 (88hp)
   Initiative: +8 (+5 Dex, +3 Quick to Act)
   Speed: 40 ft. (8 Squares)
   Armor Class: 23 (Dex +5, Wis +3, armour +5), touch 17, flat-footed 18
   Base Attack / Grapple: +7/+8
   Attack: +12 +1 Precison Shortsword (1d6+8, 19-20/x2) & +12 +1 Flaming Shortsword (1d6+1d6+6, 19-20/x2), +14 +1 Precision Shortsword (1d6+8, 19-20/x2)
   Full Attack: +12/+7 +1 Precison Shortsword (1d6+8, 19-20/x2) & +11/+6 +1 Flaming Shortsword (1d6+1d6+6, 19-20/x2), +13/+8 +1 Precision Shortsword (1d6+8, 19-20/x2)
   Special: Quick to Act +3, AC Bonus(Wis, Light armour), Discipline Focus(Weapon Focus[Shadow Hand]), Discipline Focus(Insightful Strikes [Shadow Hand]), Sneak Attack +1d6, Trapfinding, Martial Adept, Discipline Focus(Defensive Stance)[Shadow Hand], Sense Magic, Evasion, Darkvision (Dark), Lowlight Vision (Dark), Hide in Plain Sight (Dark)
   Saves: Fort: +3(+5), Ref: +14(+16), Will: +10(+12)
   Abilities: Str 14, Dex 18 (20), Con 10, Int 14, Wis 16, Cha 10
   Skill Ranks: Hide +12, Move Silently +12, Knowledge(Local) +6, Tumble +12, Balance +8, Sense Motive +8, Bluff +10, Concentrate +10, Climb +10, Search +8, Spot +7, Listen +7, Jump +12
   Skills: Hide +30, Move silently +28, Balance +22, Climb +21, Tumble +18, Jump +16, Sense Motive +12, Concentrate +11, Spot +10, Listen +10, Search +10, Bluff +10, Knowledge(Local) +8, Gather Information +6, (Swim +8)
   Feats: Shadow Strike, Weapon Finesse, Two Weapon Fighting. Martial Stance(Leaping Dragon Stance), Improved Two Weapon Fighting, Background Feat[FerretHound]
 
     Maneuvers Known (14): Sudden Leap, Burning Blade, Sapphire Nightmare Blade, Clinging Shadow Strike, Wind Stride, Shadow Blade Technique, *Cloak of Deception, *Death From Above, Shadow Jaunt, Fire Ripsoste, Shadow Garrote, Hand of Death, Obscuring Shadow Veil, Dancing Mongoose, Shadow Stride
     Manuevers Readied (7): Death from Above, Cloak of Deception, Obscuring Shadow Veil, Shadow Garrote, Dancing Mongoose, Fire Ripsote, Hand of Death, Shadow Stride
     Stances Known (4+1): Island of Blades, Child of Shadow, Assassin's Stance, Leaping Dragon Stance[Feat], Step of the Dancing Moth
 
     Magic Weapons: +1 Sturdy Shortsword, +1 Precison Shortsword, +1 Flaming Shortsword
     Magical Armour: +1 Bloody Chainshirt
    Mundane Items:  Backpack, Bedroll, Climber's Kit, Bullseye Lantern, 10xOil, 5xRations, 5xCaltrops, Ink-pen, 4xParchment, 3xInk, Side Pouch, Side Pouch, Waterskin
   Wonderous Items: Gloves of Dexterity +2, Rat Hat (Hide and Move Silently +4, Climb, Balance and Swim +8, Speak with Animals(Rats only) 1/day [1minute]), Stealth Cloak, Vest of Resistance +2, Collar of Permanent Umbral Metamorphosis, Handy Haversack
     Special Items: Smokestick, Smokestick, Acid, Acid, 5xTindertwig, Alchemist Fire, Thunderstone, Thunderstone
     Poisons: Medium Spider Venom (STR 1d4 / STR 1d4, DC 13 Injury)
     Potions: 4xCure Light Wounds, 2xJump, 3xShield of Faith, 2xSanctuary
     Coins: 62 gold coins
 
     Alignment: Chaotic Good
     Languages Spoken: Common, Oddsign
     Deity: None
     Experience: See Below
     Challange Rating: 10
    Level Adjustment: +0

   Quick to Act
   Kaylin is quick to battle, with flashing blades and superior grace: she gains a +2 bonus to her initiative

   AC Bonus
   Kaylin's wisdom is so great and her combat prowess so fine, she gains her Wisdom modifier as a bonus to her armour class

   Discipline Focus
      Weapon Focus
      With all the weapons of the Shadow Hand discipline, Kaylin is counted as having weapon focus.

      Insightful Strikes
      When using a Shadow Hand Strike, Kaylin can add her Wisdom modifier to her damage.

      Defensive Stance
      While in a Shadow Hand stance, Kaylin gains something to her something?

   Sense Magic
   Kaylin is so adept at blade magic, she can use identify at will.

   Evasion
   Through superior training and mental fitness, Kaylin takes no damage when she saves against a reflex saving throw.

   
   

{ Because I couldn't edit my previous post }
« Last Edit: January 31, 2009, 05:12:54 PM by Holly » Logged
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« Reply #7 on: November 30, 2008, 05:07:31 PM »

Kazin Torn-Ear again because I cannot update my original post. Sad

UPDATED SHIT:
Size/Type: Medium Humanoid (Nezumi)

Overall Level: 11
Rogue 2/Sorcerer 6/Precognosis Adept 3

XP: 59,950, Next 66,000 ?

HD: 2d6+9d4+30 (78hp)

Initiative: +3

Speed: 40 ft.

Armor Class: 17 (3 dex, 2 shield, 1 deflection, 1 from class level up), touch 15, flat-footed 13

Base Attack/Grapple: +6/+7

Attack: Two Claws melee +6 (1d4+1, 20/x2)
Attack: One Bite melee +6 (1d4+1, 20/x2)
Attack: Longspear melee +6 (1d8+1, 20/x3)
Attack: +1 Truesteel Kukri melee +7 (1d4+2, 18-20/x2)
Attack: +1 Truesteel Jian melee +7 (1d8+2, 19-20/x2)
Attack: Light Crossbow ranged +9 (1d8, 19-20/x2)
Ranged Touch Attack for Scorching Ray: +9 (dex + bab), (1d20+9)

Space/Reach: 5 ft./5 ft.

Special Attacks: 1d6 Sneak Attack

Special Qualities: Evasion, Improved Evasion, AC Bonus +1, Trapfinding, Scent, Immune to Vile Damage, Low-Light Vision, Scent
Detect Power Level (at will):
   1st Round: Presence or absence of life force.

   2nd Round: Number of life auras (living creatures only) in the area and the power of the most potent life aura
      present. In other words, the highest HD.

   If the strongest life aura’s power is overwhelming (see below), and the HD or level of the aura’s source is at least
      twice your character level, you are stunned for 1 round and the spell ends.

   3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its
      direction but not its exact location.
nsightful Skill (Ex): At 1st level, your foresight into the future allows you to see how to do things the correct way the first time. You may choose a number of skills equal to 3 + your Wis bonus.(minimum 1). These skills gain an insight bonus equal to half of their class ranks, rounded up. Every day when you refresh your spells, you may choose different skills to recieve the bonus.
Danger Sense: At will! :O
Spot the Weakness: +2 to trying to break past SR or Dispells.

Abilities:

Str 12, +1
Dex 16, +3
Con 16, +3
Int 12, +1
Wis 12, +1
Cha 16, +3


Saves: Fort +4, Ref +13, Will +6 (+1 resistance, all saves) (+2 vs undead)

Quote from: Skills
Skills
Appraise (Int)
1 = 1 int + 0 ranks + 0 misc

Balance (Dex)
3 = 2 dex + 1 ranks + 0 misc

Bluff (Cha)
4 = 3 cha + 1 ranks + 0 misc

Climb (Str)
2 = 1 str + 1 ranks + 0 misc

Concentration (Con)
12 = 3 con + 9 ranks + 0 misc

Craft Nezumi Trinkets (Int)
2 = 1 int + 1 ranks + 0 misc

Craft Traps (Int)
2 = 1 int + 1 ranks + 0 misc

Decipher Script (Int)
2 = 1 int + 1 ranks + 0 misc

Diplomacy (Cha)
4 = 3 cha + 1 ranks + 0 misc

Disable Device (Int)
5 = 1 int + 2 ranks + 2 misc (Masterwork Thieves Tools)

Disguise (Cha)
3 = 3 cha + 0 ranks + 0 misc

Escape Artist (Dex)
3 = 2 dex + 1 ranks + 0 misc

Forgery (Int)
1 = 1 int + 0 ranks + 0 misc

Gather Information (Cha)
6 = 3 cha + 1 ranks + 0 misc

Handle Animal (Cha) (cross Class)
3 = 3 cha + 0 ranks + 0 misc

Hide (Dex)
8 = 2 dex + 6 ranks + 0 misc

Heal (Wis) (cross Class)
1 = 1 wis + 0 ranks + 0 misc

Intimidate (Cha)
3 = 3 cha + 0 ranks + 0 misc

Jump (Str)
1 = 0 str + 1 ranks + 0 misc

Knowledge Arcana (Int)
5 = 1 int + 4 ranks + 0 misc

Knowledge Nature (Int) (Cross Class) (2pts)
2 = 1 int + 1 ranks + 0 misc

Listen (Wis)
8 = 1 wis + 7 ranks + 0 misc

Move Silently (Dex)
8 = 2 dex + 6 ranks + 0 misc

Open Lock (Dex)
6 = 2 dex + 2 ranks + 2 misc (Masterwork Thieves Tools)

Perform (Cha)
4 = 3 cha + 1 ranks + 0 misc

Ride (Dex) (Cross Class)
2 = 2 dex + 0 ranks + 0 misc

Search (Int)
6 = 1 int + 5 ranks + 0 misc

Sense Motive (Wis)
6 = 1 wis + 5 ranks + 0 misc

Sleight of Hand (Dex)
6 = 2 dex + 4 ranks + 0 misc

Spellcraft (Int)
5 = 1 int + 4 ranks + 0 misc

Spot (Wis)
11 = 1 wis + 5 ranks + 5 misc (Eyes of the Eagle)

Survival (Wis) (cross Class)
2 = 1 wis + 1 ranks + 0 misc  (2 points)

Swim (Str)
1 = 1 str + 0 ranks + 0 misc

Tumble (Dex)
11 = 2 dex + 9 ranks + 0 misc

Use Magic Device (Cha)
4 = 3 cha + 1 ranks + 0 misc

Use Rope (Dex)
2 = 2 dex + 0 ranks + 0 misc

Out of those skills, Knowledge Nature, Speak Language, Ride, Survival, Handle Animal and Heal are all crossclass skills, and go up by 1 rank every 2 points spent.

Languages: Common, Nezumi, Undercommon

Feats: Swift and Silent, Scent, Skill Focus Divination, Unquenchable Flame of Life

Quote from: Special
Able to move at normal speed while Hiding/Moving Silently with no penalty.

SPELLS: 6   6   6   6   4
0-Detect Magic, Prestidigitation, Mage Hand, Waterfind, Ghost Sound, Mental Alarm, Acid Splash, Launch Item (6/day)
1-Guided Shot, True Casting, True Strike, Magic Missle, Burning Hands [Summon Monster 1] (6+1/day)
2-Scorching Ray, Detect Thoughts, Scan, Shatter (6+1/day)
3-Haste, Unluck, Arcane Sight, Lightning Bolt (6+1/day)
4-Immolate, Remove Curse (4+1/day)
| 0: 8 | 1: 5 | 2: 4 | 3: 3 | 4: 2 |
Extra: Metamagic Sorcerer. 3+Int times a day cast metamagic spells without increasing the casting time.

Quote
Equipment (Bag):
Backpack, 2gp
Bedroll, 1sp (1/10gp)
chalk 1cp (1/100gp)
The Gordon Freeman Device (2gp) (It's a crowbar. XD )
Fishhook 1sp
Fishnet 4gp
Flask 3cp (3/100gp)
Flint & steel 1gp
Rations 5sp
rope 1gp
waterskin 1gp
Spyglass 1000gp (hell yeah, money to burn)
Thieves tools/ Masterwork 100gp
Spell components pouch 5gp
Wand of Enlarge Person (40 charges)
Wand of Web (12 charges)

Equipment (Worn):
Eyes of the Eagle
Cloak of Resistance +1
Circlet of Sorcerous Knowledge [Summon Monster 1]
Ring of Force Shield (+2 ac)
Ring of Protection +1

Twilight Bible
Red Earth Stone.

Quote from: Appearance
Outfit

The outfit she most likely would have made herself. Though it counts for all intents and purposes as an explorers outfit for use, and a peasant's outfit socially. It's not good for courtier wear.

Either way it's a simple low quality patchwork of soft black and brown leather, scavenged from here and there, but VERY well sewn together. Nezumi are resourceful. The top she's gotten from a peasant's outfit, so that would be most likely white cotton blouse like thing underneath a patchwork sort of coat or chest piece of leather (purely for protection from elements, and useless as armour) (much like an archer's breastplate), a probably almost full length skirt comprised of various belts and rough cloth, rather flowy, and a pair of leather bracer/gauntlets of sorts (useless for armour, but mostly for bracing weapons against or avoiding scrapes in the cave, and mostly aesthetic. Also useful for climbing, but nowhere near as effective as proper climbing gloves so gives no benefit.)

That's as she's starting. She hasn't seen the tools humans use for climbing, and various other things, hence some 'oversights'.

Physically, she's slender in build, again, think Burmecian, it's the best sort of approximation I can give. She's prettied herself up a bit for the humans and cleaned off the icky undercity smell. Her speech pattern is probably going to confuse people.

Quote from: Non-Core Spells
Guided Shot: (Divination, Vocal, Swift Casting, Personal Range, Target You, 1 round duration) For 1 round, do not take penalty due to distance, ignore the AC bonus granted by anything less than total cover, and ignore the miss chance of anything less than total concealment.

True Casting: (Divination, Vocal/Somatic, Standard Casting, Personal Range, Target You, One Spell duration) The next single spell (if it is cast before the end of the next round) gets +10 insight bonus on caster checks to overcome spell resistance.

Sense Weakness: (Divination, Vocal/Somatic, Standard Casting, Touch Range, Target 1 Creature, 24 Hour duration, Will Negates/Harmless) Once over the next 24 hours, automatically confirm a critical threat.  You must use it before you try to confirm a critical hit you have gotten.

Unluck: (Divination, Vocal/Somatic/Material, Standard Casting, Close Range [24ft+5ft/2 lvls], Target One Creature, 1 round/level duration, Will negates, Spell Resistance: Yes) Force the cursed target to reroll EVERYTHING and take the worse of the two rolls.  Call this spell "I Win".

Immolate: Evocation [Fire], V/S/M, Standard casting, Long (400 ft. + 40 ft./level) range, Targets one, Duration: Special, Save: Will Half, Spell Resistance: Yes.
One creature in range, and within line of sight of the caster, bursts into flames dealing 2d6 fire damage/round for a number of rounds equal to 1/2 caster level. These are magic flames, and as such, cannot be extinguished through non-magical means.
« Last Edit: February 11, 2009, 02:28:34 AM by KitDreamer » Logged

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« Reply #8 on: December 01, 2008, 11:08:52 PM »

Maya Bloodfang, Bbn 6 / Ftr 2 / Rgr 2 / Wild Hunter 2
XP / To next Level: 60,266 / 66,000

Size/Type: Medium Humanoid (Fire, Human)
Hit Dice: 8d12+2d10+2d8+36 (168 hp)
Initiative: +7
Speed: 40 ft. (+5 ft. with Godspeed)
Armor Class: 22 (+5 Dex, +5 tigerskin armor, +2 deflection), touch 17, flat-footed 22
Base Attack/Grapple: +12/+22
Attack: Godspeed +20/+15/+10 melee (2d6+10/19-20 plus 2d6 against evil foes) or masterwork composite longbow +18/+13/+8 ranged (1d8+6/×3) or unarmed strike +18/+13/+8 melee (1d10+6)
Attack (-2 PA): Godspeed +18/+13/+8 melee (2d6+16/19-20 plus 2d6 against evil foes) or unarmed strike +16/+11/+6 melee (1d10+10)
Space/Reach: 5 ft./5 ft.
Special Attacks: Adrenaline rush 3/day, favored enemy (undead), improved uncanny dodge, wild empathy +3
Special Qualities: Camouflage +1, immune to fire, improved trap sense +3, natural synergy +3, swift tracker, vulnerability to cold
Saves: Fort +17, Ref +10, Will +5
Abilities: Str 23, Dex 20, Con 16, Int 10, Wis 12, Cha 8
Skills: Climb +16 (+18 with climber's kit) (8), Craft (natural materials) +9 (4), Hide +9 (2), Intimidate +6 (7), Jump +27 (15), Knowledge (geography) +4 (1), Knowledge (nature) +6 (3), Listen +12 (11), Move Silently +9 (2), Ride +6 (1), Spot +4 (3), Survival +19 (15), Swim +13 (7)
Misc Skill Mods: +3 to Move Silently and Search in natural surroundings
Proficiency Feats: Armor Proficiency (all), Shield Proficiency (all), Weapon Proficiency (simple and martial)
Feats: Blind-Fight, Dodge, Endurance, Improved Grapple, Improved Unarmed Strike, Power Attack, Rapid Shot, Steadfast Determination, Track, Weapon Focus (greatsword)
Special Feats: Pugilist, Combat Style (archery) (Ranger 2), Background Traits
Alignment: Neutral good (with occasional strong chaotic good tendencies)
Languages Spoken: Common, Cibolan

Background Traits: Resistant to heat effects (as Endure Elements, providing a level 3 heat resistance that fully protects her up to 180 °F; see Natural Waste Hazards in the Sandstorm supplement, pg 12-15). +5 saves vs dehydration effects. Also gains the Track feat while in deserts and badlands. If you already have Track, gain a +5 bonus to checks while Tracking in such areas. As she is from the wild lands of Cibola, add Cibolan to your list of languages, a common pidgen between the tribes living there.

Possessions

Magic

Wondrous

Armbands of Might (Hands Slot); 4,100; 2.00 lb.
Belt of Ogre Strength +4 (Waist Slot); 16,000 gp; 2.00 lb.
Monocle of Scouting; 9,000 gp; 0.50 lb.


Rings

Ring of Adamantine Touch (Ring Slot); 6,000 gp
Ring of Protection (Ring Slot); 8,000 gp

Weapons and Armor

Purified Blade of Godspeed; - gp; 18.00 lb.
Tigerskin Armor (Body Slot); 21,000 gp; 10.00 lb.


Mundane

Weapons and Armor

Arrows (60); 2 gp, 5 cp; 9 lb.
Masterwork longbow, composite (+6 Str); 1,000 gp; 3.00 lb.


Art, Jewelry and Wealthy Goods

Dragon’s Tear; ?; 0.00 lb.


Skill Kits

Bowmaker’s Tools, Masterwork; 55 gp; 5.00 lb.
Climber’s Kit, Masterwork; 130 gp; 5.00 lb.


Goods

Flint and Steel;   1 gp; 0.00 lb.
Grappling Hook; 1 gp; 4.00 lb.
Pack; 1 gp; 3.00 lb.
Piton (10); 10 sp; 5.00 lb.
Rope, silk (50 ft.); 10 gp; 5.00 lb.

Special Item Descriptions

Purified Blade of Godspeed: If anything is worthy of being called Maya's weapon, this is it. She has a lingering communion with the blade ever since she ripped it from the undead hands of its former owner. Previously cursed, it is now blessed. While wielding this +1 holy greatsword, she gains a +2 circumstance bonus to Initiative checks and her base land speed increases by 5 ft.

Tigerskin Armor: While wearing this +1 mithral shirt emblazoned with patterned tiger stripes, Maya gains a +2 competence bonus on Climb, Hide, Jump and Move Silently checks. In addition, the armor bestows a +4 enhancement bonus to her Dexterity score. Luckily it starts up high, so it keeps her stomach tattoo bare. Max Dex bonus +8, ACP of 0, ASF 10 %.

Armbands of Might: When wearing these metal armbands, their etchings patterned with a symbol of a Gorgon’s horns, you gain a +2 bonus on Strength checks and Strength-based skill checks. If you have the Power Attack feat, you also gain a +2 bonus on melee damage rolls for any attack on which you use the Power Attack feat and take a penalty of at least -2 to your attack roll.

Ring of Adamantine Touch: Three strips of adamantine form this simple band. The inner strip has a brushed metal finish, while the outer strips are polished to a shine. While you wear this ring, your melee attacks (whether natural or with a weapon) are treated as adamantine for the purpose of overcoming damage reduction.



Money

8,435 gp

Carrying and Exploration

Armor Check Penalty: 0
Load: 61.50 lb. (Light)
Carrying Capacity: Light: 0-173 lb., Medium: 174-346 lb., Heavy: 347-520 lb.
« Last Edit: March 31, 2010, 04:38:07 PM by Alec » Logged

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« Reply #9 on: January 08, 2009, 11:00:47 AM »

EXP: 69,050/78,000

Name: Zion
Race: Illithid/Mindflayer
Gender: Male

Height: 6'7''
Weight: Unknown

Age: Unknown

Hair: Unknown
Alignment: CG

Level 7 (Bard)/ Level 3 (Illithid Paragon) (+ 2 levels of spellcasting class)/ Level 1 Sublime Chord/Dragonfire Adept 1
Caster Level: 10

Deity: N/A
Speed: 30 ft

Str:  10 +0
Dex: 16 +3
Con: 12 +1/ 14 + 2 (Am of Con)
Int:  16 +3
Wis: 12 +1
Cha: 25 +7/ 29 + 9 (Hero's cloak of Charisma)

HP: 104 = 49 (Bard) + 27 (Illithid Paragon) + 7 (Sublime Chord) + 8 (Dragonfire Adept) + 13 (Amulet of Con)

AC: 21

BAB: +7= + 5 Bard + 2 Illithid Paragon + 0 (Sublime Chord) + 0 Dragonfire Adept

Initiative bonus: +3

Fort: 3 + 1(Con) + 1 (Am of Con) + 2 (Dragonfire adept) = 7
Ref:  6 + 3 (Dex) = 9
Will: 8 + 1 (Wis) + 2 (Sublime Chord) + 2 (Dragonfire Adept) = 13

    Spell Level/             Spells Per Day/             Spells Known/   Bonus Spells
   0---------------      3---------------         6---------------       0 (Brd)
   1----------------     3---------------         4----------------     3 (Brd)
   2----------------     3---------------         4----------------     2 (Brd)
   3----------------     2---------------         3----------------     2 (Brd)
   4----------------     2---------------         0----------------     2 (SC)
   5----------------     1---------------         0----------------     2 (SC)
   6----------------     (0)---------------       0----------------     1


Spell List:

0-
Resistance- Gain a + 1 on all saving throws.
Mage Hand- 5 pound telekinesis
Ghost Sound- Make a figment sound
Daze- Humanoid creature of 4 HD or less loses their next action.
Prestidigitation- Performs minor tricks
Summon Food (DnD Wiki)- Summons one small meal of whatever the caster is thinking of, with one glass of water.

1-
Silent Image -
Grease- Covers a solid surface with a layer of slippery grease.  Requires a DC 10 balance check to move through.
Targeting Ray-
Distort Speech-

2-
Alter Self- Assume the form of a creature of the same type as your normal form up to a max of 5 HD at 5th level.
Silence- Negates sound in a 20 foot area.  If cast on a creature, it's a will save to negate and they can use spell resistance.
Curse of Impending Blades- Subject takes -2 on AC
Fly, Swift- Gain fly speed of 60 feet for one round.

3-
Displacement- Subject appears to be about 2 feet away from true location.  Gain a 50% miss chance against attacks.
Dissonant Chord-  Create a loud sonic boom that deals 1d8 per 2 caster levels in 10 foot bursts.
Cure Serious Wounds - 3d8 + 1/ level (Max +15)

4 (SC) - Greater Invisibility, Black Tentacles, Dimension Door

5 (SC) - Baleful Polymorph

Invocations:

Least:  Draconic Knowledge - + 6 to all knowledge skills and able to use all knowledge skills untrained.

Specials:

Bardic Music- Use once per day per bard level.  Starting and maintaining is a standard action.
Bardic Knowledge- A check equal to his bard level plus his intelligence modifier.
Counter Song - 3 or more ranks in perform, a performance check can be used in place of a saving throw for a sonic or language dependant magical attack for creatures                 within 30 feet of the bard (Himself included).  Creatures under effect of noninstantaneous sonic or alnguage dependant attacks gain another saving throw against the effect each round it hears the countersong.  Countersong may be maintained for up to 10 rounds.
Fascinate- 3 or more ranks in perform and he may fascinate one or more creatures.  Creatures must be able to see and hear the bard and must be within 90 feet.  Bard must be able to see the creature.  Distractions prevent it from working.  Every three levels after 1st, one additional target is attained.  It's a performance check against the creatures will save.
Suggestion- 9 or more ranks in perform can make a suggestion to a creature already fascinated.  Using this does not break the bards concentration on fascination.  Only affects a single target.  A Will saving throw, DC is: 10 + 1/2 bards level + bards charisma modifier.
Inspire Courage +1- Hearing a bard sing gives all allies and bard + 1 morale bonus on saving throws against charm and fear and a + 1 morale on attack and damage rolls.  Lasts for 5 turns after the concentration is forfieted.  The bonus increases by +1 every 6 levels after 8th.
Inspire Competence +1- Aid an ally at a task.  Ally must be within 30 feet and able to see and hear the bard.  Bard must be able to see the ally.  Ally gets a +2 competence bonus on skill checks as long as the music is still heard.  Bard cannot use on himself.
Darkvision- Able to see 60 feet in the dark.
+6 racial resistance against mind affecting spells and charm
+2 racial bonus on Intimidate
Able to breath underwater
1d4 natural Slam attack
Skill absorption- When brains are eating, there is a
  • % chance that skills from the brain will be absorbed.
- 4 on social skill checks so long as race is known
Weak to arid environments
Spell like ability- Mind Blast- 3/day, DC is charisma based (+ 2 from skill focus)
Reduce Weaknesses- More hardy.  Only takes one point of non-lethal damage from dry arid places per hour.  Only need to feed once a week before losing con.
Detect Thoughts- May cast Detect Thoughts as a spell like ability.  Can use it as many times per day as their Charisma modifier +2.
Skill Harvest- When eating brains, the Illithid may choose which languages and skills to absorb.
Delicious Brains- Eating a brain recovers HP equal to the creatures HD.
Fatal Grapple- When an Illithid grapples, as a swift action they may attempt a second grapple to clamp their mouth around the subjects face.  In that round and every that the original grapple remains, they must make a fort save (DC 10 + 1/2 HD + str Modifier) or die as their brains are sucked out of their head.  (Woohoo!)
Breath Weapon (Fire) DC is 10+1/2 HD + Con = 18
Invocations

Synergy Bonuses:
+ 2 to survival checks when on other planes (Knowledge: Planes)
+ 2 to Spellcraft to decipher scrolls (K
+ 1 Caster level when using Divination Spells

Langauges:
Common, Undercommon, Ignan, Terran, Aquan, Auran, Goblin, Gnoll, Eldritic, Abyssal

Feats:
Weapon Finesse - Use dex bonus instead of strenght for light weapons.
Ability Focus (Mind Blast [+2 DC])
Background Feat- 1 extra skill point per level due to intense study habits while at church. Choose 4 different Knowledge skills and get a +4 bonus, and an additional +4 with the following subjects: Words of Creation/Song of Creation, the Onimusha, the Church of Harmony and its members, and illithids. Also, members of the Church of Harmony start out friendly, and members of the Order of the Eagle start at helpful.  Due to race you know Qualith.
Skill Focus: Perform (Vocal)- + 3


Skills--

Skills with Ranks:

Disguise  16= 9 (Cha)+ 5 Ranks + 2 (Synergy)
Hide  8= 3 (Dex)+ 5 Ranks
Knowledge Dungeoneering 0 + (6)
Knowledge Architecture 0 + (6)
Knowledge Geography 0 + (6)
Knowledge Nature 0 + (6)
Knowledge Nobility 0 +(6)
Knowledge Arcana 24 (30)= 3 (Int) + 15 Rank + 4 Misc + (6) + 2 (Brains)
Knowledge History 13 (19)= 3(Int) +6 Rank + 4 Misc +(6)
Knowledge Local 6 (12)= 3 (Int) +3 Rank +(6)
Knowledge The Planes 17 (23)= 3(Int) + 10 Rank + 4 Misc + (6)
Knowledge Religion  16 (22)= 3 (Int) + 9 rank + 4 Misc +(6)
Move Silently  8= 3 (Dex) + 5 Ranks
Perform (Vocal) 34= 9 (Cha) + 15 Ranks + 5 (Cloak) + 3 (Skill Focus) + 3 (Circlet)
Speak Language (Auran) (1 SP)
Spellcraft  20= 3 (Int) + 15 Ranks +2(Synergy)
Tumble 10= 3 (Dex) + 8 Ranks
Use Magic Device 20= 9 (Cha) + 8 Ranks + 3 (Circlet)
Profession (Astrologer) 7 = 1 (Wis) + 6 Ranks
Listen 14 = 1 (Wis) + 14 Ranks
Decipher Script 4 = 3 (Int) + 1 Rank
Bluff 17 = 9 (Cha) + 5 Ranks + 3 (Circlet)

Cross Class Skills:

Use Rope 5= 3 (Dex) + 2 Ranks

Special Bonus Skills/Magic bonuses:

Intimidate 23= 9 (Cha) + 0 Ranks + 4 (Brains) + 5 (Cloak) + 2 (Synergy) + 3 (Circlet)
Spot 3= 1 (Wis) + 0 Ranks +2 (Brains)
Diplomacy 17= 9 (Cha) + 0 Ranks + 5 (Cloak) + 3 (Circlet)
Gather Information  17= 9 (Cha) + 0 Ranks + 5 (Cloak) + 3 (Circlet)
Balance 5 = 3 (Dex) + 0 Ranks + 2 (Synergy)
Jump 4 = 0 (Str) + 0 Ranks + 2 (Synergy) + 2 (Brains)
Diplomacy 14 = 9 (Cha) + 0 Ranks + 2 (Synergy) + 3 (Circlet)
Sleight Of Hand 5 = 3 (Dex) + 0 Ranks + 2 (Synergy)
Search 7 = 3 (Int) + 0 Ranks + 4 (Brains)

Equipment:

Wearable Gear:

*Hero's Cloak (+ 5 to Diplomacy, Intimidate, perform, gathr information) inspirational boost 2x/day, Feather fall 1x/day) Of Charisma  (+4)
*Amulet Of Health (+2 Con) and Natural Armor (+2 AC)
*Chain Shirt (+4 AC) +1 Blurring (5x/day) Greater Displacement (3x/day)
*Ring of Sustenence- Do not need to eat or drink.  Only require two hours of sleep per night.
*Circlet of Persuasion - +3 to all Charisma based checks

Weapons:

Scourge- Masterwork
Sword Whip Masterwork + 1 Wraith touch 3x/day, Magebane
Dagger
Light Crossbow + 1

Potions:

Unguent of Timelessness (3 doses left)

Ammunition:

Bolts of abberation bane + 1

Mundane Items:

Flint and Steel
Backpack
Manacles -Masterwork
Waterskin
Oil Flask- 10
Tindertwig- 10
Silk Rope- 50ft
Grappling Hook
Tent
4 ink vials
Wetsuit

Some other Items:

Third Eye of Call to Mind (Call to mind at will)
Tome of Wordly Memory
Healing Belt
Runestaff- Glibness and Serene Visage 3/day, Silent and Stillspelled, aura hidden.

Miscelaneous magical items:

Glowing Chalk x2
Efficient Quiver
Handy Haversack

Misc/Plot Items:

*Mysterious Diary
*Mysterious Disc with Magic Symbols on it
*Mysterious pocket watch with an Arcane Mark on it. The watch is no longer running but is not broken.
*Sanso's Secret Notes of Madness  (Behind the pedestal)
*A map of some unknown town (The town of Innsmouth)

Brains

Eaten
Goblin Cheif
Goblin Cleric [UT]
Goblin Fighter [UT]
Goblin Rogue [UT]
Orphus's Fighter brain
Orphus's Mage Brain [UT]
Goblin Fighter [UT]
Quasit Brain [UT]

Obtained

Money: 1,302

*Number of brains eaten* = 6

Appearance/ Outfit:

Dark cloaks with a hood to cover his face in the shadows, black leather gloves
and a pair of black utility boots.  The whip is strapped to the left side of a belt he has around his waist and the scourge on his right, and he usually carries his bow.  Yeah, that's it.
« Last Edit: November 05, 2009, 04:53:43 PM by Bunnie » Logged
Rithaniel
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« Reply #10 on: October 04, 2009, 10:47:32 PM »

Unonun Olous, Tempus Paragon 3, Time Walker 9
TN Tempus

Current XP / Next Level: 68,250 / 78,000

Size/Type: Large Outsider (Xenotheric)
Hit Dice: 3d8+9d10+48 (162 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 28 (+1 Dex, +5 Natural, +4 Armor, +9 Insight, -1 Size), touch 19, flat-footed 17
Base Attack/Grapple: +9/+16
Temporal Strike Attack: +2 Collision Falchion +18 melee (2d6+15/18-20)
Normal Attack: +2 Collision Falchion +14/+9 melee (2d6+11/19-20)

Space/Reach: 10 ft./10 ft.
Languages Spoken: Old Celestial, Old Infernal, Old Draconic, Old Abyssal, Aboleth, Gokia, Common, Temorian
Special Actions: Delay, Flow of Time, Moment Stop, Temporal Strike +4
Special Qualities: Annul, Bio-Energy, Body of Dust, Darkvision 120 feet, Endure, Fast Healing 3, Patience, Perception, Telepathy 100 ft., Unending Endurance, Walk the Aeons, Tremorsense 30 feet, Immunity to fascination, exhaustion, poison, polymorphing, petrifaction and form-altering effects, resistance to acid 10 and electricity 10.

Abilities: Str 16, Dex 12, Con 18, Int 10, Wis 29, Cha 10
Saves: Fort +10, Ref +8, Will +18
Skills:
Climb +9 (6)
Jump +12 (9)
Listen +22 (9)
Sense Motive +18 (9)
Spot +22 (9)
Survival +15 (6)
Swim +9 (6)
Featbuy 1 feat (3)

Background Feats: Lesser Polyglot (Knows all old or lost languages, and gains a +3 bonus to Sense Motive and all Decipher Script checks made to discern the meaning of languages derived from a language he knows)
Feats: Healing Surge, Duraskin, Increased Biocapacity, Power Attack, Synaesthetic Perception, Weapon Focus (Falchion)

Combat

Flow of Time: Unonun can become one with the flow of time 7 times a day. While using the flow of time ability, Unonun temporarily gains a +4 bonus to Dexterity, a +4 bonus to Wisdom, and gains the ability to reroll a single d20 roll per round. This reroll can be made on any roll that Unonun makes, whether or not it's on his turn or not, though, only a single reroll can be attempted per round. This reroll must be declared before the result of the d20 roll has been revealed, and must be accepted, even if it's worse than the first. A single usage of the flow of time lasts for a number of rounds equal to 2 + Unonun's (newly improved) Wisdom modifier (usually 13 rounds). Unonun may prematurely end the use of the flow of time. At the end of the use of the flow of time, Unonun loses the modifiers, looses the ability to reroll dice, and becomes dazed (can’t take actions) for two rounds as his mind attempts to readjust itself to the world after comprehending the flow of time.

Temporal Strike +4: Unonun has the ability to make the first attack he makes in any given round a temporal strike by slashing through the temporal existence of a creature instead of it's physical existence, this attack is considered a touch attack and has a +4 distortion bonus to both attack roll and damage, additionally, on a successful temporal strike the target becomes fatigued for 4 rounds. If a fatigued character is struck by Unonuns temporal strike ability, then they do not become exhausted, and the duration of the fatigue overlaps.

Delay: Unonun has the ability to make a single attack as a standard action, if this attack lands then no damage is dealt, instead, the target of the attack drops one place in order of initiative.

Moment Stop: Unonun has the ability to take one additional 5 ft. free step as an immediate action that does not actually count against the total immediate actions or swift actions he can take in a round. If this ability is used after an opponent has moved to a square where they threaten Unonun, but before the opponent makes an attack, then the opponent counts as having used his move action for the turn unless he has the spring attack feat and his total movement doesn't exceed this total speed. This ability can only be used once every 1d4 rounds.

Body of Dust (Ex): When Unonun dies, his body is considered to be destroyed outright, regardless of cause.

Walk the Aeons (Ex): Unonun adds his Wisdom bonus (if any) as an insight bonus to his AC. If he is wearing a piece of armor that has a maximum Dex bonus, then this insight bonus is restricted by this maximum Dex bonus in the same way their Dex bonus is restricted by it.

Bio-Energy (Ex): Unonun's bio-energy pool can hold 11 charges, and recharges at a rate of 1 charge per minute, and he may expend a single charge of it as a standard action to heal 10d8 points of damage.

Annul (Ex): At the end of any round that Unonun is using the flow of time class feature, but has not used his reroll for the round, he heals a number of hit points equal to 5 + his Wisdom modifier (usually 16 points).

Patience: Unonun can take 10 on a Will save nine times per day.

Perception (Ex): The DC for any spot or listen check Unonun makes, is divided by two.

Endure (Ex): Unonun is considered always under the effect of an endure elements spell.

Unending Endurance (Ex): Unonun can survive without water for 19 years, can go without food for 54 years, and, should he find the need to begin making Constitution checks to resist starvation, he only needs to do so once every five hours, instead of every hour.


Equipment

+2 Collision Falchion: Value 32,450 gp.
Periapt of Wisdom +4: Value 16,000 gp.
Amulet of Health +4: Value 16,000 gp.
Gloves of Dexterity +2: Value 4,000 gp.
Bracers of Armor +4: Value 16,000 gp.
Ring of Listen +4: Value 1,600 gp.
Ring of Spot +4 Value 1,600 gp.

Quote from: While in Flow of Time
Initiative: +3

Armor Class: 32 (+3 Dex, +5 Natural, +4 Armor, +11 Insight, -1 Size), touch 23, flat-footed 29

Patience: Unonun can take 10 on a Will save eleven times per day.

Abilities: Str 18, Dex 16, Con 18, Int 10, Wis 33, Cha 10
Saves: Fort +10, Ref +9, Will +20
Skills:
Climb +9 (6)
Jump +12 (9)
Listen +24 (9)
Sense Motive +23 (9)
Spot +24 (9)
Survival +17 (6)
Swim +9 (6)

General Statistics

Full Name: Unonun Olous
Race: Tempus
Age: 23,131 years
Height: 14’5”
Weight: 740 lb.
Build: Extremely Lanky

Description:
« Last Edit: March 31, 2010, 04:42:27 PM by Rithaniel » Logged

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