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| Metabubbles01-25-05, 12:02 PM | [My original idea got a bit expanded,a lot of it is fluff (made up) let me know what you think? I know it's not the min/max character, but character indeed. Thanks.] Klar starts out a rogue, barely getting by on the streets of the city. He becomes familiar with the rapier and vow's vengence against a vampire that takes his 3 closest friends. Quickly gains favor in the rogue's guild by being able to quickly dispatch of sentry's that guard the guilds next few strikes. Klar challenges many to gain higher ranks within the guild. With superior speed and accuracy his expertise becomes dueling. Many choose to allow him to surpass for fear of death and his prestige rises. Using his presence he becomes a force to reckon with in the trader's guild (all the while still maintaining his status within the Rogue's guild). Everybody is on the take, he successfully builds the town to 'kingdom' status by regulating the trade and thievery. Finally becoming Guild leader in both the 'traders and Rogues' guild he devises a way to become king. The said vampire that has haunted this city for ages went to far with Klar's friends (friendship greater than gold) and the king (taking his queen and heir's of the kingdom). Klar makes an agreement with the king, if he rids the kingdom of the vampire, the king shall appoint him 'son', and thus allow him to become king upon his death. Klar hires an epic party to rid of the vampire, 2 of the party dies, but they successfully bring the end to the vampire and All of his offspring (including the king's family). He befriends a silver dragon who falls in love with him when told of the story of the end of the vampire. Unbeknowst to him, he becomes able to control arcane a bit. Later becomes a dragon disciple and marries the silver dragon (human form of course). Klar hand picked the king, an elderly gentleman, he dies 7 years later. Klar not wanting to upset his bride never hires an assasin to kill the king. Klar learned more over the 7 years with his king than the whole time as a guild master. Leaning to the good, he continues his leadership in the rogue's guild. Knowing none were powerful enough to overtake him and the up and comer's were taught most tricks of the trade and were sent to other town's to become their guild master. Stealing from the rich, actually made the town prosper (that belief allows him to sleep at night). He now has 4 sons all half-dragon, 2-sorcerer, 1-fighter, 1-cleric, who adventure together now. Klar-- 1. Str 10 Con 10 Dex 18 Wis 10 Int 14 Chr 10 4. Str 10 Con 10 Dex 19 Wis 10 Int 14 Chr 10 *=not including; 8. Str 10 Con 10 Dex 20 Wis 12 Int 16 Chr 10 Gloves of dex +10 w/ogre power str 12.Str 10 Con 10 Dex 21 Wis 12 Int 14 Chr 10 +4, Belt of giant str/constitution+10, 16.Str 10 Con 10 Dex 22 Wis 16 Int 14 Chr 10 Head band of int/chr/wis/+10 20.Str 10 Con 10 Dex 23 Wis 21 Int 18 Chr 10 disguise, undetecable. 30.Str 10 Con 10 Dex 24 Wis 21 Int 18 Chr 10 32.Str 10 Con 10 Dex 26 Wis 21 Int 18 Chr 18 ~Str 32 Con 22 Dex 45 34.Str 12 Con 10 Dex 27 Wis 21 Int 18 Chr 18 ~Wis 32 Int 30 Chr 24 36.Str 14 Con 10 Dex 27 Wis 22 Int 18 Chr 18 S+11 37.Str 14 Con 10 Dex 28 Wis 22 Int 18 Chr 18 C+6 38.Str 14 Con 12 Dex 28 Wis 22 Int 18 Chr 18 D+17 40.Str 14 Con 12 Dex 29 Wis 22 Int 20 Chr 18 W+11 42.Str 18 Con 12 Dex 29 Wis 22 Int 20 Chr 20 I+10 43.Str 18 Con 12 Dex 30 Wis 22 Int 20 Chr 20 C+7 44.Str 18 Con 12 Dex 31 Wis 22 Int 20 Chr 20 46.Str 18 Con 12 Dex 32 Wis 22 Int 20 Chr 20 48.Str 18 Con 12 Dex 33 Wis 22 Int 20 Chr 20 49.Str 18 Con 12 Dex 34 Wis 22 Int 20 Chr 20 *52.Str 18 Con 12 Dex 35 Wis 22 Int 20 Chr 14 CLOAK OF CHARISMA IS GONE… HP’s; 757 AC; 53 (with Rapier; canny defense +10, Elaborate parry, +20-fight defensively-, defender +10) Rogue;SA 4d6, trap finding, trap sense +2, +5 bab Fighter; 3 bonus feats, +4 bab Duelist; +20 bab Dragon D; +14 BAB=43 total Total level (52) 1. Rogue; Weapon Focus; Rapier, weapon finese. 2. Fighter; Dodge (bf) 3. F2; Mobility (bf), Combat Reflexes 4. F3;dex +1 5. F4; WS; Rapier (bf) 6. R2; Spring Attack , evasion 7. R3; 8. R4;Dex +1, Uncanny dodge 9. R5; Improved Feint (high bluff needed) 10. R6;trap sense +2 11. R7; SA 4d6 12. Duelist; Combat expertise , Canny Defense, dex +1 13. D2; Improved reaction +2 14. D3; Enhanced Mobility 15. D4; Grace, Improved Disarm 16. D5; Precise strike +1d6, dex +1 17. D6; Acrobatic Charge 18. D7; Elaborate Parry, Improved Critical 19. D8; Improved Reaction +4 20. D9; Deflect Arrows, dex +1 21. D10; Precise strike 2d6, Run 22. D11; 23. D12; 24. D13; Epic Weapon focus, Epic spd, +30, dex+1 25. D14; 26. D15; Precise strike +3d6 27. D16; Blinding speed, Epic Dodge 28. D17; dex +1 29. D18; 30. D19; Exceptional Deflection, Great dex +1 31. D20; Precise strike +4d6 32. Sorcerer; Chr +1 (cloak chr+6) 33. Dragon Disciple, nat armor +1 34. DD 2; Great dex +1, str +2, claws and bite 35. DD 3; breath 2d8 36. DD 4; str +2, nat armor +2, Wis +1 37. DD 5; Blindsense 30ft, Great dex +1 38. DD 6; con +2 39. DD 7; Breath 4d8, nat armor +3 40. DD 8; Int +2, Feat, dex +1 41. DD 9; Wings 42. DD 10; Blind Sense 60’;breath-cone of cold 30’ 6d8, dc-class +con +10; str +4, chr+2 nat armor +4, low light, and 60’ dark vision, immunity to cold, sleep & paralysis effects. 43. DD 11; Great Dex +1 44. DD 12; Dex +1 45. DD 13; Breath weapon 8d8, Nat armor +5 46. DD 14; Dam red 3/-, Great dex +1 47. DD 15; 48. DD 16; Nat armor +6, dex +1 49. DD 17; Breath weapon 10d8, Great dex +1 50. DD 18; Dam reduction 6/- 51. DD 19; 52; DD 20; dex +1 Magic items not listed above: Ring of Universal Elemental Immunity; counter spell-Greater dispel magic +10 Rapier; Defending +10, Speed. Boots of Teleportation (improve teleport spell). Bracers of Armor +10 Ring of Protection +10; regeneration; X-ray vision; Invisibility (greater, perm) Cloak of Resistance +10, Spell Resistance 50 |