Player Character Thread 3 [Archive] - Wizards Community

Post/Author/DateTimePost
Demonfey

01-08-05, 12:59 PM
This is the newest incarnation of the player character thread. The rules are in this link (http://boards1.wizards.com/showpost.php?p=5132753&postcount=3) .
Here's how I want this to happen: I want you to send me links of your characters, in the format Dyne had, an example of which is below the rules. If it is not in that format, then it will not be accepted. Orcy and Sil will be looking at the characters, and the first page is mine for space reasons. Finally, here are a few pointers for making your characters: character creation (http://boards1.wizards.com/showpost.php?p=5132815&postcount=5)
When my PM box is full, I will empty it as I go along, and then there will be a short break in the expansion of the thread.
Oh, one more thing from Orcy:
There are and will be no Gestalt characters. Orcy has already commented on this before. They are a lot more powerful than other characters using base rules. Orcy does not like using them in any game that is not a gestalt only game.
And I agree with him. :ayyyy!:
Look at mystic theurge or cerebremancer, or something like that if you want characters gaining benefits from two classes.
Demonfey

01-08-05, 01:00 PM
Alaron (http://boards1.wizards.com/showpost.php?p=6042411&postcount=261)
Aman (http://boards1.wizards.com/showpost.php?p=5715718&postcount=200)
Anastrianna (http://boards1.wizards.com/showpost.php?p=5799891)
Arcinis (http://boards1.wizards.com/showpost.php?p=5563249)
Arcticis (http://boards1.wizards.com/showpost.php?p=5821662&postcount=216)
Arshes (http://boards1.wizards.com/showpost.php?p=6384853&postcount=279)
Aurelius (http://boards1.wizards.com/showpost.php?p=6777593)
Bergrind (http://boards1.wizards.com/showpost.php?p=5821662&postcount=216)
Black Mage (http://boards1.wizards.com/showpost.php?p=6135846&postcount=271)
Bristol Guard (http://boards1.wizards.com/showpost.php?p=6101696&postcount=268)
Cazic (http://boards1.wizards.com/showpost.php?p=5201129)
Darby Wallace (http://boards1.wizards.com/showpost.php?p=5564237&postcount=165)
Darkuwa (http://boards1.wizards.com/showpost.php?p=6100979&postcount=267)
Drauguril (http://boards1.wizards.com/showpost.php?p=6683176&postcount=293)
Dromkrag (http://boards1.wizards.com/showpost.php?p=5183921)
Dul-Grek (http://boards1.wizards.com/showpost.php?p=5650999&postcount=176)
Dyne (http://boards1.wizards.com/showpost.php?p=5284650&postcount=72)
Eep McEep (http://boards1.wizards.com/showpost.php?p=5244408)
Falur (http://boards1.wizards.com/showpost.php?p=6323537&postcount=277)
Gardrog (http://boards1.wizards.com/showpost.php?p=5615511)
Geimaure (http://boards1.wizards.com/showpost.php?p=5214448)
Golos (http://boards1.wizards.com/showpost.php?p=5553069)
Granx (http://boards1.wizards.com/showpost.php?p=5347288)
Hector Mataff (http://boards1.wizards.com/showpost.php?p=5661992&postcount=177)
Horgold (http://boards1.wizards.com/showpost.php?p=5674028&postcount=178)
Igor (http://boards1.wizards.com/showpost.php?p=6045701&postcount=262)
Incarin (http://boards1.wizards.com/showpost.php?p=6630474)
Jackinock (http://boards1.wizards.com/showpost.php?p=5381645)
James (http://boards1.wizards.com/showpost.php?p=6163809&postcount=275)
Kath'ranis (http://boards1.wizards.com/showpost.php?p=5604413&postcount=171)
Kelreth (http://boards1.wizards.com/showpost.php?p=5304784)
Lothor Bolvreck (http://boards1.wizards.com/showpost.php?p=5144016)
Malikai (http://boards1.wizards.com/showpost.php?p=5299328&postcount=77)
Marcus (http://boards1.wizards.com/showpost.php?p=5516160&postcount=158)
Mashut (http://boards1.wizards.com/showpost.php?p=5818003&postcount=214)
Mavek (http://boards1.wizards.com/showpost.php?p=5224636)
Oop the Haunted (http://boards1.wizards.com/showpost.php?p=5273467)
Orpheus (http://boards1.wizards.com/showpost.php?p=5395845&postcount=110)
redhase (http://boards1.wizards.com/showpost.php?p=5208587)
Rim (http://boards1.wizards.com/showpost.php?p=5827906&postcount=236)
Ryn (http://boards1.wizards.com/showpost.php?p=5244556)
Seer (http://boards1.wizards.com/showpost.php?p=5329826)
Severis (http://boards1.wizards.com/showpost.php?p=5272454)
Solmund (http://boards1.wizards.com/showpost.php?p=5260011)
Sssargoth (http://boards1.wizards.com/showpost.php?p=5165393)
Stormhand (http://boards1.wizards.com/showpost.php?p=5394432&postcount=91)
Strider (http://boards1.wizards.com/showpost.php?p=5395147&postcount=93)
Sulkyr (http://boards1.wizards.com/showpost.php?p=5136432)
Tetsuo (http://boards1.wizards.com/showpost.php?p=5555172&postcount=163)
Thosi (http://boards1.wizards.com/showpost.php?p=5777347&postcount=211)
Triskar (http://boards1.wizards.com/showpost.php?p=5208777)
Turalisj (http://boards1.wizards.com/showpost.php?p=5142798)
Whist (http://boards1.wizards.com/showthread.php?t=360911&page=3&pp=30)
Xen (http://boards1.wizards.com/showpost.php?p=6047195)
Zik (http://boards1.wizards.com/showpost.php?p=5630369)
Demonfey

01-08-05, 01:01 PM
I only will approve finished and, in the case of homebrew material, approved characters.
Alaron
Anastrianna
Arcinis
Bristol Guard
Drauguril
Eep McEep
Granx Gemcutter
Igor
Incarin
Jackinock
James
Kelreth
Lothor Bolvreck
Marcus
Mavek
Oop the Haunted
Ryn
Seer
Severis
Sssargoth
Sulkyr
Tetsuo
Turalisj
Zik
Demonfey

01-08-05, 01:02 PM
Will be cleared with the material used.
Aurelius
Black Mage
Lothor Bolvreck
William
Demonfey

01-08-05, 01:03 PM
Cazic: spell list + number per day
Dyne: skill point distribution and scores
Mashut: skill points in what is normally an impossible range
Xen: Spells and everything related to spells.
Demonfey

01-08-05, 01:06 PM
reserved5
Demonfey

01-08-05, 01:06 PM
reserved6
Demonfey

01-08-05, 01:07 PM
reserved7
Demonfey

01-08-05, 01:07 PM
reserved8
Demonfey

01-08-05, 01:08 PM
reserved9
Demonfey

01-08-05, 01:08 PM
reserved10
Demonfey

01-08-05, 01:09 PM
reserved11
Demonfey

01-08-05, 01:10 PM
reserved12
Demonfey

01-08-05, 01:10 PM
reserved13
Demonfey

01-08-05, 01:11 PM
reserved14
Demonfey

01-08-05, 01:11 PM
reserved15
Demonfey

01-08-05, 01:12 PM
reserved16
Demonfey

01-08-05, 01:13 PM
reserved17
Demonfey

01-08-05, 01:14 PM
reserved18
Demonfey

01-08-05, 01:15 PM
reserved19
Demonfey

01-08-05, 01:20 PM
reserved20
Demonfey

01-08-05, 01:21 PM
reserved21
Demonfey

01-08-05, 01:22 PM
reserved22
Demonfey

01-08-05, 01:23 PM
reserved23
Demonfey

01-08-05, 01:23 PM
reserved24
Demonfey

01-08-05, 01:24 PM
reserved25
Demonfey

01-08-05, 01:25 PM
reserved26
Demonfey

01-08-05, 01:25 PM
reserved27
Demonfey

01-08-05, 01:26 PM
reserved28
Demonfey

01-08-05, 01:27 PM
reserved29
Demonfey

01-08-05, 02:18 PM
Okay, I believe that will be sufficient. Now, any questions?
jagggar

01-08-05, 02:24 PM
What sort of assistance do you require?
Demonfey

01-08-05, 02:26 PM
What sort of assistance do you require?
People to help collect links and send them all in one post to me, especially in the week of mid terms.
Quarion Liadon

01-08-05, 09:26 PM
I'll offer my assistance. I'll help collect links, as well as oversee characters, if necessary.
king_of_evil007

01-08-05, 10:03 PM
As usual, I offer assistance for looking at custom material for characters.
Demonfey

01-08-05, 10:06 PM
Thank you. So now, the people working on this are
Me
Sil
Orcy
KOE
Quarion
and maybe jagggar.
Yay! I got help!
Droga

01-08-05, 10:57 PM
Demonfey, ya screwed up my link. My character link goes to the creation template.
turalisj

01-08-05, 11:03 PM
Thank you. So now, the people working on this are
Me
Sil
Orcy
KOE
Quarion
and maybe jagggar.
Yay! I got help!
you need help.... :looloo:
Demonfey

01-09-05, 12:40 AM
Demonfey, ya screwed up my link. My character link goes to the creation template.
Sorry, copied the wrong URL. Just a minute.
Holy_Man

01-09-05, 12:17 PM
Can i post my character here?
Demonfey

01-09-05, 12:30 PM
Can i post my character here?
Sure, but remember to use the link to the sample when you make the character, and I'll link the PC to the front.
Cazic

01-09-05, 07:21 PM
Player Name: Cazic
Character Name: Cazic
Approved?: Yes
Foundations: GoUE, RMA, CoA, SBaB, MG, SF, WC and CotP
Race: Drow
Class: 13th Wizard
Racial HD: 0
Level Adjustment: +2
Total ECL: 15
Experience: 112,500
Alignment: Neutral Evil
Home Region: Underdark
Languages: Common, Elven, Undercommon, Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin
Gender: Male

Abilities
Strength: 10
Dexterity: 10
Constitution: 15
Intelligence: 23 + 2 + 6
Wisdom: 12
Charisma: 10 + 2

Speed: base land speed is 30 feet

HD: 13d4 + 2 = 50
AC: 10 + 5 + 5 = 20 (items and such)
Touch AC: 10 + 5 = 15 (items and such)
Flat-Footed AC: 10 + 5 + 5 = 20 (items and such)

Initiative: 0

Skills:
Skill Checks: 1d20 + skill modifier (Skill modifier = skill rank + ability modifier + miscellaneous modifiers)
Skill Points: # 225
Class Skills: Concentration, Craft, Decipher Script, Knowledge (all skills, taken individually),Profession, and Spellcraft
Skill Modifiers:
Concentration (16 + 2.5)
Craft Alchemy (48 + 7.5)
Craft Armorsmithing (16 + 7.5)
Craft Bowmaking (48 + 7.5)
Craft Weaponsmithing (48 + 7.5)
Decipher Script (16 + 7.5)
Knowledge Arcana (16 + 7.5)
Knowledge the planes (16 + 7.5)
Knowledge Architecture and engineering (7 + 7.5)
Knowledge Dungeoneering (7 + 7.5)
Knowledge Geography (7 + 7.5)
Knowledge History (10 + 7.5)
Knowledge Local (8 + 7.5)
Knowledge Nature (7 + 7.5)
Knowledge Nobility and royalty (7 + 7.5)
Knowledge Religion (7 + 7.5)
Profession (10 + 1)
Spellcraft (16 + 7.5)


Feats: Scribe Scroll, Leader ship, Craft Magic Arms and Armor, Craft Rod, Forge Ring, Craft Wondrous Item, Extend Spell, Quicken Spell, Silent Spell, Empower Spell

Special Abilities: dancing lights, darkness, and faerie fire, Spell Resistance 26 (11 + class levels)

Saving Throws:
Fortitude: 4 + 1
Reflexes: 4 + 1
Will: 8 + 1

Attacks:
Base attack Bonus: +6/+1
Melee: +6/+1
Ranged: +6/+1
Grapple: +6/+1

Attack

Equipment:
Headband of Intellect +6 (27,000)
Figurines of Wondrous Power: Golden Lions (12,375)
Boots, Winged (9,000)
Amulet of Natural Armor +5 (37,500)
Ring of Wizardry III (53,500)
Robe of the Archmagi (56,250)

Total: 194,625

Spells:
Spells per day: I would prefer to keep such things a secret from enemies.
Spell save DC mod: 10 + the spell level + the wizard’s Intelligence modifier
Other mods to spells:
Spells Known: I would prefer to keep such things a secret from enemies.
Spellbook: Standard large book and such with spells in it.

Invocations: (I don't think i have any)

Psionics: none

Current Gold (may not always be accurat and last updated 05/08/05): 5510

Description:
Age: 105
Height: 6’
Weight: 180
Eyes: Sea Green
Hair: White
Description: Cazic is a young Drow who usually wears long cloaks of verreing color. He is of average Drow height and often thinks out loud. He grew up in a noble family with his brother BloodFire and his sister Quenth. Cazic throughout his years of training always felt that there was something waiting for him outside of the Underdark. Cazic was finally able to find what he was looking for when he went on a surface raid. The Raiding Party had spent their time on the surface robbing and murdering surface dwellers while trying to complete their mission of gathering items, delicacies, and new slaves. After three weeks their mission was complete. They had successfully gained several magical items, foods, one Illumain , one Human, one Orc, one Poison Dusk Lizardfolk, one Aasimar, and one Halfelf. On their journey back to the entrance into the Underdark Cazic had spent a great deal of time speaking with the captives. By the time the party had gotten to the entrance he had decided that he would stay on the surface. He know that the other Drow would not allow this and would likely kill him for wanting to stay, so the night before they were to enter the Underdark Cazic killed all the Drow in their sleep. When the captives woke up the next day he offered them their lives in exchange for their eternal and undying loyalty. The Goblins seeing this as their chance to live and serve a powerful master agreed almost instantly, the orc and humans required some mental, physical, and magical persuasion, but in the end they too swore their allegiance to him. Cazic can often be seen roaming about and mumbling to himself about spells, ways to kill, and about his brother, whom he had learned a great many things from. Cazic’s true intentions are rarely know to anyone, but himself and maybe the Illumain, Human, Orc, Poison Dusk Lizardfolk, Aasimar, and Halfelf who still serve him to this day.

Cohort: Ezzel Darkbow (mabye more later)
BronzeBeard

01-10-05, 05:50 PM
I won't help you actively but I could supplye you with info from various sources (when I'm at home...).
Demonfey

01-10-05, 06:51 PM
I won't help you actively but I could supplye you with info from various sources (when I'm at home...).
Thanks. I have most of the books, but not all of them, so that would help quite a bit.
redhase

01-10-05, 09:30 PM
http://boards1.wizards.com/showthread.php?t=328114&page=11&pp=30
post 316
Redhase
Anti Paladin of Gargauth, the last Lord of the Pit
Base attack
21,16,11
guild of ulitmate evil, mother was a black Knight, father was a Anti Paladin. From the thayen area of the forgotten realms

int 14 mod +2
con 16 Mod +3
cha 15 Mod +2
wis 18 Mod +4
dex 17 Mod +3
Str 18 Mod +4 (belt of gaint strength +4 Mod +5 str 22 with belt
Human female (blond/red hair, red eyes
height 5ft. 6 inches
weight 90 lbs
age 27
Ac 32
hit points;
8+3,10+3,3+3,8+3,5+3,7+3,4+3,8+3,10+3'10 +3,1+3,4+3, 6+3,10+3=
147 hp
Saves:
Fort 9+2=11
ref 5+2= 7
will 5+2= 7

Feats:
lightning reflexes
mounted combat
precise shot
shield proficiency
power attack
spell penetration



skills:
bluff 3+7=2 point cost
Climb 6+4=2
concentration 9+3 =4
hide 7+3= 2
intimidate 2+8 = 2
jump 4+6=2
knowledge religion 2+9=3
knowledge planes 2+9= 3
ride 3+8=3
survival 4+6=2
balance 3+7=2
listen 4+6 =2
handle amimal 8+3 =3

Armor:
Silver skin armor platemail (blood red)+5 for strength of metal (not finished yet, with magical adjustments of +5 added for protection) sould be 10+8+5+5 +4= ac of 32
silver skin sword +5(metal) +4 magical
belt of gaint strenght
fiendish mount
belt pouch
dark blood red cloak
back pack
ring of spell turning
ring of proction + 4
rations



special for Anti Paladin;
1st level;
Aura of evil
detect good
smite good
2nd;
divine grace
slaughter the weak
3rd
Aura of fear
Death knell 3x day
4th;
Turn outsider 5x day
5th
Fiendish mount
Smith good 2xday
6th
contagion 1x week
8th
Death kneal 2x day
9th
Contagion 2x week
10th
Smite good 3x day
12th
Contagion 3x week
13th
Death Knell 3x day
15
contagion 4x week
Smite good 4x day

Spells per day:
1st-2
2nd-1
3rd-1
4th-1

spells can pray for
1st
Bane
curse water
death watch
magic weapon
read magic
summon monster
2nd
darkness
desecrate
undetcotable alignment
summon monster 11
3rd
bestow curse
blindness/deafness
greater magic weapon
heal mount
summon monster 111
4th
death ward
dispell good
poison
unholy sword
Lady Rolindin

01-10-05, 09:50 PM
http://boards1.wizards.com/editpost.php?do=editpost&p=5208777
Gem Lore Master (gem spell Caster)

Triskar Skyhawk
Half Elf
member of the half Elf Foundation
lavel 15 Gem spell caster
height: 5ft, 4 inch
Age:68
weight: 103 lbs, he wears darker blue cloak and a light blue robe, he has light brown hair, no bread or mustach.
Racail bonus: sleep spells immunity
+2 saving throw against Enchantments spells or effects
low light vision
+1 to listen, search, spot checks
+2 diplomancy, gather information
Languages: common, elven, Draconic, Gem Lore
Int 17 mod +3
dex 16 mod+3
wisd 16 mod+3
Str 14 mod+2
Con mod +3
Cha 15 mod+2

Land speed 30

Saves:
Fort 5+3(con)= 8
ref 5 + 3(dex)=8
will 9+3(wis) =12

feats:
Bonus spells 1st 1,
2nd 1,
3rd 1
spells known
0 4,
1st 4 +1 (5),
2nd 4+1 (5),
3rd 4+1 (5),
4th 4,
5th 3,
6th,3,
7th 2,
8th 1
spells known per day total:
o 4,
1st 5,
2nd 5,
3rd 5,
4th 4,
5th 3,
6th 3,
7th 2,
8th 1
Hit dice: 15d4+3 for 91


Extra gems spell caster feats:
1st level concentration
summon familiar,
gem cutting,
spell casting into gem with actavation word,
4th reveal gem lore,
5th permanency spell casting into gems,
7th level Gem skin +10 to ac at will,(while holding gem)
10 level Eyes of Gems, (at will) for gaze attack,
15 reveal greater gem lore,

Feats:
magical aptitude
enlarge spell
craft wondrous item's(gem)
craft wand
silent spell
natural spell


skills:
knowledge arcane (gem lore master) 3+9ranks= 3 sp
casting magic through gems 3+ 9 ranks= 3 sp
spell craft(gems) 3+2+7=3 sp
use magic divice(gems) 2+7+2 ranks=3sp
spot 1+11=3sp
sense motive 3+9ranks=3sp
knowledge arcana (Gem lore master) 4+6=2sp
ride 3+9=3sp
diplomancy 2+10 ranks=3sp
handle animal 2+10 ranks=3sp
surval 3+7= 2sp
total 32

Spells in gem spell books: 3 different gems on staff on new staff will be four gems
has 6 gems with 5 spells in them for defence, will tell on day of combat spells studed. since new deep crystals gems bought has more gems to put spells in for defence 6 more gems 5 spells each.

0; level spells
Resistance-abjur,
Acid spray-Con,
Ray of Frost- Evoc,
Message-tran,
Arcane mark- Univ
read magic
message

1st level
Identify-div,
Magic Missile- Div,
Color spray-Illus,
Erase- Tran,
Feather Fall,
alarm abr
shield abr

2nd level:
Resist energy- abjur,
Protection from arrows- Abjur,
flaming Sphere- Evoc,
melf’s Acid arrow-con,
Web- conj,
Shatter- Evoc,
Invisibility- Illus

3rd level:
Dispel Magic- Abjur,
Explosive Ruins- Abjur,
Fly- Tran,
Lightning Bolt- Evoc,
Sleet Storm- Conj,
Hold person- Ench,
Non Detection- Abjur

4th level:
Detect Scrying- Div,
Scrying- div,
Ice Storm- Evoc,
Wall of Ice- Evoc,
Invisibility greater- illus,
Rainbow Pattern- Illus,
Globe of Invulnerability lesser- Abjur

5th level spells:
Dismissal-Abjur, Passwall- Tran,
permanency- Univ,
Major Creation- Con,
Baleful polymorph- tran,
Cone of Cold-Evoc,
Fire hawk- Evoc

6th level:
Anti Magic Field- Abjur,
Globe of Invulnerability greater- Abjur,
Flesh to stone- Tran,
Mislead- Illus,
guards and wards-Abjur,
Rings

7th level:
Limited wish- Univ,
Spell turning 1d4+6(spell levels) - Abjur,
prismatic Spray- Evoc,
globe of Invulerability Greater cold- Abjur,
Globe of Invulernerability greater fire-Abjur,

8th level:
Protection from spells- Abjur,
Dimension Lock- Abjur,
sunburst- Evoc

has six gems worth 750 gold pieces each, with five spells cast into each gem and each spell has an activation word for each spell; the gems are inside his cloak pockets. Each gem has been magicaliy enhanced to last longer cost per gem1,500 gold pieces per gem.
possions: Cloak dark blue, meduim blue robe (both have gem dust ruins made out of different gems, around sleeves and on front) boots, and a belt with three pouches. two wands each with a different gem at the end of wood wand. One ruby, one diamond, one inside his robe. has pockets made for gems spell components. staff with a red ruby on head and ten around the body of different types. gems on staff tiger eye(500gp), rubies 2 (500 gp each), quarts (500 gp one), opal(500), diamonds are the rest(500 gp a piece)

bought 98,500 worth of deep rock crystal for spells and make new staff.
BronzeBeard

01-11-05, 06:04 PM
Name: Geimaure
Race (Type): Half - Fey
Class(es): Fighter (http://d20srd.org/srd/classes/fighter.htm) 1 / Sorcerer (http://d20srd.org/srd/classes/sorcererWizard.htm#sorcerer) 4 / Ur-Priest 2 / Spell Sword 1 / Arcane Duelist ( http://www.wizards.com/default.asp?x=dnd/re/20030224a) 2 / Mystic Theurge (http://d20srd.org/srd/prestigeClasses/mysticTheurge.htm) 4
Level Adj: +0 (LA reduce method by Unearthed Arcane)
Total ECL: 15
---Ability/modifier--- ( http://invisiblecastle.com/find.py?id=39047)
Abil Abili Base Race Level
Mod. Score Abil Mod. Mod
Str: (+0) 10 = 10 + 0 + 0
Dex: (+2) 14 = 12 + 2 + 0
Con: (+1) 13 = 15 + -2 + 0
Int: (+2) 14 = 14 + 0 + 0
Wis: (+4) 18 = 15 + 2 + +1 at 8th
Cha: (+6) 22 = 16 + 4 + +1 at 4th, +1 at 12th


-------------------------------------------------------------------------------------------------------
Racial Abilities:
Speed: 30 ft, Fly 60 ft (good) – Butterfly wings.
Low-Light Vision
Immunity to enchantment spells and affects.
Spell-Like Ability (using HD as caster level):
Charm person/will; hypnotism 1/day; faerie fire or glitterdust 1/day; detect law 3/day; sleep or enthrall 1/day; protection from law 3/day; tasha’a hideous laughter or suggestion 1/day; confusion or emotion 1/day; eyebite or lesser geas 1/day; dominate person or hold monster 1/day; mass invisibility 1/day;
-------------------------------------------------------------------------------------------------------
Class Features:
Weapon and Armor Proficiency: Geimaure is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Arcane Spells : Geimaure casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time.
To learn or cast a spell, Geimaure must have a Charisma score equal to at least 10 + the spell level.
The Difficulty Class for a saving throw against Geimaure's spell is 10 + the spell level + the Geimaure’s Charisma modifier.

Spell Level 0th 1st 2nd 3rd 4th (5th) (6th)
DC Save 18 19 20 21 22 23 24
Spell Known 8 5 4 3 2
Per Day 6 6 6 6 4
Bonus Spells - 2 2 1 1 1 1
-------------------------------------------
Total Sp/day 6 / 8 / 8 / 7 / 5

Spells Known:
0th: Acid Splash, Dancing Lights, Detect Magic, Disrupt Undead, Flare, Light, Mage Hand, Message, Prestidigitation!
1st: Know Protections*, Magic Missile, Mysterious Purple Blast^, Ray of Enfeeblement, Spirit Worm*,
2nd: Aerial Shackles^, Breath of Fire^, Drunken Haze^, Mirror Image, See Invisibility.
3rd: Daylight, Dispel Magic, (Hooks of Binding^), Lightning Bolt, Stitch^,
4th: Hallucinatory Terrain, Polymorph, Rain of Fire^,
5th: Siphon Life^, Siphon Mana^.
* - from the Magic of Faerun.
^ - from the RPBooks of WarCraft.

Divine Spells: Geimaure casts divine spells, which are drawn from the cleric spell list. He must choose and prepare his spells in advance.
To prepare or cast a spell, Geimaure must have a Wisdom score equal to at least 10 + the spell level.
The Difficulty Class for a saving throw against Geimaure’s spell is 10 + the spell level + Geimaure’s Wisdom modifier.
Geimaure divine caster level is equal to one half his arcane spell caster level + his class levels that grant him divine spellcasting (therefor his divine spell caster level is, 6 + 5 = 11).

Spell Level 0th 1st 2nd 3rd 4th 5th (6th)
DC Save 14 15 16 17 18 19 20
Per Day 6 3 3 3 2 1 0
Bonus Spells - 1 1 1 1
-------------------------------------------
Total Sp/day 6 / 4 / 4 / 4 / 3 / 1 / 0


Spells Prepared:

Ignore Spell Failure 10%: Geimaure subtract the given percentage from his total spell failure chance, if any.

Chosen Weapon (rapier): Geimaure’s chosen weapon, for determining class abilities, is the rapier.

Enchant Chosen Weapon (Ex): Geimaure's chosen melee weapon enchantment bonus improves by 1, even if it doesn’t had one before. This can bring a weapon's effective no more than a +10 total effective bonus. This class-granted bonus works only for Geimaure when wielding his chosen melee weapon.

Apparent Defense (Ex): Geimaure adds his Charisma bonus to his Armor Class, in addition to his Dexterity bonus. Conditions that cause the arcane duelist to lose her Dexterity bonus to Armor Class also cause the arcane duelist to lose this bonus.

-------------------------------------------------------------------------------------------------------
Feats:
Flaw: Iron Will (Noncombatant)
Flaw: Spell Focus (Evil) (Poor Reflexes)
Human, Bonus:
1st:
Fighter, Bonus: Dodge
3rd: Practiced Spellcaster
6th: Mobility
9th:
12th:
-------------------------------------------------------------------------------------------------------
Holy_Man

01-12-05, 08:29 PM
My character is here


Name: Mavek Tronberg
Class and level: 11 Paladin
Race: Half Celestial Half human
Alignment: Lawful G Deity: Torm
Size: Med.
Age: 32 yrs
Gender: Male
Height: 6’5
Weight: 225 lbs
Eyes: Gold
Hair: White
Skin: fair

Abilities Modifiers
Str: 24 +7 (With Belt of Giant Strength +6)
Dex: 12 +1
Con: 20 +5
Int: 12 +1
Wis: 18 +4
Cha: 24 +7 (With Cloak of Charisma +4)

Hit Points: 121 Speed: 20ft Fly Speed 40ft
Armor Class: 38 = +13 armor bonus +7 Shield bonus +1 dexterity +4 natural armor +3 deflection
Base Ability Magic Misc.
Save Modifier Modifier Modifier
Fortitude +19 = +7 +5 +7
Reflex +11= +3 +1 +7
Will +14= +3 +4 +7

Base Attack Bonus: +11

Grapple: +18 = +11 Base Attack bonus +7 Strength modifier

Skills:
Appraise +1, Balance +1, Bluff +7, Climb +7, Concentration +9, Craft weaponry +3, Diplomacy +10, Disguise +7, Escape Artist +4, Forgery +1, Gather information +1, Handle animal +10, Heal +11, Hide +0, Intimidate +7, Jump +6, Knowledge nobility and royalty +4, Knowledge religion +4, Listen +4, Move silently +0, Profession lawyer +7, Ride +8, Search +1, Sense Motive +7, Spot +4, Survival +4, Swim +5, Use rope +1

Weapon: Holy Keen Bastard Sword +2, Attack: +20/+15/+10, Damage: 1d10 +9, Critical: 13-20 * 2

Armor: Full Plate +5 Type: Heavy Armor Class Bonus: +13 Max Dex bonus: +1 Check Penalty: -1

Shield: Heavy Steel Shield +5 Armor Class Bonus: +7

Items:
Ring of Protection +3
Amulet of natural armor +4
Belt of Giant Strength +6
Boots of Speed

Special Abilities:
Protection from evil 3/day
Bless
Aid
Smite Evil
Detect Evil at Will
Cure serious wounds
Neutralize poison
Holy Smite
Remove disease
Dispel Evil
Holy Word
Aura of Good
Smite Evil 3/day
Daylight at will
Divine Grace
Lay on Hands
Turn Undead
Remove Disease 2/Week

Feats:
Improved Critical Bastard sword
Mounted Combat
Leadership
Bastard sword proficient

Spells:
(1st level spells) Bless Weapon
Divine Favor
(2nd level spells) Bulls Strength
Shield Other
(3rd level spells) Magic circle against evil

Languages:
Common
Celestial
Drow
Quarion Liadon

01-13-05, 11:35 PM
@Everyone: You start off with 112,500 XP. And please try to stick to the template as much as possible.

@Lady Rolindin: Has the Gem Lore Master PrC (or Class) been approved yet? And how does the character have Psionic powers? Does the Gem Lore Master grant both spells and Psionics?

@Cazic: Please specify how your ability scores added up to that.

@Redhase: Why does your character have Divine Ranks? And I fine your skills to be slightly confusing. Can you clarify?
redhase

01-13-05, 11:42 PM
just like paladin get divin spells at 4th level 1 level. si a anti palatin gets devind spells which is devine ranks 1 spell is a rank, they have to pray for it. a blessing from their god. she will kill and destroy with her spells.
players hand book. paladin at 4th level get one devine spell and then goes on every level after.
Quarion Liadon

01-13-05, 11:52 PM
just like paladin get divin spells at 4th level 1 level. si a anti palatin gets devind spells which is devine ranks 1 spell is a rank, they have to pray for it. a blessing from their god. she will kill and destroy with her spells.
players hand book. paladin at 4th level get one devine spell and then goes on every level after.

Divine ranks have no relation to Divine spells. Divine ranks imply Deity status. Divine ranks measure how powerful a deity is.
Lady Rolindin

01-13-05, 11:56 PM
@Lady Rolindin: Has the Gem Lore Master PrC (or Class) been approved yet? And how does the character have Psionic powers? Does the Gem Lore Master grant both spells and Psionics?
yes he does, and the class has been talked about and approved by some of the gms .
I am working with two of the gm's, I had to take out 3 feats and am repalcing them with psions feats. it does not come with the class.
i am not going to may him a psonist class, he just has the abilities.
Quarion Liadon

01-14-05, 12:20 AM
@Lady Rolindin: Has the Gem Lore Master PrC (or Class) been approved yet? And how does the character have Psionic powers? Does the Gem Lore Master grant both spells and Psionics?
yes he does, and the class has been talked about and approved by some of the gms .
you have to roll a d100 to find out if your charater has psonics ability, he rolled a 100. I am working with two of the gm's, I had to take out 3 feats and am repalcing them with psions feats. it does not come with the class, it's a dice roll to deterime if you have it or not.
i am not going to may him a psonist class, he just has the abilities.

:uh-huh: An... interesting Prestige Class. It is a Prestige Class, isn't it? Or is it a Class?
Droga

01-14-05, 02:43 AM
@Lady Rolindin: Has the Gem Lore Master PrC (or Class) been approved yet? And how does the character have Psionic powers? Does the Gem Lore Master grant both spells and Psionics?
yes he does, and the class has been talked about and approved by some of the gms .
you have to roll a d100 to find out if your charater has psonics ability, he rolled a 100. I am working with two of the gm's, I had to take out 3 feats and am repalcing them with psions feats. it does not come with the class, it's a dice roll to deterime if you have it or not.
i am not going to may him a psonist class, he just has the abilities.

Now, correct me if I'm wrong but in the edition we're playing, ya know 3.5, psionics have to be gained with a feat yes? Wild Talent or something of the sort gets you 2 power points and the ability to take psionic feats. Not some random d100 roll.
Droga

01-14-05, 02:45 AM
@Everyone: You start off with 112,500 XP. And please try to stick to the template as much as possible.

@Lady Rolindin: Has the Gem Lore Master PrC (or Class) been approved yet? And how does the character have Psionic powers? Does the Gem Lore Master grant both spells and Psionics?

@Cazic: Please specify how your ability scores added up to that.

@Redhase: Why does your character have Divine Ranks? And I fine your skills to be slightly confusing. Can you clarify?

Huh? What? Who the hell are you? Did someone mess up and use the wrong MUP?
Cazic

01-14-05, 08:46 AM
Huh? What? Who the hell are you? Did someone mess up and use the wrong MUP?
he is helping Demonfey.
Lady Rolindin

01-14-05, 12:17 PM
wild talents is what he has and that the what it is, the gm's were looking for away to explain it to everone. you do know that some rules do carry over still.
Droga

01-14-05, 01:06 PM
I don't see the feat on your sheet. That going to be one of the ones your missing, or are you taking a random ass virtual wild talent. Where you say its there but it really isnt?
Demonfey

01-14-05, 03:10 PM
Wild talent is for the people that want psionic feats without either having a species that is naturally psionic or don't want to use a level to become psionic, who are free to take any psion feats applicable that they want.
Lady Rolindin

01-14-05, 04:47 PM
Droga I'm still working with the dm's to decide with one's I want, I gave up 3 feats for 3 psonics feats, so wat till I decide. I don't even still know witch one's I still look at them, and pming the dm's about some of them. he will have limited psonics pionts because of the abilities.
Orcy The Green Wonder

01-16-05, 01:12 AM
Player Name: Orcy The Green Wonder
Character Name: Captain Eep McEep
Approved?:
Foundations: none
Race: Anthropomorphic Monkey (Savage Species)
Class: Rogue 3/Swashbuckler (http://boards1.wizards.com/showthread.php?t=161913) 2/Dread Pirate 10 (Complete Adventurer)
Racial HD: none
Level Adjustment: +0
Total ECL: 15
Experience: 112,500exp
Alignment: Chaotic Neutral
Home Region: The skys
Languages: Common, Elven, Orcish
Gender: Male

Abilities
Strength: 10 +0 (base 14, race -4)
Dexterity: 27 +8 (base 17, race +2, level +2, Gloves +6)
Constitution: 14 +2 (base 14)
Intelligence: 14 +2 (base 14)
Wisdom: 15 +2 (base 11, race +4)
Charisma: 20 +5 (Base 15, race -2, level +1, hat +6)
rolls (http://invisiblecastle.com/find.py?a=show&id=50152)

Speed: 60ft

HD: 3d6 +12d8 +30 (100)
AC: 31 (Dex +8, Cha +5, Size +1, Dodge +2, Haste +4, enchantment +1)
Touch AC: 30 (Dex +8, Cha +5, Size +1, Dodge +2, Haste +4)
Flat-Footed AC: 16 (Size +1, Haste +4, enchantment +1)

Initiative: +8

Skills:
Appraise +10 (8)
Balance +28 (12)
Bluff +23 (18)
Diplomacy +26 (15)
Escape Artist +26 (18)
Hide +26 (18)
Move Silently +26 (18)
Profession (Sailor) +10 (8)
Sleight of Hand +35 (18)
Swim +5 (5)
Tumble +26 (18)
Use Rope +28 (18)
Skill Points: 156

Feats:
Quick Draw, Weapon Finesse, Deft Hands, Leadership, Improved Two weapon Fighting, Greater Two Weapon Fighting

Special Abilities:
Sneak Attack +2d6, Trapfinding, Evasion, Trapsense +1 (rogue), Catch me if you can, You better not attack (swashbuckler), Two weapon fighting, Fearsome reputation +6, seamanship, Rally the Crew +2 (2/day), Acrobatic Charge, steady stance, Luck of the Wind, Skill mastery, Fight to the Death, Pirate King (dread pirate)

Saving Throws:
Fortitude: +15 (base 8, con +2, Vest +5)
Reflexes: +21 (base 11, dex +5. Vest +5)
Will: +12 (base 5, Wis +2, Vest +5)

Attacks:
Base attack Bonus: +14/+9/+4
Melee: +14/+9/+4
Ranged: +22/+17/+12
Grapple: +10

+1 Corrosive Rapier +22/+17/+12 1d4+1 18-20/x2
+1 Frosting Short sword +22/+17/+12 1d4+1 19-20/x2

Equipment:
Gloves of Dexterity +6 (36,000gp), Hat of Charisma +6 (36,000gp), Ring of Theivery +5 (2,500gp), +1 speed silk shirt [quint fighter](16,135gp), +1 Corrosive rapier (8,320gp), +1 Frosting Short Sword (2,310gp), Vest of Resistance +5 (25,000gp) Monkey Barrel (62,000gp)
5,695gp
Total: 200,000gp

Description:
Age: 20
Height: 3
Weight: 30lbs
Eyes: Blue
Hair: Brown
Description:
Captain Eep McEep looks like a larger than normal monkey. His hair is short and brown, covering his entire body. He wears a leather vest, always open, with a somewhat fancy silk shirt beneath it. His pants are torn into blue shorts. Upon his head he wears the hat of a pirate captain. The hat is very nice and kept constantly clean.

Crew:
1-270, 2-26, 3-14, 4-8, 5-4, 6-4
(all Antropomorphic Monkeys/apes)

First Mate
Character Name: Ook O'Ook
Approved?:
Foundations: none
Race: Anthropomorphic Ape (Savage Species)
Class: Monk 2/Swashbuckler 3/Reaping Mauler 5 (complete warrior)
Racial HD: 2d8
Level Adjustment: +1
Total ECL: 15
Experience: 83,625exp
Alignment: Chaotic Neutral
Home Region: The Sky
Languages: Common
Gender: Male

Abilities
Strength: 24 +7 (base 17, Race +6, level +1)
Dexterity: 24 +7 (base 17, Race +4, level +1, Gloves +2)
Constitution: 20 +5 (base 14, Race +2, amulet +4)
Intelligence: 11 +0 (base 13, Race -4, bandana +2)
Wisdom: 18 +4 (base 12, Race +6)
Charisma: 16 +3 (base 15, level +1)
rolls (http://invisiblecastle.com/find.py?id=&u=ook&limit=on)

Speed: 30ft

HD: 4d8 +8d10 +60 (152)
AC: 27 (Armor +1, Dex +8, Nat AC +6, Enchantment +2)
Touch AC: 18 (Dex +8)
Flat-Footed AC: 19 (Armor +1, Nat AC +6, Enchantment +2)
Initiative: +8

Skills:
Escape Artist +21 (15)
Tumble +21 (15)
Intimidate +15 (12)
Skill Points: 42

Feats:
Stunning Fist, Deflect Arrows, Clever Wrestling, Weapon Focus (grapple), Expert Grappler, Multigrab, Greater Multigrab

Special Abilities:
Improved Grab, Darkvision 120ft, Fast Healing 5 (race)
Unarmed Strike, Evasion, Flurry of Blows (monk)
Weapon Finesse, Grace +1, Insightful Strike (Swashbuckler)
Improved Grapple, Mobility, Adept Wrestling +2, Counter Grapple, Sleeper Lock, Devastating Grapple (reaping mauler)

Saving Throws:
Fortitude: +15 (base 10, con +5)
Reflexes: +18 (base 11, dex +7)
Will: +12 (base 8, wis +4)

Attacks:
Base attack Bonus: +11/+6/+1
Melee: +18/+13/+8
Ranged: +18/+13/+8
Grapple: +31

2 Claws +18 1d8+7 x2
Bite +18 1d4+7 x2
+1 Armor Spikes +19/+14/+9 1d6+7+1d3 str x2

Equipment:
Amulet of Health +4 (16,000gp), +2 Poison Spiked (+1) Padded Armor (11,155gp), Gloves of Dex +2 (4,000gp), Bandana of Intelligence +2 (4,000gp), Dust of appearance [x2] (3,600gp)
245gp
Total: 35,000gp

Description:
Age: 25
Height: 6'5"
Weight: 160lbs
Eyes: Green
Hair: Brownish-Red
Description:
Ook is a large humanoid ape. He has heavy brownish-red hair with green eyes. He wears padded armor with magically attached poison spikes that slide out of his armor. He wears a black bandana on his head tied around the back.

Monkey Barrel:
This colossal ship flys through the air at incredible speeds. Kept in the air by
multiple propellers stretching up from the top of the ship in place of sails. Large propellers at the back of the ship propel it foreward. The bottom part of the ship has the ability to open up completely, a massive cannon sliding out, it can change position and fire in all directions. Launching a massive beam of pure magic at the target. Massive ballistas rest upon the deck, easily turned on their platforms, they are attached to the ship. Firing huge iron bolts at their targets.
Max Fly speed 400 mph (poor); AC 20, HP 100 (Hardness 20); max cargo 4000lbs
Mage Cannon:
Huge Weapon; 20d6 damage (20ft radius), Range Incriment 1000ft, 5 round recharge time
4 seige ballista, 100 iron bolts- 6d12 x3
Kingside_Bishop

01-16-05, 01:43 AM
Player Name: Kingside_Bishop
Character Name: Ryn Tyrindell, the Dark Jester
Approved?: No
Foundations: The Shadow's Breath and Blade (Assassin's Guild)
Race: Human
Class: Rogue 4 / Bard 1 / Assassin 8 / Sublime Chord 2
Racial HD: N/A
Level Adjustment: None
Total ECL: 15
Experience: 105,417
Alignment: Chaotic Evil
Home Region: N/A
Languages: Common, Undercommon, and Elven
Gender: Male

Abilities
Strength: 10 (12, -2 [Reduce Person])
Dexterity: 22 (14, +2 [Reduce Person], +6 [Gloves of Dexterity])
Constitution: 16 (12, +4 )
Intelligence: 22 (14, +2 [level increases], +6 [Headband of Intellect])
Wisdom: 10 (10)
Charisma: 22 (15, +1 [level increase], +6 [Cloak of Charisma])

Speed: 60 feet (30 feet, +30 feet [Haste])

HD: 13d6+2d4+45 (98 hp)
AC: 31 (10+8 [armor], +6 [Dex], +3 [natural armor], +2 [deflection], +1 [Haste], +1 [Reduce Person])
Touch AC: 20 (10+6 [Dex], +2 [deflection], +1 [Haste], +1 [Reduce Person])
Flat-Footed AC: 24 (10+8 [armor], +3 [natural armor], +2 [deflection], +1 [Reduce Person])

Initiative: +6

Skills:
Skill Points: #183
Non-Class Skills: Handle Animal, Heal, Ride, and Survival
Skill Modifiers:
Appraise +6 (+6 Int)
Balance +6 (+6 Dex)
Bluff +24 (18 ranks, +6 Cha)
Climb +0 (+0 Str)
Concentration +3 (+3 Con)
Craft (poison) +31 (18 ranks, +6 Int, +2 masterwork, +5 )
Decipher Script +13 (7 ranks, +6 Int)
Diplomacy +8 (+6 ability, +2 [synergy from Bluff])
Disable Device +26 (18 ranks, +6 Int, +2 [Masterwork Thieves' Tools])
Disguise +24 (6 ranks, +6 Cha, +10 [Hat of Disguise], +2 [synergy from Bluff])
Escape Artist +13 (7 ranks, +6 Dex)
Forgery +6 (+6 Int)
Gather Information +6 (+6 Cha)
Heal +0 (+0 Wis)
Hide +30 (10 ranks, +6 Dex, +10 , , +4 [Reduce Person])
Intimidate +8 (+6 Cha, +2 [synergy from Bluff])
Jump +0 (0 ranks, +0 Str)
Knowledge (arcana) +19 (13 ranks, +6 Int)
Listen +13 (13 ranks, +0 Wis)
Move Silently +30 (14 ranks, +6 Dex, +10 [Improved Silent armor])
Open Lock +8 (+6 Dex, +2 [Masterwork Thieves' Tools])
Perform (comedy) +24 (18 ranks, +6 Cha)
Perform (dance) +15 (9 ranks, +6 Cha)
Profession (astrologer) +6 (6 ranks, +0 Wis)
Ride +6 (+6 Dex)
Search +29 (18 ranks, +6 Int, +5 Goggles of Minute Seeing)
Sense Motive +0 (+0 Wis)
Spellcraft +14 (6 ranks, +6 Int, +2 Synergy from Knowledge {arcana}])
Spot +0 (+0 Wis)
Survival +0 (+0 Wis)
Swim +0 (+0 Str)
Tumble +14 (8 ranks, +6 Dex)
Use Rope +6 (+6 Dex)

[B]Feats:
Two Weapon Fighting
Weapon Finesse
Snowflake Wardance (Frostburn)
Leadership
Landlord (Stronghold Builder's Guidebook)
Craft Wondrous Item
Arcane Strike (Complete Warrior)

[B]Special Abilities:
Trapfinding
Sneak Attack +6d6
Bardic Music 2/day (Inspire Courage +1, Countersong, Fascinate, Song of Arcane Power)
Bardic Knowledge +8
Evasion
Trap Sense +1
Uncanny Dodge
Death Attack (DC 24)
Poison Use
+2 Save Against Poison
Improved Uncanny Dodge (as 12th level Rogue)
Hide in Plain Sight

Saving Throws:
Fortitude: +8 (+3 , +3[Con], +2 [Vest of Resistance])
[B]Reflex: +20 (+12 , +6 [Dex], +2 [Vest of Resistance])
[B]Will: +10 (+8 , +0 [Wis], +2 [Vest of Resistance])

[B]Attacks:
Base Attack Bonus: +10
Melee Attack Bonus: +24 (+10 , +6 [Dex], +6 [Cha], +1 [Reduce Person], +1 [Haste])
Ranged Attack Bonus: None
Grapple: +6 (+10 [base] -4 [Reduce Person])
Standard Attack: [I]Use Snowflake Wardance
Full Round Attack: Use Snowflake Wardance and 5th Level Arcane Strike
Attack: +24 (1d3+1d6 cold, 19-20/x2), melee dagger
Full Attack: +27/+27/+27/+22 (1d3+1d6 cold+5d4, 19-20/x2), melee daggers

[B]Equipment:
Two +1 Spellstoring (Hold Monster, DC 20) Daggers of Frost (36,604 gp), +4 Mithril Chain Shirt of Improved Silence and Improved Shadows (47,100), Masterwork Thieves' Tools (100 gp), Masterwork Poison Crafters' Tools (100 gp), +2 Ring of Protection (8,000 gp), Metamagic Rod of Silence (11,000 gp), +2 Vest of Resistance (2,000 gp, self made, Tome and Blood), Hat of Disguise (900 gp, self made), Amulet of Natural Armor +3 (9,000 gp, self made), Boots of Speed (6,000 gp, self made), Beakers of Balance (1,250 gp, self made) Goggles of Night and Minute Seeing (6,313 gp, self made), Belt of Health +4 (8,000 gp, self made, switched to belt slot as per pg 288 DMG), +6 Gloves of Dexterity (18,000 gp, self made), +6 Headband of Intellect (18,000 gp, self made), +6 Cape of Charisma (18,000 gp, self made), NPC casting of Permanent Reduce Person (2,590 gp), NPC casting of spells to craft items (970 gp), Jester's Bell of Escape (1,125 gp, self made)
Total: 196,582 gp

Spells:
Spells per day: (Assassin/Sublime Chord)1st Level: 5/-
2nd Level: 5/-
3rd Level: 4/-
4th Level: 2/4
5th Level: -/4
Spell save DC mod: +6/+6
Other mods to spells: None
Spells Known:
Assassin: 1st Level: Feather Fall, Jump, Obscuring Mist, True Strike
2nd Level: Alter Self, Invisibility, Pass Without Trace, Spider Climb
3rd Level: Deep Slumber, Deeper Darkness, Misdirection, Nondetection
4th Level: Dimension Door, Greater Invisibility, Locate CreatureSublime Chord:4th Level: Cure Critical Wounds, Dominate Person, Hold Monster, Polymorph
5th Level: Teleport, MisleadDescription:
Age: 23
Height: 2'6''
Weight: 20 lbs.
Eyes: Purple
Hair: Black
Description: Born a midget, Ryn Tryindell learned the arts of trickery and subterfuge early on... simply for survival purposes. A hobby for bufoonery quickly became a cover identity, and now he travels as a court jester -- quite a competent one, actually. He thinks of his profession as an art, and is actually quite personable when talking about it. Of course, he never actually says what his profession is, and if asked outright he'll say he's "a jester, of course!" He's really quite friendly, but has absolutely no qualms about killing innocents to get what he wants.
Solmund

01-18-05, 06:30 PM
Player Name: Solmund
Character Name: Solmund Shadowforge
Approved?:no
Foundations: HeF
Race: elf
Class: Monk-15
Racial HD: --
Level Adjustment: --
Total ECL: 15
Experience:
Alignment:CN
Home Region: (If applicable)
Languages:elven, common, draconic, gnome, sylvan.
Gender: male
say: can't touch this.


Abilities
Strength: 20 +5 (12 ,0 , 0, +8)
Dexterity: 22 +6 (14, +2, 0, +8)
Constitution: 18 +4 (14, -2, +2, +6)
Intelligence: 16 +3(11, 0, +1,+4)
Wisdom: 24 +7 (16, 0, 0, +8)
Charisma: 18 +4 (12, 0, 0, +6)
link (http://invisiblecastle.com/find.py?a=show&id=58534)


Speed: 80 ft (16 squares)

HD: 116 link (http://invisiblecastle.com/find.py?id=61286)
AC: Armor Class (armor mod, shield mod, Dex mod, natural armor, deflection, any other mods)
Touch AC: Touch Armor Class (3 Dex mod, deflection, any other mods)
Flat-Footed AC: F-F Armor Class (armor mod, shield mod, natural armor, deflection, any other mods)

Initiative: +5


Skills:
Skill Points: 126
Class Skills:
Balance:9
Climb:9
Concentration:7
Diplomacy:8
Escape artist:7
Hide:9
Jump:7
Knowledge(religeon):7
Knowledge(arcana):7
Listen:7
Move silently:7
Perform(dance):7
Proffession(herbologist):7
Sense motive:7
Spot:7
Swim:7
Tumble:7


Feats:


Special Abilities:
class:
flurry of blows(+11/+11/+11/+6/+1)
still mind
evasion
ki strke, magic
purity of body
wholeness of body
improved evasion
ki strike, lawfull,
diamond body
abundant step
diamond soul
slow fall 70ft
quivering palm


Saving Throws:
Fortitude: Modifier (,6 ,+2)
Reflexes: Modifier (,4 ,+2)
Will: Modifier (,7 ,+2)


Attacks:
Base attack Bonus:
Melee:
Ranged:
Grapple:

Attack


Equipment:
Total:
left over gold:


Description:
Age:
Height:
Weight:
Eyes: swamp green
Hair: dark blonde
Description:
Cazic

01-19-05, 08:51 AM
For some reason I cant alter my template post to fix it. :weep:
turalisj

01-19-05, 02:42 PM
deleted.
Rurik "The Silent"

01-20-05, 11:51 AM
Player Name: Rurik "The Silent"
Character Name:Severis Deptum
Approved?: Hopefully soon..but not yet
Foundations: The Shadow's Breath and Blade, Swordpoint Military Academy
Race:Human
Class: Scout 11(Complete Adventurer)/ Assassin 4 (DMG)
Racial HD: nope
Level Adjustment: +0
Total ECL: 15
Experience: 112,500
Alignment: Chotic Neutral
Home Region: Sembia
Languages: Common, Undercommon, elven, draconic, ingan.
Gender: Male

Abilities Stat roller (http://invisiblecastle.com/find.py?id=53526)
Strength: 15 +2 (15)
Dexterity: 22 +6 (17, +1 level inc, +4 enhancement)
Constitution: 14 +2 (14)
Intelligence: 22 +6 (16, +2 level inc, +4 enhancement)
Wisdom: 10 (10)
Charisma: 14 (14)

Speed: 50 ft.

HD: 11d8 +4d6 +30 (97 hp)
AC: 28 [31] (+7 Armor , +3 Buckler, +6 Dex, Ring of Protection +2, [+3 skirmish]) +1 if designated dodge opponent, +4 is against an attack of opportunity.
Touch AC: 18 [21] (+6 Dex, Ring of Protection +2, [+3 Skirmish]) +1 if designated dodge opponent, +4 is against an attack of opportunity.
Flat-Footed AC: 22 (+7 Armor, +3 Buckler, Ring of Protection +2) Can only be caught flat footed by a Rogue of lvl 19 or higher.

Initiative: +12 (+6 Dex, +4 improved Intiative, +2 Battle Fortitude)

Skills:
Skill Points: #213 total
Class Skills:
Balance +18 (10 ranks, +6 Dex, +2 Synergy)
Bluff +7 (5 ranks, +2 Cha)
Climb +7 (5 ranks, +2 Str, +2 Synergy )
Craft (poisonmaking) +17 (11 ranks, +6 int)
Decipher Script +6 (0 ranks, +6 Int)
Diplomacy +11 (5 ranks, +2 Cha, +4 Synergy)
Disable Device +14 (8 ranks, +6 Int, other mods)
Disguise +2 (0 ranks, +2 Cha, +2 Synergy [if to act in character])
Escape Artist +7 (1 ranks, +6 Dex, +2 Synergy [if involving bindings])
Forgery +6 (0 ranks, +6 Int, other mods)
Gather Information +7 (5 ranks, +2 Cha)
Hide +24 (18 ranks, +6 Dex)
Intimidate +9 (5 ranks, +2 Cha, +2 Synergy)
Jump +9 (5 ranks, +2 Str, +2 Synergy)
Knowledge (Dugenoeering) +6 (0 ranks, +6 Int, other mods)
Knowledge (Nature) +8 (0 ranks, +6 Int, +2 Synergy)
Listen +18 (18 ranks, +0 Wis, other mods)
Move Silently +24 (18 ranks, +6 Dex)
Open Lock +11 (5 ranks, +6 Dex)
Ride +6 (0 ranks, +6 Dex)
Search +24 (18 ranks, +6 Int)
Sense Motive +5 (5 ranks, +0 Wis)
Sleight of Hand +13 (5 ranks, +6 Dex, +2 Synergy)
Speak Language (n/a)
Spot +18 (18 ranks, +0 Wis)
Survival +18 (18 ranks, +0 Wis, +2 Synergy [When following Tracks])
Swim +4 (2 ranks, +2 Str)
Tumble +26 (18 ranks, +6 Dex, +2 Synergy)
Use Magic Device +7 (5 ranks, +2 Cha)
Use Rope +11 (5 ranks, +6 Dex, +2 Synergy [if involving bindings])

Feats:
Human- Improved Initiative
1st lvl-Dodge
3rd lvl-Weapon Finesse
6th lvl-Mobility
9th lvl-Spring Attack
12th lvl-Combat Reflexes
15th lvl- Hamstring (Complete Warrior)
Bonus Feat for Scout lvl 4-Point Blank Shot
Bonus Feat for Scout lvl 8-Shot on the Run

Special Abilities:
Skirmish (+3d6, +3 AC) [Scout ability from Complete Adventurer]
Battle Fortitude +2 [Scout ability from Complete Adventurer]
Uncanny Dodge
Improved Uncanny dodge (can only be flanked by rogues of 19th or higher in level)
Trackless Step [Scout ability from Complete Adventurer, Same as druids ability of the same name]
Fast Movement +20 ft. [Scout ability from Complete Adventurer]
Evasion [Scout ability from Complete Adventurer]
Flawless Stride [Scout ability from Complete Adventurer]
Camouflage [Scout ability from Complete Adventurer]
Blind Sense 30 ft. [Scout ability from Complete Adventurer]
Sneak Attack +3d6 [From Assassin class levels; DMG]
+2 saves vs. poisons [From Assassin class levels; DMG]
Death Attack, Base DC 20 [DC 21 with Nightmare Edge] (10+ assassin levels+ Int mod) [From Assassin class levels; DMG]
poison use [From Assassin class levels; DMG]
Spells [From Assassin class levels; DMG]

Saving Throws:
[I]Fortitude: +10 [+12] (+4, +2 Con, +2 Battle Fortitude, +2 Resistance [+2 vs poison])
Reflexes: +19 (+11, +6 Dex, +2 Resistance)
Will: +6 (+4, +0 Wis, +2 Resistance)

Attacks:
Base attack Bonus: +12/+7/+2
Melee: +14/+9/+4
Ranged/ Weapon Finesse: +18/+13/+8 [+1 if within 30 ft.]
Grapple: +14

Attacks:
melee Nightmare Edge +20/+15/+10 (1d6+4 [+3d6 skirmish] plus DC 17 will save or be paralyzed, plus DC 15 will save or suffer -4 moral penalty on attack rolls, saving Throws, skill checks, and ability Checks), Ranged Short Bow +18/+13/+8 (1d6)

Equipment:
Portable Hole (20,000gp), Gloves of Dex +4 (16,000gp), Earring of Intellect +4 (same as headband, using the head slot; 16,000gp), +3 Mitheral Shirt of Grace (37,100gp), Ring of Protection +2 (8,000gp), Bag of Endless Caltrops (2,300gp; from Arm and Equitment Guide), Boots of Tracklessness (33,500gp; from Arm and Equitment Guide), Cloak of Resistance +2 (4,000gp),+2 Darkwood Buckler (4,205gp),necklace of victims (15 bones. it doesnt do anything ---gp), Nightmare Edge (60,306gp; Decription and pricing at bottom), old short sword (worthless), Signet ring (5gp), x2 smokesticks (40gp), Masterwork Bandoller (50 sp), Masterword Potion Belt (60 gp).

Aquired through gameplay: 4 Kings tears gems (1,500gp each).
Total: 201,516gp 50sp (Ryn [Kingside_Bishop] said he had about 7k left over and he would cover me the 1,516 gp)

Assassin Spells:
Spell Failure Chance: 10%
Spells per day: 3/1 w/ bonus spells 5/3
Spell save DC mod: 16+spell lvl
Spells Known: 1st-Distract Assailant (Complete Adventurer), Snipers Shot (Complete Adventurer), Ghost Sound, Jump.
2nd- Ice Knife (Complete Adventurer), Invisibility, Swift Invisibility (Complete Adventurer)

Description:
Age: 22
Height: 5 ft 8 in
Weight: 153 lbs
Eyes: blue
Hair: dark brown
Description: Severis was always quick and perseptive in his youth and was recruited as a specialist for the region's special forces at the age of 15. There he learned to be a spy and to scout areas and became a professional at both survailence/reconnisence and assassination. After the end of the war a year ago Severis returned to his home town to find it Destroyed by the elven forces. Filled with rage Severis leaft into the wilderness and fine tuned his skills of subterfuge by spying on nearby elven settlements. Eventually the elves noticed him, though remarkably it took them over a month. He managed to escape their prosecution and fled. He knew not where he was going. Just that his deep hate for elves could be contained. Above all else his princibles are; patience, hate, and dedication to his cause. He is a professional and acts like one. Taking on what ever persona need be. Upon his last mission within the army his task force was sent to raid a lich's tomb. After that encounter only he escaped with his life and fears most undead. But he also escaped with hsi most prized possession The Nightmare Edge.


The Nightmare Edge is a cruely crafted short sword tempered to a deep hazy purple. The colors of light seem to be dimmed arodunt he blade and it seems to change shades. If you look close enough it is rumored that you can see the screaming faces of those who had fallen to its unholy power. The blade is made of Thinaum and is said to partially consume the souls of those it kills. Upon the center of the gaurd is a pale green gem that has swirlign skeletal faces within it, they seem to be perpetually screaming although no sound is heard. The helm and gaurd are fassioned of the forearm of a balor. The bones seem to be dented slightly from time and past impacts, but hold strong. The binding along the helm is treated skin of a pit fiend. Just looking at the blade is more than slightly intimidating.

The in game stats are as follows; +2 paralyzing shortsword of Cursespewing.
Paralyzing is a +2 enhancment bonus from BoED, and Cursespewing is +1 from the BoVD. Also it adds +1 to the DC of any death attack made with the blade. Then anytime a creature is brought down to 0 or negitive hit points by the nightmare edge then they must make a Will Save DC 15 or die; if the creature fails its save then the weilder of the nightmare edge gains a +2 to Str and +1 caster lvl for 10 minutes per HD of the target. If the target failed their save then the blade also retains a peice of their soul. So should anyone try to ressurect them, unless a remove curse spell is cast first then there is a 30% chance tht they cannot be brought back from the dead. The draw back fo the Nightmare Edge is that if an undead target is ever reduced to 0 hit points by the blade and the automatic Death knell effect is emulated, then rather than consume the undeads soul the blade explodes with an over load of negitive energy dealing 20d6 negitive energy damage to everytihng within 50 ft and any living targest destroyed by the destruction of the blade rise as mindless zombies in the next 2d4 days.

The item is a modified less powerful version of one from the arms and equitment guide. my price for it is 60,306gp (+5=50,000 + 10,000 for assassin +1, then i negated the +18,000 for the death knell effect becasue i feel the drawback out weighs that effect more so than not. Also when i figured to costs for the one i modled it after it seemed to work out.)

For a picture of the Nightmare Edge click here, its one of my origional drawings Nightmare Edge (http://boards1.wizards.com/attachment.php?attachmentid=1759)
turalisj

01-20-05, 12:32 PM
you need to be evil to be an assasin.
NightScreamer20

01-20-05, 01:41 PM
No restrictions saying u can't change alignment after entering the class...
NightScreamer20

01-20-05, 02:13 PM
Description
Name: Oop The Haunted
Gender: Male
Race: Anthropomorphic Ape
Height: 7' 3"
Weight: 234 lbs.
Eyes: Deep Green
Fur: White and Silver
Origin: Silverleaf Academy of the Arcane and Divine
Island Kingdoms
Class: Ape2/Ftr1/Wmage8/SpellSwrd4
HP: 117
XP: 109,357
App? Awaiting
Ability Scores and Adjustments
Mod Total Race Gain Magi
Str +6 22 +2 +0 +4
Dex +6 22 +6 +0 +0
Con +4 18 +0 +1 +0
Int +6 23 +0 +1 +4
Wis +2 14 +4 +1 +0
Cha +5 20 +0 +0 +4
Original Rolls (http://invisiblecastle.com/find.py?a=show&id=42483)
AC, Attack, and Saves
Total Base Arm Dex Nat Misc
AC 35 10 +13 +5 +3 +4

Full Base Str/Dex Size Misc
+17/+12/+7 +11/+6/+1 +6 +0 +0
+17/+12/+7 +11/+6/+1 +6 +0 +0

Weapon Full Attack Damage
Spiked Chain* +16/+11/+6 2d6 + 10 [Str x 1 1/2]
Bite +11 1d6 + 3 [Strength]
2 Claws +11 1d6 + 3 [Strength]
*See Items for specifics

Total Base Abl Magi
Fort +21 +9 +4 +8
Reflex +21 +7 +6 +8
Will +20 +10 +2 +8
Skills
Skill Ttl Rnks Abl Misc
Concentration +22 +18 +4 +0
Climb +23 +9 +6 +8
Intimidate +25 +18 +7 +0
Jump +15 +9 +6 +0
Knowledge (Arcana) +23 +18 +5 +0
Spellcraft +25 +18 +7 +0
Tumble +15 +9 +6 +0
Feats
Name Lvl Bonus?
Terrorized 1 N/A*
Monkey Grip 1 No
Live My Nightmare 1 Yes
Improved Initiative 3 No
Exotic Weapon Proficiency 3 Yes
[Spiked Chain]
Practiced Spellcaster 9 No
Extra Edge 10 Yes
Craft Magic Arms and Armor 12 No
Quicken Spell-Like Ability 15 No
[Channel Spell]

*Terrorized; Character Flaw; -2 Save Vs. Fear
Warmage Abilities
Name Does?
Armored Mage Suffers no ASF in Light Armor
[Light Armor]
Armored Mage Suffers no ASF in Medium Armor
[Medium Armor]
Warmage Edge Adds Int mod to Damage
Advanced Learning Forcewave
Advanced Learning Defenstrating Sphere
Sudden Empower Empower instantly; 1/day
Spells Per Day
0 1 2 3 4 5 6 7 8 9
6 8 8 8 7 4 - - - -

Caster Level 14
+8 Warmage; +2 Spellsword, +4 Practiced Spellcaster
Items
Belt of Giant Strength +4; 16.000 gp
Headband of Intellect +4; 16,000 gp
Cloak of Charisma +4; 16,000 gp
Vest of Resistance +5; 25,000 gp
Amulet of Luck +3; 13,500 gp
Ring of Evasion; 25,000 gp
Ring of Protection +4; 32,000 gp
+1 Metalline Sizing Large Spiked Chain; 16,037 gp + 1,283 xp
+5 Mithral Full Plate of Nimbleness; 23,250 gp + 1,860 xp

Created Spells (http://boards1.wizards.com/showthread.php?t=366890)
Oop's Commanded Links; 500 gp
Oop's Chainlash; 1,000 gp
Oop's Binding Chains; 2,000 gp
Oop's Blade Vortex; 3,000 gp
Oop's Extending Wrath; 4,000 gp
Oop's Dancing Chains; 5,000 gp
Extra: 1,713 gp

Storyline and Description
Standing taller than most humans, his build powerful and strong, white and silver fur covering his body. This is what you see if you take a look at Oop. With a body like that of a strong human, a face of a fearsome gorrilla, eyes a peaceful green, he is many things other than an animal. A wonder to watch on the battlefield, his strikes with his specialty weapon (the chain) are quick and precise, bringing his foes to theirknees quickly. For his size he is amazingly fast and agile, leaping and dodging as if he weighed nothing. On the contrary Oop is very much muscle-bound, his forearms reaching to his always bent knees. Although acting like other humanoids has become his nature, it is not uncommon for this behemoth to be seen hunched other galloping on all fours like his ancestors. It is also not uncommon, to see the beastial fury of his ancestors in his eyes on the battlefield. If that wasn't enough, don't like his outward appearance fool you, he is extremely intellectual and very well spoken, his voice may be gruff but his words are fluent and wise.

Oop was nothing more than a magical test subject. He was born within the confines of an Elven Wizard College, on the border of the Island Kingdoms. He still remembers being a subject, though what gruelling tests he had gone through he doesn't know, nor how many he was subjected to. The only thing for sure is that what he is now, is not what he was born to be. The only thing for sure is his innate magical talent, for all those spells coursing through his body have allowed him to wield magic like none of his kind before. Although his knack for magic is quite mentionable, his abilities on the battlefield is what has kept him alive all these years.

He doesn't remember much of his past anymore, all of what would have remained of his memories before he was captured was wiped clean that one day. Oop was undergoing some sort of experimental transmutation, at least that is what he is now told. The technique, a student transmuter's unfinished thesis, was what would change his life forever. For Oop's sake the spell went throguh without a hitch, everything from here on Oop remembers clearly, as if his mind were unfogged from that moment in his life. It was a rush for him, he could still tell you about the swirling in his head, how it felt like he was infused with knowledge. It was all too much for him though, he quickly passed out within seconds of his 'Evolution Leap' as the now Master Transmuter deemed the spell.

Living a different lifestyle than before, he was no longer subject to extensive spell effects, for he could speak too well and their torturing could no longer continue. They kept him locked away, in a room with a bed, window, a fine quarters for an animal like himself. He was fed more than he could eat, and taken care of in an unintrusive way, never having any true contact with his caretakers. He could feel it, as if eyes were appearing from the walls around him constantly. Sometimes he felt as if his mind were being scanned, his thoughts combed through like an open book. The, one morning it was time, he had served his purpose, and he would be put to death. It turns out the Dean of the college, an Archdruid, had deemed Oop's life a mistake, a mistake that much be correct. Strapped to wall, arms and legs bound by magical means, he face a single black cloaked wizard, his face covered in a black hood. Then an instant later he saw it, the most terrorfying image ever, a horrible completely unexplainable. Letting out a terrorfying howl he felt himself attacked by the creature, felt as if his body were being torn. Everything fell to black.

The rest of the story is quite a blur to Oop, he woke up on a ship in shackles, captured by a group of pirates. The Captain of the Ship allowed him freedom with obediance and he complied. Oops travelled with the crew for as long as he remembers, they're all like him, well smaller mostly, but like him. He still has nightmares and his body still courses with magical power, he fights for his Captain, training in every township they dock in. A master of chain and magic, a mage built for battle, blurring the lines between the two forms of combat.

From what he's been told by the information his new leader gathered, they locked him away again in his room. Astonished that the beast was still alive they tried watching him, however many of the students that dared looking into his room by the magical means provided, died, not to mention about a half a dozen professors. It was said that they died the expression of utmost fear upon their faces. For years now Oop believes whatever he saw that haunts his dreams, now haunts those of who dare peer into his mind.

Author's Comment: Well that took a good week to finish, figuring out what to be, reading all the books, reading the history of Faerun, explaining his origins. After all that having to create stats and such for the character. Oye vey how very... very tiring. I'm exhausted, however... Oop lives. Goodnight folks *pass out*.

P.S. The link to Original Rolls was when I made this character here and called him von Gearnut, he was supposed to be a Warforged Artificer. However I decided to go with something a little more original and greatly untouched. My build for this character is... um... well let's call it 'eccentric' and be done with it. I've used this template for my character since I came on the boards. It holds all the information, but at the same time is easy to read and compact... However if you need it to be changed then w/e...
BronzeBeard

01-20-05, 05:12 PM
I glad they brought back the good'ol smilies.
Demonfey

01-20-05, 05:58 PM
No restrictions saying u can't change alignment after entering the class...
That's a good point...
Dyne

01-21-05, 10:24 PM
Player Name: Dyne
Character Name: Yon the Healer
Approved?: No
Foundations:
Race: Human
Class: Cleric 13/Hierophant 2
Experience: 112,500 XP

Abilities
Strength: 2 (8 base, -6 age)
Dexterity: 2 (8 base, -6 age)
Constitution: 4 (10 base, -6 age)
Intelligence: 17 (14 base, +3 age)
Wisdom: 30 (18 base, +3 HD, +3 age, +6 Periapt of Wisdom)
Charisma: 18 (15 base, +3 age)

Speed:
Tactical: 30 ft. per move action
Local:
Overland:

HD: 15d8 -45 (26 hp)
AC: 6 (-4 Dex)
Touch AC: 6 (-4 Dex)
Flat-Footed AC: 6 (-4 Dex)

Initiative: -4 (Dex)

Skills:
Skill Points: 108
Class Skills:
Concentration, Craft, Diplomacy, Heal, Knowledge (arcana), Knowledge (history), Knowledge (religion), Knowledge (the planes), Profession, Spellcraft.
Skill Modifiers:
Concentration
Craft (alchemy)
Diplomacy
Heal
Knowledge (arcana)
Knowledge (history)
Knowledge (religion)
Spellcraft

Feats:
Brew Potion (3rd-level)
Craft Staff (12th-level)
Craft Wand (9th-level)
Craft Wondrous Item (6th-level)
Empower Spell (1st-level)
Maximize Spell (15th-level)
Scribe Scroll (1st-level, Human Bonus Feat)

Special Abilities:
Faith Healing (Hierophant)
Gift of the Divine (Hierophant)

Saving Throws:
Fortitude: +8 (+11 base, -3 Con)
Reflexes: +0 (+4 base, -4 Dex)
Will: +21 (+11 base, +10 Wis)

Attacks:
Base attack Bonus: +10/+5
Melee: +6/+1
Ranged: +6/+1
Grapple: +6

Attack

Equipment:
Periapt of Wisdom +6 (36,000 gp), Phylactery of Faithfulness (1,000 gp), Scholar's Outfit (Free), Cleric's Vestments (5 gp), Silver Holy Symbol (25 gp), Spell Component Pouch (5 gp), Healer's Kit (50 gp), Wagon (35 gp), Light Horse (x2) (150 gp), Poor Meals (1 Month) (3 gp), Feed (1 Month, x2 animals) (3 gp), Yon's Sanctuary (4,600 gp), 158,124 gp.

Total GP: 200,000 gp.
Total Weight:
Max Load: 20 lb.
Max Load to Lift off Ground: 40 lb.
Max Load to Drag: 100 lb.

Crafted Items:

Spells:

Cleric
Caster Level: 15th (Spells per Day as 13th)
Spells per day: 6 / 8+1 / 8+1 / 6+1 / 6+1 / 5+1 / 4+1 / 2+1
Spell save DC mod: +10
Other mods to spells:

Description:
Alignment: Neutral Good
Languages: Common, Celestial
Gender: Male
Deity: Pelor
Age: 76 (Venerable)
Height: 5' 10"
Weight: 160 lb.
Eyes: Blue
Hair: Aged white
Description:

Yon's Sanctuary
Yon's Sanctuary is the place where Yon lives, where he makes his magic items, and where he sells them. It also has a small chapel, where Yon can perform clerical services.

100 gp and 1 ton Alchemical Laborator, Basic
200 gp and 1 ton Bedroom Suite, Basic
400 gp and 1 ton Chapel, Basic
100 gp and 1 ton Magical Laboratory, Basic
100 gp and 1 ton Shop, Basic
100 gp and 1 ton Storage, Basic
______________________________________
1,000 gp and 6 tons Total
4,600 gp Total (1 ton of wood and stone costs 600 gp)

_________________
| | |
| Magic | Alchem |
| Lab \ Lab |
| | / |
| | |
| Bed | Storage|
| Room \ |
| | / |
| | |
| Chapel / Shop |
| \ |
| | / |
jagggar

01-21-05, 11:04 PM
Sort of thought on the template for whoever is in charge currently. I think having the abilities and skills in CODE format would help readiblity.
Dyne

01-21-05, 11:09 PM
I don't know. It's harder for me to read to stats in code. To each his own, I guess.
Solmund

01-23-05, 09:02 PM
(deleted)
Cazic

01-23-05, 09:28 PM
hey Solmund what happened to your 14th and 15th levels? You are level 13, but you are supposed to be 15. :confused:
grimclaw

01-24-05, 12:41 AM
Player Name: Grimclaw
Character Name: Malikai Grimclaw
Approved?: No
Foundations: Guild of Neutrality
Race:
Class:
Experience:

Abilities
Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:

Speed:
Tactical:
Local:
Overland:

HD:
AC:
Touch AC:
Flat-Footed AC:

Initiative:

Skills:
Skill Points:
Class Skills:

Skill Modifiers:as above

Feats:
Feat (level that the feat was taken)
improved initiative-human
combat reflexes--level 1
power attack--level3
cleave--level6
great cleave--level9
mounted combat--fighter1
improved unarmed strike--fighter2
weapon focus(long sword)--fighter4
weapon focus(short sword)--fighter6
improved two weapon fighting--fighter10
quick draw--fighter8
Special Abilities:


Saving Throws:
Fortitude:
Reflexes:
Will:

Attacks:
Base attack Bonus:
Melee:
Ranged:
Grapple:
base two weapon fighting =
Attack


Equipment:
Night Slayer-+3screaming,evil outsider bane Long Sword(72318)
+4 cloak of resistance(16000)
Frost Fang-+2 frost short sword(18310)
ring of protection+4(32000)
major ring of fire resistance(24000)
necklace of adaptation(19000)
+4 studded leather armor(16000)

Possession (xxx gp), possession (xxx gp), possession (xxx gp), xxx gp.
Total GP: 2,372g.p.
Total Weight:
Max Load:
Max Load to Lift off Ground:
Max Load to Drag:

Spells:NONE
Spells per day:n/a
Spell save DC mod:n/a
Other mods to spells:n/a

Description:
Alignment:neutral
Languages:
Gender:male
Deity:none(has old friendship with Selune)
Age:?
Height:6'1"
Weight:225
Eyes:Gray
Hair:red
Description:[/QUOTE]
Grimclaw is atall broad shouldered being apparently human.He prefers black clothing with silver accents.He is always cloaked and masked.His voice is cold and quiet,a chilling whisper due to old injuries to his throat.He has wings but learned a simple enchantment that hides them away until he has need of them.Though in stressful situations they flare forth,great black wings edged in silver.
He has a long and violent history with elves but has been known to work with them.He has recently experianced an eppiphany concerning alighnment and has turned from both good and evil,embracing a callous mercenary attitude.He looks to profit from the Guild Wars by working for all sides as needed.He still holds to his concept of honor and has a soft spot for children and strangely enough for kobolds.He has a notable lustful nature but never lets this interfere with anything important.His belief that humans are the greatest of the races often causes friction for him.He rarely acts without thought but when action is called for he does not hesitate to strike and then he shows no mercy.
Wilds

01-24-05, 08:22 PM
Player Name: Wilds
Character Name: Kelreth
Approved: Yes
Foundations: The Shadow's Breath and Blade
Race: Human
Class: Warmage 10 / Rogue 5
Racial HD: 0
Level Adjustment: +0
Total ECL: 15
Experience: 113,500
Alignment: CN
Home Region: (If applicable)
Languages: Common, Draconic, Elven, Thieves Can’t (if possible, if not Halfling)

Gender: Male

Abilities Stat roller (http://invisiblecastle.com/find.py?id=54097)
Strength: 12 +1 (12 +0 +0 +0
Dexterity: 16 +3 (15 +0 +1 +0
Constitution: 14 +2 (14 +0 +0 +0
Intelligence: 18 +4 (16 +0 +2+0
Wisdom: 11 +0 (11 +0 +0 +0
Charisma: 18 +4 (18 +0 +0 +0
(generated score, racial mod, level increases, other mods)

Speed: 30

HD: 83 (10d6 + 5d6 + 30) roller (http://invisiblecastle.com/find.py?id=54099)
AC: 20 (10 + 3 + 1 + 6)
Touch AC: 19 (10 +3 +6)
Flat-Footed AC: 17

Initiative: 3

Skills:
Skill Points: # 149
Class Skills: (rank, ability mod + misc mod)
Appraise +4 (0 + 4 +0)
Balance +3 (0 + 3 + 0)
Bluff +10 (6 + 4 + 0)
Climb + 1 (0 + 1 +0)
Concentration: + 20 (18 + 2 + 0)
Craft (Alchemy) + 16 (12 + 4 + 0)
Craft (Weapon Smithing) +4 (0 +4 +0)
Decipher Script + 4 (0 +4 +0)
Disable Device +6 (0 + 4 +2)
Disguise +6 (0 + 4 +2)
Escape Artist +3 (0 + 3 +0)
Forgery +4 (0 + 4 +0)
Gather Information +4 (0 + 4 + 0)
Hide + 39 (16+ 3 + 10+10(robe))
Intimidate +4 (0 + 4 + 0)
Jump +1 (0 + 1 + 0)
Knowledge (arcane) + 20 (16 + 4 + 0)
Knowledge (local) +4 (0 + 4 + 0)
Listen + 16 (16 +0 +0)
Move Silently +30 (17 +3 +10)
Open lock +5 (0 + 3 +2)
Perform +4 (0 + 4 + 0)
Search +4 (0 + 4 + 0)
Sense Motive +0 (0 + 0 + 0)
Sleight of Hand +4 (0 +4 +0)
SpellCraft + 20 (16 + 4 + 0)
Spot +0 (0 + 0 + 0)
Swim +0 (0 + 1 + 0)
Tumble + 19 (16 +3 +0)
Use Magic Device +30 (16 +4 +10)
Use Rope +3 (0 + 3 + 0)



Skill Modifiers: see above


Feats: 7
1st: Eschew Materials (PhB)
1st: Silent Spell
3rd: Craft Wondrous Item
6th: Spell Penetration
9th:Leadership
12th: Energy Substitution : Acid (CA)
15th: Practiced Spell Caster : Warmage (CA)

*Sudden Empower
*Sudden Enlarge

* gained from Warmage core class

Special Abilities:
Armored mage (light)
Warmage edge
Advanced Learning (2)
Sudden Empower
Armored mage (medium)
Sudden Enlarge
Sneak Attack +3d6
Trap finding
Evasion
Trap sense +1
Uncanny dodge


Saving Throws: final(base + ability mod + misc)
Fortitude: +6 (4 + 2 +0)
Reflexes: +10 (7 + 3 +0)
Will: +8 (8 + 0 +0)


Attacks:
Base attack Bonus: +8
Melee: +9
Ranged: +11
Grapple: +9

Attack

Equipment:
Masterwork Studded Leather armor: Shadow Imp, Silent Moves Imp (30,175)
+1 Dagger, Ion Blade. Holds one ring and one ion stone (10,302)
Holding: Orange Ion stone (30k)
Holding: Ring of Feather Fall (2.2)
+1 Spell storing Dagger (2,300)
Light Crossbow (35)
30 Bolts (3)
3 Daggers
Bracers of Armor +6 (36,000)
Bag of Holding I (5,000)
Robe of Blending (30,000)
Belt of Many Pockets (11,000)
Clip of Use Magic Device + 10 (2,000)
Ring of Fly (27,000)
Ring of Substance (2,500)
Wand of Cure Moderate Wounds 50 charges (4,500)

Scrolls:
2 Wall of Fire (1,400)
2 Wall of Ice (1,400)
2 Freedom of Movement (2,000)
3 Teleport (3375)
2 Invisibility, Greater (1,400)
2 Baleful Polymorph (2,250)

Miscellaneous
Backpack (2)
2 Caltrops (2)
Grappling Hook (1)
Rope, Hemp (1)
5 Smoke stick (100)
3 Thunderstones (90)
10 Tinder twig (10)
Disguise Kit (50)
Spell Component pouch (5)
Thieves’ tools Masterwork (100)
Entertainers’ outfit (3)
2 Anti-toxin (100)

Deed to a small house (alaron)

- 3,000 to Severis

Total: 896 Left

Spells:
Caster Level: 15th (10 from Warmage + 4 from practiced spell caster + 1 form Orange Ion stone)
Spells per day: 6/7/7/7/6/4
Spell save DC mod:
DC
0-lev 14
1-lev 15
2-lev 16
3-lev 17
4-lev 18
5-lev 19

Other mods to spells:
Spells Known: All on Warmage List PLUS following spells gained from Advanced Learning Warmage ability
Tenser’s Floating Disk 1st Lev
Darkness 3rd Lev




Description:
Age: 29
Height: 5’ 8”
Weight: 160
Eyes: Dark Blue
Hair: Dark Brown
Description: Kelreth appears to be a young man that can handle him self. He trained for several years in an academy solely for warmages. He was expelled from the academy after several “incidents” where other students’ belongings disappeared. His training had instilled upon him the drive and will to succeed, no matter what the cost. He traveled with several other groups but none were as oriented as he liked or were simply to goody goody for him to be himself and not get lectured. Having wandered for the better part of his life after he “left” the academy, he has been looking for a place where he can do what he does.


Wild's Cohort



Player Name: Wilds
Character Name:
Approved?:
Foundations: cohort of a memebr of the Shadow's Breath and Blade
Race: human
Class: scout 8 / suel arcanamnch 5
Racial HD: (If any)
Level Adjustment: 0
Total ECL: 13
Experience:
Alignment: CN
Home Region: Greyhawk
Languages: Common, Draconic, Ancient Suloise
Gender:

Abilities
Stats
Str 20 (16 + 4item)
Dex 16 (14 + 2lev)
Con 15
Int 16 (15 + 1lev)
Wis 10
Cha 21 (17 + 4item)



Speed: 40ft

HD: HD: 8 + 7d8 + (2x8) + 5d8 + (2x5) = 97 roller (http://invisiblecastle.com/find.py?id=90406)

AC: AC 22 (10(base) + 5(armor) + 3(dex) + 4 (shield) )

Touch AC: 17 (10 + 3(dex) + 4(shield))

Flat-Footed AC: 19(10 + 5(armor) + 4(shield)

Initiative: + 3

Skills:
Skill Points: # (8+3)x4 + (8+3)x7+(4+3)x5 + 15 for human = 171

Class skills:
Skill (rank + modifer + other)
Balance +3 (0+3)
Bluff +5 (0+5)
Climb +15 (10 +5)
Concentration +22 (8/2 + 12 + 4 + 2)
Craft
Disgue +5 (0+5)
Escape artist +3 (0+3)
Hide +19 (16 + 3)
Jump +15 (10 + 5)
Knowledge (arcane) +13 (10 + 3)
Knowledge (history) +3 (0+3)
Knowledge (dungeonaring) +3(0+3)
Knowledge (geography) +13 (10 +3)
Knowledge (nature) +12 (9 +3)
Knowledge (the planes) +3 (0+3)
Listen +10 (10 +0)
Move Silently +19 (16 + 3)
Profession
Ride +3 (0+3)
Search +10 (10 +0)
Sense Motive +5 (5+0)
Speak language
Spellcraft +19 (10/2 + 11 + 3)
Spot +10 (10+0)
Survival +16 (16+ 0)
Swim +5 (0+5)
Tumble +19 (16 + 3)
Use rope +3 (0+3)


Feats:
1st: Dodge
1st: Mobility
3rd: Spring Attack
4th:b Iron Will suel preqre
6th: Combat Casting suel preqre
8th:b Quick Draw
9th: Dive for Cover
12th: Landlord


Special Abilities:
Skirmish +2d6 +2 AC
trapfinding
battlefortitude +1
uncanny dodge
fast movement + 10 ft
trackless tep
evasion
flawless stride
camouflage
ingore spell failure chance 10%
tenacious spells
dispelling strike 1/day (1d20 + 11)
extended spellstrength


Saving Throws:
Fort: +5 (+3 base + 2 con)
Ref: +13 (+10 base + 3 dex)
Will: +8 (+6 base + 0 wis + 2 iron will)

Attacks:
Base attack Bonus: +9/+4
Melee: +14/+9
Ranged: +12/+7
Grapple: +14


Attack


Item (price), item (price), xxx gp.
Total:

Equipment:
+1 Mithril Chain shirt 1k + 100 Glamoured +2,700 + 3 enchancement Invulnerability 16k Armor bonus + 5, dex bonus max + 6, check penalty 0, arcane failure 10 %, speed 30ft weight 13 pounds. 19,800 total gp

+ 1 Ghost touch, magebane Short sword 18,000 gp + 300 + 10 18310gp

Glove of storing 10,000gp

Cloak of Charisma +4 16,000 gp

Belt of Giant Strength +4 16,000 gp

Ring of Sustenance 2,500 gp

Left: 2390


Total:

Spells per day: 4/3/2
Spell save DC mod:
1st: 16
2nd: 17
3rd: 18
Spel Lev known: 1/2/3
Spells Known: 4/3/3
Spells: 1st: expeditious retreat, disguise self, true strike, shield
2nd: Darkvision, invisibility, cat’s grace
3rd: fly, dispel magic, haste




Description:
Age:
Height:
Weight:
Eyes:
Hair:
Description:
Cazic

01-26-05, 08:38 PM
So many wonderful templates. :)
I wish I was

01-27-05, 11:07 PM
Player Name: I wish I was
Character name: "Seer"
Approved?:
Foundations: The Shadow's Breath and Blade
Race: Lightfoot Halfling
Class: Cleric 5/ Devine Oracle 10
Total ECL: 15
Total Experience: 112.500
Alignment: NE
Languages: Halfling, Common, Abyssal, Infernal
Gender: Male

Abilities:
Strength: 8 -1 (10 -2 racial)
Dexterity: 18 +4 (14 +2 racial, +2 gloves)
Constitution: 12 +1 (10 +2 belt)
Intelligence: 14 (14)
Wisdom: 27 (16 +3 level, +6 periapt, +2 tomb)
Charisma: 14 (14)

Speed: 20

HD: 65 (5d8 + 10d6 + 15)
AC: 24 (+7 elvan chain +4 dex +2 ring +1 small)
Touch AC: 17
Flatfooted AC: 20

Init: +4

Skills
Skill points: 72
Class Skills: Cleric/Devine oracle class skills
Modifiers
Concentration 19 (18 1)
Knowlege Religion; History: 23, 20 ( 18, 2, 3; 18, 2)
Spellcraft 20 (18, 2)

Feats
Devine Spell Power (complete devine), Skill Focus (knowledge Religion), Domain Spontaneity (CD), Reach Spell (CD), Extra Turning, Devine Metamagic: Reach Spell (CD)

Special Abilities
Cleric: Rebuke undead, Magic, Knowledge domains
Halfling: Halfling SA
Devine Oracle (Complete Devine): Oracle Domain, scry bonus, Prescient Sense, Trap Sense + 3, Divination Enhancement, Uncanny Dodge 1 & 2, Immune to Suprise

Saving Throws
Fortitude: 12 (7, 1 CON, 4 Cloak)
Reflex: 12 (4, 4 DEX, 4 Cloak)
Will: 23 (11, 8 WIS, 4 Cloak)

Attacks
BAB: 8
Melee: 7
Ranged: 12
Grapple 7

Equipment (Xgp)
Periapt of Wisdom +6(36000), Crystal ball (42000) Elven Chan +3 (13150), Adamantiam Dagger ( 3002), Ebony Fly (10000), Ring of Sustinance ( 2500), Ring of Protection +2 ( 8000) Cloak of Resistance +4 (16000), Belt of Health +2 (4000), Medallion of Thoughts, Tomb of Understanding (55000), Clerics Vestements (15), Silver Unholy Symbol (25), Large book (15), Light Crossbow (35), 10 cross bow bolts (1), 4267 gp

Spells
Spells per day: 6,7+1,7+1,7+1,6+1,5+1,4+1,3+1
Spell mod: 10 + spell level + 8

Description
Age: Roughly 30
Height: 3'
Weight: 34 Lbs
Eyes: Dull gray
Hair: Bald
Description: Little is known about small, hidden figure. He is nearly never seen with out he jet, full-body wrapings; his cleric vestements. His past is unkown, and barely is known about his present, but when around him, one gets the feeling he knows much about them.

P.S. Made some adjustments to feets to satisfy requirements, as well as fixing mistakes with my wisdom score.
Demonfey

01-30-05, 09:56 AM
Bringing this back to the front page
Granx Gemcutter

01-30-05, 12:17 PM
Player Name: Granx Gemcutter
Character Name: Granx Gemcutter
Approved?: Not Yet
Foundations: None Yet
Race: Half Celestial Dwarf
Class: Fighter 8/Dwarven Defender 3
Racial HD: None
Level Adjustment:+4
Total ECL: 15
Experience: 112 500
Alignment: Chaotic Good
Home Region:
Languages: Dwarven, Common, Celestial, Terran, Undercommon, Giant.
Gender: Male

Abilities
Strength: 26 Mod: +8 (generated score 14, racial mod +4 level increases +2 enhancement +6)
Dexterity: 16 Mod: +3 (generated score 10, racial mod +2 enhancement +4)
Constitution: 20 Mod: +5 (generated score 14, racial mod +6)
Intelligence: 16 Mod: +3 (generated score 14, racial mod +2)
Wisdom: 18 Mod: +4 (generated score 14, racial mod +4)
Charisma: 16 Mod: +3 (generated score 14, racial mod -2 from Dwarf, +4 from Half Celestial.)

Speed: 20ft ground, 40 ft flying (good maneuverability)


HD: 8d10 +3d12 +55 from Con, +3 from Feats (HP 126, averaged.)
AC: Armor Class 34 (armor mod +14, shield mod +5, Dex mod +3, natural armor +1, dodge bonus +1, armor check penalty -5.)
Touch AC: Touch Armor Class 14 (Dex mod +3, dodge bonus +1.)
Flat-Footed AC: F-F Armor Class 34 (armor mod +14, shield mod +5, natural armor +1, Dex mod +3, dodge bonus +1.)
*Retain Dex bonus to AC when flat footed.
**Gain a +4 dodge bonus to AC when in a Defensive Stance.
***Designate an opponent and gain a +1 dodge bonus to AC against that opponent.

Initiative: +5 (Dex mod +3, Battle Hardened Feat +2)

Skills:
Skill Points: # 70 (55 for Fighter and 15 for Dwarven Defender)
Class Skills: Fighter: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), Swim (Str). Dwarven Defender: Craft (Int), Listen (Wis), Sense Motive (Wis), Spot (Wis)
Skill Modifiers:
Craft (Gemcutting) (Int) +16 (ranks 11, ability mod +3, racial mod +2)
Intimidate (Cha) +14 (ranks 11, ability mod +3.)
Listen (Wis) +13 (ranks 9, ability mod +4.)
Sense Motive (Wis) +12 (ranks 8, ability mod +4.)
Spot (Wis) +13 (ranks 9, ability mod +4.)
Swim (Str) +14 (ranks 11, ability mod +8 Check Pen. -5)

Feats:
Armor Proficiency (Light)

Armor Proficiency (Medium)

Armor Proficiency (Heavy)

Dwarven Armor Proficiency (From Races of Stone. Grants proficiency in all Dwarven exotic armors.)

Shield Proficiency

Tower Shield Proficiency

Exotic Shield Proficiency (Extreme Shield) (From Races of Stone. Grants proficiency with a specific exotic shield. The Extreme Shield appears in Races of Stone as well.)

Simple Weapons Proficiency

Martial Weapon Proficiency (All)

Improved Weapon Familiarity (From Complete Warrior. Use all racial exotic weapons as martial weapons.)

Heavy Armor Optimization. (From Races of Stone. When wearing heavy armor increase the armor bonus by 1 and decrease the armor check penalty by 1.)

Greater Heavy Armor Optimization (From Races of Stone. When wearing heavy armor, increase the armor bonus by 1 and decrease the armor check penalty by 2. Stacks with Heavy Armor Optimization for a total armor bonus increase of 2 and an armor check penalty reduction of 3.)

Battle Hardened (From Races of Stone. Gain a +4 bonus on saves against fear effects and a +2 bonus on initiative checks.)

Toughness (Gain 3 HP)

Dodge (Gain a +1 dodge bonus to AC against a specified opponent.)

Endurance (Gain a +4 bonus to the following rolls: Swim checks to resist nonlethal damage, Con checks to resist non-lethal damage from a forced march, to hold breath, to resist non-lethal damage from starvation and thirst, Fort saves to avoid non-lethal damage from hot or cold environments, and to resist damage from suffocation. May sleep in light or medium armor without becoming fatigued.)

Special Abilities:
Dwarven Speed 20 ft (Dwarves retain thier base speed regardless of wearing medium or heavy armor or carrying a medium or heavy load.)

Flight 40ft (A half celestial gains a fly speed equal to twice its land speed with good maneuverability.)

Darkvision 60ft (Both the Dwarves and Half Celestials get darkvision out to 60 ft. Darkvision is black and white, but otherwise like normal sight.)

Stonecutting (Dwarves can make a search check to notice unusual stonework.)

Weapon Familiarity (Dwarves treats Dwarven Waraxes and Dwarven Urgoshes as martial weapons.)

Stability (Dwarves standing firmly on the ground gains a +4 bonus to resist Trip and Bull Rush attempts.)

Saving Throw Bonuses (Dwarves gain a +2 racial bonus to saves against poison, spells and spell like abilites. Half Celestials gain a +4 racial bonus to saves against poison.)

Immunity to All Diseases (Half Celestials are immune to disease.)

Acid Resistance 10 (Half Celestials gain Acid Resistance 10.)

Cold Resistance 10 (Half Celestials gain Cold Resistance 10.)

Electricity Resistance 10 (Half Celestials gain Electricity Resisance 10.)

Spell Resistance 21 (Half Celestials gain Spell Resistance equal to HD +10.)

Damage Reducion 5/Magic (Half Celestials with less than 12 HD gain DR 5/Magic. This increases to 10/Magic past 12 HD. A Half Celestials natural weaponry is considered Magic for defeating DR.)

Spell Like Abilities (Half Celestials of 11 HD gain the following spell like abilities, usuable once per day unless otherwise noted: Protection from Evil 3/day, Bless, Aid, Detect Evil, Cure Serious Wounds, Neutralize Poison, Holy Smite, Remove Disease, Dispel Evil, Holy Word. Caster level is equal to HD and save is Cha based.)

Natural Armor (Half Celestials increase thier natural armor bonus by +1.)

Daylight (Half Celestials can use Daylight as the spell, at will.)

Smite Evil 1/day (Half Celestials may attempt to Smite Evil, adding his HD to a melee damage roll against an evil target.)

Dwarven Combat Tactics (Dwarves gain a +4 dodge bonus to AC against creatures of the Giant type, and a +1 bonus to attack rolls against Orcs and Goblinoids.)

AC Bonus +1 (Dwarven Defenders gain a dodge bonus to AC. +1 at lvl 1-3, +2 at lvl 4-6, +3 at lvl 7-9 and +4 at lvl 10)

Skill Bonuses (Dwarves gain a +2 racial bonus to Appraise and Craft checks on stone and metal items.)

Uncanny Dodge (Dwarven Defenders gain Uncanny Dodge. They retain thier Dex bonus to AC when caught flatfooted or struck by an invisible attacker.)

Defensive Stance 2/day (A Dwarven Defender may enter a Defensive Stance, gaining a +2 bonus to Strength, a +4 bonus to Con, a +4 dodge bonus to AC, and a +4 resistance bonus to all saves. The defensive stance lasts a number of rounds equal to the Defenders newly adjusted Con Modifier +3. A Dwarven Defender may not move from the spot he is standing on during a Defensive Stance. At the end of a Defensive stance, the Defender is winded and takes a -2 penalty to Strength for the rest of the encounter. Activating the defesive stance requires no time but may only be done on the Defender's action.)

Saving Throws:
Fortitude: +19 (base save 9, ability mod +5, resistance bonus from cloak +5)
Reflexes: +11 (base save 3, ability mod +3, resistance bonus from cloak +5)
Will: + 14 (base save 5, ability mod +4, resistance bonus from cloak +5)
Granx gains a + 4 racial bonus on saves against poison, a +2 racial bonus on saves against spells and spell like abilities, and a +4 bonus on saves against fear effects from a feat. He gains an additional +4 bonus on all saves during a Defensive Stance.

Attacks:
Base attack Bonus: +11
Melee: +19
Ranged: +14
Grapple: +19

Attack
Dwarven Waraxe +4: Attack: +23/+18/+13, Damage: 1d10+12, Critical: 20/x3, Weight: 8lb, Type: Slashing

Equipment:
Belt of Giant Strength +6, (36 000gp.)
Gloves of Dexterity +4, (16 000gp)

Mithral Extreme Shield of Heavy Fortification +2, (50 030gp) Shield, Total AC Bonus +5, Armor Check Penalty -2, Weight 13lbs. Negates 100% of Critical Hits and Sneak Attacks.

Mithral Battle Plate of Fire Resistance +3 (38 500gp) Heavy Armor, Total AC Bonus +14 (Base +9, +2 from Greater Heavy Armor Optimization, +3 from magical bonus.) Total Armor Check Penalty -3, Total Arcane Spell Failure Chance 45%, Weight 63lbs. Grants Energy Resistance 10 against Fire.

Dwarven Waraxe +4 (32 000gp)
Cloak of Resistance +5 (25 000gp)
Total: 197 860 gp.

Description:
Age: 60 years
Height: 5ft
Weight: 220lbs
Eyes: Golden
Hair: White
Description: A pair of white feathered wings spread from his back, and his eyes were of a peculiar golden color. He wore Mithral Battle Plate armor and carried an oversized Mithral shield strapped to his arm. A mighty Dwarven Waraxe was cradled in the crook of his other arm. He was taller than most of his kind as well, by several inches and had a stocky and powerful build. His hair was white and long, and his beard was the same color and braided at the front.
TwinSwordStyle

02-02-05, 06:22 PM
Player Name: TwinSwordStyle
Character Name: Whist
Approved?:
Foundations: The Shadow's Breath and Blade
Race: Human
Class: Ranger 11/Tempest 4 (Complete Adventurer)
Racial HD: None
Level Adjustment: None
Total ECL: 15
Experience: 112, 500
Alignment: Chaotic Neutral
Home Region: Unknown
Languages: Elvish, Orc, Common, Undercommon
Gender: Male

Abilities (Online Roller At: http://invisiblecastle.com/find.py?a=show&id=55780)
Strength: 19 (17, +1 level increase, +2 item enhancement) [+4]
Dexterity: 22 (18, +2 level increase, +2 item enhancement) [+6]
Constitution: 15 [+2]
Intelligence: 14 [+2]
Wisdom: 14 [+2]
Charisma: 13 [+1]

Speed: 40 Feet

HD: 109hp (d8 for ranger; d10 for tempest. Divided each by two and multiplied ranger's by 11 and tempest's by 4 then added constitution bonuses)
AC: 26 (+2 armor, +4 shield, +6 Dex, other mods +3, natural armor +1)
Touch AC: 18 (+6 Dex, other mods +3, Natural Armor +1)
Flat-Footed AC: 19 (+2 armor, +4 shield, other mods +3, Natural armor +1)
When Fighting With Two Weapons: 29 (+2 armor, +4 shield, +6 Dex, +3 TWD, other mods +3, Natural Armor +1)

Initiative: +10 (Dex +6, other mods +4)

Skills:
Skill Points: 161pts
Skill Modifiers:
Balance +14 (+6 Dex, +9 Ranks, -1 Penalty)
Bluff +7 (+1 Cha, +6 Ranks)
Climb +13 (+4 Str, +10 Ranks, -1 penalty)
Concentration +8 (+2 Con, +6 Ranks)
Craft (poison) +11 (+2 Int, +9 Ranks)
Disable Device +10 (+2 Int, +8 Ranks)
Escape Artist +10 (+6 Dex, +5 Ranks, -1 Penalty)
Heal +8 (+2 Wis, +6 Ranks)
Hide +19 (+6 Dex, +14 Ranks, -1 Penalty)
Jump +12 (+4 Str, +9 Ranks, -1 Penalty)
Knowledge Dungeoneering +8 (+2 Int, +6 Ranks)
Knowledge Nature +14 (+2 Int, +12 Ranks)
Listen +18 (+2 Wis, +15 Ranks)
Move Silently + 21 (+6 Dex, +16 Ranks, -1 Penalty)
Open Lock +12 (+6 Dex, +6 Ranks)
Search +18 (+2 Int, +16 Ranks)
Sense Motive +8 (+2 Wis, +6 Ranks)
Spot +18 (+2 Wis, +16 Ranks)
Survival +18 (+2 Wis, +16 Ranks)
Swim +7 (+4 Str, +5 Ranks, -2 Penalty)
Tumble +24 (+6 Dex, +19 Ranks, -1 Penalty)

Feats:
Human - Improved Initiative
1st level - Quick Draw
3rd level - Dodge
6th level - Mobility
9th level - Improved Critical (Scimitar)
12th level - Combat Reflexes
15th level - Weapon Focus (Scimitar)

Special Abilities:
1st Favored Enemy: Orc (+2 Attack Damage, Bluff, Listen, Sense Motive, Spot, and Survival)[Ranger]
Track [Ranger]
Wild Empathy [Ranger]
Combat Style (Two Weapon Combat) [Ranger]
Endurance [Ranger]
Animal Companion [Ranger]
2nd Favored Enemy: Giant (+4 Attack Damage, Bluff, Listen, Sense Motive, Spot, and Survival)[Ranger]
Improved Combat Style (Improved Two Weapon Combat) [Ranger]
Woodland Stride [Ranger]
Swift Tracker [Ranger]
Evasion [Ranger]
3rd Favored Enemy: Human (+4 Attack Damage, Bluff, Listen, Sense Motive, Spot, and Survival)[Ranger]
Combat Style Mastery (Greater Two Weapon Combat) [Ranger]
Tempest Defense +3 (+3 to AC when fighting with two weapons) [Tempest] –Complete Adventurer–
Ambidexterity (Allows me to use the modifiers -2/+0 rather then the normal -2/-2 while fighting with two weapons) [Tempest] –Complete Adventurer–
Two Weapon Versatility (Allows me to have a feat, such as Weapon Focus, effect both weapons if legal) [Tempest]

Saving Throws:
Fortitude: +14 (Ranger +7, Tempest +4, Con +2, Other Mods +1)
Reflexes: +15 (Ranger +7, Tempest +1, Dex +6, Other Mods +1)
Will: +8 (Ranger +4, Tempest +1, Wis +2, Other Mods +1)

Attacks:
Base attack Bonus: +15/+11/+5 (+11/+6/+1 for ranger; +4 for tempest)
Melee: +19/+15/+9
Ranged: +21/+17/+11
Grapple: +19

Attacks:
Velkyn Rei Scimitar (+24/+20/+14; 1d6+10 dmg; type slashing; 14-20 crit/x2)
Winith Suul Short Sword (+23/+19/+13; 1d6+9 dmg; type slasing; 17-20 crit/x2)
Masterwork Silver Daggers (+22/+18/+12; 1d4+4 dmg; range 10 ft.; ammo 5; 19-20 crit/x2)

Attacks With Two Weapons:
Velkyn Rei Scimitar and Winith Suul Short Sword (+22/+18/+12 - +23/+18/+13)

Thrown Attacks:
Masterwork Silver Daggers (+24/+20/+14)

Equipment:
Velkyn Rei Scimitar (+2 wounding, +1 keen, +2 Master work) [Cost Total: 50,000gp]
Winith Suul Short Sword (+4 defending and cannot be flanked) [Cost Total: 58,302gp]
Silinrul Zha' trass Boots (Mix of Boots of Speed (12k gp), Boots of Striding and Springing (5.5k gp), and Boots of tracklessness ( 33.5k gp)Gives constant +10 enhancement to speed, 10 rounds per day of haste, Improved Invisibility 3 times a day for 7 rounds, +5 jump, and constant Pass Without a Trace effect.) [Cost Total: 50k gp]
Leather Armor (+2 AC; Max Dex +6; Armor Penalty 0; Spell Fail 10%; Speed 30ft.; Wt. 15lbs.) [Cost Total: 50gp]
Fortified Buckler (+3 Fortification, +4 AC; Armor Penalty -1; Spell Fail 5%; Wt. 5lbs.; 75% that Sneak Attack or Critical are negated to normal dmg.) [Cost Total: 9k gp]
Ring of Protection +3 [Cost Total: 18k gp]
Gloves of Dexterity +2 [Cost Total: 4k gp]
Amulet of Natural Armor +1 [Cost Total: 2k gp]
Armbands of Ogre Power +2 (Same as guantlets, just wrap around upper arms) [Cost Total: 4k gp.]
Cloak of Resistance +1 [Cost Total: 1k gp]
Masterwork Silver Daggers +1 [Cost Total: 1610 gp]
Ring of Feather Fall [Cost Total 2,200gp]
Total: 200,162 gp (Rikkimaru lent me the 162gp)

Spells:
Spells per day: 2/1/0
Spell save DC mod: 12 + Spell Level
Other mods to spells:
Spells Known: 1st - Longstrider, Delay Poison --- 2nd - Cat's Grace
Spellbook: None

Invocations: None
Psionics: None

Description:
Age: 29
Height: 6 feet 0 inches
Weight: 190 pounds
Eyes: Green
Hair: Brown
Description:
When Whist was only 10, his parents were killed when some frost giants decided to attack his home town, Targos, in Icewind Dale. They had been trapped in a burning house, and he survived because he had gone to fetch some vegetables for dinner that night. Whist had watched as his Father and Mother burned slowly while crying out for someone to help. No on had come, even though hundreds of people had run past. To this day, he is still angered that no one had the heart to help his family. Homeless and an orphan, the young boy learned to fend for himself. He developed survival skills and learned to defend himself against those who wished him harm. When he came to the age of 14, he found himself fascinated by stories he had heard about a particular dark elf named Drizzt Do 'Urden who had once resided in Icewind Dale. Ever since then, he'd strived to learn the Two Weapon Fighting Style. At first, he'd trying to learn the twin scimitar style, but the equal length swords kept tangling up in his hands whenever he'd fight. So he settled for the scimitar and a lighter weapon. For years he trained himself; he practiced on dummies, he would build his endurence and strength every day, and he'd even go out often to pick a fight with the deadly tundra yeti that inhabited Icewind Dale's wilds.
One day, a ranger came to town with his group of adventurers to rest in the town of Targos. His name was Edwin, and he happened to come across Whist on one of his training sessions against a particularly large yeti. Thinking that the now 18 year old boy would get himself killed, Edwin rushed in with swords drawn. But he never got the chance to land a single blow on the large beast, for when he came close, Whist's blades turned into a blurred storm. The yeti fell to the ground with many slashes across it's chest, throat, and face. Seeing the boy's potential, Edwin offered to train him and bring him along on the adventures with his party and him. Whist accepted, and spent 8 wonderful years under the ranger's tutlage. On one adventure, though, the party was caught by surprise by a group of bandits on a mountain path during a stormy night. The party fought valiantly, but there were just too many of them. It came down to Edwin and Whist fighting side by side. They fought with all their hearts, cutting down foes with such grace and precision. But Edwin, with his old age rapidly taking over his body, finally fell when a bandits blade found it's way around his parrying weapon and into his heart. Whist took a hit as well, when he'd turned to see his mentor fall. But the sight of it made fires burn in his eyes, and he went back to the fighting with hatred guiding his blades. He took many hits, but every bandit that stood before him fell within seconds. The bandits finally fled, but Whist didn't let it go at that. He tracked them, bleeding and cold, all the way back to their camp.
And he slaughtered them all.
The next day, he was found lying in a mountain pass by a traveling merchent caravan. Luckily, they had brought a few priests along, and they healed Whist to full health again. He stayed with them for a few days, and then wondered off into the wilderness...
Dyne

02-02-05, 10:21 PM
Demonfey, just a suggestion. Perhaps you could use one of your posts for a list of what characters have been approved so far. Might help a few things, as well as more securely prevent unapproved characters from participating in the IFWG2 (since there's nothing stopping someone from just typing in Yes for approved in their post).
Granx Gemcutter

02-03-05, 09:50 AM
Question: 'W'o does a Dwarf have to kill to get a chracater approv'l 'round 'ere?
Cazic

02-03-05, 08:32 PM
Question: 'W'o does a Dwarf have to kill to get a chracater approv'l 'round 'ere?
ask Orcy, Sil, and/or Demonfey to get approved and if you want to kill someone just wait there will be MORE than enough people to kill once the IFWG gets started up. ;) :D
Sphendule

02-03-05, 11:21 PM
Player Name: Sphendule
Character Name: Jackinock Songweaver Isthimus
Approved?: not yet...
Foundations: The Shadow’s Breath & Blade
Race: Gnome (Core PHB)
Class: Bard 10 (Core PHB)/Seeker of the Song 5 (Complete Arcane)
Total ECL: 15
Experience: 112,500
Alignment: Chaotic Good
Languages: Common, Gnome, Draconic
Gender: Male
Abilities
Strength: 6 (8 base, -2 racial)
Dexterity: 16 (15 base, +1 level)
Constitution: 18 (12 base, +2 racial, +4 amulet)
Intelligence: 12 (12 base)
Wisdom: 8 (8 base)
Charisma: 24 (18 base, +2 level, +4 cloak)
Speed: 20 ft

HD: 6 (maxed base class) + 14d6 + 60 (Con) = 115 hp
AC: 25[29] (+8 armor, +3 Dex, +1 size, [+4 dodge bonus vs. monsters of the giant type], +3 deflection)
Touch AC: 17[21] (+3 Dex, +1 size, +3 deflection, [+4 dodge bonus vs. monsters of the giant type])
Flat-Footed AC: 22 (+8 armor, +1 size, +3 deflection)

Initiative: +3 (+3 Dex)
Skills:
Skill Points: 105
Skill Modifiers:
+22 Concentration (18, +4 ability)
+6 Knowledge (Arcana) (5, +1 ability)
+27 Perform (Sing) (18, +7 ability, +2 Skill Focus)
+20 Use Magic Device (13, +7 ability, +2 synergy involving scrolls)
+8 Spellcraft (5, +1 ability, +2 synergy, +2 synergy to decipher spells on scrolls)
+14 Tumble (13, +3 ability, -2 armor)
+9 Listen (8, -1 ability, +2 racial bonus)
+6 Move Silently (5, +3 ability, -2 armor)
+10 Balance (7, +3 ability, +2 synergy, -2 armor)
+14 Escape Artist (13, +3 ability, -2 armor)
+5 Hide (0, +3 ability, +4 size bonus, -2 armor)

Feats:
Point Blank Shot
Practiced Spellcaster
Precise Shot
Rapid Reload
Rapid Shot
Skill Focus (Perform [Sing])

Special Abilities:
Racial:
• Low-light vision
• +2 racial bonus on Craft (Alchemy) checks
• Spell-like abilities: 1/day – speak with animals (burrowing mammals only, 1 min.), dancing lights, ghost sound, prestidigitation. CL 1st; save DC 15 + spell level
Bard:
• Bardic Music 15 times per day (10 from Bard levels and 5 from Seeker levels; shared with Seeker Music ability)
o Countersong
o Fascinate
o Inspire courage +2
o Inspire competence
o Suggestion
o Inspire Greatness
• Bardic Knowledge (check +12)
Seeker of the Song:
• Seeker Music 15 times per day (10 from Bard levels and 5 from Seeker levels; shared with Bardic Music ability)
o Refrains are parts of some Seeker songs that can be used as a swift action (Complete Arcane) that expend another use of a Seeker/Bardic Music ability to do some instantaneous effect
o Burning Melody (Su): allies within 30 ft. who can hear the song gain resistance to fire 15.
ß [Refrain]: 30-foot cone of fire (6d6 fire damage; Reflex halves, DC 10 + ranks in Perform skill).
o Song of Unmaking (Su): 5d8 damage to constructs in 30-foot burst centered on seeker (no save).
o Dirge of Frozen Loss (Su): allies within 30 ft. who can hear the song gain resistance to cold 15.
ß [Refrain]: 60-foot line of cone (10d6 cold damage + fatigue if hit and damaged; Fortitude halves damage and negates fatigue, DC 10 + ranks in Perform skill)
o Song of Life (Su): allies within 30 ft. who can hear the song gain immunity to poison and disease.
ß [Refrain]: touch ally (standard action, refrain is still swift action) to heal hp damage equal to Perform check result (no more hp than max hp can be healed).
o Anthem of Thunder and Pain (Su): allies within 30 ft. who can hear the song gain resistance to electricity 15.
ß [Refrain]: ray of electricity shoots at enemy within 20 ft. Ranged touch attack to hit. 10d6 damage, and can arc to foes within 20 ft. of the first target, dealing half damage of the initial ray if a separate ranged touch attack succeeds for each. Max secondary targets: 1 at 5th, 2 at 6th, 3 at 9th.
• Rapture of the Song (Su): As long as the seeker is using its Perform skill, it gets +2 insight bonus to AC and +2 insight bonus on all saving throws.
• Combine Songs (Ex): Can combine two types of bardic and/or seeker music to provide the benefits of both. Activate both with the same standard action and can concentrate on both with a single standard action. Normal stacking rules for bonuses apply.
• Subvocalize (Ex): Can start a new bardic or seeker song as a swift action as long as he has one and only one bardic or seeker song already active. This ability can be used in combination with the Combine Songs ability to continue concentration on both songs.
Items:
Fly: 1/day (Celestial Armor)
Haste: 10 rounds/day, do not need to be successive (Boots of Speed)
Mislead + Teleport (only back to guild): 1/day (Jester's Bell of Escape)
Saving Throws:
Fortitude: +8 (+4, +4 Con, +2 racial bonus on save throws vs. illusions)
Reflexes: +11 (+8, +3 Dex, +2 racial bonus on save throws vs. illusions)
Will: +10 (+11, -1 Wis, +2 racial bonus on save throws vs. illusions)
Attacks:
Base attack Bonus: +10/+5
Melee: +9/+4 (-2 Str, +1 Size)
Ranged: +14/+9 (+3 Dex, +1 Size)
Grapple: +4 (-2 Str, -4 Size)
Other bonuses: +1 racial bonus vs. kobolds & goblinoids

Attack: +10 melee (1d2-1 (+1d6 Electric), 20/x2, 15 ft reach, +1 Whip of Shock); +18 ranged (1d6+4 [+2d6 if Evil or +2d6 if Lawful], 19-20/x2, range inc. 80 ft, +4 light crossbow of seeking, +1 Holy bolt or +1 Axiomatic bolt)
Full Attack: +10/+5 melee (1d2-1 (+1d6 Electric), 20/x2, 15 ft reach, +1 Whip of Shock); +18/+13 or +16/+16/+11 ranged (1d6+4 [+2d6 if Evil or +2d6 if Lawful], 19-20/x2, range inc. 80 ft, +4 light crossbow of seeking, +1 Holy bolt or +1 Axiomatic bolt)
Equipment:
+4 Light Crossbow of Seeking; 50,335 gp
+1 Axiomatic bolts (50); 18,350 gp
+1 Holy bolts (50); 18,350 gp
+1 Whip of Shock; 8,301 gp
Celestial Armor; 22,400 gp
Ring of Protection +3; 18,000 gp
Cloak of Charisma +4; 16,000 gp
Boots of Speed; 12,000 gp
Amulet of Health +4; 16,000 gp
Belt of Many Pockets (Complete Arcane); 11,000 gp
(in BoMP) Wand of Cure Moderate Wounds (50 charges); 4,500 gp
(in BoMP) Oil of Keen edge x2; 1,500 gp
(in BoMP) Jester's Bell of Escape; crafted by guildmaster
Leftover money; 3,264 gp
Total: 200,000 gp
Spells:
Spells per day: 3/5/5/4/1
Spell save DC mod: 17/18/19/20/21
Other mods to spells: +1 racial bonus to DC for all saving throws for illusions
Caster Level: 14 (10 Bard, +4 Practiced Spellcaster)
Spells Known:
0 - Detect Magic, Flare, Light, Mage Hand, Mending, Resistance
1 - Expeditious Retreat, Grease, Tasha's Hideous Laughter, Ventriloquism
2 - Glitterdust, Hold Person, Invisibility, Shatter
3 - Confusion, Crushing Despair, Sculpt Sound, Slow
4 - Modify Memory, Unluck (Complete Arcane)
Description:
Age: 51
Height: 3' 3"
Weight: 42 lbs.
Eyes: Navy blue
Hair: Spiked, brown.
Description: When he was about 20, Jackinock heard a Seeker of the Song playing its mysterious music. Ever since, he has hardly ever been seen when he wasn't singing or humming some tune that he had just heard from a bard that had dropped by his home town. His parents tried to stop him from going to the taverns, but he kept finding ways around them. At age 40, he left a note for his parents saying that he went to study from the famed bard named Gimble.

On his expeditions with Gimble, he met a few more Seekers of the Song and started learning about primal music whenever he had the chance. For two years, he left Gimble in order to search for and study primal music on his own. On his solo travels, he played a few jokes just for fun or he dealt with an evil ruler by scaring him off before leaving for his next destination.

As he ended his travels, he came across a guildhouse in Tyrannor that had shorter ceilings, too short for the tall people. He got very excited that it was a gnomish place to trade stories and learn new songs, but he found that it was deserted, so he searched the area and found a place where tricksters were welcome. Since then, people often hear random humming right behind them, but when they turn around there's nobody to be seen.
Rurik "The Silent"

02-05-05, 03:32 PM
yeah..so what do i have to do to be approved? or should i just wait longer. i appreicate that you guys took this on i imagine it could be frustrating. So if you need me to just wait ill take that as an answer no questions asked. I know you guys get busy so its no biggie.
Orcy The Green Wonder

02-05-05, 05:11 PM
On the issue of approval of characters. Which Orcy has adressed but will once again do so. Currently Orcy himself is busy with school work, settling in and such. He has his own things to do for now until things settle down and all. It is a lot of work to approve everyones characters, and Orcy will get to it when everyone else isnt caught up with the rules. He cannot approve everyones characters by himself, unless he wants to go insane. Characters arent very important right now considering no rules have been completed anyway...
Dyne

02-05-05, 05:52 PM
Don't worry, Orcy. You're not alone. I would be chipping in more, but I only have the core rulebooks, so it's kinda hard to approve something if you don't even know what it is.

However, I've got some free time, so I'll see what I can do.

EDIT: All right, I don't think Holy_Man's character has been approved yet, so here goes.

1. You should have one more feat. Half-Celestial is a template, not a race, so you get the benefits of both being Half-Celestial and Human.
2. If you forgot about the feat, you probably also forgot about the bonus skill points for being a Human.
3. Keen and Improved Critical don't stack, so the stats for your Bastard Sword are off. You should probably get rid of one or the other.

I'll post more in a little bit.
Dyne

02-05-05, 10:38 PM
This character is currently under construction. In the meantime, he will be changed a great deal until I am satisfied with his final form. This may take several days or more to complete, but I will keep you updated on develops, and declare when he is finally finished and ready to be approved.

New Character Sheet (http://boards1.wizards.com/showpost.php?p=6572835&postcount=284)

Player Name: Dyne
Character Name: William of Bristol ("Stormhand")
Approved?: No
Foundations: Stormhand Federation, Guild of Ultimate Evil, Children of the Planes
Race: Human
Class: Fighter 1/Magician (http://boards1.wizards.com/showpost.php?p=6499579&postcount=1041) 6/Eldritch Knight 5/Lord of Men (http://boards1.wizards.com/showpost.php?p=6428212&postcount=107) 3
Experience: 112,500 XP

Abilities (Used Invisible Castle Die Roller)
Strength: 18 (17 roll, +1 level advancement)
Dexterity: 8
Constitution: 17
Intelligence: 24 (17 base, +1 level advancement, +6 Headband of Intellect)
Wisdom: 12
Charisma: 16 (13 roll, +1 level advancement, +2 Cloak of Charisma)

Speed:
Tactical:
Local:
Overland:

HD: 1d10 +6d4 +5d6 +3d10 +45 (99 hp) (Used Invisible Castle Die Roller)
AC:
Touch AC:
Flat-Footed AC:

Initiative: -1

Skills:
Skill Points: 180
Class Skills:
Skill Modifiers:

Feats:
Arcane Strike (15th-level) (Complete Warrior)
Bloodline of Lightning (http://boards1.wizards.com/showpost.php?p=6410580) (1st-level)
Hasten Spell (http://boards1.wizards.com/showpost.php?p=6499579&postcount=1041) (3rd-level)
Improved Buckler Defense (1st-level, Human Bonus Feat)
Leadership (6th-level)
Magocracy (http://boards1.wizards.com/showpost.php?p=6611970) (9th-level)
Mounted Combat (8th-level, Eldritch Knight Bonus Feat)
Power Attack (1st-level, Fighter Bonus Feat)
Royal Blood (http://boards1.wizards.com/showpost.php?p=6388938) (12th-level)
Still Spell (6th-level, Wizard (Magician) Bonus Feat)

Special Abilities:
Gather Troops x 200% (Feudal Lord)
Rallying Cry +3 (Feudal Lord)

Saving Throws:
Fortitude: +14 (+11 base, +3 Con)
Reflexes: +3 (+4 base, -1 Dex)
Will: +10 (+9 base, +1 Wis)

Attacks:
Base attack Bonus: +12/+7/+2
Melee: +16/+11/+6
Ranged: +11/+6/+1
Grapple: +16

Weapon


Armor


Shield


Equipment:
+6 Headband of Intellect (36,000 gp), +2 Cloak of Charisma (4,000 gp), Spellbook (15 gp), Spell Component Pouch (5 gp), 159,980 gp.

Total GP: 200,000 gp.
Total Weight:
Max Load:
Max Load to Lift off Ground:
Max Load to Drag:

Spells:

Magician (Wizard)
Caster Level: 10th
Spellbook:
Spells Memorized: 4/4/4/3/3/2
Spellpoints per day: 60 (43 class, 17 from high ability)
Spell save DC mod: +7
Other mods to spells: +2 Save DC for spells with electricity descriptor (Bloodline of Lightning)

Description:
Alignment: Lawful Neutral
Languages: Common, Auran, Abyssal, Celestial, Draconic, Dwarven, Elven, Infernal
Gender: Male
Deity: Typhos (http://boards1.wizards.com/showpost.php?p=6384382&postcount=59)
Age: 32 (Born in the Seventh Month)
Height: 6'
Weight: 190 lb.
Eyes: Electric Blue
Hair: Shoulder-Length Brown
Description:

Leadership:
Leadership Score: 25 (LV 15, +3 Cha, +7 Int (Magocracy))
Cohort: Falur (http://boards1.wizards.com/showpost.php?p=6323537&postcount=277) LV 13
Followers: (x 200% (Gather Troops))
LV 1 (http://boards1.wizards.com/showpost.php?p=6510169&postcount=281) = 270
LV 2 = 26
LV 3 = 14
LV 4 = 8
LV 5 = 4
LV 6 = 4
Solmund

02-06-05, 12:59 AM
:omg!
Dyne

02-06-05, 01:07 AM
NOTE: This character is currently on hold. He won't be participating in the IFG2 until further notice.

Player Name: Dyne
Character Name: Strider
Approved?: No
Foundations: The Shadows Breath and Blade
Race: Human
Class: Monk 1/Rogue 1/Ranger 3/Assassin 10
Racial HD: None
ECL: 15
Experience: 112,500 XP

Abilities
Strength: 12
Dexterity: 23 (14 base, +3 HD, +6 Gloves of Dexterity)
Constitution: 12
Intelligence: 20 (14 base, +6 Headband of Intellect)
Wisdom: 14
Charisma: 14

Speed:
Tactical: 30 ft. walk per round, 30 ft. hustle per move action, 120 ft. run per round
Local: 300 ft. walk for 1 min., 600 ft. hustle for 1 min., 1,200 ft. run for 1 min.
Overland: 3 mi. walk for 1 hr., 6 mi. hustle for 1 hr., 24 mi. walk for 1 day.

HD:4d8 +11d6 +15 (75 hp)
AC: 23 (+6 Dex, +2 Wis, +5 armor)
Touch AC: 18 (+6 Dex, +2 Wis)
Flat-Footed AC: 17 (+2 Wis, +5 armor)

Initiative: +6 (Dex)

Skills:
Skill Points: 190
Class Skills: Appraise, Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (arcana, dungeoneering, geography, local, nature, religion), Handle Animal, Heal, Listen, Move Silently, Open Lock, Perform, Profession, Ride, Search, Sense Motive, Sleight of Hand, Spot, Survival, Swim, Tumble, Use Magic Device, Use Rope.
Skill Modifiers:
+15 Balance (+9 ranks, +6 Dex)
+11 Bluff (+9 ranks, +2 Cha)
+6 Climb (+5 ranks, +1 Str)
+6 Concentration (+5 ranks, +1 Con)
+17 Craft (poison) (+10 ranks, +5 Int, +2 tools)
+10 Decipher Script (+5 ranks, +5 Int)
+14 Disable Device (+9 ranks, +5 Int)
+11 Disguise (+9 ranks, +2 Cha)
+15 Escape Artist (+9 ranks, +6 Dex)
+10 Forgery (+5 ranks, +5 Int)
+7 Gather Information (+5 ranks, +2 Cha)
+3 Handle Animal (+1 ranks, +2 Cha)
+4 Heal (+2 ranks, +2 Wis)
+15 Hide (+9 ranks, +6 Dex)
+7 Intimidate (+5 ranks, +2 Cha)
+6 Jump (+5 ranks, +1 Str)
+9 Knowledge (arcana) (+4 ranks, +5 Int)
+7 Knowledge (dungeoneering) (+2 ranks, +5 Int)
+7 Knowledge (geography) (+2 ranks, +5 Int)
+10 Knowledge (local) (+5 ranks, +5 Int)
+7 Knowledge (nature) (+2 ranks, +5 Int)
+6 Knowledge (religion) (+1 ranks, +5 Int)
+7 Listen (+5 ranks, +2 Wis)
+15 Move Silently (+9 ranks, +6 Dex)
+15 Open Lock (+9 ranks, +6 Dex)
+8 Ride (+2 ranks, +6 Dex)
+10 Search (+5 ranks, +5 Int)
+7 Sense Motive (+5 ranks, +2 Wis)
+15 Sleight of Hand (+9 ranks, +6 Dex)
+7 Spot (+5 ranks, +2 Wis)
+11 Survival (+9 ranks, +2 Wis)
+6 Swim (+5 ranks, +1 Str)
+11 Tumble (+5 ranks, +6 Dex)
+10 Use Rope (+4 ranks, +6 Dex)

Feats:
Combat Expertise (Human Bonus Feat)
Improved Disarm (1st LV)
Improved Feint (3rd LV)
Improved Trip (6th LV)
Weapon Finesse (9th LV)
Dodge (12th LV)
Mobility (15th LV)
Improved Unarmed Strike (Monk)
Improved Grapple (Monk Bonus Feat)
Track (Ranger)
Endurance (Ranger)
Two-Weapon Fighting (Ranger)
Armor Proficiency (Light)
Shield Proficiency
Simple Weapon Proficiency
Martial Weapon Proficiency (All)
Exotic Weapon Proficiency (kama, nunchaku, sai, shuriken, siangham, hand crossbow)

Special Abilities:
Flurry of Blows
Monk AC Bonus
Monk Unarmed Strike (1d6 damage)
Favored Enemy (Humans) (+2)
Wild Empathy
Trapfinding
Sneak Attack +6d6
Death Attack (DC 26)
Poison Use
Uncanny Dodge
Improved Uncanny Dodge
Hide in Plain Sight
+5 Save Against Poison

Saving Throws:
Fortitude: +9 (+14 vs. poison) (+8 base, +1 Con)
Reflexes: +20 (+14 base, +6 Dex)
Will: +8 (+6 base, +2 Wis)

Attacks:
Base attack Bonus: +10/+5
Melee: +11
Ranged: +16
Grapple: +15

Unarmed
+16/+11 melee 1d6+1 damage

+2 Flaming Shocking Short Sword
+18/+13 melee 1d6+3 +1d6 fire +1d6 electricity damage crit 19-20/x2 piercing

Strider's Dagger
+17/+12 melee (+20/+15 on a sneak attack) 1d4+2 damage (1d4+6 +6d6 on a sneak attack) crit 19-20/x2 10 ft. piercing or slashing

Full Attack
+15/+10 short sword and +15 dagger (1d6+3 +1d6 fire +1d6 electricity damage short sword and 1d4+1 damage dagger)

Oathbow
+18/+13 ranged 1d8+3 damage crit x3 piercing

Oathbow (Sworn Enemy)
+21/+16 ranged 1d8+6 +2d6 damage crit x4 110 ft. piercing

Equipment: (I'll get most of my gear through gameplay)
[3 lb]Sheath: Masterwork Short Sword
[1 lb]Scabbard: Masterwork Dagger
[0 lb]Head: Black headband (Headband of Intellect).
[0 lb]Clothing: Boots, wool breeches, sturdy belt, shirt with a vest, and an ample cloak with a hood (Traveler's Outfit).

Traveler's Outfit (Free Starting Clothing), +6 Headband of Intellect (36,000 gp), +6 Gloves of Dexterity (36,000 gp), +5 Bracers of Armor (25,000 gp), +2 Flaming Shocking Short Sword (32,310 gp), Strider's Dagger (see below) (38,302 gp), Oathbow (25,600 gp), 6,788 gp.
Total GP: 200,000 gp.
Total Weight: 4 lb.
Max Load: 130 lbs.
Max Load to Lift off Ground: 260 lbs.
Max Load to Drag: 650 lbs.

Spells:
Spells Known:
LV 1-Detect Poison, Feather Fall, Jump, True Strike
LV 2-Darkness, Illusory Script, Pass Without Trace, Spider Climb
LV 3-False Life, Magic Circle Against Good, Misdirection, Nondetection
LV 4-Freedom of Movement, Greater Invisibility, Locate Creature, Poison
Spells per day: 5/4/4/4
Spell save DC mod: +5
Other mods to spells: None

Description:
Alignment: Neutral Evil
Languages: Common
Gender: Male
Deity:
Age: Unknown
Height: 6'
Weight: 160 lb.
Eyes: Brown
Hair: Pretty short, dark, dark brown
Description: Strider is rather tall and a bit on the slender side. He is constantly alert, sizing up new people that he meets. This can leave them with an uneasy feeling as they are put under such scrutiny. He always seems rather distant from everything, but he is always aware of his surroundings. His manner is confident and convincing, and his stride is agile and makes no sound.

Strider's Dagger
Strider's dagger is a combination of an Assassin's Dagger and a Sword of Subtlety, along with some abilities of its own. It is a +1 Returning Dagger, but it provides a +4 bonus on its wielder’s attack and damage rolls when he is making a sneak attack with it. Additionally, it provides a +1 bonus to the DC of a Fortitude save forced by the death attack of an assassin.
Price 38,302 gp.

Finished.
Sssargoth

02-06-05, 01:39 AM
Don't worry, Orcy. You're not alone. I would be chipping in more, but I only have the core rulebooks, so it's kinda hard to approve something if you don't even know what it is.

However, I've got some free time, so I'll see what I can do.

I could help out a bit in the charicter approval process if you all dont mind. I dont have that many of the sourcebooks, especially the "Complete" books, but I still know my stuff.

EDIT: All right, I don't think Holy_Man's character has been approved yet, so here goes.

1. You should have one more feat. Half-Celestial is a template, not a race, so you get the benefits of both being Half-Celestial and Human.

2. If you forgot about the feat, you probably also forgot about the bonus skill points for being a Human.

I dont mean to be a nitpic but the template changes the race to Half-Celestial and creature type to "Outsider", which means any bonuses from the base creature, in this case human, you dont qualify for the benafits of the base race. No bonus feat, no bonus skill points. Sorry Dyne, but HMs got it right on this part.

3. Keen and Improved Critical don't stack, so the stats for your Bastard Sword are off. You should probably get rid of one or the other.

You would be correct. HM, I guess your predicament would be to chose to either spend the gp for keen or spend a feat for Improved Crit. I have no suggestions on which to chose, except to go with what fits your play style the most.

Dyne, sorry for "stepping on your toes" as it were, but its a habit I aquired on the PrC boards. I hope you dont mind.
Dyne

02-06-05, 01:43 AM
Not at all. I make mistakes from time to time.
jagggar

02-06-05, 01:45 AM
I dont mean to be a nitpic but the template changes the race to Half-Celestial and creature type to "Outsider", which means any bonuses from the base creature, in this case human, you dont qualify for the benafits of the base race. No bonus feat, no bonus skill points. Sorry Dyne, but HMs got it right on this part.
It does?
There a clarification on this somewhere?

Guess this is one of the things I like. I'm going back over stuff now and then and realizing "OOOOOOOH. . . That's what it means. Duh!"
Kingside_Bishop

02-06-05, 02:02 AM
Yeah, is there a reference for that somewhere? I've always just kept all the "base creature" stuff. I mean, under the entry for half-celestial, it says "a half-celestial uses all the base creature's statistics and special abilities except as noted here." I don't see anything about replacing the base creature's stuff, which would include human bonus feats.
Sssargoth

02-06-05, 02:07 AM
It does?
There a clarification on this somewhere?

Yeah, theres a reason planetouched and draconic charicters dont get the benefits of being mostly human. The clarification should be either in the DMG or PHB.

Edit: Well KB, it appears that we have conflicting views on the same subject. To each his own, I guess.
Orcy The Green Wonder

02-06-05, 02:09 AM
Planetouched are a completey different race. They are not humans with a template. A templated creature retains all features of the base race. Nowhere has Orcy ever see that it says they don't. If you can point Orcy to the page then sure, but Orcy has never heard of anything like that.
jagggar

02-06-05, 02:12 AM
I've got an idea: Isn't there an example of a half-dragon/half-human fighter in the 3.5 MM? What's the level, Int, and how many skill points does he have? I've only got the 3.0, so I can't do that myself.
Tenzhi

02-06-05, 02:22 AM
Most templates retain all the racial features of the base race. Unless it specifically says in the template that you lose those racial benefits, you still have them.

Changing creature type might lose you the benefits of your previous creature type, but racial features are not generally related to type features. Which is to say that a human's bonus feat, for instance, does not come from the fact that he's a humanoid - else all humanoids would get the bonus feat.

On a related note: as I recall, in 3.0 it was stated (in a FAQ, IIRC, though it may have been a Sage article) that those half/celestial/fiendish templates' special abilities that were determined by HD only counted the base creature's racial HD rather than their HD from class levels - ergo all the races in the PHB would receive the benefits of a 1HD half-celestial/fiend regardless of their class levels. I was under the impression that such still applied in 3.5...
Sssargoth

02-06-05, 02:37 AM
Most templates retain all the racial features of the base race. Unless it specifically says in the template that you lose those racial benefits, you still have them.

I always figured that a template changed the base creatures race. I guess its my version of common sense, which is more than what most people I've encountered have. I'm not implying anything about the people here, just an observation of mine at my place of employment.
jagggar

02-06-05, 02:40 AM
common senseThis is D&D. There's no place for a concept like that here. ;)
Sssargoth

02-06-05, 02:47 AM
This is D&D. There's no place for a concept like that here. ;)

The irony in that is most, if not all DnD players have common sense. ;) :P
jagggar

02-06-05, 02:56 AM
Playing make-believe is common sense?
Not the actual playing of make-believe, but that we ruin the game by making up all these rules.

You know, you'd really think that if role-playing games were all adult and mature (maturity level, not ADULT XXX), they wouldn't need odd rules and wouldn't end up in tantrums.
Tenzhi

02-06-05, 03:01 AM
I always figured that a template changed the base creatures race.

It doesn't generally change it so much as add to it. Picking up a template is like multi-classing your species.
jagggar

02-06-05, 03:03 AM
Picking up a template is like multi-classing your species.Can I quote you on that?
Tenzhi

02-06-05, 03:07 AM
Can I quote you on that?

Isn't that what you just did?
jagggar

02-06-05, 03:15 AM
Maybe. . .

If common sense had an alignment. . . :pint:
Kingside_Bishop

02-06-05, 04:17 AM
Player Name: Kingside_Bishop
Character Name: Orpheus Cloudborn, Frost Giant Halfbreed
Approved?: No
Foundations: The Guild of Pure Good
Race: Giant (Arcana Unearthed)
Class: Barbarian 1 / Fighter 2 / Giant 3 / Cleric 1 / Bard 1 / Holy Liberator 6 / Pious Templar 1
Racial HD: N/A
Level Adjustment: None
Total ECL: 15
Experience: 112,500
Alignment: Chaotic Good
Home Region: The Frostfell
Languages: Common, Giant, Auran
Gender: Male

Abilities
Strength: 24 (14, +4 [Racial], +6 )
Dexterity: 18 (15, -2 [Racial], +1 [level increase], +4 [Gloves of Dexterity])
Constitution: 18 (14, +2 [Racial], +2 [Tattoo of Constitution])
Intelligence: 12 (12)
Wisdom: 14 (12, +2 [Racial])
Charisma: 18 (12, +2 [level increases], +4 [Cloak of Charisma])

Speed: 70 feet (30 feet, +10 feet [Fast Movement], +30 feet [Haste])

HD: 1d12+12d10+1d8+1d6+60 (146 hp, 176 when raging)
AC: 27 (10+9 [armor], +4 [Dex], +2 [natural armor], +2 [deflection], +1 [Haste], -1 )
Touch AC: 16 (10+4 [Dex], +2 [deflection], +1 [Haste], -1 )
Flat-Footed AC: 22 (10+9 [armor], +2 [natural armor], +2 [deflection], -1 [Size])
Initiative: +4

[B]Skills:
Skill Points: #69
Non-Class Skills: Disable Device, Forgery, Open Lock, Search, Spot,
Skill Modifiers:
Appraise +1 (+1 Int)
Balance +3 (+4 Dex, -1 armor check penalty)
Bluff +4 (+4 Cha)
Climb +6 (+7 Str, -1 armor check penalty)
Concentration +4 (+4 Con)
Decipher Script +1 (+1 Int)
Diplomacy +24 (18 ranks, +4 Cha, +2 synergy [from Sense Motive])
Disguise +4 (+4 Cha)
Escape Artist +3 (+4 Dex, -1 armor check penalty)
Forgery +1 (+1 Int)
Gather Information +4 (+4 Cha)
Heal +2 (+2 Wis)
Hide +5 (+4 Dex, -1 armor check penalty)
Intimidate +4 (+4 Cha)
Jump +6 (+7 Str, -1 armor check penalty)
Knowledge (religion) +5 (4 ranks, +1 Int)
Knowledge (nature) +15 (14 ranks, +1 Int, +2 synergy [from Survival])
Listen +2 (+2 Wis)
Move Silently +3 (+4 Dex, -1 armor check penalty)
Perform (Wind Instruments) +17 (11 ranks, +4 Cha, +2 masterwork)
Ride +4 (+4 Dex)
Search +1 (+1 Int)
Sense Motive +20 (18 ranks, +2 Wis)
Spot +2 (+2 Wis)
Survival +2 (+2 Wis, +2 synergy [from Knowledge {nature}])
Swim +5 (+7 Str, -2 armor check penalty)
Use Rope +4 (+4 Dex)

Feats:
Energy Resistance -- Cold (Arcana Unearthed)
Power Attack
True Believer
Iron Will
Leadership Cohort/Celestial Companion: 9 HD Celestial Giant EagleWeapon Focus -- Warhammer
Divine Might
Trample (Arcana Unearthed)
Stand Still

Special Abilities:
Cold Resistance 5
Barbarian Rage 1/day
Fast Movement
Large Size
Turn Undead 7/day
Good and War Domains
Bardic Music 1/day (Inspire Courage +2, Countersong, Fascinate)
Bardic Knowledge +2
Aura of Good
Detect Evil
Smite Evil 2/day
Remove Fatigue
Aura of Resolve
Break Enchantment 1/week
Divine Grace
Celestial Companion
Mettle
Evasion

Saving Throws:
Fortitude: +26 (+15 , +4 [Con], +3 [Vest of Resistance] +4 [Cha])
Reflex: +17 (+5 , +4 [Dex], +3 [Vest of Resistance], +4 [Cha], +1 [Boots of Haste])
[B]Will: +20 (+9 , +2 [Wis], +3 [Vest of Resistance], +2 , +4 [Cha])

[B]Attacks:
Strategy:[I]1st Round: Use Boots of Haste, Barbarian Rage, and Bardic Music, move within charging range.
2nd Round: Use Divine Might, charge opponent.
Subsequent Rounds: Continue to use Divine Might, charging opponents if possible. If not, close.
Base Attack Bonus: +12/+7/+2
Grapple: +25 (+12 +9 [Str] +4 [Size])
[B]Charge Attack: Overrun attempt w/ Trample, then free attack at +26 (3d6+1d6 cold+1d6 electric+30, x2)
Attack, Melee: +20 (3d6+1d6 cold+1d6 electric+30, x2)
Full Attack, Melee: +25/+25/+20/+15 (3d6+1d6 cold+1d6 electric+20, x2)
Attack, Ranged: +17 (1d10+8, x3, 220 ft range)
Full Attack, Ranged: +17/+17/+12/+7 (1d10+8, x3, 220 ft range)

[B]Equipment:
Masterwork Natural Horn (100 gp), +1 Huge Shocking Warhammer of Frost (18,400 gp), +1 Mighty Composite (+7 Str) Longbow of Distance (9,100 gp), +5 Chain Shirt (25,250 gp), +2 Ring of Protection (8,000 gp), +2 Ring of Evasion (25,000 gp), +2 Amulet of Natural Armor (8,000 gp), +3 Vest of Resistance (9,000 gp), +6 Belt of Strength (36,000 gp), +4 Gloves of Dexterity (16,000 gp), +2 Tattoos of Constitution (8,000 gp), +4 Cloak of Charisma (16,000 gp), Boots of Haste (12,000 gp)
Total: 190,850 gp

Spells:
Spells Prepared: (Cleric/Holy Liberator/Pious Templar)1st Level: Bless Weapon, Remove Fear, Protection f[SIZE=1]/ Evil / Endure Elements (2) / Magic Weapon
2nd Level: - / Shield Other, Remove Paralysis / -
3rd Level: - / Remove Curse / -Spell save DC mod: +2/+2/+2
Other mods to spells: None

Description:
Age: 32
Height: 12’3’’
Weight: 725 lbs.
Eyes: Dark Blue
Hair: Dark Blue
Skin: Pale Blue

[SIZE=4]His mother died giving birth to him, her body torn from the brutality done upon her by his father, a frost giant raider. The girl had given up on life, retreating into an endless daze, but her father wanted the child for his own -- the last legacy of a girl that, once, was most dear to him. When the villagers of the frostfell saw the child, covered in his mother's blood, they tried to take him. The grandfather took the child and ran toward the mountains, but the hunters followed. They shot him through with their arrows, and as his blood stained the snow a mighty blizzard stole upon them. When it lifted, the old man was dead, and the hunters saw a cloud giant striding across the distant peaks. The child was gone... but some say they saw a small, pale body in the giant’s arms, with a tuft of blue hair...

"All I've ever brought to anyone is pain and suffering... but my life must have another purpose... it must! Stronmaus, please... help me!"
Tenzhi

02-06-05, 04:41 AM
"Class: Barbarian 1 / Fighter 2 / Giant 3 / Cleric 1 / Bard 1 / Holy Liberator 6 / Pious Templar 1"

That's just frelling insane. I'm not even talking about power. There's just so much going on there that it conceptually boggles the mind. It may as well read "Purple Paisley Enraptunator 15" for all the sense it makes. ;)

But to seriously take a look at the power, this character is large size with all the reach that implies, yes? And then it has 3 HD of giant plus unbalanced racial adjustments to ability scores? Is there a drawback that I'm missing here that excuses its lack of a LA, or is the stuff from Arcana Unearthed just naturally unbalanced (which wouldn't surprise me, not the least because it's a third-party supplement)?
Kingside_Bishop

02-06-05, 12:48 PM
"Class: Barbarian 1 / Fighter 2 / Giant 3 / Cleric 1 / Bard 1 / Holy Liberator 6 / Pious Templar 1"

That's just frelling insane. I'm not even talking about power. There's just so much going on there that it conceptually boggles the mind. It may as well read "Purple Paisley Enraptunator 15" for all the sense it makes.Yeah, I get that alot. I hate defining my characters by their classes, because it's always confusing. Think of this guy as a holy crusader, bent on preventing attrocities such as those that led to his birth.

But to seriously take a look at the power, this character is large size with all the reach that implies, yes? And then it has 3 HD of giant plus unbalanced racial adjustments to ability scores? Is there a drawback that I'm missing here that excuses its lack of a LA, or is the stuff from Arcana Unearthed just naturally unbalanced (which wouldn't surprise me, not the least because it's a third-party supplement)?This is why I posted this, I was hoping to get some debate going about the material. OK, here's how the Giant Race/Class works.

It starts out as a somewhat underpowered race. Its original stat mods are +2 Str, -2 Dex. That's all the race gives you. Nothing else. Compared to, say, the elf, that sucks.

But, the Race has an associated Class (much like in Savage Species). It gives d10 HD, and 2+Int skills/level (with a crappy skill list), and average BAB. It breaks down like this:1st Level: +1 Strength, +1 Wisdom
2nd Level: +1 Constitution, +1 Wisdom
3rd Level: +1 Constitution, +1 Strength, Increase to Large SizeWhen taken into the context of what I could be getting, the only really decent abilty there is the Increase to Large Size. Especially coming from a min/max perspective, that's not that great -- there's a plethora of other ways to increase to large size, and the ability bonusses do not make three levels worth it.

If there is too much protestation, however, I could play a Half-Ogre, changed to Half-Giant cosmetically, which are clearly more powerful, and only a +1 LA. I'd prefer not to do this, however, as I value my mental stats for roleplay reasons.

Arcana Unearthed also allows you to use the trample feat if you're large size, which makes sense to me. The feat "Power Charge" doubles the damage dice of my weapon when I charge. Energy Resistance -- Cold grants me Energy Resistance 5 against cold.

And Malhavoc Press (which, mind you, is the personal creation of Monte Cook) is very rarely unbalanced. I find core D&D to be more unbalanced (Half-Ogre with Combat Reflexes and Stand Still, wielding a Longspear, at 2nd level, anyone?)
jagggar

02-06-05, 12:56 PM
I've got a feeling we're going to be seeing a request for okayed materials soon. Some sort of a place to ask if this or that can be used in the game.
Demonfey

02-06-05, 05:07 PM
Conversations like the one above are the reason I don't DM...I'd end up ruining my characters later.
Has anyone else noticed that no one ever takes a polearm weapon anymore?
Dyne

02-06-05, 05:25 PM
I don't believe polearms have ever been very popular, except in mass combat. They're either not powerful enough or they're too clunky, since the combat types like to go for powerful weapons like Greataxes and Greatswords, and the stealthy types like to go for smaller, lighter weapons.

When it comes to mass combat, however, I always give my men longspears, as well as ranged weapons and more powerful melee weapons. It's nice to be able to get a few extra hits in before closing to melee range.
Dyne

02-06-05, 09:43 PM
Is it possible for one to approve one's own character? :D

Seriously, though, I need a few links for Hammerhand and Strider as soon as Demonfey is up to it. And Strider is complete enough to be looked at by whoever it is that approves characters. All I'm missing is miscellaneous stuff that doesn't even really need to be there anyway except for detail.
Tenzhi

02-07-05, 12:27 AM
It starts out as a somewhat underpowered race. Its original stat mods are +2 Str, -2 Dex. That's all the race gives you. Nothing else. Compared to, say, the elf, that sucks.

But, the Race has an associated Class (much like in Savage Species). It gives d10 HD, and 2+Int skills/level (with a crappy skill list), and average BAB. It breaks down like this:1st Level: +1 Strength, +1 Wisdom
2nd Level: +1 Constitution, +1 Wisdom
3rd Level: +1 Constitution, +1 Strength, Increase to Large SizeWhen taken into the context of what I could be getting, the only really decent abilty there is the Increase to Large Size. Especially coming from a min/max perspective, that's not that great -- there's a plethora of other ways to increase to large size, and the ability bonusses do not make three levels worth it.

Yes, it's essentially a 3HD giant. Let's say there was a 3HD giant with Large size, +4 Str, -2 Dex, +2 Con, +2 Wis, and +2 Cha. Such a creature would be listed as having a +1 LA at least. Breaking it down into levels shouldn't affect that.
If there is too much protestation, however, I could play a Half-Ogre, changed to Half-Giant cosmetically, which are clearly more powerful, and only a +1 LA. I'd prefer not to do this, however, as I value my mental stats for roleplay reasons.

There's been a great deal of debate over the half-ogre's LA being too low, but that's another discussion.
And Malhavoc Press (which, mind you, is the personal creation of Monte Cook) is very rarely unbalanced.

I thought Malhavoc was responsible for the Quintessential series which is chock full of unbalanced goodness. I've actually been meaning to pick up Arcana Unearthed myself.
I find core D&D to be more unbalanced (Half-Ogre with Combat Reflexes and Stand Still, wielding a Longspear, at 2nd level, anyone?)

The Half-Ogre isn't core. But a number of things in official supplements are admittedly unbalanced. And much of it's from the Best-Left-Forgotten Realms. Were it up to me, things wouldn't be blindly accepted just because they have the WotC seal of approval. But que sera, sera.
Dyne

02-07-05, 12:29 AM
Well, what message boards are we on? Wizards of the Coast. It would be self-contradictory to not accept all Wizards of the Coast material, no matter how unbalanced it is.
grimclaw

02-07-05, 01:06 AM
My character is done.could I get him approved please.I spent all day thinking about changing and ended up not changing him,big waste of time.Links in sig or just go to post 77.
Sssargoth

02-07-05, 01:28 AM
It's just a minor observation that I made grim, but the 3.5 ranger has a d8 HD ot a d10 and you have the total HD as 11d10. Just so you know, my comp isnt letting me see the dice rolls because its being an ass.
Tenzhi

02-07-05, 01:36 AM
Well, what message boards are we on? Wizards of the Coast. It would be self-contradictory to not accept all Wizards of the Coast material, no matter how unbalanced it is.

Last I checked RPGA didn't even allow all WotC stuff with no questions asked. And WotC isn't running this game, they're merely hosting it. I'd say start with core and work from there.

And throw out/burn all the FR material just to be safe. ;)
grimclaw

02-07-05, 01:43 AM
crap,why cant they leave the rules alone?first its a d8,then ad10 now ad8 what next?4d60x5-100+15-the day of the week-the year=your h.p.for the next 24 hrs.


You think anybody would complain if I just nock off 3or 4 h.p.?
Tenzhi

02-07-05, 01:53 AM
You think anybody would complain if I just nock off 3or 4 h.p.?

The average difference between a d8 and a d10 is 1 HP per level.
Sssargoth

02-07-05, 01:55 AM
Well, without being able to see the rolls and rough calculations, I would have to say just keep the HP as is unless you rolled really high on all of them.
grimclaw

02-07-05, 02:04 AM
I knock off afew.

my rolls were 10(Max first die),7,9,10,8,4,4,10,9,9,4
Sssargoth

02-07-05, 02:26 AM
Looks good to me now grim, but I dont have final say in the approval process that I know of.
Kingside_Bishop

02-07-05, 08:52 AM
Yes, it's essentially a 3HD giant. Let's say there was a 3HD giant with Large size, +4 Str, -2 Dex, +2 Con, +2 Wis, and +2 Cha. Such a creature would be listed as having a +1 LA at least. Breaking it down into levels shouldn't affect that.

There's been a great deal of debate over the half-ogre's LA being too low, but that's another discussion.

I thought Malhavoc was responsible for the Quintessential series which is chock full of unbalanced goodness. I've actually been meaning to pick up Arcana Unearthed myself.

The Half-Ogre isn't core. But a number of things in official supplements are admittedly unbalanced. And much of it's from the Best-Left-Forgotten Realms. Were it up to me, things wouldn't be blindly accepted just because they have the WotC seal of approval. But que sera, sera.Tenzhi, you make a good point, and, more important, make your point more clear to me. I would be willing to accept a +1 Level Adjustment. Would you be alright with that?

And Mongoose publishes the Quintessential series (which is one, giant heap of steaming crap).

If youre interested in whether or not FR is balanced, you should check out the Char Op boards, there's a discussion over there on it -- just Google "Is FR Unbalanced?" in the boards1.wizards.com domain.
Tenzhi

02-09-05, 01:52 AM
Tenzhi, you make a good point, and, more important, make your point more clear to me. I would be willing to accept a +1 Level Adjustment. Would you be alright with that?

I think it would be fair, but I'm not in charge of such decisions anymore despite my air of authority. The powers that be may be okay with your character without the LA despite my two cents on its balance.

And Mongoose publishes the Quintessential series (which is one, giant heap of steaming crap).

I wouldn't go that far. I thought there were some genuinely neat ideas intermixed with the aforementioned foetid feces. At least, there were in the Quintessential Monk. However, even much of the stuff I thought was interesting shouldn't be allowed as is into a game balanced around core. Most of my home games aren't balanced around core, though. Were this one of my home games I probably wouldn't have been bothered about the Giant thing (though I do place limits on how much my PCs can multiclass, the upper limits of which amounts to 3 base classes and 2 PrCs though I've never seen anyone go that far ;) ).

If youre interested in whether or not FR is balanced, you should check out the Char Op boards, there's a discussion over there on it -- just Google "Is FR Unbalanced?" in the boards1.wizards.com domain.

I'm not interested in it, per se. IME much of it simply isn't balanced. But what can one expect from such an elf-centric world. Yes, my hatred of BLFR isn't entirely rational, but some of it is founded on rational ideology; however, purposefully seeking out FR fan-elves to argue about it isn't high on my list of things to do. ;)
Dyne

02-10-05, 07:28 PM
You know, Tenzhi, we may be more similar than we thought. Tolkien Elves are one of my favorite types of characters, but I absolutely cannot stand Forgotten Realms Elves. Too many sub-races. Some of them aren't even like Elves at all, especially the Wild Elves. If they had the same or similar ability adjustments but with different skill bonuses and such, I wouldn't mind it. But as is, it just seems ridiculous to me.

I'm gonna work on my characters a little more. Demonfey, I still need a link for Strider and the other character that I'm reworking. Thanks to Orcy, I've just realized the potential of Orcs, especially when they have Ogres on their side.
Demonfey

02-10-05, 07:36 PM
My policy is to post the character sheets when they are done, Dyne. That way, if a person just disappears, I don't have to clutter my reserved spaces with their characters, or constantly edit them.
Dyne

02-10-05, 07:53 PM
You don't have to edit them unless you mess up in the first place. The link goes to the post as it is, not as it was when the link was set up. If someone edits their post, the changes will show through the link. That was actually the reason I originally posted the characters myself, so that people couldn't just change their characters when they felt like it. But, that's another matter entirely.

Strider is already finished except for his spell list. I've said that several times, and I'm putting in the spell list right now.

EDIT: My assassin, Strider, is now finished.
Dyne

02-13-05, 06:07 PM
I need to make the slightest change to Strider before his stats are set in stone. Just gonna reconfigure his skills a little because a newly discovered necessity.

EDIT: Done.
Demonfey

02-13-05, 09:29 PM
One small detail you forgot in your thread was level gain and magic item increase. That would make you responsible for updating their characters.
Dyne

02-13-05, 09:31 PM
I know that. I didn't find the possibility of people being able to suddenly alter their stats at a whim very comforting.

But, as we're going now, I guess we're going on the policy of honesty. That, and accurate records of what happens. Um, I'm assuming people are planning on taking accurate records of everything, right?

EDIT: What about my Strider character? He's totally finished, fleshed out and all.
Demonfey

02-13-05, 09:36 PM
I know that. I didn't find the possibility of people being able to suddenly alter their stats at a whim very comforting.

But, as we're going now, I guess we're going on the policy of honesty. That, and accurate records of what happens. Um, I'm assuming people are planning on taking accurate records of everything, right?

EDIT: What about my Strider character? He's totally finished, fleshed out and all.
Updated, as well as some of your other characters.
Dyne

02-13-05, 09:38 PM
Thanks. I think I'll work on Feng's cohorts and followers now. Show the true might of the Orcs... and Ogres... and Goblins... and Hobgoblins... and I think Bugbears... and maybe a few other things mixed in....
Cazic

02-13-05, 10:15 PM
Thanks. I think I'll work on Feng's cohorts and followers now. Show the true might of the Orcs... and Ogres... and Goblins... and Hobgoblins... and I think Bugbears... and maybe a few other things mixed in....
And here I thought I was the only one who had mass amount of PCs and the such made. ;) I just wish I know more about cohort, followers and the such. I know next to nothing about them. :weep:
Dyne

02-13-05, 10:18 PM
And here I thought I was the only one who had mass amount of PCs and the such made. ;) I just wish I know more about cohort, followers and the such. I know next to nothing about them. :weep:

What are you talking about? I've always had a bunch of characters. I'm known for killing myself off. It makes for interesting roleplaying.
Cazic

02-13-05, 11:13 PM
What are you talking about? I've always had a bunch of characters. I'm known for killing myself off. It makes for interesting roleplaying.
I am still more or less new here so I didnt know that. the only event I saw before the IFWG was paused was the war between the HEF and GoUE(atleast I think thats who it was. :confused: ) and even then I didnt pay much atention since I was still really new.
Dyne

02-14-05, 08:51 PM
Is anyone doing any approving? I'll do what I can, but I don't have anything but the core rulebooks.
Demonfey

02-14-05, 09:13 PM
Is anyone doing any approving? I'll do what I can, but I don't have anything but the core rulebooks.
As far as I can tell, it's up to the DMs
Solmund

02-18-05, 05:00 PM
bupdate :D
Cazic

02-18-05, 10:20 PM
bupdate :D
dupdate? :confused: :P
grimclaw

02-19-05, 12:16 AM
dupdate? :confused: :P
as in update/bump/why isnt this important thread a sticky. ;)
Dyne

02-19-05, 01:41 AM
Wouldn't it be "bumpdate?"
grimclaw

02-19-05, 01:44 AM
Wouldn't it be "bumpdate?"

I dont date bumps.Well once but I felt sorry for it. :D
jagggar

02-19-05, 02:00 AM
a pity bumpdate? That's just terrible!
Dyne

02-19-05, 02:15 PM
*Refraining from making any more comments because all the IFWG Rules threads have already gone off-topic enough*
*Realizes that he just made an off-topic comment*
Damn.
Rikkimaru

02-20-05, 12:58 AM
Player Name: Rikkimaru
Character Name: Rikkimaru Tatsumaru
Approved?:no
Foundations: The Shadow's Breath and Blade
Race: Human
Class: Ninja (Complete Adventurer)
Racial HD: N/A
Level Adjustment: None
Total ECL: 15
Experience: 112,500
Alignment: Chaotic Neutral
Home Region: Unkown
Languages: Common, Orc, Elvish, Oriental
Gender: Male

Abilities ( http://invisiblecastle.com/find.py?a=show&id=62456 )
Strength: 16 (16) [+3]
Dexterity: 22 (17, level increase +1, other mods +4) [+6]
Constitution: 13 (13) [+1]
Intelligence: 13 (13) [+1]
Wisdom: 20 (16,level increases +2, other mods +2) [+5]
Charisma: 11 (11) [+0]

Speed: 30 ft.

HD: 1d6+15 (6+[3.5*14]+15) 70hp
AC: 26 (Wis +5, Dex +6, natural armor +1, other mods +4)
Touch AC: 20 (Dex +6, other mods +4)
Flat-Footed AC: 19 (armor +4, natural armor +1, other mods +4)

Initiative: +10 (Dex +6, other mods +4)

Skills:
Skill Points: 126
Class Skills: Coming Soon
Skill Modifiers: Coming Soon
+Modifier Skill (ranks, ability mod, other mods)

Feats:
Human - Improved Unarmed Strike
1st Level - Dodge
3rd Level - Weapon Focus (Katana)
6th Level - Mobility
9th Level - Leadership
12th Level - Landlord
15th Level - Improved Critical (Katana)

Special Abilities:
Ki Power (Complete Adventurer)
Sudden Strike +8d6 (CA)
Trapfinding (CA)
Ghost Step Ethereal (CA)
Ghost Step Invisible (CA)
Improved Poison Use (CA)
Great Leap (CA)
Acrobatics +4 (CA)
Ki Dodge (CA)
Speed Climb (CA)
Ghost Strike (CA)
Evasion (CA)
Ghost Mind (CA)

Saving Throws:
Fortitude: +6 (Base +5, Con +1)
Reflexes: +15 (Base +9, Dex +6)
Will: +10 (Base +5, Wis +5)

Attacks:
Base attack Bonus: +11/+6/+1
Melee: +14/+9/+4
Ranged: +17/+12/+8
Grapple: +14

Attack:
Izayoi Katana (+22/+17/+12; 1d10+10; 15-20/x2 Crit; Two-Handed Melee Weapon; 8lb.; Slashing)
Claws of the Leapord (+20/+15/+10; 1d4+7; x2 Crit; Light Melee Weapon; 1lb.; Peircing)
Throwing Daggers (+22/+18/+12; 1d4+3; 19-20/x2; 10ft.; 1lb.; Piercing)
Composite Shortbow (+22/+17/+12; 1d6+3; x3;70ft.; 2lbs.; Piercing)

Equipment:
Izayoi Katana (Same stats as a Keen Vorpal Great Sword) [Total Cost: 72,050gp)
Claws of the Leapord (From the Complete Adventurers. Same as +2 spiked gauntlets. Enables wearer low-light vision, +10 enhancement bonus on Climb checks, and when charging, the wearer can make a pounce attack) [Total Cost: 38,305gp]
16 Throwing Daggers (Same as daggers) [Total Cost: 32gp]
Ninja Shadow and Stealth Garments (+15 to Move Silently Checks, +10 to Hide Checks, Light Armor) [Total Cost: 48,750gp]
Bracers of Armor +3 (+3 AC) [Total Cost: 9,000gp]
Cloak of Elvenkind (+5 to Hide Checks) [Total Cost: 2,500gp]
Gloves of Dexterity +4 (+6 to Dex) [Total Cost: 16,000gp]
Incandescent Blue Ioun Stone (+2 to Wis) [Total Cost: 8,000gp]
Amulet of Natural Armor +1 (+1 AC) [Total Cost: 2,000gp]
4 Grappling Hooks [Total Cost: 4gp]
3 Smoking Sticks [Total Cost: 60gp]
Ring of Protection +1 (+1 AC) [Total Cost: 2,000gp]
Composite Shortbow [Total Cost 75gp]
40 Arrows [Total Cost: 2gp]

Total: 198940 (Lended TwinSwordStyle 162gp)

Spells:
Spells per day: None
Spell save DC mod: N/A
Other mods to spells: N/A
Spells Known: N/A
Spellbook: N/A

Invocations: N/A

Psionics: N/A

Description:
Age: 20
Height: 5 foot 9 inches
Weight: 150 lbs.
Eyes: Brown
Hair: Brown
Description: Coming Soon

Cohort:
will be finished soon planning on taking landlord for guild
grimclaw

02-20-05, 03:05 AM
Do the bonus' from armor and bracers of armor stack?I thought they didn't. :confused: If they do I need to do some shopping. :)
Tenzhi

02-20-05, 03:27 AM
Armor and bracers of armor both provided an armor bonus last I checked and therefore do not stack. So unless I'm missing something, it appears that Rikkimaru's AC should be 24 rather than 27.
Sssargoth

02-20-05, 10:40 AM
Armor and bracers of armor both provided an armor bonus last I checked and therefore do not stack. So unless I'm missing something, it appears that Rikkimaru's AC should be 24 rather than 27.

You would be correct on both counts, ad the only thing your missing are a few screws.
Rurik "The Silent"

02-20-05, 05:22 PM
Rikkimaru, as a ninja your better off if you don't wear your armor. The Wisdom Bonus, plus your class bonus is better for your AC. If you want something to still add to your hide and move silently the same enhancments can be put on just a shirt rather than armor, and it can use that slot instead.
Dyne

02-20-05, 10:02 PM
He'd be better off just losing the armor altogether, since he already has Boots of Elvenkind and Cloak of Elvenkind. Both the armor and the boots/cloak provide a competence bonus, so they wouldn't stack either.
Rurik "The Silent"

02-21-05, 11:46 AM
He'd be better off just losing the armor altogether, since he already has Boots of Elvenkind and Cloak of Elvenkind. Both the armor and the boots/cloak provide a competence bonus, so they wouldn't stack either.

also true
Rurik "The Silent"

02-21-05, 11:57 AM
Equipment:
Izayoi Katana (Same stats as a Keen Vorpal Great Sword) [Total Cost: 72,050gp)
Claws of the Leapord (From the Complete Adventurers. Same as +2 spiked gauntlets. Enables wearer low-light vision, +10 enhancement bonus on Climb checks, and when charging, the wearer can make a pounce attack) [Total Cost: 38,305gp]
16 Throwing Daggers (Same as daggers) [Total Cost: 32gp]
Ninja Shadow and Stealth Garments (+15 to Move Silently Checks, +10 to Hide Checks, Light Armor) [Total Cost: 48,750gp]
Bracers of Armor +3 (+3 AC) [Total Cost: 9,000gp]
Cloak of Elvenkind (+5 to Hide Checks) [Total Cost: 2,500gp]
Gloves of Dexterity +4 (+6 to Dex) [Total Cost: 16,000gp]
Incandescent Blue Ioun Stone (+2 to Wis) [Total Cost: 8,000gp]
Amulet of Natural Armor +1 (+1 AC) [Total Cost: 2,000gp]
4 Grappling Hooks [Total Cost: 4gp]
3 Smoking Sticks [Total Cost: 60gp]
Ring of Protection +1 (+1 AC) [Total Cost: 2,000gp]
Composite Shortbow [Total Cost 75gp]
40 Arrows [Total Cost: 2gp]

Total: 198940 (Lended TwinSwordStyle 162gp)


For your weapon proficiency and what not you might want to make ti the same kind of katana your using becasue the actual state for a katana are the same as the bastard sword. So your really using a larger katana. So liek a Di katana. But for your equiptment. i suggest getting ride of the cloak of elven kind (it doesnt stack), getting rid of the grappling hooks and getting one collapasible grappling hook for 3 gp (from arms and equiptment guide). Dont call the ninja garments armor, rather call them a vest. Then you still get your ninja armor bonus and wis bonus to ac, then also your skill bonus'.
Also you might want to get rid of the improved unarmed strike feat and take quick draw instead. Im pretty sure when you have claws on that your considered armed but ill have to check that. I reccomend quick draw casue i get the picute you want to use your hands then get close and whip out the big weapon.
Kingside_Bishop

02-21-05, 05:02 PM
Player Name: Kingside_Bishop
Character Name: Aizelvon Xur, Master of the Cards
Approved?: No
Foundations: Merchants’ Guild
Race: Human
Class: Bard 1 / Wizard 5 / Fighter 1 / Ur-Priest 3 / Sublime Chord 1 / Mystic Theurge 4
Racial HD: N/A
Level Adjustment: None
Total ECL: 15
Experience: 106,942
Alignment: True Good, True Neutral, or True Evil (can change to each once per day)
Home Region: N/A
Languages: Common, Celestial, Infernal, Abyssal
Gender: Male

Abilities
Strength: 7 (10, -3 [age])
Dexterity: 16 (13, +6 [Gloves of Dexterity], -3 [age])
Constitution: 14 (11, +6 , -3 [age])
Intelligence: 26 (16, +2 [level increases], +6 [Headband of Intellect], +2 [age])
Wisdom: 25 (16, +1 [level increase], +6 [Periapt of Wisdom], +2 [age])
Charisma: 18 (10, +6 Cloak of Charisma, +2 [age])

Speed: 30 feet (30 feet)

HD: 1d10+4d8+10d4+36 (84 hp)
AC: 30 (10+8 [armor], +5 [shield], +3 [Dex], +2 [natural armor], +2 [deflection])
Touch AC: 15 (10+3 [Dex], +2 [deflection])
Flat-Footed AC: 27 (10+8 [armor], +5 [shield], +2 [natural armor], +2 [deflection])

Initiative: +7 (+3 [Dex], +4 )

[B]Skills:
Skill Points: #162
Skill Modifiers:
Appraise +8 (+8 Int)
Balance +3 (+3 Dex)
Bluff +10 (6 ranks, +4 Cha)
Climb -2 (-2 Str)
Concentration +20 (18 ranks, +2 Con)
Craft +8 (+8 Int)
Diplomacy +24 (18 ranks, +4 Cha, +2 synergy from Bluff)
Disguise +6 (+4 Cha, +2 synergy from Bluff)
Escape Artist +3 (+3 Dex)
Forgery +8 (+8 Int)
Gather Information +4 (+4 Cha)
Heal +7 (+7 Wis)
Hide +3 (+3 Dex)
Intimidate +24 (18 ranks, +4 Cha, +2 synergy from Bluff)
Jump -2 (-2 Str)
Knowledge (arcana) +21 (13 ranks, +8 Int)
Knowledge (the planes) +22 (14 ranks, +8 Int)
Knowledge (religion) +16 (8 ranks, +8 Int)
Listen +20 (13 ranks, +7 Wis)
Move Silently +3 (+3 Dex)
Perform (storytelling) +14 (10 ranks, +4 Cha)
Profession (artist) +25 (18 ranks, +7 Wis)
Ride +3 (+3 Dex)
Search +8 (+8 Int)
Sense Motive +25 (18 ranks, +7 Wis)
Spellcraft +18 (8 ranks, +8 Int, +2 Synergy from Knowledge [arcana])
Spot +7 (+7 Wis)
Survival +7 (+7 Wis)
Swim -2 (-2 Str)
Use Rope +3 (+3 Dex)

Feats:
Iron Will
Spell Focus (Evil)
Scribe Scroll
Spell Focus – Conjuration
Craft Wondrous Item
Augment Summoning
Improved Initiative
Practiced Spellcaster (Ur-Priest)
Practiced Spellcaster (Sublime Chord)
Quicken Spell

Special Abilities:
Bardic Knowledge +9
Bardic Music (Inspire Courage +1, Countersong, Fascinate)
Summon Familiar
Rebuke Undead 7/day

Saving Throws:
Fortitude: +9 (+5 , +2[Con], +2 [Vest of Resistance])
Reflex: +10 (+5 , +3 [Dex], +2 [Vest of Resistance])
[B]Will: +26 (+15 , +7 [Wis], +2 [Vest of Resistance], +2 [Iron Will])

[B]Attacks:
Base Attack Bonus: +7
Melee: +5 (+7 , -2 [Str])
[B]Grapple: +5 (+7 , -2 [Str])

Attack: +6 (1d4-2, 19-20/x2), piercing melee
Full Attack: +6/+1 (1d4-2, 19-20/x2), piercing melee

[B]Equipment:
+4 Spiked Light Mithril Shield (16,019), +4 Mithril Chain Shirt (17,100), +2 Ring of Protection (8,000 gp), +2 Vest of Resistance (2,000 gp, self made, Tome and Blood), Tattoos of Natural Armor +2 (8,000 gp, self made), Belt of Health +4 (8,000 gp, self made, switched to belt slot as per pg 288 DMG), +4 Gloves of Dexterity (8,000 gp, self made), +6 Headband of Intellect (18,000 gp, self made), +6 Cloak of Charisma (18,000 gp, self made), The Soul of Balance (13,500 gp, self made, Atonement for Good, Neutral, and Evil each 1/day, requires any Neutral alignment and a DC 20 Concentration check), shop inventory pending
Total: 146,599gp

[B]Spells:
Spells per day: (Wizard/Ur-Priest/Sublime Chord)0 Level: 4/6/-
1st Level: 5/6/-
2nd Level: 4/5/-
3rd Level: 3/5/-
4th Level: -/4/4
5th Level: -/3/3
6th Level: -/2/2
7th Level: -/1/1Caster Level: 5th/14th/13th
Arcane Spell Failure: 15%/-/15%
Spell save DC mod: +6/+7/+6
Other mods to spells: Conjuration spells have a higher save DC by 1
Spells Memorized / Known:Wizard: [I]0 Level: Arcane Mark (4)
1st Level: Alarm (4), Expeditious Retreat
2nd Level: Darkvision, Resist Energy, Web, See Invisibility
3rd Level: Slow, Haste, RageUr-Priest: 0 Level: Detect Magic, Read Magic, Purify Food and Drink (4)
1st Level: Sanctuary, Comprehend Languages, Detect [one for each alignment]
2nd Level: Darkness, Zone of Truth (5)
3rd Level: Daylight, Deeper Darkness, Invisibility Purge, Bestow Curse, Remove Curse
4th Level: Repel Vermin, Discern Lies, Tongues, Divine Power
5th Level: Stoneskin, Greater Command, Break Enchantment
6th Level: Word of Recall, Wind Walk
7th Level: RepulsionSublime Chord:4th Level: Rainbow Pattern, Solid Fog, Wall of Ice, Fear
5th Level: Song of Discord, Teleport, Mass Suggestion
6th Level: Wall of Iron, Disintegrate
7th Level: Delayed Blast FireballDescription:
Age: 56
Height: 5'9''
Weight: 125 lbs.
Eyes: Gray
Hair: Gray
Description: At a young age, Xur was apprenticed to a Master of the Cards to learn the ways of a card caster. He quickly mastered all three disciplines – Good, Evil, and Neutral. Having done this, he embarked on the quest to become a Master of the Cards himself, to craft his Soul of Balance. Now, thirty years later, he’s come to Tyranor to spread knowledge of card casting to those who are interested, and has opened up shop in Tyranor proper.
Inverted Dice

02-23-05, 04:44 PM
Player Name: Inverted Dice
Character Name: “Marcus Thali”
Approved?: awaiting approval
Foundations: The Shadow’s Breath and Blade
Race: Human
Class: Wizard 10, Archmage 2, Fatespinner 3 (Complete Arcane)
Racial HD: not applicable
Level Adjustment: none
Total ECL: 15
Experience: 112,500
Alignment: Neutral Evil
Home Region: ???
Languages: Common, Draconic, Dwarven, Elf, Halfing, Infernal
Gender: male

Abilities
Strength: 8
Dexterity: 14
Constitution: 14
Intelligence: 21 (27)
[B]Wisdom: 10
Charisma: 10

Speed: 30

HD: 14d4+4; 4+(14*2.5)+(2*15)=69; 69 hp
AC: 12 (+2 dex)
Touch AC: 12 (+2 dex)
Flat-Footed AC: 10

Initiative: +6 (+2 dex, +4 improved initiative)

Skills:
Skill Points: 126 total
Class Skills: Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).

Skill Modifiers:
Concentration +20 [18 ranks]
Craft (traps) +26 [18 ranks]
Profession (gambler) +5 [5 ranks]
Spellcraft +28 [18 ranks]
Knowledge (local) +26 [18 ranks]
Knowledge (religion) +26 [18 ranks]
Knowledge (the planes) +26 [18 ranks]
Knowledge (arcana) +26 [18 ranks]


Feats:
heighten spell
heighten spell-like ability [Complete Arcane]
improved initiative
scribe scroll
skill focus (spellcraft)
spell focus (enchantment)
spell focus (necromancy)
spellcasting prodigy [Forgotten Realms]
sudden maximize [Complete Arcane]
quicken spell

Special Abilities:
Summon Familiar (Thali does not possess a familiar)
Spell-like abilities: 2/day finger of death heightened to level 9 (Archmage High Arcana: uses 7th level slot and 5th level slot)
Mastery of Counterspelling (Archmage High Arcana: uses 7th level slot)
Spin Fate (Fatespinner: Can add 3 spin points per day to save DC of spells cast.)
Fickle Finger of Fate (Fatespinner: as an immediate action, 1/day, can force a target to reroll a die, target must accept the new roll. Target must be within line of sight.)
Spin Destiny (Fatespinner: Can use spin points to add to skill checks, saves and attack rolls.)

Saving Throws:
Fortitude: 4(base)+2(ability)= +6
Reflexes: 4(base)+2(ability)= +6
Will: 10(base)= +13
Attacks: Quarterstaff 1d6, throwing dagger 1d4
Base attack Bonus: +7/+2
Melee: +6/+1
Ranged: +8/+3
Grapple: +6/+1

Attack: See above.

Equipment:
Headband of Intellect +6 (36k)
Boots of Teleportation (49k)
Ring of Invisibility (20k)
Gem of Seeing (75k)
nonmagical silver mask (1gp)
mundane quarterstaff
polished mirror (1k)
statuette of self (1.5k)
500 gp worth of diamond dust
16499 gp in cash (to spend on original spell research, otherwise he has cloak of resistance +4)
lens for analyze dweomer focus (1500gp)

Total: 200k gp

Spells:
Spells per day: 4/7/7/6/6/4/6/1/2
(calculated at 29 intelligence due to magic item and spellcasting prodigy, high arcane slots subtracted)
Spell save DC mod: +9 (calculated as if int was 2 points higher because of spellcasting prodigy)
Other mods to spells: additional +1 from spell focus feats in necromancy and enchantment, can add up to 2 spin points to DC
Spells Known: ???
Spellbook: However many spellbooks that it takes for him to hold what he knows.

Invocations: none
Psionics: none

Description:
Age: 30-ish
Height: 6’1”
Weight: 130 lbs.
Eyes: brown
Hair: black
Description:
This man always prefers to wear black-cowled robes and a silver mask that covers the entirety of his face. The silver mask has a circular diagram etched upon the surface and holds darkened slits for him to comfortably see through. Marcus Thali, however, is merely an alias, his real identity or his past life is unknown and he likes to keep it that way. His quick rise to power in the arcane arts quickly made enemies, and when the inevitable conflict ensued, he was forced to hunt down and slay his bitterest rivals. He quickly made his escape shortly thereafter, ensuring that his ambitions would not be interrupted again.

Thali research took a definitive interest in fate and the principles that governs destiny, seeing it as a defining characteristic of magic. Because magic alters reality iteself, so can it alter fate.
redhase

02-26-05, 04:16 PM
Player Name: Redhase
Character Name: Reba Darkpool
Approved: time will tell, as so far who knows?
Foundations: Guild of Neutrilality
Race: Halfelf
class: Wizard 15 level
Racail Hit die: no
Level Adjustment: no
Total ECL: 15
Experience: 109, 800
Alignment: Neutral Evil
Home Range: This area of this world
Languages:common, elven, dranicinic, infernal, undercommon, undercommon sign
Gender: Female
Age: 46
weight: 85lbs
Height: 64 inches

Abilities: rolled on on line roller
Str 12 +1
Dex 17 +3
Con 12+1
Int 17 +3 (head band of intellect +4 int 21 +5)
wisd 15 +2
Char 13 +1

Speed: 30ft, hustle 60 ft, runx3 90 ft, runx4 120 ft

Hitdie: 15d4 +15 = 45
Ac: (10 +3+4(ring of proctection) =(17)
Flat footed: 10 + 5=(15)
touch: 10+3 =(13)

Intiative: +3
skills:
Craft (Alchemy) 3+6=9, concentration 1+8=9, diplomacy 2+1+6=9
Knowledge (Aracna) 3+15=18, Knowledge (the planes) 3+ 6=9
Knowledge (local) 3+6=9, Profession 2+7=9, spell craft 3+15=18
sense motive 2+7=9, use magic device 1+9=10, spot 2+1+6=9

Feats:
Brew potion, Extra spell (Tome and blood), craft wondrous item
Forge ring, combat casting, quick spell, spell focus, spell mastery
leadership

Special Abilities:
Racail: immunity to sleeep spells and similar magical effects, low light vision, +1 listen, search, spot
+2 diplomancy, gather information
familiar gets pioson attack and spell attack ability from her, can deliver pioson or spell with a hit.

Saving throws:
fort; 5+1 =(6)
will 9+2=(11)
ref 5+3=(8)

Bab; +7/+2
attacks: spells
staff 1d6 , dagger 1d4 close
mellee: +6/+1
ranged: spells (spell +caster level+ bonus)

spells : yes
0-4, 1-6, 2-7, 3-5, 4-5, 5-5, 6-4, 7-2, 8-1
spells book: yes four, but one on her at a time
o level spells
detect magic, daze, mage hand, message, open/close, ray of frist, read magic, heat water, mirror, coin of the realm, zap trap, arcane mark, acid splash
1st level;
secret desires, shock and awe, alarm, shield, mage armor, summon monster I, color spray, sleep, magic missile, cause fear, charm person, obscrying mist, flame finger, wall of smoke, climb, comprehend languages, indentify, serene visage, dead end, master's touch, understand object, remove scent

2nd level;
arcane lock, glittering dust, melf's acid arrows, proctection from arrows, web, detec thoughts, see invusibility, blur, invisibility, magic mouth, stinging needles, dark vision, knock, spider climb, secret message, mirror move, under stand object, special, summon monster II, bite of the seductress, moon bow, invisibile dagger
3rd level
miniature mind, non detection, dispel magic, (special), (special), arcane sight, tongues, hold person, blink, keen edge, slow, magic weapon greater, vampiric touch, fireball, lightning bolt, wind wall, illusery script, summon monster III, explosive ruins, spider gorg, swarm boil, resistance piercing

4th level
foe bane, fire trap, dimenisonal anchor, globe of invulnerability, demension door, detect scrying, ice storm, shout, fear, polmorph, summon monster IV, minor creation, arcane eye, scrying, rainbow pattern, shriek of abject hatered, (special*)
5th level
leomund's hidden lodge, shadow spears, shadow disks, magic jar, wall of force, dream, nightmare, passwall, permanency, dismissial, cloud kill, major creation, summon monster V, skittering darkness

6th level
eater from within, anti magic field, dispel magic, globe of invulnerability greater, guards and wards, wall of iron, true seeing, creat undead, shadow walk, chain lightning, summon monster VI, mislead, veil, suggestion mass, alter memory, rentar's hell hound

7th level
limited wish, reverse gravity, force cage, arcane sight greater, scrying greater, banishment, spell turning greater, phase door, summon monster VII, insanity, control undead, finger of death.
8th level
(special) , (special), teleportation portal, dimensional lock, maze, trap the soul, binding, power word stun, sun burst, polar ray, screen, polymorphy any object, clone, mind blank, proctection from spells (+8), alignment change, shodow teleportation

Bat familiar cr hd 1+22=23
Int +2, speed 5ft, fly 40ft, ac17, touch 16, blindsight 120ft, fort +2, ref +4, str1, dex 15, con10, int 6, wisd 14, cha 5, can deliever spell and pioson attack by bat with link with master.
Sssargoth

02-26-05, 06:58 PM
Hitdie: 4d15 +15 = 45

...4d15? don't you mean 15d4?

Craft (Alchemy) 3+6=9
Craft (antitoxin) 3+6=9

They are the same thing, redhase. Alchemy is used to make antitoxins among other things.

Extra spell ( Tomb and blood)

It's Tome and Blood, don't worry, it's a common mistake.
Sphendule

02-27-05, 08:58 AM
It's Tome and Blood, don't worry, it's a common mistake.It's also in Complete Arcane, now, for a more recent reference.
turalisj

02-28-05, 01:37 PM
golos

Player Name: turalisj
Character Name:Golos
Approved?:no
Foundations:
Race:Elf
Class: Swasbuckler10/ Lord of Elves 5 (LoE is an elven varant of the Lord of Orcs)
Racial HD: 0
Level Adjustment: 0
Total ECL:15
Experience:
Alignment:CG
Languages:
Gender: Male

Abilities (base, racial, level, misc)
Strength: 15 (10,0,1,4)
Dexterity: 20 (14,2,0,4)
Constitution: 16 (16,-2,2, 0)
Intelligence: 16 (14,0,0,2)
Wisdom: 12 (12, 0, 0, 0)
Charisma: 18 (12,0,0,6 )

Speed: 30ft

HD: 108
AC: (, , , )
Touch AC: (, , )
Flat-Footed AC: (, , , , )

Initiative: Init mod (Dex mod, any other mods)

Skills:
Skill Points: #
Class Skills:
Skill Modifiers:
+Modifier Skill (ranks, ability mod, other mods)

Feats:
leadership
mounted combat
Royal Bloodline
mounted archery
Exotic Weapon Proficiency(Elven Thinblade)
bonus: weapon finesse

Special Abilities:
Grace +1
Insightful Strike
Dodge Bonus +2
Acrobatic Charge
Improved Flanking

Saving Throws:
Fortitude: Modifier (, , 0)
Reflexes: Modifier (, , 0)
Will: Modifier (, , 0)

Attacks:
Base attack Bonus:
Melee:
Ranged:
Grapple:

Attack

Equipment:
Item (price), item (price), xxx gp.
Total:

Description:
Age:132
Height:?
Weight:?
Eyes:?
Hair:
Description:
Serick Player Name: turalisj
Character Name: Serick
Approved?:no
Foundations:
Race:Elf
Class: fighter 13
Racial HD:
Level Adjustment:
Total ECL:13
Experience:
Alignment:CG
Languages:
Gender: Male

Abilities (base, racial, level, misc)
Strength: (0,0,0,0)
Dexterity: (0,0,0,0)
Constitution: (0,0,0,)
Wisdom: (0,0,0,0)
Intelligence: (0,0,0,0)
Charisma: (0,0,0,0)

Speed: ft

HD:
AC: (, , , )
Touch AC: (, , )
Flat-Footed AC: (, , , , )

Initiative: Init mod (Dex mod, any other mods)

Skills:
Skill Points: #
Class Skills:
Skill Modifiers:
+Modifier Skill (ranks, ability mod, other mods)

Feats:
leadership
bonus:


Special Abilities:


Saving Throws:
Fortitude: Modifier (, , 0)
Reflexes: Modifier (, , 0)
Will: Modifier (, , 0)

Attacks:
Base attack Bonus:
Melee:
Ranged:
Grapple:

Attack

Equipment:
Item (price), item (price), xxx gp.
Total:

Description:
Age:132
Height:?
Weight:?
Eyes:?
Hair:
Description:
1st lvl Swordsmen

Elf Infantry
Level: Warrior 1
Roster: 10
Space: ft
Speed: 30ft
Tactics: +2
HP: 12
Attack: Mwk Longsword (1d8+3)
AC: 18
Saves: Fort +3, Ref +2, Will +0
Feats: Weapon Focus Longsword
Skills: Spot +4, Jump +2, Intimidate +3, Search +5
Abilities: Str 15, Dex 15, Con 12, Int 12, Wis 10, Cha 8

there are six units of these brave elven warriors in Golos's army, each one ready to defend thier home. A 2nd Lvl Fighter commands this group with pride.

1st lv archers
Elven Dragonbone Bow Archers
Level: Warrior 1
Roster: 10
Space: ft
Speed: 30ft
Tactics: +2
HP: 12
Attack: Dragonbone Longbow (+2 str rating) (1d8+2)
AC: 18
Saves: Fort +3, Ref +2, Will +0
Feats: Weapon Focus Longbow
Skills: Spot +4, Jump +2, Intimidate +3, Search +5
Abilities: Str 15, Dex 15, Con 12, Int 12, Wis 10, Cha 8
Demonfey

02-28-05, 10:10 PM
Player Name: Demonfey
Character Name: Tetsuo Shoji
Approved?: No
Foundations: ???
Race: half elf
Class: swashbuckler1/ninja7/ghost-faced killer7
Racial HD: 0
Level Adjustment: +0
Total ECL: 15
Experience: 112,500 XP
Alignment: Neutral Evil
Home Region: Scorpion homeland
Languages: Common, draconic, elven, Rokugani
Gender: Male

Abilities: rolls (http://invisiblecastle.com/find.py?u=Tetsuo&limit=on)
Strength: 13 (11+2inherent)
Dexterity: 20 (17+1level+2gloves)
Constitution: 16 (15+1level)
Intelligence: 14 (14+0)
Wisdom: 15 (15+0)
Charisma: 8 (8+0)

Speed: 30 ft, 60 ft fly (average)

HD: 1d10+3+7d6+21+7d8+21=11 (http://invisiblecastle.com/find.py?id=64297) +46 (http://invisiblecastle.com/find.py?id=64298) +57 (http://invisiblecastle.com/find.py?id=64299) =114
AC: 23
Formula: 10+3(ninja AC bonus(works like monk))+5(dex)+3(defending weapon)+2(deflection)
Touch AC: 20
Flat-Footed AC: 15

Initiative: +8

Attacks:
Base attack Bonus:+13/+8/+3
Melee: +14/+9/+4; weapon finesse/improved 2 weapon fighting +18/+13/+8/+18/+13
Ranged: +17
Grapple: +1
Damage:
Primary: 1d6+3+1d6+1d6 (en.)
Secondary: 1d6+4 (en.)

Saving Throws:
Fortitude: 12=9+3
Reflex: 12=7+5
Will: 6=4+2

Skills ((6*4)+(8*7)+(6*7))=(24+56+42)=122 skill points
Skill Modifiers:
Balance 16=12+4
Climb 15=12+1+2
Concentration 15=12+3
Escape Artist 16=12+4
Hide 16=12+4
Intimidate 11=12-1(an additional -6 against non evil characters)
Jump 17=10+1+2+4 (class)
Listen 13=10+2+1
Move Silently 19=10+4+5
Open lock 14=10+4
Spot 13=10+2+1
Feats:
Power attack, improved initiative, weapon finesse (swashbuckler free feat), two weapon fighting, quick draw, raptor school, improved two weapon fighting

Special Abilities:
Ghost step 3/day, frightful attack 2/day, ghost step (invisible, ethereal from ghost faced killer, only 3/day), Ki power (6/day), sudden strike +6d6, trapfinding, ghost step (ninja; invisible), poison use, great leap, acrobatics +2, ki dodge, speed climb
Half elf abilities: Immunity to sleep spells and similar spells, +2 bonus on saving versus enchantment spells or effects, low light vision, +1 to listen, search, and spot checks, +2 to diplomacy and gather information checks

Equipment:
Manual of gainful exercise+2(-55,000gp), 1 +3 defending ghost touch short sword (-50,310), 1 +2 ghost touch frost/shock short sword (-50,310 gp), MW thinaun dagger (paid for by SBB), shadow veil (-10,000 gp), boots of elvenkind (-2500 gp), mask (50 gp), feathered wings fiend graft (10,000 gp), Mask of Silence (specially crafted drow insignia, 2160 gp), collossal scorpion poison (9000 gp, save dc 54, 2d8 str init and second), +2 gloves of dex. (4000 gp), -50 (bet with Turalisj), 6,620 gp
Total: 200,000 gp

Appearance:
Age: 50
Height: 5'10"
Weight: 150
Eyes: grey
Hair: black
Description: A form steps out of the shadows, wearing a completely featureless mask that only shows the wearer's eyes and the entire body covered in black bindings and apparently shrouded in darkness. Then, you notice the short sword sticking out of your rib cage...
Rurik "The Silent"

03-01-05, 09:37 PM
Player Name: Rurik "The Silent"
Character Name: Arcinis Eipisc
Approved?: No
Foundations: Citadel of the Hopeless, and The Risen Dead Foundation
Race: Human lich
Class: 2 Monk/9 Ur-priest
Level Adjustments: +4 lich (was lvl 6 monk, 9 ur-priest, then lost 4 monk lvls when becoming the lich)
ELC: 15
Experience: 105,060 xp [112,500 XP - 7440 xp]

Abilities Ability score roller (http://invisiblecastle.com/find.py?id=64286)
Strength: 14 (14)
Dexterity: 22 (16, +6 enhancment)
Constitution: - (Undead)
Intelligence: 18 (16, +2 Lich)
Wisdom: 28 (17, +3 level inc., +2 Lich, +6 enhancment)
Charisma: 25 (17, +2 Lich, +6 enhancment)

Speed: 30 ft.

HD: 11d12 (91) Online Roller (http://invisiblecastle.com/find.py?id=65109)
AC: 41 (10, +4 Deflection [Ghost Shroud], +1 monk,+6 Bracers of Armor, +6 Dex, +9 Wis, +5 Natural Armor)
Touch AC: 36 (10, +4 Deflection [Ghost Shroud], +1 monk,+6 Bracers of Armor, +6 Dex, +9 Wis)
Flat-Footed AC: 35 (10, +4 Deflection [Ghost Shroud], +1 monk,+6 Bracers of Armor, +9 Wis, +5 Natural Armor)

Initiative: +6 (+6 Dex)

Skills:
Skill Points: (4+4 int) x5 for monk lvls + (2+ 4 int) x9 for ur-priest +15 human = Total (109)

Class Skills: Balance (Dex), Bluff (Cha),Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Scry (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str).

Skill Modifiers: Max Class ranks 14, cross-class 7
Balance +6 (0 Ranks, +6 Dex)
Bluff +12 (5 Ranks, +7 Cha)
Climb +2 (0 Ranks, +2 Str)
Concentration +14 (14 Ranks, +0 Con)
Diplomacy +12 (5 Ranks, +7 Cha)
Escape Artist +6 (0 Ranks, +6 Dex)
Hide +20 (6 Ranks, +6 Dex, +8 Racial)
Jump +3 (1 Ranks, +2 Str)
Knowledge (arcana) +9 (5 Ranks, +4 Int)
Knowledge (Religion) +18 (14 Ranks, +4 Int)
Knowledge (The Planes) +9 (5 Ranks, +4 int)
Listen +19 (10 Ranks, +9 Wis)
Move Silently +20 (6 Ranks, +6 Dex, +8 Racial)
Scry +14 (10 Ranks, +4 Int)
Sense Motive +23 (6 Ranks, +9 Wis, +8 Racial)
Search +12 (0 ranks, +4 Int, +8 Racial)
Spellcraft +12 (8 Ranks, +4 Int)
Spot +27 (10 Ranks, +9 Wis, +8 Racial)
Swim +6 (4 Ranks, +2 Str)

Feats:
Human bonus feat: Heighten Spell
1st lvl:Iron Will
3rd lvl:Spell Focus (evil)
6th lvl:Practiced Spellcaster
9th lvl:Craft Wonderous Item
12th lvl:Landlord (Stronghold Builder's Guidebook)
15th lvl:Undead Leadership (Libiris Mortis)
Monk lvl 1: Stunning Fist [DC 24]
Monk lvl 1: Improved Unarmed Strike
Monk lvl 2: Combat Reflexes

Undead leadship:
Leadership score: For living followers: 19 (lvl 11+7 cha+ 2 stronghold- 4 living+ 1 special power [a lich with lvl 9 spells should count for special power]); For Undead followers: 23 (lvl 11+7 cha+ 2 Stronghold+ 2 undead+ 1 special power)
Cohort: 9th lvl; Manticore (6 HD +3 Adjustment)
Followers: Living: 40 1st lvl, 4 2nd lvl, 2 3rd lvl, 1 4th lvl, 1 5th lvl. or Undead: 90 1st lvl, 9 2nd lvl, 5 3rd lvl, 3 4th lvl, 2 5th lvl, 1 6th lvl.

All first lvl followers are Zombies, All other followers are Rogue Necropolitan's of the approporite level.

Special Abilities:
Flurry of Blows
Evasion
Siphon Spell Power (Ex)
Rebuke Undead
Divine Spell Resistance 20 (Su)

Special Qualities:
+4 Turn Resistance (Ex)
Damage Reduction (Su) 15/ Bludgeoning and magic
Immunities (Ex): Liches have immunity to cold, Electricity, polymorph (though they can use polymorph on themselves), and mind affecting attacks.
Undead

Saving Throws:
Fortitude: +6 (+6 base)
Reflexes: +12 (+6 base, +6 Dex)
Will: +20 (+9 base, +9 Wis, +2 Iron Will)

Attacks:
Base attack Bonus: +7
Melee: +9 (+7 base, +2 Str)
Ranged: +13 (+7 base, +6 Dex)
Grapple: +9 (+7 base, +2 Str, no size mod)

Special Attacks:
Fear Aura (Su): Liches are shrouded in a deadful aura of death and evil. Creatures of less than 5 HD in a 60-ft radius that look at the lich must succeed a Will save DC 20 (10 + 1/2 HD + Cha mod) or be affected as though by a Fear spell from a sorcerer of the lich's level. A creature that successfully saves cannot be affected by the same lich's aura for 24 hours.
Paralyzing Touch (Su): Any living creature a lich hits with its touch attach must succeed on a Fortitude save DC 20 or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell decription, page 203 of the Player's Handbook). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.
Stunning Fist: Arcinis must declare he is making this attack before he makes his attack roll. And a failed attack ruins the attempt. A foe hit by the attack must make a saving throw DC 24 Fortitude (DC 10+1/2 character level+ Wisdom Mod), in addition to dealing damage on a failed save the opponent is stunned for one round, untill just before Arcinis' next action. A stunned creature takkes a -2 penalty to Ac and loses their Dex bonus to AC. He may attempt this attack only once per round and only 4 times per day (2 monk levels +11 character lvls). Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Attacks
+9 claw melee (1d8+2+1d8+5 negitive energy, Paralysis) or touch attack spell +9 melee (as spell) or +13 Ranged touch attack spell (as spell effect.

Full Attack: +7/+7/+3 claws melee (1d8+2, additional 1d8+5 negitive energy to one attack, additional paralysis to one attack)

Equipment:
[2 1/2 lb] adamintium box (Hidden in his stronghold): lich Phylactery [1 lb].

lich Phylactery(120,000 gp, +4,800 xp), Gloves of Dex +6 (36,000 gp), Perapt of Wis +6 (36,000 gp), Orange Prism Ioun Stone (15,000 gp, +1,200 xp), Bracers of Armor +6 (18,000 gp, +1,440 xp), Monk's Belt (13,000 gp), Ghost Shroud (35,000 gp, from Libris Mortis), Cloak of Cha +6 (36,000 gp), Unholy Symbol with markings of Anathema (500 gp, Spell Focus). 11,000 gp.
Total GP: 320,000 gp. [explination below]
Total Weight:
Max Load: 175 lbs
Max Load to Lift off Ground: 175 lbs
Max Load to Drag: 875 lbs

Spells:
Spells per day: 6/5/4/4/4/4/3/2/1/0
Bonus Spells per day:0/3/2/2/2/2/1/1/1/1
Total Spells per day:6/8/6/6/6/6/4/3/2/1
Spell save DC mod: 19 + spell level
Other mods to spells: +1 DC on evil spells
Typical Prepared Spells: the following spells are stolen everyday unless noted.

0 lvl: Detect Magic (p. 219 PHB), Guidance (p. 238 PHB), Inflict Minor Wounds (p. 244 PHB), Resistance (p. 272 PHB), Preserve Organ (p. 101 BoVD), No Light (p. 100 BoVD).

1st lvl: (8 unused)

2nd lvl: (5 unused) Undetectable Alignment (p. 297 PHB).

3rd lvl: (4 unused) Wrack (p. 190 CD), Dispel Magic (p. 223 PHB).

4th lvl: (2 unused) Assay Resistance x2 (p. 98 CA), Freedom of Movement (p. 233 PHB), Dismassal (p. 222 PHB).

5th lvl: (3 unused) Spell Resistance (p. 282 PHB), True Seeing (p. 296 PHB), Greater Command (p. 211 PHB).

6th lvl: Word of Recall (p. 303 PHB), Harm x2 (p. 239 PHB), Greater Dispel Magic (p. 223 PHB).

7th lvl: Greater Bestow Curse (p.153 CD), Destruction x6 (p. 218 PHB)

8th lvl: Greater Spell Immunity (p. 282 PHB), Heightened Destruction (p. 218 PHB).

9th lvl: Summon Elemental Monolith (p. 124 CA), Miracle (p. 254 PHB).

Siphon Spell Power: 53 unused spell levels. 53-12= 1 more 9th lvl spell slot. 41 spell slots left divided by/ 9 and one third= 4.39 ; making 4 more 7th lvl slots.

Description:
Alignment: Chaotic Evil
Languages: Common, Abyssal, Draconic, Undercommon, Elven.
Gender: Male
Deity: None
Age: 837
Height: 5' 11'
Weight: 148 lbs
Eyes: Empty they glow a tint of deep red when angry.
Hair: Dull Grey and white, mostly rotted and fallen out.
Description: Arcinis grew up in a monestary training to be a monk. But soon discovered the clostered life was not for him and he spent most of his time studying in the cloisters vast libraries. After years of study he began to gain an understanding of the divine arts and suplemented and way to sphion off the power of the Gods. With this new found ability he once again began training witht he monks in combat training. But rather than using his physical prowess and ability he focused more on combining his knowledge of divine power and crippling his fellow monks. After getting kicked out of the monstary for slaying an oppnent in combat by spell use he bacame reclusive and continued his studies. After years of seclusion he began to grow weary and knew he was nearing the end of his life. So he embraced lichdom.

After achiving his new found perfection he began a slow conquest for power. Ingulfing himself in society, with clever use of spells to insure he isn't discovered of course. A small town threatened by a manticore was his main target. Out of fear the manticore became a willing follower of the powerful being. The towns people were so grateful they elected him mayor. And eventually he enthralled allof them to be his followers killing each one in turn and raising them as undead so they might serve him forever. When they became his loyal thralls he moved out of the city constructing a fortress. He instructed them to carry all fo their belongings to him and to relenquish their things for his benifit. They complied, if they didn't give him everything Arcinis killed them. And he has provided them with their every need.

Arcinis rules his followers with an iron fist and doesnt hesitate to punish them, and he has been known to work slaves to death...well then raise them to undeath. Any insubordinance is usually delt with quickly with a Destruction spell. The manticore His faithful cohort is the only one of his followers he allows a chance to speak his mind. While the manticore fears death from the powerful lich and gives and does for him what he asks, the lich has a mutual respect for the beast.

Cohort:
Name: Lepis Turnan
Experience Points: 36,000 xp
Large Magical Beast
Hit Dice: 6d10 + 48 (95) Online roller (http://invisiblecastle.com/find.py?id=65162)
Intiative: +5 (+5 Dex)
Speed: 30 ft. (6 squares), Fly 50 ft. (Clumsy)
Armor Class: 20 (10, -1 size, +6 natural, +5 Dex)
Base Attack/Grapple: +6/ +18 (+6 BaB, +8 Str, +6 size)
Attack: Claw melee (2d4+8) or 6 spikes ranged (1d8+2/19-20)
Full Attack: 2 Claws melee (2d4+8) and bite melee (1d8+4); or 6 spikes ranged (1d8+4/19-20).
Space/Reach: 10 ft./5 ft. (about 9 1/2 ft. long and weighs 1,367 lbs.)
Special Attacks: Spkies
Special Qualities: Darkvision 60ft. Low-light vision, Scent.
Saves: Fortitude Reflex Will
Abilities: Ability score roller (http://invisiblecastle.com/find.py?id=65161)
Strength: 27 (17 ,+10 racial, +1 level inc.)
Dexterity: 20 (16 ,+4 racial)
Constitution: 26 (18 ,+8 racial, +1 level inc.)
Intelligence: 11 (13 ,-2 racial)
Wisdom: 15 (13 ,+2 racial)
Charisma: 15 (15)
Skills:
Languages: Common,
Feats: Fluby Attack, Multiattack, Track (bonus feat), Weapon Focus (Spikes).
Alignment: Lawful Evil
Comabt:
Spikes (Ex): With a snap of its tail, a manticore can loose a volley of six spikes as a standard action (Make an attack roll for each spike). This attack has a range of 180 ft with no range increment. All targets must be within 30 feet of each other. The creature can launch only twenty-four spikes in any 24 hour peroid.
Skills: *Manticores have a +4 racial bonus on Spot checks.
Treasure/ location: Clear Spindle Ioun Stone (4,000 gp) 7,800gp


Followers:
90 lvl 1 zombies were commoners had 300gp each
9 lvl 2 Rogue Necropolitans had 900gp each
5 lvl 3 Rogue Necropolitans had 2,700gp each
3 lvl 4 Rogue Necropolitans had 5,400gp each
2 lvl 5 Rogue Necropolitans had 9,000gp each
1 lvl 6 Rogue Necropolitans had 13,000gp

As state in Arcinis' description he stole all their money and items from them and liquidated it for his own causes. They were given standard starting gold for their character lvl for a total of 131,800gp including his cohort. If they refused to give him their belonglings they were killed. As shown then raised as undead followers. This is represented mostly by the zombies. Of the 90 46 didn't wish to comply and were delt with.

Why this added gp is within the rules is stated above, but why it is role playing also is becasue this character clearly just kills what bothers him. Also he steals and cheats, does everything a Chaotic character would do. The extra gp does not off set the lichs starting gold virtually at all. The lich Phylactery costs 120,000gp. So i end up with a total of only 11,800gp more than normal; the extra 11,800 was given back to his cohort. So as a character i just ended up having his followered pay for his Phylactery. Thats not too farfetched. But this is evened out, becasue an NPC lich doesnt have to pay for their Phylactery, and also gets standard treasure plus double items. So i end up with one extra item. So the extra gp fits role playing wise becasue im exploiting and using his followers. And it fits into the very idea of being a lich.
jagggar

03-01-05, 11:23 PM
In process character:

Player Name: jagggar
Character Name: Darby Wallace
Approved?: No.
Foundations: None yet.
Race: Half-Doppleganger applied to Half-Elf (1/4 elf, 1/4 human, 1/2 doppleganger) (Dragon 313, PHB)
Class: Rogue 5/Chameleon 8 (RoD)
Racial HD: 0
Level Adjustment: +2
Total ECL: 15
Experience: 112,500
Alignment: Neutral (Under consideration)
Home Region: unknown
Languages:
Gender: Female

Abilities
Strength: Score (12, 0, level increases, other mods)
Dexterity: Score (12, 0, level increases, other mods)
Constitution: Score (12, 0, level increases, other mods)
Intelligence: Score (15, 0, +1, other mods)
Wisdom: Score (14, +2, level increases, other mods)
Charisma: Score (14, 0, +2, other mods)

Speed:

HD: hp (4d6+8d8+6=66) (http://invisiblecastle.com/find.py?id=64355) +x (hp)
AC: Armor Class (armor mod, shield mod, Dex mod, natural armor, deflection, any other mods)
Touch AC: Touch Armor Class (Dex mod, deflection, any other mods)
Flat-Footed AC: F-F Armor Class (armor mod, shield mod, natural armor, deflection, any other mods)

Initiative: Init mod (Dex mod, any other mods)

Skills:
Skill Points: #
Class Skills:
Skill Modifiers:
+Modifier Skill (ranks, ability mod, other mods)

Feats:
Feat (What sourcebook, if not from Core Rulebooks)
Quarter Elf (Flaw, Dragon 328)
Human Blood (bonus from flaw, Dragon 324)
Able Learner (1st lvl, RoD)

Special Abilities:
Special Ability (Class, race, or whatever else grants you the special ability) (What sourcebook, if not from Core Rulebooks)

Saving Throws:
Fortitude: Modifier (3, ability mod, other mods)
Reflexes: Modifier (6, ability mod, other mods)
Will: Modifier (3, ability mod, other mods)

Attacks:
Base attack Bonus: +9
Melee:
Ranged:
Grapple:

Attack

Equipment:
Item (price), item (price), xxx gp.
Total: 200,000 gp

Spells:
Spells per day:
Spell save DC mod:
Other mods to spells:
Spells Known: (If applicable)
Spellbook: (If applicable)

Description:
Age: 24 yrs, 8 months
Height: 5'5"
Weight: 106 lb.
Eyes: Brown with the edges greyish-green
Hair: Brown, upper back length.
Description:
NightScreamer20

03-06-05, 12:36 AM
Am I correct in saying we're allowed 3 15th level characters now?
Tenzhi

03-06-05, 12:40 AM
Am I correct in saying we're allowed 3 15th level characters now?

I think that's still up in the air. At least, the exact number seems to be in discussion according to whats been said in the meta-gaming thread.

Three seems to be the minimum in consideration now, however.
turalisj

03-06-05, 12:51 AM
i'm going with three no matter what, even if we can haver thousands.....
Droga

03-06-05, 02:57 AM
Pretty sure 3 15th level is whats goin on. The discussion at the metathread is just for the other random lower level PCs Sil wants to hand out. Last I knew, three level 15s was a set thing.
Cazic

03-06-05, 10:08 AM
It is a set thing. Sil said we are now allowed 3 15. :)
Cazic

03-06-05, 06:23 PM
Player Name: Cazic
Character Name: Kath'ranis
Approved?: No
Foundations:
Race: Bronze Dragon (Very young)
Class: 2 lvl Cleric (of the Dragon god Hlal)
Racial HD: 9
Level Adjustment: +4
Total ECL: 15
Experience: 112,500
Alignment: Chaotic Good
Home Region: Unknown
Languages: Draconic, Common, Celestial, Abyssal, and Infernal
Gender: male

Abilities
Strength: 14+4
Dexterity: 13
Constitution: 14+4
Intelligence: 12+4
Wisdom: 15+4
Charisma: 11+4

Speed: 40+20 ft., fly 150+10 ft. (poor), swim 60+10 ft. (natural and feat)

HD: 9d12 + 2d8 + 90
AC: 11+8 (+8 natural)
Touch AC: 11
Flat-Footed AC: 11+8 (+8 natural)

Initiative: +1

Skills:
Skill Points: (6 + Int modifier, minimum 1) x (Hit Dice(12) + 3=15) + (2 + Int modifier 2times)
Class Skills: Disguise, Swim, Survival, Listen, Search, and Spot, Concentration, Diplomacy, Escape Artist, Intimidate, Knowledge (any), Sense Motive, and Use Magic Device. Craft (Int), Heal (Wis), Profession (Wis), and Spellcraft (Int).

Skill Modifiers:
Disguise
Swim
Survival
Listen
Search
Spot
Concentration
Diplomacy
Escape Artist
Intimidate
Knowledge (any)
Sense Motive
Use Magic Device
Craft (Int)
Heal (Wis)
Profession (Wis)
Spellcraft (Int)


Feats:
Improved Speed, Awaken Spell Resistance, Embed Spell Focus

Special Abilities:
Dragon: Immunity to electricity, water breathing, speak with animals, line of lightning 4d6 damage (DC 16 + Con mod), cone of repulsion gas
Cleric: Rebuke undead, Dragon and Good Domains
Feats: Spell Resistance equal to Hit dice (not sure if it is 12, 8 or 12 and 8 added together)

Saving Throws:
Fortitude: 6+6
Reflexes: 1+6
Will: 7+6

Attacks:
Base attack Bonus: +10
Melee: +10+3
Ranged: +10+1
Grapple: +10+3

Attack

Equipment:
Gemstone of Fortification (heavy) ---- 35,000 ----
Jaws of the Dragon -------------------- 40,000 ----
Total:

Spells: (If applicable)
Spells per day:
Spell save DC mod: 10+spell level+4
Other mods to spells:
Spells Known: Shhhh….Its a secret.
Spellbook: none

Invocations: none that I know of

Psionics: none that I know of

Description:
Age: 6
Birthday:
Height: 3’ 10”
Weight: 196
Eyes:
Hair: none
Description:
Lady Rolindin

03-06-05, 06:28 PM
thank you orcy for making me quit
Rurik "The Silent"

03-06-05, 07:00 PM
out of curosity, if i get some free time does the World need any NPC's? i coudl make some for the DM's if they need it and give them backgrounds and stuff. As you can see the two characters i have made have pretty extensive backgrounds and fully finished and fully detailed. I coudl make some NPC's for DM's if they want them. just have to finish with my guildhouse for the assassins guild first. I coudl also help approve characters if you woudl liek help ive got most of the books to check stuff.

Also if you guys need/want help approving characters i could see what i can do. Ive got pretty much all the books. Well most of them. So if you want the help let me know.
Droga

03-07-05, 11:32 PM
Player Name: Droga
Character Name: Gardrog
Approved?: not yet
Foundations: The Shadow's Breath and Blade
Race: Skygge Elder
Class: Fiend of Possession 6
Racial HD: 6d8
Level Adjustment: +3
Total ECL: 15
Experience:
Alignment: Chaotic Evil
Home Region: Dromkar
Languages: Skygge, Common, Elven, Orcish, Abyssal, Infernal, Draconic, Gobbish
Gender: Genderless

Abilities
Strength: 17 +3 (base 11, Race +6)
Dexterity: 11 +0 (base 13, Race -2)
Constitution: 18 +4 (base 14, Race +4)
Intelligence: 26 +8 (base 16, Race -2, Dromkarian Bone Collar of Intelligence +6, Hood of Intelligence +6)
Wisdom: 14 +2 (base 12, Race +2)
Charisma: 36 +13 (base 17, Race +4, Level +3, Mantle of Charisma +6, Dromkarian Bone Mask of Charisma +6)
Speed: 40ft
HP and Stat (http://invisiblecastle.com/find.py?u=DrogaAssassin&limit=on)

HD: 6d8 + 6d6 +48 (92)
AC: 13 (Nat +4, size -1)
Touch AC: 9 (size -1)
Flat-Footed AC: 13 (Nat +4, Size -1)

Initiative: +4

Skills:
Hide +20 (15 ranks +0 Dex +2 race +3 feat)
Hide (alt) +26 (15 ranks +6 Int +2 race +3 feat)
Knowledge (Arcana) +21 (15 ranks +6 int)
Bluff +27 (15 ranks +12 cha)
Intimidate +30 (15 ranks +13 cha +2 race)
Diplomacy +27 (15 ranks +12 cha)
Move Silently +15 (15 ranks +0 dex)
Sense Motive +17 (15 ranks +2 wis)
Spot +17 (15 ranks +2 wis)
Listen +17 (15 ranks +2 wis)
Disguise +28 (15 ranks +13 cha)
Spellcraft +12 (6 ranks +6 int)
Skill Points: 156

Feats:
Improved Initiative, Skill Focus (Hide), Maximize Spell Like Ability, Ability Focus (Curse), Ability Focus (Control Creature)

Special Abilities:
Race: Spider Climb, DR 5/magic and Good, Darkvision 120ft, Shadow Meld, Spell like abilities
Fiend of Possession: Etherial Form, Hide Presense, Possess object, Curse, Magic Item, Control Object, Animate Object, Possess Creature, Ally or Enemy, Possess noncontinuous object, Control Creature

Saving Throws:
Fortitude: +14 (Base 10, Con 4)
Reflexes: +10 (Base 10, Dex 0)
Will: +12 (Base 10, Wis 2)

Attacks:
Base attack Bonus: +9/+4
Melee: +12/+7
Ranged: +9/+4
Grapple: +16

Claws +12 1d8+3 x2

Equipment:
Cloak of Charisma +6, Dromkarian Bone mask of Charisma +6, Dromkarian Bone Collar of Intelligence +6, Hood of Intelligence +6, 54,700gp
Total: 200,000gp

Description:
Age: Unknown
Height: 14ft
Weight: Unknown
Eyes: Orange
Hair: None
Description:
Gardrog is a large black creature. A skygge. He has glowing orange eyes that come from behind his mask. The mask is made of a black bone, but is painted to look like elven flesh. The mask and hood he wears overall appear as a mockery of an elven head. A look on it's face portraying stupidity and cowardice. He wears a collar and a cloak all made of black bone or a leathery skin-like fabric.
turalisj

03-09-05, 05:48 PM
zik's stats:


Player Name:turalsij
Character Name:zik
Approved?:no
Foundations: Council of Archmages, Stormhand Federation
Race: Elf
Class:sorcerer15
Racial HD: 0
Level Adjustment: 0
Total ECL:15
Experience:
Alignment:cg
Languages:elven, common, draconic, sylvan, orc.
Gender:male


Abilities
Strength: 12 +1 (11 , +0 , 0 , +4, -3 )
Dexterity: 19 +4 (16 , +2 , +0 , +4, -3 )
Constitution: 14 +2 (13, -2, 2, +4, -3)
Intelligence: 14 +2 (12, 0, 0, +2 )
Wisdom: 12 +1 (10, 0, 0, 0, +2)
Charisma: 22 +6 (15, 0, 1, +4, +2)


Speed:30ft.

HP: 77
AC: 21 (5, 0, 4, 0, 2, 0)
Touch AC: 16 (4, 2)
Flat-Footed AC: 17 (2,5)
Initiative: 4 (4, 0)


Skills:
Skill Points: 72
Class Skills:
concentration: 18+ 2= 20
craft(gemcrafting): 18+ 2= 20
knowledge(arcana): 18+ 2= 20
Spellcraft: 18+ 2= 20


Feats:
extra spell
improved weapon familiarity
force of personality
improved toughness
landlord


Special Abilities:
summon familiar (a raven, speaks elven)
Saving Throws:
Fortitude: 7 (+2,+5)
Reflexes: 9 (+4, +5)
Will: 15 (+6, +9)


Attacks:
Base attack Bonus:7/2
Melee: 8/3
Ranged: 11/6
Grapple: 9

Attack
+1 keen rapier (1d8+2. 2d8+2 on crit. 16-20/x2 crit)
+1 keen shortbow (1d6+5. 3d6+5. 19-20/x2 crit)

Equipment:
+1 keen rapier, 8,320gp
+1 keen shortbow, 8, 330gp
+4 gloves of dex, 16,000gp
+4 belt of str, 16,000gp
+4 vest of charisma, 16,000gp
+4 amulet of con, 16,000gp
staff of evocation, 65,000gp
wand of cure critical wounds, 21,000gp
bracers of armor +5, 25,000gp
ring of protection +2, 8,000gp

Total:199,650
[/CODE]

Spells: (If applicable)
Spells per day:0 lvl-8. 1st lvl-8. 2nd lvl-8. 3rd lvl-8. 4th lvl-7. 5th lvl-7. 6th
lvl-7. 7th lvl-5.
Spell save DC mod:
Other mods to spells:
Spells Known:
0-acid splash, detect poison, dancing lights, flare, light, open/close, arcane mark, ray of frost, ghost sound.
1st-protection from law, magic missile, mage armor, expedious retrea(swift), ectoplasmic armor.
2nd- web, melf's acid arrow, continual flame, scorching ray, cats grace.
3rd- fireball, bands of steel, fly, stony grasp.
4th- fire trap, solid fog, ice storm, wall of ice.
5th- fabricate, wall of stone, baleful polymorph, telekinesis.
6th- cloak of the sea, veil, otiluke's freezing sphere, greater fireburst.
7th-summon monster VII, greater teleport.


Description:
Age: 275
Height: 5'01
Weight: 118
Eyes: Gold
Hair: Platinum Blonde
Description:
the merchants venture

Stronghold name: Merchants Venture
Owner: Zik
Spaces:42
Luxury Bedroom suite. (12,500gp) (2ss) (valet)
Luxury Bath (5,000gp) (2ss) (valet, servant)
Gate House (50gp) (.5ss)
3 Guard posts (45gp) (1.5ss) ( 27 guards)
2 Basic Baths (40gp) (1ss)
Luxury Library (7,500gp) (2ss) (librarian)
Fancy dining hall (2,400gp) (2ss) servant)
1 Fancy Magic Laboratories (600gp) (1ss) (apprentice)
Fancy Study (doubled) (1,000gp) (2ss)
2 Fancy Storage (400gp) (2ss)
2 Fancy Armories (800gp) (2ss)
Barbican (50gp) (1ss) (2 guards)
2 Fancy Smiths (800gp) (2ss) (2 smiths)
Fancy Kitchen (2,400gp) (1ss) (2 cooks)
Fancy Alchemical Laboratory (600gp) (1ss) (alchemist)
2 Fancy Common Areas (240gp) (2ss)
2 Fancy Workplaces (400gp) (2ss)
1 Dock (25gp) (1ss) (2 laborers)
11 barracks (4,400gp)(11ss)
4 servants quarters (1,200gp) (4ss)
Cost:72,891 gp
locks: 42 good locks
windows: 21 good shutter windows, 21 glass windows
doors: 21 strong wooden doors, 21 iron doors
staff: valet (2), 2 servants, 28 guards, smith (2), cook (2), apprentice, alchemist, librarian. 82 soldiers
guard equipment: 21 archers, 21 guard.
soldiers: 20 archers, 20 light infintry, 20 heavy infintry, 2 officers.

all the bonuses were applied.
This is Zik's personal islnad. and yes, it does float. albeit as slow as a drunken dragon.
movement type: Sailing.
Speed: 1/4 mph. 6 mpd.
Orcy The Green Wonder

03-11-05, 10:31 PM
Player Name: Orcy the Green Wonder
Character Name: Dul-Grek
Approved?: Possibly?
Foundations: Swordpoint Academy, Half Orc Foundation
Race: Half-Orc Half-Ogre
Class: Barbarian 1/Paladin of Freedom 3/Fighter 2/Knight Von Drache 8
Racial HD: None
Level Adjustment: +1
Total ECL: 15
Experience:
Alignment: Chaotic Good
Home Region: Darkwood
Languages: Common, Orcish, Elven
Gender: Male

Abilities
Strength: 36 +13 (Base 17, Race +12, Lvl +1, Belt +6)
Dexterity: 14 +2 (12, Race -2, Boots +4)
Constitution: 20 +5 (13, Race +2, Lvl +1, Amulet +4)
Intelligence: 12 +1 (Base 11, Race -6, Lvl +1, Headband +6)
Wisdom: 10 +0 (Base 10)
Charisma: 16 +3 (Base 16, Race -6, Cloak +6)

Speed: 30ft

Stat and HP rolls (http://invisiblecastle.com/find.py?u=Dul-Grek&limit=on)

HD: 1d12 + 13d10 +70 +3(feat) (154)
AC: 28 (Amor +10, shield mod, Dex +2, Nat +4, Deflection +2, Enhancement +2, size -1, Mace -1)
Earthbound AC: 41 (Amor +10, shield mod, Dex +2, Nat +17, Deflection +2, Enhancement +2 size -1, Mace -1)
Touch AC: 12 (Dex +2, Deflection +2, Size -1, Mace -1)
Flat-Footed AC: 20 or 33 (Armor +10, Nat +4 or +17, Deflection +2, Size -1, Mace -1)

Initiative: +2 (Dex +2)
Earthbound Initiative: +0 (Dex +2, Earthbound -2)

Skills:
Skill Points: 59
Skill Modifiers:
Survival +14 (Ranks 12, Cross Ranks 4)
Intimidate +16 (Ranks 12, Cross Ranks 2, Charisma +3)
Ride +19 (Ranks 17, Dexterity +2)
Knowledge (tactics) +7 (Cross Ranks 12, Intelligence +1)

Feats:
Power Attack, toughness, Brutal Throw, Leadership, Might Makes Right, Exotic Weapon Proficiency (Warmace), Monkey Grip

Special Abilities:
Rage 1/day, Fast movement, Illiteracy, Aura of Good, Detect Evil, Smite Evil 1/day, Divine Grace, Lay on Hands, Aura of Resolve (immune to compulsion, +4 to allies saves VS same), Divine Health, Power Within 3/day (+6), Mettle, Smite Foe 2/day, Frightful Presence (DC 21 will), Earthbound Knight

Saving Throws:
Fortitude: +22 (Base +14, Con +5, Cha +3)
Reflexes: +8 (Base +3, Dex +2, Cha +3)
Will: +10 (Base +7, Wis +0, Cha +3)

Attacks:
Base attack Bonus: +14/+9/+4
Melee: +26/+21/+16
Ranged: +16/+11/+6
Grapple: +31

Gargantuan +1 Shocking Flaming Frosting Adamantine Warmace +25/+20/+15 6d6+20 x2
Large Javelin x6 +24/+19/+14 1d8+13 x2

Equipment:
Headband of Intelligence +6 (36,000gp), Cloak of Charisma +6 (36,000gp), Belt of Giant Strength +6 (36,000gp), Boots of Dexterity +4 (16,000gp), +2 Dragonscale Armor (4,000gp), +1 shocking flaming frosting adamanting gargantuan warmace (35,325gp), Ring of Protection +2 (8,000gp), Amulet of Health +4 (16,000gp) 8,675 gp.
Total: 200,000gp

Description:
Age: 25
Height: 9ft
Weight: 350lbs
Eyes: Yellow
Hair: Black
Description:
This massive half-orc has ogre reminiscent features to him. He stands the height of almost two men. Carrying a massive warmace and wearing armor made from the scales of a black dragon, he is a sight to behold. Carved on the chest of his armor is an eye symbol colored red. His skin is fairly hairy and green, his body is incredibly muscular. The arms on this hulking creature are as wide as tree trunks. He can usually be seen with a grin on his face.
Sssargoth

03-13-05, 12:27 PM
Player Name: Sssargoth
Character Name: Hector-Mataff
Approved?: Don't know, Don't care. (I have a shirt that says this too.)
Foundations: Swordpoint Military Academy
Race: *Lupin (http://boards1.wizards.com/showpost.php?p=5666312&postcount=272)
Class: Ranger 2/Fighter 4/*Bowman Charger (http://boards1.wizards.com/showpost.php?p=5662088&postcount=61) 9
Racial HD: N/A
Level Adjustment: N/A
Total ECL: 15
Experience: 112,500/120,000
Alignment: Lawful Neutral
Home Region:
Languages: Lupin, Common, Elvin, halfling
Gender: Male

Abilities (http://invisiblecastle.com/find.py?a=show&id=66343)
Strength: 14 + 2 = (generated score 13, racial mod, level increases +1, other mods)
Dexterity: 18 + 4 = (generated score 16, racial mod, level increases +2, other mods)
Constitution: 16 + 3 = (generated score 16, racial mod, level increases +, other mods)
Intelligence: 14 + 2 = (generated score 14, racial mod, level increases +, other mods)
Wisdom: 14 + 2 = (generated score 14, racial mod, level increases, other mods)
Charisma: 12 + 1 = (generated score 12, racial mod, level increases +, other mods)

Speed: 30 ft

HD: 2d8 + 13d10 + 45 (122)
AC: 27 (+8 armor mod, +4 Dex mod, +5 deflection)
Touch AC: 19 (+4 Dex mod, +5 deflection, any other mods)
Flat-Footed AC: 23 (+8 armor mod, +5 deflection, any other mods)

Initiative: +8 [+12 on attuned mount] (+4 Dex mod, +4 Improved Innitiative, [+4 on attuned mount])

Skills:
Skill Points: 92
Class Skills:
Ride +18, Handle Animal +18, Survival +18, Listen +18, Spot +10, Knowledge (Lycanthropes) +10

Skill Modifiers:
Ride +26 (+35 with attuned mount), Handle Animal +19 (+28 with attuned mount) Survival +20, Listen +22, Spot +12, Knowledge (Lycanthropes) +12


Feats:
Mounted Archery
Mounted Combat
Ride-by Attack
Weapon Focus (composit shortbow)
Improved Mounted Archery*
Weapon Specialization (composite shortbow)*
Improved Critical (composite shortbow)*
Greater Weapon Specialization (composite shortbow)*
Pointblank shot
Far Shot
Improved Initiative
Monkey Grip
Exotic Weapon Proficiency (Bastard Sword)
*Free from Prestiege class

Special Abilities:
Combat Style: Archery
+1 attack and damage against werewolves
Darkvision 60

Favored Enemy:
Humanoid (Shapechanger)

Saving Throws:
Fortitude: +13 (base save +10, ability mod +3, other mods)
Reflex: +15 (base save +11, ability mod +4, other mods)
Will: +6 (base save +4, ability mod +2, + other mods)

Attacks:
Base attack Bonus: 15/10/5
Melee: +16/11/6
Ranged: +19/14/9
Grapple: +

+5 Composite Shortbow +23/23/18/13
+2 sizing silver Katana +18/13/8

+5 Composite shortbow 1d6+11 19-20 x3
+2 Sizing silver Katana 2d8+4 19-20 x2 (Mounted)
+2 Sizing silver Katana 3d8+5 19-20 x2 (Un-mounted)

Equipment:
Bracers of Armor +8 (64,000 gp), Ring of Protection +5 (50,000 gp), +5 Composite shortbow (50,075 gp), +2 sizing silver katana (18,035 gp), Heavy warhorse (400 gp), Horseshoes of speed (1,900 gp), Spyglass (1,000 gp), 15,590 gp
Total: 200,000 gp

Spells: N/A
Spells per day: N/A
Spell save DC mod: N/A
Other mods to spells: N/A
Spells Known: N/A

Psionics:
Power Points: N/A
Power save DC: N/A
Powers Known: N/A

Description:
Age: 23
Height: 5' 11"
Weight: 112
Eyes: Black
Hair: Varying shades of brown
Description: Hector-Mataff is a proud warrior of his tribe, and one of the best werewolf hunters the lupins have ever seen. He rides like a great prince of the nomadic tribes, but looks more like a man with the head of a wolf, and coveres in thick fur, of varying shades of brown. He wears no armor and carries few weapos, but appears confident that he can defeat entire armies on his own, though he prefers to wander the plains and forests hunting lycanthropes in all their forms.

*Dragon magazine issue 325
Solmund

03-14-05, 08:11 PM
Player Name:solmund
Character Name:Horgold Arcanscape, solmunds cohort and head of security at the razier academy.
Approved?:no
Foundations: none
Race: elf
Class: psionic rouge 13.
Racial HD: 0
Level Adjustment: 0
Total ECL:13
Experience:
Alignment:cn
Home Region: (If applicable)
Languages:
Gender:

Abilities
Strength: 14 +2 (13, racial mod,+1,0)
Dexterity:14 +2 (10, +2, 0, +2)
Constitution: 14 +2(14, -2, +2, +2)
Intelligence: 14 +2 (12, racial mod, 0, +2)
Wisdom: 12 +2 (12, racial mod, level increases, other mods)
Charisma: 16 +3 (14, racial mod, level increases, +2)
link (http://invisiblecastle.com/find.py?u=Horgold%20Arcanscape,%20ver%20 2.0&limit=on)
Speed:

HD: 81+8=89 . link (http://invisiblecastle.com/find.py?u=Horgold%20Arcanescape,%202.0%2 0ver)
AC: Armor Class (armor mod, shield mod, Dex mod, natural armor, deflection, any other mods)
Touch AC: Touch Armor Class (Dex mod, deflection, any other mods)
Flat-Footed AC: F-F Armor Class (armor mod, shield mod, natural armor, deflection, any other mods)

Initiative: Init mod (Dex mod, any other mods)

Skills:
Skill Points: 142
Class Skills:

Skill Modifiers:
+Modifier Skill (ranks, ability mod, other mods)

Feats:
leadership
quick draw
run
agile.

Special Abilities:
Special Ability (Class, race, or whatever else grants you the special ability) (What sourcebook, if not from Core Rulebooks)

Saving Throws:
Fortitude: Modifier (base save, ability mod, other mods)
Reflexes: Modifier (base save, ability mod, other mods)
Will: Modifier (base save, ability mod, other mods)

Attacks:
Base attack Bonus:
Melee:
Ranged:
Grapple:

Attack

Equipment:
Item (price), item (price), xxx gp.
Total:

Spells: (If applicable)
Spells per day:
Spell save DC mod:
Other mods to spells:
Spells Known: (If applicable)
Spellbook: (If applicable)

Invocations: (If applicable) [Ed. Sorry, not very familiar with invocations, so I don't know what else might go here]

Psionics: (If applicable) [Ed. Sorry, not very familiar with psionics, so I don't know what else might go here]

Description:
Age:
Height:
Weight:
Eyes:
Hair:
Description:
Demonfey

03-15-05, 06:09 PM
Put ogrillion down for species, Orcy. If I remember correctly, that is what a half orc/half ogre is called.
Demon Lightfoot

03-16-05, 01:53 PM
Put ogrillion down for species, Orcy. If I remember correctly, that is what a half orc/half ogre is called.


Wouldn't "Orog" (http://dndfiles.dfxwebs.com/monsters/halfogres.html) be nearly the same thing? :thinks:


I guess it depends on who the mommy is and who the daddy is... :devil:
Demonfey

03-17-05, 05:25 PM
Wouldn't "Orog" (http://dndfiles.dfxwebs.com/monsters/halfogres.html) be nearly the same thing? :thinks:


I guess it depends on who the mommy is and who the daddy is... :devil:
Even better.
Demon Lightfoot

03-17-05, 11:27 PM
Hey, has a final final decision been made about gestalts?

I've been reading through all the threads that appeared to be relevent, and I can't lay my hands on a solid answer to this question. I mean, the last I'd seen, the answer was "No gestalts", but this:

Character Creation Rules:
[snip]
All official Wizards of the Coast Dungeons and Dragons material is allowed for use without question. [snip]

and a discussion or two that I read through in one of the relevent threads has caused me to start wondering again. I'd seen a suggestion of tacking a +2 ECL onto a gestalt, but nothing firm enough to pin down.
Dyne

03-17-05, 11:31 PM
I doubt gestalts will be allowed. You should ask one of the GMs (Orcy the Green Wonder and Silmarien Aldalome).
Cazic

03-17-05, 11:38 PM
Whats a gestalts? :confused:

How do we do Sblocks? :confused:
Dyne

03-17-05, 11:44 PM
Characters basically take 2 classes at once, instead of 1. So, a person could be a Fighter/Wizard 15 with gestalt, effectively being a 15th-level character but getting the better stats for either Fighter or Wizard, so he'd have Full BAB as a Fighter, Good Fort as a Fighter, d10 from Fighter, Good Will as a Wizard, and full spellcasting as a 15th-level Wizard.
jagggar

03-17-05, 11:49 PM
[ sblock ] Text Here [ /sblock ]
Remove the spaces.
Text Here.

Umm, what's the BAB and caster level you can get with Wizard/Fighter/Eldrich Knight at 13th and 15th levels?
Dyne

03-17-05, 11:53 PM
I have no :censored: clue how gestalt works when multiclassing. But, it would be pretty pointless to take Eldritch Knight as a gestalt character anyway, since a Fighter/Wizard 15 gestalt character follows the same basic concept as the Eldritch Knight PrC, except you don't have to meet any requirements and you have Full BAB and Full Spellcasting every level.
jagggar

03-18-05, 12:04 AM
No, no, I mean a normal character.

Gestalt doesn't allow classes like that or mystic theruge.
Cazic

03-18-05, 12:20 AM
[ sblock ] Text Here [ /sblock ]
Remove the spaces.
Text Here.

Umm, what's the BAB and caster level you can get with Wizard/Fighter/Eldrich Knight at 13th and 15th levels?
Thanks.


I dont think gestalts should be allowed.
Dyne

03-18-05, 12:21 AM
Okay, let me see what I can figure out.

Fighter 1/Wizard 5/Eldritch Knight 9
BAB +12 CL 13 (with spells per day and spells known as per that CL)

You could take the Practiced Spellcaster feat to increase your CL (caster level) to 15, but you wouldn't gain extra spell slots or spells known.

For a 13th-level character, it'd just be 2 less levels in Eldritch Knight
Fighter 1/Wizard 5/Eldritch Knight 7
BAB +10 CL 11
jagggar

03-18-05, 12:26 AM
Fighter/Wizard Gestalt 15
BAB +15/Caster Level 15 (spells known & such)

Fighter/Wizard Gestlat 13
BAB +13/Caster Level 13 (spells known & such)


Hmm, what would a level 13 Mystic Theruge be?
Dyne

03-18-05, 12:34 AM
Cleric 3/Wizard 3/Mystic Theurge 9
BAB +7 Cleric CL 12/Wizard CL 12

Cleric 3/Wizard 3/Mystic Theurge 7
BAB +6 Cleric CL 10/Wizard CL 10
jagggar

03-18-05, 12:41 AM
Cleric/Wizard 13
BAB +9/CL Cleric 13/CL Wizard 13

Okay, working less with that.
Dyne

03-18-05, 12:44 AM
Cleric/Wizard 13
BAB +9/CL Cleric 13/CL Wizard 13

Okay, working less with that.

That's a pretty big difference, since the first thing I posted up was for a 15th-level character, and the 13th-level gestalt even surpasses that.
jagggar

03-18-05, 12:46 AM
Yeah, and even if we bump it up to a +3 LA, that's still pretty wrong. Same CL, but higher BAB.
Dyne

03-18-05, 12:49 AM
And it would have about twice as many HP, better saves, etc.
jagggar

03-18-05, 12:57 AM
3d8+10d4
13d8
Dyne

03-18-05, 01:11 AM
Normal: Fort +7 Ref +5 Will +12
Gestalt: Fort +8 Ref +4 Will +8

I hate it how they do base saving throws....
Rurik "The Silent"

03-18-05, 01:33 PM
normally if a character is gestalt then all the other characters would have to be gestalt to maintain balance. I don't think it will be allowed.
I wish I was

03-19-05, 07:23 PM
Player Name: I wish I was
Character Name: Aman
Approved?: …
Foundations: Warlock Circle... maybe more latter
Race: Half-Elf
Class: Warlock 12 (Complete Arcane)/ Wild Mage 3 (Com. Arc.)
Racial HD: N/A
Level Adjustment: None
Total ECL: 15
Experience: 112.500
Alignment: Chaotic Neutral
Home Region: N/A
Languages: Common, Elven, Infernal, Celestial
Gender: Male

Abilities
Strength: 11 +0
Dexterity: 20 +5 (14 +6 gloves)
Constitution: 14 +2 (10 +4 amulet)
Intelligence: 14 +2 (12 +2 headband)
Wisdom: 12 +1
Charisma: 28 (17 +3 level +6 cloak +2 tome)

Speed: 30

HD:
AC: 23 (10 +7 armor +4 Dex +2 ring)
Touch AC: 16
Flat-Footed AC: 19

Initiative: +5

Skills:
Skill Points:
Skill Modifiers:
Appraise +2 (+2 Int)
Balance +5 (+5 Dex)
Bluff +27 (18 ranks, +9 Cha)
Climb +0 (+0 Str)
Concentration +3 (+3 Con)
Diplomacy +11 (+9 ability, +2 [synergy from Bluff])
Disguise +11 (+9 Cha, +2 [synergy from Bluff])
Escape Artist +5(+5 Dex)
Forgery +2 (+2 Int)
Gather Information +9 (+9 Cha)
Heal +1 (+1 Wis)
Hide +5 (+5 Dex)
Intimidate +29 (18 ranks +9 Cha, +2 [synergy from Bluff])
Jump +0 (+0 Str)
Listen +2 (+1 Wis, +1 racial)
Move Silently +5 (+5 Dex)
Ride +5 (+5 Dex)
Search +3 (+2 Int, +1 racial)
Sense Motive +1 (+1 Wis)
Spellcraft +22 (18 ranks, +2 Int, +2 [synergy from Use Magic Device])
Spot +2 (+1 Wis, +1 racial)
Survival +1 (+1 Wis)
Swim +0 (+0 Str)
Use Magic Device +29 (18 ranks, +9 cha, +2 [synergy from Spellcraft])
Use Rope +5 (+5 Dex)

Feats:
Empower Spell-like Ability
Magical Aptitude (Comp. Arc.)
Leadership (24)
Craft Wondrous Item
Weapon Finesse
Extra Invocation (Comp. Arc.)

Special Abilities:
Warlock:
Eldritch Blast 7d6
Detect Magic
Damage Reduction 3/cold iron
Deceive Item
Fiendish Resilience 1
Energy Resistance 5 (cold and fire)
Imbue Item
Wild Mage:
Wild Magic
Random Deflector 1/day
Student of Chaos
Half-Elf:
Half-Elf racial abilities

Saving Throws:
Fortitude: +7 (+5 [base], +2[Con])
Reflex: +12 (+7 [base], +5 [Dex])
Will: +10 (+9 [base], +1 [Wis])

Attacks:
Base Attack Bonus: +10
Melee Attack Bonus: +16 (+10 [base], +5 [Dex], +1 MW sickle)
Ranged Attack Bonus: +15 (+ 10 [base], +5 [Dex])
Grapple: +10 (+10 [base] )

Equipment:
Cloak of Charisma +6 (36000gp), Tome of Leadership +2 (55000gp), Elven Chain mail +3 (13150gp), Ring of Protection +2 (8000gp), Gloves of Dexterity +6 (36000gp), Amulet of Constitution +4 (16000gp), Ring of Invisibility (20000gp), Headband of Intelect +2 (4000gp), Rod of Wonder (12000gp), Masterwork Sickle (306gp), 3544 gp
Total: 200,000 gp

Invocations:
Least:
Entropic Warding
Spider Walk
Eldritch Spear
Lesser:
Flee the Scene
Walk Unseen
Fell Flight
The Dead Walk
Greater:
Devour Magic
Wall of Perilous Flame
Chilling Tentacles

Description:
Age: 31
Height: 5’3”
Weight: 132 lbs.
Eyes: Green
Hair: Copper
Description: Aman is no stranger to adversity, but instead of sticking out all the insults, persecution and hatred for, first, his half-breed blood line, and second, his demonic powers, and becoming stronger for it, he fled. He wandered the land developing his powers, hiding from potential enemies and meeting and befriending potential allies. After many trials and many miles, he has amassed some force of those with like minds, and they travel together still, forging their destinies, away from those who would hate them. But their days of running, are slowly coming to an end, when they are deciding to stop and face those.

P.S. I still have to create Aman's cohort, and fine tune Aman. If anyone finds some sort of error or such, please PM me, or something. Thanks...
Tenzhi

03-20-05, 04:39 AM
Hey, has a final final decision been made about gestalts?

I've been reading through all the threads that appeared to be relevent, and I can't lay my hands on a solid answer to this question. I mean, the last I'd seen, the answer was "No gestalts", but this:

and a discussion or two that I read through in one of the relevent threads has caused me to start wondering again. I'd seen a suggestion of tacking a +2 ECL onto a gestalt, but nothing firm enough to pin down.

To be fair, 'all official WotC D&D material' obviously can't be referring to optional rules and rule variations, as allowing all of those would end up with conflicting rules.

And even though IMO a Gestalt character should technically be balanced with other characters via a +2 LA, it's probably not a good idea to allow them here due to general perceived incompatibility with normal characters.
Demon Lightfoot

03-20-05, 10:20 PM
To be fair, 'all official WotC D&D material' obviously can't be referring to optional rules and rule variations, as allowing all of those would end up with conflicting rules.

Awww, but that's half the fun!

And even though IMO a Gestalt character should technically be balanced with other characters via a +2 LA

May I quote you on that?

Oops, I already did! :D

it's probably not a good idea to allow them here due to general perceived incompatibility with normal characters.


1) Some people worry too much about that stuff when they should be concentrating on playing their characters.

2) "Normal characters"? Where?
Orcy The Green Wonder

03-21-05, 01:34 AM
There are and will be no Gestalt characters. Orcy has already commented on this before. They are a lot more powerful than other characters using base rules. Orcy does not like using them in any game that is not a gestalt only game.
Demon Lightfoot

03-21-05, 10:20 AM
There are and will be no Gestalt characters. Orcy has already commented on this before. They are a lot more powerful than other characters using base rules. Orcy does not like using them in any game that is not a gestalt only game.


And you are the final authority? Not challenging, just clarifying.
jagggar

03-21-05, 10:28 AM
Hence reason we need to clarify "Any WotC material", but like I said, I'll get around to asking you guys, Orcy.

While "no", I still feel the need to say that even if we did allow gestalt, it would probably be nerfed so badly that you might as well make up a combo PrC in the Eldrich Knight/Mystic Theruge vein, get it approved, and use that instead.
Tenzhi

03-21-05, 03:22 PM
May I quote you on that?

Go ahead. Oh wait, you already did. The +2 should be balanced... but it works best when you're using the level independent XP award system outlined in UA, and then the PC has to gain twice as much XP to advance each level (which works out to +2 LA by 20th level anyway).

1) Some people worry too much about that stuff when they should be concentrating on playing their characters.

Thus why the powers that be have to worry about it so that the players can worry about it less and concentrate on playing their characters. And from that POV it would probably be best to disallow them.
Kingside_Bishop

03-21-05, 04:42 PM
I'd be inclined to agree. A 13th level character with the best characteristics of the fighter and the wizard, for example, is far superior to the characterisitcs of a 15th level regular character. Gestalt is fine, as long as everyone is gestalt -- but otherwise, it's very inbalanced.
Demonfey

03-21-05, 04:58 PM
Besides, there's always the eldritch knight and spellsword classes.
Orcy The Green Wonder

03-22-05, 03:14 AM
And you are the final authority? Not challenging, just clarifying.

One of them yes. That is why Orcy gets that shiney GM tag. Orcy is rather opposed to Gestalt characters. Sil and KB now also have say of course, but as Orcy has repeatedly seen Sil speak down about gestalts... Orcy would have to say that we're at least agreed on a majority scale. KB also agrees... so even if Sil changes his mind, Orcy doesn't see a good chance for any Gestalts.
Demonfey

03-22-05, 03:37 PM
One of them yes. That is why Orcy gets that shiney GM tag. Orcy is rather opposed to Gestalt characters. Sil and KB now also have say of course, but as Orcy has repeatedly seen Sil speak down about gestalts... Orcy would have to say that we're at least agreed on a majority scale. KB also agrees... so even if Sil changes his mind, Orcy doesn't see a good chance for any Gestalts.
Mentioned your rule on the front page, Orcy.
Master_of_Flames

03-26-05, 08:51 PM
Player Name:Master_of_Flames
Character Name: Li'ruak
Approved?:no.
Foundations:
Race: elf
Class: warlock 15
Racial HD: 0
Level Adjustment:0
Total ECL:15
Experience:
Alignment:NE
Languages:
Gender:male


Abilities
Str: 11 +0 (11, +0, +0)
Dex: 22 +6 (15, +2, +0)
Con: 20 +5 (17, -2, +0)
Int: 14 +2 (13, +0, +1)
Wis: 11 +0 (11, +0, +0, +4)
Cha: 22 +6 (17, +0, +1, +4)

Speed:30ft.
HD: xdx +xdx +x (hp) link to hp rolls, if using online die roller
AC: Armor Class (armor mod, shield mod, Dex mod, natural armor, deflection, any other mods)
Touch AC: Touch Armor Class (Dex mod, deflection, any other mods)
Flat-Footed AC: F-F Armor Class (armor mod, shield mod, natural armor, deflection, any other mods)

Initiative: Init mod (Dex mod, any other mods)


Skills:
Skill Points: #
Class Skills:
Skill Modifiers:
+Modifier Skill (ranks, ability mod, other mods)


Feats:
Leadership

bonus feats:



Special Abilities:
Special Ability (Class, race, or whatever else grants you the special ability) (What sourcebook, if not from Core Rulebooks)


Saving Throws:
Fortitude: Modifier (base save, ability mod, other mods)
Reflexes: Modifier (base save, ability mod, other mods)
Will: Modifier (base save, ability mod, other mods)


Attacks:
Base attack Bonus:
Melee:
Ranged:
Grapple:

Attack- Eldritch Blast

Invocations
Least-
Lesser-
Greater-


Equipment:
Item (price), item (price), xxx gp.
Total:


Description:
Age:
Height:
Weight:
Eyes:
Hair:
Description:
Silmarien Aldalome

03-26-05, 09:57 PM
And you are the final authority? Not challenging, just clarifying.

Demon Lightfoot,

It is good to see you, my old friend.

We will confer on this, and be back to you. Please e-mail me at

stavraki@bigpond.net.au for more information

Regards
stav
Sphendule

03-29-05, 01:05 PM
Player Name: Sphendule
Character Name: Anastrianna Amakiir
Approved?: not yet...
Foundations: The Seafarer's Guild
Race: Half-Elf (Core PHB)
Class: 4 Warmage (Complete Arcane)/2 Fighter/4 Spellsword (Complete Warrior)/5 Bladesinger (Complete Warrior)
Total ECL: 15
Experience: 112,500
Alignment: Chaotic Good
Languages: Common, Elven, Draconic, Celestial, Sylvan
Gender: Female
Abilities
Strength: 14 (+2) [10 base, +4 belt]
Dexterity: 18 (+4) [14 base, +4 gloves]
Constitution: 16 (+3) [12 base, +4 amulet]
Intelligence: 20 (+5) [14 base, +6 headband]
Wisdom: 13 (+1) [12 base, +1 level]
Charisma: 22 (+6) [16 base, +2 level, +4 cloak]
Speed: 30 ft

HD: 6 (max. base class) + 3d6 + 2d10 + 4d8 + 5d8 + 45 = 113 hp
AC: 28 (+6 armor, +4 Dex, +5 dodge [Bladesinger], +3 deflection [ring])
Touch AC: 22 (+4 Dex, +5 dodge [Bladesinger], +3 deflection [ring])
Flat-Footed AC: 19 (+6 armor, +3 deflection [ring])

Initiative: +4 (+4 Dex)
Skills:
Class skills:
*Warmage: Concentration, Craft, Intimidate, Knowledge (Arcana), Knowledge (history), Profession, Spellcraft
*Fighter: Climb, Craft, Handle Animal, Intimidate, Jump, Ride, Swim
*Spellsword: Climb, Concentration, Knowledge, Jump, Profession, Spellcraft
*Bladesinger: Balance, Concentration, Jump, Knowledge (arcana), Perform, Spellcraft, Tumble

Total points: (2 + 5) * (3 + 15) = 126
Knowledge (arcana) +17 [12 ranks, +5 Int]
Knowledge (history) +15 [10 ranks, +5 Int]
Concentration +21 [18 ranks, +3 Con]
Spellcraft +25 [18 ranks, +5 Int, +2 synergy]
Balance +21 [15 ranks, +4 Dex, +2 synergy]
Tumble +21 [15 ranks, +4 Dex, +2 synergy]
Jump +22 [18 ranks, +2 Str, +2 synergy]
Escape Artist +12 [8 ranks, +4 Dex]
Perform (dance) +8 [2 ranks, +6 Cha]
Perform (sing) +8 [2 ranks, +6 Cha]

+1 racial bonus on Listen, Search, and Spot checks
+2 racial bonus on Diplomacy and Gather Information checks
Feats:
Combat Casting [Level]
Weapon Finesse (Rapier) [Level]
Practiced Spellcaster (Complete Arcane) [Level]
Explosive Spell (Complete Arcane) [Level]
Sudden Empower (Complete Arcane) [Level]
Raptor School (Complete Warrior) [Level]
Dodge [Fighter]
Weapon Focus (Rapier) [Fighter]
Combat Expertise [Spellsword]

Special Abilities:
Racial:
Immunity to sleep spells and similar magical effects
Low-light vision
Elven Blood
Warmage:
Armored Mage(light): ignore arcane spell failure for Warmage spells while in light armor.
Warmage Edge: add Int bonus to damage for damaging Warmage spells.
Spellsword:
Ignore spell failure 15%
Channel Spell 3/day (move action): channel a spell into melee weapon to be cast on next target hit by the weapon. The spell only affects the target even if the normal target is an area or ray spell. The spell is discharged once used, allowing another spell to be cast into the weapon with this ability.
Bladesinger:
Bladesong style: dodge bonus to AC equal to levels in Bladesinger up to max. of Int bonus
Lesser Spellsong: can take 10 on Concentration checks to cast defensively
Song of Celerity: may quicken any spell up to 2nd level as if using the Quicken Spell feat but without increasing the spell's level or casting time
Items:
7 times/day (duration: 1 min.): self-concealment in a silvery mist; user can still see normally (Mithralmist Shirt).
once per day: assume gaseous form for up to 10 minutes (Mithralmist Shirt)
Saving Throws:
Fortitude: +12 (+9, +3 Con)
Reflexes: +10 (+6, +4 Dex)
Will: +13 (+12, +1 Wis)
Other modifiers: +2 racial bonus on saving throws vs. enchantment spells or effects
Attacks:
Base attack Bonus: +13/+8/+3
Melee: +15/+10/+5 (+2 Str)
Ranged: +17/+12/+7 (+4 Dex)
Grapple: +15/+10/+5 (+2 Str)

Attack: +20 melee (1d6+4 [+1d6 cold], 15-20/x2 +1d10 cold, +2 Keen Rapier of Icy Burst)
Full Attack: +20/+15/+10 melee (1d6+4 [+1d6 cold], 15-20/x2 +1d10 cold, +2 Keen Rapier of Icy Burst)
Equipment:
+2 Keen Rapier of Icy Burst; 50,320 gp
Mithralmist Shirt (Complete Arcane); 21,300 gp
Ring of Protection +3; 18,000 gp
Cloak of Charisma +4; 16,000 gp
Headband of Intellect +6; 36,000 gp
Belt of giant Strength +4; 16,000 gp
Gloves of Dexterity +4; 16,000 gp
Amulet of Health +4; 16,000 gp
Potion of Cure Moderate Wounds; 300 gp
Belt pouch; 1 gp
Spell component pouch; 5 gp
Leftover money; 74 gp
Total: 200,000 gp
Spells:
Spells per day: 6/8/8/7/5
Spell save DC mod: 16/17/18/19/20
Other mods to spells: +5 damage on spells that deal damage in their description
Caster Level: 13 (4 Warmage + 2 Spellsword + 3 Bladesinger + 4 Practiced Spellcaster)
Spells Known:
All Warmage spells up through 4th level
Advanced Learning (3rd): Flare
Description:
Age: 29
Height: 4'10"
Weight: 116 lbs.
Eyes: Green
Hair: Blond with a few streaks of red, sleek, bound in a ponytail that ends just below her shoulder blades
Description:
At age 8, Anastrianna was on a cruise with her elf mother and human father when the torrential storm rocked the ship they were on. Her mother fell into the water with no way of saving herself because she didn't want to prepare spells on vacation. Her father backed away from the banister and then charged back at it, but his friend caught him on the shoulder. "No, these waters are to dangerous." Anastrianna's father struggled against his friend's grip as more people assisted in keeping him from jumping overboard. The sailors threw ropes into the water near where Anastrianna's mother flailed helplessly, but she never caught one. Anastrianna watched fearfully as more waves pushed her mother farther and farther away from the boat off into the distance; tears flowed steadily down her and her father's faces as he continued struggling against his friends' grips. "We must find her!" he continued yelling. "This storm is too dangerous, we cannot risk anymore lives," his friends yelled back at him. They dragged him under the deck; Anastrianna took one last look at the horizon for the gleam of her mother's headband, wiped her eyes, and followed the men below deck.
~*~*~
The sun shone through the window onto Anastrianna's face. She sat up and prepared herself for the day's lessons. Before going to class, she always took a refreshing morning jog along the beach. She had the urge to take a different route that morning. She continued her jog humming a tune she had heard from a traveling bard when a gleam shone in her eyes. She looked to the ground and saw her mother's headband sitting perfectly on a plank with a miniature sail attached to it. The sail had an insignia sketched on it that resembled that of her mother's. It had been 12 years since that fateful day when she saw her mother float off into the distance; now, she stood holding the headband that her mother had worn after thinking that she had been dead all these years. Anastrianna was filled with determination. She whispered to herself, "I will find you, Mother! Wherever you are... I will find you..." The sand moved away from her feet as she continued her jog on her way to class.
~*~*~
"All hands on deck!" yells the captain.
Anastrianna lines up with the men on-board. The gem on the headband her mother sent her nine years ago shines brightly on her forehead from the reflected sunlight.
"Mother, know that wherever you are, I'm on my way to bring you back home. Nothing, and I mean nothing, is going to stop me!"
ShadowNinja

03-31-05, 05:08 AM
Player Name: ShadowNinja
Character Name: Mashut
Description:
Age: 23
Height: 5 ft
Weight: 125 lb.
Eyes: Green
Hair: Brown
Description: Appears to be very nondescript in his plan cloak.

Approved?: ??
Foundations: The Shadows Breath and Blade
Race: Human
Class: Rouge Lvl.7 Ninja Spy (Oriental Adventures) Lvl. 8
Total ECL: 15
Experience: 112,500 XP
Alignment: Lawful Neutral
Home Region: Orient
Languages: Common, Undercommon Draconic
Gender: Male

Abilities
Strength: 10 (10, 0, 0, other mods)
Dexterity: 27 (18, 0, 3, 6)
Constitution: 12 (12, 0, 0, other mods)
Intelligence: 17 (17, 0, 0, other mods)
Wisdom: 10 (10, 0, 0, other mods)
Charisma: 12 (12, 0, 0, other mods)

Speed: 30ft

HD: 63 ((7 + 56)) (6 + 14d6 + 15)
AC: 25 Armor Class (2, 0, 8, 0, 5,)
Touch AC: Touch Armor Class (8, deflection, any other mods)
Flat-Footed AC: Same as AC

Initiative: +12

Skills:
Climb + 43 Jump + 35 Swim + 15 Move Silently + 23 Hide + 23
Use Magic Device + 18 Tumble + 43 Listen + 15 Search + 15 Spot + 15


Feats:
Weapon Finess – Ninjato
Dodge
Mobility
Improved Initiative
Weapon Focus (Hand Crossbow)

Special Abilities:
Rouge:
Sneak Attack + 4d6
Evasion
Uncanny Dodge: Dex to AC/ Can’t Be Flanked)
Ninja Spy:
Ki Breath
Poison Use
Slow Fall (50 ft)
Improved Evasion
Acrobatics + 20
Leap Of the Clouds
Hide In Plain Sight
Water Walk
Thousand Faces
Poison Immunity
Exotic weapon proficiency (blowgun, ninjato, hand cross bow)

Saving Throws:
Fortitude: 9 Modifier (8, 1, other mods)
Reflexes: 19Modifier (11, 8, other mods)
Will: 8 Modifier (8, ability mod, other mods)

Attacks:
Base attack Bonus: +11/ + 6 /+ 1
Melee: +11/ + 6 /+ 1
Ranged: + 22/+ 17/+ 12
Grapple:


Equipment: 200,000 gp worth of equipment (TOTAL 174, 500)
Slippers Of Spider Climb (2,000 gp)
Gloves Of Dexterity + 6 (36,000 gp)
Dust of Disappearance (3,500 gp)
Chime Of Opening (3,000 gp)
Amulet of Natural Armor + 5 (50,000 gp)
Bag Of Holding II (5,000 gp)
Wand Of Lightning (22,500)
+3 Repeating Crossbow (18,000 gp)
Leather Armor of Shadow And Silent Moves (4,000gp)
50 Bolts of Icy Burst (8,000 gp)
Ring of Blinking (How much??)
Rim-Soulfang

03-31-05, 03:37 PM
Is bloodlines from Unerthed Arcana allowed?
Master_of_Flames

03-31-05, 03:45 PM
Player Name:Master_of_flames
Character Name:Arcticis of the Wildhunt Clan
Approved?:no
Foundations: The list of foundations that the character is a member of.
Race: Shifter
Class: Ninja15
Racial HD: 0
Level Adjustment: 0
Total ECL:15
Experience:
Alignment:
Home Region: (If applicable)
Languages:
Gender:

Abilities
Strength: Score (generated 14, racial mod, level increases, other mods)
Dexterity: Score (generated 14, racial mod, level increases, other mods)
Constitution: Score (generated 12, racial mod, level increases, other mods)
Intelligence: Score (generated 12, -2, level increases, other mods)
Wisdom: Score (generated 14, level increases, other mods)
Charisma: Score (generated 14, racial mod, level increases, other mods)

Speed:

HD: xdx +xdx +x (hp) link to hp rolls, if using online die roller
AC: Armor Class (armor mod, shield mod, Dex mod, natural armor, deflection, any other mods)
Touch AC: Touch Armor Class (Dex mod, deflection, any other mods)
Flat-Footed AC: F-F Armor Class (armor mod, shield mod, natural armor, deflection, any other mods)

Initiative: Init mod (Dex mod, any other mods)

Skills:
Skill Points: #
Class Skills:
Skill Modifiers:
+Modifier Skill (ranks, ability mod, other mods)

Feats:
Feat (What sourcebook, if not from Core Rulebooks)

Special Abilities:
Special Ability (Class, race, or whatever else grants you the special ability) (What sourcebook, if not from Core Rulebooks)

Saving Throws:
Fortitude: Modifier (base 5, ability mod, other mods)
Reflexes: Modifier (base 9, ability mod, other mods)
Will: Modifier (base 5, ability mod, other mods)

Attacks:
Base attack Bonus:
Melee:
Ranged:
Grapple:

Attack

Equipment:
Item (price), item (price), xxx gp.
Total:

Spells: (If applicable)
Spells per day:
Spell save DC mod:
Other mods to spells:
Spells Known: (If applicable)
Spellbook: (If applicable)

Invocations: (If applicable) [Ed. Sorry, not very familiar with invocations, so I don't know what else might go here]

Psionics: (If applicable) [Ed. Sorry, not very familiar with psionics, so I don't know what else might go here]

Description:
Age:
Height:
Weight:
Eyes:
Hair:
Description:
Lady Rolindin

03-31-05, 07:36 PM
if all the players would please list what book the class is from and skils and feats too. It makes it harder to not know the book a class came from or feats or skills. as a dm I would like to know what books are being uesd. I do believe it stated that on the orinigal form. please list all books your information is from it makes it easer to look them up. when characters start getting approved it makes the job easer.

on the bloodline from the unearth arcana, ask orcy if he'll allow that. or sil or kingside bishop they are the gm's and they will have to decide what is allowed and not allowed. ask one of the gms and it might be.
Silmarien Aldalome

03-31-05, 07:44 PM
if all the players would please list what book the class is from and skils and feats too. It makes it harder to not know the book a class came from or feats or skills. as a dm I would like to know what books are being uesd. I do believe it stated that on the orinigal form. please list all books your information is from it makes it easer to look them up. when characters start getting approved it makes the job easer.

on the bloodline from the unearth arcana, ask orcy if he'll allow that. or sil or kingside bishop they are the gm's and they will have to decide what is allowed and not allowed. ask one of the gms and it might be.

Hi there LR - I've bold-faced your request to support it.

About Bloodline - hey orcster - we prolly need to go to GM land about it with Kingside. I've just bought Unearthed Arcana - I'm not very happy with it - in the back, for example, they have a whole section of earthly mental illnessess, personality disorders, anxieties, phobias, manias, impulse control disorders, and just about everything.

I hate that (personally - no offence to anyone's who's into it). The Gestalting has (I think) been fairly well decided. I recall Orcy and I both are anti gestalt and I think KB as well.

But - the Bloodline - I will research it right away and write the GMs.

Kind Regards
stavros
jagggar

03-31-05, 07:55 PM
Stav, if you'd like me to I'd be willing to type up the rules reguarding bloodlines and type a few of them up as examples.

I think most people who actually know quite a bit about something someone makes rules for will most likely be unhappy with the rules (and sometimes even the concept).

I think everyone who's given an indepth look at gestalt has decided it's definately not for this. (And if it was ever to be allowed I'm sure we'd nerf it properly so the person asking for it would go, "Oh, poo, I'll just use normal classes.")
Demonfey

03-31-05, 08:00 PM
Hi there LR - I've bold-faced your request to support it.

About Bloodline - hey orcster - we prolly need to go to GM land about it with Kingside. I've just bought Unearthed Arcana - I'm not very happy with it - in the back, for example, they have a whole section of earthly mental illnessess, personality disorders, anxieties, phobias, manias, impulse control disorders, and just about everything.

I hate that (personally - no offence to anyone's who's into it). The Gestalting has (I think) been fairly well decided. I recall Orcy and I both are anti gestalt and I think KB as well.

But - the Bloodline - I will research it right away and write the GMs.

Kind Regards
stavros
Actually, upon first looking at Unearthed Arcana's mental illness section, I thought it was an interesting concept to have rules for which phobias, manias, and other illnesses would work IG. Anyway, to get onto the main topic, UA is a book for complete game alteration and customization with rules, traits, and flaws. The bloodlines are similar in that aspect.
To explain, there are three strengths of bloodlines: minor, intermediate, and major. Some lines only have one or two of them, while others have all three. Each of these bloodlines grants a different selection of special qualities, and costs at least one level of the character. Here is a quick table of what levels get traded in each and how many are traded for the entire bloodline:
Bloodline level (# used to unlock power) Minor intermediate major
1 12 6 3
2 n/a 12 6
3 n/a n/a 12
At each of those levels, the bloodline character loses the benefits of hit dice and new spells, although the levels given to the bloodline are used in calculating things like increasing effective caster level checks, spell durations, and the saves for such, but otherwise loses all other benefits that their class would gain at that level until they go up another level.
Silmarien Aldalome

03-31-05, 08:02 PM
Stav, if you'd like me to I'd be willing to type up the rules reguarding bloodlines and type a few of them up as examples.

I think most people who actually know quite a bit about something someone makes rules for will most likely be unhappy with the rules (and sometimes even the concept).

Sounds like a great idea - but first - gotta go to GM-land and have a look with the others. If we have a majority - we get to keep Bloodlines (I've just read them - I like them - particularly the bit about "writing your own").

I think everyone who's given an indepth look at gestalt has decided it's definately not for this. (And if it was ever to be allowed I'm sure we'd nerf it properly so the person asking for it would go, "Oh, poo, I'll just use normal classes.")

:rofl:
Silmarien Aldalome

03-31-05, 08:07 PM
Actually, upon first looking at Unearthed Arcana's mental illness section, I thought it was an interesting concept to have rules for which phobias, manias, and other illnesses would work IG. Anyway, to get onto the main topic, UA is a book for complete game alteration and customization with rules, traits, and flaws. The bloodlines are similar in that aspect.
To explain, there are three strengths of bloodlines: minor, intermediate, and major. Some lines only have one or two of them, while others have all three. Each of these bloodlines grants a different selection of special qualities, and costs at least one level of the character. Here is a quick table of what levels get traded in each and how many are traded for the entire bloodline:
Bloodline level (# used to unlock power) Minor intermediate major
1 12 6 3
2 n/a 12 6
3 n/a n/a 12
At each of those levels, the bloodline character loses the benefits of hit dice and new spells, although the levels given to the bloodline are used in calculating things like increasing effective caster level checks, spell durations, and the saves for such, but otherwise loses all other benefits that their class would gain at that level until they go up another level.

Thanx DF - I do personally like the idea about bloodlines - and we have a majority vote (that was quick wasn't it!).

So - it's looking like Bloodlines will go ahead - but - first we need to wait hear from Orcy in case we've missed something.

Regards
stav
Demonfey

03-31-05, 08:09 PM
Well, I didn't mention progression of abilities;
minor: one ability/five levels
intermediate: one ability/two levels
major: one ability/one level.
jagggar

03-31-05, 08:09 PM
Well I mean so you can take a copy with you to GM land. Not sure if KB has a copy of UA, and I'm fairly certian Orcy doesn't. This way it would be more clearly of what people are agreeing to.

I'll type it up and send a copy off to the rules team as a whole unless you'd like to request that only the GMs get it. I'll be offline while typing it because I don't want to waste any of my 10 hours.
Silmarien Aldalome

03-31-05, 08:22 PM
Well I mean so you can take a copy with you to GM land. Not sure if KB has a copy of UA, and I'm fairly certian Orcy doesn't. This way it would be more clearly of what people are agreeing to.

I'll type it up and send a copy off to the rules team as a whole unless you'd like to request that only the GMs get it. I'll be offline while typing it because I don't want to waste any of my 10 hours.

Hi guyz - thanx kindly Demonfey - if anyone has a wish to further explore ideas about bloodlines - we are always open to them. Your views matter to us a lot.

Thank you kindly Jagggar.

stavros
Lady Rolindin

03-31-05, 08:48 PM
I have read the dragon magizine articles on blood line feats and they do make a character more powerful, if the ua is anything like the articles then they need to be look at depending on your race and class, which the blood line feats is for sorcerers and how they can use their blood line to bring out their ancestorail traits.
not a easy thing to do.
depending on your blood you have, dragon, fey, elemental, and so on.
it does make a character get natural abilities as spell like effects and certain spells to cast at will per day.
Silmarien Aldalome

03-31-05, 08:52 PM
Hi there LR,

it's great to see you my friend :)

I haven't read the Dragon equivalents - but in Core Rules, they do indeed add power to a PC or PrC, LR, except - they cost you either 20% XP or - compulsory extra levels - where you don't get the level benefits of your class - but only the bloodline benefits.

The question comes down to whether or not the bloodline 'gift' is worth the extra level delay in your Class or PrC.

regards
stav
Demonfey

03-31-05, 08:57 PM
Hi there LR,

it's great to see you my friend :)

I haven't read the Dragon equivalents - but in Core Rules, they do indeed add power to a PC or PrC, LR, except - they cost you either 20% XP or - compulsory extra levels - where you don't get the level benefits of your class - but only the bloodline benefits.

The question comes down to whether or not the bloodline 'gift' is worth the extra level delay in your Class or PrC.

regards
stav
That would really be a case by case call, really. Each person would have their own opinion on that thing.
jagggar

03-31-05, 09:35 PM
The bloodlines from Dragon and the bloodlines from UA are two entirely different things.

Anyway. . .

I've got most of it typed up with one example bloodline. I left out a few paragraphs of fluff that say an intermediate bloodline is more powerful than a minor and a major is more powerful than an intermediate.

Shall I post here or email to all?
turalisj

03-31-05, 09:48 PM
could a dm/gm approve my character please?
Silmarien Aldalome

03-31-05, 10:02 PM
The bloodlines from Dragon and the bloodlines from UA are two entirely different things.

Anyway. . .

I've got most of it typed up with one example bloodline. I left out a few paragraphs of fluff that say an intermediate bloodline is more powerful than a minor and a major is more powerful than an intermediate.

Shall I post here or email to all?

That's a good question. I think this one's going to come up again and again. It is my hope to be able to put

*a ruling in a place where it can be centralised and referred to quickly*

It's going to get lost in a sea of other stuff - and we *urgently* need a place to put this *ruling* stuff.

For now - e-mail it to interested parties - but - when we get a place to centralise judgments - we'll post it there too.

@Turalisj

Who's in charge of this thread for that request?

regards
stav
turalisj

03-31-05, 10:13 PM
demonfey told me it was up to the gms/dms
jagggar

03-31-05, 10:23 PM
Okay, already emailed off to the rules team.

I think, as I'm fairly certain I've said before, that we should change the character creation rules from the link to Dyne's creation rules to a full-fledged section. Within that section would be what's allowed and what's not allowed. If not, I will be having a "Can I use ________?" section if I'm the one doing the FAQ. I think it could probably be useful to have links to all approved player created material (be it within another sticky or a sticky of its own).


Well, see. . . There can't technically be any characters approved until there are rules to compare them to. Least, that's what it's sounded like previously. I know Orcy says he's not going to approve any until we get the rules done.
Lady Rolindin

03-31-05, 11:00 PM
this is from the coa, its only part one of the blood line feats

Arcane Ancestry

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

Aramar the Black, this is from the dragon magazine sep 03, Bllodline feats.
all spells are extra spells cast like a cleric ability once per day, sorcerer only.
air bloodline feat, bonus spells (1 to 9 are spell levels extra for blood feats that can cast at will once per day)
1. obscuring mist
2. gust of wind
3. wind wall
4. shout
5. telekinesis
6. controll winds
7. ethereal jaunt
8. summon monster vIII (elementals and outsiders with the air sub type)
9. freedom

Celestial blood line
1. protection from evil
2. daylight
3. magic circle against evil
4. rainbow pattern
5. dismissal
6. guards and wards
7. sequester
8. sunburst
9. summom monster IX (good outsuders only)

benfit you can cast light 5 times a day as a spell like ability

Draconoc bloodline
1. comprehend languages
2. darkvision
3. proction from elements
4. fear
5.mind fog
6. true seeing
7. vision
8. mind blank
9. dominate monster
bonus dragon sight

earth bloodline
1. enlarge person
2. shatter
3. keen edge
4. stone shape
5. transmute mud to rock
6. move earth
7. statue
8. iron body
9 summon monster IX (elementals and outsyders with earth subtype)

Fey blood line
1. detect secret doors
2. glitter dust
3. tongues
4. hallucinatory terrain
5. seeming
6. mislead
7. sequester
8. otto's irresistible dance
9. wail of the banshee
bonus +1 on all saving throws

fiendish bloodline
1. protection from good
2. darkness
3. sepia snake sigil
4. bestow curse
5. nightmare
6. mislead
7. insanity
8. maze
9. imprisonment

fire blood line
1. hypontism
2. pyrotechnis
3. tongues
4. fire shield
5. cloud kill (smoky cloud like a fire would make)
6. summon monster VI ( elementals and outsiders with fire sub type)
7. delayed blast fireball
8. sunburst
9. meteor swarm

bonus base speed +10
there's more. this is part of part 1, will find time to post the rest and part 2

--------------------------------------------------------------------------------
Last edited by redhase : 12-28-04 at 05:24 PM.
Kingside_Bishop

04-01-05, 12:15 AM
On the OK'ing of characters, I'd tend to take Orcy's position, too. I think that right now, the GMs need to focus on getting the rules finished. Once that's done ( :confused: ), the GMs will most likely go into overdrive on the OK'ing of characters, and you can probably expect a lot of activity -- but probably not before the rules are done.

As to the gestalts, there's a resounding "no friggin' way" from all three GMs. On the bloodlines, they'll probably be OK'd.
Rim-Soulfang

04-01-05, 05:00 AM
Player Name: Rim-Soulfang
Character Name: Rim Laelithar
Approved?: I don't know
Foundations: Warlocks Circle
Race: Half sun elf (with a hint of devil)
Class: Warlock 15 (Complete arcane)
Racial HD:
Level Adjustment:
Total ECL: 15
Experience: 112500
Alignment: Lawful Evil
Home Region:
Languages: common, elven, infernal, draconic
Gender: male

Abilities
Strength: 10 (10+0+0+0)
Dexterity: 20 (14+0+0+6)
Constitution: 12 (12+0+0+0)
Intelligence: 14 (14+0+0+0)
Wisdom: 11 (11+0+0+0)
Charisma: 24 (17+0+3+4)

Speed: 30

HD: 15d6+15(63)
AC: 28 (9+0+5+4+0+0)
Touch AC: 15 (2+0+0)
Flat-Footed AC: 23 (8+0+4+0+0)

Initiative: 9 (5+4)

Skills:
Skill Points: 72
Class Skills: Bluff, Concentration, Craft, Disguise, Intimidate, Jump, Knowledge (arcana), Knowledge (the planes), Knowledge (religion), Profession, Sense motive, Spellcraft, Use magic device.
Skill Modifiers:
Use magic device: 25 (18+7+0)
Bluff: 16 (9+7+0)
Sense motive: 9 (9+0+0)
Spellcraft: 20 (18+2+0)
Diplomacy: 18 (9+7+2)

Feats:
Improved initiative, EWP (elven thinblade), Quicken Spell-like ability (mm), Empower Spell-like ability (mm), Weapon finesse, Ability focus (eldritch blast).

Special Abilities:
Detect magic at will (warlock)
DR 4/cold iron (warlock)
Fiendish resilence 2 (warlock)
Energy resistance: acid 5, sonic 5 (warlock)
Deceive item (warlock)
Imbue item (warlock)
Immune to sleep effects (half elf)
+2 to saves against enchantment effects (half elf)
Low light vision (half elf)
+1 to listen, search and spot (half elf)
+2 to diplomacy and gather information (half elf)
Elven blood (half elf)

Saving Throws:
Fortitude: 6 (5+1+0)
Reflexes: 10 (5+5+0)
Will: 9 (9+0+0)

Attacks:
Base attack Bonus: 11
Melee: 11
Ranged: 16
Grapple: 11

+2 elven thinblade of speed: +18/+18/+13/+8 melee 1d8+2 18-20x2
Eldritch blast: +16 ranged touch 9d6

Equipment:
+4 Mithral breastplate (20200gp)
Greater chaustible of fell power (18000gp)
Amulet of natural armor +4 (32000gp)
Gloves of dexterity +6 (36000gp)
Cloak of charisma +4 (16000gp)
+2 elven thinblade of speed (50000gp)
27800gp
Total: 200000gp


Spells:
None

Invocations:
Least:
Baleful utterance
See the unseen
Entropic warding
Lesser:
Brimstone blast (essence)
Eldritch chain (shape)
Fell flight
Greater:
Vitriolic blast (essence)
Repelling blast (essence)
Chilling tentacles
Dark:
None

Psionics:
None


Description:
Age: 23
Height: 5’10”
Weight: 150lb
Eyes: Reflective and completely white.
Hair: Medium length white.
Description: Darkish bronze skin scarred with arcane runes and symbols, wearing a dark grey robe with a mithral breastplate over and a long thinbladed sword by the waist.
ShadowNinja

04-04-05, 05:29 AM
Hey, I have a question. Could the people who come to this check out Mashut's skills? I have a feeling there are too little or I missed something else. I was in a hurry doing the skills and I unfortunately did them without a book at hand. I hope my memory served me well, but I would love some feedbaclk.

Also, can someone play two characters? As in two in different guilds? This might not be the right place to put this, but I am sure it will be responded to ;)

Thanks!
Sssargoth

04-04-05, 03:45 PM
Also, can someone play two characters? As in two in different guilds?

Yes you can. If you have more than one charicter, they cant be with the same guild anyway.
Lady Rolindin

04-04-05, 03:49 PM
Frist the skills:
Mashut's skills will have to be approved by KIngside bishop and Orcy and Silamairn.
each player can have 3, 15 level characters ands 3. 10 level characters. they are supost to be in different guils.
If you want to havbe a 15 level and 10 level talk to sil, orcy or ksb to get that approved.
you can have 3 15 level characters in different guilds and 3 10 level in difffernt guilds.
Master_of_Flames

04-04-05, 06:54 PM
Player Name:Master_of_flames
Character Name:
Approved?:
Foundations: The rising Flame foundation(leader)
Race: Elf
Class:Psychic warrior(5), Pyrokineticist(10)
Total ECL:15
Experience:
Alignment: CN (doubt my alignment, and be burned in a messy, fiery explosion)
Languages:
Gender:

Abilities
Strength: Score (generated score, racial mod, level increases, other mods)
Dexterity: Score (generated score, racial mod, level increases, other mods)
Constitution: Score (generated score, racial mod, level increases, other mods)
Intelligence: Score (generated score, racial mod, level increases, other mods)
Wisdom: Score (generated score, racial mod, level increases, other mods)
Charisma: Score (generated score, racial mod, level increases, other mods)

Speed:

HD: xdx +xdx +x (hp) link to hp rolls, if using online die roller
AC: Armor Class (armor mod, shield mod, Dex mod, natural armor, deflection, any other mods)
Touch AC: Touch Armor Class (Dex mod, deflection, any other mods)
Flat-Footed AC: F-F Armor Class (armor mod, shield mod, natural armor, deflection, any other mods)

Initiative: Init mod (Dex mod, any other mods)

Skills:
Skill Points: #
Class Skills:
Skill Modifiers:
+Modifier Skill (ranks, ability mod, other mods)
[/CODE]
Feats:
Feat (What sourcebook, if not from Core Rulebooks)
[/CODE]
Special Abilities:
Special Ability (Class, race, or whatever else grants you the special ability) (What sourcebook, if not from Core Rulebooks)

Saving Throws:
Fortitude: Modifier (base save, ability mod, other mods)
Reflexes: Modifier (base save, ability mod, other mods)
Will: Modifier (base save, ability mod, other mods)

Attacks:
Base attack Bonus:
Melee:
Ranged:
Grapple:

Attack

Equipment:
Item (price), item (price), xxx gp.
Total:


Description:
Age:
Height:
Weight:
Eyes:
Hair:
Description:
ChaosEvoker

04-05-05, 03:46 PM
*apeares wreathed in green fire wearing a pin that says "GMF: The Game Master's Foundation" and looks around with eyes made solely of bright green light nods and shakes his head then disappears in a flash of green fire*

The Game Master's Foundation serving you from enworld.org (http://www.enworld.org)
Silmarien Aldalome

04-05-05, 06:25 PM
*apeares wreathed in green fire wearing a pin that says "GMF: The Game Master's Foundation" and looks around with eyes made solely of bright green light nods and shakes his head then disappears in a flash of green fire*

The Game Master's Foundation serving you from enworld.org (http://www.enworld.org)

Hello there Ril_Soulfang, Shadow Ninja, Lady Rolindin, Sssargoth, MoF and

And

*a BIG hello to ChaosEvoker* (nice touch CE!)

A single charged chord rings out in the noon airs - like the sound of hallowed rains striking spring grasses. You see a flash of azure and silver on the horizon - and even from a distance of leagues - a Voice propels itself through the Weave as though it is right before you. As it reaches you, it brings a surge of warm air and Spring growth.

The clear resonances of her Voice resonate in your mind's eye as she looks first to ChaosEvoker but then shifting her attention to Ril, Ninja, Sss, Lady Rolindin and MoF.

When her eyes find you she says "Greetings - and well met - across the ages of time and across the gulf of distance - our Song finds you and see" a vision opens before you of a great land, where new grasses spring from the earth eagerly seeking the returning Sunshine. Across the vast plane you see a great forest night to the horizon, and deep in the forest, mountain peaks propel skywards to white-capped peaks.

It is a familiar sight - for nigh to the foot of the Mountains is Peredhil Halls - and it is from there that the Voice comes.

Good to see the new characters and a big welcome everyone!

stav
gabrion

04-06-05, 03:46 AM
Player Name: Gabrion
Character Name: Shador Blackstone
Approved?: No, and unlikely!
Foundations: The Shadow’s Breath and Blade
Race: Human
Class: Human Paragon 3/Wizard 3/Blood Magus 2 (CA)/Fatespinner 5 (CA)/Assassin 2 (DMG)
Racial HD: NA
Level Adjustment: NA
Total ECL: 15
Experience: 105,000
Alignment: Lawful Evil
Home Region: NA
Languages: Common, Elf, Dwarf, Draconic, Abyssal, Fiendish, Celestial, Giant, Halfling, Goblin, Orc
Gender: Male

Abilities http://invisiblecastle.com/find.py?a=show&id=71971
Strength: Score 16 +3 (16 base)
Dexterity: Score 20 +5 (16 base, +4 Gloves)
Constitution: Score 19 +4 (13 base, +6 amulet)
Intelligence: Score 34 +12 (18 base, +3 level increases, +5 Tome, +6 Headband, +2 Racial)
Wisdom: Score 16 +3 (16 base)
Charisma: Score 11 +0 (11 base)
Speed:30 ft.

HD: 12d4+3d6+60+3= 133 (hp)
AC: 21 (10 base, +6 buckler, +5 DEX)
Touch AC: 15 (+5 DEX)
Flat-Footed AC: 16 (+6 buckler)

Initiative: Init mod +5 (+5 DEX)

Skills:
Skill Points: 18 Human, Human paragon 78, Wizard 30, Blood Magus 20, Fatespinner 50, Assassin 24
Class Skills: Skills from all classes are bought for 1 rank because of Able Learner Feat
Skill Modifiers:
Bluff +12 (2 human paragon, 11 blood magus)
Concentration +20 (5 wizard, 4 human paragon, 2 blood magus, 5 fatespinner, +4 CON)
Craft (Poison making) +24 (3 wizard, 2 blood magus, 5 fatespinner, 2 assassin, +12 INT)
Disable Device +16 (4 human paragon, +12 INT)
Escape Artist +9 (4 human paragon, +5 DEX)
Forgery +14 (2 human paragon, +12 INT)
Gather Information +9 (7 human paragon, 2 assassin)
Hide +23 (9 human paragon, 9 assassin, +5 DEX)
Knowledge Arcana +26 (2 human paragon, 5 wizard, 7 fatespinner, +12 INT)
Knowledge Religion +29 (3 wizard, 12 fatespinner, +12 INT)
Listen +17 (9 human paragon, 3 wizard, 2 blood magus, +3 WIS)
Open Lock +14 (9 human paragon, +5 DEX)
Profession (Gambler) +8 (3 wizard, +3 WIS)
Move Silently +25 (9 human paragon, 9 assassin, +5 DEX)
Search +16 (4 human paragon, +12 INT)
Sense Motive +20 (5 human paragon, 1 blood magus, 11 fatespinner, +3 WIS)
Spellcraft +26 (2 human paragon, 5 wizard, 2 blood magus, 5 fatespinner, +12 INT)
Spot +23 (6 human paragon, 3 wizard, 5 fatespinner, 2 assassin, +5 eyes of the eagle, +3 WIS)


Feats:
Human-Great Fortitude
Wizard-Scribe Scroll
1st Level-Able Learner
3rd Level-Practiced Spellcaster (Complete Arcane 82)
4th Level (Human Paragon)-Craft Wondrous Item
6th Level- Toughness
9th Level-Ability Focus (Death Attack) (Savage Species 30)
12th Level-Extraordinary Spell Aim (Complete Adventurer 109) or Raptor School (CW 111)
15th Level-Spell Mastery (11 Spells)

Special Abilities:
Summon Familiar (Wizard)
Death Attack (Assassin PrC, DMG 180)
Blood Component (Blood Magus PrC, Complete Arcane 27)
Durable Casting (Blood Magus PrC, Complete Arcane 27)
Stanch (Blood Magus PrC, Complete Arcane 27)
Scarification (Blood Magus PrC, Complete Arcane 27)
Spin Fate (Fatespinner PrC, Complete Arcane 37)
Fickle Finger of Fate (Fatespinner PrC, Complete Arcane 37)
Spin Destiny (Fatespinner PrC, Complete Arcane 37)
Deny Fate (Fatespinner PrC, Complete Arcane 37)
Resist Fate (Fatespinner PrC, Complete Arcane 37)
Seal Fate (Fatespinner PrC, Complete Arcane 37)

Saving Throws:
Fortitude: +15 (6, +2 CON, +2 Great Fortitude, +5 Vest)
Reflexes: +13 (5, +3 DEX, +5 Vest)
Will: +16 (9, +2 WIS, +5 Vest)

Attacks:
Base attack Bonus: +7/+2
Melee: +10/+5
Ranged: +12/+7
Grapple: +10/+5

Attacks:
+1 Lucky Dagger (+12/+6; 1d4+4 dmg; 19-20x2 critical; Death Attack DC 26)
+1 Lucky Longbow (+13/+8; 1d8 dmg; x3 critical; Death Attack DC 26)

Equipment:
Amulet of Health +6-18,000, 1440 XP
Contract of Nepthas (x3) (CA)-2,100, 168 XP
Black Lotus Extract Poison (Crafted)x5-3,750
Boccob’s Blessed Book (DMG)-6,250, 500 XP
Boots, Winged-8,000, 640 XP
Bracers of Lesser Archery-1,250, 100 XP
Elixer of Hiding (x10)-1,250, 100 XP
Elixer of Sneaking (x10)-1,250, 100 XP
Eyes of the Eagle-1,250, 100 XP
Gloves of Dexterity +4 and Swimming and Climbing-16,687, 1,495 XP
Metamagic Rod, Silent (Normal)-11,000
Possum Stomach (CV)-900, 72 XP
Ring of Lockpicking (CV)-4,500
Spool of Endless Rope (CV)-1,000, 80 XP
Tome of Clear Thought +5-68,750, 5,500 XP
Vest of Resistance +5 (CA)-12,500, 1,000 XP
+1 Lucky Dagger (XPH)-8,302
+1 Lucky Longbow (XPH)-8,375
+5 Mithral Buckler-26,165

Total: 140,939 (Crafted)+58,342 (Purchased)=199,281
Remaining Gold: 719
Total XP Cost: 11,295 (7,500 paid normally, 3,795 through sacrificial rituals from BoVD)

Spells:
Spells per day: Wizard-4/7/7/7/5/4/3
Assassin-4
Spell save DC mod: 21+Spell Level
Spells Known: Wizard-Lots (I can send the list privately, but I don’t want to share my secrets…!)
Assassin-1st Sniper’s Shot, True Strike,
Spellbook: Boccob’s Blessed Book

Description:
Age: 27
Height: 5’9”
Weight: 165 lbs.
Eyes: Green
Hair: Black, Wavy, hangs just past his ears.
Description: Shador Blackstone is a darkly dressed traveler, who by the looks of him has come many miles to reach the guild house. He wears robes of the darkest black hue, and carries a small pack slung over his shoulder which appears to hold all of his earthly possessions. His dress and lack of weapon or armor, along with the traces of a tattoo following the line of his neck as it exits the robes he wears, would indicate that he is a practitioner of the arcane arts. If you are used to wizards implementing their skills to obtain knowledge of the enemy and prepare for operations, then you are a bit shocked when Shador reveals that he is here not to scry or enchant, but to work as an assassin.
Living in the Shadows Breath and Blade for as long as you have, his calm demeanor in the presence of so many death-dealers is an attitude you are familiar with. For those of you who converse briefly with him, you find that he keeps most of his history private (a common trait amongst many of you no doubt), but he tells you in a very polite manner from whence he has traveled. He also has no problem sharing with you some of the dirty deeds he has done in the past, although you suspect the stories he tells are only loosely based on the true facts-after all, a good assassin knows better than to speak about his jobs after they are finished. In any case, a second consideration of his calm demeanor leads you to the fleeting thought that maybe he is too comfortable with the deaths of others…but then you regain your senses, after all you are an assassin and he is simply another of your kind.
Kingside_Bishop

04-07-05, 10:30 AM
I do believe he's a min/maxer -- a man after my own heart.

Very impressive.
gabrion

04-08-05, 02:39 AM
@KB-Well, what can I say...the only way you would think of me as more so, is if you say my spell list. Let me just say that my mark has a small chance of survival, but that is for another thread....
Tenzhi

04-08-05, 02:45 AM
Okay... explain exactly how you've taken Human Paragon twice?
gabrion

04-08-05, 03:04 AM
Okay... explain exactly how you've taken Human Paragon twice?

How I've taken HP twice? Well I don't think you have to take the Paragon classes all at the same time, so I've just split them up. Does that not work?

Edit: If you are talking about my skills, I just split up the points by the order in which I took them. For some skills, I put ranks in them as HP than as Wiz and then as HP again. So it may look like I have the class twice, but I just wanted to make it clear were I got my skill points from.
Tenzhi

04-08-05, 03:21 AM
How I've taken HP twice? Well I don't think you have to take the Paragon classes all at the same time, so I've just split them up. Does that not work?

No. When you write it that way it looks like you've taken the first level, and then taken the first two levels, so that you've gotten the first level twice. When you multi-class you write down your total levels all at once, not in the order you take them.

If you alternate each level between fighter and wizard, for instance, you do not list it as:

Fighter 1/Wizard 1/Fighter 1/Wizard 1/Fighter 1/Wizard 1/Fighter 1/Wizard 1

Rather, that would be written as:

Fighter 4/Wizard 4
gabrion

04-08-05, 03:28 AM
Well since it is so important to the selection of skills and such, I think I will leave the build in terms of the order in which I take classes. I mean if I just write HP 3/Wiz 3 (I think that's right), then my skills wouldn't make sense and it would also be curious how I got the extra levels of spellcaster since it looks like I took levels 2 and 3 of HP before wizard, and you only gain spellcasting at those levels if you have a previous class. Either way, if it is understood how I took the levels, then I'm fine with it. I just think laying things out as a progression makes it easier o understand.
Tenzhi

04-08-05, 03:56 AM
Well since it is so important to the selection of skills and such, I think I will leave the build in terms of the order in which I take classes.

You want to break down your skill points, fine. I don't have a problem with that, I just have a problem with how the classes are written down.

I mean if I just write HP 3/Wiz 3 (I think that's right), then my skills wouldn't make sense and it would also be curious how I got the extra levels of spellcaster since it looks like I took levels 2 and 3 of HP before wizard, and you only gain spellcasting at those levels if you have a previous class.

That's just it though: how the classes are written down doesn't indicate in what order you took the levels. It isn't supposed to. It just indicates how many levels you have and in what classes you have them.

Either way, if it is understood how I took the levels, then I'm fine with it. I just think laying things out as a progression makes it easier o understand.

Easier to understand? Had you written it down properly, we wouldn't have had to go through all this extra explanation. ;)
gabrion

04-08-05, 04:11 AM
Easier to understand? Had you written it down properly, we wouldn't have had to go through all this extra explanation. ;)

If it makes the charater more easily understood though, I have changed the class progresion. Hopefully it will make more sense this way.
Sphendule

04-14-05, 08:35 PM
If you want to havbe a 15 level and 10 level talk to sil, orcy or ksb to get that approved.
you can have 3 15 level characters in different guilds and 3 10 level in difffernt guilds.Do my ears deceive me? Has this actually been agreed upon by the DMs? Not like I'll have the time to manage 6 characters or anything, but if the time ever arises, I'd like to know...
Lady Rolindin

04-15-05, 05:53 PM
each player can have 3 15 level characters and 3 10 level characters, if a player choises to put a 15 and 10 level in the same guild get a gm permission or dm.
Your characters can even know each others, I would play as many as you feel you can handle. those who want to start with 3 or 4 and add latter on thats your option. or just a mix of 2 15 and 1 `10 level characters then it's your option.
yes 3 15 and 3 10 level charcters, and dm or gm permission to have in same guild.
Dyne

04-15-05, 06:26 PM
Do my ears deceive me? Has this actually been agreed upon by the DMs? Not like I'll have the time to manage 6 characters or anything, but if the time ever arises, I'd like to know...

Ears? You can read the screen with your ears?!
Kingside_Bishop

04-15-05, 06:40 PM
That sounds about right, yes. On both accounts. Haven't you heard of the psionic power "Hear Light" Dyne? Jeez.
Dyne

04-15-05, 06:56 PM
That isn't a Psionic Power that I am aware of.... Wait, Sphendule is a Psion?! :eek:
Sphendule

04-16-05, 07:17 PM
That isn't a Psionic Power that I am aware of.... Wait, Sphendule is a Psion?! :eek:
Yes, as a matter of fact I am! Hold on, before you say anything, let me manifest Read Thoughts... mmhmm... (3 rounds pass) ok! You are thinking that this is all crap and I'm making this up... and you're hungry for pizza. ;)
Dyne

04-16-05, 07:30 PM
Oh my gosh! He is a Psion! That's exactly what I was thinking! And I'm going to eat pizza later today (really, I am).
Dyne

04-27-05, 12:30 AM
Bump.

Will this thread ever be stickied?
Kingside_Bishop

04-27-05, 12:57 AM
Bump.

Will this thread ever be stickied?Hmmm... Let's go see, Dyne!

*shakes magic 76-ball, reads out loud*

"Yes, as soon as the characters are ready to be approved, the Characters Thread will be stickied."

Weird, the 76-balls never said that before...

Seriously, though, it'll be stickied when characters start getting approved, most likely. That's when it'll become most important. We're kind of sticky heavy right now. That's one of my first projects starting tomorrow (finals are almost over! *squeels* -- to cut it down to one sticky through use of the single rules post.

What I'm thinking is we have a single post, within the rules thread, where all of the characters are linked to this thread. That way, this doesn't need to be a sticky -- players can just check that post out for compiled lists.

I'm really trying to keep it to one sticky.
alaron

04-27-05, 01:34 PM
Alaron
Vorren

Approved status: not yet

The Shadows Breath and Blade
Race: Defel
Classes and level: Ranger10/Rouge1/Assassin4
Racial HD: 0
LA: 0
ECL: 15
EXP: 122500
Alignment: CE
Home region:
Languages: Defel, Common, Elven, Under Common
Gender: Male
Size: Small
Stats:
Stat Value (cost) Alterations to the base stats Change Totals (modifier)
Strength 12 Racial, Item -2, +2 12(+2)
Dexterity 17 Item, 4th 8th 12th, +6,+1,+1,+1 26(+8)
Constitution 12 ---------------------------- ----------------- 12(+2)
Intelligence 14 Racial +2 16(+3)
Wisdom 11 Item +3 14(+2)
Charisma 10 ---------------------------- ----------------- 10
Speed: 20 ft
HD: 10d8+4d6+21 (100)
AC: 10+1(size)+8(Dex)+4(cloak)=23(total) Flat footed (23) touch (19)
Initiative: +7 (+3dex +4 (improved initiative))
Skills:
Skill Pts per level:
2nd-11th Rng (6+int)*10=90
12th-15th Asn (4+int)*4=28
1st Rog (8+int)*4=44
Class skills
*ranger
**assassin
***rouge
Skill modifiers:
Concentration: 10+1=11
Craft (poison): 18+3=21
Diplomacy: 18+0=18
Disable Device: 11+8=19
Disguise: 8+0=8
Gather Information: 2+0=2
Hide: 18+8=26
Move Silently: 18+8=26
Open lock: 4+8=12
Slight of hand: 8+8=16
Search: 18+3=21
Sense Motive: 6+2=8
Spot: 18+2=20
Survival: 10+1=11
Tumble: 4+8=12

Feats:
1st Exotic weapon Proficiency (Hand crossbow)
*2nd Track
3rd Two weapon fighting
** 3rd Rapid shot
4th Endurance
6th Improved Initiative
**6th Improved Rapid Shot
9th Improved Two Weapon Fighting
12th greater Two Weapon Fighting
15th Landlord
* Bonus feat
** Combat style
Special abilities:
Favored enemy 1 Humans
Wild empathy
Animal Companion
Favored enemy 2 elves
Woodland stride
Swift tracker
Evasion
Favored enemy 3 Orcs
+3d6 sneak attack
Detect traps above DC 25
Death attack DC 16
Poison use
Dex bonus to AC
+2 vs. poison
Invisible unless in direct sunlight
Blind without special goggles
Saving throws:
Fort: 11+1+0=12
Ref: 13+8+0=21
Will: 4+2+0=6
BAB: 13/8/3
Melee: 15/10/5
Ranged: 22/17/12
Weapon Attack Damage Critical Range
Hand crossbow 24/19/14 1d4+1d6 19-20/x2 30ft
Dagger 17/12/7 1d4+1 19-20/x2 10ft
full attack 20/20/20/15/10/15/10 See hand crossbow 19-20/x2 30ft
Favored enemy
Name Bonus
Human +6
Elvs +2
Orcs +2
Grapple: 10
Items: 9pp,8gp,10sp
Location Name Price #* Type Weight
Holster Desire 32,125 1 Weapon/Magic 4 Lbs.
Holster Demise 32,125 2 Weapon/Magic 4 Lbs.
Under arms **Dual Holster 2,010 3 Holster/Magic 1 lb.
Boots Climbers boots 1,801 4 Magic Augment --
Belt Belt of many pockets 11,010 5 Magic Storage 1 lb.
Cloak Armorous cloak 16,006 6 Magical armor 1 lb.
Goggles **Light channel shifters8,104 7 Science/Magic --
Vestment Quickening vest 36,004 8 Stat Enhancer 2lbs.
Headband Band of good decisions 9,001 9 Stat Enhancer --
Ring Adrenaline ring 4,002 10 Stat Enhancer --
Pants Pants of no detection 8,003 11 Magic Augment 5 lbs.
In belt 4x Potion of glibness 2,000 12 Enhancement --(.4)[4lbs.]
In belt 6x Potion of sneaking 900 13 Enhancement --(.6)[6lbs.]
In belt 6x Potion of fly 2,700 14 Spell like ability --(.6)[6lbs.]
Ring Ring of sustenance 2,500 15 Magic/Augment --
In Belt 4x Potion of Ex. retreat200 16 Spell like ability --(.4)[4lbs.]
In belt 10xPotion curing light 500 17 Healing --(1)[10lbs]
In belt Silver Dagger 2,310 18 Weapon --(.1)[1lb.]
In belt Sack of tricks 6,300 19 Spell like ability ---
In Belt 10x Smoke Stick 200 20 Alchemy Cover --(.5)[5lbs]
House Safe House 2,300 21 home
earing Hastening Earing 24,000 22 Spell like ability
*see corresponding number for more information.
**these are items I need but had not scene elsewhere, or powers were combined from different systems I need GM approval for this to be official
() numbers within represent weight when in the belt but off of the body
[] numbers represent actual weight of the items.
1) +1, Quick Loading (+2), Flaming (+1) Covered Hand Crossbow
2) +1, Quick Loading (+2), Frost (+1) Covered Hand Crossbow
3) Double Under Arm Holster designed to comfortably hold hand cross bows this particular one is imbued with Spring Sheath use activated ()
4) Effectively slippers of spider climb but they look much fancier, and are covered in my fur cut from my body.
5) As described on page 79 of tome and blood
6) Effectively bracer of armor +4 using the space of a cloak, this one is a deep black and seems to have a thin layer of my personal fur covering the cloak. So in UV light it appears deep red, but any thing less it is a blurry shadow, or it is invisible. Reversible so the outside to inside and inside to out if I so desire.
7) Goggles allow for standard vision in any condition but are useless to any creature other than Defel’s due to there initial ability to shift the light channel that the creature sees in, particularly from UV to those of a human. Second they grant dark vision once the made on my own planet so the materials have the same effect as my fur.
8) Also covered in my fur this is a piratesque shirt which bestows a dexterity bonus upon the wearer (+6)
9) Head band of wisdom (+3) my personal hair has been pulled over this item to prevent its visible detection
10) Ring of strength (+2)
11) Brooch allow the wearer do manipulate the way in which there heat leaves there body, if at all making them invisible to detection methods that track the body heat and respiration of the wearer. Pins under cloak.
12) As item on page 191 of DMG
13) As item on page 191 of DMG
14) As item on page 191 of DMG
15) requires no food, and minimal sleep
16) Potion of spell in Players Handbook
17) As item on page 191 of DMG
18) +1 silver dagger
19) As item on page 210 of DMG (tan bag of tricks)
20) Chemically treated stick. When lit, the Smoke Stick creates 10’x10’x10’ of opaque smoke in one round. The smoke dissipates normally.
21) Small home built in the forest some simple traps donation to the S,B&B. (plans will be drawn up latter)
22)boots of haste made slotless.
Spells:
Ranger spells:
Once per day each:
1st Pass without Trace, Tracking is impossible with out magical means lasts 10min/level (5min)
2nd Summon Natures Ally 2, summons creature(s) to do your bidding for 1 rnd/level (5rnds)
Assassin spells:
Once per day each:
1st Lowlight Vision, Grants lowlight vision to target 1hour/level (4hours)
2nd Undetectable Alignment, Alignment becomes undetectable to all sorts of divinations, close range (35ft.)
Invocations: N/A
Psionics: N/A
Age: 25
Height: 4’2”
Weight: 185
Eyes: left Grey without pupil small scar above and below the left eye. Right eye Blue with pupil, which is if he is scene without his goggles
Hair: translucent black fur, unless he is in direct sunlight and you can see in the UV spectrum then it becomes obvious that the fur is really a deep red.
Description: Stocky biped appears translucent at best but if you can see his true nature then he is a brilliantly colored furry creature with a bright colored snout and flowing red fur.
Demonfey

04-27-05, 07:45 PM
Player Name: Demonfey
Character Name: Igor
Approved?: No
Foundations: ???
Race: Human/aberration
Class: Wizard 5/Fleshwarper 10
Racial HD: 0
Level Adjustment: 0
Total ECL: 15
Experience: 112,500 XP
Alignment: Chaotic Neutral
Home Region: N/A
Languages: common, infernal, draconic, ignan, aquan, undercommon
Gender: Male

Abilities:
Strength: 19 (15+4(graft)) (4)
Dexterity: 16 (3)
Constitution: 20 (17+1(lvl)+2(flshwrpr)) (5)
Intelligence: 20 (18+2(lvl)) (5)
Wisdom: 13 (2)
Charisma: 8 (-1)

Speed: 20 ft, 10 ft fly (4 rounds consecutively, 1 round rest, average)
HP calculated by averages (3.5, 2.5)
HD: 5d4+15, 10d6+33=28+68=96
AC: 24=10+3(dex)+4(graft nat)+2(bestial hide: aberration feats/2)+5 (bracers)
Touch AC: 13
Flat-Footed AC: 21

Initiative: +3 (Dex)
Skills
Skill modifiers: skill points: 126
Concentration 20 (15+5)
Craft (weaponsmithing) 20 (15+5)
Craft (armorsmithing) 21 (16+5)
Decipher Script 21 (16+5)
Heal 18 (16+2)
Knowledge (Arcana) 21 (16+5)
Spellcraft 21 (16+5)
Use Magic Device 15 (16-1)

Feats: Graft flesh (golem)(wiz. extra), scribe scroll, summon familiar, aberration blood (sticky fingers (+3 climb)), bestial hide, deepspawn, starspawn, inhuman vision, martial weapon proficiency(hmn extra) (longsword); graft mastery (silthilar, illithid, yuan ti, beholder), rapid grafting, aberrant apotheosis

Special Abilities:
Feat caused: cold resistance 5, immune to altitude fatigue + altitude sickness, darkvision 85 ft (+5* aberration feats+60 aberration apotheosis), +2 nat. armor, 2 natural attacks (1d4 each), can make grafts
Class:
aberrant familiar: amorphous form, scales, tentacle, wings
rapid grafting: can make grafts at rate of 1 hour per 1000 gp
graft reserve: can spend points instead of XP.
Elder Secrets: Destrachen (sonic immunity); Umber Hulk (+2 nat armor); beholder (+4 search & spot, can't be flanked)
Aberrant Apotheosis: +2 Con, darkvision 60 ft, aberration type
Graft reserve: 5000
Saving Throws:
Fortitude: 1+7+3=11
Reflex: 1+3+3=7
Will: 4+3+2=9

Attacks:
Base attack Bonus: 7/2
Melee: +11/6
longsword: 1d8+1d6+5
2 tentacles: 1d4+4
Ranged: +10
Grapple: +4

Equipment: bag of holding1 (2500 gp), tools of disguise (takes longer to make disguise than hat of disguise for tradeoff of it becoming the physical body for an indefinite amount of time; 1800 gp), bodak's eye (25,000), beholder plating (64,000 gp), replacement tail (12,000 gp), poison fangs (8000 gp), enervating arm (40,000 gp), +5 bracers of armor (25,000 gp), +1 flaming ghost touch longsword (18,315 gp), 2 wizard's spellbooks (30 gp), 955 gp
2500+30+1800+25,000+64,000+12,000+8000+4 0,000+1200=154,800+25,000+18,315 gp+2400 (thri kreen effigy helper)=195,845 gp
Total: 200,000 gp

Invocations:
spells:
spells per day: 6/5/5/5/5/3/3/2
spells known:
0: all 0 lvl spells
1: magic missile, mage armor, shield, tenser's floating disc, feather fall, comprehend languages, true strike
2: Melf's acid arrow, scorching ray, web, cat's grace
3: fireball, lightning bolt, dispel magic, body blaze
4: stoneskin, dimension door, enervation, polymorph
5: cloudkill, cone of cold, reciprocal gyre, teleport, flesh to salt, flesh to ice
6: fiendform, heartfreeze, disintegrate, analyze dweomer
7: limited wish, energy immunity
Description:
Age: 21
Height: Varies (thing about graft enthusiasts: they aren't required to be constant in actual form)
Weight: varies (depends on how he feels at the time, really...)
Eyes: varies
Hair: whatever he feels like
Description: You walk by a lab, only to suddenly hear an explosion, followed by some...thing flying out of a window. It looks vaguely human, although that seems to only have been a passing phase from all of the scars and mismatched limbs.
Xen155

04-27-05, 10:24 PM
Player Name: Xen155
Character Name: Xen
Approved?: No
Foundations: The Council Of Arch-Mages.
Race: Gray Elf
Class: 15th Wizard
Racial HD: 0
Level Adjustment: +0
Total ECL: 15
Experience: 106,060
Alignment: Lawful Good
Home Region: Evermeet
Languages: Common, Elven,
Gender: Male

Abilities
Strength: 8
Dexterity: 16 (+8[point buy])30
Constitution: 16 (+4[point buy] -2[race] +6[items])
Intelligence: 29 (+10[point buy] +2[race] +3[levels] +6[items])
Wisdom: 10 (+2[point buy])
Charisma: 8

Speed: base land speed: 30

HD: 15d4(37.5) + 45 = 83
AC: 10 + 5 + 5 = 20 (items and such)
Touch AC: 10 + 5 = 15 (items and such)
Flat-Footed AC: 10 + 5 + 5 = 20 (items and such)

Initiative: 0

Skills:
Skill Points: 209
Class Skills: Concentration, Craft, Decipher Script, Knowledge (all skills, taken individually),Profession, and Spellcraft
Skill Modifiers:
Concentration (18 + 3)
Decipher Script (18 + 9)
Knowledge Arcana (18 + 9)
Knowledge the planes (18 + 9)
Knowledge History (18 + 9)
Knowledge Local (18 + 9)
Knowledge Nobility and royalty (18 + 9)
Knowledge Religion (18 + 9)
Spellcraft (18 + 9)


Feats: Scribe Scroll, Forge Ring, Craft Wondrous Item, Quicken Spell, Maximize Spell, Empower Spell, Land Lord, Combat Casting, Spell Focus (Enchant)

Special Abilities:

Saving Throws:
Fortitude: 5 + 3 = 8
Reflexes: 5 + 3 = 8
Will: 9 = 9

Attacks:
Base attack Bonus: +7/+2
Melee: +7/+2
Ranged: +10/+5
Grapple: +7/+2

Attack

Equipment:
Headband of Intellect +6 (18,000 created by Xen)
Bracers of Health +6 (18,000 created by Xen
Amulet of Natural Armor +5 (25,000 created by Xen)
Ring of Wizardry III (80,000 created by Xen)
Robe of the Archmagi (37,500 created by Xen)

Total: 178,500 gp & 6440 xp

Spells: shhhhhh...
Spells per day: shhhhhh..
Spell save DC mod: shhhhhh...
Other mods to spells: shhhhhh...
Spells Known: shhhhhh...
Spellbook: shhhhhh...

Invocations: none

Psionics: none


Age: 179
Height: 5' 9''
Weight: 115 lbs
Eyes: Deep Black
Hair: Raven Black
Description:coming soon...
Sphendule

04-27-05, 11:06 PM
Character name: Vorren

...

Favored enemy
Name Bonus
Human +6
Elvs +4
Orcs +2I think you might have misread the Favored enemy ability just a slight bit. In the examples it gives in the PHB 3.5, it says that a lvl 10 Ranger can either be +6, +2, +2 or +4, +4, +2. You only gain a single extra +2 to either of your previously acquired favored enemy's when you gain a new favored enemy at the appropriate level. Thus as a Ranger 15, you could have (6, 4, 2, 2), (8, 2, 2, 2), or (4, 4, 4, 2), and as a Ranger 20, you could have (10, 2, 2, 2, 2), (8, 4, 2, 2, 2), (6, 6, 2, 2, 2), (6, 4, 4, 2, 2), or (4, 4, 4, 4, 2).
Dyne

04-28-05, 12:30 AM
I'm pretty sure he has it right.

At 1st-level, you get one Favored Enemy at +2.

At 5th-level, you get another at +2, and the one fromst 1st-level goes up by another +2.

At 10th-level, you get a third at +2, and the other two go up by another +2. So a total of +6, +4, +2.

I'm pretty sure that's how it works....

EDIT: Nevermind. It seems I've been misunderstanding it the whole time.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

So I believe it could be +6, +2, +2; or +4, +4, +2.
Dyne

05-04-05, 06:23 PM
Demonfey, could you change the link for Dyne to Tanzan, and the one for Feng to read Stormhand? Thanks.
Darkuwa

05-04-05, 10:21 PM
Player Name:Darkuwa
Character Name:Darkuwa
Approved?:uhm... no
Foundations: uhm... wha?
Race: Rakshasas
Class: 1 Sorcerer
Racial HD: 7d8
Level Adjustment: +7
Total ECL: 15
Experience:112,500
Alignment:Lawful evil
Home Region: uhm... no
Languages:common infernal sylvan
Gender:male

Abilities
Strength: 14 (+2) (12, +2)
Dexterity: 18 (+4) (13, +4, +1)
Constitution: 22 (+6) (15, +6, +1)
Intelligence: 10 (+0) (8, +2)
Wisdom: 15 (+2) (13, +2)
Charisma: 24 (+6) (17, +6, +1)

http://invisiblecastle.com/find.py?a=show&id=81917

Speed:40 ft

HD: 7d8(32) +1d4(2) +48 (74)
AC: 28 (+5, +0, +4, +9)
Touch AC: 14 (+4)
Flat-Footed AC: 24 (+5,+0, +9)

Initiative: +8 (+4, +4)

Skills:

Skill Points: #88

Class Skills:bluff, concentration, craft, knowledge(arcana), proffession, spellcraft, disguise, listen, move silently, perform, sense motive, spot

Skill Modifiers:

Bluff 22 (11,+7,+4)
concentration 17 (11,+6)
Disguise 11 (0,+7,+4)
Knowledge(arcana) 11 (11)
listen 13 (11,+2)
move silently 15 (11,+4)
sense motive 13 (11,+2)
spell craft 11 (11)
spot 13 (11,+3)


Feats:
combat casting
run
improved initiative
dodge
stealthy
spell penetration


Special Abilities:
Familiar(cat)
change shape
damage reduction 15/good pierce
Detect thoughts
spell resisitence(27+class level's)
darkvision (60ft)
+2 to defeat spell resistance

Saving Throws:
Fortitude: 15 (5, +6, +4)
Reflexes: 14 (5, +4, +4)
Will: 13 (7, +2, +4)

Attacks:
Base attack Bonus:+7
Melee:+9
Ranged:+10
Grapple:+9

bite: 1d6
2 claws: 1d4

Equipment:

Bag of holding (type 3, 7,400 gp)
Ring of mind shielding (8,000 gp)
Ring of feather falling (2,200 gp)
100 ft of silk rope (40 gp)
tent (10 gp)
2 waterskins (2 gp)
spell component pouch (5 gp)
wagon (35 gp)
2 heavy horses (400 gp)
periapt of health (7,500 gp)
robe of the archmagi (75,000 gp)
staff of evocation (65,000 gp)
rod of thunder and lightening (33,000 gp)

total: 198592
gp in pocket 1,408


Spells:
Spells per day: 6/6/6/5/3
Spell save DC mod: 17+ spell level
Other mods to spells:
Spells Known: secret's
Spellbook: n/a

Description:
Age: 43
Height: 6' 2"
Weight: 235 lbs
Eyes: Green
Hair: well its more actually fur I would say
Description:I look like a tiger cept I'm black with white stripes
Dyne

05-04-05, 11:54 PM
Player Name: Dyne
Character Name: Bristol Guard (Mercenary)
Approved?: Yes
Foundations: Stormhand Federation
Race: Human
Class: Warrior 1
Experience: 0 XP

Abilities

Strength: 13
Dexterity: 10
Constitution: 12
Intelligence: 8
Wisdom: 10
Charisma: 10

Speed:
Tactical: 20 ft. per move action, 80 ft. run per round.
Local: 200 ft. walk per minute, 400 ft. hustle per minute, 800 ft. run per minute.
Overland: 2 mile walk per hour, 4 mile hustle per hour, 16 mile walk per day.

HD: 1d8+1 (5 hp)
AC: 17 (+5 armor, +2 shield)
Touch AC: 10
Flat-Footed AC: 17 (+5 armor, +2 shield)

Initiative: +0

Skills:
Skill Points: 8
Class Skills: Climb, Handle Animal, Intimidate, Jump, Ride, and Swim.
Skill Modifiers:
Climb -2 (+2 ranks, +1 Str, -5 armor check)
Intimidate +1 (rank)
Jump -2 (+2 ranks, +1 Str, -5 armor check)
Listen +2 (+0 Wis, +2 Alertness)
Ride +1 (rank)
Spot +2 (+0 Wis, +2 Alertness)
Swim -7 (+2 ranks, +1 Str, -10 armor check)

Feats:
Alertness (1st-level, Human Bonus Feat)
Armor Proficiency (light, medium, heavy)
Martial Weapon Proficiency (all)
Shield Proficiency
Simple Weapon Proficiency
Weapon Focus (Longsword) (1st-level)

Special Abilities:

Saving Throws:
Fortitude: +3 (+2 base, +1 Con)
Reflexes: +0 (base)
Will: +0 (+0 base, +0 Wis)

Attacks:
Base attack Bonus: +1
Melee: +2
Ranged: +1
Grapple: +2

Longsword
+3 melee 1d8+1 damage crit 19-20/x2

Light Crossbow
+1 ranged 1d8 damage crit x19-20/x2 range 80 ft.

Equipment:
[x lb]Container (miscellaneous, including where the container is): stuff in the container (x lb), more stuff in the container (x lb).

Longsword (5 gp, crafted by smith), Dagger (7 sp, crafted by smith), Light Crossbow (117 sp, crafted by smith), Crossbow Bolts (10) (1 gp), Chainmail (50 gp, crafted by smith), Heavy Wooden Shield (24 sp, crafted by smith), Gallon of Ale (2 sp), Flint and Steel (1 gp), Torch (x10) (1sp), Belt Pouch (1 gp), Sack (1 sp), Peasant's Outfit (Free), Peasant's Outfit (1 sp), Guard Uniform (17 sp, crafted by weaver).
Total GP: 75 gp.
Total Weight: 73 1/2 lb. (medium load)
Max Load: 150 lb.
Max Load to Lift off Ground: 300 lb.
Max Load to Drag: 750 lb.

Description:
Alignment: Lawful Neutral
Languages: Common
Gender: Male
Deity:
Age: 16-21 years of age (average 18 years old)
Height: 5'6" - 6' (average 5'9")
Weight: 136-232 lb. (average 175 lb.)
Eyes: Brown, Blue, or Green
Hair: Brown or Blonde
Description:
Master_of_Flames

05-07-05, 06:24 PM
um, there's no link to my primary character..... :(
Master_of_Flames

05-07-05, 06:53 PM
Player Name:Master_of_flames
Character Name:Verous
Approved?:no
Foundations: The Rising Flame foundation, Riders of The Plains
Race: Elf
Class: Ranger12/Wild Plains Outrider3
Total ECL:15
Experience:
Alignment:
Languages:
Gender:Male

Abilities
Strength: Score (generated score, racial mod, level increases, other mods)
Dexterity: Score (generated score, racial mod, level increases, other mods)
Constitution: Score (generated score, racial mod, level increases, other mods)
Intelligence: Score (generated score, racial mod, level increases, other mods)
Wisdom: Score (generated score, racial mod, level increases, other mods)
Charisma: Score (generated score, racial mod, level increases, other mods)

Speed:

HD: xdx +xdx +x (hp) link to hp rolls, if using online die roller
AC: Armor Class (armor mod, shield mod, Dex mod, natural armor, deflection, any other mods)
Touch AC: Touch Armor Class (Dex mod, deflection, any other mods)
Flat-Footed AC: F-F Armor Class (armor mod, shield mod, natural armor, deflection, any other mods)

Initiative: Init mod (Dex mod, any other mods)

Skills:
Skill Points: #
Class Skills:
Skill Modifiers:
+Modifier Skill (ranks, ability mod, other mods)

Feats:
Feat (What sourcebook, if not from Core Rulebooks)

Special Abilities:
Special Ability (Class, race, or whatever else grants you the special ability) (What sourcebook, if not from Core Rulebooks)

Saving Throws:
Fortitude: Modifier (base save, ability mod, other mods)
Reflexes: Modifier (base save, ability mod, other mods)
Will: Modifier (base save, ability mod, other mods)

Attacks:
Base attack Bonus:
Melee:
Ranged:
Grapple:

Attack

Equipment:
Item (price), item (price), xxx gp.
Total:

Spells: (If applicable)
Spells per day:
Spell save DC mod:
Other mods to spells:
Spells Known: (If applicable)
Spellbook: (If applicable)

Invocations: (If applicable) [Ed. Sorry, not very familiar with invocations, so I don't know what else might go here]

Psionics: (If applicable) [Ed. Sorry, not very familiar with psionics, so I don't know what else might go here]

Description:
Age:
Height:
Weight:
Eyes:
Hair:
Description:
premier666

05-09-05, 02:54 PM
Player Name: Premier 666
Character Name: The Black mage
Approved?: not yet
Foundations: The Council of archmages
Race: Human
Class: wizard 5, wizard of the arcane order 8 (tome and blood), archmage 2
Racial HD: (If any)
Level Adjustment: (If any)
Total ECL: 15
Experience: 112500
Alignment: true neutral
Home Region: Faerun (Shadowdale)
Languages: common, undercommon, celestia, abyss, elvish, draconic, dwarvish
Gender: male

Abilities (OBS I used point buy)
Strength: 8 (8)
Dexterity: 16 (14, +2 ioun stone)
Constitution: 18 (14, +4 periapt)
Intelligence: 27 (18, +3 level increases, +6 crown) (wow, I’m smart)
Wisdom: 10 (10, racial mod, level increases, other mods)
Charisma: 10 (10, racial mod, level increases, other mods)

Speed: 30ft

HD: 4+14d4+60 (106hp average)
AC: 20(+4armor mod, +3Dex mod, +3deflection)
Touch AC: 16
Flat-Footed AC: 17
Initiative: 7 (+3dex+4 improved initiative)

Saving Throws:
Fortitude: 7 (3 save, +4ability mod, other mods)
Reflexes: 6 (3 save, +3ability mod, other mods)
Will: 13 (13, +0ability mod, other mods)

Attacks:
Base attack Bonus: +7
Melee: +6
Ranged: +10
Grapple: +6

Attack:
Heavy crossbow +2: +12 (1d10+2)
Dagger: +6 (1d4-1)


Skills:
Skill Points: #180
Skill Modifiers:
+26knowledge arcane(18ranks, 8ability mod, other mods)
+26knowledge planes(18 ranks, 8ability mod, other mods)
+26knowledge dungeons(18 ranks, 8ability mod, other mods)
+29spellcraft(18 ranks, 8ability mod, +3 skill focus)
+26decipher script(18 ranks, 8ability mod, other mods)
+22concentration(18 ranks, 4ability mod, other mods)
+12hide(9ranks, 3ability mod, other mods)
+12move silently(9ranks, 3ability mod, other mods)
+26Knowledge nature (18 ranks, 8ability mod, other mods)
+26Knowledge religion(18 ranks, 8ability mod, other mods)

Feats: 9
cooperative magic (tome and blood)
Scribe scroll (bonus from wizard)
Skill focus (spellcraft)
Spell focus (necromancy)
Spell focus (enchantment)
Empower spell
Magocracy (http://boards1.wizards.com/showpost.php?p=6611970&postcount=138)
Leadership
Quicken spell
Improved initiative

Special Abilities:
Archmage:
Mastery of the elements
Spell power

Mage of the arcane order:
Magic fountain III

Equipment:
Headband of intellect +6 (36.000),
Periapt of health +4 (16.000),
Bracers of armor +4 (16.000),
Ioun stone, dark red (8.000),
Staff of fire 50 charges(17.750)
Scroll of teleport x3 (1.125 x3),
Robe of the bones (2.400),
Rod of metamagic, empower lesser (9.000),
Arcane ring III (70.000),
Ring of protection +2 (8.000),
Potion of cure seirous wounds x5 (750x5),
Heavy crossbow+2 (8000)
Waterproof spellbook (2000)
20 bolts (2)
dagger (2)
121gp
Total: 200.000gp

Spells:
Spells per day: 0-4/1-6/2-6/3-12/4-6/5-4/6-4/7-3/8-1
Spell save DC mod: 18+spell level
Other mods to spells: 19+spell level to enchantment and necromancy schools

Spellbook:

1st: ray of enfeeblement, arcane shield, protection from alignment, true strike, magic missile, silent image. 2nd: web, scorching ray, mirror image, blindness/deafness. 3rd: dispel magic, fireball, lighting bolt, haste, hold person, slow. 4th: stone skin, solid mist, fire orb (magic of faerun), phantasmagorical killer, greater invisibility. 5th: teleport, cloudkill, dominate person, hold monster, cone of cold. 6th: globe of invulnerability, prismatic eye (magic of faeurn), acid fog, chain lighting, flesh to stone, disintegrate. 7th: Simbul’ spell sequencer (magic of faerun), mass hold person, finger of death. 8th: horrid wilting, summon monster VIII..

Description:
Age: Unknown
Height: 1,70 M
Weight: 60 Kg
Eyes: Blue
Hair: black
Description: The Black Mage uses a black robe covering all his body. He also has a hood that covers his head and a pointy wizard hat (why no one uses those anymore?). His face is always covered by shadow, leaving only two deep blue eyes to be seen. (Ok, I couldn’t think anything original so I came up with this.)
Folowers: (traded using the trade folowers rules)
Leadership rating 23
Cohort: Alton hilltople, wizard6/rogue3/arcane trickster5
Head wizard of the army: wizard 5, wizard of the arcane order 5.
15 lv 5 wizards
Leader of the guard: fighter lv7
35 guards: lv1 fighters.
premier666

05-09-05, 03:14 PM
hey, since english is not my natural language, I'm not sure about the name of some spells, specially the ones from forgotten realms campaign setting, any doubt about a spell, just tell me and I'll describe it.
Dyne

05-09-05, 09:25 PM
What does PO stand for?
premier666

05-10-05, 08:04 PM
oops sorry, I did the sheet in my home language and then translated, but forgot to translate PO to GP... duh thats going to be correct right away
premier666

05-12-05, 03:48 PM
First of all, the name of the class realy hospitaler? I have no idea, its the one order that protects the pillgrins, from Defenders of the faith.

--------------------------------------------------------------------------
Player Name: Premier 666
Character Name: James “Darkstorm” Raynor
Approved?: YES!!! YES!!! Yeeehaaa!!!
Foundations: Stormhand foundation, Sword point military academy.
Race: human of the phoenix clan(Oriental adventures)
Class: Samurai1/shugenja6(Oriental adventures)/Hospitaler 8
Racial HD: (none)
Level Adjustment: (none)
Total ECL: 15
Experience: 112,500 XP
Alignment: LE
Home Region: Rokugan(Oriental adventures)
Languages: Common
Gender: Male

Abilities
Strength: 20 (16, level increases, +4other mods)
Dexterity: 18 (14, level increases, +4other mods)
Constitution: 16 (12, level increases, +4other mods)
Intelligence: 10 (10, level increases, other mods)
Wisdom: 8 (8, level increases, other mods)
Charisma: 25 (16, +3 level increases, +6other mods)

Speed: 30ft

HD: 10+6d6+8d8+45 (119hp)
AC: 25 (+8armor mod, +4 Dex mod, +3deflection, any other mods)
Touch AC: 17
Flat-Footed AC: 21

Initiative: +8 (+4Dex mod, +4improved initiative)

Skills:
Skill Points: #56 (16 samurai+24 shugenja +16 hospiltaler)
Class Skills:
Skill Modifiers:
+19 Iaijustsu focus (4 ranks, for samurai, 3 for shugenja +4 for hospitaler +7 ability mod, other mods)
+19 concentration(6 ranks for shugenja, 2 for samurai, 8 for hospitaler, 3ability mod, other mods)
+9 ride(4 samurai ranks + 1 shujenja OC ranks, 4ability mod, other mods)
+ 12spellcraft (10ranks shujenja +2 samurai OC ranks, 0ability mod, other mods)


Feats:10
Mounted Combat,
Ride-By Attack
Spirited charge
empower spell
Improved critical, katana(bonus from hospitaler)
improved initiative(bonus from hospitaler)
power attack(bonus form hospitaler)
maximize spell
spell focus: fire(bonus from shugenja)
Leadership



Special Abilities:
lay on hands (hospitaler)
Turn undead
Remove disease
Saving Throws:
Fortitude: 13 (10, 3ability mod, other mods)
Reflexes: 8 (4, 4ability mod, other mods)
Will: 7 (7, 0ability mod, other mods)

Attacks:
Base attack Bonus: 13
Melee: 18
Ranged: 17
Grapple: 18

Attack: “Thunderstorm”: +20/+15/+5 (1d10+2d6+9)

Equipment:
Cloak of charisma +6 (36.000),
Belt of giant strength +4 (16.000),
Gloves of dexterity +4 (16.000),
Periapt of health +4 (16.000),
Chain shirt +4 (16.000),
Ancestral daisho:
Shocking and flaming Katana +2 “Thunderstorm”(32.000),
Masterwork wakisashi,
Winged mask (16.000),
Ring of protection +3 (18.000),
Rod of metamagic, empower lesser (9.000),
Scroll of teleport x2 (1.125),175
Potion of cure serious wounds x4 (750),
Staff of fire (17.750),
Item (price),
2.000 GP left
Total: 200.000

Spells: (If applicable)
Spells per day: 0-6/1-8/2-8/3-8/4-7/5-6/6-5/
Spell save DC mod: 17 +spell level
Other mods to spells: 18+spell level for fire school spells
Spells Known: 0-s+5+4/1-s+3+2/2-s+3+2/3-s+2+2/4-s+2+2/5-s+2+1/6-s+1+1/7-s+1+0
*=fire spell
6th: fires of purity *, teleport.
5th: flame strike*, Summon nature’s ally*, improved invisibility.
4th: fireball*, lighting bolt*, fire shield*, spell immunity, spike stones.
3rd: Searing light*, fire wings*, Daylight*, haste, greater magic weapon.
2nd: produce flame*, cats grace*, flaming sphere*, Flaming sphere*, hold person, Barkskin.
1st: burning hands*, faerie fire*, cause fear*, hypnotism*, silent image, shield of faith.
0th: flare*, disrupt undead*, dancing lights*, light*, detect magic*, read magic*, mage hand, daze, know direction, ghost sound.
Spellbook: (If applicable)

Description:
Age: 20
Height: 1,69m
Weight: 50kg
Eyes: black
Hair:silver
Description: a (short) guy with wild silver hair, deep black eyes, who uses a black kimono that has figures of storms in it. He also carries a katana that burns in fiery lighting.
127
Leadership score: 22
Cohort: Ketsui Kakuna, Samurai 4, Sohei 4, Singh rager 6.

75-1st, 7-2nd, 4-3rd, 2-4th, 2-5th, 1-6th
exchanged using the rules of exanging folowers.
1 7th lv liutenent, 2 5th lv sargents, 4 8th lv shujenjas, 20 2nd lv samurais, 1 2nd lv ranger (scout)
Dyne

05-31-05, 04:56 PM
:bump:
Demonfey, could you look over my links real quick? I changed some of the characters, so the links now call them by a different name.

If you could change Feng to read as Stormhand, it would be greatly appreciated. I'll look at the others, since I might change around some of the characters again (or just omit them outright).

Thanks.
Dyne

05-31-05, 05:25 PM
Player Name: Dyne
Character Name: Falur (Cohort to Stormhand (http://boards1.wizards.com/showpost.php?p=5394432))
Approved?: No
Foundations: Stormhand Federation, Guild of Ultimate Evil, Children of the Planes
Race: Human
Class: Cleric 3/Wizard 3/Mystic Theurge 7
Experience: 84,500 XP (reduced to 78,180 XP from crafting Magic Items)

Abilities
Strength: 8
Dexterity: 10
Constitution: 14
Intelligence: 18 (17, +1 HD)
Wisdom: 18 (16, +2 HD)
Charisma: 9

Speed:
Tactical:
Local:
Overland:

HD:
AC:
Touch AC:
Flat-Footed AC:

Initiative:

Skills:
Skill Points:
Class Skills:
Skill Modifiers:

Feats:

Special Abilities:

Saving Throws:
Fortitude:
Reflexes:
Will:

Attacks:
Base attack Bonus:
Melee:
Ranged:
Grapple:

Attack

Equipment:


Total GP: 35,000 gp.
Total Weight:
Max Load:
Max Load to Lift off Ground:
Max Load to Drag:

Items Crafted:
Cloak of Charisma +6 (18,000 gp and 1,440 XP) (Crafted for the Stormhand), +5 Shock Adamantine Bastard Sword (39,035 gp and 2,880 XP) (Crafted for the Stormhand), +3 Axeblock (Complete Warrior) Mithral Breastplate (16,700 gp and 1,000 XP) (Crafted for the Stormhand), +5 Mithral Buckler (13,515 gp and 1,000 XP) (Crafted for the Stormhand).

Spells:

Cleric
Spells per day:
Spell save DC mod:
Other mods to spells:

Wizard
Spellbook:
Spells per day:
Spell save DC mod:
Other mods to spells:

Description:
Alignment: Neutral
Languages: Common, Draconic
Gender: Male
Deity: Typhos (http://boards1.wizards.com/showpost.php?p=6384382)
Age:
Height:
Weight:
Eyes:
Hair: White
Description:
Demonfey

06-06-05, 08:32 PM
I'm back and updated the list. PM me if I miss your character
Arshes

06-07-05, 05:22 PM
Player Name: Arshes
Character Name:Arshes
Approved?:no
Foundations: The list of foundations that the character is a member of.
Race: Elf
Class: Psion
Total ECL:15
Experience:
Alignment:CG
Languages:
Gender:
rolls made here (http://invisiblecastle.com/find.py?u=Arshes)
Abilities
Strength: 16 +3 (12, 0, 0, +4 belt)
Dexterity: 22 +6 (15, +2, +1, +4 gloves)
Constitution: 20 +5 (16, -2, 0, +6 amulet)
Intelligence: 26 +8 (18, 0, +2, +6 headband)
Wisdom: 15 +2 (15, 0, 0, 0)
Charisma: 14 +2 (14, 0, 0, 0)

Speed:

HD: xdx +xdx +x (hp) link to hp rolls, if using online die roller
AC: Armor Class (armor mod, shield mod, Dex mod, natural armor, deflection, any other mods)
Touch AC: Touch Armor Class (Dex mod, deflection, any other mods)
Flat-Footed AC: F-F Armor Class (armor mod, shield mod, natural armor, deflection, any other mods)

Initiative: Init mod (Dex mod, any other mods)

Skills:
Skill Points: #
Class Skills:
Skill Modifiers:
+Modifier Skill (ranks, ability mod, other mods)

Feats:
Feat (What sourcebook, if not from Core Rulebooks)

Special Abilities:


Saving Throws:
Fortitude: Modifier (base save, 5, 4)
Reflexes: Modifier (base save, 6, 4)
Will: Modifier (base save, 2, 4)

Attacks:
Base attack Bonus:7/2
Melee:10/5
Ranged:13/8/3
Grapple: 10

Attack:


Equipment:
headband of int +6, 36,000gp
amulet of con +6, 36,000gp
belt of str +4, 16,000gp
gloves of dex +4, 16,000gp
cloak of resistance +4, 16,000gp
Total:



Psionics:
power points: 255
save dc: 18+power level
powers: control flames, catfall, detect psionics, far hand, float, mind thrust, cloud mind, detect hostile intent, levitate (psionic), sustenence, body adjustment, eradicate invisibility, mental barrier, share pain(forced), teleknietik thrust, wall of ectoplasm, adapt body, plane shift (psionic), psychich crush, disinigrate (psionic), energy missile, energy cone, control body, control air, energy ball, inertial barrier, major creation (psionic).

Description:
Age:
Height:
Weight:
Eyes:
Hair:
Description:
Pelor the Inconspicuous

06-08-05, 09:09 PM
Here are my rolls: 18,10,16,12,15,13
http://invisiblecastle.com/find.py?a=show&id=101489 for the rolls

Either that or I’ll take, as a secondary choice, 16,15,12,12,14,10 (point buy)
I’ll change the other things if u don’t like the top ones.

I think I screwed up on the skills but whatever

Player Name: Pelor the Inconspicuous
Character Name: NoBal “Scalebearer” Thun-laga
Approved?: No
Foundations: None
Race: Goliath Half-Dragon (Goliath is from Races of Stone)
Class: Warlock 11
Racial HD: 0
Level Adjustment: +4
Total ECL: 15
Experience: 112,500 XP
Alignment: CN
Home Region: N/A
Languages: Common, Gol-Kaa, Dwarven, Giant, Gnoll
Gender: Male

Abilities
Strength: 28 (16+8 half-dragon +4 goliath)
Dexterity: 13 (15-2 goliath)
Constitution: 20 (13+2 goliath +2 half-dragon +3 level up)
Intelligence: 14(12+ 2 half-dragon)
Wisdom: 10(10)
Charisma: 20(18+2 half-dragon)

(or: using the other scores:
Str: 28 (16+4 goliath +8 Halfdragon)
Dex: 12 (14-2)
Con: 17 (12 +2 goliath +2 half-dragon +1 lvl)
Int: 14 (12+2 half-dragon)
Wis: 10 (10)
Cha: 19(15+2 half-dragon +1 lvl up)

Speed: 30ft land speed

HD: http://invisiblecastle.com/find.py?id=101498 for them
[5,5] = (10)
[7,5] = (12)
[3,5] = (8)
[6,5] = (11)
[3,5] = (8)
[5,5] = (10)
[2,5] = (7)
[7,5] = (12)
[7,5] = (12)
[4,5] = (9)
[7,5] = (12)
Total= 111
AC: 28 (10+6 (rings of deflection) + 4 (Half-Dragon Natural Armor) +6 (mythralmyst shirt) + 2 dex)
or 27 using other scores
Touch AC: 18 (10+2 dex +6 deflection)
or 17 using other scores
Flat-Footed AC: 22 (10+4 natural +6 mythralMyst shirt +6 deflection)

Initiative: 2 (+2 dex)
Or +1 using other scores

Skills: 112
Skill Points: Class Skills: Bluff, Concentration, Craft, Disguise, Intimidate, Jump, Know(Arcana, Planes, Religion), Profession, Sense Motive, Spellcraft, Use Magic Device.
Skill Modifiers:
19 Bluff (15 ranks+ 4 ability)
30 Disguise (16 ranks +5 ability +10 hat of disguise)
20 Intimidate (16+4)
17 Know (Arcana) 16+2
17 Sense Motive (16 ranks +2 goliath)
17 Spellcraft (16+2)
18 Use Magic Device (16+5)
20 Bluff (16 ranks +5)
Total 112

Feats:
Extra invocation (devil’s sight) (Complete Arcane)
Extra invocation (eldritch spear) (Complete Arcane)
Maximize Breath (Draconomicon)
Craft Wonderous Item


Special Abilities:
Powerful Build (Goliath from RoS)
Mountain Movement (Goliath from RoS)
Acclimated (Goliath from RoS)
+2 sense motive }From Goliath and ½ dragon
Darkvision 60
Immune to sleep and paralysis effects
Breath Weapon Line Acid 6d8

Invocations
Eldritch Blast
Damage Reduction 3/cold iron } All Class Features of Warlock
Deceive Item
Fiendish Resilience 1/day
Energy Resistance 5 Fire, Electricity

Saving Throws:
Fortitude: Modifier (base save, ability mod, other mods)
Reflexes: Modifier (base save, ability mod, other mods)
Will: Modifier (base save, ability mod, other mods)

Attacks:
Base attack Bonus: +8/+3
Melee: +18/+13
Ranged: +10/+5
Grapple: 19= +8 BaB +10 Str +1 Size Mod

Attack
Eldritch Blast +10 6d6+2d6
Rod of Thunder and Lightning +20/+15 1d6+10+2+5

Equipment:
2 Rings of Protection +3 (18,000 x 2)
Ring of Blinking (27,000)
Cloak of Displacement (24,000)
Chausuble of Fell Power, Greater (18,000)
Thespian Mask (3,000)
Slippers of Spider Climbing (4,800)
Gauntlets of Heartfelt Blows (12,000)
Hat of Disguise (1,800)
Hand of Glory (8,000)
Belt of Many Pockets (11,000)
MithralMist Shirt (21,300)
Rod of Thunder and Lightning (33,000)
Quall’s Feather Token, Tree (100)


Total: 200,000

Invocations:
Entropic Warding
SpiderWalk
Eldritch Spear

Flee The Scene
Voidsence
Eldritch Chain

Vitrolic Blast

Description:
Age: 29
Height: 7’9
Weight: 290 lbs
Eyes: Grey
Hair: None
Description: After a very unusual mixing of blood by a copper dragon and goliath, NoBal was grown on his goliath father’s side. He was ridiculed by the other goliaths because of how he looked, but was able to prove himself by beating them in many games. He lived a normal life until, unfortunately, giants killed/enslaved most of his tribe. He then wandered off for a while until he met a warlock who helped him out of pity. NoBal followed the warlock he met and was “apprenticed,” by the warlock, who used him to carry his belongings. The warlock eventually saw NoBal as a son and taught NoBal everything he knew. NoBal learned quickly and was sent on his way because the warlock thought him ready to go out into the world. NoBal looked for his mother after he left his warlock friend but was shocked to discover that his mother was killed by a couple of evil adventurers. He is now on a never-ending quest to kill all those who have done him wrong and all others who might potentially do wrong (e.g. Giants and adventurers who go in looking for treasure in metallic dragon’s caves). He is huge and usually cloaked in large robes that hide his lithoderms and scales a hood that mostly hides his horns. He wanders the cities to find information on dragons or giants in the area.
Dyne

06-22-05, 01:45 PM
Player Name: Dyne
Character Name: Invasion Soldier (Follower of Stormhand)
Approved?: No
Foundations: Stormhand Federation
Race: Human
Class: Warrior 1
Experience: 0 XP

Abilities

Strength: 18
Dexterity: 14
Constitution: 16
Intelligence: 8
Wisdom: 8
Charisma: 8

Speed:
Tactical: 20 ft. per move action, 80 ft. run per round.
Local: 200 ft. walk per minute, 400 ft. hustle per minute, 800 ft. run per minute.
Overland: 2 mile walk per hour, 4 mile hustle per hour, 16 mile walk per day.

HD: 1d8+3 (7 hp)
AC: 17 (+2 Dex, +5 armor)
Touch AC: 12 (+2 Dex)
Flat-Footed AC: 15 (+5 armor)

Initiative: +2 (Dex)

Skills:
Skill Points: 8
Class Skills: Climb, Handle Animal, Intimidate, Jump, Ride, and Swim.
Skill Modifiers:
Climb +1 (+2 ranks, +4 Str, -5 armor check)
Intimidate +0 (+1 rank, -1 Cha)
Jump +1 (+2 ranks, +4 Str, -5 armor check)
Ride +3 (+1 rank, +2 Dex)
Swim -4 (+2 ranks, +4 Str, -10 armor check)

Feats:
Armor Proficiency (light, medium, heavy)
Martial Weapon Proficiency (all)
Power Attack (1st-level)
Shield Proficiency
Simple Weapon Proficiency
Weapon Focus (Greatsword) (1st-level, Human Bonus Feat)

Special Abilities:

Saving Throws:
Fortitude: +5 (+2 base, +3 Con)
Reflexes: +2 (+0 base, +2 Dex)
Will: -1 (+0 base, -1 Wis)

Attacks:
Base attack Bonus: +1
Melee: +5
Ranged: +3
Grapple: +5

Masterwork Greatsword
+7 melee 2d6+6 damage crit 19-20/x2

Heavy Crossbow
+3 ranged 1d10 damage crit x19-20/x2 range 120 ft.

Equipment:
[x lb]Container (miscellaneous, including where the container is): stuff in the container (x lb), more stuff in the container (x lb).


Total GP: 900 gp.
Total Weight:
Max Load:
Max Load to Lift off Ground:
Max Load to Drag:

Description:
Alignment: Lawful Neutral
Languages: Common
Gender: Male
Deity:
Age: 16-21 years of age (average 18 years old)
Height: 5'6" - 6' (average 5'9")
Weight: 136-232 lb. (average 175 lb.)
Eyes: Brown, Blue, or Green
Hair: Brown or Blonde
Description:
Arshes

06-23-05, 06:56 AM
Player Name: Arshes
Character Name: Arshes
Approved?: no
Foundations: none
Race: young brass dragon
Class: none
Racial HD: 11
Level Adjustment: +4
Total ECL: 15
Experience:
Alignment: cg
Languages:
Gender: male

Abilities
Strength: 18 (12, 4, 0, 0)
Dexterity: 16 (15, 0, 1, 0)
Constitution: 20 (16, 4, 0, 0)
Intelligence: 20 (18, 2, 0, 0)
Wisdom: 18 (15, 2, 1, 0)
Charisma: 16 (14, 2, 0, 0)

Speed:

HD: xdx +xdx +x (hp) link to hp rolls, if using online die roller
AC: Armor Class (armor mod, shield mod, Dex mod, natural armor, deflection, any other mods)
Touch AC: Touch Armor Class (Dex mod, deflection, any other mods)
Flat-Footed AC: F-F Armor Class (armor mod, shield mod, natural armor, deflection, any other mods)

Initiative: Init mod (Dex mod, any other mods)

Skills:
Skill Points: #
Class Skills:
Skill Modifiers:
+Modifier Skill (ranks, ability mod, other mods)

Feats:
Feat (What sourcebook, if not from Core Rulebooks)

Special Abilities:
Special Ability (Class, race, or whatever else grants you the special ability) (What sourcebook, if not from Core Rulebooks)

Saving Throws:
Fortitude: Modifier (base save, ability mod, other mods)
Reflexes: Modifier (base save, ability mod, other mods)
Will: Modifier (base save, ability mod, other mods)

Attacks:
Base attack Bonus:
Melee:
Ranged:
Grapple:

Attack

Equipment:
Item (price), item (price), xxx gp.
Total:

Spells: (If applicable)
Spells per day:
Spell save DC mod:
Other mods to spells:
Spells Known: (If applicable)
Spellbook: (If applicable)

Invocations: (If applicable) [Ed. Sorry, not very familiar with invocations, so I don't know what else might go here]

Psionics: (If applicable) [Ed. Sorry, not very familiar with psionics, so I don't know what else might go here]

Description:
Age:
Height:
Weight:
Eyes:
Hair:
Description:
Dyne

06-29-05, 03:29 PM
:bump:

Gonna adjust some of my characters and post them in the new character sheet, for all to see.
Dyne

06-30-05, 02:48 AM
William of Bristol ("The Stormhand")
Male Human
Fighter 1/Magician 6/Eldritch Knight 5/Lord of Men 3
Lawful Neutral
Typhos

Height, Weight, Age
Hair color, Eye color, Skin color

Str 18 (+4) (17 roll, +1 level advancement)
Dex 12 (+1) (12 roll)
Con 17 (+3) (17 roll)
Int 24 (+7) (17 roll, +1 level advancement, +6 Headband of Intellect)
Wis 8 (-1) (8 roll)
Cha 16 (+8) (13 roll, +1 level advancement, +2 Cloak of Charisma)

Hit Points: 99 (Rolled)
AC: ??, Touch: ??, Flatfooted: ??
Initiative: +1 (Dex)
BAB: +12, Grapple: +?
Speed: ?? feet (base ??, light/medium/heavy load [?? of ?? lbs], light/medium/heavy armor)

Management Skills Authority: ?
Faith: ?
Focus: ?
Savvy: ?Saves Fort: +14 (+2 Fighter, +2 Magician, +4 Eldritch Knight, +3 Lord of Men, +3 con)
Ref: +5 (+0 Fighter, +2 Magician, +1 Eldritch Knight, +1 Lord of Men, +1 dex)
Will: +8 (+0 Fighter, +5 Magician, +1 Eldritch Knight, +3 Lord of Men, -1 wis)
Attacks
+?/+?/+? melee, weapon, ?d?+?, ??-??/x?
+?/+?/+? ranged, weapon, ?d?+?, ??-??/x?, ?' range
Skills
Skill Name +? (? ranks, +? ability, +? racial, +? synergy, +? item, +? feat, +? misc)
Skill Name +? (? ranks, +? ability, +? racial, +? synergy, +? item, +? feat, +? misc)
Listen +? (? ranks, +? wis, +? racial, +? synergy, +? item, +? feat, +? misc)
Spot +? (? ranks, +? wis, +? racial, +? synergy, +? item, +? feat, +? misc)
Speaks Common, Auran, Abyssal, Celestial, Draconic, Dwarven, Elven, Infernal (0 ranks in Speak Language)
Armor Check Penalty: -? (-? armor, -? shield)
Feats
Feat Name (Level 1 - Race)
Feat Name (Level ? - Class ?)
Feat Name (Level 1 - Character)
Feat Name (Level 3 - Character)
Racial Traits
Medium Size
No Ability Modifiers
Base Speed 30 ft.
Skill Bonuses
Miscellaneous, etc
Favored Class
Special Abilities
Special Ability Name (Class ?)
Special Abilitiy Name (Class ?), etc
Caster Levels:
CL 10th "Magician"
"Magician" Spells Prepared Cantrips: ?/day, Spell Name (?), Spell Name (?), Spell Name (?)
1st Level: ?/day, Spell Name (?), Spell Name (?), etc
2nd Level: ?/day, Spell Name (?), Spell Name (?), etc
3rd Level: ?/day, Spell Name (?), Spell Name (?), etc
4th Level: ?/day, Spell Name (?), Spell Name (?), etc
5th Level: ?/day, Spell Name (?), Spell Name (?), etc
6th Level: ?/day, Spell Name (?), Spell Name (?), etc
7th Level: ?/day, Spell Name (?), Spell Name (?), etc
8th Level: ?/day, Spell Name (?), Spell Name (?), etc
9th Level: ?/day, Spell Name (?), Spell Name (?), etc"Class Name" Spells Cast per Day and Spells Known Cantrips: ?/day, Spell Name, Spell Name, etc
1st Level: ?/day, Spell Name, Spell Name, etc
2nd Level: ?/day, Spell Name, Spell Name, etc
3rd Level: ?/day, Spell Name, Spell Name, etc
4th Level: ?/day, Spell Name, Spell Name, etc
5th Level: ?/day, Spell Name, Spell Name, etc
6th Level: ?/day, Spell Name, Spell Name, etc
7th Level: ?/day, Spell Name, Spell Name, etc
8th Level: ?/day, Spell Name, Spell Name, etc
9th Level: ?/day, Spell Name, Spell Name, etcManifester Levels: ML ?? "Class Name"
ML ?? "Class Name", etcPower Points per Day:: ?? Power Points per day (+x class y, +x for ability of z, +x class y, +x for ability of z, +x feat, +x race, +x misc)

"Class Name" Powers Known 1st Level: Power Name, Power Name, etc
2nd Level: Power Name, Power Name, etc
3rd Level: Power Name, Power Name, etc
4th Level: Power Name, Power Name, etc
5th Level: Power Name, Power Name, etc
6th Level: Power Name, Power Name, etc
7th Level: Power Name, Power Name, etc
8th Level: Power Name, Power Name, etc
9th Level: Power Name, Power Name, etcEquipment Melee Weapon (weight)
Ranged Weapon (weight)
Ammunition Type I (weight)
Ammunition Type II, etc (weight)
Armor (weight)
Shield (weight)
Outfit (weight)
Storage Item (weight) Stowed Item (weight)
Stowed Item (weight)
Spellbook(s), if applicable (weight) Cantrips Spell Name (1 page)
Spell Name (1 page), etc
Level 1
Spell Name (2 pages)
Spell Name (2 pages), etc
Level 2
Spell Name (4 pages)
Spell Name (4 pages), etc
Level 3
Spell Name (6 pages)
Spell Name (6 pages), etc
Level 4
Spell Name (8 pages)
Spell Name (8 pages), etc
Level 5
Spell Name (10 pages)
Spell Name (10 pages), etc
Level 6
Spell Name (12 pages)
Spell Name (12 pages), etc
Level 7
Spell Name (14 pages)
Spell Name (14 pages), etc
Level 8
Spell Name (16 pages)
Spell Name (16 pages), etc
Level 9
Spell Name (18 pages)
Spell Name (18 pages), etc
Blank Pages: ??
Miscellaneous Item (weight)
Miscellaneous Item (weight), etc
?? Platinum Pieces, ?? Gold Pieces, ?? Silver Pieces, ?? Copper Pieces (weight [1 lb/50 coins])Items Bought Item Name (price bought at)
Item Name (price bought at)
Item Name (price bought at), etc
Total Value of Bought ItemsItems Sold Item Name (price sold at)
Item Name (price sold at)
Item Name (price sold at), etc
Total Value of Sold ItemsAwardsExperience Awards +? experience points
+? experience points
+? experience points, etc
Total Value of Experience Awards: +? experience points

Monetary Awards +? gold pieces
+? gold pieces
+? gold pieces, etc
Total Value of Monetary Awards: +? gold pieces

Item Awards Item Award
Item Award
Item Award, etcBackgroundCharacter Background Here
Wilds

07-07-05, 12:28 AM
Player Name: Wilds
Character Name: Incarin
Approved: Yes
Foundations: Stormhand Federation, Temple of the Damned
Race: Elan
Class: Telepath (psion) 5 Uncarnate 10
Racial HD: 0
Level Adjustment: 0
Total ECL: 15
Experience: 112,500 XP
Alignment: NE
Home Region: -
Languages: Common, Draconic, Elf, Abyssal, Celestial, Undercommon
Gender:M

Management Skills
Authority: 2.5
Faith: 0.4
Focus: 2.25
Savvy: 2.25

Abilities roller (http://invisiblecastle.com/find.py?a=show&id=65790)
Strength: - (12 base
Dexterity: 16 (16 base
Constitution: 12 (12 base
Intelligence: 26 (18 base,+ 2 ability boost + 6 item
Wisdom: 16 (15 base,+1 ability boost
Charisma: 21 (17 base – 2 elan +6 item

Speed: 30 flying

HD: 4 + 4d4 + 10d4 + 15 con + 12 psionic body = 70 http://invisiblecastle.com/find.py?id=115952
AC: 21 (10 + 3 dex + 8 bracers
Touch AC: Touch Armor Class (Dex mod, deflection, any other mods)
Flat-Footed AC: F-F Armor Class (armor mod, shield mod, natural armor, deflection, any other mods)

Initiative: (3 dex

Skills:

Skill Points: # (2+8)x4 + (2+8)x4 + (2+8)x10, psion 80, uncarnate 100
Class Skills:

Psion class skills
Uncarnate class skills

Appraise (+ 8 int)
Autohypnosis (18ur + 3 wis)
Bluff (10pr + 8ur + 5 cha)
Concentration (10pr + 8ur + 1 con)
Craft (0r + 8int)
Decipher Script (+ 8 int)
Diplomacy (+ 5 cha)
Disable Device (+ 8 int)
Disguise (18ur + 5 cha)
Escape Artist (+ 3 dex)
Forgery (+ 8 int)
Gather Information (10pr + 8ur + 5 cha)
Handle Animal (+5 cha)
Heal (+3wis)
Hide (+ 3 dex)
Intimidate (+ 5 cha)
Knowledge (psionics) (10pr + 8ur + 8 int)
Knowledge (the planes) (5pr + 13ur + 8 int)
Knowledge (religion) (5pr +1.5ur(3cc) + 8 int)
Knowledge (local) (5pr + 8 int)
Knowledge (history) (5pr + 8 int)
Listen (+ 1 wis)
Open Link (+ 3 dex)
Perform (+ 5 cha)
Profession (+ 1 wis)
Psicraft (10pr + 8ur + 8 int)
Search (+ 1 wis)
Sense Motive (10pr + 8ur + 3 wis)
Spellcraft (+ 8 int)
Spot (+ 1 wis)
Use Magic Device (+ 5 cha)
Use Psionic Device (+ 5 cha)
Use Rope (+ 3 dex)
Skill Modifiers:
+Modifier Skill (ranks, ability mod, other mods)


Feats

Feats: 2bpsion + 6
1st psionic body
1st bonus psionic endowment
3rd power penetration
5th bonus greater psionic endowment
6th Psionic Mediatation
9th LandLord
12th Dragon Cohort
15th Ghostly Grasp




Special Abilities:

Discipline (Telepathy)
• –2 Charisma
• Aberration: Elans are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
• Medium: As Medium creatures, elans have no special bonuses or penalties due to their size.
• Elan base land speed is 30 feet.
• Elans (unlike most aberrations) do not have darkvision.
• Naturally Psionic: Elans gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
• Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
• Resilience (Su): When an elan takes damage, she can spend power points to reduce its severity. As an immediate action, she can reduce the damage she is about to take by 2 hit points for every 1 power point she spends.
• Repletion (Su): An elan can sustain her body without need of food or water. If she spends 1 power point, an elan does not need to eat or drink for 24 hours.
• Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). Elans’ past lives expose them to wide ranges of language.
• Favored Class: Psion.
• Level Adjustment: +0.

Uncarnate Armor (Su): A psion uncarnate wearing armor (or using inertial armor or a similar effect) gets his armor bonus to AC even when he becomes incorporeal (see Shed Body, below). However, unlike other incorporeal creatures, a psion uncarnate does not gain a deflection bonus to Armor Class from his Charisma modifier. This ability works even if the armor being worn becomes incorporeal (such as through the use of the assume equipment ability described below).
Incorporeal Subtype: An incorporeal psion uncarnate has no physical body. He can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. He is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, he has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects, or attacks made with ghost touch weapons).
An incorporeal psion uncarnate has no natural armor bonus—and, unlike other incorporeal creatures, does not gain a deflection bonus from his Charisma modifier. An incorporeal psion uncarnate can enter or pass through solid objects (subject to the restrictions described in the shed body and assume equipment abilities), but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than his own. He can sense the presence of creatures or objects within a square adjacent to his current location, but enemies have total concealment (50% miss chance) from an incorporeal psion uncarnate that is inside an object. To see farther from the object he is in and attack normally, the incorporeal psion uncarnate must emerge. An incorporeal psion uncarnate inside an object has total cover, but when he attacks a creature outside the object he only has cover, so a creature outside with a readied action could strike at him as he attacks. An incorporeal psion uncarnate cannot pass through a force effect.
An incorporeal psion uncarnate’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects work normally against him. He can pass through and operate in water as easily as he does in air. An incorporeal psion uncarnate cannot fall or take falling damage. He cannot make trip or grapple attacks, nor can he be tripped or grappled. In fact, he cannot take any physical action that would move or manipulate an opponent or its equipment, nor is he subject to such actions.
Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attack rolls and its ranged attack rolls. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.
Assume Equipment (Su): Beginning at 3rd level, a psion
uncarnate can designate a number of pieces of his worn equipment (including armor and weapons) equal to his psion uncarnate level to become incorporeal when he uses his shed body ability. This has no effect on the equipment’s function, but now when the psion uncarnate is incorporeal, he can enter or pass through solid objects while wearing nothing other than the designated equipment. Once designated, the equipment automatically changes to incorporeal when the character sheds his body, and it returns to corporeality when the character does. The character can change his designations as he desires.
Assume Likeness (Su): At 4th level and higher, while incorporeal, a psion uncarnate can assume the likeness of any Small, Medium, or Large creature as a standard action that does not provoke attacks of opportunity. The character’s abilities do not change, but he appears to be the creature that he assumes the likeness of, allowing him the ability to effectively disguise himself and bluff those who might wonder at his true nature. Each physical interaction with a creature requires a successful Bluff check (opposed by the creature’s Sense Motive check) to convince the creature of the psion uncarnate’s new appearance. The psion uncarnate must not do anything to give away his true (incorporeal) nature in order for the bluff to be successful; for instance, if he accepts an item from another creature only to have it fall through his immaterial hands, the Bluff check automatically fails. However, a Bluff check would be allowed if the psion uncarnate uses his telekinetic force ability (see below) to hold the received item.
When using his assume likeness ability, a psion uncarnate has an additional +10 circumstance bonus on Disguise checks. If he can read an opponent’s mind, he gets a further +4 circumstance bonus on Bluff and Disguise checks.
Telekinetic Force (Su): Beginning at 7th level, while incorporeal, a psion uncarnate can use a telekinetic force effect as a standard action that does not provoke attacks of opportunity. The save DC is equal to 14 + the psion uncarnate’s key ability modifier (either Int, Wis, or Cha). The character’s manifester level is the manifester level of the effect.
Even while corporeal, a psion uncarnate can use this ability, but only three times per day (uses while he is uncarnate do not count against this use limit).
Uncarnate Bridge (Su): At 8th level, as a creature of almost pure mind, a psion uncarnate becomes more closely attuned to the minds of other creatures. He gains the ability to transport himself via the minds of living creatures. Once per day as a standard action while incorporeal, he can seamlessly enter any living creature with an Intelligence score and pass to another living creature with an Intelligence score that is within line of sight of the first creature.
The psion uncarnate must be in a space adjacent to the entry creature before transporting, and he appears in a space adjacent to the destination creature after transporting. The entry and destination creatures need not be familiar to the character. A psion uncarnate cannot use himself as the entry or destination creature. Neither creature need be a willing participant.
When exiting the destination creature, the psion uncarnate chooses an adjacent square in which to appear. Entering and leaving a creature is painless, unless the psion uncarnate wishes otherwise (see below). In most cases, though, the destination creature finds being the endpoint of a mental bridge surprising and quite unsettling.
If he desires, a psion uncarnate can destructively exit the destination creature. If the creature fails a Will save (DC 15 + psion uncarnate’s key ability modifier), the exiting psion uncarnate tunes his mental form to destructively interfere with the target’s mind. He bursts forth explosively from the creature’s body, dealing it 10d6 points of damage.
Uncarnate (Ex): At 10th level, a psion uncarnate becomes a being of pure psionic consciousness. This ability is similar to shed body, except the character is permanently incorporeal (and gains that subtype). If the character desires, he can become corporeal once per day for up to 1 minute, but he spends the rest of his time as an entity of mind untethered by the physical world.




Saving Throws:
Fortitude: +10 (4 +1 con +5 item
Reflexes: +12 (4 +3 dex + 5 item
Will: +19 (11 + 3 wis + 5 item

Attacks:
Base attack Bonus:
Melee:
Ranged:
Grapple:

Attack

Equipment:
Headband of Intellect +6 36k
Cloak of Charisma +6 36k
Bracers of Armor +8 64k
Amulet of Restistance +5 25k
Dominater Psicrown 20,250
Seal of the Stormhand Federation, Journeyman

+25,000 Gp Reward for Landlord from the Federation

43, 750 left


Total: 43750 gold

Psionics
nothing special is need to see what powers i have. My irrationality is enough to sate my paranoia

Psionics: Manifester Level 11
Power points 168 (2 + 106 + 60 int)
1st Lev:
Charm, psionic
Mindlink
Mind Thrust
Control Light
Far hand
2nd Lev:
Brain Lock
Read Thoughts
Cloud Mind
Control Sound
3rd Lev:
Crisis of Breath
False sensory input
Telekinetic Thrust
Energy Burst
4th Lev:
Dominate, psionic
Modify Memory, psionic
Wall of Ectoplasm
Dimension door, psionic
5th Lev:
Mind Probe
Psychic Crush
True Seeing, Psionic
Power Resistance
6th Lev:
Retrieve



Description:
Age: 100
Height: varies
Weight: -
Eyes: varies
Hair: varies
Description: vaires

Awards

Experience Awards
+? experience points
+? experience points
+? experience points, etc
Total Value of Experience Awards: +? experience points

Monetary Awards
+25,000 gold pieces http://boards1.wizards.com/showpost.php?p=7051979&postcount=466
+? gold pieces
+? gold pieces, etc
Total Value of Monetary Awards: +? gold pieces

Item Awards
Seal of the Stormhand Federation, Journeyman: This bronze medallion bearing the symbol of the Stormhand Federation represents that its owner is a Journeyman of the guild. Three times per day, this seal can send a message to the bearer of one of the other seals. If the target seal is not in a creature's possession, no message is sent, a use of the item is not drained, and the user knows the message did not go through.
In addition to its communication abilities, on command, the bearer of this seal may use lightning bolt once per day.
Moderate evocation; CL 7; Craft Wondrous Item, sending, lightning bolt; Price 32,000 gp
Item Award
Item Award, etc




Cohort: Juvenile Shadow Dragon
5 feats
Incarin's cohort is an ecl 14. While the dmg states that a cohort can only be 2 levels lower than the character at most, it also states that a cohort might be up to 1 level below that of the character if the cohort has leveled or gotten stronger in some other way. If this does not applie, then i will change the cohort.

Player Name: Wilds
Character Name: Onyx
Approved?:
Foundations: Stormhand Federation
Race: Shadow Dragon
Class: -
Racial HD: 13
Level Adjustment: +4
Total ECL: 17
Experience: -
Alignment: CE
Home Region: Shadow Place
Languages: Draconic, Common, Undercommon
Gender: M

Abilities
Str: 15
Dex: 10
Con: 21 (15 + 6con)
Int: 18
Wis: 18
Cha: 25 (19 + 6cha)


Speed: 80 ft, 150 fly (poor)

HD: 13d12 + 26
AC: 26 (+16 natural
Touch AC: 10
Flat-Footed AC: 26 (+16
F-F Armor Class (armor mod, shield mod, natural armor, deflection, any other mods)

Initiative: +0

Skills: (6 + 4) x 16 = 160
Presuming that 14hd = 14th char lev for skill max so 17
Skill Points: #
Class Skills:
Listen
Search
Spot
Concentration
Diplomacy
Escape Artist
Intimidate
Knowledge (any)
Sense Motive
Use Magic Device

Skill Modifiers:



Concentration +15 (10 + 5con)
Diplomacy +24 (17 + 7cha)
Escape Artist
Intimidate + 24 (17 + 7cha)
Knowledge (arcane) +21 (17 + 4int)
Knowledge (psionics) + 21 (17 + 4int)
Knowledge (local) +21 (17 + 4int)
Knowledge (planes) +14 (10 + 4int)
Listen + 21 (17 + 4wis)
Search + 21 (17 + 4wis)
Sense Motive + 21 (17 + 4 wis)
Spot + 21 (17 + 4wis)
Use Magic Device + 24 (17 + 7cha)
+Modifier Skill (ranks, ability mod, other mods)

Feats:
Wingover
Flyby Attack
Adroit Flyby Attack
Hover
Awaken Frighten Presence range: 32.5 ft dc: 20.5 save

Special Abilities:
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.
Energy Drain Immunity
Shadow Blend
Mirror Image
SR 17
Breath weapon 2(23) level drain
Frighten Presence range: 32.5 ft dc: 23.5 save

Saving Throws:
Fortitude: +11
Reflexes: +7
Will: +10

Attacks:
Base attack Bonus: +13
Melee: +13/+8/+3
Ranged: -
Grapple: +15

Attack
1 bite 1d8 +2
2 claw 1d6 +2
2 wing 1d4 +2

Equipment: 40k left
Item (price), item (price), xxx gp.
Amulet of Health + 6 36k
Cloak of Charisma + 6 36k
Scroll case 50gp
5 teleport scroll 5 x 1125 gp = 5625
Wall of Ice Wand 21k
5 etheral jaunt scroll 11375
Total:

Caster Level: 1
0 lev Save: 16 (10+0 +6)
1 lev Save: 17 (10 +1 + 6)
Spells per day:
0 – 5
1 – 5

Spells:
0 lev:
Detect Magic
Read Magic
Open/Close
Daze
1 lev:
Shivering Touch, lesser (frostburn)
Ray of Enfeeblement



EDIT: sblocks added for easier viewing and organization
Solmund

07-12-05, 03:20 AM
Player Name: Solmund
Character Name: Adrick Greenfist "Edgecloak"
Approved?: No
Foundations: The Justice League
Race: Warforged
Class: ranger5/assasin5/vigilante5
Total ECL: 15
Experience:
Alignment: CG
Languages:
Gender:

Abilities
Strength: Score (generated score, racial mod, level increases, other mods)
Dexterity: Score (generated score, racial mod, level increases, other mods)
Constitution: Score (generated score, racial mod, level increases, other mods)
Intelligence: Score (generated score, racial mod, level increases, other mods)
Wisdom: Score (generated score, racial mod, level increases, other mods)
Charisma: Score (generated score, racial mod, level increases, other mods)

Speed:

HD: xdx +xdx +x (hp) link to hp rolls, if using online die roller
AC: Armor Class (armor mod, shield mod, Dex mod, natural armor, deflection, any other mods)
Touch AC: Touch Armor Class (Dex mod, deflection, any other mods)
Flat-Footed AC: F-F Armor Class (armor mod, shield mod, natural armor, deflection, any other mods)

Initiative: Init mod (Dex mod, any other mods)

Skills:
Skill Points: #
Class Skills:
Skill Modifiers:
+Modifier Skill (ranks, ability mod, other mods)

Feats:
Feat (What sourcebook, if not from Core Rulebooks)

Special Abilities:
Special Ability (Class, race, or whatever else grants you the special ability) (What sourcebook, if not from Core Rulebooks)

Saving Throws:
Fortitude: Modifier (base save, ability mod, other mods)
Reflexes: Modifier (base save, ability mod, other mods)
Will: Modifier (base save, ability mod, other mods)

Attacks:
Base attack Bonus:
Melee:
Ranged:
Grapple:

Attack

Equipment:
Item (price), item (price), xxx gp.
Total:

Spells: (If applicable)
Spells per day:
Spell save DC mod:
Other mods to spells:
Spells Known: (If applicable)
Spellbook: (If applicable)

Invocations: (If applicable) [Ed. Sorry, not very familiar with invocations, so I don't know what else might go here]

Psionics: (If applicable) [Ed. Sorry, not very familiar with psionics, so I don't know what else might go here]

Description:
Age:
Height:
Weight:
Eyes:
Hair:
Description:
Solmund

07-12-05, 03:23 AM
Player Name:Solmund
Character Name: Hal striker
Approved?: No
Foundations:
Race: Half-elf
Class:Ranger5/ Scar Enforcer10
Total ECL: 15
Experience:
Alignment: NE
Languages:
Gender:

Abilities
Strength: Score (generated score, racial mod, level increases, other mods)
Dexterity: Score (generated score, racial mod, level increases, other mods)
Constitution: Score (generated score, racial mod, level increases, other mods)
Intelligence: Score (generated score, racial mod, level increases, other mods)
Wisdom: Score (generated score, racial mod, level increases, other mods)
Charisma: Score (generated score, racial mod, level increases, other mods)

Speed:

HD: xdx +xdx +x (hp) link to hp rolls, if using online die roller
AC: Armor Class (armor mod, shield mod, Dex mod, natural armor, deflection, any other mods)
Touch AC: Touch Armor Class (Dex mod, deflection, any other mods)
Flat-Footed AC: F-F Armor Class (armor mod, shield mod, natural armor, deflection, any other mods)

Initiative: Init mod (Dex mod, any other mods)

Skills:
Skill Points: #
Class Skills:
Skill Modifiers:
+Modifier Skill (ranks, ability mod, other mods)

Feats:
Feat (What sourcebook, if not from Core Rulebooks)

Special Abilities:
Special Ability (Class, race, or whatever else grants you the special ability) (What sourcebook, if not from Core Rulebooks)

Saving Throws:
Fortitude: Modifier (base save, ability mod, other mods)
Reflexes: Modifier (base save, ability mod, other mods)
Will: Modifier (base save, ability mod, other mods)

Attacks:
Base attack Bonus:
Melee:
Ranged:
Grapple:

Attack

Equipment:
Item (price), item (price), xxx gp.
Total:

Spells: (If applicable)
Spells per day:
Spell save DC mod:
Other mods to spells:
Spells Known: (If applicable)
Spellbook: (If applicable)

Invocations: (If applicable) [Ed. Sorry, not very familiar with invocations, so I don't know what else might go here]

Psionics: (If applicable) [Ed. Sorry, not very familiar with psionics, so I don't know what else might go here]

Description:
Age:
Height:
Weight:
Eyes:
Hair:
Description:
Solmund

07-12-05, 03:25 AM
Player Name: Solmund
Character Name: Dingglobiz
Approved?: No
Foundations:
Race: Killoran
Class: Warlock
Racial HD: (If any)
Level Adjustment: (If any)
Total ECL:
Experience:
Alignment: CN
Home Region: (If applicable)
Languages:
Gender:

Abilities
Strength: Score (generated score, racial mod, level increases, other mods)
Dexterity: Score (generated score, racial mod, level increases, other mods)
Constitution: Score (generated score, racial mod, level increases, other mods)
Intelligence: Score (generated score, racial mod, level increases, other mods)
Wisdom: Score (generated score, racial mod, level increases, other mods)
Charisma: Score (generated score, racial mod, level increases, other mods)

Speed:

HD: xdx +xdx +x (hp) link to hp rolls, if using online die roller
AC: Armor Class (armor mod, shield mod, Dex mod, natural armor, deflection, any other mods)
Touch AC: Touch Armor Class (Dex mod, deflection, any other mods)
Flat-Footed AC: F-F Armor Class (armor mod, shield mod, natural armor, deflection, any other mods)

Initiative: Init mod (Dex mod, any other mods)

Skills:
Skill Points: #
Class Skills:
Skill Modifiers:
+Modifier Skill (ranks, ability mod, other mods)

Feats:
Feat (What sourcebook, if not from Core Rulebooks)

Special Abilities:
Special Ability (Class, race, or whatever else grants you the special ability) (What sourcebook, if not from Core Rulebooks)

Saving Throws:
Fortitude: Modifier (base save, ability mod, other mods)
Reflexes: Modifier (base save, ability mod, other mods)
Will: Modifier (base save, ability mod, other mods)

Attacks:
Base attack Bonus:
Melee:
Ranged:
Grapple:

Attack

Equipment:
Item (price), item (price), xxx gp.
Total:

Spells: (If applicable)
Spells per day:
Spell save DC mod:
Other mods to spells:
Spells Known: (If applicable)
Spellbook: (If applicable)

Invocations: (If applicable) [Ed. Sorry, not very familiar with invocations, so I don't know what else might go here]

Psionics: (If applicable) [Ed. Sorry, not very familiar with psionics, so I don't know what else might go here]

Description:
Age:
Height:
Weight:
Eyes:
Hair:
Description:
Demonfey

07-13-05, 01:33 AM
I have been putting this off for too long. Let the approvals begin!
turalisj

07-13-05, 02:18 AM
yay! ^_^
the links are in my sig. only turalisj is finished. though he may be changed to a warmage. mybe. i ahven't decided yet.
Demonfey

07-13-05, 03:29 AM
That reminds me: no changing the characters drastically after approval. New items bought IG, ritual IG changing from one creature to another, okay, but after approval no suddenly deciding to change from a wizard to a cleric, or a human to a dragon, otherwise your character loses approval status and I have to look them over again.
premier666

07-13-05, 06:50 AM
BTW, since no one answered me last time...
Hey, english is not my native lanuage, so, the calss hospitatler knight, from the defenders of the faith, is really correct?
premier666

07-13-05, 08:30 AM
Drauguril
Player: Premier666
Approved?: not yet
Foundations: Forest dwellers foundation, Half elf foundation, the justice league, The Order of the Silent Bow, Guild of Pure Good.
Race: Human
Class: Male Wood elf ranger 11/singh rager 4 (Oriental adventures)
Racial HD: (none)
Level Adjustment: (none)
Total ECL: 15
Experience: 112500
Alignment: Lawful Good With capital "L" and capital "G"
Home Region: Rokugan
Languages: Speaks Common, elvish and orc
Gender: male
Medium size, 1.7M, 50Kg 120 yrs old
Deep Black hair, eyes: White pupil the rest is black., Pale white skin

Stats: rolled (http://invisiblecastle.com/find.py?a=show&id=116501)
Str 26 -- +2 racial +2 lv+6 other
Dex 18 -- +2 racial
Con 16 -- -2 racial +1 lv+4 other
Int 12 -- -2 racial
Wis 10 --
Cha 9 --

Hit Points 122(10d8+5d12+45)
AC 26, Touch 14, Flat 22
Init +8
BAB +15, Grap +23
Speed 40ft
Fort +11, Ref +8, Will +7

Attacks:

Flaming Ice/Cold fire: +23 (1d8+2d6+13)
Dagger: +19 (1d4+8)
Full attack: Flaming Ice: +21/+16/+11 (1d8+2d6+9);
Cold fire: +21/+16/+11 (1d8+2d6+5);
daggers: +17/+17 (1d4+8/1d4+4)
[Sblock]
Skills:
[Sblock]
+26 Jump (13) +5 from boots
+12 Handle animal (13)
+17 Ride (13)
+17 Move silently (13)
+24 Hide (13 + 2.5cc) +5 cloak
+17 Listen (13+ 2.5cc) +2 racial
+17 Spot (13+ 2.5cc) +2 racial

Feats

Track
Two weapon fighting (bonus from ranger)
Improved TWF (bonus from ranger)
Greater TWF (bonus from ranger)
Track (bonus from ranger)
Endurance(bonus from ranger)
Grat ki shout (bonus from Singh rager)
Remain councious (bonus from Singh rager)
Iron will
Ki shout (oriental adventures)
Power attack
Exotic weapon Pr. (double-bladed sword)
quick draw
improved initiative

Class abilities

Singh rager Abilities
Lions roar
Lion's fury 3/day: A state of rage, that gives +4 to str, +4 to cons, +2 on will saves, -2AC. Last 3+(newly improved cons madifier) rounds.
Lions courage: +4 on will saves against against mind-afecting spells or similar abilities.
Lion's pounce: The singh rager is able to make a full attack after a charge.

Ranger Abilities
Favored enemy: 1st: 2nd: 3rd:
Wild Empathy
Animal Companion (Ex):
Shades, a white mountain hawk.
Woodland Stride (Ex)
Swift Tracker (Ex)
Evasion (Ex)


Equipment: (starting GP: 200.000)

Flaming Ice/Cold fire: (Double-bladed sword, +1 flaming frosty on one side (32.700), +1 Icy flaming (32.700) on the other).
Belt of giant Strength +6 (36.000gp)
Amulet of health +4 (16.000)
Boots of Striding and Springing (5.500)
Ring of Protection +3 (18.000)
Energy resistance, major (28.000)
Cloak of elvenkind (2.500)
+4 chainshirt (16.000)
+3 buckler (9.000)
Cure serious wounds (potion) (750) X4 (3000)
10 daggers (10)

290GP left

Background:
later

Appearance:

You see a humanoid wering a cloack covering all his body. Underneath it there is the shining of metal in a chain shirt. The cloak appears to change color depending on the background, making dificult to look at him directly. His hood cover his face with shadow, but its possible to see elven ears sprouting out of the hood.
When the hood is down, you see its an elven male, with long deep black hair, an pale white skin. What atracts your attention however, it's his eyes. His pupil is completely white, while the rest of the eye is deep black.
Demonfey

07-13-05, 12:52 PM
BTW, since no one answered me last time...
Hey, english is not my native lanuage, so, the calss hospitatler knight, from the defenders of the faith, is really correct?
It's been updated in Complete Divine. I'll PM the stats and whatnot to you later.
By the way, flaming and frost enchantments can't go on the same blade, at least I think not. I have to check the DMG, but I'm pretty sure that they don't.
premier666

07-13-05, 12:56 PM
Thanks :D
premier666

07-13-05, 01:05 PM
wrong thread
turalisj

07-13-05, 07:21 PM
I've found the perfect soldier, an effigy giant! mwahahahahah!!!!
*points to the hundred effigy frost giants behind him* :schemes:
Demonfey

07-17-05, 06:22 PM
Check the first page for approvals!
turalisj

07-17-05, 07:44 PM
updated my primary character. I can't give him a background, since no one has made a history of what-ever the world is called for this game.. :rolleyes:
turalisj

07-18-05, 12:17 AM
oj, and i'd like to point out that you don't need to remain good to advance in the assasin class, it doesn't say that in the DMG. :P
Demonfey

07-18-05, 12:53 AM
Oh. Point. I'll change that. Thanks, Turalisj
turalisj

07-18-05, 01:08 AM
and is my character approved now? (the first one i made, turalisj) zik wasn't even finished, i have a few things to change around with him.
turalisj

07-18-05, 07:52 PM
Player Name: Turalisj
Character Name: Dri'lus
Approved?: No
Foundations: Foundation of the Orient
Race: Stonechild
Class: wu jen 4
Racial HD: 2
Level Adjustment: 4
Total ECL: 10
Experience:
Alignment: NG
Home Region: (If applicable)
Languages:
Gender:

Abilities
Strength: Score (generated , racial +8, level , other )
Dexterity: Score (generated , racial mod, level , other )
Constitution: Score (generated , racial +8, level , other )
Intelligence: Score (generated , racial +2, level , other )
Wisdom: Score (generated , racial mod, level , other )
Charisma: Score (generated , racial -2, level , other )

Speed:

HD: xdx +xdx +x (hp) link to hp rolls, if using online die roller
AC: Armor Class (armor mod, shield mod, Dex mod, natural armor, deflection, any other mods)
Touch AC: Touch Armor Class (Dex mod, deflection, any other mods)
Flat-Footed AC: F-F Armor Class (armor mod, shield mod, natural armor, deflection, any other mods)

Initiative: Init mod (Dex mod, any other mods)

Skills:
Skill Points: #
Class Skills:
Skill Modifiers:
+Modifier Skill (ranks, ability mod, other mods)

Feats:
Feat (What sourcebook, if not from Core Rulebooks)

Special Abilities:
Special Ability (Class, race, or whatever else grants you the special ability) (What sourcebook, if not from Core Rulebooks)

Saving Throws:
Fortitude: Modifier (base save, ability mod, other mods)
Reflexes: Modifier (base save, ability mod, other mods)
Will: Modifier (base save, ability mod, other mods)

Attacks:
Base attack Bonus:
Melee:
Ranged:
Grapple:

Attack

Equipment:
Item (price), item (price), xxx gp.
Total:

Spells: (If applicable)
Spells per day:
Spell save DC mod:
Other mods to spells:
Spells Known: (If applicable)
Spellbook: (If applicable)

Invocations: (If applicable) [Ed. Sorry, not very familiar with invocations, so I don't know what else might go here]

Psionics: (If applicable) [Ed. Sorry, not very familiar with psionics, so I don't know what else might go here]

Description:
Age:
Height:
Weight:
Eyes:
Hair:
Description:
Demonfey

07-18-05, 08:10 PM
To get back on you, your first character has been approved!
turalisj

07-19-05, 04:13 PM
zik is now ready for approval. i think he is one of the oldest (age wise) characters here...
Demonfey

07-19-05, 09:53 PM
Crowley was around 20,000+ years old.
turalisj

07-19-05, 10:05 PM
ok, the only ecl 15 character game wise... :rolleyes:
Demonfey

07-19-05, 10:10 PM
Did you alter the skill point thing yet?
turalisj

07-19-05, 10:33 PM
you miss-calculated. he can only have 72 skill points. i bet you your characters on that :P
(4x18= 72)
Demonfey

07-19-05, 10:54 PM
Not my calculation number, Turalisj. That's the number you had on the character.
turalisj

07-20-05, 03:32 PM
Player Name: Turalisj
Character Name: Lazrik
Approved?: No
Foundations:
Race: Half-red dragon Stonechild
Class: Shugenja1
Racial HD: 2
Level Adjustment: +7
Total ECL: 10
Experience:
Alignment: NE
Languages:
Gender:

Abilities
Strength: Score (generated score, racial +12, level increases, other mods)
Dexterity: Score (generated score, racial +0, level increases, other mods)
Constitution: Score (generated score, racial +8, level increases, other mods)
Intelligence: Score (generated score, racial mod, level increases, other mods)
Wisdom: Score (generated score, racial mod, level increases, other mods)
Charisma: Score (generated score, racial mod, level increases, other mods)

Speed:

HD: xdx +xdx +x (hp) link to hp rolls, if using online die roller
AC: Armor Class (armor mod, shield mod, Dex mod, natural armor, deflection, any other mods)
Touch AC: Touch Armor Class (Dex mod, deflection, any other mods)
Flat-Footed AC: F-F Armor Class (armor mod, shield mod, natural armor, deflection, any other mods)

Initiative: Init mod (Dex mod, any other mods)

Skills:
Skill Points: #
Class Skills:
Skill Modifiers:
+Modifier Skill (ranks, ability mod, other mods)

Feats:
Feat (What sourcebook, if not from Core Rulebooks)

Special Abilities:
Special Ability (Class, race, or whatever else grants you the special ability) (What sourcebook, if not from Core Rulebooks)

Saving Throws:
Fortitude: Modifier (base save, ability mod, other mods)
Reflexes: Modifier (base save, ability mod, other mods)
Will: Modifier (base save, ability mod, other mods)

Attacks:
Base attack Bonus:
Melee:
Ranged:
Grapple:

Attack

Equipment:
Item (price), item (price), xxx gp.
Total:

Spells: (If applicable)
Spells per day:
Spell save DC mod:
Other mods to spells:
Spells Known: (If applicable)
Spellbook: (If applicable)

Invocations: (If applicable) [Ed. Sorry, not very familiar with invocations, so I don't know what else might go here]

Psionics: (If applicable) [Ed. Sorry, not very familiar with psionics, so I don't know what else might go here]

Description:
Age:
Height:
Weight:
Eyes:
Hair:
Description:
Zombomaniac

07-21-05, 11:09 AM
cut.
Dyne

07-21-05, 02:21 PM
Whatever happened to making a new thread with the Character DM avatar and beginning posting characters in the new character sheet?
Aurelius_Shadowstryke

07-24-05, 08:58 AM
Player Name: Aurelius_Shadowstryke
Character Name: Aurelius Shadowstryke
Approved?: No
Foundations: The Warlock Circle
Race: Human
Class: Warlock 15 (Complete Arcane)
Total ECL: 15
Experience:
Alignment: Neutral Evil
Languages: Common, Abyssal, Infernal, Dwarven, Ignan, Undercommon, Orc, Elven
Gender: Male

Abilities
Strength: 8
Dexterity: 20 (14 original, +6 gloves of Dexterity)
Constitution: 10
Intelligence: 22 (16 original, +6 Headband of Intellect)
Wisdom: 9
Charisma: 26 (17 original, +3 from levels, +6 Cloak of Charisma)

Speed: 30 ft

HD: 15d6 (48pts)
AC: 20 (Studded Leather armour +3, +2 deflection, +5 from Dex)
Touch AC: 17 (+5 Dex mod, +2 deflection)
Flat-Footed AC: 15 (+3 armour, +2 deflection)

Initiative: +5

Skills:
Skill Points: 108
Class Skills: Bluff, Concentration, Craft, Disguise, Intimidate, Jump, Knowledge (arcana), Knowledge (religion), Knowledge (the planes), Profession, Sense Motive, Spellcraft, Use Magic Device
Skill Modifiers:
Bluff +34 (18 ranks, +2 from Persuasive, +8 CHA, +6 from Beguiling Influence)
Diplomacy +29 (9 Ranks, +2 from Negotiator, +8 CHA, +6 Beguiling Influence, +4 Synergy)
Disable Device +14 (8 ranks, +6 INT)
Disguise +38 (18 ranks, +2 from Deceitful, +8 CHA, +10 from Many Faces of Evil)
Hide +14 (9 ranks, +5 DEX)
Intimidate +18 (0 ranks, +2 from Persuasive, +8 CHA, +2 Synergy)
Move Silently +19 (9 Ranks, +5 DEX, +5 Boots of Elvenkind)
Open Lock +14 (9 ranks, +5 DEX)
Profession (Spy) +9 (10 ranks, -1 WIS)
Sense Motive +19 (18 ranks, -1 WIS, +2 Negotiator)
Use Magic Device +18 (10 ranks, +8 CHA)

Feats:
Negotiator
Persuasive
Deceitful
Extra Invocation x4

Special Abilities:
Damage Reduction 4/Cold Iron (Warlock)
Eldritch Blast 7d6 (Warlock)
Fiendish Resilience 2 (Warlock)
Imbue Item (Warlock)
Energy Resistance 5 [Fire and Acid] (Warlock)
Deceive Item
Detect Magic

Saving Throws:
Fortitude: +4
Reflexes: +9 (+4 base, +5 DEX)
Will: +8 (+9 base, -1 WIS)

Attacks:
Base attack Bonus: +11/+6/+1
Melee: +10/+5/+0
Ranged: +16/+11/+6
Grapple: +10

Attack
Eldritch Blast +16, 7d6, range 60ft, 20/x2
Adamantine Morningstar +11/+6/+1, 1d8, 20/x2

Equipment:
Cloak of Charisma +6, 36,000gp
Boots of Elvenkind 2,500gp
Gloves of Dexterity +6 36,000gp
Headband of Intellect +6 36,000gp
Ring of Chameleon Power 12,700gp
Ring of Mindshielding 8,000gp
Amulet of Proof Against Detection and Location 35,000gp
Chime of Opening 3,000gp
Studded Leather +2 Ghost Touch 25,175gp
Adamantine Morningstar +1 5,308gp
Total: 199,683gp


Invocations:
Least
Many Faces of Evil (homebrew - see here (http://boards1.wizards.com/showpost.php?p=6762816&postcount=39) , Beguiling Influence, Devil's Sight, Spiderwalk, Eldritch Spear, See the Unseen
Lesser
Fell Flight, Walk Unseen, Voracious Dispelling, Charm, Voidsense, Flee the Scene
Greater
Devour Magic

Description:
Age: 34
Height: 5'8"
Weight: 139lb
Eyes: Emerald green
Hair: Black, going slightly grey at the temples
Description: He wears dark red, studded leather armour, with silver studs. He carries himself as though he owns whatever location he is currently in. Once people get to know him, thay realise that he only owns a small piece of land, but that is the piece he is currently standing on.
Ashariana

07-27-05, 11:42 AM
Player Name: Ashariana
Character Name: Ashariana "The Dreadful"
Approved?: No
Foundations: The Guild of Ultimate Evil
Race: Blooded (http://boards1.wizards.com/showthread.php?t=321997)
Class: Sorcerer 5/Mind Bender 10
Racial HD: none
Level Adjustment: none
Total ECL: 15
Experience:
Alignment: Lawful Evil
Languages: Common, Abyssal, Elven
Gender: Female

Abilities
Strength: 12 +1
Dexterity: 15 +2
Constitution: 14 +2 (15 +1 level, -2 race)
Intelligence: 14 +2 (13 +1 level)
Wisdom: 16 +3 (14 +2 race)
Charisma: 26 +8 (17 +6 dress, +1 level, +2 race)

Speed: 30ft

HD: 15d4+30 (67 hp)
AC: 20 (10 +2 dex +8 bracers)
Touch AC: 12 (+2 dex)
Flat-Footed AC: 18 (+8 bracers)

Initiative: +2

Skills:
Bluff +27 (18)
Diplomacy +27 (18)
Intimidate +27 (18)
Sense Motive +22 (18)

Feats:
Great Fortitude
Natural Adaptation
Spell Focus (Enchantment)
Practiced Spellcaster
Leadership
Ability Focus (Dominate)

Special Abilities:
Blood Drain, Light shunned, Hydrophobia, Living Dead traits (race)
Telepathy, Push the Weak Mind 3/day (21), Skill boost, Mindread 4/day (20), Eternal Charm (4)(22), Enchantment Spell Power +4, Dominate (27), Thrall

Saving Throws:
Fortitude: +12 (8 +2 con +2 feat)
Reflexes: +6 (4 +2 ref)
Will: +14 (11 +3 wis)

Attacks:
Base attack Bonus: +7/+2
Melee: +8/+3
Ranged: +9/+4
Grapple: +8

+1 Skillful Bastard Sword +13/+8/+3 1d10+2 19-20/x2

Equipment:
Dress of Charisma +6 (36,000gp), Bracers of Armor +8 (64,000gp), +1 Skillful Bastard Sword (18,335gp), Iron Bands of Bilarro (26,000 gp), Staff of Flesh to Stone (49,500 gp)
6,165 gp
Total: 200,000gp

Spells:
Caster Level: 14
Enchantment Caster Level: 18
-0- 6
Daze, Light, Prestidigitation, Acid Splash, Detect Magic, Read Magic, Resistance, Open/Close, Ghost Sound
-1- 8
Charm Person, Magic Missile, Backbiter, Shield, Fist of Stone
-2- 8
Tasha's Hideous Laughter, Scorching Ray, Baleful Transposition, Entice Gift
-3- 8
Lightning Bolt, Hold Person, Fly
-4- 7
Crushing Despair, Greater Invisibility
-5- 4
Mind Fog

Description:
Age: 138
Height: 5'4
Weight: 116 lbs
Eyes: Red
Hair: Silver
Description:
Ashariana is a slim woman clad in black. Her silken dress hugs her body tightly, showing her curves as if taunting the men that see her. Here eyes are a bright red color and her skin is pale. Her silvery hair hangs loosely over her shoulders. The dress that covers her is a contrast to her pale skin. She bears a small pair of fangs in her mouth, hardly noticable at all unless one knows to look. Overall she is a beautiful woman, though she does carry an air of mystery about her as well.


Cohort Name: Skartog
Approved?: no
Foundations: Follows Ashariana
Race: Half-Ogre
Class: Fighter 6/Bodyguard 5
Racial HD: none
Level Adjustment: +1
Total ECL: 12
Experience:
Alignment: Lawful Evil
Languages: Common, Giant
Gender: Male

Abilities
Strength: 20 +5 (14 +6 race)
Dexterity: 11 +0 (13 -2 race)
Constitution: 22 +6 (14 +2 race, +4 amulet, +2 level)
Intelligence: 10 +0 (12 -2 race)
Wisdom: 11 +0
Charisma: 8 -1 (10 -2 race)

Speed: 15 ft

HD: 6d10+5d12+66+23 (144 hp)
AC: 30 (10 +10 ac +Shield +4, +3 enhancement +4 nat ac, -1 size)
Touch AC: 9 (10 +0 dex, -1 size)
Flat-Footed AC: 30 (10 +10 ac +Shield +4, +3 enhancement +4 nat ac, -1 size)

Initiative: +0

Skills:
Heal +9 (9)
Intimidate +13 (14)

Feats:
Bodyguard, Absorb Blast, Iron Will, Draw Attack, Provide Cover, Combat Reflexes, Shield Other, Improved Toughness, Exotic Armor Proficiency (Heavy Plate), Lightning Reflexes

Special Abilities:
Bodyguard's Toughness, Crimson Shield Conditioning, Master of the Crimson Shield (Prestiege Class)

Saving Throws:
Fortitude: +15 (9 +6 con)
Reflexes: +8 (6 +2 feat)
Will: +8 (6 +2 feat)

Attacks:
Base attack Bonus: +8/+3
Melee: +13/+8
Ranged: +8/+3
Grapple: +17

+1 Falchion +13/+8 2d4+5 18-20/x2

Equipment:
Amulet of Health +4 (16,00gp), +2 Mountain Plate (4,3250gp), +1 Tower Shield (1,180gp)
195gp
Total: 27,000gp

Description:
Age: 20
Height: 8ft
Weight: 200 lbs
Eyes: Brown
Hair: Black
Description:
This humanoid figure stands much taller than any normal man should. Metal covers his entire form from head to toe. A massive shield is carried in one hand, in the other, a curved blade. Rarely if ever seen without his armor, he is an intimidating sight indeed. His armor a slick black, reflecting the image of those who look upon him. Perhaps he likes his enemies to see themselves fall.
turalisj

07-27-05, 01:27 PM
Turalisj
Male Young Adult Bronze Dragon
Cleric Of Hlal 5/Sorcerer5/Water Savant 10
CG
Deity, Hlal

Height, Weight, Age
Hair color, Eye color, Skin color

Str ?? (+?) (?? points if appropriate, +? racial, +? levels, +? item, etc)
Dex ?? (+?) (?? points if appropriate, +? racial, +? levels, +? item, etc)
Con ?? (+?) (?? points if appropriate, +? racial, +? levels, +? item, etc)
Int ?? (+?) (?? points if appropriate, +? racial, +? levels, +? item, etc)
Wis ?? (+?) (?? points if appropriate, +? racial, +? levels, +? item, etc)
Cha ?? (+?) (?? points if appropriate, +? racial, +? levels, +? item, etc)

Hit Points: ?? (fixed/rolled)
AC: ??, Touch: ??, Flatfooted: ??
Initiative: +?
BAB: +?, Grapple: +?
Speed: ?? feet (base ??, light/medium/heavy load [?? of ?? lbs], light/medium/heavy armor)

Management Skills Authority: ?
Faith: ?
Focus: ?
Savvy: ?Saves Fort: +? (+? class, +? class, +? con, +? feat, +? special, etc)
Ref: +? (+? class, +? class, +? dex, +? feat, +? special, etc)
Will: +? (+? class, +? class, +? wis, +? feat, +? special, etc)Attacks +?/+?/+? melee, weapon, ?d?+?, ??-??/x?
+?/+?/+? ranged, weapon, ?d?+?, ??-??/x?, ?' rangeSkills Skill Name +? (? ranks, +? ability, +? racial, +? synergy, +? item, +? feat, +? misc)
Skill Name +? (? ranks, +? ability, +? racial, +? synergy, +? item, +? feat, +? misc)
Listen +? (? ranks, +? wis, +? racial, +? synergy, +? item, +? feat, +? misc)
Spot +? (? ranks, +? wis, +? racial, +? synergy, +? item, +? feat, +? misc)
Speaks Common, Racial, etc. (? ranks in Speak Language)
Armor Check Penalty: -? (-? armor, -? shield)Feats Feat Name (Level 1 - Race)
Feat Name (Level ? - Class ?)
Feat Name (Level 1 - Character)
Feat Name (Level 3 - Character)Racial Traits Size
Ability Modifiers
Base Speed
Skill Bonuses
Miscellaneous, etc
Favored ClassSpecial Abilities Special Ability Name (Class ?)
Special Abilitiy Name (Class ?), etcCaster Levels: CL ?? "Class Name"
CL ?? "Class Name", etc"Class Name" Spells Prepared Cantrips: ?/day, Spell Name (?), Spell Name (?), Spell Name (?)
1st Level: ?/day, Spell Name (?), Spell Name (?), etc
2nd Level: ?/day, Spell Name (?), Spell Name (?), etc
3rd Level: ?/day, Spell Name (?), Spell Name (?), etc
4th Level: ?/day, Spell Name (?), Spell Name (?), etc
5th Level: ?/day, Spell Name (?), Spell Name (?), etc
6th Level: ?/day, Spell Name (?), Spell Name (?), etc
7th Level: ?/day, Spell Name (?), Spell Name (?), etc
8th Level: ?/day, Spell Name (?), Spell Name (?), etc
9th Level: ?/day, Spell Name (?), Spell Name (?), etc"Class Name" Spells Cast per Day and Spells Known Cantrips: ?/day, Spell Name, Spell Name, etc
1st Level: ?/day, Spell Name, Spell Name, etc
2nd Level: ?/day, Spell Name, Spell Name, etc
3rd Level: ?/day, Spell Name, Spell Name, etc
4th Level: ?/day, Spell Name, Spell Name, etc
5th Level: ?/day, Spell Name, Spell Name, etc
6th Level: ?/day, Spell Name, Spell Name, etc
7th Level: ?/day, Spell Name, Spell Name, etc
8th Level: ?/day, Spell Name, Spell Name, etc
9th Level: ?/day, Spell Name, Spell Name, etcManifester Levels: ML ?? "Class Name"
ML ?? "Class Name", etcPower Points per Day:: ?? Power Points per day (+x class y, +x for ability of z, +x class y, +x for ability of z, +x feat, +x race, +x misc)

"Class Name" Powers Known 1st Level: Power Name, Power Name, etc
2nd Level: Power Name, Power Name, etc
3rd Level: Power Name, Power Name, etc
4th Level: Power Name, Power Name, etc
5th Level: Power Name, Power Name, etc
6th Level: Power Name, Power Name, etc
7th Level: Power Name, Power Name, etc
8th Level: Power Name, Power Name, etc
9th Level: Power Name, Power Name, etcEquipment Melee Weapon (weight)
Ranged Weapon (weight)
Ammunition Type I (weight)
Ammunition Type II, etc (weight)
Armor (weight)
Shield (weight)
Outfit (weight)
Storage Item (weight) Stowed Item (weight)
Stowed Item (weight)
Spellbook(s), if applicable (weight) Cantrips Spell Name (½ page)
Spell Name (½ page), etc
Level 1
Spell Name (1 page)
Spell Name (1 page), etc
Level 2
Spell Name (2 pages)
Spell Name (2 pages), etc
Level 3
Spell Name (3 pages)
Spell Name (3 pages), etc
Level 4
Spell Name (4 pages)
Spell Name (4 pages), etc
Level 5
Spell Name (5 pages)
Spell Name (5 pages), etc
Level 6
Spell Name (6 pages)
Spell Name (6 pages), etc
Level 7
Spell Name (7 pages)
Spell Name (7 pages), etc
Level 8
Spell Name (8 pages)
Spell Name (8 pages), etc
Level 9
Spell Name (9 pages)
Spell Name (9 pages), etc
Blank Pages: ??
Miscellaneous Item (weight)
Miscellaneous Item (weight), etc
?? Platinum Pieces, ?? Gold Pieces, ?? Silver Pieces, ?? Copper Pieces (weight [1 lb/50 coins])Items Bought Item Name (price bought at)
Item Name (price bought at)
Item Name (price bought at), etc
Total Value of Bought ItemsItems Sold Item Name (price sold at)
Item Name (price sold at)
Item Name (price sold at), etc
Total Value of Sold ItemsAwardsExperience Awards +? experience points
+? experience points
+? experience points, etc
Total Value of Experience Awards: +? experience points

Monetary Awards +? gold pieces
+? gold pieces
+? gold pieces, etc
Total Value of Monetary Awards: +? gold pieces

Item Awards Item Award
Item Award
Item Award, etcBackgroundCharacter Background Here
Dyne

08-22-05, 01:03 AM
Are characters still being approved? If so, will the list of approvals be kept here, or will it be added to the new character thread some place?
Demonfey

08-22-05, 10:18 AM
Characters are still being approved, I'm just having issues getting around to it due to leaving for college tomorrow and having gotten back from Ireland a few days ago. They will be added to the new thread.
The Kobold Hero

11-23-05, 09:34 PM
Player Name: The Kobold Hero
Character Name: Tarsas
Approved?: not yet
Foundations: Guild of Ultimate Evil: Incarnate
Race: Half-Black Dragon Half-Kobold
Class: Fighter 2 / Sorcerer 11
Racial HD: N/A
Level Adjustment: +3
Total ECL: 15
Experience:
Alignment: Lawful Evil
Home Region:
Languages: Common, Draconic, Infernal, Undercommon.
Gender: Male

Abilities
Strength: 18 (14, +8, -4)
Dexterity: 14 (12, +2)
Constitution: 15 (12, +4, -2, +1)
Intelligence: 14(12, +2)
Wisdom: 10 (10 +0)
Charisma: 20 (16, +2, +2)

Speed: 30 ft.

HD: 11d4 2xd10 +30 (71) link to hp rolls, if using online die roller
Armor Class: 18 = 10 +2 [dexterity] +1 [small] +4 [half-dragon] +1 [kobold]
Touch AC: 17 (Dex mod, deflection, any other mods)
Flat-Footed AC: 16 = 10 +2 [dexterity] +1 [small] +4 [half-dragon] +1 [kobold]

Initiative: +9 = +5 [dexterity] +4 [improved initiative]

Skills:
Appraise 2 = +2
Balance 2 = +2
Bluff 4 = +4
Climb 4 = +4
Concentration 20 = +2 +16 +2 Iron Will
Craft 2 = +2
Diplomacy 4 = +4
Disguise 4 = +4
Escape Artist 2 = +2
Forgery 2 = +2
Gather Information 4 = +4
Hide 6 = +2 +4 [small]
Intimidate 20 = +4 +16
Jump 4 = +4
Know (arcana) 18 = +2 +16
Listen 2 = +0 +2 [alertness]
Move Silently 2 = +2
Ride 2 = +2
Search 4 = +2 +2 [kobold]
Spellcraft 20 = +2 +16 +2 [Knowledge, arcane] +2 Magical Aptitude
Spot 2 = +0 +2 [alertness]
Swim 4 = +4
Use Rope 2 = +2

Feats: Alertness, Combat Casting, Magical Aptitude, Exotic Weapon Proficiency: Bastard sword,
Improved Initiative, Lightning Reflexes, Iron Will.

Spical Qualitys: Darkvision, +2 on search, +2 on craft: trapmaking, +2 profession: miner, Dazzled in bright light. Damage Immunity: Acid,
Spical abilitys: Breath attack once per day (60' line of Acid 6d4 DC 17,)

Saving Throws:
Fortitude: +10 = 6 [base] +4 [constitution]
Reflexes: +10 = 3 [base] +5 [dexterity] +2 [lightning reflexes]
Will: +10 = 7 [base] +1 [wisdom] +2 [iron will]

Base attack Bonus: +10
Melee: +15/+10 = 10 [base] +4 [strength] +1 [small]
Ranged: +16/+11 = 10 [base] +5 [dexterity] +1 [small]
Grapple: +10/+5 = 10 [base] +4 [strength] -4 [small]


Equipment:

Bastard Sword 4 lb
Arrows (quiver of 20) x2 3 lb
Backpack 2 lb
Caltrops 2 lb
Case (for map or scroll) 1 lb
Flint and steel
Parchment sheets x4
Rations (1 day) x3 1 lb
Sealing wax 1 lb
Signet ring
Waterskins x1 1 lb
Whetstone 1 lb
_____
Total 26 lb.
76 lb = medium load.
Item (price), item (price), xxx gp.
Total:

Spells:
Arcane Mark
Detect Magic
Detect Poision
Disrupet Undead
Ghost Sound
Mage Hand
Mending
Message
Open/Close
Expeditious Retreat
Feather Fall
Identify
Magic Missle
Protection From Good
Acid Arrow
Flaming Sphere
Knock
Protection From Arrows
Schorching Ray
Dispel Magic
Explosive Runes
Fireball
Lightning Bolt
Dimension Door
Invisibility, Greater
Phantasmal Killer
Shout
Cone of Cold
Nightmare
Teleport
Disintegrate
Chain Lightning

Description:
Age: 10
Height: 3'11"
Weight: 41
Eyes: Green
Hair: None
Description: Tarsas was raised and trained by his mother. He learned fast. And having heard many tales of knights, wizards, and scoundrels, he has left his home to pursue the path of an adventurer.

Appearance: Tarsas usually is seen wearing black and purple battle robes. These robes were a parting gift from his mother and he values them greatly.
Demonfey

11-23-05, 09:44 PM
Wrong thread. Player Character Thread 4.
The Kobold Hero

11-23-05, 10:01 PM
Woops sorry. . .
Demonfey

11-23-05, 10:02 PM
You're not the first, so don't worry about it. I'm just glad you didn't dig up the second one. That happens more often than this one's brought up.