| Post/Author/DateTime | Post |
|---|---|
| Realms of Chaos03-11-07, 07:19 PM | I have created what quite possibly counts as the strangest character ever, built with the sole intention of being prepared for almost any contingency. I am not talented at making stat blocks and I won't pretend to be so I will just post this character to the best of my abilities. Male Human Factotum 1/Fighter 1/Bard 1/Shadowcaster 1/Binder 1/Truenamer 1/Warlock 1/Dragonfire Adept 1/Soulknife 1/Psion 1 (Shaper)/Marshal 1/Dragon Shaman 1/Incarnate 1/Warblade 1/Wizard 1/Sorcerer 1/Archivist 1/Favored Soul 1/Chameleon 2 CN Medium Humanoid (human) Init: +1; Senses: Spot +14, Listen +7 Languages: Abyssal, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Gnoll, Halfling, Ignan, Infernal, Orc, Sylvan, Terran, Undercommon. Auras: Draconic Aura (vigor, toughness, or energy shield), Marshall Aura (Watchful Eye) AC:13, Touch 11, Flat-Footed 12 (+1 dex, +1 shield, +1 armor) HP 124 (20hd) Saving Throws: Fort +22, Reflex +19, Will +30 Speed: 30 ft. Melee: Mindblade +6 melee (1d6 damage) Ranged: Dagger +5 (1d4+1) Base Atk: +4, Grapple: +5 Abilities: 13 strength, 13 dexterity, 13 constitution, 23 intelligence, 13 wisdom, 13 charisma Skills: Autohypnosis +25, Bluff +10, Climb +14, Concentration +6, Decipher Script +9, Disable Device +3, Disguise +10, Handle Animal +3, Heal +3, Hide +10, Iajutsu Focus +6, Jump +7, Knowledge (arcana) +10, Knowledge (architecture and engineering) +10, Knowledge (dungeoneering) +10, Knowledge (geography) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility and royalty) +9, Knowledge (religion) +9, Knowledge (the planes) +9, Knowledge (war) +9, Knowledge (psionics) +9, Listen +7, Open Lock +3, Perform (dance) +7, Sense Motive +6, Sleight of hand +14, Spellcraft +10, Spot +14, Truespeak +40, Tumble +7, Use Magic Device +25, Use Psionic Device +25 Skill Tricks: mosquito’s bite, shrouded dance, Clarity of Vision, Listen to This, Spot the Weak Point, Corner Perch, Nimble Stand, Slipping Past, Up the Hills, Walk the Walls Feats: Fey-Kissed, Able Learner, Azure Toughness, Cerulean Fortitude, Cerulean Reflexes, Cerulean Will, Healing Soul, Soulsight, Improved Toughness (chameleon feat), Skill Focus (diplomacy), Combat Expertise, Dragontouched, Weapon Focus (mindblade), Wild Talent, Psionic Body, Scribe Scroll, Alertness. Abilities: Cunning Insight, Cunning Knowledge, trapfinding, Bardic music 1/day (countersong, fascinate, inspire courage), bardic knowledge, Bind One vestige up to 2nd level, Shadowcaster (Steel Shadows 1/day, Caul of Shadows 3/day, Umbral Hand 3/day, Black Candle 3/day), Breath Weapon at will (dc 11 reflex halves, 1d6 fire, 30 ft. line or 15 f.t cone), Draconic Invocations (magic insight at will), Invocations (Breath of Night at will), Mind Blade, Resolved Psicrystal, Psionics (Vigor, Know Direction and Location, Defensive Precognition, 4 power points per day) Detect Opposition (law) at will, 2 Soulmelds and 7 essentia, Martial Manuvers (Sudden Leap, Stone Bones, Sapphire Nightmare Blade) Martial Stances (Hunter’s Sense), Aptitude Focus 1/day, Spellcasting as 1st level Wizard (all cantrips and 1st level spells), Spellcasting as 1st level Sorcerer (Prestidigitation, Mending, Message, Ghost Sound, Magic Missile, True Strike), Spellcasting as 1st level archivist (all cantrips and 1st level spells), Spellcasting as 1st level favored soul (Create Water, Cure Minor Wounds, Detect Magic, Mending, Cure Light Wounds, Shield of Faith, Endure Elements), Dark Knowledge (tactics) 3/day, 1 toad familiar, 1 weasel familiar Equipment: Currently Carried: Peasant’s Outfit x1 Masterwork Potion Belt x1 Safewing Emblem x1 Panic Button (dimension door) x2 Panic Button (false life) x2 Hand of the Mage x1 Phaant’s Luckstone x2 Helm of Telepathy x1 Scarab of Protection x1 Mantle of Second Chances x1 Stone of good luck x1 Amulet of the silver tongue x1 Padded armor x1 +1 ghost touch shortsword x1 Heward’s Handy Haversack x1 Dancing Lantern x1 Glove of the Master Strategist x1 In Masterwork Potion Belt: Potion of Fly x1 Potion of Water Breathing x1 Potion of Remove Curse x1 Potion of Remove Paralysis x1 Potion of Lesser Restoration x2 Potion of Invisibility x1 Potion of Remove Disease x1 Potion of Neutralize Poison x1 Potion of Remove Blindness/Deafness x1 In Heward’s Handy Haversack: Bag of Holding, type II x1 Flour pouch x2 Hammer x1 Iron Spike x10 Torch x2 Flint and Steel x1 Waterskin x1 Trail Rations x4 Dagger x2 Crowbar x1 Rubber Ball x4 Acid x10 Eggshell Grenade, Dust x2 Aboleth Mucus x4 Liquid Smoke x2 Air Plant x1 Oleum x2 Sleeping Fire x4 Weapon Capsule Container x1 Ghostblight x2 Chaos Flask x4 Thickener Bloodspike x1 Tempo Bloodspike x1 Eggshell grenade, poison smoke x2 Blessed Bandage x4 Jumping Caltrops x2 Everlasting Rations x1 Quaal’s Feather Token, tree x4 Magic Sleeping Bag x1 Healing Salve x2 Bag of Endless Caltrops x1 Sovereign Glue x4 Stone of Alarm x1 Bag of Tricks, Rust x1 Rope of Climbing x1 Tarezak of the Coiled Dragon x1 Keoghtom’s Ointment x1 Stone Salve x1 Bottle of Air x1 Greater Gate Compass x1 Immovable rod x2 Inside Bag of Holding, Type II: 3,000 gp |
| Silverthumb12803-11-07, 07:48 PM | Sounds like a non-core Senor Vorpal Kickasso. |
| Realms of Chaos03-11-07, 08:07 PM | Who? Is that a good thing? |
| crimsonwolf03-11-07, 08:26 PM | your like the walking dollar store :S so just to get to level 20 you woul dhave to have ...340 percent just on the first layer... |
| Willie the Duck03-11-07, 08:30 PM | Well, he fails at his basic premise. He's not prepared for anything. A simple locked door with a 25 DC open lock requirement will end his adventuring career. |
| kisnerp03-11-07, 08:42 PM | My favorite part: Character level = 20 BAB = +4 :rofl: |
| crimsonwolf03-11-07, 08:54 PM | Well, he fails at his basic premise. He's not prepared for anything. A simple locked door with a 25 DC open lock requirement will end his adventuring career. BASH.....Well Johnny the halfing couldnt get it open but your greathammer did |
| PoorHobo03-11-07, 09:37 PM | Would make a good non comabt cohort. Decent at nearly every skill, will almost never fail a will save. Though I would make sure he had a better ranged weapon(casts truestrike before hand of course). some scrolls and healing rods and you're all set |
| crimsonwolf03-11-07, 09:40 PM | he seem smore like a high level pack mule lol |
| Realms of Chaos03-11-07, 11:09 PM | It can't hit anything (without true strike, which it can cast about 10 times per day) but it can resist about everything. It also has scent, can speak just about every language, can detect magic and use identify at will using magic insight, can use any magic or psionic item they come across, can detect law at will, has enough equipment to get along in a dead magic zone, has a bonus in every knowledge skill as well as bardic knowledge, can create a cloud cover for escape at will with breath of night, and can cast every 1st level spell (although it makes a very little difference) |
| Endarire03-11-07, 11:33 PM | A better idea to be ready for nearly anything would be a telepath5/thrallherd10/telepath+5. Make your thralls and believers thrallherds and their thralls and believers thrallherds until you have a giant chain of command. Have lower level minions. especially ones who can't be thrallherds, whatever you want. Now, personally, you aren't ready for anything, but with your army, you can come quite close. -EE |