Standard equipment pack I (5 gp), 11.5 lb
Backpack
Bedroll
Flint and steel
1 torch
3 days of trail rations
1 Sack
Standard equipment pack II (8 gp), 30 lb
Backpack
Bedroll
Flint and steel
2 torches
5 days of trail rations
50 feet of hempen rope
Whetstone
2 Sacks
Waterskin
Standard equipment pack III (35 gp), 50 lb
Backpack
Bedroll
Flint and steel
Lantern, bullseye
5 pints of oil
5 days of trail rations
50 feet of silk rope
Whetstone
2 Sacks
Waterskin
Crowbar
Spade
Hammer
Grappling hook
[This message has been edited by Kris Lighthawk (edited 08-06-2007 @ 06:16 PM).]
[This message has been edited by Kris Lighthawk (edited 08-18-2007 @ 10:55 AM).]
Ability Scores:
Strength: 16 (+3)
Dexterity: 18 (+4)
Constitution: 14 (+2)
Intelligence: 13 (+1)
Wisdom: 18 (+4)
Charisma: 12 (+1)
HP: 31 (8 class + 2 con = 10 + (4 + 3) x 3 = 31) Saves: Feats: Attack Bonuses: Full Attack: Damage: Equipment: Light load: 76 lbs or less Gold (left over): 31 gp Skills: (skill pts: 40) Special Abilities (Aasimar): Special Abilities (monk): Base speed: 40 feet. Physical Description: Having no use for armor, Rane wears a thin white tunic with his amulet tucked inside to keep it from getting in the way. His bracers are visible on the outside of his tunic and his boots are fully visible. He appears to be constantly alert, exuding a presence that adds to the force-field produced from his bracers. He's always confident and controlled, speaking little but firmly. [This message has been edited by Rane Valnor (edited 04-22-2006 @ 03:29 PM).]
AC: 20 (10 + 4 dex + 4 wis + 1
Reflex: +8 (4 class + 4 dex)
Fortitude: +6 (4 class + 2 con)
Will: +8 (4 class + 4 wis) (+10 against enchantments)
Weapon Finesse
Weapon Focus (unarmed strike)
Stunning Fist (4/day, DC 16 Fort or stun for 1 round)
Improved Unarmed Strike
Combat Reflexes (4 attacks of opportunity/round)
Unarmed Strike: +8 (3 base + 4 dex + 1 weapon focus) Crit x2
Shuriken: +7 (3 base + 4 dex) Crit x2
Unarmed Strike: +6/+6 (3 base + 4 dex + 1 weapon focus - 2 flurry of blows) Crit x2
Shuriken: +5/+5 (3 base + 4 dex - 2 flurry of blows) Crit x2
Unarmed Strike: 1d8+3 (3 str)
Shuriken: 1d2+3 (3 str)
Shurikens (20)
Weight: 37 lbs (light)
Medium load: 77-153 lbs
Heavy load: 154-230 lbs
Balance: +7 (1 pts + 4 dex + 2 synergy)
Climb: +8 (4 pts + 4 dex)
Concentrate: +4 (0 pts + 4 wis)
Diplomacy: +4 (3 pts + 1 cha)
Escape Artist: +8 (4 pts + 4 dex)
Hide: +8 (4 pts + 4 dex)
Jump: +15 (5 pts + 4 dex + 2 synergy + 4 speed)
Knowledge (arcana): +1 (1 int)
Knowledge (religion): +1 (1 int)
Listen: +8 (2 pts + 2 race + 4 wis)
Move Silently: +11 (2 pts + 4 dex + 5 boots of elvenkind)
Perform (dance): +4 (4 wis)
Sense Motive: +6 (2 pts + 4 wis)
Spot: +8 (2 pts + 2 race + 4 wis)
Swim: +5 (1 pt + 4 dex)
Tumble: +11 (5 pts + 4 dex + 2 synergy)
Darkvision 60 feet. Resistance 5 to acid, cold, & electricity.
Double Move: 80 feet.
Run: 80 feet.
Full-round run: 160 feet.
Charge: 80 feet.
An Aasimar and thus part celestial, Rane's destictive feature is his long silver hair, which is worn in a half pony tail. He is of medium height and is muscular with bold features and silver eyes that match his hair.
Rane Valnor, Aasimarian monk.
[This message has been edited by Beren V (edited 08-12-2007 @ 02:02 PM).]
Base attack/grapple +4/+8 (2 fighter +2 cleric/base +4 str) Travel Domain Spells Liberation Domain Spells [This message has been edited by Accusync72 (edited 02-17-2007 @ 10:46 AM).]
Character level 5
Classes: Fighter level 2 / Cleric level 3
Langue: Celestial,Common, Orc, Dwarven,Giant,Elvish
Alignment: Chaotic Neutral
Deity:
Strength: 18 (+4) (10 points used, +4th lvl. adj.)
Dexterity: 16 (+3) (8 points used)
Constitution: 16 (+3) (8 points used)
Intelligence: 12 (+1) (4 points used)
Wisdom: 14 (+2) (6 points used)
Charisma: 8 (-1)
Fortitude: +9 (3 fighter +3 cleric +3 con)
Reflex: +4 (1 cleric +3 dex.)
Will: +5 (3 cleric +2 wis)(+2 moral bonus, on enchantment spells and effects)
Human bonus: Toughness(+3HPs,+1HP every 2 lvls.)
Level 1:weapon focus (+1 with greatsword)
Level 3:Cleave
Fighter level 1: Power attack
Fighter level 2:Toughness(+3HPs,+1HP every 2 lvls.)
Carrying capacity: Light load: 100 lb or less, medium load: 101-200 lb, heavy load: 201-300 lb.
+2 magic chain shirt(4250 gp), 25 lb
+1 magic greatsword(2350 gp), 8 lb
Masterwork dagger(302 gp), 1 lb
Masterwork (+4str)longbow(800 gp), 3 lb
20 arrows (1 gp), 3 lb
+1 amulet of natural armor(2000gp)
1 scrolls of cure light wounds (25gp), 0 lb
2 Scrolls of Shield of faith (50 gp), 0 lb
1 holy symbol, silver (25 gp), 1 lb
Standard equipment pack III (35 gp), 50 lb
2 sunrods (4 gp), 2 lb
bright blue gem: Deep blue spinel, 400 gp
small clear blue gem: Blue sapphire, 500 gp
white pearl: 100 gp
Heavy gold necklace: 400gp 2lbs
2 x rune bones of cure light wounds: 100 gp
Potion of invisibility: 300 gp
10 + 695 = 705gp 15lb
+1 magic Greatsword: +10(4 base +4 str +1 magic +1 feat), 2d6+7damage, critical,19-20 x2 or
Masterwork Dagger: +9 (4 base +4 str +1 MW), 1d4+4 damage, critical,19-20 x2 or
Masterwork (+4str) composite long bow: +8 (4 base +3 dex.+1 MW), 1d8+4 damage, critical x3
Touch attack (spell): +8 (4 base +4 str)
Aimed shot with masterwork (+4str) composite long bow: +10(4 base +3dex. +1 MW +2 AS), 1d8+4 damage, critical x3
Climb:......+4 (1 rank,+4str,-1acp)
Jump:....... +4 (1 rank,+4str,-1acp)
Ride:....... +4 (1 rank,+3dex)
Swim:....... +3 (1 rank,+4str,-2acp)
Spot(bonus):.+6 (4 rank,+2wis)
Spellcraft:..+6 (5 rank,+1int)
Concentrate: +3 (1 rank,+2wis)
Heal:....... +3 (1 rank,+2wis)
Knowledge(rel.): +6 (5 rank,+1int)
Survival(domain bonus): +7 (5 rank,+2wis)
Sence motive(bonus): +6 (4 rank,+2 wis)
languages:.........3 rank
Class features (cleric):
Turn undead (2/day)
Level 0: 4
Level 1: 3 +1 domain
Level 2: 2 +1 domain
Granted Powers: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).
This granted power is a supernatural ability.
Add Survival to your list of cleric class skills.
1 Longstrider: Increases your speed.
2 Locate Object: Senses direction toward object (specific or type).
3 Fly: Subject flies at speed of 60 ft.
4 Dimension Door: Teleports you short distance.
5 Teleport: Instantly transports you as far as 100 miles/level.
6 Find the Path: Shows most direct way to a location.
7 Teleport, Greater: As teleport, but no range limit and no off-target arrival.
8 Phase Door: Creates an invisible passage through wood or stone.
9 Astral Projection M: Projects you and companions onto Astral Plane.
Granted Power: The character gains a +2 morale bonus on all saving throws against enchantment spells or effects.
1 Remove fear
2 Remove paralysis
3 Remove curse
4 Freedom of movement
5 Break enchantment
6 Greater dispelling
7 Refuge
8 Mind blank
9 Unbinding
Base speed: 30 feet.
Double Move: 60 feet.
Run: 60 feet.
Full-round run: 120 feet.
Charge: 60 feet.
People follow the light, blinded by just cause, but what has the light brought them? It has only caused me pain, while the darkness embraced me and kept me deep within its shadows away from my pursuers and made them suffer for their crimes against me
Into darkness, into night, amongst the shadows we shall fight!
-/X\( ++ ) /X\-L.E.D.- Hand of Malice-/X\( ++ ) /X\-
Abilities:
Str: 8(-1)
Dex: 16(+3)
Con: 14(+2)
Int: 14(+2)
Wis: 12(+1)
Char: 19(+4)(1 at 4th level.)
Hp: 26
AC: 15
Languages:
Common, Goblin, Draconian.
Saves:
Fortitude: +3(+1 class, +2 con)
Reflex: +4(+1 class, +3 dex)
Will: +5(+4 class, +1 wis)
Feats:
Combat Casting
Persuasive
Craft Wonderous Item(I am keeping this feet)
Items:
Ring of Protection +1
5 scrolls of fireball
1 Light Crossbow
20 bolts
Ring of Sustenance
10 potions of cure light wound
Standar equipment pack1
Amulet of Natural Armor+1
Wand of Magic Missle(1st)
Wand of Light
258 gp
Carrying: 17.45, Light load 26 lbs. or less
Medium Load: 27-53, Hevy load: 54-80
Skills:
Bluff 8 + 4 cha + 2 feat = 14
Concentration 8 + 1 wis = 9 (13 when using defensive casting or when grabbling or pined)
Spellcraft 8 + 2 int = 10
Craft 8 + 2 int = 10
Knowledge (Arcana) 8 + 2 int = 10
Diplomacy 0+2(feat)+4(cha)= 6
Spells:
0level:Flare,Light, Acid Splash, Detect Poison, Detect magic, Daze
1st level: Magic Missle, Shield, Mage armor, Summon Creature 1,
2nd level: Acid Arrow, Scorching ray
Bio: Nershat does not know who his parents are. Nershat grew up in a small hut with a man who seemed to like putting him through impossible tasks. At one point he asked Nershat too melt a glass with his mind. A glob of acid hit the glass, and it melted. Nershat soon learned to be a sorcerer, earning much money but little renown by killing off a noble in a war between two nobles. He know heads for Zorryn order to gain that lost fame.
[This message has been edited by Pacifica2 (edited 03-29-2006 @ 07:31 PM).]
Hp=32 RI: You will need to make a ranged touch attack, that is a ranged attack that ignore the armor bonus to AC of the target (in this case that reduce the goblins AC to 12 (its “touch AC”)). You need a line of sight, so you need to step forward so you can actually see the goblin. Caltrops can be thrown 20 feet 2 lb of Caltrops can cover a 5 foot square. In a standard action a character can cover one 5 foot square, in a full round he can cover two 5 foot squares. The caltrops will “attack” anyone that steppes into their area, but don’t worry about that, as I will make the Attack roll if I move anyone into such an area. (the chance of a hit will usually be between30 % and 60%) A hit does only one point of damage, but it the important thing is that it slows the creature’s speed to half normal speed. "only when you die will allotment knowledge be gain, for when you die you will know how to live." "The real battle is for your mind." [This message has been edited by DemosCell (edited 10-19-2006 @ 07:54 PM).]
Strength: 14 (+2)
Dexterity: 16 (+3)
Constitution: 15 (+2)
Intelligence: 16 (+3)
Wisdom: 14 (+2)
Charisma: 10 (-)
AC=17 (10, +3 Dex, +4 AC, magic studded leather)
Fortitude: +3 (+5 against spells and spell-like effects) (+5 against poison)
Reflex: +7 (+9 against spells and spell-like effects)
Will: +3 (+5 against spells and spell-like effects)
Backpack
Bedroll
Flint and steel
2 torches
5 days of trail rations
50 feet of hempen rope
Whetstone
2 Sacks
Waterskin
Appraise (+8 rank, +3 int)=
Disable Device (+8 rank, +3 int)=
Hide (+8 rank, +3 dex)=
Move Silently (+8 rank, +3 dex,+5 magic studded leather)=
Open Lock (+8 rank, +3 dex, Thieves’ tools masterwork +2 to open lock and disable device)=
Listen (+8 rank, +2 wis)=
Search (+8 rank, +3 int)=
Spot (+8 rank, +2 wis)=
Tumble (+8 rank, +3 dex)=
Use Rope (+8 rank, +3 dex)=
Escape Artist (+8 rank, +3 Dex)=
Exotic weapon Proficiency (Double crossbow)
Quick draw
+l magic double light crossbow (single shot): +7 (3 base + 3 dex + 1 magic), 1d8+1 piercing damage, critical 19–20/x2, RI 80 ft
+l magic double light crossbow (double shot): +5 (3 base + 3 dex + 1 magic – 2 special) 2x 1d8+1 piercing damage, critical 19–20/x2, RI 80 ft
Dagger (thrown): +6 (3 base + 3 dex), 1d4+2 piercing and slashing damage, critical 19–20/x2, RI 10 ft
Dart: +6 (3 base + 3 dex), 1d4+2 piercing damage, critical x2, RI 20 ft
Dagger (Melee): +5 (3 base + 2 str), 1d4+2 piercing and slashing damage, critical 19–20/x2
Rapier: +6 (3 base + 2 str + 1 MW), 1d6+2 piercing damage, critical 18–20/x2
Range touch attack: +6 (3 base + 3 dex), (use this for attacks with acid and a alchemist fire), critical x2, RI 10 ft
Aimed +l magic double light crossbow (single shot): +9 (3 base + 3 dex + 1 magic +2 aiming), 1d8+1 piercing damage, critical 19–20/x2, RI 80 ft
Aimed +l magic double light crossbow (double shot): +7 (3 base + 3 dex + 1 magic – 2 special +2 aiming) 2x 1d8+1 piercing damage, critical 19–20/x2, RI 80 ft
Aimed Dagger (thrown): +8 (3 base + 3 dex +2 aiming), 1d4+2 piercing and slashing damage, critical 19–20/x2, RI 10 ft
Aimed Dart: +8 (3 base + 3 dex +2 aiming), 1d4+2 piercing damage, critical x2, RI 20 ft
Aimed Range touch attack: +8 (3 base + 3 dex +2 aiming), (use this for attacks with acid and a alchemist fire), critical x2, RI 10 ft
(Two weapon attacks, main hand/off hand, attack penalties -4/-8, off hand only gets ½ str bonus on damage):
Dagger/dagger (thrown): +2/-2, 1d4+2/1d4+1 piercing and slashing damage, critical 19–20/x2, RI 10 ft
Dart/dart: +2/-2, 1d4+2/1d4+1 piercing damage, critical x2, RI 20 ft
Rapier/dagger (melee): +2/-3 1d6+2 piercing damage/1d4+1 piercing and slashing damage, critical 18–20/x2/19–20/x2
+2 Constitution, –2 Charisma.
Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load
Darkvision: Dwarves can see in the dark up to 60 feet.
Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction, unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects.
+1 racial bonus on attack rolls against orcs and goblinoids.
+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.
Sneak attack: +3d6 damage. This damage can be added to any attack where you enemy can’t react to your attack (because he is flatfooted, can’t see you or is immobilized) or because you are flanking him (attacking from the exact opposite direction from an ally that poses a Melee threat).
Sneak attack damage can also be added to a back shot (see Giant Trilogy rules)
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
Trapfinding
Evasion: Take no damage on a successful reflex save if you normally would take half damage on a successful reflex save.
Trap Sense: +1 on reflex saves and AC against traps
Uncanny Dodge: Don’t lose dexterity bonus to AC when flatfooted or unable to see an enemy.
Base speed: 20
Double move: 40
Run: 40 (30 with backpack)
Full round run: 80 (60 with backpack)
Charge: 40
The range increments (RI) are 10 feet, a thrown weapon can be thrown at a maximum range of 5 x RI, so the max range for a dagger is 50 feet. You do however talk a -2 penalty on attack for every 10 feet you throw them, so at 50 feet you take a -10 penalty on the attack roll. (5 feet: no range penalty, 10-15 feet: -2, 20-25 feet: -4, 30-35 feet: -6 40-45 feet: -8, 50 feet: -10)
The acid flask does 1d6 damage if it hits and 1 point of (splash) damage if it misses.
I would recommend that you wait until the goblin is actually climbing, that may make him fall off the wall and take falling damage if he fall 10 feet or more.
You may also want to save your acid flasks to use against enemies that are difficult to damage with normal weapons…
Caltrops
Demos "The Titain of Dread"
It is said that humans use only 10% of there brain....whos useing the other 90%?
Strength: 18 (+4)
Dexterity: 16 (+3)
Constitution: 12 (+1)
Intelligence: 12 (+1)
Wisdom: 10 (-)
Charisma: 16 (+3)
hp= 29
AC= 18 (10 + 3 dex + 5 armor)
Light : 100 lb or less, medium : 101-200 lb, heavy : 201-300 lb.
Equipment 65 gp left 181 lbs
Single attacks: Full attacks: [This message has been edited by Tarok (edited 05-02-2006 @ 08:05 PM).]
Backpack
Bedroll
Flint and steel
Lantern, bullseye
5 pints of oil
5 days of trail rations
50 feet of silk rope
Whetstone
2 Sacks
Waterskin
Crowbar
Spade
Hammer
Grappling hook
Skills
Feats
TRACK
Hand crossbow: +7 (4 base + 3 dex) 1d4 piercing damage, 19–20/x2, RI 30 ft
Range touch attack: +7 (4 base + 3 dex), (use this for attacks with acid and a alchemist fire), critical x2, RI 10 ft
Masterwork Dwarven waraxe: +9 (4 base + 4 str + 1 MW) 1d10+4 slashing damage (1d10+6 if used in both hands), critical x3
Aimed Hand crossbow: +9 (4 base + 3 dex +2 aiming) 1d4 piercing damage, 19–20/x2, RI 30 ft
Aimed Range touch attack: +9 (4 base + 3 dex +2 aiming), (use this for attacks with acid and a alchemist fire), critical x2, RI 10 ft
(Two weapon attacks, main hand/off hand, attack penalties -4/-4, off hand only gets ½ str bonus on damage):
Masterwork Dwarven waraxe/Masterwork Dwarven waraxe: +5/+5, 1d10+4/1d10+2 slashing damage, critical x3
Copyright © 1997–2024 HeavenGames LLC. All rights reserved.
v2.5.0